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Data passes like Depth will still be saved using full 32-bit precision.16-bit signed16-bit signed integer vector16384 Samples16:916×17 - Theme Color Set18 - Theme Color Set180 Degrees19 - Theme Color Set192 kHz1931 CIE XYZ standard with assumed illuminant E white point1931 CIE XYZ with adapted illuminant D65 white point1:11:161:21:41:81st order semi-Lagrangian integration. Fast but least accurate, suitable for simple advection1×2/3 inch20 - Theme Color Set2048 Samples2048 px24-bit Signed24-bit signed256 MB256 Samples256 px270 Degrees2D2D 16-Bit Integer2D 16-Bit Integer Vector2D 16-Bit Integer Vector Attribute2D 16-Bit Integer Vector Attribute Value2D Cursor2D Cursor Location2D Integer Vector2D Integer Vector Attribute2D Integer Vector Attribute Value2D Layers2D Length2D Offset2D Offset for the warp2D Rotation for the warp2D Scale for the warp2D Stabilization2D Stabilized Clip2D Texture2D Transform2D Vector2D Vector Value2D Vector value in geometry attribute2D View Minimum Grid Spacing2D X coordinate of the absolute pivot2D Y coordinate of the absolute pivot2D cursor location for this view2D float vector action, representing a thumbstick or trackpad2D stabilization based on tracking markers2D value in geometry attribute2D vector2D vector with floating-point values2D view of the region2D_Animation2nd order midpoint integration. Good balance between speed and accuracy for most cases2×3 Vertices3 sides32 MB32 Samples32 px32-bit Float32-bit Signed32-bit color channels32-bit floating-point32-bit integer32-bit signed32-bit signed integer vector32768 Samples3D3D Cursor3D Curves3D Float Vector3D Float Vector Field3D Local View 3D Location3D Markers3D Mouse Navigation Mode3D Mouse Settings3D Position3D Region3D Vector Value3D View3D View 3D View Overlay Settings3D View Region3D View Shading Settings3D View Space3D View center is locked to the cursor's position3D View center is locked to this bone's position3D View center is locked to this object's position3D View far clipping distance3D View near clipping distance (perspective view only)3D View region data3D View space data3D Viewport3D Viewport Axes3D double vector3D float vector3D integer vector3D pose action, representing a controller's location and rotation3D region for this space. When the space is in quad view, the camera region3D regions (the third one defines quad view settings, the fourth one is same as 'region_3d')3D rotation3D vector3D vector socket of a node3D vector with floating-point values3D view is on the equator3D view is on the poles3D volume grid3D volume grids3rd order Runge-Kutta integration. Higher accuracy at moderate computational cost3×3 bone matrix4 Channels4 by 4 Float Matrix4 channel surround sound4 sides4096 Samples4096 px44.1 kHz48 kHz4:3 in 16:94K DCI 2160p4K UHDTV 2160p4K UW 1600p4L4th order Runge-Kutta integration. Highest accuracy single-step method but slower4x4 Float Matrix4x4 Matrix4x4 Matrix Attribute4x4 Matrix data type, affects transform4×4×4 bone matrix relative to armature4×4 matrix of the bone's location/rotation/scale channels (including animation and drivers) and the effect of bone constraints5 Channels5 Samples5 channel surround sound5 sides5.1 Surround5.1 surround sound512 MB512 Samples512 px6 sides6.1 Surround6.1 surround sound64 MB64 px64-bit Float64-bit floating-point64-bit integer7 sides7.1 Surround7.1 surround sound8 Samples8 px8 sides8-Bit Integer8-Bit Integer Value8-bit Integer Attribute8-bit Integer Attribute Value8-bit Unsigned8-bit color channels8-bit unsigned8-bit value in geometry attribute8192 Samples8×90 Degrees96 kHz:: Cycle EdgeAA * BA * B + CA + BA - BA / BA Base Contrast LookA Black and White LookA Grease Pencil drawingA Grease Pencil keyframeA High Contrast LookA Low Contrast LookA Medium High Contrast LookA Medium Low Contrast LookA UV layer is missing on the meshA Very High Contrast LookA Very Low Contrast LookA breakdown pose, e.g. for transitions between key posesA cache storing validated msgids, to avoid re-spellchecking themA canvas surface layerA cent is one one-hundredth of a semi-tone.A channelbag for this slot already existsA circular Hue/Saturation color wheel, with Lightness sliderA circular Hue/Saturation color wheel, with Value sliderA collection of F-Curves for animationA collection of objects based on which feature edges are selectedA collection of pose channels, including settings for animating bonesA color palette is user-defined, instead of using a theme-defined oneA color pickerA color space, view or display was not found, which likely means the OpenColorIO config used to create this blend file is missingA container referencing an existing ActionA corner connected to the face, chosen by the sort indexA corner of the face, chosen by the sort indexA corner of the input edge in its face's winding order, chosen by the sort indexA cross BA cube mesh enclosing the input geometryA curve is created for every distinct group ID. All points with the same ID are put into the same curveA cut-off at the end of each profile before the intersectionA cutoff at each profile's end before the intersectionA darkening punchy lookA data-block valueA description of the asset to be displayed for the userA distance between two pointsA distance between two points, specifically representing a diameter valueA distance on screenA distance on screen, specifically representing a diameter valueA dot BA factor between 0.0 and 1.0A file is too large to be packed (>2GB).A file viewable in the File BrowserA filler or baked keyframe for keying on ones, or some other purpose as neededA key generated automatically by a tool, not manually createdA keyframe that is part of a moving holdA layer may not have more than one stripA list of currently running modal operatorsA list of style modules (to be applied from top to bottom)A margin to prevent strokes from ending abruptly at the edge of the imageA mass, based on scene unit settingsA mesh-like surface encompassing (i.e. shrinkwrap over) all vertices (best results with fewer vertices)A moderate sharpening filterA more physically-accurate solverA multiplied by ScaleA multiplier for physics timestep (1.0 means one frame = 1/25 seconds)A multiplier for the child particle sizeA narrow horizontal area interferes with this operationA narrow vertical area interferes with this operationA non convex collision shape was passed to the function, use only convex collision shapesA note regarding deprecationA number between 0 (inside) and 1 (outside) specifying the relative position of stroke thicknessA number of steps defined by the segmentsA number that identifies which sub-set of the Action is considered to be for this Action ConstraintA number that identifies which sub-set of the Action is considered to be for this NLA stripA number that identifies which sub-set of the Action is considered to be for this data-blockA percentage between 0 and 100A pixel is rendered only if its alpha value is above this thresholdA point for each active voxel or tile in the gridA point of the curve, chosen by the sort indexA point on the planeA power BA power B, pow(A,B)A random rule is selected for each boidA random seed for the noise effectA restart of Blender is requiredA rotational value specified in radiansA session-wide unique identifier for the data block that remains the same across renames and internal reallocations, unchanged when reloading the fileA short description of the USD hookA short description of the keying setA single container for content in the Video Sequence EditorA single curve from a curves data-blockA single floating-point valueA single integerA single-socket organization tool that supports one input and multiple outputsA smaller Constant Rate Factor (CRF) results in better video quality but larger file size. The range of allowed CRF values is dependent on the codec.A square showing Hue/Saturation, with Value sliderA square showing Hue/Value, with Saturation sliderA square showing Saturation/Value, with Hue sliderA straight line rest shape works best.A string that is displayed hidden ('********')A string valueA true or false valueA valid edit mode existsA value that is relative to the image size and needs to be converted to be in pixelsA weak reference to the matching brush asset, used e.g. to restore the last used brush on file loadAACAC3ACES 1.0 Output Transform for SDR D65 video, limited to Rec.709 gamutACES 1.3ACES 1.3 - HDR 1000 nitsACES 1.3 - HDR 2000 nitsACES 1.3 - HDR 4000 nitsACES 1.3 - SDRACES 1.3 sRGBACES 2 Output Transform for 100 nit SDR Rec709ACES 2.0ACES 2.0 - HDR 1000 nitsACES 2.0 - HDR 2000 nitsACES 2.0 - HDR 4000 nitsACES 2.0 - HDR 500 nitsACES 2.0 - SDRACES 2.0 sRGBACES color correction space with toe, using AP1 primaries.ACES color correction space, using AP1 primaries.ACES2065-1ACESccACEScctACEScgAOAO BouncesAO Bounces RenderAO DistanceAO FactorAO distance used for approximate global illumination (0 means use world setting)AOVAOV OutputAOV not found in view-layer '%s'API DefinedAPICAPS-CAPS-C (Canon)APS-H (Canon)ASC-CDL standard color correctionASCIIASCII FBX files are not supported %rASCII FormatAV1AVIAVIF (.avif)AVX2AZone AreaAZone FullScrAZone QuadAZone RegionAbkhaz - Аԥсуа бызшәаAboutAboveAbove SelectedAbove SurfaceAbove ThresholdAbsoluteAbsolute 2D PointAbsolute AlphaAbsolute CoordinatesAbsolute DensityAbsolute FrameAbsolute Increment SnapAbsolute Keying SetsAbsolute Keying Sets for this SceneAbsolute LocationAbsolute ModeAbsolute OffsetAbsolute Path TimeAbsolute Resolution LimitAbsolute SnapAbsolute Time SnapAbsolute TrackingAbsolute added length to the end of each strokeAbsolute added length to the start of each strokeAbsolute ball size or factor if not manually adjustedAbsolute bounding box dimensions of the nodeAbsolute bounding box dimensions of the object. Warning: Assigning to it or its members multiple consecutive times will not work correctly, as this needs up-to-date evaluated dataAbsolute grid alignment while translating (based on the pivot center)Absolute path to the .blend file containing this assetAbsolute path to the .blend file containing this asset extended with the path of the asset inside the fileAbsolute thickness to apply everywhereAbsolute time alignment when transforming keyframesAbsorb light as it passes through the volumeAbsorptionAbsorption CoefficientAbsorption CoefficientsAbsorption ColorAccelerationAcceleration StructureAccent ModeAccessed named attributes:AccessibilityAccumulateAccumulate FieldAccumulate samples by reprojecting last tracing resultsAccumulate stroke daubs on top of each otherAccuracyAccuracy of attackAccuracy of the blur effectAccuracy of vertex positions, lower value is faster but less preciseAccurateAccurate but slower variationAcrylicAct on ClickActionActionAActionAction ClipActionActive TrackActionBActionBackActionBake DataActionBounceActionBreakdownActionBuilt-In FunctionActionBézierActionCircularActionConstantActionCubicActionCyclesActionDynamic EffectsActionEasing (by strength)ActionElasticActionEnvelopeActionExponentialActionExtremeActionGeneratedActionGeneratorActionInterpolationActionInvalidActionJitterActionKeyframeActionLimitsActionLinearActionMetaActionMoving HoldActionNewActionNew Interpolation TypeActionNew Keyframe TypeActionNoiseActionObjectActionOnly ActiveActionPoseActionQuadraticActionQuarticActionQuinticActionSinusoidalActionSmoothActionSmooth (Gaussian)ActionSound ClipActionSteppedActionStepped InterpolationActionTrackActionTransitionActionTypeAction '%s' will not be saved, create Fake User or Stash in NLA Stack to retainAction BlendingAction ClipAction ConstraintAction EditorAction End FrameAction ExtrapolationAction FilterAction GroupAction Group that this F-Curve belongs toAction InfluenceAction LayerAction LayersAction MapsAction Pose MarkersAction Safe MarginsAction SetAction Set-up whose activation will trigger this set-up as a correctiveAction SlotAction Slot HandleAction SlotsAction Start FrameAction StripAction StripsAction data-blocksAction execution region for the first input axisAction execution region for the second input axisAction group is expanded except in graph editorAction group is expanded in graph editorAction group is lockedAction group is mutedAction group is selectedAction has no data, cannot render previewAction is not editableAction not in listAction referenced by this stripAction slotAction slot display names cannot be emptyAction slot identifiers should be at least three charactersAction taken when a paint stroke is madeAction to apply to the rig via constraintsAction to take for gaps past the Active Action's range (when evaluating with NLA)Action to take for gaps past the strip extentsAction typeAction when 'Space' is pressedAction when 'Tilde' is pressedAction when Alt-MMB dragging in the 3D viewportAction when dragging in the viewportAction(s)Action+Slot has already been stashedActionMap '%s' cannot be removedActionMapBinding '%s' cannot be removed from '%s'ActionMapItem '%s' cannot be removed from '%s'ActionsActions on this armature will be destroyed by this new rest pose as the transforms stored are relative to the old rest poseActivate Gizmo EventActivate OperatorActivate a brush asset as current sculpt and paint toolActivate actions immediatelyActivate and view same node type, step by stepActivate or deactivate itemActivate selected view itemActivate selected viewer node in compositor and geometry nodesActivate some pie menus on drag, allowing the tapping the same key to have a secondary action. • Tapping Tab in the 3D view toggles edit-mode, drag for mode menu. • Tapping Z in the 3D view toggles wireframe, drag for draw modes. • Tapping Tilde in the 3D view for first person navigation, drag for view axesActivate the modifier to use as the contextActivate the strip modifier to use as the contextActivate the tool for editors that support toolsActivate/select the file(s) contained in the borderActivation event for gizmos that support drag motionActiveActive AOVActive AOV IndexActive ActionActive Action MapActive Action for this data-blockActive Add-onActive Add-on in the Workspace Add-ons filterActive Asset LibraryActive AttributeActive Attribute IndexActive Boid RuleActive Boid Rule IndexActive Boid State IndexActive BoneActive BookmarkActive CameraActive Channel GroupActive Channels at CursorActive ClipActive CloneActive CollectionActive Collection Exporter IndexActive Collection IndexActive Collection NameActive ColorActive Color AttributeActive Color IndexActive ConstraintActive Dash Segment IndexActive Dynamic Paint surface being displayedActive EditBoneActive EditorActive Editor OutlineActive ElementActive Extension RepositoryActive F-CurveActive F-Curve ModifierActive F-Curve is not editableActive Face SetActive FrameActive Grease Pencil layerActive Grease Pencil layer groupActive Grid IndexActive GroupActive HighlightActive Image TileActive IndexActive Instance ObjectActive Instance Object IndexActive ItemActive Item IndexActive KeyConfigActive KeyframeActive Keying SetActive Keying Set IndexActive Keying Set used to insert/delete keyframesActive LanguageActive LayerActive Layer CollectionActive Layer GroupActive Layer IndexActive Layer Mask IndexActive LightgroupActive Lightgroup IndexActive Line SetActive Line Set IndexActive Main Item IndexActive MarkerActive MaterialActive Material IndexActive Material is locked or hiddenActive ModifierActive Movie ClipActive Movie Clip that can be used by motion tracking constraints or as a camera's background imageActive NLA TrackActive NodeActive NoteActive ObjectActive Object IndexActive Object OnlyActive Object constraintActive OnlyActive OperatorActive OutputActive Paint Texture IndexActive PaletteActive Palette ColorActive Panel CategoryActive Panel OutlineActive Particle SystemActive Particle System IndexActive Particle TargetActive Particle Target IndexActive Path IndexActive Plane TrackActive PointActive Point CacheActive Point Cache IndexActive PolygonActive Pose MarkerActive Pose Marker IndexActive PoseChannel constraintActive Recent FolderActive RenderActive Render Color IndexActive Render ViewActive RepositoryActive Rotation Track IndexActive SceneActive Scene CollectionsActive SectionActive Selection SetActive Set OverrideActive ShapeActive Shape IndexActive Shape KeyActive Shape Key IndexActive SlotActive SmoothActive SpaceActive SplineActive StripActive Strip NameActive Strip OnlyActive SurfaceActive System BookmarkActive System FolderActive TableActive TagActive Text BoxActive TextureActive Texture IndexActive Theme AreaActive Tile IndexActive Time Segment IndexActive ToolActive Tool and Workspace settingsActive ToolsActive Track IndexActive UDIMActive UV Map IndexActive UV Map LayerActive UV Map layerActive UV map indexActive VertexActive Vertex Color IndexActive Vertex Color LayerActive Vertex GroupActive Vertex Group IndexActive Vertex Group is lockedActive Vertex/Edge/FaceActive View IndexActive View LayerActive actions mergedActive asset library to show in the UI, not used by the Asset Browser (which has its own active asset library)Active attributeActive attribute index or -1 when none are activeActive brushActive brush does not contain any texture to distort the expand boundaryActive button is not from a script, cannot edit sourceActive button match cannot be foundActive button not foundActive camera is not in this sceneActive camera used in this view (when unlocked from the scene's active camera)Active camera, used for rendering the sceneActive color attribute for display and editingActive color attribute indexActive curve splineActive editor is not a node editor.Active editor should be a node editor for the operator to runActive element indices of the edited geometry, for tool executionActive face must be a quadActive face not selectedActive file in the file browserActive group is locked, abortingActive index in layer mask arrayActive index in render view arrayActive index in the exporters listActive index in the segment listActive index in tiles arrayActive index in vertex group arrayActive itemActive item is not a panelActive key configuration (preset)Active layer collection in this view layer's hierarchyActive layer in this maskActive layer is locked or hiddenActive layer is not editableActive layer of the CacheFileActive line set being displayedActive material being displayedActive mesh does not have shape keysActive node in this treeActive node should be of type {:s}.Active node should not be of type {:s}.Active node tree does not contain any nodes.Active node tree is linked from another .blend file.Active object contains no collectionsActive object final transform has one or more zero scaled axesActive object for this layerActive object has negative scaleActive object has no actionActive object has no modifiersActive object has non-uniform scaleActive object in this tracking data objectActive object is not a Grease Pencil objectActive object is not a meshActive object is not a selected Grease PencilActive object is not a selected armatureActive object is not a selected curveActive object is not a selected curves objectActive object is not a selected meshActive object is not a selected point cloud objectActive object isn't animatedActive object must be a lightActive on key-repeat events (when a key is held)Active paint curveActive particle system being displayedActive plane track in this tracking data object. Deprecated, use objects[name].plane_tracks.activeActive point cache for physics simulationsActive point of masking layerActive pose marker for this actionActive region not setActive render engine supports spherical stereo renderingActive render slot of the imageActive repository is disabledActive scene changed to '%s'Active scene to be edited in the windowActive scene to fileActive slot for this actionActive spline of masking layerActive strip is not an effect stripActive table and persisted state of previously displayed tablesActive texture slot being displayedActive tool gizmoActive track in this tracking data objectActive track in this tracking data object. Deprecated, use objects[name].tracks.activeActive vertex color indexActive vertex color layerActive vertex group is lockedActive workspace and scene follow this windowActive workspace screen showing in the windowActive workspace showing in the windowActual DistanceActual data-block from .blend file (Main database) that generated that evaluated oneAdapt simulation resolution and size to fluidAdaptationAdaptiveAdaptive CompileAdaptive DomainAdaptive Min SamplesAdaptive RenderAdaptive Sampling ThresholdAdaptive SpaceAdaptive SpacingAdaptive SubdivisionAdaptive Subframe ThresholdAdaptive Time StepsAdaptively blur glossy shaders after blurry bounces, to reduce noise at the cost of accuracyAdaptively blur image, while retaining sharp edgesAdaptively subdivide mesh based on camera distanceAdaptivityAddAdd "%s" InputAdd "%s" Input (Ctrl to add panel)Add "%s" PanelAdd & ReplaceAdd & SubtractAdd -> Armature -> Rigify Meta-Rigs.Add 3D vector valuesAdd 4 spaces at line beginningAdd AttributeAdd Boundary LoopAdd ColorAdd Color AttributeAdd ConstraintAdd Control PointAdd Crypto LayerAdd Cycles F-Modifier if one does not exist alreadyAdd DEF on convergenceAdd Empty KeyframesAdd ExporterAdd ExtraAdd F-Modifier to the active/selected F-CurvesAdd F-Modifier to the active/selected NLA-StripsAdd Fake UserAdd Feather VertexAdd Freeze FrameAdd Geometry LinkAdd IKAdd ImageAdd Input VariableAdd InputsAdd ItemAdd Leaf BonesAdd Local RepositoryAdd Mapping NodesAdd MarkerAdd MaskAdd ModeAdd ModifierAdd ModifiersAdd NLA-Tracks above/after the selected tracksAdd New Extension RepositoryAdd New Grease Pencil LayerAdd New Paint Curve PointAdd NormalAdd OutputsAdd Paint SlotAdd Principled Texture SetupAdd Remote RepositoryAdd Reroute nodes and link them to outputs of selected nodesAdd ReroutesAdd Reroutes (Menu)Add ResolutionAdd Rest PositionAdd Rigid Body Constraint to active objectAdd Rigid Body simulation world to the current sceneAdd Roll Out of the Start Handle bone to the Roll In valueAdd Selected BonesAdd Selection SetAdd Selection Set for this collectionAdd ShaderAdd Speed TransitionAdd StripAdd Texture SetupAdd ThresholdAdd Tile to ImageAdd TransitionAdd UV mapAdd VGroup B's weights to VGroup A's onesAdd VR landmark from the viewer pose of the running VR session to the list and select itAdd VertexAdd WeightsAdd WorkspaceAdd a "rest_position" attribute that is a copy of the position attribute before shape keys and modifiers are evaluatedAdd a Closure zoneAdd a Driver Variable to keep track of an input used by the driverAdd a For Each Geometry Element zone that allows executing nodes e.g. for each vertex separatelyAdd a Grease Pencil object to the sceneAdd a Group Input node with selected sockets to the current node editorAdd a Light GroupAdd a Mix RGB/Shader node by interactively drawing lines between nodesAdd a Sampling PresetAdd a Shader AOVAdd a Strip and link in the collections from the current scene (shallow copy)Add a Strip and make a full copy of the current sceneAdd a Viewport Sampling PresetAdd a boid rule to the current boid stateAdd a boid state to the particle systemAdd a bookmark for the selected/active directoryAdd a camera object to the sceneAdd a checkbox to the currently selected panelAdd a collection info node to the current node editorAdd a collection instanceAdd a color mix effect strip to the sequencerAdd a color node to the current node editorAdd a color strip to the sequencerAdd a constant offsetAdd a constraint to copy Local Location (Owner Orientation) with Offset. Even if the owner and target controls have different rest orientations, the global movement direction would be the sameAdd a constraint to copy Local Location with Offset. If the owner and target control rest orientations are different, the global movement direction will change accordinglyAdd a constraint to make the planes track the cameraAdd a constraint to the active boneAdd a constraint to the active bone, with target (where applicable) set to the selected Objects/BonesAdd a constraint to the active objectAdd a constraint to the active object, with target (where applicable) set to the selected objects/bonesAdd a copy of the active item to the interfaceAdd a crossfade transition strip for two selected strips with video contentAdd a curves object with random curves to the sceneAdd a custom keymap configuration to the preset listAdd a custom normals layer, if none exists yetAdd a custom theme to the preset listAdd a directory to be used by the Asset Browser as source of assetsAdd a face set in a rectangle defined by the cursorAdd a face set in a shape defined by the cursorAdd a face set to one side of a line defined by the cursorAdd a filter to remove rows from the displayed dataAdd a fur setup to the selected objectsAdd a gamma crossfade transition strip for two selected strips with video contentAdd a gaussian blur effect strip for a single selected strip with video contentAdd a glow effect strip for a single selected strip with video contentAdd a group node with an empty groupAdd a image/movie file as node to the current node editorAdd a lattice and use it to deform selected objectsAdd a light object to the sceneAdd a light probe objectAdd a line color modifier to the line style associated with the active linesetAdd a line set into the list of line setsAdd a line thickness modifier to the line style associated with the active linesetAdd a mask node to the current node editorAdd a mask strip to the sequencerAdd a material node to the current node editorAdd a metaball object to the sceneAdd a modifier to the stripAdd a movie strip to the sequencerAdd a movieclip strip to the sequencerAdd a multicam selector effect strip to the sequencerAdd a multiply blend mode effect strip for two selected strips with video contentAdd a new (empty) keying set to the active SceneAdd a new Dynamic Paint surface slotAdd a new Grease Pencil layer group in the active objectAdd a new Grease Pencil layer in the active objectAdd a new NLA Track + Strip for every loop/pass made over the animation to allow non-destructive tweakingAdd a new NLA Track above every existing selected oneAdd a new Strip, with an empty scene, and copy settings from the current sceneAdd a new VR landmark from the active camera object to the list and select itAdd a new VR landmark to the list and select itAdd a new background image to the active cameraAdd a new bone collectionAdd a new bone located at the 3D cursorAdd a new collection inside selected collectionAdd a new color stop to the color rampAdd a new control point (linked to only selected end-curve one, if any)Add a new control-point to the envelope on the current frameAdd a new curves object based on the current state of the particle systemAdd a new input layer to a Cryptomatte nodeAdd a new item to the interfaceAdd a new keyword tag to the active assetAdd a new level of subdivisionAdd a new loop between existing loopsAdd a new materialAdd a new material slotAdd a new or update an existing hair particle system on the surface objectAdd a new particle targetAdd a new render slotAdd a new repository used to store extensionsAdd a new row to the bone collection reference listAdd a new screenAdd a new text boxAdd a new textureAdd a new time markerAdd a new vertex group to the active objectAdd a new view layerAdd a new view layer with all collections disabledAdd a new workspaceAdd a new workspace by duplicating the current one or appending one from the user configurationAdd a new, empty scene with default settingsAdd a new, empty scene, and copy settings from the current sceneAdd a node group asset to the active node treeAdd a node to the active treeAdd a node to the active tree for glTF exportAdd a paint slotAdd a particle systemAdd a point cloud object to the sceneAdd a point connected to the last selected pointAdd a procedural operation/effect to the active objectAdd a render viewAdd a repeat zone that allows executing nodes a dynamic number of timesAdd a repository managed manually without referencing an external repositoryAdd a repository referencing a remote repository with support for listing and updating extensionsAdd a reroute nodeAdd a rim to the imageAdd a segment to the dash modifierAdd a segment to the time modifierAdd a simple color stripAdd a simple text stripAdd a sound strip to the sequencerAdd a speaker object to the sceneAdd a strip for controlling when speaker plays its sound clipAdd a strip re-using this scene as the sourceAdd a strip using a duplicate of this scene asset as the sourceAdd a strip using a new scene as the sourceAdd a stroke geometry modifier to the line style associated with the active linesetAdd a style module into the list of modulesAdd a subtract blend mode effect strip for two selected strips with video contentAdd a target to the constraintAdd a text object to the sceneAdd a text strip to the sequencerAdd a texture node setup for Principled BSDFAdd a texture node setup to selected shadersAdd a transition strip between two adjacent selected stripsAdd a vertex skin layerAdd a video speed effect strip for a single selected strip with video contentAdd a view layerAdd a visual effect to the active objectAdd a volume object to the sceneAdd a wipe transition strip for two selected strips with video contentAdd active object as Rigid BodyAdd all elements of the array to a Keying SetAdd all imported objects to a new collectionAdd all used Light GroupsAdd alpha while paintingAdd ambient occlusion to diffuse surfacesAdd an Action-Clip strip (i.e. an NLA Strip referencing an Action) to the active trackAdd an Attribute node with this nameAdd an IK Constraint to the active Bone. The target can be a selected bone or objectAdd an Image SequenceAdd an Integrator PresetAdd an Performance PresetAdd an add blend mode effect strip for two selected strips with video contentAdd an adjustment layer effect strip to the sequencerAdd an alpha channel to an imageAdd an alpha over blend mode effect strip for two selected strips with video contentAdd an alpha transparency modifier to the line style associated with the active linesetAdd an alpha under blend mode effect strip for two selected strips with video contentAdd an armature object to the sceneAdd an edge or face to selectedAdd an effect to the sequencer, most are applied on top of existing stripsAdd an empty curve object to the scene with the selected mesh as surfaceAdd an empty image type to scene with dataAdd an empty object to the sceneAdd an empty object with a physics effector to the sceneAdd an entry to the listAdd an entry to the list after the current active itemAdd an existing node group to the current node editorAdd an extra edge loop to better preserve the shape when applying a subdivision surface modifierAdd an image or image sequence to the sequencerAdd an import node to the node treeAdd an item to the index switchAdd an object data instanceAdd an object info node to the current node editorAdd an object to a new collectionAdd an object to an existing collectionAdd an object to the sceneAdd an offset relative to the object's bounding boxAdd an override layer to the archiveAdd an undo state (internal use only)Add another object's transformation to the total offsetAdd as child of selected collectionAdd attribute to geometryAdd background light emission. Note: This node should only be used for the world surface outputAdd binormal and tangent vectors, together with normal they form the tangent space (will only work correctly with tris/quads only meshes!)Add blur and brightness to light areasAdd bone between selected joint(s) and/or 3D cursorAdd cache modifiers and constraints to imported objects even if they are not animated so that they can be updated when reloading the Alembic archiveAdd camera background imageAdd channels of the selection to the pose asset. Existing channels will be updatedAdd color attribute to geometryAdd component values togetherAdd cone to mesh interactivelyAdd control points along a circular arc (handle type is vector if Bézier Spline)Add copied F-Modifiers to the selected F-CurvesAdd copied F-Modifiers to the selected NLA-StripsAdd copied driver variables to the active driverAdd cube map UVs on meshAdd cube to mesh interactivelyAdd current UI-active property to current keying setAdd cylinder to mesh interactivelyAdd data layers on destination meshes if neededAdd default animation for path used by constraint if it isn't animated alreadyAdd diagonal springs on 4-gonsAdd diffuse contributionAdd direct lighting contributionAdd driver for the property under the cursorAdd drivers to selected itemsAdd each selected image as an individual stripAdd effect of brushAdd emission contributionAdd empty imageAdd empty path to active keying setAdd euler component values togetherAdd exporter to the exporter listAdd external feature set (rigs, metarigs, ui templates)Add fallback tools keymap to this gizmo typeAdd fill segments to create the envelope. Don't keep the original stroke.Add fireAdd fire and smokeAdd floating point valuesAdd fluid to simulationAdd freeze frameAdd freeze frame and move itAdd glossy contributionAdd hairsAdd images as individual strips, unless their filenames match Blender's numbered sequence pattern, in which case they are grouped into a single image sequenceAdd indirect lighting contributionAdd integer valuesAdd item below active itemAdd key map itemAdd keyframes on every frame between the selected keyframesAdd lens flares, fog and glows around bright parts of the imageAdd liquidAdd margin to lattice dimensionsAdd modifier to automatically set the sharpness of mesh edges based on the angle between the neighboring facesAdd modifier to set edge sharpness automaticallyAdd modifier with node group "{}" on object "{}"Add more contrast relative to brightnessAdd named objectAdd new Annotation data-blockAdd new Annotation layer or note for the active data-blockAdd new Bézier curveAdd new Selection Set(s) from the clipboardAdd new Strip with a new empty Scene with default settingsAdd new cacheAdd new circle curveAdd new circle-shaped splineAdd new color to active paletteAdd new curve point and slide itAdd new curves between existing curves, taking the minimum distance into accountAdd new layer as maskingAdd new marker and move it on movieAdd new marker and slide it with mouse until mouse button releaseAdd new mask layer for maskingAdd new meta-strips incorporating the selected stripsAdd new object for trackingAdd new paint curveAdd new paletteAdd new particle settingsAdd new scene by typeAdd new scene by type in the sequence editor and assign to active stripAdd new scene to be used by the sequencerAdd new sharp edges without clearing existing sharp edgesAdd new square-shaped splineAdd new vertex and slide itAdd new vertex to feather and slide itAdd node to inputAdd noise to ringsAdd noise to standard woodAdd normal vector with selectionAdd object or material to matte, by picking a color from the Pick outputAdd one of the common constraints linking the control to the tail targetAdd one-dimensional Perlin noise to stroke backbone geometryAdd only to linked outputsAdd only to loose outputsAdd or remove Dynamic Paint output data layerAdd or remove Grease Pencil brush presetAdd or remove Grease Pencil material presetAdd or remove a Camera PresetAdd or remove a Clip Track Color PresetAdd or remove a Cloth PresetAdd or remove a Fluid PresetAdd or remove a Hair Dynamics PresetAdd or remove a Node Color PresetAdd or remove a Render PresetAdd or remove a Safe Areas PresetAdd or remove a Text Editor PresetAdd or remove a Tracking Camera Intrinsics PresetAdd or remove a motion tracking settings presetAdd or remove a white balance presetAdd or remove an EEVEE ray-tracing presetAdd or remove an Operator PresetAdd or remove commentsAdd or remove fluid to a domain objectAdd original location into copied locationAdd overrides for all elements of the arrayAdd pasted strokes behind all strokesAdd path to exclude from auto-executionAdd point in the new segment to keep the same densityAdd pseudo-random noise on top of F-CurvesAdd random offset to the grid locationsAdd rather than blend between shapesAdd reroutes to outputsAdd retiming KeyAdd rulerAdd segments to create the envelope. Keep the original stroke.Add selected F-Curves to a new groupAdd selected bones to Selection SetAdd selected bones to the chosen bone collectionAdd selected items (blue-gray rows) to active Keying SetAdd selected objects as Rigid BodiesAdd selected objects to one of the collections the active-object is part of. Optionally add to "All Collections" to ensure selected objects are included in the same collections as the active objectAdd selected tracks to 2D rotation stabilizationAdd selected tracks to 2D translation stabilizationAdd shape key to the objectAdd simulation zone input and output nodes to the active treeAdd sinus displacement to stroke backbone geometryAdd smokeAdd smooth transition between 2 retimed segmentsAdd smooth transition between 2 retimed segments and change its durationAdd some offset and multiply with some gain the weights of the active vertex groupAdd source value to destination one, using given threshold as factorAdd spatial noise to stroke backbone geometryAdd sphere to mesh interactivelyAdd strips to muted or locked channels when adding movie stripsAdd target position to UV coordinatesAdd temporary IK constraints while grabbing bones in Pose ModeAdd the data paths to the Freestyle Edge Mark property of selected edges to the active keying setAdd the data paths to the Freestyle Face Mark property of selected polygons to the active keying setAdd the dragged collection to the sceneAdd the dropped collection as collection instanceAdd the file format extensions to the rendered file name (eg: filename + .jpg)Add the radius of the bevel point to the taper radiusAdd the values of an evaluated field together and output the running total for each elementAdd the vertex positions of selected objects as shape keys or update existing shape keys with matching namesAdd this to the start frameAdd to BeginningAdd to EndAdd to PaletteAdd to a user defined context menu (stored in the user preferences)Add to all outputsAdd to linking collectionAdd to linking collection after {}Add to linking collection before {}Add together color channels from two videosAdd translucency effect to subsurface (Deprecated)Add transmission contributionAdd two Shaders togetherAdd two-dimensional Perlin noise to stroke backbone geometryAdd two-dimensional offsets to stroke backbone geometryAdd vertex to active splineAdd vertex to featherAdd vertices from groups that have zero weight before invertingAdd vertices with weight over threshold to vgroupAdd weight data for new strokesAdd your own property to the data-blockAdd-onAdd-on "{:s}" is already installed!Add-on '{}' not found!Add-on Key ConfigurationAdd-on PreferencesAdd-on TagsAdd-on is no longer validAdd-on path {!r} could not be foundAdd-on to processAdd-onsAdd-ons FilterAdd-ons SettingsAdd-ons previously shipped with Blender are now available from extensions.blender.org.Add-ons:Add/Edit DriverAdd/ReplaceAdded %s "%s"Added fade animation to {:d} {:s}Added length to the end of each stroke relative to its lengthAdded length to the start of each stroke relative to its lengthAdded through overrideAdded {:d} Image Plane(s)AddendAdding node groups isn't supported for custom (Python defined) node treesAdditionalAdditional SubdivisionAdditional color used for dyeing the hairAdditional data for an asset data-blockAdditional data stored for an asset data-blockAdditional data will be saved so that the bake jobs can be resumed after pausing. Because more data will be written to disk it is recommended to avoid enabling this option when baking at high resolutions.Additional distance around mesh surface to consider as effectorAdditional gamma encoding after display transform, for output with custom gammaAdditional information about the assetAdditional initial velocity in X, Y and Z direction (added to source velocity)Additional masking applied after the initial scattering of instancesAdditional mesh target to shrink toAdditional offset of the fill UVAdditional paths to add to sys.path (';' separated)Additional post processing options for new strokesAdditional rotation applied to dots and square strokesAdditional rotation applied to dots and square texture of strokes. Only applies in texture shading mode.Additional rotation of the fill UVAdditional scale multiplier to apply to base scale when determining viewer scaleAdditional scale of the fill UVAdditional subdivision along the curvesAdditional transform applied before view transform for artistic needsAdditional vorticity for the flamesAdditiveAdditive overrideAddon TagsAdds a colored tint to the coat layer by modeling absorption in the layer. Saturation increases at shallower angles, as the light travels farther through the medium (depending on the Coat IOR)Adds a ripple-like motion to an object's geometryAdds a tile to the imageAdds or updates a fade animation for either visual or audio stripsAdjacent FacesAdjacent UnselectedAdjustAdjust Last OperationAdjust LengthAdjust Playback RateAdjust Strength for SpacingAdjust active object's texture space automatically when transforming objectAdjust arbitrary values with mouse inputAdjust brightness and contrastAdjust brightness using a camera exposure parameterAdjust color and valuesAdjust color strength of strokesAdjust edit cage to modifier resultAdjust force strength based on smoke densityAdjust hue, saturation, and value with a curveAdjust influence brush objects have on this surfaceAdjust input playback speed, so its duration fits strip lengthAdjust length of strips to their data lengthAdjust levels of vertex colorsAdjust plane on which the brush acts towards or away from the object surfaceAdjust radius of proximity brushes or particles for this surfaceAdjust simulation speedAdjust slice direction according to the view directionAdjust stroke thicknessAdjust the angle threshold for displaying edges (1.0 for all)Adjust the brightness of the textureAdjust the color of an image, separately in several tonal ranges (highlights, midtones and shadows)Adjust the contrast of the textureAdjust the difference in luminosity between pixelsAdjust the guiding probability based on the roughness of the material componentsAdjust the intensity of the input's colorAdjust the line thickness of custom shapesAdjust the location of the custom shapeAdjust the luminosity of the colorsAdjust the offset distance to keep an even perpendicular distance to edgesAdjust the offset to the beginning/endAdjust the rotation of the custom shapeAdjust the saturation of colors in the textureAdjust the shape of the cap to follow the change in radius towards the curve endsAdjust the size of the custom shapeAdjust thickness of strokesAdjust timing of keyframesAdjust vertex color HSV valuesAdjust vertex color Hue/Saturation/ValueAdjust vertex color brightness/contrastAdjustment Layer StripAdjustment to the Index of Refraction (IOR) to increase or decrease specular intensity (0.5 means no adjustment, 0 removes all reflections, 1 doubles them at normal incidence)AdjustmentsAdjusts softness of the low pressure response onset using a gamma curveAdjusts the brightness of the glareAdjusts the saturation of the glareAdjusts timing by offsetting, scaling, looping, and snapping the scene frameAdvancedAdvanced Audio CodingAdvanced FilterAdvanced geometry editing and tools creation using nodesAdvanced mode for using style modules written in PythonAdvanced operations over library override to help fix broken hierarchiesAdvect GridAeroAerodynamicsAerodynamics TypeAerosolsAffectAffect AlphaAffect ChildrenAffect GizmoAffect OnlyAffect PositionAffect StrengthAffect Stroke StrengthAffect Stroke ThicknessAffect ThicknessAffect TransformAffect UVAffect VisibilityAffect active data layer of all targetsAffect all selected objects instead of just the active objectAffect all vertices (might add some to VGroup A)Affect edges or verticesAffect only edgesAffect only faces facing towards the viewAffect only strokes below the cursorAffect only the Active LayerAffect only the Active MaterialAffect only topologically connected elementsAffect only verticesAffect only vertices connected to the active vertex under the brushAffect only vertices that share face sets with the active vertexAffect only vertices with a normal that faces the viewerAffect only vertices with a similar normal to where the stroke startsAffect particle's dynamic rotationAffect particle's locationAffect the child clumpingAffect the child hair lengthAffect the child kink amplitudeAffect the child kink frequencyAffect the child roughAffect the child twistAffect the density of the particlesAffect the emission time of the particlesAffect the life time of the particlesAffect the particle force fieldsAffect the particle gravityAffect the particle initial velocityAffect the particle sizeAffect the particle velocity dampingAffect the value of the keys linearly, keeping the same relationship between them using either the left or the right key as referenceAffect tracks which are tracked less than the specified number of framesAffect tracks which have a larger reprojection errorAffect vertices in VGroup AAffect vertices in VGroup B (might add some to VGroup A)Affect vertices in at least one of both VGroups (might add some to VGroup A)Affect vertices in both groupsAffectable height of brush (i.e. the layer height for the layer tool)AffectedAffected ActionsAffected BonesAffineAfterAfter ColorAfter CurrentAfter Current FrameAfter CyclesAfter ModeAfter OriginalAfter Original (Aligned)After Original (Full)After Original (Split Channels)After baking curves, remove redundant keysAfter loading, remove everything except scenes, windows, and workspaces. This makes it possible to load the startup file with its scene configuration and window layout intact, but no objects, materials, animations, ...After removing the Strip, delete the associated data alsoAfter this number of light bounces, use approximate global illumination. 0 disables this featureAgXAgX - HDR 1000 nitsAgX - SDRAgX Base Image Encoding for sRGB DisplayAgX Base sRGBAgX LogAgeAge: {:s}AggressionAggressive Mesh SimplificationAggressively simplify to the target ratio disregarding qualityAim the constrained object toward the targetAirAir DampingAir DragAir Personal SpaceAir ViscosityAir has normally some thickness which slows falling things downAlbedoAlbedo and NormalAlbedo pass used by denoiserAlembic Export: Unable to find collection '%s'Algorithm to extend the baked resultAlgorithm to use for generating the envelopeAlgorithm used for UV relaxationAlgorithm used to calculate distance of sample points to feature pointsAlgorithm used to calculate physics, from the fastest to the most stable and accurate: Midpoint, Euler, Verlet, RK4Algorithm used to compute automatic handlesAlignAlign 'n' bones along a curveAlign ActiveAlign AutoAlign Axis To NormalAlign Bézier handles to create circular arcs at each control pointAlign EndAlign Euler to VectorAlign HandleAlign Handle SelectedAlign HandlesAlign HorizontallyAlign ModeAlign NodesAlign Object ToAlign RotationAlign Rotation to TargetAlign Rotation to VectorAlign StartAlign ToAlign UV islands along the X axisAlign UV islands along the Y axisAlign UV vertices along the line defined by the endpointsAlign UV vertices on a horizontal lineAlign UV vertices on a vertical lineAlign UV vertices, moving them horizontally to the line defined by the endpointsAlign UV vertices, moving them vertically to the line defined by the endpointsAlign UVs along the maximum positionAlign UVs along the mean positionAlign UVs along the minimum positionAlign VerticallyAlign ViewAlign View to ActiveAlign XAlign YAlign according to object transformAlign bundle to X axisAlign bundle to Y axisAlign chain of bones along a curve (Bones only)Align each axis to the Euler rotation axis as used for inputAlign from all edgesAlign keyframes on a ease-in or ease-out curveAlign newly added objects to the 3D Cursor's rotationAlign newly added objects to the active 3D view orientationAlign newly added objects to the world coordinate systemAlign objectsAlign offset direction to normalsAlign rotation with the snapping targetAlign selected bones to the active bone (or to their parent)Align selected nodes in a grid patternAlign strokes to current 3D cursor orientationAlign strokes to current view planeAlign text to the bottomAlign text to the bottom line's baselineAlign text to the leftAlign text to the middleAlign text to the rightAlign text to the topAlign text to the top line's baselineAlign the UV island's rotationAlign the X axis with the vectorAlign the Y axis with the vectorAlign the Z axis with the vectorAlign the curve to the surface normal (needs a guide as reference)Align the interpolated curves to the surface normalAlign the islands to the center of the largest islandAlign the islands to the max side of the islandAlign the islands to the min of the islandAlign the new object to the viewAlign the new object to the worldAlign the specified axis to the surface normalAlign the star diagonallyAlign the transformation axes to average normal of selected elements (bone Y axis for pose mode)Align the transformation axes to the 3D cursorAlign the transformation axes to the object's parent spaceAlign the transformation axes to the selected objects' local spaceAlign the transformation axes to the windowAlign the transformation axes to world spaceAlign to Geometry axisAlign to NormalAlign to ObjectAlign to Surface NormalAlign to Vertex NormalAlign to axisAlign to the active object's axisAlign to the left and the rightAlign to the left and the right, with equal character spacingAlign trim geometry orthogonally for a shape with 90 degree anglesAlign trim geometry with the perspective of the current view for a tapered shapeAlign with Point NormalAlignedAligned AxisAligned Free HandlesAligned SingleAligned bone '%s' to parentAlignmentAlignment AxisAlignment XAlignment of the region within the areaAligns opposite point handle during transformAligns selected UV vertices on a lineAliveAlive StateAllAll %d rotation channels were filteredAll 3D ViewportsAll AboveAll Action KeyframesAll ActionsAll Active FramesAll Add-onsAll Add-ons Installed by UserAll BelowAll BoundariesAll ChannelsAll CurvesAll CustomAll Data-BlocksAll EdgesAll Extensions Up-to-date{:s}All FacesAll ForksAll FramesAll GapsAll Geometry TypesAll GroupsAll HairAll ItemsAll Keying SetsAll Keying Sets available for use (Builtins and Absolute Keying Sets for this Scene)All KeymapsAll KeysAll LayersAll LibrariesAll Light ProbesAll Line Art objects are now cleared of bakesAll LinesAll Linked Data DirectAll LocalAll MessagesAll Object OriginsAll ObjectsAll PointsAll PropertiesAll PurposeAll RegionsAll RepositoriesAll Shading TypesAll StripsAll TransformsAll Transforms to DeltasAll TypesAll UDIM TilesAll UV loop layersAll UVsAll UnlockedAll Vertex GroupsAll Vertex Groups assigned to Deform BonesAll Vertex Groups assigned to SelectionAll VerticesAll View LayersAll VolumesAll available keying setsAll axes are affectedAll bone collections are in useAll bones affected by active Keying SetAll constraints are moved to the control bone.All corners sharper than the Miter angle will be cut flatAll curves in the data-blockAll data has been imported and is available in the list of "import_items"All effector's weightAll evaluated data-blocksAll from TargetAll geometry groups as separate instancesAll groups are lockedAll layers above activeAll layers below activeAll modifiersAll ngons with four or more vertices will be triangulated. Meshes in the scene will not be affected. Behaves like Triangulate Modifier with ngon-method: "Beauty", quad-method: "Shortest Diagonal", min vertices: 4All object instances to display or render (Warning: Only use this as an iterator, never as a sequence, and do not keep any references to its items)All of the scene objectsAll possible blend types, boolean operations and math operationsAll properties, including transforms, bendy bone shape, and custom propertiesAll render layers are disabledAll rules are averagedAll selected bones were already part of this collectionAll skin verticesAll strips of same basic type (graphical or sound)All strips, recursively including those inside metastripsAll strokes end at same time (i.e. short strokes start later)All strokes start at same time (i.e. short strokes finish earlier)All the currently assigned actions become one glTF animationAll the objects in this layerAll the selected objects of this layerAllow .blend file to execute scripts automatically, default available from system preferencesAllow Blender to access the internet. Add-ons that follow this setting will only connect to the internet if enabled. However, Blender cannot prevent third-party add-ons from violating this rule.Allow Blender to check for updates upon launchAllow ClimbingAllow ExecutionAllow FlightAllow LandAllow Negative FramesAllow Online AccessAllow OverlapAllow Overlapping TypesAllow USD primitives to merge with their Xform parent if they are the only child in the hierarchyAllow UnicodeAllow VR headsets to affect the location in virtual space, in addition to the rotationAllow a manually defined position and rotation to be used as the VR view base poseAllow an edge to have multiple overlapping types. This will create a separate stroke for each overlapping type.Allow another operator to operate on strip handlesAllow any .blend file to run scripts automatically (unsafe with blend files from an untrusted source)Allow boids to climb goal objectsAllow boids to move in airAllow boids to move on landAllow crease edges to show inside smooth surfacesAllow crease to show on sharp edgesAllow deviation for a smoother, less precise lineAllow edge ring selection to step over n-gons with an even number of sidesAllow edges in the same location (i.e. from edge split) to show properly. May run slower.Allow editing on the Z axis of this curve, also allows tilt and curve radius to be usedAllow editing strokes even if they use locked materialsAllow export of all joint vertex influences. Models may appear incorrectly in many viewersAllow for images or movies to be used as texturesAllow glTF Embedded formatAllow internet access. Blender may access configured online extension repositories. Installed third party add-ons may access the internet for their own functionalityAllow interpolation of vertex positionsAllow lines generated by the near/far clipping plane to be shownAllow loose edges to be chained togetherAllow objects to be culled based on the camera frustumAllow objects to be culled based on the distance from cameraAllow particle objects and face/vertex instances to show in Line ArtAllow points or curves to be selected partiallyAllow rigid body to be controlled by the animation systemAllow scaling of the bone for IKAllow scaling the spline control bones to affect the thickness via curve radiusAllow selecting all the keyframes of a curve by selecting the calculated F-curveAllow selecting all the keyframes of a curve by selecting the curve itselfAllow selection of Grease Pencil objectsAllow selection of armaturesAllow selection of camerasAllow selection of curvesAllow selection of emptiesAllow selection of hair curvesAllow selection of latticesAllow selection of light probesAllow selection of lightsAllow selection of mesh objectsAllow selection of metaballsAllow selection of point cloudsAllow selection of speakersAllow selection of surfacesAllow selection of text objectsAllow selection of volumesAllow self-intersection in operandsAllow switching the parent of the master controlAllow the VR tracking origin to be defined independently of the headset locationAllow the initial mouse position to be usedAllow the path to contain substitution tokensAllow the property to be overridden when the data-block is linkedAllow the use of colors indicating constraints/keyed statusAllow thickness to be assigned asymmetricallyAllow this object and its duplicators to be culled by camera space cullingAllow this object and its duplicators to be culled by distance from cameraAllow vertices to move in the negative direction of axisAllow vertices to move in the positive direction of axisAllows a single dot to be carefully positionedAllows for colored transparency, but incompatible with render passes and ray-tracing. Also known as forward rendering.Allows for colored transparency, but incompatible with render passes and raytracing. Also known as forward rendering.Allows for grayscale hashed transparency, and compatible with render passes and ray-tracing. Also known as deferred rendering.Allows for grayscale hashed transparency, and compatible with render passes and raytracing. Also known as deferred rendering.Allows managing UI translations directly from Blender (update main .po files, update scripts' translations, etc.)Along NormalAlong NormalsAlong StrokeAlphaAlpha ChannelAlpha ConvertAlpha CropAlpha DecalsAlpha FacAlpha FactorAlpha ModeAlpha ModifiersAlpha OverAlpha Over NodeAlpha Over StripAlpha ThresholdAlpha TransparencyAlpha Under StripAlpha modifier '%s' could not be removedAlpha modifier typeAlpha modifiers for changing line alphasAlpha transparency based on random noiseAlpha transparency based on the angle between two adjacent facesAlpha transparency based on the direction of the strokeAlpha transparency based on the radial curvature of 3D mesh surfacesAlpha:Alphabetically sorts data-blocks - mainly objects in the scene (disable to increase viewport speed)Already a control point at frame %.6fAlso affect the visibilityAlso delete some data layers from destination if necessary, so that it matches exactly sourceAlso deselect faces that only touch on a cornerAlso import materials that are not used by any geometry. Note that when this option is false, materials referenced by geometry will still be importedAlso select faces that only touch on a cornerAltAlt Click Tool PromptAlt Cursor AccessAlt Middle Mouse Drag ActionAlt Tool AccessAlt key pressedAlt key pressed, -1 for any stateAlt-MMB Drag ActionAltLAltRAlter spring length to shrink/blow up (unit %) 0 to disableAlternate RowsAlternate access to 'Delete Keyframe' for keymaps to useAlternate access to 'Insert Keyframe' for keymaps to useAlternate between forward and reverse playback of keyframe rangeAlternate inside/outside based on crossing countAlternate script path, matching the default layout with sub-directories: startup, add-ons, modules, and presets (requires restart)Alternative access to location/scale/rotation relative to the parent and own rest boneAlternative end frame for UI playbackAlternative start frame for UI playbackAlternatively, download the extension to Install from Disk.AltitudeAlwaysAlways Add Cache ReaderAlways Sample AnimationsAlways Show MenuAlways StepAlways add a keyframe at start and end of actions for animated channelsAlways adjust the value by a minimum of 1 when 'value' is not 1.0Always change tabs when clicking an icon in an outlinerAlways collapse the new merge nodesAlways confirm operation when releasing buttonAlways refresh image on frame changesAlways take a left turnAlways take a right turnAlways use face normals for the face corner domain, matching old behavior of the nodeAlways write absolute pathsAlways write new guide velocities for every frame (each frame only contains current velocities from guiding objects)Ambient ColorAmbient OcclusionAmbient pressure (kPa) that balances out between the inside and outside of the object when it has the target volumeAmountAmountAreaAmountArrayAmountEmission StrengthAmountErrorAmountEvenAmountNumberAmountSingleAmountSmoothAmountStorage TypeAmountStrengthAmount BackAmount EndAmount FrontAmount StartAmount in degrees per turn when using snap turnAmount is absolute distance along adjacent edgeAmount is offset of new edges from originalAmount is percent of adjacent edge lengthAmount is perpendicular distance from original edge to bevel faceAmount is width of new faceAmount of GI ray to trace for each pixelAmount of air dragAmount of angular velocity that is lost over timeAmount of anisotropy for reflection. Higher values give elongated highlights along the tangent directionAmount of anisotropy for specular reflection. Higher values give elongated highlights along the tangent directionAmount of backbone stretchingAmount of buoyancy force that rises bubbles (high value results in bubble movement mainly upwards)Amount of clumpingAmount of control points of the generated hair curvesAmount of dampingAmount of damping during collisionAmount of damping during particle collisionAmount of damping in bending behaviorAmount of damping in compression behaviorAmount of damping in shearing behaviorAmount of damping in stretching behaviorAmount of detail for wireframe displayAmount of displacemement along the surface normalAmount of distortionAmount of distortion noise detailAmount of distortion of the waveAmount of dithering noise added to the rendered image to break up bandingAmount of dithering when painting on byte imagesAmount of drag force that moves bubbles along with the fluid (high value results in bubble movement mainly along with the fluid)Amount of duplicates per curveAmount of edge loops the round caps are generated withAmount of edge roundingAmount of endpoint roughnessAmount of erasing for strengthAmount of erasing for thicknessAmount of fine level detail present in the noiseAmount of focal blur, 128 (infinity) is perfect focus, half the value doubles the blur radiusAmount of friction during particle collisionAmount of generated foamAmount of gravity after each dabAmount of guides to be used for interpolation per curveAmount of high frequency detail. Depth needs to be greater than 0 for this to have an effectAmount of influence F-Curve Modifier will have when not fading in/outAmount of influence constraint will have on the final solutionAmount of influence the node exerts on the imageAmount of influence the node exerts on the output colorAmount of influence the node exerts on the output vectorAmount of jitter applied to the samplingAmount of linear velocity that is lost over timeAmount of lines that can be visible in current editorAmount of location dependent roughnessAmount of mirror reflection for raytraceAmount of mixing between the A and B inputsAmount of mixing between the A and B vector inputsAmount of neighbors used for blendingAmount of noise for the force strengthAmount of noise to applyAmount of noise to apply to UV rotationAmount of noise to apply to opacityAmount of noise to apply to thicknessAmount of normal directional velocityAmount of opacity to useAmount of overshoot for 'back' easingAmount of paint that is applied per stroke sampleAmount of paint that is picked from the surface into the brush colorAmount of particles left untouched by child path lengthAmount of particles left untouched by random roughnessAmount of particles to use for instancingAmount of random elements that are going to be affected by the brushAmount of random offset per curveAmount of random roughnessAmount of random velocityAmount of random, erratic particle movementAmount of randomization of the direction of the rollAmount of residual error in Blender space unit for constraints that work on positionAmount of residual error in radians for constraints that work on orientationAmount of rotation around side vectorAmount of rotation around velocity vector on turnsAmount of rotation in degrees (90, 180, 270)Amount of scattered instances per unit squaredAmount of scattered instances shown in the viewportAmount of screen sample per GI rayAmount of shadow map sample per shadow rayAmount of shadow ray to trace for each lightAmount of smoke created by burning fuelAmount of smooth to applyAmount of smoothingAmount of smoothing stepsAmount of smoothing to applyAmount of smoothing to apply after finish newly created strokes, to reduce jitter/noiseAmount of smoothing to apply to interpolated strokes, to reduce jitter/noiseAmount of smoothing to automatically apply to each strokeAmount of smoothing while drawingAmount of steps of smoothing applied after shrinkwrapAmount of stickiness to surface collisionAmount of straighteningAmount of time to determine best compression: 0 = no compression with fast file output, 100 = maximum lossless compression with slow file outputAmount of turbulence and rotation in smokeAmount of velocity lost on collisionAmount of wet paint that stays in the brush after applying paint to the surfaceAmount texture affects alphaAmount texture affects child clumpAmount texture affects child hair lengthAmount texture affects child kink amplitudeAmount texture affects child kink frequencyAmount texture affects child roughnessAmount texture affects child twistAmount texture affects diffuse colorAmount texture affects particle dampingAmount texture affects particle densityAmount texture affects particle emission timeAmount texture affects particle force fieldsAmount texture affects particle gravityAmount texture affects particle initial velocityAmount texture affects particle life timeAmount texture affects physical particle sizeAmount that the pose is applied on top of the existing poses. A negative value will subtract the pose instead of adding itAmount the Active Action contributes to the result of the NLA stackAmount the strip contributes to the current resultAmount to boost elastic bounces for 'elastic' easingAmount to decrease or increase character spacing withAmount to deform objectAmount to displace geometryAmount to move each copy relative to its bounding box sizeAmount to offset array UVs on the U axisAmount to offset array UVs on the V axisAmount to offset mirrored UVs flipping point from the 0.5 on the U axisAmount to offset mirrored UVs flipping point from the 0.5 point on the V axisAmount to spread arcs for arc inner mitersAmount to warp about the cursorAmplitudeAmplitude ClumpAmplitude RandomAmplitude of WaveAmplitude of the Perlin noiseAmplitude of the noiseAmplitude of the noise - the amount that it modifies the underlying curveAmplitude of the sinus displacementAmplitude of the spatial noiseAn "extreme" pose, or some other purpose as neededAn 'extreme' pose, or some other purpose as neededAn Action may not have more than one layerAn action slot can only be created when an action is assignedAn added offset to each octave, determines the level where the highest octave will appearAn aggressive sharpening filterAn animation layer containing Actions referenced as NLA stripsAn approximation of the Fresnel conductor curve based on the colors at perpendicular and near-grazing (roughly 82°) anglesAn area is maximized, filling this screenAn array of floating-point valuesAn array of integersAn array of true or false valuesAn artistic solver with strong surface tension effects (original)An attribute field with a selection of the outer pointsAn edge connected to the face, chosen by the sort indexAn edit-mesh with vertex or edge selection mode is requiredAn exception occurred invoking USD hook '%s'An exception occurred invoking USD hook '%s'. Please see the console for detailsAn existing matching local ID has been re-usedAn extra multiplier to tune the magnitude of octavesAn identifier for the group of each face. All contiguous faces with the same value are in the same regionAn index used to group curves together. Filling is done separately for each groupAn index used to group values together for multiple separate accumulationsAn index used to group values together for multiple separate operationsAn input name cannot start with a digit: "{}"An input was not manifoldAn internal property used to store only the first mouse positionAn internal property used to store the first node in a Lazy Connect operationAn internal property used to store the last node in a Lazy Connect operationAn internal property used to store the source socket in a Lazy Connect operationAn item (representing a data-block) in a BlendImportContext data. Currently only exposed as read-only data for the pre/post linking handlersAn object instance in a View Layer (currently never exposed in Python API)AnaglyphAnaglyph TypeAnalog 16mmAnalog 35mmAnalog 65mmAnalog IMAXAnalog Super 16Analog Super 35Ancestors Effectively VisibleAnchor FrameAnchor WeightsAnchor XAnchor YAndAngleAngle BasedAngle ClampAngle ConstraintAngle FactorAngle LimitAngle MinAngle OuterAngle SnapAngle Snap IncrementAngle SplittingAngle ThresholdAngle above which to bevel edgesAngle above which to split edgesAngle and axis to rotate aroundAngle at which interocular distance is 0Angle at which interocular distance starts to fade to 0Angle between the next and previous edge of a face corner within the faceAngle between the planes of the creaseAngle in screen space below which a stroke is split in twoAngle limitAngle of Rotation for Axis-Angle rotation representationAngle of deformationAngle of revolutionAngle of rotationAngle of the inner cone, in degrees, inside the cone the volume is 100%Angle of the main directionAngle of the outer cone, in degrees, outside this cone the volume is the outer cone volume, between inner and outer cone the volume is interpolatedAngle of the transitionAngle snappingAngle snapping modeAngle snapping relative to the previous cut edgeAngle to rotate the input vector byAngle to use as the basis for warpingAngle used for rotation increments in 2D editorsAngle used for rotation increments in 3D editorsAngles above this are considered cornersAngles smaller than this will be treated as creasesAngles smaller than this will be treated as creases. Crease angle priority: object Line Art crease override > mesh auto smooth angle > Line Art default crease.AngularAngular DampingAngular DistanceAngular MotorAngular VelocityAngular Velocity AxisAngular Velocity Deactivation ThresholdAngular Velocity below which simulation stops simulating objectAngular diameter of the Sun as seen from the EarthAngular diameter of the spotlight beamAngular distortion between UV and 3D anglesAngular thickness of the surfaces when computing fast GI and ambient occlusion. Reduces energy loss and missing occlusion of far geometry.Angular threshold for detecting crease edgesAngular velocity amount (in radians per second)Anim PlayerAnimalsAnimatableAnimate propertyAnimate strokes appearing and disappearingAnimatedAnimated InfluenceAnimated SelectedAnimated Strip TimeAnimationAnimation Channel BagAnimation Channels for SlotsAnimation CurvesAnimation DataAnimation EditorsAnimation End OffsetAnimation ModeAnimation OffsetAnimation OperationAnimation PlayAnimation PlayerAnimation Player PresetAnimation PlayingAnimation Pointer (Experimental)Animation Start OffsetAnimation StepAnimation TimeoutAnimation UIAnimation VisualizationAnimation data for data-blockAnimation data for this data-blockAnimation data-block does not have active actionAnimation data-block has active actionAnimation end offset (trim end)Animation is played backwardsAnimation playbackAnimation playback is activeAnimation playback speed in frames per second. If a single image, then 0Animation settingsAnimation start offset (trim start)Animation stepsAnimation time of noiseAnimation track at index %d is not a NLA 'Active Action' trackAnimation:AnimationsAnisotropicAnisotropic FilteringAnisotropic RotationAnisotropyAnkleAnkle and ToeAnnotationAnnotation Default ColorAnnotation FrameAnnotation FramesAnnotation LayerAnnotation Layer OpacityAnnotation LayersAnnotation StrokeAnnotation Stroke Placement (3D View)Annotation Stroke PointAnnotation Stroke ThicknessAnnotation dataAnnotation data for this Preview regionAnnotation data for this movie clipAnnotation data for this spaceAnnotation data for this trackAnnotation data-blocks (legacy Grease Pencil)Annotation:AnnotationsAnonymous attributes cannot be accessed by nameAnonymous attributes cannot be created hereAnother object has this shared data in edit modeAnti-AliasAnti-AliasingAnti-Aliasing SamplesAnti-alias the generated mask before combining for smoother boundaries at the cost of more expensive processingAntialias pixelsAntialiasingAnyAny TypeAny angle is allowed for rotationAny modifier keys pressedAny object modification requires a complete BVH rebuild, but renders fasterAny unsaved changes will be lost.ApertureAppApparent size of the Camera object in the 3D ViewAppendAppend (Reuse Data)Append (Reuse) {}Append (make local) also indirect dependencies of appended IDs coming from other libraries. NOTE: All IDs (including indirectly linked ones) coming from the same initial library are always made localAppend ActionAppend Materials of the active Grease Pencil to other objectAppend a final bone to the end of each chain to specify last bone length (use this when you intend to edit the armature from exported data)Append a workspace and make it the active one in the current windowAppend active modifiers to selected stripsAppend from a Library .blend fileAppend history at cursor positionAppend mesh name to object name, separated by a '_'Append only active material, uncheck to append all materialsAppend scrollback text by typeAppend {}Appended DataApple's Display P3 with sRGB compound (piece-wise) encoding transfer function, common on Mac devicesApplication TemplateApplication Template "%s" not foundApplicationsApplied constraint was not first, result may not be as expectedApplied constraint: %sApplied modifier only changed CV points, not tessellated/bevel verticesApplied modifier was not first, result may not be as expectedApplied modifier: %sApplies a brown tint to mimic vintage photo tones.Applies a cloth simulation deformation to the entire meshApplies a filter to modify the active color attributeApplies a filter to modify the current maskApplies a filter to modify the current meshApplies gravity to the simulationApplies the brush falloff in a loop patternApplies the brush falloff in the tip of the brushApplies the deformation in a localized area limited by the brush radiusApplies the falloff radius in a loop pattern, inverting the displacement direction in each pattern repetitionApplies the same deformation in the entire boundaryApplies the transformation simulating elasticity using the radius of the cursorApplies the transformation to all vertices in the meshApplies transformations done by the Armature modifierApplyApply (All Keyframes)Apply BaseApply DensityApply FlippedApply Gaussian Blur to objectApply Hair GuidesApply Laplacian flow smoothing to a signed distance field. Computationally efficient alternative to mean curvature flow, ideal when combined with SDF normalizationApply MaskApply MixApply ModifierApply ModifiersApply Object TransformationsApply PresetApply PropertiesApply ScalingsApply Subdivision HeuristicApply Subdivision SurfaceApply TransformApply UnitApply Unit Conversion ScaleApply a color transformation in the HSV color modelApply a fixed offset (don't scale by the radius)Apply a gamma correctionApply a rotation to a given vectorApply a secondary Euler rotation to a given Euler rotationApply a secondary rotation to a given rotation valueApply a stroke of brush to the particlesApply a transformation matrix (excluding translation) to the given vectorApply a transformation matrix to the given vectorApply action to all vertex groupsApply blur to each jittered sample to reduce under-sampling artifactsApply brush influence in a 2D circle, projected from the viewApply brush influence in a Sphere, outwards from the centerApply brush normallyApply changes to matching bone on opposite side of X-AxisApply channel rotation as IK constraintApply channel size as IK constraint if stretching is enabledApply color corrections for each color channelApply common image enhancement filtersApply constraint and remove from the stackApply copied rotation after original, as if the constraint target is a childApply copied rotation before original, as if the constraint target is a parentApply copied transformation after original, as if the constraint target is a child in Aligned Inherit Scale mode. This effectively uses Full for location and Split Channels for rotation and scale.Apply copied transformation after original, handling location, rotation and scale separately, similar to a sequence of three Copy constraintsApply copied transformation after original, using simple matrix multiplication as if the constraint target is a child in Full Inherit Scale mode. Will create shear when combining rotation and non-uniform scale.Apply copied transformation before original, as if the constraint target is a parent in Aligned Inherit Scale mode. This effectively uses Full for location and Split Channels for rotation and scale.Apply copied transformation before original, handling location, rotation and scale separately, similar to a sequence of three Copy constraintsApply copied transformation before original, using simple matrix multiplication as if the constraint target is a parent in Full Inherit Scale mode. Will create shear when combining rotation and non-uniform scale.Apply corrections to solve shadow terminator artifacts caused by bump mappingApply current mix of shape keys to the geometry before removing themApply current scene's unit (as defined by unit scale) to exported dataApply current scene's unit (as defined by unit scale) to imported dataApply current visible shape to the object data, and delete all shape keysApply custom scaling and units scaling to FBX scaleApply custom scaling and units scaling to each object transformation, FBX scale remains at 1.0Apply custom scaling to FBX scale, and units scaling to each object transformationApply custom scaling to each object transformation, and units scaling to FBX scaleApply deformations of selected shape keys to the basis key, removing themApply depth of field in 2D, using a Z depth map or maskApply different tint effectsApply effectors to childrenApply falloff to avoid sharp edges when the light geometry intersects with other objectsApply final constrained position of pose bones to their transformApply fixed movement deltas every updateApply force in the X axisApply force in the Y axisApply force in the Z axisApply force only in 2DApply fractal displacement along normal onlyApply global space transform to the object rotations. When disabled only the axis space is written to the file and all object transforms are left as-isApply gravitation to point movementApply haptics on button pressApply haptics on button press and releaseApply haptics on button releaseApply haptics repeatedly for the duration of the button pressApply haptics to the same user paths for the haptic action and this actionApply mean (box) filter smoothing to a signed distance field. Fast separable averaging filter for general smoothing of the distance fieldApply mean (box) filter smoothing to a voxel. The mean value from surrounding voxels in a box-shape defined by the radius replaces the voxel value.Apply mean curvature flow smoothing to a signed distance field. Evolves the surface based on its mean curvature, naturally smoothing high-curvature regions more than flat areasApply median (box) filter smoothing to a voxel. The median value from surrounding voxels in a box-shape defined by the radius replaces the voxel value.Apply median filter to a signed distance field. Reduces noise while preserving sharp features and edges in the distance fieldApply modifier and remove from the stackApply modifier as a new shape key and remove from the stackApply modifier as a new shapekey and keep it in the stackApply modifiers (excluding Armatures) to mesh objects -WARNING: prevents exporting shape keysApply modifiers to exported meshesApply modifiers to mesh objects (except Armature ones) - WARNING: prevents exporting shape keysApply new rotation after original, as if it was on a childApply new rotation before original, as if it was on a parentApply nondestructive effectsApply normal map relative to the displaced surface, for normal maps that are to be applied in addition to the displacement mapApply normal map relative to the smooth undisplaced surface, for normal maps that match the displacement mapApply object transforms to exported verticesApply offset cumulatively (previous points affect points after)Apply offset in reverse animation directionApply offset in usual animation directionApply on SplineApply paint on each mouse move stepApply puff to unselected end-points (helps maintain hair volume when puffing root)Apply relative to the current value (delta)Apply relative transformations in X-mirror mode (not supported with Auto IK)Apply render part of display transform when saving byte imageApply render part of display transformation when displaying this image on the screenApply sampling to all animationsApply scale on solution itself to make distance between selected tracks equals to desiredApply scaling of selected strips to their referenced ActionsApply selected vertex locations to all other shape keysApply shadow tracing to each jittered sample to reduce under-sampling artifactsApply sinusoidal deformationApply smoothing filter that preserves edges, for stylized and painterly effectsApply smoothing without reconstructing the surfaceApply the action based on vertex group selectionApply the action channels after the original transformation, as if applied to an imaginary child in Aligned Inherit Scale mode. This effectively uses Full for location and Split Channels for rotation and scale.Apply the action channels after the original transformation, as if applied to an imaginary child in Full Inherit Scale mode. Will create shear when combining rotation and non-uniform scale.Apply the action channels after the original transformation, handling location, rotation and scale separatelyApply the action channels before the original transformation, as if applied to an imaginary parent in Aligned Inherit Scale mode. This effectively uses Full for location and Split Channels for rotation and scale.Apply the action channels before the original transformation, as if applied to an imaginary parent in Full Inherit Scale mode. Will create shear when combining rotation and non-uniform scale.Apply the action channels before the original transformation, handling location, rotation and scale separatelyApply the current pose as the new rest poseApply the deformation in the selected axisApply the edit operation to hidden geometryApply the filter only to the face set under the cursorApply the force in the selected axisApply the gesture action only to the area that is contained within the segment without extending its effect to the entire lineApply the given Pose Action to the rigApply the maximum grab strength to the active vertex instead of the cursor locationApply the object's parent inverse to its dataApply the object's transformation to its dataApply the object's visual transformation to its dataApply the operation over content of the selected items only (the data-blocks in their sub-tree)Apply the operation over selected data-blocks and all their dependenciesApply the operation over selected data-blocks onlyApply the opposite of Lock/Unlock to unselected vertex groupsApply the relative positional offsetApply the same setup but mirrored to the opposite side control, shown in parentheses. Bones will only be affected by the control with the same side (eg., .L bones will only be affected by the .L control). Bones without a side in their name (so no .L or .R) will be affected by both controls with 0.5 influence eachApply the subdivision surface level as an offset relative to the current levelApply the target object's world transform on top of the attribute's transformApply this and all preceding deformation modifiers on splines' points rather than on filled curve/surfaceApply to all keyframesApply to selected vertex groupsApply to unselected vertex groupsApply track's mask on displaying previewApply transformation before parentingApply two-dimensional scaling and rotation to stroke backbone geometryApply volume preservation after smoothApply volume preservation over the original scalingApply weight-blended transformation from multiple bones like the Armature modifierApply weighted moving means to make selected F-Curves less bumpyApply weights symmetrically along X axis, for Envelope/Automatic vertex groups creationApproximate diffuse indirect light with background tinted ambient occlusion. This provides fast alternative to full global illumination, for interactive viewport rendering or final renders with reduced qualityApproximate number of faces (quads) in the new meshApproximate number of voxels along one axisApproximate the object as a sphere whose diameter is equal to the thickness defined by the node treeApproximate the object as an infinite slab of thickness defined by the node treeApproximate the thickness of the object to compute two refraction events (0 is disabled) (Deprecated)Approximately in how many frames should dissolve happenApproximately in how many frames should drying happenApproximation of Mie scattering in water droplets, used for scattering in clouds and fogApproximation to physically based volume scatteringApproximation used to model the light interactions inside the objectAppsArabic - ﺔﻴﺑﺮﻌﻟﺍArbitrary Output Variables. Provide custom render passes for arbitrary shader node outputsArcArccosine ModeArchive LibrariesArchive libraries of packed IDs, generated (and owned) by this source libraryArcminutesArcsecondsArcsine ModeArctan2 ModeArctangent ModeAre handles tested individually against the selection criteria, independently from their keys. When unchecked, handles are (de)selected in unison with their keysAre there any bone paths that will need updating (read-only)Area LightArea Lights can only have scale applied: "%s"Area NormalArea Normal FalloffArea Normal LimitArea PlaneArea RadiusArea Radius PressureArea SpacesArea WeightArea distortion between UV and 3D facesArea heightArea in a subdivided screen, containing an editorArea not found in the active screenArea of face in 3D spaceArea of this triangleArea to apply deformation falloff to the effects of the simulationArea widthAreasAreas in the core matte mask are included in the matteAreas in the garbage matte mask are excluded from the matteAreas outside of the image are filled with repetitions of the imageAreas outside of the image are filled with the closest boundary pixel in the imageAreas outside of the image are filled with zeroAreas the screen is subdivided intoArgumentsArmArmatureArmatureEaseArmatureEase InArmatureEase OutArmatureNewArmatureOutArmatureSamplesArmature '%s' does not contain bone '%s'Armature '%s' not in edit mode, cannot add an editboneArmature '%s' not in edit mode, cannot remove an editboneArmature Bone CollectionsArmature BonesArmature ConstraintArmature DefinedArmature DeformArmature Deform Constraint TargetsArmature EditBonesArmature FBXNode TypeArmature ModifierArmature OverlaysArmature bone, mesh or lattice vertex group, ...Armature data-block containing a hierarchy of bones, usually used for rigging charactersArmature data-blocksArmature deformation modifierArmature has no active bone collection, select one firstArmature has no active object boneArmature object to deform withArmature object to retrieve the bone information fromArmature to use as source of bones to maskArmature's active boneArmature's active bone collectionArmature(s)Armature-Relative HeadArmature-Relative TailArmature-related settingsArmaturesArmatures active edit boneAround FrameArrange selected UV islands on a lineArrange the new triangles evenly (slow)Arrange the stacking order of strokesArrayArray (Legacy)Array All ItemsArray LengthArray ModifierArray duplication modifierArray length calculation methodArray length mismatch (expected %d, got %d)Array length mismatch (got %d, expected more)Array of coordinates which represents UI rectangle corners in frame normalized coordinatesArray of coordinates which represents pattern's corners in normalized coordinates relative to marker positionArri Alexa 65Arri Alexa LFArri Alexa Mini & SXTArrowArrow SizeArrowsArtificial buoyancy force in negative gravity direction based on pressure differences inside the fluidAs 'Clear Parent', but keep the current visual transformations of the objectAs InstanceAs NURBSAs Render PassAshikhminAshikhmin-ShirleyAsk for confirmation when quitting with unsaved changesAspectAspect RatioAspect XAspect YAsphalt (Crushed)AssetAsset ('%s') is not an action data-blockAsset Blend PathAsset BrowserAsset Browser must be set to the Current File libraryAsset CatalogAsset Catalog:Asset CatalogsAsset DataAsset Debug InfoAsset DetailsAsset LibrariesAsset Libraries are local directories that can contain .blend files with assets inside. Manage Asset Libraries from the File Paths section in PreferencesAsset LibraryAsset Library IdentifierAsset Library ReferenceAsset Library TypeAsset Library not foundAsset Library: Current FileAsset Library: EssentialsAsset MetadataAsset RepresentationAsset Select ParametersAsset ShelfAsset Shelf HeaderAsset Shelf NameAsset Shelf PanelAsset Shelf Region ThemeAsset TagAsset TagsAsset Weak ReferenceAsset blend file is not editableAsset cannot be modified from this fileAsset catalogs cannot be edited in this asset libraryAsset data can only be assigned to assets. Use asset_mark() to mark as an asset.Asset data cannot be NoneAsset data, valid if the file represents an assetAsset file is not editableAsset is not a geometry node groupAsset library is not editableAsset library used to store the new brushAsset library used to store the new poseAsset loading is unfinishedAsset metadata from external asset libraries cannot be edited, only assets stored in the current file canAsset metadata from external libraries cannot be edited. Only assets stored in the current file can be edited.Asset not foundAsset not found: '%s'Asset shelf popover panel type not foundAssetsAssets in the current file cannot be individually savedAssets in the current file cannot be revertedAssignAssign Fk CollectionsAssign IK Constraint with targets derived from the select bones/objectsAssign MaterialAssign Primary CollectionsAssign Secondary CollectionsAssign Tweak CollectionsAssign a crease to inner edgesAssign a crease to outer edgesAssign a crease to the edges making up the rimAssign a material to geometry elementsAssign action "%s" to "%s" before calling this functionAssign active material slot to selectionAssign all selected bones to a collection, or unassign them, depending on whether the active bone is already assigned or notAssign intersection priority value for this collectionAssign no color tag to the collectionAssign the active material slot to the selected strokesAssign the current values of custom properties as their defaults, for use as part of the rest pose state in NLA track mixingAssign the hook to the hook object's active boneAssign the selected vertices to a hookAssign the selected vertices to a new vertex groupAssign the selected vertices to the active vertex groupAssign valueAssigned shortcut {:d} to {:s}Assignment valueAssignment value (as a string)AsymmetricAsymmetry of the shape adjustment of the strand thicknessAtAt CenterAt CursorAt FirstAt LastAt least 8 common tracks on both keyframes are needed for reconstructionAt least one Collection in this View Layer has an exporterAt least one node must be selected.At least one track with bundle should be selected to define origin positionAt least two points requiredAt least {:d} nodes must be selected.At which interval to add keysAt which interval to snap to framesAt which interval to snap to secondsAtmospheric turbidityAttach Hair Curves to SurfaceAttach ModeAttach NodesAttach active node to a frameAttach selected nodesAttach selected nodes to a new common frameAttaches hair curves to a surface meshAttachment UVAttachment is ValidAttachment surface UV coordinates of each curveAttack TimeAttack boids at max this distanceAttempt to bind from inactive dependency graphAttempt to delete scenes as part of a purge operation, should never happenAttempt to import 'allPurpose' materials.Attempt to import 'full' materials. Load 'allPurpose' or 'preview' materials, in that order, as a fallbackAttempt to import 'preview' materials. Load 'allPurpose' materials as a fallbackAttempt to import materials with the given purpose. If no material with this purpose is bound to the primitive, fall back on loading any other bound materialAttempt to select a point handle before transformAttempt to set action on non-animatable IDAttempt to unbind from inactive dependency graphAttempted to set slot identifier to "%s", but the type prefix does not match the slot's 'target_id_type' "%s". Setting to "%s" instead.AttenuationAttenuation constantAttributeAttribute '%s' (Blender domain %d, type %d) cannot be converted to USDAttribute Data DetectedAttribute DomainAttribute Domain TypeAttribute GroupAttribute NameAttribute NodeAttribute SpecialsAttribute StatisticAttribute TextAttribute TypeAttribute does not exist: "{}"Attribute domainAttribute domain for the Selection and Group ID inputsAttribute domain not supported by this geometry typeAttribute domain to displayAttribute domain to store free custom normalsAttribute domain used by the geometry nodes modifier to create an attribute outputAttribute domain where the attribute is stored in the baked dataAttribute domain where the attribute is stored in the simulation stateAttribute is not part of this geometryAttribute is required and cannot be removedAttribute name cannot be emptyAttribute name for edge weightAttribute name for vertex weightAttribute on Grease Pencil layerAttribute on instanceAttribute on mesh edgeAttribute on mesh face cornerAttribute on mesh facesAttribute on pointAttribute on splineAttribute on the geometry aboveAttribute per point/vertexAttribute value that will be stored for the current element on the main geometryAttributesAttributes to modifyAttributes with these names used within the group may conflict with existing attributesAudioAudio ChannelsAudio CodecAudio DeviceAudio Mixing BufferAudio Sample FormatAudio Sample RateAudio ScrubbingAudio StripAudio bitrate (kb/s)Audio channel countAudio channelsAudio output deviceAudio sample formatAudio sample format unsupportedAudio sample rateAudio sample rate (samples/s)Audio volumeAuthenticationAuthorAuthor USD custom attributes containing the original Blender object and object data namesAuthor:AutoAuto Align EndAuto Align Extremity BoneAuto Align {:s}Auto AxisAuto Blend In/OutAuto ClampedAuto Close Character PairsAuto CreateAuto DepthAuto DetectAuto EulerAuto Fly SpeedAuto HandleAuto Handle SelectedAuto Handle SmoothingAuto Handle Smoothing mode used for newly added F-CurvesAuto IKAuto IK Length: %dAuto Iteration CountAuto KeyframeAuto Keyframe Insert AvailableAuto Keyframe Insert Keying SetAuto KeyframingAuto KeyingAuto Keying EnableAuto Keying IndicatorAuto Keying ModeAuto Keying OnAuto MergeAuto Merge & SplitAuto Merge VerticesAuto NormalizationAuto NormalizeAuto PerspectiveAuto RainbowAuto RefreshAuto RemoveAuto Run Python ScriptsAuto Save Temporary FilesAuto Save TimeAuto SmoothAuto StepAuto Texture SpaceAuto TileAuto TransformAuto UpdateAuto VelocityAuto WXYZ to YRGBAuto XYZ to RGBAuto ZoomAuto clampedAuto detect best GPU for running BlenderAuto handleAuto sets the orbit center dynamically. When the complete model is in view, the center of volume of the whole model is used as the rotation point. When you move closer, the orbit center will be set on an object close to your center of the view.Auto-Clamped HandleAuto-Clamped Handle SelectedAuto-DetectAuto-Execution PathsAuto-KeyframingAuto-Keying ModeAuto-Keying will skip inserting keys that don't affect the animationAuto-Lock Key AxisAuto-Lock LayersAuto-MaskingAuto-Masking LayerAuto-Masking MaterialAuto-Masking StrokesAuto-Merge KeyframesAuto-OffsetAuto-RefreshAuto-Remove Fill GuidesAuto-SaveAuto-Save PreferencesAuto-SmoothAuto-StepAuto-VelocityAuto-offsetAuto-offset DirectionAuto-offset MarginAuto-offset direction: %sAutoPack is enabled, so image will be packed again on file saveAutocompleteAutokey Insert NeededAutolock Inactive LayersAutomaskingAutomaticAutomatic Bone OrientationAutomatic EasingAutomatic NameAutomatic Scrambling DistanceAutomatic SubframesAutomatic handles are adjusted to avoid jumps in acceleration, resulting in smoother curves. However, key changes may affect interpolation over a larger stretch of the curve.Automatic handles only take immediately adjacent keys into accountAutomatic handles that create smooth curvesAutomatic handles that create smooth curves which only change direction at keyframesAutomatic handles that create straight linesAutomatic keyframe insertion for Objects and Bones (default setting used for new Scenes)Automatic keyframe insertion using active Keying Set onlyAutomatic keyframe insertion when moving plane cornersAutomatic line width based on UI scaleAutomatic output type detectionAutomatic pixel size, depends on the user interface scaleAutomatic rigging from building-block componentsAutomatic saving of temporary files in temp directory, uses process ID. Warning: Sculpt and edit mode data won't be savedAutomatic weights from bonesAutomatically add lattice modifiers to selected objectsAutomatically adjust strength to give consistent results for different spacingsAutomatically adjusts fly navigation speed based on the distance of objects near the center of the viewport, making it easier to navigate complex scenes. Speed is recalculated each time movement starts.Automatically align edges to the brush direction to generate cleaner topology and define sharp features. Best used on low-poly meshes as it has a performance impact.Automatically begin translating strips with the mouse after adding them to the timelineAutomatically calculate mass values for Rigid Body Objects based on volumeAutomatically choose Wintab or Windows Ink depending on the deviceAutomatically choose filter based on scaling factorAutomatically choose method based on GPU and imageAutomatically choose the direction on which there is most alignment alreadyAutomatically choose the system-defined language if available, or fall-back to English (US)Automatically close relevant character pairs when typing in the text editorAutomatically compute transformation to get the best possible match between source and destination meshes. Warning: Results will never be as good as manual matching of objectsAutomatically convert all new tabs into spaces for new and loaded text filesAutomatically decide when to perform multiple simulation steps per frameAutomatically detect a good structure type based on how the socket is usedAutomatically detect animated sequences in selected images (based on file names)Automatically detect animated sequences in selected volume files (based on file names)Automatically detect features and place markers to trackAutomatically detect the best rotation axis to rotate towards the vectorAutomatically determine display type for filesAutomatically determine if the surface should be treated as a light for sampling, based on estimated emission intensityAutomatically determine sort method for filesAutomatically determine the number of threads, based on CPUsAutomatically determine the optimal number of steps for best performance/accuracy trade offAutomatically fix alignment of select bones' axesAutomatically insert keyframes on modified propertiesAutomatically lock all layers except the active one to avoid accidental changesAutomatically locks the movement of keyframes to the dominant axisAutomatically merge nearby keyframesAutomatically merge vertices moved to the same locationAutomatically name the output file with the pass typeAutomatically name the output file with the pass type (external only)Automatically offset nodes on insertionAutomatically offset the following or previous nodes in a chain when inserting a new nodeAutomatically pack all external data into .blend fileAutomatically pack all external files into the .blend fileAutomatically pick the fastest intersection methodAutomatically recalculate curve normalization on every curve editAutomatically reduce the number of samples per pixel based on estimated noise levelAutomatically reduce the number of samples per pixel based on estimated noise level, for viewport rendersAutomatically reduce the randomization between pixels to improve GPU rendering performance, at the cost of possible rendering artifactsAutomatically remove fill guide strokes after fill operationAutomatically renames the selected bones according to which side of the target axis they fall onAutomatically scale footage to cover unfilled areas when stabilizingAutomatically select best preview typeAutomatically select imported objectsAutomatically select keyframes when solving camera/object motionAutomatically set the number of subframesAutomatically split edges and facesAutomatically split edges in triangles to maintain quad topologyAutomatically switch between orthographic and perspective when changing from top/front/side viewsAutomatically try to determine the best settingAutomatically update the shader when the .osl file changes (external scripts only)Automatically zoom preview image to make it fully fit the regionAutomation axesAutomergeAutoscaleAutosplit OutputAutosplit output at 2GB boundaryAuxiliary TargetAvMinMaxAvailableAverageAverage ErrorAverage Error: {:.2f} pxAverage IterationsAverage ScaleAverage SpeedAverage Spring length * Ball SizeAverage custom normals of selected verticesAverage error during substepsAverage error of re-projectionAverage error of reconstructionAverage iterations during substepsAverage radius of the endpoints is used to tweak the X and Z Scaling of the bones, on top of XZ Scale modeAverage re-projection error: %.2f pxAverage selected tracks into activeAverage space UVs edge length of each loopAverage the size of separate UV islands, based on their area in 3D spaceAverage value of VGroup A's and VGroup B's weightsAverage weight in active vertex groupAveragedAveraged ValueAverages source image samples that fall under destination pixelAveraging methodAvoidAvoid CollisionAvoid animations and other motion effects in the interfaceAvoid collision with deflector objectsAvoid collision with other boidsAvoid color clipping by working in logarithmic spaceAvoid making unsymmetrical quads across the X axisAvoid making unsymmetrical quads across the Y axisAvoid making unsymmetrical quads across the Z axisAvoid object if danger from it is above this thresholdAvoid shrinking curves shorter than this lengthAxesAxes PositionAxes to RotationAxisAxis & Gizmo ColorsAxis 0 RegionAxis 1 RegionAxis AngleAxis Angle (W+XYZ), defines a rotation around some axis defined by 3D-VectorAxis Angle to RotationAxis ConstraintAxis DirectionAxis LockAxis MappingAxis ModeAxis ObjectAxis OnlyAxis OrthoAxis RandomAxis RangeAxis ReferenceAxis SignAxis SpaceAxis ThresholdAxis UAxis XAxis around which each curve is rolledAxis constrain toAxis for radial tangentsAxis in global view spaceAxis of mouse movement to zoom in or out onAxis of symmetryAxis orientationAxis that is aligned as well as possible given the alignment of the primary axisAxis that is aligned exactly to the provided primary directionAxis that is aligned to the normalAxis that points forward along the pathAxis that points in the 'forward' direction (applies to Instance Vertices when Align to Vertex Normal is enabled)Axis that points in the upward direction (applies to Instance Vertices when Align to Vertex Normal is enabled)Axis that points to the target objectAxis that points upwardAxis to align UV locations onAxis to align toAxis to align to the vectorAxis to arrange UV islands onAxis to bake in blue channelAxis to bake in green channelAxis to bake in red channelAxis to move UVs onAxis to rotate aroundAxis to tag names withAxis to use to align bundle alongAxis-Angle RotationAxis-alignedAxis-aligned (Horizontal)Axis-aligned (Vertical)Axis-angle rotation of this motion event. The vector magnitude is the angle where 1.0 represents 360 degrees. The angle is typically scaled by the time-delta before use.Azimuth - Angle around the up axisBB-BoneB-Bone Display X WidthB-Bone Display Z WidthB-Bone End HandleB-Bone End Handle TypeB-Bone SegmentsB-Bone ShapeB-Bone Start HandleB-Bone Start Handle TypeB-Bone Vertex Mapping ModeB-Bone X sizeB-Bone Z sizeB-SplineB/WB44 (lossy)B44A (lossy)BFECCBMPBSDFBSSRDFBSplineBT.1886 2.4 Exponent EOTF Display, commonly used for TVsBT.2020 2.4 Exponent EOTF DisplayBVHBVH LayoutBVH Time StepsBVH2BWBackBack Face CullingBack OrthographicBack PerspectiveBack and Forth Error Compensation and Correction. Advanced scheme that minimizes dissipation and diffusionBackbone LengthBackbone StretcherBackdropBackdrop OffsetBackdrop ZoomBackdrop offsetBackdrop zoom factorBackendBackface CullingBackfacingBackgroundBackground ColorBackground ImageBackground ImagesBackground SceneBackground SourceBackground TypeBackground ValueBackground color of Debug iconBackground color of Operator iconBackground color of Property iconBackground color of selected lineBackground image cannot be removedBackground image index to removeBackground set sceneBackscatterBackup .blend FilesBackwardsBad assignment modeBad vertex index in listBakeBake & MergeBake AllBake All Keyed FramesBake All Objects AnimationsBake B-Bone channelsBake DataBake EndBake Entire Fluid SimulationBake Fluid DataBake Fluid GuidingBake Fluid MeshBake Fluid NoiseBake Fluid ParticlesBake Grease Pencil object transform to Grease Pencil keyframesBake IDBake ItemBake ItemsBake Line Art for current Grease Pencil objectBake LocationBake ModeBake ModifiersBake Modifiers into keyframes and delete them afterBake Object Transform to Grease PencilBake PackedBake PathBake SamplesBake SelectedBake StartBake TimeBake TypeBake a frame rangeBake a single bake node or simulationBake a single frameBake all Line Art modifiersBake all light probe volumesBake all physicsBake all selected objects location/scale/rotation animation to an actionBake all simulation settings at onceBake an image sequence of ocean dataBake animation into current action, instead of creating a new one (useful for baking only part of bones in an armature)Bake animation onto the object then clear parents (objects only)Bake bones transformationsBake cache on all selected objectsBake custom propertiesBake data for a Scene data-blockBake data for every bake nodeBake directly from multires objectBake directory of object %s, modifier %s is empty, setting default pathBake displacementBake dynamic paint image sequence surfaceBake emissive surfaces for more accurate lightingBake every stage of the simulation separatelyBake failed: invalid canvasBake failed: invalid domainBake failed: no Dynamic Paint modifier foundBake failed: no Fluid modifier foundBake free failed: invalid domainBake free failed: no Fluid modifier foundBake free failed: pending bake jobs foundBake from MultiresBake from cacheBake image textures of selected objectsBake incoming light from the world instead of just the visibility for more accurate lighting, but lose correct blending to surrounding irradiance volumesBake irradiance volume light cacheBake item is an attribute stored on a geometryBake light bounces from light sources for more accurate lightingBake location channelsBake node or simulation output node that corresponds to this bake. This node may be deeply nested in the modifier node group. It can be none in some cases like missing linked data blocks.Bake normalsBake object transformationsBake on Key RangeBake on every frame that has a key for any of the bones, as opposed to just the relevant onesBake pass requires Direct, Indirect, or Color contributions to be enabledBake physicsBake rigid body transformations of selected objects to keyframesBake rotation channelsBake scale channelsBake shading on the surface of selected objects to the active objectBake simulations in geometry nodes modifiersBake space transform into object data, avoids getting unwanted rotations to objects when target space is not aligned with Blender's space (WARNING! experimental option, use at own risk, known to be broken with armatures/animations)Bake the displacement in object spaceBake the displacement in tangent spaceBake the normals in object spaceBake the normals in tangent spaceBake to Active CameraBake to DiskBake to active CameraBake to image data-blocks associated with active image texture nodes in materialsBake to the active color attribute on meshesBake vector displacementBaked AnimationBaked Frame {}Baked strokes are clearedBaked {} - {}BakesBakes a sound wave to samples on selected channelsBaking Dynamic Paint...Baking Line Art...Baking Multires...Baking canceled!Baking fluid...Baking lighting...Baking map saved to internal image, save it externally or pack itBaking map written to "%s"Baking nodes...Baking of multires data only works with an active mesh objectBaking point cache...Baking should happen to image with image bufferBaking texture...Baking to unsupported image typeBalanceBalancedBalanced between performance and qualityBalances between the two non primary color channels that the primary channel compares against. 0 means the latter channel of the two is used, while 1 means the former of the two is usedBalances low and high luminance areas. Lower values emphasize details in shadows, while higher values compress highlights more smoothlyBallBall SizeBall inflating pressureBand WidthBandsBands DirectionBands across X axisBands across Y axisBands across Z axisBands across diagonal axisBankingBarkBaseBase ColorBase ContrastBase Fill TypeBase Pose AngleBase Pose LocationBase Pose ObjectBase Pose TypeBase ScaleBase ThicknessBase TransparencyBase alpha transparency, possibly modified by alpha transparency modifiersBase class from USD Hydra based renderersBase color for ghosts after the active frameBase color for ghosts before the active frameBase curves that new curves are interpolated betweenBase from InstancerBase from SetBase line color, possibly modified by line color modifiersBase line thickness, possibly modified by line thickness modifiersBase meshBase mesh to subtract geometry fromBase node tree from contextBase node type for custom registered node group typesBase orientation for rotationBase orientation for the rotationBase radius to be set if 'Replace Radius' is enabledBase speed for walking and flyingBase surface that the normal map is applied relative to, when displacement is usedBase type for IK solver parametersBase type for data-blocks, defining a unique name, linking from other libraries and garbage collectionBase type to define alpha transparency modifiersBase type to define line color modifiersBase type to define line thickness modifiersBase type to define modifiersBase type to define stroke geometry modifiersBase value to control random instance variation in a reproducible wayBase value to control random variation in a reproducible wayBased on Mouse PositionBased on distance/falloff it adds a portion of the entire pathBasicBasic mode for interactive style parameter editingBasisBasis MatrixBasque - EuskaraBatchBatch Change Blend TypeBatch Change Blend Type (Add)Batch Change Blend Type (Current)Batch Change Blend Type (Divide)Batch Change Blend Type (Mix)Batch Change Blend Type (Multiply)Batch Change Blend Type (Next)Batch Change Blend Type (Previous)Batch Change Blend Type (Subtract)Batch Change Math OperationBatch Change Selected NodesBatch ExportBatch ModeBatch Own DirBatch change blend type and math operationBattleBeam AngleBeam Angle: %.2fBeam ShapeBeans (Cocoa)Beans (Soy)BeautyBeckmannBecomes the output value if it is chosen by the menu inputBeforeBefore ColorBefore CurrentBefore Current FrameBefore CyclesBefore FrameBefore Last KeyframeBefore ModeBefore OriginalBefore Original (Aligned)Before Original (Full)Before Original (Split Channels)Behavior when importing USD attributes as Blender custom propertiesBehavior when importing textures from a USDZ archiveBehavior when the name of an imported material conflicts with an existing materialBehavior when the name of an imported texture file conflicts with an existing fileBelarusian - БеларускаяBelowBelow ThresholdBendBend Angle: %.3f, Radius: %.4f, Alt: Clamp %sBend Angle: %s, Radius: %s, Alt: Clamp %sBend rotation axis:Bend selected items between the 3D cursor and the mouseBend the mesh over the Z axis of the modifier spaceBend the mesh using a curve objectBendingBending GroupBending ModelBending Spring DampingBending StiffnessBending Stiffness MaximumBending Stiffness Vertex GroupBendy BoneBendy Bone shape propertiesBendy BonesBest MatchBest Normal-MatchingBest known structure type of the socket. This may not match the socket shape, e.g. for unlinked input socketsBetter results when there are holes (slower)Between Min/Max Selected MarkersBevelBevel ConvexBevel DepthBevel ModeBevel ModifierBevel ObjectBevel RadiusBevel ResolutionBevel WeightBevel Weight:Bevel amountBevel amount for percentage methodBevel modifier to make edges and vertices more roundedBevel the entire mesh by a constant amountBiasBias factor for which frame has more influence on the interpolated strokesBias for reducing light-bleed on variance shadow maps (Deprecated)Bias for reducing self shadowing (Deprecated)Bias the shading normal to reduce self intersection artifactsBiasedBicubicBicubic when magnifying, else bilinear (OSL only)BigBilateral BlurBilateral FilterBilinearBimanualBinary ObjectBinary object file format (.bobj.gz)BindBind Bone envelopes to armature modifierBind CoordsBind ToBind base pose in Corrective Smooth modifierBind current shapeBind data missingBind data requiredBind mesh to cage in mesh deform modifierBind mesh to system in laplacian deform modifierBind mesh to target in surface deform modifierBind the selected camera to a marker on the current frameBind vertex count mismatch: %u to %uBind vertex groups to armature modifierBinding in an XR action map itemBindingsBindings for the action map item, mapping the action to an XR inputBioVision Motion Capture (BVH) formatBirth TimeBisectBisect AxisBisect DistanceBisect Flip AxisBisectorBit MathBit depth for fluid particles and grids (lower bit values reduce file size)Bit depth per channelBitangentBitangent SignBitangent vector of this vertex for this face (must be computed beforehand using calc_tangents, use it only if really needed, slower access than bitangent_sign)Bitflags Smooth GroupsBitmap (.bmp)BitrateBitrate in kbit/sBitwise %sBkSpaceBkspBlackBlack LevelBlack PointBlackbodyBlackbody IntensityBlackbody TintBlackmagic Pocket & StudioBlackmagic Pocket 4KBlackmagic Pocket 6kBlackmagic URSA 4.6KBlackman-HarrisBlackman-Harris filterBladesBlankBleedBleed BiasBleeding BiasBlendBlend FactorBlend FileBlend FilesBlend Hair CurvesBlend InBlend In/OutBlend ModeBlend Mode for Transparent Faces (Deprecated: use 'surface_render_method')Blend NeighborsBlend OpacityBlend OutBlend PathBlend RadiusBlend SurfaceBlend TextureBlend TypeBlend WeightBlend along CurveBlend alpha below another videoBlend alpha on top of another videoBlend between a smoother noise pattern, and rougher with sharper peaksBlend between diffuse surface and subsurface scattering. Typically should be zero or one (either fully diffuse or subsurface)Blend between transmission and other base layer componentsBlend brush influence by how much they face the frontBlend color to mix with texture output colorBlend deformation along each curve from the rootBlend face data across the insetBlend factor between an octave and its previous one. A value of zero corresponds to zero detailBlend factor between stretch minimized and originalBlend file '%s' created by a Big Endian version of Blender, support for these files has been removed in Blender 5.0, use an older version of Blender to open and convert it.Blend from current position to previous or next keyframeBlend in and out overlapping regionBlend in shape from a shape keyBlend modeBlend selected keyframes to their left or right neighborBlend selected keys to the slope of neighboring onesBlend selected keys to their default value from their current positionBlend shrinkwrap for points above the surfaceBlend the given Pose Action to the rigBlend to NeighborBlend weight to use for mixing two shaders. At zero it uses the first shader entirely and at one the second shaderBlend-File Color SpaceBlend-File DataBlendedBlenderBlender (best for import/export round trip)Blender 2.7Blender 2.8Blender 27xBlender DataBlender Drivers EditorBlender ExtensionsBlender FileBlender File ViewBlender IDsBlender Info LogBlender NamesBlender Object SpaceBlender OriginalBlender RNABlender RNA structure definitionsBlender RenderBlender VersionBlender World SpaceBlender compiled without Audaspace supportBlender is compiled without motion tracking libraryBlender is free softwareBlender lighting strengths with no conversionBlender preferences space dataBlender sub-process exited with error code {:d}Blender was compiled without a viewport denoiserBlender was launched in offline mode, which cannot be changed at runtimeBlender will start next time as it is now.Blender's extension repository must be enabled to install extensions!Blender's extension repository must be refreshed!Blender's extension repository not found!Blender's official web-siteBlendfile '%s' appears corrupted, it contains invalid ID names. These have been truncated.Blendfile '%s' was created by a future version of Blender and contains ID names longer than currently supported. These have been truncated.Blendfile Import ContextBlendfile Import Context ItemBlendfile Import Context ItemsBlendfile Import Context LibrariesBlendfile Import Context LibraryBlendfile import context has been initialized and filled with a list of items to import, no data has been linked or appended yetBlendingBlending FactorBlending ModeBlending factorBlending factor for panel and menu shadowsBlending to inelastic collisionBlending weight of this boneBlends between a dielectric and metallic material model. At 0.0 the material consists of a diffuse or transmissive base layer, with a specular reflection layer on top. A value of 1.0 gives a fully specular reflection tinted with the base color, without diffuse reflection or transmissionBlends keyframes from current state to an ease-in or ease-out curveBlends shape between multiple hair curves in a certain radiusBlobby element in a metaball data-blockBlockedBlocked Blocker CollectionBloomBlueBlue ChannelBlue channelBlue component of the color fieldBlue-NoiseBlue-Noise (first)Blue-Noise (pure)Blue-Noise (round)Blue:BlueprintBlurBlur AttributeBlur DistanceBlur IterationsBlur ModeBlur SizeBlur StepsBlur StrengthBlur WidthBlur XBlur an image along a directionBlur an image, using several blur modesBlur effect of brushBlur limit, maximum CoC radiusBlur shadow aliasing using Percentage Closer FilteringBlur strength per iterationBlur the color of the input image in YCC color space before keying while leaving the luminance intact using a Gaussian blur of the given sizeBlur the computed matte using a Gaussian blur of the given sizeBlur the resolved radiance using a bilateral filterBlur the studiolight in the backgroundBlur using camera depth of fieldBlur weight in active vertex groupBlurring steps for normal falloffBlurry FootageBlurs/softens the edge between the mortar and the bricks. This can be useful with a texture and displacement texturesBody TextBoidBoid BrainBoid RuleBoid RulesBoid SettingsBoid StateBoid StatesBoid effector weightBoid height relative to particle sizeBoid rule nameBoid state for boid physicsBoid state nameBoid will fight this times stronger enemyBoidsBoids 2DBokehBokeh BlurBokeh ImageBokeh TypeBokeh Type:Bokeh shape rotation offsetBoldBold & ItalicBoneBone '%s' has out of date B-Bone segment data - depsgraph update required!Bone '%s' is not a B-Bone!Bone '%s' was not assigned to collection '%s'Bone Armature-Relative MatrixBone CollectionBone Collection MembershipsBone Collection SpecialsBone Collection UIBone CollectionsBone Collections (All)Bone Collections (Roots)Bone Collections that contain this boneBone ColorBone Color SetsBone ColorsBone Constraint PropertiesBone ConstraintsBone DirBone EnvelopeBone Envelope DistanceBone EnvelopesBone FromBone Heat Weighting: failed to find solution for one or more bonesBone HierarchyBone InfluencesBone InfoBone Locked WeightBone MatrixBone NameBone OriginalBone Pose ActiveBone Pose SelectedBone PropertiesBone RelativeBone RollBone SelectionBone Selection SetBone SettingsBone Shape ScaleBone SizeBone SolidBone ToBone VisibilityBone Wireframe OpacityBone already has an IK constraintBone associated with this PoseBoneBone collection %s is not editable, maybe add an override on the armature Data?Bone collection '%s' not found in Armature '%s'Bone collection in an Armature data-blockBone collection with index %d not found on Armature %sBone collections can only be edited on an ArmatureBone colors were synced; for {:d} bones this will not be visible due to pose bone color overridesBone defining offsetBone deformation distance (for Envelope deform only)Bone deformation weight (for Envelope deform only)Bone in an Armature data-blockBone inherits rotation or scale from parent boneBone is able to be selectedBone is always displayed in wireframe regardless of viewport shading mode (useful for non-obstructive custom bone shapes)Bone is not able to be transformed when in Edit ModeBone is not visible except for Edit ModeBone is not visible when in Edit ModeBone is not visible when it is in Edit ModeBone is selected in Pose ModeBone location is set in local spaceBone not added to a collection and hidden because solo bone collection(s) exist.Bone not foundBone not found: {:s}Bone roll alignmentBone rotation around head-tail axisBone selection count errorBone selection during paintingBone that defines the display transform of this custom shapeBone that serves as the end handle for the B-Bone curveBone that serves as the start handle for the B-Bone curveBone to set the texture coordinatesBone to transform fromBone to use for the mirroringBone was added to a hidden collection '%s'Bone {:s} has a broken reference to {:s} collection '{:s}'Bone {:s} selected on both sides, mirroring would be ambiguous, aborting. Only select the left or right side, not bothBone(s)BonesBones & SkinBones assigned to this bone collection. In armature edit mode this will always return an empty list of bones, as the bone collection memberships are only synchronized when exiting edit mode.Bones for different objects selectedBones in this collection will be visible in pose/object modeBones only: apply the object's transformation channels of the action to the constrained bone, instead of bone's channelsBones which are children of this boneBones:%s/%sBookmarksBookmarks SpecialsBool AttributeBool Attribute ValueBool value in geometry attributeBooleanBoolean ArrayBoolean FieldBoolean MathBoolean ModifierBoolean Node SocketBoolean Node Socket InterfaceBoolean OperationBoolean ValueBoolean grid defining the topology/active regionsBoolean operations modifierBoolean result is too big for solver to handleBoolean selection of curve root pointsBoolean selection of curve tip pointsBoolean solver not available (compiled without it)Boolean value socket of a nodeBoost FactorBorderBorder CollisionsBorder WidthBorder rendering is not supported by sequencerBorder select pinned UVs onlyBordersBothBoth FacesBoth NeighborsBoth SidesBoth ZBoth objects must be meshesBoth subdivide long edges and collapse short edges to refine mesh detailBottomBottom BaselineBottom HeightBottom LeftBottom Lip InfluenceBottom OrthographicBottom PerspectiveBottom WidthBottom align on load (except for property editors)Bottom of the listBottom range of X axis destination motionBottom range of X axis source motionBottom range of Y axis destination motionBottom range of Y axis source motionBottom range of Z axis destination motionBottom range of Z axis source motionBottom-left corner of packing boundsBouncinessBoundBound per render layer number of samples by global samplesBoundariesBoundaryBoundary EdgesBoundary Face SetBoundary FalloffBoundary Origin OffsetBoundary Shape (Convex)Boundary SmoothBoundary TopologyBoundary edgesBoundary type to maskBoundedBounding BoxBounding Box CenterBounding box volume must be greater than 0BoundsBounds CenterBounds ClampBounds MaxBounds MinBoxBox Backdrop ColorsBox ColorBox MarginBox MaskBox RoundnessBox SelectionBox SharpenBox corner radius as a factor of box heightBox filterBox margin as factor of image widthBox-like shapes (i.e. cubes), including planes (i.e. ground planes)BoxesBraid Hair CurvesBraid StartBranch SmoothingBranch: {:s}BrassBreak apart the mesh faces and let them follow particlesBreak selected bones into chains of smaller bonesBreakableBreakdownBreakdown KeyframeBreakdown Keyframe SelectedBreaking ThresholdBrick (Common)Brick (Pressed)Brick (Soft)Brick TextureBrick WidthBricksBricks 1Bricks 2Bright/contrast modifier data for sequence stripBrighterBrightnessBrightness correction value. An additive-type factor by which to increase the overall brightness of the image. Use a negative number to darken an image, and a positive number to brighten itBrightness limit of intensityBrightness multiplierBrightness of the iconBrightness threshold for using sprite base depth of fieldBrightness/ContrastBring ForwardBring the bone pose into the modified objectBring the input collection geometry into the modified object, maintaining the relative position between the objects in the sceneBring the input object geometry, location, rotation and scale into the modified object, maintaining the relative position between the two objects in the sceneBring to FrontBroadcast actionsBroadcast all compatible actions to all objects. Animated objects will get all actions compatible with them, others will get no animation at allBronzeBrownBrown-Conrady distortion modelBrownianBrowseBrowse Action to be linkedBrowse Armature data to be linkedBrowse Brush to be linkedBrowse Cache Files to be linkedBrowse Camera Data to be linkedBrowse Curve Data to be linkedBrowse Curves Data to be linkedBrowse Grease Pencil Data to be linkedBrowse ID data to be linkedBrowse Image to be linkedBrowse Lattice Data to be linkedBrowse Light Data to be linkedBrowse LightProbe to be linkedBrowse Line Style Data to be linkedBrowse Mask to be linkedBrowse Material to be linkedBrowse Mesh Data to be linkedBrowse Metaball Data to be linkedBrowse Movie Clip to be linkedBrowse Node Tree to be linkedBrowse Object to be linkedBrowse Paint Curve Data to be linkedBrowse Palette Data to be linkedBrowse Particle Settings to be linkedBrowse Point Cloud Data to be linkedBrowse Scene to be linkedBrowse Sound to be linkedBrowse Speaker Data to be linkedBrowse Text to be linkedBrowse Texture to be linkedBrowse Volume Data to be linkedBrowse Workspace to be linkedBrowse World Settings to be linkedBrowse for files and assetsBrowse this fileBrowse, install and manage extensions from remote and local repositoriesBrowsing ModeBrushBrushAddBrushBendBrushBi-Scale GrabBrushBlobBrushBlurBrushBoundaryBrushBrush TypeBrushClayBrushClay StripsBrushClay ThumbBrushClockwiseBrushCloneBrushClothBrushColor RampBrushConstantBrushCounter-ClockwiseBrushCreaseBrushDeflateBrushDeformationBrushDirectionBrushDragBrushDrawBrushDraw Face SetsBrushDraw SharpBrushElastic DeformBrushEnhance DetailsBrushEraseBrushExpandBrushFalloffBrushFillBrushGrabBrushInflateBrushInvertedBrushJitterBrushLayerBrushMagnifyBrushMaskBrushMulti-plane ScrapeBrushMultires Displacement EraserBrushMultires Displacement SmearBrushNewBrushNormalBrushNudgeBrushPaintBrushPinchBrushPinch PerpendicularBrushPinch PointBrushPlaneBrushPoseBrushPushBrushRotateBrushScaleBrushSharpenBrushSimplifyBrushSlide RelaxBrushSmearBrushSmoothBrushSnake HookBrushSoftenBrushSubtractBrushSurfaceBrushThumbBrushTintBrushTri-Scale GrabBrushTwistBrush AssetBrush Asset (Unsaved)Brush Asset ReferenceBrush CapabilitiesBrush CollectionBrush DetailBrush FalloffBrush GradientBrush HeightBrush MaskBrush NormalBrush PresetsBrush RadiusBrush SettingsBrush SizeBrush SpecialsBrush Texture SlotBrush TypeBrush blending modeBrush data-block for storing brush settings for painting and sculptingBrush data-blocksBrush deformation displaces the vertices of the meshBrush deforms the mesh by deforming the constraints of a cloth simulationBrush is projected to canvas from defined direction within brush proximityBrush lags behind mouse and follows a smoother pathBrush only affects vertices that face the viewerBrush operates on all islandsBrush settingsBrush size in screen spaceBrush stepsBrush strengthBrush texture random angleBrush texture rotationBrush to use for duration of strokeBrush type identifier for which the most appropriate tool will be looked upBrush's capabilitiesBrush(es)Brush. Use Left Click to sample for palette insteadBrushesBrushes do not support automatic previewsBubbleBubble BuoyancyBubble DragBubblesBufferBuffersizeBugBuildBuild 100% proxy resolutionBuild 25% proxy resolutionBuild 50% proxy resolutionBuild 75% proxy resolutionBuild ModifierBuild Original:Build Undistorted:Build a rotation from an axis and a rotation around that axisBuild a rotation from quaternion componentsBuild a rotation from separate angles around each axisBuild custom normals on the caps for more continuous shading borders with the tube shapeBuild effect modifierBuild proxies for added movie and image strips in each preview sizeBuild proxy resolution 100% of the original footage dimensionBuild proxy resolution 100% of the original undistorted footage dimensionBuild proxy resolution 25% of the original footage dimensionBuild proxy resolution 25% of the original undistorted footage dimensionBuild proxy resolution 50% of the original footage dimensionBuild proxy resolution 50% of the original undistorted footage dimensionBuild proxy resolution 75% of the original footage dimensionBuild proxy resolution 75% of the original undistorted footage dimensionBuild record run time code indexBuilding proxies...Builds only new strokes (assuming 'additive' drawing)Built without Fluid modifierBuilt without Ocean modifierBuilt without Remesh modifierBuilt without SLIM, falling back to conformal methodBuilt without VR/OpenXR featuresBuilt-In Function F-ModifierBuilt-inBuilt-in AssetBuilt-in animation playerBuilt-in file manager for opening, saving, and linking dataBuilt-in fonts cannot be renamedBuilt-in keymap configurations cannot be removedBuilt-in themes cannot be overwrittenBuilt-in themes cannot be removedBulgarian - БългарскиBumpBump Map CorrectionBump OnlyBump mapping to simulate the appearance of displacementBundleBundle ItemsBundle Node SocketBundle Node Socket InterfaceBundle SolidBundle dataBundle in GeometryBundle socket of a nodeBundles to join together on the top level for each bundle. When there are duplicates, only the first occurrence is usedBuoyancyBuoyancy DensityBuoyancy HeatBuoyant force based on smoke density (higher value results in faster rising smoke)Buoyant force based on smoke heat (higher value results in faster rising smoke)Burn Into ImageBurn ModeBusy Drawing!ButtButt cap (flat)Button does not appear to have any property information attached (ptr.data = %p, prop = %p)By Active ToolBy Group IDBy LayerBy Loose PartsBy MaterialBy NameBy OrderBy Times Over Current FrameBy Times Over First Selected MarkerBy Times Over Zero TimeBy Values Over Cursor ValueBy Values Over Zero ValueBy how much to grow the selectionByte ColorByte Color (sRGB encoded): {} {} {} {}Byte Color AttributeByte Color Attribute ValueBytecodeBytecode HashBézierBézier CurveBézier Curve PointBézier PointsBézier SegmentBézier UBézier VBézier curve point with two handlesBézier curve point with two handles defining a Keyframe on an F-CurveBézier spline cannot have points addedCCFLCFL NumberCINEONCPUCPU raytracing performance will be poorCRFCSV (.csv)CSV Import: Cannot open file '%s'CSV Import: empty file '%s'CSV import: failed to parse file '%s'CUDACacheCache FileCache FilesCache Files data-blocksCache FinalCache IndexCache InfoCache Is OutdatedCache LayerCache LayersCache MeshCache ModifierCache Overlay SettingsCache PathCache RawCache ResultCache SettingsCache StepCache directoryCache file pathCache final image for each frameCache frames during simulation nodes playbackCache has to be enabledCache is disabled until the file is savedCache nameCache of the world-space positions of an element over a frame rangeCache raw images read from disk, for faster tweaking of strip parameters at the cost of memory usageCache the incoming data so that it can be used without recomputationCache the sound in memoryCacheFileBake TargetCacheFileDiskCacheFileInherit from ModifierCacheFilePackedCached RangeCached from the first Line Art modifierCached from the first Line Art modifier.Cached location on pathCached positions per frameCaches velocities of mesh vertices. These will be used (automatically) when rendering with motion blur enabled.CachingCageCage ExtrusionCage ObjectCage OpacityCage object "%s" not found in evaluated scene, it may be hiddenCage vertices changed from %d to %dCalculateCalculate AlphaCalculate HolesCalculate Object Motion PathsCalculate OrderCalculate OverlapCalculate Paths for the Selected BonesCalculate Selected to FrameCalculate Vertex Weight dynamicallyCalculate a random value or color based on an input seedCalculate all selected objects instead of just the active objectCalculate an alpha channel based on RGB values in the imageCalculate bone paths from headsCalculate bone paths from tailsCalculate brush spacing relative to the scene using the stroke locationCalculate brush spacing relative to the viewCalculate children that suit long hair wellCalculate even feather offsetCalculate feather offset as a second curveCalculate heights against unsubdivided low resolution meshCalculate holes when filling overlapping curvesCalculate modifiers in linear space instead of sequencer's spaceCalculate normals perpendicular to the Z axis and the curve tangent. If a series of points is vertical, the X axis is used.Calculate normals which result in more even thickness (slow, disable when not needed)Calculate normals with the smallest twist around the curve tangent across the whole curveCalculate particle rotationsCalculate paths for the selected bonesCalculate point velocities automaticallyCalculate position bounds of each instance's geometry setCalculate relative position (using edges)Calculate relative position (using faces)Calculate self intersections and overlap before fillingCalculate sharp edges using custom normal data (when available)Calculate simulations in geometry nodes modifiers from the start to current frameCalculate statistics about a data set from a field evaluated on a geometryCalculate the boundary mask based on disconnected mesh topology islandsCalculate the boundary mask between face setsCalculate the brush spacing using view or scene distanceCalculate the center of geometry based on the current pivot point (median, otherwise bounding box)Calculate the center of mass from the surface areaCalculate the center of mass from the volume (must be manifold geometry with consistent normals)Calculate the direction and magnitude of the change in values of a scalar gridCalculate the flow into and out of each point of a directional vector gridCalculate the interpolated value of a mesh attribute on the closest point of its surfaceCalculate the interpolated values of a mesh attribute at a UV coordinateCalculate the limits of a geometry's positions and generate a box mesh with those dimensionsCalculate the magnitude and direction of circulation of a directional vector gridCalculate the mean and median of a given fieldCalculate the minimum and maximum of a given fieldCalculate the number of samples by splitting each spline into segments with the specified lengthCalculate the order of edges (needed for meshes, but not curves)Calculate the proximity to the target's edgesCalculate the proximity to the target's facesCalculate the proximity to the target's points (faster than the other modes)Calculate the standard deviation and variance of a given fieldCalculate the surface area of a mesh's facesCalculate to FrameCalculates a new manifold mesh based on the volume of the current mesh. All data layers will be lostCalculating simulation...Calculation RangeCalculation TypeCalculation using the MikkTSpace library, consistent with tangents used elsewhere in BlenderCalibrationCall PanelCallback function defines for built-in Keying SetsCalligraphyCameraCameraBackCameraCloseCameraDepthCameraEndCameraFixCameraFrontCameraLensCameraNewCamera "%s" is not a multi-view cameraCamera & Lens EffectsCamera BoundsCamera ClipCamera Cull MarginCamera CullingCamera CustomCamera DataCamera Focal Length: %.1fmmCamera Focal Length: %.1f°Camera GuidesCamera InfoCamera Lens Scale: %.3fCamera ObjectCamera OffsetCamera OrthographicCamera OverrideCamera PanoramicCamera Parent LockCamera PassepartoutCamera PathCamera PerspectiveCamera PresetsCamera SolverCamera Solver ConstraintCamera SuffixCamera ViewCamera VisibilityCamera ZoomCamera data-block for storing camera settingsCamera data-blocksCamera far clipping distanceCamera horizontal shiftCamera lens field of viewCamera lens horizontal field of viewCamera lens vertical field of viewCamera near clipping distanceCamera projection matrixCamera shiftCamera that becomes active on this frameCamera to ViewCamera to use as reference point when subdividing geometry, useful to avoid crawling artifacts in animations when the scene camera is movingCamera to which motion is parented (if empty active scene camera is used)Camera typesCamera vertical shiftCamera's Main AxisCamera's focal lengthCamera(s)CamerasCan add additional constraints on when auto keying can insert keyframesCan only assign evaluated data to evaluated object, or original data to original objectCan only copy one custom normal, vertex normal or face normalCan only pick from the 3D viewport or the outlinerCan only save sequence on image sequencesCan only scale region size from an action zoneCan only size Quad View from an action zoneCan only unpack bake if the current .blend file is savedCan't change working space while jobs are runningCan't change working space with modified images, save them firstCan't edit driven number value, see driver editor for the driver setupCancelCancel and undo a stroke in progressCancel animation, returning to the original frameCancel bevelCancel file operationCancel showing the render viewCanceling...Cancelling this stroke is unsupportedCannot (de)select bones on linked object, that would need an overrideCannot Load ImageCannot access collections geometry because it's not evaluated yet. This can happen when there is a dependency cycleCannot access object's geometry because it's not evaluated yet. This can happen when there is a dependency cycleCannot access object's transforms because it's not evaluated yet. This can happen when there is a dependency cycleCannot activate a file selector dialog, one already openCannot add Rigid Body to non mesh objectCannot add a collection to a linked/override collection/sceneCannot add a color tag to a linked collectionCannot add a layer to CacheFile '%s'Cannot add a new collection to linked/override sceneCannot add active layer as maskCannot add bone collections to a linked Armature with a system override; explicitly create an override on the Armature DataCannot add bone collections to a linked Armature without an override on the Armature DataCannot add edges in edit modeCannot add faces in edit modeCannot add hook bone for a non armature objectCannot add hook with no other selected objectsCannot add loops in edit modeCannot add more than %i UV mapsCannot add node %s into node tree %sCannot add node %s into node tree %s: %sCannot add node '%s' in a groupCannot add node '%s' in a group: %sCannot add node group '%s' to '%s'Cannot add node group '%s' to '%s': %sCannot add node of type %s to node tree '%s'Cannot add node of type %s to node tree '%s' %sCannot add objects to a library override or linked collectionCannot add properties to override dataCannot add property to built in keying setCannot add socket to built-in nodeCannot add vertices in edit modeCannot add zone input node '%s' to a group without its paired output '%s'Cannot add zone output node '%s' to a group without its paired input '%s'Cannot allocate FFmpeg format contextCannot allocate enough video memory to bake "{}" ({} / {} MBytes). Try reducing surfel resolution or capture distance to lower the size of the allocation.Cannot append data-block '%s' of type '%s'Cannot apply constructive modifiers on curve. Convert curve to mesh in order to applyCannot apply modifier for this object typeCannot apply pose to lib-linked armatureCannot apply this modifier to Grease Pencil geometryCannot apply to a multi user armatureCannot assign material '%s', it has to be used by the Grease Pencil object alreadyCannot assign to linked bone collection %sCannot bake in zoneCannot bake light probe while renderingCannot bake non-'image sequence' formatsCannot build springsCannot change Pose when 'Rest Position' is enabledCannot change action, as it is still being edited in NLACannot change old file (file saved with @)Cannot clear embedded library override '%s', only overrides of real data-blocks can be directly clearedCannot clear linked library override '%s', only local overrides can be directly clearedCannot convert selected objects while they are in edit modeCannot convert to the selected typeCannot copy/paste packed dataCannot create Rigid Body worldCannot create editmode armatureCannot create freeze frameCannot create key inside of speed transitionCannot create object in main database with an evaluated data data-blockCannot create preset "{:s}", as the name already existsCannot create subtitle fileCannot create the Animation ContextCannot create transform on linked dataCannot create transitionCannot create transition from first or last keyCannot delete collection '%s', it is either a linked one used by other linked scenes/collections, or a library override oneCannot delete currently visible workspace id '%s'Cannot delete id '%s', indirectly used data-blocks need at least one userCannot delete indirectly linked id '%s'Cannot delete indirectly linked library '%s'Cannot delete indirectly linked object '%s'Cannot delete library override id '%s', it is part of an override hierarchyCannot delete locked layersCannot delete object '%s' as it is used by override collectionsCannot delete object '%s' from scene '%s', indirectly used objects need at least one userCannot determine bake location on disk. Falling back to packed bake.Cannot do anything in mode {!r}Cannot dolly when the view offset is lockedCannot drag an output socketCannot drag panel with no inputsCannot duplicate current selectionCannot edit 'runtime' status of non-blendfile data-blocks, as they are by definition always runtimeCannot edit bone collections on a linked Armature with a system override; explicitly create an override on the Armature DataCannot edit bone collections on linked Armatures without overrideCannot edit bone collections that are linked from another blend fileCannot edit bone groups for library overridesCannot edit constraints coming from linked data in a library overrideCannot edit external library dataCannot edit hidden objectCannot edit library dataCannot edit library linked or non-editable override objectCannot edit library linked or non-editable override object(s)Cannot edit library or non-editable override dataCannot edit library or override dataCannot edit linked mesh or curve dataCannot edit linked node treeCannot edit modifiers coming from linked data in a library overrideCannot edit object '%s' as it is used by override collectionsCannot edit object used by override collectionsCannot edit previews of overridden library dataCannot edit properties from override dataCannot edit shaderfxs coming from linked data in a library overrideCannot edit shaderfxs in a library overrideCannot edit this property from a linked data-blockCannot edit this property from a system override data-blockCannot edit this property from an override data-blockCannot ensure directory: %sCannot evaluate node groupCannot execute boolean operationCannot execute, intersect only available using exact solverCannot execute, non-exact solver and empty collectionCannot execute, non-manifold inputsCannot execute, the selected collection contains non mesh objectsCannot execute, unknown errorCannot export mixed curve types in the same Curves objectCannot export mixed cyclic and non-cyclic curves in the same Curves objectCannot figure out which object this bone belongs to.Cannot find '%s' gridCannot find a scene to replace the active deleted one '%s'Cannot find a scene to replace the active one, which belongs to the to be deleted library '%s'Cannot find a scene to replace the active purged one '%s'Cannot find class {:s} in {:s}Cannot find keys to operate onCannot find lib '%s'Cannot find object data of %s lib %sCannot fly an object with constraintsCannot fly when the view offset is lockedCannot generate materials for unknown {:s} render engineCannot get internal value from bundleCannot get mesh from cage objectCannot initialize clothCannot initialize the GPUCannot insert group '%s' in '%s'Cannot join objects that share armature data: %sCannot join while in edit modeCannot link data-block '%s' of type '%s'Cannot link objects into a linked sceneCannot link objects into the same sceneCannot load the baked dataCannot make a bone collection a descendant of itselfCannot make library override from a local objectCannot make segmentCannot mix modal/non-modal itemsCannot modify name of required geometry attributeCannot move above a modifier requiring original dataCannot move above basis shape keyCannot move beyond a non-deforming modifierCannot move collection from index '%d' to '%d'Cannot move effect beyond the end of the stackCannot move modifier beyond the end of the listCannot move modifier beyond the end of the stackCannot move modifier beyond the start of the listCannot move strip to different sceneCannot move strip to non-meta stripCannot navigate a camera from an external library or non-editable overrideCannot navigate an object with constraintsCannot navigate when the view offset is lockedCannot open destination asset %s for writingCannot open file %s for writing: %sCannot open file: {}Cannot overwrite asset system files. Save as new fileCannot overwrite asset system files. Save as new file?Cannot overwrite export fileCannot overwrite files that are managed by the asset systemCannot overwrite used library '%.240s'Cannot pack absolute file: '%s'Cannot pack multiview images from raw data currently...Cannot pack tiled images from raw data currently...Cannot paint strokeCannot pair zone input node %s with %s because it does not have the same zone typeCannot paste driver variables without a driverCannot paste without a materialCannot pose libdataCannot pose non-editable dataCannot push down actions while tweaking a strip's action, exit tweak mode firstCannot re-link markers into the same sceneCannot read %s '%s': %sCannot read '%s': %sCannot read OSO bytecode to store in node at {!r}Cannot read alternative start-up file: "%s"Cannot read blend file '%s', incomplete header, may be from a newer version of BlenderCannot read file "%s": %sCannot reassign inputs: recursion detectedCannot reassign inputs: strip has no inputsCannot reload with running modal operatorsCannot relocate indirectly linked library '%s'Cannot relocate library '%s' to current blend file '%s'Cannot remove an object from a linked or library override collectionCannot remove background image %d from camera '%s', as it is from the linked reference dataCannot remove built in keying setCannot remove built-in attributes: {}Cannot remove edges in edit modeCannot remove loops in edit modeCannot remove more edges than the mesh containsCannot remove more loops than the mesh containsCannot remove more polys than the mesh containsCannot remove more vertices than the mesh containsCannot remove polys in edit modeCannot remove properties from override dataCannot remove property from built in keying setCannot remove vertices in edit modeCannot render, no cameraCannot resolve path %s for writingCannot return channelbag when slot is NoneCannot rip facesCannot rip multiple disconnected verticesCannot rip non-manifold vertices or edgesCannot save asset catalogs before the Blender file is savedCannot save blend file, path "%s" is a directoryCannot save blend file, path "%s" is not writableCannot save image while renderingCannot save image, path "%s" is not writableCannot save multilayer sequencesCannot save normal file (%s) as asset system fileCannot save text file, path "%s" is not writableCannot separate current selectionCannot separate curves with shape keysCannot separate nodesCannot set a negative rangeCannot set absolute paths with an unsaved blend fileCannot set both socket and panel identifierCannot set instance-collection as object belongs in collection being instanced, thus causing a cycleCannot set relative paths with an unsaved blend fileCannot set slot without an assigned Action.Cannot spinCannot split current selectionCannot split selection with "Sync Select" and "Shared Vertex" selection enabledCannot swap '%s' and '%s' as one or both will not be able to fit in their new placesCannot swap inputs of a multi-input socketCannot swap selected strips as they will not be able to fit in their new placesCannot swap selected strips because they will overlap each other in their new placesCannot unlink a library override collection which is not the root of its override hierarchyCannot unlink action '%s'. It's not clear which object or object-data it should be unlinked from, there's no object or object-data as parent in the Outliner treeCannot unlink collection '%s' parented to another linked collection '%s'Cannot unlink collection '%s'. It's not clear which scene, collection or instance empties it should be unlinked from, there's no scene, collection or instance empties as parent in the Outliner treeCannot unlink material '%s'. It's not clear which object or object-data it should be unlinked from, there's no object or object-data as parent in the Outliner treeCannot unlink object '%s' from linked collection or scene '%s'Cannot unlink object '%s' parented to another linked object '%s'Cannot unlink texture '%s'. It's not clear which Freestyle line style it should be unlinked from, there's no Freestyle line style as parent in the Outliner treeCannot unlink the material '%s' from linked object dataCannot unlink this object dataCannot unlink unsupported '%s' from light linking collection '%s'Cannot unlink world '%s'. It's not clear which scene it should be unlinked from, there's no scene as parent in the Outliner treeCannot unpack individual Library file, '%s'Cannot update a linked Armature with a system override; explicitly create an override on the Armature DataCannot use OpenGL render in background mode (no opengl context)Cannot use armature object as custom bone shapeCannot use vertex with zero-length normalCannot use zero-area faceCannot use zero-length boneCannot use zero-length curveCannot use zero-length edgeCannot verify bone name without a generated rigCannot write a single file with an animation format selectedCannot write file: %sCannot write to asset %s: %sCanvasCanvas NormalCanvas SettingsCanvas SurfacesCanvas X-RayCanvas grid colorCanvas grid offsetCanvas grid opacityCanvas grid scaleCanvas grid subdivisionsCanvas mesh not updatedCap EndpointCap Fill TypeCap StartCapsCaps Align NormalsCaps EndCaps Extrapolate RadiusCaps InputCaps MergeCaps ResolutionCaps SmoothCaps StartCaps TypeCapsuleCaptureCapture AttributeCapture Attribute ItemCapture DistanceCapture EmissionCapture IndirectCapture ItemsCapture WorldCapture a picture of an editorCapture a picture of the whole Blender windowCapture a screenshot to use as a preview for the selected assetCapture the entire windowCarbon (Solid)CardboardCardinalCascade CountCascade FadeCascade Max DistanceCaseCase SensitiveCase Sensitive Matches OnlyCastCast IronCast ModifierCast ShadowCast Shadow CausticsCast a square spot light shapeCast rays and retrieve information from the hit pointCast rays from above the surfaceCast rays from the context geometry onto a target geometry, and retrieve information from each hit pointCast rays to active object from a cageCast shadows from volumetric materials onto volumetric materials (Very expensive)Catadioptric SizeCatalan - CatalàCatalogCatalog IDCatalog SelectorCatalog Simple NameCatalog UUIDCatalog cannot be dropped into itselfCatalog is already placed at the highest levelCatalog is already placed inside this catalogCatalog to use for the new assetCatalogs cannot be edited in this asset libraryCategoryCatmull RomCatmull-ClarkCatmull-RomCatromCause the faces of the mesh object to appear or disappear one after the other over timeCause the image to repeat horizontally and verticallyCause the image to repeat in checker board patternCauses Grease Pencil data to be duplicated with the objectCauses actions to be duplicated with the data-blocksCauses armature data to be duplicated with the objectCauses camera data to be duplicated with the objectCauses curve data to be duplicated with the objectCauses curves data to be duplicated with the objectCauses lattice data to be duplicated with the objectCauses light data to be duplicated with the objectCauses light probe data to be duplicated with the objectCauses material data to be duplicated with the objectCauses mesh data to be duplicated with the objectCauses metaball data to be duplicated with the objectCauses particle systems to be duplicated with the objectCauses point cloud data to be duplicated with the objectCauses select-all ('A' key) to de-select in the case a selection existsCauses speaker data to be duplicated with the objectCauses surface data to be duplicated with the objectCauses tab to open pie menu (swaps 'Tab' / 'Ctrl-Tab')Causes text data to be duplicated with the objectCauses volume data to be duplicated with the objectCausticsCavityCavity (Inverted)Cavity (inverted)Cavity CurveCavity FactorCavity MaskCavity RidgeCavity ValleyCavity shading computed in world space, useful for larger-scale occlusionCbCeil ModeCell NoiseCell SizeCell TypeCell type to be highlightedCelsiusCementCenterCenter Action Safe MarginsCenter DiagonalCenter OverrideCenter PivotCenter Title Safe MarginsCenter in global view spaceCenter of MassCenter of the hook, used for falloff and displayCenter of this faceCenter on FrameCenter point for rotate/scaleCenter position of box selectionCenter position of the sphere selectionCenter textCenter the camera view, resizing the view to fit its boundsCenter the view lock offsetCenter the view so that the cursor is in the middle of the viewCenter the view to the Z-depth position under the mouse cursorCenter-Cut Safe AreasCentersCentimeterCentimetersCentral AxisCentral CylindricalCentroid MergeCentsCentum weightsChainChain CountChain LengthChain Loose EdgesChain OffsetChain PriorityChain ScalingChain by DistanceChain count for the selection of first N chainsChain follows position of targetChain follows rotation of targetChainingChaining MethodChainsChalk (Solid)Chance of every point being included in the selectionChance of every point or curve being included in the selectionChance that the particle will pass through the meshChangeChange Active LayerChange CaseChange Effect TypeChange InputsChange OutputsChange Scene assigned to StripChange SizeChange UV selection modeChange a custom property's type, or adjust how it is displayed in the interfaceChange alpha transparency along strokeChange alpha transparency based on a material attributeChange alpha transparency based on the distance from an objectChange alpha transparency based on the distance from the cameraChange blue channelChange brightnessChange brush size by a scalarChange case of each nameChange collision shapes for selected Rigid Body ObjectsChange colors in all data-blocks to the new working spaceChange contrastChange curve caps mode (rounded or flat)Change direction of the points of the selected strokesChange domain type of the simulationChange factors of Mix nodes and Mix Shader nodesChange fade opacity of displayed onion framesChange flow behavior in the simulationChange font character codeChange font spacingChange green channelChange how fluid is emittedChange how the attribute is storedChange how the color attribute is storedChange hueChange hue/saturation/value of the strokesChange layer group iconChange line color along strokeChange line color based on a material attributeChange line color based on random noiseChange line color based on the direction of a strokeChange line color based on the distance from an objectChange line color based on the distance from the cameraChange line color based on the radial curvature of 3D mesh surfacesChange line color based on the underlying crease angleChange line thickness along strokeChange line thickness based on a material attributeChange line thickness based on the distance from an objectChange line thickness based on the distance from the cameraChange line thickness so that stroke looks like made with a calligraphic penChange noise on every frameChange pivot point for transforms (buggy)Change position of active Bone Collection in list of Bone collectionsChange red channelChange saturationChange selection for all facesChange selection for all verticesChange selection modeChange selection of all UV verticesChange selection of all UVW control pointsChange selection of all curve pointsChange selection of all markers of active trackChange selection of all metaball elementsChange selection of all time markersChange selection of all tracking markersChange selection of all visible objects in sceneChange selection of all visible reportsChange sorting to use column under cursorChange stroke UV texture valuesChange stroke location, rotation, or scaleChange stroke thicknessChange tabs only when this editor shares a border with an outlinerChange the active action usedChange the bevel weight of edgesChange the cache type of the simulationChange the constraint's position in the list so it evaluates after the set number of othersChange the crease of edgesChange the crease of verticesChange the direction of curves by swapping their start and end dataChange the direction that a chain of bones points in (head and tail swap)Change the display order of the selected strokesChange the effect's position in the list so it evaluates after the set number of othersChange the lock state of all or some vertex groups of active objectChange the lock state of all shape keys of active objectChange the minimum distance used by the density brushChange the mode used for selection masking in curves sculpt modeChange the modifier's index in the stack so it evaluates after the set number of othersChange the number of keys of selected particles (root and tip keys included)Change the object in the current modeChange the object in the current mode • Ctrl to add to the current modeChange the opacity of the strokesChange the order of columnsChange the position of the active line set within the list of line setsChange the position of the style module within in the list of style modulesChange the selection mode for Grease Pencil strokesChange the size of the imageChange the size of thumbnailsChange the size of thumbnails in discrete stepsChange the size of thumbnails in list viewsChange the speed of the simulationChange the strip modifier's index in the stack so it evaluates after the set number of othersChange the type of curvesChange the underlying simulation methodChange the visibility of the face sets of the sculptChange the working color space of all colors in this blend fileChange to the corresponding tab when outliner data icons are clickedChange to the selected VR landmark from the listChange type of effector in the simulationChange type of fluid in the simulationChange valueChange visible data source in the spreadsheetChange which geometry type the operation affects, edges or verticesChange zoom ratio of sequencer previewChangedChanged SelectedChanges the size of the fonts and widgets in the interfaceChanges the thickness of widget outlines, lines and dots in the interfaceChanging edge seams recalculates UV unwrapChannelChannel %dChannel ColorChannel Driver (only set for Driver F-Curves)Channel GroupChannel Group ColorsChannel KeyChannel MatrixChannel PackedChannel colors are disabled in Animation PreferencesChannel defining pose data for a bone in a PoseChannel in which strip will be cutChannel numberChannel to place this strip intoChannel values higher than this maximum are not keyedChannel values lower than this minimum are keyedChannelDriver VariablesChannelsChannels of the image to displayChannels of the image to drawChannels of the preview to displayChannels to display in the histogramCharacter IndexCharacter InfoCharacter SpacingCharacter WeightCharacter used to separate objects name into hierarchical structureCharactersCharcoalChargeCharge effector weightChebychevChebychev distanceCheck ExistingCheck Internal Spring NormalsCheck Surface NormalsCheck and fix all strings in current .blend file to be valid UTF-8 Unicode (needed for some old, 2.4x area files)Check and warn on overwriting existing filesCheck for Updates on StartupCheck if Select Left or RightCheck if a given string exists within another stringCheck if extend lines collide with strokesCheckerChecker DistanceChecker EvenChecker OddChecker TextureCheckerboard InterleavedCheckerboard SizeChecking for Extension UpdatesChecking for Extension Updates{:s}Checking validity of current .blend file *AFTER* undo stepChecking validity of current .blend file *BEFORE* save to diskChecking validity of current .blend file *BEFORE* undo stepChiangChildChild NumberChild OfChild Of ConstraintChild Of ControlChild Of constraint not foundChild ParticleChild ParticlesChild RadiusChild RoundnessChild SeedChild SizeChild collection with its collection related settingsChild of this pose boneChild particle interpolated from simulated or edited particlesChild particles generated by the particle systemChildrenChildren ExpandedChildren FromChildren Per ParentChildren collections with their parent-collection-specific settingsChildren expanded in the user interfaceChinese (Simplified) - 简体中文Chinese (Traditional) - 繁體中文ChokeChoose BW for saving grayscale images, RGB for saving red, green and blue channels, and RGBA for saving red, green, blue and alpha channelsChoose Collision TypeChoose Screen layoutChoose Selection SetChoose a maximum size for all exported texturesChoose a preview image for the brushChoose a widget for the bone controlChoose active color stopChoose an image to help identify the data-block visuallyChoose between an arbitrary number of values with an indexChoose between faster updates, or faster renderChoose child instances each element instead of instancing the entire geometryChoose different visualizations of library override dataChoose displacement space for bakingChoose how many Bone influences to exportChoose how subdivision modifiers will be mapped to the USD subdivision scheme during exportChoose instances from the "Instance" input at each point instead of instancing the entire geometryChoose normal space for bakingChoose pseudo-randomlyChoose shading information to bake into the imageChoose the asset library to display assets fromChoose the color of your preference, and the shader will approximate the absorption coefficient to render lookalike hairChoose the file format to save toChoose the interpolation type with which new keys will be addedChoose the type of the widget to createChoose visibility of tabs in the properties editorChoose where to get guiding velocities fromChoose whether to export only the [0, 1] range, or all UV tilesChoose {} data-block to be assigned to this userChoppinessChoppiness of the wave's crest (adds some horizontal component to the displacement)Christensen-BurleyChroma KeyChroma NoiseChroma VectorscopeChromatic AberrationChromatic AdaptationChromatic adaption from a different white pointCinemaCinema (48)Cineon (.cin)CircleCircle (HSL)Circle (HSV)Circle SegmentCircle with inner dotCirclesCircularCircular dependency for image "%s" from object "%s"Circular easing (strongest and most dynamic)Circularity of the effectClampClamp Bounding BoxClamp DirectClamp FactorClamp GlossyClamp IndirectClamp OffsetClamp OverlapClamp RegionClamp ResultClamp Surface DirectClamp Surface IndirectClamp ToClamp To ConstraintClamp TypeClamp Volume DirectClamp Volume IndirectClamp WavesClamp a value between a minimum and a maximumClamp bright highlightsClamp bright highlights such that their brightness are not larger than this valueClamp collision impulses to avoid instability (0.0 to disable clamping)Clamp pixel intensity to reduce noise inside glossy reflections from reflection cubemaps (0 to disable)Clamp result of the node to 0.0 to 1.0 rangeClamp the Z axis of the curveClamp the curve path children so they cannot travel past the start/end point of the curveClamp the direct lighting intensity to reduce noise (0 to disable)Clamp the factor to [0,1] rangeClamp the indices to the size of the attribute domain instead of outputting a default value for invalid indicesClamp the indirect lighting intensity to reduce noise (0 to disable)Clamp the result to [0,1] rangeClamp the result to the target range [To Min, To Max]Clamp the transformation to the distance each vertex moves in the original shapeClamp the width to avoid overlapClamp thickness based on anglesClamp values to the range of the original neighborhood. Prevents overshooting and undershootingClamp within the edge extentsClampingClarityClassClass NameClassicClassic Ashikhmin velvet (legacy model)ClassicalClean CurvesClean Files After InstallClean UpClean tracks with high error values or few framesClean up i18n working repository (po files)Clean vertex group edgesCleanup action to executeClearClear 'disabled' tag from all F-Curves to get broken F-Curves working againClear 'internal' previews (materials, textures, images, etc.)Clear ActiveClear AllClear Animation DataClear Asset DataClear CoatClear Coat NormalClear Coat RoughnessClear Cyclic (F-Modifier)Clear DeltaClear DriversClear F-Curve snapshots (Ghosts) for active Graph EditorClear Fake UserClear Fake User and remove copy stashed in this data-block's NLA stackClear ImageClear Images before baking (internal only)Clear In ObstacleClear InnerClear Local ConstraintsClear LooseClear Node LabelsClear OuterClear ParentClear Parent InverseClear ParentsClear Recent Files ListClear Recent Files List...Clear RemainedClear SeamsClear TrackClear TransformClear TypeClear Up ToClear ViewerClear action to executeClear active track only instead of all selected tracksClear all Line Art modifier bakesClear all calculated dataClear all constraints from the selected bonesClear all constraints from the selected objectsClear all keyframes on the currently active propertyClear all modifiers from the selected objectsClear all orphaned data-blocks without any users from the fileClear all strokes in current Grease Pencil objectClear all view lockingClear and Keep TransformationClear and Keep Transformation (Clear Track)Clear animation for FK or IK bonesClear collection contributing only indirectly in the view layerClear collections' previewsClear data-block previews (only for some types like objects, materials, textures, etc.)Clear delta location in addition to clearing the normal location transformClear delta rotation in addition to clearing the normal rotation transformClear delta scale in addition to clearing the normal scale transformClear hide selected tracksClear images before baking (only for internal saving)Clear instead of marking seamsClear inverse correction for Child Of constraintClear inverse correction for Object Solver constraintClear keyframes from all elements of the arrayClear labels on selected nodesClear masking of collection in the active view layerClear motion paths of all bonesClear motion paths of all objectsClear motion paths of selected bonesClear motion paths of selected objectsClear objects' previewsClear path at remaining frames (after current)Clear path up to current frameClear pinning for the selection instead of setting itClear preview rangeClear previews for materials, lights, worlds, textures and imagesClear previews for scenes, collections and objectsClear roll for selected bonesClear scenes' previewsClear seams of stitched edgesClear selected .blend file's previewsClear strip in/out offsets from the start and end of contentClear style rather than setting itClear text by typeClear the 'solo' setting on all bone collectionsClear the active groupClear the asset data on append (it is always kept for linked data)Clear the boundaries for viewer operationsClear the boundaries of the border render and disable border renderClear the boundaries of the render region and disable render regionClear the command historyClear the currently selected render slotClear the line and store in historyClear the mask's parentingClear the object's locationClear the object's originClear the object's parentingClear the object's rotationClear the object's scaleClear the property and use default or generated value in operatorsClear the recent files listClear the scrollback historyClear the search filterClear the tilt of selected control pointsClear the whole pathClear tracking constraint or flag from objectClear tracks after/before current position or clear the whole trackClear transform values after transferring to deltasClear vertex sculpt masking data from the meshClear vertex skin layerClear:ClickClick a button to select a collection:Click on the mesh to set the detailClick to add protection from deletionClick to assign the button here:Click to open the info editorClick to place endpoints of straight line segments (connected)Click to remove protection from deletionClicks on the background do not start the strokeClipClip AlphaClip CameraClip ContentsClip DisplayClip EditorClip EditorsClip EndClip GridClip ImageClip Max XClip Max YClip Min XClip Min YClip PlanesClip StartClip StripClip ThresholdClip UV coordinates to bounds after unwrappingClip UserClip alpha below this threshold in the 3D textured viewClip drawings to camera size when exporting in camera viewClip editor space dataClip to BoundsClip to cubic-shaped area around the image and set exterior pixels as transparentClip to image size and set exterior pixels as transparentClip view contents based on what is visible in other side viewsClipboard does not contain a matrixClipboard does not contain an assetClipboard is emptyClipboard too longClippingClipping BorderClipping BoundariesClipping OffsetClipping StartClipping optionsClips animations to selected playback rangeClockwiseClone AlphaClone ImageClone LayerClone MapClone OffsetClone Paint Texture IndexClone UV Loop LayerClone UV Loop Layer IndexClone UV loop layer indexClone from Image/UV MapClone from Paint SlotCloseClose AllClose AreaClose Menu on LeaveClose SplineClose Spline MethodClose TipClose menus when the mouse is moved out of the region.Close or open all itemsClose or open the selected stroke adding a segment from last to first pointClose selected areaClose the current windowClosed LoopClosed by DefaultClosed loops unsupportedClosestClosest IndexClosest UDIMClosest WeightClosureClosure InputClosure Input ItemClosure Input ItemsClosure Node IDClosure Node SocketClosure Node Socket InterfaceClosure OutputClosure Output ItemClosure Output ItemsClosure SizeClosure ZoneClosure does not have input: "{}"Closure does not have output: "{}"Closure socket of a nodeClothCloth Collision SettingsCloth DampingCloth MassCloth ModifierCloth PresetsCloth SettingsCloth SimulationCloth collision acts with respect to the collider normals (improves penetration recovery)Cloth collision impulses act in the direction of the collider normals (more reliable in some cases)Cloth dynamics for hairCloth model with angular bending springsCloth model with linear bending springs (legacy)Cloth simulation modifierCloth simulation settings for an objectCloth simulation settings for self collision and collision with other objectsCloth speed is multiplied by this valueCloudsClouds TextureClumpClump CurveClump FactorClump Hair CurvesClump NoiseClump Noise SizeClump OffsetClumpingClumping AmountClumps together existing hair curves using guide curvesCluster controlsClusterize controls in the same positionCmdCoarseCoatCoat IORCoat NormalCoat RoughnessCoat WeightCodecCodec settings for JPEG 2000Coefficient K0 of the lens polynomialCoefficient K1 of the lens polynomialCoefficient K2 of the lens polynomialCoefficient K3 of the lens polynomialCoefficient K4 of the lens polynomialCoefficientsCoefficients for 'x' (starting from lowest power of x^0)Coffee (Fresh/Roast)ColCollapseCollapse (close) all selected expandable animation channelsCollapse EdgesCollapse SummaryCollapse all channels (not just selected ones)Collapse edges without faces, cloth sewing edgesCollapse in all cases except for shadersCollapse isolated edge and face regions, merging data such as UVs and color attributes. This can collapse edge-rings as well as regions of connected faces into verticesCollapse short edges to remove mesh detail where possibleCollapse summary when shown, so all other channels get hidden (Dope Sheet editors only)Collapse the region displaying the operator settingsCollect related nodes together in a common area. Useful for organization when the re-usability of a node group is not requiredCollectionCollectionNewCollection %dCollection '%s' (instantiated by the active object) is not overridableCollection '%s' already in collection '%s'Collection '%s' is not an original IDCollection '%s' not in collection '%s'Collection '%s' was not foundCollection ChildCollection ChildrenCollection ColorCollection Color TagCollection ColorsCollection Export HandlersCollection IndexCollection InfoCollection Instance Empty SizeCollection Light LinkingCollection MaskCollection MasksCollection NameCollection NegationCollection Node SocketCollection Node Socket InterfaceCollection ObjectCollection ObjectsCollection PropertiesCollection SpecialsCollection UIDCollection containing objects participating in this simulationCollection containing rigid body constraint objectsCollection contains current objectCollection data-blocksCollection does not contain object types that can be rendered for the automatic previewCollection name to addCollection of AOVsCollection of Color Ramp ElementsCollection of Curve Map PointsCollection of Driver F-CurvesCollection of Dynamic Paint Canvas surfacesCollection of F-Curve ModifiersCollection of F-Curves for a specific action slot, on a specific stripCollection of Grease Pencil framesCollection of Grease Pencil layersCollection of Grease Pencil masking layersCollection of Grease PencilsCollection of IDs only, used to disambiguate between potential IDs with same name from different librariesCollection of KeyConfigsCollection of LightgroupsCollection of NLA StripsCollection of NLA TracksCollection of NLA strip F-CurvesCollection of Node LinksCollection of Node SocketsCollection of NodesCollection of Object data-blocksCollection of OpenXR component pathsCollection of OpenXR user pathsCollection of Profile PointsCollection of RetimingKeyCollection of StripElementCollection of StripsCollection of UDIM tilesCollection of UV map layersCollection of XR action map bindingsCollection of XR action map itemsCollection of XR action mapsCollection of action slotsCollection of actionsCollection of add-onsCollection of animation channels, typically associated with an action slotCollection of animation layersCollection of animation stripsCollection of annotation framesCollection of annotation layersCollection of annotationsCollection of armature bonesCollection of armature edit bonesCollection of armaturesCollection of background imagesCollection of bake itemsCollection of blendfile import context itemsCollection of brushesCollection of cache filesCollection of cache layersCollection of camerasCollection of capture attribute itemsCollection of channel driver VariablesCollection of child collectionsCollection of collection objectsCollection of collectionsCollection of combine bundle itemsCollection of curve splinesCollection of curvesCollection of custom asset tagsCollection of data-blocks that can be referenced by baked dataCollection of export handlersCollection of f-curve groupsCollection of field to grid itemsCollection of field to list itemsCollection of file output itemsCollection of file paths with common ``directory`` rootCollection of fontsCollection of format string itemsCollection of generation itemsCollection of gizmosCollection of hair curvesCollection of imagesCollection of index_switch itemsCollection of input itemsCollection of items that make up an enumCollection of keyframe pointsCollection of keying set pathsCollection of keymap itemsCollection of keymapsCollection of latticesCollection of layers used by maskCollection of layers which defines this maskCollection of librariesCollection of light probesCollection of lightsCollection of line stylesCollection of main itemsCollection of markers for movie tracking plane trackCollection of markers for movie tracking trackCollection of markers in trackCollection of masking spline pointsCollection of masking splinesCollection of masksCollection of materialsCollection of mesh edgesCollection of mesh loopsCollection of mesh polygonsCollection of mesh verticesCollection of meshesCollection of metaball elementsCollection of metaballsCollection of movie clipsCollection of movie tracking objectsCollection of movie tracking plane tracksCollection of movie tracking tracksCollection of node treesCollection of object constraintsCollection of object effectsCollection of object modifiersCollection of object pathsCollection of objectsCollection of objects in this tracking data objectCollection of override operationsCollection of override propertiesCollection of packed imagesCollection of paint curvesCollection of palette colorsCollection of palettesCollection of particle settingsCollection of particle systemsCollection of pathsCollection of plane tracks in this tracking data objectCollection of plane tracks in this tracking data object. Deprecated, use objects[name].plane_tracksCollection of point cachesCollection of point cloudsCollection of pointsCollection of points for Bézier curves onlyCollection of points that make up this poly or nurbs splineCollection of pose bone constraintsCollection of related drawingsCollection of related sketchesCollection of related sketches on a particular frameCollection of render layersCollection of render passesCollection of render viewsCollection of repeat itemsCollection of scenesCollection of screensCollection of separate bundle itemsCollection of simulation itemsCollection of solved camerasCollection of soundsCollection of source libraries, i.e. blendfile pathsCollection of spacesCollection of speakersCollection of spline Bézier pointsCollection of spline pointsCollection of splines in this curve data objectCollection of splines which defines this layerCollection of strip modifiersCollection of studio lightsCollection of target bones and weightsCollection of textsCollection of texture slotsCollection of texturesCollection of timeline markersCollection of tracking plane tracksCollection of tracks in this tracking data objectCollection of tracks in this tracking data object. Deprecated, use objects[name].tracksCollection of tracks used for 2D stabilization (translation)Collection of user asset librariesCollection of user extension repositoriesCollection of vertex colorsCollection of vertex groupsCollection of viewer itemsCollection of volumesCollection of window managersCollection of windowsCollection of workspacesCollection of worldsCollection providing the instance geometry used for scatteringCollection socket of a nodeCollection that included object should be a member ofCollection this layer collection is wrappingCollection to use as the input geometryCollection which defines light linking relation of this emitterCollection which defines objects which block light from this emitterCollection {:s} has the same uid {:d} as {:s}Collection(s)CollectionsCollections of objectsCollections that are immediate children of this collectionCollide with objects during the simulationCollide with other collider objects in the sceneCollider FrictionCollisionCollision CollectionCollision CollectionsCollision MarginCollision ModifierCollision QualityCollision SettingsCollision ShapeCollision Shape of object in Rigid Body SimulationsCollision TypeCollision Vertex GroupCollision collections rigid body belongs toCollision distanceCollision modifier defining modifier stack position used for collisionCollision settings for object in physics simulationCollisionsColorColor+XColor+YColor+ZColor-XColor-YColor-ZColorAColorAddColorAdd AlphaColorAlphaColorAlpha OverColorAlpha UnderColorBColorBlend TypeColorBlending ModeColorBlueColorCColorColorColorColor BurnColorColor DodgeColorController Draw StyleColorCrossColorCurrentColorDarkColorDark + RayColorDarkenColorDifferenceColorDivideColorErase AlphaColorExclusionColorGColorGamma CrossColorGreenColorHSV Key ChannelColorHard LightColorHueColorIntensityColorLightColorLight + RayColorLightenColorLightnessColorLimit ChannelColorLinear BurnColorLinear LightColorLumaColorMixColorModeColorMultiplyColorNextColorOverlayColorPin LightColorPrevColorRColorRGBColorRGB Key ChannelColorRedColorReplaceColorSaturationColorScreenColorSoft LightColorSpill ChannelColorSubtractColorUnknownColorUse ChannelColorValueColorValue:ColorVivid LightColor & AlphaColor 01Color 02Color 03Color 04Color 05Color 06Color 07Color 08Color 09Color AttributeColor Attribute SpecialsColor AttributesColor BalanceColor BoostColor BurnColor CorrectionColor DepthColor DodgeColor DryColor FacColor FieldColor GridColor GridlinesColor InterpolationColor KeyColor LayerColor ManagementColor MappingColor MaximumColor Mix StripColor ModeColor ModifiersColor ModulationColor NodeColor Node SocketColor Node Socket InterfaceColor OpacityColor PaletteColor ParametrizationColor PathColor PickerColor Picker TypeColor PostColor PreColor PresetsColor Quantization BitsColor RampColor Ramp ElementColor Ramp ElementsColor SetColor Set IDColor Set {:d}Color SetsColor ShiftColor SpaceColor Space SettingsColor Space: Color SpillColor SpreadColor StripColor TagColor TagsColor ThresholdColor TypeColor ValueColor and alpha for compositional guide overlaysColor attribute baking is only supported for mesh objectsColor balance gain (highlights)Color balance gamma (midtones)Color balance lift (shadows)Color balance modifier for sequence stripColor balance parameters for a sequence stripColor balance parameters for a sequence strip and its modifiersColor cells by positionColor curve mapping applied before display transformColor for all strokes in this layerColor for custom background colorColor for error itemsColor for filling region bounded by each strokeColor for indicating Grease Pencil keyframesColor for informational itemsColor for mixing with primary filling colorColor for newly added transformation F-Curves (Location, Rotation, Scale) and also Color is based on the transform axisColor for object outlineColor for single color modeColor for strip/action being "tweaked" or editedColor for successful itemsColor for tinting stroke colorsColor for warning itemsColor for wireframe when in edit mode, but edge selection is activeColor from TemperatureColor hue offsetColor in sRGB color spaceColor in sRGB color space (mainly for user interface colors)Color in the gamma corrected spaceColor in the linear spaceColor in the scene linear working color spaceColor input on which HSV color transformation will be appliedColor input on which correction will be appliedColor input on which inversion will be appliedColor jitter effect on hueColor jitter effect on saturationColor jitter effect on valueColor management display device settingsColor management settings applied on image before savingColor management settings used for displaying images on the displayColor management specific to display deviceColor management view transform settingsColor mapping settingsColor modifier '%s' could not be removedColor modifier typeColor modifiers for changing line colorsColor node links based on their connected socketsColor of Auto Keying indicator when enabledColor of active markerColor of breakdown keyframeColor of cursor when addingColor of cursor when subtractingColor of disabled markerColor of extreme keyframeColor of folders in the file browserColor of generated keyframeColor of jitter keyframeColor of keyframe borderColor of keyframes on a path after current frameColor of keyframes on a path before current frameColor of light emission from the surfaceColor of lines showing constant interpolation modeColor of lines showing easings & dynamic interpolation modeColor of lines showing linear interpolation modeColor of locked markerColor of markerColor of marker's outlineColor of moving hold keyframeColor of new annotation layersColor of path after current frameColor of path before current frameColor of preview range overlayColor of raycast when a fallback case succeedsColor of raycast when it missesColor of raycast when it succeedsColor of regular keyframeColor of scene strip range overlayColor of selected breakdown keyframeColor of selected extreme keyframeColor of selected generated keyframeColor of selected jitter keyframeColor of selected keyframeColor of selected keyframe borderColor of selected markerColor of selected moving hold keyframeColor of smokeColor of smoke emitted from burning fuelColor of summary channelColor of texture overlayColor of the 1px shadow line underlying widgetsColor of the F-Curve in the Graph EditorColor of the ambient light that uniformly lit the sceneColor of the area between bricksColor of the backgroundColor of the border between editorsColor of the channel in the dope sheetColor of the corresponding socket type in the node editorColor of the emitted lightColor of the first checkerColor of the first reference brickColor of the light's diffuse highlightColor of the light's specular highlightColor of the materialColor of the material used for diffuse, subsurface, metallic and transmissionColor of the outline of each editor, except the active oneColor of the outline of the active editorColor of the outline of top-level panelsColor of the outline of top-level panels that are activeColor of the paintColor of the second checkerColor of the second reference brickColor of the sheen reflectionColor of the text insertion cursor (caret)Color of the track in the Movie Clip Editor and the 3D viewport after a solveColor palette to useColor pickerColor ramp mapping a scalar value to a colorColor ramp used to change line colorColor ramp used to define brush velocity effectColor ramp used to define proximity falloffColor range used for weight visualization in weight painting modeColor saturation factorColor selected to apply glowColor set is user-defined instead of a fixed theme color setColor set specifying bone colors for this groupColor space in the image file, to convert to and from when saving and loading the imageColor space of the input imageColor space of the output imageColor space that the sequencer operates inColor space to setColor space used for YCbCrA processingColor space used for all scene linear colors in this file, and for compositing, shader and geometry nodes processingColor strength for new strokes (affect alpha factor of color)Color tag 1Color tag 2Color tag 3Color tag 4Color tag 5Color tag 6Color tag 7Color tag 8Color tag for a collectionColor tag for a stripColor tag of the node group which influences the header colorColor temperature of the input's white pointColor temperature of the output's white pointColor temperature of the scene's white pointColor that encodes the normal map in the specified spaceColor that must be keptColor the passColor tint of the input's white point (the default of 10 matches daylight)Color tint of the output's white point (the default of 10 matches daylight)Color tint of the scene's white point (the default of 10 matches daylight)Color to use behind stamp textColor to use for stamp textColor used for RimColor used for ShadowColor used for active bonesColor used for generated glowColor used for selected bonesColor used for the surface of bonesColor used for tintingColor used to highlight the rangeColor value factorColor value in geometry attributeColor {:d}Color1Color2Colored ConstraintsColoringColorizeColorize EffectColorize effectColorsColumnColumn 1Column 1 Row 1Column 1 Row 2Column 1 Row 3Column 1 Row 4Column 2Column 2 Row 1Column 2 Row 2Column 2 Row 3Column 2 Row 4Column 3Column 3 Row 1Column 3 Row 2Column 3 Row 3Column 3 Row 4Column 4Column 4 Row 1Column 4 Row 2Column 4 Row 3Column 4 Row 4Column InterleavedColumn NameColumn SelectColumn SizeColumn number to show right margin atColumn to jump toColumnsColumns SizeColumns within the tableColumns:Comb hairsCombinationCombination of true displacement and bump mapping for finer detailCombineCombine BundleCombine Bundle ItemCombine ColorCombine CylindricalCombine MatrixCombine OpenEXR multi-layer images rendered with different sample ranges into one image with reduced noiseCombine SphericalCombine TransformCombine XYZCombine a translation vector, a rotation, and a scale vector into a transformation matrixCombine all layers into a single layerCombine all layers which have the same nameCombine all volume shading components into a single easy to use nodeCombine an image from its composite color channelsCombine and layer ActionsCombine any number of input stringsCombine both views in a squeezed imageCombine distance and equi-angular sampling for volumes where neither method is idealCombine four channels into a single color, based on a particular color modelCombine grids in a subtractive wayCombine grids in an additive wayCombine layers based on the mode into one layerCombine layers in the active group into a single layerCombine meshes in a subtractive wayCombine meshes in an additive wayCombine multiple socket values into one.Combine original scale with copied scaleCombine rotations like the original Offset checkbox. Does not work well for multiple axis rotations.Combine space background image with the maskCombine the active layer with the layer just below (if it exists)Combine the cap geometry with the base mesh (realizing instances and merging vertices)Combine the views (left and right) into a single stereo 3D outputCombine two images for side-by-side display. Typically used in combination with a Viewer nodeCombine two images using depth mapsCombine two strips using blend modesCombinedCombined ExportCombined RGBCombined bake pass requires Emission, or a light pass with Direct or Indirect contributions enabledCombined channelsCombined curve is applied to each channel individually, which may result in a change of hueCombinedActionCombines all of its direct rigid body children into one rigid objectComma-separated tags to use for the registered parentCommand Prompt HereCommand historyCommand interruptedCommand line promptCommand line prompt languageCommand outputCommand to launch the text editor, either a full path or a command in $PATH. Use the internal editor when left blankCommentCommonCommon Animation PropertiesCommon Curve PropertiesCommon Theme PropertiesCommunityCompact LayoutCompact ListCompact with DecimalsCompareCompare Color AttributesCompare MaterialsCompare ModeCompare SeamCompare SharpCompare UVsCompare each element of the input vectorsCompare the average of the input vectors elementsCompare the direction of the input vectorsCompare the dot products of the input vectorsCompare the length of the input vectorsCompare velocities from previous frame with new velocities from current frame and keep the maximumCompare velocities from previous frame with new velocities from current frame and keep the minimumCompensate any scale changes relative to center of rotationCompensate for non-uniform object scaleCompensate for scale applied by other modifiersCompensate for scaling one axis by applying suitable scaling to the other two axesCompilation method used for compiling shaders in parallel. Subprocess requires a lot more RAM for each worker but might compile shaders faster on some systems. Requires restarting Blender for changes to take effect. (OpenGL only)Compile bytecode for shader script nodeCompile the Cycles GPU kernel with only the feature set required for the current sceneCompiled bytecode of the custom shaderCompiled without Bullet physics engineCompiled without GMP, using "float" solverCompiled without OpenVDBCompiled without sound supportCompiling EEVEE engine shadersCompiling shaders ({} remaining)Complete Matches OnlyComplete report available on '{:s}' text data-blockCompletely clear the parenting relationship, including involved modifiers if anyCompletely ignore parent scalingCompletely independent manually set handleCompletely replace all channels in the pose asset with the current selectionComplexComponentComponent PathsComponent TypeComponentsCompositeCompositingCompositing node viewerCompositing nodesCompositing...CompositionComposition Guide ColorComposition GuidesCompositorCompositor Custom GroupCompositor Denoise Node DeviceCompositor DeviceCompositor Final Denoise QualityCompositor ModifierCompositor NodeCompositor Node TreeCompositor NodesCompositor PrecisionCompositor Preview Denoise QualityCompositor node group has cyclic links.Compound ParentCompressCompress FileCompress mesh using DracoCompress scene-referred values from common cameras into the ACEScg gamutCompressionCompression LevelCompression Spring DampingCompression StiffnessCompression Stiffness MaximumCompression codec settings for OpenEXRCompression level (0 = most speed, 6 = most compression, higher values currently not supported)Compression method to be usedCompression mode for TIFFComputation RangeComputation was successfulCompute Device TypeCompute average and standard deviation of pixel valuesCompute distance to nearest edgeCompute distance to nearest faceCompute distance to nearest vertexCompute global illumination taking into account light bouncing off surrounding objectsCompute how much the hemisphere above the shading point is occluded, for example to add weathering effects to corners. Note: For Cycles, this may slow down renders significantlyCompute the closest location on the target geometryCompute the determinant of the given matrixCompute the divergence of the gradient of the input gridCompute the inverse of the given matrix, if one existsCompute the inverse of the given rotationCompute the singular value decomposition of the 3x3 part of a matrixComputes a signed distance field from the given maskComputes the distance to the closest point as well as its position and colorComputes the distance to the edge of the voronoi cellComputes the distance to the second closest point as well as its position and colorComputes the radius of the n-sphere inscribed in the voronoi cellConcavity UpperConcreteConditionConeConfiguration for a single dash segmentConfiguration of the scattered instancesConfiguration regarding the transformation of each instanceConfigure constant bit rate, rather than constant output qualityConfigure the transformation of scattered instancesConfirmConfirm On ReleaseConfirm ThresholdConfirm bevelConfirm on ReleaseConflicts with another render pass with the same nameConform BaseConformalConjoint OverConnect CenterConnect LoopsConnect Matching EndsConnect Mirror:Connect Movie Strips by DefaultConnect Next:Connect With MirrorConnect a link to create a new socket.Connect active node to the active output node of the node treeConnect all hair systems to the emitter meshConnect chainConnect endpoints that are close togetherConnect hair to the emitter meshConnect newly added movie strips by default if they have multiple channelsConnect objects as a chain based on distance, starting at the active objectConnect selected objects to the active objectConnect selected vertices of faces, splitting the faceConnect the B-Bone chain to the parent rigConnect the arc at the centerConnect two nodes without clicking a specific socket (automatically determined)Connect vertices by their selection order, creating edges, splitting facesConnectedConnected OnlyConnected faces (instead of edges)Connecting edge loops overlapConnection LimitConnection PatternConnectivityConsider Curve RadiusConsider material single sided for light probe volume capture. Additionally helps rejecting probes inside the object to avoid light leaks.Consider objects as whole when finding volume centerConsider the contribution of directly visible light sources during guidingConsider the main curve's radius attribute as a factor when mapping the V component by the profile curve's length parameterConsider vertices instead of edges to select which edges to (un)tag as sharpConsistentConsistent identifier used for the itemConsoleConsole InputConsole Scrollback LinesConsole line type when used in scrollbackConsole output typeConstConstantConstant BitrateConstant DetailConstant ExtrapolationConstant InterpolationConstant LengthConstant OffsetConstant Offset DisplacementConstant Rate Factor (CRF); tradeoff between video quality and file sizeConstant Screen Size NormalsConstant acceleration in a given directionConstant direction parallel ray LightConstant direction parallel ray light sourceConstant factor to offset time by for functionConstant factor to offset values byConstant falloffConstant force along the force object's local Z axisConstant per CurveConstant presetConstrain an object's location to the nearest point along the target pathConstrain boids to a surfaceConstrain islands containing any pinned UV'sConstrain rigid bodies to move around common pivot pointConstrain to Image BoundsConstrain value between min and maxConstrain value between min and max, swapping arguments when min > maxConstrained Delaunay Triangulation (CDT), robust with support for self-intersectionsConstraintConstraintAdditiveConstraintMixConstraintMix ModeConstraintPowerConstraintTrackConstraint '%s' not found in object '%s'Constraint '%s' not found in pose bone '%s'Constraint AxisConstraint OperationConstraint TargetConstraint Target BoneConstraint axis Lock options relative to Bone or Target referenceConstraint can be broken if it receives an impulse above the thresholdConstraint constraining rigid bodiesConstraint has valid settings and can be evaluatedConstraint influencing Objects inside Rigid Body SimulationConstraint is the one being editedConstraint modifying the transformation of objects and bonesConstraint nameConstraint names have special meanings.Constraint pivot locationConstraint position along X axisConstraint position along Y axisConstraint position along Z axisConstraint rotation along X axisConstraint rotation along Y axisConstraint rotation along Z axisConstraint to stay within the image bounds while editingConstraint's panel is expanded in UIConstraintsConstraints affecting the transformation of the objectConstraints that act on this pose channelConstruct a 4x4 matrix from its individual valuesConstruct a Bézier CircleConstruct a Bézier CurveConstruct a NURBS surface circleConstruct a NURBS surface curveConstruct a NURBS surface cylinderConstruct a NURBS surface patchConstruct a NURBS surface sphereConstruct a NURBS surface torusConstruct a Nurbs CircleConstruct a Nurbs CurveConstruct a PathConstruct a Suzanne Grease Pencil objectConstruct a Suzanne meshConstruct a circle meshConstruct a conic meshConstruct a cube meshConstruct a cube mesh that consists of six square facesConstruct a cylinder meshConstruct a filled planar mesh with 4 verticesConstruct a spherical mesh that consists of equally sized trianglesConstruct a spherical mesh with quad faces, except for triangle faces at the top and bottomConstruct a subdivided plane meshConstruct a torus meshConstruct and edit Bézier curvesConstruct and edit splinesConstructive modifier cannot be applied to multi-res data in sculpt modeConstructive modifiers cannot be appliedContainerContainer of the fluid simulationContainsContains linked library overrides that need to be resynced, updating the library is recommendedContentContent DurationContent EndContent StartContent Trim EndContent Trim StartContent of this text objectContextContext AttributesContext GizmoContext MenuContext PathContext PropertyContext data-path (expanded using visible windows in the current .blend file)Context incorrect, image not foundContext menu for item operationsContext menu for scene operationsContext missing active objectContext missing sequencer sceneContext path is pinnedContext sensitive gizmo for the active nodeContext sensitive gizmos for the active itemContext window not setContextual data for a blendfile library/linked-data related operation. Currently only exposed as read-only data for the pre/post blendimport handlersContiguousContinueContinue Without ClearingContinue tracing from an arbitrary new position and in a new directionContinue using file without Python scriptsContinuous AccelerationContinuous GrabContinuous zooming. The zoom direction and speed depends on how far along the set Zoom Axis the mouse has moved.Continuously unwrap the selected UV island while transforming pinned verticesContourContrastContrast LimitContrast correction value. A scaling type factor by which to make brighter pixels brighter, but keeping the darker pixels dark. Use a negative number to decrease contrast, and a positive number to increase itContribution of paths that scattered in the volume at the primary rayContribution of paths that transmitted through the volume at the primary rayContributionsControlControl BoneControl FalloffControl ModeControl PointControl Point selectedControl Point:Control PointsControl RotationControl a chain of bones by specifying the endpoint target (Bones only)Control accuracy of motion blur, more steps gives more memory usage (actual number of steps is 2^(steps - 1))Control active camera anglesControl how far to push or pull the keysControl how fast the probe influence decreasesControl how images in the chosen display are mapped to the physical displayControl how many evaluated points should be generated on every curve segmentControl how much mist density decreases with heightControl key pressedControl key pressed, -1 for any stateControl object: if available, its location determines the center of the effectControl playback using a frame-number (ignoring time FPS and start frame from the file)Control playback using a value between 0 and 1Control playback using time in secondsControl point belongs to another splineControl point for envelope F-ModifierControl point mass valuesControl point not in Envelope F-ModifierControl point selection statusControl point spring strength valuesControl point weight valuesControl points defining the shape of the envelopeControl points of all curvesControl points of the curveControl the brightness and contrast of the input colorControl the intensity of the border around themes iconsControl the mixing of texture information into the base color of line stylesControl the quality of the fast GI lighting. Higher resolution uses more memory.Control the quality of the volumetric effects. Higher resolution uses more memory.Control the smoothness of mesh normals around each face by changing the "shade smooth" attributeControl the stencil brushControl transform gizmosControl when to apply fluid flowControl when to apply the effectorControl whether each spline loops back on itself by changing the "cyclic" attributeControl which key to offset towards and how farController ForwardController LocationController Location OtherController RotationController Rotation OtherController StyleController aim location of the other user path for bimanual actionsController aim rotation of the other user path for bimanual actionsControllersControlsControls accuracy of motion blur, more steps means longer render timeControls accuracy of motion blur, more steps result in longer render time. Only used when Motion Blur is enabled. Set to 0 to disable motion blur for Grease PencilControls fluid emission from within the mesh (higher value results in greater emissions from inside the mesh)Controls for the shape of the tube profileControls how directional the filter is. 0 means the filter is completely omnidirectional while 2 means it is maximally directed along the edges of the imageControls how much nearby polygons influence deformationControls how open boundaries are smoothedControls how smoothing is applied to UVsControls profile shape (0.5 = round)Controls the blending and the compatibility with certain featuresControls the contrast of the entire imageControls the contrast of the highlightsControls the contrast of the image. Zero automatically sets the contrast based on its global range for better luminance distributionControls the contrast of the midtonesControls the contrast of the shadowsControls the falloff between keyed and non-keyed values. 0 means completely sharp and 1 means completely smoothControls the gain of the entire imageControls the gain of the highlightsControls the gain of the midtonesControls the gain of the shadowsControls the gamma of the entire imageControls the gamma of the highlightsControls the gamma of the midtonesControls the gamma of the shadowsControls the intensity of the coat layer, both the reflection and the tinting. Typically should be zero or one for physically-based materialsControls the intensity of the image, lower values makes it darker while higher values makes it lighterControls the offset of the entire imageControls the offset of the highlightsControls the offset of the midtonesControls the offset of the shadowsControls the saturation of the entire imageControls the saturation of the highlightsControls the saturation of the midtonesControls the saturation of the shadowsControls the sharpness of the filter. 0 means completely smooth while 1 means completely sharpControls the tangent direction for anisotropyControls the transparency of the surface, with 1.0 fully opaqueControls the uniformity of the direction of the filter. Higher values produces more uniform directionsControls transition between highlights and shadowsConvergence BoneConvergence Plane DistanceConvergence boneConversion is not supportedConversion not supported when evaluating closureConversion not supported when separating bundleConvertConvert Attribute DomainConvert Color Attribute DomainConvert Colors in All Data-blocksConvert ColorspaceConvert Faces into vertices and vertices into facesConvert FloatConvert FromConvert Grease Pencil layers into curve instancesConvert OrientationConvert RGB input into grayscale using luminanceConvert TRS/Weights to Animation PointerConvert ToConvert UsdPreviewSurface shaders to Principled BSDF shader networksConvert a blackbody temperature to an RGB valueConvert a color's luminance to a grayscale valueConvert a rotation to axis angle componentsConvert a standard rotation value to an Euler rotationConvert a vector, point, or normal between world, camera, and object coordinate spaceConvert a wavelength value to an RGB valueConvert active weight into gray scale vertex colorsConvert all faces in a mesh to triangular facesConvert all faces to trianglesConvert all polygons to trianglesConvert all textures to KTX2 with BasisU supercompressionConvert animation from any rotation mode to any otherConvert between color spacesConvert curve geometry into tube meshesConvert curves into a mesh, optionally with a custom profile shape defined by curvesConvert each input geometry into an instance, which can be much faster than the Join Geometry node when the inputs are largeConvert each mesh face to a cyclic curve. Face attributes are propagated to curves.Convert effector force into air flow velocityConvert f-curves/drivers affecting rotations to radians. Warning: Use this only onceConvert faces into thickened edgesConvert from degrees to radiansConvert from display to scene linear instead. Not all view transforms can be inverted exactly, and the result may not match the original scene linear imageConvert from radians to degreesConvert from scene linear to display color space, with a view transform and look for tone mappingConvert geometry and instances into editable objects and collectionsConvert input to float dataConvert instances into real geometry dataConvert mesh edges to curve segments. Attributes are propagated to curve points.Convert normal object transforms to delta transforms, any existing delta transforms will be included as wellConvert object animation for normal transforms to delta transformsConvert objects into instanced facesConvert only selected keyframesConvert orientation axis to a different convention to match other applicationsConvert particles to a mesh objectConvert premultiplied to straightConvert rendering effect (such as light and shadow) to color. Typically used for non-photorealistic rendering, to apply additional effects on the output of BSDFs. Note: only supported in EEVEEConvert rotations to euler XYZConvert rotations to euler XZYConvert rotations to euler YXZConvert rotations to euler YZXConvert rotations to euler ZXYConvert rotations to euler ZYXConvert rotations to quaternionsConvert selected channels from samples to keyframesConvert selected channels to an uneditable set of samples to save storage spaceConvert selected objects to another typeConvert selected reference images to textured mesh planeConvert selected strokes to perimeterConvert straight to premultipliedConvert stroke to outlineConvert the curves in each top-level instance into Grease Pencil layerConvert the first discovered USD dome light to a world background shaderConvert the given floating-point number to an integer, with a choice of methodsConvert the volume of a world to a mesh. The world's volume used to be rendered by EEVEE Legacy. Conversion is needed for it to render properlyConvert the world material to a USD dome light. Currently works for simple materials, consisting of an environment texture connected to a background shader, with an optional vector multiply of the texture colorConvert to DisplayConvert to FloatConvert to RadiansConvert to and from premultiplied (associated) alphaConvert to logarithmic color spaceConvert type of selected curvesConvert whitespaces by typeConverted LayerConverterConverter NodeConverting some non-editable object/object data, enforcing 'Keep Original' option to TrueConverts values that are relative to the image size to be in terms of pixelsConvex HullConvolveConvolves an image with a kernelCoordinate 1Coordinate 2Coordinate SpaceCoordinate SystemCoordinate axis used to mirror the location part of the transformCoordinate axis used to mirror the rotation part of the transformCoordinatesCoordinates along this axis get flippedCoordinates of the control pointCoordinates of the control point. Note: Changing this value also updates the handles similar to using the graph editor transform operatorCoordinates of the first handleCoordinates of the left handle (before the control point)Coordinates of the right handle (after the control point)Coordinates of the second handleCoordinates spaceCoordinates to apply translation deltas from the VR headset toCopied %d selected curve(s)Copied %d selected data-block(s)Copied %d selected node(s)Copied %d selected object(s)Copied %d selected point(s)Copied Selection Set(s) to clipboardCopied constraint: %sCopied material to internal clipboardCopied pose to internal clipboardCopied the selected Video Sequencer strips and associated effect chain to internal clipboardCopied the selected Video Sequencer strips to internal clipboardCopied the value to {:d} bonesCopied {:s} parameters to {:d} bonesCopies the matrix of the currently active object or pose bone to the clipboard. Uses matrices relative to a specific object or the active scene cameraCopies the matrix of the currently active object or pose bone to the clipboard. Uses world-space matricesCopperCopyCopy Absolute coordinates of Normal vectorCopy Bone colors from the active bone to all selected bonesCopy Bundle to Asset Library...Copy Grease Pencil EffectsCopy LabelCopy LocationCopy Location (Local)Copy Location (Local, Owner Orientation)Copy Location ConstraintCopy ModifiersCopy NormalCopy PoseCopy Pose Bone colors from the active pose bone to all selected pose bonesCopy Rigid Body settings from active object to selectedCopy Rigify type and parameters from active to selected bonesCopy RotationCopy Rotation ConstraintCopy ScaleCopy Scale ConstraintCopy SettingsCopy Studio Light settings to the Studio Light editorCopy TransformsCopy Transforms ConstraintCopy XCopy YCopy ZCopy active vertex to other selected vertices (if affected groups are unlocked)Copy all the transformations of a target, so that they move togetherCopy all the transforms of the targetCopy color to all selected nodesCopy color to all selected tracksCopy colors to existing bonesCopy constraint to other selected objects/bonesCopy constraints to other selected bonesCopy constraints to other selected objectsCopy files to textures directoryCopy from closest edge (using midpoints)Copy from closest edge of closest face (using midpoints)Copy from closest vertexCopy from closest vertex of closest edgeCopy from closest vertex of closest faceCopy from identical topology meshesCopy from interpolated corners of the nearest source faceCopy from interpolated corners of the source face hit by corner normal projectionCopy from interpolated values of vertices from closest point on closest edgeCopy from interpolated values of vertices from closest point on closest faceCopy from interpolated values of vertices from point on closest face hit by normal-projectionCopy from most similar edge (edge which vertices are the closest of destination edge's ones)Copy from nearest corner of nearest faceCopy from nearest corner which has the best matching normalCopy from nearest corner which has the face with the best matching normal to destination corner's face oneCopy from nearest face (using center points)Copy from source face which normal is the closest to destination oneCopy full data pathCopy in world spaceCopy inside each object's local spaceCopy label from active to selectedCopy label from active to selected nodesCopy material to selected objectsCopy mirror UV coordinates on the X axis based on a mirrored meshCopy modifiers of the active strip to all selected stripsCopy modifiers to other selected objectsCopy new normals (overwrite existing)Copy new normals minus old normalsCopy nodes to clipboard, remove and reconnect them.Copy normal to the internal clipboardCopy of the colors associated with the group's color setCopy on DuplicateCopy only active Layer, uncheck to append all layersCopy or reorder modifiers, constraints, and effectsCopy particle systems from the active object to selected objectsCopy particle systems to selected: %d done, %d failedCopy product of old and new normals (not cross product)Copy selected UV verticesCopy selected aspects of the current pose to subsequent poses already keyframedCopy selected keyframes to the internal clipboardCopy selected markers to another sceneCopy selected pointsCopy selected points or curvesCopy selected reports to clipboardCopy selected text to clipboardCopy settings from active to selected nodesCopy settings from previous versionCopy settings of current view layerCopy sum of new and old normalsCopy text to clipboardCopy the F-Modifier(s) of the active F-CurveCopy the F-Modifier(s) of the active NLA-StripCopy the Python command matching this buttonCopy the RNA data path for this property to the clipboardCopy the active line set to the internal clipboardCopy the active shape key of another selected object to this oneCopy the bone color of the active bone to all selected bonesCopy the console contents for use in a scriptCopy the current .blend file into an Asset Library. Only works on standalone .blend files (i.e. when no other files are referenced)Copy the current pose of the selected bones to the internal clipboardCopy the driver for the highlighted buttonCopy the driver variables of the active driverCopy the file to the destination pathCopy the file to the destination path (or subdirectory)Copy the image to the clipboardCopy the location of a target (with an optional offset), so that they move togetherCopy the location of the targetCopy the material settings and nodesCopy the material texture settings and nodesCopy the modifier from the active object to all selected objectsCopy the property's driver from the active item to the same property of all selected items, if the same property existsCopy the property's value from the active item to the same property of all selected items if the same property existsCopy the rotation of a target (with an optional offset), so that they rotate togetherCopy the rotation of the targetCopy the scale factors of a target (with an optional offset), so that they are scaled by the same amountCopy the scale of the targetCopy the selected Grease Pencil points or strokes to the internal clipboardCopy the selected Selection Set(s) to the clipboardCopy the selected data-blocks to the internal clipboardCopy the selected nodes to the internal clipboardCopy the selected objects to the internal clipboardCopy the selected points to a new strokeCopy the selected splines to the internal clipboardCopy the selected strips to the internal clipboardCopy the selected tracks to the internal clipboardCopy the target's X locationCopy the target's X rotationCopy the target's X scaleCopy the target's Y locationCopy the target's Y rotationCopy the target's Y scaleCopy the target's Z locationCopy the target's Z rotationCopy the target's Z scaleCopy this group's weight to other selected vertices (disabled if vertex group is locked)Copy this property value to all selected rigs of the appropriate typeCopy to ClipboardCopy to SelectedCopy to Selected (Menu)Copy to boneCopy to objectCopy to parent node tree, keep group intactCopy to selected all elements of the arrayCopy to selected the drivers of all elements of the arrayCopy tracking settings from active track to default settingsCopy tracking settings from active track to selected tracksCopy vertex coordinates from other objectCopy vertex groups to selected: %d done, %d failed (object data must support vertex groups and have matching indices)Copy weights from active to selectedCopying ID '%s' is not possible, '%s' type of data-blocks is not supportedCopying modifier '%s' to object '%s' failedCopyrightCopyright notice for this asset. An empty copyright notice does not necessarily indicate that this is copyright-free. Contact the author if any clarification is needed.Core MatteCorkCornerCorner AngleCorner CenterCorner Face IndexCorner HandlesCorner IndexCorner Index In FaceCorner Next EdgeCorner NormalsCorner OffsetCorner Offset DistanceCorner Offset FactorCorner Offset MethodCorner PinCorner Previous EdgeCorner RoundingCorner RoundnessCorner SplittingCorner SubdivisionsCorner TypeCorner VertexCorner of EdgeCorner of FaceCorner of VertexCornersCorners of EdgeCorners of FaceCorners of VertexCorrect AspectCorrect Face AttributesCorrect UV coordinates when transformingCorrect UVsCorrect data such as UVs and color attributes when transformingCorrect distortion caused by deformationCorrection MethodCorrection for entire tonal rangeCorrection for highlightsCorrection for midtonesCorrection for shadowsCorrectiveCorrective Flip NormalsCorrective Smooth ModifierCorrective factor applied to faces' weights, 50 is neutral, lower values increase weight of weak faces, higher values increase weight of strong facesCorrectiveSmoothCorrelationCosineCosine ModeCottonCould not (un)link the collection '%s' because the collection '%s' is linkedCould not (un)link the collection '%s' because the collection '%s' is overriddenCould not (un)link the object '%s' because the collection '%s' is linkedCould not (un)link the object '%s' because the collection '%s' is overriddenCould not add a color nodeCould not add a layer to the cache fileCould not add a mask nodeCould not add a new UV map to object '{:s}' (Mesh '{:s}')Could not add action '%s' as it cannot be used relative to ID-blocks of type '%s'Could not add an image nodeCould not add driver, as RNA path is invalid for the given ID (ID = %s, path = %s)Could not add geometry nodes modifierCould not add image. A node tree has not been created or assignedCould not add materialCould not add node collectionCould not add node groupCould not add node objectCould not add the collection because it is linkedCould not add the collection because it is overriddenCould not add the collection because of dependency cycle detectedCould not assign a new Action to %sCould not assign action %s to Action Constraint %sCould not assign action %s to NLA strip %sCould not change actionCould not clear keyframe, as RNA path is invalid for the given ID (ID = %s, path = %s)Could not compute a valid data pathCould not connect a face selectionCould not connect mixed selection typesCould not connect verticesCould not create a copy of ID '%s' to write it in the libraryCould not create cache reader for file %sCould not create library override from data-block '%s', as it is not overridableCould not create library override from data-block '%s', one of its parents is not overridable ('%s')Could not create library override from one or more of the selected data-blocksCould not create new folder nameCould not create new folder: %sCould not create reader for file %sCould not create the copy paste file!Could not create {:d} F-Curve(s). This can happen when only inserting to available F-Curves.Could not delete %d locked shape key(s)Could not delete keyframe, as RNA path is invalid for the given ID (ID = %s, path = %s)Could not determine type of group nodeCould not find '%s' in '%s'Could not find an editable collection in current scene, imported data will not be instantiatedCould not find an overridable root hierarchy for object '%s'Could not find any selected edges that can be rotatedCould not find bone '%s'Could not find constraint data for Child-Of Set InverseCould not find constraint data for ObjectSolver Set InverseCould not find driver to copy, as RNA path is invalid for the given ID (ID = %s, path = %s)Could not find grid with name %sCould not find hook modifierCould not find image '{:s}'Could not find material or light using Shader Node Tree - {:s}Could not find node collection socketCould not find node color socketCould not find sceneCould not find scene using Compositor Node Tree - {:s}Could not find supported socket typeCould not generate mesh from gridCould not get valid evaluated meshCould not init languages data!Could not initialize stitching on any selected objectCould not initialize streams, probably unsupported codec combinationCould not insert %i keyframe(s) due to zero NLA influence, base value, or value remapping failed: %s.%s for indices [%s]Could not insert keyframe, as RNA path is invalid for the given ID (ID = %s, path = %s)Could not insert keyframe, as this type does not support animation data (ID = %s)Could not load Action for the active assetCould not load volume for writingCould not make new imageCould not make new segmentsCould not move collection exporter from index '%d' to '%d'Could not move constraint from index '%d' to '%d'Could not move layer from index '%d' to '%d'Could not open Alembic archive for reading, see console for detailCould not open SVGCould not open USD archive for reading, see console for detailCould not open file for writingCould not open the directory '%s'Could not paste driver, as RNA path is invalid for the given ID (ID = %s, path = %s)Could not read "%s"Could not remove ShapeKeyCould not remove the F-Curve Group from the collection because it does not exist in the collectionCould not rename: %sCould not reopen fileCould not resolve path '%s'Could not resolve path (%s)Could not save packed file to disk as '%s'Could not separate selected curve(s)Could not snap some curves to the surfaceCould not un-assign Action from %sCould not unassign the active ActionCould not update flags for this F-curve, as RNA path is invalid for the given ID (ID = %s, path = %s)Could not write image: %sCould not write image: {}Could not write volume: %sCould not write volume: Unknown error writing VDB fileCouldn't close destination asset %sCouldn't find matching layer, pasting into active layerCouldn't open file %r (%s)Couldn't run external animation player with command {!r} {:s}CountCount MaxCount MethodCount ModeCount how many items are in a given listCountableAmountCountableGridCountableResolution ModeCountableSizeCounter ClockwiseCounter-ClockwiseCounterclockwise rotation of each segment coordinates system. May be used to align the rotation of the textures of each segmentCoverageCrCrazyspace transformation is only available for Mesh type of objectsCreaseCrease (Angle Cached)Crease AngleCrease Brush Pinch FactorCrease EdgesCrease InnerCrease On SharpCrease On Sharp EdgesCrease On SmoothCrease On Smooth SurfacesCrease ThresholdCrease WeightCrease hub edges for an improved subdivision surfaceCrease hub edges for improved subdivision surfaceCrease weight (if active)Crease:CreateCreate %sCreate 3D text object from active text data-blockCreate Along PathsCreate ArmatureCreate CollectionCreate DataCreate DimplesCreate F-Curves for object which will copy object's movement caused by this constraintCreate Freestyle stroke material for testingCreate Guide Index MapCreate InstancesCreate Internal SpringsCreate Location keys when fixing to the scene cameraCreate Mesh From Paint MaskCreate N-GonsCreate New ActionCreate New PreferencesCreate Orientation's 'use' parameter only valid in a 3DView contextCreate Pose AssetCreate Python code that will generate the selected metarigCreate Python code that will generate the selected metarig as a sampleCreate QuadsCreate RidgesCreate Rotation keys when fixing to the scene cameraCreate Scale keys when fixing to the scene cameraCreate WebPCreate a "hole" in the image with zero alpha transparency, which is useful for compositing. Note: the holdout shader can only create alpha when transparency is enabled in the film settingsCreate a Kite / DartCreate a New ImageCreate a boolean grid topology with the given dimensions, for use with the Field to Grid nodeCreate a box selectionCreate a bridge of faces between two or more selected edge loopsCreate a color from individual components using multiple modelsCreate a constraint-based relationship with an attribute from geometryCreate a control bone for the copyCreate a deform bone for the copyCreate a diagonal progressionCreate a dir for each exported fileCreate a face set corresponding to the Edit Mode face selectionCreate a face set per isolated face setCreate a face set per loose part in the meshCreate a face set per material slotCreate a filled volume grid from a meshCreate a fog volume with the shape of the input mesh's surfaceCreate a force along a curve objectCreate a force based on fluid simulation velocitiesCreate a force that acts as a boid's predators or targetCreate a force that dampens motionCreate a glow effectCreate a gradient between two masksCreate a linear progressionCreate a list of valuesCreate a local override of the selected linked data-block, and its hierarchy of dependenciesCreate a local override of the selected linked data-blocks, and their hierarchy of dependenciesCreate a local override of the selected linked objects, and their hierarchy of dependenciesCreate a matte based on luminance (brightness) differenceCreate a matte from an object or material index passCreate a mechanism to sharpen a connected corner when the angle is below this valueCreate a mesh that encloses all points in the input geometry with the smallest number of pointsCreate a new Action Slot for an ID. Note that _which_ ID should get this slot must be set in the 'animated_id' context pointer, using: >>> layout.context_pointer_set("animated_id", animated_id) When the ID already has a slot assigned, the newly-created slot will be named after it (ensuring uniqueness with a numerical suffix) and any animation data of the assigned slot will be duplicated for the new slot.Create a new Camera and VR Landmark from the viewer pose of the running VR session and select itCreate a new Camera from the selected VR LandmarkCreate a new Selection Set with the currently selected bonesCreate a new UV map for every mesh packedCreate a new actionCreate a new action once the existing one has been safely storedCreate a new action slot for this data-block, to hold its animationCreate a new asset from the selected bones in the sceneCreate a new bone collection and assign all selected bonesCreate a new bone going from the last selected joint to the mouse positionCreate a new catalog to put assets inCreate a new compositing node group and initialize it with default nodesCreate a new compositor node group for sequencerCreate a new directoryCreate a new driver with this property as input, and copy it to the internal clipboard. Use Paste Driver to add it to the target property, or Paste Driver Variables to extend an existing driverCreate a new empty Selection SetCreate a new face setCreate a new face set from the masked facesCreate a new face set from the visible verticesCreate a new file of this typeCreate a new frame node around the selected nodes and name it immediatelyCreate a new geometry node group and assign it to the active modifierCreate a new geometry node group for a toolCreate a new imageCreate a new image file without modifying the current image in BlenderCreate a new inlined shader node tree as is consumed by renderersCreate a new level using Catmull-Clark subdivisionsCreate a new level using linear interpolation of the sculpted displacementCreate a new level using simple subdivisionsCreate a new line style, reusable by multiple line setsCreate a new main window with its own workspace and scene selectionCreate a new mesh object from the current paint maskCreate a new mesh object from the selected face setCreate a new modifier with a new geometry node groupCreate a new node treeCreate a new object from the sliced maskCreate a new pose asset on the clipboard, to be pasted into an Asset BrowserCreate a new quad based mesh using the surface data of the current mesh. All data layers will be lostCreate a new text data-blockCreate a new windowCreate a new world Data-BlockCreate a notification after the operationCreate a parallelogramCreate a point in the point cloud for each selected edgeCreate a point in the point cloud for each selected faceCreate a point in the point cloud for each selected face cornerCreate a point in the point cloud for each selected vertexCreate a preview for this asset by rendering the active objectCreate a progression easing from one step to the nextCreate a quadratic progressionCreate a quadratic progression in the shape of a sphereCreate a quadrilateral from four pointsCreate a radial progressionCreate a rectangleCreate a rotation distortionCreate a rotation from a primary and (ideally orthogonal) secondary axisCreate a rotation pivot control that can be repositioned arbitrarilyCreate a sample metarig to be modified before generating the final rigCreate a selection by normalCreate a separate curve instance for every layerCreate a separate fill for each individual strokeCreate a separate layer for each instanceCreate a separate particle system for every secondary particle typeCreate a shadow effectCreate a signed distance volume grid from a meshCreate a signed distance volume grid from pointsCreate a simple stroke with basic colorsCreate a smooth B-Bone transition if an end of the chain meets another chain going in the same directionCreate a smooth B-Bone transition if an end of the chain meets its mirrorCreate a smooth curved surface using the Catmull-Clark subdivision schemeCreate a solid shape from vertices and edges, using the vertex radius to define the thicknessCreate a solid skin by extruding, compensating for sharp anglesCreate a solid skin, compensating for sharp anglesCreate a solid wireframe from facesCreate a spherical progressionCreate a spherical selectionCreate a suitable breakdown pose on the current frameCreate a tiled imageCreate a trapezoidCreate a unique face set with all faces in the sculptCreate a vector from X, Y, and Z componentsCreate a vector from its cylindrical components.Create a vector from its spherical components.Create a viewer shortcut for the selected node by pressing ctrl+1,2,..9Create an Empty object which will be copying movement of active trackCreate an armature that parallels the skin layoutCreate an automatic preview for the selected data-blockCreate an empty Grease Pencil objectCreate an envelope shapeCreate an image with an alpha channelCreate an image with left and right viewsCreate an object collection from selected objectsCreate an option to detach eyelids from the eye surfaceCreate an optional IK controlCreate an optional controlCreate an optional deform boneCreate an override operationCreate bubble particle systemCreate child particlesCreate collision objectCreate constraint-based parent-child relationshipCreate constraint-based shrinkwrap relationshipCreate constraints for this action on the generated rigCreate control bones for the copyCreate controls for both sides of the palmCreate coordinate and mapping nodes for the texture (ignored for selected texture nodes)Create copies of referenced geometry on geometry elementsCreate copies of the geometry with different methods of cumulative offsetCreate copies of the shape with offsetsCreate custom warnings in node groupsCreate deform bones for the copyCreate domain for gasesCreate domain for liquidsCreate dot-dash effect for strokesCreate driver for this property only and without assigning any targets yetCreate drivers for all properties without assigning any targets yetCreate drivers for each pair of corresponding elementsCreate edge loops between the inner and outer surfaces on face edges (slow, disable when not needed)Create effects and post-process renders, images, and the 3D ViewportCreate elliptical mask suitable for use as a simple matte or vignette maskCreate empty placeholder files while rendering frames (similar to Unix 'touch')Create face sets for faces that have similar normalCreate face sets using UV seams as boundariesCreate face sets using bevel weights as boundariesCreate face sets using edge creases as boundariesCreate face sets using sharp edges as boundariesCreate foam particle systemCreate grid of duplicate instancesCreate guide objectCreate head and neck bonesCreate image with 32-bit floating-point bit depthCreate instances along particle pathsCreate instances for collections when appending, rather than adding them directly to the sceneCreate instances for collections when linking, rather than adding them directly to the sceneCreate instances for collections, rather than adding them directly to the sceneCreate instances for object data which are not referenced by any objectsCreate instances from child particlesCreate instances from normal particlesCreate keyframes following the current shape of F-Curves of selected channelsCreate liquid particle systemCreate location keys when fixing to the scene cameraCreate matte based on 3D distance between colorsCreate matte based on chroma valuesCreate matte based on differences in color channelsCreate matte using a given color, for green or blue screen footageCreate mesh plane(s) from image files with the appropriate aspect ratioCreate new actionCreate new bones from the selected jointsCreate new bones from the selected joints and move themCreate new directory?Create new grids by evaluating new values on an existing volume grid topologyCreate new image from the content of the plane markerCreate new light linking collection used by the active emitterCreate new maskCreate new materials with unique names for each OBJ fileCreate new object-data users if neededCreate new plane track out of selected point tracksCreate object instance from object-dataCreate offset edge loop from the current selectionCreate one object per line in the textCreate one particle system that contains all three secondary particle typesCreate or extend a 'i18n_info.txt' Text datablockCreate parting in the children based on parent strandsCreate peaks and valleys with different roughness valuesCreate plates for use as a color reference for keying nodesCreate points from the curve's evaluated points, based on the resolution attribute for NURBS and Bézier splinesCreate predefined Grease Pencil stroke arcsCreate predefined Grease Pencil stroke boxesCreate predefined Grease Pencil stroke circlesCreate predefined Grease Pencil stroke curve shapesCreate predefined Grease Pencil stroke linesCreate predefined Grease Pencil stroke polylinesCreate proxy images in a custom directory (default is movie location)Create random clumps around the parentCreate rectangular mask suitable for use as a simple matteCreate rigid body constraints between selected rigid bodiesCreate rotation keys when fixing to the scene cameraCreate scale keys when fixing to the scene cameraCreate separate eyelid follow influence sliders for X and ZCreate separate geometries containing the elements from the same groupCreate sharp peaksCreate snapshot (Ghosts) of selected F-Curves as background aid for active Graph EditorCreate spray particle systemCreate springs for this number of frames since particles birth (0 is always)Create subdivision surface modifiers based on the USD SubdivisionScheme attributeCreate tail bonesCreate the corresponding modifier if it does not existCreate the grid in a hexagonal patternCreate the new shape key from the existing mix of keysCreate tracer particle systemCreate transformation orientation from selectionCreate turbulence with a noise fieldCreate vertex cloud using coordinates of reconstructed tracksCreate, reset or clear library override hierarchiesCreates WebP textures for every texture. For already WebP textures, nothing happensCreates a mask based on the active color attributeCreates a mask based on the boundaries of the surfaceCreates a mask based on the curvature of the surfaceCreates a new mask for the entire meshCreates a pose segment per face set, starting from the active face setCreates an attribute that maps each curve to its nearest guide via indexCreates the smoothest possible geometry patch from the face set minimizing changes in vertex positionsCreates the smoothest possible geometry patch from the face set minimizing changes in vertex tangentsCreates viscosity for expanding fluidCreating a new Slot is not possible on a linked ActionCreativeCreditsCritical blend-file corruption: Conflicts and/or otherwise invalid data-blocks names (see console for details)Critical data corruption: Conflicts and/or otherwise invalid data-blocks names (see console for details)CropCrop Maximum XCrop Maximum YCrop Minimum XCrop Minimum YCrop the rendered frame to the defined render region sizeCrop to Render RegionCropping parameters for a sequence stripCrops image to a smaller region, either making the cropped area transparent or resizing the imageCross-EyedCrossfade StripCrossfade with color correctionCrypto 00CryptomatteCryptomatte (Legacy)Cryptomatte AccurateCryptomatte AssetCryptomatte LayerCryptomatte LevelsCryptomatte MaterialCryptomatte ObjectCtrlCtrlLCtrlRCubeCube Grid TopologyCube SizeCubemap SizeCubicCubic B-SplineCubic B-Spline filter (blurry but no ringing) on 4×4 samplesCubic CentimetersCubic ChainsCubic DecimetersCubic DekametersCubic FeetCubic FurlongsCubic HectometersCubic InchesCubic KilometersCubic MetersCubic MicrometersCubic MilesCubic MillimetersCubic MitchellCubic Mitchell filter on 4×4 samplesCubic ThouCubic YardsCubic easingCubic easing with overshoot and settleCubic interpolationCuboidCullCull DistanceCull objects which are further away from camera than this distanceCullingCumulative OffsetCurlCurl Hair CurvesCurl StartCurrentCurrent Cache SizeCurrent CharacterCurrent FileCurrent FrameCurrent Frame FinalCurrent Frame ValueCurrent Keying Set indexCurrent Keying Set index (negative for 'builtin' and positive for 'absolute')Current LineCurrent Line IndexCurrent SubframeCurrent TransformCurrent Transform OrientationCurrent Vulkan backend limitations:Current editor is not a node editor.Current editor is not an asset browserCurrent editor type for this areaCurrent frame not within strip framerangeCurrent frame number can be manually set to a negative valueCurrent frame number in image sequence or movieCurrent frame number in movie or image sequenceCurrent frame with subframe and time remapping appliedCurrent frame, to update animation data from Python frame_set() insteadCurrent line, and start line of selection if one existsCurrent mode of source object '%s' is not compatible with target liboverride object '%s'Current mode of source object '%s' is not compatible with target object '%s'Current node has no visible outputs.Current node tree does not contain any nodes.Current node tree is linked from another .blend file.Current node tree type not supported. Should be one of {:s}.Current perspective matrix (``window_matrix * view_matrix``)Current pose for armaturesCurrent render engine does not support bakingCurrent shape keyCurrent shape key indexCurrent stage of the import processCurrent stereo eye being displayedCurrent time of the simulationCurrent view matrixCurrent window matrixCurrent: Currently evaluating sceneCurrently evaluating view layerCurrently selected bindingCursorCursor (Offset)Cursor ColorCursor DistanceCursor LocationCursor Lock AdjustCursor PlaneCursor Surface ProjectCursor ValueCursor Value to SelectionCursor ViewCursor XCursor X-ValueCursor Y-ValueCursor location in normalized (0.0 to 1.0) coordinatesCursor location in normalized clip coordinatesCursor location in normalized preview coordinatesCursor location in screen coordinatesCursor must be over the surface meshCursor to SelectionCurvatureCurvature 3DCurvature MinCurvature RidgeCurvature Smooth IterationsCurvature ValleyCurvature-based shading, useful for making fine details more visibleCurveCurveBézierCircleCurveBézierCurveCurveConstantCurveCurveCurveCurvePathCurveCustomCurveCustom CurveCurveExtendCurveExtrapolatedCurveFalloffCurveFalloff Curve PresetCurveFalloff TypeCurveFeather FalloffCurveHorizontalCurveInverse SquareCurveLineCurveLinearCurveMaxCurveMedian StepCurveModeCurveNewCurveNo FalloffCurveNurbsCircleCurveNurbsCurveCurveNurbsPathCurveProfile ShapeCurveProportional Editing FalloffCurveProportional FalloffCurveRandomCurveRootCurveRoundCurveSharpCurveSharperCurveSmoothCurveSmootherCurveSphereCurveSurfCircleCurveSurfCurveCurveSurfCylinderCurveSurfPatchCurveSurfSphereCurveSurfTorusCurveSurfaceCurve '%s' does not contain spline givenCurve 2DCurve BendCurve CircleCurve DataCurve DeformCurve Edit ModeCurve Edit Mode OverlaysCurve FalloffCurve Frame RangeCurve Group IDCurve GuideCurve Handle PositionsCurve IDCurve In XCurve IndexCurve InfoCurve InstancesCurve JitterCurve LengthCurve Length nodeCurve LineCurve Map PointCurve MappingCurve ModifierCurve ObjectCurve OffsetsCurve Out XCurve Paint SettingsCurve Parameter FalloffCurve PointCurve Point CountCurve Profile WidgetCurve RadiusCurve RootCurve SculptCurve Sculpt OverlaysCurve SegmentCurve SensitivityCurve ShapeCurve Shrink/FattenCurve SliceCurve SplinesCurve StrengthCurve SubdivisionsCurve TangentCurve TiltCurve TipCurve Widget ColorsCurve component containing spline and control point dataCurve control pointCurve data-block storing curves, splines and NURBSCurve data-block used for storing surfacesCurve data-block used for storing textCurve data-blocksCurve defining clump taperingCurve defining roughnessCurve defining the shutter's openness over timeCurve defining twistCurve deformation modifierCurve deforming text objectCurve fitting methodCurve from Mesh or Text objectsCurve geometry defining the curve pathCurve guide effector weightCurve in a curve mappingCurve interpolation at this point: Bézier or vectorCurve mapping to map color, vector and scalar values to other values using a user defined curveCurve object name that defines the taper (width)Curve object to deform withCurve object to fit array length toCurve of PointCurve or Surface subdivisions per segmentCurve sizes must be greater than zeroCurve that controls this relationshipCurve to MeshCurve to PointsCurve to TubeCurve to compute the length ofCurve to convert to a mesh using the given profileCurve typeCurve used for modulating effectCurve used for the curve mappingCurve used for the jitter effectCurve used for the sensitivityCurve used for the strengthCurve used to map pressure to brush jitterCurve used to map pressure to brush sizeCurve used to map pressure to brush strengthCurve width size not supported for USD interpolationCurve(s)Curve(s) have no active pointCurve: {} points, {} splinesCurveMapping does not own CurveMapCurveProfile table not initialized, call initialize()CurvedCurvesCurvesAddCurvesBrush TypeCurvesCombCurvesCurves Shape TypeCurvesCylinderCurvesDeleteCurvesDensityCurvesGrow / ShrinkCurvesNewCurvesPaint SelectionCurvesPinchCurvesPuffCurvesSlideCurvesSmoothCurvesSnake HookCurvesStrandCurvesStripCurves Edit ModeCurves Edit Mode OverlaysCurves Grow/Shrink ScalingCurves InfoCurves Object does not support this set origin operationCurves SculptCurves Sculpt Add Curve OptionsCurves Sculpt Brush SettingsCurves Sculpt Cage OpacityCurves Sculpt PaintCurves Sculpt Parameter FalloffCurves Sculpt SettingsCurves are not attached to any UV mapCurves as MeshCurves as NURBSCurves do not have attachment information that can be used for deformationCurves do not have surface attachment informationCurves from evaluated curve dataCurves must have a mesh surface object setCurves not attached to a surfaceCurves only support a single material; selection input cannot be a fieldCurves shape typeCurves that are swept along the main curveCurves to Grease PencilCurves to change the cyclic state ofCurves to change the handles onCurves to change the normals onCurves to change the resolution ofCurves to change the type ofCurves to convert to pointsCurves to deformCurves to fill. All curves are treated as cyclic and projected to the XY planeCurves to generate rounded corners onCurves to resampleCurves to sample positions onCurves to set handles of control points onCurves to set the radius onCurves to set tilt onCurves to shortenCurves to subdivideCurves to switch the start and end ofCurvilinear 2D length for chain splittingCurving of the noodleCustomCustom ({:.4g} fps)Custom AttenuationCustom BytecodeCustom Bytecode HashCustom CameraCustom Camera shader compilation failed, see console for errorsCustom Cavity CurveCustom ColorCustom Color PresetsCustom Color SetCustom ColorsCustom Compositor Group Node for Python nodesCustom CurveCustom DirectoryCustom DistanceCustom File PathCustom Geometry Group Node for Python nodesCustom GradientCustom GroupCustom IK PivotCustom IconCustom ImageCustom LabelCustom LocationCustom NormalCustom NormalsCustom Normals OnlyCustom ObjectCustom OcclusionCustom Onion Skin ColorsCustom OverlaysCustom ParallaxCustom PathCustom Pivot ControlCustom PoseCustom Profile PathCustom PropertiesCustom ProxyCustom QualityCustom RangeCustom RegionCustom ShaderCustom Shader Group Node for Python nodesCustom ShapeCustom Shape RotationCustom Shape ScaleCustom Shape TransformCustom Shape TranslationCustom Simulation Frame RangeCustom Simulation RangeCustom SpaceCustom ViewCustom VolumeCustom Widget orientCustom animation player executable pathCustom color for motion path after the current frameCustom color for motion path before the current frameCustom color of the node bodyCustom color set to useCustom curve to apply effectCustom curve to control 'sequence' interpolation between Grease Pencil framesCustom curve to control falloff of brush effect by Grease Pencil framesCustom curve to control primitive thicknessCustom data layer name for the indexCustom data layer name for the randomized valueCustom defined regionCustom dynamic defined UI label for the socket. Can be translated if translation is enabled in the preferencesCustom fade valueCustom falloff curveCustom filterCustom interpolation defined using a curve mapCustom mapping curveCustom nodesCustom normals tools using Normal Vector of UICustom propertiesCustom reference point for guidesCustom shader sourceCustom size for downscaling exported texturesCustom tags (name tokens) for the asset, used for filtering and general asset managementCustom text to appear in the stamp noteCustom value for meters per unit in the USD StageCutCut EdgesCut Particles to ShapeCut ThroughCut ToCut an intersection into facesCut face edges for nicer shrapnelCut geometry along a plane (click-drag to define plane)Cut hair to conform to the set shape objectCut hairsCut into geometry keeping each side separate (Selected/Unselected only)Cut into selected items at an angle to create bevel or chamferCut mesh loop and slide itCut new topologyCut selected text to clipboardCut solid geometry from selected to unselectedCut text to clipboardCut through all faces, not just visible onesCut, subtract, or join multiple SDF volume grid inputsCut, subtract, or join multiple mesh inputsCutoffCutoff DistanceCutoff frequency of a high-pass filter that is applied to the audio dataCutoff frequency of a low-pass filter that is applied to the audio dataCutsCuts the mesh across the mirror planeCuts: %s, Smoothness: %sCycleCycle Handle TypeCycle LengthCycle backwardsCycle between all four handle typesCycle in ReverseCycle the animated time within the action start and endCycle the frames in the sequenceCycle the images in the movieCycle through all non-void render slotsCycle through available screensCycle through historyCycle through inner miter kindsCycle through intersection methodsCycle through offset modesCycle through outer miter kindsCycle through the editor context by activating the next/previous oneCycle through the rainbow, trying to give each curve a unique colorCycle through tools in this groupCycle through workspacesCycle-Aware KeyingCyclesCycles Curves Rendering SettingsCycles Custom Camera SettingsCycles DebugCycles F-ModifierCycles Light SettingsCycles Material SettingsCycles Mesh SettingsCycles Object SettingsCycles Render DevicesCycles Render EngineCycles Render SettingsCycles SettingsCycles ViewLayer SettingsCycles Visibility SettingsCycles World SettingsCycles built without Embree supportCycles curves rendering settingsCycles is disabled in this buildCycles light settingsCycles material settingsCycles mesh settingsCycles object settingsCycles render settingsCycles renderer integrationCycles visibility settingsCycles world settingsCyclicCyclic AnimationCyclic OffsetCyclic Strip TimeCyclic UCyclic VCyclic extend/repeat keyframe sequenceCyclic wave effectCycling mode to use after last keyframeCycling mode to use before first keyframeCylinderCylinder RadiusCzech - ČeštinaDEPRECATED: Add original rotation into copied rotationDJVDLSDNxHDDOWNDPXDPX (.dpx)DVDVCPRO HD 1080pDVCPRO HD 720pDVD (note: this changes render resolution)DWAA (lossy)DWAB (lossy)DampDamp FactorDamp reflected waves going in opposite direction to the windDamped Least Square with Numerical FilteringDamped TrackDamped Track ConstraintDampeningDampingDamping EpsilonDamping FactorDamping MaxDamping TimeDamping TranslationDamping XDamping X AngleDamping YDamping Y AngleDamping ZDamping Z AngleDamping of the harmonic forceDamping on the X axisDamping on the X rotational axisDamping on the Y axisDamping on the Y rotational axisDamping on the Z axisDamping on the Z rotational axisDangling reroute nodes are ignored.Danish - DanskDarkenDarken ModeDarkens edges.DarkerDarkness of shadowsDashDash 1Dash 2Dash 3Dash LengthDash Modifier SegmentDash RatioDashed LineDashed Lines OpacityDataData APIData DepthData LayerData OperationData PathData PreviewsData SetData Source:Data TargetData TransferData Transfer ModifierData TypeData corruption: data-block '%s' is using another local data-block ('%s') as library override reference, removing all override dataData corruption: data-block '%s' is using itself as library override reference, removing all override dataData corruption: data-block `%s` has a Library Override property with no RNA pathData path not setData point for freehand stroke curveData source used for backgroundData that is going to be modified in the expand operationData to read from the cacheData typeData type for topology gridData type of the AOVData type of the propertyData type of the socketData type of voxel valuesData used to identify a spreadsheet columnData used to identify a spreadsheet tableData used to identify the corresponding data from the data sourceData used to identify the tableData values without special behaviorData-BlockData-Block NameData-Block ReferencesData-Block TypeData-BlocksData-block '%s' had an invalid embedded node group, which has not been readData-block '%s' is not a library override, or not part of a library override hierarchyData-block '%s' is not an asset anymoreData-block '%s' is now an assetData-block does not support asset operations - must be a Brush, Collection, Node Group, Object, Pose Action, Scene, or WorldData-block does not support previewsData-block from which the edited data-block is linkedData-block is not marked as assetData-block renamed to '%s', try again to force renaming it to '%s'Data-block type does not support automatic previewsData-block type does not support fake userData-block type to showData-block used for annotations in the 3D viewData-block using these shape keysData-block using this packed file is not editableData-block whose nodes are being editedData-blocks in this library are editable despite being linked. Used by brush assets and their dependencies.Data-blocks not in global Main data-base cannot be renamedDataTransferDateDate ModifiedDate: {:s} {:s}DaysDeactivate geometry nodes viewer when clicking in empty spaceDeactivate grid voxels outside minimum and maximum coordinates, setting them to the background value.Deactivate rigid body at the start of the simulationDeactivate selected viewer node in geometry nodesDeactivationDeadDeadzoneDeathDebugDebug Icon BackgroundDebug Icon ForegroundDebug Sample CountDebug ValueDebugging options, only when started with '-d'Decal OffsetDecent all-around strategy. A bone with one child has its tip placed on the local axis closest to its childDecimalsDecimateDecimate F-Curves by removing keyframes that influence the curve shape the leastDecimate F-Curves by specifying how much they can deviate from the original curveDecimate ModifierDecimate: Skipping non linear/Bézier keyframes!Decimation modifierDeclaration of a node panelDeclaration of a node socketDeclaration of sockets and ui panels of a node groupDecompose into a swing rotation to aim the X axis, followed by twist around itDecompose into a swing rotation to aim the Y axis, followed by twist around itDecompose into a swing rotation to aim the Z axis, followed by twist around itDecompose into its cylindrical components.Decompose into its spherical components.Deconstruct the mesh instead of building itDecrease ContrastDecrease jump heightDecrease segmentsDefaultDefault AttributeDefault ClosedDefault ColorDefault Color AttributeDefault ColorsDefault Eraser BrushDefault FadeDefault Frame: {:.02f} (Should be a whole number!)Default Frame: {:.0f}Default Goal (vertex target position) valueDefault Goal (vertex target position) value, when no Vertex Group usedDefault Group Node WidthDefault HandlesDefault Import MethodDefault InputDefault InterpolationDefault Key ChannelsDefault Key ConfigurationDefault LayoutDefault MaximumDefault MinimumDefault Preview SizeDefault Smoothing ModeDefault ToDefault ValueDefault WeightDefault Weight ADefault Weight BDefault action for the right mouse buttonDefault builtin key configurationDefault color for textures that don't return RGB or when RGB to intensity is enabledDefault color of the solid shapes of bonesDefault color tag for new nodes and node groupsDefault distance from image boundary at which marker stops trackingDefault eraser brush for quickly alternating with the main brushDefault fill colorDefault header position for new space-typesDefault location where rendered images will be displayed inDefault location where the File Editor will be displayed inDefault location where the Preferences will be displayed inDefault minimum value of correlation between matched pattern and reference that is still treated as successful trackingDefault motion model to use for trackingDefault order of the sort keyDefault paths for external filesDefault patterned fillDefault relative path option for the file selector, when no path is defined yetDefault setting for the Eyelids Follow sliders (X and Z)Default size of the asset preview thumbnails in pixelsDefault to Advanced Numeric InputDefault tools for particle modeDefault value outside of grid voxelsDefault volume rendering uses null scattering, which is unbiased and has less artifacts, but could be noisier. Biased option uses ray marching, with controls for steps size and max stepsDefault weight a vertex will have if it is not in the first A vgroupDefault weight a vertex will have if it is not in the second B vgroupDefault weight a vertex will have if it is not in the vgroupDefaultsDefine BaseDefine DepthDefine SignatureDefine a custom range of frames to use in modifierDefine a line with a start point, direction and lengthDefine and edit drivers that link properties to custom functions or other dataDefine arc by 3 points on circle. Arc is calculated between start and end pointsDefine forces for vertices to stick to animated positionDefine how the velocity vectors are interpreted with regard to time, 'frame' means the delta time is 1 frame, 'second' means the delta time is 1 / FPSDefine radius with a floatDefine the melanin concentrations below to get the most realistic-looking hair (you can get the concentrations for different types of hair online)Define the radius and location with three pointsDefine the radius with a floatDefine the start and end points of the lineDefine the stroke curve with a Bézier curve (dabs are separated according to spacing)Define the transform locally or with an object's transformDefine where along the spline the curve geometry ends (0 for the beginning, 1 for the end)Define where along the spline the curve geometry starts (0 for the beginning, 1 for the end)Define where the location and rotation for the VR view come from, to which translation and rotation deltas from the VR headset will be applied toDefine which subset of groups shall be usedDefined Primitives OnlyDefines callback functions to extend USD IODefines how align Dots and Boxes with drawing path and object rotationDefines how much of the stroke is fading in/outDefines how much of the stroke is visibleDefines how the operator will behave on the selection in the active layerDefines how the strokes are ordered in 3D space (for objects not displayed 'In Front')Defines how vertex color affect to the strokesDefines if the keys should be aligned on an ease-in or ease-out curveDefines if the solver is allowed to reiterate (converge until precision is met) on none, first or all framesDefines size of derivative offset used for calculating gradient and curlDefines the UI to overwrite. If unset, a new one will be created and named based on the name of the rigDefines the channel used for despill limiting. Balances between the two non primary color channels that the primary channel compares against. 0 means the latter channel of the two is used, while 1 means the former of the two is usedDefines the dimension of the image that the relative value is in reference toDefines the lens projection as polynomial to allow real world camera lenses to be mimickedDefines the specific format of the arguments with which the text editor opens files. The supported expansions are as follows: $filepath The absolute path of the file. $line The line to open at (Optional). $column The column to open from the beginning of the line (Optional). $line0 & column0 start at zero. Example: -f $filepath -l $line -c $columnDefines what portion of the stroke is used for the calculation of the extensionDefines whether the foreground is in straight alpha form, which is necessary to know for proper alpha compositing. Images in the compositor are in premultiplied alpha form by default, so this should be false in most cases. But if, and only if, the foreground was converted to straight alpha form for some reason, this should be set to trueDefines which collection to place widget objects in. If unset, a new one will be created based on the name of the rigDefines which keys to use as slope and how much to blend towards themDefines which rig to overwrite. If unset, a new one will be created with name based on the Rig Name option or the name of the metarigDefinitionDefinition of a choice in an RNA enum propertyDefinition of audio channelsDeflateDeflect EmitterDeflect fluids and influence the fluid flowDeflectionDeflectorsDefocusDeformDeform AxisDeform BoneDeform Curves on SurfaceDeform ModeDeform Pose BonesDeform around local axisDeform based a series of anchor pointsDeform in the X axisDeform in the Y axisDeform in the Z axisDeform rotation interpolation with quaternionsDeform specific points using another objectDeform stroke points using armature objectDeform stroke points using objectsDeform strokes using a lattice objectDeform the mesh or curve using an external mesh cache in Alembic formatDeform the mesh using an external frame-by-frame vertex transform cacheDeform the shape by twisting, bending, tapering or stretchingDeform the shape using an armature objectDeform the stroke to best match the envelope shapeDeform using a different mesh, which acts as a deformation cageDeform using the shape of a lattice objectDeform volume based on noise or other vector fieldsDeformGroup '%s' not in object '%s'DeformationDeformation BridgeDeformation TargetDeformation type that is used in the brushDeformations (shape keys, deform modifiers)Deformed LocationDeformingDeforms existing hair curves into braids using guide curvesDeforms existing hair curves into curls using guide curvesDeforms hair curves using a noise textureDeforms hair curves using a random vector per point to frizz themDegreesDeinterlaceDeinterlace all selected movie sourcesDeinterlace movie file on loadDelDelaunayDelayDelay Viewport UpdatesDelay in seconds before maximum speed is reachedDeleteDelete 4 spaces from line beginningDelete BakeDelete Brush AssetDelete CatalogDelete DataDelete Empty FramesDelete GeometryDelete GloballyDelete Grease Pencil Frame(s)Delete HigherDelete ModifierDelete MutedDelete PointDelete Pose AssetDelete Reference ObjectDelete SegmentsDelete SelectionDelete Studio LightDelete TrackDelete UnusedDelete Unused NodesDelete a full particle or only keysDelete a keyframe from selected tracks at current frameDelete active frames for all layersDelete active keyframes of all layersDelete active sceneDelete active screenDelete active text file?Delete allDelete all asset metadata and turn the asset data-block back into a normal data-blockDelete all asset metadata and turn the selected asset data-blocks back into normal data-blocksDelete all asset metadata, turning the selected asset data-blocks back into normal data-blocks, and set Fake User to ensure the data-blocks will still be savedDelete all baked caches of all objects in the current sceneDelete all empty animation data containers from visible data-blocksDelete all frames that have no nodes inside themDelete all invalid bookmarksDelete all keys that were generated by the 'Fix to Scene Camera' operatorDelete all light probes' baked lighting dataDelete all nodes with unused outputsDelete all selected animation channelsDelete all selected strokes or pointsDelete all visible drivers considered invalidDelete all workspaces except this oneDelete alternating vertices in the stroke, except extremesDelete an attribute with a specified name from a geometry. Typically used to optimize performanceDelete an edge loop by merging the faces on each sideDelete an existing pointDelete baked data of a single bake node or simulationDelete cache on all selected objectsDelete cached indirect lightingDelete cached/baked simulations in geometry nodes modifiersDelete child objects and collectionsDelete current boid ruleDelete current boid stateDelete current cacheDelete current keyframe of current UI-active propertyDelete curve knotsDelete drivers assigned to selected itemsDelete drivers for all elements of the arrayDelete empty image object once mesh plane is createdDelete envelope control pointDelete fluid from simulationDelete fluid inside obstaclesDelete in ObstacleDelete keyframes from all elements of the arrayDelete keyframes from selected objects?Delete keyframes from selected strips?Delete keyframes on the current frame for all properties in the specified Keying SetDelete loose vertices, edges or facesDelete marker for current frame from selected tracksDelete marker for current frame from selected tracks?Delete movie clip proxy files from the hard driveDelete one of each pair to resolve:Delete only fills and not strokesDelete only strokes and not fillsDelete physics bakeDelete pointsDelete secondary particles that are inside obstacles or left the domainDelete selected NLA-Tracks and the strips they containDelete selected bones?Delete selected bookmarkDelete selected collection hierarchiesDelete selected control points and splines?Delete selected control points or segmentsDelete selected control points or splinesDelete selected control points, correcting surrounding handlesDelete selected elements that are not used by the hullDelete selected faces that are used by the hullDelete selected files?Delete selected keyframes?Delete selected list itemDelete selected markers?Delete selected metaball element(s)Delete selected metaball elements?Delete selected objectsDelete selected objects and collectionsDelete selected objects?Delete selected particles or keysDelete selected points without splitting strokesDelete selected reportsDelete selected retiming keys from the sequencerDelete selected stripsDelete selected strips from the sequencerDelete selected strokes or pointsDelete selected time marker(s)Delete selected tracksDelete selected tracks?Delete selected vertices, edges or facesDelete stroke points in between intersecting strokesDelete target variableDelete text at cursor positionDelete text by cursor positionDelete the ID under cursorDelete the active Grease Pencil frame(s)Delete the active brush assetDelete the active frame for the active Annotation LayerDelete the active or all vertex groups from the active objectDelete the active positionDelete the active workspaceDelete the add-on from the file systemDelete the selected Pose AssetDelete the selected VR landmark from the listDelete the selected local override and relink its usages to the linked data-block if possible, else reset it and mark it as non editableDelete the selected local overrides (including their hierarchies of override dependencies) and relink their usages to the linked data-blocksDelete the selected local overrides and relink their usages to the linked data-blocks if possible, else reset them and mark them as non editableDelete this library and all its itemsDelete this weight from the vertex (disabled if vertex group is locked)Delete track corresponding to the selected curveDelete track corresponding to the selected curve?Delete transformation orientationDelete unclean segments of tracksDelete unclean tracksDelete with ReconnectDeleted %d data-block(s)Deleted %u driversDeleted %u object(s)Deleted 1 nodeDeleted {} nodesDeletes current frame in the active layerDeletes the displacement of the Multires ModifierDeletes the faces that are assigned to the face setDeletes the higher resolution mesh, potential loss of detailDelimitDelimit by UV coordinatesDelimit by edge seamsDelimit by face directionsDelimit by face materialDelimit by sharp edgesDelimit dissolve operationDelimit edge loop selectionDelimit edge loop selection at seamsDelimit edge loop selection at sharp edgesDelimit edge ring selectionDelimit edge ring selection at material boundariesDelimit edge ring selection at seamsDelimit edge ring selection at sharp edgesDelimit face loop selectionDelimit face loop selection at material boundariesDelimit face loop selection at seamsDelimit face loop selection at sharp edgesDelimit selected regionDelimiterDelimiter must be a single characterDelimiter must not be \n, \r, " or \Deliver Ambient Occlusion passDeliver Grease Pencil render result in a separate passDeliver alpha blended surfaces in a separate passDeliver bloom pass (deprecated)Deliver depth values passDeliver diffuse color passDeliver diffuse direct passDeliver diffuse indirect passDeliver direct volumetric scattering passDeliver emission passDeliver environment lighting passDeliver full combined RGBA bufferDeliver glossy color passDeliver glossy direct passDeliver glossy indirect passDeliver indirect volumetric scattering passDeliver material index passDeliver mist factor pass (0.0 to 1.0)Deliver normal passDeliver object index passDeliver position passDeliver shadow passDeliver speed vector passDeliver subsurface color passDeliver subsurface direct passDeliver subsurface indirect passDeliver texture UV passDeliver transmission color passDeliver transmission direct passDeliver transmission indirect passDeliver volume direct light passDeltaDelta LocationDelta RotationDelta Rotation (Euler)Delta Rotation (Quaternion)Delta ScaleDelta TimeDelta TransformDelta XDelta YDelta offset of clone image in 0.0 to 1.0 coordinatesDeltaX: %sDemoDenimDenoiseDenoise NodesDenoise Preview on GPUDenoise color and guiding passes together. Improves quality when guiding passes are noisy using least amount of extra processing timeDenoise image and guiding passes together. Improves quality when guiding passes are noisy using least amount of extra processing time.Denoise image using temporal reprojection (can leave some ghosting)Denoise on GPUDenoise rendered animation sequence using current scene and view layer settings. Requires denoising data passes and output to OpenEXR multilayer filesDenoise renders from Cycles and other ray tracing renderersDenoise the image after each preview update with the selected denoiserDenoise the image in the 3D viewportDenoise the image with the selected denoiser. For denoising the image after renderingDenoise the rendered imageDenoiserDenoisingDenoising AlbedoDenoising DataDenoising DeviceDenoising Input PassesDenoising NormalDenoising PrefilterDenoising QualityDenoising completedDenotes if the object is generated by another objectDensityDensity (kg/l) of the fluid contained inside the object, used to create a hydrostatic pressure gradient simulating the weight of the internal fluid, or buoyancy from the surrounding fluid if negativeDensity Add AttemptsDensity AttributeDensity FactorDensity GridDensity MaskDensity MaxDensity MethodDensity StrengthDensity TargetDensity is calculated as a factor of default density (depends on particle size)Density of air molecules. 0 means no air, 1 means urban city airDensity of dust, pollution and water droplets. 0 means no aerosols, 1 means urban city aerosolsDensity of ozone layer. 0 means no ozone, 1 means urban city ozoneDensity of the new volumeDensity value (kg/m^3), allows custom value if the 'Custom' preset is usedDependencies in the scene dataDependency GraphDependency Graph Object InstanceDependency Graph UpdateDependency LoopDependency graph update requested during evaluationDeprecatedDeprecated NoteDeprecated Removal VersionDeprecated VersionDeprecated operator, use screen.keyframe_jump insteadDeprecated, tiling is always enabledDeprecated, use 'uv', 'vertex_select', 'edge_select' or 'pin' properties insteadDeprecated, use use_data_display insteadDeprecated. Use Cryptomatte Node insteadDepthDepth 3DDepth ADepth BDepth CombineDepth Combine NodeDepth ObjectDepth Of FieldDepth OffsetDepth OrderDepth bias used for selectionDepth of FieldDepth of Field settingsDepth of the cloud calculationDepth of the noiseDepth of the solid ground below the water surfaceDepth offset of the rollDepth too largeDerive a numeric value from a given string representationDerive texture coordinates from another meshDescriptionDescription of an overridden propertyDescription of an override operation over an overridden propertyDescription of the item's purposeDescription of the node treeDescription of the property for tooltipsDescription:DeselectDeselect EndsDeselect Faces connected to existing selectionDeselect JoinedDeselect On NothingDeselect UV vertices at the boundary of each selection regionDeselect Vertices connected to existing selectionDeselect all charactersDeselect all elementsDeselect all selected vertices assigned to the active vertex groupDeselect all when nothing under the cursorDeselect bones of active Bone CollectionDeselect boundary selected keys of each particleDeselect by active material slotDeselect control points at the boundary of each selection regionDeselect every Nth element starting from the active vertex, edge or faceDeselect every Nth point starting from the active oneDeselect keyframes on ends of selection islandsDeselect linked UV vertices rather than selecting themDeselect linked control points rather than selecting themDeselect linked keys rather than selecting themDeselect objects at the boundaries of parent/child relationshipsDeselect objects in collectionDeselect previously selected strips after add operation completesDeselect rather than select itemsDeselect spline points at the boundary of each selection regionDeselect those bones at the boundary of each selection regionDeselect those bones that are used in this poseDeselect vertices at the boundary of each selection regionDeselect vertices, edges or faces at the boundary of each selection regionDeselectedDeselected bones from %sDesired number of voxels along one axisDesired voxel side lengthDesktopDespeckleDespillDespill StrengthDestination Indicator WidthDestination Layers MatchingDestination frameDetachDetach LinksDetach NodesDetach OutputsDetach and redirect existing linksDetach nodes, move and attach to frameDetach outputs of selected node leaving inputs linkedDetach selected nodes from parentsDetailDetail ModeDetail PercentageDetail Refine MethodDetail RoughnessDetail ScaleDetail SizeDetail Type MethodDetailingDetect CornersDetect Cyclic CurvesDetect Image SequencesDetect SequencesDetect UDIMsDetect corners and use non-aligned handlesDetect image slots from the materialDetect selected UDIM files and load all matching tilesDetected duration of movie clip in framesDetected frame rate of the movie clip in frames per secondDeterminantDeterminatorDetermine how quickly the smoke dissolves (lower value makes smoke disappear faster)Determine how the asset will be importedDetermine how the asset will be imported, unless overridden by the Asset BrowserDetermine how the effective radius of the spline point is computed when a taper object is specifiedDetermine how the geometry end factor is mapped to a splineDetermine how the geometry start factor is mapped to a splineDetermine how to build the curve's bevel geometryDetermine how to use visibility for feature edge selectionDetermine the amount of render threads usedDetermine the lightness threshold above which strokes are generatedDetermine whether Noise returns grayscale or RGB valuesDetermine which other objects will occlude the imageDetermines how far apart fluid and obstacle are (higher values will result in fluid being further away from obstacles, smaller values will let fluid move towards the inside of obstacles)Determines how much fluid is allowed in an obstacle cell (higher values will tag a boundary cell as an obstacle easier and reduce the boundary smoothening effect)Determines how to choose which layers are mergedDetermines how to resolve ambiguities during decomposition of bitmaps into pathsDetermines if trace simple image or full sequenceDetermines properties like object visibility, modifiers etc., where they differ for Render and ViewportDetermines the brick offset of the various rowsDetermines the number of rays per pixel. Higher resolution uses more memory.Determines the order of points in each curveDetermines the visibility of some UI elements related to node groupsDetermines visibility of objects, modifier settings, and other areas where there are different settings for viewport and renderingDetermines whether the brush adds or removes curvesDetermines which inner part of the mesh will produce volumetric effectDetermines which particle systems are created from secondary particlesDeterministicDeterministically generate values for the modified F-CurveDeveloper ExtrasDeveloper ToolsDevelopmentDevelopment FundDeviceDevice to use for computation (rendering with Cycles)Device to use for renderingDevice up/down directly controls the Z position of the 3D viewportDiagnosticsDiagonalDiagonalsDial GizmoDiameterDiameter RootDiameter ScaleDiameter in pixels for object/light origin displayDiameter of brush in Blender unitsDiameter of new pointsDiameter of the HDRI reference spheresDiameter of the brushDiameter of the brush in pixelsDiameter of the gizmoDiameter of the water droplets, in micrometersDiamondDiamond SharpenDiamond with inner dotDicing CameraDicing RateDicing Rate RenderDid not find any assets on clipboardDid not write, no Multilayer ImageDid not write, unexpected error when saving stereo imageDie TimeDie on HitDiedDifferenceDifference KeyDifference ModeDifference between VGroup A's and VGroup B's weightsDifference between the pose and rest pose relative to the parent boneDifferent images are packed in the RGB and alpha channels, and they should not affect each other. Channel packing is commonly used by game engines to save memory.Different styles of aberrationsDifferent styles of displaying the color picker widgetDifferentialDiffuseDiffuse BSDFDiffuse BouncesDiffuse ColorDiffuse Color BlueDiffuse Color FactorDiffuse Color GreenDiffuse Color RedDiffuse DepthDiffuse DirectDiffuse FactorDiffuse IndirectDiffuse Product MISDiffuse RoughnessDiffuse VisibilityDiffuse and Glossy shaders with cartoon light effectsDiffuse color of the materialDiffuse reflection multiplierDiffusionDilate SizeDilate or erode the active regions of a grid. This changes which voxels are active but does not change their values.Dilate or erode the computed matte using a circular structuring element of the specified size. Negative sizes means erosion while positive means dilationDilate or erode the computed matte using an inverse distance operation evaluated at the given falloff of the specified size. Negative sizes means erosion while positive means dilationDilate/ContractDilate/ErodeDilation RadiusDilation ThresholdDimensionDimensionsDimensions ModeDimensions of mask stencil in viewportDimensions of stencil in viewportDimensions of the exported fileDimensions of the vector socketDimensions:DirectDirect ColoringDirect LightDirect Light SamplingDirect Light StrengthDirect Tip ControlDirect conversion of frame numbers to secondsDirect execution not supportedDirect light contributions are only sampled using forward path tracingDirect light contributions are only sampled using next-event estimationDirect linked library data-block, click to make local, Shift + Click to create a library overrideDirectXDirectionDirection (Y Axis)Direction from previous neighboring point on segmentDirection from root to tip of each curveDirection from where the sun is shiningDirection in which to scale the elementDirection is defined in global coordinatesDirection is defined in local coordinatesDirection of View OrbitDirection of View PanDirection of linesDirection of the aberration effectDirection of the fillDirection of the light for shadows and highlightsDirection of the root segment of a curveDirection of the sphere or cylinderDirection of the stroke at which brush gives maximal thickness (0° for horizontal)Direction of the tip segment of a curveDirection of the waveDirection that the light is shiningDirection the line is going in. The length of this vector does not matterDirection to cycle throughDirection to make surface cyclic inDirection to move the active Bone Collection towardsDirection to move the active Selection Set: UP (default) or DOWNDirection to move the active bookmark towardsDirection to move the active exporterDirection to move the active layerDirection to move the active layer towardsDirection to move the active line set towardsDirection to move the active material towardsDirection to move the active vertex group towardsDirection to move the chosen modifier towardsDirection to move the chosen style module towardsDirection to offset nodes on insertionDirection to select in the hierarchyDirectionalDirectional BlurDirectional Quad TreeDirectional Sampling TypeDirectional area LightDirectional area light sourceDirectional cone LightDirectional cone light sourceDirectional vector pointing central between next and previous edge of a face cornerDirectionality of the scattering. Zero is isotropic, negative is backward, positive is forwardDirectionality of volume scattering within the subsurface medium. Zero scatters uniformly in all directions, with higher values scattering more strongly forward. For example, skin has been measured to have an anisotropy of 0.8Directly output image as produced by OpenColorIO. This is not correct in general, but may be used when the system configuration and actual display device is known to match the chosen displayDirectly set the absorption coefficient "sigma_a" (this is not the most intuitive way to color hair)DirectoryDirectory PathDirectory displayed in the file browserDirectory of the fileDirectory that contains fluid cache filesDirectory to save the texturesDirectory/name to save animations, # characters define the position and padding of frame numbersDirt AngleDirt OnlyDirtyDisableDisable 'solo' on any of the NLA Tracks after exiting tweak mode to get things back to normalDisable Bone OptionsDisable Bone ShapeDisable CollisionsDisable F-Curve evaluationDisable MetalRT (uses BVH2 layout for intersection queries)Disable NLA Strip evaluationDisable NLA Track evaluationDisable QuantizationDisable SelectionDisable Studio Light EditDisable Viewport for Other ObjectsDisable action to executeDisable add-on for workspaceDisable and uninstall the extensionDisable auto-pack, keep all packed filesDisable collisions between constrained rigid bodiesDisable editing of boundary edgesDisable in Planar Light ProbesDisable in RendersDisable in Spherical Light ProbesDisable in Surface PickingDisable in ViewportsDisable in Volume ProbesDisable kernel optimization. Slowest rendering, no extra background CPU usageDisable library overrides automatic resync detection and process on file load (can be useful to help fixing broken files). Also see the "--disable-liboverride-auto-resync" command line optionDisable or enable the render viewDisable quantization; produces much larger glTF files with no extensionsDisable selected markersDisable selection in viewportDisable selection in viewport • Ctrl to isolate collection • Shift to set inside collections and objectsDisable selection in viewport • Shift to set childrenDisable specified setting on all selected animation channelsDisable stencil and overlap self intersections with alpha materialsDisable strip so that it does not contribute any outputDisable surface influence during selection, snapping and depth-picking operators. Usually used to avoid semi-transparent objects to affect scene navigationDisable the asset indexer, to force every asset library refresh to completely reread assets from diskDisable the default asset dragging on drag events. Useful for implementing custom dragging via custom key-map items.Disable the selection modeDisable viewport display in the view layersDisable when using an image as input instead of actual z-buffer (auto enabled if node not image based, eg. time node)Disable/enable selected markersDisabledDisabled MarkerDisabled TracksDisabled on startup, overriding the preference.Disabled, Blender was compiled without BulletDisabled, Blender was compiled without OBJ I/ODisabled, Blender was compiled without OpenSubdivDisabled, Blender was compiled without OpenVDBDisabled, Blender was compiled without PLY I/ODisabled, Blender was compiled without STL I/ODisabled, OpenVDB version is too oldDisabled, built without OpenColorIODisabled, built without OpenSubdivDisabled. Built without OpenImageDenoiseDisabled. Platform not supportedDisabled: {}Disables audio output, for video-only rendersDisables video output, for audio-only rendersDisabling themes is not yet supportedDisallow changes to the X axis of verticesDisallow changes to the Y axis of verticesDisallow changes to the Z axis of verticesDisallow movement around the X axisDisallow movement around the Y axisDisallow movement around the Z axisDiscardDiscard points based on a mask texture after distributionDisconnectDisconnect BoneDisconnect all hair systems from the emitter meshDisconnect hair from the emitter meshDisconnect nodes connected to the inputDisconnect vertices or edges from connected geometryDisjoint OverDiskDisk CacheDispersionDisplaceDisplace FactorDisplace GeometryDisplace Hair CurvesDisplace ModifierDisplace TypeDisplace VectorDisplace along normalsDisplace existing geometry according to simulationDisplace geometry by an offset iterativelyDisplace geometry of alpha meshesDisplace pixel position using an offset vectorDisplace the surface along an arbitrary directionDisplace the surface along the surface normalDisplace the vertices away from the plane.Displaced BaseDisplacementDisplacement MethodDisplacement OnlyDisplacement SpaceDisplacement and BumpDisplacement directionDisplacement is in object space, affected by object scaleDisplacement is in world space, not affected by object scaleDisplacement modifierDisplacement offset vectorDisplacement that is applied from the beginning of the strokeDisplacement that is applied from the end of the strokeDisplacement that is applied to the X coordinates of stroke verticesDisplacement that is applied to the Y coordinates of stroke verticesDisplacement that is applied to the main direction line along its normalDisplaces hair curves by a vector based on various optionsDisplayDisplay 2D cursorDisplay 3D Cursor OverlayDisplay 3D curve normals in Edit ModeDisplay All EdgesDisplay AmountDisplay ArmatureDisplay AsDisplay AspectDisplay Aspect for this clip, does not affect renderingDisplay Aspect for this image, does not affect renderingDisplay AxesDisplay BackgroundDisplay Background ImagesDisplay Bevel WeightsDisplay Bone ColorsDisplay BoundsDisplay Bounds TypeDisplay Cache FilesDisplay CameraDisplay ChannelDisplay ChannelsDisplay ColorDisplay CreasesDisplay CursorDisplay CurveDisplay Custom Bone ShapesDisplay Custom NormalsDisplay DataDisplay Data (Deprecated)Display Data SizeDisplay EmulationDisplay Face CenterDisplay FacesDisplay File SelectorDisplay FilterDisplay FramesDisplay Freestyle Edge MarksDisplay Freestyle Face MarksDisplay Freestyle edge marks, used with the Freestyle rendererDisplay Freestyle face marks, used with the Freestyle rendererDisplay GraphicsDisplay Grease PencilDisplay GridDisplay Grid FloorDisplay HairDisplay HandlesDisplay HiddenDisplay InstancerDisplay LatticesDisplay LightDisplay Light ProbeDisplay Line StyleDisplay MaterialDisplay MeshesDisplay MetaballDisplay ModeDisplay Modified EdgesDisplay Modifier DataDisplay Movie ClipsDisplay NameDisplay NamesDisplay NodeDisplay NormalsDisplay Object InfoDisplay Only Axis AlignedDisplay P3Display ParticleDisplay ParticlesDisplay Paths of poses within a fixed number of frames around the current frameDisplay Paths of poses within specified rangeDisplay Playback Frame Rate (FPS)Display Point CloudDisplay PurposeDisplay RGBDisplay RepeatedDisplay SceneDisplay SeamsDisplay SettingsDisplay Shader EffectsDisplay Shape KeysDisplay SharpDisplay SizeDisplay Size XDisplay SpeakerDisplay StretchDisplay SummaryDisplay TextureDisplay Texture SpaceDisplay ThinDisplay TransformsDisplay TransparentDisplay TypeDisplay UV coordinates in pixels rather than from 0.0 to 1.0Display UV unwrapping seamsDisplay UVsDisplay Vertex NormalsDisplay View NameDisplay VolumeDisplay WaveformDisplay WireDisplay WorldDisplay X AxisDisplay Y AxisDisplay Z AxisDisplay Z-buffer associated with image (mapped from camera clip start to end)Display a different set of collections in this viewportDisplay a face selection overlayDisplay a grid over Grease Pencil paperDisplay a line from the Camera to indicate the mist areaDisplay a region with assets that may currently be relevant (such as brushes in paint modes, or poses in Pose Mode)Display action without any time remapping (when unpinned)Display actual particlesDisplay additional particle data as a colorDisplay advanced settings and tools for developersDisplay all edges for mesh objectsDisplay all local override data-blocks with their overridden properties and buttons to edit themDisplay alpha transparency channelDisplay an additional 'summary' line (Dope Sheet editors only)Display an asset shelf in a popover panelDisplay an isolated subset of objects, apart from the scene visibilityDisplay and allow setting fractional frame values for the current frameDisplay annotation onion skins before and after the current frameDisplay arrows in numeric input fields for increasing or decreasing valuesDisplay attributes with names starting with a period that are meant for internal useDisplay black edgesDisplay boid healthDisplay bone axesDisplay bone colorsDisplay bone namesDisplay bone-deforming groups as if all locked deform groups were deleted, and the remaining ones were re-normalizedDisplay bones (disable to show motion paths only)Display bones as boxes, showing subdivision and B-SplinesDisplay bones as extruded spheres, showing deformation influence volumeDisplay bones as octahedral shapeDisplay bones as octahedral shape (default)Display bones as simple 2D lines with dotsDisplay bones as thin wires, showing subdivision and B-SplinesDisplay bones with their custom shapesDisplay bounding boxes for nodes in the volume treeDisplay bounds as boxDisplay bounds as capsuleDisplay bounds as coneDisplay bounds as cylinderDisplay bounds as sphereDisplay box for each leaf node containing 8×8 voxelsDisplay breadcrumbs for the editor's contextDisplay center composition guide inside the camera viewDisplay channel regardless of object selectionDisplay collections and objects in the view layerDisplay colored box behind textDisplay creases created for Subdivision Surface modifierDisplay current image regardless of object selectionDisplay curves in normalized range from -1 to 1, for easier editing of multiple curves with different rangesDisplay dashed black-white edgesDisplay data belonging to the Video SequencerDisplay data of current file and linked librariesDisplay data that is unused and/or will be lost when the file is reloadedDisplay data-blocks with library overrides and list their overridden propertiesDisplay debug reporting infoDisplay diagonal center composition guide inside the camera viewDisplay each node's last execution timeDisplay each node's preview if node is toggledDisplay edges after modifiers are appliedDisplay effect in Edit modeDisplay effect in viewportDisplay error textDisplay face center when face selection is enabled in solid shading modesDisplay face normals as linesDisplay faces colored according to the difference in shape between UVs and their 3D coordinates (blue for low distortion, red for high distortion)Display faces flatDisplay faces over the imageDisplay faces smooth (using vertex normals)Display factors as percentagesDisplay factors as values between 0 and 1Display files as a detailed listDisplay files as a horizontal listDisplay files as a vertical listDisplay files as short listDisplay files as thumbnailsDisplay fill strokes in the viewportDisplay frame in grayscale modeDisplay frames rather than secondsDisplay full waveformDisplay general informationDisplay glTF UI to manage animationsDisplay golden ratio composition guide inside the camera viewDisplay golden triangle A composition guide inside the camera viewDisplay golden triangle B composition guide inside the camera viewDisplay harmony A composition guide inside the camera viewDisplay harmony B composition guide inside the camera viewDisplay image at its original sizeDisplay image in orthographic modeDisplay image in perspective modeDisplay image with RGB colorsDisplay image with RGB colors and alpha transparencyDisplay images consistent with most other applications, to preview images and video for export. A best effort is made to emulate the chosen display on the actual display device.Display in Orthographic ModeDisplay in Perspective ModeDisplay information and preferences for this add-onDisplay keyframe handle types and non-Bézier interpolation modesDisplay layer tintDisplay library override relationshipsDisplay lines rather than filled shapesDisplay low level Blender data and its propertiesDisplay material transparency in the objectDisplay menu for previous actions performedDisplay metadata properties of the imageDisplay method used in the sequencer viewDisplay mode for the file listDisplay modifier in Edit modeDisplay modifier in viewportDisplay modifiersDisplay name. For viewing, this is the display device that will be emulated by limiting the gamut and HDR colors. For image and video output, this is the display space used for writing.Display node in viewport textured shading modeDisplay non-final geometry from viewer nodesDisplay number of users of this data (click to make a single-user copy)Display objects with flat lighting and basic surface shadingDisplay one box or point for each intermediate tree nodeDisplay onion keyframes for looping animationsDisplay onion keyframes with a fade in color transparencyDisplay onion skins before and after the current frameDisplay only edges of geometry without surface shadingDisplay only faces with the currently displayed image assignedDisplay outline around textDisplay overlay of UV layerDisplay overlay textDisplay overlaysDisplay overlays like UV Maps and MetadataDisplay overlays like colored or dashed wiresDisplay overlays like cursor and annotationsDisplay overlays like gizmos and outlinesDisplay parameters for last action performedDisplay path to source file, or name of source data-blockDisplay percentage makes dynamics inaccurate without bakingDisplay points for nodes in the volume treeDisplay preview using full resolution or different proxy resolutionsDisplay properties editor context_menuDisplay reconstruction data from active movie clipDisplay reference images behind objects in the 3D ViewDisplay region context menuDisplay retiming keys on top of stripsDisplay rule of thirds composition guide inside the camera viewDisplay sampled data in the viewport to debug captured lightDisplay scene statistics overlay textDisplay scenes and their view layers, collections and objectsDisplay selected edge angle, using global values when set in the transform panelDisplay selected edge lengths, using global values when set in the transform panelDisplay shadow behind textDisplay shape keys in edit mode (for meshes only)Display sharp edges, used with the Edge Split modifierDisplay single bounding box for the entire gridDisplay size for normals in the 3D viewDisplay size for proportional editing circleDisplay size of the empty when new collection instances are createdDisplay size of tracks from reconstructed dataDisplay speed curves for the selected tracksDisplay splash screen on startupDisplay stamp labels ("Camera" in front of camera name, etc.)Display statistical information about the meshDisplay steps of the particle pathDisplay strip in/out offsetsDisplay strip opacity/volume curveDisplay strokes using Grease Pencil layer order and stroke order to define depthDisplay strokes using Grease Pencil layers to define orderDisplay strokes using real 3D position in 3D spaceDisplay strokes using this color when showing onion skinsDisplay style for UV edgesDisplay support levelDisplay text as boldDisplay text as italicDisplay the angles in the selected edges, using global values when set in the transform panelDisplay the area of selected faces, using global values when set in the transform panelDisplay the audio waveform inside the stripDisplay the bounds of the objectDisplay the center and axis during rotationDisplay the clipping range and focus point on the cameraDisplay the image in Stereo 3DDisplay the image repeated outside of the main viewDisplay the index numbers of selected vertices, edges, and facesDisplay the input data in the Spreadsheet EditorDisplay the object as a solid (if solid drawing is enabled in the viewport)Display the object as a wireframeDisplay the object with textures (if textures are enabled in the viewport)Display the object's boundsDisplay the object's nameDisplay the object's origin and axesDisplay the object's texture spaceDisplay the object's wireframe over solid shadingDisplay the operator logDisplay the orbit center during rotationDisplay the region of the final renderDisplay the render result for the sequencer scene instead of the active sceneDisplay the reprojection error curve for selected tracksDisplay the strip color tags in the sequencerDisplay tool/property regions over the main regionDisplay tooltips (when disabled, hold Alt then hover to force display)Display transparent cone in 3D view to visualize which objects are contained in itDisplay type for mask splinesDisplay under or over everythingDisplay units in pairs (e.g. 1m 0cm)Display unweighted verticesDisplay upper half of the absolute value waveformDisplay using flat lightingDisplay using matcap material and lightingDisplay using studio lightingDisplay vector field as MAC gridDisplay vectors as needlesDisplay vectors as streamlinesDisplay vertex normals as linesDisplay vertex-per-face normals as linesDisplay viewport performance timings: • Evaluation: Time to evaluate the dependency graph. • Synchronization: Time to build the GPU buffers.Display warningsDisplay waveforms depending on strip settingDisplay waveforms for all sound stripsDisplay weights created for the Bevel modifierDisplay weights in editmodeDisplay what the tracking algorithm sees in the previewDisplay white edgesDisplay white edges with black outlineDisplays glTF Material Output node in Shader Editor (Menu Add > Output)Displays glTF UI to manage material variantsDisplays global valuesDisplays local valuesDisplays, views or color spaces in this file were missing and have been changedDisplays, views or color spaces in this file were missing and have been changed.Dissolve Orthogonal EdgesDissolve SmokeDissolve SpeedDissolve TimeDissolve VerticesDissolve all muted nodes with reconnectDissolve all unselected pointsDissolve all vertices in between face boundariesDissolve all vertices in between face boundaries (planar only)Dissolve and IntersectDissolve edges, merging facesDissolve facesDissolve geometry based on the selection modeDissolve geometry to form planar polygonsDissolve points between selected pointsDissolve remaining vertices which connect to only two edgesDissolve selected bones from the armatureDissolve selected edges and vertices, limited by the angle of surrounding geometryDissolve selected pointsDissolve smoke in a logarithmic fashion. Dissolves quickly at first, but lingers longer.Dissolve vertices, merge edges and facesDissolve zero area faces and zero length edgesDissolves adjacent faces and intersects new geometryDistanceDistance CullingDistance FalloffDistance KeyDistance MetricDistance MinDistance ModelDistance ReferenceDistance SquaredDistance ThresholdDistance after which it fades outDistance around each guide to spawn interpolated curvesDistance around the probe volume that will be considered during the bakeDistance at which the light influence will be set to 0Distance behind leader to followDistance below which points will be mergedDistance below which segments will be mergedDistance between A and BDistance between checker tilesDistance between key frames, also known as GOP size; influences file size and seekabilityDistance between lines of textDistance between pointsDistance between selected tracksDistance between the top and the base of a wave, the higher the value, the more narrow the waveDistance between the two pointsDistance between the wavesDistance between two bones or objectsDistance between two bundles used for object scalingDistance between two bundles used for scene scalingDistance between two sample points along the curveDistance between volume samples. Lower values render more detail at the cost of performance. If set to zero, the step size is automatically determined based on voxel size.Distance between volume shader samples when rendering the volume (lower values give more accurate and detailed results, but also increased render time)Distance factor multiplied with the curve's radius attribute to define the resulting tube radiusDistance from CameraDistance from ObjectDistance from center needed before a selection can be madeDistance from image boundary at which marker stops trackingDistance from the bisect plane within which vertices are removedDistance from the generated points to the originDistance from the ground planeDistance from the surface used for shrinkwrapDistance mapping to 0.0 weightDistance mapping to 1.0 weightDistance mapping to weight 0.0Distance mapping to weight 1.0Distance model for distance attenuation calculationDistance moved by mouse when drawing stroke to includeDistance of duplicationsDistance of object that contribute to the ambient occlusion effectDistance of object that contribute to the cavity/edge effectDistance of random spread at the curve tipsDistance of the displacement offset in normal directionDistance of the instances from the originDistance of the points from the originDistance of the vertices from the originDistance over which the mist effect fades inDistance threshold after which selection is made (zero to disable)Distance threshold for the falloff around the guideDistance to EdgeDistance to GuidesDistance to TargetDistance to displace the surface along the normalDistance to keep from the targetDistance to keep particles away from the emitterDistance to keep the curves away from the surfaceDistance to move UVsDistance to move the curve parallel to its normalsDistance to offsetDistance to offset each instance along the normal of the incoming geometryDistance to offset each instance along the normal of the surface geometryDistance to offset the instances from the face cornerDistance to previous point on curveDistance to search for valid capture positions to prevent lighting artifactsDistance to the focus point for depth of fieldDistance to the view locationDistance where boundary edge automasking is going to protect vertices from the fully masked edgeDistance within which degenerated geometry is mergedDistance within which matching vertices are searchedDistance within which mirrored vertices are mergedDistance within which symmetrical vertices are mergedDistances in relation to sphere of influence to allowDistortDistort MaxDistort MinDistort NodeDistorted NoiseDistortionDistortion AmountDistortion GridDistortion ModelDistortion model used for camera lensesDistortion to simulate anamorphic lens bokehDistortion to use for the calculationDistribute Points in GridDistribute Points in VolumeDistribute Points on FacesDistribute Stops EvenlyDistribute Stops from LeftDistribute memory across devicesDistribute more samples closer to the cameraDistribute points randomly inside of the volumeDistribute points randomly on the surfaceDistribute the points in a grid pattern inside of the volumeDistribute the points randomly on the surface while taking a minimum distance between points into accountDistributionDistribution MaskDistribution MethodDistribution ShapeDistribution TypeDitherDither IntensityDitheredDivergenceDivideDivide ModeDivide VGroup A's weights by VGroup B's onesDivide and ceil result, the smallest integer greater than or equal ADivide and floor result, the largest integer smaller than or equal ADivide and round result toward zeroDivide mesh faces into smaller ones without changing the shape or volume, using linear interpolation to place the new verticesDivide mesh faces to form a smooth surface, using the Catmull-Clark subdivision methodDivide the frame interval into this many stepsDividing each curve segment into a specified number of piecesDivision distortion model which better represents wide-angle camerasDivisionsDo Legacy ReplaceDo Not Merge AnimationsDo SmudgeDo a case sensitive compareDo all gaps to right of current frameDo backwards trackingDo channels contribute to result (toggle channel muting)Do cross-fading volume animation of two selected sound stripsDo crossfade blending between current and next frameDo extra frames between scene frames to ensure smooth motionDo not affect non manifold boundary edgesDo not affect vertices on peaks, based on the surface curvatureDo not affect vertices that belong to a face set boundaryDo not affect vertices within crevices, based on the surface curvatureDo not allow beveled edges/vertices to overlap each otherDo not allow deformation along the X axisDo not allow deformation along the Y axisDo not allow deformation along the Z axisDo not change selection if the item under the cursor is already selected, only activate itDo not collapse curves to single points if they are shorter than the given length. The collapsing behavior exists for compatibility reasons.Do not create blend previewsDo not create bone shapesDo not display fill color while drawing the strokeDo not export color attributesDo not export materials, and combine mesh primitive groups, losing material slot informationDo not export materials, but write multiple primitive groups per mesh, keeping material slot informationDo not export vertex colorDo not flip polygons when their normals are not consistent with their newly computed custom vertex normalsDo not follow drawing path or object rotation and keeps aligned with viewportDo not import USD custom attributesDo not import color attributesDo not import invisible USD primitives. Only applies to primitives with a non-animated visibility attribute. Primitives with animated visibility will always be importedDo not import/export color attributesDo not load data from this layerDo not modify image in an artistic mannerDo not perform any color transform on display, use old non-color managed technique for displayDo not perform any color transform on load, treat colors as in scene linear space alreadyDo not preserve objects' parent/children relationshipDo not propagate any messages upstreamDo not remove the modifier from stackDo not render this collectionDo not repeat texture and clamp to one instance onlyDo not rotate the segment when using the scale deform modeDo not set face strengthDo not set sharp edges to faceDo not slip connected strips if using cursor positionDo not sync, play every frameDo not use any compressionDo not use compute deviceDo not use this surface as a light for samplingDo self-union or self-intersectionDo you want to install the following {:s}?Doc IDDocumentsDodge ModeDoes F-Curve contribute to resultDoes not support Individual Origins as pivotDoes nothing, prevents adding actual overrides (NOT USED)Does this tool use a painting canvasDolby Digital ATRAC 3DollyDolly in/out in the viewDomainDomain ObjectDomain SettingsDomain SizeDomain TypeDomain and geometry type combination is unsupportedDomain dataDomain of the AttributeDomain that the field is evaluated onDomain the field is evaluated inDomain to evaluate fields onDomain unsupported for "%s" attributeDon't SaveDon't add asset meta-data or tags from the original data-blockDon't add new constraintsDon't allow frame to be selected with mouse outside of frame rangeDon't calculate cleans for convex areasDon't correct overlap on new stripsDon't display volume in wireframe modeDon't display waveforms for any sound stripsDon't do anythingDon't export imagesDon't fill at allDon't fill polygons while editingDon't import texturesDon't propagate split to connected stripsDon't remove sharp edges, which are redundant with faces shaded smoothDon't remove sharp edges. Tagged edges will remain sharpDon't round to pixelsDon't sample the background, faster but might cause noise for non-solid backgroundsDon't scale in the Y axisDon't scale the X and Z axesDon't show overlay during a strokeDon't show the input value in the geometry nodes modifier interfaceDon't snap to hidden stripsDon't snap to sound stripsDon't stretch the objectDon't use any arrow/style in cornerDon't use any fixed alignment, fill available spaceDon't use this collection in Line ArtDon't use this object for Line Art renderingDon't use utility passes for denoisingDon't write into the depth bufferDope SheetDope Sheet OverlaysDope Sheet space dataDope Sheet view for tracking dataDope Sheet/TimelineDopesheet Sort FieldDoppler FactorDoppler SpeedDotDot DashDot ProductDotsDoubleDouble ClickDouble Click SpeedDouble Click TimeoutDouble Edge MaskDouble VectorDouble precisionDouble-DensityDownDownload and install the extensionDownloaded package files are deleted after installationDownloading "{:s}"Downloading...DownloadsDraco Mesh CompressionDragDrag OperatorDrag StartDrag ThresholdDrag allows click events to pass through to the tool, adding a small delayDrag anchor brush from edge-to-edgeDrag and drop element to another placeDrag and drop onto a data-set or item within the data-setDrag component proportional to the square of velocityDrag component proportional to velocityDrag effector weightDrag material to Material slots in PropertiesDrag material to object in OutlinerDrag object to scene in OutlinerDrag to clear parent in OutlinerDrag to continue sampling, release when doneDrag to move to collection in OutlinerDrag to parent in OutlinerDragging {} filesDraineDraine phase functions, mostly used for the scattering of light in interstellar dustDrawDraw Cut LineDraw F-Curves using Anti-Aliasing (disable for better performance)Draw FreehandDraw Grease PencilDraw ModeDraw NormalsDraw Poly LineDraw RegionDraw Region & SwapDraw Straight LinesDraw Strokes on BackDraw WindowDraw Window & SwapDraw a blueprint using circular contour strokesDraw a blueprint using elliptic contour strokesDraw a blueprint using square contour strokesDraw a box around the parts of strips you want to cut awayDraw a freehand curveDraw a freehand splineDraw a line to apply a weight gradient to selected verticesDraw a line to set the fill material gradient for the selected strokesDraw a line with dabs separated according to spacingDraw a new stroke in the active Grease Pencil objectDraw curveDraw dark controllerDraw dark controller with aiming axis rayDraw freehand stroke(s)Draw in a plane aligned to the viewportDraw in a plane perpendicular to the surfaceDraw in the surface planeDraw light controllerDraw light controller with aiming axis rayDraw lines with a delay to allow smooth strokes (press Shift key to override while drawing)Draw on vertex colors in the active Grease Pencil objectDraw regionDraw region and swapDraw straight line segment(s)Draw stroke at 3D cursor locationDraw stroke at Object originDraw strokes using a continuous lineDraw strokes using separated dotsDraw strokes using separated squaresDraw strokes using textureDraw strokes with solid colorDraw stylized strokes using FreestyleDraw the menu socket as an expanded drop-down menuDraw the relationship line from the parent head to the child headDraw the relationship line from the parent tail to the child headDraw weight on stroke points in the active Grease Pencil objectDraw windowDraw window and swapDraw:DrawingDrawing PlaneDrawing typeDripDrive all components of this property using the target pickedDrive rigid body around or along an axisDrive this component of this property using the target pickedDrivenDriven PropertyDriven Property:Driven SelectedDriverDriver '%s[%d]' already existsDriver TargetDriver Value:Driver VariableDriver could not be evaluated in past, so should be skippedDriver for the value of a setting based on an external valueDriver has no variables to copyDriver not found in this animation dataDriver typeDriver variable typeDriver:Driver: {:s} ({:s})DriversDrivers:DroneDrop XDrop YDrop a world into the sceneDrop colors to buttonsDrop frames if playback is too slowDrop frames to maintain framerateDrop name to buttonDrop {} on slot {} (active slot) of {}Drop {} on slot {} (replacing {}) of {}Drop {} on slot {} of {}Drop {} on {} (slot {})Drop {} on {} (slot {}, replacing {})DryDry TimeDual MeshDue to the NLA stack setup, {:d} keyframe(s) have not been inserted.Due to the setting 'Only Insert Needed', {:d} keyframe(s) have not been inserted.DummyDuotoneDuplicateDuplicate ActionDuplicate ArmatureDuplicate CameraDuplicate CurveDuplicate CurvesDuplicate ElementsDuplicate Grease PencilDuplicate Hair CurvesDuplicate IndexDuplicate KeyframesDuplicate LatticeDuplicate LightDuplicate Light ProbeDuplicate Linked selected NLA-Strips, adding the new strips to new track(s)Duplicate MaskDuplicate MaterialDuplicate MeshDuplicate MetaballDuplicate Metaball ElementsDuplicate Node TreeDuplicate NodesDuplicate ObjectsDuplicate ParticleDuplicate Point CloudDuplicate Selected Bone(s)Duplicate SettingsDuplicate SpeakerDuplicate StripsDuplicate SurfaceDuplicate TextDuplicate VolumeDuplicate active keyframes of all layerDuplicate allDuplicate and extrude selected vertices, edges or faces towards the mouse cursorDuplicate and mirror the selected particles along the local X axisDuplicate color attributeDuplicate constraint at the same position in the stackDuplicate curve and moveDuplicate effect at the same position in the stackDuplicate index %d in vertex_indices_setDuplicate into WindowDuplicate keysDuplicate mask and moveDuplicate mesh and moveDuplicate mesh at the location of particlesDuplicate mesh edges and break connections with the surrounding facesDuplicate modifier at the same position in the stackDuplicate node but not node trees, linking to the original dataDuplicate object but not object data, linking to the original dataDuplicate particle system within the active objectDuplicate selected NLA-Strips, adding the new strips to new track(s)Duplicate selected area into new windowDuplicate selected control pointsDuplicate selected control points and segments between themDuplicate selected metaball element(s)Duplicate selected nodesDuplicate selected nodes and move themDuplicate selected nodes keeping input links and move themDuplicate selected nodes, but not their node trees, and move themDuplicate selected objectsDuplicate selected strips and move themDuplicate selected strips, but not their data, and move themDuplicate selected time marker(s)Duplicate selected vertices, edges or facesDuplicate settings as well, so the new particle system uses its own settingsDuplicate strip but not strip data, linking to the original dataDuplicate strokes into an arrayDuplicate strokes like a mirrorDuplicate the active geometry node group and assign it to the active modifierDuplicate the active shape keyDuplicate the current instance objectDuplicate the current lineDuplicate the currently assigned compositing node group.Duplicate the modifier within the list of modifiersDuplicate the object a certain number of timesDuplicate the object as many times as fits in a certain lengthDuplicate the selected objects and move themDuplicate the selected objects, but not their object data, and move themDuplicate the selected pointsDuplicate the selected stripsDuplicated %sDuplicated KeyframesDuplicatesDuplicates hair curves a certain number of times within a radiusDuplicates: {}DurationDuration (in frames) of the image (1 when not a video/sequence)Duration of freeze frame segmentDuration of the fade in secondsDuration: %s (Frame %i/%i)During resync of data-block %s, %d obsolete overrides were deleted, that had local changes defined by userDuring the Face Attributes correction, merge attributes connected to the same vertexDuring transformations, use Alt to navigate in the 3D View. Note that if disabled, hotkeys for Proportional Editing, Automatic Constraints, and Auto IK Chain Length will require holding AltDutch - NederlandsDyingDynamicDynamic BVHDynamic Base MeshDynamic Grid SizeDynamic MeshDynamic ModeDynamic PaintDynamic Paint ModifierDynamic Paint canvas settingsDynamic Paint modifierDynamic Topology SculptingDynamic Topology found: %s, disabledDynamic gridDynamic topology alters the mesh topology while sculptingDynamicPaint: Bake complete! (%.2f)DynamicPaint: Bake failed: %sDynamically hide vertices based on a vertex group or armatureDynamicsDyntopoDyntopo will not preserve colors, UVs, or other attributesEEVEEEEVEE DebugEEVEE Raytrace OptionsEEVEE SettingsEEVEE settings for the sceneEEVEE settings for tracing reflectionsEQCurveMappingDataERROR: Driver is useless without any inputsERROR: Invalid Python expressionERROR: Invalid target channel(s)ERROR: type "{:s}" does not exist!ESC/RMB to cancel, Enter/LMB to confirm, WHEEL/MOVE to adjust factorEach channel will be rendered into a mono fileEach collection (data-block ones) as a file, does not include content of children collectionsEach collection (including master, non-data-block one) of the active scene as a file, including content from children collectionsEach collection (including master, non-data-block ones) of each scene as a file, including content from children collectionsEach control point's index on its splineEach face is considered as a medium interface. Gives correct results for manifold geometry that contains no inner parts.Each face's sculpt face set valueEach input geometry is turned into a separate instanceEach output field has to correspond to a geometry that is above itEach scene as a fileEaseEase InEase In and OutEase OutEasingEasing type is chosen automatically based on what the type of interpolation used (e.g. Ease In for transitional types, and Ease Out for dynamic effects)EastEccentricityEdgeEdge AngleEdge Angle TextEdge CenterEdge CollisionEdge Corner CountEdge CostEdge CountEdge CreaseEdge DataEdge Data TypesEdge Data:Edge DetectionEdge Display TypeEdge IndexEdge LengthEdge Length ModeEdge Length TextEdge MappingEdge MarkEdge MarksEdge Mode SelectionEdge Neighbor Count FieldEdge NeighborsEdge PanEdge Paths to CurvesEdge Paths to SelectionEdge PerpendicularEdge Position FieldEdge RailEdge ResizeEdge Ring DelimitEdge SelectEdge SelectionEdge SharpnessEdge SlideEdge Slide: Edge SplitEdge TagEdge TintEdge TypeEdge Type CombinationEdge Type NegationEdge TypesEdge VerticesEdge Vertices FieldEdge WeightEdge WidthEdge bevel weight to be added to outside edgesEdge in a Mesh data-blockEdge indexEdge is not connected to any facesEdge length in UV spaceEdge length of box selectionEdge of VertexEdge select - Shift-Click for multiple modes, Ctrl-Click expands/contracts selection depending on the current modeEdge selection modeEdge splitting modifier to create sharp edgesEdge spring frictionEdge spring stiffness when longer than rest lengthEdge spring stiffness when shorter than rest lengthEdge thresholdEdge to EdgeEdge weight used by Bevel modifierEdge-ring pair isn't connectedEdge-rings are not connectedEdge-to-EdgeEdgeSplitEdgeSplit ModifierEdgesEdges Data:Edges between faces pointing in alternate directionsEdges changed from %d to %dEdges collide tooEdges of CornerEdges of VertexEdges of the meshEdges receive a drag force from surrounding mediaEdges receive a lift force when passing through surrounding mediaEdges shared by more than two facesEdges to Face GroupsEdges to convert to curvesEdges to mark where the mesh is "cut" for the purposes of unwrappingEdges used to split faces into separate groupsEditEdit BoneEdit Bone MatrixEdit Bone(s)Edit BonesEdit Curve MapEdit FormatEdit Grease PencilEdit Grease Pencil StrokesEdit LinesEdit MetadataEdit MethodsEdit ModeEdit Mode Smooth WiresEdit PathEdit Studio LightEdit Texture SpaceEdit TreeEdit UI source code of the active buttonEdit a Python value directly, for unsupported property typesEdit a constraint on the active boneEdit a constraint on the active objectEdit a snapshot of the 3D Viewport in an external image editorEdit all keyframes in sceneEdit and save themes installed via ExtensionsEdit animation/keyframes displayed as 2D curvesEdit any geometry node group for use as an operatorEdit asset information like the catalog, preview image, tags, or authorEdit compositing node group for Sequencer strip modifiersEdit compositing node group for the current sceneEdit drivers and keyframe interpolationEdit image in an external applicationEdit keyframes in active object's Object-level actionEdit keyframes in active object's Shape Keys actionEdit materials, lights, and world shading using nodesEdit mode bone in an armature data-blockEdit node groupEdit node group from active object's active modifierEdit object data texture spaceEdit persistent configuration settingsEdit properties of active object and related data-blocksEdit scripts and in-file documentationEdit selected Grease Pencil strokesEdit shader nodes from Line StyleEdit shader nodes from ObjectEdit shader nodes from WorldEdit tags for auto texture detection in Principled BSDF setupEdit texture nodes from BrushEdit texture nodes from Line StyleEdit texture nodes from WorldEdit textures using nodesEdit the drivers for the connected property represented by the highlighted buttonEdit the fileEdit the value of a custom propertyEdit the visibility of the current meshEdit the weights of vertices in a groupEdit timings for Cache File data-blocksEdit timings for Mask Editor splinesEdit timings for all Grease Pencil sketches in fileEdit user preferences and system settingsEdit: {}, {}, {}Editability of NLA Strips in this trackEditability of keyframes for this channelEditableEditable cavity curveEditable falloff curveEditedEdited ObjectEditingEditing TypeEditing context being displayedEditing hairEditing settings character formattingEditmode lattice is not supported yetEditorEditor BorderEditor OutlineEditor TypeEditor for node-based shading and compositing toolsEditor header containing UI elementsEditor menu containing buttonsEditorsEdits the current active face setEevee material conversion problem. Error in consoleEffectEffect '%s' not in object '%s'Effect FaderEffect Fader PositionEffect OpacityEffect Solid RadiusEffect StripEffect Strip colorEffect TypeEffect affecting the Grease Pencil objectEffect cannot be added to object '%s'Effect in full or only positive/negative Z directionEffect modeEffect nameEffect on the key itselfEffect on the left handleEffect on the right handleEffect on tracks which are tracked less than the specified amount of framesEffect on tracks which have a larger re-projection errorEffect/LinkedEffective RangeEffective VisibilityEffective but slow compressionEffectively convert movie to an image sequence, ignoring incomplete or dropped frames, and changes in frame rateEffectivenessEffectorEffector AmountEffector CollectionEffector NumberEffector SettingsEffector TypeEffector WeightsEffector weights for physics simulationEffectsEffects affecting display of objectEither a curve or instance selectionEither add or remove curves depending on the minimum distance of the curves under the cursorEither pass through the input value or output the fallback valueEither plain curves or curve instancesEither the starting frame (for positive speed) or ending frame (for negative speed)ElasticElastic LimitElementElement IndexElement defining a color at a position in the color rampElement not found in element collection or last elementElement of a curve, either NURBS, Bézier or Polyline or a character with text objectsElement of a viewer pathElement of the node space tree pathElement of the target geometry to calculate the distance fromElement type to transformElement-WiseElementsElements inside the boxEllipseEllipse MaskEllipsesEllipsoidEmbed TexturesEmbed textures in FBX binary file (only for "Copy" path mode!)Embedded DataEmbreeEmbree on GPUEmbree on GPU enables the use of hardware ray tracing on Intel GPUs, providing better overall performanceEmissionEmission CoefficientsEmission ColorEmission StrengthEmission TimeEmission Time FactorEmission locations per face (0 = automatic)Emission shaderEmissive ColorEmitEmit FromEmit fluid from mesh surface or volumeEmit in random order of elementsEmit particles from mesh with modifiers applied (must use same subdivision surface level for viewport and render for correct results)Emit smoke from particlesEmitted radiance per color channel that is added to a ray per unit distanceEmitterEmitter DistanceEmphasize position of keyframes on Motion PathsEmptiesEmptyEmpty Display SizeEmpty Display Size: %.3fEmpty Display TypeEmpty FillEmpty GridEmpty Image DepthEmpty KeyframesEmpty MaterialEmpty SceneEmpty SpaceEmpty identifier cannot be used when explicit identifier was used before. For example, "{} {x}" is ok but "{x} {}" is not.Emulate 3 Button ModifierEmulate 3 Button MouseEmulate Middle Mouse with Alt+Left MouseEmulate NumpadEnableEnable 'solo' on the NLA Track containing the active strip, to edit it without seeing the effects of the NLA stackEnable Add-onEnable Asset Browser editor and operators to manage regular data-blocks as assets, not just posesEnable Bone OptionsEnable Bone to deform geometryEnable CollisionEnable Cycles Render Engine add-on to use CyclesEnable Cycles debugging options for developersEnable DeactivationEnable EEVEE debugging options for developersEnable F-Curve modifier evaluationEnable F-Curve modifiersEnable GPU acceleration for evaluating the last subdivision surface modifiers in the stackEnable Grid Display to use range highlighting!Enable Guides first! Defaulting to Fluid VelocityEnable IK StretchingEnable MetalRT for intersection queriesEnable Multi-ViewEnable OutputEnable Python evaluation for selected filesEnable Self CollisionEnable a fresnel effect on edit mesh overlays. It improves shape readability of very dense meshes, but increases eye fatigue when modeling lower polyEnable add-on for workspaceEnable additional features for the new curves data blockEnable after installingEnable angular motorEnable axis mirrorEnable bindings for the HP Reverb G2 controllers. Note that this may not be supported by all OpenXR runtimesEnable bindings for the HTC Vive Cosmos controllers. Note that this may not be supported by all OpenXR runtimesEnable bindings for the HTC Vive Focus 3 controllers. Note that this may not be supported by all OpenXR runtimesEnable bindings for the Huawei controllers. Note that this may not be supported by all OpenXR runtimesEnable catalog, making contained assets visible in the asset shelfEnable chain splitting by curvilinear 2D lengthEnable chain splitting by dashed line patternsEnable chaining of feature edgesEnable collection instancingEnable collision with the surface while sculptingEnable collisions with back domain borderEnable collisions with bottom domain borderEnable collisions with front domain borderEnable collisions with left domain borderEnable collisions with other objectsEnable collisions with right domain borderEnable collisions with top domain borderEnable color range used for weight visualization in weight painting modeEnable custom settings for the parallax correction volumeEnable custom start and end clip distances for volume computationEnable cyclic on individual stroke dashesEnable deactivation of resting rigid bodies (increases performance and stability but can cause glitches)Enable default VR controller actions, including controller poses and hapticsEnable displacement along the X normalEnable displacement along the Y normalEnable displacement along the Z normalEnable easier reuse of a data-block through the Asset Browser, with the help of customizable metadata (like previews, descriptions and tags)Enable easier reuse of selected data-blocks through the Asset Browser, with the help of customizable metadata (like previews, descriptions and tags)Enable edge data transferEnable edge panning in 2D viewEnable edit mode edge smoothing, reducing aliasing (requires restart)Enable face corner data transferEnable face data transferEnable file compression when saving .blend filesEnable filtering of filesEnable filtering of files in the File BrowserEnable fluid diffusion settings (e.g. viscosity, surface tension)Enable fluid guidingEnable fluid mesh (using amplification)Enable fluid noise (using amplification)Enable hair dynamics using cloth simulationEnable in New ScenesEnable jittered shadows on the viewport. (Jittered shadows are always enabled for final renders).Enable jittered soft shadows to increase shadow precision (disabled in viewport unless enabled in the render settings). Has a high performance impact.Enable linear motorEnable material boundariesEnable mesh symmetry in the X axisEnable mesh symmetry in the Y axisEnable mesh symmetry in the Z axisEnable multi-frame editingEnable naive vertex ball self collisionEnable new list types and nodesEnable nodes on a lightEnable noise reduction techniques for raytraced effectsEnable offsetEnable on InstallEnable online access in System preferencesEnable or disable all tagsEnable or disable dashed lineEnable or disable posing/selecting bonesEnable or disable rendering of this View LayerEnable or disable textured strokesEnable or disable this line set during stroke renderingEnable or disable this modifier during stroke renderingEnable or disable this style module during stroke renderingEnable overlay smooth wires, reducing aliasingEnable paint & sculpt debugging options for developersEnable ridges and valleysEnable scriptsEnable selected markersEnable selected proxies on all selected Movie and Image stripsEnable self collisionsEnable shadow casting from lightsEnable simplification of scene for quicker preview rendersEnable snappingEnable snapping to guides angle or spacing optionsEnable snapping when transforming keyframesEnable snapping when transforming keys in the Driver EditorEnable some extra fields in the Asset Browser to aid in debuggingEnable specified setting on all selected animation channelsEnable speed guidesEnable spring on X axisEnable spring on X rotational axisEnable spring on Y axisEnable spring on Y rotational axisEnable spring on Z axisEnable spring on Z rotational axisEnable suggestive contoursEnable sun shadow castingEnable symmetry in the X axisEnable symmetry in the Y axisEnable symmetry in the Z axisEnable tablet pressure sensitivity for area radiusEnable tablet pressure sensitivity for jitterEnable tablet pressure sensitivity for offsetEnable tablet pressure sensitivity for sizeEnable tablet pressure sensitivity for spacingEnable tablet pressure sensitivity for strengthEnable the Color Ramp firstEnable the asset libraryEnable the compositing node group.Enable the curve to become a translation pathEnable the ray-tracing moduleEnable the repositoryEnable the repository and try again.Enable the selection modeEnable the selection of chains by a maximum 2D lengthEnable the selection of chains by a minimum 2D lengthEnable the selection of first N chainsEnable the socketEnable the use of lights on stroke and fill materialsEnable this constraintEnable this light in solid shading modeEnable this modifierEnable this object as a collider for physics systemsEnable this to run the export in the background, disable to block Blender while exporting. This option is deprecated; EXECUTE this operator to run in the foreground, and INVOKE it to run as a background jobEnable this to run the import in the background, disable to block Blender while importing. This option is deprecated; EXECUTE this operator to run in the foreground, and INVOKE it to run as a background jobEnable to make surface changes disappear over timeEnable to make surface wetness dry over timeEnable to use the region under the cursor for modal executionEnable vertex data transferEnable view navigation within the camera viewEnable viewport debugging options for developers in the overlays pop-overEnable viewport display in the view layersEnable wildcard globbingEnable/Disable ConstraintEnabledEnabled Add-ons OnlyEnabled OnlyEnabled Rotation RangeEnabled on startup, overriding the preference.Enables a Fly Mode navigation but pushing the cap forward while looking down will not change the altitude of the camera.Enables high quality but slow calculation of the bounding box for perfect results on complex shape meshes with rotation/scaleEnables previews in the shader node editorEnables using the 3D Mouse as if it is a camera. Push into the scene and the camera moves forward into the scene. You are entering the scene as if flying around in it. This also inverts pan & zoom for 2D viewsEncapsulated PostScript (.eps)Enclose selected vertices in a convex polyhedronEncodingEncoding SpeedEncountered unhandled error during keyframingEndEnd (Factor)End (Length)End Arrow StyleEnd CapEnd FactorEnd FrameEnd Frame (manipulated from UI)End Frame (raw value)End Frame (when Restrict Frame Range is enabled)End HandleEnd Handle EaseEnd Handle ScaleEnd LocationEnd Mapping TypeEnd OffsetEnd PointsEnd RadiusEnd SizeEnd VertexEnd distance of the cascaded shadow map (only in perspective view)End distance of the volumetric effectEnd frame clamped to valid rendering rangeEnd frame displayed in the sequence editor after offsets are appliedEnd frame for bakingEnd frame of range of paths to display/calculate (not for 'Around Frame' Onion-skinning method)End frame of the NLA strip. Note: changing this value also updates the value of the strip's repeats or its action's end frame. If only the end frame should be changed, see the "frame_end" property instead.End frame of the export, use the default value to take the end frame of the current sceneEnd frame of the ocean bakingEnd frame of the stored rangeEnd frame to exportEnd line of selectionEnd on FrameEnd time of pathEndpointEndpoint SelectionEndpoint Selection nodeEndpoint UEndpoint VEnds WithEnemyEnforce symmetry (both form and topological) across an axisEnforce symmetry, make copies of the selection or use existingEngineEngine '%s' not available for scene '%s' (an add-on may need to be installed or enabled)Engine to use for renderingEnglish (UK)English (US)Enhance DetailsEnhance the high frequency surface detailEnhance the surface detailEnhances contrast, color, clarity, and sharpness.Ensure ModifierEnsure all bone-deforming vertex groups add up to 1.0 while weight painting or assigning to verticesEnsure data-block gets saved even if it isn't in use (e.g. for motion and material libraries)Ensure data-block previews are available and up-to-date (to be saved in .blend file, only for some types like materials, textures, etc.)Ensure selected keyframes' handles have equal length, optionally making them horizontal. Automatic, Automatic Clamped, or Vector handle types will be converted to AlignedEnsure the data is valid (when disabled, data may be imported which causes crashes displaying or editing)Ensure the data-block is saved, even when it is no longer marked as assetEnterEnter Edit ModeEnter a Unicode codepoint hex valueEnter edit mode automatically after adding a new objectEnter edit mode when adding this objectEnter or exit node group based on cursor locationEnter tweaking mode for the action referenced by the active strip to edit its keyframesEnter/Exit paint mode for Grease Pencil strokesEnter/Exit sculpt mode for Grease Pencil strokesEnter/Exit sculpt mode for curvesEnter/Exit vertex paint mode for Grease Pencil strokesEnter/Exit weight paint mode for Grease Pencil strokesEntire ArrayEntry IndexEntry-wise absoluteEntry-wise ceilEntry-wise cos(A)Entry-wise divideEntry-wise floorEntry-wise maximumEntry-wise minimumEntry-wise modulo using fmod(A,B)Entry-wise multiplyEntry-wise powerEntry-wise round to the nearest integer. Round upward if the fraction part is 0.5Entry-wise signEntry-wise sin(A)Entry-wise tan(A)Entry-wise wrap(A,B)Enum Definition (deprecated)Enum Definition ItemsEnum FlagEnum ItemEnum Item DefinitionEnumerateEnumerationEnums As StringsEnvelopeEnvelope Control PointEnvelope Deform DistanceEnvelope Deform WeightEnvelope DistanceEnvelope F-ModifierEnvelope Head RadiusEnvelope MultiplyEnvelope Tail RadiusEnvelope WeightEnvelope stroke effect modifierEnvelope: %3fEnvelope: %sEnvironmentEnvironment TextureEpsilonEqualEqual AxesEqual ToEqualize RadiiEqualize audioEqualize both of a keyframe's handlesEqualize selected keyframes' left handlesEqualize selected keyframes' right handlesEquiangularEquiangular Cubemap FaceEquirectangularEquirectangular or latitude-longitude projectionEraseErase / remove paint instead of adding itErase Annotation strokesErase Multires DisplacementErase PaintErase alpha while paintingErase entire strokesErase only strokes visible and not occludedErase points in the box regionErase points in the lasso regionErase stroke pointsErase strokes, fading their points strength and thicknessEraserEraser Brush Asset ReferenceEraser ModeEraser RadiusErrorError (see console)Error Icon ForegroundError LimitError MarginError MessageError baking from object "%s"Error creating file '%s'Error deleting '%s' (ignored)Error distance threshold (in object units)Error during file write for "%s"Error evaluating number, see Info editor for detailsError handling selected objectsError initializing audio streamError initializing video streamError reading mesh sample; more detail on the consoleError reading points sample; more detail on the consoleError registering node tool "%s", %d duplicate(s)Error registering node tool "%s", %sError registering node tool "%s", operator is already registeredError rendering Scene %s preview: %s.Error restoring temp file (check files '%s' '%s')Error writing file '%s'Error writing frameError writing render result, %s (see console)Error writing to destination asset %sError:Error: Could not allocate irradiance staging textureError: Could not allocate shadow atlas. Most likely out of GPU memory.Error: Curves object contains too many points. Reduce curve resolution or curve count to fix this issue.Error: Irradiance grid allocation failedError: Malformed irradiance grid dataError: Not enough memory to bake {}.Error: Reached max shadow updates.Error: Shadow buffer full, may result in missing shadows and lower performance. ({} / {})Error: Too many AOVsError: Too many grid visibleError: Too many irradiance grids in the sceneError: Too many lights in the scene.Error: Too many shadow updates, some shadows might be incorrect.Error: {:.5f} .. {:.5f} (avg. {:.5f})Error: {:s}ErrorsErrors and WarningsErrors during render. See the System Console for more info.EscEsperanto - EsperantoEssentialsEstablished OceanEstablished Ocean (Sharp Peaks)Estimate TransformsEstimated TracksEstimated rotation matrixEstimated scale matrixEuclideanEuclidean distanceEulerEuler (Native)Euler (XYZ)Euler (XZY)Euler (YXZ)Euler (YZX)Euler (ZXY)Euler (ZYX)Euler OrderEuler RotationEuler Rotation F-Curve has invalid index (ID='%s', Path='%s', Index=%d)Euler rotation angles in radiansEuler rotation of the layerEuler to RotationEuler using the XYZ rotation orderEuler using the XZY rotation orderEuler using the YXZ rotation orderEuler using the YZX rotation orderEuler using the ZXY rotation orderEuler using the ZYX rotation orderEuler using the default rotation orderEuler using the rotation order of the targetEvaluate ClosureEvaluate Node IDEvaluate Upper StackEvaluate at IndexEvaluate on DomainEvaluate source and destination meshes in global spaceEvaluate the namespace up until the cursor and give a list of options or complete the name if there is only oneEvaluateClosureEvaluatedEvaluated field value for the current elementEvaluated final transform of the bone in armature spaceEvaluated geometry from modifier does not contain Grease Pencil geometryEvaluated geometry from modifier does not contain a meshEvaluated geometry from modifier does not contain a point cloudEvaluated geometry from modifier does not contain curvesEvaluated object the iterator points toEvaluated object which is being instanced by this iteratorEvaluated objects in the dependency graphEvaluated particle system that this object was instanced fromEvaluated surface mesh is emptyEvaluated surface missing UV map: "{}"Evaluated surface missing attribute: "rest_position"EvaluationEvaluation FactorEvaluation FrameEvaluation TimeEvaluation modeEvaluation time for absolute shape keysEvaluation time in secondsEvenEven DistributionEven DivisionsEven Edge DistanceEven ThicknessEven Thickness InvertEven checker tilesEven on successful execution, pass the event on so other operators can execute on it as wellEven thickness calculation which takes the angle between faces into accountEven-OddEvery PointEvery point is affected by multiple springsEvery tracking cycle, this number of frames are trackedExactExact MatchExact ShapeExact Shape (Concave)Exact number of scattered instances before maskingExact solver, slower, handles more casesExaggerate or minimize the value of the selected keysExaggerate the current pose in regards to the breakdown poseExcludeExclude BreakdownsExclude FirstExclude LastExclude ModalExclude Non ManifoldExclude Non-SelectableExclude back facing geometry from snappingExclude border edgesExclude collection from the active view layerExclude contoursExclude crease edgesExclude edge marksExclude edges at material boundariesExclude existing Breakdowns keyframes as interpolation extremesExclude external contoursExclude from View LayerExclude from view layerExclude non-manifold polesExclude ridges and valleysExclude selected blockers from casting shadows from the active emitterExclude selected receivers from receiving light from the active emitterExclude silhouette edgesExclude suggestive contoursExclude the first (original) copy from randomizationExclude the last copy from randomizationExcluded PathsExcluded path is no longer validExcludes boundary vertices from being smoothedExclusionExclusiveExclusive OrExecute ButtonsExecute a boolean operation on the mesh and a polygonal shape defined by the cursorExecute a boolean operation on the mesh and a rectangle defined by the cursorExecute a boolean operation on the mesh and a shape defined by the cursorExecute a given closureExecute nodes with a dynamic number of repetitionsExecute operator on button press (non-modal operators only)Execute operator on button release (non-modal operators only)Execute selected fileExecute the current console line as a Python expressionExecution TimeExisting Guide MapExistsExitExit Blender after savingExit tweaking mode for the action referenced by the active stripExpandExpand (open) all selected expandable animation channelsExpand Using a linear falloffExpand all channels (not just selected ones)Expand all entries one level deepExpand and shrink masksExpand or collapse the header pull-down menusExpand or contract the radius of the selected curve pointsExpand this box into a list of all naming tags for Principled Texture setupExpand this box into a list of all the hotkeys for functions in this addonExpand/Collapse all itemsExpand/ContractExpand/collapse all entries by one levelExpand/contract weightsExpandedExpanded PolynomialExpanded in Graph EditorExpanded in the user interfaceExpanded state of the slotExpands the cloth's dimensionsExpect file colors in linear color spaceExpect file colors in sRGB color spaceExpected PositionExpected RotationExpected ScaleExpected a numberExpected a timeline/animation area to be activeExpected a view3d regionExpected a view3d region & editcurveExpected a view3d region & editmeshExpected a zip-file {!r}Expected an Outliner regionExpected an active OutlinerExpected an active edit-font objectExpected an animation area to be activeExpected an array of numbers: [n, n, ...]Expected one other selected mesh object to copy fromExperimentalExperimental featuresExplicitly scale resulting frame to compensate zoom of original shotExplicitly specify the euler rotation orderExplicitly specify the output euler rotation orderExplodeExplode FadeExplode ModifierExplode StyleExplode fadeExplore geometry data in a tableExplosion effect modifier based on a particle systemExponentExponent ModeExponentialExponential ClampedExponential DistributionExponential SamplingExponential distance modelExponential distance model with clampingExponential easing (dramatic)Exponentially decaying parabolic bounce, like when objects collideExponentially decaying sine wave, like an elastic bandExportExport (generate) a POT file tooExport .srt file containing text stripsExport Active Vertex Color When No MaterialExport All Vertex ColorsExport AnimationExport Animation Pointer (Experimental)Export Animation modeExport Attributes (when starting with underscore)Export ColorsExport Curves as NURBSExport Custom PropertiesExport Deformation Bones OnlyExport Deformation bones onlyExport FacesExport Geometry nodes instance meshesExport Grease Pencil to PDFExport Grease Pencil to SVGExport HairExport HandlersExport Handlers configured for the collectionExport Keying Set to a Python scriptExport MTL library using PBR extensions (roughness, metallic, sheen, coat, anisotropy, transmission)Export MTL library. There must be a Principled-BSDF node for image textures to be exported to the MTL fileExport Mantaflow ScriptExport Material GroupsExport MaterialsExport Materials with PBR ExtensionsExport MethodExport NormalsExport Object GroupsExport OptionsExport Original PBR SpecularExport POTExport ParticlesExport Primitives using shared accessors for attributesExport PropertiesExport Scene as seen in Viewport, But split animation by ObjectExport Selected ObjectsExport Smooth GroupsExport Subdivision SurfaceExport TRS and weights as Animation Pointer. Using KHR_animation_pointer extensionExport TexturesExport TilesExport Triangulated MeshExport UV coordinatesExport UV layout to fileExport UVsExport UVs (texture coordinates) with meshesExport Vertex AttributesExport Vertex ColorsExport Vertex GroupsExport Vertex NormalsExport actions (actives and on NLA tracks) as separate animationsExport active scene onlyExport active vertex colorExport additional animations. This feature is not standard and needs an external extension to be included in the glTF fileExport all Armature ActionsExport all UVs in this mesh (not just visible ones)Export all actions, bound to a single armature. WARNING: Option does not support exports including multiple armaturesExport all camerasExport all curvesExport all frames in the render frame range, rather than only the current frameExport all lightsExport all materials used by included objectsExport all meshesExport all point cloudsExport all vertex colors, even if not used by any material. If no Vertex Color is used in the mesh materials, a fake COLOR_0 will be created, in order to keep material unchangedExport all volumesExport armatures and meshes with armature modifiers as USD skeletons and skinned meshesExport armatures using rest position as joints' rest pose. When off, current frame pose is used as rest poseExport at Collection CenterExport at Collection center of mass of root objects of the collectionExport baked keyframe animationExport baked scene as a single animationExport camerasExport color attributesExport colors in linear color spaceExport colors in sRGB color spaceExport current scene in a USD archiveExport current scene in an Alembic archiveExport curves and NURBS surfaces as meshesExport curves in parametric form instead of exporting as meshExport custom propertiesExport custom properties as USD attributesExport custom properties as glTF extrasExport custom properties to Alembic .userPropertiesExport custom vertex attributesExport data of duplicated objects as Alembic instances; speeds up the export and can be disabled for compatibility with other softwareExport directional, point, and spot lights. Uses "KHR_lights_punctual" glTF extensionExport each action as a separated FBX's AnimStack, instead of global scene animation (note that animated objects will get all actions compatible with them, others will get no animation at all)Export each non-muted NLA strip as a separated FBX's AnimStack, if any, instead of global scene animationExport each object to a separate fileExport faces as filled strokesExport file in ASCII format, export as binary otherwiseExport full hierarchy, including intermediate collectionsExport given add-on's translation data as PO filesExport hair particle systems as USD curvesExport image texture nodes not assigned to any material. This feature is not standard and needs an external extension to be included in the glTF fileExport images not assigned to any materialExport individual NLA Tracks as separate animationExport instanced objects as references in USD rather than real objectsExport key configuration to a Python scriptExport loose edges (as two-vertices polygons)Export loose edges as lines, using the material from the first material slotExport loose points as glTF points, using the material from the first material slotExport material, Light & Camera animation as Animation Pointer. Available only for baked animation mode 'NLA Tracks' and 'Scene'Export materialsExport matrix operatorExport meshes using Alembic's subdivision schemaExport minimal materials as defined in Viewport display propertiesExport multiple frames instead of the current frame onlyExport normalsExport objects as they appear in renderExport objects as they appear in the viewportExport objects in the active collection onlyExport only UVs in the [0, 1] rangeExport only deformation bones is not possible when not sampling animationExport only normals instead of writing edge or face smoothing dataExport only objects from the active collection (and its children)Export only objects from this collection (and its children)Export only selected objectsExport only selected objects instead of all supported objectsExport original glTF PBR Specular, instead of Blender Principled Shader SpecularExport per face shading group assignmentsExport per-face normals if the face is flat-shaded, per-face-corner normals if smooth-shadedExport per-vertex colorsExport polygons (quads and n-gons) as trianglesExport renderable objects onlyExport scene as glTF 2.0 fileExport scene through USD file, for accurate comparison with USD file exportExport selected and visible objects onlyExport selected objects onlyExport setting categoriesExport shape keys (morph targets)Export shape keys animations (morph targets)Export shape keys as USD blend shapesExport skinning (armature) dataExport smoothing information (prefer 'Normals Only' option if your target importer understands custom normals)Export specific vertex normals if available, export calculated normals otherwiseExport strokes with fill enabledExport strokes with uniform widthExport subdivision surfaces as meshesExport textures to a 'textures' folder next to the USD fileExport the UV layout as a 2D graphicExport the UV layout to a bitmap imageExport the UV layout to a vector EPS fileExport the UV layout to a vector SVG fileExport the last Catmull-Rom subdivision modifier as FBX subdivision (does not apply the modifier even if 'Apply Modifiers' is enabled)Export the name of the vertex group of a face. It is approximated by choosing the vertex group with the most members among the vertices of a faceExport the scene in the current animation frame. When off, frame 0 is used as rest transformations for objectsExport tiles in the UDIM numbering scheme: 1001 + u_tile + 10*v_tileExport tiles in the UVTILE numbering scheme: u(u_tile + 1)_v(v_tile + 1)Export undeformed mesh vertex coordinatesExport using EXT_mesh_gpu_instancing. Limited to children of a given Empty. Multiple materials might be omittedExport using glTF convention, +Y upExport vertex color attributesExport vertex color when used by materialExport vertex color with this nameExport vertex normals with meshesExport vertex normals with shape keys (morph targets)Export vertex tangents with meshesExport vertex tangents with shape keys (morph targets)Export viewport settings of materials as USD preview materials, and export material assignments as geometry subsetsExport visible objects onlyExport with translate, orient quaternion, and scale Xform operatorsExport with translate, rotate, and scale Xform operatorsExported %d files from %d collectionsExported %d files from collection '%s'Exported '%s'Exporter indexExportersExporting Alembic...Exporting USD...Exports UVs from the modified meshExports a single file, with all data packed in JSON. Less efficient than binary, but easier to edit laterExports a single file, with all data packed in binary form. Most efficient and portable, but more difficult to edit laterExports active actions and NLA tracks as glTF animationsExports hair particle systems as animated curvesExports multiple files, with separate JSON, binary and texture data. Easiest to edit laterExports non-hair particle systemsExpose connected data from inside a node group as inputs to its interfaceExpose scale and/or twist propagated to tweak controls to be seen as parent motion by glue or other chains using Merge Parent Rotation And Scale. Otherwise it is only propagated internally within this chainExposureExposure (stops) applied before display transform, multiplying by 2^exposureExposure for motion blur as a factor of FPSExpressionExpression to use for Scripted ExpressionExpression:Expression: {:s}Expression: {}ExtendExtend BoundsExtend ExtrapolatedExtend HorizontalExtend RangeExtend SelectExtend SelectionExtend VerticesExtend border pixels outwardsExtend borders of an image into transparent or masked regionsExtend by repeating edge pixels of the imageExtend current visible collectionsExtend existing selectionExtend loop around end-pointsExtend paint beyond the faces' UVs to reduce seams (in pixels, slower)Extend report selectionExtend selectionExtend selection for activationExtend selection instead of deselecting everything firstExtend selection on walkExtend selection rather than clearing the existing selectionExtend strokes in straight linesExtend the angular range with a falloff gradientExtend the existing selectionExtend the scene's duration to the BVH duration (never shortens the scene)Extend the selectionExtend vertices along the edge closest to the cursorExtend vertices and move the resultExtend visibilityExtended Asset BrowserExtended information about dependency graph object iterator (Warning: All data here is 'evaluated' one, not original .blend IDs)Extends functionality to operators that manages files, such as adding drag and drop supportExtends the baked result as a post process filterExtensionExtension FilterExtension ItemExtension RepositoriesExtension RepositoryExtension SettingsExtension TagsExtension Update Available ({:d}){:s}Extension Updates Available ({:d}){:s}Extension XExtension YExtension operator not found "%s"Extension repository not foundExtension repository support for remote repositoriesExtensionsExtensions BlockedExtensions DebugExtensions PlatformExtensions Tags & Repository Filter SettingsExtensions UpdatesExtentExtent XExtent YExtent ZExterior RadiusExterior/InteriorExternalExternal .blend file from which data is linkedExternal ContourExternal DataExternal file packed into the .blend fileExternal library dataExternal library data is not editableExternal shader script must have .osl or .oso extension, or be a module nameExtinctionExtraExtra AnimationsExtra ControlExtra DeformExtra End ControlsExtra FK ControlsExtra IK ControlExtra IK LayersExtra OptionsExtra Shading Pie Menu ItemsExtra Start ControlsExtra StepsExtra UserExtra debugging information & developer support utilities for extensionsExtra rotation added to the rotation of the object (when using Euler rotations)Extra rotation added to the rotation of the object (when using Quaternion rotations)Extra scaling added to the scale of the objectExtra steps for resolution of special kink featuresExtra translation added to the location of the objectExtractExtract Grease Pencil strokes from imageExtract a string segment from a larger stringExtract all colors used in Image and create a PaletteExtract as SolidExtract the mask as a solid object with a solidify modifierExtrapolateExtrapolate MotionExtrapolate rangesExtrapolate the curve or extend it horizontallyExtrapolationExtrasExtremeExtreme KeyframeExtreme Keyframe SelectedExtrudeExtrude ContextExtrude Handle TypeExtrude Individual FacesExtrude MeshExtrude ModeExtrude Only EdgesExtrude Only VerticesExtrude PointExtrude RegionExtrude Stroke PointsExtrude curve and move resultExtrude each individual face separately along local normalsExtrude edges and move resultExtrude freely or along an axisExtrude individual edges onlyExtrude individual faces onlyExtrude individual vertices onlyExtrude manifold region along normalsExtrude region and move resultExtrude region of facesExtrude region together along local normalsExtrude region together along the average normalExtrude selected boundary row around pivot point and current view axisExtrude selected control point(s)Extrude selected points and move themExtrude selected vertices in a circle around the cursor in indicated viewportExtrude selected vertices in screw-shaped rotation around the cursor in indicated viewportExtrude selected vertices, edges or faces repeatedlyExtrude selectionExtrude the selected pointsExtrude vertices and move resultExtrude, dissolves edges whose faces form a flat surface and intersect new edgesExtrude: %.3fExtrusionEyeball And Iris DeformsEyedropperEyelid Detach OptionEyelids Attached{}Eyelids Follow DefaultEyelids Follow{}EyesF-CurveF-Curve '%s[%d]' already exists in this channelbagF-Curve GroupingF-Curve GroupsF-Curve High Quality DrawingF-Curve Modifier TypeF-Curve Modifier has invalid settings and will not be evaluatedF-Curve Modifier is only applied for the specified frame range to help mask off effects in order to chain themF-Curve Modifier nameF-Curve Modifier's effects will be tempered by a default factorF-Curve Modifier's panel is expanded in UIF-Curve ModifiersF-Curve Name FilterF-Curve SampleF-Curve already has keyframesF-Curve already has sample pointsF-Curve and its keyframes are hidden in the Graph Editor graphsF-Curve data path empty, invalid argumentF-Curve defining values of a period of timeF-Curve does not have any keyframes as it only contains sampled pointsF-Curve has no keyframesF-Curve has no sample pointsF-Curve is selected for editingF-Curve live filtering stringF-Curve modifier '%s' not found in F-CurveF-Curve modifier lost on '%s[%d]' because it has an unknown typeF-Curve modifier will show settings in the editorF-Curve not foundF-Curve only has F-ModifiersF-Curve visibility in Graph EditorF-Curve's settings cannot be editedF-CurvesF-Curves for controlling the strip's influence and timingF-Curves have no valid sizeF-Curves in this groupF-ModifierF-Modifiers can generate curves for those tooF-StopF-Stop ratio (lower numbers give more defocus, higher numbers give a sharper image)F1F2F82 TintFBX AllFBX Custom ScaleFBX IO meshes, UVs, vertex colors, materials, textures, cameras, lamps and actionsFBX Import: Cannot import file '%s': '%s'FBX Import: Cannot open file '%s'FBX Units ScaleFBX formatFBX type of node (object) used to represent Blender's armatures (use the Null type unless you experience issues with the other app, as other choices may not import back perfectly into Blender...)FFmpeg PresetsFFmpeg SettingsFFmpeg VideoFFmpeg audio codec to useFFmpeg codec to use for video outputFFmpeg only supports 48khz / stereo audio for DV!FFmpeg related settings for the sceneFFmpeg video codec #1FILTER_ITEMFK ControlsFLACFLIPFLIP RatioFPSFPS Average SamplesFPS BaseFacFaceFace AngleFace Angle TextFace AnglesFace AreaFace Area & AngleFace Area FieldFace Area TextFace CameraFace CenterFace CollisionFace CornerFace Corner AngleFace Corner CountFace Corner DataFace Corner Data TypesFace Corner MappingFace CountFace Count: %sFace CullFace DataFace Dot SizeFace Group BoundariesFace Group IDFace IndexFace InfluenceFace Loop DelimitFace MappingFace Mark ConditionFace Mark FilteringFace Mark NegationFace MarksFace Mode SelectionFace NearestFace Nearest StepsFace Neighbor Count FieldFace NeighborsFace NormalFace OrientationFace Orientation BackFace Orientation FrontFace ProjectFace RetopologyFace SelectionFace SetFace Set Full MeshFace Set from Edit Mode SelectionFace Set from MaskedFace Set from VisibleFace SetsFace Sets BoundaryFace Sets Boundary AutomaskingFace Sets EditFace Sets FKFace Sets InitFace Sets from Bevel WeightFace Sets from Edge CreasesFace Sets from Face Set BoundariesFace Sets from Loose PartsFace Sets from Material SlotsFace Sets from Mesh NormalsFace Sets from Sharp EdgesFace Sets from UV SeamsFace Sets overlay opacity is currently set to 0Face SharpnessFace SmoothnessFace SplitFace StepFace SteppingFace StrengthFace Strength ModeFace angle limitFace area in UV spaceFace bounds centerFace direction defined by clockwise or anti-clockwise winding (facing up or facing down)Face of CornerFace select - Shift-Click for multiple modes, Ctrl-Click expands selectionFace selection masking for paintingFace selection modeFacesFaces & Edges by VerticesFaces are considered as medium interface only when they have different consecutive facing. Gives correct results as long as the max ray depth is not exceeded. Have significant memory overhead compared to the fast method.Faces by EdgesFaces collide too, can be very slowFaces to consider when packing islandsFaces to participate in the unwrap operationFaces with this material will behave as if it has set number of layers in occlusionFacet NormalsFacingFacing BiasFacing cameraFacing negative XFacing negative YFacing negative ZFacing positive XFacing positive YFacing positive ZFacing the camera's dominant axisFactorFactor (Non-Uniform)Factor BlueFactor DensityFactor Display TypeFactor EndFactor GreenFactor HighlightsFactor MaxFactor MinFactor ModeFactor RadiusFactor RedFactor RepulsionFactor Rest LengthFactor ShadowsFactor StartFactor Stiff ViscosityFactor added relative to the size of the radius to limit the cloth simulation effectsFactor applied on the density for curve distributionFactor applied on the density for the viewportFactor between volume variation and stretchingFactor by which the audio pitch is scaled.Factor by which to shrink clothFactor controlling precision of islands handling (the higher, the better the results)Factor controlling precision of islands handling (typically, 0.1 should be enough, higher values can make things really slow)Factor for ambient occlusion blendingFactor for fill boundary accuracy, higher values are more accurate but slowerFactor for the cavity ridgesFactor for the cavity valleysFactor for the curvature ridgesFactor for the curvature valleysFactor for the radius at the curl endFactor for the radius at the curl startFactor for tintingFactor of BlurFactor of SimplifyFactor of Simplify using adaptive algorithmFactor of opacityFactor of stroke hardnessFactor of the maximum radius of the braidsFactor of the minimum radius of the braidsFactor of the radius at the maximumFactor of the radius at the minimumFactor of tinting colorFactor that the displacement is multiplied withFactor to adjust the brick's width for particular rows determined by the Offset FrequencyFactor to blend overall effectFactor to control the amount of motion blurFactor to determine how much the length of the individual segments should influence the final computed curvature. Higher factors makes small segments influence the overall curvature less.Factor to influence the rotation angleFactor to multiply the thickness withFactor to scale brush size byFactor to scale overall displacementFactor to scale the UVsFactor to use when applying data to destination (exact behavior depends on mix mode)Factor to use when applying data to destination (exact behavior depends on mix mode, multiplied with weights from vertex group when defined)Factor used to mix vertex color to get final colorFactorized PolynomialFactory StartupFactory Startup App-Template OnlyFadeFade DistanceFade DurationFade FactorFade GeometryFade Grease Pencil ObjectsFade Grease Pencil Objects, except the active oneFade InFade In and OutFade Inactive GeometryFade Inactive LayersFade Inactive ObjectsFade LayersFade ObjectsFade OutFade TimeFade TypeFade all viewport objects with a full color layer to improve visibilityFade centerFade effect using the built-in default (usually makes the transition as long as the effect strip)Fade factorFade from the start of strips under the time cursor to the current frameFade from the time cursor to the end of overlapping stripsFade in selected stripsFade in, out, both in and out, to, or from the current frame. Default is both in and outFade inactive geometry using the viewport background colorFade influence of stroke's opacityFade influence of stroke's thicknessFade interocular distance to 0 after the given cutoff angleFade layer opacity for Grease Pencil layers except the active oneFade out of one video, fading into anotherFade out selected stripsFade out strokes instead of directly cutting offFade paths and keys further away from current frameFade selected strips in and outFade the pieces over timeFade the stroke thickness for each generated strokeFadingFahrenheitFailed TracksFailed allocate render result, out of memoryFailed to access mesh from object "%s", ensure it's visible while renderingFailed to add the alpha modifierFailed to add the color modifierFailed to add the geometry modifierFailed to add the thickness modifierFailed to allocate memoryFailed to apply rotation to some of the objectsFailed to assign value: {:s}Failed to create OpenGL off-screen buffer, %sFailed to create OpenGL off-screen buffer: %sFailed to create Studio Light pathFailed to create a window compatible with the time sequential display methodFailed to create a window without quad-buffer support, you may experience flickeringFailed to create asset library directory to save assetFailed to create presets pathFailed to create stereo image bufferFailed to create the override operationFailed to create windowFailed to delete asset library fileFailed to execute the preset: {:s}Failed to find '%s'Failed to find Action Slot.Failed to find Annotation data to draw intoFailed to find bind solution (increase precision?)Failed to get Studio Light pathFailed to get add-ons pathFailed to get themes pathFailed to insert keys on F-Curve with path '%s[%d]', ensure that it is not locked or sampled, and try removing F-ModifiersFailed to load asset libraryFailed to load image texture '%s'Failed to load using Vulkan, using OpenGL instead.Failed to load volume:Failed to merge any animation. Note that NLA strips cannot be mergedFailed to open file '%s'Failed to open file browser!Failed to open window!Failed to read blend file '%s': %sFailed to read file '%s', not a blend fileFailed to read frameFailed to remove blobs directory %sFailed to remove metadata directory %sFailed to resolve path to property, try manually specifying this using a Keying Set insteadFailed to seek frameFailed to set preview: no ID in context (incorrect context?)Failed to set temporary actionFailed to set the new grid transform.Failed to set valueFailed to switch to Time Sequential mode when in fullscreenFailed to transfer mesh data to %d objectsFailed to write .oso file next to external .osl file at {:s}Failed to write to asset libraryFailed to write to attribute "{}" with domain "{}" and type "{}"Failure to perform external file operation on "%s"Fair PositionsFair TangencyFake UserFall-back to appending instead of packing data-blocksFallbackFallback ColorFallback ToolFalloffFalloff Along Chain CurveFalloff AngleFalloff CurveFalloff GradientFalloff OpacityFalloff PowerFalloff RadiusFalloff RampFalloff ShapeFalloff SizeFalloff TypeFalloff curve coefficient: 0 is linear, and higher value is wider influence. Set to -10 to disable influence completelyFalloff curve tries to form a circle at +1 instead of a parabolaFalloff distance for the clumping effect (0 means no falloff)Falloff is computed along the curve of the chain, instead of projecting on the axis connecting the start and end pointsFalloff that is applied from the tip to the root of each curveFalloff type for proportional editing modeFalloff type of the featherFalloff:FalseFalse ColorFalse when F-Curve could not be evaluated in past, so should be skipped when evaluatingFalse when there is any Layer, Slot, or legacy F-CurveFalse when this property is an optional argument in an RNA functionFanFarFar PlaneFar ThicknessFar clipping distance of shadow cameraFastFast EditingFast GI ApproximationFast GI MethodFast GI approximation methodFast GaussianFast Global IlluminationFast MotionFast NavigateFast but less accurate variationFast interactive editing through native Hydra integrationFast mapping that is good for most situations, but ignores the rest pose curvature of the B-BoneFast without support for self-intersectionFaster RenderFaster solver, some limitationsFastestFastest solver that works only on manifold meshes but gives better resultsFavor either original data or ease curveFavor either the left or the right keyFear FactorFeatherFeather PointsFeather Shrink/Fatten: %3fFeather Shrink/Fatten: %sFeather SizeFeature AwarenessFeature OutputFeature SetFeature Sets:Feature WeightsFeature detection requires valid clip frameFeature set directory already exists: '{:s}'FeedbackFeedback coefficient for error correction, average response time is 1/feedbackFeetFeet per secondFeet per second squaredFetchFieldField AbsorptionField AverageField FactorField Min & MaxField SettingsField VarianceField WeightsField depending on:Field of ViewField of view for the fisheye lensField originates from all of the vertices of the objectField originates from the local XY plane of the objectField originates from the local Z axis of the objectField originates from the object centerField originates from the surface of the objectField settings for an object in physics simulationField that is evaluated on the iteration domainField that will be stored as attribute on the geometry aboveField to GridField to Grid ItemField to ListField to List ItemFieldsFightFight DistanceFileFile '%s' cannot be openedFile '%s' could not be loadedFile '{:s}' not foundFile BottomFile BrowserFile Browser Display TypeFile Browser ModeFile Deleted Outside BlenderFile ExtensionsFile FoldersFile FormatFile Handler TypeFile Has Unsaved ChangesFile Modification DateFile Modified Outside BlenderFile Modified Outside and Inside BlenderFile NameFile Name CollisionFile Not FoundFile OutputFile Output ItemFile PathFile Path:File PathsFile Preview TypeFile ReferencesFile Select Asset FilterFile Select EntryFile Select ID FilterFile Select ParametersFile SizeFile SuffixFile TopFile already installed to {!r}File association is handled by the package managerFile association registeredFile association unregisteredFile browserAbsoluteFile browserAutoFile browserCopyFile browserCustom DirectoryFile browserDirectoryFile browserFillFile browserMatchFile browserPathFile browserPath ModeFile browserRelativeFile browserStripFile browserURLFile browserVolumesFile browser space dataFile contains invalid UTF-8 charactersFile could not be read, critical data corruption detectedFile does not existFile exported successfullyFile formatFile format expects linear color spaceFile format is not supported in file "%s"File format to export the UV layout toFile format to save the rendered images asFile format version the .blend file was saved withFile handler '%s' not foundFile handler not foundFile handler operator '%s' not foundFile is SavedFile nameFile name, overwrite existingFile not foundFile not found '%s'File pathFile path "%s" invalidFile path '%s' is not a valid fileFile path for image to denoise. If not specified, uses the render file path and frame range from the sceneFile path for image to mergeFile path for merged imageFile path property not setFile path was not setFile saved by newer Blender ({}), expect loss of dataFile sorting modeFile too long %sFile written by newer Blender binary (%d.%d), expect loss of data!File {!r} not foundFile/Asset BrowserFile:File: %sFile: *{:s} (unsaved)File: {:s}FileHandler idnameFilebrowser ParameterFilenameFilename '%s' too long (max length %zu, was %zu)Filename of the movie or sequence fileFilename of the text fileFilename onlyFilepathFilepath not setFilepath used for exporting the fileFilepath used for importing the fileFilesFillFill CapsFill ColorFill Color Override PathFill Color Override TestFill Color PathFill CurveFill HolesFill ModeFill OffsetFill OnlyFill OpacityFill RegionFill RimFill RotationFill RuleFill ScaleFill SegmentsFill Segments must be at least 1Fill SolverFill ThresholdFill Tile With Generated ImageFill TypeFill a selected edge loop with facesFill area with gradient colorFill area with image textureFill area with radial gradientFill area with solid colorFill camera frame, spilling outside the frameFill caps for beveled curvesFill color for the generated imageFill grid from two loopsFill holes after slicing the maskFill in holes (boundary edge loops)Fill in mask if nothing is already maskedFill in the cutFill internal areaFill inverted areaFill is fully transparentFill new tile with a generated imageFill only visible areas in viewportFill rule for Delaunay fill solverFill the Range Min/Max entries by the min/max distance between selected mesh objects and the source object (either a user-specified object or the active camera)Fill the active vertex color layer with the current paint colorFill the active vertex group with the current paint weightFill the current tile with a generated imageFill the holes at the tube ends with cap geometryFill the image with a grid for UV map testingFill the ripped regionFill the whole mask with a given value, or invert its valuesFill tool needs active materialFill with a specific colorFill with color the shape formed by strokesFillet CurveFillsFills the canvas edge-to-edge, cropping if needed, while maintaining aspect ratioFilmFilmicFilmic LogFilmic sRGBFilmlikeFilterFilter .blend filesFilter ActionsFilter Actions to be exportedFilter Add-onsFilter Alembic filesFilter AngleFilter Asset TypesFilter BlenderFilter Blender Backup FilesFilter Blender IDsFilter Brushes by ToolFilter ExtensionsFilter Extensions by Tags & RepositoryFilter Face MarksFilter FilesFilter FolderFilter FoldersFilter FontsFilter GlossyFilter ID TypesFilter ImagesFilter MatchFilter MoviesFilter NodeFilter OBJ filesFilter ObjectsFilter OpenVDB volume filesFilter OrderFilter PythonFilter Python filesFilter ScriptFilter SettingsFilter SizeFilter SoundFilter SourceFilter TextFilter Threshold to select problematic tracksFilter TypeFilter USD filesFilter Vertex groups for DisplayFilter VolumeFilter WidthFilter add-ons by categoryFilter archive filesFilter assets by nameFilter backup .blend filesFilter based on key bindingsFilter based on the operator nameFilter btx filesFilter by NameFilter by RepositoryFilter by TypeFilter by Type:Filter by add-on name, author & categoryFilter by extension name, author & categoryFilter by layer group nameFilter by name or tag, supports '*' wildcardFilter extensions by repositoryFilter feature lines based on face mark boundariesFilter feature lines using Freestyle face marksFilter foldersFilter font filesFilter image filesFilter kernel radius in voxelsFilter methodFilter movie filesFilter size of the visibility blur (Deprecated)Filter sound filesFilter strengthFilter textFilter text filesFilter that is going to be applied to the maskFilter the UI by tagsFilter to combined, diffuse, glossy, transmission and subsurface passesFilter tracks which has weirdly looking spikes in motion curvesFilter width in pixels, used to compute the bump mapping direction. For most textures the default value of 0.1 enables subpixel filtering for stable results. For stepwise textures a larger filter width can be used to get a bevel like effect on the edgesFiltering CollectionFiltersFilters to remove rows from the displayed dataFinalFinal 4×4 matrix after constraints and drivers are applied, in the armature object spaceFinal Cache SizeFinal ImagesFinal QualityFinal RenderFinal World MatrixFinal frame of the mask (used for sequencer)Final frame of the playback/rendering rangeFinal frame of the rangeFinal key configuration that combines keymaps from the active and add-on configurations, and can be edited by the userFinal transformation value of object or boneFinalize ScriptFindFind & ReplaceFind AllFind FileFind Link OperationsFind TextFind WrapFind all files in the search path (not just missing)Find boundary of unfilled instead of filled regionsFind edges on the boundaries between groups of faces with the same ID valueFind groups of vertices closer than dist and merge them togetherFind in FolderFind in StringFind sample positions on the curve using a distance from its beginningFind sample positions on the curve using a factor of its total lengthFind specified textFind specified text and set as selectedFind the closest point on the surface for the root point of every curve and move the root thereFind the control at the bone tail location and use it to relink TARGET or any constraints without an assigned subtarget or relink specFind the element of a geometry closest to a position. Similar to the "Index of Nearest" nodeFind the endpoint positions using a factor of each spline's lengthFind the endpoint positions using a length from the start of each splineFind the minimum number of steps, ignoring spatial distanceFind the nearest element in a group. Similar to the "Sample Nearest" nodeFind the number of times a given string occurs in another string and the position of the first matchFind the shortest paths along mesh edges to selected end vertices, with customizable cost per edgeFind/ReplaceFineFine tune of the texture mapping X, Y and Z locationsFinish operation on key releaseFinishingFinite VolumeFinnish - SuomiFireFire + SmokeFirstFirst FoundFirst Handle TypeFirst PointFirst Point IndexFirst QI value of the QI rangeFirst Rigid Body Object to be constrainedFirst and Last CopiesFirst coefficient of fourth order Brown-Conrady radial distortionFirst coefficient of second order Brown-Conrady tangential distortionFirst coefficient of second order Nuke distortionFirst coefficient of second order division distortionFirst coefficient of tangential Nuke distortionFirst coefficient of third order polynomial radial distortionFirst color used for effectFirst control point positions for new interpolated curvesFirst cubic spline control point between min/max speedsFirst frame from action to useFirst frame of path animationFirst frame of the Action to useFirst frame of the action's timelineFirst frame of the mask (used for sequencer)First frame of the playback/rendering rangeFirst frame of the rangeFirst frame of the segmentFirst frame to transferFirst input for the effect stripFirst keyframe used for reconstruction initializationFirst packed file of the imageFirst point of the screenshot in screenspaceFirst try to slide feather instead of vertexFirst vertex group nameFisheye EquidistantFisheye EquisolidFisheye LensFisheye Lens PolynomialFisheye Polynomial K0Fisheye Polynomial K1Fisheye Polynomial K2Fisheye Polynomial K3Fisheye Polynomial K4FitFit CurveFit LengthFit MethodFit TypeFit ViewFit entire image within the camera frameFit frame to the viewportFit the background image to the viewFit the duplicated objects to a curveFit to SelectedFit to the sensor heightFit to the sensor widthFit to the sensor width or height depending on image resolutionFits the image bounds inside the canvas, avoiding crops while maintaining aspect ratioFittingFix PolesFix ShearFix large jumps and flips in the selected Euler Rotation F-Curves arising from rotation values being clipped when baking physicsFix to CameraFixedFixed AlternateFixed AspectFixed CountFixed FrameFixed PositionFixed SubdivisionsFixed mesh for prim: %sFixed/SceneFlag grid of the fluid domainFlagsFlameFlame GridFlame RateFlame SmokeFlame fieldFlapsFlare LengthFlare OpeningFlare ParameterFlashFlash On TransferFlash VideoFlash the target object when transferring the modeFlatFlat Corner NormalsFlat FacesFlat ShadingFlat XY planeFlat open perimeter shapeFlatnessFlattenFlatten Bone HierarchyFlatten Bone Hierarchy. Useful in case of non decomposable transformation matrixFlatten HandlesFlatten HierarchyFlatten Object HierarchyFlatten Object Hierarchy. Useful in case of non decomposable transformation matrixFlatten angles of selected pointsFlatten angles of selected verticesFlatten handles for a smoother transitionFlatten selected facesFlee DistanceFlee to this distanceFlipFlip AxesFlip AxisFlip Color RampFlip ColorsFlip EffectFlip FacesFlip Group NamesFlip HorizontallyFlip MatCapFlip ModeFlip NamesFlip NormalsFlip PoseFlip U OffsetFlip UDIMFlip V OffsetFlip VerticallyFlip XFlip YFlip a fraction of copies along individual axesFlip a fraction of instances along individual axesFlip a matrix over its diagonal, turning columns into rows and vice-versaFlip an image along a defined axisFlip direction of UV coordinates inside facesFlip direction of face corner color attribute inside facesFlip effectFlip filling colorsFlip imageFlip image horizontallyFlip image verticallyFlip normals of lathed facesFlip on the X axisFlip on the Y axisFlip quaternion values to achieve desired rotations, while maintaining the same orientationsFlip selected keyframes over the selected mirror lineFlip the background image horizontallyFlip the background image verticallyFlip the direction of selected faces' normals (and of their vertices)Flip the imageFlip the image horizontallyFlip the image verticallyFlip the texture's X and Y axisFlip times of selected keyframes using the current frame as the mirror lineFlip times of selected keyframes using the first selected marker as the reference pointFlip times of selected keyframes, effectively reversing the order they appear inFlip to BottomFlip to LeftFlip to RightFlip to TopFlip values of selected keyframes (i.e. negative values become positive, and vice versa)Flip values of selected keyframes using the cursor value (Y/Horizontal component) as the mirror lineFlip vertex group namesFlippedFlipped on X-AxisFlippingFlipping regions in the Top-bar is not allowedFlips (and corrects) the axis suffixes of the names of selected bonesFlips the direction of the sliceFlips the tessellation of selected quadsFloatFloat (Full)Float (Half)Float ArrayFloat AttributeFloat Attribute ValueFloat BufferFloat ColorFloat Color AttributeFloat Color Attribute ValueFloat CurveFloat FieldFloat Icon PixelsFloat Image PixelsFloat Node SocketFloat Node Socket InterfaceFloat ThresholdFloat ValueFloat Vector AttributeFloat Vector Attribute ValueFloat action, representing either a digital or analog buttonFloat to IntegerFloat valueFloat2Float2 AttributeFloat2 Attribute ValueFloat3Floating RegionFloating point matrixFloating point quaternion rotationFloating-point number socket of a nodeFloating-point valueFloating-point value in geometry attributeFlockFlood fill the mesh with the selected detail settingFloorFloor ConstraintFloor LocationFloor ModeFlowFlow BehaviorFlow SettingsFlow SourceFlow TypeFluidFluid CollectionFluid DensityFluid FlowFluid Flow effector weightFluid InteractionFluid Level SetFluid ModifierFluid PresetsFluid VelocityFluid domain settingsFluid flow settingsFluid has some initial velocity when it is emittedFluid interaction radiusFluid rest densityFluid simulation modifierFluid: %s canceled at frame %d!Fluid: %s complete (%.2fs)Fluid: %s failed at frame %d: %sFluid: Could not create cache directory '%s', reset to default '%s'Fluid: Could not use default cache directory '%s', please define a valid cache path manuallyFluid: Empty cache path, reset to default '%s'FlushFlush edit data from active editing modesFlyFly & WalkFly SpeedFly Speed FactorFly modeFly mode when hands are swappedFly speed in meters per secondFoamFoam + BubblesFoam CoverageFoam FadeFoam Layer NameFoam and bubbles particles are saved in the same particle systemFocal LengthFocusFocus BoneFocus DistanceFocus Distance: %.3fFocus ModeFocus ObjectFocus RegionFocus on BoneFocus on ObjectFog GlowFog VolumeFolder to place texture files in. Relative to the .gltf fileFolder to search in for image filesFoldersFollowFollow B-BoneFollow Current FrameFollow CurveFollow LeaderFollow PathFollow Path ConstraintFollow Path constraint not foundFollow PreferencesFollow SceneFollow Surface NormalFollow TrackFollow Track ConstraintFollow UVs from active quads along continuous face loopsFollow XFollow ZFollow a boid or assigned objectFollow a custom transformation to define the VR view's base poseFollow current frame in editorsFollow forks in the parents chainFollow leader in a lineFollow mouse cursorFollow mouse cursor positionFollow object rotation onlyFollow shape of B-Bone segments when calculating Head/Tail positionFollow stroke drawing path and object rotationFollow the active scene camera to define the VR view's base poseFollow the curvature of the strokeFollow the transformation of an object to define the VR view's base poseFollow this object instead of a boidFontFont BoldFont Bold ItalicFont FilesFont ItalicFont Node SocketFont Node Socket InterfaceFont SizeFont StyleFont is not editableFont not packedFont not specifiedFont of the text. Falls back to the UI font by default.Font size in pointsFont size to use for displaying the labelFont size to use for displaying the textFont socket of a nodeFontsFonts DirectoryFoot PivotFootageFootage SettingsFooterFor All UsersFor Each ElementFor Each Element {} GeneratedFor Each Element {} MainFor Each Geometry ElementFor Each Geometry Element InputFor Each Geometry Element ItemFor Each Geometry Element OutputFor Each Geometry Element ZoneFor Grease Pencil objects, apply the modifier to all the keyframesFor Parallelogram, the relative X difference between the top and bottom edges. For Trapezoid, the amount to move the top edge in the positive X axisFor PoseBone paths, use the bone head location when calculating this pathFor RGB curves, the color that black is mapped toFor RGB curves, the color that white is mapped toFor Tree-IK: Weight of orientation control for this targetFor Tree-IK: Weight of position control for this targetFor a given incident vector A, surface normal B and ratio of indices of refraction, Ior, refract returns the refraction vector, RFor all WebP textures, create a PNG fallback textureFor backwards compatibility onlyFor bone motion paths, search whole Action for keyframes instead of in group with matching name only (is slower)For box projection, amount of blend to use between sidesFor channels with cyclic extrapolation, keyframe insertion is automatically remapped inside the cycle time range, and keeps ends in sync. Curves newly added to actions with a Manual Frame Range and Cyclic Animation are automatically made cyclic.For colliders participating in physics simulation, control which level in the modifier stack is used as the collision surfaceFor constraints with names formed like 'base@bonename', use the part after '@' as the new subtarget after all bones are created. Use '@CTRL', '@DEF' or '@MCH' to simply replace the prefixFor curves, point clouds, and Grease Pencil, take the radius attribute into account when computing the bounds.For each action slot, a list of animation channels that are meant for that slotFor files with several movie streams, use the stream with the given indexFor libraries with overrides created, show the overridden values that are defined/controlled automatically (e.g. to make users of an overridden data-block point to the override data, not the original linked data)For mesh objects, merge UV coordinates that share a vertex to account for imprecision in some modifiersFor meshes with modifiers applied, the coordinate of the vertex with no deforming modifiers applied, as used for generated texture coordinatesFor meshes, outputs normals without custom normal attributes taken into accountFor multires, show low resolution while navigating the viewFor node-based textures, which output node to useFor points, the distance along the control point's spline, For splines, the distance along the entire curveFor points, the portion of the spline's total length at the control point. For Splines, the factor of that spline within the entire curveFor reactor systems, index of particle system on the target objectFor reactor systems, the object that has the target particle system (empty if same object)For security reasons, automatic execution of Python scripts in this file was disabled:For selected keyframes, select/deselect any combination of the key itself and its handlesFor templates, prevents the user from removing predefined operation (NOT USED)For transparent transmission, keep surfaces with roughness above the threshold opaqueForceForce AxisForce Backface CullingForce CollectionForce Connect ChildrenForce DeleteForce FalloffForce FieldForce Field 1Force Field 2Force Field SettingsForce FieldsForce IntersectionForce Keeping Channel for ObjectsForce Keeping Channels for BonesForce ReloadForce SquareForce Start/End KeyingForce a full reload of UI translationForce connection of children bones to their parent, even if their computed head/tail positions do not match (can be useful with pure-joints-type armatures)Force effector weightForce exporting animation on every object. Can be useful when using constraints or driver. Also useful when exporting only selectionForce exporting at least one key of animation for all bones (needed with some target applications, like UE4)Force field based on a textureForce field of the fluid domainForce gets absorbed by collision objectsForce loaded ID to be tagged as indirectly linked (used in reload context only)Force reload the image if it is already opened elsewhere in BlenderForce the curve view to fit a defined boundaryForce the path view to fit a defined boundaryForce unlock failed: {:s}Force unlocking may be necessary in the case of a crash or power failure,Force updates of dependencies - Only use this if drivers are not updating correctlyForce using this center value (when set)Forcefield based on the Lennard-Jones potentialForcefield depends on the speed of the particlesForcesForces Rigify to delete and rebuild all of the rig widget objects. By default, already existing widgets are reused as-is to facilitate manual editingForces all linked data to be considered as directly linked. Workaround for current issues/limitations in BAT (Blender studio pipeline tool)Forces the use of Auto Merge and SplitForegroundForeground color of Debug iconForeground color of Error iconForeground color of Info iconForeground color of Operator iconForeground color of Property iconForeground color of Warning iconForkedForm of curvesFormatFormat ItemsFormat PresetsFormat StringFormat String ItemFormat contains unsupported "{}" character: "{}"Format of multiview mediaFormat of timecode displayed when not displaying timing in terms of framesFormat specifier is not closed: "{}"Format string using a Python and path template compatible syntax. For example, "Count: {}" would replace the {} with the first input value.Format used for re-saving this fileFormat uses more inputs than provided.Formatted string of file extensions supported by the file handler, each extension should start with a "." and be separated by ";". For Example: ``".blend;.ble"``Fortune (may look better, less accurate)ForwardForward AxisForward Path TracingForward the output of the simulation input node directly to the output node and ignore the nodes in the simulation zoneForward/BackwardFound conflicting bundle signaturesFound conflicting closure signaturesFournier-ForandFournier-Forand phase function, used for the scattering of light in underwater environmentsFourthFourth coefficient of fourth order Brown-Conrady radial distortionFoveon (Sigma)FractalFractal Brownian Motion, use Brownian noise as a basisFractal noise algorithmFractal randomness factorFractionFraction ModeFraction of light that is scattered backwardsFraction of pheomelanin in melanin, gives yellowish to reddish color, as opposed to the brownish to black color of eumelaninFractional ObstaclesFractional obstacles improve and smoothen the fluid-obstacle boundaryFrameFrame %dFrame %d / %dFrame %d: %sFrame '%s' not found, animation must be completeFrame Based SpeedFrame CountFrame DroppingFrame EndFrame File PathFrame InterpolationFrame LockedFrame Map NewFrame Map OldFrame MethodFrame NodeFrame NumberFrame NumbersFrame OffsetFrame OverlayFrame RangeFrame Range BeforeFrame Range StartFrame RateFrame Rate PresetsFrame RelativeFrame ScaleFrame SelectedFrame Selected NodesFrame Selection in the Dope SheetFrame StartFrame StepFrame TypeFrame already exists on frame number %dFrame already exists on this frame number %dFrame at which simulations endFrame at which simulations startFrame currently being displayed for this layerFrame does not exist on frame number %dFrame for absolute keysFrame is selected for editing in the Dope SheetFrame not found in annotation layerFrame number marker is keyframed onFrame number of input stripFrame number of keyframe immediately after the current frameFrame number of keyframe immediately before the current frameFrame number of the input stripFrame number that volume grids will be loaded at, based on scene time and volume parametersFrame number to start emitting particlesFrame number to stop emitting particlesFrame of referenced Action to evaluateFrame offset that is used when loading the simulation from the cache. It is not considered when baking the simulation, only when loading it.Frame on which the simulation startsFrame on which the simulation starts (first frame baked)Frame on which the simulation stopsFrame on which the simulation stops (last frame baked)Frame player from IRIDASFrame player from Tweak SoftwareFrame start/end specified in a non-animation renderFrame that modifier's influence ends (if Restrict Frame Range is in use)Frame that modifier's influence ends (if applicable)Frame that modifier's influence starts (if Restrict Frame Range is in use)Frame that modifier's influence starts (if applicable)Frame the property under the cursor in the Graph EditorFrame the whole array property instead of only the index under the cursorFrame this control-point occurs onFrame to end rendering animation at. If not specified, the scene end frame will be assumed. This should only be specified if doing an animation renderFrame to insert keyframe onFrame to start rendering animation at. If not specified, the scene start frame will be assumed. This should only be specified if doing an animation renderFrame to stop propagating frames to (for 'Before Frame' mode)Frame where key will be addedFrame where selected strips will be snappedFrame where selected strips will be splitFrame where the baking endsFrame where the baking startsFrame:Frame: %dFrame: %d / %dFrame: - / %dFrame: {:d} ({:s})FrameCyclerFramerate baseFramerate, expressed in frames per secondFramesFrames AfterFrames BeforeFrames LimitFrames in absolute range of the scene frameFrames in relative range of the Grease Pencil keyframesFrames per secondFrames to insert after current stripFrames {} - {}Frames: {}FreeFree AxisFree Entire Fluid SimulationFree Fluid DataFree Fluid GuidingFree Fluid MeshFree Fluid NoiseFree Fluid ParticlesFree HandleFree Handle SelectedFree LookFree Lossless Audio CodecFree the bake, rather than generating itFreehand annotation sketchbookFreehand curve defining part of a sketchFreehand curves defining the sketch on this frameFreeing fluid...FreestyleFreestyle AlphaFreestyle AnimationFreestyle ColorFreestyle GeometryFreestyle LineFreestyle Line SetFreestyle Line StyleFreestyle LinestylesFreestyle MarkFreestyle ModuleFreestyle SettingsFreestyle StrokesFreestyle TextureFreestyle ThicknessFreestyle line style, reusable by multiple line setsFreestyle settings for a ViewLayer data-blockFreestyle: Mesh loadingFreestyle: Stroke renderingFreestyle: View map creationFreestyleLineStyleNewFreestyleLineStyleSmoothFreeze CullingFreeze OperatorFreeze view culling boundsFrench - FrançaisFrequencyFrequency Cutoff (Hz)Frequency factor of the braidsFrequency factor of the curlsFrequency of the Perlin noiseFrequency of the haptic vibration in hertz. 0.0 specifies the OpenXR runtime's default frequency.FresnelFresnel TypeFresnel conductor based on the complex refractive index per color channelFresnel method used to tint the metalFribidi LibraryFrictionFriction FactorFriction for cloth collisionsFriction force if a collision happened (higher = less movement)Friction with self contactFriendFrizzFrizz Hair CurvesFromFrom ActiveFrom Current FrameFrom EnvelopesFrom InstancerFrom LeftFrom MaxFrom Maximum XFrom Maximum YFrom Maximum ZFrom MinFrom Minimum XFrom Minimum YFrom Minimum ZFrom MixFrom ModeFrom NodeFrom RightFrom ShadowFrom SocketFrom active nodeFrom an ellipsoid (shape defined by the boundbox's dimensions, target is optional)From nodeFrom node linked to selected nodeFrom socketFrom socket linked to selected nodeFrom the first keyframe to the lastFrom the first selected keyframe to the lastFrontFront (X-Z)Front Faces OnlyFront OrthographicFront PerspectiveFront-Face FalloffFront/BackFuelFuel fieldFullFull Collection HierarchyFull CopyFull Global IlluminationFull ID name in the library .blend file (including the two leading 'id type' chars)Full Library PathFull NameFull PathFull SMPTE timecode (format is HH:MM:SS:FF)Full SampleFull merge by distanceFull path to the Blender file containing the active assetFull precisionFull precision for final renders, half precision otherwiseFull resolutionFullframeFunction NodeFur MaterialFurlongsFuzziness while on collision, high values make collision handling faster but less stableFuzzyGGXGGX with additional correction to account for multiple scattering, preserve energy and prevent unexpected darkening at high roughnessGL Texture LimitGLSLGPUGPU BackendGPU ComputeGPU InstancesGPU SubdivisionGPU backend to use (requires restarting Blender for changes to take effect)GP_LayerGP_PaletteGPencilAdditiveGPencilAirbrushGPencilAllGPencilAnchoredGPencilAutomatic EasingGPencilBackGPencilBothGPencilBounceGPencilBoundaryGPencilBreakdownGPencilBrush TypeGPencilCaps TypeGPencilCast ShadowGPencilCircularGPencilCloneGPencilClosure ModeGPencilConcurrentGPencilCubicGPencilCurveGPencilCustomGPencilDissolveGPencilDissolve BetweenGPencilDissolve UnselectGPencilDotsGPencilDrag DotGPencilDynamic EffectsGPencilEase InGPencilEase In and OutGPencilEase OutGPencilEasingGPencilEasing (by strength)GPencilElasticGPencilExponentialGPencilExtendGPencilExtremeGPencilFillGPencilFill StyleGPencilFilter by TypeGPencilFlatGPencilGPencilGPencilGeneratedGPencilGrabGPencilGradientGPencilIlluminatedGPencilIlluminated (Enclosed Shapes)GPencilInterpolationGPencilJitterGPencilKeyframeGPencilKeyframe TypeGPencilKeyframesGPencilLineGPencilLineArtGPencilLinearGPencilMaterial ModeGPencilMixGPencilModeGPencilMoving HoldGPencilNewGPencilNoneGPencilPinchGPencilPointGPencilPushGPencilQuadraticGPencilQuarticGPencilQuinticGPencilRadiusGPencilRandomizeGPencilRoundGPencilSequentialGPencilShadedGPencilShadow Region FilteringGPencilSinusoidalGPencilSmoothGPencilSolidGPencilSpaceGPencilStepsGPencilStrengthGPencilStrokeGPencilStroke MethodGPencilStroke ModeGPencilStroke StyleGPencilSuzanneGPencilTextureGPencilThicknessGPencilTwistGPencilTypeGPencilWaveGPencil Interpolation: GPencil Sculpt SettingsGabor TextureGainGamepadGammaGamma CorrectedGamma Crossfade StripGamma correctedGamma correction factor applied after tone mappingGamma correction value, applied as color^gamma. Gamma controls the relative intensity of the mid-tones compared to the full black and full whiteGapGap 1Gap 2Gap 3Gap ClosureGap between successive frequenciesGap between successive frequencies. Depth needs to be greater than 0 for this to have an effectGarbageGarbage Collection RateGarbage MatteGasGaussianGaussian Blur EffectGaussian Blur StripGaussian Blur effectGaussian filterGeneralGeneral InfoGeneral Mass valueGeneral OverrideGeneral data-block management operationsGeneral media friction for point movementsGeneral properties for Grease Pencil stroke sculpting toolsGeneral settingsGeneral type of the attributeGenerateGenerate 'in-betweens' to smoothly interpolate between Grease Pencil framesGenerate 'internal' previews (materials, textures, images, etc.)Generate ControlGenerate Data LayersGenerate Deform BoneGenerate FoamGenerate Gabor noiseGenerate Hair CurvesGenerate Line Art from scene geometriesGenerate Line Art strokes from selected sourceGenerate NormalsGenerate SkinGenerate Spray MapGenerate UV attribute data on the curve geometryGenerate UVsGenerate Worley noise based on the distance to random points. Typically used to generate textures such as stones, water, or biological cellsGenerate a 2D Bézier spline from the given control points and handlesGenerate a MaterialX network representation of the materialsGenerate a UV map based on seam edgesGenerate a blank imageGenerate a bokeh type blur similar to Defocus. Unlike defocus an in-focus region is defined in the compositorGenerate a checkerboard textureGenerate a circular ring of edgesGenerate a cone meshGenerate a cuboid mesh with variable side lengths and subdivisionsGenerate a curve from a meshGenerate a curve using a factorized or expanded polynomialGenerate a curve using standard math functions such as sin and cosGenerate a cylinder meshGenerate a default UV mapGenerate a dense volume with a field that controls the density at each grid voxel based on its positionGenerate a dirt map gradient based on cavityGenerate a factor value (from 0.0 to 1.0) between scene start and end time, using a curve mappingGenerate a fog volume sphere around every pointGenerate a input node socketGenerate a mesh on the "surface" of a volumeGenerate a mesh on the "surface" of a volume gridGenerate a mesh on the XY plane with faces on the inside of input curvesGenerate a mesh vertex for each point cloud pointGenerate a more accurate cryptomatte passGenerate a moving ocean surfaceGenerate a new surface with regular topology that follows the shape of the input meshGenerate a normal vector and a dot productGenerate a output node socketGenerate a paragraph of text with a specific font, using a curve instance to store each characterGenerate a perturbed normal from a height texture for bump mapping. Typically used for faking highly detailed surfacesGenerate a perturbed normal from an RGB normal map image. Typically used for faking highly detailed surfacesGenerate a placeholder (empty ID) if not found in any library filesGenerate a planar mesh on the XY planeGenerate a point cloud by sampling positions along curvesGenerate a point cloud from a mesh's verticesGenerate a point cloud from a volume grid's active voxelsGenerate a point cloud with positions and radii defined by fieldsGenerate a poly spline arcGenerate a poly spline circleGenerate a poly spline for each input splineGenerate a poly spline in a parabola shape with control points positionsGenerate a poly spline in a spiral shapeGenerate a poly spline in a star pattern by connecting alternating points of two circlesGenerate a poly spline line with two pointsGenerate a polygon with four pointsGenerate a procedural sky textureGenerate a procedural texture producing bricksGenerate a psychedelic color textureGenerate a randomized integer using the given input value as a seedGenerate a reference to geometry at each of the input points, without duplicating its underlying dataGenerate a rig from the active metarig armatureGenerate a separate IK toe control for better IK/FK snappingGenerate a slider to pivot forward heel roll on the tip rather than the base of the toeGenerate a spherical mesh that consists of equally sized trianglesGenerate a spherical mesh with quads, except for triangles at the top and bottomGenerate a string representation of the given input valueGenerate a tangent direction for the Anisotropic BSDFGenerate an FK control chainGenerate an FK control chain for the tentacleGenerate an OBJ group for each part of a geometry using a different materialGenerate an OSL shader from a file or text data-block. Note: OSL shaders are not supported on all GPU backendsGenerate an approximate USD Preview Surface shader representation of a Principled BSDF node networkGenerate an arbitrary number copies of each selected input elementGenerate and export Mantaflow script from current domain settings during bake. This is only needed if you plan to analyze the cache (e.g. view grids, velocity vectors, particles) in Mantaflow directly (outside of Blender) after baking the simulation.Generate approximate caustics in shadows of refractive surfaces. Lights, caster and receiver objects must have shadow caustics options set to enable thisGenerate collections' previewsGenerate corner angle weighted normalsGenerate dot-dash styled strokesGenerate face area weighted normalsGenerate feature lines for this collectionGenerate feature lines for this object's dataGenerate floating-point bufferGenerate foam mask as a vertex color channelGenerate fractal Perlin noiseGenerate hard noise (sharp transitions)Generate image with bokeh shape for use with the Bokeh Blur filter nodeGenerate interpolated color and intensity values based on the input vectorGenerate intersection lines even with objects that disabled intersectionGenerate light/shadow separation lines from a reference light objectGenerate map of spray direction as a vertex color channelGenerate matte for individual objects and materials using Cryptomatte render passesGenerate motion paths for the selected objectsGenerate multiple strokes around original strokesGenerate multiple strokes from one strokeGenerate new curves on points by interpolating between existing curvesGenerate new keys to fix the selected object/bone to the camera on unkeyed framesGenerate new mesh topology based on the current shapeGenerate new vertices, edges, or faces from selected elements and move them based on an offset while keeping them connected by their boundaryGenerate noise wobble in Grease Pencil strokesGenerate objects' previewsGenerate ocean surface geometry at the specified resolutionGenerate points at the origins of instances. Note: Nested instances are not affected by this nodeGenerate points inside a volumeGenerate points inside a volume gridGenerate points spread out on the surface of a meshGenerate procedural bands or rings with noiseGenerate scenes' previewsGenerate selected .blend file's previewsGenerate sloped corners by adding geometry to the mesh's edges or verticesGenerate smooth groups identifiers for each group of smooth faces, as unique integer values by defaultGenerate soft noise (smooth transitions)Generate strokes from Freestyle marked edgesGenerate strokes from a range of occlusion levelsGenerate strokes from borders between materialsGenerate strokes from contours linesGenerate strokes from creased edgesGenerate strokes from intersectionsGenerate strokes from loose edgesGenerate strokes from the objects in this collectionGenerate strokes from this objectGenerate system information, saved into a text fileGenerate tangent directions based on a UV mapGenerate values using a built-in functionGenerate vertex weights based on distance to objectGenerate vertex weights based on stroke angleGenerate vertices in a line and connect them with edgesGeneratedGenerated CoordinatesGenerated GeometryGenerated HeightGenerated KeyframeGenerated Keyframe SelectedGenerated MatrixGenerated TypeGenerated WidthGenerated coordinates centered to flow objectGenerated coordinates in parent object spaceGenerated grid to test UV mappingsGenerated imageGenerated image heightGenerated image typeGenerated image widthGenerated improved UV grid to test UV mappingsGenerated intermediate points for very fast mouse movements (Set to 0 to disable)Generated normals weighted by both face area and angleGenerated transform matrix in world spaceGenerates a new set of random colors to render the face sets in the viewportGenerates a symmetrical mesh using the mesh symmetry configurationGenerates new hair curves on a surface meshGenerates normals with round corners. Note: only supported in Cycles, and may slow down rendersGenerating Cycles/EEVEE compatible material, but won't be visible with {:s} engineGenerating StudioLight icon...Generating icon preview...Generating shader preview...Generating shader previews...Generating strip previews...Generating strip thumbnails...GenerationGeneration ItemsGeneration has thrown an exception: Generative Modifiers Detected!Generator F-ModifierGenericGeneric Quantization BitsGeneric SpringGeneric data that is not color, will not apply any color transform (e.g. normal maps)Generic sculpt expand operatorGeodesicGeodesic StepGeometric thickness of the surfaces when computing fast GI and ambient occlusion. Reduces light leaking and missing contact occlusion.Geometries to merge together by concatenating their elementsGeometryGeometry AttributeGeometry Attribute ConstraintGeometry ComponentGeometry Custom GroupGeometry DataGeometry End FactorGeometry InputGeometry Item TypeGeometry ModifiersGeometry NodeGeometry Node EditorGeometry Node SocketGeometry Node Socket InterfaceGeometry Node TreeGeometry NodesGeometry Nodes Instances (Experimental)Geometry Nodes ListsGeometry OffsetGeometry ProcessingGeometry ProximityGeometry SamplesGeometry SetGeometry SpaceGeometry Start FactorGeometry ThresholdGeometry attributeGeometry attribute that stores 2D integer vectorsGeometry attribute that stores 8-bit integersGeometry attribute that stores RGBA colors as floating-point values using 32-bits per channelGeometry attribute that stores RGBA colors as positive integer values using 8-bits per channelGeometry attribute that stores a 4 by 4 float matrixGeometry attribute that stores booleansGeometry attribute that stores floating-point 2D vectorsGeometry attribute that stores floating-point 3D vectorsGeometry attribute that stores floating-point valuesGeometry attribute that stores integer valuesGeometry attribute that stores rotationGeometry attribute that stores stringsGeometry attributesGeometry cannot be retrieved from the edited object itselfGeometry cannot be retrieved from the modifier objectGeometry color attributesGeometry components:Geometry domain that is iterated overGeometry element type to instance onGeometry generated in the current iteration. Will be joined with geometries from all other iterationsGeometry modifier '%s' could not be removedGeometry modifiers for changing line geometriesGeometry nodesGeometry process to apply after each displacement stepGeometry socket of a nodeGeometry that is instanced on the pointsGeometry that is instanced on the scattered pointsGeometry to InstanceGeometry to OriginGeometry to add to the end of each curveGeometry to add to the start of each curveGeometry to assign a material toGeometry to cast rays ontoGeometry to compute the bounding box of. Instances have to be realized before the full bounding box can be computedGeometry to delete elements fromGeometry to duplicate elements ofGeometry to evaluate the given fields and store the resulting attributes on. All geometry types except volumes are supportedGeometry to find the closest point onGeometry to get the bundle ofGeometry to get the domain sizes of. Only the root geometry is considered, not nested instancesGeometry to get the statistics fromGeometry to override the bundle ofGeometry to override the name ofGeometry to remove attributes fromGeometry to replace materials onGeometry to sample a value onGeometry to scale elements ofGeometry to set the smoothness ofGeometry to sort the elements ofGeometry to split into instancesGeometry to split into separate componentsGeometry to split into two partsGeometry to store a new attribute with the given name onGeometry to transformGeometry to update the ID attribute onGeometry to update the material indices onGeometry to update the selection ofGeometry used for the hair tie instance (priority)Geometry whose elements are iterated overGeometry whose instances are (partially) realizedGeometryNodesGeorgian - ქართულიGerman - DeutschGet Bundle ItemGet ExtensionsGet Geometry BundleGet List ItemGet Named GridGet away from assigned object or loudest assigned signal sourceGet the bundle of a geometryGet the node tree path as a stringGet volume grid from a volume geometry with the specified nameGetting StartedGhostGhostsGigawattsGimbalGive access to the possible event values of this modal keymap's items (#KeyMapItem.propvalue), for API introspectionGive birth to unreacted particles eventuallyGive path length a random variationGive randomness to the modified F-CurveGive the particle life a random variationGive the particle size a random variationGive the starting velocity a random variationGizmoGizmo AGizmo BGizmo Group PropertiesGizmo HighlightGizmo PrimaryGizmo PropertiesGizmo SecondaryGizmo SizeGizmo View AlignGizmo group '%s' has 'PERSISTENT' option set!Gizmo group '%s' not found!Gizmo group this gizmo is a member ofGizmo group type '%s' not found!Gizmo target '%s.%s' expects '%s', '%s.%s' is '%s'Gizmo target property '%s.%s' expects an array of length %dGizmo target property '%s.%s' expects an array of length %d, found %dGizmo target property '%s.%s' not foundGizmo target property '%s.%s', index %d must be below %dGizmo to adjust camera focal length or orthographic scaleGizmo to adjust camera focus distance (depends on limits display)Gizmo to adjust image size and positionGizmo to adjust locationGizmo to adjust rotationGizmo to adjust scaleGizmo to adjust spot and area sizeGizmo to adjust the direction of the lightGizmo to adjust the force fieldGizmoType '%s' is for a 3D gizmo-group. The 'draw_select' callback is set where only 'test_select' will be used.GizmoType '%s' not knownGizmosGizmos for the active modifierGizmos hidden in this viewGizmos:GlareGlass (Broken)Glass (Solid)Glass BSDFGlass-like shader mixing refraction and reflection at grazing anglesGlob FilterGlobalGlobal +X AxisGlobal +Y AxisGlobal +Z AxisGlobal -X AxisGlobal -Y AxisGlobal -Z AxisGlobal CoordinatesGlobal GravityGlobal HairGlobal IlluminationGlobal Influence:Global TransformGlobal TypeGlobal UndoGlobal XGlobal YGlobal ZGlobal bar at the bottom of the screen for general status informationGlobal bar at the top of the screen for global per-window settingsGlobal child particles percentageGlobal child particles percentage during renderingGlobal gravity weightGlobal index of the item among all items in the interfaceGlobal influence of current modifications on vgroupGlobal maximum subdivision levelGlobal maximum subdivision level during renderingGlobal preferencesGlobal scene frame number at which this movie starts playing (affects all data associated with a clip)Global spacing between charactersGlobal starting frame of the movie/sequence, assuming first picture has a #1Global starting frame of the sequence, assuming first has a #1Global undo works by keeping a full copy of the file itself in memory, so takes extra memoryGlobally adjust detail for volume rendering, on top of automatically estimated step size. Higher values reduce render time, lower values render with more detailGlobally disable in planar light probesGlobally disable in rendersGlobally disable in renders • Ctrl to isolate collection • Shift to set inside collections and objectsGlobally disable in renders • Shift to set childrenGlobally disable in spherical light probesGlobally disable in viewportsGlobally disable in viewports • Ctrl to isolate collection • Shift to set inside collections and objectsGlobally disable in viewports • Shift to set childrenGlobally disable in volume probesGlossGlossyGlossy BSDFGlossy BouncesGlossy ColorGlossy DepthGlossy DirectGlossy IndirectGlossy VisibilityGlossy refraction with sharp or microfacet distribution, typically used for materials that transmit lightGlowGlow ColorGlow EffectGlow StripGlow UnderGlow effectGlow modeGlow only areas with alpha (not supported with Regular blend mode)Glue ModeGlue rigid bodies togetherGo to assigned object or loudest assigned signal sourceGo to closest enemy and attack when in rangeGo to parent node treeGo to pose mode to copy pose bone colorsGoalGoal (vertex target position) frictionGoal (vertex target position) spring stiffnessGoal DampingGoal DefaultGoal MaximumGoal MinimumGoal StiffnessGoal Vertex GroupGoal distance between curve roots for the Density brushGoal maximum, vertex group weights are scaled to match this rangeGoal maximum, vertex weights are scaled to match this rangeGoal minimum, vertex group weights are scaled to match this rangeGoal minimum, vertex weights are scaled to match this rangeGoal objectGoldGoldenGolden RatioGolden Triangle AGolden Triangle BGoodGood for re-importing glTFs exported from Blender, and re-exporting glTFs to glTFs after Blender editing. Bone tips are placed on their local +Y axis (in glTF space)Good smoothness and speedGpencil SettingsGrabGrab Active VertexGrab CursorGrab SilhouetteGrab UVsGrabs trying to automask the silhouette of the objectGradientGradient ColorsGradient Fill ModeGradient High/OffGradient LowGradient MappingGradient SpacingGradient Stroke ModeGradient TextureGradient TypeGradient WidthGradient from the center of Dot and Box strokes (set to 1 for a solid stroke)Gradient tinting colorsGramsGranite (Broken)Granite (Solid)Graph EditorGraph Editor 2D-Value cursor - X-Value componentGraph Editor 2D-Value cursor - Y-Value componentGraph Editor instance has some ghost curves storedGraph Editor space dataGraph Editor/DriversGraphical definition equalizationGraphical definition in 2 sectionsGraphical definition in 3 sectionsGraphics driver and operating system settingsGraphsGrave Accent / Tilde ActionGravelGravitationGravityGravity FactorGravity FalloffGravity in X, Y and Z directionGravity or external force vectorGray ScaleGrayscaleGrayscale image texture used to remove scattered instancesGrease PencilGrease Pencil Brush SettingsGrease Pencil ColorGrease Pencil Color ModifierGrease Pencil Dash ModifierGrease Pencil DrawGrease Pencil DrawingGrease Pencil Edit ModeGrease Pencil Envelope ModifierGrease Pencil Eraser RadiusGrease Pencil Euclidean DistanceGrease Pencil FrameGrease Pencil FramesGrease Pencil GroupGrease Pencil InterpolateGrease Pencil Interpolate SettingsGrease Pencil KeyframeGrease Pencil Lattice ModifierGrease Pencil LayerGrease Pencil Layer GroupGrease Pencil LayersGrease Pencil Manhattan DistanceGrease Pencil Mask LayersGrease Pencil Masking LayersGrease Pencil Material SlotsGrease Pencil Mirror ModifierGrease Pencil Noise ModifierGrease Pencil Object does not support this set origin operationGrease Pencil ObjectsGrease Pencil Offset ModifierGrease Pencil OpacityGrease Pencil Opacity ModifierGrease Pencil OptionsGrease Pencil PaintGrease Pencil RenderGrease Pencil SculptGrease Pencil Sculpt GuideGrease Pencil Sculpt ModeGrease Pencil Sculpt PaintGrease Pencil SettingsGrease Pencil Texture ModifierGrease Pencil Thickness ModifierGrease Pencil Time ModifierGrease Pencil Tint ModifierGrease Pencil VertexGrease Pencil Vertex PaintGrease Pencil Vertex Paint StrokesGrease Pencil Vertex SelectGrease Pencil Vertex SizeGrease Pencil Weight PaintGrease Pencil Weight Paint StrokesGrease Pencil Wire EditGrease Pencil build modifierGrease Pencil color settings for materialGrease Pencil component containing layers and curves dataGrease Pencil data to convert to curvesGrease Pencil data to merge layers ofGrease Pencil data-blockGrease Pencil data-blocksGrease Pencil framesGrease Pencil from Curve or Mesh objectsGrease Pencil layer groupsGrease Pencil layer is visible in the viewportGrease Pencil layer to which assign the generated strokesGrease Pencil layersGrease Pencil length modifierGrease Pencil material assigned to the generated strokesGrease Pencil node in the layer tree. Either a layer or a groupGrease Pencil settings for the sceneGrease Pencil subdivide modifierGrease Pencil to CurvesGrease Pencil to change the color ofGrease Pencil to set the depth order ofGrease Pencil to set the softness ofGrease Pencil wireframe color when in edit modeGrease Pencil(s)Grease Pencil: {} layersGreasePencilGreaterGreater ThanGreater Than ModeGreater Than or EqualGreek - ΕλληνικάGreenGreen ChannelGreen channelGreen component of the color fieldGreen-MagentaGreen:GreyGreyscaleGridGrid 1Grid 2Grid ColorGrid CurlGrid Dilate & ErodeGrid DisplayGrid DivergenceGrid FillGrid GradientGrid InfoGrid LaplacianGrid LevelsGrid LinesGrid MeanGrid MedianGrid NameGrid Over ImageGrid RandomnessGrid ScaleGrid Scale UnitGrid Shape SourceGrid SubdivisionsGrid aligns with pixels from imageGrid allows horizontal and vertical linesGrid allows isometric and vertical linesGrid cell size scaled by scene unit system settingsGrid in the volume object that is converted to a meshGrid to MeshGrid to PointsGrid tree is loaded in memoryGrid type not supportedGridlinesGridsGround AlbedoGround color that is subtly reflected in the skyGroupGroup '{}' ({})Group AddGroup IDGroup IndexGroup InputGroup NameGroup NodeGroup OutputGroup RemoveGroup Socket NodeGroup SocketsGroup by NLA TrackGroup faces into regions surrounded by the selected boundary edgesGroup of Grease Pencil layersGroup of ID propertiesGroup of geometry attributesGroup of vertices, used for armature deform and other purposesGroup selected strips into a meta-stripGroupingGrouping MethodGroupings of F-Curves for display purposes, in e.g. the dopesheet and graph editorGroupsGroups of F-CurvesGrowGrow Face SetGrow MaskGrow VisibilityGrow or shrink curves by changing their size uniformly instead of using trimming or extrapolationGrow the selection by one pointGrow the visibility by one face based on mesh topologyGrows the face set boundary by one face based on mesh topologyGuess Original Bind PoseGuideGuide CurvesGuide Direct LightGuide DistanceGuide Group IDGuide HairsGuide IndexGuide MapGuide MaskGuide ModeGuide ParentGuide SelectionGuide UpGuide VelocityGuide curves or points used for the selection of guide curvesGuide index map that was used for the operationGuide index map to be used. This input has priorityGuide spacingGuide velocity field of the fluid domainGuide-free time from particle life's endGuided diffuse BSDF component based on the incoming light distribution and the cosine product (closed form product)GuidesGuides for drawingGuidingGuiding Distribution TypeGuiding LinesGuiding Roughness ThresholdGuiding modeGuiding size (higher value results in larger vortices)Guiding sourceGuiding velocity factor (higher value results in greater guiding velocities)Guiding weight (higher value results in greater lag)HH.264H.265 / HEVCH264 in MP4H264 in MatroskaH264 in Matroska for scrubbingHDRHDR display not supportedHDR needs 10 or 12 bitsHDR needs H.265 or AV1HDRIsHDTV 1080pHDTV 720pHDV 1080pHDV NTSC 1080pHDV PAL 1080pHIPHIP RTHIP RT enables AMD hardware ray tracing on RDNA2 and aboveHP Reverb G2HSLHSVHSV (Hue, Saturation, Value) color spaceHSV Limit ChannelHTC Vive CosmosHTC Vive FocusHTJ2KHairHair Attachment InfoHair BSDFHair BSDF component to useHair CurvesHair Curves NoiseHair DynamicsHair Dynamics PresetsHair Grid MaximumHair Grid MinimumHair Grid ResolutionHair LengthHair MaterialHair RadiusHair ShapeHair TieHair Tie Input TypeHair Tie ScaleHair curve data-blocksHair data-block for hair curvesHair dynamics disabledHair keys are in global coordinate spaceHair pigment. Specify its absolute quantity between 0 and 1Hair roughness. A low value leads to a metallic lookHair stiffness for effectorsHair strandsHalfHalf Float PrecisionHaloHandleHandle 1Handle 1 LocationHandle 1 TypeHandle 1 selectedHandle 1 selection statusHandle 2Handle 2 LocationHandle 2 TypeHandle 2 selectedHandle 2 selection statusHandle All EventsHandle LengthHandle Overlapping EdgesHandle SmoothingHandle TypeHandle Type SelectionHandle Type Selection nodeHandle VertexHandle Vertex SelectHandle Vertex SizeHandle area action zones for mouse actions/gesturesHandle clicks to select NLA StripsHandle clicks to select NLA tracksHandle dropping an extension URLHandle each pixel color as individual vector for displacement (area plane mapping only)Handle mouse clicks over animation channelsHandle mouse clicks to select and activate itemsHandle the text behavior when it does not fit in the text boxesHandle typeHandle type for handles of new keyframesHandle typesHandlesHaptic AmplitudeHaptic DurationHaptic FrequencyHaptic Match User PathsHaptic NameHaptic application modeHaptic duration in seconds. 0.0 is the minimum supported duration.Haptic modeHaptic vibration output action, to be applied with a duration, frequency, and amplitudeHardHard LightHard coded Non-Linear, Gamma:1.7HardenHarden NormalsHardnessHardness FactorHarmonicHarmonic DampingHarmonic effector weightHarmonious Triangle AHarmonious Triangle BHarmonyHas AccumulateHas AlphaHas Auto SmoothHas Auto-Smooth PressureHas BundleHas ColorHas Crease/Pinch FactorHas Custom NormalsHas DataHas Data-BlockHas DirectionHas DyntopoHas Ghost CurvesHas GravityHas HardnessHas Hardness PressureHas HeightHas IKHas JitterHas LayersHas Linear Color SpaceHas MaximumHas MinimumHas Motion PathsHas NeighborHas Normal RaidusHas OverlayHas PersistenceHas Pinch FactorHas Plane DepthHas Plane HeightHas Plane OffsetHas RadiusHas Rake FactorHas Random Texture AngleHas Sculpt PlaneHas Secondary ColorHas Size PressureHas Smooth StrokeHas Space AttenuationHas SpacingHas Specular HighlightHas Strength PressureHas Texture Angle SourceHas TiltHas Topology RakeHas ViewHas WeightHas export collectionsHas the current session been saved to disk as a .blend fileHas unsaved changesHashHash ValueHash of compile bytecode, for quick equality checkingHash of the compiled bytecode of the custom shader, for quick equality checkingHash table containing node instance dataHash: {:s}Have recent edits been saved to diskHeadHead SelectHead/TailHeaderHeader BackgroundHeader PositionHeader TextHeader Text HighlightHeader and side bars visibility togglesHeader seek failedHeadsHealthHeatHeat GridHebrew - תירִבְעִHectogramsHeel IK InfluenceHeightHeight (in domain grid units) of fluid emission above the mesh surface. Higher values result in emission further away from the mesh surface. If this value and the emitter size are smaller than the domain grid unit, fluid will not be createdHeight MinHeight above surface. Connect the height map texture to this inputHeight from sea levelHeight of marker's pattern in screen coordinatesHeight of marker's search in screen coordinatesHeight of the created planeHeight of the generated coneHeight of the nodeHeight of the waveHeight:Helicopter ModeHelpHelper to draw smooth and clean lines. Press Shift for an invert effect (even if this option is not active)HelpersHenyey-GreensteinHenyey-Greenstein, default phase function for the scattering of lightHeptagonalHertzHetero TerrainHeuristic for placing bones. Tries to make bones prettyHexHex triplet for color (#RRGGBB).Hex triplet for color with alpha (#RRGGBBAA).HexagonalHexagonal GridHiddenHidden %dHideHide (un)selected UV verticesHide (un)selected control pointsHide (un)selected metaball element(s)Hide (un)selected vertices, edges or facesHide .blend files items that are not data-blocks with asset metadataHide Active Face SetHide Hotkey ListHide KeymapHide LayerHide Mix NodesHide Operator PropertiesHide PanelsHide SelectHide ValueHide active/inactive Grease Pencil material(s)Hide all but this collection and its parentsHide all face sets except for the active oneHide all the objects and collections inside the collectionHide all the panels (Focus Mode)Hide elementHide filtering optionsHide frames outside the specified frame rangeHide in ModifierHide in ViewportHide inactive materials instead of the active oneHide or show vertices inside the selectionHide or show vertices outside the selectionHide or unhide the regionHide points from the end of each stroke to the start (e.g. for animating lines being erased)Hide points in the order they occur in each stroke (e.g. for animating ink fading or vanishing after getting drawn)Hide selected curves from Graph Editor viewHide selected facesHide selected objects and collectionsHide selected particlesHide selected tracksHide selected verticesHide selected/unselected Grease Pencil layersHide small geometry primitives to improve performanceHide the active face setHide the collection in this view layerHide the socketHide the socket input valueHide the socket input value even when the socket is not connectedHide the solid mesh and offset the overlay towards the view. Selection is occluded by inactive geometry, unless X-Ray is enabledHide this curve in Edit modeHide unselected rather than selectedHide unselected rather than selected curvesHide unselected rather than selected layersHide unselected rather than selected objectsHide unselected rather than selected verticesHide unselected render objects of same type as active by setting the hide render flagHide unselected tracksHide verticesHide/show all masked vertices above a thresholdHide/show all verticesHide/show some verticesHides all F-Curves other than the ones being framedHierarchiesHierarchyHierarchy Root IDHighHigh ColorHigh ContrastHigh PrecisionHigh QualityHigh Quality NormalsHigh Viscosity SolverHigh performanceHigh qualityHigh quality pixel interpolationHigher bound for timestep in second in case of automatic substepsHigher frequency contrast using an unsharp maskHigher value increase resolution towards the viewpointHigher values give a smoother strokeHigher values make the change more abruptHigher values produce a harder frequency cutoffHighestHighest DimensionHighest FrequencyHighest X value to allowHighest Y value to allowHighest Z value to allowHighest fractal dimensionHighest possible particle lifetimeHighlightHighlight AngleHighlight KeyframesHighlight LineHighlight RangeHighlight only the cells of type EmptyHighlight only the cells of type FluidHighlight only the cells of type InflowHighlight only the cells of type ObstacleHighlight only the cells of type OutflowHighlight selected file(s)Highlight the cells regardless of their typeHighlight the current lineHighlight the voxels with values of the color mapped field within the rangeHighlightsHindi - हिन्दीHingeHintingHistogramHistogram for viewing image statisticsHistoryHit ColorHit DistanceHit NormalHit PositionHoldHold Alt to use the active tool when the gizmo would normally be required Incompatible with the input preference "Emulate 3 Button Mouse" when the "Alt" key is usedHold Alt-LMB to place the Cursor (instead of LMB), allows tools to activate on press instead of drag. Incompatible with the input preference "Emulate 3 Button Mouse" when the "Alt" key is usedHold ForwardHold each interpolated value from the F-Curve for several frames without changing the timingHold the first frame if no previous strips in track, and always hold last frameHold this modifier to emulate the middle mouse buttonHold values of endpoint keyframesHoldoutHoldsHole TolerantHolesHomeHoneyHookHook CenterHook ModifierHook modifier to modify the location of stroke pointsHook modifier to modify the location of verticesHook selected vertices to a newly created objectHook selected vertices to the first selected objectHooksHorizontalHorizontal AlignmentHorizontal Distance from the Z axis at the end of the spiralHorizontal Distance from the Z axis at the start of the spiralHorizontal FOVHorizontal ListHorizontal SplitHorizontal aspect ratio (only used for camera projectors)Horizontal aspect ratio - for anamorphic or non-square pixel outputHorizontal dimension of the baking mapHorizontal dimension of the baking map (external only)Horizontal location of the windowHorizontal offset from the object originHorizontal position of the text box relative to LocationHorizontal resolution of the sphereHorizontal scale (only used for camera projectors)Horizontal size of the image sensor area in millimetersHorizontal text alignmentHorizontally distorts the image to create a channel/color shifting effectHosek / WilkieHosek / Wilkie 2012 (Legacy)HostnameHoursHow Waveforms are displayedHow annotation strokes are orientated in 3D spaceHow are strokes animated (i.e. are they appearing or disappearing)How close float values need to be to be equalHow close the brush falloff starts from the edge of the brushHow dominant highlights are compared to shadowsHow factor values are displayedHow far along the control point is along its curveHow far in frames to offset the animationHow far to each side the operator will average the key valuesHow fast colors get mixed within wet paintHow fast shrink effect moves on the canvas surfaceHow fast spread effect moves on the canvas surfaceHow fast velocity's direction is randomizedHow flat the hairs areHow incompressible the fluid is (speed of sound)How intense (bright) the specular reflection isHow loud the sound isHow many boids in a lineHow many bones are included in the IK effect - 0 uses all bonesHow many bones are included in the chainHow many collision iterations should be done (higher is better quality but slower)How many copies of strokes be displayedHow many degrees path has to curve to make another render segmentHow many frames the Map Old will lastHow many frames to fadeHow many keys to make new particles withHow many particles are effectors (0 is all particles)How many pixels path has to cover to make another render segmentHow many samples to calculate per frame, helps with subframe dataHow many slices per voxel should be generatedHow many steps paths are displayed with (power of 2)How many steps paths are rendered with (power of 2)How many steps to display the path withHow many tiles to addHow many tiles will be shown in the backgroundHow many times the Density brush tries to add a new curveHow many times to blur the values for all elementsHow many times to repeat the filterHow many times to repeat the smoothing stepHow much changes in color affect the mask generationHow much clump affects kink amplitudeHow much creases and valleys are intensifiedHow much foam accumulates over time (baked ocean only)How much grab will follow cursor rotationHow much grab will pull vertices out of surface during a grabHow much influence the weightmap has for weighted parameterization, 0 being no influenceHow much intermediary new edges are shrunk/expandedHow much of effector force gets lost during collision with this object (in percent)How much of generated normals to mix with existing onesHow much of the original shape is preserved when smoothingHow much smooth the resulting shape is, ignoring high frequency detailsHow much smoothing is applied to polished surfacesHow much strength fading applies on top of stroke opacityHow much strength fading applies on top of stroke thicknessHow much surface acceleration affects drippingHow much surface velocity affects drippingHow much the applied forces are propagated through the clothHow much the cloth preserves the original shape, acting as a soft bodyHow much the crease brush pinchesHow much the force is reduced when acting parallel to a surface, e.g. clothHow much the material resists bendingHow much the material resists compressionHow much the material resists shearingHow much the material resists stretchingHow much the new decimated curve is allowed to deviate from the originalHow much the object 'weighs' irrespective of gravityHow much the position of each individual vertex influences the final resultHow much the rays used to connect the internal points can diverge from the vertex normalHow much the spring has to be stretched/compressed in order to change its rest lengthHow much the spring rest length can change after the elastic limit is crossedHow much the tilt of the pen will affect the brush. Negative values indicate inverting the tilt directions.How much the waves are aligned to each otherHow much to blend to the default valueHow much to blend to the smoothed curveHow much to prioritize regular grids of quads as well as quads that touch existing quadsHow much to simplify baked values (0.0 to disable, the higher the more simplified)How much velocity's z-component is kept constantHow normals are computed during importHow often rows are offset. A value of 2 gives an even/uneven pattern of rows.How often rows consist of "squished" bricksHow often to evaluate animated values (in frames)How particles are displayed in viewportHow particles are renderedHow particles that left the domain are treatedHow planes are oriented relative to each others' local axisHow powerful the effect of the brush is when appliedHow quickly strength falls off with distance from the force fieldHow roll angle is calculatedHow should strokes start to appear/disappearHow smooth is the transition between each cascadeHow smoothly the boids landHow stable the plane center is over the course of the stroke. A value of 0 corresponds to using the current center, and a value of 1 corresponds to using the initial center.How stable the plane normal is over the course of the stroke. A value of 0 corresponds to using the current normal, and a value of 1 corresponds to using the initial normal.How strokes are being builtHow strong a force must be to start effecting a boid on landHow strong the distance affects volume, depending on distance modelHow strongly the fluid tries to keep from clustering (factor of stiffness)How the attributes to remove are chosenHow the brush falloff is applied across the boundaryHow the cap geometry input should be exposedHow the deformation of the brush will affect the objectHow the footage fits in the camera frameHow the geometry input should be exposedHow the image fits in the camera frameHow the image is extrapolated past its original boundsHow the instance geometry data-block should be exposedHow the instance geometry input should be exposedHow the mesh is going to be subdivided to create a new levelHow the profile geometry input should be exposedHow the rules in the list are evaluatedHow the stretching of the tentacle is controlledHow the texture effect is calculated (RGB and Curl need a RGB texture, else Gradient will be used instead)How the transformation is going to be applied to the targetHow the transformation is specifiedHow the voxel size is specifiedHow this item has been handled by the append operation. Only set if the data has been appendedHow to adaptively subdivide the meshHow to affect (generate) normalsHow to affect destination elements with source valuesHow to align the planesHow to apply custom and units scalings in generated FBX file (Blender uses FBX scale to detect units on import, but many other applications do not handle the same way)How to choose number of vertices on filletHow to create guiding velocitiesHow to define coordinates to point custom normals toHow to determine rotation around the poleHow to display object in viewportHow to distribute particles on selected elementHow to export the Blender scene to the Hydra render engineHow to export vertex colorHow to find endpoint positions for the trimmed splineHow to find the point on the surface to attach toHow to generate points from the input curveHow to generate the imageHow to handle faces at the polesHow to handle naming collisions when importing materialsHow to interpolate the values between neighboring voxelsHow to match source and destination layersHow to mix generated normals with existing onesHow to resolve overlap after transformationHow to sample the background lightHow to simplify the strokeHow to solve conflict due to differences in internal and external textHow to specify the amount of detail for the new meshHow to specify the amount of samplesHow to specify the number of samplesHow to store proxies for this projectHow to subdivide quad corners (anything other than Straight Cut will prevent n-gons)How to sync playbackHow to unpackHow to use per view layer sample settingsHow to use this collection in Line Art calculationHow to use this object in Line Art calculationHow weights are mapped to their new valuesHow weights from vgroup B affect weights of vgroup AHow widely the emitted light fans out, as in the case of a gridded softboxHow zooming to frame focuses around current frameHuangHuaweiHueHue CorrectHue JitterHue ModeHue correction modifier for sequence stripHue levelHue rotation offset, from 0 (-180°) to 1 (+180°). Note that 0 and 1 have the same resultHue, Saturation, LightnessHue, Saturation, ValueHue/SaturationHue/Saturation/ValueHue:HuffYUVHull errorHuman readable nameHungarian - MagyarHybrid MultifractalHydraHydra DebugHydra Render EngineHydra StormHydra Storm propertiesHydra Storm render engineHydra settings for the sceneHypHyperHyper key pressed, -1 for any stateHyper key pressed. An additional modifier which can be configured on Linux, typically replacing CapsLockHyperbolic Cosine ModeHyperbolic Sine ModeHyperbolic Tangent ModeI18n BranchesI18n Update TranslationICO SphereIDIDActionIDAction ClipsIDArmatureIDArmaturesIDBlurIDBoneIDBone ConstraintsIDBonesIDBrushIDBrushesIDCache FileIDCameraIDCamerasIDCollectionIDCollectionsIDColorizeIDConstraintsIDCurveIDCurvesIDDataIDData-block TypeIDEffectsIDEmptyIDFilter by TypeIDFlipIDFontIDGlowIDGrease PencilIDGrease Pencil v3IDGrease PencilsIDHair CurvesIDID TypeIDImageIDKeyIDLatticeIDLatticesIDLibraryIDLightIDLight ProbeIDLight ProbesIDLightsIDLine StyleIDMaskIDMaterialIDMaterialsIDMeshIDMeshesIDMetaballIDMetaballsIDModifiersIDMovie ClipIDNode TreeIDNodesIDObjectIDObjectsIDOutputIDPaint CurveIDPaletteIDParticleIDParticlesIDPhysicsIDPixelateIDPoint CloudIDRenderIDRimIDSceneIDScenesIDScreenIDSequence StripsIDShader TypeIDShadowIDSoundIDSpeakerIDSpeakersIDStripIDStrip ModifiersIDSurfaceIDSwirlIDTarget ID TypeIDTextIDTextureIDTexture TypeIDToolIDTypeIDUnspecifiedIDView LayerIDVolumeIDVolume ScatterIDVolumesIDWave DistortionIDWindow ManagerIDWorkspaceIDWorldID %s has mismatched lib pointer!ID %s has null lib pointer while being in library %s!ID %s is in local database while being linked from library %s!ID %s not found in library %s anymore!ID %s uses shapekey %s, but its 'from' pointer is invalid (%p), fixing...ID '%s' is linked, cannot edit its overridesID '%s' isn't an overrideID / IndexID DataID Data OperationID FromID Item Use ID PointerID Library OverrideID Library Override PropertyID Library Override Property OperationID MaskID MaterialsID NameID PropertyID Property GroupID TypeID has been kept linkedID nameID name of the itemID name of the menu this was called fromID of each curveID of the catalog to deleteID of the itemID or IndexID or Index FieldID to group curves together for guide map creationID type '%s' is not valid for an objectID type of the itemID valueID-BlockID-Block representing source data, usually ID_SCE (i.e. Scene)ID-Block that keyframes for Keying Set should be added to (for Absolute Keying Sets only)ID-Block:ID-block that the specific property used can be found from (id_type property must be set first)ID-block to which masking element would be parented to or to its propertyIDsIES TextIES TextureIES light pathIKIK ControlIK Lin WeightIK Linear ControlIK Local LocationIK ParamIK Rotation ControlIK Rotation WeightIK SolverIK StretchIK TypeIK Wrist PivotIK X LimitIK X LockIK X MaximumIK X MinimumIK X StiffnessIK Y LimitIK Y LockIK Y MaximumIK Y MinimumIK Y StiffnessIK Z LimitIK Z LockIK Z MaximumIK Z MinimumIK Z StiffnessIK solver for which these parameters are definedIK stiffness around the X axisIK stiffness around the Y axisIK stiffness around the Z axisIK->FK ({:s})IORIOR LevelIRISISO code (eg. "fr_FR")ITEM_NEVER_SHOWITU 601ITU 709Ice (Crushed)Ice (Solid)Ico SphereIconIcon AlphaIcon BorderIcon ColorsIcon IDIcon PixelsIcon SaturationIcon SizeIcon VisibleIcon pixels components, as floats (RGBA concatenated values)Icon pixels, as bytes (always 32-bit RGBA)Ideal for fulldomes, ignore the sensor dimensionsIdentified {:d} problematic tracksIdentifierIdentifier (not necessarily unique) for the asset libraryIdentifier FallbackIdentifier for a set of channels in this Action, that can be used by a data-block to specify what it gets animated byIdentifier for the Python scripts directoryIdentifier for the asset's catalog, used by Blender to look up the asset's catalog path. Must be a UUID according to RFC4122.Identifier for this bake which remains unchanged even when the bake node is renamed, grouped or ungroupedIdentifier of caller (in case of add-on calling this exporter). Can be useful in case of Extension added by other add-onsIdentifier of operator to call on action eventIdentifier of operator to call on input eventIdentifier of the asset shelf to displayIdentifier of the item to removeIdentifier of the item to restoreIdentifier of the list, if any was passed to the "list_id" parameter of "template_list()"Identifier of the socketIdentifier of the toolIdentifier per element used for randomizationIdentifier to refer to the asset libraryIdentifier type of ID blockIf 0, global; if 1, based on pixel intensityIf 0, same for all channels; if 1, each independentIf a file with the same name already exists, use that instead of copyingIf a material with the same name already exists, reference that instead of importingIf a texture exists in WebP format, loads the WebP texture instead of the fallback PNG/JPEG oneIf a vertex is further away from offset plane than this, then it is not affectedIf all keyframes are identical for object transformations, force keeping the minimal animationIf all keyframes are identical in a rig, force keeping the minimal animation. When off, all possible channels for the bones will be exported, even if empty (minimal animation, 2 keyframes)If any exists, show markers in a separate row at the bottom of the editorIf checked, update scene's start and end frame to match those of the Alembic archiveIf enabled, out-of-view edges are ignoredIf enabled, the scene start and end frame will be used to determine the bake rangeIf enabled, the screenshot will have the same height as widthIf enabled, the spill strength for each color channel can be specified. If disabled, the spill channel will have a unit scale, while other channels will be zeroIf exporting smoothgroups, generate 'bitflags' values for the groups, instead of unique integer values. The same bitflag value can be re-used for different groups of smooth faces, as long as they have no common sharp edges or verticesIf false, faces will be deselectedIf false, vertices will be deselectedIf less than zero, darkens image; otherwise, makes it brighterIf loading grids failed, error message with detailsIf non-zero, the maximum distance at which other surfaces will contribute to the fast GI approximationIf non-zero, the maximum value for a direct sample, higher values will be scaled down to avoid too much noise and slow convergence at the cost of accuracyIf non-zero, the maximum value for an indirect sample, higher values will be scaled down to avoid too much noise and slow convergence at the cost of accuracyIf non-zero, the maximum value for indirect lighting in volumes. Higher values will be scaled down to avoid too much noise and slow convergence at the cost of accuracy. Used by light-probes.If non-zero, the maximum value for indirect lighting on surface. Higher values will be scaled down to avoid too much noise and slow convergence at the cost of accuracy. Used by ray-tracing and light-probes.If non-zero, the maximum value for lights contribution in volumes. Higher values will be scaled down to avoid too much noise and slow convergence at the cost of accuracy. Used by light objects.If non-zero, the maximum value for lights contribution on a surface. Higher values will be scaled down to avoid too much noise and slow convergence at the cost of accuracy. Used by light objects.If non-zero, the maximum value for world contribution that will be recorded inside the world light probe. The excess contribution is converted to a sun light. This reduces the light bleeding caused by very bright light sources.If not None, object instancing method to useIf not specified, renders will be denoised in-placeIf not used, set to 1If not zero, row of the UI panel where the button for this collection is shownIf not zero, the distance from the hook where influence endsIf provided, all outputs that are named differently will be hiddenIf removing disconnected pieces, minimum size of components to preserve as a ratio of the number of polygons in the largest componentIf set, add a transform primitive with the given path to the stage as the parent of all exported dataIf set, add the given namespace as a prefix to exported custom property names. This only applies to property names that do not already have a prefix (e.g., it would apply to name 'bar' but not 'foo:bar') and does not apply to blender object and data names which are always exported in the 'userProperties:blender' namespaceIf set, control orientation is taken from the specified boneIf the Import USD Preview option is enabled, the material blend method will automatically be set based on the shader's opacity and opacityThreshold inputsIf the angle between the color and the key color in CrCb space is larger than this maximum angle, it is not keyedIf the angle between the color and the key color in CrCb space is less than this minimum angle, it is keyedIf the average color difference between the two images is less than this threshold, it is keyedIf the average color difference between the two images is less than this threshold, it is partially keyed, otherwise, it is not keyedIf the difference in hue between the color and key color is less than this threshold, it is keyedIf the difference in saturation between the color and key color is less than this threshold, it is keyedIf the difference in value between the color and key color is less than this threshold, it is keyedIf the distance between the color and the key color in the given color space is less than this threshold, it is keyedIf the distance between the color and the key color in the given color space is less than this threshold, it is partially keyed, otherwise, it is not keyedIf the file contains multiple audio channels they are rendered to a single oneIf the object is an instance, the parent object that generated itIf the profile spline is cyclic, fill the ends of the generated mesh with N-gonsIf the selection should be rotated to match the cursorIf the selection should be snapped as a whole or by each object centerIf the tool uses brushes and is limited to a specific brush type, the identifier of the brush typeIf there is an neighbor edge that has a Contrast Limit times bigger contrast than current edge, current edge will be discarded. This allows to eliminate spurious crossing edgesIf this is set, the Keying Set gets a custom ID, otherwise it takes the name of the class used to define the Keying Set (for example, if the class name is "BUILTIN_KSI_location", and bl_idname is not set by the script, then bl_idname = "BUILTIN_KSI_location")If this is set, the asset gets a custom ID, otherwise it takes the name of the class used to define the asset (for example, if the class name is "OBJECT_AST_hello", and bl_idname is not set by the script, then bl_idname = "OBJECT_AST_hello")If this is set, the file handler gets a custom ID, otherwise it takes the name of the class used to define the file handler (for example, if the class name is "OBJECT_FH_hello", and bl_idname is not set by the script, then bl_idname = "OBJECT_FH_hello")If this is set, the uilist gets a custom ID, otherwise it takes the name of the class used to define the uilist (for example, if the class name is "OBJECT_UL_vgroups", and bl_idname is not set by the script, then bl_idname = "OBJECT_UL_vgroups")If this language should be used in the current operatorIf true, chains of feature edges are split at material boundariesIf true, only feature edges of the same object are joinedIf true, the correction will be applied on the blue channelIf true, the correction will be applied on the green channelIf true, the correction will be applied on the red channelIf true, the gizmo is displayed in screen space. Otherwise it's in object spaceIf true, the interface is currently locked by a running job and data should not be modified from application timers. Otherwise, the running job might conflict with the handler causing unexpected results or even crashes.If true, the spatial noise does not show any coherenceIf true, the spatial noise is smoothIf vertex has multiple adjacent edges, it is hulled to them directlyIf you trust its source, add the repository and try again.If you want to use VC for any other purpose than vertex color, you should use custom attributes.IgnoreIgnore Background ClickIgnore ConnectionsIgnore Leaf BonesIgnore Material LockingIgnore Muted StripsIgnore SelectionIgnore SharpnessIgnore SnapIgnore Sound StripsIgnore TransparentIgnore alpha channel from the file and make image fully opaqueIgnore faces pointing away from the view (faster)Ignore frames outside of the preview rangeIgnore generated timecodes, seek in movie stream based on calculated timestampIgnore parent scaling without compensating for parent shear. Replicates the effect of disabling the original Inherit Scale checkbox.Ignore per render layer number of samplesIgnore points on the stroke that deviate from their neighbors by more than this angle when determining the extrapolation shapeIgnore the axis direction, use the shortest rotation to alignIgnore the key-map for this gizmoIgnore the last bone at the end of each chain (used to mark the length of the previous bone)Ignore the relative lengths of the bones when fitting to the curveIgnore the select action when the element is already selectedIgnored OutputsIgnored {}Ignored {} (not of the same type as {})Illuminant AIlluminant BIlluminant CIlluminant D50Illuminant D55Illuminant D65Illuminant D75Illuminant D93Illuminant EIlluminant F1Illuminant F10Illuminant F11Illuminant F12Illuminant F2Illuminant F3Illuminant F4Illuminant F5Illuminant F6Illuminant F7Illuminant F8Illuminant F9Illuminant LED-B1Illuminant LED-B2Illuminant LED-B3Illuminant LED-B4Illuminant LED-B5Illuminant LED-BH1Illuminant LED-RGB1Illuminant LED-V1Illuminant LED-V2Illumination FilteringImageImageBackImageBothImageBoxImageCheckerImageClipImageClip CubeImageCubeImageEdgesImageEmpty Image SideImageExtendImageExtensionImageFillImageFlatImageFlipImageFrontImageGeneratedImageImage SequenceImageMappingImageMirrorImageMixImageMovieImageNewImageNew...ImageProjectionImageRepeatImageSingle ImageImageSourceImageSphereImageTubeImageUDIM TilesImageViewerImage '%s' could not be saved to '%s'Image '%s' does not have any image dataImage '%s' failed to load image bufferImage '%s' skipped, packing movies or image sequences not supportedImage 1Image 2Image BorderImage Boundary TrimmingImage CoordinatesImage Display MethodImage EdgesImage EditorImage Editor not foundImage EditorsImage FilesImage FormatImage IDImage InfoImage MaskImage NameImage Node SocketImage Node Socket InterfaceImage OpacityImage OutlineImage PaintImage Paint CapabilitiesImage Painting does not have a stencilImage Painting does not have a texture to paint onImage PinImage PixelsImage PreviewImage QualityImage SearchImage SequenceImage SizeImage StripImage TextureImage TexturesImage ThresholdImage TilesImage UserImage and UV editor space dataImage and settings for display in the 3D View backgroundImage bit depthImage brightness scaleImage buffer pixels in floating-point valuesImage cannot be saved, no valid file path: "%s"Image cannot be saved, use a different file format: "%s"Image could not be foundImage data could not be foundImage data-block nameImage data-block name to unpackImage data-block referencing an external or packed imageImage data-blocksImage displayed and edited in this spaceImage displayed in the track during editing in clip editorImage editor could not be launched, ensure that the path in User Preferences > File is valid, and Blender has rights to launch itImage filepath to use when saving externallyImage format is not a movie formatImage has changed and is not savedImage has left and right viewsImage has more than one viewImage heightImage is not editableImage is packed, unpack before editingImage is projected flat using the X and Y coordinates of the texture vectorImage is projected from the tube using the Z axis as centralImage is projected spherically using the Z axis as centralImage is projected using different components for each side of the object space bounding boxImage nodeImage not packedImage objects can only be added in Object ModeImage opacity to blend the image against the background colorImage or MovieImage path not setImage path {!r} not found, image may be packed or unsavedImage pixels components, as floats (RGBA concatenated values)Image pixels, as bytes (always 32-bit RGBA)Image project data invalidImage requires 4 color channels to paintImage requires 4 color channels to paint: %sImage save failed: invalid surfaceImage save failed: not enough free memoryImage socket of a nodeImage stripImage too smallImage used as canvasImage used as clone sourceImage used as painting targetImage used as stencilImage widthImage/Color input on which RGB color transformation will be appliedImage/Movie file nameImage/Movie file name (without data refreshing)Image/UV EditorImagesImages & SoundsImages are rendered in a maximized Image EditorImages are rendered in a new windowImages are rendered in an Image EditorImages are rendered without changing the user interfaceImages are saved with RGB (color) dataImages are saved with RGB and Alpha data (if supported)Images cannot be copied while renderingImages get saved in 8-bit grayscale (only PNG, JPEG, TGA, TIF)Imaginary part of the conductor's refractive index, often called kImmediateImmediate ChildrenImperialImplicit type conversion when evaluating closureImplicit type conversion when separating bundleImplyImportImport All MaterialsImport AnimationImport AsImport CSVImport Enums As StringsImport FBX animationImport FBX file into current sceneImport FBX subdivision information as subdivision surface modifiersImport InfoImport MethodImport OBJImport OBJ groups as vertex groupsImport OpenVDB volume fileImport PLYImport PathsImport Preferences From Previous VersionImport STLImport SVG as curvesImport SVG into Grease PencilImport Scene ExtrasImport Scene as CollectionImport SettingsImport Subdivision SchemeImport TextImport TexturesImport USD PreviewImport USD attributes in the 'userProperties' namespace as Blender custom properties. The namespace will be stripped from the property namesImport USD scene graph instances as collection instancesImport USD stage into current sceneImport Unused Materials & ImagesImport VDBImport WebP TexturesImport a mesh from an STL fileImport a point cloud from a PLY fileImport a string from a text fileImport all USD custom attributes as Blender custom properties. Namespaces will be retained in the property namesImport all selected images as a single image sequence. The sequence of images does not have to match Blender's numbered sequence pattern, so placeholders cannot be inferredImport an PLY file as an objectImport an STL file as an objectImport custom normals, if available (otherwise Blender will compute them)Import custom normals, if available (otherwise Blender will recompute them)Import custom vertex attributesImport each FBX material as a unique Blender materialImport each OBJ 'g' as a separate objectImport each OBJ 'o' as a separate objectImport each USD material as a unique Blender materialImport final render geometryImport geometry from an CSV fileImport geometry from an OBJ fileImport given add-on's translation data from PO filesImport guide geometryImport key configuration from a Python scriptImport materials & Images not assigned to any meshImport only defined USD primitives. When disabled this allows importing USD primitives which are not defined, such as those with an override specifierImport only the primitive at the given path and its descendants. Multiple paths may be specified in a list delimited by commas or semicolonsImport options categoriesImport proxy geometryImport scene and set it as the active one in the windowImport scene extras as custom properties. Existing custom properties will be overwrittenImport sequentially numbered images as an animated image sequence instead of separate planesImport target typeImport textures as packed dataImport the asset as copied data-block while avoiding multiple copies of nested, typically heavy data. For example the textures of a material asset, or the mesh of an object asset, don't have to be copied every time this asset is imported. The instances of the asset share the data insteadImport the asset as copied data-block, with no link to the original asset data-blockImport the asset as linked data-block, and pack it in the current file (ensures that it remains unchanged in case the library data is modified, is not available anymore, etc.)Import the assets as copied data-block while avoiding multiple copies of nested, typically heavy data. For example the textures of a material asset, or the mesh of an object asset, don't have to be copied every time this asset is imported. The instances of the asset share the data instead.Import the assets as copied data-block, with no link to the original asset data-blockImport the assets as linked data-blockImport the scene as a collectionImport user properties as custom propertiesImport vertex color attributesImport volume data from a .vdb fileImport {} filesImport-ExportImport-Export BVH from armature objectsImport-Export as glTF 2.0Importance WeightsImportance map size is resolution x resolution/2; higher values potentially produce less noise, at the cost of memory and speedImported IDImporting Alembic...Importing USD...Impossible to resync data-block %s and its dependencies, as its linked reference is missingImprove and stabilize the enhanced shapeImproved PerlinImpulse ClampingImpulse threshold that must be reached for the constraint to breakIn %s: resolved path %s exceeds path buffer length.In Active GroupIn AirIn FrontIn RangeIn XIn ZIn a local override camera, whether this background image comes from the linked reference camera, or is local to the overrideIn a local override data, whether this NLA track comes from the linked reference data, or is local to the overrideIn a local override object, whether this constraint comes from the linked reference object, or is local to the overrideIn a local override object, whether this modifier comes from the linked reference object, or is local to the overrideIn addition to toggling the editability, also affect the visibilityIn box blade mode, close gaps between cut strips, rippling later strips on the same channelIn box blade mode, make cuts to all strips, even if they are not selectedIn dynamic-topology mode, how mesh detail size is calculatedIn dynamic-topology mode, how to add or remove mesh detailIn offset mode, the distance between each socket on each axis. In end points mode, the position of the final vertexIn progressIn tweak mode, display the effects of the tracks above the tweak stripIn-BetweensInactiveInchInchesIncidentIncludeInclude ActiveInclude All Bone InfluencesInclude EditedInclude Focal LengthInclude HandlesInclude LabelsInclude Missing NLAInclude Nested CollectionsInclude Non-EditedInclude a 'self' variable in the name-space, so drivers can easily reference the data being modified (object, bone, etc...)Include a custom note in image/video metadataInclude active collection and nested collectionsInclude all Keyframe typesInclude all mesh UV maps in the exportInclude all scene framesInclude all visible objectsInclude alpha of second input in this operationInclude animation data-blocks with no NLA data (NLA editor only)Include bone's tail as last element in chainInclude channels from objects/bone that are not visibleInclude collection in the active view layerInclude drivers that relied on any fallback values for their evaluation in the Only Show Errors filter, even if the driver evaluation succeededInclude focal length into the presetInclude handles of keyframes when calculating extentsInclude mesh color attributes in the exportInclude normals of exported meshes in the exportInclude only active frameInclude only the active objectInclude selected blockers to cast shadows from the active emitterInclude selected framesInclude selected objectsInclude selected receivers to receive light from the active emitterInclude the .blend filename in image/video metadataInclude the active camera's lens in image metadataInclude the current date in image/video metadataInclude the frame number in image metadataInclude the hostname of the machine that rendered the frameInclude the mask layers when rendering the view-layerInclude the name of the active camera in image metadataInclude the name of the active object and the current frame number in the text info overlayInclude the name of the active scene in image/video metadataInclude the name of the foreground sequence strip in image metadataInclude the name of the last marker in image metadataInclude the name of the view orientation in the text info overlayInclude the number of frames displayed per second in the text info overlay while animation is played backInclude the peak memory usage in image metadataInclude the render time in image metadataInclude the rendered frame range in image/video metadataInclude the rendered frame timecode as HH:MM:SS.FF in image metadataInclude the sun itself in the outputInclude this collection but do not generate intersection linesInclude this object but do not generate intersection linesInclude this selection set when copying to the clipboard. If none are specified, all sets will be copied.Include tool subgroupsInclude transformations induced by target parents into target local spaceInclude unused linked data-blocks into deletionInclude unused local data-blocks into deletionInclude visualization of Grease Pencil related animation data and framesInclude visualization of Line Style related Animation dataInclude visualization of animation data related to data-blocks linked to modifiersInclude visualization of armature related animation dataInclude visualization of cache file related animation dataInclude visualization of camera related animation dataInclude visualization of curve related animation dataInclude visualization of hair related animation dataInclude visualization of lattice related animation dataInclude visualization of light related animation dataInclude visualization of lightprobe related animation dataInclude visualization of material related animation dataInclude visualization of mesh related animation dataInclude visualization of metaball related animation dataInclude visualization of movie clip related animation dataInclude visualization of node related animation dataInclude visualization of object-level animation data (mostly transforms)Include visualization of particle related animation dataInclude visualization of point cloud related animation dataInclude visualization of scene related animation dataInclude visualization of shape key related animation dataInclude visualization of speaker related animation dataInclude visualization of texture related animation dataInclude visualization of volume related animation dataInclude visualization of world related animation dataInclusiveIncomingIncompatible output nodeIncompatible, expected a %sIncomplete built-in keying set, appears to be missing type infoIncorrect armature for type '{:s}'Incorrect armature...Incorrect context for running data-block fake user togglingIncorrect context for running font unlinkIncorrect context for running object data unlinkIncrease ContrastIncrease Mix Factor by 0.01Increase Mix Factor by 0.1Increase for uniform offset distanceIncrease jump heightIncrease or decrease the amount of displacementIncrease or decrease the value of selected keys in relationship to the neighboring oneIncrease segmentsIncrementIncrement number in filenameIncrementalIncrementally refit the curve (high quality)Indent selected textIndent selected text or autocompleteIndent using spacesIndent using tabsIndexIndex %d is invalidIndex BasedIndex FieldIndex Layer NameIndex Of Refraction of the scattering particlesIndex SwitchIndex Switch ItemIndex corresponding to the shortcut, e.g. number key 1 corresponds to index 1 etc..Index in CurveIndex in FaceIndex in ToolbarIndex number for the "Color Index" passIndex number for the "Layer Index" passIndex number for the "Material Index" render passIndex number for the "Object Index" render passIndex number of cache filesIndex number of the vertex groupIndex of NLA action track to perform pushdown operation onIndex of NearestIndex of Refraction (IOR) for specular reflection and transmission. For most materials, the IOR is between 1.0 (vacuum and air) and 4.0 (germanium). The default value of 1.5 is a good approximation for glassIndex of Refraction (IOR) used for rays that enter the subsurface componentIndex of active AOVIndex of active annotation layerIndex of active bookmark (-1 if none)Index of active language in langs collectionIndex of active layer in list of all mask's layersIndex of active lightgroupIndex of active line set slotIndex of active material slotIndex of active objectIndex of active particle system slotIndex of active pose markerIndex of active recent folder (-1 if none)Index of active system bookmark (-1 if none)Index of active system folder (-1 if none)Index of active texture paint slotIndex of active texture slotIndex of active track in rotation stabilization tracks listIndex of active track in translation stabilization tracks listIndex of active volume gridIndex of character after end of selection in the selection end lineIndex of clone texture paint slotIndex of current TextLine in TextLine collectionIndex of current character in current line, and also start index of character in selection if one existsIndex of each CurveIndex of last TextLine in selectionIndex of material slot used for rendering particlesIndex of mesh face that the triangle is a part ofIndex of nearest elementIndex of previous neighboring point on segmentIndex of refraction (IOR) of the thin filmIndex of refraction determines how much the ray is bent. At 1.0 rays pass straight through like in a transparent material; higher values cause larger deflection in angle. Default value is 1.55 (the IOR of keratin)Index of source weight in active vertex groupIndex of the Grease Pencil layerIndex of the active element in the specified domainIndex of the active itemIndex of the active objectIndex of the asset library being edited in the Preferences UIIndex of the closest guide curve for each generated curveIndex of the collection to assign selected bones to. When the operator should create a new bone collection, use new_collection_name to define the collection name, and set this parameter to the parent index of the new bone collectionIndex of the collection to change visibilityIndex of the collection to move selected bones to. When the operator should create a new bone collection, do not include this parameter and pass new_collection_nameIndex of the current iteration. Starts counting at zeroIndex of the currently active selection setIndex of the element in the source geometry. Note that the same index can occur more than once when iterating over multiple components at onceIndex of the extensions repository being edited in the Preferences UIIndex of the face group inside each boundary edge regionIndex of the first loop of this faceIndex of the instance used for each point. This is only used when Pick Instances is on. By default the point index is usedIndex of the main guide curve per curveIndex of the material used for generated strokes (0 keep original material)Index of the reportIndex of the root point of a curveIndex of the script directory to removeIndex of the segment to removeIndex of the strand within a braid that each curve belongs toIndex of the tag set for editingIndex of the tip point of a curveIndex of this bone collection in the armature.collections_all array. Note that finding this index requires a scan of all the bone collections, so do access this with care.Index of this collection into its parent's list of children. Note that finding this index requires a scan of all the bone collections, so do access this with care.Index of this curveIndex of this edgeIndex of this faceIndex of this loopIndex of this loop triangleIndex of this pointIndex of this vertexIndex out of rangeIndex to removeIndex to the specific property affected by F-Curve if applicableIndex to the specific setting if applicableIndexesIndicate that the label of this socket is not necessary to understand its meaning. This may result in the label being skipped in some casesIndicate that this is a corrective action. Corrective actions will activate based on the activation of two other actions (using End Frame if both inputs are at their End Frame, and Start Frame if either is at Start Frame)Indicates that a keyconfig was defined by the userIndicates that a keymap is used for translate modal events for an operatorIndicates that the most recent variable evaluation used the fallback valueIndicates that there are any user visible changes since the brush has been imported or read from the fileIndicates the gesture phaseIndicates whether an extra user is set or not (mainly for internal/debug usages)IndicesIndices and weights must have the same lengthsIndices cannot have duplicatesIndices must be in rangeIndices must be sorted in ascending orderIndices of mesh loops that make up the triangleIndices of triangle verticesIndices of vertices bound to the modifier. For Bézier curves, handles count as additional vertices.Indices of vertices in case of a vertex parenting relationIndirectIndirect LightIndirect Light StrengthIndirect OnlyIndirect library data-block, cannot be made local, Shift + Click to create a library override hierarchyIndirect onlyIndividualIndividual CentersIndividual ImagesIndividual OriginsIndividual SilhouetteIndividual face insetIndividual files for each view with the prefix as defined by the scene viewsIndividual pose bones for the armatureIndonesian - Bahasa indonesiaIndustry CompatibleInferred Structure TypeInflateInflate meshInflate the active object by the specified distance for baking. This helps matching to points nearer to the outside of the selected object meshesInflate the active object by the specified distance for baking. This helps matching to points nearer to the outside of the selected object meshes.Inflates the clothInflowInflow Level SetInfluenceInfluence DistanceInfluence ScaleInfluence ThresholdInfluence distance from the objectInfluence distance of the probeInfluence factor by which the modifier changes the propertyInfluence of metaball elementsInfluence of newly created track on a final solutionInfluence of stabilization algorithm on footage locationInfluence of stabilization algorithm on footage rotationInfluence of stabilization algorithm on footage scaleInfluence of target density on the simulationInfluence of the added constraintInfluence of the deformationInfluence of the jaw on the bottom lip chainsInfluence of the jaw on the locked mouthInfluence of the secondary IK on the heel control rotationInfluence of the zoom factor on scroll speedInfluence of this track on 2D stabilizationInfluence of this track on a final solutionInfluence setting is controlled by an F-Curve rather than automatically determinedInfoInfo Icon ForegroundInfo on current cache statusInfo space dataInfo written to %s text datablock!InformationInformation about ID that was updatedInformation about an entity that makes it possible for the asset system to deal with the entity as assetInformation about the color space used for data-blocks in a blend fileInheritInherit End RollInherit RotationInherit ScaleInherit all effects of parent scalingInherit scaling, but remove shearing of the child in the rest orientationInherit uniform scaling representing the overall change in the volume of the parentInitInit settings for i18n files update operatorsInitialInitial ColorInitial PositionInitial QueryInitial Rest LengthInitial TemperatureInitial VelocityInitial alignment based on 2D cursorInitial alignment based on Active UDIMInitial alignment based on UV Tile GridInitial alignment based on the islands bounding boxInitial boid health when bornInitial color of the surfaceInitial falloff of the expand operationInitial position to arrange islands fromInitialize Face SetsInitialize the strip with this colorInitializes all face sets in the meshInnerInner Cone AngleInner CornersInner CreaseInner MaskInner MiterInner ProximityInner RadiusInner SelectedInner ThicknessInner VertInner face thickness (only used by softbodies)InpaintInputInput 1Input 2Input Color SpaceInput FieldsInput FilepathInput ItemInput ItemsInput MatrixInput NameInput NodeInput SamplesInput TypeInput White PointInput an image data-blockInput color space settingsInput color that should be mapped to blackInput color that should be mapped to whiteInput configuration, including keymapsInput curves do not have Bézier typeInput data for the simulation zoneInput does not exist: "{}"Input expects a field or single valueInput expects a listInput expects a single valueInput expects a volume gridInput geometry has no elements in the iteration domain.Input geometry has unsupported type: Input grids have incompatible transformsInput image or movie fileInput image or movie from a movie clip data-block, typically used for motion trackingInput line for the interactive consoleInput mask from a mask data-block, created in the image editorInput method how to generate the displacement vectorInput normalized normal values to other nodes in the treeInput numerical values to other nodes in the treeInput or output socket of a nodeInput or output socket typeInput pending {}Input properties of a GizmoInput properties of a Gizmo GroupInput render passes from a scene renderInput state threshold when using snap turnInput target edge length in the new meshInput target number of faces in the new meshInput texture coordinatesInput the current scene time in seconds or framesInput the geometry as an instance. (Further processing might require non-instance geometry)Input threshold for button/axis actionsInput threshold for float/2D vector actionsInput to use when the socket is unconnected. Requires "Hide Value".Input type to use for the Scene stripInput value used for unconnected socketInput with index {} does not exist. Currently, the maximum possible index is {}. Did you mean to use {{:{}}}?Input/Output TypeInputsInputs:InsInsertInsert AfterInsert BeforeInsert Keyframes - Only NeededInsert Keyframes - VisualInsert Keyframes for specified Keying Set, with menu of available Keying Sets if undefinedInsert Keyframes is not yet implemented for this modeInsert Keyframes only for properties that are already animatedInsert PointInsert Point into a curve segmentInsert Unicode CharacterInsert a blank frame in all editable layersInsert a blank frame on the current scene frameInsert a keyframe for all element of the arrayInsert a keyframe for all properties that are likely to get animated in a character rig (only selected bones)Insert a keyframe for all properties that are likely to get animated in a character rig (useful when blocking out a shot)Insert a keyframe for current UI-active propertyInsert a keyframe for each of the B-Bone shape propertiesInsert a keyframe for selected F-Curves at the cursor pointInsert a keyframe for the active F-Curve at the cursor pointInsert a keyframe on all visible and editable F-Curves using each curve's current valueInsert a keyframe on each of the already existing F-CurvesInsert a keyframe on each of the location and rotation channelsInsert a keyframe on each of the location and rotation channels, taking into account effects of constraints and relationshipsInsert a keyframe on each of the location and scale channelsInsert a keyframe on each of the location and scale channels, taking into account effects of constraints and relationshipsInsert a keyframe on each of the location channelsInsert a keyframe on each of the location channels, taking into account effects of constraints and relationshipsInsert a keyframe on each of the location, rotation and scale channels, taking into account effects of constraints and relationshipsInsert a keyframe on each of the location, rotation, and scale channelsInsert a keyframe on each of the rotation and scale channelsInsert a keyframe on each of the rotation and scale channels, taking into account effects of constraints and relationshipsInsert a keyframe on each of the rotation channelsInsert a keyframe on each of the rotation channels, taking into account effects of constraints and relationshipsInsert a keyframe on each of the scale channelsInsert a keyframe on each of the scale channels, taking into account effects of constraints and relationshipsInsert a keyframe on selected F-Curves using each curve's current valueInsert a keyframe on the active F-Curve using the curve's current valueInsert a keyframe to selected tracks at current frameInsert a new item into collection after the one referenced in subitem_reference_name/_id or _indexInsert a new item into collection before the one referenced in subitem_reference_name/_id or _index (NOT USED)Insert after panelInsert after socketInsert before panelInsert before socketInsert gap at current frame to first strips at the right, independent of selection or locked state of stripsInsert into panelInsert keyframes based on 'visual transforms'Insert keyframes for additional location offsetInsert keyframes for additional rotation offsetInsert keyframes for additional scale factorInsert keyframes for the specified channelsInsert keyframes on the current frame using either the active keying set, or the user preferences if no keying set is activeInsert line break at cursor positionInsert mask shape keyframe for active mask layer at the current frameInsert new keyframe at the cursor position for the active F-CurveInsert selected nodes into a node groupInsert text at cursor positionInsert values into a string using a Python and path template compatible formatting syntaxInserting keyframes failed:Inserting keys on {:d} data-block(s) has been skipped because of missing action slots.Inserting keys on {:d} data-block(s) has been skipped because the RNA path wasn't valid for them.Inserting keys on {:d} data-block(s) has been skipped because there were no layers that could accept the keys.Inserting keys on {:d} data-block(s) has been skipped because there were no strips that could accept the keys.Inserting keys on {:d} data-block(s) has been skipped because they are not editable.Inserting keys on {:d} data-block(s) has been skipped because they cannot be animated.Inset face boundariesInset new faces into selected facesInset the region along existing edgesInsideInside Annotated AreaInside PaddingInside distance in UI units from the edge of the region within which to start panningInside of miter is arcInside of miter is sharpInspect images or render resultsInspection IndexInspection index is out of rangeInstallInstall a user defined lightInstall an add-onInstall an application templateInstall custom HDRIsInstall custom MatCapsInstall custom Studio LightsInstall extensions from files into a locally managed repositoryInstall this fileInstalledInstalling keymap failed: {:s}InstanceInstance BoundsInstance CollectionInstance Collection WeightsInstance CollectionsInstance Collections on AppendingInstance Collections on LinkingInstance CountInstance Empty SizeInstance Faces ScaleInstance IndexInstance ModifierInstance ObjectInstance Object DataInstance OffsetInstance OnInstance Random IDInstance RotationInstance ScaleInstance SeedInstance TransformInstance Transform FieldInstance TypeInstance an existing collectionInstance geometry collectionInstance geometry inputInstance geometry objectInstance of the collection or instances of all the children in the collectionInstance on ElementsInstance on PointsInstance selected collections to active sceneInstanced CollectionInstanced ObjectsInstancerInstancesInstances are ignoredInstances as LayersInstances in input geometry are ignoredInstances number '%d' does not match transforms size '%d'Instances of objects or collectionsInstances to PointsInstances to convert to pointsInstances to rotate individuallyInstances to scale individuallyInstances to transform individuallyInstances to translate individuallyInstances: {}InstancingInstantiate child objects on all facesInstantiate child objects on all verticesInstantiate collections as empties, instead of linking them into the current view layerInstantiate object data IDs (i.e. create objects for them if needed)Instantly rotates the camera by a fixed angle instead of smoothly turningInstead of per-brush color, the color is shared across brushesInstead of per-brush input samples, the value is shared across brushesInstead of per-brush size, the size is shared across brushesInstead of per-brush strength, the strength is shared across brushesInstead of per-brush weight, the weight is shared across brushesInstead of selecting on mouse press, wait to see if there's drag event. Otherwise select on mouse releaseIntInt 2DInt8IntegerInteger 64-bitInteger ArrayInteger AttributeInteger Attribute ValueInteger FieldInteger MathInteger Node SocketInteger Node Socket InterfaceInteger ValueInteger VectorInteger number socket of a nodeInteger pixel coordinatesInteger value in geometry attributeIntegrateIntegrate deformation from this modifier's input with the mesh-cache coordinates (useful for shape keys)IntegrationIntegration SchemeIntegration TypeIntegrator PresetsIntel binary detected. Expect reduced performance.Intensify DetailsIntensityIntensity of the haptic vibration, ranging from 0.0 to 1.0Intensity of the noiseIntensity of the sheen layer, which simulates very small fibers on the surfaceIntensity of vignette that appears when movingInteraction RadiusInteraction radius is a factor of 4 * particle sizeInteractive NavigationInteractive Python consoleInteractive programmatic console for advanced editing and script developmentInteractively add an objectInteractively change the current frame numberInteractively define frame range used for playbackInteractively fly around the sceneInteractively navigate around the scene (uses the mode (walk/fly) preference)Interactively point cameras and lights to a location (Ctrl translates)Interactively set the current frame and value cursorInteractively walk around the sceneInteractively walk or free navigate around the sceneInterceptInterfaceInterface FontInterface declaration for this node treeInterior Band WidthInterior RadiusInterlaceInterlace TypeInterleaveInternalInternal AttributesInternal Error - AnimData block is not validInternal Error: edges array wrong size: %u instead of %uInternal Error: faces array wrong size: %u instead of %uInternal Error: loops array wrong size: %u instead of %uInternal FrictionInternal IES fileInternal LinksInternal Spring Max DiversionInternal Spring Max LengthInternal SpringsInternal Springs Vertex GroupInternal clipboard has no poseInternal clipboard is emptyInternal clipboard is not from a materialInternal clipboard is not from pose modeInternal error!Internal error, unknown state!{:s}Internal input-to-output connections for mutingInternal ownerInternal pose library error, canceling operatorInternal shader script to define the shaderInternal use (edit a property data_path)Internally render past the image border to avoid screen-space effects disappearingInternet access is required to install and update online extensions. Internet access is required to install extensions from the internet.Internet:Interocular DistanceInterpolateInterpolate CurvesInterpolate Grease Pencil strokes between framesInterpolate Hair CurvesInterpolate LengthInterpolate Point CountInterpolate RadiusInterpolate ShapeInterpolate all source edges hit by the projection of destination one along its own normal (from vertices)Interpolate all source polygons intersected by the projection of destination one along its own normalInterpolate between 2×2 samplesInterpolate between Action Start and End frames, with the Evaluation Time slider instead of the Target object/boneInterpolate between new and original normalsInterpolate between original and new normalsInterpolate hair using B-SplinesInterpolate new particles from the existing onesInterpolate pixels using selected filterInterpolate radii of selected pointsInterpolate the attribute from the corners of the hit faceInterpolate tilt of selected pointsInterpolate weight of selected pointsInterpolatedInterpolates between Action Start and End framesInterpolates existing custom normals to resulting meshInterpolates existing guide curves on a surface meshInterpolationInterpolation CurveInterpolation FalloffInterpolation GuidesInterpolation TiltInterpolation TypeInterpolation Type UInterpolation Type VInterpolation Type WInterpolation UInterpolation factor between current brush weight, and keys' weightsInterpolation fallback for sampled animations, when the property is not keyedInterpolation methodInterpolation method to use for segment of the F-Curve from this Keyframe until the next KeyframeInterpolation method to use for smoke/fire volumesInterpolation method to use for smoke/fire volumes in solid modeInterpolation method to use for volumesInterpolation method to use for volumes in solid modeInterpolation method to use the next time 'Interpolate Sequence' is runInterpolation mode used for first keyframe on newly added F-Curves (subsequent keyframes take interpolation from preceding keyframe)Interpolation to use for sub-pixel shifts and rotations due to stabilizationInterpolation type for absolute shape keysInterpolation:IntersectIntersect ModeIntersect existing selectionIntersect selected with unselected facesIntersecting EdgesIntersectionIntersection OnlyIntersection PriorityIntersection TypeIntersection With ContourIntersection generated by this collection will have this mask valueIntersection onlyIntersectionsInterval between paints for AirbrushInterval of time warp when teleporting in navigation modeIntroduce jitter/randomness into strokesIntroduces jitter while doing distortion, which can be faster but can produce grainy or noisy resultsInvalidInvalid Context ErrorInvalid DistanceInvalid InputInvalid Input ErrorInvalid Output LinkInvalid UDIM index range was specifiedInvalid UID for old ActionInvalid UV map: UV islands must not overlapInvalid anchor ('%s') found, needed to create library override from data-block '%s'Invalid cage object, the cage mesh must have the same number of faces as the active objectInvalid color palette index: %dInvalid contextInvalid context for keying setInvalid context: "%s", %sInvalid depsgraphInvalid face data detected for mesh '%s'. Automatic correction will be used, but some data will most likely be lostInvalid format specifier for string: "{}"Invalid format specifier: "{}"Invalid format: "{}"Invalid frame range (%d - %d)Invalid frame range (%d - %d). Start Frame is larger than End FrameInvalid frame totalInvalid headerInvalid hierarchy root ('%s') found, needed to create library override from data-block '%s'Invalid identifier: "{}"Invalid index %d for B-Bone segments of '%s'!Invalid mesh; more detail on the consoleInvalid object: verify object pathInvalid old/new Action pair ('%s' / '%s')Invalid old/new ID pair ('%s' / '%s')Invalid original modifier index '%d'Invalid panel identifierInvalid path template in File Output node. Skipping writing file.Invalid regular expression (find): {:s}Invalid regular expression (replace): {:s}Invalid resolutionInvalid screenshot area selectionInvalid selection orderInvalid slot name '%s': name must not be empty.Invalid surface UVs on {} curvesInvalid target %r (must be 'ARMATURE' or 'OBJECT')Invalid target settingsInvalid target!Invalid transformation for volume gridsInvalid variable name, click here for detailsInvalid vertex group indexInvalid vertex index %d (expected to be within 0 to %d range)Invalid/unset axisInverseInverse ClampedInverse ColorInverse GainInverse GammaInverse KinematicsInverse LiftInverse MatrixInverse OffsetInverse Parent MatrixInverse PowerInverse QuadraticInverse ScaleInverse SlopeInverse Smooth PressureInverse Square Root ModeInverse Square falloffInverse distance modelInverse distance model with clampingInverse of layer's parent transformation matrixInverse of object's parent matrix at time of parentingInverse selection (overrides 'Select All' when True)Inversion ModeInvertInvert AlphaInvert ArcInvert CollectionInvert Collection FilteringInvert ColorInvert CullInvert CurvatureInvert DisplacementInvert Dopesheet SortInvert FalloffInvert GridInvert LayerInvert Layer PassInvert MaterialInvert Material PassInvert MatrixInvert PanInvert Pan AxisInvert Pitch (X) AxisInvert Pressure for DensityInvert Pressure for FlowInvert Pressure for HardnessInvert Pressure for Wet MixInvert Pressure for Wet PersistenceInvert RGB valuesInvert Roll (Z) AxisInvert RotateInvert RotationInvert SelectionInvert Silhouette FilteringInvert SprayInvert UnselectedInvert Vertex GroupInvert Weights AInvert Weights BInvert Wheel Zoom DirectionInvert XInvert X AxisInvert YInvert Y AxisInvert Yaw (Y) AxisInvert ZInvert Z AxisInvert Zoom DirectionInvert a color, producing a negativeInvert action for the duration of the strokeInvert action of brush for duration of strokeInvert active vertex group's weightsInvert affected normalsInvert all the alpha values in the imageInvert alpha channelInvert and draw opposite arcInvert blue channelInvert colors, producing a negativeInvert destination stroke to match start and end with source strokeInvert existing selectionInvert face mark filteringInvert filter searchInvert filtering (show hidden items, and vice versa)Invert green channelInvert image's channelsInvert layer filterInvert layer pass filterInvert locks of all vertex groups of the active objectInvert locks of selected vertex groups of the active objectInvert locks of unselected vertex groups of the active objectInvert maskInvert material filterInvert material pass filterInvert normals for negative scaled objects.Invert output weight valuesInvert pinning for the selection instead of setting itInvert red channelInvert selection of all elementsInvert sort order of dopesheet channelsInvert source vertex group valuesInvert stabilization to reintroduce motion to the imageInvert the X locationInvert the X rotationInvert the Y locationInvert the Y rotationInvert the Z locationInvert the Z rotationInvert the axis of mouse movement for zoomingInvert the bump mapping direction to push into the surface instead of outInvert the curvature of the stroke's extensionInvert the expand active elementsInvert the face directionInvert the fade-out direction of the linear mappingInvert the gain colorInvert the gamma colorInvert the generated maskInvert the influence of vertex group AInvert the influence of vertex group BInvert the lift colorInvert the lock state of all vertex groupsInvert the maskInvert the mask black/whiteInvert the modulation of pressure in densityInvert the modulation of pressure in flowInvert the modulation of pressure in hardnessInvert the modulation of pressure in wet mixInvert the modulation of pressure in wet persistenceInvert the mouse inputInvert the object state filterInvert the offset colorInvert the power colorInvert the resulting falloff weightInvert the rotation angleInvert the slope colorInvert the spray direction mapInvert the stencil layerInvert the vertex group influenceInvert the visibility of all verticesInvert the weight of active vertex groupInvert to Scrape or FillInvert vertex group influenceInvert vertex group influence (collapse only)Invert vertex group mask influenceInvert vertex group weightsInvert visibility collection (Deprecated)Invert what is considered object and what is notInvertedInverted Cavity MaskInvertibleInvokeInvoke all configured exporters for all collectionsInvoke all configured exporters on this collectionInvoke the export operationInwards component of the vortex forceIris (.rgb)IronIrradiance Atlas texture could not be createdIrradiance Pool SizeIrradiance Visibility SizeIs ActiveIs ArchiveIs AttributeIs Axis AlignedIs BakedIs Camera RayIs Controller AimIs Controller GripIs DataIs Diffuse RayIs Edge BoundaryIs Edge LooseIs Edge ManifoldIs Edge SmoothIs EditableIs EditmodeIs EmptyIs EvaluatedIs Face PlanarIs Face SmoothIs Fallback UsedIs Fill VisibleIs FloatIs Generated TileIs Glossy RayIs Grease PencilIs HDRIs HiddenIs HitIs In HierarchyIs IndirectIs Inspect OutputIs InstanceIs Interface LockedIs InternalIs Layered ActionIs Legacy ActionIs LoadedIs Local OverrideIs Microsoft Store InstallIs Name ValidIs OpenIs OrthographicIs OutputIs Panel ToggleIs PerspectiveIs PinnedIs PlanarIs PortalIs Reflection RayIs RequiredIs SequenceIs Shadow RayIs Singular RayIs Spline CyclicIs StrandIs Stroke StartIs Stroke VisibleIs System OverrideIs TileIs Transmission RayIs UV SplitIs ValidIs Valid OffsetIs ViewportIs Volume Scatter RayIs marker muted for current frameIs part of an IK chainIs the name of the AOV conflictingIs this ID block linked indirectlyIs this a valid name for a driver variableIs this image tile generatedIs this keymap item modified by the userIs this keymap item user defined (does not just replace a builtin item)IslandIsland CountIsland IndexIsland MarginIsland selectionIsland that stays in place when stitching islandsIslands PrecisionIsolateIsolate ActionIsolate Multi User DataIsolate selected bones into a separate armatureIsometricIt cannot be a reserved keyword in PythonIt cannot be left blankIt cannot contain dots (e.g. 'a.dot')It cannot contain spaces (e.g. 'a space')It cannot contain special (non-alphabetical/numeric) charactersIt cannot start with a numberIt cannot start with a special character, including '$', '@', '!', '~', '+', '-', '_', '.', or ' 'Italian - ItalianoItalicItalic angle of the charactersItemItem FormatItem IdentifierItem TypeItem has no users and will be removedItem has no users and will be removed. Click to protect from deletionItem in a Key MapItem in a node tree interfaceItem is not protected from deletionItem is protected from deletionItem to be copied to this interface is of an unsupported socket typeItemsItems ExpandedItems Not FoundItems in the action map, mapping an XR event to an operator, pose, or haptic outputItems in the keymap, linking an operator to an input eventItems in the node interfaceItems in the node panelIterationIteration index that is used by inspection features like the viewer node or socket inspectionIterationsIterations input has to be a constant valueIterations: {:d} .. {:d} (avg. {:d})Iterative procedure did not convergeJ2KJP2JPEGJPEG (.jpg)JPEG 2000 (.jp2)JPEG Format (.jpg)JPEG QualityJPEG quality of proxy imagesJPEG-like lossy compression on 256 row image blocksJPEG-like lossy compression on 32 row image blocksJPEG2000Japanese - 日本語JitterJitter CameraJitter KeyframeJitter Keyframe SelectedJitter PressureJitter UnitJitter brush colorJitter camera position to create accurate blurring using render samples (only for final render)Jitter factor of brush radius for new strokesJitter in screen space or relative to brush sizeJitter the position of the brush in pixels while paintingJitter the position of the brush while paintingJitteredJittered ShadowsJittered Shadows (Viewport)Jittering AmountJittering happens in screen space, in pixelsJittering happens relative to the brush sizeJoinJoin AreasJoin BundleJoin DownJoin GeometryJoin Geometry ModeJoin LeftJoin Nodes in FrameJoin Palette SwatchesJoin RightJoin StringsJoin StrokesJoin TrianglesJoin UpJoin curve endpoints if overlapping control points are detected (if disabled, no curves will be cyclic)Join groups of Grease Pencil layers into oneJoin multiple bundles togetherJoin selected areas into new windowJoin selected objects into active objectJoin selected strokes into one fill to create holesJoin selected tracksJoin the last drawn stroke with previous strokes in the active layer by distanceJoin the new mesh as separate geometry, without performing any boolean operationJoin the selected strokes into one strokeJoin two curves by their selected endsJoining results in %d vertices, limit is %ldJoint BindingsJointsJoints:%s/%s | Bones:%s/%sJumpJump HeightJump SpeedJump UnitJump backwards in timeJump by framesJump by secondsJump cursor to lineJump forward/backward by a given number of frames or secondsJump to Line NumberJump to a different tab inside the properties editorJump to a file for the text editorJump to end of current pathJump to first/last frame in frame rangeJump to next failed frameJump to previous failed frameJump to previous/next keyframeJump to previous/next markerJump to special frameJump to start of current pathJump to the last frame of the frame rangeJump when in walk modeJust add the margin, ignoring any UV scaleJustifyK0K1K2K3K4KHR_materials_variants_uiKTX2 CompressionKeepKeep Anchor PointKeep AnimationKeep AxisKeep BoundariesKeep CapsKeep ConnectedKeep ContourKeep CornersKeep Corners, JunctionsKeep Corners, Junctions, ConcaveKeep ExistingKeep HierarchyKeep InputsKeep Last SegmentKeep LengthsKeep LoopKeep ModifierKeep Named NodesKeep NormalsKeep OffsetKeep OpenKeep OriginalKeep RangeKeep RootKeep ShapeKeep SharpKeep Sharp EdgesKeep SingleKeep SurfaceKeep TransformKeep UV and edit mode mesh selection in syncKeep User InterfaceKeep World TransformKeep a backup (.blend1) version of the files when saving with cleared previewsKeep a backup (.blend1) version of the files when saving with generated previewsKeep all current texture sizesKeep an even thickness of the distribution of duplicatesKeep applying paint effect while holding mouse (spray)Keep children nodesKeep existing header alignmentKeep frame and do not change with timeKeep from going through other boidsKeep gizmo visible even when the node is not selectedKeep material assigned to brushKeep non-manifold boundaries of the input mesh in place by avoiding the dual transformation thereKeep only frames above frame 0Keep original file after copying to configuration folderKeep original objects instead of replacing themKeep original strokes and create a copy before reprojectingKeep original textures files if possible. WARNING: if you use more than one texture, where pbr standard requires only one, only one texture will be used. This can lead to unexpected resultsKeep original tracksKeep path lengths constantKeep paths from intersecting the emitterKeep render data around for faster re-renders and animation renders, at the cost of increased memory usageKeep root keys unmodifiedKeep sharp edges as computed for default custom normals, instead of setting a single weighted normal for each vertexKeep size of normals constant in relation to 3D viewKeep strip offset relative to the current frame when pastingKeep the brush anchored to the initial locationKeep the caps as they are and don't flatten them when erasingKeep the children nodes of the group and only delete the group itselfKeep the computed view map and avoid recalculating it if mesh geometry is unchangedKeep the current data-block displayedKeep the input links to duplicated nodesKeep the liquid objects visible during renderingKeep the modifier at the end of the listKeep the original incoming geometry and join it with the instance geometryKeep the original incoming geometry and join it with the scattered geometryKeep the part of the grids that is common between all operandsKeep the part of the mesh that is common between all operandsKeep the position of the last segment in the IK chain fixedKeep the smoke objects visible during renderingKeep the texture at a constant length regardless of the length of each strokeKeep the values of the active group while normalizing othersKeep the world transform of strokes from the clipboard unchangedKeep the zig-zag "noise" in initial chainingKeep triangulated faces resulting from decimation (collapse only)Keep verts assigned to at least one group when cleaningKeep volume opacity and detail the same regardless of object scaleKeeping the modifiers will increase polycount when returning to object modeKeeps the hue constantKelvinKernelKernel Data TypeKernel OptimizationKernel RadiusKernels can be optimized based on scene content. Optimized kernels are requested at the start of a render. If optimized kernels are not available, rendering will proceed using generic kernels until the optimized set is available in the cache. This can result in additional CPU usage for a brief time (tens of seconds)KerningKeyKeyKeyKey %dKey All BonesKey BlocksKey ColorKey ConfigKey ConfigurationKey ConfigurationsKey FrameKey MapKey Map ItemKey MapsKey angular velocityKey configuration that can be extended by add-ons, and is added to the active configuration when handling eventsKey locationKey location for a particle over timeKey location/rotation/scale as well as custom propertiesKey mapped to particular frame that can be moved to change playback speedKey maps configured as part of this configurationKey rotation quaternionKey velocityKey-BindingKey-Config PreferencesKeyConfig '%s' cannot be removedKeyConfigsKeyMap "%s" (base) must be a user keymapKeyMap "%s" (other) must be an add-on or active keymapKeyMap "%s" does not match "%s"KeyMap "%s" item not part of the keymapKeyMap '%s' not found in KeyConfig '%s'KeyMap ItemsKeyMap item result may be incorrect since an update is pending, call `context.window_manager.keyconfigs.update()` to ensure matches can be found.KeyMapItem '%s' not found in KeyMap '%s'KeyMaps are equalKeyPresetsKeyboardKeyedKeyed StatesKeyed TimingKeyed particles target is validKeyframeKeyframe AKeyframe Animation StripKeyframe BKeyframe BorderKeyframe Border SelectedKeyframe Insert NeededKeyframe Insert PieKeyframe IntervalKeyframe NumbersKeyframe PointsKeyframe Scale FactorKeyframe SelectedKeyframe SelectionKeyframe from the final transformations (with constraints applied)Keyframe not in F-CurveKeyframe pasting is not available for Grease Pencil or mask modeKeyframe pasting is not available for mask modeKeyframe to setKeyframedKeyframed TracksKeyframesKeyframes AfterKeyframes BeforeKeyframes around cursor that we zoom aroundKeyframes cannot be added to sampled F-CurvesKeyframingKeyframing SettingsKeyingKeying ScreenKeying SetKeying Set NameKeying Set PathKeying Set Paths to define settings that get keyframed togetherKeying Set defines specific paths/settings to be keyframed (i.e. is not reliant on context info)Keying Set does not contain any pathsKeying SetsKeying Sets AllKeying set '%s' - successfully added %d keyframesKeying set '%s' not foundKeying set could not be addedKeying set failed to insert any keyframesKeying set failed to remove any keyframesKeying set is active, which mayKeying set path could not be addedKeying set path could not be removedKeying set pathsKeying set paths could not be removedKeyingSetKeymapKeymap is defined by the userKeysKeys StepKhronos PBR NeutralKhronos PBR Neutral Image Encoding for sRGB DisplayKhronos PBR Neutral sRGBKill ParticlesKill collided particlesKilogramsKilohertzKilometersKilometers per hourKilowattsKinematicKinematic ConstraintKinetic Energy Potential MaximumKinkKink AmplitudeKink Amplitude FactorKink FrequencyKink Frequency FactorKink TypeKirschKiteKnot ModeKnown relative offset of original shot, will be subtracted (e.g. for panning shot, can be animated)Korean - 한국어Kr Derivative EpsilonKr derivative epsilon for computing suggestive contoursKuwaharaKyrgyz - Кыргыз тилиLIB: %s: '%s' is directly linked from '%s' (parent '%s'), but is a non-linkable data typeLIB: %s: '%s' missing from '%s', parent '%s'LIB: .blend file %s seems corrupted, no owner 'Library' data found for the linked data-block '%s'. Try saving the file again.LIB: .blend file %s seems corrupted, no owner 'Library' data found for the packed linked data-block %s. Try saving the file again.LIB: Data refers to main .blend file: '%s' from %sLIB: object lost from scene: '%s'LMBLZWLabelLabel Font SizeLabel SizeLabel reroute nodes based on the label of connected reroute nodesLabel to display for the socket subtype in the UILabel to display for the socket type in the UILacunarityLambda BorderLambda FactorLambda factorLambda factor in borderLambertian and Oren-Nayar diffuse reflectionLambertian diffuse transmissionLambertian emission shaderLampLand Personal SpaceLand Stick ForceLanding SmoothnessLandmarkLandmark ControlsLandmarksLanguageLanguage IDLanguage NameLanguage label (eg. "French (Français)")Language used for translationLanguagesLanguages to update in work repositoryLaplaceLaplacianLaplacian DeformLaplacian Deform ModifierLaplacian Smooth ModifierLaplacian smooth of selected verticesLaplacianDeformLaplacianSmoothLargeLargest to SmallestLastLast Action Slot IdentifierLast FrameLast QI value of the QI rangeLast frame from action to useLast frame of the Action to useLast frame of the action's timelineLast frame of the segmentLast frame to transferLast known location of the viewer pose (center between the eyes) in world spaceLast known rotation of the viewer pose (center between the eyes) in world spaceLast selected elementLast selected not foundLathe around an axis, treating the input mesh as a profileLatitude MinLatticeLatticeNewLattice DeformLattice ModifierLattice data-block defining a grid for deforming other objectsLattice data-blocksLattice deformation modifierLattice object to deform withLattice resolution in U directionLattice resolution in V directionLattice resolution in W directionLattice(s)LatticesLaunch Blender without --offline-modeLaunched with "--offline-mode", cannot be changedLayerLayer '%s' not found in object '%s'Layer AboveLayer BelowLayer CollectionLayer CountLayer GroupLayer Group is locked or not visibleLayer GroupsLayer IndexLayer MappingLayer ModeLayer ObjectsLayer OpacityLayer PassLayer SamplesLayer SelectionLayer StepLayer WeightLayer above activeLayer already addedLayer below activeLayer collectionLayer collection childrenLayer in multilayer imageLayer is already added as a maskLayer is locked or not visibleLayer is selected for editing in the Dope SheetLayer nameLayer not found in annotation dataLayer of the cache, used to load or override data from the first the first layerLayer of vertex colors in a Mesh data-blockLayer pass filterLayeredLayered RecordingLayersLayers TintingLayers as InstancesLayers for the FK controls to be onLayers for the optional IK controls to be onLayers for the primary controls to be onLayers for the secondary controls to be onLayers for the tweak controls to be onLayers included in the interpolationLayers of the cacheLayers used as boundariesLayers:%s | Frames:%s | Strokes:%s | Points:%sLayoutLayout panels can not be used in this contextLazy ConnectLazy Connect with Socket MenuLazy MixLazy Source!Lazy Target!LeadLeader key like functionality for accessing toolsLeadingLeaf VoxelsLeatherLeave as isLeave at current stateLeave orientation unchangedLeftLeft EyeLeft HandleLeft Handle FieldLeft Handle OffsetLeft Handle SelectedLeft Handle TypeLeft KeyLeft NeighborLeft OrthographicLeft PerspectiveLeft handle selection statusLeft singular vectorsLeft-bottom corner of search area in normalized coordinates relative to marker positionLeft/RightLeftward frame offset of the right handle from the end of the strip contentLegLegacy Add-onLegacy Add-onsLegacy BehaviorLegacy Compute Device TypeLegacy NoiseLegacy NormalLegacy OverwriteLegacy Target PathLegacy tracking constraint prone to twisting artifactsLegacy unique node type identifier, redundant with bl_idname propertyLegacy vertex color layers. Deprecated, use color attributes instead.Legal rights and conditions for the modelLengthLength AverageLength FactorLength ModeLength ModifierLength UnitLength WeightLength at rest positionLength in geometry spaceLength in ratio to the stroke's lengthLength of ALength of a dash cycle measured in stroke samplesLength of child pathsLength of displaying path, in framesLength of each curveLength of each curve to be rolledLength of each frameLength of each individual edgeLength of each segmentLength of edge in 3D spaceLength of first Bézier Handle (for B-Bones only)Length of newly added curves when it is not interpolated from other curvesLength of rays, defines how far away other faces give occlusion effectLength of reorder indices must be the same as the number of curvesLength of second Bézier Handle (for B-Bones only)Length of sizes must be the same as the selection sizeLength of the 1st dash for dashed linesLength of the 1st dash for splittingLength of the 1st gap for dashed linesLength of the 1st gap for splittingLength of the 2nd dash for dashed linesLength of the 2nd dash for splittingLength of the 2nd gap for dashed linesLength of the 2nd gap for splittingLength of the 3rd dash for dashed linesLength of the 3rd dash for splittingLength of the 3rd gap for dashed linesLength of the 3rd gap for splittingLength of the arcLength of the boneLength of the bone. Changing moves the tail end.Length of the depth added in the local Z direction along the curve, perpendicular to its normalsLength of the flare at the end of the braidLength of the generated hair curvesLength of the hairLength of the line's headLength of the line's tailLength of the strip in frames from left handle to right handleLength of the strip in frames, or the length of each strip if multiple are addedLength of the underlying strip source in frames, excluding handlesLength of tips to be removedLength to fit array withinLength to make selected keyframes' Bézier handlesLennard-JonesLennard-Jones effector weightLensLens DispersionLens DistortionLens UnitLens focal length (mm)LessLess ThanLess Than ModeLess Than or EqualLess than 90 limits the angle used in the tonal rangeLet smoke disappear over timeLet the driver determine this property's valueLet the emitter object orientation give the particle a starting velocityLet the mouse wrap around the view boundaries so mouse movements are not limited by the screen size (used by transform, dragging of UI controls, etc.)Let the object give the particle a starting velocityLet the surface normal give the particle a starting velocityLet the surface tangent give the particle a starting velocityLet the target particle give the particle a starting velocityLet the text overflow outside the text boxesLet the vector away from the target particle's location give the particle a starting velocityLevelLevel EndLevel SetLevel StartLevel of detail in the added turbulent noiseLevel of smoothing on the roll path to include shape variationLevel of subdivisionLevel set representation of the fluidLevel set representation of the inflowLevel set representation of the obstaclesLevel set representation of the outflowLevelsLevels ViewportLib Reload: Replacing all references to old data-block '%s' by reloaded one failed, old one (%d remaining users) had to be kept and was renamed to '%s'LibrariesLibraryLibrary "%s" needs overrides resyncLibrary '%s' ('%s') is an archive storage for packed data, but has no real library parent.Library '%s' appears corrupted, it contains invalid ID names. This may cause missing linked data.Library '%s' was created by a future version of Blender and contains ID names longer than currently supported. This may cause missing linked data, consider opening and re-saving that library with the current Blender version.Library '%s', '%s' had multiple instances, save and reload!Library (Object Data)Library (blendfile) reference in a BlendImportContext data. Currently only exposed as read-only data for the pre/post blendimport handlersLibrary BrowserLibrary EditableLibrary ID %s in library %s, this should not happen!Library ID %s not found at expected path %s!Library ID representing the blendfile from which the ID was imported. None until the ID has been linked or appendedLibrary NameLibrary OperationLibrary OverridableLibrary Overridden IDLibrary OverrideLibrary Override OperationLibrary Override Troubleshoot OperationLibrary Override View ModeLibrary OverridesLibrary Overrides Need resyncLibrary PathLibrary Weak ReferenceLibrary data-blocksLibrary database with null library data-block pointer!Library file the data-block is linked fromLibrary file, loading empty sceneLibrary override ID used as root of the override hierarchy this ID is a member ofLibrary override dataLibrary override data-blocks only support Disk Cache storageLibrary override of linked data-block, click to make fully local, Shift + Click to clear the library override and toggle if it can be editedLibrary override templates have been removed: removing all override data from the data-block '%s'Library path '%s' does not exist, correct this before savingLibrary path '%s' is now valid, please reload the libraryLibrary path is not editable, use the Relocate operationLibrary to reloadLibrary to relocateLicenseLicensed under the GNU General Public LicenseLifeLife TimeLife Time FactorLife span of the particlesLifetimeLifetime RandomnessLifetime of the wave in frames, zero means infiniteLiftLift ForceLift/Gamma/GainLightLightAreaLightAutoLightBackLightEmission SamplingLightFrontLightFront and BackLightLightLightLightProbeLightMatCapLightNewLightNoneLightPlaneLightPointLightPowerLightSphereLightSpotLightStrengthLightStudioLightSunLightTypeLightUse TemperatureLightVolumeLightWorldLight AdaptationLight Angle: %.3fLight ColorsLight ContourLight DirectionLight FalloffLight GroupLight GroupsLight Intensity ScaleLight LinkingLight Linking SpecialsLight Linking for %sLight ObjectLight OutputLight PathLight PathsLight Power: %.3fLight ProbeLight Probe VolumeLight Probe Volume Backface CullingLight Probe data-block for lighting capture objectsLight Probe data-blocksLight Probe(s)Light ProbesLight Probes Volume PoolLight Radius: %.3fLight ReferenceLight Sampling ThresholdLight Size X: %.3fLight Size Y: %.3fLight Size: %.3fLight ThresholdLight TreeLight TypeLight colorLight color temperature in KelvinLight data-block for lighting a sceneLight data-blocksLight energy emitted over the entire area of the light in all directions, in units of radiant power (W)Light link selected blockers to the active emitter objectLight link selected receivers to the active emitter objectLight linking settingsLight linking settings of objects and children collections of a collectionLight linking settings of the collectionLight linking settings of the collection objectLight or shadow receiving state of the object or collectionLight probe that captures incoming light from a single direction on a planeLight probe that captures low frequency lighting inside a volumeLight probe that captures precise lighting from all directions at a single point in spaceLight scattering distribution on rough surfaceLight size for ray shadow sampling (Raytraced shadows)Light strength before applying falloff modificationLight used for Studio lighting in solid shading modeLight(s)LightProbeLightProbeNewLightenLighten ModeLighter pressure causes more smoothing to be appliedLightgroupLightgroup SyncLightgroup that the object belongs toLightgroup that the world belongs toLightingLighting Method for Solid/Texture Viewport ShadingLighting ModeLighting for a World data-blockLightnessLightness:LightsLights affect Grease Pencil objectLights used to display objects in solid draw modeLights used to display objects in solid shading modeLimb SegmentsLimb TypeLimbNodeLimestone (Broken)Limestone (Solid)LimitLimit DistanceLimit Distance ConstraintLimit F-ModifierLimit Frame RangeLimit LocationLimit Location ConstraintLimit MethodLimit ModeLimit RadiusLimit RotationLimit Rotation ConstraintLimit ScaleLimit SizeLimit Size ConstraintLimit StrengthLimit SurfaceLimit View to ContentsLimit XLimit YLimit ZLimit below which to merge verticesLimit brush application to the distance specified by spacingLimit by a single channelLimit by the average of the other two channelsLimit colliders to this CollectionLimit colliders to this collectionLimit deform weights associated with a vertex to a specified number by removing lowest weightsLimit distance in normalized coordinatesLimit effectors to this collectionLimit fluid objects to this collectionLimit for snap middle vertices to the axis centerLimit forces to this collectionLimit maximum number of lightsLimit maximum steepness of wave slope between simulation points (use higher values for smoother waves at expense of reduced detail)Limit merging geometryLimit movement around the X axisLimit movement around the Y axisLimit movement around the Z axisLimit movement to viewer's initial directionLimit rotation around X axisLimit rotation around Y axisLimit rotation around Z axisLimit speed of tracking to make visual feedback easier (this does not affect the tracking quality)Limit texture size to 1024 pixelsLimit texture size to 128 pixelsLimit texture size to 2048 pixelsLimit texture size to 256 pixelsLimit texture size to 4096 pixelsLimit texture size to 512 pixelsLimit texture size to 8192 pixelsLimit texture size used by final renderingLimit texture size used by viewport renderingLimit the amount of automatic scalingLimit the display of curve handles in Edit ModeLimit the distance from target objectLimit the distance from the offset plane that a vertex can be affectedLimit the distance used for projection (zero disables)Limit the location of the constrained objectLimit the maximum value of the radius in order to avoid overlapping filletsLimit the number of simultaneous internet connections online operations may make at once. Zero disables the limit.Limit the render time (excluding synchronization time). Zero disables the limitLimit the resolution at 1 unit from the light origin instead of relative to the shadowed pixelLimit the rotation of the constrained objectLimit the scaling of the constrained objectLimit the texture size to save graphics memoryLimit the time/value ranges of the modified F-CurveLimit timeline height to maximum used channel slotLimit toLimit to Frame RangeLimit to Playback RangeLimit to SegmentLimit to ViewportLimit to select color for glow effectLimit translation on X axisLimit translation on Y axisLimit translation on Z axisLimited Global IlluminationLimiterLimiting strategy to prevent numerical artifactsLimitsLimits the Property Value slider to a range, values outside the range must be inputted numericallyLin errorLineLine ArtLine Art ModifierLine Art SettingsLine Art settings for materialLine Art settings for the objectLine Art stroke source typeLine BeginLine BreakLine ColorLine Color AlphaLine Color BlueLine Color GreenLine Color RedLine EndLine ErrorLine InfoLine InputLine NumbersLine Numbers BackgroundLine OutputLine PriorityLine RadiusLine SampleLine Set CollectionLine Set NameLine SetsLine SpacingLine StyleLine Style Alpha ModifierLine Style Color ModifierLine Style Geometry ModifierLine Style ModifierLine Style OutputLine Style Thickness ModifierLine Style data-blocksLine StylesLine ThicknessLine Thickness ModeLine TypeLine WidthLine angle where the image should be splitLine color used for Freestyle line renderingLine number to jump toLine of text in a Text data-blockLine position where the image should be splitLine set '%s' could not be removedLine set for associating lines and style parametersLine set nameLine sets for associating lines and style parametersLine style settingsLine thickness based on random noiseLine thickness based on the angle between two adjacent facesLine thickness based on the radial curvature of 3D mesh surfacesLine thickness for motion pathLine thickness in pixelsLine thickness mode for Freestyle line drawingLine to jump toLineSetLineSet %iLineStyleLineStyle Texture SlotLinearLinear 3D CurvesLinear AP0 with ACES white pointLinear AP1 with ACES white pointLinear BT.2020 with illuminant D65 white pointLinear BT.709 with illuminant D65 white pointLinear CIE-XYZ D65Linear CIE-XYZ ELinear ClampedLinear DCI-P3 D65Linear DCI-P3 with illuminant D65 white pointLinear DampingLinear DragLinear E-Gamut with illuminant D65 white pointLinear ExtrapolationLinear FilmLight E-GamutLinear GizmoLinear GradientLinear InterpolationLinear LightLinear Light ModeLinear ModifiersLinear MotorLinear Rec.2020Linear Rec.709Linear Velocity Deactivation ThresholdLinear Velocity below which simulation stops simulating objectLinear distance modelLinear distance model with clampingLinear falloffLinear interpolationLinear interpolation between From Min and From Max valuesLinear interpolation between keyframesLinear presetLinear viscosityLinearly blend the smooth data to the border frames of the selectionLinearly scale along Z axis of the modifier spaceLineartLinesLines OnlyLines of textLineset SpecialsLinkLink Active to SelectedLink Active to Selected (Don't Replace Links)Link Active to Selected (Don't Replace Links, Node Names)Link Active to Selected (Don't Replace Links, Output Names)Link Active to Selected (Menu)Link Active to Selected (Replace Links)Link Active to Selected (Replace Links, Node Names)Link Active to Selected (Replace Links, Output Names)Link Animation DataLink CollectionsLink Fonts to TextLink Instance CollectionLink LimitLink MaterialsLink Materials ToLink Object DataLink Operation IndexLink StateLink active node to selected nodes basing on various criteriaLink after collectionLink all to boneLink all to objectLink before collectionLink between collectionsLink between nodes in a node treeLink from a Library .blend fileLink from this outputLink in the collections from the current scene (shallow copy)Link inside collectionLink is hidden due to invisible socketsLink is muted and can be ignoredLink is validLink material to object or the object's dataLink node to the group or node tree outputLink objects to a collectionLink objects to a new collectionLink operation index out of rangeLink operation to execute on the context socketLink selected collections to active sceneLink selected strips together for simplified group selectionLink selection to another sceneLink target: {}Link the objects or data-blocks rather than appendingLink to CollectionLink to Collection RecursiveLink to New CollectionLink to Output NodeLink to Viewer NodeLink to viewer nodeLink {}Link/Transfer DataLinkedLinked CopyLinked DataLinked Data-blocksLinked HandleLinked ID Session UIDLinked ID used as reference by this overrideLinked PackedLinked TimeLinked actions will be duplicated for each selected strip.Linked bone collections are not editableLinked data-blocks cannot be renamedLinked data-blocks do not allow editing cachesLinked object baking requires Disk Cache to be enabledLinked or library override data-blocks do not allow adding or removing cachesLinking or appending from a very old .blend file format (%d.%d), no animation conversion will be done! You may want to re-save your lib file with current BlenderLinksLinks can only go into a zone but not outLiquidLiquid DomainLiquid Domain MaterialListList .blend files' contentList ItemList Item ColorsList LengthList NameList all sub-directories' content, one level of recursionList all sub-directories' content, three levels of recursionList all sub-directories' content, two levels of recursionList all the operators in a text-block, useful for scriptingList objects under the mouse (object mode only)List of AOVsList of LightgroupsList of Mask LayersList of Masking LayersList of all bone collections of the armatureList of alpha transparency modifiersList of background imagesList of chained animation segmentsList of gizmos in the Gizmo MapList of grids and metadata are loaded in memoryList of groups of bones for easy selectionList of libraries to search and import that ID from. The ID will be imported from the first file in that list that contains itList of line color modifiersList of line thickness modifiersList of object and material crypto IDs to include in matteList of overridden propertiesList of overriding operations for a propertyList of stroke geometry modifiersLists committers to Blender's source codeLithuanian - LietuviškaiLive EditLive UnwrapLive filtering stringLive search filtering stringLoadLoad Factory "{}" Preferences.Load Factory "{}" Startup File and PreferencesLoad Factory Blender PreferencesLoad Factory Default Startup File and PreferencesLoad Factory {:s} PreferencesLoad OptiX module in debug mode: lower logging verbosity level, enable validations, and lower optimization levelLoad UILoad a BVH motion capture fileLoad a FBX fileLoad a SVG fileLoad a Wavefront OBJ sceneLoad a cache fileLoad a glTF 2.0 fileLoad a new font from a fileLoad a presetLoad a sequence of frames or a movie fileLoad a sound fileLoad a sound file as monoLoad an Alembic archiveLoad and apply a Blender XML theme fileLoad factory default preferences. To make changes to preferences permanent, use "Save Preferences"Load factory default startup file and preferences. To make changes permanent, use "Save Startup File" and "Save Preferences"Load last saved preferencesLoad online manualLoad sound with the movieLoad the default ('factory startup') blend file. This is independent of the normal start-up file that the user can saveLoad translations' settings from a persistent JSON fileLoad user interface setup from the .blend fileLoad user interface setup in the .blend fileLoad user interface setup when loading .blend filesLoaded a pre-2.50 blend file, animation data has not been loaded. Open & save the file with Blender v4.5 to convert animation data.Loading "%s" failed: Loading Asset LibrariesLoading export settings failed. Removed corrupted settingsLoading failed: Loading previews...Loading textures ({} remaining)Loading...LocalLocal +X TangentLocal +Z TangentLocal -X TangentLocal -Z TangentLocal CameraLocal CollectionsLocal Data-blocksLocal LocationLocal MatrixLocal PoseLocal SpaceLocal Space (Owner Orientation)Local Up/DownLocal ViewLocal With ParentLocal rotation of the gizmo. Only used if the local transforms are used in the 3D viewLocal space unit length custom normal vectors of the face corners of this triangleLocal space unit length normal vector for this faceLocal space unit length normal vector for this triangleLocal space unit length tangent vector of this vertex for this face (must be computed beforehand using calc_tangents)Local transformation matrix of the layerLocale code: ab. Translation progress: 0%Locale code: ar_EG. Translation progress: 23%Locale code: be. Translation progress: 0%Locale code: bg_BG. Translation progress: 1%Locale code: ca_AD. Translation progress: 100%Locale code: cs_CZ. Translation progress: 27%Locale code: da. Translation progress: 3%Locale code: de_DE. Translation progress: 37%Locale code: el_GR. Translation progress: 1%Locale code: en_GB. Translation progress: 99%Locale code: en_US. Translation progress: 100%Locale code: eo. Translation progress: 0%Locale code: es. Translation progress: 100%Locale code: eu_EU. Translation progress: 1%Locale code: fa_IR. Translation progress: 3%Locale code: fi_FI. Translation progress: 11%Locale code: he_IL. Translation progress: 2%Locale code: hi_IN. Translation progress: 4%Locale code: hu_HU. Translation progress: 11%Locale code: id_ID. Translation progress: 21%Locale code: it_IT. Translation progress: 44%Locale code: ka. Translation progress: 100%Locale code: ko_KR. Translation progress: 98%Locale code: ky_KG. Translation progress: 2%Locale code: lt. Translation progress: 3%Locale code: ml. Translation progress: 0%Locale code: nb. Translation progress: 4%Locale code: nl_NL. Translation progress: 8%Locale code: pl_PL. Translation progress: 100%Locale code: pt_BR. Translation progress: 43%Locale code: pt_PT. Translation progress: 78%Locale code: ro_RO. Translation progress: 2%Locale code: ru_RU. Translation progress: 100%Locale code: sk_SK. Translation progress: 100%Locale code: sl. Translation progress: 51%Locale code: sr_RS. Translation progress: 16%Locale code: sr_RS@latin. Translation progress: 16%Locale code: sw. Translation progress: 72%Locale code: ta. Translation progress: 100%Locale code: th_TH. Translation progress: 5%Locale code: tr_TR. Translation progress: 78%Locale code: uk_UA. Translation progress: 57%Locale code: ur. Translation progress: 86%Locale code: vi_VN. Translation progress: 93%Locale code: zh_HANS. Translation progress: 100%Locale code: zh_HANT. Translation progress: 62%Localize AllLocalize all appended data, including those indirectly linked from other librariesLocationLocation & RotationLocation & ScaleLocation (Object Space)Location AxisLocation InfluenceLocation Mix ModeLocation XLocation YLocation ZLocation for adding new nodesLocation for the newly added objectLocation of center of massLocation of custom proxy fileLocation of head end of the boneLocation of head end of the bone relative to armatureLocation of head end of the bone relative to its parentLocation of head of the channel's boneLocation of marker on frameLocation of new primitiveLocation of tail end of the boneLocation of tail end of the bone relative to armatureLocation of tail end of the bone relative to its parentLocation of tail of the channel's boneLocation of target that object will not pass throughLocation of the action's corresponding controller aim in world spaceLocation of the extension to installLocation of the hair key in its local coordinate system, relative to the emitting faceLocation of the hair key in object spaceLocation of the node in the entire canvasLocation of the node within its parent frameLocation of the objectLocation of the textLocation of this character in the text data (only for text curves)Location of vertex in area spaceLocation of vertex in normalized spaceLocation offset to apply to base pose when determining viewer locationLocation on disk where the bake data is storedLocation onlyLocation to DeltasLocation to add new vertex atLocation to align islands onLocation to store the proxy filesLocation, Rotation & ScaleLocation, Rotation, Scale & Custom PropertiesLocation:LocationsLockLock ActiveLock AdjustLock AxisLock BordersLock Camera to ViewLock DirectionLock Direction (Alt)Lock ElevationLock Elevation (Alt)Lock EndsLock FrameLock Frame SelectionLock HorizonLock Horizon forces the horizon to be kept leveled as it currently isLock IK XLock InterfaceLock LocationLock MarkersLock Mesh Border VerticesLock MethodLock Object ModesLock OrderLock Pinned IslandsLock Polygon NormalsLock RootsLock RotationLock Rotation (4D Angle)Lock Rotation When ScalingLock Rotations (4D)Lock ScaleLock ShapeLock TipsLock Track ConstraintLock Up OrientationLock ValueLock XLock X PosLock X RotationLock YLock Y PosLock Y RotationLock ZLock Z PosLock Z RotationLock action to executeLock action to execute on vertex groupsLock all Grease Pencil layers to prevent them from being accidentally modifiedLock all Grease Pencil materials to prevent them from being accidentally modifiedLock all shape keysLock all shape keys of the active objectLock all vertex groupsLock all vertex groups of the active objectLock and hide any material not usedLock any material not used in any selected strokeLock border vertices during simplification to avoid gaps on connected meshesLock channelLock current frame displayed by layerLock curves view to time cursor during playback and trackingLock editing of 'angle' component of four-component rotations when transformingLock editing of four component rotations by components (instead of as Eulers)Lock editing of location when transformingLock editing of rotation when transformingLock editing of scale when transformingLock interface during rendering in favor of giving more memory to the rendererLock motion to the reconstructed camera movementLock motion to the reconstructed object movementLock motion to the target motion trackLock motion to the target pathLock not held!Lock repositories - to test lockingLock rotation to the axis between the curve endsLock selected and unlock unselected vertex groups of the active objectLock selected tracksLock selected vertex groups of the active objectLock strip so that it cannot be transformedLock strips so they cannot be transformedLock the order of shown items (user cannot change it)Lock the position of root pointsLock the position of the vertices in the simulation falloff area to avoid artifacts and create a softer transition with unaffected areasLock the view to the active object/boneLock tip position when smoothingLock to BoneLock to CursorLock to ObjectLock to SelectionLock to Time CursorLock unselected vertex groups of the active objectLock view rotation of side views to Top/Front/RightLock viewport to selected markers during playbackLock-RelativeLock/MuteLock/Unlock all layersLock/unlock selected tracksLockedLocked AxisLocked InfluenceLocked MarkerLocked TrackLocked Track ConstraintLocked TracksLocked {:d} repo(s)LocksLogLog Encoding with Chroma inset and rotation of primaries, and with 25 Stops of Dynamic RangeLog LevelLog based filmic shaper with 16.5 stops of latitude, and 25 stops of dynamic rangeLog conversion gammaLog conversion reference blackpointLog conversion reference whitepointLog of operations, warnings and error messagesLog the channel list info in the terminal. This operator is only available in debug builds of BlenderLogarithm A base BLogarithm ModeLogarithmic DissolveLogical ANDLogical ORLong HairLong KeyLong Key SelectedLong ListLongestLongest DiagonalLongitude MinLookLook AheadLook AtLook up the most appropriate tool for the given brush type and activate thatLook up the transformation matrix from an external fileLook up transformation from an external fileLoopLoop ColorsLoop CountLoop CutLoop PairsLoop SlideLoop StartLoop TotalLoop TrianglesLoop and InvertLoop back and forthLoop back and forth starting in reverseLoop cut does not work well on deformed edit mesh displayLoop in a Mesh data-blockLoop in parentsLoop the animation playbackLoopsLoops are not connected by wire/boundary edgesLoops of the mesh (face corners)Loops on each side of the profileLooseLoose As ContourLoose EdgesLoose Edges As ContourLoose PointsLoose edges will have contour typeLosslessLossless OutputLossless compression based on high throughput JPEG 2000 encoding. It produces smaller files, but it is new and not widely supported by other software yet.Lossless run length encoding compressionLossless wavelet compression, effective for noisy/grainy imagesLossless zip compression of 16 row image blocksLossless zip compression, each image row compressed separatelyLossy compression for 16 bit float images, at fixed 2.3:1 ratioLossy compression for 32 bit float images (stores 24 bits of each float)LowLow ColorLow ContrastLow QualityLow Resolution MeshLow frequency contrast using an unsharp maskLowerLower (inclusive) bound for a vertex's weight to be added to the vgroupLower BoundLower CaseLower ConcavityLower LeftLower MemoryLower RightLower X Angle LimitLower X LimitLower X angle boundLower Y Angle LimitLower Y LimitLower Y angle boundLower Z Angle LimitLower Z LimitLower Z angle boundLower bound for timestep in second in case of automatic substepsLower bound of envelope at this control-pointLower bound of the highlighting rangeLower bound of the input range the mapping is appliedLower clamping threshold for marking fluid cells as wave crests (lower value results in more marked cells)Lower clamping threshold for marking fluid cells where air is trapped (lower value results in more marked cells)Lower clamping threshold that indicates the fluid speed where cells start to emit particles (lower values result in generally more particles)Lower distance from Reference Value for 1:1 default influenceLower for more projection groups, higher for less distortionLower half of the texture is for tips of the strokeLower limit of X axis rotationLower limit of X axis translationLower limit of Y axis rotationLower limit of Y axis translationLower limit of Z axis rotationLower limit of Z axis translationLower limit of the tilt away from the +Z directionLower mesh concavity bound (high values tend to smoothen and fill out concave regions)Lower or upper caseLower values give a smoother curveLower values will reduce background bleeding onto foreground elementsLower/Upper limits for deformLowestLowest FrequencyLowest QualityLowest X value to allowLowest Y value to allowLowest Z value to allowLowest corner of the parallax bounding boxLowest possible particle lifetimeLumaLuma WaveformLuminanceLuminance ChannelLuminance KeyLuminance NoiseMAC GridMB4MB5MB6MB7MDDMFTMKVMMBMMB ActionMP2MP3MPEG-1MPEG-1 Audio Layer IIMPEG-2MPEG-2 Audio Layer IIIMPEG-4MPEG-4 (divx)MPlayerMacCormackMacCormack scheme with implicit diffusion control. Reduces numerical dissipation while maintaining stabilityMagicMagic TextureMagneticMagnetic effector weightMagnifyMagnitudeMagnitude of AMainMain 1 to 0 keys act as the numpad ones (useful for laptops)Main ActionsMain AnnotationsMain ArmaturesMain AxisMain BrushesMain Cache FilesMain CamerasMain CollectionsMain CurvesMain FontsMain GeometryMain Grease PencilsMain Hair CurvesMain ImagesMain ItemsMain LatticesMain LibrariesMain Light ProbesMain LightsMain Line StylesMain MasksMain MaterialsMain MeshesMain MetaballsMain Movie ClipsMain Node TreesMain ObjectsMain Paint CurvesMain PalettesMain Particle SettingsMain Point CloudsMain ScenesMain ScreensMain SoundsMain SpeakersMain TextsMain TexturesMain VolumesMain Window ManagersMain WorkspacesMain WorldsMain axis of movementMain basic settingsMain data structure representing a .blend file and all its data-blocksMain direction of the waves when they are (partially) alignedMaintain VolumeMaintain Volume ConstraintMaintain a constant volume along a single scaling axisMaintain parent child relationshipsMaintain speed, flight level or wanderMaintain symmetry on an axisMaintain the object's volume as it stretchesMaintain the original pitch of the audio when changing playback speedMaintain the relative weights for the groupMaintain thickness by adjusting for sharp corners (slow, disable when not needed)Maintained by community developersMaintainerMajor Grid LinesMajor RadiusMajor SegmentsMajor/MinorMajorantMajorant transmittance of the volumeMajorityMakeMake Cyclic (F-Modifier)Make Data Single UserMake HolesMake InternalMake LocalMake Sculpt Mode tools deform the base mesh while previewing the displacement of higher subdivision levelsMake Selected Objects Single-UserMake Selected Strips Single-UserMake SingleMake Single UserMake UniformMake UniqueMake a copy of all selected keyframesMake a copy of all selected keyframes and move themMake a copy of the active Grease Pencil frame(s)Make a copy of the active Grease Pencil layerMake a copy of the active Grease Pencil layer to selected objectMake a copy of the active vertex groupMake a full copy of the current sceneMake a link between selected output and input socketsMake a link from one socket to anotherMake a spline cyclic by clicking endpointsMake active curve closed/open loopMake active spline closed/open loopMake active text file internalMake all affected normals parallelMake all paths to external files absoluteMake all paths to external files relative to current .blendMake all users of selected data-blocks to use instead a new chosen oneMake all users of selected data-blocks to use instead current (clicked) oneMake an extra IK hand control pivoting around the tip of the handMake an image from biggest 3D view for reprojectionMake annotations on the active dataMake any edits to any catalogs permanent by writing the current set up to the asset libraryMake border edges between the caps and the tube shape smooth instead of sharpMake box select pass through to sequence slide when the cursor is hovering on a stripMake channels grouped under this channel visibleMake copies of node groups when duplicating nodes in the node editorMake copies of selected elements and move themMake copies of the selected Grease Pencil strokes and move themMake copies of the selected bones within the same armatureMake copies of the selected bones within the same armature and move themMake copies of the selected metaball elements and move themMake curve path children rotate along the pathMake cut even if strip is not selected preserving selection state after cutMake data single-user, apply modifier, and remove it from the list.Make edges 'sail'Make face and vertex normals point either outside or inside the meshMake faces use the minimal vertex weight assigned to their vertices (ensures new faces remain parallel to their original ones, slow, disable when not needed)Make group from selected nodesMake hairs less puffyMake hairs longerMake hairs longer or shorterMake hairs more puffyMake hairs shorterMake hairs stand upMake image transparent outside of radiusMake instanced objects attached to this object realMake instancer visible in the viewportMake instancer visible when renderingMake internalMake library linked data-blocks local to this fileMake linked action local to each stripMake linked data local to each objectMake materials local to each data-blockMake module file internal after loadingMake more room for large scenes to fit by distributing memory across interconnected devices (e.g. via NVLink) rather than duplicating itMake object animation data local to each objectMake object data (mesh, curve etc.) animation data local to each objectMake only active layer visible/editableMake paths of used library blendfiles relative to current blendfileMake previously hidden curves visible again in Graph Editor viewMake selected hair the same lengthMake selected objects appear in NLA Editor by adding Animation DataMake selected objects explodeMake selected objects liquidMake shape keys relative, otherwise play through shapes as a sequence using the evaluation timeMake simulation respect deformations in the base meshMake single user object dataMake single user objectsMake skin radii of selected vertices equal on each axisMake sure active color will be exported first. Could be important since some other software can discard other color attributes besides the first oneMake target the 'detachable' parent of ownerMake text file internal after loadingMake text internalMake text internal (separate copy)Make the HDR rotation fixed and not follow the cameraMake the active boolean socket a toggle for its parent panelMake the control bone a mechanism bone invisible to the user and only affected by constraintsMake the current file the default startup fileMake the current pose more similar to its breakdown poseMake the current pose more similar to, or further away from, the rest poseMake the current preferences defaultMake the edge loop match the shape of the adjacent edge loopMake the image render behind all objectsMake the layer display in front of objectsMake the lighting fixed and not follow the cameraMake the object display in front of othersMake the object track another object, using various methods/constraintsMake the object's data single user if neededMake the panel toggle a stand-alone socketMake the storage of a volume grid more efficient by collapsing data into tiles or inner nodesMake the surface thickMake the values of the selected keyframes' handles the same as their respective keyframesMake this Blender version open blend files for all users. Requires elevated privileges.Make this a node-based textureMake this brush to smudge existing paint as it movesMake this collection activeMake this curve or surface a closed loop in the U directionMake this nurbs curve or surface act like a Bézier spline in the U directionMake this nurbs curve or surface meet the endpoints in the U directionMake this nurbs surface act like a Bézier spline in the V directionMake this nurbs surface meet the endpoints in the V directionMake this shape key the new basis key, effectively applying it to the mesh. Note that this applies the shape key at its 100% valueMake this spline a closed loopMake this spline filledMake this surface a closed loop in the V directionMake widgets for left and right side bones linked duplicates with negative X scale for the right side, based on bone name symmetryMakes path guiding deterministic which means renderings will be reproducible with the same pixel values every time. This feature slows down trainingMalayalam - മലയാളംManageManage UI translationsManage Unused DataManage add-ons installed via ExtensionsManage assets in the current file and access linked asset librariesMandatoryManeuver to avoid collisions with other boids and deflector objects in near futureManhattanManhattan distanceManifest validation failed: {:s}ManifoldManipulate both stroke and fill texture coordinatesManipulate how light intensity decreases over distance. Typically used for non-physically-based effects; in reality light always falls off quadraticallyManipulate objects in a 3D environmentManipulate only fill texture coordinatesManipulate only stroke texture coordinatesManualManual CalibrationManual DetailManual Frame RangeManual OrientationManual RangeManual ScaleManual Squash & StretchManual adjustManually Create LaterManually Create Later (Single)Manually add ORG, MCH or DEF as needed.Manually determine the number of threadsManually determined frame rangeManually set grid divisionsManually set handle with rotation locked together with its pairManually set the path for extensions to be stored. When disabled a user's extensions directory is created.Manually set the resolution of the sampling map, higher values are slower and require more memory but reduce noiseManually specify the intended playback frame range for the action (this range is used by some tools, but does not affect animation evaluation)MapMap FromMap RangeMap ResolutionMap TaperMap ToMap To X FromMap To Y FromMap To Z FromMap TypeMap UVMap UVs taking aspect ratio of the image associated with the material into accountMap UVs taking vertex position after Subdivision Surface modifier has been appliedMap UVs to the camera region taking resolution and aspect into accountMap X and Y coordinates directlyMap a texture using UV coordinates, to apply a texture to objects in compositingMap all values below 0.5 to 0.0, and all others to 1.0Map an action to the transform axes of a boneMap an input float to a curve and outputs a float valueMap effect of the taper object to the beveled part of the curveMap input vector components with curvesMap one set of colors to another in order to approximate the appearance of high dynamic rangeMap tablet pressure to curve radiusMap the geometry factor to the length of a segment and to the number of subdivisions of a segmentMap the geometry factor to the length of a splineMap the geometry factor to the number of subdivisions of a spline (U resolution)Map the texture intensity to the color ramp. Note that the alpha value is used for image textures, enable "Calculate Alpha" for images without an alpha channel.Map transformations of the target to the objectMap using the normal vectorMap values to 0 to 1 range, based on the minimum and maximum pixel valuesMap values to colors with the use of a gradientMap with Z as central axisMappingMapping CurveMapping StartMapping TypeMapping XMapping from the target geometry to hit pointsMarbleMarble (Broken)Marble (Solid)Marble TextureMarginMargin ColumnMargin MethodMargin TypeMargin added around fluid to minimize boundary interferenceMargin for the camera space cullingMargin to reduce bleed from adjacent islandsMargin to take into account when fixing UV seams during painting. Higher number would improve seam-fixes for mipmaps, but decreases performance.MarkMark LooseMark RootMark SeamsMark Seams along beveled edgesMark SharpMark actions with no F-Curves for deletion after save and reload of file preserving "action libraries"Mark beveled edges as sharpMark boundary edges as seamsMark boundary edges as sharpMark keyframes where the key value flow changes direction, based on comparison with adjacent keysMark selected UV edges as seamsMark selected vertices as looseMark selected vertices as rootsMark/clear selected vertices as looseMarkerMarker %.2f offset %sMarker %d offset %sMarker DisplayMarker NameMarker NamesMarker OutlineMarker SelectedMarker SettingsMarker for noting points in the timelineMarker is disabled at current frameMarker is enabled at current frameMarker offset %sMarker position at frame in normalized coordinatesMarker selection stateMarkersMarkers are lockedMarkers specific to this action, for labeling posesMarkers used in all timelines for the current sceneMaskMaskDrawMaskEvenMaskFeather OffsetMaskFillMaskMask ToolMaskNewMaskSmoothMask BorderMask ColorMask DisplayMask EditMask ID used as mask input for the modifierMask InputMask LayerMask LayersMask MappingMask ModifierMask Node SocketMask Node Socket InterfaceMask Non-Group VerticesMask ParentMask Pressure ModeMask SettingsMask Shrink/FattenMask Spline PointMask Spline PointsMask Spline UW PointMask SplinesMask Stencil DimensionsMask Stencil PositionMask StripMask TextureMask Texture OpacityMask Texture Overlay AlphaMask Texture SlotMask TimeMask To SDFMask ToolsMask UV Loop LayerMask UV Loop Layer IndexMask UV loop layer indexMask ValueMask Vertex GroupMask active layer with layer above or belowMask animation is in sync with scene frameMask animation is offset to start of stripMask bits to match from Collection Line Art settingsMask bits to match from Material Line Art settingsMask collection in the active view layerMask data-block defining mask for compositingMask displayed and edited in this spaceMask for which curves are eligible to be selected as guidesMask layer '%s' does not contain spline givenMask layer '%s' not found in mask '%s'Mask layer nameMask layer not found for given splineMask level to use when mode is 'Value'; zero means no masking and one is fully maskedMask modifier for sequence stripMask modifier to hide parts of the meshMask not foundMask only contiguous color areasMask out objects in collection from view layerMask out objects in collection from view layer • Ctrl to isolate collection • Shift to set inside collectionsMask overlay opacity is currently set to 0Mask painting according to mesh geometry cavityMask socket of a nodeMask splineMask that this strip usesMask to blend overall effectMask to multiply the density byMask to one side of a line defined by the cursorMask within a rectangle defined by the cursorMask within a shape defined by the cursorMaskLayerMaskingMasking TexMasking textureMasking vertex group nameMasksMasks data-blocksMassMass UnitMass Vertex GroupMass from SizeMass of each simulation particleMass of the particlesMasterMaster ControlMatCapMatCapsMatchMatch CaseMatch IndicesMatch IntersectionMatch MasksMatch OutputMatch Point DensityMatch ReferenceMatch StringMatch TypeMatch absolute/relative setting with input pathMatch moving settingsMatch normals of new faces to adjacent facesMatch output vertex group based on nameMatch paths against this valueMatch real world lights with IES files, which store the directional intensity distribution of light sourcesMatch target data layers to affect by nameMatch target data layers to affect by order (indices)Match texture space to object's bounding boxMatch the beginning of vertex group names from mesh objects, match all when left emptyMatch the camera to 1:1 to the render outputMatch the surface normalMatch-moving camera data for trackingMatch-moving data for trackingMatch-moving dopesheet dataMatch-moving marker data for trackingMatch-moving object tracking and reconstruction dataMatch-moving plane marker data for trackingMatch-moving plane track data for trackingMatch-moving reconstructed camera data from trackerMatch-moving reconstruction data from trackerMatch-moving track data for trackingMatching light typesMaterialMaterialAlpha BlendMaterialAlpha ClipMaterialAlpha HashedMaterialBlend ModeMaterialClothMaterialCubeMaterialFlatMaterialFluidMaterialHairMaterialNewMaterialOpaqueMaterialPreview Render TypeMaterialShader BallMaterialSphereMaterialThicknessMaterial %s could not be converted because of different Blend Mode and Shadow Mode (need manual adjustment)Material %s could not be converted because of non-trivial alpha blending (need manual adjustment)Material '%s' could not be foundMaterial AttributeMaterial BordersMaterial BoundariesMaterial BoundaryMaterial GroupsMaterial IndexMaterial Layer TypeMaterial Line ArtMaterial Link ToMaterial MaskMaterial ModeMaterial NameMaterial Name CollisionMaterial Node SocketMaterial Node Socket InterfaceMaterial OffsetMaterial OutputMaterial OverrideMaterial PassMaterial PresetMaterial PresetsMaterial PreviewMaterial PropertiesMaterial PurposeMaterial SelectionMaterial Selection nodeMaterial SlotMaterial SlotsMaterial SpecialsMaterial StepMaterial VariantsMaterial data-block to define the appearance of geometric objects for renderingMaterial data-block used by this material slotMaterial data-blocksMaterial for bevel faces (-1 means use adjacent faces)Material index of generated faces, -1 for automaticMaterial is assigned to the object data, which is linked/packed and therefore not editable. Change to link this material slot to the object instead, or make the object data local.Material layer type of new paint slotMaterial of the generated hair curvesMaterial passMaterial settingsMaterial shader nodeMaterial slot in an objectMaterial slot index of this characterMaterial slot index of this curveMaterial slot index of this faceMaterial slot index of this triangleMaterial slot nameMaterial slot used for rendering particlesMaterial slots in the objectMaterial socket of a nodeMaterial to override all other materials in this view layerMaterial used for filteringMaterial used for outline strokesMaterial used for secondary uses for this brushMaterial used for strokes drawn using this brushMaterial value that gives no displacementMaterial(s)MaterialX NetworkMaterialsMaterials & TexturesMathMath NodeMatrixMatrix Attribute ValueMatrix DeterminantMatrix FieldMatrix Node SocketMatrix Node Socket InterfaceMatrix ObjectMatrix OrientationMatrix SVDMatrix WorldMatrix access to location, rotation and scale (including deltas), before constraints and parenting are appliedMatrix combining location and rotation of the bone (head position, direction and roll), in armature space (does not include/support bone's length/size)Matrix combining location and rotation of the cursorMatrix has a shearMatrix representing the bone's location, rotation, and scale propertiesMatrix to decompose, only the 3x3 part is usedMatrix value in geometry attributeMatrix value socket of a nodeMatroskaMatteMatte ID:Matte NodeMatte ObjectsMatte Objects:MattesMaxMax 2D AngleMax 2D LengthMax Air AccelerationMax Air Angular VelocityMax Air SpeedMax AngleMax B-FramesMax B-framesMax BendingMax BlurMax BouncesMax Child ParticlesMax CompressionMax Creation DiversionMax CurvatureMax DepthMax DisplaceMax DistanceMax Element DistanceMax Error MarginMax Face AngleMax HeightMax ImpulseMax Land AccelerationMax Land Angular VelocityMax Land SpeedMax LatitudeMax LightsMax LongitudeMax NeighborsMax RateMax Ray DistanceMax SamplesMax Sewing ForceMax Shape AngleMax ShearingMax ShrinkingMax SizeMax SpeedMax Spring Creation LengthMax StepMax StepsMax SubdivisionMax SubdivisionsMax TensionMax Texture Memory Per FieldMax ThicknessMax ThresholdMax VelocityMax Vertex Count for Geodesic Move PreviewMax Vertex DisplacementMax XMax X:Max YMax Y:Max ZMax ZenithMax amount to shrink cloth byMax number of links allowed for this socketMax size of the bokeh shape for the depth of field (lower is faster)MaximalMaximal # solver steps/frameMaximal ScaleMaximal Spring length * Ball SizeMaximal velocity per cell (greater CFL numbers will minimize the number of simulation steps and the computation time.)MaximizeMaximize AreaMaximized AreaMaximumMaximum 2D angle for splitting chainsMaximum CurvatureMaximum DistanceMaximum ErrorMaximum GapMaximum Height value for the central cylindrical lensMaximum IterationsMaximum Kinetic Energy PotentialMaximum LifetimeMaximum Longitude value for the central cylindrical lensMaximum ModeMaximum Radial DistanceMaximum RadiusMaximum ResolutionMaximum Trapped Air PotentialMaximum ValueMaximum VolumeMaximum Wave Crest PotentialMaximum XMaximum X index of the clipping bounding boxMaximum X value for the render regionMaximum X value to crop the imageMaximum YMaximum Y index of the clipping bounding boxMaximum Y value for the render regionMaximum Y value to crop the imageMaximum ZMaximum Z index of the clipping bounding boxMaximum acceleration in air (relative to maximum speed)Maximum acceleration on land (relative to maximum speed)Maximum allowed distance between source and destination element, for non-topology mappingsMaximum amount of close guide curves that are taken into account for interpolationMaximum angle between face normals that will be considered as smoothMaximum angle between normal and target to include in the selectionMaximum angle between old and new normalsMaximum angle to displayMaximum angle to modify thicknessMaximum angles for IK LimitMaximum angular motor impulseMaximum angular velocity in air (relative to 180 degrees)Maximum angular velocity on land (relative to 180 degrees)Maximum bending stiffness valueMaximum blur distance a pixel can spread overMaximum boundary of the grid (world space)Maximum boundary of volumeMaximum brightness to consider when rejecting bokeh sprites based on neighborhood (lower is faster)Maximum caused damage on attack per secondMaximum compression stiffness valueMaximum curvilinear 2D length for the selection of chainsMaximum damping coefficient when singular value is nearly 0 (higher values produce results with more stability, less reactivity)Maximum density of hairMaximum distance allowed between the new Bézier curve and the original backbone geometryMaximum distance between elements to mergeMaximum distance between the original stroke and its polygonal approximationMaximum distance between welded verticesMaximum distance for snapping in pixelsMaximum distance for the field to workMaximum distance for volume calculation, no matter how far away the object isMaximum distance from brush to mesh surface to affect paintMaximum distance from which a boid can attackMaximum distance of the element from the selection centerMaximum distance the objects can spread over each axisMaximum distance to search for disconnected loose parts in the meshMaximum edge length for dynamic topology sculpting (as divisor of Blender unit - higher value means smaller edge length)Maximum edge length for dynamic topology sculpting (in brush percentage)Maximum edge length for dynamic topology sculpting (in pixels)Maximum error during substepsMaximum face angle for smooth edgesMaximum for measuring thicknessMaximum for sliderMaximum height of a jumpMaximum iterations during substepsMaximum joint velocity in radians/secondMaximum latitude (vertical angle) for the equirectangular lensMaximum length of the particle color vectorMaximum level of depth intersection in object space (use 0.0 to disable)Maximum level of surface intersection used to influence waves (use 0.0 to disable)Maximum light contribution, reducing noiseMaximum linear motor impulseMaximum longitude (horizontal angle) for the equirectangular lensMaximum memory for a volume field texture in Mb (unless overridden by field prim)Maximum memory usage in megabytes (0 means unlimited)Maximum number of B-frames between non-B-frames; influences file size and seekabilityMaximum number of CPU cores to use simultaneously while rendering (for multi-core/CPU systems)Maximum number of additional cellsMaximum number of bounces the background light will contribute to the renderMaximum number of bounces the light will contribute to the renderMaximum number of cycles to allow after last keyframe (0 = infinite)Maximum number of cycles to allow before first keyframe (0 = infinite)Maximum number of deform weightsMaximum number of diffuse reflection bounces, bounded by total maximumMaximum number of fluid particles that are allowed in this simulationMaximum number of frames that the build effect can run for (unless another GP keyframe occurs before this time has elapsed)Maximum number of frames to show after current frameMaximum number of frames to show after current frame (0 = don't show any frames after current)Maximum number of frames to show before current frameMaximum number of frames to show before current frame (0 = don't show any frames before current)Maximum number of glossy reflection bounces, bounded by total maximumMaximum number of iterations for convergence in case of reiterationMaximum number of lines to store for the console bufferMaximum number of occlusions for the generated strokesMaximum number of particles generated per trapped air cell per frameMaximum number of particles generated per wave crest cell per frameMaximum number of particles per cell (ensures that each cell has at most this amount of particles)Maximum number of recently opened files to rememberMaximum number of simulation steps to perform for one frameMaximum number of solving iterationsMaximum number of steps through the volume before giving up, to avoid extremely long render times with big objects or small step sizesMaximum number of textures added %dMaximum number of transmission bounces, bounded by total maximumMaximum number of transparent bounces. This is independent of maximum number of other bouncesMaximum number of vertices in the mesh for using geodesic falloff when moving the origin of expand. If the total number of vertices is greater than this value, the falloff will be set to spherical when movingMaximum number of volumetric scattering eventsMaximum of VGroup A's and VGroup B's weightsMaximum opacity of bones in wireframe display modeMaximum output value of the mappingMaximum radial distance for the field to workMaximum root to tip angle (tip distance/root distance for long hair)Maximum rotationMaximum rotation over each axisMaximum roughness to use the tracing pipeline for. Higher roughness surfaces will use fast GI approximation. A value of 1 will disable fast GI approximation.Maximum scale randomization over each axisMaximum sewing forceMaximum shear scaling valueMaximum size of a shadow map pixel. Higher values use less memory at the cost of shadow quality.Maximum speed for jumpingMaximum speed in UI units per secondMaximum speed in airMaximum speed on landMaximum supported scale factor for the spline control bonesMaximum surface intersection count used by the accurate volume intersection method. Will create artifact if it is exceeded. Higher count increases VRAM usage.Maximum temperature of the flames (higher value results in faster rising flames)Maximum tension stiffness valueMaximum thicknessMaximum thickness in the main directionMaximum valueMaximum value for clippingMaximum value for target channel rangeMaximum volume stretching factorMaximum volume, no matter how near the object isMay work poorly with render tilingMballMeanMean Bevel Weight:Mean Crease:Mean Radius X:Mean Radius Y:Mean Radius:Mean Tilt:Mean Vertex Crease:Mean Weight:MeasureMeasure brush size relative to the sceneMeasure brush size relative to the viewMeasure brush size relative to the view or the sceneMeasure distance and angles • {:s} anywhere for new measurement • Drag ruler segment to measure an angle • {:s} to remove the active ruler • Ctrl while dragging to snap • Shift while dragging to measure surface thicknessMeasurementMedia TypeMedia player for video and PNG/JPEG/SGI image sequencesMedianMedian CenterMedian PointMedian face centerMedian:MediumMedium ContrastMedium High ContrastMedium Low ContrastMedium QualityMedium-format (Hasselblad)MegawattsMelaninMelanin ConcentrationMelanin RednessMem:%dM, Peak: %dMMemoryMemory & LimitsMemory Cache LimitMemory cache limit (in megabytes)Memory: %sMenuMenu "%s" not foundMenu Backdrop ColorsMenu BackgroundMenu ErrorMenu ExpandedMenu ID NameMenu ItemMenu Item ColorsMenu ItemsMenu Missing:Menu NameMenu Node SocketMenu Node Socket InterfaceMenu SwitchMenu UndefinedMenu Widget ColorsMenu bone selectionMenu object selectionMenu socket of a nodeMenu to search inMenu value has to be a constant valueMenusMergeMerge AddMerge AnimationMerge AnimationsMerge DistanceMerge End VerticesMerge FactorMerge LayersMerge Material Slot when possibleMerge Nodes (Add)Merge Nodes (Alpha Over)Merge Nodes (Automatic)Merge Nodes (Color, Add)Merge Nodes (Color, Divide)Merge Nodes (Color, Multiply)Merge Nodes (Color, Subtract)Merge Nodes (Depth Combine)Merge Nodes (Divide)Merge Nodes (Greater Than)Merge Nodes (Less Than)Merge Nodes (Math, Add)Merge Nodes (Math, Divide)Merge Nodes (Math, Greater than)Merge Nodes (Math, Less than)Merge Nodes (Math, Multiply)Merge Nodes (Math, Subtract)Merge Nodes (Multiply)Merge Nodes (Subtract)Merge OverlappingMerge Parent Rotation And ScaleMerge Selected NodesMerge Selected Nodes using Geometry NodesMerge Selected Nodes using MathMerge Selected Nodes using MixMerge Selected Nodes using ShadersMerge SubtractMerge ThresholdMerge TypeMerge USD primitives with their Xform parent if possible. USD does not allow nested UsdGeomGprims, intermediary Xform prims will be defined to keep the USD file valid when encountering object hierarchies.Merge UV coordinates that share a vertex to account for imprecision in some modifiersMerge UVsMerge VerticesMerge active tool properties on activation (does not overwrite existing)Merge adjacent triangles into quadsMerge adjacent vertices (screw offset must be zero)Merge all close selected points, whether or not they are connectedMerge all geometry from the intersectionMerge all the sound's channels into oneMerge by ActionsMerge by DistanceMerge by NLA Track NamesMerge custom normals of selected verticesMerge first/last when the angle is a full revolutionMerge material slots when possibleMerge method to useMerge overlapping points by their distance. (Realize Instances must be enabled)Merge parent XformMerge points by distanceMerge rather than creating facesMerge selected group input nodes into one if possibleMerge selected nodesMerge selected to other unselected verticesMerge selected verticesMerge separately generated geometries into a single oneMerge the animation of the selected objects into the action of the active object. Actions are not deleted by this, but might end up with zero usersMerge triangles into four sided polygons where possibleMerge using Add or Mix ShaderMerge using Alpha Over nodesMerge using Depth Combine nodesMerge using Math nodesMerge using Mesh Boolean or Join Geometry nodesMerge using Mix nodesMerge vertices based on their proximityMerge vertices in adjacent duplicatesMerge vertices in first and last duplicatesMerge vertices or points within a given distanceMerge vertices within the merge thresholdMerge:Merged %d IDs from '%s' Main into '%s' Main; %d IDs and %d Libraries already existed as part of the destination Main, and %d IDs missing from destination Main, were freed together with the source MainMerged Animation NameMerges vertices by distanceMeshMeshAmount of Adjacent FacesMeshAmount of Connecting EdgesMeshAmount of Faces Around an EdgeMeshAmount of Faces in IslandMeshAngleMeshAngle SnappingMeshAreaMeshArea 3DMeshAverageMeshBevelMeshBothMeshBoundary ShapeMeshCircleMeshClippingMeshCollapseMeshConeMeshCoplanarMeshCornice MoldingMeshCreaseMeshCrown MoldingMeshCubeMeshCylinderMeshDirectionMeshDisplay Stretch TypeMeshDistanceMeshFace AnglesMeshFillMeshFill ColorMeshFlatMeshFlat/SmoothMeshFreestyle Edge MarksMeshFreestyle Face MarksMeshGridMeshIcosphereMeshLengthMeshLength 3DMeshLineMeshMaterialMeshMeasurementsMeshModeMeshModifiedMeshNewMeshNoneMeshNormalMeshObjectMeshObject IndexMeshPerimeterMeshPinnedMeshPlanarMeshPlaneMeshPolygon SidesMeshPresetMeshRelativeMeshRimMeshRoundMeshScreenMeshSeamMeshSharpnessMeshSmoothMeshSphereMeshSprayMeshStepsMeshSupport LoopsMeshSuzanneMeshTypeMeshUn-SubdivideMeshVertex CreaseMeshVertex GroupsMeshWindingMesh %s has invalid faces, likely caused by the manifold extrude tool in version 2.90.0. Opening and saving the file in a version prior to 5.1 should resolve the issueMesh '%s' has no skin vertex dataMesh '%s' has polygons with more than 4 vertices, cannot compute/export tangent space for itMesh '%s', Attribute '%s' (domain %d, type %d) cannot be converted to USDMesh 1Mesh 2Mesh AnalysisMesh AttributesMesh BooleanMesh BoundaryMesh Boundary Auto-MaskingMesh CacheMesh CircleMesh DeformMesh EdgeMesh EdgesMesh Edit ModeMesh Edit Mode OverlaysMesh GeneratorMesh IslandMesh LineMesh LoopMesh Loop TriangleMesh Loop TrianglesMesh LoopsMesh ModeMesh Normal VectorMesh NormalsMesh PolygonMesh PolygonsMesh SculptMesh Select ModeMesh Selection ModeMesh Sequence CacheMesh Simplification RatioMesh Skin Vertex LayerMesh SourceMesh Statistics VisualizationMesh Texture PaintMesh UV LayerMesh UV map requiredMesh VertexMesh Vertex ColorMesh Vertex Color LayerMesh Vertex PaintMesh VerticesMesh Visualize StatisticsMesh VolumeMesh Volume + ProximityMesh Weight PaintMesh component containing point, corner, edge and face dataMesh consisting of triangles only, allowing for more detailed interactions than convex hullsMesh data-block defining geometric surfacesMesh data-blocksMesh deform modifierMesh deformation modifier to deform with other meshesMesh detail does not change on each stroke, only when using Flood FillMesh detail is constant in world space according to detail sizeMesh detail is relative to brush sizeMesh detail is relative to the brush size and detail sizeMesh does not have an active color attribute "%s"Mesh faces and vertices reordered spatiallyMesh from Curve, Surface, Metaball, Text, or Point Cloud objectsMesh generatorMesh has no UV dataMesh has no VCol dataMesh has no face areaMesh has no faces for material assignmentMesh object that the curves can be attached toMesh object to deform withMesh object to use as a start capMesh object to use as an end capMesh object to use for Boolean operationMesh object(s) have no active vertex/edge/faceMesh on whose faces to distribute points onMesh on whose faces to scatter onMesh or point cloud to find the nearest point onMesh scaleMesh settingsMesh should be unwrapped before multires data bakingMesh target to shrink toMesh that is subtracted from the first meshMesh to CurveMesh to Density GridMesh to PointsMesh to SDF GridMesh to VolumeMesh to Volume ModifierMesh to compute the dual ofMesh to convert the inner volume to a fog volume geometryMesh to convert to curvesMesh to extrude elements ofMesh to find the closest surface point onMesh to flip faces ofMesh to override the face set attribute onMesh to set the custom normals onMesh to subdivideMesh to triangulateMesh whose UV map is usedMesh whose edges to splitMesh whose elements are converted to pointsMesh whose inner volume is converted to a density gridMesh whose inner volume is converted to a signed distance field gridMesh(es)Mesh(es) do not have shape keysMesh: {} vertices, {} edges, {} facesMeshCacheMeshDeformMeshDeform ModifierMeshSequenceCacheMeshUVLoop (Deprecated)MeshesMeshes to union or intersectMessageMessage extraction process failed!MetaMeta StackMeta StripMeta StripsMeta Strips SelectedMeta strip stack, last is currently edited meta stripMetaStripMetaballMetaballNewMetaball '%s' does not contain spline givenMetaball ElementMetaball ElementsMetaball data-block to define blobby surfacesMetaball data-blocksMetaball edit update behaviorMetaball elementsMetaball typeMetaball(s)MetaballsMetadataMetadata BackgroundMetadata InputMetadata TextMetalMetalRTMetalRT for ray tracing uses less memory for scenes which use curves extensively, and can give better performance in specific casesMetallicMetallic BSDFMetallic reflection with microfacet distribution, and metallic fresnelMetarig Sample written to text datablock {:s}Metarig written to text datablock {:s}MeterMetersMeters Per UnitMeters per secondMeters per second squaredMethodMethod QuadsMethod for calculating booleansMethod for computing the plane sizeMethod for controlling how the strip combines with other stripsMethod for direction of the offset along the cornerMethod for extending UV vertex selectionMethod for making user interface text render sharpMethod for reading the inputs timecodeMethod for rendering subsurface scatteringMethod for sampling inputMethod for sampling the high resolution flowMethod for setting materials on the new facesMethod for smoothing values between pixelsMethod for splitting the n-gons into trianglesMethod for splitting the quads into trianglesMethod generate map's X coordinate along the main curveMethod generate map's Y coordinate along the profile curveMethod how the child instance is chosen per elementMethod of anti-aliasing in 3d viewportMethod of anti-aliasing when rendering 3d viewportMethod of anti-aliasing when rendering final imageMethod of blending mask layersMethod of bridging multiple loopsMethod of calculating aerodynamic interactionMethod of calculating the alignment positionMethod of merging pasted keys and existingMethod of modifying geometryMethod of modifying the existing F-CurveMethod of projecting depthMethod to be used to sort channels in dopesheet viewMethod to calculate rotation angleMethod to choose the number of duplicatesMethod to control playback timeMethod to define the number of scattered instancesMethod to display/shade objects in the 3D ViewMethod to fit image and field of view angle inside the sensorMethod to interpret the offset parametersMethod to project 2D image on object with a 3D texture vectorMethod to scale the plane with the camera frameMethod to set the rotation origins for the segments of the brushMethod to space UV edge loopsMethod to use for assigning weightsMethod to use for scattering pointsMethod to use for splittingMethod to use for the displacementMethod to use for the tangentMethod used for arranging the duplicatesMethod used for combining Active Action's result with result of NLA stackMethod used for combining strip's result with accumulated resultMethod used for deleting Grease Pencil framesMethod used for deleting mesh dataMethod used for determining the scaling of the X and Z axes of the bonesMethod used for determining the scaling of the Y axis of the bones, on top of the shape and scaling of the curve itselfMethod used for displaying images on the screenMethod used for dissolving stroke pointsMethod used for evaluating value of F-Curve outside first and last keyframesMethod used for packing UV islandsMethod used for simplifying stroke pointsMethod used for smoothingMethod used to build the start and end geometryMethod used to convert the float to an integerMethod used to define the profile shapeMethod used to define which Group-name to useMethod used to describe the rotationMethod used to determine color of F-Curve in Graph EditorMethod used to determine control handlesMethod used to determine radius and placementMethod used to determine when to stop propagating pose to keyframesMethod used to map source edges to destination onesMethod used to map source faces to destination onesMethod used to map source faces' corners to destination onesMethod used to map source vertices to destination onesMethod used to match target and driven propertiesMethod used to reference pathsMethod used to store the dataMetricMicrofacet roughness of the surface (0.0 is a perfect mirror reflection, 1.0 is completely rough)MicrofiberMicroflake-based model of multiple scattering between normal-oriented fibersMicrometersMicrosecondsMicrosoft Store installationMicrowattsMid LevelMiddleMiddle Control PositionMiddle ControlsMiddle Mouse ActionMidlevelMidpointMidpoint SnapMidpointsMidtonesMidtones EndMidtones StartMieMight look better than Temperance, but also might have errors. A bone with one child has its tip placed at its child's root. Non-uniform scalings may get messed up though, so bewareMilesMiles per hourMilligramsMillimetersMillisecondsMilliwattsMinMin 2D AngleMin 2D LengthMin Air SpeedMin AngleMin CurvatureMin DistanceMin HeightMin LatitudeMin Light BouncesMin LongitudeMin MaxMin RateMin SamplesMin StepMin ThicknessMin Transparent BouncesMin VoxelMin XMin X:Min YMin Y:Min ZMin ZenithMin and max values are the same!Min/MaxMiniMini Axes BrightnessMini Axes SizeMini Axes TypeMinimalMinimal # solver steps/frameMinimal InfoMinimal Spring length * Ball SizeMinimal distance accepted between two featuresMinimal value of correlation between matched pattern and reference that is still treated as successful trackingMinimizeMinimize Stretch. Blend %.2fMinimumMinimum 2D angle for splitting chainsMinimum AA samples for adaptive sampling, to discover noisy features before stopping sampling. Zero for automatic setting based on noise thresholdMinimum AA samples for adaptive sampling, to discover noisy features before stopping sampling. Zero for automatic setting based on noise threshold, for viewport rendersMinimum CurvatureMinimum DistanceMinimum ErrorMinimum Grid SpacingMinimum Height value for the central cylindrical lensMinimum IterationsMinimum Kinetic Energy PotentialMinimum LengthMinimum LifetimeMinimum Longitude value for the central cylindrical lensMinimum ModeMinimum Radial DistanceMinimum StretchMinimum Trapped Air PotentialMinimum TwistMinimum ValueMinimum VerticesMinimum VolumeMinimum Wave Crest PotentialMinimum XMinimum X index of the clipping bounding boxMinimum X value for the render regionMinimum X value to crop the imageMinimum YMinimum Y index of the clipping bounding boxMinimum Y value for the render regionMinimum Y value to crop the imageMinimum ZMinimum Z index of the clipping bounding boxMinimum allowed distance between the centers of two scattered instances. Increase value for a more locally even distribution.Minimum amount of fluid grid values (smoke density, fuel and heat) a cell can contain, before it is considered emptyMinimum amplitude value needed to influence the envelopeMinimum angle to displayMinimum angle to modify thicknessMinimum angles for IK LimitMinimum boundary of the grid (world space)Minimum boundary of volumeMinimum coordinate in X axis (grid index space)Minimum coordinate in Y axis (grid index space)Minimum coordinate in Z axis (grid index space)Minimum curvilinear 2D length for the selection of chainsMinimum density of a volume cell to contain a grid pointMinimum density of a voxel to contain a grid pointMinimum distance between cloth faces before collision response takes effectMinimum distance between collision objects before collision response takes effectMinimum distance between nodes for Auto-offsetting nodesMinimum distance between two guidesMinimum distance between two guides for new guide mapMinimum distance for the field's falloffMinimum distance from last point before selection continuesMinimum distance from last point before stroke continuesMinimum error during substepsMinimum for measuring thicknessMinimum for sliderMinimum intensity to trigger a glowMinimum iterations during substepsMinimum latitude (vertical angle) for the equirectangular lensMinimum light intensity for a light to contribute to the lightingMinimum longitude (horizontal angle) for the equirectangular lensMinimum mask value to consider the vertex valid to extract a face from the original meshMinimum number of light bounces. Setting this higher reduces noise in the first bounces, but can also be less efficient for more complex geometry like curves and volumesMinimum number of occlusions for the generated strokesMinimum number of particles per cell (ensures that each cell has at least this amount of particles)Minimum number of pixels between each gridline in 2D ViewportsMinimum number of simulation steps to perform for one frameMinimum number of transparent bounces. Setting this higher reduces noise in the first bounces, but can also be less efficient for more complex geometry like curves and volumesMinimum of VGroup A's and VGroup B's weightsMinimum output value of the mappingMinimum radial distance for the field's falloffMinimum radius when the minimum pressure is applied (also the minimum when tapering)Minimum root to tip angle (tip distance/root distance for long hair)Minimum size of a shadow map pixel. Higher values use less memory at the cost of shadow quality.Minimum speed in air (relative to maximum speed)Minimum temperature of the flames (higher value results in faster rising flames)Minimum thicknessMinimum thickness in the direction perpendicular to the main directionMinimum valueMinimum value for clippingMinimum value for target channel rangeMinimum value for the random selectionMinimum value for vertex weightMinimum value to consider a certain attribute a boundary when creating the face setsMinimum volume stretching factorMinimum volume, no matter how far away the object isMinkowskiMinkowski 1/2Minkowski 4Minkowski ExponentMinkowski distanceMinkowski exponentMinor RadiusMinor SegmentsMinorityMinutesMirrorMirror As Bone NameMirror AxisMirror BallMirror BoneMirror EditingMirror ModifierMirror ObjectMirror Of ControlMirror Rigify type and parameters of selected bones to the opposite side. Names should end in L/RMirror TransformMirror UMirror UDIMMirror VMirror VR SessionMirror Vertex GroupsMirror VerticesMirror WeightsMirror WidgetsMirror With ParentsMirror XMirror YMirror all control points without inverting the lattice deformMirror all vertex groups weightsMirror along the local X, Y and/or Z axes, over the object originMirror ball mapping for environment mapsMirror brush across the X axisMirror brush across the Y axisMirror brush across the Z axisMirror group is locked, abortingMirror selected items around one or more axesMirror the U texture coordinate around the flip offset pointMirror the V texture coordinate around the flip offset pointMirror the X axisMirror the Y axisMirror the Z axisMirror the bone selectionMirror the current shape key along the local X axisMirror the image repetition on the X directionMirror the image repetition on the Y directionMirror the left/right vertex groups when painting. The symmetry axis is determined by the symmetry settings.Mirror the movement of one handle onto the otherMirror the new shape key valuesMirror the texture coordinate around each tile centerMirror vertex group, flip weights and/or names, editing only selected vertices, flipping when both sides are selected otherwise copy from unselectedMirror vertex groups (e.g. .R->.L)Mirror weightsMirror%sMirrored UV offset on the U axisMirrored UV offset on the V axisMirrored parameters of {:d} bonesMirroring modifierMiscMiscellaneousMiss ColorMissing %s%s%s component(s) of euler rotation for ID='%s' and RNA-Path='%s'Missing 'window' in contextMissing Add-onsMissing Built-in Add-onsMissing DataMissing GeometryMissing MaterialsMissing Menu: %sMissing OpenColorIO ConfigurationMissing PanelMissing StencilMissing TextureMissing UV map for attaching curves on evaluated surfaceMissing UV map for attaching curves on original surfaceMissing UVsMissing bone nameMissing headerMissing libraryMissing node tool identifier ({})Missing operator identifierMissing outputMissing property for input socket "%s"Missing script filesMissing surface meshMissing%s%s%s%s detected!Missing: %sMissing: %s.%sMistMist PassMist settings for a World data-blockMitchMiter Cut AngleMiter OuterMiter Profile ShapeMiter ShapeMixMix (Legacy)Mix ColorMix FactorMix Factor to 1.0Mix LocationMix ModeMix NodeMix Node PositionMix RotationMix ScaleMix ShaderMix Stroke FactorMix VectorMix attribute values of neighboring elementsMix factorMix factor of the locations of the verticesMix modeMix source value into destination one, using given threshold as factorMix the scene's audio to a sound fileMix the weights of two vertex groupsMix two input colorsMix two shaders together. Typically used for material layeringMix values by a factorMixdown the sound to monoMixing BufferModalModal EventsModal KeymapModal OperatorsModal key-maps not supported for add-on key-configModeMode (Alt)Mode TypeMode defines the merge ruleMode for calculating rotation channel valuesMode for curve normal evaluationMode for fitting the image to the canvasMode for how the desired voxel size is specifiedMode for importing selected imagesMode of automatic keyframe insertion for Objects and Bones (default setting used for new Scenes)Mode of color processingMode of filling curveMode of operation for projection paintingMode of the pitch shiftMode of tools taking input from interfaceMode to define lengthMode to display framesMode to draw boundary limitsMode to load image viewsMode to load movie viewsMode to use when creating strokesMode used to apply the textureMode used to mix with texture output colorModel all three physical processes in a volume, represented by their coefficientsModesModifiedModified DateModified EdgesModified the animation of {:d} armaturesModified: {}{}{}ModifierModifierBlocksModifierConstantModifierModeModifierSharpModifierSmoothModifierToModifierVoxelModifier "%s" is not in the object's modifier listModifier "%s" is not in the strip's modifier listModifier '%s' not in object '%s'Modifier '%s' was not copied to any objectsModifier GizmoModifier NameModifier OperationModifier PropertiesModifier TypeModifier UIDModifier affecting the geometry data of an objectModifier affecting/generating custom normalsModifier can only be added once to object '%s'Modifier cannot be applied to a mesh with shape keysModifier containing the node is disabledModifier could not be added (see console for details)Modifier could not be added to (%s : %s) (see console for details)Modifier disabledModifier for sequence stripModifier for values of F-CurveModifier has baked dataModifier is disabledModifier is disabled or returned error, skipping applyModifier is disabled, skipping applyModifier nameModifier node group assets not assigned to a catalog. Catalogs can be assigned in the Asset BrowserModifier number to assign toModifier number to removeModifier requires more than 3 input facesModifier requires original dataModifier requires original data, bad stack positionModifier stateModifier to cast to other shapesModifier transferring some data from a source meshModifier was not found in the stackModifiersModifiers affecting all the F-Curves in the referenced ActionModifiers affecting the geometric data of the objectModifiers affecting the shape of the F-CurveModifiers affecting this stripModifiers cannot be added to object '%s'Modifiers cannot be added to object: {:s}Modifiers cannot be applied in edit modeModifiers cannot be applied on override dataModifiers cannot be applied to multi-user dataModifies the entire mesh using elastic deformModifyModify ActiveModify Curve BendModify HiddenModify Mask StencilModify Node LabelsModify Pose AssetModify SharpnessModify either the primary or mask stencilModify fill and stroke colorsModify fill color onlyModify labels of all selected nodesModify of the weights of a vertex groupModify properties such as curve vertex radius, font size and bone envelopeModify stroke color onlyModify stroke hardnessModify the active face set instead of creating a new oneModify the base mesh to conform to the displaced meshModify the detail size of dyntopo interactivelyModify the direction of the surface normalsModify the direction of the surface normals using a weighting methodModify the intensity of the lighting captured by this probeModify the mesh voxel size interactively used in the voxel remesherModify the stroke geometry so that it corresponds to its main direction lineModify the stroke geometry so that it looks more 'polygonal'ModularModulates colors of streaks and ghosts for a spectral dispersion effectModuleModule DebugModule NameModule nameModule name of the add-on to disableModule name of the add-on to enableModule name of the add-on to expandModule name of the add-on to removeModules Installed ({:s}) from {!r} into {!r}Modulo ModeModulo that is periodic for both negative and positive operandsModulo which is the remainder of A / BMonoMonospaced FontMore advanced algorithm based on eye physiology, by Reinhard and DevlinMore than one collection is selectedMore than one item is selectedMore than one rendering engine is availableMore uneven result (varies with location), more similar to a real terrainMore...More/LessMorph into sphereMortarMortar SizeMortar SmoothMost basic thickness calculationMost compact representation, uses '+' as separator for sub-second frame numbers, with left and right truncation of the timecode as necessaryMotionMotion BlurMotion Blur PositionMotion Blur StepsMotion ModelMotion PathMotion Path Cache PointMotion Path PointsMotion Path SettingsMotion Path for this elementMotion Path settings for animation visualizationMotion Path settings for visualizationMotion PathsMotion StepsMotion ThresholdMotion TrackingMotion Tracking constraint to be converted not foundMotion Tracking object not foundMotion path frame extents invalid for %s (%d to %d)%sMotion path points will be baked into the camera space of the active camera. This means they will only look right when looking through that camera. Switching cameras using markers is not supported.Motion stepsMotion tracking toolsMotorMouseMouse Directional ConstraintMouse Drag ThresholdMouse EventMouse PositionMouse Position XMouse Position YMouse SelectMouse SensitivityMouse XMouse YMouse button used for selectionMouse cursor style to use during the modal operatorMouse locationMouse location in normalized coordinates, 0.0 to 1.0 is within the image boundsMouse location to select channelMouse location to select nearest entityMouse path values for operators that record such pathsMoveMove Current HandleMove DirectionMove Entire PointMove PointMove SegmentMove StripsMove TypeMove UVs according to mergeMove UVs on an axisMove a node to detach linksMove a point or its handlesMove active itemMove after collectionMove all selected elements in first places, preserving their relative order. Warning: This will affect unselected elements' indices as wellMove all slots of the action on the active object into newly created, separate actions. All users of those slots will be reassigned to the new actions. The current action won't be deleted but will be empty and might end up having zero usersMove along X axisMove along Y axisMove along controller's forward axisMove along navigation back axisMove along navigation down axisMove along navigation forward axisMove along navigation left axisMove along navigation right axisMove along navigation up axisMove along viewer's back axisMove along viewer's forward axisMove along viewer's left axisMove along viewer's right axisMove an entry in the list up or downMove an existing curve segmentMove and AttachMove area hereMove asset out of any catalogMove asset to catalogMove assets out of any catalogMove assets to catalogMove before collectionMove between collectionsMove boid rule down in the listMove boid rule up in the listMove boid state down in the listMove boid state up in the listMove bones to a collectionMove by UDIMMove by dynamic gridMove by pixelMove catalog {} into {}Move catalog {} to the top level of the treeMove constraint down in constraint stackMove constraint up in constraint stackMove current frame forward/backward by a given numberMove cursor in textMove cursor positionMove cursor to position typeMove curves so that the first point is exactly on the surface meshMove directionMove effect down in the stackMove effect up in the stackMove exporter up or down in the exporter listMove faster (walk or fly)Move forward a few units at onceMove frame to next or previous edit pointMove grid values through a velocity field using numerical integration. Supports multiple integration schemes for different accuracy and performance trade-offsMove handle of newly added point freelyMove handles after closing the splineMove inputs and outputs from in the modifier to a new node groupMove inside collection (Ctrl to link)Move inside collection (Ctrl to link, Shift to parent)Move instance object down in the listMove instance object up in the listMove is affected by snapping settingsMove layer in the list, layers further down the list will overwrite data from the layers higher upMove modifier down in the stackMove modifier up and down in the stackMove modifier up in the stackMove node backdropMove nodes and attach to frameMove object geometry to object originMove object origin to position of the 3D cursorMove objects to a collectionMove objects to a new collectionMove particle target down in the listMove particle target up in the listMove points out of the way, as if combing themMove selected area edgesMove selected files to the trash or recycle binMove selected itemsMove selected items outward in a spherical shape around geometric centerMove selected keyframes to an inbetween position relative to adjacent keysMove selected nodes to the center of the node editorMove selected objects out of local viewMove selected scene markers to the active Action as local 'pose' markersMove selected shape keys up/down in the listMove selected strips down a track if there's roomMove selected strips up a track if there's roomMove selected strokes to another layerMove selected time marker(s)Move selection to a new layerMove slower (walk or fly)Move start of strips to specified timeMove strips so transformed strips fitMove strokes slightly towards the camera to avoid clipping while preserve depth for the viewportMove texture slots up and downMove the 3D Cursor to the selected VR LandmarkMove the active Annotation layer up/down in the listMove the active Color up/down in the listMove the active Grease Pencil layer or GroupMove the active Selection Set up/down the list of setsMove the active bookmark up/down in the listMove the active dash segment up or downMove the active entry downMove the active entry upMove the active layer up/down in the listMove the active material up/down in the listMove the active time segment up or downMove the active vertex group up/down in the listMove the camera so selected objects are framedMove the clone source imageMove the closer handle of the adjacent vertexMove the current handle of the control point freelyMove the currently selected line(s) up/downMove the cursor while selectingMove the entire point using its handlesMove the handle along its current angleMove the instances towards the face centerMove the keyframes alongside the mediaMove the modifier within the list of modifiersMove the mouse to change the dyntopo detail size. LMB: confirm size, ESC/RMB: cancel, SHIFT: precision mode, CTRL: sample detail sizeMove the selected slots into a newly created actionMove the viewMove the view to frame the selected objectsMove the view to the current frameMove the view to the selection centerMove to CollectionMove to Collection RecursiveMove to FirstMove to LastMove to LayerMove to New Bone CollectionMove to New CollectionMove to New LayerMove to center of neighbors and match their velocityMove to next folderMove to parent directoryMove to parent node tree, remove from groupMove to previous folderMove top-level geometry instances in local or global spaceMove transformed strips to nearest free space to resolve overlapMove vertices on the X axisMove vertices on the Y axisMove vertices to the centroid of the duplicate cluster, otherwise the vertex closest to the centroid is used.Move {} above {}Move {} below {}Move {} into {}Move {} {} above {}Move {} {} below {}Move {} {} into {}Move/Join/Dock AreaMove/Split AreaMove/turn relative to the VR viewer or controllerMoved %i slot(s) into the action of the active objectMoved strip is already inside provided meta stripMoved strip is parent of provided meta stripMovementMoves any F-Curves for the `hide` property of selected armatures into the action of the object. This will only operate on the first layer and strip of the actionMoves capture points away from surfaces to prevent artifactsMovieMovie ClipMovie Clip EditorMovie Clip ProxyMovie Clip UserMovie Clip data-blocksMovie Clip to get tracking data fromMovie ClipsMovie DistortionMovie FileMovie FilesMovie FormatMovie ObjectsMovie Plane TracksMovie StripMovie Tracking DopesheetMovie Tracking MarkersMovie Tracking Plane Marker DataMovie Tracking Plane MarkersMovie TracksMovie clip displayed and edited in this spaceMovie clip not foundMovie clip that this strip usesMovie clip to use tracking data from isn't setMovie fileMovie stripMovie tracking camera dataMovie tracking dataMovie tracking marker dataMovie tracking object dataMovie tracking object to followMovie tracking object to follow (if empty, camera object is used)Movie tracking plane track dataMovie tracking reconstructed camera dataMovie tracking reconstruction dataMovie tracking settingsMovie tracking stabilization dataMovie tracking track dataMovie tracking track to followMovieClipMovieClipActive TrackMovieClipAnnotation SourceMovieClipBundleMovieClipClipMovieClipDope SheetMovieClipGraphMovieClipKeep OriginalMovieClipMarkerMovieClipMarkersMovieClipMaskMovieClipModeMovieClipPlane TrackMovieClipPowerMovieClipTrackMovieClipTrackingMovieClipViewMovieClip StripMovieClip data-block referencing an external movie fileMovieTracking '%s' cannot be removedMovies or image sequences do not support packingMoving HoldMoving Hold KeyframeMoving Hold Keyframe SelectedMoving things with a mouse drag confirms when releasing the buttonMsMovMsPanMsRotMsSmartZoomMsSubMovMsZoomMtex not found for this typeMulti FrameMulti InputMulti Input Sort IDMulti ModifierMulti ReactMulti camera system, adjust the cameras individuallyMulti constraint, stateful IK solverMulti-Layer EXRMulti-PaintMulti-ViewMulti-Word Fuzzy FilterMulti-Word Match SearchMulti-frame EditingMulti-scale hair scattering model by Huang et al. 2022, suitable for viewing both up close and from a distance, supports elliptical cross-sections and has more precise highlight in forward scattering directions.Multi-touch GesturesMulticam Select StripMulticam Source ChannelMultifractalMultiframeMultilayerMultipaint group is locked, abortingMultiple CachesMultiple EnginesMultiple FacesMultiple ImportanceMultiple Importance SampleMultiple Importance SamplingMultiple ScatteringMultiple SpringsMultiple StrokesMultiple ViewsMultiple add-ons with the same name found!Multiple file handlers can be used, drop to pick which to useMultiple image files, as a sequenceMultiple images cannot be saved to an identical path: "%s"Multiple importance sampling is used to combine direct light contributions from next-event estimation and forward path tracingMultiple scattering sky model (more accurate)Multiple strokes appear/disappear at onceMultiplication factor when using the fast or slow modifiersMultiplicative overrideMultiplied by Start/End for the total added point countMultiplierMultiplier for dicing rate of geometry outside of the camera view. The dicing rate of objects is gradually increased the further they are outside the camera view. Lower values provide higher quality reflections and shadows for off screen objects, while higher values use less memoryMultiplier for per object adaptive subdivision sizeMultiplier for per object adaptive subdivision size in the viewportMultiplier for scaling the selected field to color mapMultiplier for scaling the vectorsMultiplier for the distance between 3D View grid linesMultiplier for the height value to control the overall distance for bump mappingMultiplier for the strength of the new strokesMultiplier for the thickness of the new strokesMultiplier for wave influence of this brushMultiplier of diameter propertiesMultiplier of obstacle velocityMultiplier of source velocity passed to fluid (source velocity is non-zero only if object is moving)Multiplier used to control the magnitude of the velocity vectors for time effectsMultiplyMultiply Add ModeMultiply AlphaMultiply B-Bone Scale In channels by the local scale values of the start handle. This is done after the Scale Easing option and isn't affected by it.Multiply B-Bone Scale Out channels by the local scale values of the end handle. This is done after the Scale Easing option and isn't affected by it.Multiply ColorsMultiply DepthMultiply FactorMultiply Mass with SizeMultiply MatricesMultiply ModeMultiply ModifierMultiply NormalMultiply RMultiply StripMultiply VGroup A's weights by VGroup B's onesMultiply Vertex Group with EnvelopeMultiply WeightsMultiply alpha along with color channelsMultiply brush influence by velocity color ramp alphaMultiply brush intersection depth (displace, waves) by velocity ramp alphaMultiply color by alpha (recommended for Blender input)Multiply color channels from two videosMultiply component values togetherMultiply force by 1/distance²Multiply line length by particle speedMultiply mass by particle sizeMultiply normal vector with selectionMultiply position and outline by intensityMultiply recorded drawing speed by a factorMultiply source value to destination one, using given threshold as factorMultiply the B-Bone Ease In channel by the local Y scale value of the start handle. This is done after the Scale Easing option and isn't affected by it.Multiply the B-Bone Ease Out channel by the local Y scale value of the end handle. This is done after the Scale Easing option and isn't affected by it.Multiply the calculated weights with the existing values in the vertex groupMultiply the current scene frame by this factorMultiply the current speed of the strip with this number or remap current frame to this frameMultiply the filter size used by interpolationMultiply the final easing values by the Scale In/Out Y factorsMultiply the input image's RGBA channels by the alpha input valueMultiply the instance scale with a factor to calibrate the considered face areaMultiply the intensity of each pixelMultiply the original length by a factorMultiply the radius of the spline point by the taper radiusMultiply transformation matricesMultiply weights by envelope for all bones, instead of acting like Vertex Group based blending. The specified weights are still used, and only the listed bones are considered.Multiply with the speed factorMultiresMultires ModifierMultires data baking requires multi-resolution objectMultires modifier returned error, skipping applyMultiresolutionMultiresolution mesh modifierMultiscatter GGXMusgraveMusicMust be in vertex selection modeMust have an active bone to add IK constraint toMust have more control points than OrderMuteMute (un)selected stripsMute FootageMute channelMute expanded settings for the modifierMute footage and show black background insteadMute or un-mute selected stripsMute the speakerMute this modifierMute unselected rather than selected stripsMutedMuted StripsMux Packet SizeMux RateMux packet size (byte)Mux rate (bits/second)N-GonN-Sphere RadiusN-gon MethodN-gonsN-key opens a pie menu to toggle regionsNDOFNDOF Lock HorizonNDOF Motion DataNDOF View NavigateNDOF motion data for window manager eventsNGon FaceNGon Face-VertexNLANLA Evaluation EnabledNLA StripNLA Strip 'transitions' between adjacent stripsNLA Strip ControlsNLA Strip NameNLA Strip acts as a container for adjacent stripsNLA Strip is activeNLA Strip is played back in reverse order (only when timing is automatically determined)NLA Strip is selectedNLA Strip references some ActionNLA Strip representing a sound event for speakersNLA StripsNLA Strips on this NLA-trackNLA Strips that this strip acts as a container for (if it is of type Meta)NLA TrackNLA Track NamesNLA Track is activeNLA Track is evaluated itself (i.e. active Action and all other NLA Tracks in the same AnimData block are disabled)NLA Track is lockedNLA Track is selectedNLA Track is the only one evaluated in this animation data-block, with all others mutedNLA TracksNLA Tracks (i.e. Animation Layers)NLA Tweak ModeNLA editor space dataNLA stack is evaluated when evaluating this blockNLA strip '%s' not found in track '%s'NLA-Strip F-CurvesNURBSNURBS Active U LinesNURBS Active V LinesNURBS U LinesNURBS V LinesNURBS order in the U direction. Higher values make each point influence a greater area, but have worse performance.NURBS order in the V direction. Higher values make each point influence a greater area, but have worse performance.NURBS weightNablaNameName (id) of the operator to invokeName AfterName CollisionName FilterName after object source with a suffixName collisions: Name filter using '*', '?' and '[abc]' unix style wildcardsName for new mesh object and materialName for new paint slot sourceName for new presetName for the new brush assetName for the new pose assetName from loaded imageName in use. The other data-block was renamed to ‘%s’Name of Action Group to assign setting(s) for this path toName of ID block to unpackName of Parent Bone for hook (if applicable), also recalculates and clears offsetName of PoseBone to use as targetName of Shape KeyName of UV mapName of Vertex Group which determines AnchorsName of Vertex Group which determines influence of modifier per pointName of Vertex color layerName of a file or directory within a file listName of a to-be-added bone collection. Only pass this if you want to create a new bone collection and assign the selected bones to it. To assign to an existing collection, do not include this parameter and use collection_indexName of a to-be-added bone collection. Only pass this if you want to create a new bone collection and move the selected bones to it. To move to an existing collection, do not include this parameter and use collection_indexName of color attributeName of modifier to redefineName of modifier to removeName of new attributeName of new color attributeName of new directoryName of new maskName of new mask layerName of newly created groupName of newly created lightgroupName of operator (translated) to call on action eventName of operator (translated) to call on input eventName of parent bone in case of a bone parenting relationName of parent bone. Only used when the parent object is an armature.Name of parent object in specified data-block to which parenting happensName of parent sub-object in specified data-block to which parenting happensName of single glTF animation to be exportedName of skin layerName of the AOVName of the AOV that this output writes toName of the Alembic attribute used for generating motion blur dataName of the AttributeName of the LightgroupName of the PaletteName of the UV map attribute to generateName of the Vertex Group which determines the influence of the modifier per pointName of the action mapName of the action map bindingName of the action map itemName of the active Shader AOVName of the attribute to retrieve the transform fromName of the bone collection to assign this bone to; empty to assign to the active bone collectionName of the bone collection to createName of the bone collection to unassign this bone from; empty to unassign from the active bone collectionName of the bone to retrieveName of the bone to unassign from the collection; empty to use the active boneName of the collection to selectName of the constraint to editName of the creator of the assetName of the custom transform orientationName of the dash segmentName of the data-block to use by the operatorName of the deviceName of the fileName of the grid for the X axis component of the velocity field if it was split into multiple gridsName of the grid for the Y axis component of the velocity field if it was split into multiple gridsName of the grid for the Z axis component of the velocity field if it was split into multiple gridsName of the haptic action to apply when executing this actionName of the key configurationName of the key mapName of the layerName of the materialName of the menuName of the modifierName of the modifier that contains the nodeName of the modifier to editName of the modifier to work onName of the new collectionName of the new custom orientationName of the new layerName of the new layer groupName of the newly added collectionName of the newly created boneName of the pie menuName of the preset, used to make the path nameName of the referenced bone collectionName of the rig type to generate a sample ofName of the shaderfx to editName of the slotName of the slot, for display in the user interface. This name combined with the slot's data-block type is unique within its ActionName of the socketName of the socket typeName of the source fileName of the strip modifier to editName of the themeName of the velocity field, or the base name if the velocity is split into multiple gridsName of the vertex color layer used for foamName of the vertex color layer used for the spray direction mapName of the workspace to append and activateName of this layer collection (same as its collection one)Name of vertex color to exportName of vertex group which determines surface emission rateName or Tag FilterName that can be displayed in the UI for this elementName that is mapped to the referenced data-blockName to use in scripted expressions/functions (no spaces or dots are allowed, and must start with a letter)Name used to save output from this surfaceName: {:s}Named AttributeNamed AttributesNamed GroupNamed Layer SelectionNamed Layer nodeNamesNamespaceNaming components for AO mapsNaming components for alpha mapsNaming components for base color mapsNaming components for bump mapsNaming components for displacement mapsNaming components for emission mapsNaming components for glossy mapsNaming components for metalness mapsNaming components for normal mapsNaming components for roughness mapsNaming components for specular mapsNaming components for transmission mapsNanometersNanowattsNarrow Band WidthNarrownessNaturalNatural Drawing SpeedNatural LogarithmNatural scroll directionNavigateNavigate GizmoNavigate Gizmo SizeNavigate into folders by clicking on them once instead of twiceNavigate the VR scene by grabbing with controllersNavigationNavigationBackNavigationController ForwardNavigationDownNavigationForwardNavigationLeftNavigationModeNavigationRightNavigationTurn LeftNavigationTurn RightNavigationUpNavigationViewer BackNavigationViewer ForwardNavigationViewer LeftNavigationViewer RightNavigation BarNavigation ControlsNavigation LocationNavigation ModeNavigation RotationNavigation ScaleNavigation/Tabs BackgroundNdof+Ndof-NdofB1NdofB10NdofB11NdofB12NdofB2NdofB3NdofB4NdofB5NdofB6NdofB7NdofB8NdofB9NdofBackNdofDomNdofFitNdofFrontNdofIso1NdofIso2NdofMenuNdofMovNdofPanZoomNdofRCCWNdofRCWNdofRotNdofSCCWNdofSCWNdofSaveView1NdofSaveView2NdofSaveView3NdofTCCWNdofTCWNdofView1NdofView2NdofView3Ndof←Ndof↑Ndof→Ndof↓NearNear PlaneNear ThicknessNear clipping distance of shadow cameraNear-field hair scattering model by Chiang et al. 2016, suitable for close-up looks, but is more noisy when viewing from a distance.NearestNearest Corner and Best Matching Face NormalNearest Corner and Best Matching NormalNearest Corner of Nearest FaceNearest EdgeNearest Edge InterpolatedNearest Edge VertexNearest FaceNearest Face EdgeNearest Face InterpolatedNearest Face VertexNearest NeighborNearest PixelNearest Surface PointNearest VertexNearest VerticesNeck PositionNeck start positionNeed at least 4 selected point tracks to create a planeNeededNeedleNeeds at least a pair of adjacent selected strips with a gap between themNegate VolumeNegate influence inside the volumeNegate the alignment axisNegate the effect of the clump vertex groupNegate the effect of the density vertex groupNegate the effect of the field vertex groupNegate the effect of the kink vertex groupNegate the effect of the length vertex groupNegate the effect of the rotation vertex groupNegate the effect of the roughness 1 vertex groupNegate the effect of the roughness 2 vertex groupNegate the effect of the roughness end vertex groupNegate the effect of the size vertex groupNegate the effect of the tangent vertex groupNegate the effect of the twist vertex groupNegate the effect of the velocity vertex groupNegationNegativeNegative AxisNegative FramesNegative Frames are slid or croppedNegative SidesNegative X axisNegative Y axisNegative Z axisNegative exponent for the viscosity value (to simplify entering small values e.g. 5*10^-6)Negative mesh smootheningNegative vertex index in vertex_indices_setNeighbor IndexNeighbor RejectionNeighbor ThresholdNeither of the nodes have outputsNestedNested node id of the nodeNesting a node group inside of itself is not allowedNetworkNetwork Connection LimitNetwork TimeoutNeutralNeutral displacement value that causes no displacement. Lower values cause the surface to move inwards, higher values push the surface outwardsNeverNever NoneNever change tabs when clicking an icon in an outlinerNever collapse the new merge nodesNewNew CatalogNew Curve Smoothing ModeNew Curves ToolsNew DataNew F-Curve Colors - XYZ to RGBNew FeaturesNew FileNew GroupNew Handles TypeNew IDNew ID's session uid to remap all selected IDs' users toNew ImageNew ItemNew Keyframe TypeNew LayerNew ObjectNew ObjectsNew PathNew PresetNew UV MapNew WindowNew bone name collides with an existing vertex group name, vertex group names are unchanged. (%s::%s)New displace is added cumulatively on top of existingNew effect takes less or more inputsNew implementation available since 2.8New keys will be BézierNew keys will be constantNew keys will be linearNew lines unsupported, call this operator multiple timesNew name for markerNew sampling value to be used for subsequent modifiersNew speed of retimed segmentNew stroke from selected points/strokesNew strokes are drawn below of all strokes in the layerNewly created vertex is being slidNewtonianNextNext CharacterNext Edge IndexNext FailedNext KeyframeNext LineNext MarkerNext NodeNext PageNext StripNext Vertex IndexNext WordNext blend type/operationNext element is hiddenNext or SelectionNext typed character will strike through previous, for special character inputNext-Event EstimationNlaStripNlaTrackNlaTrack '%s' cannot be removedNo 'Connections' found in file %rNo 'GlobalSettings' found in file %rNo 'Objects' found in file %rNo 'Relative To' object found, set one explicitly or make sure there is an active objectNo (unpinned) Properties Editor found to display texture inNo 3D viewport found to create image fromNo Action slot is assigned, so there is nothing to un-assignNo Actions in .blend fileNo Active ActionNo Active ContextNo AnimData blocks in tweak mode to exit fromNo AnimData blocks to enter tweak mode forNo Anti-AliasingNo Asset DraggingNo Asset IndexingNo AudioNo Bone ActiveNo ChangeNo Connect RegionsNo ConvergenceNo Curve SelectedNo CyclesNo Data-BlockNo Data-Block PackingNo DissolveNo Euler Rotation F-Curves to fix upNo Euler Rotations could be correctedNo Euler Rotations could be corrected, ensure each rotation has keys for all components, and that F-Curves for these are in consecutive XYZ order and selectedNo F-Curve to add keyframes toNo F-Modifiers available to be copiedNo F-Modifiers to pasteNo FlipNo Gimbal LockNo Grease Pencil dataNo Grease Pencil frame to draw onNo Grease Pencil frame to draw weight onNo Group Output or File Output nodes in sceneNo ID block and/or AnimData to delete keyframe fromNo IntersectionNo ItemsNo Items AvailableNo Keying Set ActiveNo Library OverridesNo LimitNo MaterialsNo MergeNo New ConstraintNo OffsetNo OutputNo Override Auto ResyncNo PropertiesNo RNA pointer available to retrieve values for keyframing fromNo RNA pointer available to retrieve values for this F-curveNo Recent FilesNo ReprojectNo Rigid Body World to add Rigid Body Constraint toNo Rigid Body World to exportNo Rigid Body World to removeNo TexturesNo UDIM tiles were createdNo UV data on canvasNo UV layer named "%s" found in the object "%s"No UV layersNo UV map found in the evaluated object "%s"No VideoNo action to delete keyframes from for ID = %sNo active AnimData block to use (select a data-block expander first or set the appropriate flags on an AnimData block)No active Curves ObjectNo active F-Curve to add a keyframe to. Select an editable F-Curve firstNo active Grease Pencil layerNo active Grease Pencil layer to paste intoNo active Keying SetNo active Keying Set path to removeNo active Keying Set to add empty path toNo active Keying Set to removeNo active Keying Set to remove a path fromNo active Keying Set to remove property fromNo active Keying Set to useNo active UV layer found in the object "%s"No active action to operate onNo active action to push downNo active and selected image texture node found in material "%s" (%d) for object "%s"No active assetNo active attributeNo active boneNo active bone collectionNo active bone setNo active bone to copy fromNo active bone with constraints for copyingNo active brushNo active cameraNo active camera in the sceneNo active camera setNo active collectionNo active color attribute to bake toNo active editable objectNo active element found!No active faceNo active frame to deleteNo active groupNo active image found in material slot (%d) for object "%s"No active image found, add a material or bake to an external fileNo active image found, add a material or bake without the Split Materials optionNo active itemNo active item to renameNo active keyframe on F-CurveNo active layerNo active layer to duplicateNo active line style in the current sceneNo active lineset and associated line style to manipulate the modifierNo active lineset to add a new line style toNo active markerNo active mesh objectNo active movie clipNo active node.No active objectNo active object foundNo active object to add constraint toNo active object, or active object isn't a Grease Pencil objectNo active object, unable to apply the Action before renderingNo active plane trackNo active pose bone to add a constraint toNo active strip!No active strip(s) to enter tweak mode onNo active trackNo active track to join toNo active track(s) to add strip to, select an existing track or add one before trying againNo active vertex groupNo active vertex group for painting, abortingNo active view found in scene "%s"No active window in context!No add-on module given!No additional selected meshes with equal vertex count to joinNo angle snappingNo animatable data-block, please report as bugNo animated armatures selectedNo animation data found to create asset fromNo animation data to convert on object: {!r}No animation track found at index %dNo annotation sourceNo armature animation was modifiedNo asset catalogsNo asset data-blocks from the current file selected (assets must be stored in the current file to be able to edit or clear them)No asset data-blocks selected/focusedNo asset found at path "%s"No asset in contextNo asset selectedNo attributes on objects with this materialNo available channel for the current frame.No bone collection named '%s'No bone collections have UI buttons assigned - please check the Bone Collections UI sub-panelNo bones selected, nothing to assign to bone collectionNo bones selected, nothing to unassign from bone collectionNo border area selectedNo brush selectedNo bundle signature foundNo camera foundNo camera found in scene "%s"No camera found in scene "%s" (used in compositing of scene "%s")No changes to be savedNo channels to add keyframes toNo channels to operate onNo child layers to mergeNo clipboard scene to paste Video Sequencer data fromNo closure signature foundNo collection selectedNo collision settings availableNo color overlayNo compatible GPUs found for CyclesNo compatible images are on the clipboardNo compressionNo constraints for copyingNo control point selectedNo control points are selectedNo cullingNo curve data in inputNo curves data to joinNo custom HDRIs configuredNo custom MatCaps configuredNo custom Studio Lights configuredNo custom {:s} configuredNo data in the internal clipboard to pasteNo data to pasteNo data, boolean mask of active voxelsNo data-block selected or activeNo data-block selected that is marked as assetNo data-block selected that supports asset operations - select at least one Brush, Collection, Node Group, Object, Pose Action, Scene, or WorldNo data-blocks to create assets for found (or do not support use as assets)No device - there will be no audio outputNo displayNo distance attenuationNo driver to copy variables fromNo driver variables in the internal clipboard to pasteNo drivers deletedNo edge rings foundNo edge selectedNo edges selectedNo editable Grease Pencil layerNo editable asset library to save intoNo editable objects to convertNo exportNo face regions selectedNo face selectedNo faces filledNo faces found in the object "%s"No file chosenNo file handlers availableNo file path for "%s"No filename givenNo filepath givenNo files selectedNo files selected to be openedNo flippingNo folder selectedNo frames rendered, skipped to not overwriteNo frames selected in the Grease Pencil objectNo frames to bakeNo free inputs for node {}No fullscreen areas were foundNo glTF AnimationNo hair connected (cannot connect hair if particle system modifier is disabled)No image empty selectedNo images availableNo images convertedNo images found to reload in this node treeNo images have been changedNo input grid found that can determine the topologyNo installable packages markedNo installed packages markedNo installed packages to updateNo interpolationNo interpolation (sample closest texel)No interpolation between keyframesNo interpolation, use nearest neighbor pixelNo interpolation, value of A gets held until B is encounteredNo intersections foundNo inverse correction is set, so there is nothing to clearNo issues detectedNo itemsNo items are selectedNo joints selectedNo keyframed poses to propagate toNo keyframes copied to the internal clipboardNo keyframes removed from %d object(s)No keyframes removed from {} strip(s)No keyframes to focus onNo keyframes to slide betweenNo keys have been inserted and no errors have been reported.No keys or strips selectedNo layer foundNo layers to addNo limiting applied. Fastest but may produce artifacts in high-order schemesNo markers are selectedNo matching face regions foundNo matching images foundNo material to removedNo menu items foundNo mesh data to joinNo mesh in active objectNo mesh objectNo meshes with vertex groups foundNo missing filesNo more keyframes to jump to in this directionNo more markers to jump to in this directionNo more than 16 local viewsNo name matches between selected objects and shape keysNo name setNo named attributes usedNo new files have been packedNo new override operation created, operation already existsNo new override property created, property already existsNo node tree was found in the current node editor.No nodes selected.No object found to operate onNo object selectedNo object selected, using cursorNo object to apply orientation onNo object, or not exclusively in pose modeNo objects found to bake fromNo objects selectedNo objects selected to copyNo objects to pasteNo objects with bound-box selectedNo open Graph Editor window foundNo operator in contextNo optionsNo orphaned data-blocks to purgeNo other bones are selectedNo other objects are selectedNo other objects selectedNo other selected objects have wire or boundary edges to use for projectionNo output nodeNo packed fileNo packed files to unpackNo parent directory givenNo permissions specifiedNo point cloud data to joinNo point was selectedNo points were selectedNo pose to copyNo prefiltering, use when guiding passes are noise-freeNo preview available to removeNo projection when behind the faceNo projection when in front of the faceNo reference available {!r}, update info in '_rna_manual_reference.py' or callback to bpy.utils.manual_map()No region view3d availableNo repositories availableNo results foundNo results match the search filterNo rolling shutter effect usedNo scene assets.No selected F-Curves to add keyframes toNo selected F-Curves to paste intoNo selected assetNo selected bones to copy toNo selected data-blocks to copyNo selected editable objects to operate onNo selected facesNo selected frames foundNo selected keys, pasting over preview rangeNo selected keys, pasting over scene rangeNo selected object is activeNo selected object to copy fromNo selected pose assetNo selected vertexNo sequencer scene with video strips to renderNo shape correctionNo single next item foundNo slots in this Action.No source mesh objects selectedNo strips selectedNo strips to pasteNo subtitles (text strips) to exportNo suitable context info for active keying setNo suitable selected bones to copy toNo supported objects were selectedNo target bones addedNo target object to transfer the mode toNo text or file specified in node, nothing to compileNo texture size limitNo texture user foundNo textures in contextNo usable tracks selectedNo user repositoriesNo valid action to addNo valid cage objectNo valid data to read!No valid driver data to create copy ofNo valid existing linked ID given to relocateNo valid formats foundNo valid image format selectedNo valid node(s) in selectionNo valid root vertex found (you need one per mesh island you want to skin)No valid selected objectsNo valid subdivisions found to rebuild a lower levelNo valid subdivisions found to rebuild lower levelsNo valid target meshNo vertex group among the selected verticesNo vertex group dataNo vertex groups assigned to meshNo vertex groups foundNo vertex groups to operate onNo vertex selectedNo vertices were boundNo visible tags.No weights/vertex groups on objectNo weights/vertex groups on object(s)No {:s} modifiers foundNo-OpNodeNode BackdropNode Color SpecialsNode EditorNode Editor OverlaysNode EditorsNode FormatNode GroupNode GroupsNode IDNode IdentifierNode InputsNode Instance HashNode LabelNode LinksNode NameNode OutlineNode OutputNode OutputsNode Preview ResolutionNode SelectedNode SocketNode Tool IdentifierNode TreeNode Tree InterfaceNode Tree Interface ItemNode Tree Interface SocketNode Tree Interface SpecialsNode Tree PathNode Tree Sub-TypeNode Tree type (deprecated, bl_idname is the actual node tree type identifier)Node TreesNode TypeNode UnsupportedNode WidthNode WranglerNode Wrangler (Menu)Node editor space dataNode group assets not assigned to a catalog. Catalogs can be assigned in the Asset BrowserNode group data-blocksNode group has different typeNode group must be a geometry node treeNode group must have a Color output socketNode group must have a geometry outputNode group must have a group output nodeNode group must have an output socketNode group that controls what this modifier doesNode group to editNode group's Mask input should be of type ColorNode group's first output must be a color outputNode group's first output must be a geometryNode group's geometry input must be the firstNode group's main Image input should be of type ColorNode groups do not support automatic previewsNode has no attribute {:s}Node header color tagNode in a node treeNode must be run as toolNode only works for curves objectsNode owning this socketNode selection stateNode shader to useNode socket data typeNode tree '%s' has undefined type %sNode tree '%s' is not a compositing node group.Node tree being displayed and editedNode tree consisting of linked nodes used for compositingNode tree consisting of linked nodes used for geometriesNode tree consisting of linked nodes used for materials (and other shading data-blocks)Node tree consisting of linked nodes used for shading, textures and compositingNode tree consisting of linked nodes used for texturesNode tree for node based lightsNode tree for node based materialsNode tree for node based worldsNode tree for node-based shadersNode tree for node-based texturesNode tree type %s undefinedNode tree type to display and editNode tree was not found in the active node editor.Node typeNode type %s undefinedNode {} deletedNode(s)NodeGroupNodeTreeANodeTreeAbsoluteNodeTreeAddNodeTreeArccosineNodeTreeArcsineNodeTreeArctan2NodeTreeArctangentNodeTreeArrowNodeTreeBNodeTreeBottomNodeTreeBoxNodeTreeCeilNodeTreeCeilingNodeTreeClosureNodeTreeCoat TintNodeTreeColorNodeTreeColor BurnNodeTreeColor DodgeNodeTreeCompareNodeTreeComparisonNodeTreeConstantNodeTreeConversionNodeTreeCosineNodeTreeCrossNodeTreeCross ProductNodeTreeCurrentNodeTreeDarkenNodeTreeDifferenceNodeTreeDistanceNodeTreeDivideNodeTreeDivide CeilingNodeTreeDivide FloorNodeTreeDivide RoundNodeTreeDot ProductNodeTreeDraw StyleNodeTreeExponentNodeTreeFaceforwardNodeTreeFloorNodeTreeFloored ModuloNodeTreeFor Each ElementNodeTreeFractionNodeTreeFrameNodeTreeFunctionsNodeTreeGreater ThanNodeTreeGreatest Common DivisorNodeTreeHueNodeTreeHyperbolic CosineNodeTreeHyperbolic SineNodeTreeHyperbolic TangentNodeTreeIntersectNodeTreeInverse Square RootNodeTreeJoin GeometryNodeTreeKeyNodeTreeLeast Common MultipleNodeTreeLengthNodeTreeLess ThanNodeTreeLightenNodeTreeLinear LightNodeTreeLogarithmNodeTreeMaximumNodeTreeMedianNodeTreeMinimumNodeTreeMissing Data-BlockNodeTreeMixNodeTreeModeNodeTreeModuloNodeTreeMultiplyNodeTreeMultiply AddNodeTreeNegateNodeTreeNewNodeTreeNextNodeTreeNormalizeNodeTreeOperationNodeTreeOverlayNodeTreePing-PongNodeTreePingpongNodeTreePlanarNodeTreePowerNodeTreePrevNodeTreeProjectNodeTreeReflectNodeTreeRefractNodeTreeRepeatNodeTreeRotationsNodeTreeRoundNodeTreeRoundingNodeTreeRounding ModeNodeTreeSaturationNodeTreeScaleNodeTreeScreenNodeTreeSheen TintNodeTreeSignNodeTreeSimulationNodeTreeSineNodeTreeSmooth MaximumNodeTreeSmooth MinimumNodeTreeSnapNodeTreeSoft LightNodeTreeSpecular TintNodeTreeSquare RootNodeTreeSubtractNodeTreeTangentNodeTreeTintNodeTreeTo DegreesNodeTreeTo RadiansNodeTreeTopNodeTreeTrigonometricNodeTreeTruncateNodeTreeTruncated ModuloNodeTreeUnionNodeTreeUnknownNodeTreeValueNodeTreeWrapNodesNodes ModifierNodes Modifier BakeNodes Modifier PanelNodes Modifier WarningNoiseNoise AmountNoise BasisNoise Basis 2Noise DepthNoise DistortionNoise F-ModifierNoise IntensityNoise OffsetNoise ScaleNoise SeedNoise SizeNoise TextureNoise ThresholdNoise TypeNoise algorithm - Blender original: Smooth interpolated noiseNoise algorithm - Cell Noise: Square cell tessellationNoise algorithm - Improved Perlin: Smooth interpolated noiseNoise algorithm - Original Perlin: Smooth interpolated noiseNoise algorithm - Voronoi Crackle: Voronoi tessellation with sharp edgesNoise algorithm - Voronoi F1-F2Noise algorithm - Voronoi F1: Returns distance to the closest feature pointNoise algorithm - Voronoi F2: Returns distance to the 2nd closest feature pointNoise algorithm - Voronoi F3: Returns distance to the 3rd closest feature pointNoise algorithm - Voronoi F4: Returns distance to the 4th closest feature pointNoise basis for the distortionNoise basis used for turbulenceNoise effect modifierNoise level step to stop sampling at, lower values reduce noise at the cost of render time. Zero for automatic setting based on number of AA samplesNoise level step to stop sampling at, lower values reduce noise at the cost of render time. Zero for automatic setting based on number of AA samples, for viewport rendersNon ContiguousNon boolean value found: {:s}[ ].{:s}Non-AssetsNon-ColorNon-Empty object '%s' cannot duplicate collection '%s' anymore in Blender 2.80 and later, removed instancingNon-Keyboard ShortcutNon-ShaderNon-UniformNon-ZeroNon-instance curves are ignoredNon-linear editor for arranging and mixing scenes, video, audio, and effectsNon-negative value of A, abs(A)Non-physical, unitless lighting. Useful when exposure controls are not availableNoneNone (Legacy)None for Enum/BooleanNone of the bone collections is marked 'solo'None of the objects are compatible with a conversion to "%s"None of the selected bones were assigned to this collectionNone of the selected channels is an Action SlotNone of the selected data-blocks supports previewsNone, full renderNonlinear AnimationNoodle CurvingNorNormalNormal BiasNormal DomainNormal EditNormal Edit ModifierNormal FalloffNormal FieldNormal MapNormal OffsetNormal Quantization BitsNormal RadiusNormal Screen SizeNormal SelectionNormal SizeNormal SmoothNormal SpaceNormal VectorNormal WeightNormal direction of the surface mesh at the attachment pointNormal direction vector. • LMB click and drag on the sphere to set the direction of the normal. • Holding Ctrl while dragging snaps to 45 degree rotation incrementsNormal keyframe, e.g. for key posesNormal map uses DirectX convention, with Y axis in the green channel pointing downNormal map uses OpenGL convention, with Y axis in the green channel pointing upNormal pass used by denoiserNormal to SurfaceNormal vector used to copy, add or multiplyNormal-TangentNormal/Tangent QuantizationNormalEditNormalizationNormalizeNormalize ANormalize KernelNormalize WeightsNormalize active vertex's weightsNormalize all weights of all vertex groups, so that for each vertex, the sum of all weights is 1.0Normalize intensity by light area, for consistent total light output regardless of size and shapeNormalize light intensities while tracking (slower)Normalize output Distance to 0.0 to 1.0 rangeNormalize outputs to 0.0 to 1.0 rangeNormalize the X coordinate of the Segment Coordinates output to a [0, 1] interval and offset the Y coordinate into a [0, infinity) interval. When checked, the textures are stretched to fit into each angular segment. When not checked, the parts of the textures that don't fit into each angular segment are croppedNormalize the colors, increasing the contrastNormalize the resulting weights (otherwise they are only clamped within 0.0 to 1.0 range)Normalize the weights of all vertex groups, so that for each vertex, the sum of all weights is 1.0Normalize weights of active vertex (if affected groups are unlocked)Normalize weights of all target bonesNormalize weights of the active vertex groupNormalize weights of the active vertex group, so that the highest ones are now 1.0NormalizedNormalized SineNormalized coordinates with half pixel offsetsNormalized quaternion rotationNormalizes the kernel such that it integrates to oneNormally always 1, but can be used as an extra control to alter the brightness curveNormalsNormals 'track' (point to) the target objectNormals OnlyNorthNorth-EastNorth-WestNorwegian (Bokmål) - Norsk bokmålNotNot AndNot EqualNot Equal ToNot SetNot SupportedNot a compositor node treeNot a geometry node treeNot a geometry or compositor node treeNot a libraryNot a modal keymapNot a non-modal keymapNot a shader node treeNot a shader or geometry node treeNot a shader, geometry, or compositor node treeNot a texture node treeNot a valid selection for extrudeNot all armature objects have an action and slot assignedNot an editable nameNot assigned to any bone collection.Not available for Microsoft Store installationsNot deleting keyframe for locked F-Curve '%s', object '%s'Not deleting keyframe for locked F-Curve '%s', scene '%s'Not deleting keyframe for locked F-Curve for NLA Strip influence on %s - %s '%s'Not enough available video memory to bake "{}" ({} / {} MBytes). Try reducing surfel resolution or capture distance to lower the size of the allocation.Not enough content to clamp strip(s)Not enough free memoryNot enough vertices for vertex-parentNot filtering any lines based on illumination regionNot implementedNot implemented for MasksNot inside node groupNot running with '--enable-event-simulate' enabledNot supported in dynamic topology modeNot supported in dynamic topology sculptingNot supported in dyntopoNot supported in multiresolution modeNot supported in sculpt modeNot yet definedNot yet functionalNot yet implementedNot yet specified. When this slot is first assigned to a data-block, this will be set to the type of that data-blockNoteNote that fully compliant glTF 2.0 engine/viewer will use it as multiplicative factor for base color.Note/Layer to add annotation strokes toNote:Note: this combined rig is deprecated.NotesNothingNothing indicatedNothing selectedNothing selected to keyNothing to bakeNothing to deleteNothing to eraseNothing to operate on: {:s}[ ].{:s}Nothing to show yet...Nothing under cursorNowNowhere for Grease Pencil data to goNukeNuke distortion modelNullNull actionNull cloth objectNum StepsNumberNumber FieldNumber Widget ColorsNumber of B-Bone segmentsNumber of Blur SamplesNumber of Blur Samples (zero, disable blur)Number of CutsNumber of FacesNumber of FramesNumber of KeysNumber of PiecesNumber of PointsNumber of ProjectorsNumber of VerticesNumber of additional samples to take between frames to improve quality of fast moving effector objectsNumber of additional samples to take between frames to improve quality of fast moving flowsNumber of angular segments for tiling. A non-integer value results in an irregular segmentNumber of blades in aperture for polygonal bokeh (at least 3)Number of channels in pixels bufferNumber of channels in the tile pixels bufferNumber of children per parentNumber of children per parent for renderingNumber of computed points in the U direction between every pair of control pointsNumber of concentric rings used to fill the round faceNumber of constraint solver iterations made per simulation step (higher values are more accurate but slower)Number of control points in a newly added curveNumber of control points in the curveNumber of curves added by the Add brushNumber of custom normals is not number of loops (%f / %d)Number of custom normals is not number of vertices (%f / %d)Number of cycle repeatsNumber of deselected elements in the repetitive sequenceNumber of dimensions of the grid data typeNumber of dimensions to output noise forNumber of duplicates to makeNumber of edges or points in the faceNumber of elements that will be groupedNumber of extensions with available updateNumber of extra spline control points attached to the end controlNumber of extra spline control points attached to the start controlNumber of faces that contain the vertexNumber of faces which share an edge with the faceNumber of frames after each GP keyframe before the modifier has any effectNumber of frames at start of strip to fade in influenceNumber of frames between cached framesNumber of frames between generated interpolated framesNumber of frames between paths shown (not for 'On Keyframes' Onion-skinning method)Number of frames between randomization stepsNumber of frames cachedNumber of frames for Blending In/Out is automatically determined from overlapping stripsNumber of frames from end frame for influence to fade outNumber of frames from start frame for influence to take effectNumber of frames in which the wave damps out after it diesNumber of frames of the sequence to useNumber of frames or seconds to jump forward or backwardNumber of frames that path animation should takeNumber of frames to cycle through. Not affected by SpeedNumber of frames to hold each valueNumber of frames to ignore from the end of the underlying source. The source content is trimmed, and future frames are turned into holdsNumber of frames to ignore from the start of the underlying source. The source content is trimmed, and previous frames are turned into holdsNumber of frames to offsetNumber of frames to offset original keyframe number or frame to fixNumber of frames to show after the current frame (only for 'Around Frame' Onion-skinning method)Number of frames to show before the current frame (only for 'Around Frame' Onion-skinning method)Number of frames to skip forward while baking each frameNumber of frames to skip forward while rendering/playing back each frameNumber of frequencies usedNumber of graphsNumber of grid columnsNumber of grid lines to display in perspective viewNumber of grid units in UV space that make one UV UnitNumber of hair segmentsNumber of horizontal pixels in the rendered imageNumber of images of a movie to useNumber of input samples to average together to smooth the brush strokeNumber of installed extensions which are blockedNumber of itemsNumber of iterations to apply the filterNumber of iterations to run the SLIM solver forNumber of iterations to run, 0 is unlimited when run interactivelyNumber of iterations to smooth the meshNumber of iterations when "Minimum Stretch" method is usedNumber of levels of nested instances to realize for each top-level instanceNumber of limb segmentsNumber of lines to scrollNumber of loops used by this faceNumber of mirrored regions around a central axisNumber of motion blur samplesNumber of octaves (i.e., the amount of detail of the Perlin noise)Number of octaves (i.e., the amount of detail of the spatial noise)Number of pixels for blurring rim (set to 0 to disable)Number of pixels for blurring shadow (set to 0 to disable)Number of pixels per inch or Blender UnitNumber of pixels to before the cursor is considered to have moved (used for cycling selected items on successive clicks)Number of pixels to crop from the bottomNumber of pixels to crop from the left sideNumber of pixels to crop from the right sideNumber of pixels to crop from the topNumber of pixels to drag before a drag event is triggered for keyboard and other non mouse/tablet input (otherwise click events are detected)Number of pixels to drag before a drag event is triggered for mouse/trackpad input (otherwise click events are detected)Number of pixels to drag before a drag event is triggered for tablet input (otherwise click events are detected)Number of pixels to expand or contract fill areaNumber of points in one rotation of the spiralNumber of points on each of the circlesNumber of points on the circleNumber of points on the circle at the top and bottomNumber of points on the profile circle. Also defines the round cap resolutionNumber of points to consider stroke as looseNumber of points to sample per unit volumeNumber of points to select from the backNumber of points to select from the endNumber of points to select from the frontNumber of points to select from the startNumber of projectors to useNumber of ray directions to evaluate when bakingNumber of rays to trace per shader evaluationNumber of rounds in a sketchy multiple touchNumber of rounds in contour strokesNumber of sample points on the curveNumber of samplesNumber of samples along the x axis of the volumeNumber of samples along the y axis of the volumeNumber of samples along the z axis of the volumeNumber of samples per pixel for renderingNumber of samples per pixel taken, divided by the maximum number of samples. To analyze adaptive samplingNumber of samples to compute volumetric shadowingNumber of samples to render for each pixelNumber of samples to render in the viewport, unlimited if 0Number of samples to test per faceNumber of samples used by the audio mixing bufferNumber of samples, unlimited if 0Number of seconds between each run of the GL texture garbage collectorNumber of seconds between each run of the GL vertex buffer object garbage collectorNumber of segments for round edges/vertsNumber of segments for the main ring of the torusNumber of segments for the minor ring of the torusNumber of segments of the inverse kinematics chain that will deform the meshNumber of selected elements in the repetitive sequenceNumber of semitones to shift the pitch.Number of shader compilation threads or subprocesses, clamped at the max threads supported by the CPU (requires restarting Blender for changes to take effect). A higher number increases the RAM usage while reducing compilation time. A value of 0 will use automatic configuration. (OpenGL only)Number of sides in hole required to fill (zero fills all holes)Number of simplify steps (large values reduce fill accuracy)Number of simulation steps taken per frame (higher values are more accurate but slower)Number of smoothing iterations per brush stepNumber of spaces to display tabs withNumber of spline control points in the middleNumber of steps between 0 and 1Number of steps in the revolutionNumber of steps to break transformation into for face nearest snappingNumber of steps to compute volumetric effects. Higher step count increase VRAM usage and quality.Number of steps to divide the full displacement into. Fields, including normal and position, are re-evaluated before each step.Number of subdivisionsNumber of subdivisions between grid linesNumber of subdivisions for the dot grid displayed in the backgroundNumber of subdivisions for which displacements are storedNumber of subdivisions of bone (for B-Bones only)Number of subdivisions on top of the basic icosahedronNumber of subdivisions per segmentNumber of subdivisions that must be performed before extracting vertices' positions and normalsNumber of subdivisions to perform in the 3D viewportNumber of subdivisions to perform when renderingNumber of subdivisions to use in sculpt modeNumber of subdivisions to use in the viewportNumber of subdivisions used in Cardinal curve intersection (power of 2)Number of supersampling anti-aliasing samples per pixel for final renderNumber of surfels to spawn in one local unit distance (higher values improve quality)Number of texture used by the cascaded shadow mapNumber of the position that this tile coversNumber of times per frame object data are sampledNumber of times per frame transformations are sampledNumber of times reduce the geometry (unsubdivide only)Number of times that the filter is going to be appliedNumber of times the keys are loopedNumber of times the light is reinjected inside light grids, 0 disable indirect diffuse lightNumber of times the spiral makes a full rotationNumber of times this data-block is referencedNumber of times to apply simplifyNumber of times to apply smooth (high numbers can reduce FPS)Number of times to apply smooth (high numbers can reduce fps)Number of times to apply the screw operationNumber of times to blur the colors (higher blurs more)Number of times to dilate or erode the active voxelsNumber of times to redrawNumber of times to repeat the action rangeNumber of times to smooth newly created strokesNumber of times to smooth the meshNumber of times to subdivide newly created strokes, for less jagged strokesNumber of times to un-subdivideNumber of trail particlesNumber of turns around parent along the strandNumber of undo steps available (smaller values conserve memory)Number of usersNumber of vertical pixels in the rendered imageNumber of vertices for the X side of the shapeNumber of vertices for the Y side of the shapeNumber of vertices for the Z side of the shapeNumber of vertices in the X directionNumber of vertices in the Y directionNumber of vertices on the circleNumber of vertices on the lineNumber of voxels in the X axisNumber of voxels in the X direction of the tile, or 1 if the field is evaluated on a voxelNumber of voxels in the Y axisNumber of voxels in the Y direction of the tile, or 1 if the field is evaluated on a voxelNumber of voxels in the Z axisNumber of voxels in the Z direction of the tile, or 1 if the field is evaluated on a voxelNumber specific to this Slot, unique within the Action. This is used, for example, on a ActionKeyframeStrip to look up the ActionChannelbag for this SlotNumber to increase or decrease character code withNumbers of dirtree levels to show simultaneouslyNumeric IDNumeric ID (read only!)Numeric Input ArrowsNumeric input evaluationNumerical IssueNumerical integration method for advectionOBJ Export: Cannot create mtl file for '%s'OBJ Export: Cannot open file '%s'OBJ Export: No information to writeOBJ Export: Unable to find collection '%s'OBJ Import: Cannot open file '%s'OFFOKONOPEN_EXROSOS KeyOS LoopOS-KeyOSL query failed to open %sOSL script compilation failed, see console for errorsOSL shader compilation succeededOSL support disabled in this buildObjectObjectBoidObjectChargeObjectCurveGuideObjectDragObjectFieldObjectFluidFieldObjectForceObjectHarmonicObjectKeep OriginalObjectLennard-JonesObjectMagnetObjectNewObjectTextureFieldObjectTurbulenceObjectVortexObjectWindObject "%s" has a non-invertible transformation matrix, not applying transformObject "%s" is not a meshObject "%s" is not a mesh or cannot be converted to a mesh (Curve, Text, Surface or Metaball)Object "%s" is not enabled for renderingObject "%s" is not in view layerObject "%s" not found in evaluated scene, it may be hiddenObject %s has no pose, unable to apply the Action before renderingObject %s lost dataObject %s not in view layer %sObject '%s' already has a Rigid Body ConstraintObject '%s' already in collection '%s'Object '%s' cannot be hidden because it is not in View Layer '%s'!Object '%s' cannot be selected because it is not in View Layer '%s'!Object '%s' could not create internal data for finding nearest pointObject '%s' does not support %s modifiersObject '%s' does not support shapesObject '%s' has no evaluated Curve or Grease Pencil dataObject '%s' has no evaluated Grease Pencil or Curves dataObject '%s' has no evaluated curves dataObject '%s' has no evaluated mesh dataObject '%s' has no evaluated mesh or curves dataObject '%s' not in collection '%s'Object (Attach Curves to Surface)Object (Keep Transform Without Inverse)Object (Keep Transform)Object (Without Inverse)Object 1Object 2Object ActionObject AlignedObject AnimationObject BaseObject CenterObject ChildrenObject CollisionsObject ColorObject Constraint PropertiesObject ConstraintsObject ContentsObject DataObject Data AnimationObject Data PropertiesObject DisplayObject Evaluation StateObject ExtrasObject FontObject FromObject GizmosObject GroupsObject IndexObject InfoObject InstancesObject Light LinkingObject Line ArtObject Line Art settingsObject LocationObject ModeObject ModifiersObject NameObject Node SocketObject Node Socket InterfaceObject OffsetObject OperationObject Origin SizeObject OriginsObject PathObject PathsObject PivotObject PropertiesObject RotationObject ScaleObject ScrewObject SelectedObject Shader EffectsObject SolverObject Solver ConstraintObject SpaceObject State FilterObject ToObject TransformObject TypesObject VelocityObject XObject YObject ZObject as CameraObject base selection stateObject boundary display typeObject cast shadows in the 3D viewportObject children will use relative transform, like deformObject colorObject color and alpha, used when the Object Color mode is enabledObject comes from a background setObject comes from a instancerObject could not be duplicatedObject dataObject data-block defining an object in a sceneObject data-blocksObject defining offsetObject details, including empty wire, cameras and other visual guidesObject display settings for 3D viewportObject does not have geometry dataObject file format (.obj)Object for Custom SpaceObject for pole rotationObject geometry is updatedObject has negative scale, sculpting may be unpredictableObject has negative scale, unwrap will operate on a non-flipped version of the meshObject has no Rigid Body Constraint to removeObject has no Rigid Body settings to removeObject has no poseObject has no vertex groupsObject has non-uniform scale, sculpting may be unpredictableObject has non-uniform scale, unwrap will operate on a non-scaled version of the meshObject interaction modeObject is a local library overrideObject is directly controlled by animation systemObject is directly controlled by simulation resultsObject is not a curve or a textObject is not a meshObject is not an armatureObject is not in frontObject is scaled by the curve radiusObject is shown in frontObject is used for camera trackingObject must be in object modeObject name to place (uses the active object when this and 'session_uid' are unset)Object not foundObject of a collection with its collection related settingsObject pathObject providing the instance geometry used for scatteringObject settingsObject shading is updatedObject should be of mesh typeObject socket of a nodeObject space normal mappingObject space normal mapping, compatible with Blender render bakingObject space vector displacement mappingObject that defines custom display shape for this boneObject that has the particle systemObject this base links toObject to avoidObject to calculate vertices distances fromObject to define the screw axisObject to determine center locationObject to determine center of rotationObject to mirror over. Leave empty and name a bone to always mirror over that bone of the active armatureObject to set the texture coordinatesObject to take the location and rotation to which translation and rotation deltas from the VR headset will be applied toObject to transfer data fromObject to transform fromObject to transform toObject to use as cage instead of calculating the cage from the active object with cage extrusionObject to use as cage, instead of calculating the cage from the active object with cage extrusionObject to use as mirrorObject to use as projector transformObject to use as the input geometryObject to use for mapping with Object texture coordinatesObject to use for texture mappingObject to which matrices are made relativeObject transformation is updatedObject type "%s" does not have editable dataObject type does not support automatic previewsObject type does not support vertex groupsObject type is not supportedObject type mismatch, Alembic object path pointed to Camera when importing, but not any moreObject type mismatch, Alembic object path pointed to Curves when importing, but not anymore.Object type mismatch, Alembic object path pointed to NURBS when importing, but not any moreObject type mismatch, Alembic object path pointed to Points when importing, but not any moreObject type mismatch, Alembic object path pointed to PolyMesh when importing, but not any moreObject type mismatch, Alembic object path pointed to SubD when importing, but not any moreObject type mismatch, Alembic object path pointed to XForm when importing, but not any moreObject type mismatch, Alembic object path points to CameraObject type mismatch, Alembic object path points to Curves.Object type mismatch, Alembic object path points to NURBSObject type mismatch, Alembic object path points to Points.Object type mismatch, Alembic object path points to PolyMeshObject type mismatch, Alembic object path points to SubDObject type mismatch, Alembic object path points to XFormObject type of source object is not supportedObject used as build starting positionObject used as centerObject used as distance referenceObject used for camera tracking cannot be deletedObject used for reference pointObject used for the gradient directionObject used for the hair tie instanceObject used to define depth in camera space by projecting onto surface of this objectObject used to define the displacement spaceObject visibility to camera raysObject visibility to diffuse raysObject visibility to glossy raysObject visibility to shadow raysObject visibility to transmission raysObject visibility to volume scattering raysObject was not yet evaluatedObject which defines the wave centerObject whose Z axis defines orientation of gravityObject will follow the heading and banking of the curveObject will stay locked to a single point somewhere along the length of the curve regardless of timeObject {!r} already has a particle systemObject {!r} already has {!r} F-Curve(s). Remove these before trying againObject's bounding box in object-space coordinates, all values are -1.0 when not availableObject(s)Object-space distance to offset the SDF surfaceObject: {:s}, Mesh: '{:s}' has no UVsObject: {:s}, Mesh: '{:s}' has {:d} loops (for {:d} faces), expected {:d}ObjectsObjects & CollectionsObjects Selection CountObjects can be individually updated, at the cost of slower render timeObjects do not have the same number of verticesObjects have no data to transformObjects in collection only contribute indirectly (through shadows and reflections) in the view layerObjects in collection only contribute indirectly (through shadows and reflections) in the view layer • Ctrl to isolate collection • Shift to set inside collectionsObjects included in active Keying SetObjects linked to %sObjects moved to %sObjects of the collection with their parent-collection-specific settingsObjects share texture space, map all objects into a single UV mapObjects that are directly in this collectionObjects that are in this collection and its child collectionsObstacleObstacle DistanceObstacle Level SetObstacle ThresholdOccludeOcclude EraserOcclude GeometryOcclude objects with the environment color as they are further awayOcclusionOcclusion DistanceOcclusion OnlyOceanOcean ModifierOcean is CachedOctagonalOctahedralOctavesOctree DepthOddOdd checker tilesOffOff-AxisOff-axis frustums converging in a planeOfficialOfficially supportedOffscreen Dicing ScaleOffscreen ScaleOffsetOffset (Legacy)Offset AmountOffset AngleOffset Corner in FaceOffset DirectionOffset DistanceOffset Edge LoopOffset EvenOffset FactorOffset FrequencyOffset MatrixOffset MethodOffset ObjectOffset PlanesOffset Point in CurveOffset RelativeOffset ScaleOffset StartOffset Towards Custom CameraOffset UOffset ValidOffset VectorOffset XOffset YOffset a control point index within its curveOffset a signed distance field surface by a world-space distance. Dilates (positive) or erodes (negative) while maintaining the signed distance propertyOffset along the normal when drawing on surfacesOffset an imageOffset angle of the arcOffset clamp based on geometry scaleOffset edge loop slideOffset every N rowsOffset for the shutter's time interval, allows to change the motion blur trailsOffset from object's centerOffset from the end of the strip in framesOffset from the ground planeOffset from the origin to use when instancingOffset from the position corresponding to the time frameOffset from the start of the strip in framesOffset from the starting pointOffset in floating-point units, 1.0 is the width and height of the imageOffset in the random number table for child particles, to get a different randomized resultOffset in the random number table, to get a different randomized resultOffset indices of the first point of each curveOffset into each stroke before the beginning of the dashed segment generationOffset keyframesOffset layers by the same factorOffset material index of generated facesOffset material index of generated rim facesOffset materials by the same factorOffset of duplicates, -1 to 1 (inner to outer)Offset of each clump in a random directionOffset of floor from object originOffset of footage first frame relative to its file name (affects only how footage is loading, does not change data associated with a clip)Offset of nodes from the cursor when addedOffset of pivot from target (when set), or from owner's location (when Fixed Position is off), or the absolute pivot pointOffset of the boundary origin in relation to the brush radiusOffset of the curves to round the tipOffset of the pose origin in relation to the brush radiusOffset of the rimOffset of the shadowOffset of track from the parenting pointOffset per CurveOffset planes from each other. If disabled, multiple planes will be created at the same locationOffset rays from the surface to reduce shadow terminator artifact on low poly geometry. Only affect triangles that are affected by the geometry offsetOffset rays from the surface to reduce shadow terminator artifact on low poly geometry. Only affects triangles at grazing angles to lightOffset sampling of the irradiance grid in the surface normal direction to reduce light bleedingOffset sampling of the irradiance grid in the viewing direction to reduce light bleedingOffset starting pointOffset strokes by the same factor based on stroke draw orderOffset strokes from fillOffset strokes towards selected camera instead of the active cameraOffset the copies randomlyOffset the entire chain relative to the root jointOffset the entire stroke instead of selected points onlyOffset the instances on face corners into their respective faceOffset the instances randomlyOffset the noise along the strokesOffset the number of the frame to use in the animationOffset the origin and orientation of the deformationOffset the revolution along its axisOffset the roll along the original curve to retain shapeOffset the stroke from the surfaceOffset the thickness from the centerOffset to add to the current scene frame. Can also be negativeOffset to apply to animation during import, in framesOffset to apply to animation timestamps, in framesOffset to the data of the stripOffset used to draw edit mesh in front of other geometryOffset value to add to stroke UVsOffset vectorOffset vertices based on a textureOffset will be an absolute point in space instead of relative to the targetOffset with Target TransformOffset/Power/Slope (ASC-CDL)Offset:Offset: %.3fOffsetsOggOgg TheoraOilOldOld ActionOld Action's session uid to replaceOld IDOld ID '%s' is linked from a library, indirect usages of this data-block will not be remappedOld ID's session uid to remap data fromOld Object Face AreaOld mapping value in framesOmitting Sparse Accessor if Data is EmptyOmitting Sparse Accessor if data is emptyOmnidirectional point LightOmnidirectional point light sourceOnOn CageOn ClickOn Current FrameOn LandOn PressOn Selected KeyframesOn Selected MarkersOn Selected OnlyOn SurfaceOn image sequence strips, it returns a strip for each imageOne FaceOne LevelOne of the nodes has no outputsOne of the three points on the circle. The point order determines the circle's directionOne or more F-Curves are not visible due to filter settingsOne or more objects used as prototypes in 'Instance on Points' nodes either do not have 'As Instance' enabled in their 'Object Info' nodes, or the prototype is the base geometry input itself. Both cases prevent valid point instancer export. If it's the former, enable 'As Instance' to avoid incorrect self-referencing.One unique graphical definitionOneDriveOnion OpacityOnion SkinOnion SkinningOnion SkinsOnline AccessOnline ExtensionsOnline access required to check for updates.Online access required to install or update.Online access required to install or update. Enable online access in System preferencesOnline access required to install or update. Launch Blender without --offline-modeOnline access required to install updates.Online directory of free and open source extensionsOnly 90 degree rotations are allowedOnly Activate if SelectedOnly ActiveOnly Active F-CurveOnly Active Keying SetOnly AssetsOnly Axis AlignedOnly BoostOnly Bézier curves are supportedOnly Bézier splines can be addedOnly ChannelOnly CurvesOnly Deform BonesOnly Edges & FacesOnly EndpointsOnly FacesOnly FillsOnly FirstOnly Insert AvailableOnly Insert NeededOnly Inside OuterOnly LocalOnly LocationsOnly Loose EdgesOnly Neighbor GeometryOnly RimOnly SecondsOnly Select UnselectedOnly SelectedOnly Selected BonesOnly Selected ChannelsOnly Selected KeyframesOnly Selected Keyframes HandlesOnly Show ErrorsOnly Show SelectedOnly Show Selected F-Curve KeyframesOnly Show Slot of Active ObjectOnly SmoothOnly StrokesOnly UnusedOnly Use AlphaOnly X-axis transforms are affectedOnly Y-axis transforms are affectedOnly Z-axis transforms are affectedOnly a main Image and Mask inputs are supported, the rest are unsupported and will return zeroOnly a single character supportedOnly activate when mouse is not over a node (useful for tweak gesture)Only active layerOnly add F-Modifier to active F-CurveOnly add a F-Modifier of the specified type to the active stripOnly add sharp edges instead of clearing existing tags firstOnly add the rim to the original dataOnly affect selected elementsOnly affect vertices that are not occluded by other faces (slower performance)Only allow given density value in emitter area and will not add upOnly allow selectable objects to influence raycast resultOnly allow single value inputs rather than field. Deprecated. Will be remove in 5.0.Only apply the selected bones (with propagation to children)Only armature objects are supportedOnly assets from this current file can be moved between catalogsOnly available in point selection modeOnly available with angular bending springs.Only bake keyframes in a certain frame rangeOnly bake selected light probe volumesOnly bake the active light probe volumeOnly bevel edges with sharp enough angles between facesOnly boolean input sockets are supportedOnly boolean, int, float and enum properties supportedOnly boolean, int, float, and enum properties supportedOnly calculate intensityOnly clear motion paths of selected bonesOnly clear motion paths of selected objectsOnly consider strips on the same channel as the active oneOnly consider the object itself when computing AOOnly cut selected geometryOnly cut the front most geometryOnly deform vertices within this distance from the center of the effect (leave as 0 for infinite.)Only deforming modifiers can be applied to shapesOnly delete selected keyframesOnly delete selected light probes' baked lighting dataOnly delete the active light probe's baked lighting dataOnly directories can be chosen for the current operation.Only display and take into account the outer verticesOnly display every nth frameOnly display the image when it is aligned with the view axisOnly dissolve angles below this (planar only)Only edges of the inner mask that lie inside the outer mask will be considered. Otherwise, all edges of the inner mask will be consideredOnly edit the active layer of the objectOnly empty objects support collection instancesOnly export deform bones and their parentsOnly export selected objects. Unselected parents of selected objects are exported as empty transformOnly features further than margin pixels from the image edges are consideredOnly flip the custom loop normals of the selected elementsOnly generate intersection lines for this collectionOnly hold last frameOnly in MultiframeOnly include F-Curves and drivers that are disabled or have errorsOnly include Layer in this View Layer render output (leave blank to include always)Only include channels relating to selected objects and dataOnly include rows that correspond to selected elementsOnly increase alpha value if paint alpha is higher than existingOnly insert keyframes where they're needed in the relevant F-CurvesOnly integer inputs can be used as dynamic precision: "{}"Only integer inputs can be used as dynamic width: "{}"Only key selected bones (Pose baking only)Only keyboard shortcuts can be edited that way, please use User Preferences otherwiseOnly keyframes of selected F-Curves are visible and editableOnly last region can be 4-splitOnly link data, instead of appending itOnly linked IDs can be packedOnly list current directory's content, with no recursionOnly merge along the edgesOnly merge mesh vertices along existing edges. This method can be much fasterOnly mirror rigify parameters to selected bones which have the same rigify type as the active boneOnly modify strokes during the specified frame rangeOnly on the end closest to the first keyframeOnly on the end closest to the next keyframeOnly one * is supported in the patternOnly one Effect of this type is allowedOnly one modifier of this type is allowedOnly operate on the active boneOnly paint onto the faces directly under the brush (slower)Only paint selected stroke pointsOnly paint selected stroke points between other strokesOnly paint selected strokesOnly paste F-Modifiers on active F-CurveOnly paste F-Modifiers on active stripOnly paste the stored pose on to selected bones in the current poseOnly raycast against the object itselfOnly read color ramp alphaOnly record binding data for vertices matching the vertex group at the time of bindOnly refresh the active repositoryOnly render shadows and reflections on this object, for compositing renders into real footage. Objects with this setting are considered to already exist in the footage, objects without it are synthetic objects being composited into it.Only render the active layer. Only affects rendering from the interface, ignored for rendering from command line.Only replace destination elements where data is above given threshold (exact behavior depends on data type)Only replace destination elements where data is below given threshold (exact behavior depends on data type)Only sculpt selected stroke pointsOnly sculpt selected stroke points between other strokesOnly sculpt selected strokesOnly select remaining triangles that were not mergedOnly selected edgesOnly selected keyframesOnly selecting lines from illuminated regionsOnly selecting lines from shaded regionsOnly show add-onsOnly show and edit handles of selected keyframesOnly show brushes applicable for the currently active tool in the asset shelf. Stored in the Preferences, which may have to be saved manually if Auto-Save Preferences is disabledOnly show enabled add-ons. Un-check to see all installed add-ons.Only show extensions from this repositoryOnly show items matching this name (use '*' as wildcard)Only show the active shape key at full valueOnly show the slot of the active Object. Otherwise show all the Action's SlotsOnly show themesOnly supported for "TEMPORARY" type regions (pop-ups)Only supported in multiresolution modeOnly supported in object modeOnly sync the active length for the active stripOnly sync the active repositoryOnly the first output is considered while the rest are ignoredOnly the positive differences of the envelope amplitudes are summarized to produce the outputOnly transfer active data layerOnly transform object locations, without affecting rotation or scalingOnly unused (Fake User only) actions get consideredOnly upgrade the active repositoryOnly use brush objects from this collectionOnly use case sensitive matches of search stringOnly use complete matches of search stringOnly use given geometry for fluidOnly use the collection to produce occlusionOnly use the first and last parts of the stroke for snappingOnly use the object data to produce occlusionOnly used for baking. Step=1 creates a key on every frame, step=2 bakes on 2s, etcOnly view transform and look can be edited for these settingsOnly visible to camera and reflectionsOnly visible/selected bonesOnly window region can be 4-splitOnly write deforming bones (and non-deforming ones when they have deforming children)Only write out translation channels for the root boneOpacityOpacity (alpha) of the cameras' frustum volumeOpacity (alpha) of the convergence planeOpacity (alpha) of the darkened overlay in Camera viewOpacity FactorOpacity StrengthOpacity for edit verticesOpacity for the dashed lines in wiresOpacity of UV overlaysOpacity of clone image displayOpacity of edges in UV overlaysOpacity of faces in UV overlaysOpacity of the UV Stretch overlayOpacity of the attribute that is currently visualizedOpacity of the cage overlay in curves sculpt modeOpacity of the darkened overlay outside the render regionOpacity of the displayed edges (1.0 for opaque)Opacity of the imageOpacity of the pointsOpacity of the texture paint mode stencil mask overlayOpacity of the weight paint mode overlayOpacity to use for bone selectionOpacity: %3fOpacity: %sOpenOpen AllOpen ArrowOpen BordersOpen FolderOpen Folders on Single ClickOpen LoopOpen RecentOpen Shading LanguageOpen a Blender fileOpen a command prompt hereOpen a directory browser, hold Shift to open the file, Alt to browse containing directoryOpen a directory when selecting itOpen a file browser, hold Shift to open the file, Alt to browse containing directoryOpen a new text data-blockOpen a path in a file browserOpen a popup to set the debug levelOpen a predefined asset shelf in a popupOpen a predefined menuOpen a predefined panelOpen a predefined pie menuOpen a preset website in the web browserOpen a style module fileOpen a view for use with virtual reality headsets, or close it if already openedOpen a website in the web browserOpen a window to manage unused dataOpen a window with information about BlenderOpen all object entries and close all othersOpen an automatically saved file to recover itOpen an image file browser, hold Shift to open the file, Alt to browse containing directoryOpen blend files with this Blender versionOpen extensions preferencesOpen imageOpen imagesOpen menu buttons and pull-downs automatically when the mouse is hoveringOpen new directoryOpen on Mouse OverOpen online reference docs in a web browserOpen source frame playerOpen the blend file that contains the active assetOpen the default fileOpen the fileOpen the folderOpen the last closed file ("quit.blend")Open the operator search popupOpen the popup tool-bar or brush asset popup When holding 'Space' for the tool-bar popup: • Pressing the a tool shortcut switches to it immediately. • Dragging the cursor over a tool and releasing activates it (like a pie menu). For Play use 'Shift-Space'Open the splash screen with release infoOpen the temporary editor in a maximized screenOpen the temporary editor in a new windowOpen up the tree and adjust the view so that the active object is shown centeredOpen windowOpen windowsOpenEXROpenEXR (.exr)OpenEXR MultiLayer (.exr)OpenGLOpenGL or DirectXOpenVDBOpenVDB (.vdb)OpenVDB FileOpenVDB error: {}OpenVDB file format (.vdb)OpenVDB volumeOpenXR component pathOpenXR component pathsOpenXR interaction profile pathOpenXR user pathOpenXR user pathsOpening radius of the flare at the tip of the braidOperand TypeOperating System SettingsOperating system key pressedOperating system key pressed, -1 for any stateOperationOperation ModeOperation cannot be performed in edit modeOperation is not allowed in edit modeOperation requires an active boneOperation requires an active keying setOperation that is going to be applied to the meshOperation to perform on the selected file or pathOperationsOperations for splitting and mergingOperatorOperator(De)select AllOperator(De)select All FilesOperator(De)select All MarkersOperator(De)select All StrokesOperator(De)select FirstOperator(De)select LastOperator(De)select all MarkersOperator3D Markers to MeshOperatorAbout BlenderOperatorAcceptOperatorActionOperatorActivate Brush AssetOperatorActivate KeyconfigOperatorActivate Same Type NextOperatorActivate Same Type Next/PrevOperatorActivate Same Type PreviousOperatorActivate VR LandmarkOperatorActivate Viewer NodeOperatorActive CameraOperatorActive Grease Pencil GroupOperatorActive Grease Pencil LayerOperatorAddOperatorAdd (with Targets)...OperatorAdd AOVOperatorAdd Above SelectedOperatorAdd Action StripOperatorAdd ActiveOperatorAdd All to Keying SetOperatorAdd Alpha Transparency ModifierOperatorAdd ArmatureOperatorAdd Asset LibraryOperatorAdd Asset TagOperatorAdd AttributeOperatorAdd Auto-Execution PathOperatorAdd Basic human (metarig)OperatorAdd Basic quadruped (metarig)OperatorAdd Bird (metarig)OperatorAdd Boid RuleOperatorAdd Boid StateOperatorAdd BoneOperatorAdd Bone CollectionOperatorAdd Bone Collection ReferenceOperatorAdd Bone ConstraintOperatorAdd Bones to Selection SetOperatorAdd BookmarkOperatorAdd BrushOperatorAdd BézierOperatorAdd Bézier CircleOperatorAdd CameraOperatorAdd Camera Background ImageOperatorAdd Camera PresetOperatorAdd Camera and VR Landmark from SessionOperatorAdd CanvasOperatorAdd Cat (metarig)OperatorAdd CircleOperatorAdd Closure ZoneOperatorAdd Cloth PresetOperatorAdd CollectionOperatorAdd Collection InstanceOperatorAdd ColorOperatorAdd Color AttributeOperatorAdd Color Ramp StopOperatorAdd ConeOperatorAdd ConstraintOperatorAdd Constraint (with Targets)OperatorAdd Cryptomatte SocketOperatorAdd CubeOperatorAdd Curve Point and SlideOperatorAdd Custom Keymap ConfigurationOperatorAdd Custom Normals DataOperatorAdd CylinderOperatorAdd DriverOperatorAdd Driver VariableOperatorAdd Driver...OperatorAdd Drivers for SelectedOperatorAdd DuplicateOperatorAdd Edge Marks to Keying SetOperatorAdd EffectOperatorAdd Effect StripOperatorAdd EffectorOperatorAdd EmptyOperatorAdd Empty CurvesOperatorAdd Empty GroupOperatorAdd Empty Image/Drop Image to EmptyOperatorAdd Empty Keying SetOperatorAdd Empty Keying Set PathOperatorAdd EntryOperatorAdd ExporterOperatorAdd Extension RepositoryOperatorAdd External Feature SetOperatorAdd F-Curve ModifierOperatorAdd F-ModifierOperatorAdd Face Marks to Keying SetOperatorAdd FadesOperatorAdd Fake UserOperatorAdd Feather VertexOperatorAdd Feather Vertex and SlideOperatorAdd Fluid PresetOperatorAdd For Each Geometry Element ZoneOperatorAdd Freestyle ModuleOperatorAdd Freeze FrameOperatorAdd Freeze Frame And SlideOperatorAdd From ThemeOperatorAdd Grease PencilOperatorAdd Grease Pencil Brush PresetOperatorAdd Grease Pencil MaterialOperatorAdd Grease Pencil Material PresetOperatorAdd GridOperatorAdd Group Input NodeOperatorAdd Hair Dynamics PresetOperatorAdd Horse (metarig)OperatorAdd Human (metarig)OperatorAdd IK to BoneOperatorAdd Ico SphereOperatorAdd ImageOperatorAdd Image StripOperatorAdd Image as NodeOperatorAdd Import NodeOperatorAdd Integrator PresetOperatorAdd ItemOperatorAdd Key Map ItemOperatorAdd Lattice DeformerOperatorAdd LightOperatorAdd Light ProbeOperatorAdd LightgroupOperatorAdd Line Color ModifierOperatorAdd Line SetOperatorAdd Line Thickness ModifierOperatorAdd MarkerOperatorAdd Marker and MoveOperatorAdd Marker and SlideOperatorAdd Marker at ClickOperatorAdd Mask LayerOperatorAdd Mask NodeOperatorAdd Mask StripOperatorAdd MaterialOperatorAdd Material SlotOperatorAdd Material VariantOperatorAdd Meta-StripsOperatorAdd MetaballOperatorAdd Metarig SampleOperatorAdd ModifierOperatorAdd MonkeyOperatorAdd Movie StripOperatorAdd MovieClip StripOperatorAdd New Annotation LayerOperatorAdd New CacheOperatorAdd New GroupOperatorAdd New LayerOperatorAdd New Layer GroupOperatorAdd New Mask LayerOperatorAdd New Paint CurveOperatorAdd New Paint Curve PointOperatorAdd New PaletteOperatorAdd NodeOperatorAdd Node CollectionOperatorAdd Node Color PresetOperatorAdd Node GroupOperatorAdd Node Group AssetOperatorAdd Node ObjectOperatorAdd Nurbs CircleOperatorAdd Nurbs CurveOperatorAdd ObjectOperatorAdd Object ConstraintOperatorAdd Object Data InstanceOperatorAdd OverrideOperatorAdd OverridesOperatorAdd Paint SlotOperatorAdd Particle System SlotOperatorAdd PassiveOperatorAdd PathOperatorAdd Performance PresetOperatorAdd PlaneOperatorAdd Point CloudOperatorAdd Primitive ObjectOperatorAdd Principled Texture SetupOperatorAdd PropertyOperatorAdd Python Script DirectoryOperatorAdd Random CurvesOperatorAdd Raytracing PresetOperatorAdd Render PresetOperatorAdd Render SlotOperatorAdd Render ViewOperatorAdd Repeat ZoneOperatorAdd Repository...OperatorAdd RerouteOperatorAdd ReroutesOperatorAdd Retiming KeyOperatorAdd Rigid BodiesOperatorAdd Rigid BodyOperatorAdd Rigid Body ConstraintOperatorAdd Rigid Body WorldOperatorAdd Row FilterOperatorAdd Safe Area PresetOperatorAdd Sampling PresetOperatorAdd Scene AssetOperatorAdd Scene StripOperatorAdd SegmentOperatorAdd Selected BonesOperatorAdd Selected Bones to CollectionOperatorAdd Selected Bones to New CollectionOperatorAdd Selected to Active Object's CollectionOperatorAdd Shape KeyOperatorAdd Shark (metarig)OperatorAdd Simple UVsOperatorAdd Simulation ZoneOperatorAdd Single OverrideOperatorAdd Single to Keying SetOperatorAdd Skin DataOperatorAdd Sound ClipOperatorAdd Sound StripOperatorAdd SpeakerOperatorAdd Speed TransitionOperatorAdd Speed Transition And SlideOperatorAdd SquareOperatorAdd Stabilization Rotation TracksOperatorAdd Stabilization TracksOperatorAdd StandardOperatorAdd Strip ModifierOperatorAdd Strip with a new SceneOperatorAdd Stroke Geometry ModifierOperatorAdd Surface CircleOperatorAdd Surface CurveOperatorAdd Surface CylinderOperatorAdd Surface PatchOperatorAdd Surface SlotOperatorAdd Surface SphereOperatorAdd Surface TorusOperatorAdd TargetOperatorAdd Target BoneOperatorAdd TextOperatorAdd Text BoxOperatorAdd Text Editor PresetOperatorAdd Texture SetupOperatorAdd ThemeOperatorAdd TileOperatorAdd Time MarkerOperatorAdd TorusOperatorAdd TrackOperatorAdd Track Above SelectedOperatorAdd Track Color PresetOperatorAdd Tracking ObjectOperatorAdd Tracking Settings PresetOperatorAdd TracksOperatorAdd TransitionOperatorAdd UV MapOperatorAdd UV SphereOperatorAdd UVsOperatorAdd Used LightgroupsOperatorAdd VR LandmarkOperatorAdd VR Landmark from CameraOperatorAdd VR Landmark from SessionOperatorAdd VertexOperatorAdd Vertex GroupOperatorAdd Vertex and SlideOperatorAdd View LayerOperatorAdd Viewport Sampling PresetOperatorAdd VolumeOperatorAdd White Balance PresetOperatorAdd Wolf (metarig)OperatorAdd WorkspaceOperatorAdd ZoneOperatorAdd a new Variant SlotOperatorAdd layerOperatorAdd sampleOperatorAdd to CollectionOperatorAdd to Keying SetOperatorAdd to Quick FavoritesOperatorAdd to linking collectionOperatorAdd-on EnabledOperatorAdd/Remove UI RowsOperatorAdjust Area Light SizeOperatorAdjust Area Light X SizeOperatorAdjust Area Light Y SizeOperatorAdjust Empty Display SizeOperatorAdjust ExtrusionOperatorAdjust Focal LengthOperatorAdjust Focus DistanceOperatorAdjust Last Operation...OperatorAdjust Light PowerOperatorAdjust Light RadiusOperatorAdjust OffsetOperatorAdjust Pose AssetOperatorAdjust Spot Light Beam AngleOperatorAdjust Spot Light BlendOperatorAdjust Sun Light AngleOperatorAdjustment LayerOperatorAffineOperatorAfterOperatorAfter Current FrameOperatorAlembic (.abc)OperatorAlembic Import FinishedOperatorAlignOperatorAlign Active Camera to SelectedOperatorAlign Active Camera to ViewOperatorAlign BonesOperatorAlign Camera to ViewOperatorAlign NodesOperatorAlign ObjectsOperatorAlign RotationOperatorAlign to Transform OrientationOperatorAllOperatorAll TransformsOperatorAllow Online AccessOperatorAlpha OverOperatorAlpha UnderOperatorAnimate PathOperatorAnimated Transforms to DeltasOperatorAnimation StepOperatorAnnotateOperatorAnnotate EraserOperatorAnnotate LineOperatorAnnotate PolygonOperatorAnnotation Add NewOperatorAnnotation DrawOperatorAnnotation UnlinkOperatorAppendOperatorAppend and Activate WorkspaceOperatorAppend...OperatorApplyOperatorApply (Active Keyframe)OperatorApply AllOperatorApply Camera ImageOperatorApply ConstraintOperatorApply Default SettingsOperatorApply ModifierOperatorApply Modifier as Shape KeyOperatorApply Object TransformOperatorApply Parent InverseOperatorApply PoseOperatorApply Pose AssetOperatorApply Pose FlippedOperatorApply Pose as Rest PoseOperatorApply ScaleOperatorApply Selected as Rest PoseOperatorApply Solution ScaleOperatorApply TransformationOperatorApply Visual TransformOperatorApply Visual Transform to PoseOperatorApply as Shape KeyOperatorApply to BasisOperatorApply to Basis KeyOperatorArcOperatorArea OptionsOperatorArmatureOperatorArrangeOperatorArrange/Align IslandsOperatorArrowsOperatorAssignOperatorAssign ActionOperatorAssign Asset CatalogOperatorAssign Attribute NameOperatorAssign Automatic from BonesOperatorAssign Custom Property Values as DefaultOperatorAssign Grid NameOperatorAssign Layer NameOperatorAssign MaterialOperatorAssign Material SlotOperatorAssign New Geometry Node GroupOperatorAssign Selected BonesOperatorAssign Shortcut...OperatorAssign To VariantOperatorAssign Value as DefaultOperatorAssign as OriginalOperatorAssign from Bone EnvelopesOperatorAssign to Active GroupOperatorAssign to CollectionOperatorAssign to HookOperatorAssign to New CollectionOperatorAssign to New GroupOperatorAssign to Vertex GroupOperatorAt CenterOperatorAt CursorOperatorAttach NodesOperatorAutoOperatorAuto Animate PathOperatorAuto Save...OperatorAuto-Name Front/BackOperatorAuto-Name Left/RightOperatorAuto-Name Top/BottomOperatorAuto-Name by AxisOperatorAutocompleteOperatorAutomatically Pack ResourcesOperatorAvailableOperatorAverageOperatorAverage Islands ScaleOperatorAverage NormalsOperatorAverage TracksOperatorBackOperatorBack to PreviousOperatorBack to Previous ScreenOperatorBackdrop MoveOperatorBackdrop Zoom InOperatorBackdrop Zoom OutOperatorBackground Image FitOperatorBackground Image MoveOperatorBackground Image ZoomOperatorBackground...OperatorBackimage SampleOperatorBackward in HistoryOperatorBackwardsOperatorBakeOperatorBake (Disk Cache mandatory)OperatorBake ActionOperatorBake Action...OperatorBake AllOperatorBake All DynamicsOperatorBake All Light Probe VolumesOperatorBake All PhysicsOperatorBake ChannelsOperatorBake DataOperatorBake Geometry NodeOperatorBake GuidesOperatorBake Image SequenceOperatorBake KeyframesOperatorBake Light CacheOperatorBake Line ArtOperatorBake MeshOperatorBake NoiseOperatorBake Object Transform to Grease PencilOperatorBake Object Transform to Grease Pencil...OperatorBake OceanOperatorBake ParticlesOperatorBake PhysicsOperatorBake SimulationOperatorBake from CacheOperatorBake to KeyframesOperatorBaking All - ESC to pauseOperatorBaking Data - ESC to pauseOperatorBaking Guides - ESC to pauseOperatorBaking Mesh - ESC to pauseOperatorBaking Noise - ESC to pauseOperatorBaking Particles - ESC to pauseOperatorBatch ChangeOperatorBatch RenameOperatorBatch Rename...OperatorBatch-Clear PreviewsOperatorBatch-Clear Previews...OperatorBatch-Generate PreviewsOperatorBatch-Generate Previews...OperatorBeautify FacesOperatorBeforeOperatorBefore Current FrameOperatorBendOperatorBetween Selected MarkersOperatorBevelOperatorBevel EdgesOperatorBevel VerticesOperatorBind Camera to MarkersOperatorBisectOperatorBladeOperatorBlankOperatorBlendOperatorBlend OffsetOperatorBlend Offset KeyframesOperatorBlend PoseOperatorBlend Pose AssetOperatorBlend Pose FlippedOperatorBlend Pose with Rest PoseOperatorBlend from ShapeOperatorBlend to Default ValueOperatorBlend to EaseOperatorBlend to Ease KeyframesOperatorBlend to NeighborOperatorBlender StoreOperatorBlender WebsiteOperatorBlurOperatorBoldOperatorBone EnvelopeOperatorBone SizeOperatorBone operationOperatorBonesOperatorBorder Offset ViewOperatorBothOperatorBoth NeighborsOperatorBoth SidesOperatorBottomOperatorBoxOperatorBox AddOperatorBox BladeOperatorBox Face SetOperatorBox HideOperatorBox MaskOperatorBox SelectOperatorBox Select (Axis Range)OperatorBox Select (Include Handles)OperatorBox Select PinnedOperatorBox ShowOperatorBox TrimOperatorBreakdownOperatorBreakdownerOperatorBridge Edge LoopsOperatorBridge FacesOperatorBrightness/ContrastOperatorBrowse ImageOperatorBrushOperatorBrush EditOperatorBuild ProxyOperatorBuild Proxy / TimecodeOperatorButterworth SmoothOperatorBy AttributeOperatorBy DistanceOperatorBy Edge Bevel WeightOperatorBy Edge CreasesOperatorBy Face Set BoundariesOperatorBy Loose PartsOperatorBy MaterialsOperatorBy NormalsOperatorBy Sharp EdgesOperatorBy Stroke TypeOperatorBy UV SeamsOperatorBézierOperatorCalculateOperatorCalculate Bone PathsOperatorCalculate MassOperatorCalculate Motion PathsOperatorCalculate Object Motion PathsOperatorCalculate Simulation to FrameOperatorCalculate to FrameOperatorCalculate...OperatorCall Asset Shelf PopoverOperatorCall MenuOperatorCall PanelOperatorCall Pie MenuOperatorCameraOperatorCamera Fit Frame to SelectedOperatorCamera Lens ScaleOperatorCancel AnimationOperatorCancel File OperationOperatorCancel Render ViewOperatorCapture Screenshot PreviewOperatorCenter Current FrameOperatorCenter Cursor and Frame AllOperatorCenter Last StrokeOperatorCenter NodesOperatorCenter View to CursorOperatorCenter View to MouseOperatorChange ActiveOperatorChange Armature's Active Bone CollectionOperatorChange CharacterOperatorChange Collision ShapeOperatorChange Data/FilesOperatorChange Effect TypeOperatorChange FactorOperatorChange FrameOperatorChange Keying Set...OperatorChange Path/FilesOperatorChange SceneOperatorChange Scene...OperatorChange ShapeOperatorChange Shortcut...OperatorChange SpacingOperatorChange Visible Data SourceOperatorChange the Lock On Shape KeysOperatorChange the Lock On Vertex GroupsOperatorChecker DeselectOperatorChildOperatorCircleOperatorCircle SelectOperatorCircle Select (Deselect)OperatorCircle Select (Extend)OperatorCircle •OperatorCleanOperatorClean ChannelsOperatorClean KeyframesOperatorClean Loose PointsOperatorClean Loose Points...OperatorClean TracksOperatorClean Up Operator PresetsOperatorClean Up Space DataOperatorClean Vertex Group WeightsOperatorClean up I18n Work RepositoryOperatorClean up Work RepositoryOperatorCleanupOperatorCleanup BookmarksOperatorClearOperatorClear Active GroupOperatorClear AllOperatorClear All Marked PackagesOperatorClear All Restrict RenderOperatorClear AnimationOperatorClear Animation DataOperatorClear AssetOperatorClear Asset (Set Fake User)OperatorClear Baked Line ArtOperatorClear Bone PathsOperatorClear Button StringOperatorClear Custom Normals DataOperatorClear Data-Block PreviewsOperatorClear Data-Block Previews...OperatorClear DriversOperatorClear EditedOperatorClear FK ActionOperatorClear FadeOperatorClear FadesOperatorClear Fake UserOperatorClear Feather WeightOperatorClear FilterOperatorClear Freestyle EdgeOperatorClear Freestyle FaceOperatorClear Ghost CurvesOperatorClear HoldoutOperatorClear IK ActionOperatorClear Indirect OnlyOperatorClear InverseOperatorClear KeyOperatorClear Keyframe (Buttons)OperatorClear KeyframesOperatorClear Keyframes...OperatorClear LabelOperatorClear Library OverrideOperatorClear LineOperatorClear LocationOperatorClear Marked PackageOperatorClear MaskOperatorClear Motion PathsOperatorClear Object ConstraintsOperatorClear Object ModifiersOperatorClear Object PathsOperatorClear OriginOperatorClear Overridden DataOperatorClear ParentOperatorClear Parent Inverse TransformOperatorClear Pose ConstraintsOperatorClear Pose LocationOperatorClear Pose RotationOperatorClear Pose ScaleOperatorClear Pose TransformsOperatorClear Preview RangeOperatorClear Recent Files ListOperatorClear Recent ItemsOperatorClear Render RegionOperatorClear Render SlotOperatorClear Restrict ViewOperatorClear RollOperatorClear RotationOperatorClear ScaleOperatorClear Sculpt Mask DataOperatorClear SeamOperatorClear Shape KeyOperatorClear Shape KeysOperatorClear SharpOperatorClear Sharp from VerticesOperatorClear Single AssetOperatorClear Single KeyframesOperatorClear Skin DataOperatorClear SolutionOperatorClear StatusOperatorClear Strip OffsetOperatorClear Strip TransformOperatorClear ThemeOperatorClear TiltOperatorClear TrackOperatorClear Track PathOperatorClear Useless ActionsOperatorClear User TransformsOperatorClear ViewerOperatorClear Viewer RegionOperatorClickOperatorClick-Insert KeyframesOperatorClipOperatorClip...OperatorClipping RegionOperatorClipping Region...OperatorCloneOperatorCloseOperatorClose AreaOperatorClose WindowOperatorCloth FilterOperatorCollapseOperatorCollapse ChannelsOperatorCollapse Edges & FacesOperatorCollapse and Hide Unused SocketsOperatorCollection InstanceOperatorCollection Instance...OperatorCollection Line ArtOperatorColorOperatorColor FilterOperatorColor MixOperatorColumn on Current FrameOperatorColumns on Selected KeysOperatorColumns on Selected MarkersOperatorCombOperatorConeOperatorConnectOperatorConnect AllOperatorConnect HairOperatorConnect Rigid BodiesOperatorConnect StripsOperatorConnect Vertex PairsOperatorConnect Vertex PathOperatorConnect to OutputOperatorConsole AutocompleteOperatorConsole BannerOperatorConsole ExecuteOperatorConsole LanguageOperatorConstraint TargetOperatorConstraint operationOperatorConstraint to F-CurveOperatorContext Array CycleOperatorContext Collection Boolean SetOperatorContext Enum CycleOperatorContext Enum MenuOperatorContext Enum PieOperatorContext Int CycleOperatorContext MenuOperatorContext Modal MouseOperatorContext Scale FloatOperatorContext Scale IntOperatorContext SetOperatorContext Set BooleanOperatorContext Set EnumOperatorContext Set FloatOperatorContext Set StringOperatorContext Set ValueOperatorContext ToggleOperatorContext Toggle ValuesOperatorContinueOperatorContinue OfflineOperatorControl Point RowOperatorConvert AttributeOperatorConvert Color AttributeOperatorConvert Curve TypeOperatorConvert Curves to Particle SystemOperatorConvert Image Empty to Mesh PlaneOperatorConvert Particle System to CurvesOperatorConvert Particles to MeshOperatorConvert Rotation ModesOperatorConvert ToOperatorConvert TypeOperatorConvert VolumeOperatorConvert WhitespaceOperatorConvert to CurvesOperatorConvert to MeshOperatorConvert to Mesh PlaneOperatorConvert to Particle SystemOperatorConvex HullOperatorCopyOperatorCopy ActiveOperatorCopy Active to Selected ObjectsOperatorCopy All Drivers to SelectedOperatorCopy All Layers to SelectedOperatorCopy All Materials to SelectedOperatorCopy All to SelectedOperatorCopy All to Selected ObjectsOperatorCopy ColorOperatorCopy Colors to SelectedOperatorCopy Constraint To SelectedOperatorCopy Constraints to Selected BonesOperatorCopy Constraints to Selected ObjectsOperatorCopy Data PathOperatorCopy DriverOperatorCopy Driver VariablesOperatorCopy Driver to SelectedOperatorCopy Drivers to SelectedOperatorCopy EffectOperatorCopy F-ModifiersOperatorCopy Full Data PathOperatorCopy Global TransformOperatorCopy ImageOperatorCopy KeyframesOperatorCopy LabelOperatorCopy Layer to SelectedOperatorCopy Line SetOperatorCopy Markers to SceneOperatorCopy MaterialOperatorCopy Material to SelectedOperatorCopy Materials to Selected ObjectOperatorCopy Mirrored UV CoordsOperatorCopy ModifierOperatorCopy Modifier to SelectedOperatorCopy Modifiers to Selected ObjectsOperatorCopy ObjectsOperatorCopy Only ParametersOperatorCopy Option To Selected RigsOperatorCopy Particle Instance ObjectOperatorCopy Particle SystemsOperatorCopy PoseOperatorCopy Pose as AssetOperatorCopy Previous SettingsOperatorCopy Python CommandOperatorCopy Relative TransformOperatorCopy Reports to ClipboardOperatorCopy Rigid Body SettingsOperatorCopy Rigify Parameters to SelectedOperatorCopy Selection Set(s)OperatorCopy SettingsOperatorCopy Settings to DefaultsOperatorCopy Single to SelectedOperatorCopy SplinesOperatorCopy StrokesOperatorCopy Studio Light SettingsOperatorCopy TextOperatorCopy Texture Slot SettingsOperatorCopy Track SettingsOperatorCopy TracksOperatorCopy Type & ParametersOperatorCopy UV MapsOperatorCopy UVsOperatorCopy VectorOperatorCopy Vertex Group to SelectedOperatorCopy as New DriverOperatorCopy as ScriptOperatorCopy from ActiveOperatorCopy from Active TrackOperatorCopy from ObjectsOperatorCopy to Asset LibraryOperatorCopy to ClipboardOperatorCopy to Clipboard (as Script)OperatorCopy to SelectedOperatorCopy to Selected StripsOperatorCopy to Selected Strips...OperatorCopyright ©OperatorCorner AngleOperatorCorrective Smooth BindOperatorCreate Face SetOperatorCreate Freestyle Stroke MaterialOperatorCreate Ghost CurvesOperatorCreate MaskOperatorCreate New CollectionOperatorCreate New DirectoryOperatorCreate OrientationOperatorCreate Plane TrackOperatorCreate Pose Asset...OperatorCreate Selection SetOperatorCreate and Add Bones to Selection SetOperatorCreditsOperatorCrossfadeOperatorCrossfade SoundsOperatorCubeOperatorCube ProjectionOperatorCurrent Cache to BakeOperatorCursorOperatorCursor To Center ViewOperatorCursor Value to SelectionOperatorCursor to ActiveOperatorCursor to GridOperatorCursor to OriginOperatorCursor to PixelsOperatorCursor to SelectedOperatorCursor to SelectionOperatorCursor to VR LandmarkOperatorCursor to World OriginOperatorCurveOperatorCurve PenOperatorCurve Sculpt Mode ToggleOperatorCurveMap toolsOperatorCurves PenOperatorCustom Camera UpdateOperatorCustom NormalOperatorCustom...OperatorCutOperatorCut LinksOperatorCut TextOperatorCycle Render SlotOperatorCycle Space ContextOperatorCycle Space Type SetOperatorCycle WorkspaceOperatorCylinderOperatorCylinder ProjectionOperatorDOF Distance (Pick)OperatorData Stack DropOperatorDeactivate Viewer NodeOperatorDebug Channel ListOperatorDebug MenuOperatorDecimate (Allowed Change)OperatorDecimate (Ratio)OperatorDecimate CurveOperatorDecimate GeometryOperatorDecimate KeyframesOperatorDecrease ContrastOperatorDecrease KerningOperatorDecrease NumberOperatorDegenerate DissolveOperatorDegree °OperatorDeinterlace MoviesOperatorDeleteOperatorDelete Active FrameOperatorDelete Active Frame(s)OperatorDelete Active Keyframe (Active Layer)OperatorDelete Active Keyframe (All Layers)OperatorDelete Active Keyframes (All Layers)OperatorDelete AllOperatorDelete All BakesOperatorDelete All GroupsOperatorDelete All Physics BakesOperatorDelete All SetsOperatorDelete All Unlocked GroupsOperatorDelete AssetOperatorDelete Asset CatalogOperatorDelete BakeOperatorDelete Bone CollectionOperatorDelete BookmarkOperatorDelete Breakdown FramesOperatorDelete Brush AssetOperatorDelete Cached SimulationOperatorDelete ChannelsOperatorDelete Color Ramp StopOperatorDelete ConstraintOperatorDelete Current CacheOperatorDelete CurveOperatorDelete Data-BlockOperatorDelete DriverOperatorDelete Driver VariableOperatorDelete DriversOperatorDelete Drivers for SelectedOperatorDelete Duplicate FramesOperatorDelete Edge LoopOperatorDelete EdgesOperatorDelete EditOperatorDelete F-Curve ModifierOperatorDelete FacesOperatorDelete FrameOperatorDelete Generated KeysOperatorDelete Geometry Node BakeOperatorDelete GlobalOperatorDelete Grease Pencil GroupOperatorDelete Grease Pencil LayerOperatorDelete GroupOperatorDelete HierarchyOperatorDelete Higher LevelsOperatorDelete Invalid DriversOperatorDelete KeyframeOperatorDelete Keyframe (Buttons)OperatorDelete KeyframesOperatorDelete Keyframes...OperatorDelete Keying-Set KeyframeOperatorDelete Keying-Set Keyframe (by name)OperatorDelete KnotOperatorDelete LibraryOperatorDelete Light CacheOperatorDelete LooseOperatorDelete MarkerOperatorDelete MarkersOperatorDelete Next WordOperatorDelete Node Interface ItemOperatorDelete OrientationOperatorDelete Other WorkspacesOperatorDelete Overridden Data HierarchyOperatorDelete Palette ColorOperatorDelete Physics BakeOperatorDelete PointOperatorDelete Pose AssetOperatorDelete Previous WordOperatorDelete ProxyOperatorDelete ReportsOperatorDelete Retiming KeysOperatorDelete SceneOperatorDelete Scene(s)OperatorDelete ScreenOperatorDelete SegmentOperatorDelete Selected Bone(s)OperatorDelete Selected FilesOperatorDelete Selection SetOperatorDelete Shape KeyOperatorDelete Single DriverOperatorDelete Single KeyframeOperatorDelete Strip & DataOperatorDelete StripsOperatorDelete TextOperatorDelete TrackOperatorDelete TracksOperatorDelete Unused NodesOperatorDelete VerticesOperatorDelete WeightOperatorDelete WorkspaceOperatorDelete with Copy and ReconnectOperatorDelete with ReconnectOperatorDenoise AnimationOperatorDensityOperatorDensity ModeOperatorDeselectOperatorDeselect (List)OperatorDeselect AllOperatorDeselect Bone CollectionOperatorDeselect BonesOperatorDeselect Material SlotOperatorDeselect ObjectOperatorDeselect ObjectsOperatorDeselect Pose BonesOperatorDeselect Selection SetOperatorDeselect Vertex GroupOperatorDetachOperatorDetach LinksOperatorDetach NodesOperatorDetach OutputsOperatorDetach and MoveOperatorDetail Flood FillOperatorDetect FeaturesOperatorDeveloper CommunityOperatorDeveloper DocumentationOperatorDirty Vertex ColorsOperatorDisable Add-onOperatorDisable Channel SettingOperatorDisable CollectionOperatorDisable Collection in RenderOperatorDisable MarkersOperatorDisable and Keep TransformOperatorDisable extensionOperatorDisable from View LayerOperatorDisable in RenderOperatorDisable in ViewportsOperatorDisable theme extensionOperatorDisconnect AllOperatorDisconnect HairOperatorDisconnect StripsOperatorDiscontinuity (Euler) FilterOperatorDisplay VariantOperatorDissolveOperatorDissolve BonesOperatorDissolve EdgesOperatorDissolve FacesOperatorDissolve Selected Bone(s)OperatorDissolve SelectionOperatorDissolve VerticesOperatorDistribute Stops EvenlyOperatorDistribute Stops from LeftOperatorDo Not Replace LinksOperatorDocumentationOperatorDolly ViewOperatorDolly View...OperatorDonateOperatorDonate to BlenderOperatorDragOperatorDrag and DropOperatorDrawOperatorDraw CurveOperatorDraw CurvesOperatorDraw Face SetsOperatorDrop Active Shape KeyOperatorDrop CollectionOperatorDrop ColorOperatorDrop Extension URLOperatorDrop Geometry Node Group on ObjectOperatorDrop Material in Material slotsOperatorDrop Material on ObjectOperatorDrop NameOperatorDrop Named Material on ObjectOperatorDrop Object to SceneOperatorDrop SceneOperatorDrop WorldOperatorDrop to Clear Parent (hold Alt to not keep transforms)OperatorDrop to Import FileOperatorDrop to Set Parent (hold Alt to not keep transforms)OperatorDuplicateOperatorDuplicate Active Frame(s)OperatorDuplicate Active Keyframe (Active Layer)OperatorDuplicate Active Keyframe (All Layers)OperatorDuplicate Area into New WindowOperatorDuplicate Asset...OperatorDuplicate CollectionOperatorDuplicate Color AttributeOperatorDuplicate ConstraintOperatorDuplicate CurrentOperatorDuplicate CurveOperatorDuplicate Empty KeyframesOperatorDuplicate ItemOperatorDuplicate KeyframesOperatorDuplicate LayerOperatorDuplicate Layer to New ObjectOperatorDuplicate LineOperatorDuplicate LinkedOperatorDuplicate Linked CollectionOperatorDuplicate MarkerOperatorDuplicate Marker to SceneOperatorDuplicate Marker to Scene...OperatorDuplicate MaskOperatorDuplicate Metaball ElementsOperatorDuplicate NodesOperatorDuplicate ObjectsOperatorDuplicate Particle SystemOperatorDuplicate Selected Bone(s)OperatorDuplicate Shape KeyOperatorDuplicate StripsOperatorDuplicate StrokesOperatorDuplicate Time MarkerOperatorDuplicate Vertex GroupOperatorDynamic Paint BakeOperatorDynamic TopologyOperatorDynamic Topology ToggleOperatorEaseOperatorEase KeyframesOperatorEasing ModeOperatorEasing TypeOperatorEdgeOperatorEdge Bevel WeightOperatorEdge CreaseOperatorEdge LoopsOperatorEdge Ring SelectOperatorEdge RingsOperatorEdge SlideOperatorEdge SplitOperatorEdit Directory PathOperatorEdit DriverOperatorEdit Driver...OperatorEdit Dyntopo Detail SizeOperatorEdit ExternallyOperatorEdit Face SetOperatorEdit GroupOperatorEdit MetadataOperatorEdit Metadata...OperatorEdit Minimum DistanceOperatorEdit ModeOperatorEdit Preview Image...OperatorEdit PropertyOperatorEdit Property ValueOperatorEdit SourceOperatorEdit TextOperatorEdit ValueOperatorEdit Voxel SizeOperatorEditBone operationOperatorEmptyOperatorEmpty HairOperatorEmpty ImageOperatorEnable Add-onOperatorEnable Channel SettingOperatorEnable CollectionOperatorEnable Collection in RenderOperatorEnable MarkersOperatorEnable Repository from DropOperatorEnable in RenderOperatorEnable in View LayerOperatorEnable in ViewportsOperatorEnable theme extensionOperatorEncode Mesh Widget to PythonOperatorEncode MetarigOperatorEncode Metarig SampleOperatorEncode Metarig to PythonOperatorEncode Sample to PythonOperatorEndpointsOperatorEnhance DetailsOperatorEnter Tweak ModeOperatorEnter/Exit GroupOperatorEqualize HandlesOperatorEraseOperatorErase DisplacementOperatorEuler Discontinuity FilterOperatorEuro €OperatorExecute FileOperatorExecute File WindowOperatorExecute a Python PresetOperatorExit GroupOperatorExit Tweak ModeOperatorExpandOperatorExpand Active Face SetOperatorExpand ChannelsOperatorExpand Face Set by TopologyOperatorExpand Mask by NormalsOperatorExpand Mask by TopologyOperatorExpand/Collapse AllOperatorExpand/Collapse Header MenusOperatorExplode RefreshOperatorExportOperatorExport AlembicOperatorExport AllOperatorExport All CollectionsOperatorExport BVHOperatorExport FBXOperatorExport Key Configuration...OperatorExport Keying Set...OperatorExport PLYOperatorExport PO...OperatorExport STLOperatorExport SubtitlesOperatorExport USDOperatorExport UV LayoutOperatorExport Wavefront OBJOperatorExport glTF 2.0OperatorExport to FileOperatorExport to PDFOperatorExport to SVGOperatorExport...OperatorExt Package Install MarkedOperatorExt Package UninstallOperatorExt Package Uninstall MarkedOperatorExt Repo SyncOperatorExtendOperatorExtend ChildOperatorExtend ParentOperatorExtend VerticesOperatorExternal File OperationOperatorExtract Face SetOperatorExtract PaletteOperatorExtract Palette from ImageOperatorExtrapolation ModeOperatorExtrudeOperatorExtrude Along NormalsOperatorExtrude ContextOperatorExtrude Curve and MoveOperatorExtrude EdgesOperatorExtrude FacesOperatorExtrude Faces Along NormalsOperatorExtrude ForkedOperatorExtrude IndividualOperatorExtrude Individual FacesOperatorExtrude Individual Faces and MoveOperatorExtrude Individual and MoveOperatorExtrude ManifoldOperatorExtrude Manifold Along NormalsOperatorExtrude Only EdgesOperatorExtrude Only Edges and MoveOperatorExtrude Only VerticesOperatorExtrude Only Vertices and MoveOperatorExtrude RegionOperatorExtrude Region and MoveOperatorExtrude Region and Shrink/FattenOperatorExtrude RepeatOperatorExtrude Stroke PointsOperatorExtrude VerticesOperatorExtrude and Move on Individual NormalsOperatorExtrude and Move on NormalsOperatorExtrude at Cursor MoveOperatorExtrude to CursorOperatorExtrude to Cursor or AddOperatorEyedropperOperatorEyedropper BoneOperatorEyedropper ColorbandOperatorEyedropper Colorband (Points)OperatorEyedropper Data-BlockOperatorEyedropper DepthOperatorEyedropper DriverOperatorFBX (.fbx)OperatorFBX (.fbx) (Legacy)OperatorFK2IKOperatorFK2IK ActionOperatorFK2IK PoseOperatorFaceOperatorFace AreaOperatorFace Normals StrengthOperatorFace RegionsOperatorFace Select HideOperatorFace Set Box GestureOperatorFace Set ExtractOperatorFace Set Lasso GestureOperatorFace Set Line GestureOperatorFace Set from Edit Mode SelectionOperatorFace Set from MaskedOperatorFace Set from VisibleOperatorFace Sets VisibilityOperatorFace at Cursor MoveOperatorFaces by SidesOperatorFadeOperatorFair PositionsOperatorFair TangencyOperatorFake UserOperatorFallback Tool Pie MenuOperatorFast PreviewOperatorFeather Reset AnimationOperatorFile Selector DropOperatorFillOperatorFill Between JointsOperatorFill HolesOperatorFill MaskOperatorFill Range by SelectionOperatorFill TileOperatorFilterOperatorFilter ChannelsOperatorFilter ClothOperatorFilter ColorOperatorFilter MeshOperatorFilter TracksOperatorFilter TypeOperatorFindOperatorFind & Replace...OperatorFind & Set SelectionOperatorFind Missing FilesOperatorFind Missing Files...OperatorFind NextOperatorFind NodeOperatorFind Node...OperatorFind...OperatorFirstOperatorFitOperatorFit Backdrop to Available SpaceOperatorFit ColumnOperatorFit Preview in WindowOperatorFix to Scene CameraOperatorFlatOperatorFlat FacesOperatorFlatten HandlesOperatorFlipOperatorFlip (Distortion Free)OperatorFlip (Topology)OperatorFlip Color RampOperatorFlip HorizontallyOperatorFlip ImageOperatorFlip MatCapOperatorFlip NamesOperatorFlip NormalsOperatorFlip Quad TessellationOperatorFlip QuaternionsOperatorFlip RegionOperatorFlip VerticallyOperatorFloorOperatorFlorin ƒOperatorFlush EditsOperatorFly NavigationOperatorFocus ModeOperatorFollow Active QuadsOperatorFollow Active Quads...OperatorForce FieldOperatorForce Unlock Active RepositoryOperatorForce Unlock Repository...OperatorForwardOperatorForward in HistoryOperatorForwardsOperatorFrame AllOperatorFrame All FitOperatorFrame BackwardsOperatorFrame Camera BoundsOperatorFrame Channel Under CursorOperatorFrame ForwardsOperatorFrame OffsetOperatorFrame Preview RangeOperatorFrame Scene RangeOperatorFrame Scene/Preview RangeOperatorFrame SelectedOperatorFrame Selected (Quad View)OperatorFrame Selected ChannelsOperatorFreeOperatorFree AllOperatorFree DataOperatorFree GuidesOperatorFree MeshOperatorFree NoiseOperatorFree ParticlesOperatorFrom Active Node's LabelOperatorFrom Linked Node's LabelOperatorFrom Linked Output's NameOperatorFurOperatorGamma CrossfadeOperatorGaussian BlurOperatorGaussian SmoothOperatorGeneralOperatorGenerate PreviewOperatorGenerate Preview from ObjectOperatorGenerate RigOperatorGerman Eszett ßOperatorGet Frame RangeOperatorGet InvolvedOperatorGizmoOperatorGizmo SelectOperatorGizmo TweakOperatorGizmoGroupOperatorGlowOperatorGo to Current FrameOperatorGo to ParentOperatorGrabOperatorGrab CloneOperatorGrab UVsOperatorGradientOperatorGradient (Linear)OperatorGradient (Radial)OperatorGravityOperatorGrease Pencil Arc ShapeOperatorGrease Pencil Box EraseOperatorGrease Pencil Box ShapeOperatorGrease Pencil Circle ShapeOperatorGrease Pencil Curve ShapeOperatorGrease Pencil DrawOperatorGrease Pencil Erase LassoOperatorGrease Pencil EyedropperOperatorGrease Pencil FillOperatorGrease Pencil Group Color TagOperatorGrease Pencil InterpolationOperatorGrease Pencil Layer operationOperatorGrease Pencil Line ShapeOperatorGrease Pencil Node operationOperatorGrease Pencil Paint VertexOperatorGrease Pencil Paint WeightOperatorGrease Pencil PenOperatorGrease Pencil Polyline ShapeOperatorGrease Pencil SculptOperatorGrease Pencil TrimOperatorGrease Pencil as PDFOperatorGrease Pencil as SVGOperatorGridOperatorGrid FillOperatorGroup ChannelsOperatorGroup Channels...OperatorGroup InsertOperatorGrow Face SetOperatorGrow MaskOperatorGrow SelectionOperatorGrow VisibilityOperatorGuillemet «OperatorGuillemet »OperatorHandle Area Action ZonesOperatorHandle TypeOperatorHandle dropped .blend fileOperatorHideOperatorHide Active Face SetOperatorHide Active LayerOperatorHide All InsideOperatorHide CollectionOperatorHide CurvesOperatorHide Inactive LayersOperatorHide Inside CollectionOperatorHide Layer(s)OperatorHide MaskedOperatorHide MaterialsOperatorHide ObjectsOperatorHide One LevelOperatorHide Other CollectionsOperatorHide OthersOperatorHide SelectedOperatorHide Selected CurvesOperatorHide TracksOperatorHide Tracks ClearOperatorHide UnselectedOperatorHide Unselected CurvesOperatorHide/ShowOperatorHide/Show AllOperatorHide/Show LassoOperatorHide/Show LineOperatorHide/Show MaskedOperatorHide/Show PolylineOperatorHighlight FileOperatorHistory AppendOperatorHistory CycleOperatorHook to New ObjectOperatorHook to Selected ObjectOperatorHook to Selected Object BoneOperatorHorizontal SplitOperatorHue/Saturation/ValueOperatorI18n Add-on ExportOperatorI18n Add-on ImportOperatorI18n Load SettingsOperatorI18n Save SettingsOperatorIK2FKOperatorIK2FK ActionOperatorIK2FK PoseOperatorIco SphereOperatorImage AspectOperatorImage Edit ExternallyOperatorImage PaintOperatorImage SequenceOperatorImage from ViewOperatorImage/Sequence...OperatorImport AlembicOperatorImport BVHOperatorImport Blender {:d}.{:d} PreferencesOperatorImport FBXOperatorImport Image SequenceOperatorImport Images as PlanesOperatorImport Key Configuration...OperatorImport OpenVDB VolumeOperatorImport OpenVDB...OperatorImport PLYOperatorImport PO...OperatorImport STLOperatorImport SVGOperatorImport SVG as Grease PencilOperatorImport USDOperatorImport Wavefront OBJOperatorImport glTF 2.0OperatorImport...OperatorInclude Selected ObjectsOperatorIncrease ContrastOperatorIncrease KerningOperatorIncrease NumberOperatorIncrement Number in FilenameOperatorIndentOperatorIndent or AutocompleteOperatorInflateOperatorInit Face SetsOperatorInit I18n Update Select LanguagesOperatorInit I18n Update SettingsOperatorInit MaskOperatorInit SettingsOperatorInput Attribute ToggleOperatorInsertOperatorInsert Blank FrameOperatorInsert Blank Keyframe (Active Layer)OperatorInsert Blank Keyframe (All Layers)OperatorInsert GapsOperatorInsert Into GroupOperatorInsert KeyOperatorInsert KeyframeOperatorInsert Keyframe (Buttons)OperatorInsert Keyframe (by name)OperatorInsert Keyframe MenuOperatorInsert Keyframe with Keying Set...OperatorInsert KeyframesOperatorInsert Line BreakOperatorInsert OffsetOperatorInsert Shape KeyOperatorInsert Single KeyframeOperatorInsert TextOperatorInsert UnicodeOperatorInsert node group itemOperatorInset FacesOperatorInstallOperatorInstall Add-onOperatorInstall Application Template...OperatorInstall Available UpdatesOperatorInstall ExtensionOperatorInstall Feature Set from File...OperatorInstall LightOperatorInstall MarkedOperatorInstall Template from File...OperatorInstall Theme...OperatorInstall from DiskOperatorInstall from Disk...OperatorInstall...OperatorInstance CollectionOperatorInstance to SceneOperatorInteractive Light Track to CursorOperatorInteractive MirrorOperatorInterior FacesOperatorInterpolateOperatorInterpolate SequenceOperatorInterpolation ModeOperatorIntersect (Boolean)OperatorIntersect (Knife)OperatorInvalid Variable NameOperatorInverseOperatorInvertOperatorInvert Alpha ChannelOperatorInvert Blue ChannelOperatorInvert ChannelsOperatorInvert Green ChannelOperatorInvert Image ColorsOperatorInvert LocksOperatorInvert MaskOperatorInvert PinsOperatorInvert Red ChannelOperatorInvert SelectionOperatorInvert Vertex GroupOperatorInvert VisibilityOperatorInvert VisibleOperatorInvert WeightOperatorInverted Exclamation Mark ¡OperatorInverted Question Mark ¿OperatorIsolateOperatorIsolate CollectionOperatorIsolate LayersOperatorIsolate MaterialOperatorItalicOperatorJoinOperatorJoin AreaOperatorJoin FillsOperatorJoin Group InputsOperatorJoin NodesOperatorJoin Nodes in FrameOperatorJoin Palette SwatchesOperatorJoin SelectionOperatorJoin TracksOperatorJoin as ShapesOperatorJoin in Named FrameOperatorJoin in New FrameOperatorJumpOperatorJump Time by DeltaOperatorJump To...OperatorJump to Action SlotOperatorJump to EndpointOperatorJump to File at PointOperatorJump to FrameOperatorJump to KeyframeOperatorJump to KeyframesOperatorJump to MarkerOperatorJump to Next MarkerOperatorJump to Next StripOperatorJump to Next Strip (Center)OperatorJump to Previous MarkerOperatorJump to Previous StripOperatorJump to Previous Strip (Center)OperatorJump to SelectedOperatorJump to StripOperatorJump to TargetOperatorKeyframe TypeOperatorKeying Set Add SelectedOperatorKeying Set Remove SelectedOperatorKeys to SamplesOperatorKnifeOperatorKnife ProjectOperatorKnife Topology ToolOperatorLaplacian Deform BindOperatorLaplacian Smooth VerticesOperatorLasso AddOperatorLasso Face SetOperatorLasso HideOperatorLasso MaskOperatorLasso SelectOperatorLasso Select UVOperatorLasso ShowOperatorLasso TrimOperatorLastOperatorLast SessionOperatorLatticeOperatorLattice Deform SelectedOperatorLazy ConnectOperatorLearn MoreOperatorLeftOperatorLeft NeighborOperatorLengthOperatorLessOperatorLevelsOperatorLicenseOperatorLightmap PackOperatorLightmap Pack...OperatorLimit Number of Weights per VertexOperatorLimit TotalOperatorLimit Total Vertex GroupsOperatorLimited DissolveOperatorLineOperatorLine BeginOperatorLine BreakOperatorLine EndOperatorLine Face SetOperatorLine HideOperatorLine MaskOperatorLine NumberOperatorLine ProjectOperatorLine ShowOperatorLine TrimOperatorLinkOperatorLink Active Node to SelectedOperatorLink Blockers to EmitterOperatorLink CollectionOperatorLink Drag Operation TestOperatorLink Empty to TrackOperatorLink NodesOperatorLink Objects to SceneOperatorLink Objects to Scene...OperatorLink Receivers to EmitterOperatorLink ViewerOperatorLink to CollectionOperatorLink to SceneOperatorLink to ViewerOperatorLink to Viewer NodeOperatorLink...OperatorLink/Transfer DataOperatorLinkedOperatorLinked DuplicateOperatorLinked Flat FacesOperatorLinked fromOperatorLinked toOperatorLinks CutOperatorList FilterOperatorLoadOperatorLoad Custom PreviewOperatorLoad Factory Blender PreferencesOperatorLoad Factory Blender SettingsOperatorLoad Factory PreferencesOperatorLoad Factory SettingsOperatorLoad Factory {:s} SettingsOperatorLoad Persistent From...OperatorLoad PreferencesOperatorLoad Preview ImageOperatorLocal ViewOperatorLocalized DataOperatorLocationOperatorLock AllOperatorLock All LayersOperatorLock All MaterialsOperatorLock All Repositories (Testing)OperatorLock Invert AllOperatorLock Only SelectedOperatorLock Only UnselectedOperatorLock SelectedOperatorLock StripsOperatorLock TracksOperatorLock UnselectedOperatorLock Unselected MaterialsOperatorLock UnusedOperatorLock Unused MaterialsOperatorLoop CutOperatorLoop Cut and SlideOperatorLoop SelectOperatorLoose GeometryOperatorMakeOperatorMake BasisOperatorMake Collection ActiveOperatorMake Edge/FaceOperatorMake GroupOperatorMake Instance FaceOperatorMake Instances RealOperatorMake InternalOperatorMake Library OverrideOperatorMake LinkOperatorMake LinksOperatorMake LocalOperatorMake Markers LocalOperatorMake MetaOperatorMake Meta StripOperatorMake Panel ToggleOperatorMake ParentOperatorMake Parent without InverseOperatorMake Parent without Inverse (Keep Transform)OperatorMake Paths AbsoluteOperatorMake Paths RelativeOperatorMake Planar FacesOperatorMake RegularOperatorMake SegmentOperatorMake Shape Key the Basis KeyOperatorMake Single UserOperatorMake TrackOperatorMake Vertex ParentOperatorMake and Replace LinksOperatorManage Unused DataOperatorManage Unused Data...OperatorManualOperatorMark AllOperatorMark All PackagesOperatorMark Freestyle EdgeOperatorMark Freestyle FaceOperatorMark PackageOperatorMark SeamOperatorMark SharpOperatorMark Sharp from VerticesOperatorMark as AssetOperatorMark as Single AssetOperatorMarker Box SelectOperatorMaskOperatorMask Box GestureOperatorMask ExtractOperatorMask FilterOperatorMask Flood FillOperatorMask From BoundaryOperatorMask From CavityOperatorMask Lasso GestureOperatorMask Line GestureOperatorMask Polyline GestureOperatorMask SliceOperatorMask Slice and Fill HolesOperatorMask Slice to New ObjectOperatorMask by ColorOperatorMask from CavityOperatorMask from Face Sets BoundaryOperatorMask from Mesh BoundaryOperatorMask with Layer AboveOperatorMask with Layer Above/BelowOperatorMask with Layer BelowOperatorMask...OperatorMatch KeyframeOperatorMatch Movie LengthOperatorMatch PreviousOperatorMatch SlopeOperatorMatch Texture SpaceOperatorMaterialsOperatorMaximize AreaOperatorMeasureOperatorMediumOperatorMemory StatisticsOperatorMenu Search...OperatorMergeOperatorMerge AllOperatorMerge AnimationOperatorMerge DownOperatorMerge GroupOperatorMerge ImagesOperatorMerge NodesOperatorMerge NormalsOperatorMerge UVs by DistanceOperatorMerge by DistanceOperatorMesh Deform BindOperatorMesh FilterOperatorMesh Plane...OperatorMinimize StretchOperatorMirrorOperatorMirror KeysOperatorMirror Rigify ParametersOperatorMirror Shape KeyOperatorMirror Type & ParametersOperatorMirror Vertex GroupOperatorMirror Vertex Group (Topology)OperatorMirror XOperatorMirror YOperatorMirroredOperatorMix NodesOperatorMixdownOperatorModeOperatorModifier operationOperatorModify LabelsOperatorModify Pose AssetOperatorMonkeyOperatorMoreOperatorMore...OperatorMotion Capture (.bvh)OperatorMouse Click on ChannelsOperatorMouse Click on NLA TracksOperatorMoveOperatorMove Active Modifier to IndexOperatorMove Active Strip Modifier to IndexOperatorMove After BasisOperatorMove Annotation LayerOperatorMove Area EdgesOperatorMove Between UI RowsOperatorMove Bone CollectionOperatorMove BookmarkOperatorMove ChannelsOperatorMove Constraint DownOperatorMove Constraint UpOperatorMove Constraint to IndexOperatorMove CursorOperatorMove Dash SegmentOperatorMove DownOperatorMove Down Boid RuleOperatorMove Down Boid StateOperatorMove Down EffectOperatorMove Down Instance ObjectOperatorMove Down ModifierOperatorMove Down TargetOperatorMove Effect to IndexOperatorMove EntryOperatorMove ExporterOperatorMove Freestyle ModuleOperatorMove ItemOperatorMove LayerOperatorMove Line SetOperatorMove Line(s) DownOperatorMove Line(s) UpOperatorMove LinesOperatorMove MarkerOperatorMove MaterialOperatorMove ModifierOperatorMove OriginOperatorMove Palette ColorOperatorMove SegmentOperatorMove SelectOperatorMove Selection Set in ListOperatorMove Shape KeyOperatorMove Slots to new ActionOperatorMove Strip ModifierOperatorMove Strips DownOperatorMove Strips UpOperatorMove Texture SlotOperatorMove Texture SpaceOperatorMove Time MarkerOperatorMove UpOperatorMove Up Boid RuleOperatorMove Up Boid StateOperatorMove Up EffectOperatorMove Up Instance ObjectOperatorMove Up ModifierOperatorMove Up TargetOperatorMove Vertex GroupOperatorMove and AttachOperatorMove layerOperatorMove on AxisOperatorMove to Bone CollectionOperatorMove to BottomOperatorMove to CollectionOperatorMove to LastOperatorMove to LayerOperatorMove to Line BeginOperatorMove to Line EndOperatorMove to Next WordOperatorMove to NodesOperatorMove to Previous WordOperatorMove to TopOperatorMove/Extend from Current FrameOperatorMovie...OperatorMulti Select Edge LoopsOperatorMulti Select Edge RingsOperatorMulticam SelectorOperatorMultiple ImagesOperatorMultiplication ×OperatorMultiplyOperatorMultires Apply BaseOperatorMultires Displacement EraserOperatorMultires Displacement SmearOperatorMultires Pack ExternalOperatorMultires ReshapeOperatorMultires Save ExternalOperatorMultires SubdivideOperatorMuteOperatorMute ChannelsOperatorMute LinksOperatorMute StripsOperatorMute Unselected StripsOperatorNDOF Orbit ViewOperatorNDOF Orbit View with ZoomOperatorNDOF Pan ViewOperatorNDOF Pan/ZoomOperatorNDOF Transform ViewOperatorNewOperatorNew ActionOperatorNew Asset CatalogOperatorNew Bone CollectionOperatorNew Camera from VR LandmarkOperatorNew CollectionOperatorNew CombinedOperatorNew Compositing Node GroupOperatorNew Compositor Sequencer Node GroupOperatorNew Edge/Face from VerticesOperatorNew Face from EdgesOperatorNew FolderOperatorNew Geometry Node GroupOperatorNew Geometry Node ModifierOperatorNew Geometry Node Tool GroupOperatorNew ImageOperatorNew Image from Plane MarkerOperatorNew ItemOperatorNew LayerOperatorNew Light Linking CollectionOperatorNew Line StyleOperatorNew Main WindowOperatorNew MaskOperatorNew MaterialOperatorNew Node TreeOperatorNew Palette ColorOperatorNew Panel ToggleOperatorNew Particle SettingsOperatorNew Particle TargetOperatorNew SceneOperatorNew ScreenOperatorNew Selection SetOperatorNew Sequencer SceneOperatorNew SlotOperatorNew TextOperatorNew TextureOperatorNew WindowOperatorNew WorkspaceOperatorNew WorldOperatorNew from ObjectsOperatorNew from Objects FlippedOperatorNext ActiveOperatorNext BlockOperatorNext CharacterOperatorNext FolderOperatorNext LineOperatorNext WordOperatorNext WorkspaceOperatorNo Collections to InstanceOperatorNode OptionsOperatorNode PreviewOperatorNode input modifyOperatorNon ManifoldOperatorNoneOperatorNormalizeOperatorNormalize ActiveOperatorNormalize AllOperatorNormalize All Vertex GroupsOperatorNormalize Vertex GroupOperatorNormalize WeightsOperatorNormals Vector ToolsOperatorNurbs CircleOperatorNurbs CurveOperatorNurbs CylinderOperatorNurbs SphereOperatorNurbs SurfaceOperatorNurbs TorusOperatorObjectOperatorObject & DataOperatorObject & Data & MaterialsOperatorObject AnimationOperatorObject Data AnimationOperatorObject Line ArtOperatorObject Mode MenuOperatorObsolete MarkedOperatorOffset Edge LoopOperatorOffset Edge Loop CutOperatorOffset Edge SlideOperatorOn Selected KeyframesOperatorOn Selected MarkersOperatorOne ObjectOperatorOne Object Per LineOperatorOnline ManualOperatorOnline Python ReferenceOperatorOnly FillsOperatorOnly StrokesOperatorOpacityOperatorOpenOperatorOpen Blend FileOperatorOpen Cache FileOperatorOpen Cached RenderOperatorOpen ClipOperatorOpen Drivers EditorOperatorOpen File ExternallyOperatorOpen File LocationOperatorOpen FontOperatorOpen ImageOperatorOpen ImagesOperatorOpen Location ExternallyOperatorOpen Preferences...OperatorOpen Preset WebsiteOperatorOpen SoundOperatorOpen Sound MonoOperatorOpen Style Module FileOperatorOpen TextOperatorOpen...OperatorOpen/CloseOperatorOperator Cheat SheetOperatorOperator Enum PieOperatorOperator PresetOperatorOperator Search...OperatorOrbit OppositeOperatorOriginOperatorOutlineOperatorOutliner Animation Data OperationOperatorOutliner Constraint OperationOperatorOutliner Data OperationOperatorOutliner Edit Mode ToggleOperatorOutliner ID Data CopyOperatorOutliner ID Data OperationOperatorOutliner ID Data PasteOperatorOutliner ID Data RemapOperatorOutliner Library OperationOperatorOutliner Library Override OperationOperatorOutliner Library Override Troubleshoot OperationOperatorOutliner Modifier OperationOperatorOutliner Object OperationOperatorOutliner Pose Mode ToggleOperatorOutliner Scene OperationOperatorOutliner Set ActionOperatorOverridden Data HierarchyOperatorPackOperatorPack Geometry Node BakeOperatorPack ImageOperatorPack IslandsOperatorPack Linked LibrariesOperatorPack ResourcesOperatorPack SoundOperatorPaintOperatorPan ViewOperatorPan View DirectionOperatorPanel ToggleOperatorParentOperatorParent DirectoryOperatorParent Node TreeOperatorParticle Edit ToggleOperatorParticle SystemOperatorPasteOperatorPaste Data-BlocksOperatorPaste DriverOperatorPaste Driver VariablesOperatorPaste F-ModifiersOperatorPaste FileOperatorPaste FlippedOperatorPaste Global TransformOperatorPaste ImageOperatorPaste KeyframesOperatorPaste Line SetOperatorPaste MaterialOperatorPaste ObjectsOperatorPaste PoseOperatorPaste Pose FlippedOperatorPaste Selection Set(s)OperatorPaste SplinesOperatorPaste StrokesOperatorPaste TextOperatorPaste Texture Slot SettingsOperatorPaste TracksOperatorPaste UVsOperatorPaste VectorOperatorPaste Weight to SelectedOperatorPaste X-Flipped PoseOperatorPaste and BakeOperatorPaste as New AssetOperatorPaste by LayerOperatorPaste from ClipboardOperatorPaste to Selected KeysOperatorPathOperatorPath/FilesOperatorPause BakeOperatorPenOperatorPer Face SetOperatorPer Loose PartOperatorPer Mille ‰OperatorPer VertexOperatorPerspective/OrthographicOperatorPick Shortest PathOperatorPinOperatorPin Scene to WorkspaceOperatorPinchOperatorPinch UVsOperatorPivot to Active VertexOperatorPivot to Mask BorderOperatorPivot to OriginOperatorPivot to Surface Under CursorOperatorPivot to UnmaskedOperatorPlace CursorOperatorPlace Object Under MouseOperatorPlain AxesOperatorPlaneOperatorPlay AnimationOperatorPlay Rendered AnimationOperatorPoint CloudOperatorPoint Normals to TargetOperatorPoint to Target...OperatorPointsOperatorPoke FacesOperatorPoles by CountOperatorPolyOperatorPoly BuildOperatorPoly Build Delete at CursorOperatorPoly Build Dissolve at CursorOperatorPoly Build Face at CursorOperatorPoly Build Split at CursorOperatorPoly Build Transform at CursorOperatorPolylineOperatorPolyline AddOperatorPolyline Face SetOperatorPolyline HideOperatorPolyline MaskOperatorPolyline ShowOperatorPolyline TrimOperatorPose BreakdownerOperatorPoseChannel operationOperatorPound £OperatorPreferences...OperatorPrefetchOperatorPrefetch FramesOperatorPress ButtonOperatorPrevious ActiveOperatorPrevious BlockOperatorPrevious CharacterOperatorPrevious FolderOperatorPrevious LineOperatorPrevious WordOperatorPrevious WorkspaceOperatorProject ApplyOperatorProject EditOperatorProject ImageOperatorProject Line GestureOperatorProject from ViewOperatorProject from View (Bounds)OperatorPropagate PoseOperatorPropagate to ShapesOperatorProtect ChannelsOperatorPuffOperatorPurgeOperatorPurge AllOperatorPurge Unused Data...OperatorPushOperatorPush Down ActionOperatorPush Pose from BreakdownOperatorPush PullOperatorPush Pull KeyframesOperatorPush/PullOperatorPython API ReferenceOperatorQuad View ResizeOperatorQuadriFlow RemeshOperatorQuantizeOperatorQuantize Vertex WeightsOperatorQuick EditOperatorQuick ExplodeOperatorQuick FurOperatorQuick LiquidOperatorQuick SmokeOperatorQuitOperatorQuit BlenderOperatorRadial ControlOperatorRadiusOperatorRandomOperatorRandomizeOperatorRandomize ColorsOperatorRandomize Face Sets ColorsOperatorRandomize TransformOperatorRandomize VerticesOperatorRe-Generate RigOperatorRe-Key Points of Selected ShapesOperatorRe-Key Shape PointsOperatorRe-Time Shape KeysOperatorRead View LayersOperatorReassign InputsOperatorRebuildOperatorRebuild BVHOperatorRebuild Lower SubdivisionsOperatorRebuild Proxy and Timecode IndicesOperatorRecalculate HandlesOperatorRecalculate InsideOperatorRecalculate NormalsOperatorRecalculate OutsideOperatorRecalculate RollOperatorRecenter HookOperatorRecover Auto SaveOperatorRecover Last SessionOperatorRedefine Equalizer GraphsOperatorRedoOperatorRedo Catalog EditsOperatorRedo LastOperatorRedraw TimerOperatorReference...OperatorRefine MarkersOperatorRefreshOperatorRefresh AllOperatorRefresh ArchiveOperatorRefresh Asset LibraryOperatorRefresh Data-Block PreviewsOperatorRefresh DriversOperatorRefresh File ListOperatorRefresh I18n Data...OperatorRefresh Instance ObjectsOperatorRefresh LocalOperatorRefresh RemoteOperatorRefresh SequencerOperatorRefresh action listOperatorRegionOperatorRegion AlphaOperatorRegisterOperatorRegister File AssociationOperatorRegistered Trademark ®OperatorRegularOperatorRekeyOperatorRelaxOperatorRelax Face SetsOperatorRelax Pose to BreakdownOperatorRelax UVsOperatorRelease NotesOperatorReloadOperatorReload ClipOperatorReload History FileOperatorReload ImageOperatorReload ImagesOperatorReload LibraryOperatorReload ScriptsOperatorReload Start-Up FileOperatorReload StripsOperatorReload Strips and Adjust LengthOperatorReload TranslationOperatorRelocateOperatorRelocate LibraryOperatorRelocate Linked IDOperatorRemeshOperatorRemoveOperatorRemove AOVOperatorRemove Active GroupOperatorRemove Active Keying SetOperatorRemove Active Keying Set PathOperatorRemove Add-onOperatorRemove All GroupsOperatorRemove All MaterialsOperatorRemove All Particle SystemsOperatorRemove AnimationOperatorRemove Annotation LayerOperatorRemove Asset LibraryOperatorRemove Asset TagOperatorRemove AttributeOperatorRemove Auto-Execution PathOperatorRemove Boid RuleOperatorRemove Boid StateOperatorRemove Bone CollectionOperatorRemove Bone Collection ReferenceOperatorRemove Bone from Bone CollectionOperatorRemove Bones from Selection SetOperatorRemove BrushOperatorRemove Camera Background ImageOperatorRemove CanvasOperatorRemove CollectionOperatorRemove Color AttributeOperatorRemove Cryptomatte SocketOperatorRemove Dash SegmentOperatorRemove DoublesOperatorRemove DriverOperatorRemove Empty Animation DataOperatorRemove ExporterOperatorRemove Extension RepositoryOperatorRemove External Feature SetOperatorRemove File AssociationOperatorRemove Fill GuidesOperatorRemove Freestyle ModuleOperatorRemove From Light Linking CollectionOperatorRemove GapsOperatorRemove Gaps (All)OperatorRemove Grease Pencil EffectOperatorRemove HookOperatorRemove IKOperatorRemove ItemOperatorRemove Key ConfigOperatorRemove Key Map ItemOperatorRemove Keymap ConfigurationOperatorRemove LayerOperatorRemove Layer GroupOperatorRemove LightgroupOperatorRemove Line SetOperatorRemove Mask LayerOperatorRemove Material SlotOperatorRemove MetaOperatorRemove Meta-StripsOperatorRemove ModifierOperatorRemove OverrideOperatorRemove OverridesOperatorRemove Paint Curve PointOperatorRemove Particle Instance ObjectOperatorRemove Particle System SlotOperatorRemove Particle TargetOperatorRemove PreviewOperatorRemove PropertyOperatorRemove Python Script DirectoryOperatorRemove Render SlotOperatorRemove Render ViewOperatorRemove RepositoryOperatorRemove Repository & FilesOperatorRemove Rigid BodiesOperatorRemove Rigid BodyOperatorRemove Rigid Body ConstraintOperatorRemove Rigid Body WorldOperatorRemove Row FilterOperatorRemove SegmentOperatorRemove Selected BonesOperatorRemove Selected Bones from All SetsOperatorRemove Selected EntryOperatorRemove Selected ItemsOperatorRemove Selected from Active CollectionOperatorRemove Selected from Bone collectionsOperatorRemove Shape KeyOperatorRemove ShortcutOperatorRemove Single OverrideOperatorRemove Stabilization Rotation TrackOperatorRemove Stabilization TrackOperatorRemove Strip ModifierOperatorRemove Surface SlotOperatorRemove TargetOperatorRemove Text BoxOperatorRemove ThemeOperatorRemove TileOperatorRemove Tracking ObjectOperatorRemove UV MapOperatorRemove UnusedOperatorRemove Unused Bone CollectionsOperatorRemove Unused CollectionsOperatorRemove Unused LightgroupsOperatorRemove Unused Material SlotsOperatorRemove Unused SlotsOperatorRemove VR LandmarkOperatorRemove Vertex GroupOperatorRemove View LayerOperatorRemove from Active GroupOperatorRemove from AllOperatorRemove from All CollectionsOperatorRemove from All GroupsOperatorRemove from CollectionOperatorRemove from FrameOperatorRemove from Keying SetOperatorRemove from Local ViewOperatorRemove from Quick FavoritesOperatorRemove from Vertex GroupOperatorRenameOperatorRename Action SlotOperatorRename Active Bone...OperatorRename Active Item...OperatorRename Active Object...OperatorRename Annotation LayerOperatorRename Armature Bone CollectionOperatorRename BoneOperatorRename Bone CollectionOperatorRename ChannelOperatorRename Data-BlockOperatorRename Edit BoneOperatorRename File or DirectoryOperatorRename Grease Pencil DrawingOperatorRename Grease Pencil LayerOperatorRename Grease Pencil Layer GroupOperatorRename MarkerOperatorRename ModifierOperatorRename NLA TrackOperatorRename ObjectOperatorRename Pose BoneOperatorRename Vertex GroupOperatorRename View ItemOperatorRename View LayerOperatorRename shape keyOperatorRename...OperatorRenderOperatorRender Active ObjectOperatorRender AnimationOperatorRender Audio...OperatorRender Changed LayerOperatorRender ImageOperatorRender PlayblastOperatorRender Playblast on KeyframesOperatorRender RegionOperatorRender Region...OperatorRender Sequence PreviewOperatorRender Sequencer AnimationOperatorRender Sequencer ImageOperatorRender Slot Cycle NextOperatorRender Slot Cycle PreviousOperatorRender Still PreviewOperatorRender Viewport PreviewOperatorReorderOperatorReorder Armature Bone CollectionsOperatorReorder ColumnsOperatorReorder F-Curve ModifierOperatorReorder Grease Pencil Layer MaskOperatorReorder LayerOperatorReorder LayersOperatorReorder Mesh SpatiallyOperatorReorder to BackOperatorReorder to FrontOperatorRepeat HistoryOperatorRepeat History...OperatorRepeat LastOperatorReplaceOperatorReplace & Set SelectionOperatorReplace ActionOperatorReplace AllOperatorReplace ImageOperatorReplace KeyframeOperatorReplace KeyframesOperatorReplace LinksOperatorReplace Single KeyframeOperatorReplace with new ActionOperatorReplace...OperatorReplay OperatorsOperatorReport Missing FilesOperatorReport a BugOperatorRepositoryOperatorReproject StrokesOperatorReproject Strokes...OperatorResetOperatorReset All to Default ValuesOperatorReset BackdropOperatorReset Color RampOperatorReset Curve ProfileOperatorReset DistanceOperatorReset Feather AnimationOperatorReset HookOperatorReset KerningOperatorReset Library OverrideOperatorReset NodeOperatorReset NodesOperatorReset Nodes in FrameOperatorReset Original LengthOperatorReset Overridden DataOperatorReset ProfileOperatorReset RecentOperatorReset RetimingOperatorReset SettingsOperatorReset Single to Default ValueOperatorReset To OriginalOperatorReset TransformOperatorReset UVsOperatorReset UnkeyedOperatorReset VectorsOperatorReset Vertex ColorOperatorReset ViewOperatorReset to Default ThemeOperatorReset to Default ValueOperatorResizeOperatorResize ColumnOperatorResize ImageOperatorResize NodeOperatorResolve ConflictOperatorRestoreOperatorRestore AreasOperatorRestore Key Map ItemOperatorRestore Key Map(s)OperatorRestore Operator DefaultsOperatorRestore Previous ActionOperatorRestrict Render UnselectedOperatorResumeOperatorResync Overridden Data HierarchyOperatorResync Overridden Data Hierarchy EnforceOperatorRetime StripsOperatorRetimingOperatorRevealOperatorReveal CurvesOperatorReveal Faces/VerticesOperatorReveal HiddenOperatorReveal SelectedOperatorReverse ColorsOperatorReverse UVsOperatorRevertOperatorRevert Brush AssetOperatorRevert to AssetOperatorRevert to Saved PreferencesOperatorRevive Disabled F-CurvesOperatorRightOperatorRight NeighborOperatorRigify Add Color SetOperatorRigify Add Color Set from ThemeOperatorRigify Add Standard Color SetsOperatorRigify Apply user defined active/select colorsOperatorRigify Encode MetarigOperatorRigify Encode Metarig SampleOperatorRigify Encode WidgetOperatorRigify Generate RigOperatorRigify Get active/select colors from current themeOperatorRigify Remove All Color SetsOperatorRigify Remove Color SetOperatorRigify Upgrade Metarig LayersOperatorRigify Upgrade Metarig TypesOperatorRipOperatorRip EdgeOperatorRip RegionOperatorRip VerticesOperatorRip Vertices and ExtendOperatorRip Vertices and FillOperatorRollOperatorRoll LeftOperatorRoll RightOperatorRootsOperatorRotateOperatorRotate 180°OperatorRotate 90° ClockwiseOperatorRotate 90° Counter-ClockwiseOperatorRotate ColorsOperatorRotate Edge CCWOperatorRotate Edge CWOperatorRotate Image OrthogonalOperatorRotate NormalsOperatorRotate Selected EdgeOperatorRotate UVsOperatorRotate ViewOperatorRotate...OperatorRotationOperatorRotation - Pole toggleOperatorRuler AddOperatorRuler RemoveOperatorRun Python FileOperatorRun ScriptOperatorSTL (.stl)OperatorSVG as Grease PencilOperatorSampleOperatorSample ColorOperatorSample Detail SizeOperatorSample GroupOperatorSample LineOperatorSample Vertex GroupOperatorSample WeightOperatorSamples to KeysOperatorSaveOperatorSave All ImagesOperatorSave All ModifiedOperatorSave AsOperatorSave As Asset...OperatorSave As ImageOperatorSave As...OperatorSave Asset CatalogsOperatorSave Blender FileOperatorSave Brush AssetOperatorSave Changes to AssetOperatorSave Copy...OperatorSave Custom Studio LightOperatorSave ImageOperatorSave IncrementalOperatorSave New PreferencesOperatorSave Persistent To...OperatorSave PreferencesOperatorSave ScreenshotOperatorSave Screenshot (Editor)OperatorSave Screenshot (Editor)...OperatorSave Screenshot...OperatorSave SequenceOperatorSave Startup FileOperatorSave System Info...OperatorSave ThemeOperatorSave Viewer ImageOperatorSave a Copy...OperatorSave as Brush AssetOperatorSave as Shape KeyOperatorSave as Studio lightOperatorScalable Vector Graphics (.svg)OperatorScaleOperatorScale AverageOperatorScale Average KeyframesOperatorScale B-BoneOperatorScale BBoneOperatorScale CageOperatorScale Envelope DistanceOperatorScale FeatherOperatorScale RadiusOperatorScale Region SizeOperatorScale Sculpt/Paint Brush SizeOperatorScale Texture SpaceOperatorScale To FitOperatorScale from NeighborOperatorScale to FillOperatorScene Camera to VR LandmarkOperatorScene Line ArtOperatorScrewOperatorScript Node UpdateOperatorScrollOperatorScroll DownOperatorScroll LeftOperatorScroll PageOperatorScroll RightOperatorScroll UpOperatorScrollback AppendOperatorScrollbarOperatorScroller ActivateOperatorSculptOperatorSculpt ModeOperatorSeams from IslandsOperatorSearch MenuOperatorSearch OperatorOperatorSearch Single MenuOperatorSearch...OperatorSelectOperatorSelect (Linked Handle)OperatorSelect (Linked Time)OperatorSelect (List)OperatorSelect (Side of Frame)OperatorSelect (Unconnected)OperatorSelect Active CameraOperatorSelect AllOperatorSelect All by TypeOperatorSelect AlternateOperatorSelect AxisOperatorSelect BonesOperatorSelect Bones of Bone CollectionOperatorSelect Boundary LoopOperatorSelect BoxOperatorSelect By Pole CountOperatorSelect By Stroke TypeOperatorSelect CameraOperatorSelect ChannelOperatorSelect Channel KeyframesOperatorSelect CircleOperatorSelect ConnectedOperatorSelect Constraint TargetOperatorSelect Control Point RowOperatorSelect DirectoryOperatorSelect EndsOperatorSelect ExtendOperatorSelect Extend (List)OperatorSelect Faces by SidesOperatorSelect FillOperatorSelect Frame ChildrenOperatorSelect GroupedOperatorSelect Grouped...OperatorSelect GrowOperatorSelect HandleOperatorSelect HandlesOperatorSelect HierarchyOperatorSelect HookOperatorSelect Interior FacesOperatorSelect KeyOperatorSelect Key / HandlesOperatorSelect KeyframesOperatorSelect LassoOperatorSelect Left/RightOperatorSelect LessOperatorSelect Light Linking BlockersOperatorSelect Light Linking ReceiversOperatorSelect LineOperatorSelect LinkedOperatorSelect Linked AllOperatorSelect Linked Flat FacesOperatorSelect Linked FromOperatorSelect Linked PickOperatorSelect Linked ToOperatorSelect Linked VerticesOperatorSelect Linked Vertices PickOperatorSelect LoopOperatorSelect Loop Inner-RegionOperatorSelect Loose GeometryOperatorSelect Markers Before/After Current FrameOperatorSelect MaterialOperatorSelect Material SlotOperatorSelect MenuOperatorSelect MirrorOperatorSelect ModeOperatorSelect MoreOperatorSelect NextOperatorSelect Next ElementOperatorSelect Non-ManifoldOperatorSelect ObjectOperatorSelect Object HierarchyOperatorSelect ObjectsOperatorSelect Objects in CollectionOperatorSelect OrientationOperatorSelect OverlapOperatorSelect Paint Curve PointOperatorSelect Parent BoneOperatorSelect Parent FrameOperatorSelect Parent or ChildrenOperatorSelect PatternOperatorSelect Pattern...OperatorSelect Pick LinkedOperatorSelect PinnedOperatorSelect Pose BonesOperatorSelect PreviousOperatorSelect Previous ElementOperatorSelect RandomOperatorSelect ReportOperatorSelect RootsOperatorSelect Same CollectionOperatorSelect Selection SetOperatorSelect Sharp EdgesOperatorSelect Shortest PathOperatorSelect SideOperatorSelect Side of FrameOperatorSelect SimilarOperatorSelect Similar RegionsOperatorSelect SplitOperatorSelect Stabilization Rotation TracksOperatorSelect Stabilization TracksOperatorSelect TextOperatorSelect TileOperatorSelect Time MarkerOperatorSelect TipsOperatorSelect ToggleOperatorSelect Toggle (List)OperatorSelect UngroupedOperatorSelect Vertex GroupOperatorSelect View ItemOperatorSelect WordOperatorSelect by AttributeOperatorSelect by TypeOperatorSelected ObjectsOperatorSelected PinnedOperatorSelected to Adjacent UnselectedOperatorSelected to CursorOperatorSelected to Cursor (Offset)OperatorSelected to PixelsOperatorSelectionOperatorSelection PaintOperatorSelection to ActiveOperatorSelection to Current FrameOperatorSelection to CursorOperatorSelection to Cursor (Keep Offset)OperatorSelection to Cursor ValueOperatorSelection to GridOperatorSelection to Nearest FrameOperatorSelection to Nearest MarkerOperatorSelection to Nearest SecondOperatorSeparateOperatorSeparate BonesOperatorSeparate FillsOperatorSeparate ImagesOperatorSeparate SlotsOperatorSequence SlideOperatorSequencer Swap DataOperatorSequencer View Zoom RatioOperatorSequencer operationOperatorSet 2D CursorOperatorSet 3D CursorOperatorSet Active CameraOperatorSet Active ClipOperatorSet Active GroupOperatorSet Active Keying SetOperatorSet Active LayerOperatorSet Active MaterialOperatorSet Active ModifierOperatorSet Active Object as CameraOperatorSet Active Shape KeyOperatorSet Active Strip ModifierOperatorSet Active Vertex GroupOperatorSet AttributeOperatorSet AxisOperatorSet Blend File Working Color SpaceOperatorSet CapsOperatorSet CaseOperatorSet Clip ModeOperatorSet Color AttributeOperatorSet Color TagOperatorSet Corner TypeOperatorSet CursorOperatorSet Cursor to OffsetOperatorSet Curve CapsOperatorSet Curve RadiusOperatorSet Curve ResolutionOperatorSet Curve TypeOperatorSet Curves PointOperatorSet Curves Surface ObjectOperatorSet Cyclical StateOperatorSet Default Group Node WidthOperatorSet End FrameOperatorSet Extension TagsOperatorSet F-Curve ExtrapolationOperatorSet FloorOperatorSet Frame (Strip Preview)OperatorSet Frame Range to StripsOperatorSet Geometry RandomizationOperatorSet Goal WeightOperatorSet Handle TypeOperatorSet HoldoutOperatorSet Indirect OnlyOperatorSet InverseOperatorSet Keyframe AOperatorSet Keyframe BOperatorSet Keyframe Easing TypeOperatorSet Keyframe Handle TypeOperatorSet Keyframe InterpolationOperatorSet Keyframe TypeOperatorSet Library IDOperatorSet Normals from FacesOperatorSet Object ModeOperatorSet Object Mode with Sub-modeOperatorSet Offset from CursorOperatorSet Offset from ObjectOperatorSet OriginOperatorSet Overlay RegionOperatorSet Persistent BaseOperatorSet Pivot PositionOperatorSet PlaneOperatorSet Preview RangeOperatorSet Preview Range to SelectedOperatorSet Preview Range to StripsOperatorSet Range to StripsOperatorSet Render ColorOperatorSet Render RegionOperatorSet Render SizeOperatorSet ResolutionOperatorSet Restrict ViewOperatorSet RollOperatorSet Rotation ModeOperatorSet ScaleOperatorSet Scene FramesOperatorSet ScreenOperatorSet Select ModeOperatorSet Selected Strip ProxiesOperatorSet SelectionOperatorSet Sharpness by AngleOperatorSet Solution ScaleOperatorSet Solver KeyframeOperatorSet SpeedOperatorSet Spline TypeOperatorSet Start FrameOperatorSet Start PointOperatorSet Stereo 3DOperatorSet Stroke TypeOperatorSet StyleOperatorSet ThemeOperatorSet Tool by Brush TypeOperatorSet Tool by IndexOperatorSet Tool by NameOperatorSet Uniform OpacityOperatorSet Uniform ThicknessOperatorSet User RegionOperatorSet Vertex ColorsOperatorSet Viewport BackgroundOperatorSet WallOperatorSet WeightOperatorSet X AxisOperatorSet Y AxisOperatorSet actionOperatorSet active actionOperatorSet as Active MaterialOperatorSet as BackgroundOperatorSet from FacesOperatorSettings from ActiveOperatorSetupOperatorSetup Tracking SceneOperatorShade Auto SmoothOperatorShade FlatOperatorShade SmoothOperatorShade Smooth by AngleOperatorShader UpdateOperatorShape CutOperatorShape PropagateOperatorSharp EdgesOperatorSharp VerticesOperatorSharpenOperatorSharpen MaskOperatorShearOperatorShear KeyframesOperatorShear KeysOperatorShortest PathOperatorShowOperatorShow ActiveOperatorShow AllOperatorShow All InsideOperatorShow All LayersOperatorShow All MaterialsOperatorShow CollectionOperatorShow Drivers EditorOperatorShow Hidden ObjectsOperatorShow Hidden StripsOperatorShow HierarchyOperatorShow Info LogOperatorShow Inside CollectionOperatorShow Object HierarchyOperatorShow One LevelOperatorShow Package ClearOperatorShow Package SetOperatorShow Retiming KeysOperatorShow SettingsOperatorShow TracksOperatorShow/Hide One LevelOperatorShow/Hide Render ViewOperatorShrink Face SetOperatorShrink MaskOperatorShrink VisibilityOperatorShrink/FattenOperatorShutter Curve PresetOperatorSide of ActiveOperatorSide of FrameOperatorSimplifyOperatorSimplify StrokeOperatorSingle ArrowOperatorSingle BoneOperatorSingle-User ActionOperatorSingle-User WorldOperatorSkin Armature CreateOperatorSkin Mark/Clear LooseOperatorSkin Radii EqualizeOperatorSkin ResizeOperatorSkin Root MarkOperatorSlideOperatorSlide MarkerOperatorSlide Paint Curve PointOperatorSlide Plane MarkerOperatorSlide PointOperatorSlide Spline CurvatureOperatorSlide VerticesOperatorSlipOperatorSlip Strip ContentsOperatorSlip StripsOperatorSmall CapsOperatorSmart UV ProjectOperatorSmart UV Project...OperatorSmearOperatorSmoothOperatorSmooth (Gaussian)OperatorSmooth (Legacy)OperatorSmooth Curve RadiusOperatorSmooth Curve TiltOperatorSmooth Curve WeightOperatorSmooth EdgesOperatorSmooth FacesOperatorSmooth KeysOperatorSmooth LaplacianOperatorSmooth MaskOperatorSmooth Normals VectorsOperatorSmooth PointsOperatorSmooth ScrollOperatorSmooth StrokeOperatorSmooth VectorsOperatorSmooth Vertex ColorsOperatorSmooth Vertex GroupOperatorSmooth Vertex WeightsOperatorSmooth VerticesOperatorSmooth Vertices (Laplacian)OperatorSmooth ViewOperatorSmooth View 2DOperatorSnapOperatorSnap CursorOperatorSnap Cursor Value to SelectedOperatorSnap Cursor to ActiveOperatorSnap Cursor to GridOperatorSnap Cursor to SelectedOperatorSnap Cursor to Selected PointsOperatorSnap Cursor to World OriginOperatorSnap Curves to SurfaceOperatorSnap KeysOperatorSnap SelectionOperatorSnap Selection to ActiveOperatorSnap Selection to CursorOperatorSnap Selection to GridOperatorSnap StripsOperatorSnap Strips to the Current FrameOperatorSnap to Deformed SurfaceOperatorSnap to Nearest SurfaceOperatorSnap to SymmetryOperatorSolidifyOperatorSolidify FacesOperatorSolutionOperatorSolve CameraOperatorSolve Camera MotionOperatorSolve Object MotionOperatorSort ElementsOperatorSort Mesh ElementsOperatorSort PaletteOperatorSort Vertex GroupsOperatorSort by Bone HierarchyOperatorSort by NameOperatorSort from ColumnOperatorSoundOperatorSound CrossfadeOperatorSound to SamplesOperatorSound...OperatorSpeakerOperatorSpeed ControlOperatorSphereOperatorSphere ProjectionOperatorSpinOperatorSplash ScreenOperatorSplitOperatorSplit AreaOperatorSplit Concave FacesOperatorSplit MulticamOperatorSplit Non-Planar FacesOperatorSplit NormalsOperatorSplit StripsOperatorSplit at Cursor MoveOperatorSplit strokeOperatorSquareOperatorStabilization Rotation TracksOperatorStabilization TracksOperatorStanford PLY (.ply)OperatorStart Editing Stashed ActionOperatorStart Tweaking Strip Actions (Full Stack)OperatorStart Tweaking Strip Actions (Lower Stack)OperatorStash ActionOperatorStatisticsOperatorStencil Brush ControlOperatorStitchOperatorStop Editing Stashed ActionOperatorStop Tweaking Strip ActionsOperatorStore undo snapshot for asset catalog editsOperatorStretchOperatorStretch To FillOperatorStrip Transform Set FitOperatorStrokeOperatorStroke Curves SculptOperatorStroke ModeOperatorStrokesOperatorStrokes Paint Mode ToggleOperatorStrokes Sculpt Mode ToggleOperatorStrokes Vertex Mode ToggleOperatorStrokes Weight Mode ToggleOperatorStrongOperatorSubdivideOperatorSubdivide Edge-RingOperatorSubdivide StrokeOperatorSubdivide and SmoothOperatorSubdivision SetOperatorSubtractOperatorSuperscript ²OperatorSuperscript ³OperatorSuperscript ¹OperatorSupportOperatorSurface Deform BindOperatorSurface SmoothOperatorSwapOperatorSwap AreasOperatorSwap ColorsOperatorSwap DataOperatorSwap Empty GroupOperatorSwap InputsOperatorSwap LinksOperatorSwap NodeOperatorSwap Node Group AssetOperatorSwap StripOperatorSwap StripsOperatorSwap ZoneOperatorSwitch DirectionOperatorSwitch to poleOperatorSwitch to rotationOperatorSymmetrizeOperatorSync Action LengthOperatorSync SocketsOperatorTaperOperatorTemporary Brush Toggle TypeOperatorTest Inlining Shader NodesOperatorTest Key Configuration for ConflictsOperatorTextOperatorText Auto CompleteOperatorTexture GradientOperatorTexture Paint ModeOperatorTiltOperatorTime OffsetOperatorTime Offset KeyframesOperatorTipsOperatorTo 3D ObjectOperatorTo All OutputsOperatorTo Last Keyframe (Make Cyclic)OperatorTo Linked OutputsOperatorTo Loose OutputsOperatorTo LowercaseOperatorTo Next KeyframeOperatorTo SphereOperatorTo UppercaseOperatorToggle BoldOperatorToggle CaseOperatorToggle Channel EditabilityOperatorToggle Channel SettingOperatorToggle CommentsOperatorToggle CyclicOperatorToggle Dope SheetOperatorToggle Fake UserOperatorToggle Force FieldOperatorToggle Graph EditorOperatorToggle Hidden Node SocketsOperatorToggle Hide Dot FilesOperatorToggle ItalicOperatorToggle Library Override EditableOperatorToggle Local ViewOperatorToggle Lock SelectionOperatorToggle Maximize AreaOperatorToggle MetaOperatorToggle Meta StripOperatorToggle MutingOperatorToggle Node MuteOperatorToggle Node OptionsOperatorToggle Node PreviewOperatorToggle Object SelectionOperatorToggle Output LayerOperatorToggle OverwriteOperatorToggle PinOperatorToggle Pin IDOperatorToggle Pose ModeOperatorToggle Quad ViewOperatorToggle RegionOperatorToggle SelectedOperatorToggle SelectionOperatorToggle Sequencer/PreviewOperatorToggle Shading TypeOperatorToggle Small CapsOperatorToggle StyleOperatorToggle System ConsoleOperatorToggle Type ActiveOperatorToggle UnderlineOperatorToggle VR SessionOperatorToggle Viewer NodeOperatorToggle VisibilityOperatorToggle Window FullscreenOperatorToggle X-RayOperatorToolOperatorToolbarOperatorToolbar PromptOperatorTopOperatorTorusOperatorTrace Image to Grease PencilOperatorTrack MarkersOperatorTrack OrderingOperatorTrack PathOperatorTrack Settings as DefaultOperatorTrackballOperatorTransfer FK anim to IKOperatorTransfer IK anim to FKOperatorTransfer Mesh DataOperatorTransfer Mesh Data LayoutOperatorTransfer ModeOperatorTransfer Sculpt ModeOperatorTransfer Shape KeyOperatorTransfer UV MapsOperatorTransfer WeightsOperatorTransformOperatorTransform Gizmo SetOperatorTransform at Cursor MoveOperatorTransform from GizmoOperatorTransform propertiesOperatorTransforms to DeltasOperatorTransitionOperatorTriangles to QuadsOperatorTriangulate FacesOperatorTrimOperatorTrim Box GestureOperatorTrim Lasso GestureOperatorTrim Line GestureOperatorTrim Polyline GestureOperatorTroubleshootOperatorTweakOperatorTwistOperatorTypeOperatorUSD Import FinishedOperatorUV RipOperatorUV Rip MoveOperatorUV Select ModeOperatorUV SphereOperatorUn-SubdivideOperatorUn-solo AllOperatorUnMeta StripOperatorUnassign SlotOperatorUnconnected SocketsOperatorUnderlineOperatorUndoOperatorUndo Catalog EditsOperatorUndo HistoryOperatorUndo PushOperatorUndo and RedoOperatorUngroupOperatorUngroup ChannelsOperatorUngrouped VerticesOperatorUnhide AllOperatorUnify LengthOperatorUnindentOperatorUninstallOperatorUninstall MarkedOperatorUninstall Studio LightOperatorUniversal Scene Description (.usd*)OperatorUnlinkOperatorUnlink ActionOperatorUnlink CollectionOperatorUnlink Data-BlockOperatorUnlink ObjectOperatorUnlink Panel ToggleOperatorUnlink actionOperatorUnlink materialOperatorUnlink textureOperatorUnlink worldOperatorUnlock AllOperatorUnlock All MaterialsOperatorUnlock All Repositories (Testing)OperatorUnlock SelectedOperatorUnlock StripsOperatorUnlock TracksOperatorUnlock UnselectedOperatorUnmark AllOperatorUnmute ChannelsOperatorUnmute Deselected StripsOperatorUnmute StripsOperatorUnpackOperatorUnpack Geometry Node BakeOperatorUnpack ImageOperatorUnpack ItemOperatorUnpack Linked LibrariesOperatorUnpack ResourcesOperatorUnpack SoundOperatorUnpinOperatorUnprotect ChannelsOperatorUnregisterOperatorUnset PropertyOperatorUnsubdivideOperatorUnwrapOperatorUnwrap Angle BasedOperatorUnwrap ConformalOperatorUnwrap Minimum StretchOperatorUpdateOperatorUpdate All Motion PathsOperatorUpdate All Object PathsOperatorUpdate All PathsOperatorUpdate All to FrameOperatorUpdate Animated Transform ConstraintsOperatorUpdate AnimationOperatorUpdate Animation CacheOperatorUpdate Armature Motion PathsOperatorUpdate Blender RepositoryOperatorUpdate Bone PathsOperatorUpdate Custom VR LandmarkOperatorUpdate HighlightOperatorUpdate I18n Add-onOperatorUpdate I18n Blender RepositoryOperatorUpdate I18n StatisticsOperatorUpdate I18n Work RepositoryOperatorUpdate Image from Plane MarkerOperatorUpdate Object PathsOperatorUpdate PathOperatorUpdate Range from SceneOperatorUpdate Reports DisplayOperatorUpdate Scene Frame RangeOperatorUpdate Work RepositoryOperatorUpdate from ObjectsOperatorUpdate from Objects FlippedOperatorUpgrade Face RigOperatorUpgrade MetarigOperatorUse Alpha Over NodesOperatorUse Depth Combine NodesOperatorUse NodesOperatorUser CommunitiesOperatorValidate .blend stringsOperatorValidate Collection ReferencesOperatorVersion Bone Hide PropertyOperatorVertexOperatorVertex Color from WeightOperatorVertex ConnectOperatorVertex Connect PathOperatorVertex CreaseOperatorVertex Group LevelsOperatorVertex PaintOperatorVertex Paint Brightness/ContrastOperatorVertex Paint Hue/Saturation/ValueOperatorVertex Paint InvertOperatorVertex Paint LevelsOperatorVertex Paint ModeOperatorVertex Paint Set ColorOperatorVertex Select HideOperatorVertex SlideOperatorVertical SplitOperatorView All in Graph EditorOperatorView AnimationOperatorView AxisOperatorView CameraOperatorView CenterOperatorView DetailsOperatorView DocumentationOperatorView DropOperatorView Edge PanOperatorView FilterOperatorView In Graph EditorOperatorView Lock CenterOperatorView Lock ClearOperatorView Lock to ActiveOperatorView ManualOperatorView Navigation (Walk/Fly)OperatorView Online ManualOperatorView OrbitOperatorView Perspective/OrthographicOperatorView RenderOperatorView RollOperatorView ScrollOperatorView SelectedOperatorView Single in Graph EditorOperatorView ZoomOperatorView Zoom RatioOperatorView in Graph EditorOperatorViewer RegionOperatorViewport RenderOperatorVisibility FilterOperatorVisit Extensions PlatformOperatorVisit WebsiteOperatorVisual Geometry to ObjectsOperatorVoxel RemeshOperatorWalk NavigationOperatorWalk SelectOperatorWalk Select/Deselect FileOperatorWallOperatorWarpOperatorWavefront (.obj)OperatorWeakOperatorWeightOperatorWeight GradientOperatorWeight PaintOperatorWeight Paint ModeOperatorWeight Paint Sample GroupOperatorWeight Paint Sample WeightOperatorWeight Paint Toggle DirectionOperatorWeight SetOperatorWeight from BonesOperatorWeldOperatorWeld Edges into FacesOperatorWhat's NewOperatorWipeOperatorWireframeOperatorWordOperatorWorkspace Reorder to BackOperatorWorkspace Reorder to FrontOperatorX AxisOperatorXR Navigation FlyOperatorXR Navigation GrabOperatorXR Navigation ResetOperatorXR Navigation Swap HandsOperatorXR Navigation TeleportOperatorY AxisOperatorYen ¥OperatorZoom 1:1OperatorZoom 2D ViewOperatorZoom Camera 1:1OperatorZoom InOperatorZoom OutOperatorZoom Region...OperatorZoom ViewOperatorZoom to BorderOperatorZoom to FitOperatorglTF 2.0 (.glb/.gltf)OperatorglTF Material OutputOperator '%s' does not have register enabled, incorrect invoke functionOperator '%s' does not have undo enabled, incorrect invoke functionOperator '%s' not found!Operator File List ElementOperator Icon BackgroundOperator Icon ForegroundOperator ModeOperator Mouse PathOperator NameOperator OptionsOperator PresetsOperator PropertiesOperator Stroke ElementOperator cannot redoOperator execution modeOperator has been activated using a click-drag eventOperator is already registeredOperator is frozen, changes to its settings won't take effect until you unfreeze itOperator missing srnaOperator name (in Python as string)Operator not found: bpy.ops.{:s}Operator redo '%s' does not have register enabled, incorrect invoke functionOperator redo '%s': wrong contextOperator registryOperator that allows file handlers to receive file dropsOperator that can handle export for files with the extensions given in bl_file_extensionsOperator that can handle import for files with the extensions given in bl_file_extensionsOperator to call when activating an item with asset reference propertiesOperator to call when dragging an item with asset reference propertiesOperatorsOpposite of the inputOptiXOptiX Module DebugOptical CenterOptical center of lensOptical center of lens in pixelsOptimal DisplayOptimize Animation SizeOptimize AnimationsOptimize Shape KeysOptimize all kernels. Fastest rendering, may result in extra background CPU usageOptimize only intersection kernels. Faster rendering, negligible extra background CPU usageOptimized access to shape keys point data, when using foreach_get/foreach_set accessors. Warning: Does not support legacy Curve shape keys.Optimizing shaders ({} remaining)OptionOption Widget ColorsOption for curve-deform: Use the mesh bounds to clamp the deformationOption for curve-deform: make deformed child stretch along entire pathOption for paths and curve-deform: apply the curve radius to objects following it and to deformed objectsOptional ArgumentOptional LabelOptional backwards compatibility for non-standard render engines. Applies to lightsOptional custom node labelOptional factor for modulating the component which is transmitted into the hair, reflected off the backside of the hair and then transmitted out of the hair. This component is oriented approximately around the incoming direction, and picks up the color of the pigment inside the hair. Keep this 1.0 for physical correctnessOptional factor for modulating the first light bounce off the hair surface. The color of this component is always white. Keep this 1.0 for physical correctnessOptional factor for modulating the transmission component. Picks up the color of the pigment inside the hair. Keep this 1.0 for physical correctnessOptional identifier of the node to operate onOptional path defining the location to put the new catalog underOptional region type keymap is associated withOptional space type keymap is associated withOptional tile labelOptional up vector that is typically a surface normalOptional. If specified, this name will be used for the newly generated rig, widget collection and script. Otherwise, a name is generated based on the name of the metarig object by replacing 'metarig' with 'rig', 'META' with 'RIG', or prefixing with 'RIG-'. When updating an already generated rig its name is never changedOptionally override the context with a moduleOptionsOptions are disabled until the file is savedOptions for this asset shelf typeOptions for this blendfile import operationOptions for this operator typeOptions:OpusOrOrbitOrbit & PanOrbit Around SelectionOrbit AxisOrbit CenterOrbit DownOrbit LeftOrbit MethodOrbit RightOrbit SensitivityOrbit UpOrbit and zoom the view using the 3D mouseOrbit method in the viewportOrbit the viewOrbit the view around to the leftOrbit the view around to the rightOrbit the view downOrbit the view upOrbit the view using the 3D mouseOrderOrder UOrder VOrder of islandsOrient a rotation along the given directionOrient an Euler rotation along the given directionOrient to the current transform settingOrient to the viewportOrient with NormalsOrient y-axis toOrientationOrientation AxisOrientation BoneOrientation SlotOrientation WeightOrientation of the axis to limit the filter displacementOrientation of the axis to limit the filter forceOrients a vector A to point away from a surface B as defined by its normal C. Returns (dot(B, C) < 0) ? A : -AOrig FPSOrig HeightOrig WidthOriginOrigin OffsetOrigin of image for transformationOrigin of the scaling for each element. If multiple elements are connected, their center is averagedOrigin offset distanceOrigin to 3D CursorOrigin to Center of Mass (Surface)Origin to Center of Mass (Volume)Origin to GeometryOriginalOriginal BaseOriginal CoordsOriginal IDOriginal IK solverOriginal LengthOriginal ModeOriginal NormalOriginal PerlinOriginal PlaneOriginal bounding boxOriginal frame range: {:d}-{:d} ({:d})Original frames per secondOriginal image heightOriginal image widthOriginal length of the boneOriginal scene dependency graph is built forOriginal surface mesh is emptyOriginal surface missing UV map: "{}"Original transform of the bone in armature space, defined in edit modeOriginal undeformed location used to calculate the strength of the deform effect (edit/animate the Deformed Location instead)Original vertex count mismatch: %u to %uOriginal view layer dependency graph is built forOriginsOrigins (All)Orphan Orphan library objects added to the current scene to avoid lossOrthographicOrthographic Camera scale (similar to zoom)Orthographic ScaleOrthographic camera scale (similar to zoom)OtherOther InterpolationOther StripsOther geometry types, like curve, meta-ball, etc. (converted to meshes)Other object has no shape keyOther strips affected by the active one (sharing some time, and below or effect-assigned)Other than adding glue constraints to the control, the rig acts as a one segment basic deform chainOther user path, for bimanual actions. E.g. "/user/hand/right"OthersOuncesOutOut Of Memory ErrorOut XOut ZOut of memoryOut of memory on allocating cloth objectOut of memory on allocating trianglesOut of memory on allocating verticesOuterOuter Cone AngleOuter Cone VolumeOuter CornersOuter CreaseOuter MaskOuter MiterOuter PointsOuter RadiusOuter ThicknessOuter face thicknessOuter shape to use for toolsOutflowOutflow Level SetOutlineOutline ColorOutline MaterialOutline ModifierOutline SelectedOutline WidthOutline color of active pose bonesOutline color of selected pose bonesOutline of Strokes modifier from camera viewOutline requires an active cameraOutlinerOutliner SyncOutliner space dataOutputOutput AOutput AttributesOutput BOutput FilepathOutput ItemOutput ItemsOutput NameOutput NodeOutput PathOutput PathsOutput PropertiesOutput QualityOutput ToggleOutput Vertex GroupsOutput Vertex groupOutput White PointOutput a blocky surface with no smoothingOutput a color value chosen with the color picker widgetOutput a manifold mesh even if the base mesh is non-manifold, where edges have 3 or more connecting faces. This method is slower.Output a mesh corresponding to the volume of the original meshOutput a randomized valueOutput a selection of a Grease Pencil layerOutput a selection of edges by following paths across mesh edgesOutput a single collectionOutput a single materialOutput a single objectOutput a smooth surface with no sharp-features detectionOutput a solidified version of a mesh by simple extrusionOutput a surface that reproduces sharp edges and corners from the input meshOutput color space settingsOutput curves following paths across mesh edgesOutput data from inside of a node groupOutput data from the simulation zoneOutput each child of the collection as a separate instance, sorted alphabeticallyOutput faces with smooth shading rather than flat shadedOutput file containerOutput format for images. PNG is lossless and generally preferred, but JPEG might be preferable for web applications due to the smaller file size. Alternatively they can be omitted if they are not neededOutput format. Binary is most efficient, but JSON may be easier to edit laterOutput grid with evaluated field valuesOutput image in AVIF formatOutput image in Cineon formatOutput image in DPX formatOutput image in JPEG 2000 formatOutput image in JPEG formatOutput image in OpenEXR formatOutput image in PNG formatOutput image in Radiance HDR formatOutput image in SGI IRIS formatOutput image in TIFF formatOutput image in Targa formatOutput image in WebP formatOutput image in bitmap formatOutput image in multilayer OpenEXR formatOutput image in uncompressed Targa formatOutput image resolutionOutput light color information to the scene's WorldOutput light information to a light objectOutput list with evaluated field valuesOutput node must not be in zoneOutput normals for bump mapping - disabling can speed up performance if it's not neededOutput sockets cannot be multi-inputOutput string characters that cannot be typed directly with the keyboardOutput surface material information for use in renderingOutput the bone pose relative to the armature object transformOutput the entire object as single instance. This allows instancing non-geometry object typesOutput the geometry relative to the collection offsetOutput the geometry relative to the input object transform, and the location, rotation and scale relative to the world originOutput the handle positions relative to the corresponding control point instead of in the local space of the geometryOutput the input spline's evaluated points, based on the resolution attribute for NURBS and Bézier splines. Poly splines are unchangedOutput the normal and rotation values that have been output before the node started taking smooth normals into accountOutput the number of characters in the given stringOutputsOutputs:OutsetOutset rather than insetOutsideOutside Annotated AreaOutside PaddingOutside SurfaceOutside distance in UI units from the edge of the region at which to stop panningOutside of miter is arcOutside of miter is sharpOutside of miter is squared-off patchOutwards VelocityOverOver ImageOver which part of the tree items to apply the operationOver-blurOverall denoising quality when using OpenImageDenoiseOverall distance factor for the deformationOverall factor for the deformationOverall minimum intensity of the mist effectOverall radius of the braidsOverall radius of the curlsOverall sensitivity of the 3D Mouse for rotationOverall sensitivity of the 3D Mouse for translationOverall texture scaleOverall texture scale. The scale is a factor of the bounding box of the face divided by the Scale valueOverblurOverflowOverhangOverhang MaxOverhang MinOverlapOverlap ModeOverlap ThresholdOverlapping Edge TypesOverlapping Edges As ContourOverlapping curves with the same winding direction are filled as a unionOverlapping islands stick togetherOverlapping timeOverlayOverlay LockOverlay ModeOverlay OffsetOverlay SettingsOverlay Smooth WiresOverlay TypeOverlay a foreground image onto a background imageOverlay blending factor of rasterized maskOverlay color on every other rowOverlay display methodOverlay existing with new keysOverlay mode of rasterized maskOverlaysOverridableOverriddenOverridden SelectedOverridden data-blocks names are not editableOverrideOverride Background ImageOverride CollectionOverride ConstraintOverride CreaseOverride FrameOverride Insert Keyframes Default - VisualOverride Insert Keyframes Default- Only NeededOverride IterationsOverride LayersOverride LocationOverride ModifierOverride Node FormatOverride NormalsOverride OperationsOverride Overlap Shuffle BehaviorOverride OverlayOverride PropertiesOverride Scene SettingsOverride Solver IterationsOverride TrackOverride TransformOverride all values stored for inactive voxels as wellOverride default setting to insert keyframes based on 'visual transforms'Override default setting to only insert keyframes where they're needed in the relevant F-CurvesOverride number of render samples for this view layer, 0 will use the scene settingOverride object and collection intersection priority valueOverride operation cannot be removedOverride property cannot be removedOverride the given "location" array by recalculating object space positions from the provided "mouse_event" positionsOverride the number of solver iterations for this constraintOverride the radius of the spline point with the taper radiusOverride the scene's active cameraOverride the simulation frame range from the sceneOverride world in this view layerOverrides for some of the active brush's settingsOverscanOverscan SizeOvershootOvershoot DisabledOvershoot disabledOverview of scene graph and all available data-blocksOverwriteOverwrite %sOverwrite AllOverwrite Current ActionOverwrite Entire RangeOverwrite Existing:Overwrite MaterialOverwrite ModeOverwrite PreviousOverwrite RangeOverwrite Startup FileOverwrite Template Startup FileOverwrite TexturesOverwrite Widget MeshesOverwrite all elements' dataOverwrite characters when typing rather than inserting themOverwrite existing bake data?Overwrite existing filesOverwrite existing files when exporting texturesOverwrite existing files while renderingOverwrite existing material with the same nameOverwrite existing proxy files when buildingOverwrite file with an older Blender version?Overwrite file with current OpenColorIO configuration?Overwrite is not checked for %s, skippingOverwrite keys in pasted rangeOverwrite keys in pasted range, using the range of all copied keysOverwrite previously created orientation with same nameOwnerOwner SpaceOzoneP1P2PBR ExtensionsPC2PCMPIC/FLIP Ratio. A value of 1.0 will result in a completely FLIP based simulation. Use a lower value for simulations which should produce smaller splashes.PIZPLY Export: Cannot open file '%s'PLY Export: Unable to find collection '%s'PLY Importer: %s: %sPLY Importer: failed importing, no verticesPLY Importer: failed importing, unknown errorPNGPNG (.png)PNG Image (.png)PO Blender File PathPO Work File PathPOT File PathPPM BasePPM FactorPackPack BitsPack ExternalPack ImagesPack IslandsPack QualityPack UV IslandsPack UV Islands FieldPack all faces in the meshPack all images into .blend filePack all used external files into this .blendPack all used external files into this .blend filePack an image as embedded data into the .blend filePack baked data from disk into the .blend filePack displacements from an external filePack each face's UVs into the UV boundsPack islands to active UDIM image tile or UDIM grid tile where 2D cursor is locatedPack islands to closest UDIMPack islands to custom regionPack only selected facesPack the baked data into the .blend filePack the sound into the current blend filePack toPack to starting bounding box of islandsPack {}Package IDPackage ID not setPackedPacked %d file(s)Packed FilePacked File, click to unpackPacked FilesPacked MultiLayer files cannot be paintedPacked MultiLayer files cannot be painted: %sPacked data-blocks cannot be renamedPacked library data-block, click to unpack and make localPacked library image cannot be saved: "%s" from "%s"Packed to memory image "%s"Packing UVs...Pad*Pad+Pad-Pad.Pad/Pad0Pad1Pad2Pad3Pad4Pad5Pad6Pad7Pad8Pad9PadEnterPagePaintPaint AlphaPaint ColorPaint Color RampPaint CurvePaint CurvesPaint Curves data-blocksPaint DebugPaint Grease Pencil StrokesPaint MaskPaint ModePaint SourcePaint SurfacePaint Surface ListPaint WetnessPaint a color on stroke pointsPaint a stroke in the active color attribute layerPaint a stroke in the current vertex group's weightsPaint a stroke into the imagePaint across the weights of all selected bones, maintaining their relative influencePaint alphaPaint images in 2DPaint most on faces pointing towards the viewPaint most on faces pointing towards the view according to this anglePaint slot iconPaint surface listPaint the material with a color attributePaint using the active material base colorPaint weight in active vertex groupPaint wetness, visible in wetmap (some effects only affect wet paint)Paint with a gradientPaint with a single colorPaintCurvePaintCurveNewPaintmap LayerPaintmapsPaired OutputPalettePaletteNewPalette '%s' does not contain color givenPalette ColorPalette SplinesPalette createdPalette data-blocksPalette. Use Left Click to sample more colorsPalettesPalm Rotation AxisPanPan / Zoom Camera ViewPan AnglePan DownPan LeftPan RightPan SensitivityPan UpPan ViewPan and rotate the view with the 3D mousePan the viewPan the view downPan the view in a given directionPan the view to the leftPan the view to the rightPan the view upPan the view when the mouse is held at an edgePan the view with the 3D mousePan/zoom the camera view instead of leaving the camera view when orbitingPanelPanel "%s" not foundPanel BackgroundPanel HeaderPanel IdentifierPanel OutlinePanel RoundnessPanel TextPanel TitlePanel Title FontPanel TogglePanel already has a togglePanel containing UI elementsPanel descriptionPanel from which to add sockets to the added group input/output nodePanel is closed by default on new nodesPanel is selected in the interfacePanel namePanel that contains the itemPanel/Menu Shadow StrengthPanel/Menu Shadow WidthPanelsPanningPanorama TypePanoramicPaperParadeParagraphParallaxParallax RadiusParallax-Aware VMMParallelParallel NormalsParallel cameras with no convergenceParallel linesParallelogramParameter EditorParameter from 0 to 1 along the flareParametersParameters and Settings for the FilebrowserParameters defining how a MovieClip data-block is used by another data-blockParameters defining how an Image data-block is used by another data-blockParameters defining the image duration, offset and related settingsParameters defining the render slotParameters defining which frame of the movie clip is displayedParameters defining which layer, pass and frame of the image is displayedParameters for IK solverParameters for custom (OSL-based) camerasParameters for the iTaSC IK solverParametricParametric position along the length of the curve that Objects 'following' it should be at (position is evaluated by dividing by the 'Path Length' value)ParentParent Archive LibraryParent BoneParent IndexParent InverseParent Inverse MatrixParent Inverse TransformParent Layer GroupParent Object for hook, also recalculates and clears offsetParent ParticlesParent PathParent TagsParent TypeParent VertexParent VerticesParent WindowParent bone (in same Armature)Parent bone collection. Note that accessing this requires a scan of all the bone collections to find the parent.Parent edit bone (in same Armature)Parent index in context pathParent is not part of the interfaceParent newly created objects to the original instancerParent objectParent of this pose boneParent relative transformation matrix. Warning: Only takes into account object parenting, so e.g. in case of bone parenting you get a matrix relative to the Armature object, not to the actual parent boneParent selected objects to the selected verticesParent this node is attached toParent to undistorted position of 2D trackParent:Parenting settings for masking elementParenting:ParentsParse error in %sPart by Mesh IslandsPart of the geometry to display data fromPart of the mesh that is going to be simulated when the stroke is activePartialPartial overlay on top of the sequencer with a frame offsetParticleParticle (narrow) band width (higher value results in thicker band and more particles)Particle AmountParticle BrushParticle EditParticle Hair KeyParticle InfoParticle InstanceParticle Instance Object WeightParticle KeyParticle Life MaximumParticle LocationParticle OffsetParticle PropertiesParticle RadiusParticle RenderingParticle SettingsParticle Settings Texture SlotParticle SpecialsParticle SystemParticle System NumberParticle System that this modifier controlsParticle SystemsParticle TargetParticle ToolParticle UVParticle Update RadiusParticle VelocityParticle countParticle data-blocksParticle editing brushParticle effectors affect themselvesParticle in a particle systemParticle instance object nameParticle key for hair particle systemParticle number factor (higher value results in more particles)Particle orientation axis (does not affect Explode modifier's results)Particle physics typeParticle radius factor (higher value results in larger (meshed) particles). Needs to be adjusted after changing the mesh scale.Particle radius factor. Increase this value if the simulation appears to leak volume, decrease it if the simulation seems to gain volume.Particle rotations are affected by collisions and effectorsParticle scaleParticle select and display modeParticle settings, reusable by multiple particle systemsParticle size in simulation cellsParticle system can be edited in particle modeParticle system has been edited in particle modeParticle system has multiple point cachesParticle system in an objectParticle system instancing modifierParticle system nameParticle system settingsParticle system simulation modifierParticle systems emitted from the objectParticle target nameParticle typeParticleInstanceParticleInstance ModifierParticleSettingsParticleSettingsAxisParticleSettingsBraidParticleSettingsChildrenParticleSettingsCircleParticleSettingsCrossParticleSettingsCurlParticleSettingsEmissionParticleSettingsKinkParticleSettingsNewParticleSettingsNoneParticleSettingsNothingParticleSettingsParentsParticleSettingsParticle DisplayParticleSettingsPointParticleSettingsPowerParticleSettingsRadialParticleSettingsRenderedParticleSettingsRollParticleSettingsRotationParticleSettingsRoughnessParticleSettingsSpiralParticleSettingsWaveParticleSystemParticleSystem ModifierParticlesParticles MaximumParticles SettingsParticles and InstancingParticles die when they collide with a deflector objectParticles generated by the particle systemParticles in BoundaryParticles part of the object should be visible in the renderParticles were created by a fluid simulationParticles/FacePartingParting FactorParting MaximumParting MinimumParting not available with virtual parentsPassPass FilterPass IndexPass ThroughPass Through on Strip HandlesPass containing shadows and light which is to be multiplied into backdropPass in multilayer imagePass waves through mesh edgesPassepartoutPassepartout AlphaPassesPasses Not SupportedPasses to include in the active baking passPasses used by the denoiser to distinguish noise from shader and geometry detailPassivePassthroughPassthrough not availablePastePaste Grease Pencil points or strokes from the internal clipboard to the active layerPaste MethodPaste NormalPaste by LayerPaste contents from filePaste copies of the strokes stored on the internal clipboardPaste data-blocks from the internal clipboardPaste driver: no driver to pastePaste expected 3 numbers, formatted: '[n, n, n]'Paste expected 4 numbers, formatted: '[n, n, n, n]'Paste keyframes from mirrored bones if they existPaste keyframes from the internal clipboard for the selected channels, starting on the current framePaste keys ending at current framePaste keys from original timePaste keys relative to the Y-Position of the cursorPaste keys relative to the current frame when copyingPaste keys relative to the value of the curve under the cursorPaste keys starting at current framePaste keys with a value offsetPaste keys with the first key matching the key left of the cursorPaste keys with the last key matching the key right of the cursorPaste keys with the same value as they were copiedPaste new image from the clipboardPaste nodes from the internal clipboard to the active node treePaste normal from the internal clipboardPaste objects from the internal clipboardPaste on BackPaste onto all frames between the first and last selected key, creating new keyframes if necessaryPaste onto frames that have a selected key, potentially creating new keys on those framesPaste onto the current values only, only manipulating the animation data if auto-keying is enabledPaste selected UV verticesPaste splines from the internal clipboardPaste strips from the internal clipboardPaste text from clipboardPaste text selected elsewhere rather than copied (X11/Wayland only)Paste the Asset that was previously copied using Copy As AssetPaste the driver in the internal clipboard to the highlighted buttonPaste the internal clipboard content to the active line setPaste the material settings and nodesPaste the stored pose flipped on to current posePaste the stored pose on to the current posePaste the texture settings and nodesPaste time offset of keysPaste to ActivePaste tracks from the internal clipboardPasted %d assetsPasted %d bones, and skipped %d unselected bonesPasted all %d bonesPasted only %d of the %d copied bonesPasted only %d of the %d copied bones, and skipped %d unselected bonesPastes the matrix from the clipboard to the currently active pose bone or object. Uses world-space matricesPatchPathPath '%s' cannot be made absolutePath '%s' cannot be made absolute for %s '%s'Path '%s' cannot be made relative for %s '%s'Path '%s' not found (no known owner data-block)Path '%s' not found, from linked data-block '%s' (from library '%s')Path '%s' not found, from local data-block '%s'Path AfterPath AnimationPath BeforePath ComparePath ConstraintPath DurationPath EndPath GuidingPath Keyframe AfterPath Keyframe BeforePath LengthPath MaskPath ModePath OutputPath RelativePath SeparatorPath StartPath StepsPath conflict: %d caches set to path %sPath edit modePath from the data-block to the currently edited node treePath interpolation at this pointPath is already animatedPath is being editedPath is empty, cannot savePath of ID that is used to generate an image for the controlPath of an object inside of an Alembic archivePath of property to be set with the depthPath of property to select between the primary and secondary data pathsPath of property used to rotate the texture displayPath of property used to set the color of the controlPath of property used to set the fill color of the controlPath of property used to set the zoom level for the controlPath point is selected for editingPath relative to the directory currently displayed in the File Browser (includes the file name)Path selection requires two matching elements to be selectedPath timing is in absolute framesPath to a CSV filePath to a OBJ filePath to a OpenVDB filePath to a PLY filePath to a STL filePath to a custom animation/frame sequence playerPath to a directory with .blend files to use as an asset libraryPath to a folder to store external baked imagesPath to a setting for use in a Keying SetPath to a text filePath to an alternative start-up filePath to an image editorPath to asset library does not exist:Path to data that is viewedPath to external displacements filePath to filePath to gltfpackPath to gltfpack binaryPath to image filePath to install legacy add-on packages toPath to interface fontPath to interface monospaced FontPath to property settingPath to the .blend filePath to the archivePath to the data that is displayedPath to the data that is displayed in the spreadsheetPath to the directory where imported textures will be copiedPath to the libraryPath to the library .blend filePath to the object in the Alembic archive used to lookup geometric dataPath to the object in the Alembic archive used to lookup the transform matrixPath to the pot template filePath to the relevant po file in Blender's source repositoryPath to the relevant po file in the work repositoryPath to the saved settings filePath to the shader defining the custom cameraPath too long, cannot savePath: {!r}Path: {:s}PathsPaths ComparePaths RangePaths TypePaths of the objects inside the Alembic archivePaths:PatternPattern Area:Pattern Bounding BoxPattern CornersPattern MatchPattern ModePattern SizePattern area bounding box in normalized coordinatesPattern to use for inside of mitersPattern to use for outside of mitersPattern used to connect objectsPatternsPausePause BakePause PreviewPause all viewport preview rendersPawPeak sharpening for 'JONSWAP' and 'TMA' modelsPeanuts (Not Shelled)Peanuts (Shelled)Pen FlipPen pressure makes texture influence smallerPen tilt from backward (-1.0) to forward (+1.0)Pen tilt from left (-1.0) to right (+1.0)PentagonalPer CurvePer DimensionPer Vertex DisplacementPer component factorPer render layer number of samples override scene samplesPer-pixel number of samplesPer-vertex skin data for use with the Skin modifierPercentPercentagePercentage FactorPercentage along each curve to blend deformation from the rootPercentage of amount used for the viewportPercentage of how much the strip's colors affect other stripsPercentage of input strip lengthPercentage of maximum speedPercentage of particles to display in 3D viewPercentage of render size to add as overscan to the internal render buffersPercentage of the input strip lengthPercentage scale for render resolutionPercentage value defining target position along length of curvePerceptualPerceptually LosslessPerceptually uniform values, matching the color pickerPerform RIS sampling to guided based on the product of the incoming light distribution and the BSDFPerform a comparison operation on the two given inputsPerform a logical operation on the given boolean inputsPerform a matrix multiplication on two input matricesPerform a single slice of the domain objectPerform bitwise operations on 32-bit integersPerform both chroma keying (to remove the backdrop) and despill (to correct color cast from the backdrop)Perform chromatic adaption from a different white pointPerform denoising on GPU devices configured in the system tab in the user preferences. This is significantly faster than on CPU, but requires additional GPU memory. When large scenes need more GPU memory, this option can be disabledPerform external operation on a file or folderPerform fuzzy/multi-word matching. Warning: May be slowPerform level adjustments on each color channel of an imagePerform math operationsPerform operations separately for each geometry element (e.g. vertices, edges, etc.)Perform the current execute action for the file under the cursor (e.g. open the file)Perform various math operations on the given integer inputsPerform vector math operationPerformancePerformance PresetsPeriodPeriod of WavePeriod of the noisePerlin Noise 1DPerlin Noise 2DPermanent deformPermanently allow execution of scriptsPermanently delete brush asset blend file. This cannot be undone.Permanently delete brush. This cannot be undone.Permanently delete pose asset blend file? This cannot be undone.Permanently hidden collections:PermeabilityPermissionsPersian - ﯽﺳﺭﺎﻓPersistentPersistent DataPersistent Data PathPersistent IDPersistent IdentifierPersistent UIDPersistent data associated with a spreadsheet columnPersistent data associated with a tablePersistent data for the tables shown in this spreadsheet editorPersistent identifier for inter-frame matching of objects with motion blurPersonal access token, may be required by some repositoriesPerspectivePerspective Camera focal length value in millimetersPerspective MatrixPerspective camera focal lengthPgDownPgUpPhasePhase MultiplePhase OffsetPhase Shift of WavePhase function for the scattered lightPhase of the sinus displacementPhiPhysic simulation for clothPhysical ConductorPhysical PropertiesPhysical light sourcesPhysical model for simulating bending forcesPhysically-based glTF lighting units (cd, lx, nt)Physically-based, easy-to-use shader for rendering hair and furPhysically-based, easy-to-use shader for rendering surface materials, based on the OpenPBR modelPhysicsPhysics PropertiesPhysics TypePhysics simulation for fluids, like water, oil and smokePickPick InstancePick Instance is on, but there is no instances to pick from. Falling back to use input as instance.Pick RandomPick a property to use as a driver targetPick objects from collection randomlyPicked bone does not belong to the already chosen armaturePicking a bone failedPicometersPicturesPie MenuPie Menu ColorsPie Menu on DragPie MenusPie menu button held longer than this will dismiss menu on release (in 1/100ths of sec)Pie menu size in pixelsPie menus will use the initial mouse position as center for this amount of time (in 1/100ths of sec)PinPin (vertex target position) spring stiffnessPin BoundariesPin GizmoPin Goal StrengthPin GroupPin IDPin MaterialPin MethodPin ModePin ScenePin Simulation BoundaryPin StiffnessPin Vertex GroupPin at ParameterPin each curve at a certain point for the operationPin in Graph EditorPin the mode to the brushPin to LastPinchPinch UVsPing PongPingpong ModePinnedPinned armature is not active in the 3D viewportPinned islands are locked in placePinned islands will translate onlyPinned islands won't rescalePinned islands won't rotatePinned vertices can be selected in Vertex Mode onlyPipelinePistonPitchPitch factor for Doppler effect calculationPivotPivot AxisPivot ConstraintPivot ControlPivot OffsetPivot PointPivot XPivot YPivot around active objectPivot around bounding box center of selected object(s)Pivot around each object's own originPivot around each selected island's own median pointPivot around the 2D cursorPivot around the 3D cursorPivot around the median point of selected objectsPivot center for rotation/scalingPivot in terms of the stroke point parameter u (0 <= u <= 1)Pivot location is at the active object positionPivot location is at the selected object positionPivot location is between the constrained rigid bodiesPivot of scaling and rotation operationsPixelPixel ArtPixel AspectPixel Aspect RatioPixel Aspect XPixel Aspect YPixel CoordinatesPixel DensityPixel Density PresetsPixel FilterPixel SizePixel aspect ratioPixel filter typePixel filter widthPixel sizePixel size for viewport renderingPixel size scaled by scene percentagePixelatePixelate EffectPixelate effectPixelate imagePixelsPixels are considered in the blur area if the average difference between their determinator and the determinator of the center pixel is less than this thresholdPixels are considered part of the edges if more than 10% of the neighbouring pixels have matte values that differ from the pixel's matte value by this tolerancePixels are despeckled only if the number of pixels in their neighborhood that are different exceed this ratio threshold relative to the total number of neighbors. Neighbors are considered different if they exceed the color threshold inputPixels are despeckled only if their color difference from the average color of their neighbors exceeds this thresholdPixels moved by mouse per axis when drawing strokePixels per Blender UnitPixels per InchPixels whose luminance values higher than this maximum are not keyedPixels whose luminance values lower than this minimum are keyedPixels/CentimeterPixels/InchPixels/MeterPixels/{:s}Place MarkerPlace Next Stroke VertexPlace cursorPlace markers across the whole framePlace markers only inside areas outlined with the Annotation toolPlace markers only outside areas outlined with the Annotation toolPlace new marker at specified locationPlace new marker at the desired (clicked) positionPlace the Mix node at the same height as the lowest nodePlace the Mix node between the two nodesPlace the cursor on the midpoint of selected keyframesPlace the cursor value on the average value of selected keyframesPlace the cursor without 'jumping' to the new location (when lock-to-cursor is used)Place vertices at the surface that would be produced with infinite levels of subdivision (smoothest possible shape)PlaceholderPlaceholdersPlacementPlacement for detected featuresPlainPlain AxesPlain chainingPlanarPlanar ProbePlanePlane AlphaPlane AnglePlane AxisPlane NormalPlane OffsetPlane Offset PressurePlane PointPlane TrackPlane Track DeformPlane Track Image SpecialsPlane TracksPlane TrimPlane for projected strokePlane to be used for orientationPlane track '%s' is not found in the tracking object %sPlane track is selectedPlane warp transformation using explicit corner valuesPlasterPlasticPlasticityPlayPlay AudioPlay Every FramePlay InPlay ModePlay animationPlay at normal speed regardless of scene FPSPlay audio from Sequence Editor while scrubbingPlay back of audio from Sequence Editor, otherwise mute audioPlay back rendered frames/movies using an external playerPlay in ReversePlay this filePlaybackPlayback ControlsPlayback Frame Rate (FPS)Playback OnlyPlayback ScalePlayback panning of the sound (only for Mono sources)Playback pitch of the soundPlayback volume of the soundPlayerPlayheadPlayhead OffsetPlease Create a Variant FirstPlease disable/enable 'action filter' to refresh the listPlease edit the preferences of the UI Translate add-onPlease enable Online Access from the System settings.Please file a bug report.Please select at least one imagePlease select only 1 frame to resetPlease select two stripsPluralSharpPointPoint 1Point 2Point 3Point 4Point CachePoint Cache ListPoint CachesPoint CloudPoint Cloud from Mesh objectsPoint Cloud: {} pointsPoint CloudsPoint CountPoint Curve IndexPoint DensityPoint Group IDPoint IndexPoint Index in CurvePoint InfoPoint LightPoint TrackPoint UpPoint cache for physics simulationsPoint cache must be bakedPoint cloud component containing only point dataPoint cloud data-blockPoint cloud data-blocksPoint cloud object does not support this set origin operationPoint cloud or mesh to merge points ofPoint clouds only support a single material; selection input cannot be a fieldPoint coordinatesPoint in a point cloudPoint in a shape keyPoint in a shape key for Bézier curvesPoint in a shape key for curvesPoint in the lattice gridPoint is not found in given splinePoint of CurvePoint of a curve used for a curve mappingPoint of a path used to define a profilePoint on source that will snap to targetPoint select modePoint selectedPoint selected custom normals to specified TargetPoint to rotate aroundPoint toward target by taking the shortest rotation pathPoint toward the target along the track axis, while locking the other axisPoint towards a target by performing the smallest rotation necessaryPoint-sample a color bandPoint:PointCloudPointCloudNewPointerPointer from path image_id is not an IDPointinessPointsPoints (Unsupported)Points UPoints VPoints defining featherPoints grid, currently unsupported by volume objectsPoints in U direction (cannot be changed when there are shape keys)Points in V direction (cannot be changed when there are shape keys)Points in W direction (cannot be changed when there are shape keys)Points of CurvePoints of the latticePoints per CurvePoints that are converted to vertices in a meshPoints to CurvesPoints to SDF GridPoints to VerticesPoints to VolumePoints to compute the convex hull ofPoints to generate curves fromPoints to instance onPoints to modify the positions ofPoints to set the radius ofPoints which are converted to a volumePoints whose volume is converted to a signed distance field gridPoints:%sPoints:%s/%sPoisson DiskPoisson ratio for elastic deformation. Higher values preserve volume more, but also lead to more bulging.Poke CenterPoke OffsetPoke face center calculationPolar 0 is XPolar 0 is YPolar ZXPolar ZYPolePole AnglePole CountPole Merge Angle StartPole Merge End AnglePole Merge Start AnglePole Sub-TargetPole TargetPole axis for rotationPole rotation offsetPolish - PolskiPolyPoly Build Face at CursorPoly Build Split at CursorPoly Build Transform at CursorPoly Data TypesPolygonPolygon AreaPolygon CenterPolygon NormalPolygon NormalsPolygon in a Mesh data-blockPolygonalizationPolygonizationPolygonization resolution in renderingPolygonization resolution in the 3D viewportPolygonsPolygons of the meshPolylinePolynomialPolynomial OrderPolystyrenePop-up a search for a menu in current contextPop-up a search over all available operators in current contextPop-up a search over all menus in the current contextPortalPortal DepthPortion of items to select randomlyPortuguese (Brazil) - Português brasileiroPortuguese (Portugal) - Português europeuPosPosePose Asset copied, use Paste As New Asset in any Asset Browser to pastePose BonePose Bone ColorPose BonesPose Head PositionPose IK SegmentsPose LibraryPose Library based on the asset system.Pose Location OffsetPose MarkersPose MatrixPose ModePose NamePose OptionsPose Origin OffsetPose PositionPose Rotation OffsetPose SpacePose Tail PositionPose assets can only be modified from Pose ModePose lib is only for armatures in pose modePoseBone ConstraintsPositionPosition 1Position 2Position FactorPosition FieldPosition ModePosition QuantizationPosition Quantization BitsPosition XPosition along pathPosition and OutlinePosition of bundle reconstructed from this trackPosition of mask stencil in viewportPosition of retiming key in timelinePosition of stencil in viewportPosition of the end control point of the curvePosition of the end handle used to define the shape of the curve. In Offset mode, relative to End pointPosition of the first control pointPosition of the first vertexPosition of the item in its parent panelPosition of the last control pointPosition of the middle control pointPosition of the middle control, disabled if zeroPosition of the mouse used for "Surface" and "Active Vertex" modePosition of the root point of a curvePosition of the second control pointPosition of the slicePosition of the start control point of the curvePosition of the start handle used to define the shape of the curve. In Offset mode, relative to Start pointPosition of the tip point of a curvePosition of the torso control and pivot pointPosition of the wave along the Bands Direction. This can be used as an input for more control over the distortionPosition the scene camera at the selected landmarkPosition to jump toPosition, Outline, and IntensityPosition:PositionalPositional TrackingPositivePositive AxisPositive SidesPositive X axisPositive Y axisPositive Z axisPositive mesh smootheningPossible data loss when saving this file! %s modifier is deprecated (Object: %s)Post ProcessingPost Substep ProcessPost-ProcessingPosterizePostpone running until tool operator run (when used with a tool)PostprocessPotential RadiusPoundsPowerPower ModePrecisionPrecision ModePrecision angle used for rotation increments in 2D editorsPrecision angle used for rotation increments in 3D editorsPrecision modePrecision of convergence in case of reiterationPrecision of stroke sampling. Low values mean a more precise result, and zero disables samplingPrecision of the fast GI ray marchingPrecision of the screen space ray-tracingPredefined inertial transitions, useful for motion graphics (from least to most "dramatic")Predefined node colorPredefined track colorPredefined tracking camera intrinsicsPredefined tracking settingsPredictPredict target movementPreethamPreetham 1999 (Legacy)Prefer DEF parentingPrefer sliding along edges to even widthsPrefer sliding along edges to having even widthsPreferencesPreferences3D ViewPreferencesAccessibilityPreferencesAdd CurvePreferencesAdd MeshPreferencesAllPreferencesAnimationPreferencesBakePreferencesCameraPreferencesColorfulPreferencesCompositingPreferencesCorePreferencesDarkPreferencesDevelopmentPreferencesExtensionPreferencesFeedbackPreferencesGame EnginePreferencesGeometry NodesPreferencesGrease PencilPreferencesHigh ContrastPreferencesImport-ExportPreferencesInspired ByPreferencesLegacy (Other)PreferencesLegacy (User)PreferencesLightPreferencesLightingPreferencesMaterialPreferencesMeshPreferencesModelingPreferencesNodePreferencesObjectPreferencesPaintPreferencesPhysicsPreferencesPipelinePreferencesPrintPreferencesRenderPreferencesRiggingPreferencesScenePreferencesSculptPreferencesSequencerPreferencesSystemPreferencesText EditorPreferencesTrackingPreferencesTranslatePreferencesUVPreferencesUser InterfacePreferences Display TypePreferences NavigationPreferences have changedPreferences related to viewing dataPreferences savedPreferences that work only for appsPreferred device to select during detection (requires restarting Blender for changes to take effect)Prefers to connect background componentsPrefers to connect foreground componentsPrefers to connect the color that occurs least frequently in the local neighborhood of the current positionPrefers to connect the color that occurs most frequently in the local neighborhood of the current positionPrefetch FramesPrefetch frames from disk for faster playback/trackingPrefetching...PrefilterPrefilter noisy guiding (albedo and normal) passes to improve denoising quality when using OpenImageDenoisePrefilter noisy guiding passes before denoising color. Improves quality when guiding passes are noisy using extra processing timePrefilter noisy guiding passes before denoising image. Improves quality when guiding passes are noisy using extra processing time.PrefixPremultipliedPremultiply AlphaPrepare Extra AnimationsPrepare Unused TexturesPrepare scene for compositing 3D objects into this footagePrepassPreprocessPreselected mode when using this brushPreservePreserve AttributesPreserve ColorsPreserve DetailsPreserve LengthPreserve Mesh BoundaryPreserve PitchPreserve PreviousPreserve Previous MaskPreserve SeamsPreserve SharpPreserve UTF-8 encoded characters when writing USD prim and property names (requires software utilizing USD 24.03 or greater when opening the resulting files)Preserve Vocal FormantsPreserve VolumePreserve contour lines while filteringPreserve corners that have sharper angle than this thresholdPreserve each curve's length during deformationPreserve file paths of textures from already imported USD files. Export remaining textures to a 'textures' folder next to the USD filePreserve island alignmentPreserve island orderPreserve seams along beveled edgesPreserve sharp edges along beveled edgesPreserve the length of the curves on a segment basisPreserve the previous mask and add or subtract the new one generated by the colorsPreserve the previous state of the target dataPreserve the world transform throughout parentingPreserve volume when rotations are usedPreserves the existing geometry along the cut planePresetPreset NamePreset configs for external animation playersPreset viewpoint to usePresetsPressPress 'Enter' to sample outside of a Blender windowPress + and -, or scroll wheel to set blendingPress ReleasePress a keyPress causes immediate activation, preventing click being passed to the toolPresses active buttonPressurePressure Jitter MappingPressure MaskingPressure RandomnessPressure ScalePressure Size MappingPressure Strength MappingPressure Vertex GroupPressure field of the fluid domainPrevent changes to settings to re-run the operator, handy to change several things at once with heavy geometryPrevent changes to viewer elevationPrevent changes to viewer locationPrevent changes to viewer rotationPrevent changes to viewer scalePrevent changes to viewer up orientationPrevent feather from self-intersectionsPrevent flipping UV's, flipping may lower distortion depending on the position of pinsPrevent marker editingPrevent vertices from going through the mirror during transformPrevents flipping UVsPrevents the user from modifying that override operation (NOT USED)PreviewPreview BackgroundPreview During TransformPreview Overlay SettingsPreview OverlaysPreview QualityPreview RangePreview Range End FramePreview Range Start FramePreview ResolutionPreview ShapePreview SizePreview SnappingPreview WorldPreview ZoomPreview all channels less than or equal to this value. 0 shows every channel, and negative values climb that many meta-strip levels if applicable, showing every channel there.Preview image and iconPreview image and icon of this data-block (always None if not supported for this type of data)Preview materials using predefined environment lightsPreview shape used by the node previewsPreview the final scene using the active render enginePreview the scrape planes in the cursor during the strokePreview this filePreviewsPreviews clear process failed for file '{:s}'!Previews generation process failed for file '{:s}'!PreviousPrevious Angular VelocityPrevious CharacterPrevious Edge IndexPrevious FailedPrevious KeyframePrevious LinePrevious NodePrevious PagePrevious Particle LocationPrevious Particle VelocityPrevious RotationPrevious WordPrevious blend type/operationPrevious framePrevious or SelectionPrewittPrimaryPrimary AxisPrimary Bone AxisPrimary ColorPrimary Control LayersPrimary Data PathPrimary Rotation AxisPrimary color of checkerboard pattern indicating transparent areasPrimary path of property to be set by the radial controlPrimary rotation axis:PrimitivePrimitive BooleanPrimitive FloatPrimitive IntPrimitivesPrimvar '%s' (interpolation %s, type %s) cannot be converted to BlenderPrincipal PointPrincipledPrincipled BSDFPrincipled Hair BSDFPrincipled VolumePrincipled shaderPrintPrint Performance to ConsolePrint a message when the terminal initializesPrint memory statistics to the consolePrint this filePrioritize Active ColorPrioritize consistency for dynamic pitch changesPrioritize high-quality pitch processingPrioritize speed over audio qualityPriorityProResProRes 422ProRes 422 HQProRes 422 LTProRes 422 ProxyProRes 4444ProRes 4444 XQProRes ProfileProbabilistically terminate light samples when the light contribution is below this threshold (more noise but faster rendering). Zero disables the test and never ignores lightsProbabilityProbability density per color channel of an out-scattering event occurring per unit distanceProbability density per color channel that light is absorbed per unit distance traveled in the mediumProbeProbe clip end, beyond which objects will not appear in reflectionsProbe clip start, below which objects will not appear in reflectionsProblem baking object "%s"Problem saving baked map in "%s"Problem saving the bake map internally for object "%s"Procedural - color texture based on trigonometric functionsProcedural - create a cloud-like fractal noise textureProcedural - create a fractal noise textureProcedural - create a ramp textureProcedural - create cell-like patterns based on Worley noiseProcedural - highly flexible fractal noise textureProcedural - marble-like noise texture with wave generated bandsProcedural - noise texture distorted by two noise algorithmsProcedural - random noise, gives a different result every time, for every frame, for every pixelProcedural - wave generated bands or rings, with optional noiseProcedural color blending textureProcedural distorted noise textureProcedural musgrave textureProcedural noise textureProcedural voronoi textureProcess bone propertiesProcess data propertiesProcess drip effect (drip wet paint to gravity direction)Process shrink effect (shrink paint areas)Process spread effect (spread wet paint around surface)Process the render (and composited) result through the video sequence editor pipeline, if sequencer strips existProcess the render result through the compositing pipeline, if a compositing node group is assigned to the sceneProduce a blending factor depending on the angle between the surface normal and the view direction using Fresnel equations. Typically used for mixing reflections at grazing anglesProduce a blending factor depending on the angle between the surface normal and the view direction. Typically used for layering shaders with the Mix Shader nodeProduce a blueprint using circular, elliptic, and square contour strokesProduce a matte that isolates foreground content by comparing it with a reference background imageProduces fewer poles and a better topology flowProfileProfile CurveProfile FactorProfile GeometryProfile InputProfile ModeProfile ObjectProfile Path editor used to build a profile pathProfile PointProfile ResolutionProfile ShapeProfile TypeProfile control pointsProgramProgramming error: missing clear transform function or keying set nameProgressProgress BarProgress Bar Widget ColorsProgressionProjectProject A onto BProject AxisProject DistanceProject Individual ElementsProject LimitProject ModeProject Onto SelectedProject OppositeProject PointProject a point using a matrix, using location, rotation, scale, and perspective divideProject an edited render from the active camera back onto the objectProject contour lines using a light source objectProject edited image back onto the objectProject in both specified and opposite directionsProject onto the surfaceProject strokes to plane locked to XProject strokes to plane locked to YProject strokes to plane locked to ZProject the UV map coordinates from the negative Z axis of another objectProject the UV vertices of the mesh as seen in current 3D viewProject the UV vertices of the mesh over the curved surface of a sphereProject the UV vertices of the mesh over the curved wall of a cylinderProject the UV vertices of the mesh over the six faces of a cubeProject the extracted mesh into the original sculptProject the geometry onto a plane defined by a lineProject the shape onto another objectProject the strokes only onto selected objectsProject to SculptProjectedProjected (2D)Projected Edge InterpolatedProjected Face InterpolatedProjected XProjected YProjected from ViewProjectionProjection BlendProjection MatrixProjection ModeProjection TypeProjection XProjection from an orthographic photo of a mirror ballProjection of the input imageProjection onto a virtual cylinder from its center, similar as a rotating panoramic cameraProjection unwraps the selected faces of mesh objectsProjectorsProjects the mesh to preserve the volume and details of the original meshPromptPrompt for confirmationProp:PropagatePropagate ScalePropagate To ControlsPropagate TwistPropagate every info, error, and warning message upstreamPropagate instance attributes to the point domain rather than the curve domain. This property exists for compatibility with 5.0 and earlier.Propagate only error and warning messages upstreamPropagate only error messages upstreamPropagate pose to all keyframes between current frame and 'Frame' propertyPropagate pose to all keyframes from current frame until no more are foundPropagate pose to all keyframes occurring on frames with Scene Markers after the current framePropagate pose to all selected keyframesPropagate pose to first keyframe following the current frame onlyPropagate pose to the last keyframe only (i.e. making action cyclic)Propagate scale from main controls throughout the chainPropagate twist from main controls throughout the chainPropagate:Propagation StepsPropertiesProperties SpaceProperties acting as inputs for this driverProperties and SidebarsProperties associated with the configured exporterProperties from override data cannot be editedProperties of image and texture painting modeProperties of paint modeProperties of particle editing modeProperties of the UDIM tileProperties of vertex and weight paint modeProperties space dataProperties to set when the operator is calledPropertyProperty '%s.%s' not foundProperty DefinitionProperty EditProperty EditorsProperty Icon BackgroundProperty Icon ForegroundProperty NameProperty WeightsProperty added to Keying Set: '%s'Property cannot be both boolean and floatProperty data_path editProperty from path '%s' has length %d instead of %dProperty from path '%s' is not a floatProperty has been dynamically created at runtimeProperty is a filename, filepath or directory outputProperty is a path which supports the "//" prefix, signifying the location as relative to the ".blend" file's directoryProperty is a path which supports the "{variable_name}" variable expression syntax, which substitutes the value of the referenced variable in place of the expressionProperty is animatable through RNAProperty is editable from linked instances (changes not saved)Property is editable through RNAProperty is not editableProperty is not editable: %sProperty is optionally registered as part of type registrationProperty is overridable through RNAProperty is registered as part of type registrationProperty must be a none, distance, factor, percentage, angle, or pixelProperty must be an integer or a floatProperty name (as a string)Property name editProperty named '%s' not foundProperty removed from keying setProperty that stores arbitrary, user defined propertiesProperty type does not match input socket "(%s)"Property value not in enumerationProportion of original image source pixel lines to sampleProportional EditingProportional Editing ActionsProportional Editing F-CurvesProportional Editing FalloffProportional Editing ObjectsProportional Editing using connected geometry onlyProportional Editing using screen space locationsProportional SizeProportional edit modeProportional editing in F-Curve editorProportional editing in action editorProportional editing mask modeProportional editing object modeProtectProtect color from further editing and/or frame changesProtect layer from further editing and/or frame changesProtect the shape key from accidental sculpting and editingProtect tree node from editingProtected from overridePrototypesProvide a True/False value that can be connected to other nodes in the treeProvide a custom group ID for each layer and all layers with the same ID will be merged into oneProvide a rotation value that can be connected to other nodes in the treeProvide a selection based on the handle types of Bézier control pointsProvide a selection for an arbitrary number of endpoints in each splineProvide a selection of faces that use the specified materialProvide a string value that can be connected to other nodes in the treeProvide a vector value that can be connected to other nodes in the treeProvide an integer value that can be connected to other nodes in the treeProvide information about motion tracking points, such as x and y valuesProvide separate location, rotation and scaleProxies have been removed from Blender (%d proxies were automatically converted to library overrides, %d proxies could not be converted and were cleared). Consider re-saving any library .blend file with the newest Blender versionProximityProximity DistanceProximity GeometryProximity ModeProximity falloff is applied inside the volumeProximity falloff typeProxyProxy Custom DirectoryProxy Custom FileProxy DirectoryProxy Render SizeProxy SettingsProxy SetupProxy SizeProxy is not enabled for %s, skippingProxy lost from object %s lib %sProxy lost from object %s lib Proxy parameters for a movie clipProxy parameters for a sequence stripProxy/TimecodePrune GridPuff ModePuff VolumePullPull points towards the midpoint of the brushPulldownPulldown Widget ColorsPulls loose edges togetherPulls the cloth to the cursor's start positionPulse Code Modulation (RAW)PunchyPunctual LightsPure RandomPurge Unused Data from This FilePushPush OutPush PosePush action down on to the NLA stack as a new stripPush action down onto the top of the NLA stack as a new stripPush an undo step after each use of the gizmoPush secondary particles that left the domain back into the domainPush the shadow terminator towards the light to hide artifacts on low poly geometryPush/PullPush/Pull selected itemsPush/Pull: %.4f%s %sPush/Pull: %s%s %sPut in BackgroundPut new objects on the active collectionPut pasted objects in the active collectionPut the contents of a meta-strip back in the sequencerPxr24 (lossy)PythonPython API ReferencePython ConsolePython ScriptingPython Scripts DirectoriesPython Scripts DirectoryPython TooltipsPython add-ons to be loaded automaticallyPython consoleLanguagePython disabled in this buildPython evaluation failed: Python evaluation failed: {:s}Python expression to be evaluated as the initial node settingPython restricted for securityPython script to define a style modulePython value for unsupported custom property typesPython: {}Python: {}.{}QuadQuad Corner TypeQuad MethodQuad SplitQuad ViewQuad View RegionsQuad-buffer not supported by the systemQuad-buffer window successfully createdQuadraticQuadratic BézierQuadratic DragQuadratic SphereQuadratic easingQuadriFlow Remesh the Selected MeshQuadriFlow: Remeshing canceledQuadriFlow: Remeshing completedQuadriFlow: Remeshing failedQuadriFlow: The mesh needs to be manifold and have face normals that point in a consistent directionQuadrilateralQualityQuality StepsQuality for image formats that support lossy compressionQuality of JPEG exportQuality of anisotropic filteringQuality of image exportQuality of proxies to buildQuality of the packing. Higher values will be slower but waste less spaceQuality of the pitch shiftingQuality of the simulation in steps per frame (higher is better quality but slower)Quality options for the raytracing pipelineQuantitative InvisibilityQuantity of soot in the fluidQuantization bits for color values (0 = no quantization)Quantization bits for generic values like weights or joints (0 = no quantization)Quantization bits for normal values (0 = no quantization)Quantization bits for position values (0 = no quantization)Quantization bits for texture coordinate values (0 = no quantization)Quantize PositionQuarterQuartic easingQuaternionQuaternion (WXYZ)Quaternion AttributeQuaternion Attribute ValueQuaternion RotationQuaternion data type, affects rotationQuaternion rotationQuaternion rotation (affects NLA blending)Quaternion to RotationQuery to insert into the search boxQueue SizeQuick EffectsQuick FavoritesQuick SetupQuickTimeQuickTime AnimationQuickly set up Line Art for the active collectionQuickly set up Line Art for the active objectQuickly set up Line Art for the entire sceneQuintic easingQuit BlenderRR/D PhotoreceptorRED Dragon 5KRED Dragon 6KRED Helium 8KRED Monstro 8KRGBRGB (Red, Green, Blue) color spaceRGB CurvesRGB Limit ChannelRGB ParadeRGB channels in transparent pixels are multiplied by the alpha channelRGB channels in transparent pixels are unaffected by the alpha channelRGB color spaceRGB curves modifier for sequence stripRGB to BWRGB to XYZRGB valuesRGBARGBA color 32-bit floating-point valuesRGBA color in sRGB color spaceRGBA color in scene linear color spaceRGBA color socket of a nodeRGBA color with 32-bit floating-point valuesRGBA color with 8-bit positive integer valuesRK4RLERMBRNA Array IndexRNA PathRNA Path (from ID-block) to property usedRNA Path to property affected by F-CurveRNA collections of IDs only, the reference to the item also uses the ID pointer itself, not only its nameRNA path leading to that property, from owning IDRNA property definitionRNA type used for pointers to any possible dataRNA wrapped booleanRNA wrapped floatRNA wrapped intRNA wrapped stringRVRadialRadial DistortionRadial Falloff PowerRadial RoughnessRadial Symmetry CountRadial TilingRadial distortion model which fits common camerasRadial falloff power (real gravitational falloff = 2)Radial field toward the center of objectRadial tangent around the X, Y or Z axisRadially distorts the image to create a barrel or a Pincushion distortionRadiance HDR (.hdr)RadiansRadians: {}Radio ButtonsRadio Widget ColorsRadiusRadius (Parent)Radius - Length of the vectorRadius 1Radius 2Radius BottomRadius FalloffRadius HeadRadius InterpolationRadius MaxRadius MinRadius OffsetRadius ScaleRadius ScalingRadius TopRadius X:Radius Y:Radius change to apply to current strokesRadius for bevelingRadius from the origin to the center of the cross sectionsRadius in grid sample to search valid grid samples to copy into invalid grid samplesRadius in which the duplicate curves are offset from the guidesRadius of boids personal space in air (% of particle size)Radius of boids personal space on land (% of particle size)Radius of children around parentRadius of curve control pointsRadius of eraser 'brush'Radius of glow effectRadius of head of bone (for Envelope deform only)Radius of kernel used for soften and sharpen in pixelsRadius of limiting sphereRadius of newly added curves when it is not interpolated from other curvesRadius of tail of bone (for Envelope deform only)Radius of the bevel geometry, not including extrusionRadius of the bottom circle of the coneRadius of the brush in pixelsRadius of the inner circle; can be larger than outer radiusRadius of the outer circle; can be smaller than inner radiusRadius of the rollsRadius of the skinRadius of the sphere or cylinderRadius of the top circle of the coneRadius of the torus's cross sectionRadius of the virtual cylinderRadius that will be painted solidRadius to applyRadius to compute position update for each particle (higher values are slower but particles move less chaotic)Radius to compute potential for each cell (higher values are slower but create smoother potential grids)Radius to select neighbors for blendingRadius to use when the maximum pressure is applied (or when a tablet isn't used)Radius used for calculating area normal on initial click, in percentage of brush radiusRadius:Raise the target's scale to the specified powerRakeRampRandomRandom AngleRandom BackboneRandom Bending StiffnessRandom CenterRandom Child SizeRandom ColorRandom CurveRandom DampingRandom End FactorRandom FrictionRandom LengthRandom MaskRandom Noise OffsetRandom OffsetRandom OrderRandom OrientationRandom Per IslandRandom PhaseRandom PositionRandom RadiusRandom RotationRandom RoughnessRandom SeedRandom Seed for the operationRandom SettingsRandom SizeRandom Start FactorRandom ValueRandom WalkRandom Walk (Skin)Random brush settingsRandom factor for auto-generated UV rotationRandom factor to modify original hueRandom factor to modify original saturationRandom factor to modify original valueRandom falloffRandom id for this instance, typically for randomized shadingRandom offset of noise texture for each curveRandom offset to the rotation angle per curveRandom per Face SetRandom per Loose PartRandom per VertexRandom rotations resulting in uniformly distributed directions. Rotation around the Z axis is fully random.Random sampling pattern used by the integratorRandom seedRandom seed for the operationRandom seed to use with the solver. Different seeds will cause the remesher to come up with different quad layouts on the meshRandom stiffness of hairsRandom variation of dampingRandom variation of frictionRandom variation of the amplitudeRandom variation of the orientationRandom variation to the size of the child particlesRandom vector for each curveRandomizeRandomize AmplitudeRandomize AxisRandomize ColorRandomize FlippingRandomize LocationRandomize OffsetRandomize PhaseRandomize RotationRandomize ScaleRandomize Scale AxesRandomize SeedRandomize SizeRandomize TransformsRandomize delta transform values instead of regular transformRandomize every number of framesRandomize existing selection or create new random selectionRandomize instance transforms in their individual local spaceRandomize objects location, rotation, and scaleRandomize on keyframes onlyRandomize order of selected elementsRandomize particle orientationRandomize position along pathRandomize rotation around pathRandomize rotation around the chosen orientation axisRandomize stroke offsetRandomize the UV island's location, rotation, and scaleRandomize the faces or edges during buildRandomize the location valuesRandomize the order of geometry elements (e.g. vertices or edges) after some operations where there are no guarantees about the order. This avoids accidentally depending on something that may change in the futureRandomize the rotation valueRandomize the rotation valuesRandomize the scale valuesRandomize the transformation of instancesRandomize transforms between all copiesRandomize transforms between all scattered instancesRandomize vertex positionsRandomize verticesRandomizes existing selection or create new random selectionRandomly select UVW control pointsRandomly select metaball elementsRandomly select some control pointsRandomly select verticesRandomnessRandomness factor for particle samplingRandomness factor for pressure in new strokesRandomness factor strength in new strokesRandomness of the backbone stretchingRandomness of the centerRandomness of the radiusRangeRange MaxRange MinRange SelectRange highlighting for flags is not available!RateRate control: buffer size (kb)Rate control: max rate (kbit/s)Rate control: min rate (kbit/s)RatioRatio between the brush radius and the radius that is going to be used to sample the area centerRatio between the brush radius and the radius that is going to be used to sample the color to blend in wet paintRatio between the brush radius and the radius that is going to be used to sample the normalRatio between the min and max fly speedRatio between the min and max turn speedRatio of brick's row height relative to the texture scaleRatio of brick's width relative to the texture scaleRatio of front-facing surface hits under which a grid sample will not be considered for lightingRatio of front-facing surface hits under which a grid sample will reuse neighbors grid sample lightingRatio of samples in a cycle that the brush is enabledRatio of spherized normal to original normalRatio of triangles to reduce to (collapse only)RawRaw (Deprecated)Raw CacheRaw Cache SizeRaw ImagesRaw data (bytes, exact content of the embedded file)Raw file format (.raw)Raw input pressure value that is interpreted as 100% by BlenderRay CountRay DepthRay DirectionRay LengthRay Line WidthRay Portal BSDFRay RadiusRay VisibilityRay direction to use for projection (if brush object is located in that direction it's painted)RaycastRayleighRayleigh phase function, mostly used for particles smaller than the wavelength of light, such as scattering of sunlight in earth's atmosphereRaysRaytrace Max RoughnessRaytrace TransmissionRaytrace against the depth buffer. Fallback to light probes for invalid rays.Raytraced TransmissionRaytracingRaytracing PresetsRe-Use Local DataRe-attach curves to a deformed surface using the existing attachment information. This only works when the topology of the surface mesh has not changedRe-sample the stroke with segments of the specified lengthRe-sampled Importance SamplingReact OnReact multiple timesReaction SpeedReactorReactor Target ObjectReactor Target Particle SystemReadRead DataRead OnlyRead USD Primvars as mesh attributesRead about what's new in this version of BlenderRead all render layers of all used scenesRead all the current scene's view layers from cache, as neededRead cache from an external locationRead library: '%s', '%s', parent '%s'Read mesh UV coordinatesRead mesh color attributesRead only area of this faceRead packed library: '%s', parent '%s'Read volume data attributes from volume gridsRead-Only VectorRead-only IntegerRead-only external reference to a linked data-block and its library fileRead-only flag that indicates there is at least one bone collection marked as 'solo'Read-only indications of supported operationsRead-only indications of which brush operations are supported by the current sculpt toolRead-only repository provided by the systemReading render result: dimensions don't match, expected %dx%dReading render result: expected channel "%s.%s" not foundReading render result: expected channel "%s.%s" or "%s" not foundReads attachment information regarding a surface meshReads information about each curveReads information about each curve's root pointReads information about each curve's tip pointReads information each point's previous curve segmentReal part of the conductor's refractive index, often called nRealize AllRealize InstancesRealize all levels of nested instances for a top-level instances. Overrides the value of the Depth inputRealize to Point DomainRealized curves data has too many elements.Realized data in input geometry is ignoredRealized geometry is not used when pick instances is trueRealized grease pencil has too many layers.Realized mesh has too many elements.Realized point cloud has too many points.RealtimeRealtime UpdatesReapply and update the preset, removing changesRearrange geometry elements, changing their indicesRearrange selected animation channelsRearrange some faces to try to get less degenerated geometryReassign the inputs for the effect stripRebuild SubdivisionsRebuild a lower subdivision level of the current base meshRebuild all selected proxies and timecode indicesRebuild all selected proxies and timecode indices in the backgroundRebuild the selected local overrides from their linked references, as well as their hierarchies of dependenciesRebuild the selected local overrides from their linked references, as well as their hierarchies of dependencies, enforcing these hierarchies to match the linked data (i.e. ignoring existing overrides on data-blocks pointer properties)Rebuilds all possible subdivisions levels to generate a lower resolution base meshRec RunRec.1886Rec.2020Rec.2100-HLGRec.2100-HLG 1000 nits peak display with reference white at 100 nitsRec.2100-PQRec.2100-PQ 10000 nits peak display with reference white at 100 nitsRecalculate all visible motion paths for objects and posesRecalculate and clear offset transformationRecalculate animation data on selected points for frames selected in the dopesheetRecalculate handle lengthRecalculate motion paths for selected objectsRecalculate paths for bones that already have themRecalculate the direction of selected handlesRecalculate the sculpt BVH to improve performanceRecastReceive Shadow CausticsReceive approximate caustics from refractive materials in shadows on this object. Lights, caster and receiver objects must have shadow caustics options set to enable thisReceiver CollectionRecentRecent FilesRecent FoldersRecent Items SpecialsRecent SearchesRecenterRecenter TimeoutRecommended for fast encodingRecommended if you have lots of time and want the best compression efficiencyRecompute ID User Count On SaveRecompute all ID user-counts before saving to a blend-file. Allows to work around invalid user-count handling in code that may lead to loss of data due to wrongly detected unused data-blocksRecompute binding dynamically on top of other deformers (slower and more memory consuming)ReconstructedReconstructed CamerasReconstructionRecord RunRecord Run No GapsRecoverRecreate fileRectangleRecurseRecursionRecursion detected in video sequencer. Strip %s at frame %d will not be renderedRecursion detected, cannot use this stripRecursionsRecursive DeleteRecursive closure is not allowedRecursive closures are not supportedRecursively check for indirectly unused data-blocks, ensuring that no orphaned data-blocks remain after executionRecursively duplicate the collection, all its children and objects, with linked object dataRecursively duplicate the collection, all its children, objects and object dataRedRed ChannelRed Green BlueRed channelRed component of the color fieldRed-CyanRed:Redefine equalizer graphsRedistribute Curve PointsRedistribute the copied change in volume equally between the three axes of the ownerRedistributes existing control points evenly along each curveRedoRedo previous actionRedo the last undone edit to the asset catalogsReduce Mix Factor by 0.01Reduce Mix Factor by 0.1Reduce MotionReduce UV stretching by relaxing anglesReduce brush thickness by this factor when stroke is perpendicular to 'Angle' directionReduce detail in an image by making individual pixels more prominent, for a blocky or mosaic-like appearanceReduce exported file size by removing duplicate keyframesReduce extra velocity that can build up when objects collide (lowers simulation stability a little so use only when necessary)Reduce number of colors in an image, converting smooth gradients into sharp transitionsReduce randomization between pixels to improve GPU rendering performance, at the cost of possible rendering artifacts if set too lowReduce shear within islandsReduce the geometry densityReduce the noise on a mesh surface with minimal changes to its shapeReduce the strength of the brush where it overlaps symmetrical daubsReduces the final face count by simplifying geometry where detail is not neededReduces the final face count by simplifying geometry where detail is not needed, generating triangles. A value greater than 0 disables Fix Poles.Reduction factor for each level of secondary mouth loopsReferenceReference DimensionReference DistanceReference ExistingReference Gamut CompressionReference IDReference KeyReference PointReference PositionReference SetReference Sphere SizeReference SpheresReference ValueReference curve object for arrayReference distance at which volume is 100%Reference from a RigifyParameters field to a bone collection.Reference location to align toReference number of frames before frames get held (use to get hold for '1-3' vs '5-7' holding patterns)Reference object to define the accumulated transformReference point to anchor stabilization (other frames will be adjusted relative to this frame's position)Reference position before deformationRefineRefine Focal LengthRefine MethodRefine Principal PointRefine RadialRefine TangentialRefine focal length during camera solvingRefine principal point during camera solvingRefine radial coefficients of distortion model during camera solvingRefine selected markers positions by running the tracker from track's reference to current frameRefine tangential coefficients of distortion model during camera solvingRefine:RefitReflect A around the normal B. B does not need to be normalized.ReflectionReflection Trace OptionsReflection and transmission shaders optimized for hair renderingReflection for materials such as cloth. Typically mixed with other shaders (such as a Diffuse Shader) and is not particularly useful on its ownReflection with microfacet distribution, used for materials such as metal or mirrorsReflectiveReflective CausticsRefraction BSDFRefraction DepthRefractiveRefractive CausticsRefreshRefresh DriversRefresh data in the Explode modifierRefresh extension & legacy add-ons, reloading modules & meta-data (similar to restarting)Refresh list of actionsRefresh list of instance objects and their weightsRefresh the file listRefresh the list of extensions for all the remote repositoriesRefresh the list of extensions for the active repositoryRefresh the sequencer editorRegion DataRegion HeightRegion Maximum XRegion Maximum YRegion Minimum XRegion Minimum YRegion OverlapRegion Position XRegion Position YRegion ToggleRegion Toggle PieRegion TypeRegion WidthRegion coordinates of samplingRegion could not be drawn!Region floats on screen, does not use any fixed alignmentRegion heightRegion in a subdivided screen areaRegion is split horizontally and verticallyRegion not found in space typeRegion specific data (the type depends on the region type)Region widthRegionsRegions Visibility ToggleRegions for quick access to assetsRegions this area is subdivided inRegisterRegister ParentRegister for All UsersRegister the control as a switchable parent candidateRegisteredRegistered OptionallyRegistered key configurationsRegistering asset shelf class: '%s' has been registered before, unregistering previousRegistering asset shelf class: '%s' is too long, maximum length is %dRegistering file handler class: '%s' is too long, maximum length is %dRegistering id property class: '%s' is too long, maximum length is %dRegistering node class: '%s' is too long, maximum length is %dRegistering node class: '%s', bl_idname '%s' could not be unregisteredRegistering node class: '%s', bl_idname '%s' has been registered before, unregistering previousRegistering node class: '%s', bl_idname '%s' is a builtin nodeRegistering node socket class: '%s' is too long, maximum length is %dRegistering node tree class: '%s' is too long, maximum length is %dRegistering node tree class: '%s', bl_idname '%s' could not be unregisteredRegistering node tree class: '%s', bl_idname '%s' has been registered before, unregistering previousRegistering panel class:Registration not possible from Microsoft Store installationsRegrowRegrow hair for each frameRegularRegular Expression FindRegular Expression ReplaceRegular Widget ColorsRegular key pressed as a modifierReiterationRelation Line PositionRelationsRelationshipRelationship LinesRelativeRelative Asset IdentifierRelative DetailRelative EdgeRelative FaceRelative FrameRelative KeyRelative MirrorRelative ObjectRelative OffsetRelative Offset DisplacementRelative ParentingRelative PathRelative PathsRelative SpaceRelative StartRelative ToRelative To PixelRelative amount of virtual parentsRelative force of the hookRelative mix weight of neighboring elementsRelative number of faces compared to the current meshRelative offset of particles to use for instancing, to avoid overlap of multiple instancesRelative shape positions to the new shape methodRelative size of area to be darkenedRelative time of key over hair lengthRelative translation of area to be darkenedRelative width of each angular segment. May be used to scale textures to fit into each segmentRelax Face SetsRelax MethodRelax PoseRelax TopologyRelax UVsRelax meshReleaseRelease ConfirmsRelease NotesRelease TimeRelink ConstraintsReloadReload ImagesReload Start-Up file to restore settingsReload active text data-block from its fileReload active text file?Reload all data from this libraryReload clipReload current image from diskReload file with execution of Python scripts enabledReload from diskReload from disk (ignore local changes)Reload preferences from the last saved stateReload scriptsReload strips in the sequencerReload the given libraryReload the saved fileReloaded {:d} image(s)Reloads history and bookmarksRelocateRelocate a linked ID, i.e. select another ID to link, and remap its local usages to that newly linked data-block). Currently only designed as an internal operator, not directly exposed to the userRelocate the given library to one or several othersRelocate the library under cursorRemainderRemaining vertices which separate edge pairs are preserved if their edge angle exceeds this threshold.RemapRemap Data IDRemap RelativeRemap UsersRemap a value from a range to a target rangeRemap relative paths when saving to a different directoryRemember Export SettingsRemember the last used scene for the current workspace and switch to it whenever this workspace is activated againRemember the last used scene for the workspace and switch to it whenever this workspace is activated againRemeshRemesh ModeRemesh ModifierRemeshing with QuadriFlow...Remote URL to the extension repository, the file-system may be referenced using the file URI scheme: "file://"RemoveRemove Active AOVRemove Active LightgroupRemove Add-on: {!r}?Remove Armature ObjectRemove Armature object if possible. If Armature has multiple root bones, object will not be removedRemove Crypto LayerRemove CustomRemove Cycles F-Modifier if not needed anymoreRemove DisconnectedRemove DuplicatesRemove Extension RepositoryRemove F-Modifiers from F-Curve to add keyframesRemove FilesRemove GapsRemove Grease Pencil layer group in the active objectRemove InputsRemove Layer MaskRemove Loose PointsRemove Named AttributeRemove OutputsRemove Outside RangeRemove PackRemove Paint Curve PointRemove RepositoryRemove Repository & FilesRemove Rigid Body Constraint from ObjectRemove Rigid Body settings from ObjectRemove Rigid Body simulation world from the current sceneRemove Selected BonesRemove Selection Set bones from current selectionRemove Target ParticlesRemove Target ShearRemove ThresholdRemove UV mapRemove WeightsRemove a Selection Set from this ArmatureRemove a background image from the cameraRemove a custom keymap configuration from the preset listRemove a custom theme from the preset listRemove a effect from the active Grease Pencil objectRemove a hook from the active objectRemove a modifier from the active objectRemove a modifier from the stripRemove a path to a .blend file, so the Asset Browser will not attempt to show it anymoreRemove a piece of stroke at the beginning and the end of stroke backboneRemove a portion of the mesh on one side of a lineRemove a row filter from the rulesRemove a usage of a data-block, clearing the assignmentRemove active Annotation layerRemove active Path from active keying setRemove active color from paletteRemove active itemRemove all IK Constraints from selected bonesRemove all Selection Sets from this ArmatureRemove all attributes that match the pattern which is allowed to contain a single wildcard (*)Remove all back faces to speed up calculation, this will create edges in different occlusion levels than when disabledRemove all bone collections that have neither bones nor children. This is done recursively, so bone collections that only have unused children are also removedRemove all constraints from keyed object/bones. To get a correct bake with this setting Visual Keying should be enabledRemove all files in:Remove all keyframe animation for selected objectsRemove all keyframe animation for selected stripsRemove all links to selected nodes, and try to connect neighbor nodes togetherRemove all materialsRemove all particle system within the active objectRemove all selected keyframesRemove all shape keysRemove all the strokes that were created from the fill tool as guidesRemove all unlocked vertex groupsRemove all unused Light GroupsRemove all vertex groupsRemove an asset catalog from the asset library (contained assets will not be affected and show up as unassigned)Remove an existing keyword tag from the active assetRemove an extension repositoryRemove an item from the index switchRemove an override layer from the archiveRemove an override operationRemove animation from selected objects?Remove animation from selected strips?Remove any keyframe that is a duplicate of the previous oneRemove attribute from geometryRemove breakdown frames generated by interpolating between two Grease Pencil framesRemove channels of the selection from the pose assetRemove color attribute from geometryRemove colors from a blue or green screen, by reducing one RGB channel compared to the othersRemove constraint from constraint stackRemove current UI-active property from current keying setRemove curves whose root points are too closeRemove duplicate items in the historyRemove elements on cancelRemove existing add-ons with the same IDRemove existing template with the same IDRemove existing theme file if existsRemove exporter from the exporter listRemove exporter?Remove extension files when removing the repositoryRemove external feature set (rigs, metarigs, ui templates)Remove fields from video moviesRemove from all groupsRemove from selectionRemove from the current modeRemove from the selectionRemove gap at current frame to first strip at the right, independent of selection or locked state of stripsRemove geometry behind the planeRemove geometry in front of the planeRemove key configRemove key map itemRemove keyframes on current frame for selected objects and bonesRemove keyframes on current frame for selected stripsRemove layer from a Cryptomatte nodeRemove lens distortion from footage, using motion tracking camera lens settingsRemove loose edgesRemove loose facesRemove loose pointsRemove loose verticesRemove mask layerRemove mask shape keyframe for active mask layer at the current frameRemove nodes and reconnect nodes as if deletion was mutedRemove nodes connected to the inputRemove object for trackingRemove object from all scenesRemove object or material from matte, by picking a color from the Pick outputRemove on CancelRemove original facesRemove original geometryRemove outdated operator properties from presets that may cause problemsRemove particle systems on the target objectsRemove path to exclude from auto-executionRemove selected F-Curves from their current groupsRemove selected bones from Selection SetRemove selected bones from the active bone collectionRemove selected bones from the armatureRemove selected control points or curvesRemove selected elements of a geometryRemove selected items (blue-gray rows) from active Keying SetRemove selected items from the interfaceRemove selected nodesRemove selected objects from Rigid Body simulationRemove selected objects from a collectionRemove selected objects from all collectionsRemove selected particles close enough to othersRemove selected pointsRemove selected track from rotation stabilizationRemove selected track from translation stabilizationRemove shape key from the objectRemove shear from the target transformation before combiningRemove sparseness from a volume grid by making the active tiles into voxelsRemove the active Grease Pencil layerRemove the active bone collectionRemove the active keying setRemove the active line set from the list of line setsRemove the active object from this collectionRemove the active segment from the dash modifierRemove the active segment from the time modifierRemove the color from underneath this stroke by using it as a maskRemove the current render slotRemove the custom normals layer, if it existsRemove the driver(s) for the connected property(s) represented by the highlighted buttonRemove the item automatically when it is unlinkedRemove the modifier from the list of modifiersRemove the object from an object collection that contains the active objectRemove the one attribute with the given nameRemove the parent-child relationship between selected bones and their parentsRemove the preview of this data-blockRemove the repository file-system lockRemove the selected bones from all Selection SetsRemove the selected entry from the listRemove the selected instance objectRemove the selected material slotRemove the selected particle systemRemove the selected particle targetRemove the selected render viewRemove the selected surface slotRemove the selected vertices from active or all vertex group(s)Remove the selected view layerRemove the style module from the stackRemove the target from the constraintRemove the text boxRemove this animation data containerRemove this installation's associations with .blend filesRemove this object or collection from the light linking collectionRemove this row from the bone collection reference listRemove unused material slotsRemove unused settings for invisible editorsRemove vertex group assignments which are not requiredRemove vertices from groups that have zero weight after invertingRemove vertices which weight is below or equal to this limitRemove vertices with weight below threshold from vgroupRemove, keeping local files.Remove, local files not found.Removed %d double particle(s)Removed %d materialsRemoved %d slotsRemoved %d vertexRemoved %d verticesRemoved amount of editors: %dRemoved constraint: %sRemoved effect: %sRemoved modifier: %sRemoved {:d} empty and/or fake-user only ActionsRemoved {:d} of {:d} bone collectionsRemoved: %d vertices, %d edges, %d facesRemoves a tile from the imageRemoves fade animation from selected stripsRemoves keys outside the given range, leaving only the newly bakedRemoving the bundle from the geometry can be beneficial to avoid unnecessary data copiesRenameRename Active ItemRename MarkerRename Selected Time MarkerRename UV MapsRename active render UV map to "st" to match USD conventionsRename animation channel under mouseRename file or file directoryRename first selected time markerRename multiple items at onceRename the active elementRename the active item in the data-set viewRename the active item, rather than the one the mouse is overRename {:d} {:s}Renamed attribute '%s' to '%s' in object '%s' on layer '%s' on frame %d!Renamed {:d} of {:d} {:s}RenderRender Ambient Occlusion in this LayerRender AmountRender Anti-AliasingRender AsRender BouncesRender CacheRender Cache PathRender DataRender Display TypeRender EngineRender Grease Pencil on this layerRender InRender InstancerRender Keyframes OnlyRender LayerRender LayerAOVRender LayerAmbient OcclusionRender LayerCombinedRender LayerCryptoAssetRender LayerCryptoMaterialRender LayerCryptoObjectRender LayerDataRender LayerDiffuse ColorRender LayerDiffuse LightRender LayerEmissionRender LayerEnvironmentRender LayerGeneralRender LayerLightRender LayerMistRender LayerNormalRender LayerPositionRender LayerRender PassRender LayerShader AOVRender LayerShadowRender LayerSpecular ColorRender LayerSpecular LightRender LayerTransparentRender LayerVolume LightRender LayersRender LevelsRender Liquid ObjectsRender MethodRender OpacityRender OutputRender Output DirectoryRender PassRender Pass to show in the viewportRender PassesRender PreviewRender PropertiesRender RegionRender ResolutionRender Resolution URender Resolution VRender ResultRender Result and Viewer Nodes cannot be packedRender SamplesRender Single LayerRender SizeRender Sky in this LayerRender SlotRender SlotsRender Smoke ObjectsRender Solid faces in this LayerRender StepsRender Strands in this LayerRender Texture LimitRender TimeRender URender UndistortedRender ViewRender ViewsRender a simulation field while mapping its voxels values to the colors of a ramp or using a predefined color codeRender a subset of the specified max samples. Typically used for distributed rendering across multiple devicesRender a user-defined render region, within the frame sizeRender active sceneRender active sequencer sceneRender alternate eyes (also known as page flip, quad buffer support in the graphic card is required)Render and display faces smooth, using interpolated vertex normalsRender and display faces uniform, using face normalsRender at 12.5% resolutionRender at 25% resolutionRender at 50% resolutionRender at full resolutionRender cryptomatte asset pass, for isolating groups of objects with the same parentRender cryptomatte material pass, for isolating materials in compositingRender cryptomatte object pass, for isolating objects in compositingRender current scene, when input node's layer has been changedRender curves as circular 3D geometry, for accurate results when viewing closelyRender curves as circular 3D geometry, with linear interpolation between control points, for fast renderingRender curves as flat ribbons with rounded normals, for fast renderingRender error (%s) cannot save: '%s'Render every pixel rotating the camera around the middle of the interocular distanceRender files from the animation range of this sceneRender frames ahead of current frame in the background for faster playbackRender height has to be 480 pixels for DV-NTSC!Render height has to be 576 pixels for DV-PAL!Render high resolution images in tiles of this size, to reduce memory usage. Tiles are cached to disk while rendering to save memoryRender lights and light probes of the sceneRender missing images/movies with a solid magenta colorRender motion blur in this Layer, if enabled in the sceneRender multiple transparent layers (may introduce transparency sorting problems)Render multiple transparent layers (may introduce transparency sorting problems) (Deprecated: use 'use_tranparency_overlap')Render objects as a holdout or matte, creating a hole in the image with zero alpha, to fill out in compositing with real footage or another renderRender only those frames where selected objects have a key in their animation data. Only used when rendering animationRender parent particlesRender pass indexRender pass to show in the 3D ViewportRender passes in the Viewport compositor are only supported in EEVEERender polygon transparent, depending on alpha channel of the textureRender preview using undistorted proxyRender settingsRender size too large for GPU, use CPU compositor insteadRender slot nameRender slots of the imageRender specular highlightsRender stylized strokes in this LayerRender surface without transparencyRender text for optimal horizontal placementRender the collectionRender the sequencer scene instead of the active sceneRender the stamp info text in the rendered imageRender the viewport for the animation range of this sceneRender the viewport for the animation range of this scene, but only render keyframes of selected objectsRender this effect at 12.5% render resolutionRender this effect at 25% render resolutionRender this effect at 50% render resolutionRender this effect at 6.25% render resolutionRender transmissive surfaces as transparent, for compositing glass over another backgroundRender using the sequencer's OpenGL displayRender view '%s' could not be removed from scene '%s'Render view nameRender viewpoint for 3D stereo and multiview renderingRender views for left and right eyes as two differently filtered colors in a single image (anaglyph glasses are required)Render views for left and right eyes interlaced in a single image (3D-ready monitor is required)Render views for left and right eyes one above anotherRender views for left and right eyes side-by-sideRender volumes in this LayerRender width has to be 720 pixels for DV!RenderViewRenderable ObjectsRenderedRendered ChildrenRendering sequence...Rendering settings for a Scene data-blockRendering viewport...Rendering...RendersRenders Freestyle output to a separate pass instead of overlaying it on the Combined passReorderReorder InputsReorder OutputsReorder indices must be validReorder indices must not have duplicatesReorder mesh faces and vertices based on their spatial position for better BVH building and sculpting performance.Reorder the active Grease Pencil mask layer up/down in the listReorder workspace to be first in the listReorder workspace to be last in the listRepeatRepeat CallRepeat ImageRepeat InputRepeat ItemRepeat ItemsRepeat MirroredRepeat MotionRepeat OutputRepeat Output Node IDRepeat XRepeat YRepeat ZoneRepeat keyframe range as-isRepeat keyframe range, but with offset based on gradient between start and end valuesRepeat last actionRepeat the frames, reversing the playback direction every other cycleRepeat the start frame before, and the end frame after the frame rangeRepeat the values of the modified F-CurveRepeat with OffsetRepeatedly flip the image horizontally and verticallyRepetition multiplier in the X directionRepetition multiplier in the Y directionRepetitions of the generated surface in XRepetitions of the generated surface in YReplaceReplace ActionReplace AllReplace AlphaReplace ColorReplace ExistingReplace Free handles with Align, and all Align with Free handlesReplace Grease Pencil EffectsReplace LengthReplace MaterialReplace ModifiersReplace OriginalReplace RadiusReplace SelectionReplace StringReplace TextReplace Text object FontsReplace VGroup A's weights by VGroup B's onesReplace a given string segment with anotherReplace active node with an empty groupReplace all keysReplace all occurrencesReplace assigned Animation DataReplace assigned Collection InstanceReplace assigned CollectionsReplace assigned MaterialsReplace assigned Object DataReplace brush color by velocity color rampReplace component valuesReplace current image by another one from diskReplace effect strip with another that takes the same number of inputsReplace existing F-Modifiers, instead of just appending to the end of the existing listReplace existing driver variables, instead of just appending to the end of the existing listReplace flat planes in footage by another image, detected by plane tracks from motion trackingReplace global illumination with ambient occlusion after a specified number of bouncesReplace inactive tiles with inactive nodes. Faster than tolerance-based pruning, useful for cases like narrow-band SDF grids with only inside or outside background values.Replace modifiers in destinationReplace socket connections with the new linksReplace stroke backbone geometry by a Bézier curve approximation of the original backbone geometryReplace text in the nameReplace text with specified text and set as selectedReplace text with the specified textReplace the active linked ID (and its dependencies if any) by another one, from the same or a different libraryReplace the color of stroke points that already have a color appliedReplace the incoming geometry with the selected input geometryReplace the input image's alpha channel by the alpha input valueReplace the original radiusReplace the original rotation with copiedReplace the original transformation with copiedReplace the original transformation with the action channelsReplace the original transformation with the transform from the attributeReplace the parent with a different bone after all bones are created. Using simply CTRL, DEF or MCH will replace the prefix insteadReplace the selected nodes with the specified typeReplace the stroke opacity instead of modulating each pointReplace the stroke thicknessReplace this areaReplace value of reference by overriding oneReplace vertex coordinates with cached valuesReplace vertex groups of selected objects by vertex groups of active objectReplace withReplace with SelectionReplacement ActionReplayReplay selected reportsRepo DirectoryRepo IndexReportReport a bug with pre-filled version informationReport all missing external filesReportsReports time per pixel in milliseconds. Supported only on CPU render devicesReposition PivotReposition the sculpt transform pivot to the boundary of the expand active areaRepositoriesRepositoryRepository "{:s}": {:s}{:s}Repository Alert:Repository URLRepository managed by the user, stored in user directoriesRepository not setRepository requires an access tokenRepository: {:s}Representation of alpha in the image file, to convert to and from when saving and loading the imageRepresentation of alpha information in the RGBA pixelsRepresents the "Orthographic Scale" of an orthographic camera. If the camera is positioned at the light's location with this scale, it will represent the coverage of the shadow "camera".Reproject attributes onto the new meshReproject the selected strokes from the current viewpoint as if they had been newly drawn (e.g. to fix problems from accidental 3D cursor movement or accidental viewport changes, or for matching deforming geometry)Reproject the strokes on to the scene geometry, as if drawn using 'Surface' placementReproject the strokes to end up on the same plane, as if drawn from the current viewpoint using 'Cursor' Stroke PlacementReproject the strokes using the X-Y planeReproject the strokes using the X-Z planeReproject the strokes using the Y-Z planeReproject the strokes using the orientation of 3D cursorReprojection ErrorRepulsion FactorRepulsion is a factor of stiffnessRequire matching all intersection masks instead of just oneRequire matching all material masks instead of just oneRequire the points the internal springs connect to have opposite normal directionsRequiredRequired render size ({}px) is larger than reported texture size limit ({}px).Requires AMD GPU with RDNA architectureRequires Access TokenRequires Apple Silicon with macOS %s or newerRequires Intel GPU with Xe-HPG architectureRequires Intel GPU with Xe-HPG architecture andRequires NVIDIA GPU with compute capability %sRequires at least three verticesRequires selected vertices or active vertex groupReread assets and asset catalogs from the asset library on diskRerouteReroute Auto LabelsResampleResample CountResample CurveResample LengthResample ModeResample ScaleResample the input curve before meshingReserve placeholder frames for missing frames of the image sequenceResetReset Backdrop Image ZoomReset ChildrenReset Color RampReset CurveReset NodesReset NormalReset Pose Bones Between ActionsReset Shape Keys Between ActionsReset TransformReset UV projectionReset UV transformation to default valuesReset VR navigation deltas relative to session base poseReset ValuesReset ViewReset color tagReset curves and black/white pointReset feather weights on all selected points animation valuesReset image transformation to default valueReset limiting distance for Limit Distance ConstraintReset location deltasReset location, rotation, and scaling of selected bones to their default valuesReset locations of selected bones to their default valuesReset normals to initial onesReset operator defaultsReset original length of bone for Stretch To ConstraintReset pose bone transforms to keyframed stateReset pose bones between each action exported. This is needed when some bones are not keyed on some animationsReset recent filesReset rotation deltasReset rotations of selected bones to their default valuesReset scale deltasReset scaling of selected bones to their default valuesReset scaling of selected stripsReset shape keys between each action exported. This is needed when some SK channels are not keyed on some animationsReset strip retimingReset strip transform locationReset strip transform location, scale and rotationReset strip transform rotationReset strip transform scaleReset the copy of the mesh that is being sculpted onReset the feather weight to zeroReset the horizontal view to the current scene frame range, taking the preview range into account if it is activeReset the internal clipboard and/or normal of selected elementReset the selected local override to its linked reference valuesReset the selected local overrides to their linked references valuesReset the stencil transformation to the defaultReset the transform corrections applied to the parenting relationship, does not remove parenting itselfReset the transforms of each individual child instanceReset the transforms of every child instance in the output. Only used when Separate Children is enabledReset the viewReset the weights of all shape keys to 0 or to the closest value respecting the limitsReset the zoom and position of the background imageReset this property's value to its default valueReset to default values all elements of the arrayReset to the default theme colorsReset to the default theme if this theme is activeReset vertex color for all or selected strokesReset viewable area to show full keyframe rangeReset viewable area to show full strips rangeReset viewable area to show selected keyframe rangeReset viewable area to show selected keyframes rangeReset viewable area to show selected strips rangeReset viewable area to show the channel under the cursorReset viewable area to show the selected channelsResets the timing for absolute shape keysReshapeReshape F-Curve values, e.g. change amplitude of movementsReshape can work only with higher levels of subdivisionsResistance of object to movementResizeResize Quad View areasResize QuadrantsResize RegionResize a nodeResize a spreadsheet columnResize a spreadsheet column to the width of the dataResize editors by dragging from the edgesResize lattice to fit selected deformable objectsResize the imageResize the objects to keep bounding box under this value. Value 0 disables clampingResize to a maximum of 1024 pixelsResize to a maximum of 2048 pixelsResize to a maximum of 256 pixelsResize to a maximum of 4096 pixelsResize to a maximum of 512 pixelsResize view so you can see all nodesResize view so you can see selected nodesResolutionResolution DivisionsResolution LimitResolution ModeResolution Preview UResolution ScaleResolution UResolution VResolution ViewportResolution XResolution YResolution ZResolution does not matchResolution is not selected for %s, skippingResolution must be greater than 1Resolution must be positiveResolution of the generated strokesResolution of the generated surface for rendering and bakingResolution of the octree; higher values give finer detailsResolution percentage of shadow mapsResolution percentage of volume objects in viewportResolution used for Shader node previews (should be changed for performance convenience)Resolution used for the fluid domain. Value corresponds to the longest domain side (resolution for other domain sides is calculated automatically).Resolution when baked to a textureResolutionsRest & RangesRest DensityRest LengthRest PoseRest PositionRest Shape KeyRest SourceRest length of the harmonic forceRestart from start frame when Cycle Length is reachedRestitutionRestore AreasRestore Curve Segment LengthRestore FrameRestore Handle SelectionRestore Packed Linked Data to Their Original LocationsRestore all keymaps to defaultRestore all packed linked data-blocks to their original locationsRestore handle selection after tweakingRestore key map itemRestore key map(s)Restore the frame when animation was initializedRestores the length of each curve segment using a previous state after deformationRestrictRestrict Frame RangeRestrict RenderRestrict SelectRestrict ViewRestrict Visible PointsRestrict editing of strokes and keyframes in this layerRestrict maximum and minimum values of F-CurveRestrict modifier to only act after its 'start' frameRestrict modifier to only act before its 'end' frameRestrict movement along each axis within given rangesRestrict movements to lie along a curve by remapping location along curve's longest axisRestrict movements to surface of target meshRestrict movements to within a certain distance of a target (at the time of constraint evaluation only)Restrict objects visible for this probe (Deprecated)Restrict painting to vertices in the groupRestrict renderabilityRestrict rigid body rotation to one axisRestrict rigid body translation and rotation to one axisRestrict rigid body translation to one axisRestrict rotation along each axis within given rangesRestrict scaling along each axis with given rangesRestrict selection in the 3D View • Shift to set childrenRestrict selection in the viewportRestrict selection to objects using the same mode as the active object, to prevent accidental mode switch when selectingRestrict some optimization to keep named nodes and meshes attached to named nodes so that named nodes can be transformed externallyRestrict the rig list to a specific custom feature setRestrict translation and rotation to specified axesRestrict translation and rotation to specified axes with springsRestrict visibility in the 3D ViewRestrict visibility in the 3D View • Shift to set childrenRestrict visibility in the viewportRestriction TogglesRestrictionsResultResult of cloth solver iterationResult of joining generated geometries from each iterationResult of rendering, including all layers and passesResumableResume regular speedResyncResync EnforceRetain Overall ShapeRetimeRetimingRetiming KeyRetiming Key Selection StatusRetiming KeysRetiming end frames and move to start of animation to keep loopRetiming key must be selectedRetopologyRetopology OffsetRetrieve a UV map from the geometry, or the default fallback if none is specifiedRetrieve a bundle item by path.Retrieve a color attribute, or the default fallback if none is specifiedRetrieve a point index within a curveRetrieve a stable random identifier value from the "id" attribute on the point domain, or the index if the attribute does not existRetrieve a unit length vector indicating the direction pointing away from the geometry at each elementRetrieve a value from a listRetrieve a vector indicating the location of each elementRetrieve an integer value indicating the position of each element in the list, starting at zeroRetrieve attributes attached to objects or geometryRetrieve corners in the same face as anotherRetrieve corners that make up a faceRetrieve data from a point on a curve at a certain distance from its startRetrieve data of other elements in the context's geometryRetrieve face corners connected to edgesRetrieve face corners connected to verticesRetrieve geometric information about the current shading pointRetrieve geometry instances from a collectionRetrieve hair curve informationRetrieve how far along each spline a control point isRetrieve information about a volume gridRetrieve information about an imageRetrieve information about points in a point cloudRetrieve information about separate connected regions in a meshRetrieve information about the camera and how it relates to the current shading point's positionRetrieve information about the object instanceRetrieve information from a camera objectRetrieve information from an objectRetrieve information of armature bonesRetrieve multiple types of texture coordinates. Typically used as inputs for texture nodesRetrieve the angle at each control point used to twist the curve's normal around its tangentRetrieve the current time in the scene's animation in units of seconds or framesRetrieve the curve a control point is part ofRetrieve the data of a specified attributeRetrieve the data of the particle that spawned the object instance, for example to give variation to multiple instances of an objectRetrieve the direction of curves at each control pointRetrieve the edges connected to each vertexRetrieve the edges of an object as it appears to Cycles. Note: as meshes are triangulated before being processed by Cycles, topology will always appear triangulatedRetrieve the edges on both sides of a face cornerRetrieve the face each face corner is part ofRetrieve the full transformation of each instance in the geometryRetrieve the index of the material used for each element in the geometry's list of materialsRetrieve the integer coordinates of the voxel that the field is evaluated onRetrieve the length of all splines added togetherRetrieve the number of elements in a geometry for each attribute domainRetrieve the number of evaluated points that will be generated for every control point on curvesRetrieve the number of faces that use each edge as one of their sidesRetrieve the object that contains the geometry nodes modifier currently being executedRetrieve the position of each Bézier control point's handlesRetrieve the position of the mouse cursorRetrieve the quaternion components representing a rotationRetrieve the radius at each point on curve or point cloud geometryRetrieve the rotation of each instance in the geometryRetrieve the scale of each instance in the geometryRetrieve the scene's active cameraRetrieve the total length of each spline, as a distance or as a number of pointsRetrieve the type of incoming ray for which the shader is being executed. Typically used for non-physically-based tricksRetrieve the vertex each face corner is attached toRetrieve the view direction and location of the 3D viewportRetrieve topology information relating to each edge of a meshRetrieve topology information relating to each face of a meshRetrieve topology information relating to each vertex of a meshRetrieve transform from target geometry attribute dataRetrieve values from a field on a different domain besides the domain from the contextRetrieve values from specific geometry elementsRetrieve values from the specified volume gridRetrieve volume grid values at specific voxelsRetrieve whether all triangles in a face are on the same plane, i.e. whether they have the same normalRetrieve whether each edge is marked for smooth or split normalsRetrieve whether each face is marked for smooth or sharp normalsRetrieve whether each spline endpoint connects to the beginningRetrieve whether the nodes are being evaluated for the viewport rather than the final renderReturnReturn the sign of A, sign(A)Return to Previous ModeReturn to previous modeReturn whether this is a layered Action. At this point all actions are layered through versioning and this function will always return trueReturn whether this is a legacy Action. Legacy Actions have no layers or slots. Since Blender 4.4 actions are automatically updated to layered actions. This will only return true on empty actionsReturns a selection of boundary edgesReturns a selection of edges that make up a seam in the provided UV data. A seam is defined as a discontinuity of the data between connected face cornersReturns a selection of loose edgesReturns a selection of manifold edgesReturns a uniformly distributed random rotationReturns a value where only one bit from A and B is setReturns a value where the bits of A and B are both setReturns a value where the bits of either A or B are setReturns information about an imageReturns information about the active strip of the modifierReturns the angle between the two flanking edges of a face corner inside the faceReturns the coordinates of the pixels of an imageReturns the length of an edgeReturns the opposite bit value of A, in decimal it is equivalent of A = -A - 1Returns the position and speed of the marker at the current scene frame relative to the position of the first non-disabled marker in the trackReturns the position and speed of the marker at the current scene frame relative to the position of the marker at the current scene frame plus the user given relative frameReturns the position and speed of the marker at the current scene frame relative to the zero origin of the tracking spaceReturns the position and speed of the marker at the given absolute frameReturns the sign of AReusable Local IDReuse neighbor pixels' raysReveal all bones hidden in Edit ModeReveal all bones hidden in Pose ModeReveal all hidden UV verticesReveal all hidden metaball elementsReveal all hidden vertices, edges and facesReveal all render objects by setting the hide render flagReveal hidden control pointsReveal hidden faces and verticesReveal temporarily hidden mask layersReveal temporarily hidden objectsReverseReverse CurveReverse FramesReverse MouseReverse PathReverse SortingReverse TransferReverse current order of selected elementsReverse cycle historyReverse frame orderReverse orderReverse the direction of the selected curvesReverse the order of shown itemsReverse the order of the vertices and edges of selected faces, flipping their normal directionReverse the sorting effectReverse the transformation between this object and its targetReverse the vertical movement of the mouseReversedReverses the direction of rotation inputRevertRevert back to the original screen layout, before fullscreen area overlayRevert nodes back to the default state, but keep connectionsRevert the active brush settings to the default values from the asset libraryRevert to 1st order integration when clamping would be applied. More conservative than clampingRevert to Saved PreferencesRevert to the Saved FileRevolve edgesRh SimpleRidgeRidge & ValleyRidged MultifractalRidges and ValleysRig NameRig UI ScriptRig that owns this object and may delete or overwrite it upon re-generationRig typeRig type for this boneRiggingRightRight EyeRight HandleRight Handle FieldRight Handle OffsetRight Handle SelectedRight Handle TypeRight KeyRight Mouse Select ActionRight NeighborRight OrthographicRight PerspectiveRight click on buttons to add them to this menuRight eye should see left image and vice versaRight handle selection statusRight mouse always tweaksRight mouse uses the selection toolRight singular vectorsRight-bottom corner of search area in normalized coordinates relative to marker positionRightward frame offset of the left handle from the start of the strip contentRigid BodyRigid Body ConstraintRigid Body Constraint TypeRigid Body ObjectRigid Body SettingsRigid Body ShapeRigid Body TypeRigid Body WorldRigid Body World has no associated physics data to exportRigid Body actively participates to the simulationRigid body deforms during simulationRigidbodyRigidbody world was not properly initialized, need to step the simulation firstRigifyRigify Active CollectionRigify Active TypeRigify Animation ToolsRigify Color Sets SpecialsRigify Dev ToolsRigify Meta-RigsRigify Owner RigRigify Rig NameRigify Target RigRigify Target Rig UIRigify TypeRimRim ColorRim CreaseRim EffectRim Material OffsetRim Vertex GroupRim effectRingsRings DirectionRings along X axisRings along Y axisRings along Z axisRings along spherical distanceRings must be at least 3RipRip failedRip is not compatible with vertex sticky selectionRip is only compatible with sync-select with vertex/edge selectionRip polygons and move the resultRip selected vertices or a selected regionRoation of the area to be darkenedRole of object in Rigid Body SimulationsRollRoll AngleRoll Angle SourceRoll DepthRoll DirectionRoll Hair CurvesRoll InRoll LeftRoll LengthRoll OutRoll RadiusRoll RightRoll TaperRoll offset for the end of the B-Bone, adjusts twistRoll offset for the start of the B-Bone, adjusts twistRoll the viewRoll the view around to the leftRoll the view around to the rightRoll the view using an angle valueRoll: %.2fRoll: %sRolling ShutterRolling Shutter DurationRolls up hair curves starting from their tipsRomanian - RomânRootRoot DiameterRoot DirectionRoot IndexRoot NodesRoot PositionRoot PositionsRoot PrimRoot SelectionRoot Texture CoordinatesRoot Translation OnlyRoot falloffRoot of collections hierarchy of this view layer, its 'collection' pointer property is the same as the scene's master collectionRoot path of all files listed in ``files`` collectionRoot presetRotateRotate 180 degrees clockwiseRotate 270 degrees clockwiseRotate 90 degrees clockwiseRotate ByRotate EulerRotate Hair CurvesRotate InstancesRotate RotationRotate SourceRotate UV coordinates inside facesRotate VectorRotate a point using X axisRotate a point using XYZ orderRotate a point using Y axisRotate a point using Z axisRotate a point using axis angleRotate a vector around a pivot point (center)Rotate around a different pointRotate around an axis by an angleRotate around image centerRotate around local X, then ZRotate around local Z, then XRotate around the X, Y, and Z axesRotate around the Z axis of the modifier spaceRotate around the local X axisRotate around the local Y axisRotate around the local Z axisRotate around the specified ('locked') axis to point towards a targetRotate copies based on the array shapeRotate custom normal of selected itemsRotate face corner color attribute inside facesRotate geometry instances in local or global spaceRotate image by specified angleRotate initial selection giving better shapeRotate instance according to vertex normalRotate instances based on the shape of the incoming geometryRotate instances based on the shape of the surface geometryRotate is affected by the snapping settingsRotate islands for best fitRotate islands to be aligned horizontallyRotate islands to be aligned verticallyRotate islands to improve layoutRotate non-uniform parent scaling to align with the child, applying parent X scale to child X axis, and so forthRotate points around the midpoint of the brushRotate relative to the current orientationRotate selected edge or adjoining facesRotate selected itemsRotate the copies randomlyRotate the imageRotate the input rotation in global spaceRotate the input rotation in its local spaceRotate the input rotation in the local space of the objectRotate the instances randomlyRotate the surface tangentRotate the viewRotate/TwistRotated cameras, looking at the same point at the convergence distanceRotated to a minimal rectangle, either vertical or horizontalRotates each hair curve around an axisRotates the bit values of A by the specified Shift amount. Positive values rotate left, negative values rotate right.Rotates the direction of anisotropy, with 1.0 going full circleRotationRotation & ScaleRotation AngleRotation AxisRotation FieldRotation IncrementRotation InfluenceRotation MatrixRotation MethodRotation Mix ModeRotation ModeRotation Node SocketRotation Node Socket InterfaceRotation OriginsRotation PathRotation Precision IncrementRotation RangeRotation Track SpecialsRotation TracksRotation UnitsRotation WRotation XRotation YRotation ZRotation accumulated for each copyRotation amount per pixel to control how fast the viewport orbitsRotation and ScaleRotation angleRotation angle around the Z-Axis to apply the rotation deltas from the VR headset toRotation around center or objectRotation around pathRotation around the chosen orientation axisRotation axis (default: tangent at root)Rotation conversionRotation errorRotation for each stepRotation for the background image (ortho view only)Rotation for the newly added objectRotation in EulersRotation in QuaternionsRotation in quaternions (keep normalized)Rotation is not supported in the Dope Sheet EditorRotation mode. Only affects the way rotation is displayed, rotation itself is unaffected.Rotation of blades in apertureRotation of sun around zenithRotation of the action's corresponding controller aim in world spaceRotation of the effectRotation of the instancesRotation of the studiolight around the Z-AxisRotation offset to apply to base pose when determining viewer rotationRotation onlyRotation or scaling pivot pointRotation present on original shot, will be compensated (e.g. for deliberate tilting)Rotation range on which pivoting should occurRotation step for numerical pad keys (2 4 6 8)Rotation to Axis AngleRotation to DeltasRotation to EulerRotation to QuaternionRotation value in geometry attributeRotation value socket of a nodeRotation values can only be displayed with the text overlay in the 3D viewRotation/Scaling PivotRotation: %.2f%s %sRotation: %s %s %sRotational DifferenceRotationsRoughRough FactorRoughnessRoughness 1Roughness 2Roughness CurveRoughness EndRoughness EndpointRoughness ThresholdRoughness of the materialRoughness of the sheen layer. Low and high roughness values produce fuzzy or dusty appearance, respectivelyRoughness-basedRoughnessURoughnessVRoundRound A to the largest integer multiple of B less than or equal ARound A to the nearest integer. Round upward if the fraction part is 0.5Round ModeRound UVs to pixels while editingRound cap (half-circle)Round corners by generating circular arcs on each control pointRound off concave internal corners in a signed distance field. Only affects areas with negative principal curvature, creating smoother transitions between surfacesRound open perimeter shapeRound presetRound the float down to the next smallest integerRound the float to the closest integer in the direction of zero (floor if positive; ceiling if negative)Round the float up or down to the nearest integerRound the float up to the next largest integerRound to PixelsRound to pixel centersRound to pixel cornersRoundedRounded RibbonsRoundnessRoundness of children around parentRoundness of the brush tipRoundness of the corners of panels and sub-panelsRoundness of the segment coordinates systemsRoundsRowRow FiltersRow HeightRow InterleavedRows:RubberRule EvaluationRule FuzzinessRule used to determine which regions are inside or outsideRulerRules are gone through top to bottom (only the first rule which effect is above fuzziness threshold is evaluated)Run As UserRun Python fileRun Python while editingRun ScriptRun a node link-drag operation for testingRun active scriptRun as Background JobRun as specific userRun in Geometry Nodes EditorRun this script after generation to apply user-specific changesRun this text as a Python script on loadingRunge-Kutta 3Runge-Kutta 4Running in Offline ModeRuntimeRuntime DataRuntime optionsRuntime state information about the VR sessionRussian - РусскийSSDFSDF GridSDF Grid BooleanSDF Grid FilletSDF Grid LaplacianSDF Grid MeanSDF Grid Mean CurvatureSDF Grid MedianSDF Grid OffsetSDLSSMAA ThresholdSMAA Threshold RenderSMAA Threshold ViewportSMPTE (Compact)SMPTE (Full)SMPTE timecode showing minutes, seconds, and frames only - hours are also shown if necessary, but not by defaultSPH Fluid SettingsSPH SolverSSAA SamplesSSAO SettingsSSE42STL (.stl)STL Export: Cannot open file '%s'STL Export: Unable to find collection '%s'STL Import: Cannot open file '%s'STL Import: Failed to import mesh from file '%s'STL Import: Failed to read file '%s'SVG as CurvesSVG has gradients, Grease Pencil color will be approximatedSafe AreasSafe area for general elementsSafe area for general elements in a different aspect ratioSafe area for text and graphicsSafe area for text and graphics in a different aspect ratioSafe areas used in 3D view and the sequencerSame ChannelSame ObjectSame as frame_end, except that any value can be set, including ones that create an invalid stateSame as frame_start, except that any value can be set, including ones that create an invalid stateSame bone selected...Same collections as the active boneSame color as the active boneSame input/output direction of socketsSampleSample Attachment UVSample BiasSample CountSample CurveSample Even LengthsSample FormatSample GridSample Grid IndexSample Group IDSample IndexSample LengthSample LineSample MergedSample ModeSample NearestSample Nearest SurfaceSample PositionSample RadiusSample RateSample SizeSample Straight EdgesSample SubsetSample Subset LengthSample Subset OffsetSample UVSample UV SurfaceSample a bone from the 3D View or the Outliner to store in a propertySample a color bandSample a color from the Blender Window and create Grease Pencil materialSample a color from the Blender window to store in a propertySample a data-block from the 3D View to store in a propertySample a line and show it in Scope panelsSample accuracy, important for animation data (the lower the value, the more accurate)Sample an image file as a textureSample an image file as an environment texture. Typically used to light the scene with the background nodeSample color for %sSample depth from the 3D viewSample dyntopo detailSample each spline by evenly distributing the specified number of pointsSample each spline by splitting it into segments with the specified lengthSample edges with even lengthsSample edges with vector handlesSample every pixel of the imageSample formatSample lengths based on the total length of all curves, rather than using a length inside each selected curveSample mesh voxel sizeSample multiple lights more efficiently based on estimated contribution at every shading pointSample pixel values under the cursorSample point for F-CurveSample rate in samples/sSample rate of the audio in HzSample the mesh detail on clicked pointSample the output display colorSample the specified number of points along each splineSample the surface UV map at the attachment pointSample to start denoising the preview atSample values from an image textureSampled PointsSampled animation dataSampled colors along lineSamplesSamples TransformSamples per FrameSamplingSampling AnimationsSampling Interpolation FallbackSampling MethodSampling PatternSampling PresetsSampling RateSampling SubstepsSampling color for paletteSampling method to use for volumesSampling strategy for emissive surfacesSaturate the imageSaturationSaturation JitterSaturation ModeSaturation levelSaturation of icons in the interfaceSaturation, Value, HueSaturation:SaveSave %u modified image(s)Save & LoadSave As RenderSave As...Save BackupsSave CopySave External...Save ModeSave PNGs as PNGs, JPEGs as JPEGs, WebPs as WebPs. For other formats, use PNGSave PreferencesSave PromptSave VersionsSave a BVH motion capture file from an armatureSave a copy of the active brush asset into the default asset library, and make it the active brushSave a copy of the actual working state but does not make saved file activeSave a custom theme in the preset listSave a sequence of imagesSave active text data-blockSave active text file with optionsSave all modified imagesSave an image packed in the .blend file to diskSave as RenderSave cache files to disk (.blend file must be saved first)Save changes before closing?Save custom studio light from the studio light editor settingsSave displacements to an external fileSave image with render color management. For display image formats like PNG, apply view and display transform. For intermediate image formats like OpenEXR, use the default render output color spaceSave images as JPEGs. (Images that need alpha are saved as PNGs though.) Be aware of a possible loss in qualitySave images as WebPs as main image (no fallback)Save luminance-chrominance-chrominance channels instead of RGB colorsSave on ExitSave preferences on exit when modified (unless factory settings have been loaded)Save render cache to EXR files (useful for heavy compositing, Note: affects indirectly rendered scenes)Save the baking map in an external fileSave the baking map in an internal image data-blockSave the current Blender fileSave the current Blender file with a numerically incremented name that does not overwrite any existing filesSave the current file in the desired locationSave the current file in the desired location but do not make the saved file activeSave the current viewer node to an image fileSave the image with another name and/or settingsSave the image with current name and settingsSave the rendered image to the output path (used only when animation is disabled)Save the scene to a PLY fileSave the scene to a Wavefront OBJ fileSave the scene to an STL fileSave this data-block even if it has no usersSave this output layerSave to disk (ignore outside changes)Save translations' settings in a persistent JSON fileSaved "%s"Saved %sSaved as "%s"Saved copy as "%s"Saved image "%s"Saved incremental as "%s"Saved packed file to: %sSaved text "%s"SavingSaving failedSaving it with this Blender (%s) may cause loss of data.Saving it with this OpenColorIO configuration may cause loss of data.Saving preferences failedSawScalable Vector Graphic (.svg)Scalable Vector Graphics (SVG) 1.1 formatScalarScaleScale (resize) selected itemsScale AxesScale BasisScale EasingScale ElementsScale EvenScale FPSScale FactorScale Factor for TextureScale Image to New SizeScale InScale InfluenceScale InstancesScale MatrixScale Mix ModeScale ModeScale OffsetScale OutScale RandomnessScale StiffnessScale Stroke ThicknessScale ThicknessScale U and V independentlyScale UV coordinates to bounds after unwrappingScale UniformScale XScale X: %s Y: %s Z: %s%s %sScale X: %s Y: %s%s %sScale YScale ZScale a float context valueScale accumulated for each copyScale all data (Some importers do not support scaled armatures!)Scale all the image's UDIM tilesScale along CurveScale along X axisScale along Y axisScale an int context valueScale based on pixels per Blender UnitScale based on pixels per inchScale by Face AreaScale by Face Area MultiplierScale by Face SizeScale down the text to fit inside the text boxesScale each curve uniformly to reach the target lengthScale elements by the same factor in every directionScale elements in a single directionScale factor applied on the automatically derived resample lengthScale factor determining the 'speed' of the functionScale factor determining the maximum/minimum valuesScale factor for adjusting the height of keyframesScale factor for bone shapesScale factor of the subsurface scattering radiusScale factors for the end of the B-Bone, adjusts thickness (for tapering effects)Scale factors for the start of the B-Bone, adjusts thickness (for tapering effects)Scale fit methodScale for the intensity of imported lightsScale for the newly added objectScale geometry instances in local or global spaceScale groups of connected edges and facesScale individual edges or neighboring edge islandsScale individual faces or neighboring face islandsScale instance based on face sizeScale is 0Scale is affected by snapping settingsScale islands of a UV map and move them so they fill the UV space as much as possibleScale islands to fill unit squareScale meshScale of distortion noiseScale of noise (higher value results in larger vortices)Scale of noise texture along each curveScale of object solution in camera spaceScale of small capitalsScale of the X and Z axes are adjusted to preserve the volume of the bonesScale of the X and Z axes is the inverse of the Y-ScaleScale of the base noise octaveScale of the brush tip in the X axisScale of the displacement effectScale of the final strokesScale of the hair tie instanceScale of the instancesScale of the instances on each local axisScale of the layerScale of the noise texture by root positionScale of the profile at each pointScale of the shadowScale of the spatial noiseScale of the textureScale onlyScale selected areaScale selected bendy bones display sizeScale selected key values by their combined averageScale selected vertices' skin radiiScale stiffness instead of radiusScale the BVH by this valueScale the Z input when not using a z-buffer, controls maximum blur designated by the color white or input value 1Scale the background imageScale the bones to fit the entire length of the curveScale the contribution of direct lightingScale the contribution of indirect lightingScale the copies randomlyScale the copies randomly per axisScale the custom object by the bone lengthScale the distance between volume shader samples when rendering the volume (lower values give more accurate and detailed results, but also increased render time)Scale the face instance objectsScale the frame-rate from the BVH to the current scenes, otherwise each BVH frame maps directly to a Blender frameScale the image such that it fits entirely in the frame, leaving no empty spaces at the cornersScale the instances based on the face area of the incoming geometryScale the instances down randomlyScale the instances down randomly per axisScale the instances on each local axisScale the instances randomlyScale the instances randomly per axisScale the mouse movement by this value before applying the deltaScale the noise frequencyScale the offset by surrounding geometryScale the offset matrix (use to apply screen-space offset)Scale the offset to give more even thicknessScale the scene objects by the USD stage's meters per unit value. This scaling is applied in addition to the value specified in the Scale optionScale the stroke thickness when transforming strokesScale the texture to fit the length of each strokeScale the values of the modified F-CurveScale to Bone LengthScale to BoundsScale to Camera FrameScale to DeltasScale to Face SizesScale to FillScale to FitScale to fit or fill the camera frameScale to respect zoom (otherwise zoom independent display size)Scale to use when converting between Blender units and dimensions. When working at microscopic or astronomical scale, a small or large unit scale respectively can be used to avoid numerical precision problemsScale trackball orbit sensitivityScale vectors with their magnitudesScale, translate and rotate an imageScale/TranslateScale: %s : %s : %s%s %sScale: %s : %s%s %sScale: %s%s %sScaleB X: %s Y: %s Z: %s%s %sScaleB: %s : %s : %s%s %sScaleB: %s%s %sScaleX: %sScaledScales the image such that it fits entirely in the frame, leaving no empty spaces at the cornersScales the intensity of the noiseScales the mesh as a soft body using the origin of the object as scaleScales the power of the light exponentially, multiplying the intensity by 2^exposureScalingScaling (in time) of the noiseScaling factor applied on top of scene scale for adjustments to the VR view. When possible, prefer modifying the scene scale insteadScaling factor for actionScaling factor that is applied along the X axisScaling factor that is applied along the Y axisScaling for noise inputScaling of the objectScan add-on directories for new modulesScanline "exposure" time for the rolling shutter effectScatterScatter CoefficientsScatter light as it passes through the volume, often used to add fog to a sceneScatter on InstancesScatter on SurfaceScatter referenced geometry on a surface meshScattering modelScattering radius per color channel (RGB), multiplied with ScaleSceneSceneCopy SettingsSceneFull CopySceneLinked CopySceneNewSceneObject IndexSceneSpaceSceneTypeScene '%s' had an invalid root collection, which has not been readScene '%s' is linked, instantiation of objects is disabledScene '%s' is the last local one, cannot be removedScene CameraScene CollectionScene CollectionsScene DisplayScene DurationScene Frame RangeScene GraphScene GravityScene HydraScene Hydra render engine settingsScene InstancingScene LightsScene Node SocketScene Node Socket InterfaceScene ObjectsScene OperationScene OptionsScene OriginScene PropertiesScene Render ViewScene SetupScene SizeScene StatisticsScene StripScene Strip DisplayScene Strip RangeScene Strip...Scene TimeScene UnitScene WorldScene assets not assigned to a catalog. Catalogs can be assigned in the Asset BrowserScene at its evaluated stateScene data-block, consisting in objects and defining time and render related settingsScene data-blocksScene display settings for 3D viewportScene frame rate set to %.4g (converted from %.4g)Scene from which to select the active camera (render scene if undefined)Scene has no animation data or active actionScene has no cameraScene has no camera, unable to render preview of %s without it.Scene keying setsScene linear values in the working color spaceScene meters per unit to 0.001Scene meters per unit to 0.01Scene meters per unit to 0.0254Scene meters per unit to 0.3048Scene meters per unit to 0.9144Scene meters per unit to 1.0Scene meters per unit to 1000.0Scene mode uses full bake mode:Scene not foundScene root collection that owns all the objects and other collections instantiated in the sceneScene sizeScene socket of a nodeScene that this strip usesScene to render, current scene if not specifiedScene will be rendered using 11 anti-aliasing samplesScene will be rendered using 16 anti-aliasing samplesScene will be rendered using 32 anti-aliasing samplesScene will be rendered using 5 anti-aliasing samplesScene will be rendered using 8 anti-aliasing samplesScene will be rendered using a single pass anti-aliasing method (FXAA)Scene will be rendering without any anti-aliasingScene(s)ScenesScenes without a camera do not support previewsScheme = Catmull-Clark, when possible. Reverts to exporting the subdivided mesh for the Simple subdivision typeScheme = None. Export base mesh without subdivisionScheme = None. Export subdivided meshScope Region BackgroundScopesScopes for statistical view of a movie clipScopes for statistical view of an imageScopes to visualize image statisticsScopes to visualize movie clip statisticsScrambling DistanceScrambling Distance viewportScreenScreenNewScreenPrecisionScreenScreenScreen Grab SizeScreen ModeScreen SpaceScreen TracingScreen coordinates of samplingScreen data-block, defining the layout of areas in a windowScreen data-blocksScreen layouts of a workspaceScreen size for normals in the 3D viewScreen space angle snappingScreen-TraceScreen-Trace PrecisionScreen-Trace ThicknessScreensScreenshotScreenshot cannot be smaller than %i pixels on a sideScrewScrew ModifierScrew axisScriptScript DirectoriesScript FilesScript NodeScript SourceScript directory not foundScripted ExpressionScriptingScroll BarScroll DirectionScroll Widget ColorsScroll and zoom for a 2D regionScroll direction (Wayland only)Scroll down one pageScroll page up or downScroll the selected files into viewScroll the view downScroll the view leftScroll the view rightScroll the view upScroll up one pageScroll view by mouse click and dragScroll view so current frame would be centeredScrollbackScrubbingScrubbing & Markers Region SettingsScrubbing / MarkersSculptSculpt All IslandsSculpt Base MeshSculpt CapabilitiesSculpt CurvesSculpt Curves CageSculpt Face Sets OpacitySculpt Grease PencilSculpt Grease Pencil StrokesSculpt LevelsSculpt Mask OpacitySculpt ModeSculpt Mode OverlaysSculpt Overlay ColorSculpt PlaneSculpt Set PivotSculpt Show Face SetsSculpt Show MaskSculpt Texture PaintSculpt a stroke into the geometrySculpt curves using a brushSculpt on a persistent layer of the meshSculpt strokes in the active Grease Pencil objectSculpt/Paint Overlay ColorSculptingSeamSeam MarginSeam edge for UV unwrappingSeamsSearchSearch Add-onsSearch Area:Search DistanceSearch ExtensionsSearch MatchSearch MaxSearch MinSearch SizeSearch again from the start of the file when reaching the endSearch by Key-BindingSearch by NameSearch for a node by name and focus and select itSearch for files of this typeSearch for items in this folderSearch for markers that are affine-deformed (t, r, k, and skew) between framesSearch for markers that are perspectively deformed (homography) between framesSearch for markers that are translated and rotated between framesSearch for markers that are translated and scaled between framesSearch for markers that are translated between framesSearch for markers that are translated, rotated, and scaled between framesSearch in all text data-blocks, instead of only the active oneSearch string is sensitive to uppercase and lowercase lettersSearch subdirs for any associated images (WARNING: may be slow)Search term for filtering in the UISecondSecond BasisSecond Handle TypeSecond Rigid Body Object to be constrainedSecond StepSecond coefficient of fourth order Brown-Conrady radial distortionSecond coefficient of second order Brown-Conrady tangential distortionSecond coefficient of second order Nuke distortionSecond coefficient of second order division distortionSecond coefficient of tangential Nuke distortionSecond coefficient of third order polynomial radial distortionSecond color used for effectSecond cubic spline control point between min/max speedsSecond input for the effect stripSecond keyframe used for reconstruction initializationSecond point of the screenshot in screenspaceSecond selected mesh object required to copy shape fromSecond vertex group nameSecondarySecondary AxisSecondary Bone AxisSecondary ColorSecondary Control LayersSecondary Data PathSecondary Influence FalloffSecondary ReflectionSecondary TextureSecondary color of checkerboard pattern indicating transparent areasSecondary path of property to be set by the radial controlSecondsSeconds around cursor that we zoom aroundSeconds to run the test for (override iterations)SecretSection to activate in the PreferencesSee '%s' in the external editorSee '%s' in the text editorSee Modifiers panel belowSee OperatorList.txt text blockSeedSeed for random if usedSeed for random number generation (if negative, time is used as a seed instead)Seed for random-based operationsSeed for the noise generationSeed for the random number generatorSeed of the noiseSeed of the random generatorSeed used by the random number generator to generate random pointsSeed value for integrator to get different noise patternsSeed value for randomizationSeed value for the random generatorSeek based on timestamps read from movie stream, giving the best match between scene and movie timesSegmentSegment CoordinatesSegment DirectionSegment IDSegment InfluenceSegment LengthSegment RotationSegment WidthSegment between both keyframesSegment coordinates for texture mapping within each angular segmentSegmentsSegments for curved edgeSegments must be at least 3Segments sampled from control pointsSegments with an image distance smaller than this will be chained togetherSelectSelect & TweakSelect 2 sound stripsSelect 2D or 3D curve typeSelect Aligned Single HandleSelect AllSelect All TogglesSelect All by TraitSelect AnchorSelect AreaSelect BackgroundSelect BiasSelect BiggerSelect ChannelSelect ChildSelect ChildrenSelect Children OnlySelect CollectionSelect ColorSelect Control PointSelect CurvesSelect End Line IndexSelect Faces connected to existing selectionSelect GroupedSelect HandleSelect HandlesSelect HierarchySelect Imported ObjectsSelect LayerSelect Left HandleSelect LinkedSelect List ItemSelect List Item (Double click to rename)Select LocationSelect LoopsSelect ModeSelect More/LessSelect MouseSelect OuterSelect ParentSelect PassSelect PatternSelect PointSelect Right HandleSelect RingSelect SearchSelect Selection SetSelect SimilarSelect SlotSelect SplitSelect TextSelect UV verticesSelect UV vertices using box selectionSelect UV vertices using circle selectionSelect UVs in specified tileSelect UVs that are at the same location and share a mesh vertexSelect UVs that share a mesh vertex, whether or not they are at the same locationSelect UVs using lasso selectionSelect Vertices connected to existing selectionSelect ViewSelect a bone on the generated rig which will drive this actionSelect a bookmarked directorySelect a camera to bind to a marker on this frameSelect a chain of linked strips nearest to the mouse pointerSelect a feature edge if both of its adjacent faces are markedSelect a feature edge if either of its adjacent faces is markedSelect a loop of connected UV verticesSelect a loop of connected edgesSelect a mirror axis (X, Y)Select a mirror axis (X, Y, Z)Select a new path for this library, and reload all its dataSelect a node to assign a shortcutSelect a paint curve pointSelect a point or its handlesSelect a randomly distributed set of hair or pointsSelect a range from active elementSelect a row of control points including active one. Successive use on the same point switches between U/V directionsSelect a strip (last selected becomes the "active strip")Select affected vertices on meshSelect all UV faces which overlap each otherSelect all UV vertices linked to the active UV mapSelect all UV vertices linked under the mouseSelect all animation channels within the specified regionSelect all between clicked and active itemsSelect all bones linked by connected parent/child relationships from the current selectionSelect all bones linked by parent/child connections to the current selectionSelect all bones that have the same parent as currently selected bonesSelect all charactersSelect all children of currently selected bonesSelect all control points linked to already selected onesSelect all control points linked to the current selectionSelect all curve points linked to already selected onesSelect all curves in a fillSelect all data in the mesh on a single axisSelect all disabled tracksSelect all elementsSelect all estimated tracksSelect all if True, else deselect allSelect all keyframed tracksSelect all keyframes of channel under mouseSelect all keyframes on the specified frame(s)Select all keyframes that occur on the same frame as the one under the mouseSelect all keyframes within the specified regionSelect all keys linked to already selected onesSelect all locked tracksSelect all non-manifold vertices or edgesSelect all objects in collectionSelect all objects which block light from this emitterSelect all objects which receive light from this emitterSelect all paths between the source/destination elementsSelect all pinned UV verticesSelect all points in curves with any point selectionSelect all points in the curve under the cursorSelect all sharp enough edgesSelect all strips adjacent to the current selectionSelect all strips grouped by various propertiesSelect all strips on same side of the current frame as the mouse cursorSelect all stroke pointsSelect all stroke points between other strokesSelect all strokes with similar characteristicsSelect all textSelect all the keyframes in the channel under the mouseSelect all the keyframes in the curveSelect all the textSelect all the vertices assigned to the active vertex groupSelect all time markers using box selectionSelect all tracked tracksSelect all tracks from specified groupSelect all tracks which failed to be reconstructedSelect all tracks with same color as active trackSelect all vertices connected to the current selectionSelect all visible bones grouped by similar propertiesSelect all visible objects grouped by various propertiesSelect all visible objects that are linkedSelect all visible objects that are of a typeSelect alternated points in strokes with already selected pointsSelect an edge ringSelect an edge ring of connected UV verticesSelect an even number of loops to bridge pairsSelect an existing NLA Track or an empty action line firstSelect an object or pose boneSelect and activate item(s)Select and slide paint curve pointSelect and use mesh itemSelect anti-silhouette linesSelect at least one mesh objectSelect at least two edge loopsSelect bigger regions instead of smaller onesSelect bones in active Bone CollectionSelect bones linked by connected parent/child relationships under the mouse cursorSelect bones that are parents of the currently selected bonesSelect bones used as targets for the currently selected bonesSelect border edges (open mesh edges)Select boundary edges around the selected facesSelect bySelect by Face StrengthSelect by active material slotSelect connected parent/child objectsSelect contour or silhouetteSelect contours (outer silhouettes of each object)Select control points at the boundary of each selection regionSelect control points following already selected ones along the curvesSelect control points preceding already selected ones along the curvesSelect crease edges (those between two faces making an angle smaller than the Crease Angle)Select created objects at the end of the importSelect curve points using box selectionSelect curve points using circle selectionSelect curve points using lasso selectionSelect curves which are close to curves that are selected alreadySelect data type of attributeSelect direct children of currently selected bonesSelect domain object of the smoke simulationSelect edge marks (edges annotated by Freestyle edge marks)Select edges at material boundariesSelect edges or face pairs for edge loops to rotate aboutSelect either 1 or 3 vertices to parent toSelect either hair or pointsSelect elementSelect elements based on the active boolean attributeSelect end points of curvesSelect end points of strokesSelect everything beginning with the last selectionSelect everything except lines from specified collectionSelect external contours (outer silhouettes of occluding and occluded objects)Select face loop under the cursorSelect faces where all edges have more than 2 face usersSelect feature edges based on a collection of objectsSelect feature edges based on edge typesSelect feature edges based on visibilitySelect feature edges belonging to some object in the groupSelect feature edges by face marksSelect feature edges by image border (less memory consumption)Select feature edges not belonging to any object in the groupSelect feature edges not satisfying the given edge type conditionsSelect feature edges not satisfying the given face mark conditionsSelect feature edges satisfying all edge type conditionsSelect feature edges satisfying at least one of edge type conditionsSelect feature edges satisfying the given edge type conditionsSelect feature edges satisfying the given face mark conditionsSelect feature edges within a range of quantitative invisibility (QI) valuesSelect feature lines that comes from lit or shaded regions. Will not affect cast shadow and light contour since they are at the border.Select frame containing the selected nodesSelect from Chiang or Huang modelSelect from multiple inputs by nameSelect gizmo handles on the sides of the selected stripSelect graph curvesSelect handles next to the active stripSelect hidden feature edgesSelect how to constrain the object to the target surfaceSelect how vertices are constrained to the target surfaceSelect if the repository is in a user managed or system provided directorySelect immediate parent/children of selected bonesSelect intersecting with the current frameSelect items using box selectionSelect items using circle selectionSelect items using lasso selectionSelect keyframe points using circle selectionSelect keyframe points using lasso selectionSelect keyframes beside already selected onesSelect keyframes by clicking on themSelect keyframes occurring in the same F-Curves as selected onesSelect keyframes to the left or the right of the current frameSelect keys linked to boundary selected keys of each particleSelect line type for strokesSelect linked facesSelect linked faces by angleSelect linked faces under the cursorSelect linked verticesSelect linked vertices under the cursorSelect loops of connected edges from each selected edgeSelect loose geometry based on the selection modeSelect markers on and left/right of the current frameSelect markers using box selectionSelect markers using circle selectionSelect markers using lasso selectionSelect members of the selected frameSelect mesh items at mirrored locationsSelect mirrored lattice pointsSelect more UV vertices connected to initial selectionSelect more spline points connected to initial selectionSelect more strips adjacent to the current selectionSelect more vertices, edges or faces connected to initial selectionSelect movie or image stripsSelect movie tracking channelSelect nearest particle from mouse pointerSelect new active mesh element and use its locationSelect new objectsSelect node and link it to a viewer nodeSelect nodes linked from the selected onesSelect nodes linked to the selected onesSelect nodes using lasso selectionSelect nodes with similar propertiesSelect object in the same collectionSelect object relative to the active object's position in the hierarchySelect objects in collectionSelect objects matching a naming patternSelect objects recursively from active elementSelect one of the vertex groups available under current mouse positionSelect one or more stripsSelect only entirely selected facesSelect only pointsSelect or deselect all NLA-StripsSelect or deselect all filesSelect or deselect all stripsSelect or deselect random visible objectsSelect orientation after its creationSelect other strips or handles at the same time, or all retiming keys after the current in retiming modeSelect pasted objectsSelect region of faces inside of a selected loop of edgesSelect reports by indexSelect revealed objectsSelect ridges and valleys (boundary lines between convex and concave areas of surface)Select rings of connected edges from each selected edgeSelect roots of all visible particlesSelect shortest path between two bonesSelect shortest path between two selectionsSelect shortest path between two vertices/edges/facesSelect silhouettes (edges at the boundary of visible and hidden faces)Select similar UVs by property typesSelect similar bones by property typesSelect similar curve points by property typeSelect similar face regions to the current selectionSelect similar metaballs by property typesSelect similar vertices, edges or faces by property typesSelect spline pointsSelect strip handleSelect strips individually whether or not they are connectedSelect strips on the nominated side of the selected stripsSelect strips relative to the current frameSelect strips to the left or the right of the current frameSelect strips using box selectionSelect strips using circle selectionSelect strips using lasso selectionSelect style used to draw strokesSelect style used to fill strokesSelect suggestive contours (almost silhouette/contour edges)Select text by lineSelect text while moving cursorSelect the Freestyle control modeSelect the active cameraSelect the asset library and the contained catalogs to display in the asset shelfSelect the axis to compare each vertex onSelect the bones from this Selection SetSelect the cameraSelect the closest axis when placing objects (surface overrides)Select the currently highlighted gizmoSelect the file format to be used for caching noise dataSelect the file format to be used for caching particle dataSelect the file format to be used for caching surface dataSelect the file format to be used for caching volumetric dataSelect the file relative to the blend fileSelect the input type for the hair tie geometry.Select the input type for the surface geometry.Select the layers to convertSelect the mapping typeSelect the mirror objects of the selected object e.g. "L.sword" and "R.sword"Select the new inset facesSelect the next element (using selection order)Select the node under the cursorSelect the parents of currently selected bonesSelect the previous element (using selection order)Select the property panel to be shownSelect the shader's color parametrizationSelect the shape of blueprint contour strokesSelect the shape of both ends of strokesSelect the sort key to determine the stacking order of chainsSelect the sort orderSelect the source of rest positionsSelect the strips and their handlesSelect the tablet API to use for pressure sensitivity (may require restarting Blender for changes to take effect)Select the tracing method used to find scene-ray intersectionsSelect the way how feature edges are jointed to form chainsSelect the way how the sort key is computed for each chainSelect those bones connected to the initial selectionSelect those bones that are used in this poseSelect time marker(s)Select tips of all visible particlesSelect to the left of the current frameSelect to the right of the current frameSelect tracking markersSelect tracks by groupSelect tracks which are used for rotation stabilizationSelect tracks which are used for translation stabilizationSelect transformation orientationSelect two edge loops or a single closed edge loop from which two edge loops can be calculatedSelect two mesh objectsSelect type of gradient used to fill strokesSelect type of shrinkwrap algorithm for target positionSelect type of subdivision algorithmSelect unclean tracksSelect vertex loop under the cursorSelect vertices at poles by the number of connected edges. In edge and face mode the geometry connected to the vertices is selectedSelect vertices directly linked to already selected onesSelect vertices or faces by the number of face sidesSelect vertices without a groupSelect visible feature edgesSelect which point is the beginning of the curveSelect with Mouse ButtonSelect word at cursor positionSelect word under cursorSelect/Deselect all Grease Pencil strokes using current materialSelect/Deselect all strokes or fillsSelect/Deselect element in this directionSelect/Deselect files by walking through themSelectability & VisibilitySelectableSelectable OnlySelectedSelected & ContentSelected Action MapSelected Action-Clip StripSelected BindingSelected BoldSelected ChannelSelected Channels at CursorSelected Edge TotalSelected Face TotalSelected FacesSelected FileSelected HighlightSelected ID '%s' is a %s, cannot be used to relocate existing linked ID '%s' which is a %sSelected ID '%s' seems to be the same as the relocated ID '%s', use 'Reload' operation insteadSelected ItalicSelected ItemSelected Item forces the orbit center to only take the currently selected objects into account.Selected ItemsSelected KeysSelected LandmarkSelected Line BackgroundSelected Line Text ColorSelected MarkerSelected Meta Strip (for grouping related strips)Selected Node GroupSelected ObjectSelected ObjectsSelected Objects OnlySelected Objects and DataSelected Objects, Data and MaterialsSelected OnlySelected PointsSelected Pose BonesSelected Small CapsSelected Sound Strip (for timing speaker sounds)Selected StripsSelected StudioLightSelected TextSelected Transition StripSelected UV ElementSelected UV vertices that are within a radius of each other are welded togetherSelected UnderlineSelected Vertex TotalSelected asset %s could not be located inside the asset librarySelected asset %s is not an ActionSelected asset is contained in a file managed by the asset system, manual edits should be avoidedSelected asset is contained in the current fileSelected bones from %sSelected data-blocks are already assets (or do not support use as assets)Selected edge count in editmodeSelected edges/faces requiredSelected face count in editmodeSelected faces requiredSelected loops must have equal edge countsSelected meshes must have equal numbers of verticesSelected nodes are not of the same type as {}Selected nodes can't be joinedSelected objects' names must use .L or .R suffixSelected path is outside of the selected asset librarySelected to ActiveSelected vertex count in editmodeSelected/UnselectedSelecting lines from lit regions, and make the combination of contour, light contour and shadow lines into enclosed shapesSelecting the camera is only supported in object modeSelectionSelection DomainSelection End CharacterSelection End LineSelection MaskSelection ModeSelection Mode must be PointsSelection OnlySelection OpacitySelection SetSelection Set IndexSelection SetsSelection Sets SpecialsSelection ToolSelection TypeSelection action to executeSelection by CollectionSelection by Edge TypesSelection by Face MarksSelection by Image BorderSelection by VisibilitySelection is not a boneSelection is not a bone. Armature needs to be in Pose Mode or Edit Mode to pick in the 3D ViewportSelection lags behind mouse and follows a smoother pathSelection not supported in object modeSelection of IK solver for IK chainSelection of active channel to clicked channelSelection of edges that are not connected to a faceSelection of edges that are part of the boundary of a mesh surfaceSelection of edges that connect two faces of a mesh surfaceSelection of edges that signify a discontinuity of the input vectorsSelection of elements with normals matching a target direction. (The normal is evaluated on the same domain as this selection output)Selection of elements within a sphereSelection of instances to randomizeSelection of points that should be displacedSelection on the iteration domainSelection pair not foundSelection state of the curve pointSelection state of the path pointSelection state of the slotSelection statusSelection status of the Aligned Single handleSelection status of the control pointSelection status of the control point. (Deprecated: use Select Control Point instead)Selection status of the left handleSelection status of the right handleSelection to Current FrameSelection to Cursor ValueSelection to Nearest FrameSelection to Nearest MarkerSelection to Nearest SecondSelective Damped Least SquareSelects how the end handle of the B-Bone is computedSelects how the start handle of the B-Bone is computedSelects how the vertices are mapped to B-Bone segments based on their positionSelects random points from the current strokes selectionSelects the boundary adjustment algorithmSelects the used algorithmSelects the used thickness algorithmSelf CollisionSelf CollisionsSelf EffectSelf FrictionSelf HitSelf IntersectSelf IntersectionSelf Intersection CheckSelf Minimum DistanceSelf ObjectSelf OverlapSelf intersect selected facesSelf-contained rigid body simulation environment and settingsSelfcollision Vertex GroupSemantic interpretation of the propertySemi-LagrangianSemitonesSend BackwardSend to BackSensitivitySensorSensor FitSensor HeightSensor NoiseSensor WidthSensor is being scanned from top to bottomSeparableSeparateSeparate BundleSeparate Bundle ItemSeparate ChildrenSeparate ColorSeparate ComponentsSeparate CylindricalSeparate GeometrySeparate IK ToeSeparate MatrixSeparate ModeSeparate Sequence ImagesSeparate SphericalSeparate TransformSeparate UnitsSeparate XYZSeparate all geometry from intersectionsSeparate by layerSeparate by materialSeparate out the strips held by the selected meta-stripsSeparate projections by islands isolated by seamsSeparate selected geometrySeparate selected geometry into a new meshSeparate selected geometry into a new objectSeparate selected geometry into a new point cloudSeparate selected nodes from the node groupSeparate selected points from connected unselected points into a new objectSeparate the selected geometry into a new Grease Pencil objectSeparate the selected strokes from current fillSeparated %s into %i new actionsSeparated bonesSepiaSequenceSequenceAddSequenceAdjustmentSequenceAdjustment LayerSequenceAlpha OverSequenceAlpha UnderSequenceAudioSequenceBoxSequenceBrightness/ContrastSequenceClipSequenceClockSequenceColorSequenceColor BalanceSequenceColor MixSequenceCompositorSequenceCrossfadeSequenceCurvesSequenceDirectionSequenceDoubleSequenceEchoSequenceEqualizerSequenceGamma CrossfadeSequenceGaussian BlurSequenceGlowSequenceHold SplitSequenceHue CorrectSequenceImageSequenceInSequenceIrisSequenceMaskSequenceMetaSequenceMovieSequenceMulticamSequenceMulticam SelectorSequenceMultiplySequenceNoneSequenceOutSequencePer StripSequencePitchSequenceProjectSequenceProxy StorageSequenceSceneSequenceSingleSequenceSoundSequenceSound EqualizerSequenceSpeedSequenceSplitSequenceSubtractSequenceTextSequenceTone MapSequenceTonemapSequenceTransition TypeSequenceTypeSequenceWhite BalanceSequenceWipeSequence EditorSequence SlideSequence Slide: %s%sSequence Strip NameSequence editing data for a Scene data-blockSequence editor space dataSequence playback modeSequence strip applying an effect on the images created by other stripsSequence strip creating a gaussian blurSequence strip creating a glow effectSequence strip creating a wipe transitionSequence strip creating an image filled with a single colorSequence strip creating textSequence strip data for a single frameSequence strip defining a sound to be played over a period of timeSequence strip to control the speed of other stripsSequence strip to group other strips as a single sequence stripSequence strip to load a videoSequence strip to load a video from a maskSequence strip to load a video from the clip editorSequence strip to load one or more imagesSequence strip to perform filter adjustments to layers belowSequence strip to perform multicam editingSequence strip using the rendered image of a sceneSequencerSequencer & PreviewSequencer Color Space SettingsSequencer Compositor NodesSequencer EditorsSequencer OverlaysSequencer PreviewSequencer Preview ShadingSequencer SceneSequencer SnappingSequencer Strip InfoSequencer StripsSequencer Tool SettingsSequencer effect typeSequencer scene not editableSequencer's active stripSerbian (Cyrillic) - СрпскиSerbian (Latin) - Srpski latinicaSession StateSession UIDSession UID of the collection to link toSession UID of the collection to move toSession UID of the data-block to use by the operatorSession UID of the directly linked collection containing the selected object, to make an override fromSession UID of the geometry node group being droppedSession UUIDSession UUID of the object to place (uses the active object when this and 'name' are unset)SetSet "Fake User" for appended items (except objects and collections)Set 2D cursor locationSet 2D cursor to center view locationSet ActionSet Active Action Slot IndexSet All glTF Animation Starting at 0Set AlphaSet Color TagSet Current ThemeSet Curve NormalSet Curve RadiusSet Curve TiltSet Debug ValueSet Default iconSet Face SetSet Face StrengthSet Fake UserSet FallbackSet Frame RangeSet Geometry BundleSet Geometry NameSet Grease Pencil ColorSet Grease Pencil DepthSet Grease Pencil SoftnessSet Grid BackgroundSet Grid TransformSet Hair Curve ProfileSet Handle PositionsSet Handle TypeSet IDSet Instance TransformSet Inverse PendingSet MaterialSet Material BlendSet Material IndexSet Mesh NormalSet Minkowski variable to 0.5Set Minkowski variable to 4Set Mix Factor to 0.0Set Mix Factor to 1.0Set NameSet Origin not supported for %s object(s)Set Origin not supported for Empty object(s)Set Parent ToSet PivotSet Point RadiusSet PositionSet Preview Range based on extents of selected KeyframesSet Preview Range based on extents of selected stripsSet Preview Range based on range of selected keyframesSet Scene Frame RateSet Selected Strip ProxiesSet SelectionSet Shade SmoothSet SizeSet Snap BaseSet Spline CyclicSet Spline ResolutionSet Spline TypeSet Stereo 3DSet UVW control points a uniform distance apartSet VR viewer location to controller raycast hit locationSet ValueSet View TransformSet a color tag for the selected collectionsSet a color tag for the selected stripsSet a context array value (useful for cycling the active mesh edit mode)Set a context valueSet a context value (useful for cycling active material, shape keys, groups, etc.)Set a context value to an ID data-blockSet a custom Constant Rate Factor (CRF).Set a fixed number of frames for all build animationsSet a manual percentage to buildSet a maximum number of B-framesSet a new active keying setSet a new name or prefix/suffix the existing oneSet a new selectionSet active action set-up index to {}.Set active color to all selected verticesSet active marker as origin by moving camera (or its parent if present) in 3D spaceSet active materialSet all glTF animation starting at 0.0s. Can be useful for looping animationsSet all stroke points to same opacitySet all stroke points to same thicknessSet all vertex normals by corner angleSet all vertex normals by face areaSet alpha of selected color stopSet amount of opacity for exported UV layoutSet and use 3D cursorSet annotation VisibilitySet appropriate view transform based on media color spaceSet as active vertex groupSet as default roundedSet audio channels to 4 channelsSet audio channels to 5.1 surround soundSet audio channels to 7.1 surround soundSet audio channels to monoSet audio channels to stereoSet audio mixing buffer size to 1024 samplesSet audio mixing buffer size to 16384 samplesSet audio mixing buffer size to 2048 samplesSet audio mixing buffer size to 256 samplesSet audio mixing buffer size to 32768 samplesSet audio mixing buffer size to 4096 samplesSet audio mixing buffer size to 512 samplesSet audio mixing buffer size to 8192 samplesSet audio sample format to 16-bit signed integerSet audio sample format to 24-bit signed integerSet audio sample format to 32-bit floatSet audio sample format to 32-bit signed integerSet audio sample format to 64-bit floatSet audio sample format to 8-bit unsigned integerSet audio sampling rate to 192000 samples per secondSet audio sampling rate to 44100 samples per secondSet audio sampling rate to 48000 samples per secondSet audio sampling rate to 96000 samples per secondSet black point or white point for curvesSet boolean values for a collection of itemsSet camera view to active viewSet collection to only contribute indirectly (through shadows and reflections) in the view layerSet color VisibilitySet color and opacity attributes on Grease Pencil geometrySet color completely opaque instead of reusing existing alphaSet color interpolationSet color mode to use for interpolationSet color of selected color stopSet current movie clip as a camera background in 3D Viewport (works only when a 3D Viewport is visible)Set cursor positionSet cursor position in textSet cursor position to the offset used for collection instancesSet cursor selectionSet default color attribute used for renderingSet distance between each planeSet easing type for the F-Curve segments starting from the selected keyframesSet edge sharpness based on the angle between neighboring facesSet effect expansion in the user interfaceSet extrapolation mode for selected F-CurvesSet face strength on all facesSet face strength on new and affected faces onlySet face strength on new and modified faces onlySet face strength on new faces onlySet fake user on appended IDsSet floor planeSet font caseSet font styleSet frame rate of the current scene to the frame rate of the movieSet hook center to cursor positionSet how compositing is executedSet if this library override data-block can be editedSet image for texture painting directlySet interpolation between color stopsSet interpolation mode for the F-Curve segments starting from the selected keyframesSet inverse correction for Child Of constraintSet inverse correction for Object Solver constraintSet keyframe used by solverSet mask VisibilitySet mask to the level specified by the 'value' propertySet mask to the level specified by the inverted 'value' propertySet mesh seams according to island setup in the UV editorSet metaball as negative oneSet modifier expanded in the user interfaceSet negative texture RGB and intensity values to zero, for some uses like displacement this option can be disabled to get the full rangeSet new 3D cursor position and use itSet object solution scale using distance between two selected tracksSet of properties that are affectedSet offset used for collection instances based on cursor positionSet offset used for collection instances based on the active object positionSet origin to median point of selected bundlesSet particle size in simulation cells or use nearest cellSet per-point radius which is used for bevel taperingSet plane based on 3 selected bundles by moving camera (or its parent if present) in 3D spaceSet position of selected color stopSet render size and aspect from active stripSet resolution of selected curvesSet scale of scene by scaling camera (or its parent if present)Set scaling for the texture's X, Y and Z sizesSet scene's start and end frame to match clip's start frame and lengthSet sculpt face set values for facesSet selected vertices as not looseSet selection of the edited geometry, for tool executionSet shading to flatSet shading to smoothSet shutter curveSet softbody goal weight for selected pointsSet softness attribute on Grease Pencil geometrySet some size property (e.g. brush size) with mouse wheelSet speed of retimed segmentSet start and end frame from sceneSet text selectionSet the Grease Pencil depth order to useSet the USD Stage meters per unit to the chosen measurement, or a custom valueSet the UV map as active for renderingSet the accessibility description for the exported stage's default primSet the accessibility label for the exported stage's default primSet the active Grease Pencil layerSet the active bone as the parent of the selected bonesSet the active object as the active camera for this view or sceneSet the active operator to its default valuesSet the active scene and time based on the current scene stripSet the active vertex groupSet the background value used for inactive voxels and tilesSet the boundaries for viewer operations (Not implemented)Set the boundaries of the border render and enable border renderSet the boundaries of the border used for offset viewSet the boundaries of the render region and enable render regionSet the boundaries of the user regionSet the bundle of a geometrySet the clip interaction modeSet the color and opacity for the points of the strokeSet the color and opacity for the stroke fillsSet the console selectionSet the corner type of the selected pointsSet the current frame as the preview or scene end frameSet the current frame as the preview or scene start frameSet the current frame to the average frame value of selected keyframesSet the current language for this consoleSet the current transform gizmoSet the cursor location, drag to transformSet the custom normals from the selected faces onesSet the direction of a scene axis by rotating the camera (or its parent if present). This assumes that the selected track lies on a real axis connecting it to the originSet the display size of point cloud pointsSet the distance between the eyes - the stereo plane distance / 30 should be fineSet the evaluation mode for curve normalsSet the fallback tool instead of the primarySet the fallback tool instead of the primary toolSet the file path relative to the blend file, when possibleSet the frame range to the selected strips start and endSet the handle type for Bézier curvesSet the handle type for bezier curvesSet the handle type for the control points of a Bézier curveSet the id attribute on the input geometry, mainly used internally for randomizingSet the image's frame range to match the video's durationSet the influence of this constraint to zero while trying to maintain the object's transformation. Other active constraints can still influence the final transformationSet the location of each pointSet the location of the 3D cursorSet the map as active for cloningSet the map as active for display and editingSet the mask layer from the UV map buttonsSet the mask's parentingSet the material index for each selected geometry elementSet the material on new faces based on the order of the material slot lists. If a material does not exist on the modifier object, the face will use the same material slot or the first if the object does not have enough slots.Set the name of a geometry for easier debuggingSet the object's origin, by either moving the data, or set to center of data, or use 3D cursorSet the object's parentingSet the object's parenting without setting the inverse parent correctionSet the output mesh normals to smoothSet the positions for the handles of Bézier curvesSet the preview range insteadSet the radius of the curve at each control pointSet the rotation representation used by selected bonesSet the scene frame-rate to that of the BVH file (note that this nullifies the 'Scale FPS' option, as the scale will be 1:1)Set the selected stroke material as the active materialSet the sharpness of mesh edges based on the angle between the neighboring facesSet the space type or cycle subtypeSet the stroke type (stroke, fill, or both) of the selected strokesSet the surface mesh into its rest position before attachmentSet the tilt angle at each curve control pointSet the tool by index (for key-maps)Set the tool by name (for key-maps)Set the transform for the grid from index space into object space.Set the transformation matrix of every instanceSet the value of all tagsSet the vertex group weights based on the distance to another target objectSet the view axis where each mouse direction always maps to the same axisSet the view axis where each mouse direction maps to an axis relative to the current orientationSet the view clipping regionSet the weight of selected keysSet the weight of the Draw tool to the weight of the vertex under the mouse cursorSet the weights of the groups matching the attached armature's selected bones, using the distance between the vertices and the bonesSet the weights of vertices in a group from a target object's distanceSet the width based on the parent group node in the current contextSet the zoom ratio (based on clip size)Set this pose Action as active Action on the active ObjectSet this property's current value as the new defaultSet tip radius to zeroSet to 0 to use estimate from input imageSet to true if the cache is split into separate filesSet to true to request recalculation of the inverse matrixSet tree node visibilitySet type of active splineSet type of handle for selected keyframesSet type of handles for selected control pointsSet type of keyframe for the selected keyframesSet type of selected curvesSet up proxies manuallySet value of facesSet values of selected keyframes to the cursor value (Y/Horizontal component)Set values of the active attribute for selected elementsSet wall planeSet weights to a fixed number of stepsSet zoom ratio of the viewSet {} as activeSet/Get strength of face (used in Weighted Normal modifier)Set/clear selected UV vertices as anchored between multiple unwrap operationsSets a Subdivision Surface level (1 to 5)Sets how many unique objects can be distinguished per pixelSets the areas outside of the crop region to be transparent instead of actually cropping the size of the imageSets the layer as active for display and editingSets the layer as active for renderingSets the object interaction modeSets the pivot position to the active vertex positionSets the pivot position to the average position of the unmasked verticesSets the pivot position to the center of the border of the maskSets the pivot position to the surface under the cursorSets the pivot to the origin of the sculptSets the radius attribute of hair curves according to a profile shapeSets the rotation origin automatically using the topology and shape of the mesh as a guideSets the sculpt transform pivot positionSetting Preferences > System > Shader Compilation Method to Subprocess might improve compilation time.SettingsSettings are inside the Particles tabSettings are inside the Physics tabSettings for Grease Pencil brushSettings for Grease Pencil interpolation toolsSettings for boid physicsSettings for display of overlaysSettings for display of overlays in the 3D viewportSettings for display of overlays in the Movie Clip editorSettings for display of overlays in the Node EditorSettings for display of overlays in the UV/Image editorSettings for extensionsSettings for features that are still early in their development stageSettings for filtering animation dataSettings for filtering the channels shown in animation editorsSettings for image formatsSettings for input devicesSettings for interacting with Blender dataSettings for navigation in XRSettings for object participating in Rigid Body SimulationSettings for particle fluids physicsSettings for rigid body simulationSettings for shading in the 3D viewportSettings for soft body simulationSettings for spaceSettings for stereo 3DSettings for stereo 3D displaySettings for stereo 3dSettings for stereo outputSettings for stroke sculpting tools and brushesSettings for the file selection in Asset Browser modeSettings for the visualization of motionSettings for using the object as a collider in physics simulationSettings for using the object as a field in physics simulationSettings for walk navigation modeSettings here may have a significantSettings of color space sequencer is working inSettings of device saved image would be displayed onSettings that should be keyframed togetherSettings to be applied on the newly created nodeSettings to define a reusable library for Asset Browsers to useSettings to define an extension repositorySettings used for fluidSettings/info about a languageSetup Stereo ModeSew ClothSewingSewing Force MaxShade DownShade SmoothShade TopShade for bones corresponding to a locked weight group during paintingShadedShadelessShaderShader AOVShader AOV NameShader Compilation MethodShader Compilation WorkersShader Custom GroupShader EditorShader Editor Add-onsShader EffectsShader NodeShader Node PreviewsShader Node SocketShader Node Socket InterfaceShader Node TreeShader ballShader defining the custom cameraShader nodesShader script pathShader socket of a nodeShader to RGBShadingShading OffsetShading SettingsShading settings for OpenGL render engineShading type to toggleShadowShadow AlphaShadow AngleShadow Backface CullingShadow BlurShadow BrightnessShadow Buffer Clip StartShadow Camera FarShadow Camera NearShadow Camera SizeShadow CatcherShadow CausticsShadow ColorShadow EffectShadow Filter RadiusShadow FocusShadow IntensityShadow JitterShadow Jitter OverblurShadow LinkingShadow Linking SpecialsShadow Linking for %sShadow OffsetShadow Offset XShadow PoolShadow Pool SizeShadow Ray CountShadow SettingsShadow ShiftShadow SizeShadow Soft SizeShadow Step CountShadow TerminatorShadow Terminator Geometry OffsetShadow Terminator Normal OffsetShadow Terminator Shading OffsetShadow VisibilityShadow WidthShadow X OffsetShadow Y OffsetShadow color in gray valueShadow effectShadow factor hardnessShadow map clip start, below which objects will not generate shadowsShadow offset in pixelsShadow termination angleShadow type (0 none, 3, 5 blur, 6 outline)ShadowsShadows Resolution LimitShadows Resolution ScaleShallow WaterShapeShape AsymmetryShape KeyShape Key AnimationsShape Key Bézier PointShape Key Curve PointShape Key Edit ModeShape Key EditorShape Key NormalsShape Key PointShape Key SpecialsShape Key TangentsShape Key context menuShape Key data-blocksShape KeysShape Keys AnimationShape MethodShape ObjectShape OrientationShape ParametersShape PreservationShape adjustment of the strand thickness for the braidsShape angle limitShape defining a section of the tube, using the XY planeShape key in a shape keys data-blockShape key selection stateShape key to use for blendingShape key to use the rest spring lengths fromShape keysShape keys data-block containing different shapes of geometric data-blocksShape of amount along each curve (0=constant, 0.5=linear)Shape of clumpingShape of distribution from center to the edge around the guideShape of endpoint roughnessShape of the area LightShape of the braid radius along each curveShape of the influence along curves (0=constant, 0.5=linear)Shape of the profileShape of the radius along the curveShape used as a relative keyShape used in the brush to apply force to the clothShapeKeyShapeKey %s has an invalid 'from' pointer (%p), it will be deletedShapeKey not foundShapesShare Texture SpaceShared AccessorsShared LocationShared Region PropertiesShared VertexShared animation theme propertiesShared collectionShared curve theme propertiesShared data (scene, image, sound, etc.)Shared effectsShared object typeShared parentShared strip effect type (if active strip is not an effect one, select all non-effect strips)Shared strip typeSharpSharp EdgesSharp ThresholdSharp edge for shadingSharp edges or custom normals detected, disabling GPU subdivisionSharp falloffSharp presetSharpenSharpen CornerSharpen MaskSharpen PeakSharpen an image by increasing contrast along edges.Sharpen effect of brushSharpen the cavities of the meshSharpen:SharpnessSharpness MaxSharpness MinShearShear AxisShear FactorShear GroupShear Spring DampingShear StiffnessShear Stiffness MaximumShear Stiffness Vertex GroupShear selected items along the given axisShear the keys using the left key as referenceShear the keys using the right key as referenceShear: %.3f° %sShear: %s %sSheenSheen BSDFSheen RoughnessSheen WeightSheen shading modelShellShell Vertex GroupShiftShift - Hold for precisionShift Audio PitchShift Left MouseShift Texture in 2d SpaceShift XShift YShift key pressedShift key pressed, -1 for any stateShift pitch using a direct ratioShift pitch using semitones and centsShift selected keys to the value of the neighboring keys as a blockShift the shape towards a predefined primitiveShift underlying strip content without affecting handlesShiftLShiftRShifts the bit values of A by the specified Shift amount. Positive values shift left, negative values shift right.Shifts the value of selected keys in timeShort ListShortcut Cycle: {}Shortcut setup for keyboards and other input devicesShortcut {:d} is not assigned to a Viewer node yetShortcut: {}Shorten curves by removing portions at the start or endShortest DiagonalShortest Edge PathsShortest Edge Paths Cost FieldShortest Edge Paths Next Vertex FieldShortest RotationShortest allowed wavelengthShowShow .blend filesShow .blend files items (objects, materials, etc.)Show .blend1, .blend2, etc. filesShow 2D cursorShow 3D CursorShow 3D Marker NamesShow 3D volume filesShow Action data-blocksShow ActiveShow Active Face SetShow Active PixelsShow AllShow All View LayersShow AlphaShow Alpha in Preview RenderShow AnnotationShow Annotation data-blocksShow Annotations in OpenGL previewsShow Armature data-blocksShow Armature in binding pose state (no posing possible)Show ArmaturesShow Auto Keying WarningShow Available ExtensionsShow BVH NodesShow BackfaceShow Background ImageShow Blended PoseShow Blender files in the File BrowserShow Blender memory usageShow Blender version stringShow Blue ChannelShow Bone X-RayShow BonesShow BrushShow Brush On SurfaceShow Brushes data-blocksShow BundlesShow CacheShow Cache File data-blocksShow Camera Focus DistanceShow Camera GuidesShow Camera LensShow Camera PathShow Camera data-blocksShow CamerasShow Canvas grid in frontShow CavityShow Center-Cut Safe AreasShow Collection data-blocksShow CollectionsShow Color TagsShow ConeShow Control F-CurvesShow ControllersShow CursorShow Cursor PreviewShow Curve ExtremesShow Curve data-blocksShow Custom OverlaysShow Data-Block FiltersShow DebugShow DisabledShow DurationShow Edit LinesShow Edit Lines only in multiframeShow Edit Lines when editing strokesShow EmitterShow EmptiesShow Empty Force FieldShow Empty ImageShow ErrorShow ExpandedShow Extensions Update CountShow ExtrapolationShow F-CurvesShow FillShow Fill Color While DrawingShow FilterShow FiltersShow Font data-blocksShow FooterShow Frame NumbersShow FramesShow Freestyle's Line Style data-blocksShow GPU video memory usageShow GizmoShow GizmosShow Grease PencilShow Grease Pencil data-blocksShow Grease Pencil objectsShow Green ChannelShow GridShow HandlesShow Handles and InterpolationShow HeaderShow HiddenShow Hidden Files/Data-BlocksShow Hidden RegionShow Hotkey ListShow HoverShow Image data-blocksShow InShow In FrontShow InfoShow Installed ExtensionsShow InstancerShow Internal AttributesShow Jitter CurveShow Keyframe NumbersShow LandmarksShow LassoShow Lattice data-blocksShow Light Look-AtShow Light Probe data-blocksShow Light SizeShow Light data-blocksShow LightsShow LimitsShow LineShow Line Art Grease Pencil in front of everythingShow LinesShow Local MarkersShow LocationsShow Manage PanelShow MarginShow Marker PatternShow Marker SearchShow MarkersShow Mask EditorShow Mask OverlayShow Mask SplineShow Mask data-blocksShow Mask editing related propertiesShow Material data-blocksShow MemoryShow MenusShow Mesh data-blocksShow MeshesShow Metaball data-blocksShow MetadataShow Missing MediaShow MistShow Modal AllShow Mode ColumnShow Movie Clip data-blocksShow NameShow Named AttributesShow NamesShow Node GroupShow Node PreviewsShow Node Tree data-blocksShow Numeric Input ArrowsShow OS Properties for this itemShow Object ChildrenShow Object ContentsShow Object ExtrasShow Object LocationShow Object OutlineShow Object RotationShow Object ScaleShow Object data-blocksShow OffsetsShow On ForegroundShow Only SelectedShow OperatorShow OptionsShow Orbit Axis GuideShow Orbit Center GuideShow Original PoseShow Other ObjectsShow OverexposedShow OverlayShow OverlaysShow PaintShow Paint Curve data-blocksShow Palette data-blocksShow Particle Settings data-blocksShow ParticlesShow PassepartoutShow PassthroughShow PerformanceShow Pose MarkersShow PreviewShow Principled Naming TagsShow Python references in tooltipsShow Recent LocationsShow Recent locations list in the File BrowserShow ReconstructionShow Red ChannelShow RenderShow Reroute Auto LabelsShow Retiming KeysShow Safe AreasShow Same MaterialShow Scene DurationShow Scene Strip RangeShow Scene data-blocksShow SelectionShow SelfShow Sensor SizeShow Sequencer SceneShow SettingsShow ShadowShow Size CurveShow SlidersShow Sound data-blocksShow SourceShow Speaker data-blocksShow SplashShow StableShow Start FrameShow StatisticsShow Status BarShow StereoShow Strength CurveShow StrokeShow SubframeShow System LocationsShow System OverridesShow System locations list in the File BrowserShow TV title safe and action safe areas in Camera viewShow TV title safe and action safe areas in previewShow Tablet Debug ValuesShow TagsShow TextShow Text data-blocksShow TextureShow Texture data-blocksShow ThumbnailsShow TimingShow Tiny MarkersShow Tool SettingsShow Track PathShow TracksShow Tracks ErrorShow Tracks MotionShow Tree PathShow UI Key-ConfigShow UI list of tracks participating in stabilizationShow UV EditorShow UV editing related propertiesShow VR CameraShow VR ControllersShow VR controllers (requires VR actions for controller poses)Show VRAMShow ValueShow VersionShow ViewerShow WarnShow WarningShow Weight ContoursShow WeightsShow WireShow Wire ColorsShow World data-blocksShow X-RayShow X-component of MAC GridShow Y-component of MAC GridShow Z-component of MAC GridShow a column listing the date and time of modification for each fileShow a column listing the size of each fileShow a darkened overlay outside the image area in Camera viewShow a dial gizmo in the viewport for a valueShow a linear gizmo in the viewport for a valueShow a list of used text in the open documentShow a preview of the start or end frame of a strip while transforming its respective handleShow a transform gizmo in the viewportShow action-local markers on the strips, useful when synchronizing timing across stripsShow active color attributeShow add-on preferencesShow additional options in the shading menu ('Z')Show all Grease Pencil layersShow all bone collectionsShow all except this group while interactingShow all extension typesShow all keyframes during animation playback and enable all frames for editing (uncheck to use only the current keyframe during animation playback and editing)Show all objects in the view layerShow all the objects and collections inside the collectionShow all the view layersShow all while interacting, as well as this group when another is being interacted withShow alpha channel of the maskShow an indicator for the current value while draggingShow an outline highlight around selected objectsShow animation dataShow annotation data-block which belongs to active trackShow annotation data-block which belongs to movie clipShow annotations for this viewShow armature in binding pose or final posed stateShow armature in posed stateShow armature objectsShow armaturesShow assets from all of the listed asset librariesShow assets from the asset libraries configured in the PreferencesShow attribute overlay for active viewer nodeShow attribute values as text in viewportShow blue channel in the frameShow both distances and anglesShow camera composition guidesShow camera objectsShow camera passepartoutShow camerasShow childrenShow collectionsShow compact list of colors instead of thumbnailsShow contour lines formed by points with the same interpolated weightShow current frame onlyShow cursor in viewportShow curve for per-frame average error (camera motion should be solved first)Show curvesShow curves, lattices, light probes, fonts, ...Show custom VR overlaysShow cuts hidden by geometryShow dashed lines indicating parent or constraint relationshipsShow data-blocks with dot-prefixed names in search menusShow disabled tracks from the footageShow drivers editor in a separate windowShow editing clip previewShow emptiesShow empty objectsShow extensions by typeShow extensions from all repositoriesShow face edges wiresShow files and data-blocks that are normally hiddenShow filtering optionsShow filters for graph editorShow foldersShow folders in the File BrowserShow font filesShow frame numbers of Keyframes on Motion PathsShow frame numbers on Motion PathsShow front/back sideShow ghosts of the keyframes before and after the current frameShow gizmos of all typesShow graph view for active elementShow green channel in the frameShow grid in orthographic side viewShow grid showing lens distortionShow gridlinesShow guide hairsShow hair curvesShow hair simulation gridShow handles of Bézier control pointsShow help lines for filling to see boundariesShow help lines for stroke extensionShow hidden dot filesShow hidden particlesShow image filesShow images, movie clips, sounds and masksShow in Drivers EditorShow in GhostsShow in Info LogShow influence F-Curves on stripsShow info log in a separate windowShow instances when particles are aliveShow instances when particles are deadShow instances when particles are unbornShow just angle measurementsShow just distance measurementsShow key map event and property details in the user interfaceShow latticesShow light colorsShow light objectsShow light probesShow lightsShow line numbers next to the textShow markers belonging to the active action instead of Scene markers (Action and Shape Key Editors only)Show markers in a more compact mannerShow mask editing toolsShow material colorShow material name assigned to each strokeShow materials, node-trees, textures and Freestyle's line-stylesShow menus in the headerShow mesh objectsShow mesh when particles are aliveShow mesh when particles are deadShow mesh when particles are unbornShow meshes, curves, lattice, armatures and metaballs dataShow metaballsShow metadata of clipShow metadata of first visible stripShow movie filesShow names for reconstructed tracks objectsShow navigation controls in 2D and 3D views which do not have scroll barsShow no measurementsShow object center dotsShow object colorShow object color on wireframeShow object extras, including empties, lights, and camerasShow objectsShow objects and collectionsShow objects in this collection in place of particlesShow only data-blocks of one typeShow only hotkeys that have this text in their nameShow only objects in collection (Shift to extend)Show only selectable objectsShow only the active objectShow only the onion skins of the active objectShow only this bone collection, and others also marked as 'solo'Show options for the properties editorShow options for whether channels related to certain types of data are includedShow original curves that are currently being editedShow other data typesShow overexposed areas with zebra stripesShow paint related propertiesShow particle numberShow particle sizeShow particle velocityShow particles after they have diedShow particles before they are emittedShow path of how track movesShow pattern boundbox for markersShow point cloudsShow points in the order they occur in each stroke (e.g. for animating lines being drawn)Show pressure values when using a paint operatorShow projection of 3D markers into footageShow random object colorShow random object color on wireframeShow reconstructed camera pathShow rectangle area overlayShow red channel in the frameShow reference frame onlyShow reference spheres with neutral shading that react to lighting to assist in look developmentShow render related propertiesShow retiming keys in selected stripsShow retiming keys, so they can be movedShow right marginShow safe areas to fit content in a different aspect ratioShow scene durationShow scene in a single custom colorShow scene statisticsShow scene wireframes with the theme's wire colorShow scenesShow script filesShow search boundbox for markersShow selected objectsShow selection outlinesShow sensor size (film gate) in Camera viewShow sliders beside F-Curve channelsShow small rotating 3D axes in the top right corner of the 3D viewportShow sound filesShow speakersShow stable footage in editor (if stabilization is enabled)Show status barShow strip thumbnailsShow stroke drawing direction with a bigger green dot (start) and smaller red dot (end) pointsShow stroke fills of this materialShow stroke lines of this materialShow surfacesShow system preferences "Network" panel to allow online accessShow text filesShow text objectsShow texture in texture tabShow texture in viewportShow the Ambient Occlusion render passShow the Background render passShow the Combined Render passShow the Diffuse Color render passShow the Diffuse Direct render passShow the Diffuse Indirect render passShow the Emission render passShow the Face Orientation OverlayShow the Glossy Color render passShow the Glossy Direct render passShow the Glossy Indirect render passShow the Mist render passShow the Motion Paths OverlayShow the Normal render passShow the Onion Skinning OverlayShow the Position render passShow the Shadow Catcher render passShow the Transmission Color render passShow the Transmission Direct render passShow the Transmission Indirect render passShow the UV render passShow the Volume Direct render passShow the Volume Indirect render passShow the X axis lineShow the Y axis lineShow the Z axis lineShow the active Camera's name in Camera viewShow the active face setShow the active object's Dynamic Paint cacheShow the active object's Rigid Body cacheShow the active object's cloth point cacheShow the active object's particle point cacheShow the active object's simulation nodes cache and bake dataShow the active object's smoke cacheShow the active object's softbody point cacheShow the asset name together with the preview. Otherwise only the preview will be visible.Show the assets currently available in this Blender sessionShow the available extensions panelShow the basic building blocks and utilities coming with BlenderShow the bone selection overlayShow the clipping distances in the 3D viewShow the collection in this view layerShow the data-block selector in the modifierShow the data-block selector in the nodeShow the details in the user interfaceShow the glow buffer onlyShow the grid background and bordersShow the grid over the imageShow the ground plane gridShow the influence volume in the 3D viewShow the installed extensions panelShow the left and right camerasShow the mode column for mode toggle and activationShow the object origin center dot for all (selected and unselected) objectsShow the panel for alpha transparency optionsShow the panel for line color optionsShow the panel for line thickness optionsShow the panel for stroke constructionShow the panel for stroke geometry optionsShow the panel for stroke texture optionsShow the parallax correction volume in the 3D viewShow the passthrough viewShow the status of cached frames in the timelineShow the stereo 3D convergence planeShow the stereo 3D frustum volumeShow the studiolight in the backgroundShow the texture from the active image texture node using the active UV map coordinatesShow the underlying BVH nodes as differently colored facesShow this fileShow this image as backgroundShow this image in front of objects in viewportShow this object in place of particlesShow timing as a timecode instead of framesShow track names and statusShow tracking and solving toolsShow transparent lines to use as boundary for fillingShow vertical grid linesShow verticesShow vertices with no weights in any groupShow vertices with no weights in the active groupShow visible area maintenance corner handlesShow visible objectsShow volumesShow warning indicators when transforming objects and bones if auto keying is enabledShow what is inside the objects elementsShow when nodes are using named attributesShow while draggingShow whole scene transparentShow workspace data-blocksShow worlds, lights, cameras and speakersShow {} preferencesShow/HideShow/Hide FacesShow/hide Curves data-blocksShow/hide Point Cloud data-blocksShow/hide Volume data-blocksShrinkShrink Face SetShrink FactorShrink Factor MaxShrink MaskShrink SpeedShrink Vertex GroupShrink VisibilityShrink the current selection of adjacent selected stripsShrink the frame to minimal bounding boxShrink the location to the nearest target surfaceShrink the location to the nearest target surface along a given axisShrink the location to the nearest target surface along the interpolated vertex normals of the targetShrink the location to the nearest target vertexShrink the mesh to the nearest target surfaceShrink the mesh to the nearest target surface along a given axisShrink the mesh to the nearest target surface along the interpolated vertex normals of the targetShrink the mesh to the nearest target vertexShrink the selection by one pointShrink the visibility by one face based on mesh topologyShrink wrapping modifier to shrink wrap an object to a targetShrink wrapping modifier to shrink wrap and object to a targetShrink/FattenShrink/Fatten: Shrink/Fatten: %3fShrink/Fatten: %sShrink/fatten selected vertices along normalsShrinking FactorShrinking GroupShrinks the face set boundary by one face based on mesh topologyShrinkwrapShrinkwrap ConstraintShrinkwrap Hair CurvesShrinkwrap ModifierShrinkwrap TypeShrinkwraps hair curves to a mesh surface from below and optionally from aboveShuffleShutterShutter CloseShutter CurveShutter OpenShutter TypeSiblingsSideSide (Y-Z)Side SegmentsSide Segments must be at least 1Side by Side to the LeftSide by Side to the RightSide by Side, DownwardSide by Side, UpwardSide length along each axisSide length of the plane in the X directionSide length of the plane in the Y directionSide of FrameSide of object to use for alignmentSide of the keyframes' Bézier handles to affectSide of the strip to swapSide to selectSide-by-SideSidebarSidebar & Toolbar Region SettingsSidesSigmaSign ModeSign of the bitangent vector of this vertex for this face (must be computed beforehand using calc_tangents, bitangent = bitangent_sign * cross(normal, tangent))Signed AngleSigned Angle FieldSignificantly faster method that approximates tangents interpolated across face corners with matching UVs. For a value actually tangential to the surface, use the cross product with the normal.SilhouetteSilhouette FilteringSilhouettes and border edges are centered along stroke geometrySilhouettes and border edges are drawn inside of stroke geometrySilhouettes and border edges are drawn outside of stroke geometrySilhouettes and border edges are shifted by a user-defined ratioSilkSilverSimilar to Hybrid Multifractal creates a heterogeneous terrain, but with the likeness of river channelsSimilar to SMPTE (Compact), except that the decimal part of the second is shown instead of framesSimilar to most fisheye modern lens, takes sensor dimensions into considerationSimilar to multifractalSimilar to the Principled BSDF node but uses the specular workflow instead of metallic, which functions by specifying the facing (along normal) reflection color. Energy is not conserved, so the result may not be physically accurateSimpleSimple AxesSimple BlendingSimple DeformSimple ExpressionSimple NameSimple StarSimple deformation modifier to apply effects such as twisting and bendingSimple interpolation between adjacent pixelsSimple name of the asset's catalog, for debugging and data recovery purposesSimple physics-inspired easing effectsSimple redraw timer to test the speed of updating the interfaceSimple solver with good performance, without support for overlapping geometrySimple timeline view with playback controls in the header, without channel list, side-panel, or footerSimpleDeformSimpleDeform ModifierSimpler photographic algorithm by ReinhardSimplificationSimplifySimplify Child ParticlesSimplify F-Curves and remove empty or redundant channels.Simplify F-Curves by removing closely spaced keyframesSimplify Grease Pencil drawingSimplify Grease Pencil only during animation playbackSimplify ModifierSimplify StrokeSimplify Stroke modifierSimplify SubdivisionSimplify VolumesSimplify geometry by collapsing edgesSimplify meshes targeting triangle count ratioSimplify selected curvesSimplify selected strokesSimplify stroke reducing number of pointsSimplify the stroke by merging vertices closer than a given distanceSimplify the stroke setSimulate a shiny coat by reducing the roughness to the given factor only for the first light bounce (diffuse). Range [0, 1] is equivalent to a reduction of [0%, 100%] of the original roughnessSimulate an internal volume structure by creating springs connecting the opposite sides of the meshSimulate an ocean surfaceSimulate distortion and dispersion from camera lensesSimulate fluids with high viscosity using a special solverSimulate pressure inside a closed cloth meshSimulate soft deformable objectsSimulate the execution of nodes across a time spanSimulated FramesSimulates an FK deformation using the face set under the cursor as controlSimulates color fringing caused by lens chromatic aberrationSimulates only a specific area around the brush limited by a fixed radiusSimulates the entire meshSimulates the random pixel noise produced by a camera sensor.Simulating ocean...SimulationSimulationBrushSimulationCacheSimulationCanvasSimulationDepth ChangeSimulationDissolveSimulationForceSimulationObstacleSimulationReflect OnlySimulationScale InfluenceSimulationTypeSimulationWave TypeSimulation AreaSimulation Bake DirectorySimulation FalloffSimulation Frame EndSimulation Frame StartSimulation InputSimulation ItemSimulation LimitSimulation MethodSimulation NodesSimulation OutputSimulation Output Node IDSimulation RangeSimulation StartSimulation StateSimulation ZoneSimulation end frameSimulation field to color mapSimulation field to color map onto gridlinesSimulation must not be in a loop or closureSimulation start frameSimulation will be evaluatedSimulation zone is not supportedSinSineSine ModeSingleSingle ArrowSingle AxisSingle ColorSingle ImageSingle Pass Anti-AliasingSingle PropertySingle ScatteringSingle SideSingle SidedSingle ValueSingle audio channelSingle face of an equiangular cubemapSingle file with all the viewsSingle file with an encoded stereo pairSingle from TargetSingle image fileSingle layer used for masking pixelsSingle point in spline segment defining featherSingle point in spline used for defining maskSingle precision floatSingle render layer to re-render (used only when animation is disabled)Single scattering sky modelSingle spline used for defining mask shapeSingle stereo camera system, adjust the stereo settings in the camera panelSingle track with bundle should be selected to define axisSingle-element geometry for the current iteration. Note that it can be quite inefficient to split up large geometries into many small geometriesSingular value under which damping is progressively applied (higher values produce results with more stability, less reactivity)Singular valuesSinus DisplacementSinusoidal easing (weakest, almost linear but with a slight curvature)SiteSizeSize 1Size 2Size DeflectSize FactorSize ModeSize PressureSize SourceSize UnitSize XSize YSize ZSize from RadiusSize multiplier to use when displaying custom user interface elements, so that they are scaled correctly on screens with different DPI. This value is based on operating system DPI settings and Blender display scale.Size of checkerboard pattern indicating transparent areasSize of clump noiseSize of derivative offset used for calculating normalSize of display for empties in the viewportSize of element, use of components depends on element typeSize of every cubemapsSize of final rendered images cache in megabytesSize of location dependent roughnessSize of new primitiveSize of packed file in bytesSize of particles on viewportSize of pattern area for newly created tracksSize of projection shape (leave as 0 for auto)Size of random length added to the end of each strokeSize of random length added to the start of each strokeSize of random roughnessSize of raw source images cache in megabytesSize of search area for newly created tracksSize of sun discSize of texture mappingSize of the area of the area light in the Y direction for rectangle shapesSize of the area of the area light, X direction size for rectangle shapesSize of the asset preview thumbnails in pixelsSize of the blur along X axisSize of the blur along Y axisSize of the camera sensorSize of the cube to project onSize of the effectSize of the filling between the bricks (known as "mortar"). 0 means no mortarSize of the font used when rendering stamp textSize of the irradiance pool, a bigger pool size allows for more irradiance grid in the scene but might not fit into GPU memory and decrease performanceSize of the margin as a division of the UVSize of the padding around each editor.Size of the search window used to identify edges. Higher search size corresponds to less noisy and higher quality edges, not necessarily bigger edges. Edge tolerance can be used to expend the size of the edgesSize of the shadow map applied to each irradiance sampleSize of the shadow pool, a bigger pool size allows for more shadows in the scene but might not fit into GPU memorySize of the simulation domain (in meters), and of the generated geometry (in BU)Size of the textSize of the turbulenceSize of the voxel grid cells for interaction effectsSize of the voxel in object space used for volume evaluation. Lower values preserve finer details.Size to capture the image for re-projectingSize:Size: {:s}Size: {}Size: {} ({} bytes)Sizes must be greater than zeroSketches for this layer on different framesSketchySketchy chaining with a multiple touchSkinSkin ModifierSkin ResizeSkin RootSkin VertexSkin VerticesSkin_lightSkin_shadowSkinningSkipSkip DepressedSkip Locked or Muted ChannelsSkip POTSkip POT file generationSkip PresetSkip SaveSkip SegmentsSkip computing custom normals and face corner normals for displaying meshes in the viewportSkip displaying interior subdivided edgesSkip drawing/rendering of interior subdivided edgesSkip hull triangles that are covered by a pre-existing faceSkip the item from displaying in the listSkipped %d locked shape keysSkipped %d of %d island(s), geometry was too complicated to detect a matchSkipped editing library object dataSkipped some collections because of cycle detectedSkipped versioning materials of object '%s' because '%s' was already converted. Manual intervention might be required!Skipping '{:s}', not a meshSkipping '{:s}', vertex count differsSkipping existing frame "%s"Skipping object '%s', data '%s' has already been processed with a previous objectSkipping object '%s', linked or override data '%s' cannot be modifiedSkipping path in keying set, as it has no ID (KS = '%s', path = '%s[%d]')SkySky TextureSky TypeSlabSliceSlice Per VoxelSlice StringSlice along the X axisSlice along the Y axisSlice along the Z axisSlice to New ObjectSlices the paint mask from the meshSlideSlide DirectionSlide FeatherSlide New PointSlide Paint Curve PointSlide PointSlide a point on the spline to define its curvatureSlide a sequence strip in timeSlide a vertex along a meshSlide an edge loop along a meshSlide animation to start at frame 0Slide control pointsSlide marker areasSlide plane marker areasSliderSlider MaxSlider MinSlider Widget ColorsSliding-ToolSlightSlip KeyframesSlip Offset: Frames: %dSlip Offset: Frames: %d Sound Offset: %.3fSlip Offset: Frames: %sSlip strips under mouse cursor instead of all selected stripsSlip the contents of selected stripsSlopeSlotSlot %dSlot Display NameSlot HandleSlot IdentifierSlot TypeSlot cannot be NoneSlot has a valid image and UV mapSlot of the Action to use for the Action ConstraintsSlot that contains information about texture paintingSlot {:d}SlotsSlovak - SlovenčinaSlovenian - SlovenščinaSlowSlow Python expressionSlower mapping that gives better deformation for B-Bones that are sharply curved in rest poseSlower solver with the best results for coplanar facesSlowestSmallSmall CapsSmall Caps ScaleSmallerSmaller integer with a range from -128 to 127Smaller values result in a higher resolution outputSmaller values result in better performance but might cut off the volumeSmallest WaveSmallest to LargestSmartSmart UV ProjectSmearSmear weight in active vertex groupSmokeSmoke & FireSmoke ColorSmoke DomainSmoke Domain MaterialSmoke Grid ResolutionSmoke StyleSmoke collision settingsSmoke color gridSmoke density gridSmoke flame gridSmoke heat gridSmoke temperature grid, range 0 to 1 represents 0 to 1000KSmoke velocity gridSmoothSmooth CorrectiveSmooth EndpointsSmooth EndsSmooth F-ModifierSmooth F1Smooth FactorSmooth GeometrySmooth Grease Pencil strokesSmooth Group BitflagsSmooth GroupsSmooth Hair CurvesSmooth Hermite edge interpolation between From Min and From Max valuesSmooth IterationsSmooth LaplacianSmooth MaskSmooth Maximum ModeSmooth Minimum ModeSmooth ModifierSmooth NormalsSmooth RadiusSmooth RatioSmooth ShadingSmooth StepSmooth StrokeSmooth Stroke FactorSmooth Stroke RadiusSmooth ToleranceSmooth TypeSmooth ViewSmooth WiresSmooth X AxisSmooth Y AxisSmooth Z AxisSmooth along the X axisSmooth along the Y axisSmooth along the Z axisSmooth an F-Curve while maintaining the general shape of the curveSmooth areas of an image in which noise is noticeable, while leaving complex areas untouchedSmooth away jagged edgesSmooth boundaries, but corners are kept sharpSmooth boundaries, including cornersSmooth by AngleSmooth colorsSmooth colors across verticesSmooth complex geometry around branchesSmooth connected parts of a geometrySmooth curve using Gaussian smoothingSmooth custom normals based on adjacent vertex normalsSmooth effect factorSmooth effect modifierSmooth ends of strokesSmooth falloffSmooth falloff added after solid radiusSmooth hairsSmooth intensity of light near light sources. This can avoid harsh highlights, and reduce global illumination noise. 0.0 corresponds to no smoothing; higher values smooth moreSmooth interpolation between A and B, with some control over curve shapeSmooth iterations applied after calculating the pose factor of each vertexSmooth iterations applied to the extracted meshSmooth jagged edges of user interface textSmooth meshSmooth object along X axisSmooth object along Y axisSmooth object along Z axisSmooth only selected points in the strokeSmooth out colors with the average color under the brushSmooth out the colors of adjacent stroke pointsSmooth presetSmooth scroll to make editable file visibleSmooth selected strokesSmooth stroke pointsSmooth the curve using a Gaussian filterSmooth the details, but keep the overall shapeSmooth the edges of all the face setsSmooth the lighting from this lightSmooth the mesh by flattening the angles between adjacent facesSmooth the mesh while still preserving the volumeSmooth the normals of the surface or beveled curveSmooth the surfaceSmooth the surface of the mesh, preserving the volumeSmooth the weights of the active vertex groupSmooth weights for selected verticesSmoothed high quality interpolation, but slowerSmoothed version of F1. Weighted sum of neighbor voronoi cells.Smoothen NegSmoothen PosSmoother Hermite edge interpolation between From Min and From Max valuesSmoother StepSmoother irradiance interpolation but introduce light bleedingSmoothes the shape of hair curvesSmoothingSmoothing GroupsSmoothing PositiveSmoothing StepsSmoothing effect modifierSmoothing factorSmoothing iteration for tangentsSmoothly offset each stroke's random valueSmoothnessSmoothness factorSmoothness of the transition between dark and bright regionsSmooths the edges of the strokesSmooths the surface and the volumeSmooths the surface of the mesh, preserving the volumeSmudgeSmudge StrengthSmudge colors by grabbing and dragging themSmudge effect strengthSnapSnap 3D cursor to the active itemSnap 3D cursor to the middle of the selected item(s)Snap 3D cursor to the nearest grid divisionSnap 3D cursor to the world originSnap AngleSnap BaseSnap Current Frame to StripsSnap DistanceSnap ElementSnap IncrementSnap InvertSnap IslandsSnap ModeSnap Node during transformSnap Package InstallationSnap Peel ObjectSnap SideSnap TargetSnap Target for Individual ElementsSnap ToSnap TurnSnap Turn ThresholdSnap UV ElementSnap UV during transformSnap VerticesSnap active onto targetSnap at MidpointSnap by projecting onto facesSnap closest point onto targetSnap current frame to strip start or endSnap cursor to center of selected pointsSnap cursor to target typeSnap during transformSnap islands together (on edge stitch mode, rotates the islands too)Snap median onto targetSnap middle vertices to the axis centerSnap only onto objects that are selectableSnap only to target that source was initially near ("Face Nearest" only)Snap onto ActiveSnap onto EditedSnap onto Non-editedSnap onto Selectable OnlySnap onto itself only if enabled (edit mode only)Snap onto non-active objects in edit mode (edit mode only)Snap onto objects not in edit mode (edit mode only)Snap playhead when scrubbingSnap scene frame to incrementsSnap selected UV vertices to target typeSnap selected item(s) to the 3D cursorSnap selected item(s) to the active itemSnap selected item(s) to the mouse locationSnap selected item(s) to their nearest grid divisionSnap selected keyframes to the chosen times/valuesSnap selected keyframes to the current frameSnap selected keyframes to the nearest (whole) frame (use to fix accidental subframe offsets)Snap selected keyframes to the nearest markerSnap selected keyframes to the nearest secondSnap selected keyframes to the times specifiedSnap selected points to the nearest grid pointsSnap selected points/strokes to the cursorSnap strips during transformSnap strips to the current frame, using the active strip as the anchor, and the mouse cursor relative to the playhead to determine the side of the playhead to snap toSnap the handle angle to 45 degreesSnap the root of each curve to the closest surface pointSnap toSnap to ElementsSnap to Same TargetSnap to StripsSnap to SurfaceSnap to all geometrySnap to all pointsSnap to borders and origins of deselected, visible stripsSnap to current frameSnap to edgesSnap to first and last points and interpolateSnap to first pointSnap to frameSnap to frame incrementsSnap to full valuesSnap to gridSnap to increment, snap(A,B)Snap to incrementsSnap to increments of gridSnap to keyframesSnap to markersSnap to nearest markerSnap to nearest point on facesSnap to preview bordersSnap to preview centerSnap to preview or scene start and end frameSnap to retiming keysSnap to second incrementsSnap to secondsSnap to the middle of edgesSnap to the middle of facesSnap to the nearest point on an edgeSnap to underlying strip content start and end in cases where the strip length extends beyond this range, producing holdsSnap to verticesSnap to volumeSnap transformation center onto targetSnap values to nearest grid step, e.g. for a stop-motion lookSnap vertex pairs to their mirrored locationsSnappingSnapping DistanceSnaps FK limb on IKSnaps FK limb on IK limb at current frameSnaps IK limb on FKSnaps IK limb on FK limb at current frameSobelSobol-BurleySocketSocket IdentifierSocket SelectSocket TemplateSocket TypeSocket Type NameSocket can work with different kinds of structuresSocket descriptionSocket expects a fieldSocket expects a gridSocket expects a listSocket expects a single valueSocket is drawn as interactive icon in the node editorSocket is grayed out because it has been detected to not have any effect on the outputSocket is selected in the interfaceSocket links are expanded in the user interfaceSocket must be in a panelSocket nameSocket shapeSocket to include in the added group input/output nodeSocket tooltipSocket_2Socket_3SoftSoft BodySoft Body ModifierSoft Body PlasticitySoft Body Point CacheSoft Body SettingsSoft FalloffSoft LightSoft Light ModeSoft LimitsSoft MaxSoft MinSoft body simulation modifierSoft body simulation settings for an objectSoftbodySoftbody & ClothSoftbody goal weightSoftenSoften details along axesSoftnessSolidSolid LightSolid LightsSolid RadiusSolidifySolidify ModifierSoloSolo ActiveSolo Active Shape KeySolveSolve camera motion from tracksSolve error: {:.2f} pxSolverSolver IterationsSolver OptionsSolver ResultSolver requires a manifold meshSolvingSolving camera...Solving method selection: automatic damping or manual dampingSome connections have been lost due to differing numbers of output socketsSome curves could not be converted because they were not attached to the surfaceSome data failed to reconstruct (see console for details)Some frames were skipped while baking/saving that cacheSome strings were fixed, don't forget to save the .blend file to keep those changesSortSort AlphabeticallySort BySort By:Sort Children By NameSort Data-BlocksSort ElementsSort IndexSort KeySort OrderSort Palette ColorsSort TypeSort WeightSort by Most RecentSort by NameSort by curvilinear 2D length (longer lines lie on top of shorter lines)Sort by distance from camera (closer lines lie on top of further lines)Sort by the projected X value in the image coordinate systemSort by the projected Y value in the image coordinate systemSort channels by average reprojection error of tracks after solveSort channels by first frame numberSort channels by last frame numberSort channels by longest tracked segmentSort channels by overall amount of tracked segmentsSort channels by their namesSort files by modification timeSort files by sizeSort islands from largest to smallestSort islands from smallest to largestSort items alphabeticallySort items by their nameSort items descending, from highest value to lowestSort selected elements from farthest to nearest one in current viewSort selected elements from left to right one in current viewSort selected elements from nearest to farthest from 3D cursorSort selected faces from smallest to greatest material indexSort the asset list alphabeticallySort the asset list so that assets in the same catalog are kept together. Within a single catalog, assets are ordered by name. The catalogs are in order of the flattened catalog hierarchy.Sort the children of each bone alphabeticallySort the file list alphabeticallySort the file list by extension/typeSort the recently searched items at the topSort typeSort vertex groupsSortingSoundSoundMuteSoundNewSoundPanSoundPitchSoundSound OffsetSoundStrip VolumeSoundVolumeSound FilesSound NameSound Node SocketSound Node Socket InterfaceSound StripSound StripsSound Strips SelectedSound data-block name to unpackSound data-block referencing an external or packed sound fileSound data-block used by this speakerSound data-block used by this stripSound data-blocksSound is not editableSound not packedSound sample file used by this Sound data-blockSound socket of a nodeSound stripSoundTrackSoundsSounds DirectorySourceSource ChannelSource Clone ImageSource Clone SlotSource Clone UV MapSource CollectionSource ImageSource Layers SelectionSource LibrariesSource LibrarySource ListSource List Region SettingsSource ObjectSource PositionSource RootSource Socket!Source TreeSource TypeSource Vertex GroupSource and destination for symmetrize operatorSource and destination meshes do not have the same number of edges, 'Topology' mapping cannot be used in this caseSource and destination meshes do not have the same number of face corners, 'Topology' mapping cannot be used in this caseSource and destination meshes do not have the same number of faces, 'Topology' mapping cannot be used in this caseSource and destination meshes do not have the same number of vertices, 'Topology' mapping cannot be used in this caseSource colorSource elements must be closer than given distance from destination oneSource file is in the add-on search path: {!r}Source library from which this archive of packed IDs was generatedSource library: {} {}Source locationSource mesh does not have any edges, none of the 'Edge' mappings can be used in this caseSource mesh does not have any faces, none of the 'Face' mappings can be used in this caseSource of input values for driver variablesSource of name of labelSource of randomnessSource of reflection ray directionsSource of the mesh used to create collision shapeSource or destination meshes do not have any edges, cannot transfer edge dataSource or destination meshes do not have any faces, cannot transfer corner dataSource or destination meshes do not have any faces, cannot transfer face dataSource or destination meshes do not have any vertices, cannot transfer vertex dataSource to select canvas fromSources of input data for evaluating this variableSouthSouth-EastSouth-WestSpaceSpace Clip EditorSpace ConsoleSpace Dope Sheet EditorSpace File BrowserSpace Graph EditorSpace Image EditorSpace InfoSpace MatrixSpace Nla EditorSpace Node EditorSpace OutlinerSpace PreferencesSpace Sequence EditorSpace SpreadsheetSpace Text EditorSpace TypeSpace UV EditorSpace all UVs evenlySpace between islandsSpace currently being displayed in this areaSpace data for a screen areaSpace data typeSpace daubs according to surface orientation instead of screen spaceSpace for the projection axisSpace in which transforms are usedSpace of the input heightSpace of the input normalSpace that owner is evaluated inSpace that target is evaluated inSpace to convert fromSpace to convert toSpace to use for copying mesh dataSpace transform for copying from one object to anotherSpacebarSpacebar ActionSpacesSpaces contained in this area, the first being the active space (NOTE: Useful for example to restore a previously used 3D view space in a certain area to get the old view orientation)SpacingSpacing Along StrokeSpacing DistanceSpacing PressureSpacing before brush gradient goes full circleSpacing between brush daubs as a percentage of brush diameterSpacing between charactersSpacing between grid pointsSpacing between wordsSpacing for textures along stroke lengthSpacing: {:g}SpanSpanish - EspañolSparse BindSpatial NoiseSpatial ReuseSpatial SizeSpawn particles from the shapeSpeakerSpeakerNewSpeakerVolume MinSpeaker data-block for 3D audio speaker objectsSpeaker data-blocksSpeaker(s)SpeakersSpecial CharactersSpecifies energy absorption per unit length as light passes through the hair. A higher value leads to a darker colorSpecifies how much sharp corners will be roundedSpecifies how round the bokeh is, maximum roundness produces a circular bokehSpecifies how the bone inherits scaling from the parent boneSpecifies how the glue bone is rigged to the control at the bone head locationSpecifies if tone mapping operates on the entire image or per pixel, 0 means the entire image, 1 means it is per pixel, and values in between blends between bothSpecifies if tone mapping operates on the luminance or on each channel independently, 0 means it uses luminance, 1 means it is per channel, and values in between blends between bothSpecifies microfacet roughness of the diffuse base (0.0 is perfect lambertian reflection, 1.0 is completely rough)Specifies microfacet roughness of the surface for specular reflection and transmission (0.0 is a perfect mirror reflection, 1.0 is completely rough)Specifies the amount of color shifting. 1 means maximum shifting towards blue while -1 means maximum shifting toward redSpecifies the input node used by the created zoneSpecifies the limiting strength of the limit channelSpecifies the luminance at which the midtones of the image end and the highlights startSpecifies the luminance at which the midtones of the image start and the shadows endSpecifies the output node used by the created zoneSpecifies the size of the catadioptric iris, zero means no irisSpecifies the smoothness of the keying screenSpecifies the spilling strength of each color channelSpecifies the strength of the despillSpecifies the threshold or sensitivity to edges. Lowering this value you will be able to detect more edges at the expense of performanceSpecifies the value of the Local Location option for IK controls, which decides if the location channels are aligned to the local control orientation or worldSpecifies weight of smooth vs original normalSpecifies whether the newly revealed geometry should be selectedSpecify a custom scene meters per unit valueSpecify a custom sizeSpecify a feature edge selection condition based on face marksSpecify a logical combination of selection conditions on feature edge typesSpecify a new sampling value that determines the resolution of stroke polylinesSpecify a path where the baked data should be stored manuallySpecify a precise fraction of final UV outputSpecify either inclusion or exclusion of feature edges belonging to a collection of objectsSpecify either inclusion or exclusion of feature edges selected by edge typesSpecify either inclusion or exclusion of feature edges selected by face marksSpecify focal length of the lens in millimetersSpecify how existing transformations and the action channels are combinedSpecify how the copied and existing rotations are combinedSpecify how the copied and existing transformations are combinedSpecify how the modifier value is blended into the base valueSpecify how to combine the new location with originalSpecify how to combine the new rotation with originalSpecify how to combine the new scale with originalSpecify orientation and scale, instead of using embedded data in FBX fileSpecify source for the grid shapeSpecify target number of faces relative to the current meshSpecify the approximate number of voxels along the diagonalSpecify the distance between verticesSpecify the lens as the field of view's angleSpecify the line's start and end pointsSpecify the number of copies for each curve separatelySpecify the offset from one vertex to the nextSpecify the total number of verticesSpecify the type of rotation channels to useSpecify the voxel side lengthSpecify unit line thickness in pixelsSpecify volume data precision. Lower values reduce memory consumption at the cost of detail.Specify volume density and step size in object or world spaceSpecify volume step size and density in world spaceSpecify which elements to use for instancing. (Floating point values result in a random selection)Specify which material attribute is usedSpecify which parts of the pose asset are overwrittenSpectrumSpectrum to useSpecularSpecular BSDFSpecular ColorSpecular Color BlueSpecular Color GreenSpecular Color RedSpecular FactorSpecular HardnessSpecular HighlightsSpecular IOR LevelSpecular LightingSpecular color of the materialSpecular reflection multiplierSpeedSpeed ControlSpeed FactorSpeed Interpolation 0Speed Interpolation 1Speed MultiplierSpeed RampSpeed VectorsSpeed control methodSpeed factor for when looking around, high values mean faster mouse movementSpeed of SoundSpeed of sound for Doppler effect calculationSpeed of the burning reaction (higher value results in smaller flames)Speed of the wave, towards the starting point when negativeSpeedControl StripSpell CacheSphereSphere RadiusSphere SelectionSphere radius for computing curvaturesSpheres ResolutionSphericalSpherical FalloffSpherical ProbeSpherical StereoSpherical camera for environment maps, also known as Lat Long panoramaSpherical falloffSpherical forcefield based on the charge of particles, only influences other charge force fieldsSpherizeSpherize StrengthSpill StrengthSpiralSpiraling force that twists the force object's local Z axisSplashSplash ScreenSplineSpline Bézier PointsSpline CountSpline IKSpline IK ConstraintSpline IndexSpline LengthSpline Length nodeSpline ParameterSpline Parameter nodeSpline Point CountSpline PointsSpline ResolutionSpline closes on release if not draggedSpline point without handlesSpline typeSpline:SplinesSplitSplit AngleSplit Animation by ObjectSplit BVH primitives by this number of time steps to speed up render time in cost of memorySplit By GroupSplit By ObjectSplit Dash 1Split Dash 2Split Dash 3Split EdgesSplit Edges & FacesSplit Eyelid Follow SliderSplit Gap 1Split Gap 2Split Gap 3Split ImpulseSplit LengthSplit LinesSplit MaterialsSplit PatternSplit ToningSplit a 4x4 matrix into its individual valuesSplit a bundle into multiple sockets.Split a color into its individual components using multiple modelsSplit a color into separate channels, based on a particular color modelSplit a face into a fanSplit a geometry into a separate output for each type of data in the geometrySplit a geometry into two geometry outputs based on a selectionSplit a transformation matrix into a translation vector, a rotation, and a scale vectorSplit a vector into its X, Y, and Z componentsSplit all points to curve by its group ID and reorder by weightSplit an image into its composite color channelsSplit and CopySplit and join editors by dragging from cornersSplit at position of the cursor instead of current frameSplit away joined faces at the edgesSplit baked maps per material, using material name in output file (external only)Split chains at points with angles larger than the maximum 2D angleSplit chains at points with angles smaller than the minimum 2D angleSplit channelsSplit concave faces by connecting vertices to make them convexSplit custom normals of selected verticesSplit edges that are marked as sharpSplit edges with high angle between facesSplit external images per material (external only)Split faces along selected edgesSplit faces and edges connected to selected verticesSplit multicam strip and select cameraSplit non-planar faces that exceed the angle thresholdSplit off face corners instead of merging facesSplit off face corners to maintain surrounding geometrySplit off selected bones from connected unselected bonesSplit off selected geometry from connected unselected geometrySplit off selected points from connected unselected pointsSplit selected area into camera, front, right, and top viewsSplit selected area into new windowsSplit selected edges so that each neighbor face gets its own copySplit selected pointsSplit selected points to a new strokeSplit selected strips at their midpointsSplit the curve until the tolerance is met (fast)Split the faces into smaller parts, giving it a smoother appearanceSplit the polygons with an ear clipping algorithmSplit the quads along their longest diagonalSplit the quads along their shortest diagonalSplit the quads in nice triangles, slower methodSplit the quads on the 2nd and 4th verticesSplit the quads on the first and third verticesSplit the selected point to a new strokeSplit the selected strips in twoSplit to InstancesSplit/DockSplits guides into separate groups. New curves interpolate existing curves from a single groupSplits the elements of the input geometry into groups which can be sampled individuallySplits the faces of the input mesh into groups which can be sampled individuallySplittingSpot BlendSpot Blend: %.2fSpot LightSpraySpray + BubblesSpray + FoamSpray + Foam + BubblesSpray MapSpray and bubble particles are saved in the same particle systemSpray and foam particles are saved in the same particle systemSpreadSpread LengthSpread SpeedSpread distance for inner miter arcsSpreadsheetSpreadsheet ColumnSpreadsheet Column IDSpreadsheet EditorsSpreadsheet Row FilterSpreadsheet TableSpreadsheet Table IDSpreadsheet TablesSpreadsheet space dataSpringSpring ForceSpring FramesSpring LengthSpring TypeSpring Vertex GroupSpring forceSpring force that pulls water level back to zeroSpring implementation used in Blender 2.7. Damping is capped at 1.0Spring rest length (factor of particle radius)Spring rest length is a factor of 2 * particle sizeSpringsSprite ThresholdSquareSquare (HS + V)Square (HV + S)Square (SV + H)Square CentimetersSquare ChainsSquare DecimetersSquare DekametersSquare FeetSquare FurlongsSquare HectometersSquare InchesSquare KilometersSquare MetersSquare MicrometersSquare MilesSquare MillimetersSquare RootSquare Root ModeSquare ThouSquare ThresholdSquare YardsSquare cap (flat and extended)Square only: all values with an absolute amplitude lower than that result in 0Square root of ASquare with inner dotSquaresSquashSquash & StretchSquash AmountSquash FrequencySquash every N rowsSqueeze Value (Legacy)Squeezed FrameStab WeightStabilizationStabilize 2DStabilize 2D ClipStabilize CenterStabilize NormalStabilize RotationStabilize ScaleStabilize StrokeStabilize detected rotation around center of frameStabilize footage using 2D stabilization motion tracking settingsStabilizer Stroke FactorStabilizer Stroke RadiusStacked AboveStacked BelowStamp CameraStamp DateStamp FilenameStamp FrameStamp HostnameStamp LabelsStamp LensStamp MarkerStamp NoteStamp Note TextStamp OutputStamp Peak MemoryStamp Render TimeStamp SceneStamp Sequence StripStamp TimeStandardStandard DeviationStandard transitions between keyframesStanford PLY (.ply)StarStartStart & End MappingStart (Factor)Start (Length)Start AngleStart Arrow StyleStart At Current FrameStart CapStart DeactivatedStart DenoisingStart FactorStart FrameStart Frame (manipulated from UI)Start Frame (raw value)Start Frame (when Restrict Frame Range is enabled)Start HandleStart Handle EaseStart Handle ScaleStart LocationStart Mapping TypeStart OffsetStart PositionStart Position ObjectStart Position XStart Position YStart RadiusStart SampleStart SizeStart VR SessionStart VerticesStart and end frame cannot be the same!Start distance of the volumetric effectStart editing directory fieldStart entering filter textStart entering filter text for the data-set in focusStart entering filter text for the list in focusStart entering text which filters the set of channels shown to only include those with matching namesStart frame clamped to valid rendering rangeStart frame displayed in the sequence editor after offsets are applied, setting this is equivalent to moving the handle, not the actual start frameStart frame for bakingStart frame is larger than end frameStart frame of the NLA strip. Note: changing this value also updates the value of the strip's end frame. If only the start frame should be changed, see the "frame_start" property instead.Start frame of the effectStart frame of the export, use the default value to take the start frame of the current sceneStart frame of the ocean bakingStart frame of the stripStart on FrameStart placement using a point projected onto the orientation axis at the 3D cursor positionStart placement using a point projected onto the view plane at the 3D cursor positionStart placing on the surface, using the 3D cursor position as a fallbackStart placing the center positionStart placing the edge positionStart pointStart searching textStart transform operator after inserting the nodeStart/EndStartingStarting MouseStarting angle of the arcStarting distance of the mist, measured from the cameraStarting frame for the animationStarting frame of range of paths to display/calculate (not for 'Around Frame' Onion-skinning method)Starting frame of the stored rangeStarting frame to exportStarting time of pathStarts WithStartup file savedStateState ColorsState OtherState of all panels defined by the node groupState of the light linkingState of the other user path for bimanual actionsState of the shadow linkingState-full solver running in real-time context and ignoring actions and non-IK constraintsStateless solver computing pose starting from current action and non-IK constraintsStatic BVHStatic IslandStatic TypeStatistical view of the levels of color in an imageStatisticsStatusStatus BarStatus flagsStatus of the solver iterationStatus:SteelStencilStencil ColorStencil DimensionsStencil ImageStencil LayerStencil MaskStencil Mask OpacityStencil PositionStencil color in the viewportStepStep CountStep RateStep Rate RenderStep SizeStep Size LightningStep Size MinStep between generated framesStep size when raymarching volumeStep size when raymarching volume for lighting computationStep through animation by positionStepped Interpolation F-ModifierStepped LinearStepped linear interpolation between From Min and From Max valuesStepsSteps MinSteps ViewportStereoStereo 3DStereo 3D DisplayStereo 3D FormatStereo 3D Mode requires the window to be fullscreenStereo EyeStereo FXStereo LFEStereo ModeStereo OutputStereo audio channelsStereo with LFE channelStereoscopyStereoscopy settings for a Camera data-blockStickStick stroke to other strokesStick stroke to surfacesStick stroke to the imageStick stroke to the viewStickinessSticky Selection ModeSticky vertex selection disabledStiff QuadsStiff ViscosityStiff viscosity is a factor of normal viscosityStiffnessStiffness XStiffness defines how much of the element to fillStiffness on the X axisStiffness on the X rotational axisStiffness on the Y axisStiffness on the Y rotational axisStiffness on the Z axisStiffness on the Z rotational axisStillStitch Preview Active IslandStitch Preview EdgeStitch Preview FaceStitch Preview StitchableStitch Preview UnstitchableStitch Preview VertexStitch UVs within a specified limit distanceStitch selected UV vertices by proximityStitching only works with less than %i objects selected (%i selected)StoneStone (Crushed)StonesStopStop VR SessionStop animation playbackStop boundary selection at n-gonsStop boundary selection at vertices with more than three edgesStop boundary selection at vertices with two edges when they share a face that is not an n-gonStop pushing jumpStop subdividing when this level is reached even if the dicing rate would produce finer tessellationStop this jobStop vertices from projecting to a face on the target when facing towards/awayStorageStorage mode for custom normal dataStorage of an operator being executed, or registered after executionStorage to temporarily hold the main action slot while in tweak modeStorage to temporarily hold the main action while in tweak modeStore Bundle ItemStore Denoising PassesStore Enabled Catalogs in PreferencesStore Named AttributeStore Named GridStore RGB and alpha channels separately with alpha acting as a mask, also known as unassociated alpha. Commonly used by image editing applications and file formats like PNG.Store RGB channels with alpha multiplied in, also known as associated alpha. The natural format for renders and used by file formats like OpenEXR.Store a bundle item by path and data type.Store a normal vector for each mesh elementStore a single value for the entire domainStore a value for every elementStore all data-blocks linked from other .blend files in the current .blend file. Library references are preserved so the linked data-blocks can be unpacked againStore custom normals as simple vectors in the local space of the mesh. Values are not necessarily updated automatically later on as the mesh is deformed.Store custom property enumeration values as stringsStore enumeration values as stringsStore floating point selection values. For mesh geometry, stored inverted as the sculpt mode maskStore glTF export settings in the Blender projectStore grid data in a volume geometry with the specified nameStore multires displacements outside the .blend file, to save memoryStore normals in a deformation dependent custom transformation space. This method is slower, but can be better when subsequent operations change the mesh without handling normals specifically.Store proxies using per strip settingsStore proxies using project directoryStore the baked data in a directory on diskStore the current state of the asset catalogs in the undo bufferStore the denoising feature passes and the noisy image. The passes adapt to the denoiser selected for renderingStore the estimated transforms in the soft body settingsStore the result of a field on a geometry and output the data as a node socket. Allows remembering or interpolating data as the geometry changes, such as positions before deformationStore the result of a field on a geometry as an attribute with the specified nameStore the sharpness of each face or edge. Similar to the "Shade Smooth" and "Shade Flat" operators.Store the shelf's enabled catalogs in the preferences rather than the local asset shelf settingsStore this action in the NLA stack as a non-contributing strip for later useStore this action in the NLA stack as a non-contributing strip for later use, and create a new actionStore true or false selection values in edit modeStored Operation ModeStored as single valueStores and apply difference between reference and local value (NOT USED)Stores and apply multiplication factor between reference and local value (NOT USED)Stores the style of each characterStoryboardingStraightStraight AlphaStraight CutStraight-line interpolation between A and B (i.e. no ease in/out)Straight-line slope of end segments are extended past the endpoint keyframesStraightenStraighten Hair CurvesStraighten XStraighten YStraightens hair curves between root and tipStrandStrand IndexStrand LengthsStrand RenderStrand ShapeStrand StepsStrand diameter width at the rootStrand diameter width at the tipStrand shape parameterStreak fade-out factorStreaksStreaks AngleStream IndexStreamlinesStrengthStrength FactorStrength PressureStrength RandomnessStrength of SunStrength of displace when applied to the meshStrength of emissionStrength of force fieldStrength of modifier deformationsStrength of modifier effectStrength of noiseStrength of smoothing applied on jagged chainsStrength of the bump mapping effect, interpolating between no bump mapping and full bump mappingStrength of the displacementStrength of the emitted lightStrength of the emitted light. A value of 1.0 ensures that the object in the image has the exact same color as the Emission ColorStrength of the fade effectStrength of the light sourceStrength of the normal mapping effectStrength of the studiolightStrength of volume stretching clampingStrength to use for assigning or selecting face influence for weighted normal modifierStrengthsStretchStretch OpacityStretch ToStretch To ConstraintStretch To FitStretch UStretch UVsStretch VStretch along Y-Axis to point towards a targetStretch or shrink strokesStretch the U coordinates between 0 and 1 when UVs are presentStretch the V coordinates between 0 and 1 when UVs are presentStretch the beginning and the end of stroke backboneStretch the object along the Z axis of the modifier spaceStretch to FillStretch to meet the target objectStretches image bounds to the canvas without preserving aspect ratioStrictStride at which tiled strokes are copiedStringString AttributeString Attribute ValueString FieldString LengthString Node SocketString Node Socket InterfaceString ValueString socket of a nodeString to CurvesString to ValueString to be inserted at cursor positionString value in geometry attributeStringsStripStrip '%s' not in scene '%s'Strip CharactersStrip ColorStrip Color BalanceStrip Color Balance DataStrip Color TagsStrip CropStrip DurationStrip ElementStrip FromStrip ModifierStrip Modifier PropertiesStrip ModifiersStrip NameStrip NoneStrip NumbersStrip PartStrip PreviewStrip PropertiesStrip ProxyStrip Proxy & TimecodeStrip TimeStrip TransformStrip cannot be moved into itselfStrip effect typeStrip has no influence past its extentsStrip leading/trailing text from the nameStrip names are not editable from the OutlinerStrip needs two inputs to swapStrip time is controlled by an F-Curve rather than automatically determinedStrip transform property to be resetStrip type does not support modifiersStrip type is not set.Strip type must be 'META'Strip used as mask input for the modifierStrip with a set of F-Curves for each action slotStrip(s)StripElements.pop: cannot pop the last elementStripElements.pop: index out of rangeStripsStrips SelectedStrips must be the same lengthStrips must have the same number of inputsStrips nested in meta stripStrips were not compatibleStrips.new_effect: effect expects more than 2 inputs (%d, should never happen!)Strips.new_effect: effect takes 1 input stripStrips.new_effect: effect takes 2 input stripsStrips.new_effect: invalid lengthStrips.new_sound: unable to open sound fileStrobeStrokeStroke & FillStroke & Fill are fully transparentStroke CenterStroke ColorStroke Depth OffsetStroke Depth OrderStroke DirectionStroke EndStroke Fit MethodStroke LengthStroke Material NameStroke OffsetStroke OnlyStroke OpacityStroke PlacementStroke Placement (2D View)Stroke Placement (3D View)Stroke Placement:Stroke Point ParameterStroke PointsStroke RandomStroke SnapStroke StartStroke StepStroke ThicknessStroke and FillStroke data pointsStroke end styleStroke is fully transparentStroke offset for the Line Art modifierStroke start styleStrokesStrokes CollisionStrokes appear/disappear one after the other, but only a single one changes at a timeStrokes end extension for closing gaps, use zero to disableStrongStruct definition used for properties assigned to this itemStruct gathering all data needed by overridden linked IDsStructsStructuralStructural GroupStructural Stiffness Vertex GroupStructureStructure TypeStucciStucci TextureStudioStudio LightStudio LightsStudio lightStudio light image file has separate "diffuse" and "specular" passesStudio lighting setupStudioLight Installed {!r} into {!r}StudiolightStudiolight RotationStyleStyle ModuleStyle ModulesStyle StartStyle module '%s' could not be removedStyle module configuration for specifying a style moduleStyle module could not be removedStyle of the color blendingStyle to set selection toStyle to use when drawing VR controllersStylesSubSub LevelSub Level Menu Open DelaySub ParentSub-PanelSub-Panel BackgroundSub-StepsSub-TargetSub-channelsSubdivideSubdivide CollapseSubdivide CurveSubdivide EdgesSubdivide MeshSubdivide StrokeSubdivide Stroke modifierSubdivide between continuous selected points of the stroke adding a point half way between themSubdivide faces without changing shapeSubdivide long edges to add mesh detail where neededSubdivide perpendicular edges to the selected edge-ringSubdivide polygons to reach a specified pixel size on screenSubdivide selected curve segmentsSubdivide selected edgesSubdivide selected particles segments (adds keys)Subdivide selected segmentsSubdivide strokes and smooth themSubdivide the mesh in a way that allows editing the higher subdivision levelsSubdivide to reach a specified edge length in object space. This is required to use adaptive subdivision for instanced meshesSubdivisionSubdivision CreaseSubdivision DataSubdivision LevelsSubdivision ModeSubdivision ModifierSubdivision StepsSubdivision SurfaceSubdivision Surface ModifierSubdivision Surface modifier needs to be first to work with unwrapSubdivision TypeSubdivision level applied before deformationSubdivision surface modifierSubdivisionsSubframe offset of the sound source start expressed in secondsSubframesSubframes to simulate for improved stability and finer granularity simulations (dt = timestep / (subframes + 1))Subitem Local IDSubitem Local IndexSubitem Local NameSubitem Reference IDSubitem Reference IndexSubitem Reference NameSubpixel Anti-AliasingSubprocessSubprocessesSubsetSubset of probes to updateSubset of tags (defined in parent struct) that are set for this propertySubstepsSubsteps <1 means the process is not executedSubsteps Per FrameSubsurfaceSubsurface AnisotropySubsurface ColorSubsurface DirectSubsurface IORSubsurface IndirectSubsurface MethodSubsurface RadiusSubsurface ScaleSubsurface ScatteringSubsurface TranslucencySubsurface WeightSubsurface multiple scattering shader to simulate light entering the surface and bouncing internally. Typically used for materials such as skin, wax, marble or milkSubtractSubtract ColorSubtract ModeSubtract StripSubtract VGroup B's weights from VGroup A's onesSubtract effect of brushSubtract existing selectionSubtract one strip's color from anotherSubtract source value to destination one, using given threshold as factorSubtracted from the current frame to use for looking up the data in the cache file, or to determine which file to use in a file sequenceSubtracted from the texture color to get a displacement vectorSubtractive overrideSubtypeSubtype LabelSubtype of the default valueSuccessSuccessfully added %d keyframes for keying set '%s'Successfully copied attributes from {} to {}Successfully generated: "{:s}"Successfully removed %d keyframes for keying set '%s'Successfully reset {}SuffixSuffix added to the render images for this viewSuffix to identify the cameras to use, and added to the render images for this viewSuggested line thickness and point size in pixels, for add-ons displaying custom user interface elements, based on operating system settings and Blender UI scaleSuggestive ContourSuggestive ContoursSumSum ValuesSummarySunSun AngleSun BeamsSun DirectionSun DiscSun ElevationSun IntensitySun LightSun PositionSun RotationSun SizeSun ThresholdSun angle from horizonSun disc not available in EEVEESunlight strength in watts per meter squared (W/m²)SuperellipseSupportSupport EmulationSupport HDR ColorSupport Uniform ScalingSupport face boundariesSupport storing custom bundles in a geometry in Geometry NodesSupport uniformly scaling the limb via the gear control at the baseSupports PreviewsSupports any combination of grab, rotate, and scale at onceSupports culled depth by other objects in the viewSupports selectionSuppress ControlSurfSurfaceSurface CurveSurface DeformSurface EmissionSurface FormatSurface GeometrySurface GuidingSurface Guiding ProbabilitySurface Input TypeSurface ModifierSurface NormalSurface Normal DistanceSurface Object to attach to (needs to have matching transforms)Surface OffsetSurface PickingSurface ProjectSurface Render MethodSurface ResponseSurface Rest PositionSurface SmoothSurface TensionSurface ThicknessSurface TypeSurface UVSurface UV CoordinateSurface UV MapSurface UV coordinates at the attachment pointSurface UV map not definedSurface UV map used for attachmentSurface UV map used to sample the normal for displacementSurface attachment UV coordinates stored on each curveSurface density of generated hair curvesSurface geometry for generationSurface geometry of the curve attachmentSurface geometry to attach hair curves toSurface geometry used for shrinkwrapSurface geometry used to sample the normal for displacementSurface has no meshSurface modifier defining modifier stack position used for surface fieldsSurface nameSurface normal at the attachment pointSurface object for generation (needs matching transforms)Surface object used for shrinkwrapSurface object used to sample the normal for displacementSurface resolution in U direction used while rendering (zero uses preview resolution)Surface resolution in V direction used while rendering (zero uses preview resolution)Surface scale factor (does not affect the height of the waves)Surface subdivisions per segmentSurface tension of liquid (higher value results in greater hydrophobic behavior)Surface thickness used to detect intersection when using screen-tracingSurface(s) have no active pointSurfaceDeformSurfaceDeform ModifierSurfacesSurfel ResolutionSwahili - KiswahiliSwapSwap 2 sequencer stripsSwap AreasSwap AxesSwap Height and DepthSwap Left/RightSwap LinksSwap VR navigation controls between left / right controllersSwap active strip with strip to the right or leftSwap all users of one action to a new action. This ignores the NLA and Action ConstraintsSwap all users of one action to another one. The normal action slot assignment rules apply. This ignores the NLA and Action ConstraintsSwap left and right stereo channelsSwap one material with anotherSwap order of selected strips within tracksSwap primary and secondary brush colorsSwap selected areas screen positionsSwap selected nodes with the specified node group assetSwap the Mouse Wheel zoom directionSwap the output connections of the two selected nodes, or two similar inputs of a single nodeSwap the roles of Height and Depth.Swap the two inputs of the effect stripSwedish - SvenskaSweep AngleSweep LineSweep a transition line across the frameSwingSwing and X TwistSwing and Y TwistSwing and Z TwistSwirlSwirl EffectSwirl effectSwitchSwitch IslandSwitch Stereo ViewSwitch ViewSwitch back to the previous Action, after creating a pose assetSwitch between an attribute and a single value to define the data for every elementSwitch between the current and assigned brushes on consecutive uses.Switch between two images using a checkboxSwitch between two inputsSwitch direction of selected splinesSwitch the current view from perspective/orthographic projectionSwitch the direction from clockwise to counterclockwiseSwitch to Pose or Object modeSwitch to erase brush for duration of strokeSwitch to mask brush for duration of strokeSwitch to smooth brush for duration of strokeSwitch to the target object or boneSwitch to this object mode when activating the workspaceSwitchable ParentSwitches the active object and assigns the same mode to a new one under the mouse cursor, leaving the active mode in the current oneSwizzle RSymmetricalSymmetrical ({:s})SymmetrizeSymmetrize the topology modificationsSymmetrySymmetry FeatheringSymmetry XSymmetry YSymmetry ZSyncSync Action LengthSync LengthSync MarkersSync Markers with keyframe editsSync ModeSync Outliner SelectionSync Scene TimeSync SelectionSync Visible RangeSync Zoom/PanSync outliner selection with other editorsSync to AudioSync to audio playback, dropping framesSync view position between side viewsSync with OutlinerSynchronizationSynchronize the length of the referenced Action with the length used in the stripSynchronize the repository with a remote URLSynchronize the viewer perspective of virtual reality sessions with this 3D viewportSynchronize the visible timeline range with other time-based editorsSyntax Built-InSyntax CommentSyntax HighlightSyntax NumbersSyntax PreprocessorSyntax ReservedSyntax SpecialSyntax StringSyntax SymbolsSyntax highlight for scriptingSystemSystem & OpenGLSystem BookmarksSystem FoldersSystem InstallationSystem MaximumSystem MemorySystem OverridesSystem extensions are read-only and cannot be uninstalledSystem's bookmarksSystem's folders (usually root, available hard drives, etc)TARGATHEME01THEME02THEME03THEME04THEME05THEME06THEME07THEME08THEME09THEME10THEME11THEME12THEME13THEME14THEME15THEME16THEME17THEME18THEME19THEME20TIFFTIFF (.tif)TIP: Use F-Curves for procedural animation insteadTIP: Use variables instead of bpy.data paths (see below)TIP: bpy.context is not safe for renderfarm usageTV NTSC 16:9TV NTSC 4:3TV PAL 16:9TV PAL 4:3TabTab ColorsTab Search ResultsTab WidthTab for Pie MenuTable contains geometry dataTablesTabletTablet APITablet Drag ThresholdTablet pressureTabs as SpacesTabulated SobolTagTag '%s' already present for given assetTag '%s' not found in given assetTag BevelTag CreaseTag Freestyle Edge MarkTag SeamTag SharpTag selected bones to not be visible in Edit ModeTag selected bones to not be visible in Pose ModeTagsTailTail PositionTail SelectTailsTake Grease Pencil Layer or Layer Group as selection fieldTake a snapshot of the active viewportTake average of velocities from previous frame and new velocities from current frameTake average of vertex normalsTake face smoothness into account in view map calculationTake handle information into account in the conversionTake image aspect ratio into accountTake into account current Blender units settings (if unset, raw Blender Units values are used as-is)Take link out of node group to connect to root tree output nodeTake reference geometry as inputTamil - தமிழ்TangentTangent FieldTangent ModeTangent NormalTangent PhaseTangent SpaceTangent from UV mapTangent nodeTangent space can only be computed for tris/quads, abortingTangent space computation needs a UV Map, "%s" not found, abortingTangent space normal mappingTangent space vector displacement mappingTangent to SurfaceTangential DistortionTangentsTap Key TimeoutTaper ObjectTaper RadiusTaper StartTaper factor for the radius of each point along the curveTaper of the rollTapping Alt (without pressing any other keys) shows a prompt in the status-bar, prompting a second keystroke to activate the toolTarga (.tga)Targa Raw (.tga)TargetTarget BonesTarget Curve objectTarget DensityTarget Density StrengthTarget FrameTarget GeometryTarget Grease PencilTarget Grease Pencil LayerTarget ID-BlockTarget Local With ParentsTarget Mesh objectTarget New Empty ObjectTarget Normal ProjectTarget ObjectTarget Object (Curves only)Target Object, defining the position of the pivot when definedTarget Particle SystemTarget PathTarget RigTarget Selected BoneTarget Selected ObjectTarget SelectionTarget SpaceTarget TransformTarget VelocityTarget VolumeTarget ZTarget along length of bone: Head is 0, Tail is 1Target angular motor velocityTarget armatureTarget armature boneTarget bone for multi-target constraintsTarget contains concave polygonsTarget contains invalid polygonsTarget contains overlapping verticesTarget direction to compare the normal toTarget edge length in the new meshTarget geometry objectTarget has edges with more than two polygonsTarget has no facesTarget is not in the constraint target listTarget length for the operationTarget linear motor velocityTarget locationTarget location to which normals will pointTarget objectTarget object for multi-target constraintsTarget object from which the distance is measuredTarget object library-data, ignoring!Target object not a Grease Pencil, ignoring!Target object not specifiedTarget object shapeTarget object space edge length for adaptive subdivisionTarget object to define stroke startTarget object used to affect normalsTarget particle systemTarget particle systemsTarget polygon pixel size for adaptive subdivisionTarget polygons changed from %u to %uTarget scene has locked markersTarget sculpting workflow that is going to use the sampled sizeTarget to snap the selected UVs toTarget vertices changed from %u to %uTarget's Z axis, not World Z axis, will constrain the Up directionTarget: Exclude Non-SelectableTarget: Include ActiveTarget: Include EditTarget: Include Non-EditedTargetsTargets all ctrls y-axis to defined axis (global space)Targets custom WGTs to defined axis (global space)Tear BoundaryTeleportTeleport DurationTemp-MetaTemperance (average)TemperatureTemperature AttributeTemperature ColorTemperature DifferenceTemperature GridTemperature MaximumTemperature UnitTemperature difference to ambient temperatureTemperature of the fluidTemplate "{}" will start next time as it is now.Template Installed ({:s}) from {!r} into {!r}TemplatesTemporal AccumulationTemporal ReprojectionTemporarily disable NLA stack evaluation (i.e. only the active action is evaluated)Temporarily hide in viewportTemporarily hide in viewport • Ctrl to isolate collection • Shift to set inside collections and objectsTemporarily hide in viewport • Shift to set childrenTemporarily hide mask layersTemporarily hide objects from the viewportTemporaryTemporary DirectoryTemporary EditorsTemporary FilesTendency of object to bounce after colliding with another (0 = stays still, 1 = perfectly elastic)TensionTension Spring DampingTension StiffnessTension Stiffness MaximumTentTerminate ModeTessellateTessellated triangle in a Mesh data-blockTessellation of mesh polygons into trianglesTest key configuration for conflictsTex CoordTexcoord Quantization BitsTextTextCaseTextDigitsTextIndentationTextLineTextLinesTextLowerTextModifiedTextNewTextPatternTextPunctuationTextSpacesTextStrip CharactersTextTabTextTabsTextUpperTextWeightTextWordText '%s'Text (.txt)Text Anti-AliasingText BeginText BoxText Box HeightText Box WidthText BoxesText Character FormatText ColorText CursorText CurveText EditorText Editor ArgsText Editor PresetsText EndText FilesText HighlightText HintingText InfoText Info OverlayText InputText LineText Node SocketText Node Socket InterfaceText RenderingText SelectedText StripText Strip CursorText StyleText Subpixel Anti-AliasingText ValueText Widget ColorsText bounding box for layoutText character formatting settingsText colorText color of selected lineText data-block referencing an external or packed text fileText data-blocksText displayed and edited in this spaceText editor space dataText file has been edited since last saveText file is in memory, without a corresponding file on diskText file on disk is different than the one in memoryText horizontal alignment from the object or text box centerText in the lineText not found: %sText not used by any node or camera, no update doneText objects can only have their scale applied: "%s"Text on CurveText socket of a nodeText stringText strip editing cursorText strip editing selectionText that will be displayedText to 3D ObjectText to ReplaceText to display in header during scaleText to insert at the cursor positionText to replace selected text with using the replace toolText to search for with the find toolText to use on the UI panel button (does not edit the collection name)Text to use on the UI panel button instead of the collection nameText too longText vertical alignment from the object centerText: ExternalText: InternalTextBox HeightTextBox OverflowTextBox WidthTextBox X OffsetTextBox Y OffsetTextBoxesTextsTextureTextureAlong strokeTextureBand NoiseTextureBandsTextureDimensionsTextureGeneratedTextureGlobalTextureMappingTextureNewTextureObjectTexturePatternTexturePlasticTextureRing NoiseTextureRingsTextureSharpTextureSharperTextureSoftTextureStrand / ParticleTextureTexture CoordinatesTextureUVTextureWall InTextureWall OutTextureWindowTexture Collection RateTexture CoordinateTexture Coordinate BoneTexture Coordinate ObjectTexture Coordinate QuantizationTexture CoordinatesTexture DistortionTexture Encoding QualityTexture FieldTexture LimitTexture MappingTexture Mapping ModeTexture MaskTexture MeshTexture Mid LevelTexture ModeTexture NodeTexture Node EditorTexture Node SocketTexture Node Socket InterfaceTexture Node TreeTexture OpacityTexture Orientation AngleTexture Overlay AlphaTexture PaintTexture Paint OverlaysTexture Paint SlotTexture Paint/Modifier UVsTexture Pixel Size factor along the strokeTexture PropertiesTexture Sample BiasTexture Sample RadiusTexture SlotTexture Slot ImagesTexture SlotsTexture SpaceTexture Space LocationTexture Space MeshTexture Space SizeTexture SpacingTexture SpecialsTexture Time OutTexture coordinate mapping settingsTexture coordinates from 0 to 1Texture coordinates from root particle locationsTexture coordinates used to map the image on the surfaceTexture coordinates used to map the texture onto the backgroundTexture data-block used by materials, lights, worlds and brushesTexture data-block used by this texture slotTexture data-blocksTexture effector weightTexture encoding qualityTexture export methodTexture filtering typeTexture images used for texture paintingTexture interpolationTexture mapping not set to 3D, results may be unpredictableTexture mapping typeTexture nodesTexture slot defining the mapping and influence of a textureTexture slot for textures in a Brush data-blockTexture slot for textures in a LineStyle data-blockTexture slot for textures in a Particle Settings data-blockTexture slot nameTexture slots defining the mapping and influence of texturesTexture socket of a nodeTexture space locationTexture space sizeTexture that controls emission strengthTexture to use as forceTextureMappingTexturedTexturesTextures DirectoryThai - ภาษาไทยThat item represents an ID also used as liboverride dependency (either directly, as a liboverride reference, or indirectly, as data used by a liboverride reference). It should never be directly made local. Mutually exclusive with `LIBOVERRIDE_DEPENDENCY_ONLY`That item represents an ID only used as liboverride dependency (either directly or indirectly, see `LIBOVERRIDE_DEPENDENCY` for precisions). It should not be considered during the 'make local' (append) process, and remain purely linked data. Mutually exclusive with `LIBOVERRIDE_DEPENDENCY`That item was added for an indirectly imported ID, as a dependency of another data-blockThe "id" attribute if available, otherwise the indexThe "slit" normal direction of each face corner, influenced by vertex normals, sharp faces, sharp edges, and custom normals. May be empty.The "stroke" cannot be emptyThe '%s' %s data-block is linked and not editable. Use "Make Local" to make it editable.The '%s' %s data-block is packed and not editable. Use "Make Local" to make it editable.The '{:s}' collection will be added upon generationThe 2D view location for the center of the new nodes, or unchanged if not setThe API reference manual for this version of BlenderThe BVH file does not contain frame duration in its MOTION section, assuming the BVH and Blender scene have the same frame rateThe Blender source root pathThe Blender version this is expected to be removedThe Blender version this was deprecatedThe Bone Collections of this ArmatureThe Bone Collections that contain this BoneThe Cryptomatte node in render mode is only supported for scene compositingThe Drivers/Expressions for this data-blockThe File Output node is only supported for scene compositingThe FriBidi C compiled library (.so under Linux, .dll under windows...), you’ll likely have to edit it if you’re under Windows, e.g. using the one included in Blender libraries repositoryThe Gabor noise value with both random intensity and phase. This is equal to sine the phase multiplied by the intensityThe ID pointer overridden by this operation is expected to match the reference hierarchyThe Index of Refraction (IOR) of the coat layer (affects its reflectivity as well as the falloff of coat tinting)The Keying Set to useThe Navigate Gizmo sizeThe RGB color of the strand. Only used in Direct ColoringThe Render Layers node is only supported for scene compositingThe Runge-Kutta ODE solver error limit, low value gives more precision, high values speedThe Scene needs a cameraThe Slot that the Channelbag's animation data is forThe Strip Info node is only supported for sequencer compositingThe UUID of the catalog shown in the browserThe UV coordinates at which to sample the texture. The Z component is assumed to contain an alpha channelThe Voronoi feature that the node will computeThe X axis size of the shapeThe X position of the lower left corner of the crop regionThe Y axis size of the shapeThe Y position of the lower left corner of the crop regionThe action %s is not editableThe action depends on the states/poses of both user pathsThe action is intended to be used as a cycle looping over its manually set playback frame range (enabling this does not automatically make it loop)The action poses will be used for the VR controller aimsThe action poses will be used for the VR controller gripsThe action when Middle-Mouse dragging in the viewport. Shift-Middle-Mouse is used for the other action. This applies to trackpad as wellThe active Vertex GroupThe active attribute has an unsupported typeThe active attribute must be on the vertex, edge, or face domainThe active attribute must have a boolean typeThe active data-block '%s' is not a valid linked oneThe active data-block '%s' is used by other linked dataThe active face for this meshThe active lineset does not have a line style (indicating data corruption)The active modifier in the listThe active object does not match the armatureThe active object needs to be an armatureThe active repository has invalid settingsThe active shape key of %s is lockedThe active simulation area moves with the brushThe active strip modifier in the listThe active vertex group is lockedThe active workspace view layer showing in the windowThe alignment of the new objectThe already existing local ID that may be reused in append & reuse case. None until it has been foundThe amount of chromatic aberration to add to the distortionThe amount of color noiseThe amount of copies is too high, we cannot generate the amount of geometry it would requireThe amount of diamond sharpeningThe amount of distortion. 0 means no distortion, -1 means full Pincushion distortion, and 1 means full Barrel distortionThe amount of jitter to introduce while computing rays, higher jitter can be faster but can produce grainy or noisy resultsThe amount of points to select from the end of each splineThe amount of points to select from the start of each splineThe amount of rotation along each axis, XYZ orderThe amount of rotation on each axis, around the X, Y, then Z axes in that orderThe amount of rotation that the blur spansThe amount of scaling along each axisThe amount of scaling that the blur spansThe amount of sharpeningThe amount of shear to applyThe amount of space between nodesThe amount of translation along each axisThe amount of translation that the blur spans in the specified direction relative to the size of the image. Negative values indicate translation in the opposite directionThe amount of value-based noiseThe amplitude of the offsetThe amplitudes of the envelope are summarized (or, when Accumulate is enabled, both positive and negative differences are accumulated)The angle along the circle arc between copiesThe angle between the normals of connected manifold facesThe angle between the planes changes during the stroke to fit the surface under the cursorThe angle of the bokehThe angle snap increment used when in constrained angle modeThe angle that defines the direction of the translationThe angle that the first streak makes with the horizontal axisThe armature needs to be in Pose mode or Edit modeThe asset is local to the file. Deleting it will just clear the asset status.The asset shelf is not available in the current context (try changing the active mode or tool)The asset's catalog pathThe attribute domain that gives enough information to represent the mesh's normalsThe attribute is associated with the View Layer, Scene or World that is being renderedThe attribute is associated with the instancer particle system or object, falling back to the Object mode if the attribute isn't found, or the object is not instancedThe attribute is associated with the object geometry, and its value varies from vertex to vertex, or within the object volumeThe attribute is associated with the object or mesh data-block itself, and its value is uniformThe attribute is meant for internal use by BlenderThe attribute name must not be emptyThe attribute name used by default when the node group is used by a geometry nodes modifierThe attribute output cannot be used without the geometry outputThe audio is rendered with a bitrate of 240kbit/s per channel, the maximum bitrate Vorbis supports.The audio is rendered with a bitrate of 256kbit/s per channel, the maximum bitrate Opus supports.The audio is rendered with a bitrate of 320kbit/s, the maximum bitrate MP3 supports.The audio is rendered with a bitrate of 384kbit/s, the maximum bitrate MP2 supports.The audio is rendered with a bitrate of 640kbit/s, the maximum bitrate AC3 supports.The audio is rendered with a bitrate of roughly 250kbit/s per channel, the maximum bitrate AAC supports.The axes icon's sizeThe axis that the curve deforms alongThe axis used for placing the base regionThe base name of the file. Other information might be included in the final file name depending on the node optionsThe base unit for pixels per meter.The bf-translation repositoryThe blend factor with 0 being the current frameThe brightness level at which pixels are considered part of the highlights that produce a glareThe brush affects the UV rotation of the pointThe brush affects the color strength of the pointThe brush affects the position of the pointThe brush affects the thickness of the pointThe brush is of type used for drawing strokesThe brush is of type used for filling areasThe brush is of type used for tinting strokesThe brush is used for erasing strokesThe cache is bakedThe cache is being bakedThe camera used for rendering the sceneThe center of the circle described by the three pointsThe clipboard does not contain a Selection SetThe code used to calculate internal forces on particlesThe collection to add other selected objects toThe collection to remove other selected objects fromThe collection to remove this object fromThe color for things after the current frame (for onion skinning, motion paths, etc.)The color for things before the current frame (for onion skinning, motion paths, etc.)The color variation between Color1 and Color2. Values of -1 and 1 only use one of the two colors. Values in between mix the colorsThe color which gets mapped to white (automatically converted to/from temperature and tint)The color which gets white gets mapped to (automatically converted to/from temperature and tint)The combined frame range of all F-Curves within this actionThe compositor is always enabled regardless of the viewThe compositor is disabledThe compositor is enabled only in camera viewThe condition for close spline to activateThe constraining actionThe constraint is applied in Pose Space, the object transformation is ignoredThe constraint is applied in local space of a custom object/bone/vertex groupThe constraint is applied relative to the local coordinate system of the objectThe constraint is applied relative to the rest pose local coordinate system of the bone, thus including the parent-induced transformationThe constraint is applied relative to the world coordinate systemThe contrast of the cavity maskThe control point to retrieve data fromThe converge point for the stereo cameras (often the distance between a projector and the projection screen)The coordinates at which Gabor noise will be evaluated. The Z component is ignored in the 2D caseThe coordinates to sample within the UV mapThe corner to retrieve data from. Defaults to the corner from the contextThe counterclockwise rotation of the inner set of pointsThe current active panel category, may be Null if the region does not support this feature (NOTE: these categories are generated at runtime, so list may be empty at initialization, before any drawing took place)The current line numberThe current location (offset) of the view for this Node TreeThe current number of faces in the decimated meshThe current simulation time step size, as a fraction of a frameThe current text boxThe curve group to interpolate inThe curve normal value at each of the curve's control pointsThe curve the control point is part ofThe curve to retrieve data from. Defaults to the curve from the contextThe curve type to change the selected curves toThe custom bone colors, used when palette is 'CUSTOM'The custom range in which to create new keys. Only used when not using the scene rangeThe data path from each iterable to the value (int or float)The data path relative to the context, must point to an iterableThe data type of the corresponding column visible in the spreadsheetThe data type the attribute is converted to before calculating the resultsThe data type used to read the attribute valuesThe data-block %s could not be overriddenThe data-block %s is not overridableThe default alignment for objects added from a 3D viewport menuThe default and recommended for most applicationsThe default directory for rendering output, for new scenesThe default directory to search for loading fontsThe default directory to search for soundsThe default directory to search for texturesThe delay of the effect in secondsThe device to use to process the denoise nodes in the compositorThe difference between the scale of each two consecutive octaves. Larger values corresponds to larger scale for higher octavesThe dimensions of the image in pixels with transformations appliedThe direct children of this layer group. Ordered by stack order, meaning the first child is the bottom most child in the layer tree.The direction (only applies to drag events)The direction of the anisotropic Gabor noiseThe direction the plane pointsThe directionality of Gabor noise. 1 means the noise is completely directional, while 0 means the noise is omnidirectionalThe directory for storing temporary save files. The path must reference an existing directory or it will be ignoredThe directory where the image will be writtenThe display and view transform supports automatic emulation for another display device, using the display color spaces mechanism in OpenColorIO v2 configurationsThe display and view transform supports high dynamic range colorsThe distance a point can be from the surface before the face is no longer considered planarThe distance along the curve between copiesThe distance between the bottom point and the X axisThe distance between the top point and the X axisThe distance from which particles are affected fullyThe distance in pixel to the nearest pixel at the boundary of the mask. The distance is negative inside the maskThe distance metric used to compute the textureThe distance that the resulting points are allowed to be withinThe donation program to support maintenance and improvementsThe dropped extension comes from a disabled repository.The dropped extension comes from an unknown repository.The duplicated geometry, not including the original geometryThe edge after the corner in the face, in the direction of increasing indicesThe edge before the corner in the face, in the direction of decreasing indicesThe edge flag to tag when selecting the shortest pathThe edge to retrieve data from. Defaults to the edge from the contextThe edges of the image that intersects the outer mask will be considered edges of the outer mask. Otherwise, the outer mask will be considered open-endedThe edges that lie on the boundaries between the different face groupsThe edited objectThe end frame of animationThe end frame of the manually set intended playback rangeThe energy this light would emit over its entire area if it wasn't limited by the spot angle, in units of radiant power (W)The entire Scene / Preview rangeThe enum definition can now be accessed directly on the node. This exists for backward compatibility.The event of target particles to react onThe exact location of the point to useThe execution time from the node tree's latest evaluation. For frame and group nodes, the time for all sub-nodesThe expected squared deviation from the mean for each groupThe experimental option for this node is disabledThe extension is incompatible with this system: {:s}The extension mode applied to the X axisThe extension mode applied to the Y axisThe extracted highlights from which the glare was generatedThe face index for each loop triangleThe face to retrieve data from. Defaults to the face from the contextThe factor to apply to the original point's opacity for the new pointsThe factor to apply to the original point's radius for the new pointsThe factor to scale keys withThe feature set archive base directory name is not a valid identifier: '{:s}'The feature set archive has no rigs or metarigs, or is missing __init__.pyThe feature set archive must contain one base directoryThe feedback of the effectThe file extension used for saving rendersThe file handler labelThe file is not a valid Blender file.The file path used for exportingThe file was saved by a newer version, open it with Blender %s or laterThe first frame to be exportedThe first output must be a geometry socketThe five boxing wizards jump quickly! 0123456789The foot pivots around the base of the toeThe foots pivots at the ankleThe foots pivots at the ankle, with extra toe pivotThe foreground goes over the background according to the alpha of the foregroundThe foreground goes over the background according to the alpha of the foreground but the foreground completely covers the background if it is more opaqueThe foreground goes over the background according to the alpha of the foreground while assuming the background is being held out by the foregroundThe forward direction along the array shapeThe fractal offsetThe fraction part of AThe fraction part of A entry-wiseThe frame number in the sceneThe frame on which the timeline marker appearsThe frame on which this sketch appearsThe frame to evaluate (starting at 0)The free scaling axis of the objectThe frequency of the offset (1/total length)The gain multiplierThe generated glareThe generated random number is the same for every control point of a curveThe geometry cannot be extracted with dyntopo activatedThe geometry's normal directionThe gizmos are made for use with virtual reality sessions and require special redraw managementThe glTF format requires discontinuous normals, UVs, and other vertex attributes to be stored as separate vertices, as required for rendering on typical graphics hardware. This option attempts to combine co-located vertices where possible. Currently cannot combine verts with different normalsThe glue bone becomes a child of the control boneThe glue bone becomes a sibling of the control bone with Copy TransformsThe glue bone keeps its parent, but uses Copy Transforms to group both local and parent induced motion of the control into local spaceThe graphics backend can be changed in the System section of the Preferences.The grid size for bindingThe grid's value at each voxelThe group ID of each group instanceThe handle can be moved anywhere, and does not influence the point's other handleThe height of the crop regionThe height of the cylinderThe height perpendicular to the base of the spiralThe highest power of 'x' for this polynomial (number of coefficients - 1)The highest value in each groupThe identifier of the most recently assigned action slot. The slot identifies which sub-set of the Action is considered to be for this constraint, and its identifier is used to find the right slot when assigning an Action.The identifier of the most recently assigned action slot. The slot identifies which sub-set of the Action is considered to be for this data-block, and its identifier is used to find the right slot when assigning an Action.The identifier of the most recently assigned action slot. The slot identifies which sub-set of the Action is considered to be for this strip, and its identifier is used to find the right slot when assigning an Action.The identifier that makes up this tagThe image with the generated glare addedThe imported ID. None until it has been linked or appended. May be the same as ``reusable_local_id`` when appendedThe index from the contextThe index of particle system on the target objectThe index of the Armature's active bone collection; -1 when there is no active collection. Note that this is indexing the underlying array of bone collections, which may not be in the order you expect. Root collections are listed first, and siblings are always sequential. Apart from that, bone collections can be in any order, and thus incrementing or decrementing this index can make the active bone collection jump around in unexpected ways. For a more predictable interface, use ``active`` or ``active_name``.The index of the color attribute used as a fallback for renderingThe index of the control point plus the offset within the entire curves data-blockThe index of the control point to evaluate. Defaults to the current indexThe index of the corner starting from the first corner in the faceThe index of the cursorThe index of the each vertex's island. Indices are based on the lowest vertex index contained in each islandThe index of the face the corner is a part ofThe index of the first vertex in the edgeThe index of the offset cornerThe index of the second vertex in the edgeThe index of this curve's first control pointThe index to move the constraint toThe index to move the effect toThe index to move the modifier toThe indices of the duplicates for each elementThe individual F-Curves that animate the slotThe influence of a Voronoi layer relative to that of the previous layerThe initial aspect settingThe initial depth used when placing the cursorThe initial position for placementThe input grid must have a uniform voxel scale to be advected.The inputs are invalid, or the algorithm has been improperly calledThe integer coordinates of the nearest pixel at the boundary of the maskThe integer part of A, removing fractional digitsThe intended playback frame range of this action, using the manually set range if available, or the combined frame range of all F-Curves within this action if not (assigning sets the manual frame range)The intensity of the Gabor noise, which has no random phaseThe intensity of the aberration effectThe interpolation type for this curve elementThe intersection line will be included into the object with the higher intersection priority valueThe inverted matrix or the identity matrix if the input is not invertibleThe kernel is a color and each channel of the kernel will be convolved with each respective channel in the inputThe kernel is a float and will be convolved with all input channelsThe kind of repository to addThe kind of rotation to apply, values from other rotation modes are not usedThe kind of strokes or fills to deleteThe kinds of messages that should be propagated from this node to the parent group nodeThe largest integer smaller than or equal AThe largest positive integer that divides into each of the values A and B, e.g. GCD(8,12) = 4The last bone of the chain is directly controlled, like the hand in an IK arm, and the middle stretches to reach itThe last frame to be exportedThe layer group is expanded in the UIThe layer tree node after (i.e. above) this oneThe layer tree node before (i.e. below) this oneThe left Bézier control point handle from the contextThe length of the contents of this strip after the handles are appliedThe length of the contents of this strip before the handles are appliedThe length of the distance in axial directionsThe length of the longest Axial journeyThe library override of the linked ID. None until it has been createdThe light that bounces off the surface of the hairThe light that passes through the hair and exits on the other sideThe line color of a higher priority is used at material boundariesThe linked ID had other unrelated usages, so it has been duplicated into a local copyThe links form a cycle which is not supportedThe links must be siblingsThe list of action slots suitable for this NLA stripThe list of layers that make up this ActionThe list of slots in this ActionThe list of slots in this animation data-blockThe list of strips that are on this animation layerThe local data-block this asset represents; only valid if that is a data-block in this fileThe local directory containing extensionsThe location and orientation of the Custom Shape Transform bone will be used for transform gizmos and for other transform operators in the 3D Viewport. When disabled, the 3D Viewport will still use the actual bone transform for these, even when the custom bone shape transform is overridden.The location is automatically calculated to be smoothThe location is calculated to point to the next/previous control pointThe location is constrained to point in the opposite direction as the other handleThe location of the scene's 3D cursor, in the local space of the modified objectThe lowest value in each groupThe luminance that will be mapped to the log average luminance, typically set to the middle gray valueThe mass of each vertex on the cloth materialThe material to use for the new strokesThe matte gets remapped such matte values higher than the white level become white. Pixels at the identified edges are excluded from the remapping to preserve detailsThe matte gets remapped such matte values lower than the black level become black. Pixels at the identified edges are excluded from the remapping to preserve detailsThe max distance a vertex can be displaced. Displacements over this threshold may cause visibility issues.The maximum distance above the plane for affected vertices. Increasing the height affects vertices farther above the plane.The maximum distance below the plane for affected vertices. Increasing the depth affects vertices farther below the plane.The maximum from A and BThe maximum from A and B with smoothing CThe maximum gap between strokes in secondsThe maximum length an internal spring can have during creation. If the distance between internal points is greater than this, no internal spring will be created between these points. A length of zero means that there is no length limit.The maximum number of samples used for training path guiding. Higher samples lead to more accurate guiding, however may also unnecessarily slow down rendering once guiding is accurate enough. A value of 0 will continue training until the last sampleThe maximum ray distance for matching points between the active and selected objects. If zero, there is no limitThe maximum ray distance for matching points between the active and selected objects. If zero, there is no limit.The maximum value from A and B, max(A,B)The mesh UV map to sample. Should not have overlapping facesThe mesh is missing materialsThe mesh simulation is scaled up by this factor (compared to the base resolution of the domain). For best meshing, it is recommended to adjust the mesh particle radius alongside this value.The mesh volume where the inner/outer pressure will be the same. If set to zero the change in volume will not affect pressure.The method for determining the size of the bevelThe method of keys to activate tools such as move, rotate & scale (G, R, S)The method to use to create meshes at intersectionsThe method to use to create the mesh at intersectionsThe method used for calculating the feather offsetThe middle value in each group when all values are sorted from lowest to highestThe minimal roughness value of a material to apply guidingThe minimum from A and BThe minimum from A and B with smoothing CThe minimum value from A and B, min(A,B)The modifier affects the UV rotation factor of the pointThe modifier affects the color strength of the pointThe modifier affects the position of the pointThe modifier affects the thickness of the pointThe modifier used does not support deformed locationsThe name '{:s}' is not allowed for feature setsThe name of a json file storing those settings (unfortunately, Blender's system does not work here)The name of the Armature's active bone collection; empty when there is no active collectionThe name of the Curve object that defines the bevel shapeThe name of the active color attribute for display and editingThe name of the active key configurationThe name of the attribute on the surface mesh used to define the attachment of each curveThe name of the default color attribute used as a fallback for renderingThe name of the tree nodeThe new transform from grid index space to object space.The new transform is valid and was successfully applied to the grid.The newly linked ID has been made localThe node group is used as a geometry modifierThe node group is used as a toolThe node group is used for Grease PencilThe node group is used for curvesThe node group is used for meshesThe node group is used for point cloudsThe node group is used in edit modeThe node group is used in object modeThe node group is used in paint modeThe node group is used in sculpt modeThe node group must have a geometry output socketThe node labelThe node socket's default valueThe node tree labelThe noise simulation is scaled up by this factor (compared to the base resolution of the domain)The normal direction of each face, defined by the winding order and position of its verticesThe normal direction of each vertex, defined as the average of the surrounding face normalsThe normal direction of the face corner, taking into account sharp faces, sharp edges, and custom normal dataThe normal direction of the plane described by the three points, pointing towards the positive Z axisThe number of Voronoi layers to sumThe number of animation frames. If a single image, then 1The number of computed points in the V direction between every pair of control pointsThe number of concentric rings used to fill the round facesThe number of consecutive points from the original stroke to include in this segmentThe number of control points along the curve to traverseThe number of control points to create on the segment following each pointThe number of copies to generateThe number of corners in the faceThe number of corners to move around the face before finding the result, circling around the start of the face if necessaryThe number of duplicates to create for each elementThe number of edges connected to each vertexThe number of edges on the curveThe number of edges running vertically along the side of the coneThe number of elements in the listThe number of evaluated points on the curveThe number of faces or corners connected to each edgeThe number of faces or corners connected to each vertexThe number of faces that use each edge as one of their sidesThe number of flaps in the bokehThe number of frames that are needed to traverse the path, defining the maximum value for the 'Evaluation Time' settingThe number of frames to average around each keyframe. Higher values allow more smoothing, but will decrease performance.The number of frames to use for calculating FPS average. Zero to calculate this automatically, where the number of samples matches the target FPS.The number of generated segments to skip to reduce complexityThe number of ghosts for Ghost glare or the quality and spread of Glare for Streaks and Simple StarThe number of horizontal ringsThe number of keyframes this drawing is used byThe number of noise octaves. Higher values give more detailed noise but increase render timeThe number of old versions to maintain in the current directory, when manually savingThe number of pixels that correspond to the same output pixelThe number of points in the curveThe number of points on the arcThe number of points skipped after this segmentThe number of points to createThe number of points to skip to create straight segmentsThe number of rectangular segments along each sideThe number of samples to render in this subsetThe number of samples used to approximate the motion blurThe number of samples used to compute the blur. The more samples the smoother the result, at the expense of more compute time. The actual number of samples is two to the power of this input, so it increases exponentiallyThe number of samples used to compute the blur. The more samples the smoother the result, but at the expense of more compute time. The actual number of samples is two to the power of this input, so it increases exponentiallyThe number of segments in each quarter-circle of the bevelThe number of streaksThe number of times the cavity mask is blurredThe number of times this object is repeated with respect to other objectsThe number of vertices connected to this vertex with an edge, equal to the number of connected edgesThe number of vertices on the top and bottom circlesThe object %s has locked shape keysThe object geometry itself should be visible in the renderThe object has only one layerThe object has only one materialThe object is constrained inside a virtual sphere around the target object, with a radius defined by the limit distanceThe object is constrained on the surface of a virtual sphere around the target object, with a radius defined by the limit distanceThe object is constrained outside a virtual sphere around the target object, with a radius defined by the limit distanceThe object is parented to a boneThe object is parented to a latticeThe object is parented to a vertexThe object is parented to an objectThe object that has the target particle system (empty if same object)The object the data pointer refers to is not a valid modifierThe offset is too small, we cannot generate the amount of geometry it would requireThe opacity of unselected F-Curves against the background of the Graph EditorThe order of selected vertices/edges/faces is modified, based on a given methodThe original input geometry with potentially new attributes that are output by the zoneThe original resolution of the image in pixels before any transformationsThe output is a square curve (negative values always result in -1, and positive ones in 1)The output node %s is already paired with %sThe owner of this constraintThe parent group of this layer tree nodeThe particle simulation is scaled up by this factor (compared to the base resolution of the domain)The particle system to paint withThe parts of the geometry in the selectionThe parts of the geometry not in the selectionThe parts of the geometry that go into the first outputThe parts of the geometry to be deletedThe path for the curve's custom profileThe path for the custom profileThe path to the '/branches' directory of your local svn-translation copy, to allow translating from the UIThe path to the preset loaded into this theme (if any)The persistent UID of the modifierThe phase of the Gabor noise, which has no random intensityThe pixel density meta-data written to supported image formats. This value is multiplied by the PPM-base which defines the unit (typically inches or meters)The pixel radius of the sharpening maskThe point is constrained to be inside the target objectThe point is constrained to be outside the target objectThe point is constrained to the surface of the target object, with distance offset always to the outside, towards or away from the original locationThe point is constrained to the surface of the target object, with distance offset applied exactly along the target normalThe point is constrained to the surface of the target object, with distance offset towards the original point locationThe point represents a tile (multiple voxels) rather than a single voxelThe position at which the transformations pivot around. Defined in normalized coordinates, so 0 means lower left corner and 1 means upper right corner of the imageThe position for the axes on the bone. Increasing the value moves it closer to the tip; decreasing moves it closer to the root.The position from the contextThe position of the first vertex in the edgeThe position of the mouse cursor at the start of the operationThe position of the second vertex in the edgeThe position of the source of the rays in normalized coordinates. 0 means lower left corner and 1 means upper right cornerThe position the transformations pivot around, in normalized coordinates. 0 means the lower left corner and 1 means the upper right corner of the imageThe positions of the new pointsThe precision of compositor intermediate resultThe primary and secondary axis have to be differentThe probability of guiding a direction inside a volumeThe probability of guiding a direction on a surfaceThe profile can be a concave or convex curveThe profile can be any arbitrary path between its endpointsThe profile shape (0.5 = round)The property is deprecatedThe provided data did not satisfy the prerequisitesThe quality used by denoise nodes during the compositing of final renders if the nodes' quality option is set to Follow SceneThe quality used by denoise nodes during viewport and interactive compositing if the nodes' quality option is set to Follow SceneThe radii of the new pointsThe radius for the generated strokesThe radius of the circle described by the three pointsThe radius of the cylinderThe range of angles that will be affectedThe rate at which the Gabor noise changes across space. This is different from the Scale input in that it only scales perpendicular to the Gabor noise directionThe ratio of keyframes to removeThe ratio of the largest dimension of the model over the size of the gridThe ratio of the minor axis to the major axis of an elliptical cross-section. Recommended values are 0.8~1 for Asian hair, 0.65~0.9 for Caucasian hair, 0.5~0.65 for African hair. The major axis is aligned with the curve normal, which is not supported in particle hairThe reference manual for this version of BlenderThe region where the image will be darkenedThe region where the panel is going to be used inThe region-space mouse X location, in pixels, increasing from 0 at the leftThe region-space mouse Y location, in pixels, increasing from 0 at the bottomThe relative distance a particle can move before requiring more subframes (target Courant number); 0.01 to 0.3 is the recommended rangeThe remainder of floored divisionThe remainder of truncated division using fmod(A,B)The remesher cannot run from edit modeThe remesher cannot run with a Multires modifier in the modifier stackThe remesher cannot run with dyntopo activatedThe remesher cannot work on linked or override dataThe replacement Action's session uid to remap all selected Action's users toThe resolution of the mask along the X directionThe resolution of the mask along the Y directionThe resolution of the particle gridThe resolution to use for each curve segmentThe right Bézier control point handle from the contextThe root nodes of the layer tree. Ordered by stack order, meaning the first node is the bottom most node in the layer tree.The rotation channel was filteredThe rotation of the scene's 3D cursor, in the local space of the modified objectThe rotation type and axis order to useThe roughness of the coat layerThe running total of values in the corresponding group, starting at the first valueThe running total of values in the corresponding group, starting at zeroThe scale factor applied to the curve segmentsThe scale of a Voronoi layer relative to that of the previous layerThe scale of the Gabor noiseThe scene's 3D cursor location and rotationThe scripted expression can be evaluated without using the full Python interpreterThe selected rig collectionThe selected rig typeThe selected strips don't overlapThe selection from the start and end of the splines based on the input sizesThe selection included %d object type(s) which do not support conversion to "%s"The selection of each element as a floating point valueThe selection of each element as a true or false valueThe setting for the file browser mode to load a .blend file, a library or a special fileThe shape of the Gaussian distribution in frames. Lower values will increase sharpness across the Filter Width.The shape of the gaussian distribution, lower values make it sharperThe shape of the start and end of the strokeThe shortest angle in radians between two faces where they meet at an edge. Flat edges and Non-manifold edges have an angle of zero. Computing this value is faster than the signed angleThe shutter closes at the current frameThe shutter is open during the current frameThe shutter opens at the current frameThe side of the handle that is selectedThe side that remains selected after splittingThe side to which the selection is appliedThe signed angle arctan(A / B)The signed angle in radians between two faces where they meet at an edge. Flat edges and Non-manifold edges have an angle of zero. Concave angles are positive and convex angles are negative. Computing this value is slower than the unsigned angleThe simulation timestep per frame (seconds per frame)The size of dilation/erosion in pixels. Positive values dilates and negative values erodesThe size of the blur in pixelsThe size of the falloff from the edges in pixels. If less than two pixels, the edges will be anti-aliasedThe size of the filter in pixelsThe size of the geometry will determine the distance between arrayed itemsThe size of the glare relative to the image. 1 means the glare covers the entire image, 0.5 means the glare covers half the image, and so onThe size of the inpaint in pixelsThe size of the particlesThe size of the tile or voxel. For individual voxels this is 1, for tiles this represents the cubic size of the tileThe slot identifies which sub-set of the Action is considered to be for this data-block, and its name is used to find the right slot when assigning an ActionThe slot identifies which sub-set of the Action is considered to be for this strip, and its name is used to find the right slot when assigning another ActionThe smallest integer greater than or equal AThe smallest positive integer that is divisible by both A and B, e.g. LCM(6,10) = 30The smoothness of the extracted highlightsThe softness of the spotlight edgeThe solver does not reiterate, not even on first frame (starts from rest pose)The solver reiterates (converges) on all framesThe solver reiterates (converges) on the first frame but not on subsequent frameThe sound file is decoded and loaded into RAMThe source axis constrained object's X axis usesThe source axis constrained object's Y axis usesThe source axis constrained object's Z axis usesThe source color contains an Alpha componentThe source color is gamma correctedThe source geometry must contain a mesh or a point cloudThe source mesh must have facesThe source of this force field is the zero point of a harmonic oscillatorThe source where the size of the mask is retrievedThe space where the asset shelf will show up in. Ignored for popup asset shelves which can be displayed in any space.The space where the panel is going to be used inThe square root of the variance for each groupThe standard fractal Perlin noiseThe start and end handles are fixed positionsThe start and end handles are offsets from the spline's control pointsThe start frameThe start frame of the manually set intended playback rangeThe start position of the relation lines from parent to child bonesThe strength value for the generate strokesThe string to find in the input stringThe string to replace each match withThe string value to drop into the buttonThe strip values are combined with accumulated results by appropriately using addition, multiplication, or quaternion math, based on channel typeThe strip values replace the accumulated results by amount specified by influenceThe subdivision level is too largeThe subdivision level visible at render timeThe sum of all values in each group divided by the size of said groupThe surface area of each of the mesh's facesThe system did not find a solutionThe target mesh must have facesThe target rotation modeThe target to use while snappingThe tentacle scaling is manually controlled via twist controls.The tentacle stretches to fit the curveThe texture affects basic color of the strokeThe texture affects the alpha valueThe tilt angle of the cuticle scales (the outermost part of the hair). They are always tilted towards the hair root. The value is usually between 2 and 4 for human hairThe time (in minutes) to wait between automatic temporary savesThe time in seconds to wait for online operations before a connection may fail with a time-out error. Zero uses the systems default.The time to use for looking up the data in the cache file, or to determine which file to use in a file sequenceThe total X size of the region in pixelsThe total Y size of the region in pixelsThe total number of mesh islandsThe total of all of the values in the corresponding groupThe transformation of the instances output. Does not affect the internal geometryThe transformation of the target bone is evaluated relative to its local coordinate system, followed by a correction for the difference in target and owner rest pose orientations. When applied as local transform to the owner produces the same global motion as the target if the parents are still in rest pose.The transformation of the target bone is evaluated relative to its rest pose local coordinate system, thus including the parent-induced transformationThe transformation of the target is evaluated relative to a custom object/bone/vertex groupThe transformation of the target is evaluated relative to its local coordinate systemThe transformation of the target is evaluated relative to the world coordinate systemThe transformation of the target is only evaluated in the Pose Space, the target armature object transformation is ignoredThe transformation of the vector and geometry outputsThe transformation type to affect on the constrained objectThe transformation type to use from the targetThe translation of this motion event. The range on each axis is [-1 to 1], before being multiplied by the sensitivity preference. This is typically scaled by the time-delta before use.The type of Gabor noise to evaluateThe type of dataThe type of data-block %s is not yet implementedThe type of license this asset is distributed under. An empty license name does not necessarily indicate that this is free of licensing terms. Contact the author if any clarification is needed.The type of media to saveThe type of radius interpolation for Bézier curvesThe type of shape used to rebuild a beveled sectionThe type of split operation to perform on stripsThe type of strategy used for sampling direct light contributionsThe type of the data-block, if the asset represents one ('NONE' otherwise)The type of the table identifierThe type of tilt calculation for 3D CurvesThe type of tilt interpolation for 3D, Bézier curvesThe type of transform operators to writeThe type of weight interpolation for splineThe uniform pressure that is constantly applied to the mesh, in units of Pressure Scale. Can be negative.The unit system to use for user interface controlsThe up direction along the array shapeThe up direction for the circle shapeThe user has been shown the "Online Access" prompt and made a choiceThe user repository to install extensions intoThe value computed for the chain is the maximum of the values obtained for chain verticesThe value computed for the chain is the mean of the values obtained for chain verticesThe value computed for the chain is the minimum of the values obtained for chain verticesThe value computed for the chain is the value obtained for the first chain vertexThe value computed for the chain is the value obtained for the last chain vertexThe value is relative to each of the dimensions of the image independentlyThe value is relative to the X dimension of the imageThe value is relative to the Y dimension of the imageThe value is relative to the diagonal of the imageThe value is relative to the greater dimension of the imageThe value is relative to the smaller dimension of the imageThe value of the reserved bitflag 'FILTER_ITEM' (in filter_flags values)The value the average luminance is mapped toThe value this event translates to in a modal keymapThe value to use if the data path cannot be resolvedThe value used to map onto the color gradient. 0.0 results in the leftmost color, while 1.0 results in the rightmostThe values from the "id" attribute on points, or the index if that attribute does not existThe values the mean and median will be calculated fromThe values the minimum and maximum will be calculated fromThe values the standard deviation and variance will be calculated fromThe values to be accumulatedThe vector to be transformedThe vertex the corner is attached toThe vertex to retrieve data from. Defaults to the vertex from the contextThe viewer does not work because the modifier is disabledThe viewer does not work because the node group used by the modifier has no outputThe visibility of drawings in this tree node is affected by the layers in the masks listThe way the constraint treats original non-free axis scalingThe wet/dry mix of the effectThe wetness level when colors start to shift to the backgroundThe width for newly created group nodesThe width of columns in horizontal list viewsThe width of the crop regionThe window has a HDR graphics buffer that wide gamut and high dynamic range colors can be written to, in extended sRGB color space.The window relative horizontal location of the areaThe window relative horizontal location of the regionThe window relative vertical location of the areaThe window relative vertical location of the regionThe world's volume used to be rendered by EEVEE Legacy. Conversion is needed for it to render properly.ThemeTheme "{:s}" is already installed!Theme 3D ViewportTheme Background ColorTheme Bone Color SetTheme Clip EditorTheme Collection ColorTheme ConsoleTheme Dope SheetTheme File BrowserTheme Graph EditorTheme Image EditorTheme InfoTheme Node EditorTheme Nonlinear AnimationTheme OutlinerTheme PreferencesTheme PropertiesTheme Sequence EditorTheme SpaceTheme Space SettingsTheme SpreadsheetTheme Status BarTheme Strip ColorTheme Text EditorTheme Top BarTheme User InterfaceTheme Widget Color SetTheme Widget State ColorTheme color or custom color of a boneTheme properties for common editor regionsTheme properties shared by different editorsTheme settings for FontTheme settings for InfoTheme settings for asset shelvesTheme settings for background colors and gradientTheme settings for bone color setsTheme settings for collection colorsTheme settings for regions that are common among editorsTheme settings for strip colorsTheme settings for style setsTheme settings for the 3D viewportTheme settings for the Blender PreferencesTheme settings for the ConsoleTheme settings for the Dope SheetTheme settings for the File BrowserTheme settings for the Image EditorTheme settings for the Movie Clip EditorTheme settings for the NLA EditorTheme settings for the Node EditorTheme settings for the OutlinerTheme settings for the PropertiesTheme settings for the Sequence EditorTheme settings for the SpreadsheetTheme settings for the Status BarTheme settings for the Text EditorTheme settings for the Top BarTheme settings for the graph editorTheme settings for user interface elementsTheme settings for widget color setsTheme settings for widget state colorsThemesTheoraThere are multiple group output nodes and this one is not activeThere are no inputs.There is no active data-blockThere is no animation data to operate onThere is no asset library to removeThere is no extension repository to removeThere is no layer '%s'There is no parent group node in this contextThere must be an active attributeThere must be at least one user repository set to install extensions intoThere were {:d} keying failures for unknown reasons.These require auto-key:ThetaThickThicker lines than the defaultThicknessThickness ClampThickness FactorThickness From ShadowThickness MaxThickness MinThickness ModeThickness ModifiersThickness NearThickness OuterThickness PositionThickness ProfileThickness RatioThickness ShapeThickness StrengthThickness based on the direction of the strokeThickness calculation using constraints, most advancedThickness factorThickness factor to use for zero vertex group influenceThickness modifier '%s' could not be removedThickness modifier typeThickness modifiers for changing line thicknessThickness of annotation strokesThickness of each strand of hairThickness of smoke display in the viewportThickness of the film in nanometersThickness of the outline stroke relative to current brush thicknessThickness of the perimeter strokeThickness of the shellThickness of volume display in the viewportThickness position of silhouettes and border edges (applicable when plain chaining is used with the Same Object option)Thickness: %s, Depth: %sThinThin FilmThin Film IORThin Film ThicknessThinner lines than the defaultThirdThird coefficient of fourth order Brown-Conrady radial distortionThird coefficient of third order polynomial radial distortionThirdsThis asset is stored in the current blend fileThis attribute cannot be accessed in a procedural contextThis bone collection is expanded in the bone collections tree viewThis channelbag does not belong to this stripThis collection is owned by a local Armature, or was added via a library override in the current blend fileThis collection was added via a library override in the current blend fileThis color defines white in the stripThis data does not support joining in edit modeThis data-block has no Action slot assignedThis data-block is a place-holder for missing linked data (i.e. it is [an override of] a linked data that could not be found anymore)This data-block is editable in the user interface. Linked data-blocks are not editable, except if they were loaded as editable assets.This data-block is linked and packed into the .blend fileThis data-block is not an independent one, but is actually a sub-data of another ID (typical example: root node trees or master collections)This data-block is runtime data, i.e. it won't be saved in .blend file. Note that e.g. evaluated IDs are always runtime, so this value is only editable for data-blocks in Main data-base.This feature set depends on the following feature set to work properly:This feature set failed to load correctly.This feature set requires Blender {:s} or newer to work properly.This file is managed by the Blender asset system and cannot be overriddenThis file is managed by the Blender asset system. It can only beThis file is managed by the asset system, you cannot overwrite it (using "Save As" is possible)This file is offlineThis file is read-onlyThis file was saved by a newer version of Blender (%s).This is a restricted system fileThis is a special ruler layerThis is the distance from a lee shore, called the fetch, or the distance over which the wind blows with constant velocity. Used by 'JONSWAP' and 'TMA' models.This is the least efficient of the available forms, and should only be used when required.This layer does not belong to this ActionThis library is an 'archive' storage for packed linked IDs originally linked from its 'archive parent' library.This may lead to unexpected behaviorThis metarig contains old rig-types that can be automatically upgraded to benefit from new rigify features.This metarig requires upgrading to Bone CollectionsThis metarig uses the old face rig.This method gives a good 2D representation of a meshThis mode is like reaching into the screen and holding the model in your hand. Push the 3D Mouse cap left, and the model moves left. Push right and the model moves rightThis mode requires auto-keying to work properlyThis modifier can only deform control points, not the filled curve/surfaceThis modifier can only deform filled curve/surface, not the control pointsThis modifier has baked dataThis modifier is activeThis modifier operation is not allowed from Edit modeThis monolithic face rig is deprecated.This needs a local Armature or an overrideThis node defines a bundle signature that should be used by other nodesThis node defines a closure signature that should be used by other nodesThis node has no input connections to swapThis node has no inputs to swapThis node should be linked to the group output nodeThis object is part of a compound shapeThis operation is not supported in edit modeThis operator only works in pose mode and armature edit modeThis operator requires an active vertex (last selected)This override data-block is not needed anymore, but was detected as user-editedThis override data-block is unusedThis override property does not exist in current data, it will be removed on next .blend file saveThis pose asset is empty, and thus has no poseThis property cannot be animated as it will not get updated correctlyThis property is for internal use only and cannot be editedThis property is only used to cache the object area for later calculationsThis region does not support panel categoriesThis rig type does not add the ORG prefix.This script was written for Blender version {:d}.{:d}.{:d} and might not function (correctly), though it is enabledThis slot (%s) does not belong to the assigned ActionThis slot (%s) is not suitable for this data-block type (%c%c)This slot does not belong to this ActionThis slot is not suitable for this data-block type (%c%c)This socket is meant to be used as the toggle in its panel headerThis strip does not belong to this layerThis strip type cannot be retimedThis text has not been savedThis zone defines a closure signature that should be used by other nodesThouThreadThreadsThreads ModeThree LevelsThree tracks with bundles are needed to orient the floorThresholdThreshold above which filling is not propagatedThreshold below which, no sharpening is doneThreshold distance for Auto MergeThreshold distance within which particles are removedThreshold for checking overlapping geometryThreshold for edge detection algorithm (higher values might over-blur some part of the image)Threshold for edge detection algorithm (higher values might over-blur some part of the image). Only applies to final renderThreshold for stroke intersectionsThreshold in screen space used for the simplify algorithm. Points within this threshold are treated as if they were in a straight line.Threshold level to consider feature good enough for trackingThreshold of branchingThreshold of distance near surface where collisions are still considered (best results when non-zero)Threshold of initial movement needed from the device's rest positionThreshold to consider color transparent for fillingThreshold value for different weights to be considered equalThumbnailsTilde ActionTileTile Grid ShapeTile NumberTile OffsetTile SizeTile XTile YTile ZTile along X axisTile along Y axisTile along Z axisTile in tiled imageTile labelTile location to select UVsTiledTiled UDIM image textureTilesTiles of the imageTilingTiling offset for the X AxisTiltTilt InterpolationTilt StrengthTilt XTilt YTilt in 3D ViewTilt of curve control pointsTilt selected control vertices of 3D curveTilt:TimberTimeTimeNewTimeOldTime AlignmentTime CurveTime DeltaTime ExtendTime JumpTime Jump DeltaTime LimitTime ModeTime Modifier SegmentTime OffsetTime OutTime Remaining: {} Time Elapsed: {}Time RemappingTime ScaleTime SequentialTime SlideTime StepTime StretchingTime TranslateTime UnitTime at which the shutter is closedTime at which the shutter is openTime between bounces for elastic easingTime between shutter opening and closing in framesTime delay in 1/10 seconds before automatically opening sub level menusTime delay in 1/10 seconds before automatically opening top level menusTime in seconds that the modifier took to evaluate. This is only set on evaluated objects. If multiple modifiers run in parallel, execution time is not a reliable metric.Time needed to fully animate the pie to unfolded state (in 1/100ths of sec)Time of key over the simulationTime of mouse locationTime offset for the noise effectTime since last access of a GL texture in seconds after which it is freed (set to 0 to keep textures allocated)Time since last access of a GL vertex buffer object in seconds after which it is freed (set to 0 to keep VBO allocated)Time since last step in secondsTime since previous motion event (in seconds)Time since the timer started secondsTime specified in frames, converted to seconds based on scene frame rateTime specified in secondsTime specified in seconds, independent of the sceneTime step for advection in secondsTime step range controlling the teleportation arc parabolaTime taken in frames between shutter open and closeTime to animate the view in milliseconds, zero to disableTime to look ahead in secondsTime to use for the Mask animationTime/delay (in ms) for a double clickTime:Time: %.3f %sTime: %s %sTime: +%.3f %sTime: +%s %sTimeOffsetTimeSlide: %sTimecodeTimecode IndexTimecode StyleTimelineTimeline FrameTimeline MarkersTimeline Overlay SettingsTimeline frame of the left handle and the start frame of the stripTimeline frame of the right handle, which is the first frame where the strip no longer contributes to the outputTimeline frame where underlying strip source beginsTimeline frame where underlying strip source endsTimeline marker '%s' not found in action '%s'Timeline marker '%s' not found in scene '%s'TimerTimer (Minutes)TimescaleTimestampTimestamp read failedTimestepTimesteps MaximumTimewarp video strips, modifying playback speedTimingTimingsTintTint ColorTint FactorTint ModeTint dielectric reflection at normal incidence for artistic control, and metallic reflection at near-grazing incidence to simulate complex index of refractionTint reflection at near-grazing incidence to simulate complex index of refractionTint the color of the strokesTints highlights and shadows with separate colors.Tints the glare. Consider desaturating the glare to more accurate tintingTinyTiny Prim CullingTipTip ControlTip DiameterTip DirectionTip IndexTip LengthTip PositionTip RemoverTip RoundnessTip Scale XTip SelectionTip SpreadTip select modeTitleTitle CaseTitle Safe MarginsTitle for the file browserTmrTmr0Tmr1Tmr2TmrJobTmrRegTmrReportTmrSaveToTo 3D CursorTo AllTo All SelectedTo BottomTo ControlsTo Current FrameTo Degrees ModeTo Last KeyframeTo LinkedTo LooseTo MaxTo Maximum XTo Maximum YTo Maximum ZTo MinTo Minimum XTo Minimum YTo Minimum ZTo Next KeyframeTo OrderTo PremultipliedTo Radians ModeTo SocketTo SpacesTo SphereTo Sphere: %.4f %sTo Sphere: %s %sTo StraightTo TabsTo TopTo make changes to Preferences permanent, use "Save Preferences"To make changes to Preferences permanent, use "Save Preferences".To make changes to Preferences permanent, use "Save Preferences". Warning: Your file is unsaved! Proceeding will abandon your changes.To match renders with the previous working space as closely as possible, colors in all materials, lights and geometry must be converted. Some nodes graphs cannot be converted accurately and may need manual fix-ups.To nodeTo socketTodayToeToe Tip RollToe-inToggleToggle 3D stereo support for current window (or change the display mode)Toggle Add/Subtract for the weight paint draw toolToggle AllToggle Bone OptionsToggle CommentsToggle EndToggle Free/AlignToggle Lock Selection option of the current clip editorToggle OverlaysToggle Profile ClippingToggle Render UseToggle SelectToggle SelectionToggle SnappingToggle StartToggle System ConsoleToggle VectorToggle Viewport UseToggle VisibilityToggle Widget ColorsToggle a context valueToggle a meta-strip (to edit enclosed strips)Toggle a specific viewer node using 1,2,..,9 keysToggle animation playback ('Shift-Space' for Tools or brush asset popup)Toggle between Vector and Auto handlesToggle box selectionToggle catalog visibility in the asset shelfToggle clamp overlap flagToggle collapsed nodes and hide unused socketsToggle collapsing of selected nodesToggle color ramp operationsToggle cyclic for selected splinesToggle disabled flag for selected markersToggle display of selected object(s) separately and centered in viewToggle display selected area as fullscreen/maximizedToggle editability of selected channelsToggle enumToggle fading of Grease Pencil layers except the active oneToggle font caseToggle font styleToggle geometry randomization for debugging purposesToggle gravity effectToggle harden normals flagToggle hide hidden dot filesToggle inversion of affected normalsToggle keyframe selection instead of leaving newly selected keyframes onlyToggle locked flag for selected tracksToggle locks of all and invert unselected vertex groups of the active objectToggle locks of all vertex groups of the active objectToggle locks of selected vertex groups of the active objectToggle locks of unselected vertex groups of the active objectToggle mark seam flagToggle mark sharp flagToggle material preview shadingToggle muting of selected nodesToggle object's edit modeToggle object's force fieldToggle open/close hierarchyToggle option buttons display for selected nodesToggle overwrite while typingToggle particle edit modeToggle preview display for selected nodesToggle rendered shadingToggle sculpt mode in 3D viewToggle selected viewer node in compositor and geometry nodesToggle selection for all elementsToggle selection of all animation channelsToggle selection of all keyframesToggle selection status of all bonesToggle shading type in 3D viewportToggle show render viewToggle solid shadingToggle specified setting on all selected animation channelsToggle strip connectionsToggle text editingToggle texture paint mode in 3D viewToggle the Outliner selection of itemsToggle the camera viewToggle the current window full-screenToggle the region's alignment (left/right or top/bottom)Toggle the selectionToggle the selection modeToggle the vertex paint mode in 3D viewToggle this shape keyToggle unused node socket displayToggle visibilityToggle visibility of Channels in Graph Editor for editingToggle weight paint mode in 3D viewToggle whether given type is active or notToggle whether item under cursor is open or closedToggle whether surface is processed or ignoredToggle whether the active material is the only one that is editable and/or visibleToggle whether the material is linked to object data or the object blockToggle wireframe shadingToggles IK chain between rotation and pole targetToggling regions in the Top-bar is not allowedToleranceTolerance for finding vertex duplicatesTolerance for outliers; lower values filter noise while higher values will reproduce edges closer to the inputTonal RangeToneTone mapping algorithmTone mapping modifierTone of the curveTonemapTonemap TypeTonnesTonsToo few clusters of strips selected in NLA Track (%s): needs exactly 2 to be selectedToo few selections to mergeToo many clusters of strips selected in NLA Track (%s): needs exactly 2 to be selectedToo many points selected: %dToo many potential root collections (%d) for the override hierarchy, please use the Outliner insteadToolTool GizmoTool HeaderTool InitTool Keymap:Tool KeysTool ModeTool PropertiesTool Property InitTool SettingsTool Widget ColorsTool cannot be set with an empty spaceTool node group assets not assigned to a catalog. Catalogs can be assigned in the Asset BrowserTool {!r} not found for space {!r}ToolbarToolbar / SidebarToolbar ItemToolbar Item Widget ColorsToolbox Column LayoutToolsTools can use this to tag data for their own purposes (initial state is undefined)TooltipTooltip ColorsTooltip StyleTooltipsToon BSDFToon BSDF component to useTopTop (X-Y)Top BarTop BaselineTop HeightTop LevelTop Level Menu Open DelayTop LineTop OrthographicTop PerspectiveTop RightTop WidthTop aligned on loadTop line visibleTop of the listTop range of X axis destination motionTop range of X axis source motionTop range of Y axis destination motionTop range of Y axis source motionTop range of Z axis destination motionTop range of Z axis source motionTop-BottomTop-Left 3D EditorTop-level strips onlyTop-right corner of packing boundsTop/BottomTopologyTopology DiagonalsTopology DistanceTopology InfluenceTopology MappingTopology MirrorTopology RakeTopology StepTopology has changed, perhaps by triangulating the mesh. Only vertices will be read!TorusTotalTotal CostTotal Exterior Radius of the torusTotal Interior Radius of the torusTotal LevelsTotal angle used to fan out the copies in a circular arcTotal files %d | Changed %d | Failed %dTotal maximum number of bouncesTotal number of particlesTotal number points for the curve or surface in the U directionTotal number points for the surface on the V directionTotal time the build effect requiresTouchpadTouchpad Scroll DirectionTowards Custom CameraTraceTrace FrameTrace Image starting in current image frameTrace PrecisionTrace full sequenceTrace rays towards the inside of the objectTrace the current frame of the imageTracerTracingTracing MethodTracing image...TrackTrack '%s' is not found in the tracking object %sTrack AxisTrack CameraTrack IndexTrack MotionTrack PositionTrack SequenceTrack ThresholdTrack ToTrack To ConstraintTrack as fast as possibleTrack is hiddenTrack is lockedTrack is locked and all changes to it are disabledTrack is selectedTrack marker during image sequence rather than single imageTrack mode uses full bake mode:Track pattern from current frame to next frameTrack pattern from given frame when tracking marker to next frameTrack pattern from keyframe to next frameTrack selected markersTrack the selected markers backward by one frameTrack the selected markers backward for the entire clipTrack the selected markers forward by one frameTrack the selected markers forward for the entire clipTrack to ConstraintTrack with double speedTrack with half of realtime speedTrack with quarter of realtime speedTrack with realtime speedTrack's anchor point is selectedTrack's pattern area is selectedTrack's search area is selectedTrack:TrackballTrackball allows you to tumble your view at any angleTrackball style rotation of selected itemsTrackball: %.2f %.2f %sTrackball: %s %s %sTracked FramesTracked TracksTrackingTracking AxisTracking ObjectTracking PresetsTracking SettingsTracking Settings ExtraTracking Settings ExtrasTracking markers...TracksTracks Display TypeTracks SizeTracks for LocationTracks for Rotation/ScaleTracks for StabilizationTracks with Same ColorTradeoff between encoding speed and compression ratioTraditionalTraditional scroll directionTrail CountTrailingTraining SamplesTransferTransfer FK animation to IK bonesTransfer Freestyle edge markTransfer Freestyle face markTransfer IK animation to FK bonesTransfer Only SelectedTransfer UV Maps from active to selected objects (needs matching geometry)Transfer UV layersTransfer UV seam markTransfer active or all vertex groupsTransfer all attributes to the new meshTransfer all data layersTransfer all vertex groups used by deform bonesTransfer all vertex groups used by selected pose bonesTransfer bevel weightsTransfer color attributesTransfer crease valuesTransfer custom normalsTransfer data from active object to selected objectsTransfer data layer(s) (weights, edge sharp, etc.) from active to selected meshesTransfer data layer(s) (weights, edge sharp, etc.) from selected meshes to active oneTransfer flat/smooth markTransfer from selected objects to active oneTransfer layout of data layer(s) from active to selected meshesTransfer location transforms onlyTransfer location, rotation, and scale transformsTransfer materials from non-empty slots to the result mesh, adding new materials as necessary. For empty slots, fall back to using the same material index as the operand mesh.Transfer motion from another meshTransfer rotation transforms onlyTransfer scale transforms onlyTransfer selected bones onlyTransfer several types of data (vertex groups, UV maps, vertex colors, custom normals) from one mesh to anotherTransfer sharp markTransfer subdivision crease valuesTransfers FK animation to IKTransformTransform CacheTransform Cache ConstraintTransform ChannelTransform Coordinate System for Radial TilingTransform CursorTransform DeltaTransform DirectionTransform GeometryTransform GizmoTransform MatrixTransform ModeTransform Navigation with AltTransform ObjectTransform Orientation SlotsTransform OrientationsTransform OriginsTransform ParentsTransform Pivot PointTransform PointTransform PoseTransform PreviewTransform ReferenceTransform SamplesTransform SpaceTransform a direction vectorTransform a direction vector (Location is ignored)Transform a normal vector with unit lengthTransform a pointTransform a texture by inverse mapping the texture coordinateTransform a unit normal vector (Location is ignored)Transform all islands so that they fill up the UV/UDIM space as much as possibleTransform axis to restrict effects toTransform channelTransform duplicated keyframesTransform from grid index space to object spaceTransform is set to only affect locationTransform markers as well as stripsTransform object origins, while leaving the shape in placeTransform parameters for a sequence stripTransform selected items by mode typeTransform stroke texture coordinates ModifierTransform the UV map using the difference between two objectsTransform the bone as if it was a child of the Custom Shape Transform bone. This can be useful when combining shape-key and armature deformations.Transform the input relative to the main geometryTransform the input vector by applying translation, rotation, and scaleTransform the parents, leaving the children in placeTransform tools are affected by this constraint as wellTransform:TransformationTransformation ConstraintTransformation ModeTransformation channel from the target that is used to key the ActionTransformation matrix containing the location, rotation and scale of the objectTransformation matrix from voxel index to object spaceTransformation matrix to apply beforeTransformation of each instance from the geometry contextTransformation orientationTransformsTransforms are affected by this constraint as wellTransforms don't include parenting/restpose or constraintsTransforms include effects of constraints but not parenting/restposeTransforms include effects of parenting/restpose and constraintsTransforms points from object space to view space using the viewport's location and rotationTransforms points in view space to region space ("clip space" or "normalized device coordinates")TransitionTransition StripTransitionsTransitions SelectedTranslateTranslate InstancesTranslate InterfaceTranslate New NamesTranslate OriginTranslate ReportsTranslate RootsTranslate TooltipsTranslate XTranslate YTranslate additional information, such as error messagesTranslate all labels in menus, buttons and panels (note that this might make it hard to follow tutorials or the manual)Translate and rotate curves based on changes between the object's original and evaluated surface meshTranslate origin instead of selectionTranslate root (i.e. parentless) bones to the armature originTranslate the descriptions when hovering UI elements (recommended)Translate the names of new data-blocks (objects, materials...)Translate the set of points initially within the brush circleTranslate, Orient, ScaleTranslate, Rotate, ScaleTranslate, rotate or scale the geometryTranslationTranslation Branches DirectoryTranslation ContextTranslation RootTranslation Track SpecialsTranslation TracksTranslation accumulated for each copyTranslation context of the property's nameTranslation of the layerTranslucent BSDFTransmissionTransmission BouncesTransmission ColorTransmission DepthTransmission DirectTransmission FactorTransmission IndirectTransmission VisibilityTransmission WeightTransmission light multiplierTransmitTransparencyTransparency OverlapTransparency of icons in the interface, to reduce contrastTransparency without refraction, passing straight through the surface as if there were no geometryTransparentTransparent BSDFTransparent BackgroundTransparent CheckerboardTransparent DepthTransparent GlassTransparent Max BouncesTransparent Roughness ThresholdTransparent ShadowsTransparent scene display. Allow selecting through itemsTranspose MatrixTrapezoidTrapped Air Particle SamplingTrapped Air Potential MaximumTrapped Air SamplingTraverse connected faces (includes diagonals and edge-rings)Treat all lines as the same line type so they can be chained togetherTreat curve as cyclic curve (no clamping to curve bounding box)Treat image as non-color data without color management, like normal or displacement mapsTreat intersection and contour lines as if they were the same type so they can be chained togetherTreat materials with alpha as decals (no shadow casting)Treat only back side of the surface as a light for samplingTreat only front side of the surface as a light, usually for closed meshes whose interior is not visibleTreat surface as a light for sampling, emitting from both the front and back sideTreat this object as a planar and unclosed mesh. Fluid will only be emitted from the mesh surface and based on the surface emission value.Treat this object as a planar, unclosed meshTree NodeTree TypeTree node is selectedTriTriangleTriangle ATriangle AreaTriangle BTriangle FacesTriangle FanTriangle NormalTrianglesTriangles with all vertices in this group are not used during object collisionsTriangles with all vertices in this group are not used during self collisionsTriangularTriangulateTriangulate FacesTriangulate MeshTriangulate MeshesTriangulate ModifierTriangulate meshes during exportTriangulate only polygons with vertex count greater than or equal to this numberTriangulate selected facesTriangulated MeshTriangulation solver for filling 2D curvesTrigger ATrigger BTrilinearTrim CurveTrim Hair CurvesTrim ModeTrim Stroke EndsTrim all edges right at the boundary of image (including overscan region)Trim hair curves randomly up to a certain amountTrim intersecting stroke endsTrim or split strips to resolve overlapTrim/AddTrims or scales hair curves to a certain lengthTripletTripodTripod MotionTripod SolverTriquadraticTrueTrue NormalTrue if an active element exists in the mesh, false otherwiseTrue if the curve contributes no animation due to lack of keyframes or useful modifiers, and should be deletedTrue if the field is evaluated on a tile, i.e. on multiple voxels at once. If this is false, the extent is always 1True if the image data is loaded into memoryTrue if the input matrix is invertibleTrue if the modifier tab is expandedTrue if the socket can accept multiple ordered input linksTrue if the socket is an output, otherwise inputTrue if the socket is connectedTrue if the socket is selectedTrue if the socket is unavailableTrue if there is custom normal data for this meshTrue if this image has any named layerTrue if this image has multiple viewsTrue if this image is stored in floating-point bufferTrue if this item is chosen by the menu inputTrue if this library contains library overrides that are linked in current blendfile, and that had to be recursively resynced on load (it is recommended to open and re-save that library blendfile then)True if this material has Grease Pencil dataTrue if this node is used as the active group outputTrue if this node is used as the active outputTrue if this preview icon has been modified by py script, and is no more auto-generated by BlenderTrue if this preview image has been modified by py script, and is no more auto-generated by BlenderTrue if track has a valid bundleTrue or falseTrue unless the first input is true and the second is falseTrue when all of the ancestors of this bone collection are marked as visible; always True for root bone collectionsTrue when at least one input is falseTrue when at least one input is trueTrue when both inputs are approximately equalTrue when both inputs are different (exclusive or)True when both inputs are equal (exclusive nor)True when both inputs are falseTrue when both inputs are not approximately equalTrue when both inputs are trueTrue when invoked (even if only the execute callbacks available)True when multiple enumsTrue when opacity of fill is set high enough to be visibleTrue when opacity of stroke is set high enough to be visibleTrue when run from the 'Adjust Last Operation' panelTrue when run from the operator 'Repeat Last'True when the cursor is grabbedTrue when the first input contains the second as a substringTrue when the first input ends with the secondTrue when the first input is brighterTrue when the first input is darkerTrue when the first input is greater than the second inputTrue when the first input is greater than the second input or equalTrue when the first input is smaller than second inputTrue when the first input is smaller than the second input or equalTrue when the first input is true and the second is false (not imply)True when the first input starts with the secondTrue when the property is hiddenTrue when the property is not saved in presetsTrue when the property is optional in a Python function implementing an RNA functionTrue when the property uses ghost valuesTrue when the user is scrubbing through timeTrue when this property is an output value from an RNA functionTrue when this value cannot be set to NoneTrue when used in editmodeTruncateTruncate ModeTruncate the text that would go outside the text boxesTrusted Blend FilesTrusted SourceTrusted Source [Untrusted Path]Try to align the major bone axis with the bone childrenTry to find missing external filesTry to flip names of the bones, if possible, instead of adding a number extensionTry to guess the original bind pose for skinned meshes from the inverse bind matrices. When off, use default/rest pose as bind poseTry to keep global shapeTry to preserve custom normals. Warning: Depending on chosen triangulation method, shading may not be fully preserved, "Fixed" method usually gives the best result hereTry to preserve mesh boundary on the meshTry to preserve sharp features on the meshTry to re-use previously appended matching IDs when appending them again, instead of creating local duplicatesTry to re-use previously matching appended data-blocks instead of appending a new copyTry to remove right-most dot-number from flipped names. Warning: May result in incoherent naming in some casesTry using Sparse Accessor if it saves spaceTrying to reload library '%s' from invalid path '%s'Trying to reload or relocate library '%s' to invalid path '%s'TubeTube meshTune ImageTurbidityTurbulenceTurbulence effector weightTurbulence of the bandnoise and ringnoise typesTurbulence of the noiseTurbulent OceanTurkish - TürkçeTurn AmountTurn LeftTurn PolicyTurn RightTurn SpeedTurn Speed FactorTurn clockwise around navigation up axisTurn counter-clockwise around navigation up axisTurn inactive voxels and tiles into inactive background tilesTurn objects into paint canvases and brushes, creating color attributes, image sequences, or displacementTurn off this add-onTurn off this extensionTurn on SB diagnose console printsTurn on or off pinningTurn on the option to display the manage panel when creating a modifierTurn on this add-onTurn on this themeTurn regions where all voxels have the same value and active state (within a tolerance threshold) into inactive background tilesTurn speed in degrees per secondTurn the output into a single geometry rather than instances (required by many other modifiers)TurnsTurntableTurntable keeps the Z-axis upright while orbitingTweakTweak Duplicate FlagTweak Mode Action Slot StorageTweak Mode Action StorageTweak brush secondary/mask textureTweak gesture from empty space for box selectionTweak the active gizmoTweak timing for physics to control frequency and speedTwistTwist CurveTwist FactorTwist MethodTwist SmoothTwist offset for closed loopsTwo LevelsTwo or more channels are needed below this stripTwo tracks with bundles should be selected to set scaleTxtInTypeType "{:s}" cannot be foundType "{}" cannot be formattedType 1Type 2Type InfoType LabelType and default value of a node socketType identifier of this data-blockType of ID-block that can be usedType of Merge to be usedType of NLA StripType of Rigid Body ConstraintType of a context-dependent data-block to access property fromType of angle inputType of background in the 3D viewportType of built-in function to useType of comparison to makeType of curve to use for new strokesType of data stored in attributeType of data that is accumulatedType of data the outputs are calculated fromType of data to renameType of data to take shader fromType of data to take texture fromType of data to visualize/checkType of data-block that this slot is intended to animate; can be set when 'UNSPECIFIED' but is otherwise read-onlyType of element for individual transformed elements to snap toType of element for the "Snap Base" to snap toType of element that attribute is stored onType of element to snap toType of eventType of event mappingType of fieldType of filter to use for image transformationType of generated constraintType of generator to useType of grid dataType of influence volumeType of information to displayType of input data used for maskType of interface itemType of keyframeType of keyframe (for filtering)Type of keyframe (for visual purposes only)Type of keyframes to create when inserting keyframesType of lightType of light probeType of material that objects are made of (determines material density)Type of new paint slotType of objectType of object to convert toType of parallax volumeType of parent relationType of parentingType of pass to bakeType of pass to bake, some of them may not be supported by the current render engineType of periodic offset on the curveType of periodic offset on the pathType of preview renderType of range to calculate for Motion PathsType of range to show for Motion PathsType of reordering operation to applyType of representation for the guiding distributionType of rolling shutter effect matching CMOS-based camerasType of shapeType of socketType of speed guideType of stretch to displayType of the File Editor view (regular file browsing or asset browsing)Type of the Noise textureType of the Sequencer view (sequencer, preview or both)Type of the clip editor viewType of the directional sampling used for guidingType of the extruded handleType of the item to createType of the modifierType of the modifier to work onType of the path elementType of the region to toggleType of the socket generated by this interface itemType of this regionType of transition used to fade mistType of units for this propertyType of vector that the mapping transformsType of whitespace to convert toType of wireframe displayType overlapping cachedType to use for vertex position attributesType unsupported for "%s" attributeType: BundleType: ClosureType: Geometry SetType: ListTypesTypes of stroke extensions used for closing gapsUU (X) AxisU OffsetU coordinate of point along spline segmentU-AxisUDIM TileUDIM TilesUDIM number of the tileUI LayoutUI Line WidthUI NameUI RowUI ScaleUI TagUI TagsUI TitleUI list containing the elements of a collectionUI_Events_KeyMaps"UI_Events_KeyMaps,UI_Events_KeyMaps;UI_Events_KeyMaps=UI_Events_KeyMapsAUI_Events_KeyMapsActionZone AreaUI_Events_KeyMapsActionZone FullscreenUI_Events_KeyMapsActionZone QuadUI_Events_KeyMapsActionZone RegionUI_Events_KeyMapsAltUI_Events_KeyMapsApplicationUI_Events_KeyMapsBUI_Events_KeyMapsBackUI_Events_KeyMapsBackspaceUI_Events_KeyMapsBottomUI_Events_KeyMapsButton 1UI_Events_KeyMapsButton 10UI_Events_KeyMapsButton 11UI_Events_KeyMapsButton 12UI_Events_KeyMapsButton 2UI_Events_KeyMapsButton 3UI_Events_KeyMapsButton 4UI_Events_KeyMapsButton 5UI_Events_KeyMapsButton 6UI_Events_KeyMapsButton 7UI_Events_KeyMapsButton 8UI_Events_KeyMapsButton 9UI_Events_KeyMapsButton4UI_Events_KeyMapsButton4 MouseUI_Events_KeyMapsButton5UI_Events_KeyMapsButton5 MouseUI_Events_KeyMapsButton6UI_Events_KeyMapsButton6 MouseUI_Events_KeyMapsButton7UI_Events_KeyMapsButton7 MouseUI_Events_KeyMapsCUI_Events_KeyMapsCtrlUI_Events_KeyMapsDUI_Events_KeyMapsDeleteUI_Events_KeyMapsDominantUI_Events_KeyMapsDown ArrowUI_Events_KeyMapsEUI_Events_KeyMapsEndUI_Events_KeyMapsEnterUI_Events_KeyMapsEraserUI_Events_KeyMapsEscUI_Events_KeyMapsFUI_Events_KeyMapsF1UI_Events_KeyMapsF10UI_Events_KeyMapsF11UI_Events_KeyMapsF12UI_Events_KeyMapsF13UI_Events_KeyMapsF14UI_Events_KeyMapsF15UI_Events_KeyMapsF16UI_Events_KeyMapsF17UI_Events_KeyMapsF18UI_Events_KeyMapsF19UI_Events_KeyMapsF2UI_Events_KeyMapsF20UI_Events_KeyMapsF21UI_Events_KeyMapsF22UI_Events_KeyMapsF23UI_Events_KeyMapsF24UI_Events_KeyMapsF3UI_Events_KeyMapsF4UI_Events_KeyMapsF5UI_Events_KeyMapsF6UI_Events_KeyMapsF7UI_Events_KeyMapsF8UI_Events_KeyMapsF9UI_Events_KeyMapsFitUI_Events_KeyMapsFrontUI_Events_KeyMapsGUI_Events_KeyMapsGrlessUI_Events_KeyMapsHUI_Events_KeyMapsHomeUI_Events_KeyMapsHyperUI_Events_KeyMapsIUI_Events_KeyMapsIn-between MoveUI_Events_KeyMapsInsertUI_Events_KeyMapsIsometric 1UI_Events_KeyMapsIsometric 2UI_Events_KeyMapsJUI_Events_KeyMapsKUI_Events_KeyMapsKey ModifierUI_Events_KeyMapsLUI_Events_KeyMapsLeftUI_Events_KeyMapsLeft AltUI_Events_KeyMapsLeft ArrowUI_Events_KeyMapsLeft CtrlUI_Events_KeyMapsLeft MouseUI_Events_KeyMapsLeft ShiftUI_Events_KeyMapsLine FeedUI_Events_KeyMapsMUI_Events_KeyMapsMedia FirstUI_Events_KeyMapsMedia LastUI_Events_KeyMapsMedia Play/PauseUI_Events_KeyMapsMedia StopUI_Events_KeyMapsMenuUI_Events_KeyMapsMiddleUI_Events_KeyMapsMiddle MouseUI_Events_KeyMapsMinusUI_Events_KeyMapsMotionUI_Events_KeyMapsMouse MoveUI_Events_KeyMapsMouse/Trackpad PanUI_Events_KeyMapsMouse/Trackpad RotateUI_Events_KeyMapsMouse/Trackpad Smart ZoomUI_Events_KeyMapsMouse/Trackpad ZoomUI_Events_KeyMapsMoveUI_Events_KeyMapsNUI_Events_KeyMapsNDOF BackUI_Events_KeyMapsNDOF BottomUI_Events_KeyMapsNDOF Button 1UI_Events_KeyMapsNDOF Button 10UI_Events_KeyMapsNDOF Button 11UI_Events_KeyMapsNDOF Button 12UI_Events_KeyMapsNDOF Button 2UI_Events_KeyMapsNDOF Button 3UI_Events_KeyMapsNDOF Button 4UI_Events_KeyMapsNDOF Button 5UI_Events_KeyMapsNDOF Button 6UI_Events_KeyMapsNDOF Button 7UI_Events_KeyMapsNDOF Button 8UI_Events_KeyMapsNDOF Button 9UI_Events_KeyMapsNDOF DominantUI_Events_KeyMapsNDOF FitUI_Events_KeyMapsNDOF FrontUI_Events_KeyMapsNDOF Isometric 1UI_Events_KeyMapsNDOF Isometric 2UI_Events_KeyMapsNDOF LeftUI_Events_KeyMapsNDOF MenuUI_Events_KeyMapsNDOF MinusUI_Events_KeyMapsNDOF MotionUI_Events_KeyMapsNDOF Pan/ZoomUI_Events_KeyMapsNDOF PlusUI_Events_KeyMapsNDOF RightUI_Events_KeyMapsNDOF Roll CCWUI_Events_KeyMapsNDOF Roll CWUI_Events_KeyMapsNDOF RotateUI_Events_KeyMapsNDOF Save View 1UI_Events_KeyMapsNDOF Save View 2UI_Events_KeyMapsNDOF Save View 3UI_Events_KeyMapsNDOF Spin CCWUI_Events_KeyMapsNDOF Spin CWUI_Events_KeyMapsNDOF Tilt CCWUI_Events_KeyMapsNDOF Tilt CWUI_Events_KeyMapsNDOF TopUI_Events_KeyMapsNDOF View 1UI_Events_KeyMapsNDOF View 2UI_Events_KeyMapsNDOF View 3UI_Events_KeyMapsNumpad *UI_Events_KeyMapsNumpad +UI_Events_KeyMapsNumpad -UI_Events_KeyMapsNumpad .UI_Events_KeyMapsNumpad /UI_Events_KeyMapsNumpad 0UI_Events_KeyMapsNumpad 1UI_Events_KeyMapsNumpad 2UI_Events_KeyMapsNumpad 3UI_Events_KeyMapsNumpad 4UI_Events_KeyMapsNumpad 5UI_Events_KeyMapsNumpad 6UI_Events_KeyMapsNumpad 7UI_Events_KeyMapsNumpad 8UI_Events_KeyMapsNumpad 9UI_Events_KeyMapsNumpad EnterUI_Events_KeyMapsOUI_Events_KeyMapsOS KeyUI_Events_KeyMapsPUI_Events_KeyMapsPage DownUI_Events_KeyMapsPage UpUI_Events_KeyMapsPan/ZoomUI_Events_KeyMapsPauseUI_Events_KeyMapsPenUI_Events_KeyMapsPlusUI_Events_KeyMapsQUI_Events_KeyMapsRUI_Events_KeyMapsReturnUI_Events_KeyMapsRightUI_Events_KeyMapsRight AltUI_Events_KeyMapsRight ArrowUI_Events_KeyMapsRight CtrlUI_Events_KeyMapsRight MouseUI_Events_KeyMapsRight ShiftUI_Events_KeyMapsRoll CCWUI_Events_KeyMapsRoll CWUI_Events_KeyMapsRotateUI_Events_KeyMapsSUI_Events_KeyMapsShiftUI_Events_KeyMapsSpaceUI_Events_KeyMapsSpace BarUI_Events_KeyMapsSpin CCWUI_Events_KeyMapsSpin CWUI_Events_KeyMapsTUI_Events_KeyMapsTabUI_Events_KeyMapsText InputUI_Events_KeyMapsTilt CCWUI_Events_KeyMapsTilt CWUI_Events_KeyMapsTimerUI_Events_KeyMapsTimer 0UI_Events_KeyMapsTimer 1UI_Events_KeyMapsTimer 2UI_Events_KeyMapsTimer AutosaveUI_Events_KeyMapsTimer JobsUI_Events_KeyMapsTimer RegionUI_Events_KeyMapsTimer ReportUI_Events_KeyMapsTopUI_Events_KeyMapsTypeUI_Events_KeyMapsUUI_Events_KeyMapsUp ArrowUI_Events_KeyMapsVUI_Events_KeyMapsView 1UI_Events_KeyMapsView 2UI_Events_KeyMapsView 3UI_Events_KeyMapsWUI_Events_KeyMapsWheel DownUI_Events_KeyMapsWheel InUI_Events_KeyMapsWheel LeftUI_Events_KeyMapsWheel OutUI_Events_KeyMapsWheel RightUI_Events_KeyMapsWheel UpUI_Events_KeyMapsWindow DeactivateUI_Events_KeyMapsXUI_Events_KeyMapsXR ActionUI_Events_KeyMapsYUI_Events_KeyMapsZUI_Events_KeyMaps[UI_Events_KeyMaps]UI_Events_KeyMaps`UNIX shell-like filename patterns matching, supports wildcards ('*') and list of patterns separated by ';'UPURLURL to openURL: {:s}USDUSD Export: Couldn't move new usdz file from temporary location %s to %sUSD Export: Unable to delete existing usdz file %sUSD Export: Unable to find collection '%s'USD Export: couldn't construct relative file path for .vdb file, absolute path will be used insteadUSD Export: failed to resolve .vdb file for object: %sUSD Export: invalid path string '%s': %sUSD Export: path '%s' is not an absolute pathUSD Export: path string '%s' is not a prim pathUSD Export: unable to find suitable USD plugin to write %sUSD HookUSD Import: UV attribute value '%s' count inconsistent with interpolation typeUSD Import: couldn't add UV attribute '%s'USD Import: unable to open stage to read %sUSD Preview Surface NetworkUSD ShapesUSD Skeleton Import: bone matrices with negative determinants detected in prim %s. Such matrices may indicate negative scales, possibly due to mirroring operations, and cannot currently be converted to Blender's bone representation. The skeletal animation won't be importedUSD does not support animating curve types. The curve type changes from %s to %s on frame %fUSD export: Simple subdivision not supported, exporting subdivided meshUSD export: could not copy texture from %s to %sUSD export: could not copy texture tile from %s to %sUSD export: couldn't export in-memory texture to %sUSD's high performance rasterizing rendererUSDZ Custom Downscale SizeUSDZ Texture DownsamplingUUIDUVUV Along StrokeUV CenterUV CoordinatesUV Custom RegionUV Edge OpacityUV EditorUV Face OpacityUV FactorUV GridUV Island SelectionUV LayerUV LayoutUV Local ViewUV Loop LayersUV MapUV Map LayersUV Map NameUV Map NeededUV Map Parameter UUV Map Parameter VUV Map for tangent generated from UVUV Map for tangent space mapsUV MappingUV MapsUV OffsetUV OpacityUV PinUV PinnedUV ProjectUV Project ModifierUV RandomUV RipUV ScaleUV SculptUV SculptingUV SeamUV Select ModeUV Selection ModeUV SmoothUV SphereUV StretchUV Sync SelectionUV TangentUV TestUV TextureUV UnwrapUV Unwrap FacesUV Unwrap FieldUV VertexUV WarpUV coordinates between 0 and 1 for each face corner in the selected facesUV coordinates in parent object spaceUV coordinates on face cornersUV coordinates that map a texture along the stroke lengthUV coordinates to be used for mappingUV editor data for the image editor spaceUV editor settingsUV layer to override activeUV loop layer to be used as cloning sourceUV loop layer to mask the painted areaUV map '%s' not foundUV map nameUV map or surface attachment is invalidUV map to change with particle ageUV map to use for mapping with UV texture coordinatesUV pinned state in the UV editorUV projection modifier to set UVs from a projectorUV projector used by the UV project modifierUV selection and display modeUV/Image EditorUVMapUVProjectUVTILEUVWarpUVWarp ModifierUVsUVs and boundaries are smoothedUVs are fanned at the polesUVs are not smoothed, boundaries are kept sharpUVs are pinched at the polesUVs are smoothed, boundaries are kept sharpUVs are smoothed, corners on discontinuous boundary and junctions of 3 or more regions are kept sharpUVs are smoothed, corners on discontinuous boundary are kept sharpUVs are smoothed, corners on discontinuous boundary, junctions of 3 or more regions and darts and concave corners are kept sharpUVs are stitched at midpoint instead of at static islandUkrainian - УкраїнськаUn-CommentUn-assign the action slot from this NLA strip, effectively making it non-animatedUn-assign the action slot from this constraintUn-assign the action slot, effectively making this data-block non-animatedUn-assign the assigned Action Slot from an Action constraint. Note that _which_ constraint should get this slot unassigned must be set in the "constraint" context pointer, using: >>> layout.context_pointer_set("constraint", constraint)Un-assign the assigned Action Slot from an ID. Note that _which_ ID should get this slot unassigned must be set in the "animated_id" context pointer, using: >>> layout.context_pointer_set("animated_id", animated_id)Un-assign the assigned Action Slot from an NLA strip. Note that _which_ NLA strip should get this slot unassigned must be set in the "nla_strip" context pointer, using: >>> layout.context_pointer_set("nla_strip", nla_strip)Un-subdivide selected edges and facesUnable to Load FileUnable to access 3D viewportUnable to access depth buffer, using view planeUnable to access the size of, source path '%s'Unable to activate brush, wrong object modeUnable to activate just-saved brush assetUnable to add element to colorband (limit %d)Unable to add strip (the track does not have any space to accommodate this new strip)Unable to apply "Generate" modifierUnable to change object mode while transformingUnable to close areaUnable to copy bundle due to %zu external dependencies; more details on the consoleUnable to copy bundle due to external dependency: "%s"Unable to copy itemUnable to create app-template userpref pathUnable to create attribute in edit modeUnable to create configuration directory to write bookmarksUnable to create item with this socket typeUnable to create new objectUnable to create new stripUnable to create orientationUnable to create panelUnable to create socketUnable to create user config pathUnable to create userpref pathUnable to determine ABC sequence lengthUnable to duplicate %d of the selected collections. Could not find a valid parent collection for the new duplicate, they won't be linked to any view layerUnable to execute '%s', error changing modesUnable to export PDFUnable to extend the scene duration, as the BVH file does not contain the number of frames in its MOTION sectionUnable to fill unclosed areasUnable to find an available incremented file nameUnable to find any running processUnable to find layer to addUnable to find toolbar groupUnable to find valid 3D View areaUnable to import '%s'Unable to install a directoryUnable to install from disk, no paths were definedUnable to install from relative pathUnable to load %s from %sUnable to locate item '%s' in nodeUnable to locate item in nodeUnable to locate link in node treeUnable to locate node '%s' in node treeUnable to locate socket '%s' in nodeUnable to make version backupUnable to make version backup: filename too shortUnable to mirror, no mirror object/bone configuredUnable to move sockets in built-in nodeUnable to openUnable to open '%s': %sUnable to open blend Unable to open or write bookmark file "%s"Unable to overwrite preset: {:s}Unable to pack file, source path '%s' not foundUnable to pack files over 2gb, source path '%s'Unable to parse XML, %s:%s for file %rUnable to readUnable to remove curve pointUnable to remove default presetsUnable to remove directory: %sUnable to remove files for "System" repositoriesUnable to remove material slot in edit modeUnable to remove path pointUnable to remove preset: {!r}Unable to remove socket from built-in nodeUnable to remove sockets from built-in nodeUnable to rotate %d edge(s)Unable to save '%s': %sUnable to save an unsaved file with an empty or unset "filepath" propertyUnable to set shortcut, selected node is not a viewer node or does not support viewingUnable to stat '%s': %sUnable to transfer mode, the source and/or target objects are not editableUnable to update scene frame rate, as the BVH file contains a zero frame duration in its MOTION sectionUnable to write to copy buffer on disk.Unassign the named bone from this bone collectionUnassignedUnassigned Node ToolsUnavailableUnbindUnbornUndefinedUndefined Node Tree TypeUndefined Socket TypeUndefined TypeUndefined type of nodes (can happen e.g. when a linked node tree goes missing)Undeformed LocationUnderlineUnderline PositionUnderline ThicknessUndistortUndistort ClipUndistorted ClipUndoUndo HistoryUndo LegacyUndo Memory LimitUndo Memory SizeUndo MessageUndo StepsUndo all edition performed on the particle systemUndo and redoUndo and redo previous actionUndo disabled at startup in background-mode (call `ed.undo_push()` to explicitly initialize the undo-system)Undo or redo specific action in historyUndo previous actionUndo the last edit to the asset catalogsUndo/RedoUnexpected error, collection not foundUnexpected library type. Failed to create pose assetUnexpected modifier type: {:s}Unexpected non-zero user count for the asset, please report this as a bugUngroup selected nodesUnhandled Gprim type: %s (%s)Unhide all hidden Grease Pencil materialsUnhide all objects and collectionsUnhide the asset shelf when it's available for the first time, otherwise it will be hiddenUni CacheUni file formatUni file format (.uni)Unicode codepoint hex valueUnified Paint SettingsUnified select/active colorsUniformUniform FalloffUniform OpacityUniform ScaleUniform ThicknessUniform WidthUniform scale to apply to VR viewUniformityUnindent selected textUninitialized file-listUninitialized image "%s" from object "%s"Uninitialized image %sUnionUnion ModeUniqueUnique IDUnique ID for every angular segment starting at 0 and increasing counterclockwise by 1Unique data-block ID name (within a same type and library)Unique data-block ID name, including library one if anyUnique identifier for common color spaces, as defined by the Color Interop Forum. May be empty if there is no interop ID for the working space. Common values are lin_rec709_scene, lin_rec2020_scene and lin_ap1_scene (for ACEScg)Unique identifier for mapping socketsUnique identifier for this panel within this node treeUnique identifier of the deviceUnique integer identifying the preview of this file as an icon (zero means invalid)Unique integer identifying this preview as an icon (zero means invalid)Unique module identifierUnique name of layerUnique name of objectUnique name of trackUnique name used in the code and scriptingUnique name used in the code and scripting, can be re-defined in Python sub-classes if neededUnique node identifierUnique operator identifier for the node toolUnique repository nameUnique runtime identifier for the linked ID to relocateUnique within the ArmatureUniquely identifies the modifier within the modifier stack that it is part ofUnitUnitAccelerationUnitAngleUnitAreaUnitAxis-AngleUnitByte StringUnitCameraUnitCamera DistanceUnitColor TemperatureUnitCoordinatesUnitDefaultUnitDirectionUnitDirectory PathUnitDistanceUnitEuler AnglesUnitFactorUnitFile NameUnitFile PathUnitFrameUnitFramesUnitFrequencyUnitGamma-Corrected ColorUnitKeyframesUnitLayerUnitLayer MemberUnitLengthUnitLinear ColorUnitMarkersUnitMassUnitMatrixUnitNearest MarkerUnitNoneUnitPasswordUnitPercentageUnitPixelUnitPixel SizeUnitPlain DataUnitPowerUnitQuaternionUnitQuaternion RotationUnitRotationUnitSecondUnitSecondsUnitSnap Animation ElementUnitSnap Playhead ElementUnitStripsUnitSubtypeUnitTemperatureUnitTimeUnitTime (Absolute)UnitTime (Scene Relative)UnitTime Jump UnitUnitTranslationUnitUnitUnitUnsignedUnitVelocityUnitVelocity UnitUnitVolumeUnitWavelengthUnitXYZUnitXYZ LengthUnitsRGB ColorUnit ScaleUnit SettingsUnit SystemUnit editing settingsUnit line thickness is scaled by the proportion of the present vertical image resolution to 480 pixelsUnit that will be used to display length valuesUnit that will be used to display mass valuesUnit that will be used to display temperature valuesUnit that will be used to display time valuesUnit to edit lens in for the user interfaceUnit to use for displaying/editing rotation valuesUnitlessUnitsUnits used for camera focal lengthUnknownUnknown Boolean errorUnknown PropertyUnknown add-onsUnknown alpha transparency modifier typeUnknown boolean errorUnknown error loading "%s"Unknown error opening fileUnknown file type: {!r}Unknown line color modifier typeUnknown line thickness modifier typeUnknown operatorUnknown socket typeUnknown stroke geometry modifier typeUnlinkUnlink ActionUnlink active Annotation data-blockUnlink active font data-blockUnlink active text data-blockUnlink data-block (Shift + Click to set users to zero, data will then not be saved)Unlink selected strips so that they can be selected individuallyUnlink the collection from all objectsUnlink this action from the active action slot (and/or exit Tweak Mode)UnlockUnlock Aspect RatioUnlock all Grease Pencil materials so that they can be editedUnlock all shape keysUnlock all shape keys of the active objectUnlock all vertex groupsUnlock all vertex groups if there is at least one locked group, lock all in other caseUnlock all vertex groups of the active objectUnlock repositories - to test unlockingUnlock selected and lock unselected vertex groups of the active objectUnlock selected tracksUnlock selected vertex groups of the active objectUnlock strips so they can be transformedUnlock unselected vertex groups of the active objectUnlockedUnlocked {:d} repo(s)Unlocked: {:s}UnmaskedUnmute (un)selected stripsUnmute unselected rather than selected stripsUnpackUnpack - Files: {}, Bakes: {}Unpack FileUnpack all files packed into this .blend to external onesUnpack baked data from the .blend file to diskUnpack the sound to the samples filenameUnpack this file to an external fileUnpacking movies or image sequences not supportedUnprojected SizeUnreadable Blender library file:Unrecognized file format '%s'Unregistration not possible from Microsoft Store installationsUnsavedUnselect strokesUnselectable bone in chainUnselectedUnselected Action-Clip StripUnselected F-Curve OpacityUnselected Meta Strip (for grouping related strips)Unselected OpacityUnselected Sound Strip (for timing speaker sounds)Unselected Transition StripUnsets the text of the active buttonUnsharp MaskUnsigned AngleUnsigned Angle FieldUnstitch UVs and move the resultUnsubdivideUnsupported InputsUnsupported audio formatUnsupported column typeUnsupported contextUnsupported context modeUnsupported data typeUnsupported displacement methodUnsupported key: CapsLockUnsupported key: UnknownUnsupported mode: {!r}Unsupported node tree typeUnsupported object type for texture space transformUntitledUnused DataUnused ImagesUnused OutputUnused Textures & ImagesUnused but kept for compatibility reasons. Use boundaries for viewer nodes and composite backdropUnwrapUnwrap could not solve any island(s), edge seams may need to be addedUnwrap failed to solve %d of %d island(s), edge seams may need to be addedUnwrap the mesh of the object being editedUnwrapping method (Angle Based usually gives better results than Conformal, while being somewhat slower)UpUp AxisUp/DownUpdateUpdate AllUpdate AutomaticallyUpdate DependenciesUpdate ExistingUpdate InactiveUpdate RadiusUpdate Scene DurationUpdate Scene FPSUpdate all the image nodes to match their files on diskUpdate animation flagsUpdate based on linked bundle signatureUpdate based on linked closure signatureUpdate current image used by plane marker from the content of the plane markerUpdate custom camera with new parameters from the shaderUpdate existing channels in the pose asset but don't remove or add any channelsUpdate existing po files, if any, instead of overwriting themUpdate existing shape keys with the vertex positions of selected objects with matching namesUpdate f-curves/drivers affecting Transform constraints (use it with files from 2.70 and earlier)Update frame range for motion paths from the Scene's current frame rangeUpdate frame range of scene stripUpdate given add-on's translation data (found as a py tuple in the add-on's source code)Update i18n data (po files) in Blender source code repositoryUpdate i18n working repository (po files)Update objects paths list with new data from the archiveUpdate on EditUpdate other affected window spaces automatically to reflect changes during interactive operations such as transformUpdate range of frames referenced from action after tweaking strip and its keyframesUpdate shader script node with new sockets and options from the scriptUpdate sockets to match what is actually usedUpdate the active brush asset in the asset library with current settingsUpdate the audio animation cacheUpdate the current transform, selected keyframes, or even create new keysUpdate the display of reports in Blender UI (internal use)Update the geometry when it enters the view, providing faster view navigationUpdate the item highlight based on the current mouse positionUpdate the scene's start and end frame to match those of the USD archiveUpdate the selected landmark from the current viewer pose in the VR sessionUpdate the selected pose asset in the asset library from the currently selected bones. The mode defines how the asset is updatedUpdate users of this shader, such as custom cameras and script nodes, with its new sockets and optionsUpdated %d shape key(s)Updated data-blockUpdatesUpdates to data-blocksUpdating GPU drivers may solve this issue.Upgrade all the extensions to their latest version for the active repositoryUpgrade installed extensions to their latest version from remote repositoriesUpgrade is not supported for local repositoriesUpgrade the Rigify types on the active metarig armatureUpgrade the legacy super_face rig type to new modular faceUpgrade the metarig from bone layers to bone collectionsUpgrades the legacy super_face rig type to the new modular face. This preserves compatibility with existing weight painting, but not animationUpgrades the metarig from bone layers to bone collectionsUpperUpper (inclusive) bound for a vertex's weight to be removed from the vgroupUpper BoundUpper CaseUpper ConcavityUpper LeftUpper RightUpper X Angle LimitUpper X LimitUpper X angle boundUpper Y Angle LimitUpper Y LimitUpper Y angle boundUpper Z Angle LimitUpper Z LimitUpper Z angle boundUpper bound of envelope at this control-pointUpper bound of the highlighting rangeUpper bound of the input range the mapping is appliedUpper clamping threshold for marking fluid cells as wave crests (higher value results in less marked cells)Upper clamping threshold for marking fluid cells where air is trapped (higher value results in less marked cells)Upper clamping threshold that indicates the fluid speed where cells no longer emit more particles (higher value results in generally less particles)Upper distance from Reference Value for 1:1 default influenceUpper limit of X axis rotationUpper limit of X axis translationUpper limit of Y axis rotationUpper limit of Y axis translationUpper limit of Z axis rotationUpper limit of Z axis translationUpper limit of the tilt away from the +Z directionUpper mesh concavity bound (high values tend to smoothen and fill out concave regions)Upres FactorUrdu - وُدرُاUsageUseUse %s (differs)Use %s (identical)Use 'Time_Translate' transform mode instead of 'Translation' mode for translating keyframes in Dope Sheet EditorUse (import) facet normals (note that this will still give flat shading)Use 16 bits per channel to lower the memory usage during renderingUse 16-bit floating-point numbers for all dataUse 2D StabilizationUse 2D stabilization for footageUse 32-bit floating-point numbers for all dataUse 3D ViewportUse 3D position of track to parent toUse 5× multisampling to smooth paint edgesUse 8-bit floating-point numbers where possible, otherwise use 16-bitUse APIC as the simulation method (more energetic and stable behavior)Use ActiveUse Adaptive SamplingUse Adaptive SubdivisionUse Add blending mode while paintingUse Additive DrawingUse After CreationUse AlphaUse Animated SeedUse Anisotropic interpolationUse AnnotationsUse Antialiasing to smooth stroke edgesUse As PivotUse Asset layerUse Auto-PackUse BVH spatial splits: longer builder time, faster renderUse Bilinear interpolationUse Blue ChannelUse Bone EnvelopesUse Bone HeadsUse Brute ForceUse CPU for display transform and display image with 2D textureUse CPU for renderingUse CUDA for GPU accelerationUse CacheUse Camera CullUse Chain CountUse Clip PlanesUse Clump CurveUse Clump NoiseUse CollisionsUse Color Burn blending mode while paintingUse Color Dodge blending mode while paintingUse Color JitterUse Color RampUse Color blending mode while paintingUse Compact BVHUse ContourUse Controller ActionsUse CoordinatesUse CountUse CreaseUse CreasesUse Cryptomatte passes from a renderUse Cryptomatte passes from an imageUse Cubic B-Spline interpolationUse Current Frame as Object Rest TransformationsUse Current LocationUse Cursor OverlayUse Cursor PositionUse Cursor for DepthUse CurvatureUse CurveUse Curve RadiusUse CurvesUse Curves BVHUse Custom CameraUse Custom ColorUse Custom CurveUse Custom Ghost ColorsUse Custom NormalsUse Custom ParallaxUse Custom VolumeUse Darken blending mode while paintingUse Default FadeUse Deform OnlyUse Deformation MotionUse DenoisingUse Depth of FieldUse Difference blending mode while paintingUse DiffusionUse Directional Quad Trees as directional distributionUse Distance CullUse DripUse DuplicatesUse Edge AngleUse Edge MarkUse EdgesUse Edges as springsUse EffectorUse End FrameUse EnvelopesUse Evaluation TimeUse Exclusion blending mode while paintingUse ExistingUse Existing FacesUse FLIP as the simulation method (more splashy behavior)Use Face SetsUse FadingUse FallbackUse FalloffUse FilterUse Final IndicesUse FlowUse For Growing HairUse FreestyleUse Front-FaceUse Front-Face FalloffUse GLSL shaders for display transform and display image with 2D textureUse GPUUse GPU accelerated denoising if supported, for the best performance. Prefer OpenImageDenoise over OptiXUse GPU compute device for rendering, configured in the system tab in the user preferencesUse Geometry (cotangent) relaxation, making UVs follow the underlying 3D geometryUse Geometry NodesUse Geometry SpaceUse Global CoordinatesUse GltfpackUse GoalUse Green ChannelUse GridUse Group InterfaceUse GuidesUse GuidingUse HC method for relaxationUse HIP for GPU accelerationUse HSL (Hue, Saturation, Lightness) color processingUse HSV (Hue, Saturation, Value) color processingUse Handle ScaleUse Hard Light blending mode while paintingUse HeadUse Hue blending mode while paintingUse InfluenceUse InstancingUse Intel OpenImageDenoise AI denoiserUse IntersectionUse Intersection MasksUse Intersection PriorityUse Laplacian method for relaxationUse Layer PassUse Library PathUse LightUse Light ContourUse Lighten blending mode while paintingUse LightsUse LimitUse Limit SurfaceUse Linear Burn blending mode while paintingUse Linear Light blending mode while paintingUse Linear ModifiersUse Local CameraUse Local FileUse Location for Camera FixUse LooseUse MIS WeightsUse MaskUse MasksUse Masks in RenderUse MaterialUse Material MaskUse Material PassUse Material layerUse Math NodesUse MaxUse Max 2D AngleUse Max 2D LengthUse Max AngleUse Max B-FramesUse MaximumUse MedianUse MeshUse Mesh SymmetryUse MetadataUse Metal backendUse Metal for GPU accelerationUse MinUse Min 2D AngleUse Min 2D LengthUse Min AngleUse MinimumUse MistUse Mix NodesUse Mix blending mode while paintingUse Modifier StackUse Modifiers Render SettingUse Motion BlurUse Mouse PositionUse Multi-ViewUse Multiple Views (when available)Use Multiply blending mode while paintingUse N-bit quantization for colorsUse N-bit quantization for normals and tangentsUse N-bit quantization for positionsUse N-bit quantization for texture coordinatesUse NLA Tweak ModeUse Nearest interpolationUse Node Name/LabelUse NodesUse NoiseUse Normal DataUse NormalizationUse ObjectUse Object OffsetUse Object layerUse Occlusion RangeUse Open Shading LanguageUse OpenGL backendUse OpenJPEG Cinema PresetUse OpenJPEG Cinema Preset (48fps)Use OptiX for GPU accelerationUse Original FileUse Original ScaleUse Original SizeUse OutputUse Output NamesUse Overlay blending mode while paintingUse PaintUse Paint CanvasUse Parallax-aware von Mises-Fisher models as directional distributionUse Particle RadiusUse Particle's RadiusUse Perlin noise as a basisUse Perlin noise as a basis, with extended controlsUse Perlin noise with inflection as a basisUse Pin Light blending mode while paintingUse PivotUse PlaceholdersUse Plane TrimUse Poisson disk distribution method to keep a minimum distanceUse Pole MergeUse Post-Process SettingsUse Pre/Post RotationUse PressureUse Pressure JitterUse Pressure StrengthUse Pressure for DensityUse Pressure for FlowUse Pressure for HardnessUse Pressure for Wet MixUse Pressure for Wet PersistenceUse Preview RangeUse ProxiesUse Proxy / TimecodeUse RGB (Red, Green, Blue) color processingUse RGB curved for pre-display transformationUse RadiusUse Ray-TracingUse Red ChannelUse Relative OffsetUse Relative PasteUse RemoteUse Render settings for object visibility, modifier settings, etcUse RepeatUse Rest Position ArmatureUse RotationUse Rotation XUse Rotation YUse Rotation ZUse Rotation for Camera FixUse Roughness CurveUse Sample SubsetUse Saturation blending mode while paintingUse ScaleUse Scale XUse Scale YUse Scale ZUse Scale for Camera FixUse Scale:Use Scene RangeUse SchemaUse Scrape or Fill brush when inverting this brush instead of inverting its displacement directionUse Screen blending mode while paintingUse SculptUse Sculpt CollisionUse SecondaryUse SelectionUse SelfUse Sequencer SceneUse Settings forUse ShadersUse ShadowUse Sharp EdgesUse ShrinkUse SimplifyUse Simulation CacheUse Snap for RotationUse Snap for ScaleUse Snap for TranslationUse SnappingUse Snapping OptionsUse Soft Light blending mode while paintingUse Space TransformUse Sparse Accessor if BetterUse Spatial SplitsUse Spherical StereoUse Spill StrengthUse Split LengthUse Split PatternUse SpreadUse StabilizerUse Start FrameUse Strip CenterUse Subdivision SchemaUse Subdivision SurfaceUse Subtract blending mode while paintingUse TailUse Tail TargetUse TextureUse Texture OverlayUse TexturesUse Thickness ProfileUse TimecodeUse TimingUse TipsUse TooltipUse TransformUse Translation XUse Translation YUse Translation ZUse Transparency OverlapUse Twist CurveUse UDIM detectionUse UI TagsUse UV SculptUse UV coordinates for texture coordinatesUse UV coordinates for the texture coordinatesUse UV layer for texture coordinatesUse UndoUse Unified ColorUse Unified Input SamplesUse Unified SizeUse Unified StrengthUse Unified WeightUse Value blending mode while paintingUse VertexUse Vertex ColorUse Vertex GroupsUse ViewUse Viewport DenoisingUse Viewport settings for object visibility, modifier settings, etcUse ViscosityUse Visual keying automatically for constrained objectsUse Vivid Light blending mode while paintingUse Volume Variation MaximumUse Volume Variation MinimumUse Vulkan backendUse WXYZ axis colors for quaternion/axis-angle rotations, XYZ axis colors for other transform and color properties, and auto-rainbow for the restUse WeightUse Weight Color RangeUse Weight as FactorUse White BalanceUse WildcardUse Windows 'Default Apps' to associate with blend filesUse Wintab driver for older tablets and Windows versionsUse X Location of ParentUse X Rotation of ParentUse X Scale of ParentUse Y Location of ParentUse Y Rotation of ParentUse Y Scale of ParentUse YCbCr (Y - luma, Cb - blue-difference chroma, Cr - red-difference chroma) color processingUse YUV (Y - luma, U V - chroma) color processingUse Z Location of ParentUse Z Rotation of ParentUse Z Scale of ParentUse Z-BufferUse Z-Up axis to calculate the curve twist at each pointUse a 3D mouse device to pan/zoom the viewUse a Grease Pencil data-block as a mask to use only specified areas of pattern when trackingUse a Ramer-Douglas-Peucker algorithm to simplify the stroke preserving main shapeUse a blue-noise pattern for the first sample, then use Tabulated Sobol for the remaining samples, for random samplingUse a blue-noise pattern, which optimizes the frequency distribution of noise, for random samplingUse a blue-noise sampling pattern, which optimizes the frequency distribution of noise, for random sampling. For viewport rendering, optimize first sample quality for interactive previewUse a blue-noise sequence with a length rounded up to the next power of 2, for random samplingUse a brute-force translation only pre-track before refinementUse a brute-force translation-only initialization when trackingUse a circle to define the profileUse a collection of mesh objects as the operand for the Boolean operationUse a column layout for toolboxUse a curve to define clump taperingUse a curve to define roughnessUse a curve to define twistUse a custom color limited to this viewport onlyUse a custom curve to define a factor along the strokesUse a custom directory to store dataUse a custom file to read proxy data fromUse a custom object to define the profileUse a custom profile for each quarter of curve's bevel geometryUse a difference boolean operationUse a different format instead of the node format for this fileUse a fixed 1:1 aspectUse a fluid domain for guiding (domain needs to be baked already so that velocities can be extracted). Guiding domain can be of any type (i.e. gas or liquid).Use a half-circle for each capUse a local camera in this view, rather than scene's active cameraUse a maximum distance for the field to workUse a maximum radial distance for the field to workUse a mesh object as the operand for the Boolean operationUse a minimum distance for the field's falloffUse a minimum radial distance for the field's falloffUse a percentage factor to determine the visible pointsUse a percentage to specify how many keyframes you want to removeUse a preset viewpointUse a preview proxy and/or time-code index for this stripUse a preview proxy and/or timecode index for this clipUse a radial gradient as viewport backgroundUse a region within the frame size for rendered viewport (when not viewing through the camera)Use a saw wave to produce bandsUse a sawtooth profileUse a screen space vertical linear gradient as viewport backgroundUse a simulation range that is different from the scene range for simulation nodes that don't override the frame range themselvesUse a sine wave to produce bandsUse a single Ngon for the capsUse a single factor for all componentsUse a solid color as viewport backgroundUse a standard sine profileUse a texture to control emission strengthUse a transformation matrixUse a triangle profileUse a triangle wave to produce bandsUse a union boolean operationUse absolute sizeUse accurate transformationUse active Viewer Node output as backdrop for compositing nodesUse active clip defined in sceneUse active vertex group as an influenceUse addition instead of multiplication to combine scale (2.7 compatibility)Use albedo and normal passes for denoisingUse albedo pass for denoisingUse alpha blending instead of alpha test (can produce sorting artifacts)Use alpha channel for transparencyUse always Vertex Color modeUse always material modeUse ambient occlusion instead of full global illuminationUse an alternative start/end frame range for animation playback and view rendersUse an automatic number of iterations based on the number of vertices of the sculptUse an error margin to specify how much the curve is allowed to deviate from the original pathUse an existing object to define the VR view base location and rotationUse an object for the section of the curve's bevel geometry segmentUse an unconstrained aspectUse animation channel group colors; generally this is used to show bone group colorsUse another Keying Set, as the active one depends on the currently selected items or cannot find any targets due to unsuitable contextUse another Keying Set, as the active one depends on the currently selected objects or cannot find any targets due to unsuitable contextUse another UV map as clone source, otherwise use the 3D cursor as the sourceUse another mesh for texture indices (vertex indices must be aligned)Use another shape to cut, combine or perform a difference operationUse any axis region for operator executionUse as Depth Of FieldUse axis colors for transform and color properties, and auto-rainbow for the restUse axis-aligned bounding boxes for packing (fastest, least space efficient)Use back face culling to hide the back side of facesUse back face culling when casting shadowsUse backface culling to hide the back side of facesUse bake from current directory (create when necessary)Use bake in original location (create when necessary)Use base mesh vertex coordinates as the rest positionUse best triangulation divisionUse bevel weights to determine how much bevel is applied in edge modeUse bind vertex coordinates for rest positionUse blackbody temperature to define a natural light colorUse blue channel from footage for trackingUse both effects simultaneouslyUse both visible strokes and edit lines as fill boundary limitsUse box selection to grab NLA-StripsUse box selection to select nodesUse box selection to select tree elementsUse cached scene data from the first Line Art modifier in the stack. Certain settings will be unavailable.Use circle for the section of the curve's bevel geometryUse circle selection to select nodesUse closed arrow styleUse color ramp to map the BW average into an RGB colorUse compact BVH structure (uses less ram but renders slower)Use connected parent and children to compute the handleUse control scaling to scale the B-BoneUse convex hull approximation of islands (good balance of speed and space efficiency)Use coordinates from a UV layerUse coordinates from this object (for object texture coordinates output)Use current edited object's locationUse current modeUse current rotation/scaling pivot point coordinatesUse cursor as reference pointUse cursor location and radius for the dimensions and position of the trimming shapeUse curve mappingUse curve to define primitive stroke thicknessUse curve weights to influence the particle influence along the curveUse custom attenuation distance instead of global light thresholdUse custom camera instead of the active cameraUse custom collision margin (some shapes will have a visible gap around them)Use custom color for the nodeUse custom color for this motion pathUse custom color instead of theme-definedUse custom colors for ghost framesUse custom colors for onion skinning instead of the themeUse custom curveUse custom hand-picked color for F-CurveUse custom intersection mask for faces in this collectionUse custom objects to define the cap shapesUse custom reference pointUse data from fully or partially evaluated objectUse data from original object without any modifiers appliedUse deformation motion blur for this objectUse degrees for measuring angles and rotationsUse depth of field on viewport using the values from the active cameraUse device for renderingUse different seed values (and hence noise patterns) at different framesUse diffuse BSDFUse display mode from armature (default)Use distance between affected and target objectsUse distance between affected object's vertices and target object, or target object's geometryUse distance sampling, best for dense volumes with lights far awayUse drawing speed, a number of frames, or a manual factor to build strokesUse edge collapsingUse edit lines as fill boundary limitsUse effect during renderUse effector/global coordinates for turbulenceUse equiangular sampling, best for volumes with low density with light inside or near the volumeUse even distribution from faces based on face areas or edge lengthsUse exact geometry for most efficient packing (slowest)Use existing file (instead of packed): %sUse existing materials with same name instead of creating new onesUse external .ies fileUse external .osl or .oso fileUse external fileUse fallback tools keymapUse falloff effect when edit in multiframe mode to compute brush effect by frameUse faster approximation by blurring along the horizontal and vertical directions independentlyUse faster global illumination technique for high roughness surfacesUse feather information from the maskUse file format used before Blender 5.0. This format is more limited but it may have better compatibility with tools that don't support the new format yetUse file from current directory (create when necessary)Use file in original location (create when necessary)Use files in current directory (create when necessary)Use files in original location (create when necessary)Use floating-point attributes for positionsUse fly dynamics to navigate the sceneUse for RenderingUse for a large area, established ocean (Pierson-Moskowitz method)Use for established oceans ('JONSWAP', Pierson-Moskowitz method) with peak sharpeningUse for shallow water ('JONSWAP', 'TMA' - Texel-Marsen-Arsloe method)Use for turbulent seas with foamUse force fields when growing hairUse full physics calculations for growing hairUse geometry distance for chaining instead of image spaceUse global coordinatesUse global coordinates for the texture coordinatesUse global gravity for all dynamicsUse glossy BSDFUse gltfpack to simplify the mesh and/or compress its texturesUse green channel from footage for trackingUse guiding (effector) objects to create fluid guiding (guiding objects should be animated and baked once set up completely)Use guiding when sampling directions inside a volumeUse guiding when sampling directions on a surfaceUse handles when converting Bézier curves into polygonsUse high quality tangent space at the cost of lower performanceUse image RGB values for normal mappingUse improved particle level set (slower but more precise and with mesh smoothening options)Use in 3D viewportUse influence of face for weightingUse input from gamepad (Microsoft Xbox Controller) instead of motion controllersUse instances contained in the incoming geometry as base for scatteringUse integer attributes for positionsUse intermediate data from viewer nodeUse internal text data-blockUse inverse quadratic progressionUse key timesUse layer pass filterUse left mouse button for selection. The standard behavior that works well for mouse, trackpad and tablet devicesUse legacy interleaved storage of views, layers and passes for compatibility with applications that do not support more efficient multi-part OpenEXR files.Use legacy undo (slower than the new default one, but may be more stable in some cases)Use length of the curves in close proximityUse light probes to find scene intersectionUse lights for this Grease Pencil objectUse linear mappingUse linear progressionUse linked object's coordinates for texture coordinatesUse local generated coordinatesUse local generated coordinates of another objectUse logarithmic dissolve (makes high values to fade faster than low values)Use logarithmic drying (makes high values to dry faster than low values)Use lossless output for video streamsUse lower limit for volume variationUse manual calibration helpersUse mask ID as mask inputUse material masks to filter out occluded strokesUse material pass filterUse mesh crease information to sharpen edges or cornersUse mesh islands of the surface geometry for partingUse mesh objects in this collection for Boolean operationUse metadata from the current sceneUse metadata from the strips in the sequencerUse millimeters for units of focal lengthUse modal execution (modal operators only)Use modifier during renderUse more clearly defined marbleUse motion blur for this objectUse mouseUse mouse to sample a color in current imageUse mouse to sample background imageUse mouse to sample color in current frameUse movie clip from active scene cameraUse multi-sampled 3D scene motion blurUse multi-sampled motion blur of the maskUse multi-sampled motion blur of the planeUse multi-touch gestures for navigation with touchpad, instead of scroll wheel emulationUse multiple importance sampling for the light, reduces noise for area lights and sharp glossy materialsUse multiple operators in an interactive way to add, delete, or move geometry • {:s} - Add geometry by moving the cursor close to an element • {:s} - Extrude edges by moving the cursor • {:s} - Delete mesh elementUse multiple views in the sceneUse n-gonsUse native Windows Ink API, for modern tablet and pen devices. Requires Windows 8 or newer.Use nearest sampleUse negative axis region only for operator executionUse node groups to reuse the same menu multiple timesUse noise to dither the binary visibility (works well with multi-samples)Use normalized attributes for positionsUse normalized strand texture coordinate (1D) or particle age (X) and trail position (Y)Use object as center of rotationUse object as reference pointUse object multiple times in the same collectionUse object selection (edit mode only)Use object transform to control projection shapeUse object's global coordinates for duplicationUse object's rotation for duplication (global x-axis is aligned particle rotation axis)Use object's scale for duplicationUse object/global coordinates for textureUse objects as font characters (give font objects a common name followed by the character they represent, eg. 'family-a', 'family-b', etc, set this setting to 'family-', and turn on Vertex Instancing)Use offset from the particle object in the instance objectUse on-the-fly computed Owen-scrambled Sobol for random samplingUse one transform property from target to control another (or same) property on ownerUse oneAPI for GPU accelerationUse only deformation modifiers (temporary disable all constructive modifiers except multi-resolution)Use only selected strokes for interpolatingUse open arrow styleUse optimized files for faster scrubbing when availableUse original location of texturesUse orthographic projectionUse other objects outlines and boundaries to project knife cutsUse particle size for the shrapnelUse particle size to scale the instancesUse particle's size in deflectionUse path guiding for sampling paths. Path guiding incrementally learns the light distribution of the scene and guides path into directions with high direct and indirect light contributionsUse perpendicular segment styleUse pixel size for the bufferUse pixels for units of focal lengthUse pixels from adjacent faces across UV seamsUse placeholders for missing frames of the stripUse position (and optionally rotation) of target to define a 'wall' or 'floor' that the owner cannot crossUse position plus an outline based on F2-F1Use positive axis region only for operator executionUse pre-computed tables of Owen-scrambled Sobol for random samplingUse pre/post rotation from FBX transform (you may have to disable that in some cases)Use precision movement for extension linesUse pressure to modulate densityUse pressure to modulate flowUse pressure to modulate hardnessUse pressure to modulate randomnessUse pressure to modulate wet mixUse pressure to modulate wet persistenceUse projected or spherical falloffUse quadratic progressionUse radius as size of projection shape (0 = auto)Use radius from particle settingsUse radius of the curves in close proximityUse random values over timeUse randomness at stroke levelUse raytracing to determine transmitted color instead of using only light probes. This prevents the surface from contributing to the lighting of surfaces not using this setting.Use raytracing to determine transmitted color instead of using only light probes. This prevents the surface from contributing to the lighting of surfaces not using this setting. Deprecated: use 'use_raytrace_refraction'.Use recorded speed multiplied by a factorUse red channel from footage for trackingUse reflective caustics, resulting in a brighter image (more noise but added realism)Use refractive caustics, resulting in a brighter image (more noise but added realism)Use regular expression for the replacement text (supporting groups)Use regular expressions to match text in the 'Find' fieldUse relative file pathsUse relative pathUse relative path when linking assets from this asset libraryUse relative paths to reference external files (i.e. textures, volumes) in USD, otherwise use absolute pathsUse relative paths with subdirectories onlyUse relative space for the input geometry so the transforms of both inputs in relation are consideredUse render settings when applying modifiers to mesh objects (DISABLED in Blender 2.8)Use repeat mapping valuesUse resolution of the volume gridUse right mouse button for selection, and left mouse button for actions. This works well primarily for keyboard and mouse devicesUse rule when boid is flyingUse rule when boid is on landUse same direction for all normals, from origin to target's center (Directional mode only)Use same input as previous modifier, and mix results using overall vgroupUse scale of existing UVs to multiply marginUse scale when calculating the matrixUse scene orientation instead of a custom settingUse scene world for lightingUse scene's currently active camera to define the VR view base location and rotationUse screen coordinates as texture coordinatesUse screen pixel size instead of world unitsUse selected objects as smoke emittersUse sequence detectionUse sequencer strip as mask inputUse setting from the modifierUse settings from brushUse settings from hereUse settings from operator propertiesUse settings from sceneUse settings from the parent collectionUse shader nodes for the line styleUse shader nodes to render the lightUse shader nodes to render the materialUse shader nodes to render the worldUse shaders for Cycles rendererUse shaders for EEVEE rendererUse shaders for all renderers and viewports, unless there exists a more specific outputUse shape of the curves in close proximityUse simple feature awareness to keep feature definitionUse simple interpolation of grid verticesUse single color or gradient when paintingUse single point as directionUse single point to create ringsUse slope of curve leading in/out of endpoint keyframesUse smooth vertex normals instead of face normals for the result meshUse soft marbleUse special solver to track a stable camera position, such as a tripodUse special type BVH optimized for curves (uses more ram but renders faster)Use specified camera object for generating Line Art strokesUse square styleUse standard stucciUse standard wave texture in bandsUse standard wood texture in bandsUse static coordinates (defined by various means)Use straight lines between keyframe pointsUse stroke length for texture coordinatesUse subprocesses for compiling shadersUse tablet pressureUse tablet pressure for color strengthUse tablet pressure for jitterUse tabs or spaces for indentationUse texture painting in Sculpt ModeUse texture scale valuesUse the "Align Rotation to Vector" node insteadUse the "Rotate Rotation" node insteadUse the 2D stabilized version of the clipUse the 2D vector (X, Y) as input. The Z component is ignored.Use the 3D cursor as the position for the selected objects to align toUse the 3D cursor orientation for the new objectUse the 3D vector (X, Y, Z) as inputUse the 4D vector (X, Y, Z, W) as inputUse the CPU to process the denoise nodeUse the GPU to process the denoise node if available, otherwise fallback to CPUUse the MIS weight to weight the contribution of directly visible light sources during guidingUse the Minkowski function to calculate distance (exponent value determines the shape of the boundaries)Use the OptiX AI denoiser with GPU acceleration, only available on NVIDIA GPUs when configured in the system tab in the user preferencesUse the Scene's 3D camera as inputUse the Scene's Sequencer timeline as inputUse the Target Volume parameter as the initial volume, instead of calculating it from the mesh itselfUse the active Collection of the current View Layer to instantiate imported collections and objectsUse the active camera's position to cast raysUse the active object as surface for selected curves objects and set it as the parentUse the active object as the position for the selected objects to align toUse the active particle system from the contextUse the alpha channel information in the imageUse the alpha of the first input as mixing factor and return the more opaque alpha of the two inputsUse the alpha threshold to clip the visibility (binary visibility)Use the angle between two bonesUse the attribute value of the closest mesh elementUse the average of adjacent edge-verticesUse the average of adjacent edge-vertices weighted by their lengthUse the compact, single-row layoutUse the current 3D view for rendering, else use scene settingsUse the current bone location for envelopes and choosing B-Bone segments instead of rest positionUse the current snap settingsUse the current transform orientationUse the current view instead of the active object to create the new orientationUse the current world background to light the preview renderUse the default flat previewsUse the default, multi-rows layoutUse the depth under the mouse to improve view pan/rotate/zoom functionalityUse the distance between the objects to make a screwUse the existing guide map attribute if availableUse the exterior/interior radii for torus dimensionsUse the fallback value if the data path cannot be resolved, instead of failing to evaluate the driverUse the final evaluated indices rather than the original mesh indicesUse the global axis to limit the displacementUse the global axis to limit the force and set the gravity directionUse the global coordinate system for the texture coordinatesUse the import method set in the Preferences for this asset library, don't override it for this Asset BrowserUse the initial length as spring rest length instead of 2 * particle sizeUse the least twist over the entire curveUse the left handlesUse the legacy way of generating noise. Has the issue that it can produce values outside of -1/1Use the length input to fully replace the original lengthUse the linked object's local coordinate system for the texture coordinatesUse the local axis to limit the displacementUse the local axis to limit the force and set the gravity directionUse the local coordinate system for the texture coordinatesUse the location and rotation of another object to determine the distance and rotational change between arrayed itemsUse the major/minor radii for torus dimensionsUse the material preview scene for the node previewsUse the maximum X valueUse the maximum Y valueUse the maximum Z valueUse the minimum X valueUse the minimum Y valueUse the minimum Z valueUse the modifier's own time evaluationUse the mouse to create a link between two nodesUse the mouse to cut (remove) some linksUse the mouse to mute linksUse the mouse to sample a color in the imageUse the mouse to sample a weight in the 3D viewUse the number of points from the curves in close proximityUse the object center when selecting, in edit mode used to extend object selectionUse the offset of the specified bone from rest pose to compute the handleUse the old semi-broken behavior that does not understand that rotations loop aroundUse the orientation of the specified bone to compute the handle, ignoring the locationUse the original Y scale of the boneUse the original scaling of the bonesUse the original undeformed coordinates of the objectUse the overlap_mode tool settings to determine how to shuffle overlapping stripsUse the parent of the instance object if possibleUse the pinned contextUse the pinned node treeUse the pivot point in every rotationUse the pivot point in the negative rotation range around the X-axisUse the pivot point in the negative rotation range around the Y-axisUse the pivot point in the negative rotation range around the Z-axisUse the pivot point in the positive rotation range around the X-axisUse the pivot point in the positive rotation range around the Y-axisUse the pivot point in the positive rotation range around the Z-axisUse the plus button to add list entriesUse the position of the specified bone to compute the handleUse the quad remesherUse the results of this constraintUse the right handlesUse the rotation order defined in the BVH fileUse the same device used by the compositor to process the denoise nodeUse the same random seed for each scale axis for a uniform scaleUse the same scale value for all axisUse the same scale value for both axesUse the scalar value W as inputUse the scene orientationUse the scene origin as the position for the selected objects to align toUse the scene's denoising quality settingUse the search in Add-ons.Use the search in Extensions.Use the selected objects as the position for the selected objects to align toUse the selection (or the last stroke center in Paint modes) as the pivot point for orbitingUse the shadow maps from shadow casting lights to refine the thickness defined by the material node treeUse the shortest computed distance to target object's geometry as weightUse the smallest single axis rotation, similar to Damped TrackUse the start of the stroke for the depthUse the stored custom normal attribute as the final normalsUse the strand primitive for renderingUse the surface depth for cursor placementUse the surface normal (using the transform orientation as a fallback)Use the surface normal to orientate the trimming shapeUse the tangent to calculate twistUse the target object for location limitationUse the target's rotation to determine floorUse the texture's RGB values to displace the mesh in the XYZ directionUse the texture's intensity value to displace along the (averaged) custom normal (falls back to vertex)Use the texture's intensity value to displace along the vertex normalUse the texture's intensity value to displace in the X directionUse the texture's intensity value to displace in the Y directionUse the texture's intensity value to displace in the Z directionUse the theme for background colorUse the time from the sceneUse the timeline to bake the sceneUse the undistorted version of the clipUse the value from some RNA propertyUse the value from some RNA property within the current evaluation contextUse the view axis to limit the displacementUse the view axis to limit the force and set the gravity directionUse the view to orientate the trimming shapeUse the voxel remesherUse the world for background colorUse this area light to guide sampling of the background, note that this will make the light invisibleUse this armature bone to define the depth of field focal pointUse this brush in Grease Pencil drawing modeUse this brush in Grease Pencil vertex color modeUse this brush in UV sculpt modeUse this brush in sculpt curves modeUse this brush in sculpt modeUse this brush in texture paint modeUse this brush in vertex paint modeUse this brush in weight paint modeUse this file's path for the disk cache when library linked into another file (for local bakes per scene file, disable this option)Use this index on generated segment. -1 means using the existing material.Use this installation for .blend files and to display thumbnailsUse this light object to generate light contourUse this object to define the depth of field focal pointUse this object's coordinate system instead of global coordinate systemUse this object's crease setting to overwrite scene globalUse this object's intersection priority to override collection settingUse threads for compiling shadersUse to animate an object/bone following a pathUse tooltips when hovering over this gizmoUse topology based mirroring (for when both sides of mesh have matching, unique topology)Use transform gizmos by defaultUse transform property of target to look up pose for owner from an ActionUse transparent shadows for this material if it contains a Transparent BSDF, disabling will render faster but not give accurate shadowsUse triangle fansUse true displacement of surface only, requires fine subdivisionUse un-subdivide face reductionUse union particle level set (faster but lower quality)Use upper limit for volume variationUse variable bit quantizationUse velocities for automagic step sizesUse velocities from this object for the guiding effect (object needs to have fluid modifier and be of type domain))Use vertex group weight as factor instead of influenceUse vertex group weights to cut faces at the weight contourUse vertex group weights to select whether vertex or edge is beveledUse vertex or edge stitchingUse vertices that are not part of region definedUse very clearly defined marbleUse view layer for renderingUse viscoelastic springs instead of Hooke's springsUse visible strokes as fill boundary limitsUse von Mises-Fisher models as directional distributionUse walk navigation to select tree elementsUse wave effectUse wave texture in ringsUse weight to modulate effectUse whole collection at onceUse whole stroke, not only selected pointsUse wireframe display in painting modesUse with difference intersection to swap which side is keptUse wood texture in ringsUse workbench render settings from the sequencer scene, instead of each individual scene used in the stripUse world space offset in the instance objectUsed LengthUsed for defining a profile's pathUsed to handle changes into collectionUsed to sort multiple links coming into the same input. The highest ID is at the top.Used to trace only one frame of the image sequence, set to zero to trace allUsed when connecting an Action to a data-block, to find the correct slot handle. This is the display name, prefixed by two characters determined by the slot's ID typeUsed when the data block is not local to the current .blend file but is linked from some libraryUserUser Add-onsUser Asset LibrariesUser CountUser DefinedUser Extension RepositoriesUser InterfaceUser Key ConfigurationUser LibraryUser ManualUser ModifiedUser OrthographicUser PathUser Path OtherUser PathsUser PerspectiveUser RepositoryUser TooltipsUser defined note for the render stampingUser defined tag (name token)User interface styling and color settingsUser is ScrubbingUser path of the action. E.g. "/user/hand/left"User selection of the edited geometry, for tool executionUser's bookmarksUser-editable keyframesUser:UsersUsers: {}Uses BrushesUses LSCM (Least Squares Conformal Mapping). This usually gives a less accurate UV mapping than Angle Based, but works better for simpler objectsUses SLIM (Scalable Locally Injective Mapping). Minimizes distortion in areas and angles.Uses a more precise but slower method. Use if the output contains undesirable noise.Uses bounding boxesUses convex hullUses exact geometryUses the Scrambling Distance value for the viewport. Faster but may flickerUses the vector speed render pass to blur the image pixels in 2DUsing Active Scene CameraUsing both CPU and GPU subdivisionUtilitiesUtilityVV (Y) AxisV OffsetV-AxisVBO Collection RateVBO Time OutVFXVGroup AVGroup A and BVGroup A or BVGroup BVMMVRVR Controller Poses IndicatorVR InfoVR LandmarkVR Landmark IndicatorsVR NavigationVR RedrawsVR Scene InspectionVR SessionVR Viewer Pose IndicatorVR navigation settingsVR viewport far clipping distanceVR viewport near clipping distanceVRAM: %.1f GiB FreeVRAM: %.1f/%.1f GiBValValidValidate MeshValidate MeshesValidate references from rig component settings to bone collections. Always run this both before and after joining two metarig armature objects into one to avoid glitchesValidates references from rig component settings to bone collectionsValidity ThresholdValleyValueValue InvertedValue JitterValue Layer NameValue MaxValue MinValue ModeValue OffsetValue SliderValue added to texture samplesValue by which to enlarge or shrink the object with respect to the world's origin (only applicable through a Transform Cache constraint)Value by which to enlarge or shrink the objects with respect to the world's originValue changes offsetValue changes profileValue changes segmentsValue for changes in locationValue for changes in rotationValue for changes in scaleValue for custom property types that can only be edited as a Python expressionValue for keyframe onValue for the distance between arrayed itemsValue for the distance between itemsValue for the envelope calculation that tells how fast the envelope can fall (the lower the value the steeper it can fall)Value for the envelope calculation that tells how fast the envelope can rise (the lower the value the steeper it can rise)Value for voxels outside of the cubeValue levelValue may be implicitly converted if the type does not matchValue not found in bundle: "{}"Value of 0 removes color from the image, making it black-and-white. A value greater than 1.0 increases saturationValue of shape key at the current frameValue of the first color inputValue of the first floating number inputValue of the first vector inputValue of the itemValue of the second color inputValue of the second floating number inputValue of the second vector inputValue shift. 0 makes the color black, 1 keeps it the same, and higher values make it brighterValue that envelope's influence is centered around / based onValue that the transformation value must reach to put the action's timeline to the first frame. Rotations are in degreesValue that the transformation value must reach to put the action's timeline to the last frame. Rotations are in degreesValue to NormalValue to StringValue to add to colorsValue to add to weightsValue to multiply colors byValue to multiply weights byValue to use for Ref, Spec, Amb, Emit, Alpha, RayMir, TransLu and HardValue under which voxels are considered empty space to optimize renderingValue used as seed in 1D and 4D dimensionsValue, Hue, SaturationValue:Value: NoneValue: Unknown (not evaluated)Value: must be 'NOTHING' for motionValue: must be 'PRESS' when unicode is setValue: must be 'PRESS/RELEASE' for keyboard/buttonsValue: only 'PRESS/RELEASE/NOTHING' are supportedValue: {}ValuesValues for change locationValues for changes in rotationValues for changes in scaleValues generated by this modifier are applied on top of the existing values instead of overwriting themValues larger than the threshold are inside the generated meshValues on endpoint keyframes are heldValues that sort the corners attached to the edgeValues used to sort corners attached to the vertex. Uses indices by defaultValues used to sort the curve's points. Uses indices by defaultValues used to sort the edges connected to the vertex. Uses indices by defaultValues used to sort the face's corners. Uses indices by defaultValues:Values: NoneVanishVariableVariable Expression SupportVariable Fallback As ErrorVariable does not exist in this driverVariable from some source/target for driver relationshipVariablesVariables: {:d}VarianceVariantVariation LevelVarious status info about an item after it has been importedVarious tools to enhance and speed up node-based workflowVary roughness values for each strandVary the melanin concentration for each strandVectorVector BlurVector CurvesVector DisplacementVector DisplayVector FontVector FontsVector HandleVector Handle SelectedVector MathVector NodeVector Node SocketVector Node Socket InterfaceVector RotateVector TransformVector ValueVector by which each point was offset during deformationVector data type, affects positionVector field to be represented by the display vectorsVector font data-blocksVector font for Text objectsVector for displacementVector handleVector in a mesh normal arrayVector valueVector value in geometry attributeVector which would be mapped to the curveVector, point, or normal which will be used for conversion between spacesVector2DVectors to compare between connected face corners of an egde for differences. (Supports 3D vectors)VectorscopeVectorscope ModeVectorscope OpacityVelocityVelocity / HairVelocity AttributeVelocity Color RampVelocity FactorVelocity GridVelocity LinearVelocity ScaleVelocity SourceVelocity X GridVelocity Y GridVelocity Z GridVelocity considered as maximum influence (Blender units per frame)Velocity field of the fluid domainVelocity force controlling the teleportation arc parabola in m/sVerletVersionVersion %r unsupported, must be %r or laterVersion backup failed (file saved with @)Version of Blender the library .blend was saved withVersion of Blender the userpref.blend was saved withVersion:Version: {:s}Versioning: Map Value node was removedVersioning: Use Nodes was removedVertexVertex (Triangle)Vertex AttributesVertex ColorVertex Color FactorVertex Color NameVertex Color QuantizationVertex Color affects to Fill onlyVertex Color affects to Stroke and FillVertex Color affects to Stroke onlyVertex ColorsVertex Corner CountVertex CountVertex Count FieldVertex CreaseVertex Crease:Vertex DataVertex Data TypesVertex Data:Vertex Face Count FieldVertex Grease PencilVertex GroupVertex Group "%s" does not existVertex Group "%s" is lockedVertex Group AVertex Group BVertex Group ClumpVertex Group Clump NegateVertex Group DensityVertex Group Density NegateVertex Group ElementVertex Group FactorVertex Group FieldVertex Group Field NegateVertex Group InvertVertex Group KinkVertex Group Kink NegateVertex Group LengthVertex Group Length NegateVertex Group LocksVertex Group RotationVertex Group Rotation NegateVertex Group Roughness 1Vertex Group Roughness 1 NegateVertex Group Roughness 2Vertex Group Roughness 2 NegateVertex Group Roughness EndVertex Group Roughness End NegateVertex Group SizeVertex Group Size NegateVertex Group SpecialsVertex Group TangentVertex Group Tangent NegateVertex Group TwistVertex Group Twist NegateVertex Group UnreferencedVertex Group VelocityVertex Group Velocity NegateVertex Group WeightVertex Group WeightsVertex Group for pinning of verticesVertex Group for shrinking clothVertex Group for where to apply pressure. Zero weight means no pressure while a weight of one means full pressure. Faces with a vertex that has zero weight will be excluded from the volume calculation.Vertex Group is lockedVertex Group(s)Vertex GroupsVertex Groups assigned to Deform BonesVertex Groups assigned to non Deform BonesVertex IndexVertex Index 1Vertex Index 2Vertex IndicesVertex InterpolationVertex MappingVertex MassVertex Mesh MethodVertex NeighborsVertex NormalVertex NormalsVertex OpacityVertex PaintVertex Paint CapabilitiesVertex Paint OverlaysVertex Paint mix factorVertex Position AttributesVertex SelectVertex SelectionVertex SetVertex SizeVertex Slide: Vertex WeightVertex Weight AngleVertex Weight EditVertex Weight MixVertex Weight ProximityVertex Weight TransferVertex WeightsVertex colors in the file are in linear color spaceVertex colors in the file are in sRGB color spaceVertex coordinate read failedVertex count mismatchVertex group '%s' is not valid, or maybe emptyVertex group for fine control over bending stiffnessVertex group for fine control over shear stiffnessVertex group for fine control over structural stiffnessVertex group for fine control over the internal spring stiffnessVertex group is lockedVertex group nameVertex group name (collapse only)Vertex group name for importance weights (modulating the deform)Vertex group name for modifying the selected areasVertex group name for modulating the deformVertex group name for modulating the waveVertex group name for selected strokesVertex group name for selecting the affected areasVertex group name for selecting/weighting the affected areasVertex group strengthVertex group that the generated rim geometry will be weighted toVertex group that the generated shell geometry will be weighted toVertex group to apply the influence of the latticeVertex group to control clumpVertex group to control densityVertex group to control fieldVertex group to control kinkVertex group to control lengthVertex group to control rotationVertex group to control roughness 1Vertex group to control roughness 2Vertex group to control roughness endVertex group to control sizeVertex group to control tangentVertex group to control twistVertex group to control velocityVertex group to set as activeVertex groups of the objectVertex in a Mesh data-blockVertex indexVertex indicesVertex is a root for rotation calculations and armature generation, setting this flag does not clear other roots in the same mesh islandVertex loop colors in a MeshVertex not in groupVertex of CornerVertex positionsVertex select - Shift-Click for multiple modes, Ctrl-Click contracts selectionVertex select needs to be enabled in weight paint modeVertex selection masking for paintingVertex selection modeVertex that is the corner of the gridVertex weight group, to blend with basis shapeVertex weight used by Bevel modifierVertex weight when brush is appliedVertex:VertexGroup '%s' not found in object '%s'VertexGroup.add(): cannot be called while object is in edit modeVertexGroup.remove(): cannot be called while object is in edit modeVertexWeightEditVertexWeightMixVertexWeightProximityVerticalVertical AlignmentVertical FOVVertical ListVertical SplitVertical aspect ratio (only used for camera projectors)Vertical aspect ratio - for anamorphic or non-square pixel outputVertical dimension of the baking mapVertical dimension of the baking map (external only)Vertical location of the windowVertical offset from the object originVertical position of the stripVertical position of the text box relative to LocationVertical position of underlineVertical scale (only used for camera projectors)Vertical size of the image sensor area in millimetersVerticesVertices Data:Vertices XVertices YVertices ZVertices changed from %d to %dVertices changed from %u to %uVertices connecting multiple face regionsVertices must be at least 1Vertices must be at least 3Vertices of the meshVerts:%s | Faces:%sVerts:%s | Faces:%s | Tris:%sVerts:%s | Tris:%sVerts:%s/%sVerts:%s/%s | Edges:%s/%s | Faces:%s/%s | Tris:%sVery High ContrastVery Low ContrastVery Low QualityVibrationVideoVideo CodecVideo MemoryVideo SequencerVideo bitrate (kbit/s)Video_EditingVideosVietnamese - Tiếng ViệtViewView & ControlsView AlignView Attribute TextView AxisView BiasView CenterView ContextView DistanceView FromView HeightView IndexView LayerView Layer '%s' not found in scene '%s'View Layer PropertiesView Layer settings for EEVEEView LayersView LocationView LockView Lock 3D viewport camera transformation affects the object's parent insteadView Map CacheView MatrixView NameView NavigationView NormalView Normal FalloffView Normal LimitView OverlayView PercentageView PerspectiveView PlaneView RegionsView RotationView ScaleView SettingsView TypeView VectorView X AxisView Z AxisView Z DepthView a context based online manual in a web browserView all curves in editorView all objects in sceneView all selected UVsView all selected elementsView all the strips in the sequencerView and edit UVsView and edit images and UV MapsView and edit masksView as RenderView distance from the floor when walkingView from the backView from the bottomView from the frontView from the leftView from the rightView from the topView in multilayer imageView layerView layer '%s' could not be removed from scene '%s'View layer at its evaluated stateView layer nameView layer settings for EEVEEView mode to use for displaying sequencer outputView not found, cannot sort by view axisView on EquatorView on PolesView operations (useful for keyboards without a numpad)View pivot locationView selected for all regionsView shift in camera viewView the entire imageView the result of the studio light editor in the viewportView the viewport with virtual reality glasses (head-mounted displays)View transform set to %s (converted from %s)View used when converting image to a display spaceView whole image with markersView2DView3DActivate GizmoView3DActive ToolView3DBackView3DBackgroundView3DBothView3DBottomView3DCameraView3DCavity TypeView3DCustomView3DDragView3DFloorView3DFrontView3DLeftView3DMixView3DPressView3DRightView3DScreenView3DSelectView3DThemeView3DTopView3DViewView3DWorldViewLayerViewLayer '%s' does not contain object '%s'ViewerViewer Attribute OpacityViewer BackViewer DataViewer ForwardViewer IndexViewer ItemViewer ItemsViewer LeftViewer NodeViewer PathViewer Path ElementViewer Pose LocationViewer Pose RotationViewer RegionViewer RightViewer image not found.Viewer reference scale associated with this landmarkViewpointViewportViewport AmountViewport Anti-AliasingViewport BVHViewport BVH TypeViewport BouncesViewport DebugViewport DenoiserViewport DenoisingViewport Denoising Input PassesViewport Denoising PrefilterViewport Denoising QualityViewport Dicing RateViewport DisplayViewport FeedbackViewport GizmosViewport OverlaysViewport ResolutionViewport SamplesViewport Sampling PresetsViewport ShadingViewport SizeViewport Texture LimitViewport TransformViewport VisibilityViewport display size of the sampled dataViewport display style for emptiesViewport display style for tracksViewport lens angleViewport navigation gizmoViewport non-rendered modeViewport not in local viewViewport overlays are disabledViewport resolution of the generated surfaceViewportsViewsViews FormatViews Format:VignetteVignette IntensityVirtual Node SocketVirtual ParentsVirtual socket of a nodeVirtually fill holes in mesh before unwrapping, to better avoid overlaps and preserve symmetryViscoelastic SpringsViscosityViscosity BaseViscosity ExponentViscosity of liquid (higher values result in more viscous fluids, a value of 0 will still apply some viscosity)Viscosity setting: value that is multiplied by 10 to the power of (exponent*-1)VisibilityVisibility ActionVisibility AreaVisibility BiasVisibility Bleed BiasVisibility BlurVisibility CollectionVisibility IconVisibility statusVisibleVisible LinesVisible ObjectsVisible Primitives OnlyVisible TabsVisible by DefaultVisible distance and angle measurementsVisible layersVisualVisual AidsVisual Effects PropertiesVisual Geometry to MeshVisual KeyingVisual LocationVisual Location & RotationVisual Location & ScaleVisual Location, Rotation & ScaleVisual RotationVisual Rotation & ScaleVisual ScaleVisual Studio CodeVisual TransformVisual width of the hit destination indicatorVisual width of the teleportation ray lineVisualize cached complete framesVisualize cached images on the timelineVisualize cached raw imagesVisualize data from inside a node graph, in the image editor or as a backdropVisualize vector fieldsVolumeVolumeBooleanVolumeClipVolumeData TypeVolumeDissolveVolumeDoubleVolumeDouble VectorVolumeEmptyVolumeExtendVolumeFloatVolumeIntegerVolumeInteger 64-bitVolumeInteger VectorVolumeMaskVolumeNewVolumePing-PongVolumePoints (Unsupported)VolumeRepeatVolumeSequence ModeVolumeUnknownVolumeVectorVolume "%s" contains points, only voxel grids are supportedVolume "%s" failed to load: %sVolume AbsorptionVolume AlphaVolume BouncesVolume CoefficientsVolume CubeVolume Custom RangeVolume DirectVolume DisplaceVolume Displace ModifierVolume DisplayVolume EmissionVolume FactorVolume FilesVolume GridVolume GridsVolume GuidingVolume Guiding ProbabilityVolume IndirectVolume InfoVolume InterpolationVolume IntersectionVolume Intersection MethodVolume LightVolume MajorantVolume Max Ray DepthVolume MinVolume PreservationVolume ProbeVolume Raymarching Step SizeVolume Raymarching Step Size LightingVolume RenderVolume ResolutionVolume SamplingVolume ScatterVolume Scatter VisibilityVolume ShadowsVolume TransmitVolume VariationVolume Variation MaximumVolume Variation MinimumVolume Variation SmoothnessVolume data-block for 3D volume gridsVolume data-blocksVolume density per voxelVolume display settings for 3D viewportVolume file used by this Volume data-blockVolume file used for loading the volume at the current frame. Empty if the volume has not be loaded or the frame only exists in memory.Volume geometry to add a grid toVolume grid nameVolume is preserved when the object is scaled only on the free axis. Non-free axis scaling is passed through.Volume is preserved when the object is scaled uniformly. Deviations from uniform scale on non-free axes are passed through.Volume is strictly preserved, overriding the scaling of non-free axesVolume light multiplierVolume object display settings for 3D viewportVolume object render settingsVolume of the bone at restVolume outside the outer coneVolume render settings for 3D viewportVolume scale is lower than permitted by OpenVDBVolume to MeshVolume to Mesh ModifierVolume to convert to a meshVolume to take a named grid out ofVolume with fog grids that points are scattered inVolume(s)Volume: {} gridsVolumesVolumes only support a single material; selection input cannot be a fieldVolumetric DataVolumetric Shadow SamplesVolumetric ShadowsVolumetric approximation to physically based volume scattering, using the scattering radius as specifiedVolumetric approximation to physically based volume scattering, with scattering radius automatically adjusted to match color textures. Designed for skin shading.VorbisVoronoiVoronoi CrackleVoronoi F1Voronoi F2Voronoi F2-F1Voronoi F3Voronoi F4Voronoi TextureVoronoi feature weight 1Voronoi feature weight 2Voronoi feature weight 3Voronoi feature weight 4VortexVortex effector weightVorticityVoxelVoxel AmountVoxel CoordinateVoxel ExtentVoxel Grid Cell SizeVoxel IndexVoxel SizeVoxel remesher cannot run with a voxel size of 0.0Voxel remesher failed to create meshVoxel size of %f too small to be solvedVoxelize GridVoxelsVoxels with a larger value are inside the generated meshVulkanWW (Z) AxisW AxisW RotationW-axis for quaternion and axis-angle rotationsW1W2W3W4W:WARNING: Driver expression may not work correctlyWARNING: This metarig contains deprecated Rigify rig-types and cannot be upgraded automatically.WARNING: not supported in dupli/group instancesWARNING: preferences are lost when add-on is disabled, be sure to use "Save Persistent" if you want to keep your settings!WEBPWait for ClickWait for InputWait for first click instead of painting immediatelyWait for mouse click input before running the operator from a menuWait to Deselect OthersWalkWalk DirectionWalk NavigationWalk SpeedWalk navigation settingsWalk with gravity, or free navigateWallWanderWarn Msgid Not CapitalizedWarn about messages not starting by a capitalized letter (with a few allowed exceptions!)WarningWarning Icon ForegroundWarning PropagationWarning TypeWarning created during evaluation of a geometry nodes modifierWarning! Before unlocking, ensure another instance of Blender is not running.Warning, file already exists. Overwrite existing file?Warning/error indicator color for strips referencing the strip being tweakedWarning:Warning: Could not allocate light probes volume pool of {} MB, using {} MB instead.Warning: Multiple objects share the same data. Make single user and then apply transformations?Warning: Some features may change after generationWarning: Some images are modified and these changes will be lost.Warning: There are unsaved external image(s).Warning: Volume rendering data could not be allocated. Now using a resolution of 1:{} instead of 1:{}.Warning: the blend-file relative path prefix "//" is not supported for this property.WarningsWarpWarp AngleWarp ModifierWarp modifierWarp parts of a mesh to a new location in a very flexible way thanks to 2 specified objectsWarp vertices around the cursorWaterWattsWaveWave AlignmentWave ClampWave Crest Particle SamplingWave Crest Potential MaximumWave Crest SamplingWave Deformation EffectWave Deformation effectWave DirectionWave EffectWave ModifierWave ProfileWave ScaleWave TextureWave TypeWave damping factorWave effect modifierWave propagation speedWave time scaling factorWaveDistortionWaveformWaveform Audio File FormatWaveform DisplayWaveform ModeWaveform OpacityWaveform StyleWaveformsWavefront (.obj)WavelengthWavelength of the sinus displacementWavesWay to display the backgroundWay to display the cavity shadingWay to interpret mouse movementsWeakWeak reference to a data-block in another library .blend file (used to re-use already appended data instead of appending new copies)Weak reference to some assetWebMWebM (VP9+Opus)WebM / VP9WebP (.webp)WebP FallbackWebP FormatWebsiteWeightWeight 1Weight 2Weight 3Weight 4Weight AngleWeight Color RangeWeight FactorWeight Grease PencilWeight GroupWeight IndexWeight InterpolationWeight Modifier AngleWeight Modifier ProximityWeight OutputWeight PaintWeight Paint Auto-NormalizeWeight Paint CapabilitiesWeight Paint Lock-RelativeWeight Paint Multi-PaintWeight Paint OpacityWeight Paint OverlaysWeight PositionWeight ProximityWeight applied per faceWeight data for new strokes is added according to the current vertex group and weight. If no vertex group selected, weight is not added.Weight for cloth simulationWeight hair particlesWeight of a particle instance object in a collectionWeight of feather pointWeight of rotation constraint for IKWeight of scale constraint for IKWeight of the characters. 100-900, 400 is normal.Weight of the closest guide curve for each generated curveWeight of the pointWeight projection's vector by faces with larger areasWeight to assign in vertex groupsWeight used by the Subdivision Surface modifierWeight used for Soft Body GoalWeight used for smoothingWeight value of a vertex in a vertex groupWeight:Weight: {:.3f}WeightVG Edit ModifierWeightVG Mix ModifierWeightVG Proximity ModifierWeightedWeighted MedianWeighted NormalWeighted median face centerWeighted result of strip is added to the accumulated resultsWeighted result of strip is multiplied with the accumulated resultsWeighted result of strip is removed from the accumulated resultsWeighted vertex normal mode to useWeightedNormalWeightedNormal ModifierWeighting ModeWeighting factor for which keyframe is favored moreWeightsWeights for all of the objects in the instance collectionWeights for the vertex groups this point is member ofWeights for the vertex groups this vertex is member ofWeights from envelopes with user defined radiusWeights over this threshold remainWeldWeld ModifierWeld UVs based on shared verticesWeld loose edges into faces (splitting them into new faces)Weld modifierWeld selected UV vertices togetherWestWet MixWet Paint RadiusWet PersistenceWetmap LayerWetmapsWetnessWhDownWhInWhLeftWhOutWhRightWhUpWhat Cryptomatte layer is usedWhat axis is used to change particle rotation with timeWhat distance Width measuresWhat kind of higher order types are expected to flow through this socketWhat override operation is performedWhat type of blend preview to createWhat way to clear parentingWheelWheel Invert ZoomWhen AppendingWhen Even mode is active, flips between the two adjacent edge loopsWhen LinkingWhen an 'array/vector' type is chosen (Location, Rotation, Color, etc.), entire array is to be usedWhen and how proxies are createdWhen bone does not have a parent, it receives cyclic offset effects (Deprecated)When bone has a parent, bone's head is stuck to the parent's tailWhen calculating Bone Paths, use Head or TipsWhen combined with each voxel's value, determines the number of points to sample per unit volumeWhen controls are merged into ones owned by other chains, include parent-induced rotation/scale difference into handle motion. Otherwise only local motion of the control bone is usedWhen creating new frames, the strokes from the previous/active frame are included as the basis for the new oneWhen deforming bone, multiply effects of Vertex Group weights with Envelope influenceWhen disabled, newly created faces are limited to 3 and 4 sided facesWhen duplicating strips, assign new copies of the actions they useWhen enabled, applies the pose flipped over the X-axisWhen enabled, create a link between geometry sockets in this zoneWhen entering numbers while transforming, default to advanced mode for full math expression evaluationWhen exporting animations, disable viewport for other objects, for performanceWhen external text is out of sync, resolve the conflictWhen hands are swapped, limit movement to viewer's initial directionWhen hands are swapped, prevent changes to viewer elevationWhen highlighted, do not pass events through to be handled by other keymapsWhen inside a 3D viewport, use layers and camera of the viewportWhen keying manually, skip inserting keys that don't affect the animationWhen locked keep using normal of surface where stroke was initiatedWhen locked keep using the plane origin of surface where stroke was initiatedWhen merging controls, chains with higher priority always winWhen merging nodes with the Ctrl+Numpad0 hotkey (and similar) specify the position of the new nodesWhen merging nodes with the Ctrl+Numpad0 hotkey (and similar) specify whether to collapse them or show the full node with options expandedWhen on, multiple actions become part of the same glTF animation if they're pushed onto NLA tracks with the same name. When off, all the currently assigned actions become one glTF animationWhen pasting, assume the pasted matrix is relative to another object (set in the user interface)When pasting, mirror the transform relative to a specific object or boneWhen projecting in the negative direction invert the face cull modeWhen projecting in the opposite direction invert the face cull modeWhen rendering animations, save JPG preview images in same directoryWhen saving a tiled image, the path '%s' must contain a valid UDIM markerWhen spawning a context menu for an asset, activate the asset and call `bl_activate_operator` if present, rather than just highlighting the assetWhen there is no material on object, export active vertex colorWhen this is disabled, lock alpha while paintingWhen to preview the compositor output inside the viewportWhen transforming keyframes, changes to the animation data are flushed to other viewsWhen transforming strips, changes to the animation data are flushed to other viewsWhen true the format is a movieWhen using adaptive sampling highlight pixels which are being sampledWhen using an image texture, adjust the stencil size to fit the image aspect ratioWhen using scene time synchronization in the sequence editor, display the range of the current scene stripWhere the Cryptomatte passes are loaded fromWhere the annotation comes fromWhere the clip comes fromWhere the image comes fromWhere the tail startsWhere to cache raw render resultsWhere to emit particles fromWhere to move cursor toWhere to move cursor to, to make a selectionWhere to output the baked mapWhere to perform randomizationWhere to save baked image texturesWhere to store the baked dataWhere to take the metadata fromWhether a tablet's eraser mode is being usedWhether bimanual interaction is occurringWhether geometry has been bound to anchorsWhether geometry has been bound to control cageWhether geometry has been bound to target meshWhether or not each visible tab has a search resultWhether or not the final base mesh positions will be slightly altered to account for a new subdivision modifier being addedWhether the IES file is loaded from disk or from a text data-blockWhether the attribute can be removed or renamedWhether the cache is separated in a series of filesWhether the camera is using orthographic projectionWhether the copies should fan out in a full circle or an arcWhether the current view is aligned to an axis (does not check whether the view is orthographic, use "is_perspective" for that). Setting this will rotate the view to the closest axisWhether the image has an alpha channelWhether the input control point plus the offset is a valid index of the original curveWhether the left handle is selectedWhether the node could find a single face to sample at the UV coordinateWhether the node editor's type supports displaying node previewsWhether the ocean is using cached data or simulatingWhether the panel is expanded or closedWhether the position of the marker is keyframed or trackedWhether the right handle is selectedWhether the sampling was successful. It can fail when the sampled group is emptyWhether the selected text is boldWhether the selected text is italicsWhether the selected text is small capsWhether the selected text is underlinedWhether the selection should be snapped as a whole or by each individual stripWhether the stored attachment UV coordinate is validWhether the strip is selectedWhether the tracking data contains valid reconstruction informationWhether the viewport is using orthographic projectionWhether there is any action referenced by NLA being edited (strictly read-only)Whether there is any text selectedWhether these settings have already been auto-set or notWhether this ID is runtime-only, evaluated data-block, or actual data from .blend fileWhether this blender installation is a sandboxed Microsoft Store versionWhether this bone collection is effectively visible in the viewport. This is True when this bone collection and all of its ancestors are visible, or when it is marked as 'solo'.Whether this collection is visible for the view layer, take into account the collection parentWhether this feature-set is registered or notWhether this is the active slot, can be set by assigning to action.slots.activeWhether this library override exists only for the override hierarchy, or if it is actually editable by the userWhether this library override is defined as part of a library hierarchy, or as a single, isolated and autonomous overrideWhether this path is saved in bookmarks, or generated from OSWhether to apply random scale uniformly or per axisWhether to check the type of left and right handlesWhether to delete the selection after copyingWhether to enable or disable tweak mode in NLAWhether to fade in or outWhether to hide or show verticesWhether to preserve the vocal formants when shifting the pitch.Whether to select or deselect linked vertices under the cursorWhether to select while movingWhether to set face strength, and which faces to set face strength onWhether to set face strength, and which faces to set it onWhether to take into account per-vertex importance weightsWhether to update left and right handlesWhether to use a custom frame for looking up data in the cache file, instead of using the current scene frameWhether to use maximum clipping valueWhether to use minimum clipping valueWhether we may browse Blender files' content or notWhich Actions to affectWhich Boolean solver to useWhich ID types to show/hide, when browsing a libraryWhich Intersect solver to useWhich Selection Set to select; -1 uses the active Selection SetWhich algorithm to use to generate the marginWhich asset types to show/hide, when browsing an asset libraryWhich axis of the 3D Mouse cap zooms the viewWhich axis to align with the normal of the surface geometryWhich axis to use for offsetWhich bone to take texture coordinates fromWhich bones to affectWhich boolean operation to applyWhich channels to bakeWhich channels to insert keys at when no keying set is activeWhich child instance to pick per element by indexWhich color management settings to use for file savingWhich data to transferWhich data's transformations to bakeWhich data-block previews to clearWhich direction is used to calculate the effector forceWhich distances to target object to useWhich domain to delete inWhich domain to duplicateWhich domain to read the data fromWhich domain to separate onWhich domain to store the data inWhich edge data layers to transferWhich element to retrieve a value from on the geometryWhich elements to affect (vertices, edges and/or faces)Which elements to deleteWhich end of the segment to use as a reference to scale fromWhich end of the segment to use as a reference to shear fromWhich ends of the segment between the preceding and following Grease Pencil frames easing interpolation is applied toWhich ends of the segment between this and the next keyframe easing interpolation is applied toWhich face corner data layers to transferWhich face data layers to transferWhich faces to scatter onWhich frame to use for videos. Note that different frames in videos can have different resolutionsWhich frames to include in the exportWhich geometry element to move the attribute toWhich implementation of spring to useWhich kind of object to exportWhich layers to transfer, in case of multi-layers typesWhich mesh elements selection works onWhich method to use for viewport navigationWhich mode to use for decimationWhich object to take texture coordinates fromWhich objects to include in the exportWhich of the sorted corners to output. Negative indexing is supportedWhich of the sorted edges to output. Negative indexing is supportedWhich of the sorted points to output. Negative indexing is supportedWhich output node to use, for node-based texturesWhich part of the text to deleteWhich part to snap onto the targetWhich particle level set generator to useWhich parts of the mesh component to deleteWhich point on the bones is used when calculating pathsWhich relative layer (above or below) to use as a maskWhich renderer and viewport shading types to use the shaders forWhich side of the playhead strips should snap to when no handles are selectedWhich sides to copy from and toWhich sides to copy from and to (when both are selected)Which sky model should be usedWhich style to use for viewport scalingWhich texture channel to use for maskingWhich texture coordinates to use for mappingWhich top-level instances to realizeWhich transforms to transferWhich unit to use for time jumps in the timelineWhich vertex data layers to transferWhich vertices should be affectedWhich vertices to hide or showWhile editing, don't update metaball at allWhile editing, update metaball alwaysWhile editing, update metaball in half resolutionWhile editing, update metaball without polygonizationWhile offline, use "Install from Disk" instead.WhiteWhite BalanceWhite Balance PresetsWhite LevelWhite Noise TextureWhite PointWhite ValueWhite balance modifier for sequence stripWhole CharacterWhole Character (Selected Bones Only)Whole CollectionWhole FrameWidgetWidget EmbossWidget OffsetWidget StyleWidget TypeWidgets CollectionWidthWidth PercentWidth TypeWidth and height in pixelsWidth and height in pixels, zero when image data cannot be loadedWidth and height of the image buffer in pixels, zero when image data cannot be loadedWidth and height of the tile buffer in pixels, zero when image data cannot be loadedWidth of CCD sensor in millimetersWidth of marker's pattern in screen coordinatesWidth of marker's search in screen coordinatesWidth of panel and menu shadows, set to zero to disableWidth of the active voxel surface, in voxelsWidth of the blur for the transition, in percentage relative to the image sizeWidth of the gradient inside of the meshWidth of the nodeWidth of the zone in UI units where speed increases with distance from the edgeWidth over which the reconstruction filter combines samplesWidth:WildcardWill be stuck reading frame {:d}!Will create directories so that all paths are valid.WinWindWind FactorWind VelocityWind effector weightWind speedWindowWindow BackgroundWindow ManagerWindow ManagersWindow MatrixWindow event timerWindow heightWindow manager data-block defining open windows and other user interface dataWindow manager data-blocksWindow widthWindowManager3D ViewWindowManager3D View GenericWindowManager3D View Tool: CursorWindowManager3D View Tool: Cursor (fallback)WindowManager3D View Tool: Edit Armature, Bone EnvelopeWindowManager3D View Tool: Edit Armature, Bone Envelope (fallback)WindowManager3D View Tool: Edit Armature, Bone SizeWindowManager3D View Tool: Edit Armature, Bone Size (fallback)WindowManager3D View Tool: Edit Armature, ExtrudeWindowManager3D View Tool: Edit Armature, Extrude (fallback)WindowManager3D View Tool: Edit Armature, Extrude to CursorWindowManager3D View Tool: Edit Armature, Extrude to Cursor (fallback)WindowManager3D View Tool: Edit Armature, RollWindowManager3D View Tool: Edit Armature, Roll (fallback)WindowManager3D View Tool: Edit Curve, Curve PenWindowManager3D View Tool: Edit Curve, Curve Pen (fallback)WindowManager3D View Tool: Edit Curve, DrawWindowManager3D View Tool: Edit Curve, Draw (fallback)WindowManager3D View Tool: Edit Curve, ExtrudeWindowManager3D View Tool: Edit Curve, Extrude (fallback)WindowManager3D View Tool: Edit Curve, Extrude to CursorWindowManager3D View Tool: Edit Curve, Extrude to Cursor (fallback)WindowManager3D View Tool: Edit Curve, RadiusWindowManager3D View Tool: Edit Curve, Radius (fallback)WindowManager3D View Tool: Edit Curve, RandomizeWindowManager3D View Tool: Edit Curve, Randomize (fallback)WindowManager3D View Tool: Edit Curve, TiltWindowManager3D View Tool: Edit Curve, Tilt (fallback)WindowManager3D View Tool: Edit Mesh, BevelWindowManager3D View Tool: Edit Mesh, Bevel (fallback)WindowManager3D View Tool: Edit Mesh, BisectWindowManager3D View Tool: Edit Mesh, Bisect (fallback)WindowManager3D View Tool: Edit Mesh, Edge SlideWindowManager3D View Tool: Edit Mesh, Edge Slide (fallback)WindowManager3D View Tool: Edit Mesh, Extrude Along NormalsWindowManager3D View Tool: Edit Mesh, Extrude Along Normals (fallback)WindowManager3D View Tool: Edit Mesh, Extrude IndividualWindowManager3D View Tool: Edit Mesh, Extrude Individual (fallback)WindowManager3D View Tool: Edit Mesh, Extrude ManifoldWindowManager3D View Tool: Edit Mesh, Extrude Manifold (fallback)WindowManager3D View Tool: Edit Mesh, Extrude RegionWindowManager3D View Tool: Edit Mesh, Extrude Region (fallback)WindowManager3D View Tool: Edit Mesh, Extrude to CursorWindowManager3D View Tool: Edit Mesh, Extrude to Cursor (fallback)WindowManager3D View Tool: Edit Mesh, Inset FacesWindowManager3D View Tool: Edit Mesh, Inset Faces (fallback)WindowManager3D View Tool: Edit Mesh, KnifeWindowManager3D View Tool: Edit Mesh, Knife (fallback)WindowManager3D View Tool: Edit Mesh, Loop CutWindowManager3D View Tool: Edit Mesh, Loop Cut (fallback)WindowManager3D View Tool: Edit Mesh, Offset Edge Loop CutWindowManager3D View Tool: Edit Mesh, Offset Edge Loop Cut (fallback)WindowManager3D View Tool: Edit Mesh, Poly BuildWindowManager3D View Tool: Edit Mesh, Poly Build (fallback)WindowManager3D View Tool: Edit Mesh, Push/PullWindowManager3D View Tool: Edit Mesh, Push/Pull (fallback)WindowManager3D View Tool: Edit Mesh, RandomizeWindowManager3D View Tool: Edit Mesh, Randomize (fallback)WindowManager3D View Tool: Edit Mesh, Rip EdgeWindowManager3D View Tool: Edit Mesh, Rip Edge (fallback)WindowManager3D View Tool: Edit Mesh, Rip RegionWindowManager3D View Tool: Edit Mesh, Rip Region (fallback)WindowManager3D View Tool: Edit Mesh, Shrink/FattenWindowManager3D View Tool: Edit Mesh, Shrink/Fatten (fallback)WindowManager3D View Tool: Edit Mesh, SmoothWindowManager3D View Tool: Edit Mesh, Smooth (fallback)WindowManager3D View Tool: Edit Mesh, SpinWindowManager3D View Tool: Edit Mesh, Spin (fallback)WindowManager3D View Tool: Edit Mesh, To SphereWindowManager3D View Tool: Edit Mesh, To Sphere (fallback)WindowManager3D View Tool: Edit Mesh, Vertex SlideWindowManager3D View Tool: Edit Mesh, Vertex Slide (fallback)WindowManager3D View Tool: Edit Text, Select TextWindowManager3D View Tool: Edit Text, Select Text (fallback)WindowManager3D View Tool: MeasureWindowManager3D View Tool: Measure (fallback)WindowManager3D View Tool: MoveWindowManager3D View Tool: Move (fallback)WindowManager3D View Tool: Object, Add PrimitiveWindowManager3D View Tool: Object, Add Primitive (fallback)WindowManager3D View Tool: Paint Weight, GradientWindowManager3D View Tool: Paint Weight, Gradient (fallback)WindowManager3D View Tool: Paint Weight, Sample Vertex GroupWindowManager3D View Tool: Paint Weight, Sample Vertex Group (fallback)WindowManager3D View Tool: Paint Weight, Sample WeightWindowManager3D View Tool: Paint Weight, Sample Weight (fallback)WindowManager3D View Tool: Pose, BreakdownerWindowManager3D View Tool: Pose, Breakdowner (fallback)WindowManager3D View Tool: Pose, PushWindowManager3D View Tool: Pose, Push (fallback)WindowManager3D View Tool: Pose, RelaxWindowManager3D View Tool: Pose, Relax (fallback)WindowManager3D View Tool: RotateWindowManager3D View Tool: Rotate (fallback)WindowManager3D View Tool: ScaleWindowManager3D View Tool: Scale (fallback)WindowManager3D View Tool: Sculpt, Box Face SetWindowManager3D View Tool: Sculpt, Box Face Set (fallback)WindowManager3D View Tool: Sculpt, Box HideWindowManager3D View Tool: Sculpt, Box Hide (fallback)WindowManager3D View Tool: Sculpt, Box MaskWindowManager3D View Tool: Sculpt, Box Mask (fallback)WindowManager3D View Tool: Sculpt, Box TrimWindowManager3D View Tool: Sculpt, Box Trim (fallback)WindowManager3D View Tool: Sculpt, Cloth FilterWindowManager3D View Tool: Sculpt, Cloth Filter (fallback)WindowManager3D View Tool: Sculpt, Color FilterWindowManager3D View Tool: Sculpt, Color Filter (fallback)WindowManager3D View Tool: Sculpt, Face Set EditWindowManager3D View Tool: Sculpt, Face Set Edit (fallback)WindowManager3D View Tool: Sculpt, Lasso Face SetWindowManager3D View Tool: Sculpt, Lasso Face Set (fallback)WindowManager3D View Tool: Sculpt, Lasso HideWindowManager3D View Tool: Sculpt, Lasso Hide (fallback)WindowManager3D View Tool: Sculpt, Lasso MaskWindowManager3D View Tool: Sculpt, Lasso Mask (fallback)WindowManager3D View Tool: Sculpt, Lasso TrimWindowManager3D View Tool: Sculpt, Lasso Trim (fallback)WindowManager3D View Tool: Sculpt, Line Face SetWindowManager3D View Tool: Sculpt, Line Face Set (fallback)WindowManager3D View Tool: Sculpt, Line HideWindowManager3D View Tool: Sculpt, Line Hide (fallback)WindowManager3D View Tool: Sculpt, Line MaskWindowManager3D View Tool: Sculpt, Line Mask (fallback)WindowManager3D View Tool: Sculpt, Line ProjectWindowManager3D View Tool: Sculpt, Line Project (fallback)WindowManager3D View Tool: Sculpt, Line TrimWindowManager3D View Tool: Sculpt, Line Trim (fallback)WindowManager3D View Tool: Sculpt, Mask by ColorWindowManager3D View Tool: Sculpt, Mask by Color (fallback)WindowManager3D View Tool: Sculpt, Mesh FilterWindowManager3D View Tool: Sculpt, Mesh Filter (fallback)WindowManager3D View Tool: Sculpt, Polyline Face SetWindowManager3D View Tool: Sculpt, Polyline Face Set (fallback)WindowManager3D View Tool: Sculpt, Polyline HideWindowManager3D View Tool: Sculpt, Polyline Hide (fallback)WindowManager3D View Tool: Sculpt, Polyline MaskWindowManager3D View Tool: Sculpt, Polyline Mask (fallback)WindowManager3D View Tool: Sculpt, Polyline TrimWindowManager3D View Tool: Sculpt, Polyline Trim (fallback)WindowManager3D View Tool: Select BoxWindowManager3D View Tool: Select Box (fallback)WindowManager3D View Tool: Select CircleWindowManager3D View Tool: Select Circle (fallback)WindowManager3D View Tool: Select LassoWindowManager3D View Tool: Select Lasso (fallback)WindowManager3D View Tool: ShearWindowManager3D View Tool: Shear (fallback)WindowManager3D View Tool: TransformWindowManager3D View Tool: Transform (fallback)WindowManager3D View Tool: TweakWindowManager3D View Tool: Tweak (fallback)WindowManagerAccelerateWindowManagerAddWindowManagerAdd CutWindowManagerAdd Cut ClosedWindowManagerAdd NewWindowManagerAdd Snap PointWindowManagerAdjust Proportional InfluenceWindowManagerAlignWindowManagerAnimationWindowManagerAnimation ChannelsWindowManagerApplyWindowManagerAreaWindowManagerArmatureWindowManagerAttach/Detach FrameWindowManagerAutomatic ConstraintWindowManagerAutomatic Constraint PlaneWindowManagerAxis SnapWindowManagerAxis Snap (Off)WindowManagerBackwardWindowManagerBeginWindowManagerBevel Modal MapWindowManagerBlender will now close.WindowManagerCancelWindowManagerCenter Pivot OffWindowManagerCenter Pivot OnWindowManagerChange Affect TypeWindowManagerChange Inner MiterWindowManagerChange Intersection MethodWindowManagerChange OffsetWindowManagerChange Offset ModeWindowManagerChange OpacityWindowManagerChange Outer MiterWindowManagerChange ProfileWindowManagerChange RadiusWindowManagerChange SegmentsWindowManagerClamp StripsWindowManagerClear ConstraintsWindowManagerClipWindowManagerClip Dopesheet EditorWindowManagerClip EditorWindowManagerClip Graph EditorWindowManagerCollide ExtensionsWindowManagerConfirmWindowManagerConfirm SamplingWindowManagerConsoleWindowManagerCreaseWindowManagerCurveWindowManagerCurve Pen Modal MapWindowManagerCurvesWindowManagerCustom Normals Modal MapWindowManagerCycle Angle Snapping Relative EdgeWindowManagerCycle through profile typesWindowManagerDecelerateWindowManagerDecrease Jump HeightWindowManagerDecrease Max AutoIK Chain LengthWindowManagerDecrease Proportional InfluenceWindowManagerDecrease SegmentsWindowManagerDecrease SubdivisionWindowManagerDeselectWindowManagerDiagonals FalloffWindowManagerDisable PrecisionWindowManagerDisable SnapWindowManagerDopesheetWindowManagerDopesheet GenericWindowManagerDownWindowManagerDrag ExtensionsWindowManagerEnable PrecisionWindowManagerEnable SnapWindowManagerEnd Current CutWindowManagerExtrudeWindowManagerEyedropper ColorRamp PointSampling MapWindowManagerEyedropper Modal MapWindowManagerFastWindowManagerFast (Off)WindowManagerFile BrowserWindowManagerFile Browser ButtonsWindowManagerFile Browser MainWindowManagerFill Tool Modal MapWindowManagerFixed Aspect OffWindowManagerFixed Aspect OnWindowManagerFlipWindowManagerFontWindowManagerForwardWindowManagerFramesWindowManagerFree-Align ToggleWindowManagerGeneric GizmoWindowManagerGeneric Gizmo Click DragWindowManagerGeneric Gizmo DragWindowManagerGeneric Gizmo Maybe DragWindowManagerGeneric Gizmo SelectWindowManagerGeneric Gizmo Tweak Modal MapWindowManagerGeneric Tool: AnnotateWindowManagerGeneric Tool: Annotate (fallback)WindowManagerGeneric Tool: Annotate EraserWindowManagerGeneric Tool: Annotate Eraser (fallback)WindowManagerGeneric Tool: Annotate LineWindowManagerGeneric Tool: Annotate Line (fallback)WindowManagerGeneric Tool: Annotate PolygonWindowManagerGeneric Tool: Annotate Polygon (fallback)WindowManagerGeodesic FalloffWindowManagerGeodesic recursion stepWindowManagerGesture BoxWindowManagerGesture Straight LineWindowManagerGesture Zoom BorderWindowManagerGrabWindowManagerGraph EditorWindowManagerGraph Editor GenericWindowManagerGraphics card:WindowManagerGrease PencilWindowManagerGrease Pencil Brush StrokeWindowManagerGrease Pencil Draw ModeWindowManagerGrease Pencil Edit ModeWindowManagerGrease Pencil Fill ToolWindowManagerGrease Pencil Sculpt ModeWindowManagerGrease Pencil Vertex PaintWindowManagerGrease Pencil Weight PaintWindowManagerIgnore Snapping OffWindowManagerIgnore Snapping OnWindowManagerImageWindowManagerImage Editor Tool: SampleWindowManagerImage Editor Tool: Sample (fallback)WindowManagerImage Editor Tool: Uv, CursorWindowManagerImage Editor Tool: Uv, Cursor (fallback)WindowManagerImage Editor Tool: Uv, GrabWindowManagerImage Editor Tool: Uv, Grab (fallback)WindowManagerImage Editor Tool: Uv, MoveWindowManagerImage Editor Tool: Uv, Move (fallback)WindowManagerImage Editor Tool: Uv, PinchWindowManagerImage Editor Tool: Uv, Pinch (fallback)WindowManagerImage Editor Tool: Uv, RelaxWindowManagerImage Editor Tool: Uv, Relax (fallback)WindowManagerImage Editor Tool: Uv, Rip RegionWindowManagerImage Editor Tool: Uv, Rip Region (fallback)WindowManagerImage Editor Tool: Uv, RotateWindowManagerImage Editor Tool: Uv, Rotate (fallback)WindowManagerImage Editor Tool: Uv, ScaleWindowManagerImage Editor Tool: Uv, Scale (fallback)WindowManagerImage Editor Tool: Uv, Select BoxWindowManagerImage Editor Tool: Uv, Select Box (fallback)WindowManagerImage Editor Tool: Uv, Select CircleWindowManagerImage Editor Tool: Uv, Select Circle (fallback)WindowManagerImage Editor Tool: Uv, Select LassoWindowManagerImage Editor Tool: Uv, Select Lasso (fallback)WindowManagerImage Editor Tool: Uv, TweakWindowManagerImage Editor Tool: Uv, Tweak (fallback)WindowManagerImage GenericWindowManagerImage PaintWindowManagerImage ViewWindowManagerInWindowManagerIncrease Jump HeightWindowManagerIncrease Max AutoIK Chain LengthWindowManagerIncrease Proportional InfluenceWindowManagerIncrease SegmentsWindowManagerIncrease SubdivisionWindowManagerInfoWindowManagerInvertWindowManagerJumpWindowManagerJump (Off)WindowManagerKeyingWindowManagerKnife Tool Modal MapWindowManagerLanguageWindowManagerLatticeWindowManagerLeftWindowManagerLengthen ExtensionsWindowManagerLimited Platform SupportWindowManagerLink HandlesWindowManagerLocal DownWindowManagerLocal UpWindowManagerLock AngleWindowManagerLoop Count DecreaseWindowManagerLoop Count IncreaseWindowManagerMarkersWindowManagerMask EditingWindowManagerMeshWindowManagerMesh Filter Modal MapWindowManagerMetaballWindowManagerMoveWindowManagerMove Adjacent HandleWindowManagerMove Current HandleWindowManagerMove Entire PointWindowManagerMove OriginWindowManagerNLA EditorWindowManagerNLA GenericWindowManagerNLA TracksWindowManagerNavigateWindowManagerNewWindowManagerNewer graphics drivers might be available with better Blender compatibility.WindowManagerNo OperationWindowManagerNode AttachmentWindowManagerNode Attachment (Off)WindowManagerNode EditorWindowManagerNode GenericWindowManagerNode Tool: Select BoxWindowManagerNode Tool: Select Box (fallback)WindowManagerNode Tool: Select CircleWindowManagerNode Tool: Select Circle (fallback)WindowManagerNode Tool: Select LassoWindowManagerNode Tool: Select Lasso (fallback)WindowManagerNode Tool: TweakWindowManagerNode Tool: Tweak (fallback)WindowManagerNuminput Increment DownWindowManagerNuminput Increment UpWindowManagerObject ModeWindowManagerObject Non-modalWindowManagerOutWindowManagerOutlinerWindowManagerPaint CurveWindowManagerPaint Face Mask (Weight, Vertex, Texture)WindowManagerPaint Stroke ModalWindowManagerPaint Vertex Selection (Weight, Vertex)WindowManagerPanWindowManagerPan (Off)WindowManagerPanningWindowManagerParticleWindowManagerPen Tool Modal MapWindowManagerPlatform UnsupportedWindowManagerPoint CloudWindowManagerPoseWindowManagerPrecisionWindowManagerPrecision (OFF)WindowManagerPrecision (Off)WindowManagerPrecision ModeWindowManagerPreviewWindowManagerPreview Tool: CursorWindowManagerPreview Tool: Cursor (fallback)WindowManagerPreview Tool: MoveWindowManagerPreview Tool: Move (fallback)WindowManagerPreview Tool: RotateWindowManagerPreview Tool: Rotate (fallback)WindowManagerPreview Tool: SampleWindowManagerPreview Tool: Sample (fallback)WindowManagerPreview Tool: ScaleWindowManagerPreview Tool: Scale (fallback)WindowManagerPreview Tool: Select BoxWindowManagerPreview Tool: Select Box (fallback)WindowManagerPreview Tool: Select CircleWindowManagerPreview Tool: Select Circle (fallback)WindowManagerPreview Tool: Select LassoWindowManagerPreview Tool: Select Lasso (fallback)WindowManagerPreview Tool: TweakWindowManagerPreview Tool: Tweak (fallback)WindowManagerPrimitive Tool Modal MapWindowManagerProperty EditorWindowManagerProperty ValueWindowManagerRegion Context MenuWindowManagerRemove Last Snap PointWindowManagerResetWindowManagerReset SamplingWindowManagerResizeWindowManagerRightWindowManagerRotateWindowManagerRotate NormalsWindowManagerRotationWindowManagerRotation (Off)WindowManagerSample a PointWindowManagerScaleWindowManagerScreenWindowManagerScreen EditingWindowManagerSculptWindowManagerSculpt CurvesWindowManagerSculpt Expand ModalWindowManagerSearchWindowManagerSelectWindowManagerSelect and Use Mesh ItemWindowManagerSequencerWindowManagerSequencer Tool: BladeWindowManagerSequencer Tool: Blade (fallback)WindowManagerSequencer Tool: Select BoxWindowManagerSequencer Tool: Select Box (fallback)WindowManagerSequencer Tool: Select CircleWindowManagerSequencer Tool: Select Circle (fallback)WindowManagerSequencer Tool: Select LassoWindowManagerSequencer Tool: Select Lasso (fallback)WindowManagerSequencer Tool: SlipWindowManagerSequencer Tool: Slip (fallback)WindowManagerSet Snap BaseWindowManagerSet Snap Base (Off)WindowManagerSet and Use 3D CursorWindowManagerShiftWindowManagerShorten ExtensionsWindowManagerSizeWindowManagerSlowWindowManagerSlow (Off)WindowManagerSnapWindowManagerSnap (OFF)WindowManagerSnap AngleWindowManagerSnap InvertWindowManagerSnap Invert (Off)WindowManagerSnap OffWindowManagerSnap OnWindowManagerSnap ToggleWindowManagerSnap expand to Face SetsWindowManagerSnap to Midpoints OffWindowManagerSnap to Midpoints OnWindowManagerSpherical FalloffWindowManagerSpherizeWindowManagerSpreadsheet GenericWindowManagerStandard Modal MapWindowManagerStart SamplingWindowManagerStop Move BackwardWindowManagerStop Move ForwardWindowManagerStop Move Global DownWindowManagerStop Move Global UpWindowManagerStop Move LeftWindowManagerStop Move Local DownWindowManagerStop Move Local UpWindowManagerStop Move RightWindowManagerSubtractWindowManagerSwitch to MoveWindowManagerSwitch to RotateWindowManagerSwitch to ZoomWindowManagerTeleportWindowManagerTextWindowManagerText GenericWindowManagerTexture Distortion DecreaseWindowManagerTexture Distortion IncreaseWindowManagerToggle Angle SnappingWindowManagerToggle Brush GradientWindowManagerToggle Clamp OverlapWindowManagerToggle Cut ThroughWindowManagerToggle Depth TestingWindowManagerToggle Direction for Node Auto-OffsetWindowManagerToggle Distance and Angle MeasurementsWindowManagerToggle Extension ModeWindowManagerToggle GradientWindowManagerToggle GravityWindowManagerToggle Harden NormalsWindowManagerToggle Mark SeamWindowManagerToggle Mark SharpWindowManagerToggle Preserve StateWindowManagerTopology FalloffWindowManagerTopology recursion StepWindowManagerTrackballWindowManagerTransform Modal MapWindowManagerUV EditorWindowManagerUV SculptWindowManagerUndoWindowManagerUpWindowManagerUpgrading to the latest macOS version may improve Blender supportWindowManagerUse MouseWindowManagerUse ObjectWindowManagerUse PivotWindowManagerUser InterfaceWindowManagerVert/Edge SlideWindowManagerVertex PaintWindowManagerVideo Sequence EditorWindowManagerView2DWindowManagerView2D Buttons ListWindowManagerView3D Dolly ModalWindowManagerView3D Fly ModalWindowManagerView3D Gesture CircleWindowManagerView3D Move ModalWindowManagerView3D Placement ModalWindowManagerView3D Rotate ModalWindowManagerView3D Walk ModalWindowManagerView3D Zoom ModalWindowManagerWeight PaintWindowManagerWindowWindowManagerX AxisWindowManagerX Axis CorrectionWindowManagerX Axis LockingWindowManagerX PlaneWindowManagerY AxisWindowManagerY Axis LockingWindowManagerY PlaneWindowManagerYour graphics card is not supportedWindowManagerYour graphics card or driver version has limited support. It may work, but with issues.WindowManagerYour graphics card or driver version is not supported.WindowManagerYour graphics card or macOS version is not supportedWindowManagerZ AxisWindowManagerZ Axis CorrectionWindowManagerZ Axis LockingWindowManagerZ PlaneWindowing Environment: {:s}WindowsWindows & Linux only operatorWindows InkWintabWipe StripWireWire ColorWire Color TypeWire ColorsWire EditWire SelectWire WidthWire edgesWireframeWireframe ColorWireframe DetailWireframe ModifierWireframe OpacityWireframe ThresholdWireframe effect modifierWiresWith OffsetWith TargetsWith refractive materials, generate approximate caustics in shadows of this object. Up to 10 bounces inside this object are taken into account. Lights, caster and receiver objects must have shadow caustics options set to enable thisWithout TargetWoodWood TextureWord SpacingWord WrapWord wrap width as factor, zero disablesWork Space ToolWork Space UI TagWorkSpace2D AnimationWorkSpace2D Full CanvasWorkSpaceAnimationWorkSpaceCompositingWorkSpaceGeometry NodesWorkSpaceLayoutWorkSpaceMaskingWorkSpaceModelingWorkSpaceMotion TrackingWorkSpaceNewWorkSpaceRenderingWorkSpaceScriptingWorkSpaceSculptingWorkSpaceShadingWorkSpaceStoryboardingWorkSpaceTexture PaintWorkSpaceUV EditingWorkSpaceVideo EditingWorkSpace UI TagsWorkbenchWorkbench render of sceneWorking SpaceWorking Space Interop IDWorking color space of the current fileWorkspaceWorkspace data-block, defining the working environment for the userWorkspace data-blocksWorkspacesWorldWorldNewWorldWorldWorld Dome LightWorld MistWorld OpacityWorld OutputWorld OverrideWorld PropertiesWorld SpaceWorld Space LightingWorld background is transparent, for compositing the render over another backgroundWorld data-block describing the environment and ambient lighting of a sceneWorld data-blocksWorld lighting settingsWorld mist settingsWorld space normal mappingWorld space normal mapping, compatible with Blender render bakingWorld space vector displacement mappingWorld used for rendering the sceneWorld visibility for camera raysWorld visibility for diffuse reflection raysWorld visibility for glossy reflection raysWorld visibility for shadow raysWorld visibility for transmission raysWorld visibility for volume scatter raysWorld-space directionWorld-space direction vector for extending verticesWorld-space ray origin for extending verticesWorldsWorldspace transformation matrixWrapWrap AroundWrap MethodWrap ModeWrap WidthWrap back to the first/last valuesWrap nodes inside a closure that can be executed at a different part of the node-treeWrap value to range, wrap(A,B)Wrap words if there is not enough horizontal spaceWrapper operator which will invoke given op after setting its module_nameWraps a value and reverses every other cycle (A,B)WriteWrite ImageWrite Legacy Blend File FormatWrite Local File (overwrite existing)Write Original File (overwrite existing)Write a FBX fileWrite all keymaps (not just user modified)Write bake to current directory (overwrite existing bake)Write bake to original location (overwrite existing file)Write compressed .blend fileWrite edge smoothingWrite error: cannot save %sWrite face smoothingWrite face smoothing groupsWrite file to current directory (overwrite existing file)Write file to original location (overwrite existing file)Write filename onlyWrite files to current directory (overwrite existing files)Write files to original location (overwrite existing files)Write image file to diskWrite link operation names for the context socket the "link_operation_names" property of the node treeWrite relative paths where possibleWrong Image Input TypeWrong Mask Input TypeWrong Output TypeXX AngleX Angle SpringX Angle StiffnessX AxisX Axis StiffnessX EndX ForceX ForwardX LocationX LowerX MappingX MaxX MinX MirrorX NormalX OffsetX PlaneX PositionX RotationX ScaleX Source AxisX SpringX StartX StiffnessX SubdivisionsX UpX VelocityX axisX axis correction (toggle)X axis motionX component of the force fieldX component of the velocity fieldX coordinate of the start positionX coordinate of the voxel in index space, or the minimum X coordinate of a tileX manualX position where the strip beginsX radius used by Skin modifierX-AxisX-Axis MirrorX-GlobalX-RayX-Ray OpacityX-Ray not available in current modeX-axis handle offset for end of the B-Bone's curve, adjusts curvatureX-axis handle offset for start of the B-Bone's curve, adjusts curvatureX-coordinate (screen space) to place the new object underX-offset to parenting pointX-position of marker at frame in screen coordinatesX-position of search at frame relative to marker's positionX/Y coordinates of the curve pointX/Y coordinates of the path pointX/Y pixels per meter, for the image bufferX:XRXR Action MapXR Action Map BindingXR Action Map BindingsXR Action Map ItemXR Action Map ItemsXR Action MapsXR Component PathXR Component PathsXR Data for Window Manager EventXR NavigationXR Session SettingsXR Session StateXR User PathXR User PathsXR action nameXR action set nameXR action typeXR action values corresponding to typeXYZ EulerXYZ Rotation Order - prone to Gimbal Lock (default)XYZ rotations not equally keyed for ID='%s' and RNA-Path='%s'XYZ to RGBXZXZ Scale ModeXZY EulerXZY Rotation Order - prone to Gimbal LockXform OpsXiph.Org Ogg ContainerXiph.Org Vorbis CodecXvidYY AngleY Angle SpringY Angle StiffnessY AxisY Axis StiffnessY EndY ForceY ForwardY LocationY LowerY MappingY MaxY MinY NormalY OffsetY PlaneY PositionY RotationY ScaleY Scale ModeY Source AxisY SpringY StartY StiffnessY SubdivisionsY UpY VelocityY axisY axis motionY component of the force fieldY component of the velocity fieldY coordinate of the start positionY coordinate of the voxel in index space, or the minimum Y coordinate of a tileY manualY radius used by Skin modifierY-AxisY-GlobalY-coordinate (screen space) to place the new object underY-offset to parenting pointY-position of marker at frame in screen coordinatesY-position of search at frame relative to marker's positionY:YCCYCbCrYCbCr (ITU 601)YCbCr (ITU 709)YCbCr (JPEG)YCbCr (Y - luma, Cb - blue-difference chroma, Cr - red-difference chroma) color spaceYCbCr Key ChannelYCbCr Limit ChannelYCbCr color spaceYUVYUV (Y - luma, U V - chroma) color spaceYUV Key ChannelYUV Limit ChannelYXZ EulerYXZ Rotation Order - prone to Gimbal LockYZX EulerYZX Rotation Order - prone to Gimbal LockYardsYellow-BlueYesterdayYou can adjust this later from "System" preferences.You have to select a string of connected vertices tooYou must select a rig type to create a sample ofYou need at least 2 keys to the left side of the selectionYou need at least 2 keys to the right side of the selectionYou should have active texture to use multires bakerZZ AngleZ Angle SpringZ Angle StiffnessZ AxisZ Axis CorrectionZ Axis StiffnessZ DirectionZ ForceZ ForwardZ LocationZ LowerZ MappingZ MinZ NormalZ PlaneZ RotationZ ScaleZ Source AxisZ SpringZ StiffnessZ UpZ VelocityZ axisZ axis correctionZ axis correction (toggle)Z component of the force fieldZ component of the velocity fieldZ coordinate of the voxel in index space, or the minimum Z coordinate of a tileZ manualZ, Index, normal, UV and vector passes are only affected by surfaces with alpha transparency equal to or higher than this thresholdZ-AxisZ-BufferZ-GlobalZ-ScaleZ-UpZ-axis handle offset for end of the B-Bone's curve, adjusts curvatureZ-axis handle offset for start of the B-Bone's curve, adjusts curvatureZ-offset of texture mappingZ:ZIPZIP packaged incorrectly; __init__.py should be in a directory, not at top-levelZIPSZXZXY EulerZXY Rotation Order - prone to Gimbal LockZYX EulerZYX Rotation Order - prone to Gimbal LockZenith - Angle from the ground planeZero WeightsZero centered coordinates normalizes along the larger dimension for uniform scalingZero normal givenZero scale cannot be solvedZero voxel size cannot be solvedZeroes package versions, useful for development - to test upgradingZipZone Output Node IDZone output node that this input node is paired withZoomZoom AxisZoom Factor XZoom Factor YZoom InfluenceZoom KeyframesZoom MethodZoom OutZoom PathZoom SecondsZoom StyleZoom by pulling the 3D Mouse cap upwards or pushing the cap downwardsZoom directionZoom factorZoom factor in camera viewZoom factor, values higher than 1.0 zoom in, lower values zoom outZoom inZoom in and out as if you are scaling the view, mouse movements relative to centerZoom in and out based on horizontal mouse movementZoom in and out based on mouse movement along the set Zoom AxisZoom in and out based on vertical mouse movementZoom in the image (centered around 2D cursor)Zoom in the viewZoom in the view to the nearest item contained in the borderZoom in the view to the nearest object contained in the borderZoom in towards the mouse pointer's position in the 3D view, rather than the 2D window centerZoom in/out in the viewZoom in/out the background imageZoom in/out the imageZoom in/out the viewZoom outZoom out the image (centered around 2D cursor)Zoom out the viewZoom percentageZoom preview to fit in the areaZoom ratio, 1.0 is 1:1, higher is zoomed in, lower is zoomed outZoom the sequencer on the selected stripsZoom to FitZoom to Frame TypeZoom to Mouse Position[Action Stash][E] - Disable overshoot[E] - Enable overshoot[Shift] - Precision active`Collection.bones` is not available in armature edit modealong %s Xalong %s Yalong %s Zalong Xalong Yalong Zalong local Zand AMD Adrenalin driver %s or newerand NVIDIA driver version %s or newerand ROCm HIP Runtime %s or newerand Windows driver version %s or newerannotationsarccos(A)arcsin(A)arctan(A)armaturesattributesbItascblender defaultblender:hlg_rec2020_display_203nitsblender:pq_rec2020_display_203nitsbrushesbytescache_filescameracamerascategoryclipboardcollectionscolor pickercolor_index is invalidconstructive modifiercontext "window" is Nonecos(A)cosh(A)cursorcurvescustomdbl-drag-exp(A)fBMfilesfontsfps: %.2ffps: %igimbalgizmosglTFglTF 2.0glTF 2.0 formatglTF AnimationsglTF Binary (.glb)glTF Embedded (.gltf)glTF Material VariantsglTF Separate (.gltf + .bin + textures)glTF VariantsglTFpack file pathglobalgltfpackgrease_pencilshair_curvesiScaleiTaSCin memory to enable editing!industry compatible datalatticesleftlibrarieslightprobeslightslinestyleslink_placeholderslocallocking %s Xlocking %s Ylocking %s Zmasksmaterialsmatricesmeshesmetaballsmicrophonemmmovieclipsmulti-res modifiernamenetworkno gizmosno matricesno positionsnode_groupsnon-triangle facenormalobject_colorobjectsoneAPIor AMD Radeon Pro %s driver or neweror AMD driver version %s or newerotherwise it should be avoided.p0paint_curvespalettesparentparticlesperformance impact!pivot_positionpointcloudspoll failedpositionspxreadreduce the effect of the above optionsremoveresrightsRGBsRGB IEC 61966-2-1 compound (piece-wise) encodingsRGB display space with Filmic view transformsaved as a new, regular file.screenscreensshape_keyssin(A)sin(x) / xsinh(A)soundsspeakerssqrt(x*x+y*y+z*z)tan(A)tanh(A)template_popup_confirm used outside of a popuptextstexturesunable to load movie clipunable to load textunable to open the fileunknown error reading fileunknown error statting fileunknown error writing fileunsupported font formatunsupported formatunsupported image formatunsupported movie clip formatuv_on_emitter() requires a modifier from an evaluated objectviewvolumeswindow_managerswith an older Blender version?wmOwnerID '%s' not in workspace '%s'workspacesworldswritey = (Ax + B){:.4g} fps{:d} F-Curve(s) are not keyframeable. They might be locked or sampled.{:d} MB{:d} fluid particles for this frame{:d} image(s) converted to mesh plane(s){:d} nodes are selected, but this operator can only work on {:d}.{:s} • {:s} toggles snap while dragging • {:s} toggles dragging from the center • {:s} toggles fixed aspect{:s} (Global){:s} (unavailable){:s} ({:s} available){:s} is not supported{:s} → {:s}{:s}: {:s}{} ({} on disk){} ({} packed){} Frames @ {} FPS{} does not exist{} does not seem to be part of a sequence{} seconds{} strip(s) successfully had {} keyframes removed|%i linked library object(s)|%i multiuser armature object(s)× (Ax + B)• Windows on ARM requires driver 31.0.112.0 or higher←↑→↓⏭⏮⏯⏹Project-Id-Version: Blender 5.1.0 Beta (b'5a04f1d246f1') Report-Msgid-Bugs-To: POT-Creation-Date: 2026-03-11 11:01+0000 PO-Revision-Date: 2026-03-11 11:01+0000 Last-Translator: Alexandr Fatih Language-Team: Russian Language: ru MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Plural-Forms: nplurals=4; plural=(n%10==1 && n%100!=11 ? 0 : n%10>=2 && n%10<=4 && (n%100<12 || n%100>14) ? 1 : n%10==0 || (n%10>=5 && n%10<=9) || (n%100>=11 && n%100<=14)? 2 : 3); X-Generator: Weblate 5.15.2 Всплывающая панель для добавления дополнительных параметров, которые не помещаются в заголовок настроек инструмента Определение контекстного меню для элементов списка ПИ. Скрипты могут добавлять/вставлять в начало для добавления собственных операторов в контекстное меню. Однако они должны проверять контекст, поэтому их элементы отображаются только в допустимом контексте и в соответствующем списке интерфейса. Определение контекстного меню кнопки ПИ. Скрипты могут добавлять/предварять это для добавления собственных операторов в контекстное меню. Однако они должны проверять контекст, чтобы их элементы отображались только в допустимом контексте и для правильных кнопок. Фильтровать по имени %s или новее С автоматическими весами С пустыми группами С весами обёртки - версия intel-level-zero-gpu или intel-compute-runtime - загрузчик нулевого уровня oneAPI • "{}": (Обрезано) (Устарело) (Локальный) (восстановлено) (не оптимизировано для производительности) (Предпросмотр) (дельта) (не установлено) Материалы, Названный атрибут Названные атрибуты Настройки Пропорциональный размер: %.2f RGB 8 бит/канал RGB нецелочисленное RGBA 8 бит/канал RGBA нецелочисленное Трафарет, Текстуры (или связанные), UV, вдоль оси X, %s вдоль оси Y, %s вдоль оси Z, %s вдоль оси X вдоль оси Y с фиксацией по оси X, %s с фиксацией по оси Y, %s с фиксацией по оси Z, %s | Ctrl - Удержание: для инкрементов | Объектов:%s/%s | [Ctrl] - Активировать инкременты"%s" использует действие "%s", которое не имеет слота с идентификатором "%s" или "%s". Вручную назначьте правильный слот действия для "%s".Свойство «%s» не может быть анимированоАтрибут "{}" из геометрии"{}" из {}%d элементов «%s» отражено%d элементов «%s» отражено, %d не удалось отразить%d уже симметрично, %d пар отражено%d уже симметрично, %d пар отражено, %d не удалось%d шт. костей выровнены относительно кости "%s"%d кривую(-ые, -ых) не удалось разделить%d кривых не удалось создать сегментыВставлено датаблоков: %dНайдено %d дубликатов в %d меше(-ах), симметрия может быть неполной%d нецелочисленных каналов%d изобр. подлежит сохранению в %s%d элементов%d библиотек и %d связанных блоков данных отсутствуют (включая %d ОбъектныхДанных), подробности см. в информационном редакторе и в аутлайнере%d библиотек имеют переопределения, требующие повторной синхронизации (автоматическая повторная синхронизация за %.0fm%.2fs), подробности см. в информационном редактореДля Безье требуется ещё %d строк(и, а) по %sДля Безье требуется ещё %d точка(-и, -ек)%d новых уровней перестроеноВставлено %d объектовУ %d объектов успешно удалено %d ключевых кадров%d из %d каналов вращения были отфильтрованы (подробности см. в информационном окне)%d дорожек-секвенций не были прочитаны, поскольку они находились в канале, бо́льшем, чем %d%d дорожек вставленоВеса ограничены для %d шт. вершин%d × %d%d × %d, %d × %s: %.4f мс, в среднем: %.8f мсЗакэшировано %i ячеек + высокое разрешениеЗакэшировано %i ячеек%i блоки данных больше не являются ассетами%i блоки данных теперь являются ассетами%i кадров найдено!%i кадров на дискеНеотцентрированных объектов: %i, изменено %i:%i точек найдено!%s: "%s"%s "%s" относится к категории "%s"%s "%s" не находится в главной базе данных и поэтому не может быть удалён из неё%s "%s" слишком длинный, максимальная длина %d%s "%s" не должно нигде использоваться, чтобы можно было удалить, найдено пользователей:%d (попробуйте удалить с do_unlink=True)%s "%s" не найден%s "%s", bl_idname "%s" %s%s "%s", bl_idname "%s" не может быть снято с регистрации%s "%s", bl_idname "%s" был зарегистрирован ранее, отмена регистрации предыдущегоКэш %s объекта %s не может быть прочитан, так как он использует устаревший метод сжатия. Необходимо удалить кэши и выполнить повторное запекание.%s уже в %s%s тип области не поддерживает гизмо%s содержит шейдер объёма, который может потребоваться преобразовать в объект (см. панель объёма мира)%s не может быть выведен из режима редактирования, поэтому не может быть экспортирован%s кадров в памяти (%s)%s в %s не может быть выведен из режима редактирования, поэтому не может быть экспортирован%s не является папкой%s несовместим ни с одной опцией 'обновления'%s несовместим с указанными параметрами 'обновления'%s не поддерживается для объектов "%s"%s не поддерживается, укажите кость, позовую кость или кость редактирования%s связан с %s%s перемещён в %s%s не найден%s родительский элемент "%s" для "%s" не найден%s%s, %s%s, кэш устарел!%s, не точно с кадра %i%s: %.*s%s: %.*s Положение: %s:%d%s: %s%s: Невозможно скопировать %s. Исходный и конечный пути совпадают%s: Невозможно сгенерировать путь к папке текстур для анонимного контейнера%s: Невозможно получить или определить правильный путь к контейнеру%s: Невозможно открыть ассет назначения %s для записи%s: Невозможно открыть исходный ассет %s%s: Невозможно определить путь %s%s: Невозможно определить путь %s для записи%s: Невозможно записать в ассет %s: %s%s: Не удалось добавить кость для сустава %s%s: Не удалось закрыть ассет назначения %s%s: Не удалось рассчитать трансформацию геометрической привязки для %s%s: Не удалось скопировать файл %s в %s%s: Не удалось создать шейдер USD для UV-карты%s: Не удалось создать шейдер USD для узла сопоставления%s: Не удалось создать папку для импорта текстур %s%s: Не удалось определить имя файла относительно пакета из пути %s%s: Не удалось найти общего предка Xформацию для скинированного примитива %s и скелета %s для преобразования в корень скелета USD (SkelRoot). Это можно исправить, установив корневой примитив в параметрах экспорта%s: Не удалось найти объект-арматуру, соответствующий USD-скелету %s%s: Не удалось получить цели-формы смешения для примитива %s%s: Не удалось получить смещения для формы смешивания %s%s: Не удалось получить контейнер для примитива %s%s: Не удалось получить трансформации привязки мира для скелета %s%s: Не удалось сделать запрос скелета %s%s: Не удалось разделить шаблон UDIM %s%s: Ошибка создания данных по группе деформации для меша %s%s: Ошибка записи в ассет назначения %s%s: Ошибка: не удалось получить входной сокет %s для ноды %s%s: Несоответствие размеров между весами (влияниями) сустава и идентификаторами элементов соединения для примитива %s%s: Несоответствие размеров между весами сустава и идентификаторами сустава для примитива %s%s: Соединения имеют неожиданный размер для постоянной интерполяции примитива %s%s: Веса суставов неожиданного размера для интерполяции вершин для первичного %s%s: Несоответствие между количеством связанных Xформаций и количеством суставов в скелете %s%s: Несоответствие в количестве костей и суставов для скелета %s%s: Нет смещений для формы смешивания %s%s: Нулевой буфер для исходного ассета %s%s: Количество трансформаций привязки не соответствует количеству суставов скелета %s%s: Количество форм смешивания не соответствует количеству целей-форм смешивания для примитива %s%s: Количество смещений больше чем количество вершин меша для смешанной формы %s%s: Путь к папке импорта текстур пуст, не удалось импортировать %s%s: Несоответствие размера между топологией и порядком сочленений для скелета %s%s: USD массив порядка сочленений содержит недопустимые или повторяющиеся пути для скелета %s%s: Неожиданный тип %s интерполяции весов сустава для примитива %s%s: Не будет копировать исходный ассет нулевого размера %s%s: Не перезапишет существующий ассет %s%s: невозможно назначить встроенный идентификатор для свойства ID (IDProperty)%s: ожидался тип %s, а не %s%s: ожидаемый тип идентификатора, а не %s%s: не удалось выделить буфер видеофрагмента "%s"%s: не удалось загрузить "%s"%s: папка импорта относительна, но путь к blend-файлу пуст. Сохраните blend-файл перед импортом USD или укажите абсолютный путь к папке импорта. Невозможно импортировать %s%s: некорректные размеры для частичной копии "%s"%s: нет комбинированного прохода для рендер-слоя "%s"%sДействие%sИдентификатор является слишком длинным, максимальная длина -- %d%sНедопустимый символ в позиции %d%sДолжен содержать 1 символ "."%u объект(ов) скрыт(о)Слой "%s" заблокирован"%s" не содержит "%s" с префиксом и суффиксом"%s" не имеет буквенно-цифрового суффикса"%s" не имеет буквенно-цифрового префикса в верхнем регистреПуть "%s" для системы неверен, изменён на "%s""%s" это неверный путь к файлу библиотеки"%s" не подлежит редактированию"%s" имеет тип, который не может быть ассетом"%s": невозможно использовать файл как библиотеку"%s": не библиотека"%s": ничего не указаноОграничители 'CTRL:...' переносятся на управляющую кость.Ограничители 'DEF:...' переносятся на деформирующую кость.'Совмещение (integrate)' действительно только для меш-объектов'Интегрировать' несовпадение вершин исходного мешаДля 'Совмещения (integrate)' требуются граниУзел FBX 'LimbNode', обычное сочленение между двумя костями...Узел FBX "Null", схоже с пустышками в Blender'е (по умолчанию)Узел FBX 'Root', считается за корень цепочки костей...'Сжать/разжать' меши поддерживается только в режиме редактирования«Вязкость» внутри цели столкновения"Ширина" лучей (особенно полезно при трассировке лучей от вершин или рёбер)'from_space' "%s" недопустимо, если не указано пользовательское пространство!'from_space' "%s" не является допустимым, если не задана позовая кость!'show_locked_time' не поддерживается для редактора "%s"'to_space' "%s" недопустимо, если не указано пользовательское пространство!'to_space' "%s" не является допустимым, если не задана позовая кость!(постоянно)Переключить или инвертировать выбор всех языков для операторов обновления переводов (файлов i18n)Установить/снять выделение для всегоУстановить/снять выделение со всех контрольных точекВыделить или снять выделение всех нодУстановить/снять выделение всех ключей частицВыделить/снять выделение со всех точекУстановить/снять выделение всех точек, принадлежащих кривой под курсором мышкиУстановить или снять выделение со всех вершин, связанных с ребром под курсором мышкиВыделить или снять выделение для вершин, рёбер или гранейУстановить/снять выделение для всех видимых штриховСнять выделение/выделить кости под курсором мышки, связанные родительскими/дочерними связямиПереключить выделение первой видимой части каждого элемента NURBSПереключить выделение последней видимой части каждого элемента NURBSСнять выделение/выделение первой и последней точки каждого штриха(Устарело) Слой UV-координат в блоке данных меша(ТОЛЬКО ДЛЯ ОПЫТНЫХ ПОЛЬЗОВАТЕЛЕЙ) Относительные положения суставов вдоль цепи в процентах(Геометрия)(обр. кв. корень)(Ключ) (Слой)(линейно)(Минимум+Максимум)/2 * размер сферы(Быстрый доступ: Shift+W)(случайно)(кв. корень)(остро)(Shift-нажатие мышки/перетащить, чтобы выделить несколько)(гладко)(сферически)Установить/снять отметку выделения мест штрихов в Freestyle на выделенные рёбраУстановить/снять пометку шва с выделенных рёберУстановить/снять пометку остроты с выделенных рёберУстановить/снять отметку выделения мест штрихов в Freestyle на выделенные грани(Неназначенные)(Не сохранено)(Предпросмотр)(пусто)(недокументированый оператор)(x²+y²+z²)({:s} на кости {:s})* Изображение* Пути отсутствуют *+ Ключевые кадры без группы+X+X на −X+Y+Y Вверх+Y на −Y+Z+Z на −Z, %.2f кадров/с, %d нецелочисленных каналов, %s, Ctrl: Штрих, Shift: Заполнить, Shift+Ctrl: Оба, RGB 8 бит/канал, RGB нецелочисленное, RGBA 8 бит/канал, RGBA нецелочисленное, невозможно создать траекторию из одного кадра, не удалось, ошибка загрузки, некоторые действия не увенчались успехом- использование диапазона кадров сцены- активно запекание всех объектов- сэмплинг активен-A−XОсь −XВперёд по −X-X ВращениеВверх по −XВручную по -X−X на +X−YОсь −YВперёд по −Y-Y ВращениеВверх по −YВручную по -Y−Y на +Y−ZОсь −ZВперёд по −Z-Z ВращениеВверх по −ZВручную по -Z−Z на +Z.blend-файлыИндекс сэмплов для начала рендеринга - начиная с "0"01 — цветовой набор темы02 — цветовой набор темы03 — цветовой набор темы04 — цветовой набор темы05 — цветовой набор темы06 — цветовой набор темы07 — цветовой набор темы08 — цветовой набор темы09 — цветовой набор темы1 / квадратный корень из A1 GB"1" если (A == B) в пределах допуска C иначе "0"1 если AB, иначе 01 дюйм1/1.8 дюйма1/2.3 дюйма1/2.5 дюйма1/2.7 дюйма1/3.2 дюйма10 — цветовой набор темы10 сантиметров10 грамм10 метров10-битные цветовые каналы100 Килограмм100 метров1024 сэмплов1024 пикс11 — цветовой набор темы11 сэмплов12 — цветовой набор темы12-битные цветовые каналы128 МБ128 пикс13 — цветовой набор темы14 — цветовой набор темы14:9 в 16:915 — цветовой набор темы16 — цветовой набор темы16 МБ16 сэмплов16 пикс16-бит со знаком16-битные цветовые каналы16-битные цветовые каналы. Проходы данных, такие как глубина, будут по-прежнему сохраняться с использованием полной 32-битной точности.16-битное со знаком16-битный целочисленный вектор со знаком16384 сэмплов16:916×17 — цветовой набор темы18 — цветовой набор темы180 градусов19 — цветовой набор темы192 кГцСтандарт CIE XYZ 1931 года с предполагаемой точкой белого источника света E1931 CIE XYZ с адаптированной точкой белого источника света D651:11:161:21:41:8Полулагранжевый метод 1-го порядка. Быстрый, но менее точный, подходит для простой адвекции1×2/3 дюйма20 — цветовой набор темы2048 сэмплов2048 пикс24-бит со знаком24-битное со знаком256 МБ256 сэмплов256 пикс270 градусов2D2D 16-битных целых чисел2D-Вектор 16-битных целых чиселАтрибут 2D-вектора 16-битных целых чиселЗначение атрибута 2D-вектора 16-битных целых чисел2D-КурсорПоложение 2D-курсора2D-Вектор целых чиселАтрибут двухмерного целочисленного вектораЗначение атрибута 2D-вектора целых чисел2D-Слои2D-Длина2D-Смещение2D-Смещение для деформации2D-Вращение для деформации2D-Масштаб для деформации2D-СтабилизацияСтабилизированный 2D клип2D-Текстуры2D-Трансформация2D-ВекторЗначение 2D-вектораЗначение 2D-вектора в атрибуте геометрииМинимальный интервал между линиями сетки в 2D-видеX-Координата абсолютного центра вращения на плоскостиY-Координата абсолютного центра вращения на плоскостиПоложение 2D-курсора для этого вида2D-Векторное действие с плавающей запятой, представляющее джойстик или трекпад2D-Стабилизация на основе отслеживающих маркеров2D-Значение в атрибуте геометрии2D-Вектор2D-Вектор чисел с плавающей запятой2D-Вид региона2D-AнимацияИнтегрирование по средней точке второго порядка. В большинстве случаев обеспечивает хороший баланс между скоростью и точностью2×3 вершины3 стороны32 МБ32 сэмпла32 пикс32-бит нецелое32-бит со знаком32-битные цветовые каналы32-бита с плавающей запятой32-битное целое32-битный со знаком32-битный целочисленный вектор со знаком32768 сэмплов3D3D-Курсор3D-Кривые3D-Вектор с плавающей запятой3D-Векторное поле с плавающей запятойЛокальный 3D-вид 3D-Положение3D-МаркерыРежим навигации 3D-мышкойНастройки 3D-мышки3D-Положение3D-РегионЗначение 3D-вектора3D-Вид3D-Вид Настройки наложений 3D-видаРегион 3D-видаНастройки затенения 3D-видаПространство 3D-видаПривязать центр 3D-вида к положению курсораПривязать центр 3D-вида к положению этой костиПривязать центр 3D-вида к положению этого объектаДальнее расстояние отсечения 3D-видаБлижнее расстояние отсечения 3D-вида (только в перспективном режиме)Данные региона 3D-видаДанные пространства 3D-вида3D-ВьюпортОси 3D-вьюпорта3D двойной вектор3D нецелочисленный вектор3D целочисленный векторДействие 3D-позы, представляющее положение и вращение контроллера3D-Регион для этого пространства. Когда пространство находится в четырёхвидовом просмотре, область камеры3D-Области (третья определяет настройки 4-видового просмотра, четвертая та же, что и 'region_3d')3D-Вращение3D-ВекторСокет ноды для 3D-вектораТрёхмерный нецелочисленный вектор3D-Вид находится на экваторе3D-Вид находится на полюсахСетка 3D-объёмаСетки 3D-объёмаМетод Рунге-Кутты 3-го порядка. Более высокая точность при умеренных вычислительных затратахМатрица кости 3×34 каналаМатрица float 4 на 44-канальный объёмный звук4 стороны4096 сэмплов4096 пикс44.1 кГц48 кГц4:3 в 16:94K DCI 2160p4K UHDTV 2160p4K UW 1600p4LМетод Рунге-Кутты 4-го порядка. Одношаговый метод с наивысшей точностью, но более медленныйМатрица 4x4 с плавающей запятойМатрица 4x4Атрибут-матрица 4x4Тип данных "матрица 4x4", влияет на трансформацию4×Матрица кости 4×4 по отношению к арматуреМатрица 4×4 каналов положения/вращения/масштаба кости (включая анимацию и драйверы) и влияние ограничителей кости5 каналов5 сэмплов5-канальный объёмный звук5 сторон5.1 объёмный5.1 объёмный звук512 МБ512 сэмплов512 пикс6 сторон6.1 объёмный6.1 объёмный звук64 МБ64 пикс64-бит нецелое64-бита с плавающей запятой64-битное целое число7 сторон7.1 объёмный7.1 объёмный звук8 сэмплов8 пикс8 сторон8-битное целое числоЗначение 8-битного целого числаАтрибут 8-битного целого числа8-битное целое значение атрибута8-бит без знака8-битные цветовые каналы8-битное без знака8-битное значение в атрибуте геометрии8192 сэмплов8×90 градусов96 кГц:: Переключить ребро<Никаких действий><Нет ID-указателя><Нет ID><Неизвестный модификатор><неверно><нет пути>AA · BA * B + CA + BA − BA / BБазовая контрастностьЧёрно-белый эффектРисунок Grease PencilКлючевой кадр Grease PencilВысокая контрастностьНизкая контрастностьСредне-высокая контрастностьСредне-низкая контрастностьУ меша нет UV-координатОчень высокая контрастностьОчень низкая контрастностьПоза разбивки, например, для перемещения между ключевыми позамиКэш, хранящий проверенные значения msgid, для исключения повторной проверки синтаксисаСлой поверхности холстаЦент равен одной сотой полутона.Пакет каналов для этого слота уже существуетКруговая палитра оттенка/насыщенности с ползунком яркостиКруговая палитра оттенка/насыщенности с ползунком значенияКоллекция F-кривых для анимацииКоллекция объектов, на основе которой выбираются места для штриховКоллекция каналов поз, включающая настройки анимированных костейПалитра цветов задана пользователем, а палитра темы не используетсяВыбор цветаЦветовое пространство вида или отображения не найдено, что, вероятно, означает отсутствие конфигурации OpenColorIO, используемой для создания этого blend-файлаКонтейнер, ссылающийся на существующее действиеУгол, соединённый с гранью, выбранной по индексу сортировкиУгол грани, выбранный по индексу сортировкиУгол вводного ребра в порядке "обмотки" его грани, выбранный индексом сортировкиA × BКубический меш, охватывающая входную геометриюКривая создаётся для каждой отдельной ID группы. Все точки с одинаковым идентификатором помещаются в одну и ту же кривуюОбрезка в конце каждого профиля перед пересечениемОбрезка на конце каждого профиля перед пересечениемЗатемнение с эффектом насыщенности цветовЗначение блока данныхОписание ассета, показываемое пользователюРасстояние между двумя точкамиРасстояние между двумя точками, в частности представляющее собой значение диаметраРасстояние на экранеРасстояние на экране, в частности, представляющее собой значение диаметраA ⋅ BКоэффициент между "0.0" и "1.0"Файл является слишком большим для упаковки (>2 ГБ).Файл, просматриваемый в браузере файловЗаполнитель или запечённый ключевой кадр для особых задачКлюч, автоматически сгенерированный инструментом, а не созданный вручнуюКлючевой кадр, являющийся частью удерживаемых движенийСлой не может иметь более одной дорожкиСписок работающих в настоящее время модальных операторовСписок модулей стиля (применяются сверху-вниз)Отступ для предотвращения резкого окончания штрихов у края изображенияМасса, согласно настройкам единиц измерения сценыПохожая на меш поверхность, обтягивающая все вершины (наиболее эффективна при малом количестве вершин)Фильтр умеренной резкостиБолее физически точный решательА умноженная на масштабМножитель для кванта времени в физике ("1.0" означает 1 кадр = 1/25 секунды)Множитель к размеру частиц-потомковУзкая горизонтальная область мешает этой операцииУзкая вертикальная область мешает этой операцииФункции передана поверхность столкновения невыпуклой формы, используйте только выпуклые поверхности столкновенийПримечание относительно устареванияЧисло от 0 (внутри) до 1 (снаружи), определяющее относительное положение толщины штриховКоличество шагов определяется сегментамиЧисло, которое определяет, какое подмножество действия будет рассматриваться для этого ограничения действияЧисло, которое определяет, какое подмножество (поднабор) действия будет считаться относящимся для этой НЛА-дорожкиЧисло, которое определяет, какое подмножество действия будет считаться для этого блока данныхПроцент от 0 до 100Пиксель будет виден на рендере, только если значение альфа-канала выше этого порогаТочка для каждого активного вокселя или тайла в сеткеТочка кривой, выбранная по индексу сортировкиТочка на плоскостиA в степени BA в степени B, pow(A,B)Для каждого члена роя выбирается случайное правилоСлучайная вариация для эффекта шумаТребуется перезапуск Blender'аЗначение вращения, указанное в радианахУникальный идентификатор для всего сеанса для блока данных, который остаётся неизменным при переименованиях и внутренних перераспределениях по местоположению, а также при перезагрузке файлаКраткое описание USD-крюкаКраткое описание набора ключейОтдельный контейнер для контента в секвенсоре видеоОдна кривая из блока данных кривыхЕдиничное значение с плавающей запятойОдно целое числоОрганизационный инструмент с одним разветвителем, поддерживающий один вход и несколько выходовМеньшее значение "коэффициента постоянной передачи данных" (CRF) обеспечивает более высокое качество видео, но с этим и бо́льший размер файла. Диапазон допустимых значений CRF зависит от используемого кодека.Квадрат, отображающий оттенок и насыщенность с ползунком значенияКвадрат, отображающий оттенок и значение с ползунком насыщенностиКвадрат, отображающий насыщенность и значение с ползунком оттенкаЛучше всего подойдет прямая поза покоя.Строка, которая отображается скрытой ('********')Строковое значениеИстинное или ложное значениеСуществует ли действительный режим редактированияЗначение, которое является относительным к размеру изображения и которое необходимо преобразовать в пикселиСлабая ссылка на соответствующий ассет кисти, используемая, например, для восстановления последней использованной кисти при загрузке файлаAACAC3Выходное преобразование ACES 1.0 для видео SDR D65, ограниченное цветовой гаммой Rec.709ACES 1.3ACES 1.3 - HDR 1000 нитACES 1.3 - HDR 2000 нитACES 1.3 - HDR 4000 нитACES 1.3 - SDRACES 1.3 sRGBВыходное преобразование ACES 2 для SDR Rec709 с пиковой яркостью в 100 нит (кд/м²)ACES 2.0ACES 2.0 - HDR 1000 нитACES 2.0 - HDR 2000 нитACES 2.0 - HDR 4000 нитACES 2.0 - HDR 500 нитACES 2.0 - SDRACES 2.0 sRGBПространство цветокоррекции ACES с изгибом в своей нижней части кривой, с использованием основных цветов AP1.Пространство цветокоррекции ACES с использованием основных цветов AP1.ACES2065-1ACESccACEScctACEScgОООтражений ОООтражений ОО на рендереРасстояние ООКоэффициент ООРасстояние окружающей окклюзии, используемое для примерного глобального освещения ("0" означает использование мировых настроек)AOVВывод AOVAOV не найдены в слое визуализации "%s"Определён в APIAPICAPS-CAPS-C (Canon)APS-H (Canon)Цветовая коррекция по стандарту ASC-CDLASCIIФайлы в формате ASCII FBX не поддерживаются %rФормат ASCIIAV1AVIAVIF (.avif)AVX2Область AZoneПолный экран AZone4 вида AZoneРегион AZoneАбхазский - Аԥсуа бызшәаО программеВышеВыше выделенногоНад поверхностьюВыше порогаАбсолютноАбсолютная 2D-точкаАбсолютная прозрачностьАбсолютные координатыАбсолютная плотностьАбсолютный кадрПривязка по абсолютной сеткеАбсолютные наборы ключейАбсолютные наборы ключей для этой сценыАбсолютное положениеРежим абсолютаАбсолютное смещениеАбсолютное время для путиАбсолютный предел разрешенияПривязка по абсолютной сеткеПривязка по абсолютному времениАбсолютное отслеживаниеАбсолютная длина, добавляемая к концу каждого штрихаАбсолютная длина, добавляемая к началу каждого штрихаАбсолютный размер сферы или множитель, если нет ручной регулировкиАбсолютные размеры габаритной рамки нодыАбсолютные размеры габаритного контейнера объекта. Предупреждение: назначение ему или его членам несколько раз подряд не будет работать правильно, так как для этого требуются актуальные оценённые данныеАбсолютное выравнивание по сетке при перемещении (на основе центра вращения)Абсолютный путь к файлу .blend, содержащему этот ассетАбсолютный путь к .blend-файлу, содержащему данный ассет, расширенный за счет пути ассета внутри файлаАбсолютная толщина для применения вездеАбсолютное выравнивание времени при трансформации ключевых кадровПоглощает свет при его прохождении через объёмПоглощениеКоэффициент поглощенияКоэффициенты поглощенияЦвет поглощенияУскорениеСтруктура ускоренияАкцентный режимДоступные названные атрибуты:Специальные возможностиНакоплениеНакопитель полейНакапливать сэмплы путём перепроецирования последних результатов трассировкиНакапливать штриховые следы друг на другеТочностьТочность атакиТочность эффекта размытияТочность положений вершин; чем ниже, тем быстрее, но менее точноТочноТочные, но более медленные вариацииАкрилДействие при нажатииДействиеAФрагмент действияАктивный трекBК предыдущемуДанные запеканияС отскокамиПереносВстроенная функцияБезьеКруговаяПостояннаяКубическаяЦикличностьДинамические эффектыОслабление (по силе)УпругаяОболочкаЭкспоненциальнаяЭкстремумСгенерироватьГенераторИнтерполяцияНедействительноКолебаниеКлючевой кадрПределыЛинейнаяМетаУдержание движенияСоздатьНовый тип интерполяцииНовый тип ключевых кадровШумОбъектТолько в активнуюПозаКвадратичнаяЧетвёртой степениПятой степениСинусоидальнаяСглаживаниеСглаживание (по Гауссу)Аудио фрагментСтупенчатостьСтупенчатая интерполяцияТрекПереходТипДействие "%s" не будет сохранено, создайте фиктивного пользователя или используйте функцию размещения в стеке НЛА для сохраненияСмеше́ние действийФрагмент действияОграничитель действияРедактор действийКадр окончания действияЭкстраполяция действийФильтр действийГруппа действийГруппа действий, к которой принадлежит эта F-криваяВоздействие действияСлой действияСлои действийКарты действийМаркеры позы действияСюжетно важная областьНабор действийНастройка действия, активация которой произведёт её запуск в качестве корректирующего действияСлот действияРучка слота действияСлоты действийКадр начала действияДорожка действияДорожки действийДатаблоки действийОбласть выполнения действия для первой входной осиОбласть выполнения действия для второй входной осиГруппа действий развёрнута везде, кроме редактора графовГруппа действий развёрнута в редакторе графовГруппа действий заблокированаГруппа действий отключенаГруппа действий выделенаДействие не содержит данных, невозможно отобразить предварительный просмотрДействие не подлежит редактированиюДействие отсутствует в спискеДействие, на которое ссылается эта дорожкаСлот действияОтображаемые имена слотов действий не могут быть пустымиИдентификаторы слотов действий должны содержать не менее трёх символовДействие, выполняемое при выполнении штрихаДействие, применяемое к ригу через ограничителиДействие для заполнения промежутков перед диапазоном активного действия (при расчёте с НЛА)Действие, заполняющее пустоты между дорожкамиТип действияДействие по нажатию пробелаДействия по нажатию тильдыДействие при перетаскивании с Alt-СКМ в 3D-вьюпортеДействие при перетаскивании во вьюпортеДействие(-я)Действие+Слот уже размещеныКартаДействий (ActionMap) "%s" не может быть удаленаНазначениеКартыДействий "%s" не может быть удалено из "%s"ЭлементКартыДействий (ActionMapItem) "%s" не может быть удалён из "%s"ДействияДействия для этой арматуры будут уничтожены при задании новой позы покоя, поскольку старые трансформации создавались относительно старой позы покояАктивировать GizmoОператор активацииАктивировать ассет кисти в качестве текущего инструмента для лепки и рисованияАктивировать действия немедленноАктивировать и отобразить ноды того же типа, друг за другомАктивация или деактивация элементаАктивировать выделенный элемент в представленииАктивировать выделенную ноду "Предпросмотр (viewer)" в геометрических нодах и нодах компо́зитораАктивировать некоторые круговые меню при перетаскивании, позволяя нажатию той же клавиши иметь вторичное действие. • Нажатие Tab в 3D-виде переключает режим редактирования, перетаскивание для меню режимов. • Нажатие Z в 3D-виде переключает каркас, перетаскивание для режимов рисования. • Нажатие тильды в 3D-виде для навигации от первого лица, перетаскивание для осей видаАктивировать модификатор для использования в качестве контекстаАктивировать модификатор дорожки для использования в качестве контекстаАктивировать инструмент для редакторов, которые поддерживают инструментыАктивировать/выделить файлы внутри заданного прямоугольникаСобытие активации для устройств, поддерживающих перетаскиваниеАктивныйАктивные AOVИндекс активных AOVАктивное действиеАктивная карта действийАктивное действие для этого датаблокаАктивный аддонАктивный аддон в фильтре аддонов рабочего пространстваАктивная библиотека ассетовАктивный атрибутИндекс активного атрибутаПравило активного рояИндекс правила активного рояИндекс состояния активного рояАктивная костьАктивная закладкаАктивная камераАктивная группа каналовАктивные каналы под курсоромАктивный фрагментАктивировать для клонированияАктивная коллекцияИндекс экспортёра активной коллекцииИндекс активной коллекцииИмя активной коллекцииАктивный цветАктивный атрибут цветаИндекс активного цветаАктивный ограничительИндекс сегмента активной тиреАктивная поверхность динамического рисования, отображаемая в данный моментАктивная редактируемая костьАктивный редакторОбводка активного редактораАктивный элементРепозиторий активного расширенияАктивная F-криваяАктивный модификатор F-кривойАктивная F-кривая не подлежит редактированиюАктивный набор гранейАктивный кадрАктивный слой Grease PencilАктивная группа слоёв Grease PencilИндекс активной сеткиАктивная группаПодсветка активногоАктивная плитка изображенияАктивный индексАктивный экземпляр объектаИндекс объекта активного экземпляраАктивный элементИндекс активного элементаАктивировать конфигурацию клавишАктивный ключевой кадрАктивный набор ключейИндекс активного набора ключейАктивный набор ключей, используемый для вставки/удаления ключевых кадровАктивный языкАктивный слойКоллекция активного слояАктивная группа слоёвИндекс активного слояИндекс маски активного слояАктивная группа освещенияИндекс активной группы освещенияАктивный набор линийИндекс активного набора линийАктивный индекс основного элементаАктивный маркерАктивный материалИндекс активного материалаАктивный материал заблокирован или скрытАктивный модификаторАкт. видеофрагментАктивная видеодорожка, которую можно использовать с ограничителями отслеживания движения или в качестве фонового изображения камерыАктивный НЛА-трекАктивная нодаАктивная заметкаАктивный объектИндекс активного объектаТолько активный объектАктивный ограничитель объектаТолько активнаяАктивный операторАктивный выходИндекс активной рисуемой текстурыАктивная палитраАктивный цвет палитрыКатегория активной панелиОбводка активной панелиАктивная система частицИндекс активной системы частицЦель активной частицыИндекс цели активной частицыИндекс активного путиАктивный трек-плоскостьАктивная точкаАктивный кэш точекАктивный индекс кэша точекАктивный полигонАктивный маркер позыИндекс активного маркера позыОграничитель активного позового каналаАктивная недавняя папкаАктивировать для рендераИндекс цвета активного рендерингаАктивный рендер-видАктивный репозиторийИндекс активного трека вращенияАктивная сценаКоллекции активной сценыАктивный разделАктивный набор выделенияПереопределение активного набораАктивная формаИндекс активной формыАктивный ключ формыИндекс активного ключа формыАктивный слотАктивное сглаживаниеАктивное пространствоАктивный сплайнАктивная дорожкаИмя активной дорожкиТолько активная дорожкаАктивная поверхностьАктивная системная закладкаАктивная системная папкаАктивная таблицаАктивный тегАктивное текстовое полеАктивная текстураИндекс активной текстурыОбласть активной темыИндекс активной плиткиИндекс активного сегмента времениАктивный инструментНастройки активного инструмента и рабочего пространстваАктивные инструментыИндекс активного трекаАктивный UDIMИндекс активной UV-картыАктивный слой UV-картыАктивный слой UV-картыИндекс активной UV-картыАктивная вершинаИндекс активного цвета вершиныАктивный слой цветов вершинАктивная группа вершинИндекс активной группы вершинАктивная группа вершин заблокированаАктивная вершина/ребро/граньИндекс активного видаАктивный слой визуализацииОбъединённые активные действияАктивная библиотека ассетов для отображения в интерфейсе, не используется браузером ассетов ( у которого есть своя собственная активная библиотека ассетов)Активный атрибутИндекс активного атрибута или "-1", когда ни один из них не активенАктивная кистьАктивная кисть не содержит текстур, искажающих границы расширенияАктивная кнопка определена не в скриптах, правка исходного кода невозможнаНе найдено соответствия активной кнопкеАктивная кнопка не найденаАктивная камера не присутствует в этой сценеАктивная камера, используемая в этом виде (при снятии фиксации с активной камеры сцены)Активная камера, используемая при рендеринге сценыАктивный атрибут цвета для отображения и редактированияИндекс атрибута активного цветаАктивный сплайн кривойАктивный редактор не является нодовым редактором.Для запуска оператора активным редактором должен быть нодовый редакторИндексы активного элемента редактируемой геометрии для выполнения инструментаАктивная грань должна быть четырёхугольнойАктивная грань не выделенаАктивный файл в браузере файловАктивная группа заблокирована, операция прерванаАктивный индекс в массиве маски слояАктивный индекс в массиве рендер-видовАктивный индекс в списке экспортёровАктивный индекс в списке сегментовАктивный индекс в массиве плитокАктивный индекс в массиве группы вершинАктивный элементАктивный элемент не является панельюАктивная конфигурация клавиш (пресет)Активная коллекция в этом слое визуализацииАктивный слой этой маскиАктивный слой заблокирован или скрытАктивный слой не подлежит редактированиюАктивный слой файла кэшаОтображаемый активный набор линийАктивный материал, отображаемый в данный моментУ активного меша нет ключей формыАктивная нода в этом деревеАктивная нода должна иметь тип {:s}.Активная нода не должна иметь тип {:s}.Активное дерево нод не содержит ни одной ноды.Активное дерево нод связано с другим blend-файлом.Активный объект не содержит коллекцийВ итоговой трансформации активного объекта имеется одна или несколько осей с нулевым масштабомАктивный объект этого слояАктивный объект имеет отрицательный масштабАктивный объект не имеет действияАктивный объект не имеет модификаторовАктивный объект имеет неравномерный масштабАктивный объект этого объекта отслеживаемых данныхАктивный объект не является объектом Grease PencilАктивный объект не является мешемАктивный объект не является выделенным Grease PencilАктивный объект не является выделенной арматуройАктивный объект не является выделенной кривойАктивный объект не является выделенной кривойАктивный объект не относится в выделенным мешамАктивный объект не является выделенным облаком точекАктивный объект не анимированАктивный объект должен быть источником светаВключить событие повтора клавиши (при удержании клавиши)Активная кривая рисованияАктивная система частиц, которая отображаетсяАктивная трек-плоскость в этом объекте данных отслеживания. Устарело, используйте objects[name].plane_tracks.activeАктивная точка кэша для физической симуляцииАктивная точка маскирующего слояАктивный маркер позы для этого действияАктивный регион не заданАктивный движок рендера поддерживает рендер сферического стереоАктивный слот рендера изображенияАктивный репозиторий отключёнАктивная сцена изменена на "%s"Активная сцена, которая будет редактироваться в окнеАктивная сцена в файлАктивный слот для этого действияАктивный сплайн слоя маскиАктивная дорожка не является дорожкой эффектовАктивная таблица и сохранённое состояние ранее отображаемых таблицОтображаемый активный текстурный слотГизмо активного инструментаАктивный трек этого отслеживаемого объектаАктивный трек в этом объекте данных отслеживания. Устарело, используйте объекты[имя].треки.активный (objects[name].tracks.active)Индекс активного цвета вершиныАктивный слой цветов вершинАктивная группа вершин заблокированаАктивное рабочее пространство и сцена привязываются к этому окнуАктивный экран рабочего пространства для этого окнаАктивное рабочее пространство для этого окнаФактическое расстояниеНастоящий датаблок из .blend-файла (главной базы данных), на основе которого был сгенерирован этот датаблокПодстраивать разрешение и размер при симуляции под размер флюидаАдаптацияАдаптивноАдаптивная компиляцияАдаптивный доменМинимум адаптивных сэмпловАдаптивный рендерПорог адаптивного сэмплированияАдаптивный интервалАдаптивный интервалАдаптивное подразделениеАдаптивный внутрикадровый порогАдаптивные интервалы времениАдаптивно размывать шейдеры глянца после размытых отскоков, чтобы уменьшить зашумлённость за счёт точностиАдаптивное размытие изображения с сохранением чётких краёвПроизводить адаптивное подразделение меша на основе расстояния между ним и камеройАдаптивностьДобавитьДобавить вход "%s"Добавить вход "%s" (Ctrl для добавления панели)Добавить панель "%s"Добавить и заменитьСложение и вычитаниеДобавить -> Арматура -> Мета-Риги Rigify.Добавить 3D векторные значенияДобавить 4 пробела в начале строкиДобавить атрибутДобавить границу вокруг маскиЦвет при добавленииДобавить атрибут цветаДобавить ограничительДобавить контрольную точкуДобавить крипто-слойДобавить F-модификатор цикла, если он ещё не установленДобавить деформацию при схожденииДобавить пустые ключевые кадрыДобавить экспортёраДобавить дополнительноДобавить модификатор в активные/выбранные F-кривыеДобавить F-модификатор к активным/выделенным НЛА-дорожкамДобавить фиктивного пользователяДобавить вершину растушёвкиДобавить стоп-кадрДобавить геометрические связиДобавить ИКДобавить изображениеДобавить входную переменнуюДобавить входыДобавить элементДобавить листовые костиДобавить локальный репозиторийДобавить ноды сопоставленияДобавить маркерДобавить маскуРежим добавленияДобавить модификаторДобавить модификаторыДобавить треки НЛА над или под выбранными трекамиДобавить новый репозиторий для расширенийДобавить новый слой Grease PencilДобавить новую точку кривой рисованияДобавить нормальДобавить выходыДобавить слот рисованияДобавить текстурную связку нод для Principled BSDFДобавить удалённый репозиторийДобавить узлы перенаправления и связать их с выходами выделенных нодДобавить перенаправленияДобавить перенаправления (меню)Добавляемое разрешениеДобавить положение покояДобавить ограничитель твёрдого тела к активному объектуДобавить среду симуляции твёрдых тел в текущую сценуДобавить крен конца из начальной рукоятки кости в значение крена началаДобавить выделенные костиДобавить "набор выделения"Добавить "набор выделения" для этой коллекцииСложить шейдерыДобавить переход скоростиДобавить дорожкуДобавить текстурную организацию нодПорог добавленияДобавить плитку к изображениюДобавить переходДобавить UV-картуДобавить веса вершин группы B к весам вершин группы АДобавить в список и выбрать VR-ориентир из позы видоискателя в текущем сеансе VRДобавить вершинуДобавить весаДобавить рабочее пространствоДобавить атрибут "rest_position", который является копией атрибута position, прежде чем будут оценены ключи формы и модификаторыДобавить зону замыканияДобавить переменную драйвера для слежения за входным значением, используемым драйверомДобавить "зону для каждого элемента геометрии", которая позволяет выполнять ноды, например, для каждой вершины по отдельностиДобавить объект Grease Pencil в сценуДобавить ноду "Входы группы (group input)" с выбранными сокетами в текущий нодовый редакторДобавить группу освещенияДобавьте ноду Mix RGB/Shader, интерактивно рисуя линии между нодамиДобавить предустановку сэмплированияДобавить AOV шейдераДобавить дорожку и ссылку в коллекции из текущей сцены (поверхностная копия)Добавить дорожку и сделать полную копию текущей сценыДобавить предустановку сэмплинга вьюпортаДобавить правило роя к текущему состоянию рояДобавить состояние роя в систему частицДобавить закладку для выделенной/активной папкиДобавить объект камеры в сценуДобавить флажок к текущей выбранной панелиДобавить ноду "Информация о коллекции (collection info)" в текущий нодовый редакторДобавить экземпляр коллекцииДобавить в секвенсор дорожку эффектов для смешивания цветовДобавить цветовую ноду в текущий нодовый редакторДобавить в секвенсор цветовую дорожкуДобавить постоянное смещениеДобавить ограничитель для копирования локального местоположения (ориентация владельца) со смещением. Даже если владелец и целевой элементы управления имеют разные ориентации покоя, глобальное направление движения будет тем жеДобавить ограничитель для копирования локального местоположения со смещением. Если ориентация владельца и целевого элемента управления отличается, глобальное направление движения изменится соответствующим образомДобавить ограничитель, чтобы плоскости следовали за камеройДобавить ограничитель на активную костьДобавить ограничитель на активную кость с целью на выделенные объекты/кости (где возможно)Добавить ограничитель к активному объектуДобавить ограничитель к активному объекту, установив цель (где применимо) на выделенные объекты/костиДобавить копию активного элемента в интерфейсДобавить дорожку перехода перекрёстного наложения для двух выделенных дорожек с видеосодержаниемДобавить на сцену объект кривых, содержащий случайные кривыеДобавить пользовательскую конфигурацию раскладки клавиатуры в список пресетовДобавить слой данных о пользовательских нормалях, если его ещё нетДобавить пользовательскую тему в список пресетовДобавить папку, которая будет использоваться браузером ассетов в качестве источника ассетовДобавить набор граней с помощью рамочного выделения курсоромДобавить набор граней по форме, заданной курсоромДобавить набор граней с одной стороны линии, заданной курсоромДобавить фильтр, позволяющий удалять строки из отображаемых данныхДобавить связку для меха к выделенным объектамДобавить дорожку перёкрестного перехода гаммы для двух выделенных дорожек с видеосодержаниемДобавить дорожку эффекта размытия по Гауссу для одной выделенной дорожки с видеоконтентомДобавить дорожку эффекта свечения для одной выделенной дорожки с видеоконтентомДобавить пустую групповую нодуДобавить файл изображения/видео в качестве узла в текущий нодовый редакторДобавить решётку и использовать её для деформации выделенных объектовДобавить источник света в сценуДобавить объект зонда освещенияДобавить модификатор цвета штрихов в стиль линий, связанный с активным набором линийДобавить набор линий в список наборов линийДобавить модификатор толщины штрихов в стиль линий, связанный с активным набором линийДобавить ноду маски в текущий нодовый редакторДобавить дорожку с маской в секвенсорДобавить ноду материала в текущий нодовый редакторДобавить на сцену объект-метасферуДобавить модификатор к дорожкеДобавить видеодорожку в секвенсорДобавить дорожку видеоклипа в секвенсорДобавить в секвенсор дорожку эффектов селектора мультикамерДобавить дорожку эффекта режима наложения "умножения" для двух выделенных дорожек с видеоконтентомДобавить новый (пустой) ключевой набор к активной сценеДобавить новый слот поверхности динамического рисованияДобавить новую группу слоёв Grease Pencil для активного объектаДобавить новый слой Grease Pencil для активного объектаДобавить новую дорожку и НЛА трек для каждого цикла/прохода анимации для обеспечения недеструктивной настройкиДобавить новый трек НЛА над всеми выделенными существующими трекамиДобавить новую дорожку с пустой сценой и скопировать настройки из текущей сценыДобавить в список новый VR-ориентир из активного объекта камеры и выделить егоДобавить новый VR-ориентир в список и выделить егоДобавить новое фоновое изображение к активной камереДобавить новую коллекцию костейДобавить новую кость и расположить её на 3D-курсореСоздать новую коллекцию внутри выделеннойДобавить новый цвет в градиентную картуДобавить новую контрольную точку (и связать с единственной выделенной кривой, если таковая имеется)Добавить новую контрольную точку в оболочку на текущем кадреДобавить новый объект кривых на основе текущего состояния системы частицДобавить новый входной слой в ноду CryptomatteДобавить новый элемент в интерфейсДобавить новый тег ключевого слова к активному ассетуДобавить новый уровень подразделенияДобавить новую петлю между существующими петлямиДобавить новый материалДобавить новый слот материалаДобавить новую или обновить существующую систему частиц волос на объекте-поверхностиДобавить новую цель частицДобавить новый рендер слотДобавить новый репозиторий, используемый для хранения расширенийДобавить новую строку в список ссылок на коллекцию костейДобавить новый экранДобавить новое текстовое полеСоздать новую текстуруДобавить новый временной маркерДобавить новую группу вершин к активному объектуДобавить новый слой визуализацииДобавить новый слой визуализации со всеми отключёнными коллекциямиДобавить новое рабочее пространствоДобавить новое рабочее пространство скопировав текущее или выбрав одно из предварительно настроенныхСоздать новую пустую сцену со стандартными настройкамиДобавить новую, пустую сцену и скопировать настройки из текущей сценыДобавить ассет нодовой группы в активное дерево нодДобавить ноду к активному дереву нодДобавить ноду в активное дерево для экспорта glTFДобавить слот для рисованияДобавить систему частицДобавить объект "облако точек" на сценуДобавить точку, соединяющуюся с последней выделенной точкойДобавить процедурную операцию/эффект на активный объектДобавить вид рендераДобавить зону повторений, которая позволяет выполнять ноды динамическое количество разДобавить управляемый вручную репозиторий, который не ссылается на внешний репозиторийДобавить репозиторий, ссылающийся на удалённый репозиторий с поддержкой просмотра списка и обновления расширенийДобавить перенаправляющий узелДобавить обод к изображениюДобавить сегмент к модификатору "точка-тире"Добавить сегмент к модификатору времениДобавьте простую цветовую дорожкуДобавить простую текстовую дорожкуДобавить звуковую дорожку в секвенсорДобавить объект источника звука на сценуДобавить дорожку, управляющую временем воспроизведения аудиофрагментовДобавить дорожку, повторно используя эту сцену в качестве источникаДобавить дорожку, используя копию этого ассета сцены в качестве источникаДобавить дорожку, используя новую сцену в качестве источникаДобавить модификатор геометрии штрихов в стиль линий, связанный с активным набором линийДобавить модуль стиля в список модулейДобавить дорожку эффекта режима наложения "вычитания" для двух выделенных дорожек с видео содержаниемДобавить цель в ограничительДобавить объект текста на сценуДобавить в секвенсор текстовую дорожкуДобавить текстурную организацию нод для Principled BSDFДобавить текстурную организацию нод для выделенных шейдеровДобавить дорожку перехода между двумя смежными выделенными дорожкамиДобавить слой оболочки для вершинДобавить дорожку эффекта скорости видео для одной выделенной дорожки с видеоконтентомДобавить слой визуализацииДобавить визуальный эффект к активному объектуДобавить на сцену объект "объём"Добавить дорожку перехода вытеснения для двух выделенных дорожек с видеосодержаниемДобавить активный объект как твёрдое телоДобавить все элементы массива в ключевой наборДобавить все импортированные объекты в новую коллекциюДобавить все использованные группы освещенияДобавить альфа при рисованииДобавить окружающую окклюзию к диффузным поверхностямДобавить дорожку фрагмента действия (то есть НЛА-дорожку, ссылающуюся на действие) к активному трекуДобавить ноду атрибута с этим именемДобавить ограничитель инверсной кинематики к активной кости. Целью может быть выделенная кость или объектДобавить секвенцию изображенийДобавить предустановку интегратораДобавить пресет производительностиДобавить дорожку эффекта режима наложения для двух выделенных дорожек с видеоконтентомДобавить в секвенсор дорожку эффектов корректирующего слояДобавить альфа-канал к изображениюДобавить дорожку эффекта режима наложения альфа-канала для двух выделенных дорожек с видеоконтентомДобавить модификатор альфа-прозрачности штрихов в стиль линий, связанный с активным набором линийДобавить дорожку эффекта альфа в режиме наложения для двух выделенных дорожек с видеосодержаниемДобавить объект-арматуру в сценуДобавить ребро или грань к выделениюДобавить эффект в секвенсор; большая часть эффектов применяется поверх существующих дорожекДобавить пустой объект-кривую в сцену с выделенным мешем в качестве поверхностиДобавить пустышку-изображение на сцену с даннымиДобавить пустой объект на сценуДобавить пустой объект с физическими эффектом на сценуДобавить запись в списокДобавить новую запись в список после текущего активного элементаДобавить существующую группу нод в текущий редактор нодДобавить дополнительный контур по краю, чтобы лучше сохранить форму при применении модификатора подразделения поверхностиДобавить изображение или последовательность изображений в секвенсорДобавить импортную ноду в дерево нодДобавить элемент в индексный переключательДобавить экземпляр данных объектаДобавить ноду "Информация об объекте (object info)" в текущий нодовый редакторДобавить объект в новую коллекциюДобавить объект в существующую коллекциюДобавить объект на сценуДобавить смещение относительно габаритного контейнера объектаДобавить переопределяющий слой в архивДобавить состояние отмены (только для внутреннего использования)Добавить трансформацию другого объекта к общему смещениюДобавить как потомка выбранной коллекцииДобавить атрибут к геометрииДобавить фоновое свечение. Примечание: Эту ноду использовать только для вывода данных о поверхности мираДобавить вектора бинормалей и касательных для формирования пространства касательных вместе с нормалями (работает правильно только для мешей из треугольников и четырёхугольников!)Добавить размытие и яркость для самым ярких областейДобавить кость между выделенными суставами и/или 3D-курсоромДобавить модификаторы кэша и ограничители к импортированным объектам, даже если они не анимированы, чтобы их можно было обновить при перезагрузке архива AlembicДобавить фоновое изображение камерыДобавить каналы выделения в ассет позы. Существующие каналы будут обновленыДобавить атрибут цвета к геометрииСложить компоненты вместеИнтерактивное добавление конуса в мешДобавить контрольные точки на дугах окружностей (тип ручек — "Вектор (vector)", если используется сплайн Безье)Добавить скопированные F-модификаторы к выбранным F-кривымДобавить скопированные F-модификаторы к выделенным НЛА-дорожкамДобавить скопированные переменные драйвера в активный драйверДобавить UV-координаты кубической карты на мешИнтерактивное добавление куба к мешуДобавить в ключевой набор свойство, активное в интерфейсе пользователя в данный моментИнтерактивное добавление цилиндра в мешДобавить слои данных на объекты-приёмники при необходимостиДобавить стандартную анимацию для пути, используемого ограничителем, если у пути ещё нет анимацииДобавлять диагональные пружины к четырёхугольникамДобавить вклад диффузного затененияДобавить вклад прямого освещенияДобавить драйвер для свойства под курсоромДобавить драйверы для выделенных элементовДобавить каждое выделенное изображение в качестве отдельной дорожкиКисть с эффектом добавленияДобавить вклад свеченияДобавить изображение-пустышкуДобавить пустой путь к активному ключевому наборуДобавить компоненты углов Эйлера к исходнымДобавить экспортёра в список экспортёровДобавить внешний набор функций (риги, метариги, шаблоны интерфейса)Добавить раскладку клавиш для запасных инструментов к этому типу гизмоДобавить сегменты заполнения, чтобы создать оболочку. Не сохранять исходный штрих.Добавить огоньДобавить огонь и дымДобавить значения с плавающей запятойДобавить флюид в симуляциюДобавить стоп-кадрДобавить стоп-кадр и переместить егоДобавить вклад глянцевого затененияДобавить волосыДобавлять изображения в качестве отдельных дорожек, если их имена файлов не соответствуют шаблону нумерации последовательности Blender'а, либо в качестве одной секвенции изображений при соблюдении шаблона нумерацииДобавить вклад отражённого освещенияДобавить целые значенияДобавить элемент под активным элементомДобавить элемент раскладкиДобавить ключевые кадры для каждого кадра между выделенными ключевыми кадрамиДобавить блики, туман и свечение вокруг ярких участков изображенияДобавить жидкостьДобавить отступ к размерам решёткиДобавить модификатор для автоматической установки остроты рёбер меша в зависимости от угла между соседними гранямиДобавить модификатор для автоматической установки остроты рёберДобавить модификатор с группой нод "{}" к объекту "{}"Увеличить контрастность относительно яркостиДобавить именованный объектДобавить новый блок данных аннотацииДобавить новый слой аннотаций или заметку для активного блока данныхДобавить новую кривую БезьеДобавить новый(е) набор(ы) выделения из буфера обменаДобавить новую дорожку с новой пустой сценой с настройками по умолчаниюДобавить новый кэшДобавить новую кривую окружностьДобавить новый сплайн в форме окружностиДобавить новый цвет в активную палитруДобавить точку кривой и сдвинуть еёДобавлять новые кривые между существующими кривыми с учетом минимального расстоянияДобавить новый слой в качестве маски́рованияДобавить новый маркер и переместить его на видеофрагментеДобавить новый маркер со сдвигом по курсору до момента отпускания кнопки мышкиДобавить слой маски для маскировкиДобавить новые мета-дорожки, содержащие в себе выделенные дорожкиДобавить новый объект для отслеживанияДобавить новую кривую рисованияДобавить новую палитруДобавить настройки новой частицыДобавить новую сцену по типуДобавить новую сцену по типу в редакторе секвенций и назначить её активной дорожкеДобавить новую сцену, которая будет использоваться секвенсоромДобавить новые острые рёбра, не удаляя существующие острые рёбраДобавить новый сплайн квадратной формыДобавить новую вершину и сдвинуть еёДобавить новую вершину к растушёвке и сдвинуть её со скольжениемДобавить ноду ко входуДобавить шум к кольцамДобавить шум к стандартному деревуСложить вектора нормалей с выделениемДобавить объект или материал в маску с помощью выбора цвета на выходе "Выбор (pick)"Добавить один из общих ограничителей, связывающих элемент управления с хвостомДобавить одномерный шум Перлина к геометрии исходных штриховДобавить только к связанным выходамДобавлять только к свободным выходамДобавить или удалить выходной слой данных динамического рисованияДобавить или удалить пресет кисти Grease PencilДобавить или удалить пресет материала Grease PencilДобавить или удалить пресет камерыДобавить или удалить предустановку цветов треков видеофрагментаДобавить или удалить предустановку тканиДобавить или удалить пресет жидкостиДобавить или удалить предустановку динамики волосДобавить или удалить предустановку цвета нодыДобавить или удалить предустановку рендераДобавить или удалить пресет безопасных областейДобавить или удалить предустановку текстового редактораДобавить или удалить предустановку параметров отслеживаемой камерыДобавить или удалить предустановку отслеживания перемещенияДобавить или удалить пресет баланса белогоДобавить или удалить предустановку трассировки лучей EEVEEДобавить или удалить предустановку оператораДобавить или удалить комментарииДобавить или удалить флюид к объекту-доменуДобавить исходное положение к скопированному положениюДобавить переопределения для всех элементов массиваДобавить вставляемые штрихи позади всех штриховДобавить путь для исключения из автоматического выполненияДобавить точку в новый сегмент, чтобы сохранить ту же плотностьДобавить псевдослучайный шум к F-кривойДобавить случайное смещение для положений сеткиДобавлять, а не смешивать между формамиДобавить узлы перенаправления к выходамДобавить ключ ретаймингаДобавить инструмент линейкуДобавить сегменты, чтобы создать оболочку. Сохранить исходный штрих.Добавить выделенные F-кривые в новую группуДобавить выделенные кости в "набор выделения"Добавить выделенные кости к выбранной коллекции костейДобавить выделенные элементы (сине-серые ряды) в активный ключевой наборДобавить физику твёрдых тел для выделенных объектовДобавить выделенные объекты в одну из коллекций, частью которой является активный объект. При желании можно добавить во 'Все коллекции', чтобы выделенные объекты были включены в те же коллекции, что и активный объектДобавить выделенные треки к 2D-стабилизации вращенияДобавить выделенные треки к 2D-стабилизации переносаДобавить ключ формы к объектуДобавить входные и выходные ноды зоны симуляции к активному древуДобавить синусоидальное смещение геометрии штриховДобавить дымДобавить плавный переход между двумя сегментами с ретаймингомДобавить плавный переход между двумя сегментами с ретаймингом и изменить его длительностьДобавить к весам активной группы вершин некоторое смещение и умножить на коэффициент приростаДобавить значения источника к получателю, используя порог в качестве коэффициентаДобавить пространственный шум к геометрии штриховИнтерактивное добавление сферы в мешДобавлять дорожки к выключенным или заблокированным каналам при добавлении видео дорожекДобавить целевую позицию в UV-координатыДобавлять временные ограничители инверсной кинематики при захвате костей в режиме позыДобавить пути к данным к свойству меток рёбер Freestyle для выделенных рёбер в активный ключевой наборДобавить пути к данным к свойству меток граней Freestyle для выделенных полигонов в активный ключевой наборДобавить перетаскиваемую коллекцию в сценуДобавить вброшенную коллекцию в качестве экземпляра коллекцииДобавлять расширение формата файла к имени результирующего файла рендера (например, имя_файла + .jpg)Добавить радиус фаски к радиусу суженияСложить значения оцениваемого поля и вывести промежуточную сумму для каждого элементаДобавить положения вершин выделенных объектов в качестве ключей формы или обновить существующие ключи формы с совпадающими именамиЗначение, добавляемое к начальному кадруДобавить в началоДобавить в конецДобавить в палитруДобавить в определяемое пользователем контекстное меню (хранится в настройках пользователя)Добавить ко всем выводамДобавить в коллекцию привязкиДобавить в коллекцию привязки после {}Добавить в коллекцию привязки перед {}Объединить цветовые каналы из двух видеоДобавить эффект просвечиваемости для подповерхности (Устарело)Добавить светопропускаемостьСложить два шейдераДобавить двумерный шум Перлина к геометрии исходных штриховДобавить двумерное смещение для геометрии исходных штриховДобавить вершину к активному сплайнуДобавить вершину в растушёвкуДобавить вершины из групп, которые имеют нулевой вес перед инвертированиемДобавлять вершины с весом выше порогового значения в группу вершинДобавить данные веса к новым штрихамДобавить настраиваемое свойство к датаблокуАддонАддон "{:s}" уже установлен!Аддон '{}' не найден!Конфигурация клавиш аддоновНастройки аддонаТеги аддоновАддон больше недействителенПуть к аддону {!r} не найденОбрабатываемый аддонАддоныФильтр аддоновНастройки аддоновАддоны, ранее поставлявшиеся вместе с Blender'ом, теперь доступны на extensions.blender.org.Аддоны:Добавить/редактировать драйверДобавить/заменитьДобавлен %s "%s"Добавлена анимация затухания для {:d} {:s}Добавленная длина к концу каждого штриха относительно его длиныДобавленная длина к началу каждого штриха относительно его длиныДобавлено через переопределениеДобавлено {:d} изображений-плоскостейСлагаемоеДобавление нодовых групп не поддерживается для пользовательских (определённых Python) деревьев нодДополнениеДоп. подразделениеДополнительный цвет, используемый для окрашивания волосДополнительные данные для блока данных ассетаДополнительные данные, сохраняемые для датаблока ассетаСохранять дополнительные данные, чтобы можно было возобновить задачу запекания после паузы. Поскольку на диск в этом случае пишется больше данных, этот режим не рекомендуется при запекании с высоким разрешением.Дополнительное расстояние вокруг поверхности меша для учёта в качестве эффектораДополнительное кодирование гаммы после преобразования отображения для вывода с пользовательской настройкой гаммыДополнительная информация об ассетеДополнительная начальная скорость в направлениях X, Y и Z (добавляется к исходной скорости)Дополнительное маски́рование, применяемое после первоначального распределения экземпляровДополнительный целевой мешДополнительное смещение для заливки UVДополнительные пути, добавляемые в sys.path (разделённые «;»)Дополнительные настройки постобработки для новых штриховДополнительное вращение, применяемое к точкам и прямоугольным штрихамДополнительное вращение применяется к точкам и квадратной текстуре штрихов. Применяется только в режиме шейдинга текстуры.Дополнительное вращение для завивки UVДополнительный множитель масштаба, применяемый к базовому масштабу при определении масштаба средства просмотраДополнительный масштаб для заливки UVДополнительное подразделение вдоль кривыхДополнительное преобразование, применяемое перед видовым преобразованиемДополнительная завихренность для пламениДобавлениеДобавляющее переопределениеТеги аддонаДобавляет цветной оттенок к слою покрытия, моделируя поглощение в слое. Насыщенность увеличивается при меньших углах, поскольку свет проходит дальше через среду (в зависимости от IOR верхнего слоя)Добавляет подобие волнообразного движения к геометрии объектаДобавить к изображению плиткуДобавить или обновить анимацию затухания визуальных или аудиодорожекПримыкающие граниСоседние невыделенныеКоррекцияНастроить последнюю операциюНастроить длинуОтрегулировать скорость воспроизведенияНастроить величину интерваловАвтоматическая настройка текстурного пространства активного объекта при манипуляции с объектомНастроить произвольные значения с помощью мышкиНастроить яркость и контрастОтрегулировать яркость с помощью параметра экспозиции камерыНастроить цвет и значенияНастроить интенсивность цвета штриховПодстроить редактируемую клетку под результат модификатораСкорректировать интенсивность на основе плотности дымаОтрегулировать оттенок, насыщенность и яркость с помощью кривойНастройка уровня влияния объектов кисти на эту поверхностьНастройка скорости воспроизведения входного сигнала так, чтобы его длительность соответствовала длине дорожкиНастроить длину дорожек в соответствии с длиной их данныхНастроить уровни цветов вершинНастройка плоскости, на которой кисть действует по направлению или против направления к поверхностиНастройка радиуса для кистей по близости или частиц для этой поверхностиРегулировать скорость симуляцииУстановить направление разреза относительно ориентации видаОтрегулировать толщину штрихаОтрегулировать пороговый угол отображения рёбер ("1.0" для всех)Настройка яркости текстурыОтрегулировать цвет изображения отдельно в нескольких тоновых диапазонах (светлые участки, средние тона и тени)Настройка контрастности текстурыНастроить разницу в яркости между пикселямиОтрегулировать направляющую вероятность на основе шероховатости компонентов материалаНастройка насыщенности исходных цветовОтрегулировать толщину линий пользовательских формРегулировать положение пользовательской формыНастроить яркость цветовРегулировать расстояние смещения, чтобы сохранить равномерное перпендикулярное расстояние до рёберНастройка значения смещения к началу/концуРегулировать вращение пользовательской формыНастройка насыщенности цвета в текстуреКорректировать форму колпачка, чтобы она соответствовала изменениям радиуса по направлению к концам кривойСкорректировать размер особой формыЗадать толщину штриховРегулировка распределения ключевых кадров во времениИзменить HSV-значения цветов вершинИзменить оттенок/насыщенность/яркость цветов вершинНастроить яркость/контраст цветов вершинДорожка корректирующего слояРегулировка индекса преломления (IOR) для увеличения или уменьшения интенсивности зеркального отражения ("0.5" означает отсутствие регулировки, "0" удаляет все отражения, "1" удваивает их при нормальном падении)КорректировкиРегулировать мягкость срабатывания при небольшом давлении с помощью гамма-кривойРегулирует яркость бликовРегулирует насыщенность бликовРегулирует синхронизацию путём смещения, масштабирования, зацикливания и привязки кадра сценыДополнительноAdvanced Audio CodingРасширенное аудиокодированиеРасширенное редактирование геометрии и создание инструментов с использованием узловРасширенный режим для использования стилевых модулей на PythonРасширенные операции над переопределением библиотеки, помогающие исправить нарушенные иерархииАдвекция сеткиАэроАэродинамикаТип аэродинамикиАэрозолиВлияниеВлиять на альфа-каналВоздействовать на потомковВлияние гизмоВлиять только наВлиять на положениеВлиять на интенсивностьВлиять на интенсивность штриховВлиять на толщину штриховВлиять на толщинуВлиять на трансформацииВлиять на UVВлиять на видимостьВлиять на активный слой данных всех целейВлияет на все выделенные объекты, а не только на активный объектВоздействовать на все вершины (возможно некоторое добавление в группу вершин А)Влиять на рёбра или вершиныВлиять только на рёбраВлиять только на грани, обращённые к видуИзменять только штрихи под курсоромВоздействовать только на Активный слойРедактировать только активный материалВлиять только на топологически связанные элементыВлиять только на вершиныВлияние кисти распространяется только на точки, соединённые с ближайшей к кистиВлиять только на вершины, которые имеют общие наборы граней с активной вершинойВлиять только на вершины, нормаль которых обращена к зрителюВлиять только на вершины с нормалями, аналогичными тому, где начинается штрихВлиять на динамическое вращение частицВлиять на положение частицОказывать влияние на скопление потомковОказывать влияние на длину волос-потомковОказывать влияние на амплитуду волнения потомковОказывать влияние на частоту волнения потомковОказывать влияние на неровность потомковОказывать влияние на закручивание потомковОказывать влияние на скорость частицОказывать влияние на время порождения частицОказывать влияние на время жизни частиц-потомковОказывать влияние на силовые поля частицОказывать влияние на силу тяжести частицОказывать влияние на начальную скорость частицОказывать влияние на размер частицОказывать влияние на торможение частицВлиять на значение ключей линейно, сохраняя при этом ту же взаимосвязь между ними, используя левый или правый ключ в качестве ориентираВоздействовать на треки, которые отслеживаются меньше указанного количества кадровВоздействовать на треки с более высокой ошибкой перепроецированияВоздействовать на вершины группы АВоздействовать на вершины группы B (возможно добавление в группу А)Воздействовать на вершины хотя бы одной из двух групп вершин (возможно добавление в группу А)Воздействовать на вершины обеих группИспользуемая высота кисти (т. е. высота слоя для инструмента слоя)ИзменённыеЗатронутые действияЗатронутые костиАфиннаяПослеЦвет послеПосле текущего кадраПосле текущего кадраЦиклы послеРежим после последнего ключевого кадраПосле оригиналаПосле оригинала (выровнено)После оригинала (полностью)После оригинала (разделить каналы)После запекания кривых, - удалить лишние ключиПосле загрузки удалить всё, кроме сцен, окон и рабочих пространств. Это позволяет загрузить файл запуска с конфигурацией сцены и расположением окон, но без объектов, материалов, анимаций, ...После удаления дорожки также удалить и связанные с ней данныеПосле этого количества отражений света - использовать приблизительное глобальное освещение. "0" отключает эту функциюAgXAgX - HDR 1000 нитAgX - SDRКодировка изображения на основе AgX для sRGB экрановAgX Base sRGBAgX LogВозрастВозраст: {:s}АгрессияАгрессивное упрощение мешаАгрессивное упрощение до целевого соотношения (коэффициента), не обращая внимания на качествоНаправление ограничиваемого объекта в сторону целевого объектаВоздухСопротивление воздухаСопротивление воздухаПерсональное воздушное пространствоПлотность воздухаОбычно воздух обладает некоторой плотностью, которая замедляет падение объектовАльбедоАльбедо и НормалиПропуск альбедо, используемый шумоподавителемЭкспорт Alembic: Не удалось найти коллекцию "%s"Алгоритм расширения запеченного результатаАлгоритм, используемый для генерации оболочкиАлгоритм, используемый для UV-релаксацииАлгоритм расчёта расстояния между точками выборки и характерными точкамиАлгоритм, используемый для расчёта физики, от самого быстрого до самого стабильного и точного: средняя точка, Эйлер, Верле, РК4Алгоритм, используемый для вычисления авторукоятокВыровнятьРазмещение определённого числа костей вдоль кривойВыровнять по активномуАвтовыравниваниеВыравнивать ось по нормалиВыровнять ручки Безье, чтобы создать дуги окружностей в каждой контрольной точкеВыровнять по концуНаправить углы Эйлера по векторуРучка "Выровнять"Выделенная ручка "Выровнять"Выравнивать рукояткиВыровнять по горизонталиРежим выравниванияВыровнять нодыВыровнять объект поВыровнять вращениеПовернуть объект к целиВыровнять вращение по векторуВыровнять по началуВыравнивание поВыровнять UV-острова вдоль оси XВыровнять UV-острова вдоль оси YВыровнять вершины UV вдоль линии, заданной конечными точкамиВыровнять вершины UV по горизонтальной линииВыровнять вершины UV по вертикальной линииВыровнять вершины UV, перемещая их горизонтально к линии, определяемой конечными точкамиВыровнять вершины UV, перемещая их вертикально к линии, определяемой конечными точкамиВыровнять UV-развёртки по максимальному положениюВыровнять UV-развёртки по усреднённому положениюВыровнять UV-развёртки по минимальному положениюВыровнять по вертикалиВыровнять видВыровнять вид по активномуВыровнять по XВыровнять по YВыровнять согласно трансформации объектаВыровнять 3D-маркер по оси XВыровнять 3D-маркер по оси YВыравнивать цепочку костей вдоль кривой (только для костей)Расположить оси для вращения по углам Эйлера, используемым для вводаВыровнять по всем краямВыровнять ключевые кадры по кривой входа или выхода (ускорения/замедления)Выравнивать добавляемые объекты по 3D-курсоруВыравнивание вновь добавленных объектов по ориентации активного 3D-видаВыравнивать добавляемые объекты по мировой системе координатВыровнять объектыУстановить направление смещения вдоль нормалейПовернуть объект по цели привязкиВыровнять выделенные кости относительно активной кости (или их родителя)Выровнять выделенные ноды по сеткеВыровнять штрихи по текущей ориентации 3D-курсораВыравнять штрихи по текущей плоскости видаВыравнивать текст по нижнему краюВыравнивать текст по базовой линии нижней строкиВыравнивать текст по левому краюВыравнивать текст по серединеВыравнивать текст по правому краюВыравнивать текст по верхнему краюВыравнивать текст по базовой линии верхней строкиВыровнять вращение UV-островаВыровнять ось X с векторомВыровнять ось Y с векторомВыровнять ось Z с векторомВыровнять кривую по нормали к поверхности (требуется направляющая)Выравнять интерполированные кривые по нормали к поверхностиВыровнять острова по центру самого большого островаВыровнять острова по максимальной стороне островаВыровнять острова по минимальному островуВыровнять новый объект по используемому видуВыровнять новый объект по глобальным координатамВыравнять указанную ось по нормали к поверхностиРасполагать звёзды по диагоналиНаправить оси трансформации по средней нормали к выделенным объектам (ось Y кости в режиме позы)Направить оси трансформации по 3D-курсоруВыровнять оси трансформации с родительским пространством объектаНаправить оси трансформации по локальному пространству выделенных объектовНаправить оси трансформации по окнуНаправить оси трансформации по мировому пространствуВыровнять по оси геометрииВыровнять по нормалиВыровнять по объектуВыровнять по нормали поверхностиВыровнять по нормалям вершинВыровнять по осиВыровнять по оси активного объектаВыравнивание по ширинеВыравнивать по левому и правому краю и общим межсимвольным интерваломВыровнять геометрию обрезки ортогонально для получения формы с углами 90 градусовВыровнять обрезку геометрии с перспективой текущего вида для получения сужающейся формыВыровнять по нормалям точекС выравниваниемВыровненная осьВыровненные свободные ручкиОдиночная с выравниваниемКость "%s" выровнена относительно родителяВыравниваниеОсь выравниванияВыравнивание - XВыравнивание региона в областиВыравнивать противоположные рукоятки во время трансформацииВыравнивает выделенные вершины UV по линииЖиваСостояние жизниВсеВсе %d каналов вращения были отфильтрованыВсе 3D-вьюпортыВсе вышеВсе ключевые кадры действийВсе действияВсе активные кадрыВсе аддоныВсе аддоны, установленные пользователемВсе нижеВсе границыВсе каналыВсе кривыеВсе пользовательскиеВсе блоки данныхВсе рёбраВсе расширения обновлены{:s}Все граниВсе разветвленияВсе кадрыВсе разрывыВсе типы теометрииВсе группыВсе волосыВсе элементыВсе наборы ключейВсе наборы ключей, доступные для использования (встроенные и абсолютные наборы ключей для этой сцены)Список всех раскладок клавиатурыВсе ключиВсе слоиВсе библиотекиВсе световые зондыВсе объекты Line Art теперь очищены от запеканияВсе линииРассматривать все связанные данные как прямыеВсё локальноВсе сообщенияВсе ориджины объектовВсе объектыВсе точкиВсе свойстваУниверсальныеВсе регионыВсе репозиторииВсе типы шейдингаВсе дорожкиВсе типы трансформацийВсе трансформации в дельтаВсе типыВсе плитки UDIMВсе слои UV-петельВсе UVВсе разблокированноеВсе группы вершинВсе группы вершин, назначенные на деформационные костиВсе группы вершин, назначенные на выделениеВсе вершиныВсе слои визуализацииВсе объёмыВсе доступные наборы ключейВлиять на все осиВсе коллекции костей находятся в использованииВсе кости под влиянием активного набора ключейВсе ограничители переносятся на управляющую кость.Все углы, которые острее угла соединения, будут срезаны ровноВсе кривые в блоке данныхВсе данные импортированы и доступны в списке "импортированных_элементов"Общий вес эффектораВсе рассчитанные датаблокиВсе из целиВсе геометрические группы как отдельные экземплярыВсе группы заблокированыВсе слои над активнымВсе слои под активнымВсе модификаторыВсе n-угольники с четырьмя или более вершинами будут преобразованы в треугольники. Меши в сцене не будут затронуты. Ведёт себя как модификатор Triangulate с ngon-методом: "красота", метод для чертырёхугольников: "кратчайшая диагональ", минимум вершин: 4Все экземпляры объекта для отображения или рендеринга (предупреждение: используйте только как итератор, а не последовательность; никогда не сохраняйте ссылки на элементы)Все объекты сценыВсе возможные типы смешивания, логические операции и математические операцииВсе свойства, включая трансформации, форму сгибаемых костей и пользовательские свойстваВсе рендер-слои отключеныВсе правила усредненыВсе выделенные кости уже были частью этой коллекцииВсе вершины оболочкиВсе дорожки одного базового типа (графические или звуковые)Все дорожки, включая многократно вложенные в мета-дорожкиВсе штрихи заканчиваются одновременно (т. е. более короткие штрихи начнутся позже)Все штрихи начинаются одновременно (т. е. более короткие штрихи закончатся быстрее)Все назначенные в данный момент действия становятся одной анимацией glTFВсе объекты в этом слоеВсе выделенные объекты этого слояРазрешить автоматическое исполнение скриптов в файле .blend. Значение по умолчанию можно изменить в настройках программыРазрешить Blender'у доступ к интернету. Аддоны, следующие этой настройке, будут подключаться к интернету только в том случае, если эта опция включена. Однако Blender не может помешать сторонним аддонам обходить это правило.Разрешить Blender'у проверять наличие обновлений при запускеРазрешить взбиратьсяРазрешить выполнениеРазрешить полётРазрешить землюРазрешить отрицательные кадрыРазрешить онлайн-доступАльфа-перекрытиеРазрешить типы перекрытияРазрешить примитивам USD объединяться с их родительским элементом Xформации, если они являются единственным дочерним элементом в иерархииРазрешить юникодРазрешить VR-гарнитуре влиять на положение в виртуальном пространстве, в дополнение к вращениюПозволяет использовать заданные вручную положение и вращение в качестве базовой позы для VR-видаРазрешить ребру иметь несколько перекрывающихся типов. Для каждого типа перекрытия будет создаваться отдельный штрих.Разрешить другому оператору воздействовать на рукоятки дорожкиРазрешить автоматический запуск скриптов в любых .blend-файлах (опасно при использовании файлов .blend из непроверенных источников)Разрешить членам роя забираться на целевой объектРазрешить членам роя двигаться в воздухеРазрешить членам роя перемещаться по землеДопускать видимость рёбер-складок внутри гладких поверхностейДопускать появление складок на острых рёбрахРазрешить отклонение для более гладких, но менее точных линийРазрешать выделению колец рёбер проходить по n-угольникам с чётным числом сторонПозволяет правильно отображать рёбра в одном и том же месте (то есть от границы разделения). Может работать медленнее.Свободное редактирование значений по оси Z для этой кривой, также позволяет настраивать кручение и радиусРазрешить редактирование штрихов, даже если они используют заблокированные материалыРазрешить экспорт всех влияний вершин суставов. Модели могут отображаться некорректно во многих просмотрщикахИспользовать изображение или видеофрагмент в качестве текстурыРазрешить встроенный формат glTFРазрешить доступ в интернет. Blender может получить доступ к настроенным онлайн-репозиториям расширений. Установленные сторонние аддоны могут получить доступ к интернету для собственной функциональностиРазрешить интерполяцию положений вершинРазрешить показ линий, сформированных за ближней/дальней плоскостью обрезанияРазрешить связывание свободных рёбер друг с другомАвтоматически пропускать объекты, которые не попадают в вид из камерыАвтоматически пропускать объекты, если они находятся далеко от камерыРазрешить отображение объектов-частиц и экземпляров граней/вершин в Line ArtРазрешить частичное выделение точек или кривыхРазрешить системе анимации управлять твёрдым теломРазрешение масштабирования кости для инверсной кинематикиРазрешить масштабирование костей управления сплайном для воздействия на толщину с помощью радиуса кривойРазрешить выделение всех ключевых кадров кривой путём выделения рассчитанной F-кривойРазрешить выделение всех ключевых кадров кривой путём выделения самой кривойРазрешить выделение объектов Grease PencilРазрешить выделение арматурРазрешить выделение камерРазрешить выделение кривыхРазрешить выделение пустышекРазрешить выделение кривых волосРазрешить выделение решётокРазрешить выделение световых зондовРазрешить выделение источников светаРазрешить выделение меш-объектовРазрешить выделение метасферРазрешить выделение облаков точекРазрешить выделение источников звукаРазрешить выделение поверхностейРазрешить выделение текстовых объектовРазрешить выделение объёмовРазрешить самопересечения в операндахРазрешить переключение родителя основного контроллераПозволяет определять начало (ориджин) VR отслеживания независимо от положения гарнитурыПозволить использовать начальное положение мышкиРазрешить пути содержать токены заменыРазрешить переопределение свойства при связывании блока данныхИспользовать цвета для указания наличия ограничителей или ключейНазначать толщину без соблюдения симметрииПропускать на рендере этот объект и его дублированные объекты в пространстве скрытия камеройПропускать этот объект и его дублированные объекты на рендере, если они находятся далеко от камерыРазрешить перемещение вершин в отрицательном направлении осиРазрешить перемещение вершин в положительном направлении осиДля точного позиционирования каждой точкиДопускает цветовую прозрачность, но несовместим с проходами рендеринга и трассировкой лучей. Также известен как упреждающий рендеринг.Допускает цветовую прозрачность, но несовместим с проходами рендеринга и трассировкой лучей. Также известен как упреждающий рендеринг.Обеспечивает прозрачность хеширования в оттенках серого и совместим с проходами рендеринга и трассировкой лучей. Также известный как отложенный рендеринг.Обеспечивает прозрачность хеширования в оттенках серого и совместим с проходами рендеринга и трассировкой лучей. Также известный как отложенный рендеринг.Позволяет управлять переводами пользовательского интерфейса непосредственно из Blender'а (обновлять основные файлы .po, обновлять переводы скриптов и т. д.)Вдоль нормалиВдоль нормалейВдоль штрихаАльфаАльфа-каналАльфа-преобразованиеАльфа-усечениеАльфа-декалиКоэфф. прозрачностиКоэффициент альфаРежим прозрачностиМодификаторы прозрачностиАльфа-наложениеНода "Альфа-наложение"Дорожка альфа-наложенияПорог альфаАльфа-прозрачностьДорожка "Альфа снизу"Модификатор альфа-канала "%s" не может быть удалёнТип модификатора прозрачностиМодификаторы альфа-канала для смены прозрачности линийАльфа-прозрачность на основе случайного шумаАльфа-прозрачность в зависимости от угла между соседними гранямиАльфа-прозрачность на основе направления штрихаАльфа-прозрачность в зависимости от угловой кривизны 3D-поверхности мешаАльфа:Сортировать датаблоки по алфавиту — в основном объекты сцены (отключите для ускорения вьюпорта)На кадре %.6f уже есть контрольная точкаТакже влиять и на видимостьТакже при необходимости удалить некоторые слои данных у объектов-приёмников для полного соответствия источникуТакже снять выделение с граней, которые соприкасаются только угломТакже импортировать материалы, которые не используются ни одной геометрией. Обратите внимание, что если эта опция "ложна", материалы, на которые ссылается геометрия, всё равно будут импортированыТакже выделить грани, которые соприкасаются только в одном углуAltНажатие Alt - подсказка инструментаДоступ к курсору с AltДействие при перетаскивании с Alt-СКМУдержание Alt - доступ к инструментуНажата клавиша AltНажата клавиша Alt, "-1" для любого состоянияДействие при перетаскивании с Alt-СКМЛевыйAltПравыйAltИзменение длины пружин для сжатия или растяжения (% от исходной); "0", чтобы отключитьЧётные строкиАльтернативный доступ к "Удалить ключевой кадр" для использования в раскладках клавиатурыАльтернативный доступ к "Вставить ключевой кадр" для использования в раскладках клавиатурыПереключать между воспроизведением в прямом и обратном направлении для диапазона ключевых кадровПереключение между внутренней и внешней областью в зависимости от количества пересеченийАльтернативный путь к скрипту, соответствующий макету по умолчанию с подкаталогами: автозагрузка, аддоны, модули и пресеты (требуется перезапуск)Альтернативный доступ к положению/масштабу/вращению относительно родительской и собственной костиАльтернативный конечный кадр при воспроизведении в пользовательском интерфейсеАльтернативный начальный кадр при воспроизведении в пользовательском интерфейсеЛибо загрузите расширение для установки с диска.Высота над уровнем моряВсегдаВсегда добавлять кэш-ридерВсегда сэмплировать анимацииВсегда показывать менюВсегда шагВсегда добавлять ключевой кадр в начале и конце действий для анимированных каналовВсегда изменять значение хотя бы на "1", когда значение не равно "1.0"Всегда менять вкладки при нажатии на значок в аутлайнереВсегда сворачивать новые объединённые нодыВсегда подтверждать операцию при отпускании кнопкиОбновлять изображение автоматически при смене кадраВсегда поворачивать налевоВсегда поворачивать направоДля домена "Угол грани (face corner)" всегда должны использоваться нормали граней, что соответствует старому поведению нодыВсегда записывать абсолютные путиВсегда записывать новые направляющие скорости для каждого кадра (каждый кадр содержит только текущие скорости направляющих объектов)Цвет средыОкружающая окклюзияДавление окружающей среды (кПа), которое создаёт баланс между внутренней и внешней частью объекта, когда он имеет целевой объёмВеличинаОбластьМассивИнтенсивность свеченияОшибкаЧётныеКоличествоОдиночныйСтепень гладкостиТип хранилищаСилаКоличество сзадиКоличество в концеКоличество спередиКоличество в началеКоличество градусов для оборота при использовании функции резкого поворота камерыВеличина - это абсолютное расстояние вдоль прилегающего краяКоличество задаёт смещение новых рёбер от исходных рёберКоличество задаёт процент от длины смежного ребраКоличество задаёт глубину фаски по перпендикуляру к исходному ребруКоличество задаёт ширину новых гранейКоличество лучей глобального освещения (GI - global illumination) для трассировки для каждого пикселяВеличина сопротивления воздухаВеличина угловой скорости, теряемой во времениВеличина анизотропии для отражения. Более высокие значения дают удлинённые блики вдоль направления касательнойВеличина анизотропии для зеркального отражения. Более высокие значения дают удлинённые блики вдоль касательного направленияВеличина продления исходных штриховВеличина силы плавучести, поднимающей пузырьки (высокое значение приводит к движению пузырьков преимущественно вверх)Величина скопленияКоличество контрольных точек сгенерированных кривых волосВеличина затуханияВеличина торможения при столкновенииКоэффициент торможения сталкивающихся частицВеличина торможения при сгибеВеличина торможения при сжатииВеличина торможения при сдвигеВеличина торможения при растяженииКоличество деталей для отображения каркасаВеличина смещения вдоль нормали к поверхностиВеличина искаженияСтепень искажения деталей шумаСтепень искажения волныИнтенсивность дизеринга, добавляемого к изображению для подавления эффекта ступенчатости градиентовВеличина дизеринга при рисовании на изображениях с целочисленной разрядностьюВеличина затягивания, которая перемещает пузырьки вместе с жидкостью (высокое значение приводит к перемещению пузырьков преимущественно вместе с жидкостью)Количество дубликатов на кривуюКоличество петель рёбер, с которыми будут генерироваться круглые колпачкиРазмер закругления рамокВеличина шероховатости конечной точкиВеличина стирания интенсивностиВеличина стирания толщиныКоличество мелких деталей уровне в шумеВеличина фокусного размытия, 128 (бесконечность) - идеальная фокусировка, половина значения удваивает радиус размытияВеличина трения при столкновении частицКоличество генерируемой пеныВоздействие гравитации от каждого касанияКоличество направляющих, используемых для интерполяции для каждой кривойКоличество высокочастотных деталей. Глубина должна быть больше "0", чтобы это имело эффектВлияние модификатора F-кривой за пределами зон угасания/усиленияВеличина влияния ограничителя при расчёте окончательного решенияСтепень влияния узла на изображениеСтепень влияния узла на выходной цветСтепень влияния узла на выходной векторВеличина разброса, применяемая для сэмплированияВеличина линейной скорости, теряемой во времениКоличество строк, видимых в текущем редактореВеличина шероховатости в зависимости от положенияВеличина зеркального отражения для трассировки лучейВеличина смешивания между входами A и BВеличина смешивания между векторными входами A и BКоличество соседей, используемых для смешиванияИнтенсивность шума для силы поляВеличина применяемого шумаВеличина шума, применяемая к UV-вращениюВеличина шума, применяемого к непрозрачностиВеличина шума, применяемого к толщинеСкорость по направлению нормалиСтепень используемой непрозрачностиВеличина превышения для ослабления в обратную сторонуВеличина краски, применяемой на сэмпл штрихаКоличество краски, которое набирается с поверхности на цвет кистиКоличество частиц, незатронутых длиной пути потомковКоличество частиц, незатронутых случайной шероховатостьюЧисло частиц при создании экземпляровКоличество случайных элементов, на которые будет воздействовать кистьВеличина случайного смещения каждой кривойВеличина случайной шероховатостиРазмер случайной скоростиВеличина случайности для непредсказуемого перемещения частицСтепень рандомизации направления движения скручиванияВеличина остаточной погрешности в единицах Blender'а для ограничителей, действующих на перемещениеВеличина остаточной погрешности в радианах для ограничителей, действующих на вращениеВеличина вращения вокруг бокового вектораДоля кругового вращения относительно вектора скорости на поворотахВеличина вращения в градусах (90, 180, 270)Количество распределяемых экземпляров на единицу площадиКоличество распределяемых экземпляров, отображаемых во вьюпортеКоличество лучей глобального освещения, которые необходимо отследить на пиксельКоличество сэмплов теневой карты на один теневой лучКоличество теневых лучей для трассировки для каждого источника светаКоличество дыма, создаваемого в результате горенияКоличество применяемого эффекта сглаживанияОбъем сглаживанияКоличество сглаживающих шаговСтепень сглаживания, которую следует применитьВеличина сглаживания, применяемого после завершения штрихов, для уменьшения колебания/шумаСтепень сглаживания, применяемая к интерполированным штрихам, для уменьшения колебания/шумаВеличина сглаживания, автоматически применяемая к каждому штрихуКоэффициент сглаживания во время рисованияКоличество этапов сглаживания, применяемых после обтягиванияВеличина липкости для столкновения поверхностиСтепень выпрямленияВеличина сжатия: "0" = не использовать сжатие для быстрого сохранения файла, "100" = максимальное сжатие с медленным сохранениемВеличина турбулентности и вращения в дымеВеличина скорости, потерянной при столкновенияхКоличество влажной краски, которая останется на кисти после нанесения на поверхностьВеличина влияния текстуры на альфа-каналВеличина влияния текстуры на скопление потомковВеличина влияния текстуры на длины волос-потомковВеличина влияния текстуры на амплитуду волнения потомковВеличина влияния текстуры на частоту волнения потомковВеличина влияния текстуры на неровность потомковВеличина влияния текстуры на закручивание потомковВеличина влияния текстуры на диффузный цветВеличина влияния текстуры на торможение частицВеличина влияния текстуры на плотность частицВеличина влияния текстуры на время порождения частицВеличина влияния текстуры на силовые поля частицВеличина влияния текстуры на силу тяжести частицВеличина влияния текстуры на начальную скорость частицВеличина влияния текстуры на время жизни частицВеличина влияния текстуры на физический размер частицВеличина, на которую поверх существующих поз будет применяется эта поза. Отрицательное значение вычитает позу вместо её добавленияВклад активного действия, вносимый в результирующий стек НЛАВеличина, привносимая дорожкой в текущий результатУсиление упругих отскоков для «упругого» ослабленияВеличина, на которую необходимо увеличить межсимвольный интервалВеличина деформации объектаВеличина смещения для поверхностиВеличина перемещения каждой копии относительно размера её габаритного контейнераВеличина для смещения массива UV по оси UВеличина для смещения массива UV по оси VВеличина смещения отражённой UV относительно "0.5" по оси UВеличина смещения отражённой UV относительно "0.5" по оси VКоличество раздельных арок для дугообразного соединенияВеличина деформации вокруг курсораАмплитудаАмплитуда скопленияСлучайность амплитудыАмплитуда волныВеличина шума ПерлинаАмплитуда шумаАмплитуда шума - степень изменения шумом изменяемой кривойАмплитуда синусоидального смещенияАмплитуда пространственного шума"Экстремальная" поза или какая-то другая цель по мере необходимости«Предельная» поза (или другая нестандартная поза)Действие не может иметь более одного слояСлот действия может быть создан только тогда, когда назначено действиеДобавленное смещение к каждой октаве, - определяет уровень, на котором появится самая высокая октаваАгрессивный фильтр резкостиСлой анимации, содержащий действия, называемые НЛА-дорожкамиПриблизительное значение кривой Френеля на основе цветов под перпендикулярными и почти касательными углами (примерно 82°)Область максимизирована и заполняет этот экранМассив значений с плавающей запятойМассив состоящий из целых чиселМассив истинных или ложных значенийРешатель для художественных сцен с более сильным эффектом поверхностного натяжения (исходный)Поле атрибута с выделением внешних точекРебро, соединённое с гранью, выбранной по индексу сортировкиТребуется меш-редактирования с режимом выделения вершин или рёберПроизошло исключение при вызове USD-крюка "%s"Произошло исключение при вызове USD-крюка "%s". Подробности см. в консолиСуществующий соответствующий локальный идентификатор был использован повторноДополнительный множитель для настройки величины октавИдентификатор группы каждой грани. Все смежные грани с одинаковым значением находятся в одной областиИндекс, используемый для группировки кривых. Заполнение выполняется отдельно для каждой группыИндекс, используемый для группировки значений для нескольких отдельных накопленийИндекс, используемый для группировки значений для нескольких отдельных операцийИмя входа не может начинаться с цифры: "{}"Вход не был развёртываемымВнутреннее свойство, используемое для хранения только первой позиции мышкиВнутреннее свойство, используемое для хранения первой ноды в операции "лёгкого соединения"Внутреннее свойство, используемое для хранения последней ноды в операции "лёгкого соединения"Внутреннее свойство, используемое для хранения исходного сокета в операции "лёгкого соединения"Элемент (представляющий блок данных) в данных BlendImportContext (КонтекстаИмпортаBlend). В настоящее время представлен только в качестве данных "только для чтения" для обработчиков pre/post linking (связывания)Экземпляр объекта в слое визуализации (в настоящее время не отображается в API Python'а)АнаглифТип анаглифаАналоговый 16ммАналоговый 35ммАналоговый 65ммАналоговый IMAXАналоговый Super 16Аналоговый Super 35Родители полностью видныКадр-якорьЯкорные весаЯкорь - XЯкорь YИУголНа основе угловУгловое ограничениеОграничитель углаМножитель углаОграничение углаУгол - Мин.Угол - CнаружиУгловая привязкаШаг привязки углаРазделение по углуПороговый уголЕсли угол между гранями больше, на ребре появится фаскаУгол, выше которого необходимо разделить рёбраВращение вокруг угла и осиУгол, на котором межокулярное расстояние равно 0Угол, на котором межокулярное расстояние начинает угасать до 0Угол между следующим и предыдущим ребром угла грани внутри самой граниУгол между плоскостями складкиУгол в пространстве экрана, меньше которого штрих делится на две частиОграничение углаУгол вращения в представлении угла осиУгол деформацииУгол кругового вращенияУгол вращенияУгол внутреннего конуса, в градусах, внутри конуса объём равен 100%Угол основного направленияУгол внешнего конуса в градусах, вне которого громкость определяется значением громкости вне конуса. Между внутренним и внешним конусом громкость интерполируетсяУгол переходаУгловая привязкаРежим угловой привязкиУгловая привязка относительно предыдущего угла разрезаУгол вращения входного вектора наУгол, используемый в качестве основы для деформацииУгол, используемый для шага вращения в 2D-редакторахУгол, используемый для пошагового вращения в 3D-редакторахГрадус, после которого изгибы считаются угламиУглы меньше этого значения будут рассматриваться как складкиУглы меньше этого будут рассматриваться в качестве складок. Приоритет угла сгиба: переопределение складки объекта Line Art > угол автоматического сглаживания меша > складка Line Art по умолчанию.УгловойУгловое торможениеУгловое расстояниеУгловой моторУгловая скоростьОсь угловой скоростиПороговая угловая скорость деактивацииОстанавливать симуляцию объекта, если угловая скорость ниже этого значенияУгловой диаметр Солнца, как его видно с ЗемлиУгловой диаметр луча прожектораУгловое искажение между углами UV и 3DУгловая толщина поверхностей при расчёте быстрого ГО и окружающей окклюзии. Уменьшает потери энергии и отсутствие окклюзии дальней геометрии.Угловой порог для обнаружения складочных рёберВеличина угловой скорости (в радианах в секунду)ОстановитьЖивотныеМожно анимироватьАнимировать свойствоАнимировать появление и исчезание штриховС анимациейАнимированное влияниеАнимация выделенияАнимированное время дорожкиАнимацияКарман канала анимацииКаналы анимации для слотовКривые анимацииДанные анимацииРедакторы анимацииСмещение конца анимацииРежим анимацииСмещение анимацииОперация анимированияПроигрывание анимацииПлеер анимацииПресеты плеера анимацииАнимация воспроизводитсяАнимационный указатель (экспериментальный)Смещение начала анимацииШаг анимацииИнтервал анимацииПИ АнимацииРендеринг анимацииДанные анимации для датаблокаДанные анимации для этого датаблокаУ блока данных анимации нет активного действияДатаблок анимации с активным действиемСмещение конца анимации (конец обрезки)Анимация проигрывается в обратном направленииВоспроизведение анимацииВоспроизведение анимации активноСкорость воспроизведения анимации в кадрах в секунду. Если одно изображение, то "0"Настройки анимацииСмещение начала анимации (начало обрезки)Шаги анимацииВремя анимации шумаТрек анимации с индексом %d не является НЛА-треком 'активного действия'Анимация:АнимацииАнизотропныйАнизотропная фильтрацияПоворот анизотропииАнизотропияЛодыжкаЛодыжка и пальцы ногАннотацияЦвет аннотаций по умолчаниюКадр аннотацииКадры аннотацийСлой аннотацииНепрозрачность слоя аннотацийСлои аннотацийШтрих аннотацииРасположение аннотаций (3D-вид)Точка штриха аннотацииТолщина линий аннотацийДанные аннотацийДанные, принадлежащие заметкам для этой области предпросмотраДанные, принадлежащие заметкам к этому видеофрагментуДанные, принадлежащие заметкам для этого пространстваДанные, принадлежащие заметкам для этого трекаБлоки данных аннотаций (старая система Grease Pencil)Аннотация:АннотацииК анонимным атрибутам нельзя получить доступ по имениЗдесь нельзя создать анонимные атрибутыДругой объект имеет эти общие данные в режиме редактированияСглаживание краёвСглаживаниеСглаживание сэмпловСглаживание сгенерированной маски перед объединением для более гладких границ за счёт более затратной обработкиСглаживание пикселейСглаживаниеЛюбойЛюбой типЛюбой угол допускается для вращенияНажата любая клавиша-модификаторЛюбое изменение объекта приводит к полному перестроению BVH, но рендеринг работает быстрееВсе несохранённые изменения будут потеряны.ДиафрагмаПрил.Видимый размер объекта камеры в области 3D-просмотраДобавитьДобавить (повторно использовать данные)Добавить (повторно использовать данные) {}Добавить (сделать локальными) также косвенные зависимости добавляемых идентификаторов, поступающих из других библиотек. ПРИМЕЧАНИЕ: Все идентификаторы (включая косвенно связанные), происходящие из одной и той же исходной библиотеки, всегда становятся локальнымиДобавить действиеДобавить материалы активного Grease Pencil к другому объектуДобавить конечную кость к концам каждой цепочки для задания длины последней кости (используйте при необходимости редактирования арматуры из экспортированных данных)Добавить рабочее пространство и сделать его активным в текущем окнеДобавить модификаторы с активной дорожки на выделенные дорожкиПрисоединить из библиотечного .blend-файлаДобавить к истории по положению курсораДобавить имя меша к имени объекта, разделив его символом '_'Добавить только активный материал, снимите флажок, чтобы добавить все материалыДобавить к прокручиваемому тексту по типуДобавить {}Добавленные данныеДисплей Apple P3 с функцией составного (поэлементного) кодирования sRGB, распространённого на устройствах MacШаблон приложенияШаблон приложения "%s" не найденПриложенияПрименённый ограничитель не был первым в стеке, - результат может быть не таким, как вы могли бы ожидатьПрименённый ограничитель: %sПрименённый модификатор изменил только контрольные вершины, но не вершины от тесселяции или фаскиПрименённый модификатор был не первым в списке, поэтому результат может отличаться от ожидаемогоПрименён модификатор: %sПрименяет коричневый оттенок, имитирующий тона старинных фотографий.Применяет деформацию с симуляцией ткани ко всему мешуПрименяет фильтр для изменения атрибута активного цветаПрименить фильтр чтобы изменить текущую маскуПрименить фильтр, чтобы изменить текущий мешПрименяет гравитацию к симуляцииПрименяет спад кисти в виде петлиПрименяет эффект перепада кисти на кончике самой кистиПрименяет деформацию в локализованной области, ограниченной радиусом кистиПрименяет радиус спада кисти в циклическом шаблоне, инвертируя направление смещения при каждом повторении шаблонаПрименяет одинаковую деформацию по всей границеПрименяет трансформацию, имитирующую эластичность, используя радиус курсораПрименяет трансформацию ко всем вершинам в мешеПрименять трансформации от модификатора арматурыПрименитьПрименить (все ключевые кадры)Применить к базовому мешуУчитывать плотностьПрименить перевёрнутуюДобавить Гауссово размытие к объектуПрименить направляющие для волосПрименить сглаживание потоком Лапласа к полю знаковых расстояний. Вычислительно эффективная альтернатива потоку средней кривизны, и идеальна в сочетании с нормализацией SDFПрименить маскуПрименить смешениеПрименить модификаторПрименить модификаторыПрименить трансформации объектаПрименить пресетПрименить свойстваПрименить масштабыПрименить эвристику подразделенияПрименить подразделение поверхностиПрименить трансформациюПрименить единицыПрименить масштаб преобразования единицПрименить преобразование цвета в цветовой модели HSVПрименять фиксированное смещение (не масштабировать по радиусу)Применить гамма-коррекциюПрименить вращение к заданному векторуПрименить вторичное вращение Эйлера к заданному вращению ЭйлераПрименить вторичное вращение к заданному значению вращенияПрименить штрих кистью к частицамПрименить матрицу трансформации (исключая перемещение) к заданному векторуПрименить матрицу трансформации к заданному векторуПрименить действие ко всем группам вершинПрименить размытие к каждому разбросанному сэмплу для уменьшения артефактов недостаточного сэмплингаПрименить воздействие кисти в 2D-окружности, спроецированной из видаПрименить воздействие кистью, используя сферу, от центра к краямПрименить кисть стандартноПрименять изменения к соответствующим костям на противоположной стороне оси XПрименять канал вращения в качестве ограничителя ИКПрименять канал размера в качестве ограничителя ИК при включённом растяжении костейПрименить цветокоррекцию для каждого цветового каналаПозволяет применить общие фильтры улучшения изображенийПрименить ограничитель и удалить из стекаПрименить скопированное вращение после оригинального, как если бы целью ограничителя был потомокПрименить скопированное вращение перед оригинальным, как если бы целью ограничителя был родительПрименить скопированные трансформации после оригинала, как если бы целью ограничителя был бы потомок в режиме выровненного наследования масштаба. При этом фактически используется полное наследование для положения и разделяются каналы для вращения и масштабирования.Применить скопированные трансформации после оригинала, обрабатывая положение, вращение и масштаб отдельно друг от друга, как будто это три отдельных ограничителя копированияПрименить скопированные трансформации после оригинала, используя простое умножение на матрицу, как если бы целью ограничителя был потомок в режиме полного наследования масштаба. Будет создавать сдвиги при сочетании вращения и неравномерного масштаба.Применить скопированные трансформации перед оригиналом, как если бы целью ограничителя был бы родитель с режимом выровненного наследования масштаба. При этом фактически используется полное наследование для положения и разделяются каналы для вращения и масштабирования.Применить скопированные трансформации перед оригиналом, обрабатывая положение, вращение и масштаб отдельно друг от друга, как будто это три отдельных ограничителя копированияПрименить скопированные трансформации перед оригиналом, используя простое умножение на матрицу, как если бы целью ограничителя был родитель с режимом полного наследования масштаба. Будет создавать сдвиги при сочетании вращения и неравномерного масштаба.Применить коррекцию для устранения артефактов теневого терминатора, вызванных рельефным отображениемПрименить текущую комбинацию ключей формы к геометрии перед их удалениемПрименить текущие единицы сцены (заданные масштабом единиц) к экспортируемым даннымПрименить текущие единицы сцены (масштаб единиц) к импортируемым даннымПрименить текущую видимую форму к данным объекта и удалить все ключи формыПрименить настраиваемый масштаб и масштабирование единиц к масштабу FBSПрименить настраиваемый масштаб и масштабирование единиц для всех объектов; масштаб FBX останется равен "1.0"Применить настраиваемый масштаб к масштабу FBS и масштабирование единиц для всех объектовПрименить пользовательский масштаб для всех объектов и масштаб единиц к масштабу FBXПрименить деформации выделенных ключей формы к ключу основы, а затем удалить ихПрименить глубину резкости в 2D, используя карту Z-глубины или маскуДобавить различные цветовые эффектыПрименять эффекторы на потомковПрименить перепад, чтобы избежать резких краёв при пересечении геометрии света с другими объектамиПрименить итоговое положение костей после ограничителейПрименять фиксированные дельты движения при каждом обновленииПриложить силу по оси XПриложить силу по оси YПриложить силу по оси ZПрименять силу только в 2DПрименять фрактальное смещение только вдоль нормалейПрименить глобальную пространственную трансформацию к вращениям объектов. При отключении в файл записывается только пространство осей, а все трансформации объектов остаются как естьПрименять гравитацию к движению точекПрименять тактильную обратную связь при нажатии кнопкиПрименять тактильную обратную связь при нажатии и отпускании кнопкиПрименять тактильную обратную связь при отпускании кнопкиПовторно применять тактильную обратную связь в течение всего времени нажатия кнопкиПрименить тактильные эффекты к тем же траекториям пользователя для тактильного действия и этого действияПрименить сглаживание усредняющего фильтра (в каждой ячейке) к полю знаковых расстояний. Быстрый разделяемый усредняющий фильтр для общего сглаживания поля расстоянийПрименить к вокселю сглаживание усредняющего фильтра (в каждой ячейке). Значение каждого вокселя заменяется усреднённым значением с соседними вокселями в прямоугольной области в заданном радиусе.Применить сглаживание потока средней кривизны к полю знаковых расстояний. Изменяет форму поверхности на основе её средней кривизны, естественным образом сглаживая области с высокой кривизной больше, чем более плоские областиПрименить к вокселю сглаживание медианного фильтра (в каждой ячейке). Значение каждого вокселя заменяется медианным значением с соседними вокселями в прямоугольной области в заданном радиусе.Применить медианный фильтр к полю знаковых расстояний. Снижает уровень шума, сохраняя при этом чёткие контуры и детали в поле расстоянийПрименить модификатор и удалить из стекаПрименить модификатор как новый ключ формы и удалить из стекаПрименить модификатор как новый ключ формы и сохранить его в стекеПрименить модификаторы (исключая арматуру) к меш-объектам. Предупреждение: предотвращает экспорт ключей формыПрименить модификаторы к экспортированным мешамПрименить модификаторы к меш-объектам (кроме арматуры) — Предупреждение: не позволяет экспортировать ключи формыПрименить новое вращение после оригинального, как если бы оно было на потомкеПрименить новое вращение перед оригинальным, как если бы оно было на родителеПрименить неразрушающие эффектыПрименить карту нормалей относительно смещённой поверхности. Для карт нормалей, применяемых поверх карты смещенияПрименить карту нормалей относительно сглаженной, несмещённой поверхности. Для карт нормалей, совпадающих с картой смещенияПрименить объектные трансформации к экспортируемым вершинамПрименить смещение кумулятивно (предыдущие точки влияют на последующие точки)Применять смещение в обратном направлении анимацииПрименять смещение в обычном направлении анимацииПрименить к сплайнуНаносить краску на каждом шаге движения курсораВзлохматить невыделенные конечные точки (позволяет поднимать волосы у корня без изменения объёма волос)Применить относительно к текущему значению (дельта)Применить относительные трансформации в режиме "зеркала по X" (не поддерживается с Авто IK)Применить настройки управления цветом из рендера при сохранении байтового изображенияПрименять настройки управления цветом из рендера при отображении этого изображения на экранеВсегда выполнять сэмплирование для всех анимацийПрименить масштаб к решению, чтобы обеспечить желаемое расстояние между выделенными трекамиПрименить масштабирование выделенных дорожек к действиям, на которые они ссылаютсяПрименить положения выделенных вершин ко всех другим ключам формыПрименить трассировку тени к каждому разбросанному сэмплу для уменьшения артефактов недостаточного сэмплингаПрименить синусоидальную деформациюПрименить сглаживающий фильтр, сохраняющий края, для создания стилизованных и живописных эффектовПрименять сглаживание без пересоздания поверхностиПрименить действие на основе выбора группы вершинПрименить каналы действий после исходных трансформаций, как если бы они были применены к потомку с включённым выровненным наследованием масштаба. Это фактически использует полное наследование для положения и разделяет каналы для вращения и масштабирования.Применить каналы действий после исходных трансформаций, как если бы они были применены к потомку с включённым полным наследованием масштаба. Это может приводить к сдвигам при сочетании вращения и неравномерного масштаба.Применить каналы действий после исходных трансформаций, обрабатывая каналы положения, вращения и масштаба отдельно друг от другаПрименить каналы действий перед исходными трансформациями, как если бы они были применены к родителю с включённым выровненным наследованием масштаба. Это фактически использует полное наследование для положения и разделяет каналы для вращения и масштабирования.Применить каналы действий перед исходными трансформациями, как если бы они были применены к родителю с включённым полным наследованием масштаба. Это может приводить к сдвигам при сочетании вращения и неравномерного масштаба.Применить каналы действий перед исходными трансформациями, обрабатывая каналы положения, вращения и масштаба отдельно друг от другаПрименить текущую позу а качестве новой позы покояПрименить деформацию вдоль выбранной осиПрименить операцию редактирования к скрытой геометрииПрименить фильтр только к набору граней под курсоромПриложить силу по выбранной осиПрименять действие жеста только к области, содержащейся в сегменте, не распространяя его эффект на всю линиюПрименить заданное действие позы к ригуПрименить максимальную интенсивность к активной точке, а не к положению курсораПрименить инверсию родительских координат к данным объектаПрименить трансформацию объекта к его даннымПрименить визуальную трансформацию объекта к его даннымПрименить операцию только к содержимому выделенных элементов (блоков данных в их поддереве)Применить операцию к выбранным блокам данных и всем их зависимостямПрименить операцию только к выделенным блокам данныхПрименить противоположность функции "Блокировать/Разблокировать" к невыделенным группам вершинПрименять относительное позиционное смещениеПрименить ту же настройку, но зеркально отражённую для элемента управления с противоположной стороны, показанного в скобках. Кости будут затронуты только элементом управления с той же стороны (например, кости ".L" будут затронуты только элементом управления ".L"). Кости без стороны в их названии (то есть без ".L" или ".R") будут затронуты обоими элементами управления с влиянием "0.5" каждыйПрименить уровень подразделения поверхности как смещение относительно текущего уровняПрименить глобальные трансформации целевого объекта поверх трансформации атрибутаПрименять этот и все предшествующие модификаторы деформации к точкам спайна, а не к заполненной кривой или поверхностиПрименить ко всем ключевым кадрамПрименить к выделенным группам вершинПрименить к невыделенным группам вершинПрименять маску трека на предпросмотреПрименить трансформацию перед созданием родительской связиПрименить двумерное масштабирование и вращение для исходных штриховВосстановить исходный объём после сглаживанияПрименить сохранение объёма поверх исходного масштабаПрименять трансформацию с учётом весов от нескольких костей, как с модификатором арматурыПрименить средневзвешенные значения для сглаживания неровностей выбранных F-кривыхПрименить веса симметрично относительно оси X для создания автоматических или оболочных групп вершинПриблизительный рассеянный непрямой свет с фоновым затемнением окружающей окклюзии. Это обеспечивает быструю альтернативу полному глобальному освещению для интерактивного рендеринга вьюпорта или финального рендера с пониженным качествомПриблизительное количество граней (четырёхугольников) в новом мешеПриблизительное количество вокселей вдоль одной осиАппроксимировать объект в качестве сферы, диаметр которой равен толщине, определяемой деревом нодАппроксимировать объект в качестве бесконечной пластины с толщиной, определяемой деревом нодВычислить приблизительную толщину объекта для расчёта двух событий преломления ("0" - отключено) (устарело)Примерное число кадров, после которых происходит растворениеПримерное число кадров, после которых происходит высыханиеПриближение рассеивания Ми в каплях воды, используемое для рассеивания в облаках и туманеПриближение к физически точному объёмному рассеяниюАппроксимация, используемая для моделирования взаимодействия света внутри объектаПриложенияАрабский - ﺔﻴﺑﺮﻌﻟﺍПроизвольные выходные переменные. Предоставить пользовательские проходы рендеринга для произвольных выводов нод шейдераДугаАрккосинусАрхивные библиотекиАрхивные библиотеки упакованных идентификаторов, сгенерированные этой исходной библиотекой, к которой они принадлежатУгловые минутыУгловые секундыРежим арксинусаАрктан2Режим арктангенсаБудут ли ручки тестироваться индивидуально по критериям выделения, независимо от их ключей. Если флажок не установлен, ручки будут сниматься с выделения/выделяться в унисон со своими ключамиЕсть ли пути костей, нуждающиеся в обновлении (только для чтения)Протяжённый источник светаК протяжённым источникам можно применить только масштаб: «%s»Нормали областиСпад нормалей областиЛимит по нормалям областиПлоскость пространстваРадиус областиДавление для радиуса областиОбласти пространствВлияние площадиИскажение по площади между гранями UV и 3DВысота областиОбласть с редактором на разделённом экранеОбласть не найдена на активном экранеПлощадь грани в трёхмерном пространствеПлощадь этого треугольникаОбласть применения спада деформации к эффектам симуляцииШирина областиОбластиОбласти внутри маски основы будут включены в окончательную маскуОбласти внутри маски исключения будут исключены из финальной маскиОбласти за пределами изображения заполняются повторами данного изображенияОбласти за пределами изображения заполняются ближайшими граничными пикселями на изображенииОбласти за пределами изображения ничем не заполняютсяОбласти, на которые разделён экранАргументыАрм.АрматураОслаблениеСглаживание - НачалоВыходСоздатьКонецСэмплыАрматура "%s" не содержит кость "%s"Арматура "%s" не в режиме редактирования, невозможно добавить редактируемую костьАрматура "%s" не в режиме редактирования, невозможно удалить редактируемую костьКоллекции костей арматурыКости арматурыОграничитель арматурыКак для арматурыАрматурная деформацияЦели ограничителя деформации арматурыРедактируемая кость арматурыТип ноды FBX арматурыМодификатор арматурыНаложения арматурыКость арматуры, группа вершин меша или решётки, …Датаблок арматуры, задающий иерархию между костями (обычно используется для риггинга персонажей)Датаблоки арматурМодификатор арматурной деформацииУ арматуры нет активной коллекции костей, сначала выберите еёНе выбрана активная кость в арматуреОбъект арматуры, с помощью которого должна осуществляться деформацияОбъект-арматура, из которого следует извлечь информацию о костяхАрматура, используемый в качестве источника скрываемых костейАктивная кость арматурыАктивная коллекция кости арматурыАрматура(-ы)Начало по отношению к арматуреКонец по отношению к арматуреНастройки, связанные с арматурамиАрматурыАрматуры активной редактируемой костиВокруг кадраРасположить выделенные UV-острова в линиюРаспределять новые треугольники равномерно (медленно)Упорядочить рисуемые штрихиМассивМассив (прежней версии)Выстроить все элементыДлина массиваМодификатор "Массив"Модификатор дублирования в виде массиваМетод расчёта длины массиваНесоответствие длины массива (ожидается %d, получено %d)Несоответствие длины массива (получено %d, ожидается больше)Массив координат, задающих углы прямоугольной области в координатах, нормализованных относительно кадраМассив координат, предоставляющий углы шаблона в нормализованных координатах по отношению к положению маркераArri Alexa 65Arri Alexa LFArri Alexa Mini & SXTСтрелкаРазмер стрелкиСтрелкиИскусственная сила выталкивания в противоположном гравитации направлении на основе разницы давлений внутри жидкостиОчистить родителя с сохранением текущего положения и формы объекта в пространствеВ качестве экземпляраКак NURBSКак проход рендераАшихминАшихмин-ШирлиЗапрашивать подтверждение при выходе с несохранёнными даннымиСоотношениеСоотн. сторонСоотношение по XСоотношение по YАсфальт (дроблёный)АссетАссет ("%s") не является блоком данных действияПуть-blend ассетаБраузер ассетовВ браузере ассетов должна быть установлена библиотека текущих файловКаталог ассетовКаталог ассетов:Каталоги ассетовДанные ассетаИнформация об отладке ассетовПодробности об ассетеБиблиотеки ассетовБиблиотеки ассетов являются локальными каталогами, которые могут содержать файлы .blend с ассетами внутри. Управление библиотеками ассетов из раздела "Пути к файлам" в настройкахБиблиотека ассетовИдентификатор библиотеки ассетовСсылка на библиотеку ассетовТип библиотеки ассетовБиблиотека ассетов не найденаБиблиотека ассетов: текущий файлБиблиотека ассетов: основныеМетаданные ассетаПредставление ассетаПараметры выбора ассетаПолка с ассетамиЗаголовок полки ассетовИмя полки с ассетамиПанель полок ассетовТема региона полки ассетовТег ассетаТеги ассетаСлабая ссылка на ассетФайлы .blend ассетов не подлежат редактированиюАссет не может быть изменён из этого файлаКаталоги ассетов не могут быть отредактированы в этой библиотеке ассетовДанные об ассетах могут быть назначены только ассетам. Используйте asset_mark(), чтобы пометить как ассет.Данные об ассетах не могут быть "None"Данные ассета, значение действительно, если файл является ассетомФайл ассета не подлежит редактированиюАссет не является группой нод геометрииБиблиотека ассетов не подлежит редактированиюБиблиотека ассетов, используемая для хранения новой кистиБиблиотека ассетов, используемая для хранения новой позыЗагрузка ассета не завершенаМетаданные ресурсов из внешних библиотек ассетов отредактированы быть не могут, редактировать можно только ассеты, хранящиеся в текущем файлеМетаданные ассетов из внешних библиотек отредактированы быть не могут. Редактировать можно только ассеты, хранящиеся в текущем файле.Ассет не найденАссет не найден: "%s"Тип всплывающей панели полки ассетов не найденАссетыАссеты в текущем файле не могут быть сохранены по отдельностиАссеты в текущем файле не могут быть восстановленыНазначитьНазначить Fk для коллекцийУстановить ограничитель инверсной кинематики с целями, производными от выделенных костей/объектовНазначить материалНазначить основные коллекцииНазначить вторичные коллекцииНазначить коллекции подстроекНазначить значение складки для внутренних рёберНазначить значение складки для внешних рёберНазначить значение складки для рёбер, образующих ободНазначить материал элементам геометрииНазначить действие "%s" для "%s" перед вызовом этой функцииНазначить активный слот материала для выделенияНазначить все выделенные кости в коллекцию или отменить их назначение в зависимости от того, назначена ли уже активная кость или нетНазначить значение приоритета пересечения для этой коллекцииНе назначать цветовой тег коллекцииНазначить слот активного материала выбранным штрихамНазначить текущие значения пользовательских свойств в качестве значений по умолчанию для использования в состоянии позы покоя в смеси треков НЛАНазначить крюк активной кости объекта крюкаНазначить выделенные вершины для модификатора крюкаНазначить выделенные вершины к новой группе вершинНазначить выделенные вершины активной группе вершинПрисвоить значениеСочетание клавиш {:d} назначено для {:s}Присваиваемое значениеПрисваиваемое значение (как строка)АсимметричноАсимметрия регулировки формы толщины прядейЦентрВ центреУ курсораК первойК последнейДля реконструкции необходимо хотя бы 8 общих треков на обоих ключевых кадрахПо крайней мере одна коллекция в этом слое визуализации имеет экспортёрНеобходимо выделить хотя бы одну ноду.Выберите хотя бы один рассчитанный трек для установки положения ориджинаТребуется не менее двух точекНеобходимо выделить не менее {:d} нод.С каким интервалом добавлять ключиС каким интервалом будет производиться привязка к кадрамС каким интервалом будет производиться привязка к секундамМутность атмосферыПрикрепить кривые волос к поверхностиРежим прикрепленияПрисоединить нодыПрисоединить активную ноду к рамкеПрисоединить выделенные нодыПоместить выделенные ноды в новую общую рамкуПрикрепляет кривые волос к поверхности мешаUV прикрепленияПрикрепление действительноКоордината UV-поверхности прикрепления каждой кривойВремя атакиМаксимальное расстояние, на котором члены роя атакуютПопытка создать привязку из неактивного графа зависимостейПопытка удалить сцены в рамках операции по очистке, что никогда не должно происходитьПопытаться импортировать материалы, отмеченные как 'универсальные'.Попытаться импортировать материалы, отмеченные как 'полностью'. В качестве альтернативы загрузить материалы, отмеченные как 'универсальные' или 'предпросмотр' в указанном порядкеПопытаться импортировать материалы, отмеченные как 'предпросмотр'. В качестве альтернативы загрузить материалы, отмеченные как 'универсальные'Попытаться импортировать материалы с заданным назначением. Если ни один материал с этим назначением не привязан к примитиву, будет загружен любой другой связанный материалПопробовать выделить точку рукоятки до трансформацииПопытка задать действие для неанимируемого IDПопытка убрать привязку от неактивного графа зависимостейПредпринята попытка установить идентификатор слота на "%s", но префикс типа не соответствует 'target_id_type' слота, - "%s". Вместо этого был установлен "%s".ЗатуханиеКоэффициент затуханияАтрибутАтрибут "%s" (домен Blender'а %d, тип %d) не могут быть преобразованы в USDОбнаруженные данные атрибутовДомен атрибутаТип домена атрибутаГруппа атрибутовИмя атрибутаНода атрибутаНастройки атрибутаСтатистика по атрибутуТекст атрибутовТип атрибутаАтрибут не существует: "{}"Домен атрибутаДомен атрибутов для входов "Выделение" и "ID группы"Домен атрибута не поддерживается этим типом геометрииДомен атрибута для отображенияДомен атрибута для хранения свободных пользовательских нормалейДомен атрибута, используемый модификатором нод геометрии для создания выходных данных атрибутаДомен атрибута, в котором атрибут хранится в запечённых данныхДомен атрибута, в котором атрибут хранится в состоянии симуляцииАтрибут не является частью этой геометрииАтрибут является обязательным и не может быть удалёнИмя атрибута не может быть пустымИмя атрибута для веса ребраИмя атрибута для веса вершинАтрибут слоя Grease PencilАтрибут экземпляраАтрибут ребра мешаАтрибут угла грани мешаАтрибут граней мешаАтрибут точкиАтрибут сплайнаАтрибут в геометрии, которая вышеАтрибут на точку/вершинуЗначение атрибута, которое будет сохранено для текущего элемента в основной геометрииАтрибутыАтрибуты для модификацииАтрибуты с этими именами, используемые внутри группы, могут конфликтовать с существующими атрибутамиАудиоАудиоканалыАудиокодекЗвуковая подсистемаРазмер буфера аудиомикшераФормат аудиосэмплаЧастота дискретизацииЗвук в перемоткеАудиодорожкаБитрейт аудио (Кбит/с)Количество аудиоканаловАудиоканалыПодсистема вывода звукаФормат аудиосэмплаФормат аудиообразца не поддерживаетсяЧастота дискретизацииЧастота сэмплирования аудио (сэмплов в секунду)Громкость звукаАутентификацияАвторАвторские пользовательские атрибуты USD, содержащие исходный объект Blender'а и имена данных объектаАвтор:АвтоАвто-выравнивание концаАвто-выравнивание конечной костиАвтовыравнивание {:s}Авто осьАвтоусиление/затуханиеС автоусечениемАвтоматическое закрытие пар символовСоздать автоматическиАвтоматическая глубинаАвтоматическое определениеАвто ЭйлерАвтоматическая скорость полётаАвтоматическая ручкаВыделенная автоматическая ручкаСглаживание авторукоятокРежим автоматического сглаживания, используемый при добавлении новых f-кривыхАвто IKДлина авто IK: %dАвтоматическое количество итерацийАвтовставка ключевых кадровАвтоматически вставлять ключевые кадры при доступностиАвтоматически вставлять ключевые кадры с ключевым наборомАвто-создание ключевых кадровАвтосоздание ключейВключить автоматическую вставку кадровИндикатор автоматического ввода ключейКлючевые кадры автоматическиВключено автосоздание ключейАвтосоединениеАвто-соединение и разделениеАвтосоединение вершинАвтонормализацияАвтонормализацияАвтоматическая перспективаАвтоматический (радуга)Автоматическое обновлениеАвтоматическое удалениеАвтозапускать Python-скриптыАвтосохранять временные файлыИнтервал автосохраненияАвтосглаживаниеАвтоматический размер шагаАвтом. текстурное пространствоАвтоматические плиткиАвто-преобразованиеОбновлять автоматическиАвтоматическая скоростьАвто WXYZ в YRGBАвтоматический (XYZ в RGB)Автоматический зумингС автоусечениемАвтоматическое определение наилучшего графического процессора для запуска Blender'аАвтоматическая ручка"Автоматическая" настройка устанавливает центр орбиты динамически. Когда вся модель находится в поле зрения, центр объёма всей модели используется как опорная точка для вращения. Когда вы приближаетесь, центр орбиты будет установлен на объекте, близком к центру вашего вида.Автоматически ограниченная ручкаВыделенная "автоматически ограниченная" ручкаАвтоматическое определениеПути автозапускаАвто-создание ключевых кадровРежим автосоздания ключейФункция автоматического создания ключей пропустит вставку ключей, которые не влияют на анимациюАвтоматическая блокировка осейАвто-блокировка слоёвАвто-маски́рованиеСлой авто-маски́рованияМатериал авто-маски́рованияШтрихи авто-маски́рованияАвтообъединение ключевых кадровАвтоматическое смещениеАвтообновлениеАвто-удалять направляющие заполненияАвтосохранениеАвтосохранение настроекАвтосглаживаниеАвтоматический размер шагаАвтоматическая скоростьАвтоотступНаправление автоотступаРазмер автоотступаНаправление авто-смещения: %sАвтоупаковка включена, поэтому изображение будет переупаковано при сохранении файлаАвтодополнениеАвтоматически вставлять только нужные ключиАвтоблокировка неактивных слоёвАвтомаски́рованиеАвтоматическиАвтоориентация костейАвтоматическое ослаблениеАвтоматическое имяАвтоматическое расстояние скремблированияАвтоматические подкадрыОтрегулировать автоматические ручки для исключения прыжков в ускорении для более гладких кривых. Однако, изменения ключей могут повлиять на интерполяцию на большом диапазоне кривой.Автоматические ручки, учитывающие только непосредственных соседейАвтоматические ручки для создания гладких кривыхАвтоматические ручки, создающие гладкие кривые, меняющие направление только на ключевых кадрахАвтоматические ручки для создания прямых линийАвтоматически вставлять ключевые кадры для объектов и костей (настройка по умолчанию для новых сцен)Автоматически вставлять ключевые кадры с использованием только активного ключевого набораАвтоматически вставлять ключевые кадры при перемещении углов плоскостейАвтоматическая толщина линий, основанная на масштабе интерфейсаАвтоматическое определение типа выходаАвтоматический размер пикселя; зависит от масштаба пользовательского интерфейсаАвтоматический риггинг из сборных компонентовАвтоматическое сохранение временных файлов в папке temp, использует идентификатор процесса. Предупреждение: данные режима скульптинга и редактирования сохранены не будутАвтоматические веса от костейАвтоматически добавить модификаторы решётки к выделенным объектамАвтоматическая регулировка интенсивности для поддержания согласованности результатов на разных интервалахАвтоматически корректирует скорость полёта в зависимости от расстояния до объектов вблизи центра вьюпорта, упрощая навигацию в сложных сценах. Скорость пересчитывается каждый раз при начале движения.Автоматически выравнивать рёбра по направлению движения кисти, для генерации более чистой топологии и проработки чётких деталей. Лучше использовать на низкополигональных мешах, так как функция влияет на производительность.Автоматически начать перемещение дорожек с помощью мышки после их добавления на временную шкалуАвтоматически рассчитать значения масс для твердотельных объектов на основе объёмаАвтоматически выбирать Wintab или Windows Ink в зависимости от устройстваАвтоматически выбирать фильтр на основе коэффициента масштабированияАвтоматически выбирать метод на основе GPU и изображенияАвтоматически выбирать направление, в котором уже имеется наибольшее выравниваниеАвтоматически выбирать системный язык, если он доступен, или вернуться к английскому (США)Автоматически закрывать соответствующие пары символов при наборе текста в текстовом редактореАвтоматически вычислять трансформацию для получения наилучшего соответствия между исходным и целевым мешами. Предупреждение: Результаты никогда не будут такими же хорошими, как при сопоставлении объектов вручнуюАвтоматически преобразовывать табуляцию в пробелы для новых и загружаемых текстовых файловАвтоматически решать когда выполнять несколько шагов симуляции для каждого кадраАвтоматически определять подходящий тип конструкции на основе способа использования сокетаАвтоматически распознавать секвенции анимаций в выбранных изображениях (на основании имён файлов)Автоматически определять анимированные последовательности в выбранных файлах объёмов (на основе имён файлов)Автоматически обнаружить признаки и разместить маркеры для отслеживанияАвтоматически определять лучшую ось вращения для вращения в направлении вектораОпределить тип отображения файлов автоматическиАвтоматически определять, следует ли рассматривать поверхность как источник света для сэмплинга, на основе предполагаемой интенсивности излученияАвтоматически определять метод сортировки файловОпределять количество потоков на основе процессоров автоматическиАвтоматически определять оптимальное количество шагов для наилучшего соотношения производительности/точностиАвтоматически исправить выравнивание осей выделенных костейАвтоматическая вставка ключевых кадров для модифицируемых параметровАвтоматически блокировать все слои, кроме активного, чтобы избежать случайных измененийАвтоматически блокирует движение ключевых кадров по доминирующей осиАвтоматическое объединение соседних ключевых кадровАвтоматически объединять вершины, находящиеся в одном местеАвтоматически именовать выходной файл в зависимости от типа проходаАвтоматически именовать выходной файл по имени прохода (только для внешних файлов)Автоматически сдвигать ноды при вставкеАвтоматически сдвигать следующие или предыдущие ноды, когда в цепочку вставляется новая нодаАвтоматически упаковать все внешние данные в файл .blendАвтоматически упаковать все внешние файлы в файл .blendАвтоматически выбрать быстрейший метод пересеченийАвтоматически пересчитывать нормализацию кривой при каждом её измененииАвтоматически уменьшать количество сэмплов на пиксель на основе предполагаемого уровня шумаАвтоматически уменьшать количество сэмплов на пиксель на основе предполагаемого уровня шума для рендеринга вьюпортаАвтоматически уменьшать рандомизацию между пикселями, чтобы улучшить производительность GPU рендеринга за счёт возможных артефактов визуализацииАвтоматически удалять направляющие штрихи заполнения после самой операции "Заполнения (fill)"Автоматически переименовать выделенные кости в зависимости от того, на какой стороне оси они находятсяАвтоматически масштабировать кадры для покрытия незаполненных областей при стабилизацииАвтоматически выбирать лучший тип предварительного просмотраАвтоматически выделять импортированные объектыАвтоматически выбирать ключевые кадры при расчёте движения камеры или объектаУстанавливать количество подкадров автоматическиАвтоматически разделять рёбра и граниАвтоматически разделять рёбра треугольников, чтобы поддерживать топологию из четырёхугольниковАвтоматически переключать между ортогональной и перспективной проекциями при переключении вида сверху, снизу или со стороныПопробовать определить наилучшую настройку автоматическиАвтоматически обновлять шейдер при изменении файла .osl (только для внешних скриптов)Автоматически масштабировать предварительный просмотр изображения, чтобы оно полностью заполняло областьАвтоматизация осейАвтосоединениеАвтомасштабированиеАвторазбивка выводаАвтоматически разбивать выходные файлы по достижению размера в 2 ГбайтДополнительная цельСр. мин-максДоступныеСреднийСредняя ошибкаСредняя ошибка: {:.2f} pxСреднее число итерацийСреднее масштабированиеСредняя скоростьСредняя длина пружины * размер сферыУсреднить пользовательские нормали выделенных вершинСредняя ошибка для подшаговСредняя ошибка перепроецированияСредняя ошибка восстановленияСреднее число итераций для подшаговИспользовать средний радиус конечных точек для подстройки масштабирования костей по осям X и Z поверх режима масштабирования по осям XZСредняя ошибка повторного проецирования: %.2f pxОпределить активный трек на основе среднего значения выделенных трековУсреднить пространство длины рёбер UV для всех цикловУсреднить размер отделённых UV-островов на основе их площади в трёхмерном пространствеСреднее значение между весами группы вершин А и весами группы вершин BУсреднить вес в активной группе вершинУсреднятьУсреднённое значениеУсредняет исходные сэмплы изображения, которые попадают под целевой пиксельСпособ усредненияИзбегатьИзбегать столкновенийИсключать по возможности анимации и другие эффекты движения в интерфейсеИзбегать столкновения с объектами-отражателямиИзбегать столкновения с другими членами рояИзбегать отсечения цвета при работе в логарифмическом пространствеИзбегать создания несимметричных четырёхугольников по оси XИзбегать создания несимметричных четырёхугольников по оси YИзбегать создания несимметричных четырёхугольников по оси ZИзбежание объекта, если опасность от него превышает это значениеНе укорачивать кривые меньше этой длиныОсиПоложение осейОси для вращенияОсьЦвета осей и гизмоОбласть для оси 0Область для оси 1Угол осиУгол оси (W+XYZ), определяет вращение вокруг некоторой оси, заданной 3D-векторомУгол и ось во вращениеОграничивающая осьНаправление осиБлокировка осиСопоставление осейРежим осиОбъект осиТолько осьОрто-осьСлучайная осьПо диапазону осиЭталонная осьЗнак осиПространство осиПорог осиОсь - UОсь XОсь, вокруг которой закручивается каждая криваяОграничивающая осьОсь радиальных касательныхОсь в пространстве глобального видаОсь перемещения мышки при приближении/отдаленииОсь симметрииОриентация осиОсь, выровненная максимально точно с учётом выравнивания первичной осиОсь, которая точно совпадает с указанным основным (первичным) направлениемОсь, выровненная по нормалиОсь, направленная вперёд при движении по путиОсь, указывающая в направлении "вперёд" (применяется к вершинам экземпляра, если включено выравнивание по нормали вершины)Ось, направленная вверх (применяется к вершинам экземпляра, если включено выравнивание по нормали вершины)Ось, которая должна быть направлена в сторону целевого объектаОсь, указывающая вверхОсь, по которой выполняется выравниваниеОсь для выравниванияОсь для выравнивания по векторуОсь, по которой следует располагать UV-островаОсь, запекаемая в канале синего цветаОсь, запекаемая в канале зелёного цветаОсь, запекаемая в канале красного цветаОсь, по которой следует переместить UV-развёрткиОсь, по которой происходит вращенияОсь, по которой производить именованиеОсь, вдоль которой выравнивается 3D-маркерВращение по осевому углуПо осиПо оси (горизонтальная)По оси (вертикальная)Вращение вдоль оси и угол поворота этого события движения. Величина вектора — это угол, где значение "1.0" - представляет 360 градусов. Угол обычно масштабируется в соответствии с дельтой времени перед использованием.Азимут - угол вокруг вертикальной осиBB-КостьX-Ширина отображения B-костиОтображение Z-ширины B-костиРучка конца В-костиТип ручки конца B-костиСегменты B-костиФорма B-костиРучка начала B-костиТип ручки начала B-костиРежим сопоставления вершин B-костиРазмер X B-костиРазмер Z B-костиB-СплайнЧ/бB44 (с потерями)B44A (с потерями)BFECCBMPBSDFBSSRDFB-СплайнBT.1886 со степенной функцией 2.4 EOTF дисплей, часто используется для телевизоровBT.2020 со степенной функцией 2.4 EOTF дисплейBVHРазметка BVHВременной шаг BVHBVH2ч/бСзадиНе отображать задние граниСзади ортогональСзади перспективаМетод компенсации и исправления ошибок в прямом и обратном направлении (BFECC - Back and Forth Error Compensation and Correction). Усовершенствованный метод, минимизирующий рассе́яние и диффузиюРазмер продленияПродление штриховПодложкаСдвиг подложкиМасштабирование подложкиСдвиг подложкиКоэффициент масштабирования подложкиБэкэндНе отображать задние граниОбратный разворотФонЦвет фонаФоновое изображениеФоновые изображенияФоновая сценаИсточник для фонаТип фонаЗначение фонаЦвет фона значка отладкиЦвет фона значка оператораЦвет фона значка свойстваЦвет фона выделенной строкиФоновое изображение не может быть удаленоИндекс удаляемого фонового изображенияСцена фонового набораОбратное рассеиваниеРезервные копии .blendВ обратном направленииНеверный режим присваиванияНеверный индекс вершины в спискеЗапеканиеЗапечь и объединитьЗапечь всёЗапечь все ключевые кадрыЗапечь анимацию всех объектовЗапечь каналы сгибаемой костиДанные запеканияКонец запеканияЗапечь всю симуляции жидкостиЗапечь данные флюидаЗапечь направляющие флюидаЗапечь меш флюидаЗапечь шум флюидаЗапечь частицы флюидаЗапечь трансформацию объекта Grease Pencil в ключевые кадры Grease PencilID запеканияЭлемент запеканияЭлементы запеканияЗапечь Line Art для текущего объекта Grease PencilЗапекание положенияРежим запеканияЗапечь модификаторыЗапечь модификаторы в ключевые кадры и после удалить ихЗапечь трансформацию объекта для Grease PencilЗапечь и упаковатьПуть запеканияЗапечь сэмплыЗапечь выделенноеНачало запеканияВремя запеканияТип запеканияЗапечь диапазон кадровЗапечь одну ноду запекания или симуляцииЗапечь один кадрЗапечь все модификаторы Line ArtЗапечь все объёмы световых зондовЗапечь всю физикуЗапечь в действие анимацию положения/масштаба/вращения всех выделенных объектовЗапечь все настройки симуляции одновременноЗапечь последовательность изображений из данных океанаЗапечь анимацию в текущее действие, а не создавать новое (полезно при запекании только части костей в арматуре)Запечь анимацию на объект и затем очистить родителей (только для объектов)Запечь трансформацию костейЗапечь кэш для всех выделенных объектовЗапечь пользовательские свойстваЗапечь данные для датаблока сценыДанные запекания для каждой ноды запеканияЗапечь непосредственно от объектов с мультиразрешениемПапка запекания объекта %s, модификатор %s пуст, установка пути по умолчаниюЗапечь карту смещенийЗапечь секвенцию изображений динамического рисования на поверхностиЗапечь излучающие свет поверхности для более точного освещенияЗапечь все стадии симуляции раздельноЗапекание не удалось: недопустимый холстЗапекание не удалось: недействительный доменЗапекание не удалось: модификатор динамического рисования не найденЗапекание не удалось: модификатор жидкости не найденОчистка запекания не удалась: недействительный доменОчистка запекания не удалась: модификатор жидкости не найденОчистка запекания не удалась: найдены ожидающие задания по запеканиюЗапечь из мультиразрешенияЗапечь из кэшаЗапечь текстуру выделенных объектовЗапечь входящий свет из окружающего мира, а не только видимость, для более точного освещения, но при этом терять правильное смешивание с окружающими объёмами освещённостиЗапечь кэш света для объёма освещённостиЭлемент запекания - это атрибут, хранящийся в геометрииЗапечь отражения света от источников для более точного освещенияЗапечь каналы положенийНода запекания или нода вывода симуляции, соответствующая этому запеканию. Эта нода может быть вложена глубоко в группу нод-модификаторов. В некоторых случаях, например, при отсутствии связанных блоков данных, она может отсутствовать.Запечь нормалиЗапечь трансформацию объектовЗапечь в диапазоне ключейЗапекать на каждом кадре, который имеет ключ для любой из костей, а не только для соответствующихДля запекания необходимо включить прямое/непрямое освещение или цветЗапечь физикуЗапечь трансформацию твёрдых тел для выделенных объектов в ключевые кадрыЗапечь каналы вращенийЗапечь каналы масштабовЗапечь затенение выделенных объектов на активный объектЗапечь симуляции в модификаторах нод геометрииЗапечь пространственные преобразования в объектные данные, предотвращает нежелательные вращения объектов, когда координаты назначения не совпадает с координатами Blender'а (ВНИМАНИЕ! Экспериментальная опция, используйте её на свой страх и риск, известно, что она не работает с арматурами/анимациями)Запечь смещение в пространстве объектаЗапечь смещение в тангенциальном пространстве (пространстве касательных)Запечь нормали в пространстве объектаЗапечь нормали в тангенциальном пространстве (пространстве касательных)Запечь для активной камерыЗапечь на дискЗапечь к активной камереЗапечь в датаблоки изображений, связанных с активной нодой изобрежения-текстуры в материалахЗапечь активный атрибут цвета на мешахЗапечь векторное смещениеЗапечённая анимацияЗапечённый кадр {}Запечённые штрихи удаляютсяЗапечено {} - {}ЗапеканияЗапекает звуковую волну в сэмплы на выделенных каналахЗапекание динамического рисования...Запекание Line Art...Запекание мультиразрешения...Запекание отменено!Запекание флюида...Запекание освещения...Запечённая карта сохранена во внутреннее изображение, сохраните его во внешнем файле или упакуйте егоЗапечённая карта записана в «%s»Запекание нод...Запекание данных мультиразрешения работает только с активным меш-объектомЗапекание кэша точек...Запекание должно выполняться на изображение с буфером для данныхЗапекание текстур...Изображение используемого типа непригодно для запеканияБалансБалансБаланс между производительностью и качествомБалансирует между двумя неосновными цветовыми каналами, с которыми сравнивается основной канал. "0" означает, что будет использоваться последний из двух каналов, а "1" означает, что будет использоваться первый из двух каналовБалансирует области с низкой и высокой яркостью. Более низкие значения подчёркивают детали в тенях, а более высокие значения сжимают светлые участки более плавноСфераРазмер сферыСила раздутия сферыШирина полосыПолосыНаправление полосПолосы по оси XПолосы по оси YПолосы по оси ZПолосы по диагональной осиРазворотКораОсноваОсновной цветБазовый контрастТип заполнения основанияУгол базовой позыПоложение базовой позыОбъект базовой позыТип базовой позыБазовый масштабОсновная толщинаОсновная прозрачностьОсновная альфа-прозрачность, которая может быть изменена модификаторами альфа-прозрачностиБазовый класс из рендереров на базе USD HydraОсновной цвет призраков после активного кадраОсновной цвет призраков перед активными кадромБазовые кривые, между которыми интерполируются новые кривыеСоздан от инстансераСоздан от набораОсновной цвет линий, который может быть изменён модификаторами цвета линийОсновная толщина линий, которая может быть изменена модификаторами толщиныБазовый мешБазовый меш, из которого вычитается геометрияОсновное дерево нод из контекстаБазовый тип для регистрации типов особых нодовых группОсновная ориентация для вращенияОсновная ориентация для вращенияБазовый радиус, который будет установлен, если включена опция "заменить радиус"Базовая скорость ходьбы и полётаПоверхность, относительно которой будет применяться карта нормалей при использовании смещенияБазовый тип для параметров решателя ИКБазовый тип датаблока, определяющий уникальное имя, связь с другими библиотеками и сборку мусораОсновной тип для модификаторов прозрачностиБазовый тип для модификаторов цвета линийБазовый тип для определения модификаторов толщины линийБазовый тип модификаторовБазовый тип для определения модификаторов геометрии штриховОсновное значение для контроля случайных вариаций экземпляров воспроизводимым способомОсновное значение для контроля случайных вариаций воспроизводимым способомИспользует положение мышкиДобавление части к общему пути на основе расстояния/спадаБазовыйОсновной режим для интерактивного редактирования параметров стиляОсноваФундаментальная матрицаБаскский - EuskaraПартияПакетное изменение типа смешиванияПакетное изменение типа смешивания (добавить)Пакетное изменение типа смешивания (текущий)Пакетное изменение типа смешивания (разделить)Пакетное изменение типа смешивания (смешать)Пакетное изменение типа смешивания (перемножить)Пакетное изменение типа смешивания (следующий)Пакетное изменение типа смешивания (предыдущий)Пакетное изменение типа смешивания (вычесть)Пакетное изменение математической операцииПакетное изменение выделенных нодПакетный экспортПакетный режимОтдельные папки для файловПакетное изменение режима смешивания и математической операцииСражениеУгол лучаУгол луча: %.2fФорма лучаКакао-бобыСоевые бобыКрасотаБекманЕсли этот пункт выбран через меню ввода, он становится выходным значениемДо кадраЦвет доПеред текущим кадромПеред текущим кадромЦиклы доДо кадраДо последнего ключевого кадраРежим перед первым ключевым кадромДо оригиналаДо оригинала (выровнено)До оригинала (полностью)До оригинала (разделить каналы)Поведение при импорте атрибутов USD в качестве пользовательских свойств Blender'аПоведение при импорте текстур из архива USDZПоведение при конфликте имени импортированного материала с именем существующего материалаПоведение при конфликте имени импортируемого файла текстуры с существующим файломБелорусский - БеларускаяНижеНиже порогаИзогнутьУгол изгиба: %.3f, Радиус: %.4f, Alt: Ограничение %sУгол изгиба: %s, Радиус: %s, Alt: Ограничение %sОсь вращения изгиба:Изогнуть выделенные элементы между 3D-курсором и указателем мышкиИзогнуть меш по оси Z в пространстве модификатораИзогнуть меш с помощью кривойИзгибГруппа изгибаМодель для сгибаТорможение при сгибанииЖёсткость сгибаЖёсткость сгиба МаксимумГруппа вершин жёсткости сгибаСгибаемая костьСвойства формы сгибаемой костиСгибаемые костиНаилучшее соответствиеЛучшее соответствие нормалейНаиболее распространённый тип структуры сокета. Может не соответствовать форме сокета, например, в случае неподключённых входных сокетовЛучшие результаты при наличии отверстий (медленнее)Между минимальным и максимальным выделенными маркерамиФаскаФаска выступовГлубина фаскиРежим фаскиМодификатор фаскиОбъект-фаскаРадиус фаскиРазрешение фаскиВес фаскиВес фаски:Величина фаскиВеличина фаски в процентахМодификатор фаски делает рёбра или углы более скруглённымиСоздать фаски одинакового размера на всем мешеПогрешностьКоэффициент поправки для кадра с большим влиянием на интерполированные штрихиОтклонение для уменьшения просачиваемости света на вариативных теневых картах (устарело)Погрешность для уменьшения самозатенения (устарело)Сместить нормаль шейдинга, чтобы уменьшить артефакты самопересеченияСо смещениемБикубическийБикубическая при увеличении, иначе билинейная (только для OSL)БольшойДвустороннее размытиеДвусторонний фильтрБилинейныйБимануальноБинарный объектФормат файла двоичного объекта (.bobj.gz)ПривязатьПривязать оболочки костей к модификатору арматурыКоординаты привязкиСкрепитьПривязать основную позу для модификатора корректирующего сглаживанияПривязать текущую формуОтсутствуют "данные" привязкиТребуются "данные" привязкиСвязать меш с полигонами деформирующей клетки для модификатора деформации мешаПривязать меш к системе модификатора деформации ЛапласаПривязать меш к деформирующей поверхности в модификаторе деформации поверхностьюПривязать выделенную камеру к маркеру на текущем кадреНесоответствие количества вершин для привязки: %u к %uПривязать группы вершин к модификатору арматурыНазначение элемента карты действий XRНазначенияНазначения для элемента карты действий, которые сопоставляют само действие со входом XRФормат BioVision Motion Capture (BVH)Время рожденияСечениеОсь сеченияРасстояние сеченияРазвернуть ось сеченияБиссектрисаПобитовые операцииРазрядность для частиц флюида и сеток (более низкие значения разрядности уменьшают размер файла)Битовая глубина на каналБикасательнаяЗнак бикасательнойБикасательный вектор этой вершины для этой грани (должен быть вычислен заранее с помощью calc_tangents, используйте его только в случае крайней необходимости, более медленный доступ, чем bitangent_sign)Битовые флаги для групп сглаживанияBitmap (.bmp)БитрейтБитрейт в Кбит/сПобитовая операция %sBkSpaceBkspЧёрныеУровень чёрногоТочка чёрного цветаТепловое излучениеИнтенсивность теплового излученияОттенок теплового излученияBlackmagic Pocket & StudioBlackmagic Pocket 4KBlackmagic Pocket 6kBlackmagic URSA 4.6KБлэкман-ХаррисФильтр Блэкмана-ХаррисаЛепесткиПустоеПросачиваниеОтклонение просачиваемостиПогрешность просачиванияСмеше́ниеКоэффициент смеше́нияBlend-файлBlend-файлыСмешать кривые волосНачало смеше́нияПлавный вход/выходРежим смешиванияРежим наложения для прозрачных граней (устарел: используйте метод рендеринга поверхности ('surface_render_method'))Смешать соседейНепрозрачность смеше́нияКонец смеше́нияСмешивать путиРадиус смеше́нияСмешивать поверхностиСмесь текстурТип смешиванияВес смешиванияСглаживание вдоль кривойНаложить альфа-канал "под" другим видеоНаложить альфа-канал "поверх" другого видеоСочетание более плавного рисунка шума и более грубого с более резкими пикамиСмесь между диффузным поверхностным и подповерхностным рассеянием. Обычно равна нулю или единице (либо полностью диффузное, либо подповерхностное рассеяние)Смесь между трансмиссией и другими компонентами базового слояСмешивать влияние кисти в зависимости от направления граней к наблюдателюЦвет, с которым смешивается цвет выходной текстурыСглаживание деформации вдоль каждой кривой от корняСмешивать данные грани во время выдавливания внутрьКоэффициент смешивания между октавой и предыдущей. Значение ноль соответствует нулевой детализацииКоэффициент смеше́ния между развёрткой с минимизированным растяжением и исходной развёрткойBlend-файл "%s" создан версией Blender'а с обратным порядком байтов. Поддержка таких файлов прекращена в Blender 5.0. Для его открытия и преобразования используйте более старую версию Blender'а.Плавный переход от текущего положения к предыдущему или следующему ключевому кадруПроявление/исчезновение перекрывающих регионовСмешать форму от ключа формыРежим смесиСмешивание выделенных ключевых кадров с их левым или правым соседомПроизвести выравнивание выделенных ключей к углу наклона соседних ключейСмешать выделенные ключи с их значениями по умолчанию из их текущего положенияСмешивание "обтягивания" для точек поверхностьюСовместить заданное действие позы с ригомПереход к соседнемуВес смешивания для использования при смешивании двух шейдеров. При нуле он полностью использует первый шейдер, а при единице - второй шейдерЦветовое пространство blend-файлаДанные blend-файлаСмешанныйBlenderBlender (лучше всего подходит для импорта/экспорта в оба конца)Blender 2.7Blender 2.8Blender 27xДанные Blender'аРедактор драйверов Blender'аРасширения Blender'аФайл BlenderПросмотр файлов Blender'аИдентификаторы BlenderЖурнал сообщений BlenderИдентификаторы Blender'аПространство объекта Blender'аСобственный метод Blender'аBlender RNAОпределения структуры Blender RNAРендер BlenderВерсия Blender'аПространство мира Blender'аBlender скомпилирован без поддержки AudaspaceBlender скомпилирован без библиотеки отслеживания движенияBlender является свободным программным обеспечениемИнтенсивность освещения Blender'а без преобразованияДанные пространства настроек Blender'аПодпроцесс Blender'а завершился с кодом ошибки {:d}Blender был скомпилирован без шумоподавителя вьюпортаBlender был запущен в автономном режиме, что нельзя изменить во время выполненияВ следующий раз Blender запустится так же, как он есть сейчас.Для установки расширений необходимо указать папку для расширений Blender'а!Необходимо обновить репозиторий расширений Blender'а!Репозиторий расширений Blender'а не найден!Официальный сайт Blender'аФайл .blend "%s", похоже, повреждён, он содержит недопустимые имена идентификаторов. Они были усечены.Файл .blend "%s" был создан предстоящей версией Blender'а и содержит имена ID длиннее, чем поддерживаются в настоящее время. Они были усечены.Контекст импорта Blend-файлаЭлемент контекста импорта Blend-файлаЭлементы контекста импорта файла blendКонтекстные библиотеки импорта файлов .blendКонтекстная библиотека импорта файла .blendКонтекст импорта Blend-файла инициализирован и заполнен списком элементов для импорта, данные пока не были связаны или добавленыСмешиваниеКоэффициент смешиванияРежим наложенияКоэфф. смеше́нияКоэффициент смеше́ния для теней от панелей и менюСмешивание при неупругом соударенииВес смешивания для этой костиСмешение между моделью диэлектрического и металлического материала. При значении "0.0" - материал состоит из диффузного или пропускающего базового слоя со слоем зеркального отражения сверху. Значение "1.0" даёт полностью зеркальное отражение, с оттенком базового цвета, без диффузного отражения или пропусканияСмешивает ключевые кадры из текущего состояния по кривой для плавных переходов между ключевыми кадрами в сторону увеличения или уменьшенияСмешивает форму нескольких волос-кривых в определённом радиусеКаплевидный элемент в блоке данных метасферыЗаблокированоЗаблокировано Коллекция блокировщиковСвечениеСинийКанал синегоКанал синегоСиний компонент цветового поляСиний шумСиний шум (первый)Синий шум (чистый)Синий шум (округлить)Синий:ЧертёжРазмытиеАтрибут размытияРасстояние размытияЧисло итераций размытияРежим размытияРазмер размытияШаги размытияИнтенсивность размытияШирина размытияРазмытие XРазмыть изображения в определённом направленииРазмыть изображение, используя несколько режимов размытияКисть с эффектом размытияПредел размытия, максимальный радиус CoCРазмытие ступенчатости теней с помощью процентной аппроксимационной фильтрацииИнтенсивность размытия за одну итерациюРазмыть цвет входного изображения в цветовом пространстве YCC перед самим кеингом, сохраняя яркость нетронутой, используя Гауссово размытие заданного размераСделать размытие вычисленной маски, используя размытие по Гауссу заданного размераРазмытие разрешенного сияния с помощью двустороннего фильтраРазмытие студийного света на заднем планеРазмытие с использованием глубины резкости камерыВес размытия в активной группе вершинИнтервалы размытия для спада нормалейРазмытая плёнкаРазмывает/смягчает границу между цементом и кирпичами. Это может быть полезно для текстур и их смещенияСодержимое текстаРойСознание рояПравило рояПравила рояНастройки рояСостояние рояСостояния рояВес эффектора рояВысота члена роя относительно размера частицыИмя правила рояСостояние роя для физики рояИмя состояния рояЧлен роя будет сражаться на столько раз сильнее врагаРой2D-РойБокеРазмытие бокеИзображение бокеТип бокеТип боке:Смещение вращения формы бокеЖирныйЖирный курсивКостьКость "%s" имеет устаревшие данные сегмента сгибаемой кости — требуется обновление графика зависимости!Кость "%s" не является B-костью!Кость "%s" не была назначена в коллекцию "%s"Матрица кости относительно арматурыКоллекция костейПринадлежность к коллекциям костейИнструменты коллекции костейПИ коллекции костейКоллекции костейКоллекции костей (все)Коллекции костей (Корни)Коллекции костей, в которых содержится эта костьЦвет костиНаборы цветов костейЦвета костейНастройки ограничителей костиОграничители костиРазмещение костейОболочка костиРасстояние оболочки костиОболочки костейКость-источникУстановка тепловых весов: не найдено решение для одной или более костейИерархия костейВлияние костейИнформация о костиБлокированный вес костейМатрица костиИмя костиОт кости без измененийАктивная позовая костьВыделенная кость позыНастройки костиКость (относительно)Крен костиВыделение костейНабор выделения костейНастройки костиМасштаб формы костейРазмер костиСплошная костьКость-получательВидимость костейНепрозрачность каркаса костиКость уже использует ограничитель инверсной кинематикиКость, ассоциированная с этой позовой костьюКоллекция костей %s не подлежит редактированию. Может быть, стоит добавить переопределение для данных арматуры?Коллекция костей "%s" не найдена в арматуре "%s"Коллекция костей в датаблоке арматурыКоллекция костей с индексом %d не найдена на арматуре %sКоллекции костей можно редактировать только на арматуреЦвета костей были синхронизированы; для {:d} костей это не будет заметно из-за переопределений цвета позовых костейКость, определяющая смещениеРасстояние деформации кости (только для деформации через оболочку)Вес деформации кости (только для деформации оболочки)Кость в датаблоке арматурыКость наследует вращение и масштаб родительской костиКость возможно выделитьВсегда отображать кость как каркас вне зависимости от режима шейдинга вьюпорта (полезно для костей особой формы, перекрывающих основной объект)Кость не может быть трансформирована в режиме редактированияКость не видна, кроме как в режиме редактированияКость не отображается в режиме редактированияВ режиме редактирования кость будет невидимаКость выделена в режиме позыПоложение кости устанавливается в локальном пространствеКость не была добавлена в коллекцию и является скрытой, поскольку существует(-ют) коллекция(-и) костей помеченная(-ые) как "соло".Кость не найденаКость не найдена: {:s}Выравнивание крена костиВращение кости вокруг оси начала-концаОшибка подсчёта выделенных костейВыделение костей во время покраскиКость, определяющая положение отображения этой особой формыКость, выполняющая роль конечной рукоятки для кривой B-костиКость, выполняющая роль начальной рукоятки для кривой B-костиКость для установки координат текстурыКость, из которой нужно трансформироватьКость, используемая для зеркалированияКость добавлена в скрытую коллекцию "%s"Кость {:s} имеет неработающую ссылку '{:s}' на коллекцию {:s}Кость {:s} выделена с обеих сторон, зеркалирование будет неоднозначным, прерывание. Выделите только левую или правую сторону, а не обеКость(-и)КостиКости и скин деформацийКости, назначенные этой коллекции костей. В режиме редактирования арматуры всегда будет возвращаться пустой список костей, так как состав коллекции костей синхронизируется только при выходе из режима редактирования.Выделены кости из разных объектовПоказывать кости из этой коллекции в режиме позы/объектаТолько для костей: применять каналы трансформации объекта заданного действия на ограничиваемую кость, а не на каналы костиКости, являющиеся потомками этой костиКостей:%s/%sЗакладкиФункции закладокБулевый атрибутЗначение булевого атрибутаЗначение булевого атрибута геометрииЛогическийЛогический массивЛогическое полеЛогические операцииЛогический модификаторБулевый сокет нодыБулевый интерфейс сокета нодыЛогическая операцияБулевое значениеБулева сетка, определяющая топологию/активные областиМодификатор логических операцийБулев (логический) результат слишком велик для обработки решателемЛогическое выделение корневых точек кривойЛогическое выделение конечных точек кривойБулев (логический) решатель недоступен (скомпилировано без него)Булево значение сокета нодыКоэффициент усиленияГраницаСтолкновения с границамиШирина границыРендеринг части изображения не поддерживается видеоредакторомГраничное выделение только для закреплённых UV-вершинГраницыС двух сторонОбе граниОбе соседниеС обеих сторонВся ось ZОба объекта должны быть меш-объектамиОдновременно подразделять длинные рёбра и схлопывать короткие для детализации мешиСнизуПо нижней линииВысота низаСнизу слеваВлияние на нижнюю губуСнизу ортогональСнизу перспективаШирина низаНижнее расположение при загрузке (за исключением редакторов свойств)В низ спискаНижний диапазон перемещения по оси X для назначенияНижний диапазон перемещения по оси X для источникаНижний диапазон перемещения по оси Y для назначенияНижний диапазон перемещения по оси Y для источникаНижний диапазон перемещения по оси Z для назначенияНижний диапазон перемещения по оси Z для источникаЛевый нижний угол границы для упаковкиПрыгучестьСвязаноОграничить послойное количество сэмплов глобальным количествомГраницыГраницаГраничные рёбраПограничный набор гранейСпад границыСмещение ориджина границыФорма границы (выпуклая)Сглаженность границыТопология границГраничные рёбраТип границы для маски́рованияС ограничениемГабаритный контейнерЦентр габаритного контейнераОбъём габаритного контейнера должен быть больше "0"ГраницыЦентр границОтсекать по границамГраницы максимумаГраницы минимумаКубЗадние цвета прямоугольникаЦвет поляОтступ поляПрямоугольная маскаОкруглость поляВыделение рамкойРамочная резкостьРадиус углов текстового поля в качестве коэффициента высоты самого поляУсредняющий фильтрОтступ поля в качестве коэффициента ширины самого изображенияМеш с формой прямоугольного параллелепипеда; также работает и для плоскостей (например, для плоскости земли)КонтейнерыКосички из волос-кривыхНачало косичкиСглаживание разветвленийВетка: {:s}ЛатуньРазъединить грани меша и позволить им следовать за частицамиРазбить выделенные кости на цепочки более мелких костейМожно разрушитьПереносКадр фазы переносаВыделенный кадр фазы переносаПорог разрушенияКирпич (обычный)Кирпич (прессованный)Кирпич (мягкий)Текстура кирпичаШирина кирпичаПлиткаПлитка 1Плитка 2Данные модификатора яркости/контраста для дорожки последовательностиЯрчеЯркостьЗначение коррекции яркости. Коэффициент добавочного типа, с помощью которого можно увеличить общую яркость изображения. Используйте отрицательное число, чтобы затемнить изображение, и положительное число, чтобы сделать его ярчеОграничение интенсивности яркостиМножитель яркостиЯркость значкаПорог яркости при использовании глубины резкости на основе спрайтовЯркость/контрастПриблизитьПеренести позу кости в модифицируемый объектПеренести геометрию входной коллекции в модифицированный объект, сохраняя относительное положение объектов в сценеПеренести геометрию входного объекта, его положение, вращение и масштаб в модифицируемый объект, сохраняя относительное положение между двумя объектами на сценеНа передний планТранслировать действияТранслировать все совместимые действия для всех объектов. Анимированные объекты получат все совместимые с ними действия, другие не получат никакой анимации вообщеБронзаBrownМодель искажения Брауна-Конради (Brown-Conrady)Броун. движениеПросмотретьВыбор связываемых действийВыбор связываемых данных арматурыВыбор связываемой кистиВыбор связываемых файлов кэшаВыбор связываемых данных камерыВыбор связываемых данных кривойОбзор данных кривых, которые необходимо связатьВыбор связываемых данных Grease PencilВыбор связываемых данных идентификаторовВыбор связываемого изображенияВыбор связываемых данных решёткиВыбор связываемых данных источника светаВыбор связываемого зонда освещенияВыбор связываемых данных стиля линийВыбор связываемой маскиВыбор связываемого материалаВыбор меша для связиВыбор связываемых данных метасферыВыбор связываемого видеофрагментаВыбор связываемого дерева нодВыбор связываемого объектаВыбор связываемых данных кривой рисованияВыбор связываемых данных палитрыВыбор связываемых настроек частицОбзор данных облака точек, которые необходимо связатьВыбор активной сценыВыбор связываемого звукаВыбор связываемых данных звуковых источниковВыбор связываемого текстаВыбор связываемой текстурыОбзор данных объёма, которые необходимо связатьВыбрать рабочее пространство для создания ссылкиВыбор связываемых настроек окружающей средыОбзор файлов и подключаемых элементовПросмотреть этот файлПросматривать, устанавливать и управлять расширениями из удалённых и локальных репозиториевРежим просмотраКистьДобавлениеИзогнутьЗахватить (двойной масштаб)КапляРазмытиеГраницаТип кистиГлинаПолосы глиныМазок глиныПо часовой стрелкеКлонированиеТканьЦветовой градиентПостоянныйПротив часовой стрелкиСкладкаСжатьДеформацияНаправлениеПеретаскиваниеРисоватьРисовать наборы гранейРисовать чёткоЭластичная деформацияУлучшить детализациюЛастикРасширитьСпадЗаполнитьЗахватитьРаздутьИнвертированоКолебаниеСлойУвеличитьМаскаМногоплоскостной скребокЛастик смещения MultiresРазмазывание смещения MultiresСоздатьНормальТолчокКраскаЩипокПерпендикулярный щипокТочка щипкаПлоскостьПозаОтталкиваниеВращатьМасштабУвеличить резкостьУпрощениеРасслабляющий сдвигРазмазываниеСглаживаниеЗмеиный крюкСмягчениеВычитаниеПоверхностьМазокОттенокЗахватить (тройной масштаб)СкручиваниеАссет кистиАссет кисти (несохранённый)Ссылка на ассет кистиВозможности кистиКоллекция кистейДетализация кистиСпад кистиГрадиент кистиВысота кистиМаска кистиНормаль от кистиПресеты кистиРадиус кистиПараметры кистиРазмер кистиНастройки кистиТекстурный слот кистиТип кистиРежим наложения кистиДатаблок кисти для хранения настроек кисти для рисования и скульптингаДатабоки кистейДеформация кисти смещает вершины мешаКисть деформирует меш, деформируя ограничения симуляции тканиКисть проецируется на холст в определённом направлении на некотором расстоянии до кистиКисть отстаёт от курсора, в результате чего получается более гладкая линияКисть воздействует только на те вершины, которые обращены к наблюдателюКисть функционирует на всех островахПараметры кистиРазмер кисти в пространстве экранаШаги кистиИнтенсивность кистиСлучайный угол текстуры кистиВращение текстуры кистиКисть, используемая на время выполнения штрихаИдентификатор типа кисти, для которого будет найден наиболее подходящий инструментВозможности кистиКисть(-и)Кисть. Используйте левую кнопку мышки, чтобы добавить цвет в палитруКистиКисти не поддерживают автоматический предварительный просмотрПузыриПлавучесть пузырьковЗатягивание пузырьковПузыриБуферРазмер буфераПрограммная ошибкаСборкаПостроение прокси с разрешением в 100%Построение прокси с разрешением в 25%Построение прокси с разрешением в 50%Построение прокси с разрешением в 75%Модификатор сборкиПостроение оригинала:Построение без искажения:Построить вращение от оси и вращение вокруг этой осиПостроить вращение из компонентов кватернионаПостроить вращение из отдельных углов вокруг каждой осиСоздать на колпачках пользовательские нормали для более плавного затенения границ с помощью цилиндрической формыМодификатор эффекта сборкиПостроить прокси для добавленных видео дорожек и дорожек изображений для каждого размера предварительного просмотраПостроить прокси со 100%-ным разрешением от исходного видеоПостроить прокси со 100%-ным разрешением от исходного неискажённого видеоПостроить прокси с 25%-ным разрешением от исходного видеоПостроить прокси с 25%-ным разрешением от исходного неискажённого видеоПостроить прокси с 50%-ным разрешением от исходного видеоПостроить прокси с 50%-ным разрешением от исходного неискажённого видеоПостроить прокси с 75%-ным разрешением от исходного видеоПостроить прокси с 75%-ным разрешением от исходного неискажённого видеоПостроить индекс таймкода хода записиПостроение прокси...Создаёт только новые штрихи (при условии 'дополняющего' рисования)Создано без модификатора "Жидкость (fluid)"Создано без модификатора "Океан (ocean)"Создано без модификатора "Ремеш (remesh)"Скомпилировано без SLIM, возврат к методу "Согласованно (conformal)"Версия программы без поддержки функций VR/OpenXRF-Модификатор встроенной функцииВстроенныеВстроенный ассетВстроенный проигрыватель анимацииВстроенный файловый менеджер для открытия, сохранения и связывания данныхВстроенные шрифты нельзя переименовыватьВстроенные конфигурации раскладки не могут быть удаленыВстроенные темы не могут быть перезаписаныВстроенные темы нельзя удалитьБолгарский - БългарскиКарта неровностейКоррекция текстурного отображенияТолько текстуройКарта неровностей для имитации рельефной поверхностиПакетЭлементы связкиПакетный сокет нодыИнтерфейс пакетного сокета нодыТон комплектовДанные связкиСвязка в геометрииСокет ноды для нескольких соединенийСвязки будут соединены на верхнем уровне для каждого из пакетов. При наличии дубликатов будет использоваться только первое вхождениеВыталкиваниеПлотность выталкиванияНагрев выталкиванияСила выталкивания, основанная на плотности дыма (чем выше значение, тем быстрее поднимается дым)Сила выталкивания, основанная на температуре дыма (чем выше значение, тем быстрее поднимается дым)Наложить поверх изображенияРежим прожиганияБыстрый рисунок!СрезанноСрезанный плоский конецК клавише не прикреплена информация о свойствах (ptr.data = %p, prop = %p)По активному инструментуПо ID группыПо слоямПо независимым частямПо материалуПо имениПо порядкуПо количеству на текущий кадрПо количеству от первого выделенного маркераПо времени вокруг нулевого кадраПо значениям выше значения курсораПо значениям от нулевогоНа сколько следует расширить выделениеБайтовый цветЦвет байта (кодировка sRGB): {} {} {} {}Атрибут байтового цветаЗначение атрибута байтового цветаБайт-кодХеш байт-кодаБезьеКривая БезьеТочка кривой БезьеТочки БезьеСегмент БезьеБезье UБезье VТочка кривой Безье с двумя ручкамиТочка кривой Безье с двумя ручками, задающая ключевой кадр на F-кривойВ сплайны Безье нельзя добавлять точкиCКФЛЧисло CFLCINEONCPUПроизводительность трассировки лучей процессора будет низкойCRFCSV (.csv)Импорт CSV: Невозможно открыть файл "%s"Импорт CSV: файл "%s" пустИмпорт CSV: не удалось проанализировать файл "%s"CUDAКэшФайл кэшаФайлы кэшаДатаблоки файлов кэшаКэшировать финальныеИндекс кэшаИнформация кэшаКэш устарелСлой кэшаСлои кэшаКэш мешаМодификатор кэшаПараметры кэширования наложенияПуть к кэшуКэшировать исходникиКэшировать результатНастройки кэшаШаг кэшаПапка кэшаПуть к файлу кэшаКэшировать финальное изображение для каждого кадраКэшировать кадры во время воспроизведения нод симуляцииКэширование должно быть включеноКэш отключён, пока файл не будет сохранёнИмя кэшаКэш позиций элемента в мировом пространстве в диапазоне кадровКэшировать сырые изображения с диска для более быстрой настройки параметров дорожек за счёт использования памятиКэшировать входящие данные, чтобы их можно было использовать без необходимости повторных вычисленийКэшировать звук в памятиЦель запеканияДискНаследовать от модификатораУпакованоКэшированный диапазонКэшировано из первого модификатора Line ArtКэшировано из первого модификатора Line Art.Кэшированное положение на траекторииКэшированных положений на кадрКэшировать скорости вершин меша. Они будут использоваться (автоматически) при рендеринге с включённым размытием движения.ЗакэшироватьКлеткаВыдавливание клеткиОбъект-клеткаНепрозрачность клеткиОбъект-клетка "%s" в оцениваемой сцене не найден, он может быть скрытВершины клетки изменены с %d на %dРассчитатьРассчитать альфуРассчитывать отверстияРассчитать траектории движений объектаРассчитать порядокРассчитывать перекрытияВычислить пути для выделенных костейРассчитать выделенное до кадраРассчитать вес вершин динамическиВычислить случайное значение или цвет на основе входного начального числаРассчитать все выделенные объекты, а не только активныйРассчитать альфа-канал на основе RGB-значений изображенияРасчёт траекторий кости с их началаРасчёт траекторий костей с их концаВычислять интервалы кисти относительно размеров сценыВычислять интервалы кисти относительно пространства экранаРассчитывать потомков наилучшего соответствия длинным волосамРассчитывать равномерное смещение растушёвкиРассчитывать смещение растушёвки с помощью второй кривойРассчитывать высоты для неподразделённого меша с низким разрешениемРассчитывать отверстия при заливке перекрывающихся кривыхРассчитывать модификаторы в линейном цветовом пространстве, а не в цветовом пространстве видеоредактораРассчитать нормали, перпендикулярные оси Z, и касательную к кривой. Если ряд точек является вертикальным, - будет использоваться ось X.Рассчитывать нормали для создания более равномерной толщины (медленно, используйте только при необходимости)Рассчитать нормали с наименьшим скручиванием вокруг касательной кривой вдоль всей кривойРассчитывать вращения частицВычислить пути для выделенных костейВычислять скорости точек автоматическиРассчитать границы положения для каждого набора геометрии экземпляраРассчитать относительное положение (с использованием рёбер)Рассчитать относительное положение (с использованием граней)Рассчитывать самопересечения и перекрытия перед заливкойРассчитать острые рёбра, используя данные пользовательских нормалей (если они доступны)Рассчитать симуляции в модификаторах геометрических нод от начала и до текущего кадраРассчитать статистику по набору данных из поля, оценённого по геометрииРассчитать граничную маску на основе разъединённых островков топологии мешаРассчитать граничную маску между наборами гранейВычислять интервалы кисти в пространстве экрана или сценыВычислить центр геометрии на основе текущей точки пивот (срединной, в противном случае габаритного контейнера)Посчитать центр масс из площади поверхностиРассчитать центр масс от объёма (геометрия должна быть закрытой, нормали смотреть в нужную сторону)Рассчитать направление и величину изменения значений скалярной сеткиРассчитать поток "в" и "из" каждой точки сетки направленных векторовРассчитать интерполированное значение атрибута меша в ближайшей точке его поверхностиРассчитать интерполированные значения атрибута меша в UV-координатеРассчитать пределы положений геометрии и создать кубический меш с этими размерамиРассчитать величину и направление циркуляции сетки направленных векторовРассчитать среднее значение и медиану заданного поляВычислить минимум и максимум для заданного поляРассчитать количество сэмплов, путём разделения каждого сплайна на сегменты заданной длиныРассчитать порядок рёбер (необходимо для мешей, но не для кривых)Рассчитать близость к рёбрам целиРассчитать близость к граням целиРассчитать близость к точкам цели (быстрее, чем в других режимах)Рассчитать стандартное отклонение и дисперсию заданного поляВычислить площадь поверхности граней мешаРассчитать до кадраСоздаёт новый непрерывный меш на основе объёма текущего меша. Все слои данных будут потеряныРасчёт симуляции...Диапазон расчётаТип вычисленийРасчёт с использованием библиотеки MikkTSpace, соответствующий касательным, используемым в других местах Blender'аКалибровкаВызвать панельФункция обратного вызова, определяющая встроенные наборы ключейКаллиграфияКамераСзадиЗакрытГлубинаКонецФиксироватьСпередиОбъективСоздатьКамера «%s» не работает с несколькими видамиЭффекты камеры и объективаГраницы камерыДорожка камерыОтступ скрытия камеройОтбор камеройКамера (пользовательская)Данные камерыФокусное расстояние камеры: %.1fmmФокусное расстояние камеры: %.1f°Ориентиры камерыИнформация о камереМасштаб объектива камеры: %.3fОбъект-камераСмещение камерыИз камеры ортогональПереопределить камеруПанорамная камераФиксировать родительский элемент камерыПаспарту камерыПуть камерыИз камеры перспективаПредустановки камерыРасчёт камерыОграничитель расчёта траектории камерыСуффикс камерыВид камерыВидимость камерыМасштабирование камерыДатаблок камеры для хранения настроек камерыДатаблоки камерМаксимальное расстояние зоны видимости камерыСдвиг камеры по горизонталиПоле зрения объектива камерыГоризонтальное поле зрения объектива камерыВертикальное поле зрения объектива камерыМинимальное расстояние зоны видимости камерыМатрица проекции камерыСдвиг камерыКамера, которая становится активной в этом кадреКамера к видуКамера, которая используется для ориентира при подразделении поверхности, помогает устранить смещающиеся артефакты в анимации, когда камера движетсяКамера, по отношению к которой осуществляется движение (если не задана, используется активная камера сцены)Типы камерыСдвиг камеры по вертикалиГлавная ось камерыФокусное расстояние камерыКамера(-ы)КамерыМожно добавить дополнительные ограничения на то, когда функция автоматического создания ключей будет вставлять ключевые кадрыВозможно назначить только вычисляемые данные на вычисляемый объект или оригинальные данные на оригинальный объектМожно скопировать только одну пользовательскую нормаль, нормаль вершины или нормаль граниМожно выбирать только из 3D-вьюпорта или из окна аутлайнераПоследовательность можно сохранить только в виде последовательности изображенийМасштабирование региона возможно только из зоны действияИзменять размер 4-х видового просмотра можно только из зоны действияРаспаковать запекание можно только если текущий .blend-файл сохранёнНевозможно изменить рабочее пространство во время выполнения задачНевозможно изменить рабочее цветовое пространство, пока существуют изменённые изображения. Сначала их нужно сохранитьНевозможно изменить числовое значение драйвера, см. настройки в редакторе драйверовОтменаОтменить и обратить действие штриха по истории процессов выполненияОтменить анимацию, вернуться к исходному кадруОтменить фаскуОтменить операцию с файломОтменить показ просмотра рендераОтмена...Отмена этого штриха не поддерживаетсяНевозможно выделить/снять выделение костей в связанном объекте, для этого необходимо предварительно применить переопределениеНе удалось загрузить изображениеГеометрия коллекций недоступна, поскольку она ещё не была оценена. Это может произойти когда существует циклическая зависимостьНевозможно получить доступ к геометрии объекта, поскольку она ещё не была оценена. Это может произойти когда существует циклическая зависимостьНевозможно получить доступ к преобразованиям объекта, поскольку они ещё не были оценены. Это может произойти когда существует циклическая зависимостьНевозможно активировать диалоговое окно выбора файла, оно уже открытоНевозможно добавить симуляцию "твёрдого тела" к объекту, не являющемуся мешемНевозможно добавить коллекцию в связанную/переопределяемую коллекцию/сценуНевозможно добавить цветовой тег для связанной коллекцииНевозможно добавить слой в файл кэша "%s"Невозможно добавить новую коллекцию в связанную/переопределяемую сценуНевозможно добавить активный слой в качестве маскиНевозможно добавить коллекции костей к связанной арматуре с системным переопределением; явно создайте переопределение для данных арматурыНевозможно добавить коллекции костей к связанной арматуре без переопределения данных арматурыДобавление рёбер в режиме редактирования невозможноНевозможно добавить грани в режиме редактированияНевозможно добавить кость-крюк для не арматурыНевозможно добавить крюк, если не выделены другие объектыДобавление петель в режиме редактирования невозможноНевозможно добавить более %i UV-картНевозможно добавить ноду %s в дерево нод %sНевозможно добавить ноду %s в дерево нод %s: %sНевозможно добавить ноду "%s" в группуНевозможно добавить ноду "%s" в группу: %sНевозможно добавить группу нод "%s" в "%s"Невозможно добавить группу нод "%s" в "%s": %sНевозможно добавить ноду с типом %s в дерево нод "%s"Невозможно добавить ноду типа %s в дерево нод "%s" %sНевозможно добавить объекты к переопределению библиотеки или в связанную коллекциюНевозможно добавить свойства для данных переопределенияНевозможно добавить свойство во встроенный ключевой наборНевозможно добавить сокет к встроенному узлуДобавление вершин в режиме редактирования невозможноНевозможно добавить входную ноду зоны "%s" в группу без соответствующего ей выхода "%s"Невозможно добавить выходную ноду зоны "%s" в группу без соответствующего ей входа "%s"Невозможно выделить ресурсы для контекста формата FFmpegНевозможно выделить достаточно видеопамяти для запекания "{}" ({} / {} Мбайт). Попробуйте уменьшить разрешение Surfel или расстояние захвата, чтобы уменьшить размер выделения.Невозможно добавить датаблок "%s" типа "%s"Невозможно применить конструктивные модификаторы к кривой. Преобразуйте кривую в меш, чтобы применитьНевозможно применить модификатор к объекту этого типаНевозможно применить позу к арматуре в библиотекеЭтот модификатор невозможно применить к геометрии Grease PencilНевозможно применить к арматуре с несколькими пользователямиНевозможно назначить материал "%s", он уже должен использоваться объектом Grease PencilНевозможно назначить для связанной коллекцию костей %sЗапекание внутри зоны невозможноНевозможно запечь световой зонд во время рендерингаНевозможно использовать для запекания форматы, отличные от последовательности изображенийНевозможно создать пружиныСмена позы невозможна при включённом «состоянии покоя»Невозможно изменить действие, поскольку оно в данный момент редактируется в НЛАНевозможно изменить старый файл (файл сохранён с @)Невозможно очистить переопределение встроенной библиотеки "%s", очищать напрямую можно только переопределения реальных блоков данныхНевозможно удалить связанное переопределение библиотеки "%s", напрямую можно удалять только локальные переопределенияНевозможно преобразовать выделенные объекты, пока они находятся в режиме редактированияНевозможно преобразовать в выбранный типНевозможно скопировать/вставить упакованные данныеНевозможно создать среду твёрдых телНевозможно создать арматуру в режиме редактированияНевозможно создать стоп-кадрНевозможно создать ключ внутри перехода скоростиНевозможно создать объект в главной базе данных с вычисляемыми данными датаблокаНевозможно создать пресет "{:s}", так как такое имя уже существуетНе удалось создать файл субтитровНевозможно создать контекст анимацииНевозможно выполнять трансформации для связанных данныхНевозможно создать переходНевозможно создать переход с первого или последнего ключаНевозможно удалить коллекцию "%s", она либо является связанной и используется другими связанными сценами/коллекциями, либо она является коллекцией переопределений библиотекиТекущий видимый идентификатор рабочей области "%s" не может быть удалёнНельзя удалить идентификатор "%s", для косвенно используемых датаблоков нужен как минимум один пользовательНельзя удалить не связанный напрямую идентификатор "%s"Нельзя удалить не связанную напрямую библиотеку "%s"Нельзя удалить не связанный напрямую объект "%s"Невозможно удалить идентификатор переопределения библиотеки "%s", он является частью иерархии переопределенияНевозможно удалить заблокированные слоиНевозможно удалить объект "%s", так как он используется коллекциями переопределенийНельзя удалить объект "%s" из сцены "%s", для косвенно используемых объектов нужен как минимум один пользовательНевозможно определить местоположение файла запекания на диске. Возврат к упакованному запеканию.В режиме {!r} ничего сделать нельзяПриближение/отдаление с dolly невозможно при заблокированном смещении видаНевозможно перетащить выходной сокетНевозможно перетащить панель без входовНе удалось дублировать текущее выделениеНевозможно редактировать статус 'времени выполнения' для блоков данных, не относящихся к файлу blend, так как они по определению всегда находятся во "времени выполнения"Невозможно редактировать коллекции костей на связанной арматуре с системным переопределением; явно создайте переопределение для данных арматурыНевозможно редактировать коллекции костей на связанных арматурах без переопределенияНевозможно редактировать коллекции костей, связанные с другим blend-файломНевозможно редактировать группы костей для переопределения библиотекНевозможно редактировать ограничители, поступающие из связанных данных в переопределении библиотекиПравка данных внешних библиотек невозможнаНевозможно редактировать скрытый объектНевозможно изменить данные библиотекиНевозможно редактировать объекты, связанные с библиотекой или объекты нередактируемых переопределенийНевозможно редактировать объект(ы), связанные с библиотекой или объект(ы), которые не подлежат редактированию из-за переопределенияНевозможно редактировать данные из библиотеки или нередактируемые данные переопределенияНевозможно редактировать данные из библиотеки или переопределять ихНевозможно отредактировать данные связанного меша или кривойНевозможно редактировать связанное дерево нодНевозможно редактировать модификаторы, которые поступают из связанных данных в переопределении библиотекиНевозможно редактировать объект "%s", так как он используется коллекциями переопределенийНевозможно редактировать объект, используемый коллекциями переопределенийПравка миниатюр предпросмотров переопределённых данных библиотеки невозможнаНевозможно редактировать свойства из данных переопределенияНевозможно редактировать эффекты шейдера, поступающие из связанных данных в переопределении библиотекиНевозможно редактировать эффекты шейдера в переопределении библиотекиНевозможно отредактировать это свойство из связанного блока данныхНевозможно редактировать это свойство из системного блока данных переопределенияНевозможно отредактировать свойство из переопределённого датаблокаНевозможно защитить папку: %sНевозможно оценить группу нодНевозможно выполнить логическую операциюНевозможно выполнить, пересечение доступно только при использовании точного решателяНевозможно выполнить, неточный решатель и пустая коллекцияНевозможно выполнить, неразвёртываемые (non-manifold) входыНевозможно выполнить, выбранная коллекция содержит объекты, которые не являются мешамиНевозможно выполнить, неизвестная ошибкаНевозможно экспортировать смешанные типы кривых в один и тот же объект-кривуюНевозможно экспортировать смешанные замкнутые и незамкнутые кривые в один и тот же объект-кривуюНевозможно выяснить, какому объекту принадлежит эта кость.Не удалось найти сетку "%s"Не удалось найти сцену для замены удалённой активной "%s"Не удалось найти сцену для замены активной, которая принадлежит удаляемой библиотеке "%s"Не удалось найти сцену для замены очищенной активной "%s"Не удалось найти класс {:s} в {:s}Не удалось найти ключи, с которыми можно было бы работатьНе удалось найти библиотеку "%s"Не удалось найти данные объекта %s библ. %sРежим полёта невозможен для объекта с ограничителямиОблёт невозможен при заблокированном смещении видаНевозможно сгенерировать материалы для неизвестного движка рендеринга {:s}Невозможно получить внутреннее значение из связкиНевозможно получить меш из объекта-клеткиНевозможно инициализировать тканьНевозможно инициализировать GPUНевозможно вставить группу "%s" в "%s"Невозможно объединить объекты, которые имеют общие данные арматуры: %sНевозможно объединить в режиме редактированияНевозможно связать датаблок "%s" типа "%s"Невозможно связать объекты внутри связанной сценыНевозможно связать объекты в рамках одной сценыНевозможно загрузить запечённые данныеНевозможно сделать коллекцию костей происходящей от самой себяНевозможно переопределить библиотеку из локального объектаНевозможно создать сегментНельзя совмещать модальные и немодальные элементыНевозможно изменить имя требуемого атрибута геометрииНельзя переместить модификатор выше другого модификатора, требующего исходные данныеНевозможно переместить выше ключа формы основыНельзя переместить за недеформирующий модификаторНевозможно переместить коллекцию из индекса '%d' в '%d'Переместить эффект за пределы конца стека невозможноПереместить модификатор за пределы конца списка невозможноПереместить модификатор за пределы конца стека невозможноНевозможно переместить модификатор за пределы начала спискаНевозможно переместить дорожку в другую сценуНевозможно переместить дорожку в "не-мета-дорожку"Невозможно управлять камерой из внешней библиотеки или нередактируемого переопределенияНавигация не работает для объектов с ограничителямиНавигация не работает при заблокированном смещении видаНевозможно открыть ассет назначения %s для записиОшибка открытия файла %s для записи: %sНевозможно открыть файл: {}Невозможно перезаписать файлы системы ассетов. Сохраните как новый файлНевозможно перезаписать файлы системы ассетов. Сохранить как новый файл?Невозможно перезаписать экспортируемый файлНевозможно перезаписать файлы, управляемые системой ассетовНевозможно перезаписать используемую библиотеку "%.240s"Невозможно упаковать файл по абсолютному пути: "%s"На данный момент невозможно упаковать изображения нескольких видов из сырых данных…В настоящее время невозможно упаковать мозаичные изображения из необработанных данных...Не удалось нарисовать штрихНевозможно подключить входную ноду зоны %s с %s, потому что у них не совпадает тип зоныНельзя вставить переменные драйвера без драйвераНевозможно вставить без материалаПозы неприменимы к библиотечным даннымНевозможно разместить нередактируемые данныеНевозможно выдвинуть действия в режиме подстройки дорожки, выйдите из этого режимаНевозможно пересвязать маркеры в той же сценеНе удаётся прочитать %s "%s": %sОшибка чтения "%s": %sОшибка чтения байткода OSO для сохранения в ноде в {!r}Не удалось прочитать альтернативный начальный файл: "%s"Невозможно прочитать файл-blend "%s", неполный заголовок, возможно, из более новой версии Blender'аНевозможно прочитать файл "%s": %sНевозможно переназначить входы: обнаружена рекурсияНевозможно переназначить входы: у дорожки нет входовПерезагрузка невозможна при запущенных модальных операторахНельзя перебазировать не связанную напрямую библиотеку "%s"Невозможно переместить библиотеку "%s" в текущий blend-файл "%s"Невозможно удалить объект из связанной коллекции или коллекции библиотеки переопределенийНевозможно удалить фоновое изображение %d с камеры "%s", так как оно происходит из связанных эталонных данныхНевозможно удалить встроенный ключевой наборНевозможно удалить встроенные атрибуты: {}Удаление рёбер в режиме редактирования невозможноУдаление петель в режиме редактирования невозможноНевозможно удалить больше рёбер, чем сам меш их содержитНевозможно удалить больше петель, чем содержится в мешеНевозможно удалить больше полигонов, чем сам меш их содержитНевозможно удалить больше вершин, чем сам меш их содержитУдаление полигонов в режиме редактирования невозможноНевозможно удалить свойства из данных переопределенияНевозможно удалить свойство из встроенного ключевого набораУдаление вершин в режиме редактирования невозможноРендеринг невозможен, т. к. нет камерыНевозможно определить путь %s для записиНевозможно вернуть пакет каналов, если слот отсутствуетНе удалось разорвать граниНевозможно разорвать несколько разъединённых вершинНевозможно разорвать неразвёртываемые вершины или рёбраНевозможно сохранить каталоги ассетов до сохранения файла Blender'аНевозможно сохранить blend-файл, путь "%s" является папкойНевозможно сохранить blend-файл, путь "%s" недоступен для записиНевозможно сохранить изображение во время рендерингаНевозможно сохранить изображение, путь "%s" недоступен для сохраненияСохранение многослойных последовательностей невозможноНевозможно сохранить обычный файл (%s) как файл системы ассетовНевозможно сохранить текстовый файл, путь "%s" недоступен для записиНе удалось отделить текущее выделениеНевозможно отделить кривые с помощью ключей формыНевозможно разделить нодыНевозможно установить отрицательный диапазонНевозможно установить абсолютные пути для несохранённого файла blendНевозможно одновременно установить идентификаторы для сокета и панелиНевозможно установить экземпляр-коллекцию, поскольку объект принадлежит той коллекции, экземпляр которой в свою очередь создаётся в качестве экземпляра, что приводит к циклуНевозможно установить относительные пути для несохранённого файла blendНевозможно установить слот без назначенного действия.Прокручивание невозможноНе удалось отделить текущее выделениеНевозможно разделить выделение при включённых опциях "Синхронизация выделения (sync select)" и "Общая вершина (shared vertex)"Невозможно поменять "%s" и "%s" местами, поскольку одна или обе из них не смогут поместиться в новых местахНевозможно поменять местами входы многовходового сокетаНевозможно поменять местами выделенные дорожки, поскольку они не смогут поместиться в новых местахНевозможно поменять местами выделенные дорожки, поскольку они будут перекрывать друг друга на новых местахНевозможно отсоединить коллекцию библиотеки переопределений, которая не является корнем её иерархии переопределенийНевозможно отсоединить действие "%s". Неясно, от какого объекта или данных объекта его следует отсоединять, в дереве аулайнера нет родительского объекта или данных объектаНевозможно отсоединить коллекцию "%s", которая является родительской для другой связанной коллекции "%s"Невозможно отсоединить коллекцию "%s". Неясно, от какой сцены, коллекции или экземпляра пустышек её следует отсоединить, в дереве аутлайнера нет родительских сцен, коллекций или экземпляра пустышекНевозможно отсоединить материал "%s". Неясно, от какого объекта или данных объекта его следует отсоединять, в дереве аутлайнера нет родительского объекта или данных объектаНевозможно отсоединить объект "%s" от связанной коллекции или сцены "%s"Невозможно отсоединить объект "%s", который является родителем другого связанного объекта "%s"Невозможно отсоединить текстуру "%s". Неясно, от какого стиля линий Freestyle её следует отсоединять, в дереве аутлайнера нет родительского стиля линий FreestyleНевозможно отсоединить материал "%s" от связанных данных объектаНе удалось отсоединить объектные данныеНевозможно отсоединить неподдерживаемый "%s" от коллекция для привязки света "%s"Невозможно отсоединить мир "%s". Неясно, от какой сцены его следует отсоединять, в дереве аутлайнера нет родительской сценыНевозможно упаковать отдельный файл библиотеки, "%s"Невозможно обновить связанную арматуру с системным переопределением; явно создайте переопределение для данных арматурыНевозможно использовать рендер OpenGL в фоновом режиме (нет контекста OpenGL)Невозможно использовать объект-арматуру в качестве пользовательской формы костиНе возможно использовать вершину с нормалью нулевой длиныНельзя использовать грани нулевой площадиНельзя использовать кости нулевой длиныНельзя использовать кривые нулевой длиныНельзя использовать рёбра нулевой длиныНевозможно проверить название кости без сгенерированного ригаНевозможно записать анимацию в одиночный файл выбранного форматаНевозможно записать в файл: %sНевозможно записать в ассет %s: %sХолстНормаль от холстаПараметры холстаПоверхности холстаРентген холстаЦвет сетки холстаСмещение сетки полотнаВидимость сетки полотнаМасштаб сетки холстаПодразделения сетки холстаХолста меша не обновлёнСвязать конечные точкиТип заполнения основанийЭлемент - НачалоКолпачкиВыровнять нормали колпачковКолпачок на концеЭкстраполировать радиус колпачковВвод колпачковОбъединить колпачкиРазрешение колпачковСглаживание колпачковКолпачок на началеТип концаКапсулаЗахватЗахват атрибутаЭлемент захвата атрибутаРасстояние захватаЗахват излученийЗахват отраженийЭлементы захватаЗахват мираСделать снимок редактораСделать снимок всего окна Blender'аСделать снимок экрана, чтобы использовать его в качестве предварительного просмотра для выбранного ассетаЗахватить всё окноМрамор (твёрдый)КартонКардинальный сплайнКоличество каскадовУгасание каскадовМаксимальное расстояние каскадовРегистрС учётом регистраС учётом регистраПреобразованиеЧугунМодификатор "Преобразование"Отбрасывает тениОтбрасывать каустику тенейЛампа-прожектор квадратной формыПроизвести пуск лучей и получить точные данные из точки попаданияПускать лучи от поверхностиНаправлять лучи из контекстной геометрии на целевую геометрию и извлекать информацию из каждой точки попаданияПускать лучи на активный объект от объекта-клеткиОтбрасывать тени от объёмных материалов на объёмные материалы (Очень затратно)Размер катадиоптрикаКаталонский - CatalàКаталогID КаталогаСелектор каталогаКороткое имя каталогаUUID каталогаКаталог не может быть вставлен сам в себяКаталог уже размёщен на самом высоком уровнеКаталог уже размещён внутри этого каталогаКаталог для использования с новым активомКаталоги не могут быть отредактированы в этой библиотеке ассетовКатегорияКэтмул-РомКатмулл-КларкКатмулл-РомCatromЗаставить грани меш-объекта появляться и исчезать одна за другой с течением времениПовторять изображение по горизонтали и по вертикалиПовторять изображение по шаблону шахматной доскиПроизводит дублирование данных Grease Pencil вместе с объектомДублировать действия с блоками данныхДублировать данные арматур вместе с объектомДублировать данные камеры с объектомДублировать кривые вместе с объектомДублировать данные кривых с объектомДублировать данные решётки с объектомДублировать данные источника света вместе с объектомДублировать данные зонда освещения вместе с объектомДублировать данные материалов вместе с объектомДублировать данные меша вместе с объектомДублировать данные метасфер вместе с объектомДублировать системы частиц вместе с объектомВызывает дублирование данных облака точек с объектомЗаставляет выделить всё (клавиша "A") отменить выделение в случае, если выделение уже существуетДанные об источнике звука будут продублированы вместе с самим объектомДублировать данные поверхности вместе с объектомЗаставляет "Tab" открывать круговое меню (меняет местами 'Tab' / 'Ctrl-Tab')Дублировать данные текста вместе с объектомДублирует данные объёма с объектомКаустикаНеровностиПолость (инвертировано)Полость (инвертировано)Кривая полостиКоэффициент полостиМаска полостиВыпуклостиВпадиныВычислять эффект выделения впадин и граней в пространстве мира; подходит для неровностей большого масштабаCbРежим округления вверхКлеточный шумРазмер клеткиТип ячейкиТип подсвечиваемой ячейкиЦельсийЦементЦентрЦентральная сюжетно важная областьДиагонали через центрПереопределить центрЦентрировать пивотЦентральная допустимая область титровЦентрировать в пространстве глобального видаЦентр массыЦентр крюка; используется для спада и отображенияЦентр этой граниЦентр в кадреЦентральная точка для вращения/масштабированияЦентральное положение поля выделенияЦентральное положение сферического выделенияТекст по центруЦентрировать вид камеры, изменяя размер вида в соответствии с её границамиЦентрировать вид на объекте фиксацииЦентрировать вид так, чтобы курсор оказался в середине видаЦентрировать вид по положению глубины Z под курсором мышкиБезопасные области центраЦентрСантиметрСантиметрыЦентральная осьЦентральная цилиндрическаяОбъединить в центроидеЦентыЦентнерыЦепочкаДлина цепочкиДлина цепиСвязать несвязанные рёбраСмещение цепиПриоритет цепиМасштабирование цепиЦепь по расстояниюДлина цепочки для выборки из первых N-цепочекЦепь следует за положением целиЦепь следует за вращением целиСцеплениеСпособ сцепленияЦепочкиМел (твёрдый)Вероятность того, что каждая точка будет включена в выделениеВероятность того, что каждая точка или кривая будет включена в выделениеВероятность прохождения частицы через поверхность мешаИзменитьИзменить активный слойИзменить регистрИзменить тип эффектаИзменить входыИзменить выходыСменить сцену, назначенную для дорожкиИзменить размерИзменить режим выделения UVИзменить тип пользовательского свойства или настроить способ его отображения в интерфейсеИзменить альфа-прозрачность вдоль штриховИзменить альфа-прозрачность в зависимости от атрибута материалаИзменить альфа-прозрачность в зависимости от расстояния до объектаИзменить альфа-прозрачность в зависимости от расстояния до камерыИзменить синий каналИзменить яркостьИзменить размер кисти по заданному коэффициентуИзменить регистр каждого имениИзменить формы столкновения для выделенных твердотельных объектовИзменить цвета во всех блоках данных в соответствии с новым рабочим цветовым пространствомИзменить контрастИзменить режим окончаний кривой (скруглённые или плоские)Поменять направление точек выделенных штриховИзменить тип домена симуляцииКоэффициенты изменения для нод смешивания и нод-шейдеров смешиванияНастройка значения непрозрачности кадров калькиИзменить поведение потока в симуляцииСменить символ по кодуСменить интервал шрифтаИзменить зелёный каналСпособ испускания флюидаИзменить способ хранения атрибутаИзменить способ хранения атрибута цветаИзменить оттенокИзменить оттенок/насыщенность/яркость штриховИзменить значок группы слоёвИзменить цвет вдоль штрихаИзменить цвет линий на основе атрибута материалаИзменить цвет линий в зависимости от случайного шумаИзменять цвет линий в зависимости от направления штрихаИзменить цвета линий на основе расстояния до объектаИзменить цвета линий на основе расстояния до камерыИзменять цвет линий в зависимости от радиальной кривизны 3D-поверхности мешаИзменять цвет линий в зависимости от угла складкиИзменить толщину линий вдоль штриховИзменить толщину линий в зависимости от атрибута материалаИзменить толщину линий в зависимости от расстояния до объектаИзменить толщину линий в зависимости от расстояния до камерыИзменить толщину линий для имитации каллиграфического письмаИзменять шум в каждом кадреИзменить центр вращения и других трансформаций (работает не везде)Изменить положение активной коллекции костей в списке коллекций костейИзменить красный каналИзменить насыщенностьИзменить выделение всех гранейИзменить выделение всех вершинИзменить режим выделенияИзменить выделение всех UV-вершинПереключить выделение всех контрольных точек UVWИзменить выделение всех точек кривойИзменить выделение всех маркеров активного трекаИзменить выделение всех элементов-метасферИзменить выделение для всех временных метокИзменить выделение всех отслеживаемых маркеровИзменить выделение всех видимых объектов сценыПереключить выделение всех видимых отчётовИспользовать этот столбец для сортировкиИзменить значения UV-текстуры штрихаИзменить положение, вращение и масштаб штриховСгладить толщину штриховИзменять вкладки только тогда, когда этот редактор имеет общую границу с аутлайнеромИзменить активное используемое действиеИзменить веса фасок рёберИзменить тип кэша симуляцииИзменить положение ограничителя в списке так, чтобы он оценивался после заданного количества другихИзменить размер складки рёберИзменить складку из вершинИзменить направление кривых, поменяв местами их данные начала и концаИзменить направление, в котором указывает цепочка костей (поменять местами начало и конец)Изменить порядок отображения выделенных штриховИзменить положение эффекта в списке так, чтобы он оценивался после заданного количества других эффектовИзменить состояние блокировки всех или некоторых групп вершин активного объектаИзменить состояние блокировки всех ключей формы активного объектаИзменить минимальное расстояние, используемое кистью плотностиИзменить режим, используемый для маски́рования выделения в режиме скульптинга кривыхИзменить индекс модификатора в стеке, чтобы он оценивал после набора числа другихИзменить количество ключей выделенных частиц (кореневые и конечные ключи включены)Изменить объект в текущем режимеИзменить объект в текущем режиме • Ctrl для добавления в текущий режимИзменить непрозрачность штриховИзменить порядок для столбцовИзменить положение активного набора линий в списке наборов линийИзменить положение модуля стиля в списке модулей стилейИзменить режим выделения для штрихов Grease PencilИзменить размер изображенияПоменять размер миниатюрПошагово изменить размер миниатюрИзменить размер миниатюр в спискахИзменить скорость симуляцииИзменить индекс модификатора дорожки в стеке так, чтобы он оценивался после определённого количества других модификаторовИзменить тип кривыхВыбор метода симуляцииИзменить видимость наборов граней скульптурыИзменить рабочее цветовое пространство всех цветов в этом blend-файлеПереход на соответствующую вкладку при щелчке по значкам данных аутлайнераПозволяет переключиться на выделенный VR-ориентир из спискаИзменить тип эффектора в симуляцииИзменить тип флюида в симуляцииИзменить значениеИзменить видимый источник данных в табличном редактореИзменить тип геометрии, на который влияет операция: рёбра или вершиныИзменить коэффициент масштабирования предпросмотра в секвенсореИзмененоИзменённые выделенныеРазмер шрифтов и виджетов в интерфейсеИзменяет толщину контуров виджетов, линий и точек в интерфейсеИзменение рёберных швов пересчитывает UV-развёрткуКаналКанал %dЦвет каналаДрайвер канала (устанавливается только для F-кривых драйверов)Группа каналовЦвета групп каналовКлюч каналаМатрица каналаКанал упакованЦвета для каналов отключены в настройках анимацииКанал, задающие данные кости для кости в позеКанал, на котором нужно разрезать дорожкуНомер каналаКанал, на котором нужно разместить эту дорожкуЗначения каналов выше этого максимума не кодируются (не обрезаются)Значения каналов ниже этого минимума будут обрезатьсяПеременные драйверов каналовКаналыКаналы изображения для отображенияОтображаемые каналы изображенияКаналы предварительного просмотра для отображенияКаналы, отображаемые в гистограммеИндекс символаИнформация о символеМежбуквенный интервалВес символаСимвол, используемый для разделения имени объекта в иерархической структуреСимволыДревесный угольЗарядВес эффектора зарядаРасстояние ЧебышёваРасстояние ЧебышёваПроверять существованиеПроверять нормали внутренних пружинПроверка нормалей поверхностиПроверить и исправить все строки в текущем файле .blend, чтобы они соответствовали Unicode UTF-8 (необходимо для некоторых старых 2.4x файлов )Проверять и предупреждать при перезаписи существующих файловПроверять наличие обновлений при запускеПроверить на выделение слева или справаПроверить наличие указанной текстовой строки внутри другой строкиПроверять, не накладываются ли продлённые линии со штрихамиШахматная доскаРасстояние между клеткамиЧётная доскаНечётная доскаКлетчатая текстураШахматная доска с чередованиемРазмер шахматной доскиПроверка обновлений расширенийПроверка обновлений расширений{:s}Проверка корректности текущего .blend-файла *ПОСЛЕ* шага отменыПроверка корректности текущего .blend-файла *ПЕРЕД* сохранением на дискПроверка корректности текущего .blend-файла *ПЕРЕД* шагом отменыChiangПотомокНомер потомкаПотомокОграничитель «потомок от»Потомок контро́ллераОграничитель потомка от не найденЧастица-потомокЧастицы-потомкиРадиус потомковСкруглённость потомковВариация потомкаРазмер потомковДочерняя коллекция со связанными с ней настройкамиПотомок этой позовой костиЧастица-потомок, интерполированная в моделируемых или редактируемых частицахЧастицы-потомки, генерируемые системой частицПотомкиРазвернуть иерархиюПотомки отПотомков на родителяКоллекции потомков с настройками, характерными для родительских коллекцийРазвернуть иерархию в пользовательском интерфейсеКитайский (упрощённый) - 简体中文Китайский (традиционный) - 繁體中文ЗаполнениеВыберите ч/б (BW) для сохранения изображений в градациях серого, RGB для сохранения каналов красного, зелёного и синего, RGBA для сохранения каналов красного, зелёного, синего и альфа-каналаТип столкновенияВыберите разметку экранаВыбрать набор выделенияВыбрать максимальный размер для всех экспортируемых текстурВыбрать изображение для предварительного просмотра кистиВыбрать виджет для контро́ллера костейАктивная цветовая остановкаВыбрать изображение, которое поможет визуально идентифицировать блок данныхПозволяет выбирать между несколькими входами, используя числовой индексВыбрать между более быстрыми обновлениями или более быстрым рендерингомВыбирать дочерние экземпляры для каждого элемента вместо инстанцирования всей геометрииВыбрать различные визуализации по данным переопределения библиотекиВыбрать пространство смещения для запеканияВыбрать, сколько влияний костей следует экспортироватьВыбрать, как модификаторы подразделения будут сопоставляться со схемой подразделения USD во время экспортаВыбрать экземпляры из ввода "Экземпляр (instance)" в каждой точке вместо создания экземпляра всей геометрииПространство нормалей для запеканияПроизводить псевдослучайный выборТип информации о затенении, запекаемой в изображениеВыберите библиотеку ассетов, из которой будут отображаться ассетыВыберите цвет, а шейдер подберёт наиболее подходящие коэффициенты поглощения, чтобы получились волосы похожего цветаВыбрать формат, в который будет сохраняться файлВыбрать тип интерполяции, с которым будут добавляться новые ключиВыбрать тип виджета, который следует создатьВыбрать какие вкладки будут видимы в редакторе свойствТип источника, с которого необходимо взять скорости направляющихОпределить следует ли экспортировать только диапазон [0, 1] или все плитки UVВыбрать блок данных "{}", который будет назначен этому пользователюВолненияВолнение на гребнях волн (увеличивает смещение по горизонтали)Кристенсен-БёрлиХромакейЦветовой шумВектороскоп цветностиХроматическая аберрацияХроматическая адаптацияХроматическая адаптация из другой белой точкиКиноКино (48)Cineon (.cin)ОкружностьКруг (HSL)Круг (HSV)Сегмент окружностиКруг с точкой внутриОкружностиКруговойЦиклическая зависимость для изображения «%s» от объекта «%s»Круговое ослабление (самое сильное и наиболее динамичное)Округлость эффектаОграничениеПределы габаритного контейнераОграничить прямоеОграничить множительОграничить бликиОграничить отраженоеОграничить смещениеОстанавливаться при наслоенииОбласть ограниченияОграничить результатОграничить прямое освещение поверхностейОграничить непрямое освещение поверхностейПрикрепить кОграничитель "Прикрепить к"Тип ограниченияОграничить прямое освещение объёмовОграничить непрямое освещение объёмовУсечение волнОграничить значение между минимумом и максимумомПодавить яркие бликиПодавить яркие блики так, чтобы их яркость не превышала это значениеОграничить импульс столкновения, чтобы избежать нестабильности ("0.0" для отключения ограничения)Ограничить интенсивность пикселей, чтобы уменьшить шум внутри глянцевых отражений от кубических карт отражений ("0", чтобы отключить)Ограничить результат ноды в диапазоне от "0.0" до "1.0"Обнуление значений по оси Z для кривойОграничить дочерние элементы пути-кривой так, чтобы они не могли пройти дальше начальной/конечной точки кривойОграничить интенсивность прямого освещения, чтобы уменьшить шум ("0", чтобы отключить)Ограничить диапазон коэффициента [0,1]Ограничить индексы размером области атрибутов вместо того, чтобы выводить значение по умолчанию для недействительных индексовОграничить интенсивность непрямого освещения, чтобы уменьшить шум ("0", чтобы отключить)Ограничить результат диапазоном [0,1]Обрезать результат до нужного диапазона [To Min, To Max]Ограничить перемещение каждой вершины относительно исходного положения на заданное расстояниеОграничить ширину для избежания наслоенийТолщина ограничения в зависимости от угловОграничить значения в пределах исходного диапазона. Предотвращает выход значений за пределы или их занижениеНе выдвигать вершину дальше концов ребраОтсечениеЧёткостьКлассИмя классаКлассическийКлассический бархат Ashikhmin (устаревшая модель)КлассическийПочистить кривыеОчистить файлы после установкиПривести в порядокОчистить треки с высоким значением погрешности или малым количеством кадровОчистить рабочий репозиторий i18n (файлы .po)Очистить рёбра группы вершинИсполняемое действие очисткиОчиститьУдалить тег 'отключено' со всех F-кривых, чтобы недействительные F-кривые снова заработалиУдалить «внутренние» превью (материалы, текстуры, изображения и т. д.)Очистить активныйОчистить всёОчистить данные анимацииОчистить данные ассетаЛакНормаль лакаШероховатость лакаОчистить цикличность (F-модификатор)Удалить дельтуОчистить драйверыОчистить снимки F-кривых (призраки) в активном редакторе графовОчистить фиктивного пользователяОчистить фиктивного пользователя и удалить копию, размещённую в этом датаблоке НЛА-стекаОчистить изображениеОчищать изображения перед запеканием (только для встроенных)Очищать на препятствияхОчистить внутриУдалить локальные ограничителиСтянуть оболочкуУдалить метки нодОчистить снаружиОчистить родителяОчистить инверсию родительских координатОчистить родителейОчистить список недавних файловОчистить список недавних файлов...Удалить оставшиесяОчистить швыОчистить отслеживаниеОчистить трансформациюТип удаленияУдалить доОтключать предпросмотрИсполняемое действие очисткиОчистить только активный трек, а не все выделенные трекиОчистить все запекания модификаторов Line ArtОчистить все расчётные данныеУдалить все ограничители для выделенных костейУдалить все ограничители для выделенных объектовОчистить все ключевые кадры для свойства, активного в данный моментУдалить все модификаторы выделенных объектовУдалить все неиспользуемые датаблоки из файлаОчистить все штрихи в текущем объекте Grease PencilОчистить все блокировки видаОчистить и сохранить трансформациюОчистить с сохранением трансформации (очистить отслеживание)Очистить анимацию для костей FK или IKУбрать коллекцию как видную только в отражённых лучах в активном слое визуализацииУдалить превью коллекцийУдалить превью блоков данных (только для некоторых типов таких как объекты, материалы, текстуры и т. д.)Очистить дельта-положение в дополнение к очистке обычной трансформации положенияОчистить дельта-вращение в дополнение к очистке обычной трансформации вращенияОчистить дельта-масштаб в дополнение к очистке обычной трансформации масштабаОчистить скрытие выделенных трековОчистить изображения перед запеканием (только для внутреннего сохранения)Очистить, а не устанавливать швыОчистить коррекцию инверсии для ограничителя "Потомок (child of)"Очистить коррекцию инверсии для ограничителя по "расчёту объекта"Очистить ключевые кадры для всех элементов массиваУдалить пользовательские метки на выделенных нодахУбрать маски́рование коллекции из активного слоя визуализацииОчистить траектории движения всех костейОчистить траектории движений всех объектовОчистить траектории движения выделенных костейОчистить траектории движений выделенных объектовУдалить превью объектовОчистить путь на оставшихся кадрах (после текущего)Очистить путь до текущего кадраОчистить закрепление для выделенного, а не устанавливать егоОчистить диапазон предварительного просмотраОчистить превью материалов, источников света, миров, текстур и изображенийОчистить превью сцен, коллекций и объектовОчистить крен для выделенных костейУдалить превью сценОчистить швы на сшитых рёбрахУдалить превью выбранных .blend-файловОчистить смещения в начале и конце дорожки относительно начала и конца её содержимогоОчистить стиль вместо его установкиОчистить текст по типуУдалить настройку "соло" для всех коллекций костейОчистить активную группуОчищать данные ассетов при добавлении (они всегда сохраняются для связанных данных)Устранить ограничения для работы ноды "Предпросмотра (viewer)"Очистить границы рендера и отключить рендер части изображенияСбросить размеры области рендера и отключить опцию рендера части изображенияОчистить историю командУдалить выбранный рендер слотОчистить строку и сохранить её в историиОчистить родительство маскиСбросить положение объектаСбросить ориджин объектаОчистить родителей объектовСбросить вращение объектаСбросить масштаб объектаОчистить свойство и установить значение по умолчанию или сгенерированное значение в операторахОчистить список недавних файловОчистить историю прокруткиОчистить фильтр поискаОчистить наклон выделенных контрольных точекОчистить весь путьОчистить ограничитель слежения или флаг с объектаОчистить весь путь трека до или после текущего положенияОчистить значения трансформации после преобразования в дельтаОчистить данные масок скульптинга с вершин мешаОчистить слой оболочки у вершинОчистить:НажатиеНажмите кнопку, чтобы выделить коллекцию:Кликните на меш, чтобы установить уровень детализацииНажмите, чтобы добавить защиту от удаленияНажмите здесь, чтобы назначить кнопку:Нажмите, чтобы открыть редактор информацииНажмите мышкой, чтобы добавить еще сегмент ломаной линии (соединённый с предыдущим)Нажмите, чтобы снять защиту от удаленияНажатие мышки на фоне не начинают штрихОбрезатьАльфа-отсечениеОбрезать по камереОтсечь содержимоеОтсечение отображенияРедактор клиповРедакторы видеоклиповОтсечение - КонецОбрезать сеткуОбрезать изображениеМакс. X усеченияМакс. Y усеченияМин. X усеченияМин. Y усеченияПлоскости обрезкиОтсечение - НачалоВидеодорожкаПорог обрезанияОтсекать UV-координаты по границам после развёрткиПользователь дорожкиОтбрасывать значения с альфа-каналом ниже заданного в текстурированном режиме 3D-видаОбрезать рисунки по размеру камеры при экспорте в режиме просмотра с камерыДанные пространства редактора клиповОтсекать по границамВыполнить отсечение до кубообразной площади вокруг изображения и установить пиксели за изображением прозрачнымиОтсекать по размеру изображения и устанавливать внешние пиксели прозрачнымиОтсечь содержимое вида на основе того, что видно на других видах сбокуБуфер обмена не содержит матрицуБуфер обмена не содержит ассетБуфер обмена пустСлишком большой буфер обменаОтсечениеГраницы отсеченияГраницы отсеченияОтступ отсеченияОтсечение - НачалоПараметры отсеченияОграничить анимации выбранным диапазоном воспроизведенияПо часовой стрелкеПрозрачность копииКопия изображенияКлонировать слойКлонировать картуСмещение копииИндекс клонируемой текстурыКлонируемый слой UV-петельИндекс клонируемого слоя UV-петельИндекс клонируемого слоя UV-петельКлонировать от изображения/UV-картыКлонировать из слота рисованияЗакрытЗамкнуть всеЗакрыть областьЗакрывать меню при выводе курсораЗамкнуть сплайнМетод замыкания сплайнаСомкнуть концыЗакрывать меню при перемещении мышки за пределы области.Закрыть или открыть все элементыЗамкнуть или разомкнуть выделенные штрихи, добавив сегмент от последней до первой точкиЗакрыть выбранную областьЗакрыть текущее окноЗамкнутая петляЗакрыто по умолчаниюЗамкнутые петли не поддерживаютсяБлижайшаяИндекс ближайшейБлижайший UDIMВес ближайшейЗамыканиеВвод замыканияЭлемент ввода замыканияЭлементы ввода замыканияID ноды замыканияНодовый сокет замыканияИнтерфейс сокета ноды замыканияВывод замыканияЭлемент вывода замыканияЭлементы вывода замыканияРазмер зазоровЗона замыканияЗамыкание не имеет ввода: "{}"Замыкание не имеет вывода: "{}"Сокет ноды для замыканияТканьНастройки столкновения тканиАмортизация одеждыМасса тканиМодификатор тканиПредустановки тканиНастройки тканиСимуляция тканиРассчитывать столкновения ткани с учётом нормалей сталкиваемого объекта (улучшает восстановление после проникновения)Создавать импульсы столкновений ткани в направлении нормалей сталкиваемого объекта (более надёжно в некоторых случаях)Динамика ткани для волосМодель ткани с угловыми пружинами изгибаМодель ткани с линейными пружинами изгиба (старый алгоритм)Модификатор симуляции тканиНастройки симуляции ткани для объектаНастройки симуляции ткани для самостолкновений с столкновений с другими объектамиУмножить скорость ткани на это значениеОблакаТекстура облаковСкоплениеКривая скопленияКоэфф. скопленияГруппировать кривые волосШум скопленияВеличина шума скопленияСмещение группыСкоплениеВеличина скопленияОбъединяет существующие кривые волос с помощью направляющих кривыхСгруппировать контроллерыГруппирует элементы управления в одном и том же положенииCmdГрубоВерхний слойIOR верхнего слояНормаль верхнего слояШероховатость верхнего слояВес верхнего слояКодекНастройки кодека JPEG 2000Коэффициент K0 полиномы линзыКоэффициент K1 полинома линзыКоэффициент K2 полинома линзыКоэффициент K3 полинома линзыКоэффициент K4 полиномы линзыКоэффициентыКоэффициенты для 'x' (начиная с наименьшей степени x^0)Кофейные бобы (свежие/жареные)ЦветСхлопнутьСвернуть все выделенные расширяемые каналы анимацииСхлопывать рёбраСворачивать сводкуСвернуть все каналы (а не только выделенные)Схлопывать рёбра без граней, сшивания краёв тканиСворачивать во всех случаях кроме шейдеровСхлопнуть изолированные области рёбер и граней, объединяя данные, такие как UV и атрибуты цвета. Возможно схлопывание колец рёбер, а также областей соединённых граней в вершиныСхлопывать короткие рёбра для удаления деталей, где это возможноСворачивать сводку при отображении так, чтобы все остальные каналы становились скрытыми (только для экспозиционных листов)Свернуть область, отображающую настройки оператораСобрать связанные ноды вместе в общей области. Полезно для организации, когда повторное использование группы нод не требуетсяКоллекцияСоздатьКоллекция %dКоллекцию "%s" (экземпляр которой используется активным объектом) нельзя переопределитьКоллекция "%s" уже в коллекции "%s"Коллекция "%s" не является оригинальным идентификаторомКоллекция "%s" не в коллекции "%s"Коллекция "%s" не найденаДочерняя коллекцияКоллекция потомковЦвет коллекцииКоллекция цветовых теговЦвета коллекцийОбработчики экспорта коллекцийИндекс коллекцииИнформация о коллекцииРазмер пустышки экземпляра коллекцииКоллекция привязки светаМаска для коллекцииМаски коллекцииИмя коллекцииИсключение коллекцииНодовый сокет коллекцииИнтерфейс сокета ноды для коллекцииОбъект коллекцииОбъекты коллекцииСвойства коллекцииИнструменты коллекцииUID коллекцииКоллекция, содержащая объекты, участвующие в симуляцииКоллекция, содержащая объекты ограничителей твёрдых телКоллекция содержит текущий объектКоллекция датаблоковКоллекция не содержит типы объектов, которые можно визуализировать для автоматического превьюИмя коллекции для добавленияКоллекция AOVКоллекция элементов градиентной картыКоллекция точек карты кривойКоллекция F-кривых драйвераКоллекция поверхностей холста динамического рисованияКоллекция модификаторов F-кривыхКоллекция F-кривых для определённого слота действия на определённой дорожкеКоллекция кадров Grease PencilКоллекция слоёв Grease PencilКоллекция маскирующих слоёв Grease PencilКоллекция Grease PencilКоллекция только идентификаторов, используемая для устранения неоднозначности между потенциальными ID с одинаковыми именами из разных библиотекКоллекция конфигураций клавишКоллекция групп освещенияКоллекция НЛА-дорожекКоллекция треков НЛАКоллекция F-кривых НЛА-дорожкиКоллекция связей нодыКоллекция входов нодыКоллекция нодКоллекция датаблоков объектовКоллекция траекторий компонентов OpenXRКоллекция траекторий пользователя OpenXRКоллекция точек профиляКоллекция ключей ретаймингаКоллекция элементов дорожкиКоллекция дорожекКоллекция плиток UDIMКоллекция слоёв UV-картыКоллекция назначений карты действий XRКоллекция элементов карты действий XRКоллекция карт действий XRКоллекция слотов действийКоллекция действийКоллекция аддоновКоллекция каналов анимации, обычно связанных со слотом действияКоллекция слоёв анимацииКоллекция дорожек анимацииКоллекция кадров аннотацийКоллекция слоёв аннотацийКоллекция аннотацийКоллекция костей арматурыКоллекция редактируемых костей арматурыКоллекция арматурКоллекция фоновых изображенийКоллекция элементов запеканияКоллекция элементов контекста для импорта файла blendКоллекция кистейКоллекция файлов кэшаКоллекция слоёв кэшаКоллекция камерКоллекция элементов захвата атрибутаКоллекция переменных драйверов каналовКоллекция коллекций потомковКоллекция объектов коллекцийКоллекции коллекцийКоллекция элементов объединения в связкуКоллекция сплайнов кривойКоллекция кривыхКоллекция тегов ассетаКоллекция блоков данных, на которые могут ссылаться запечённые данныеКоллекция обработчиков экспортаКоллекция групп f-кривыхКоллекция элементов преобразования "Поле в сетку (field to grid)"Коллекция элементов преобразования "Поле в список (field to list)"Коллекция элементов вывода в файлКоллекция путей к файлам с общей корневой ``папкой``Коллекция шрифтовКоллекция элементов формата строкиКоллекция элементов генерацииКоллекция гизмоКоллекция кривых волосКоллекция изображенийКоллекция элементов index_switch (переключатель_индексов)Коллекция вводных элементовКоллекция элементов, составляющих перечислениеКоллекция точек ключевых кадровКоллекция путей к наборам ключейКоллекция элементов раскладки клавиатурыКоллекция списков клавиатурных комбинацийКоллекция решётокКоллекция слоёв, используемых маскойКоллекция слоёв, определяющих маскуКоллекция библиотекКоллекция зондов освещенияКоллекция источников светаКоллекция стилей линийКоллекция основных элементовКоллекция маркеров для отслеживания трека-плоскости в видеоКоллекция маркеров в треке трекинга видеоКоллекция маркеров в трекеКоллекция точек сплайна маскиКоллекция сплайнов маскиКоллекция масокКоллекция материаловКоллекция рёбер мешаКоллекция петель мешаКоллекция полигонов мешаКоллекция вершин мешаКоллекция мешейКоллекция элементов-метасфеКоллекция метасферКоллекция видеофрагментовКоллекция отслеживаемых объектов видеоКоллекция треков отслеживания плоскостей в видеоКоллекция треков отслеживаемого видеоКоллекция деревьев нодКоллекция ограничителей объектаКоллекция эффектов объектаКоллекция модификаторов объектаКоллекция путей объектовКоллекция объектовКоллекция объектов в этом объекте с данными трекингаКоллекция операций переопределенияКоллекция свойств переопределенияКоллекция запакованных изображенийКоллекция кривых рисованияКоллекция цветов палитрыКоллекция палитрКоллекция параметров частицКоллекция систем частицКоллекция путейКоллекция треков-плоскостей для объекта данных отслеживанияКоллекция треков-плоскостей в этом объекте данных отслеживания. Устарело, используйте objects[name].plane_tracksКоллекция кэшей точекКоллекция облаков точекКоллекция точекКоллекция точек только для кривых БезьеКоллекция точек, образующих эту полилинию или сплайн NURBSКоллекция ограничителей позовой костиКоллекция связанных набросковКоллекция связанных набросковКоллекция связанных набросков на заданном кадреКоллекция слоёв визуализацииКоллекция проходов рендераКоллекция рендер-видовКоллекция повторяющихся элементовКоллекция сценКоллекция экрановКоллекция элементов разделения связкиКоллекция элементов симуляцииКоллекция решённых камерКоллекция звуковКоллекция исходных библиотек, в том числе путей к файлам blendКоллекция пространствКоллекция источников звуковКоллекция точек сплайна БезьеКоллекция точек сплайнаКоллекция сплайнов в этих данных объекта кривойКоллекция сплайнов, определяющих этот слойКоллекция модификаторов дорожкиКоллекция вариантов студийного освещенияКоллекция целевых костей и весовКоллекция текстовКоллекция текстурных слотовКоллекция текстурКоллекция маркеров временной шкалыКоллекция треков-плоскостей отслеживанияКоллекция треков в этом объекте с данными трекингаКоллекция треков в данном объекте данных отслеживания. Неактуально, используйте objects[name].tracksКоллекция треков, используемых для 2D-стабилизации (перемещения)Коллекция пользовательских библиотек ассетовКоллекции пользовательских репозиторий расширенийКоллекция цветов вершинКоллекция групп вершинКоллекция элементов предпросмотраКоллекция объёмовКоллекция оконных менеджеровКоллекция оконКоллекция рабочих пространствКоллекция мировКоллекция, предоставляющая экземпляры геометрий, используемых для распределенияСокет ноды для коллекцииКоллекция, к которой должен принадлежать включаемый объектКоллекции, которые содержит эта коллекцияКоллекция, которую следует использовать в качестве входной геометрииКоллекция, которая определяет связи световой привязки для этого излучателяКоллекция, которая определяет объекты, которые будут блокировать свет от этого излучателяКоллекция {:s} имеет тот же uid {:d}, что и {:s}Коллекция(-ы)КоллекцииКоллекции объектовКоллекции, являющиеся прямыми потомками этой коллекцииСтолкновение с объектами во время симуляцииПозволяет сталкиваться с другими объектами коллизии в сценеТрение объекта столкновенияСтолкновениеКоллекция столкновенийКоллекции столкновенийОтступ столкновенияМодификатор столкновенияКачество столкновенияНастройки столкновенияФорма столкновенияФорма столкновения объекта в симуляции физики твёрдых телТип столкновенияВершинная группа для столкновенийКоллекции столкновений, к которым принадлежит твёрдое телоРасстояние столкновенияМодификатор столкновения, определяющий положение в стеке модификаторов, используемое для столкновенийНастройки столкновения для физической симуляции объектаСтолкновенияЦвет+X+Y+Z-X-Y-ZAДобавитьДобавить альфаАльфаАльфа-наложениеАльфа снизуBТип смешиванияРежим наложенияСинийCЦветПрожигание цветаОсветление основыСтиль отрисовки контроллераНаложениеТекущийТёмныйТёмный + лучЗатемнениеРазницаРазделитьУдалить альфаИсключениеGГамма-наложениеЗелёныйКанал отсечения HSVЖёсткий светТонИнтенсивностьСветлыйСветлый + лучОсветлениеСветлотаКанал-ограничительЛинейное прожиганиеЛинейный светСветимостьСмешатьРежимУмножениеСлед.НаложениеТочечный светПредыд.RRGBКанал отсечения RGBКрасныйЗаменитьНасыщенностьЭкранМягкий светКанал разливаВычестьНеизвестныйИспользуемый каналЯркостьЗначение:Яркий светЦвет и АльфаЦвет 01Цвет 02Цвет 03Цвет 04Цвет 05Цвет 06Цвет 07Цвет 08Цвет 09Атрибут цветаСпециальные настройки атрибута цветаАтрибуты цветаЦветовой балансУсиление цветаПрожигание цветаЦветовая коррекцияГлубина цветаОсветление основыВысыхание цветаКоэфф. цветаЦветовое полеЦветная решёткаЦветовая сеткаИнтерполяция цветаКлюч цветаСлой цветаУправление цветомОтображение цветовЦветовой максимумДорожка смеше́ния цветовЦветовой режимМодификаторы цветаМодуляция цветаНода цветаЦветовой сокет нодыИнтерфейс цветового сокета нодыНепрозрачность цветаЦветовая палитраПараметризация цветаПуть к цветуЦветовая пипеткаТип виджета выбора цветаЦвет (после)Цвет (перед)Предустановки цветаБиты квантования цветаГрадиентная картаЭлемент градиентной картыЭлементы градиентной картыЦветовой наборID наборов цветовЦветовой набор {:d}Цветовые наборыСдвиг цветаЦветовое пространствоПараметры цветового пространстваЦветовое пространство: Растекание цветаРастекание цветаЦветовая дорожкаЦветовой тегЦветовые тегиЦветовой порогТип цветовЗначение цветаЦвет и альфа для наложений композиционных линийЗапекание атрибутов цвета поддерживается только для меш-объектовНасыщенность цветового баланса (яркие участки)Гамма цветового баланса (средние тона)Подъём цветового баланса (тени)Модификатор цветового баланса для дорожки последовательностиПараметры цветового баланса для дорожки-секвенцииПараметры цветового баланса для дорожки секвенций и её модификаторовЦвет ячеек в зависимости от положенияЦветовая кривая, применяемая перед преобразованием для отображенияЦвет для всех штрихов этого слояЦвет настраиваемого фонового цветаЦвет для всплывающих ошибок-подсказокЦвет заливки областей, ограниченных штрихамиЦвет ключевых кадров Grease PencilЦвет для всплывающих информационных-подсказокЦвет для смеси с основным цветом заливкиЦвет для добавляемых F-кривых трансформации (положение, вращение, масштаб), устанавливается на основании оси трансформацииЦвет обводки объектовЦвет для режима одного цветаЦвет для дорожки/действия, которые "сдвигаются" или редактируютсяЦвет для всплывающих подсказок об успешной операцииЦвет для тонирования цветов штриховЦвет для всплывающих предупреждающих подсказокЦвет сетки в режиме редактирования, но с включённым режимом выделения по рёбрамЦвет от температурыИзменение цветового тонаЦвет в цветовом пространстве sRGBЦвет в цветовом пространстве sRGB (в основном для цветов интерфейса)Цвет в гамма-скорректированном пространствеЦвет в линейном пространствеЦвет в линейном рабочем цветовом пространстве сценыЦветовой вход, к которому будет применено преобразование цвета HSVЦветовой вход, к которому будет применена коррекцияЦветовой вход, к которому будет применена инверсияЭффект изменения цвета для оттенкаЭффект изменения цвета для насыщенностиЭффект изменения цвета для яркостиНастройки управления цветом для устройства выводаНастройки управления цветом, применяемые перед сохранением изображенияНастройки управления цветом для показа изображений на экранеУправление цветом для устройств выводаПараметры управления цветом для преобразования отображенияНастройки отображения цветовМодификатор цвета "%s" не может быть удалёнТип модификатора цветаМодификаторы цвета для смены цвета линийОкрашивать нодовые связи в зависимости от подключённых сокетовЦвет индикатора автоматического ввода ключей при включенииЦвет активного маркераЦвет кадра фазы переносаЦвет курсора при добавленииЦвет курсора при вычитанииЦвет отключённого маркераЦвет предельного ключевого кадраЦвет папок в браузере файловЦвет сгенерированного ключевого кадраЦвет ключевого кадра колебанияЦвет границы ключевого кадраЦвет ключевых кадров на траектории после текущего кадраЦвет ключевых кадров на траектории перед текущим кадромЦвет светового излучения от поверхностиЦвет линий, отображающий режим постоянной интерполяцииЦвет линий, отображающий замедления/ускорения и режим динамической интерполяцииЦвет линий, отображающий режим линейной интерполяцииЦвет заблокированного маркераЦвет маркераЦвет обводки маркераЦвет удерживаемого передвигаемого ключевого кадраЦвет новых слоёв аннотацийЦвет траектории после текущего кадраЦвет траектории до текущего кадраЦвет диапазона верхнего слоя предпросмотраЦвет трассировки лучей при срабатывании альтернативного вариантаЦвет трассировки лучей при промахеЦвет трассировки лучей при попаданииЦвет обычного ключевого кадраЦвет наложения диапазона дорожки сценыЦвет выделенного кадра фазы переносаЦвет выделенного предельного ключевого кадраЦвет выделенного сгенерированного ключевого кадраЦвет выделенного ключевого кадра колебанияЦвет выделенного ключевого кадраЦвет выделенной границы ключевого кадраЦвет выделенного маркераЦвет выделенного удерживаемого передвигаемого ключевого кадраЦвет дымаЦвет дыма, испускаемого в процессе горенияЦвет суммарного каналаЦвет текстуры верхнего слояЦвет однопиксельной линии тени под виджетамиЦвет F-кривой в редакторе графовЦвет глобального освещения, который равномерно освещает сценуЦвет пространства между кирпичамиЦвет фонаЦвет границы между редакторамиЦвет канала в редакторе "экспозиционный лист"Цвет соответствующего типа сокета в нодовом редактореЦвет излучаемого светаЦвет первой клеткиЦвет первого эталонного кирпичаЦвет диффузного освещенияЦвет зеркального освещения (блика)Цвет материалаЦвет материала, используемый для рассеяния, подповерхности, металлика и пропусканияЦвет обводки каждого редактора, кроме активногоЦвет обводки активного редактораЦвет контура панелей верхнего уровняЦвет контура панелей верхнего уровня, которые являются активнымиЦвет краскиЦвет второй клеткиЦвет второго эталонного кирпичаЦвет отражения лоскаЦвет курсора вставки текста (каретки)Цвет трека в редакторе видеоклипов и в области 3D-вьюпорта после решенияПалитра цветовВыбор цветаГрадиентная карта для преобразования скалярных значений в цветГрадиентная карта для изменения цвета линийГрадиентная карта, используемая для определения цвета кисти в зависимости от скоростиГрадиентная карта, используемая для определения спада по близостиЦветовой диапазон, используемый для визуализации в режиме рисования весовКоэффициент насыщенности цветаК выбранному цвету применяется свечениеНабор цветов, заданный пользователем, а не фиксированный набор из темыНабор цветов, определяющий цвета костей для этой группыЦветовое пространство изображения, из которого и в которое его нужно конвертировать при сохранении и загрузкеЦветовое пространство входного изображенияЦветовое пространство выходного изображенияЦветовое пространство, в котором работает секвенсорЦветовое пространство, которое следует установитьЦветовое пространство, используемое для обработки YCbCrAЦветовое пространство, используемое для всех линейных цветов сцены в этом файле, а также для компо́зитинга, обработки шейдеров и геометрических нодИнтенсивность цвета для новых штрихов (влияет на альфа-канал цвета)Цветовой тег 1Цветовой тег 2Цветовой тег 3Цветовой тег 4Цветовой тег 5Цветовой тег 6Цветовой тег 7Цветовой тег 8Цветовая бирка для коллекцииЦветовой тег для дорожкиЦветовой тег группы нод, влияющий на цвет заголовкаВходная цветовая температура точки белогоВыходная цветовая температура точки белогоЦветовая температура белой точки сценыЦвет, кодирующий карту нормалей в указанном пространствеЦвет, который должен быть сохранёнДобавить проход цветаЦветовой оттенок белой точки входного сигнала (значение по умолчанию "10" - соответствует дневному свету)Цветовой оттенок белой точки выходного сигнала (значение по умолчанию "10" соответствует дневному свету)Цветовой оттенок белой точки сцены (значение по умолчанию "10" соответствует дневному свету)Цвет фона позади текста штампаЦвет, используемый для текста штампаЦвет, используемый для контражураЦвет тениЦвет активных костейЦвет, используемый для генерации свеченияЦвет выделенных костейЦвет поверхности костейЦвет, используемый для задания оттенкаЦвет, используемый для подсветки диапазонаКоэффициент яркости цветаЗначение цвета атрибута геометрииЦвет {:d}Цвет1Цвет2Расцветка ограничичелейРаскраскаЗакрашиваниеЭффект закрашиванияЭффект закрашиванияЦветаСтолбецСтолбец 1Столбец 1 строка 1Столбец 1 строка 2Столбец 1 строка 3Столбец 1 строка 4Столбец 2Столбец 2 строка 1Столбец 2 строка 2Столбец 2 строка 3Столбец 2 строка 4Столбец 3Столбец 3 строка 1Столбец 3 строка 2Столбец 3 строка 3Столбец 3 строка 4Столбец 4Столбец 4 строка 1Столбец 4 строка 2Столбец 4 строка 3Столбец 4 строка 4Столбцы с чередованиемИмя столбцаВыделить столбецРазмер столбцаНомер столбца, на котором отображается правый отступСтолбец для переходаСтолбцыРазмер столбцовСтолбцы в таблицеСтолбцы:Причесать волосыКомбинацияКомбинация настоящего смещения геометрии и имитации картой неровностей для более мелких деталейОбъединениеОбъединить в связкуЭлемент объединения в связкуКомбинировать цветОбъединить цилиндрические компонентыКомбинировать в матрицуОбъединить многослойные изображения OpenEXR, отрендеренные с различными диапазонами сэмплов, в одно изображение с уменьшенным уровнем шумаОбъединить сферические компонентыКомбинировать трансформациюКомбинировать XYZОбъединить вектор перемещения, вращения и вектор масштабирования в матрицу трансформацииОбъединить все слои в один слойОбъединить все слои с одинаковым именемОбъединить все компоненты объёмного шейдинга в одну, простую в использовании, нодуОбъединить изображение из его составных цветовых каналовОбъединение и наслоение действийКомбинировать любое количество входных строкОбъединять оба вида в сжатом изображенииКомбинировать сэмплирование по расстоянию и равноугольное для объёмов, где ни один метод не подходитОбъединить четыре канала в один цвет на основе определённой цветовой моделиПроизвести комбинирование сеток путём разностного вычлененияОбъединение сеток способом добавленияОбъединить слои в один слой в зависимости от режимаОбъединить слои в активной группе в один слойОбъединить меши способом вычитанияОбъединение мешей способом добавленияОбъединить значения нескольких сокетов воеди́но.Складывать исходный масштаб со скопированнымСовместить вращения как в устаревшей галочке «Смещение». Работает плохо при вращениях одновременно в нескольких осях.Объединить фоновое изображение пространства с маскойОбъединить активный слой со слоем, находящимся чуть ниже (если он существует)Объединить геометрию колпачков с базовым мешем (преобразуя экземпляры в реальную геометрию и объединяя вершины)Комбинировать виды (левый и правый) в единый стерео 3D-выводОбъединить два изображения для отображения их рядом друг с другом. Обычно используется в сочетании с нодой 'Предпросмотр (viewer)'Объединить два изображения с помощью карт глубиныОбъединить две дорожки, используя режимы наложенияКомбинацияКомбинированный экспортКомбинированный RGBДля прохода комбинированного запекания необходимо включить проходы излучения или проходы со вкладом прямого или отражённого освещенияКомбинированные каналыПрименять комбинированную кривую к каждому каналу по отдельности, что может привести к изменению оттенкаКомбинированноеДействиеОбъединяет все свои прямые дочерние твёрдые тела в один "твёрдый" объектРазделённые запятыми теги, которые следует использовать для зарегистрированного родителяКомандная строкаИстория командКоманда прерванаЗапрос командной строкиЯзык строки ввода командВывод командКоманда для запуска текстового редактора, полный путь или команда в $PATH. Если пусто, - будет использоваться внутренний редакторЗакомментироватьОбщиеОбщие настройки анимацииКривая - Общие свойстваНастройки общих темОт сообществаКомпактная разметкаКомпактный списокКомпактный с десятичными знакамиСравнитьСравнивать атрибуты цветаСравнивать материалыРежим сравненияСравнивать швыСравнивать остротуСравнивать UVСравнить каждый элемент входных векторовСравнить среднее значение элементов входных векторовСравнить направление входных векторовСравните скалярные произведения входных векторовСравнить длину входных векторовСравнивать скорости предыдущего кадра с новыми скоростями текущего кадра и выбирать максимальныеСравнивать скорости предыдущего кадра с новыми скоростями текущего кадра и выбирать минимальныеКомпенсировать изменения масштаба относительно центра вращенияКомпенсировать неравномерное масштабирование объектаКомпенсировать масштаб, применяемый другими модификаторамиКомпенсировать масштабирование по одной оси, применив масштабирование по другим двум осямМетод компиляции, используемый для параллельной компиляции шейдеров. Подпроцесс требует гораздо больше оперативной памяти для каждого рабочего процесса, но на некоторых системах может компилировать шейдеры быстрее. Требуется перезапуск Blender'а для вступления изменений в силу. (Только OpenGL)Скомпилировать байт-код для ноды шейдерного скриптаКомпилировать ядро графического процессора Cycles только с набором функций, необходимым для текущей сценыСкомпилированный байт-код пользовательского шейдераСкомпилировано без физического движка BulletСкомпилировано без GMP, с использованием решателя "Нецелое (float)"Скомпилировано без OpenVDBПоддержка звука отключена при сборкеКомпиляция шейдеров движка EEVEEКомпиляция шейдеров (осталось {})Только полные словаПолный отчёт доступен в текстовом блоке данных '{:s}'Полностью удалить родительские связи, включая влияющие модификаторы, если такие естьПолностью игнорировать родительское масштабированиеПолностью независимая вручную устанавливаемая ручкаПолностью заменить все каналы в ассете позы текущим выделениемКомплексныйКомпонентаТраектории компонентаТип компонентаКомпонентыКомпозитКомпо́зитингНод постобработки для предпросмотраНоды постобработкиКомпо́зитинг...КомпозицияЦвет композиционных линийКомпозиционные линииКомпо́зиторОсобая группа композитингаНодовое устройство шумоподавления компо́зитораУстройство компо́зитингаФинальное качество шумоподавания компо́зитораМодификатор компо́зитораНода композитингаДерево нод компо́зитораНоды компо́зитораТочность компо́зитораКачество предварительного просмотра композитинга шумоподавленияНодовая группа компо́зитора имеет зацикленные связи.Составное родствоСжиматьСжимать файлыСжать меш, используя DracoСжатие значений, указанных в сцене, с обычных камер до цветового охвата ACEScgСжатиеУровень сжатияТорможение при сжатииЖёсткость сжатияМаксимальная жёсткость сжатияНастройки кодека сжатия OpenEXRУровень сжатия ("0" = максимально быстро, "6" = наибольшее сжатие, большие уровни пока не поддерживаются)Используемый метод сжатияРежим сжатия для TIFFДиапазон вычисленийРасчёт выполнен успешноТип устройства для вычисленияВычислить среднее и стандартное отклонение значений пикселейРассчитать расстояние до ближайшего ребраРассчитать расстояние до ближайшей граниРассчитать расстояние до ближайшей вершиныВычислить глобальное освещение, принимая во внимание свет, отражающийся от окружающих объектовРассчитать, насколько закрыто полушарие над точкой шейдинга, например, чтобы добавить эффекты выветривания к углам. Примечание: для Cycles это может в значительной мере замедлить рендерингВычислить ближайшее местоположение на целевой геометрииВычислить определитель заданной матрицыВычислить дивергенцию градиента входной сеткиВычислить обратную матрицу для заданной матрицы, если таковая имеетсяВычислить обратное преобразование для заданного вращенияВычислить сингулярное разложение (SVD) блока 3x3 матрицыВычисляет поле знаковых расстояний из заданной маскиВычисляет расстояние до ближайшей точки, а также её положение и цветВычисляет расстояние до границы ячейки вороногоВычисляет расстояние до второй ближайшей точки, а также её положение и цветВычисляет радиус n-сферы, вписанной в ячейку ВороногоВогнутость ВерхняяБетонУсловиеКонусКонфигурация для одного сегмента тиреКонфигурация распределяемых экземпляровНастройка трансформации для каждого экземпляраНастроить постоянный битрейт (в противоположность постоянному качеству)Настроить трансформацию распределяемых экземпляровПодтвердитьПодтвердить при отжатииПорог подтвержденияПодтвердить фаскуПодтверждать при отжатии кнопкиКонфликтует с другим проходом рендеринга с тем же именемАдаптировать базовый мешСогласованноОбъединённое наложениеСоединить с центромСвязываемые петлиСоединить соответствующие концыСоединить симметрию:Подключать видео дорожки по умолчаниюСоединить далее:Соединить с симметриейПодключите соединение для создания нового сокета.Подключить активную ноду к активной выходной ноде дерева нодСоединить все системы волос с мешем-источникомСоединить цепочкуСоединить конечные точки, расположенные близко друг к другуПрисоединить волосы к мешу-источникуПодключать вновь добавленные видео дорожки по умолчанию, если у них несколько каналовСоединить объекты в виде цепи на основе расстояния, начиная с активного объектаСоединить выделенные объекты с активным объектомСоединить выделенные вершины граней, разделив граниПрисоединить цепь гибких костей к родительскому ригуСоединить дугу с центромСоединить две ноды без необходимости нажатия на конкретные сокеты (определяются автоматически)Связать вершины по порядку их выделения, создав рёбра, разделяющие граниСоединённоеТолько соединённоеСвязанные грани (а не рёбра)Связующие петли рёбер перекрываютсяЛимит подключенийСхема цепиСвязностьУчитывать радиус кривойРассматривать материал односторонним для захвата объёмом светового зонда. Кроме того, помогает отклонять зонды внутри объекта, чтобы избежать утечек света.Рассматривать объекты как единое целое при нахождении центра объёмаРассматривать вклад непосредственно видимых источников света во время наведенияУчитывать атрибут радиуса основной кривой в качестве коэффициента при сопоставлении V-компоненты с параметром длины кривой профиляРассматривать вершины (а не рёбра) при выборе рёбер с устанавливаемой/снимаемой меткой остротыСогласованностьПоследовательный идентификатор, используемый для элементаКонсольСтрока ввода консолиСтроки прокрутки консолиТип строки консоли при использовании прокруткиТип вывода на консольОграничениеКонстантаПостоянный битрейтПостоянная детализацияКонстантная экстраполяцияПостоянная интерполяцияПостоянная длинаПостоянное смещениеПостоянный сдвиг смещенияКоэффициент постоянной передачи данных (CRF - Constant Rate Factor); компромисс между качеством и размером видеоНормали постоянного размера по экрануГравитационная постоянная по заданному направлениюОднонаправленный источник света с параллельными лучамиИсточник света с параллельными однонаправленными лучамиПостоянный коэффициент смещения времени для функцииПостоянный коэффициент, на который происходит смещение значенийПостоянный спадПостоянная сила, направленная вдоль локальной оси Z объекта силыКонстанта на кривуюНеизменный (пресет)Привязать положение объекта к ближайшей точке на целевом путиОграничить нахождение членов роя на поверхностиОграничить острова, содержащие любые закреплённые UV-координатыОграничить твёрдые тела, чтобы они перемещались вокруг общего центра вращенияОграничить по границам изображенияОграничить значение между минимумом и максимумомОграничить значение между минимумом и максимумом, меняя местами аргументы, когда минимум > максимумаРазграничительная триангуляция Делоне (CDT), эффективный решатель с поддержкой самопересеченийОграничительДобавлениеСмешатьРежим смеше́нияСтепеньОтслеживаниеОграничитель "%s" не найден для объекта "%s"Ограничитель "%s" не найден для позовой кости "%s"Оси ограничителяОперация ограничителяЦель ограничителяЦелевая кость ограничителяПараметры фиксации эталонной оси ограничителя относительно кости или целиОграничитель может быть разрушен, если объект получит импульс выше порогового значенияОграничитель, ограничивающий твёрдые телаОграничитель имеет допустимые значения и может быть рассчитанОграничитель, влияющий на объекты в рамках симуляции физики твёрдых телРедактируемый ограничительОграничитель модификации и трансформации объектов и костейИмя ограничителяИмена ограничителей имеют особое значение.Ограничить положение точки вращенияОграничить положение вдоль оси XОграничить положение вдоль оси YОграничить положение вдоль оси ZОграничить вращение вокруг оси XОграничить вращение вокруг оси YОграничить вращение вокруг оси ZОграничить по внутренним границам изображения при редактированииПанель ограничителя раскрыта в пользовательском интерфейсеОграничителиОграничители, затрагивающие трансформацию объектаОграничители, действующие на этот канал позыПостроить матрицу 4x4 из её отдельных значенийСоздать окружность БезьеПостроить кривую БезьеСоздать NURBS-поверхность-окружностьСоздать NURBS-поверхность-кривуюСоздать NURBS-поверхность-цилиндрСоздать NURBS-поверхность-участокСоздать NURBS-поверхность-сферуСоздать NURBS-поверхность-торСоздать окружность NURBSСоздать кривую NURBSСоздать путьСоздать объект Grease Pencil с СюзаннойСоздать меш СюзанныСоздать меш-окружностьСоздать меш-конусСоздать меш-кубПостроить кубический меш, состоящий из шести квадратных гранейСоздать меш-цилиндрСоздать плоскость с гранью и 4 вершинамиПостроить сферический меш, состоящий из треугольников одинакового размераПостроение сферического меша с четырёхугольными гранями, за исключением треугольных граней вверху и внизу у полюсовПостроить подразделённую меш-плоскостьСоздать меш тораСоздать и редактировать кривые БезьеСоздать и редактировать сплайныКонструктивные модификаторы не могут быть применены к данным мультиразрешения в режиме скульптингаКонструктивные модификаторы не могут быть примененыКонтейнерКонтейнер для симуляции жидкостиСодержитСодержит связанные переопределения библиотеки, которые необходимо повторно синхронизировать. Рекомендуется обновить библиотекуСодержимоеПродолжительность содержимогоКонец содержимогоСодержимое - НачалоОбрезка содержимого - КонецОбрезка содержимого - НачалоСодержимое этого текстового объектаКонтекстАтрибуты контекстаКонтекстный гизмоКонтекстное менюКонтекстный путьКонтекстное свойствоКонтекстный путь к данным (расширенный с использованием видимых окон в текущем файле .blend)Контекст неверный, изображение не найденоКонтекстное меню для операций над элементамиКонтекстное меню для операциями со сценойНет активного объекта в контекстеНет сцены секвенсора в контекстеКонтекстный путь закреплёнКонтекстно-зависимые гизмо для активной нодыКонтекстно-зависимые гизмо для активного элементаКонтекстное окно не установленоКонтекстные данные для операции, связанной с библиотекой blend-файла/связанными данными. В настоящее время доступны только для чтения данные для обработчиков пред/пост blend-импортаСмежныеПродолжениеПродолжить без очисткиПозволяет продолжить трассировку лучей из новой позиции и в новом произвольном направленииПродолжить работу с файлом без скриптов PythonНепрерывное ускорениеНепрерывный захватНепрерывное масштабирование. Направление масштабирования и скорость зависят от расстояния, на которое перемещён курсор вдоль оси масштабирования.Непрерывно развёртывать выделенный UV-остров при трансформации закреплённых вершинКонтурКонтрастПредел контрастностиЗначение коррекции контрастности. Коэффициент типа масштабирования, с помощью которого можно сделать более яркие пиксели ярче, но оставить более тёмные пиксели тёмными. Использовать отрицательное число, чтобы уменьшить контрастность, и положительное число, чтобы увеличить еёВклад путей, рассеянных в объёме от первичного лучаВклад путей, прошедших через объём от первичного лучаСодействиеКонтро́ллерУправляющая костьСпад контроляРежим управленияКонтрольная точкаВыбрана ли контрольная точкаКонтрольная точка:Контрольные точкиУправлять вращениемПозволяет управлять цепочкой костей с указанием конечной цели (только для костей)Точность размытия движения, чем выше, тем больше расход памяти (реальное количество шагов: 2^(шаги - 1))Управлять активной камеройКонтролировать, насколько далеко нужно прижимать или растягивать ключи по отношению прямой между первым и последнимСкорость уменьшения влияния зондаПозволяет управлять тем, как изображения на выбранном "Отображении (display)" будут сопоставляться на физическом экранеКонтролировать, сколько вычисленных точек должно быть создано на каждом сегменте кривойУправление уменьшением плотности тумана с высотойНажата клавиша CtrlНажата клавиша Ctrl, "-1" для любого состоянияУправляющий объект: если задан, его положение определит центр эффектаУправлять воспроизведением с помощью номера кадра (без учёта количества кадров в секунду и начального кадра из файла)Управлять воспроизведением, используя значение от 0 до 1Управлять воспроизведением с помощью времени в секундахКонтрольная точка принадлежит другой кривойКонтрольная точка F-модификатора оболочкиЗначения масс контрольных точекКонтрольная точка не от F-модификатора оболочкиСостояние выделения контрольной точкиЗначения интенсивности контрольных точек пружинЗначения весов контрольных точекКонтрольные точки, определяющие форму оболочкиКонтрольные точки всех кривыхКонтрольные точки кривойУправляет яркостью и контрастностью входного цветаНастроить интенсивность обводки иконокУправляет смешиванием текстурной информации с базовым цветом стилей линийКонтролировать качество быстрого освещения ГО. Более высокое разрешение использует больше памяти.Контролировать качество объёмных эффектов. Более высокие разрешения используют больше памяти.Управлять плавностью нормалей меша вокруг каждой грани, изменяя атрибут "гладкого затенения"Управление трафаретной кистьюУправление гизмо трансформацийУправление применением потока флюидаУправление применением эффектораКонтролировать, замыкается ли каждый сплайн сам на себя, изменяя атрибут замыкания "Циклично (cyclic)"Управлять тем, в какую сторону и насколько сильно следует смещать ключКонтроллер - "вперёд"Положение контроллераПоложение контроллера (другое)Вращение контроллераВращение контроллера (другое)Стиль контро́ллераПоложение перекрестия контроллера другой траектории пользователя для бимануальных действийВращение прицела контроллера другой траектории пользователя для бимануальных действийКонтро́ллерыКонтро́ллерыУправляет точностью размытия движений: чем больше шагов, тем дольше время рендерингаУправляет точностью размытия движения. Бо́льшее количество шагов приводит к увеличению времени рендеринга. Используется только при включённом размытии движения. Установите значение "0", чтобы отключить размытие движения для Grease PencilУправление испусканием флюида изнутри меша (большее значение приводит к большему испусканию флюида изнутри меша)Управление формой профиля трубкиУправляет направленностью фильтра. "0" означает, что фильтр полностью всенаправленный, а "2" означает, что он максимально направлен вдоль краёв изображенияСтепень влияния близко расположенных полигонов на деформациюУправляет сглаживанием открытых границСпособ применения сглаживания к UVНастройка формы профиля ("0.5" = круг)Управляет смешиванием и совместимостью с определёнными функциямиУправляет контрастностью всего изображенияУправляет контрастностью светлых участковУправляет контрастностью изображения. "Ноль" - автоматически устанавливает контрастность на основе своего глобального диапазона для лучшего распределения светлотыУправляет контрастностью полутоновУправляет контрастностью тенейУправляет спадом между значениями, которые будут обрезаться и значениями, которые не будут. "0" означает полностью резкий перепад, а "1" означает полностью плавныйУправляет усилением всего изображенияУправляет усилением светлых участковУправляет усилением полутоновУправляет усилением тенейУправляет гаммой всего изображенияУправляет гаммой светлых участковУправляет гаммой полутоновУправляет гаммой тенейУправляет интенсивностью слоя покрытия, как отражением, так и оттенком. Обычно должно быть равно нулю или единице для материалов, основанных на физикеУправляет интенсивностью изображения: более низкие значения делают его темнее, а более высокие значения делают его светлееУправляет смещением всего изображенияУправляет смещением бликовУправляет смещением полутоновУправляет смещением тенейУправляет насыщенностью всего изображенияУправляет насыщенностью светлых участковУправляет насыщенностью полутоновУправляет насыщенностью тенейУправляет резкостью фильтра. "0" означает полностью плавный, а "1" - полностью резкийУправляет направлением касательной для анизотропииУправляет прозрачностью поверхности, при значении "1.0" полностью непрозрачнаУправляет равномерностью направления фильтра. Более высокие значения дают более равномерные направленияРегулировка перехода между светлыми и тёмными участками изображенияКонвергенция костейРасстояние до плоскости сходимостиКонвергенция костейКонвертация не поддерживаетсяПреобразование не поддерживается при вычислении замыканияКонверсия не поддерживается при разделении связкиКонвертироватьКонвертировать домен атрибутаКонвертировать домен цветового атрибутаПреобразовать цвета во всех блоках данныхПреобразовать цветовое пространствоКонвертировать грани в вершины, а вершины в граниПреобразовать в нецелоеКонвертировать изПреобразовать слои Grease Pencil в экземпляры кривыхИзменить ориентациюКонвертировать входной сигнал RGB в оттенки серого с использованием яркостиПреобразовать трансформации/веса в анимационные указателиКонвертировать вПреобразовать шейдеры UsdPreviewSurface в Principled BSDFКонвертировать температуру теплового излучения в значение RGBКонвертировать яркость цвета в значение оттенков серогоПреобразовать вращение в компоненты угла и осиПреобразовать стандартное значение вращения во вращение ЭйлераПреобразовать вектор, точку или нормаль между миром, камерой и координатным пространством объектаКонвертировать значение длины волны в значение RGBПреобразовать активный вес в цвета вершин в оттенках серогоКонвертировать все грани меша в треугольные граниКонвертировать все грани в треугольникиКонвертировать все многоугольники в треугольникиКонвертировать все текстуры в формат KTX2, используя суперсжатие типа BasisUПреобразовать анимацию из любого режима вращения в любой другой режимКонвертировать между цветовыми пространствамиПреобразовать геометрию кривой в цилиндрический мешКонвертация кривых в меш, при необходимости с использованием пользовательской формы профиля, определяемой кривымиКонвертировать каждую входную геометрию в экземпляр, что может быть намного быстрее, чем нода "Соединить геометрию (join geometry)", если входные данные - большиеПреобразовать каждую грань меша в замкнутую кривую. Атрибуты грани распространяются и на кривые.Конвертировать силу эффектора в скорость воздушного потокаПреобразовать f-кривые/драйверы, влияющие на вращение, в радианы Предупреждение: используйте это только один разКонвертировать грани в утолщённые рёбраПеревести градусы в радианыВместо этого преобразовать цветовое пространство дисплея в линейное цветовое пространство сцены. Не все преобразования вида можно точно инвертировать, и результат может не соответствовать исходному линейному изображению сценыПеревести из радианов в градусыПреобразовать линейное цветовое пространство сцены в цветовое пространство дисплея и выполнить преобразование отображения и редактирование вида с тональной компрессиейПреобразовать геометрию и экземпляры в редактируемые объекты и коллекцииПреобразовать входные данные в нецелочисленные данныеКонвертировать экземпляры в данные реальной геометрииПреобразовать рёбра меша в сегменты кривой. Атрибуты распространяются и на точки кривой.Преобразовать обычную трансформацию объекта в дельта-трансформацию, любые существующие дельта-трансформации будут также включеныКонвертировать обычную трансформацию анимированного объекта в дельта-трансформацииПреобразовать объекты в экземплярные граниПреобразовать только выделенные ключевые кадрыПреобразовать ориентацию осей в другую систему координат, чтобы она соответствовала системе координат других приложенийПреобразовать частицы в меш-объектыПреобразовать из "предумноженного" в "прямой"Преобразовать эффект рендеринга (например, свет и тень) в цвет. Обычно используется для нефотореалистичного рендеринга, чтобы применить дополнительные эффекты к выходу BSDF. Примечание: поддерживается только в EEVEEПреобразовать вращения по Эйлеру XYZПреобразовать вращения по Эйлеру XZYПреобразовать вращения по Эйлеру YXZПреобразовать вращения по Эйлеру YZXПреобразовать вращения по Эйлеру ZXYПреобразовать вращения по Эйлеру ZYXПреобразовать вращения в кватернионыПреобразовать выделенные каналы из сэмплов в ключевые кадрыПреобразовать выделенные каналы в нередактируемый набор сэмплов для экономии места на дискеПреобразовать выделенные объекты в другой типПреобразовать выделенные эталонные изображения в текстурированную меш-плоскостьПреобразовать выделенные штрихи в контурную обводку по периметруПреобразовать из "прямого" в "предумноженный"Преобразовать штрих в обводкуПреобразовать кривые в каждом экземпляре верхнего уровня в слой Grease PencilПреобразовать первый обнаруженный "USD света мирового свода" в фоновый шейдер мираПреобразовать заданное число с плавающей запятой в целое число, выбрав один из методовПреобразовать объём мира в меш. Объём мира раньше визуализировался устаревшей EEVEE. Преобразование необходимо для корректного рендерингаКонвертировать материал мира в "USD света мирового свода" (купола). В настоящее время работает для простых материалов, состоящих из текстуры окружающей среды, подключённой к фоновому шейдеру, с дополнительным векторным умножением цвета текстурыПреобразовать для устройства выводаПреобразовать в нецелоеКонвертировать в радианыПреобразование в предварительно умноженную (ассоциированную) альфу и обратноКонвертировать в логарифмическое цветовое пространствоПреобразовать тип выделенных кривыхПреобразовать пробельные символы по типуПреобразованный слойПреобразовательНода преобразованияПреобразование некоторых нередактируемых объектов/данных объекта с установкой параметра "сохранить оригинал" в значение "истинно"Преобразует значения относительно размера изображения, чтобы они были выражены в пикселяхВыпуклая оболочкаСвёрткаПроизводит свёртку (конволюцию) изображения на основе ядраКоордината 1Координата 2Координатное пространствоСистема координатКоординатная ось, используемая для зеркалирования части положения производимой трансформацииКоординатная ось, используемая для зеркалирования вращательной части производимой трансформацииКоординатыОсь, относительно которой осуществляется отражениеКоординаты контрольной точкиКоординаты контрольной точки. Примечание: Изменение этого значения также обновляет ручки, аналогично использованию оператора трансформации редактора графовКоординаты первой ручкиКоординаты левой рукоятки (до контрольной точки)Координаты правой рукоятки (после контрольной точки)Координаты второй ручкиКоординатное пространствоКоординаты, к которым применяются относительные смещения гарнитуры VRСкопировано %d выделенная(-ых) кривая(-ых)Скопировано выделенных датаблоков: %dСкопировано %d выделенных нодСкопировано %d выделенных объектовСкопировано %d выделенных точекСкопировано "наборов выделения" в буфер обменаСкопированный ограничитель: %sМатериал скопирован в буфер обменаПоза скопирована в буфер обменаВыделенные дорожки секвенсора видео и связанная с ними цепочка эффектов скопированы в буфер обменаВыделенные дорожки секвенсора видео скопированы в буфер обменаСкопировано значение в {:d} кости(-ей)Скопировано {:s} параметров в {:d} кости(-ей)Копирует матрицу текущего активного объекта или кости позы в буфер обмена. Использует матрицы относительно определённого объекта или активной камеры сценыКопирует матрицу текущего активного объекта или кости позы в буфер обмена. Использует матрицы мирового пространстваМедьКопироватьКопировать абсолютные координаты вектора нормалиКопировать цвета костей из активной кости во все выделенные костиКопировать пакет в библиотеку ассетов...Копировать эффекты Grease PencilКопировать меткуКопировать положениеКопировать положение (локальное)Копировать положение (локальное, ориентация владельца)Ограничитель «копирование положения»Копировать модификаторыКопировать нормальКопировать позуКопировать цвета костей позы из активной кости позы во все выделенные кости позыКопировать настройки твёрдого тела с активного объекта на все выделенные объектыКопировать тип и параметры Rigify из активной в выделенные костиКопировать вращениеОграничитель «копирование вращения»Копировать масштабОграничитель «копирование масштаба»Копировать настройкиКопировать настройки студийного освещения для реактора студийного освещенияКопировать трансформациюОграничитель "копирования трансформации"Копировать XКопировать YКопировать ZКопировать с активной вершины на другие выделенные вершины (если затрагиваемые группы разблокированы)Копировать все трансформации целевого объекта, чтобы обеспечить совместное перемещениеКопировать все трансформации целевого объектаКопировать цвет на все выделенные нодыКопировать цвет на все выделенные трекиКопировать цвета в существующие костиКопировать ограничитель на другие выделенные объекты/костиКопировать ограничители на другие выделенные костиКопировать ограничители к остальным выделенным объектамСкопировать файлы в папку текстурКопировать с ближайших рёбер (с использованием средних точек)Копировать с ближайших рёбер ближайших граней (с использованием средних точек)Копировать с ближайших вершинКопировать с ближайших вершин ближайших рёберКопировать с ближайших вершин ближайших гранейКопировать от мешей с той же топологиейКопировать от интерполированных углов ближайшей исходной граниКопирование интерполированных углов исходной грани, на которые попадает проекция нормали углаКопировать интерполированные значения вершин с ближайших точек на ближайших рёбрахКопировать интерполированные значения вершин с ближайших точек ближайших гранейКопировать интерполированные значения вершин с ближайшего пересечения нормали граниКопировать с наиболее похожего ребра (ребра, чьи вершины ближе всего к целевому ребру)Копировать из ближайшего угла ближайшей граниКопировать с ближайших углов, для которых нормали лучше соответствуют друг-другуКопировать с ближайших углов, для которых нормали граней источника лучше всего соответствуют нормалям граней получателяКопировать с ближайших граней (с использованием центральных точек)Копировать из исходной грани, нормаль которой ближе всего к целевойКопировать полный путь к даннымКопировать в пространстве мираКопировать в локальное пространство каждого объектаКопировать метку активной на выделенныеКопировать метку активной ноды на выделенныеСкопировать материал на выделенные объектыКопировать отражение UV-координат по оси X на основе симметричного мешаСкопировать модификаторы с активной дорожки на выделенные дорожкиКопировать модификаторы на другие выделенные объектыКопировать новые нормали (перезаписать существующие)Копировать новые нормали минус старые нормалиКопировать ноды в буфер обмена и растворить их оставляя связи подключёнными.Копировать нормаль в буфер обменаКопия цветов, ассоциированных с цветовым набором группыКопировать на дубликатКопировать только активный слой, снимите флажок, чтобы добавить все слоиКопировать или изменить порядок модификаторов, ограничителей и эффектовКопировать системы частиц активного объекта на выделенные объектыКопировать системы частиц на выделенные: %d выполнено, %d ошибокКопировать произведение старых и новых нормалей (не векторное произведение)Копировать выделенные UV-вершиныКопировать выбранные аспекты текущей позы на последующие позы с уже определёнными ключевыми кадрамиКопировать выделенные ключевые кадры в буфер обменаКопировать выделенные маркеры в другую сценуКопировать выделенные точкиКопировать выделенные точки или кривыеКопировать выделенные отчёты в буфер обменаКопировать выделенный текст в буфер обменаКопировать настройки из активной в выделенные нодыКопировать настройки из предыдущей версииКопировать настройки текущего слоя видаКопировать сумму новых и старых нормалейКопировать текст в буфер обменаКопировать F-модификатор(ы) активной F-кривойКопировать F-модификатор(ы) активной НЛА-дорожкиКопировать команду Python, соответствующую этой кнопкеКопировать RNA-путь к данным для этого свойства в буфер обменаКопировать активный набор линий в буфер обменаСкопировать активный ключ формы с другого выделенного объекта на этотКопировать цвет кости активной кости на все выделенные костиКопировать содержимое консоли для использования в качестве скриптаКопировать текущий файл .blend в библиотеку ассетов. Работает только с автономными файлами .blend (т.е. когда нет ссылок на другие файлы)Копировать текущую позу выделенных костей во внутренний буфер обменаКопировать драйвер выделенной кнопкиКопировать переменные драйвера с активного драйвераКопировать файл в папку назначенияКопировать файл в конечный путь (или подпапку)Скопировать изображение в буфер обменаКопировать положение целевого объекта (с опциональным смещением), чтобы они перемещались вместеКопировать положение целевого объектаКопировать настройки материала и нодКопировать настройки текстуры материала и нодыКопировать модификатор с активного объекта на все выделенные объектыКопировать драйвер свойства из активного элемента в то же свойство всех выделенных элементов, если такое свойство существуетКопировать значение свойства из активного элемента в то же свойство всех выделенных элементов, если такое свойство существуетКопировать вращение целевого объекта (с опциональным смещением), чтобы обеспечить одинаковое вращениеКопировать вращение целевого объектаКопировать коэффициенты масштабирования целевого объекта (с опциональным смещением), чтобы обеспечить одинаковое масштабированиеКопировать масштаб целевого объектаКопировать выделенные точки или штрихи Grease Pencil в буфер обменаКопировать выделенные наборы выделения в буфер обменаКопировать выделенные датаблоки в буфер обменаКопировать выделенные ноды в буфер обменаКопировать выделенные объекты в буфер обменаКопировать выделенные точки в новый штрихКопировать выделенные сплайны в буфер обменаКопировать выделенные дорожки в буфер обменаКопировать выделенные треки в буфер обменаКопировать положение по оси X от целевого объектаКопировать вращение целевого объекта вокруг оси XКопировать масштаб по оси X от целевого объектаКопировать положение по оси Y от целевого объектаКопировать вращение целевого объекта вокруг оси YКопировать масштаб по оси Y от целевого объектаКопировать положение по оси Z от целевого объектаКопировать вращение целевого объекта вокруг оси ZКопировать масштаб по оси Z от целевого объектаКопировать вес этой группы для других выделенных вершин (отключено, если группа вершин заблокирована)Копировать это значение свойства во все выделенные риги соответствующего типаКопировать в буфер обменаКопировать на выделенныеКопировать на выделенные (меню)Копировать на костьКопировать на объектКопировать родительское дерево нод, не затрагивая группуКопировать на выделение все элементы массиваКопировать на выделенное драйверы всех элементов массиваКопировать настройки трекинга от активного трека в настройки по умолчаниюКопировать настройки отслеживания с активного трека на выделенныеКопировать координаты вершин от другого объектаКопировать группы вершин к выделенным: %d выполнено, %d не удалось (данные объекта должны поддерживать группы вершин и иметь соответствующие индексы)Копировать веса от активного к выделенномуКопирование ID "%s" невозможно, тип блоков данных "%s" не поддерживаетсяКопирование модификатора "%s" в объект "%s" не удалосьКопирайтУведомление об авторских правах на этот ассет. Отсутствие информации об авторских правах не обязательно означает, что он не защищен авторскими правами. Свяжитесь с автором, если необходимы какие-либо разъяснения.Маска основыПробкаУголГрадус угловЦентр углаИндекс угла граниРегуляторы по угламИндекс углаИндекс угла в граниСледующее угловое реброУгловые нормалиУгловое смещениеРасстояние углового смещенияКоэффициент углового смещенияМетод углового смещенияПривязка по угламПредыдущее угловое реброСкругление угловСкругление угловРазделение от угловУгловые подразделенияТип углаУгловая вершинаУгол ребраУгол граниУгол вершиныУглыУглы ребраУглы граниУглы вершиныКоррекция соотн. сторонКорректировать атрибуты гранейИсправить UV-координаты при трансформацииИсправить UVКорректировать данные, такие как UV-координаты и цветовые атрибуты, при трансформацииИсправить искажение, вызванное деформациейМетод коррекцииКоррекция всех тонов одновременноПоправка на светлые тонаПоправка на полутонаПоправка на тениКорректирующийКорректирующий разворот нормалейМодификатор корректирующего сглаживанияКоррекция, применяемая к весам граней; "50" — нейтрально, более низкие значения увеличат вес слабых граней, более высокие увеличат вес сильных гранейКорректирующееСглаживаниеКорреляцияКосинусКосинусХлопокНе удалось (от)соединить коллекцию "%s", так как коллекция "%s" связанаНе удалось (от)соединить коллекцию "%s", так как коллекция "%s" переопределенаНе удалось (от)соединить объект "%s", так как коллекция "%s" связанаНе удалось (от)соединить объект "%s", так как коллекция "%s" переопределенаНе удалось добавить ноду цветаНе удалось добавить слой в файл кэшаНе удалось добавить ноду маскиНе удалось добавить новую UV-карту к объекту '{:s}' (Меш '{:s}')Не удалось добавить действие "%s", поскольку оно не может быть использовано по отношению к ID-блоку типа "%s"Не удалось добавить ноду изображенияОшибка добавления драйвера из-за недопустимого RNA-пути для данного ID (ID = %s, путь = %s)Не удалось добавить модификатор геометрических нодНе удалось добавить изображение. Древо нод не было создано или назначеноНе удалось добавить материалНе удалось добавить коллекцию нодНе удалось добавить группу нодНе удалось добавить нодуНе удалось добавить коллекцию, так как она связанаНе удалось добавить коллекцию, так как она переопределенаНе удалось добавить коллекцию из-за обнаруженной циклической зависимостиНе удалось назначить новое действие для %sНе удалось назначить действие %s ограничителю действия %sНе удалось назначить действие %s дорожке НЛА %sНе удалось изменить действиеНевозможно очистить ключевой кадр, поскольку RNA-путь недопустим для данного ID (ID = %s, путь = %s)Не удалось определить правильный путь к даннымНе удалось соединить выделение гранейНевозможно соединить разные типы элементов выделенияНевозможно соединить вершиныНе удалось создать копию ID "%s" для записи в библиотекуНе удалось создать кэш-ридер для файла %sНе удалось создать переопределение библиотеки из блока данных "%s", так как его нельзя переопределитьНе удалось создать переопределение библиотеки из блока данных "%s", поскольку один из его родителей не является переопределяемым ("%s")Не удалось создать переопределение библиотеки из одного или нескольких выбранных блоков данныхОшибка при создании папки с заданным именемНе удалось создать папку «%s»Не удалось создать считыватель для файла %sНе удалось создать файл копирования и вставки!Не удалось создать {:d} F-кривую(-ые, -ых). Это может произойти только при вставке в доступные F-кривые.Не удалось удалить %d заблокированных ключей формыКлючевой кадр не может быть удалён, поскольку RNA-путь недопустим для данного ID (ID = %s, путь = %s)Не удалось определить тип групповой нодыНе удалось найти "%s" в "%s"Не удалось найти редактируемую коллекцию в текущей сцене, для импортируемых данных не будут созданы экземплярыНе удалось найти переопределяемый корневой объект иерархии для объекта "%s"Среди выделенных рёбер нет таких, которые можно повернутьНе удалось найти кость "%s"Не найдены данные ограничителя для установки инверсии ограничителя «потомок от»Не удалось найти данные ограничителя для установки инверсии расчёта объектаКопируемый драйвер не найден, поскольку RNA-путь недопустим для данного ID (ID = %s, путь = %s)Не удалось найти сетку с именем %sНе удалось найти модификатор крюкаНе удалось найти изображение '{:s}'Не удалось найти материал или свет с помощью дерева нод шейдера - {:s}Не удалось найти сокет коллекции нодНе удалось найти сокет цвета нодыСцена не найденаНе удалось найти сцену с помощью дерева нод компо́зитора - {:s}Не удалось найти поддерживаемый тип сокетаНе удалось создать меш из сеткиНевозможно взять подходящий мешОшибка инициализации данных языков!Не удалось инициализировать сшивание ни на одном выделенном объектеОшибка инициализации потоков, вероятно, из-за неподдерживаемого сочетания кодековНе удалось вставить %i ключевых кадров из-за нулевого влияния НЛА, базового значения или переназначения значений: %s.%s для индексов [%s]Невозможно вставить ключевой кадр, поскольку RNA-путь недопустим для данного ID (ID = %s, путь = %s)Не удалось вставить ключевой кадр, так как этот тип не поддерживает данные анимации (ID = %s)Не удалось загрузить действие для активного ассетаНе удалось загрузить объём для записиНе удалось создать новое изображениеНевозможно создать новые сегментыНе удалось переместить экспортёр коллекции из индекса '%d' в '%d'Невозможно переместить ограничитель из индекса «%d» в «%d»Не удалось переместить слой из индекса '%d' в '%d'Не удалось открыть архив Alembic для чтения, подробности смотрите в консолиНе удалось открыть SVGНе удалось открыть архив USD для чтения, подробности смотрите в консолиНе удалось открыть файл для записиНе удалось открыть папку "%s"Драйвер не может быть вставлен, поскольку RNA-путь недопустим для данного ID (ID = %s, путь = %s)Не удалось прочитать "%s"Не удалось удалить ключ формыНе удалось удалить группу F-кривых из коллекции, так как её в ней нетНе удалось переименовать: %sНе удалось переоткрыть файлНе удалось разрешить путь "%s"Не удалось разрешить путь (%s)Упакованный файл не может быть сохранен на диск в "%s"Не удалось отделить выделенную кривую(-ые)Не удалось прикрепить некоторые кривые к поверхностиНе удалось отменить назначение действия для %sНе удалось отменить назначение активного действияНе удалось обновить флаги для этой F-кривой, так как RNA-путь недействителен для указанного идентификатора (ID = %s, путь = %s)Не удалось сохранить изображение: %sНе удалось записать изображение: {}Не удалось записать объём: %sНе удалось записать объём: Неизвестная ошибка при записи файла VDBНе удалось закрыть ассет назначения %sНе удалось найти соответствующий слой, вставка производится в активный слойНе удалось открыть файл %r (%s)Не удалось запустить внешний проигрыватель анимации с помощью команды {!r} {:s}КоличествоМакс. количествоРежим количестваРежим количестваПодсчитать количество элементов в заданном спискеКоличествоСеткаРежим разрешенияРазмерПротив часовой стрелкиПротив часовой стрелкиВращение системы координат каждого сегмента против часовой стрелки. Может использоваться для выравнивания вращения текстур каждого сегментаПокрытиеCrТрансформация Crazyspace доступна только для объектов типа "меш"СкладкаСкладка (кэшированный угол)Угол складокКоэффициент защепления для складочной кистиСкладки рёберСкладка - ВнутриСкладки на острыхСкладки на острых рёбрахСкладки на гладкихСкладки на гладких поверхностяхПорог складкиВес складкиСложить рёбра на стыке для улучшения подразделения поверхностиСложить рёбра на стыке для улучшения подразделения поверхностиВес складки (если они включены)Складка:СоздатьСоздать %sСоздать объект 3D-текста из активного датаблока текстаСоздать вдоль путиСоздать арматуруСоздать коллекциюСоздать данныеСоздавать впадиныСоздать F-кривые для объекта, которые будут копировать движение объекта под влиянием этого ограничителяСоздать материал штриха Freestyle для тестированияСоздать карту индекса направляющейСоздать экземплярыСоздать внутренние пружиныСоздать ключи положения при фиксации на камере сценыСоздать меш из маски краскиСоздавать N-угольникиСоздать новое действиеСоздать новые настройкиПараметр "use" при создании ориентации действителен только в контексте 3D-видаСоздать ассет позыСоздать код Python, который сгенерирует выбранный метаригСоздать код Python, который сгенерирует выбранный метариг в качестве образцаСоздавать квадыСоздавать выступыСоздать ключи вращения при фиксации на камере сценыСоздать ключи масштабирования при фиксации к камере сценыСоздать WebPСоздать "дыру" в изображении с нулевой альфа-прозрачностью, что полезно для композитинга. Примечание: шейдер удержания может создавать альфа-канал только в том случае, если в настройках плёнки включена прозрачностьСоздать дельтоид в форе воздушного змея/ромбовидного дротикаСоздать новое изображениеСоздать топологию булевой сетки с заданными размерами для использования с нодой "Поле в сетку (field to grid)"Произвести выделение рамкойСоздать соединение из граней между двумя и более петлями рёберСоздать цвет из отдельных компонентов, используя несколько моделейСоздать взаимосвязь с атрибутом геометрии на основе ограниченияСоздать кость управления для копииСоздать кость деформации для копииСоздать диагональную прогрессиюСоздавать папку для каждого экспортируемого файлаСоздать набор граней, соответствующий выделению граней в режиме редактированияСоздать набор граней для каждого изолированного набора гранейСоздать набор граней для каждой свободной части мешаСоздать набор граней для каждого слота материалаСоздать из меша заполненную сетку объёмаСоздать объём тумана с формой поверхности входного мешаСоздать силу вдоль объекта кривойСоздать силу на основе скоростей симуляции жидкостиСоздать силу, имитирующую рой хищников или цельСоздать силу сопротивления движениюСоздать эффект свеченияСоздать градиент между двумя маскамиСоздать линейную прогрессиюСоздать список значенийСоздать локальное переопределение выделенного связанного блока данных и его иерархию зависимостейСоздать локальное переопределение выделенных связанных блоков данных и их иерархию зависимостейСоздать локальное переопределение выделенных связанных объектов и их иерархию зависимостейСоздать маску на основе разницы светимости (яркости)Создать маску из прохода индекса объекта или материалаСоздать механизм для заострения соединённого угла, когда угол меньше этого значенияСоздать меш, охватывающий все точки входной геометрии с использованием наименьшего количества точекСоздать новый слот действия для ID. Обратите внимание, что _тот_ идентификатор, который должен получить этот слот, необходимо задать в указателе контекста 'animated_id', используя: >>> layout.context_pointer_set("animated_id", animated_id) Если идентификатору уже был назначен слот, то вновь созданный слот будет назван в соответствии с именем первого (обеспечивая уникальность с помощью числового суффикса), а любые данные анимации назначенного слота будут дублироваться для нового слота.Создать новую камеру и VR-ориентир из позы видоискателя запущенного VR сеанса и выделить егоСоздать новую камеру от выделенного VR-ориентираСоздать новый набор выделения с текущими выделенными костямиСоздать новую UV-карту для каждого упаковываемого мешаСоздать новое действиеСоздать новое действие после безопасного сохранения существующегоСоздать новый слот действия для этого блока данных для хранения его анимацииСоздайте новый ассет из выделенных костей в сценеСоздать новую коллекцию костей и назначить ей все выделенные костиСоздать новую кость, идущую из последнего выделенного сустава к курсору мышкиСоздать новый каталог для размещения ассетовСоздать новую группу нод компо́зитинга и инициализировать её с нодами по умолчаниюСоздать новую нодовую группу компо́зитинга для секвенсораСоздать новую папкуСоздать новый драйвер с этим свойством в качестве входа и скопировать его в буфер обмена. Используйте «Вставить драйвер» для добавления его к нужному свойству или «Вставить переменные драйвера» для расширения существующего драйвераСоздать новый пустой набор выделенияСоздать новый набор гранейСоздать новый набор граней из замаски́рованных гранейСоздать новый набор граней из видимых вершинСоздать новый файл этого типаСоздать новую ноду "Рамку (frame)" вокруг выделенных нод и сразу же задать ей имяСоздать новую группу геометрических нод и назначить её активному модификаторуСоздать новую группу нод геометрии для инструментаСоздать новое изображениеСоздать новый файл изображения без изменения текущего изображения в Blender'еСоздать новое встроенное древо шейдерных нод, которое может использоваться рендерерамиСоздать новый уровень, используя подразделения Катмулла-КларкаСоздать новый уровень, используя линейную интерполяцию смещения скульптингаСоздать новый уровень, используя простые подразделенияСоздать новый стиль линий, который могут использовать несколько наборов линийСоздать новое главное окно с собственным рабочим пространством и существующим выбором сценыСоздать новый меш-объект из текущей маски рисованияСоздать новый меш-объект из выбранного набора гранейСоздать новый модификатор с новой нодовой группой геометрииСоздать новое дерево нодСоздать новый объект по разрезу маскиСоздать новый ассет для поз в буфере обмена, который можно вставить в браузер ассетовСоздать новый меш из четырёхугольников, используя данные о поверхности текущего меша. Все слои данных будут потеряныСоздать новый текстовый датаблокСоздать новое окноСоздать новый блок данных окружающей средыСоздать уведомление после операцииСоздать параллелограммСоздать точку в облаке точек для каждого выделенного ребраСоздать точку в облаке точек для каждой выделенной граниСоздать точку в облаке точек для каждого выделенного угла граниСоздать точку в облаке точек для каждой выделенной вершиныСоздать превью этого ассета, отрендерив активный объектСоздать ослабевающую прогрессию от одного шага к другомуСоздать квадратичную прогрессиюСоздать квадратичную прогрессию в форме сферыСоздать четырёхугольник из четырёх точекСоздать радиальную прогрессиюСоздать прямоугольникСоздать искажение вращенияСоздать вращение вокруг первичной и (в идеале ортогональной) вторичной осиСоздать элемент управления вращением, который можно перемещать в произвольном порядкеСоздать образец метарига, который нужно будет модифицировать перед созданием окончательного ригаПроизвести выделение по нормалиСоздать отдельный экземпляр кривой для каждого слояСоздать отдельное заполнение из каждого отдельного штрихаСоздать отдельный слой для каждого экземпляраСоздавать отдельную систему частиц для каждого вторичного типа частицСоздать эффект тениСоздать из меша сетку объёма со знаковым расстояниемСоздать из точек сетку объёма со знаковым расстояниемСоздать простой штрих с базовыми цветамиСоздать плавный переход между гибкими костями, когда один конец цепи встречается с другой цепью в том же направленииСоздать плавный переход между гибкими костями, когда один конец цепи встречается с её зеркальной копиейСоздать гладкую изогнутую поверхность, используя схему подразделения Катмулла-КларкаСоздать сплошную форму из вершин и рёбер, используя радиус вершины для определения толщиныСоздание сплошной оболочки методом экструдирования с корректировкой для острых угловСоздать сплошную оболочку, компенсирующую острые углыСоздание сплошного каркаса из гранейСоздать сферическую прогрессиюПроизвести сферическое выделениеСоздать подходящую среднюю позу в текущем кадреСоздание мозаичного изображенияСоздать трапециюСоздать уникальный набор граней со всеми гранями в скульптуреСоздать вектор из компонентов X, Y и ZСоздать вектор из компонентов цилиндрической системы координат.Создать вектор из компонентов сферической системы координат.Создайте сочетание клавиш для выделенной ноды "Предпросмотр (viewer)", путём нажатия ctrl+1,2,..9Создать объект-пустышку, копирующую перемещения активного трекаСоздать арматуру, идущую параллельно с макетом оболочкиСоздать автоматическое превью для выбранного блока данныхСоздать пустой объект Grease PencilСоздать оболочку по формеСоздать изображение с альфа-каналомСоздать изображение с левым и правым видамиСоздать новую коллекцию объектов из выделенных объектовСоздать опцию отсоединения век от "поверхности" глазаСоздать дополнительный элемент управления для инверсной кинематикиСоздать дополнительный элемент управленияСоздать дополнительную кость деформацииСоздать операцию переопределенияСоздать систему частиц пузырейСоздавать частицы-потомкиСоздать объект столкновенияСоздать отношение родитель-потомок на основе ограничителяСоздать отношение обтягивания на основе ограничителяСоздать ограничители для этого действия на созданном ригеСоздать кости управления для копииСоздать элементы управления для обеих сторон ладониСоздать для текстуры координатные ноды и ноды сопоставления (игнорируется для выделенных нод текстуры)Создать копии эталонной геометрии на геометрических элементахСоздание копий геометрии с использованием различных методов кумулятивного смещенияСоздать копии формы со смещениямиСоздать пользовательские предупреждения в нодовых группахСоздать деформационные кости для копииСоздать домен для газаСоздать домен для жидкостиСоздание эффекта точек и тире для штриховСоздать драйвер только для этого свойства без назначения целейСоздать драйверы для всех свойств без назначения целейСоздать драйверы для каждой пары соответствующих элементовСоздать цикл из рёбер между внутренней и внешней поверхностями на рёбрах граней (медленно, используйте только при необходимости)Создание эффектов и выполнение постобработки рендеров, изображений и 3D-вьюпортаСоздать эллиптическую маску, пригодную для использования в качестве простой подложки или виньетирующей маскиСоздавать пустые файлы-заполнители во время рендеринга (аналогично команде Unix 'touch')Создать наборы граней для граней, имеющих схожие нормалиСоздать наборы граней с использованием UV-швов в качестве границСоздать наборы граней с использованием весов фаски в качестве границСоздать наборы граней с использованием рёберных складок в качестве границСоздать наборы граней с использованием острых рёбер в качестве границСоздать систему частиц пеныСоздать сетку экземпляров-дубликатовСоздать направляющий объектСоздать кости головы и шеиСоздать изображение с глубиной цвета 32 бита с плавающей запятойСоздавать экземпляры вдоль путей частицСоздать экземпляры коллекций при добавлении, а не добавлять их физически в сценуСоздать экземпляры коллекций при связывании, а не добавлять их физически в сценуСоздать экземпляры коллекций, а не добавлять их физически в сценуСоздать экземпляры для данных объекта, на которые не ссылаются никакие объектыСоздавать экземпляры из частиц-потомковСоздавать экземпляры из обычных частицСоздать ключевые кадры в соответствии с текущей формой F-кривых выделенных каналовСоздать систему частиц жидкостиСоздавать ключи положения при фиксации на камере сценыСоздать маску на основе трёхмерного расстояния между цветамиСоздать маску на основе значений цветностиСоздать маску опираясь на различия в цветовых каналахСоздать маску, используя заданный цвет, для футажа с зелёным или синим экраномСоздать меш-плоскость(-и) из файлов изображений с соответствующим соотношением сторонСоздать новое действиеСоздать новые кости из выделенных суставовСоздать новые кости из выделенных суставов и переместить ихСоздать новую папку?Создать новые сетки, оценивая новые значения в топологии существующей сетки объёмаСоздать новое изображение из содержимого маркера-плоскостиСоздать новую коллекцию для привязки света, используемую активным излучателемСоздать новую маскуСоздавать новые материалы с уникальными именами для каждого файла OBJПри необходимости создать новых пользователей объектных данныхСоздать новый трек-плоскость на основе выделенных треков-точекСоздать экземпляр объекта из объектных данныхСоздать смещённую петлю рёбер из текущего выделенияСоздать отдельный объект для каждой строки текстаСоздать одну систему частиц, которая содержит все три вторичных типа частицСоздать или дополнить текстовой блок данных "i18n_info.txt"Создавать разделение для потомков на основе родительских прядейСоздавать пики и впадины с различными значениями шероховатостиПозволяет создать экран, который будет использоваться в качестве эталона цвета в нодах кеинга (отсечения)Создать точки из оценённых точек кривой на основе атрибута разрешения для сплайнов NURBS и БезьеСоздать предустановленные штриховые дуги Grease PencilСоздать предопределённые прямоугольные штрихи Grease PencilСоздать предопределённые штрихи-окружности Grease PencilСоздать предопределённую форма кривой штриха Grease PencilСоздать предопределённые линии штриха Grease PencilСоздать предопределённые полилинии штриха Grease PencilСоздавать прокси-изображения в особой папке (по умолчанию используется папка видеофрагмента)Создать случайные скопления вокруг родителяСоздать прямоугольную маску, пригодную для использования в качестве простой подложкиСоздать ограничители физики твёрдых тел между выделенными твёрдыми теламиСоздавать ключи вращения при фиксации на камере сценыСоздавать ключи масштабирования при фиксации на камере сценыСоздать отдельные ползунки влияния для "слежения век" для X и ZСоздать отдельные геометрии, содержащие элементы из одной группыСоздавать острые пикиСоздать снимки (призраки) выделенных F-кривых для использования в качестве фона в активном редакторе графовСоздать систему частиц брызгСоздать пружины спустя заданное число кадров после рождения частицы ("0" для постоянных пружин)Создать модификаторы подразделения поверхности на основе атрибута USD SubdivisionSchemeСоздать хвостовые костиСоздать соответствующий модификатор, если его нетСоздать сетку по гексагональному шаблонуСоздать новый ключ формы из результата смеше́ния существующих ключейСоздать систему частиц трекеровСоздать ориентацию трансформации из выделенияСоздать турбулентность с шумовым полемСоздать облако из вершин с использованием координат реконструированных трековСоздать, сбросить или очистить иерархии переопределения библиотекСоздаёт текстуры WebP для каждой текстуры. Для уже существующих WebP-текстур не происходит ничегоСоздаёт маску на основе активного атрибута цветаСоздаёт маску на основе границ поверхностиСоздаёт маску на основе изгибов поверхностиСоздаёт новую маску для всего мешаСоздаёт сегмент позы для каждого набора граней, начиная с активного набора гранейСоздаёт атрибут, который сопоставляет каждую кривую с её ближайшей направляющей через индексСоздаёт максимально сглаженный геометрический фрагмент (заплатку) из набора граней, минимизируя изменения в положениях вершинСоздаёт максимально сглаженный геометрический фрагмент (заплатку) из набора граней, минимизируя изменения касательных вершинСоздаёт вязкость для расширяющейся жидкостиСоздание нового слота в связанном действии невозможноХудожественныеАвторыКритическое повреждение blend-файла: существуют недопустимые и/или конфликтующие имена блоков данных (подробности см. в консоли)Критическое повреждение данных: существуют недопустимые и/или конфликтующие имена блоков данных (подробности см. в консоли)ОбрезатьМакс. X для обрезанияМакс. Y для обрезанияМин. X для обрезанияМин. Y для обрезанияОбрезать кадр рендера до заданной области рендераОбрезать до области рендераПараметры обрезки для дорожки-секвенцииОбрезает изображение до меньшей области, делая обрезанную область прозрачной или изменяя размер изображенияПерекрёстноДорожка перекрёстного наложенияПерекрёстное наложение с цветокоррекциейCrypto 00CryptomatteCryptomatte (прежней версии)Точность CryptomatteАссет CryptomatteСлой CryptomatteУровни CryptomatteМатериал CryptomatteОбъект CryptomatteCtrlЛевыйCtrlПравыйCtrlКубТопология кубической сеткиРазмер кубаРазмер кубической картыКубическаяКубический B-сплайнФильтр кубического B-сплайна (размыто, но без звона) на сэмплах 4×4Кубические сантиметрыКубические цепочкиКубические дециметрыКубические декаметрыКубические футыКубические фурлонгиКубические гектометрыКубические дюймыКубические километрыКубические метрыКубические микрометрыКубические милиКубические миллиметрыКубический MitchellКубический фильтр Митчелла на сэмплах 4×4Кубические милы (тысячные)Кубические ярдыКубическое ослаблениеКубическое ослабление с перелётом за пределы и стабилизациейКубическая интерполяцияКубоидС отборомРасстояние пропускаПропускать объекты, которые находятся дальше от камеры, чем это расстояниеУдаление невидимых гранейНакопительное смещениеРоторКудрявые волосы-кривыеНачало закручиванияТекущийТекущий размер кэшаТекущий символТекущий файлТекущий кадрПересчитанный текущий кадрЗначение текущего кадраИндекс текущего набора ключейИндекс текущего набора ключей (отрицательный для встроенных, положительный для абсолютного указателя)Текущая строкаИндекс текущей строкиТекущий подкадрТекущая трансформацияТекущая ориентация трансформацииТекущие ограничения бэкэнда Vulkan:Текущий редактор не является редактором нод.Текущий редактор не является браузером ассетовТип редактора для этой областиТекущий кадр не входит в диапазон кадров дорожкиРазрешить ручное задание отрицательного значения номеру текущего кадраТекущий номер кадра в секвенции изображений или видеоТекущий номер кадра видео или секвенции изображенийТекущий кадр с учётом подкадров и изменения скорости видеоТекущий кадр, для альтернативного обновления данных анимации из frame_set() (набора_кадров()) с помощью PythonТекущая строка или начальная строка в выделении, если оно установленоТекущий режим исходного объекта "%s" несовместим с целевым объектом переопределения библиотеки "%s"Текущий режим исходного объекта "%s" несовместим с целевым объектом "%s"Текущая нода не имеет видимых выходов.Текущее дерево нод не содержит ни одной ноды.Текущее дерево нод связано с другим файлом .blend.Текущий тип дерева нод не поддерживается. Должен быть одним из {:s}.Текущая матрица перспективы (``матрица окна * матрица вида``)Текущая поза для арматурТекущий движок рендеринга не поддерживает запеканиеТекущий ключ формыИндекс текущего ключа формыТекущая стадия процесса импортаСтереоглаз, который отображается в данный моментТекущее время симуляцииМатрица текущего видаМатрица текущего окнаТекущий: Рассматриваемая сейчас сценаТекущий обрабатываемый слой визуализацииТекущие выбранные назначенияКурсорКурсор (смещение)Цвет курсораРасстояние от курсораПоложение курсораРегулировка привязки курсораПлоскость курсораПроецировать на поверхностьЗначение у курсораЗначение курсора к выделениюВид курсораX курсораЗначение X курсораЗначение Y курсораМестоположение курсора в нормализованных (от 0.0 до 1.0) координатахПоложение курсора в координатах, нормализованных относительно видеофрагментаМестоположение курсора в нормализованных координатах предварительного просмотраПоложение курсора в координатах экранаКурсор должен находиться над поверхностью мешаКурсор к выделениюКривизна3D-ИзгибыКривизна - Мин.Выпуклость искривленияИтерации сглаживания кривизныВпадины искривленияЗатенять на основе искривлений поверхностей; подходит для подчёркивания мелких деталейКриваяОкружностьБезьеКриваяБезьеНеизменныйКриваяКривая траекторииОсобаяОсобая криваяРасширитьЭкстраполированноСпадПресет кривой спадаТип спадаСпад растушёвкиГоризонтальноИнверсно-квадратичныйЛинияЛинейныйМаксимумСредний шагРежимСоздатьБез спадаNurbsОкружностьКриваяNurbsТраекторияNurbsФорма профиляСпад пропорционального редактированияСпад влиянияСлучайныйКореньКругОстрыйОстрееПлавныйБолее гладкоСферическийСёрфОкружностьСёрфКриваяПов-тьЦилиндрУчастокПоверхностиСёрфСфераСёрфТорПоверхностьКривая "%s" не содержит заданный сплайнКривая 2DИзгиб кривойОкружность-криваяДанные кривойДеформация по кривойРежим редактирования кривойНаложения режима редактирования кривойСпад кривойДиапазон кадров кривойID группы кривыхВдоль кривойПоложение ручек кривойID кривойНачало кривой - XИндекс кривойИнформация о кривойЭкземпляры кривойКривая колебанияДлина кривойНода "длина кривой"Линия-криваяТочка карты кривойОтображение кривойМодификатор кривойОбъект-криваяСмещения кривыхКонец кривой - XНастройки рисования кривыхСпад параметров кривойТочка кривойЧисло точек кривойВиджет профиля кривойРадиус кривойКорень кривойСкульптинг кривойНаложения скульптинга кривыхСегмент кривойКривая чувствительностиФорма кривойСжать/разжать кривуюСрез кривойСплайны кривойКривая интенсивностиПодразделений кривойТангенс кривойНаклон кривойКончик кривойЦвета виджетов кривыхКомпонент-кривая, содержащая данные сплайна и контрольной точкиТочка контроля кривойДатаблок кривой для хранения кривых, сплайнов и NURBSДатаблок кривой для хранения поверхностейДатаблок кривой для хранения текстаДатаблоки кривыхКривая, определяющая конусность скопленияКривая, определяющая шероховатостьКривая, задающая открытие затвора во времениКривая, определяющая скручиваниеМодификатор деформации кривойКривая, деформирующая тектовой объектСпособ приближения с помощью кривыхКривая из меш- или текстовых объектовГеометрия кривой, определяющая путь-кривуюВес эффектора "вдоль кривой"Кривая в отображении кривойИнтерполяция кривой в этой точке: Безье или векторОтображение кривой для отображения цветов, векторов, скалярных и других значений с помощью пользовательской кривойОбъект кривой, управляющей конусообразными сужениями (шириной)Объект кривой, по которой осуществлять деформациюОбъект кривой, вдоль которой необходимо вписать массивКривая точкиКоличество разбиений кривой или поверхности на сегментРазмеры кривой должны быть больше нуляКривая, управляющая этим отношениемКривую в мешКривую в точкиКривую в трубкуКривая, длина которой будет вычислятьсяКривая, которая будет преобразована в меш с использованием заданного профиляТип кривойКривая, используемая для модулирующего эффектаКривая, используемая в отображении значенийКривая, используемая для эффекта колебанияКривая, используемая для чувствительностиКривая, используемая для силы/интенсивностиКривая, используемая для сопоставления давления с колебанием кистиКривая, используемая для сопоставления давления с размером кистиКривая, используемая для сопоставления давления с силой/интенсивностью кистиРазмер ширины кривой не поддерживается для интерполяции USDКривая(-ые)Кривая(-ые) не имеет(-ют) активной точкиКривая: {} точек, {} сплайновОтображению кривой не принадлежит карта кривойТаблица CurveProfile не инициализирована, вызовите initialize()По кривойКривыеДобавлениеТип кистиРасчёскаТип формы кривыхЦилиндрУдалитьПлотностьРасширить / СжатьСоздатьПокрасить выделениеЩипокРаздуваниеCдвинутьГладкаяЗмеиный крюкПрядьПолоскаРежим редактирования кривыхНаложения режима редактирования кривыхМасштабирование кривых: увеличить/уменьшитьИнформация о кривыхОбъект-кривая не поддерживает эту операцию установки ориджинаСкульптинг кривыхСкульптинг кривых - Параметры добавления кривыхНастройки кисти скульптинга кривыхНепрозрачность клетки скульптинга кривыхСкульптинг кривых - РисоватьСкульптинг кривых - Параметр спадаНастройки скульптинга кривыхКривые не прикреплены ни к одной UV-картеКривые как мешКривые как NURBSКривые не содержат информации о прикреплении, которую можно использовать для деформацииКривые не содержат информации о прикреплении к поверхностиКривые из оценённых данных кривыхКривые должны иметь установленную поверхность типа "меш"Кривые, не прикреплённые к поверхностиКривые поддерживают только один материал; ввод выделения не может быть полемТип формы кривыхКривые, которые необходимо повернуть вокруг основной кривойКривые в Grease PencilКривые, для которых следует изменить состояние замкнутостиКривые, у которых следует изменить положение ручекКривые, у которых следует изменить нормалиКривые, которым следует изменить разрешениеКривые, тип которых следует изменитьКривые, которые необходимо преобразовать в точкиКривые, которые необходимо деформироватьКривые, подлежащие заполнению. Все кривые будут рассматриваться как замкнутые и спроецированные на плоскость XYКривые, углы которых будут скруглятьсяКривые для ресэмплингаКривые, с которых следует взять образцы положенийКривые, для которых следует установить тип ручек их контрольных точекКривые, для которых следует установить радиусКривые, для которых следует установить наклонКривые, которые необходимо укоротитьКривые, которые следует подразделитьКривые, начало и конец которых следует поменять местамиКриволинейная 2D-длина для разделения на цепочкиИскривление связейОсобыйОсобая ({:.4g} fps)Настраиваемое затуханиеПользовательский байт-кодПользовательский хеш байт-кодаПользовательская камераКомпиляция шейдера пользовательской камеры не удалась, см. вывод ошибок в консолиПользов-ая кривая полостиОсобый цветПользовательские цветовые пресетыОсобый цветовой наборОсобые цветаОсобая нодовая группа композитинга для нод PythonОсобая криваяПользовательская папкаОсобое расстояниеПользовательский путь к файлуПользовательская нодовая группа геометрии для нод PythonПользовательский градиентОсобая группаПользовательский пивот IKОсобый значокОсобое изображениеПользовательская меткаНастраиваемое положениеПользовательские нормалиПользовательские нормалиТолько пользовательские нормалиОсобая формаПользовательская окклюзияПользовательские цвета калькиПользовательские наложенияОсобый параллаксУказать путьПользов-ий контроллер вращенияПользовательская позаУстановить путь профиляПользовательские свойстваПользовательский проксиПользовательское качествоОсобый диапазонПользовательская областьПользовательский шейдерОсобая нодовая группа шейдера для нод PythonПользовательская формаВращение пользовательской формыМасштаб особой формыТрансформация особой формыПеремещение пользовательской формыПользовательский диапазон кадров симуляцииПользовательский диапазон симуляцииОсобое пространствоПользовательский видСпециальный объёмОриентация пользовательского виджетаПуть к исполняемому файлу проигрывателя анимацииПользовательский цвет для пути движения после текущего кадраПользовательский цвет для траектории движения перед текущим кадромОсобый цвет тела нодыИспользуемый особый цветовой наборНастраиваемая кривая для применения эффектаОсобая кривая для управления интерполяцией последовательности между кадрами Grease PencilОсобая кривая для управления ослаблением эффекта кисти по кадрам Grease PencilОсобая кривая для управления толщиной примитивовИмя слоя особых данных для индексовИмя слоя особых данных для случайных значенийПользовательская областьДинамически определяемая метка интерфейса для сокета. Может быть переведена, если перевод включён в настройкахОсобая величина спадаОсобая кривая спадаПользовательский фильтрОпределить особую интерполяцию с помощью кривойОсобая кривая отображенияОсобые нодыИнструменты пользовательских нормалей с пользовательским интерфейсомПользовательские свойстваОсобый ориентир для направляющихИсточник пользовательского шейдераПользовательский размер для уменьшения масштаба экспортируемых текстурПользовательские теги (метки) для ассета, используемые для фильтрации и управления ассетамиТекст, отображаемый на штампеПользовательское значение метров на единицу для USD контейнераРазрезатьРазрезать рёбраОбрезать частицы по формеРазрезать насквозьОбрезать доРазрезать пересечение на граниРазрезать рёбра на грани для более красивых осколковРазрезать геометрию плоскостью (нажмите и перетащите для задания плоскости)Обрезать волосы по форме другого объектаПодстричь волосыРазрезать геометрию, отделив каждую из сторон (только выделенное/невыделенное)Срезать у выделенных элементов часть угла, чтобы создать скос или фаскуРазрезать меш петлёй и сдвинуть еёВырезать новую топологиюВырезать выделенный текст в буфер обменаРазрезать невыделенное твёрдое тело выделеннымВырезать текст в буфер обменаРазрезать через все грани, а не только видимыеРазрезать, вычесть или объединить несколько входных объёмных сеток SDFРазрезать, вычесть или объединить несколько вводных мешейОтсечениеРасстояние отсеченияЧастота среза высокочастотного фильтра, применяемого к аудиоданнымЧастота среза низкочастотного фильтра, применяемого к аудиоданнымРазрезыРазрезать меш вдоль плоскости симметрииРазрезы: %s, Гладкость: %sЦиклПереключение типов ручекПродолжительность циклаРазвернуть цикл в обратную сторонуПереключение между всеми четырьмя типами ручекОбход в обратном порядкеЗациклить анимацию между началом и концом действияПовторять кадры в последовательностиЗациклить изображения в видеоЦиклический обход всех непустых слотов рендераПереключиться по циклу между доступными экранамиЦиклический обход историиЦикличное переключение по типам внутренних угловых соединенийЦиклическое переключение методов пересеченияПереключение между режимами смещенияПереключать по типам внешних соединенийЦиклически переключить контекст редактора, активировав следующий или предыдущий контекстНазначить уникальный цвет каждой кривой по цветам радугиПереключиться между инструментами в этой группеПереключаться по кругу между рабочими пространствамиУстановка ключей внутри циклаCyclesНастройки рендеринга кривых для CyclesНастройки пользовательской камеры для CyclesОтладка CyclesF-Модификатор цикловНастройки освещения в CyclesНастройки материала CyclesНастройки Cycles для мешаПараметры объекта CyclesУстройства рендера CyclesДвижок рендеринга CyclesНастройки рендера CyclesНастройки CyclesНастройки Cycles для слоя визуализацииНастройки видимости CyclesНастройки окружающей среды для CyclesCycles был скомпилирован без поддержки EmbreeНастройки рендеринга кривых для CyclesCycles отключён в этой сборкеНастройки освещения в CyclesНастройки материала CyclesНастройки Cycles для мешаПараметры объекта CyclesНастройки рендера CyclesИнтеграция рендерера CyclesНастройки видимости CyclesНастройки окружающей среды для CyclesЦикличноЦиклическая анимацияЦиклические смещениеВремя дорожки зацикленоЗамкнуть по UЗамкнуть по VЦиклически продлить/повторить секвенцию ключевых кадровЦиклический волновой эффектРежим зацикливания после последнего ключевого кадраРежим зацикливания перед первым ключевым кадромЦилиндрРадиус цилиндраЧешский - ČeštinaУстарело: добавить исходное вращение к скопированному вращениюDJVDLSDNxHDВнизDPXDPX (.dpx)DVDVCPRO HD 1080pDVCPRO HD 720pDVD (примечание: это изменяет разрешение рендеринга)DWAA (с потерями)DWAB (с потерями)ЗатуханиеКоэфф. гашенияГасить отражённые волны, движущиеся в направлении, противоположном направлению ветраАмортизация методом наименьших квадратов с числовой фильтрациейСлежение с амортизациейОграничитель "Слежение с амортизацией"СдерживаниеТорможениеМинимальное значение торможенияКоэффициент торможенияМаксимальное торможениеВремя затуханияТорможение перемещенияТорможение по XУгловое торможение по XТорможение по YУгловое торможение по YТорможение по ZУгловое торможение по ZЗатухание гармонической силыГашение изменений скорости по оси XТорможение вращения по оси XГашение изменений скорости по оси YТорможение вращения по оси YГашение изменений скорости по оси ZТорможение вращения по оси ZНеподключённые узлы перенаправления будут проигнорированы.Датский - DanskЗатемнениеРежим затемненияЗатемняет края.ТемнееТемнота тенейШтрихиШтрих 1Штрих 2Штрих 3Длина штрихаСегмент модификатора "точка-тире"Соотношение штриховШтрих-пунктирная линияНепрозрачность пунктирных линийДанныеAPI данныхРазрядность данныхСлой данныхОперация над даннымиПуть к даннымПревью данныхНабор данныхИсточник данных:Целевые данныеПеренос данныхМодификатор переноса данныхТип данныхПовреждение данных: блок данных "%s" использует другой локальный блок данных ("%s") в качестве ссылки переопределения библиотеки, удаляя все данные переопределенияПовреждение данных: блок данных "%s" использует себя в качестве ссылки переопределения библиотеки, удаляя все данные переопределенияПовреждение данных: блок данных `%s` имеет свойство переопределения библиотеки без пути RNAПуть к данным не установленТочка данных для штриха кривойИсточник данных, используемый для фонаДанные, которые будут модифицированы в ходе операции по расширениюДанные для чтения из кэшаТип данныхТип данных для топологической сеткиТип данных AOVТип данных свойстваТип данных сокетаТип данных значений вокселейДанные, используемые для идентификации столбца табличного редактораДанные, используемые для идентификации таблицы в табличном редактореДанные, используемые для идентификации соответствующих данных из источника данныхДанные, используемые для идентификации таблицыЗначения данных без особого поведенияБлок данныхИмя блока данныхСсылки на блоки данныхТип датаблокаБлоки данныхБлок данных "%s" содержал недопустимую вложенную группу нод, которую невозможно прочитатьБлок данных "%s" не является переопределением библиотеки или не является частью иерархии переопределений библиотекиБлок данных "%s" больше не является ассетомБлок данных "%s" теперь является ассетомБлок данных не поддерживает операции с ассетами — он должен быть для кисти, коллекции, группы нод, объекта, действия позы, сцены или мираБлок данных не поддерживает предварительный просмотрДатаблок, с которым связан редактируемый датаблокБлок данных не отмечен как ассетБлок данных переименован в "%s", попробуйте ещё раз принудительно переименовать его в "%s"Тип блока данных не поддерживает автоматический предварительный просмотрТип блока данных не поддерживает фиктивных пользователейОтображаемый тип датаблокаБлок данных, используемый для аннотаций в 3D-видеДатаблок, использующий эти ключи формыБлок данных, используемый этим упакованным файлом, не подлежит редактированиюДатаблок редактируемой нодыБлоки данных в этой библиотеке доступны для редактирования, несмотря на то, что связаны. Используется ассетами кистей и их зависимостями.Блоки данных, не входящие в глобальную основную базу данных, не могут быть переименованыПереносДанныхДатаДата измененияДата: {:s} {:s}ДниДеактивировать предпросмотр геометрических нод при щелчке по пустому пространствуДеактивировать воксели сетки, которые будут находиться за пределами минимальных и максимальных координат, установив для них значение фона.Деактивировать твёрдое тело в начале симуляцииДеактивировать выбранную ноду "Предпросмотра (viewer)" в геометрических нодахДеактивацияМертваМёртвая зонаСмертьОтладкаЗначок отладки - ФонЗначок отладки - Передний планКоличество отладочных сэмпловУровень отладкиПараметры отладки, доступны только при запуске с параметром «−d»Смещение декалейПриемлемая стратегия для большинства случаев. Кость с одним потомком имеет расположение кончика на локальной оси, ближайшей к её потомкуДесятичные дробиУпроститьУпростить F-кривые путём удаления ключевых кадров, которые меньше всего влияют на форму кривойУменьшить F-кривые, указав, насколько они могут отклоняться от исходной кривойМодификатор "Упростить"Упростить: Пропуск ключевых кадров, которые являются нелинейными/Безье!Модификатор упрощенияОписание панели нодыОписание сокета нодыОписание сокетов и панелей пользовательского интерфейса нодовой группыРазложить на поворот, чтобы навести ось X, а затем скрутить вокруг неёРазложить на поворот, чтобы навести ось Y, а затем скрутить вокруг неёРазложить на поворот, чтобы навести ось Z, а затем скрутить вокруг неёРазложить на компоненты цилиндрической системы координат.Разложить на компоненты сферической системы координат.Разбирать меш, а не собиратьУменьшить контрастУменьшить высоту проделываемого прыжкаУменьшить количество сегментовПо умолчаниюАтрибут по умолчаниюПо умолчанию закрытаЦвет по умолчаниюАтрибут цвета по умолчаниюЦвета по умолчаниюЛастик по умолчаниюИсчезновение по умолчаниюКадр по умолчанию: {:.02f} (должно быть целым числом!)Кадр по умолчанию: {:.0f}Значение цели (целевых положений вершин) по умолчаниюЗначение цели (целевых положений вершин) по умолчанию, если не используется группа вершинШирина нодовой группы по умолчаниюРучки по умолчаниюМетод импорта по умолчаниюВход по умолчаниюИнтерполяция по умолчаниюКаналы ключей по умолчаниюКонфигурация клавиш по умолчаниюРазметка по умолчаниюМаксимум по умолчаниюМинимум по умолчаниюРазмер предпросмотра по умолчаниюСтандартный режим сглаживанияПо умолчанию дляЗначение по умолчаниюВес по умолчаниюВес по умолчанию - AВес по умолчанию БДействие по умолчанию для правой кнопки мышкиВстроенная конфигурация клавиш по умолчаниюЦвет по умолчанию для текстур, не возвращающих RGB или когда включено преобразование RGB в интенсивностьЦвет по умолчанию для сплошной формы костейТег "по умолчанию" для новых нод и нодовых группРасстояние по умолчанию от границ изображения, на котором трекинг маркера прекращаетсяСтандартная кисть-ластик для быстрого переключения с основной кистьюЦвет заливки по умолчаниюПоложение заголовка для создаваемых областей по умолчаниюМесто отображения рендеринга изображенийМесто отображения обозревателя файловМесто по умолчанию, где будут отображаться настройкиМинимальное значение корреляции между сопоставляемым шаблоном и эталоном, определяющее границу успешности трекингаМодель движения по умолчанию, используемая для трекингаПорядок ключа сортировки по умолчаниюПуть по умолчанию для внешних файловСтандартное структурное заполнениеПараметр относительного пути "по умолчанию" для селектора файлов, когда путь ещё не определёнНастройка по умолчанию для ползунков "слежения век" (X и Z)Стандартный размер миниатюр предварительного просмотра ресурса в пикселяхПродвинутый числовой ввод вместо обычногоИнструменты по умолчанию для режима частицЗначение по умолчанию за пределами сетки вокселейПо умолчанию для рендеринга объёмов используется нулевое рассеивание, которое является несмещённым и имеет меньше артефактов, но может быть более шумным. В варианте с настроенным смещением используется пошаговая трассировка лучей с управлением размера шагов и их максимальным количествомВес, устанавливаемый для вершины по умолчанию, если она находится вне первой группы вершин (А)Вес, устанавливаемый для вершины по умолчанию, если она находится вне второй группы вершин (B)Вес по умолчанию для вершин, находящихся вне группыПо умолчаниюЗадать основаниеЗадать глубинуОпределить сигнатуруЗадать особый диапазон кадров для модификатораОпределить линию с начальной точкой, направлением и длинойПозволяет устанавливать и редактировать драйверы, связывающие свойства с пользовательскими функциями или другими даннымиОпределить дугу по 3 точкам окружности. Дуга вычисляется между начальной и конечной точкамиОпределять силы для привязки вершин к анимируемому положениюОпределить интерпретацию векторов скорости относительно времени: 'кадр' означает, что дельта времени составляет 1 кадр, 'секунда' означает, что дельта времени составляет 1/FPSОпределить радиус с помощью числа с плавающей запятойСделать концентрацию меланина ниже, для более реалистично выглядящих волос (вы можете получить концентрации для разных типов волос онлайн)Определить радиус и положение по трём точкамОпределить радиус при помощи числа с плавающей запятойОпределить начальную и конечную точки линииОпределять кривые штрихов через кривые Безье (участки штрихов разделяются в соответствии с интервалом)Определить трансформацию локально или используя трансформации другого объектаОпределить, где вдоль сплайна заканчивается геометрия кривой ("0" для начала, "1" для конца)Определить, где вдоль сплайна начинается геометрия кривой ("0" для начала, "1" для конца)Источник положения и вращения для VR-вида, к которому будут применяться относительные смещения и вращения от гарнитуры VRОпределить, какое подмножество групп будет использоватьсяТолько заданные примитивыОпределяет функции обратного вызова для расширения USD IOСпособ расположения точек и прямоугольников относительно рисуемой линии и поворота объектаОпределяет, насколько плавно будет проявляться/исчезать штрихВидимость штрихаОпределяет, как оператор будет вести себя с выделением в активном слоеОпределяет порядок расположения штрихов в трёхмерном пространстве (для объектов, не отображаемых 'на переднем плане')Влияние цвета вершин на штрихиОпределяет, должны ли ключи быть выровнены по кривой плавного входа или плавного выходаРазрешить решателю выполнять повторное прохождение по циклу (пока не будет достигнута заданная точность) ни на одном, на первом или на всех кадрахОпределение размера смещения производной, используемого при вычислении градиента и ротораОпределяет пользовательский интерфейс для переопределения. Если не установлено, - будет создан новый и назван на основе имени ригаОпределяет канал, используемый для ограничения удаления разлива цвета. Производит баланс между двумя неосновными цветовыми каналами, с которыми сравнивается основной канал. "0" означает, что будет использоваться последний из двух каналов, а "1" означает, что будет использоваться первый из двух каналовОпределяет размер изображения, относительно которого будет выражено относительное значениеУстанавливает проекцию линзы как полином, что позволяет имитировать объективы реальных камерОпределяет конкретный формат аргументов, с которыми текстовый редактор открывает файлы. Поддерживаются следующие расширения: $filepath Абсолютный путь к файлу. $line Строка для открытия (опционально). $column Столбец для открытия с начала строки (опционально). $line0 и column0 начинаются с нуля. Пример: -f $filepath -l $line -c $columnОпределяет, какая часть штриха будет использоваться для расчёта удлиненияОпределяет, находится ли изображение переднего плана в формате прямого альфа-канала, что необходимо знать для правильного альфа-компо́зитинга. Изображения в компо́зиторе по умолчанию используют предварительно умноженный формат альфа-канала, поэтому в большинстве случаев эту опцию следует отключать. Однако если изображение переднего плана использует прямой альфа-канал, эту опцию следует включитьОпределяет, в какую коллекцию помещать объекты-виджеты. Если не задано, будет создана новая коллекция на основе имени ригаОпределяет, какие ключи использовать в качестве угла наклона и насколько сильно производить выравнивание в их направленииОпределяет какой риг следует переопределить. Если не установлено, - будет создан новый с именем на основе параметра "Имя рига (rig name)" или имени метаригаЧёткостьОпределение выбора в свойстве RNA перечисляемого типаОпределение аудиоканаловDeflateОтклонить излучательОтклонять флюиды и влиять на поток флюидаОтклонениеОтражателиРасфокусировкаДеформацияОсь деформацииКость деформацииДеформация кривых на поверхностиРежим деформацииДеформирующие позовые костиДеформировать вокруг локальных осейДеформировать на основе ряда опорных "якорных" точекДеформировать по оси XДеформировать по оси YДеформировать по оси ZИнтерполировать деформацию от вращений с помощью кватернионовДеформировать определённые точки с помощью другого объектаДеформировать штрихи с помощью объекта-арматурыДеформировать штрихи с помощью объектовДеформировать штрихи с помощью объекта-решёткиДеформировать меш или кривую с помощью внешнего кэша меша в формате AlembicДеформировать меш с помощью внешнего покадрового кэша трансформации вершинДеформировать форму путём скручивания, изгибания, сужения или растяженияДеформировать форму с помощью объекта-арматурыДеформировать штрих, чтобы он лучше соответствовал форме оболочкиДеформировать, используя другой меш, который действует как клетка деформацииДеформировать, используя форму объекта-решёткиДеформировать объём на основе шума или других векторных полейНет группы деформации "%s" у объекта "%s"ДеформацияМост деформацииЦель деформацииТип деформации, использующийся в кистиДеформации (ключи формы, деформирующие модификаторы)Деформированное положениеС деформациейДеформирует существующие кривые волос в косы с помощью направляющих кривыхДеформирует существующие кривые волос в кудряшки с помощью направляющих кривыхДеформирует кривые волос с помощью текстуры шумаДеформирует кривые волос, используя случайный вектор для каждой точки, чтобы их завитьГрадусыУбрать чересстрочную развёрткуУдалить чересстрочную развёртку для выбранных видеоисточниковУбрать чересстрочность видео при открытииDelДелонеЗадержкаОтсрочить обновления вьюпортаЗадержка в секундах перед достижением максимальной скоростиУдалитьУдалить 4 пробела из начала строкиУдалить запеканиеУдалить ассет кистиУдалить каталогУдалить данныеУдалить пустые кадрыУдалить геометриюУдалить глобальноУдалить кадр(ы) Grease PencilУдалить уровни выше текущегоУдалить модификаторУдалить выключенноеУдалить точкуУдалить ассет позыУдалить эталонный объектУдалить сегментыУдалить выделениеУдалить студийный светУдалить трекУдалить неиспользуемоеУдалить неиспользуемые нодыУдалить всю частицу или только ключиУдалить ключевой кадр у выделенных треков на текущем кадреУдалить активные кадры для всех слоёвУдалить активные ключевые кадры всех слоёвУдалить активную сценуУдалить активный экранУдалить активный текстовый файл?Удалить всёУдалить все метаданные ассета и преобразовать блок данных ассета обратно в обычный блок данныхУдалить все метаданные ассета и преобразовать выбранные блоки данных ассета обратно в обычные блоки данныхУдалить все метаданные ассета, преобразуя выбранные блоки данных ассета обратно в обычные блоки данных, и установить фиктивного пользователя, чтобы гарантировать, что блоки данных по-прежнему будут сохраненыУдалить все запечёные кэши у всех объектов текущей сценыУдалить все пустые контейнеры с данными анимации у видимых датаблоковУдалить все рамки, внутри которых нет нодУдалить все неверные закладкиУдалить все ключи, которые были сгенерированы оператором "Фиксировать к камере сцены (fix to scene camera)"Удалить запечённые данные освещения всех световых зондовУдалить все ноды, вывод которых не используетсяУдалить выделенные каналы анимацииУдалить все выделенные штрихи или точкиУдалить все видимые драйвера, считающиеся неправильнымиУдалить все рабочие пространства, кроме этогоУдалить чередующиеся вершины в штрихе, за исключением крайних вершинУдалить атрибут с указанным именем из геометрии. Обычно используется для оптимизации производительностиУдалить петлю рёбер, объединив грани с обеих сторонУдалить существующую точкуУдалить запечённые данных одной ноды запекания или симуляцииУдалить кэш всех выделенных объектовУдалить закэшированный отражённый светУдалить кэшированные/запечённые симуляции в модификаторах нод геометрииУдалить коллекцию и объекты внутри неёУдалить текущее правило рояУдалить текущее состояние рояУдалить текущий кэшУдалить текущий ключевой кадр свойства, активного в интерфейсе пользователя в данный моментУдалить узлы кривойУдалить драйверы, назначенные на выделенные элементыУдалить драйверы для всех элементов массиваУдалить объект изображения-пустышки после создания меш-плоскостиУдалить контрольную точку оболочкиУдалить флюид из симуляцииУдалять флюид внутри препятствийУдалить в препятствииУдалить ключевые кадры у всех элементов массиваУдалить ключевые кадры из выделенных объектов?Удалить ключевые кадры из выделенных дорожек?Удалить ключевые кадры на текущем кадре для всех свойств указанного набора ключейУдалить несвязанные вершины, рёбра или граниУдалить маркеры для текущего кадра с выделенных трековУдалить маркеры для текущего кадра с выделенных треков?Удалить файлы прокси видеофрагмента с жёсткого дискаУдалите одну из этих пар чтобы решить проблему:Удалить только заполнения, а не штрихиУдалить только штрихи, а не заполненияУдалить запекание физикиУдалить точкиУдалять вторичные частицы, попавшие внутрь препятствий или покинувшие область доменаУдалить выделенные НЛА-треки и содержащиеся в них дорожкиУдалить выделенные кости?Удалить выбранную закладкуУдалить выделенные иерархии коллекцийУдалить выделенные контрольные точки и сплайны?Удалить выделенные контрольные точки или сегментыУдалить выделенные контрольные точки или сплайныУдалить выделенные контрольные точки, скорректировав прилежащие рукояткиУдалить выделенные элементы, не используемые оболочкойУдалить выделенные грани, используемые оболочкойУдалить выделенные файлы?Удалить выделенные ключевые кадры?Удалить выделенный элемент спискаУдалить выделенные маркеры?Удалить выделенные элемент(ы) метасферыУдалить выделенные элементы-метасферы?Удалить выделенные объектыУдалить выделенные объекты и коллекцииУдалить выделенные объекты?Удалить выделенные частицы или ключиУдалить выделенные точки без разделения штриховУдалить выделенные отчётыУдалить выделенные ключи ретайминга из секвенсораУдалить выделенные дорожкиУдалить выделенные дорожки из секвенсораУдалить выделенные штрихи или точкиУдалить выделенные временные маркерыУдалить выделенные трекиУдалить выделенные треки?Удалить выделенные вершины, рёбра или граниУдалить точки штрихов на месте их пересеченияУдалить целевую переменнуюУдалять текст относительно положения курсораУдалить текст относительно положения курсораУдалить ID под курсоромУдалить активный кадр(ы) Grease PencilУдалить активный ассет кистиУдалить активный кадр для активного слоя аннотацийУдалить активную или все группы вершин у активного объектаУдалить активную позициюУдалить активное рабочее пространствоУдалить аддон из файловой системыУдалить выделенный ассет позыУдалить выделенный VR-ориентир из спискаУдалить выбранное локальное переопределение и повторно связать его использование со связанным блоком данных, если это возможно, в противном случае сбросить его и отметить как нередактируемоеУдалить выделенные локальные переопределения (включая их иерархии зависимостей переопределений) и заново связать их использование со связанными блоками данныхУдалить выбранные локальные переопределения и повторно связать их использование со связанными блоками данных, если это возможно, в противном случае сбросить их и отметить в качестве нередактируемыхУдалить эту библиотеку и все её элементыУдалить этот вес у вершины (отключено, если группа вершин заблокирована)Удалить трек, соответствующий выделенной кривойУдалить трек, соответствующий выделенной кривой?Удалить ориентацию трансформацииУдалить некачественные сегменты трековУдалить некачественные трекиУдалить с переподключениемУдалено датоблоков: %dУдалено %u драйверовУдалено %u объект(ов)Удалена 1 нодаУдалено {} нодУдаляет текущий кадр в активном слоеУдаляет смещение модификатора "Мультиразрешение (multires)"Удаляет грани, назначенные для набора гранейУдалить меш с более высоким разрешением с возможной потерей детализацииРазграничительРазграничить по UV-координатамРазграничить по рёбрам швовРазграничить по направлениям гранейРазграничить по материалам гранейРазграничить по острым рёбрамРазграничитель операции растворенияРазграничить выделение петли рёберРазграничить выделение петель рёбер по швамРазграничить выделение петель рёбер по острым рёбрамРазграничить выделение колец рёберРазграничить выделение колец рёбер по границам материаловРазграничить выделение колец рёбер по швамРазграничить выделение колец рёбер по острым рёбрамРазграничить выделение петель гранейРазграничить выделение петель граней по границам материаловРазграничить выделение петель граней по швамРазграничить выделение петель граней по острым рёбрамРазграничить выделенный регионРазделительРазделитель должен состоять из одного символаРазделитель не должен быть \n, \r, " или \Выполнять проход расчёта окружающей окклюзииДоставить результат рендеринга Grease Pencil в отдельном проходеСоздание альфа-смешанных поверхностей за отдельный проходПроход доставки свечения (устарело)Выполнять проход значений глубиныВыполнять проход расчёта цвета рассеянного освещенияВыполнять проход расчёта рассеянного прямого освещенияВыполнять проход расчёта рассеянного отражённого освещенияВыполнять проход прямого рассеивания в объёмеВыполнять проход свеченияВыполнять проход освещения окружающей средыСоздать полный комбинированный RGBA-буферВыполнять проход расчёта цвета блескаВыполнять проход расчёта прямого блескаВыполнять проход расчёта отражённого блескаВыполнять проход непрямого рассеивания в объёмеВыполнять проход индексов материаловПередать коэффициент прохода тумана (от 0.0 до 1.0)Выполнять проход нормалейВыполнять проход индексов объектовПроизводит позиционный проходВыполнять проход тенейВыполнять проход векторов скоростиВыполнять проход расчёта цветов подповерхностного освещенияВыполнять проход расчёта подповерхностного прямого освещенияВыполнять проход расчёта подповерхностного отражённого освещенияВыполнять проход UV текстурВыполнять проход расчёта цвета пропускаемого через поверхности освещенияВыполнять проход расчёта пропускаемого через поверхности прямого освещенияВыполнять проход расчёта пропускаемого через поверхности отражённого освещенияОбеспечить "проход" прямого освещения в объёмеДельтаДельта-положениеДельта-вращениеДельта-вращение (Эйлер)Дельта-вращение (кватернион)Дельта-масштабДельта времениДельта-трансформацияДельта XДельта YДельта-смещение клонированного изображения в координатах от "0.0" до "1.0"Разница по X: %sДемоДенимШумоподавлениеНоды шумоподавленияШумоподавление превью на GPUУстранение шума цвета и наведение проходов. Улучшает качество, когда проходы наведения являются "шумными", используя наименьшее количество дополнительного времени обработкиУстранение шума изображения и наведение проходов. Улучшает качество, когда проходы наведения являются "шумными", используя наименьшее количество дополнительного времени обработки.Убирать шум, используя временную перепроекцию (может быть эффект призраков)Шумоподавление на GPUУбрать шум из отрендеренной анимации, используя текущие настройки сцены и слоя визуализации. Необходимы проходы с данными для шумоподавления и формат файла многослойный OpenEXRШумоподавление рендеров из Cycles и других рендереров с трассировкой лучейУменьшить шум изображения после каждого обновления предварительного просмотра с помощью выбранного шумоподавителяУстранить шум на изображении в 3D-вьюпортеУменьшить шум изображения с помощью выбранного шумоподавителя. Для шумоподавления изображения после рендерингаУбирать шум из отрендренного изображенияШумоподавительШумоподавлениеШумоподавление альбедоДанные шумоподавленияУстройство шумоподавленияВходные проходы шумоподавленияШумоподавление нормалиПредварительный фильтр шумоподавленияКачество шумоподавленияШумоподавление завершеноУказывает на то, что объект сгенерирован из другого объектаПлотностьПлотность (кг/л) жидкости, содержащейся внутри объекта, используется для создания градиента гидростатического давления, имитирующего вес внутренней жидкости, или плавучесть окружающей жидкости, если значение отрицательноПопытки добавления плотностиАтрибут плотностиКоэфф. плотностиСетка плотностиМаска плотностиМакс. плотностьРежим плотностиИнтенсивность плотностиЦелевая плотностьВычисление плотности в качестве множителя к стандартной плотности (зависит от размера частиц)Плотность молекул воздуха. "0" означает полное отсутствие воздуха, "1" означает обычный городской воздухПлотность пыли, загрязнения и капель воды. "0" означает полное отсутствие аэрозолей, "1" означает обычный уровень в городахПлотность озонового слоя. "0" означает полное отсутствие озона, "1" означает обычный уровень озона в городской средеПлотность нового объёмаЗначение плотности (кг/м^3), допускает пользовательское значение, если используется пресет «Пользовательский»Зависимости для данных сценыГраф зависимостейЭкземпляр объекта графа зависимостейОбновление графа зависимостейЦикл зависимостиЗапрашивать обновления графа зависимостей во время выполненияУстаревшиеПримечание об устареванииВерсия для удаления устаревшегоУстаревшая версияУстаревший оператор, вместо него используйте screen.keyframe_jumpУстарело, тайлинг включён всегдаУстарело, вместо этого используйте свойства 'uv', 'vertex_select', 'edge_select' или 'pin'Устарело, вместо этого используйте use_data_display (использовать_данные_отображения)Устарело. Вместо этого используйте ноду CryptomatteГлубина3D-ГлубинаГлубина AГлубина BКомбинировать по глубинеНода "Комбинировать по глубине"Объект глубиныГлубина резкостиСмещение по глубинеПорядок расположенияВеличина погрешности выделенияГлубина резкостиНастройки глубины резкостиГлубина рекурсии при расчёте облаковГлубина шумаГлубина твёрдой почвы под поверхностью водыСмещение глубины закручиванияСлишком большая глубинаВывести числовое значение из заданного строкового представленияПолучать текстурные координаты из другого мешаОписаниеОписание переопределённого свойстваОписание операции переопределения для переопределённого свойстваОписание предназначения элементаОписание дерева нодОписание свойства в подсказкахОписание:Снять выделениеСнять выделение с концовСнять выделение граней, которые соединены с существующим выделениемСнять выделение с объединённыхСнять выделение в пустом пространствеСнять выделение с UV-вершин на границе каждого выделенного участкаСнять выделение с вершин, соединённых с уже существующим выделениемСнять выделение со всех символовСнять выделение со всех элементовСнять выделение с выделенных вершин, назначенных активной группе вершинСнять выделение, если нажато в пустое пространствоСнять выделение с костей из активной коллекции костейСнять выделение с краевых выделенных ключей каждой частицыСнять выделение активного слота материалаСнять выделение с контрольных точек на границе каждой области выделенияСнять выделение с каждого N-го элемента, начиная с активной вершины, ребра или граниСнять выделение с каждой N-ой вершины, начиная с активнойСнять выделение с ключевых кадров по краям области выделенияСнять выделение со связанных UV-вершин вместо их выделенияСнять выделение со связанных контрольных точек вместо их выделенияСнять выделение со связанных ключей вместо их выделенияСнять выделение с объектов на границе отношений родитель/потомокСнять выделение с объектов коллекцииСнять выделение с ранее выделенных дорожек после завершения операции добавленияСнимать выделение с элементов, а не выделять ихСнять выделение с точек сплайнов на границе каждого выделенного участкаСнять выделение с костей на концах каждой выделенной цепочкиСнять выделение с тех костей, которые используются в этой позеСнять выделение с вершин на границе каждого выделенного участкаСнять выделение с вершин, рёбер или граней на границе каждого участка выделенияНевыделенноеСнятые в выделения кости из %sЖелаемое количество вокселей вдоль одной осиЖелаемая длина стороны вокселяРабочий столУдаление пятенПодавление разливаИнтенсивность удаления разливаШирина индикатора пункта назначенияСопоставление слоёв получателяКадр назначенияОтсоединитьОтсоединить связиОтсоединить нодыОтсоединить выходыОтсоединить и перенаправить существующие связиОтсоединить ноды, переместить и присоединить к рамкеОтсоединить выходы выделенной ноды, оставив входы связаннымиОтсоединить выделенные ноды от родителейДетальностьРежим детализацииПроцент детализацииСпособ уточнения деталейНеровность деталейМасштаб деталейРазмер деталейТип детализацииДетализацияОпределять углыОпределять замкнутые кривыеОпределить секвенцию изображенийРаспознавать секвенцииРаспознавать UDIM'ыОпределять углы и использовать невыровненные ручкиОпределить слоты изображений из материалаОбнаружить выделенные файлы UDIM и загрузить все соответствующие плиткиДлительность видеофрагмента в кадрахОбнаруженная частота кадров видеофрагмента в кадрах в секундуОпределительОпределяющий факторСкорость растворения дыма (чем ниже значение, тем быстрее исчезает дым)Способ импорта ассетаОпределить, как будет импортироваться ассет, если не будет переопределено самим браузером ассетовОпределить, как вычисляется эффективный радиус точки сплайна, когда указан объект суженияОпределить, как конечный коэффициент геометрии отображается на сплайнеОпределить, как коэффициент начала геометрии будет отображаться на сплайнеОпределить, как будет строиться геометрия фаски кривойСпособ отбора мест для штрихов на основе видимостиМетод определения количества используемых потоков рендераОпределить порог яркости, выше которого генерируются штрихиОпределяет шум в оттенках серого или RGB-шумВыбор объектов, перекрывающих изображениеРасстояние между флюидом и препятствием (более высокие значения приведут к тому, что флюид окажется дальше от препятствия, меньшие значения позволят флюиду двигаться к внутренней стороне препятствия)Насколько глубоко флюид может заходить в ячейки препятствий (чем выше значение, тем активнее помечаются граничные ячейки и снижается сглаживание границ)Определяет, как выбирать, какие слои объединятьОпределяет, как разрешать неоднозначности при разложении растровых изображений на пути-штрихиОпределяет, следует ли трассировать простое изображение или всю секвенциюОпределяет такие свойства, как видимость объекта, модификаторы и т. д., где они различаются для рендера и вьюпортаОпределяет смещение кирпичей в различных рядахОпределяет количество лучей на пиксель. Более высокое разрешение использует больше памяти.Определяет порядок точек в каждой кривойОпределяет видимость некоторых элементов пользовательского интерфейса, связанных с нодовыми группамиОпределяет видимость объектов, настройки модификаторов и других областей, где есть разные настройки для вьюпорта и рендерингаДобавлять или удалять кривые с помощью кистиОпределяет, какая внутренняя часть меша будет создавать объёмный эффектВыбор систем частиц, создаваемых из вторичных частицДетерминированноГенерация детерминированных значений для изменяемой F-кривойИнструменты разработкиИнструменты разработкиРазработкаФонд развитияУстройствоУстройство, используемое для вычислений (при использовании Cycles)Устройство, используемое для рендерингаУстройство вверх/вниз напрямую управляет положением Z 3D-вьюпортаДиагностикаДиагональДиагоналиДисковый гизмоДиаметрДиаметр КореньШкала диаметраДиаметр в пикселях для отображения ориджина объекта/источника светаДиаметр кисти в единицах Blender'аДиаметр новых точекДиаметр эталонных сфер HDRIДиаметр кистиДиаметр кисти в пикселяхДиаметр гизмоДиаметр капель воды, в микрометрахРомбАлмазная заточкаРомб с точкой внутриКамера дробленияУровень дробленияУровень дробления - РендерНе найдено никаких ассетов в буфере обменаЗапись не произведена, нет многослойного изображенияНе записано, непредвиденная ошибка при сохранении стереоизображенияВремя смертиСмерть при столкновенииУмершиеРазницаКлюч различияРежим разницыРазность между весами группы вершин А и группы вершин BРазница между позой и позой покоя относительно родительской костиРазличные изображения упакованы в RGB и альфа-каналы, и они не должны влиять друг на друга. Упаковка каналов обычно используется игровыми движками для экономии памяти.Различные стили хроматической аберрацииРазные стили отображения виджета для выбора цветаРазностьДиффузныйДиффузный BSDFДиффузных отскоковДиффузный цветДиффузный синий цветКоэфф. дифф. цветаДиффузный зелёный цветКрасный цвет линийГлубина диффузииДиффузное прямоеКоэффициент диффузииДиффузное отражённоеДиффузный продукт MISШероховатость рассеянияВидимость диффузииДиффузные и глянцевые шейдеры с мультяшными световыми эффектамиЦвет материала при рассеянном освещенииМножитель диффузного отраженияДиффузияРазмер расширенияРасширить или размыть активные области сетки. Это изменяет то, какие воксели будут считаться активными без изменения их исходных значений.Расширить или размыть вычисленную маску, используя круглый структурный элемент указанного размера. Отрицательные значения будут обозначать эрозию, а положительные — расширениеРасширить или размыть вычисленную маску, используя операцию обратного расстояния, полученную при заданном спаде указанного размера. Отрицательные значения будут обозначать эрозию, а положительные — расширениеРасширить/сократитьРасширение/размытиеРадиус расширенияПорог расширенияРазмерностьРазмерыРежим измеренийРазмеры трафаретной маски во вьюпортеРазмеры трафарета во вьюпортеРазмеры экспортируемого файлаРазмеры векторного сокетаРазмеры:ПрямоеПрямое окрашиваниеПрямые лучиСэмплинг прямого освещенияИнтенсивность прямого освещенияПрямое управление кончикаПрямое преобразование номеров кадров в секундыПрямое выполнение не поддерживаетсяВклад прямого света определяется только с использованием трассировки пути "вперёд"Вклад прямого света определяется только с использованием оценки следующего событияБлок данных библиотеки, связанный напрямую, щёлкните, чтобы сделать его локальным, Shift + щелчок, чтобы создать переопределение библиотекиDirectXНаправлениеНаправление (ось Y)Направление от предыдущей соседней точки на сегментеНаправление от корня до кончика каждой кривойНаправление, откуда приходит солнечный светНаправление, в котором следует масштабировать элементОпределять положение в глобальных координатахОпределять положение в локальных координатахНаправление орбиты видаНаправление панорамирования области просмотраНаправление линийНаправление эффекта аберрацииНаправление заливкиНаправление света для теней и освещённых частейНаправление корневого сегмента кривойНаправление сферы или цилиндраНаправление штриха, при котором кисть имеет максимальную толщину (0° для горизонтального)Направление вершины кривойНаправление волныНаправление в котором светит источник светаНаправление, в котором проходит линия. Длина этого вектора значения не имеетНаправление обходаНаправление цикличности для поверхностиНаправление перемещения активной коллекции костейНаправление перемещения активного набора выделения: ВВЕРХ (по умолчанию) или ВНИЗНаправление перемещения закладокНаправление, в котором следует перемещать активного экспортёраНаправление перемещения активного слояНаправление перемещения активного слояНаправление перемещения активного набора линийНаправление движения активного материалаНаправление перемещения активной группы вершинНаправление перемещения выбранного модификатораНаправление перемещения выбранного стилевого модуляНаправление сдвига нод при вставкеНаправление выбора в иерархииНаправленноНаправленное размытиеНаправленное древо квадрантовТип направленного сэмплингаНаправленный протяжённый источник светаНаправленный протяжённый источник светаНаправленный конический источник светаНаправленный конусообразный источник светаНаправляющий вектор, обозначающий центр между следующим и предыдущим ребром угла граниНаправленность рассеяния. Ноль - изотропно, отрицательно - назад, положительно - вперёдНаправленность объёмного рассеяния в подповерхностной среде. Ноль рассеивает равномерно во всех направлениях, причём более высокие значения рассеивают сильнее вперед. Например, было измерено, что кожа имеет анизотропию "0.8"Выводить изображение, созданное OpenColorIO, напрямую. Этот вариант не всегда корректен, но его можно использовать, если вы уверены, что конфигурация системы и фактическое устройство вывода соответствуют выбранному "Отображению (display)"Непосредственно установить коэффициент поглощения «sigma_a» (это не самый интуитивный способ окрашивания волос)ПапкаПуть к папкеПапка, отображаемая в браузере файловПапка файлаПапка, содержащая файлы кэша флюидаПапка для сохранения текстурПапка/имя для сохранения анимаций, символы # определяют положение и заполнение номеров кадровЧерновой уголТолько начерноЧерновой вариантОтключитьОтключить режим 'соло' для НЛА-трека после выхода из режима подстройки для перехода в нормальное состояниеОтключить параметры костейОтключить форму костиОтключить столкновенияОтключить расчёт F-кривойОтключить MetalRT (использует систему BVH2 для запросов на пересечение)Отключить расчёт дорожки НЛАОтключить расчёт трека НЛАОтключить квантованиеОтключить выделяемостьОтключить редактирование студийного освещенияОтключить вьюпорт для других объектовИсполняемое действие отключенияОтключить аддон для рабочей областиОтключить и удалить расширениеОтключить автоупаковку, сохранить все упакованные файлыОтключить столкновения между твёрдыми телами, участвующими в ограниченииОтключить редактирование граничных рёберОтключить в плоских световых зондахОтключить на рендереОтключить в сферических световых зондахОтключить при взаимодействии с поверхностьюОтключить во вьюпортахОтключить в зондах-объёмахОтключить оптимизацию ядра. Самый медленный рендеринг, без дополнительной загрузки ЦП в фоновом режимеОтключить автоматическое обнаружение повторной синхронизации переопределений библиотек и процесс загрузки файла (может быть полезно для исправления повреждённых файлов). Также см. параметр командной строки "--disable-liboverride-auto-resync"Отключить или включить вид рендераОтключить квантование; создает файлы glTF гораздо большего размера без расширенийОтключить выделенные маркерыЗапретить выделять объект во вьюпортеЗапретить выделение во вьюпорте • Ctrl: изолировать коллекцию • Shift: установить внутри коллекций и объектовЗапретить выделять объект во вьюпорте • Shift — применить также и к потомкамВыключить настройку на всех выделенных каналах анимацииОтключить трафарет и перекрытие самопересечений с помощью прозрачных материаловОтключить дорожку, чтобы её содержимое не шло на выводОтключить воздействия на поверхности при использовании операторов выделения, привязки и выбора объектов по глубине. Обычно используется, чтобы избежать влияния полупрозрачных объектов на навигацию по сценеОтключить индексатор ассетов, чтобы каждое обновление библиотеки ресурсов приводило к полному перечитыванию ассетов с дискаОтключить перетаскивание ассетов по умолчанию по событиям перетаскивания. Полезно для реализации пользовательского перетаскивания через пользовательские элементы карты клавиш.Отключить режим выделенияОтключить отображение вьюпорта в слоях визуализацииОтключите при использовании изображения на входе вместо фактического Z-буфера (автоматически включается, если нода основана не на изображении, а, например, на времени)Отключить/включить выделенные маркерыОтключеноОтключённый маркерОтключённые трекиОтключить при запуске, переопределив настройки.Отключено, Blender был скомпилирован без BulletОтключено, Blender скомпилировал без OBJ I/OОтключено, Blender был скомпилирован без OpenSubdivОтключено, Blender был скомпилирован без поддержки OpenVDBОтключено, Blender скомпилировал без PLY I/OОтключено, Blender скомпилировал без STL I/OОтключено, версия OpenVDB является слишком старойОтключено, скомпилировано без OpenColorIOОтключено, скомпилировано без OpenSubdivОтключено. Скомпилировано без OpenImageDenoiseОтключено. Платформа не поддерживаетсяОтключено: {}Отключить звуковой вывод, только для рендеринга видеоОтключить вывод видео, только для рендеринга аудиоОтключение тем пока не поддерживаетсяЗапретить изменение X-координат вершинЗапретить изменение Y-координат вершинЗапретить изменение Z-координат вершинЗапретить перемещение по оси XЗапретить перемещение по оси YЗапретить перемещение по оси ZНе сохранятьОтбрасывание точек после распределения на основе текстуры маскиОтсоединитьОтсоединить костьОтсоединить все системы волос от меша-источникаОтсоединить волосы от меша-источникаОтсоединить ноды, подключённые ко входуОтсоединить вершины или рёбра от соединённой геометрииРаздельное наложениеДискКэш на дискеДисперсияСместитьКоэффициент смещенияСместить геометриюСместить кривые волосМодификатор смещенияТип смещенияВектор смещенияСмещать вдоль нормалейСместить существующую геометрию на основе данных симуляцииИтеративно смещать геометрию на определённую величинуСмещение геометрии альфа-мешейСмещение положения пикселя с использованием вектора смещенияСместить поверхность вдоль произвольного направленияСместить поверхность вдоль нормали поверхностиСместить вершины от плоскости.Смещённая основаСмещениеМетод смещенияТолько смещениеПространство смещенияГеометрией и текстуройНаправление смещенияСмещение в пространстве объекта с воздействием масштаба объектаСмещение в пространстве мира без воздействия масштаба объектаМодификатор смещенияВектор сдвига смещенияСмещение, применяемое к началу штрихаСмещение, применяемое к концу штрихаСмещение, применяемое в горизонтальном направлении для точек штриховСмещение, применяемое в вертикальном направлении для точек штриховСмещение, применяемое в основном направлении вдоль нормали штрихаСмещает кривые волос по вектору на основе различных параметровОтображениеОтображать 2D-курсорПоказать наложение 3D-курсораОтображать нормали 3D-кривых в режиме редактированияОтображать все рёбраКоличество в предпросмотреПоказывать арматуруОтображать какСоотношение сторон при отображенииСоотношение сторон при просмотре, не влияет на рендерингСоотношение сторон для этого изображения, не влияет на рендерингОтображать осиФоновое отображениеПоказывать фоновые изображенияОтображать веса фасокОтображать цвета костейОтображать границыТип показа границОтображать файлы кэшаПоказывать камеруОтобразить каналКаналы отображенияОтображаемый цветОтображать складкиОтображать курсорПоказывать кривуюОтображать особые формы костейОтображать пользовательские нормалиОтображать данныеОтображение данных (устарело)Отображать размер данныхЭмуляция отображенияОтображать центры гранейОтображать граниОтобразить выбор файловФильтр отображенияПоказывать кадрыОтображать метки рёбер FreestyleОтображать метки граней FreestyleОтобразить метки рёбер Freestyle, используемые в системе рендеринга FreestyleОтобразить метки граней Freestyle, используемые в системе рендеринга FreestyleГрафическое отображениеПоказать Grease PencilОтображать сеткуОтображать сетку полаПоказывать волосыОтображать ручкиПоказывать скрытоеОтображать источник экземпляровПоказывать решёткиПоказывать источники светаПоказывать световые зондыОтображать стиль линийПоказывать материалПоказывать мешиПоказывать метасферуРежим отображенияОтображать модифицированные рёбраОтображать данные модификаторовОтображать видеофрагментыОтображать имяОтображать именаПоказывать нодуОтображать нормалиОтображать информацию об объектеОтображать по оси выравниванияDisplay P3Показывать частицыПоказывать частицыОтображать траектории поз на заданном интервале кадров вокруг текущего кадраОтображать траектории поз на заданном интервалеОтображать частоту кадров воспроизведения (FPS)Показывать облака точекНазначение отображенияПоказать RGBОтображать с повторамиПоказывать сценуОтображать швыПараметры отображенияОтображать эффекты шейдераПоказывать ключи формыОтображать острыеРазмер отображенияОтображаемый размер XПоказывать источник звукаОтобразить растяжениеПоказывать сводкуПоказывать текстуруОтображать текстурное пространствоОтображать тонкоПоказывать трансформацииОтображать с прозрачностьюТип отображенияОтображать UV-координаты в пикселях вместо относительных координат от "0.0" до "1.0"Отобразить швы UV-развёрткиОтображать UVОтображать нормали вершинОтображать имена видовПоказать объёмыПоказывать волновую формуПоказать сеткуПоказывать окружающие средыОтображать ось XОтображать ось YОтображать ось ZОтображать Z-буфер, связанный с изображением (с цветовым градиентом от начальной до конечной плоскости отсечения)Отображать другой набор коллекций в этом вьюпортеОтображать наложение выделения гранейОтображать сетку поверх бумаги Grease PencilПоказать линию из камеры, указывающую на область туманаОтображать область с ассетами, которые в данный момент могут быть актуальны (например, кисти в режимах рисования или позы в режиме позы)Показывать действие без преобразования времени (если незакреплено)Показывать фактические частицыОтображать дополнительные данные о частицах в виде цветаОтображать расширенные настройки и инструменты для разработчиковОтображать все рёбра меш-объектовОтображать все локальные блоки данных переопределений с их свойствами переопределения и кнопками для их редактированияОтображать альфа-канал (прозрачность)Отображать дополнительную строку сводки (только для экспозиционных листов)Отобразить полку ассетов во всплывающей панелиОтображать изолированный поднабор объектов, помимо видимости сценыОтображение и возможность установки дробных кадровых значений для текущего кадраПоказывать полупрозрачные аннотации от предшествующих и последующих кадровОтображать в полях числового ввода стрелки для увеличения или уменьшения значенийОтображать атрибуты с именами, начинающимися с точки, что означает, что они предназначены для внутреннего использованияОтображать границы чёрнымиОтображать здоровье рояОтображать оси костейОтображать цвета костейОтображать имена костейОтображать группы деформации кости, как если бы все заблокированные группы деформации были удалены, а оставшиеся были повторно нормализованыОтображать кости (отключите, чтобы показывать только траектории движения)Отображать кости к виде прямоугольных параллелепипедов, показывающих подразделения и B-сплайныОтображать кости в виде соединённых сфер-суставов, отображающих область деформацииОтображать кости в форме восьмигранникаОтображать кости в форме восьмигранника (по умолчанию)Отображать кости в виде простых двумерных линий с точкамиОтображать кости в виде проволоки с отображением подразделений и B-сплайновОтображать кости с их особыми формамиОтображать габаритные контейнеры для нод в дереве объёмаПоказывать границы в виде коробкиПоказывать границы в виде капсулыПоказывать границы в виде конусаПоказывать границы в виде цилиндраПоказывать границы в виде сферыОтобразить поля для каждой листовой (конечной) ноды, содержащей 8×8 вокселейОтображать навигационные цепочки для контекста редактораПоказать центральные композиционные линии внутри вида из камерыОтображать канал независимо от выделения объектовПоказать коллекции и объекты текущего слоя визуализацииОтображать цветное поле-рамку позади самого текстаОтображать складки, созданные для модификатора подразделения поверхностиПоказывать текущее изображение независимо от выделения объектовОтображение кривых в нормализованном диапазоне от "-1" до "1" для более удобного редактирования нескольких кривых с различными диапазонамиОтображать границы чёрно-белой штриховкойОтобразить данные, принадлежащих секвенсору видеоОтображать данные текущего файла и связанных библиотекПоказать датаблоки, которые не используются и/или будут потеряны при переоткрытии файлаОтображать блоки данных с переопределениями библиотеки и список их переопределённых свойствОтобразить отладочную информациюПоказать центральные диагональные композиционные линии внутри вида из камерыОтображать информацию о последнем времени выполнения для каждой нодыОтображать превью каждой ноды, если нода переключенаОтображать рёбра после применения модификаторовПоказывать эффект в режиме редактированияПоказывать эффект во вьюпортеПоказать текст сообщения об ошибкеОтображать центр грани, когда включено выделение граней в режиме сплошного шейдингаОтобразить нормали к граням в виде линийОтобразить грани с расцветкой в соответствии с разницей между их координатами UV и 3D (синий для слабого искажения, красный для высокого искажения)Отобразить грани плоскимиРисовать грани поверх изображенияОтобразить грани гладкими (использовать нормали вершин)Отображать коэффициенты в виде процентовОтображать коэффициенты в виде значений от 0 до 1Отображать файлы в виде подробного спискаОтображать файлы горизонтальным спискомОтображать файлы вертикальным спискомОтображать файлы в виде короткого спискаОтображать файлы в виде миниатюрОтображать штрихи заливки во вьюпортеОтображать кадр в оттенках серогоПоказывать кадры вместо секундОтображать волновую форму целикомПоказать общую информациюПоказать пользовательский интерфейс glTF для управления анимациямиПоказать композиционные линии золотого сечения внутри вида из камерыПоказать композиционные линии золотого треугольника А внутри вида из камерыПоказать композиционные линии золотого треугольника B внутри вида из камерыПоказать гармонические композиционные линии А внутри вида из камерыПоказать гармонические композиционные линии B внутри вида из камерыОтображать изображение в исходном размереОтображать изображение в ортогональном режимеОтображать изображение в режиме перспективыПоказывать изображение в цветах RGBПоказывать изображение в цветах RGB и с альфа-прозрачностьюОтображать изображения в соответствии с большинством других приложений, для предварительного просмотра изображений и видео, предназначенных для экспорта. Выбранное "Отображение (display)" максимально точно эмулируется на реальном устройстве вывода.Отображать в ортогональном режимеОтображать в режиме перспективыПоказать информацию и настройки для этого аддонаПоказывать тип ручек ключевых кадров и типы интерполяции "не кривыми Безье"Отображать оттенки слоёвОтображать отношения переопределений библиотекиОтображать линии, а не заполненные фигурыПоказать низкоуровневые данные Blender'а и их свойстваОтображать прозрачность материала в объектеОтобразить меню с ранее выполненными действиямиПоказать свойства метаданных изображенияМетод отображения, используемый в виде секвенсораРежим отображения списка файловОтображать модификатор в режиме редактированияОтображать модификатор во вьюпортеОтображать модификаторыИмя устройства отображения. Для просмотра - это дисплей, который будет эмулироваться с ограничением цветового охвата и цветов HDR. Для вывода изображений и видео - это пространство отображения, используемое для записи.Нода отображения в режиме текстурированного шейдинга вьюпортаОтображение нефинальной геометрии из нод предпросмотраОтображать количество пользователей этих данных (нажмите, чтобы сделать копию для одного пользователя)Отображать объекты с плоским освещением и базовым затенением поверхностиОтобразить одно поле или точку для каждой промежуточной ноды дереваОтображение ключевых кадров калькирования для циклической анимацииОтображать полупрозрачные ключевые кадры калькиПоказывать полупрозрачные рисунки от предшествующих и последующих кадровОтображать только рёбра геометрии без шейдинга поверхностиОтображать только грани с назначенным изображением, отображаемым в данный моментОтображать обводку вокруг текстаОтображать наложение UV-слояОтображать наложение с текстомОтображать наложенияОтображать наложения, такие как UV-карты и метаданныеОтображать наложения, такие как цветные или пунктирные проводаПоказывать наложения, например: курсор и аннотацииОтображать наложения, например, гизмо и обводкиПоказать параметры последнего выполненного действияОтображать путь к исходному файлу или имя исходного блока данныхОтображение процентной завершённости без запекания ухудшает качество динамикиОтображение точек для нод в дереве объёмаОтображать предпросмотр с полным разрешением или иным разрешением проксиПоказать редактор свойств для context_menuОтобразить данные реконструкции из активного видеофрагментаОтображать фоновые изображения позади объектов в области 3D-просмотраПоказать контекстное меню областиОтображать ключи ретайминга поверх дорожекПоказать композиционные линии правила третей внутри вида из камерыОтображать сэмплированые данные во вьюпорте для отладки захваченного светаОтображать наложение текстовой статистики сценыПоказать сцены и их слои визуализации, коллекции и объектыОтобразить угол выделенного ребра с использованием глобальных значений, установленных в панели трансформацииОтобразить длины выделенных рёбер с использованием глобальных значений, установленных в панели трансформацииОтображать тень за текстомОтображать ключи формы в режиме редактирования (только для мешей)Отображать острые рёбра, используемые для модификатора "Разделение рёбер (edge split)"Отображать одним габаритным контейнером для всей сеткиОтображать размеры нормалей в 3D-видеОтображаемый размер для круга пропорционального редактированияОтображаемый размер пустышки при создании нового экземпляра коллекцииРазмер треков от реконструированных данных при отображенииОтображать кривые скорости для выбранных трековОтображать начальную заставку при запускеОтображать названия штампов (например, «Камера» перед названием камеры)Отображать статистическую информацию о мешеОтобрать шаги траектории частицыПоказывать смещения начала/конца дорожкиОтображать кривую непрозрачности/объёма дорожкиОтображать штрихи с использованием порядка расположения слоёв Grease Pencil и порядка расположения штрихов для определения глубиныОтображать штрихи используя слои Grease Pencil, чтобы определить их порядок наложенияОтображать штрихи, используя их настоящее положение в пространстве для определения их порядка наложенияПоказывать штрихи этим цветом при просмотре в режиме калькированияСтиль отображения для рёбер UVОтобразить уровень поддержкиОтображать текст жирным шрифтомОтображать текст курсивомОтображать углы между выделенными рёбрами, используя глобальные значения из панели трансформацииОтобразить площади выбранных граней с использованием глобальных значений, установленных в панели трансформацииПоказывать волновую форму аудиосигнала внутри дорожкиПоказывать границы объектаОтображать центр и оси при вращенииПоказать зону видимости и точку фокусировки камерыПоказать изображение в стерео 3DПоказывать изображение с повторами за его пределамиОтображать значения индексов выделенных вершин, рёбер и гранейОтобразить входные данные в табличном редактореПоказывать объект в виде твёрдого тела (если показ твёрдых тел включён во вьюпорте)Показывать объект в виде каркасной проволокиПоказывать объект с текстурами (если текстуры включены во вьюпорте)Отображать границы объектовОтображать имя объектаОтображать ориджин объекта и осиОтображать текстурное пространство объектаОтображение каркаса объекта поверх сплошного шейдингаПоказать журнал операторовОтображать центр орбиты во время вращенияОтображать область финального рендераОтобразить результат рендеринга для сцены секвенсора, а не активной сценыОтображать кривую погрешности перепроецирования для выделенных трековОтображение тегов цвета дорожки в секвенсореОтображать области инструментов/свойств поверх основной областиОтображать всплывающие подсказки (если отключено, - можно отображать через удержание "Alt" и наведение курсора)Отобразить прозрачный конус в трёхмерном виде, чтобы наглядно увидеть, какие объекты в нём содержатсяТип отображения сплайнов маскиПоказывать под или поверх всегоОтображать единицы в парах (например, 1м 0см)Отображать вершины без назначенного весаОтображать верхнюю половину абсолютного значения волновой формыОтображение в виде однотонной заливкиОтображение с использованием matcap в качестве материалов и освещенияОтображать с использованием трёхточечного студийного освещенияОтображать векторное поле как MAC-сеткуОтображать векторы в виде иголокОтображать векторы в виде линий воздушного потокаОтобразить нормали к вершинам в виде линийОтображать нормали к вершинам на грань в виде линийОтображать тайминги производительности вьюпорта: • Оценка: время вычисления графа зависимостей. • Синхронизация: время создания GPU-буферов.Показать предупрежденияОтображать волновые формы в зависимости от настройки дорожкиОтображать волновые формы для всех звуковых дорожекОтображать веса, созданные для модификатора фаскиПоказывать веса в режиме редактированияОтображать в предпросмотре так, как это видит алгоритм трекингаОтображать границы белымиОтображать границы белыми с чёрной обводкойОтобразить ноду вывода материала glTF в редакторе шейдеров (меню Добавить > Вывод)Показать пользовательский интерфейс glTF для управления вариантами материаловОтображать глобальные значенияОтображать локальные значенияУстройства отображения, виды или цветовые пространства для этого файла были утеряны или измененыУстройства отображения, виды или цветовые пространства для этого файла были утеряны или изменены.Растворять ортогональные рёбраРассеивание дымаСкорость рассеиванияВремя растворенияРастворить вершиныРастворить все отключённые ноды с переподключением разрывовРастворить все невыделенные точкиРастворить все вершины между границами гранейРастворять все вершины между границами граней (только в планарном режиме)Растворить и пересечьРастворить рёбра, объединив граниРастворить граниРастворить геометрию по текущему режиму выделенияОбъединять соседние многоугольники в той же плоскости в один большой многоугольникРастворить точки между выделенными точкамиРастворять оставшиеся вершины, которые соединены только с двумя рёбрамиРастворить выделенные кости в арматуреРастворить выделенные рёбра и вершины, ограниченные углом окружающей геометрииРастворить выделенные точкиРастворять дым в логарифмической прогрессии. Сначала растворяется быстро, но задерживается надолго.Растворить вершины, объединить рёбра и граниРастворить грани с нулевой областью и рёбра нулевой длиныРастворяет смежные грани и пересекает новую геометриюРасстояниеОтбор расстояниемРасстояние спадаКлюч расстоянияМетрика расстоянияМин. расстояниеМодель расстоянияЭталонное расстояниеРасстояние в квадратеПороговое расстояниеРасстояние, на котором происходит угасаниеРасстояние вокруг каждой направляющей для создания интерполированных кривыхРасстояние вокруг зонда-объёма, которое будет учитываться во время запеканияРасстояние, на котором влияние света устанавливается в 0Расстояние, на котором объекты роя следуют за лидеромРасстояние, ниже значения которого точки будут объединятьсяРасстояние, до которого сегменты объединяютсяРасстояние между A и BРасстояние между клетками шахматной доскиРасстояние между ключевыми кадрами, также известное как GOP-размер; влияет на размер и перемещение по файлуРасстояние между строчками текстаРасстояние между точкамиРасстояние между выделенными трекамиРасстояние между вершиной основанием волны, чем выше это значение, тем уже волнаРасстояние между двумя точкамиРасстояние между волнамиРасстояние между двумя костями или объектамиРасстояние между двумя пакетами, используемыми для масштабирования объектаРасстояние между двумя пакетами, используемыми для масштабирования сценыРасстояние между двумя точками выборки вдоль кривойРасстояние между объёмными сэмплами. Более низкие значения обеспечивают более детальную визуализацию за счёт снижения производительности. При значении, равном нулю, размер шага автоматически определяется на основе размера вокселя.Расстояние между сэмплами объёмного шейдера при рендеринге объёма (более низкие значения дают более точные и детализированные результаты, но за счёт увеличения времени рендеринга)Коэффициент расстояния помноженный на атрибут радиуса кривой для определения радиуса результирующей трубкиРасстояние до камерыРасстояние до объектаРасстояние от центра, необходимое для совершения выбораРасстояние от границ изображения, на котором трекинг маркера прекращаетсяРасстояние от сечения, в пределах которого удаляются вершиныРасстояние от сгенерированных точек до ориджинаРасстояние от плоскости землиРасстояние от поверхности, используемой для склеиванияРасстояние, отображаемое при "0.0" весеРасстояние, отображаемое при "1.0" весеРасстояние, отображаемое при весе "0.0"Расстояние, отображаемое при весе "1.0"Модель расстояния, используемая для расчёта затухания звука в зависимости от расстоянияМинимальное перемещение курсора, принимаемое в качестве штрихаРасстояние между дубликатамиРасстояние до объекта, вносящего эффект окружающей окклюзииРасстояние до объекта, которое влияет на эффект выделения полостей и рёберРасстояние случайного разброса на кончиках кривыхРасстояние сдвига смещения по направлению нормалейРасстояние от экземпляров до ориджинаРасстояние точек от ориджинаРасстояние вершин от ориджинаРасстояние, на котором туман начинает усиливатьсяПороговое расстояние, после которого осуществляется выбор ("0" для отключения)Пороговое расстояние для спада вокруг направляющейРасстояние до краяРасстояние для направляющихРасстояние до целиРасстояние смещения поверхности по нормалиПоддерживаемое расстояние до целевого объектаМинимальное расстояние частиц от источникаРасстояние, позволяющее удерживать кривые вдали от поверхностиРасстояние, на которое следует переместить UV-развёрткиРасстояние, на которое необходимо переместить кривую параллельно её нормалямРасстояние для смещенияРасстояние смещения каждого экземпляра по нормалям исходной геометрииРасстояние смещения каждого экземпляра по нормалям геометрии поверхностиРасстояние, на которое будут смещены экземпляры от углов гранейРасстояние до предыдущей точки на кривойРасстояние для поиска допустимых позиций захвата для предотвращения артефактов освещенияРасстояние до точки фокусировки для глубины резкостиРасстояние от точки просмотраРасстояние, на котором автоматическое маски́рование граничащего ребра будет защищать вершины от полностью маски́рованного ребраРасстояние, в пределах которого вырожденная геометрия сливаетсяРасстояние, на котором ищутся совпадающие вершиныРасстояние, на котором симметричные вершины объединяютсяРасстояние, в пределах которого симметричные вершины объединяютсяДопустимое расстояние по отношению к сфере влиянияИскажениеМакс. искажениеМин. искажениеНода искаженияИскажённый шумИскажениеВеличина искаженияСетка искаженийМодель искаженияМодель искажения объектива камерыИскажение для имитации боке анаморфных объективовТип рассчитываемого искаженияРаспределить точки в сеткеРаспределить точки в объёмеРаспределить точки на граняхРаспределить цветовые остановки равномерноРаспределить цветовые остановки от левого краяРаспределить память между устройствамиРаспределять больше сэмплов ближе к камереРаспределить точки внутри объёма случайным образомРаспределить точки на поверхности случайным образомРаспределить точки в виде сетки внутри самого объёмаРаспределить точки на поверхности случайным образом, учитывая минимальное расстояние между нимиРаспределениеМаска распределенияМетод распределенияФорма распределенияТип распределенияДизерингИнтенсивность дизерингаКолебаниеДивергенцияРазделитьРежим разделенияРазделить веса вершин группы А на веса вершин группы BРезультат деления и перекрытия - наименьшее целое число, больше чем или равное AРезультат деления и округления - наибольшее целое число, меньше или равно AРазделить и округлить результат в сторону нуляРазделить грани меша на более мелкие, не меняя форму или объём, используя линейную интерполяцию для размещения новых вершинРазделить грани меша, чтобы сформировать гладкую поверхность, используя метод подразделения Катмулла-КларкаРазделить кадровый интервал на заданное количество шаговРазделение каждого сегмента кривой на определённое количество частейМодель разделяемого искажения, подходящая для широкоугольных камерПодразделенияЗаменить устаревшие версииНе объединять анимацииСмазываниеВыполнять сравнение с учётом регистраДля всех разрывов справа от текущего кадраВыполнить отслеживание в обратном направленииВключить влияние каналов на результат (переключить заглушение каналов)Создать плавный переход громкости между двумя выделенными аудиодорожкамиВыполнять перекрёстное-смешивание между текущим и следующим кадрамиВставлять дополнительные кадры между кадрами сцены для обеспечения плавного перемещенияНе затрагивать нерезвёртываемые граничные рёбраНе затрагивать вершины в пике, исходя из кривизны поверхностиНе затрагивать вершины, принадлежащие границе набора гранейНе затрагивать вершины внутри углублений, исходя из кривизны поверхностиЗапретить перекрытие рёбер/вершин при создании фаскиЗапретить деформацию вдоль оси XЗапретить деформацию вдоль оси YЗапретить деформацию вдоль оси ZНе изменять выделение, если элемент под курсором уже выделен, только активировать егоНе схлопывать кривые в отдельные точки, если они окажутся короче заданной длины. Поведение сворачивания всё ещё существует из соображений совместимости.Не создавать превью фалов blendНе создавать формы костейНе показывать цвет заливки во время рисования штрихаНе экспортировать атрибуты цветаНе производить экспорт материалов и не объединять группы примитивов меша, при этом теряя информацию о слотах материаловНе делать экспорт материалов, а записывать несколько групп примитивов на один меш, сохраняя информацию о слотах материаловНе экспортировать цвета вершинНе переворачивать полигоны, если их нормали неконсистентны с новыми вычисленными пользовательскими нормалями вершинНе следовать за рисуемой линии или поворотом объекта, а ориентировать всегда относительно вьюпортаНе импортировать пользовательские атрибуты USDНе импортировать атрибуты цветаНе импортировать невидимые примитивы USD. Применимо только к примитивам с неанимированным атрибутом видимости. Примитивы с анимированной видимостью - всегда будут импортированыНе импортировать/экспортировать атрибуты цветаНе загружать данные с этого слояНе изменять изображение в художественных целяхНе выполнять цветовых преобразований при отображении, использовать старый способ отображения без управления цветомНе выполнять цветовое преобразование при загрузке, считать, что цвета уже в линейном пространстве сценыНе сохранять связи родитель/потомок у объектовНе передавать никаких сообщений вверх на родительские нодовые группыНе удалять модификатор из стекаНе рендерить эту коллекциюНе повторять текстуру и ограничить её одним экземпляромНе вращать сегмент при использовании режима масштабной деформацииНе устанавливать твёрдость гранейНе устанавливать острые рёбра для гранейНе сдвигать соединённые дорожки при использовании положения курсораНе синхронизировать, проигрывать каждый кадрНе использовать сжатиеНе использовать вычислительное устройствоНе использовать эту поверхность в качестве источника света для сэмплингаВыполнить самообъединение или самопересечениеХотите ли вы установить {:s}?ID документаДокументыРежим осветления основыВлияет ли F-кривая на результатНе поддерживает отдельные ориджины в качестве центра трансформацииНичего не делать, препятствует добавлению переопределений (не используется)Использует ли этот инструмент холст для рисованияDolby Digital ATRAC 3Операторская тележкаПриблизить/отдалить вид с DollyДоменОбъект-доменНастройки доменаРазмер доменаТип доменаКомбинация домена и типа геометрии не поддерживаетсяДанные доменаОбласть применения атрибутаДомен, на котором вычисляется полеДомен, в котором оценивается полеДомен, в котором следует вычислять поляДомен не поддерживается для атрибута "%s"Не сохранятьНе добавлять метаданные или теги ассетов из исходного блока данныхНе добавлять новые ограничителиНе позволять выбирать кадры вне диапазона с помощью мышкиНе рассчитывать очистку для выпуклых областейНе исправлять перекрытия для новых дорожекНе отображать объём в каркасном режимеНе отображать волновые формы для любых звуковых дорожекНичего не делатьНе экспортировать изображенияНе заполнятьНе заполнять полигоны во время редактированияНе импортировать текстурыНе распространять разделение на соединённые дорожкиНе удалять острые рёбра, которые излишни, если грани с гладким затенениемНе удалять острые рёбра. Помеченные рёбра останутся острымиНе округлять до пикселейНе учитывать в просчёте фон, быстрее, но может вызвать шум при неравномерном фонеНе масштабировать по оси YНе масштабировать по осям X и ZНе отображать наложение при проведении штриховНе отображать входное значение в интерфейсе модификатора геометрических нодНе привязываться к скрытым дорожкамНе привязываться к звуковым дорожкамНе растягивать объектНе использовать стрелки/стили в углахНе использовать фиксированное выравнивание; заполнять доступное пространствоНе использовать эту коллекцию в Line ArtНе использовать этот объект для рендеринга Line ArtНе использовать вспомогательные проходы для шумоподавленияНе записывать в буфер глубиныЭкспозиционный листНаложения экспозиционного листаДанные пространства экспозиционного листаЭкспозиционный лист для данных трекингаЭкспозиционный лист / Временная шкалаПоле сортировки экспозиционного листаКоэфф. ДоплераСкорость звукаСкалярТочка-тиреСкалярное произведениеТочкиУдвоенноДвойное нажатиеСкорость двойного кликаВремя ожидания двойного кликаДвухграничная маскаДвойной векторЧисло двойной точностиДвойная плотностьВнизЗагрузить и установить расширениеЗагруженные файлы пакета удаляются после установкиЗагрузка "{:s}"Загрузка...ЗагрузкиСжатие меша с DracoСопротивлениеОператор перетаскиванияНачало перетаскиванияЧувствительность перетаскиванияПеретаскивание позволяет событиям щелчка передаваться в инструмент, добавляя небольшую задержкуПеретаскивание якорной кисти от ребра к ребруПеретащить элемент в другое местоПеретащите на набор данных или на элемент в наборе данныхКомпонента сопротивления, пропорциональная квадрату скоростиСоставляющая сопротивления, пропорциональная скоростиВес эффектора сопротивленияПеретащите материал в слоты материалов в свойствахПеретащить материал на объект в аутлайнереПеретащить объект на сцену в аутлайнереПеретащить для очистки родителя в аутлайнереПеретащите, чтобы продолжить выбор, отпустите, когда закончитеПеретащите, чтобы переместить в коллекцию в аутлайнереПеретащить для установки родителя в аутлайнереПеретаскивание {} файловДрейнФазовые функции Дрейна, в основном используемые для рассеивания света в межзвёздной пылиРисованиеНарисовать линию разрезаРисовать F-кривые, используя сглаживание (отключите для повышения производительности)Рисование от рукиРисовать Grease PencilРежим рисованияОтображать нормалиРисование полилинийПрорисовка участкаПрорисовка участка и заменаРисование прямых линийРисовать штрихи на заднем планеПрорисовка окнаПрорисовка окна и заменаРисовать чертёжные линии с помощью круговых контурных штриховРисовать чертёжные линии с помощью эллиптических контурных штриховРисовать чертёжные линии с помощью прямоугольных контурных штриховОбведите рамкой те части дорожек, которые вы хотите вырезатьНарисовать кривую от рукиНарисовать сплайн от рукиНарисовать линию для создания плавного перехода между весами выделенных вершинНарисовать линию, чтобы задать градиент материала заливки для выделенных штриховРисовать линии с участками штрихов, разделёнными заданным интерваломНарисовать новый штрих в активном объекте Grease PencilНарисовать кривуюОтрисовка тёмного контроллераОтрисовывать тёмный контроллер с лучом прицельной осиРисовать штрихи от рукиОтображать с выравниванием к вьюпортуОтображать перпендикулярно поверхностиРисовать в плоскости поверхностиОтрисовка светлого контроллераОтрисовывать светлый контроллер с лучом прицельной осиРисовать линии с задержкой для сглаживания штрихов (нажмите клавишу Shift для переключения во время рисования)Рисовать по цветам точек в активном объекте Grease PencilПрорисовка участкаПрорисовка участка и заменаРисовать сегменты прямых линийРисовать штрихи в позиции 3D-курсораРисовать штрихи у ориджина объектаРисовать штрихи с помощью непрерывных линийРисовать штрихи с помощью разделённых точекРисуйте штрихи, используя отдельные квадратыРисовать обводку с использованием текстурыРисовать штрихи одним цветомРисовать стилизованные штрихи с помощью FreestyleОтобразить сокет меню в виде развёрнутого выпадающего менюНарисовать линию связи от родительского начала к началу потомкаНарисовать линию связи от родительского конца к началу потомкаНарисовать вес на точках штриха в активном объекте Grease PencilПрорисовка окнаПрорисовка окна и заменаРисование:РисунокПлоскость рисованияТип рисункаСтеканиеУправлять всеми компонентами свойства, используя выбранную цельПеремещать твёрдое тело вокруг или вдоль осиУправлять этим компонентом свойства, используя выбранную цельПод управлениемУправляемое свойствоУправляемое свойство:Под управлением с выделениемДрайверДрайвер "%s[%d]" уже существуетЦель драйвераЗначение драйвера:Переменная драйвераДрайвер не может быть рассчитан в прошлом, поэтому должен быть пропущенДрайвер значения параметра, зависящего от внешнего значенияУ драйвера нет переменных для копированияДрайвер не найден в данных анимацииТип драйвераТип переменной драйвераДрайвер:Драйвер: {:s} ({:s})ДрайверыДрайверы:ДронРазмещение по XРазмещение по YПозволяет перетащить окружение в сценуПеретащить цвет на кнопкиПропускать кадры, если воспроизведение очень медленноеПропускать кадры для поддержания частоты кадровПеретащить имя на кнопкуПоместить {} в слот {} (активный слот) {}Поместить {} в слот {} (заменяя {}) из {}Поместить {} в слот {} из {}Перетащить {} на {} (слот {})Поместить {} на {} (слот {}, заменяя {})ВысыханиеВремя высыханияДвоякий мешИз-за настройки стека НЛА, - {:d} ключевых кадров не было вставлено.Из-за настройки 'вставлять только необходимое', - {:d} ключевой(-ых) кадр(ов) не было вставлено.ЗаглушкаДуотонДублироватьДублировать действияДублировать арматуруДублировать камеруДублировать кривуюДублировать кривыеДублировать элементыДублировать Grease PencilДублировать кривые волосДублирующий индексДублировать ключевые кадрыДублировать решёткуДублировать источник светаДублировать зонд освещенияДублировать выделенные НЛА-дорожки, добавив новые дорожки к новому треку(-ам)Дублировать маскуДублировать материалыДублировать мешДублировать метасферыДублировать элементы метасферыДублировать дерево нодДублировать нодыДублироватьДублировать системы частицДублировать облако точекДублировать выделенные костиДублировать настройкиДублировать источник звукаДублировать дорожкиДублировать поверхностьДублировать текстДублировать объёмДублировать активные ключевые кадры всех слоёвДублировать всёДублировать и экструдировать выделенные вершины, рёбра или грани по направлению к курсору мышкиДублировать и отразить выделенные частицы относительно локальной оси XДублировать атрибут цветаДублировать ограничитель в той же позиции в стекеДублировать кривую и переместитьДублировать эффект в той же позиции в стекеДублирующий индекс %d в списке vertex_indices_setДублировать в окноДубликаты ключейДублировать маску и переместитьДублировать меш и переместитьДублировать меш в местах расположения частицДублировать рёбра меша и разрывать соединения с окружающими гранямиДублировать модификатор на той же позиции в стекеДублировать ноду, но не нодовые древа, со ссылкой на исходные данныеДублировать объект, но не данные объекта, создав ссылку на исходные данныеДублировать систему частиц в активном объектеДублировать выделенные НЛА-дорожки, добавив новые дорожки к новому треку(-ам)Дублировать выбранную область в новое окноДублировать выделенные контрольные точкиДублировать выделенные контрольные точки и сегменты между нимиДублировать выделенный элемент(ы) метасферыДублировать выделенные нодыДублировать выделенные ноды и переместить ихДублировать выделенные ноды с сохранением входных связей и переместить ихДублировать выделенные ноды, но не их деревья нод, и переместить ихДублировать выделенные объектыДублировать выделенные дорожки и переместить ихДублировать выделенные дорожки, но не их данные, и переместить ихДублировать выделенные временные маркерыДублировать выделенные вершины, рёбра или граниДублировать настройки, чтобы система частиц имела собственные настройкиДублировать дорожку, но не её данные, создавая ссылку на исходные данныеДублировать штрихи в массивЗеркально продублировать штрихиДублировать активную группу нод геометрии и назначить её активному модификаторуДублировать активный ключ формыДублировать текущий объект-экземплярДублировать текущую строкуДублировать текущую назначенную группу нод компо́зитинга.Дублировать модификатор в списке модификаторовПродублировать объект заданное число разПродублировать объект столько раз, сколько он поместится по заданной длинеДублировать выделенные объекты и переместить ихДублировать выделенные объекты, но не их объектные данные, и переместить ихДублировать выделенные точкиДублировать выделенные дорожкиДубликатов %sДублированные ключевые кадрыДубликатыДублирует волосы-кривые определённое количество раз в пределах радиусаДубликаты: {}ПродолжительностьДлительность изображения в кадрах ("1" для не видео/секвенции)Продолжительность сегмента стоп-кадраДлительность затухания в секундахПродолжительность: %s (Кадр %i/%i)Во время повторной синхронизации блока данных %s было удалено %d устаревших переопределений, в которых были локальные изменения, установленные пользователемВо время коррекции атрибутов граней - объединять атрибуты, связанные с одной и той же вершинойВо время трансформаций, используйте Alt для навигации в 3D-виде. Обратите внимание: если этот параметр отключён, горячие клавиши для пропорционального редактирования, автоматических ограничений и автоматической длины цепи IK потребуют удерживать AltГолландский - NederlandsУмираетС динамикойДинамический BVHДинамический базовый мешРазмер динамической сеткиДинамический мешДинамический режимДинамическое рисованиеМодификатор динамического рисованияНастройки холста для динамического рисованияМодификатор динамического рисованияСкульптинг с динамической топологиейНайдена динамическая топология: %s, отключеноДинамическая сеткаДинамическая топология изменяет топологию сетки во время скульптингаДинамическое рисование: Запекание завершено! (%.2f)Динамическое рисование: Запекание не удалось: %sДинамически скрывать вершины на основе группы вершин или арматурыДинамикаДинамическая топологияДинамическая топология не сохраняет цвета, UV-развёртки и другие атрибутыEEVEEОтладка EEVEEПараметры трассировки лучей EEVEEНастройки EEVEEНастройки EEVEE для сценыНастройки EEVEE для трассировки отраженийДанныеОтображенияКривыхEQОшибка: драйвер без входов бесполезенОшибка: некорректное Python-выражениеОшибка: недопустимые целевые каналыОШИБКА: тип "{:s}" не существует!Esc/ПКМ — отменить, Enter/ЛКМ — подтвердить, колёсико мышки/движение для настройки коэффициентаВыводить каждый канал в отдельный моноканальный файлВсе коллекции (из датаблоков) в файл, не включая дочерние коллекцииВсе коллекции (включая мастер-коллекцию, не из датаблоков) активной сцены в файл, включая содержимое дочерних коллекцийВсе коллекции (включая мастер-коллекцию, не из датаблоков) всех сцен в файл, включая содержимое дочерних коллекцийИндекс каждой контрольной точки на её сплайнеКаждая грань рассматривается как интерфейс между различными средами. Даёт правильные результаты для развёртываемой (manifold) геометрии, которая не содержит внутренних частей.Значение набора граней скульптинга для каждой граниКаждая входная геометрия преобразуется в отдельный экземплярКаждое поле вывода должно соответствовать геометрии, которая находится над нимКаждая сцена в отдельном файлеОслаблениеВходВхождение и выхождениеВыходОслаблениеТип "замедления-ускорения" выбирается автоматически на основе типа используемой интерполяции (например, Ease In для переходных типов и Ease Out для динамических эффектов)ВостокЭксцентриситетРеброУгол ребраТекст угла к граниЦентр рёберСтолкновение рёберЧисло углов рёбраСтоимость ребраЧисло рёберСкладка на ребреДанные рёберТипы данных рёберДанные ребра:Обнаружение краёвТип отображения гранейИндекс ребраДлина ребраРежим длины рёберТекст длины ребраСопоставление рёберРёбра с меткойМетки рёберРежим выделения ребраПоле количества соседей по ребруСоседи по ребруПанорамирование полейПути рёбер в кривыеПути рёбер в выделениеПерпендикулярно ребруПоле положения ребраСкользить по рёбрамИзменить размер ребраРазграничить кольца рёберВыделенные рёбраВыделение рёберОстрота рёберСдвиг ребраСдвиг ребра: Разделение рёберОтметить реброОттенок под угломТип краяКомбинация типов рёберОтрицание типа штриховТипы кромокВершины ребраПоле вершин ребраВес ребраШирина ребраВес фаски ребра, который необходимо добавить к внешним рёбрамРебро в датаблоке мешаИндекс ребраРебро не соединено ни с одной граньюДлина ребра в UV-пространствеДлина края поля выделенияРебро вершиныВыделение рёбер — нажмите с Shift для нескольких режимов, с Ctrl для расширения/сужения текущего выделения в зависимости от текущего режимаРежим выделения рёберМодификатор разделения рёбер для создания острых рёберТрение пружин рёберПружинная жёсткость граней с длиной, больше длины в состоянии покояПружинная жёсткость граней с длиной, меньше длины в состоянии покояПороговое значение краяОт края до краяВес ребра, используемый модификатором фаскиПары колец рёбер не соединеныКольца рёбер не соединеныОт края до краяРазделениеРёберМодификатор "Разделение рёбер"РёбраДанные рёбер:Рёбра между гранями, направленные в разных направленияхРёбра изменены с %d на %dТакже сталкивать рёбраРёбра углаРёбра вершиныРёбра мешаРёбра получают силу сопротивления от окружающих источниковРёбра получают подъёмную силу при прохождении через окружающие источникиРёбра, общие для более чем двух гранейГруппа граней в рёбрахРёбра, которые следует преобразовать в кривыеРёбра, отмеченные там, где меш "обрезается" для целей разворачиванияРёбра, используемые для разделения граней на отдельные группыПравкаРедактирование костиМатрица редактируемой костиРедактировать кость(-и)Редактируемые костиРедактировать карту кривойРедактирование форматаРедактировать Grease PencilРедактировать штрихи Grease PencilЛинии редактированияРедактировать метаданныеПараметры редактированияРедактированиеСглаживание проволоки режима редактированияРедактирование путиРедактировать студийный светРедактировать текстурное пространствоРедактировать деревоРедактировать исходный код интерфейса активной кнопкиРедактировать значение Python напрямую для неподдерживаемых типов свойствИзменить ограничитель активной костиИзменить ограничитель активного объектаРедактировать снимок 3D-вьюпорта во внешнем редакторе изображенийРедактирование всех ключевых кадров сценыРедактировать и сохранить темы, установленные через расширенияИзменение анимации/ключевых кадров, отображаемых в виде двумерных кривыхРедактировать любую группу геометрических нод для использования в качестве оператораРедактировать информацию об ассете, такую как информацию о каталоге, изображении предварительного просмотра, тегах или автореРедактировать группу нод компо́зитинга для "модификаторов дорожек" секвенсораРедактировать группу нод компо́зитинга для текущей сценыРедактирование драйверов и интерполяции между ключевыми кадрамиРедактировать изображение во внешнем редактореРедактировать ключевые кадры активного объекта для действия на уровне объектаРедактировать ключевые кадры активного объекта для действия на ключах формыРедактирование материалов, освещения и настройка окружения сцены с использованием узловКость в режиме редактирования в датаблоке арматурыРедактировать группу нодРедактировать группу нод из активного модификатора активного объектаРедактировать данные объекта текстурного пространстваИзменение общих настроек программыПравка свойств активного объекта и связанных датаблоковРедактирование скриптов и внутрифайловой документацииРедактировать выделенные штрихи Grease PencilРедактировать ноды шейдера у стиля линийРедактировать ноды шейдера у объектаРедактировать ноды шейдера окруженияРедактировать теги для автоматического определения текстуры в настройке ноды "Принципиальный BSDF"Редактировать ноды текстуры у кистиРедактировать ноды текстуры у стиля линийРедактировать ноды текстуры у окружающей средыРедактирование текстур с использованием узловРедактировать драйверы для подключённого свойства, представленного выделенной кнопкойРедактировать файлИзменить значение пользовательского свойстваИзменить видимость текущего мешаРедактирование весов вершин в группеРедактировать тайминги для блоков данных файла кэшаРедактировать тайминги для сплайнов редактора масокРедактировать тайминги для всех эскизов Grease Pencil в файлеРедактировать настройки пользователя и системыРедактировать: {}, {}, {}Редактируемость дорожек НЛА в этом трекеРедактируемость ключевых кадров для этого каналаМожно редактироватьРедактируемая кривая полостейРедактируемая кривая спадаОтредактированоРедактируемый объектРедактированиеТип редактированияОтображаемый контекст редактированияПравка волосНастройки редактирования форматирования символаРешётки в режиме редактирования пока не поддерживаютсяРедакторГраница редактораОбводка редактораТип редактораРедактор инструментов затенения и композитинга на основе нодЗаголовок редактора, содержащий элементы пользовательского интерфейсаМеню редактора, содержащее кнопкиРедакторыИзменяет текущий активный набор гранейОшибка преобразования материалов EEVEE. Текст ошибки в консолиЭффектЭффект "%s" не на объекте "%s"Регулятор эффектаПоложение микшера эффектаЭффект непрозрачностиЭффект чёткого радиусаДорожка эффектовГенерируемый цветТип эффектаЭффект влияющий на объект Grease PencilЭффект не может быть добавлен на объект "%s"Эффект на всей оси Z или только на её положительной/отрицательной частиРежим эффектаНазвание эффектаВоздействовать на сам ключВоздействовать на левую ручкуВоздействовать на правую ручкуВоздействовать только на треки, длина трекинга которых меньше заданного значения в кадрахВоздействовать на треки с более высокой ошибкой перепроецированияЭффект со связьюЭффективное расстояниеЭффективная видимостьЭффективное, но медленное сжатиеЭффективно конвертировать видео в секвенцию изображений, игнорируя неполные или пропущенные кадры, а также изменения частоты кадровЭффективностьЭффекторВеличина эффектораКоллекция эффекторовКоличество эффекторовНастройки эффектораТип эффектораВеса эффектораВесовые коэффициенты эффекторов для симуляции физикиЭффектыЭффекты, влияющие на отображение объектаЛибо кривую, либо выделение экземпляраДобавлять или удалять кривые в зависимости от минимального расстояния между кривыми под курсоромПередать входное значение, либо напрямую вывести альтернативное значениеЛибо простые кривые, либо экземпляры кривыхНачальный кадр (для положительной скорости) или конечный кадр (для отрицательной скорости)УпругоеПредел упругостиЭлементИндекс элементаЭлемент, определяющий цвет на заданном положении градиентной картыЭлемент не найден в коллекции элементов или является последнимЭлемент кривой, NURBS, Безье или полилинии, или символ с текстовыми объектамиЭлемент пути ноды "Предпросмотр (viewer)"Путь к элементу дерева нодового пространстваЭлемент целевой геометрии, используемая для расчёта расстояния отТип элемента для трансформацииПоэлементноЭлементыЭлементы внутри поля выделенияЭллипсЭллиптическая маскаЭллипсыЭллипсоидВстроить текстурыВстроить текстуры в двоичный файл FBX (только для путей в режиме копирования!)Встроенные данныеEmbreeEmbree на GPUEmbree с помощью GPU позволяет использовать аппаратную трассировку лучей на графических процессорах Intel, обеспечивая более высокую общую производительностьИзлучениеКоэффициенты излученияЦвет излученияИнтенсивность свеченияВремя порожденияКоэфф. времени порожденияМеста выбросов на грань ("0" = автоматически)Шейдер излученияЦвет свеченияСвечениеИзлучать изВыделение флюида из поверхности или объёма мешаПорождать в случайном порядке элементовИзлучать частицы из меша с применёнными модификаторами (для получения правильных результатов необходимо использовать один и тот же уровень подразделения поверхности для вьюпорта и рендера)Выделение дыма из частицИзлучаемое свечение на каждый цветовой канал, которое добавляется к лучу на единицу расстоянияИсточникРасстояние до излучателяВыделение положения ключевых кадров в траекториях движенияПустышкиПустышкаРазмер отображения пустышкиРазмер отображения пустышки: %.3fТип отображения пустышкиПустое заполнениеПустая сеткаГлубина изображения-пустышкиПустые ключевые кадрыПустой материалПустая сценаСвободное пространствоПустой идентификатор не может быть использован, если ранее был использован явный идентификатор. Например, "{} {x}" допустимо, а "{x} {}" — нет.Клавиша эмуляции трёхкнопочной мышкиЭмулировать трёхкнопочную мышкуЭмулировать среднюю кнопку мышки сочетанием Alt+ЛКМЭмулировать цифровую панельВключитьВключить режим 'соло' для НЛА-трека с активной дорожкой для редактирования без отображения эффектов стека НЛАВключить аддонПозволяет редактору браузера ассетов и его операторам управлять обычными блоками данных в качестве ассетов, а не только позамиВключить параметры костейДеформировать сетку с помощью этой костиВключить столкновениеВключить аддон Cycles Render Engine для использования CyclesВключить параметры отладки Cycles для разработчиковВключить деактивациюВключить параметры отладки EEVEE для разработчиковВключить расчёт модификатора F-кривойВключить модификаторы F-кривыхВключить ускорение графического процессора для оценки последних модификаторов поверхности подразделения в стекеВключить отображение сетки, чтобы использовать подсветку диапазона!Сначала включите направляющие! По умолчанию "Скорость жидкости (fluid velocity)"Включить растяжение в инверсной кинематикеВключить MetalRT для запросов на пересечениеВключить просмотр нескольких видовАктивировать выходВключить исполнение скриптов Python для выбранных файловВключить самостолкновениеВключить эффект Френеля для наложений редактирования меша. Улучшает читаемость формы очень плотных мешей, но увеличивает утомляемость глаз при моделировании низкополигональных моделейВключить аддон для рабочего пространстваВключить дополнительные функции для нового блока данных кривыхАктивировать после установкиВключить угловой моторВключить ось симметрииВключить назначения для контро́ллеров HP Reverb G2. Обратите внимание, что это может поддерживаться не всеми средами выполнения OpenXRВключить назначения для контро́ллеров HTC Vive Cosmos. Обратите внимание, что это может поддерживаться не всеми средами выполнения OpenXRВключить назначения для контро́ллеров HTC Vive Focus 3. Обратите внимание, что это может поддерживаться не всеми средами выполнения OpenXRВключить назначения для контро́ллеров Huawei. Обратите внимание, что это может поддерживаться не всеми средами выполнения OpenXRВключить каталог, сделав содержащиеся в нём ассеты видимыми на полке ассетовВключить разбиение на цепочки по криволинейной 2D-длинеВключить разделение на цепочки на основе схемы штрих-пунктирной линииВключить сцепление линий штриховВключить создание экземпляров коллекцийВключить столкновение с поверхностью во время скульптингаРазрешить столкновения с задней границей доменаРазрешить столкновения с нижней границей доменаРазрешить столкновения с передней границей доменаРазрешить столкновения с левой границей доменаВключить столкновения с другими объектамиРазрешить столкновения с правой границей доменаРазрешить столкновения с верхней границей доменаВключить цветовой диапазон для визуализации весов в режиме рисования весовИспользовать особые настройки для объёма коррекции параллаксаВключите пользовательские начальное и конечное расстояния обрезки для расчёта объёмаВключить цикличность на отдельных штрихах тиреВключить деактивацию покоящихся твёрдых тел (увеличивает производительность и стабильность, но может вызывать сбои)Включить действия VR-контроллера по умолчанию, включая позы контроллера и тактильные вибрацииВключить смещение вдоль X-нормалиВключить смещение вдоль Y-нормалиВключить смещение вдоль Z-нормалиУпростить повторное использование выбранных блоков данных через браузер ассетов с поддержкой пользовательских метаданных (таких как превью, описания и теги)Упростить повторное использование выбранных блоков данных через браузер ассетов с поддержкой пользовательских метаданных (таких как превью, описания и теги)Включить перенос данных рёберВключить панорамирование краёв в 2D-видеВключить сглаживание рёбер в режиме редактирования, уменьшая ступенчатость (требуется перезапуск)Данные углов гранейВключить перенос данных о граняхВключить сжатие файлов при сохранении файлов .blendВключить фильтрацию файловВключить фильтрацию файлов в браузере файловВключить настройки диффузии жидкости (например, вязкость и поверхностное натяжение)Включить направляющие флюидаВключить меш жидкости (с помощью усиления)Включить шум флюида (с помощью усиления)Включить динамику волос с использованием симуляции тканиВключать в новых сценахВключить колебание теней во вьюпорте. (Для окончательного рендера колебание теней всегда включено).Включить колебание мягких теней, чтобы повысить точность тени (отключено во вьюпорте, если оно не включено в настройках рендеринга). Имеет высокий эффект производительности.Включить линейный моторВключить границы материаловВключить симметрию меша по оси XВключить симметрию меша по оси YВключить симметрию меша по оси ZВключить многокадровое редактированиеВключить простое столкновение по сферам вершинВключить новые типы и ноды "Списки"Позволяет использовать ноды для определения освещенияВключить методы шумоподавления для эффектов трассировки лучейВключить смещениеАктивировать при установкеВключить онлайн-доступ в настройках системыАктивировать или деактивировать все тегиВключить или отключить штрих-пунктирные линииВключить или выключить позу/выделение костейВключить или отключить рендеринг в слое визуализацииВключить или отключить текстурированные штрихиВключить или отключить этот набор линий на рендере штриховВключить или отключить этот модификатор при рендеринге штриховВключить или отключить этот модуль стиля на рендере штриховВключить наложение сглаживания проволоки, уменьшая ступенчатостьВключить параметры отладки рисования и скульптинга для разработчиковВключить выступы и впадиныВключить скриптыВключить выделенные маркерыВключить выбранные прокси на всех выделенных дорожках видео и изображенийВключить самостолкновенияВключить отбрасывание теней от источников светаУпрощать сцену для ускорения предварительных рендеровВключить привязкуИспользовать привязку для рисования ровных линий с сохранением угла или расстояния между нимиВключить привязку при трансформации ключевых кадровВключить привязку при трансформации ключевых кадров в редакторе драйверовВключить некоторые дополнительные поля в браузере ассетов для облегчения отладкиВключить настройку на всех выделенных каналах анимацииВключить быстрые направляющиеВключить упругость по направлению оси XВключить упругость при вращении по оси XВключить упругость по направлению оси YВключить упругость при вращении по оси YВключить упругость по направлению оси ZВключить упругость при вращении по оси ZВключить вероятные контурыВключить отбрасывание солнечной тениВключить симметрию по оси XВключить симметрию по оси YВключить симметрию по оси ZВключить чувствительность к давлению планшета для регулировки радиуса областиВключить датчик чувствительности на планшете для колебанияВключить чувствительность планшета к нажатию для смещенияВключить чувствительность планшета к нажатию для установления размераОпределение интервалов в зависимости от давления на планшетОпределение силы по давлению на планшетСначала активируйте градиентную картуВключить библиотеку ассетовВключить группу нод компо́зитинга.Включить режим траектории перемещения для кривойВключить модуль трассировки лучейАктивировать репозиторийВключите репозиторий и повторите попытку.Включить режим выделенияВключить отбор цепочек по максимальной 2D-длинеВключить отбор цепочек по минимальной 2D-длинеВключить выборку для первых N-цепочекВключить сокетВключить использование источников света в материалах обводки и заливкиВключить этот ограничительВключить этот источник света в режиме сплошного затененияВключить этот модификаторВыберите этот объект в качестве коллайдера для систем физикиВключите, чтобы запустить экспорт в фоновом режиме (отключите для блокировки Blender'а во время экспорта). Данная опция устарела; используйте тип EXECUTE у оператора для запуска на переднем плане и INVOKE для выполнения в качестве фонового заданияВключите, чтобы запустить импорт в фоновом режиме (отключите, чтобы заблокировать Blender во время импорта). Данная опция устарела; используйте тип EXECUTE у оператора для запуска на переднем плане и INVOKE для выполнения в качестве фонового заданияВключите, чтобы изменения поверхности исчезали со временемВключить высыхание поверхности с течением времениРазрешить использовать регион под курсором для модального исполненияВключить перенос данных вершинВключить навигацию вида в пределах поля зрения камерыВключить параметры отладки вьюпорта для разработчиков во всплывающем окне наложенийВключить отображение вьюпорта в слоях визуализацииВключить подстановочные символы в названиях файловВключить/отключить ограничительВключеноТолько включённые аддоныТолько включённые аддоныВключённый диапазон вращенияВключить при запуске, переопределив настройки.Активация навигации в режиме полёта, при этом нажатие джойстика вперёд при взгляде вниз не будет изменять высоту камеры.Обеспечивает высококачественный, но медленный расчёт габаритного контейнера для получения идеальных результатов на мешах сложной формы с вращением/масштабированиемВключает превью в нодовом редакторе шейдеровПозволяет использовать 3D-мышку в качестве камеры. Нажатие в сторону сцены заставляет камеру двигаться вперёд. Вы входите в сцену, как будто вы в ней летаете. При этом также инвертируется панорамирование и масштабирование для 2D-видовEncapsulated PostScript (.eps)Заключить выделенные вершины в выпуклый многогранникКодированиеСкорость кодированияОбнаружена необработанная ошибка во время создания ключевого кадраКонецКонец (коэффициент)Конец (длина)Стиль окончания стрелкиКонечный элементМножитель концаКонечный кадрКонечный кадр (управляется из ПИ)Конечный кадр (исходное значение)Конечный кадр (если включено ограничение диапазона кадров)Ручка концаОслабление конечной рукояткиМасштаб конечной рукояткиКонечное положениеТип сопоставления концаКонечное смещениеТочки концовРадиус концаКоличество от концаКонечная вершинаКонечное расстояние каскадной карты теней (только в режиме перспективы)Расстояние завершения эффекта объёмного освещенияКонечный кадр ограничен допустимым диапазоном рендерингаКонечный кадр, отображаемый в редакторе последовательности после применения смещенийКонечный кадр для запеканияКонечный кадр диапазона путей для отображения/вычисления (не для метода калькирования "Вокруг (текущего) кадра (around frame)")Конечный кадр НЛА-дорожки. Примечание: изменение этого значения также обновляет значение повторов дорожки или конечного кадра её действия. Если нужно изменить только конечный кадр, см. свойство "frame_end (конечный_кадр)".Конечный кадр экспорта; используйте значение по умолчанию, чтобы взять конечный кадр текущей сценыКонечный кадр для запекания океанаПоследний кадр в сохраняемом диапазонеКонечный кадр для экспортаКонечная строка выделенияЗакончить в кадреКонечное время траекторииКонечная точкаВыделение конечных точекНода "Выделение конечных точек"Конечная точка UКонечная точка VЗаканчивается сВраждебностьОбеспечить симметрию (одновременно и по форме, и по топологии) относительно заданной осиОбеспечить симметрию, скопировав выделение или использовав существующие костиДвижокДвижок "%s" не доступен для сцены "%s" (аддон должен быть установлен и включён)Движок, используемый для рендерингаАнглийский (Великобритания) - English (UK)Английский (США) - English (US)Улучшить деталиУлучшить детализацию поверхности подчёркивая мелкие деталиУлучшить детализацию поверхностиУлучшает контрастность, цвет, чёткость и резкость.Обеспечить модификаторГарантирует, что все группы вершин, деформирующие кости, в сумме составляют "1.0" при раскрашивании весов или их назначении вершинамУбедиться, что датаблок будет сохранен, даже есть он не используется (например, для библиотек анимаций и материалов)Проверить доступность и актуальность предварительного просмотра датаблоков, сохраняемых в .blend-файл (только для некоторых типов, например, материалов, текстур и др.)Убедитесь, что выделенные ручки ключевых кадров имеют одинаковую длину, при желании можно сделать их горизонтальными. Типы ручек "автоматические", "с автоматическим отсечением" или "векторные" будут преобразованы в "с выравниванием"Убедитесь, что данные действительны (если отключено, - данные могут быть импортированы, что может привести к сбоям при отображении или редактировании)Убедитесь, что блок данных сохранён, даже если он больше не отмечен как ассетВводВходить в режим редактированияВвести шестнадцатеричное значение кодовой точки юникодаАвтоматически входить в режим редактирования после добавления нового объектаВойти в режим редактирования при добавлении этого объектаВойти или выйти из нодовой группы в зависимости от положения курсораВойти в режим подстройки действия, на которое ссылается активную дорожку, и изменить её ключевые кадрыВойти/выйти из режима рисования штрихов Grease PencilВойти/выйти из режима скульптинга штрихов Grease PencilВход/выход из режима скульптинга для кривыхВход/выход из режима рисования точек для штрихов Grease PencilВойти/выйти в режим покраски весов Grease PencilВесь массивИндекс записиМодуль по каждому входуОкруглить вверх по каждому входуПо каждому входу cos(A)Деление по каждому входуОкруглить вниз по каждому входуМаксимум по каждому входуМинимум по каждому входуОстаток деление по каждому входу с использованием fmod(A,B)Умножение по каждому входуВозвести в степень по каждому входуОкруглить до ближайшего целого по каждому входу. Округление в большую сторону, если дробная часть равна "0.5"Знак по каждому входуПо каждому входу sin(A)По каждому входу tan(A)По каждому входу wrap(A,B)Определение-перечисление (устарело)Элементы определения перечисленияФлаг перечисленияПеречисляемый элементОпределение элемента перечисленияПо порядкуПереченьПеречисления в качестве строкОболочкаКонтрольная точка оболочкиРасстояние деформации оболочкиВес деформации оболочкиРасстояние оболочкиF-Модификатор обёрткиРадиус начала оболочкиМножитель оболочкиРадиус конца оболочкиВес оболочкиМодификатор эффекта оболочки для штриховОболочка: %3fОболочка: %sОкр. средаТекстура окр. средыЭпсилонРавноРавные осиРавноВыравнивание радиусовВыравнивание звукаВыровнять обе ручки выделенных ключевых кадровВыровнять левые ручки выделенных ключевых кадровВыровнять правые ручки выделенных ключевых кадровРавноугольноРавноугольная кубическая проекцияРавнопромежуточнаяРавнопромежуточная цилиндрическая (широтно-долготная) проекцияЛастикСтирать/удалять краску, а не добавлятьУдаление штрихов аннотацииСтереть смещение MultiresСтирать краскуУдаление альфа при рисованииУдалять штрихи полностьюСтирать только видимые и неперекрытые штрихиСтереть точки в области рамкиСтереть точки в области обводки с лассоУдалять точки штриховСтирать штрихи, уменьшая их толщину и интенсивностьЛастикСсылка на ассет кисти "ластик"Режим ластикаРадиус ластикаОшибкаОшибка (см. консоль)Значок ошибки - Передний планПредельная погрешностьДопустимая погрешностьСообщение об ошибкеОшибка запекания от объекта «%s»Ошибка при создании файла "%s"Ошибка удаления "%s" (игнорируется)Порог расстояния ошибки (в единицах объекта)Ошибка при записи файла для "%s"Ошибка оценки числа, подробности см. в редакторе информацииОшибка обработки выделенных объектовОшибка инициализации аудиопотокаОшибка инициализации видеопотокаОшибка чтения образца меша; более подробную информацию можно увидеть на консолиОшибка чтения сэмплинга точек; более подробную информацию можно увидеть на консолиОшибка регистрации нодового инструмента "%s", %d дубликат(а, ов)Ошибка регистрации нодового инструмента "%s", %sОшибка регистрации нодового инструмента "%s", оператор уже зарегистрированОшибка рендеринга сцены для %s предварительного просмотра: %s.Ошибка при восстановлении временного файла (проверьте файлы "%s" "%s")Ошибка при записи файла "%s"Ошибка записи кадраОшибка сохранения рендера, %s (смотрите консоль)Ошибка записи в ассет назначения %sОшибка:Ошибка: не удалось распределить текстуру промежуточной освещённостиОшибка: не удалось выделить теневой атлас. Скорее всего, не хватает памяти GPU.Ошибка: объект-кривая содержит слишком много точек. Уменьшите разрешение кривой или количество точек, чтобы решить эту проблему.Ошибка: не удалось распределить сетку освещённостиОшибка: неверно сформированные данные сетки освещённостиОшибка: недостаточно памяти для запекания {}.Ошибка: достигнуто максимальное количество обновлений теней.Ошибка: буфер теней заполнен, что может привести к отсутствию теней и снижению производительности. ({} / {})Ошибка: слишком много AOVОшибка: слишком много видимых сетокОшибка: слишком много сеток освещённости в сценеОшибка: слишком много источников света в сцене.Ошибка: слишком много обновлений теней, некоторые тени могут быть неверными.Ошибка: {:.5f} .. {:.5f} (в среднем {:.5f})Ошибка: {:s}ОшибкиОшибки и предупрежденияОшибки во время рендеринга. Более подробную информацию смотрите в системной консоли.EscЭсперанто - EsperantoОсновныеСпокойный океанСпокойный океан (острые вершины)Рассчитать трансформацииРассчитанные трекиРассчитанная матрица вращенияРассчитанная матрица масштабированияЭвклидовоЭвклидово расстояниеЭйлерЭйлер (встроенный)Эйлер (XYZ)Эйлер (XZY)Эйлер (YXZ)Эйлер (YZX)Эйлер (ZXY)Эйлер (ZYX)Порядок углов ЭйлераВращение ЭйлераНедопустимый индекс у F-кривой эйлеровского вращения (ID="%s", Path="%s", Index=%d)Углы вращения Эйлера в радианахЭйлерово вращение слояУглы Эйлера во вращениеЭйлер с очерёдностью осей XYZЭйлер с очерёдностью осей XZYЭйлер с очерёдностью осей YXZЭйлер с очерёдностью осей YZXЭйлер с очерёдностью осей ZXYЭйлер с очерёдностью осей ZYXИспользовать порядок углов Эйлера по умолчаниюУглы Эйлера, использующие порядок осей целевого объектаВычислить замыканиеВычислить ID нодыРассчитать верхний стекВычислить по индексуВычислить в доменеОбрабатывать меш источника и получателя в глобальном пространствеВычислить пространство имён перед курсором и предложить список вариантов имени или дополнить автоматически, если вариант всего одинВычислитьЗамыканиеВычисленноеОценённое значение поля для текущего элементаВычисленная итоговая трансформация кости в пространстве арматурыГеометрия, оценённая модификатором, не содержит геометрию Grease PencilГеометрия, оценённая модификатором, не содержит мешГеометрия, оценённая модификатором, не содержит облако точекГеометрия, оценённая модификатором, не содержит кривыхВычисленный объект, на который указывает итераторВычисленный объект, инстанциированный этим итераторомВычисленные объекты в графе зависимостейВычисленная система частиц, из которой был инстанциирован этот объектОцениваемая меш-поверхность является пустойВычисленная поверхность не имеет UV-карты: "{}"Отсутствующий атрибут вычисляемой поверхности: "rest_position" ("исходное_положение")ОценкаКоэффициент оценкиКадр оценкиОценка времениРежим вычисленияВремя расчёта для абсолютных ключей формыОценка времени в секундахРавномерноРавномерное распределениеОдинаковые длиныРавномерное расстояние до рёберРавномерная толщинаИнвертировать равномерную толщинуЧётные клетки шахматной доскиДаже при успешном выполнении, - передать событие дальше, чтобы другие операторы также могли его выполнитьРасчёт равномерной толщины, учитывающий угол между гранямиЧётное-нечётноеКаждая точкаКаждая точка находится под воздействием нескольких пружинКоличество кадров для трекинга на каждом цикле трекингаТочноТочное совпадениеТочная формаТочная форма (вогнутая)Точное количество распределяемых экземпляров до маски́рованияТочный решатель, медленнее, обрабатывает больше случаевПереместить выделенные ключи ближе или дальше от прямой линии, соединяющей первый и последний выделенные ключевые кадрыПреувеличить текущую позу по отношению к средней позеИсключитьИсключить переносыИсключить первыйИсключить последнийИсключить модальныеИсключить неразвёртываемыеИсключая невыделяемыеИсключить геометрию задней поверхности из привязкиИсключить граничные рёбраИсключить коллекцию из активного слоя визуализацииИсключить контурыИсключить рёбра складокИсключить метки рёберИсключить рёбра на границах материаловИсключить существующие ключевые кадры переноса как крайние значения интерполяцииИсключить внешние контурыИсключить из слоя визуализацииИсключить из слоя визуализацииИсключить неразвёртываемые полюсыИсключить выступы и впадиныИсключить отбрасывание теней выбранных блокировщиков от активного излучателяИсключить выделенные приёмники из привязки света от активного излучателяИсключить рёбра силуэтаИсключить вероятные контурыИсключить первую (оригинальный экземпляр) копию из рандомизацииИсключить последнюю копию из рандомизацииИсключённые путиИсключённый путь недействителенНе применять сглаживание к граничным вершинамИсключениеИсключитьИсключающее ИЛИКнопки выполненияВыполнить логическую операцию с мешем и многоугольной формой, заданной курсоромВыполнить логическую операцию с мешем и прямоугольником, заданным курсоромВыполнить логическую операцию с мешем и формой, заданной курсоромВыполнить заданное замыканиеВыполнять ноды с динамическим числом повторенийВыполнить оператор при нажатии кнопки (только немодальные операторы)Выполнить оператор при отпускании кнопки (только немодальные операторы)Запустить выбранный файлВыполнить текущую строку консоли как выражение PythonВремя выполненияСуществующая карта направляющихСуществуетВыйтиЗакрыть Blender после сохраненияВыйти из режима подстройки для действия, на которое ссылается активная дорожкаРасширитьРазвернуть все выделенные расширяемые каналы анимацииРасширить с помощью линейного спадаРазвернуть все каналы (а не только выделенные)Развернуть все элементы на уровень глубжеМаски расширения и суженияРазвернуть или свернуть раскрывающиеся меню заголовкаУвеличить или уменьшить радиус выделенных точек кривойРазвернуть это поле в список всех тегов именования для настройки PBR-текстурыРазверните это поле в список всех горячих клавиш для функций этого аддонаРазвернуть/свернуть все элементыУвеличить/сократитьРазвернуть/свернуть все подэлементы уровняУвеличить/сократить весаРасширенноРасширенный многочленРазвёрнута в редакторе графовРазвёрнутость в пользовательском интерфейсеРазвёрнутое состояние слотаУвеличивает размеры тканиОжидать файл: цвета в линейном цветовом пространствеОжидать цвета файла в цветовом пространстве sRGBОжидаемое положениеОжидаемое вращениеОжидаемый масштабНеобходимо числоНеобходима активная область с временной шкалой/анимациейНеобходим регион 3D-видаНеобходим регион 3D-вида и режим редактирования кривойНеобходим регион 3D-вида и режим редактирования мешаНеобходим zip-файл {!r}Необходим регион аутлайнераНеобходим активный аутлайнерНеобходим активный редактируемый объект-"шрифт"Необходимо, чтобы область анимации была активнаНеобходим массив чисел: [n, n, ...]Ожидается, что будет скопирован ещё один выделенный меш-объектЭкспериментальныеЭкспериментальные функцииЯвно масштабировать результирующий кадр для компенсации изменения масштаба в исходной съёмкеЯвно указать порядок углов ЭйлераЯвно указать результирующий порядок углов ЭйлераВзрывЗатухание взрываМодификатор "Взрыв"Стиль взрываИсчезновение взрываПросмотр данных геометрии в таблицеЭффект взрыва на основе системы частицЭкспонентаРежим экспонентыЭкспоненциальноЭкспоненциально с отсечениемЭкспоненциальное распределениеЭкспоненциальное сэмплированиеЭкспоненциальная модель расстоянияМодель экспоненциального расстояния с отсечениемЭкспоненциальное ослабление (резкое)Экспоненциально затухающие параболические отскоки, как при столкновении объектовЭкспоненциально затухающая синусоидная волна, как для натянутой струныЭкспортироватьЭкспортировать (сгенерировать) также и файл *.potЭкспортировать файл .srt с субтитрами из текстовых дорожекЭкспортировать активный цвет вершины при отсутствии материалаЭкспортировать все цвета вершинЭкспортировать анимациюЭкспорт указателей анимации (экспериментальный)Режим экспорта анимацииЭкспортировать атрибуты (если они начинаются с подчёркивания)Экспортировать цветаЭкспорт кривых как NURBSЭкспорт пользовательских свойствЭкспорт только костей деформацииЭкспортировать только те кости, которые вызывают деформациюЭкспорт гранейЭкспорт экземпляров мешей геометрических нодЭкспортировать Grease Pencil в PDFЭкспортировать Grease Pencil в SVGЭкспортировать волосыОбработчики экспортаЭкспортировать обработчики, настроенные для этой коллекцииЭкспортировать набор ключей в скрипт PythonЭкспортировать библиотеку MTL, используя расширения PBR (шероховатость, металлик, лоск, верхний слой, анизотропию, пропускаемость)Экспортировать библиотеку MTL. Для экспорта текстур изображений в файл MTL должна присутствовать нода Principled-BSDFЭкспортировать скрипт MantaflowЭкспортировать группы материаловЭкспортировать материалыЭкспорт материалов с расширениями PBRМетод экспортаЭкспорт нормалейЭкспорт групп объектовПараметры экспортаЭкспорт оригинального PBR отраженияЭкспортировать POTЭкспортировать частицыЭкспортировать примитивы с использованием общих средств доступа к атрибутамЭкспорт свойствЭкспортировать сцену так, как она отображена во вьюпорте, но разделить анимацию по объектамЭкспорт выделенных объектовЭкспорт групп сглаживанияЭкспортировать подразделение поверхностиЭкспортировать трансформации и веса в качестве указателей анимации. С использованием расширение KHR_animation_pointerЭкспорт текстурЭкспортировать плиткиЭкспорт триангулированного мешаЭкспорт UV-координатЭкспортировать UV-развёртку в файлЭкспортировать UV-развёрткиЭкспортировать UV-развёртки (текстурные координаты) вместе с мешамиЭкспорт атрибутов вершинЭкспорт цветов вершинЭкспортировать группы вершинЭкспорт нормалей вершинЭкспортировать действия (активные и на НЛА-треках) в качестве отдельных анимацийЭкспортировать только активную сценуЭкспортировать цвет активной вершиныЭкспорт дополнительных анимаций. Эта функция не является стандартной и требует включения внешнего расширения в файл glTFЭкспорт всех действий арматурыЭкспортировать все UV этого меша (а не только видимые)Экспорт всех действий, привязанных к одной арматуре. ВНИМАНИЕ: опция не поддерживает экспорт, включающий несколько арматурЭкспортировать все камерыЭкспорт всех кривыхЭкспортировать все кадры в диапазоне кадров рендеринга, а не только текущийЭкспорт всего освещенияЭкспортировать все материалы, которые используются включёнными объектамиЭкспорт всех мешейЭкспорт всех облаков точекЭкспортировать все цвета вершин, даже если они не используются ни одним материалом. Если в материалах меша не используется цвет вершин, будет создан фиктивный COLOR_0, чтобы сохранить материал неизменнымЭкспорт всех объёмовЭкспортировать арматуры и меши с арматурными модификаторами в качестве скелетов USD и скинированных мешейЭкспортировать арматуру, используя положение покоя в качестве позы покоя суставов. Если выключено, текущая поза кадра используется как поза покояЭкспорт в центр коллекцииЭкспорт в центр масс корневых объектов коллекцииЭкспортировать запечённую анимацию из ключевых кадровЭкспортировать запечённую сцену как единую анимациюЭкспортировать камерыЭкспортировать атрибуты цветаЭкспорт цветов в линейном цветовом пространствеЭкспорт цветов в цветовом пространстве sRGBЭкспортировать текущую сцену в архив USDЭкспортировать текущую сцену в архив AlembicЭкспортировать кривые и NURBS-поверхности как мешиЭкспортировать кривые в параметрической форме вместо экспорта в виде мешаЭкспортировать пользовательские свойстваЭкспортировать пользовательские свойства в качестве атрибутов USDЭкспортировать пользовательские свойства как дополнение glTFЭкспорт пользовательских свойств в Alembic .свойстваПользователяЭкспортировать пользовательские атрибуты вершинЭкспорт данных дублированных объектов как экземпляров Alembic; ускоряет экспорт и может быть отключён для совместимости с другим программным обеспечениемЭкспортировать прожекторы, направленные и точечные источники освещения. Использует расширение glTF «KHR_lights_punctual»Экспортировать каждое действие как отдельный AnimStack FBX, а не в виде глобальной анимации сцены (обратите внимание, что все анимированные объекты получат действия, совместимые с ними, а другие не получат анимации вообще)Экспортировать каждую незаглушенную НЛА-дорожку в виде отдельного AnimStack FBX (если есть), а не в виде глобальной анимации сценыЭкспортировать каждый объект в отдельный файлЭкспортировать грани в качестве заполненных штриховЭкспортировать файл в формате ASCII, в противном случае он будет экспортирован как двоичныйЭкспортировать всю иерархию, включая промежуточные коллекцииЭкспортировать данные перевода аддона как файлы POЭкспортировать системы частиц волос в виде USD кривыхЭкспортировать ноды текстуры изображения, не назначенные ни одному материалу. Эта функция не является стандартной и требует внешнего расширения для включения в файл glTFЭкспорт изображений, которые не назначены ни к какому материалуЭкспортировать отдельные НЛА-треки в качестве отдельных анимацийЭкспортировать созданные экземпляры объектов как ссылки в USD, а не как реальные объектыЭкспортировать конфигурацию клавиш в скрипт PythonЭкспортировать свободные рёбра (в виде полигонов из двух вершин)Экспортировать несвязанные рёбра в качестве линий, используя материал из первого слота материалаЭкспортировать несвязанные точки в качестве точек glTF, используя материал из первого слота материалаЭкспортировать материал, анимацию света и камеры как указатель анимации. Доступно только для режима запечённой анимации 'NLA Tracks' и 'Scene'Экспорт материаловЭкспорт матричного оператораЭкспортировать меши, используя систему подразделения AlembicЭкспортировать минимальные материалы, как определено в свойствах отображения вьюпортаЭкспортировать несколько кадров вместо только текущего кадраЭкспортировать нормалиЭкспортировать объекты так, как они выглядят при рендерингеЭкспортировать объекты так, как они выглядят во вьюпортеЭкспортировать объекты только из активной коллекцииЭкспортировать только UV в диапазоне [0, 1]Экспорт только костей деформации невозможен если не производится сэмплинг анимацииЭкспортировать только нормали, а не данные о сглаженности рёбер или гранейЭкспортировать только объекты из активной коллекции (и её потомков)Экспортировать только объекты из этой коллекции (и их потомков)Экспортировать только выделенные элементыЭкспортировать только выделенные объекты вместо всех поддерживаемых объектовЭкспорт исходного glTF PBR отражения вместо шейдера отражения Blender'а PrincipledЭкспортировать назначения групп шейдинга на каждую граньЭкспортировать нормали каждой грани, если грань имеет плоское затенение, нормали каждого угла грани, если имеет гладкое затенениеЭкспортировать цвета по вершинамЭкспортировать полигоны (квадраты и N-угольники) как треугольникиЭкспортировать только объекты, подлежащие рендерингуЭкспортировать сцену в файл glTF 2.0Экспорт сцены через файл USD для точного сравнения с экспортом файла USDЭкспортировать только выделенные и видимые объектыЭкспортировать только выделенные объектыКатегории настроек экспортаЭкспортировать ключи формы (цели морфинга)Экспортировать анимации ключей формы (цели морфинга)Экспортировать ключи формы как формы смешивания USDЭкспортировать данные (арматур) скиннинга, т.е. деформацийЭкспортировать информацию о сглаживании (используйте опцию "Только нормали (normals only)", если целевой импортёр поддерживает пользовательские нормали)Экспортировать определённые нормали вершин, если они доступны, в противном случае экспортировать рассчитанные нормалиЭкспортировать штрихи с включённым заполнениемЭкспорт штрихов с равномерной ширинойЭкспортировать подразделённые поверхности как мешиЭкспортировать текстуры в папку 'textures' рядом с файлом USDЭкспортировать UV-развёртку в 2D-графикуЭкспортировать UV-развёртку в растровое изображениеЭкспортировать UV-развёртку в векторный EPS-файлЭкспортировать UV-развёртку в векторный SVG-файлЭкспортировать последний модификатор подразделения Катмулл-Ром как подразделение FBX (модификатор не применяется, даже если включён параметр "применить модификаторы")Экспортировать имя группы вершин грани. Оно аппроксимируется путём выбора группы вершин с наибольшим количеством членов среди вершин граниЭкспортировать сцену в текущий кадр анимации. Если выключено, - кадр "0" будет использоваться в качестве отложенной позиции трансформаций для объектовЭкспорт плиток в схеме нумерации UDIM: 1001 + u_плитка + 10*v_плиткаЭкспорт плиток в схеме нумерации UVПлитка: u(u_плитка + 1)_v(v_плитка + 1)Экспортировать недеформированные координаты вершин мешаЭкспорт с использованием EXT_mesh_gpu_instancing. Ограничение до дочерних элементов для заданной пустышки. Несколько материалов могут быть опущеныЭкспортировать по стандартному соглашению glTF с +Y вверхЭкспортировать атрибуты цвета вершинЭкспортировать цвета вершин, когда они используются материаломЭкспортировать цвета вершин с этим именемЭкспортировать нормали вершин вместе с мешамиЭкспортировать нормали вершин с ключами формы (целями морфинга)Экспортировать касательные к вершинам вместе с мешамиЭкспортировать касательные вершин с ключами формы (целями морфинга)Экспортировать настройки материалов для вьюпорта как материалы предварительного просмотра USD и экспортировать назначения материалов как поднаборы геометрииЭкспортировать только видимые объектыЭкспортировать с помощью операторов Xформации: перемещения, кватерниона ориентации и масштабированияЭкспорт с помощью операторов Xформации: переместить, вращать и масштабироватьЭкспортировано %d файлов из %d коллекцийЭкспортировано %d файлов из коллекции "%s"Экспортировано "%s"Индекс экспортёраЭкспортёрыЭкспорт Alembic...Экспорт USD...Экспортировать UV от изменённого мешаЭкспортирует один файл, содержащий все данные в формате JSON. Менее эффективен, чем двоичный формат, но его проще редактировать в дальнейшемЭкспортирует один файл, содержащий все данные в двоичном формате. Наиболее эффективен и портативен, но сложнее в дальнейшем редактированииЭкспортировать активные действия и НЛА-треки как анимации glTFЭкспортировать системы частиц-волос как анимированные кривыеЭкспортирует несколько файлов с отдельными данными JSON, двоичными данными и текстурами. В дальнейшем их легче редактироватьЭкспортировать системы частиц (не волосы)Предоставлять соединённые данные из группы нод в качестве входных данных для её интерфейсаВыставляет распространяемый масштаб и/или скручивание для контро́ллеров перемещения, чтобы они рассматривались как движение со "склеиванием" или на подобие других цепей с использованием параметра "Объединить родительские вращение и масштаб (merge parent rotation and scale)". В противном случае они будут распространяться только внутри этой цепиЭкспозицияЭкспозиция (стопы), применяемые перед преобразованием отображения, умноженные на 2^экспозициюРассчитывать выдержку для размытия движения в зависимости от частоты кадров в секундуВыражениеВыражение, используемая в скриптовом выраженииВыражение:Выражение: {:s}Выражение: {}РасширитьРасширить границыРасширение экстраполированноРасширение по горизонталиРасширить диапазонРасширить выделениеРасширить выделениеПродлить вершиныРасширить границы пикселей за пределыРасширить границы изображения на прозрачные или маски́рованные областиПовторять крайние пиксели изображения за его пределамиДобавить к видимым сейчас коллекциямДобавить к текущему выделениюПродлить петлю вокруг конечных точекРасширить область рисования за пределы UV-развёрток граней для уменьшения швов (в пикселях, медленнее)Расширить выделение в отчётеРасширить выделениеРасширить выделение для активацииРасширить выделение вместо предварительного снятия выделения со всегоРасширить выделение при обходеРасширить выделение, а не очищать текущее выделениеУдлинить штрихи по прямым линиямРасширить угловой диапазон с помощью градиента спадаРасширить существующее выделениеРасширить длительность сцены до длительности BVH (никогда не укорачивает сцену)Расширить выделениеПродлить вершины вдоль ближайшего к курсору ребраПродлить вершины и переместить результатРасширить видимостьРасширенный браузер ассетовРасширенная информация об итераторе по объектам графа зависимостей (предупреждение: все данные здесь являются «вычисленными», а не исходными ID-объектами .blend-файла)Расширяет возможности операторов обработки файлов, таких как поддержка функции перетащить-и-броситьРасширить результат запекания с помощью фильтра постобработкиРасширениеФильтр по расширениюЭлемент-расширениеРепозитории расширенийРепозиторий расширенийНастройки расширенияТеги расширенияДоступно обновление расширения ({:d}){:s}Доступны обновления расширений ({:d}){:s}Расширение XРасширение YОператор расширения не найден "%s"Репозиторий расширений не найденРепозиторий расширений поддерживает удалённые репозиторииРасширенияРасширения заблокированыОтладка расширенийПлатформа расширенийНастройки фильтрации расширений по тегам и репозиториюОбновления расширенийПротяжённостьПротяжённость по XПротяжённость по YПротяжённость по ZВнешний радиусВнешний/внутреннийВнешнийВнешний .blend-файл, с которым связаны данныеВнешний контурВнешние данныеВнешний файл, запакованный в файл формата .blendДанные внешней библиотекиДанные внешней библиотеки не подлежат редактированиюВнешний скрипт шейдера должен использовать расширение .osl или .oso или иметь модульное имяЭкстинкцияЭкстраДополнительные анимацииДополнительный контро́ллерДополнительный деформаторДоп. конечные контро́ллерыДоп. FK контроллерыДоп. контро́ллер ИКДополнительные слои ИКДополнительные параметрыДополнительные пункты кругового меню для шейдингаДоп. начальные контро́ллерыДополнительные шагиДополнительный пользовательДополнительная информация по отладке и утилиты поддержки разработчиков для расширенийДополнительное вращение, добавляемое к основному вращению объекта (при использовании углов Эйлера)Дополнительное вращение, добавляемое к основному вращению объекта (при вращении по кватерниону)Дополнительное масштабирование объекта после выполнения основногоДополнительные шаги для особых функций волненияДополнительное перемещение для объектаИзвлечьИзвлечь штрихи Grease Pencil из изображенияИзвлечь сегмент текстовой строки из более длинной строкиИзвлечь все цвета, используемые в изображении, и создать палитруИзвлечь как толщинуИзвлечь маску как твердотельный объект с модификатором "Объёмность"ЭкстраполироватьЭкстраполяция движенияЭкстраполяция диапазоновЭкстраполяция кривой или её расширение по горизонталиЭкстраполяцияДополнительныеЭкстремумПредельный ключевой кадрПредельный выделенный ключевой кадрЭкструдироватьЭкструдировать контекстТип ручек при экструдированииЭкструдировать отдельные граниЭкструдировать мешРежим экструдированияЭкструдировать только рёбраЭкструдировать только вершиныЭкструдировать точкуЭкструдировать участокЭкструдировать точки штриховЭкструдировать кривую и переместить результатЭкструдировать каждую грань индивидуально и переместить каждую вдоль своей нормалиЭкструдировать только рёбра и переместить результатСвободно экструдировать по осямЭкструдировать только отдельные рёбраЭкструдировать только отдельные граниЭкструдировать отдельные вершиныРаспределительное экструдирование области вдоль нормалейЭкструдировать участок и переместить результатЭкструдировать участок гранейЭкструдировать область целиком, но переместить вдоль отдельных нормалейЭкструдировать и переместить вдоль среднего значения их нормалейЭкструдировать выделенный граничный ряд вокруг центра трансформации и текущей оси видаЭкструдировать выделенную контрольную точку(и)Экструдировать выделенные точки и переместить ихЭкструдировать выделенные вершины по кругу около курсора во вьюпортеЭкструдировать выделенные вершины с винтообразным вращением вокруг курсора во вьюпортеЭкструдировать выделенные вершины, грани или рёбра с повторомЭкструдировать выделенноеЭкструдировать выделенные точкиЭкструдировать только вершины и переместить результатЭкструдировать, растворяя рёбра, грани которых образуют плоскую поверхность, и пересечь новые рёбраЭкструдировать: %.3fВыдавливаниеДеформации глазного яблока и радужной оболочкиПипеткаОпция отсоединения векВеки прикреплены{}"Слежение век" по умолчаниюВеки следуют за{}ГлазаF-КриваяF-Кривая "%s[%d]" уже существует в этом пакете каналовГруппировка F-кривыхГруппировка F-кривыхВысококачественные F-кривыеТип модификатора F-кривойМодификатор F-кривой имеет недопустимые параметры и не будут рассчитыватьсяПрименять модификатор F-кривой только для заданного интервала, что помогает маскировать эффекты при использовании последовательности модификаторовИмя модификатора F-кривойОслабить эффект модификатора F-кривой по стандартному коэффициентуПанель модификатора F-кривой раскрыта в пользовательском интерфейсеМодификаторы F-кривыхФильтр имени F-кривойСэмпл F-кривойУ F-кривой уже есть ключевые кадрыУ F-кривой уже есть точки выборкиF-Кривая и её ключевые кадры скрыты среди графов в редакторе графовПустой путь к данным для F-кривой, неверный аргументF-Кривая, задающая значения периода времениF-Кривая не имеет ключевых кадров, поскольку содержит только выборочные точкиУ F-кривой нет ключевых кадровУ F-кривой нет точек выборкиF-Кривая выбрана для редактированияСтрока мгновенной фильтрации по имени F-кривойМодификатор F-кривой "%s" не найден в F-кривойОтсутствует модификатор F-кривой для "%s[%d]", поскольку данные имеют неизвестный типПоказывать настройки модификатора F-кривой в редактореF-Кривая не найденаF-Кривая описана только F-модификаторамиВидимость F-кривой в редакторе графовНастройки F-кривой не могут быть измененыF-КривыеF-Кривые, управляющие влиянием дорожки и таймингомF-Кривые имеют недопустимый размерF-Кривые в этой группеF-МодификаторЭти кривые также могут быть сгенерированы F-модификаторамиДиафрагма (F)Коэффициент диафрагмы (F-стоп). Низкие значения для расфокусировки, высокие — для более чёткого изображенияF1F2Оттенок F82Всё из FBXНастраиваемый масштаб FBXМеши FBX IO, UV-развёртки, цвета вершин, материалы, текстуры, камеры, лампы и действияИмпорт FBX: Невозможно импортировать файл "%s": "%s"Импорт FBX: Невозможно открыть файл "%s"Масштаб единиц FBXФормат FBXFBX-Тип узла (объекта), используемый для представления арматуры Blender'а (используйте тип 'Null', если у вас не возникнут проблемы с другими приложениями, поскольку другие параметры могут привести к тому, что файл не будет должным образом импортирован обратно в Blender...)Пресеты FFmpegПараметры FFmpegВидео FFmpegИспользуемый аудиокодек FFmpegКодек FFmpeg, используемый для вывода видеоFFmpeg поддерживает только 48 кГц / стерео аудио для DV!Настройки FFmpeg для этой сценыВидеокодек FFmpeg #1FILTER_ITEMFK КонтроллерыFLACFLIPДоля FLIPFPSСреднее сэмплов FPSОснова кадров в секундуКоэфф.ГраньУгол граниТекст угла граниУглы гранейПлощадь граниПлощадь грани и уголПлощадь области граниТекст площади граниПо камереЦентр граниСтолкновение гранейУгол граниГрадус углов граниЧисло углов граниДанные углов гранейТипы данных углов гранейСопоставление углов гранейЧисло гранейКоличество граней: %sОтбрасывать на задние граниДанные гранейРазмер точки граниГраницы группы гранейID группы гранейИндекс граниВлияние гранейРазграничить петли гранейСопоставление гранейУсловие метки граниФильтрация по меткам гранейОтрицание меток гранейМетки гранейРежим выделения граниБлижайшая граньШаги для "ближайшей грани"Поле числа соседей граниСоседи по граниНормаль к граниОриентация гранейОриентация граней "Сзади"Ориентация граней "Спереди"Проецировать на граньРетопология гранейВыделение гранейНабор гранейНабор граней всего мешаНабор граней из выделения в режиме редактированияНабор граней из маскиНабор граней из видимыхНаборы гранейГраницы набора гранейАвтомаски́рование границ набора гранейРедактировать наборы гранейНаборы граней FKИнициализация наборов гранейНаборы граней по весу фасокНаборы граней из рёберных складокНаборы граней из границ набора гранейНаборы граней из отдельных частейНаборы граней из слотов материаловНаборы граней из нормалей мешаНаборы граней от острых рёберНаборы граней по UV-швамНепрозрачность наложения наборов граней в данный момент установлена на "0"Острота гранейГладкость гранейРазделять граниШагать по гранямШаг гранейТвёрдость гранейРежим твёрдости гранейОграничение угла граниПлощадь грани в UV-пространствеЦентр границ граниНаправление граней определяется "обмоткой" по часовой стрелке или против часовой стрелки (лицевой стороной вверх или вниз)Грань углаВыделение граней — нажмите с Shift для нескольких режимов, с Ctrl для расширения выделенияМаскировать выделенные грани при рисованииРежим выделения гранейГраниГрани и рёбра по вершинамГрани считаются средним интерфейсом только тогда, когда они имеют различные последовательные грани. Даёт правильные результаты, пока не превышена максимальная глубина луча. Имеют значительные дополнительные расходы памяти по сравнению с быстрым методом.Грани по рёбрамТакже сталкивать грани; может значительно замедлить расчётГрани, которые следует учитывать при упаковке острововГрани, которые примут участие в операции по развёрткеГрани с этим материалом будут вести себя так, как будто у них задано количество слоёв в параметре окклюзии (перекрытия)Facet-нормалиНаправлениеПогрешность столкновенияПо направлению к камереЛицом к отрицательной оси XЛицом к отрицательной оси YЛицом к отрицательной оси ZЛицом к положительной оси XЛицом к положительной оси YЛицом к положительной оси ZЛицом к доминирующей оси камерыКоэффициентКоэффициент (неравномерный)Коэфф. синегоПлотность по множителюВид коэффициентовКоэффициент концаКоэфф. зелёногоКоэффициент для светлых тоновКоэффициент макс. радиусаКоэффициент мин. радиусаРежим коэффициентаРадиус по множителюКоэфф. красногоОтталкивание по множителюДлина покоя по множителюКоэффициент для тенейКоэффициент - НачалоЖёсткая вязкость по множителюКоэффициент, добавленный относительно размера радиуса, для ограничения эффектов симуляции тканиКоэффициент, применяемый к плотности для распределения по кривойКоэффициент, применяемый к плотности для вьюпортаОтношение между изменением объёма и растяжениемКоэффициент масштабирования высоты звука.Коэффициент, на который ткань можно сжатьКоэффициент, отвечающий на точность обработки островов (чем выше, тем точнее результат)Коэффициент точности обработки островов (обычно достаточно "0.1", более высокие значения сильно замедляют перенос)Коэффициент смеше́ния для окружающей окклюзииКоэффициент точности заливки, чем выше, тем точнее, но медленнееКоэффициент выделения выпуклостейКоэффициент выделения впадинКоэффициент выделения выпуклостей искривленияКоэффициент выделения впадин искривленияКоэффициент радиуса на конце завиткаКоэффициент радиуса в начале завиткаМножитель для тонированияСила размытияКоэффициент упрощенияКоэффициент упрощения с использованием адаптивного алгоритмаКоэффициент непрозрачностиМножитель к жёсткости штрихаКоэффициент максимального радиуса косичекКоэффициент минимального радиуса косичекКоэффициент радиуса при максимумеКоэффициент радиуса при минимумеКоэффициент для тонировки цветаКоэффициент, на который следует умножать значение смещенияКоэффициент регулировки ширины кирпича для конкретных рядов, определяемый частотой смещенияКоэффициент для смешивания общего эффектаФактор для управления силой размытия в движенииКоэффициент, определяющий, насколько длина отдельных сегментов должна влиять на окончательную вычисленную кривизну. Более высокие коэффициенты заставляют маленькие сегменты меньше влиять на общую кривизну.Коэффициент, влияющий на угол вращениеМножитель, применяемый к толщинеКоэффициент, по которому производится масштабированиеКоэффициент масштабирования общего смещенияМножитель для масштабирования UVКоэффициент, используемый для применения данных к получателю (точное поведение зависит от режима смеше́ния)Коэффициент, используемый для применения данных к получателю (точное поведение зависит от режима смеше́ния, умноженное на вес группы вершин, если он определён)Коэффициент, используемый для добавления цветов вершин к исходному цвету материалаФакторизированный многочленЗаводской запускЗаводской запуск только шаблона приложенияИсчезаниеРасстояние ослабленияДлительность затуханияКоэффициент эффектаЗатемнить геометриюПриглушить объекты Grease PencilПриглушить все объекты Grease Pencil, кроме активногоПроявлениеПроявление и исчезновениеЗатемнить неактивную геометриюЗатенить неактивные слоиЗатенить неактивные объектыПриглушить слоиПриглушить объектыИсчезновениеВремя исчезновенияТип затуханийПриглушить все объекты вьюпорта с полупрозрачным слоем, чтобы улучшить видимостьЦентр затуханияЭффект затемнения по умолчанию (обычно это продление перехода до конца дорожки эффекта)Коэфф. затуханияПлавный переход от начала дорожек под курсором времени до текущего кадраПлавный переход от временного курсора до конца перекрывающихся дорожекДобавить анимацию появленияПроявление, исчезновение, и оба проявление и исчезновение, в текущий кадр или из него. По умолчанию установлено проявление и исчезновениеЗатемнить неактивную геометрию с использованием цвета фона вьюпортаСпад влияния на прозрачность штрихаСпад влияния на толщину штрихаУменьшать межокулярное расстояние до 0 после определённого угла отсеченияОслабить видимость слоёв Grease Pencil, за исключением активногоПлавное исчезновение одного видео и плавное проявление другогоДобавить анимацию исчезновенияЗатухание штрихов, а не резкое исчезновениеГасить пути и ключи далее от текущего кадраДобавить анимацию появления и исчезновенияФрагменты исчезают со временемСпад толщины штриха для каждого сгенерированного штрихаПроявление/исчезновениеФаренгейтНеудачные трекиНе удалось получить результат рендера, недостаточно памятиНе удалось получить доступ к мешу объекта "%s", убедитесь, что он видим во время рендерингаНе удалось добавить модификатор альфа-каналаНе удалось добавить модификатор цветаНе удалось добавить модификатор геометрииНе удалось добавить модификатор толщиныНе удалось выделить памятьНе удалось применить вращение к некоторым объектамНе удалось присвоить значение: {:s}Ошибка при создании внеэкранного буфера OpenGL, %sОшибка при создании внеэкранного буфера OpenGL: %sНе удалось создать путь для студийного светаНе удалось создать окно, совместимое с последовательным по времени способом отображенияНе удалось создать окно без поддержки квад-буфера, возможно мерцаниеНе удалось создать папку библиотеки ассетов для сохранения ассетаНе удалось создать путь к пресетамНе удалось создать буфер стереоизображенияНе удалось создать операцию переопределенияНе удалось создать окноНе удалось удалить файл библиотеки ассетовНе удалось выполнить пресет: {:s}Не удалось найти "%s"Не удалось найти слот действия.Не удалось найти аннотационные данные для рисованияНе удалось найти решение для привязки (повысить точность?)Не удалось получить путь для студийного светаНе удалось получить путь к аддонамНе удалось получить путь к темамF-Кривая с путём "%s[%d]" не может быть раскадрована, убедитесь, что она не заблокирована или сэмплирована, а также попробуйте удалить F-модификаторыНе удалось загрузить библиотеку ассетовНе удалось загрузить изображение текстуры "%s"Не удалось загрузить с помощью Vulkan'а, вместо этого используется OpenGL.Не удалось загрузить объём:Не удалось объединить ни одну анимацию. Обратите внимание, что НЛА-дорожки не могут быть объединеныНе удалось открыть файл "%s"Не удалось открыть браузер файлов!Невозможно создать новое окно!Не удалось прочитать файл "%s": %sНе удалось прочитать файл "%s", это не blend-файлНе удалось прочитать кадрНе удалось удалить папку %s для каплевидных объектовНе удалось удалить папку метаданных %sНе удалось разрешить путь к свойству, попробуйте задать его вручную, используя ключевой наборНе удалось найти кадрНе удалось установить превью: нет идентификатора в контексте (неверный контекст?)Не удалось установить временное действиеНе удалось установить новую трансформацию сетки.Ошибка установки значенияНе удалось перейти в режим «Последовательно во времени» в полноэкранном режимеНе удалось перенести данные меша в %d объект(а, -ов)Ошибка записи в файл .oso рядом с внешним файлом .osl в папке {:s}Не удалось записать в библиотеку ассетовНе удалось записать атрибут "{}" с доменом "{}" и типом "{}"Не удалось выполнить внешнюю файловую операцию для "%s"Разумные положенияРазумное касаниеФиктивный пользовательВернуться к поведению добавления вместо упаковки блоков данныхРезервныйАльтернативный цветЗапасной инструментСпадСпад вдоль кривой цепиУгол спадаКривая затуханияГрадиент спадаНепрозрачность спадаСила спадаРадиус спадаФорма спадаФорма спадаРазмер спадаТип спадаКоэффициент кривой спада: "0" — линейный, а более высокое значение — более широкое влияние. Установите на "-10", чтобы полностью отключить влияниеКривая спада пытается сформировать окружность на +1 вместо параболыРасстояние спада для эффекта слипания ("0" означает отсутствие спада)Спад вычисляется вдоль кривой цепи, а не проецируется на ось, соединяющую начальную и конечную точкиСпад, применяемый от вершины к корню каждой кривойТип спада для режима пропорционального редактированияТип спада растушёвкиСпад:ЛожноЛожный цветЛожно, если F-кривая не могла быть рассчитана ранее и поэтому должна быть пропущена при расчётеЛожно, если есть какой-либо слой, слот или устаревшая F-криваяЛожно, когда это свойство является опциональным аргументом в RNA-функцииВеерДалекоДальний планТолщина на расстоянииДальнее расстояние отсечения теневой камерыБыстроБыстрое редактированиеБыстрая аппроксимация ГОМетод быстрого ГОМетод быстрой аппроксимации ГОБыстрый ГауссовскийБыстрое глобальное освещениеБыстрое движениеБыстрая навигацияБыстрые, но менее точные вариацииБыстрое интерактивное редактирование благодаря собственной интеграции HydraВыбор способа сопоставления вершин с сегментами сгибаемых костей в зависимости от их положенияБыстрый решатель без поддержки самопересеченийБыстрый рендерингБолее быстрый решатель, с некоторыми ограничениямиБыстрейшийСамый быстрый решатель, который работает только с развёртываемыми мешами и даёт лучшие результатыОтдавать предпочтение либо исходным данным, либо кривой смягченияВыбрать левый или правый ключКоэффициент страхаРастушёвкаТочки растушёвкиУвеличить/уменьшить растушёвку: %3fУвеличить/уменьшить растушёвку: %sРазмер растушёвкиОсведомленность об особенностяхВывод особенностейНабор функцийНаборы функций:Весовые коэффициентыДля обнаружения характерных мест необходим корректный кадр видеофрагментаПапка набора функций уже существует: '{:s}'Обратная связьКоэффициент обратной связи для исправления ошибок, среднее время отклика 1/обратная связьФутыФутов в секундуФутов в секунду в квадратеРазгон ветраПолеПоглощающее полеСреднее значение поляМножитель поляМин. и Макс. поляПараметры поляРасхождение поляВлияния силПоле зависит от:Поле зренияПоле зрения для объектива типа «рыбий глаз»Поле начинается от всех вершин объектаПоле начинается от локальной плоскости XY объектаПоле начинается от локальной оси Z объектаПоле начинается от центра объектаПоле начинается от поверхности объектаПараметры поля объекта для симуляции физикиПоле, которое вычисляется в итеративном доменеПоле, которое будет сохранено как атрибут в геометрии вышеПоле в сеткуЭлемент ноды "Поле в сетку"Поле в списокЭлемент ноды "Поле в список"ПоляБорьбаРасст. сраженияФайлФайл "%s" не может быть открытФайл "%s" не может быть загруженФайл '{:s}' не найденНиз файлаБраузер файловРежим отображения браузера файловРежим браузера файловФайл удалён вне Blender'аС расширениемПапкиФормат файлаТип обработчика файлаФайл имеет несохранённые измененияДата изменения файлаФайл изменён вне Blender'аФайл изменён снаружи в внутри Blender'аИмя файлаКонфликт имён файловФайл не найденВывод в файлЭлемент вывода в файлПуть к файлуПуть к файлу:Пути к файламТип для превью файлаСсылки на файлыФильтр ассетов - выбрать файлВыбираемый файлID-Фильтр выбора файловПараметры выбора файлаРазмер файлаСуффикс файлаВерх файлаФайл уже установлен в {!r}Ассоциация файлов обрабатывается менеджером пакетовАссоциация файлов зарегистрированаАссоциация файлов снята с регистрацииАбсолютноАвтоКопироватьПользовательская папкаПапкаЗаполнитьСоответствиеПутьРежим путиОтносительноУдалитьURLДискиДанные пространства браузера файловФайл содержит недопустимые символы UTF-8Файл не может быть прочитан, обнаружено критическое повреждение данныхФайл не существуетФайл успешно экспортированФормат файлаФормат файла предполагает линейное цветовое пространствоФормат файла не поддерживается в файле "%s"Формат файла, в который экспортируется UV-развёрткаФормат файла для сохранения рендеровВерсия Blender'а, в которой был сохранён .blend-файлОбработчик для файла "%s" не найденОбработчик файлов не найденОператор обработчика файлов "%s" не найденСохранён ли файлИмя файлаИмя файла; существующие файлы будут перезаписаныФайл не найденФайл "%s" не найденПуть к файлуПуть к файлу "%s" недействителенПуть к файлу "%s" не является допустимым файломДиректория для очищенных изображений. Если не указано, будет использоваться директория вывода рендеров и диапазон кадров этой сценыПуть к объединяемому изображениюПуть для сохранения результата объединенияПуть к файлу не установленПуть к файлу не был установленФайл сохранен в более новой версии Blender'а ({}), возможна потеря данныхРежим сортировки файловФайл %s слишком длинныйФайл создан в более новой версии Blender (%d.%d), возможна потеря данных!Файл {!r} не найденБраузер файлов/ассетовФайл:Файл: %sФайл: *{:s} (не сохранён)Файл: {:s}Имя идентификатора обработчика файловПараметры браузера файловИмя файлаИмя файла "%s" слишком длинное (максимальная длина %zu, было %zu)Имя видеофайла или секвенцииИмя текстового файлаТолько имя файлаПуть к файлуПуть к файлу не установленПуть к экспортируемому файлуПуть к файлу, используемый при импорте файлаФайлыЗаполнитьЗаполн. краёвЦвет заливкиПуть к переопределённому цвету заливкиТест на переопределение цвета заливкиПуть к цвету заливкиЗаполнить кривуюЗаполнить отверстияРежим заполненияСмещение заливкиТолько заполнениеНепрозрачность заполненияЗалить областьЗаполнить ободВращение заливкиПравило заполненияМасштаб заливкиСегменты заполненияСегментов заполнения должно быть как минимум 1Решатель заполненияПорог заливкиЗаполнить плитку сгенерированным изображениемТип заполненияЗаполнить выделенную петлю рёбер гранямиЗаливать область градиентомЗаливать область изображением текстурыЗаливать область радиальным градиентомЗаливать область одним цветомЗаполните кадр камеры, выходя за его пределыЗаполнять края кривых с фаскойЦвет заливки генерируемого изображенияЗаполнить промежуток между двумя петлями сеткойЗаполнить отверстия после разрезания маскиЗаполнить отверстия (граничные петли рёбер)Заполнить маску, если ничего ещё не было маски́рованоЗаполнить срезЗалить внутреннюю областьЗалить обратную областьЗаполнение является полностью прозрачнымЗаполнить новую плитку сгенерированным изображениемЗаливать только области, видимые во вьюпортеПравило заполнения для решателя заполнения ДелонеЗаполните записи диапазона Min/Max минимальным/максимальным расстоянием между выделенными меш-объектами и исходным объектом (либо указанным пользователем объектом, либо активной камерой)Заполнить активный слой цветов вершин текущим цветом краскиЗаполнить активную группу вершин текущим весом рисованияЗаполнить текущую плитку сгенерированным изображениемЗаполнить отверстия на концах трубки геометрией колпачкаЗаполнить изображение сеткой для тестирования UV-картыЗаполнить участок разрываЗаполнить всё маску заданным значением или инвертировать значения маскиИнструменту заливки требуется активный материалЗаполнить определённым цветомЗалить цветом область, ограниченную штрихамиСкругление кривойЗаполнениеЗаполняет область рендера от края до края, при необходимости обрезая изображение, сохраняя при этом соотношение сторонПлёнкаFilmicFilmic LogFilmic sRGBКак на плёнкеФильтрФильтровать файлы .blendФильтровать действияОтфильтровать действия для экспортаФильтровать аддоныФильтровать файлы AlembicУгол фильтрацииФильтровать по типу ассетаФильтровать файлы Blender'аФильтровать файлы резервных копий Blender'аФильтровать идентификаторы Blender'аФильтр кистей по инструментуФильтровать расширенияФильтровать расширения по тегам и репозиториюФильтровать метки гранейФильтровать файлыФильтровать папкиФильтровать папкиФильтровать шрифтыФильтр глянцаФильтровать по типу IDФильтровать изображенияСоответствующие фильтруФильтровать видеофайлыНода фильтраФильтровать файлы OBJФильтровать объектыФильтрация файлов OpenVDB для объёмовПорядок фильтрацииФильтровать файлы PythonФильтровать файлы PythonФильтровать скриптыНастройки фильтраРазмер фильтраФильтровать звукиФильтр источникаФильтровать текстовые файлыПорог фильтрации для проблемных трековТип фильтраФильтровать файлы USDФильтровать отображаемые группы вершинФильтровать объёмыШирина фильтраФильтровать аддоны по категорииФильтровать файлы архивовФильтровать ассеты по имениФильтровать файлы резервных копий .blendФильтровать на основе назначений клавишФильтровать на основе имени оператораФильтровать файлы btxФильтровать по имениФильтровать по репозиториюФильтровать по типуФильтровать по типу:Фильтр по названию аддона, автору и категорииФильтровать по названию расширения, автору и категорииФильтровать по имени группы слоёвФильтр по имени или тегу, поддерживает подстановочный знак '*'Фильтровать расширения по репозиториюФильтровать линии на основе границ меток гранейФильтровать характерные линии с помощью меток граней FreestyleФильтровать папкиФильтровать файлы шрифтовФильтровать файлы изображенийРадиус ядра фильтра в вокселяхСпособ фильтрацииФильтровать видеофайлыРазмер фильтра размытия видимости (устарело)Фильтровать аудиофайлыСила фильтраФильтровать текстовые файлыФильтровать текстовые файлыФильтр, применяемый к маскеФильтровать по тегам пользовательского интерфейсаФильтр для проходов комбинированного, диффузного, бликового, светопропускаемого и подповерхностного проходовОтфильтровать треки с выделяющимися скачками в кривых перемещенияШирина фильтра в пикселях, используемая для вычисления направления отображения рельефа. Для большинства текстур значение по умолчанию в "0.1" включает субпиксельную фильтрацию для получения стабильных результатов. Для пошаговых текстур можно использовать ширину фильтра побольше, чтобы получить эффект фаски на краяхКоллекция фильтрацииФильтрыФильтры для удаления строк из отображаемых данныхИтоговый результатИтоговая матрица 4x4 после применения всех ограничителей и драйверов в пространстве объектов-арматурыФинальный размер кэшаФинальные изображенияФинальное качествоФинальный рендерИтоговая матрица мираПоследний кадр маски (используется в секвенсоре)Последний кадр диапазона воспроизведения/рендерингаПоследний кадр диапазонаИтоговая конфигурация клавиш, объединяющая списки клавиатурных комбинаций из активной конфигурации и аддонов, которая может быть изменена пользователемКонечное значение трансформации объекта или костиЗавершить скриптПоискНайти и заменитьНайти всёНайти файлНайти операции связейНайти текстАвтоматически переходить к началу файлаИскать все файлы в пути поиска (не только отсутствующие)Найти границу незаполненных областей вместо заполненныхНайти рёбра на границах между группами граней с одинаковым значением IDНайти группы вершин, которые находятся ближе, чем "расстояние", и объединить их вместеНайти в папкеНайти в строкеНайти положения сэмплов на кривой, используя расстояние от её началаНайти положения сэмплов на кривой, используя коэффициент её общей длиныНайти заданный текстНайти заданный текст и установить выделение на результат поискаНайти ближайшую точку на поверхности для корневой точки каждой кривой и переместить туда кореньНайти элемент управления в месте расположения хвоста кости и использовать его для повторной привязки ЦЕЛИ или любых ограничителей без назначенной подцели или повторной привязки спецификацииНайти элемент геометрии, ближайший к позиции. Аналогично ноде "Индекс ближайших (index of nearest)"Найти положения конечных точек, используя коэффициент длины каждого сплайнаНайти положения конечных точек, используя длину от начала каждого сплайнаНайти минимальное количество шагов, игнорируя фактическую длинуНайти ближайший элемент в группе. Аналогично ноде "Сэмплинг ближайшего (sample nearest)"Найти количество раз, когда заданная строка встречается в другой строке, и позицию первого совпаденияНайти кратчайшие пути вдоль рёбер меша к выделенным конечным вершинам с настраиваемой издержкой за реброНайти/ЗаменитьОтличноПодстройка положений X, Y и Z текстурной разметкиЗавершать операцию при отпускании клавишиЗавершениеКонечный объёмФинский - SuomiОгоньОгонь + ДымПервыйПервое совпадениеТип первой ручкиПервая точкаИндекс первой точкиПервое значение диапазона количественной невидимостиПервый твердотельный объект, участвующий в ограниченииПервую и последнюю копииПервый коэффициент радиального искажения Брауна-Конради (Brown-Conrady) четвёртого порядкаПервый коэффициент тангенциального искажения Брауна-Конради (Brown-Conrady) второго порядкаПервый коэффициент искажения от Nuke второго порядкаПервый коэффициент разделяемого искажения второго порядкаПервый коэффициент тангенциального искажения от NukeПервый коэффициент полинома третьего порядка, описывающего радиальное искажениеПервый цвет, используемы эффектомПоложения первых контрольных точек для новых интерполированных кривыхПервая контрольная точка кубического сплайна между мин./макс. скоростямиПервый используемый кадр действияПервый кадр анимации путиПервый используемый кадр в действииПервый кадр временной шкалы действияПервый кадр маски (используется в секвенсоре)Первый кадр диапазона воспроизведения/рендерингаПервый кадр диапазонаПервый кадр сегментаПервый кадр для перенесенияПервый вход для дорожки эффектовПервый ключевой кадр, используемый при инициализации инструмента реконструкцииПервый запакованный файл изображенияПервая точка снимка экрана в экранном пространствеСначала пытаться сдвинуть растушёвку, а не вершинуИмя первой группы вершинРыбий глаз - равноудалённыйРыбий глаз - равноцельныйОбъектив "рыбий глаз"Рыбий глаз - полиномиальный объективРыбий глаз - полиномиальный K0Рыбий глаз - полиномиальный K1Рыбий глаз - полиномиальный K2Рыбий глаз - полиномиальный K3Рыбий глаз - полиномиальный K4ПодогнатьВписать по кривойВписать по длинеМетод вмещенияМетод вписанияУместить видПодогнать всё изображение в кадр камерыУместить кадр во вьюпортеВписать фоновое изображение в область просмотраВписать дубликаты вдоль кривойПодогнать по выделениюПодгонка по высоте сенсораПодгонка по ширине сенсораПодгонка по ширине или по высоте сенсора в зависимости от разрешения изображенияПодгоняет границы изображения под область рендера, избегая обрезки и сохраняя соотношение сторонПодгонкаИсправить полюсаУбрать сдвигИсправить большие скачки для выделенных F-кривых эйлеровского вращения, возникшие из-за угловых ограничений или запеканий физикиПрикрепить к камереФиксированоАльтернативно фиксированоФиксированное соотношениеФиксированное количествоЗакрепить кадрФиксированное положениеФикс. подразделенияИсправленный меш для примитива: %sФиксировано/СценаОтмечать сетку домена флюидаФлагиПламяСетка пламениИнтенсивность пламениДым пламениПоле пламениЛепесткиДлина расширенияРаскрытие расширенияПараметр расширенияFlashМерцание при передачеFlash-видеоМигание целевого объекта при передаче режимаПлоскийПлоские угловые нормалиПлоские граниПлоский шейдингПлоскость XYПлоская открытая форма периметраСпрямлённостьВыравниваниеУплощение иерархии костейУплощение иерархии костей (устранение сложной иерархии). Полезно, если у вас есть матрица трансформации, которую нельзя разложитьВыпрямить рукояткиВыровнять иерархиюУплощение иерархии объектовУплощение иерархии объектов (устранение сложной иерархии). Полезно, если у вас есть матрица трансформации, которую нельзя разложитьСгладить углы выделенных точекРаспрямить углы выделенных вершинВыпрямить рукоятки для сглаживания переходаСделать выделенные грани плоскимиРасст. перемещенияПерелететь на это расстояниеРазвернутьОтразить осиРазвернуть осиРазвернуть градиентную картуПеревернуть цветаЭффект разворотаПеревернуть граниОтразить имена группРазвернуть по горизонталиПеревернуть MatCapРежим разворотаОтразить именаРазвернуть нормалиПеревернуть позуU-смещение отраженияПеревернуть UDIMV-смещение отраженияРазвернуть по вертикалиОтразить по XОтразить по YРазвернуть часть копий вдоль отдельных осейРазвернуть часть экземпляров вдоль отдельных осейПеревернуть матрицу относительно её диагонали, преобразуя столбцы в строки и наоборотПеревернуть изображение вдоль определённой осиПеревернуть направление UV-координат внутри гранейПеревернуть направление атрибута цвета угла грани внутри гранейЭффект разворотаПереключить цвета заливкиОтразить изображениеРазвернуть изображение горизонтальноРазвернуть изображение вертикальноРазвернуть нормали граней вращенияОтразить по оси XОтразить по оси YПеревернуть значения кватернионов для достижения желаемого вращения с сохранением той же ориентацииОтразить выделенные ключевые кадры относительно выбранной линии отраженияРазвернуть фоновое изображение по горизонталиРазвернуть фоновое изображение по вертикалиПеревернуть направление нормалей выделенных граней (и их вершин)Зеркально развернуть изображениеРазвернуть изображение по горизонталиРазвернуть изображение по вертикалиРазвернуть текстурные оси X и YОтразить выделенные ключевые кадры по времени относительно текущего кадраОтразить выделенные ключевые кадры по времени относительно первого выделенного кадраРазвернуть выделенные ключевые кадры по времени, обратив порядок их появленияОтображать панель снизуОтображать панель слеваОтображать панель справаОтображать панель сверхуОтразить выделенные ключевые кадры по значению (т. е. сделать отрицательные значения положительными и наоборот)Отразить значения выделенных ключевых кадров относительно значения курсора (Y/горизонтальная ось)Отразить имёна групп вершинОтражённыеОтражённые по оси XРазворотПеремещение областей на верхней панели невозможноОтразить (и исправить) осевые суффиксы имён выделенных костейПереключить отражаемую полуосьПереворачивает тесселяцию выделенных квадовНецелоеНецелое (32 бита)Нецелое (16-бит)Массив нецелых чиселЧисловой атрибут с плавающей запятойЗначение атрибута числа с плавающей запятойПлавающий буферЦвет с плавающей запятойАтрибут цвета с плавающей запятойЗначение атрибута цвета с плавающей запятойПлавающая криваяПоле с плавающей запятойНецелочисленные пиксели значкаНецелочисленные пиксели изображенияСокет ноды нецелого числаИнтерфейс сокета ноды нецелого числаПорог нецелого числаНецелое значениеАтрибут вектора чисел с плавающей запятойЗначение атрибута вектора чисел с плавающей запятойПлавающее действие, представляющее собой цифровую или аналоговую кнопкуНецелое к целомуНецелое значениеНецелое2Атрибут Float2Значение атрибута Float2Нецелое3Плавающий регионМатрица чисел с плавающей запятойВращение кватерниона с плавающей запятойСокет ноды для чисел с плавающей запятойНецелочисленное значениеЗначение числа с плавающей запятой в атрибуте геометрииСтадоЗалить меш с выбранным уровнем детализацииПолОграничитель «пол»Положение полаРежим округления внизПотокПоведение потокаНастройки потокаИсточник потокаТип потокаЖидкостьКоллекция флюидаПлотность жидкостиПоток жидкостиВес эффектора потока жидкостиВзаимодействие флюидаНабор уровней флюидаМодификатор "Жидкость"Пресеты флюидаСкорость флюидаНастройки домена для флюидаНастройки потока флюидаИспользовать начальную скорость при испускании флюидаРадиус взаимодействия жидкостиПлотность покоя жидкостиМодификатор симуляции жидкостиФлюид: %s отменено на кадре %d!Флюид: %s завершено (%.2fs)Флюид: %s не удалось в кадре %d: %sФлюид: Не удалось создать папку кэша "%s", сброс на значение по умолчанию "%s"Флюид: Невозможно использовать папку кэша 'по умолчанию' "%s", определите допустимый путь к кэшу вручнуюФлюид: Пустой путь кэша, сбросить до значения по умолчанию "%s"ВровеньСпустить данные редактирования из активных режимов редактированияПолётПолёт и ходьбаСкорость полётаМножитель скорости полётаРежим полётаРежим полёта при смене рукСкорость полёта в метрах в секундуПенаПена и пузыриПокрытие пеныИсчезновение пеныИмя слоя пеныСохранять частицы пены и пузырей в общей системе частицФокусное расстояниеФокусКость фокусаФокусное расстояниеФокусное расстояние: %.3fРежим фокусировкиОбъект фокусаФокусироваться на регионеФокус на костиФокус на объектеТуманное свечениеТуманПапка, в которой будут размещены файлы текстур. Относительно файла .gltfПапка для поиска файлов изображенийПапкиСледитьСледовать B-костиСледовать за текущим кадромСледование по кривойСледовать за лидеромСледовать по путиОграничитель "Следовать по пути"Ограничитель «следовать по пути» не найденИспользовать заданные настройкиНастройки сценыСледовать нормали поверхностиСледование по трекуОграничитель "Следование по треку"Следовать UV-вершинам активных четырёхугольных граней вдоль непрерывных петель гранейСледить по XСледить по ZСледовать за членом роя или назначенным объектомИспользовать пользовательскую трансформацию, чтобы определить базовую позу VR-видаСледовать за текущим кадром в редакторахСледовать разветвлениям в родительской цепочкеСледовать за лидером в линиюСледовать за курсором мышкиСледить за позицией курсора мышкиСледовать только за поворотомСледовать форме сегментов сгибаемой кости при вычислении положения начала/концаСледовать вдоль рисуемой линии и поворота объектаСледовать за камерой активной сцены, чтобы определить базовую позу VR-видаПридерживаться кривизне штрихаСледовать трансформации объекта, чтобы определить базовую позу VR-видаСледовать за этим объектом, а не за членом рояШрифтЖирный шрифтЖирный и курсивный шрифтШрифтыКурсивный шрифтНодовый сокет шрифтаИнтерфейс сокета ноды для шрифтаРазмер шрифтаСтиль шрифтаШрифт не подлежит редактированиюШрифт не упакованШрифт не указанШрифт текста. По умолчанию используется шрифт интерфейса.Размер шрифта, выраженный в точкахРазмер шрифта, используемого для отображения меткиРазмер шрифта, используемый для отображения текстаСокет ноды для шрифтаШрифтыПапка со шрифтамиЦентр трансформации стопыВидеоматериалНастройки видеоматериалаНижний колонтитулДля всех пользователейДля каждого элементаДля каждого элемента {} СгенерированоДля каждого элемента {} ОсноваДля каждого элемента геометрииВход зоны для каждого элемента геометрииЭлемент зоны для каждого элемента геометрииВыход зоны "для каждого элемента геометрии"Зона для каждого элемента геометрииДля объектов Grease Pencil, - применить модификатор ко всем ключевым кадрамДля параллелограмма — относительная разница по оси X между верхним и нижним рёбрами. Для трапеции — величина перемещения верхнего ребра в положительном направлении оси XИспользовать положение начала кости при расчёте траекторий позовой костиЦвет, на который отображается чёрный в RGB-кривыхЦвет, на который отображается белый для RGB-кривыхДля древовидной ИК: коэффициент управления ориентацией для этой целиДля древовидной ИК: коэффициент управления положением для этой целиДля заданного вектора падения A, нормали к поверхности B и отношения показателей преломления (IOR), функция Reflect возвращает вектор преломления RДля всех текстур WebP, - создать резервную текстуру PNGТолько для обратной совместимостиПоиск ключевых кадров для траекторий движения кости по всему действию, а не только в группе с подходящим именем (медленнее)Величина смеше́ния между сторонами при использовании коробочного проецированияДля каналов с циклической экстраполяцией вставка ключевых кадров автоматически переназначается внутри диапазона времени цикла и синхронизирует концы. Кривые, добавленные в действия с ручным диапазоном кадров и циклической анимацией, автоматически становятся циклическими.Для объектов столкновения (коллайдеров), участвующих в симуляции физики, - управлять тем, какой уровень в стеке модификаторов используется в качестве поверхности столкновенияДля ограничителей с именами в формате 'основное@имякости', используйте часть после '@' в качестве новой подцели после создания всех костей. Просто используйте '@CTRL', '@DEF' или '@MCH' (контро́ллер, деформация или механизм) для замены префиксаПри вычислении границ для кривых, облаков точек и Grease Pencil - следует учитывать атрибут радиуса.Для каждого слота действий - список каналов анимации, предназначенных для этого слотаИспользовать поток с этим индексом для файлов с несколькими видеопотокамиДля библиотек с созданными переопределениями, показать переопределённые значения, которые определяются/контролируются автоматически (например, чтобы пользователи переопределённого блока данных указывали на переопределённые данные, а не на исходные связанные данные)Для меш-объектов: объединить UV-координаты, имеющие общую вершину, чтобы учесть неточность в некоторых модификаторахКоординаты вершины до применения деформирующих модификаторов (используются в качестве сгенерированных текстурных координат)Для мешей, - выводит нормали без учёта атрибутов пользовательских нормалейОтображать в низком разрешении в области просмотра для мультиразрешенияДля нодовых текстур, нода, которая используется для вывода полученной текстурыДля точек — расстояние вдоль сплайна нашей контрольной точки, для сплайнов — расстояние вдоль всей кривойДля точек - часть общей длины сплайна в контрольной точке. Для сплайнов - коэффициент этого сплайна в пределах всей кривойИндекс системы частиц целевого объекта для реакторных системОбъект с установленной целевой системой частиц для реакторных систем (пусто, если тот же объект)Из соображений безопасности в этом файле отключено автоматическое выполнение скриптов Python:Для выделенных ключевых кадров, - выделить/снять выделение любой комбинации самих ключей и их ручекДля шаблонов, - запрещает пользователю удалять предопределённые операции (НЕ ИСПОЛЬЗУЕТСЯ)Для светопропускаемости, оставлять поверхности с шероховатостью выше порога непрозрачностиСилаОсь силыПринудительное отсечение задней поверхностиКоллекция силПринудительно присоединять потомковПринудительное удалениеПерепад воздействияСиловое полеСиловое поле 1Силовое поле 2Настройки силового поляСиловые поляПринудительное пересечениеПринудительное сохранение каналов для объектовПринудительное сохранение каналов для костейПринудительная перезагрузкаСделать квадратнымПринудительный кеинг начала/концаПринудительно обновить весь перевод интерфейсаСоединять кости с родительскими костями, даже если их положение начал и концов не совпадает (может быть полезно с арматурами, все соединения которой не разъединены)Вес эффектора силыПринудительно экспортировать анимацию для каждого объекта. Может быть полезно при использовании ограниченителей или драйвера. Также полезно при экспорте только выделенных элементовПринудительно экспортировать хотя бы один ключ анимации для всех костей (требуется некоторыми приложениями, например, UE4)Силовое поле на основе текстурыСиловое поле домена флюидаСила поглощается объектами столкновенияПринудительно пометить загруженный идентификатор как косвенно связанный (используется только в контексте перезагрузки)Принудительно перезагрузить изображение, если оно уже открыто в другом месте в Blender'еОбеспечить визуальное размещение кривой внутри заданных границОбеспечить визуальное размещение пути внутри заданных границПринудительная разблокировка не удалась: {:s}Принудительная разблокировка может потребоваться в случае аварийного отключения программы или отключения электроэнергии,Принудительно обновить зависимости (используйте только если драйверы не обновляются корректно)Использовать это значение центра (если установлено)Силовое поле на основе потенциала Леннарда-ДжонсаСиловое поле, зависящее от скорости частицСилыЗаставляет Rigify удалить и перестроить все виджеты ригов. По умолчанию, уже существующие виджеты повторно используются как есть, чтобы облегчить ручное редактированиеЗаставляет все связанные данные рассматриваться как связанные напрямую. Обход текущих проблем/ограничений в BAT (инструмент конвейера студии Blender)Принудительное использование автоматического слияния и разделенияПередний планЦвет переднего плана значка отладкиЦвет переднего плана значка ошибкиЦвет переднего плана значка информацииЦвет переднего плана значка оператораЦвет переднего плана значка свойстваЦвет переднего плана значка предупрежденияРазветвлениеФорма кривыхФорматЭлементы форматаПресеты форматовФормат строкиЭлемент формата строкиФормат содержит неподдерживаемый символ "{}": "{}"Формат среды мультипросмотраФормат отображаемого тайм-кода, используемый в случае отсчёта времени не по кадрамСпецификатор формата не закрыт: "{}"Форматировать строку, используя Python и синтаксис, совместимый с шаблоном пути. Например, "Количество: {}" заменит {} на значение первого входа.Формат, используемый для пересохранения этого файлаФормат использует больше входов, чем предусмотрено.Форматированная строка со списком расширений файлов, поддерживаемых обработчиком файлов. Каждое расширение должно начинаться с "." и разделяться символом ";". Пример: ``".blend;.ble"``Фортуна (может выглядеть лучше, но менее точно)ВперёдОсь "вперёд"Трассировка пути "вперёд"Передавать выходные данные входной ноды симуляции непосредственно на выходную ноду и игнорировать ноды в зоне симуляцииВперёд/НазадОбнаружены конфликтующие сигнатуры связкиНайдены конфликтующие сигнатуры замыканияФурнье-ФорандФазовая функция Фурнье-Форанда, используемая для рассеивания света в подводной средеЧетвёртыйЧетвёртый коэффициент радиального искажения Брауна-Конради (Brown-Conrady) четвёртого порядкаFoveon (Sigma)ФракталФрактальное броуновское движение с броуновским шумом в качестве основыАлгоритм фрактального шумаУровень случайности фракталаДробная частьДробная частьЧасть света, рассеиваемая назадФракция феомеланина в меланине даёт желтоватый или красноватый цвет, в отличие от коричневатого или чёрного цвета эумеланинаДробные препятствияДробные препятствия улучшают и сглаживают границу жидкости-препятствияКадрКадр %dКадр: %d / %dКадр: %d: %sКадр "%s" не найден, анимация должна быть законченаСкорость на основе кадровЧисло кадровПропуск кадровКонец кадраПуть к файлу кадраИнтерполяция кадровКадр заблокированОбновление карты кадровСтарая карта кадровМетод вписанияУзел "рамка"Номер кадраНомера кадровСмещение кадраНаложение кадраДиапазон кадровДиапазон кадров доДиапазон кадров - НачалоЧастота кадровПресеты частоты смены кадровОтносительно кадраМасштаб кадраКадрировать выделенноеПоместить выделенные ноды в рамкуВыделение кадров в экспозиционном листеКадр - НачалоШаг кадраТип кадраКадр уже существует на кадре номер %dКадр уже существует на этом кадре номер %dКадр, на котором заканчивается симуляцияКадр, с которого начинается симуляцияКадр, отображаемый в данный момент для этого слояКадра не существует на кадре номер %dКадр для абсолютных ключейКадр выбран для редактирования в экспозиционном листеКадр не найден в слое аннотацийНомер кадра, на котором установлен маркерНомер кадра входной дорожкиНомер кадра ближайшего ключевого кадра после текущего кадраНомер кадра ближайшего ключевого кадра перед текущим кадромНомер кадра входной дорожкиНомер кадра, в котором будут загружены сетки объёма, в зависимости от времени сцены и параметров объёмаНомер кадра для начала порождения частицНомер кадра для прекращения порождения частицРассчитываемый кадр используемого действияСмещение кадров, используемое при загрузки симуляции из кэша. Это значение не учитывается при запекании, а учитывается только при загрузке.Первый кадр симуляцииКадр, с которого начинается симуляция (первый запечённый кадр)Последний кадр симуляцииКадр, на котором останавливается симуляция (последний запечённый кадр)Проигрыватель кадров от IRIDASПроигрыватель кадров от Tweak SoftwareНачальный/конечный кадры указаны для рендера не анимацииКадр прекращения влияния модификатора (если используется ограничение диапазона кадров)Кадр, на котором завершается действие этого модификатора (если применимо)Кадр начала влияния модификатора (если используется ограничение диапазона кадров)Кадр, на котором начинается влияние модификатора (если применимо)Кадрироваться на свойстве под курсором в редакторе графовКадрироваться на всех связанных свойствах, а не только на том, которое находится под курсоромКадр, на котором появляется эта контрольная точкаКадр, в котором будет заканчиваться рендеринг анимации. Если не указан, будет использоваться конечный кадр сцены. Указывать его следует только при рендеринге анимацииКадр, на котором осуществлять вставку ключевого кадраКадр, в котором будет начинаться рендеринг анимации. Если не указан, будет использоваться начальный кадр сцены. Указывать его следует только при рендеринге анимацииКадр, на котором распространение позы прекращается (для режима «До кадра»)Кадр, куда будет добавлен ключКадр, к которому осуществляется привязка выделенных дорожекКадр, на котором нужно разрезать дорожкуКадр, на котором заканчивается запеканиеНачальный кадр для запеканияКадр:Кадр: %dКадр: %d / %dКадр: - / %dКадр: {:d} ({:s})FrameCyclerОснова частоты кадровЧастота кадров, выраженная в кадрах в секундуКадрыКадры послеКадры доОграничение кадровКадры в абсолютном диапазоне кадра сценыКадры в относительном диапазоне ключевых кадров Grease PencilКадров в секундуКоличество вставляемых кадров после текущей дорожкиКадры {} - {}Кадров: {}СвободныйСвободная осьОчистить всю симуляцию жидкостиОчистить данные флюидаОчистить направляющие флюидаОчистить меш флюидаУдалить шум флюидаОчистить частицы флюидаСвободная ручкаВыделенная свободная ручкаСвободный просмотрСвободный аудиокодек без потерьОчистить запекание, а не генерировать егоИнструмент для набросков и аннотацийКривая, образующая часть наброскаНабор линий, образующих набросок на этом кадреОчищение данных флюида...FreestyleАльфа FreestyleАнимация FreestyleЦвет FreestyleГеометрия FreestyleЛиния FreestyleНабор линий FreestyleСтиль линий FreestyleСтили линий FreestyleМетки FreestyleМодуль FreestyleНастройки FreestyleШтрихи FreestyleТекстура FreestyleТолщина FreestyleСтиль линий Freestyle, который могут использовать несколько наборов линийНастройки Freestyle для датаблока слоя визуализацииFreestyle: Загрузка мешаFreestyle: рендеринг штриховFreestyle: создание карты видаСоздатьГладкийЗаморозить отсечениеЗаморозить операторЗаморозить границы отсечения видаФранцузский - FrançaisЧастотаСрез частоты (Гц)Коэффициент частоты косичекКоэффициент частоты кудряшекЧастота шума ПерлинаЧастота тактильной вибрации в герцах. "0.0" - определяет частоту по умолчанию для среды выполнения OpenXR.ФренельТип ФренеляПроводник Френеля на основе комплексного показателя преломления на цветовой каналМетод Френеля, используемый для придания оттенка металлуБиблиотека FriBidiТрениеКоэффициент тренияТрение при столкновении тканиСила трения при столкновении (чем выше, тем меньше движения)Трение при самоконтактеДружественностьЗавитьЗавить кривые волосИзИз активнойОт текущего кадраИз обёртокОт инстансераОт левогоОт MaxМаксимум по X для источникаМаксимум по Y для источникаМаксимум по Z для источникаОт MinМинимум по X для источникаМинимум по Y для источникаМинимум по Z для источникаОт смеше́нияРежим откудаОт нодыОт правогоИз тениИз сокетаИз активной нодыОт эллипсоида (форма определяется общими размерами объекта, цель опциональна)От нодыОт ноды, связанной с выделенной нодойИз сокетаИз сокета, связанного с выделенной нодойОт первого ключевого кадра до последнегоОт первого выбранного ключевого кадра до последнегоСпередиСпереди (X-Z)Только лицевые граниСпереди ортогональСпереди перспективаСпад на передней сторонеСпереди/сзадиТопливоТопливное полеПолностьюПолная иерархия коллекцийПолная копияПолное глобальное освещениеПолное имя идентификатора в файле библиотеки .blend (включая два первых символа 'типа идентификатора')Полный путь к библиотекеПолное имяПолный путьПолный таймкод SMPTE (формат HH:MM:SS:FF)Все сэмплыПолное объединение по расстояниюПолный путь к файлу Blender'а, содержащему активный ассетПолная точностьПолная точность для финального рендера, в противном случае половинная точностьПолное разрешениеПолный кадрНода функцииМатериал мехФурлонгиНеопределённость при столкновении; более высокие значения ускоряют обработку, но привносят нестабильностьНечёткоGGXGGX с дополнительной коррекцией для учёта многократного рассе́яния, сохранения энергии и предотвращения неожиданного потемнения при высокой степени шероховатостиОграничение текстур GLGLSLGPUБэкэнд GPUGPU-ВычисленияЭкземпляры GPUПодразделение c GPUИспользуемый бэкэнд GPU (для вступления изменений в силу требуется перезапуск Blender'а)СлойЭКПалитра GPДобавлениеКраскораспылительВсеС якоремАвтоматическое ослаблениеСзадиОбаОтскокиГраницаПереносТип кистиТип концаОтбрасывает тениКруговоеКлонированиеРежим зазоровПараллельноКубическаяКриваяПользовательскаяРастворитьРастворить междуРастворить невыделенноеТочкиПеретаскиваемая точкаДинамические эффектыВходВхождение и выхождениеВыходОслаблениеОслабление (по силе)ЭластичностьЭкспоненциальноеПродлитьЭкстремумЗаполнитьСтиль заливкиФильтровать по типуПлоскийGPencilСгенерироватьЗахватитьГрадиентОсвещённыеОсвещённые (замкнутые формы)ИнтерполяцияКолебаниеКлючевой кадрТип ключевого кадраКлючевые кадрыЛинияLineArtЛинейнаяРежим материалаСмешатьРежимУдержание движенияСоздатьНетЩипокТочкаОтталкиваниеКвадратичноеЧетвёртой степениПятой степениРадиусРандомизироватьКругПоследовательноС затенениемФильтрация теневых областейСинусоидальноеГладкаяЦельныйПропускШагиИнтенсивностьШтрихМетод штрихаРежим штрихаСтиль штрихаСюзаннаТекстураТолщинаСкручиваниеТипВолнаИнтерполяция Grease Pencil: Настройки скульптинга Grease PencilТекстура ГабораУсилениеГеймпадГаммаС гамма-коррекциейДорожка гамма-перекрёстного наложенияС гамма-коррекциейКоэффициент гамма-коррекции, применяемый после тонального отображенияЗначение гамма-коррекции, применяемое как цвет^гамма. Гамма управляет относительной интенсивностью средних тонов по сравнению с полностью чёрным и полностью белымПромежутокРазрыв 1Разрыв 2Разрыв 3Закрытие разрывовИнтервал между повторяющимися частотамиРазрыв между последовательными частотами. Глубина должна быть больше "0", чтобы это имело эффектМусорИнтервал сборки мусораМаска для исключенияГазГауссовскийЭффект Гауссова размытияДорожка "Гауссово размытие"Эффект Гауссова размытияФильтр ГауссаОбщееОбщая информацияОбщее значение массыГенеральное переопределениеОбщие операции по управлению блоками данныхОбщее трение среды для движений точекОбщие свойства инструментов скульптинга штрихов Grease PencilОбщие настройкиОбщий тип атрибутаГенерацияСоздать промежуточные кадры для плавной интерполяции между кадрами Grease PencilГенерировать «внутренние» превью (материалы, текстуры, изображения и т. д.)Генерировать контро́ллерСоздать слои данныхГенерировать кость деформацииГенерировать пенуСгенерировать шум ГабораСоздать кривые волосГенерация Line Art из геометрии сценыСгенерировать штрихи Line Art из выбранного источникаГенерировать нормалиГенерация кожиГенерировать карту брызгГенерировать UV-атрибуты на геометрии кривойСгенерировать UV-картуСгенерировать шум Уорли на основе расстояния до случайных точек. Обычно используется для создания текстур, таких как камни, вода или биологические клеткиСгенерировать 2D-сплайн Безье по заданным контрольным точкам и ручкамСоздать сетевое представление материалов с MaterialXСоздать UV-карту на основе рёберных швовГенерация пустого изображенияГенерировать размытие типа боке, похожее на "расфокусировку". В отличие от расфокусировки, область в фокусе определяется в композитореСгенерировать клетчатую текстуруСгенерировать окружность из рёберСгенерировать меш-конусСгенерировать кубический меш с переменными длиной сторон и подразделениемСгенерировать кривую из мешаСоздать кривую с помощью факторизированного или расширенного многочленаСоздать кривую с помощью стандартных математических функций, таких как sin и cosСгенерировать меш-цилиндрСгенерировать стандартную UV картуСоздать плотный объём с полем, которое управляет плотностью в каждом вокселе сетки на основе его положенияСгенерировать градиент карты грязи на основе полостейГенерация значения коэффициента (от 0.0 до 1.0) между началом и концом сцены с использованием отображения кривойСоздать сферу объёма тумана вокруг каждой точкиСокет ноды для генерации входаСоздать меш на "поверхности" объёмаСоздать меш на "поверхности" сетки объёмаСгенерировать меш на плоскости XY с гранями внутри входных кривыхСгенерировать вершину меша для каждой точки облака точекСгенерировать более точный проход CryptomatteГенерировать движущуюся поверхность океанаМодификатор для создания новой поверхности с равномерной топологией, повторяющей по форме заданный мешСгенерировать вектор нормали и скалярное произведениеСокет ноды для генерации выходаСоздать абзац текста с определённым шрифтом, используя экземпляр кривой для хранения каждого символаСгенерировать возмущённую нормаль из текстуры высот для отображения карты неровности. Обычно используется для имитации поверхностей с высокой детализациейСгенерировать возмущённую нормаль из RGB изображения карты нормалей. Обычно используется для имитации поверхностей с высокой детализациейСгенерировать заполнитель (пустой идентификатор), если он не найден ни в одном файле библиотекиСоздать плоский меш на плоскости XYСгенерировать облако точек путём сэмплинга позиций вдоль кривыхСоздать облако точек из вершин мешаСгенерировать облако точек из активных вокселей сетки объёмаСоздать облако точек с позициями и радиусами, определяемыми полямиСгенерировать дугу полисплайнаСгенерировать полисплайновую окружностьСгенерировать полисплайн для каждого входного сплайнаСгенерировать полисплайн в форме параболы с положениями контрольных точекСоздать полисплайн в форме спиралиСоздать полисплайн в форме звезды, соединив чередующиеся точки двух окружностейСгенерировать полисплайновую линию по двум точкамСгенерировать полигон с четырьмя точкамиСгенерировать процедурную текстуру небаСгенерировать процедурную текстуру кирпичаСгенерировать психоделическую цветовую текстуруСгенерировать случайное целое число, используя заданное входное значение в качестве начального числаГенерация эталона в качестве геометрии на каждой из входных точек, не дублируя его базовые данныеСгенерировать риг из активной арматуры-метаригаСгенерировать отдельный IK конроллер для пальцев, для лучшего сцепления между прямой и обратной кинематикойСоздать ползунок для вращения пятки вперёд относительно центра у кончиков пальцев, а не у их основанияСоздать сферический меш, состоящий из треугольников одинакового размераСоздать сферический меш с четырёхугольниками, за исключением треугольников сверху и снизуСгенерировать строковое представление заданного входного значенияСгенерировать направление касательных для анизотропного BSDFСгенерировать цепь FK контроллераСгенерировать цепь FK контроллера для щупальцаСгенерировать группу OBJ для каждой части геометрии, используя разный материалСгенерировать OSL шейдер из файла или текстового блока данных. Примечание: OSL шейдеры поддерживаются не на всех бэкэндах GPUСгенерировать приблизительное представление шейдера для предварительного просмотра поверхности USD для сети нод Principled BSDFСгенерировать произвольное количество копий каждого выделенного входного элементаСгенерировать и экспортировать скрипт Mantaflow с настройками выбранного домена во время запекания. Это необходимо только если вы собираетесь анализировать кэш (например, просматривать сетки, вектора скоростей, частицы) напрямую в Mantaflow (вне Blender'а) после запекания симуляции.Генерация приближенной каустики в тенях преломляющих поверхностей. Для включения этой функции для источников света, отбрасывателя и приемника должны быть установлены параметры каустики тенейСгенерировать превью коллекцийГенерировать взвешенные нормали по остроте угловСгенерировать штрихи в стиле точка-тиреГенерировать взвешенные нормали по площади гранейСгенерировать линии для этой коллекцииСгенерировать линии для данных этого объектаСоздать буфер с плавающей запятойГенерировать маску пены в виде цветового канала вершинСгенерировать фрактальный шум ПерлинаГенерировать жёсткий шум (с резкими переходами)Создать изображение с формой-эффектом боке для использования с нодой-фильтром «Размытие боке»Сгенерировать интерполированные значения цвета и интенсивности на основе входного вектораСоздать линии пересечения даже для тех объектов, для которых пересечение отключеноГенерация линий разделения света/тени от эталонного светового объектаГенерировать карту направлений брызг в виде цветового канала вершинСоздать маску для отдельных объектов и материалов с помощью проходов рендеринга "Cryptomatte"Генерировать траектории движений для выделенных объектовСгенерировать несколько штрихов вокруг исходных штриховСгенерировать несколько штрихов из одного штрихаГенерация новых кривых на точках путём интерполяции между существующими кривымиГенерировать новые ключи, чтобы фиксировать выделенный объект/кость к камере в кадрах без ключейСгенерировать новую топологию меша на основе текущей формыСоздать новые вершины, рёбра или грани из выделенных элементов и переместить их на основе смещения, сохраняя при этом их соединёнными по границеСоздание шумового колебания при штриховке grease pencilСгенерировать превью объектовГенерировать поверхность океана на заданном разрешенииСоздавать точки на ориджинах экземпляров. Примечание: Эта нода не влияет на вложенные экземплярыГенерация точек внутри объёмаГенерация точек внутри сетки объёмаСгенерировать точки, распределённые по поверхности мешаСгенерировать процедурные полосы или кольца с шумомСгенерировать превью сценСгенерировать превью выбранных .blend-файловСоздать скошенные углы путём добавления геометрии к рёбрам или вершинам мешаГенерировать идентификаторы групп сглаживания для каждой группы сглаженных граней в виде уникальных целочисленных значенийГенерировать мягкий шум (с мягкими переходами)Генерировать штрихи из рёбер, отмеченных FreestyleГенерировать штрихи из диапазона уровней перекрытияГенерировать штрихи из границ между материаламиГенерировать штрихи из контурных линийГенерировать штрихи из линий-складокГенерировать штрихи из пересеченийГенерировать штрихи из свободных рёберГенерировать штрихи из объектов этой коллекцииГенерировать штрихи из этого объектаСгенерировать информацию о системе и сохранить в текстовый файлГенерация направлений касательных на основе UV-картыГенерация значений с помощью встроенной функцииСоздать вес вершин на основе расстояния до объектаСоздать веса вершин на основе наклона штрихаСгенерировать вершины в линию и соединить их рёбрамиСгенерироватьСгенерированные координатыСгенерированная геометрияВысота генерируемого изображенияСгенерированный ключевой кадрВыделенный сгенерированный ключевой кадрСгенерированная матрицаГенерируемый типШирина генерируемого изображенияИспользовать сгенерированные координаты с центром по испускающему объектуСгенерированные координаты в пространстве родительского объектаСгенерированная решётка для тестирования UV-разметокСгенерированное изображениеВысота генерируемого изображенияТип генерируемого изображенияШирина генерируемого изображенияГенерация улучшенной UV-решётки для тестирования UV-разметокГенерация промежуточных точек для очень быстрых движений мышки (установите значение "0", чтобы отключить)Генерировать взвешенные нормали по площадям граней и угламСгенерированная матрица трансформации в пространстве мираГенерирует новый набор случайных цветов для визуализации наборов граней во вьюпортеСоздаёт симметричный меш, используя конфигурацию симметрии мешаСоздает новые кривые волос на поверхности мешаГенерирует нормали с закруглёнными углами. Примечание: поддерживается только в Cycles и может замедлить рендерингГенерация материала, совместимого с Cycles/EEVEE, но он не будет виден с движком {:s}Генерация миниатюры студийного освещения...Генерация миниатюры предварительного просмотра...Генерация предварительного просмотра шейдера...Генерация предварительных просмотров для шейдеров...Генерация предварительных просмотров для дорожек...Генерация миниатюр для дорожек...ГенерацияЭлементы генерацииГенерация выдала исключение: Обнаружены генерирующие модификаторы!F-Модификатор генератораОбщий типОбщие биты квантованияОбщий тип с пружинамиОбщие данные, не являющиеся цветом, не будут применять никаких преобразований цвета (например, карты нормалей)Универсальный оператор расширения скульптингаГеодезическийГеодезический интервалГеометрическая толщина поверхностей при быстром вычислении ГО и окружающей окклюзии. Уменьшает утечку света и отсутствие окклюзии контактов.Геометрии, которые следует объединить путём конкатенации их элементовГеометрияАтрибут геометрииОграничитель атрибута геометрииКомпонент геометрииПользовательская группа геометрииГеометрические данныеКоэффициент конца геометрииВвод геометрииТип элемента геометрииМодификаторы геометрииГеометрическая нодаРедактор геометрических нодНодовый сокет геометрииИнтерфейс геометрического сокета нодыДерево геометрических нодГеометрические нодыЭкземпляры геометрических нод (экспериментальный)Геометрические ноды "Списки (lists)"Смещение геометрииОбработка геометрииБлизлежащая геометрияСэмплы геометрииНабор геометрииПространство геометрииКоэффициент начала геометрииПорог геометрииАтрибут геометрииАтрибут геометрии, хранящий двумерные целочисленные векторыАтрибут геометрии, хранящий 8-битные целые числаАтрибут геометрии, который хранит цвета RGBA в числах с плавающей запятой, используя 32 бит на каналАтрибут геометрии, который хранит цвета RGBA как положительные целочисленные значения, используя 8 бит на каналАтрибут геометрии, который хранит матрицу с плавающей запятой размером 4 на 4Атрибут геометрии, хранящий логические значенияАтрибут геометрии, хранящий двумерные векторы с плавающей запятойАтрибут геометрии, хранящий 3D-векторы с плавающей запятойАтрибут геометрии, хранящий значения с плавающей запятойАтрибут геометрии, хранящий целочисленные значенияАтрибут геометрии, хранящий вращениеАтрибут геометрии, хранящий строкиАтрибуты геометрииГеометрия не может быть извлечена из самого отредактированного объектаГеометрия не может быть извлечена из объекта-модификатораАтрибуты цвета геометрииКомпоненты геометрии:Геометрический домен, который итерируется поТип элемента геометрии, на котором следует создавать экземплярыГеометрия, сгенерированная в текущей итерации. Будет соединена с геометриями из всех других итерацийМодификатор геометрии "%s" не может быть удалёнМодификаторы геометрии для смены геометрии линийГеометрические нодыПроцесс обработки геометрии, который следует применять после каждого шага смещенияСокет ноды для геометрииГеометрия, которая накладывается как экземпляр по точкамГеометрия, которая накладывается в качестве экземпляров на точках распределенияГеометрию в экземплярГеометрию к ориджинуГеометрия, добавляемая на конце каждой кривойГеометрия, добавляемая на начале каждой кривойГеометрия, для которой следует назначить материалГеометрия, на которую следует направлять лучиГеометрия, на основе которой рассчитывается габаритный контейнер. Для расчёта полного габаритного контейнера, - экземпляры должны быть преобразованы в реальную геометрию то самого расчётаГеометрия, из которой необходимо удалить элементыГеометрия, из которой следует дублировать элементыГеометрия, в которой вычисляются заданные поля и сохраняются полученные атрибуты. Поддерживаются все типы геометрии, кроме объёмовГеометрия, на которой следует производить поиск ближайших точекГеометрия, из которой следует получить связкуГеометрия, из которой определяются размеры домена. Учитывается только корневая геометрия, а не вложенные экземплярыГеометрия, из которой следует получить статистикуГеометрия, для которой следует переопределить связкуГеометрия, для которой следует переопределить имяГеометрия, из которой следует удалить атрибутыГеометрия, на которой следует заменить материалыГеометрия, из которой следует извлечь значенияГеометрия, элементы которой следует масштабироватьГеометрия, для которой следует установить сглаживаниеГеометрия, элементы которой будут сортироватьсяГеометрия, которая должна быть разделена на экземплярыГеометрия, которую следует разделить на отдельные компонентыГеометрия, которую следует разделить на две частиГеометрия, для которой следует сохранить новый атрибут с заданным именемГеометрия, которая будет трансформированаГеометрия, для которой следует обновить атрибут IDГеометрия, для которой следует произвести обновление индексов материаловГеометрия, из которой будет обновлено выделениеГеометрия, используемая для экземпляра резинки для волос (приоритет)Геометрия, элементы которой перебираютсяГеометрия, экземпляры которой будут (частично) реализованыГеометрическиеНодыГрузинский - ქართულიНемецкий - DeutschПолучить элемент связкиРасширенияПолучить связку для геометрииПолучить элемент спискаПолучить названную сеткуОтдаляться от назначенного объекта или сильнейшего назначенного источника сигналаПозволяет получить связку геометрииПолучить адрес нодового дерева в виде строкиПозволяет получить сетку объёма из геометрии объёма с указанным именемПриступая к работеПризракиПризракиГигаваттыШарнирПредоставить доступ к возможным значениям событий для элементов этой модальной карты (#KeyMapItem.propvalue), для интроспекции APIВ заданный момент начать порождение непрореагировавших частицДоля случайности в длине путиПридание случайности для изменяемой F-кривойЗадать время жизни частицы случайной величинойДоля случайности размере частицЗадать начальную скорость случайной величинойГизмоГизмо АГизмо ВСвойства группы гизмоПодсветка гизмоОсновное гизмоСвойства гизмоВторостепенное гизмоРазмер гизмоГизмо - вид "выровненный"В группе манипуляторов "%s" установлена опция "PERSISTENT"!Группа гизмо "%s" не найдена!Группа гизмо, к которой принадлежит этот гизмоТип группы манипуляторов "%s" не найден!Для цели Gizmo "%s.%s" ожидается "%s", "%s.%s" является "%s"Для свойства цели гизмо "%s.%s" необходим массив размером %dДля свойства цели гизмо "%s.%s" необходим размер массива %d, но найдено:%dСвойство цели гизмо "%s.%s" не найденоСвойство цели гизмо "%s.%s", индекс %d должен быть меньше %dГизмо для настройки фокусного расстояния камеры или ортогонального масштабаГизмо для настройки фокусного расстояния камеры (зависит от предела отображения)Гизмо для настройки положения и размера изображенийГизмо для настройки положенияГизмо для настройки поворотаГизмо для настройки масштабаГизмо для настройки размеров прожекторов и протяжённых источников светаГизмо для настройки направления светаГизмо для настройки силовых полейТип гизмо "%s" предназначен для 3D-гизмо-группы. Функция обратного вызова 'draw_select' будет устанавливаться только там, где будет использоваться 'test_select'.Тип манипуляторов "%s" не известенГизмоГизмо для активного модификатораГизмо скрыты в этом вьюпортеГизмо:БликиСтекло (разбитое)Стекло (твёрдое)BSDF СтеклаШейдер, имитирующий стекло, смешивает преломление и отражение в зависимости от угла падения лучаГлобальный фильтрГлобальноеГлобальная ось +XГлобальная ось +YГлобальная ось +ZГлобальная ось −XГлобальная ось −YГлобальная ось −ZГлобальные координатыГлобальная гравитацияГлобальность волосГлобальное освещениеГлобальное влияние:Глобальная трансформацияГлобальный типГлобальная отмена действийГлобальная XГлобальная YГлобальная ZГлобальная панель снизу экрана для отображения общего состоянияГлобальная панель сверху экрана для глобальных настроек каждого окнаОбщая доля частиц-потомковОбщий процент частиц-потомков во время рендераВес глобальной гравитацииГлобальный индекс элемента среди всех элементов в интерфейсеГлобальное влияние текущих изменений на группу вершинОбщий максимальный уровень подразделенийОбщий максимальный уровень подразделения на рендереГлобальные настройкиНомер кадра глобальной сцены, на котором начинается воспроизведение видеофрагмента (влияет на все данные, связанные с видеофрагментом)Общий интервал между символамиГлобальный начальный кадр видео/секвенции; при условии, что первое изображение содержит в названии #1Глобальный начальный кадр секвенции, предполагая, что первый имеет номер "1"Глобальная отмена действий работает благодаря сохранению полной копии файла в памяти, что требует дополнительной памятиГлобальная настройка детализации для рендеринга объёмов в дополнение к автоматически рассчитанному размеру шага. Более высокие значения сокращают время рендеринга, более низкие значения обеспечивают более детальную визуализациюГлобально отключить в плоских световых зондахГлобально отключить на рендереГлобально отключить на рендере • Ctrl: изолировать коллекцию • Shift: установить внутри коллекций и объектовГлобально отключить на рендере • Shift — применить также и к потомкамГлобально отключить в сферических световых зондахГлобально убрать объект во вьюпортахГлобально отключить во вьюпортах • Ctrl: изолировать коллекцию • Shift: установить внутри коллекций и объектовГлобально убрать объект во вьюпортах • Shift — применить также и к потомкамГлобально отключить в зондах-объёмахГлянецГлянецГлянцевый BSDFОтскоков глянцаЦвет блескаГлубина глянцаПрямой блескОтражённый блескВидимость глянцаГлянцевое преломление с резким или плавным распределением; обычно используется для материалов, пропускающих светСвечениеЦвет свеченияЭффект свеченияДорожка "Свечение"Свечение из-подЭффект свеченияРежим свеченияСветящиеся области только с альфа-каналом (не поддерживается в режиме наложения "Обычный (regular)")Режим склеиванияСклеить твёрдые тела друг с другомДвигаться к назначенному объекту или к сильнейшему назначенному источнику сигналаПеремещаться к ближайшему врагу и атаковать при достижении необходимого расстоянияПерейти к родительскому дереву нодПерейдите в режим позы, чтобы скопировать цвета позовых костейЦельТрение цели (целевого положения вершин)Пружинная жёсткость цели (конечных положений вершин)Торможение целиЦель по умолчаниюМаксимум целиМинимум целиЖёсткость целиЦелевая группа вершинЦелевое расстояние между корнями кривых для кисти плотностиМаксимум цели; веса группы вершин масштабируются для соответствия этому диапазонуЦелевой максимум; веса вершин масштабируются для соответствия этому диапазонуМинимум цели; веса группы вершин масштабируются для соответствия этому диапазонуЦелевой минимум; веса вершин масштабируются для соответствия этому диапазонуЦелевой объектЗолотоЗолотое(-ой)Золотое сечениеЗолотой треугольник АЗолотой треугольник БХорошаяПодходит для повторного импорта файлов glTF, экспортированных из Blender'а, и повторного экспорта glTF в glTF после редактирования Blender'а. Концы костей размещаются на своей локальной оси +Y (в пространстве glTF)Хорошее сглаживание и скоростьНастройки Grease PencilЗахватитьПереместить активную вершинуЗахватить курсорЗахват силуэтаЗахватить UVЗахваты пытаются автоматически маски́ровать силуэт объектаГрадиентЦвета градиентаРежим градиентной заливкиГрадиент Высокий/ВыключитьГрадиент внизуНаложение градиентаИнтервал градиентаРежим градиентных штриховТекстура градиентаТип градиентаШирина градиентаГрадиент от центра точки до штрихов прямоугольника (установите "1", чтобы не использовать градиент)Градиентные цвета, используемые для окрашиванияГраммыГранит (расколотый)Гранит (твёрдый)Редактор графовПоложение 2D-курсора в редакторе графов — значение X-компонентыПоложение 2D-курсора в редакторе графов — значение Y-компонентыЭкземпляр редактора графов содержит призрачные кривыеДанные пространства редактора графовРедактор графов / ДрайверыВыравнивание по графическому определениюГрафическое определение в 2-х секцияхГрафическое определение в 3-х секцияхНастройки операционной системы и видеодрайверовГрафыСерьёзный акцент / действие тильдыГравийГравитацияГравитацияМножитель гравитацииГравитационный спадГравитация по направлениям X, Y и ZГравитация или вектор внешней силыВ серых цветахОттенки серогоТекстура изображения в оттенках серого, используемая для удаления распределяемых экземпляровGrease PencilПараметры кисти Grease PencilЦвет Grease PencilМодификатор цвета Grease PencilМодификатор Grease Pencil "Точка-тире"Рисование Grease PencilРисование Grease PencilРежим редактирования Grease PencilМодификатор оболочки Grease PencilРадиус ластика Grease PencilЕвклидово расстояние Grease PencilКадр Grease PencilКадры Grease PencilГруппа Grease PencilИнтерполяция Grease PencilНастройки интерполяции Grease PencilКлючевой кадр Grease PencilМодификатор решётки для Grease PencilСлой Grease PencilГруппа слоёв Grease PencilСлои Grease PencilМанхэттенское расстояние Grease PencilСлои маски Grease PencilСлои маски Grease PencilСлоты материалов Grease PencilМодификатор Grease Pencil "Зеркало"Модификатор шума для Grease PencilОбъект Grease Pencil не поддерживает эту операцию установки ориджинаОбъекты Grease PencilМодификатор для смещения Grease PencilНепрозрачность Grease PencilМодификатор непрозрачности Grease PencilОпции Grease PencilРисование Grease PencilРендеринг Grease PencilСкульптинг Grease PencilНаправляющая скульптинга Grease PencilРежим скульптинга Grease PencilСкульптинг Grease Pencil - РисоватьНастройки Grease PencilМодификатор текстуры Grease PencilМодификатор толщины Grease PencilМодификатор времени Grease PencilМодификатор оттенка Grease PencilТочка Grease PencilРисование точек Grease PencilШтрихи рисования точками Grease PencilВыделенная точка Grease PencilРазмер точки Grease PencilРисование весов Grease PencilРисования весов штрихов Grease PencilПроволока Grease Pencil в реж. редактированияМодификатор сборки Grease PencilНастройки цвета Grease Pencil для материалаКомпонент-Grease Pencil, содержащий данные слоёв и кривыхДанные Grease Pencil, которые следует преобразовать в кривыеДанные Grease Pencil, чьи слои следует объединитьДатаблок Grease PencilДатаблоки Grease PencilКадры Grease PencilGrease Pencil из кривых или мешейГруппы слоёв Grease PencilСлой Grease Pencil показывается во вьюпортеСлой Grease Pencil, которому назначаются сгенерированные штрихиСлои Grease PencilМодификатор длины Grease PencilМатериал Grease Pencil, назначаемый сгенерированным штрихамНода Grease Pencil в дереве слоёв. Либо слой, либо группаНастройки Grease Pencil для сценыМодификатор подразделения Grease PencilGrease Pencil в кривыеGrease Pencil, геометрии которого следует изменить цветGrease Pencil, которому следует установить порядок глубины расположенияGrease Pencil, которому следует установить мягкостьЦвет проволоки штриха Grease Pencil в режиме редактированияGrease Pencil(s)Grease Pencil: {} слоя(-ёв)GreasePencilБольшеБольше чемРежим "больше чем"Больше или равноГреческий - ΕλληνικάЗелёныйКанал зелёногоКанал зелёногоЗелёный компонент цветового поляЗелёный-пурпурныйЗелёный:СерыйОттенки серогоСеткаСетка 1Сетка 2Цвет сеткиРотор сеткиРасширение и размытие сеткиОтображать сеткуДивергенция сеткиЗаполнить сеткойГрадиент сеткиИнформация о сеткеЛапласиан сеткиУровни сеткиЛинии сеткиУсреднение сеткиМедиана сеткиИмя сеткиСетка поверх изображенияСлучайность сеткиРазмер сеткиМасштаб единиц сеткиИсточник формы сеткиПодразделения сеткиСетка выравнивается по пикселям изображенияСетка для рисования горизонтальных и вертикальных линийСетка для рисования изометрических и вертикальных линийРазмер ячеек пространственной сетки отмасштабирован согласно настройкам единиц измерения сценыСетка в объекте-объёме, которая должна быть конвертирована в мешСетку в мешСетку в точкиДрево сетки загружается в памятьТип сетки не поддерживаетсяСеткаСеткиАльбедо поверхности землиЦвет поверхности земли, который едва заметно отражается в небеГруппаГруппа '{}' ({})Добавлять в группуID группыИндекс группыВходы группыИмя группыГруппа нодВыходы группыУбирать из группыНодовый сокет группыСокеты группыГруппировать по НЛА-трекуСгруппировать грани в области, окружённой выделенными граничными рёбрамиГруппа слоёв Grease PencilГруппа ID-свойствГруппа атрибутов геометрииГруппа вершин, используемая при деформировании арматуры и других целейГруппировать выделенные дорожки в мета-дорожкуГруппировкаМетод группировкиГруппировка F-кривых в назначениях отображения, например, в редакторе графов или экспозиционном листеГруппыГруппы F-кривыхНараститьУвеличить набор гранейРасширить маскуУвеличить видимостьУвеличивать или уменьшать кривые, равномерно изменяя их размер, вместо того чтобы использовать обрезку или экстраполяциюУвеличить выделение на одну точкуУвеличить видимость на одну грань на основе топологии мешаУвеличивает границу наборов граней на одну грань на основе топологии мешаПредположить оригинальную позу привязкиНаправляющиеНаправляющие кривыеНаведение прямого освещенияРасстояние между направляющимиID группы направляющихНаправляющие волосыИндекс направляющейКарта направляющихМаска направляющейРежим направляющихНаправляющий объектВыделение направляющихНаправляющая "вверх"Скорость направляющихНаправляющие кривые или точки, используемые для выделения направляющих кривыхКарта индекса направляющей, которая использовалась для операцииКарта индекса направляющей, которая будет использоваться. Этот ввод имеет приоритетРасстояние между направляющимиПоле "направления скоростей" домена флюидаВремя свободного направления после окончания существования частицыУправляемый диффузный компонент BSDF, основанный на распределении падающего света и произведении косинуса (произведение закрытой формы)НаправляющиеНаправляющие для рисованияНаведениеТип распределения наведенияНаправляющие линииПорог шероховатости направляющейРежим направленияУправляющий размер (чем выше, тем больше вихри)Источник направленияМножитель направляющих скоростей (чем выше, тем больше направляющие скорости)Управляющий вес (чем выше, тем сильнее задержка)HH.264H.265 / HEVCH264 в MP4H264 в MatroskaH264 в Matroska для перемоткиHDRHDR отображение не поддерживаетсяДля HDR требуется 10 или 12 битДля HDR требуется H.265 или AV1HDRIHDTV 1080pHDTV 720pHDV 1080pHDV NTSC 1080pHDV PAL 1080pHIPHIP RTHIP RT обеспечивает аппаратную трассировку лучей AMD на RDNA2 и вышеHP Reverb G2HSLHSVЦветовое пространство HSV (Тон, Насыщенность, Яркость)Канал-ограничитель HSVHTC Vive CosmosHTC Vive FocusHTJ2KВолосыИнформация о прикреплении волосBSDF волосИспользуемый компонент BSDF волосКривые волосШум волос-кривыхДинамика волосПредустановки динамики волосМаксимум сетки волосМинимум сетки волосРазрешение сетки волосДлина волосМатериал волосРадиус волосФорма волосРезинка для волосТип ввода резинки для волосМасштаб резинки для волосДатаблоки кривых волосБлок данных волос для волос-кривыхДинамика волос отключенаКлючи волос в глобальном пространстве координатПигмент волоса. Указать его абсолютную величину от 0 до 1Матовость волос. Низкое значение приводит к металлическому видуЖёсткость волос для эффекторовПряди волосНаполовинуЧисло половинной точностиГалоРучкаРучка 1Положение рукоятки 1Тип ручки 1Выделена ли ручка 1Состояние выделения ручки 1Ручка 2Положение рукоятки 2Тип ручки 2Выделена ли ручка 2Состояние выделения ручки 2Управлять всеми событиямиДлина ручкиОбрабатывать перекрывающиеся краяСглаживание рукоятокТип ручекВыделение ручек по типуНода "Выделение ручек по типу"Вершина ручкиВыделенная вершина ручкиРазмер вершины ручкиОбработать зоны действий над областями для действий/жестов мышкиОбработать нажатие мышки для выделения НЛА-дорожекОбработать нажатие мышки для выделения НЛА-трековОбрабатывать действия перетаскивания URL-адреса расширенияОбрабатывать каждый цвет пикселя как отдельный вектор для смещения (только для отображения плоскости области)Обрабатывать щелчки мышки на каналах анимацииОбрабатывать нажатие мышки чтобы сделать элементы выделенными и активнымиВыбор поведения, если текст не умещается в текстовом полеТип ручекЗадание типа ручки для новых ключевых кадровТипы ручекРучкиТактильная амплитудаДлительность тактильного откликаЧастота тактильной вибрацииТактильное сопоставление пользов. траекторийИмя тактильного действияРежим тактильной обратной связиДлительность тактильного отклика в секундах. "0.0" - минимальная поддерживаемая длительность.Тактильный режимТактильное вибрационное воздействие, применяемое с определённой продолжительностью, частотой и амплитудойЖёсткоЖёсткий светЖёсткофикс. нелинейная, гамма: 1.7УкрепитьУкрепить нормалиЖёсткостьКоэффициент жёсткостиГармоническийГармоническое затуханиеВес гармонического эффектораГармонический треугольник АГармонический треугольник БГармонияС накапливаниемС альфа-каналомС автосглаживаниемАвтосглаживание от давленияИмеет пакетС цветомС коэфф. складки/щипкаИмеет пользовательские нормалиСодержит данныеС блоком данныхС направлениемС динамической топологиейСодержит призрачные кривыеС гравитациейС жёсткостьюЖёсткость от давленияС высотойС ИКС колебаниемЕсть слоиИмеет линейное цветовое пространствоЕсть максимумЕсть минимумСодержит траектории движенияЕсть соседниеС радиусом нормалиС наложениемС постоянствомС коэфф. щипкаС глубиной плоскостиС высотой плоскостиСо смещением плоскостиС радиусомС коэфф. выравниванияСо случайным углом текстурыС плоскостью скульптингаС дополнительным цветомРазмер от давленияС гладким штрихомС пространственным затуханиемС интерваломИмеет слой бликовИнтенсивность зависит от давленияИмеет источник угла текстурыС наклономС выравниванием топологииЕсть видыС весомС экспортёрами коллекцийБыла ли текущая сессия сохранена на диск как .blend-файлИмеются несохранённые измененияХешХеш значенияХеш компилируемого байт-кода для быстрой проверки на равенствоХеш компилируемого байт-кода пользовательского шейдера для быстрой проверки на равенствоХеш-таблица, содержащая данные экземпляров нодХеш: {:s}Были ли последние изменения сохранены на дискНачалоВыделить началоНачало/конецЗаголовокФон заголовкаПоложение заголовкаТекст заголовкаПодсветка текста заголовкаПереключение видимости заголовков и боковых панелейПоиск заголовка не удалсяНачалаЗдоровьеНагревСетка нагреваИврит - תירִבְעִГектограммыВлияние ИК на пяткуВысотаВысота (в единицах сетки домена) выброса жидкости над поверхностью меша. Более высокие значения приводят к излучению дальше от поверхности меша. Если это значение и размер источника будут меньше единицы сетки домена, жидкость создаваться не будетВысота - Мин.Высота над поверхностью. Подключить текстуру карты высот к этому входуВысота над уровнем моряВысота шаблона маркера в координатах экранаВысота области поиска маркера в координатах экранаВысота созданной плоскостиВысота образующегося конусаВысота нодыВысота волныВысота:Режим вертолётаСправкаПомощник для рисования плавных и чистых линий. Нажмите Shift для инвертирования эффекта (даже если эта опция не активна)ПомощникиХеньи-ГринштейнХеньи-Гринштейн, фазовая функция "по умолчанию" для рассеивания светаСемиугольныйГерцГетероповерхностьЭвристика для наилучшего определения местоположения костейHexHEX-код для цвета (#RRGGBB).HEX-код для цвета с альфа-каналом (#RRGGBBAA).ШестиугольныйШестиугольная сеткаСкрытоСкрыт %dСкрытьСкрыть (не)выделенные UV-вершиныСкрыть (не)выделенные контрольные точкиСкрыть (не)выделенные элементы-метасферыСкрыть (не)выделенные вершины, рёбра или граниСкрыть фрагменты .blend-файла, не являющиеся датаблоками с метаданными ассетаСкрыть активный набор гранейСкрыть список горячих клавишСкрыть клавиатурные сокращенияСкрыть слойСкрыть ноды смешиванияСкрыть настройки оператораСкрыть панелиСкрыть выделениеСкрыть значениеСкрыть активный(-е)/неактивный(-е) материал(ы) Grease PencilСкрыть всё, кроме этой коллекции и её родителейСкрыть все наборы граней, кроме активногоСпрятать все объекты и коллекции внутри этой коллекцииСкрыть все панели (режим фокусировки)Скрыть элементСкрыть параметры фильтрацииСкрыть кадры за пределами указанного диапазонаСкрыть в модификатореСкрыть во вьюпортеСкрыть неактивные материалы вместо активныхСкрыть или показать вершины внутри выделенияСкрыть или показать вершины вне выделенияСкрыть или показать эту областьСкрывать точки с концов каждого штриха до начала (т. е. анимировать стирание штрихов)Скрывать точки в порядке появления в каждом штрихе (т. е. анимировать выцветание чернил или исчезновение после рисования)Скрыть выделенные кривые в редакторе графовСкрыть выделенные граниСкрыть выбранные объекты и коллекцииСкрыть выделенные частицыСкрыть выделенные трекиСкрыть выделенные вершиныСкрыть выделенные/невыделенные слои Grease PencilСкрыть небольшие геометрические примитивы для повышения производительностиСкрыть активный набор гранейСкрыть коллекцию в этом слое визуализацииСкрыть сокетСкрыть входное значение сокетаСкрыть входное значение сокета, даже если сокет не подключёнСкрыть сплошной меш и сместить наложение по направлению к виду. Выделение перекрыто неактивной геометрией, если не включён X-RayСкрыть эту кривую в режиме редактированияСкрыть невыделенные элементы вместо выделенныхСкрыть невыделенные кривыеСкрыть невыбранные слои вместо выбранныхСкрывать невыделенные объекты вместо выделенныхСкрыть невыделенные вместо выделенных вершинСкрыть из рендера невыделенные объекты того же типа, что и активный объектСкрыть невыделенные трекиСкрыть вершиныСкрыть/показать все маски́рованные вершины выше порогового значенияСкрыть/показать все вершиныСкрыть/показать некоторые вершиныСкрывает все F-кривые, кроме тех, которые находятся в фокусеИерархииИерархияКорневой ID иерархииВысокоеСветлый цветВысокий контрастВысокая точностьВысокое качествоВысококач. нормалиРешатель высокой вязкостиВысокая производительностьВысокое качествоПиксельное сглаживание с высоким качествомВерхняя граница временного шага в секундах в случае автоматических подшаговБолее высокий частотный контраст с использованием нерезкой маскиБолее высокое значение увеличивает разрешение в направлении точки просмотраЧем больше значение, тем плавнее штрихБолее высокие значения делают изменения более резкимиБолее высокие значения приводят к более резкому срезу частотМаксимумНаибольшая размерностьСамая высокая частотаНаибольшее допустимое значение XНаибольшее допустимое значение YНаибольшее допустимое значение ZНаивысшая фрактальная размерностьМаксимально возможное время жизни частицПодсветитьУгол подсветкиВыделение ключевых кадровПодсвечивать строкуПодсветить диапазонПодсвечивать только ячейки с типом «пусто»Подсвечивать только ячейки с типом "флюид"Подсвечивать только ячейки с типом «приток»Подсвечивать только ячейки с типом «препятствие»Подсвечивать только ячейки с типом «отток»Подсветить выбранные файлыПодсвечивать ячейки независимо от их типаПодсвечивать текущую строкуРаскрасить воксели внутри диапазона со значениями цветовой картыСветлые тонаХинди - हिन्दीШарнирХинтингГистограммаГистограмма для просмотра статистики изображенияИсторияЦвет попаданияРасстояние попаданияНормаль попаданияПоложение попаданияУдержаниеУдерживайте Alt для использования инструмента, если требуется гизмо Несовместимо с режимом ввода "‎Эмулировать 3-кнопочную мышку", если используется клавиша AltУдерживайте Alt-ЛКМ для позиционирования курсора (вместо ЛКМ), позволяет активировать инструменты нажатием, а не перетаскиванием. Несовместимо с режимом ввода "‎Эмулировать 3-кнопочную мышку", если используется клавиша "Alt"Удержание вперёдПоддержание каждого интерполированного значения из F-кривой в течение нескольких кадров без изменения хронологического порядкаУдерживать первый кадр, если на треке нет предыдущих дорожек, и всегда удерживать последний кадрЗажмите эту клавишу для эмуляции средней кнопки мышкиСохранять значения в граничных ключевых кадрахУдержаниеУдержанияУстойчив к отверстиямОтверстияДомашняя папкаМёдКрюкЦентр крюкаМодификатор крюкаМодификатор крюка для изменения положения точек штриховМодификатор крюка для изменения положений вершинПривязать выделенные вершины к новому объектуПривязать крюком выделенные вершины к первому выделенному объектуКрюкиГоризонтальноГоризонтальное выравниваниеГоризонтальное расстояние от оси Z в конце спиралиГоризонтальное расстояние от оси Z в начале спиралиГоризонтальное поле зренияГоризонтальный списокРазделить горизонтальноГоризонтальное соотношение сторон (используется только для проекторов-камер)Горизонтальная составляющая формата пикселя для широкоэкранного вывода или неквадратных пикселейГоризонтальное разрешение запекаемой картыГоризонтальное разрешение запекаемой карты (только для внешних файлов)Расположение окна по горизонталиГоризонтальное смещение от ориджина объектаГоризонтальное положение текстового поля относительно положенияГоризонтальное разрешение сферыГоризонтальный масштаб (используется только для проекторов-камер)Горизонтальный размер области сенсора для изображения в миллиметрахГоризонтальное выравнивание текстаГоризонтально искажает изображение, создавая эффект смещения каналов/цветовHosek / WilkieHosek / Wilkie 2012 (устарело)Имя хостаЧасыКак отображаются волновые формыРасположение штрихов аннотаций в 3D-пространствеСпособ анимации штрихов (т. е. показа/скрытия)Насколько близкими должны быть нецелые значения, чтобы быть равнымиНа каком расстоянии от края кисти начинается спадНасколько сильно будут тонироваться цветом либо светлые, либо тёмные участки изображенияСпособ отображения коэффициентовКак далеко находится контрольная точка относительно своей кривойНа сколько кадров смещать анимациюНасколько далеко в каждую из сторон оператор будет совершать усреднение значений для ключейНасколько быстро смешиваются цвета невысохшей краскиСкорость эффекта сокращения следов краски на поверхности холстаСкорость эффекта растекания по поверхности холстаНасколько быстро устанавливается случайное направление вектора скоростиВеличина прямоты волосСтепень несжимаемости жидкости (скорость звука)Интенсивность (яркость) зеркального отражения (бликов)Громкость звукаКоличество членов роя в линииКоличество костей, задействованных в инверсной кинематике - "0" для всех костейКоличество костей, включённых в цепьКоличество итераций для определения столкновения (чем выше, тем лучше качество, но медленней)Число отображаемых копий штриховВеличина искривления в градусах, необходимая для создания нового сегмента на рендереДлительность действия старой карты в кадрахВремя угасания в кадрахКоличество ключей, для которых создаются новые частицыКоличество частиц, являющихся эффекторами (0 — все частицы)Количество пикселей, которое должен занять путь, прежде чем он перейдёт в другой сегмент на рендереСколько сэмплов рассчитывать на кадр, помогает с данными подкадраСколько разрезов на каждый воксель необходимо сгенерироватьСколько шагов траектории отображаются (степень двойки)Количество шагов, за которое выполняется рендеринг путей (степень двойки)Количество шагов прорисовки путиСколько добавить плитокСколько плиток будет показано на заднем планеКоличество попыток кисти «‎Плотность»‎ добавить новую кривуюКоличество размытий значения для всех элементовСколько раз повторять фильтрКоличество шагов сглаживанияНасколько сильно изменения цвета влияют на генерацию маскиКоэффициент зависимости амплитуды изгибов от скопленияНасколько будут усилены складки и впадиныВеличина накопления пены с течением времени (только для запечённых океанов)Сколько из захваченного будут следовать вращению курсораНасколько сильно будут захватываться вершины из поверхности во время захватаНасколько сильно карта весов оказывает влияние на весовую параметризацию, "0" — отсутствие влиянияСила уменьшения/растяжения новых промежуточных рёберВеличина силы, теряемая эффектором при столкновении с этим объектом (в процентах)Сколько сгенерированных нормалей смешивается с уже существующимиКакая часть исходной формы сохраняется при сглаживанииНасколько гладкой должна быть полученная форма, с игнорированием мелких деталейКак сильно будет выполняться сглаживание для полировки поверхностейОпределяет, насколько эффект будет задействован для непрозрачности штрихаОпределяет, насколько эффект будет применяться к толщине самого штрихаУровень влияния на стекание в зависимости от ускорения поверхностиУровень влияния скорости поверхности на стеканиеНасколько приложенные силы распространяются через тканьНасколько ткань сохраняет первоначальную форму, действуя как мягкое телоВеличина защепления для складочной кистиНасколько уменьшается сила при действии параллельно поверхности, например, тканиСила сопротивления материала изгибуСила сопротивления материала сжатиюСила сопротивления материала сдвигуВеличина сопротивления материала растяжениюНасколько новая прореженная кривая может отклоняться от исходнойМасса объекта (не зависит от гравитации; вес объекта = масса × гравитационная постоянная)Насколько положение каждой отдельной вершины будет влиять на конечный результатВеличина отклонения лучей, соединяющих внутренние точки, от нормали вершиныНасколько должна быть растянута/сжата пружина, чтобы изменить её длину покояВеличина изменения длины в состоянии покоя после превышения предела упругостиНасколько сильно наклон пера будет влиять на саму кисть. Отрицательные значения указывают на инвертирование направлений наклона.Уровень выровненности волн относительно друг другаОпределяет как сильно следует смешивать со значением по умолчаниюНасколько сильно следует смешивать для сглаживания кривойНасколько приоритетными должны быть обычные сетки квадратов, а также квадраты, которые касаются существующих квадратовУровень упрощения запекаемых значений ("0.0" для отключения, чем выше — тем сильнее упрощение)Какая часть z-компоненты скорости остаётся неизменнойСпособ вычисления нормалей время импортаКак часто смещаются ряды. Значение 2 даёт чётный/нечётный рисунок рядов.Как часто ряды будут состоять из "сплющенных/прижатых" кирпичейЧастота выборки анимированных значений (в кадрах)Как частицы отображаются во вьюпортеСпособ рендеринга частицСпособ обработки частиц, покинувших доменКак плоскости ориентированы относительно локальной оси друг другаСила эффекта применения кистиКак быстро спадает интенсивность с расстоянием от силового поляСпособ расчёта угла кренаКак штрихи должны начинать появляться/исчезатьПлавность перехода между каскадамиКак плавно приземляются члены рояНасколько центр плоскости будет стабилен на протяжении движения штриха. Значение "0" соответствует использованию текущего центра, а значение "1" — использованию начального центра.Насколько нормаль плоскости будет стабильной на протяжении движения штриха. Значение "0" соответствует использованию текущей нормали, а значение "1" — использованию начальной нормали.Как будет производится построение штриховНасколько высокой должна быть сила, чтобы воздействовать на рой на землеКоэффициент влияния расстояния на громкость в зависимости от модели расстоянияСила противодействия скоплению частиц жидкости (коэффициент жёсткости)Как будут выбираться удаляемые атрибутыКак применяется спад кисти по всей границеМетод отображения входа геометрии колпачкаКак деформация кисти повлияет на объектМетод вписывания видеоматериала в кадр камерыМетод отображения входа геометрииСпособ вписывания изображения в кадр камерыМетод экстраполяции изображения за его исходными границамиМетод отображения блока данных геометрии экземпляраМетод отображения входа геометрии экземпляраКак будет подразделён меш для создания нового уровняМетод отображения входа геометрии профиляКаким образом рассчитываются правила из спискаКак контролируется растяжение щупальцаМетод расчёта эффекта текстуры (для RGB и Вихрь необходима RGB-текстура, иначе будет использоваться Градиент)Как будет применена трансформация к целиКак задаётся трансформацияКак указывается размер вокселяКак этот элемент был обработан операцией добавления. Устанавливается только в том случае, если данные были добавленыКаким образом следует адаптивно подразделить мешСпособ изменения (генерации) нормалейСпособ воздействия значений источника на элементы получателяКак выровнять плоскостиСпособ применения настраиваемых и единичных масштабов в генерированном файле FBX (Blender использует масштаб FBX для определения единиц при импорте, но многие другие приложения работают по другому)Как выбрать количество вершин на скругленииСпособ управления скоростямиСпособ задания координат, на которые должны указывать пользовательские нормалиМетод определения вращения вокруг полюсаСпособ отображения объекта во вьюпортеСпособ распределения частиц по выбранному элементуКак экспортировать сцену Blender'а в рендер-движок HydraКак экспортировать цвета вершинКак найти положения конечных точек для обрезанного сплайнаКак найти точку прикрепления на поверхностиКак сгенерировать точки из входной кривойМетод генерации изображенияКак обращаться с гранями на полюсахКак следует обрабатывать конфликты имён при импорте материаловКак интерполировать значения между соседними вокселямиСпособ сопоставления слоёв источника и получателяСпособ смешивания сгенерированных нормалей с уже существующимиМетод устранения перекрытия после преобразованияКак сэмплировать фоновое освещениеСпособ упрощения штриховМетод разрешения конфликта при несовпадении внутреннего и внешнего текстаСпособ указания уровня детализации в новом мешеМетод указания количества сэмпловМетод указания количества сэмпловСпособ хранения прокси-файлов для этого проектаКак подразделить углы четырехугольника (всё, кроме прямого среза, предотвратит образование n-угольников)Метод синхронизации при воспроизведенииКак распаковыватьКак использовать настройки сэмплов для каждого слояТо, как использовать эту коллекцию при расчёте Line ArtКак использовать этот объект при расчёте Line ArtМетод отображения весов на их новые значенияМетод воздействия весов вершин группы B на веса вершин группы АШирина распространения излучаемого света, как это происходит при использовании софтбокса с рассеивающей сеткойСпособ фокусировки вокруг кадра при приближенииHuangHuaweiТонКоррекция оттенкаРазброс оттенкаРежим оттенкаМодификатор коррекции оттенка для дорожки последовательностиУровень оттенкаСмещение поворота оттенка, от 0 (-180°) до 1 (+180°). Обратите внимание, что "0" и "1" имеют одинаковый результатТон, Насыщенность, СветлотаТон, Насыщенность, ЯркостьТон/насыщенностьТон/насыщенность/яркостьТон:HuffYUVОшибка оболочкиИмя, удобное для восприятия человекомВенгерский - MagyarГибридный мультифракталHydraОтладка HydraРендер-движок HydraHydra StormСвойства Hydra StormДвижок рендеринга Hydra StormНастройки Hydra для сценыГиперHyperНажата клавиша Hyper, "-1" для любого состоянияНажата гиперклавиша. Дополнительный модификатор, который можно настроить в Linux, обычно заменяет CapsLockГиперболический косинусГиперболический синусГиперболический тангенсВетки i18nОбновить переводыИкосфераIDДействиеФрагменты действийАрматураАрматурыРазмытиеКостьОграничители костиКостиКистьКистиФайл кэшаКамераКамерыКоллекцияКоллекцииЗакрашиваниеОграничителиКриваяКривыеДанныеТип блока данныхЭффектыПустышкаФильтровать по типуОтразитьШрифтСвечениеGrease PencilGrease Pencil v3Объекты Grease PencilКривые волосID-ТипИзображениеКлючРешёткаРешёткиБиблиотекаИсточник освещенияЗонд освещенияЗонды освещенияИсточники освещенияСтиль линийМаскаМатериалМатериалыМешМешиМетасфераМетасферыМодификаторыВидеофрагментДерево нодНодыОбъектОбъектыВыводКривая рисованияПалитраЧастицаЧастицыФизикаПикселизацияОблако точекРендерКонтражурСценаСценыЭкранДорожки-секвенцииТип шейдераТеньЗвукИсточник звукаИсточники звукаДорожкаМодификаторы дорожекПоверхностьВодоворотID-Тип целиТекстТекстураТип текстурыИнструментТипНе указаноСлой визуализацииОбъёмРассеивание объёмаДискиИскажение волныМенеджер оконРабочее пространствоМирID %s содержит несоответствующий библиотечный указатель!Идентификатор %s содержит нулевой указатель библиотеки, находясь в библиотеке %s!Идертификатор %s в локальной базе был связан с библиотекой %s!ID %s не найден в библиотеке %s!ID %s использует ключ формы %s, но его указатель 'from' неверный (%p), исправляем…ID "%s" связан, невозможно редактировать его переопределенияID "%s" не является переопределениемID / ИндексID-ДанныеОперация с ID-даннымиID отИспользовать указатель ID для ID элементаПереопределение ID-библиотекиСвойство переопределения ID-библиотекиОперация над свойством переопределения ID-библиотекиМаска по IDID-материалыИмя IDID-свойствоГруппа ID-свойствID-типИдентификатор был сохранён связаннымИмя IDID имя элементаКодовое имя меню, из которого совершён вызовИдентификатор каждой кривойID каталога для удаленияИдентификатор элементаID или ИндексПоле идентификатора или индексаИдентификатор для группировки кривых для создания карты-направленияID-Тип "%s" не является допустимым для объектаТип ID элементаЗначение IDID-блокID-блок, указывающий на источник данных, обычно ID_SCE (например, сцена)ID-блок, в который должны добавляться ключевые кадры (только для абсолютных наборов ключей)ID-блок:ID-блок, в котором находится заданное свойство (сначала должно быть установлено свойство id_type)ID-блок, к которому будет привязан маски́рующий элемент или его свойствоИдентификаторыIES текстIES-текстураIES путь светаИКIK Контро́ллерЛинейный вес ИКЛинейное управление ИКЛокальное положение ИКПараметры ИКУправление вращением ИКВес вращения ИКРешатель ИКИК-РастяжениеТип ИКПивот ИК запястьяПредел X ИКБлокировка X ИКМаксимум X ИКМинимум X ИКЖёсткость X ИКПредел Y ИКБлокировка Y ИКМаксимум Y ИКМинимум Y ИКЖёсткость Y ИКПредел Z ИКБлокировка Z ИКМаксимум Z ИКМинимум Z ИКЖёсткость Z ИКРешатель ИК, для которого эти параметры определеныЖёсткость инверсной кинематики вокруг оси XЖёсткость инверсной кинематики вокруг оси YЖёсткость инверсной кинематики вокруг оси ZIK->FK ({:s})Коэффициент преломленияУровень IORIRISКод ISO (например, fr_FR)НИКОГДА_НЕ_ОТОБРАЖАТЬITU 601ITU 709Лёд (щебень)Лёд (твёрдый)ИкосфераЗначокПрозрачность иконокОбводка иконокЦвета значковИдентификатор значкаПиксели значкаНасыщенность иконокРазмер значкаВидимый значокКомпоненты пикселей значка в виде нецелых чисел (RGBA-значения с конкатенацией)Пиксели значка, в байтах (всегда 32-бит RGBA)Идеально подходит для куполов, размер сенсора игнорируетсяВыявлено {:d} проблемных трековИдентификаторИдентификатор (не обязательно уникальный) для библиотеки ассетовРезервный идентификаторИдентификатор для набора каналов в этом действии, который может использоваться блоком данных для указания того, что именно будет анимированоИдентификатор папки скриптов PythonИдентификатор каталога ассета, используемый Blender'ом для поиска пути к каталогу ассета. Должен быть UUID в соответствии с RFC4122.Идентификатор для этого запекания, который остаётся неизменным даже при переименовании, группировке или разгруппировке ноды запеканияИдентификатор вызывающего элемента интерфейса (в случае, если этот экспортёр был вызван аддонон). Может быть полезным в случае расширения, добавленного другими аддонамиИдентификатор оператора, который будет вызываться событием действияИдентификатор оператора, вызываемого при событии вводаИдентификатор полки ассетов для отображенияИдентификатор удаляемого элементаИдентификатор элемента для восстановленияИдентификатор списка "template_list()", если таковой был передан параметру "list_id"Идентификатор сокетаИдентификатор инструментаИдентификатор для каждого элемента, используемый для рандомизацииИдентификатор для ссылки на библиотеку ассетовТип идентификатора ID блокаЕсли "0", то глобально; Если "1", то на основе интенсивности пикселейЕсли "0", то одинаково для всех каналов; Если "1", независимо для каждогоЕсли файл с таким именем уже существует, использовать его вместо копированияЕсли материал с таким же именем уже существует, сослаться на него вместо импортирования материалаЕсли текстура существует в формате WebP, загружает текстуру WebP вместо резервной текстуры PNG/JPEGЕсли вершина находится на большем расстоянии от плоскости смещения, чем это значение, она не затрагиваетсяЕсли все ключевые кадры для трансформаций объектов являются идентичными, - принудительно сохранить минимальную анимациюЕсли все ключевые кадры в риге являются идентичными, - принудительно сохранить минимальную анимацию. Если выключено, - все возможные каналы для костей будут экспортированы, даже если они пустые (минимальная анимация: 2 ключевых кадра)Если таковые имеются, показывать маркеры в отдельной строке в нижней части редактораЕсли отмечено, обновить начальный и конечный кадр в соответствии с этими значениями из архива AlembicИгнорировать рёбра вне области видаЕсли включена эта опция, - для определения диапазона запекания будут использоваться начальный и конечный кадр сценыЕсли эта опция включена, - снимок экрана будет иметь одинаковые высоту и ширинуЕсли включено, можно указывать интенсивность разлива для каждого цветового канала. Если отключено, канал разлива будет иметь единичную шкалу, в то время как другие каналы будут нулевымиПри экспорте групп сглаживания будут сгенерированы значения 'битового флага' для групп, а не для отдельных целых значений. Одно и то же значение битового флага может быть повторно использовано для разных групп сглаженных граней, если только у них нет общих рёбер или вершинЕсли "ложно", выделение граней будет отмененоЕсли "ложно", выделение вершин будет отмененоЕсли меньше нуля, затемняет изображение; в противном случае делает его ярчеЕсли загрузка сеток не удалась, сообщить об ошибке с подробностямиЕсли ненулевое значение, максимальное расстояние, на котором другие поверхности будут способствовать быстрому приближению ГОЕсли указано ненулевое значение, то это значение будет использоваться в качестве максимального значения интенсивности прямых лучей; более интенсивные лучи будут ослаблены для уменьшения шумаЕсли указано ненулевое значение, то это значение будет использоваться в качестве максимального значения интенсивности непрямых лучей; более интенсивные лучи будут ослаблены для уменьшения шумаЕсли указано ненулевое значение, то это значение будет использоваться в качестве максимального значения для непрямого освещения в объёмах. Более высокие значения будут уменьшены, чтобы избежать слишком большого шума и медленной сходимости за счёт точности. Используется световыми зондами.Если указано ненулевое значение, то это значение будет использоваться в качестве максимального значения для непрямого освещения поверхности. Более высокие значения будут уменьшены, чтобы избежать слишком большого шума и медленной сходимости за счёт точности. Используется световыми зондами и трассировкой лучей.Если указано ненулевое значение - максимальное значение для вклада света в объёмах. Более высокие значения будут уменьшены, чтобы избежать слишком большого шума и медленной сходимости за счёт точности. Используется световыми объектами.Если указано ненулевое значение, то это значение будет использоваться в качестве максимального значения интенсивности непрямых лучей для поверхностей; более интенсивные лучи будут ослаблены для уменьшения шума и медленной сходимости за счёт точности. Используется объектами освещения.Если значение ненулевое - максимальное значение для вклада мира, которое будет записано внутри мирового светового зонда. Избыточный вклад преобразуется в солнечный свет. Это уменьшает утечку света, вызванную очень яркими источниками света.Использовать экземпляры в виде объектовЕсли не указана, рендеры будут обработаны на местеЕсли не используется, установите "1"Если не ноль, определяет строку панели интерфейса, на которой будет показана кнопка для этой коллекцииЕсли не ноль, определяет расстояние от крюка, на котором влияние прекращаетсяЕсли указано, - все выходы, имеющие разные имена, будут скрытыМинимальный размер удаляемых не связанных фрагментов как доля по отношению к количеству многоугольников в наибольшем компонентеЕсли задано, - добавляет примитив трансформации с указанным путём к контейнеру в качестве родительского элемента всех экспортируемых данныхЕсли установлено, - добавить указанное пространство имён в качестве префикса к именам экспортируемых пользовательских свойств. Это применимо только к именам свойств, которые ещё не содержат префикса (т. е. это будет применяться к имени 'variable', но не к 'prefix:variable') и не применимо к объектам и именам данных Blender'а, которые всегда будут экспортироваться в пространстве имён 'userProperties:blender'Если установлена, - управление ориентацией будет исходить от заданной костиЕсли опция "Импорт USD превью (import USD preview)" включена, метод смешивания материалов будет автоматически установлен на основе непрозрачности шейдера и входных данных порога непрозрачностиЕсли угол между цветом и ключевым цветом в пространстве CrCb больше этого максимального угла, то он не кодируется (не обрезается)Если угол между цветом и ключевым цветом в пространстве CrCb меньше этого минимального угла, он кодируется (обрезается)Если средняя разница в цвете между двумя изображениями меньше этого порогового значения, она будет кодироваться (обрезаться)Если средняя разница в цвете между двумя изображениями меньше этого порогового значения, то она будет частично кодироваться (обрезаться), в противном случае — нетЕсли разница в оттенке между цветом и ключевым цветом меньше этого порогового значения, он будет кодироваться (обрезаться)Если разница в насыщенности между цветом и ключевым цветом будет меньше этого порогового значения, он будет кодироваться (обрезаться)Если разница в яркости между цветом и ключевым цветом будет меньше этого порогового значения, он будет кодироваться (обрезаться)Если расстояние между цветом и ключевым цветом в данном цветовом пространстве будет меньше этого порогового значения, то он будет кодироваться (обрезаться)Если расстояние между цветом и ключевым цветом в данном цветовом пространстве будет меньше этого порогового значения, то он частично будет кодироваться (обрезаться), в противном случае - нетЕсли файл содержит несколько каналов, будет выполнено слияние каналов в одинРодительский объект для объектов-экземпляровЕсли сплайн профиля является циклическим, - заполнить концы созданного меша N-угольникамиОпределяет, следует ли вращать выделение в соответствии с курсоромВыделение будет перемещено как цельный объект или как отдельныеИдентификатор типа кисти (в случае, если инструмент использует кисти и ограничен определённым типом кисти)Если есть соседний край, который имеет "предел контрастности" в разы больше контраста текущего края, - текущий край будет отброшен. Это позволяет устранять ложные пересекающиеся краяЕсли установлено, ключевой набор приобретает особый идентификатор. В противном случае он принимает имя класса, используемого для определения ключевого набора (например, если имя класса «BUILTIN_KSI_location» и bl_idname не установлено скриптом, тогда bl_idname = "BUILTIN_KSI_location")Если установлено, ассет приобретает особый идентификатор. В противном случае он принимает имя класса, используемого для определения меню (например, если имя класса «OBJECT_AST_hello» и bl_idname не установлено скриптом, тогда bl_idname = "OBJECT_AST_hello")Если установлено, обработчик приобретает особый идентификатор. В противном случае он принимает имя класса, используемого для определения обработчика файлов (например, если имя класса "OBJECT_FH_hello" и bl_idname не установлено скриптом, тогда bl_idname = "OBJECT_FH_hello")Если установлено, интерфейсный список приобретает особый идентификатор. В противном случае он принимает имя класса, используемого для определения ключевого набора (например, если имя класса «OBJECT_UL_vgroups» и bl_idname не установлено скриптом, тогда bl_idname = "OBJECT_UL_vgroups")Использовать этот язык в текущем оператореРазделять линии штрихов на границах материаловОбъединять только линии штрихов в рамках того же объектаЕсли "истинно", - коррекция будет применена к каналу синегоЕсли "истинно", - коррекция будет применена к каналу зелёногоЕсли "истинно", - коррекция будет применена к каналу красногоЕсли истинно, то гизмо отображается в пространстве экрана. В противном случае он отображается в пространстве объектаЕсли переменная имеет значение "истинно", интерфейс в настоящее время заблокирован запущенным заданием, и данные не должны изменяться из таймеров приложения. В противном случае выполняющееся задание может конфликтовать с обработчиком, приводя к неожиданным результатам или даже аварийному завершению работы.Создавать линии, не обладающие свойством связностиИспользовать гладкий шум ПерлинаЕсли у вершины несколько прилежащих рёбер, обёртывать их напрямуюЕсли вы доверяете источнику, - добавьте репозиторий и повторите попытку.Если вы хотите использовать "VC" для каких-либо других целей, кроме цвета вершин, вам следует использовать пользовательские атрибуты.ИгнорироватьИгнорировать нажатие мышки на фонеИгнорировать соединенияИгнорировать листовые костиИгнорировать блокировку материалаИгнорировать выключенные дорожкиИгнорировать выделениеИгнорировать остротуИгнор. привязкуИгнорировать звуковые дорожкиИгнорировать прозрачностьИгнорировать альфа-канал из файла и сделать изображение полностью непрозрачнымИгнорировать грани, направленные в противоположную от наблюдателя сторону (быстрее)Игнорировать кадры за пределами диапазона предварительного просмотраИгнорировать сгенерированные таймкоды, производить навигацию в потоке видео на основе собственных рассчитанных данных о временных меткахИгнорировать родительское масштабирование без компенсации родительского сдвига. Повторяет эффект отключения исходного флажка наследования масштаба.Игнорировать послойные значения сэмпловПри определении формы экстраполяции игнорировать те точки на штрихе, которые отклоняются от своих соседей более чем на этот уголИгнорировать направление оси с использованием кратчайшего вращения для выравниванияИгнорировать клавиатурные сокращения для этого гизмоИгнорировать последнюю кость в конце каждой цепочки (используется для отметки длины предыдущей кости)Относительные длины костей игнорируются при размещении вдоль кривойИгнорировать действие выделения, если элемент уже выделенИгнорируемые выходыИгнорируется {}Игнорируется {} (не того же типа, что и {})Осветитель AОсветитель BОсветитель CОсветитель D50Осветитель D55Осветитель D65Осветитель D75Осветитель D93Осветитель EОсветитель F1Осветитель F10Осветитель F11Осветитель F12Осветитель F2Осветитель F3Осветитель F4Осветитель F5Осветитель F6Осветитель F7Осветитель F8Осветитель F9Осветитель LED-B1Осветитель LED-B2Осветитель LED-B3Осветитель LED-B4Осветитель LED-B5Осветитель LED-BH1Осветитель LED-RGB1Осветитель LED-V1Осветитель LED-V2Фильтрация освещенияИзображениеСзадиОбеКубическаяШахматная доскаОбрезатьОбрезать кубКубКраяСторона изображения-пустышкиРасширитьДополнениеЗаполнитьПлоскаяПеревернутьСпередиСгенерироватьСеквенция изображенийОтображениеЗеркалоСмешатьВидеоСоздатьСоздать...ПроекцияПовторятьОдно изображениеИсточникСферическаяЦилиндрическаяПлитки UDIMПредпросмотрИзображение "%s" не может быть сохранено в "%s"Изображение "%s" не содержит данных изображенияИзображение "%s" не смогло загрузить буфер изображенияИзображение "%s" пропущено, упаковка видео или секвенций изображений не поддерживаетсяИзображение 1Изображение 2Края изображенийОбрезка границ изображенияКоординаты изображенияМетод показа изображенийКрая изображенияРедактор изображенийРедактор изображений не найденРедакторы изображенийИзображенияФормат изображенияID изображенияИнформация об изображенииИзображение-маскаИмя изображенияНодовый сокет изображенияИнтерфейс сокета ноды для изображенияНепрозрачность изображенияОбводка изображенияРисовать на изображенииВозможности режима рисования изображенияДля рисования изображения нет трафаретаДля рисования изображения нет текстуры-холстаЗакрепление изображенияПиксели изображенияПредпросмотр изображенияКачество изображенияИскать изображенияСеквенция изображенийРазмер изображенияДорожка для изображенийТекстура изображенияТекстуры изображенийПорог изображенийПлитки изображенияПользователь изображенияДанные пространства редактора изображений и UVИзображение и настройки его отображения на фоне 3D-видаБитовая глубина изображенияУровень яркости изображенияПиксели буфера изображения в значениях с плавающей запятойИзображение не может быть сохранено, нет допустимого пути к файлу: "%s"Изображение не может быть сохранено, используйте другой формат файла: "%s"Изображение не найденоДанные изображения не найденыНазвание датаблока изображенияНазвание датаблока изображения для распаковкиДатаблок изображения, ссылающийся на внешнее или упакованное изображениеДатаблоки изображенийИзображение, отображаемое и редактируемое в этом пространствеИзображение, отображаемое в треке при правке в редакторе видеоклиповНе удалось запустить редактор изображений. Убедитесь, что путь в "Настройки пользователя > Файл" указан верно, и у Blender'а есть права на его запускПуть к изображениям при внешнем сохраненииФормат изображения не является видео форматомИзображение изменено и пока не сохраненоУ изображения есть левый и правый видыУ изображения больше одного видаВысота изображенияИзображение не подлежит редактированиюИзображение запаковано, распакуйте перед редактированиемПроецировать изображение плоско с использованием координат X и Y текстурного вектораПроецировать изображение из цилиндра с использованием оси Z в качестве центральнойПроецировать изображение из сферы с использованием оси Z в качестве центральнойПроецировать изображение с использованием различных компонент для каждой стороны объектного пространства габаритного контейнераНода изображенияИзображение не упакованоОбъекты-изображения можно добавлять только в объектном режимеКоэффициент непрозрачности изображения при наложении на фоновый цветИзображение или видеоПуть к изображению не установленПуть к изображению {!r} не найден, изображение может быть упаковано или несохраненоКомпоненты пикселей изображения в виде чисел с плавающей запятой (RGBA-значения с конкатенацией)Пиксели изображения, в байтах (всегда 32-бит RGBA)Неверные данные проецирования изображенияДля рисования необходимо изображение с 4-мя цветовыми каналамиДля рисования необходимо изображение с 4-мя цветовыми каналами: %sОшибка при сохранении изображения: недопустимая поверхностьОшибка при сохранении изображения: недостаточно свободной памятиСокет ноды для изображенияДорожка изображенийИзображение слишком маленькоеИзображение, используемое в качестве холстаИзображение, используемое в качестве источника клонированияИзображение, используемое в качестве цели для рисованияИзображение, применяемое в качестве трафаретаШирина изображенияВходные данные изображения/цвета, к которым будет применено преобразование цвета RGBИмя файла изображения/видеоИмя файла изображения/видео (без обновления данных)Редактор изображений/UVИзображенияИзображения и звукиВыполнять рендеринг изображений в максимизированном редакторе изображенийВыполнять рендеринг изображений в новом окнеВыполнять рендеринг изображений в редакторе изображенийВыполнять рендеринг без изменения пользовательского интерфейсаСохранять изображения в цветовой модели RGBСохранять изображения в цветовой модели RGB с альфа-каналом (если поддерживается)Изображения не могут быть скопированы во время рендерингаИзображения сохраняются в 8-битных оттенках серого (только PNG, JPEG, TGA, TIF)Мнимая часть показателя преломления проводника, часто называемая "k"НемедленноНепосредственные потомкиАнглийскаяНеявная конверсия типов при вычислении замыканияНеявная конверсия типов при разделении связкиИмпликацияИмпортироватьИмпорт всех материаловИмпортировать анимациюИмпортировать какИмпортировать CSVИмпортировать перечисления в виде строкИмпортировать FBX-анимациюИмпортировать файл FBX в текущую сценуИмпортировать FBX-информацию о подразделении в качестве модификаторов подразделения поверхностиИмпорт информацииМетод импортаИмпортировать OBJИмпортировать группы OBJ как группы вершинИмпортировать файл объёма OpenVDBИмпортировать PLYПути импортаИмпорт настроек из предыдущей версииИмпортировать STLИмпорт SVG как кривыхИмпорт SVG в Grease PencilИмпортировать дополнения сценыИмпортировать сцену как коллекциюНастройки импортаИмпорт схемы подразделенияИмпортировать текстИмпортировать текстурыИмпорт USD превьюИмпортировать атрибуты USD в пространство имён 'свойствПользователя' в качестве пользовательских свойства Blender'а. Пространство имён будет удалено из имён свойствИмпортировать экземпляры графа сцены USD в качестве экземпляров коллекцииИмпортировать USD контейнер в текущую сценуИмпорт неиспользованных материалов и изображенийИмпортировать VDBИмпортировать текстуры WebPИмпортировать меш из файла STLИмпортировать облако точек из файла PLYИмпортировать строку из текстового файлаИмпортировать все настраиваемые (пользовательские) атрибуты USD в качестве пользовательских свойства Blender'а. Пространства имён будут сохранены в именах свойствИмпортировать все выделенные изображения в качестве одной последовательности. Секвенция изображений не обязательно должна соответствовать шаблону нумерации последовательности Blender'а, поэтому плейсхолдеры добавлены быть не могутИмпортировать файл PLY как объектИмпортировать файл STL как объектИмпортировать пользовательские нормали, если они доступны (в противном случае Blender рассчитает их сам)Импортировать пользовательские нормали, если они доступны (иначе Blender пересчитает их)Импортировать пользовательские атрибуты вершинИмпортировать каждый материал FBX как уникальный материал Blender'аИмпортировать каждый объект OBJ 'g' (group) как отдельный объектИмпортировать каждый OBJ 'o' (object) как отдельный объектИмпортировать каждый материал USD как уникальный материал Blender'аИмпортировать геометрию финального рендераИмпортировать геометрию из файла CSVИмпортировать геометрию из файла OBJИмпортировать данные перевода аддона из файлов POИмпортировать направляющую геометриюИмпортировать конфигурацию клавиш из скрипта PythonИмпорт материалов и изображений, не назначенных ни к одному мешуИмпортировать только определённые примитивы USD. Если отключено, это позволяет импортировать примитивы USD, которые не определены, например, с переопределяющим спецификаторомИмпортировать только примитив по указанному пути и его потомков. Несколько путей могут быть указаны в списке, разделённом запятыми или точками с запятойКатегории опций импортаИмпорт прокси-геометрииИмпортировать сцену и установить её в окне в качестве активной сценыИмпортировать дополнения сцены в качестве пользовательских свойств. Существующие пользовательские свойства будут перезаписаныИмпортировать последовательно пронумерованные изображения как секвенцию анимированных изображений вместо отдельных плоскостейТип импортируемой целиИмпортировать текстуры как упакованные данныеИмпортировать ассет в качестве скопированного блока данных, но без многократного копирования вложенных, обычно тяжёлых данных. Например, зависимые текстуры и меш не нужно копировать каждый раз при импорте этого ассета. Вместо этого экземпляры ассета будут использовать общие данныеИмпортировать ассет в качестве скопированного датаблока, не создавая ссылки на исходный блок данных ассетаИмпортировать ассет в качестве связанного блока данных и упаковать его в текущий файл (гарантируя, что он останется неизменным в случае, если данные библиотеки будут изменены, станут недоступны и т. п.)Импортировать ассет как скопированный блок данных, но без многократного копирования вложенных, обычно тяжёлых данных. Например, зависимые текстуры и меш не нужно копировать каждый раз при импорте этого ассета. Вместо этого экземпляры ассета будут использовать общие данные.Импортировать ассеты как скопированные датаблоки, не создавая ссылки на исходные датаблоки ассетаИмпортировать ассеты как связанные датаблокиИмпортировать сцену в качестве коллекцииИмпортировать пользовательские свойства в качестве настраиваемых свойствИмпортировать атрибуты цвета вершинИмпортировать данные объёма из файла .vdbИмпорт {} файловИмпорт/экспортИмпорт-экспорт BVH из арматурных объектовИмпорт-экспорт как glTF 2.0Веса важностиРазмер карты значимости равен разрешению²/2; более высокие значения могут снизить зашумлённость за счёт снижения скорости и более высокого расходования памятиИмпортированный IDИмпорт Alembic...Импорт USD...Невозможно повторно синхронизировать блок данных %s и его зависимости, так как отсутствует связанная с ним ссылкаУлучшить и стабилизировать расширенную формуУлучшенный шум ПерлинаОграничение импульсаПороговое значение импульса, по достижении которого ограничитель разрушаетсяВ %s: установленный путь %s превышает максимально допустимый размер буфера.В активной группеВ воздухеСпередиИнтервалX-началоZ-началоВ локально переопределённой камере, поступает ли это фоновое изображение из связанной эталонной камеры или является локальным для переопределенияДля данных с локальным переопределением, - указывает, исходит ли этот НЛА-трек из связанных эталонных данных или является локальным по отношению к переопределениюВ локальном объекте переопределения независимо от того, исходит ли это ограничение из связанного ссылочного объекта или является локальным для переопределенияВ объекте с локальным переопределением определяет, исходит ли этот модификатор из связанного эталонного объекта или является локальным по отношению к переопределениюВ дополнение к переключению редактируемости также влиять на видимостьВ режиме рамочного лезвия, - разрывы закрываются между разрезанными дорожками путём подтягивания последующих дорожек на том же каналеВ режиме рамочного лезвия, - разрезы выполняются по всем дорожкам, даже если они не являются выделеннымиСпособ расчёта размера полигонов в режиме динамической топологииСпособ добавления или удаления деталей меша в режиме динамической топологииВ режиме смещения - расстояние между каждым сокетом на каждой оси. В режиме конечных точек - положение конечной вершиныВ процессеВ режиме подстройки отображать эффекты дорожек над дорожкой настройкиПромежуточныеНеактивныйДюймДюймыИнцидентВключитьВключая активныйВключить влияния всех костейВключая редактируемыеВключить фокусное расстояниеВключить рукояткиВставить меткиВключить блоки без НЛАВключить вложенные коллекцииВключая нередактируемыеВключить переменную «self» в пространство имён, чтобы драйверы могли проще обращаться к изменяемым данным (объектов, костей и т. д.)Добавить особую отметку в метаданные видео/изображенияВключить активную коллекцию и вложенные коллекцииВключать все типы кадровВключить все UV-карты меша в экспортВключить все кадры сценыВключить все видимые объектыВключить значения альфа-канала со второго входа в этой операцииВключать датаблоки анимации без данных НЛА (только в редакторе НЛА)Включить конец кости в качестве последнего элемента цепиПоказывать каналы невидимых объектов/костейВключить коллекцию в активный слой визуализацииВключать драйверы, которые полагались на любые резервные значения при вычислениях в фильтре «Показывать только ошибки», даже если вычисление драйвера прошло успешноВключить фокусное расстояние в предустановкуВключить рукоятки ключевых кадров при расчёте размеровВключить атрибуты цвета меша в экспортВключить в экспорт нормали экспортируемых мешейВключить только активный кадрВключить только активный объектВключить выделенные блокировщики для отбрасывания теней от активного излучателяВключить выделенные кадрыВключить выделенные объектыВключить выделенные "приёмники" для получения света от активного излучателяДобавить название .blend-файла в метаданные видео/изображенияВключить данные об объективе активной камеры в метаданные изображенияДобавить текущую дату в метаданные видео/изображенияВключить номер кадра в метаданные изображенияВключить сетевой адрес компьютера, который производит рендеринг данного кадраВключить слои масок при рендеринге слоя визуализацииВключить имя активной камеры в метаданные изображенияВключить имя активного объекта и номер текущего кадра в наложение текстовой информацииДобавить название активной сцены в метаданные видео/изображенияВключить имя основной дорожки-секвенции в метаданные изображенияВключить имя последнего маркера в метаданные изображенияВключить название ориентации вида в наложение текстовой информацииВключить количество кадров, отображаемых в секунду, в наложение текстовой информации во время воспроизведения анимацииВключить пиковое потребление памяти в метаданные изображенияВключить время рендеринга в метаданные изображенияДобавить интервал отрендренных кадров в метаданные видео/изображенияВключить таймкод кадра в формате HH:MM:SS.FF в метаданные изображенияВключить само "Cолнце" в выводВключить эту коллекцию, но не создавать линии пересеченийВключить этот объект, но не создавать линии пересеченияВключить этот набор выделения при копировании в буфер обмена. Если указано "нет", будут скопированы все наборы.Включить подгруппы инструментовДобавить трансформации, вызванные целевыми родительскими элементами, в целевое локальное пространствоВключить неиспользуемые связанные блоки данных в удалениеВключить неиспользуемые локальные блоки данных в удалениеВключить визуализацию данных анимации, связанных с Grease Pencil и кадрамиВключить отображение данных об анимации, относящихся к стилям линийВключить визуализацию данных анимации по датаблокам, связанным с модификаторамиВключить отображение данных об анимации, относящихся к арматурамВключить визуализацию файлов кэша, относящуюся к данным анимацииВключить отображение данных об анимации, относящихся к камерамВключить отображение данных об анимации, относящихся к кривымВключить отображение данных об анимации, относящихся к волосамВключить отображение данных об анимации, относящихся к решёткамВключить визуализацию данных, связанных с анимацией светаВключить отображение данных об анимации, относящихся к световым зондамВключить отображение данных об анимации, относящихся к материаламВключить отображение данных об анимации, относящихся к мешамВключить отображение данных об анимации, относящихся к метасферамВключить отображение данных об анимации, относящихся к видеофрагментамВключить отображение данных об анимации, относящихся к нодамВключить отображение данных об анимации, относящихся к объектам (в основном трансформации)Включить отображение данных об анимации, относящихся к частицамВключить отображение данных об анимации, относящихся к облакам точекВключить отображение данных об анимации, относящихся к сценамВключить отображение данных об анимации, относящихся к ключам формыВключить отображение данных об анимации, относящихся к источникам звукаВключить отображение данных об анимации, относящихся к текстурамВключить отображение данных об анимации, относящихся к объёмамВключить отображение данных об анимации, относящихся к окружающим средамВключитьВект. к наблюдателюНеподходящая нода выводаНесовместимо, ожидается %sНеполный встроенный ключевой набор, вероятно, отсутствует информация о типахНеправильная арматура для типа '{:s}'Неправильная арматура...Неправильный контекст для запуска переключения параметра "фиктивного пользователя" для блока данныхНеверный контекст для разрыва связи со шрифтомНеверный контекст для разрыва связи с данными объектаУвеличить контрастУвеличить коэфф. смешивания на "0.01"Увеличить коэфф. смешивания на "0.1"Увеличить расстояние равномерного смещенияУвеличить высоту проделываемого прыжкаУвеличить или уменьшить величину смещенияУвеличить или уменьшить значение выделенных ключей по отношению к соседнимУвеличить количество сегментовИнкрементУвеличить число в имени файлаС нарастаниемИнкрементально пересчитать кривую (высокое качество)Создать отступ для выделенного текстаПозволяет делать отступы или автоматически дополнять выделенный текстОтступ с помощью пробеловОтступ с помощью табуляцииИндексИндекс %d не является допустимымНа основе индексовПоле индексаИмя слоя индексовПоказатель преломления рассеиваемых частицПереключатель индексовЭлемент переключения индексовИндекс, соответствующий сочетанию клавиш, например, цифровая клавиша 1 соответствует индексу 1 и т. д..Индекс на кривойИндекс на граниИндекс на панели инструментовНомер индекса для прохода «Индекс цвета»Номер индекса для прохода «Индекс слоя»Номер для рендеринга индексов материаловНомер для рендеринга индексов объектовИндекс номера файла кэшаНомер индекса группы вершинИндекс трека действия НЛА для выполнения операции выдвиженияИндекс ближайшихКоэффициент преломления (IOR) для зеркального отражения и пропускания. Для большинства материалов IOR составляет от "1.0" (вакуум и воздух) до "4.0" (германий). Значение по умолчанию "1.5" является хорошим приближением для стеклаКоэффициент преломления (IOR), используемый для лучей, которые проникают в подповерхностный компонентИндекс активных AOVИндекс активного слоя аннотацииИндекс активной закладки (−1, если нет)Индекс активного языка в коллекции языковИндекс активного слоя в списке всех слоёв маскиИндекс активной группы освещенияИндекс слота активного набора линийИндекс активного слота материалаИндекс активного объектаНомер слота активной системы частицИндекс активного маркера позыИндекс активной недавней папки (−1, если нет)Индекс активной системной закладки (−1, если нет)Индекс активной системной папки (−1, если нет)Индекс слота активной клонируемой текстурыИндекс активного текстурного слотаИндекс активного трека в списке треков стабилизации вращенияИндекс активного трека в списке треков стабилизации переносаИндекс активной сетки объёмаИндекс символа после конца выделения на последней строке выделенияИндекс слота клонируемой текстурыИндекс текущей строки в коллекции объектов TextLineИндекс текущего символа на текущей строке или индекс начального символа в выделении, если оно установленоИндекс каждой кривойИндекс последней строки текста в выделенииИндекс слота материала, используемого для рендеринга частицИндекс грани меша, частью которой является треугольникИндекс ближайшего элементаИндекс предыдущей соседней точки на сегментеПоказатель преломления (IOR) тонкой плёнкиКоэффициент преломления определяет, насколько искривлён луч. При значении "1.0" лучи проходят насквозь, как в прозрачном материале; более высокие значения вызывают большее отклонение угла. Значение по умолчанию - "1.55" (IOR кератина)Индекс исходного веса в активной группе вершинИндекс слоя Grease PencilИндекс активного элемента в указанном доменеИндекс активного элементаИндекс активного объектаИндекс библиотеки ассетов, редактируемой в пользовательском интерфейсе настроекИндекс ближайшей направляющей кривой для каждой сгенерированной кривойИндекс коллекции, которой будут назначены выделенные кости. Когда оператору необходимо создать новую коллекцию костей, используйте новое_имя_коллекции (new_collection_name) для установления имени коллекции и установите этот параметр в качестве родительского индекса новой коллекции костейИндекс коллекции для изменения видимостиИндекс коллекции, в которую нужно переместить выделенные кости. Когда оператор должен создать новую коллекцию костей, не включайте этот параметр и проход new_collection_nameИндекс текущей итерации. Отсчёт начинается с нуляИндекс текущего активного набора выделенияИндекс элемента в исходной геометрии. Обратите внимание, что один и тот же индекс может встречаться более одного раза при одновременной итерации по нескольким компонентамИндекс репозитория расширений, редактируемого в пользовательском интерфейсе настроекИндекс группы граней внутри каждой пограничной рёберной областиИндекс первой петли этой граниИндекс экземпляра, используемого для каждой точки. Используется только при включённом "выборе экземпляра". По умолчанию используется индекс точкиИндекс основной направляющей кривой на кривуюИндекс материала, используемого для генерируемых штрихов ("0" для исходного материала)Индекс отчётаИндекс корневой точки кривойИндекс папки скриптов для удаленияИндекс сегмента для удаленияИндекс пряди косы, которой принадлежит каждая криваяИндекс редактируемого набора теговИндекс конечной точки кривойНомер кости в списке armature.collections_all. Нахождение номера подразумевает проверку других костей этого списка, так что будьте осторожны.Индекс данной коллекции в списке потомков родителя. Обратите внимание, что поиск этого индекса требует сканирования всех коллекций костей, поэтому обращайтесь к нему с осторожностью.Индекс данной кривойИндекс этого ребраИндекс этой граниИндекс этой петлиИндекс этого треугольника петлиИндекс данной точкиИндекс этой вершиныИндекс вне диапазонаИндекс для удаленияИндекс к определённым свойствам, затронутым F-кривой (если возможно)Индекс конкретной настройки, если применимоИндексыУказать, что метка этого сокета не является обязательной для понимания его назначения. В некоторых случаях это может привести к сбросу меткиУказать, что это корректирующее действие. Корректирующие действия активируются на основе активации двух других действий (с использованием конечного кадра, если оба входных сигнала находятся в конечном кадре, и начального кадра, если любой из них находится в начальном кадре)Указывает на то, что клавиатурная настройка определена пользователемУказывает на то, что раскладка клавиатуры используется для перевода модальных событий в операторыУказывает, что при последней оценке переменной использовалось резервное значениеУказывает на наличие видимых пользователю изменений с момента импорта кисти или чтения из файлаПоказывает фазу жестаУказывает, установлен ли дополнительный пользователь или нет (в основном для внутреннего/отладочного использования)ИндексыИндексы и веса должны иметь одинаковую длинуИндексы не могут иметь дубликатовИндексы должны быть в диапазонеИндексы должны быть отсортированы в порядке возрастанияИндексы петель меша, составляющие этот треугольникИндексы вершин треугольникаИндексы вершин, привязанных к модификатору. Для кривых Безье рукоятки считаются дополнительными вершинами.Индексы вершин в случае, если родство осуществляется по отношению к вершинамОтражённоеОтражённые лучиИнтенсивность отражённого освещенияТолько в отраженияхКосвенный блок данных библиотеки, не может быть сделан локальным, Shift + щелчок для создания иерархии переопределения библиотекиТолько отраженияОтдельноИндивидуальные центрыОтдельные изображенияИндивидуальные ориджиныОтдельный силуэтВыдавливание индивидуальных гранейОтдельные файлы для каждого вида с префиксом, определённым видами сценыОтдельные кости позы для этой арматурыИндонезийский - Bahasa IndonesiaСовместимость со стандартом индустрииПредполагаемый тип структурыРаздутьРаздуть мешПоднять активный объект на указанное расстояние для запекания. Это помогает сопоставить точки ближе к внешней стороне мешей выделенных объектовРаздуть активный объект на указанное расстояние для запекания. Это помогает сопоставлять точки, которые ближе к внешней стороне мешей выделенных объектов.Надувает тканьПритокНабор уровней притокаВлияниеРасстояние влиянияУровень влиянияПорог влиянияРасстояние влияния от объектаРасстояние влияния зондаКоэффициент влияния, по которому модификатор изменяет свойствоВлияние элементов метасферыВлияние созданного трека на окончательное решениеВлияние алгоритма стабилизации на положение исходного видеоВлияние алгоритма стабилизации на вращение исходного видеоВлияние алгоритма стабилизации на масштаб исходного видеоВлияние целевой плотности на симуляциюВлияние добавленного ограничителяВлияние деформацииВлияние нижней челюсти на цепи нижней губыВлияние челюсти на сомкнутый ротВлияние вторичной ИК на вращение контроллера пяткиВлияние коэффициента зуминга на скорость прокруткиВлияние этого трека на 2D-стабилизациюВлияние этого трека на итоговое решениеНастройка влияния управляется F-кривой, а не определяется автоматическиИнформацияЗначок информации - Передний планИнформация о текущем состоянии кэшаДанные пространства информацииИнформация записана в текстовый блок данных %s!ИнформацияИнформация об обновлённых ID-объектахИнформация об объекте, позволяющая системе ассетов работать с ним как с ассетомИнформация о цветовом пространстве, используемом для блоков данных в blend-файлеНаследоватьНаследовать конечный кренНаследовать вращениеНаследовать масштабНаследовать все эффекты родительского масштабированияНаследовать масштаб, но убрать сдвиг с потомка с сохранением ориентацииНаследовать равномерное по осям масштабирование, равное изменению родительского объёмаНачатьИнициализировать настройки для операторов обновления файлов i18n для переводовИсходноИзначальный цветИсходное положениеПервичный запросИзначальная длина покояНачальная температураНачальная скоростьПервоначальное выравнивание на основе 2D-курсораПервоначальное выравнивание на основе активного UDIM'аПервоначальное выравнивание на основе решётки UV плиткиПервоначальное выравнивание на основе габаритного контейнера острововНачальное здоровье члена роя при рожденииИсходный цвет поверхностиПервоначальный спад операции расширенияИсходное положение, из которого следует выровнять островаИнициализировать наборы гранейИнициализировать дорожку этим цветомИнициализирует все наборы граней в мешеВнутриУгол внутреннего конусаВнутренние углыВнутренняя складкаВнутренняя маскаВнутреннее соединениеБлизость изнутриВнутренний радиусВнутреннее выделенноеВнутренняя толщинаВнутренние вершиныВнутренняя толщина граней (используется только для мягких тел)РетушьВводВход 1Вход 2Входное цветовое пространствоПоля вводаВходная директорияВходной элементЭлементы вводаВходная матрицаИмя вводаНода вводаВходные сэмплыТип вводаВходная "точка белого"Ввод блока данных изображенияНастройки входного цветового пространстваВведите цвет, который должен быть сопоставлен с чёрнымВведите цвет, который должен быть сопоставлен с белымКонфигурация ввода, в том числе списки клавиатурных комбинацийВходные кривые не имеют типа БезьеВходные данные для зоны симуляцииВход не существует: "{}"Вход ожидает поле или единичное значениеВход ожидают списокВход ожидает единичное значениеВход ожидают сетку объёмаВходная геометрия не имеет элементов в области для итераций.Входная геометрия имеет неподдерживаемый тип: Входные сетки имеют несовместимые трансформацииВходной файл изображения или видеоВходное изображение или видео из блока данных видеофрагмента, обычно используется для отслеживания движенияСтрока ввода интерактивной консолиВводная маска из блока данных маски, созданного в редакторе изображенийМетод ввода для генерации вектора смещенияВвод нормализованных значений нормали в другие ноды в деревеИспользуется для ввода числовых значений в другие ноды в деревеВходной или выходной сокет нодыВходной или выходной тип сокетаОжидается ввод {}Входные свойства гизмоВходные свойства группы гизмоВходные проходы рендеринга из рендеринга сценыПорог входного состояния при использовании функции резкого поворотаУказать нужную длину ребраУказать нужное количество полигонов в новом мешеВход для текстурных координатВвод текущего времени сцены в секундах или кадрахВвести геометрию в качестве экземпляра. (Для дальнейшей обработки может потребоваться геометрия, не являющаяся экземпляром)Вводный порог для действий кнопки/осиВходной порог для действий с плавающей запятой/2D векторомВход для использования, когда сокет не подключён. Требуется "Скрыть значение".Тип входа, используемый для дорожки сценыВходное значение, используемое для несоединённого сокетаВход с индексом {} не существует. В настоящее время максимально возможный индекс — {}. Возможно, вы имели в виду {{:{}}}?Входной/выходной типВходыВходы:InsВставитьВставить послеВставить доВставка ключевых кадров — только по необходимостиВставка ключевых кадров — визуальноВставить ключевые кадры для используемого набора ключей с отображением доступных наборов ключей, если ни один из них не используетсяВставка ключевых кадров в этом режиме еще не реализованаВставлять ключевые кадры только для тех свойств, которые уже анимированыВставить точкуВставить точку в сегмент кривойВставить символ юникодаВставить пустой кадр во все редактируемые слоиВставить пустой кадр в текущий кадр сценыВставить ключевой кадр для всех элементов массиваВставить ключевые кадры для всех свойств, которые часто анимируются в ригах персонажей (только выделенные кости)Вставить ключевые кадры для всех свойств, которые часто анимируются в ригах персонажей (полезно для блокинга анимации)Вставить ключевой кадр для свойства, активного в интерфейсе пользователя в данный моментВставить ключевые кадры для всех свойств формы B-костиВставить ключевые кадры для выбранных F-кривых на месте расположения курсораВставить ключевые кадры для активной F-кривой на месте расположения курсораВставить ключевой кадр на все видимые и редактируемые F-кривые используя текущее значение в каждой кривойВставить ключевые кадры для уже существующих F-кривыхВставить ключевые кадры для всех каналов положения и вращенияВставить ключевой кадр для всех каналов положения и вращения с учётом воздействия ограничений и иерархииВставить ключевые кадры для всех каналов положения и масштабированияВставить ключевой кадр в каждый из каналов местоположения и масштабирования, принимая во внимание влияние ограничителей и иерархииВставить ключевые кадры для всех каналов положенияВставить ключевой кадр для всех каналов положения с учётом воздействия ограничений и иерархииВставить ключевой кадр в каждый канал местоположения, вращения и масштабирования, принимая во внимание влияние ограничителей и иерархииВставить ключевые кадры для всех каналов положения, вращения и масштабированияВставить ключевые кадры для всех каналов вращения и масштабированияВставить ключевой кадр в каждый из каналов вращения и масштабирования, принимая во внимание влияние ограничителей и иерархииВставить ключевые кадры для всех каналов вращенияВставить ключевой кадр для всех каналов вращения с учётом воздействия ограничителей и иерархииВставить ключевые кадры для всех каналов масштабированияВставить ключевой кадр для всех каналов вращения и масштабирования с учётом воздействия ограничителей и иерархииВставить ключевой кадр на все выбранные F-кривые используя текущее значение в каждой кривойВставить ключевой кадр на активную F-кривую, используя её текущее значениеВставить ключевой кадр для выделенных треков на текущем кадреВставить новый элемент в коллекцию после элемента, установленного в subitem_reference_name/_id или _indexВставить новый элемент в коллекцию перед элементом, установленным в subitem_reference_name/_id или _index (НЕ ИСПОЛЬЗУЕТСЯ)Вставить после панелиВставить после сокетаВставить перед панельюВставить перед сокетомВставить разрыв между текущим кадром и ближайшей дорожкой справа, независимо от выделения и блокировки дорожекВставить в панельВставлять ключевые кадры на основе «визуальной трансформации»Вставить ключевые кадры для дополнительного смещения к положениюВставить ключевые кадры для дополнительного смещения к вращениюВставить ключевые кадры для дополнительного масштабного коэффициентаВставить ключевые кадры для заданных каналовВставлять ключевые кадры в текущем кадре, используя либо активный набор ключей, либо пользовательские настройки, если ни один набор ключей не активенДобавить разрыв строки на положении курсораВставить ключевой кадр формы маски в активном слое в текущем кадреВставить новый ключевой кадр в положении курсора для активной F-кривойВставить выделенные ноды в группу нодВставить текст в позицию курсораВставить значения в строку, используя синтаксис форматирования, совместимый с Python и шаблоном путиНе удалось вставить ключевые кадры:Вставка ключей в {:d} блок(и) данных была пропущена из-за отсутствия слотов действий.Вставка ключей в {:d} блок(и) данных была пропущена, поскольку путь RNA для них недействителен.Вставка ключей в {:d} блок(и) данных была пропущена, поскольку не было слоёв, которые могли бы принять ключи.Вставка ключей в {:d} блок(и) данных была пропущена, поскольку не было дорожек, которые могли бы принять ключи.Вставка ключей в {:d} блок(и) данных была пропущена, поскольку они не подлежат редактированию.Вставка ключей в {:d} блок(и) данных была пропущена, поскольку их невозможно анимировать.Выдавить границы граней внутрьВыдавить новые грани внутрь выделенных гранейПеремещать выдавленный регион по существующим рёбрамВнутрьВнутри области аннотацииВнутренний отступВнутреннее расстояние (в единицах интерфейса) от края области, в пределах которой начинается панорамированиеВнутреннее соединение дугообразноеВнутреннее соединение остроеПозволяет просматривать изображения или результаты рендерингаИндекс проверкиИндекс проверки выходит за пределы диапазонаУстановитьУстановить пользовательское освещениеУстановить аддонУстановить шаблон приложенияУстановить пользовательские HDRIУстановить кастомные MatCap'ыУстановить пользовательское студийное освещениеУстановить расширения из файлов в локально управляемый репозиторийУстановить этот файлУстановленныеУстановка раскладки не удалась: {:s}ЭкземплярГраницы экземпляраЭкземпляр коллекцииВеса экземпляра коллекцииЭкземпляры коллекцийСоздать экземпляры коллекций при добавленииСоздать экземпляры коллекций при связыванииЧисло экземпляровРазмер пустышки экземпляраМасштаб экземпляров гранейИндекс экземпляраМодификатор экземпляраОбъект-экземплярЭкземпляр данных объектаСмещение экземпляраЭкземпляр наСлучайный ID экземпляраВращение экземпляраМасштаб экземпляраВариация экземпляровТрансформация экземпляраПоле трансформации экземпляраТип экземпляровСоздать экземпляр существующей коллекцииКоллекция геометрии экземпляровВвод геометрии экземпляраОбъект-экземпляр геометрииЭкземпляр коллекции или экземпляры всех дочерних элементов в коллекцииЭкземпляр на элементыЭкземпляр на точкиСоздать экземпляры выбранных коллекций в активной сценеСозданный экземпляр коллекцииЭкземпляры объектовСоздатель экземпляровЭкземплярыЭкземпляры игнорируютсяЭкземпляры как слоиЭкземпляры во входной геометрии игнорируютсяКоличество экземпляров '%d' не соответствует размеру трансформаций '%d'Экземпляры объектов или коллекцийТочки из экземпляровЭкземпляры, которые следует преобразовать в точкиЭкземпляры, которым следует придать индивидуальное вращениеЭкземпляры, для которых следует произвести индивидуальное масштабированиеЭкземпляры, для которых следует произвести индивидуальную трансформациюЭкземпляры, подлежащие индивидуальному перемещениюЭкземпляры: {}Создание экземпляровСоздавать экземпляры объектов-потомков на всех граняхСоздавать экземпляры объектов-потомков на всех вершинахСоздавать коллекции как пустышки, вместо того чтобы привязывать их к текущему слою визуализацииСоздание экземпляров идентификаторов для данных объектов (т.е. создание для них объектов при необходимости)Мгновенно поворачивает камеру на фиксированный угол, а не вращает её плавноИспользовать общий цвет для кистей, а не свои цвета для каждой кистиВместо вводных сэмплов для каждой кисти - значение назначается каждой кистиИспользовать общий размер для всех кистей, вместо отдельных значений для каждой кистиИспользовать общую интенсивность для всех кистей, вместо отдельных сил на каждую кистьИспользовать общий вес для всех кистей, вместо отдельных весов на каждую кистьВместо выделения при нажатии мышки дождитесь события перетаскивания. В противном случае выделение производится при отпускании мышкиЦелое числоЦелое 2DЦелое8Целое числоЦелое 64-битМассив целых чиселЦелочисленный атрибутЦелочисленное значение атрибутаЦелочисленное полеЦелочисленная математикаЦелочисленный сокет нодыИнтерфейс сокета ноды для целого числаЦелое значениеЦелочисленный векторНодовый сокет целого числаЦелочисленные пиксельные координатыЦелочисленное значение в атрибуте геометрииСовмещатьИнтегрировать деформацию, введенную этим модификатором, с координатами кэша меша (полезно для ключей формы)ИнтегрированиеМетод интеграцииТип интеграцииПредустановки интегратораОбнаружен двоичный файл Intel. Ожидается снижение производительности.Усиление деталейИнтенсивностьИнтенсивность тактильной вибрации от "0.0" до "1.0"Интенсивность шумаИнтенсивность слоя лоска, имитирующего очень мелкие волокна на поверхностиИнтенсивность виньетирования, возникающего при движенииРадиус взаимодействияРадиус взаимодействия определяется как результат выражения 4 * размер частицыИнтерактивная навигацияИнтерактивная консоль PythonИнтерактивная программная консоль для расширенного редактирования и разработки скриптовИнтерактивное добавление объектаИнтерактивное изменение текущего номера кадраИнтерактивное определение диапазона кадров для воспроизведенияИнтерактивный облёт сценыИнтерактивное перемещение по сцене (в режиме ходьбы или полёта)Интерактивно нацелить камеры и источники освещения на место (Ctrl для переноса)Интерактивно установить текущий кадр и значениеИнтерактивная ходьба по сценеИнтерактивная ходьба или свободное перемещение по сценеПересечениеИнтерфейсШрифт интерфейсаОписание интерфейса для этого дерева нодШирина внутренней полосыВнутренний радиусЧересстрочноТип развёрткиЧередованиеВстроенныйВнутренние атрибутыВнутренняя ошибка — блок AnimData не является допустимымВнутренняя ошибка: неправильный размер массива рёбер: %u вместо %uВнутренняя ошибка: неверный размер массива граней: %u вместо %uВнутренняя ошибка: неправильный размер массива петель: %u вместо %uВнутреннее трениеВстроенный IES-файлВнутренние связиМаксимальное отклонение внутренних пружинМаксимальная длина внутренних пружинВнутренние пружиныГруппа вершин внутренних пружинВнутренний буфер не имеет позыВнутренний буфер обмена пустСодержимое буфера обмена не соответствует материалуВнутренний буфер не из режима позыВнутренняя ошибка!Внутренняя ошибка, неизвестное состояние!{:s}Внутренние соединения входов с выходами для заглушенияВнутренний владелецВнутренняя ошибка библиотеки поз, отмена оператораВнутренний шейдерный скрипт, определяющий шейдерВнутреннее использование (изменить свойство data_path)Рендер заходит за края изображения, чтобы избежать некоторых артефактов от эффектов, ограниченных пространством экранаДля установки и обновления онлайн-расширений необходим доступ в Интернет. Для установки расширений из Интернета необходим доступ в Интернет.Интернет:Межглазное расстояниеИнтерполироватьИнтерполировать кривыеИнтерполировать штрихи Grease Pencil между кадрамиИнтерполировать кривые волосИнтерполировать длиныИнтерполировать число точекИнтерполировать радиусИнтерполировать формуИнтерполировать рёбра источника, проецированные вдоль нормалей вершин на получателяИнтерполировать значения полигонов источника, проецированных на получателя по их нормалямИнтерполировать между сэмплами 2×2Интерполировать между начальным и конечным кадрами действия с ползунком оценки времени, а не с целевым объектом/костьюИнтерполировать между новыми и исходными нормалямиИнтерполировать между оригинальными и новыми нормалямиИнтерполировать волосы с помощью B-сплайновИнтерполировать новые частицы по уже существующимИнтерполировать пиксели с использованием выбранного фильтраИнтерполировать радиусы выделенных точекИнтерполировать атрибут из углов грани, затронутой попаданием лучаИнтерполировать наклон выделенных точекИнтерполировать веса выделенных точекС интерполяциейИнтерполировать между начальным и конечным кадрами действияИнтерполирует существующие пользовательские нормали в результирующий мешИнтерполирует существующие направляющие кривые на поверхностном мешеИнтерполяцияКривая интерполяцииСпад интерполяцииИнтерполяционные направляющиеИнтерполяция - НаклонТип интерполяцииТип интерполяции по UТип интерполяции по VТип интерполяции по WИнтерполяция по UКоэффициент интерполяции между текущим весом кисти и весами ключейРезервный вариант интерполяции для выборочных анимаций, когда свойство не имеет ключейМетод интерполяцииМетод интерполяции для сегмента F-кривой от этого ключевого кадра до следующего ключевого кадраМетод сглаживания (интерполяции) для дыма/огняМетод сглаживания (интерполяции) для дыма/огня в режиме сплошного затененияМетод сглаживания (интерполяции) для объёмаМетод интерполяции, используемый для объёмов в режиме "сплошной"Метод интерполяции, который будет использоваться при следующей интерполяции последовательностиРежим интерполяции, используемый для первого ключевого кадра добавляемых F-кривых (последующие ключевые кадры будут использовать интерполяцию от предыдущих ключевых кадров)Сглаживание для использования межпиксельных сдвигов и вращений из-за стабилизацииТип интерполяции для абсолютных ключей формыИнтерполяция:ПересечениеРежим пересеченияПересечь с текущим выделениемВыполнить пересечение выделенных граней с невыделеннымиПересекающиеся рёбраПересечениеТолько пересечениеПриоритет пересеченияТип пересеченияПересечение с контуромПересечение, созданное этой коллекцией, будет иметь это значение маскиТолько пересеченияПересеченияИнтервалы между срабатываниями для кисти-распылителяВремя, затрачиваемое на телепортацию в режиме навигацииПроизводить колебание/случайность в штрихиПроизводит колебание (джиттер) при искажении, которое может быть быстрее, но также может привести и к зернистым или шумным результатамНедействительноОшибка неверного контекстаНедопустимое расстояниеОшибка вводаОшибка недопустимого вводаНедопустимое выходное соединениеУказан неверный диапазон индексов для UDIMUID старого действия недействителенНеподходящая UV-карта: UV-острова не должны перекрыватьсяНайден неверный якорь ("%s"), необходимо создать переопределение библиотеки из блока данных "%s"Неподходящий объект-клетка; объект должен совпадать по количеству граней с активным объектомНеверный индекс цветовой палитры: %dНеверный контекстНеверный контекст для ключевого набораНеверный контекст: "%s", %sНеверный график зависимостиОбнаружены недействительные данные граней в меше "%s". Будет использована автоматическая коррекция, но некоторые данные, скорее всего, будут потеряныНедопустимый спецификатор формата для строки: "{}"Недопустимый спецификатор формата: "{}"Недопустимый формат: "{}"Недопустимый диапазон кадров (%d — %d)Неверный диапазон кадров (%d - %d). Начальный кадр больше конечногоНеверное общее количество кадровНедопустимый заголовокНайден неверный корень иерархии ("%s"), необходимо создать переопределение библиотеки из блока данных "%s"Неверный идентификатор: "{}"Неверный индекс %d для сегмента сгибаемой кости из "%s"!Неподходящий меш; более подробную информацию можно увидеть на консолиНедействительный объект: проверьте путь к объектуНедопустимая пара старого/нового действия ("%s" / "%s")Неверная пара старый/новый идентификатор ("%s" / "%s")Неверный исходный индекс модификатора '%d'Неверный идентификатор панелиНеверный шаблон пути в ноде "Вывода в файл (file output)". Файл сохранён не будет.Неверное регулярное выражение (поиск): {:s}Неверное регулярное выражение (замена): {:s}Недопустимое разрешениеНеверный выбор области снимка экранаНеправильный порядок выделенияНедопустимое имя слота "%s": имя не должно быть пустым.Недопустимые UV-координаты поверхности на кривых {}Неверная цель %r (должно быть 'ARMATURE' или 'OBJECT')Настройки цели недопустимыНеверная цель!Недопустимая трансформация для сеток объёмаНеправильное имя переменной; нажмите здесь, чтобы узнать большеНеверный индекс группы вершинНеверный индекс вершины %d (ожидается, что он находится в диапазоне от 0 до %d)Неверная/неустановленная осьОбратнаяИнверсия с отсечениемИнверсный цветИнвертировать насыщенностьИнвертировать гаммуИнверсная кинематикаИнвертировать подъёмОбратная матрицаОбратное смещениеОбратная родительская матрицаОбратная мощностьОбратно-квадратичноОбратно масштабуОбратный наклонДавление обратного сглаживанияОбратный квадратный кореньИнверсно-квадратичный спадМодель с затуханием, обратным расстояниюМодель с затуханием, обратным расстоянию и отсечениемОбратная матрица трансформации родительского слояОбратная матрица координат родительского объекта на момент установления родстваИнвертировать выделение (переопределяет опцию "Выделить всё")Режим инверсииИнвертироватьИнвертировать альфа-каналИнвертировать дугуИнвертировать коллекциюИнвертировать фильтрацию коллекцииИнвертировать цветИнвертировать отбрасываниеИнвертировать кривизнуСмещение инверсииСортировать экспозиционный лист в обратном порядкеИнвертировать спадИнвертировать сеткуИнвертировать слойИнвертировать проход слояИнвертировать материалИнвертировать проход материалаОбратить матрицуИнвертировать панорамированиеИнвертировать ось для панорамированияИнвертировать ось тангажа (X)Инвертировать давление для плотностиИнвертировать давление для потокаИнвертировать давление для жёсткостиИнвертировать давление для влажного смеше́нияИнвертировать давление для состояния влажностиИнвертировать значения RGBИнвертировать ось крена (Z)Инвертировать вращениеИнвертировать вращениеИнвертировать выделениеИнвертировать фильтрацию силуэтаИнвертировать брызгиИнвертировать невыделенноеИнвертировать группу вершинИнвертировать веса AИнвертировать веса BИнв. масштабирование колёсикомИнверсия по оси XИнвертировать ось XИнверсия по оси YИнвертировать ось YИнвертировать ось рыскания (Y)Инверсия по оси ZИнвертировать ось ZИнв. направление масштабированияИнвертировать цвет, создав негативОбратить действие кисти во время выполнения штрихаОбратить действие кисти во время выполнения штрихаИнвертировать веса активной группы вершинИнвертировать затрагиваемые нормалиИнвертировать все значения альфа-канала в изображенииИнвертировать альфа-каналИнвертировать и нарисовать противоположную дугуИнвертировать канал синегоИнвертировать цвет, получая негативИнвертировать направление штриха назначения, чтобы его начало и конец совпадали с исходным штрихомИнвертировать существующее состояние выделенияИнвертировать фильтр по меткам гранейИнвертировать поисковой фильтрИнвертировать фильтрацию (показать скрытые элементы и наоборот)Инвертировать канал зелёногоИнвертировать каналы изображенияИнвертировать фильтр слояИнвертировать фильтр прохода слоёвИнвертировать блокировки всех групп вершин активного объектаИнвертировать блокировки выбранных групп вершин активного объектаИнвертировать блокировки невыбранных групп вершин активного объектаИнвертировать маскуИнвертировать фильтр материалаИнвертировать фильтр прохода материаловИнвертировать нормали тех объектов, которые имеют отрицательный масштаб.Инвертировать выходные значения влиянияИнвертировать закрепление для выделения вместо его установкиИнвертировать канал красногоИнвертировать выделение всех элементовВыполнять сортировку каналов экспозиционного листа в обратном порядкеИнвертировать значения группы вершин источникаИнвертировать стабилизацию для восстановления движения изображенияИнверсия положения по оси XИнверсия вращения вокруг оси XИнверсия положения по оси YИнверсия вращения вокруг оси YИнверсия положения по оси ZИнверсия вращения вокруг оси ZИнвертировать ось движения указателя для масштабированияИнвертировать направление карты неровностей (вдавливать поверхность вместо выдавливания)Инвертировать кривизну удлинения штрихаИнвертировать развёрнутые активные элементыИнвертировать направление нормалей к гранямИнвертировать направление угасания для линейного отображенияИнвертировать цвет светлых тоновИнвертировать цвет средних тоновИнвертировать созданную маскуИнвертировать влияние группы вершин AИнвертировать влияние группы вершин BИнвертировать цвет тенейОбратить состояние замка для всех групп вершинИнвертировать маскуИнвертировать чёрный/белый цвет маскиИнвертировать модуляцию приложенного давления для плотностиИнвертировать модуляцию приложенного давления для потокаИнвертировать модуляцию давления в жёсткостьИнвертировать модуляцию давления для влажного смеше́ния краски на кистиИзменяет модуляцию давления для состояния влажности краски на кистиИнвертировать ввод мышкиИнвертировать фильтр состояния объектаИнвертировать цвет смещенияИнвертировать цвет мощностиИнвертировать полученный спад весаИнвертировать угол вращенияИнвертировать цвет наклонаИнвертировать карты направлений брызгИнвертировать слой трафаретаИнвертировать влияние группы вершинИнвертировать видимость всех вершинИнвертировать вес активной группы вершинИнвер-ть в скребок или заполнениеИнвертировать влияние группы вершинИнвертировать влияние группы вершин (только для схлопывания)Инвертировать влияние группы вершин маскиИнвертировать веса групп вершинИнвертировать видимость коллекции (устарело)Инвертировать ячейки: размещать объект там, где его на самом деле нетИнвертированоМаска инвертированной полостиОбратимаяВызватьВызвать все настроенные экспортёры для всех коллекцийВызвать все настроенные экспортёры для этой коллекцииВызов операции экспортаВнутренний компонент силы вихряIris (.rgb)ЖелезоТекстурный атлас освещённости не может быть созданРазмер пула освещённостиРазмер предпросмотра освещённостиЯвляется активнойЯвляется архивомЯвляется атрибутомС выравниванием по осямС запеканиемЛуч из камерыЯвляется целью контроллераЯвляется захватом контроллераЯвляется даннымиДиффузный лучЯвляется граничным ребромЯвляется несвязанным ребромЯвляется развёртываемым ребромСглажены ли рёбраМожно редактироватьВ режиме редактированияПустоеЯвляется вычисляемымПлоская ли граньСглажены ли граниИспользуется ли резервное копированиеЗаливка видимаИспользует нецелое числоСозданная плиткаЛуч глянцаЯвляется Grease PencilЯвляется HDRЯвляется скрытойПопаданиеВходит ли в иерархиюЕсли отражённыйЯвляется выводом проверкиЯвляется экземпляромЗаблокирован ли интерфейсЯвляется внутреннимЭто действие со слоямиЭто устаревшее действиеЗагруженоЛокально переопределенаУстанавливается через Microsoft StoreЯвляется ли имя вернымСостояние раскрытияОртогональЯвляется выходомПереключатель панелиИспользуется перспективаЗакрепленоКак плоскостьЯвляется порталомЛуч отраженияЯвляется обязательнымЯвляется последовательностьюЛуч тениЕдинственный лучЦиклический ли сплайнЯвляется прядьюЯвляется началом штрихаЯвляется ли штрих видимымЯвляется ли система переопределениемТайлЛуч трансмиссииЯвляется разделителем UVДействительноДопустимое ли смещениеЭто вьюпортЛуч рассеивания объёмаЗаглушен ли маркер для текущего кадраЯвляется частью цепи инверсной кинематикиПроверка AOV на наличие конфликта имёнСвязан ли этот блок не напрямуюЯвляется ли это имя переменной драйвера вернымСгенерировано ли это изображение плиткиИзменена ли раскладка пользователемОпределена ли эта раскладка пользователем (простой замены встроенной раскладки не происходит)ОстровКоличество островковИндекс островкаОтступ для острововВыделение островаОстров, не изменяющий местоположения при сшивании острововТочность острововИзолироватьИзолировать действиеИзолировать многопользовательские данныеИзолировать выделенные кости в отдельную арматуруИзометрияНе может быть зарезервированным ключевым словом в PythonНе может быть оставлено пустымНе может содержать точек (например, 'имеется.точка')Не может содержать пробелов (например, 'имеется пробел')Он не может содержать специальные (не буквенные/цифровые) символыНе может начинаться с цифрыНе может начинаться со специальных символов, включая '$', '@', '!', '~', '+', '-', '_', '.' или ' 'Итальянский - ItalianoКурсивУгол для курсивных символовЭлементФормат элементаИдентификатор элементаТип элементаУ элемента нет пользователей, и он будет удалёнУ элемента нет пользователей, и он будет удалён. Нажмите, чтобы защитить от удаленияЭлемент в клавиатурной раскладкеЭлемент в интерфейсе нодового дереваЭлемент не защищён от удаленияЭлемент защищён от удаленияЭлемент, который необходимо скопировать в данный интерфейс, имеет неподдерживаемый тип сокетаЭлементыЭлементы развёрнутыЭлементы, которые не найденыЭлементы на карте действий, которые сопоставляют событие XR с оператором, позой или тактильной обратной связьюЭлементы клавиатурной раскладки, связывающие оператор и событие вводаЭлементы в интерфейсе нодыЭлементы на нодовой панелиИтерацияИндекс итерации, который используется функциями проверки, такими как нода предпросмотра или проверка сокетовИтерацийВходное значение итераций должно быть постоянным значениемИтераций: {:d} .. {:d} (средн. {:d})Итеративная процедура не сходитсяJ2KJP2JPEGJPEG (.jpg)JPEG 2000 (.jp2)Формат JPEG (.jpg)Качество JPEGКачество JPEG-изображений проксиСжатие с потерями, подобное JPEG, для 256-строчных блоков изображенийСжатие с потерями, подобное JPEG для 32-строчных блоков изображенийJPEG2000Японский - 日本語КолебаниеДжиттер-камераКлючевой кадр колебанияВыделенный ключевой кадр колебанияКолебание от давленияЕдиница колебанияКолебание цвета кистиКолебание положения камеры для создания точного размытия с использованием сэмплов рендеринга (только для окончательного рендеринга)Коэффициент колебания радиуса кисти для новых штриховКолебание (джиттер) в пространстве экрана или относительно размера кистиСлучайное колебание положения кисти при рисованииКолебание положения кисти при рисованииС разбросомКолебание тенейКолебание теней (Вьюпорт)Величина разбросаКолебание происходит в пространстве экрана, в пикселяхКолебание происходит относительно размера кистиОбъединитьОбъединить областиСоединить связкиСоединить внизСоединить геометриюРежим соединения геометрииСоединить влевоПоместить ноды в рамкуДобавить образцы цветов в палитруСоединить вправоОбъединить строкиОбъединить штрихиСоединить треугольникиСоединить вверхОбъединять конечные точки кривой, если будут обнаружены перекрывающиеся контрольные точки (если отключено, ни одна кривая не будет замкнутой)Объединить группы слоёв Grease Pencil в одинСоединить вместе несколько связокОбъединить выбранные области в новое окноПрисоединить выделенные объекты к активному объектуОбъединить выделенные штрихи в одно заполнение, чтобы создать отверстияОбъединить выделенные трекиСоединить последний нарисованный штрих с предыдущими штрихами в активном слое по расстояниюСоединить новый меш как отдельную геометрию, не выполняя никаких булевых операцийОбъединить выделенные штрихи в одинОбъединить две кривые по их выделенным концамРезультат объединения состоит из %d вершин, допустимый предел — %ldПривязки костейСуставыСуставы:%s/%s | Кости:%s/%sПрыгнутьВысота прыжкаСкорость прыжкаЕдиница переходаПерейти назад по времениПереход по кадрамПереход по секундамУстановить курсор на строкуПерейти вперёд/назад на заданное количество кадров или секундПерейти к номеру строкиПерейти на другую вкладку в редакторе свойствПерейти к файлу в текстовом редактореПерейти к концу текущего путиПерейти к первому/последнему кадру в диапазоне кадровПерейти к следующему кадру с ошибкойПерейти к предыдущему кадру с ошибкойПерейти к предыдущему/следующему ключевому кадруПерейти к предыдущему/следующему маркеруПерейти на специальный кадрПерейти в начало текущего путиПерейти к последнему кадру в диапазоне кадровПрыжок в режиме ходьбыПросто добавить отступ, игнорируя UV-масштабПо ширинеK0К1К2К3K4KHR_materials_variants_uiСжатие KTX2ОставлятьСохранять опорную точкуСохранять анимациюСохранять осьСохранять границыСохранять концыОставлять соединённымиСохранять контурСохранять углыСохранять углы, стыкиСохранять углы, стыки, вогнутостиСохранять существующееСохранить иерархиюСохранить входыСохранить последний сегментСохранять длиныПоддерживать цикличностьОставить модификаторСохранять названные нодыСохранять нормалиС сохранением взаимного расположенияОставлять открытойСохранить оригиналСохранять диапазонСохранять корниПоддерживать формуСохранять остротуОставлять рёбра острымиСохранить один разСохранять поверхностьСохранить трансформациюСинхронизировать выделение UV-разметки и редактируемого мешаВ том же интерфейсеСохранять глобальную трансформациюСохранять резервные (.blend1) версии файлов при сохранении с очищенными превьюСохранять резервные (.blend1) версии файлов, когда генерируются предпросмотрыСохранить все текущие размеры текстурСохранять равномерную толщину распределения дубликатовПродолжать применять эффект рисования при удержании кнопки мышки (спрей)Сохранять дочерние нодыСохранять существующее положение заголовковСохранять кадр и не менять со временемНе допускать прохождения сквозь других членов рояСохранять гизмо видимым, даже если нода не выделенаСохранять назначение материала для кистиСохранять неразвёртываемые границы входного меша на месте, избегая там двоякой трансформацииОставить только кадры выше "0"-го кадраОставить исходный файл после копирования в папку конфигурацииСохранить исходные объекты вместо того, чтобы заменить ихСохранить исходные штрихи и создать копию перед повторным проецированиемПо возможности сохранить оригинальные файлы текстур. ВНИМАНИЕ: если вы используете более одной текстуры, тогда как стандарт pbr требует только одну, будет использоваться только одна текстура. Это может привести к неожиданным результатамСохранить оригинальные трекиСохранять длиныНе допускать пересечения путей с излучателемСохранять данные рендеринга для более быстрого повторного рендеринга и рендеров анимации за счёт увеличения использования памятиСохранять корневые ключиСохранять острые рёбра такими, какими они были рассчитаны для пользовательских нормалей по умолчанию, вместо установки одной взвешенной нормали для каждой вершиныСохранять размер нормалей постоянным по отношению к 3D-видуСохранять смещение дорожки относительно текущего кадра при вставкеПривязать кисть к исходному положениюСохранять концы такими, какие они есть, и не спрямлять их при стиранииСохранить дочерние ноды группы и удалить только саму группуСохранять рассчитанную видовую карту и не пересчитывать её, если геометрия не изменяетсяСохранять отображение текущего блока данных на дисплееСохранить связи со входами для дублируемых нодСохранять объекты "жидкости" видимыми во время рендерингаДержать модификатор в конце спискаСохранить исходную поступающую геометрию и объединить её с геометрией экземпляровСохранить исходную поступающую геометрию и объединить её с распределяемой геометриейСохранить часть сеток, общую для всех операндовСохранить часть меша, общую для всех операндовСохранять положение последнего сегмента в цепочке ИК фиксированнымСохранять видимость объектов дыма на рендереПоддерживать постоянную длину текстуры независимо от длины каждого штрихаСохранять значения активной группы при нормализации других группСохранять глобальную трансформацию штрихов из буфера без измененийСохранять зигзагообразный "шум" от изначальной цепочкиСохранять грани преобразованные в треугольники от упрощения (только схлопывание)Сохранить назначение вершин хотя бы одной группе при очисткеСохранять непрозрачность и детализацию объёма одинаковой независимо от масштаба объектаСохранение модификаторов приведёт к увеличению числа полигонов при возврате в режим объектаСохраняет оттенок постояннымКельвинЯдроТип данных ядраОптимизация ядраРадиус ядраЯдра можно оптимизировать на основе содержимого сцены. Оптимизированные ядра запрашиваются в начале рендера. Если оптимизированные ядра недоступны, рендеринг будет продолжаться с использованием универсальных ядер до тех пор, пока оптимизированный набор не будет доступен в кэше. Это может привести к дополнительной загрузке ЦП на короткое время (десятки секунд)КернингКлючКлючКлюч %dКлючи для всех костейБлоки ключейКлючевой цветКонфигурация клавишКонфигурация клавишКонфигурации клавишКлючевой кадрРаскладка клавиатурыЭлемент раскладки клавиатурыРаскладка клавишУгловая скорость ключаКонфигурация клавиш, которая может быть расширена аддонами и добавлена к активной конфигурации при обработке событийПоложение ключаПоложение ключа на частицу во времениПоложение/вращение/масштаб ключа, а также пользовательские свойстваКлюч, привязанный к определённому кадру, который можно перемещать для изменения скорости воспроизведенияСочетания клавиш, используемые в этой конфигурацииКватернион вращения ключаСкорость ключаСочетание клавишНастройки конфигурации клавишКлавиатурная конфигурация "%s" не может быть удаленаКонфигурации клавишРаскладка "%s" (база) должна быть пользовательской раскладкойРаскладка "%s" (другая) должна быть дополнением или активной раскладкойРаскладка "%s" не соответствует "%s"Элемент раскладки "%s" не является частью раскладкиРаскладка клавиатуры "%s" не найдена в конфигурации клавиш "%s"Элементы раскладки клавиатурыРезультат элемента раскладки клавиатуры может быть неверным, поскольку ожидается обновление. Вызовите `context.window_manager.keyconfigs.update()`, чтобы убедиться в возможности нахождения совпадений.Элемент раскладки клавиатуры "%s" не найден в раскладке клавиатуры "%s"Раскладки одинаковыПресеты клавишКлавиатураКлючеваяСостояния-ключиТайминг по ключамЦель частиц-ключей действительнаКлючевой кадрКлючевой кадр АДорожка анимации с ключевыми кадрамиКлючевой кадр БГраница ключевого кадраВыделенная граница ключевого кадраОбязательный ключевой кадрКруговой меню вставки ключевых кадровШаг ключ. кадровНомера ключевых кадровТочки ключевых кадровКоэффициент масштаба ключевых кадровВыделенный ключевой кадрВыбор ключевых кадровКлючевые кадры из итоговых трансформаций (после применения ограничителей)Ключевой кадр не на F-кривойВставка ключевых кадров недоступна для режима Grease Pencil или режима маски́рованияВставка ключевых кадров недоступна в режиме маскиУстанавливаемый ключевой кадрОт ключевых кадровТреки с ключамиКлючевые кадрыСлед. ключ. кадрыПред. ключ. кадрыКлючевые кадры вокруг курсора, к которым нужно приблизитьКлючевые кадры не могут быть добавлены в сэмплированные F-кривыеСоздание ключевых кадровНастройки создания ключевых кадровКеингЭкран кеингаНабор ключейИмя набора ключейПуть к набору ключейПути набора ключей, определяющие настройки, объединяемые в ключевой кадрНабор ключей, определяющий конкретные пути/настройки для объединения в ключевой кадр (т. е. не зависящий от контекстной информации)Ключевой набор не содержит путейНаборы ключейНаборы ключей ВсеКлючевой набор "%s" — успешно добавлено %d ключевых кадровНабор ключей "%s" не найденНе удалось добавить ключевой наборОшибка вставки ключевых кадров в ключевой наборОшибка удаления ключевых кадров из ключевого набораНабор ключей является активным, что можетПуть ключевого набора не может быть добавленПуть ключевого набора не может быть удалёнПути к наборам ключейПути ключевого набора не могут быть удаленыНаборКлючейРаскладкаРаскладка клавиатуры определена пользователемКлючиШаг ключейKhronos PBR NeutralКодирование изображения Khronos PBR Neutral для дисплея sRGBKhronos PBR Neutral sRGBУничтожение частицУничтожение столкнувшихся частицКилограммыКилогерцКилометрыКилометров в часКиловаттыКинематическиКинематический ограничительПотенциал кинетической энергии МаксимумИзгибАмплитуда волненияКоэфф. амплитуды волненияЧастота волненияКоэфф. частоты волненияТип изгибовКиршДельтоидРежим узлаИзвестное относительное смещение исходной съёмки, будет вычтено (например, для панорамной съёмки, может быть анимировано)Корейский - 한국어Kr-производная εМинимальное значение производной Kr для расчёта вероятных контуровКувахараКиргизский - Кыргыз тилиLIB: %s: "%s" напрямую связан из "%s" (родитель "%s"), но является нессылочным типом данныхLIB: %s: "%s" отсутствует в "%s", родитель "%s"LIB: файл .blend %s, по-видимому, повреждён, для связанного блока данных "%s" не найдены проприетарные данные "Библиотеки". Попробуйте сохранить файл ещё раз.LIB: файл .blend %s, по-видимому, повреждён, для упакованного и связанного блока данных %s не найдены проприетарные данные 'Библиотеки'. Попробуйте сохранить файл ещё раз.LIB: Данные ссылаются на главный .blend-файл: "%s" из %sLIB: объект не найден в сцене: "%s"ЛКМLZWМеткаРазмер шрифта меткиРазмер меткиМаркировать узлы перенаправления на основе меток подключённых узлов перенаправленияМетка для отображения подтипа сокета в пользовательском интерфейсеМетка для отображения типа сокета в пользовательском интерфейсеЛакунарностьЛямбда границКоэфф. лямбдаЛямбда-коэффициентЛямбда-коэффициент границДиффузное отражение Ламберта и Орена-НаяраДиффузное пропускание ЛамбертаШейдер излучения ЛамбертаЛампаПерсональное пространство на землеУсилие на рулевую колонку на землеПлавность приземленияОриентирЭлементы управления для ориентировОриентирыЯзыкID языкаНазвание языкаИмя языка (например, «French (Français)»)Язык, используемый для переводаЯзыкиОбновляемые языки в рабочем репозиторииЛапласОператор ЛапласаДеформация ЛапласаМодификатор деформации ЛапласаМодификатор сглаживания ЛапласаСгладить выделенные вершины по ЛапласуДеформацияЛапласаЛапласовоСглаживаниеОчень большойОт большего к меньшемуПоследнийИдентификатор последнего слота действияПоследний кадрПоследнее значение диапазона количественной невидимостиПоследний используемый кадр действияПоследний используемый кадр в действииПоследний кадр временной шкалы действияПоследний кадр сегментаПоследний кадр для перенесенияПоследнее известное положение "позы" видоискателя (центр между глазами) в мировом пространствеПоследнее известное вращение "позы" видоискателя (центр между глазами) в мировом пространствеПоследний выделенный элементПоследний выделенный не найденЗакрутить вокруг оси со смещением, рассматривая входной меш в качестве профиляМин. широтаРешёткаСоздатьДеформация по решёткеМодификатор решёткиДатаблок решётки, задающий сетку деформации других объектовДатаблоки решётокМодификатор деформирующей решёткиОбъект решётки, с помощью которой осуществляется деформацияРазрешение решётки в направлении UРазрешение решётки в направлении VРазрешение решётки в направлении WРешётка(-и)РешёткиЗапустите Blender без --автономного-режимаПрограмма была запущена с опцией "--автономного-режима", изменить невозможноСлойСлой "%s" не найден в объекте "%s"Слой вышеСлой нижеКоллекция слоёвКоличество слоёвГруппа слоёвГруппа слоёв заблокирована или не виднаГруппы слоёвИндекс слояСопоставление слоёвРежим слояОбъекты слояВидимость слояПроход слояСэмплы слояВыбор слояШаг слояВес слояСлой над активнымСлой уже добавленСлой под активнымКоллекция слоёвПотомок-коллекция слояСлой в многослойном изображенииСлой уже добавлен в качестве маскиСлой заблокирован или не виденСлой выбран для редактирования в экспозиционном листеНазвание слояСлой не найден в данных аннотацииСлой кэша, используемый для загрузки или переопределения данных из первого слояСлой цветов вершин для датаблока мешаФильтр прохода слояСо слоямиЗапись по слоямСлоиОттенки слоёвСлои как экземплярыСлои для FK контро́ллеров, которые будут включеныСлои для дополнительных элементов управления IK, которые будут включеныСлои для основных элементов управления, которые будут включеныСлои для вторичных элементов управления, которые будут включеныСлои для контро́ллеров перемещения, которые будут включеныСлои, включённые в интерполяциюСлои кэшаИспользовать слои в качестве границСлоёв:%s | Кадров:%s | Штрихов:%s | Точек:%sРазметкаПанели макетов не могут быть использованы в этом контекстеЛёгкое соединениеЛёгкое соединение через меню сокетаЛёгкое смешиваниеЛёгкий источник!Лёгкая цель!СвинецТриггерная клавиша для доступа к инструментамВедущийЛистовые вокселиКожаОставить как естьОставить в текущем режимеОставить ориентацию без измененийСлеваЛевый глазЛевая ручкаПоле левой ручкиСмещение левой ручкиЛевая ручка выделенаТип левой ручкиКлюч слеваЛевая соседняяСлева ортогональСлева перспективаСостояние выбора левой рукояткиЛевые сингулярные векторыНормализованные координаты левого нижнего угла области поиска по отношению к положению маркераСлева/справаКадровое смещение правой рукоятки в левую сторону от конца содержимого дорожкиНогаУстаревший аддонУстаревшие аддоныУстаревшее поведениеТип устаревшего устройства для вычисленияУстаревший шумУнаследованная нормальПерезаписать устаревшиеУстаревший целевой путьТрадиционный ограничитель слежения, подверженный артефактам крученияУстаревший уникальный идентификатор типа ноды, избыточный со свойством bl_idnameУстаревшие слои цвета вершин. Устарело, вместо этого используйте атрибуты цвета.Условия использования моделиДлинаСредняя длинаКоэфф. длиныРежим длиныМодификатор длиныЕдиница длиныДлина с учётом весаДлина в состоянии покояДлина в пространстве геометрииДлина в соотношении с длиной штрихаДлина AДлина цикличного повторения, измеряемая в штриховых сэмплахДлина путей-потомковДлительность отображения пути в кадрахДлина каждой кривойДлина каждой закручиваемой кривойДлина каждого кадраДлина каждого отдельного ребраДлина каждого сегментаДлина ребра в трёхмерном пространствеДлина первой рукоятки Безье (только для B-костей)Длина добавленных кривых, если она не интерполирована от других кривыхДлина лучей, определяет, на каком расстоянии друг от друга грани дают эффект окклюзииДлина индексов переупорядочивания должна совпадать с количеством кривыхДлина второй рукоятки Безье (только для сгибаемых костей)Длина размеров должна совпадать с размером выделенияДлина первого штриха для штрих-пунктирных линийДлина первого штриха для разделенияДлина первого разрыва для штрих-пунктирных линийДлина первого разрыва для разделенияДлина второго штриха для штрих-пунктирных линийДлина второго штриха для разделенияДлина второго разрыва для штрих-пунктирных линийДлина второго разрыва для разделенияДлина третьего штриха для штрих-пунктирных линийДлина третьего штриха для разделенияДлина третьего разрыва для штрих-пунктирных линийДлина третьего разрыва для разделенияДлина дугиДлина костиДлина кости. Изменение перемещает конец кости.Длина глубины, добавленной в локальном направлении Z вдоль кривой, перпендикулярно её нормалямДлина расклёшенного конца косичкиДлина сгенерированных кривых волосДлина волосВеличина начала линийДлина концов линийДлина дорожки от левой до правой ручки в кадрахДлина дорожки в кадрах, или длина каждой дорожки в случае добавления несколькихДлина контента, лежащего в основе дорожки в кадрах, без учёта установленных ручек, обозначающих начало и конец воспроизведенияРазмер удаляемых концовДлина, вдоль которой тянется массивДлина, которую необходимо придать ручкам Безье выделенных ключевых кадровЛеннард-ДжонсВес эффектора Леннард-ДжонсаОбъективДисперсия объективаИскажение объективаЕдиницы объективаФокусное расстояние объектива (мм)МеньшеМеньше чемРежим "меньше чем"Меньше или равноЗначения меньше "90" ограничивают угол, используемый в тональном диапазонеВключить исчезновение дыма со временемПозволить драйверу определить значение этого свойстваПозволить ориентации порождающего объекта задавать начальную скорость частицПозволить мышке перемещаться по границам представления, чтобы движения мышки не ограничивались размером экрана (используется при трансформациях, перетаскивании элементов управления пользовательского интерфейса и т. д.)Позволить объекту задавать начальную скорость частицПозволить нормали поверхности задавать начальную скорость частицВключить придание начальной скорости частицам по касательной к поверхностиЦелевая частица придаёт начальную скорость для других частицРазрешить тексту находиться за пределами текстового поляЗадавать начальную скорость частиц по вектору, направленному из места положения частицы наружуУровеньУровень - КонецНабор уровнейУровень - НачалоУровень детализации в добавленном турбулентном шумеУровень сглаживания на траектории закручивания для учёта изменения формыУровень подразделенияПредставление флюида с помощью набора уровнейПредставление притока с помощью набора уровнейПредставление препятствия с помощью набора уровнейПредставление оттока с помощью набора уровнейУровниУровни - ВьюпортПерезагрузка библиотеки: замена всех ссылок на старый датаблок "%s" с помощью перезагрузки не удалась, старый датаблок (%d оставшихся пользователей) пришлось сохранить и переименовать в "%s"БиблиотекиБиблиотекаБиблиотеке "%s" требуется повторная синхронизации переопределенияБиблиотека "%s" ("%s") представляет собой архивное хранилище для упакованных данных, но она не имеет реальной родительской библиотеки.Библиотека "%s", похоже, повреждена, она содержит недопустимые имена идентификаторов. Это может привести к потере связанных данных.Библиотека "%s" была создана предстоящей версией Blender'а и содержит имена идентификаторов длиннее, чем поддерживается в настоящее время. Это может привести к потере связанных данных, рассмотрите возможность открытия и повторного сохранения этой библиотеки в текущей версии Blender'а.Библиотека "%s", "%s" имеет несколько экземпляров, сохраните и выполните перезапуск!Библиотека (данные объекта)Ссылка на библиотеку (blend-файл) в данных контекста импорта. В настоящее время доступны только для чтения для обработчиков до/после импорта файлов .blendОбозреватель библиотекРедактируется в библиотекеИдентификатор библиотеки %s в библиотеке %s, что не должно происходить!Идетификатор библиотеки %s не найден в ожидаемом месте по пути %s!ID библиотеки, представляющий blend-файл, из которого был импортирован идентификатор. Нет, пока ID не будет связан или добавленИмя библиотекиОперация с библиотекойПереопределяемая библиотекаПереопределённый ID библиотекиПереопределение библиотекиОперация переопределения библиотекиОперация устранения неполадок при переопределении библиотекиРежим просмотра переопределения библиотекиПереопределения библиотекиПереопределения библиотеки: требуется повторная синхронизацияПуть к библиотекеСлабая ссылка на библиотекуДатаблоки библиотекБаза данных библиотеки содержит нулевой указатель на блок данных библиотеки!Библиотечный файл, на который ссылается датаблокБиблиотечный файл, загружается пустая сценаИдентификатор переопределения библиотеки, используемый в качестве корня иерархии переопределения, и членом которой он и являетсяДанные переопределения библиотекиБлоки данных переопределения библиотеки поддерживают только хранилище дискового кэшаПереопределение библиотеки связанного блока данных, щёлкните, чтобы сделать его полностью локальным, Shift + щелчок, чтобы очистить переопределение библиотеки, и переключение, можно ли его редактироватьШаблоны переопределения библиотеки были удалены: удаление всех данных переопределения из блока данных "%s"Путь к библиотеке "%s" не существует, исправьте это перед сохранениемПуть к библиотеке "%s" теперь правильный, пожалуйста, перезагрузите библиотекуПуть к библиотеке не редактируется, используйте операцию "перебазирования"Перезагружаемая библиотекаБиблиотека для перебазированияЛицензияЛицензия GNU General Public LicenseСуществованиеВремя жизниКоэфф. времени жизниПродолжительность жизни частицВремя жизниСлучайность времени жизниВремя жизни волны в кадрах, ноль для бесконечной жизниПодъёмПодъёмная силаТёмные тона/средние тона/светлые тонаСветИсточник-областьАвтоСзадиСэмплинг излученияСпередиСпереди и сзадиИсточник освещенияЗонд освещенияMatCapСоздатьНетПлоскостьТочечный источникМощностьСфераПрожекторСилаСтудийныйСолнцеТипИспользовать температуруОбъёмМирСветовая адаптацияУгол падения света: %.3fЦвета освещенияКонтур светаНаправление светаСпад светаГруппа освещенияГруппы освещенияШкала интенсивности светаПривязка светаИнструменты привязки светаПривязка света для %sИсточник освещенияВывод источника светаПуть светаПути светаМощность света: %.3fЗонд освещенияСветовой зонд "объём"Отсечение задней грани объёма светового зондаДатаблок зонда освещения для объектов захвата освещенияДатаблоки зондов освещенияЗонд(ы) освещенияЗонды освещенияОбъёмный пул светового зондаРадиус источника света: %.3fЭталон освещенияПорог сэмплинга освещенияРазмер источника света по X: %.3fРазмер источника света по Y: %.3fРазмер источника света: %.3fПорог яркостиДрево освещенияТип источника светаЦвет светаЦветовая температура света в КельвинахДатаблок источника света для сценыДатаблоки источников светаСветовая энергия, излучаемая со всей площади источника во всех направлениях, в единицах излучаемой мощности (W)Привязка света выбранных блокировщиков с активным объектом-излучателемПривязка света выбранных приёмников с активным объектом-излучателемНастройки привязки светаНастройки привязки света объектов и дочерних коллекций коллекцииНастройки привязки света для коллекцииНастройки привязки света для объекта коллекцииСостояние объекта или коллекции, подвергающегося воздействию света или находящегося в тениСветовой зонд, улавливающий свет, падающий на плоскость с одного направленияСветовой зонд, улавливающий низкочастотное освещение внутри объёмаСветовой зонд, который точно улавливает освещение со всех направлений в одной точке пространстваРаспределение рассеяния света на шероховатой поверхностиРазмер источника для сэмплирования теней от трассировки лучейСила света перед применением модификации спадаСвет, используемый для студийного освещения в режиме сплошного затененияИсточник(и) освещенияЗондОсвещенияСоздатьОсветлениеРежим "осветления"Чем ниже давление, тем бо́льшее сглаживание применяетсяГруппа освещенияСинхр-я группы освещенияГруппа освещения, к которой принадлежит объектГруппа освещения, к которой принадлежит мирОсвещениеМетод освещения для обычного или текстурного шейдинга во вьюпортеРежим освещенияОсвещение для датаблока мираСветлотаСветлота:Источники освещенияИсточники света воздействуют на объект Grease PencilИсточники света для отображения объектов в режиме сплошного затененияИсточники света, используемые для отображения объектов в режиме сплошного шейдингаСегменты конечностиТип конечностиУзел конечности (LimbNode)Известняк (расколотый)Известняк (твёрдый)ПределОграничить расстояниеОграничитель "Ограничить расстояние"F-Модификатор ограниченияОпределённый диапазон кадровОграничить положениеОграничитель "Ограничить положение"Метод ограниченияРежим ограниченияЛимит радиусаОграничить вращениеОграничитель "Ограничить вращение"Ограничить масштабМаксимальный размерОграничитель масштабаИнтенсивность ограниченияПредельная поверхностьОграничить вид содержимымОграничение по XОграничение по YОграничение по ZПредельное расстояние, на котором производится объединение вершинОграничить применение штриха на расстояние, заданное интерваломОграничить одним каналомОграничить средним значением двух других каналовОграничить объекты столкновений этой коллекциейОграничить объекты столкновений этой коллекциейОграничить количество весов деформации, связанных с вершинами, удалив самые низкие весаРасстояние ограничения в нормализованных координатахОграничить эффекторы этой коллекциейОграничить объекты-флюиды этой коллекциейРасстояние, на котором точки рядом с осью симметрии будут объединятьсяОграничить силы этой коллекциейОграничить максимальное количество источников светаОграничить максимальную крутизну склонов волн между точками симуляции (чем выше, тем более гладкие волны, но ниже детализация)Ограничить объединение геометрииОграничить перемещение по оси XОграничить перемещение по оси YОграничить перемещение по оси ZОграничить движение первоначальным направлением видоискателяОграничить вращение вокруг оси XОграничить вращение вокруг оси YОграничить вращение вокруг оси ZОграничить скорость трекинга для облегчения визуальной обратной связи (не влияет на качество трекинга)Размер текстуры ограничен 1024 пикселямиРазмер текстуры ограничен 128 пикселямиРазмер текстуры ограничен 2048 пикселямиРазмер текстуры ограничен 256 пикселямиРазмер текстуры ограничен 4096 пикселямиРазмер текстуры ограничен 512 пикселямиРазмер текстуры ограничен 8192 пикселямиОграничение размера текстуры используется на финальном рендереОграничить размер текстур, используемых во вьюпорте во время рендераОграничить величину автоматического масштабированияОграничить отображение ручек кривых в режиме редактированияОграничение расстояния от целевого объектаОграничить расстояние от плоскости смещения, на которое может быть оказано воздействие на вершинуОграничить расстояние проецирования ("0" для отключения)Ограничить положение объектаОграничить максимальное значение радиуса, чтобы избежать перекрытия скругленийОграничить количество одновременных интернет-подключений, которые могут быть выполнены онлайн-операциями одновременно. Ноль - отключает ограничение.Ограничить время рендеринга (исключая время синхронизации). Ноль отключает лимитОграничить разрешение на 1 единицу от ориджина света, а не относительно затенённого пикселяОграничить вращение объектаОграничить масштабирование объектаОграничить размеры текстур для сохранения графической памятиОграничение диапазонов времени/значений для изменяемой F-кривойОграничить высоту временной шкалы максимально используемым слотом каналаОграничить доОграничить до диапазона кадровОграничить диапазоном воспроизведенияОграничить сегментомОграничить вьюпортомОграничить эффект свечения выбранным цветомОграничить перемещение вдоль оси XОграничить перемещение вдоль оси YОграничить перемещение вдоль оси ZОграниченное глобальное освещениеОграничительМетодика ограничения для предотвращения числовых артефактовПределыОграничивает ползунок значения свойства диапазоном, значения вне диапазона необходимо вводить в цифровом видеЛин. ошибкаЛинияLine ArtМодификатор Line ArtНастройки Line ArtНастройки Line Art для материалаНастройки Line Art для объектаТип источника штрихов Line ArtНачало строкиРазрыв строкиЦвет линийПрозрачность цвета линийСиний цвет линийЗелёный цвет линийДиффузный красный цветКонец строкиОшибка в строкеИнформация в строкеСтрока вводаНомера строкФон номеров строкСтрока выводаПриоритет линийРадиус линииСэмпл-линияКоллекция наборов линийИмя набора линийНаборы линийМежстрочный интервалСтиль линийМодификатор прозрачности стиля линийМодификатор цвета стиля линийМодификатор геометрии штриховМодификатор стиля линийВывод стиля линийМодификатор толщины стилевых линийДатаблоки стилей линийСтили линийТолщина линийТип толщины линийТип линииТолщина линийУгол наклона разделительной линии изображенияЦвет линий, используемый в рендерере FreestyleНомер строки для переходаСтрока текста в текстовом датаблокеПоложение разделительной линии изображенияНабор линий "%s" невозможно удалитьНабор линий для связи линий и параметров стиляИмя набора линийНаборы линий для связи линий и параметров стиляНастройки стиля линийИзменять толщину линий в зависимости от случайного шумаИзменять толщину линий в зависимости от угла между прилежащими гранямиИзменять толщину линий в зависимости от радиальной кривизны 3D-поверхности мешаТолщина линии траектории движенияТолщина линий в пикселяхТип толщины линий для рисования FreestyleСтрока для переходаНаборЛинийНаборЛиний %iСтильЛинийТекстурный слот стиля линийЛинейноЛинейные 3D-кривыеЛинейный AP0 с точкой белого ACESЛинейный AP1 с точкой белого ACESЛинейный BT.2020 с осветителем белой точки D65Линейный BT.709 с осветителем белой точки D65Линейный CIE-XYZ осветитель D65Линейный CIE-XYZ EЛинейно с отсечениемЛинейный DCI-P3 осветитель D65Линейный DCI-P3 с осветителем белой точки D65Линейное торможениеЛинейное сопротивлениеЛинейный E-Gamut с осветителем белой точки D65Линейная экстраполяцияЛинейный FilmLight E-GamutЛинейный гизмоЛинейный градиентЛинейная интерполяцияЛинейный светЛинейный светЛинейные модификаторыЛинейный моторЛинейный Rec.2020Линейный Rec.709Пороговая линейная скорость деактивацииОстанавливать симуляцию объекта, если линейная скорость ниже этого значенияМодель линейной зависимости от расстоянияМодель линейной зависимости от расстояния с отсечениемЛинейный спадЛинейная интерполяцияЛинейная интерполяция между значениями От Min - От MaxЛинейная интерполяция между ключевыми кадрамиЛинейный (пресет)Линейная вязкостьНачальные/конечные переходы ключевых кадров между границей выделенной кривой и кривой, подвергшейся сглаживаниюЛинейно масштабировать вдоль оси Z в пространстве модификатораLineartЛинииТолько линииСтроки текстаИнструменты набора линийСвязатьСвязать активную с выделеннымиСвязать активную с выделенными (не заменять связи)Связать активную с выделенными (не заменять связи, имена нод)Связать активную с выделенными (не заменять связи, названия выходов)Связать активную с выделенными (меню)Связать активную с выделенными (заменить связи)Связать активную с выделенными (заменить связи, имена нод)Связать активную с выделенными (заменить связи, названия выходов)Связать данные анимацииОбъединить коллекцииСвязать шрифты текстаСвязать экземпляр коллекцииОграничение связейСвязать материалыПривязка материалов кСвязать данные объектаИндекс операции связиСостояние привязкиСвязать активную ноду с выделенными нодами на основе различных критериевСсылка после коллекцииСвязать все с костьюСвязать все с объектомСсылка перед коллекциейСсылка между коллекциямиСвязь между нодами в дереве нодСвязать из библиотечного .blend-файлаСоздать связь из этого выводаСвязать коллекции из текущей сцены (поверхностная копия)Связать внутри коллекцииСвязь скрыта из-за невидимых сокетовСвязь отключена и может быть проигнорированаСоединение действительноПривязать материал к объекту или данным объектаСвязать ноду с выходом группы или нодового дереваПривязать объекты к коллекцииСвязать объекты с новой коллекциейИндекс операции связи за пределами допустимого диапазонаОперация связи, которая выполняется для контекстного сокетаПривязать выбранные коллекции к активной сценеСвязать выделенные дорожки вместе для упрощения выделения группыСвязать выделение с другой сценойЦель связи: {}Связать объекты или датаблоки, а не копироватьПривязать к коллекцииПривязать к коллекции (рекурсивно)Привязать к новой коллекцииПодключить к ноде "Вывода (output)"Связать с нодой предпросмотраСвязать с нодой предпросмотраСвязать {}Связать/передать данныеСвязанныеСвязанная копияСвязанные данныеСвязанные блоки данныхСвязанные рукояткиUID сеанса связанного IDСвязанный ID, используемый в качестве ссылки этим переопределениемСвязано и упакованоПо временной связиСвязанные действия будут дублироваться для каждой выделенной дорожки.Связанные коллекции костей не подлежат редактированиюСвязанные блоки данных не могут быть переименованыСвязанные блоки данных не позволяют редактировать кэшиДля запекания связанных объектов нужно включить дисковый кэшСвязанные блоки данных или блоки данных переопределения библиотеки не позволяют добавлять или удалять кэшиСвязывание или присоединение от .blend-файла в очень старом формате (%d.%d), анимация не будет преобразована! Пересохраните библиотечный файл в текущей версии Blender'аСсылкиСвязи от нод могут только входить в зону, но не выходить из неёЖидкостьДомен для жидкостиМатериал домена для жидкостиСписокПоказывать содержимое blend-файловЭлемент спискаЦвета элементов спискаДлина спискаИмя спискаПоказывать содержимое всех подпапок с одним уровнем рекурсииПоказывать содержимое всех подпапок с тремя уровнями рекурсииПоказывать содержимое всех подпапок с двумя уровнями рекурсииСписок всех операторов в текстовом блоке, полезно для написания скриптовПеречислить объекты под курсором мышки (только в режиме объектов)Список AOVСписок групп освещенияСписок слоёв масокСписок маскирующих слоёвСписок всех коллекций костей арматурыСписок модификаторов альфа-прозрачностиСписок фоновых изображенийСписок связанных сегментов анимацииСписок гизмо в карте гизмоСписок сеток и метаданных, загруженных в памятьСписок групп костей для удобства выделенияСписок библиотек для поиска и импорта этого ID. Идентификатор будет импортирован из первого файла в этом списке, который будет его содержатьСписок модификаторов цвета линийСписок модификаторов толщины линийСписок крипто-идентификаторов объектов и материалов, включённых в маскуСписок переопределённых свойствСписок операций для свойстваСписок модификаторов геометрии штриховСписок авторов исходного кода Blender'аЛитовский - LietuviškaiЖивое редактированиеРазвёртывать в реальном времениСтрока быстрой фильтрацииСтрока фильтрацииЗагрузитьЗагрузить базовые настройки "{}".Загрузить заводской файл запуска "{}" и настройки по умолчаниюЗагрузить базовые настройки Blender'аЗагрузить заводской файл запуска и настройки по умолчаниюЗагрузить базовые настройки {:s}Загружает модуль OptiX в режиме отладки: снижает уровень детализации журнала, включает проверки и снижает уровень оптимизацииЗагружать интерфейсЗагрузить BVH-файл захвата движенияЗагрузить файл FBXЗагрузить файл SVGЗагрузить сцену Wavefront OBJЗагрузить файл кэшаЗагрузить файл glTF 2.0Загрузить новый шрифт из файлаЗагрузить пресетЗагрузить секвенцию кадров или видеофайлЗагрузить аудиофайлЗагрузить звуковой файл в моно-режимеЗагрузить архив AlembicЗагрузить и применить XML-файл темы оформления BlenderЗагрузить стандартные заводские настройки. Для того, чтобы закрепить изменения, используйте «Сохранить настройки»Загрузить заводской файл запуска и стандартные настройки. Для того, чтобы закрепить изменения, используйте «Сохранить стартовый файл» и «Сохранить настройки»Загрузить последние сохранённые настройкиЗагрузить страницу онлайн-руководстваЗагрузить звук с фильмомЗагрузить blend-файл по умолчанию ('заводской запуск'). Он не зависит от обычного файла запуска, который пользователь может сохранитьЗагрузить настройки переводов из постоянного JSON-файлаЗагрузить настройки интерфейса из .blend файлаЗагрузить настройки интерфейса из .blend файлаЗагружать настройки интерфейса при загрузке файлов .blendЗагружен blend-файл версии до 2.50, данные имеющейся анимации загружены не были. Откройте и сохраните файл в Blender версии 4.5, чтобы преобразовать данные имеющейся анимации.Загрузка "%s" не удалась: Загрузка библиотек ассетовЗагрузка экспортных настроек не удалась. Удалены повреждённые настройкиОшибка при загрузке: Загрузка превью...Загрузка текстур (осталось {})Загрузка...ЛокальноеЛокальная касательная +XЛокальная касательная +ZЛокальная касательная −XЛокальная касательная −ZЛокальная камераЛокальные коллекцииЛокальные блоки данныхЛокальное положениеЛокальная матрицаЛокальная позаЛокальное пространствоЛокальное пространство (ориентация владельца)Локально вверх/внизЛокальный видЛокальное с родителемЛокальное вращение гизмо. Используется только если локальные трансформации используются в 3D-видеВектора пользовательских нормалей углов грани этого треугольника в локальном пространствеЕдиничный вектор нормали в локальном пространстве этой граниЕдиничный вектор нормали в локальном пространстве этого треугольникаЕдиничный касательный вектор в локальном пространстве для этой вершины этой грани (должен быть рассчитан заранее с помощью calc_tangents)Локальная матрица трансформации слояКод локали: ab. Прогресс перевода: 0%Код локали: ar_EG. Прогресс перевода: 23%Код локали: be. Прогресс перевода: 0%Код локали: bg_BG. Прогресс перевода: 1%Код локали: ca_AD. Прогресс перевода: 100%Код локали: cs_CZ. Прогресс перевода: 27%Код локали: da. Прогресс перевода: 3%Код локали: de_DE. Прогресс перевода: 37%Код локали: el_GR. Прогресс перевода: 1%Код локали: en_GB. Прогресс перевода: 99%Код локали: en_US. Прогресс перевода: 100%Код локали: eo. Прогресс перевода: 0%Код локали: es. Прогресс перевода: 100%Код локали: eu_EU. Прогресс перевода: 1%Код локали: fa_IR. Прогресс перевода: 3%Код локали: fi_FI. Прогресс перевода: 11%Код локали: he_IL. Прогресс перевода: 2%Код локали: hi_IN. Прогресс перевода: 4%Код локали: hu_HU. Прогресс перевода: 11%Код локали: id_ID. Прогресс перевода: 21%Код локали: it_IT. Прогресс перевода: 44%Код локали: ka. Прогресс перевода: 100%Код локали: ko_KR. Прогресс перевода: 98%Код локали: ky_KG. Прогресс перевода: 2%Код локали: lt. Прогресс перевода: 3%Код локали: ml. Прогресс перевода: 0%Код локали: nb. Прогресс перевода: 4%Код локали: nl_NL. Прогресс перевода: 8%Код локали: pl_PL. Прогресс перевода: 100%Код локали: pt_BR. Прогресс перевода: 43%Код локали: pt_PT. Прогресс перевода: 78%Код локали: ro_RO. Прогресс перевода: 2%Код локали: ru_RU. Прогресс перевода: 100%Код локали: sk_SK. Прогресс перевода: 100%Код локали: sl. Прогресс перевода: 51%Код локали: sr_RS. Прогресс перевода: 16%Код локали: sr_RS@latin. Прогресс перевода: 16%Код локали: sw. Прогресс перевода: 72%Код локали: ta. Прогресс перевода: 100%Код локали: th_TH. Прогресс перевода: 5%Код локали: tr_TR. Прогресс перевода: 78%Код локали: uk_UA. Прогресс перевода: 57%Код локали: ur. Прогресс перевода: 86%Код локали: vi_VN. Прогресс перевода: 93%Код локали: zh_HANS. Прогресс перевода: 100%Код локали: zh_HANT. Прогресс перевода: 62%Локализовать всеЛокализовать все добавляемые данные, включая связанное ненапрямую из других библиотекПоложениеПоложение и вращениеПоложение и масштабПоложение (пространство объекта)Позиционная осьВлияние на положениеРежим смешивания перемещенияПоложение по XПоложение по YПоложение по ZМесто добавления новых нодПоложение только что добавленного объектаПоложение центра массыМесто хранения особого прокси-файлаПоложение начала костиПоложение начала кости относительно арматурыПоложение начала кости относительно её родителяПоложение начала кости каналаПоложение маркера на кадреПоложение нового примитиваПоложение конца костиПоложение конца кости относительно арматурыРасположение хвостового конца кости относительно его родителяПоложение конца кости каналаПоложение перекрытия, которое будет ограничивать объектПоложение перекрестия контроллера, соответствующее действию, в глобальном пространствеМестоположение устанавливаемого расширенияПоложение ключа волоса его локальной системе координат, относительно поверхности источникаПоложение ключа волос в пространстве объектаПоложение ноды относительно всего полотнаПоложение ноды в её родительском фреймеПоложение объектаПоложение текстаПоложение этого символа в данных текста (только для текстовых кривых)Положение вершины в пространстве областиПоложение вершины в нормализованном пространствеСмещение положения, применяемое к базовой позе для определения положения видоискателяМесто на диске, где хранятся данные запеканияТолько положениеПоложение в дельтаПоложение добавляемой вершиныМесто, где следует выровнять островаМесто для хранения прокси-файловПоложение, вращение и масштабПоложение, вращение, масштаб и пользовательские свойстваРасположение:ПоложенияБлокировкаФикс. активную группуБлокировать привязку к курсоруЗаблокировать осьЗакрепить границыПривязать камеру к видуБлокировать направлениеБлокировать направление (Alt)Блокировать высотуБлокировать высоту (Alt)Зафиксировать концыБлокировать кадрОграничить выбор кадровФиксировать горизонтФиксирование горизонта заставляет его оставаться на том же уровне, на котором он находится в данный моментФиксировать ИК по XБлокировать интерфейсФиксировать положениеЗаблокировать маркерыБлокировать граничные вершины мешаМетод блокировкиБлокировать режимы у объектовЗакрепить порядокБлокировать закреплённые островаЗаблокировать нормали полигоновЗафиксировать корниБлокировать вращениеБлокировать вращение (4D-угол)Блокировать вращение при масштабированииБлокировать вращения (4D)Фиксировать масштабФиксировать формуЗафиксировать кончикиОграничитель "Слежения с фиксацией"Блокировать ориентацию "вверх"Фиксировать значениеФиксировать XБлок. пол. XЗаблокировать поворот по оси XФиксировать YБлок. пол. YЗаблокировать поворот по оси YФиксировать ZБлок. пол. ZЗаблокировать поворот по оси ZИсполняемое действие блокировкиДействие блокировки, выполняемое для групп вершинЗаблокировать все слои Grease Pencil для защиты от случайного измененияЗаблокировать все материалы Grease Pencil, чтобы защитить их от случайного измененияЗаблокировать все ключи формыЗаблокировать все ключи формы активного объектаЗаблокировать все группы вершинЗаблокировать все группы вершин активного объектаЗаблокировать и скрыть любой неиспользуемый материалЗаблокировать все неиспользуемые материалы на всех выделенных штрихахВо время упрощения, - блокировать вершины по границам, чтобы предотвратить появление зазоров между связанными мешамиЗаблокировать каналБлокировка текущего кадра, отображаемого слоемФиксировать вид кривых на временном курсоре при воспроизведении и трекингеЗаблокировать редактирование компонента 'угол' четырехкомпонентного вращения при трансформацииЗапретить изменение четырёхкомпонентного вектора вращения по компонентам (вместо углов Эйлера)Блокировка редактирования положения при трансформацияхБлокировка редактирования вращения при трансформацииБлокировка редактирования масштабирования при трансформацияхБлокировать интерфейс во время рендеринга, чтобы оставить больше памяти системе рендерингаПривязать движение к восстановленной траектории камерыПривязать движение к восстановленной траекторииПривязать перемещение к треку перемещения целевого объектаПривязать движение к целевому путиБлокировка недействительна!Блокировать репозитории - для проверки блокировкиВращение по оси между концами кривой. Сами концы остаются на местеБлокировка выбранных и разблокировка невыбранных групп вершин активного объектаЗаблокировать выделенные трекиЗаблокировать выбранные группы вершин активного объектаЗаблокировать дорожку, чтобы ей нельзя было случайно сдвинутьЗаблокировать дорожки, чтобы их нельзя было случайно изменитьЗакрепить порядок показываемых элементов (пользователь не может поменять его)Зафиксировать положение корневых точекЗафиксировать положение вершин в области спада симуляции, чтобы избежать появление артефактов и создать более плавный переход с незатронутыми областямиФиксировать вид на активном объекте или костиЗафиксировать положение конца при сглаживанииПривязать к костиПривязать к курсоруПривязать к объектуФиксировать к выделениюФиксировать на временном курсореЗаблокировать невыделенные группы вершин активного объектаБлокировка поворота вида сбоку вверх/вперёд/направоЗакрепить вьюпорт на выделенных маркерах при воспроизведенииОтносительно заблокированныхЗаблокировать/выключитьБлокировать/Разблокировать все слоиЗаблокировать/разблокировать выделенные трекиЗаблокированоФиксированная осьВлияние на сомкнутый ротЗаблокированный маркерСлежение с фиксациейОграничитель "Слежение с фиксацией"Заблокированные трекиЗаблокировано: {:d} репозиторий(-я,-ев)БлокировкиLogLog-энкодинг со вставкой цветности, вращением основных цветов, и динамическим диапазоном в 25 ступенейУровень логированияФормирователь кинофильмов на основе логарифма с широтой 16,5 ступеней и динамическим диапазоном 25 ступенейЛогарифмическое гамма-преобразованиеЭталонная чёрная точка для преобразования цветаЭталон белой точки для логарифмического преобразованияЖурнал операций, предупреждений и сообщений об ошибкахЗаписать информацию о списке каналов в терминал. Этот оператор доступен только в отладочных сборках Blender'аЛогарифм A по основанию BЛогарифмЛогарифмическое рассеиваниеЛогическое «И»Логическое «ИЛИ»Длинные волосыДлинный ключВыделенный длинный ключДлинный списокСамые длинныеСамая длинная диагональДолгота - Мин.ВидПредусмотрительностьНаправить наНайти наиболее подходящий инструмент для данного типа кисти и активировать егоЧитать матрицу трансформации из внешнего файлаЧитать трансформации из внешнего файлаЗациклитьЗациклить цветаЧисло повторовРазрез петлёйПарные петлиСдвиг петлиНачало циклаВсего в циклеТреугольники петлиЗациклить и инвертироватьВыполнить цикл вперёд и назадЦикл вперёд и назад, начиная с обратногоРазрез петлёй может работать неправильно, если меш деформирован модификаторамиПетля в датаблоке мешаЦикл среди родителейЗациклить воспроизведение анимацииПетлиПетли не связаны проволочными/граничными рёбрамиПетли меша (углы граней)Петли по обе стороны профиляСвободноеСвободные рёбра как контурыСвободные рёбраНесвязанные рёбра как контурыНесвязанные точкиНазначить свободным рёбрам тип контураБез потерьСжимать без потерьСжатие без потерь, основанное на высокопроизводительном кодировании JPEG 2000. Оно позволяет получать файлы меньшего размера, но, поскольку технология относительно новая, она пока не получила широкого распространения в другом программном обеспечении.Сжатие повторяющихся данных без потерьСжатие вейвлетов без потерь, эффективно для шумных/зернистых изображенийСжатие без потерь 16-строчных блоков изображений с помощью zip-архиваZIP-Сжатие без потерь, каждая строка изображения сжимается отдельноСжатие с потерями для 16-битных изображений с плавающей запятой при фиксированном соотношении 2.3:1Сжатие с потерями для 32-битных десятичных изображений (будет хранить 24 бита каждого значения)НизкоеТёмный цветНизкий контрастНизкое качествоМеш с низким разрешениемНизкочастотный контраст с использованием нерезкой маскиНижнийНижняя (включительная) граница веса вершин, добавляемых в группу вершинНижняя границаНижний регистрНижняя граница вогнутостиНижний левыйПониженная памятьНижний правыйНижний угловой предел XНижний предел XНижняя граница угла XНижний угловой предел YНижний предел YНижняя граница угла YНижний угловой предел ZНижний предел ZНижняя граница угла ZНижняя граница временного шага в секундах в случае автоматических подшаговНижняя граница оболочки на этой контрольной точкеНижняя граница диапазона подсветкиНижняя граница входного диапазона применяемого отображенияНижний порог ограничения для маркировки клеток жидкости как гребней волн (меньшее значение приводит к большему количеству маркированных клеток)Нижний порог ограничения для маркировки клеток жидкости, в которых задерживается воздух (меньшее значение приводит к большему количеству маркированных клеток)Нижний порог ограничения, указывающий на скорость жидкости, при которой клетки начинают испускать частицы (более низкие значения приводят, как правило, к большему количеству частиц)Нижнее расстояние от эталонного значения для стандартного влияния 1:1Низкие значения для большего количества UV-островов, высокие — для более склеенных гранейИспользовать нижнюю половину текстуры для концов штриховНижнее ограничение по вращению вокруг оси XНижнее ограничение по переносу вдоль оси XНижнее ограничение по вращению вокруг оси YНижнее ограничение по переносу вдоль оси YНижнее ограничение по вращению вокруг оси ZНижнее ограничение по переносу вдоль оси ZНижний предел угла наклона от направления +ZНижняя граница вогнутости меша (высокие значения способствуют сглаживанию и заполнению вогнутых областей)Нижний или верхний регистр символовБолее низкие значения дают более плавную кривуюБолее низкие значения уменьшат просачивание фона на элементы переднего планаНижний/верхний пределы деформацииМинимумСамая низкая частотаСамое низкое качествоНаименьшее допустимое значение XНаименьшее допустимое значение YНаименьшее допустимое значение ZНижний угол области, габаритного контейнера параллаксаМинимально возможное время жизни частицСветимостьВолновая форма яркостиЯркостьКанал яркостиКлюч яркостиЯркостный шумMAC-сеткаКМ4КМ5КМ6КМ7MDDMFTMKVСКМДействие СКМMP2MP3MPEG-1MPEG-1 Audio Layer IIMPEG-2MPEG-2 Audio Layer IIIMPEG-4MPEG-4 (divx)MPlayerМакКормакМетод МакКормака с неявным контролем диффузии. Уменьшает численное рассе́яние, сохраняя при этом устойчивостьМагияМагическая текстураМагнитВес магнитного эффектораУвеличениеВеличинаМодуль AОсновноеЕсли включено, основные цифровые клавиши работают как Numpad (полезно для ноутбуков)Основные действияОсновные аннотацииОсновные арматурыОсновная осьОсновные кистиОсновные файлы кэшаОсновные камерыОсновные коллекцииОсновные кривыеОсновные шрифтыОсновная геометрияОсновные Grease PencilОсновные кривые волосОсновные изображенияОсновные элементыОсновные решёткиОсновные библиотекиОсновные зонды освещенияОсновные источники светаОсновные стили линийОсновные маскиОсновные материалыОсновные мешиОсновные метасферыОсновные видеофрагментыОсновные древа нодОсновные объектыОсновные кривые рисованияОсновные палитрыОсновные параметры частицОсновные облака точекОсновные сценыОсновные экраныОсновные звукиОсновные источников звуковОсновные текстыОсновные текстурыОсновные объёмыОсновные оконные менеджерыОсновные рабочие пространстваОсновные мирыОсновная ось движенияОсновные настройкиОсновная структура данных, представляющая .blend-файл и все его датаблокиОсновное направление волн, по которому они (частично) выравниваютсяПоддержание объёмаОграничитель "Сохранение объёма"Поддержание постоянного объёма вдоль одной оси масштабированияСохранять отношение родитель-потомокПоддерживать скорость, уровень полёта или блужданияПоддерживать симметрию относительно осиСохранять объём объекта при растяженииСохранять исходную высоту звука при изменении скорости воспроизведенияСохранять относительные веса для группыПоддерживать толщину, корректируя её для острых углов (медленно, используйте только при необходимости)Расширения, сопровождаемые разработчиками из сообществаРазработчикОсновные линии сеткиОсновной радиусОсновные сегментыОсновной/малыйВерхний пределВерхний предел пропускания объёмаБольшинствоСделатьЗациклить (F-модификатор)Сделать данные для одного пользователяСоздавать отверстияВстроитьСделать локальнымиИнструменты режима скульптинга деформируют базовый меш, одновременно просматривая смещение более высоких уровней подразделенияСделать выделенные объекты однопользовательскимиСделать выделенные дорожки однопользовательскимиСделать однопользовательскимДля одного пользователяСделать равномернымСделать уникальнымСоздать копию всех выделенных ключевых кадровСоздать копию всех выделенных ключевых кадров и переместить ихКопировать активный кадр(ы) Grease PencilСоздать копию активного слоя Grease PencilКопировать активный слой Grease Pencil для выделенного объектаСоздать копию активной группы вершинСоздать полную копию текущей сценыСоздать связь между выделенными выходным и входным сокетамиСделать соединение от одного сокета к другомуСделать сплайн циклическим, щёлкнув конечные точкиЗамкнуть/разомкнуть активную кривуюЗамкнуть/разомкнуть активный сплайнВстроить активный текстовой файлСделать все затрагиваемые нормали паралельнымиПреобразовать все пути в внешним файлам в абсолютныеПреобразовать все пути к внешним файлам в относительные пути к текущему .blend-файлуИспользовать всех пользователей выбранных датаблоков, а не новый выбранныйПереключить всех пользователей выделенных датаблоков на использование текущего (выбранного кликом)Создать дополнительный элемент управления обратной кинематикой для руки, с центром вращения у её кончикаСоздать изображение из самого большого 3D-вида для повторной проекцииСоздать пометки на активных данныхСделать любые изменения в каталогах постоянными, записывая текущую конфигурацию в библиотеку ассетовСделать края между колпачками и формой трубки сглаженными, а не острымиСделать так, чтобы выделение рамки проходило через прокрутку последовательности, когда курсор находится на дорожкеСделать видимыми все каналы, сгруппированные под этим каналомСоздать копии нодовых групп при дублировании нод в нодовом редактореСоздать копии выделенных элементов и переместить ихСоздать копии выделенных штрихов Grease Pencil и переместить ихСоздать копии выделенных костей внутри той же арматурыСоздать копии выделенных костей внутри той же арматуры и переместить ихСделать копии выделенных элементов-метасфер и переместить ихОбъекты, перемещающиеся по кривой, будут разворачиваться вдоль траектории движенияВыполнить разрезание, если дорожка не выделена, сохраняя состояние выделения после разрезанияСделать данные однопользовательскими, применить модификатор и удалить их из списка.Парусоподобные рёбраНаправить все нормали граней и вершин внутрь или наружу мешаЗаставить грани использовать минимальный вес, назначенный их вершинам (гарантирует, что новые грани остаются параллельными исходным, работает медленно, отключите, если в этом нет необходимости)Создать группу из выделенных нодПригладить волосыУдлинить волосыУдлинить или укоротить волосыВзлохматить волосыУкоротить волосыВзлохматить волосыСделать изображение прозрачным вне радиусаЗаменить экземпляры объектов, присоединённых к этому объекту, оригиналамиСделать источник экземпляров видимым во вьюпортеСделать источник экземпляров видимым на рендереВстроитьСделать библиотечно-подключённый датаблок локальным для этого файлаСделать связанное действие локальным для каждой дорожкиСделать связанные данные локальными для каждого объектаСделать материалы локальными для каждого датаблокаВстроить файл модуля после загрузкиОсвободите место для больших сцен, распределяя память между взаимосвязанными устройствами (например, через NVLink), а не дублируя ееСделать данные анимации объектов локальными для каждого объектаСделать объектные данные анимации (меш, кривая и т. п.) локальными для каждого объектаСделать видимым/редактируемым только активный слойСделать пути к используемым blend-файлам библиотеки относительно текущего blend-файлаОтобразить ранее скрытые кривые в редакторе графовСделать одинаковой длину у выделенных волосОтобразить выделенные объекты в редакторе нелинейной анимации, добавив данные анимацииСделать выделенные объекты взрывающимисяСделать выделенные объекты жидкимиСделать ключи формы относительными или воспроизводить формы в виде секвенции с использованием времени расчётаУчитывать деформацию меша при симуляцииСоздать однопользовательские данные объектаСоздать однопользовательские объектыСделать радиусы оболочки для выделенных вершин равными по всем осямУбедитесь, что активный цвет будет экспортирован первым. Может быть важно, так как некоторые другие программы могут отбрасывать другие атрибуты цвета, кроме первогоСделать целевой объект отсоединяемым родителем ограничиваемого объектаВстроить текстовой файл после загрузкиСделать текст внутреннимСделать текст внутренним (создать отдельную копию)Сделать HDR-освещение фиксированным и не следующим за камеройСделать активный логический сокет переключателем для его родительской панелиСделать кость управления невидимым для пользователя механизмом, на который будут влиять только ограничителиСделать текущий файл .blend файлом запуска по умолчаниюСделать текущую позу более похожей на среднюю позуСделать текущую позу более похожей или более отдалённой от позы покояУстановить выбранные настройки по умолчаниюСделать петлю рёбер, совпадающую по форме с соседнейСделать так, чтобы изображение рендерилось позади всех объектовОтображать слой поверх остальных объектовСделать освещение фиксированным и не следующим за камеройСделать так, чтобы объект был виден спереди другихВключить следование одного объекта за другим с помощью разных методов и ограничителейПри необходимости сделать данные объекта однопользовательскимиСделать переключатель панелей отдельным сокетомСделать хранение сетки объёма более эффективным, объединив данные в тайлы или внутренние узлыЗадать поверхности толщинуСделать значения ручек выделенных ключевых кадров такими же, как и у соответствующих им ключевых кадровНазначить эту версию Blender'а для открытия всех blend-файлов для всех пользователей. Требуются повышенные привилегии.Переключить текстуру на использование нодРазмазывать кистью существующую краску при движенииСделать эту коллекцию активнойСоздать замкнутый цикл по направлению U из кривой или поверхностиЗаставить эту кривую или поверхность NURBS действовать как сплайн Безье в направлении UСделать так, чтобы эта NURBS кривая или поверхность соответствовала конечным точкам в направлении по UЗаставить эту NURBS-поверхность действовать как сплайн Безье в направлении по VСделать так, чтобы эта NURBS-поверхность соответствовала конечным точкам в направлении по VСделать этот ключ формы новым ключом основы, применив его к мешу. Обратите внимание, что при этом ключ формы будет применён со значением в 100%Замкнуть сплайн в циклЗаполнить этот сплайнСоздать замкнутый цикл по направлению V из этой поверхностиСоздать виджеты для связанных дубликатов костей левой и правой стороны с отрицательной шкалой X для правой стороны на основе симметрии имён костейДелает наведение пути детерминированным, что означает, что рендеринг будет воспроизводиться каждый раз с одними и теми же значениями пикселей. Эта функция замедляет обучениеМалаялам - മലയാളംУправлениеУправление переводами ПИУправление неиспользуемыми даннымиУправление аддонами, установленными через расширенияПозволяет управлять ассетами в текущем файле и предоставляет доступ к связанным библиотекам ассетовОбязательноеМаневрировать для избежания столкновений с другими членами роя и объектами-отражателями в ближайшем будущемМанхэттенское расстояниеМанхэттенское расстояниеПроверка манифеста не удалась: {:s}РазвёртываемоеМанипулировать одновременно текстурными координатами штрихов и заливкиУправляет тем, как интенсивность света уменьшается с расстоянием. Обычно используется для физически не точных эффектов; в реальности свет всегда падает квадратичноУправление объектами в трёхмерном пространствеМанипулировать только текстурными координатами заливкиМанипулировать только текстурными координатами штриховВручнуюРучная калибровкаНастроенная детализацияРучной диапазон кадровРучная ориентацияРучной диапазонРучной масштабРучное сжатие и растягиваниеРучная регулировкаСоздать позже вручнуюСоздать позже вручную (одиночный)При необходимости вручную добавьте префикс ORG, MCH или DEF (оригинальные кости, механизмы или деформационные).Определить количество потоков вручнуюЗадать диапазон кадров вручнуюЗадавать деление сетки вручнуюВручную устанавливаемая ручка с вращением, связанным с её парной ручкойВручную задать путь для сохранения расширений. При отключении создаётся папка расширений пользователя.Вручную установить разрешение карты сэмплов; большие величины медленнее и требуют больше памяти, но уменьшают шумВручную указать предполагаемый диапазон кадров воспроизведения для действия (этот диапазон используется некоторыми инструментами, но не влияет на оценку анимации)КартаРазметка отОтобразить диапазонРазрешение картыРаспределить сужениеРазметка доРазметка до X отРазметка до Y отРазметка до Z отТип раскладкиРазметка UVСопоставлять UV-развёртки с учётом соотношения сторон изображения, связанного с материаломРазместить UV с учётом положения вершин после применения модификатора подразделения поверхностиОтобразить UV на участок камеры с учётом разрешения и соотношения сторонПрямая разметка координат X и YНаложение текстуры с использованием UV-координат для применения текстуры к объектам при композитингеОтобразить все значения между "0.5" и "0.0", и установить все остальные значения в "1.0"Разложение действия по осям трансформации для костейОтобразить входное значение с плавающей запятой на кривой и вывести значение с плавающей запятойРаспределить эффект объекта сужения на часть кривой с фаскойСопоставить компоненты входного вектора с кривымиСопоставить один набор цветов с другим, чтобы приблизиться к внешнему виду с высоким динамическим диапазономОпределять радиус штрихов по давлению на планшетСопоставить коэффициент геометрии с длиной сегмента и количеством подразделений сегментаСопоставить коэффициент геометрии с длиной сплайнаСопоставить коэффициент геометрии с количеством подразделений сплайна (разрешение U)Отобразить интенсивность текстуры с цветовой шкалой. Обратите внимание, что значение альфа используется для текстур изображения. Для изображений без альфа-канала включите "рассчитать альфа".Применить трансформации цели к объектуРазметка по векторам нормалейОтобразить значения в диапазоне от 0 до 1 на основе минимального и максимального значений пикселейОтобразить значения цветов с использованием градиентаРазметка с использованием Z в качестве центральной осиОтображениеКривая отображенияСопоставление - НачалоТип сопоставленияНаложение XСопоставление целевой геометрии с точками попаданияМраморМрамор (разбитый)Мрамор (твёрдый)Текстура мрамораОтступСтолбец отступаМетод отступаТип отступаОтступ вокруг флюида, используемый для уменьшения взаимодействия с границамиЗапас расстояния при скрытии объектов вне вида из камерыОтступ для уменьшения цветопротекания от соседних острововЗапас, который следует учитывать при закреплении UV-швов при покраске. Более высокое число улучшит исправление швов для mipmaps, но снизит производительность.ОтметитьРасслабить оболочкуОтметить кореньПометить швыОтметить швы вдоль граней с фаскамиПометить острые рёбраОтметить действия без F-кривых для удаления после сохранения и перезагрузки файла с сохранением "библиотек действий"Отметить грани с фасками как острыеПометить граничные рёбра как швыПометить граничные рёбра как острыеОтметить ключевые кадры, в которых ключевое значение меняет направление по сравнению со смежными кадрамиПометить выделенные UV-рёбра как швыОтметить выделенные вершины как расслабленныеОтметить выделенные вершины в качестве корнейУстановить или снять отметку расслабленности или затянутости оболочкиМаркерМаркер %.2f сдвиг %sМаркер %d сдвиг %sОтображение маркеровИмя маркераИмена маркеровОбводка маркераВыделенный маркерНастройки маркераМаркер для основных точек в временной шкалеМаркер отключён на текущем кадреМаркер включён на текущем кадреСдвиг маркера %sПоложение маркера на кадре в нормализованных координатахСостояние выделения маркераМаркерыМаркеры заблокированыМаркеры, назначенные для этого действия для задания меток позамМаркеры, используемые во всех временных шкалах текущей сценыМаскаРисоватьЧётныеСмещение растушёвкиЗаполнитьИнструмент маскиСоздатьГладкаяГраницы маскиМаскировать цветОтображение маскиРедактировать маскуИдентификатор маски, используемый для сокрытия участков в модификатореВвод маскиСлой-маскаСлои маскиНаложение маскиМодификатор «Маска»Нодовый сокет маскиИнтерфейс сокета ноды для маскиМаскировать вершины вне группыРодитель маскиРежим маски нажатияНастройки маскиСжать/разжать маскуТочка сплайна маскиТочки сплайна маскиUW-точка сплайна маскиСплайны маскиРазмеры трафаретной маскиПоложение трафаретной маскиДорожка маскиТекстура маскиНепрозрачность текстуры маскиАльфа-наложение текстуры маскиСлот текстуры маскиВремя маскиМаску в SDFИнструменты маскиМаска клонируемого слоя UV-петельИндекс маски клонируемого слоя UV-петельИндекс маски клонируемого слоя UV-петельЗначение маскиГруппа вершин маскиМаски́ровать активный слой слоем выше или нижеАнимация маски синхронизирована с кадрами сценыРассчитывать начало анимации относительно начала дорожкиМаска битов для сопоставления настроек коллекции Line ArtМаска битов для сопоставления материалов коллекции Line ArtМаскировать коллекцию в активном слое визуализацииДатаблок маски, задающий маску для постобработкиМаска, отображаемая и редактируемая в этом пространствеМаска, для которой кривые могут быть выбраны в качестве направляющихСлой маски "%s" не содержит заданный сплайнСлой маски "%s" не найден в маске "%s"Имя слоя маскиСлой маски не найден для заданного сплайнаУровень маски в режиме установки значения: "0" для отсутствия скрытия, "1" для полного скрытияМодификатор "Маска" для дорожки "секвенции"Модификатор маски для скрытия части мешаМаска не найденаМаски́ровать только смежные цветовые областиОбъекты в этой коллекции будут использоваться как маски в этом слое визуализацииМаски́ровать объекты в коллекции из слоя визуализации • Ctrl для изоляции коллекции • Shift для маски́рования содержимого коллекцииНепрозрачность наложения маски в данный момент установлена на "0"Маски́ровать рисование по полостям на поверхности мешаСокет ноды для маскиСплайн маскиМаска, используемая этой дорожкойМаска для смешивания общего эффектаМаска-множитель для расчёта плотностиМаска на одну сторону линии, заданной курсоромМаска внутри прямоугольника, определяемая курсоромМаска в пределах формы, определяемая курсоромСлойМаскиМаски́рованиеМаски́рующая текстураМаски́рующая текстураИмя маски́рующей группы вершинМаскиДатаблоки масокМассаЕдиницы массыГруппа вершин массыМасса от размераМасса каждой симулируемой частицыМасса частицБазаОсновной контроллерMatCapМаткапыСопоставлениеУчитывать регистрСовпадение индексовСоответствие пересечениюСоответствовать маскамСоответствие выводаВыровнять плотность точекЭталон для сопоставленияСопоставить строкуТип соответствияСопоставить абсолютную/относительную настройку с входным путёмНастройки соответствия движенияСовместить нормали новых граней с прилегающими гранямиПодбирать выходную группу вершин на основе имениСравнение путей с этим значениемСопоставить реальное освещение с файлами IES, в которых хранится распределение направленной интенсивности источников светаСопоставлять и оказывать влияние на целевые слои данных по имениСопоставлять и оказывать влияние на целевые слои данных по порядку (по индексам)Установить текстурное пространство по габаритному контейнеруВыбирать по началу имён групп вершин меш-объектов, либо выбирать все, если не заданоУстановить масштаб камеры 1:1 по отношению к рендеруПо нормали к поверхностиДанные камеры с захватываемой траекторией для трекингаДанные по захвату траектории для трекингаДанные экспозиционного листа о захвате траекторииДанные восстановления траектории маркера для трекингаДанные трекинга и реконструкции объекта с захватываемой траекториейДанные сопоставления перемещений маркера плоскости для трекингаДанные сопоставления перемещений трека-плоскости для трекингаДанные трекинга для камеры с захватываемой траекториейДанные реконструкции траектории из трекераДанные трека восстановления траектории для трекингаСовпадение типа источника светаМатериалАльфа-смешиваниеАльфа-усечениеАльфа-хешРежим смешиванияТканьКубПлоскийЖидкостьВолосыНовыйНепрозрачностьТип предпросмотра рендераШейдерная сфераСфераТолщинаМатериал %s не может быть преобразован из-за разных режимов смешивания и тени (требуется ручная настройка)Материал %s не удалось преобразовать из-за нетривиального альфа-смешивания (требуется ручная настройка)Материал "%s" не найденАтрибут материалаГраницы между материаламиГраницы материаловГраницы материаловГруппы материаловИндекс материалаТип слоя материалаМатериал Line ArtЦель привязки материалаМаска материалаРежим материалаИмя материалаКонфликт названий материаловНодовый сокет материалаИнтерфейс сокета ноды для материалаСмещение материалаВывод материалаПереопределение материалаПроход материалаПресет материалаПресеты материаловПредпросмотр материалаНастройки материаловНазначение материалаВыделение материалаНода "Выделение материала"Слот материалаСлоты материаловНастройки материалаШаг материалаВарианты материаловДатаблок материала, определяющий внешний вид геометрических объектов на рендереДатаблок материала, используемый этим слотом материалаДатаблоки материаловМатериал для граней фаски ("−1" для материала прилежащих граней)Индекс материала сгенерированных граней, "-1" для автоматическогоМатериал назначен к объектным данным, которые являются связанными/упакованными и, следовательно, не подлежат редактированию. Измените назначение на сам объект, чтобы связать этот слот материала, или сделайте объектные данные локальными.Тип слоя материала нового слота рисованияМатериал сгенерированных волос-кривыхПроход материалаНастройки материаловНода шейдера материалаСлот материала в объектеИндекс слота материала этого персонажаИндекс слота материала этой кривойИндекс слота материала этой граниИндекс слота материала этого треугольникаИмя слота материалаСлот материала, используемый для рендеринга частицСлоты материалов для объектаСокет ноды для материалаМатериал, который заменяет все другие материалы в этом слое визуализацииМатериал, используемый для фильтрацииМатериал, используемый для штрихов обводкиМатериал, используемый для вторичного применения этой кистиМатериал, используемый для штрихов от этой кистиЗначение материала, дающее нулевое смещениеМатериал(ы)Сеть MaterialXМатериалыМатериалы и текстурыМатематикаНода математикиМатрицаЗначение атрибута матрицыОпределитель матрицыМатричное полеНодовый сокет матрицыИнтерфейс сокета ноды для матрицыМатричный объектМатрица ориентацииСингулярное разложение матрицыМатрица мираМатрица, определяющая положение, вращение и масштаб (включая дельты) перед применением ограничителей и родительского отношенияМатрица, объединяющая положение и вращение кости (положение начала, направление и крен) в пространстве арматуры (не содержит информации о длине/размере кости)Матрица, объединяющая положение и вращение курсораМатрица содержит сдвигМатрица, представляющая положение, вращение и масштаб костиМатрица для разложения, используется только блок 3x3Значение матрицы в атрибуте геометрииСокет ноды для матричного значенияMatroskaМаскаID Маски:Нода маскиОбъекты-маскиОбъекты-маски:МаскиМакс.Макс. 2D-уголМакс. 2D-длинаМаксимальное ускорение в воздухеМаксимальная угловая скорость в воздухеМаксимальная скорость в воздухеМакс. уголМакс. B-кадровМакс. B-кадровМаксимальный изгибМакс. размытиеМаксимум отскоковМакс. дочерних частицМаксимальное сжатиеМаксимальное отклонениеМакс. кривизнаМакс. глубинаМакс. смещениеМакс. расстояниеМакс. расстояние между элементамиМакс. допустимая погрешностьМакс. угол граниМакс. высотаМакс. импульсМаксимальное ускорение на землеМаксимальная угловая скорость на землеМаксимальная скорость на землеМакс. широтаМаксимально источников светаМакс. долготаМакс. соседейМакс. скоростьМакс. расстояние лучаМакс. сэмпловМаксимальная сила сшиванияМакс. угол формыМаксимальный сдвигМаксимальное сжатиеМакс. размерМаксимальная скоростьМаксимальная длина пружиныМакс. шаговМаксимум шаговМакс. подразделенийМаксимум подразделенийМаксимальное напряжениеМаксимальная память текстур для поляМакс. толщинаМаксимальный порогМакс. скоростьМаксимальное количество вершин для предварительного просмотра геодезического перемещенияМаксимальное смещение вершинМакс. XМакс. X:Макс. YМакс. Y:Макс. ZЗенит - Макс.Максимальная величина, на которую сжимается тканьМаксимальное количество соединений, допустимых для сокетаМаксимальный размер формы боке для глубины резкости (чем меньше, тем быстрее)МаксимумМаксимальное количество шагов расчёта на кадрМаксимальный масштабМаксимальная длина пружины * размер сферыМаксимальная скорость на ячейку (большее число CFL минимизирует количество шагов симуляции и время вычислений)МаксимизироватьРазвернуть на всё окноРазвёрнутая областьМаксимумМаксимальный 2D-угол для разделения штрихов на цепочкиМаксимальная кривизнаМакс. расстояниеМаксимальная ошибкаМаксимальный промежутокМаксимальное значение высоты для центральной цилиндрической линзыМаксимальное число итерацийМаксимальный потенциал кинетической энергииМаксимальная длина жизниМаксимальное значение долготы для центральной цилиндрической линзыРежим максимумаМаксимальное радиальное расстояниеМаксимальный радиусМаксимальное разрешениеМаксимальный потенциал захваченного воздухаМаксимальное значениеМаксимальная громкостьМаксимальный потенциал гребня волныМаксимум по XМаксимальный индекс габаритного контейнера отсечения по оси XМаксимальное значение X для области рендераМаксимальное значение X для обрезания изображенияМаксимум по YМаксимальный индекс габаритного контейнера отсечения по оси YМаксимальное значение Y для области рендераМаксимальное значение Y для обрезания изображенияМаксимум по ZМаксимальный индекс габаритного контейнера отсечения по оси ZМаксимальное ускорение в воздухе (относительно максимальной скорости)Максимальное ускорение на земле (относительно максимальной скорости)Максимально допустимое расстояние между элементами источника и получателя, для отображений не по топологииМаксимальное количество близких направляющих кривых, учитываемых при интерполяцииМаксимальный угол между нормалями граней, который будет считаться гладкимМаксимальный угол между нормалью и целевым направлением для включения в выделениеМаксимальный угол между старыми и новыми нормалямиМаксимальный угол для отображенияМаксимальный угол для изменения толщиныМаксимальные углы для ограничения инверсной кинематикиМаксимальный импульс углового мотораМаксимальная угловая скорость в воздухе (относительно 180 градусов)Максимальная угловая скорость (относительно 180 градусов)Значение максимальной жёсткости сгибаМаксимальное расстояние размытия, на которое может распространяться пиксельГраница максимума сетки (мировое пространство)Максимальная граница объёмаМаксимальная яркость, которую следует учитывать при отклонении спрайтов боке на основе соседства (чем ниже, тем быстрее)Максимально наносимый урон при атаке в секундуЗначение максимальной жёсткости сжатияМаксимальная криволинейная 2D-длина для выборки цепочекМаксимальный коэффициент затухания, когда сингулярное значение близко к "0" (более высокие значения дают результаты с бо́льшей стабильностью и меньшей реактивностью)Максимальная плотность волосМаксимальное расстояние между создаваемой кривой Безье и геометрией исходного штрихаМаксимальное расстояние между элементами для объединенияМаксимальное расстояние между исходным штрихом и приближённой ломанной линиейМаксимальное расстояние между сцепляемыми вершинамиМаксимальное расстояние для привязки в пикселяхМаксимальное расстояние для работы поляМаксимальное расстояние для расчёта объёма, независимо от того, как далеко находится объектМаксимальное расстояние, на котором кисть оставляет следы краски на поверхности мешаМаксимальное расстояние, с которого рой может атаковатьМаксимальное расстояние от центра выделенияМаксимальное расстояние, на которое могут быть перемещены объекты по каждой осиМаксимальное расстояние для поиска разъединённых частей в мешеМаксимальная длина ребра для динамической топологии режима скульптинга (как делитель единицы измерения Blender — чем больше это значение, тем меньше размеры рёбер)Максимальная длина рёбер для скульптинга с динамической топологией (в процентах кисти)Максимальная длина рёбер в скульптинге с динамической топологией (в пикселях)Максимальная ошибка для подшаговМаксимальный угол наклона грани для сглаживания рёберМаксимум для измерения толщиныМаксимум ползункаМаксимальная высота прыжкаМаксимальное число итераций для подшаговМаксимальная скорость соединения в радианах/секундуМаксимальная широта (вертикальный угол) для равнопрямоугольных объективовМаксимальная длина вектора цвета частицМаксимальный уровень глубины пересечения в объектном пространстве ("0.0" для отключения)Максимальный уровень поверхности пересечения; используется для изменения формы волн ("0.0" для отключения)Максимальный уровень света, уменьшает количества шумаМаксимальный импульс линейного мотораМаксимальная долгота (горизонтальный угол) для равнопрямоугольных объективовМаксимальный объём памяти для текстуры поля объёма в Мб (если не переопределено примитивом поля)Максимальный объём используемой памяти ("0" - неограниченно)Максимальное количество B-кадров между не-B-кадрами; влияет на размер и перемещение по файлуМаксимальное количество ядер ЦП, которые можно использовать одновременно при рендеринге (для многоядерных/CPU систем)Максимальное количество дополнительных ячеекМаксимальное количество отскоков света окружения, участвующего в рендерингеМаксимальное количество отскоков для лучей светаМаксимально допустимое количество циклов после последнего ключевого кадра ("0" = бесконечное количество)Максимально допустимое количество циклов перед первым ключевым кадром ("0" = бесконечное количество)Максимальное количество деформирующих весовМаксимальное количество диффузных отражённых отскоков, ограничиваемое общим максимумомМаксимальное число частиц жидкости, разрешённое в этой симуляцииМаксимальное количество кадров, на которых выполняется эффект сборки (если не встречается другой ключевой кадр Grease Pencil до истечения этого времени)Максимальное число кадров, показываемых после текущего кадраМаксимальное количество кадров, отображаемых после текущего кадра ("0" = не показывать ни одного кадра после текущего)Максимальное число кадров, показываемых перед текущим кадромМаксимальное количество кадров, отображаемых перед текущим кадром ("0" = не показывать ни одного кадра перед текущим)Максимальное количество глянцевых отражённых отскоков, ограничиваемое общим максимумомМаксимальное количество итераций для обеспечения сходимости в случае повторного прохождения циклаМаксимальное количество строк, сохраняемых в буфере консолиМаксимальное количество перекрытий для сгенерированных штриховМаксимальное число частиц, генерируемых на одну ячейку захваченного воздуха за кадрМаксимальное число частиц, генерируемых на одну ячейку гребня волны за кадрМаксимальное количество частиц на ячейку (проверяет, что в каждой ячейке число частиц не больше заданного)Максимальная длина списка недавно открытых файловМаксимальное количество шагов моделирования для одного кадраМаксимальное количество итераций при решенииМаксимальное количество шагов для просчёта объёма перед прекращением работы, чтобы избежать слишком долгого времени рендеринга с большими объектами или малыми размерами шаговМаксимальное количество добавляемых текстур — %dМаксимальное количество отражённых отскоков светопропускаемости, ограничиваемое общим максимумомМаксимальное количество прозрачных отскоков. Это не зависит от максимального количества других отскоковМаксимальное количество вершин в меше для использования геодезического спада при перемещении ориджина расширения. Если общее количество вершин больше этого значения, при перемещении спад будет установлен на сферическийМаксимальное количество событий рассеивания в объёмеМаксимальный вес группы вершин A и группы вершин BМаксимальная непрозрачность костей в режиме каркасного отображенияМаксимальное выходное значение после отображенияМаксимальное радиальное расстояние для работы поляМаксимальный угол от корня до концов (расстояние концов/расстояние корней для длинных волос)Максимальное вращениеМаксимальное вращение по каждой осиМаксимальная шероховатость, для которой можно использовать конвейер трассировки. Поверхности с более высокой шероховатостью будут использовать быструю аппроксимацию глобального освещения (ГО/GI). Значение 1 отключит быстрое приближение ГО.Случайность максимального коэффициента масштабирования по каждой осиМаксимальная сила сшиванияЗначение максимальной жёсткости сдвигаМинимальный размер пикселя карты теней. Более высокие значения используют меньше памяти за счёт качества теней.Максимальная скорость для прыжковМаксимальная скорость (в единицах интерфейса) в секундуМаксимальная скорость в воздухеМаксимальная скорость на землеКоэффициент максимально поддерживаемого масштаба для костей управления сплайномМаксимальное количество пересечений поверхностей, используемое методом точного пересечения объёма. Создаст артефакт, если он будет превышен. Более высокое значение увеличивает использование VRAM.Максимальная температура огня (чем выше значение, тем быстрее поднимается огонь)Значение максимальной жёсткости растяженияМаксимальная толщинаМаксимальная толщина по основному направлениюМаксимальное значениеМаксимальное значение для отсеченияМаксимальное значение для диапазона целевого каналаМаксимальный коэффициент растяжения объёмаМаксимальная громкость, независимо от того, как близко находится объектМожет работать неэффективно при рендеринге с использованием тайлингаМСфераСреднееСредний вес фасок:Средний вес складок:Средний радиус по X:Средний радиус по Y:Средний радиус:Средний наклон по оси:Средний вес складок для вершин:Средний вес:ИзмеритьИзмерять размер кисти относительно сценыИзмерять размер кисти относительно видаИзмерять размер кисти относительно вида или сценыИзмерение расстояния и углов • {:s} в любом месте для нового измерения • Перетащите сегмент линейки, чтобы измерить угол • {:s} , чтобы удалить активную линейку • Ctrl при перетаскивании для привязки • Shift при перетаскивании для измерения толщины поверхностиИзмерениеТип носителяМедиаплеер для видео и сиквенций изображений PNG/JPEG/SGIМедианаЦентр медианыСредняя точкаМедианный центр граниМедиана:СреднееСредний контрастСредне-высокий контрастСредне-низкий контрастСреднее качествоСредний формат (Hasselblad)МегаваттыМеланинКонцентрация меланинаКраснота меланинаПамять:%dM, Пик: %dMПамятьПамять и ограниченияОграничение кэша в памятиОграничение кэша в памяти (в мегабайтах)Память: %sМенюМеню «%s» не найденоЗадние цвета менюФон менюОшибка менюРазвёрнутое менюКодовое имя менюПункт менюЦвета элементов менюЭлементы менюОтсутствует меню:Имя менюНодовый сокет менюИнтерфейс сокета нодового менюПереключатель менюМеню не определеноЦвета виджетов менюМеню выбора костейМеню выделения объектовСокет ноды для менюМеню в котором производить поискЗначение меню должно быть постояннымМенюОбъединитьОбъединить и добавитьОбъединить анимациюОбъединить анимацииРасстояние объединенияОбъединить конечные вершиныКоэфф. объединенияОбъединить слоиОбъединять слоты материалов, когда это возможноОбъединить ноды (сложить)Объединить ноды (альфа-наложение)Объединить ноды (автоматически)Объединить ноды (цвет, сложить)Объединить ноды (цвет, разделить)Объединить ноды (цвет, перемножить)Объединить ноды (цвет, вычесть)Объединить ноды (комбинировать по глубине)Объединить ноды (разделить)Объединить ноды (больше чем)Объединить ноды (меньше чем)Объединить ноды (математика, сложить)Объединить ноды (математика, разделить)Объединить ноды (математика, больше чем)Объединить ноды (математика, меньше чем)Объединить ноды (математика, перемножить)Объединить ноды (математика, вычесть)Объединить ноды (перемножить)Объединить ноды (вычесть)Объединить перекрывающиесяОбъединить родительские вращение и масштабОбъединить выделенные нодыОбъединить выделенные ноды с помощью нод геометрииОбъединить выделенные ноды с помощью MathОбъединить выделенные ноды с помощью MixОбъединить выделенные ноды с помощью шейдеровОбъединить и вычестьПорог объединенияТип смешиванияЕсли возможно, объединить примитивы USD с их родительскими элементами Xформации. USD не допускает вложенных примитивов UsdGeomGprims, чтобы сохранить корректность файла USD при обнаружении иерархий объектов, - будут определены промежуточные примитивы Xформации.Объединить UV-координаты, имеющие общую вершину, чтобы учесть неточность в некоторых модификаторахОбъединить UVОбъединить вершиныОбъединять свойства активного инструмента при активации (не перезаписывать существующие)Объединять смежные треугольники в четырёхугольникиОбъединять смежные вершины (смещение кручения должно быть нулевым)Объединить все близлежащие выделенные точки, независимо от того, соединены они между собой или нетСовместить разрезанные части на месте разрезаОбъединить все аудиоканалы в одинОбъединить по действиямОбъединить по расстояниюОбъединить по именам НЛА-трековОбъединить пользовательские нормали выделенных вершинСоединять последнее и начальное, когда сумма углов образует полный кругОбъединять слоты материалов, когда это возможноМетод объединенияОбъединять перекрывающиеся точки по расстоянию. (Необходимо включить функцию "Реализовать экземпляры (realize instances)")Объединить родительскую XформациюОбъединить точки по расстояниюОбъединять, а не создавать граниОбъединить выделенные ноды "Входы группы (group input)" в одну, если это возможноОбъединить выделенные нодыОбъединять выделенные с другими невыделенными вершинамиОбъединить выделенные вершиныОбъединить отдельно созданные геометрии в однуОбъединить анимацию выделенных объектов в действие активного объекта. Действия при этом не удаляются, но могут остаться без пользователейОбъединить треугольники до четырёхсторонних полигонов, где это возможноОбъединить с использованием "складывающего" или "смешивающего" шейдераОбъединить с использованием нод "Альфа-наложения"Объединить с использованием нод "Комбинирования по глубине (depth combine)"Объединить с использованием нод "Математики"Объединить с использованием нод Mesh Boolean или Join GeometryОбъединить с использованием нод "Смешать"Объединить точки, близкие друг к другуОбъединить вершины в соседних дубляхОбъединить вершины последнего и первого дублейОбъединить вершины или точки на заданном расстоянииОбъединять вершины по пороговому значениюОбъединение:%d ID из базы данных "%s" были объединены в базу данных "%s"; %d ID и %d библиотек уже существовало как часть целевой базы данных, и %d ID, отсутствующих в целевой базе данных были освобождены вместе с исходной базой данныхИмя объединённой анимацииОбъединить вершины по расстояниюМешКоличество смежных гранейКоличество соединяющихся рёберКоличество граней вокруг ребраКоличество граней на островеУголУгловая привязкаПлощадьПлощадь 3DСреднийФаскаОбаФорма границыОкружностьОтсечениеСхлопнутьКонусВ той же плоскостиКарнизный молдингСкладкаДекоративный молдингКубЦилиндрНаправлениеОтобразить тип растяженияРасстояниеУглы гранейЗаполнитьЦвет заливкиПлоскийПлоское/гладкоеМетки рёбер FreestyleМетки граней FreestyleСеткаИкосфераДлинаДлина 3DЛинияМатериалИзмеренияРежимС изменениямиСоздатьНетНормальОбъектИндекс объектаПериметрЗакрепленоПланарноПлоскостьКоличество рёберПресетОтносительноОбодКруглаяЭкранШовОстрогранностьСгладитьСфераБрызгиШагиВспомогательные петлиСюзаннаТипСнять подразделениеСкладка вершинГруппы вершинОбмоткаМеш %s имеет недопустимые грани, вероятно, из-за инструмента распределительного (развёртываемого) экструдирования в версии 2.90.0. Открытие и сохранение файла в версии до 5.1 должно решить эту проблемуУ меша "%s" нет данных оболочкиМеш "%s" имеет полигоны с более 4 вершинами, невозможно вычислить вектор касательных для нихМеш "%s", Атрибут "%s" (домен %d, тип %d) не могут быть преобразованы в USDМеш 1Меш 2Анализ мешаАтрибуты мешаЛогические операции мешейГраницы мешаАвто-маски́рование границ мешаКэш мешаОкружность-мешДеформация мешаРебро мешаРёбра мешаРежим редактирования мешаНаложения режима редактирования мешаГенератор мешаОстровок мешаЛиния-мешЦикл в мешеТреугольник петли мешаТреугольники петли мешаПетли мешаРежим мешаВектор нормали мешаНормали мешаПолигон мешаПолигоны мешаСкульптинг мешейРежим выделения мешаРежим выделения мешаКэш секвенции мешаКоэффициент упрощения мешаВершинный слой меша оболочкиИсточник мешаВизуализация статистики мешаТекстурирование мешейСлой UV мешаТребуется UV-карта мешаВершина мешаЦвет вершины мешаЦветовой слой вершин мешаРисование по вершинам мешаВершины мешаВизуализируемая статистика мешаОбъём мешаОбъём меша + близостьРисование весов на мешеКомпонент-меш, содержащий данные точек, углов, рёбер и гранейМеш, состоящий только из треугольников и позволяющий моделировать взаимодействия точнее, чем выпуклая оболочкаДатаблок меша, определяющий геометрические поверхностиДатаблоки мешейМодификатор, деформирующий мешМодификатор деформации меша для деформирования других мешейМеш не будет менять детализацию на каждом штрихе, только при использовании инструмента установки детализацииДетализация меша постоянна относительно масштабов мираДетализация меша зависит от размера кистиДетализация меша является относительной к размеру кисти и размеру детализацииМеш не имеет активного атрибута цвета "%s"Грани и вершины меша переупорядочены в пространствеМеш из объектов кривой, поверхности, метасферы, текста или облака точекГенератор мешаУ меша нет UV-разметкиУ меша нет данных цветов вершинМеш не содержит области гранейМеш не имеет граней для назначения материаловМеш-объект, к которому можно прикрепить кривыеМеш-объект, с которым осуществлять деформациюМеш-объект, используемый в качестве начального элементаМеш-объект, используемый в качестве конечного элементаМеш-объект, используемый в логической операцииМеш-объект(ы) не имеет(-ют) активной вершины/ребра/граниМеш, на гранях которой будут распределяться точкиМеш, на гранях которого будет производиться распределениеМеш или облако точек, в которых следует производить поиск ближайших точекМасштаб мешаНастройки мешаПеред запеканием необходимо осуществить развёртку мешаЦелевой меш, который необходимо обтянутьМеш, который вычитается из первого мешаМеш в кривуюМеш в сетку плотностиМеш в точкиМеш в SDF сеткуМеш в объёмМодификатор преобразования меша в объёмМеш, грани которого необходимо преобразовать в вершины и наоборотМеш, внутренний объём которого следует преобразовать в геометрию туманного объёмаМеш, который необходимо преобразовать в кривыеМеш, элементы которого следует экструдироватьМеш, на котором следует производить поиск ближайшей точки его поверхностиМеш, грани которого следует перевернутьМеш, для которого необходимо переопределить атрибут набора гранейМеш, для которого следует установить пользовательские нормалиМеш, который необходимо подразделитьМеш для триангуляцииМеш, UV-карта которой будет использоватьсяМеш, рёбра которого следует разделитьМеш, элементы которого следует преобразовать в точкиМеш, внутренний объём которого следует преобразовать в сетку плотностиМеш, внутренний объём которого следует преобразовать в сетку поля знаковых расстоянийМеш(и)У меша(-ей) нет ключей формыМеш: {} вершин, {} рёбер, {} гранейКэшМешаДеформацияМешаМодификатор, деформирующий мешКэшСеквенцииМешаПетляUVМеша (устарело)МешиМеши для операций объединения или пересеченияСообщениеОшибка в процессе извлечения сообщений!МетаМета-стекМета дорожкаМета-дорожкиВыделенные мета-дорожкиСтек мета-дорожек, последняя - это последняя редактируемая мета-дорожкаМетаДорожкаМетасфераСоздатьМетасфера "%s" не содержит заданный сплайнЭлемент-метасфераЭлементы метасферыДатаблок метасферы, определяющий каплевидные поверхностиДатаблоки метасферМетод обновления метасферы при редактированииЭлементы метасферыТип метасферыМетасфера(-ы)МетасферыМетаданныеФон метаданныхИсточник метаданныхТекст метаданныхMetalMetalRTMetalRT для трассировки лучей использует меньше памяти для сцен, в которых широко используются кривые, и в определенных случаях может обеспечить более высокую производительностьМеталликМеталлик BSDFМеталлическое отражение с микрогранным распределением и металлическим френелемОбразец метарига записан в текстовый блок данных {:s}Метариг записан в текстовый блок данных {:s}МетрМетрыМетров на единицуМетров в секундуМетров в секунду в квадратеМетодЧетырёхугольникиМетод вычисления "логических" значенийМетод расчёта размера плоскостиМетод наложения дорожки на остальные дорожкиМетод направления смещения вдоль углаМетод расширения выделения вершин UV-развёрткиСпособ повышения чёткости текста в интерфейсеМетод чтения таймкодов исходниковМетод рендеринга подповерхностного рассеиванияМетод ввода образцаМетод отбора проб потока с высоким разрешениемМетод установки материалов на новые граниМетод сглаживания значений между пикселямиМетод разделения N-угольников на треугольникиСпособ разбиения четырёхугольников на треугольникиМетод генерации 'координаты X' развёртки вдоль основной кривойМетод генерации 'координаты Y' развёртки вдоль основной кривойМетод выбора дочернего экземпляра для каждого элементаМетод сглаживания в 3D-вьюпортеМетод сглаживания в 3D-вьюпортеМетод сглаживания во время рендеринга финального изображенияМетод смешивания слоёв масокМетод заполнения нескольких петель сеткойМетод расчёта аэродинамических взаимодействийМетод расчёта положения выравниванияМетод совмещения вставляемых и существующих ключейМетод изменения геометрииМетод изменения существующей F-кривойМетод проецирования глубиныМетод сортировки каналов на экспозиционном листеМетод расчёта угла поворотаРежим установления количества создаваемых дубликатовМетод управления временем воспроизведенияМетод установления количества распределяемых экземпляровМетод отображения/шейдинга объектов в 3D-видеМетод подгонки изображения и поля зрения внутри сенсораМетод интерпретации параметров смещенияМетод проецирования 2D-изображения на объект с трёхмерным текстурный векторомМетод масштабирования плоскости с помощью рамки камерыМетод установки ориджина вращения для сегментов кистиМетод расчёта расстояния для петель рёбер UVМетод назначения весовых коэффициентовМетод, используемый для распределения точекМетод, используемый для разделенияМетод, используемый для смещенияМетод расчёта касательныхМетод, используемый для расстановки копийМетод, используемый для сочетания результата активного действия с результатом стека НЛАМетод объединения результата дорожки с накопленным результатомМетод, используемый для удаления кадров Grease PencilМетод, используемый для удаления данных мешаМетод, используемый для определения масштабирования костей по осям X и ZМетод, используемый для определения масштабирования оси Y костей, после деформации и масштабирования самой кривойМетод отрисовки изображений на экранеМетод, используемый для растворения точек штрихаМетод, используемый для определения значений F-кривых перед первым и за последним ключевыми кадрамиМетод, используемый для упаковки UV-острововМетод, используемый для упрощения точек штриховМетод, используемый для сглаживанияМетод, используемый для построения геометрии на концахМетод, используемый для преобразования числа с плавающей запятой в целое числоМетод определения формы профиляМетод определения используемого имени группыМетод, используемый для описания вращенияМетод определения цвета F-кривой в редакторе графовМетод, используемый для определения ручек управленияМетод, используемый для определения радиуса и размещенияМетод определения момента прекращения распространения позы на ключевые кадрыСпособ сопоставления рёбер источника и рёбер получателяСпособ сопоставления граней источника и граней получателяСпособ сопоставления углов граней источника и углов граней получателяСпособ сопоставления вершин источника и вершин получателяМетод, используемый для сопоставления цели и управляемых свойствМетод, используемый для генерации путейМетод, используемый для хранения данныхМетрическаяМикрошероховатость поверхности ("0.0" – идеальное зеркальное отражение, "1.0" – полностью шероховатая)МикрофибраМодель многократного рассеяния между нормально ориентированными волокнами на основе микрочешуекМикрометрыМикросекундыУстановить из Microsoft StoreМикроваттыСерединаСерединаПоложение срединного контро́ллераСрединные контро́ллерыДействие средней кнопки мышкиСерединаСредняя точкаПривязка к сред. точкеСредние точкиСредние тонаКонец средних тоновНачало средних тоновМиМожет выглядеть лучше, чем "Temperance (умеренность)", но также может иметь ошибки. Кость с одним потомком имеет кончик, помещённый в корень потомка. Однако неравномерное масштабирование может это испортить, так что будьте осторожныМилиМиль в часМиллиграммыМиллиметрыМиллисекундыМилливаттыМин.Мин. 2D-уголМин. 2D-длинаМинимальная скорость в воздухеМин. уголМин. кривизнаМин. расстояниеМинимальная высотаШирота - Мин.Мин. отскоков светаДолгота - Мин.Мин. - Макс.Мин. скоростьМин. сэмпловМин. шаговМин. толщинаМин. прозр. отскоковМинимум вокселяМин. XМин. X:Мин. YМин. Y:Мин. ZЗенит - Мин.Минимальные и максимальные значения одинаковы!Мин./Макс.МиниЯркость миниосейРазмер миниосейТип миниосейМинимумМинимальное количество шагов расчёта на кадрМинимум информацииМинимальная длина пружины * размер сферыМинимальное расстояние, допускаемое между двумя отслеживаемыми элементамиМинимальное значение корреляции между шаблоном и эталоном, необходимое, чтобы трекинг считался успешнымМинимизироватьМинимизировать растяжения. Смеше́ние %.2fМинимумМинимальный 2D-угол для разделения штрихов на цепочкиМинимальные сэмплы AA для адаптивной сэмплинга, чтобы обнаружить зашумленные функции перед остановкой сэмплинга. Ноль для автоматической настройки на основе порога шумаМинимальные сэмплы AA для адаптивного сэмплинга, чтобы обнаружить зашумленные функции перед остановкой сэмплинга. Ноль для автоматической настройки на основе порога шума для рендеринга вьюпортаМинимальная кривизнаМин. расстояниеМинимальная ошибкаМин. интервал между линиями сеткиМинимальное значение высоты центральной цилиндрической линзыМинимальное число итерацийМинимальный потенциал кинетической энергииМинимальная длинаМинимальная длина жизниМинимальное значение долготы для центральной цилиндрической линзыРежим минимумаМинимальное радиальное расстояниеМин. растяжениеМинимальный потенциал захваченного воздухаМинимальное скручиваниеМинимальное значениеМинимум вершинМинимальная громкостьМинимальный потенциал гребня волныМинимум по XМинимальный индекс габаритного контейнера отсечения по оси XМинимальное значение X для области рендераМинимальное значение X для обрезания изображенияМинимум по YМинимальный индекс габаритного контейнера отсечения по оси YМинимальное значение Y для области рендераМинимальное значение Y для обрезания изображенияМинимум по ZМинимальный индекс габаритного контейнера отсечения по оси ZМинимально допустимое расстояние между центрами двух распределяемых экземпляров. Для более равномерного распределения следует увеличивать значение.Минимальное количество значений сетки флюида (плотность дыма, топливо и нагрев), которое может содержать ячейка, прежде чем она будет считаться пустойМинимальное значение амплитуды, необходимое для воздействия на оболочкуМаксимальный угол для отображенияМинимальный угол для изменения толщиныМинимальные углы для ограничения инверсной кинематикиГраница минимума сетки (мировое пространство)Минимальная граница объёмаКоордината минимума по оси X (пространство индексов сетки)Координата минимума по оси Y (пространство индексов сетки)Координата минимума по оси Z (пространство индексов сетки)Минимальная криволинейная 2D-длина для выборки цепочекМинимальная плотность ячейки объёма, в которой содержится точка сеткиМинимальная плотность вокселя, содержащего точку сеткиМинимальное расстояние между гранями ткани для реакции столкновенияМинимальное расстояние между сталкиваемыми объектами для реакции столкновенияМинимальное расстояние между нодами, которое обеспечивает функция авто-сдвига нодМинимальное расстояние между двумя направляющимиМинимальное расстояние между двумя направляющими для новой карты направляющихМинимальное расстояние для спада поляМинимальное расстояние от последней точки перед продолжением выделенияМинимальное расстояние от последней точки перед продолжением штрихаМинимальная ошибка для подшаговМинимум для измерения толщиныМинимум ползункаМинимальная интенсивность, вызывающая свечениеМинимальное число итераций для подшаговМинимальная широта (вертикальный угол) для равнопрямоугольных объективовМинимальная яркость света, чтобы свет от него учитывался в просчёте освещенияМинимальная долгота (горизонтальный угол) для равнопрямоугольных объективовМинимальное значение маски, чтобы считать вершину действительной для выделения грани из исходного мешаМинимальное количество отражений света. Установка более высокого значения снижает шум при первых отскоках, но также может быть менее эффективным для более сложной геометрии, такой как кривые и объёмыМинимальное количество перекрытий для сгенерированных штриховМинимальное число частиц на клетку (гарантирует, что в каждой клетке есть по крайней мере это количество частиц)Минимальное количество пикселей между линиями сетки в зонах 2D-просмотраМинимальное количество шагов моделирования для одного кадраМинимальное количество прозрачных отскоков. Установка более высокого значения снижает шум при первых отскоках, но также может быть менее эффективным для более сложной геометрии, такой как кривые и объёмыМинимальный вес группы вершин A и группы вершин BМинимальное выходное значение после отображенияМинимальное радиальное расстояние для спада поляРадиус при минимальном давлении (и минимум для конусовидных штрихов)Минимальный угол от корня до концов (расстояние концов/расстояние корней для длинных волос)Минимальный размер пикселя карты теней. Более высокие значения используют меньше памяти за счёт качества теней.Минимальная скорость в воздухе (относительно максимальной скорости)Минимальная температура огня (чем выше значение, тем быстрее поднимается огонь)Минимальная толщинаМинимальная толщина по направлению, перпендикулярному основному направлениюМинимальное значениеМинимальное значение для отсеченияМинимальное значение диапазона целевого каналаМинимальное значение для случайного выделенияМинимальное значение веса вершиныМинимальное значение, при котором определённый атрибут считается границей при создании наборов гранейМинимальный коэффициент растяжения объёмаМинимальная громкость, независимо от того, как далеко находится объектМинковскийМинковский 1/2Минковский 4Экспонента МинковскогоРасстояние МинковскогоЭкспонента МинковскогоМалый радиусМалые сегментыМеньшинствоМинутыЗеркалоЗеркалировать как имя костиОсь симметрииЗеркальный шарКость-зеркалоСимметричное редактированиеМодификатор зеркалаОбъект симметрииЗерк. отражение контроллераЗеркально отразить Rigify-тип и параметры выделенных костей на противоположную сторону. Имена должны заканчиваться на "L"/"R"Зеркальная трансформацияСимметрия по UОтразить UDIMСимметрия VСинхронизировать с VR-сеансомОтзеркалить группы вершинОтразить вершиныОтразить весаОтзеркалить виджетыЗеркалировать с родителямиСимметрия по XСимметрия по YОтразить все управляющие точки без инвертирования деформации решёткиОтзеркалить все веса групп вершинЗеркальное отражение вдоль локальных осей X, Y и/или Z относительно ориджина объектаОтображение зеркального шара для карт окружающей средыСимметрия кисти по оси XСимметрия кисти по оси YСимметрия кисти по оси ZСимметричная группа заблокирована, отменаОтразить выделенные элементы вокруг одной или нескольких осейЗеркалировать текстурные координаты по U относительно смещённой точки отраженияЗеркалировать текстурные координаты по V относительно смещённой точки отраженияЗеркально отразить ось XЗеркально отразить ось YЗеркально отразить ось ZЗеркально выделить костиОтразить текущий ключ формы относительно локальной оси XОтразить повторение изображения по оси XОтразить повторение изображения по оси YЗеркально отразить левую/правую группы вершин при рисовании. Ось симметрии определяется настройками симметрии.Зеркально отразить движение одной ручки на другуюОтразить значения нового ключа формыЗеркально отобразить координаты текстуры вокруг центра каждой плиткиОтзеркалить группу вершин, перевернуть веса и/или имена, редактируя только выделенные вершины, если выделены обе стороны или скопировать с невыделенногоОтражать группы вершин (например, .R → .L)Отразить весаОтразить%sСмещение отражённой UV по оси UСмещение отражённой UV по оси VЗеркально отражены параметры {:d} костейМодификатор симметрииПрочееПрочееЦвет при промахеОтсутствуют компоненты %s%s%s эйлеровского вращения для ID="%s" и RNA-Path="%s"Отсутствует окно в контекстеОтсутствующие аддоныОтсутствуют встроенные аддоныОтсутствующие данныеОтсутствующая геометрияОтсутствуют материалыОтсутствует меню: %sОтсутствует конфигурация OpenColorIOОтсутствует панельОтсутствует трафаретНет текстурыОтсутствует UV-карта для прикрепления кривых к вычисляемой поверхностиОтсутствует UV-карта для прикрепления кривых к исходной поверхностиОтсутствует UV-картыОтсутствует имя костиОтсутствует заголовокОтсутствует библиотекаОтсутствует идентификатор нодового инструмента ({})Отсутствует идентификатор оператораОтсутствует выходОтсутствует свойство для входного сокета "%s"Отсутствующие файлы скриптовОтсутствует меш-поверхностьНедостающие элементы: %s%s%s%s!Отсутствует: %sОтсутствует: %s.%sТуманПроход туманаНастройки тумана для датаблока окружающей средыMitchУгол соединения срезаСоединение - ВнешнееФорма профиля соединенияФорма соединенияСмешатьСмешать (устарело)Смешать цветаКоэфф. смеше́нияКоэфф. смешивания на "1.0"Смешивание положенияРежим смеше́нияНода "Смешать"Позиция ноды смешивания (Mix)Смешивание вращенияСмешивание масштабаСмешивающий шейдерКоэффициент смешивания штриховСмешать векторыСмешать значения атрибутов соседних элементовФактор смешиванияКоэффициент смешивания положения вершинРежим смешиванияСмешать значения источника и получателя, используя порог в качестве коэффициентаСмикшировать аудио из сцены в аудиофайлСмешивает веса двух групп вершинСмешать два входных цветаСмешать два шейдера вместе. Обычно используется для наслоения одного материала на другойСмешать значения по множителюСвести звук к моноканальномуБуфер смешиванияМодальныйМодальные событияМодальная раскладка клавиатурыМодальные операторыМодальные сопоставления клавиш не поддерживаются для конфигурации клавиш аддонаРежимРежим (Alt)Тип режимаРежим определяет правило объединенияРежим вычисления значений канала вращенияРежим для оценки нормалей кривойРежим подгонки изображения под область рендераРежим указания желаемого размера вокселяРежим импорта выделенных изображенийРежим автоматической вставки ключевых кадров для объектов и костей (настройка по умолчанию для новых сцен)Режим обработки цветаРежим заполнения кривойРежим операции проекционного рисованияРежим изменения высоты тонаРежим инструментов, принимающих входные данные из интерфейсаРежим задания длиныРежим отображения кадровРежим рисования границРежим загрузки видов изображенийРежим загрузки видов видеоРежим, используемый при создании штриховРежим применения текстурыРежим смеше́ния с выходным цветом текстурыМоделирует все три физических процесса в объёме, представленные их коэффициентамиРежимыС изменениямиДата измененияМодифицированные рёбраБыли изменены анимации {:d} арматур(ы)Изменено: {}{}{}МодификаторБлокиКонстантаРежимОстроСглаживаниеКВоксельМодификатор "%s" отсутствует в списке модификаторов объектаМодификатор "%s" отсутствует в списке модификаторов дорожкиМодификатор "%s" не принадлежит объекту "%s"Модификатор "%s" не был скопирован ни в один объектГизмо модификатораИмя модификатораОперация модификатораНастройки модификаторовТип модификатораUID модификатораМодификатор, затрагивающий геометрические данные объектаМодификатор, изменяющий/генерирующий пользовательские нормалиМодификатор можно добавить к объекту "%s" только единождыМодификатор не может быть применён к мешу, имеющему ключи формыМодификатор, содержащий ноду, отключёнМодификатор не может быть добавлен (см. консоль для дополнительной информации)Модификатор не может быть добавлен в (%s : %s) (см. консоль для дополнительной информации)Модификатор отключёнМодификатор дорожки последовательностейМодификатор значений F-кривойМодификатор имеет запечённые данныеМодификатор отключёнМодификатор отключён или содержит ошибки, применение не выполненоМодификатор отключён, применение не выполненоИмя модификатораАссеты группы нод модификатора не назначены каталогу. Каталоги могут быть назначены в браузере ассетовНомер модификатора, к которому осуществлять назначениеНомер удаляемого модификатораМодификатору требуется более 3-х входных гранейМодификатор требует исходные данныеМодификатор требует исходные данные, неверная позиция стекаСостояние модификатораМодификатор для преобразования в другие формыМодификатор для переноса данных из другого мешаМодификатор не найден в стекеМодификаторыМодификаторы, влияющие на все F-кривые в используемом действииМодификаторы, влияющие на геометрические данные объектаМодификаторы, затрагивающие форму F-кривойМодификаторы, влияющие на эту дорожкуМодификаторы не применимы к объекту "%s"Невозможно добавить модификаторы к объекту: {:s}Невозможно применить модификатор в режиме редактированияМодификаторы не могут применяться к переопределённым даннымНевозможно применить модификатор к данным с несколькими пользователямиМодифицирует весь меш с помощью эластичной деформацииИзменитьИзменить активныйИзменить изгиб кривойИзменить скрытоеИзменить трафарет маскиИзменить метки нодИзменить ассет позыИзменить резкостьВыбор первичного трафарета или трафарета маскиИзменить цвет заливки и обводкиИзменить только цвет заливкиИзменить метки всех выделенных нодИзменение весов группы вершинМодифицировать свойства, такие как радиус вершин кривой, размер шрифта и оболочка костиИзменить только цвет обводкиИзменить жёсткость штрихаИзменить активный набор граней вместо создания новогоМодифицировать базовый меш для соответствия выполненному смещению мешаИнтерактивно изменять размер деталей для инструмента динамической топологии "dyntopo"Изменить направление нормалей поверхностиИзмените направление нормалей поверхности, используя метод взвешиванияМодифицировать интенсивность освещения, захваченного этим зондомИнтерактивно изменять размер вокселя меша, используемый в ремешере вокселейИзменить геометрию штрихов, чтобы они соответствовали основному направлениюИзменить геометрию, придав ей вид ломанной линииМодульноМодулирует цвета полос и призраков для создания эффекта спектральной дисперсииМодульОтладочный модульИмя модуляИмя модуляНазвание модуля аддона для отключенияНазвание модуля аддона для включенияНазвание модуля аддона для расширенияНазвание модуля аддона для удаленияМодули установлены ({:s}) из {!r} в {!r}Остаток деленияМодуль, который является периодическим как для отрицательных, так и для положительных операндовМодуль, который является остатком от A / BМоноМоноширинный шрифтБолее продвинутый алгоритм, основанный на физиологии глаза, разработанный Райнхардом и ДэвлиномВыделено больше одной коллекцииВыделено более одного элементаДоступно несколько движков рендерингаБолее неровный результат (зависит от положения), больше похожий на реальный рельефЕщё…Больше/меньшеСферизацияЦементРазмер цементаСглаживание цементаСамый простой расчёт толщиныНаиболее компактное представление с использованием «+» в качестве разделителя для номеров пред-вторых кадров с усечением таймкода слева и справа при необходимостиДвижениеРазмытие движенияСдвиг размытия движенияШаги размытия движенияМодель движенияТраектория движенияКэшированная точка траектории движенияТочки траектории движенияНастройки траектории движенияТраектория движения для этого элементаНастройки пути движения для визуализации анимацииНастройки пути движения для визуализацииТраектории движенияШаги движенияПорог движенияОтслеживание движенияОграничитель отслеживания движения, подлежащий преобразованию, не найденОбъект отслеживания движения не найденНеверная протяжённость для кадра траектории движения %s (%d — %d)%sТочки траектории движения будут запекаться в пространстве камеры активной камеры. Это означает, что они будут выглядеть правильно только при взгляде через эту камеру. Переключение камер с помощью маркеров не поддерживается.Шаги движенияИнструменты отслеживания движенияМоторМышкаОграничение направления мышкиПорог перетаскивания мышкойДействие мышкиПоложение мышкиПоложение мышки XПоложение мышки YВыделение мышкойЧувствительность мышкиМышка XМышка YКнопка мышки, используемая для выделенияСтиль курсора мышки, используемый во время работы с модальным операторомПоложение курсора мышкиПоложение курсора мышки в нормализованных координатах от "0.0" до "1.0" в пределах границ изображенияПоложение курсора мышки для выбора каналаПоложение курсора мышки для выбора ближайшей сущностиЗначения пути перемещения курсора для операторов, записывающих такие путиПереместитьПереместить текущую ручкуНаправление движенияПереместить всю точкуПереместить точкуПереместить сегментПереместить дорожкиТип перемещенияПереместить UV-вершины в соответствии с объединениемПереместить UV-развёртки по осиПереместить ноду для отсоединения связейПереместить точку или её ручкиПереместить активный элементПереместить после коллекцииПереместить все выделенные элементы на первые места, сохранив их относительный порядок. Предупреждение: это также повлияет на индексы невыделенных элементовПереместить все слоты действия на активном объекте в новые, отдельные действия. Все пользователи этих слотов будут переназначены на новые действия. Текущее действие не будет удалено, но будет пустым и может в итоге иметь ноль пользователейПеремещать вдоль оси XПеремещать вдоль оси YПеремещать вдоль оси контроллера "вперёд"Перемещать по оси навигации "назад"Перемещать по оси навигации "вниз"Перемещать по оси навигации "вперёд"Перемещать по оси навигации "влево"Перемещать по оси навигации "вправо"Перемещать по оси навигации "вверх"Перемещаться вдоль оси видоискателя "назад"Перемещаться вдоль оси видоискателя "вперёд"Перемещаться вдоль оси видоискателя "влево"Перемещаться вдоль оси видоискателя "вправо"Переместить запись в списке вверх или внизПереместить существующий сегмент кривойПереместить и присоединитьПереместить область сюдаПереместить ассет из любого каталогаПереместить ассет в каталогПереместить ассеты из любого каталогаПереместить ассеты в каталогПереместить перед коллекциейПереместить между коллекциямиПереместить правило роя вниз по спискуПереместить правило роя вверх по спискуПереместить состояние роя вниз по спискуПереместить состояние роя вверх по спискуПереместить кости в коллекциюПеремещение по UDIM'амПеремещение по динамической сеткеПеремещение по пикселямПереместить каталог {} в {}Переместить каталог {} на верхний уровень дереваПереместить ограничитель вниз в стеке ограничителейПереместить ограничитель вверх в стеке ограничителейПереместить текущий кадр вперёд или назад на заданное числоПереместить курсор в текстеПереместить положение курсораПереместить курсор в заданное положениеПереместить кривые так, чтобы первая точка находилась точно на поверхности мешаНаправление движенияПереместить эффект вниз в стекеПереместить эффект вверх в стекеПереместить экспортёра вверх или вниз в спискеДвигаться быстрее (ходьба или полёт)Переместиться вперёд сразу на несколько единицПереместить кадр к следующей или предыдущей точке редактированияПереместить значения сетки по полю скоростей с использованием численного интегрирования. Поддерживает несколько схем интегрирования для достижения различных компромиссов между точностью и производительностьюСвободно перемещать ручку или новую добавленную точкуПеремещать ручки после замыкания сплайнаПереместить входы и выходы из модификатора в новую группу нодПереместить внутри коллекции (Ctrl для связывания)Переместить в коллекцию (Ctrl — связать, Shift — родительская связь)Переместить объект-экземпляр вниз по спискуПереместить объект-экземпляр вверх по спискуНастройки привязки влияют на перемещениеПереместите слой в списке, слои, расположенные ниже по списку будут перезаписывать данные слоёв, расположенных вышеПереместить модификатор вниз по стекуПереместить модификатор вверх или вниз по стекуПереместить модификатор вверх по стекуПереместить фоновое изображение нодового редактораПереместить ноды и присоединить их к рамкеПереместить геометрию объекта к ориджину объектаПереместить ориджин на место 3D-курсораПереместить объекты в коллекциюПереместить объекты в новую коллекциюПереместить цель частиц вниз по спискуПереместить цель частиц вверх по спискуПереместить точки аналогично инструменту причёсыванияПереместить границы выделенной областиПереместить выделенные файлы в корзинуПереместить выделенные элементыСдвиг выделенных элементов к форме сферы вокруг геометрического центраПереместить выделенные ключевые кадры в промежуточное положение относительно соседних ключейПереместить выделенные ноды в центр нодового редактораУбрать выделенные объекты из локального видаПереместить выделенные маркеры сцены к активному действию как локальные маркеры позыПереместить выделенные ключи формы вверх/вниз по спискуПереместить выделенные дорожки на трек ниже, если есть местоПереместить выделенные дорожки на трек выше, если есть местоПереместить выделенные штрихи на другой слойПереместить выделенные временные маркерыПереместить выделение на новый слойДвигаться медленнее (ходьба или полёт)Переместить начало дорожек на заданное времяПереместить дорожки так, чтобы вмещались трансформированные дорожкиСлегка переместить штрихи в сторону камеры, чтобы избежать обрезки и сохранить глубину вьюпортаПереместить слот текстуры вверх или внизПереместить 3D-курсор на выделенный VR-ориентирПереместить активный слой аннотаций вверх/вниз по спискуПереместить активный цвет вверх/вниз в спискеПереместить активный слой или группу Grease PencilПереместить активный "набор выделения" вверх/вниз по списку наборовПереместить активную закладку вверх или вниз по спискуПереместить активный сегмент-тире вверх или внизПереместить активную запись внизПереместить активную запись вверхПереместить активный слой вверх/вниз по спискуПереместить активный материал вверх/вниз по спискуПереместить активный временной сегмент вверх или внизПереместить активную группу вершин вверх или вниз по спискуПереместить камеру таким образом, чтобы выделенные объекты попали в кадрПереместить исходное клонируемое изображениеПереместить ближайшую ручку примыкающей вершиныСвободно перемещать текущую ручку контрольной точкиПереместить выделенные строки вниз или вверхПереместить курсор при выделенииПереместить всю точку, используя её ручкиПеремещать ручку по текущему углуПереместить экземпляры к центру граниПереместить ключевые кадры вместе с медиа материаломПереместить модификатор в списке модификаторовПеремещайте мышку, чтобы изменить размер детализации динамической топологии "dyntopo". ЛКМ: подтвердить размер, ESC/ПКМ: отменить, SHIFT: режим точности, CTRL: размер детализации сэмпловПереместить выделенные слоты в новое созданное действиеПереместить видПереместить вид для вмещения выделенных объектовПереместить вид к текущему кадруПереместить область просмотра к центру выделенных объектовПереместить в коллекциюПереместить в коллекцию (рекурсивно)Переместить в началоПереместить в конецПереместить на слойПереместить в новую коллекцию костейПереместить в новую коллекциюПереместить на новый слойПеремещаться к центру соседей и соответствовать их скоростиПерейти в следующую папкуПерейти в родительскую папкуПереместить в родительское дерево нод, удалив из группыПерейти в предыдущую папкуПеремещать экземпляры геометрии верхнего уровня в локальном или глобальном пространствеПереместить трансформированные дорожки на ближайшее свободное место, чтобы устранить перекрытиеПереместить вершины по оси XПереместить вершины по оси YПереместить вершины в центроид дублирующего кластера, в противном случае будет использована вершина, ближайшая к центроиду.Переместить {} выше {}Переместить {} ниже {}Переместить {} в {}Переместить {} {} выше {}Переместить {} {} ниже {}Переместить {} {} в {}Переместить/объединить/стыковать областьПереместить/разделить областьПеремещаться/поворачивать относительно VR-гарнитуры или контроллераПеремещено %i слот(а, ов) в действие активного объектаПеремещённая дорожка уже находится внутри предоставленной мета-дорожкиПеремещённая дорожка является родительской для предоставленной мета-дорожкиДвижениеПеремещает все F-кривые для свойства `скрытия` выделенных арматур в действие объекта. Будет применяться только к первому слою и первой дорожке действияПеремещает точки захвата от поверхностей, чтобы предотвратить появление артефактовВидеоВидеофрагментРедактор видеофрагментовПрокси видеофрагментаПользователь видеофрагментаДатаблоки видеофрагментовВидеофрагмент, выступающий источником данных для трекингаВидеофрагментыИскажение видеоВидеофайлВидеофайлыФормат фильмаОбъекты видеоТреки плоскостей видеоВидеодорожкаЭкспозиционный лист трекинга видеофрагментаМаркеры трекинга видеоДанные маркера плоскости для трекинга видеофрагментаМаркеры-плоскости для отслеживания видеоТреки видеоПространство, используемое для отображения и редактирования видеофрагментаВидеофрагмент не найденВидеофрагмент, который используется в этой дорожкеНе установлен видеофрагмент, из которого будут использоваться данные отслеживанияВидеофайлВидеодорожкаДанные камеры для видеотрекингаДанные трекинга видеофрагментаДанные маркера трекинга видеофрагментаДанные отслеживаемого объекта в видеофрагментеОбъект видеофрагмента, по которому осуществляется перемещениеОбъект видеофрагмента, по которому осуществляется перемещение (если не задано, используется объект камеры)Данные трека-плоскости для трекинга видеофрагментаДанные камеры, восстановленные от трекинга видеофрагментаДанные реконструкции от трекинга видеофрагментаНастройки трекинга видеофрагментаДанные отслеживания для стабилизации видеоДанные трека для трекинга видеофрагментаОтслеживаемый трек фильма, по которому необходимо следоватьВидеофрагментАктивный трекИсточник аннотацииПакетВидеофрагментЭкспозиционный листГрафСохранить оригиналМаркерМаркерыМаскаРежимТрек-плоскостьМощностьОтслеживаниеТрекингВидДорожка "Видеофрагмент"Датаблок видеофрагмента, ссылающийся на внешний видеофайлОтслеживание видеофрагмента "%s" не может быть удаленоВидео или секвенции изображений не поддерживают упаковкуУдержание движенияКлючевой кадр удержания движенияВыделенный удерживаемый передвигаемый ключевой кадрПеремещение мышью подтверждается отпусканием кнопкиДвМПанМВращМMsSmartZoomПодДвММасМMtex не найдена для этого типаМультикадрМульти входСортировать ID для мульти входаМультимодификаторМультиреакцияСистема с несколькими камерами и индивидуальной настройкой камерРешатель ИК с поддержкой систем ограничителей и сохранением состоянийМногослойный EXRМультирисованиеМультивидФильтр для фрагментов словПоиск по нескольким словамМногокадровое редактированиеМультимасштабная модель рассе́яния волос, разработанная Huang'ом и соавторами в 2022 году, подходит для просмотра как вблизи, так и на расстоянии, поддерживает эллиптические поперечные сечения и имеет более точные блики в направлениях прямого рассеяния.Мультисенсорные жестыДорожка селектора мультикамерКанал-источник мультикамерМультифракталМультикадрМногослойныйГруппа мультирисования заблокирована, операция прерванаНесколько кэшейНесколько движковНесколько гранейМножественная значимостьСэмплирование множественной значимостиСэмплирование множественной значимостиМногократное рассе́яниеНесколько пружинПовторение штриховНесколько видовНайдено несколько аддонов с одинаковым именем!В наличии есть несколько обработчиков файлов, перетащите, чтобы выбрать нужныйНесколько файлов изображений в виде секвенцииНесколько изображений не могут быть сохранены по одному и тому же пути: "%s"Сэмплинг по множественной важности используется для объединения содействий прямых лучей от оценки следующего события и прямой трассировки путиМодель неба с многократным рассе́янием (более точная)Несколько штрихов появляются/исчезают одновременноКоэффициент умножения при использовании быстрых или медленных модификаторовМультипликативное переопределениеУмножается на начало/конец для получения общего числа добавленных точекМножительМножитель уровня дробления геометрии находящейся вне зоны видимости камеры. Коэффициент дробления геометрии постепенно увеличивается по мере того, как она выходит из поля зрения камеры. Более низкие значения обеспечивают более высокое качество отражений и теней для объектов вне экрана, в то время как более высокие значения используют меньше памятиМножитель для размера адаптивного подразделения каждого объектаМножитель для размера адаптивного подразделения каждого объекта во вьюпортеМножитель для масштабирования выбранного поля в карту цветовМножитель для масштабирования векторовМножитель расстояния между линиями сетки 3D-видаМножитель значения высоты для управления общим расстоянием для рельефного отображенияМножитель для силы новых штриховМножитель толщины новых штриховМножитель для волнового влияния этой кистиМножитель свойств диаметраМножитель скорости препятствияМножитель скорости источника, передаваемой для флюида (скорость источника ненулевая, только если объект движется)Множитель, используемый для управления величиной векторов скорости для временных эффектовУмножениеУмножить и сложитьМножитель альфыУмножить каналы масштаба начала (Scale In) B-кости на локальные значения масштаба начальной рукоятки. Это выполняется после масштабирования ослабления и не зависит от него.Умножить каналы масштаба конца (Scale Out) B-кости на локальные значения масштаба конечной рукоятки. Это выполняется после масштабирования ослабления и не зависит от него.Перемножить цветаУмножить на глубинуКоэффициент умноженияУмножить массу на размерПеремножить матрицыРежим умноженияМодификатор умноженияУмножить нормалиУмножить RУмножить дорожкуУмножить веса вершин группы А на веса вершин группы BПеремножать группу вершин с оболочкойУмножение весовУмножить альфу вместе с цветовыми каналамиУмножить влияние кисти на альфа-значение градиентной карты для скоростиУмножить глубину пересечения кисти (смещения, волн) на альфа-значение градиентной карты для скоростиУмножить цвет на прозрачность (рекомендуется для входных файлов для Blender'а)Перемножить цветовые каналы двух видеоПеремножить компоненты друг с другомУменьшать силу пропорционально квадрату расстоянияПеремножать длины линий на скорости частицУмножить массу на размер частицыПеремножить вектора нормалей с выделениемУмножить положение и обводку на интенсивностьУмножить записанную скорость рисования на коэффициентПеремножить значения источника и получателя, используя порог в качестве коэффициентаУмножить канал плавного входа (Ease In) B-кости на локальное значение масштаба Y начальной рукоятки. Это выполняется после масштабирования ослабления и не зависит от него.Умножить канал плавного выхода (Ease Out) B-кости на локальное значение масштаба Y конечной рукоятки. Это выполняется после масштабирования ослабления и не зависит от него.Умножить рассчитанные веса на существующие значения в группе вершинУмножить текущий кадр сцены на данный коэффициентУмножить текущую скорость дорожки на это число или переназначить текущий кадр на этот кадрУмножить размер фильтра, используемого при интерполяцииУмножить окончательные значения ослабления на множители масштаба начала/конца по YУмножить RGBA каналы входного изображения на входное значение альфаУмножать масштаб экземпляра на коэффициент, чтобы произвести калибровку по рассматриваемой площадь граниУмножить интенсивность каждого пикселяУмножить исходную длину на коэффициент (фактор)Умножить радиус точки сплайна на радиус суженияПеремножить матрицы трансформацииУмножать веса на оболочки всех костей (в противоположность смешивания на основе групп вершин). Будут использоваться указанные веса и только выбранные кости.Умножить на коэффициент скоростиМультиразрешениеМодификатор мультиразрешенияДля запекания данных мультиразрешения необходим объект с мультиразрешениемОшибка в модификаторе мультиразрешения, применение не выполненоМультиразрешениеМодификатор «Мультиразрешение»Мультирассеивание GGXМасгрейвМузыкаДолжен использоваться режим выделения вершинДля добавления ограничителя инверсной кинематики необходима активная костьДолжно быть больше контрольных точек, чем есть в "Порядке (order)"ВыключитьВыключить (не)выделенные дорожкиПодавить видеоматериалОтключить каналСвернуть/развернуть настройки для этого модификатораПодавить видеоматериал и отобразить чёрный фон вместо негоУстановить или снять заглушение с выделенных дорожкахВыключить динамикОтключить этот модификаторВыключить невыделенные дорожки вместо выделенныхВыключенВыключенные дорожкиРазмер mux-пакетаMux-скоростьРазмер пакета мультиплексора (в байтах)Скорость мультиплексора (бит/с)N-угольникРадиус N-сферМетод N-угольникаN-гоныКлавиша N открывает круговое меню для переключения областейNDOFNDOF Фиксировать горизонтДанные движения NDOFNDOF-навигация по видуДанные движения NDOF для событий оконного менеджераГрань n-угольникаВершина грани n-угольникаНЛАРасчёт НЛА включёнДорожка НЛАПереходы НЛА-дорожек между соседними дорожкамиЭлементы управления НЛА дорожкамиИмя НЛА-дорожкиНЛА-Дорожка, выступающий в роли контейнера для прилегающих дорожекДорожка НЛА активнаВоспроизводить НЛА-дорожку в обратном направлении (только если хронометраж определён автоматически)НЛА-Дорожка выбранаНЛА-Дорожка ссылается на какое-то действиеНЛА-Дорожка, представляющая звуковое событие для источников звукаНЛА-ДорожкиНЛА-Дорожки этого НЛА-трекаДорожки НЛА, для которых эта дорожка выступает в роли контейнера (только если у неё тип "Мета")НЛА-ТрекИмена НЛА-трековНЛА-трек активенНЛА-трек вычисляется обособленно (т. е. активное действие и все другие треки НЛА в том же датаблоке анимации отключены)НЛА-Трек заблокированНЛА-Трек выбранВыполняется только НЛА-трек в этом датаблоке анимации, все остальные выключеныНЛА-ТрекиНЛА-Треки (т. е. слои анимации)Режим подстройки НЛАДанные пространства НЛА-редактораНЛА-Стек оценивается одновременно с расчётом этого блокаНЛА-Дорожка "%s" не найдена в треке "%s"F-Кривые НЛА-дорожкиNURBSАктивные U-линии NURBSАктивные V-линии NURBSU-линии NURBSV-линии NURBSNURBS-упоря́дочение в направлении U. Более высокие значения заставляют каждую точку влиять на большую область, но имеют худшую производительность.NURBS-упоря́дочение в направлении V. Более высокие значения заставляют каждую точку влиять на большую область, но имеют худшую производительность.Вес NURBSНаблаИмяИмя (идентификатор) вызываемого оператораНазвать по имениКонфликт имёнФильтр по имениНазвать по имени источника объекта с добавлением суффиксаКонфликты имён: Фильтр имени с использованием подстановочных знаков unix «*», «?» и «[abc]»Имя для нового меш-объекта и материалаИмя для нового источника слота рисованияИмя нового пресетаИмя для нового ассета кистиИмя для нового ассета позыНазвать по имени загруженного изображенияИмя уже используется. Другой блок данных был переименован в ‘%s’Имя группы действий, которой присваиваются настройка/настройки для этого путиИмя распаковываемого ID-блокаИмя родительской кости для крюка (если применимо), также пересчитывает и очищает смещениеИмя позовой кости, используемой в качестве целиИмя ключа формыИмя UV-картыИмя группы вершин, задающей якоряИмя группы вершин, определяющей влияние модификатора на точкиИмя цветового слоя вершинИмя файла или папки в списке файловИмя коллекции костей, которая будет добавлена. Передайте этот параметр только в том случае, если вы хотите создать новую коллекцию костей и назначить ей выделенные кости. Чтобы назначить их существующей коллекции, не включайте этот параметр, вместо этого следует использовать индекс_коллекции (collection_index)Имя коллекции костей, которая будет добавлена. Передайте этот параметр только в том случае, если вы хотите создать новую коллекцию костей и переместить в неё выделенные кости. Чтобы переместить их в существующую коллекцию, не включайте этот параметр и используйте вместо него индекс_коллекцииИмя атрибута цветаИмя переопределяемого модификатораИмя удаляемого модификатораИмя нового атрибутаИмя нового атрибута цветаИмя новой папкиИмя новой маскиИмя нового слоя маскиИмя создаваемой группыИмя вновь созданной группы осещенияИмя оператора (переведённое), которое будет вызвано событием действияПереведённое имя оператора, вызываемого при поступлении событияИмя родительской кости, если установлено родительское отношениеИмя родительской кости. Используется только тогда, когда родительским объектом является арматура.Имя родительского объекта в указанном датаблоке, для которого устанавливается родительствоИмя родительского подобъекта в указанном датаблоке, для которого устанавливается родительствоИмя отдельной анимации glTF, которая будет экспортированаИмя слоя оболочкиИмя AOVИмя AOV, в которых записывается этот выводИмя атрибута Alembic, используемого для создания данных размытия в движенииИмя атрибутаНазвание группы освещенияИмя палитрыИмя атрибута UV-карты, которая будет сгенерированаИмя группы вершин, определяющей влияние модификатора в каждой точкеИмя карты действийИмя назначения карты действийИмя элемента карты действийИмя активного AOV шейдераИмя атрибута, из которого следует извлечь трансформациюИмя коллекции костей, в которую следует назначить данную кость; пусто для назначения к активной коллекции костейИмя коллекции костей, которую необходимо создатьИмя коллекции костей, из которой необходимо отменить назначение этой кости; пусто, чтобы отменить назначение из активной коллекции костейИмя кости, из которой следует извлечь информациюИмя кости, с которой необходимо снять назначение для этой коллекции; пусто для использования активной костиИмя коллекции для выделенияИмя редактируемого ограничителяИмя создателя ассетаИмя пользовательской ориентации трансформацииНазвание сегмента тиреИмя блока данных, который будет использоваться операторомИмя устройстваИмя файлаИмя сетки для компонента оси X поля скоростей, если она была разделена на несколько сетокИмя сетки для компонента оси Y поля скоростей, если она была разделена на несколько сетокИмя сетки для компонента оси Z поля скоростей, если она была разделена на несколько сетокИмя тактильного действия, которое следует применять при выполнении данного действияНазвание конфигурации клавишНазвание клавиатурной раскладкиИмя слояИмя материалаИмя менюИмя модификатораИмя модификатора, содержащего нодуИмя редактируемого модификатораИмя модификатора, с которым осуществляется работаИмя новой коллекцииИмя новой особой ориентацииИмя нового слояИмя новой группы слоёвНазвание добавленной коллекцииИмя только что созданной костиИмя кругового менюИмя предустановки, используемое для создания имени путиИмя коллекции костей из ссылкиИмя типа рига, экземпляр которого должен быть сгенерированНазвание shaderfx для редактированияИмя слотаИмя слота, для отображения в пользовательском интерфейсе. Это имя в сочетании с типом блока данных слота является уникальным в пределах его "действия"Имя сокетаНазвание типа сокетаИмя исходного файлаИмя редактируемого модификатора дорожкиИмя темыИмя поля скоростей или основное имя, если скорость разделена на несколько сетокИмя слоя с цветами вершин, используемого для пеныИмя слоя цветов вершин, используемого в качестве карты направлений брызгНазвание рабочего пространства, которое будет создано и активированоИмя этой коллекции слоёв (такое же, как и у имени её коллекции)Имя цвета вершин для экспортаИмя группы вершин, определяющей уровень выброса от поверхностиФильтр по имени или меткеИмя, которое может отображаться в пользовательском интерфейсе для этого элементаИмя, сопоставляемое с указанным блоком данныхИмя, используемое в выражениях/функциях скриптов (без пробелов и точек; не должно начинаться с символа или цифры)Имя, используемое для сохранения вывода с этой поверхностиИмя: {:s}Названный атрибутНазванные атрибутыИменованная группаВыделение названного слояНода названного слояНазванияПространство имёнИменование компонентов для карт окружающей окклюзииИменование компонентов для альфа-картИменование компонентов для карт основного цветаИменование компонентов для карт неровностейИменование компонентов для карт смещенияИменование компонентов для карт излученияИменование компонентов для карт глянцаИменование компонентов для карт металличностиИменование компонентов для карт нормалейИменование компонентов для карт шероховатостиИменование компонентов для карт отраженияИменование компонентов для карт светопропускаемостиНанометрыНановаттыШирина полосы частицУзостьЕстественныйОбычная скорость рисованияНатуральный логарифмЕстественное направление движенияНавигацияГизмо навигацииРазмер гизмо навигацииПереходить к папкам, нажимая на них один раз вместо двухПеремещаться по сцене виртуальной реальности с помощью контро́ллеровНавигацияНазадКонтроллер - "вперёд"ВнизВперёдВлевоРежимВправоПовернуть налевоПовернуть направоВверхВидоискатель - "назад"Видоискатель - "вперёд"Видоискатель - "влево"Видоискатель - "вправо"Навигационная панельЭлементы управления навигациейПоложение навигацииРежим навигацииВращение навигацииМасштаб навигацииНавигация/Вкладки - ФонNdof+Ndof-NdofB1NdofB10NdofB11NdofB12NdofB2NdofB3NdofB4NDOF кн5NdofB6NdofB7NDOF кн8NdofB9NdofСзадиNdofDomNDOF вписатьNdofСпередиNdofIso1NDOF изо 23D-Манип.: менюNDOF движениеNdofPanZoomNdofRCCWNdofRCWNdofRotNdofSCCWNdofSCWNDOFСохранитьВид1NDOFСохранитьВид2NDOFСохранитьВид3NdofTCCWNdofTCWNdofВид1NdofВид2NdofВид3Ndof←NDOF↑Ndof→NDOF↓БлизкоБлижний планТолщина геометрииБлизкое расстояние отсечения теневой камерыМодель рассе́яния волос в ближнем поле, разработанная Chiang'ом и соавторами в 2016 году, подходит для съёмки крупным планом, но даёт больше шума при просмотре с большого расстояния.БлижайшийБлижайший угол и наиболее подходящая нормаль граниБлижайший угол и нормаль с бо́льшим соответствиемБлижайший угол ближайшей граниБлижайшие рёбраБлижайшие рёбра с интерполяциейБлижайшие вершины рёберБлижайшая граньБлижайшие рёбра гранейБлижайшие грани с интерполяциейВершины ближайших гранейБлижайший соседБлижайший пиксельБлижайшая точка поверхностиБлижайшая вершинаБлижайшие вершиныПоложение шеиИсходное положение шеиВыделите хотя бы 4 трека-точки для создания плоскостиНужныеИголкиНеобходимо выделить хотя бы две соседних дорожки с интервалом между нимиОбратно объёмуОбратное влияние внутри объёмного телаРазвернуть ось выравниванияИнвертировать эффект группы вершин скопленияИнвертировать эффект группы вершин плотностиИнвертировать эффект группы вершин поляИнвертировать эффект группы вершин изгибаИнвертировать эффект группы вершин длиныИнвертировать эффект группы вершин вращенияИнвертировать эффект группы вершин шероховатости 1Инвертировать эффект группы вершин шероховатости 2Инвертировать эффект группы вершин конечной шероховатостиИнвертировать эффект группы вершин размераИнвертировать эффект группы вершин касательнойИнвертировать эффект группы вершин скручиванияИнвертировать эффект группы вершин скоростиОтрицаниеОтрицательноеОтрицательная осьОтрицательные кадрыНегативные кадры сдвинуты или обрезаныОтрицательные стороныОтрицательная ось XОтрицательная ось YОтрицательная ось ZОтрицательная экспонента для значения вязкости (для упрощения ввода малых значений, например, 5*10⁻⁶)Отрицательное сглаживание мешаОтрицательный индекс вершины в списке vertex_indices_setИндекс соседаОтклонение соседнихПорог окруженияНи одна из нод не имеет выходовВложенныеВложенный идентификатор нодыВложение группы нод внутрь самой себя не допускаетсяСетьОграничение на сетевое подключениеВремя ожидания сетиНейтральностьНейтральное значение смещения, которое не вызывает смещения. Более низкие значения заставляют поверхность двигаться внутрь, более высокие значения выталкивают поверхность наружуНикогдаНе может не бытьНикогда не менять вкладки при нажатии на значок в аутлайнереНикогда не сворачивайте новые связанные нодыНовыйНовый каталогРежим сглаживания новых кривыхНовые инструменты кривыхНовые данныеНовые цвета F-кривой - XYZ в RGBНовые функцииСоздать файлНовая группаНовый тип ручекНовый IDУникальный идентификатор (uid) сессии для нового ID, к которому следует переназначить всех пользователей выбранных IDСоздать изображениеНовый элементНовый тип ключевых кадровНовый слойНовый объектНовые объектыНовый путьНовый пресетСоздать UV-картуВ новом окнеНовое имя кости конфликтует с существующим именем группы вершин. Имена групп вершин остаются неизменными. (%s::%s)Накладывать новое смещение поверх существующегоНовый эффект использует меньше или больше входовНовая реализация, доступная с версии 2.80Новые ключи будут БезьеНовые ключи будут постояннымиНовые ключи будут линейнымиНовые линии не поддерживаются, вызывайте этот оператор несколько разНовое имя маркераНовое расстояние выборки точек для нижестоящих модификаторовНовая скорость сегмента с изменённой синхронизациейНовый штрих из выделенных точек/штриховРазмещать новые штрихи позади всех существующих штрихов в этом слоеСдвинута только что созданная вершинаНьютоновскаяСлед.Следующий символИндекс следующего ребраСледующая ошибкаСледующий ключевой кадрСледующая строкаСледующий маркерСледующая нодаСледующая страницаСледующая дорожкаИндекс следующей вершиныСледующее словоСледующий тип/операция смешиванияСледующий элемент скрытСледующий или выделенноеСледующий введённый символ будет записан поверх предыдущего; для ввода спецсимволовОценка следующего событияНлаДорожкаТрек НЛАТрек НЛА "%s" не может быть удалёнВ файле %r нет блока «Connections»«GlobalSettings» не найден в файле %rВ файле %r нет блока «Objects»"Относительный" объект не найден, задайте его явно или убедитесь, что у вас есть активный объектНе удалось найти редактор свойств (не закреплён), в котором можно было бы отобразить текстуруНет 3D-вьюпорта, с которого можно снять изображениеСлот действия не назначен, поэтому отменять назначение не для чегоВ файле .blend нет действийНет активного действияНет активного контекстаНет блоков данных анимации для выхода из режима подстройкиНет блоков AnimData для перехода в режим подстройкиБез сглаживанияОтключить перетаскивание ассетовБез индексации ассетовБез звукаНет активной костиБез измененияБез связывания регионовНет сходимостиКривая не выбранаБез зацикливанияНет блока данныхНе упаковывать датаблокиБез растворенияНет F-кривых эйлеровского вращения для исправленияНикакие вращения Эйлера не могут быть исправленыЭйлеровские вращения не могут быть исправлены, убедитесь, что все вращения содержат ключи для всех компонентов, а все F-кривые расположены последовательно в порядке XYZ и выделеныНет F-кривой для добавления ключевых кадровНет доступных F-модификаторов для копированияНет F-модификаторов для вставкиНе разворачиватьБез шарнирного клинаНет данных Grease PencilНет кадра Grease Pencil для рисованияНет кадров Grease Pencil, на которых можно было бы рисовать весаВ сцене нет нод "Выходы группы (group output)" или "Вывод в файл (file output)"Нет ID-блока и/или данных анимации, для которых необходимо удалить ключевой кадрБез пересеченийНет элементовНет доступных элементовРежим установки ключевых кадров не заданНет переопределений библиотекиБез ограниченийНет материаловНе объединятьНет новых ограничителейБез смещенияНет выходаБез авто-повторной синхронизации переопределенийНет свойствНет доступного RNA-указателя для получения значений ключевых кадровНет доступного RNA-указателя для получения значений этой f-кривойНет недавних файловНе перепроецироватьНет среды твёрдых тел, в который необходимо добавить ограничитель твёрдых телНет среды твёрдых тел для экспортаНет среды твёрдых тел для удаленияБез текстурПлитки UDIM не созданыНет данных UV-развёртки на холстеНе найден UV-слой «%s» для объекта «%s»Нет UV-слоёвВ оцениваемом объекте "%s" не найдена карта UVБез видеоНет действия, для которого необходимо удалить ключевые кадры у ID = %sНет активного блока AnimData для использования (выберите блок данных с списке или установите соответствующие флаги на блок AnimData)Нет активного объекта-кривойНет активной F-кривой для добавления ключевого кадра. Выберите сначала редактируемую F-кривуюНет активного слоя Grease PencilНет активного слоя Grease Pencil для вставкиНет активного ключевого набораНет активного ключевого набора для удаленияНет активного ключевого набора для добавления пустого путиНет активного ключевого набора для удаленияНет активного ключевого набора для удаления путиНет активного ключевого набора для удаления свойстваНет активного ключевого набора для использованияУ объекта «%s» нет активного UV-слояНет активного действия для оперированияНет активного действия для выдвиженияНе найдено ни одной активной или выделенной ноды текстуры изображения в материале "%s" (%d) для объекта "%s"Нет активных ассетовНет активного атрибутаНет активной костиНет активной коллекции косткйАктивная кость не установленаНет активной кости, с которой можно что-то скопироватьНет активной кости с копируемыми ограничителямиНет активной кистиНет активной камерыВ сцене нет активной камерыАктивная камера не установленаНет активной коллекцииНет активного атрибута цвета для запеканияНет активного редактируемого объектаНе найден активный элемент!Нет активной граниНет активного кадра для удаленияНет активной группыНе найдено активное изображение для слота материала (%d) объекта «%s»Нет активного изображения, добавьте материал или запекайте во внешний файлНет активного изображения, добавьте материал или запекайте без разделения материаловНет активного элементаНет активного элемента для переименованияНет активного ключевого кадра на F-кривойНет активного слояНет активного слоя для дублированияНет активного стиля линий в текущей сценеНет активного набора линий и связанного стиля линий для управления модификаторомНет активного набора линий, к которому нужно добавить стиль линийНет активного маркераНет активного меш-объектаНет активного видеофрагментаНет активной ноды.Нет активного объектаНе найден активный объектНет активного объекта для добавления ограничителяНет активного объекта, или активный объект не является объектом Grease PencilНет активного объекта, невозможно применить действие перед рендерингомНет активного трека-плоскостиНет активной позовой кости для добавления ограничителяНет активной дорожки!Нет активных дорожек для перехода в режим подстройкиНет активного трекаНет активного трека для присоединенияНет активных треков для добавления дорожки, выберите существующий трек или добавьте новыйНет активной группы вершинНет активной группы вершин для рисования, операция прерванаАктивный вид не найден для сцены «%s»Нет активного окна в контексте!Нет модуля аддона!Нет дополнительных выделенных мешей с тем же числом вершин для присоединенияБез угловой привязкиНет блока данных предназначенных для анимации, пожалуйста, сообщите об ошибкеАнимированные арматуры не выделеныДля создания ассета не найдено данных анимацииНет данных анимации для преобразования в объекте: {!r}Трек анимации не найден по индексу %dНет источника аннотацииНе было внесено никаких изменений в анимацию арматурыКаталоги ассетов отсутствуютНе выбрано ни одного блока данных ассетов из текущего файла (ассеты должны храниться в текущем файле, чтобы их можно было редактировать или удалять)Не выбрано/не сфокусировано ни одного блока данных ассетовАссет не был найден по пути "%s"Нет ассета в контекстеАссет не выбранНа объектах с этим материалом атрибутов нетДля текущего кадра нет доступных каналов.Нет коллекции костей с именем "%s"Ни одна коллекция костей не имеет назначенных кнопок в интерфейсе — проверьте подпанель "ПИ коллекции костей (bone collections UI)"Кости не выделены, нечего назначать для коллекции костейКости не выделены, не с чего снимать назначение для коллекции костейНе выбрана граничная областьКисть не выбранаСигнатура связки не найденаКамера не найденаКамера не найдена в сцене "%s"Камера не найдена в сцене "%s" (используется при композитинге сцены "%s")Нет изменений для сохраненияНет каналов для добавления ключевых кадровНет каналов для продолжения операцииНет дочерних слоев для объединенияНет сцены буфера обмена, из которой можно вставить данные секвенсора видеоСигнатур замыкания не найденоНет выделенных коллекцийНет доступных настроек столкновенийБез цветового наложенияСовместимые GPU для Cycles не найденыВ буфере обмена нет совместимых изображенийБез сжатияНет ограничителей для копированияНет выделенных контрольных точекКонтрольные точки не выделеныНе отбрасыватьНа входе нет данных о кривойНет данных кривых для объединенияПользовательские HDRI не настроеныПользовательские MatCap'ы не настроеныПользовательское студийное освещение не настроеноПользовательские {:s} не настроеныВ буфере обмена нет данных для вставкиНет данных для вставкиНет данных, логическая маска активных вокселейБлок данных не выбран или не активенНе выбран блок данных, отмеченный как ассетНи один из выбранных блоков данных не поддерживает операции с ассетами — выберите хотя бы один из следующих типов: кисть, коллекция, группа нод, объект, действие позы, сцена или мирНет найденных блоков данных для создания ассетов (или они не поддерживают использование в качестве ассетов)Нет устройства - вывода аудио не будетБез отображенияБез затухания на расстоянииНет драйвера, с которого нужно скопировать переменныеВ буфере обмена нет переменных драйверов, которые можно вставитьДрайверы не удаленыНе найдены кольца рёберНет выделенных рёберНет выделенных рёберНет редактируемого слоя Grease PencilОтсутствует редактируемая библиотека ассетов, в которою можно было бы сохранитьНет редактируемых объектов для преобразованияНе экспортироватьНет выделенных участков из гранейНет выделенных гранейНет заполненных гранейВ объекте "%s" не найдены граниФайл не выбранНет доступных обработчиков файловНет пути к файлу для "%s"Имя файла не заданоПуть к файлу не указанФайлы не выбраныНе выбраны файлы для открытияБез разворотаПапка не выбранаНет рендер-кадров, перезапись не осуществленаВ объекте Grease Pencil не выделено ни одного кадраНет кадров для запеканияНет свободных входов для ноды {}Нет полноэкранных областейБез анимации glTFВолосы не присоединены (невозможно присоединить волосы в случае если модификатор системы частиц отключён)Изображение-пустышка не выделеноИзображения отсутствуютНи одно изображение не было преобразованоВ этом дереве нод не найдено изображений для перезагрузкиИзменённые изображения отсутствуютНе найдено входной сетки, которая могла бы определить топологиюУстанавливаемых пакетов отмечено не былоУстановленные пакеты не отмеченыНет установленных пакетов для обновленияБез интерполяцииБез интерполяции (использовать ближайший тексель)Без интерполяции между ключевыми кадрамиБез сглаживания, использовать ближайший соседний пиксельБез интерполяции, значение А остаётся неизменным, пока не встретится БНе найдено пересеченийКоррекция инверсии не установлена, поэтому нечего очищатьПроблем не обнаруженоНет элементовНет выделенных элементовНет выделенных суставовНет поз на ключевых кадрах, на которые нужно выполнить распространениеКлючевые кадры не скопированы в буфер обменаНет удалённых ключевых кадров у %d объектовНи один ключевой кадр не был удалён из {} дорожки(-ек)Нет ключевых кадров, на которых можно сосредоточитьсяНет ключевых кадров для промежуточного переходаНе было вставлено ни одного ключа, и никаких ошибок не было зарегистрировано.Не выделено ни одного ключа или дорожкиСлой не найденНет слоёв для добавленияОграничения не применяются. Самый быстрый метод, но может приводить к появлению артефактов в методах высокого порядкаМаркеры не выделеныСхожие участки из граней не найденыСоответствующие изображения не найденыНет материала для удаленияПункты меню не найденыНет мешей для объединенияНет меша в активном объектеНет меш-объектаНе найдено ни одного меша с группами вершинНет отсутствующих файловНет ключевых кадров по заданному направлению переходаНет маркеров для осуществления переходаНе больше 16 локальных видовНет совпадений имён между выделенными объектами и ключами формыИмя не установленоНазванные атрибуты не используютсяНет новых запакованных файловНовая операция переопределения не создана, операция уже существуетНовое свойство переопределения не создано, свойство уже существуетВ текущем редакторе нод не найдено дерево нод.Нет выделенных нод.Не найдено ни одного объекта с которым нужно произвести работуНет выделенных объектовНет выделенного объекта, используется курсорНет объекта, на который применяется ориентацияНет объекта или не всецело в режиме позыНе найден объект, с которого необходимо произвести запеканиеНи одного объекта не выделеноДля копирования не выделено ни одного объектаНет объектов для вставкиНе выделен ни один объект с габаритным контейнеромНе найдено открытого окна редактора графовНет оператора в контекстеНет вариантовНет потерянных блоков данных, которые нужно очищатьНикакие другие кости не выделеныНикакие другие объекты не выделеныДругие объекты не выделеныДругих выделенных объектов, содержащих провода каркаса или граничные рёбра для проецирования, обнаружено не былоНет ноды выводаНет упакованного файлаНет упакованных файлов для распаковкиНе задана родительская папкаПрава доступа не указаныНет данных облака точек для объединенияНет выделенных точекНет выделенных точекНет копируемой позыБез предварительной фильтрации, используйте, когда направляющие проходы бесшумныНет доступного предварительного просмотра для удаленияНе проецировать если цель "сзади" граниНе проецировать если цель "спереди" граниНет доступной ссылки {!r}, обновите информацию в '_rna_manual_reference.py' или выполните обратный вызов bpy.utils.manual_map()Нет доступных областей 3D-просмотраНет доступных репозиторийРезультаты не найденыНет результатов, соответствующих фильтру поискаНе использовать эффект скользящего затвораНет ассетов сцены.Нет F-кривой для добавления ключевых кадровНе выделены F-кривые в качестве места вставкиНет выделенного ассетаНет выделенных костей, на которые можно что-то скопироватьНет выбранных датаблоков для копированияНет выделенных редактируемых объектов, с которыми можно было бы работатьНет выделенных гранейВыделенные кадры не найденыНет выделенных ключей, вставка по диапазону предварительного просмотраНет выделенных ключей, вставка по диапазону сценыНи один из выделенных объект не активенНет выделенного объекта с которого следует произвести копированиеНет выделенного ассета позыНет выделенной вершиныНет сцен секвенсора с дорожками видео для рендерингаБез коррекции формыНи один следующий элемент не найденВ этом действии нет слотов.Не выделено ни одного исходного меш-объектаДорожки не выделеныНет дорожек для вставкиНет субтитров (текстовых дорожек) для экспортаНет подходящей информации о контексте для активного ключевого набораНет подходящих выделенных костей, на которые можно что-то скопироватьНе выделено ни одного поддерживаемого объектаЦелевые кости не добавленыНет целевого объекта для передачи режимаВ ноде не задан текстовой блок или файл, нечего компилироватьРазмер текстуры не ограниченПользователь текстуры не найденНет текстур в контекстеНе выделено ни одного пригодного для использования трекаНет пользовательских репозиториевНет допустимого действия для добавленияНет допустимого объекта-клеткиНет действительных данных для чтения!Нет действительных данных драйвера для создания копииНе указан действительный существующий связанный идентификатор для перебазированияНе найдены допустимые форматыНе выбран допустимый формат изображенияВ выделении нет допустимой(-ых) нод(ы)Не найдено допустимой корневой вершины (вам нужна одна вершина на каждый остров меша, который вы хотите сделать с оболочкой)Нет подходящих выделенных объектовНе найдено допустимых подразделений для перестройки нижнего уровняНе найдено подходящих подразделений для перестройки нижних уровнейНет допустимого целевого мешаВыделенные вершины не принадлежат ни одной группе вершинНет данных о группе вершинНи одной группы вершин не назначено на мешГруппы вершин не найденыНет групп вершин, с которыми можно взаимодействоватьНет выделенных вершинНи одна вершина не была связанаБез видимых тегов.Нет весов/групп вершин у объектаНа объекте(ах) нет весов/групп вершинМодификаторы {:s} не найденыБез операцииНодаПодложкаНастройка цвета нодыНодовый редакторНаложения редактора нодНодовые редакторыФормат нодыГруппа нодГруппы нодИдентификатор нодыИдентификатор нодыВходы нодыХеш экземпляра нодыМетка нодыСвязи нодыИмя нодыОбводка нодыВыход нодыВыходы нодыРазрешение предварительного просмотра нодыВыделенная нодаСокет нодыИдентификатор нодового инструментаДерево нодИнтерфейс древа нодЭлемент интерфейса нодового дереваСокет интерфейса дерева нодСпециальные возможности интерфейса нодового дереваПуть к дереву нодПодтип дерева нодТип нодового дерева (устарело, используйте bl_idname для получение актуального идентификатора нодового дерева)Древа нодТип нодыНода не поддерживаетсяШирина нодыNode WranglerNode Wrangler (меню)Данные пространства редактора нодАссеты группы нод не назначены каталогу. Каталоги могут быть назначены в браузере ассетовДатаблоки нодовых группГруппа нод имеет другой типГруппа нод должна быть деревом геометрических нодГруппа нод должна иметь выходной сокет "Цвет (color)"Группа нод должна иметь вывод геометрииГруппа нод должна иметь ноду вывода группыГруппа нод должна иметь сокет выводаГруппа нод, которая управляет тем, что делает этот модификаторГруппа нод для редактированияВход группы нод "Маска (mask)" должен иметь тип "Цвет (color)"Первый выход группы нод должен быть цветовым выходомПервый выход группы нод должен быть геометриейВход геометрии нодовой группы должен быть первымОсновной вход "Изображение (image)" группы нод должен иметь тип "Цвет (color)"Группы нод не поддерживают автоматический предварительный просмотрУзел не имеет атрибута {:s}Цветовой тег заголовка нодыНода в дереве нодНода должна быть запущена в качестве инструментУзел работает только для объектов-кривыхНода этого сокетаСостояние выделения нодыНодовый шейдер для использованияТип данных сокета нодыДерево нод "%s" имеет неопределённый тип %sДерево нод "%s" не является группой нод компо́зитинга.Отображаемое и редактируемое дерево нодДрево нод со связанными нодами, используемое для компо́зитингаДерево нод, состоящее из связанных нод, используемых для геометрийНодовое дерево , состоящее из связанных нод, используемых для материалов (и других датаблоков затенения)Древо нод, состоящее из связанных нод для шейдинга, текстурирования и компо́зитингаНодовое дерево из связанных нод, используемое для текстурДерево нод для источников светаДерево нод для материаловДерево нод для окружающей средыДерево нод для шейдеров на основе нодДерево нод для текстурТип нодового дерева %s не определёнТип отображаемого и редактируемого дерева нодДерево нод не найдено в активном нодовом редакторе.Тип нодыТип ноды %s не определёнУзел {} удалёнНода(-ы)Группа нодAМодульСложитьАрккосинусАрксинусАрктан2АрктангенсСтрелкаBНизКубОкруглить вверхОкруглить вверхЗамыканиеОттенок верхнего слояЦветПрожигание цветаОсветление основыСравнитьСравнениеКонстантаКонвертацияКосинусПерекрестиеВекторное произведениеТекущийЗатемнениеРазницаРасстояниеРазделитьРазделить и округлить вверхРазделить и округлить внизРазделить и округлитьСкалярное произведениеСтиль отображенияЭкспонентаВперёдОкруглить внизОстаток по модулюДля каждого элементаДробная частьРамкаФункцииБольше чемНаибольший общий делительТонГиперболический косинусГиперболический синусГиперболический тангенсПересечениеОбратный квадратный кореньСоединить геометриюКлючНаименьшее общее кратноеДлинаМеньше чемОсветлениеЛинейный светЛогарифмМаксимумМедианаМинимумОтсутствует блок данныхСмешатьРежимОстаток деленияПеремножитьУмножить и сложитьИнверсия знакаСоздатьСлед.НормализоватьОперацияНаложениеПинг-понгПинг-понгПланарнаяВозвести в степеньПредыд.ПроецироватьОтразитьПреломлениеПовторятьОборотовОкруглитьОкруглениеРежим округленияНасыщенностьМасштабЭкранОттенок лоскаЗнакСимуляцияСинусСглаженный максимумСглаженный минимумПривязатьМягкий светОттенок бликаКвадратный кореньВычестьТангенсОттенокВ градусыВ радианыВерхТригонометрическиеОбрезатьУсечённый модульОбъединениеНеизвестноЯркостьОбернутьНодыМодификатор нодЗапекание нод-модификаторовПанель модификатора нодПредупреждение нод-модификаторовШумКоличество шумаФормула шумаОснование шума 2Глубина шумаИскажение шумаF-Модификатор шумаИнтенсивность шумаСмещение шумаМасштаб шумаВариация шумаРазмер шумаТекстура шумаПорог шумаТип шумаАлгоритм шума — собственный метод Blender'а: сглаженный интерполированный шумАлгоритм шума — клеточный шум: тесселяция квадратных клетокАлгоритм шума — улучшенный шум Перлина: сглаженный интерполированный шумАлгоритм шума — классический шум Перлина: сглаженный интерполированный шумАлгоритм шума — Вороной - треск: Вороной + тесселяция с острыми гранямиАлгоритм шума — Вороной F1-F2Алгоритм шума — Вороной F1: возвращает расстояние до ближайшей характерной точкиАлгоритм шума — Вороной F2: возвращает расстояние до второй ближайшей характерной точкиАлгоритм шума — Вороной F3: возвращает расстояние до третей ближайшей характерной точкиАлгоритм шума — Вороной F4: возвращает расстояние до четвёртой ближайшей характерной точкиАлгоритм шума для искаженияФормула шума, используемая для турбулентностиМодификатор с эффектом шумаУровень шума, при котором останавливается сэмплинг, более низкие значения уменьшают шум за счёт времени рендеринга. Ноль для автоматической настройки на основе количества AA-сэмпловУровень шума, при котором останавливается сэмплинг, более низкие значения уменьшают шум за счёт времени рендеринга. Ноль для автоматической настройки на основе количества AA-сэмплов для рендеринга вьюпортаНесмежныеНайдено не-логическое значение: {:s}[ ].{:s}Не-АссетыНецветовоеНепустой объект "%s" больше не может дублировать коллекцию "%s" в Blender 2.80 и более поздних версиях, удалено создание экземпляровНе клавиатурное сочетание клавишНе шейдерНеравномерныйНенулевоеКривые, не являющиеся экземплярами, - игнорируютсяНелинейный редактор для организации и микширования сцен, видео, аудио и эффектовНеотрицательное значение A, abs(A)Нефизическое, безмодульное освещение. Полезно, когда управление экспозицией недоступноНетНет (устарело)None для Enum/BooleanНи одна из коллекций костей не имеет маркировки "соло"Ни один из объектов не совместим с преобразованием в "%s"Ни одна из выделенных костей не была назначена этой коллекцииНи один из выделенных каналов не является слотом действияНи один из выделенных блоков данных не поддерживает предварительный просмотрНет, полный рендерНелинейная анимацияИскривление соединенийНет-НетНормальПогрешность нормалейДомен нормалейРедактирование нормалейМодификатор редактирования нормалейСпад по нормалиПоле нормалиКарта нормалейСмещение нормалейБиты квантования нормалейРадиус нормалиРазмер нормалей на экранеВыделение по нормалямРазмер нормалейСглаживание нормалейПростр. нормалейВектор нормалиБазовый весНаправление нормали поверхности меша в точке крепленияВектор направления нормали. • Щёлкните ЛКМ и перетащите сферу, чтобы задать направление нормали. • Удерживая Ctrl, перетаскивайте с шагом поворота в 45 градусовОбычный ключевой кадр, например, для ключевых позКарта нормалей будет использовать соглашение DirectX, где ось Y в зелёном канале указывает направление "вниз"Карта нормалей будет использовать соглашение OpenGL, где ось Y в зелёном канале указывает направление "вверх"Нормальный проход, используемый шумоподавителемНормаль к поверхностиВектор нормали, используемый для копирования, добавления или умноженияНормаль-касательнаяКвантование нормалей/касательныхРедактированиеНормалейНормализацияНормализоватьНормализовать AНормализовать ядроНормализовать весаНормализовать веса активной вершиныНормализовать все веса всех групп вершин, чтобы для каждой вершины сумма всех весов составляла "1.0"Нормализовать интенсивность по площади источника света для того, чтобы обеспечить последовательный общий световой поток независимо от его размера и формыНормализовать значения интенсивности света при трекинге (медленнее)Нормализовать выходное расстояние до диапазона от "0.0" до "1.0"Нормализовать выходные данные до диапазона от "0.0" до "1.0"Нормализует X-координату выходных 'координат сегмента' в диапазоне [0, 1] и смещает Y-координату до диапазона [0, бесконечность]. При включении этой опции, - текстуры будут растянуты, чтобы соответствовать каждому угловому сегменту. Если эта опция отключена, - части текстур, не умещающиеся в каждом угловом сегменте, будут обрезатьсяНормализовать цвета, увеличив контрастностьНормализовать полученные веса (в противном случае они будут ограничены только диапазоном от "0.0" до "1.0")Нормализовать веса всех групп вершин, чтобы для каждой вершины сумма всех весов составляла "1.0"Нормализовать веса активной вершины (если затрагиваемые группы разблокированы)Нормализовать веса всех целевых костейНормализовать веса активной группы вершинНормализовать веса активной группы вершин, чтобы наибольший вес составлял "1.0"С нормализациейНормализованный синусНормализованные координаты со сдвигом в половину пикселяВращение по нормализованному кватернионуНормализует ядро таким образом, чтобы его интеграл был равен единицеОбычно всегда "1", но может использоваться как дополнительный элемент управления для изменения кривой яркостиНормалиНормали направлены на целевой объектТолько нормалиСеверСеверо-востокСеверо-западНорвежский (бу́кмол) - Norsk bokmålНетНет иНе равныНе равноНе установленоНе поддерживаетсяНе является деревом нод компо́зитораНе является деревом геометрических нодНе является деревом нод ни геометрии, ни компо́зитораНе библиотекаРаскладка не является модальнойРаскладка не является немодальнойНе является шейдерным деревом нодНе является деревом геометрических или шейдерных нодНе является деревом нод шейдера, геометрии или компо́зитораНе является деревом нод текстурыНет допустимого выделения для экструдированияНе все арматуры имеют назначенное действие и слотНередактируемое имяНе отнесена ни к одной коллекции костей.Недоступно для установки из Microsoft StoreКлючевой кадр для заблокированной F-кривой "%s" объекта "%s" не удалёнКлючевой кадр для заблокированной F-кривой "%s" из сцены "%s" не был удалёнНе удалён ключевой кадр для заблокированной F-кривой влияния дорожки НЛА на %s - %s "%s"Недостаточно доступной видеопамяти для запекания "{}" ({} / {} Мбайт). Попробуйте уменьшить разрешение Surfel или расстояние захвата, чтобы уменьшить размер выделения.Недостаточно содержимого для ограничения дорожки(-ек)Недостаточно свободной памятиНе достаточно вершин для вершины-родителяНе фильтрует линии по освещённости областиНе реализованоНе реализовано для масокНе внутри группы нодВыполнение отключено из-за включённого флага «--enable-event-simulate»Не поддерживается в режиме динамической топологииНе поддерживается при скульптинге с динамической топологиейНе поддерживается в динамической топологииНе поддерживается в режиме мультиразрешенияНе поддерживается в режиме скульптингаПока не определеноПока ещё не функционируетПока не реализованоПока не указано. Когда этот слот впервые назначается блоку данных, он будет установлен на тот же тип, что и у блока данныхЗаметкаОбратите внимание, что полностью совместимый движок/просмотрщик glTF 2.0 будет использовать его в качестве множителя для базового цвета.Заметка/слой, на которую добавляются штрихи аннотацииПримечание:Примечание: этот комбинированный риг устарел.ЗаметкиНичегоНичего не указаноНичего не выделеноНичего не выделено для фиксации ключаНечего запекатьНечего удалятьНечего удалятьНет ничего, с чем можно было бы оперировать: {:s}[ ].{:s}Пока нечего показать…Под курсором ничего нетСейчасНекуда девать данные Grease PencilNukeМодель искажения от NukeNullНулевое действиеНулевой объект тканиЧисло шаговЧислоЧисловое полеЦвета виджетов чиселЧисло сегментов сгибаемой костиКоличество сэмплов размытияКоличество сэмплов размытия (0 — отключить размытие)Количество разрезовКоличество гранейКоличество кадровКоличество ключейКоличество частейКоличество точекКоличество проекторовКоличество вершинКоличество дополнительных межкадровых выборок для улучшения качества быстрых объектов-эффекторовКоличество дополнительных межкадровых выборок для улучшения качества быстрых потоковКоличество угловых сегментов для замощения. Нецелое значение приводит к неправильной форме сегментаКоличество лепестков в диафрагме для боке в виде многоугольников (минимум 3)Количество каналов в буфере пикселейКоличество каналов в буфере пикселей тайлаКоличество потомков на одного родителяКоличество потомков на одного родителя для рендерингаКоличество вычисленных точек в направлении U между каждой парой контрольных точекКоличество концентрических колец, используемых для заполнения круглой граниКоличество итераций при расчёте перемещения тел с этим ограничителем за шаг симуляции (чем выше значение, тем точнее, но медленнее)Количество контрольных точек во добавляемых кривыхКоличество контрольных точек на кривойКоличество кривых, добавляемых кистьюКоличество пользовательских нормалей не совпадает с количеством петель (%f / %d)Количество пользовательских нормалей не совпадает с количеством вершин (%f / %d)Количество повторений циклаКоличество убранных из выделения элементов в повторяющийся последовательностиКоличество измерений типа данных сеткиКоличество измерений для вывода шумаКоличество создаваемых дубликатовКоличество рёбер или точек на граниКоличество элементов, которые будут сгруппированыКоличество расширений с доступным обновлениемКоличество дополнительных точек управления сплайном, прикреплённых к конечному элементу управленияКоличество дополнительных контрольных точек сплайна, прикреплённых к начальному элементу управленияКоличество граней, содержащих вершинуЧисло граней, имеющих общее ребро с граньюКоличество кадров после каждого ключевого кадра Grease Pencil перед началом действия модификатораКоличество кадров в начале дорожки для усиления влиянияКоличество кадров между кэшируемыми кадрамиКоличество кадров между сгенерированными интерполированными кадрамиЧисло кадров, показываемых между траекториями (не для метода калькирования "Вокруг кадра (текущего) (around frame)")Количество кадров между интервалами рандомизацииКоличество кэшируемых кадровКоличество кадров для усиления и затухания автоматически определяется из перекрывающихся дорожекКоличество кадров до конечного кадра, необходимых для прекращения влиянияКоличество кадров с начального кадра, необходимых для вступления влияния в силуКоличество кадров на затухание волн после момента их смертиКоличество кадров секвенции для использованияКоличество кадров или секунд для перехода вперёд или назадКоличество кадров, которые занимает анимацияКоличество кадров для цикла. Не зависит от скоростиКоличество кадров для удержания каждого значенияКоличество кадров, которые следует игнорировать от конца исходного содержимого. Лежащее в основе содержимое обрезается, а предыдущие кадры преобразуются в удержания, служащие привязками к началу и концуКоличество кадров, которые следует игнорировать от начала исходного содержимого. Лежащее в основе содержимое обрезается, а предыдущие кадры преобразуются в удержания, служащие привязками к началу и концуКоличество кадров сдвигаКоличество кадров от исходного ключевого кадра или количество закрепляемых кадровЧисло кадров, показываемых после текущего кадра (только для метода калькирования "Вокруг (текущего) кадра (around frame)")Число кадров, показываемых перед текущим кадром (только для метода калькирования "Вокруг (текущего) кадра (around frame)")Количество кадров, пропускаемых спереди при запекании каждого кадраКоличество кадров, пропускаемых при рендеринге/воспроизведении каждого кадраКоличество используемых текстурКоличество графовКоличество столбцов сеткиКоличество линий сетки, отображаемых в перспективном режимеКоличество ячеек сетки в UV-пространстве, составляющих одну UV-единицуЧисло сегментов волосКоличество пикселей по горизонтали для рендер-изображенияИспользуемое количество изображений из видеоКоличество вводных сэмплов для усреднения при сглаживании штриха кистиКоличество установленных расширений, которые заблокированыКоличество элементовКоличество итераций применения фильтраКоличество итераций для запуска решателя SLIMКоличество выполняемых итераций, "0" для неограниченного интерактивного выполненияКоличество итераций сглаживания мешаКоличество итераций при использовании метода "минимального растяжения"Количество уровней вложенных экземпляров, которые необходимо реализовать для каждого экземпляра верхнего уровняКоличество сегментов конечностиКоличество строк для прокруткиКоличество петель, используемых этой граньюЧисло областей, симметрично расположенных вокруг центральной осиКоличество сэмплов сглаживания движенияКоличество октав (то есть уровень детализации шума Перлина)Количество октав (то есть уровень детализации пространственного шума)Радиус размытия контражура в пикселях (установите "0" чтобы не использовать)Величина размытия тени в пикселях (установите "0" для отключения)Количество пикселей на дюйм или на единицу Blender'аКоличество пикселей, на которое необходимо переместить указатель мышки, чтобы это зафиксировалось как движение (используется для циклического выбора элементов при последовательном нажатии)Количество обрезаемых пикселей снизуКоличество обрезаемых пикселей с левой стороныКоличество обрезаемых пикселей с правой стороныКоличество обрезаемых пикселей сверхуКоличество пикселей, на которое необходимо переместить указатель мышки, используя клавиатуру или другое устройство не являющееся мышкой или планшетом, чтобы сработало событие перетаскивание вместо кликаКоличество пикселей, на которое необходимо переместить указатель мышки, используя клавиатуру или другое устройство не являющееся мышкой или планшетом, чтобы сработало событие перетаскивание вместо кликаКоличество пикселей, которые необходимо перетащить, прежде чем будет инициировано событие перетаскивания для ввода с планшета (в противном случае будут обнаружены события щелчка)Количество пикселей для расширения или сокращения области заливкиКоличество точек за один оборот спиралиКоличество точек на каждой из окружностейКоличество точек на окружностиКоличество точек на окружности сверху и снизуКоличество точек на окружности профиля. Также определяет разрешение для колпачков круглого типаКоличество точек, при котором штрих считается свободнымКоличество точек для сэмплинга на единицу объёмаКоличество точек для выделения сзадиКоличество точек для выделения с концаКоличество точек для выделения спередиКоличество точек для выделения от началаКоличество используемых проекторовКоличество направлений лучей, которые следует учитывать при запеканииКоличество лучей для трассировки на вычисление шейдераКоличество обходов в эскизном рисункеКоличество обходов в контурных штрихахКоличество точек выборки на кривойКоличество сэмпловКоличество сэмплов вдоль оси X объёмаКоличество сэмплов вдоль оси Y объёмаКоличество сэмплов вдоль оси Z объёмаКоличество сэмплов на пиксель для рендерингаКоличество взятых сэмплов на пиксель, делённое на максимальное количество сэмплов. Для анализа адаптивного сэмплированияКоличество сэмплов для формирования эффекта теней при рассеивании света в объёмеКоличество сэмплов для рендеринга для каждого пикселяКоличество сэмплов для рендеринга в области просмотра, "0" для неограниченного количестваКоличество сэмплов для тестирования на граньКоличество сэмплов в буфере аудиомиксераКоличество сэмплов, 0 — не ограниченоКоличество секунд между запусками сборщика мусора GL-текстурКоличество секунд между каждым выполнением сборщика мусора объекта буфера вершин GLКоличество сегментов в скруглённых рёбрах/вершинахКоличество сегментов в основном кольце тораКоличество сегментов в малом кольце тораКоличество сегментов цепи обратной кинематики, которые будут деформировать мешКоличество выделенных элементов в повторяющейся последовательностиЧисло полутонов, на которое необходимо изменить высоту звука.Количество потоков или подпроцессов компиляции шейдеров, ограниченное максимальным числом потоков, поддерживаемым CPU (требуется перезапуск Blender'а для вступления изменений в силу). Более высокое число увеличивает использование оперативной памяти, одновременно сокращая время компиляции. Значение "0" будет использовать автоматическую конфигурацию. (Только OpenGL)Количество сторон, которые нужно заполнить в дыре ("0" для заполнения всех дыр)Количество шагов упрощения (большие значения уменьшают точность заливки)Количество шагов симуляции, выполненных за кадр (более высокие значения более точно, но медленнее)Количество итераций сглаживания на шаг кистиКоличество пробелов в табуляцииКоличество контрольных точек сплайна в серединеКоличество ступеней между 0 и 1Количество шагов в обращении вокруг осиКоличество шагов, на которые нужно разбить трансформацию для привязки к ближайшей граниКоличество шагов для вычисления объёмных эффектов. Большее количество шагов увеличивает использование VRAM и качество.Количество шагов, на которые делится полное смещение. Поля, включая нормаль и положение, будут переоцениваться перед каждым шагом.Количество подразделенийКоличество подразделений между линиями сеткиКоличество подразделений точечной сетки, отображаемой на заднем планеКоличество подразделений, для которых хранятся смещенияЧисло подразделений кости (только для сгибаемых костей)Количество подразделений на вершине основного икосаэдраКоличество подразделений на сегментКоличество подразделений, выполняемых до извлечения положений вершин и нормалейКоличество подразделений, выполняемых в 3D-вьюпортеКоличество подразделений, выполняемых при рендерингеКоличество подразделений, используемых в режиме скульптингаКоличество подразделений для использования во вьюпортеКоличество подразделений, используемых в пересечении с кардинальной кривой (степень двойки)Количество выборок суперсэмплинга по сглаживанию на пиксель для финального рендерингаКоличество surfels , которые появляются на расстоянии одной локальной единицы (более высокие значения улучшают качество)Количество текстур, используемых каскадной картой тенейНомер позиции, которую покрывает эта плиткаСколько раз за кадр данные объекта будут записаныСколько раз за кадр будет записана трансформацияКоличество итераций упрощения меша (только для снятия подразделения)Сколько раз фильтр будет применёнКоличество повторов ключейКоличество раз, когда свет повторно вводится внутрь световых cеток, 0 отключает отражённое диффузное освещениеКоличество раз, которое спираль совершает полный оборотКоличество ссылок на этот датаблокЧисло шагов упрощенияКоличество применений сглаживания (большие значения могут снизить FPS)Число шагов сглаживания (большое значение может замедлить FPS)Количество итераций при применении винтового вращенияКоличество шагов размытия цветов (чем больше, тем сильнее размытие)Количество шагов, которые необходимо произвести для расширения или размытия активных вокселейКоличество перерисовокКоличество повторов диапазона действияКоличество шагов сглаживания для новых штриховКоличество шагов сглаживания мешаКоличество подразделений для новых штрихов для уменьшения зубчатости штриховКоличество раз снятия уровней подразделенияКоличество частиц в шлейфеКоличество оборотов вокруг родителя вдоль прядиКоличество доступных шагов отмены действий (чем меньше, тем больше экономится память)Количество пользователейКоличество пикселей по вертикали для рендер-изображенияКоличество вершин для стороны X фигурыКоличество вершин для стороны Y фигурыКоличество вершин для стороны Z фигурыКоличество вершин в направлении XКоличество вершин в направлении YЧисло вершин на окружностиКоличество вершин на линииКоличество вокселей по оси XКоличество вокселей в направлении X тайла, или "1" в случае если поле оценивается по вокселюКоличество вокселей по оси YКоличество вокселей в направлении Y тайла, или "1" в случае если поле оценивается по вокселюКоличество вокселей по оси ZКоличество вокселей в направлении Z тайла, или "1" в случае если поле оценивается по вокселюНомер, специфичный для этого слота, уникальный в пределах действия. Это используется, например, в ДорожкахКлючевыхКадровДействия для поиска ПакетаКаналовДействия для этого слотаНомер, по которому необходимо увеличить или уменьшить код символаКоличество уровней папок, отображаемых одновременноЧисловой IDЧисловой идентификатор (только для чтения!)Стрелки числового вводаОценка числового вводаЧисленная проблемаМетод численного интегрирования для адвекцииЭкспорт OBJ: Невозможно создать файл mtl для "%s"Экспорт OBJ: Невозможно открыть файл "%s"Экспорт OBJ: Нет информации для записиЭкспорт OBJ: Не удалось найти коллекцию "%s"Импорт OBJ: Невозможно открыть файл "%s"выкл.ДАвкл.OPEN_EXRОперационная системаOS-клавишаПетля исходного пространстваКлавиша ОСНе удалось открыть запрос OSL %sОшибка компиляции OSL-скрипта, см. вывод ошибок в консолиOSL-шейдер успешно скомпилированПоддержка OSL отключена в этой сборкеОбъектРойЗарядНаправляющаяКривойПеретаскиваниеПолеПолеЖидкостиСилаГармоническийСохранить оригиналЛеннард-ДжонсМагнитСоздатьТекстурноеПолеТурбулентностьВихрьВетерОбъект "%s" имеет необратимую матрицу трансформации, трансформация применена не будетОбъект "%s" не является мешемОбъект "%s" не является мешем или не может быть преобразован в меш (кривая, текст, поверхность или метасфера)Объект «%s» не включён на рендереОбъект «%s» не находится в слое визуализацииОбъект "%s" не найден в оцениваемой сцене, он может быть скрытОбъект %s не содержит ни одной позы, невозможно применить действие перед рендерингомПотеряны данные объекта %sОбъект %s не находится в слое визуализации %sУ объекта "%s" уже есть ограничитель твёрдых телОбъект "%s" уже в коллекции "%s"Объект "%s" не может быть скрыт, так как он не находится в слое визуализации "%s"!Объект "%s" не может быть выделен, так как он не находится в слое визуализации "%s"!Не удалось создать внутренние данные для объекта "%s" для нахождения ближайших точекОбъект "%s" не поддерживает модификаторы %sОбъект "%s" не поддерживает формыОбъект "%s" не имеет вычисляемых данных кривой или Grease PencilОбъект "%s" не имеет вычисляемых данных Grease Pencil или кривыхОбъект "%s" не имеет оцененных данных кривойОбъект "%s" не имеет вычисляемых меш-данныхОбъект "%s" не имеет оценённых данных меша или кривыхОбъект "%s" не в коллекции "%s"Объект (прикрепить кривые к поверхности)Объект (сохранить трансформацию без инверсии)Объект (с сохранением трансформации)Объект (без инверсии)Объект 1Объект 2Действие объектаВыравнивание объектаАнимация объектаБаза объектаЦентр объектаПотомки объектовСтолкновения с обьектамиЦвет объектовНастройки ограничителей объектаОграничители объектаСодержимое объектовДанные объектаДанные анимации объектаНастройки данных объектаПоказ объектаСостояние оценки объектаДополнительные объектыОбъект-шрифтОбъект - ОтГизмо объектаГруппы объектовИндекс объектаИнформация об объектеЭкземпляры объектовОбъект привязки светаОбъект Line ArtНастройки объекта Line ArtПоложение объектаОбъектыМодификаторы объектаИмя объектаНодовый сокет объектаИнтерфейс сокета ноды для объектаСмещение по объектуОперация с объектомРазмер ориджина объектаОриджины объектовПуть объектаПути объектовЦентр объектаСвойства объектаВращение объектаМасштаб объектаОбъектный винтВыделенный объектШейдерные эффекты объектаРасчёт объектаОграничитель «расчёт объекта»Пространство объектаФильтр по состоянию объектаОбъект - КТрансформация объектаТипы объектовСкорость объектаX объектаY объектаZ объектаОбъект как камераСостояние выделения основы объектаТип отображения границ объектаОбъект отбрасывает тени в 3D-вьюпортеДочерние объекты будут использовать относительную трансформацию, например, деформациюЦвет объектаЦвет и альфа объекта, используемые при включенном режиме "цвета объекта"Объект создан из фонового набораОбъект создан от инстансераОбъект не может быть продублированДанные объектаДатаблок объекта, определяющий объект в сценеДатаблоки объектовОбъект, определяющий смещениеДетальные объекты, такие как пустышки, камеры, источники света, каркасная проволока и другие визуальные элементыНастройки отображения объекта для 3D-вьюпортаОбъект не имеет геометрических данныхФормат объектного файла (.obj)Объект для особого пространстваОбъект для коленного вращенияГеометрия объекта была обновленаОбъект использует отрицательный масштаб, результат скульптинга может быть непредсказуемОбъект использует отрицательный масштаб, развёртка производится над неотражённой версией мешаУ объекта нет ограничителя твёрдых тел для удаленияУ объекта нет настроек твёрдого тела для удаленияОбъект не имеет позыОбъект не имеет групп вершинМасштабы объекта не совпадают, результат скульптинга может быть непредсказуемМасштаб объекта различается по осям, развёртывание будет произведено для немасштабированного мешаРежим взаимодействия с объектомОбъект представляет собой локальное переопределение библиотекиОбъект напрямую управляется системой анимацииОбъект напрямую управляется результатами симуляцииОбъект не является кривой или текстомОбъект не является мешемОбъект не является арматуройОбъект не находится спередиОбъект масштабируется по радиусу кривойОбъект показан спередиОбъект используется для трекинга камерыОбъект должен находиться в объектном режимеИмя объекта для размещения (будет использоваться активный объект, если "это имя" и 'session_uid' не определены)Объект не найденОбъект коллекции с настройками, связанными с коллекциейПуть объектаОбъект, предоставляющий экземпляр геометрии, используемый для распределенияНастройки объектовЗатенение объекта обновленоОбъект должен типа мешСокет ноды для объектаОтображение нормалей в пространстве объектаОтображать нормали в пространстве объекта, совместимо с текстурами, запечёнными в Blender'еОтображение смещения по векторам в пространстве объектаОбъект, определяющий пользовательскую форму отображения для этой костиОбъект, содержащий систему частицОбъект, на который ссылается эта основаИзбегаемый объектОбъект, расстояние до которого рассчитываетсяОбъект, определяющий ось крученияОбъект, определяющий положение центраОбъект, определяющий центр вращенияОбъект для зеркалирования. Оставьте поле пустым и укажите имя кости, которая всегда будет зеркалировать, должна быть костью активной арматурыОбъект, задающий текстурные координатыОбъект, определяющий смещение и вращение, к которому будут применены относительные смещения и вращения гарнитуры VRОбъект, с которого переносятся данныеОбъект, от которого происходит трансформацияОбъект, в который производится трансформацияОбъект, используемый в качестве клетки вместо автоматически рассчитываемого выдавливания от активного объектаОбъект, используемый в качестве клетки вместо автоматически рассчитываемого выдавливания от активного объектаОбъект, используемый в качестве плоскости симметрииОбъект, используемый для считывания трансформации как с проектораОбъект, который следует использовать в качестве входной геометрииОбъект, используемый для применения текстурных координатОбъект, используемый для наложения текстурыОбъект, относительно которого создаются матрицыТрансформация объекта была обновленаТип объекта "%s" не имеет редактируемых данныхТип объекта не поддерживает автоматический предварительный просмотрТип объекта не поддерживает группы вершинТип объекта не поддерживаетсяНесоответствие типа объекта, путь объекта Alembic указывал при импорте на камеру, но теперь это не такНесоответствие типа объекта, путь к объекту Alembic указывал при импорте на кривые, но теперь это не так.Несоответствие типов объектов, путь объекта Alembic указывал на NURBS при импорте, но теперь это не такНесоответствие типа объекта, путь объекта Alembic при импорте указывал на точки, но теперь это не такНесоответствие типа объекта, путь объекта Alembic при импорте указывал на полигональный меш, но теперь это не такНесоответствие типа объекта, путь объекта Alembic при импорте указывал на подразделение поверхности, но теперь это не такНесоответствие типа объекта, путь объекта Alembic указывал на Xформацию при импорте, но теперь это не такНесоответствие типа объекта, путь объекта Alembic указывает на камеруНесоответствие типа объекта, путь объекта Alembic указывает на кривые.Несоответствие типов объектов, путь объекта Alembic указывает на NURBSНесоответствие типа объекта, путь объекта Alembic указывает на точки.Несоответствие типа объекта, путь объекта Alembic указывает на PolyMeshНесоответствие типа объекта, путь объекта Alembic указывает на подразделение поверхностиНесоответствие типа объекта, путь объекта Alembic указывает на XформациюТип исходного объекта не поддерживаетсяОбъект, используемый в качестве начальной позиции для "сборки" штриховОбъект, используемый в качестве центраОбъект, используемый в качестве ориентира расстоянияОбъект, используемый для трекинга камеры, не может быть удалёнОбъект, используемый в качестве ориентираОбъект, используемый для направления градиентаОбъект, используемый для экземпляра резинки для волосОбъект, используемый для определения глубины в пространстве камеры путём проецирования на поверхность этого объектаОбъект, используемый для определения пространства смещенияВидимость объекта для лучей камерыВидимость объекта для лучей рассеиванияВидимость объекта для лучей глянцаВидимость объекта для теневых лучейВидимость объекта для пропускающих лучейВидимость объекта для лучей рассеивания объёмаОбъект еще не вычислялсяОбъект, задающий центр волныОбъект, задающий направление гравитации своей осью ZОбъект будет следить за направлением и разворотами на кривойОбъект остаётся прикреплённым к одной точке, расположенной на кривой, вне зависимости от времениОбъект {!r} уже имеет систему частицОбъект {!r} уже имеет {!r} F-кривую(-ых). Удалите её/их перед повторной попыткойГабаритный контейнер объекта в координатах объектного пространства, все значения равны "−1.0", если не доступнаОбъект(ы)Расстояние в пространстве объектов, используемое для смещения поверхности SDFОбъект: {:s}, Меш: '{:s}' не имеет UVОбъект: {:s}, Меш: '{:s}' имеет {:d} петель (для {:d} граней), ожидается {:d}ОбъектыОбъекты и коллекцииКоличество выделенных объектовОбъекты могут быть обновлены поодиночке за счёт более длинного времени рендерингаКоличество вершин в объектах должно совпадатьУ объектов нет данных для преобразованияОбъекты этой коллекции будут видны только через отражённые лучи (через тени и отражения) в этом слое визуализацииОбъекты из коллекции видны только через отражённые лучи (через тени и отражения) в этом слое визуализации: • Ctrl: изолировать коллекцию • Shift: установить внутри коллекцииОбъекты активного ключевого набораОбъекты, связанны с %sОбъекты перемещены в %sОбъекты коллекции с настройками, специфичными для родительской коллекцииОбъекты имеют общее текстурное пространство, отобразить все объекты на одной UV-картеОбъекты, непосредственно находящиеся в этой коллекцииОбъекты, находящиеся в этой и дочерних коллекцияхПрепятствиеРасстояние до препятствияНабор уровней препятствияПорог препятствияПерекрываниеЛастик перекрытийВидимая геометрияМаскировка объектов цветом окружения по мере удаленияПерекрытиеРасстояние окклюзииТолько перекрытиеОкеанМодификатор океанаОкеан закэшированВосьмиугольный8-гранникОктавыГлубина октодереваНечётныеНечётные клетки шахматной доскиВыкл.Вне осиУсечённые пирамиды вне оси, сходящиеся в плоскостьОфициальныеОфициально поддерживаемые расширенияМасштаб дробления вне экранаМасштаб вне экранаСмещениеОтступ (устарело)Величина отступаУгол смещенияСмещённый угол граниНаправление смещенияРасстояние смещенияСместить петлю рёберРавное смещениеКоэффициент смещенияЧастота отступаМатрица смещенияМетод смещенияСместить объектСмещать плоскостиСмещение точки на кривойОтносительное смещениеМасштаб смещенияСмещение - НачалоСмещение в сторону пользовательской камерыСмещение по UДействительное смещениеВектор смещенияСмещение по XСмещение по YСмещение индекса контрольной точки внутри её кривойСместить поверхность поля знаковых расстояний (SDF) на расстояние в мировом пространстве. Расширяет (положительное) или размывает (отрицательное), при этом сохраняя свойство знакового расстоянияСмещение по нормали при рисовании на поверхностяхСместить изображениеУгол смещения дугиОграничить смещение на основе масштаба мешаСместить сдвиг петли рёберОтступ через каждые N рядовСмещение временного интервала затвора, позволяет изменить следы размытия движенияОтступ от центра объектаСмещение от конца дорожки, в кадрахСмещение от плоскости землиСмещение от ориджина для использования при создании экземпляровСмещение положения, соответствующее данному кадруСмещение от начала дорожки, в кадрахОтступ от начальной точкиСмещение в единицах с плавающей запятой, "1.0" — ширина и высота изображенияСмещение в таблице случайных чисел для частиц-потомков, используется для получения другого случайного результатаСмещение в таблице случайных чисел для получения другого случайного результатаИндексы смещения первой точки каждой кривойСмещение в каждый штрих перед началом генерации пунктирного сегментаСместить ключевые кадрыСместить слои на тот же коэффициентСместить индекс материала для сгенерированных гранейСместить индекс материала для генерируемых граней ободаСместить материалы с тем же коэффициентомСмещение дубликатов от "-1" (внутрь) до "1" (наружу)Смещение каждой объединённой группы в случайном направленииСмещение пола от ориджина объектаСмещение первого кадра отснятого материала в соответствии с именем его файла (влияет только на то, как будет загружаться отснятый материал, не изменяя данные, связанные с клипом)Сместить ноды от курсора при добавленииСмещение точки вращения от целевого объекта (если задан) или положения владельца (если фиксированное положение отключено), иначе абсолютный центр трансформацииСмещение ориджина границы относительно радиуса кистиСмещение кривых для скругления кончикаВеличина смещения ориджина кости в соотношении с размером кистиСдвиг контражураСдвиг тениСмещение трека от родительской точкиСмещение каждой кривойСмещать плоскости друг от друга. Если отключено, плоскости будут созданы в одном местеСмещать лучи от поверхности, чтобы уменьшить артефакт теневого терминатора на низкополигональной геометрии. Влияет только на треугольники, на которые влияет смещение геометрииСмещать лучи от поверхности, чтобы уменьшить артефакт теневого терминатора на низкополигональной геометрии. Влияет только на треугольники под углами скольжения к светуСмещение сэмплинга сетки освещённости в направлении нормали поверхности для уменьшения утечки светаСмещение сэмплинга сетки освещённости в направлении обзора для уменьшения утечки светаСместить начальную точкуСмещение штрихов на тот же коэффициент, исходя из порядка рисования штриховСмещение штрихов от заливкиСмещение штрихов в сторону выделенной камеры вместо активной камерыСместить копии случайным образомСмещение всей цепи относительно корневого шарнираСмещать весь штрих, а не только выделенные точкиСместить экземпляры на углах граней к соответствующим им гранямСместить экземпляры случайным образомСмещение шума вдоль штриховОтступ номера кадра в анимацииСмещение ориджина и ориентации деформацииСмещение при вращении вокруг осиСместить свёртывание вдоль исходной кривой, чтобы сохранить формуСмещение штриха от поверхностиСмещение толщины от центраСмещение, добавляемое к текущему кадру сцены. Может также быть и отрицательнымСмещение анимации, применяемое во время импорта, в кадрахСмещение, применяемое к временны́м меткам анимации, в кадрахСмещение к данным дорожкиСмещение используемое для отрисовки меша редактирования поверх другой геометрииЗначение смещения, добавляемого к UV штриховВектор смещенияСмещение вершин на основе текстурыСмещение будет абсолютной точкой в пространстве, а не относительным к целиСмещение с трансформацией целиСмещение/мощность/наклон (ASC-CDL)Смещение:Смещение: %.3fСмещенияOggOgg TheoraМаслоСтарыйСтарое действиеУникальный идентификатор (UID) сессии прежнего действия, который следует заменитьСтарый IDНа старый ID "%s" ссылается библиотека, непрямое использование этого датаблока не будет подвергнуто переназначениюУникальный идентификатор (uid) сессии для старого ID, из которого следует переназначить данныеСтарая площадь граней объектаСтарые значения карты в кадрахЕсли данные пусты, частичный метод доступа опускаетсяПропустить частичный метод доступа если данные пустыВсенаправленный точечный источник светаВсенаправленный точечный источник светаВключитьНа клеткеПри кликеНа текущем кадреНа землеПри зажатииНа выделенных ключевых кадрахНа выделенных маркерахТолько на выделенномНа поверхностиСоздать отдельные дорожки для каждого изображения при использовании дорожек с последовательностью изображенийОдна граньОдин уровеньОдна из нод не имеет выходовОдна из трёх точек на окружности. Порядок точек определяет направление окружностиОдна или несколько F-кривых не видны из-за настроек фильтраОдин или несколько объектов, используемых в качестве прототипов в нодах 'Экземпляр на точки (instance on points)', либо не имеют включённого флажка на опции 'В качестве экземпляра (as instance)' в своих нодах 'Информация об объекте (object info)', либо прототип сам является базовой геометрией входных данных. В обоих случаях это помешает экспорту допустимого инстансера точек. Если это первый случай, - включите опцию 'В качестве экземпляра (as instance)', чтобы избежать некорректных ссылок на "самого себя".Одно уникальное графическое определениеOneDriveНепрозрачность калькированияКалькированиеКалькированиеКалькирование (призраки)Онлайн доступОнлайн-расширенияДля проверки обновлений требуется доступ в Интернет.Для установки или обновления требуется онлайн-доступ.Для установки или обновления требуется онлайн-доступ. Включите онлайн-доступ в настройках системыДля установки или обновления требуется доступ в Интернет. Запустите Blender без --автономного-режимаДля установки обновлений требуется доступ в Интернет.Онлайн-каталог бесплатных и открытых расширенийРазрешены повороты только на 90 градусовТолько активировать, если выделеноТолько активныйТолько активная F-криваяТолько активный набор ключейТолько ассетыПо оси выравниванияТолько усилениеПоддерживаются только кривые БезьеВозможно добавить только сплайны БезьеТолько на каналеТолько кривыеТолько кости деформацииТолько рёбра и граниТолько конечные точкиТолько граниТолько заполненияТолько началоВставлять только доступныеВставлять только нужныеТолько во внешней маскеТолько локальноТолько положенияТолько несвязанные рёбраТолько соседняя геометрияТолько ободТолько секундыВыделить только невыделенноеТолько выделенноеТолько выделенные костиТолько выделенные каналыТолько выделенные ключевые кадрыРукоятки только для выделенных кадровПоказывать только ошибкиПоказать только выделенноеПоказывать ключевые кадры только выделенной F-кривойПоказывать только слот активного объектаТолько сгладитьТолько штрихиТолько неиспользуемоеТолько альфаВлиять только на ось XВлиять только на ось YВлиять только на ось ZПоддерживаются только основные входы "Изображение (image)" и "Маска (mask)", остальные не поддерживаются и дадут нулевое значениеТолько одна буква поддерживаетсяАктивировать только тогда, когда мышка не находится над узлом (полезно для жеста нажатия и сдвига)Только активный слойДобавить F-модификатор только к активной F-кривойДобавить F-модификатор выбранного типа только в активную дорожкуДобавить только острые рёбра, не очищая предварительно существующие меткиДобавить только обод к исходным даннымВлиять только на выделенные элементыВлияет только на вершины, которые не перекрыты другими гранями (медленнее производительность)Использовать только заданное значение плотности в области эмиттера и не суммироватьРазрешить только выделяемым объектам влиять на результат трассировки лучейРазрешать ввод только единичных значений, а не полей. Устарело. Будет удалено в версии 5.0.Применить только выбранные кости (с распространением на потомков)Поддерживаются только объекты арматурыТолько ассеты из текущего файла могут быть перемещены между каталогамиДоступно только в режиме выделения точекДоступно только с угловыми пружинами изгиба.Запекать ключевые кадры только в определённом диапазоне кадровЗапечь только выделенные объёмы световых зондовЗапечь только активный объём светового зондаСоздать фаски только на достаточно острых углах между гранямиПоддерживаются только логические входные сокетыПоддерживаются только свойства логический, целое, нецелое и переченьПоддерживаются только свойства логический, целое, нецелое и переченьТолько рассчитать интенсивностьОчистить траектории движения только выделенных костейОчистить только траектории движения выделенных объектовВыделить дорожки находящиеся на том же канале, что и активнаяРассматривать только сам объект при расчёте окружающей окклюзииРазрезать только выделенную геометриюРазрезать только меш на переднем планеДеформировать только вершины на расстоянии от центра эффекта, меньше заданного ("0" для бесконечного расстояния)Только деформирующие модификаторы допустимы к применению в качестве формыУдалить только выделенные ключевые кадрыУдалить только запечённые данные освещения выделенных световых зондовУдалить только запечённые данные освещения активного светового зондаДля текущей операции можно выбрать только папки.Отображать и учитывать только внешние вершиныПоказывать только каждый n-й кадрОтображать изображение только по оси его выравниванияРастворять только углы с размером меньше этого (только в планарном режиме)Будут учитываться только те границы внутренней маски, которые находятся внутри внешней маски. В противном случае будут учитываться все края внутренней маскиРедактировать только активный слой объектаТолько объекты-пустышки могут содержать экземпляры коллекцийЭкспортировать только деформирующие кости и их родителейЭкспортировать только выделенные объекты. Невыделенные родители выделенных объектов будут экспортироваться как пустая трансформацияРассматривать элементы для отслеживания не ближе этого расстояния до краёв изображенияПереворачивать только пользовательскую петлю нормалей выбранных элементовГенерировать линии пересечения только для этой коллекцииУдержание только для последнего кадраТолько в режиме мультикадраПоказывать только отключённые или ошибочные F-кривые или драйверыВключать этот слой в этот вывод слоя визуализации (оставьте пустым, чтобы включать везде)Показывать только те каналы, которые имеют отношение к выделенным объектам и даннымВключать только строки, соответствующие выделенным элементамУвеличивать альфа-значение, только если новое значение больше старогоВставлять ключевые кадры только там, где они необходимы для соответствующих F-кривыхВ качестве динамической точности можно использовать только целочисленные входы: "{}"В качестве динамической ширины можно использовать только целочисленные входы: "{}"Создавать ключи только для выделенных костей (только запекание в режиме позы)Таким способом можно редактировать только сочетания клавиш для клавиатуры, в противном случае используйте настройки пользователяОтображать и редактировать ключевые кадры только для выделенных F-кривыхТолько последний регион можно разделить на 4 частиТолько связывать данные, а не добавлять ихУпаковывать можно только связанные идентификаторыПоказывать только содержимое текущей папки без рекурсииОбъединять только по рёбрамОбъединять вершины меша только вдоль существующих рёбер. Этот метод может быть гораздо быстрееЗеркально отражать параметры Rigify только для выделенных костей, имеющих тот же Rigify-тип, что и активная костьМодифицировать штрихи только в течении указанного диапазона времениТолько на участке рядом с первым ключевым кадромТолько на участке рядом со следующим ключевым кадромВ шаблоне поддерживается только один символ "*"Только один эффект этого типа возможенДопустим только один модификатор данного типаТолько работать с активной костьюНаносить краску только на грани непосредственно под кистью (медленнее)Закрашивать только выделенные точки штрихаЗакрашивать только выделенные точки штриха между другими штрихамиРаботать только с выделенными штрихамиТолько вставить модификаторы на активную F-кривуюВставить F-модификаторы только в активную НЛА-дорожкуВставлять сохранённую позу только для выделенных костей в текущей позеВыполнять пуск луча только на сам объектИспользовать только альфа-значения из градиентной картыЗаписывать данные привязки только для тех вершин, которые имеют ненулевые веса в группе вершин на момент привязкиОбновить только активный репозиторийРендер только теней и отражений на этом объекте, для компоновки рендеров в реальные кадры. Объекты с этой настройкой считаются уже существующими в кадре, объекты без неё являются синтетическими объектами, которые компонуются в него.Выполнять рендеринг только активного слоя. Влияет только на рендеринг из интерфейса, игнорируется при рендеринге из командной строки.Заменять целевые элементы только там, где данные превышают указанный порог (точное поведение зависит от типа данных)Заменять целевые элементы только там, где данные не превышают указанный порог (точное поведение зависит от типа данных)Работать только с выделенными точками штриховРаботать только с выделенными точками штрихов между другими штрихамиСкульптить только выделенные штрихиВыделить только оставшиеся треугольники, которые не были объединеныТолько выделенные рёбраТолько выделенные ключевые кадрыВыбор только тех линий, которые находятся в освещённых областяхВыбор только тех линий, которые находятся в затенённых областяхПоказывать только аддоныОтображать и редактировать рукоятки только от выделенных ключевых кадровПоказывать только кисти, применимые к текущему активному инструменту на полке ассетов. Сохраняется в настройках, которые, возможно, придётся сохранять вручную, если опция автоматического сохранения настроек отключенаПоказывать только включённые аддоны. Снимите флажок, чтобы увидеть все установленные аддоны.Показать расширения только из этого репозиторияПоказать только элементы с именем, соответствующим этому шаблону (используйте «*» в качестве подстановочного знака)Показывать только активный ключ формы с полным значениемПоказывать только слот активного объекта. В противном случае показывать все слоты действияПоказывать только темыПоддерживается только для областей типа "ВРЕМЕННЫЕ" (всплывающие окна)Поддерживается только в режиме мультиразрешенияПоддерживается только в объектном режимеСинхронизировать активную длину только с активной дорожкойСинхронизировать только активный репозиторийРассматриваться будет только первый вывод, остальные игнорируютсяСуммировать только положительные разности амплитуд кривой оболочки для получения выходных данныхПеренести только активный слой данныхТрансформировать только местоположения объектов, не затрагивая вращение или масштабированиеТолько для неиспользуемых действий (с фиктивным пользователем)Обновить только активный репозиторийИспользовать объекты кистей только из этой коллекцииВыполнение поиска с учётом регистраТолько полные совпадения со строкой поискаИспользовать только выбранную геометрию для флюидаИспользовать коллекцию только для создания окклюзии (перекрытия)Использовать только начало и конец штриха для привязкиИспользовать только данные объекта для создания окклюзииИспользуется только для запекания. Шаг=1 создаёт ключ на каждом кадре, шаг=2 запекает на 2с и т. д.Для этих настроек возможно только преобразование отображения и редактирование внешнего видаВидно только для камеры и в отраженияхТолько видимые/выделенные костиТолько регион окна можно разделить на 4 частиЗаписывать только деформирующие кости (и недеформирующие, если у них есть потомки)Записывать каналы переноса только для корневой костиНепрозрачностьНепрозрачность (альфа) объёма усечённых конусов камерНепрозрачность (альфа) плоскости сходимостиНепрозрачность (альфа) затемнённого перекрывающего слоя в режиме камерыКоэффициент непрозрачностиСтепень непрозрачностиНепрозрачность редактируемых точекНепрозрачность пунктирных линий в проволокеНепрозрачность UV-наложенийНепрозрачность при отображении копии изображенияНепрозрачность рёбер в UV-наложенияхНепрозрачность граней UV-наложенийНепрозрачность наложения UV-растяженияНепрозрачность атрибута, который в данный момент визуализируетсяНепрозрачность наложения клетки в режиме скульптинга кривыхНепрозрачность затемнённого наложения за пределами области рендераНепрозрачность отображаемых рёбер ("1.0" для непрозрачных)Непрозрачность изображенияНепрозрачность точекНепрозрачность наложения трафаретной маски в режиме рисования текстурНепрозрачность наложения в режиме рисования весовНепрозрачность, используемая в выделении костейНепрозрачность: %3fНепрозрачность: %sОткрытьРазомкнуть всеОткрытая стрелкаОткрытые краяОткрыть папкуОткрытие папок одним щелчком мышкиРазомкнутая петляНедавние файлыOpen Shading LanguageОткрыть файл BlenderОткрыть командную строку здесьОткрыть браузер директорий, удерживайте Shift для открытия файла, Alt для просмотра содержимого папкиОткрывать папку при её выделенииОткрыть браузер файлов, удерживайте Shift для открытия файла, Alt для просмотра содержимого папкиОткрыть новый текстовый датаблокОткрыть путь в браузере файловОткрыть всплывающее окно для установки уровня отладкиОткрыть предустановленную полку ассетов во всплывающем окнеОткрыть предустановленное менюОткрыть предустановленную панельОткрыть предустановленное круговое менюОткрыть предустановленный веб-сайт в веб-браузереОткрыть файл модуля стиляОткрыть вид для использования с гарнитурой виртуальной реальности или закрыть его, если он уже открытОткрыть веб-сайт в веб-браузереОткрыть окно для управления неиспользуемыми даннымиОткрыть окно с информацией о программе BlenderРаскрыть все подэлементы объекта с закрытием других элементовОткрыть автоматически сохранённый файл для его восстановленияОткрыть браузер файлов изображений, удерживайте клавишу Shift, - чтобы открыть файл, Alt, - чтобы просмотреть содержащую его папкуОткрывать blend-файлы с помощью этой версии Blender'аОткрыть настройки расширенийОткрыть изображениеОткрыть изображенияАвтоматически открывать кнопки-меню и выпадающие списки при наведении мышкиОткрыть новую папкуОткрывать при наведении курсораОткрыть документацию из онлайн-справочника в браузереПроигрыватель кадров с открытым исходным кодомОткрыть blend-файл, содержащий активный ассетОткрыть файл по умолчаниюОткрыть файлОткрыть папкуОткрыть последний закрытый файл (quit.blend)Открыть всплывающее окно оператора поискаОткройте всплывающую панель инструментов или всплывающее окно ассета кисти При удерживании 'Пробела' для всплывающей панели инструментов: • Нажатие сочетания клавиш инструмента немедленно переключает на него. • Перетаскивание курсора на инструмент и отпускание - активирует его (как круговое меню). Для воспроизведения используйте 'Shift-Пробел'Открыть начальную-заставку с информацией о выпускеОткрыть временный редактор в максимизированной областиОткрыть временный редактор в новом окнеОткрыть дерево и настроить вид так, чтобы активный объект отображался по центруОткрыть окноОткрытые окнаOpenEXROpenEXR (.exr)Многослойный OpenEXR (.exr)OpenGLOpenGL или DirectXOpenVDBOpenVDB (.vdb)Файл OpenVDBОшибка OpenVDB: {}Формат файла OpenVDB (.vdb)Объём OpenVDBТраектория компонента OpenXRТраектории компонентов OpenXRПрофиль траектории взаимодействия OpenXRТраектория пользователя OpenXRТраектории пользователя OpenXRРадиус раскрытия расширения на конце косичкиТип операндаНастройки операционной системыНажата клавиша операционной системыНажата клавиша операционной системы, "-1" для любого состоянияОперацияРежим операцииНевозможно выполнить операцию в режиме редактированияОперация не может быть выполнена в режиме редактированияДля выполнения операции необходима активная костьДля выполнения операции необходимо задать активный ключевой наборОперация, которая будет применена к мешуОперация, выполняемая над выделенным файлом или путёмОперацииОперации по разделению и слияниюОператорУстановить/снять выделение на всёПереключить выделение всех файловПереключить выделение всех маркеровУстановить/снять выделение для всех штриховПереключить выделение первой частиПереключить выделение последней частиПереключить выделение всех маркеров3D-Маркеры в мешО программе BlenderПринятьДействиеАктивировать ассет кистиАктивировать конфигурацию клавишАктивировать вперёд с тем же типомАктивировать вперёд/назад с тем же типомАктивировать назад с тем же типомАктивировать VR-ориентирАктивировать ноду предпросмотраАктивная камераАктивная группа Grease PencilАктивный слой Grease PencilДобавитьДобавить (с целями)...Добавить AOVДобавить выше выделенногоДобавить дорожку действияСделать активнымиДобавить всё в ключевой наборДобавить модификатор альфа-прозрачностиДобавить арматуруДобавить библиотеку ассетовДобавить тег ассетаДобавить атрибутДобавить путь автозапускаДобавить базового человека (метариг)Добавить базового четвероногого (метариг)Добавить птицу (метариг)Добавить правило рояДобавить состояние рояДобавить костьДобавить коллекцию костейДобавить ссылку на коллекцию костейДобавить ограничитель костиДобавить кости в "набор выделения"Добавить закладкуДобавить кистьДобавить БезьеДобавить окружность БезьеДобавить камеруДобавить фоновое изображение камерыДобавить пресет камерыДобавить камеру и VR-ориентир из сеансаДобавить холстДобавить кота (метариг)Добавить окружностьДобавить зону замыканияДобавить предустановку тканиДобавить коллекциюДобавить экземпляр коллекцииДобавить цветДобавить атрибут цветаДобавить цветовую остановку градиентной картыДобавить конусДобавить ограничительДобавить ограничитель (с целями)Добавить сокет CryptomatteДобавить кубДобавить точку кривой и сдвинутьДобавить пользовательскую конфигурацию раскладкиДобавить данные о пользовательских нормаляхДобавить цилиндрДобавить драйверДобавить переменную драйвераДобавить драйвер...Добавить драйверы для выбранныхДобавить дубликатДобавить метки рёбер в ключевой наборДобавить эффектДобавить дорожку эффектаДобавить эффекторДобавить пустышкуДобавить пустые кривыеДобавить пустую группуДобавить пустышку-изображение путём перетаскиванияДобавить пустой ключевой наборДобавить путь для пустого набора ключейДобавить записьДобавить экспортёраДобавить репозиторий расширенийДобавить внешний набор функцийДобавить модификатор F-кривойДобавить F-модификаторДобавить метки граней в ключевой наборДобавить затуханияДобавить фиктивного пользователяДобавить вершину растушёвкиДобавить и сдвинуть вершину растушёвкиДобавить пресет флюидаДобавить зону для каждого элемента геометрииДобавить модуль FreestyleДобавить стоп-кадрДобавить стоп-кадр и сдвинутьДобавить из темыДобавить Grease PencilДобавить предустановку кисти Grease PencilДобавить материал Grease PencilДобавить пресет материала Grease PencilДобавить сеткуДобавить ноду "Входы группы"Добавить предустановку динамики волосДобавить лошадь (метариг)Добавить человека (метариг)Добавить ИК к костиДобавить икосферуДобавить изображениеДобавить дорожку с изображениемДобавить изображение как нодуДобавить ноду импортаДобавить предустановку интегратораДобавить элементДобавить элемент раскладкиДобавить деформационную решёткуДобавить источник светаДобавить зонд освещенияДобавить группу освещенияДобавить модификатор цвета линийДобавить набор линийДобавить модификатор толщины линийДобавить маркерДобавить и переместить маркерДобавить маркер со сдвигомДобавить маркер при нажатииДобавить слой маскиДобавить ноду маскиДобавить дорожку маскиДобавить материалДобавить слот материалаДобавить вариант материалаДобавить мета-дорожкуДобавить метасферуДобавить образец матаригаДобавить модификаторДобавить обезьянкуДобавить видеодорожкуДобавить дорожку с видеоклипомДобавить новый слой аннотацийДобавить новый кэшДобавить новую группуДобавить новый слойДобавить новую группу слоёвДобавить новый слой маскиДобавить новую кривую рисованияДобавить новую точку кривой рисованияДобавить новую палитруДобавить нодуДобавить ноду коллекцииДобавить предустановку цвета нодыДобавить группу нодДобавить ассет нодовой группыДобавить ноду объектаДобавить окружность NURBSДобавить кривую NURBSДобавить объектДобавить ограничитель объектаДобавить экземпляр данных объектаДобавить переопределениеДобавить переопределенияДобавить слот рисованияДобавить слот системы частицСделать пассивнымиДобавить путьДобавить пресет производительностиДобавить плоскостьДобавить облако точекДобавить объект-примитивДобавить текстурную связку нод для Principled BSDFДобавить свойствоДобавить папку скриптов PythonДобавить случайные кривыеДобавить пресет трассировки лучейДобавить предустановку рендераДобавить рендер слотДобавить вид рендераДобавить зону повторенийДобавить репозиторий...Добавить перенаправлениеДобавить перенаправленияДобавить ключ ретаймингаДобавить твёрдые телаДобавить твёрдое телоДобавить ограничитель твёрдого телаДобавить среду твёрдых телДобавить фильтры строкДобавить предустановку безопасных областейДобавить предустановку сэмплированияДобавить ассет сценыДобавить дорожку сценыДобавить сегментДобавить выделенные костиДобавить выделенные кости в коллекциюДобавить выделенные кости в новую коллекциюДобавить выделенное в коллекцию активного объектаДобавить ключ формыДобавить акулу (метариг)Добавить простую UV-картуДобавить зону симуляцииДобавить одно переопределениеДобавить одиночно в ключевой наборДобавить данные оболочкиДобавить аудио фрагментДобавить аудиодорожкуДобавить источник звукаДобавить переход скоростиДобавить переход скорости и сдвинутьДобавить квадратДобавить треки стабилизации вращенияДобавить треки стабилизацииДобавить стандартныйДобавить модификатор дорожкиДобавить дорожку с новой сценойДобавить модификатор геометрии штриховДобавить поверхность-окружностьДобавить поверхность-кривуюДобавить поверхность-цилиндрДобавить участок поверхностиДобавить слот поверхностиДобавить поверхность-сферуДобавить поверхность-торДобавить цельДобавить целевую костьДобавить текстДобавить текстовое полеДобавить пресет текстового редактораДобавить текстурную организацию нодДобавить темуДобавить плиткуДобавить временные маркерыДобавить торДобавить трекДобавить трек над выделениемДобавить предустановку цветов трековДобавить отслеживаемый объектДобавить предустановку настроек отслеживанияДобавить трекиДобавить переходДобавить UV-картуДобавить UV-сферуДобавить UVДобавить использованные группы освещенияДобавить VR-ориентирДобавить VR-ориентир из камерыДобавить VR-ориентир из сеансаДобавить вершинуДобавить группу вершинДобавить вершину и сдвинутьДобавить слой визуализацииДобавить пресет сэмплинга вьюпортаДобавить объёмДобавить пресет баланса белогоДобавить волка (метариг)Добавить рабочее пространствоДобавить зонуДобавить новый слот вариантаДобавить слойДобавить образецДобавить в коллекциюДобавить в ключевой наборДобавить в избранноеДобавить в коллекцию привязкиАддон включёнДобавить/удалить строки ПИОтрегулировать размер источника-областиОтрегулировать размер источника-области по XОтрегулировать размер источника-области по YНастроить размер отображения пустышкиКорректировать экструзиюОтрегулировать фокусное расстояниеРегулировка фокусного расстоянияНастроить последнюю операцию...Отрегулировать мощность освещенияОтрегулировать радиус освещенияКорректировать отступНастроить ассет позыОтрегулировать угол луча прожектораОтрегулировать затухание фокусаОтрегулировать угол солнечного светаКорректирующий слойАффинноеПослеПосле текущего кадраAlembic (.abc)Импорт Alembic завершёнВыровнятьВыровнять активную камеру по выделенномуВыровнять активную камеру по текущему видуВыровнять костиВыровнять камеру по видуВыровнять нодыВыровнять объектыВыровнять вращениеВыровнять по ориентации трансформацииВсеВсе трансформацииРазрешить онлайн-доступАльфа-наложениеАльфа снизуАнимировать путьАнимированные трансформации в дельтаШаг анимацииАннотацииЛастик аннотацийЛиния аннотацииМногоугольник аннотацииДобавить новую аннотациюРисование аннотацииОтсоединить аннотациюДобавитьДобавить и активировать рабочее пространствоДобавить…ПрименитьПрименить (активный ключевой кадр)Применить всеПрименить изображение с камерыПрименить ограничительПрименить настройки по умолчаниюПрименить модификаторПрименить модификатор как ключ формыПрименить трансформацию объектаПрименить инверсию родительских координатПрименить позуПрименить ассет позыПрименить отражённую позуПрименить позу в качестве позы покояПрименить масштабПрименить выделенное в качестве позы покояПрименить масштаб к решениюПрименить трансформациюПрименить визуальную трансформациюПрименить визуальную трансформацию к позеПрименить как ключ формыПрименить к основеПрименить к ключу основыДугаСвойства областиАрматураРасположитьРасположить/выровнять островаСтрелкиНазначитьНазначить действиеНазначить каталог ассетовНазначить имя атрибутаАвтоматическое назначение из костейНазначить значения по умолчанию для особых свойствНазначить имя сеткиНазначить имя слояНазначить материалНазначить слот материалаНазначить новую группу геометрических нодНазначить выделенные костиНазначить сочетание клавиш...Назначить вариантуУстановить значение по умолчаниюНазначить как оригиналНазначить из оболочек костейНазначить к активной группеНазначить в коллекциюПрисвоить для крюкаНазначить новой коллекцииНазначить к новой группеНазначить группе вершинВ центреУ курсораПрисоединить нодыАвтоАвтоанимация путиАвтосохранение…Авто-именовать Спереди/СзадиАвто-именовать Слева/СправаАвто-именовать Сверху/СнизуАвто-именование по осиАвтодополнениеАвтоматически упаковывать ресурсыДоступныеСреднийУсреднить масштаб острововУсреднить нормалиУсреднить трекиСзадиК предыдущему видуВозврат к предыдущему экрануРежим подложкиУвеличить подложкуУменьшить подложкуВписать фоновое изображениеПереместить фоновое изображениеМасштабировать фоновое изображениеФон...Сэмплировать фоновое изображениеНазад по историиНазадЗапечьЗапечь (кэш диска обязателен)Запечь действиеЗапечь действие…Запечь всёЗапечь всю динамикуЗапечь все объёмы световых зондовЗапечь всю физикуЗапечь каналыЗапечь данныеЗапекание ноды геометрииЗапечь направляющиеЗапечь последовательность изображенийЗапечь ключевые кадрыЗапечь кэш освещенияЗапечь Line ArtЗапечь мешЗапечь шумЗапечь трансформацию объекта для Grease PencilЗапечь трансформацию объекта для Grease Pencil...Запечь океанЗапечь частицыЗапечь физикуЗапечь симуляциюЗапечь из кэшаЗапечь в ключевые кадрыЗапекание всего - ESC для паузыЗапекание данных - ESC для паузыЗапекание направляющих - ESC для паузыЗапекание меша - ESC для паузыЗапекание шума - ESC для паузыЗапекание частиц - Esc для паузыПакетное изменениеПакетное переименованиеМассовое переименование…Удалить предпросмотрыУдалить предпросмотры...Сгенерировать предпросмотрыСгенерировать предпросмотры...Улучшить разбиениеДоПеред текущим кадромИзогнутьМежду выделенными маркерамиФаскаФаска рёберФаска вершинПривязать камеру к маркерамСечениеЛезвиеПустоеСмеше́ниеСмешивающее смещениеСместить смешивание ключевых кадровСмешать позуСовместить ассет позыСмешать отражённую позуСмешать позу с позой покояСмешать из формыСмешать со значением по умолчаниюСмешать для плавностиСмешать, выравнивая ключевые кадрыСочетать с соседнимBlender StoreОфициальный сайт BlenderРазмытиеЖирныйОболочка костиРазмер костиОперация костиКостиВид по границамОбеОбе соседниеС обеих сторонСнизуПрямоугольникДобавить рамкойРамочное лезвиеНабор граней прямоугольникомСкрывающий прямоугольникПрямоугольная маскаВыделить рамкойВыделение рамкой (по диапазону оси)Выделение рамкой (включая рукоятки)Выделение рамкой закреплённыхПоказать (рамка)Обрезать рамкойПереносИнтерполяторСвязать петли рёбер мостомМост из гранейЯркость/контрастПросмотреть изображениеКистьРедактировать кистьПостроить проксиПостроить прокси / таймкодCгладить (Баттерворт)По атрибутуПо расстояниюПо весу фаски ребраПо складкам на рёбрахПо границам набора гранейПо независимым частямПо материаламПо нормалямПо острым рёбрамПо типу штрихаПо UV-швамБезьеРассчитатьРассчитать пути костейРассчитать массуРассчитать траектории движенияРассчитать траектории движения объектаРассчитать симуляцию до кадраРассчитать до кадраРассчитать…Вызвать всплывающее окно полки ассетовВызвать менюВызвать панельВызвать круговое менюКамераФокусировать камеру на выделенномМасштаб объектива камерыОтменить анимациюОтменить операцию с файломОстановить просмотр рендераСделать снимок экрана для превьюЦентрировать текущий кадрЦентрировать курсор и кадрировать всёЦентрировать последний штрихЦентрировать нодыЦентрировать вид по курсоруЦентрировать вид на курсореИзменить активныйИзменить активную коллекцию костей арматурыСменить символИзменить форму столкновенияИзменить данные/файлыИзменить тип эффектаКоэффициент измененияИзменить кадрИзменить ключевой набор…Поменять директории/файлыСменить сценуСменить сцену...Изменить формуИзменить сочетание клавиш...Сменить интервалИзменить видимый источник данныхИзменить блокировку для ключа формыИзменить блокировку на группы вершинШахматное снятие выделенияПотомокОкружностьВыделить окружностьюВыделение окружностью (убирать выделение)Выделение окружностью (расширение)Окружность •ОчиститьОчистить каналыУпростить ключевые кадрыОчистить несвязанные точкиОчистить несвязанные точки...Очистить трекиПривести в порядок пресеты операторовПривести в порядок данные пространстваОчистить веса группы вершинОчистить рабочий репозиторий i18nОчистить рабочий репозиторийОчиститьОчистить неверные закладкиОчиститьОчистить активную группуОчистить всёОчистить все отмеченные пакетыСнять все ограничения на рендерОчистить анимациюОчистить данные анимацииОчистить ассетОчистить ассет (установить фейк юзера)Удалить запечённый Line ArtОчистить пути костейОчистить строку кнопкиОчистить данные о пользовательских нормаляхУдалить превью блоков данныхУдалить превью блоков данных...Очистить драйверыОчистить измененияОчистить действие FKОчистить затуханиеОчистить затуханияОчистить фиктивного пользователяОчистить вес растушёвкиОчистить фильтрОчистить ребро FreestyleОчистить грань FreestyleОчистить кривые-призракиУдалить удержаниеОчистить IK действиеУбрать "Только в отражениях"Очистить инверсиюОчистить ключОчистить ключевые кадры (кнопки)Очистить ключевые кадрыОчистить ключевые кадры…Удалить меткуОчистить переопределение библиотекиОчистить строкуСбросить положениеУдалить отмеченный пакетОчистить маскуОчистить траектории движенияУдалить ограничители объектаУдалить модификаторы объектаОчистить пути объектовСбросить ориджинОчистить переопределённые данныеОчистить родителяОчистить трансформацию инверсии родительских координатОчистить ограничители позыОчистить положение позыОчистить вращение позыСбросить масштаб позыОчистить трансформацию позыОчистить диапазон предпросмотраОчистить список недавних файловОчистить недавние элементыСбросить область рендераУдалить рендер слотОчистить ограничение просмотраОчистить кренСбросить вращениеСбросить масштабОчистить данные масок скульптингаОчистить шовОчистить ключ формыСбросить ключи формыОчистить остротуОчистить остроту из вершинОчистить один ассетОчистить одиночные ключевые кадрыОчистить данные оболочкиОчистить решениеОчистить состояниеОчистить смещение дорожкиОчистить трансформацию дорожкиОчистить темуОчистить наклонОчистить отслеживаниеОчистить путь трекаОчистить бесполезные действияОчистить пользовательские трансформацииОчистить предпросмотрОчистить область предпросмотраНажатиеВставить ключевые кадры по щелчкуКлипВидеофрагмент…Область отсеченияОбласть отсечения…КлонированиеЗамкнутьЗакрыть областьЗакрыть окноФильтр тканиСвернутьСвернуть каналыСхлопнуть рёбра & граниСвернуть и скрыть неиспользуемые сокетыЭкземпляр коллекцииЭкземпляр коллекции…Line Art для коллекцииЦветФильтр цветаСмеше́ние цветовСтолбец на текущем кадреКолонки на выделенных ключахКолонки на выделенных маркерахРасчёскаКонусСвязатьСоединить всеПрисоединить волосыСоединить твёрдые телаСоединить дорожкиСоединить пары вершинСоединить вершины по линииПодключить к выводуАвтодополнение в консолиПриветствие консолиЗапустить в консолиЯзык консолиЦель ограничителяОперация ограничителяОграничитель в F-кривуюЦикл по массиву в контекстеУстановить булеву коллекцию в контекстеЦикл по перечислению в контекстеМеню перечисления в контекстеКруговое меню по перечислению в контекстеЧисловой цикл контекстаКонтекстное менюМодальная мышка в контекстеМасштабировать нецелое число в контекстеМасштабировать целое число в контекстеУстановить в контекстеУстановить булево значение в контекстеУстановить перечисление в контекстеУстановить контекст нецелого числаУстановить строку контекстаУстановить значение в контекстеПереключить в контекстеПереключить значения контекстаПродолжениеПродолжить в автономном режимеРяд контрольных точекКонвертировать атрибутКонвертировать атрибут цветаПреобразовать тип кривойКонвертировать кривые в систему частицПреобразовать изображение-пустышку в меш-плоскостьКонвертировать систему частиц в кривыеПреобразовать частицы в мешПреобразовать режимы вращенияПреобразовать вПреобразовать типПреобразовать объёмПреобразовать пробелыПреобразовать в кривыеПреобразовать в мешПреобразовать в плоскость-мешПреобразовать в систему частицВыпуклая оболочкаКопироватьКопировать активноеКопировать с активного объекта на выделенныеКопировать все драйверы на выделениеКопировать все слои к выделенномуСкопировать все материалы на выделениеКопировать всё на выделениеКопировать все на выделенные объектыКопировать цветКопировать цвета в выделенныеКопировать ограничитель на выделенныеКопировать ограничители на выделенные костиКопировать ограничители к выделенным объектамКопировать путь к даннымКопировать драйверСкопировать переменные драйвераКопировать драйвер на выделенноеКопировать драйверы на выделениеКопировать эффектКопировать F-модификаторыКопировать полный путь к даннымКопировать глобальную трансформациюКопировать изображениеКопировать ключевые кадрыКопировать меткуКопировать слой к выделенномуКопировать набор линийКопировать маркеры в сценуКопировать материалСкопировать материал на выделениеСкопировать материал на выделенный объектСкопировать симметричные UV координатыКопировать модификаторКопировать модификаторы на выделениеКопировать модификаторы на выделенные объектыКопировать объектыКопировать только параметрыКопировать опцию для выделенных риговКопировать объект экземпляр-частицуКопировать системы частицКопировать позуКопировать позу как ассетКопировать предыдущие настройкиКопировать команду PythonКопировать относительную трансформациюКопировать отчёт в буфер обменаКопировать настройки твёрдого телаКопировать параметры Rigify в выделенноеКопировать набор(ы) выделенияКопировать настройкиКопировать настройки для настроек по умолчанияКопировать одно на выделениеКопировать сплайныКопировать штрихиКопировать настройки студийного освещенияКопировать текстКопировать настройки слотов текстурыКопировать настройки трекаКопировать трекиКопировать тип и параметрыКопировать UV-картыКопировать UV-развёрткиКопировать векторКопировать группу вершин к выделеннымКопировать как новый драйверКопировать как скриптКопировать с акт. объектаКопировать из активного трекаКопировать из объектовКопировать в библиотеку ассетовКопировать в буфер обменаКопировать в буфер обмена (в качестве скрипта)Копировать на выделенноеСкопировать на выделенные дорожкиКопировать на выделенные дорожки...Копирайт ©Градус угловПривязать для корректирующего сглаживанияСоздать набор гранейСоздать материал штриха FreestyleСоздать кривые-призракиСоздать маскуСоздать новую коллекциюСоздать новую папкуСоздать ориентациюСоздать трек-плоскостьСоздать ассет поз...Создать набор выделенияСоздать и добавить кости в "набор выделения"АвторыПерекрёстное наложениеСмикшировать аудиоКубПроекция кубаЗапечь текущий кэшКурсорКурсор к центру видаЗначение курсора к выделениюКурсор к активномуКурсор к сеткеКурсор к ориджинуКурсор к пикселямКурсор к выделениюКурсор к выделениюКурсор к VR-ориентируКурсор в центр координатКриваяКарандаш кривойПереключение режима скульптинга для кривыхИнструменты отображения кривойКарандаш кривыхОбновить пользовательскую камеруПользовательские нормалиПользовательский...РазрезатьРазорвать связиВырезать текстОбход слотов рендераЦикл по контекстам пространстваЦиклически установить тип пространстваПереключить рабочее пространствоЦилиндрПроекция цилиндраРасстояние глубины резкости (выбрать)Перенести стек данныхДеактивировать ноду предпросмотраСписок каналов отладкиМеню отладкиУпростить (допустимое изменение)Упростить (соотношение)Упростить кривуюУпростить геометриюУпростить ключевые кадрыУменьшить контрастУменьшить кернингУменьшить номерРастворить вырожденные элементыГрадусы °Деинтерлейсинг видеоУдалитьУдалить активный кадрУдалить активный кадр(ы)Удалить ключевой кадр (активный слой)Удалить активный ключевой кадр (все слои)Удалить ключевые кадры (все слои)Удалить всеУдалить все запеканияУдалить все группыУдалить все запекания физикиУдалить все наборыУдалить все незаблокированные группыУдалить ассетУдалить каталог ассетовУдалить запеканиеУдалить коллекцию костейУдалить закладкуУдалить кадры распределенияУдалить ассет кистиУдалить кэшированные симуляцииУдалить каналыУдалить цветовую остановку градиентной картыУдалить ограничительУдалить текущий кэшУдалить кривуюУдалить датаблокУдалить драйверУдалить переменную драйвераУдалить драйверыУдалить драйверы для выбранныхУдалить дубликаты кадровУдалить петлю рёберУдалить рёбраУдалить измененияУдалить модификатор F-кривойУдалить граниУдалить кадрУдалить сгенерированные ключиУдалить запекание ноды геометрииУдалить глобальноУдалить группу Grease PencilУдалить слой Grease PencilУдалить группуУдалить иерархиюУдалить слои вышеУдалить неправильные драйвераУдалить ключевой кадрУдалить ключевой кадр (кнопки)Удалить ключевые кадрыУдалить ключевые кадры…Удалить ключевой кадр из набора ключейУдалить ключевой кадр из набора ключей (по названию)Удалить узелУдалить библиотекуУдалить кэш освещенияУдалить несвязанныеУдалить маркерыУдалить маркерыУдалить следующее словоУдалить элемент из интерфейса нодыУдалить ориентациюУдалить другие рабочие пространстваУдалить иерархию переопределённых данныхУдалить цвет в палитреУдалить запекание физикиУдалить точкуУдалить ассет позыУдалить предыдущее словоУдалить проксиУдалить отчётыУдалить ключи ретаймингаУдалить сценуУдалить сцену(ы)Удалить экранУдалить сегментУдалить выделенную кость(-и)Удалить выделенные файлыУдалить набор выделенияУдалить ключ формыУдалить одиночный драйверУдалить одиночный ключевой кадрУдалить дорожку и ДанныеУдалить дорожкиУдалить текстУдалить трекиУдалить трекиУдалить неиспользуемые нодыУдалить вершиныУдалить весУдалить рабочее пространствоУдалить с копированием и переподключениемУдалить с переподключениемУдаление шума из анимацииПлотностьРежим плотностиСнять выделениеСнять с выделения (список)Снять выделение со всегоСнять выделение с коллекции костейСнять выделение с костейСнять выделение слота материалаСнять выделение с объектаСнять выделениеСнять выделение с костей позыСнять выделение с "набора выделения"Снять выделение с группы вершинОтсоединитьОтсоединить связиОтсоединить нодыОтсоединить выходыОтсоединить и переместитьДетализационная заливкаОбнаружить признакиСообщество разработчиковДокументация разработчикаЧерновой цвет вершинОтключить аддонОтключить настройку каналаОтключить коллекциюОтключить коллекцию на рендереОтключить маркерыОтключить, сохраняя трансформациюОтключить расширениеВыключить в слое визуализацииВыключить на рендереВыключить во вьюпортахОтключить расширение темыОтсоединить всеОтсоединить волосыРазъединить дорожкиУдаление отсутствия непрерывности (фильтр Эйлера)Показать вариантРастворитьРастворить костиРастворить рёбраРастворить граниРастворить выделенные костиРастворить выделениеРастворить вершиныРаспределить цветовые остановки равномерноРаспределить цветовые остановки от левого краяНе заменять связиДокументацияВид DollyВид Dolly...ПожертвоватьПожертвовать BlenderПеретаскиваниеПеретаскиваниеРисоватьНарисовать кривуюНарисовать кривыеРисовать наборы гранейОтказаться от активного ключа формыПеретащить коллекциюПеретащить цветПеретащить URL расширенияПеретащить нодовую группу геометрии на объектПеретащить материал в слоты для материаловБросить материал на объектПеретащить имяБросить именованный материал на объектБросить объект на сценуПеретащить сценуДобавить окружениеПеретащить для очистки родителя (удерживайте Alt, чтобы не сохранять трансформации)Перетащить для импорта файлаПеретащить для установления родителя (удерживайте Alt, чтобы не сохранять трансформации)ДублироватьДублировать активный кадр(ы)Дублировать активный ключевой кадр (активный слой)Дублировать активный ключевой кадр (все слои)Дублировать область в новое окноДублировать ассет...Дублировать коллекциюДублировать атрибут цветаДублировать ограничительДублировать текущееДублировать кривуюДублировать пустые ключевые кадрыДублировать элементДублировать ключевые кадрыДублировать слойДублировать слой в новый объектДублировать строкуДублировать с созданием связейДублировать связанную коллекциюДублировать маркерыДублировать маркеры в сценуДублировать маркеры в сцену…Дублировать маскуДублировать элементы метасферыДублировать нодыДублироватьДублировать систему частицДублировать выделенные костиДублировать ключ формыДублировать дорожкиДублировать штрихиДублировать временные маркерыДублировать группу вершинЗапечь динамическое рисованиеДинамическая топологияПереключить динамическую топологиюОслаблениеПереход ключевых кадровРежим ослабленияТип ослабленияРеброВес фаски ребраСкладка на ребреПетли рёберВыделить кольцо рёберКольца рёберСдвиг ребраРазделить реброИзменить путь к папкеРедактировать драйверРедактировать драйвер...Изменить размер детализации DyntopoРедактировать во внешнем редактореИзменить набор гранейРедактировать группуРедактировать метаданныеРедактировать метаданные...Изменить минимальное расстояниеРедактированиеРедактировать изображение предпросмотра...Редактировать свойствоИзменить значение свойстваРедактировать исходный кодРедактировать текстИзменить значениеРедактировать размер вокселяОперация редактируемой костиПустышкаВолосы-пустышкиИзображение-пустышкаВключить аддонВключить настройку каналаВключить коллекциюВключить коллекцию на рендереВключить маркерыВключить репозиторий при перетаскивании-и-сбросеВключить на рендереВключить в слое визуализацииВключить во вьюпортахВключить расширение-темуКодировать меш-виджет в PythonКодировать метаригКодировать образец метаригаКодировать метариг в PythonКодировать образец в PythonТочки-концыУлучшить детализациюВойти в режим подстройкиВойти/выйти из группыРучки выравниванияЛастикОчистить смещениеУдалить отсутствие непрерывности (фильтр Эйлера)Евро €Выполнить файлВыполнить окно файлаВыполнить предустановку PythonПокинуть группуВыйти из режима подстройкиРасширениеРазвернуть активный набор гранейРазвернуть каналыРазвернуть набор граней по топологииРасширить маску по нормалямРасширить маску по топологииРазвернуть/свернуть всеРазвернуть/свернуть меню заголовкаОбновить взрывЭкспортироватьЭкспортировать AlembicЭкспортировать всеЭкспортировать все коллекцииЭкспортировать BVHЭкспортировать FBXЭкспортировать конфигурацию клавиш…Экспортировать набор ключей…Экспортировать PLYЭкспортировать PO…Экспортировать STLЭкспорт субтитровЭкспорт USDЭкспортировать UV-развёрткуЭкспортировать Wavefront OBJЭкспорт glTF 2.0Экспортировать в файлЭкспорт в PDFЭкспорт в SVGЭкспортировать...Установить пакеты (отмеченные)Удалить пакетУдалить пакеты (отмеченные)Синхронизировать репозитории расширенийРасширитьРасширить выделение на потомкаРасширить выделение на родителяПродлить вершиныВнешняя операция с файломИзвлечь набор гранейИзвлечь палитруИзвлечь палитру из изображенияМетод экстраполяцииЭкструдироватьЭкструдировать вдоль нормалейЭкструдировать контекстЭкструдировать кривую и переместитьЭкструдировать рёбраЭкструдировать граниЭкструдировать грани вдоль нормалейЭкструдировать симметричноЭкструдировать отдельноЭкструдировать отдельные граниЭкструдировать и переместить отдельные граниЭкструдировать отдельно и переместитьРаспределительное экструдированиеЭкструдировать распределительно вдоль нормалейЭкструдировать только рёбраЭкструдировать и переместить только рёбраЭкструдировать только вершиныЭкструдировать и переместить только вершиныЭкструдировать участокЭкструдировать и переместить участокЭкструдировать регион и сжать/расширитьЭкструдировать с повторомЭкструдировать точки штрихаЭкструдировать вершиныЭкструдировать и переместить по отдельным нормалямЭкструдировать и переместить по нормалямЭкструдировать движением мышкиЭкструдировать к курсоруЭкструдировать до курсора или добавитьПипеткаПипетка для костиПипетка для набора цветовПипетка для набора цветов (точечно)Датаблок пипеткиГлубина пипеткиДрайвер пипеткиFBX (.fbx)FBX (.fbx) (прежней системы)FK к IKДействие FK->IKПоза FK->IKГраньПлощадь граниТвёрдость нормалей гранейУчастки из гранейСкрыть выделенные граниЖест набора граней прямоугольникомИзвлечение набора гранейЖест набора граней обводкойЖест набора граней по линииНабор граней из выделения в режиме редактированияНаборы граней из замаскированногоНабор граней из видимогоВидимость наборов гранейГрань движением мышкиГрани по количеству сторонЗатуханиеРазумные положенияРазумное касаниеФиктивный пользовательКруговое меню запасного инструментаБыстрое превьюСбросить анимацию растушёвкиВыпадающий список выбора файлаЗаполнитьЗаполнить между суставамиЗаполнить отверстияЗалить маскуЗаполнить диапазон выделениемЗаполнить плиткуФильтрФильтровать каналыФильтровать тканьФильтровать цветМеш-фильтрОтфильтровать трекиТип фильтраНайтиНайти и заменить…Найти и выделитьНайти недостающие файлыНайти недостающие файлы...Найти далееНайти нодуНайти ноду...Найти...ПервыйВписатьВписать подложку в доступное пространствоПодогнать столбецВписать предпросмотр в окноФиксировать к камере сценыПлоскоПлоские граниВыпрямить рукояткиОтразитьОтразить (без искажения)Отразить (топология)Развернуть градиентную картуРазвернуть по горизонталиРазвернуть изображениеПеревернуть MatCapОтразить именаВывернуть нормалиПеревернуть тесселяцию квадовПеревернуть кватернионыПереместить регион на противоположную сторонуРазвернуть по вертикалиПолФлорин ƒСпустить измененияНавигация "полёт"Режим фокусировкиСледовать активным гранямСледовать активным граням...Силовое полеПринудительная разблокировка активного репозиторияПринудительно разблокировать репозиторий...ВперёдВперёд по историиВперёдКадрировать всёКадрировать всё в рамкуНазад 1 кадрКадрировать по границам камерыКадрироваться на канале под курсоромВперёд 1 кадрСмещение кадраДиапазон кадров предпросмотраДиапазон кадров сценыКадрироваться на сцене/диапазоне превьюКадрировать выделенноеКадрировать выделенное (4-видовой просмотр)Кадрировать выделенные каналыОсвободитьОчистить всёОсвободить данныеОчистить направляющиеОчистить мешУдалить шумОсвободить частицыИз метки активной нодыИз метки связанной нодыИз имени связанного выводаМехГамма-перекрёстное наложениеГауссово размытиеГауссово сглаживаниеОбщееСоздать превьюСоздать предварительный просмотр объектаСгенерировать ригНемецкий эсцет ßУстановить диапазон кадровПримите участиеГизмоВыделить гизмоПодстройка гизмоГруппа гизмоСвечениеПерейти к текущему кадруПерейти на уровень вышеЗахватитьКлонировать с захватомЗахватить UVГрадиентГрадиент (линейный)Градиент (радиальный)ГравитацияФорма дуги Grease PencilЛастик-рамка для Grease PencilGrease Pencil - Прямоугольная формаGrease Pencil - Форма окружностиФорма кривой Grease PencilРисовать Grease PencilЛастик-лассо для Grease PencilПипетка для Grease PencilЗаливка Grease PencilЦветовой тег группы Grease PencilИнтерполяция Grease PencilОперация слоя Grease PencilGrease Pencil - Форма линииОперация ноды Grease PencilGrease Pencil - рисование точекРисование весов с Grease PencilКарандаш Grease PencilGrease Pencil - Форма полилинииСкульптинг Grease PencilОбрезать Grease PencilGrease Pencil как PDFGrease Pencil как SVGСеткаЗаполнить сеткойСгруппировать каналыСгруппировать каналы...Вставить группуРасширить набор гранейРасширить маскуУвеличить выделениеУвеличить видимостьКавычка «Кавычка »Обработать зоны действий над областямиТип ручкиОбработать перетаскиваемый .blend-файлСкрытьСкрыть активный набор гранейСкрыть активный слойСкрыть всё внутриСкрыть коллекциюСкрыть кривыеСкрыть неактивные слоиСпрятать объекты коллекцииСкрыть слоиСкрыть замаскированноеСкрыть материалыСкрыть объектыСкрыть один уровеньСкрыть другие коллекцииСкрыть остальныеСкрыть выделенноеСкрыть выделенные кривыеСкрыть трекиОчистить скрытие трековСкрыть невыделенноеСкрыть невыделенные кривыеСкрыть/показатьСкрыть/показать всеСкрыть/показать обводкуСкрыть/показать линиюСкрыть/показать замаски́рованноеСкрыть/показать полилиниюПодсветить файлДобавить к историиОбход историиСоздать крюк к новому объектуСоздать крюк к выделенному объектуСоздать крюк к выделенной объектной костиРазделить горизонтальноТон/насыщенность/яркостьЭкспорт перевода аддонаИмпорт перевода аддонаЗагрузить настройки переводовСохранить настройки переводовIK->FKДействие IK->FKПоза IK->FKИкосфераСоотношение сторонРедактировать изображение во внешнем редактореРисовать на изображенииСеквенция изображенийИзображение из видаИзображение/секвенция...Импортировать AlembicИмпортировать BVHИмпортировать настройки Blender {:d}.{:d}Импортировать FBXИмпортировать секвенцию изображенийИмпортировать изображения как плоскостиИмпортировать конфигурацию клавиш…Импортировать объём OpenVDBИмпортировать OpenVDB…Импортировать PLYИмпортировать PO…Импортировать STLИмпортировать SVGИмпортировать SVG как Grease PencilИмпорт USDИмпортировать Wavefront OBJИмпорт glTF 2.0Импортировать...Включить выделенные объектыУвеличить контрастУвеличить кернингУвеличить номерУвеличить счётчик в имени файлаДобавить отступОтступ или автодополнениеРаздутьИнициализировать наборы гранейИнициализировать настройки обновления переводов с выделениемИнициализировать настройки обновления переводовИнициализировать маскуНастройки инициализацииПереключение входных атрибутовВставитьВставить пустой кадрВставить пустой ключевой кадр (активный слой)Вставить пустой ключевой кадр (все слои)Вставить разрывыВставить в группуДобавить ключВставить ключевой кадрВставить ключевой кадр (кнопки)Вставить ключевой кадр (по имени)Меню вставки ключевых кадровВставить ключевой кадр с набором ключей...Вставить ключевые кадрыВставить разрыв строкиВставить со смещениемВставить ключ формыВставить одиночный ключевой кадрВставить текстВставить юникодВставить элемент нодовой группыВыдавить внутрьУстановитьУстановить аддонУстановить шаблон приложения…Установить доступные обновленияУстановить расширениеУстановить "набор функций" из файла...Установить освещениеУстановить отмеченныеУстановить шаблон из файла…Установить тему…Установить с дискаУстановить с диска...Установить…Экземпляр коллекцииЭкземпляр в сценуИнтерактивный выбор направления света к курсоруИнтерактивная симметрияВнутренние граниИнтерполироватьИнтерполировать секвенциюРежим интерполяцииПересечение (логическое)Пересечение (нож)Неправильное имя свойстваИнвертироватьИнвертироватьИнвертировать альфа-каналИнвертировать канал синегоИнвертировать каналыИнвертировать канал зелёногоИнвертировать цвета изображенияИнвертировать блокировкиИнвертировать маскуИнвертировать закрепленияИнвертировать канал красногоИнвертировать выделениеИнвертировать группу вершинИнвертировать видимостьИнвертировать видимостьИнвертировать весПеревёрнутый восклицательный знак ¡Перевёрнутый вопросительный знак ¿ИзолироватьИзолировать коллекциюИзолировать слоиИзолировать материалКурсивОбъединитьОбъединить областьОбъединить заполненияОбъединить входы группыОбъединить нодыПоместить ноды в рамкуДобавить образцы цветов в палитруОбъединить выделениеОбъединить трекиПрисоединить как формыОбъединить в названной рамкеОбъединить в новой рамкеПерейтиВременной переход по дельтеПерейти…Перейти к слоту действияПерейти к конечной точкеПерейти к файлу в точкеПерейти к кадруПерейти к ключевому кадруПерейти к ключевым кадрамПерейти к маркеруПерейти к следующему маркеруПерейти к следующей дорожкеПерейти к следующей дорожке (центр)Перейти к предыдущему маркеруПерейти к предыдущей дорожкеПерейти к предыдущей дорожке (центр)Перейти к выделениюПерейти к дорожкеПерейти к целиТип ключевого кадраДобавить выбранное в ключевой наборУдалить выбранное из ключевого набораКлючи в сэмплыНожРазрезать по проекцииИнструмент топологической резкиПривязать деформацию ЛапласаСгладить вершины по ЛапласуДобавить обводкойНабор граней обводкойСкрывающая обводкаПроизвольная маскаВыделить обводкойВыделить UV обводкойПоказать (обводка)Обрезать обводкойПоследнийПредыдущую сессиюРешёткаДеформирующая решётка для выделенияЛёгкое соединениеУзнать большеСлеваЛевая соседняяДлинаМеньшеУровниЛицензияРазвернуть для карты освещенияРазвернуть для карты освещения...Ограничить количество весов на вершинуОбщее ограничениеОграничить число групп вершинРастворить по ограничениюПрямаяНачало строкиДобавить разрыв строкиКонец строкиНабор граней по линииСкрывающая линияЛинейная маскаНомер строкиЛинейная проекцияПоказать (линия)Обрезать по линииСвязатьСвязать активную ноду с выделеннымиСвязать блокираторы с излучателемПривязать коллекциюТест операции перетаскивания связиСвязать пустышку с трекомСвязать нодыСвязать объекты со сценойСвязать объекты со сценой...Связать приёмники с излучателемСвязать с предпросмотромПривязать к коллекцииСсылка в сценуСоединение до предпросмотаСвязать с нодой предпросмотраСвязать…Связать/передать данныеСвязанныеДубликат (связанный)Связанные плоские граниСвязанные доСвязанные послеОбрезка связейФильтр спискаЗагрузитьЗагрузить пользовательское превьюЗагрузить базовые настройки Blender'аЗагрузить заводские настройки Blender'аЗагрузить заводские настройкиСбросить настройки до базовыхСбросить настройки {:s} до базовыхЗагрузить настройки из…Загрузить настройкиЗагрузить изображение превьюЛокальный видЛокализованные данныеПоложениеЗаблокировать всеЗаблокировать все слоиЗаблокировать все материалыЗаблокировать все репозитории (проверка)Инвертировать все блокировкиЗаблокировать только выделенноеЗаблокировать только невыделенноеЗаблокировать выделенноеЗаблокировать дорожкиБлокировать трекиЗаблокировать невыделенноеЗаблокировать материалы невыделенныхЗаблокировать неиспользуемоеЗаблокировать неиспользуемые материалыРазрезать петлёйРазрезать петлёй со сдвигомВыделить петлюНесвязанная геометрияСделатьСделать основойСделать коллекцию активнойСоздать ребро/граньСоздать группуСоздать грань-экземплярСделать экземпляры реальнымиВстроитьСоздать переопределение библиотекиСоздать связьСоздать связиСделать локальнымиСделать маркеры локальнымиСоздать метаСоздать мета-дорожкуСделать переключателем панелейСделать родителемСоздать родителя без инверсии координатСоздать родителя без инверсии (сохранить трансформацию)Сделать пути полнымСделать пути относительнымиСделать грани плоскимиСделать регулярным(и)Создать сегментСделать ключ формы ключом основыДля одного пользователяУстановить отслеживаниеСоздать родительскую вершинуСоздать и заменить связиУправление неиспользуемыми даннымиУправление неиспользуемыми данными...РуководствоОтметить всеОтметить все пакетыОтметить ребро FreestyleОтметить грань FreestyleОтметить пакетПометить шовПометить острое реброУстановить остроту из вершинОтметить как ассетОтметить как отдельный ассетВыделить маркеры рамкойМаскаЖест прямоугольной маскиИзвлечь маскуФильтр маскиЗаливка маскиМаски́ровать от границМаска из полостиЖест произвольной маскиЖест линейной маскиЖест маски полилинииСрез-маскаСрез маски и заполнение отверстийСрез маски для нового объектаМаска по цветуМаска из полостиМаска от границы набора гранейМаска от границы мешаМаска с верхним слоемМаски́ровать слоем выше/нижеМаска с нижним слоемМаска…Совпадение с ключевым кадромСоответствовать продолжительности видеоПредыдущее совпадениеВыровнять по наклонуСопоставить текстурное пространствоМатериалыРазвернуть на всё окноИзмеритьСредняяСтатистика использования памятиПоиск по меню…ОбъединитьОбъединить всеОбъединить анимациюОбъединить внизОбъединить группуОбъединить изображенияОбъединить нодыОбъединить нормалиОбъединить UV по расстояниюОбъединить по расстояниюСвязать с деформирующим мешемМеш-фильтрПлоскость-меш...Минимизировать растяженияОтразитьОтразить ключиЗеркально отразить параметры RigifyОтразить ключ формыЗеркально отразить тип и параметрыОтзеркалить группу вершинОтзеркалить группу вершин (топологически)Симметрия XСимметрия YЗеркальныеНоды смешиванияСвестиРежимОперация модификатораИзменить меткиИзменить ассет позыОбезьянкаБольшеЕщё…Захват движения (.bvh)Нажатие мышки на каналахНажатие мышки по НЛА-трекамПереместитьПереместить активный модификатор в индексПереместить модификатор активной дорожки в индексПоставить после основыПереместить слой аннотацийПереместить границы областиПеремещать между строками ПИПереместить коллекцию костейПереместить закладкуПереместить каналыПереместить ограничитель внизПереместить ограничитель вверхПереместить ограничитель в индексПереместить курсорПереместить сегмент-тиреПереместить внизПереместить правило роя внизПереместить состояние роя внизПереместить эффект внизПереместить объект-экземпляр внизПереместить модификатор внизПереместить цель внизПереместить эффект в индексПереместить записьПереместить экспортёраПереместить модуль FreestyleПереместить элементПереместить слойПереместить набор линийПереместить строки внизПереместить строки вверхПереместить строкиПереместить маркерыПереместить материалПереместить модификаторПереместить ориджинПереместить цвет палитрыПереместить сегментПереместить выделениеПереместить набор выделения в спискеПереместить ключ формыПереместить слоты в новое действиеПереместить модификатор дорожкиПереместить дорожки внизПереместить дорожки вверхПереместить слот текстурыПереместить текстурное пространствоПереместить временные маркерыПереместить вверхПереместить правило роя вверхПереместить состояние роя вверхПереместить эффект вверхПереместить объект-экземпляр вверхПереместить модификатор вверхПереместить цель вверхПереместить группу вершинПереместить и присоединитьПереместить слойПереместить вдоль осиПереместить в коллекцию костейПереместить внизПереместить в коллекциюПереместить в конецПереместить на слойПерейти в начало строкиПерейти в конец строкиПерейти к следующему словуПереместить в нодыПерейти к предыдущему словуПереместить наверхПереместить/расширить от текущего кадраВидео…Мультивыделение петель рёберМультивыделение колец рёберСелектор мультикамерНесколько изображенийУмножение ×УмножениеПрименить основу мультиразрешенияЛастик смещения MultiresМазок смещения MultiresУпаковать мультиразрешение вовнеСменить форму мультиразрешенияСохранить мультиразрешение вовнеПодразделить мультиразрешениеВыключитьОтключить каналыВыключить связиВыключить дорожкиВыключить невыделенные дорожкиNDOF-вид с орбитыNDOF-вид с орбиты с масштабированиемNDOF-панорамирование видаNDOF панорамирование/масштабированиеNDOF-трансформация видаСоздатьНовое действиеНовый каталог ассетовНовая коллекция костейНовая камера от VR-ориентираНовая коллекцияНовый комбинированныйНовая группа нод компо́зитингаНовая группа нод компо́зитинга для секвенсораНовое ребро/грань из вершинНовая грань из рёберСоздать папкуНовая группа геометрических нодНовый модификатор "Геометрические ноды"Новая группа нодовых инструментов геометрииСоздать изображениеНовое изображение из плоскости-маркераНовый элементНовый слойНовая коллекция "привязки света"Создать стиль линийНовое главное окноСоздать маскуСоздать материалСоздать нодовое деревоНовый цвет палитрыНовый переключатель панелейСоздать настройки частицыНовая цель частицСоздать сценуНовый экранНовый набор выделенияНовая сцена секвенсораНовый слотНовый текстСоздать текстуруНовое окноНовое рабочее пространствоСоздать окружающую средуНовый из объектовНовый из объектов (отражённо)Следующий активныйСледующий блокСледующий символСледующая папкаСледующая строкаСледующее словоСледующее рабочее пространствоНет коллекций для создания экземпляровПараметры нодыПревью нодМодифицировать вход нодыНеразвёртываемоеНичегоНормализоватьНормализовать активноеНормализовать всёНормализовать все группы вершинНормализовать группу вершинНормализовать весаИнструменты векторов нормалейNURBS-ОкружностьNURBS-КриваяNURBS-ЦилиндрNURBS-СфераNURBS-ПоверхностьNURBS-ТорОбъектОбъект и данныеОбъект и данные и материалыАнимация объектаДанные анимации объектаLine Art для объектаМеню объектного режимаОтмечено как устаревшееСместить петлю рёберРазрезать и сместить петлю рёберСместить сдвиг рёберНа выделенных ключевых кадрахНа выделенных маркерахОдин объектОдин объект на строкуОнлайн-руководствоОнлайн-руководство по PythonТолько заполненияТолько штрихиНепрозрачностьОткрытьОткрыть blend-файлОткрыть файл кэшаОткрыть кэшированный рендерОткрыть видеофрагментОткрыть редактор драйверовОткрыть файл во внешнем редактореОткрыть местоположение файлаОткрыть шрифтОткрыть изображениеОткрыть изображенияОткрыть местоположение во внешнем браузереОткрыть настройки...Открыть веб-страницуОткрыть аудиофайлОткрыть моноканальный звукОткрыть файл модуля стиляОткрыть текстОткрыть…Развернуть/свернутьШпаргалка по операторамКруговое меню операторов в контекстеПредустановки оператораПоиск операции…Противоположный облётОриджинОбводкаОперация с данными анимации в аутлайнереОперация ограничителя в аутлайнереОперация над данными аутлайнераПереключить режим редактирования аутлайнераСкопировать идентификатор данных в аутлайнереОперация с ID-данными аутлайнераВставить данные идентификатора аутлайнераПереназначение идентификатора данных в аутлайнереОперация с библиотекой в аутлайнереОперация переопределения библиотеки аутлайнераОперация устранения неполадок при переопределении библиотеки аутлайнераОперация модификатора аутлайнераОперация над объектом аутлайнераПереключить режим позы аутлайнераОперация над сценой в аутлайнереУстановить действие в аутлайнереИерархия переопределённых данныхУпаковатьУпаковать запекание ноды геометрииУпаковать изображениеУпаковать островаУпаковать связанные библиотекиУпаковать ресурсыУпаковать звукПокраситьПанорамировать видНаправление панорамирования видаПереключатель панелейРодительРодительская папкаРодительское дерево нодПереключить редактирование частицСистема частицВставитьВставить датаблокиВставить драйверВставить переменные драйвераВставить F-модификаторыВставить файлВставить отражённымВставить глобальную трансформациюВставить изображениеВставить ключевые кадрыВставить набор линийВставить материалВставить объектыВставить позуВставить отражённую позуВставить набор(ы) выделенияВставить сплайныВставить штрихиВставить текстВставить настройки слота текстурыВставить трекиВставить UV-развёрткиВставить векторВставить вес на выделениеВставить позу с отражением по XВставить и запечьВставить как новый ассетВставить по слоюВставить из буфера обменаВставить на выделенные ключиПутьДиректории/файлыПриостановить запеканиеКарандашЗа набор гранейЗа независимую частьПромилле ‰За вершинуПерспектива/ОртогональВыделить кратчайший путьЗакрепитьПрикрепить сцену к рабочей областиЩипокЩипок UVЦентр трансформации к активной вершинеЦентр трансформации к границе маскиПивот к ориджинуЦентр трансформации на поверхность под курсоромЦентр трансформации в немаскированноеУстановить курсорПоместить объект под мышкойОсиПлоскостьВоспроизвести анимациюВоспроизвести отрендеренную анимациюОблако точекНаправить нормали на цельНаправить на цель…ТочкиПреобразовать грани в веерыПолюса по количествуПолилинияПостройка полигоновPolyBuild: удалить на месте курсораPoly Build Растворить вершину на месте курсораPoly Build Создать грань курсором мышкиPoly Build Разделить на месте курсораPolyBuild: переместить курсором мышкиПолилинияДобавить по полилинииНабор граней по полилинииСкрывающая полилинияМаска полилинииПоказать (полилиния)Обрезать по полилинииИнтерполятор позыОперация позового каналаФунт £Настройки…ЗакэшироватьВыполнить предзагрузку кадровНажать кнопкуПредыдущий активныйПредыдущий блокПредыдущий символПредыдущая папкаПредыдущая строкаПредыдущее словоПредыдущее рабочее пространствоПрименить проекциюРедактировать проекциюПроецировать изображениеЖест линейной проекцииПроекция из видаПроецировать из вида (вписать в границы)Распространить позуРаспространить на формыЗащищённые каналыРаздуваниеОчиститьОчистить всёУдалить неиспользуемые данные...ВыдвигатьВыдвинуть действиеСдвинуть позу от среднейТолкать-ТянутьЗавысить/Занизить ключевые кадрыТолкать/ТянутьСправка Python APIИзменить размер 4-х видового просмотраРемеш QuadriFlowКвантоватьКвантовать веса вершинБыстрая правкаБыстрый взрывБыстрый мехБыстрая жидкостьБыстрый дымВыходВыйти из Blender'аРадиальное управлениеРадиусСлучайноСлучайное смещениеСлучайный выбор цветовРандомизировать цвета наборов гранейСлучайная трансформацияСлучайное смещение вершинЗаново сгенерировать ригПересчитать точки выдел. формПереустановить ключи точек формыСбросить время ключа формыПрочитать слои визуализацииПереназначить входыПерестроитьПерестроить BVHПерестроить на подразделения нижеПерестроить прокси и индексы таймкодаПересчитать ручкиПересчитать внутрьПересчитать нормалиПересчитать наружуПересчитать кренПерецентрировать крюкВосстановить из автосохраненияВосстановить последний сеансПереопределить графы эквалайзераПовторитьПовторить изменения каталогаПовторить последнееТаймер перерисовкиЭталон...Уточнить маркерыОбновитьОбновить всёОбновить архивОбновить библиотеку ассетовОбновить превью блоков данныхОбновить драйверыОбновить список файловОбновить данные переводов…Обновить объекты-экземплярыОбновить локальноОбновить удалённоОбновить секвенсорОбновить список действийОбластьПрозрачность регионовЗарегистрироватьРегистрировать ассоциацию файловЗарегистрированная торговая марка ®ОбычныйСменить ключРасслабитьРасслабить наборы гранейСмягчить позу к среднейРасслабить UVПримечания к выпускуПерезагрузитьПерезагрузить дорожкуПерезагрузить файл историиПерезагрузить изображениеПерезагрузить изображенияПерезагрузить библиотекуПерезагрузить скриптыПерезагрузить начальный файлПерезагрузить дорожкиПерезагрузить дорожки и отрегулировать длинуПерезагрузить переводПеребазироватьПеребазировать библиотекуПеребазировать связанный IDРемешУдалитьУдалить AOVУбрать активную группуУдалить активный ключевой наборУдалить путь к активному ключевому наборуУдалить аддонУбрать все группыУдалить все материалыУдалить все системы частицУдалить анимациюУдалить слой аннотацийУдалить библиотеку ассетовУдалить тег ассетаУдалить атрибутУдалить путь автозапускаУдалить правило рояУдалить состояние рояУдалить коллекцию костейУдалить ссылку на коллекцию костейУдалить кость из коллекции костейУдалить кости из "набора выделения"Удалить кистьУдалить фоновое изображение камерыУдалить холстУдалить коллекциюУдалить атрибут цветаУдалить сокет CryptomatteУдалить сегмент-тиреУдалить двойные вершиныУдалить драйверУдалить пустые данные анимацииУдалить экспортёраУдалить репозиторий расширенийУдалить внешний набор функцийУдалить ассоциацию файловУдалить направляющие заполненияУдалить модуль FreestyleУдалить из коллекции привязки светаУдалить разрывыУдалить разрывы (все)Удалить эффект Grease PencilУдалить крюкУдалить ИКУдалить элементУдалить конфигурацию клавишУдалить элемент раскладкиУдалить конфигурацию раскладкиУдалить слойУдалить группу слоёвУдалить группу освещенияУдалить набор линийУдалить слой маскиУдалить слот материалаУдалить метаУдалить мета-дорожкиУдалить модификаторУдалить переопределениеУдалить переопределенияУдалить точку кривой рисованияУдалить объект экземпляр-частицуУдалить слот системы частицУдалить цель частицУдалить предпросмотрУдалить свойствоУдалить папку скриптов PythonУдалить рендер слотУдалить вид рендераУдалить репозиторийУдалить репозиторий и файлыУдалить твёрдые телаУдалить твёрдое телоУдалить ограничитель твёрдого телаУдалить среду твёрдых телУдалить фильтр строкУдалить сегментУдалить выделенные костиУдалить выделенные кости из всех наборовУдалить выделенную записьУдалить выделенные элементыУдалить выделенное из активной коллекцииУдалить выбранное из коллекции костейУдалить ключ формыУдалить сочетание клавишУдалить одно переопределениеУдалить трек стабилизации вращенияУдалить трек стабилизацииУдалить модификатор дорожкиУдалить слот поверхностиУдалить цельУдалить текстовое полеУдалить темуУдалить плиткуУдалить отслеживаемый объектУдалить UV-картуУдалить неиспользуемыеУдалить неиспользуемые коллекции костейУдалить неиспользуемые коллекцииУдалить неиспользуемые группы освещенияУдалить неиспользуемые слоты материаловУдалить неиспользуемые слотыУдалить VR-ориентирУдалить группу вершинУдалить слой визуализацииУбрать из активной группыУбрать из всех группУдалить из всех коллекцийУдалить из всех группУдалить из коллекцииУдалить из рамкиУдалить из ключевого набораУбрать из локального видаУдалить из избранногоУдалить из группы вершинПереименоватьПереименовать слот действияПереименовать активную кость…Переименовать активный элемент…Переименовать активный объект…Переименовать слой аннотацииПереименовать коллекцию костей арматурыПереименовать костьПереименовать коллекцию костейПереименовать каналПереименовать блок данныхПереименовать редактируемую костьПереименовать файл или папкуПереименовать рисунок Grease PencilПереименовать слой Grease PencilПереименовать группу слоёв Grease PencilПереименовать маркерПереименовать модификаторПереименовать НЛА-трекПереименовать объектПереименовать позовую костьПереименовать группу вершинПереименовать элементПереименовать слой визуализацииПереименовать ключ формыПереименовать…РендерРендер активного объектаРендеринг анимацииРендеринг аудио…Рендер изменённого слояРендеринг изображенияРендеринг анимации вьюпортаРендеринг ключевых кадров вьюпортаОбласть рендераОбласть рендера…Предпросмотр секвенцииРендеринг анимации секвенсораРендеринг изображения секвенсораПерейти к следующему слоту рендераПерейти к предыдущему слоту рендераПредпросмотр изображенияРендеринг изображения вьюпортаИзменить порядокПереставить коллекцию костей арматурыИзменить порядок столбцовПереставить модификатор F-кривойПереставить слой маски Grease PencilПереставить слойПереставить слоиПространственное перестроение мешаУпорядочить назадУпорядочить вперёдПовторить по историиПовторить по истории…Повторить последнееЗаменитьЗаменить и выделитьЗаменить действиеЗаменить всеЗаменить изображениеЗаменить ключевой кадрЗаменить ключевые кадрыЗаменить связиЗаменить одиночный ключевой кадрЗаменить новым действиемЗаменить…Воспроизвести операторыПоказать отчёт о недостающих файлахСообщить об ошибкеРепозиторийПерепроецировать штрихиПерепроецировать штрихи...СброситьСбросить всё на значения по умолчаниюСбросить подложкуСбросить градиентную картуСбросить профиль кривойСбросить расстояниеСбросить анимацию растушёвкиСбросить крюкСбросить кернингСбросить переопределение библиотекиСброс нодыСбросить нодыСбросить ноды в рамкеСбросить исходную длинуСбросить переопределённые данныеСбросить профильСбросить недавние местаСбросить ретаймингСбросить настройкиСбросить единичное значение на значение по умолчаниюСбросить до исходникаСбросить трансформациюСбросить UVСбросить без ключейСбросить вектораСбросить цвета вершинСбросить видСбросить на тему по умолчаниюСбросить до значений "по умолчанию"Изменить размерИзменить размер столбцаИзменить размер изображенияИзменить размер нодыРазрешить конфликтВосстановитьВосстановить областиВосстановить элемент раскладкиВосстановить раскладку/раскладкиВосстановить настройки оператора по умолчаниюВосстановить предыдущее действиеИсключить невыделенное из рендераПродолжитьРесинхронизация иерархии переопределённых данныхРесинхронизация иерархии переопределённых данных (принудительно)Ретайминг дорожекРетаймингОтобразитьОтобразить скрытые кривыеПроявить грани/вершиныОтобразить скрытоеОтобразить выделенноеОбратить цветаОбратить UV-развёрткиСбросить измененияВосстановить ассет кистиВернуться к ассетуВернуть сохранённые настройкиВосстановить отключённые F-кривыеСправаПравая соседняяRigify - Добавить набор цветовRigify - Добавить набор цветов из темыRigify - Добавить стандартные наборы цветовRigify - Применить определённые пользователем активные/выбранные цветаRigify - Кодировать метаригRigify - Кодировать образец метаригаRigify - Кодировать виджетRigify - Сгенерировать ригRigify - Получить активные/выбранные цвета из текущей темыRigify - Удалить все наборы цветовRigify - Удалить набор цветовRigify - Обновить слои метаригаRigify - Обновить типы метаригаРазорватьРазорвать реброРазорвать областьРазорвать вершиныРазорвать вершины и продлитьРазорвать вершины и залитьКренКрен налевоКрен направоКорниВращатьПовернуть на 180°Повернуть на 90° по часовой стрелкеПовернуть на 90° против часовой стрелкиПовернуть цветаПовернуть ребро против часовой стрелкиПовернуть ребро по часовой стрелкеПовернуть изображение ортогональноВращать нормалиПовернуть выделенное реброПовернуть UV-развёрткиПовернуть видПовернуть…ВращениеВращение - Переключение коленаДобавить линейкуУдалить линейкуЗапустить файл PythonЗапустить скриптSTL (.stl)SVG как Grease PencilСэмплСэмплировать цветВыбрать размер детализацииСэмплировать группуЗначения вдоль отрезкаСэмпл группы вершинСэмплировать весСэмплы в лючиСохранитьСохранить все изображенияСохранить все изменённыеСохранить какСохранить как ассет…Сохранить изображение какСохранить как…Сохранить каталоги ассетовСохранить файл BlenderСохранить ассет кистиСохранить изменения в ассетеСохранить копию…Сохранить настраиваемый студийный светСохранить изображениеСохранить инкрементальноСохранить новые настройкиСохранить настройки в…Сохранить настройкиСохранить снимок экранаСохранить снимок редактораСохранить снимок редактора...Сохранить снимок экрана...Сохранить секвенциюСохранить файл запускаСохранить информацию о системе...Сохранить темуСохранить изображение предпросмотраСохранить копию…Сохранить как ассет кистиСохранить как ключ формыСохранить как студийный светScalable Vector Graphics (.svg)МасштабироватьСредний масштабУсреднить ключевые кадрыМасштабировать B-костьМасштабировать B-костьМасштабирующий контейнерМасштабировать расстояние оболочкиМасштабировать растушёвкуМасштабировать радиусМасштабировать размер регионаМасштабировать размер кисти для скульптинга/рисованияМасштабировать текстурное пространствоМасштабировать до вмещенияМасштабировать по соседнимМасштабировать для заполненияКамеру сцены к VR-ориентируLine Art для сценыВинтОбновить ноду скриптаПрокрутитьПрокрутить внизПрокрутить влевоПрокрутить страницуПрокрутить вправоПрокрутить вверхДобавить к прокручиваемому текстуПолоса прокруткиАктивировать прокруткуЛепкаРежим скульптингаШвы с острововМеню поискаОператор "Поиск"Поиск по отдельному менюПоиск...ВыделитьВыделить (связанные рукоятки)Выделить (по временной связи)Выделить (список)Выделить (сторону кадра)Выделить (несоединённые)Выделить активную камеруВыделить всёВыделить всё по типуВыделить поочерёдноВыделить по осиВыделить костиВыделить кости из коллекции костейВыделить граничную петлюВыделить рамкойВыделить по количеству полюсовВыделить по типу штрихаВыделить камеруВыделить каналВыделить ключевые кадры каналаВыделить окружностьюВыделить соединённыеВыделить цель ограничителяВыделить ряд контрольных точекВыбрать папкуВыделить концыРасширить выделениеРасширить выделение (список)Выделить грани по количеству сторонВыделить заполнениеВыделить элементы рамкиВыделить по группеВыделить по группе...Увеличить выделениеВыделить рукояткуВыделить рукояткиВыделить иерархиюВыделить крюкВыделить внутренние граниВыделить ключВыделить ключ / рукояткиВыделить ключевые кадрыВыделить обводкойВыделить слева/справаВыделить меньшеВыделить блокираторы привязки светаВыделить приёмники привязки светаВыделить строкуВыделить связанныеВыделить все связанныеВыделить связанные плоские граниВыделить связанные доВыделить связанные с подборомВыделить связанные сВыделить связанные вершиныВыбор выделения связанных вершинВыделить петлюВыделить область внутри петлиВыделить несвязанную геометриюВыделить маркеры до/после текущего кадраВыделить материалВыбрать слот материалаМеню выделенияВыделить зеркальноРежим выделенияВыделить большеВыделить далееВыделить следующий элементВыделить неразвёртываемоеВыделить объектВыделить иерархию объектовВыделить объектыВыделить объекты коллекцииВыбрать ориентациюВыделить перекрытияВыделить точку кривой рисованияВыделить родительскую костьВыделить родительскую рамкуВыделить контейнер или содержимоеВыделить по шаблонуВыделить по шаблону…Выделить связанные с подборомВыделить закреплённыеВыделить кости позыВыделить предыдущееВыделить предыдущий элементВыделить случайным образомВыделить отчётВыделить корниВыделить в той же коллекцииВыделить "набор выделения"Выделить острые рёбраВыделить кратчайший путьВыделить сторонуВыбрать сторону кадраВыделить по схожестиВыделить схожие участкиВыделить с отсоединениемВыделить треки стабилизации вращенияВыделить треки стабилизацииВыделить текстВыделить тайлВыделить временной маркерВыделить концыПереключатель выделенияПереключатель выделения (список)Выделить несгруппированныеВыделить группу вершинЭлемент выделения в представленииВыделить словоВыделить по атрибутуВыделить по типуВыделенные объектыВыделить закреплённыеВыделенное к прилегающему невыделенномуВыделенное к курсоруВыделенное к курсору (со смещениями)Выделенное к пикселямВыделениеВыборочная покраскаВыделенное к активномуВыделение к текущему кадруВыделенное к курсоруВыделенное к курсору (сохранение взаимного расположения)Выделение к значению курсораВыделенное к сеткеВыделение к ближайшему кадруВыделение к ближайшему маркеруВыделение к ближайшей секундеОтделитьРазделить костиОтделить заполненияРазделить изображенияРазделить слотыСдвинуть последовательностьОбменять данные в видеоредактореКоэффициент масштабирования вида секвенсораОперация секвенсораУстановить 2D-курсорУстановить 3D-курсорУстановить активную камеруУстановить активный видеофрагментУстановить активную группуУстановить активный ключевой наборУстановить активный слойУстановить активный материалУстановить активный модификаторУстановить активный объект как камеруУстановить активный ключ формыУстановить модификатор активный дорожкиАктивировать группу вершинУстановить атрибутУстановить осьУстановить рабочее цветовое пространство blend-файлаУстановить колпачкиУстановить регистрУстановить режим видеофрагментаУстановить атрибут цветаУстановить цветовой тегУстановить тип углаУстановить курсорУстановить курсор на смещениеОпределить концы кривойУстановить радиус кривойУстановить разрешение кривойУстановить тип кривойУстановить точки кривыхУстановить объект как поверхность для кривыхУстановить замкнутостьУстановить ширину нодовой группы "по умолчанию"Конечный кадрУстановить теги расширенияУстановить экстраполяцию F-кривойУстановить полУстановить кадр (предпросмотр дорожки)Установить диапазон кадров по дорожкамУстановить рандомизацию геометрииУстановить целевой весУстановить тип ручкиПометить удержаниеУстановить "Только в отражениях"Установить инверсиюУстановить ключевой кадр AУстановить ключевой кадр BЗадать тип ослабления ключевых кадровЗадать тип ручек ключевых кадровУстановить интерполяцию ключевых кадровУстановить тип ключевых кадровУстановить ID библиотекиУстановить нормали из гранейПерейти в объектный режимУстановить режим объекта с подрежимомУстановить смещение от курсораУстановить смещение от объектаУстановить ориджинУстановить регион наложенияУстановить постоянную основуУстановить положение центра трансформацииУстановить плоскостьУстановить диапазон предпросмотраУстановить диапазон превью по выделениюУстановить диапазон предпросмотра согласно дорожкамУстановить диапазон для дорожекУстановить цвет рендерингаУстановить область рендераУстановить размер рендераУстановить разрешениеУстановить ограничение просмотраУстановить кренУстановить режим вращенияУстановить масштабУстановить длину сценыВыбрать экранУстановить режим выделенияУстановить прокси выделенных дорожекУстановить выделениеУстановить остроту по углуУстановить масштаб решенияУстановить ключевой кадр решателяУстановить скоростьУстановить тип сплайнаНачальный кадрУстановить начальную точкуУстановить стерео 3DУстановить тип штрихаЗадать стильУстановить темуУстановить инструмент по типу кистиУстановить инструмент по индексуУстановить инструмент по имениУстановить равномерную непрозрачностьУстановить равномерную толщинуУстановить пользовательскую областьУстановить цвета вершинУстановить фон вьюпортаУстановить стенуУстановить весУстановить ось XУстановить ось YУстановить действиеУстановить активное действиеУстановить как активный материалСделать фономУстановить из гранейНастройки из активнойНастроитьБыстрое внедрение видеосценыГладкое авто затенениеПлоское затенениеГладкое затенениеГладкое затенение по углуОбновить шейдерОбрезать по формеПередать формуОстрые рёбраОстрые вершиныУвеличить резкостьСделать маску резкойСдвигСдвинуть ключевые кадрыКлючи сдвигаКратчайший путьПоказатьОтобразить активныйПоказать всеПоказать всё внутриПоказать все слоиПоказать все материалыПоказать коллекциюПоказать редактор драйверовПоказать скрытые объектыОтображать скрытые дорожкиОтобразить с иерархиейПоказать журнал сообщенийПоказать объекты коллекцииОтобразить иерархию объектовПоказать один уровеньУбрать отображение пакетаРаскрыть отображение пакетаПоказать ключи ретаймингаПоказать настройкиПоказать трекиРаскрыть/скрыть один уровеньПоказать/скрыть просмотр рендераСжать набор гранейСжать маскуУменьшить видимостьСжать/расжатьПресет кривой затвораСторона активнойСторона кадраУпрощениеУпростить штрихиОдна стрелкаОдна костьОднопользовательское действиеОднопользовательское окружениеСоздать арматуру кожиРасслабить/Стянуть оболочкуСравнять радиусы оболочкиИзменить размер оболочкиОтметить корень кожиПередвинутьСдвинуть маркерСдвинуть точку кривой рисованияСдвинуть маркерную плоскостьСдвинуть точкуСдвинуть кривизну сплайнаСдвинуть вершины вдоль рёберСдвинутьСместить содержимое дорожкиСдвинуть дорожкиКапительУмное UV-проецированиеУмное UV-проецирование...РазмазываниеСгладитьСгладить (по Гауссу)Сгладить (устарело)Сгладить радиус кривойСгладить наклон кривойСгладить веса кривойСгладить рёбраСгладить граниСгладить ключиЛапласово сглаживаниеСгладить маскуСгладить вектора нормалейСглаживание точекПлавная прокруткаСгладить штрихСгладить вектораСгладить цвета вершинСгладить группу вершинСгладить веса вершинСгладить вершиныСгладить вершины (по Лапласу)Плавный просмотрПлавный 2D-видПривязкаПереместить курсор кПривязать значение курсора к выделенномуПереместить курсор к активному элементуПереместить курсор к сеткеПереместить курсор к выделениюПереместить курсор к выделенным точкамПереместить курсор к центру координатПривязка кривых к поверхностиПривязать ключиПереместить выделениеПереместить выделенное к активномуПереместить выделенное к курсоруПереместить выделенное к сеткеПривязать дорожкиСдвинуть дорожки к текущему кадруПрикрепить к деформированной поверхностиПривязка к ближайшей поверхностиПереместить к симметричным вершинамПридать объёмностьОбъёмность гранейРешениеРассчитать камеруРассчитать движение камерыРассчитать движение объектаСортировать элементыСортировать элементы мешаУпорядочить палитруСортировать группы вершинСортировать по иерархии костейСортировать по имениСортировать по столбцуЗвукПерекрёстное наложение звукаЗвук в сэмплыЗвук...Источник звукаУправление скоростьюСфераПроекция сферыПрокрутитьНачальная заставкаРазделитьРазделить областьРазделить вогнутые граниРазделить мультикамерыРазделить неплоские граниРазделённые нормалиРазрезать дорожкиРазделить ребро движением мышкиРазделить штрихКвадратТреки стабилизации вращенияТреки стабилизацииStanford PLY (.ply)Начать правку размещённого действияНачать настройку действий дорожки (весь стек)Начать настройку действий дорожки (нижний стек)Разместить действиеСтатистикаУправление трафаретной кистьюСшитьОстановить правку размещённого действияОстановить настройку действий дорожкиСохранить снимок отмены для изменений каталога ассетовРастянутьРастянуть для заполненияТрансформация дорожки - ПодогнатьШтрихШтриховой скульптинг кривыхРежим штрихаШтрихиПереключить режим рисования штриховПереключить режим скульптинга штриховПереключение режима вершин штриховПереключить на режим покраски весов штриховСильнаяПодразделитьПодразделить кольцо рёберПодразделить штрихПодразделить и сгладитьУстановить подразделениеВычитаниеНадстрочная ²Надстрочная ³Надстрочная ¹ПоддержкаСвязать с деформирующей поверхностьюСглаженная поверхностьОбменятьПоменять местами областиПоменять цветаОбменять данныеЗаменить на пустую группуОбменять входыПоменять связиПоменять нодуЗаменить ноду ассетом группыПоменять местами дорожкиПоменять местами дорожкиПоменять зонуПереключить направлениеПереключить на коленоПереключить на вращениеСимметрироватьСинхронизировать длину действияСинхронизировать сокетыСужениеПереключить тип временной кистиТестировать встраиваемые шейдерные нодыПроверить конфигурацию клавиш на конфликтыТекстАвтодополнение текстаГрадиент текстурыРежим текстурированияНаклонить по осиСдвиг времениСдвиг времени ключевых кадровКонцыВ 3D-объектКо всем выходамК последнему ключевому кадру (сделать цикл)К связанным выходамК свободным выходамВ нижний регистрДо следующего ключевого кадраВ сферуВ верхний регистрВключить/выключить жирный шрифтПереключить регистрПереключить возможность редактирования каналаПереключить настройку каналаПереключить комментарииПереключить замкнутостьПереключить тип экспозиционного листаПереключить фиктивного пользователяПереключить силовое полеПереключить тип редактора графовПереключить скрытие сокетов нодыПереключить видимость файлов с точкиВключить/выключить курсив шрифтаВключить/выключить возможность редактирования переопределения библиотекиК локальному видуПереключить выделяемостьПереключить максимизацию областиПереключить метаРедактировать мета-дорожкуПереключить заглушениеВключить/выключить нодуПереключить параметры нодыПереключить предпросмотр нодыПереключить выделение объектаПереключить выходной слойПереключить перезаписьПереключить закреплениеПереключить закрепление IDПереключить режим позыПереключить просмотр с четырёх видовПереключить областьПереключить состояние выделенияПереключить выделениеПереключить видеоредактор и предпросмотрПереключить тип шейдингаВключить/выключить капительПереключить стильПоказать/скрыть системную консольПереключить активность типаВключить/выключить подчёркиваниеПереключить сеанс VRПереключить ноду "Предпросмотр (viewer)"Переключить видимостьПолноэкранный режимПереключить рентгенИнструментПанель инструментовЗапрос панели инструментовСверхуТорТрассировка изображения в Grease PencilОтследить маркерыПорядок трековОтследить траекториюНастройки трекинга по умолчаниюТрекболПеренос анимации FK на IKПеренос анимации IK на FKПеренести данные мешаПеренести разметку данных мешаПередать режимРежим переноса скульптингаПеренести ключ формыПеренести UV-картыПеренести весаТрансформироватьНабор гизмо трансформацийПеремещение курсором мышкиТрансформация от гизмоСвойства трансформацииТрансформации в дельтаПереходТреугольники в четырёхугольникиГрани в треугольникиОбрезатьЖест обрезки рамкойЖест обрезки обводкойЖест обрезки по линииЖест обрезки по полилинииУстранение неполадокПодстройкаСкручиваниеТипИмпорт USD завершёнРазорвать UVРазорвать UV и переместитьРежим выделения UVUV-СфераСнять подразделениеОтменить 'соло' для всехРасформировать мета-дорожкуОтменить назначение слотаНеподключённые сокетыПодчёркиваниеОтменитьОтменить изменения каталогаИстория действийПоместить в стек отменыОтменить и повторитьРазгруппироватьРазгруппировать каналыНесгруппированные вершиныПоказать всеУнифицировать длинуУбрать отступДеинсталлироватьДеинсталлировать отмеченноеДеинсталлировать студийный светUniversal Scene Description (.usd*)ОтсоединитьОтсоединить действиеОтсоединить коллекциюОтсоединить блок данныхОтсоединить объектОтсоединить переключатель панелейОтсоединить действиеОтсоединить материалОтсоединить текстуруОтсоединить окружениеРазблокировать всеРазблокировать все материалыРазблокировать все репозитории (проверка)Разблокировать выделенноеРазблокировать дорожкиРазблокировать трекиРазблокировать невыделенноеСнять все отметкиВключить каналыВключить невыделенные дорожкиВключить дорожкиРаспаковатьРаспаковать запекание ноды геометрииРаспаковать изображениеРаспаковать элементРаспаковать связанные библиотекиРаспаковать ресурсыРаспаковать звукОткрепитьНезащищённые каналыОтменить регистрациюОчистить свойствоУбрать подразделениеРазвернутьРазвернуть на основе угловРазвернуть согласованноРазвернуть с минимальным растяжениемОбновлениеОбновить все траектории движенияОбновить все траектории объектовОбновить все траекторииОбновить всё до кадраОбновить анимированные ограничители трансформацийОбновить анимациюОбновить кэш анимацииОбновить траектории движения арматурыОбновить репозиторий Blender'аОбновить пути костейОбновить пользовательский VR-ориентирОбновить подсвеченноеОбновить перевод аддонаОбновить репозиторий Blender'а I18nОбновить статистику переводовОбновить рабочий репозиторий I18nОбновить изображение из плоскости-маркераОбновить пути объектовОбновить путьОбновить пути в сценеОбновить экран отчётовОбновить диапазон кадров сценыОбновить рабочий репозиторийОбновить из объектовОбновить из объектов (отражённо)Обновить лицевой ригОбновить метаригИспользовать ноды альфа-наложенияИспользовать ноды комбинирования по глубинеИспользовать нодыСообщества пользователейВалидировать строки в .blendПроверить ссылки на коллекцииВерсионирование свойства скрытия костиВершинаЦвет вершин из весаСоединить вершиныСоединить вершины по линииСкладка вершинУровни группы вершинРисовать по вершинамЯркость/контраст рисования вершинОттенок/насыщенность/яркость цветов вершинИнвертировать цвета вершинУровни цветов вершинРежим рисования по вершинамРисование по вершинам - Установить цветСкрыть выделенные вершиныСдвиг вершиныРазделить вертикальноПросмотр в редакторе графов (все)Посмотреть анимациюОси видаВид из камерыПоказать по центруПосмотреть подробностиПросмотреть документациюПеретащить элементСдвиг вида по краямФильтр видаПросмотр в редакторе графовЦентрировать вид на объекте фиксацииСнять фиксацию видаФиксировать вид на активномПросмотреть руководствоНавигация вида (ходьба/полёт)Открыть онлайн-руководствоВид с орбитыПерспективный/ортографический видПосмотреть рендерКрен видаПрокрутить видПоказать выделенноеПросмотр в редакторе графов (индивидуально)Масштабировать видМасштабировать вид к коэффициентуПросмотр в редакторе графовРегион просмотраРендер вьюпортаФильтр видимостиПосетить платформу расширенийПосетить веб-сайтВизуальная геометрия в объектыВоксельный ремешНавигация "ходьба"Выделение обходомПереместиться с выделением/снятием выделения с файлаСтенаДеформироватьWavefront (.obj)СлабаяВесВесовой переходРисовать весаРежим рисования весовСэмплировать группу при рисовании весовСэмплировать вес при рисовании весовРисование веса - Переключить направлениеУстановить весВес из костейСоединитьВрезать рёбра в граниЧто новогоВытеснениеКаркасСловоПереместить рабочее пространство в конецПереместить рабочее пространство в началоОсь XПолёт XR-навигацииЗахват XR-навигацииСбросить XR-навигациюСмена рук в XR-навигацииТелепорт XR-навигацииОсь YЙена ¥Зум 1:1Масштабировать 2D-видЗум камеры 1:1ПриблизитьОтдалитьПриблизить регион…Масштабировать видМасштабировать до границМасштабировать по размеруglTF 2.0 (.glb/.gltf)Вывод материала glTFОператор "%s" не включает регистрацию, неверная функция вызоваОператор "%s" не включает отмену, неверная функция вызоваОператор "%s" не найден!Элемент списка файлов оператораЗначок оператора - ФонЗначок оператора - Передний планРежим оператораПуть курсора для оператораИмя оператораПараметры оператораПресеты оператораСвойства оператораЭлемент штриха для оператораОператор не может повторитьРежим выполнения оператораОператор был активирован с помощью события "щелчок-перетаскивание"Оператор уже зарегистрированОператор заморожен, изменения в его настройках не будут иметь эффект, пока вы не разморозите егоВ операторе отсутствует srnaИмя оператора (как строка в Python)Оператор не найден: bpy.ops.{:s}Оператор повторить "%s" не включает регистрацию, неверная функция вызоваОператор повторить "%s": неверный контекстРеестр операторовОператор, позволяющий обработчикам файлов принимать перетаскиваемые файлыОператор, который может произвести экспорт файлов с расширениями, указанными в bl_file_extensionsОператор, который может произвести импорт файлов с расширениями, указанными в bl_file_extensionsОператор, вызываемый при активации элемента со свойствами референтного ассетаОператор, вызываемый при перетаскивании элемента со свойствами референтного ассетаОператорыПротивоположность входуOptiXОтладка модуля OptiXОптический центрОптический центр линзыОптический центр линзы, в пикселяхУпрощённый видОптимизировать размер анимацииОптимизация анимацийОптимизировать ключи формыОптимизировать все ядра. Самый быстрый рендеринг, может привести к дополнительной загрузке процессора в фоновом режимеОптимизировать только ядра пересечения. Более быстрый рендеринг, незначительное дополнительное использование ЦП в фоновом режимеОптимизированный доступ к данным точек ключей формы при использовании средств доступа foreach_get/foreach_set. Предупреждение: не поддерживает устаревшие ключи формы кривой.Оптимизация шейдеров (осталось {})ФлажкиЦвета виджетов переключателейНастройка для деформации по кривой: использовать границы меша для ограничения деформацииНастройка для деформации по кривой: растягивать деформированных потомков вдоль всего путиОпция для путей и деформации кривой: применять радиус кривой к объектам, следующим за ним, и к деформированным объектамОпциональный аргументОпциональная меткаОпциональная обратная совместимость для нестандартных движков рендеринга. Применимо к источникам светаОпциональная особая метка нодыОпциональный коэффициент для регулировки компонента, который попадает в волос, отражается от его обратной стороны и затем выходит из волоса. Этот компонент ориентирован примерно вокруг входящего направления и принимает цвет пигмента внутри волоса. Оставьте значение "1.0" для физической корректностиОпциональный коэффициент для модуляции первого отражения света от поверхности волос. Цвет этого компонента всегда белый. Оставьте на "1.0" для физической корректностиОпциональный коэффициент для модуляции компонента пропускаемости. Подбирает цвет пигмента внутри волоса. Оставьте на "1.0" для физической корректностиОпциональный идентификатор ноды, с которым будут производиться операцииНеобязательный путь, определяющий место размещения нового каталогаОпциональный тип региона, с которым связана раскладкаОпциональный тип пространства, с которым связана раскладкаОпциональная метка для плиткиОпциональный вектор "вверх", который обычно является нормалью к поверхностиОпционально. Если указано, - это имя будет использоваться для вновь сгенерированного рига, коллекции виджетов и скрипта. В противном случае имя будет генерироваться на основе имени объекта-метарига путём замены 'metarig' на 'rig', 'META' на 'RIG' или добавления префикса 'RIG-'. При обновлении уже сгенерированного рига - его имя никогда не меняетсяОпционально переопределить контекст с помощью модуляОпцииОпции отключены до тех пор, пока файл не будет сохранёнОпции для данного типа полки ассетовПараметры для этой операции импорта blend-файлаПараметры для этого типа оператораОпции:OpusИлиОрбитаОрбитальное вращение и панорамированиеВращать вокруг выделенияОсь орбитыЦентр орбитыОрб. движение внизОрб. движение влевоМетод вращенияОрб. движение вправоОрбитальная чувствительностьОрб. движение вверхОрбитальное вращение и масштабирование вида с помощью 3D-манипулятораМетод вращения вьюпортаВид с движением по орбитеПовернуть вид по орбите влевоПовернуть вид по орбите вправоОрбитальное движение вида внизОрбитальное движение вида вверхОрбитальное вращение вида с помощью 3D-манипулятораПорядокПорядок по UПорядок по VПорядок острововОриентировать вращение вдоль заданного направленияОриентировать вращение Эйлера вдоль заданного направленияОриентировать на текущие настройки трансформацииОриентировать по вьюпортуОриентировать по нормалямОриентировать ось Y наОриентацияОсь ориентацииКость ориентацииСлот ориентацииВес ориентацииОриентация оси для ограничения смещения фильтраОриентация оси для ограничения силы фильтраОриентирует вектор A так, чтобы он указывал от поверхности B, как определено его нормалью C. Возвращает (dot(B, C) < 0) ? A : -AОриг FPSИсх. высотаИсх. ширинаОриджинСмещение ориджинаОриджин изображения для трансформацииОриджин масштабирования для каждого элемента. Если соединено несколько элементов, их центр приводится к среднему значениюРасстояние смещения ориджинаОриджин к 3D-курсоруОриджин в центр массы (поверхность)Ориджин в центр массы (объём)Ориджин к геометрииОригиналИсходная основаИсходные координатыИсходный IDИсходный решатель ИКИсходная длинаОригинальный режимИсходные нормалиКлассический шум ПерлинаИсходная плоскостьОригинальный габаритный контейнерИсходный диапазон кадров: {:d}-{:d} ({:d})Исходные "кадры в секунду"Высота исходного изображенияШирина исходного изображенияИсходная длина костиИсходная сцена, для которой был построен граф зависимостейИсходный меш поверхности пустНа исходной поверхности отсутствует UV-карта: "{}"Исходная трансформация кости в пространстве арматуры, установленная в режиме редактированияИсходное положение до деформаций, используемое для вычисления силы эффекта деформации (редактируйте/анимируйте положение после деформаций, а не до них)Несоответствие исходного количества вершин: от %u до %uИсходный слой визуализации, для которого построен граф зависимостейОриджиныОриджины (все)Потерянные Для избежания потери данных в текущую сцену добавлены объекты-сироты из библиотекиОртогональМасштаб ортогональной камеры (аналогично увеличению)Ортогональный масштабМасштаб ортогональной камеры (аналогично зуму)ДругоеДругая интерполяцияДругие дорожкиДругие типы геометрии, такие как кривая, метасфера и т. д. (преобразованные в меши)Другой объект не имеет ключа формыДругие дорожки, находящиеся под воздействием активной дорожки эффекта (имеют общий интервал времени, находятся снизу или назначены эффекту)За исключением добавления склеивающих ограничителей к элементу управления, риг действует как базовая цепь деформации с одним сегментомДругая траектория пользователя для бимануальных действий. Например, "/пользователь/рука/правая"ДругиеУнцииВыходОшибка нехватки памятиX-КонецZ-КонецНедостаточно памятиНедостаточно памяти при распределении объекта-тканиНедостаточно памяти при распределении треугольниковНедостаточно памяти при распределении вершинСнаружиУгол внешнего конусаГромкость внешнего конусаВнешние углыВнешняя складкаВнешняя маскаВнешнее соединениеВнешние точкиВнешний радиусВнешняя толщинаТолщина внешней граниВнешная форма, используемая инструментамиОттокНабор уровней оттокаОбводкаЦвет обводкиМатериал обводкиМодификатор "Обводка"Контур выделенияТолщина обводкиЦвет обводки активных позовых костейЦвет контура выделенных костей позыМодификатор обводки штрихов из вида камерыДля обводки требуется активная камераАутлайнерСинхронизация с аутлайнеромДанные пространства аутлайнераВыводВыход АВыводимые атрибутыВыход БДиректория выводаЭлемент выводаЭлементы выводаИмя выводаНода выводаПуть выводаПути выводаНастройки вывода файловКачество выводаПереключить выходВыходные группы вершинВыходная группа вершин"Точка белого" на выходеВыдавать поверхность из блоков без сглаживанияВывести значение цвета, выбранное с помощью виджета выбора цветаВывод развёртываемого меша, даже если базовый меш является неразвёртываемым, где рёбра имеют 3 или более соединяющихся граней. Этот метод медленнее.Вывести меш, соответствующий объёму исходного мешаВывести случайное значениеВыводит выделение слоя Grease PencilВывод выделенных рёбер путём следования по путям через рёбра мешаВывод одной коллекцииВывод одного материалаВывод одного объектаВыдавать гладкую поверхность без обнаружения острых рёберВывод версии меша с приданием ему объёмности путём простого экструдированияГенерировать поверхность, воспроизводящую острые рёбра и углы исходного мешаНастройки выходного цветового пространстваВыходные кривые следуют по путям через рёбра мешаВыходные данные из группы нодВыходные данные из зоны симуляцииВывести каждого потомка коллекции как отдельный экземпляр, отсортированный в алфавитном порядкеВыводить грани с гладким шейдингом, а не с плоскимКонтейнер выходного файлаФормат вывода для изображений. PNG не имеет потерь и обычно предпочтителен, но JPEG может быть более предпочтительнее для веб-приложений из-за меньшего размера файла. В качестве альтернативы их можно опустить, если они не нужныФормат вывода. Двоичный формат является самым эффективным, но JSON может быть проще для редактирования позжеСетка на выводе с оценёнными значениями полейСохранять изображение в формате AVIFСохранять изображение в формате CineonСохранять изображение в формате DPXСохранять изображение в формате JPEG 2000Сохранять изображение в формате JPEGСохранять изображения в формате OpenEXRСохранять изображение в формате PNGСохранять изображение в формате Radiance HDRСохранять изображения в формате SGI IRISСохранять изображение в формате TIFFСохранять изображение в формате TargaСохранять изображения в формате WebPСохранять изображение в формате BMPСохранять изображения в многослойном формате OpenEXRСохранять изображение в несжатом формате PNGРазрешение выходного изображенияВывод информации о цвете света в мир сценыВывод световой информации источника освещенияВывод списка со значениями оцениваемого поляНода вывода не должна находиться внутри зоныВыходные нормали для рельефного отображения - отключение может повысить производительность, если в этом нет необходимостиВыходные сокеты не могут быть много-входнымиВывести строковые символы, которые нельзя напрямую ввести с клавиатурыВывести информацию о материале поверхности для использования в рендерингеВывести положение кости относительно трансформации объекта-арматурыВывод всего объекта в качестве одного экземпляра. Это позволяет создавать экземпляры для "не-геометрических" типов объектовВывод геометрии относительно смещения коллекцииВывести геометрию относительно входной трансформации объекта, а также местоположение, вращение и масштаб относительно ориджина мираВыводить положения "ручек" относительно соответствующей контрольной точки, а не в локальном пространстве геометрииСоздать точки из оценённых точек сплайна на основе атрибута разрешения для сплайнов NURBS и Безье. Полисплайны остаются без измененийВывод значения нормали и вращения, которые были выведены до того, как нода начала учитывать сглаженные нормалиВывести количество символов в заданной строкеВыходыВыходы:НаружуВыдавливать наружу, а не внутрьНаружуВне области аннотацииВнешний отступНаружу к поверхностиВнешнее расстояние (в единицах интерфейса) от границы области, где прекратится панорамированиеВнешнее соединение дугообразноеВнешнее соединение остроеВнешнее соединение в виде квадратной заплаткиВнешняя скоростьНаложениеПоверх изображенияК какой части элементов дерева применить операциюЧрезмерное размытиеОбщее качество шумоподавления при использовании OpenImageDenoiseОбщий коэффициент расстояния для деформацииОбщий коэффициент деформацииОбщая минимальная интенсивность эффекта туманаОбщий радиус косичекОбщий радиус завитковОбщая чувствительность 3D-мышки при вращенииОбщая чувствительность 3D-мышки при перемещенииОбщий масштаб текстурыОбщий масштаб текстуры. Масштаб — это коэффициент габаритного контейнера грани, поделённый на значение масштабаЧрезмерное размытиеПереполнениеВыступМакс. выступМин. выступПерекрытиеРежим наложенияПорог наложенияТипы перекрывающихся рёберПерекрывающиеся края как контурыПерекрывающиеся кривые с одинаковым направлением завитка (по часовой стрелке или против) заполняются как единое целоеОбъединить перекрывающиеся островаВремя перекрытияНаложениеФиксировать наложениеРежим перекрытияСмещение наложенияНастройки наложенийНаложение сглаживания проволокиТип наложенияНаложение изображения переднего плана на фоновое изображениеКоэффициент смешивания наложения растровой маскиЦвет наложения поверх каждой второй строкиМетод отображения наложенияНаложить новые ключи на существующиеРежим перекрытия для растеризованной маскиНаложенияПереопределяемоПереопределеноПереопределено выделенноеИмена переопределённых блоков данных не подлежат редактированиюПереопределениеПереопределить фоновое изображениеКоллекция переопределенийПереопределить ограничениеПереопределить складкуПереопределить кадрПереопределить вставку кл. кадров по умолчанию — визуальноПереопределить вставку кл. кадров по умолчанию — только необходимыеЗаменить число итерацийСлои переопределенияПереопределить положениеПереопределить модификаторПереопределить формат нодыПереопределить нормалиОперации переопределенияПереопределить поведение перекрытия в случайном порядкеПерекрывать наложениеСвойства переопределенияПереопределить настройки сценыПереопределить количество итераций при решенииПереопределить трекПереопределить трансформациюПереопределить все значения, сохранённые и для неактивных вокселейПереопределить настройку по умолчанию, чтобы вставлять ключевые кадры на основе «визуальной трансформации»Переопределить настройку по умолчанию, чтобы вставлять ключевые кадры только там, где они необходимы в соответствующих F-кривыхПереназначить количество сэмплов в этом слое визуализации, 0 - использовать настройки сценыПереопределить значение приоритета пересечения объекта и коллекцииОперация переопределения не может быть удаленаСвойство переопределения не может быть удаленоПереопределить заданный массив "положения", пересчитав пространственные позиции объекта из предоставленных положений "события_мышки"Переопределить количество итераций в поиске решения для этого ограничителяЗаменить радиус точки сплайна радиусом суженияПереопределить активную камеру сценыПереопределить диапазон кадров симуляции из сценыПереопределить мир в этом слое визуализацииПереопределяет некоторые параметры активной кистиВылет за кадрРазмер вылета за кадрВыход за пределыВыход за пределы отключёнВыход за пределы отключёнОбзор графа сцены и всех доступных датаблоковПерезаписыватьПерезаписать %sПерезаписать всеПерезаписать текущее действиеПерезаписать всю областьПерезаписать существующие:Переопределять материалРежим перезаписиПерезаписать предыдущуюПерезаписать диапазонПерезаписать файл запускаПерезаписать файл запуска шаблонаПерезаписать текстурыПерезаписать меши виджетовПерезаписать данные всех элементовПерезапись символов вместо вставки при печатиПерезаписать существующие данные запекания?Перезаписать существующие файлыПерезаписывать существующие файлы при экспорте текстурПерезаписывать существующие кадры во время рендерингаПерезаписать существующий материал с тем же названиемПерезаписать существующие прокси-файлы при сборкеПерезаписать файл более старой версией Blender'а?Перезаписать файл, используя текущую конфигурацию OpenColorIO?Перезапись не проверяется для %s, пропускаетсяПерезаписать ключи во вставляемом диапазонеПерезаписать ключи на диапазоне вставки с использованием диапазона всех копируемых ключейПерезаписать ранее созданную ориентацию с тем же именемВладелецПространство владельцаОзонP1P2Расширения PBRPC2PCMОтношение PIC/FLIP. Значение "1.0" включает только симуляцию методом FLIP. Чем ниже значение, тем меньше размер брызг.PIZЭкспорт PLY: Невозможно открыть файл "%s"Экспорт PLY: Не удалось найти коллекцию "%s"Импортёр PLY: %s: %sИмпортёр PLY: импорт не удался, вершин нетИмпортёр PLY: не удалось импортировать, неизвестная ошибкаPNGPNG (.png)PNG изображение (.png)Путь .po-файла Blender'аПуть к рабочему файлу POПуть в файлу .potОснова PPMКоэфф. PPMУпаковатьPackBitsУпаковать внешние объектыУпаковать изображенияУпаковать островаКачество упаковкиУпаковать UV-островаПоле упаковки UV-островковУпаковать все грани в мешеЗапаковать изображения в .blend-файлУпаковать все используемые внешние файлы в этот .blend-файлЗапаковать все используемые внешние файлы в этот .blend-файлУпаковать изображение, встроив данные в .blend-файлУпаковать запечённые данные с диска в файл .blendУпаковать смещения из внешнего файлаУпаковать UV-развёртку для каждой грани в UV-границыУпаковать острова в активную плитку изображения UDIM или плитку сетки UDIM, где расположен 2D-курсорУпаковать острова в ближайший UDIMУпаковать острова в пользовательскую областьУпаковать только выделенные граниУпаковать запечённые данные в файл .blendУпаковать звук в текущий blend-файлУпаковать вУпаковать в начальный габаритный контейнер острововУпаковать {}ID пакетаID пакета не установленЗапакованныйЗапаковано файлов: %dЗапакованный файлЗапакованный файл, нажмите, чтобы распаковатьЗапакованные файлыРисование невозможно для многослойных упакованных файловРисование невозможно для многослойных упакованных файлов: %sУпакованные блоки данных не могут быть переименованыУпакованный блок данных библиотеки, нажмите, чтобы распаковать и сделать локальнымНевозможно сохранить упакованное изображение библиотеки: "%s" из "%s"Запаковано в память изображение "%s"Упаковка UV...Pad*Pad+Pad-Pad.Pad/Pad0Pad1Pad2Pad3Pad4Pad5Pad6Pad7Pad8Pad9PadEnterСтраницаКраситьКраска с прозрачностьюЦвет краскиГрадиентная карта краскиКривая силы штрихаКривые силы штрихаДатаблоки кривых рисованияОтладка рисованияРисование штрихов Grease PencilМаска рисованияРежим рисованияИсточник краскиПоверхность для рисованияСписок поверхностей для рисованияВлажность краскиРисовать цвет на точках штрихаРисовать штрихи в активном слое атрибута цветаРисовать штрих на весах текущей группы вершинРисовать штрихи на изображенииРисовать веса сразу всех выделенных костей, сохраняя их относительное друг к другу влияниеРисовать с прозрачностьюПозволяет рисовать изображения в 2DНаносить больше краски на грани, направленные к наблюдателюНаносить больше краски на грани, направленные к наблюдателю согласно этому углуЗначок слота рисованияСписок поверхностей для рисованияПокрасить материал с помощью атрибута цветаОкрашивание с использованием базового цвета активного материалаНарисовать вес в активной группе вершинВлажность краски, отображается на карте влажности (некоторые эффекты влияют только на влажное рисование)Рисовать градиентомРисовать одним цветомКриваяРисованияСоздатьСлой карты окраскиКарты краскиПарный выходПалитраСоздатьПалитра "%s" не содержит указанного цветаЦвет палитрыСплайны палитрыПалитра созданаДатаблоки палитрПалитра. Используйте левую кнопку мышки, чтобы собрать больше цветовых образцовПалитрыОсь вращения ладониПанорамироватьПанорам-ть / Масшаб-ть вид камерыУгол панорамированияПанорамировать внизПанорамировать влевоПанорамировать вправоЧувствительность панорамированияПанорамировать вверхПанорамировать видПанорамировать и поворачивать вид с помощью 3D-манипулятораПанорамировать область просмотраПереместить вид внизПанорамировать вид в данном направленииПереместить вид влевоПереместить вид вправоПереместить вид вверхПанорамирование вида при наведении мышки на крайПанорамировать вид с помощью 3D-манипулятораПанорамировать/масштабировать вид камеры вместо того, чтобы выходить из её вида при орбитальном движенииПанельПенель «%s» не найденаФон панелиЗаголовок панелиИдентификатор панелиОбводка панелиОкруглость панелиТекст панелиНазвание панелиШрифт заголовка панелиПереключатель панелейНа панели уже есть переключательПанель содержит элементы интерфейсаОписание панелиПанель, из которой добавляются сокеты к добавленной ноде "Входы/Выходы группы (group input/output)"Панель по умолчанию закрыта на новых нодахПанель выбрана в интерфейсеНазвание панелиПанель, содержащая элементПанели/Меню - Интенсивность тениПанели/Меню - Ширина тениПанелиПанорамированиеТип панорамыПанорамныйБумагаПарадАбзацПараллаксРадиус параллаксаVMM с поддержкой параллаксаПараллельноПараллельные нормалиПараллельные камеры без сходимостиПараллельные линииПараллелограммРедактор параметровПараметр от 0 до 1 по длине расширенияПараметрыПараметры и настройки для браузера файловПараметры, определяющие способ использования датаблока MovieClip другим датаблокомПараметры, определяющие способ использования датаблока другим датаблокомПараметры, определяющие длительность изображения, смещения и связанные настройкиПараметры, определяющие слот рендераПараметры, определяющие отображаемый кадр видеофрагментаПараметры, определяющие, на каком слое, проходе и кадре отображается изображениеПараметры решателя инверсной кинематикиПараметры для пользовательских камер (на основе OSL)Параметры для решателя инверсной кинематики iTaSCПараметрическиеПараметрическое положение по длине кривой, на котором должны находится объекты, перемещающиеся вдоль кривой (положение рассчитывается путём деления на длину пути)РодительРодительская библиотека архиваРодительская костьРодительский индексИнверсия родительских координатМатрица инверсии родительских координатТрансформация инверсии родительских координатРодительская группа слоёвРодительский объект для крюка, также пересчитывает и очищает смещениеРодительские частицыРодительский путьРодительские тегиТип родителяРодительская вершинаРодительские вершиныРодительское окноРодительская кость (в той же арматуре)Коллекция родительской кости. Обратите внимание, что для доступа к ней необходимо просмотреть все коллекции костей, чтобы найти родительскую.Родительская редактируемая кость (в той же арматуре)Родительский индекс в контекстном путиРодитель не является частью интерфейсаПороднить вновь созданные объекты с исходным источником экземпляровРодительский объектРодитель этой позовой костиМатрица трансформации относительно родителя. Предупреждение: Учитываются только иерархии объектов, поэтому, например, в случае иерархий костей будет получена матрица относительно объекта-арматуры, а не фактической родительской костиУстановить выделенные вершины в качестве родителей для выделенных объектовРодитель, к которому прикреплёна эта нодаПривязаться к неискажённому положению 2D-трекаРодитель:Настройки родительства для маскировки элементаРодительство:РодителиОшибка разбора в %sРазделять островками мешаЧасть геометрии для отображения данныхЧасть меша, которая будет симулироваться при активном штрихеЧастичноЧастичное наложение поверх секвенсора со смещением кадраЧастицаШирина полосы частиц (более высокое значение приводит к более толстой полосе и большему количеству частиц)Число частицКисть частицРедактирование частицКлюч волос из частицИнформация о частицеЭкземпляр-частицаВес объекта экземпляра-частицыКлюч частицЖизнь частиц МаксимумПоложение частицыСмещение частицНастройки частицРадиус частицРендеринг частицПараметры частицТекстурный слот в настройках частицФункции частицСистема частицНомер системы частицСистема частиц, которой управляет этот модификаторСистемы частицЧастицы-цельИнструмент частицUV для частицРадиус обновления частицСкорость частицКоличество частицДатаблоки частицКисть редактирования частицЭффекторы частиц влияют сами на себяЧастица в системе частицИмя объекта экземпляра-частицыКлюч частиц для волос из системы частицМножитель числа частиц (более высокое значение увеличивает число частиц)Ось ориентации частиц (не влияет на результат модификатора взрыва)Тип физики частицМножитель радиуса частиц (чем выше значение, тем крупнее меш-частицы). Требует настройки после изменения масштаба меша.Множитель радиуса частиц. Увеличьте это значение, если кажется, что симуляция теряет объём, уменьшите, если кажется, что симуляция набирает объём.Рассчитывать вращение частиц с учётом столкновений и эффекторовМасштаб частицРежим выделения и отображения частицНастройки частиц, доступные для повторного использования несколькими системами частицРазмер частиц в ячейках симуляцииСистема частиц может быть отредактирована в режиме частицСистема частиц отредактирована в режиме частицДля системы частиц определено несколько кэшейОбъект-система частицМодификатор экземпляра системы частицИмя системы частицНастройки системы частицМодификатор для симуляции системы частицСистемы частиц испускаются объектомИмя цели частицТип частицЭкземпляр-ЧастицаМодификатор экземпляра-частицыНастройкиЧастицОсьОплёткаПотомкиОкружностьНаложениеЗавитокИзлучениеИзгибСоздатьНичегоНичегоРодителиВизуализация частицТочкаМощностьРадиальныйРендерНаклонитьВращениеШероховатостьСпиральВолнаСистемаЧастицМодификатор системы частицЧастицыЧастицы МаксимумНастройки частицЧастицы и создание экземпляровЧастицы умирают при столкновении с объектом-отражателемЧастицы, сгенерированные системой частицЧастицы внутри границБудут ли видны частицы от этого объекта на рендереЧастицы были созданы при симуляции жидкостиЧастиц на граньРасщеплениеКоэффициент разделенияМаксимальное разделениеМинимальное разделениеРазделение недоступно с виртуальными родителямиПроходФильтр проходовИндекс проходаПропускать дальшеДоступ к рукояткам дорожкиПроход, содержащий тени и свет, который должен быть умножен на фон (подложку)Проход в многослойном изображенииВолны проходят через края меша без отраженияПаспартуАльфа паспартуПроходыПроходы не поддерживаютсяПроходы, включаемые в активный проход запеканияПроходы, используемые шумоподавителем для отделения шума от шейдера и деталей геометрииПассивныйВнешняя камераВнешняя камера недоступнаВставитьВставить точки или штрихи Grease Pencil из буфера обмена в активный слойМетод вставкиВставить нормальВставить по слоюВставить содержимое из файлаВставить копию штрихов из буфера обменаВставить датаблоки из буфера обменаВставка драйвера: отсутствует драйвер для вставкиВставьте 3 необходимых числа в формате: '[n, n, n]'Вставьте 4 необходимых числа в формате: '[n, n, n, n]'Вставить ключевые кадры от отражённых костей, если они существуютВставить ключевые кадры из внутреннего буфера обмена для выделенных каналов, начиная с текущего кадраВставить ключи с окончанием на текущем кадреВставить ключи по исходному времениВставить ключи относительно положения курсора по YВставить ключи относительно текущего кадра при копированииВставить ключи относительно значения кривой под курсоромВставить ключи начиная с текущего кадраВставить ключи со смещением значенияВставить ключи так, чтобы первый из них соответствовал ключу слева от курсораВставить ключи так, чтобы последний из них соответствовал ключу справа от курсораВставить ключи с тем же значением, с которым они были скопированыВставить новое изображение из буфера обменаВставить ноды из буфера обмена в активное дерево нодВставить нормаль из буфера обменаВставить объекты из буфера обменаВставлять позадиВставить во все кадры между первым и последним выделенным ключом, при необходимости создавая новые ключевые кадрыВставлять в кадры, имеющие выделенный ключ, потенциально создавая новые ключи на этих кадрахВставлять только в текущие значения, манипулирование данными анимации только при включённом автоматическом создании ключейВставить выделенные UV-вершиныВставить сплайны из буфера обменаВставить дорожки из буфера обменаВставить текст из буфера обменаВставить текст, который был выделен в другом месте, а не тот, что был скопирован (только X11/Wayland)Вставить ассет, который был ранее скопирован с помощью функции "копировать как ассет"Вставить драйвер во внутренний буфер обмена на подсвеченную кнопкуВставить содержимое внутреннего буфера в активный набор линийВставить настройки материала и нодВставить сохранённую позу с отражением на место текущей позыВставить сохранённую позу на место текущей позыВставить настройки текстуры и нодыВставить смещение времени для ключевых кадровВставить у активногоВставить треки из буфера обменаВставлено %d ассетовВставлено костей: %d, и пропущено невыделенных костей: %dВставлены все кости: %dВставлено только %d из %d скопированных костейВставлено только %d из %d скопированных костей, и пропущено невыделенных костей: %dВставляет матрицу из буфера обмена в текущую активную кость позы или объект. Использует матрицы мирового пространстваЗаплаткаПутьНевозможно преобразовать путь "%s" в абсолютныйПуть "%s" не может быть сделан абсолютным для %s "%s"Путь "%s" не может быть сделан относительным для %s "%s"Путь "%s" не найден (нет блока данных известного владельца)Путь "%s" не найден из связанного блока данных "%s" (из библиотеки "%s")Путь '%s' не найден из локального блока данных '%s'Путь послеАнимация путиПуть доСравнение путейОграничитель путиПродолжительность путиКонец путиНаведение путейСлед. ключевые кадры траекторииПредыд. ключевые кадры траекторииДлительность путиМаска путиРежим путиПуть выводаОтносительный путьРазделитель путиНачало путиШаги путиКонфликт путей: %d кэширования(-й) установлены на путь %sРежим редактирования путиПуть от датаблока до нодового дерева, редактируемого сейчасИнтерполяция пути в этой точкеПуть уже анимированПуть редактируется в данный моментПустой путь, сохранить не удалосьПуть к свойству, определяющему изображение для элемента управленияПуть к объекту в архиве AlembicПуть к свойству, определяемый глубинойВыбор между первичным и вторичным путями к данным для установкиПуть к свойству, используемому для вращения отображения текстурыПуть к свойству, определяющему цвет элемента управленияПуть к свойству, определяющему цвет заливки элемента управленияПуть к свойству, определяющему масштаб элемента управленияТочка траектории выбрана для редактированияПуть относительно папки, отображаемой в данный момент в браузере файлов (включает имя файла)Для выделения пути необходимо выделить два элемента общего типаРассчитывать время на пути по абсолютным кадрамПуть к файлу CSVПуть к файлу OBJПуть к файлу OpenVDBПуть к файлу PLYПуть к файлу STLПуть к внешнему плееру анимации/последовательностей кадровПуть к папке с файлами .blend для использования в качестве библиотеки ассетовПуть к папке, используемой для сохранения запечённых изображенийПуть к настройке, используемой в ключевом набореПуть к текстовому файлуПуть к альтернативному стартовому файлуПуть к редактору изображенийПуть к библиотеке ассетов не существует:Путь к просматриваемым даннымПуть к внешнему файлу со смещениямиПуть к файлуПуть к gltfpackПуть к бинарному файлу gltfpackПуть к файлу изображенияПуть для установки устаревших пакетов аддоновПуть к шрифту интерфейсаПуть к моноширинному шрифту интерфейсаПуть к настройке-свойствуПуть к .blend-файлуПуть к архивуПуть к отображаемым даннымПуть к данным, отображаемым в табличном редактореПуть к папке, куда будут скопированы импортированные текстурыПуть к библиотекеПуть до библиотечного .blend-файлаПуть к объекту в архиве Alembic, используемый для поиска данных геометрииПуть к объекту в архиве Alembic, используемый для поиска матрицы трансформацииПуть к файлу-шаблону .potПуть к соответствующему файлу .po в исходном репозитории Blender'аПуть к соответствующему файлу .po в рабочем репозиторииПуть к сохранённому файлу настроекПуть к шейдеру, определяющему пользовательскую камеруПуть слишком длинный, сохранить не удалосьПуть: {!r}Путь: {:s}ПутиСравнение путейДиапазон траекторийТип траекторийПути к объектам в архиве AlembicПути:ШаблонОбласть шаблона:Габаритный контейнер шаблонаУглы шаблонаСопоставить шаблонРежим шаблонаРазмер шаблонаОбласть габаритного прямоугольника шаблона в нормализованных координатахШаблон, используемый для внутренних соединенийШаблон, используемый для внешних соединенийСхема, используемая для соединения объектовОбразцыПаузаПриостановить запеканиеОстановить предпросмотрОстановить рендеринг во всех вьюпортахЛапаРегулировка резкости пиков для моделей 'JONSWAP' и 'TMA'Арахис (без скорлупы)Арахис (в скорлупе)Инвертировать пероУвеличение силы нажатия уменьшает влияние текстурыНаклон пера cзади (-1.0) вперёд (+1.0)Наклон пера слева (-1.0) направо (+1.0)ПятиугольныйНа кривуюДля каждого размераСмещение по вершинамИспользовать независимый коэффициент для каждого компонентаКоличество сэмплов на слой рендеринга переопределяет сэмплы сценыКоличество сэмплов на пиксельДанные отдельных вершин для модификатора "оболочки"ПроцентПроцентПроцентный коэффициентПроцент длины вдоль каждой кривой для сглаживания деформации от корняПроцент количества, используемый для вьюпортаПроцентная сила цветового влияния дорожки на другие дорожкиПроцент длины входной дорожкиПроцент от максимальной скоростиПроцентное отношение частиц, отображаемых в области просмотраПроцент размера рендера, добавляемый в виде вылетов в буфере рендераПроцент от длины входной дорожкиПроцентное отношение к разрешению рендераПроцентное значение, определяющее целевое положение вдоль длины кривойПерцептивноБез визуальных потерьВоспринимаемые однородные значения RGB, соответствующие значениям виджета выбора цветаВыполнить сэмплинг RIS направляемого объекта на основе произведения распределения падающего света и BSDFВыполнить операцию сравнения между двумя заданными входамиВыполнить логическую операцию над заданными булевыми входамиВыполнить матричное умножение двух входных матрицВыполнить одиночное сечение объекта доменаВыполнять побитовые операции над 32-битными целыми числамиВыполнять как хромакей (для удаления фона), так и подавление разлива (для исправления цветового оттенка фона)Выполнять хроматическую адаптацию из другой белой точкиВыполнять шумоподавление на устройствах GPU, которые были настроены на вкладке "Система" в пользовательских настройках. Это значительно быстрее, чем на CPU, но требует дополнительной памяти графического процессора. Когда для больших сцен требуется больше памяти GPU, эту опцию можно отключитьВыполнить внешнюю операцию над файлом или папкойВыполнять полнотестовый поиск по фрагментам слов. Предупреждение: может быть медленнымВыполнить корректировку уровня на каждом цветовом канале изображенияВыполнить математические операцииВыполнять операции отдельно для каждого элемента геометрии (например, вершины, рёбра и т. д.)Выполнить текущее действие для файла под курсором (например, открыть файл)Выполнить различные математические операции с заданными входными целыми значениямиВыполнить операцию векторной математикиПроизводительностьПресеты производительностиПериодПериод волныПериод шума1D-шум Перлина2D-Шум ПерлинаПостоянная деформацияВсегда разрешать выполнение скриптовУдалить blend-файл ассета кисти навсегда. Это действие не может быть отменено.Удалить кисть навсегда. Это действие не может быть отменено.Удалить blend-файл ассета поз навсегда. Это действие не может быть отменено.Постоянно скрытые коллекции:ПроницаемостьПрава доступаПерсидский - ﯽﺳﺭﺎﻓПостоянноНе выгружать данныеПуть постоянных данныхПостоянный IDПостоянный идентификаторПостоянный UIDПостоянные данные, связанные со столбцом табличного редактораПостоянные данные, связанные с таблицейПостоянные данные для таблиц, отображаемых в этом табличном редактореПостоянный идентификатор для межкадрового сопоставления объектов для размытия движенияПерсональный токен доступа, может потребоваться для некоторых репозиториевПерспективныйЗначение фокусного расстояния перспективной камеры в миллиметрахМатрица перспективыФокусное расстояние перспективной камерыPage DownPgUpФазаМножитель фазыСмещение фазыСдвиг фазы волныФазовая функция рассеянного светаФаза синусоидального смещенияФиФизическая симуляция тканиФизический проводникФизические свойстваФизические источники светаФизическая модель для моделирования сил изгибаФизически точные единицы освещения glTF (cd, lx, nt)Физически точный, простой в использовании шейдер для рендеринга волос и мехаФизически точный, простой в использовании шейдер для рендеринга материалов поверхности, основанный на модели OpenPBRФизикаНастройки физикиТип физикиФизическая симуляция для флюидов, таких как вода, масло и дымВыборВыбрать экземплярОпция "Выбрать экземпляр (pick instance) включена, но нет экземпляров для выбора. В качестве экземпляра будет использован ввод на входе.Выбрать случайноВыбрать свойство для использования в качестве цели драйвераВыбрать случайные объекты из коллекцииВыбранная кость не относится к уже выбранной арматуреНе удалось выбрать костьПикометрыИзображенияКруговое менюЦвета круговых менюКруговое меню при перетаскиванииКруговые менюУдержание клавиши кругового меню дольше этого времени скроет меню после отпускания клавиши (в сотых долях секунды)Размер круговых меню в пикселяхВремя сохранения начального положения курсора мышки в центре для круговых меню (в сотых долях секунды)ЗакрепитьУпругость пружины закрепления положения вершинЗакрепить границыЗакрепить гизмоИнтенсивность привязки к целиГруппа закрепленияPin IDЗакрепить материалМетод закрепленияЗакрепить режимПрикрепить сценуФиксировать границы симуляцииЖёсткость закрепленияГруппа закрепления вершинГраница закрепленияЗакрепить каждую кривую в определённой точке для операцииЗакрепить в редакторе графовЗакрепить режим за кистьюЗакрепить на последнем местеЩипокЩипок UVПинг-понгРежим "Пинг-понг"ЗакрепленоЗакреплённая арматура не является активной в 3D-вьюпортеЗакреплённые острова зафиксированы на местеЗакреплённые острова будут только перемещеныЗакреплённые острова не будут масштабироватьсяЗакреплённые острова вращаться не будутЗакреплённые вершины можно выделять только в режиме вершинПроизводственный маршрутПоршеньНаклонКоэффициент тона для расчёта эффекта ДопплераЦентр трансформацииОсь вращенияОграничитель «центр трансформации»Контроллер вращенияСмещение центра вращенияЦентр трансформацииТочка вращения XТочка вращения YВращение вокруг активного объектаВращение вокруг центра габаритного контейнера выделенного объекта/объектовВращение вокруг собственных ориджинов каждого объектаЦентр трансформации вокруг средней точки каждого выделенного островаВращать вокруг 2D-курсораВращение вокруг 3D-курсораЦентр трансформации в средней точке выделенных объектовЦентр вращения/масштабированияЦентр трансформации относительно штриха в параметрической форме u (0 ≤ u ≤ 1)Положение точки вращения совпадает с положением активного объектаПоложение точки вращения совпадает с положением выделенного объектаТочки вращения расположена между телами с ограничением твёрдого телаЦентр масштабирования и вращенияПиксельПиксель-артСоотношение сторон пикселяСоотношение сторон пикселяФормат пикселя XФормат пикселя YКоординаты в пикселяхПлотность пикселейПресеты плотности пикселейПиксельный фильтрРазмер пикселяСоотношение сторон пикселяТип фильтра пикселейШирина фильтра пикселейРазмер пикселяРазмер пикселя во вьюпорте во время рендерингаРазмер пикселя масштабируется в зависимости от процентного отношения к разрешению рендера сценыПикселизацияЭффект пикселизацииЭффект пикселизацииПикселизовать изображениеПикселиПиксели будут считаться находящимися в области размытия, если средняя разница между их определяющим фактором и определяющим фактором центрального пикселя будет меньше этого порогаПиксели будут считаться частью границ (краёв), если более 10% соседних пикселей будут иметь значения маски в пределах этого отклонения относительно значения маски пикселяПиксели будут очищаться только в том случае, если количество пикселей в их окружении, которые отличаются, будут превышать этот порог относительно общего числа "соседей". Соседи будут рассматриваться "отличающимися", если они будут превышать значение входа порога цветаПиксели будут очищаться только в том случае, если разница их цвета от среднего цвета их соседей будет превышать этот порогСмещение в пикселях по осям при рисовании штрихов мышкойПикселей на единицу Blender'аПикселей на дюймПиксели, значения яркости которых выше этого максимума, не учитываются при кеинге (останутся необрезанными)Пиксели, значения яркости которых ниже этого минимума, будут обрезаныПиксели/СантиметрПиксели/ДюймПиксели/МетрПиксели/{:s}Разместить маркерРазместить следующую вершину штрихаУстановить курсорПомещать маркеры по всему кадруРазмещать маркеры непосредственно внутри областей, обозначенных инструментом "Аннотации (annotation)"Размещать маркеры непосредственно за пределами областей, обозначенных инструментом "Аннотации (annotation)"Поместить новый маркер в указанном местеПоместить новый маркер в нужном месте (по нажатию кнопки мышки)Расположите ноду смешивания (Mix) на той же высоте, что и самая нижняя нодаРазместите ноду смешивания (Mix) между двумя нодамиПоместить курсор в центре выделенных ключевых кадровПоместить значение курсора по Y на среднее значение выделенных ключевых кадровРасположить курсор в новом месте без «перепрыгивания» на него (если используется привязка к курсору)Разместить вершины на поверхности, которые будут иметь бесконечные уровни подразделения (самая гладкая форма)ЗаполнительЗаполнителиРазмещениеРазмещение для обнаруженных признаковПростоеОсиПростое сцеплениеПланарноПлоский зондПлоскостьПрозрачность плоскостиУгол между плоскостямиПлоскость осиНормаль плоскостиПлоскость смещенияДавление на плоскость смещенияТочка плоскостиТрек-плоскостьДеформация трека-плоскостиИнструменты изображения трека-плоскостиТреки-плоскостиУсечение плоскостиПлоскость проецирования штриховПлоскость, используемая для ориентацииТрек-плоскость "%s" не найдена в объекте отслеживания %sТрек-плоскость выделенПреобразование деформации плоскости с использованием явных угловых значенийШтукатуркаПластичностьПластичностьВоспроизвестиВоспроизводить аудиоВоспроизводить каждый кадрВоспроизвести вРежим воспроизведенияВоспроизвести анимациюВоспроизводить на нормальной скорости независимо от FPS сценыВоспроизводить звук в видеоредакторе во время перемещения кадра мышкойВоспроизведение звука из редактора последовательности, в противном случае отключение звукаВоспроизвести кадры или видео рендера во внешнем проигрывателеВоспроизвести в обратном направленииВоспроизвести этот файлВоспроизведениеЭлементы управления воспроизведениемЧастота кадров воспроизведения (FPS)Только воспроизведениеСкорость воспроизведенияПанорамировать звук при воспроизведении (только для моноканальных источников)Высота воспроизведения звукаГромкость воспроизведения звукаПрограмма воспроизведенияКурсор воспроизведенияСмещение курсора воспроизведенияСначала создайте вариантПожалуйста, отключите/включите 'фильтр действий', чтобы обновить списокИзмените настройки аддона перевода интерфейсаВключите онлайн-доступ в разделе настроек "Система (system)".Пожалуйста, отправьте отчёт об ошибке.Выделите хотя бы одно изображениеПожалуйста, выберите только 1 кадр для сбросаНеобходимо выделить две дорожкиОстрыеТочкаТочка 1Точка 2Точка 3Точка 4Кэш точекСписок кэшей точекКэши точекОблако точекОблако точек из меш-объектовОблако точек: {} точекОблака точекЧисло точекИндекс кривой точкиПлотность точекID группы точекИндекс точкиИндекс точки в кривойИнформация о точкеТочечный источник светаТрек-точкаТочка "вверх"Кэш точек для физической симуляцииВыполните запекание кэша точекКомпонент-облако точек, содержащий только данные о точкахБлок данных облака точекДатаблоки облак точекОбъект "облако точек" не поддерживает эту операцию установки ориджинаОблако точек или меш, точки которых следует объединитьОблака точек поддерживают только один материал; ввод выделения не может быть полемКоординаты точкиТочка в облаке точекТочка в ключе формыТочка в ключе формы для кривых БезьеТочка в ключе формы для кривыхТочка сетки решёткиТочка не найдена в заданном сплайнеТочка кривойТочки кривой, используемые для отображения кривойТочка пути, используемого для задания профиляТочка на источнике, которая будет привязана к целиРежим выделения точекТочка выделенаНаправить выбранные пользовательские нормали на заданную цельУказать, вокруг чего нужно вращатьсяРазворот в сторону целевого объекта по кратчайшему пути вращенияРазворачивание объекта в сторону целевого объекта по оси наблюдения с блокировкой остальных осейНаправить объект в сторону целевого объекта по кратчайшему угловому путиТочечно сэмплировать набор цветовТочка:ОблакоТочекСоздатьУказательУказатель по пути image_id не является идентификаторомЗаострённостьТочкиТочки (не поддерживается)Точки UТочки VТочки, определяющие растушёвкуСетка точек, в настоящее время не поддерживается объектами-объёмамиТочки в направлении U (не может быть изменено при наличии ключей формы)Точки в направлении V (не может быть изменено при наличии ключей формы)Точки в направлении W (не может быть изменено при наличии ключей формы)Точки кривойТочки решёткиТочек на кривуюТочки, которые следует преобразовать в вершины мешаТочки в кривыеТочки в SDF сеткуТочки в вершиныТочки в объёмТочки, из которых вычисляется выпуклая оболочкаТочки для создания кривыхТочки на экземплярТочки, для которых следует установить положениеТочки, для которых следует установить радиусТочки, которые следует конвертировать в объёмТочки, объём которых следует преобразовать в сетку поля знаковых расстоянийТочек:%sТочек:%s/%sДиск ПуассонаКоэффициент Пуассона для упругой деформации. Более высокие значения лучше сохраняют объём, но также приводят к выпячиванию.Центр преобразованияСместить результатРасчёт центра преобразования граниПолярный 0 это XПолярный 0 это YПолярный ZXПолярный ZYПолюсУгол коленаКол-во для полюсаУгол слияния полюсов - НачалоУгол окончания слияния полюсовУгол начала слияния полюсовПодцель коленаЦель коленаПолярная ось для вращенияСмещение вращения коленаПольский - PolskiПолилинияPoly Build Создать грань курсором мышкиPoly Build Разделить на месте курсораPolyBuild: переместить курсором мышкиТипы данных полигоновПолигонПлощадь полигонаЦентр полигонаНормаль полигонаНормали полигоновПолигон в датаблоке мешаПолигонизацияПолигонизацияРазрешение полигонизации на рендереРазрешение полигонализации в области 3D-вьюпортаПолигоныПолигоны мешаПолилинияМногочленПорядок многочленаПолистиролВсплывающее окно для поиска меню в текущем контекстеВсплывающий поиск по всем доступным операторам в текущем контекстеВсплывающий поиск по всем меню в текущем контекстеПорталГлубина порталаЧасть элементов для случайного выделенияПортугальский (Бразилия) - Português BrasileiroПортугальский (Португалия) - Português europeuПол.ПозаАссет для поз скопирован, используйте "вставить как новый ассет" в любом браузере ассетов, чтобы вставитьКость позыЦвет кости позыКости позыПоложение начала позовой костиСегменты IK позыБиблиотека позБиблиотека поз на основе системы ассетов.Смещение положения позыМаркеры позыМатрица позыРежим позыИмя позыОпции позыСмещение ориджина костиПоложение позыСмещение вращения позыПространство позыПоложение конца позовой костиАссеты поз можно изменять только в режиме позыБиблиотека поз работает только для арматур в режиме позыОграничители позовой костиПоложениеПоложение 1Положение 2Коэффициент положенияПоле положенияРежим положенияКвантование положенияБиты квантования положенийПоложение по XПозиция вдоль путиПоложение и обводкаПоложение пакета, восстановленного из этого трекаПоложение трафаретной маски во вьюпортеПоложение ключа ретайминга на временной шкалеПоложение трафарета во вьюпортеПоложение конечной контрольной точки кривойПоложение конечной ручки, используемой для определения формы кривой. В режиме смещения относительно конечной точкиПоложение первой контрольной точкиПоложение первой вершиныПоложение элемента на родительской панелиПоложение последней контрольной точкиПоложение средней контрольной точкиПоложение срединного контро́ллера, отключено при "нулевом" значенииПоложение мышки, используемое для режимов "Поверхность (surface)" и "Активная вершина (active vertex)"Положение корневой точки кривойПоложение второй контрольной точкиПоложение разрезаПоложение начальной контрольной точки кривойПоложение начальной ручки, используемой для определения формы кривой. В режиме смещения относительно начальной точкиПоложение кончика кривойПоложение органов управления туловищем и центра трансформацииПоложение волны вдоль направления полос. Это можно использовать как вход для бо́льшего контроля над искажениемРасположить камеру сцены на выделенном ориентиреПоложение для переходаПоложение, обводка и интенсивностьПоложение:ПозиционноПозиционное отслеживаниеПоложительноеПоложительная осьПоложительные стороныПоложительная ось XПоложительная ось YПоложительная ось ZПоложительное сглаживание мешаВозможная потеря данных при сохранении этого файла! Модификатор %s устарел (Объект: %s)ПостобработкаПроцесс после подшаговПостобработкаПостеризацияОтложить выполнения до запуска оператора инструмента (при использовании с инструментом)ПостобработкаРадиус потенциаловФунтыМощностьРежим возведения в степеньТочностьРежим точностиУгол точности, используемый для пошагового вращения в 2D-редакторахУгол точности, используемый для пошагового вращения в 3D-редакторахРежим точностиТочность сходимости в случае повторного прохождения циклаТочность сэмплинга штриха. Низкие значения означают более точный результат, а ноль отключает сэмплированиеТочность быстрого прохода лучей ГОТочность трассировки лучей в экранном пространствеПредустановленные инерционные переходы, полезны для динамической графики (от наименее до наиболее "драматичных")Предопределённый цвет нодыПредопределённый цвет трекаПредопределённые характеристики отслеживаемой камерыПредопределённые настройки трекингаПредсказаниеПредсказывать перемещение целиPreethamPreetham 1999 (устарело)Предпочитать установление родства с деформациейПредпочтительно скольжение по рёбрам, чтобы получить равномерную ширинуПредпочитать сдвиг вдоль рёбер с равной ширинойНастройки3D-ВидСпециальные возможностиДобавить кривуюДобавить мешВсеАнимацияЗапеканиеКамераЦветКомпозитингВстроенныйТёмныйРазработкаРасширениеОбратная связьИгровой движокГеометрические нодыGrease PencilВысокий контрастИмпорт-ЭкспортВдохновленоПрежней системы (прочее)Прежней системы (пользовательский)СветОсвещениеМатериалМешМоделированиеНодаОбъектПокраскаФизикаПроизводственный маршрутПечатьРендерРиггингСценаСкульптингСеквенсорСистемаРедактор текстаТрекингПереводитьUVИнтерфейс пользователяОтображение настроекНастройки навигацииНастройки были измененыНастройки, относящиеся к просмотру данныхНастройки сохраненыНастройки, которые работают только для приложенийПредпочтительное устройство, используемое во время обнаружения (для вступления изменений в силу требуется перезапуск Blender'а)Предпочитает соединять фоновые компонентыПредпочитает соединять компоненты переднего планаПредпочитает подключать цвет, который встречается реже всего в локальном окружении текущего положенияПредпочитает подключать цвет, который встречается чаще всего в локальном окружении текущего положенияПредвыборка кадровВыполнить предзагрузку кадров для ускорения воспроизведения/трекингаКэширование...Предв. фильтрПредварительная фильтрация шумных проходов (альбедо и нормали) для улучшения качества шумоподавления при использовании OpenImageDenoiseПредварительно отфильтровать шумные направляющие проходы перед шумоподавлением цвета. Улучшает качество, когда направляющие проходы являются "шумными", используя дополнительное время обработкиПредварительная фильтрация шумных направляющих проходов перед шумоподавлением изображения. Улучшает качество изображения, когда направляющие проходы являются "шумными", используя дополнительное время обработки.ПрефиксПредумноженныйПредумножение прозрачностиПодготовить дополнительные анимацииПодготовить неиспользуемые текстурыПодготовить сцену для постобработки 3D-объектов на этот исходный видеофрагментПредпроходПредварительная обработкаПредвыбранный режим этой кистиСохранятьСохранить атрибутыСохранять цветаСохранять деталиСохранять длинуСохранять оболочку мешаСохранять высотуСохранить предыдущееСохранять предыдущую маскуСохранять швыСохранять остротуСохранять символы в кодировке UTF-8 при написании основных символов и имён свойств USD (требуется программное обеспечение, использующее USD 24.03 или выше при открытии полученных файлов)Сохранять вокальные формантыСохранять объёмСохранять контурные линии при фильтрацииСохранять углы, которые имеют более острый угол, чем этот порогСохранять длину каждой кривой во время деформацииСохранить пути к файлам текстур из уже импортированных файлов USD. Экспортировать оставшиеся текстуры в папку 'textures' рядом с файлом USDСохранить выравнивание острововСохранять порядок острововСохранять швы вдоль рёбер с фаскамиСохранять острые рёбра вдоль рёбер с фаскамиСохранять длину кривых на сегментной основеСохранять предыдущую маску и добавить или вычесть новую, созданную на основе цветовСохранить предыдущее состояние целевых данныхСохранять глобальные трансформации во время родственной связиСохранить объём, если используются вращенияСохранять существующую геометрию вдоль плоскости разрезаПресетИмя пресетаНастройки предустановок для внешних плееров анимацииИспользуемая предустановка видаПресетыНажатиеНажмите 'Enter', чтобы выполнить сэмплирование за пределами окна Blender'аНажмите + или -, или используйте колёсико мышки, чтобы настроить смешиваниеНажатие и отпусканиеНажмите клавишуНажатие вызывает немедленную активацию, предотвращая передачу щелчка инструментуНажать на активную кнопкуДавлениеСопоставление колебаний с давлениемМаски́рование давлениемСлучайность давленияШкала давленияСопоставление размера с давлениемСопоставление интенсивности с давлениемГруппа вершин давленияПоле давления домена флюидаЗапретить изменение настроек при повторном выполнении оператора; полезно для одновременного изменения нескольких вещей при сложной геометрииПредотвращать изменения в видоискателе по высотеПредотвращать изменения в видоискателе по положениюПредотвращать изменения в видоискателе по вращениюПредотвращать изменения масштаба видоискателяПредотвращать ориентацию видоискателя "вверх"Предотвращать самопересечения в растушёвкеПредотвращает переворачивание UV-развёрток, само переворачивание может снижать искажения в зависимости от положения закрепленийЗапретить изменение маркеровПрепятствовать прохождению вершин через плоскость симметрии во время редактированияПредотвращает переворачивание UV-развёртокПрепятствует ручной перезаписи переопределённой операции (не используется)ПредпросмотрФон предпросмотраПредпросмотр во время трансформацииНастройки превью наложенияНаложения предварительного просмотраКачество предпросмотраДиапазон предпросмотраКонечный кадр диапазона предпросмотраНачальный кадр диапазона предпросмотраРазрешение предварительного просмотраФорма предпросмотраРазмер предпросмотраПривязка предпросмотраПредпросмотр мираЗум предпросмотраПросматривать все каналы, значения которых меньше или равны этому значению. "0" отобразит все каналы, а отрицательные значения поднимаются на соответствующее количество уровней мета-дорожки, если применимо, отображая все существующие там каналы.Предпросмотр изображения и значокПредварительный просмотр изображения и значка этого блока данных (всегда "нет", если этот тип данных не поддерживается)Предварительный просмотр материалов с использованием предопределённого освещения окружающей средыИспользуемая форма для предварительного просмотра нодПредварительный просмотр финальной сцены с использованием активного движка рендерингаПредварительный просмотр плоскостей скребка на курсоре во время рисования штрихаПредпросмотр этого файлаПревьюНе удалось очистить предварительные просмотры для файла '{:s}'!Процесс генерации превью не удался для файла '{:s}'!ПредыдущийПредыдущая угловая скоростьПредыдущий символИндекс предыдущего ребраПредыдущая ошибкаПредыдущий ключевой кадрПредыдущая строкаПредыдущая нодаПредыдущая страницаПредыдущее положение частицыПредыдущая скорость частицыПредыдущее вращениеПредыдущее словоПредыдущий тип/операция смешиванияПредыдущий кадрПредыдущий или выделенноеОператор ПрюиттПервичныйПервичная осьОсновная ось костейПервичный цветОсновные слои управленияПервичный путь к даннымПервичная ось вращенияОсновной цвет шахматного узора, обозначающий прозрачные областиПервичный путь к свойству, устанавливаемому радиальным элементом управленияПервичная ось вращения:ПримитивЛогический примитивНецелый примитивЦелый примитивПримитивыPrimvar (переменная примитива) "%s" (интерполяция %s, тип %s) не может быть преобразована в BlenderГлавная точкаПринципиальныйПринципиальный BSDFПринципиальный BSDF волосПринципиальный объёмШейдер "Принципиальный"ВывестиВыводить оценку производительности в консольВывести сообщение при инициализации терминалаВывести статистику использования памяти в консольРаспечатать этот файлПриоритет активного цветаОтдавать приоритет согласованности динамических изменений высоты тонаОтдавать приоритет высококачественной обработке по смещению высоты тонаОтдавать приоритет скорости обработки нежели качеству звукаПриоритетProResProRes 422ProRes 422 HQProRes 422 LTПрокси ProRes 422ProRes 4444ProRes 4444 XQПрофиль ProResВероятное прекращение сэмплинга освещения, когда вклад света ниже этого порога (больше шума, но быстрее рендеринг). Ноль - отключает тест и никогда не игнорирует световые сигналыВероятностьПлотность вероятности на каждый цветовой канал для события "рассеяния за пределы", происходящего на единицу расстоянияПлотность вероятности поглощения света на единицу расстояния, пройденного в среде, на каждый цветовой каналЗондМаксимальное расстояние снятия карты отражения, дальше которого объекты не будут отражатьсяМинимальное расстояние снятия карты отражения, ближе которого объекты не будут отражатьсяОшибка запекания объекта «%s»Ошибка сохранения запечённой карты в «%s»Ошибка встраивания запечённой карты для объекта «%s»Процедурная цветовая текстура, основанная на тригонометрических функцияхСоздать процедурную текстуру с облаковидным фрактальным шумомПроцедурная текстура с фрактальным шумомСоздать процедурную текстуру с градиентной картойПроцедурная текстура с клеточным шаблоном на основе шума УорлиТекстура с очень гибким процедурным фрактальным шумомПроцедурная мрамороподобная шумовая текстура со сгенерированными волновыми полосамиПроцедурная текстура с шумом, искажённым двумя алгоритмами шумаПроцедурная текстура со случайным шумом, даёт разный результат на каждом кадре для каждого пикселяПроцедурная текстура с волновыми полосами и кольцами и дополнительным шумом (опционально)Процедурное цветовое смещение текстурПроцедурная текстура с искажённым шумомПроцедурная текстура «масгрейв»Процедурная текстура с шумомПроцедурная текстура ВороногоОбрабатывать свойства костейОбрабатывать свойства данныхОбработка эффекта стекания (невысохшая краска стекает по направлению гравитации)Обработка эффекта сокращения (сокращение окрашенного пространства)Обработка эффекта растекания (растекание невысохшей краски по поверхности)Обработать рендер (и композитинг) через секвенсор видео, если в нём есть видео дорожкиОбработать результат рендеринга с помощью компо́зитинга, если сцене назначена группа нод компо́зитингаСоздать коэффициент смешивания в зависимости от угла между нормалью к поверхности и направлением взгляда, используя уравнения Френеля. Обычно используется для смешивания отражений под скользящими угламиСоздать коэффициент смешивания в зависимости от угла между нормалью поверхности и направлением взгляда. Обычно используется для наложения шейдеров с помощью ноды Mix ShaderИмитировать чертёжные круговые, эллиптические и прямоугольные штрихиСоздать маску, которая изолирует содержимое переднего плана, сравнивая его с эталонным фоновым изображениемСоздаёт меньше полюсов и улучшенную топологиюПрофильПрофиль кривойКоэфф. профиляГеометрия профиляВвод профиляРежим профиляОбъект-профильРедактор профильных кривых, используемый для построения профильных кривыхТочка профиляРазрешение профиляФорма профиляТип профиляКонтрольные точки профиляПрограммаОшибка в коде: отсутствует функция очистки трансформации или имя ключевого набораПрогрессПолоса хода выполненияЦвета виджетов полос состоянийПрогрессияПроецироватьПроекция A на BОсь проецированияРасстояние проецированияПроецировать отдельные элементыОграничение проецированияРежим проецированияПроецировать на выделенноеОбратное проецированиеТочка проекцииПроецировать точку с использованием матрицы, используя местоположение, вращение, масштаб и перспективное делениеПроецировать отредактированный рендер из активной камеры обратно на объектПроецировать контурные линии с использованием объекта-источника светаПроецировать отредактированное изображение назад на объектПроецировать в указанном и противоположном направленияхПроецировать на поверхностиПроецировать штрихи на плоскость, привязанную к XПроецировать штрихи на плоскость, привязанную к YПроецировать штрихи на плоскость, привязанную к ZПроецировать координаты UV-карты с отрицательной оси Z другого объектаПроецировать UV-координаты меша в том виде, в котором она отображена сейчас в 3D-видеПроецировать UV-координаты меша на сферическую поверхностьПроецировать UV-координаты меша на цилиндрическую стенуПроецировать UV-координаты меша на шесть граней кубаПроецировать извлеченный меш на исходную модельСпроецировать геометрию на плоскость, определяемую линиейСпроецировать форму на другой объектПроецировать штрихи только на выделенные объектыПроецировать на скульптПроецированныйПо проекции (2D)Проекция рёбер с интерполяциейПроецированные грани с интерполяциейX-ПроекцияY-ПроекцияПроекция из видаПроекцияСмесь проекцииМатрица проекцииРежим проекцииТип проецированияПроекция XПроекция ортогональной фотографии на зеркальный шарПроекция входного изображенияПроекция на виртуальный цилиндр из его центра, аналогично вращающейся панорамной камереПроекция разворачивает выделенные грани меш-объектовПроекторыПроецировать меш, чтобы сохранить объём и детали исходного мешаКомандаЗапрос подтвержденияСвойство:РаспространениеРаспространение масштабаРаспространить на контро́ллерыРаспространить скручиваниеПередавать все информационные сообщения, сообщения об ошибках и предупреждениях вверх на родительские нодовые группыРаспространять атрибуты экземпляров в домене точек, а не в домене кривых. Это свойство существует для совместимости с версией 5.0 и более ранних.Передавать вверх на родительские нодовые группы только сообщения об ошибках и предупрежденияхПередавать вверх на родительские нодовые группы только сообщения об ошибкахРаспространить позу на все ключевые кадры между текущим кадром и параметром «Кадр»Распространить позу на все ключевые кадры от текущего кадра и до тех пор, пока ключевые кадры не закончатсяРаспространить позу на все ключевые кадры после текущего кадра, которые действуют на кадрах с маркерами сценыРаспространить позу на все выделенные ключевые кадрыРаспространить позу только до первого ключевого кадра за текущим кадромРаспространить позу только до последнего ключевого кадра (то есть зациклить действие)Распространение масштаба происходит от основных элементов управления по всей цепочкеРаспространить скручивание от основных элементов управления по всей цепочкеРаспространить:Интервалы распространенияСвойстваПространство свойствСвойства, используемые в качестве входных данных для этого драйвераСвойства и боковые панелиСвойства, связанные с настроенным экспортёромСвойства из данных переопределения не могут быть отредактированыСвойства изображения и режима рисования по текстуреСвойства режима рисованияСвойства режима редактирования частицСвойства плитки UDIMСвойства режимов рисования на вершинах и рисования весовДанные пространства свойствСвойства, устанавливаемые при вызове оператораСвойствоСвойство "%s.%s" не найденоОпределение свойстваРедакция свойстваРедакторы свойствЗначок свойства - ФонЗначок свойства - Передний планИмя свойстваСвойства весаСвойство добавлено в ключевой набор: "%s"Свойство не может быть одновременно булевого и вещественного типаРедакция свойства data_pathДлина свойства по пути "%s" составляет %d, а не %dСвойство по пути "%s" не является нецелочисленнымСвойство было создано динамически во время выполненияСвойство представляет собой имя файла, путь к файлу или папку выводаСвойство — это путь, который поддерживает префикс "//", обозначающий расположение относительно папки файлов ".blend"Свойство — это путь, который поддерживает синтаксис выражения переменной "{имя_переменной}", который подставляет значение указанной переменной вместо самого выраженияСвойство можно анимировать с помощью RNAСвойство можно редактировать из связанных экземпляров (изменения не сохраняются)Свойство можно редактировать через RNAСвойство не подлежит редактированиюСвойство не подлежит редактированию: %sСвойство может быть зарегистрировано как часть регистрации типаСвойство можно переопределить с помощью RNAСвойство зарегистрировано в реестре типовСвойство должно быть бестиповым, расстоянием, множителем, процентом, углом или количеством пикселейСвойство должно быть числовым или вещественнымИмя свойства (в виде строки)Редактировать имя свойстваСвойство "%s" не найденоСвойство удалено из набора ключейСвойство, хранящее в себе произвольные пользовательские свойстваТип свойства не соответствует входному сокету "(%s)"Значение свойства не определено в перечисленииДоля исходных пиксельных линий оригинального изображения на сэмплПропорциональное редактированиеДействия пропорционального редактированияПропорциональное редактирование F-кривыхСпад пропорционального редактированияПропорциональное редактирование объектовПропорциональное редактирование используется только для связанной геометрииПропорциональное редактирование с использованием положений экранного пространстваРадиус влиянияРежим пропорционального редактированияПропорциональное редактирование в редакторе F-кривыхПропорциональное редактирование в редакторе действийРежим маски́рования пропорционального редактированияРежим пропорционального редактирования объектовЗащитаЗащитить цвет от дальнейшего редактирования и/или изменений кадраЗащитить слой от дальнейшего редактирования и/или изменений кадраЗащитить ключ формы от случайного скульптурного изменения и редактированияЗащитить ноду дерева от редактированияЗащищено от переопределенияПрототипыПредоставить логическое значение ("Истинно/Ложно"), которое можно соединить с другими нодами в древеУказать индивидуальный идентификатор группы для каждого слоя, и все слои с одинаковым идентификатором будут объединены в одинПредоставить значение вращения, которое можно соединить с другими нодами в древеПредоставить выделение на основе типов ручек контрольных точек БезьеПредоставить выделение для произвольного количества конечных точек в каждом сплайнеПредоставить выделение граней, которые используют указанный материалПредоставить строковое значение, которое можно соединить с другими нодами в древеПредоставить векторное значение, которое можно соединить с другими нодами в древеПредоставить целочисленное значение, которое можно соединить с другими нодами в древеПредоставить информацию о точках отслеживания движения, например, для значений x и yЗадать отдельно положение, вращение и масштабПрокси были удалены из Blender'а (%d прокси были автоматически преобразованы в переопределения библиотеки, %d прокси не удалось преобразовать и они были очищены). Рассмотрите возможность повторного сохранения любого файла .blend библиотеки с новейшей версией Blender'аБлизостьРасстояние близостиБлизлежащая геометрияРежим расстоянияПрименять спад по близости внутри объёмного телаТип спада по близостиПроксиОсобая папка для проксиОсобый файл проксиПапка проксиРазмер рендера проксиНастройки проксиНастройка проксиРазмер проксиПрокси не включён для %s, пропускаетсяУтерян прокси объекта %s библ. %sУтерян прокси объекта %s библ. Параметры прокси для видеофрагментаПараметры прокси для дорожки последовательностиПрокси/таймкодПрореживание сеткиРежим раздуванияРаздуть объёмЗатягиваниеПритянуть точки к средней точке кистиВыпадающий списокЦвета виджетов ниспадающих менюПритягивать несвязанные края друг к другуТянет ткань к начальной позиции курсораИмпульсно-кодовая модуляция (RAW)НасыщенныйАккуратное освещениеЧистая случайностьУдалить неиспользуемые данные из этого файлаОтталкиваниеВыталкиватьПротолкнуть позуПереместить действие вниз по стеку НЛА в виде новой дорожкиВыдвинуть действие в начало стека НЛА в виде новой дорожкиФиксировать шаги для возможной отмены действий после каждого использования данного гизмоВыталкивать вторичные частицы, которые покинули домен, назад в доменПодталкивать терминатор тени по направлению к свету, чтобы скрыть артефакты в низкополигональной геометрииТолкать/ТянутьТолкать/тянуть выделенные элементыТолкать/тянуть: %.4f%s %sТолкать/тянуть: %s%s %sПоместить на фонПоместить новые объекты в активную коллекциюПоместить вставленные объекты в активную коллекциюПоместить содержимое мета-дорожки обратно в секвенсорPxr24 (с потерями)PythonСправочник по API PythonКонсоль PythonНаписание скриптов на PythonПапки скриптов PythonПапка скриптов PythonПодсказки PythonАвтоматически загружаемые аддоны на PythonЯзыкPython отключён в этой сборкеОценка Python не удалась: Оценка Python не удалась: {:s}Python-выражение, вычисляемое при установке исходных параметров нодыPython ограничен для безопасностиPython-скрипт для задания модуля стиляЗначение Python для неподдерживаемых типов пользовательских свойствPython: {}Python: {}.{}КвадТип угла квадаДля четырёхугольниковРазбиение квадратов4-х Видовой просмотрОбласти просмотра с 4-мя видамиКвад-буфер не поддерживается системойКвад-буферное окно успешно созданоКвадратичноКвадратичная БезьеКвадратичное сопротивлениеКвадратичная сфераКвадратичное ослаблениеРемеш QuadriFlow выделенного мешаQuadriFlow: Перестройка меша отмененаQuadriFlow: Перестройка меша завершенаQuadriFlow: Перестройка меша не удаласьQuadriFlow: меш должен быть развёртываемым и иметь нормали граней, указывающие в одном направленииЧетырехугольникКачествоШаги качестваКачество для форматов изображений, поддерживающих сжатие с потерямиКачество экспорта JPEGКачество анизотропной фильтрацииКачество экспорта изображенийКачество создаваемых проксиКачество упаковки. Более высокие значения будут медленнее, но тратят меньше местаКачество изменения высоты тонаКачество симуляции в шагах на кадр (чем выше, тем лучше качество, но медленнее)Параметры качества конвейера трассировки лучейКоличественная невидимостьКоличество сажи во флюидеБиты квантования для значений цвета ("0" = без квантования)Биты квантования для общих значений, таких как веса или суставы ("0" = квантование отсутствует)Квантование битов для значений нормалей ("0" = без квантования)Квантование битов для значений положения ("0" = без квантования)Квантование битов для значений координат текстур ("0" = без квантования)Квантовать положениеЧетвертьОслабление четвёртой степениКватернионКватернион (WXYZ)Атрибут-кватернионЗначение атрибута кватернионаВращение по кватернионуКватернионный тип данных, влияет на вращениеВращение по кватернионуВращение кватерниона (влияет на смешивание NLA)Кватернион во вращениеЗапрос для вставки в поле поискаРазмер очередиБыстрые эффектыИзбранноеБыстрая настройкаQuickTimeАнимация QuickTimeБыстрая настройка Line Art для активной коллекцииБыстрая настройка Line Art для активного объектаБыстрая настройка Line Art для всей сценыОслабление пятой степениВыйти из Blender'аRR/D-ФоторецепторRED Dragon 5KRED Dragon 6KRED Helium 8KRED Monstro 8KRGBЦветовое пространство RGB (Красный, Зелёный, Синий)RGB-кривыеКанал-ограничитель RGBRGB-ПостроениеПеремножать значения каналов RGB полупрозрачных пикселей с альфа-каналомНе изменять значения каналов RGB полупрозрачных пикселей от альфа-каналаЦветовое пространство RGBМодификатор RGB-кривых для дорожки последовательностиRGB в оттенки серогоRGB в XYZЗначения RGBRGBAЦвет RGBA 32-битные значения с плавающей запятойRGBA-цвет в цветовом пространстве sRGBRGBA-цвет в линейном цветовом пространстве сценыСокет ноды RGBA-цветаЦвет RGBA с 32-битными значениями с плавающей запятойЦвет RGBA с 8-битными положительными целочисленными значениямиРК4RLEПКМИндекс в массиве RNARNA-путьRNA-путь (из ID-блока) используемого свойстваRNA-путь к свойству, затрагиваемому F-кривойRNA-коллекции только идентификаторов, ссылку на элемент также использует и сам указатель идентификатора, а не только его имяRNA-путь к свойству от ID владельцаОпределение свойства RNARNA-тип, используемый для указателей на любые возможные данныеRNA-оболочка для булевой переменнойRNA-оболочка для нецелой переменнойRNA-оболочка для целочисленной переменнойRNA-оболочка строкиRVРадиальноРадиальное искажениеРадиальное рассеиваниеРадиальная шероховатостьКоличество в радиальной симметрииРадиальный тайлингМодель радиального искажения, подходящая для обычных камерРадиальное рассеивание (реальное гравитационное рассеивание = 2)Радиальное поле, направленное к центру объектаРадиальные касательные вокруг оси X, Y или ZРадиально искажает изображение, создавая "бочкообразное" или "подушкообразное" искажениеRadiance HDR (.hdr)РадианыРадианы: {}ПереключателиЦвета виджетов радиокнопокРадиусРадиус (родитель)Радиус - длина вектораРадиус 1Радиус 2Радиус снизуРадиус спадаРадиус головыИнтерполяция радиусаРадиус - Макс.Радиус - Мин.Смещение радиусаМасштаб радиусаМасштаб радиусаРадиус сверхуРадиус по X:Радиус по Y:Изменение радиуса для применения к текущим штрихамРадиус фаскиРадиус от центральной точки до поперечных сеченийРадиус в сэмпле сетки для поиска допустимых сэмплов сетки для копирования в недопустимые сэмплы сеткиРадиус, на который дублирующие кривые смещены относительно направляющихРадиус персонального воздушного пространства члена роя (% от размера частицы)Радиус персонального пространства члена роя на земле (% от размера частицы)Радиус потомков вокруг родителяРадиус контрольных точек кривойРадиус «кисти» ластикаРадиус эффекта размытияРадиус начала кости (только для деформации оболочки)Радиус ядра, используемого для смягчения или повышения резкости пикселейРадиус ограничивающей сферыРадиус вновь добавленных кривых, когда они не интерполируется из других кривыхРадиус конца кости (только для деформации оболочки)Радиус геометрии фаски, без учёта экструдированияРадиус нижней окружности конусаРадиус кисти в пикселяхРадиус внутренней окружности; может быть больше внешнего радиусаРадиус внешней окружности; может быть меньше внутреннего радиусаРадиус закручиваемых кривыхРадиус оболочкиРадиус сферы или цилиндраРадиус верхней окружности конусаРадиус поперечного сечения тораРадиус виртуального цилиндраРадиус, на котором краска одноцветнаРадиус примененияРадиус для вычисления обновления позиции каждой частицы (большие значения вычисляются медленнее, но частицы движутся менее хаотично)Радиус для вычисления потенциалов для каждой ячейки (большие значения работают медленнее, но создают более гладкие сетки потенциалов)Радиус выделения соседей для смешиванияРадиус при максимальном давлении на планшет (или при отсутствии планшета)Радиус, используемый для расчёта нормали области при первом щелчке, в процентах от радиуса кистиРадиус:Возвести целевой масштаб в указанную степеньВыравниваниеГрадиентная картаСлучайныйСлучайный уголСлучайные штрихиСлучайная жёсткость сгибаСлучайный центрСлучайный размер потомковСлучайный цветСлучайная криваяСлучайность торможенияСлучайный коэффициент для конца штрихаСлучайность тренияСлучайная длинаСлучайная маскаСмещение случайного шумаСлучайное смещениеСлучайный порядокСлучайная ориентацияСлучайно на островСлучайная фазаСлучайная позицияСлучайный радиусСлучайное вращениеНерегулярность шероховатостиСлучайная вариацияСлучайное вариативное значение для операцииСлучайные настройкиСлучайный размерСлучайный коэффициент для начала штрихаСлучайное значениеСлучайный обходСлучайный обход (кожа)Случайные параметры кистиДоля случайности для автогенерирации UV-вращенияСлучайный коэффициент для изменения исходного оттенкаСлучайный коэффициент для изменения исходной насыщенностиСлучайный коэффициент для изменения исходного значенияСлучайный спадСлучайный идентификатор экземпляра, как правило для случайного шейдингаСлучайное смещение текстуры шума для каждой кривойСлучайное смещение угла поворота каждой кривойСлучайно по наборам гранейСлучайно по отдельным частямСлучайно по вершинамСлучайные вращения, приводящие к равномерному распределению направлений. Вращение вокруг оси Z является совершенно случайным.Случайный шаблон сэмплинга, используемый интеграторомСлучайная вариацияСлучайное вариативное значение для операцииВариация случайности, используемая алгоритмом. Различные вариации строят различную топологию мешаСлучайная жёсткость волосРазброс случайных изменений торможенияСлучайные изменения тренияСлучайность амплитудыСлучайное изменение ориентацииСлучайное значение для размера потомков частицСлучайный вектор для каждой кривойРандомизироватьСлучайная амплитутдаСлучайная осьСлучайный выбор цветаРандомизировать разворотСлучайное положениеСлучайное смещениеРандомизировать фазуСлучайное вращениеРандомизировать масштабСлучайный масштаб по осямСлучайная вариацияСлучайный размерРандомизировать трансформацииУстановить случайные значения дельта-трансформаций вместо обычных трансформацийРандомизировать номер каждого кадраРандомизировать существующее выделение или создать новое случайное выделениеРандомизировать трансформации экземпляров в их индивидуальном локальном пространствеСлучайное положение, вращение и масштаб объектовРандомизировать только по ключевым кадрамУстановить случайный порядок выделенных элементовСделать ориентацию частиц случайнойСлучайная позиция на путиСлучайное вращение вокруг путиСделать вращение частиц вокруг выбранной оси ориентации случайнымРандомизировать смещение штрихаРандомизировать положение, вращение и масштаб UV-островаСобирать грани или рёбра в случайном порядкеУстановить случайные значения положенияРандомизировать порядок элементов геометрии (например, вершин или рёбер) после некоторых операций, где нет никаких гарантий относительно порядка. Это позволяет избежать случайной зависимости от чего-то, что может измениться в будущемРандомизировать значение вращенияУстановить случайные значения вращенияУстановить случайные значения масштабаРандомизировать трансформацию экземпляровРандомизировать трансформации между всеми копиямиРандомизировать трансформации для всех распределяемых экземплярахСлучайное положение точекСлучайное смещение для вершинРандомизирует существующее выделение или создаёт новое случайное выделениеВыделить контрольные точки UVW случайным образомСлучайным образом выделить элементы метасферыВыделить некоторые контрольные точки случайным образомСлучайно выделить вершиныСлучайностьМножитель случайности при выборке частицДоля случайности давления в новых штрихахДоля случайности интенсивности в новых штрихахСлучайность растяжения штриховСлучайность центровСлучайность радиусовДиапазонМакс. диапазонаДиапазон - Мин.Выделить в диапазонеПодсветка диапазона для флагов недоступна!ЧастотаУправление скоростью потока: размер буфера (Кбайт)Управление скоростью потока: максимальная скорость (Кбит/с)Управление скоростью потока: минимальная скорость (Кбит/с)СоотношениеСоотношение между радиусом кисти и радиусом, который будет использоваться для выборки центра областиСоотношение между радиусом кисти и радиусом, который будет использоваться для отбора цвета для смешивания с мокрой краскойСоотношение между радиусом кисти и радиусом, который будет использоваться для выборки нормалиСоотношение между минимальной и максимальной скоростью полётаСоотношение между минимальной и максимальной скоростями поворотаСоотношение высоты ряда кирпича относительно масштаба текстурыСоотношение ширины кирпича относительно масштаба текстурыКоэффициент попадания на лицевую поверхность, при котором сэмпл сетка не будет рассматриваться для освещенияКоэффициент попаданий на лицевую поверхность, при котором сэмпл сетка будет повторно использовать освещение соседней сэмпл сеткиЧисло сэмплов на цикли при включении кистиДоля сферизованной нормали по отношению к исходной нормалиДоля треугольников, до которой производится упрощение (только для схлопывания)ИсходноеНеобработанное (устарело)Необработанный кэшИсходный размер кэшаИсходные изображения«Сырые» данные (байты, точное содержимое внедрённого файла)Формат файла Raw (.raw)Сила давления, которая интерпретируется Blender'ом как 100%Количество лучейГлубина лучаНаправление лучаДлина лучаТолщина линии лучаЛучевой портал BSDFРадиус лучаВидимость лучейНаправление луча, используемое для проецирования (рисование выполняется, если объект кисти расположен по этому направлению)Пуск лучейРэлейФазовая функция Рэлея, в основном используемая для частиц, размер которых меньше длины волны света, таких как при рассеивании солнечного света в атмосфере ЗемлиЛучиМакс. шероховатость трассировки лучейТрассировка лучей трансмиссииТрассировка лучей по буферу глубины. Возврат к световым зондам для недействительных лучей.Пропускание с трассировкой лучейТрассировка лучейПресеты трассировки лучейПовторно исп-ть локальные данныеПовторно прикрепить кривые к деформированной поверхности, используя существующую информацию о прикреплении. Это работает только тогда, когда топология поверхности меша не измениласьПересэмплировать штрихи сегментами заданной длиныПовторный сэмплинг по важностиРеагировать наВзаимодействовать несколько разСкорость реакцииРеакторОбъект цели реактораЦелевая система частиц реактораПрочитатьЧтение данныхТолько для чтенияЧитать переменные примитивов USD (Primvars) как атрибуты мешаПрочитайте о том, что нового появилось в этой версии Blender'аПеречитать все рендер-слои всех использованных сценПрочитать все слои визуализации в текущей сцене, как необходимоЗагружать кэш из внешнего источникаЧтение библиотеки: "%s", "%s", родитель "%s"Считывать UV-координаты мешаСчитать атрибуты цвета мешаСчитать площадь только для этой граниЧтение запакованной библиотеки: "%s", родитель "%s"Считывать атрибуты данных объёма из сеток объёмаВектор только для чтенияЦелое число только для чтенияДоступная только для чтения внешняя ссылка на связанный блок данных и его файл библиотекиФлаг, только для чтения, указывает на наличие хотя бы одной коллекции костей, помеченной как "соло"Доступные операции (только для чтения)Индикаторы набора кистевых операций, поддерживаемых текущим инструментом скульптинга (только для чтения)Репозиторий, предоставляемый системой, который доступен только для чтенияЧтение результата рендеринга: размеры не совпадают, ожидалось %dx%dРезультат чтения рендеринга: ожидаемый канал "%s.%s" не найденРезультат чтения рендеринга: ожидаемый канал "%s.%s" или "%s" не найденСчитывает информацию о прикреплении, касающуюся поверхностной мешаСчитывает информацию о каждой кривойСчитывает информацию о корневой точке каждой кривойСчитывает информацию о конечной точке каждой кривойСчитывает информацию о предыдущем сегменте кривой каждой точкиДействительная часть показателя преломления проводника, часто называемая "n"Реализовать всеРеализовать экземплярыРеализовать все уровни вложенных экземпляров для экземпляров верхнего уровня. Переопределяет значение ввода глубиныРеализовать в домене точекДанные реализованных кривых содержат слишком много элементов.Реализованные данные во входной геометрии игнорируютсяРеализованная геометрия не используется, если выбор экземпляров истиненРеализованный Grease Pencil содержит слишком много слоёв.Реализованный меш содержит слишком много элементов.Реализованное облако точек содержит слишком много точек.В реальном времениОбновлять в реальном времениПовторно применить и обновить пресет, удалив измененияПереупорядочить элементы геометрии, изменяя их индексыПереупорядочить выделенные каналы анимацииПереставить некоторые грани, чтобы получить менее вырожденную сеткуПереназначить входы для дорожки эффектаВосстановить подразделенияПерестроить на более низкий уровень подразделения текущего базового мешаПерестроить все выбранные прокси и индексы таймкодаПерестроить все выделенные прокси и индексы таймкода в фоновом режимеПерестроить выбранные локальные переопределения из связанных с ними ссылок, а также их иерархии зависимостейПерестроить выбранные локальные переопределения из связанных с ними ссылок, а также их иерархии зависимостей, обеспечив соответствие этих иерархий со связанными данными (т. е. игнорировать существующие переопределения свойств указателей блоков данных)Перестраивает все возможные уровни подразделений для создания базового меша с более низким разрешениемХод записиRec.1886Rec.2020Rec.2100-HLGПиковое отображение яркости Rec.2100-HLG составляет 1000 нит при эталонном уровне белого в 100 нитRec.2100-PQПиковое отображение яркости Rec.2100-PQ составляет 10000 нит при эталонном уровне белого в 100 нитПересчитать все видимые пути движения объектов и позПересчитать и сбросить трансформацию смещенияПересчитать данные анимации выделенных точек для кадров, выбранных в экспозиционном листеПересчитать длины ручекПересчитать траектории движения для выделенных объектовПересчитать пути для костей, если пути у костей уже естьПересчитать направление выделенных ручекПересчитать структуру BVH для повышения производительностиПерестройкаПолучать каустику тенейПолучить приблизительную каустику от преломляющих материалов в тенях этого объекта. Для включения этой функции для источников света, объекта отбрасывателя и приемника должны быть установлены параметры каустики тенейКоллекция приёмниковНедавнееНедавние файлыНедавние папкиДополнительно для недавних элементовНедавние поискиПерецентрироватьВремя перецентрированияРекомендуется для быстрого кодированияРекомендуется, если у вас много времени, и вы ходите достичь максимальной эффективности сжатияПересчитывать количество пользователей ID при сохраненииПересчитать все идентификаторы пользователей перед сохранением в blend-файл. Позволяет обойти недопустимую обработку пользователей в коде, которая может привести к потере данных из-за неправильно обнаруженных неиспользуемых блоков данныхПересчитывать привязку динамически поверх других деформаторов (медленнее и требует больше памяти)РеконструированоРеконструированные камерыРеконструкцияХод записиХод записи без разрывовВосстановитьПересоздать файлПрямоугольникРекурсивноРекурсияВ секвенсоре видео обнаружена рекурсия. Дорожка %s в кадре %d не будет визуализированаОбнаружена рекурсия, нельзя использовать эту дорожкуРекурсияРекурсивное удалениеРекурсивное замыкание недопустимоРекурсивные замыкания не поддерживаютсяРекурсивно проверять наличие косвенно неиспользуемых блоков данных, гарантируя, что после выполнения не останется неиспользуемых блоков данныхРекурсивно дублировать коллекцию, всех её потомков и объекты со ссылками на данные объектовРекурсивно дублировать коллекцию, всех её потомков, объекты и данные объектовКрасныйКанал красногоКрасный-зелёный-синийКанал красногоКрасный компонент цветового поляКрасно-голубойКрасный:Переопределить диаграммы эквалайзераПерераспределить точки кривойПерераспределить скопированное изменение объёма равномерно по трём осямРавномерно распределяет существующие контрольные точки вдоль каждой кривойПовторитьПовторить последнее действиеПовторить последнее отменённое изменение каталогов ассетаУменьшить коэфф. смешивания на "0.01"Уменьшить коэфф. смешивания на "0.1"Уменьшить движенияУменьшить растяжения участков UV-карты через расслабление угловУменьшить толщину кисти на этот множитель, если штрих перпендикулярен направлению углаУменьшить детализацию изображения, сделав более заметными отдельные пиксели, чтобы создать блочный или мозаичный видУменьшить размер экспортируемого файла, удалив дубликаты ключевых кадровУменьшать дополнительную скорость, которая может накапливаться при столкновении объектов (немного снижает стабильность симуляции, поэтому используйте только при необходимости)Уменьшить количество цветов в изображении, превратив плавные градиенты в резкие переходыУменьшить рандомизацию между пикселями, чтобы улучшить производительность GPU рендеринга, за счёт возможных артефактов визуализации, если установлено слишком низкое значениеУменьшить сдвиг внутри острововУменьшить плотность геометрииУменьшить шум на меш-поверхности с минимальным изменением её формыУменьшить интенсивность кисти на местах наложения симметричных мазковУменьшает количество граней за счёт упрощения геометрии там, где не нужна детализацияУменьшить окончательное количество граней, упростив геометрию там, где детали не нужны, создав треугольники. Значение больше "0" отключает исправление полюсов.Коэффициент снижения для каждого уровня вторичных ротовых петельЭталонЭталонное измерениеЭталонное расстояниеСуществующая ссылкаСжатие эталонного цветового охватаID ссылкиЭталонный ключОриентирЭталонное положениеЭталонный наборРазмер эталонной сферыЭталонные сферыЭталонное значениеЭталонный объект-кривая для массиваЭталонное расстояние, на котором громкость составляет 100%Ссылка из поля параметров Rigify на коллекцию костей.Ориентир выравниванияКоличество кадров до начала удержания кадров (используется, например, для удержания по шаблону «5-7» вместо «1-3»)Эталонный объект для установления накопительной трансформацииОриентир для якорной стабилизации (другие кадры будут настроены относительно положения этого кадра)Эталонное положение до деформацииУточнитьУточнить фокусное расстояниеМетод уточненияУточнить главную точкуУточнить радиальностьУточнить тангенциальностьУточнение фокусного расстояния при расчёте движения камерыУточнить главную точку при расчёте движения камерыУточнить радиальные коэффициенты модели искажения при расчёте движения камерыУточнить положения выделенных маркеров путём пересчёта положения трека от исходного (эталонного) кадра до текущегоУточнить тангенциальные коэффициенты модели искажения расчёте движения камерыУточнить:ПересчитатьОтразить A относительно нормали B. B не нуждается в нормализации.ОтражениеПараметры трассировки отраженияШейдеры отражения и пропускания, оптимизированные для рендеринга волосОтражение для таких материалов, как ткань. Обычно смешивается с другими шейдерами (например, "Diffuse BSDF (Диффузный BSDF)" ) и сам по себе не особо полезенОтражение с распределением микрограней, используемое для таких материалов, как металл или зеркалаОтражающаяСветоотражающая каустикаПреломляющий BSDFГлубина преломленияПреломляющаяРефракционная каустикаОбновитьОбновить драйверыОбновить данные в модификаторе взрываОбновить расширения и устаревшие аддоны, перезагружая модули и метаданные (аналогично перезапуску)Обновить список действийОбновить список и веса объектов-экземпляровОбновить список файловОбновить список расширений для всех удалённых репозиториевОбновить список расширений для активного репозиторияОбновить видеоредакторДанные регионаВысота регионаМаксимум области по XМаксимум области по YМинимум области по XМинимум области по YРазрешить перекрытие регионовПоложение региона по XПоложение региона по YПереключатель областиКруговое меню для переключения регионовТип регионаШирина регионаКоординаты области сэмплингаУчасток не может быть прорисован!Область плавает на экране, не используются никакие фиксированные привязкиВысота регионаРегион в разделённом пространстве экранаОбласть разделена горизонтально и вертикальноРегион не найден в типе пространстваДанные, специфичные для области (их тип будет зависеть от типа области)Ширина регионаРегионыПереключение видимости регионовРегионы для быстрого доступа к ассетамРегионы, на которые разделёна эта областьЗарегистрироватьЗарегистрировать родителяРегистрация для всех пользователейЗарегистрировать контро́ллер в качестве переключаемого родительского элементаЗарегистрированоЗарегистрировано опциональноЗарегистрированные конфигурации клавишРегистрация класса полки ассетов: "%s" был зарегистрирован ранее, отмена регистрации предыдущегоРегистрация класса полки ассетов: имя "%s" слишком длинное, максимальная длина — %dРегистрация класса обработчика файлов: имя "%s" слишком длинное, максимальная длина — %dРегистрация класса id-свойства: имя "%s" слишком длинное, максимальная длина — %dРегистрация класса ноды: "%s" слишком длинное, максимальная длина — %dРегистрация класса ноды: "%s", bl_idname "%s" не может быть снят с регистрацииРегистрация класса ноды: "%s", bl_idname "%s" был зарегистрирован ранее, отмена регистрации предыдущегоРегистрация класса ноды: "%s", bl_idname "%s" — является встроенным узломРегистрация класса нодового сокета: имя "%s" слишком длинное, максимальная длина — %dРегистрация класса дерева нод: "%s" слишком длинное, максимальная длина — %dРегистрация класса дерева нод: "%s", bl_idname "%s" не может быть отмененаРегистрация класса дерева нод: "%s", bl_idname "%s" был зарегистрирован ранее, отмена регистрации предыдущегоРегистрация класса панели:Невозможно зарегистрировать ассоциации файлов для установок, выполненных из Microsoft StoreДоращиватьДоращивать волосы на каждом кадреОбычныйПоиск по регулярному выражениюЗамена регулярным выражениемЦвета обычных виждетовВ качестве модификатора нажата обычная клавишаРеитерацияПоложение линии связиОтношенияОтношениеЛинии связиОтносительноОтносительный идентификатор ассетаОтносительная детализацияРодственное реброРодственная граньОтносительно кадраОтносительный ключОтносительное зеркалоОтносительный объектОтносительное смещениеОтносительный сдвиг смещенияОтносительное родительствоОтносительный путьОтносительные путиОтносительное пространствоОтносительно началаОтносительноОтносительно пикселяОтносительное количество виртуальных родителейОтносительная сила крюкаОтносительный вес из сочетания соседних элементовОтносительное количество граней в отношении с текущим мешемОтносительное смещение частиц для создания экземпляров, чтобы не допустить создания нескольких экземпляровМетод, используемый для применения позиции относительной формы к новой формеОтносительный размер области, подлежащей затемнениюОтносительное время ключа на длину волосОтносительное смещение области, подлежащей затемнениюОтносительная ширина каждого углового сегмента. Может использоваться для масштабирования текстур в соответствии с размером каждого сегментаРасслабить наборы гранейМетод релаксацииРасслабить позуРасслабить топологиюРасслабить UVРасслабить мешОтпусканиеПодтверждать отпусканиемПримечания к выпускуВремя отпусканияПовторная привязка ограничителейПерезагрузитьПерезагрузить изображенияПерезагрузить начальный файл для восстановления настроекПерезагрузить текст активного датаблока из его файлаПерезагрузить активный текстовый файл?Перезагрузить данные этой библиотекиПерезагрузить дорожкуПерезагрузить это изображение с дискаПерезагрузить файл с разрешением выполнить скрипты PythonПерезагрузить с дискаПерезагрузить с диска (игнорировать локальные изменения)Восстановить ранее сохранённые настройкиПерезагрузить скриптыПерезагрузить дорожки в секвенсореПерезагрузить данную библиотекуПерезагрузить сохранённый файлПерезагружено {:d} изображение(-я, -ий)Перезагрузить историю и закладкиПеребазироватьПеребазировать связанный ID, т. е. выбрать другой идентификатор для привязки и переназначить его локальное использование на этот новый связанный блок данных. В настоящее время разработан только как внутренний оператор, не доступный для пользователя напрямуюПеребазировать данную библиотеку на другую или на несколько другихПеребазировать библиотеку под курсоромОстатокОстальные вершины, разделяющие пары рёбер, будут сохраняться, если угол их ребра будет превышать этот порог.ПереназначитьПереназначить ID данныхПереназначить относительные путиПереназначить пользователейПереназначить значение из диапазона в целевой диапазонПереназначить относительные пути при сохранении в другую папкуЗапомнить настройки экспортаЗапоминать последнюю использованную сцену в текущем рабочем пространстве и переключаться на неё всякий раз, когда это рабочее пространство будет снова активироватьсяЗапомнить последнюю использованную сцену для рабочего пространства и переключаться на неё всякий раз, когда это рабочее пространство активируется сноваРемешРежим ремешаМодификатор "Ремеш"Перестроение меша с помощью QuadriFlow...Удалённый URL-адрес репозитория расширений, файловая система может быть указана с использованием схемы URI файла: "file://"УдалитьУдалить активные AOVУдалить активную группу освещенияУдалить аддон: {!r}?Удалить объект-арматуруУдалить объект арматуры, если возможно. Если арматура имеет несколько корневых костей, объект удалён не будетУдалить крипто-слойУдалить пользовательскиеУдалить F-модификатор цикла, если он больше не нуженУдалить несоединённыеУдалить дубликатыУдалить репозиторий расширенийУдалите F-модификаторы у F-кривых для добавления ключевых кадровУдалить файлыУдалить разрывыУдалить группу слоёв Grease Pencil в активном объектеУдалить входыУдалить маску слояУдалить несвязанные точкиУдалить названный атрибутУдалить выходыУдалить внешний диапазонУдалить упаковкуУдалить точку кривой рисованияУдалить репозиторийУдалить репозиторий и файлыУдалить ограничитель твёрдого тела у объектаКопировать настройки объекта твёрдого телаУдалить среду симуляции твёрдых тел из текущей сценыУдалить выделенные костиУдалить кости "набора выделения" из текущего выделенияУдалить целевые частицыУбрать сдвиг целиПорог удаленияУдалить UV-картуУдалить весаУдалить набор выделения из этой арматурыУдалить фоновое изображение с камерыУдалить пользовательскую конфигурацию раскладки клавиатуры из списка пресетовУдалить пользовательскую тему из списка пресетовУдалить эффект из активного объекта Grease PencilУдалить модификатор крюка у активного объектаУдалить модификатор с активного объектаУдалить модификатор у дорожкиУдалить путь к blend-файлу, тем самым убрав его из браузера ассетовУдалять участки в началах и концах исходных штриховУдалить часть меша с одной стороны линииУдалить фильтр строк из правилУдалить использование блока данных, очистив назначениеУдалить активный слой аннотацийУдалить активный путь из активного ключевого набораУдалить активный цвет из палитрыУдалить активный элементУдалить все ограничители инверсной кинематики с выделенных костейУдалить все наборы выделения из этой арматурыУдалить все атрибуты, соответствующие шаблону, который может содержать один символ подстановки (*)Удалить все задние грани, чтобы ускорить расчёт. Это создаст края на других уровнях окклюзии, чем при отключении этой функцииУдалить все коллекции костей, которые не имеют ни костей, ни потомков. Это делается рекурсивно, поэтому коллекции костей, которые имеют только неиспользуемых потомков, также удаляютсяУдалить все ограничители из объектов/костей с ключами. Для корректного запекания с этой настройкой необходимо включить визуальный кеингУдалить все файлы в:Удалить все ключевые кадры анимации для выделенных объектовУдалить все ключевые кадры анимации для выделенных дорожекУдалить все связи с выделенными нодами и попытаться связать соседние ноды между собойУдалить все материалыУдалить все системы частиц, принадлежащие активному объектуУдалить все выделенные ключевые кадрыУдалить все ключи формыУдалить все штрихи, созданные с помощью инструмента "Заполнения (fill)" в качестве направляющихУдалить все разблокированные группы вершинУдалить все неиспользуемые группы освещенияУдалить все группы вершинУдалить каталог ассетов из библиотеки ассетов (содержащиеся в нем ассеты не будут затронуты и будут отображаться как неназначенные)Удалить существующий тег ключевого слова из активного ассетаУдалить репозиторий для расширенийУдалить элемент из индексного переключателяУдалить переопределяющий слой из архиваУдалить операцию переопределенияУдалить анимацию у выделенных объектов?Удалить анимацию из выделенных дорожек?Удалить все ключевые кадры, которые являются дубликатами предыдущихУдалить атрибут из геометрииУдалить кадры разбивки, полученные путём интерполяции между двумя кадрами Grease PencilУдалить каналы выделения из ассета позыУдалить атрибут цвета из геометрииПроизвести удаление цветов из синего или зелёного экрана, уменьшая один канал RGB по сравнению с другимиУдалить ограничитель из стека ограничителейУдалить из ключевого набора свойство, активное в интерфейсе пользователя в данный моментУдалять кривые, корневые точки которых расположены слишком близкоУдалить повторяющиеся элементы в историиУдалять элементы при отменеУдалить существующие аддоны с одинаковым IDУдалить существующие темплейты с одинаковым IDУдалить файл существующей темы, если он естьУдалить экспортёра из списка экспортёровУдалить экспортёра?Удалять файлы расширений при удалении репозиторияУдалить внешний набор функций (риги, метариги, шаблоны интерфейса)Исправить чересстрочность изображения (эффект «гребёнки») из видеоУдалить из всех группУбрать из выделенияУдалить из текущего режимаУдалить из выделенияУдалить разрыв от текущего кадра до ближайшей дорожки справа, независимо от выделения и блокировки дорожекУдалить геометрию за плоскостьюУдалить геометрию перед плоскостьюУдалить конфигурацию клавишУдалить элемент раскладкиУдалить ключевые кадры на текущем кадре для выделенных объектов и костейУдалить ключевые кадры на текущем кадре для выделенных дорожекУдалить слой из ноды CryptomatteПроизвести устранение искажений объектива на отснятом материале с помощью настроек объектива камеры для слежения за движениемУдалить несвязанные рёбраУдалить несвязанные граниУдалить несвязанные точкиУдалить несвязанные вершиныУдалить слой маскиУдалить ключевой кадр формы маски в активном слое в текущем кадреУдалить ноды и переподключить ноды, как будто удаление было отмененоУдалить ноды, подключённые ко входуУдалить объект для отслеживанияУдалить объект из всех сценУдалить объект или материал из маски с помощью выбора цвета на выходе "Выбор (pick)"Удалять при отменеУдалить исходные граниУдалить исходную геометриюУдалить устаревшие свойства оператора из пресетов, которые могут вызывать проблемыУдалить системы частиц на целевых объектахУдалить путь для исключения из автоматического выполненияУдалить выделенные F-кривые из их текущих группУдалить выделенные кости из набора выделенияУдалить выделенные кости из активной коллекции костейУдалить выделенные кости из арматурыУдалить выделенные контрольные точки или кривыеУдалить выделенные элементы геометрииУдалить выделенные элементы (сине-серые ряды) из активного ключевого набораУдалить выделенные элементы из интерфейсаУдалить выделенные нодыУдалить физику твёрдых тел у выделенных объектовУдалить выделенные объекты из коллекцииУдалить выделенные объекты из всех коллекцийУдалить из выделения вершин те, что находятся достаточно близко друг к другуУдалить выделенные точкиУдалить выделенный трек из стабилизации вращенияУдалить выделенный трек из стабилизации переносаУдалить ключ формы у объектаУбрать сдвиг трансформации цели перед объединениемУстранить разреженность сетки объёма путём преобразования активных тайлов в вокселиУдалить активный слой Grease PencilУдалить активную коллекцию костейУдалить активный ключевой наборУдалить активный набор линий из списка наборов линийУдалить активный объект из этой коллекцииУдалить активный сегмент из модификатора тиреУдалить активный сегмент из модификатора времениУдалить цвет из-под этого штриха, используя его в качестве маскиУдалить текущий рендер слотУдалить слой данных о пользовательских нормалях, если он существуетУдалить драйвер(ы) для подключённого(-ых) свойств(а), представленного(-ых) подсвеченной кнопкойАвтоматически удалять элемент при отсоединенииУдалить модификатор из списка модификаторовУдалить объект из коллекции объектов, которая содержит активный объектУдалить один атрибут с заданным именемУдалить связь родитель-потомок у выделенных костей и их родителейУдалить предварительный просмотр этого блока данныхСнять блокировку файловой системы репозиторияУдалить выделенные кости из всех наборов выделенияУдалить выделенную запись из спискаУдалить выделенный объект-экземплярУдалить выбранный слот материалаУдалить выбранную систему частицУдалить выбранную цель частицУдалить выбранный вид рендераУдалить выбранный слот поверхностиУдалить выделенные вершины из активной группы вершин или из всех групп вершинУдалить выбранный слой визуализацииУдалить модуль стиля из стекаУдалить цель у ограничителяУдаление текстового поляУдалить этот контейнер данных анимацииУдалить ассоциации этой установки с файлами .blendУдалить этот объект или коллекцию из коллекции привязки светаУдалить эту строку из списка ссылок на коллекцию костейУдалить неиспользуемые слоты материаловУдалить неиспользуемые настройки для невидимых редакторовУдалить ненужные назначения для группы вершинУдалить вершины из групп, которые имеют нулевой вес после инвертированияУдалить вершины с весом ниже или равным этому ограничениюУбирать вершины из группы, если их вес ниже порогового значенияУдалить, сохранив локальные файлы.Удалить, локальные файлы не найдены.Удалено %d сдвоенных частицУдалено %d материала(-ов)Удалёно %d слотовУдалено: %d вершин(а)Удалено: %d вершинКоличество удалённых редакторов: %dУдалён ограничитель: %sУдалён эффект: %sУдалён модификатор: %sУдалено {:d} пустых и/или только действий с параметром "фиктивного пользователя"Удалено {:d} из {:d} коллекций костейУдалено вершин: %d, рёбер: %d, граней: %dУдаляет плитку с изображенияУдаляет анимацию затухания из выделенных дорожекУдаляет ключи за пределами указанного диапазона, оставляя только недавно запечённыеУдаление связки из геометрии может быть целесообразным во избежание ненужного копирования данныхПереименоватьПереименовать активный элементПереименовать маркерПереименовать выделенный временной маркерПереименовать UV-картыПереименовать UV-карту активного рендера в "st" для соответствия соглашениям USDПереименовать канал анимации под курсором мышкиПереименовать файл или папкуПереименовать первый выделенный временной маркерПереименовать несколько элементов одновременноПереименовать активный элементПереименовать активный элемент в представлении (виде) набора данныхПереименовать активный элемент, а не элемент под курсоромПереименовать {:d} {:s}Атрибут "%s" переименован в "%s" в объекте "%s" на слое "%s" в кадре %d!Переименовано {:d} из {:d} {:s}РендерингВыполнять рендеринг окружающей окклюзии для этого слояКоличество на рендереСглаживание рендераРендерить какОтскоки рендераКэш рендераПуть к кэшу рендераДанные рендераРежим отображения процесса рендераРендер-движокОбработать этот слой с Grease PencilРендеринг вРендер источника экземпляровРендеринг только ключевых кадровРендер-слойAOVОкружающая окклюзияКомбинацияКриптоАссетКриптоМатериалКриптоОбъектДанныеДиффузный цветРассеянный светИзлучениеОкр. средаОбщееСветТуманНормальПоложениеПроход рендераAOV шейдераТеньОтражённый цветБликиС прозрачностьюСвет объёмаРендер-слоиУровни на рендереРендеринг объектов жидкостейМетод рендерингаНепрозрачность рендераВывод рендераПапка для сохранения рендеровПроход рендераПроход рендеринга для отображения во вьюпортеПроходы рендераПревью рендераНастройки рендераОбласть рендераРазрешение рендераРазрешение по U на рендереРазрешение по V на рендереРезультат рендерингаРезультат рендеринга и нода предпросмотра не могут быть упакованыСэмплов при рендереРендерить один слойРазмер рендераРендерить небо для этого слояСлот рендераСлоты рендераВыполнять рендеринг объектов дымаРендерить грани со сплошным затенением для этого слояШаги на рендереРендер нитей для этого слояОграничение текстуры на рендереВремя рендераНа рендере - UРендеринг без искаженийВид рендераВиды рендераВизуализировать симуляционное поле с отображением значений его вокселей на цвета градиентной карты или с использованием предустановленного цветового кодаРендеринг подмножества указанного максимального количества сэмплов. Обычно используется для распределённого рендеринга на нескольких устройствахВыполнять рендеринг только заданного участка внутри кадраВыполнить рендеринг активной сценыВыполнить рендеринг активной сцены секвенсораРендерить с чередованием для глаз (также известно как чередование страниц, требуется поддержка со стороны видеокарты)Рендеринг и отображение граней сглаженными с использованием интерполированных нормалей вершинРендерить и отображать грани равномерно с использованием нормалей гранейРендерить в 12.5%-м разрешенииРендерить в 25%-м разрешенииРендерить в 50%-м разрешенииРендерить в полном разрешенииРендерить проход ассета Cryptomatte, изолирующий группы и объекты с общим родителемРендерить проход материала Cryptomatte, изолирующий материалы в постобработкеРендерить проход объекта Cryptomatte, изолирующий объекты при компо́зитингеВыполнять рендеринг текущей сцены при изменениях в слоеРендеринг кривых в виде круговой 3D-геометрии для получения точных результатов при близком рассмотренииВизуализировать кривые в виде круговой трёхмерной геометрии, используя линейную интерполяцию между их контрольными точками для ускорения рендерингаРендеринг кривых в виде плоских лент со скруглёнными нормалями для быстрого рендерингаОшибка рендера (%s) нельзя сохранить: "%s"Рендеринг всех пикселей вокруг камеры, расположенной в середине межглазного расстоянияРендерить в файлы на всём диапазоне анимации сценыВыполнять фоновый рендеринг кадров после текущего кадра для ускорения воспроизведенияВысота рендера должна равняться 480 пикселям для DV-NTSC!Высота рендера должна равняться 576 пикселям для DV-PAL!Производить рендеринг изображений с высоким разрешением в виде плиток указанного размера, чтобы уменьшить потребление памяти. Тайлы будут кэшироваться на диск во время рендеринга для экономии памятиПоказывать источники света и зонды освещения сценыОтрендерить отсутствующие изображения/видео сплошным пурпурным цветомРендер размытия движений на этом слое, если оно включено в сценеРендеринг нескольких прозрачных слоев (могут возникнуть проблемы с сортировкой прозрачности)Рендеринг нескольких прозрачных слоев (могут возникнуть проблемы с сортировкой прозрачности) (Устарело: используйте: "использовать перекрытие прозрачности" ('use_tranparency_overlap'))Рендерить объекты в виде удержания; на месте объекта создаётся полностью прозрачная область, которую потом можно заполнить из реального видеоматериала или другого рендераВыполнить рендеринг только тех кадров, в данных анимации которых есть ключ выделенных объектов. Используется только при рендеринге анимацииВыполнять рендеринг родительских частицИндекс прохода рендераПроход рендера, отображаемый в 3D-вьюпортеПроходы рендеринга в компо́зиторе вьюпорта поддерживаются только в EEVEEВыполнять рендеринг граней полупрозрачными в зависимости от альфа-канала текстурыВыполнять рендеринг предпросмотра, используя прокси без искаженийНастройки рендерингаРазмер рендеринга слишком велик для GPU, используйте вместо него CPU-компо́зиторИмя слота рендераСлоты рендера изображенияРендерить бликиВыполнять рендеринг стилизованных штрихов на этом слоеРендеринг поверхности без прозрачностиОтображение текста для оптимального горизонтального размещенияРендерить эту коллекциюПроизвести рендеринг сцены секвенсора вместо активной сценыНаложить штамп с текстовой информацией на конечное изображениеРендер вьюпорта из диапазона анимации этой сценыВыполнить рендеринг вьюпорта для диапазона анимации этой сцены, и только по ключевым кадрам выделенных объектовРендеринг этого эффекта с разрешением рендеринга в 12.5%Рендеринг этого эффекта с разрешением рендеринга в 25%Рендеринг этого эффекта с разрешением рендеринга в 50%Рендеринг этого эффекта с разрешением рендеринга в 6.25%Сделать пропускающие свет поверхности прозрачными на рендере для последующего совмещения с другим фономРендеринг с использованием отображения OpenGL секвенсораНевозможно удалить вид рендера "%s" у сцены "%s"Имя вида рендераВыполнить рендеринг области просмотра в стерео 3D и рендер в нескольких видахРендерить изображения для левого и правого глаза с фильтрами цвета на одном изображении (требуются анаглифные очки)Рендерить изображения для левого и правого глаза чересстрочно на одном изображении (требуется 3D-монитор)Отображать представления для левого и правого глаза один над другимОтображать представления для левого и правого глаза бок о бокРендеринг объёмов в этом слоеШирина рендера должна равняться 720 пикселям для DV!Вид рендераОбъекты, подлежащие рендерингуРендерПотомки на рендереПоследовательность рендеринга...Настройки рендера в датаблоке сценыРендеринг вьюпорта...Рендеринг...РендерыОсуществлять рендеринг вывода Freestyle в отдельный проход вместо наложения его на комбинированный проходИзменить порядокИзменить порядок входовИзменить порядок выходовИндексы переупорядочивания должны быть действительнымиИндексы переупорядочения не должны иметь дубликатовИзменить порядок граней и вершин меша на основе их положения в пространстве для лучшего построения BVH и повышения производительности во время скульптинга.Переставить активный слой маски Grease Pencil вверх или вниз по спискуПереместить рабочее пространство в начало спискаПереместить рабочее пространство в конец спискаПовторятьВызов повтораПовторять изображениеВход повторенияПовторяющийся элементЭлементы для повторенияПовторять с зеркалированиемПовторять движениеВыход повторенияID ноды вывода зоны повторенияПовторять по XПовторять по YЗона повторенийПовторять диапазон ключевых кадров «как есть»Повторять диапазон ключевых кадров, но со смещением на основе градиента между начальным и конечным значениямиПовторить последнее действиеПовторять кадры, меняя направление воспроизведения на противоположное через циклПовторить начальный кадр "до" и конечный кадр "после" диапазона кадровПовторение значений изменяемой F-кривойПовторять со смещениемРазвернуть изображение по горизонтали и вертикалиКоличество повторений в горизонтальном направленииКоличество повторений в вертикальном направленииПовторения сгенерированной поверхности вдоль оси XПовторения сгенерированной поверхности вдоль оси YЗаменитьЗаменить действиеЗаменить всеЗаменить альфаЗаменять цветЗаменить существующиеЗаменить "свободный" тип ручек на тип "с выравниванием", а все ручки типа "с выравниванием" на "свободный"Заменить эффекты Grease PencilЗаменить длинуЗаменить материалЗаменить модификаторыЗаменить оригиналЗаменить радиусЗаменить выделениеЗаменить строкуТекст заменыЗаменить шрифты текстового объектаЗаменить веса вершин группы А весами вершин группы BЗаменить заданный сегмент строки другимЗаменить активную ноду пустой группойЗаменить все ключиЗаменить все вхожденияЗаменить назначенные данные анимацииЗаменить назначенный экземпляр коллекцииЗаменить назначенные коллекцииЗаменить назначенные материалыЗаменить назначенные данные объектаЗаменять цвет кисти по градиентной карте от скоростиЗаменить значения компонентовЗаменить текущее изображение другим с дискаЗаменить дорожку эффектов на другую, которая будет принимать то же количество входовЗаменить существующие модификаторы F-кривой, вместо добавления в конец существующего спискаЗаменить существующие переменные драйверов, вместо того чтобы добавить их в конец спискаПозволяет заменять плоскости на отснятом материале другим изображением, которое будет обнаружено по трекам-плоскостям при отслеживании движенияЗаменить глобальное освещение на окружающую окклюзию после указанного количества отраженийЗаменить неактивные тайлы неактивными узлами. Быстрее, чем прореживание на основе пороговых допусков. Полезно для таких случаев, как узкополосные SDF сетки, где существуют только внутренние или внешние фоновые значения.Заменить модификаторы в пункте назначенияЗаменить соединения между сокетами новыми связямиЗаменить геометрию основной линии штриха аппроксимацией кривой Безье исходной геометрии основной линииЗаменить текст в именахЗаменить текст заданным текстом и выделить егоЗаменить текст на заданный текстЗаменить активный связанный идентификатор (и его зависимости, если таковые имеются) на другой из той же или другой библиотекиЗаменить цвет точек штриха, к которым уже применён цветЗаменить исходную геометрию выбранной геометрией вводаЗаменить альфа-канал входного изображения на входное значение альфаЗаменить исходный радиусЗаменить исходное вращение скопированнымЗаменить исходную трансформацию скопированнойЗаменить исходную трансформацию каналами действияЗаменить исходную трансформацию на трансформацию из атрибутаЗаменить родительский элемент другой костью после того, как будут созданы все кости. Просто используйте CTRL, DEF или MCH (контро́ллер, деформация или механизм), чтобы заменить префиксЗаменить выделенные ноды указанным типомЗаменить непрозрачность штриха вместо модуляции каждой точкиЗаменить толщину штрихаЗаменить эту областьЗаменить значение по ссылке переопределённым значениемЗаменить координаты вершин кэшированными значениямиЗаменить группы вершин выделенных объектов группами вершин активного объектаЗаменить наЗаменить выделеннымЗамещающее действиеВоспроизведениеВоспроизвести выделенные отчётыПапка репозиторияИндекс репозиторияОтчётСообщить об ошибке с предварительным заполнением информации о данной версииПоказать отчёт о всех отсутствующих внешних файлахОтчётыОтображает время на пиксель (в миллисекундах). Поддерживается только для устройств рендеринга CPUПереместить пивотПереместить точку пивот трансформации скульптинга на границу расширенной активной областиРепозиторииРепозиторийРепозиторий "{:s}": {:s}{:s}Уведомление репозитория:URL репозиторияРепозиторий управляется пользователем и хранится в пользовательских каталогахРепозиторий не установленДля репозитория требуется токен доступаРепозиторий: {:s}Модель альфа канала, используемая в файле изображения при сохранении и загрузкеПредставление информации об альфа-канале в RGBA-пикселяхПредставляет собой "ортогональный масштаб" ортографической камеры. Если камера расположена в месте расположения источника света с этим масштабом, она будет представлять покрытие теневой "камеры".Перепроецировать атрибуты на новый мешПерепроецировать выделенные штрихи с текущей точки просмотра как если бы они были нарисованы заново (например, чтобы исправить проблемы от случайного перемещения 3D-курсора или вьюпорта или для соответствия деформированной геометрии)Перепроецировать штрихи на геометрию сцены, как если бы они рисовались с расположением на поверхностиПерепроецировать штрихи на общую плоскость, как если бы они рисовались с текущей точки обзора при расположении штрихов по курсоруПерепроецировать штрихи, используя плоскость X-YПерепроецировать штрихи, используя плоскость X-ZПерепроецировать штрихи, используя плоскость Y-ZПерепроецировать штрихи, используя ориентацию 3D-курсораОшибка перепроецированияКоэффициент отталкиванияОтталкивание является множителем для жёсткостиТребовать соответствия всем маскам пересечения, а не только однойТребовать соответствия всех масок материалов, а не только однойПроверять, что точки, к которым соединяются внутренние пружины, имеют нормали, направленные в противоположные стороныНеобходимоеТребуемый размер рендеринга ({}px) превышает указанный предельный размер текстуры ({}px).Требуется AMD GPU с архитектурой RDNAТребуется токен доступаТребуется Apple Silicon с macOS %s или новееТребуется Intel GPU с архитектурой Xe-HPGТребуется Intel GPU с архитектурой Xe-HPG иТребуется графический процессор NVIDIA с вычислительной мощностью %sНеобходимо хотя бы 3 вершиныНеобходимо выделить нужные вершины или выбрать группу вершинПеречитать ассеты и каталоги ассетов из библиотеки ассетов на дискеПеренаправлениеАвто метки перенаправленияРесэмплингКоличество повторных сэмпловРесэмплинг кривойДлина между сэмпламиРежим ресэмплингаМасштаб повторного сэмплингаРесэмплинг входной кривой перед построением мешаРезервирование кадров (с использованием заполнителей) для отсутствующих кадров секвенции изображенийСброситьСбросить масштаб изображения подложкиСброс потомковСбросить градиентную картуСбросить кривуюСбросить нодыСбросить нормалиСбросить позовые кости между действиямиСброс ключей формы между действиямиСбросить трансформацииСбросить UV-проекциюСбросить UV-трансформации к значениям по умолчаниюСбросить дельты навигации VR до базовой позы сеансаСбросить величинуСбросить видСбросить цветовой тегСбросить кривые и уровни чёрного/белогоСбросить веса растушёвки для всех значений анимации выделенных точекСбросить трансформацию изображения до значения по умолчаниюСбросить ограничивающее расстояние для ограничителя расстоянияСбросить дельты положенияСбросить положение, вращение и масштаб выделенных костей на значения по умолчаниюСбросить положения выделенных костей к значениям по умолчаниюСбросить нормали до начальных значенийСбросить настройки оператора к настройкам по умолчаниюСбросить исходную длину кости для ограничителя "Растяжение"Сбросить трансформации позовых костей в состояние проставленных ключейСбрасывать кости позы между каждым экспортированным действием. Это необходимо, когда для некоторых костей не был произведён кеинг на некоторых анимацияхСбросить последние файлыСбросить дельты вращенияСбросить вращения выделенных костей к значениям по умолчаниюСбросить дельты масштабаСбросить масштаб выделенных костей к значениям по умолчаниюСбросить масштаб выделенных дорожекСбросьте ключи формы между каждым экспортированным действием. Это необходимо, когда на некоторых каналах ключей формы не был произведён кеинг на некоторых анимацияхСброс синхронизации дорожкиСбросить трансформацию положения дорожкиСбросить трансформации положения, вращения и масштаба дорожкиСбросить трансформацию вращения дорожкиСбросить трансформацию масштаба дорожкиСбросить копию меша, на которой производится скульптингСбросить весовой коэффициент растушёвки к нулюСбросить горизонтальный вид до текущего диапазона кадров сцены, принимая во внимание диапазон предпросмотра, если он активенСбросить буфер обмена и/или нормали выделенных элементовСброс выбранного локального переопределения до связанных с ним контрольных значенийСбросить выбранные локальные переопределения до значений, как у связанных с ними "ссылок"Сбросить трансформацию трафарета на значения по умолчаниюСбросить трансформации, применяемые при родительской взаимосвязи, но не удалять сами родительские отношенияСбросить трансформации каждого дочернего экземпляраСбросить трансформацию каждого дочернего экземпляра на выходе. Используется только тогда, когда включена функция "Разделить потомков (separate children)"Сбросить настройки видаСбросить веса всех ключей формы до 0 или до ближайшего значения, соблюдающего ограниченияСбросить зум и положение фонового изображенияСбросить значение свойства на значение по умолчаниюСбросить все элементы массива на значения по умолчаниюСбросить на цвета из темы по умолчаниюЕсли данная тема активна, - вернуться к теме по умолчаниюСбросить цвета вершин для всех или выделенных штриховСбросить видимую область для отображения полного диапазона ключевых кадровСбросить область просмотра, чтобы показать весь диапазон дорожекСбросить видимую область для отображения диапазона выделенных ключевых кадровСбросить видимую область для отображения диапазона выделенных ключевых кадровСбросить область просмотра, чтобы показать диапазон выделенных дорожекСбросить видимую область, чтобы отобразить канал под курсоромСбросить видимую область, чтобы отобразить выделенные каналыСбросить время для абсолютных ключей формыИзменить формуИзменить форму F-кривой, например, изменив амплитуду движенийИзменение формы работает только с более высоким уровнем подразделенийСопротивляемость объекта движениюИзменить размерИзменить размер областей четырёхвидового просмотраИзменить размер квадрантовИзменить размер областиИзменить размер нодыИзменить размер столбца табличного редактораИзменить размер столбца табличного редактора по ширине данныхИзменить размер редакторов путём перетаскивания краёвИзменить размер решётки, чтобы она соответствовала выделенным деформируемым объектамИзменить размер изображенияИзменить размер объектов, чтобы габаритный контейнер оставался ниже этого значения. Значение 0 отключает ограничениеИзменить размер максимум до 1024 пикселейИзменить размер максимум до 2048 пикселейИзменить размер максимум до 256 пикселейИзменить размер максимум до 4096 пикселейИзменить размер максимум до 512 пикселейМасштабировать вид, чтобы показать все нодыМасштабировать вид, чтобы показать все выделенные нодыРазрешениеПодразделения разрешенияПредел разрешенияРежим разрешенияРазрешение - Во вьюпорте - UМасштаб разрешенияРазрешение UРазрешение VРазрешение - ВьюпортРазрешение по XРазрешение по YРазрешение по ZРазрешения не совпадаютРазрешение не выбрано для %s, пропускаетсяРазрешение должно быть больше "1"Значение решения должно быть положительнымРазрешение сгенерированных штриховРазрешение генерируемой поверхности для рендеринга и запеканияРазрешение октодерева; чем выше, тем детальнее результатПроцент разрешения карт тенейПроцент разрешения объектов-объёмов во вьюпортеРазрешение, используемое для превью ноды шейдера (необходимо изменить для удобства производительности)Разрешение, используемое для домена флюида. Значение соответствует наибольшей стороне домена (разрешение для других сторон домена вычисляется автоматически).Разрешение при запекании в текстуруРазрешенияПоложение покоя и диапазоныПлотность покояДлина покояПоза покояПоложение покояКлюч формы покояПоза покояДлина участка покоя гармонической силыЗаново начинать воспроизведение по истечению 'продолжительности цикла'ВосстановлениеВосстановить областиВосстановить длину сегмента кривойВосстановить кадрВосстановить выделение рукоятокВосстановить упакованные связанные данные в их исходное расположениеВосстановить все списки клавиатурных комбинаций до стандартныхВосстановить все упакованные связанные блоки данных в их исходные местаВосстановить выделение рукояток после самой подстройкиВосстановить элемент раскладкиВосстановить раскладку/раскладкиВосстановить кадр, с которого начиналась анимацияВосстанавливает длину каждого сегмента кривой, используя предыдущее состояние после деформацииОграничитьОграничить диапазон кадровОграничить рендерОграничить выделениеОграничить отображениеОграничить видимость точекЗапретить редактирование штрихов и ключевых кадров в этом слоеОграничить максимум и минимум F-кривойОграничение модификатора, чтобы он начинал работу только после определённого «начального» кадраОграничение модификатора, чтобы он работал только до определённого «конечного» кадраОграничить перемещение вдоль осей заданным диапазономОграничить перемещение, чтобы объект находился на кривой в месте, определённом настройками сопоставленияОграничить перемещение поверхностью целевого мешаОграничить перемещение заданным расстоянием от целевого объекта (только на момент расчёта этого ограничителя)Ограничить объекты, видимые этим зондом (устарело)Ограничение рисование только на вершины в группеИсключить этот объект из рендераОграничить вращение твёрдого тела одной осьюОграничить перемещение и вращение твёрдого тела одной осьюОграничить перемещение твёрдого тела только одной осьюОграничить вращение вокруг заданных осей заданным угловым диапазономОграничить масштабирование по заданным осям заданным интерваломОграничить выделение в 3D-виде • Shift — применить также и к потомкамОграничить возможность выделения во вьюпортеОграничить выделение только теми объектами, которые используют тот же режим, что и активный объект, чтобы предотвратить случайное переключение режима при выделенииОграничить некоторую оптимизацию, чтобы сохранить проименованные ноды и меши, прикреплённые к проименованным нодам, чтобы их можно было преобразовывать извнеОграничить список ригов определённым набором пользовательских функцийОграничить перемещение и вращение по заданным осямОграничить перемещение и вращение по заданным осям с пружинамиОграничить видимость в 3D-видеОграничить видимость в 3D-виде • Shift — применить также и к потомкамОграничить видимость во вьюпортеПереключатели ограничителейОграниченияРезультатРезультат итерации расчёта тканиРезультат объединения сгенерированных геометрий из каждой итерацииРезультат рендеринга, включая все слои и проходыС возможностью продолженияВозобновить обычную скоростьПовторная синхронизацияПринудительная повторная синхронизацияСохранять общую формуРетаймингРетаймингКлюч ретаймингаСтатус выделения ключа ретаймингаКлючи ретаймингаПересчитать конечные кадры и переходить на начало анимации, чтобы зациклить еёНеобходимо выделить ключ ретаймингаРетопологияСмещение ретопологииИзвлечь UV-карту из геометрии или активную UV-карту, если ничего не выбраноИзвлечь элемент связки используя путь.Извлечь атрибут цвета или активный атрибут, если ничего не выбраноПолучить индекс точки внутри кривойИзвлечь стабильное случайное значение идентификатора из атрибута "id" в домене точки или индекса, если атрибут не существуетПолучить вектор единичной длины, указывающий направление от геометрии в каждом элементеИзвлечь значение из спискаПолучить вектор, указывающий местоположение каждого элементаПолучить целочисленное значение, указывающее позицию каждого элемента в списке, начиная с нуляИзвлечь атрибуты, прикреплённые к объектам или геометрииИзвлечь углы, находящиеся в той же грани, что и другой уголИзвлечь углы, составляющие граньИзвлечь данные из точки на кривой на определённом расстоянии от её началаИзвлечь данные других элементов в контекстной геометрииИзвлечь углы грани, в соединениях с рёбрамиИзвлечь углы граней, соединённые с вершинамиИзвлечь геометрическую информацию о текущей точке шейдингаПолучить экземпляры геометрии из коллекцииИзвлечь информацию о кривых волосПолучить информацию о том, как далеко вдоль каждого сплайна находится контрольная точкаПолучить информацию о сетке объёмаПолучить информацию об изображенииИзвлечь информацию о точках в облаке точекИзвлечение информации об отдельных соединённых областях в мешеИзвлечь информацию о камере и о том, как она связана с текущим положением точки шейдингаИзвлечь данные об экземпляра объектаИзвлечение информации из объекта-камерыИзвлечь информацию из объектаПолучить информацию о костях арматурыИзвлечь текстурные координаты разных типов. Обычно используется в качестве входных данных для текстурных нодПолучить угол в каждой контрольной точке, используемый для поворота нормали кривой вокруг её касательнойПолучить текущее время в анимации сцены в единицах секунд или кадровПолучить кривую, частью которой является контрольная точкаИзвлечь данные указанного атрибутаИзвлечь информацию о частице, которая породила экземпляр объекта, например, чтобы дать вариацию нескольким экземплярам объектаПолучить направление кривых в каждой контрольной точкеПолучить рёбра, соединяющиеся с каждой вершинойИзвлекать рёбра объекта, так как они выглядят в Cycles. Примечание: поскольку меши триангулируются перед обработкой Cycles, топология всегда будет выглядеть триангулированнойИзвлечь рёбра с обеих сторон угла граниИзвлечь грань, частью которого является каждый угол граниПолучить полную трансформацию каждого экземпляра геометрииПолучить индекс материала, используемого для каждого элемента в списке материалов геометрииИзвлечь целочисленные координаты вокселей, используемые для оценки поляПолучить длину всех сложенных вместе сплайновПолучить количество элементов в геометрии для каждого домена атрибутовПолучить количество оценённых точек, которые будут сгенерированы для каждой контрольной точки на кривыхПолучить количество граней, которые используются каждым ребром в качестве одной из своих сторонИзвлечь объект, содержащий модификатор нод геометрии, который в данный момент выполняетсяПолучить положение каждой контрольной точки ручки БезьеПолучить положение курсора мышкиПолучить компоненты кватерниона, представляющие заданное вращениеПолучить радиус в каждой точке кривой или геометрии облака точекПолучить вращение каждого экземпляра геометрииПолучить масштаб каждого экземпляра в геометрииПолучить активную камеру сценыПолучить общую длину каждого сплайна в виде расстояния или количества точекИзвлечь тип падающего луча, для которого выполняется шейдер. Обычно используется для эффектов, не требующих физически корректного рендерингаПолучить вершину, к которой присоединён каждый угол граниПолучить направление просмотра и местоположение 3D-вьюпортаИзвлечь топологическую информацию, относящуюся к каждому ребру мешаИзвлечь топологическую информацию, относящуюся к каждой грани мешаИзвлечь топологическую информацию, относящуюся к каждой вершине мешаИзвлечь трансформацию из данных какого-либо атрибута целевой геометрииИзвлечь значения из поля в другом домене, отличном от домена из контекстаИзвлечь значения из определённых элементов геометрииИзвлечь значения из указанной сетки объёмаИзвлечение значений сетки объёма в определённых вокселяхОпределить, находятся ли все треугольники грани в одной плоскости, т. е. имеют ли они одинаковую нормальУзнать, отмечено ли каждое ребро для сглаживания или разделения нормалейУзнать, отмечена ли каждая грань как с гладкой или острой нормальюОпределить, соединяется ли каждая конечная точка сплайна с началомУзнайть, оцениваются ли ноды именно для вьюпорта, а не для финального рендераВводВернуть знак числа А, sign(A)Вернуться в предыдущий режимВернуться в предыдущий режимУказывает, является ли это действие со слоями. На данном этапе все действия уже со слоями благодаря версионированию, и эта функция всегда будет возвращать значение "истинно"Указывает, является ли это действие устаревшим. У устаревших действий нет ни слоёв, ни слотов. Начиная с Blender 4.4, действия автоматически обновляются до действий со слоями. "Истинное" значение будет возвращаться только для пустых действийВозвращает выделение пограничных рёберВозвращает выделение рёбер, образующих шов в предоставленных UV-данных. Шов определяется в качестве разрыва данных между соединёнными углами гранейВозвращает выделение несвязанных рёберВозвращает выделение развёртываемых рёберВозвращает равномерно распределённое случайное вращениеВозвращает "истинное" значение только если одно из двух входных значений A или B истинно, а второе ложноВозвращает значение, в котором установлены оба бита A и BВозвращает значение, в котором установлены биты либо для A либо для BВозвращает информацию об изображенииПредоставляет информацию об активной дорожке модификатораВозвращает угол между двумя рёбрами одного и того же угла внутри граниПредоставляет координаты пикселей на изображенииВозвращает длину ребраВозвращает противоположное битовое значение числа A, в десятичном виде это эквивалентно A = -A - 1Возвращает положение и скорость маркера в текущем кадре сцены относительно положения первого неотключённого маркера на трекеВозвращает положение и скорость маркера в текущем кадре сцены относительно положения маркера в текущем кадре, а также относительного кадра, заданного пользователемВозвращает положение и скорость маркера в текущем кадре сцены относительно начала координат пространства отслеживанияВозвращает положение и скорость маркера в заданном абсолютном кадреВозвращает знак числа АМногоразовый локальный IDПовторное использование лучей соседних пикселейОтобразить все скрытые кости в режиме редактированияОтобразить все скрытые кости в режиме позыОтобразить все скрытые UV-вершиныОтобразить все скрытые элементы метасферыПоказать все скрытые вершины, рёбра и граниВосстановить рендер всех объектов, сняв флаг скрытия из рендераПоказать скрытые контрольные точкиОтобразить скрытые грани и вершиныОтобразить временно скрытые слои маскиВернуть временно скрытые объектыВ обратную сторонуРеверсировать кривуюКадры в обратном порядкеИнвертировать управлениеОбратить путьОбратная сортировкаОбратный переносОбратить текущий порядок выделенных элементовОбратный цикл по историиОбратить порядок кадровОбратный порядокИзменить направление выделенных кривыхРазвернуть порядок отображаемых элементовРазвернуть порядок вершин и рёбер выделенных граней, изменив их направление нормалейОбратить эффект сортировкиОбратить трансформацию между этим объектом и его цельюОтразить вертикальное движение мышкиВ обратную сторонуИзменить направление вращения на противоположноеВернутьсяВернуться назад к исходной компоновке экрана, действовавшей до перекрытия полноэкранным окномВернуть ноды в исходное состояние с сохранением их соединенийВосстановить настройки активной кисти к значениям по умолчанию из библиотеки ассетовПри применении ограничения будет производиться возврат к интегрированию 1-го порядка. Более консервативно, чем применение только ограниченияВернуть сохранённые настройкиВернуться к сохранённому файлуПовернуть реброПростой RhВыпуклостьВыступы и впадиныХребтообразный мультафракталВыступы и впадиныИмя ригаСкрипт ПИ ригаРиг, который владеет этим объектом, может удалить или перезаписать его при повторной генерацииТип ригаТип рига для этой костиРиггингСправаПравый глазПравая ручкаПоле правой ручкиСмещение правой ручкиПравая ручка выделенаТип правой ручкиКлюч справаДействие выделения правой кнопкой мышкиПравая соседняяСправа ортогональСправа перспективаКликните правой кнопкой мышки на кнопке, чтобы добавить её в это менюПравый глаз должен видеть левое изображение и наоборотСостояние выбора правой рукояткиПравая кнопка мышки всегда выполняет действия подстройки при манипуляцияхПравая кнопка мышки использует инструмент выделенияПравые сингулярные векторыНормализованные координаты правого нижнего угла области поиска по отношению к положению маркераКадровое смещение левой рукоятки в правую сторону от начала содержимого дорожкиТвёрдое телоОграничитель твёрдых телТип ограничителя твёрдого телаТвердотельный объектНастройки твёрдых телФорма твёрдого телаТип твёрдого телаСреда твёрдых телУ среды твёрдых тел нет связанных физических данных для экспортаЕсли включено, твёрдое тело будет участвовать в симуляцииТвёрдое тело деформируется во время симуляцииТвёрдое телоСреда твёрдых тел не инициализирована, сначала необходимо произвести шаг симуляцииRigifyАктивная коллекция RigifyТип активного RigifyИнструменты анимации RigifyНастройки наборов цвета RigifyИнструменты разработки RigifyМета-Риги RigifyРиг владельца RigifyИмя рига RigifyЦелевой риг RigifyПИ целевого рига RigifyТип RigifyОбодЦвет контражураСкладка ободаЭффект контражураСмещение материала ободаГруппа вершин ободаЭффект контражураКольцаНаправление колецКольца вдоль оси XКольца вдоль оси YКольца вдоль оси ZКольца на сферическом расстоянииКоличество колец должно быть не менее 3РазорватьНе получилось разорватьОператор "Разорвать (rip)" несовместим с закреплённым выделением вершинОператор "Разорвать (rip)" совместим только с синхронизацией выделения UV при выделении вершин/рёберРазорвать многоугольники и переместить результатРазорвать выделенные вершины или выделенную областьПоворот области, подлежащей затемнениюРоль объекта в симуляции физики твёрдых телКренКрен на уголИсточник угла кренаГлубина закручиванияНаправление скручиванияЗакрутить кривые волосКрен - НачалоКрен влевоДлина закручиванияКрен конецРадиус закручиванияКрен вправоСужение к кончикуСмещение крена для конца сгибаемой кости, регулирует скручиваниеСмещение крена для начала сгибаемой кости, регулирует скручиваниеНакренить видНакренить вид влевоНакренить вид вправоНакрентить вид на заданный уголКрен: %.2fКрен: %sСкользящий затворПродолжительность движения затвораЗакручивает волосы, начиная с кончиковРумынский - RomânКореньДиаметр корняНаправление корнейИндекс корняКорневые узлыПоложение корнейПозиции корнейКорневой примитивВыделение корнейКоординаты корневой текстурыПеренос только для корняКоренной спадКорень иерархии коллекций этого слоя визуализации, его свойство указателя 'коллекции' такое же, как у главной коллекции сценыКорневой путь для всех файлов, перечисленных в коллекции ``files``Корень (пресет)ВращатьПовернуть на 180 градусов по часовой стрелкеПовернуть на 270 градусов по часовой стрелкеПовернуть на 90 градусов по часовой стрелкеПовернуть наВращение углов ЭйлераВращать кривые волосВращать экземплярыПовернуть вращениеПовернуть основуПовернуть UV-координаты внутри гранейВращать векторВращать точку по оси XВращать точку с использованием порядка XYZВращать точку с использованием оси YВращать точку с использованием оси ZВращение точки с использованием угла осиВращать вектор вокруг точки вращения (центра)Вращение вокруг другой точкиВращение вокруг оси под угломПоворот вокруг центра изображенияВращение вокруг локальной оси X, затем ZВращение вокруг локальной оси Z, затем XВращать вокруг осей X, Y и ZВращение вокруг оси Z в пространстве модификатораВращать вокруг локальной оси XВращать вокруг локальной оси YВращать вокруг локальной оси ZПовернуть вокруг заданной (зафиксированной) оси по направлению к целевому объектуВращать копии в соответствии с формой массиваВращать пользовательскую нормаль выделенных элементовВращение атрибута цвета угла грани внутри гранейВращать экземпляры геометрии в локальном или глобальном пространствеПовернуть изображение на указанный уголПовернуть исходное выделение для улучшения его формыПоворачивать экземпляры по нормалям вершинВращать экземпляры в соответствии с формой входящей геометрииВращать экземпляры в соответствии с формой геометрии поверхностиНастройки привязки влияют на вращениеПовернуть острова для наилучшего вписанияПовернуть острова так, чтобы они были выровнены по горизонталиПовернуть острова так, чтобы они были выровнены по вертикалиРазвернуть острова, чтобы улучшить макетПовернуть неравномерные родительские масштабы для выравнивания с потомком, применив родительский X-масштаб к X-масштабу потомка и т. дПовернуть точки вокруг средней точки кистиПоворачивать относительно текущей ориентацииПовернуть выделенное ребро или прилегающие граниВращать выделенные элементыВращать копии случайным образомПовернуть изображениеПовернуть входное вращение в глобальном пространствеПовернуть входное вращение в его локальном пространствеПовернуть входное вращение в локальном пространстве объектаВращать экземпляры случайным образомВращение касательной к поверхностиПовернуть видВращать/СкручиваниеПовернутые камеры, смотрящие в одну и ту же точку на расстоянии сходимостиПовёрнутый до минимального прямоугольника, вертикального или горизонтальногоВращает каждую кривую волоса вокруг осиВращает значения битов A на указанную величину сдвига. Положительные значения вращаются влево, отрицательные значения вращаются вправо.Поворачивает направление анизотропии, при "1.0" проходит полный кругВращениеВращение и масштабУгол вращенияОсь вращенияПоле вращенияИнкремент вращенияВлияние на вращениеМатрица вращенияМетод поворотаРежим смешивания вращенийРежим вращенияНодовый сокет вращенияИнтерфейс сокета ноды для вращенияОриджины вращенияПуть вращенияТочность инкремента вращенияДиапазон вращенияИнструменты треков вращенияТреки вращенияЕдиницы измерения вращенияВращение WВращение по XВращение по YВращение по ZНакопительное вращение для каждой копииВеличина поворота на один пиксель для управления скоростью вращения вьюпортаВращение и масштабУгол вращенияУгол вращения вокруг оси Z для применения дельт вращения от VR гарнитурыВращение вокруг центра объектаВращение вокруг путиВращение вокруг выбранной оси ориентацииОсь вращения (по умолчанию: касательная в корне)Преобразование вращенияОшибка вращенияВращение на каждый шагВращение фонового изображения (только для ортографического режима)Вращение только что добавленного объектаВращение с помощью углов ЭйлераВращение в кватернионахВращение к кватернионах (с нормализацией)Вращение не поддерживается в редакторе "экспозиционный лист"Режим вращения. Влияет только на способ отображения вращения, само вращение не изменится.Вращение лепестков диафрагмыВращение солнца вокруг зенитаВращение перекрестия соответствующего контроллера действия в глобальном пространствеВращение эффектаВращение экземпляровВращение студийного освещения вокруг оси ZСмещение вращения, применяемое к базовой позе для определения вращения видоискателяТолько вращениеЦентр трансформации вращения или масштабированияВращение, присутствующее в исходной съёмке, будет компенсировано (например, для умышленного наклона)Диапазон вращения, на котором активирован центр трансформацийШаг вращения для клавиш цифровой клавиатуры (2 4 6 8)Вращение в угол и осьВращение в дельтаВращение в углы ЭйлераВращение в кватернионЗначение вращения в атрибуте геометрииСокет ноды для значения вращенияЗначения вращения могут отображаться только с наложением текста в 3D-видеЦентр вращения/масштабированияВращение: %.2f%s %sВращение: %s %s %sРазница вращенияВращенияГрубостьКоэфф. неровностиШероховатостьШероховатость 1Шероховатость 2Кривая шероховатостиШероховатость - конецШероховатость конечной точкиПорог шероховатостиМатовость материалаШероховатость слоя лоска. Низкие и высокие значения шероховатости создают пушистый или пыльный вид соответственноШероховатостьU-шероховатостьV-шероховатостьКругОкруглить A до наибольшего значения множителя B, меньшего или равного AОкруглить A до ближайшего целого. Округление в большую сторону, если дробная часть равна "0.5"Режим округленияОкругление UV до пикселей при редактированииКруговое перекрытие (полукруг)Скругление углов путём создания округлых дуг в каждой контрольной точкеСкруглить вогнутые внутренние углы в поле со знаковыми расстояниями. Действует только на области с отрицательной главной кривизной, создавая более плавные переходы между поверхностямиКруглая открытая форма периметраСферический (пресет)Округлить число с плавающей запятой до ближайшего меньшего целого числаОкруглить число с плавающей запятой до ближайшего целого числа в направлении нуля (вниз, если положительное значение; вверх, если отрицательное )Округлить число с плавающей запятой вверх или вниз до ближайшего целого числаОкруглить число с плавающей запятой до ближайшего большего целого числаОкруглить до пикселейОкругление до центров пикселейОкругление до углов пикселейСкруглённыйСкруглённые лентыОкруглостьСкруглённость потомков вокруг родителяОкруглость кончика кистиЗакругление углов панелей и подпанелейОкруглость систем координат сегментаОбходыСтрокаФильтры строкВысота рядаСтроки с чередованиемСтроки:РезинаРасчёт правилНечёткость правилаПравило, используемое для определения того, какие области находятся внутри, а какие снаружиЛинейкаПравила обрабатываются сверху-вниз (рассчитывается только первое правило с воздействием выше порога нечёткости)Запуск от имени пользователяЗапустить файл PythonЗапускать Python во время редактированияЗапустить скриптВыполнить операцию перетаскивания связи ноды для тестированияЗапустить активный скриптЗапустить как фоновую задачуЗапуск от имени определённого пользователяЗапуск в редакторе геометрических нодЗапустить этот скрипт после генерации, чтобы применить изменения настроенные пользователемЗапустить этот текст как скрипт Python при загрузкеРунге-Кутта 3Рунге-Кутта 4Работа в автономном режимеВремя выполненияДанные времени выполненияПараметры времени выполненияИнформация о состоянии выполнения сеанса виртуальной реальностиРусский - РусскийSSDFSDF СеткаЛогические операции SDF сетокСкругление SDF сеткиЛапласиан SDF сеткиУсреднение SDF сеткиСредняя кривизна SDF сеткиМедиана SDF сеткиСмещение SDF сеткиSDLSПорог SMAAПорог SMAA для рендераПорог SMAA для вьюпортаSMPTE (Компактный)SMPTE (Полный)Таймкод SMPTE с отображением только минут, секунд и кадров; часы также отображаются в случае необходимости, но не по умолчаниюSPH-настройки жидкостиSPH-РешательСэмплы SSAAНастройки SSAOSSE42STL (.stl)Экспорт STL: Невозможно открыть файл "%s"Экспорт STL: Не удалось найти коллекцию "%s"Импорт STL: Невозможно открыть файл "%s"Импорт STL: Не удалось импортировать меш из файла "%s"Импорт STL: Не удалось прочитать файл "%s"SVG как кривыеSVG имеет градиенты, цвет Grease Pencil будет приближеннымБезопасные областиБезопасная область для основных элементовБезопасная область для основных элементов при другом соотношении сторонБезопасная область для текста и графикиБезопасная область для текста и графики при другом соотношении сторонБезопасные области экрана, используемые в 3D-виде и секвенсореТот-же каналТот же объектТо же, что и frame_end (конечный_кадр), за исключением того, что можно задавать любые значения, включая те, которые создают недопустимые состоянияТо же, что и frame_start (начальный_кадр), за исключением того, что можно задавать любые значения, включая те, которые создают недопустимые состоянияВыделена та же кость…Те же коллекции, что и у активной костиТот же цвет, что и у активной костиОдинаковое входное/выходное направление сокетовСэмплироватьСэмплинг UV прикрепленияПогрешность сэмплированияКоличество сэмпловCэмплинг кривойСэмплировать равные длиныФормат сэмплаСэмплинг сеткиСэмплинг индекса сеткиСэмплинг группы с IDСэмплинг индексаДлина сэмпловЗначения вдоль отрезкаСэмплировать общий цветРежим сэмплингаCэмплинг ближайшегоСэмплинг ближайшей поверхностиСэмплинг положенияРадиус сэмплаЧастота дискретизацииРазмер сэмплаСэмплировать прямые рёбраПодмножество сэмпловДлина подмножества сэмпловСмещение подмножества сэмпловСэмплинг UVСэмплинг поверхности UVСэмплировать кость из 3D-вида или аутлайнера для сохранения в свойствеСэмплировать набор цветовВзять образец цвета из окна Blender'а и создать материал Grease PencilВзять образец цвета из окна Blender'а, чтобы сохранить его в свойствеВзять датаблок из 3D-вида, чтобы сохранить его в свойствеСэмплировать отрезок и отобразить его на панелях диапазонаТочность выборки, важно для данных анимации (чем меньше значение, тем точнее)Сэмплировать файл изображения в качестве текстурыСэмплировать файл изображения в качестве текстуры окружающей среды. Обычно используется для освещения сцены вместе с нодой фонаСэмплировать цвет для %sГлубина выборки из 3D-видаСэмплировать детали динамической топологииСэмплировать каждый сплайн, равномерно распределив указанное количество точекСэмплировать каждый сплайн, разбив его на сегменты указанной длиныСэмплировать рёбра равной длиныСэмплировать рёбра с векторными ручкамиСэмплировать все пиксели изображенияФормат сэмплаДлины образцов определяются на основе общей длины всех кривых, а не с использованием длины внутри каждой выбранной кривойСэмплировать размер вокселя мешаИспользовать более эффективный алгоритм расчёта нескольких источников света на основе оценки их вклада в освещение объектовПоказать цветовые характеристики в выделенном местеТочка выборки F-кривойЧастота сэмплирования в сэмплах/сЧастота дискретизации звука в ГцВыбрать детализацию меша в месте нажатия мышкиСэмплировать выходной экранный цветПроизвести сэмплинг указанного количества точек вдоль каждого сплайнаСэмплинг UV-карты поверхности в точке присоединенияСэмпл, чтобы начать шумоподавление при предварительном просмотреСэмплировать значения из текстуры изображенияВыборочные точкиВыборочные данные анимацииСэмплированные цвета вдоль линииСэмплыСэмплов - ТрансформацияСэмплов на кадрСэмплированиеСэмплинг анимацийИнтерполяция сэмплирования (резервная)Метод сэмплированияШаблон сэмплингаПресеты сэмплированияЧастота сэмплингаПодэтапы сэмплингаСэмплинг цвета для палитрыМетод выборки для объёмовСтратегия сэмплинга для излучающих поверхностейУвеличить насыщенность изображенияНасыщенностьРазброс насыщенияРежим насыщенияУровень насыщенностиНасыщенность цвета иконок интерфейсаНасыщенность, Яркость, ТонНасыщенность:СохранитьСохранить %u изменённых изображения(й)Сохранение и загрузкаСохранить как рендерСохранить как…Сохранять бэкапыСохранить копиюСохранить вне основного файла…Режим сохраненияСохранять PNG как PNG, JPEG как JPEG, WebP как WebP. Для других форматов - использовать PNGСохранить настройкиПредупреждать о сохраненииСохраняемые версииСохранить BVH-файл захвата движения из арматурыСохранить копию активного ассета кисти в стандартной библиотеке ассетов и сделать её активной кистьюСохранить копию текущего рабочего окружения без её последующей загрузкиСохранить пользовательскую тему в списке пресетовСохранить секвенцию изображенийСохранить текст активного датаблокаСохранить активный текстовой файл с параметрамиСохранить все изменённые изображенияСохранить изображение, упакованное в .blend-файл, на дискСохранить как рендерСохранять файлы кэша на диск (сначала должен быть сохранён файл .blend)Сохранить изменения перед закрытием?Сохранить настраиваемый студийный свет из настроек редактора студийного освещенияСохранить смещения во внешний файлСохраните изображение с помощью управления цветом рендера. Для форматов изображений, таких как PNG, применить вид и преобразование отображения. Для промежуточных форматов изображений, таких как OpenEXR, использовать стандартное цветовое пространство вывода рендераСохранять изображения в формате JPEG. (Изображения, которым требуется альфа-канал, будут сохраняться в формате PNG.) Помните о возможной потере качестваСохранить изображения в формате WebP в качестве основного изображения (без резервного варианта)Сохранять каналы яркость-цветность-цветность вместо цветов RGBСохранять на выходеСохранять изменённые настройки при выходе (кроме случаев, когда были загружены настройки по умолчанию)Сохранять кэш рендера в файлы EXR (полезно для точной постобработки; примечание: влияет на косвенные рендеры сцен)Сохранять запечённые карты во внешних файлахСохранить запекаемую карту как внутренний датаблок изображенияСохранить текущий файл BlenderСохранить текущий файл Blender'а с численно увеличенным именем, которое не перезаписывает существующие файлыСохранить текущий файл в нужном местеСохранить текущий файл в месте "по желанию", но не делать сохранённый файл активнымСохранить текущую ноду предпросмотра в файл изображенияСохранить изображение с другим именем и/или параметрамиСохранить изображение с текущим именем и параметрамиСохранить рендер изображения во внешний файл (используется только когда анимация отключена)Сохранить сцену в файл PLYСохранить сцену в файле Wavefront OBJСохранить сцену в файл STLСохранять этот датаблок, даже если на него никто не ссылаетсяСохранять этот выходной слойСохранить на диск (игнорировать внешние изменения)Сохранить настройки переводов в постоянный JSON-файл«%s» сохранено%s сохраненоСохранено как "%s"Копия сохранена как "%s"Изображение "%s" было сохраненоСохранено инкрементально как "%s"Место сохранения запакованного файла: %sТекст "%s" сохранёнСохранениеСохранение не удалосьСохранение с помощью данной версии Blender'а (%s) может привести к потере данных.Сохранение с данной конфигурацией OpenColorIO может привести к потере данных.Сохранение настроек не удалосьПилообразнаяScalable Vector Graphic (.svg)Формат масштабируемой векторной графики (SVG) 1.1СкалярМасштабИзменить масштаб (размер) выделенных элементовМасштаб по осямОснова для масштабаМасштаб ослабленияМасштабировать элементыРавномерное масштабированиеМасштабировать FPSКоэффициент масштабаКоэффициент масштабирования для текстурыМасштабировать изображение до нового размераМасштаб-началоВлияние на масштабМасштабировать экземплярыМатрица масштабированияРежим смешивания масштабированияРежим масштабированияМасштабировать смещениеМасштаб-конецСлучайный масштабМасштабировать жёсткостьМасштабировать толщину штриховМасштабировать толщинуМасштабировать U и V независимоМасштабировать UV-координаты до границ после развёрткиРавномерное масштабированиеМасштаб по XМасштаб X: %s Y: %s Z: %s%s %sМасштаб X: %s Y: %s%s %sМасштаб по YМасштаб по ZМасштабировать значение нецелого числа в контекстеНакопительное масштабирование для каждой копииМасштабировать все данные (некоторые импортёры не поддерживают масштабированные арматуры!)Масштабировать все плитки UDIM изображенияМасштаб вдоль кривойМасштабировать по оси XМасштабировать по оси YМасштабировать целочисленное значение в контекстеМасштабировать в пикселях на единицу Blender'аМасштаб основан на пикселях на дюймМасштабировать по площади граниМножитель масштабирования по площади граниМасштабировать на размер гранейМасштабировать текст для вмещения в текстовое полеМасштабировать каждую кривую равномерно, чтобы достичь целевой длиныМасштабировать элементы с одним и тем же коэффициентом во всех направленияхМасштабировать элементы в одном направленииКоэффициент масштабирования, применяемый к автоматически полученной длине повторной выборкиКоэффициент масштабирования, определяющий «скорость» функцииКоэффициент масштабирования, определяющий максимальное и минимальное значенияКоэффициент масштабирования для настройки высоты ключевых кадровМасштабный коэффициент для формы костейМасштабный коэффициент радиуса подповерхностного рассеянияКоэффициенты масштаба для сужения конца сгибаемой костиКоэффициенты масштаба для сужения начала сгибаемой костиМетод подгонки масштабаШкала интенсивности импортированных источников светаМасштаб для вновь добавленного объектаМасштабировать экземпляры геометрии в локальном или глобальном пространствеМасштабировать группы соединённых рёбер и гранейМасштабировать отдельные рёбра или прилегающие островки рёберМасштабировать отдельные грани или прилегающие островки гранейМасштабировать экземпляры по размерам гранейМасштаб равен "0"Настройки привязки виляют на масштабированиеОтмасштабировать и переместить острова UV-карты таким образом, чтобы они максимально заполняли всё UV-пространствоМасштабировать острова, чтобы заполнить единичный квадратМасштабировать мешМасштаб искажения шумаМасштаб шума (более высокое значение приводит к появлению более крупных вихрей)Масштаб текстуры шума вдоль каждой кривойМасштаб траекторного решения объекта в пространстве камерыМасштабирование для капителиПодстраивать масштаб по осям X и Z для сохранения объёма костейМасштабировать по осям X и Z обратно пропорционально масштабу по YМасштаб базовой октавы шумаМасштаб кончика кисти по оси XМасштаб эффекта смещенияМасштаб финальных штриховМасштаб экземпляра резинки для волосМасштаб экземпляровМасштаб экземпляров по каждой из локальных осейМасштаб слояМасштабировать текстуру шума по положению корняМасштаб профиля в каждой точкеМасштаб тениМасштаб пространственного шумаМасштаб текстурыТолько масштабМасштабировать выбранную областьМасштабировать размер отображения выделенных сгибаемых костейМасштабировать значения выделенных ключей по их общему среднему значениюМасштабировать радиусы оболочки выделенных вершинМасштабировать жёсткость вместо радиусаМасштабировать BVH по этому значениюМасштаб значений со входа Z, если не используется Z-буфер. Позволяет регулировать максимальное размытие при белом цвете или единице на входеМасштаб фонового изображенияМасштабировать кости до всей длины кривойУстановить значение вклада прямого освещенияУстановить значение вклада отражённого освещенияМасштабировать копии случайным образомМасштабировать копии случайным образом по каждой из осейМасштабировать отображаемую форму кости в зависимости от её фактической длиныМасштабировать расстояние между сэмплами объёмного шейдера при рендеринге объёма (более низкие значения дают более точные и детализированные результаты, но за счёт увеличения времени рендеринга)Масштаб объектов экземпляров гранейМасштабировать частоту кадров из BVH по текущей сцене, в противном случае кадры BVH будут соответствовать кадрам Blender'аМасштабирует изображение таким образом, чтобы оно полностью помещалось в кадр, не оставляя пустых мест по угламМасштабировать экземпляры в зависимости от площади грани исходной геометрииУменьшать экземпляры случайным образомУменьшать экземпляры случайным образом по каждой из осейМасштабировать экземпляры по каждой из локальных осейМасштабировать экземпляры случайным образомМасштабировать экземпляры случайным образом по каждой из осейМасштабировать движение мышки с этим значением, прежде чем применять дельтуМасштабировать частоту шумаМасштабировать смещение по окружающей геометрииМасштабировать матрицу отступа (используйте для применения отступа в пространстве экрана)Масштабировать смещение для придания более равномерной толщиныМасштабировать объекты сцены в соответствии с метрами USD контейнера на единицу. Это масштабирование применяется в дополнение к значению, указанному в параметре самого "масштаба"Масштабировать толщину штрихов при трансформации штриховМасштабировать текстуру для вписания в длину каждого штрихаМасштабирование значений изменяемой F-кривойМасштабировать по длине костиМасштабировать по границамМасштабировать по размеру кадра камерыМасштаб в дельтаМасштабировать к размерам гранейМасштабировать для заполненияМасштабировать до вмещенияМасштабировать до заполнения кадра камерыИзменять размер с учётом масштаба (иначе масштабировать независимо от размера показа)Масштаб, используемый при преобразовании единиц измерения в Blender'е. При работе в микроскопическом или астрономическом масштабе можно использовать малые или большие единицы измерения соответственно, чтобы избежать проблем с числовой точностьюМасштабировать чувствительность вращения трекболаМасштабировать вектора по их величинамМасштабировать, переместить и вращать изображениеМасштабировать/переместитьМасштаб: %s : %s : %s%s %sМасштаб: %s : %s%s %sМасштаб: %s%s %sМасштаб кости X: %s Y: %s Z: %s%s %sМасштаб кости: %s : %s : %s%s %sМасштаб кости: %s%s %sМасштаб по X: %sПо масштабуМасштабирует изображение таким образом, чтобы оно полностью помещалось в кадр, не оставляя пустых мест по угламКоэффициенты интенсивности шумаМасштабировать меш как мягкое тело, используя ориджин объекта в качестве масштабаМасштабирует мощность света экспоненциально, умножая интенсивность на 2^экспозициюМасштабированиеМасштабирование шума по времениКоэффициент масштабирования применяемый поверх масштаба сцены для корректировки вида в виртуальной реальности. По возможности, - следует изменять масштаб сценыКоэффициент масштабирования для действияКоэффициент масштабирования, применяемый по горизонталиКоэффициент масштабирования, применяемый по вертикалиКоэффициент масштабирования значений шумаМасштаб объектаПросканировать директорию аддонов для поиска новых модулейИмитировать сканирующий затвор для эффекта скользящего затвораРассеиваниеКоэффициенты рассеянияРассеивать свет при прохождении через объём; часто используется для добавления тумана в сценуРаспределить на экземплярахРаспределить по поверхностиРаспределить указанную геометрию по поверхности мешаМодель рассеиванияРадиус рассеяния на цветовой канал (RGB), умноженный на масштабСценаКопировать настройкиПолная копияСвязанная копияСоздатьИндекс объектаПространствоТипСцена "%s" содержала недопустимую корневую коллекцию, которую невозможно прочитатьСцена "%s" является связанной, создание экземпляров объектов отключеноСцена "%s" является последней локальной, она не может быть удаленаКамера сценыКоллекция сценыКоллекции сценыПоказ сценыДлительность сценыДиапазон кадров сценыГраф сценыГравитация сценыСцена HydraПараметры сцены движка рендеринга HydraСоздание экземпляров сценыОсвещение сценыНодовый сокет сценыИнтерфейс сокета ноды для сценыОбъекты сценыОперация со сценойПараметры сценыОриджин сценыНастройки сценыВид рендера сценыУстановка сценыРазмер сценыСтатистика сценыДорожка сценыОтображение дорожки сценыДиапазон дорожки сценыДорожка сцены...Время сценыЕдиницы сценыОкружение сценыАссеты сцены не назначены ни одному каталогу. Каталоги можно назначить в браузере ассетовСцена в ее просчитанном состоянииДатаблок сцены, состоящий из объектов и определяющий настройки, связанные со временем и рендеромДатаблоки сценНастройки отображения сцены для 3D-вьюпортаЧастота кадров сцены установлена на %.4g (преобразована из %.4g)Сцена, с которой выбирается активная камера (по умолчанию используется рендер-сцена)Сцена не содержит данных анимации или активного действияНет камеры в сценеВ сцене нет камеры, предварительный просмотр для %s без неё невозможен.Наборы ключей сценыЛинейные значения сцены в рабочем цветовом пространствеМетров на единицу сцены — "0.001"Метров на единицу сцены — "0.01"Метров на единицу сцены — "0.0254"Метров на единицу сцены — "0.3048"Метров на единицу сцены — "0.9144"Метров на единицу сцены — "1.0"Метров на единицу сцены — "1000.0"Режим сцены использует режим полного запекания:Сцена не найденаКорневая коллекция сцены, которой принадлежат как все объекты, так и другие коллекции, экземпляры которых были созданы в сценеРазмер сценыСокет ноды для сценыСцена, используемая этой дорожкойСцена для рендринга или текущая сцена, если не указаноВыполнять рендеринг сцены с 11 сэмплами для сглаживанияВыполнять рендеринг сцены с 16 сэмплами для сглаживанияВыполнять рендеринг сцены с 32 сэмплами для сглаживанияВыполнять рендеринг сцены с 5 сэмплами для сглаживанияВыполнять рендеринг сцены с 8 сэмплами для сглаживанияВыполнять рендеринг с использованием однопроходного метода сглаживания (FXAA)Выполнять рендеринг сцены без сглаживанияСцена(-ы)СценыСцены без камеры не поддерживают предварительный просмотрСхема = Catmull-Clark, когда это возможно. Возвращается к экспорту подразделённого меша для типа "простого" подразделенияСхема = Нет. Экспортировать базовый меш без подразделенияСхема = Нет. Экспортировать подразделённый мешОбласть диапазона - ФонДиапазоныДиапазоны статистического представления видеофрагментаДиапазоны для статистического представления изображенияДиапазоны для визуализации статистики изображенияДиапазоны для визуализации статистики видеофрагментаРасстояние скремблированияРасстояние скремблирования вьюпортаЭкранСоздатьТочностьЭкранРазмер захвата экранаРежим экранаОтносительно экранаТрассировка экранаЭкранные координаты сэмплингаДатаблок экрана, определяющий компоновку областей в окнеДатаблоки экрановРазметки экрана рабочего пространстваРазмер нормалей на экране в 3D-видеПривязка угла к пространству экранаТрассировка по экрануТочность трассировки по экрануТолщина трассировки по экрануЭкраныСнимок экранаСнимок экрана не может быть меньше %i пикселей на какой-либо сторонеВинтМодификатор крученияОсь крученияСкриптПапки скриптовСкриптыНода скриптаИсточник скриптаПапка скрипта не найденаСкриптовое выражениеСкриптингПолоса прокруткиНаправление прокруткиЦвета виджетов прокруткиПрокрутка и зум для 2D-регионаНаправление прокрутки (только Wayland)Прокрутить вниз на одну страницуПрокрутить страницу вверх или внизПрокрутить выделенные файлы в видовом представленииПрокрутить область просмотра внизПрокрутить область просмотра влевоПрокрутить область просмотра вправоПрокрутить область просмотра вверхПрокрутить вверх на одну страницуПрокрутить область просмотра после нажатия кнопки мышки и перетаскиванияПрокрутить область просмотра, чтобы текущий кадр оказался в центреПрокруткаЗвук в перемоткеНастройки области перемотки и маркеровПеремотка / МаркерыСкульптингСкульптинг всех острововСкульптить базовый мешВозможности скульптингаСкульптинг кривыхКлетка скульптинга кривыхНепрозрачность набора граней скульптингаСкульптинг Grease PencilСкульптинг штрихов Grease PencilУровни скульптингаНепрозрачность маски скульптингаСкульптингНаложения режима скульптингаЦвет перекрытия скульптингаПлоскость для скульптингаУстановить центр трансформации скульптингаПоказать наборы граней скульптингаОтображать маску скульптингаТекстурирование в скульптингеВылепить след на поверхности объектаСкульптинг кривых с помощью кистиСкульптинг на постоянном слое мешаРисовать штрихи в активном объекте Grease PencilЦвет кисти при скульптинге/раскрашиванииСкульптингШовПоля для швовРебро шва для UV-развёрткиШвыПоискПоиск аддоновОбласть поиска:Расстояние поискаПоиск расширенийСовпадение при поискеМаксимум поискаМинимум поискаОбласть поискаПродолжать поиск с начала файла при достижении концаПоиск по сочетанию клавишПоиск по имениНайти узел по имени и выделить егоНайти файлы этого типаИскать в этой папкеИскать маркеры, подвергающиеся аффинным деформациям (перенос, вращение, сгиб и наклон) между кадрамиИскать маркеры, подвергающиеся проективной деформации между кадрамиИскать маркеры, подвергающиеся переносу и вращению между кадрамиИскать маркеры, подвергающиеся переносу и масштабированию между кадрамиИскать маркеры, подвергающиеся переносу между кадрамиИскать маркеры, подвергающиеся переносу, вращению и масштабированию между кадрамиИскать во всех текстовых датаблоках, не только в активномВыполнять поиск строки с учётом символов верхнего и нижнего регистраИскать связанные изображения в подпапках (предупреждение: может быть медленным)Условие поиска для фильтрации в пользовательском интерфейсеВторойВторая основаТип второй ручкиВторой твердотельный объект, участвующий в ограниченииШаг секундВторой коэффициент радиального искажения Брауна-Конради (Brown-Conrady) четвёртого порядкаВторой коэффициент тангенциального искажения Брауна-Конради (Brown-Conrady) второго порядкаВторой коэффициент искажения от Nuke второго порядкаВторой коэффициент разделяемого искажения второго порядкаВторой коэффициент тангенциального искажения от NukeВторой коэффициент полинома третьего порядка, описывающего радиальное искажениеВторой цвет используемый эффектомВторая контрольная точка кубического сплайна между мин./макс. скоростямиВторой вход для дорожки эффектовВторой ключевой кадр, используемый при инициализации инструмента реконструкцииВторая точка снимка экрана в экранном пространствеНеобходимо выделить второй меш-объект в качестве источника копированияИмя второй группы вершинВторичныйВторичная осьДополнительная ось костейВторичный цветСлои вторичных контро́ллеровВторичный путь к даннымСпад вторичного влиянияВторичное отражениеВторичная текстураВторичный цвет шахматного рисунка, обозначающий прозрачные областиВторичный путь к свойству, устанавливаемому радиальным элементом управленияСекундыСекунды вокруг курсора, к которым надо приблизитьКоличество секунд на выполнение теста (переопределение итераций)СекретРаздел для активации в настройкахСм. "%s" во внешнем редактореСм. "%s" в текстовом редактореСм. панель модификаторов нижеСмотрите текстовый блок OperatorList.txtВариацияВариация генератора случайных чисел, если он используетсяВариация генератора случайных чисел (если отрицательное число, то для вариации используется время)Вариация для операций со случайными числамиВариация для генератора шумаВариация для генератора случайных чиселВариация шумаВариация случайного генератораВариация, используемая генератором случайных чисел для генерации случайных точекВариативное значение для интегратора для получения различных шаблонов шумаВариативное значение для рандомизацииЗначение для инициализации генератора случайных чиселПоиск на основе временных меток, считываемых из потока видео, что обеспечивает наилучшее соответствие между временем сцены и временем видеоСегментКоординаты сегментаНаправление сегментаID сегментаВлияние сегментовДлина сегментаВращение сегментаШирина сегментаУчасток между двумя ключевыми кадрамиКоординаты сегмента для отображения текстуры внутри каждого углового сегментаСегментыКоличество сегментов для скругления угловСегментов должно быть не менее 3Сегменты, собранные с контрольных точекСегменты на расстоянии между изображениями меньше этого значения будут объединены в цепочкуВыделитьВыделить и подстроитьВыделить 2 звуковые дорожкиТип кривой: 2D или 3DВыделить одну выровненную ручкуВыделить всёПереключатель "выделить всё"Выделить всё по признакуВыделить якорьВыделить областьВыбрать фонПогрешность выделенияВыделить большеВыделить каналВыделить потомкаВыделить потомкаВыделить только потомкиВыбрать коллекциюВыбранный цветВыделить контрольную точкуВыделять кривыеИндекс последней выделенной строкиВыделить грани, соединённые с существующим выделениемВыделить по группеВыделить рукояткуВыделить рукояткиВыделить иерархиюВыделить импортированные объектыВыбор слояВыделить левую рукояткуВыделить связанныеВыбрать элемент спискаВыберите элемент списка (щёлкните дважды, чтобы переименовать)Выбрать положениеВыделить петлиРежим выделенияВыделить больше/меньшеВыделение мышкойВыделять снаружиВыделить родителяВыбор проходаВыделить по шаблонуВыделить точкуВыделить правую рукояткуВыделить кольцоВыделить поискВыделить "набор выделения"Выделить по схожестиВыбор слотаВыбрать разделениеВыдел. текстВыделить UV-вершиныВыделить вершины UV, используя выделение прямоугольникомВыделить UV-вершины с помощью выделения окружностьюВыделить UV-развёртки в указанной плиткеВыделить вершины UV, имеющие общее положение и использующие одну и ту же вершину мешаВыделить UV-развёртки, которые имеют общие вершины меша, независимо от того, находятся ли они в одном и том же местеВыделить UV-вершины с помощью обводкиВыделить вершины, соединённые с существующим выделениемВыбор видаВыделить кость на сгенерированном риге, которая будет управлять этим действиемВыбрать папку в закладкахВыделите камеру для привязки к маркеру на этом кадреВыделить цепочку связанных дорожек, находящихся рядом с указателем мышкиОтбирать рёбра-штрихи, если одновременно отмечены обе прилежащие граниОтбирать рёбра-штрихи, если отмечена хотя бы одна из прилежащих гранейВыделить петлю связанных UV-вершинВыделить петлю связанных рёберВыберите ось зеркалирования (X, Y)Выберите ось зеркалирования (X, Y, Z)Выбрать новый адрес для этой библиотеки и перезагрузить её данныеВыделите ноду, чтобы назначить сочетание клавишВыделить точку кривой рисованияВыделить точку или её ручкиВыделить равномерно распределённый набор волос или точекВыделить диапазон от активного элементаВыделить ряд контрольных точек, включая активную. Последующее использование на той же точке будет переключать направления между U и VВыделить дорожку (последняя выделенная дорожка становится активной)Выделить вершины, затрагиваемые модификатором крюкаВыделить все грани UV, которые перекрывают друг другаВыделить все UV-вершины, связанные с активной UV-картойВыделить все связанные UV-вершины под курсором мышкиВыделить все каналы анимации внутри заданной областиВыделить всё между выделенными и активным элементамиВыделить все кости, связанные родительскими/дочерними связями и соединённые с текущим выделениемВыделить все кости, связанные родительскими/дочерними связями с текущим выделениемВыделить все кости, имеющие того же родителя, что и выделенные в данный момент костиВыделить все символыВыделить все дочерние элементы выделенных в данный момент костейВыделить все контрольные точки, связанные с уже выделеннымиВыделить все контрольные точки, связанные с текущим выделениемВыделить все точки кривых, связанные с уже выделенными точкамиВыделите все кривые в заполненииВыделить все данные меша на одной осиВыделить все отключённые трекиВыделить все элементыВыделить все рассчитанные трекиВыделить всё, если "истинно", иначе снять выделение со всегоВыделить все треки по ключевым кадрамВыделить все ключевые кадры канала под курсоромВыделить все ключевые кадры на заданном интервале кадровВыделить все ключевые кадры, находящиеся на том же самом кадре под курсором мышкиВыделить все ключевые кадры внутри заданного регионаВыделить все ключи, связанные с уже выделеннымиВыделить все заблокированные трекиВыделить все проблемные вершины или рёбраВыделить все объекты в коллекцииВыделить все объекты, которые блокируют свет от этого излучателяВыделить все объекты, которые получают свет от этого излучателяВыделить все пути между отправной/конечной точкойВыделить все закреплённые UV-вершиныВыделить все точки на кривых с помощью любого режима выделения точекВыделить все точки кривой под курсоромВыделить все достаточно острые рёбраВыделить дорожки, прилегающие к текущему выделениюВыделить все дорожки по определённым характеристикамВыделить все дорожки слева/справа от текущего кадра в зависимости от расположения курсораВыделять все точки штриховВыделить все точки штриха между другими штрихамиВыделить все штрихи со схожими характеристикамиВыделить весь текстВыделить ключевые кадры только на канаде под курсором мышкиВыделить все ключевые кадры в кривойВыделить весь текстВыделить вершины, назначенные активной группе вершинВыделить маркеры времени, используя выделение прямоугольникомВыделить все отслеженные трекиВыделить все треки из заданной группыВыделить все треки, реконструкция которых не удаласьВыделить все треки с тем же цветом, что и у активного трекаВыделить все вершины, соединённые с уже выделеннымиВыделить все видимые кости по схожим свойствамВыделить все видимые объекты по заданной характеристикеВыделить все связанные видимые объектыВыделить все видимые объекты в соответствии с типомВыделить чередующиеся точки в штрихах с уже выделенными точкамиВыделить кольцо рёберВыделить кольцо рёбер соединённых UV-вершинВыделите чётное количество петель для мостового соединения пар петельСначала выделите существующий трек НЛА или пустую строку действияВыделить объект или кость позыВыделить и активировать элементыВыделить и передвинуть точку кривой рисованияВыделить и использовать элемент мешаВыбрать линии не-силуэтаВыделить хотя бы один меш-объектВыделите хотя бы две петли рёберВыделить большие по площади участки, а не меньшиеВыделить кости в активной коллекции костейВыделить все кости, связанные родительскими/дочерними связями, которые соединены с объектом под курсором мышкиВыделить кости, которые являются родителями выделенных в данный момент костейВыделить кости, использованные в качестве целей для выделенных в данный момент костейВыбирать граничные рёбра (открытые рёбра меша)Выделить граничные рёбра вокруг выделенных гранейВыделить поВыделить по твёрдости граниВыбрать слот материала по активностиВыделить связанные объекты родителей/потомковВыбрать контур или силуэтОтбирать контура (внешние силуэты каждого объекта)Выделить контрольные точки на границе каждой области выделенияВыделить контрольные точки, следующие за уже выделенными точками на кривыхВыделить контрольные точки, предшествующие уже выделенным точкам на кривыхОтбирать рёбра складок (рёбра, прилежащие грани к которым образуют угол меньше параметра угла складок)Произвести выделение созданных объектов в конце импортаВыделить точки кривой с помощью выделения прямоугольникомВыделить точки кривой с помощью окружностиВыделить точки кривой с помощью обводкиВыделить кривые, которые близки к уже выделенным кривымВыбрать тип данных атрибутаВыделить непосредственных потомков выделенных в данный момент костейОбъект-домен для симуляции дымаОтбирать отмеченные рёбра (с установленной меткой Freestyle)Отбирать рёбра на границах материаловВыделите рёбра или пару граней петлёй рёбер, которые нужно повернутьВыберите 1 или 3 вершины для установки родительской связиВыделить волосы или точкиВыделить элементВыбрать элементы на основе активного логического атрибутаВыделить конечные точки кривыхВыделить конечные точки штриховВыделить всё, начиная с последнего выделенногоВыделить всё, кроме строк из указанной коллекцииОтбирать внешние контуры (внешние силуэты перекрывающих и перекрываемых объектов)Выделить петлю граней под курсоромВыделить грани, все рёбра которых принадлежат больше чем двум гранямВыбирать места для штрихов на основе коллекции объектовОтбирать места штрихов на основе типов рёберОтбирать места для штрихов на основе видимостиОтбирать места для штрихов, относящиеся к некоторому объекту в группеОтбирать места штрихов по меткам гранейОтбирать места штрихов по границе изображения (уменьшает потребление памяти)Отбирать места штрихов, не принадлежащие ни одному объекту в группеОтбирать места штрихов, НЕ соответствующие заданным условиям типа рёберОтбирать те места, которые НЕ соответствуют заданным условиямОтбирать рёбра-штрихи, удовлетворяющие всем условиям типа рёберОтбирать рёбра-штрихи, удовлетворяющие хотя бы одному условию типа рёберОтбирать места штрихов, соответствующие заданным условиям типа рёберОтбирать рёбра, удовлетворяющие заданным условиям отметки гранейОтбирать места для штрихов внутри диапазона значений количественной невидимости (QI)Выделить линии, которые исходят из освещённых или затенённых областей. Не повлияет на контур тени и света, поскольку они находятся на границе.Выделить рамку, содержащую выделенные нодыВыбать модель Chiang или HuangВыбрать из нескольких вариантов ввода по их имениВыделить управляющие элементы выделенной дорожкиВыделить кривые графикаВыделить рукоятки за активной дорожкойОтбирать невидимые места для штриховСпособ ограничения объекта целевой поверхностьюСпособ ограничения вершин целевой поверхностьюВыбрать, будет ли находится репозиторий в папке, управляемой пользователем или в папке, предоставленной системойВыделить непосредственных предков или потомков для выделенных костейВыбрать пересекающееся с текущим кадромВыделить элементы, используя выделение прямоугольникомВыделить элементы с помощью выделения окружностьюВыделить элементы при помощи выделяющей обводкиВыделить точки ключевого кадра с помощью выделения окружностьюВыделить точки ключевых кадров с помощью обводкиВыделить ключевые кадры рядом с уже выделеннымиВыделить ключевые кадры нажатием мышкиВыделить ключевые кадры, образованные F-кривой других выделенных ключевых кадровВыделить ключевые кадры слева и справа от текущего кадраВыделить ключи, связанные с выделенными граничными ключами каждой частицыВыбрать тип линии для штриховВыделить связанные граниВыделить связанные грани по углуВыделить связанные грани под курсоромВыделить соединённые вершиныВыделить связанные вершины под курсоромВыделить петли соединённых рёбер из каждого выделенного ребраВыделить несвязанную геометрию с текущим режимом выделенияВыделить маркеры слева/справа от текущего кадраВыделить маркеры с помощью выделения прямоугольникомВыделить маркеры с помощью окружностиВыделить маркеры с помощью обводкиВыделить элементы выделенной рамкиВыделить элементы меша, соответствующие текущему выделению в отраженииВыделить зеркальные точки решёткиВыделить дополнительные UV-вершины, окружающие исходное выделениеВыделить точки сплайнов, связанные с исходным выделениемВыделить дорожки, прилегающие к текущему выделениюВыделить вершины, рёбра или грани, прилежащие к исходному выделениюВыделить видео дорожки или дорожки изображенийВыделить канал трекинга видеоВыделить ближайшую частицы к указателю мышкиВыбрать новый активный элемент меша и использовать его положениеВыделить новые объектыВыделить ноду и связать его с нодой предпросмотраВыделить ноды, связанные обратной связью с выделеннымиВыделить ноды, связанные прямой связью с выделеннымиВыделить ноды с помощью обводкиВыделить ноды со схожими свойствамиВыделить объекты в той же коллекцииВыделить объекты относительно положения активного объекта в иерархииВыделить объекты коллекцииВыделить объекты по шаблону имениРекурсивный выбор объектов из активного элементаВыбрать одну из групп вершин, находящуюся под текущим положением курсора мышкиВыделить одну или несколько дорожекВыделить только полностью выделенные граниВыделять только точкиУстановить или снять выделение со всех НЛА-дорожекУстановить или снять выделение со всех файловУстановить или снять выделение для всех дорожекВыделить или отменить выделение случайных видимых объектовВыбрать ориентацию после её созданияВыделить другие дорожки или рукоятки одновременно или все ключи ретайминга после текущего в режиме ретаймингаВыделить вставленные объектыВыделить участок из граней внутри выделенной петли рёберВыделить отчёты по индексуВыделить обнаруженные объектыОтбирать выступы и впадины (граничные линии между выпуклыми и вогнутыми областями поверхности)Выделить кольца последовательных параллельных рёбер из каждого выделенного ребраВыделить корни всех видимых частицВыделить кратчайший путь между двумя костямиВыделить кратчайший путь между двумя выделенными участкамиВыделить кратчайший путь между двумя точками/рёбрами/гранямиОтбирать силуэты (рёбра на границе между видимыми и скрытыми гранями)Выделить схожие UV по типам свойствВыделить похожие кости по типам свойствВыделить похожие точки кривой по типам свойствВыделить участки из граней, схожие с текущим выделениемВыделить похожие метасферы по типам свойствВыделить вершины, рёбра или грани, схожие по типу свойствВыделить точки сплайнаВыделить рукоятку дорожкиВыделять дорожки по отдельности, независимо от того, соединены они или нетВыделить дорожки на назначенной стороне выделенных дорожекВыделить дорожки относительно текущего кадраВыделить дорожки слева или справа от текущего кадраВыделить дорожки, используя выделение рамкойВыделить дорожки, используя выделение окружностьюВыделить дорожки, используя выделение обводкойСтиль отрисовки обводкиСтиль заливки штриховОтбирать вспомогательные контура (возможные рёбра силуэта/контура)Построчное выделение текстаВыделять текст, перемещая курсорРежим управления FreestyleВыделить активную камеруВыбрать библиотеку ассетов и содержащиеся в ней каталоги для отображения на полке ассетовОсь, по которой выполняется сравнение вершинВыделить кости из этого набора выделенияВыделить камеруВыбрать ближайшую ось при размещении объектов (переопределение поверхности)Выделить подсвеченный в текущий момент гизмоФормат файла для хранения кэша данных шумаФормат файла для хранения кэша данных частицФормат файла для хранения кэша данных поверхностиФормат файла для хранения кэша волюметрических данныхВыбрать файл относительно текущего blend-файлаВыбрать тип ввода для геометрии резинки для волос.Выбрать тип ввода для геометрии поверхности.Выделить слои для конвертацииТип отображенияВыделить зеркальные объекты выделенного объекта, например, "L.sword" и "R.sword"Выделить новые грани от выдавливанияВыделить следующий элемент (направление определяется порядком выделения элементов)Выделить ноду под курсоромВыделить родителей выделенных в данный момент костейВыделить предудущий элемент (направление определяется порядком выбора элементов)Отображаемая панель свойствПараметризация цвета шейдераФорма чертёжных штрихов для контурных обводокФорма концов штрихов с обеих сторонКлюч сортировки, задающий порядок наложения цепочекПорядок сортировкиИсточник координат вершин в позе покояВыделить дорожки и их рукояткиВыберите API планшета, который будет использоваться для чувствительности к нажатию (может потребоваться перезапуск Blender'а, чтобы изменения вступили в силу)Выберите метод трассировки, используемый для поиска пересечений лучей сценыСпособ связывания линий штрихов в цепочкиСпособ расчёта ключа сортировки для каждой цепочкиВыделить кости, связанные с уже выделенными костямиВыделить те кости, которые используются в этой позеВыделить временные маркерыВыделить концы всех видимых частицВыделить слева от текущего кадраВыделить справа от текущего кадраВыделить отслеживаемые маркерыВыделить треки по группеВыделить треки, используемые для стабилизации вращенияВыделить треки, используемые для стабилизации переносаВыбрать ориентацию трансформацииВыделить две рёберные петли или одну замкнутую петлю рёбер, из которой можно рассчитать две рёберные петлиВыделить два меш-объектаТип градиента, используемого для заливки штриховТип алгоритма обтягивания для целевого положенияТип алгоритма подразделенияВыделить некачественные трекиВыделить петлю вершин под курсоромВыделить вершины на полюсах по количеству присоединённых к ним рёбрам. В режиме рёбер и граней выделяется геометрия, связанная с вершинамиВыделить вершины, напрямую связанные с уже выделеннымиВыделить вершины или грани по количеству сторон граниВыделить вершины без группыОтбирать видимые места для штриховВыбрать точку, которая определит начало кривойВыделять кнопкой мышкиВыделить слово по положению курсораВыделить слово под курсоромВыделить/снять выделение всех штрихов Grease Pencil, использующих текущий материалВыделить/снять выделение со всех штрихов или заполненийВыделить/снять выделение с элемента в этом направленииВыделить/снять выделение с файлов, перемещаясь в нихВыделение и видимостьДоступно для выделенияТолько выделяемыеВыделенноеВыделенное и СодержимоеВыбранная карта действийВыделенная дорожка действияВыбранное назначениеВыделение жирного шрифтаВыбранный каналВыделенные каналы под курсоромКоличество выделенных рёберКоличество выделенных гранейВыделенные граниВыделенный файлПодсветка выделенияВыбранный идентификатор "%s" является %s, он не может быть использован для перебазирования существующего связанного идентификатора "%s", который является %sВыбранный идентификатор "%s", по-видимому, совпадает с перемещённым идентификатором "%s", используйте вместо этого операцию "Перезагрузить (reload)"Выделение курсиваВыбранный элементЭта опция заставляет учитывать только выделенные элементы при определении центра орбитального движения.Выделенные элементыВыделенные ключиВыделенный ориентирФон выделенной строкиВыделенная строка - Цвет текстаВыделенный маркерВыделенная мета-дорожка (для группировки связанных, родственных дорожек)Выделенная группа нодВыделенный объектВыделенные объектыТолько выделенные объектыВыделенные объекты и данныеВыделенные объекты, данные и материалыТолько выделенноеВыделенные точкиВыделенные позовые костиВыбрана капительВыделенная аудиодорожка (для синхронизации звука динамиков)Выделенные дорожкиВыбранный студийный светВыдел. текстВыделенная дорожка переходаВыделенный элемент UVСцепить выделенные UV-вершины друг с другом, если они находятся в пределах заданного расстояния друг от другаВыбрано подчёркиваниеВсего выделенных вершинВыделенный ассет %s не может быть помещён в библиотеке ассетовВыделенный ассет %s не является действиемВыделенный ассет содержится в файле, управляемом системой ассетов, следует избегать ручного редактированияВыделенный ассет содержится в текущем файлеВыделенные кости из %sВыбранные блоки данных уже являются ассетами (или не поддерживают использование в качестве ассетов)Количество выделенных рёбер в режиме редактированияНеобходимо выделить рёбра/граниКоличество выделенных граней в режиме редактированияНеобходимо выделить граниВыделенные петли должны иметь равное число рёберВыделенные меши должны иметь одинаковое количество вершинВыделенные ноды не того же типа, что и {}Выделенные ноды не могут быть объединеныИмена выделенных объектов должны содержать суффикс ".L" или ".R"Выбранный путь находится вне выбранной библиотеки ассетовВыделение к активномуКоличество выделенных вершин в режиме редактированияВыделенное/невыделенноеВыбирать линии из освещённых областей и создавать комбинацию из контуров, световых контуров и линий тени в замкнутые формыВыбор камеры поддерживается только в объектном режимеВыделениеДомен выделенияКонечный символ выделенияКонечная строка выделенияМаска выделенияРежим выделенияРежим выделения должен быть "Точка (point)"Только выделенноеНепрозрачность выделенияНабор выделенияИндекс набора выделенияНаборы выделенияИнструменты наборов выделенияИнструмент выделенияТип выделенияВыполняемое действие выделенияВыбор по коллекцииОтбирать по типу рёберОтбирать по меткам гранейВыбор по границе изображенияОтбирать по видимостиВыделение не является костьюВыбор не является костью. Для выбора в 3D-вьюпорте - арматура должна быть в режиме Pose Mode или Edit ModeКисть отстаёт от курсора, в результате чего получается более гладкая линияВыделение не поддерживается в режиме объектаВыделение ИК-решателя для цепи ИКВыделение от активного канала до выбранного нажатием каналаВыделение рёбер, не соединённых с граньюВыделение рёбер, являющихся частью границы поверхности мешаВыделение рёбер, соединяющих две грани поверхности мешаВыделение рёбер, которые обозначают разрыв входных векторовВыделение элементов у которых нормали, соответствуют целевому направлению. (Нормаль оценивается в том же домене, что и выводимое выделение)Выделение элементов в пределах сферыВыделение экземпляров, трансформации которых следует рандомизироватьВыделение точек, которые следует сместитьВыделение на итеративном доменеПара выделения не найденаСостояние выделения точки кривойСостояние выделения точки путиСостояние выделения слотаСостояние выделенияСтатус выделения выровненной одинарной ручкиСостояние выделения контрольной точкиСтатус выделения контрольной точки. (Устарело: вместо этого используйте "выделение контрольной точки")Состояние выделения левой рукояткиСтатус выделения правой ручкиВыделение к текущему кадруВыделение к значению курсораВыделение к ближайшему кадруВыделение к ближайшему маркеруВыделение к ближайшей секундеВыборочная амортизация методом наименьших квадратовСпособ вычисления рукоятки конца сгибаемой костиСпособ вычисления рукоятки начала сгибаемой костиВыбор способа отображения вершин на сегменты сгибаемой кости в зависимости от их положенияВыделить случайные точки из текущего выделения штриховВыбирает алгоритм корректировки границВыбирает используемый алгоритмВыбирает используемый алгоритм толщиныСамостолкновениеСамостолкновенияСамо-воздействиеТрение с собойПопадание в себяСамопересечениеСамопересечениеПроверять на самопересеченияМинимальное расстояние с собойСам объектСамоперекрытиеВыполнить самопересечение выделенных гранейНастройки среды симуляции физики твёрдых телВершинная группа для самостолкновенияСемантическая интерпретация свойстваПолулагранжевыйПолуто́ныОтдалитьНа задний планЧувствительностьСенсорCенсор - ПодгонкаВысота сенсораШум сенсораШирина сенсораСенсор сканируется сверху внизРаздельноОтделитьРазделить связкуЭлемент разделения связкиРазделить потомковРазделить цветРазделить на компонентыРазложить на цилиндрические компонентыРазделить геометриюОтдельные пальцы ног ИКРазбить матрицуРежим отделенияРазделить изображения секвенцииРазложить на сферические компонентыРазделить трансформациюРазделять единицыРазделить XYZОтделить геометрию от пересеченийОтделить по слоюОтделить по материалуОтделить дорожки, включённые в выделенные мета-дорожкиОтделить проекции островами, изолированными швамиОтделить выделенную геометриюОтделить выделенный участок в новый мешОтделить выделенную геометрию в новый объектОтделить выбранную геометрию в новое облако точекОтделить выделенные ноды от группы нодОтделить выделенные точки от связанных невыделенных в новый объектОтделить выделенную геометрию для нового объекта Grease PencilОтделить выделенные штрихи от текущего заполнения%s было разделено на %i новых действия(-ий)Отделённые костиСепияСеквенцияДобавлениеКорректировкаКорректирующий слойАльфа-наложениеАльфа снизуАудиоПолеЯркость/контрастВидеофрагментЧасыЦветЦветовой балансСмеше́ние цветовКомпо́зиторПерекрёстное наложениеКривыеНаправлениеДвойнойЭхоЭквалайзерГамма-перекрёстное наложениеГауссово размытиеСвечениеУдерживающее разделениеКоррекция оттенкаИзображениеПроявлениеДиафрагмаМаскаМетаФильмМультикамерыСелектор мультикамерУмножениеНичегоИсчезновениеОтдельная дорожкаВысотаПроектХранилище проксиСценаОдиночныйЗвукЗвуковой эквалайзерСкоростьРазделитьВычитаниеТекстТональное отображениеТоновая картаТип переходаТипБаланс белогоВытеснениеРедактор секвенцийСдвинуть секвенциюСдвинуть секвенцию: %s%sНазвание дорожки последовательностиДанные видеоредактора для датаблока сценыДанные пространства редактора последовательностиРежим последовательного воспроизведенияДорожка-секвенция, применяющая эффект на изображения, создаваемые другими дорожкамиДорожка-секвенция, создающая Гауссово размытиеДорожка-секвенция, создающая эффект свеченияДорожка-секвенция, создающая эффект вытесненияДорожка-секвенция, создающая изображение, заполненное одним цветомДорожка-секвенция для создания текстаДанные дорожки последовательности для одного кадраДорожка-секвенция, определяющая звук, воспроизводимый на заданном временном интервалеДорожка-секвенция, управляющая скоростью других дорожекДорожка-секвенция, группирующая другие дорожки в одну дорожку последовательностейДорожка-секвенция, загружающая видеоДорожка-секвенция, загружающая видео из маскиДорожка-секвенция, загружающая видео из редактора видеоклиповДорожка-секвенция, загружающая одно или несколько изображенийДорожка-секвенция, использующая корректирующие фильтры для слоёв нижеДорожка-секвенция, выполняющая редактирование мультикамерДорожка-секвенция, использующий рендер изображения сценыСеквенсорСеквенсор и предпросмотрПараметры цветового пространства секвенсораНоды компо́зитинга видеосеквенсораРедакторы секвенсораНаложения секвенсораПредпросмотр секвенсораШейдинг предпросмотра секвенсораСцена секвенсораПривязка секвенсораИнформация о дорожке секвенсораДорожки секвенсораНастройки инструмента секвенсораТип эффекта секвенсораСцена секвенсора не подлежит редактированиюАктивная дорожка секвенсораСербский (кириллица) - СрпскиСербский (латиница) - Srpski latinicaСостояние сеансаUID сессииУникальный идентификатор сеанса коллекции, с которой нужно связатьУникальный идентификатор сеанса коллекции, в которую нужно переместитьУникальный идентификатор сеанса блока данных, который будет использоваться операторомУникальный идентификатор сессии напрямую связанной коллекции, содержащей выделенный объект, из которой будет выполнено переопределениеУникальный идентификатор сеанса группы нод геометрии, который удаляетсяUUID сессииUUID сессии для присвоения объекту (использует активный объект, если оно и 'имя' не заданы)УстановитьУстановить "Фиктивного пользователя" для добавленных элементов (кроме объектов и коллекций)Установить положение 2D-курсораПоместить 2D-курсор в центральное положение видаДействие установкиУстановить индекс слота активного действияУстановить начало всех glTF анимаций на 0Установить альфа-каналУстановить цветовой тегУстановить текущую темуУстановить нормали кривойУстановить радиус кривойУстановить наклон кривойУстановить уровень отладкиУстановить значок по умолчаниюУстановить набор гранейУстановить твёрдость граниУстановить фиктивного пользователяУстановить резервный вариантУстановить диапазон кадровУстановить связку для геометрииУстановить имя геометрииУстановить цвет Grease PencilПорядок расположения Grease PencilУстановить мягкость Grease PencilУстановить фон сеткиУстановить трансформацию сеткиУстановить профиль кривой волосУстановить положения ручекУстановить тип ручекУстановить IDУстановить трансформацию экземпляраУстановить отложенную инверсиюУстановить материалУстановить смешивание материаловУстановить индекс материалаУстановить нормали мешаУстановить переменную Минковского в "0.5"Установить переменную Минковского в 4Установить коэфф. смешивания на "0.0"Установить коэфф. смешивания на "1.0"Установить имяУстановка ориджина не поддерживается для %s объекта(ов)Установка ориджина не поддерживается для объектов-"пустышек"Установить родителя наУстановить центрУстановить радиус точкиУстановить положениеУстановить диапазон предпросмотра на основе протяжённости выделенных ключевых кадровУстановить диапазон предварительного просмотра на основе протяжённости выделенных дорожекУстановить диапазон предварительного просмотра на основе диапазона выделенных ключевых кадровУстановить частоту кадров сценыУстановить прокси выделенной дорожкиУстановить выделениеУстановить гладкое затенениеУстановить размерУстановить основание привязкиУстановить сплайну цикличностьУстановить разрешение сплайнаУстановить тип сплайнаУстановить стерео 3DУстановить равномерную удалённость между контрольными точками UVWУстановить местоположение VR-гарнитуры относительно места попадания трассируемого лучаУстановить значениеУстановить преобразование видаУстановить цветовой тег для выделенных коллекцийУстановить цветовой тег для выделенных дорожекУстановить значение массива контекста (полезно при циклическом переключении активного меша в режиме редактирования)Установить значение контекстаУстановить значение контекста (полезно для циклического переключения активного материала, ключей формы, групп и т. д.)Установить значение контекста на ID блока данныхУстановить пользовательский "коэффициент постоянной передачи данных" (CRF - Constant Rate Factor).Установить фиксированное количество кадров для всех анимаций "сборки"Установить особое процентное значение для эффекта "сборки"Установить максимальное количество B-кадровУстановить новый активный набор ключейУстановить новое имя или добавить префикс/суффикс к существующемуУстановить новое выделениеУстановить индекс настройки активного действия на {}.Установить активный цвет для всех выделенных вершинУстановить активный маркер в качестве ориджина, переместив камеру (или её родителя, если он присутствует) в 3D-пространствеУстановить активный материалУстановить начало всех glTF анимаций с 0.0с. Это может быть полезно для циклических анимацийУстановить для всех точек штриха одинаковую непрозрачностьУстановите для всех точек штриха одинаковую толщинуУстановить все нормали вершин по градусу углаУстановить все нормали вершин по области граниПрозрачность выбранной цветовой остановкиУровень непрозрачности для экспортируемой UV-разметкиУстановить и использовать 3D-курсорУстановить видимость аннотацийУстановить соответствующее преобразование вида на основе цветового пространства носителяАктивировать группу вершинУстановить по умолчанию скруглённыйУстановить 4-канальный режим для аудиоканаловУстановить режим объёмного звука 5.1 для аудиоканаловУстановить режим объёмного звука 7.1 для аудиоканаловУстановить моно-режим для аудиоканаловУстановить стерео-режим для аудиоканаловУстановить буфер аудиомикшера в 1024 сэмплаУстановить буфер аудиомикшера в 16384 сэмплаУстановить буфер аудиомикшера в 2048 сэмпловУстановить буфер аудиомикшера в 256 сэмпловУстановить буфер аудиомикшера в 32768 сэмпловУстановить буфер аудиомикшера в 4096 сэмпловУстановить буфер аудиомикшера в 512 сэмпловУстановить буфер аудиомикшера в 8192 сэмплаУстановить формат аудиосэмплирования на 16-битные целые числа со знакомУстановить формат аудиосэмплирования на 24-битные целые числа со знакомУстановить формат аудиосэмпла на 32-битный с плавающей запятойУстановить формат аудиосэмпла как 32-битное целое число со знакомУстановить формат аудиосэмпла на 64-битный с плавающей запятойУстановить формат аудиосэмпла как 8-битное беззнаковое целое числоУстановить частоту дискретизации 192000 выборок в секундуУстановить частоту дискретизации 44100 сэмплов в секундуУстановить частоту дискретизации 48000 выборок в секундуУстановить частоту дискретизации 96000 выборок в секундуУстановить точку чёрного или белого цвета для кривыхЗадать логическое значения для коллекции элементовУстановить камеру в текущую точку просмотраУстановить коллекцию так, что её объекты будут видны только через отражённые лучи (через тени и отражения) в этом слое визуализацииУстановить видимость цветаУстановить атрибуты цвета и непрозрачности для геометрии Grease PencilУстановить цвет полностью непрозрачным вместо повторного использования существующего альфа-каналаСпособ интерполяции цветаРежим цвета, используемый при интерполяцииУстановить цвет на выбранной цветовой остановкеУстановить текущий видеоролик в качестве фона камеры в 3D-вьюпорте (работает только тогда, когда 3D-вьюпорт видим)Установить положение курсораУстановить положение курсора в текстеУстановить позицию курсора на смещение, используемое для экземпляров коллекцииУстановить выделение курсораУстановить атрибут цвета по умолчанию, используемый для рендерингаУстановить расстояние между каждой плоскостьюУстановить тип ослабления для сегментов F-кривых, начинающихся с выделенных ключевых кадровУстановить остроту ребра на основе угла между соседними гранямиУстановить расширение эффекта в пользовательском интерфейсеУстановить режим экстраполяции для выделенных F-кривыхУстановить твёрдость граней на все граниУстановить твёрдость граней на новые и на изменённые граниУстановить твёрдость граней только на новые и модифицированные граниУстановить твёрдость граней только на новые граниУстановить параметр "фиктивного пользователя" на добавленные идентификаторыУстановить плоскость полаУстановить регистр символовУстановить стиль шрифтаУстановить частоту кадров текущей сцены по частоте кадров видеоУстановить центр крюка в положение курсораУстановить, как будет выполняться композитингУстановить будет ли доступен для редактирования этот блок данных переопределения библиотекиНапрямую установить изображение для рисованияУстановить интерполяцию между цветовыми остановкамиУстановить режим интерполяции для сегментов F-кривых, начинающихся с выделенных ключевых кадровУстановить коррекцию инверсии для ограничителя "потомок"Установить коррекцию инверсии для ограничителя по "расчёту объекта"Установить ключевой кадр, используемый решателемУстановить видимость маскиУстановить уровень маски по заданному значениюУстановить маску на уровень, определяемый инвертированным «значением»Установить швы меша по разделению на острова в UV-редактореУстановить флаг отрицания на метасферуРазвернуть модификатор в пользовательском интерфейсеОбнулить отрицательные значения RGB и интенсивности текстуры; в некоторых случаях, например, для карты смещений, эту опцию целесообразно отключить для получения полного смещенияУстановить новое положение 3D-курсора и использовать егоУстановить масштаб решения объекта, используя расстояние между двумя выделенными трекамиНабор затрагиваемых свойствУстановить смещение, используемое экземплярами коллекций на основе положения курсораУстановить смещение, используемое для экземпляров коллекции, на основе положения активного объектаУстановить ориджин в срединную точку выделенных 3D-маркеровУстанавливать размер ячеек при симуляции или использовать ближайшую ячейкуУстановить точечные радиусы, используемые для сужения фаскиУстановить плоскость по трём выделенным 3D-маркерам, переместив камеру (или её родителя, если он присутствует) в 3D-пространствеУстановить положение выбранной цветовой остановкиУстановить размер и соотношение сторон рендеринга по активной дорожкеУстановить разрешение выбранных кривыхУстановить масштаб сцены, изменив масштаб камеры (или её родителя, если он присутствует)Установить масштабирование для размеров X, Y и Z текстурыУстановить начальный и конечный кадры сцены в соответствие с началом и длиной видеофрагментаУстановить значения скульптурного набора гранией для гранейУстановить выделенные вершины как не расслабленныеУстановить выделение редактируемой геометрии для выполнения инструментаУстановить плоский тип шейдингаУстановить гладкий тип шейдингаУстановить кривую затвораУстановить вес цели мягкого тела для выделенных контрольных точекУстановить атрибут мягкости для геометрии Grease PencilЗадать некоторые параметры размера (например, размер кисти) с помощью колесика мышкиУстановить скорость сегмента с ретаймингомУстановить начальный и конечный кадр сценыУстановить выделение текстаУстановить порядок глубины расположения для использования Grease PencilПозволяет установить для выбранного измерения значение "метров на единицу измерения" USD контейнера или пользовательское значениеУстановите UV-карту как активную для рендерингаЗадать описание доступности для базового примитива экспортируемого контейнераЗадать метку доступности для базового примитива экспортируемого контейнераУстановить активный слой Grease PencilУстановить активную кость родителем выделенных костейУстановить активный объект в качестве активной камеры для этого вида или сценыСбросить настройки активного оператора на значения по умолчаниюУстановить активную сцену и время на основе текущей дорожки сценыСделать группу вершин активнойУстановить значение фона, используемое для неактивных вокселей и тайловУстановить границы для операций просмотра (Не реализовано)Установить границы рендера и включить рендер части изображенияЗадать границы, которые будут использоваться для отображения со смещениемУстановить размеры области рендера и включить опцию рендера части изображенияУстановить границы пользовательской областиПозволяет устанавливать связку для геометрииУстановить режим взаимодействия с видеофрагментомУстановить цвет и непрозрачность для точек штрихаУстановить цвет и непрозрачность для заполнения штриховУстановить выделение в консолиУстановить тип угла для выделенных точекУстановить текущий кадр в качестве последнего кадра предпросмотра или сценыУстановить текущий кадр в качестве начального кадра предпросмотра или сценыУстановить текущий кадр на середину всех выделенных ключевых кадровУстановить текущий язык этой консолиУстановить текущий гизмо трансформацийУстановить положение 3D-курсора, тащите для перемещенияУстановить пользовательские нормали на основе нормалей гранейУстановить направление оси сцены, вращая камеру (или её родительский элемент, если он есть). При этом предполагается, что выбранный трек лежит на реальной оси, соединяющей его с ориджиномУстановить размер отображения точек облака точекРасстояние между глазами — обычно используется расстояние до стереоплоскости / 30Установить режим оценки для нормалей кривыхУстановить запасной инструмент вместо основногоУстановить запасной инструмент вместо основного инструментаПо возможности указать путь к файлу относительно blend-файлаУстановить диапазон кадров по началу и концу выделенных дорожекУстановить тип ручек для кривых БезьеУстановить тип ручки для кривых БезьеЗадать тип ручки для контрольных точек кривой БезьеУстановить атрибут id для входной геометрии, в основном используемый внутри для рандомизацииУстановить диапазон кадров изображения для соответствия с продолжительностью самого видеоУстановить влияние этого ограничителя на ноль, пытаясь сохранить положение объекта. Другие активные ограничители могут продолжать оказывать влияние на итоговую трансформациюУстановить положение каждой точкиУстановить положение 3D-курсораАктивировать карту для клонированияАктивировать карту для отображения и редактированияУстановить слой маски с помощью кнопок UV-картыУстановить родительство маскиУстановить индекс материала для каждого выделенного элемента геометрииУстановить материал на новых гранях на основе порядка списка слотов материалов. Если материал отсутствует в модифицируемом объекте, грань будет использовать тот же слот материала или первый, если у объекта недостаточно слотов.Установить имя для геометрии для более лёгкой отладкиЗадать ориджин объекта через перемещение данных объекта или переместить в центр данных объекта или на 3D-курсорУстановить родителя для объектаУстановить родителя объекта без инвертирования родительских координатУстановить нормали нового меша сглаженнымиУстановить положения для ручек кривых БезьеУстановить диапазон предпросмотраУстановить радиус кривой в каждой контрольной точкеУстановить представление вращения, используемое выделенными костямиУстановить частоту кадров сцены, как в файле BVH (внимание, это отменяет параметр "Масштабировать FPS (scale FPS)", он будет возвращен к значению 1:1)Установить материал выделенного штриха в качестве активногоУстановить остроту рёбер меша на основе угла между соседними гранямиУстановить тип пространства или переключать субтипыЗадать тип ("штрих", "заполнение" или "оба") для выделенных штриховПеред прикреплением установить поверхностный меш в исходное положение покояУстановите угол наклона в каждой контрольной точке кривойУстановить инструмент по индексу (для списков клавиатурных комбинаций)Установить инструмент по имени (для списков клавиатурных комбинаций)Установить трансформацию для сетки из пространства индексов в пространство объектов.Установить матрицу трансформации каждого экземпляраУстановить значение всех теговУстановить веса группы вершин в зависимости от расстояния до другого целевого объектаУстановите ось вида, при которой каждое направление мышки всегда соответствует одной и той же осиУстановите ось вида, где каждое направление мышки сопоставляется с осью относительно текущей ориентацииУстановить область отсечения вьюпортаУстановить вес выделенных ключейУстановить вес-влияние инструмента "Рисование" равным весу вершины под курсором мышкиУстановить веса группам, соответствующим выделенным костям привязанной арматуры на основе расстояния между вершинами и костямиУстановить веса вершин в группе по расстоянию от целевого объектаУстановите ширину на основе родительской ноды группы в текущем контекстеУстановить масштаб (на основе размера видеофрагмента)Установить это действие позы в качестве активного действия на активном объектеУстановить это значение свойства как значение по умолчаниюУстановить радиус концов в 0Установите "0" для оценки от входного изображенияИстинно, если кэш разделён на отдельные файлыУстановить значение на "истинно", чтобы запросить пересчёт инверсной матрицыУстановить видимость ноды дереваУстановить тип активного сплайнаЗадать тип ручек для выделенных ключевых кадровУстановить тип ручек для выделенных контрольных точекУстановить тип ключевых кадров для выделенных ключевых кадровУстановить тип выделенных кривыхНастроить прокси вручнуюУстановить значение гранейУстановить значения выделенных ключевых кадров в значение курсора (Y/горизонтальная ось)Установить значения активного атрибута для выделенных элементовУстановить плоскость стеныУстановить веса с интервалом по заданному количеству шаговУстановить коэффициент масштабирования видаУстановить {} как активнуюУстановить/получить твёрдость граней (используется в модификаторе взвешенных нормалей)Закрепить/открепить выделенные UV-вершины между несколькими процедурами развёрткиУстанавливает уровень подразделения поверхности (от 1 до 5)Количество уникальных объектов, которое может быть сохранено в пикселеДелает участки за пределами области кадрирования прозрачными вместо фактической обрезки изображения до меньшего размераАктивировать слой для отображения и редактированияАктивировать слой для рендерингаУстановить режим взаимодействия объектовУстановить положение центра трансформации на позицию активной вершиныУстановить положение центра трансформации на среднюю геометрическую позицию немаскированных вершинУстановить положение центра трансформации в центр границы маскиУстановить положение центра трансформации на проекцию положения курсора на поверхность моделиУстановить пивот трансформации к ориджину моделиУстанавливает атрибут радиуса волос-кривых в соответствии с формой профиляАвтоматически устанавливает ориджин вращения, используя топологию и форму меша в качестве ориентираУстановить центр трансформации скульптингаНастройки > Система > изменение 'Метода компиляции шейдеров' на 'Подпроцессы' может сократить время компиляции.НастройкиНастройки находятся во вкладке частицНастройки можно задать на вкладке физикиПараметры кисти Grease PencilНастройки для инструментов интерполяции Grease PencilНастройки физики рояНастройки отображения наложенийНастройки показа наложений в 3D-вьюпортеНастройки отображения наложений в редакторе видеофрагментовНастройки отображения наложений в редакторе нодНастройки отображения наложений в редакторе UV/изображенийНастройки для расширенийНастройки для функций, которые всё ещё находятся на ранней стадии разработкиНастройки фильтрации данных анимацииНастройки фильтрации каналов, отображаемых в редакторах анимацииНастройки форматов изображенийПараметры устройств вводаПараметры для взаимодействия с данными Blender'аНастройки навигации в XRНастройки объекта, участвующего в симуляции физики твёрдых телНастройки физики частиц флюидаНастройки симуляции твёрдых телНастройки шейдинга во вьюпортеНастройки для симуляции мягких телНастройки пространстваНастройки стерео 3DНастройки отображения стерео 3DНастройки стерео 3DНастройки стереовыводаСвойства инструмента скульптинга штрихов Grease PencilНастройки выбора файлов в режиме просмотра в браузере ассетовНастройки визуализации движенияНастройки объекта столкновения при физикой симуляцииНастройки использования объекта в качестве поля при симуляции физикиНастройки режима навигации "ходьбы"Данные настройки могут оказывать существенноеНастройки цветового пространства, в котором работает секвенсорНастройки устройства вывода для показа сохраняемых изображенийНастройки, которые должны быть объединены в ключевой кадрНастройки, применяемые для создаваемой нодыНастройки, определяющие библиотеку, используемую в браузере ассетовНастройки для определения репозитория расширенийПараметры, используемые для флюидаНастройки/информация о языкеНастройка режима стереоСшивать тканьСшиваниеМакс. сила сшиванияЗатенение снизуГладкое затенениеЗатенение сверхуОттенок костей, соответствующий блокированной весовой группе во время покраскиС затенениемБез затененияШейдерReplace with New ActionAOV шейдераИмя AOV шейдераМетод компиляции шейдеровПроцессов по компиляции шейдеровОсобая группа шейдераРедактор шейдеровАддоны редактора шейдеровЭффекты шейдераНода шейдераПредварительный просмотр шейдерных нодНодовый сокет шейдераШейдерный интерфейс сокета нодыДерево нод шейдераШейдерная сфераШейдер, определяющий пользовательскую камеруНоды шейдеровПуть к шейдерному скриптуСокет ноды для шейдераШейдер в RGBШейдингСмещение шейдингаНастройки шейдингаНастройки шейдинга для рендер-движка OpenGLПереключаемый тип шейдингаТеньАльфа тениУгол тениНе рисовать задние грани и теньРазмытие тенейЯркость тениНачало отсечения для теневого буфера"Дальнее" теневой камеры"Ближнее" теневой камерыРазмер теневой камерыУловитель тенейКаустика тенейЦвет тениЭффект тениРадиус теневого фильтраФокусировка тениИнтенсивность тенейКолебание тениЧрезмерное размытие колебания тенейПривязка тениИнструменты теневой привязкиПривязка тени для %sОтступ тениОтступ тени по XТеневой пулРазмер пула тенейКоличество теневых лучейНастройки тениСмещение тениРазмер тениРазмер мягкой тениКоличество шагов тениТеневой терминаторСмещение геометрии теневого терминатораСмещение нормали теневого терминатораСдвиг шейдинга терминатора тениВидимость тениШирина тенейСмещение X тениСмещение Y тениЦвет тени в значении серогоЭффект тениСтепень чёткости тениБлижняя граница отсечения для теневого буфера, до которой расчёт теней не производитсяСмещение тени в пикселяхУгол теневого светоразделаТип тени (0 — нет, 3, 5 — размытие, 6 — контур)ТениПредел разрешения тенейМасштаб разрешения тенейМелководьеФормаАсимметрия формыКлюч формыАнимации ключей формыТочка Безье ключа формыТочка кривой ключа формыРежим редактирования ключа формыРедактор ключей формыНормали ключей формыТочка ключа формыНастройка ключа формыКасательные ключей формыКонтекстное меню ключей формыДатаблоки ключей формыКлючи формыАнимация ключей формыМетод формыОбъект формыОриентация формыПараметры формыСохранение формыРегулировка формы толщины прядей для косичекОграничение угла формыФорма, определяющая сечение трубки с использованием плоскости XYКлюч формы в датаблоке ключа формыСостояние выделения ключа формыКлюч формы, используемый для смеше́нияКлюч формы, к которому стремится объект в состоянии покояКлючи формыДатаблок ключей формы, содержащий различные формы геометрических датаблоковФорма количества вдоль каждой кривой ("0"=постоянно, "0.5"=линейно)Форма скопленияФорма распределения от центра к краю вокруг направляющейФорма шероховатости конечной точкиФорма протяжённого источника светаФорма радиуса косички вдоль каждой кривойФорма влияния вдоль кривых ("0"=постоянно, "0.5"=линейно)Форма профиляФорма радиуса вдоль кривойФорма используется в качестве относительного ключаФорма, используемая для кисти при приложении силы к тканиКлючФормыКлюч формы %s содержит недопустимый указатель 'от' (%p), он будет удалёнКлюч формы не найденФормыОбщее текстурное пространствоОбщие средства доступаСовместно используемое положениеОбщие настройки для регионовОбщая вершинаОбщие настройки темы анимацииОбщая коллекцияОбщие настройки темы для кривыхОбщие данные (сцена, изображение, звук и т. д.)Общие эффектыТип общего объектаОбщий родительОбщие тип эффекта (если активная дорожка не является дорожкой эффекта, выбираются все обычные дорожки)Дорожки общего типаОстроОстрые рёбраОстрый порогОстрый край для шейдингаОбнаружены острые рёбра или пользовательские нормали, отключающие GPU-подразделениеОстрый спадОстрый (пресет)Увеличение резкостиЗаострить уголСделать маску резкойРезкость пиковУвеличить резкость изображения путём увеличения контрастности по краям.Кисть с эффектом повышения резкостиПодчеркнуть полости мешаУвеличение резкости:ОстрогранностьОстрогранность - Макс.Острогранность - Мин.CдвигОсь сдвигаКоэффициент сдвигаГруппа сдвигаТорможение при сдвигеЖёсткость на сдвигМаксимальная жёсткость на сдвигГруппа вершин жёсткости на сдвигСдвиг выделенных элементов вдоль заданной осиСдвинуть ключи, используя левый ключ в качестве ориентираСдвинуть ключи, используя правый ключ в качестве ориентираСдвиг: %.3f° %sСдвиг: %s %sЛоскЛоск BSDFШероховатость эффекта лоскаВес эффекта лоскаМодель шейдинга "лоск"ОстовГруппа вершин остоваСдвигShift - Удержание: для точностиИзменить высоту звукаShift+левая кнопка мышкиСдвинуть текстуру в 2D-пространствеСдвиг по XСдвиг по YНажата клавиша ShiftНажата клавиша Shift, "-1" для любого состоянияИзменить высоту звука с использованием прямого соотношенияИзменить высоту звука с помощью полутонов и центовБлочно сдвинуть выделенные ключи к значению соседних ключейПреобразовать изначальную форму в сторону формы предопределённого примитиваСдвинуть содержимое дорожки без воздействия на её рукояткиЛевыйShiftПравыйShiftСдвигает значения битов A на указанную величину. Положительные значения сдвигаются влево, отрицательные значения сдвигаются вправо.Сдвигает значение выделенных ключей во времениКороткий списокЦикл сочетания клавиш: {}Настройки сочетаний клавиш для клавиатуры и других устройств вводаСочетание клавиш {:d} ещё не назначено ноде "Предпросмотра (viewer)"Сочетание клавиш: {}Укоротить кривые, удаляя части из начала или концаКратчайшая диагональКратчайшие пути рёберПоле стоимости кратчайших путей рёберПоле следующей вершины кратчайших путей рёберКратчайшее вращениеКратчайшая допустимая длина волныПоказатьОтображать файлы .blendПоказывать элементы .blend-файлов (объекты, материалы и т. д.)Отображать файлы .blend1, .blend2 и последующиеОтображать 2D-курсорПоказать 3D-курсорИмена 3D-маркеровПоказать файлы 3D-объёмовПоказать датаблоки действийПоказывать при активных операцияхПоказать активный набор гранейПоказать активные пикселиПоказать всеПоказать все слои визуализацииОтображать альфа-каналОтображать альфа-канал в предпросмотре рендераПоказывать аннотацииПоказать датаблоки аннотацийПоказывать аннотации в превью OpenGLПоказать датаблоки арматурОтображать арматуру в состоянии позы привязки (изменение позы невозможно)Показывать арматурыПредупреждать об автосоздании ключейПоказать доступные расширенияОтображать узлы BVHПоказывать задние граниПоказать фоновое изображениеПоказать смешанную позуПоказать файлы Blender'а в браузере файловОтображать использование памяти Blender'омОтображать строку версии Blender'аПоказать канал синегоОтображать кости в рентгенеОтображать костиПоказывать кистьПоказать кисти на поверхностиПоказать датаблоки кистейПоказать комплектыОтображать кэшПоказать датаблоки файлов кэшаПоказывать фокусное расстояние камерыПоказать ориентиры камерыПоказать линзы камерыТраектория камерыПоказать датаблоки камерПоказывать камерыПоказывать сетку холста спередиВыделить неровностиОтобразить безопасные области центраПоказать датаблоки коллекцийПоказывать коллекцииПоказать цветовые тегиОтобразить конусПоказать F-кривые управленияОтобразить контро́ллерыОтображать курсорОтображать превью на курсореПоказывать экстремумы кривойПоказать датаблоки кривыхПоказать пользовательские наложенияПоказывать фильтры датаблоковОтображать отладочную информациюОтображать отключённыеОтображать продолжительностьПоказывать редактируемые линииПоказывать редактируемые линии только в режиме мультикадраПоказывать линии редактирования при редактировании штриховПоказать источникПоказывать пустышкиПоказать силовые поля пустышекПоказывать изображения-пустышкиОтображение ошибкиРазвёрнутоПоказать количество обновлений расширенийОтображать экстраполяциюОтображать F-кривыеПоказать заливкуПоказывать цвет заливки во время рисованияПоказать фильтрОтображать фильтрыПоказать датаблоки шрифтовОтображать нижний колонтитулОтображать номера кадровОтображать кадрыПоказать датаблоки стилей линий FreestyleОтображать использование видеопамяти GPUПоказать гизмоПоказать гизмоОтображать Grease PencilПоказать датаблоки Grease PencilПоказать объекты Grease PencilОтображать канал зелёногоОтображать сеткуОтображать маркерыПоказать маркеры и интерполяциюОтображать заголовокОтображать скрытоеПоказать скрытые файлы/блоки данныхОтобразить скрытую областьПоказать список горячих клавишПоказывать при наведенииПоказать датаблоки изображенийОтображать вОтображать спередиПоказать информациюПоказать установленные расширенияПоказывать источник экземпляровПоказать внутренние атрибутыОтображать кривую колебанияОтображать номера ключевых кадровОтображать ориентирыПоказать обводкуПоказать датаблоки решётокПоказать направление источников светаПоказать датаблоки зондов освещенияПоказать размер источника светаПоказать датаблоки источников светаПоказывать источники светаОтображать пределыПоказать линиюОтображать Line Art Grease Pencil на переднем планеПоказать линииПоказать локальные маркерыПоказать расположенияПоказать панель управленияОтображать отступОтображать шаблоны маркеровОтображать зону поиска маркеровПоказывать маркерыПоказать редактор масокОтображать наложение маскиОтображать сплайн маскиПоказать датаблоки масокПоказать свойства, связанные с редактированием масокПоказать датаблоки материаловОтображать памятьПоказать менюПоказать датаблоки мешейПоказывать мешиПоказать датаблоки метасферПоказать метаданныеОтображать отсутствующие носителиОтображать туманМодально отображать всеПоказать колонку режимаПоказать датаблоки видеофрагментовОтображать имяПоказывать названные атрибутыОтображать именаПоказать группу нодПоказывать превью нодПоказать датаблоки дерева нодОтображать стрелки числового вводаОтобразить свойства ОС для этого элементаПоказывать дочерние объектыПоказывать составные части объектовОтобразить дополнительные объектыПоказать положение объектаПоказывать обводку объектовПоказать поворот объектаПоказать масштаб объектаПоказать датаблоки объектовПоказывать смещенияНа переднем планеПоказать только выделенноеПоказать операторПоказать параметрыПоказать направляющие оси орбитыПоказать направляющие центра орбитыПоказать исходную позуПоказывать остальные объектыОтображать с передержкойПоказать наложениеПоказать наложенияОтображать рисованиеПоказать датаблоки кривых рисованияПоказать датаблоки палитрПоказать датаблоки настроек частицПоказывать частицыОтображать паспартуВид с внешней камерыОтображать производительностьПоказать маркеры позыПоказать превьюПоказать теги наименований PBRОтображать Python-идентификаторы в подсказкахПоказать недавние расположенияПоказать список последних местоположений в браузере файловПоказать реконструкциюПоказать канал красногоПоказать рендерПоказать авто метки перенаправленияПоказать ключи ретаймингаОтображать безопасные областиПоказать тот же материалПоказывать длительность сценыПоказать диапазон дорожки сценыПоказать датаблоки сценОтображать выделениеПоказывать себяОтображать размер сенсораПоказать сцену секвенсораПоказать настройкиПоказать теньОтображать кривую размераОтображать ползункиПоказать датаблоки звуковОтображать источникПоказать датаблоки источников звукаОтображать заставкуОтображать со стабилизациейПоказать начальный кадрОтображать статистикуОтображать панель состоянияПоказать стереоОтображать кривую интенсивностиПоказать обводкуОтображать подкадрыПоказать системные расположенияОтображать системные переопределенияПоказать список системных расположений в браузере файловОтображать телевизионные безопасные области для заголовка и области действия при просмотре из камерыПоказывать безопасные для телевидения зоны заголовка и действия в области просмотраОтображать значения отладки планшетаПоказать тегиПоказать текстПоказать датаблоки текстовПоказать текстуруПоказать датаблоки текстурОтображать миниатюрыОтображать таймингУменьшённое отображение маркеровОтображать настройки инструментаОтображать путь трекаПоказать трекиОтображать погрешность трековОтображать движение трековОтображать путь древаПоказать интерфейс конфигурации клавишПоказать в интерфейсе список треков, участвующих в стабилизацииПоказать редактор UVПоказать свойства, связанные с редактированием UVОтображать VR-камеруОтображать VR-контро́ллерыОтобразить VR-контро́ллеры (требуются действия виртуальной реальности для поз контро́ллера)Отображать VRAMПоказывать значениеОтображать версиюПоказать предпросмотрПоказать предупреждениеПоказывать предупрежденияПоказать контуры весовОтображать весаПоказать проволокуОтображать цветные соединенияПоказать датаблоки мировОтобразить рентгенПоказать X-компонент MAC-сеткиПоказать Y-компонент MAC-сеткиПоказать Z-компонент MAC-сеткиПоказать столбец с указанием даты и времени изменения каждого файлаПоказать столбец с указанием размера каждого файлаЗатемнение области вне основного изображения в режиме просмотра из камерыПоказать дисковый гизмо во вьюпорте для значенияПоказать линейный гизмо во вьюпорте для значенияПоказать список использованных элементов в открытом документеПоказывать предварительный просмотр начального или конечного кадра дорожки при трансформации соответствующей рукояткиПоказать гизмо трансформаций в области просмотраПоказать локальные маркеры на дорожках, полезно для синхронизации дорожек по времениПоказать активный атрибут цветаПоказать настройки аддонаПоказать дополнительные параметры в меню шейдинга ('Z')Показать все слои Grease PencilПоказать все коллекции костейОтображать все, кроме этой группы, во время взаимодействияПоказать все типы расширенийПоказать все ключевые кадры во время воспроизведения анимации и включить все кадры для редактирования (снимите флажок, чтобы использовать только текущий ключевой кадр во время воспроизведения и редактирования анимации)Показывать все объекты в слое визуализацииПоказать все объекты и коллекции внутри этой коллекцииОтображать все слои визуализацииОтображать все во время взаимодействия, а также эту группу, когда происходит взаимодействие с другой группойПоказывать альфа-канал маскиПоказывать индикатор для текущего значения при перетаскиванииПоказывать контурную подсветку вокруг выделенных объектовПоказать данные анимацииПоказывать заметки, которые принадлежат активному трекуПоказывать заметки, которые принадлежат видеофрагментуПоказывать аннотации для этого видаОтображать арматуру в позе привязки или в состоянии конечной позыОтображать арматуру в состоянии позыПоказывать объекты-арматурыПоказывать арматурыПоказать ассеты из всех перечисленных библиотек ассетовПоказывать ассеты из библиотек, заданных в настройкахПоказать наложение атрибутов для активной ноды предпросмотраПоказать значения атрибутов в виде текста во вьюпортеПоказать канал синего в кадреПоказывать как расстояния, так и углыПоказать композиционные линии камерыПоказывать объекты-камерыОтображать паспарту камерыПоказывать камерыПоказывать иерахиюПоказывать коллекцииПоказать компактный список цветов вместо миниатюрПоказать контурные линии, образованные точками с тем же интерполированным весомОтображать только текущий кадрОтображать курсор во вьюпортеОтображать кривую средней ошибки на кадр (для этого нужно рассчитать траекторию камеры)Отображать кривыеПоказывать кривые, решётки, зонды освещения, шрифты, …Показать пользовательские наложения VRПоказать разрезы, скрытые геометриейОтображать пунктирные линии, указывающие на родственные или ограничительные связиОтображать в поисковых меню блоки данных с именами, начинающимися с точкиОтображать отключённые треки из кадровОткрыть редактор драйверов в отдельном окнеОтображать предпросмотр редактируемого видеофрагментаПоказывать пустышкиПоказывать объекты-пустышкиПоказать расширения по типуПоказать расширения из всех репозиториевПоказать рёбра гранейПоказать файлы и блоки данных, которые обычно скрытыПоказать параметры фильтрацииОтображать фильтры для редактора графовОтображать папкиПоказать папки в браузере файловОтображать файлы шрифтовОтображать номера ключевых кадров на траекториях движенияОтображать номера кадров на траекториях движенияПоказать переднюю/заднюю стороныПоказывать призраки ключевых кадров перед и после текущего кадраПоказывать гизмо всех типовОтображать графовое представление для активного элементаОтображать канал зелёного в кадреОтображать сетку в ортогональной проекции сбокуОтображать сетку искажений объективаПоказывать сеткуПоказать направляющие волосыПоказать кривые волосПоказывать сетку симуляции волосОтображать ручки контрольных точек БезьеПоказать вспомогательные линии заливки для определения границПоказывать вспомогательные линии продлений штриховОтображать скрытые файлы с точкой в имениПоказать скрытые частицыОтображать файлы изображенийПоказать изображения, видеофрагменты, звуки и маскиПоказать в редакторе драйверовПоказывать призраковПоказать в информационном журналеПоказать F-кривые влияния на дорожкиПоказать журнал сообщений в отдельном окнеОтображать экземпляры на живых частицахОтображать экземляры на умерших частицахОтображать экземпляры на нерождённых частицахПоказывать только измерения угловПоказывать только измерения расстоянийОтображать события раскладки и сведений об объекте в пользовательском интерфейсеПоказывать решёткиОтображать цвета освещенияПоказывать объекты-источники светаПоказать световые зондыПоказывать источники светаОтображать номера строк текстаПоказать маркеры активных действий, а не маркеры сцены (только для редактора действий или ключей формы)Показывать маркеры в компактном представленииПоказать инструменты редактирования маскиПоказывать цвет материаловПоказать название материала, назначенное каждому штрихуПоказать материалы, деревья нод, текстуры и стили линий FreestyleПоказать меню в заголовкеПоказывать меш-объектыПоказывать меш, когда частицы живыПоказывать меш, когда частицы мертвыПоказывать меш, когда части ещё не рожденыПоказать данные мешей, кривых, решёток, арматур и метасферОтображать метасферыПоказать метаданные дорожкиПоказать метаданные первой видимой дорожкиОтображать файлы видеоОтображать имена объектов-треков, участвовавших в реконструкцииПоказать элементы управления навигацией в 2D- и 3D-видах без полос прокруткиНе показывать измеренийПоказывать центры объектов точкамиПоказывать цвет объектовПоказать цвет объекта на каркасеПоказать дополнительные объекты, включая пустышки, освещение и камерыПоказывать объектыПоказать объекты и коллекцииОтображать объекты этой коллекции на месте частицПоказывать только датаблоки одного типаПоказывать только те горячие клавиши, в названии которых есть этот текстПоказать только объекты в коллекции (Shift для расширения)Показывать только выделяемые объектыПоказывать только активный объектОтображать кальки только активного объектаОтображать только эту коллекцию костей и другие, помеченные как "cоло"Показать параметры редактора свойствПоказывать параметры включения каналов, относящихся к определённым типам данныхОтображать исходные кривые, которые в данный момент редактируютсяПоказать другие типы данныхОтображать «зеброй» пересвеченные областиПоказать свойства, связанные с рисованиемОтобразить число частицПоказать размер частицПоказать скорость частицПоказывать частицы после того, как они умерлиПоказывать частицы до момента их рожденияОтображать путь перемещения трекаОтображать ограничительные рамки шаблонов для маркеровОтображать облака точекПоказать точки в порядке, в котором они созданы в штрихе (т. е. для анимации нарисованных линий)Отображать значения давления при использовании оператора рисованияПоказать проекцию 3D-маркеров на отснятый материалПоказывать случайный цвет объектовПоказывать случайный цвет объекта на каркасеОтображать восстановленную траекторию камерыОтображать наложение прямоугольной областиПоказать канал красного в кадреОтображать только эталонный кадрПоказать эталонные сферы с нейтральным затенением, которые будут реагировать на освещение, помогая в разработке образаПоказывать свойства, связанные с рендеромПоказать ключи ретайминга в выделенных дорожкахПоказать ключи ретайминга, чтобы их можно было перемещатьОтображать правое полеПоказывать безопасные области для содержимого при другом соотношении сторонПоказывать длительность сценыОтображать сцену в одном пользовательском цветеОтображать статистику сценыПоказывать каркасы сцены с цветом проводов темыПоказать сценыОтображать файлы скриптовОтображать границы поиска для маркеровПоказывать выделенные объектыОтображать обводку выделенияОтображать размер сенсора (кадрового окна) в режиме просмотра из камерыОтображать ползунки рядом с каналами F-кривыхПоказывать небольшие вращающиеся 3D-оси в правом верхнем углу 3D-вьюпортаОтображать звуковые файлыПоказывать источники звукаОтображать кадры со стабилизацией в редакторе (если стабилизация включена)Показать строку состоянияОтображать миниатюры дорожекПоказывать направление рисования штриха с помощью зелёной точки (начало) и красной точки (конец)Показывать заливки штрихов для этого материалаПоказать обводку для этого материалаПоказывать поверхностиПоказать панель "Сеть" в системных настройках, чтобы разрешить доступ в ИнтернетОтображать текстовые файлыПоказать текстовые объектыОтобразить текстуру во вкладке текстурОтобразить текстуру во вьюпортеПоказывать проход рендера окружающей окклюзииПоказывать проход рендера фонаПоказывать комбинированный проход рендераПоказывать проход цвета диффузных лучейПоказывать проход прямых диффузных лучейПоказывать проход отраженных диффузных лучейПоказывать проход рендера свеченияОтображать наложение ориентации гранейПоказывать проход цвета глянцевых лучейПоказывать проход прямых глянцевых лучейПоказывать проход отраженных глянцевых лучейПоказать проход туманаПоказать наложение путей движенияОтображать проход рендеринга нормалейПоказать наложение калькированияОтображать проход рендеринга положенияПоказать проход рендера уловителя тенейПоказать проход цвета светопропускаемостиПоказывать проход лучей светопропусканияПоказать проход лучей светопропускаемостиПоказать проход карт UVПоказывать проход прямого объёмного освещенияПоказывать проход отраженного объёмного освещенияОтображать линию оси XОтображать линию оси YОтображать линию оси ZОтображать имя активной камеры в режиме просмотра из камерыОтобразить активный набор гранейОтображать кэш динамического рисования для активного объектаОтображать кэш твёрдого тела активного объектаОтображать кэш точек ткани активного объектаОтображать кэш точек частиц активного объектаПоказать кэш нод симуляции активного объекта и данные запеканияОтображать кэш точек дыма активного объектаОтображать кэш точек мягкого тела активного объектаПоказывать имя ассета вместе с предварительным просмотром. В противном случае будет виден только предварительный просмотр.Показать ассеты, доступные в текущей сессии Blender'аПоказать панель доступных расширенийПоказать базовые блоки и средства, входящие в состав Blender'аПоказать наложение с выделением костейПоказать расстояния отсечения в 3D-видеПоказать коллекцию в этом слое визуализацииПоказать селектор блока данных в модификатореПоказать селектор блока данных в нодеПоказать подробности в интерфейсеПоказывать только буфер свеченияОтображать фон и границы сеткиОтображать сетку поверх изображенияОтображать сетку плоскости полаПоказать объём влияния в 3D-видеПоказать панель установленных расширенийПоказать левую и правую камерыПоказать столбец режима для переключения и активации режимаПоказывать центральную точку ориджина для всех объектов (выделенных и невыделенных)Показать панель настроек авльфа-прозрачностиПоказать панель настроек цвета штриховПоказать панель настроек толщины линийПоказать панель настроек конструирования штриховПоказать панель настроек геометрии штриховПоказать панель настроек текстурированных штриховПоказать корректирующий объём параллакса в 3D-видеОтобразить изображение реального мира с внешней камерыОтображать состояние кэшированных кадров на временной шкалеОтображать трёхмерную стереоскопическую плоскость конвергенцииПоказать объём стерео 3D усечённой пирамидыПоказывать студийный свет на фонеПоказать текстуру из активной ноды текстуры изображения, используя координаты активной UV-картыОтобразить внутренние узлы BVH в виде граней разных цветовОтобразить этот файлПоказывать это изображение в качестве фонаПоказывать это изображение перед другими объектами во вьюпортеОтображать этот объект на месте частицПоказывать хронометраж в качестве таймкода вместо кадровОтображать имена треков и их состоянияОтображать инструменты трекинга и расчётаПоказывать прозрачные линии, используемые в качестве границ заливкиПоказать вертикальные линии сеткиПоказать вершиныПоказать вершины без весов во всех группахПоказать вершины без весов в активной группеОтображать угловые регуляторы видимой областиПоказывать видимые объектыПоказывать объёмыОтображать предупреждающие индикаторы при преобразовании объектов и костей при включённом автосоздании ключевых кадровПоказывать составные части внутри объектовПоказывать, когда ноды используют названные атрибутыПоказывать при перетаскиванииПоказывать всю сцену полупрозрачнойПоказать датаблоки рабочих пространствПоказать миры, источники света, камеры и источники звукаПоказать настройки {}Показать/скрытьПоказать/скрыть граниПоказать/скрыть блоки данных кривыхПоказать/скрыть датаблоки облаков точекПоказать/скрыть датаблоки объёмовСокращениеУменьшить набор гранейДоля сжатияМакс. коэфф. сжатияСжать маскуСкорость сокращенияГруппа вершин сжатияУменьшить видимостьСузить текущее выделение примыкающих друг к другу выделенных дорожекУменьшить рамку до минимального габаритного прямоугольникаСмещение положения к ближайшей целевой поверхностиСмещение положения к ближайшей целевой поверхности вдоль заданной осиПритянуть положение к ближайшей точки поверхности вдоль интерполированных нормалей вершин целевого объектаСмещение положения к ближайшей вершине целевого объектаПритянуть меш к ближайшим точкам на поверхности целевого объектаПритянуть меш к ближайшим точкам поверхности целевого объекта вдоль заданной осиПритянуть меш к ближайшим точкам поверхности целевого объекта вдоль интерполированных нормалей целиПритянуть меш к ближайшим вершинам целевого объектаСократить выделение на одну точкуУменьшить видимость на одну грань на основе топологии мешаМодификатор обёртывания для «обтягивания» объекта вокруг целевого объектаМодификатор обёртки для «обтягивания» объекта вокруг целевого объектаСжать/разжатьСжать/разжать: Сжать/расжать: %3fСжать/расжать: %sСжать/расжать выделенные вершины вдоль нормалейКоэффициент сжатияГруппа сжатияУменьшает границу наборов граней на одну грань на основе топологии мешаОбтягиваниеОграничитель "Обтягивание"Приклеить кривые волосМодификатор "Обтягивание"Тип обтягиванияПриклеивает кривые волос к поверхности меша снизу и, при необходимости, сверхуПеремешатьЗатворЗатвор закрытКривая затвораЗатвор - ОткрытТип затвораС общим родителемСторонаСбоку (Y-Z)Боковые сегментыБоковых сегментов должно быть не менее 1Сторона к стороне, налевоСторона к стороне, направоСторона к стороне, внизСторона к стороне, вверхДлина стороны вдоль каждой осиДлина стороны плоскости в направлении XДлина стороны плоскости в направлении YСторона кадраСторона объекта, используемая для выравниванияСторона ручек кривой Безье ключевых кадров, на которую будет оказано влияниеСторона дорожки для обменаВыбранная сторонаБок о бокБоковая панельНастройки боковой панели и панели инструментовСтороныСигмаРежим знакаЗнак вектора-битангенса для этой вершины этой грани (должен быть рассчитан заранее с помощью calc_tangents, bitangent = bitangent_sign * cross(normal, tangent))Угол со знакомПоле угла со знакомЗначительно более быстрый метод, который аппроксимирует касательные, интерполированные по углам граней, с соответствующими UV-развёртками. Для получения значения, действительно касательного к поверхности, используйте векторное произведение на нормаль.СилуэтФильтрация силуэтаРисовать граничные рёбра и силуэты по центру с границами объектовРисовать граничные рёбра и силуэты внутри объектовРисовать граничные рёбра и силуэты снаружи от границ объектовРисовать граничные рёбра и силуэты со сдвигом относительно границ объектовШёлкСереброПодобно гибридному мультифракталу, создаёт неоднородный рельеф, но с подобием речных руселАналогично SMPTE (Compact), за исключением того, что вместо кадров отображается десятичная часть секундыПохож на большинство современных объективов типа «рыбий глаз», учитывает размеры сенсораСхоже с мультифракталомШейдер подобен ноде "Принципиальный BSDF", но использует зеркальный рабочий процесс вместо металлического, т. е. функционирует путём указания цвета отражения, направленного вдоль нормали. Энергия не сохраняется, поэтому результат может быть не физически точнымПростойПростые осиПростое смешиваниеПростая деформацияПростое выражениеПростое имяПростая звездаМодификатор простой деформации для создания эффектов скручивания и изгибаПростое сглаживание между соседними пикселямиПростое имя каталога ассета, используется для отладки и восстановления данныхПростые эффекты смягчения, основанные на физикеПростая перерисовка таймера для тестирования скорости обновления интерфейсаПростой решатель с хорошей производительностью, без поддержки перекрывающейся геометрииПростой вид временной шкалы с элементами управления воспроизведением в заголовке, без списка каналов, боковой панели или нижнего колонтитулаПростаяДеформацияМодификатор простой деформацииПростой фотографический алгоритм РайнхардаУпрощениеУпрощениеУпростить частицы-потомкиУпростить F-кривые и удалить пустые или лишние каналы.Упростить F-кривые путём удаления близко расположенных ключевых кадровУпростить рисунки Grease PencilУпростить Grease Pencil только по время воспроизведения анимацииМодификатор упрощенияУпростить штрихМодификатор упрощения штриховУпростить подразделениеУпростить объёмыУпростить геометрию схлопыванием рёберУпрощать меши, ориентируясь на целевое соотношение количества треугольниковУпростить выделенные кривыеУпростить выделенные штрихиУпростить штрихи, уменьшив количество точекУпростить штрихи, объединив близкорасположенные точки на заданном расстоянииУпростить набор штриховСимулировать блестящую шерсть, уменьшив шероховатость до заданного коэффициента только для первого отражения света (диффузного). Диапазон [0, 1] эквивалентен уменьшению [0%, 100%] исходной шероховатостиСимулировать структуру внутреннего пространства, создав пружины, соединяющие противоположные стороны мешаМоделирование поверхности океанаИмитация искажений и дисперсии от объективов камерСимуляция жидкостей с высокой вязкостью с помощью специального решателяСимулировать давление внутри закрытого объёма меша тканиСимулировать мягкие деформируемые объектыМоделировать выполнение нод в течение определённого периода времениКадры симуляцииСимулирует деформацию прямой кинематики (FK), используя набор граней под курсором в качестве контроллераИмитирует размытие цвета, вызванное хроматической аберрацией объективаИмитирует только определённую область вокруг кисти, ограниченную фиксированным радиусомСимулирует весь мешИмитирует случайный пиксельный шум, создаваемый сенсором камеры.Симуляция океана...СимуляцияКистьКэшХолстИзменение глубиныРастворитьСилаПрепятствиеТолько отражениеМасштаб - ВлияниеТипТип волныОбласть симуляцииПапка для запекания симуляцииПерепад симуляцииПоследний кадр симуляцииПервый кадр симуляцииВвод данных симуляцииЭлемент симуляцииПредел симуляцииМетод симуляцииНоды симуляцииВывод данных симуляцииID ноды вывода зоны симуляцииДиапазон симуляцииСимуляция - НачалоСостояние симуляцииЗона симуляцииПоследний кадр симуляцииПоле симуляции в цветовую картуМоделируемое поле, отображаемое на цветовой сеткеСимуляция не должна быть зацикленной или замкнутойПервый кадр симуляцииПроизводить симуляцию физики твёрдых телЗона симуляции не поддерживаетсяСинусСинусСинусоидальный режимОдиночныйОдна стрелкаОдна осьОдин цветОдно изображениеОднопроходное сглаживаниеОдно свойствоОднократное рассе́яниеОдна сторонаС одной стороныЕдиничное значениеЕдинственный канал для аудиоОдна грань равноугольной кубической картыОдин файл со всеми видамиОдиночный файл с закодированной стереопаройОдиночный из целиФайл с единственным изображениемСлой, используемый для маскировки (скрытия) пикселейЕдиничная точка в сегменте сплайна, определяющая растушёвкуЕдиничная точка сплайна, определяющего маскуЧисло одинарной точность с плавающей запятойЕдиничный рендер-слой для повторного рендера (используется только в случае, если анимация отключена)Модель неба с однократным рассе́яниемЕдиничный сплайн, определяющий форму маскиСистема из одной стереокамеры; настраивается в параметрах стерео панели камерыВыберите один рассчитанный трек для определения осиГеометрия одного элемента для текущей итерации. Обратите внимание, что может быть довольно неэффективно разбивать большие геометрии на множество маленьких геометрийОсобая величина, ниже которой демпфирование (затухание) будет применяться постепенно (более высокие значения дадут результаты с бо́льшей стабильностью и меньшей реактивностью)Сингулярные значенияСинусоидальное смещениеСинусоидальное ослабление (самое слабое, почти линейное, но с небольшой кривизной)СайтРазмерРазмер 1Размер 2Отскоки по размеруКоэфф. размераРежим размераРазмер от давленияИсточник размераЕдиницы размераРазмер по XРазмер по YРазмер по ZРазмер по радиусуМножитель размера, используемый при отображении элементов пользовательского интерфейса, чтобы они правильно масштабировались на экранах с разным разрешением. Это значение основано на настройках DPI операционной системы и масштабе отображения Blender'а.Размер шахматного узора с указанием прозрачных областейВеличина шума скопленияРазмер смещения производной, используемый для расчёта нормалейРазмер отображения объекта-пустышки во вьюпортеРазмер элемента. Использование компонент зависит от типа элементаРазмер всех кубических картРазмер кэша финальных отрендеренных изображений в мегабайтахРазмер шероховатости в зависимости от положенияРазмер нового примитиваРазмер запакованного файла в байтахРазмер частиц во вьюпортеРазмер площади шаблона для создаваемых трековРазмер формы проекции ("0" для автоматического)Размер случайной длины, добавляемой в конец каждого штрихаРазмер случайной длины, добавляемой в начало каждого штрихаРазмер случайной шероховатостиРазмер кэша исходных изображений в мегабайтахРазмер области поиска для создаваемых трековРазмер солнечного дискаРазмер текстурного сопоставленияРазмер протяжённого источника света по оси Y для прямоугольной формыРазмер протяжённого источника света по оси X для прямоугольной формыРазмер миниатюр предварительного просмотра ассетов в пикселяхРазмер размытия вдоль оси XРазмер размытия вдоль оси YРазмер сенсора камерыРазмер куба, на который необходимо выполнить проецированиеРазмер эффектаРазмер заполнения между кирпичами (известного как "цемент"). "0" означает отсутствие цементаРазмер шрифта, используемого на рендере текста штампаРазмер пула освещённости; больший размер пула позволяет использовать больше сеток освещённости в сцене, но может не поместиться в память графического процессора и снизить производительностьРазмер разделяющих интервалов для UVРазмер отступа вокруг каждого редактора.Размер окна поиска, используемого для определения краёв. Бо́льший размер для вычисления будет соответствовать менее шумным и более качественным краям, но не обязательно бо́льшим краям. Параметр "допуска (tolerance)" для краёв можно использовать для расширения размера кромокРазмер карты теней применённой к каждому сэмплу освещённостиРазмер пула теней: больший размер пула позволяет использовать больше теней в сцене, но может не поместиться в память GPUРазмер домена симуляции (в метрах) и генерируемой геометрии (в ед. Blender'а)Размер текстаВеличина турбулентностиРазмер ячеек воксельной сетки для эффектов взаимодействияРазмер вокселя в масштабе объекта, используемого для пересчёта объёма. Более низкие значения сохраняют более мелкие детали.Размер захвата изображения для перепроецированияРазмер:Размер: {:s}Размер: {}Размер: {} ({} байт)Размеры должны быть больше нуляНаброски для этого слоя на разных кадрахЭскизноеЭскизное сцепление с многократным касаниемОболочкаМодификатор "оболочка"Изменить размер оболочкиКорень оболочкиВершина оболочкиВершины оболочкиКожа_светлаяКожа_теньСкиннингПропускатьПропустить ненажатуюПропустить заблокированные или выключенные каналыПропустить .potПропустить создание файла .potПропустить пресетПропустить сохранениеПропуск сегментовПропустить вычисление пользовательских нормалей и нормалей углов граней для отображения мешей во вьюпортеПропустить отображение внутренних подразделенных рёберНе выполнять прорисовку/рендеринг внутренних подразделённых рёберПропускать треугольники оболочки, покрываемые уже существующими гранямиПропускать и не отображать этот элемент в спискеПропущено заблокированных ключей формы: %dПропущено %d из %d островов, геометрия слишком сложна для обнаружения соответствияИзменение данных библиотечного объекта пропущеноНекоторые коллекции пропущены из-за циклической связиПропущено версионирование материалов для объекта "%s", поскольку "%s" уже был преобразован. Возможно потребуется ручное вмешательство!Пропуск '{:s}', не мешПропуск '{:s}', количество вершин отличаетсяПропуск существующего кадра «%s»Пропуск объекта "%s", связанные данные "%s" уже обработаны вместе с другим объектомПропуск объекта "%s", связанные или переопределяющие данные "%s" не могут быть измененыПуть пропущен в ключевом наборе, поскольку у него нет ID (KS = "%s", path = "%s[%d]")НебоТекстура небаТип небаПластинаРазрезатьСрезов на воксельСрез строкиРазрезать вдоль оси XРазрезать вдоль оси YРазрезать вдоль оси ZРазрезать до нового объектаОтрезает "маску рисования" от мешаПередвинутьНаправление сдвигаСдвинуть растушёвкуСдвинуть новую точкуСдвинуть точку кривой рисованияСдвинуть точкуПереместить точку на сплайне, чтобы определить его кривизнуСдвинуть дорожку во времениСдвинуть вершину вдоль ребраСдвинуть петлю рёбер вдоль мешаНачать слайд-анимацию с кадра 0Сдвинуть контрольные точкиСдвинуть участки маркера (скольжение)Сдвинуть элементы маркерной плоскостиПолзунокМаксимум ползункаМинимум ползункаЦвета виджетов ползунковИнструмент скольженияНезначительныйСдвинуть ключевые кадрыСмещение сдвига: Кадров: %dСмещение сдвига: Кадров: %d Смещение звука: %.3fСмещение сдвига: Кадров: %sСдвигать дорожки под курсором мышки, а не все те, что были выделеныСместить содержимое выделенных дорожекНаклонСлотСлот %dОтображаемое имя слотаРучка слотаИдентификатор слотаТип слотаСлот не может быть "None"Слот имеет подходящее изображение и UV-картуСлот действия, который будет использоваться ограничителями действийСлот, содержащий информацию о текстурном рисованииСлот {:d}СлотыСловацкий - SlovenčinaСловенский - SlovenščinaМедленноМедленное Python-выражениеБолее медленное отображение, обеспечивающее лучшую деформацию сгибаемой кости, резко изогнутой в позе покояБолее медленный решатель с лучшими результатами для копланарных гранейСамая медленнаяМалыйКапительМасштаб капителейМеньшеЦелое число в диапазоне от -128 до 127Меньшие значения приводят к более высокому разрешению на выводеМеньшие значения приводят к повышению производительности, но могут привести к обрезанию объёмаНаименьшая волнаОт меньшего к большемуУмнаяУмное UV-проецированиеРазмазываниеРазмазать веса в активной группе вершинДымДым и огоньЦвет дымаДомен для дымаМатериал домена для дымаРазрешение сетки дымаСтиль дымаНастройки столкновения дымаСетка цвета дымаСетка плотности дымаСетка дыма пламениСетка нагрева дымаСетка температуры дыма, диапазон от 0 до 1 соответствует от 0 до 1000KСетка скоростей дымиСглаживаниеКорректирующее сглаживаниеСгладить конечные точкиСглаживать концыF-Модификатор сглаживанияСглаживание F1Коэффициент сглаживанияСгладить геометриюСгладить штрихи Grease PencilБитовые флаги групп сглаживанияГруппы сглаживанияСгладить кривые волосГладкая интерполяция эрмитовых краёв между значениями от Min и от MaxИтераций сглаживанияЛапласово сглаживаниеСгладить маскуСглаженный максимумСглаженный минимумМодификатор сглаживанияСгладить нормалиРадиус сглаживанияКоэффициент сглаживанияГладкий шейдингПлавный шагСглаживать штрихиКоэффициент сглаживания штриховРадиус сглаживания штрихаДопуск сглаживанияТип сглаживанияПлавный просмотрГладкие проводаСгладить по XСгладить по YСгладить по ZСглаживание по оси XСглаживание по оси YСглаживание по оси ZСглаживание F-образной кривой с сохранением её общей формыСгладить области изображения, на которых заметен шум, оставляя сложные области нетронутымиСгладить неровные краяСгладить границы, но углы оставлять острымиСгладить границы, включая углыСглаживание по углуСгладить цветаСгладить цвета между вершинамиСглаживать сложную геометрию вокруг ветвейСгладить соединённые части геометрииСгладить кривую с помощью Гауссова сглаживанияСгладить пользовательские нормали на основе нормалей смежных вершинКоэффициент эффекта сглаживанияМодификатор эффекта сглаживанияСглаживать концы штриховМягкий спадДобавить мягкий спад после чёткого радиусаСгладить волосыПлавная интенсивность света вблизи источников света. Это позволит избежать резких бликов и уменьшить общий шум освещения. "0.0" соответствует отсутствию сглаживания; более высокие значения сглаживают большеПлавная интерполяция между А и Б с некоторым контролем над формой кривойСглаживающие итерации применяются после расчёта коэффициента позы каждой вершиныКоличество итераций сглаживания на извлекаемый мешСгладить неровные края текста пользовательского интерфейсаСгладить мешСгладить объект вдоль оси XСгладить объект вдоль оси YСгладить объект вдоль оси ZСгладить только выделенные точки штрихаСгладить цвета с усреднением цвета под кистьюСгладить цвета соседних точек штрихаПлавный (пресет)Плавная прокрутка для обеспечения видимости редактируемого файлаСгладить выделенные штрихиСглаживать точки штриховСгладить кривую с помощью фильтра ГауссаСгладить детали, но сохранить общую формуСгладить "края" всех наборов гранейСмягчить свет из этого источника светаСгладить меш, уплощая углы между соседними гранямиРазгладить меш, сохраняя при этом его объёмСглаживание нормалей поверхности или фаски кривойСгладить поверхностьРазгладить поверхность меша, сохраняя объёмСгладить веса активной группы вершинСгладить веса выделенных вершинСглаженная интерполяция с высоким качеством, но медленнееСглаженная версия F1. Взвешенная сумма соседних ячеек Вороного.Отрицательное сглаживаниеПоложительное сглаживаниеБолее плавная интерполяция эрмитовых краёв между значениями от Min и от MaxБолее плавный шагБолее мягкая интерполяция освещённости, но создаёт утечку светаСглаживает форму кривых волосСглаживаниеГруппы сглаживанияСглаживание ПоложительноеСтупени сглаживанияМодификатор с эффектом сглаживанияКоэффициент сглаживанияКоличество шагов сглаживания для тангенциального расчёта уклонаПлавно смещать случайное значение каждого штрихаГладкостьКоэффициент гладкостиПлавность перехода между тёмными и светлыми областямиСглаживать края штриховСглаживает поверхность и объёмРазглаживает поверхность меша, сохраняя объёмСмазываниеИнтенсивность смазыванияРазмыть цвета, захватывая и перетаскивая ихИнтенсивность эффекта смазыванияПривязкаПереместить 3D-курсор к активному элементуПереместить 3D-курсор к середине выделенных элементовПереместить 3D-курсор к ближайшему пересечению сеткиПереместить 3D-курсор к центру координатПривязка по углуОснование привязкиПривязка текущего кадра к дорожкамРасстояние привязкиПривязать элементШаг для привязкиПереключить привязкуПереместить островаРежим привязкиПривязка к нодам во время трансформацииУстановка пакета SnapПривязка к фрагментарному объектуСторона сдвигаЦель привязкиЦель привязки для отдельных элементовПривязка кРезкий поворотПорог резкого поворотаПривязка UV-элементовПривязка UV во время трансформацииПривязка вершинПеремещать активный элемент к целиПривязка к средней точкеПривязка путём проецирования на граниПеремещать к ближайшей точке целиПривязка текущего кадра к началу или концу дорожкиПереместить курсор к центру выделенных точекПереместить курсор к целевому типуПривязка при трансформацииПереместить острова друг у другу (также повернуть острова при режиме сшивания по ребру)Перемещать медиану к целиПривязывать точки посередине к центру осиПривязка только к тем объектам, которые можно выделитьПривязка только к тому источнику, который изначально находился рядом (только для "ближайшей грани")Привязка к активномуПривязка к редактируемомуПривязка к не-редактируемомуПривязка только к выделяемомуПривязка к себе, только если включено (только в режиме редактирования)Привязка к неактивным объектам в режиме редактирования (только в режиме редактирования)Привязка к объектам, не находящимся в режиме редактирования (только в режиме редактирования)Привязка к курсору воспроизведения при прокруткеПривязка кадра сцены к инкрементамПереместить выделенные UV-вершины к целевому типуПереместить выделенные элементы к 3D-курсоруПереместить выделенные элементы к активномуПривязать выделенные элементы к местоположению мышкиПереместить выделенные элементы к их ближайшим пересечениям сеткиПривязать выбранные ключевые кадры к выбранным временам/значениямПривязать выделенные ключевые кадры к текущему кадруПривязка выделенных ключевых кадров к ближайшему (целому) кадру (используется для исправления случайных смещений подкадров)Привязать выделенные ключевые кадры к ближайшему маркеруПривязать выделенные ключевые кадры к ближайшей секундеПривязать выделенные ключевые кадры к заданному времениПереместить выделенные точки к ближайшему точкам сеткиПереместить выделенные точки/штрихи к курсоруПривязка дорожек при трансформацииСдвинуть дорожки к текущему кадру, используя активную дорожку в качестве опорной точки. Нахождение курсора мышки относительно курсора воспроизведения определяет сторону сдвига дорожки к курсору воспроизведенияПривязка ручек под углом 45 градусовПривязать корень каждой кривой к ближайшей точке поверхностиПривязка кПривязка к элементамПривязка к схожей целиПривязка к дорожкамПрикрепить к поверхностиПривязка ко всей геометрииПривязать ко всем точкамПривязка к границам и ориджинам невыделенных видимых дорожекПривязка к текущему кадруПривязка к рёбрамПривязать к первой и последней точке и интерполироватьПривязать к первой точкеПривязка к кадруПривязка к покадровым инкрементамПривязать к целым значениямПривязка по сеткеПривязка к инкременту, привязка(A,B)Привязка к инкрементамПривязка к делениям сеткиПривязка к ключевым кадрамПривязка к маркерамПереместить к ближайшему маркеруПривязка к ближайшей точке на граняхПривязка к границам предпросмотраПривязка к центру предпросмотраПривязка к предварительному просмотру или начальному и конечному кадру сценыПривязка к ключам ретаймингаПривязка к секундным инкрементамПривязка к секундамПривязка к середине ребраПривязка к центру граниПривязка к ближайшей точке на ребреПривязка к началу и концу содержимого, лежащего в основе дорожки, в случаях, когда длина дорожки будет выходить за пределы этого диапазона, производя удержанияПривязка к вершинамПривязка к объёмуПереместить центр трансформации к целиПривязать значения к ближайшей точке в сетке, например, для stop-motion анимацииПереместить пары вершин на их отражённые местаПривязкаРасстояние привязкиПрикрепляет конечность FK к IKПрикрепляет конечность FK к IK конечности в текущем кадреПрикрепляет конечность IK к FKПрикрепляет конечность IK к FK конечности в текущем кадреОператор СобеляСоболь-БёрлиСокетИдентификатор сокетаВыделить сокетШаблон сокетаТип сокетаНазвание типа сокетаСокет может работать с различными типами структурОписание сокетаСокет ожидает полеСокет ожидает сеткуСокет ожидает списокСокет ожидает единичное значениеСокет отображается как интерактивный значок в нодовом редактореСокет отображается тусклым, поскольку обнаружено, что он не оказывает никакого влияния на выводСокет выбран в интерфейсеСоединения с сокетами развёрнуты в интерфейсе пользователяСокет должен быть на панелиИмя сокетаФорма сокетаСокет для включения в добавленную ноду "Входы/Выходы группы (group input/output)"Всплывающая подсказка сокетаСокет_2Сокет_3МягкоМягкое телоМодификатор мягкого телаПластичность мягкого телаКэш точек мягкого телаНастройки мягкого телаПлавный перепадМягкий светМягкий светПлавные пределыПлавно - Макс.Плавно - Мин.Модификатор для симуляции мягких телНастройки симуляции мягкого тела для объектаМягкое телоМягкое тело & ТканьЦелевые веса мягкого телаСмягчениеСмягчить детали изображения по осямМягкостьСплошнойСплошной светИсточники сплошного светаЧёткий радиусОбъёмностьМодификатор "Объёмность"СолоСоло активнаяСоло активный ключ формыРассчитатьРассчитать траекторию камеры из трековОшибка расчёта: {:.2f} pxРешательИсполняющиеся итерацииПараметры решателяРезультат расчётаРешателю требуется развёртываемый мешРешениеРасчёт движения камеры...Метод решения: автоматическая амортизация или ручнаяНекоторые соединения были потеряны из-за разного количества сокетов выводаНекоторые кривые не удалось преобразовать, поскольку они не были прикреплены к поверхностиНевозможно восстановить некоторые данные (дополнительная информация приведена в консоли)Некоторые кадры были пропущены при запекании/сохранении кэшаНекоторые строки были исправлены, не забудьте сохранить blend-файл, чтобы сохранить эти измененияСортироватьСортировать по алфавитуСортировкаСортировать по:Сортировать потомков по имениСортировать датаблокиСортировать элементыИндекс сортировкиКлюч сортировкиПорядок сортировкиУпорядочить цвета палитрыТип сортировкиВес сортировкиСортировать по недавнему ипользованиюСортировать по имениСортировать по криволинейной 2D-длине (накладывать более длинные линии поверх более коротких)Сортировать по расстоянию от камеры (более близкие линии лежат поверх более удалённых)Сортировать по проецируемому значению оси X в координатной системе изображенияСортировать по проецируемому значению оси Y в координатной системе изображенияСортировать каналы по средней погрешности перепроецирования треков после расчётаСортировать каналы по первому номеру кадраСортировать каналы по номеру последнего кадраСортировать каналы по наибольшему отслеживаемому сегментуСортировать каналы по общему количеству отслеживаемых сегментовСортировать каналы по имениСортировать файлы по дате измененияСортировать файлы по размеруРасположить острова от большего к меньшемуРасположить острова от меньшего к большемуСортировать по алфавитуСортировать элементы по имениСортировать элементы по убываниюСортировать выделенные элементы от наиболее удалённого к ближайшему в текущем видеСортировать выделенные элементы от левого к правому в текущем видеСортировать выделенные элементы от ближайшего к наиболее удалённому от 3D-курсораСортировать выделенные грани от наименьшего к большему индексу материалаСортировать список ассетов по алфавитуОтсортировать список ассетов так, чтобы ассеты в одном каталоге хранились вместе. В рамках одного каталога ассеты упорядочены по имени. Каталоги будут расположены в порядке упорядоченной иерархии каталогов.Сортировать потомков каждой кости в алфавитном порядкеСортировать файлы по алфавитуСортировать файлы по расширению/типуСортировать недавно просмотренные элементы сверхуТип сортировкиСортировать группы вершинСортировкаЗвукВыключитьСоздатьПанорамироватьВысотаСмещение звукаГромкость дорожкиГромкостьЗвуковые файлыИмя звукаНодовый сокет звукаИнтерфейс сокета ноды для звукаЗвуковая дорожкаАудиодорожкиВыделенные аудиодорожкиИмя датаблока звука для распаковкиДатаблок звука, ссылающийся на внешний или упакованный звуковой файлДатаблок звука, используемый этим источникомДатаблок звука, используемый этой дорожкойДатаблоки звуковЗвук не редактируетсяЗвук не упакованЗвуковой файл, используемый этим датаблоком звукаСокет ноды для звукаЗвуковая дорожкаЗвуковой клипЗвукиПапка со звукамиИсточникКанал-источникИзображение источника клонированияСлот источника клонированияUV-Карта источника клонированияКоллекция-источникИсходное изображениеВыбор слоёв-источниковИсходные библиотекиИсходная библиотекаСписок источниковНастройки региона списка источниковОбъект-источникИсходное положениеПуть к кодуИсходный сокет!Исходное деревоТип источникаГруппа вершин источникаИсточник и назначение для оператора симметрированияУ мешей источника и получателя разное количество рёбер. Сопоставление по топологии невозможноУ мешей источника и получателя разное количество углов граней. Сопоставление по топологии невозможноУ мешей источника и получателя разное количество граней. Сопоставление по топологии невозможноУ мешей источника и получателя разное количество вершин. Сопоставление по 'топологии' невозможноИсходный цветРасстояние между элементами источника и получателя не должно быть больше этого значенияИсходный файл находится в пути поиска аддона: {!r}Исходная библиотека, из которой был сгенерирован этот архив упакованных идентификаторовИсходная библиотека: {} {}Положение источникаИсходный меш не содержит рёбер, ни одно из отображений 'рёбер' в этом случае не может быть использованоИсходный меш не имеет граней, ни одно из отображений 'грани в этом случае не может быть использованоИсточник входных значений переменных драйвераИсточник названия меткиИсточник случайностиИсточник направлений лучей отраженияИсточник меша, определяющего форму столкновенияУ мешей источника или получателя нет рёбер, перенос данных рёбер невозможенУ мешей источника или получателя нет вершин, перенос угловых данных невозможенУ мешей источника или получателя нет граней, перенос данных граней невозможенУ мешей источника или получателя нет вершин, перенос данных вершин невозможенИсточник для выбора холстаИсточники входных данных для вычисления этой переменнойЮгЮго-востокЮго-западПространствоПространство редактора клиповПространство консолиПространство редактора экспозиционного листаПространство браузера файловПространство редактора графовПространство редактора изображенийПространство информацииМатрица пространстваПространство НЛА-редактораПространство редактора нодПространство аутлайнераСвойства областиПространство редактора последовательностиПространство табличного редактораПространство редактора текстаТип пространстваПространство UV-редактораУстановить равномерное расстояние между всеми UV-вершинамиПространство между островамиПространство, отображаемое в данный момент для этой областиДанные пространства для области экранаТип данных пространстваОпределение расстояния между мазками в соответствии с ориентацией поверхности, а не по экранному пространствуПространство оси проецированияПространство, в котором используются трансформацииПространство входной высотыПространство входных нормалейПространство, в котором рассчитывается владелецПространство, в котором рассчитывается целевой объектПространство, из которого осуществляется конвертацияПространство, в которое осуществляется конвертацияМесто, используемое для копирования данных мешаПространство трансформации для копирования с одного объекта на другойПробелДействие пробелаПробелыПространства, содержащиеся в этой области, первое из которых является активным пространством (примечание: применяется, например, для восстановления ранее использовавшегося пространства 3D-вида в определенной области, чтобы восстановить старую ориентацию в пространстве)ИнтервалыРасстояния вдоль штриховРазмер интерваловИнтервалы по давлениюРасстояние полного цикла для градиентной кистиИнтервалы между срабатываниями кисти в процентах от диаметра кистиМежсимвольное расстояниеРасстояние между точками сеткиРасстояние между словамиИнтервалы между текстурами вдоль длины штриховИнтервал: {:g}ДиапазонИспанский - EspañolЧастичная привязкаПространственный шумПространственное повторное использованиеПространственный размерСоздавать частицы из формыИсточник звукаСоздатьГромкость - Мин.Датаблок источника звука для 3D-объектов источников звукаДатаблоки источников звукаИсточник(и) звукаИсточники звукаСпециальные символыОпределяет поглощение энергии на единицу длины при прохождении света через волосы. Более высокое значение приводит к более тёмному цветуУказывает, насколько острые углы будут скругленыУказывает, насколько круглым будет боке. Максимальная округлость создаёт круглый эффект бокеОпределяет, как кость наследует масштабирование от родительской костиОпределяет, как клеевая кость будет крепиться к элементу управления в месте расположения начала костиУказывает, будет ли тональное отображение применяться ко всему изображению или к каждому пикселю. "0" означает, что применяется ко всему изображению, "1" означает, что применяется к каждому пикселю, , а промежуточные значения позволят их смешиватьУказывает, будет ли тональное отображение работать с яркостью или с каждым каналом независимо: "0" будет работать с яркостью, "1" будет работать с каждым каналом, а промежуточные значения позволят их смешиватьОпределяет шероховатость микрограней рассеивающей основы ("0.0" — идеальное ламбертовское отражение, "1.0" — полностью шероховатая)Указывает шероховатость микрограней поверхности для зеркального отражения и пропускания ("0.0" — идеальное зеркальное отражение, "1.0" — полностью шероховатая)Задаёт величину смещения цвета. "1" означает максимальное смещение в сторону синего, а "-1" означает максимальное смещение в сторону красногоУказывает ноду ввода, которая будет использоваться созданной зонойЗадаёт интенсивность ограничения для канала-ограничителяЗадаёт уровень яркости, при которой заканчиваются средние тона изображения и начинаются светлые тонаЗадаёт уровень яркости, при которой начинаются средние тона изображения и заканчиваются тениУказывает ноду вывода, которая будет использоваться созданной зонойЗадаёт размер катадиоптрической диафрагмы, ноль означает отсутствие диафрагмыЗадаёт плавность для экрана кеингаЗадаёт интенсивность разлива каждого цветового каналаОпределяет интенсивность удаления разливаУказывает порог или чувствительность к "краям". Уменьшая это значение, вы сможете обнаружить больше "краёв" за счёт потребления производительностиЗадаёт значение параметра "локального местоположения" для элементов управления инверсной кинематики, который определяет, будут ли каналы положения выровнены с локальной ориентацией контроллера или же мировойУказывает степень сглаженности или использования оригинальной нормалиУказывает, следует ли выделять вновь выявленную геометриюУказать пользовательское значение метража на единицу измеренияУказать особый размерУсловие отбора рёбер-штрихов на основе меток гранейЛогическая комбинация условий отбора рёбер-штрихов по типуОпределить новое расстояние выборки точек для управления разрешением штриховУказать вручную путь, по которому будут храниться запечённые данныеУказать точную долю конечного вывода UVВключать или исключать места для штрихов для объектов, принадлежащих коллекцииВключать или исключать рёбра-штрихи из отбора на основе типа рёберВключать или исключать рёбра-штрихи из отбора по меткам гранейУказать фокусное расстояние объектива в миллиметрахСпособ объединения существующих трансформаций с каналами действийСпособ объединения скопированных и существующих вращенийСпособ объединения скопированной и исходной трансформацииМетод смешивания значения модификатора с основным значениемСпособ совмещения исходного и нового положения в пространствеСпособ совмещения исходного и нового вращенияСпособ совмещения исходного и нового масштабированияЗадать свою ориентацию и масштаб, а не использовать значения из файла FBXУказать источник формы сеткиУказать целевое количество граней относительно текущего мешаЗадать приблизительное количество вокселей по диагоналиУказать расстояние между вершинамиОпределение объектива через угол поля зренияУказать начальную и конечную точки линииУказать количество копий отдельно для каждой кривойУказать смещение от одной вершины до другойУказать общее количество вершинИспользуемый тип каналов вращенияЗадать длину стороны вокселейЗадавать единичную толщину линий в пикселяхУказать точность данных объёма. Более низкие значения уменьшают потребление памяти за счёт детализации.Указать плотность объёма и размер шага в объектном или мировом пространствеУказать размер шага объёма и плотность в мировом пространствеОпределить элементы, на которых следует создавать экземпляры. (Значения с плавающей запятой приводят к случайному выбору)Используемый атрибут материалаУказать, какие части ассета позы будут перезаписыватьсяСпектрСпектр для использованияБликОтражающий BSDFОтражённый цветОтражённый синий цветОтражённый зелёный цветОтражённый красный цветКоэфф. зеркальностиЧёткость бликаБликиУровень зеркального IORБликиЦвет бликов у материалаМножитель зеркального отраженияСкоростьУправление скоростьюМножитель скоростиИнтерполяция скорости 0Интерполяция скорости 1Множитель скоростиСмена скоростиВекторы скоростейМетод контроля скоростиМножитель скорости при вращении вокруг себя, большие значения означают более быстрые движения мышкиСкорость звукаСкорость звука для расчёта эффекта ДоплераСкорость реакции горения (чем выше, тем меньше пламя)Скорость волны; по направлению к начальной точке, если скорость отрицательнаДорожка "Управление скоростью"Кэш проверки синтаксисаСфераРадиус сферСферическое выделениеРадиус сфер, используемых для расчёта кривыхРазрешение сферСферическиСферический спадСферический зондСферическое стереоСферическая камера для карт окружающей среды, также известная как панорама Lat Long (Latitude - Широта , Longitude - Долгота)Сферический спадСферическое силовое поле на основе заряда частиц; влияет только на другие зарядовые силовые поляК сфереИнтенсивность сферизацииИнтенсивность разливаСпиральСпиральная сила вокруг локальной оси Z объекта силыЗаставкаНачальная заставкаСплайнТочки сплайна БезьеЧисло сплайновСплайновая ИКОграничитель сплайновой ИКИндекс сплайнаДлина сплайнаНода "Длина сплайна"Параметр сплайнаНода "Параметр сплайна"Число точек сплайнаТочки сплайнаРазрешение сплайнаЕсли сплайн не перетаскивается, он замыкается при отпусканииТочка сплайна без рукоятокТип сплайнаСплайн:СплайныРазделитьУгол разделенияРазделить анимацию по объектамРазделить примитивы BVH на это количество временных шагов, чтобы увеличить время рендера за счёт памятиРазделить по группамРазделить по объектамРазделяющий штрих 1Разделяющий штрих 2Разделяющий штрих 3Разделить рёбраРазделять рёбра и граниРазделить ползунок "слежения век"Разделяющий разрыв 1Разделяющий разрыв 2Разделяющий разрыв 3Разделять импульсРазделять по длинеРазбить строкиРазделять материалыСхема разделенияСплит-тонированиеРазделить матрицу 4x4 на отдельные значенияРазделить связку по нескольким сокетам.Разделить цвет на отдельные компоненты с помощью разных моделейРазделить цвет на отдельные каналы на основе определённой цветовой моделиРазделить грань на веерРазделить геометрию на отдельные выходные данные для каждого типа данных в геометрииРазделить геометрию на два отдельных геометрических объекта на основе выделенияРазделить матрицу трансформации на вектор перемещения, вектор вращения и вектор масштабированияРазделить вектор на его компоненты X, Y и ZСоздаёт кривые с использованием точек, разделяя их в соответствии с идентификатором группы каждой точки и упорядочивая точки в каждой кривой по значению их весаРазделить изображение на составные цветовые каналыОтделить и скопироватьРазъединять и объединять редакторы путём перетаскивания за уголРазрезать на месте курсора, а не на текущем кадреРазделить соединенные грани у рёберРазделить запекаемые карты по материалу, используя имя материала в качестве имени выходного файла (только для внешнего сохранения)Разделять штрихи на цепочки в точках с углом, больше чем максимальный 2D-уголРазделять штрихи на цепочки в точках с углом, меньше чем минимальный 2D-уголРазделить каналыРазделить вогнутые грани путём соединения вершин, чтобы избавиться от непланарностиПользовательские разделённые нормали выделенных вершинРазделять рёбра, отмеченные как «острые»Разделять рёбра с высокими угловыми значениями между гранямиРазделить изображения по материалу (только для внешних изображений)Разделить грани вдоль выделенных рёберРазделить грани и рёбра, соединенные с выделенными вершинамиРазделить дорожку мультикамер и выделить камеруРазделить неплоские грани, которые согнуты с углом выше пороговогоРазделять углы граней, а не объединять граниРазбивать углы граней для сохранения прилегающей геометрииОтделить выделенные кости от соединённых невыделенных костейОтделить выделенный участок от связанного невыделенного участкаОтделить выделенные точки от связанных невыделенных точекРазделить выделенную область на вид с камеры, вид спереди, справа и сверхуРазделить выбранную область на две частиРазделить выделенные рёбра таким образом, чтобы каждая соседняя грань имела свою копию ребраРазделить выделенные точкиОтделить выделенные точки на новый штрихРазрезать выделенные дорожки в их центральных точкахРазделять кривую, пока не будет достигнуто соответствие (быстро)Разделить грани на более мелкие части, придав ему более гладкий видРазделить полигоны с помощью алгоритма отделения обрезковРазделите квады по их самой длинной диагоналиРазделить квады по их самой короткой диагоналиРазбивать четырёхугольники на оптимальные треугольники, медленный способРазбивать четырёхугольники на второй и четвёртой вершинахРазбивать четырёхугольники на первой и третьей вершинахОтделить выделенные точки в новый штрихРазрезать выделенные дорожки на две частиРазделить на экземплярыРазделить/СтыковатьРазделяет направляющие на отдельные группы. Новые кривые интерполируют существующие кривые из одной группыРазделяет элементы входной геометрии на группы, которые можно сэмплировать по отдельностиРазделяет грани входного меша на группы, которые можно сэмплировать по отдельностиРазделениеСмешивание пятнаСмешивание пятна: %.2fПрожекторБрызгиБрызги и пузыриБрызги и пенаБрызги, пена и пузыриКарта брызгСохранять частицы брызг и пузырей в общей системе частицСохранять частицы брызг и пены в общей системе частицРаспространениеДлина распределенияСкорость растеканияРазмер соединений внутренних угловТабличный редакторСтолбец табличного редактораID столбца табличного редактораТабличные редакторыФильтры строк табличного редактораТаблица табличного редактораID таблицы табличного редактораТаблицы табличного редактораДанные из пространства табличного редактораУпругостьСила пружиныКадры пружиныДлина пружиныТип пружиныГруппа вершин пружинСила пружиныПружинная сила, утягивающая уровень воды назад к нулюРеализация пружины, используемая в Blender 2.7. Торможение (демпфирование) ограничено "1.0"Длина пружины в состоянии покоя (коэффициент к радиусу частиц)Длина пружины в состоянии покоя определяется результатом выражения 2 * размер частицыПружиныПорог спрайтовКвадратКвадрат (HS + V)Квадрат (HV + S)Квадрат (SV + H)Квадратные сантиметрыКвадратные чейны (мерные цепи)Квадратные дециметрыКвадратные декаметрыКвадратные футыКвадратные фурлонгиКвадратные гектометрыКвадратные дюймыКвадратные километрыКвадратные метрыКвадратные микрометрыКвадратные милиКвадратные миллиметрыКвадратный кореньКвадратный кореньКвадратные милы (тысячные)Порог для обрезания снизуКвадратные ярдыПрямоугольное перекрытие (плоское продление)Только для прямоуг.: установить все значения с абсолютной амплитудой ниже этого числа в 0Квадратный корень AКвадрат с точкой внутриПрямоугольникиПрижимСжать / РастянутьВеличина сплющенностиЧастота сплющенностиСплющенность каждые N рядовСжать значение (устарело)Сжатый кадрВес стабилизацииСтабилизация2D-СтабилизацияСтабилизировать 2D видеоСтабилизировать центрСтабилизировать нормальСтабилизировать вращениеСтабилизировать масштабСтабилизировать штрихиСтабилизировать обнаруженное вращение вокруг центра кадраСтабилизировать отснятый материал с помощью настроек отслеживания движения 2D-стабилизацииКоэфф. стабилизации штрихаРадиус стабилизации штрихаСложенные вверхСложенные внизШтамп камерыШтамп датыШтамп имени файлаШтамп кадраШтамп сетевого адресаНазвания штамповШтамп объективаШтамп маркераТекст штампаДополнительный текст штампаВывод штампаШтамп максимума памятиШтамп времени на рендереШтамп сценыШтамп дорожки-секвенцииШтамп времениСтандартныйСтандартное отклонениеСтандартные переходы между ключевыми кадрамиStanford PLY (.ply)ЗвездаНачалоСопоставление начала и концаНачало (коэффициент)Начало (длина)Угол началаСтиль начала стрелкиНачать с текущего кадраНачальный элементДеактивировать в началеНачало шумоподавленияМножитель началаНачальный кадрНачальный кадр (управляется из ПИ)Начальный кадр (исходное значение)Начальный кадр (если включено ограничение диапазона кадров)Ручка началаОслабление начальной рукояткиМасштаб начальной рукояткиНачальное положениеТип сопоставления началаНачальное смещениеНачальная позицияОбъект начальной позицииНачальная позиция по - XY начального положенияРадиус началаСтартовый сэмплКоличество от началаНачать сеанс VRНачальные вершиныНачальный и конечный кадр не могут совпадать!Расстояние начала эффекта объёмного освещенияНачать редактирование поля папкиНачните вводить текст для фильтрацииНачните вводить текст, чтобы отфильтровать выбранный набор данныхНачните вводить текст, чтобы отфильтровать выбранный списокС началом ввода текста, будет отфильтровываться набор отображаемых каналов, у которых будут совпадать именаНачальный кадр ограничен допустимым диапазоном рендерингаНачальный отображаемый кадр в редакторе последовательности после применения смещений; установка этого значения аналогична перемещению рукоятки в положение, отличное от фактического кадра началаНачальный кадр для запеканияЗначение начального кадра больше значения конечного кадраНачальный кадр НЛА-дорожки. Примечание: изменение этого значения также обновляет значение конечного кадра дорожки. Если нужно изменить только начальный кадр, см. свойство "frame_start (начальный_кадр)".Начальный кадр эффектаНачальный кадр экспорта; используйте значение по умолчанию, чтобы взять начальный кадр текущей сценыНачальный кадр для запекания океанаНачальный кадр дорожкиНачать в кадреНачать размещение, используя точку, спроецированную на ось ориентации в позиции 3D-курсораНачать размещение, используя точку, проецируемую на плоскость вида в позиции 3D-курсораНачать размещать на поверхности, используя положение 3D-курсора в качестве резервного вариантаНачать с размещения положения центраНачать с размещения положения краяНачальная точкаНачать поиск текстаЗапустить оператор трансформации после вставки нодыНачало/конецНедавно начатыеАктивация мышкиУгол начала дугиНачальное расстояние от камеры до туманаНачальный кадр для анимацииНачальный кадр диапазона путей для отображения/вычисления (не для метода калькирования "Вокруг кадра (around (текущего) frame)")Начальный кадр в сохраняемом диапазонеНачальный кадр для экспортаНачальное время траекторииНачинается сФайл запуска сохранёнСостояниеЦвета состоянийСостояние (другое)Состояние всех панелей, определяемое группой нодСостояние привязки светаСостояние другой траектории пользователя для бимануальных действийСостояние теневой привязкиРешатель с сохранением состояния, работающий в реальном времени и игнорирующий не-ИК ограничителейРешатель без сохранения состояний для расчёта позы, начиная с текущего действия и с учётом ограничителей, не относящихся к ИКСтатический BVHНеподвижный островСтатический типСтатистическое представление цветовых уровней изображенияСтатистикаСостояниеПанель состоянияФлаги состоянияСостояние итерации расчётаСостояние:СтальТрафаретЦвет трафаретаРазмеры трафаретаИзображение-трафаретСлой трафаретаМаска трафаретНепрозрачность маски трафаретаПоложение трафаретаЦвет трафарета в области просмотраШагКоличество интерваловСкорость шагаСкорость шага - РендерРазмер шагаРазмер шага - ОсвещениеРазмер шага - Мин.Шаг между сгенерированными кадрамиРазмер интервала при объёмной пошаговой трассировке лучейРазмер интервала при объёмной пошаговой трассировке лучей для расчёта освещённостиШагнуть по анимации на заданное положениеF-Модификатор ступенчатой интерполяцииСтупенчатая линейнаяСтупенчатая линейная интерполяция между значениями От Min - От MaxШагиШаг - Мин.Шаги - ВьюпортСтереоСтерео 3DОтображение стерео 3DФормат стерео 3DДля работы в режиме стерео-3d необходимо полноэкранное окноСтереоСтерео эффектыСтерео LFEСтереорежимСтереовыводСтерео аудиоканалыСтерео с каналом LFE (низкочастотные эффекты)СтереоскопияНастройки стереоскопии для датабока камерыСтерженьНаложить штрихи на другие штрихиНаложить штрихи на поверхностиНаложить штрихи на изображениеНаложить штрихи на видКлейкостьРежим закреплённого выделенияЗакреплённое выделение вершин отключеноЖёсткость четырёхугольниковПлотность жидкостиЖёсткая вязкость является множителем к обычной вязкостиЖёсткостьЖёсткость по XЖёсткость определяет степень заполнения элементаЖёсткость по оси XЖёсткость вращения по оси XЖёсткость по оси YЖёсткость вращения по оси YЖёсткость по оси ZЖёсткость вращения по оси ZКадрПревью сшивания - Активный островПревью сшивания - РеброПревью сшивания - ГраньПревью сшивания - СшиваемоеПревью сшивания - НесшиваемоеПревью сшивания - ВершинаСшить UV-вершины в пределах заданного расстоянияСшить выделенные UV-вершины по близостиСшивание работает только при выделении менее %i объектов (выделено %i)КаменьКамень (щебень)КамниСтопОстановить сеанс VRОстановить воспроизведение анимацииОстанавливать выделение границ на n-угольникахОстанавливать выделение границ на вершинах, имеющих более трёх рёберОстанавливать выделение границ на вершинах с двумя рёбрами, если они имеют общую грань, не являющуюся n-угольникомПерестать прыгатьПрекратить процесс подразделения, когда будет достигнут этот уровень, даже если уровень дробления позволит получить более тонкую тесселяциюОстановить эту работуНе выполнять проецирование на грань целевого объекта, если нормали направлены на или против негоХранилищеРежим хранения данных для пользовательских нормалейХранилище для исполняемого или зарегистрированного после исполнения оператораХранилище для временного удержания основного слота действий, пока активен режим подстройкиХранилище для временного удержания основного действия в режиме подстройкиСохранить элемент связкиСохранять проходы для шумоподавленияХраните выбранные каталоги в настройках (preferences)Сохранить названный атрибутСохранить названную сеткуХранить RGB и альфа-канал отдельно, причем альфа действует как маска; также известно как несвязанная альфа. Обычно используется графическими редакторами и форматами файлов, такими как PNG.Хранить каналы RGB со встроенным в них альфа-каналом; также известно как связанная альфа. Естественный формат для визуализации; используется форматами файлов, такими как OpenEXR.Сохранить элемент связки по типу данных и пути.Сохранить вектор нормали для каждого элемента мешаСохранять единичное значение для всего доменаСохранять значение для каждого элементаСохранить все блоки данных, связанные с другими файлами .blend, в текущем файле .blend. Ссылки на библиотеки сохраняются, поэтому связанные блоки данных можно снова распаковатьСохранить пользовательские нормали в качестве простых векторов в локальном пространстве меша. Значения не обязательно будут автоматически обновляться позже, когда меш будет деформирован.Сохранить значения перечислений пользовательских свойств в виде строкСохранять значения перечислений в виде строкСохранить выбор значений чисел с плавающей запятой. Для геометрии меша, сохранено инвертированным как маска режима скульптурыСохранить настройки экспорта glTF в файле Blender'аСохранить данные сетки в геометрии объёма с указанным именемХранить смещения мультиразрешения отдельно от файла .blend, чтобы сэкономить памятьСохранить нормали в пространстве пользовательской трансформации, зависящем от деформации. Этот метод медленнее, но может быть лучше, когда последующие операции изменяют меш без специальной обработки нормалей.Хранить прокси-файлы, используя настройки отдельных дорожекХранить прокси в папке проектаСохранить запечённые данные в папке на дискеСохранить текущее состояние каталогов ассетов в буфере историй отменыСохраните проходы функции шумоподавления и зашумлённое изображение. Проходы адаптируются к шумоподавителю, выбранному для рендерингаСохранить предполагаемые трансформации в настройках мягкого телаСохранить результат поля в геометрии и вывести данные как сокет ноды. Позволяет запоминать или интерполировать данные по мере изменения геометрии, например, положения до деформацииСохранить результат поля геометрии как атрибут с указанным именемСохранять остроту каждой грани или ребра. Аналогично операторам "Shade Smooth" и "Shade Flat".Храните включенные каталоги в предпочтениях, а не в локальных настройках полки ассетовСохранить это действие в стеке НЛА без фактического использования для дальнейшего использованияСохранить это действие в стеке НЛА без фактического использования для дальнейшего использования и создать новый файлСохранение истинных или ложных значений выделения в режиме редактированияСохранённый режим операцииСохранено как единичное значениеСохранить и применить разницу между ссылочным и локальным значением (не используется)Сохранить и применить множитель между ссылочным и локальным значением (не используется)Используется для хранения стиля каждого символаРаскадровкаПрямойПрямой альфа-каналПрямое разрезаниеИнтерполяция с помощью отрезка, соединяющего A и Б напрямую (т. е. без плавного перехода в начале или конце)Продлевать участки за конечными ключевыми кадрами с помощью прямой с сохранением углаВыпрямитьВыпрямить кривые волосВыпрямить по XВыпрямить по YВыпрямляет кривые волос от корней до кончиковПрядьИндекс прядиДлина прядиРендер прядейФорма прядиСтупеней в прядиДиаметр ширины пряди у корняДиаметр ширины пряди на кончикеПараметр формы прядиКоэффициент угасания полосПолосыУгол полосИндекс потокаЛинии воздушного потокаСилаМножитель силыСила от давленияСлучайность интенсивностиСила солнцаИнтенсивность смещения, применяемого к поверхности мешаИнтенсивность излученияИнтенсивность силового поляСила деформации модификатораИнтенсивность эффекта модификатораИнтенсивность шумаИнтенсивность сглаживания зубчатых цепочекСила эффекта карты неровностей, интерполяция между отсутствием рельефного отображения и полным рельефным отображениемВеличина смещенияИнтенсивность излучаемого светаСила излучаемого света. Значение "1.0" гарантирует, что объект на изображении имеет тот же цвет, что и цвет излученияИнтенсивность эффекта исчезновенияИнтенсивность источника освещенияСила эффекта сопоставления нормалиИнтенсивность студийного освещенияСила ограничения растяжения объёмаТвёрдость, используемая для назначения выбранному полигону степени влияния для модификатора взвешенных нормалейСилыРастянутьНепрозрачность растяженияРастяжениеОграничитель "Растяжение"Растянуть, чтобы подогнатьРастянуть UРастянуть UVРастянуть VРастянуть вдоль оси Y, чтобы ограничиваемый объект указывал на целевой объектРастянуть или уменьшить штрихиРастянуть координаты U между 0 и 1 при наличии UV-развёртокРастянуть координаты V между 0 и 1 при наличии UV-развёртокПродлить начала и концы исходных штриховРастянуть объект вдоль оси Z в пространстве модификатораРастянуть для заполненияРастягивание для соответствия целевому объектуРастягивает границы изображения по области рендера без сохранения соотношения сторонТочноеШаг, с которым копируются мозаичные штрихиСтрокаСтроковой атрибутЗначение строкового атрибутаСтроковое полеДлина строкиНодовый сокет строкиСтроковый интерфейс сокета нодыЗначение строкиСокет ноды для строкиСтроку в кривыеСтроку в значениеТекст для ввода в положении курсораСтроковое значение в атрибуте геометрииСтрокиДорожкаДорожка "%s" не в сцене "%s"Обрезать знакиЦвет дорожкиБаланс дорожки цветаДанные баланса цветовой дорожкиЦветовые теги дорожкиОбрезка дорожкиПродолжительность дорожкиЭлемент дорожкиУдалить отМодификатор дорожкиСвойства модификатора дорожкиМодификаторы дорожкиИмя дорожкиБез дорожкиОбрезать числаОтрезать частьПредпросмотр дорожкиСвойства дорожкиПрокси дорожкиПрокси и таймкод дорожкиВремя дорожкиТрансформация дорожкиДорожку нельзя вставить саму в себяТип эффекта дорожкиДорожка не влияет за пределами своего действияУбрать начальный/конечный текст из имениНазвания дорожек нельзя редактировать в самом аутлайнереЧтобы поменять дорожку местами необходимо два входаТайминг дорожки управляется F-кривой, а не определяется автоматическиПараметр трансформации дорожки, подлежащий сбросуТип дорожки не поддерживает модификаторыТип дорожки не установлен.Тип дорожки должен быть "МЕТА"Дорожка, используемая в качестве маски для этого модификатораДорожка с набором F-кривых для каждого слота действияДорожка(-и)StripElements.pop: невозможно извлечь последний элементStripElements.pop: индекс вне диапазонаДорожкиВыделенные дорожкиДорожки должны быть одинаковой длиныДорожки должны иметь одинаковое число входовДорожки, вложенные в мета-дорожкуДорожки не совместимыStrips.new_effect: эффект ожидает более 2 входов (%d, не должно никогда происходить!)Strips.new_effect: эффект занимает 1 входную дорожкуStrips.new_effect: эффекту нужны 2 входные дорожкиStrips.new_effect: недопустимая длинаДорожки.новый_звук: невозможно открыть звуковой файлСтробироватьШтрихШтрих и заливкаШтрих и заполнение являются полностью прозрачнымиЦентры штриховЦвет штрихаСмещение штрихов по глубинеПорядок расположения штриховНаправление штрихаКонец штрихаМетод подгонки штрихаДлина штрихаИмя материала штрихаСмещение штрихаТолько штрихНепрозрачность штрихаРасположение штриховРасположение штрихов (2D-вид)Расположение штрихов (3D-вид)Положение штрихов:Точка на штрихеТочки штрихаСлучайность штрихаПривязка штриховНачало штрихаШаг штрихаТолщина линииШтрих и заполнениеТочки данных штрихаСтиль окончания штрихаШтрих является полностью прозрачнымСмещение штрихов для модификатора Line ArtСтиль начала штрихаШтрихиНаложения со штрихамиШтрихи появляются/исчезают друг за другом, но только по одному изменению за разВеличина продления штрихов для замыкания контуров, используйте "0" для отключенияСильнаяОпределение структуры, используемое для свойств, назначенных этому элементуСтруктура, хранящая все данные, необходимые переопределённым связанным идентификаторамСтруктурыСтруктурныйСтруктурная группаГруппа вершин структурной жёсткостиСтруктураТип структурыШтукатуркаТекстура штукатуркиСтудийныйСтудийный светВарианты студийного освещенияСтудийный светФайл изображения студийного света имеет отдельные «диффузные» и «глянцевые» проходыНастройка студийного светаСтудийное освещение установлено {!r} в {!r}Студийный светВращение студийного освещенияСтильМодуль стиляМодули стилейСтиль - НачалоСтилевой модуль "%s" невозможно удалитьНастройки модуля стиля для определения модуля стиляСтилевой модуль невозможно удалитьСтиль смеше́ния цветовСтиль, задаваемый выделениюСтиль, используемый при отображении контро́ллеров виртуальной реальностиСтилиВычестьПодуровеньЗадержка открытия меню подуровняПод-родительПодпанельФон подпанелиПодшаговПодцельПодканалыПодразделитьПодразделять и схлопыватьПодразделить кривуюПодразделять рёбраПодразделить мешПодразделить штрихМодификатор подразделения штриховВставить точки посередине между выделенными соседними точкамиПодразделить грани без изменения формыПодразделять длинные рёбра при необходимости добавления деталейПодразделить перпендикулярные рёбра к выделенному рёберному-кольцуПроизводить подразделение полигонов для достижения заданного размера пикселей на экранеПодразделить выделенные сегменты кривойПодразделить выделенные рёбраПодразделить выделенные участки частиц (добавить ключи)Подразделить выделенные сегментыПодразделить штрихи и сгладить ихПодразделить меш таким образом, чтобы можно было редактировать более высокие уровни подразделенияПроизводить подразделение для достижения заданной длины ребра в пространстве объекта. Это необходимо при использовании адаптивного подразделения для созданных экземпляров мешейПодразделениеСкладка подразделенияДанные о подразделенииУровни подразделенияРежим подразделенияМодификатор подразделенияШаги сглаживанияПодразделение поверхностиМодификатор подразделения поверхностиМодификатор подразделения поверхности должен быть первым, чтобы работать с развёрткойТип подразделенияУровень подразделения, применяемый до деформацииМодификатор подразделения поверхностиПодразделенияТочное смещение начала исходного содержимого аудио, производимое в миллисекундахПодкадрыКоличество подкадров для улучшения стабильности и более точной симуляции (dt = временной_шаг / (подкадры + 1))Локальный ID подэлементаЛокальный индекс подэлементаЛокальное имя подэлементаID ссылки на подэлементИндекс ссылки на подэлементИмя ссылки на подэлементСубпиксельное сглаживаниеПодпроцессыПодпроцессыПодмножествоБлок зондов для обновленияПодмножество тегов (определённых в родительской структуре), которые установлены для этого свойстваПодшаговПодшагов "<1" будет означать, что процесс выполнен не будетПодэтапы за кадрПодповерхностьАнизотропия подповерхностного рассеиванияПодпов. цветПодпов. прямоеКоэффициент преломления подповерхностного рассеиванияПодповерхностное отражениеПодповерхностный методРадиус подповерхностного рассеиванияМасштаб подповерхностного рассеиванияПодповерхностное рассеиваниеПодповерхностная просвечиваемостьВес подповерхностного рассеиванияПодповерхностный шейдер многократного рассеивания для имитации света, попадающего на поверхность и отражающегося от неё. Обычно используется для таких материалов, как кожа, воск, мрамор или молокоВычестьЦвет при вычитанииВычестьДорожка "Вычитание"Вычесть веса вершин группы B из весов вершин группы АКисть с эффектом вычитанияВычесть из текущего выделенияВычесть цвет одной дорожки из цвета другойВычесть значения источника у получателя, используя порог в качестве коэффициентаВычитается из текущего кадра при поиске данных в файле кэша или при определении файла в секвенции файловВычитается из цвета текстуры, чтобы получить вектор смещенияВычитающее переопределениеПодтипМетка подтипаПодтип значения по умолчаниюУспешноУспешно добавлено %d ключевых кадров для ключевого набора "%s"Атрибуты успешно скопированы из {} в {}Успешно сгенерировано: "{:s}"Успешно удалено %d ключевых кадров из ключевого набора "%s"Успешно сброшен {}СуффиксСуффикс, добавляемый к рендер-изображениям этого видаСуффикс для определения используемых камер и добавления рендер-изображений для этого видаРекомендуемая толщина линии и размер точки в пикселях для аддонов, отображающих пользовательские элементы интерфейса, на основе настроек операционной системы и масштаба пользовательского интерфейса Blender'аВероятные контурыВероятные контурыСуммаСумма значенийСводкаСолнцеУгол солнцаЛучи солнцаНаправление солнцаСолнечный дискВысота солнцаИнтенсивность солнцаСолнцеПоложение солнцаВращение солнцаРазмер солнцаПорог солнцаУгол солнца от горизонтаСолнечный диск недоступен в EEVEEСила солнечного света в ваттах на квадратный метр (Вт/м²)СуперэллипсПоддержкаПоддержка эмуляцииПоддержка цвета HDRПоддержка равномерного масштабированияВключить поддержку границ гранейПоддержка хранения пользовательских связок различных типов данных в геометрии в геометрических нодахПоддержка равномерного масштабирования конечности с помощью механизма управления в основанииПоддерживает предварительный просмотрКомбинация захвата, вращения и масштабированияПоддерживает отбраковку по глубине с другими объектами видаПоддерживает выделениеПодавить контрольСёрфПоверхностьКривая поверхностиДеформация поверхностиПоверхностное испусканиеФормат поверхностиГеометрия поверхностиНаведение для поверхностейВероятность наведения для поверхностиТип ввода поверхностиМодификатор поверхностиНормаль поверхностиРасстояние по нормали к поверхностиОбъект-поверхность для присоединения (необходимо иметь соответствующие трансформации)Смещение поверхностиВзаимодействие с поверхностьюПроецировать на поверхностьМетод рендеринга поверхностиОтклик поверхностиИсходное положение поверхностиРазгладить поверхностьПоверхностное натяжениеТолщина поверхностиТип поверхностиUV-ПоверхностьUV-Координаты поверхностиUV-Карта поверхностиUV-Координаты поверхности в точке прикрепленияUV-Карта поверхности не определенаUV-Карта поверхности, используемая для прикрепленияПоверхностная UV-карта, используемая для сэмплинга нормали для смещенияUV-Координаты прикрепления к поверхности сохраняются на каждой кривойПоверхностная плотность сгенерированных кривых волосГеометрия поверхности для генерацииГеометрия поверхности прикрепления кривыхГеометрия поверхности для присоединения кривых волосГеометрия поверхности, используемая для приклеивания (обёртывания)Геометрия поверхности, используемая для сэмплинга нормали для смещенияПоверхность не имеет мешаМодификатор поверхности, определяющий место расчёта полей поверхности в стеке модификаторовИмя поверхностиНормаль поверхности в точке крепленияПоверхностный объект для генерации (требуются соответствующие трансформации)Поверхность, используемая для приклеиванияПоверхностный объект, используемый для сэмплинга нормали для смещенияРазрешение поверхности по направлению U, используемое при рендеринге ("0" для использования разрешения предпросмотра)Разрешение поверхности по направлению V, используемое при рендеринге ("0" для использования разрешения предпросмотра)Коэффициент масштабирования поверхности (не влияет на высоты волн)Количество разбиений поверхности на сегментПоверхностное натяжение жидкости (высокие значения увеличивают эффект водоотталкивания)Толщина поверхности, используемая для обнаружения пересечения при использовании трассировки по экрануПоверхность(-и) не имеет(-ют) активной точкиДеформацияПоверхностиМодификатор деформации поверхностиПоверхностиРазрешение SurfelСуахили - KiswahiliОбменятьПоменять местами две дорожки секвенсораПоменять местами областиПоменять осиПоменять местами высоту и глубинуПоменять левый/правыйПоменять связиПереключить элементы управления VR-навигацией между левым и правым контроллерамиПоменять местами активную дорожку и дорожку слева или справаПеренести всех пользователей с одного действия на новое действие. При этом игнорируются ограничители действия и НЛАПеренести всех пользователей с одного действия на другое. Применяются обычные правила назначения слотов действий. При этом игнорируются ограничители действия и НЛАПоменять местами левый и правый стереоканалыПоменять один материал на другойПоменять порядок выделенных дорожек внутри трековПоменять местами основной и дополнительный цвета кистиПоменять выбранные области экрана местамиПоменять местами выделенные ноды на указанный ассет группы нодПоменять направление масштабирования колесом мышкиПоменять местами выходные соединения двух выделенных нод или два одинаковых входа одной нодыПоменять местами параметры "Высоты (height)" и "Глубины (depth)".Поменяйте местами два входа дорожки эффектовШведский - SvenskaУгол охватаЛиния охватаПровести линию перехода по всему кадруКолебаниеПоворот и скручивание по XПоворот и скручивание по YПоворот и скручивание по ZВодоворотЭффект водоворотаЭффект водоворотаПереключательПоменять островПереключить стерео видПереключатель видаВернуться к предыдущему действию после создания ассета позыПереключить между атрибутом и единичным значением, чтобы определить данные для каждого элементаПереключение между текущей и назначенной кистями при последовательном использовании.Переключение между двумя изображениями с помощью флажкаПереключить между двумя входамиПереключить направление выделенных сплайновПереключить текущий вид между ортогональной и перспективной проекциямиПоменять направление с "по часовой стрелке" на "против часовой стрелки"Переключить в режим позы или объектаПереключить на кисть-ластик на время выполнения штрихаПереключить на кисть маски́рования на время выполнения штрихаПереключить на сглаживающую кисть на время выполнения штрихаПереключиться на целевой объект или костьПереходить в объектный режим при активации этого рабочего пространстваПереключаемый родительПереключает активный объект и назначает тот же режим новому объекту под курсором мышки, оставляя активный режим в текущемПерестановка RСимметричныйСимметричный ({:s})СимметрироватьСимметрировать изменения в топологииСимметрияСимметричная растушёвкаСимметрия по XСимметрия по YСимметрия по ZСинхронизироватьСинхронизировать длину действияСинхронизировать длинуСинхронизировать маркерыСинхронизировать маркеры с изменениями ключевых кадровРежим синхронизацииСинхронизация выделения с аутлайнеромСинхронизация со временем сценыСинхронизация выделенияСинхронизировать видимый диапазонСинхронизировать зум/панСинхронизация выделения аутлайнера с остальными редакторамиСинхронизировать по аудиоСинхронизировать по аудио, пропускать кадрыСинхронизировать положение вида между видами с разных сторонСинхронизировать с аутлайнеромСинхронизацияСинхронизировать длину используемого действия с длиной, используемой в дорожкеСинхронизировать репозиторий с удалённым URLСинхронизировать перспективу зрителя сеансов виртуальной реальности с этим 3D-вьюпортомСинхронизировать видимый диапазон временной шкалы с другими временными редакторамиСинтаксис - ВстроенныйПодсветка комментариевПодсветка синтаксисаПодсветка чиселПрепроцессор синтаксисаСинтаксис: зарезервированноеСинтаксис: спецсимволыПодсветка строкСинтаксис: символыПодсвечивать синтаксис для скриптовСистемаСистема & OpenGLСистемные закладкиСистемные папкиУстановка системыСистемный максимумСистемная памятьСистемные переопределенияСистемные расширения доступны только для чтения и не могут быть удаленыСистемные закладкиСистемные папки (обычно корень файловой системы, доступные жёсткие диски, и т. д.)TARGAТЕМА01ТЕМА02ТЕМА03ТЕМА04ТЕМА05ТЕМА06ТЕМА07ТЕМА08ТЕМА09ТЕМА10ТЕМА11ТЕМА12ТЕМА13ТЕМА14ТЕМА15ТЕМА16ТЕМА17ТЕМА18ТЕМА19ТЕМА20TIFFTIFF (.tif)Совет: для процедурной анимации лучше подходят F-кривыеСовет: Используйте переменные вместо путей bpy.data (см. ниже)Подсказка: bpy.context не безопасен при использовании в рендер-фермахTV NTSC 16:9TV NTSC 4:3TV PAL 16:9TV PAL 4:3ВкладкаЦвета вкладокРезультаты поиска во вкладкахШирина табуляцииTab для кругового менюТаблица, содержащая геометрические данныеТаблицыПланшетAPI планшетаПорог перетаскивания планшетомДавление на планшетТабуляция пробеламиТабличный СобольМеткаТег "%s" уже присутствует для данного ассетаТег "%s" не найден в данном ассетеМетка фаскиМетка складкиМетка ребра FreestyleМетка шваМетка острого ребраПометить выделенные кости для их скрытия в режиме редактированияСкрыть выделенные кости в режиме позированияТегиКонецПоложение концаВыделить конецОконцовкиВ качестве поля выбора используйте слой или группу слоёв Grease PencilСделать снимок активного вьюпортаБрать среднюю скорость между предыдущим и текущим кадрамиВзять среднее значение нормалей вершинУчитывать гладкость граней при расчёте видовой картыПри конвертации учитывать информацию о ручкахУчитывать соотношение сторон изображенияУчесть текущие настройки единиц в Blender'е (если не установлено, будут использоваться значения в единицах Blender'а как есть)Извлечь соединение из группы нод для подключения к выходной ноде основного древаПозволяет использовать указанную геометрию в качестве входных данныхТамильский - தமிழ்ТангенсПоле касательнойРежим касательнойКасательная нормалиФаза касательныхПространство касательныхКасательные из UV-картыУзел касательнойПространство касательных можно рассчитать только для треугольников/четырёхугольников, операция отмененаРасчёт касательного пространства требует UV-разметки, "%s" не найден, прерываниеОтображение нормалей в пространстве касательныхОтображение смещения по векторам в пространстве касательныхКасательная к поверхностиТангенциальное искажениеКасательныеВремя ожидания нажатия клавишиОбъект суженияРадиус суженияСужение - НачалоКоэффициент конусности для радиуса каждой точки вдоль кривойСужение закрутки к кончикуНажатие Alt (без нажатия других клавиш) отображает подсказку в строке состояния, предлагающую нажать вторую клавишу для активации инструментаTarga (.tga)Targa Raw (.tga)ЦельЦелевые костиОбъект целевой кривойЦелевая плотностьЦелевая сила плотностиЦелевой кадрЦелевая геометрияЦелевой Grease PencilЦелевой слой Grease PencilЦелевой ID-блокЦелевое локальное с родителемЦелевой меш-объектЦель: новый объект-пустышкаПроецировать вдоль нормалей целиЦелевой объектЦелевой объект (только для кривых)Целевой объект, определяющий положение точки вращения, если заданЦелевая система частицЦелевой путьЦелевой ригЦель: выделенная костьЦель: выделенный объектВыбор целиПространство целевого объектаТрансформация целиЦелевая скоростьОбъём целиЦелевая ось ZЦель по длине кости: начало = 0, конец = 1Целевая скорость углового мотораЦелевая арматураЦелевая кость арматурыЦелевая кость для многоцелевых ограничителейЦель содержит вогнутые полигоныЦель содержит недопустимые полигоныЦель содержит перекрывающиеся вершиныЦелевое направление по которому следует сравнивать направление нормалиТребуемая длина ребра нового мешаЦелевой геометрический объектЦель имеет рёбра с более чем двумя полигонамиЦель не содержит гранейЦель не в листе целей ограничителейЦелевая длина для операцииЦелевая скорость линейного мотораПоложение целиЦелевое положение, на которое должны указывать нормалиЦелевой объектЦелевой объект для многоцелевых ограничителейЦелевой объект, до которого измеряется расстояниеЦелевой объект представляет собой "данные библиотеки", он будет проигнорирован!Целевой объект не является типом Grease Pencil, он будет проигнорирован!Целевой объект не указанЦелевой объектЦелевая длина ребра в пространстве объектов для адаптивного подразделенияЦелевой объект для определения начала штрихаИспользовать целевой объект для воздействия на нормалиЦелевая система частицЦелевые системы частицЦелевой размер пикселя полигона для адаптивного подразделенияЦелевые полигоны изменены с %u на %uУ целевой сцены есть заблокированные маркерыПредпочтительный рабочий процесс скульптинга, который будет использовать выбранный размерЦель для перемещения выделенных UV-вершинЦелевые вершины изменены с %u на %uЦелевая ось Z (не ось Z мира) будет ограничивать направление "вверх"Цель: исключая невыделяемыеЦель: включая активныйЦель: включая редактированноеЦель: включая нередактируемыеЦелиНаправляет оси Y всех контро́ллеров на заданную ось (в глобальном пространстве)Направляет пользовательские виджеты на заданную ось (в глобальном пространстве)Разрывать на границахТелепортДлительность телепортацииМета-ВременноУмеренность (сре́дне)ТемператураАтрибут температурыЦветовая температураРазница температурТемпературная сеткаТемпература МаксимумЕд. изм. температурыРазница температуры по сравнению с температурой окружающей средыТемпература флюидаШаблон "{}" в следующий раз запустится так же, как он есть сейчас.Шаблон установлен ({:s}) из {!r} в {!r}ШаблоныВременное накоплениеВременное перепроецированиеВременно отключить расчёт стека НЛА (т. е. рассчитывать только активное действие)Временно скрыть во вьюпортеВременно скрыть коллекцию во вьюпорте • Ctrl: изолировать коллекцию • Shift: скрыть внутренние объекты и коллекцииВременно скрыть во вьюпорте • Shift — применить также и к потомкамВременно скрыть слои маскиВременно скрыть объекты во вьюпортеВременныйПапка для временных файловВременные редакторыВременные файлыСклонность объекта к отскоку после столкновения с другим объектом ("0" — объект остаётся неподвижным, "1" — объект абсолютно эластичен)НатяжениеТорможение при растяженииЖёсткость растяженияМаксимальная жёсткость растяженияТентРежим уничтоженияЗамощениеЗамощённый треугольник в датаблоке мешаЗамощение полигонов меша треугольникамиПроверить конфигурацию клавиш на возможные конфликтыТекстовые координатыБиты квантования текстурных координатТекстРегистрЦифрыОтступСтрокаСтрокиНижняяИзменялосьСоздатьШаблонПунктуацияПробелыСимволы дорожкиTabТабуляцияВерхнийВесСловоТекст "%s"Текст (.txt)Сглаживание текстаТекст - НачалоТекстовое полеВысота текстового поляШирина текстового поляТекстовые поляФормат символов текстаЦвет текстаТекстовый курсорКривая текстаТекстовый редакторАргументы текстового редактораПресеты текстового редактораТекст - КонецТекстовые файлыПодсветка текстаХинтинг текстаТекстовая информацияНаложение текстовой информацииВвод текстаСтрока текстаНодовый сокет текстаИнтерфейс сокета ноды для текстаРендеринг текстаВыдел. текстТекстовая дорожкаКурсор текстовой дорожкиСтиль текстаСубпиксельное сглаживание текстаТекстовое значениеЦвета виджетов текстаГабаритный контейнер для вёрстки текстаНастройки форматирования символов текстаЦвет текстаЦвет текста выделенной строкиДатаблок текста, ссылающийся на внешний или упакованных текстовой файлДатаблоки текстовТекст, отображаемый и редактируемый в этом пространствеДанные пространства текстового редактораТекстовой файл был отредактирован с момента последнего сохраненияТекстовой файл расположен в памяти, без соответствующего файла на дискеТекстовой файл на диске отличается от файла в памятиГоризонтальное выравнивание текста от центра объекта или текстового поляТекст линииТекст не найден: %sТекст не используется ни одной нодой или камерой, обновление не выполненоК текстовым объектам можно применить только их масштаб: "%s"Текст вдоль кривойСокет ноды для текстаТекстовая строкаКурсор для редактирования текстовой дорожкиВыделение для редактирования текстовой дорожкиОтображаемый текстТекст в 3D-объектТекст для заменыТекст, отображаемый в заголовке при масштабированииТекст для вставки в позицию курсораТекст, на который производить замену при использовании инструмента заменыТекст строки поискаТекст, используемый на кнопке панели пользовательского интерфейса (не меняет имя коллекции)Текст, используемый на кнопке панели пользовательского интерфейса, вместо имени коллекцииТекст слишком длинныйВертикальное выравнивание текста по центру объектаТекст: внешнийТекст: встроенныйВысота текстового поляПереполнение текстового поляШирина текстового поляСмещение текстового поля по XСмещение текстового поля по YТекстовые поляТекстыТекстураВдоль штрихаПолосатый шумПолосыИзмеренияСгенерироватьГлобальнаяОтображениеСоздатьОбъектШаблонПластичностьКольцевой шумКольцаОстроОстрееМягкоПрядь / ЧастицаТекстурные координатыUVВ стенуИз стеныОкноИнтервал освобождения текстурТекстурные координатыКость текстурных координатОбъект текстурных координатКвантование текстурных координатТекстурные координатыИскажение текстурыКачество кодирования текстурТекстурное полеОграничение текстурРазметка текстурыРежим наложения текстурМаска текстурыМеш текстурыСредний уровень текстурыРежим текстурыНода текстурыНодовый редактор текстурНодовый сокет текстурыИнтерфейс текстурного сокета нодыДерево нод текстурыНепрозрачность текстурыУгол вращения текстурыАльфа-наложение текстурыТекстурированиеНаложения текстурного рисованияСлот текстурного рисованияТекстурирование/Модификатор UVМножитель размера пикселя текстуры вдоль штрихаНастройки текстурОтклонение сэмплов текстурРадиус сэмплирования текстурыСлот текстурыИзображения текстурных слотовТекстурные слотыТекстурное пространствоПоложение текстурного пространстваТекстурное пространство мешаРазмер текстурного пространстваТекстурные интервалыНастройки текстурТайм-аут обращенийНастройки сопоставления текстурных координатКоординаты текстуры от 0 до 1Текстурные координаты положений корневых частицТекстурные координаты, используемые для наложения изображения на поверхностиТекстурные координаты, используемые для наложения текстуры на фонДатаблок текстуры, используемый материалами, источниками освещения, мирами и кистямиДатаблок текстуры, используемый этим текстурным слотомДатаблоки текстурВес текстурного эффектораНасколько хорошо текстуры будут сжатыМетод экспорта текстурыТип текстурного фильтраИзображения, используемые для текстурного рисованияИнтерполяция текстурыНаложение текстур не установлено на 3D, результаты могут быть непредсказуемымиСпособ отображения текстурыНоды текстурСлот текстуры, определяющий разметку и влияние текстурыТекстурный слот для текстур в датаблоке кистиТекстурный слот для текстур в датаблоке стиля линииТекстурный слот для текстур в датаблоке настроек частицИмя слота текстурыТекстурные слоты, определяющие разметку и влияние текстурСокет ноды для текстурыПоложение текстурного пространстваРазмер текстурного пространстваТекстура, управляющая интенсивностью испускания дымаТекстура, используемая в качестве силыРазметкаТекстурыТекстурированныйТекстурыПапка с текстурамиТайский - ภาษาไทยЭтот элемент представляет собой идентификатор, также используемый как зависимость переопределения библиотеки (либо напрямую, как ссылка на переопределение, либо косвенно, как данные, используемые ссылкой на переопределение). Он никогда не должен быть напрямую сделан локальным. Является взаимоисключающим с `LIBOVERRIDE_DEPENDENCY_ONLY`Этот элемент представляет собой идентификатор, используемый только как зависимость переопределения библиотеки (прямо или косвенно, см. `LIBOVERRIDE_DEPENDENCY` для уточнений). Он не должен учитываться во время процесса `сделать локальным' (добавить) и должен оставаться в качестве чисто связанных данных. Взаимоисключающий с `LIBOVERRIDE_DEPENDENCY`Этот элемент был добавлен для косвенно импортированного идентификатора в качестве зависимости другого блока данныхАтрибут "id", если он доступен, в противном случае индексНаправление нормали "щели" каждого угла грани, на которое влияют нормали вершин, острые грани, острые рёбра и пользовательские нормали. Может быть пустым."Штрих" не может быть пустымБлок данных "%s" %s был связан и является недоступным для редактирования. Чтобы сделать его редактируемым, используйте функцию "Сделать локальными (make local)".Блок данных "%s" %s был упакован и является недоступным для редактирования. Чтобы сделать его редактируемым, используйте функцию "Сделать локальными (make local)".Коллекция '{:s}' будет добавлена при генерацииМестоположение центра новых нод в 2D-виде или неизменно, если не заданоСправочное руководство по API для этой версии Blender'аФайл BVH не содержит длительности в кадрах в разделе MOTION, при условии, что сцены BVH и Blender'а имеют одинаковую частоту кадровПуть к исходному коду BlenderВерсия Blender'а, в которой ожидается прекращение поддержки данного элементаВерсия Blender'а, в которой этот функционал устарелКоллекции костей этой арматурыКоллекции костей, которые содержат эту костьНода Cryptomatte в режиме рендеринга поддерживается только для компо́зитинга сценыДрайверы/выражения для этого датаблокаНода "Вывод в файл (file output)" поддерживается только для компо́зитинга сценСкомпилированная библиотека FriBidi на языке Си (.so в Linux, .dll в windows…). Для работы в Windows необходимо вручную указать правильный путь, например, на файл из репозитория библиотек Blender'аЗначение шума Габора со случайной интенсивностью и фазой. Это равно синусу фазы, умноженному на интенсивностьОжидается, что указатель идентификатора, переопределённый этой операцией, будет соответствовать иерархии ссылокКоэффициент преломления (IOR) слоя покрытия (влияет на его отражающую способность, а также на "спад" оттенка покрытия)Используемый ключевой наборРазмер гизмо навигацииЦвет RGB пряди. Используется только при прямом окрашиванииНода "Рендер-слои (render layers)" поддерживается только для компо́зитинга сценПредельная погрешность метода решения ОДУ Рунге-Кутты; низкие значения повышают точность, высокие — скоростьДля этой сцены нужна камераСлот, для которого предназначены данные анимации пакета каналовНода информации о дорожке поддерживается только для компо́зитинга секвенсораUUID каталога, отображаемого в браузереUV-Координаты, по которым будет производиться сэмплинг текстуры. Предполагается, что Z-компонент содержит альфа-каналФункция Вороного, которую будет вычислять нодаРазмер фигуры по оси XПоложение по X для нижнего левого угла области обрезкиРазмер фигуры по оси YПоложение по Y для нижнего левого угла области обрезкиДействие %s не подлежит редактированиюДействие будет зависеть от состояний/положений обоих пользовательских траекторийДействие предназначено для использования в качестве зацикливания, вручную заданного диапазона кадров воспроизведения (включение этой функции не делает его автоматически зацикленным)Позы действий будут использоваться для перекрестия прицела VR-контроллераПозы действий будут использоваться для захватов VR-контроллераДействие при перетаскивании со средней кнопкой мышки во вьюпорте. Shift-средняя-кнопка-мышки используется для других действий. Это также применимо к трекпадуАктивная группа вершинАктивный атрибут имеет неподдерживаемый типАктивный атрибут должен находиться на домене вершины, ребра или граниАктивный атрибут должен иметь логический типАктивный блок данных "%s" не является допустимым связанным блокомАктивный блок данных "%s" используется другими связанными даннымиАктивная грань этого мешаУ активного набора линий нет стиля (вероятно, данные повреждены)Активный модификатор в спискеАктивный объект не соответствует арматуреАктивный объект должен быть арматуройАктивный репозиторий имеет неверные настройкиАктивный ключ формы для %s заблокированАктивная область симуляции перемещается вместе с кистьюАктивный модификатор дорожки в спискеАктивная группа вершин заблокированаАктивный слой рабочего пространства для этого окнаВыравнивание нового объектаУже существующий локальный идентификатор, который может быть повторно использован в случае добавления и повторного использования. Нет, пока он не будет найденВеличина хроматической аберрации, добавляемая к искажениюКоличество цветового шумаКоличество копий слишком велико, мы не можем сгенерировать необходимое количество геометрииСтепень применения эффекта алмазной заточкиСтепень искажения. "0" означает отсутствие искажения, "-1" означает полное искажение типа "подушка" (подушкообразная дисторсия), а "1" означает полное искажение типа "бочка" (бочкообразная дисторсия)Величина колебания, производимого при вычислении лучей. Более высокие значения колебания могут ускорить вычисление, но также могут привести и к более зернистым или шумным результатамКоличество точек, которые необходимо выделить с конца каждого сплайнаКоличество точек, которые необходимо выделить в начале каждого сплайнаВеличина вращения по каждой оси, порядок XYZВеличина вращения по каждой оси вокруг осей X, Y, затем Z в указанном порядкеВеличина вращения, которую охватывает размытиеВеличина масштабирования по каждой осиСтепень масштабирования, которую охватывает размытиеСтепень увеличения резкостиВеличина применяемого сдвигаКоличество пространства между нодамиВеличина перемещения по каждой осиВеличина смещения, которую охватывает размытие в указанном направлении относительно размера изображения. Отрицательные значения указывают на смещение в противоположном направленииКоличество шума, основанного на яркости или интенсивности изображенияАмплитуда смещенияСуммировать амплитуды кривой оболочки (или одновременно отрицательные и положительные разности, если включено накопление)Угол по дуге окружности между копиямиУгол между нормалями соединённых развёртываемых гранейУгол между плоскостями изменяется во время штриха, чтобы соответствовать поверхности под курсоромУгол бокеШаг привязки угла, используемый в режиме ограничения по углуУгол, определяющий направление перемещенияУгол, который образует первая полоса с горизонтальной осьюАрматура должна находиться в режимах позы или редактированияАссет является локальным по отношению к файлу. Удаление просто очистит статус ассета.Полка ассетов недоступна в текущем контексте (попробуйте изменить активный режим или инструмент)Путь к каталогу ассетаДомен атрибута, который даёт достаточно информации для представления нормалей мешаАтрибут связан со слоем визуализации, сценой или миром, которые рендерятсяАтрибут связан с системой частиц экземпляра или объектом, возвращается в объектный режим, если атрибут не найден или объект не создан в качестве экземпляраАтрибут связан с геометрией объекта, и его значение меняется от вершины к вершине или в пределах объёма объектаАтрибут связан с самим объектом или блоком данных меша, и его значение является равномернымАтрибут предназначен для внутреннего использования в Blender'еИмя атрибута не должно быть пустымИмя атрибута, используемое по умолчанию, когда группа нод используется модификатором геометрических нодВывод атрибута не может быть использован без вывода геометрииАудио воспроизводится с битрейтом 240 кбит/с на канал, что является максимальным битрейтом, поддерживаемым форматом Vorbis.Аудио воспроизводится с битрейтом 256 кбит/с на канал, что является максимальным битрейтом, поддерживаемым форматом Opus.Аудио воспроизводится с битрейтом 320 кбит/с, что является максимальным битрейтом, поддерживаемым форматом MP3.Аудио воспроизводится с битрейтом 384 кбит/с, что является максимальным битрейтом, поддерживаемым форматом MP2.Аудио воспроизводится с битрейтом 640 кбит/с, что является максимальным битрейтом, поддерживаемым форматом AC3.Аудио воспроизводится с битрейтом примерно 250 кбит/с на канал, что является максимальным битрейтом, поддерживаемым форматом AAC.Размер значков осейОсь, вдоль которой необходимо деформировать кривуюОсь, используемая для размещения области основанияОсновное имя файла, которое может быть заполнено другой информацией в зависимости от параметров нодыБазовая единица измерения пикселей на метр (PPM).Репозитарий bf-translationКоэффициент смешивания, где 0 — это текущий кадрУровень яркости, при котором пиксели считаются частью светлых тонов, создающих бликиЭта кисть воздействует на UV-вращение точекЭта кисть влияет на интенсивность цвета точкиЭта кисть влияет на положение точкиЭта кисть влияет на толщину точкиКисть этого типа используется для рисования штриховКисть этого типа используется для заливкиКисть относится к типу кистей, используемых для тонирования штриховЭта кисть используется для стирания штриховКэш запечёнКэш запекаетсяКамера, используемая для рендеринга сценыЦентр окружности, описанной тремя точкамиБуфер обмена не содержит набор выделенияКод, используемый для расчёта внутренних сил частицКоллекция, в которую добавляются другие выделенные объектыКоллекция, из которой удаляются другие выделенные объектыКоллекция, из которой удаляется этот объектЦвет для объектов после текущего кадра (для калькирования, траекторий движения и т. д.)Цвет для объектов до текущего кадра (для калькирования, траекторий движения и т. д.)Изменение цвета между Цветом1 и Цветом2. Значения "-1" и "1" используют только один из двух цветов. Значения между ними смешивают цветаЦвет, который отображается в белый (автоматически преобразуется из/в температуру и оттенок)Цвет, который становится белым, сопоставляется с (автоматически преобразуется в/из температуры и оттенка)Комбинированный диапазон кадров всех F-кривых в этом действииКомпо́зитор всегда включён независимо от видаКомпо́зитор отключёнКомпо́зитор оценивается только в режиме просмотра камерыУсловие активации закрытого сплайнаОграничиваемое действиеОграничитель применён в пространстве позы; игнорировать трансформацию объектаОграничитель применён в локальном пространстве особого объекта/кости/группы вершинОграничитель применён по отношению к локальной системе координат объектаПрименять ограничитель по отношению к локальной системе координат позы покоя с добавлением родительской трансформацииОграничитель применён по отношению к мировой системе координатКонтраст маски полостиКонтрольная точка из которой следует извлечь данныеТочка сходимости для стереокамер (обычно это расстояние между проектором и его экраном)Координаты, в которых будет оцениваться шум Габора. Компонент Z будет игнорироваться в случае с 2DКоординаты для сэмплинга в пределах UV-картыУгол, из которого нужно извлечь данные. По умолчанию используется угол из контекстаВращение внутреннего набора точек против часовой стрелкиТекущая активная категория панели может быть пустой, если регион не поддерживает эту функцию (ПРИМЕЧАНИЕ: эти категории генерируются во время выполнения, поэтому список может быть пустым при инициализации, до того как будет выполнена какая-либо прорисовка)Номер текущей строкиТекущее положение (смещение) вида для этого дерева нодТекущее количество граней в упрощённом мешеТекущий размер шага симуляции, в виде доли кадраТекущее текстовое полеГруппа кривых для интерполяцииЗначение нормали кривой в каждой контрольной точке кривойКривая, частью которой является контрольная точкаКривая, из которой извлекаются данные. По умолчанию используется кривая из контекстаТип кривой, на который нужно изменить выделенные кривыеПользовательские цвета костей; используются, когда палитра имеет значение 'CUSTOM'Пользовательский диапазон, в котором будут создаваться новые ключи. Используется только тогда, когда не используется диапазон сценыПуть к данным от каждого итерируемого объекта к значению (целое или вещественное)Путь к данным по отношению к контексту, должен указывать на итерируемый объектТип данных соответствующего столбца, видимого в табличном редактореТип данных, в который преобразуется атрибут перед вычислением результатовТип данных, используемый для чтения значений атрибутовБлок данных %s не может быть переопределёнБлок данных %s является непереопредяемымВыравнивание по умолчанию для объектов, добавленных из меню 3D-вьюпортаСтандартная и рекомендуемая для большинства приложенийПапка для сохранения рендеров по умолчанию (для новых сцен)Папка по умолчанию для поиска и загрузки шрифтовПапка по умолчанию для поиска звуковПапка поиска по умолчанию для текстурЗадержка эффекта в секундахУстройство, используемое для обработки узлов шумоподавления в компо́зитореРазница между масштабами каждых двух последовательных октав. Большие значения соответствуют большему масштабу для более высоких октавРазмеры изображения в пикселях с применёнными трансформациямиНепосредственные потомки этой группы слоёв. Упорядочены по порядку в стеке, то есть первый потомок — расположен в самом низу в дереве слоёв.Направление (применимо только для перетаскивания)Направление анизотропного шума ГабораНаправление нормали к плоскостиНаправленность шума Габора. "1" означает, что шум полностью направленный, а "0" означает, что шум всенаправленныйПапка для хранения временных файлов сохранения. Путь должен ссылаться на существующую папку, в противном случае он будет проигнорированПапка, в которой будет сохранено изображениеПреобразование отображения и представления поддерживает автоматическую эмуляцию другого устройства вывода с использованием механизма цветовых пространств отображения в конфигурациях OpenColorIO v2Преобразование отображения и представления поддерживают цвета с расширенным динамическим диапазономРасстояние, на котором точка может находиться от поверхности, прежде чем грань перестанет считаться плоскойРасстояние между копиями вдоль кривойРасстояние между нижней точкой и осью XРасстояние между верхней точкой и осью XРасстояние, на котором происходит полное влияние на частицыРасстояние в пикселях до ближайшего пикселя на границе маски. Внутри маски это расстояние является отрицательнымМетрика расстояния, используемая для вычисления текстурыРасстояние, в пределах которого могут находиться полученные точкиПрограмма пожертвований на поддержку технического обслуживания и усовершенствованийРасширение, которое перетащили было взято из отключённого репозитория.Вставленное расширение взято из неизвестного репозитория.Дублированная геометрия, не включающая исходную геометриюРебро после угла грани, в направлении увеличения индексовРебро перед углом грани, в направлении убывания индексовУстанавливаемый флаг ребра при выборе кратчайшего путиРебро, из которого нужно извлечь данные. По умолчанию он является контекстнымГраницы изображения, пересекающие внешнюю маску, будут считаться краями внешней маски. В противном случае внешняя маска будет считаться открытойРёбра, лежащие на границах между различными группами гранейРедактируемый объектКонечный кадр анимацииКонечный кадр вручную заданного предполагаемого диапазона воспроизведенияЭнергия, которую этот свет излучал бы по всей своей площади, если бы она не была ограничена углом пятна, в единицах излучаемой мощности (Вт)Вся сцена / диапазон предпросмотраОпределение перечисления (enum) теперь можно получить непосредственно на ноде. Это существует для обратной совместимости.Событие, на которое реагируют целевые частицыТочное местоположение точки, которое будет использоватьсяВремя выполнения из последней оценки дерева нод. Для узлов-рамок и нод-групп - отображается время для всех находящихся в них нодОжидаемое квадратичное отклонение от среднего для каждой группыЭкспериментальная опция для данной ноды отключенаРасширение несовместимо с этой системой: {:s}Режим расширения, применяемый к оси XРежим расширения, применяемый к оси YИзвлечённые светлые тона, из которых были созданы бликиИндекс грани для каждого петлевого треугольникаГрань, из которой нужно извлечь данные. По умолчанию используется грань из контекстаКоэффициент, применяемый к непрозрачности исходной точки для новых точекКоэффициент, применяемый к радиусу исходной точки для новых точекКоэффициент масштабирования ключейИмя основной папки архива набора функций не является допустимым в качестве идентификатора: '{:s}'В архиве набора функций нет ригов или метаригов, или в нём отсутствует __init__.pyАрхив набора функций должен содержать одну основную папкуСтепень обратной связи (ретроспекции) эффектаРасширение файла, используемого для сохранения рендеровМетка обработчика файловФайл не является допустимым файлом Blender'а.Путь к файлу, используемый для экспортаФайл был сохранён более новой версией, откройте его с помощью Blender %s или более поздней версииПервый кадр для экспортаПервый выход должен быть геометрическим сокетомСъешь же ещё этих мягких французских булок, да выпей чаю. 0123456789Стопа вращается вокруг основания пальцев ногиСтопы вращаются в лодыжкеСтопы вращаются в лодыжке, с дополнительным центром вращения в основании пальцев ногИзображение переднего плана накладывается на фоновое в соответствии с альфа-каналом переднего планаИзображение переднего плана накладывается на фоновое в соответствии с альфа-каналом переднего плана, но передний план, если он более непрозрачен, будет полностью перекрывать фоновое изображениеИзображение переднего плана накладывается на фоновое в соответствии с альфа-каналом переднего плана, при этом предполагается, что фон "маски́руется с удержанием" передним планомНаправление "вперёд" вдоль формы массиваСмещение фракталаДробная часть АДробная часть A по каждому входуНомер кадра в сценеКадр, на котором расположен маркер временной шкалыКадр, на котором появляется этот набросокКадр для оценки (начиная с "0")Свободная ось масштабирования объектаЧастота смещения (1/общая длина)Множитель усиленияГенерируемые бликиСгенерированное случайное число одинаково для каждой контрольной точки кривойГеометрию невозможно извлечь при активированной динамической топологииНаправление нормали геометрииЭти гизмо сделаны для работы с инструментами виртуальной реальности и требуют специального управления перерисовкойФормат glTF требует, чтобы прерывистые нормали, UV и другие атрибуты вершин хранились как отдельные вершины, как это требуется для рендеринга на типичном графическом оборудовании. Эта опция пытается объединить совмещенные вершины, где это возможно. В настоящее время нельзя комбинировать вершины с разными нормалямиСклеивающая кость становится потомком управляющей костиСклеивающая кость становится родственной и будет находиться на том же иерархическом уровне по отношению к кости-контро́ллеру с копированием трансформацийСклеивающая кость сохранит своё иерархическое положение, но будет использовать копирование трансформаций для группировки движения (как локального, так и вызванного родителем-контро́ллером) в локальном пространствеГрафический бэкэнд можно изменить в разделе «Система» в настройках.Размер сетки для привязкиЗначение сетки в каждом вокселеID группы каждой группы экземпляровРучку можно перемещать в любое место, она не влияет на другую ручку той же точкиВысота области обрезкиВысота цилиндраВысота, перпендикулярная основанию спиралиНаивысшая степень при 'x' для этого многочлена (количество коэффициентов — 1)Наибольшее значение в каждой группеИдентификатор последнего назначенного слота действия. Слот определяет, какой поднабор действия будет рассматриваться для этого ограничения, и его идентификатор будет использоваться для поиска правильного слота при назначении действия.Идентификатор последнего назначенного слота действия. Слот определяет, какое подмножество действия будет считаться для этого блока данных, а его идентификатор используется для поиска правильного слота при назначении самого действия.Идентификатор последнего назначенного слота действия. Слот определяет, какой поднабор действия будет считаться для этой дорожки, а его идентификатор будет использоваться для поиска нужного слота при назначении действия.Идентификатор, определяющий этот тегИзображение с добавленными сгенерированными бликамиИмпортированный идентификатор. Нет, пока он не будет связан или добавлен. Может быть таким же, как ``reusable_local_id`` (повторноиспользованный_локальный_id) при добавленииИндекс из контекстаИндекс системы частиц целевого объектаИндекс активной коллекции костей арматуры; "-1", если активной коллекции нет. Обратите внимание, что это индексирование внутреннего массива коллекций костей, который может не совпадать с ожидаемым порядком. Корневые коллекции перечислены первыми, а дочерние всегда следуют последовательно. Однако порядок остальных коллекций костей может быть произвольным, поэтому увеличение или уменьшение этого индекса может привести к неожиданным переключениям между активными коллекциями. Для более предсказуемого управления используйте ``active`` или ``active_name``.Индекс цветового атрибута, используемого в качестве резервного при рендерингеИндекс контрольной точки плюс смещение внутри всего блока данных кривыхИндекс контрольной точки для оценки. По умолчанию текущий индексИндекс угла, начиная с первого угла на граниИндекс курсораИндекс островка каждой вершины. Индексы основаны на самом низком индексе вершины, содержащихся в каждом островкеИндекс грани, частью которой является уголИндекс первой вершины в ребреИндекс смещённого углаИндекс второй вершины в ребреИндекс первой контрольной точки этой кривойИндекс в который следует переместить ограничительИндекс, к которому перемещается эффектИндекс, на который необходимо переместить модификаторИндексы дубликатов для каждого элементаОтдельные F-кривые, анимирующие слотВлияние слоя Вороного относительно предыдущего слояНачальная настройка соотношения сторонНачальная глубина, используемая при размещении курсораНачальная позиция для размещенияВходная сетка должна иметь равномерный масштаб вокселей для возможности переноса значений сетки по полю скоростей.Входные данные являются недопустимыми или алгоритм неправильно вызванЦелочисленные координаты ближайшего пикселя на границе маскиЦелая часть числа A, без дробных цифрПредполагаемый диапазон кадров воспроизведения этого действия с использованием диапазона, заданного вручную, если он доступен, или объединённого диапазона кадров всех F-кривых в этом действии, если он недоступен (назначение устанавливает диапазон кадров, заданный вручную)Интенсивность шума Габора, не имеющая случайной фазыИнтенсивность эффекта аберрацииТип интерполяции для этого элемента кривойЛиния пересечения будет включена в объект с более высоким приоритетом пересеченияОбратная матрица или единичная матрица, если вход необратимЯдро представляет собой цвет, и каждый канал ядра будет применён к изображению с помощью операции свёртки с каждым соответствующим каналом на входеЯдро представляет собой число с плавающей запятой и будет применено к изображению с помощью операции свёртки со всеми входными каналамиКласс репозитория, который будет добавленВид применяемого вращения, значения из других режимов вращения не используютсяТип штрихов или заполнений, которые следует удалитьВиды сообщений, которые должны передаваться из этой ноды в родительскую ноду группыОкругление А в меньшую сторонуНаибольшее положительное целое число, которое делится на каждое из значений A и B, например, НОД(8,12) = 4Последняя кость в цепи будет управляться напрямую, как кисть в руке с обратной кинематикой, а средняя часть будет растягиваться соответствующим образом, чтобы до неё дотянутьсяПоследний кадр для экспортаГруппа слоёв будет развёрнута в пользовательском интерфейсеНода дерева слоёв после этой (т.е. выше)Нода дерева слоёв перед этой (т.е. ниже)Левая ручка контрольной точки Безье из контекстаДлина содержимого этой дорожки после применения рукоятокДлина содержимого этой дорожки перед применением рукоятокСумма расстояний по осевым направлениямДлина по оси с наибольшим перемещениемПереопределение библиотеки связанного идентификатора. Нет, пока не будет созданоСвет, отражающийся от поверхности волосСвет, который проходит сквозь волосы и выходит с другой стороныИспользовать цвет линий с более высоким приоритетом на границе материаловСвязанный идентификатор имел другие, не связанные с ним применения, поэтому он был продублирован в локальную копиюСсылки образуют зацикливание, что не поддерживаетсяСсылки должны быть родственными (находиться на одном иерархическом уровне)Список слотов действий, подходящих для этой НЛА-дорожкиСписок слоёв, составляющих это действиеСписок слотов в этом действииСписок слотов в этом блоке данных анимацииСписок дорожек, которые находятся на этом слое анимацииЛокальный дата-блок, который представляет этот ассет; действителен только в том случае, если это дата-блок в данном файлеЛокальная папка, содержащая расширенияПоложение и ориентация кости 'трансформации особой формы' будут использоваться для трансформационных гизмо и других операторов трансформаций в 3D-вьюпорте. Если эта опция отключена, — 3D-вьюпорт по-прежнему будет использовать фактическую трансформацию кости, даже если эта 'особая' трансформация формы кости будет переопределена.Положение рассчитывается автоматически так, чтобы происходило сглаживаниеПоложение рассчитывается так, чтобы указать на следующую/предыдущую контрольную точкуПоложение ограничивается так, чтобы указывать в противоположном направлении от другой ручкиМестоположение 3D-курсора сцены в локальном пространстве модифицированного объектаНаименьшее значение в каждой группеЯркость, которая будет сопоставлена со средней логарифмической яркостью, обычно устанавливаемой на среднее значение серогоМасса каждой вершины в материале тканиМатериал, который будет использоваться для новых штриховМаска переназначается таким образом, что если её значения выше уровня белого, - они становятся белыми. Пиксели на идентифицированных краях из перераспределения будут исключаться для сохранения деталейМаска переназначается таким образом, что если её значения ниже уровня чёрного, - они становятся чёрными. Пиксели на идентифицированных краях из перераспределения будут исключаться для сохранения деталейМаксимальное расстояние, на которое может быть смещена вершина. Смещения свыше этого порога могут вызвать проблемы с видимостью.Максимальное расстояние над плоскостью для затронутых вершин. Увеличение высоты влияет на вершины, находящиеся дальше над плоскостью.Максимальное расстояние под плоскостью для затронутых вершин. Увеличение глубины влияет на вершины, находящиеся дальше под плоскостью.Наибольшее из А и ВМаксимум от A и B со сглаживанием CМаксимальный промежуток между штрихами в секундахМаксимальная длина внутренней пружины при создании. Если расстояние между внутренними точками больше этого значения, внутренняя пружина не будет создана между этими точками. Нулевая длина означает отсутствие ограничения на длину.Максимальное количество сэмплов, используемых для обучения наведению путей. Больше сэмплов приводит к более точному наведению, однако могут также излишне замедлить рендеринг, если наведение будет достаточно точным. Значение "0" продолжит обучение до последнего сэмплаМаксимальное расстояние луча для совпадения точек между активным и выделенным объектами. Если ноль, без ограниченияМаксимальное расстояние луча для совпадения точек между активным и выделенным объектами. Если ноль, то без ограничения.Наибольшее из А и В, max(A,B)UV-Карта меша для сэмплинга. Не должна иметь перекрывающихся гранейУ меша нет материаловУвеличить масштаб меша на этот коэффициент (относительно базового разрешения домена). Для наилучшего результата рекомендуется настраивать радиус меш-частиц вместе с этим значением.Объём меша, при котором внутреннее/внешнее давление будет одинаковым. Если установить на ноль, изменение объёма не повлияет на давление.Метод установления размера фаскиМетод клавиш для активации таких инструментов, как перемещение, вращение и масштабирование (G, R, S)Метод, используемый для создания мешей на пересеченияхМетод, используемый для создания меша на пересеченияхМетод, используемый для расчёта смещения растушёвкиСреднее значение в каждой группе, когда все значения отсортированы от наименьшего к наибольшемуМинимальное значение шероховатости материала для применения наведенияНаименьшее из А и ВМинимум от A и B со сглаживанием CНаименьшее из А и В, min(A,B)Модификатор влияет на коэффициент UV-вращения точекМодификатор влияет на интенсивность цвета точекМодификатор влияет на положение точекМодификатор влияет на толщину точекИспользованный модификатор не поддерживает деформированные положенияИмя '{:s}' является недопустимым для наборов функцийИмя файла json для хранения этих настроек (к сожалению, система Blender'а здесь не работает)Имя активной коллекции костей арматуры; пустое, если активной коллекции нетИмя объекта-кривой, который определяет форму фаскиИмя активного атрибута цвета для отображения и редактированияНазвание активной конфигурации клавишИмя атрибута на поверхности меша, используемое для определения присоединения каждой кривойИмя атрибута цвета по умолчанию, используемого в качестве резервного варианта при рендерингеИмя ноды дереваНовая трансформация из пространства индексов сетки в пространство объектов.Новая трансформация является допустимой и успешно применена к сетке.Новый связанный идентификатор стал локальнымГруппа нод используется как модификатор геометрииГруппа нод используется как инструментГруппа нод используется для Grease PencilГруппа нод используется для кривыхГруппа нод используется для мешейГруппа нод используется для облаков точекГруппа нод используется в режиме редактированияГруппа нод используется в объектном режимеГруппа нод используется в режиме рисованияГруппа нод используется в режиме скульптингаГруппа нод должна иметь сокет вывода геометрииМетка нодыЗначение по умолчанию сокета нодыМетка дерева нодПри моделировании шума увеличивать масштаб на этот коэффициент (по сравнению с базовым разрешением домена)Направление нормалей каждой грани, определяемое порядком "обмотки" и положением её вершинНаправление нормали каждой вершины, определяемое как среднее значение нормалей окружающих гранейНаправление нормали угла грани с учётом острых граней, острых рёбер и данных по пользовательским нормалямНаправление нормали плоскости, описываемое тремя точками, направленное к положительной оси ZКоличество слоёв Вороного для суммированияКоличество кадров анимации. Если одно изображение, то "1"Количество вычисленных точек в направлении V между каждой парой контрольных точекКоличество концентрических колец, используемых для заполнения круглых гранейКоличество последовательных точек от исходного штриха, включаемых в этот сегментКоличество контрольных точек вдоль кривой, которую необходимо пройтиКоличество контрольных точек, которые необходимо создать на сегменте, следующем за каждой точкойКоличество генерируемых копийКоличество углов у граниКоличество углов, которые необходимо обойти вокруг грани, прежде чем найти результат, при необходимости обходя вокруг начала граниКоличество дубликатов, которые необходимо создать для каждого элементаКоличество рёбер, соединённых с каждой вершинойЧисло рёбер на кривойЧисло рёбер, идущих вертикально вдоль стороны конусаКоличество элементов в спискеКоличество оценённых точек на кривойКоличество граней или углов, соединённых с каждым ребромКоличество граней или углов, соединённых с каждой вершинойЧисло граней, использующих определённое ребро в качестве одной из своих сторонКоличество заслонок-лепестков в бокеКоличество кадров, необходимых для преодоления пути, определяемым максимальным значением в поле оценки времениКоличество кадров, для применения усреднения вокруг каждого ключевого кадра. Более высокие значения обеспечивают бо́льшее сглаживание, но снижают производительность.Количество кадров, используемых для расчёта среднего значения FPS. Ноль для автоматического расчёта, если количество сэмплов соответствует целевому FPS.Количество сгенерированных сегментов, которые необходимо пропустить для уменьшения сложностиКоличество призраков для "призрачных" бликов или качество и распространение бликов для "полос" и "простых звёзд"Количество горизонтальных колецКоличество ключевых кадров, которые использует этот рисунокКоличество октав шума. Более высокие значения дают более детализированный шум, но увеличивают время рендерингаЧисло оставляемых старых версий в текущей папке при ручном сохраненииКоличество пикселей, соответствующих одному и тому же выходному пикселюКоличество точек на кривойКоличество точек на дугеКоличество пропущенных точек после этого сегментаКоличество точек для созданияКоличество точек, которые необходимо пропустить для создания прямых сегментовКоличество прямоугольных сегментов вдоль каждой стороныКоличество сэмплов для рендеринга в этом подмножествеКоличество сэмплов, используемых для аппроксимации размытия движенияКоличество сэмплов, используемых для вычисления размытия. Чем больше сэмплов, тем более гладким будет результат, но за счёт увеличения времени вычислений. Фактическое количество сэмплов равно двум в степени этого "ввода", поэтому оно увеличивается экспоненциальноКоличество сэмплов, используемых для вычисления размытия. Чем больше сэмплов, тем более гладким будет результат, но за счёт бо́льшего времени вычисления. Фактическое количество сэмплов равно двум в степени этого "ввода", поэтому оно увеличивается экспоненциальноКоличество сегментов в каждой четверти окружности фаскиКоличество полосКоличество размытий маски полостиКоличество повторений этого объекта по отношению к другим объектамЧисло вершин, соединённых с данной вершиной ребром, равно числу соединённых рёберКоличество вершин на верхней и нижней окружностяхОбъект %s имеет заблокированные ключи формыПоказывать геометрию самого объекта на рендереОбъект имеет только один слойОбъект имеет только один материалОбъект ограничен внутри виртуальной сферы вокруг целевого объекта с радиусом по предельному расстояниюОбъект ограничен поверхностью виртуальной сферы вокруг целевого объекта с радиусом по предельному расстояниюОбъект ограничен снаружи виртуальной сферы вокруг целевого объекта с радиусом по предельному расстояниюОбъект является потомком костиОбъект является потомком решёткиОбъект является потомком вершиныОбъект является потомком объектаОбъект с целевой системой частиц (пусто, если объект тот же)Объект, на который ссылается указатель, не является верным модификаторомСмещение слишком маленькое, мы не можем создать необходимое количество геометрииНепрозрачность невыделенных F-кривых на фоне редактора графиковУпорядочить выделенные вершины/рёбра/грани по выбранному методуИсходная входная геометрия с потенциально новыми атрибутами, которые выводятся зонойИсходное разрешение изображения в пикселях до каких-либо трансформацийВыводить прямоугольную кривую (отрицательные значения всегда дают "−1", а положительные — "+1")Выходная нода %s уже связана с %sВладелец этого ограничителяРодительская группа этой ноды дерева слоёвПри моделировании частицы масштабировать на этот коэффициент (по сравнению с базовым разрешением домена)Система частиц, используемая для рисованияЧасти геометрии в выделенииЧасти геометрии, не входящие в выделениеЧасти геометрии, которые идут в первый выводЧасти геометрии, которые необходимо удалитьПуть для пользовательского профиля кривойПуть для пользовательского профиляПусть к папке «/branches» вашей локальной копии переводов из svn, используется для перевода интерфейсаПуть к пресету, загруженному в эту тему (если есть)Постоянный UID модификатораФаза шума Габора, не имеющая случайной интенсивностиМетаданные плотности пикселей, записанные в поддерживаемые форматы изображений. Это значение будет умножено на "основу PPM" (PPM -пикселей на метр), которая определяет единицу измерения (обычно дюймы или метры)Радиус нерезкой маски в пикселяхОграничить точку внутренним пространством целевого объектаОграничить точку внешним пространством целевого объектаОграничить точку поверхностью целевого объекта с расстоянием смещения (только наружу), посчитанным относительно исходного положения точкиОграничить точку поверхностью целевого объекта с расстоянием смещения, применённым вдоль нормалей целевого объектаОграничить точку поверхностью целевого объекта с расстоянием смещения, посчитанным относительно положения точки ориджинаТочка будет соответствовать тайлу (несколько вокселей), а не одному вокселюПоложение, которое является центром трансформации. Определяется в нормализованных координатах, поэтому "0" будет означать нижний левый угол, а "1" - верхний правый угол изображенияПоложение осей на кости. Увеличение значения приближает его к кончику, уменьшение — к корню.Положение из контекстаПоложение первой вершины на ребреПоложение курсора мышки в начале операцииПоложение второй вершины на ребреПоложение источника лучей в нормализованных координатах. "0" будет означать нижний левый угол, а "1" - верхний правый уголПоложение, которое является центром трансформации. Определяется в нормализованных координатах, поэтому "0" означает нижний левый угол, а "1" - верхний правый угол изображенияПоложения новых точекТочность промежуточного результата компо́зитораПервичная и вторичная оси должны быть разнымиВероятность наведения направления внутри объёмаВероятность наведения направления на поверхностиПрофиль может быть вогнутой или выпуклой кривойПрофиль может представлять собой любой произвольный путь между его конечными точкамиФорма профиля ("0.5" = круг)Свойство устарелоПредоставленные данные не удовлетворяют условиямКачество, используемое нодами шумоподавления во время композитинга финальных рендеров, если параметр качества нод установлен на "Настройки сцены"Качество, используемое нодами шумоподавления во время композитинга вьюпорта и интерактивного композитинга, если параметр качества нод установлен на "Настройки сцены"Радиусы новых точекРадиус для создаваемых штриховРадиус окружности, описанной тремя точкамиРадиус цилиндраДиапазон углов, которые будут затронутыЧастота, с которой шум Габора изменяется в пространстве. Это отличается от ввода масштаба тем, что он масштабируется только перпендикулярно направлению шума ГабораСоотношение ключевых кадров, подлежащих удалениюОтношение наибольшего осевого габаритного размера к размеру сеткиОтношение малой оси к большой оси эллиптического поперечного сечения. Рекомендуемые значения: "0.8"~"1" для азиатских волос, "0.65"~"0.9" для кавказских волос, "0.5"~"0.65" для африканских волос. Большая ось выровнена с нормалью кривой, которая не поддерживается в частицах волосСправочное руководство для этой версии Blender'аОбласть затемнения изображенияРегион, в котором будет использоваться панельМестоположение мышки по оси X в пространстве региона, в пикселях, увеличивающееся от 0 слеваМестоположение мышки по оси Y в пространстве региона, в пикселях, увеличивается от 0 внизуОтносительное расстояние, которое может пройти частица, прежде чем потребуются дополнительные подкадры (целевое число Куранта); рекомендуемый диапазон — от "0.01" до "0.3"Оставшаяся часть после деления и округления внизОстаток от усечённого деления с использованием fmod(A,B)Ремешер не может работать из режима редактированияРемешер не может работать с модификатором "мультиразрешения" в стеке модификаторовРемешер не может работать с активированной "динамической топологией"Ремешер не может работать со связанными или переопределяющими даннымиУникальный идентификатор (UID) сессии заменяющего действия, который будет использоваться для переназначения всех пользователей выбранного действияРазрешение маски по оси XРазрешение маски по направлению YРазрешение сетки частицРазрешение, используемое для каждого сегмента кривойПравая ручка контрольной точки Безье из контекстаКорневые узлы дерева слоёв. Упорядочены по порядку в стеке, то есть первый узел — расположен в самом низу в дереве слоёв.Канал вращения был отфильтрованВращение 3D-курсора сцены в локальном пространстве модифицированного объектаТип вращения и порядок осейШероховатость покрытия верхнего слояТекущая сумма значений в соответствующей группе, начиная с первого значенияТекущая сумма значений в соответствующей группе, начиная с нуляКоэффициент масштабирования, применяемый к сегментам кривойМасштаб слоя Вороного относительно предыдущего слояМасштаб шума ГабораРасположение и вращение 3D-курсора сценыСкриптовое выражение, которое можно рассчитать без полноценного интерпретатора PythonВыбранная коллекция риговТип выделенного ригаВыделенные дорожки не перекрываютсяВыделение от начала и конца сплайнов на основе размеров вводаВыделение включает в себя %d типа(-ов) объектов, которые не поддерживают преобразование в "%s"Выделение каждого элемента как значения с плавающей запятойВыделение каждого элемента как истинного или ложного значенияПараметр для загрузки файла .blend, библиотеки или спецфайла в режиме браузера файловФорма распределения Гаусса в кадрах. Более низкие значения повышают резкость по всей "ширине фильтра".Форма распределения Гаусса, более низкие значения делают его более резкимФорма начала и конца штрихаНаименьший угол в радианах между двумя гранями, где они встречаются на ребре. Плоские рёбра и неразвёртываемые рёбра имеют угол, равный нулю. Вычисление этого значения происходит быстрее, чем вычисление угла со знакомЗатвор закрывается в текущем кадреЗатвор отрыт на протяжении текущего кадраЗатвор открывается в текущем кадреВыделенная сторона рукояткиСторона, которая остаётся выделенной после разрезанияСторона, к которой применяется выделениеАрктангенс с определением направления (A / B)Угол со знаком в радианах между двумя гранями, где они встречаются на ребре. Плоские рёбра и неразвёртываемые рёбра имеют угол, равный нулю. Вогнутые углы являются положительными, а выпуклые углы отрицательными. Вычисление этого значения медленнее, чем угла без знакаВременной шаг на кадр при симуляции (в секундах на кадр)Размер расширения/размытия в пикселях. Положительные значения расширяют, отрицательные значения размываютРазмер размытия в пикселяхРазмер спада от краёв в пикселях. Если меньше двух пикселей, края будут сглаженыРазмер фильтра в пикселяхРасстояние между элементами массива относительно исходного габаритного размераРазмер бликов относительно изображения. "1" означает, что блики покрывают всё изображение, "0.5" означает, что блики покрывают половину изображения и так далееРазмер ретуши в пикселяхРазмер частицРазмер тайла или вокселя. Для отдельных вокселей это значение равно "1", для тайлов это кубический размер тайлаСлот определяет, какое подмножество действия будет считаться для этого блока данных, а его имя используется для поиска правильного слота при назначении самого действияСлот определяет, какой поднабор действия будет рассматриваться для этой дорожки, а его имя использоваться для поиска нужного слота при назначении другого действияОкругление А в большую сторонуНаименьшее положительное целое число, которое делится как на A, так и на B, например, НОК(6,10) = 30Плавность извлечённых бликовМягкость перехода на границе освещения от прожектораРешатель не проходит повторно по циклу, в том числе и на первом кадре (начало на позе покоя)Решатель проходит повторно по циклу, уточняя решение, на всех кадрахРешатель проходит повторно по циклу, уточняя решение, только на первом кадре, но не на последующихДекодировать и загрузить звуковой файл в оперативную памятьОсь источника, которую ограничиваемый объект использует в качестве оси XОсь источника, которую ограничиваемый объект использует в качестве оси YОсь источника, которую ограничиваемый объект использует в качестве оси ZИсходный цвет содержит компонент "альфа"Исходный цвет был подвержен гамма-коррекцииИсходная геометрия должна содержать меш или облако точекИсходный меш должен иметь граниИсточником силового поля является нулевая точка гармонического осциллятораИсточник, из которого извлекается размер маскиПространство, в котором будет отображаться полка ассетов. Игнорируется для всплывающих полок ассетов, которые могут отображаться в любом месте.Пространство, в котором будет использоваться панельКвадратный корень расхождения для каждой группыСтандартный фрактальный шум ПерлинаНачальная и конечная ручки имеют фиксированные положенияНачальные и конечные ручки смещены относительно контрольных точек сплайнаНачальный кадрНачальный кадр заданного вручную диапазона воспроизведенияНачальное положение линий связи от родительских костей к дочернимЗначение силы для генерации штриховСтрока, которую нужно найти во входной строкеСтрока, на которую следует заменить каждое совпадениеСтроковое значение, которое нужно вставить в кнопкуДанные дорожки будут комбинироваться с результатом предыдущих используя добавление, умножение или произведение кватернионов в зависимости от типа каналаДанные дорожки будут заменять результат предыдущих на величину, указанную во влиянииУровень подразделения слишком великУровень подразделений, используемый в момент рендерингаСумма всех значений в каждой группе, делённая на размер указанной группыПлощадь поверхности каждой из граней мешаСистема не нашла решенияЦелевой меш должен иметь граниЖелаемый режим вращенияЦель, которую следует использовать при привязкеМасштабирование щупалец будет контролироваться вручную с помощью контро́ллеров скручивания.Щупальце растягивается, чтобы соответствовать кривойИспользовать текстуру для задания основного цвета штрихаЕсли включено, текстура влияет на альфа-значенияУгол наклона чешуек кутикулы (внешняя часть волоса). Они всегда наклонены к корню волоса. Для человеческих волос значение обычно составляет от 2 до 4Время (в минутах) между последовательными автоматическими сохранениямиВремя в секундах для ожидания онлайн-операций, прежде чем соединение может прерваться с ошибкой тайм-аута. Ноль использует системное значение по умолчанию.Время, используемое при поиске данных в файле кэша или при определении файла в секвенции файловОбщий размер по X данного региона в пикселяхОбщий размер по Y данного региона в пикселяхОбщее количество островков мешаСумма всех значений в соответствующей группеТрансформация выходных данных экземпляров. Не влияет на внутреннюю геометриюРассчитывать трансформацию целевой кости относительно ее локальной системы координат, после чего вводить поправку на разницу в ориентациях поз покоя цели и владельца. При применении локальной трансформации к владельцу создается такое же глобальное движение, как и у цели, если родители все еще находятся в позе покоя.Рассчитывать трансформацию целевой кости относительно локальной системы координат позы покоя с добавлением родительской трансформацииТрансформация цели рассчитывается относительно особого объекта/кости/группы вершинТрансформация целевого объекта рассчитывается относительно его локальной системы координатТрансформация целевого объекта рассчитывается по отношению к мировой системе координатТрансформация целевого объекта рассчитывается только в пространстве позы; трансформация объекта-арматуры игнорируетсяПреобразование векторных и геометрических выходных данныхТип трансформации, которое выполняется к ограниченному объектуТип трансформации целевого объекта, значения от которого используютсяСмещение этого события движения. Диапазон по каждой оси составляет [-1 до 1], прежде чем он умножается на предпочтение чувствительности. Обычно масштабируется по дельте времени перед использованием.Тип шума Габора для оценкиТип данныхТип блока данных %s ещё не реализованТип лицензии, по которой распространяется этот ассет. Отсутствие информации о лицензии не обязательно означает, что на него не распространены условия лицензирования. Свяжитесь с автором, если необходимы какие-либо разъяснения.Тип носителя для сохраненияТип интерполяции радиуса для кривых БезьеТип формы, используемый для построения участка с фаскойТип операции разрезания, выполняемый над дорожкамиТип стратегии, используемый для сэмплинга вкладов прямого светаТип блока данных, если файл является блоком данных (иначе 'NONE')Тип идентификатора таблицыСпособ расчёта уклона для 3D-кривыхТип интерполяции наклона для трёхмерных кривых БезьеТип операторов трансформации для записиТип интерполяции весов для сплайнаРавномерное давление, которое постоянно применяется к мешу, в единицах шкалы давления. Может быть отрицательным.Система единиц для элементов пользовательского интерфейсаНаправление "вверх" вдоль формы массиваНаправление "вверх" для формы окружностиПользователю была показана подсказка "Онлайн-доступ (online access)" и он сделал выборПользовательский репозиторий для установки расширенийПолучать вычисляемое значение цепочки из максимума значений вершин цепочкиПолучать вычисляемое значение цепочки из среднего значения для вершин цепочкиПолучать вычисляемое значение цепочки из минимума значений вершин цепочкиПолучать вычисляемое значение цепочки из первой вершины цепочкиПолучать вычисляемое значение цепочки из последней вершины цепочкиЗначение будет относиться к каждому из размеров изображения независимоЗначение будет относительно оси X изображенияЗначение будет относительно оси Y изображенияЗначение будет относительно диагонали изображенияЗначение будет относительным к наибольшему размеру изображенияЗначение будет относительным к наименьшему размеру изображенияЗначение зарезервированного бита «FILTER_ITEM» (в значениях filter_flags)Значение, на которое отображается средняя яркостьЗначение, передаваемое событием в модальную раскладкуЗначение, которое следует использовать, если путь к данным не может быть определёнЗначение, используемое для сопоставления с цветовым градиентом. "0.0" — соответствует самому левому цвету, а "1.0" — самому правомуЗначения атрибута "id" точек, или индекс, если этот атрибут не существуетЗначения из которых будут рассчитаны среднее и медианаЗначения из которых будут рассчитаны минимум и максимумЗначения из которых будут рассчитаны стандартное отклонение и расхождениеЗначения, которые необходимо накопитьВектор, который необходимо преобразоватьВершина, к которой прикреплён уголВершина, из которой нужно извлечь данные. По умолчанию используется вершина из контекстаПредпросмотр не работает, так как модификатор был отключёнПредпросмотр не работает, так как группа нод, используемая модификатором, не имеет выходовВидимость рисунков в этой ноде дерева зависит от слоёв в списке масокСпособ, которым ограничитель обрабатывает исходное масштабирование по несвободным осямСочетание обработанного и исходного сигнала для эффектаУровень влажности, при котором цвета начинают переходить в фонШирина для вновь созданных нод в группеШирина столбцов в горизонтальном спискеШирина области обрезкиОкно имеет графический HDR-буфер, в который можно записывать цвета с широким цветовым охватом и высоким динамическим диапазоном (HDR) в расширенном цветовом пространстве sRGB.Горизонтальное положение области по отношению к окнуГоризонтальное положение региона по отношению к окнуВертикальное положение области по отношению к окнуВертикальное положение региона по отношению к окнуОбъём мира раньше рендерился с EEVEE (устаревшей). Для корректного рендеринга требуется преобразование.ТемаТема "{:s}" уже установлена!Тема 3D-вьюпортаТема фонового цветаТема набора цветов костейТема редактора видеофрагментовЦвет коллекции темТема консолиТема экспозиционного листаТема браузера файловТема редактора графовТема редактора изображенийТема пространства информацииТема нодового редактораТема редактора нелинейной анимацииТема аутлайнераНастройки темыНастройки пространства свойствТема редактора последовательностиТема пространстваТема настроек пространстваТема - Табличный редакторТема панели состоянияТема - Цвет дорожкиТемы редактора текстаТема верхней панелиТема пользовательского интерфейсаТемы набора цветов виждетовТема цветов состояний виджетовЦвет темы или пользовательский цвет костиПараметры темы для общих регионов редактораНастройки темы, общие для разных редакторовНастройки темы шрифтаНастройки темы для пространства информацииНастройки темы для полок ассетовНастройки темы для фоновых цветов и градиентаНастройки темы набора цветов костейНастройки темы цветов коллекцийНастройки темы для регионов, которые являются общими для редакторовНастройки темы для цветов дорожекНастройки темы для стилевых наборовНастройки темы для 3D-вьюпортаНастройки темы для настроек BlenderНастройки темы для консолиНастройки темы для экспозиционного листаНастройки темы браузера файловНастройки темы для редактора изображенийНастройки темы для редактора видеофрагментовНастройки темы для редактора НЛАНастройки темы для нодового редактораНастройки темы аутлайнераНастройки темы пространства свойствНастройки темы редактора последовательностиНастройки темы для табличного редактораНастройки темы панели состоянияНастройки темы для редактора текстаНастройки темы верхней панелиНастройки темы для редактора графовНастройки темы для пользовательского интерфейсаНастройки темы для цветовых наборов виджетовНастройки темы для цветов состояний виждетовТемыTheoraИмеется несколько нод "Выходов группы (group output)", и эта является неактивнойНет входов.Нет активного блока данныхНет данных анимации, с которыми можно было бы работатьНет библиотеки ассетов для удаленияНет репозитория расширений для удаленияСлой "%s" отсутствуетВ этом контексте нет родительской групповой нодыДолжен быть активный атрибутДля установки расширений должен быть настроен хотя бы один пользовательский репозиторийПо неизвестным причинам произошло {:d} сбоев ввода ключей.Автоматическое создание ключей требуется для:ТетаТолстыеБолее толстые линии, чем стандартныеТолщинаОграничение толщиныКоэфф. толщиныТолщина из тенейМакс. толщинаМин. толщинаРежим толщиныМодификаторы толщиныТолщина геометрииТолщина снаружиПоложение толщиныПрофиль толщиныОтношение толщиныФорма толщиныТолщина для эффектаИзменять толщину линий в зависимости от направления штрихаРасчёт толщины с использованием ограничителя, наиболее продвинутый вариантКоэфф. толщиныКоэффициент толщины, используемый для вершин группы с нулевых влияниемМодификатор толщины "%s" не может быть удалёнТип модификатора толщиныМодификаторы толщины для смены толщины линийТолщина штрихов аннотацииТолщина каждой пряди волосПлотность дыма во вьюпортеТолщина плёнки в нанометрахТолщина контурного штриха относительно текущей толщины кистиТолщина периметра штрихаТолщина оболочкиТолщина отображения объёма во вьюпортеПоложение отсчёта толщины граничных рёбер и силуэтов (применяется с простым сцеплением с включённой опцией одного объекта)Толщина: %s, Глубина: %sТонкиеТонкая плёнкаIOR тонкой плёнкиТолщина тонкой плёнкиБолее тонкие линии, чем стандартныеТретийТретий коэффициент радиального искажения Брауна-Конради (Brown-Conrady) четвёртого порядкаТретий коэффициент полинома третьего порядка, описывающего радиальное искажениеТретиЭтот ассет хранится в текущем blend-файлеДоступ к этому атрибуту недоступен в процедурном контекстеЭта коллекция костей раскрывается в окне в иерархическом спискеЭтот пакет каналов не принадлежит этой дорожкеЭта коллекция принадлежит локальной арматуре или была добавлена через переопределение библиотеки в текущем blend-файлеЭта коллекция была добавлена через переопределение библиотеки в текущем blend-файлеЭтот цвет задаёт белый тон в дорожкеДанные этого типа не поддерживают объединение в режиме редактированияЭтот блок данных не имеет назначенного слота действияЭтот блок данных является "заполнителем" для отсутствующих связанных данных (т.е. это [переопределение] связанных данных, которые больше не могут быть найдены)Этот блок данных можно редактировать в пользовательском интерфейсе. Связанные блоки данных не подлежат редактированию, за исключением случаев, когда они были загружены в качестве редактируемых ассетов.Этот блок данных связан и упакован в .blend-файлЭтот блок данных не является независимым, а фактически является подданными другого ID (типичный пример: корневые деревья нод или мастер коллекции)Этот датаблок является данными времени выполнения, т. е. он не будет сохранён в .blend-файле. Обратите внимание, что, например, оценённые ID всегда являются данными времени выполнения, поэтому это значение можно редактировать только для блоков данных в основной базе данных.Для правильной работы этого набора функций необходим следующий набор функций:Этот набор функций не удалось загрузить правильно.Для корректной работы этого набора функций требуется Blender {:s} или более новая версия.Этот файл управляется системой ассетов Blender'а и не может быть переопределёнЭтим файлом управляет система ассетов Blender'а. Он может быть толькоЭтот файл управляется системой ассетов, вы не можете его перезаписать (возможно использование оператора "сохранить как")Этот файл находится в автономном режимеЭтот файл доступен только для чтенияЭтот файл был сохранён более новой версией Blender'а (%s).Это ограниченный системный файлЭто специальный слой для линеекЭто расстояние от подветренного берега, называемое разгоном, или расстояние, на котором ветер дует с постоянной скоростью. Используется моделями 'JONSWAP' и 'TMA'.Это наименее эффективный формат из всех, его следует использовать только при необходимости.Этот слой не принадлежит этому действиюЭта библиотека представляет собой 'архивное' хранилище для упакованных связанных идентификаторов, изначально связанных из библиотеки 'родительского архива'.Это может привести к неожиданным результатамЭтот метариг содержит старые типы ригов, которые можно автоматически модернизировать для использования новых функций rigify.Этому метаригу требуется обновление до коллекций костейВ этом метариге используется старый лицевой риг.Этот метод позволяет получить хорошее двумерное представление мешаЭтот режим похож на прикосновение к экрану и удерживание модели в руках. Нажатие джойстика 3D-мышки влево - перемещает модель влево. Нажатие колпачка вправо - перемещает её вправоДля этого режима требуется корректная работа автоматического создания ключейЭтот модификатор может деформировать только контрольные точки, а не заполненную кривую/поверхностьЭтот модификатор может деформировать только заполненную кривую/поверхность, но не контрольные точкиУ модификатора есть запечённые данныеЭтот модификатор активенЭта операция модификатора не разрешена в режиме редактированияЭта монолитный лицевой риг устарел.Для этого нужна локальная арматура или переопределениеЭта нода определяет сигнатуру связки, которая должна использоваться другими нодамиЭта нода определяет сигнатуру замыкания, которая должна использоваться другими нодамиУ этой ноды нет входных соединений для обменаУ этой ноды нет входов для обменаЭта нода должна быть соединена с нодой "Выходы группы (group output)"Этот объект является частью сложной формыДанная операция не поддерживается в режиме редактированияЭтот оператор работает только в режиме позы и режиме редактирования арматурыДля оператора необходимо наличие активной вершины (последней выделенной)Этот блок данных переопределения больше не нужен, но был обнаружен как отредактированный пользователемЭтот блок данных переопределения не используетсяЭто свойство переопределения не существует в текущих данных, оно будет удалено при следующем сохранении .blend-файлаЭтот ассет позы пуст и, следовательно, не имеет позыЭто свойство не может быть анимировано, поскольку оно не может обновляться корректноЭто свойство только для внутреннего использования и не может быть измененоЭто свойство используется только для кэширования области объекта для дальнейших вычисленийЭта область не поддерживает категории панелейЭтот тип рига не добавляет префикс ORG (оригинальные кости).Этот скрипт был написан для версии Blender {:d}.{:d}.{:d} и может работать некорректно даже при включенииЭтот слот (%s) не принадлежит назначенному действиюЭтот слот (%s) не подходит для этого типа блока данных (%c%c)Этот слот не принадлежит этому действиюДанный слот не может использоваться для этого типа блока данных (%c%c)Этот сокет предназначен для использования в качестве переключателя в заголовке панелиЭта дорожка не принадлежит этому слоюЭтот тип дорожки не может быть пересчитан ретаймингомЭтот текст не был сохранёнЭта зона определяет сигнатуру замыкания, которая должна использоваться другими нодамиТысячная (Мил)ПотокиПотокиРежим потоковТри уровняВыберите три рассчитанных трека для определения плоскости полаПорогПорог, выше которого заливка не распространяетсяПорог, ниже которого усиление резкости не производитсяПороговое расстояние для автообъединенияПредельное расстояние, на котором удаляются частицыПорог для проверки объектов на наложение друг на другаПорог для алгоритма обнаружения краёв (более высокие значения могут привести к чрезмерному размытию некоторой части изображения)Порог для алгоритма обнаружения краёв (более высокие значения могут привести к чрезмерному размытию некоторой части изображения). Применимо только к финальному рендеруПорог пересечения линийПорог в экранном пространстве, используемый для алгоритма упрощения. Точки в пределах этого порога обрабатываются так, как если бы они находились на прямой линии.Пороговый уровень для оценки пригодности элементов для отслеживанияПорог ветвленияПороговое расстояние до поверхности, на котором столкновения считаются состоявшимися (наилучший результат при ненулевом значении)Порог начального движения, необходимый для выхода из состояния покояПорог, на котором цвет считается заливаемымПороговое значение, на котором различные веса считаются одинаковымиМиниатюрыДействие тильдыТайлФорма сетки плиткиНомер плиткиСдвиг тайловРазмер плиткиX ПлиткиY ПлиткиZ ПлиткиПовторять по оси XПовторять по оси YПовторять по оси ZПлитка в мозаичном изображенииМетка плиткиПоложение плитки для выделения UV-развёртокМозаикаПлиточная текстура изображения UDIMТайлыПлитки изображенияПовторениеСмещение повторений по оси XНаклон по осиИнтерполяция наклонаВеличина наклонаНаклон XНаклон YНаклон в 3D-видеНаклон по оси контрольных точек кривойНаклонить выделенные контрольные вершины 3D-кривойНаклон по оси:ДревесинаВремяНовыйСтарыйВыравнивание времениКривая времениДельта времениРасширение времениВременной переходДельта временного переходаОграничение времениРежим времениСегмент модификатора времениСдвиг времениВремя ожиданияОставшееся время: {} Прошло времени: {}Сопоставление времениШкала времениПоследовательно во времениСдвиг времениВременной шагРастягивание времениПеренос времениЕдиницы времениВремя, на которое затвор камеры закрытВремя, которое затвор камеры открытВремя между отскоками для упругого ослабленияВремя между открытием и закрытием затвора в кадрахВремя задержки в 1/10 секунд для автоматического открытия подуровней менюВремя задержки в 1/10 секунд до автоматического открытия меню верхнего уровняВремя в секундах, которое потребовалось модификатору для оценки. Устанавливается только для оцениваемых объектов. Если параллельно будет работать несколько модификаторов, - время выполнения не будет являться надёжным мерилом.Время анимации круговых меню до раскрытого состояния (в сотых долях секунды)Время ключа в симуляцииВремя курсора мышки на этом положенииСдвиг времени для эффекта шумаВремя с момента последнего доступа к текстуре GL в секундах, после которого она освобождается ("0" для сохранения текстур в памяти)Время (в секундах) с момента последнего доступа к объекту буфера вершин GL, после которого он освобождается (устанавливается на "0", чтобы сохранить VBO в памяти)Время с момента последнего шага в секундахВремя с момента предыдущего события движения (в секундах)Время в секундах с момента запуска таймераВремя указано в кадрах, преобразованных в секунды на основе частоты кадров сценыВремя указано в секундахВремя указано в секундах, независимо от сценыВременной шаг адвекции в секундахДиапазон интервала времени, управляющий параболой дуги телепортацииВремя, в кадрах на между открытием и закрытием затвораДлительность анимации вида в миллисекундах, ноль для отключенияВремя в будущем, на котором осуществляется прогнозирование столкновенийВремя, использующееся в анимации маскиЗадержка (в миллисекундах) для двойного кликаВремя:Время: %.3f %sВремя: %s %sВремя: +%.3f %sВремя: +%s %sСдвигВремениСдвинуть время: %sТаймкодТаймкодТип таймкодаВременная шкалаКадр временной шкалыМаркеры временной шкалыНастройки наложения временной шкалыКадр временной шкалы левой рукоятки и начальный кадр дорожкиКадр временной шкалы правой рукоятки, являющийся первым кадром, где дорожка больше не будет идти на выводКадр временной шкалы, где начинается контент, лежащий в основе дорожкиКадр временной шкалы, где заканчивается контент, лежащий в основе дорожкиМаркер временной шкалы "%s" не найден для действия "%s"Маркер временной шкалы "%s" не найден в сцене "%s"ТаймерТаймер (минуты)Масштаб времениВременная меткаНе удалось прочитать временную меткуКвант времениИнтервалов времени - МаксимумИзменить хронометраж видеодорожек, модифицируя скорость их воспроизведенияТаймингТаймингиОттенокЦвет оттенкаКоэффициент оттенкаРежим окрашиванияПридать оттенок диэлектрического отражения при падении по нормали для художественного контроля, и металлическое отражение при падении, близком к скользящему, для имитации комплексного показателя преломленияОттенок отражения при падении, близком к скользящему, для имитации комплексного показателя преломленияПридать оттенок цвету штриховОкрашивает блики и тени используя отдельные цвета.Придаёт оттенок бликам. Рассматривать возможность обесцвечивания бликов для более точного придания оттенкаКрошечныйОтсечь мелкие примитивыКонецУправление кончикомДиаметр кончикаНаправление кончиковИндекс кончикаДлина концовПоложение кончиковУдаление концовОкруглость кончикаМасштаб кончика по XВыделение кончиковРазброс кончиковРежим выделения концовЗаголовокТитульный регистрДопустимая область титровЗаголовок для браузера файловТаймерTmr0Таймер1Tmr2Задания таймераРегион таймераОтчёт таймераАвтосохранение таймераВК 3D-курсоруКо всемСо всеми выделеннымиК низуДля контро́ллеровДо текущего кадраВ градусыДо последнего ключевого кадраК связаннымК свободномуДо MaxМаксимум по X для целиМаксимум по Y для целиМаксимум по Z для целиДо MinМинимум по X для целиМинимум по Y для целиМинимум по Z для целиДо следующего ключевого кадраК сортировкеВ предумноженныйВ радианыК сокетуВ пробелыВ сферуВ сферу: %.4f %sВ сферу: %s %sВ прямойВ табуляциюК верхуЧтобы сделать изменения в настройках постоянными, используйте "Сохранение настроек"Чтобы сделать изменения в настройках постоянными, используйте "сохранение настроек".Чтобы сделать изменения в настройках постоянными, используйте "Сохранить настройки". Внимание: Ваш файл не сохранён! Продолжение приведёт к отмене ваших изменений.Чтобы максимально точно настроить движки рендеринга под предыдущее рабочее пространство, необходимо преобразовать цвета всех материалов, источников света и геометрий. Некоторые деревья нод не могут быть преобразованы в точности, может потребоваться ручная корректировка.К нодеК сокетуСегодняПалец ногиКрен по кончику пальца ногиСхождениеПереключитьВключить поддержку стерео 3D для текущего окна (или изменить режим отображения)Переключить "Добавление/Вычитание" для инструмента рисования весовой покраскиПереключить всеПереключить опции костейПереключить комментарииПереключить конецПереключить тип ручки на свободный или с выравниваниемВключить/выключить блокировку выделяемости в текущем редакторе видеофрагментовВключить/выключить наложенияПереключить отсечение профиляПереключить использование при рендерингеПереключить выделениеПереключить выделениеПереключить привязкуПереключить началоПоказать/скрыть системную консольПереключить векторПереключить использование во вьюпортеПереключить видимостьЦвета виджетов переключателейПереключить значение контекстаПереключить мета-дорожку (для редактирования вложенных дорожек)Переключайтесь на определённую ноду "Предпросмотр (viewer)" с помощью клавиш 1,2,..,9Переключить воспроизведение анимации ('Shift-Пробел' для инструментов или всплывающего окна с ассетами кистей)Переключение между векторными и автоматическими ручкамиПереключить выделение прямоугольникомПереключить видимость каталога на полке ассетовПереключить индикатор остановки при перекрытияхПереключить свёрнутые ноды и скрыть неиспользуемые сокетыСвернуть/развернуть выделенные нодыИспользовать градиентную карту для задания цветаПереключить цикличность для выделенных сплайновПереключить флаг отключённости для выделенных маркеровПереключить отдельное отображение выделенных объектов с центрированием по видуПереключить выбранную область в полноэкранный/развёрнутый режимПереключить возможность редактирования выделенных каналовПереключить перечислениеПереключатель, включающий приглушение всех слоёв Grease Pencil, кроме активногоПереключить регистр символовПереключить стиль шрифтаПереключить рандомизацию геометрии для целей отладкиПереключение эффекта гравитацииПереключить флажок укрепления нормалейПереключить видимость скрытых файлов с точкой в начале имениИнвертировать затронутые нормалиПереключить выделение ключевого кадра, в не оставлять выделенными только ихПереключить флаг блокировки для выделенных трековПереключить блокировки всех и инвертировать невыделенные группы вершин активного объектаПереключить блокировки всех групп вершин активного объектаПереключить блокировки выбранных групп вершин активного объектаПереключить блокировки невыделенных групп вершин активного объектаПереключить индикатор пометки швовПереключить индикатор пометки острых рёберПереключить на шейдинг предварительного просмотра материалаВключить/выключить (заглушить) выделенные нодыПереключить режим редактирования объектаВключить/выключить силовое поле объектаРазвернуть/свернуть иерархиюПереключить показ кнопок параметров для выделенных нодовПереключить перезапись при вводеПереключить режим редактирования частицПереключить показ предпросмотра для выделенных нодПереключить передпросмотр рендераПереключить режим скульптинга в области 3D-просмотраАктивировать/деактивировать выделенную ноду "Предпросмотр (viewer)" в компо́зиторе и геометрических нодахПереключить выделение для всех элементовПереключить выделение всех каналов анимацииПереключить выделение всех ключевых кадровПереключить состояние выделения для всех костейПереключить тип шейдинга в 3D-вьюпортеПоказать/скрыть просмотр рендераПереключить на сплошной шейдингПереключить настройку на всех выделенных каналах анимацииПереключить соединения дорожкиПереключить редактирование текстаПереключить режим рисования текстуры в 3D-видеПереключить состояние выделения элементов аутлайнераПереключиться в вид из камерыПереключить текущее окно в полноэкранный режимПереключить положение региона (слева/справа или наверху/внизу)Переключить выделениеПереключить режим выделенияПереключить режим рисования на вершинах в 3D-видеПереключить этот ключ формыПереключить показ неиспользованных сокетов нодыПереключить видимостьПереключить видимость каналов в редакторе графов для возможности редактированияПереключить режим рисования весов в 3D-видеПереключить активность заданного типаРазвернуть или свернуть иерархическое древо элемента под курсоромПереключить обработку или игнорирование поверхностиПереключить, является ли только активный материал редактируемым и/или видимымПереключить режим привязки материала (к данным объекта или к блоку объекта)Переключиться на каркасный режим и обратноПереключает цепь ИК между вращением и целью направления коленного сгибаВыключение областей на верхней панели невозможноДопускПогрешность обнаружения дубликатов вершинУстойчивость к резким отклонениям; низкие значения для фильтрации шума, высокие значения для уменьшения расстояния между рёбрами и исходным мешемТональный диапазонОттенокАлгоритм тонального отображенияМодификатор тонального отображенияОттенок кривойТоновая картаТип тоновой картыТонныТонныВыделено слишком мало кластеров дорожек в НЛА-треке (%s): необходимо выделить ровно 2 кластераСлишком мало выделено для объединенияВыделено слишком много кластеров дорожек в НЛА-треке (%s): необходимо выделить только 2 кластераВыделено слишком много точек: %dСлишком много потенциальных корневых коллекций (%d) для иерархии переопределения, рекомендуется вместо этого использовать аутлайнерИнструментГизмо инструментаПанель инструментовИнициализация инструментаРаскладка клавиатуры для инструментов:Клавиши для инструментаРежим инструментаСвойства инструментаИнициализировать свойства инструментаНастройки инструментаЦвета виджетов инструментовИнструмент не может быть установлен с пустым пространствомАссеты групп нодовых инструментов не назначены каталогу. Каталоги могут быть назначены в браузере ассетовИнструмент {!r} не найден для пространства {!r}Панель инструментовПанель инструментов / Боковая панельЭлемент панели инструментовЦвета виджета панели инструментовКолоночная разметка панели инструментовИнструментыИнструменты могут использовать это поле для своих задач (начальное состояние не определено)ПодсказкаЦвета вспл. подсказокСтиль подсказок-описанийПодсказкиМультяшный BSDFКомпонент мультяшного BSDF для использованияСверхуСверху (X-Y)Верхняя панельПо верхней линииВысота верхаВерхний уровеньЗадержка открытия меню верхнего уровняВерхняя строкаСверху ортогональСверху перспективаСверху справаШирина верхаСверху при загрузкеВерхняя видимая строкаНа верх спискаВерхний диапазон перемещения по оси X для назначенияВерхний диапазон перемещения по оси X для источникаВерхний диапазон перемещения по оси Y для назначенияВерхний диапазон перемещения по оси Y для источникаВерхний диапазон перемещения по оси Z для назначенияВерхний диапазон перемещения по оси Z для источникаСверху вниз3D-Редактор сверху слеваТолько дорожки верхнего уровняПравый верхний угол границы для упаковкиСверху/снизуТопологияТопологические диагоналиРасстояние по топологииВлияние топологииСопоставление топологииТопологическая симметрияВыравнивание топологииТопологический интервалТопология изменилась, возможно, из-за триангуляции меша. Будут считаны только вершины!ТорПо общему кол-вуОбщая стоимостьОбщий внешний радиус тораОбщий внутренний радиус тораВсего уровнейОбщий угол, используемый для распределения экземпляров по дуге окружностиВсего файлов: %d | Изменено: %d | Ошибок: %dОбщее максимальное количество отскоковОбщее количество частицОбщее количество точек для кривой или поверхности в направлении UОбщее количество точек для поверхности по направлению VОбщее время эффекта, которое требуется для сборкиСенсорная панельНаправление прокрутки сенсорной панелиК пользовательской камереТрассировкаКадр трассировкиТрассировка изображения, начиная с текущего кадра изображенияТочность трассировкиТрассировка всей секвенцииТрассировать лучи внутрь объектаТрассировка текущего кадра изображенияСледящиеТрассировкаМетод трассировкиТрассировка изображения...ОтслеживаниеТрек "%s" не найден в объекте отслеживания %sОсь слеженияСледить за камеройИндекс трекаОтслеживать движениеПоложение трекаОтследить секвенциюПорог трекаСледить заОграничитель "Следить за"Отслеживать как можно быстрееТрек скрытТрек заблокированТрек заблокирован, и любые его изменения отключеныТрек выбранОтследить маркер на секвенции изображений, а не на единичном изображенииРежим отслеживания использует режим полного запекания:Отследить шаблон с текущего кадра на следующий кадрОтследить шаблон с заданного кадра при трекинге маркера на следующий кадрОтследить шаблон с ключевого кадра на следующий кадрОтследить выделенные маркерыОтслеживать выделенные маркеры в обратном направлении по одному кадруОтслеживать выделенные маркеры в обратном направлении по всему клипуОтслеживать выделенные маркеры вперёд по одному кадруОтслеживать выделенные маркеры вперёд по всему клипуОграничитель "Слежения за"Выполнять трекинг с двойной скоростьюВыполнять трекинг со скоростью 1/2 от реального времениВыполнять трекинг со скоростью 1/4 от реального времениВыполнять трекинг в реальном времениЯкорная точка для трека выбранаОбласть шаблона трека выбранаОбласть поиска трека выбранаТрек:ТрекболТрекбол позволяет вращать вид в любых направленияхВращать выделенные элементы в стиле трекболаТрекбол: %.2f %.2f %sТрекбол: %s %s %sКадры с трекингомОтслеженные трекиТрекингОтслеживать осиОтслеживаемый объектПредустановки трекингаНастройки трекингаДополнительные настройки трекингаДополнительные настройки трекингаОтслеживание маркеров...ТрекиРежим отображения трековРазмер трековТреки для позиционированияТреки для вращения/масштабированияТреки для стабилизацииТреки с одинаковым цветомКомпромисс между скоростью кодирования и коэффициентом сжатияТрадиционныйТрадиционное направление прокруткиРазмер шлейфаЗамыкающийСэмплы для обученияПеренестиПеренос анимации FK на кости IKПеренести метки рёбер FreestyleПеренести метки граней FreestyleПеренос анимации IK на кости FKПеренести только выделенноеПеренести UV-карты с активного объекта на выделенные (геометрия должна совпадать)Перенести UV-слоиПеренести метки UV-швовПеренести активную или все группы вершинПеренести все атрибуты в новый мешПеренести все слои данныхПеренести все группы вершин, используемые деформирующими костямиПеренести все группы вершин, используемые выделенными позовыми костямиПеренести веса фасокПередать цветовые атрибутыПеренести значения складокПеренести пользовательские нормалиПередача данных из активного объекта в выделенные объектыПередача слоя(-ёв) данных (весов, остроты рёбер и т. д.) из активного в выделенные мешиПередача слоя(-ёв) данных (весов, остроты рёбер и т. д.) из выделенных мешей в активныйПеренести метки плоского/гладкого затененияПеренести с выделенных объектов на активныйПеренести слой(слои) с разметкой данных с активного на выделенные мешиПереносить только положениеПереносить положение, вращение и масштабПеренести материалы из непустых слотов в результирующий меш, добавляя новые материалы по мере необходимости. Для пустых слотов - вернуться к использованию того же индекса материала, что и меш операнда.Передать движение из другого мешаПереносить только вращениеПереносить только масштабПеренести только выделенные костиПередать нескольких типов данных (группы вершин, UV-карты, цвета вершин, пользовательские нормали) из одного меша в другойПеренести метки остротыПеренести значения подразделения складокПереносит анимацию из прямой кинематики (FK) в обратную кинематику (IK)ТрансформироватьКэш трансформацииОграничитель "Кэш трансформации"Канал трансформацииВыполняет преобразование системы координат для создания радиальной мозаикиТрансформация курсораДельта-трансформацияНаправление трансформацииТрансформировать геометриюГизмо трансформацийМатрица трансформацииРежим трансформацииНавигация при трансформациях с помощью AltТрансформирующий объектСлоты ориентации трансформацииОриентации трансформацииИзменять ориджиныТрансформация родителейЦентр трансформацииТочка трансформацииПоза трансформацийПревью трансформацииЭталон трансформацииСэмплы трансформацииПространство трансформацииПреобразовать вектор направленияПреобразовать вектор направления (местоположение игнорируется)Преобразовать единичный вектор нормалиПреобразовать точкуПреобразовать текстуру по обратному сопоставлению с текстурными координатамиПреобразовать единичный вектор нормали (местоположение игнорируется)Трансформировать все острова так, чтобы они максимально заполняли пространство UV/UDIMОсь трансформации по которой ограничивается влияниеКанал трансформацииТрансформировать дублированные ключевые кадрыПреобразование из пространства индексов сетки в пространство объектовТрансформация настроена так, чтобы влиять только на местоположениеТрансформировать маркеры вместе с дорожкамиИзменять ориджины объекта, оставляя форму на местеПараметры трансформации для дорожки последовательностиПреобразовать выделенные элементы по типу режимаТрансформировать текстурные координаты штриха с помощью модификатораТрансформировать UV-карту, используя разницу между двумя объектамиТрансформировать кость так, как будто она является дочерней к кости 'трансформации особой формы'. Может быть полезно для комбинирования ключей формы и деформаций арматуры.Преобразовывать входные данные относительно основной геометрииПреобразовать входной вектор, применив перемещение, вращение и масштабТрансформировать родителей, оставляя потомков на их местахИнструменты трансформации также будут подвержены этому ограничителюТрансформация:ТрансформацияОграничитель трансформацииРежим преобразованияКанал трансформации от целевого объекта, используемый в качестве ключа для действияМатрица трансформации, содержащая положение, вращение и масштаб объектаМатрица трансформации из индекса вокселя в пространство объектовПредварительно применяемая матрица трансформацииТрансформация каждого экземпляра из контекста геометрииОриентация трансформацииТрансформацииТрансформации также будут подвержены этому ограничениюТрансформация не включает влияние родительской связи и ограничителейТрансформация включает влияние родительской связи но не включает влияние ограничителейТрансформация включает влияние родительской связи и ограничителейТрансформирует точки из пространства объектов в пространство вида, используя местоположение и вращение вьюпортаТрансформирует точки в пространстве вида в пространство области ("пространство отсечения" или "нормализованные координаты устройства")ПереходДорожка переходаПереходыВыделенные переходыПереместитьПереместить экземплярыПереводить интерфейсПереводить новые именаПереместить ориджинПереводить отчётыПереместить корневые костиПереводить всплывающие подсказкиПеренос по XПеренос по YПереводить дополнительную информацию, например сообщения об ошибкахПереводить все названия в меню, кнопки и панели (обратите внимание, что из-за этого может быть сложно следовать обучающим материалам)Перемещать и вращать кривые на основе изменений между исходным и оценённым мешем поверхности объектаПереместить начало объекта вместо выделенияПереместить корневые (т.е. не имеющие родителей) кости к ориджину арматурыПереводить описания при наведении курсора на элементы пользовательского интерфейса (рекомендуется)Переводить имена новых датаблоков (объектов, материалов…)Перенести набор точек в радиусе окружности кистиПереместить, ориентировать, масштабироватьПереместить, вращать, масштабироватьПереместить, вращать или масштабировать геометриюПеремещениеПапка с ветвями переводаКонтекст переводаКорневая папка переводовИнструменты трека переносаТреки переносаНакопительное перемещение для каждой копииКонтекст перевода имени свойстваПередвижение слояПросвечивающий BSDFСветопропускаемостьОтскоков светопропускаемостиЦвет пропускаемого светаГлубина трансмиссииПропускаемое прямоеКоэффициент пропускаемостиСветопропускаемое отражённоеВидимость трансмиссииВес пропусканияМножитель пропускаемого светаПропусканиеПрозрачностьПерекрытие прозрачностиПрозрачность иконок интерфейса для уменьшения контрастаПрозрачность без преломления, проходящая прямо через поверхность, как если бы не было геометрииС прозрачностьюПрозрачный BSDFПрозрачный фонПрозрачная плиткаГлубина прозрачностиПрозрачное стеклоМакс. прозрачных отскоковПорог шероховатости в прозрачностиПрозрачные тениПрозрачное отображение сцены. Возможность выделения сквозь элементыТранспонировать матрицуТрапецияСэмплинг захваченных частиц воздухаПотенциал захваченного воздуха МаксимумСэмплирование захваченного воздухаПеремещаться по соединённым граням (включая диагонали и кольца из рёбер)Считать все линии одним типом линии, чтобы их можно было соединить в цепочкуКривые рассматриваются как цикличные (нет привязки к габаритному контейнеру)Использовать «сырые» значения каналов изображения без применения цветового профиля; применяется, например, для карт нормалей или высотСчитать линии пересечений и контура как один и тот же тип, чтобы их можно было соединить в цепочкуРасценивать материалы с альфа-прозрачностью в качестве декалей (без отбрасывания теней)Рассматривать только обратную сторону поверхности в качестве источника света для сэмплингаРассматривать только переднюю сторону поверхности в качестве источника света, обычно для закрытых мешей, внутренняя часть которых не виднаРассматривать поверхность как источник света для сэмплирования, излучающий свет как с передней, так и с задней стороныРассматривать этот объект как плоский и незамкнутый меш. Флюид будет выделяться только с поверхности меша и на основе значения эмиссии поверхности.Работать с объектом как с плоским незамкнутым мешемНода дереваТип дереваВыделена нода дереваТреугольнаяТреугольникТреугольник АПлощадь треугольникаТреугольник БТреугольные граниВеер треугольниковНормаль треугольникаТреугольникиТреугольники со всеми вершинами в этой группе будут исключены при расчёте столкновений объектовТреугольники со всеми вершинами в этой группе будут исключены при расчёте самостолкновенийТреугольныйТриангулироватьГрани в треугольникиТриангулировать мешТриангулировать мешиМодификатор триангуляцииТриангулировать меши во время экспортаТриангулировать только полигоны с количеством вершин большим или равным указанномуВыделенные грани в треугольникиТриангулированный мешРешатель триангуляции для заполнения 2D-кривыхТриггер АТриггер BТрилинейнаяОбрезать кривуюОбрезать кривые волосРежим обрезкиОбрезать концы штриховОбрезать все края прямо на границе изображения (включая область за пределами сканирования)Произвольно обрезать кривые волос до определенного количестваОбрезать концы пересекающихся штриховОбрезать или разделить дорожки, чтобы устранить перекрытияОбрезать/ДобавитьПодравнивает или удлиняет кривые волос до определённой длиныТриоШтативДвижение штативаРешатель штативаТриквадратичнаяИстинноНастоящая нормаль"Истинно", если в меше присутствует активный элемент, в противном случае - "Ложно"Истинно, если кривая не участвует в анимации, поскольку в ней нет ни ключевых кадров, ни полезных модификаторов, и, следовательно, должна быть удаленаИстинно, если поле оценивается по тайлу, то есть на нескольких вокселях одновременно. Если "Ложно", - "Протяжённость (extent)" всегда равна "1"Истинно, если данные изображения загружены в памятьИстинно, если входная матрица обратимаИстинно, если вкладка модификатора развёрнутаИстинно, если сокет может принимать несколько упорядоченных входных соединенийTrue для выходных сокетов, иначе FalseИстинно, если сокет подключёнИстинно, если сокет выделенИстинно, если сокет недоступенИстинно, если для этого меша есть данные по пользовательским нормалямИстинно, если у изображения есть хотя бы один именованный слойИстинно, если у изображения несколько видовИстинно, если это изображение хранится в буфере с плавающей запятойИстинно, если этот пункт выбран с помощью меню вводаИстинно, если эта библиотека содержит переопределения, которые связаны в текущем blend-файле и которые необходимо рекурсивно повторно синхронизировать при загрузке (в этом случае рекомендуется открыть и повторно сохранить этот blend-файл библиотеки)Истинно, если у материала есть данные Grease PencilИстинно, если эта нода используется в качестве активного выхода группыTrue, если эта нода используется в качестве активного выводаИстинно, если этот значок предварительного просмотра был изменён скриптом "py" и больше не генерируется автоматически Blender'омИстинно, если это изображение предварительного просмотра было изменено скриптом py и больше не генерируется автоматически Blender'омИстинно, если у трека есть активный пакетИстинно или ложноИстинно, если только первый входной параметр не является истинным, а второй - ложнымИстинно, если все предки этой коллекции костей отмечены как видимые; всегда "истинно" для корневых коллекций костейИстинно, когда хотя бы один входной сигнал ложенИстинно, когда хотя бы один входной параметр истиненИстинно, когда оба входа приблизительно равныИстинно, когда оба входа различны (исключающее ИЛИ)Истинно, когда оба входа равны (исключающее не-или)Истинно, когда оба входа ложныИстинно, когда оба входа не равны приблизительноИстинно, когда оба входа истинныИстинно при invoke-вызове (даже если доступны только обратные вызовы execute)Истинно, когда несколько перечисленийИстинно, если заливка штриха достаточно непрозрачная, чтобы быть видимойИстинно, если штрих достаточно непрозрачный, чтобы быть видимымИстинно, если запущено из панели "Настроить последнюю операцию"Истинно, если запущено с помощью "Повторить последнее"Истинно, если курсор захваченИстинно, если первый вход содержит в себе второй в качестве подстрокиИстинно, когда первый ввод заканчивается вторымИстинно, когда первый вход ярчеИстинно, когда первый вход темнееИстинно, когда первый входной сигнал больше второго входного значенияИстинно, когда первое входное значение больше второго или равно емуИстинно, когда первый вход меньше второго входаИстинно, когда первый вход меньше второго входа или равен емуИстинно, когда первый входной параметр истинен, а второй - ложен (не подразумевается)Истинно, когда первый ввод начинается со второгоИстинно, когда свойство скрытоИстинно, если свойство не сохранено в пресетахИстинно, когда свойство является опциональным в функции Python, реализующей RNA-функциюИстинно, когда свойство использует фантомные значенияИстинно, когда пользователь прокручивает во времениИстинно, когда это свойство является выходным значением RNA-функцииИстинно, когда это значение не может быть установлено на "нет"Истинно, если используется режим редактированияОбрезатьОбрезатьОбрезать текст, который находился бы за пределами текстового поляНадёжные blend-файлыНадёжный источникНадёжный источник [Ненадёжный путь]Попытаться выравнять ось главной кости с костями-потомкамиПопытаться найти отсутствующие внешние файлыПопытаться отразить имена костей, если возможно, вместо добавления числа в конецПопытаться угадать исходную позу привязки для мешей со скином из инверсных матриц связывания. Если выключено, использовать позу по умолчанию/покоя в качестве позы привязкиСтараться сохранять глобальную формуПробовать сохранять пользовательские нормали. Предупреждение: в зависимости от выбранного метода триангуляции затенение может быть сохранено не полностью, «фиксированный» метод обычно даёт здесь наилучший результатПытаться сохранить оболочку мешаПытаться сохранить острые грани мешаПопробовать повторно использовать ранее добавленные совпадающие идентификаторы при их повторном добавлении вместо создания локальных дубликатовПопробовать повторно использовать ранее добавленные совпадающие блоки данных вместо добавления новой копииПопробовать удалить самую правую точку-номер из перевёрнутых имён. Предупреждение: в некоторых случаях может привести к непоследовательному именованиюПробовать использовать частичный метод доступа, если это позволит сэкономить местоПопытка перезагрузить библиотеку "%s" из недействительного пути "%s"Попытка перезагрузить или переместить библиотеку "%s" в недействительный путь "%s"ЦилиндрМеш трубкиНастройка изображенияМутностьТурбулентностьВес эффектора турбулентностиТурбулентность полосовидного и кольцевидного шумовТурбулентность шумаБурный океанТурецкий - TürkçeУгол поворотаПовернуть налевоУстановка витковПовернуть направоСкорость поворотаМножитель скорости поворотаПовернуть по часовой стрелке вокруг оси навигации "вверх"Повернуть против часовой стрелки вокруг оси навигации "вверх"Преобразовать неактивные воксели и тайлы в неактивные фоновые тайлыПревратить объекты в холсты и кисти, создавая цветовые атрибуты, секвенции изображений или смещенияОтключить этот аддонОтключить это расширениеВключить диагностику мягких тел в вывод консолиВключить или отключить закреплениеВключить опцию отображения панели "Управление (manage)" при создании модификатораВключить этот аддонВключить эту темуПреобразовать области, воксели которых имеют одинаковое значение и активное состояние (в пределах заданного порога допуска), в неактивные фоновые тайлыУгловая скорость в градусах в секундуПреобразовать вывод в единую геометрию вместо сохранения её в виде экземпляров (требуется для многих других модификаторов)ОборотыВращ. столВращающийся стол сохраняет положение оси Z во время вращенияСдвигИндикатор дублирования в подстройкеХранилище слота действий в режиме подстройкиХранилище данных о действиях в режиме подстройкиНастройка вторичной/масочной текстуры кистиНажатие и сдвиг в свободном пространстве для выделяющей рамкиПодстроить активный гизмоНастройка интервалов времени для управления частотой и скоростью в физикеСкручиваниеКривая скручиванияКоэффициент скручиванияМетод скручиванияСглаживание скручиванияСмещение для создания кручения в замкнутых петляхДва уровняДва или больше каналов нужно под этой дорожкойВыберите два рассчитанных трека для задания масштабаTxtInТипТип "{:s}" не найденТип "{}" не может быть отформатированТип 1Тип 2Информация о типеМетка типаТип и значение по умолчанию сокета нодыИдентификатор типа этого блока данныхТип ID-блока, который может быть использованТип используемого объединенияТип НЛА-дорожкиТип ограничителя твёрдого телаТип контекстно-зависимого блока данных, из которого извлекается свойствоТип входного углаТип фона в 3D-вьюпортеТип используемой встроенной функцииТип совершаемого сравненияТип кривых, используемый для новых штриховТип данных, сохранённых в атрибутеТип данных, которые накапливаютсяТип данных, на основе которых рассчитываются выводыТип данных для переименованияТип данных, из которых нужно взять шейдерТип данных, с которого берётся текстураТип данных для визуализации/проверкиТип блока данных, для анимации которого предназначен этот слот; может быть установлен, если 'НЕ УКАЗАНО', в противном случае доступен только для чтенияТип элемента, к которому привязываются отдельные трансформированные элементыТип элемента к которому привязывается "основание привязки"Тип элемента, в котором хранится атрибутТип элемента, к которому осуществлять привязкуТип событияТип связи с событиемТип поляТип фильтра, используемого для преобразования изображенияТип создаваемого ограничителяТип используемого генератораТип данных сеткиТип области влиянияТип отображаемой информацииТип входных данных, используемых для маскиТип элемента интерфейсаТип ключевого кадраТип ключевого кадра (для фильтрации)Тип ключевого кадра (только для наглядности)Тип ключевого кадра, создаваемого при добавлении ключевых кадровТип светаТип зонда освещенияТип материала, из которого созданы объекты (определяет плотность материала)Тип нового слота рисованияТип объектаТип объекта, в который осуществляется преобразованиеТип параллакс-объёмаТип отношения родительстваТип родительстваТип запекаемого проходаТип запекаемого прохода; некоторые типы могут не поддерживаться текущим рендер-движкомТип периодического смещения на кривойТип периодического смещения на путиОбъект для предпросмотра материалаТип вычисляемого диапазона для траекторий движенияТип диапазона, отображаемого для траекторий движенияТип применяемой операции по переупорядочиваниюТип представления для распределения наведенияТип эффекта скользящего затвора на основе типа CMOS-матрицыТип формыТип сокетаТип быстрых направляющихТип растяжения для отображенияТип вида редактора файлов (обычный просмотр файлов или просмотр ассетов)Тип текстуры шумаТип вида видеоредактора (видеоредактор, предпросмотр или оба типа вместе)Тип представления редактора видеофрагментовТип направленного сэмплинга, используемый для наведенияТип ручек при экструдировании точекТип создаваемого элементаТип модификатораТип модификатора, с которым осуществляется работаТип элемента путиТип региона для отображенияТип сокета, генерируемый этим элементом интерфейсаТип этого регионаТип перехода для границы туманаТип единиц для этого свойстваТип вектора на который накладывается трансформацияТип пробельного символа, в который необходимо выполнить преобразованиеТип каркасного отображенияТип кэшированного перекрытияТип, используемый для атрибутов положения вершиныТип не поддерживается для атрибута "%s"Тип: ПакетТип: ЗамыканиеТип: Набор геометрииТип: СписокТипыВиды удлинителей штрихов, используемых для закрытия зазоровUОсь U (X)U-смещениеКоордината U точки вдоль сегмента сплайнаОсь UПлитка UDIMПлитки UDIMНомер -UDIM плиткиМакет UIТолщина линий интерфейсаИмя пользовательского интерфейсаСтрока интерфейсаМасштаб интерфейсаТег интерфейсаТеги пользовательского интерфейсаЗаголовок интерфейсаИнтерфейсный список, содержащий элементы коллекции",;=AОбласть зоны действияПолный экран зоны действия4 Вида зоны действияРегион зоны действияAltПриложениеBСзадиBackspaceСнизуКнопка 1Кнопка 10Кнопка 11Кнопка 12Кнопка 2Кнопка 3Кнопка 4Кнопка 5Кнопка 6Кнопка 7Кнопка 8Кнопка 9Кнопка4Кнопка мышки 4Кнопка5Кнопка мышки 5Кнопка6Кнопка мышки 6Кнопка7Кнопка мышки 7CCtrlDDeleteДоминантаСтрелка внизEEndEnterЛастикEscFF1F10F11F12F13F14F15F16F17F18F19F2F20F21F22F23F24F3F4F5F6F7F8F9ПодогнатьСпередиGБольше/МеньшеHHomeHyperIПромежуточное перемещениеInsertИзометрия 1Изометрия 2JKКлавиша-модификаторLЛеваяЛевый AltСтрелка влевоЛевый CtrlЛКМЛевый ShiftПеревод строкиMМедиа к началуМедиа к концуМедиа пауза/воспроизведениеМедиа остановкаМенюСредняяСКММинусДвижениеПеремещение мышкиПанорамирование мышкой/трекпадомВращение мышкой/трекпадомИнтеллектуальный зум с мышкой/трекпадомУвеличение мышкой/трекпадомПереместитьNNDOF сзадиNDOF снизуNDOF кнопка 1NDOF кнопка 10NDOF кнопка 113D-Манип.: Кнопка 123D-Манип.: Кнопка 2NDOF кнопка 3NDOF кнопка 4NDOF кнопка 5NDOF кнопка 6NDOF кнопка 7NDOF кнопка 8NDOF кнопка 9NDOF доминантаNDOF вписатьNDOF спередиNDOF изометрия 13D-Манип.: Изометр. проекция 2NDOF слеваNDOF менюNDOF минусNDOF движениеNDOF панорамирование/зумNDOF плюсNDOF справаNDOF крен против часовойNDOF крен по часовойNDOF вращениеNDOF Сохранить вид 1NDOF Сохранить вид 2NDOF Сохранить вид 3NDOF рыскание против часовойNDOF рыскание по часовойNDOF тангаж против часовойNDOF тангаж по часовойNDOF сверхуNDOF Вид 1NDOF Вид 2NDOF Вид 3Numpad *Numpad +Numpad -Numpad .Numpad /Numpad 0Numpad 1Numpad 2Numpad 3Numpad 4Numpad 5Numpad 6Numpad 7Numpad 8Numpad 9Numpad EnterOКлавиша OSPPage DownPage UpПанорамирование/ЗумPauseКарандашПлюсQRВводСправаПравый AltСтрелка вправоПравый CtrlПКМПравый ShiftКрен против часовойКрен по часовойВращатьSShiftПробелПробелПрокрутить против часовойПрокрутить по часовойTTabВвод текстаНаклон против часовойНаклон по часовойТаймерТаймер 0Таймер 1Таймер 2Автосохранение таймераЗадания таймераРегион таймераОтчёт таймераСверхуТипUСтрелка вверхVВид 1Вид 2Вид 3WКолёсико внизКолёсико вверхКолёсико-влевоКолёсико внизКолёсико-вправоКолёсико вверхДеактивация окнаXДействие XRYZ[]`UNIX-подобный шаблон имени файла, поддерживаются символы подстановки («*») и списки шаблонов, разделённых «;»ВверхURLОткрываемый адрес URLURL: {:s}USDЭкспорт USD: Не удалось переместить новый файл usdz из временного местоположения %s в %sЭкспорт USD: Невозможно удалить существующий файл usdz %sЭкспорт USD: Не удалось найти коллекцию "%s"Экспорт USD: не удалось создать относительный путь к файлу .vdb, вместо этого будет использован абсолютный путьЭкспорт USD: не удалось разрешить файл .vdb для объекта: %sЭкспорт USD: недействительная строка пути "%s": %sЭкспорт USD: путь "%s" не является абсолютным путёмЭкспорт USD: строка пути "%s" не является первичный путёмЭкспорт USD: не удалось найти подходящий плагин USD для записи %sUSD-КрюкИмпорт USD: значение атрибута UV "%s" не соответствует типу интерполяцииИмпорт USD: не удалось добавить UV-атрибут "%s"Импорт USD: невозможно открыть контейнер для чтения %sUSD шейдер для превью поверхностиФормы USDИмпорт скелета USD: В примитиве %s обнаружены матрицы костей с отрицательными детерминантами. Эти матрицы могут указывать на отрицательные масштабы, возможно, из-за операций симметризации (зеркалирования), поэтому в настоящее время их нельзя преобразовать в представление костей Blender'а. Анимация скелета импортирована не будетUSD не поддерживает анимацию типов кривых. Тип кривой меняется с %s на %s на кадре %fЭкспорт USD: простое подразделение не поддерживается, экспортируется подразделённый мешЭкспорт USD: не удалось скопировать текстуру из %s в %sЭкспорт USD: не удалось скопировать текстурную плитку из %s в %sЭкспорт USD: не удалось экспортировать текстуру в памяти в %sВысокопроизводительный растровый рендерер от USDПользовательский уменьшенный размер USDZПонижение разрешения текстур USDZUUIDUVUV вдоль штрихаЦентр UVUV-КоординатыПользовательская область UVНепрозрачность рёбер UVUV-РедакторНепрозрачность граней UVUV-ФакторUV-РешёткаВыделение UV-островаUV-CлойUV-МакетЛокальный вид UVСлои UV-петельUV-КартаСлои UV-картыИмя UV-картыНужна UV-картаUV-Карта - Параметр UUV-Карта - Параметр VUV-Карта для генерации векторов касательных на основе UVUV-Карта для карт пространства касательныхUV-РазметкаUV-КартыUV-CмещениеНепрозрачность UVUV-ЗакреплениеUV-ПрикреплениеUV-ПроекцияМодификатор UV-проецированияСлучайность UVРазорвать UVМасштаб UVUV-СкульптингUV-СкульптингUV-ШвыРежим выделения UVРежим выделения UVUV-СглаживаниеUV-СфераUV-РастяжениеСинхронизация выделения UVUV-ТангенсUV тестUV-ТекстураUV-РазвёрткаUV-Развёртка гранейПоле UV-развёрткиВершина UVUV-ДеформацияUV-Координаты от "0" до "1" для каждого угла грани в выделенных граняхUV-Координаты в пространстве родительского объектаUV-Координаты на углах граниUV-Координаты, используемые для отображения текстуры вдоль длины штрихаUV-Координаты, используемые для сопоставленияДанные UV-редактора для пространства редактора изображенийНастройки UV-редактораUV-Cлой для использования вместо активногоСлой UV-петель, используемый в качестве источника клонированияЦикличный UV-слой для маскировки закрашиваемой областиUV-Карта "%s" не найденаИмя UV-разметкиНедопустимая UV-карта или прикрепление к поверхностиUV-Карта, изменяемая с возрастом частицUV-Карта, используемая для отображения текстурных координат UVЗакреплённое состояние UV в редакторе UVМодификатор UV-проецирования для установки UV с проектораПроектор UV, используемый модификатором UV-проецированияРежим выделения и отображения UVРедактор UV/изображенийUVКартаUVПроекцияUVПлиткаUVДеформацияМодификатор "UV-Деформация"UVUV-Координаты и границы сглаженыUV распространяются веером на полюсахНе сглаживать UV, оставлять границы острымиUV зажаты на полюсахUV-Координаты сглажены, границы сохранены чёткимиUV сглажены, углы на прерывистых границах и стыки 3 или более областей остаются острымиНе сглаживать UV, оставлять углы на разрывах острымиUV сглажены, углы на прерывистых границах, стыки 3 или более областей, а также выступы и вогнутые углы остаются острымиUV будут сшиваться в средней точке, а не рядом с неподвижным островомУкраинский - УкраїнськаРаскомментироватьОтменить назначение слота действия этой НЛА-дорожке, фактически сделав её неанимированнойОтменить назначение слота действия из этого ограниченияОтменить назначение слота действия, фактически сделав этот блок данных неанимированнымОтменить назначение слота действия из ограничителя-действия. Обратите внимание, что _тот_ ограничитель, который должен снять назначение слота, должен быть установлен в контекстном указателе "constraint", используя: >>> layout.context_pointer_set("constraint", constraint)Отменить назначение слота действия из ID. Обратите внимание, что _тот_ ID, который должен снять назначение слота, должен быть установлен в контекстном указателе "animated_id", используя: >>> layout.context_pointer_set("animated_id", animated_id)Отменить назначение слота действия из НЛА дорожки. Обратите внимание, что _та_ НЛА дорожка, которая должна снять назначение слота, должна быть установлена в контекстном указателе "nla_strip", используя: >>> layout.context_pointer_set("nla_strip", nla_strip)Снять подразделение с выделенных рёбер и гранейНе удалось загрузить файлНевозможно получить доступ к 3D-вьюпортуНевозможно получить доступ к буферу глубины, используется плоскость просмотраНе удалось получить доступ к размеру, исходный путь "%s"Не удалось активировать кисть, неправильный режим объектаНевозможно активировать только что сохранённый ассет кистиНе удалось добавить элемент в набор цветов (максимум %d)Не удалось добавить дорожку (в треке недостаточно места для размещения новой дорожки)Невозможно применить модификатор «генерации»Невозможно переключиться из объектного режима во время трансформацииНевозможно закрыть областьНевозможно скопировать пакет из-за внешних зависимостей %zu; более подробная информация на консолиНевозможно скопировать пакет из-за внешней зависимости: "%s"Невозможно скопировать элементНе удалось создать директорию под шаблон приложенияНевозможно создать атрибут в режиме редактированияНевозможно создать папку конфигурации для сохранения закладокНевозможно создать элемент с этим типом сокетаНе удалось создать новый объектНе удалось создать новую дорожкуНевозможно создать ориентациюНе удалось создать панельНе удалось создать сокетНе удалось создать директорию под настройки пользователяНе удалось создать директорию под настройки пользователяНевозможно определить длину последовательности ABCНе удалось дублировать %d выбранных коллекций. Для новых дубликатов не найдено допустимых родительских коллекций; они не будут связаны ни с одним слоем визуализацииНе удалось выполнить "%s", ошибка смены режимовНевозможно экспортировать PDFНевозможно увеличить длительность сцены, поскольку файл BVH содержит нулевую длительность в разделе MOTIONНевозможно произвести заливку незамкнутых областейНе удалось найти доступное имя файла с увеличениемНе удалось найти ни одного запущенного процессаНе удалось найти слой для добавленияНевозможно найти группу панели инструментовНевозможно найти действительную площадь 3D-видаНевозможно импортировать "%s"Невозможно установить папкуНевозможно установить с диска, пути не определеныНевозможно установить по относительному путиНевозможно загрузить %s из %sНе удалось найти элемент "%s" в нодеНе удалось найти элемент в узлеСвязь не найдена в дереве нодНода "%s" не найдена в древе узловСокет "%s" не найден в нодеОшибка создания резервной копии версииОшибка создания резервной копии версии: слишком короткое имя файлаНевозможно отзеркалить, не был указан ни объект симметрии ни кость симметрииНевозможно переместить сокеты во встроенном узлеНе удаётся открытьОшибка открытия "%s": %sОшибка открытия файла blend в памятиНевозможно открыть или сохранить файл закладки "%s"Невозможно перезаписать пресет: {:s}Ошибка упаковки файла, путь к исходному файлу "%s" не найденНевозможно упаковать файлы размером более 2 ГБ, исходный путь "%s"Ошибка разбора XML, %s:%s для файла %rОшибка чтенияНе удалось удалить точку кривойНевозможно удалить пресеты по умолчаниюНевозможно удалить папку: %sНевозможно удалить файлы для репозиториев "Системы"Невозможно удалить слот материала в режиме редактированияНевозможно удалить точку путиНевозможно удалить пресет: {!r}Невозможно удалить сокет из встроенного узлаНевозможно удалить сокеты из встроенного узлаНе удалось повернуть %d шт. рёберОшибка сохранения "%s": %sНевозможно сохранить несохранённый файл с пустым или неустановленным свойством "filepath" (пути файла)Невозможно установить сочетание клавиш, выделенная нода не является узлом "Предпросмотра (viewer)" или не поддерживает просмотрОшибка выполнения функции stat для "%s": %sНевозможно передать режим, исходные и/или целевые объекты не подлежат редактированиюНевозможно обновить частоту кадров сцены, поскольку файл BVH содержит нулевую длительность в разделе MOTIONНе удалось записать данные в буфер копирования на диске.Отменить назначение названной кости из этой коллекции костейНеназначенныеНеназначенные нодовые инструментыНедоступныйОтвязатьДо рожденияНеопределенноеНеопределенный тип дерева нодНеопределённый тип сокетаНеопределённый типНеопределённый тип нод (может случиться, например при пропаже связанного дерева нод)Недеформированное положениеПодчёркиваниеПоложение подчёркиванияТолщина подчёркиванияУдалить искривлениеУбрать искажение видеоКлип с удалённым искажениемОтменитьИстория действийСтарая система отмены действийРазмер памяти на отмену действийРазмер памяти для отменяемых действийСообщение отменыШагов отмены действийОтменить все изменения, выполненные над системой частицОтменить и повторитьОтменить и повторить предыдущее действиеОтмена действий отключена при запуске в фоновом режиме (вызовите `ed.undo_push()` для явной инициализации системы отмены действий)Отменить или повторить определённое действие в историиОтменить последнее действиеОтменить последнее изменение в каталогах ассетовОтменить/повторитьНепредвиденная ошибка, коллекция не найденаНепредвиденный тип библиотеки. Не удалось создать ассет позыНеожиданный тип модификатора: {:s}Непредвиденное ненулевое количество пользователей для ассета, просьба сообщить об этом как об ошибкеРазгруппировать выделенные нодыНеизвестный тип геометрического примитива: %s (%s)Показать все скрытые материалы Grease PencilПоказать все объекты и коллекцииРаскрыть полку ассета когда она впервые становится доступной, иначе она будет скрытаUni CacheФормат файла UniФормат файла Uni (.uni)Шестнадцатеричное значение кодовой точки юникодаОбщие настройки рисованияУнифицировать цветаРавномерныйРавномерный спадРавномерная непрозрачностьРавномерный масштабРавномерная толщинаРавномерная ширинаЕдиный масштаб для применения к VR-видуОднородностьУбрать отступ для выделенного текстаСписок неинициализированных файловИзображение "%s" объекта "%s" не инициализированоИзображение %s не инициализированоОбъединениеРежим объединенияУникальноеУникальный идентификаторУникальный идентификатор для каждого углового сегмента, начинающийся с "0" и увеличивающийся против часовой стрелки на "1"Имя идентификатора уникального блока данных (в пределах одного типа и библиотеки)Уникальное имя идентификатора блока данных, включающее библиотеку, если нужноУникальный идентификатор для распространённых цветовых пространств, как определено на форуме Color Interop Forum. Может быть пустым, если для рабочего пространства отсутствует идентификатор взаимодействия. Распространённые значения: lin_rec709_scene, lin_rec2020_scene и lin_ap1_scene (для ACEScg)Уникальный идентификатор для сопоставления сокетовУникальный идентификатор для этой панели в этом дереве нодУникальный идентификатор устройстваУникальное число для идентификации иконки предпросмотра файла ("0" означает некорректный идентификатор)Уникальный числовой идентификатор для использования предпросмотра в качестве иконки ("0" означает некорректный идентификатор)Уникальный идентификатор модуляУникальное имя слояУникальное имя объектаУникальное имя трекаУникальное имя, используемое в коде и скриптахУникальное имя, используемое в коде и скриптах, при необходимости может быть переопределено в подклассах PythonУникальный идентификатор нодыУникальный идентификатор оператора для нодового инструментаУникальное имя репозиторияУникальный идентификатор времени выполнения для связанного идентификатора при перебазированииУникальное в арматуреУникально идентифицирует модификатор в стеке модификаторов, частью которого он являетсяЕдиница измеренияУскорениеУголОбластьУгол-ОсиСтрока байтовКамераРасстояние камерыЦветовая температураКоординатыПо умолчаниюНаправлениеПуть к папкеРасстояниеУглы ЭйлераКоэффициентИмя файлаПуть к файлуКадрКадрыЧастотаЦвет с гамма-коррекциейКлючевые кадрыСлойЧлен слояДлинаЛинейный цветМаркерыМассаМатрицаБлижайший маркерНетПарольПроцентПиксельРазмер пикселяПростые данныеМощностьКватернионВращение по кватернионуВращениеСекундаСекундыПривязать элемент анимацииПривязка к курсору воспроизведенияДорожкиПодтипТемператураВремяВремя (абсолютное)Время (относительно сцены)Единица временного переходаПеремещениеЕдиница измеренияНеназначенныеСкоростьЕдиница скоростиОбъёмДлина волныXYZДлина XYZЦвет sRGBМасштаб единицНастройки единиц измеренияСистема единицНастройки единиц измеренияМасштабировать единичную толщину линий по отношению текущего вертикального разрешения изображения к 480 пикселямЕдиницы измерения, используемые для отображения значений расстоянийЕдиницы измерения, используемые для отображения значений массы и весаЕдиница измерения, которая будет использоваться для отображения значений температурыЕдиницы измерения, используемые для отображения временных интерваловЕдиницы для редактирования объектива в пользовательском интерфейсеЕдиницы измерения, используемые для отображения и редактирования значений угловБез единицЕдиницы измеренияЕдиница измерения фокусного расстояния камерыНеизвестноНеизвестная булева ошибкаНеизвестное свойствоНеизвестные аддоныНеизвестный тип модификатора альфа-прозрачности линийНеизвестная булева ошибкаНеизвестная ошибка загрузки "%s"Неизвестная ошибка при открытии файлаНеизвестный тип файла: {!r}Неизвестный тип модификатора цвета линийНеизвестный тип модификатора толщины линийНеизвестный операторНеизвестный тип сокетаНеизвестный тип модификатора геометрии линийОтсоединитьОтсоединить действиеОтсоединить датаблок аннотацииОтсоединить активный датаблок шрифтаОтсоединить активный текстовый датаблокОтсоединить блок данных (Shift + клик, чтобы обнулить пользователей, при этом данные сохранены не будут)Отсоединить выделенные дорожки, чтобы их можно было выделять по отдельностиОтсоединить коллекцию от всех объектовОтсоединить это действие от слота активного действия (и выйти из режима подстройки)РазблокироватьРазблокировать соотн. сторонРазблокировать все материалы Grease Pencil, чтобы их можно было редактироватьРазблокировать все ключи формыРазблокировать все ключи формы активного объектаРазблокировать все группы вершинРазблокировать все группы вершин, если есть хотя бы одна заблокированная группа, иначе заблокировать всеРазблокировать все группы вершин активного объектаРазблокировать репозитории — для проверки разблокировкиРазблокировать выбранные и заблокировать невыбранные группы вершин активного объектаРазблокировать выделенные трекиРазблокировать выбранные группы вершин активного объектаРазблокировать дорожки, чтобы они могли быть измененыРазблокировать невыделенные группы вершин активного объектаРазблокированоРазблокировано: {:d} репозиторий(-я,-ев)Разблокировано: {:s}НемаскированноеВключить (не)выделенные дорожкиВключить невыделенные вместо выделенных дорожекРаспаковатьРаспаковка - Файлы: {}, Запекания: {}Распаковать файлРаспаковать все файлы, упакованные в файл .blend, во внешние файлыРаспаковать запечённые данные из .blend-файла на дискРаспаковать звук с именем файла по имени сэмплаРаспаковать этот файл во внешний файлРаспаковка фильмов или секвенции изображений не поддерживаетсяНепроецируемый размерНечитаемый файл библиотеки Blender'а:Нераспознанный файловый формат "%s"Отменить регистрацию для установок, выполненных из Microsoft Store - невозможноНе сохраненоСнять выделение со штриховНевыделяемая кость в цепочкеНевыделенноеНевыделенная дорожка действияНепрозрачность невыделенных F-кривыхНевыделенная мета-дорожка (для группировки связанных, родственных дорожек)Непрозрачность невыделенныхНевыделенная аудиодорожка (для синхронизации звука динамиков)Невыделенная дорожка переходаУдалить текст активной кнопкиНерезкая маскаУгол без знакаПоле угла без знакаРазъединить UV-развёртки и переместить результатУбрать подразделениеНеподдерживаемые входыНеподдерживаемый формат аудиоНеподдерживаемый тип столбцаНеподдерживаемый контекстНеподдерживаемый контекстный режимНеподдерживаемый тип данныхНеподдерживаемый метод смещенияНеподдерживаемая клавиша: CapsLockНеподдерживаемая клавиша: НеизвестноНеподдерживаемый режим: {!r}Неподдерживаемый тип дерева нодНеподдерживаемый тип объекта для преобразования текстурного пространстваБез имениНеиспользуемые блоки данныхНеиспользованные изображенияНеиспользуемый выходНеиспользуемые текстуры и изображенияНе используется, но сохранено для обеспечения совместимости. Используйте границы для нод "Предпросмотра (viewer)" и подложки компо́зитингаРазвёрткаОператор развёртки не смог обработать ни одного острова, возможно, необходимо добавить рёберные швыНе удалось развернуть %d из %d островов, возможно, необходимо добавить рёберные швыРазвернуть меш редактируемого объектаМетод развёртки (развёртка на основе углов обычно даёт результат лучше, чем согласованная развёртка, но немного медленнее)ВверхОсь "вверх"Вверх/ВнизОбновлениеОбновить всеАвтоматическое обновлениеОбновить зависимостиОбновить существующееОбновить неактивныеРадиус обновленияОбновить длину сценыОбновить частоту кадров сценыОбновить все ноды изображений, чтобы они соответствовали их файлам на дискеОбновить флаги анимацииОбновить на основе связанной сигнатуры пакетаОбновить на основе связанной сигнатуры замыканияОбновить текущее изображение, используемое маркером плоскости, из содержимого маркера плоскостиОбновить пользовательскую камеру с новыми параметрами из шейдераОбновить существующие каналы в ассете позы, но не удалять и не добавлять какие-либо каналыОбновить существующие файлы *.po, перезаписав их содержимое, если они существуютОбновить существующие ключи формы с помощью положений вершин выделенных объектов с соответствующими именамиОбновите f-кривые/драйверы, влияющие на ограничители трансформации (используйте с файлами версии 2.70 и более ранних)Установить диапазон кадров для траекторий движения равным текущему диапазону кадров сценыОбновить диапазон кадров "дорожки сцены"Обновить данные перевода этого аддона (найденные как python-кортежи в исходном коде аддона)Обновление данных i18n для переводов (файлы .po) в репозитории исходного кода Blender'аОбновить рабочий репозиторий i18n для переводов (файлы .po)Обновить список путей к объектам новыми данными из архиваОбновлять при редактированииАвтоматически обновлять другие связанные оконные пространства для отражения изменений при интерактивных операциях, например, при трансформацииОбновлять диапазон кадров действия после изменения дорожки и её ключевых кадровОбновить входы/выходы и параметры ноды шейдерного скриптаОбновить сокеты, чтобы они соответствовали тому, что фактически используется в данный моментОбновить активный ассет кисти в библиотеке ассетов с текущими настройкамиОбновить кэш анимации аудиоОбновить текущую трансформацию, выделенные ключевые кадры или даже создать новые ключиОбновить экран отчётов в интерфейсе пользователя Blender'а (для внутреннего использования)Обновлять геометрию при её появлении на виде, обеспечивая его более быструю навигациюОбновить подсвеченный элемент на месте текущей позиции курсора мышкиОбновите начальный и конечный кадры сцены, чтобы они соответствовали архиву USDОбновить выделенный ориентир из текущей позы видоискателя в сеансе VRОбновить выбранный ассет позы в библиотеке ассетов из текущих выделенных костей. Режим определяет, как будет обновляться ассетОбновить пользователей этого шейдера, таких как пользовательские камеры и ноды скриптов, с помощью его новых сокетов и опцийОбновлено %d ключ(а, -ей) формыОбновлённый датаблокОбновленияОбновления для датаблоковОбновление драйверов графического процессора может решить эту проблему.Обновить все расширения до последней версии для активного репозиторияОбновить установленные расширения из удалённых репозиториев до последней версииОбновление не поддерживается для локальных репозиториевОбновить типы Rigify на активной арматуре-метаригеОбновить устаревший типа лицевого рига "super_face" до нового модульного лицаМодернизировать метариг от слоёв костей до коллекций костейОбновить устаревший типа лицевого рига "super_face" до нового модульного лица. Это сохраняет совместимость с существующей покраской влияния весов, но не с анимациейМодернизирует метариг от слоёв костей до коллекций костейВерхнийВерхняя (включительная) граница веса вершины, подлежащая удалению из группы вершинВерхняя границаВерхний регистрВерхняя граница вогнутостиВерхний левыйВерхний правыйВерхний угловой предел XВерхний предел XВерхняя граница угла XВерхний угловой предел YВерхний предел YВерхняя граница угла YВерхний угловой предел ZВерхний предел ZВерхняя граница угла ZВерхняя граница оболочки на этой контрольной точкеВерхняя граница диапазона подсветкиВерхняя граница входного диапазона применяемого отображенияВерхний порог ограничения для маркировки клеток жидкости как гребней волн (более высокое значение приводит к меньшему количеству маркированных клеток)Верхний порог ограничения для маркировки клеток жидкости, в которых задерживается воздух (более высокое значение приводит к меньшему количеству маркированных клеток)Верхний порог ограничения, указывающий на скорость жидкости, при которой ячейки больше не выделяют частиц (более высокое значение приводит к уменьшению количества частиц)Верхнее расстояние от эталонного значения для стандартного влияния 1:1Верхнее ограничение по вращению вокруг оси XВерхнее ограничение по переносу вдоль оси XВерхнее ограничение по вращению вокруг оси YВерхнее ограничение по переносу вдоль оси YВерхнее ограничение по вращению вокруг оси ZВерхнее ограничение по переносу вдоль оси ZВерхний предел угла наклона от направления +ZВерхняя граница вогнутости меша (высокие значения способствуют сглаживанию и заполнению вогнутых областей)Коэффициент разрешенияУрду - وُدرُاИспользованиеВключитьИспользовать %s (файл отличается)Использовать %s (идентичный файл)Использовать режим преобразования «Перенос времени» вместо режима «Перенос» при переносе ключевых кадров в экспозиционном листеИмпортировать facet-нормали (это также даст плоский шейдинг)Использовать 16 бит на канал, чтобы снизить использование памяти во время рендерингаИспользовать 16-битные числа с плавающей запятой для всех данныхИспользовать 2D-стабилизациюИспользовать 2D-стабилизацию для исходного видеоИспользовать 32-битные числа с плавающей запятой для всех данныхИспользовать область 3D-вьюпортаИспользовать 3D-положение при слежении за родителемИспользовать пятикратный мультисэмплинг для сглаживания границ при рисованииИспользовать 8-битные числа с плавающей запятой, где это возможно, в противном случае будут использоваться 16-битные числаИспользовать метод симуляции APIC (более энергичное и стабильное поведение)Использовать активнуюИспользовать адаптивный сэмплингИспользовать адаптивное подразделениеИспользовать режим смешивания «Добавление» при рисованииИспользовать дополняющее рисованиеИспользовать после созданияС альфа-каналомИспользовать анимированную вариациюИспользовать анизотропную интерполяциюИспользовать аннотацииИспользовать сглаживание для устранения эффекта зубчатости штриховИспользовать как центр трансформацииИспользовать слой ассетаИспользовать автоупаковкуИспользовать пространственную разбивку BVH: замедляет процесс сборки, но ускоряет рендерингИспользовать билинейную интерполяциюИспользовать синий каналИспользовать оболочки костейИспользовать начала костейИспользовать переборИспользовать процессор для преобразования отображения и отображения изображения с 2D-текстуройИспользовать CPU для рендерингаИспользовать CUDA для ускорения GPUС кэшированиемСкрывать за камеройИспользовать длину цепочекИспользовать плоскости обрезкиИспользовать кривую скопленияИспользовать шум скопленияИспользовать столкновенияИспользовать режим смешивания «Прожигание цвета» при рисованииИспользовать режим смешивания «Осветление основы» при рисованииИспользовать колебание цветаИспользовать градиентную картуИспользовать режим смешивания «Цвет» при рисованииКомпактная BVHИспользовать контурИспользовать действия контроллераИспользовать координатыИспользовать счётчикИспользовать складкуСо складкамиИспользовать проходы Cryptomatte из рендераИспользовать проходы Cryptomatte из изображенияИспользовать интерполяцию кубическим B-сплайномИспользовать текущий кадр для отложенной позиции трансформаций объектаИспользовать текущее положениеНаложение по курсоруИспользовать положение курсораКурсор для глубиныИспользовать кривизнуИспользовать кривуюС радиусом кривойИспользовать кривыеКривые BVHИспользовать пользовательскую камеруИспользовать особые цветаОсобая криваяИспользовать особые цвета призраковПользовательские нормалиИспользовать настраиваемый параллаксУказать объёмИспользовать режим смешивания «Затемнение» при рисованииЗатухание по умолчаниюТолько деформацияИспользовать движения деформацииИспользовать шумоподавлениеИспользовать глубину резкостиИспользовать режим смешивания «Разница» при рисованииС диффузиейИспользовать направленные древа квадрантов в качестве направленного распределенияСкрывать на расстоянииСо стеканиемИспользовать дубликатыИспользовать угол ребраИспользовать ребро с меткойИспользовать рёбраИспользовать рёбра в качестве пружинИспользовать эффекторС конечным кадромИспользовать оболочкиИспользовать оценку времениИспользовать режим смешивания «Исключение» при рисованииИспользовать существующийИспользовать существующие граниИспользовать метод симуляции FLIP (создаёт больше брызг)Использовать набор гранейИспользовать исчезновениеИспользовать запасной вариантИспользовать спадИспользовать фильтрИспользовать окончательные индексыИспользовать потокИспользовать для наращивания волосИспользовать FreestyleТолько направленные граниСпад направленных гранейИспользовать шейдеры GLSL для преобразования отображения и отображения изображения с 2D-текстуройИспользовать GPUИспользовать ускоренное шумоподавление с помощью графического процессора, если оно поддерживается, для достижения наилучшей производительности. Предпочтительно OpenImageDenoise вместо OptiXИспользовать графический процессор для рендера, настраивается на вкладке «Система» в настройках Blender'аИспользовать релаксацию геометрии (котангенса), заставляя UV-развёртки следовать лежащей в основе 3D геометрииИспользовать геометрические нодыИспользовать пространство геометрииИспользовать глобальные координатыИспользовать GltfpackИспользовать цельИспользовать зелёный каналИспользовать сеткуИспользовать интерфейс группыИспользовать направляющиеИспользовать направляющиеМетод HC для релаксацииИспользовать HIP для ускорения GPUИспользовать обработку цвета HSL (Тон, Насыщенность, Светлота)Использовать обработку цвета HSV (Тон, Насыщенность, Яркость)Использовать масштаб ручкиИспользовать режим смешивания «Жёсткий свет» при рисованииИспользовать началоИспользовать режим смешивания «Тон» при рисованииС влияниемИсп-ть создание экземпляровИспользовать ИИ-шумоподавитель Intel OpenImageDenoiseИспользовать пересечениеИспользуйте маски пересеченийИспользовать приоритет пересеченияМетод Лапласа для релаксацииИспользовать проход слояИспользовать путь к библиотекеИспользовать светИспользовать контур светаИспользовать режим смешивания «Осветление» при рисованииИспользовать источники светаИспользовать ограничениеИспользовать предельную поверхностьИспользовать режим смешивания «Линейное прожигание» при рисованииИспользовать режим смешивания «Линейный свет» при рисованииЛинейные модификаторыИспользовать локальную камеруИспользовать локальный файлИспользовать положение для крепления к камереИспользовать свободные рёбраИспользовать веса MISИспользовать маскуИспользовать маскиИспользовать маски в рендереИспользовать материалИспользовать маску материаловИсп-ть проход материалаИспользовать слой материалаИспользовать математические нодыИспользовать максимумИспользовать максимальный 2D-уголИспользовать макс. 2D-длинуИспользовать макс. уголИспользовать максимум B-кадровС максимумомИспользовать медиануИспользовать мешИспользовать симметрию мешаИспользовать метаданныеИспользовать бэкэнд MetalИспользовать Metal для ускорения GPUИспользовать минимумИспользовать мин. 2D-уголИспользовать мин. 2D-длинуИспользовать мин. уголС минимумомТуманИспользовать ноды смешиванияИспользовать стандартный режим смешивания при рисованииИспользовать стек модификаторовИспользовать настройки модификаторов для рендераИспользовать размытие движенияИспользовать положение мышкиИспользовать мультивидИспользовать несколько видов (при наличии)Использовать режим смешивания «Умножение» при рисованииИспользовать N-битное квантование для цветовИспользовать N-битное квантование для нормалей и касательныхИспользовать N-битное квантование для положенийИспользовать N-битное квантование для текстурных координатИспользовать режим подстройки НЛАИспользовать ближайшую интерполяциюИспользовать имя/метку нодыИспользовать нодыИспользовать шумИспользовать данные нормалейС нормализациейИспользовать объектИспользовать смещение объектаИспользовать слой объектаИспользовать диапазон перекрытияИспользовать Open Shading Language (язык высокого уровня программирования шейдеров)Использовать бэкэнд OpenGLИспользовать пресет кино OpenJPEGИспользовать пресет кино OpenJPEG (48 кадров в секунду)Использовать OptiX для ускорения GPUИспользовать исходный файлИспользовать исходный масштабИспользовать исходный размерИспользовать выводИспользовать названия выходовИспользовать режим смешивания «Наложение» при рисованииИспользовать для покраскиИспользовать холстИспользовать модели Мизеса-Фишера с поддержкой параллакса в качестве направленного распределенияПо радиусу частицИспользовать радиус частицИспользовать шум Перлина в качестве основыИспользовать шум Перлина с расширенными параметрами в качестве основыИспользовать шум Перлина с изгибами в качестве основыИспользовать режим смешивания «Точечный свет» при рисованииИспользовать пивотИспользовать заполнителиУсечение по плоскостиИспользовать метод распределения диска Пуассона, чтобы сохранить минимальное расстояниеИспользовать слияние полюсовИспользовать настройки постобработкиИспользовать вращение до/послеИспользовать давлениеВключить колебание от давленияИспользовать интенсивность от давленияИспользуйте давление для определения плотностиИспользовать давление для потокаИспользовать давление для жёсткостиИспользовать давление для влажного смеше́нияИспользовать давление для состояния влажностиИспользовать диапазон предпросмотраИспользовать проксиС прокси / таймкодомИспользовать обработку цвета RGB (Красный, Зелёный, Синий)Использовать кривые RGB для преобразования перед отображениемИспользовать радиусИспользовать трассировку лучейИспользовать канал красногоИспользовать относительное смещениеИспользовать относительную вставкуИспользовать удалённый доступИспользовать настройки рендеринга для состояния видимости объектов, настроек модификаторов и т. д.Использовать повторениеИспользовать арматуру в положении покояС вращениемИспользовать вращение XИспользовать вращение YИспользовать вращение ZИспользовать вращение для крепления к камереИспользовать кривую шероховатостиИспользовать подмножество сэмпловИспользовать режим смешивания «Насыщенность» при рисованииИспользовать масштабированиеИспользовать масштабирование по XИспользовать масштабирование по YИспользовать масштабирование по ZИспользовать масштабирование для крепления к камереИспользовать масштабирование:Диапазон кадров сценыИспользовать заданную схемуИспользовать кисть "Скребок (scrape)" или "Заполнение (fill)" при инвертировании этой кисти вместо инвертирования направления её смещенияИспользовать режим смешивания «Экран» при рисованииДля скульптингаСтолкновение при скульптингеИспользовать вторичный путьИспользовать выделениеВключить «self»Использовать сцену секвенсораИсп-ть настройки дляИспользовать шейдерыИспользовать теньИспользовать острые рёбраС сокращениемИспользовать упрощениеИспользовать кэш симуляцииИспользовать привязку для вращенияИспользовать привязку для масштабированияИспользовать привязку для перемещенияИспользовать привязкуИспользовать настройки привязкиИспользовать режим смешивания «Мягкий свет» при рисованииИспользовать глобальные трансформацииИспользуйте частичный метод доступа, если он работает лучшеПростр. разбивкаИспользовать сферическое стереоИнтенсивность разливаРазделять по длинеИспользовать схему разрывовС растеканиемИспользовать стабилизаторС начальным кадромИспользовать центр дорожкиИспользовать схему подразделенияИспользовать подразделение поверхностиИспользовать режим смешивания «Вычитание» при рисованииИспользовать конецЦель использования концаКак текстураС наложением текстурыС текстурамиИспользовать профиль толщиныИспользовать таймкодИспользовать таймингИспользовать концыИспользовать подсказкиИспользовать трансформациюИспользовать смещение по XИспользовать смещение по YИспользовать смещение по ZИспользовать перекрытие прозрачностиИспользовать кривую скручиванияИспользовать обнаружение UDIMИспользовать теги пользовательского интерфейсаИспользовать скульптинг UVИспользовать UV-координаты для текстурных координатИспользовать UV-координаты в качестве текстурных координатИспользовать слой UV-координат в качестве текстурных координатВозможность отмены действийОбщий цветИспользовать единые вводные сэмплыИспользовать единый размерИспользовать единую интенсивностьИспользовать общий весИспользовать режим смешивания «Яркость» при рисованииИспользовать вершиныИспользовать цвета вершинИспользовать группы вершинИспользовать видИспользовать шумоподавление вьюпортаИспользовать настройки вьюпорта для состояния видимости объектов, настроек модификаторов и т. д.Использовать вязкостьИспользовать автоматическую визуальную вставку кадров для объектов с ограничениямиИспользовать режим смешивания «Яркий свет» при рисованииИспользовать максимум отклонения объёмаИспользовать минимум отклонения объёмаИспользовать бэкэнд VulkanИспользовать цвета осей WXYZ для вращений кватернионов/углов осей, цвета осей XYZ для других свойств трансформации и цвета, а также автоматическую радугу для всего остальногоИспользовать весаИспользовать цветовой диапазон для весовИспользовать вес в качестве коэффициентаИспользовать баланс белогоИспользовать символы подстановкиИспользовать 'приложения по умолчанию' Windows для связи с blend-файламиИспользовать драйвер Wintab для старых планшетов и версий WindowsИспользовать положение родителя по оси XИспользовать вращение родителя вокруг оси XИспользовать масштаб родителя по оси XИспользовать положение родителя по оси YИспользовать вращение родителя вокруг оси YИспользовать масштаб родителя по оси YИспользовать обработку цвета YCbCr (Y - светимость, Cb - разностная цветность синего, Cr - разностная цветность красного)Использовать цветовую обработку YUV (Y - яркость, U V - цветность)Использовать положение родителя по оси ZИспользовать вращение родителя вокруг оси ZИспользовать масштаб родителя по оси ZИспользовать Z-буферДля расчёта кручения кривой на каждой точке используется ось Z-вверхИспользовать 3D-манипулятор для панорамирования/масштабирования видаИспользовать датаблок Grease Pencil чтобы задать маску областей шаблонов при отслеживанииУпростить штрих с сохранением формы с помощью алгоритма Рамера-Дугласа-ПекераДля случайного сэмплирования, - использовать шаблон синего шума для первого сэмпла, а для остальных — табличный СобольДля случайного сэмплирования, - использовать шаблон синего шума, который оптимизирует распределение частот шумаДля случайного сэмплирования, - использовать шаблон сэмплирования синего шума, который оптимизирует частотное распределение шума. Для рендеринга во вьюпорте, - оптимизировать качество первого сэмпла для улучшения интерактивности предварительного просмотраДля случайного сэмплирования, - использовать последовательность синего шума, длина которой округлена до следующей степени двойки в большую сторонуИспользовать предтрекинговый перебор значений переноса перед уточнениемИспользовать перебор значений переноса при инициализации для трекингаДля определения профиля, - использовать кругИспользовать коллекцию меш-объектов в качестве операнда "логической" операцииИспользовать колоночную разметку для панели инструментовИспользовать кривую для задания конусности скопленияИспользовать кривую для задания шероховатостиИспользовать кривую для задания скручиванияИспользовать цвет только для этого вьюпортаИспользовать настраиваемую кривую для задания коэффициента вдоль штриховИспользовать особую папку для хранения данныхИспользовать особый файл для чтения данных проксиДля определения профиля, - использовать пользовательский объектИспользовать индивидуальный профиль для каждой четверти геометрии фаски кривойИспользовать логическую операцию разностиИспользовать другой формат вместо формата ноды, использующийся для этого файлаИспользовать фиксированное соотношение сторон 1:1Использовать домен флюида для направляющих (домен необходимо предварительно запечь, чтобы можно было извлекать скорости). Домен направляющих может быть любого типа (то есть газ или жидкость).Для каждого колпачка, - использовать полусферуИспользовать собственную камеру в виде вместо активной камеры сценыИспользовать максимальное расстояние для работы поляИспользовать максимальное радиальное расстояние для работы поляИспользовать меш-объект в качестве операнда логической операцииИспользовать минимальное расстояние для спада поляИспользовать минимальное радиальное расстояние для спада поляПроцент видимых точекИспользуйте процентное соотношение, чтобы указать, сколько ключевых кадров вы хотите удалитьИспользовать предустановку видаИспользовать прокси предварительного просмотра и/или индекс временного кода для этой дорожкиИспользовать прокси для предпросмотра и/или индекса таймкода для этого видеофрагментаИспользовать радиальный градиент в качестве фона для вьюпортаИспользовать область в пределах размера кадра для визуализированного вьюпорта (когда просмотр осуществляется не через камеру)Использовать пилообразные волны для создания полосИспользовать пилообразный профильИспользовать вертикальный линейный градиент экранного пространства в качестве фона вьюпортаИспользовать диапазон симуляции, отличный от диапазона сцены, для нод симуляции, которые сами не переопределяют диапазон кадровИспользовать синусоидальные волны для создания полосДля колпачков, - использовать отдельные N-гоныИспользовать один коэффициент для всех компонентовИспользовать сплошной цвет в качестве фона вьюпотаИспользовать стандартный синусоидальный профильИспользовать текстуру для управления интенсивностью испускания дымаИспользовать матрицу трансформацииИспользовать треугольный профильИспользовать волны синусоидальной формы для создания полосИспользовать логическую операцию объединенияИспользовать абсолютный размерИспользовать точное преобразованиеИспользовать вывод активный ноды 'Предпросмотр (viewer)' в качестве подложки для нод композитингаИспользовать активный видеофрагмент, определённый в сценеИспользовать активную группу вершин в качестве влиянияИспользовать сложение вместо умножения для совмещения масштабов (используется для совместимости с 2.7)Использовать проходы альбедо и нормали для шумоподавленияИспользовать проход альбедо для шумоподавленияИспользовать смеше́ние прозрачностей вместо альфа-теста (может вызвать артефакты сортировки)Использовать альфа-канал для прозрачностиВсегда использовать режим цвета вершинВсегда использовать режим материалаИспользовать окружающую окклюзию вместо полного глобального освещенияИспользовать альтернативный диапазон кадров при воспроизведении анимации и просмотре рендераИспользовать автоматическое количество итераций в зависимости от количества вершин моделиИспользовать погрешность, чтобы указать, насколько кривая может отклоняться от исходного путиИспользовать существующий объект для определения базового положения и вращения для вида VRИспользовать объект для сечения сегмента геометрии фаски кривойИспользовать свободные пропорцииИспользовать цвета группы каналов анимации; обычно это используется для отображения цветов группы костейВыберите другой набор ключей, т. к. активный набор зависит от выделенных элементов или не обнаружены цели из-за неподходящего контекстаИспользуйте другой ключевой набор, поскольку активный набор зависит от выделенных объектов или не может обнаружить цели из-за неподходящего контекстаИспользовать другую UV-карту в качестве источника клонирования, иначе использовать 3D-курсор в качестве источникаИспользовать другой меш для текстурных индексов (индексы вершин должны совпадать)Использовать другую форму для разрезания, объединить или выполнить операции над разницейИспользовать область любой оси для выполнения операторовИспользовать как глубину резкостиИспользовать цвета осей для трансформаций и цвета свойств, а для всего остального автоматически выбрать цвет из градиента радугиИспользовать для упаковки выровненные по осям габаритные контейнеры (самый быстрый и наименее эффективный с точки зрения экономии пространства)Использовать отсечение задней поверхности для скрытия граней, находящихся на обратной сторонеИспользовать отсечение задних граней при отбрасывании тенейИспользовать отсечение задней поверхности для скрытия граней, находящихся на обратной сторонеИспользовать запекание из текущей папки (создать при необходимости)Использовать запекание в исходном месте (создать при необходимости)Использовать координаты вершины базового меша в качестве положения покояИспользовать улучшенный алгоритм разбиения на треугольникиИспользовать веса фасок для определения размера фасок на рёбрахИспользовать координаты вершины привязки для положения покояИспользовать температуру теплового излучения для определения естественного цвета светаИспользовать синий канал из исходного видеофрагмента для трекингаИспользовать одновременно оба эффектаИспользовать и видимые штрихи, и линии редактирования для заливки границИспользовать выделение рамкой для захвата НЛА-дорожекВыделить ноды внутри заданного прямоугольникаИспользовать выделение прямоугольником для выделения элементов дереваИспользовать кэшированные данные сцены из первого модификатора Line Art в стеке. Некоторые настройки будут недоступны.Использовать окружность для сечения геометрии фаски кривойВыделить ноды с помощью выделения окружностьюИспользовать стиль закрытой стрелкиИспользовать градиентную карту для отображения чёрно-белых тонов в цвета RGBИспользовать компактную структуру BVH (использует меньше оперативной памяти, но рендеринг медленнее)Использовать соединённую родительскую и дочернюю кость для расчёта рукояткиИспользовать контрольное масштабирование для масштабирования сгибаемой костиИспользовать аппроксимацию островов на основе выпуклых оболочек (хороший баланс между скоростью и эффективностью использования пространства)Использовать координаты из UV-слояИспользовать координаты от этого объекта (для вывода текстурных координат объекта)Использовать текущее положение редактируемого объектаИспользовать текущий режимИспользовать текущие координаты центра трансформации при вращении/масштабированииИспользовать курсор в качестве ориентираИспользовать положение и радиус курсора для определения размеров и положения формы обрезкиИспользовать отображение по кривойИспользовать кривую для задания толщины примитивов штриховИспользовать веса кривой для изменения влияния частиц вдоль кривойИспользуйте пользовательское расстояние затухания вместо глобального порога яркостиИспользовать пользовательскую камеру вместо активной камерыИспользовать особый отступ для столкновения (возможно появление заметного интервала между взаимодействующими телами)Использовать особый цвет нодыИспользовать особый цвет для этой траектории движенияИспользовать особый цвет вместо цвета, определённого в темеИспользовать особые цвета для кадров-призраковИспользовать пользовательские цвета для калькирования вместо темыИспользовать особую кривуюИспользовать особый цвет для F-кривойИспользовать специальную маску пересечения для граней в этой коллекцииДля определения формы колпачков, - использовать пользовательские объектыИспользовать особый ориентирИспользовать данные полностью или частично оцененного объектаИспользовать данные из исходного объекта без применения каких-либо модификаторовИспользовать размытие движения от деформации для этого объектаИспользовать градусы для измерения углов и вращенийИспользовать глубину резкости во вьюпорте с параметрами активной камерыИспользовать устройство для рендерингаИспользовать разные вариативные значения (и, следовательно, шаблоны шума) для разных кадровИспользовать диффузный BSDFИспользовать режим отображения от арматуры (по умолчанию)Использовать расстояние между затрагиваемым и целевым объектамиИспользовать расстояние между вершинами затрагиваемого объекта и целевым объектом или геометрической формой целевого объектаИспользовать сэмплирование по расстоянию, подходит для плотных объёмов с далеко расположенными источниками светаИспользовать скорость рисования, количество кадров или особый коэффициент для анимации "сборки" штриховСхлопывать рёбраИспользовать линии редактирования для заполнения границИспользовать эффект во время рендераИспользовать эффекторные/глобальные координаты для турбулентностиИспользовать равноугольное сэмплирование, подходит для объёмов с низкой плотностью и близкорасположенным или внутренним источником светаИспользовать равномерное распределение из граней на основе площадей граней или длин рёберИспользовать точную геометрию для наиболее эффективной упаковки (самый медленный)Использовать существующий файл (вместо запакованного): %sИспользовать существующие материалы с тем же именем вместо создания новых материаловИспользовать внешний файл .iesИспользовать внешний файл .osl или .osoИспользовать внешний файлИспользовать раскладку клавиш запасных инструментовИспользовать эффект спада при редактировании в мультикадровом режиме для вычисления эффекта кисти по кадрамИспользовать более быструю аппроксимацию, путём размытия изображения по горизонтали и вертикали независимо друг от другаИспользовать более быструю технику глобального освещения для поверхностей с высокой шероховатостьюИспользовать информацию о растушёвке из маскиИспользовать формат файла, использовавшийся до версии Blender 5.0. Он более ограничен, но может быть лучше совместим с инструментами, которые пока не поддерживают новый форматИспользовать файл из текущей папки (создать при необходимости)Использовать файл из исходного места (создать при необходимости)Использовать файлы в текущей папке (создать при необходимости)Использовать файлы в исходном месте (создать при необходимости)Используйте атрибуты с плавающей запятой для позицийИспользовать динамику полёта для навигации по сценеИспользовать для рендераИспользуется для большой площади, устоявшегося океана (метод Пирсона-Московица)Используется для получения спокойного океана (JONSWAP - "Совместный проект "Волна северного моря"", метод Пирсона-Московица) с более выраженными гребнями волнИспользовать для мелководья ('JONSWAP', 'TMA' – метод Текселя-Марсена-Арслоу (Texel-Marsen-Arsloe))Использовать для неспокойного (бурного) моря с пенойИспользовать силовые поля при наращивании волосИспользовать полный расчёт физики для выращивания волосСоздавать цепочки на основе пространства геометрии, а не изображенияИспользовать глобальные координатыИспользовать глобальные координаты в качестве текстурных координатИспользовать глобальную гравитацию во всех расчётах динамикиИспользовать глянцевый BSDFИспользовать формат gltfpack для упрощения меша и/или сжатия его текстурИспользовать зелёный канал из исходного видеофрагмента для трекингаИспользовать направляющие объекты (эффекторы) для направления флюида (направляющие объекты должны быть анимированы и после настройки запечены)Использовать наведение при сэмплинге внутри объёмаИспользовать наведение при сэмплинге на поверхностиИспользовать рукоятки при конвертации кривых Безье в полигоныИспользовать высококачественное касательное пространство за счёт снижения производительностиИспользовать RGB-значения изображения для задания нормалейИспользовать улучшенный уровень частиц (медленнее, но точнее и поддерживает настройки сглаживания меша)Использовать в 3D-вьюпортеИспользовать влияние граней при установке весовИспользовать вход с геймпада (Microsoft Xbox Controller) вместо контро́ллеров движенияИспользовать экземпляры, содержащиеся во входящей геометрии, в качестве основы для распределенияИспользовать целочисленные атрибуты для позицийИспользовать промежуточные данные из ноды "Предпросмотр (viewer)"Использовать встроенный датаблок текстаИспользовать обратную квадратичную прогрессиюИспользовать время ключейИспользовать фильтр прохода слояИспользовать левую кнопку мышки для выделения. Стандартное поведение, которое хорошо работает для мышки, трекпада и планшетных устройствИспользовать (устаревшее) чередующееся хранилище представлений, слоёв и проходов для совместимости с приложениями, которые не поддерживают более эффективные многокомпонентные файлы OpenEXR.Использовать старую систему отмены действий (медленнее, чем новая, но в некоторых случаях более стабильная)Использовать длину близкорасположенных кривыхИспользовать световые зонды, чтобы найти пересечение сценыИспользовать источники освещения для этого объекта Grease PencilИспользовать линейное отображениеИспользовать линейную прогрессиюИспользовать координаты связанного объекта в качестве текстурных координатИспользовать локальные сгенерированные координатыИспользовать локальные сгенерированные координаты другого объектаЛогарифмическое растворение (более высокие значения исчезают быстрей, чем менее высокие)Логарифмическое высыхание (более высокие значения высыхают быстрей, чем менее высокие)Использовать алгоритм сжатия без потерь для сжатия видеопотокаИспользовать нижнее ограничение отклонения объёмаИспользовать механизмы ручной калибровкиИспользовать идентификатор маски в качестве источника маскиИспользовать маску материалов для выбора перекрываемых штриховИсп-ть фильтр прохода материалаИспользовать информацию о складках для заострения рёбер или угловИспользовать островки меша геометрии поверхности для разделенияИспользовать меш-объекты в этой коллекции для логической операцииИспользовать метаданные из текущей сценыИспользовать метаданные из дорожек в секвенсореИспользовать миллиметры в качестве единиц измерения фокусного расстоянияИспользовать модальное выполнение (только модальные операторы)Использовать модификатор на рендереИспользовать мрамор с более чёткими границамиИспользовать размытие движения для этого объектаИспользовать мышкуСэмплировать цвет текущего изображения с помощью мышкиСэмплировать фоновое изображение с помощью мышкиСнять цвет в текущем кадре с помощью мышкиИспользовать видеофрагмент от камеры активной сценыИспользовать мультисэмплированное размытие движения в 3D-сценеИспользовать размытие движения с множественной выборкой для маскиИспользовать размытие движения с множественным сэмплингом для плоскостиИспользуйте жесты multi-touch для навигации с помощью сенсорной панели вместо эмуляции колёсика прокруткиИспользовать сэмплирование множественной значимости для источников света; уменьшает шум для протяжённых источников и зеркальных материаловИспользовать несколько операторов в интерактивном режиме для добавления, удаления или перемещения геометрии • {:s} - Добавить геометрию, переместив курсор близко к элементу • {:s} - Экструдировать рёбра, переместив курсор • {:s} - Удалить элемент мешаИспользовать несколько видов для этой сценыИспользовать N-угольникиИспользовать встроенный Windows Ink API для современных планшетов и перьев. Необходим Windows 8 или новее.Использовать ближайший образецИспользовать область отрицательной оси только для выполнения оператораИспользовать нодовые группы для многократного использования одного и того же менюИспользовать шум для дизеринга ступенчатых градиентов (хорошо работает с несколькими сэмплами)Использовать нормализованные атрибуты для позицийИспользовать нормализованные текстурные координаты пряди (1D) или возраст частицы (X) и её положение на пути (Y)Использовать объект как центр вращенияИспользовать объект в качестве ориентираИспользовать объект несколько раз в одной коллекцииИспользовать выделение объекта (только в режиме редактирования)Использовать трансформацию объекта для управления фигурой проекцииИспользовать глобальные координаты объектов для дублированияИспользовать вращение объекта для дублирования (глобальная ось x является осью выровненного вращения частиц)Использовать масштаб объекта для дублированияИспользовать глобальные/объектные координаты для текстурыИспользовать объекты в качестве символов шрифта (давать объектам шрифта общее имя, за которым следует символ, который они представляют, например, 'family-a', 'family-b' и т. д., устанавливать этот параметр на 'family-' и включить создание экземпляров вершин)Использовать смещение от объекта-частицы у объекта-экземпляраДля случайного сэмплирования, - использовать вычисляемую на лету последовательность Соболя с перестановкой ОуэнаИспользовать один из каналов трансформации для управления другим (или тем же) каналом ограничиваемого объектаИспользовать oneAPI для ускорения GPUИспользовать только деформирующие модификаторы (временно отключить все порождающие модификаторы, кроме модификатора мультиразрешения)Использовать только выделенные штрихи для интерполяцииИспользовать стиль открытой стрелкиИспользовать оптимизированные файлы для более быстрой перемотке по таймлайну, если это возможноИспользовать исходное положение текстурИспользовать ортогональную проекциюИспользовать обводку и границы других объектов для проецирования ножевого разрезаИспользовать размер частиц для осколковИспользовать размер частиц для масштабирования экземпляровИспользовать размер частиц при отскоках (смене направления при столкновении)Использовать наведение путей для путей сэмплинга. Функция наведения по пути постепенно изучает распределение света в сцене и наводит путь в направлениях с высоким прямым и непрямым световым вкладомИспользовать стиль перпендикулярного сегментаИспользовать размер пикселя для буфераИспользовать пиксели в качестве единиц измерения фокусного расстоянияИспользовать пиксели с примыкающих граней через UV-швыИспользовать заполнители для отсутствующих кадров дорожкиИспользовать положение (и, возможно, вращение) цели, чтобы определить 'стену' или 'пол', которую владелец не может пересечьИспользовать положение и обводку на основе F2-F1Использовать область положительной оси только для выполнения оператораДля случайного сэмплирования, - использовать предварительно рассчитанные таблицы Соболя с перестановкой ОуэнаИспользовать пред/пост-вращение из преобразования FBX (в некоторых случаях необходимо отключить эту настройку)Использовать точное перемещение для продлённых линийИспользуйте давление для модуляции плотностиИспользовать давление для модуляции потокаИспользовать силу нажатия для изменения жёсткостиИспользовать давление для изменения случайностиПозволяет использовать давление для регулирования влажного смеше́ния краски на кистиИспользуйте давление для регулирования стойкости к влагеИспользовать проецированный или сферический спадИспользовать квадратичную прогрессиюИспользовать радиус в качестве размера фигуры проекции ("0" = автоматически)Использовать радиус из настроек частицИспользовать радиус кривых в непосредственной близостиИспользовать случайные значения во времениИспользовать случайность на уровне штрихаИспользовать трассировку лучей для определения передаваемого цвета вместо использования только световых зондов. Это предотвращает влияние поверхности на освещение поверхностей, не использующих эту настройку.Использовать трассировку лучей для определения передаваемого цвета вместо использования только световых зондов. Это предотвращает влияние поверхности на освещение поверхностей, не использующих этот параметр. Устарело: используйте 'use_raytrace_refraction'.Использовать записанную скорость рисования, умноженную на коэффициентИспользовать красный канал из исходного видеофрагмента для трекингаИспользовать светоотражающую каустику, приводит к более ярким изображениям (больше шума, но более реалистично)Использовать рефракционную каустику, приводит к более ярким изображениям (больше шума, но более реалистично)Использовать регулярные выражения для замены текста (группы поддерживаются)Использовать регулярные выражения для поиска соответствий со строкой поискаИспользовать относительные пути к файламИспользовать относительный путь к файламИспользовать относительный путь при связывании ассетов из этой библиотеки ассетовИспользовать относительные пути для ссылки на внешние файлы (например, текстуры, объёмы) в USD, в противном случае использовать абсолютные путиИспользовать относительные пути только для подкаталоговИспользовать относительное пространство для входной геометрии, чтобы учитывать трансформации обоих входов относительно друг другаИспользовать настройки для рендера при применении модификаторов к мешам (отключено в версии 2.8)Повторять значения отображенияИспользовать разрешение сетки объёмаИспользовать правую кнопку мышки для выделения и левую кнопку мышки для действий. Это хорошо работает в первую очередь для устройств с клавиатурой и мышкойИспользовать правило, если частица член роя летаетИспользовать правило, если член роя на землеИспользовать одинаковое направление для всех нормалей от ориджина до центра цели (только направленный режим)Использовать значения со входа предыдущего модификатора и смешать результаты, используя общую группу вершинИспользовать масштаб существующих UV для увеличения отступаИспользовать масштаб при вычислении матрицыИспользовать ориентацию сцены вместо особой настройкиИспользовать окружение сцены для освещенияИспользовать текущую активную камеру сцены для определения базового положения и вращения для вида VRИспользовать экранные координаты в качестве текстурных координатИспользовать размер пикселя экрана вместо единиц мираИспользовать выделенные объекты как источники дымаИспользовать обнаружение секвенцииИспользовать дорожку секвенсора в качестве входной маскиИспользовать настройку модификатораИспользовать настройки кистиИспользовать настройки отсюдаИспользовать настройки свойств оператораИспользовать настройки сценыИспользовать настройки родительской коллекцииИспользовать ноды шейдера стиля линийИспользовать ноды шейдера для рендеринга источника светаИспользовать ноды шейдера для рендера этого материалаИспользовать шейдерные ноды для рендеринга окружающей средыИспользовать шейдеры для рендерера CyclesИспользовать шейдеры для рендерера EeveeИспользовать шейдеры для всех рендереров и вьюпортов, если не существует более конкретного выводаИспользовать форму близкорасположенных кривыхИспользовать простое знание особенностей, чтобы сохранить определение функцииИспользовать простую интерполяцию вершин сеткиИспользовать один цвет или градиент в режиме рисованияИспользовать точку рисования линий, исходящих из центраИспользовать центральную точку для рисования по кругуИспользовать для продления наклон кривой в начальном и конечном ключевых кадрахДля результирующего меша будут использоваться сглаженные нормали вершин вместо нормалей гранейИспользовать мягкий мраморИспользовать особый алгоритм расчёта для трекинга камеры со стабильным положением, например, на штативеИспользуйте специальный тип BVH, оптимизированный для кривых (использует больше оперативной памяти, но рендерит быстрее)Использовать указанный объект-камеру для создания штрихов Line ArtИспользовать квадратный стильИспользовать стандартную штукатуркуИспользовать стандартную текстуру с волнами в виде полосИспользовать стандартную текстуру дерева с полосамиИспользовать статические координаты (задаваемые различными способами)Использовать прямые линии между точками ключевых кадровИспользовать длины штрихов для текстурных координатДля компиляции шейдеров использовать подпроцессыИспользовать давление на планшетИспользовать давление на планшет для интенсивности цветаИспользовать давление на планшет для колебанияИспользовать пробелы или табуляцию для отступовИспользовать текстурное рисование в режиме скульптингаИспользовать значения масштабирования текстурВместо этого используйте ноду "Выровнять вращение по вектору"Вместо этого используйте ноду "Повернуть вращение"Использовать 2D-стабилизированную версию видеоИспользовать в качестве входных данных 2D вектор (X, Y). Компонент Z игнорируется.Использовать 3D-курсор как ориентир выравнивания объектовИспользовать ориентацию по 3D-курсору для создаваемого объектаИспользовать трёхмерный вектор (X, Y, Z) в качестве входных данныхИспользовать 4D-вектор (X, Y, Z, W) в качестве входных данныхИспользовать CPU для обработки узла шумоподавленияИспользовать GPU для обработки узла шумоподавления, если он доступен, - в противном случае вернуться к использованию CPUИспользовать вес MIS (Multiple Importance Sampling - Сэмплирование множественной значимости) для оценки вклада непосредственно видимых источников света во время наведенияИспользовать функцию Минковского для расчёта расстояния (значение экспоненты определяет форму границ)Использовать шумоподавитель OptiX AI с ускорением GPU, доступный только на графических процессорах NVIDIA при настройке на вкладке "система" в настройках пользователяИспользовать 3D-камеру сцены в качестве входаИспользовать временную шкалу секвенсора сцены в качестве входаИспользовать параметр целевого объёма в качестве начального объёма, вместо того, чтобы рассчитывать его по самой сеткеИспользовать активную коллекцию текущего слоя визуализации для создания экземпляров импортированных коллекций и объектовИспользовать положение активной камеры для отбрасывания лучейИспользовать активный объект как поверхность для выделенных объектов-кривых и установить его в качестве родительскогоИспользовать активный объект как ориентир выравнивания объектовИспользовать активную систему частиц из контекстаИспользовать информацию из альфа канала изображенияИспользовать альфа первого входа как коэффициент смешивания и вернуть более непрозрачную альфу из двух входовИспользовать порог альфа-канала для ограничения видимости (бинарная видимость)Использовать угол между двумя костямиИспользовать значение атрибута ближайшего элемента мешаИспользовать середину от смежных рёбер-вершинИспользовать середину от смежных рёбер-вершин с учётом их длинИспользовать компактную однострочную разметкуИспользовать текущий 3D-вид для рендера, иначе использовать настройки сценыИспользовать текущее положение кости для оболочек и выбирать сегменты сгибаемых костей вместо позы покояИспользовать текущие настройки привязкиИспользовать текущую ориентацию трансформацииИспользовать текущий вид, а не активный объект для создания новой ориентацииИспользовать текущий фон мира для освещения предпросмотра рендераИспользовать плоские превью по умолчаниюИспользовать многострочную разметку по умолчаниюИспользовать глубину под курсором для улучшения функциональности панорамирования, вращения и масштабированияИспользовать расстояние между объектами для винтообразного крученияИспользовать существующий атрибут направляющей, если он доступенИспользовать внешний и внутренний радиусы для размеров тораИспользовать резервное значение, если путь к данным не может быть определён, вместо того, чтобы предотвращать оценку драйвераИспользовать окончательные вычисленные индексы вместо исходных индексов мешаИспользовать глобальную ось для ограничения смещенияИспользовать глобальную ось для ограничения силы и установки направления гравитацииИспользовать глобальную систему координат для текстурных координатИспользовать метод импорта, установленный в настройках для этой библиотеки активов, не переопределять его для этого браузера ассетовИспользовать начальную длину в состоянии покоя вместо выражения 2 * размер частицыНаименьшее кручение вдоль всей кривойИспользовать левые ручкиИспользовать устаревший способ генерации шума. Проблема в том, что он может выдавать значения за пределами -1/1Использовать ввод длины, чтобы полностью заменить исходную длинуИспользовать локальную систему координат связанного объекта для текстурных координатИспользовать локальную ось для ограничения смещенияИспользовать локальную ось для ограничения силы и задания направления гравитацииИспользовать локальную систему координат для текстурных координатИспользовать положение и вращение другого объекта для определения изменения расстояния и вращения между элементами массиваИспользовать основной и малый радиусы для размеров тораИспользовать сцену предварительного просмотра материала для предварительного просмотра нодИспользовать максимальное значение по оси XИспользовать максимальное значение по оси YИспользовать максимальное значение по оси ZИспользовать минимальное значение по оси XИспользовать минимальное значение по оси YИспользовать минимальное значение по оси ZИспользовать особую оценку времени для модификатораСоздать связь между двумя нодами с помощью мышкиРазрезать (разорвать) связи с помощью мышкиВыключить связи с помощью мышкиВзять образец цвета с изображения с помощью мышкиСнять образец веса в 3D-виде при помощи мышкиИспользовать количество точек близкорасположенных кривыхИспользовать центр объекта при выделении, в режиме редактирования использовать для расширения выделения объектаИспользовать смещение выбранной кости относительно положения покоя для расчёта рукояткиИспользовать старое, частично неработающее поведение, которое не понимает, что вращения зацикленыИспользовать ориентацию выбранной кости для расчёта рукоятки без учёта положенияИспользовать исходный масштаб кости по YИспользовать исходный масштаб костейИспользовать исходные недеформированные координаты объектаИспользовать настройки инструмента режима_наложения, чтобы определить, как перемешивать перекрывающиеся дорожкиЕсли возможно, использовать родительский объект экземпляраИспользовать закреплённый контекстЗакрепить дерево нодЦентр трансформации работает для любого вращенияИспользовать этот центр при вращении в отрицательном направлении вокруг оси XИспользовать этот центр при вращении в отрицательном направлении вокруг оси YИспользовать этот центр при вращении в отрицательном направлении вокруг оси ZИспользовать этот центр при вращении в положительном направлении вокруг оси XИспользовать этот центр при вращении в положительном направлении вокруг оси YИспользовать этот центр при вращении в положительном направлении вокруг оси ZИспользуйте кнопку "плюс", чтобы добавить в список записиИспользовать положение выбранной кости для расчёта рукояткиИспользовать квад-ремешерИспользовать результаты этого ограничителяИспользовать правые ручкиИспользовать порядок вращений, определённый в файле BVHИспользовать то же устройство, которое используется компо́зитором для обработки узла шумоподавленияИспользовать одну и ту же случайную вариацию для каждой оси масштаба для равномерного масштабированияИспользовать одинаковый масштаб для всех осейИспользовать одинаковое значение масштаба для обеих осейИспользовать линейное значение W в качестве входаИспользовать ориентацию сценыИспользовать ориджин сцены в качестве положения выбранных объектов для выравниванияИспользовать настройки качества шумоподавления установленные для сценыИспользуйте поисковую строку в аддонах.Используйте поисковую строку в расширениях.Использовать местоположение объектов как ориентир выравнивания объектовИспользовать выделение (или центр последнего штриха в режимах рисования) в качестве центра вращения при орбитальном движенииИспользовать карты теней от источников света, которые отбрасывают тени, чтобы уточнить толщину, определённую в дереве нод материалаИспользовать кратчайшее расстояние до целевого объекта в качестве весаИспользовать наименьшее вращение вокруг одной оси, как и в слежении с амортизациейИспользовать начало штрихов для глубиныВ качестве окончательных нормалей будет использоваться сохранённый атрибут пользовательских нормалейИспользовать примитив прядей для рендерингаИспользовать расстояние до поверхности при установке курсораИспользовать нормаль поверхности (используя ориентацию трансформации в качестве запасного варианта)Использовать нормаль поверхности для ориентирования формы обрезкиИспользовать касательную для расчёта крученияИспользовать целевой объект для ограничения его положенияИспользовать вращение целевого объекта для определения полаИспользовать текстурные значения RGB для смещения вершин меша в направлениях XYZИспользовать значение интенсивности с текстуры для смещения в направлении (усреднённой) пользовательской нормали (сбрасывается на вершины)Использовать значение интенсивности с текстуры для смещения в направлении нормалей к вершинамИспользовать значение интенсивности с текстуры для смещения в направлении оси XИспользовать значение интенсивности с текстуры для смещения в направлении оси YИспользовать значение интенсивности с текстуры для смещения в направлении оси ZИспользовать фоновый цвет темыИспользовать значения времени из сценыИспользовать временную шкалу для запекания сценыИспользовать неискажённую версию видеоИспользовать значение из некоторого свойства RNAЧитать значение из произвольного RNA свойства в данном контекстаИспользовать ось вида для ограничения смещениеИспользовать ось вида, чтобы ограничить силу и задать направление гравитацииИспользовать вид для ориентирования формы обрезкиИспользовать воксельный ремешерИспользовать фоновый цвет мираИспользовать протяжённый источник света для управления выборкой фона; это сделает источник невидимымИспользуйте эту кость арматуры, чтобы определить точку фокусировки глубины резкостиИспользовать эту кисть в режиме рисования Grease PencilИспользовать эту кисть в цветовом режиме точек Grease PencilИспользовать эту кисть в режиме скульптинга UVИспользовать эту кисть в режиме скульптурирования кривыхИспользовать эту кисть в режиме скульптингаИспользовать эту кисть в режиме текстурированияИспользовать эту кисть в режиме окрашивания вершинИспользовать эту кисть в режиме рисования весовИспользовать этот путь для дискового кэша, если библиотека связана с другим файлом (отключите эту функцию для локальных запеканий на каждый файл сцены)Использовать заданный индекс на сгенерированном сегменте. "-1" означает, что используется действующий материал.Использовать эту установку для .blend-файлов и для отображения миниатюрИспользовать этот объект-источник освещения для создания светового контураОбъект, определяющий фокусную точку для глубины резкостиИспользовать систему координат объекта вместо глобальной системы координатИспользовать настройки складок этого объекта, чтобы переопределить глобальные настройки сценыИспользовать приоритет пересечения этого объекта, чтобы переопределить настройку коллекцииДля компиляции шейдеров использовать потокиПозволяет анимировать объект/кость для перемещения по траекторииИспользовать подсказки при наведении курсора на данный гизмоИспользовать симметрию, основанную на топологии (когда обе стороны соответствуют друг другу)Использовать гизмо трансформмаций по умолчаниюИспользовать заданную трансформацию целевого объекта для выбора позы ограничиваемого объекта из действияИспользовать прозрачные тени для этого материала, если он содержит прозрачный BSDF; отключение ускорит рендеринг, но тени станут неточнымиИспользовать веера треугольниковИспользовать настоящее выдавливание поверхности, необходимо хорошее подразделениеУменьшить количество граней, устранив подразделенияИспользовать объединённый уровень частиц (быстрее, но качество хуже)Использовать верхнее ограничение отклонения объёмаИспользовать переменное квантование битовИспользовать скорости для авторасчёта размера шаговИспользовать скорости от этого объекта для эффекта направляющих (объект должен иметь модификатор жидкости и быть доменом)Использовать вес группы вершин в качестве коэффициента вместо влиянияИспользовать веса группы вершин, чтобы вырезать грани по контуру весаИспользовать веса группы вершин для определения необходимости создания фасок вершин или рёберСшивать на вершинах или рёбрахИспользовать вершины, не принадлежащие заданному регионуИспользовать мрамор с очень чёткими границамиИспользовать слой визуализации для рендераИспользовать вязкоупругие пружины вместо пружин ГукаИспользовать видимые штрихи для заполнения границИспользовать модели фон Мизеса-Фишера в качестве направленного распределенияИспользуйте навигацию ходьбы для выделения элементов дереваИспользовать эффект волнИспользовать текстуру с волнами в виде колецИспользовать вес для изменения эффектаИспользовать всю коллекцию за разИспользовать весь штрих, а не только выделенные точкиПоказывать каркас в режимах рисованияСохраняемая сторона в режиме пересечения «разница»Использовать стандартную текстуру дерева с кольцамиИспользовать настройки рендера Workbench из сцены секвенсера вместо индивидуальных настроек каждой сценыИспользовать смещение мирового пространства в объекте экземпляраИспользуемая длинаИспользуется для определения пути профиляИспользуется для обработки изменений в коллекцииИспользуется для сортировки нескольких ссылок, поступающих на один и тот же вход. Самый высокий ID находится вверху.Используется для трассировки только одного кадра секвенции изображений, установите значение на ноль для трассировки всех кадровИспользуется при подключении действия к блоку данных для поиска правильного дескриптора слота. Это отображаемое имя, с двумя префиксами, определяемыми типом идентификатора слотаИспользуется, когда блок данных не является локальным по отношению к текущему .blend-файлу, а связан с какой-либо библиотекойПользовательПользовательские аддоныПользовательские библиотеки ассетовКоличество пользователейПользовательскийПользовательские репозитории расширенийИнтерфейсПользовательская конфигурация клавишБиблиотека пользователяРуководство пользователяИзменено пользователемПользовательская ортогональТраектория пользователяТраектория пользователя (другая)Траектории пользователяПользовательская перспективаРепозиторий пользователяПодсказки для пользователейНаложить штамп с пользовательским текстом на рендерЗаданный пользователем тег (метка)Настройки стиля и цвета пользовательского интерфейсаПользователь перематываетПользовательский путь действия. Например, "/пользователь/рука/левая"Произведённое пользователем выделение редактируемой геометрии для "выполнения" инструментаПользовательские закладкиКлючевые кадры, редактируемые пользователемПользователь:ПользователиПользователи: {}Использует кистиИспользует метод наименьших квадратов для конформного отображения (LSCM). Этот метод, как правило, обеспечивает менее точное UV-отображение, чем метод "На основе углов (angle based)", но лучше подходит для более простых объектовИспользует SLIM (Scalable Locally Injective Mapping - Масштабируемое локально-инъективное отображение). Минимизирует искажения в областях и углах.Использует более точный, но более медленный метод. Используйте, если вывод содержит нежелательный шум.Использует габаритные контейнерыИспользует выпуклую оболочкуИспользует точную геометриюИспользует значение расстояния скремблирования для вьюпорта. Быстрее, но может мерцатьИспользует проход векторной скорости рендера для размытия пикселей изображения в 2DИспользование активной камеры сценыИспользуется как CPU, так и GPU-подразделениеУтилитыУтилитаVОсь V (Y)V-смещениеОсь VИнтервал очистки VBOВремя ожидания VBOVFXГр. вершин АГр. вершин А и BГр. вершин А или BГр. вершин BVMMVRИндикатор позы контроллера виртуальной реальностиИнформация о VRVR-ОриентирИндикаторы ориентиров VRVR-НавигацияVR-ПерерисовкиОсмотр VR-сценыVR-СеансИндикатор позы VR-гарнитурыНастройки VR-навигацииДальнее расстояние обрезки вьюпорта VRБлижнее расстояние обрезки вьюпорта VRVRAM: Доступно %.1f GiBVRAM: %.1f/%.1f GiBЗнач.ДействительноПроверить мешПроверить мешиПроверяет "ссылки" из конфигурации компонентов рига на коллекции костей. Всегда запускайте эту команду как до, так и после объединения двух арматур-метаригов в один, чтобы избежать сбоевПроверяет ссылки из настроек компонентов рига на коллекции костейПорог достоверностиВпадиныЗначениеИнвертировать значениеКолебание яркостиИмя слоя значенийМакс. значениеМин. значениеРежим яркостиСмещение значенияПолзунок значенияЗначение, добавляемое к сэмплам текстурЗначение, на которое надо увеличить или уменьшить объект относительно центра мира (применяется только через ограничитель кэша трансформации)Значение, с помощью которого можно увеличивать или уменьшать объекты по отношению к центру координатЗначение, изменяющее смещениеЗначение, изменяющее профильЗначение, изменяющее количество сегментовЗначение для изменения смещенияЗначение для изменений вращенияЗначение для изменений масштабаЗначение для настраиваемых типов свойств, которые можно редактировать только как выражение PythonЗначение для ключевого кадраРасстояние между элементами в массивеЗначение для расстояния между элементамиЗначение для расчёта кривой оболочки, определяющее скорость спада кривой оболочки (чем меньше значение, тем круче оболочка может спадать)Значение для расчёта кривой оболочки, определяющее скорость восхождения кривой оболочки (чем меньше значение, тем круче оболочка может подниматься)Значение для вокселей вне кубаУровень яркостиЕсли типы будут не совпадать, значение может быть неявно преобразованоЗначение не найдено в связке: "{}"Значение "0" удаляет цвет из изображения, делая его чёрно-белым. Значение больше "1.0" увеличивает насыщенностьЗначение ключа формы на текущем кадреЗначение первого входа для цветаЗначение первого входа для нецелого числаЗначение первого входа для вектораЗначение элементаЗначение второго цветового входаЗначение второго входа с плавающим числомЗначение второго векторного входаИзменение значения. 0 делает цвет чёрным, 1 сохраняет его прежним, а более высокие значения делают его ярчеЗначение, на котором центрируется/основывается влияние оболочкиЗначение, которого должно достичь значение трансформации, чтобы поместить временную шкалу действия в первый кадр. Вращение в градусахЗначение, которого должно достичь значение трансформации, чтобы поместить временную шкалу действия в последний кадр. Вращение в градусахЗначение в нормальЗначение в строкуЗначение, добавляемое к цветамЗначение, добавляемое к весамЗначение, на которое умножать цветаЗначение, на которое необходимо домножить весаЗначение, используемое для Ref, Spec, Amb, Emit, Alpha, RayMir, TransLu и HardЗначение, при котором воксели считаются пустым пространством для оптимизации рендерингаЗначение, используемое в качестве вариации в измерениях 1D и 4DЯркость, Тон, НасыщенностьЗначение:Значение: НетЗначение: Неизвестно (не оценено)Значение: для движения должно быть 'НИЧЕГО'Значение: если установлен юникод, должно быть 'НАЖАТЬ'Значение: для клавиатуры/кнопок должно быть 'НАЖАТЬ/ОТПУСТИТЬ'Значение: поддерживаются только 'НАЖАТЬ/ОТПУСТИТЬ/НИЧЕГО'Значение: {}ЗначенияЗначения для смены положенияЗначение для смены вращенияЗначения для смены масштабаЗначения, сгенерированные этим модификатором, применяются поверх уже существующих значений вместо их перезаписиЗначения, превышающие пороговое значение, находятся внутри сгенерированного мешаСохранять значения конечных ключевых кадровЗначения, упорядочивающие углы, прикреплённые к ребруЗначения, используемые для упорядочивания углов, присоединённых к вершине. Использует индексы по умолчаниюЗначения, используемые для сортировки точек кривой. Использует индексы по умолчаниюЗначения, используемые для упорядочивания рёбер, соединённых с вершиной. Использует индексы по умолчаниюЗначения, используемые для сортировки углов грани. Использует индексы по умолчаниюЗначения:Значения: НетИсчезновениеПеременнаяПоддержка выражений с переменнымиСчитать откат к резервной переменной за ошибкуПеременная не существует в этом драйвереПеременная от определённого источника или цели, используемая в отношении драйвераПеременныеПеременные: {:d}РасхождениеВариантУровень измененияРазличная информация о статусе элемента после его импортаРазличные инструменты для улучшения и ускорения рабочего процесса на основе нодВарьировать значения шероховатости для каждой прядиВарьировать концентрацию меланина для каждой прядиВекторВекторное размытиеВекторные кривыеВекторное смещениеОтображение векторовВекторный шрифтВекторные шрифтыВекторная ручкаВыделенные векторные ручкиВекторная математикаНода вектораВекторный сокет нодыИнтерфейс векторного сокета нодыВращать векторПреобразовать векторВекторное значениеВектор, на который смещается каждая точка при деформацииВекторный тип данных, влияет на положениеВекторное поле, которое должно быть представлено отображаемыми векторамиДатаблоки векторных шрифтовВекторный шрифт для текстовых объектовВектор для смещенияВекторная ручкаВектор в массиве нормалей мешаВекторное значениеЗначение вектора атрибута геометрииВектор, который будет сопоставлен с кривойВектор, точка или нормаль, которые будут использоваться для преобразования между пространствамиВектор2DВекторы для сравнения различий между соединёнными углами граней ребра. (Поддерживает 3D-векторы)ВектороскопРежим "Вектороскоп"Непрозрачность вектороскопаСкоростьСкорость / ВолосыАтрибут скоростиГрадиентная карта от скоростиКоэфф. скоростиСетка скоростейЛинейная скоростьШкала скоростиИсточник скоростиСетка скоростей XСетка скоростей YСетка скоростей ZСкорость, при которой воздействие будет максимальным (в единицах Blender'а на кадр)Поле скоростей домена флюидаСила скорости, управляющая параболой дуги телепортации, в м/сВерлеВерсияВерсия %r не поддерживается, используйте версию %r или более позднююОшибка создания резервной копии версии (файл сохранён с @)Версия Blender'а, с помощью которой была сохранена .blend-библиотекаВерсия Blender'а, в которой был сохранён файл userpref.blendВерсия:Версия: {:s}Версионирование: нода "Отобразить значение (map value)" была упраздненаВерсионирование: кнопка "Использовать ноды (use nodes)" была упраздненаВершинаВершина (треугольник)Атрибуты вершинЦвет вершиныМножитель цветов вершинИмя цвета вершиныКвантование цвета вершинЦвета вершин влияют только на заливкуЦвета вершин влияют и на штрихи, и на заливкуЦвета вершин влияют только на штрихиЦвета вершинКоличество углов вершиныКоличество вершинПоле количества вершинСкладка вершинСкладка вершин:Данные вершинТипы данных вершинДанные вершины:Поле числа граней вершиныТочка Grease PencilГруппа вершинГруппа вершин "%s" не существуетГруппа вершин "%s" заблокированаГруппа вершин - АГруппа вершин БГруппа вершин скопленияОбратить группу вершин скопленияГруппа вершин плотностиОбратить группу вершин плотностиЭлемент группы вершинМножитель группы вершинГруппа вершин поляОбратить группу вершин поляИнвертировать группу вершинГруппа вершин изгибаОбратить группу вершин изгибаГруппа вершин длиныОбратить группу вершин длиныБлокировки групп вершинГруппа вершин вращенияОбратить группу вершин вращенияГруппа вершин шероховатости 1Обратить группу вершин шероховатости 1Группа вершин шероховатости 2Обратить группу вершин шероховатости 2Группа вершин конечной шероховатостиОбратить группу вершин конечной шероховатостиГруппа вершин размераОбратить группу вершин размераНастройка группы вершинГруппа вершин касательнойОбратить группу вершин касательнойГруппа вершин скручиванияОбратить группу вершин крученияНеиспользуемое в группах вершинГруппа вершин скоростиОбратить группу вершин скоростиВес группы вершинВеса группы вершинЗакрепляемая группа вершинГруппа вершин для сжатия тканиГруппа вершин, где применяется давление. Нулевой вес означает отсутствие давления, "1" — полное давление. Грани с вершиной нулевого веса исключаются при расчёте объёма.Группа вершин заблокированаГруппы вершинГруппы вершинГруппы вершин, назначенные на деформационные костиГруппы вершин, назначенные на недеформационные костиИндекс вершиныИндекс вершины 1Индекс вершины 2Индексы вершинИнтерполяция вершинСопоставление вершинМасса вершиныМетод вершин мешаСоседи по вершинеНормаль вершиныНормали вершинНепрозрачность вершинРисование по вершинамВозможности рисования по вершинамНаложения рисования виршинКоэффициент смеси цветов вершинАтрибуты положения вершиныВыделенная вершинаВыделение вершинНабор вершинРазмер вершиныСдвиг вершины: Вес вершиныВес вершины в зависимости от углаРедактирование весов вершинСмеше́ние веса вершинБлизость весов вершинПередача весов вершинВеса вершинЦвета вершин в файле находятся в линейном цветовом пространствеЦвета вершин в файле находятся в цветовом пространстве sRGBНе удалось прочитать координаты вершиныНесоответствие количества вершинГруппа вершин "%s" недопустима или может быть пустойГруппа вершин для тонкого контроля над жёсткостью сгибаГруппа вершин для точной настройки жёсткости на сдвигГруппа вершин для тонкого управления над структурной жёсткостьюГруппа вершин для тонкой настройки жёсткости внутренних пружинГруппа вершин заблокированаИмя группы вершинИмя группы вершин (только для схлопывания)Имя группы вершин для весов важности (модуляции деформации)Имя группы вершин для изменения выбранных областейИмя группы вершин, регулирующей деформациюИмя группы вершин, регулирующих волнуИмя группы вершин для выделенных штриховИмя группы вершин для выделения затронутых областейИмя группы вершин для выделения/задания весов затронутых областейИнтенсивность группы вершинГруппа вершин, с помощью которой будет взвешиваться сгенерированная геометрия ободаГруппа вершин, с помощью которой будет взвешиваться сгенерированная геометрия остоваГруппа вершин решётки, осуществляющая воздействиеГруппа вершин для управления скоплениемГруппа вершин для управления плотностьюГруппа вершин для управления полемГруппа вершин для управления изгибомГруппа вершин для управления длинойГруппа вершин для управления вращениемГруппа вершин для управления шероховатостью 1Группа вершин для управления шероховатостью 2Группа вершин для управления конечной шероховатостьюГруппа вершин для управления размеромГруппа вершин для управления касательнойГруппа вершин для управления скручиваниемГруппа вершин для управления скоростьюГруппа вершин, устанавливаемая активнойГруппы вершин объектаВершина в датаблоке мешаИндекс вершиныИндексы вершинИспользовать вершину как основную при расчёте вращения и генерации арматуры; эта настройка не очищает другие такие же точки в этом же меш-островеЦвета петли вершин в мешеВершина не в группеВершина углаПоложения вершинВыделение вершин — нажмите с Shift для нескольких режимов, с Ctrl для сужения текущего выделенияНеобходимо включить режим выделения вершин в режиме рисования весаМаскировать выделенные вершины при рисованииРежим выделения вершинВершина, являющаяся углом сеткиГруппа весов вершин, по которой происходит комбинирование с исходной формойВес вершины, используемый модификатором фаскиВес вершины после применения кистиВершина:ГруппаВершин "%s" не найдена в объекте "%s"VertexGroup.add(): вызов невозможен для объектов в режиме редактированияVertexGroup.remove(): вызов невозможен для объектов в режиме редактированияРедактированиеВесовВершинСмеше́ниеВесаВершинБлизостьВесовВершинВертикальноВертикальное выравниваниеВертикальное поле видимостиВертикальный списокРазделить вертикальноВертикальное соотношение сторон (используется только для проекторов камер)Вертикальная составляющая формата пикселя для широкоэкранного вывода или неквадратных пикселейВертикальное разрешение запекаемой картыВертикальное разрешение запекаемой карты (только для внешних файлов)Расположение окна по вертикалиВертикальный отступ от ориджина объектаПоложение дорожки по вертикалиВертикальное положение текстового поля относительно положенияВертикальное положение подчёркиванияВертикальный масштаб (используется только для проекторов-камер)Вертикальный размер области сенсора для изображения в миллиметрахВершиныДанные вершин:Вершины по XВершины по YВершины по ZВершины изменены с %d на %dВершины изменены с %u на %uВершины, соединяющие несколько участков гранейВершин должно быть не менее 1Вершин должно быть не менее 3Вершины мешаВершин:%s | Граней:%sВершин:%s | Граней:%s | Треуг.:%sВершин:%s | Треуг.:%sВершин:%s/%sВершин:%s/%s | Рёбер:%s/%s | Граней:%s/%s | Треуг.:%sОчень высокий контрастОчень низкий контрастОчень низкое качествоВибрацияВидеоВидеокодекВидеопамятьСеквенсор видеоБитрейт видео (Кбит/с)Редактирование видеоВидеоВьетнамский - Tiếng ViệtВидОкна и элементы управленияВид "выровненный"Просмотр текста атрибутовОсь видаПогрешность видаПоказать по центруКонтекст видаРасстояние видаВид сВысота видаИндекс просмотраСлой визуализацииСлой визуализации "%s" не найден в сцене "%s"Настройки слоя визуализацииНастройки слоя визуализации для EEVEEСлои визуализацииПоложение видаБлокировка видаТрансформация камеры "блокировка вида" в 3D-вьюпорте вместо этого влияет на родительский объектКэшировать карту видаМатрица видаИмена видовНавигация видаНормали к видуСпад нормалей к видуЛимит по нормалям к видуНаложение видаПроцент для видаПерспективная проекцияВидовая плоскостьОбласти обзораВращение видаМасштаб видаНастройки отображенияТип видаВектор видаОсь X видаОсь Z видаZ-Глубина видаОткрыть связанную страницу онлайн-руководства в веб-браузереПоказать все кривые в редактореПоказать все объекты в сценеПоказать все выбранные UVПоказать все выделенные элементыПоказать все дорожки в секвенсореПозволяет просматривать и редактировать UV-развёрткиПросмотр и редактирование изображений и UV-картПозволяет просматривать и редактировать маскиОтображать как рендерРасстояние от пола до точки просмотра при ходьбеВид сзадиВид снизуВид спередиВид слеваВид справаВид сверхуВид в многослойном изображенииСлой визуализацииСлой визуализации "%s" не может быть удален из сцены "%s"Слой визуализации в его просчитанном состоянииИмя слоя визуализацииНастройки слоя визуализации для EEVEEРежим отображения вывода видеоредактораВид не найден, невозможно сортировать по оси видаВид на экваторВид на полюсыПросмотр операций переключения вида (полезно для клавиатур без цифровой панели)Точка вращения видаПоказать выделенное для всех областейВидовое смещение при виде из камерыПросмотреть изображение полностьюПредпросмотр реактора студийного освещения в вьюпортеПросмотр вьюпорта с помощью очков виртуальной реальности (головных дисплеев)Преобразование отображения установлено на %s (конвертировано из %s)Вид, используемый при преобразовании изображения в пространство отображенияПоказать всё изображение с маркерами2D-ВидАктивировать гизмоАктивный инструментСзадиФонОбаСнизуКамераТип неровностиОсобыйПеретаскиваниеПолСпередиСлеваСмешатьНажатиеСправаЭкранВыделениеТемаСверхуВидМирСлой визуализацииСлойВизуализации "%s" не содержит объект "%s"ПредпросмотрНепрозрачность атрибутаВидоискатель - "назад"Данные предпросмотраВидоискатель - "вперёд"Индекс предпросмотраЭлемент предпросмотраЭлементы предпросмотраВидоискатель - "влево"Нода предпросмотраПуть предпросмотраЭлемент пути предпросмотраПоложение позы видоискателяВращение позы видоискателяРегион просмотраВидоискатель - "вправо"Изображение предпросмотра не найдено.Эталонный масштаб видоискателя, связанный с этим ориентиромТочка обзораВьюпортКоличество для вьюпортаСглаживание во вьюпортеBVH вьюпортаТип BVH области просмотраОтскоки вьюпортаОтладка вьюпортаШумоподавитель вьюпортаШумоподавление вьюпортаВходные проходы шумоподавления вьюпортаПредв. фильтр шумоподавления вьюпортаКачество шумоподавления вьюпортаЧастота фракций вьюпортаОтображение во вьюпортеОбратная связь вьюпортаГизмо вьюпортаНаложения вьюпортаРазрешение вьюпортаСэмплов во вьюпортеПресеты сэмплирования вьюпортаШейдинг вьюпортаРазмер во вьюпортеОграничения текстур во вьюпортеПреобразовать вьюпортВидимость во вьюпортеРазмер отображения сэмплированных данных во вьюпортеСпособ отображения пустышки во вьюпортеРежим отображения треков во вьюпортеУгол обзора вьюпортаГизмо навигации во вьюпортеВьюпорт не в режиме рендерингаВьюпорт не в локальном видеНаложения вьюпорта отключеныРазрешение сгенерированной поверхности для вьюпортаВьюпортыВидыФорматы видовФормат видов:ВиньеткаИнтенсивность виньетированияВиртуальный сокет нодыВиртуальные родителиВиртуальный сокет нодыВиртуально заполнить отверстия в меше перед его развёрткой, чтобы избежать наложений и сохранить симметриюВязкоупругие пружиныВязкостьОснование вязкостиЭкспонента вязкостиВязкость жидкости (более высокие значения приводят к более вязкой жидкости, значение 0 всё равно будет иметь определённую вязкость)Настройка вязкости: значение, умножаемое на 10 в степени (экспонента*−1)ВидимостьПереключение видимостиЗона видимостиПогрешность видимостиПогрешность протечки видимостиРазмытие видимостиКоллекция видимостиЗначок видимостиСостояние видимостиВидимоеВидимые линииВидимые объектыТолько видимые примитивыВидимые вкладкиВидимый по умолчаниюВидимые измерения расстояний и угловВидимые слоиВизуальныеВизуальные инструментыНастройки визуальных эффектовВизуальная геометрия в мешВизуальная вставка кадровВизуальное положениеВизуальное положение и вращениеВизуальное положение и масштабВизуальное положение, вращение и масштабВизуальное вращениеВизуальное вращение и масштабВизуальный масштабVisual Studio CodeВизуальная трансформацияВизуальная ширина индикатора на пункте назначенияВизуальная толщина линии луча телепортацииОтображать закэшированные финальные кадрыОтображать закэшированные изображения на шкале времениОтображать закэшированные исходные изображенияВизуализировать данные из нодового графа в редакторе изображений или в качестве фонаВизуализировать векторные поляОбъёмБулевыйФрагментТип данныхРастворитьДвойной точностиДвойной векторПустышкаРасширитьС плавающей запятойЦелочисленныйЦелое 64-битЦелочисленный векторМаскаСоздатьПинг-понгТочки (не поддерживается)ПовторятьРежим секвенцииНеизвестныйВекторОбъём "%s" содержит точки, поддерживаются только сетки вокселейНе удалось загрузить объём "%s": %sПоглощение объёмаПрозрачность объёмаОтскоки в объёмеКоэффициенты объёмаКуб-объёмОсобый диапазон для объёмаОбъёмное прямоеДеформация объёмаМодификатор "Деформация объёма"Отображение объёмаОбъёмное испусканиеКоэффициент объёмаФайлы объёмовСетка объёмаСетки объёмаНаведение для объёмовВероятность наведения для объёмаОбъёмное отражённоеИнформация об объёмеСглаживание объёмаПересечение объёмаМетод пересечения объёмовСвет объёмаВерхний предел объёмаОбъём: Максимальная глубина лучейОбъём - Мин.Сохранение объёмаЗонд-объёмРазмер шага объёмной трассировки лучейРазмер шага объёмной трассировки лучей по освещённостиРендеринг объёмаРазрешение объёмовСэмплирование объёмаРассеивание объёмаВидимость рассеивания объёмаТени объёмовПропускание объёмаИзменение объёмаМаксимум отклонения объёмаМинимум отклонения объёмаГладкость отклонения объёмаБлок данных объёма для трёхмерных сеток объёмаДатаблоки объёмовПлотность объема на воксельНастройки отображения объёма для 3D-вьюпортаФайл тома, используемый этим блоком данных томаФайл объёма, используемый для загрузки объёма в текущем кадре. Он будет пустым, если объём не был загружен или кадр существует только в памяти.Геометрия объёма, к которой будет добавлена сеткаИмя сетки у объёмаСохранять объём, только когда объект масштабируется по свободной оси. Масштабирование по остальным осям пропускается.Сохранить объём при равномерном масштабировании объекта. Пропускать отклонения от равномерного масштаба по несвободным осям.Сохранить объём точно, переопределив масштабирование по несвободным осямМножитель объёмного светаНастройки отображения объектов-объёмов для 3D-вьюпортаНастройки рендеринга объекта-объёмаОбъём кости в состоянии покояГромкость за пределами внешнего конусаНастройки рендеринга объёма для 3D-вьюпортаМасштаб объёма ниже разрешенного OpenVDBОбъём в мешМодификатор преобразования объёма в мешОбъём, который следует преобразовать в мешОбъём, из которого извлекается именованная сеткаОбъём с туманными сетками, по которым будут распределяться точкиОбъём(ы)Объём: {} сетокОбъёмыОбъёмы поддерживают только один материал; ввод выделения не может быть полемВолюметрические данныеСэмплы теней объёмного освещенияОбъёмные тениОбъёмная аппроксимация физически обоснованного объёмного рассеяния с использованием указанного радиуса рассеянияОбъёмная аппроксимация физически обоснованного объёмного рассеяния с радиусом рассеяния, автоматически настраиваемым в соответствии с цветовыми текстурами. Предназначен для шейдинга кожи.VorbisВоронойВороной - трескВороной F1Вороной F2Вороной F2-F1Вороной F3Вороной F4Текстура ВороногоКоэффициент 1 функции ВороногоКоэффициент 2 функции ВороногоКоэффициент 3 функции ВороногоКоэффициент 4 функции ВороногоВихрьВес вихревого эффектораЗавихренностьВоксельКоличество вокселейКоордината вокселяПротяжённость вокселейРазмер ячеек воксельной сеткиИндекс вокселяРазмер вокселяРемешер вокселей не может работать с размером вокселя "0.0"Ремешер вокселей не смог создать мешРазмер вокселя %f слишком мал для решенияВокселизация сеткиВокселиВоксели с бо́льшим значением находятся внутри сгенерированного мешаVulkanWОсь W (Z)Ось WW-вращениеОсь W, используемая при вращениях кватерниона, в также оси и углаW1W2W3W4W:Предупреждение: драйверное выражение может работать неправильноВНИМАНИЕ: Этот метариг содержит устаревшие типы ригов Rigify и не может быть обновлён автоматически.Предупреждение: не поддерживается для экземпляров групп/дуплиобъектовВНИМАНИЕ: Ваши настройки будут утеряны при отключении аддона, поэтому используйте внешнее сохранение, если хотите их сохранить!WEBPОжидать нажатияОжидать вводаОжидать первого нажатия, а не рисовать сразуОжидать нажатие мышки перед запуском оператора из менюДождаться снятия выделения с остальногоХодьбаНаправление перемещенияНавигация "ходьба"Скорость ходьбыНастройки навигации "ходьбы"Перемещаться с гравитацией или свободноСтенаБлужданиеПредупреждать о msgid со строчныхПредупреждать о сообщениях, которые начинаются не с прописных букв (за редкими разрешёнными исключениями!)ПредупреждениеЗначок предупреждения на переднем планеПередача предупрежденийТип предупрежденияПредупреждение создано во время вычислений модификатора геометрических нодВнимание! Перед разблокировкой убедитесь, что не запущен другой экземпляр Blender'а.Внимание, файл уже существует. Перезаписать существующий файл?Цвет индикатора предупруждения/ошибки для дорожек, ссылающихся на настраиваемую дорожкуПредупреждение:Предупреждение: Не удалось выделить пул томов световых зондов размером {} МБ, вместо этого используется {} МБ.Предупреждение: несколько объектов используют одни и те же данные. Создать одного пользователя, а затем применить трансформации?Внимание: некоторые функции могут быть изменены после генерацииПредупреждение: некоторые изображения изменены, и эти изменения будут потеряны.Предупреждение: имеется несохранённое внешнее изображение(-я).Предупреждение: данные рендеринга объёмов не могут быть выделены. Теперь используется разрешение 1:{} вместо 1:{}.Предупреждение: для этого свойства префикс относительного пути "//" к blend-файлу не поддерживается.ПредупрежденияОбтеканиеУгол деформацииМодификатор обтеканияМодификатор обтеканияОчень гибкое изменение части меша к новому положению в зоне воздействия благодаря двум указанным объектамДеформировать вершины вокруг курсораВодаВаттыВолнаВыравнивание волныОграничение волнСэмплинг частиц на гребне волныПотенциал гребня волны МаксимумСэмплирование гребней волнЭффект деформации волнойЭффект деформации волнойНаправление волныЭффект волнМодификатор волныВолновой профильРазмер волныТекстура волныТип волныКоэффициент торможения волнМодификатор эффекта волныСкорость распространения волныКоэффициент масштабирования времени для волнИскажениеВолныВолновая формаФормат звуковых файлов с волновым аудио-сигналомОтображение волновой формыРежим волновой формыНепрозрачность волновой формыСтиль волновой формыВолновые формыWavefront (.obj)Длина волныДлина волны синусоидального смещенияВолныСпособ отображения фонаСпособ отображения шейдинга неровностиСпособ интерпретации движений мышкиСлабаяСлабая ссылка на блок данных в другом .blend-файле библиотеки (используется для повторного использования уже добавленных данных вместо добавления новых копий)Слабая ссылка на ассетWebMWebM (VP9+Opus)WebM / VP9WebP (.webp)WebP-резервный вариантФормат WebPВеб-сайтВесКоэфф. 1Коэфф. 2Коэфф. 3Коэфф. 4Влияние углаЦветовой диапазон весовКоэфф. весаВес Grease PencilГруппа с весамиИндекс весаИнтерполяция весовМодификатор влияния углаМодификатор влияния близостиВес выводаРисование весаАвтонормализация рисования весаВозможности рисования весовРисование веса - Относительно заблокированныхРисование веса - МультирисованиеНепрозрачность рисования весовНаложения рисования весаВес положенияБлизость весовВеса, применяемые на граниПри создании новых штрихов добавлять данные весов согласно текущей выбранной группе вершин; если ни одна группа не выбрана, вес не добавляется.Вес для симуляции тканиВес участков волосВес объекта экземпляра-частицы в коллекцииВес точки растушёвкиВес ограничителя вращения для инверсной кинематикиВес для ограничителя масштабирования для инверсной кинематикиВес символов. 100-900, 400 - норма.Вес ближайшей направляющей кривой для каждой сгенерированной кривойВес точкиВектор проекции веса гранями большей площадиВес, назначаемый для группы вершинВес, используемый модификатором подразделения поверхностиВес, используемый для цели мягкого телаВес, используемый для сглаживанияЗначение веса для вершины в группе вершинВес:Вес: {:.3f}Модификатор редактирования весов вершин группыМодификатор смеше́ния весов групп вершинМодификатор весов по близости группы вершинВзвешенноВзвешенная медианаВзвешенная нормальВзвешенный медианный центр граниВзвешенный результат дорожки добавляется в накопленные результатыВзвешенный результат дорожки перемножается с накопленными результатамиВзвешенный результат дорожки удаляется из накопленных результатовРежим установки нормалей для вершинВзвешеннаяНормальМодификатор взвешенных нормалейРежим установки весаВесовой коэффициент для определения предпочтительного ключевого кадраВесаВеса для всех объектов в экземпляре коллекцииВеса для групп вершин, к которым принадлежит эта точкаВеса для групп вершин, к которым принадлежит данная вершинаВеса из обёрток с радиусами, определяемыми пользователемОставлять весы выше этого порогаСваркаМодификатор "Сварка"Сварка UV-развёрток на основе общих вершинВрезать несвязанные рёбра в грани (разделяя эти грани на новые, соединённые с несвязанными рёбрами)Модификатор "Сварка"Соединить выделенные UV-вершины между собойЗападВлажное смеше́ниеРадиус влажной покраскиСостояние влажностиСлой карты влажностиКарты влажностиВлажностьКолВнизКолВнутрьКолёсикоВлевоКолНаружуКолёсикоВправоКолВверхКакой используется слой CryptomatteОсь, используемая для изменения угла вращения частицы во времениРасстояние, задаваемое ширинойКакие типы данных более высокого порядка, как ожидается, будут проходить через этот сокетВыполняемая операция переопределенияКакой тип предварительного просмотра создавать для фала blendСпособ очистки родительстваКолёсикоИнв. масшт. колёсиком мышкиПри добавленииЕсли чётный режим включён, соседние петли рёбер меняютсяПри связыванииЕсли выбран тип массив/вектор (перенос, вращение, цвет и пр.), будет использован весь массивКогда и как создаются проксиЕсли у кости нет родителя, она получает эффекты циклического смещения (устарело)Если у кости есть родитель, осуществлять привязку начала кости к концу родительской костиИспользовать данные о начале или конце кости при расчёте её траекторииВ сочетании со значением каждого вокселя определяет количество точек, которые необходимо сэмплировать на единицу объёмаПри объединении контро́ллеров разных цепей, - будет добавляться разница вращения/масштаба (вызванная родителем) в движение ручки. В противном случае будет использоваться только локальное движение управляющей костиКопировать и использовать штрихи из предыдущего/активного кадра при создании нового кадраПри деформации кости перемножать эффекты группы вершин с влиянием оболочкиЕсли эта опция отключена, - вновь создаваемые грани будут ограничены 3- и 4-угольной формамиНазначать новые копии действий, используемых дорожками, при копировании дорожекПри включении, - применяет позу, перевёрнутую по оси XПри активации, - создаёт соединение между геометрическими сокетами в этой зонеПо умолчанию использовать продвинутый режим для вычисления математических выражений при вводе чисел во время трансформацииПри экспорте анимации отключить вьюпорт для других объектов для повышения производительностиРазрешить конфликт, если внешний текст не синхронизирован с редакторомПри смене рук, - ограничить движение первоначальным направлением видоискателяПри смене рук, - не допускать изменения высоты видоискателяКогда активно, не передавать нажатия дальше по настройкам раскладок клавиатурыНаходясь внутри 3D-вьюпорта, используйте слои и камеру вьюпортаПри ручной вставке ключей, - будет пропускаться вставка ключей, которые не влияют на анимациюЕсли закреплено, будет использоваться нормаль к поверхности при начале штрихаЕсли закреплено, во время рисования сохраняется плоскость, ориентированная по поверхности в том месте, где началось рисование штрихаПри объединении контро́ллеров, - всегда побеждают цепи с более высоким приоритетомПри объединении нод с помощью горячих клавиш Ctrl+Numpad0 (и подобных) укажите положение новых нодПри объединении нод с помощью горячих клавиш Ctrl+Numpad0 (и подобных) укажите, сворачивать ли их или показывать полную ноду с развёрнутыми параметрамиПри включении, - несколько действий становятся частью одной и той же анимации glTF, если они помещены на треки НЛА с тем же именем. При выключении, - все назначенные в данный момент действия становятся одной анимацией glTFПри вставке, - предполагается, что вставка матрицы происходит относительно другого объекта (задаётся в пользовательском интерфейсе)При вставке, - зеркалировать трансформацию относительно определённого объекта или костиПри проецировании в отрицательном направлении инвертировать направление режима отбрасывания на задние граниПри проецировании в обратном направлении инвертировать режим отсечения гранейСохранять JPG-изображения предпросмотра при рендеринга анимаций в той же папкеПри сохранении мозаичного изображения путь "%s" должен содержать допустимый маркер UDIMПри вызове контекстного меню для ассета активируйте ресурс и вызовите `bl_activate_operator`, если он присутствует, вместо того, чтобы просто выделять ассетЕсли на объекте нет материала, экспортировать цвет активной вершиныЕсли отключено, альфа-значения не меняются при рисованииКогда следует просматривать вывод компо́зитора внутри вьюпортаСбрасывать изменения данных анимации во всех видах при изменении ключевых кадровСбрасывать изменения данных анимации в других видах при изменении дорожекИстинно, если используется формат видеоПри использовании адаптивного сэмплинга производится подсвечиваемое выделение пикселей, которые подвергаются сэмплингуПодстраивать размер трафарета под соотношение сторон изображения при использовании текстурыОтображать диапазон текущей дорожки сцены при использовании синхронизации времени сцены в редакторе секвенцийОткуда загружаются проходы CryptomatteОткуда взята аннотацияИсточник видеофрагментаИсточник изображенияТо, где начинается конецМесто кэширования необработанных результатов рендераИсточник, порождающий частицыПоложение, в которое нужно переместить курсорМесто, в которое необходимо переместить курсор для начала выделенияМесто вывода запекаемой картыОпределить, где производить рандомизациюМесто сохранения изображений с результатами запеканияМесто хранения запечённых данныхОткуда брать метаданныеОпределяет, используется ли режим ластика планшетаУказать, будет ли происходить бимануальное взаимодействиеСвязан ли меш с якорямиСвязана ли управляющая клетка с мешемПривязана ли геометрия к целевому мешуИмеет ли каждая видимая вкладка результат поискаОпределим, будут ли конечные значения положения базового меша немного изменены с учётом добавления нового модификатора подразделенияБудет ли файл IES загружаться с диска или из текстового блока данныхВозможность удалить или переименовать атрибутОтделён ли кэш в серии файловИспользует ли камера ортогональную проекциюОпределить будут ли копии разворачиваться в виде полной окружности или только дугиВыровнен ли текущий вид по оси (не проверяет, является ли вид ортогональным, используйте для этого "is_perspective" (является_перспективным)). Установка этого параметра повернёт вид к ближайшей осиИмеет ли изображение альфа-каналЯвляется ли входная контрольная точка плюс смещение допустимым индексом исходной кривойЯвляется ли левая ручка выделеннойСмогла ли нода найти хотя бы одну грань для сэмплинга в UV-координатеПоддерживает ли тип нодового редактора отображение предпросмотров для нодОкеан использует данные из кэша или выполняет моделированиеРазвернута ли панель или свернутаЗависит ли положение маркера от ключевых кадров или от трекингаЯвляется ли правая ручка выделеннойБыл ли сэмплинг успешным. Он может не сработать, если выбранная группа пустаЯвляется ли шрифт выделенного текста жирнымЯвляется ли шрифт выделенного текста курсивомНаписан ли выделенный текст капителью (маленькими прописными)Написан ли выделенный текст с подчёркиваниемВыделение будет перемещено как цельный объект или как отдельные дорожкиДействительна ли сохранённая UV-координата прикрепленияЯвляется ли дорожка выделеннойСодержат ли данные отслеживания действительную информацию о реконструкцииИспользует ли вьюпорт ортогональную проекциюЕсть ли действие, на которое ссылается НЛА, редактируемая в данный момент (только для чтения)Выделен ли какой-либо текстИспользовать автоустановленные значения настроекЯвляется ли этот ID-блок доступным при выполнении (вычисленным) или реальным датаблоком .blend-файлаЯвляется ли данная установка Blender'а изолированной версией Microsoft Store (песочница)Определяет, если эта коллекция костей эффективно видна во вьюпорте. Это значение является "истинным", если эта коллекция костей и все её предки видны, или если она помечена как "соло".Является ли эта коллекция видимой для слоя визуализации, принимая во внимание родительскую коллекциюЗарегистрирован ли этот набор функций или нетЯвляется ли этот слот активным, можно задать, назначив его как действие.слоты.активныйСуществует ли это переопределение библиотеки только для иерархии переопределений или оно фактически может быть отредактировано пользователемУказывает, определено ли данное переопределение библиотеки как часть иерархии библиотеки или как единое, изолированное, автономное переопределениеСохранён ли путь в закладки или сгенерирован операционной системойПрименять ли случайное масштабирование равномерно или по каждой из осейНужно ли проверять тип левой и правой ручекУдалять ли выделение после копированияВключить/выключить режим подстройки НЛАПроявление или исчезновениеСкрыть или отобразить вершиныПозволяет сохранять вокальные форманты при изменении высоты тона.Выделить или снять выделение связанных вершин под курсоромВыделять ли во время движенияНужно ли устанавливать твёрдость граней, и на какие грани установить твёрдость гранейНужно ли устанавливать твёрдость граней, и на какие граниСледует ли учитывать веса важности каждой вершиныОбновлять ли левые и правые ручкиИспользовать особый кадр при поиске данных в файле кэша, а не текущий кадр сценыИспользовать максимум в качестве значения отсеченияИспользовать минимум в качестве значения отсеченияОсуществлять ли обзор содержимого файлов Blender'аНа какие действия следует повлиятьРешатель, используемый в логических операцияхПоказываемые ID-типы при просмотре библиотекиРешатель, используемый в пересеченияхКакой "набор выделения" выбрать; "-1" использует активный набор выделенияКакой алгоритм использовать для генерации отступаПоказываемые типы ассетов при просмотре библиотекиПо какой оси джойстик 3D-мышки будет масштабировать видВыбрать ось, которую следует совместить с нормалью геометрии поверхностиОсь направления смещенияИз какой кости следует брать текстурные координатыНа какие кости следует воздействоватьКакую из логических операций применятьКакие каналы следует запекатьВ какие каналы следует вставлять ключи, когда ни один набор ключей не активенВыбираемый дочерний экземпляр для каждого элемента на основе индексаКакие настройки управления цветом использовать при сохранении файлаПереносимые данныеДля каких данных следует запекать трансформацииПревью какого блока данных очищатьНаправление, используемое для расчёта силы эффектораИспользуемый вариант расстояния до целевого объектаИз какого домена удалитьКакой домен дублироватьС какого домена считывать данныеДомен для разделенияВ каком домене хранить данныеСлои данных рёбер, которые необходимо перенестиИз какого элемента геометрии извлечь значениеПодверженные элементы (вершины, рёбра и/или грани)Удаляемые элементыКакой конец сегмента использовать в качестве эталона для масштабированияКакой конец сегмента использовать в качестве ориентира для сдвигаК какому концу применять сглаживающую интерполяцию между предшествующим и последующим кадром Grease PencilКонцы сегмента между текущим и следующим ключевыми кадрами, к которым применяется ослаблениеСлои данных углов граней, которые необходимо перенестиКакие слои данных грани следует переноситьВыбрать грани, на которых будет производиться распределениеКакой кадр использовать для видео. Обратите внимание, что разные кадры в видео могут иметь разное разрешениеКакие кадры следует включить в экспортНа какой геометрический элемент переместить атрибутИспользуемый алгоритм реализации пружиныТипы экспортируемых объектовКакие слои переносить для типов с несколькими слоямиКакие типы элементов меша будут выделятьсяМетод, используемый для навигации во вьюпортеРежим, используемый для упрощенияОбъект, с которого берутся текстурные координатыКакие объекты следует включить в экспортКакие из отсортированных углов следует выводить. Поддерживается отрицательная индексацияКакие из отсортированных рёбер следует выводить. Поддерживается отрицательная индексацияКакие из отсортированных точек следует выводить. Поддерживается отрицательная индексацияНода вывода, используемая для нодовых текстурУдаляемая часть текстаЧасть, используемая для привязки к целиГенератор уровня частицКакие части меша следует удалитьТочка на костях, используемая при вычислении путейКакой относительный слой (выше или ниже) использовать в качестве маскиТипы шейдинга в рендере и вьюпорте, для которых используются шейдерыК какой стороне курсора воспроизведения следует производить сдвиг, если небыли выделены ручки дорожкиНаправление, по которому осуществляется копированиеС какой стороны на какую копировать (если выделены обе стороны)Какую модель неба следует использоватьТип, используемый для масштабирования содержимого окнаТекстурный канал, используемый для маски́рованияТекстурные координаты, используемые для отображенияКакие экземпляры верхнего уровня следует реализоватьТипы переносимых трансформацийИспользуемая единица измерения для временных переходов на временной шкалеСлои данных вершин, которые необходимо перенестиВершины, затрагиваемые модификаторомПоказываемые или скрываемые вершиныБез обновления метасферы при редактированииПостоянное обновление метасферы при редактированииОбновление метасферы в половинном разрешении при редактированииОбновлять метасферу без полигонализации при редактированииВ автономном режиме используйте функцию "установки с диска".БелыеБаланс белогоПресеты баланса белогоУровень белогоТекстура белого шумаТочка белогоБелая точкаМодификатор баланса белого для дорожки последовательностиВесь персонажВесь персонаж (только выделенные кости)Вся коллекцияКадр целикомВиджетВыступ виджетовСмещение виджетаСтиль виджетаТип виджетаКоллекция виджетовШиринаПроцент шириныТип шириныШирина и высота в пикселяхШирина и высота в пикселях, ноль, если данные изображения не могут быть загруженыШирина и высота буфера изображения в пикселях, ноль, если данные изображения не могут быть загруженыШирина и высота буфера плитки в пикселях, ноль, если данные изображения не могут быть загруженыШирина ПЗС-сенсора в миллиметрахШирина шаблона маркера в координатах экранаШирина области поиска маркера в координатах экранаШирина теней от панелей и меню, "0" для отключенияШирина активной воксельной поверхности, в вокселяхШирина размытия для перехода, в процентах относительно размера изображенияШирина градиента внутри мешаШирина нодыШирина зоны (в единицах интерфейса), где скорость увеличивается по мере удаления от краяШирина, по которой восстанавливающий фильтр объединяет сэмплыШирина:Символ подстановкиЗастрянет при считывании кадра {:d}!Будут созданы каталоги для того, чтобы все пути были действительными.WinВетерКоэф. ветраСкорость ветраВес ветрового эффектораСкорость ветраОкноФон окнаМенеджер оконОконные менеджерыМатрица окнаТаймер событий окнаВысота окнаДатаблок оконного менеджера, определяющий открытые окна и другие данные пользовательского интерфейсаДатаблоки оконных менеджеровШирина окна3D-Вид3D-Вид: общееИнструмент 3D-вида: КурсорИнструмент 3D-вида: Курсор (доп. вариант)Инструмент 3D-вида: Редактировать арматуру, Оболочка костиИнструмент 3D-вида: Редактировать арматуру, Оболочка кости (доп. вариант)Инструмент 3D-вида: Редактировать арматуру, Размер костиИнструмент 3D-вида: Редактировать арматуру, Размер кости (доп. вариант)Инструмент 3D-вида: Редактировать арматуру, ЭкструдироватьИнструмент 3D-вида: Редактировать арматуру, Экструдировать (доп. вариант)Инструмент 3D-вида: Редактировать арматуру, Экструдировать к курсоруИнструмент 3D-вида: Редактировать арматуру, Экструдировать к курсору (доп. вариант)Инструмент 3D-вида: Редактировать арматуру, КренИнструмент 3D-вида: Редактировать арматуру, Крен (доп. вариант)Инструмент 3D-вида: Редактировать кривую, Карандаш кривойИнструмент 3D-вида: Редактировать кривую, Карандаш кривой (доп. вариант)Инструмент 3D-вида: Редактировать кривую, РисоватьИнструмент 3D-вида: Редактировать кривую, Рисовать (доп. вариант)Инструмент 3D-вида: Редактировать кривую, ЭкструдироватьИнструмент 3D-вида: Редактировать кривую, Экструдировать (доп. вариант)Инструмент 3D-вида: Редактировать кривую, Экструдировать к курсоруИнструмент 3D-вида: Редактировать кривую, Экструдировать к курсору (доп. вариант)Инструмент 3D-вида: Редактировать кривую, РадиусИнструмент 3D-вида: Редактировать кривую, Радиус (доп. вариант)Инструмент 3D-вида: Редактировать кривую, РандомизироватьИнструмент 3D-вида: Редактировать кривую, Рандомизировать (доп. вариант)Инструмент 3D-вида: Редактировать кривую, НаклонИнструмент 3D-вида: Редактировать кривую, Наклон (доп. вариант)Инструмент 3D-вида: Редактировать меш, ФаскаИнструмент 3D-вида: Редактировать меш, Фаска (доп. вариант)Инструмент 3D-вида: Редактировать меш, СечениеИнструмент 3D-вида: Редактировать меш, Сечение (доп. вариант)Инструмент 3D-вида: Редактировать меш, Сдвиг ребраИнструмент 3D-вида: Редактировать меш, Сдвиг ребра (доп. вариант)Инструмент 3D-вида: Редактировать меш, Экструдировать по нормалямИнструмент 3D-вида: Редактировать меш, Экструдировать по нормалям (доп. вариант)Инструмент 3D-вида: Редактировать меш, Отдельное экструдированиеИнструмент 3D-вида: Редактировать меш, Отдельное экструдирование (доп. вариант)Инструмент 3D-вида: Редактировать меш, Распределительное экструдированиеИнструмент 3D-вида: Редактировать меш, Распределительное экструдирование (доп. вариант)Инструмент 3D-вида: Редактировать меш, Экструдировать областьИнструмент 3D-вида: Редактировать меш, Экструдировать область (доп. вариант)Инструмент 3D-вида: Редактировать меш, Экструдировать к курсоруИнструмент 3D-вида: Редактировать меш, Экструдировать к курсору (доп. вариант)Инструмент 3D-вида: Редактировать меш, Выдавить внутрьИнструмент 3D-вида: Редактировать меш, Выдавить внутрь (доп. вариант)Инструмент 3D-вида: Редактировать меш, НожИнструмент 3D-вида: Редактировать меш, Нож (доп. вариант)Инструмент 3D-вида: Редактировать меш, Разрез петлёйИнструмент 3D-вида: Редактировать меш, Разрез петлёй (доп. вариант)Инструмент 3D-вида: Редактировать меш, Разрезать и сместить петлю рёберИнструмент 3D-вида: Редактировать меш, Разрезать и сместить петлю рёбер (доп. вариант)Инструмент 3D-вида: Редактировать меш, Постройка полигоновИнструмент 3D-вида: Редактировать меш, Постройка полигонов (доп. вариант)Инструмент 3D-вида: Редактировать меш, Толкать/тянутьИнструмент 3D-вида: Редактировать меш, Толкать/тянуть (доп. вариант)Инструмент 3D-вида: Редактировать меш, РандомизироватьИнструмент 3D-вида: Редактировать меш, Рандомизировать (доп. вариант)Инструмент 3D-вида: Редактировать меш, Разорвать реброИнструмент 3D-вида: Редактировать меш, Разорвать ребро (доп. вариант)Инструмент 3D-вида: Редактировать меш, Разорвать областьИнструмент 3D-вида: Редактировать меш, Разорвать область (доп. вариант)Инструмент 3D-вида: Редактировать меш, Сжать/разжатьИнструмент 3D-вида: Редактировать меш, Сжать/разжать (доп. вариант)Инструмент 3D-вида: Редактировать меш, СгладитьИнструмент 3D-вида: Редактировать меш, Сгладить (доп. вариант)Инструмент 3D-вида: Редактировать меш, ПрокрутитьИнструмент 3D-вида: Редактировать меш, Прокрутить (доп. вариант)Инструмент 3D-вида: Редактировать меш, В сферуИнструмент 3D-вида: Редактировать меш, В сферу (доп. вариант)Инструмент 3D-вида: Редактировать меш, Сдвинуть вершинуИнструмент 3D-вида: Редактировать меш, Сдвинуть вершину (доп. вариант)Инструмент 3D-вида: Редактировать текст, Выделить текстИнструмент 3D-вида: Редактировать текст, Выделить текст (доп. вариант)Инструмент 3D-вида: ИзмеритьИнструмент 3D-вида: Измерить (доп. вариант)Инструмент 3D-вида: ПереместитьИнструмент 3D-вида: Переместить (доп. вариант)Инструмент 3D-вида: Объект, Добавить примитивИнструмент 3D-вида: Объект, Добавить примитив (доп. вариант)Инструмент 3D-вида: Вес покраски, ГрадиентИнструмент 3D-вида: Вес покраски, Градиент (доп. вариант)Инструмент 3D-вида: Вес покраски, Сэмпл группы вершинИнструмент 3D-вида: Вес покраски, Сэмпл группы вершин (доп. вариант)Инструмент 3D-вида: Вес покраски, Сэмплировать весИнструмент 3D-вида: Вес покраски, Сэмплировать вес (доп. вариант)Инструмент 3D-вида: Поза, ИнтерполяторИнструмент 3D-вида: Поза, Интерполятор (доп. вариант)Инструмент 3D-вида: Поза, ВыдвигатьИнструмент 3D-вида: Поза, Выдвигать (доп. вариант)Инструмент 3D-вида: Поза, РасслабитьИнструмент 3D-вида: Поза, Расслабить (доп. вариант)Инструмент 3D-вида: ВращатьИнструмент 3D-вида: Вращать (доп.вариант)Инструмент 3D-вида: МасштабироватьИнструмент 3D-вида: Масштабировать (доп. вариант)Инструмент 3D-вида: Скульптинг, Набор граней прямоугольникомИнструмент 3D-вида: Скульптинг, Набор граней прямоугольником (доп. вариант)Инструмент 3D-вида: Скульптинг, Скрывающий прямоугольникИнструмент 3D-вида: Скульптинг, Скрывающий прямоугольник (доп. вариант)Инструмент 3D-вида: Скульптинг, Прямоугольная маскаИнструмент 3D-вида: Скульптинг, Прямоугольная маска (доп. вариант)Инструмент 3D-вида: Скульптинг, Обрезка рамкойИнструмент 3D-вида: Скульптинг, Обрезка рамкой (доп. вариант)Инструмент 3D-вида: Скульптинг, Фильтр тканиИнструмент 3D-вида: Скульптинг, Фильтр ткани (доп. вариант)Инструмент 3D-вида: Скульптинг, Фильтр цветаИнструмент 3D-вида: Скульптинг, Фильтр цвета (доп. вариант)Инструмент 3D-вида: Скульптинг, Редактировать наборы гранейИнструмент 3D-вида: Скульптинг, Редактировать наборы граней (доп. вариант)Инструмент 3D-вида: Скульптинг, Набор граней обводкойИнструмент 3D-вида: Скульптинг, Набор граней обводкой (доп. вариант)Инструмент 3D-вида: Скульптинг, Скрывающая обводкаИнструмент 3D-вида: Скульптинг, Скрывающая обводка (доп. вариант)Инструмент 3D-вида: Скульптинг, Произвольная маскаИнструмент 3D-вида: Скульптинг, Произвольная маска (доп. вариант)Инструмент 3D-вида: Скульптинг, Обрезка обводкойИнструмент 3D-вида: Скульптинг, Обрезка обводкой (доп. вариант)Инструмент 3D-вида: Скульптинг, Набор граней по линииИнструмент 3D-вида: Скульптинг, Набор граней по линии (доп. вариант)Инструмент 3D-вида: Скульптинг, Скрывающая линияИнструмент 3D-вида: Скульптинг, Скрывающая линия (доп. вариант)Инструмент 3D-вида: Скульптинг, Линейная маскаИнструмент 3D-вида: Скульптинг, Линейная маска (доп. вариант)Инструмент 3D-вида: Скульптинг, Линейная проекцияИнструмент 3D-вида: Скульптинг, Линейная проекция (доп. вариант)Инструмент 3D-вида: Скульптинг, Обрезка по линииИнструмент 3D-вида: Скульптинг, Обрезка по линии (доп. вариант)Инструмент 3D-вида: Скульптинг, Маска по цветуИнструмент 3D-вида: Скульптинг, Маска по цвету (доп. вариант)Инструмент 3D-вида: Скульптинг, Меш-фильтрИнструмент 3D-вида: Скульптинг, Меш-фильтр (доп. вариант)Инструмент 3D-вида: Скульптинг, Набор граней по полилинииИнструмент 3D-вида: Скульптинг, Набор граней по полилинии (доп. вариант)Инструмент 3D-вида: Скульптинг, Скрывающая полилинияИнструмент 3D-вида: Скульптинг, Скрывающая полилиния (доп. вариант)Инструмент 3D-вида: Скульптинг, Маска полилинииИнструмент 3D-вида: Скульптинг, Маска полилинии (доп. вариант)Инструмент 3D-вида: Скульптинг, Обрезка по полилинииИнструмент 3D-вида: Скульптинг, Обрезка по полилинии (доп. вариант)Инструмент 3D-вида: Выделить рамкойИнструмент 3D-вида: Выделить рамкой (доп.вариант)Инструмент 3D-вида: Выделить окружностьюИнструмент 3D-вида: Выделить окружностью (доп.вариант)Инструмент 3D-вида: Выделить обводкойИнструмент 3D-вида: Выделить обводкой (доп.вариант)Инструмент 3D-вида: СдвигИнструмент 3D-вида: Сдвиг (доп. вариант)Инструмент 3D-вида: ТрансформироватьИнструмент 3D-вида: Трансформировать (доп. вариант)Инструмент 3D-вида: СдвигИнструмент 3D-вида: Сдвиг (доп.вариант)УскоритьсяДобавитьДобавить разрезДобавить замкнутый разрезДобавить новыйДобавить точку привязкиОтрегулировать пропорциональное влияниеВыровнятьАнимацияКаналы анимацииПрименитьОбластьАрматураПрикрепить/отсоединить рамкуАвтоматическое ограничениеАвтоматическая плоскость ограниченияОсевая привязкаОсевая привязка (Выкл.)НазадНачатьМодальная карта фаскиBlender сейчас закроется.ОтменаЦентрировать пивот - Выкл.Центрировать пивот - Вкл.Изменить воздействие по типуИзменить внутреннее соединениеИзменить метод пересеченияИзменить смещениеИзменить режим смещенияИзменить непрозрачностьИзменить внешнее соединениеИзменить профильИзменить радиусИзменить кол-во сегментовОграничить дорожкиУдалить ограничителиВидеофрагментРедактор экспозиционного листа видеофрагментаРедактор видеофрагментовРедактор графов видеофрагментовСлить расширенияПодтвердитьПодтвердить сэмплированиеКонсольСкладкаКриваяМодальная карта карандаша кривойКривыеМодальная карта пользовательских нормалейЦикл угловой привязки относительно рёберПереключение по типам профиляЗамедлитьсяУменьшить высоту прыжкаУменьшить максимальную длину цепи Авто IKУменьшить пропорциональное влияниеУменьшить кол-во сегментовУменьшить подразделениеСнять выделениеСпад диагоналейОтключить точностьОтключить привязкуЭкспозиционный листЭкспозиционный лист: общееСнизуПеретащить расширенияВключить точностьВключить привязкуЗакончить текущий разрезЭкструдироватьНабор цветов пипетки карты сэмпловМодальная карта пипеткиБыстроБыстро (Выкл.)Браузер файловБраузер файлов, кнопкиБраузер файлов, главноеМодальная карта инструмента заливкиФиксированное соотношение - Выкл.Фиксированное соотношение - Вкл.ОтразитьШрифтВперёдКадрыПереключатель свободного выравниванияУниверсальный гизмоУниверсальный гизмо - Нажатие и перетаскиваниеУниверсальный гизмо - ПеретаскиваниеУниверсальный гизмо - Возможно перетаскиваниеУниверсальный гизмо - ВыделитьУниверсальный гизмо - Коррекция модальной картыОбщий инструмент: АннотацииОбщий инструмент: Аннотации (доп. вариант)Общий инструмент: Ластик аннотацийОбщий инструмент: Ластик аннотаций (доп. вариант)Общий инструмент: Линия аннотацииОбщий инструмент: Линия аннотации (доп. вариант)Общий инструмент: Многоугольник аннотацииОбщий инструмент: Многоугольник аннотации (доп. вариант)Геодезический спадИнтервал геодезической рекурсииЖест рамкиЖест прямой линииЖест граничного масштабированияЗахватитьРедактор графовРедактор графов: общееВидеокарта:Grease PencilШтрих кисти Grease PencilРежим рисования Grease PencilРежим редактирования Grease PencilИнструмент заливки Grease PencilРежим скульптинга Grease PencilРисование точками Grease PencilРисование весов Grease PencilИгнорировать привязку - Выкл.Игнорировать привязку - Вкл.ИзображениеИнструмент редактора изображений: сэмплироватьИнструмент редактора изображений: сэмплировать (запасной вариант)Инструмент редактора изображений: UV, курсорИнструмент редактора изображений: Uv, курсор (запасной вариант)Инструмент редактора изображений: UV, захватитьИнструмент редактора изображений: UV, захватить (запасной вариант)Инструмент редактора изображений: UV, перемещениеИнструмент редактора изображений: UV, перемещение (запасной вариант)Инструмент редактора изображений: UV, щипокИнструмент редактора изображений: UV, щипок (запасной вариант)Инструмент редактора изображений: UV, расслабитьИнструмент редактора изображений: UV, расслабить (запасной вариант)Инструмент редактора изображений: UV, разорвать областьИнструмент редактора изображений: UV, разорвать область (запасной вариант)Инструмент редактора изображений: UV, повернутьИнструмент редактора изображений: UV, повернуть (запасный вариант)Инструмент редактора изображений: UV, масштабированиеИнструмент редактора изображений: UV, масштабирование (запасной вариант)Инструмент редактора изображений: UV, выделить рамкойИнструмент редактора изображений: UV, выделить рамкой (резервный вариант)Инструмент редактора изображений: UV, выделить окружностьюИнструмент редактора изображений: UV, выделить окружностью (запасной вариант)Инструмент редактора изображений: UV, выделить обводкойИнструмент редактора изображений: UV, выделить обводкой (запасной вариант)Инструмент редактора изображений: UV, подстройкаИнструмент редактора изображений: UV, подстройка (запасной вариант)Изображение: общееРисование на изображенииВид изображенияВходУвеличить высоту прыжкаУвеличить максимальную длину цепи Авто IKУвеличить пропорциональное влияниеУвеличить кол-во сегментовУвеличить подразделениеИнформацияИнвертироватьПрыжокПрыжок (Выкл)КеингМодальная карта инструмента разрезанияЯзыкРешёткаНалевоУдлинить расширенияПлатформа поддерживается ограниченноСвязать ручкиВниз (локально)Вверх (локально)Угол блокировкиКоличество петель - УменьшитьКоличество петель - УвеличитьМаркерыРедактирование масокМешМодальная карта меш-фильтраМетасфераПереместитьПереместить смежную ручкуПереместить текущую ручкуПереместить всю точкуПереместить ориджинРедактор НЛАНЛА: общееНЛА-ТрекиНавигацияСоздатьМогут быть доступны более новые графические драйверы с лучшей совместимостью с Blender'ом.Операция не выполняетсяПрикрепление нодПрикрепление нод (Выкл.)Нодовый редакторНоды: общееНодовый инструмент: Выделить рамкойНодовый инструмент: Выделить рамкой (запасной вариант)Нодовый инструмент: Выделить окружностьюНодовый инструмент: Выделить окружностью (запасной вариант)Нодовый инструмент: Выделить обводкойНодовый инструмент: Выделить обводкой (запасной вариант)Нодовый инструмент: ПодстройкаНодовый инструмент: Подстройка (запасной вариант)Инкрементальный ввод числа: ВнизИнкрементальный ввод числа: ВверхРежим объектаНемодальный объектВыходАутлайнерКривая рисованияРисовать маску граней (вес, вершина, текстура)Модальный штрих рисованияРисовать выделение вершин (вес, вершина)ПанорамироватьПанорамирование (Выкл.)ПанорамированиеЧастицаМодальная карта инструмента карандашаПлатформа не поддерживаетсяОблако точекПозаТочностьТочность (Выкл.)Точность (Выкл.)Режим точностиПредпросмотрИнструмент превью: КурсорИнструмент превью: Курсор (доп. вариант)Инструмент превью: ПеремещениеИнструмент превью: Перемещение (резервный вариант)Инструмент превью: ВращениеИнструмент превью: Вращение (резервный вариант)Инструмент превью: СэмплироватьИнструмент превью: Сэмплировать (резервный вариант)Инструмент превью: МасштабированиеИнструмент превью: Масштабирование (резервный вариант)Инструмент превью: Выделить рамкойИнструмент превью: Выделить рамкой (резервный вариант)Инструмент превью: Выделить окружностьюИнструмент превью: Выделить окружностью (резервный вариант)Инструмент превью: Выделить обводкойИнструмент превью: Выделить обводкой (резервный вариант)Инструмент превью: СдвигИнструмент превью: Сдвиг (резервный вариант)Модальная карта примитивного инструментаРедактор свойствЗначение свойстваКонтекстное меню областиУдалить последнюю точку привязкиСброситьСброс сэмплингаИзменить размерНаправоПовернутьПовернуть нормалиПовернутьВращение (Выкл.)Сэмплировать точкуМасштабироватьЭкранПравка экранаСкульптингКривые скульптингаСкульптинг - Модальное расширениеПоискВыделитьВыбрать и использовать элемент мешаВидеоредакторИнструмент секвенсора: ЛезвиеИнструмент секвенсора: Лезвие (запасной вариант)Инструмент секвенсора: Выделить рамкойИнструмент секвенсора: Выделить рамкой (резервный вариант)Инструмент секвенсора: Выделить окружностьюИнструмент секвенсора: Выделить окружностью (резервный вариант)Инструмент секвенсора: Выделить обводкойИнструмент секвенсора: Выделить обводкой (резервный вариант)Инструмент секвенсора: СдвинутьИнструмент секвенсора: Сдвинуть (запасной вариант)Установить основание привязкиУстановить основание привязки (Выкл)Установить и использовать 3D-курсорShiftУкоротить расширенияРазмерМедленноМедленно (Выкл.)ПривязатьПривязка (Выкл.)Привязка по углуПереключить привязкуПереключить привязку (Выкл.)Привязка - Выкл.Привязка - Вкл.Переключатель привязкиПривязка простирается до наборов гранейПривязка к средним точкам выключенаПривязка к средним точкам включенаСферический спадК сфереТабличный редактор: общееСтандартная модальная картаНачать сэмплированиеПрекратить движение назадПрекратить движение вперёдПрекратить движение вниз (глобально)Прекратить движение вверх (глобально)Прекратить движение налевоПрекратить движение вниз (локально)Прекратить движение вверх (локально)Прекратить движение направоВычестьПереключить на перемещениеПереключить на вращениеПереключить на зумТелепортТекстТекст: общееИскажение текстуры - УменьшитьИскажение текстуры - УвеличитьПереключатель привязки углаПереключить градиент кистиПереключить остановку при наслоенииПереключить разрезание насквозьПереключить оценку глубиныПереключить направление для автоматического смещения нодПереключить измерения расстояний и угловПереключить режим расширенийПереключить градиентПереключить гравитациюПереключить укрепление нормалейПереключить пометку швовПереключить пометку острых рёберПереключить состояние по сохранениюТопологический спадИнтервал топологической рекурсииТрекболМодальная карта трансформацииUV-РедакторUV-СкульптингОтменитьСверхуОбновление до последней версии macOS может улучшить поддержку Blender'аИспользовать мышкуИспользовать объектИспользовать пивотИнтерфейс пользователяСдвиг вершины/ребраРисование по вершинамРедактор видеоряда2D-ВидСписок кнопок 2D-видаМодальный 3D-вид DollyМодальный облёт в 3D-видеКруговой жест в 3D-видеМодальное перемещение в 3D-видеМодальное расположение в 3D-видеМодальное вращение в 3D-видеМодальная ходьба в 3D-видеМодальное масштабирование в 3D-видеРисование весовОкноОсь XКоррекция по оси XФиксация оси XПлоскость XОсь YФиксация оси YПлоскость YВаша видеокарта не поддерживаетсяВаша видеокарта или версия драйвера имеют ограниченную поддержку. Она может работать, но с проблемами.Ваша видеокарта или версия драйвера не поддерживается.Ваша видеокарта или драйвер не поддерживаетсяОсь ZКоррекция по оси ZФиксация оси ZПлоскость ZОконная среда: {:s}ОкнаОператор только для Windows и LinuxWindows InkWintabДорожка вытесненияПроволокаЦвет проволокиТип цвета проволокиЦвета связейПроволока при редактированииВыделение связиШирина проволокиПроволочные рёбраКаркасЦвет каркасаДетали каркасаМодификатор каркасаНепрозрачность каркасаПорог отображения каркасаМодификатор эффекта каркасаСвязиСо смещениемС целямиС помощью преломляющих материалов создать приблизительную каустику в тенях этого объекта. Учитывается до 10 отскоков внутри этого объекта. Для включения этой функции для источников света, объектов отбрасывания и приемника должны быть установлены параметры каустики тенейБез целиДеревоТекстура дереваИнтервал между словамиПеренос словШирина строки в процентах, ноль — не использоватьИнструмент рабочего столаТег интрефейса рабочего пространства2D-Aнимация2D-Цельный холстАнимацияКомпозитингНоды геометрииПланировкаМаски́рованиеМоделированиеОтслеживание движенияСоздатьРендерингСкриптингСкульптингШейдингРаскадровкаТекстурированиеРедактирование UVРедактирование видеоТеги интрефейса рабочего пространстваWorkbenchРендер сцены с WorkbenchРабочее пространствоID взаимодействия для рабочего пространстваРабочее цветовое пространство текущего файлаРабочее пространствоДатаблок рабочего пространства, определяющие рабочее окружение пользователяДатаблоки рабочих пространствРабочие пространстваМирСоздатьМирСвет мирового сводаТуман окружающей средыНепрозрачность мираВывод окружающей средыПереопределение мираНастройки мираПространство мираОсвещение в пространстве мираИспользовать прозрачный фон окружающей среды для наложения на другой фонДатаблок мира, описывающий окружение и фоновое освещение сценыДатаблоки окруженияНастройки освещения окружающей средыНастройки тумана окружающей средыОтображение нормалей в пространстве мираОтображать нормали в пространстве мира, совместимо с текстурами, запечёнными в Blender'еОтображение смещения по векторам в пространстве мираОкружающая среда, используемая при рендеринге сценыВидимость элементов сцены для лучей камерыВидимость элементов сцены для лучей диффузного отраженияВидимость бликов (отражений) на глянцевых поверхностях в окружающем миреВидимость и взаимодействие с тенями, отбрасываемыми другими объектами в сцене для теневых лучейВидимость объектов для лучей светопропускаемости, что влияет на то, как свет проходит через сами объектыВидимость объёмов (например, туман, дым) при взаимодействовать со светом и другими объектами сцены в мире рендеринга для лучей объёмного рассеиванияНаправление в мировом пространствеВектор направления в мировом пространстве для продления вершинОриджин лучей в мировом пространстве для продления вершинОкружающие средыМатрица трансформации в пространстве мираОбёрткаБезграничное перемещениеМетод обтягиванияРежим оборачиванияШирина строкиПерейти циклично к первому/последнему значениюПоместить ноды внутри замыкания, которое может быть выполнено в другой части нодового древаОбернуть значение в диапазон, wrap(A,B)Переносить слова, если они не вмещаются по горизонталиОператор-обёртка, выполняемый заданную операцию после установки module_nameОборачивает значение и обращает каждый второй цикл (A,B)ЗаписатьЗаписать изображениеЗапись Blend-файла прежнего форматаЗаписать локальный файл (перезаписать существующий)Записать исходный файл (перезаписать существующий)Записать файл FBXЗаписать все списки клавиатурных комбинаций (а не только изменённые пользователем)Записать запекание в текущую папку (перезаписать существующее запекание)Записать запекание в исходное место (перезаписать существующий файл)Записать сжатый файл .blendЗаписать сглаживание рёберОшибка записи: невозможно сохранить %sЗаписать сглаживание гранейЗаписать группы сглаживания гранейЗаписать файл в текущую папку (перезаписать существующий файл)Записать файл в исходное место (перезаписать существующий файл)Записать только имя файлаЗаписать файлы в текущую папку (перезаписать существующие файлы)Записать файлы в исходные места (перезаписать существующие файлы)Записать файл изображения на дискЗаписать имена операций связи для контекстного сокета в свойство "link_operation_names" дерева нодПо возможности указывать относительные путиНеправильный тип входа "Изображение (Image)"Неправильный тип входа "Маска (mask)"Неправильный тип выводаXУгол XУгловая упругость по XУгловая жёсткость по XОсь XЖёсткость по оси XX-КонецСила по XВперёд по XПоложение XНижний XX-РазметкаX-МаксимумХ - Мин.X-СимметрияX-НормальСмещение XПлоскость XПоложение по XВращение XМасштаб XИсходная ось XУпругость XX-НачалоЖёсткость XПодразделений по XВверх по XСкорость XОсь XКоррекция по оси X (переключение)Движение вдоль оси XX-Компонента силового поляX-Компонента поля скоростейКоордината X начального положенияКоордината X вокселя в пространстве индексов или минимальная координата X тайлаВручную по XКоордината X начала дорожкиРадиус по оси X, используемый модификатором "оболочка"Ось XСимметрия по оси XГлобальная-XРентгенНепрозрачность рентгенаРентген не поддерживается в этом режимеСмещение рукоятки по оси X для настройки кривизны конца B-костиСмещение рукоятки по оси X для настройки кривизны начала B-костиКоордината по X (пространство экрана) для размещения нового объектаСмещение по X к родительской точкеПоложение маркера по горизонтали в кадре в координатах экранаГоризонтальное смещение области поиска в кадре относительно положения маркераX/Y Координаты точки кривойX/Y Координаты точки путиX/Y пикселей на метр, для буфера изображенияX:XRКарта действий XRНазначение карты действий XRНазначения карты действий XRЭлемент карты действий XRЭлементы карты действий XRКарты действий XRТраектория компонента XRТраектории компонентов XRДанные XR для события оконного менеджераXR-НавигацияНастройки сеанса XRСостояние сеанса XRТраектория пользователя XRТраектории пользователя XRИмя действия XRИмя набора действий XRТип действия XRЗначения действия XR, соответствующие типуXYZ ЭйлерПорядок вращений XYZ — подвержен шарнирному клину (по умолчанию)Вращения XYZ не одинаково запрограммированы (кеинг) для ID="%s" и RNA-Path="%s"XYZ в RGBXZРежим масштабирования по XZXZY ЭйлерПорядок вращений XZY — подвержен шарнирному клинуОператоры XформацииКонтейнер Xiph.Org OggКодек Xiph.Org VorbisXvidYУгол YУгловая упругость по YУгловая жёсткость по YОсь YЖёсткость по оси YY-КонецСила по YВперёд по YПоложение YНижний YY-РазметкаY-МаксимумY - Мин.Y-НормальСмещение YПлоскость YПоложение по YВращение YМасштаб YРежим масштабирования по YИсходная ось YУпругость YY-НачалоЖёсткость YПодразделений по YВверх по YСкорость YОсь YДвижение вдоль оси YY-Компонента силового поляY-Компонента поля скоростейКоордината Y начального положенияКоордината Y вокселя в пространстве индексов или минимальная координата Y тайлаВручную по YРадиус по оси Y, используемый модификатором "оболочка"Ось YГлобальная-YКоордината по Y (пространство экрана) для размещения нового объектаСмещение по Y к родительской точкеПоложение маркера по вертикали в кадре в координатах экранаВертикальное смещение области поиска в кадре относительно положения маркераY:YCCYCbCrYCbCr (ITU 601)YCbCr (ITU 709)YCbCr (JPEG)Цветовое пространство YCbCr (Y - яркость, Cb - разностная цветность синего, Cr - разностная цветность красного)Канал отсечения YCbCrКанал-ограничитель YCbCrЦветовое пространство YCbCrYUVЦветовое пространство YUV (Y - яркость, U V - цветность)Канал отсечения YUVКанал-ограничитель YUVYXZ ЭйлерПорядок вращений YXZ — подвержен шарнирному клинуYZX ЭйлерПорядок вращений YZX — подвержен шарнирному клинуЯрдыЖёлто-синийВчераВы можете настроить это позже в настройках "Системы".Вам также необходимо выделить цепь связанных вершинНеобходимо выбрать тип рига, на основе которого нужно создать образецВам нужно как минимум 2 ключа слева от выделенияВам нужно как минимум 2 ключа справа от выделенияДля запекания мультиразрешения необходима активная текстураZУгол ZУгловая упругость по ZУгловая жёсткость по ZОсь ZКоррекция оси ZЖёсткость по оси ZВдоль оси ZСила по ZВперёд по ZПоложение ZZ НижнийZ-РазметкаZ - Мин.Z-НормальПлоскость ZВращение ZМасштаб ZИсходная ось ZУпругость ZЖёсткость ZВверх по ZСкорость ZОсь ZКалибровка по оси ZКоррекция по оси Z (переключение)Z-Компонента силового поляZ-Компонента поля скоростейКоордината Z вокселя в пространстве индексов или минимальная координата Z тайлаВручную по ZПороговое значение прозрачности, при превышении которого проходы Z-буфера, индексов, нормалей, UV и векторов начинают оказывать влияние на поверхностьОсь ZZ-БуферГлобальная-ZZ-МасштабZ-ВверхСмещение рукоятки по оси Z для настройки кривизны конца B-костиСмещение рукоятки по оси Z для настройки кривизны начала B-костиZ-Смещение текстурного сопоставленияZ:ZIPZIP-Архив упакован неправильно; __init__.py должен находиться в папке, а не на верхнем уровне иерархии (корневой папке)ZIPSZXZXY ЭйлерПорядок вращений ZXY — подвержен шарнирному клинуZYX ЭйлерПорядок вращений ZYX — подвержен шарнирному клинуЗенит - угол от плоскости землиНулевые весаКоординаты, центрированные по нулю нормализуются по наибольшему измерению для достижения равномерного масштабированияЗадана нулевая нормальНулевой масштаб не может быть рассчитанНулевой размер вокселя не может быть решёнОбнуляет версии пакетов, полезно во время разработки - для тестирования обновленийZipID ноды вывода зоны для элементовНода вывода зоны, с которой сопряжена данная входная нодаМасштабОсь масштабированияКоэффициент масштабирования по XКоэффициент масштабирования по YВлияние зумаПриблизить к ключевым кадрамМетод масштабированияОтдалитьПуть к масштабуПриблизить к секундамТип масштабированияУвеличение/уменьшение масштаба путём нажатия джойстика 3D-мышки вверх/внизНаправление зумаКоэффициент масштабированияКоэффициент масштабирования при виде из камерыКоэффициент масштабирования, значения больше "1.0" приближают, значения меньше — отдаляютПриблизитьПриблизить и отдалить как при масштабировании вида с движением курсора мышки относительно центраПриблизить или отдалить на основе горизонтального перемещения мышкиПриблизить или отдалить на основе перемещения курсора мышки вдоль оси приближения/отдаленияПриблизить или отдалить на основе вертикального перемещения мышкиПриблизить изображение (с центрированием вокруг 2D-курсора)Увеличить масштаб просмотраУвеличить область просмотра до ближайшего элемента, находящегося внутри границПриблизить область просмотра до ближайшего объекта, находящегося внутри границУвеличивать масштаб по направлению к курсору в 3D-виде, а не к центру 2D-окнаПриблизить/отдалить в видеПриблизить/отдалить фоновое изображениеПриблизить/отдалить изображениеПриблизить/отдалить видОтдалитьОтдалить изображение (с центрированием вокруг 2D-курсора)Отдалить видПроцент масштабированияМасштабировать предпросмотр, чтобы он поместился в областиКоэффициент масштабирования, "1.0" — 1:1, выше для увеличения, ниже для уменьшенияМасштабировать секвенсор по выделенным дорожкамМасштабировать по размеруТип приближения к кадруПриближать к положению курсора[Размещённое действие][E] - Отключить выход за пределы[E] - Включить выход за пределы[Shift] - Активировать точность`Collection.bones` недоступны в режиме редактирования арматурыпо оси X, %sпо оси Y, %sпо оси Z, %sпо оси Xпо оси Yпо оси Zвдоль локальной оси Zи драйвер AMD Adrenalin %s или новееи драйвер NVIDIA версии %s или новееи среда выполнения ROCm HIP %s или новееи драйвер Windows версии %s или новееаннотацииarccos(A)arcsin(A)arctan(A)арматурыатрибутыbItascblender по умолчаниюblender:hlg_rec2020_display_203nitsblender:pq_rec2020_display_203nitsкистиbytesфайлы_кэшакамеракамерыкатегориябуфер обменаколлекциивыбор цветаcolor_index недействителенсоздающий модификаторКонтекст "окна" - Ничегоcos(A)cosh(A)курсоркривыеособаядабл-захват-exp(A)fBMфайлышрифтыFPS: %.2fFPS: %iпо шарниругизмоglTFglTF 2.0Формат glTF 2.0Анимации glTFБинарный glTF (.glb)Встроенный glTF (.gltf)Варианты материалов glTFРазделённый glTF (.gltf + .bin + текстуры)Варианты glTFПуть к glTFpack файлуглобальноgltfpackgrease_pencilshair_curvesСилаiTaSCв памяти для включения редактирования!отраслевые совместимые данныерешёткилевобиблиотекизондыосвещенияисточники освещениястили линийзаполнители_ссылоклокальнос фиксацией по оси X, %sс фиксацией по оси Y, %sс фиксацией по оси Z, %sмаскиматериалыматрицымешиметасферымикрофонммвидеофрагментымодификатор мультиразрешенияимясетьбез гизмобез матрицбез положенийнодовые_группынетреугольная граньпо нормалицвет_объектаобъектыoneAPIили драйвер AMD Radeon Pro %s или более новееили драйвер AMD версии %s или новеев противном случае её следует избегать.p0кривые_рисованияпалитрыpодительчастицывлияние на производительность!положение_пивотаоблака точекпроверка условий не удаласьположенияпиксчитатьснизить эффективность вышеуказанных опцийудалитьresправоsRGBsRGB IEC 61966-2-1 составное (поэлементное) кодированиеПространство отображения sRGB с Filmic-преобразованиемсохранён как новый обычный файл.экранэкраныключи_формыsin(A)sin(x) / xsinh(A)звукиисточники звукаsqrt(x²+y²+z²)tan(A)tanh(A)template_popup_confirm используется вне всплывающего окнатекстытекстурыне удалось загрузить видеофрагментне удалось загрузить текстне удалось открыть файлнеизвестная ошибка чтения файлаНеизвестная ошибка при использовании статистики по файлунеизвестная ошибка при записи файланеподдерживаемый формат шрифтанеподдерживаемый форматнеподдерживаемый формат изображенияформат видеофрагмента не поддерживаетсяuv_on_emitter()'у требуется модификатор оцениваемого объектапо видуобъёмыоконные_менеджерысо старой версией Blender'а?wmOwnerID "%s" не в рабочем пространстве "%s"рабочие пространстваокружающие средыписатьy = (Ax + B){:.4g} кадров/сек{:d} F-Кривая(-ые) не могут быть с ключевыми кадрами. Они могут быть заблокированы или сэмплированы.{:d} МБ%d частиц флюида на этот кадр{:d} изображение(-я, -ий) преобразовано(-ы) в меш-плоскость(-и)Выделено {:d} нод, но этот оператор может работать только с {:d}.{:s} • {:s} переключает привязку при перетаскивании • {:s} переключает перетаскивание из центра • {:s} переключает фиксированное соотношение{:s} (Глобально){:s} (недоступно){:s} (доступно {:s}){:s} не поддерживается{:s} → {:s}{:s}: {:s}{} ({} на диске){} ({} запаковано){} Кадров @ {} FPS{} не существует{} не похожа на часть последовательности{} секунд(ы)Из {} дорожки(-ек) было успешно произведено удаление {} ключевых кадров|связанных библиотечных объектов: %i|арматур с несколькими пользователями: %i× (Ax + B)• Для Windows на ARM требуется драйвер 31.0.112.0 или выше←↑→↓⏭⏮⏯⏹