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Scripts can append/prepend this to add own operators to the context menu. They must check context though, so their items only draw in a valid context and for the correct UI list. UI button context menu definition. Scripts can append/prepend this to add own operators to the context menu. They must check context though, so their items only draw in a valid context and for the correct buttons. Filter by Name %s or newer With Automatic Weights With Empty Groups With Envelope Weights - intel-level-zero-gpu or intel-compute-runtime version - oneAPI Level-Zero Loader • "{}": (Clipped) (Deprecated) (Local) (Recovered) (Unoptimized Performance) (Viewer) (delta) (not installed) Materials, Named Attribute Named Attributes Preferences Proportional size: %.2f RGB byte RGB float RGBA byte RGBA float Stencil, Textures (or linked), UVs, along %s X axis along %s Y axis along %s Z axis along X axis along Y axis locking %s X axis locking %s Y axis locking %s Z axis | Ctrl - Hold for increments | Objects:%s/%s | [Ctrl] - Increments active"%s" is using Action "%s", which does not have a slot with identifier "%s" or "%s". Manually assign the right action slot to "%s"."%s" property cannot be animated"{}" attribute from geometry"{}" from {}%d %s mirrored%d %s mirrored, %d failed%d already symmetrical, %d pairs mirrored%d already symmetrical, %d pairs mirrored, %d failed%d bones aligned to bone '%s'%d curve(s) could not be separated%d curves could not make segments%d data-block(s) pasted%d duplicates found in %d mesh(es), mirror may be incomplete%d float channel(s)%d image(s) will be saved in %s%d items%d libraries and %d linked data-blocks are missing (including %d ObjectData), please check the Info and Outliner editors for details%d libraries have overrides needing resync (auto resynced in %.0fm%.2fs), please check the Info editor for details%d more %s row(s) needed for Bézier%d more point(s) needed for Bézier%d new levels rebuilt%d object(s) pasted%d object(s) successfully had %d keyframes removed%d of %d rotation channels were filtered (see the Info window for details)%d sequence strips were not read because they were in a channel larger than %d%d strips pasted%d vertex weights limited%d x %d%d × %d, %d × %s: %.4f ms, average: %.8f ms%i cells + High Resolution cached%i cells cached%i data-blocks are not assets anymore%i data-blocks are now assets%i frames found!%i frames on disk%i object(s) not centered, %i changed:%i points found!%s '%s'%s '%s' has category '%s'%s '%s' is outside of main database and cannot be removed from it%s '%s' is too long, maximum length is %d%s '%s' must have zero users to be removed, found %d (try with do_unlink=True parameter)%s '%s' not found%s '%s', bl_idname '%s' %s%s '%s', bl_idname '%s' could not be unregistered%s '%s', bl_idname '%s' has been registered before, unregistering previous%s Cache in object %s can not be read because it uses an outdated compression method. You need to delete the caches and re-bake.%s already in %s%s area type does not support gizmos%s contains a volume shader that might need to be converted to object (see world volume panel)%s could not be set out of Edit Mode, so cannot be exported%s frames in memory (%s)%s in %s could not be set out of Edit Mode, so cannot be exported%s is not a directory%s is not compatible with any 'refresh' options%s is not compatible with the specified 'refresh' options%s is not supported for '%s' objects%s is not supported, pass a Bone, PoseBone, or EditBone%s linked to %s%s moved to %s%s not found%s parent '%s' for '%s' not found%s%s, %s%s, cache is outdated!%s, not exact since frame %i%s: %.*s%s: %.*s Location: %s:%d%s: %s%s: Cannot copy %s. The source and destination paths are the same%s: Cannot generate a textures directory path for anonymous stage%s: Cannot get resolved path for stage%s: Cannot open destination asset %s for writing%s: Cannot open source asset %s%s: Cannot resolve path %s%s: Cannot resolve path %s for writing%s: Cannot write to asset %s: %s%s: Couldn't add bone for joint %s%s: Couldn't close destination asset %s%s: Couldn't compute geom bind transform for %s%s: Couldn't copy file %s to %s%s: Couldn't create USD shader for UV map%s: Couldn't create USD shader for mapping node%s: Couldn't create texture import directory %s%s: Couldn't determine package-relative file name from path %s%s: Couldn't find a common Xform ancestor for skinned prim %s and skeleton %s to convert to a USD SkelRoot. This can be addressed by setting a root primitive in the export options%s: Couldn't find armature object corresponding to USD skeleton %s%s: Couldn't get blendshape targets for prim %s%s: Couldn't get offsets for blend shape %s%s: Couldn't get stage for prim %s%s: Couldn't get world bind transforms for skeleton %s%s: Couldn't query skeleton %s%s: Couldn't split UDIM pattern %s%s: Error creating deform group data for mesh %s%s: Error writing to destination asset %s%s: Error: Couldn't get input socket %s for node %s%s: Joint weights and joint indices element size mismatch for prim %s%s: Joint weights and joint indices size mismatch for prim %s%s: Joint weights of unexpected size for constant interpolation for prim %s%s: Joint weights of unexpected size for vertex interpolation for prim %s%s: Mismatch in bind xforms and joint counts for skeleton %s%s: Mismatch in bone and joint counts for skeleton %s%s: No offsets for blend shape %s%s: Null buffer for source asset %s%s: Number of bind transforms does not match the number of joints for skeleton %s%s: Number of blendshapes does not match number of blendshape targets for prim %s%s: Number of offsets greater than number of mesh vertices for blend shape %s%s: Texture import directory path empty, couldn't import %s%s: Topology and joint order size mismatch for skeleton %s%s: USD joint order array contains invalid or duplicated paths for skeleton %s%s: Unexpected joint weights interpolation type %s for prim %s%s: Will not copy zero size source asset %s%s: Will not overwrite existing asset %s%s: cannot assign an embedded ID to an IDProperty%s: expected %s type, not %s%s: expected ID type, not %s%s: failed to allocate clip buffer '%s'%s: failed to load '%s'%s: import directory is relative but the blend file path is empty. Please save the blend file before importing the USD or provide an absolute import directory path. Cannot import %s%s: incorrect dimensions for partial copy '%s'%s: no Combined pass found in the render layer '%s'%sAction%sIdentifier too long, maximum length is %d%sInvalid character at position %d%sMust contain 1 '.' character%u object(s) hidden'%s' Layer is locked'%s' does not contain '%s' with prefix and suffix'%s' does not have an alphanumeric suffix'%s' does not have upper case alphanumeric prefix'%s' given path is OS-invalid, creating '%s' path instead'%s' is not a valid library filepath'%s' is not editable'%s' is of a type that cannot be an asset'%s': cannot use current file as library'%s': not a library'%s': nothing indicated'CTRL:...' constraints are moved to the control bone.'DEF:...' constraints are moved to the deform bone.'Integrate' only valid for Mesh objects'Integrate' original mesh vertex mismatch'Integrate' requires faces'LimbNode' FBX node, a regular joint between two bones...'Null' FBX node, similar to Blender's Empty (default)'Root' FBX node, supposed to be the root of chains of bones...'Shrink/Fatten' meshes is only supported in edit mode'Viscosity' inside collision target'Width' of rays (especially useful when raycasting against vertices or edges)'from_space' '%s' is invalid when no custom space is given!'from_space' '%s' is invalid when no pose bone is given!'show_locked_time' is not supported for the '%s' editor'to_space' '%s' is invalid when no custom space is given!'to_space' '%s' is invalid when no pose bone is given!(Constant)(De)select (or invert selection of) all languages for i18n files update operators(De)select all(De)select all control points(De)select all nodes(De)select all particles' keys(De)select all points(De)select all points linked to the curve under the mouse cursor(De)select all vertices linked to the edge under the mouse cursor(De)select all vertices, edges or faces(De)select all visible strokes(De)select bones linked by parent/child connections under the mouse cursor(De)select first of visible part of each NURBS(De)select last of visible part of each NURBS(De)select the first and last point of each stroke(Deprecated) Layer of UV coordinates in a Mesh data-block(EXPERIENCED USERS ONLY) The relative positions of the joints along the chain, as percentages(Geometry)(InvSquare)(Key) (Layer)(Linear)(Min+Max)/2 * Ball Size(Quick Access: Shift+W)(Random)(Root)(Sharp)(Shift-Click/Drag to select multiple)(Smooth)(Sphere)(Un)mark selected edges as Freestyle feature edges(Un)mark selected edges as a seam(Un)mark selected edges as sharp(Un)mark selected faces for exclusion from Freestyle feature edge detection(Unassigned)(Unsaved)(Viewer)(empty)(undocumented operator)(x*x+y*y+z*z)({:s} on bone {:s})* Image* Missing Paths *+ Non-Grouped Keyframes+X+X to -X+Y+Y Up+Y to -Y+Z+Z to -Z, %.2f fps, %d float channel(s), %s, Ctrl: Stroke, Shift: Fill, Shift+Ctrl: Both, RGB byte, RGB float, RGBA byte, RGBA float, cannot have single-frame paths, failed, failed to load, some actions failed- Using scene frame range- baking all objects is active- sampling is active-A-X-X Axis-X Forward-X Rotation-X Up-X manual-X to +X-Y-Y Axis-Y Forward-Y Rotation-Y Up-Y manual-Y to +Y-Z-Z Axis-Z Forward-Z Rotation-Z Up-Z manual-Z to +Z.blend Files0-based index of sample to start rendering from01 - Theme Color Set02 - Theme Color Set03 - Theme Color Set04 - Theme Color Set05 - Theme Color Set06 - Theme Color Set07 - Theme Color Set08 - Theme Color Set09 - Theme Color Set1 / Square root of A1 GB1 if (A == B) within tolerance C else 01 if A < B else 01 if A > B else 01 inch1/1.8 inch1/2.3 inch1/2.5 inch1/2.7 inch1/3.2 inch10 - Theme Color Set10 Centimeters10 Grams10 Meters10-bit color channels100 Kilograms100 Meters1024 Samples1024 px11 - Theme Color Set11 Samples12 - Theme Color Set12-bit color channels128 MB128 px13 - Theme Color Set14 - Theme Color Set14:9 in 16:915 - Theme Color Set16 - Theme Color Set16 MB16 Samples16 px16-bit Signed16-bit color channels16-bit color channels. Data passes like Depth will still be saved using full 32-bit precision.16-bit signed16-bit signed integer vector16384 Samples16:916×17 - Theme Color Set18 - Theme Color Set180 Degrees19 - Theme Color Set192 kHz1931 CIE XYZ standard with assumed illuminant E white point1931 CIE XYZ with adapted illuminant D65 white point1:11:161:21:41:81st order semi-Lagrangian integration. Fast but least accurate, suitable for simple advection1×2/3 inch20 - Theme Color Set2048 Samples2048 px24-bit Signed24-bit signed256 MB256 Samples256 px270 Degrees2D2D 16-Bit Integer2D 16-Bit Integer Vector2D 16-Bit Integer Vector Attribute2D 16-Bit Integer Vector Attribute Value2D Cursor2D Cursor Location2D Integer Vector2D Integer Vector Attribute2D Integer Vector Attribute Value2D Layers2D Length2D Offset2D Offset for the warp2D Rotation for the warp2D Scale for the warp2D Stabilization2D Stabilized Clip2D Texture2D Transform2D Vector2D Vector Value2D Vector value in geometry attribute2D View Minimum Grid Spacing2D X coordinate of the absolute pivot2D Y coordinate of the absolute pivot2D cursor location for this view2D float vector action, representing a thumbstick or trackpad2D stabilization based on tracking markers2D value in geometry attribute2D vector2D vector with floating-point values2D view of the region2D_Animation2nd order midpoint integration. Good balance between speed and accuracy for most cases2×3 Vertices3 sides32 MB32 Samples32 px32-bit Float32-bit Signed32-bit color channels32-bit floating-point32-bit integer32-bit signed32-bit signed integer vector32768 Samples3D3D Cursor3D Curves3D Float Vector3D Float Vector Field3D Local View 3D Location3D Markers3D Mouse Navigation Mode3D Mouse Settings3D Position3D Region3D Vector Value3D View3D View 3D View Overlay Settings3D View Region3D View Shading Settings3D View Space3D View center is locked to the cursor's position3D View center is locked to this bone's position3D View center is locked to this object's position3D View far clipping distance3D View near clipping distance (perspective view only)3D View region data3D View space data3D Viewport3D Viewport Axes3D double vector3D float vector3D integer vector3D pose action, representing a controller's location and rotation3D region for this space. When the space is in quad view, the camera region3D regions (the third one defines quad view settings, the fourth one is same as 'region_3d')3D rotation3D vector3D vector socket of a node3D vector with floating-point values3D view is on the equator3D view is on the poles3D volume grid3D volume grids3rd order Runge-Kutta integration. Higher accuracy at moderate computational cost3×3 bone matrix4 Channels4 by 4 Float Matrix4 channel surround sound4 sides4096 Samples4096 px44.1 kHz48 kHz4:3 in 16:94K DCI 2160p4K UHDTV 2160p4K UW 1600p4L4th order Runge-Kutta integration. Highest accuracy single-step method but slower4x4 Float Matrix4x4 Matrix4x4 Matrix Attribute4x4 Matrix data type, affects transform4×4×4 bone matrix relative to armature4×4 matrix of the bone's location/rotation/scale channels (including animation and drivers) and the effect of bone constraints5 Channels5 Samples5 channel surround sound5 sides5.1 Surround5.1 surround sound512 MB512 Samples512 px6 sides6.1 Surround6.1 surround sound64 MB64 px64-bit Float64-bit floating-point64-bit integer7 sides7.1 Surround7.1 surround sound8 Samples8 px8 sides8-Bit Integer8-Bit Integer Value8-bit Integer Attribute8-bit Integer Attribute Value8-bit Unsigned8-bit color channels8-bit unsigned8-bit value in geometry attribute8192 Samples8×90 Degrees96 kHz:: Cycle EdgeAA * BA * B + CA + BA - BA / BA Base Contrast LookA Black and White LookA Grease Pencil drawingA Grease Pencil keyframeA High Contrast LookA Low Contrast LookA Medium High Contrast LookA Medium Low Contrast LookA UV layer is missing on the meshA Very High Contrast LookA Very Low Contrast LookA breakdown pose, e.g. for transitions between key posesA cache storing validated msgids, to avoid re-spellchecking themA canvas surface layerA cent is one one-hundredth of a semi-tone.A channelbag for this slot already existsA circular Hue/Saturation color wheel, with Lightness sliderA circular Hue/Saturation color wheel, with Value sliderA collection of F-Curves for animationA collection of objects based on which feature edges are selectedA collection of pose channels, including settings for animating bonesA color palette is user-defined, instead of using a theme-defined oneA color pickerA color space, view or display was not found, which likely means the OpenColorIO config used to create this blend file is missingA container referencing an existing ActionA corner connected to the face, chosen by the sort indexA corner of the face, chosen by the sort indexA corner of the input edge in its face's winding order, chosen by the sort indexA cross BA cube mesh enclosing the input geometryA curve is created for every distinct group ID. All points with the same ID are put into the same curveA cut-off at the end of each profile before the intersectionA cutoff at each profile's end before the intersectionA darkening punchy lookA data-block valueA description of the asset to be displayed for the userA distance between two pointsA distance between two points, specifically representing a diameter valueA distance on screenA distance on screen, specifically representing a diameter valueA dot BA factor between 0.0 and 1.0A file is too large to be packed (>2GB).A file viewable in the File BrowserA filler or baked keyframe for keying on ones, or some other purpose as neededA key generated automatically by a tool, not manually createdA keyframe that is part of a moving holdA layer may not have more than one stripA list of currently running modal operatorsA list of style modules (to be applied from top to bottom)A margin to prevent strokes from ending abruptly at the edge of the imageA mass, based on scene unit settingsA mesh-like surface encompassing (i.e. shrinkwrap over) all vertices (best results with fewer vertices)A moderate sharpening filterA more physically-accurate solverA multiplied by ScaleA multiplier for physics timestep (1.0 means one frame = 1/25 seconds)A multiplier for the child particle sizeA narrow horizontal area interferes with this operationA narrow vertical area interferes with this operationA non convex collision shape was passed to the function, use only convex collision shapesA note regarding deprecationA number between 0 (inside) and 1 (outside) specifying the relative position of stroke thicknessA number of steps defined by the segmentsA number that identifies which sub-set of the Action is considered to be for this Action ConstraintA number that identifies which sub-set of the Action is considered to be for this NLA stripA number that identifies which sub-set of the Action is considered to be for this data-blockA percentage between 0 and 100A pixel is rendered only if its alpha value is above this thresholdA point for each active voxel or tile in the gridA point of the curve, chosen by the sort indexA point on the planeA power BA power B, pow(A,B)A random rule is selected for each boidA random seed for the noise effectA restart of Blender is requiredA rotational value specified in radiansA session-wide unique identifier for the data block that remains the same across renames and internal reallocations, unchanged when reloading the fileA short description of the USD hookA short description of the keying setA single container for content in the Video Sequence EditorA single curve from a curves data-blockA single floating-point valueA single integerA single-socket organization tool that supports one input and multiple outputsA smaller Constant Rate Factor (CRF) results in better video quality but larger file size. The range of allowed CRF values is dependent on the codec.A square showing Hue/Saturation, with Value sliderA square showing Hue/Value, with Saturation sliderA square showing Saturation/Value, with Hue sliderA straight line rest shape works best.A string that is displayed hidden ('********')A string valueA true or false valueA valid edit mode existsA value that is relative to the image size and needs to be converted to be in pixelsA weak reference to the matching brush asset, used e.g. to restore the last used brush on file loadAACAC3ACES 1.0 Output Transform for SDR D65 video, limited to Rec.709 gamutACES 1.3ACES 1.3 - HDR 1000 nitsACES 1.3 - HDR 2000 nitsACES 1.3 - HDR 4000 nitsACES 1.3 - SDRACES 1.3 sRGBACES 2 Output Transform for 100 nit SDR Rec709ACES 2.0ACES 2.0 - HDR 1000 nitsACES 2.0 - HDR 2000 nitsACES 2.0 - HDR 4000 nitsACES 2.0 - HDR 500 nitsACES 2.0 - SDRACES 2.0 sRGBACES color correction space with toe, using AP1 primaries.ACES color correction space, using AP1 primaries.ACES2065-1ACESccACEScctACEScgAOAO BouncesAO Bounces RenderAO DistanceAO FactorAO distance used for approximate global illumination (0 means use world setting)AOVAOV OutputAOV not found in view-layer '%s'API DefinedAPICAPS-CAPS-C (Canon)APS-H (Canon)ASC-CDL standard color correctionASCIIASCII FBX files are not supported %rASCII FormatAV1AVIAVIF (.avif)AVX2AZone AreaAZone FullScrAZone QuadAZone RegionAbkhaz - Аԥсуа бызшәаAboutAboveAbove SelectedAbove SurfaceAbove ThresholdAbsoluteAbsolute 2D PointAbsolute AlphaAbsolute CoordinatesAbsolute DensityAbsolute FrameAbsolute Increment SnapAbsolute Keying SetsAbsolute Keying Sets for this SceneAbsolute LocationAbsolute ModeAbsolute OffsetAbsolute Path TimeAbsolute Resolution LimitAbsolute SnapAbsolute Time SnapAbsolute TrackingAbsolute added length to the end of each strokeAbsolute added length to the start of each strokeAbsolute ball size or factor if not manually adjustedAbsolute bounding box dimensions of the nodeAbsolute bounding box dimensions of the object. Warning: Assigning to it or its members multiple consecutive times will not work correctly, as this needs up-to-date evaluated dataAbsolute grid alignment while translating (based on the pivot center)Absolute path to the .blend file containing this assetAbsolute path to the .blend file containing this asset extended with the path of the asset inside the fileAbsolute thickness to apply everywhereAbsolute time alignment when transforming keyframesAbsorb light as it passes through the volumeAbsorptionAbsorption CoefficientAbsorption CoefficientsAbsorption ColorAccelerationAcceleration StructureAccent ModeAccessed named attributes:AccessibilityAccumulateAccumulate FieldAccumulate samples by reprojecting last tracing resultsAccumulate stroke daubs on top of each otherAccuracyAccuracy of attackAccuracy of the blur effectAccuracy of vertex positions, lower value is faster but less preciseAccurateAccurate but slower variationAcrylicAct on ClickActionActionAActionAction ClipActionActive TrackActionBActionBackActionBake DataActionBounceActionBreakdownActionBuilt-In FunctionActionBézierActionCircularActionConstantActionCubicActionCyclesActionDynamic EffectsActionEasing (by strength)ActionElasticActionEnvelopeActionExponentialActionExtremeActionGeneratedActionGeneratorActionInterpolationActionInvalidActionJitterActionKeyframeActionLimitsActionLinearActionMetaActionMoving HoldActionNewActionNew Interpolation TypeActionNew Keyframe TypeActionNoiseActionObjectActionOnly ActiveActionPoseActionQuadraticActionQuarticActionQuinticActionSinusoidalActionSmoothActionSmooth (Gaussian)ActionSound ClipActionSteppedActionStepped InterpolationActionTrackActionTransitionActionTypeAction '%s' will not be saved, create Fake User or Stash in NLA Stack to retainAction BlendingAction ClipAction ConstraintAction EditorAction End FrameAction ExtrapolationAction FilterAction GroupAction Group that this F-Curve belongs toAction InfluenceAction LayerAction LayersAction MapsAction Pose MarkersAction Safe MarginsAction SetAction Set-up whose activation will trigger this set-up as a correctiveAction SlotAction Slot HandleAction SlotsAction Start FrameAction StripAction StripsAction data-blocksAction execution region for the first input axisAction execution region for the second input axisAction group is expanded except in graph editorAction group is expanded in graph editorAction group is lockedAction group is mutedAction group is selectedAction has no data, cannot render previewAction is not editableAction not in listAction referenced by this stripAction slotAction slot display names cannot be emptyAction slot identifiers should be at least three charactersAction taken when a paint stroke is madeAction to apply to the rig via constraintsAction to take for gaps past the Active Action's range (when evaluating with NLA)Action to take for gaps past the strip extentsAction typeAction when 'Space' is pressedAction when 'Tilde' is pressedAction when Alt-MMB dragging in the 3D viewportAction when dragging in the viewportAction(s)Action+Slot has already been stashedActionMap '%s' cannot be removedActionMapBinding '%s' cannot be removed from '%s'ActionMapItem '%s' cannot be removed from '%s'ActionsActions on this armature will be destroyed by this new rest pose as the transforms stored are relative to the old rest poseActivate Gizmo EventActivate OperatorActivate a brush asset as current sculpt and paint toolActivate actions immediatelyActivate and view same node type, step by stepActivate or deactivate itemActivate selected view itemActivate selected viewer node in compositor and geometry nodesActivate some pie menus on drag, allowing the tapping the same key to have a secondary action. • Tapping Tab in the 3D view toggles edit-mode, drag for mode menu. • Tapping Z in the 3D view toggles wireframe, drag for draw modes. • Tapping Tilde in the 3D view for first person navigation, drag for view axesActivate the modifier to use as the contextActivate the strip modifier to use as the contextActivate the tool for editors that support toolsActivate/select the file(s) contained in the borderActivation event for gizmos that support drag motionActiveActive AOVActive AOV IndexActive ActionActive Action MapActive Action for this data-blockActive Add-onActive Add-on in the Workspace Add-ons filterActive Asset LibraryActive AttributeActive Attribute IndexActive Boid RuleActive Boid Rule IndexActive Boid State IndexActive BoneActive BookmarkActive CameraActive Channel GroupActive Channels at CursorActive ClipActive CloneActive CollectionActive Collection Exporter IndexActive Collection IndexActive Collection NameActive ColorActive Color AttributeActive Color IndexActive ConstraintActive Dash Segment IndexActive Dynamic Paint surface being displayedActive EditBoneActive EditorActive Editor OutlineActive ElementActive Extension RepositoryActive F-CurveActive F-Curve ModifierActive F-Curve is not editableActive Face SetActive FrameActive Grease Pencil layerActive Grease Pencil layer groupActive Grid IndexActive GroupActive HighlightActive Image TileActive IndexActive Instance ObjectActive Instance Object IndexActive ItemActive Item IndexActive KeyConfigActive KeyframeActive Keying SetActive Keying Set IndexActive Keying Set used to insert/delete keyframesActive LanguageActive LayerActive Layer CollectionActive Layer GroupActive Layer IndexActive Layer Mask IndexActive LightgroupActive Lightgroup IndexActive Line SetActive Line Set IndexActive Main Item IndexActive MarkerActive MaterialActive Material IndexActive Material is locked or hiddenActive ModifierActive Movie ClipActive Movie Clip that can be used by motion tracking constraints or as a camera's background imageActive NLA TrackActive NodeActive NoteActive ObjectActive Object IndexActive Object OnlyActive Object constraintActive OnlyActive OperatorActive OutputActive Paint Texture IndexActive PaletteActive Palette ColorActive Panel CategoryActive Panel OutlineActive Particle SystemActive Particle System IndexActive Particle TargetActive Particle Target IndexActive Path IndexActive Plane TrackActive PointActive Point CacheActive Point Cache IndexActive PolygonActive Pose MarkerActive Pose Marker IndexActive PoseChannel constraintActive Recent FolderActive RenderActive Render Color IndexActive Render ViewActive RepositoryActive Rotation Track IndexActive SceneActive Scene CollectionsActive SectionActive Selection SetActive Set OverrideActive ShapeActive Shape IndexActive Shape KeyActive Shape Key IndexActive SlotActive SmoothActive SpaceActive SplineActive StripActive Strip NameActive Strip OnlyActive SurfaceActive System BookmarkActive System FolderActive TableActive TagActive Text BoxActive TextureActive Texture IndexActive Theme AreaActive Tile IndexActive Time Segment IndexActive ToolActive Tool and Workspace settingsActive ToolsActive Track IndexActive UDIMActive UV Map IndexActive UV Map LayerActive UV Map layerActive UV map indexActive VertexActive Vertex Color IndexActive Vertex Color LayerActive Vertex GroupActive Vertex Group IndexActive Vertex Group is lockedActive Vertex/Edge/FaceActive View IndexActive View LayerActive actions mergedActive asset library to show in the UI, not used by the Asset Browser (which has its own active asset library)Active attributeActive attribute index or -1 when none are activeActive brushActive brush does not contain any texture to distort the expand boundaryActive button is not from a script, cannot edit sourceActive button match cannot be foundActive button not foundActive camera is not in this sceneActive camera used in this view (when unlocked from the scene's active camera)Active camera, used for rendering the sceneActive color attribute for display and editingActive color attribute indexActive curve splineActive editor is not a node editor.Active editor should be a node editor for the operator to runActive element indices of the edited geometry, for tool executionActive face must be a quadActive face not selectedActive file in the file browserActive group is locked, abortingActive index in layer mask arrayActive index in render view arrayActive index in the exporters listActive index in the segment listActive index in tiles arrayActive index in vertex group arrayActive itemActive item is not a panelActive key configuration (preset)Active layer collection in this view layer's hierarchyActive layer in this maskActive layer is locked or hiddenActive layer is not editableActive layer of the CacheFileActive line set being displayedActive material being displayedActive mesh does not have shape keysActive node in this treeActive node should be of type {:s}.Active node should not be of type {:s}.Active node tree does not contain any nodes.Active node tree is linked from another .blend file.Active object contains no collectionsActive object final transform has one or more zero scaled axesActive object for this layerActive object has negative scaleActive object has no actionActive object has no modifiersActive object has non-uniform scaleActive object in this tracking data objectActive object is not a Grease Pencil objectActive object is not a meshActive object is not a selected Grease PencilActive object is not a selected armatureActive object is not a selected curveActive object is not a selected curves objectActive object is not a selected meshActive object is not a selected point cloud objectActive object isn't animatedActive object must be a lightActive on key-repeat events (when a key is held)Active paint curveActive particle system being displayedActive plane track in this tracking data object. Deprecated, use objects[name].plane_tracks.activeActive point cache for physics simulationsActive point of masking layerActive pose marker for this actionActive region not setActive render engine supports spherical stereo renderingActive render slot of the imageActive repository is disabledActive scene changed to '%s'Active scene to be edited in the windowActive scene to fileActive slot for this actionActive spline of masking layerActive strip is not an effect stripActive table and persisted state of previously displayed tablesActive texture slot being displayedActive tool gizmoActive track in this tracking data objectActive track in this tracking data object. Deprecated, use objects[name].tracks.activeActive vertex color indexActive vertex color layerActive vertex group is lockedActive workspace and scene follow this windowActive workspace screen showing in the windowActive workspace showing in the windowActual DistanceActual data-block from .blend file (Main database) that generated that evaluated oneAdapt simulation resolution and size to fluidAdaptationAdaptiveAdaptive CompileAdaptive DomainAdaptive Min SamplesAdaptive RenderAdaptive Sampling ThresholdAdaptive SpaceAdaptive SpacingAdaptive SubdivisionAdaptive Subframe ThresholdAdaptive Time StepsAdaptively blur glossy shaders after blurry bounces, to reduce noise at the cost of accuracyAdaptively blur image, while retaining sharp edgesAdaptively subdivide mesh based on camera distanceAdaptivityAddAdd "%s" InputAdd "%s" Input (Ctrl to add panel)Add "%s" PanelAdd & ReplaceAdd & SubtractAdd -> Armature -> Rigify Meta-Rigs.Add 3D vector valuesAdd 4 spaces at line beginningAdd AttributeAdd Boundary LoopAdd ColorAdd Color AttributeAdd ConstraintAdd Control PointAdd Crypto LayerAdd Cycles F-Modifier if one does not exist alreadyAdd DEF on convergenceAdd Empty KeyframesAdd ExporterAdd ExtraAdd F-Modifier to the active/selected F-CurvesAdd F-Modifier to the active/selected NLA-StripsAdd Fake UserAdd Feather VertexAdd Freeze FrameAdd Geometry LinkAdd IKAdd ImageAdd Input VariableAdd InputsAdd ItemAdd Leaf BonesAdd Local RepositoryAdd Mapping NodesAdd MarkerAdd MaskAdd ModeAdd ModifierAdd ModifiersAdd NLA-Tracks above/after the selected tracksAdd New Extension RepositoryAdd New Grease Pencil LayerAdd New Paint Curve PointAdd NormalAdd OutputsAdd Paint SlotAdd Principled Texture SetupAdd Remote RepositoryAdd Reroute nodes and link them to outputs of selected nodesAdd ReroutesAdd Reroutes (Menu)Add ResolutionAdd Rest PositionAdd Rigid Body Constraint to active objectAdd Rigid Body simulation world to the current sceneAdd Roll Out of the Start Handle bone to the Roll In valueAdd Selected BonesAdd Selection SetAdd Selection Set for this collectionAdd ShaderAdd Speed TransitionAdd StripAdd Texture SetupAdd ThresholdAdd Tile to ImageAdd TransitionAdd UV mapAdd VGroup B's weights to VGroup A's onesAdd VR landmark from the viewer pose of the running VR session to the list and select itAdd VertexAdd WeightsAdd WorkspaceAdd a "rest_position" attribute that is a copy of the position attribute before shape keys and modifiers are evaluatedAdd a Closure zoneAdd a Driver Variable to keep track of an input used by the driverAdd a For Each Geometry Element zone that allows executing nodes e.g. for each vertex separatelyAdd a Grease Pencil object to the sceneAdd a Group Input node with selected sockets to the current node editorAdd a Light GroupAdd a Mix RGB/Shader node by interactively drawing lines between nodesAdd a Sampling PresetAdd a Shader AOVAdd a Strip and link in the collections from the current scene (shallow copy)Add a Strip and make a full copy of the current sceneAdd a Viewport Sampling PresetAdd a boid rule to the current boid stateAdd a boid state to the particle systemAdd a bookmark for the selected/active directoryAdd a camera object to the sceneAdd a checkbox to the currently selected panelAdd a collection info node to the current node editorAdd a collection instanceAdd a color mix effect strip to the sequencerAdd a color node to the current node editorAdd a color strip to the sequencerAdd a constant offsetAdd a constraint to copy Local Location (Owner Orientation) with Offset. Even if the owner and target controls have different rest orientations, the global movement direction would be the sameAdd a constraint to copy Local Location with Offset. If the owner and target control rest orientations are different, the global movement direction will change accordinglyAdd a constraint to make the planes track the cameraAdd a constraint to the active boneAdd a constraint to the active bone, with target (where applicable) set to the selected Objects/BonesAdd a constraint to the active objectAdd a constraint to the active object, with target (where applicable) set to the selected objects/bonesAdd a copy of the active item to the interfaceAdd a crossfade transition strip for two selected strips with video contentAdd a curves object with random curves to the sceneAdd a custom keymap configuration to the preset listAdd a custom normals layer, if none exists yetAdd a custom theme to the preset listAdd a directory to be used by the Asset Browser as source of assetsAdd a face set in a rectangle defined by the cursorAdd a face set in a shape defined by the cursorAdd a face set to one side of a line defined by the cursorAdd a filter to remove rows from the displayed dataAdd a fur setup to the selected objectsAdd a gamma crossfade transition strip for two selected strips with video contentAdd a gaussian blur effect strip for a single selected strip with video contentAdd a glow effect strip for a single selected strip with video contentAdd a group node with an empty groupAdd a image/movie file as node to the current node editorAdd a lattice and use it to deform selected objectsAdd a light object to the sceneAdd a light probe objectAdd a line color modifier to the line style associated with the active linesetAdd a line set into the list of line setsAdd a line thickness modifier to the line style associated with the active linesetAdd a mask node to the current node editorAdd a mask strip to the sequencerAdd a material node to the current node editorAdd a metaball object to the sceneAdd a modifier to the stripAdd a movie strip to the sequencerAdd a movieclip strip to the sequencerAdd a multicam selector effect strip to the sequencerAdd a multiply blend mode effect strip for two selected strips with video contentAdd a new (empty) keying set to the active SceneAdd a new Dynamic Paint surface slotAdd a new Grease Pencil layer group in the active objectAdd a new Grease Pencil layer in the active objectAdd a new NLA Track + Strip for every loop/pass made over the animation to allow non-destructive tweakingAdd a new NLA Track above every existing selected oneAdd a new Strip, with an empty scene, and copy settings from the current sceneAdd a new VR landmark from the active camera object to the list and select itAdd a new VR landmark to the list and select itAdd a new background image to the active cameraAdd a new bone collectionAdd a new bone located at the 3D cursorAdd a new collection inside selected collectionAdd a new color stop to the color rampAdd a new control point (linked to only selected end-curve one, if any)Add a new control-point to the envelope on the current frameAdd a new curves object based on the current state of the particle systemAdd a new input layer to a Cryptomatte nodeAdd a new item to the interfaceAdd a new keyword tag to the active assetAdd a new level of subdivisionAdd a new loop between existing loopsAdd a new materialAdd a new material slotAdd a new or update an existing hair particle system on the surface objectAdd a new particle targetAdd a new render slotAdd a new repository used to store extensionsAdd a new row to the bone collection reference listAdd a new screenAdd a new text boxAdd a new textureAdd a new time markerAdd a new vertex group to the active objectAdd a new view layerAdd a new view layer with all collections disabledAdd a new workspaceAdd a new workspace by duplicating the current one or appending one from the user configurationAdd a new, empty scene with default settingsAdd a new, empty scene, and copy settings from the current sceneAdd a node group asset to the active node treeAdd a node to the active treeAdd a node to the active tree for glTF exportAdd a paint slotAdd a particle systemAdd a point cloud object to the sceneAdd a point connected to the last selected pointAdd a procedural operation/effect to the active objectAdd a render viewAdd a repeat zone that allows executing nodes a dynamic number of timesAdd a repository managed manually without referencing an external repositoryAdd a repository referencing a remote repository with support for listing and updating extensionsAdd a reroute nodeAdd a rim to the imageAdd a segment to the dash modifierAdd a segment to the time modifierAdd a simple color stripAdd a simple text stripAdd a sound strip to the sequencerAdd a speaker object to the sceneAdd a strip for controlling when speaker plays its sound clipAdd a strip re-using this scene as the sourceAdd a strip using a duplicate of this scene asset as the sourceAdd a strip using a new scene as the sourceAdd a stroke geometry modifier to the line style associated with the active linesetAdd a style module into the list of modulesAdd a subtract blend mode effect strip for two selected strips with video contentAdd a target to the constraintAdd a text object to the sceneAdd a text strip to the sequencerAdd a texture node setup for Principled BSDFAdd a texture node setup to selected shadersAdd a transition strip between two adjacent selected stripsAdd a vertex skin layerAdd a video speed effect strip for a single selected strip with video contentAdd a view layerAdd a visual effect to the active objectAdd a volume object to the sceneAdd a wipe transition strip for two selected strips with video contentAdd active object as Rigid BodyAdd all elements of the array to a Keying SetAdd all imported objects to a new collectionAdd all used Light GroupsAdd alpha while paintingAdd ambient occlusion to diffuse surfacesAdd an Action-Clip strip (i.e. an NLA Strip referencing an Action) to the active trackAdd an Attribute node with this nameAdd an IK Constraint to the active Bone. The target can be a selected bone or objectAdd an Image SequenceAdd an Integrator PresetAdd an Performance PresetAdd an add blend mode effect strip for two selected strips with video contentAdd an adjustment layer effect strip to the sequencerAdd an alpha channel to an imageAdd an alpha over blend mode effect strip for two selected strips with video contentAdd an alpha transparency modifier to the line style associated with the active linesetAdd an alpha under blend mode effect strip for two selected strips with video contentAdd an armature object to the sceneAdd an edge or face to selectedAdd an effect to the sequencer, most are applied on top of existing stripsAdd an empty curve object to the scene with the selected mesh as surfaceAdd an empty image type to scene with dataAdd an empty object to the sceneAdd an empty object with a physics effector to the sceneAdd an entry to the listAdd an entry to the list after the current active itemAdd an existing node group to the current node editorAdd an extra edge loop to better preserve the shape when applying a subdivision surface modifierAdd an image or image sequence to the sequencerAdd an import node to the node treeAdd an item to the index switchAdd an object data instanceAdd an object info node to the current node editorAdd an object to a new collectionAdd an object to an existing collectionAdd an object to the sceneAdd an offset relative to the object's bounding boxAdd an override layer to the archiveAdd an undo state (internal use only)Add another object's transformation to the total offsetAdd as child of selected collectionAdd attribute to geometryAdd background light emission. Note: This node should only be used for the world surface outputAdd binormal and tangent vectors, together with normal they form the tangent space (will only work correctly with tris/quads only meshes!)Add blur and brightness to light areasAdd bone between selected joint(s) and/or 3D cursorAdd cache modifiers and constraints to imported objects even if they are not animated so that they can be updated when reloading the Alembic archiveAdd camera background imageAdd channels of the selection to the pose asset. Existing channels will be updatedAdd color attribute to geometryAdd component values togetherAdd cone to mesh interactivelyAdd control points along a circular arc (handle type is vector if Bézier Spline)Add copied F-Modifiers to the selected F-CurvesAdd copied F-Modifiers to the selected NLA-StripsAdd copied driver variables to the active driverAdd cube map UVs on meshAdd cube to mesh interactivelyAdd current UI-active property to current keying setAdd cylinder to mesh interactivelyAdd data layers on destination meshes if neededAdd default animation for path used by constraint if it isn't animated alreadyAdd diagonal springs on 4-gonsAdd diffuse contributionAdd direct lighting contributionAdd driver for the property under the cursorAdd drivers to selected itemsAdd each selected image as an individual stripAdd effect of brushAdd emission contributionAdd empty imageAdd empty path to active keying setAdd euler component values togetherAdd exporter to the exporter listAdd external feature set (rigs, metarigs, ui templates)Add fallback tools keymap to this gizmo typeAdd fill segments to create the envelope. Don't keep the original stroke.Add fireAdd fire and smokeAdd floating point valuesAdd fluid to simulationAdd freeze frameAdd freeze frame and move itAdd glossy contributionAdd hairsAdd images as individual strips, unless their filenames match Blender's numbered sequence pattern, in which case they are grouped into a single image sequenceAdd indirect lighting contributionAdd integer valuesAdd item below active itemAdd key map itemAdd keyframes on every frame between the selected keyframesAdd lens flares, fog and glows around bright parts of the imageAdd liquidAdd margin to lattice dimensionsAdd modifier to automatically set the sharpness of mesh edges based on the angle between the neighboring facesAdd modifier to set edge sharpness automaticallyAdd modifier with node group "{}" on object "{}"Add more contrast relative to brightnessAdd named objectAdd new Annotation data-blockAdd new Annotation layer or note for the active data-blockAdd new Bézier curveAdd new Selection Set(s) from the clipboardAdd new Strip with a new empty Scene with default settingsAdd new cacheAdd new circle curveAdd new circle-shaped splineAdd new color to active paletteAdd new curve point and slide itAdd new curves between existing curves, taking the minimum distance into accountAdd new layer as maskingAdd new marker and move it on movieAdd new marker and slide it with mouse until mouse button releaseAdd new mask layer for maskingAdd new meta-strips incorporating the selected stripsAdd new object for trackingAdd new paint curveAdd new paletteAdd new particle settingsAdd new scene by typeAdd new scene by type in the sequence editor and assign to active stripAdd new scene to be used by the sequencerAdd new sharp edges without clearing existing sharp edgesAdd new square-shaped splineAdd new vertex and slide itAdd new vertex to feather and slide itAdd node to inputAdd noise to ringsAdd noise to standard woodAdd normal vector with selectionAdd object or material to matte, by picking a color from the Pick outputAdd one of the common constraints linking the control to the tail targetAdd one-dimensional Perlin noise to stroke backbone geometryAdd only to linked outputsAdd only to loose outputsAdd or remove Dynamic Paint output data layerAdd or remove Grease Pencil brush presetAdd or remove Grease Pencil material presetAdd or remove a Camera PresetAdd or remove a Clip Track Color PresetAdd or remove a Cloth PresetAdd or remove a Fluid PresetAdd or remove a Hair Dynamics PresetAdd or remove a Node Color PresetAdd or remove a Render PresetAdd or remove a Safe Areas PresetAdd or remove a Text Editor PresetAdd or remove a Tracking Camera Intrinsics PresetAdd or remove a motion tracking settings presetAdd or remove a white balance presetAdd or remove an EEVEE ray-tracing presetAdd or remove an Operator PresetAdd or remove commentsAdd or remove fluid to a domain objectAdd original location into copied locationAdd overrides for all elements of the arrayAdd pasted strokes behind all strokesAdd path to exclude from auto-executionAdd point in the new segment to keep the same densityAdd pseudo-random noise on top of F-CurvesAdd random offset to the grid locationsAdd rather than blend between shapesAdd reroutes to outputsAdd retiming KeyAdd rulerAdd segments to create the envelope. Keep the original stroke.Add selected F-Curves to a new groupAdd selected bones to Selection SetAdd selected bones to the chosen bone collectionAdd selected items (blue-gray rows) to active Keying SetAdd selected objects as Rigid BodiesAdd selected objects to one of the collections the active-object is part of. Optionally add to "All Collections" to ensure selected objects are included in the same collections as the active objectAdd selected tracks to 2D rotation stabilizationAdd selected tracks to 2D translation stabilizationAdd shape key to the objectAdd simulation zone input and output nodes to the active treeAdd sinus displacement to stroke backbone geometryAdd smokeAdd smooth transition between 2 retimed segmentsAdd smooth transition between 2 retimed segments and change its durationAdd some offset and multiply with some gain the weights of the active vertex groupAdd source value to destination one, using given threshold as factorAdd spatial noise to stroke backbone geometryAdd sphere to mesh interactivelyAdd strips to muted or locked channels when adding movie stripsAdd target position to UV coordinatesAdd temporary IK constraints while grabbing bones in Pose ModeAdd the data paths to the Freestyle Edge Mark property of selected edges to the active keying setAdd the data paths to the Freestyle Face Mark property of selected polygons to the active keying setAdd the dragged collection to the sceneAdd the dropped collection as collection instanceAdd the file format extensions to the rendered file name (eg: filename + .jpg)Add the radius of the bevel point to the taper radiusAdd the values of an evaluated field together and output the running total for each elementAdd the vertex positions of selected objects as shape keys or update existing shape keys with matching namesAdd this to the start frameAdd to BeginningAdd to EndAdd to PaletteAdd to a user defined context menu (stored in the user preferences)Add to all outputsAdd to linking collectionAdd to linking collection after {}Add to linking collection before {}Add together color channels from two videosAdd translucency effect to subsurface (Deprecated)Add transmission contributionAdd two Shaders togetherAdd two-dimensional Perlin noise to stroke backbone geometryAdd two-dimensional offsets to stroke backbone geometryAdd vertex to active splineAdd vertex to featherAdd vertices from groups that have zero weight before invertingAdd vertices with weight over threshold to vgroupAdd weight data for new strokesAdd your own property to the data-blockAdd-onAdd-on "{:s}" is already installed!Add-on '{}' not found!Add-on Key ConfigurationAdd-on PreferencesAdd-on TagsAdd-on is no longer validAdd-on path {!r} could not be foundAdd-on to processAdd-onsAdd-ons FilterAdd-ons SettingsAdd-ons previously shipped with Blender are now available from extensions.blender.org.Add-ons:Add/Edit DriverAdd/ReplaceAdded %s "%s"Added fade animation to {:d} {:s}Added length to the end of each stroke relative to its lengthAdded length to the start of each stroke relative to its lengthAdded through overrideAdded {:d} Image Plane(s)AddendAdding node groups isn't supported for custom (Python defined) node treesAdditionalAdditional SubdivisionAdditional color used for dyeing the hairAdditional data for an asset data-blockAdditional data stored for an asset data-blockAdditional data will be saved so that the bake jobs can be resumed after pausing. Because more data will be written to disk it is recommended to avoid enabling this option when baking at high resolutions.Additional distance around mesh surface to consider as effectorAdditional gamma encoding after display transform, for output with custom gammaAdditional information about the assetAdditional initial velocity in X, Y and Z direction (added to source velocity)Additional masking applied after the initial scattering of instancesAdditional mesh target to shrink toAdditional offset of the fill UVAdditional paths to add to sys.path (';' separated)Additional post processing options for new strokesAdditional rotation applied to dots and square strokesAdditional rotation applied to dots and square texture of strokes. Only applies in texture shading mode.Additional rotation of the fill UVAdditional scale multiplier to apply to base scale when determining viewer scaleAdditional scale of the fill UVAdditional subdivision along the curvesAdditional transform applied before view transform for artistic needsAdditional vorticity for the flamesAdditiveAdditive overrideAddon TagsAdds a colored tint to the coat layer by modeling absorption in the layer. Saturation increases at shallower angles, as the light travels farther through the medium (depending on the Coat IOR)Adds a ripple-like motion to an object's geometryAdds a tile to the imageAdds or updates a fade animation for either visual or audio stripsAdjacent FacesAdjacent UnselectedAdjustAdjust Last OperationAdjust LengthAdjust Playback RateAdjust Strength for SpacingAdjust active object's texture space automatically when transforming objectAdjust arbitrary values with mouse inputAdjust brightness and contrastAdjust brightness using a camera exposure parameterAdjust color and valuesAdjust color strength of strokesAdjust edit cage to modifier resultAdjust force strength based on smoke densityAdjust hue, saturation, and value with a curveAdjust influence brush objects have on this surfaceAdjust input playback speed, so its duration fits strip lengthAdjust length of strips to their data lengthAdjust levels of vertex colorsAdjust plane on which the brush acts towards or away from the object surfaceAdjust radius of proximity brushes or particles for this surfaceAdjust simulation speedAdjust slice direction according to the view directionAdjust stroke thicknessAdjust the angle threshold for displaying edges (1.0 for all)Adjust the brightness of the textureAdjust the color of an image, separately in several tonal ranges (highlights, midtones and shadows)Adjust the contrast of the textureAdjust the difference in luminosity between pixelsAdjust the guiding probability based on the roughness of the material componentsAdjust the intensity of the input's colorAdjust the line thickness of custom shapesAdjust the location of the custom shapeAdjust the luminosity of the colorsAdjust the offset distance to keep an even perpendicular distance to edgesAdjust the offset to the beginning/endAdjust the rotation of the custom shapeAdjust the saturation of colors in the textureAdjust the shape of the cap to follow the change in radius towards the curve endsAdjust the size of the custom shapeAdjust thickness of strokesAdjust timing of keyframesAdjust vertex color HSV valuesAdjust vertex color Hue/Saturation/ValueAdjust vertex color brightness/contrastAdjustment Layer StripAdjustment to the Index of Refraction (IOR) to increase or decrease specular intensity (0.5 means no adjustment, 0 removes all reflections, 1 doubles them at normal incidence)AdjustmentsAdjusts softness of the low pressure response onset using a gamma curveAdjusts the brightness of the glareAdjusts the saturation of the glareAdjusts timing by offsetting, scaling, looping, and snapping the scene frameAdvancedAdvanced Audio CodingAdvanced FilterAdvanced geometry editing and tools creation using nodesAdvanced mode for using style modules written in PythonAdvanced operations over library override to help fix broken hierarchiesAdvect GridAeroAerodynamicsAerodynamics TypeAerosolsAffectAffect AlphaAffect ChildrenAffect GizmoAffect OnlyAffect PositionAffect StrengthAffect Stroke StrengthAffect Stroke ThicknessAffect ThicknessAffect TransformAffect UVAffect VisibilityAffect active data layer of all targetsAffect all selected objects instead of just the active objectAffect all vertices (might add some to VGroup A)Affect edges or verticesAffect only edgesAffect only faces facing towards the viewAffect only strokes below the cursorAffect only the Active LayerAffect only the Active MaterialAffect only topologically connected elementsAffect only verticesAffect only vertices connected to the active vertex under the brushAffect only vertices that share face sets with the active vertexAffect only vertices with a normal that faces the viewerAffect only vertices with a similar normal to where the stroke startsAffect particle's dynamic rotationAffect particle's locationAffect the child clumpingAffect the child hair lengthAffect the child kink amplitudeAffect the child kink frequencyAffect the child roughAffect the child twistAffect the density of the particlesAffect the emission time of the particlesAffect the life time of the particlesAffect the particle force fieldsAffect the particle gravityAffect the particle initial velocityAffect the particle sizeAffect the particle velocity dampingAffect the value of the keys linearly, keeping the same relationship between them using either the left or the right key as referenceAffect tracks which are tracked less than the specified number of framesAffect tracks which have a larger reprojection errorAffect vertices in VGroup AAffect vertices in VGroup B (might add some to VGroup A)Affect vertices in at least one of both VGroups (might add some to VGroup A)Affect vertices in both groupsAffectable height of brush (i.e. the layer height for the layer tool)AffectedAffected ActionsAffected BonesAffineAfterAfter ColorAfter CurrentAfter Current FrameAfter CyclesAfter ModeAfter OriginalAfter Original (Aligned)After Original (Full)After Original (Split Channels)After baking curves, remove redundant keysAfter loading, remove everything except scenes, windows, and workspaces. This makes it possible to load the startup file with its scene configuration and window layout intact, but no objects, materials, animations, ...After removing the Strip, delete the associated data alsoAfter this number of light bounces, use approximate global illumination. 0 disables this featureAgXAgX - HDR 1000 nitsAgX - SDRAgX Base Image Encoding for sRGB DisplayAgX Base sRGBAgX LogAgeAge: {:s}AggressionAggressive Mesh SimplificationAggressively simplify to the target ratio disregarding qualityAim the constrained object toward the targetAirAir DampingAir DragAir Personal SpaceAir ViscosityAir has normally some thickness which slows falling things downAlbedoAlbedo and NormalAlbedo pass used by denoiserAlembic Export: Unable to find collection '%s'Algorithm to extend the baked resultAlgorithm to use for generating the envelopeAlgorithm used for UV relaxationAlgorithm used to calculate distance of sample points to feature pointsAlgorithm used to calculate physics, from the fastest to the most stable and accurate: Midpoint, Euler, Verlet, RK4Algorithm used to compute automatic handlesAlignAlign 'n' bones along a curveAlign ActiveAlign AutoAlign Axis To NormalAlign Bézier handles to create circular arcs at each control pointAlign EndAlign Euler to VectorAlign HandleAlign Handle SelectedAlign HandlesAlign HorizontallyAlign ModeAlign NodesAlign Object ToAlign RotationAlign Rotation to TargetAlign Rotation to VectorAlign StartAlign ToAlign UV islands along the X axisAlign UV islands along the Y axisAlign UV vertices along the line defined by the endpointsAlign UV vertices on a horizontal lineAlign UV vertices on a vertical lineAlign UV vertices, moving them horizontally to the line defined by the endpointsAlign UV vertices, moving them vertically to the line defined by the endpointsAlign UVs along the maximum positionAlign UVs along the mean positionAlign UVs along the minimum positionAlign VerticallyAlign ViewAlign View to ActiveAlign XAlign YAlign according to object transformAlign bundle to X axisAlign bundle to Y axisAlign chain of bones along a curve (Bones only)Align each axis to the Euler rotation axis as used for inputAlign from all edgesAlign keyframes on a ease-in or ease-out curveAlign newly added objects to the 3D Cursor's rotationAlign newly added objects to the active 3D view orientationAlign newly added objects to the world coordinate systemAlign objectsAlign offset direction to normalsAlign rotation with the snapping targetAlign selected bones to the active bone (or to their parent)Align selected nodes in a grid patternAlign strokes to current 3D cursor orientationAlign strokes to current view planeAlign text to the bottomAlign text to the bottom line's baselineAlign text to the leftAlign text to the middleAlign text to the rightAlign text to the topAlign text to the top line's baselineAlign the UV island's rotationAlign the X axis with the vectorAlign the Y axis with the vectorAlign the Z axis with the vectorAlign the curve to the surface normal (needs a guide as reference)Align the interpolated curves to the surface normalAlign the islands to the center of the largest islandAlign the islands to the max side of the islandAlign the islands to the min of the islandAlign the new object to the viewAlign the new object to the worldAlign the specified axis to the surface normalAlign the star diagonallyAlign the transformation axes to average normal of selected elements (bone Y axis for pose mode)Align the transformation axes to the 3D cursorAlign the transformation axes to the object's parent spaceAlign the transformation axes to the selected objects' local spaceAlign the transformation axes to the windowAlign the transformation axes to world spaceAlign to Geometry axisAlign to NormalAlign to ObjectAlign to Surface NormalAlign to Vertex NormalAlign to axisAlign to the active object's axisAlign to the left and the rightAlign to the left and the right, with equal character spacingAlign trim geometry orthogonally for a shape with 90 degree anglesAlign trim geometry with the perspective of the current view for a tapered shapeAlign with Point NormalAlignedAligned AxisAligned Free HandlesAligned SingleAligned bone '%s' to parentAlignmentAlignment AxisAlignment XAlignment of the region within the areaAligns opposite point handle during transformAligns selected UV vertices on a lineAliveAlive StateAllAll %d rotation channels were filteredAll 3D ViewportsAll AboveAll Action KeyframesAll ActionsAll Active FramesAll Add-onsAll Add-ons Installed by UserAll BelowAll BoundariesAll ChannelsAll CurvesAll CustomAll Data-BlocksAll EdgesAll Extensions Up-to-date{:s}All FacesAll ForksAll FramesAll GapsAll Geometry TypesAll GroupsAll HairAll ItemsAll Keying SetsAll Keying Sets available for use (Builtins and Absolute Keying Sets for this Scene)All KeymapsAll KeysAll LayersAll LibrariesAll Light ProbesAll Line Art objects are now cleared of bakesAll LinesAll Linked Data DirectAll LocalAll MessagesAll Object OriginsAll ObjectsAll PointsAll PropertiesAll PurposeAll RegionsAll RepositoriesAll Shading TypesAll StripsAll TransformsAll Transforms to DeltasAll TypesAll UDIM TilesAll UV loop layersAll UVsAll UnlockedAll Vertex GroupsAll Vertex Groups assigned to Deform BonesAll Vertex Groups assigned to SelectionAll VerticesAll View LayersAll VolumesAll available keying setsAll axes are affectedAll bone collections are in useAll bones affected by active Keying SetAll constraints are moved to the control bone.All corners sharper than the Miter angle will be cut flatAll curves in the data-blockAll data has been imported and is available in the list of "import_items"All effector's weightAll evaluated data-blocksAll from TargetAll geometry groups as separate instancesAll groups are lockedAll layers above activeAll layers below activeAll modifiersAll ngons with four or more vertices will be triangulated. Meshes in the scene will not be affected. Behaves like Triangulate Modifier with ngon-method: "Beauty", quad-method: "Shortest Diagonal", min vertices: 4All object instances to display or render (Warning: Only use this as an iterator, never as a sequence, and do not keep any references to its items)All of the scene objectsAll possible blend types, boolean operations and math operationsAll properties, including transforms, bendy bone shape, and custom propertiesAll render layers are disabledAll rules are averagedAll selected bones were already part of this collectionAll skin verticesAll strips of same basic type (graphical or sound)All strips, recursively including those inside metastripsAll strokes end at same time (i.e. short strokes start later)All strokes start at same time (i.e. short strokes finish earlier)All the currently assigned actions become one glTF animationAll the objects in this layerAll the selected objects of this layerAllow .blend file to execute scripts automatically, default available from system preferencesAllow Blender to access the internet. Add-ons that follow this setting will only connect to the internet if enabled. However, Blender cannot prevent third-party add-ons from violating this rule.Allow Blender to check for updates upon launchAllow ClimbingAllow ExecutionAllow FlightAllow LandAllow Negative FramesAllow Online AccessAllow OverlapAllow Overlapping TypesAllow USD primitives to merge with their Xform parent if they are the only child in the hierarchyAllow UnicodeAllow VR headsets to affect the location in virtual space, in addition to the rotationAllow a manually defined position and rotation to be used as the VR view base poseAllow an edge to have multiple overlapping types. This will create a separate stroke for each overlapping type.Allow another operator to operate on strip handlesAllow any .blend file to run scripts automatically (unsafe with blend files from an untrusted source)Allow boids to climb goal objectsAllow boids to move in airAllow boids to move on landAllow crease edges to show inside smooth surfacesAllow crease to show on sharp edgesAllow deviation for a smoother, less precise lineAllow edge ring selection to step over n-gons with an even number of sidesAllow edges in the same location (i.e. from edge split) to show properly. May run slower.Allow editing on the Z axis of this curve, also allows tilt and curve radius to be usedAllow editing strokes even if they use locked materialsAllow export of all joint vertex influences. Models may appear incorrectly in many viewersAllow for images or movies to be used as texturesAllow glTF Embedded formatAllow internet access. Blender may access configured online extension repositories. Installed third party add-ons may access the internet for their own functionalityAllow interpolation of vertex positionsAllow lines generated by the near/far clipping plane to be shownAllow loose edges to be chained togetherAllow objects to be culled based on the camera frustumAllow objects to be culled based on the distance from cameraAllow particle objects and face/vertex instances to show in Line ArtAllow points or curves to be selected partiallyAllow rigid body to be controlled by the animation systemAllow scaling of the bone for IKAllow scaling the spline control bones to affect the thickness via curve radiusAllow selecting all the keyframes of a curve by selecting the calculated F-curveAllow selecting all the keyframes of a curve by selecting the curve itselfAllow selection of Grease Pencil objectsAllow selection of armaturesAllow selection of camerasAllow selection of curvesAllow selection of emptiesAllow selection of hair curvesAllow selection of latticesAllow selection of light probesAllow selection of lightsAllow selection of mesh objectsAllow selection of metaballsAllow selection of point cloudsAllow selection of speakersAllow selection of surfacesAllow selection of text objectsAllow selection of volumesAllow self-intersection in operandsAllow switching the parent of the master controlAllow the VR tracking origin to be defined independently of the headset locationAllow the initial mouse position to be usedAllow the path to contain substitution tokensAllow the property to be overridden when the data-block is linkedAllow the use of colors indicating constraints/keyed statusAllow thickness to be assigned asymmetricallyAllow this object and its duplicators to be culled by camera space cullingAllow this object and its duplicators to be culled by distance from cameraAllow vertices to move in the negative direction of axisAllow vertices to move in the positive direction of axisAllows a single dot to be carefully positionedAllows for colored transparency, but incompatible with render passes and ray-tracing. Also known as forward rendering.Allows for colored transparency, but incompatible with render passes and raytracing. Also known as forward rendering.Allows for grayscale hashed transparency, and compatible with render passes and ray-tracing. Also known as deferred rendering.Allows for grayscale hashed transparency, and compatible with render passes and raytracing. Also known as deferred rendering.Allows managing UI translations directly from Blender (update main .po files, update scripts' translations, etc.)Along NormalAlong NormalsAlong StrokeAlphaAlpha ChannelAlpha ConvertAlpha CropAlpha DecalsAlpha FacAlpha FactorAlpha ModeAlpha ModifiersAlpha OverAlpha Over NodeAlpha Over StripAlpha ThresholdAlpha TransparencyAlpha Under StripAlpha modifier '%s' could not be removedAlpha modifier typeAlpha modifiers for changing line alphasAlpha transparency based on random noiseAlpha transparency based on the angle between two adjacent facesAlpha transparency based on the direction of the strokeAlpha transparency based on the radial curvature of 3D mesh surfacesAlpha:Alphabetically sorts data-blocks - mainly objects in the scene (disable to increase viewport speed)Already a control point at frame %.6fAlso affect the visibilityAlso delete some data layers from destination if necessary, so that it matches exactly sourceAlso deselect faces that only touch on a cornerAlso import materials that are not used by any geometry. Note that when this option is false, materials referenced by geometry will still be importedAlso select faces that only touch on a cornerAltAlt Click Tool PromptAlt Cursor AccessAlt Middle Mouse Drag ActionAlt Tool AccessAlt key pressedAlt key pressed, -1 for any stateAlt-MMB Drag ActionAltLAltRAlter spring length to shrink/blow up (unit %) 0 to disableAlternate RowsAlternate access to 'Delete Keyframe' for keymaps to useAlternate access to 'Insert Keyframe' for keymaps to useAlternate between forward and reverse playback of keyframe rangeAlternate inside/outside based on crossing countAlternate script path, matching the default layout with sub-directories: startup, add-ons, modules, and presets (requires restart)Alternative access to location/scale/rotation relative to the parent and own rest boneAlternative end frame for UI playbackAlternative start frame for UI playbackAlternatively, download the extension to Install from Disk.AltitudeAlwaysAlways Add Cache ReaderAlways Sample AnimationsAlways Show MenuAlways StepAlways add a keyframe at start and end of actions for animated channelsAlways adjust the value by a minimum of 1 when 'value' is not 1.0Always change tabs when clicking an icon in an outlinerAlways collapse the new merge nodesAlways confirm operation when releasing buttonAlways refresh image on frame changesAlways take a left turnAlways take a right turnAlways use face normals for the face corner domain, matching old behavior of the nodeAlways write absolute pathsAlways write new guide velocities for every frame (each frame only contains current velocities from guiding objects)Ambient ColorAmbient OcclusionAmbient pressure (kPa) that balances out between the inside and outside of the object when it has the target volumeAmountAmountAreaAmountArrayAmountEmission StrengthAmountErrorAmountEvenAmountNumberAmountSingleAmountSmoothAmountStorage TypeAmountStrengthAmount BackAmount EndAmount FrontAmount StartAmount in degrees per turn when using snap turnAmount is absolute distance along adjacent edgeAmount is offset of new edges from originalAmount is percent of adjacent edge lengthAmount is perpendicular distance from original edge to bevel faceAmount is width of new faceAmount of GI ray to trace for each pixelAmount of air dragAmount of angular velocity that is lost over timeAmount of anisotropy for reflection. Higher values give elongated highlights along the tangent directionAmount of anisotropy for specular reflection. Higher values give elongated highlights along the tangent directionAmount of backbone stretchingAmount of buoyancy force that rises bubbles (high value results in bubble movement mainly upwards)Amount of clumpingAmount of control points of the generated hair curvesAmount of dampingAmount of damping during collisionAmount of damping during particle collisionAmount of damping in bending behaviorAmount of damping in compression behaviorAmount of damping in shearing behaviorAmount of damping in stretching behaviorAmount of detail for wireframe displayAmount of displacemement along the surface normalAmount of distortionAmount of distortion noise detailAmount of distortion of the waveAmount of dithering noise added to the rendered image to break up bandingAmount of dithering when painting on byte imagesAmount of drag force that moves bubbles along with the fluid (high value results in bubble movement mainly along with the fluid)Amount of duplicates per curveAmount of edge loops the round caps are generated withAmount of edge roundingAmount of endpoint roughnessAmount of erasing for strengthAmount of erasing for thicknessAmount of fine level detail present in the noiseAmount of focal blur, 128 (infinity) is perfect focus, half the value doubles the blur radiusAmount of friction during particle collisionAmount of generated foamAmount of gravity after each dabAmount of guides to be used for interpolation per curveAmount of high frequency detail. Depth needs to be greater than 0 for this to have an effectAmount of influence F-Curve Modifier will have when not fading in/outAmount of influence constraint will have on the final solutionAmount of influence the node exerts on the imageAmount of influence the node exerts on the output colorAmount of influence the node exerts on the output vectorAmount of jitter applied to the samplingAmount of linear velocity that is lost over timeAmount of lines that can be visible in current editorAmount of location dependent roughnessAmount of mirror reflection for raytraceAmount of mixing between the A and B inputsAmount of mixing between the A and B vector inputsAmount of neighbors used for blendingAmount of noise for the force strengthAmount of noise to applyAmount of noise to apply to UV rotationAmount of noise to apply to opacityAmount of noise to apply to thicknessAmount of normal directional velocityAmount of opacity to useAmount of overshoot for 'back' easingAmount of paint that is applied per stroke sampleAmount of paint that is picked from the surface into the brush colorAmount of particles left untouched by child path lengthAmount of particles left untouched by random roughnessAmount of particles to use for instancingAmount of random elements that are going to be affected by the brushAmount of random offset per curveAmount of random roughnessAmount of random velocityAmount of random, erratic particle movementAmount of randomization of the direction of the rollAmount of residual error in Blender space unit for constraints that work on positionAmount of residual error in radians for constraints that work on orientationAmount of rotation around side vectorAmount of rotation around velocity vector on turnsAmount of rotation in degrees (90, 180, 270)Amount of scattered instances per unit squaredAmount of scattered instances shown in the viewportAmount of screen sample per GI rayAmount of shadow map sample per shadow rayAmount of shadow ray to trace for each lightAmount of smoke created by burning fuelAmount of smooth to applyAmount of smoothingAmount of smoothing stepsAmount of smoothing to applyAmount of smoothing to apply after finish newly created strokes, to reduce jitter/noiseAmount of smoothing to apply to interpolated strokes, to reduce jitter/noiseAmount of smoothing to automatically apply to each strokeAmount of smoothing while drawingAmount of steps of smoothing applied after shrinkwrapAmount of stickiness to surface collisionAmount of straighteningAmount of time to determine best compression: 0 = no compression with fast file output, 100 = maximum lossless compression with slow file outputAmount of turbulence and rotation in smokeAmount of velocity lost on collisionAmount of wet paint that stays in the brush after applying paint to the surfaceAmount texture affects alphaAmount texture affects child clumpAmount texture affects child hair lengthAmount texture affects child kink amplitudeAmount texture affects child kink frequencyAmount texture affects child roughnessAmount texture affects child twistAmount texture affects diffuse colorAmount texture affects particle dampingAmount texture affects particle densityAmount texture affects particle emission timeAmount texture affects particle force fieldsAmount texture affects particle gravityAmount texture affects particle initial velocityAmount texture affects particle life timeAmount texture affects physical particle sizeAmount that the pose is applied on top of the existing poses. A negative value will subtract the pose instead of adding itAmount the Active Action contributes to the result of the NLA stackAmount the strip contributes to the current resultAmount to boost elastic bounces for 'elastic' easingAmount to decrease or increase character spacing withAmount to deform objectAmount to displace geometryAmount to move each copy relative to its bounding box sizeAmount to offset array UVs on the U axisAmount to offset array UVs on the V axisAmount to offset mirrored UVs flipping point from the 0.5 on the U axisAmount to offset mirrored UVs flipping point from the 0.5 point on the V axisAmount to spread arcs for arc inner mitersAmount to warp about the cursorAmplitudeAmplitude ClumpAmplitude RandomAmplitude of WaveAmplitude of the Perlin noiseAmplitude of the noiseAmplitude of the noise - the amount that it modifies the underlying curveAmplitude of the sinus displacementAmplitude of the spatial noiseAn "extreme" pose, or some other purpose as neededAn 'extreme' pose, or some other purpose as neededAn Action may not have more than one layerAn action slot can only be created when an action is assignedAn added offset to each octave, determines the level where the highest octave will appearAn aggressive sharpening filterAn animation layer containing Actions referenced as NLA stripsAn approximation of the Fresnel conductor curve based on the colors at perpendicular and near-grazing (roughly 82°) anglesAn area is maximized, filling this screenAn array of floating-point valuesAn array of integersAn array of true or false valuesAn artistic solver with strong surface tension effects (original)An attribute field with a selection of the outer pointsAn edge connected to the face, chosen by the sort indexAn edit-mesh with vertex or edge selection mode is requiredAn exception occurred invoking USD hook '%s'An exception occurred invoking USD hook '%s'. Please see the console for detailsAn existing matching local ID has been re-usedAn extra multiplier to tune the magnitude of octavesAn identifier for the group of each face. All contiguous faces with the same value are in the same regionAn index used to group curves together. Filling is done separately for each groupAn index used to group values together for multiple separate accumulationsAn index used to group values together for multiple separate operationsAn input name cannot start with a digit: "{}"An input was not manifoldAn internal property used to store only the first mouse positionAn internal property used to store the first node in a Lazy Connect operationAn internal property used to store the last node in a Lazy Connect operationAn internal property used to store the source socket in a Lazy Connect operationAn item (representing a data-block) in a BlendImportContext data. Currently only exposed as read-only data for the pre/post linking handlersAn object instance in a View Layer (currently never exposed in Python API)AnaglyphAnaglyph TypeAnalog 16mmAnalog 35mmAnalog 65mmAnalog IMAXAnalog Super 16Analog Super 35Ancestors Effectively VisibleAnchor FrameAnchor WeightsAnchor XAnchor YAndAngleAngle BasedAngle ClampAngle ConstraintAngle FactorAngle LimitAngle MinAngle OuterAngle SnapAngle Snap IncrementAngle SplittingAngle ThresholdAngle above which to bevel edgesAngle above which to split edgesAngle and axis to rotate aroundAngle at which interocular distance is 0Angle at which interocular distance starts to fade to 0Angle between the next and previous edge of a face corner within the faceAngle between the planes of the creaseAngle in screen space below which a stroke is split in twoAngle limitAngle of Rotation for Axis-Angle rotation representationAngle of deformationAngle of revolutionAngle of rotationAngle of the inner cone, in degrees, inside the cone the volume is 100%Angle of the main directionAngle of the outer cone, in degrees, outside this cone the volume is the outer cone volume, between inner and outer cone the volume is interpolatedAngle of the transitionAngle snappingAngle snapping modeAngle snapping relative to the previous cut edgeAngle to rotate the input vector byAngle to use as the basis for warpingAngle used for rotation increments in 2D editorsAngle used for rotation increments in 3D editorsAngles above this are considered cornersAngles smaller than this will be treated as creasesAngles smaller than this will be treated as creases. Crease angle priority: object Line Art crease override > mesh auto smooth angle > Line Art default crease.AngularAngular DampingAngular DistanceAngular MotorAngular VelocityAngular Velocity AxisAngular Velocity Deactivation ThresholdAngular Velocity below which simulation stops simulating objectAngular diameter of the Sun as seen from the EarthAngular diameter of the spotlight beamAngular distortion between UV and 3D anglesAngular thickness of the surfaces when computing fast GI and ambient occlusion. Reduces energy loss and missing occlusion of far geometry.Angular threshold for detecting crease edgesAngular velocity amount (in radians per second)Anim PlayerAnimalsAnimatableAnimate propertyAnimate strokes appearing and disappearingAnimatedAnimated InfluenceAnimated SelectedAnimated Strip TimeAnimationAnimation Channel BagAnimation Channels for SlotsAnimation CurvesAnimation DataAnimation EditorsAnimation End OffsetAnimation ModeAnimation OffsetAnimation OperationAnimation PlayAnimation PlayerAnimation Player PresetAnimation PlayingAnimation Pointer (Experimental)Animation Start OffsetAnimation StepAnimation TimeoutAnimation UIAnimation VisualizationAnimation data for data-blockAnimation data for this data-blockAnimation data-block does not have active actionAnimation data-block has active actionAnimation end offset (trim end)Animation is played backwardsAnimation playbackAnimation playback is activeAnimation playback speed in frames per second. If a single image, then 0Animation settingsAnimation start offset (trim start)Animation stepsAnimation time of noiseAnimation track at index %d is not a NLA 'Active Action' trackAnimation:AnimationsAnisotropicAnisotropic FilteringAnisotropic RotationAnisotropyAnkleAnkle and ToeAnnotationAnnotation Default ColorAnnotation FrameAnnotation FramesAnnotation LayerAnnotation Layer OpacityAnnotation LayersAnnotation StrokeAnnotation Stroke Placement (3D View)Annotation Stroke PointAnnotation Stroke ThicknessAnnotation dataAnnotation data for this Preview regionAnnotation data for this movie clipAnnotation data for this spaceAnnotation data for this trackAnnotation data-blocks (legacy Grease Pencil)Annotation:AnnotationsAnonymous attributes cannot be accessed by nameAnonymous attributes cannot be created hereAnother object has this shared data in edit modeAnti-AliasAnti-AliasingAnti-Aliasing SamplesAnti-alias the generated mask before combining for smoother boundaries at the cost of more expensive processingAntialias pixelsAntialiasingAnyAny TypeAny angle is allowed for rotationAny modifier keys pressedAny object modification requires a complete BVH rebuild, but renders fasterAny unsaved changes will be lost.ApertureAppApparent size of the Camera object in the 3D ViewAppendAppend (Reuse Data)Append (Reuse) {}Append (make local) also indirect dependencies of appended IDs coming from other libraries. NOTE: All IDs (including indirectly linked ones) coming from the same initial library are always made localAppend ActionAppend Materials of the active Grease Pencil to other objectAppend a final bone to the end of each chain to specify last bone length (use this when you intend to edit the armature from exported data)Append a workspace and make it the active one in the current windowAppend active modifiers to selected stripsAppend from a Library .blend fileAppend history at cursor positionAppend mesh name to object name, separated by a '_'Append only active material, uncheck to append all materialsAppend scrollback text by typeAppend {}Appended DataApple's Display P3 with sRGB compound (piece-wise) encoding transfer function, common on Mac devicesApplication TemplateApplication Template "%s" not foundApplicationsApplied constraint was not first, result may not be as expectedApplied constraint: %sApplied modifier only changed CV points, not tessellated/bevel verticesApplied modifier was not first, result may not be as expectedApplied modifier: %sApplies a brown tint to mimic vintage photo tones.Applies a cloth simulation deformation to the entire meshApplies a filter to modify the active color attributeApplies a filter to modify the current maskApplies a filter to modify the current meshApplies gravity to the simulationApplies the brush falloff in a loop patternApplies the brush falloff in the tip of the brushApplies the deformation in a localized area limited by the brush radiusApplies the falloff radius in a loop pattern, inverting the displacement direction in each pattern repetitionApplies the same deformation in the entire boundaryApplies the transformation simulating elasticity using the radius of the cursorApplies the transformation to all vertices in the meshApplies transformations done by the Armature modifierApplyApply (All Keyframes)Apply BaseApply DensityApply FlippedApply Gaussian Blur to objectApply Hair GuidesApply Laplacian flow smoothing to a signed distance field. Computationally efficient alternative to mean curvature flow, ideal when combined with SDF normalizationApply MaskApply MixApply ModifierApply ModifiersApply Object TransformationsApply PresetApply PropertiesApply ScalingsApply Subdivision HeuristicApply Subdivision SurfaceApply TransformApply UnitApply Unit Conversion ScaleApply a color transformation in the HSV color modelApply a fixed offset (don't scale by the radius)Apply a gamma correctionApply a rotation to a given vectorApply a secondary Euler rotation to a given Euler rotationApply a secondary rotation to a given rotation valueApply a stroke of brush to the particlesApply a transformation matrix (excluding translation) to the given vectorApply a transformation matrix to the given vectorApply action to all vertex groupsApply blur to each jittered sample to reduce under-sampling artifactsApply brush influence in a 2D circle, projected from the viewApply brush influence in a Sphere, outwards from the centerApply brush normallyApply changes to matching bone on opposite side of X-AxisApply channel rotation as IK constraintApply channel size as IK constraint if stretching is enabledApply color corrections for each color channelApply common image enhancement filtersApply constraint and remove from the stackApply copied rotation after original, as if the constraint target is a childApply copied rotation before original, as if the constraint target is a parentApply copied transformation after original, as if the constraint target is a child in Aligned Inherit Scale mode. This effectively uses Full for location and Split Channels for rotation and scale.Apply copied transformation after original, handling location, rotation and scale separately, similar to a sequence of three Copy constraintsApply copied transformation after original, using simple matrix multiplication as if the constraint target is a child in Full Inherit Scale mode. Will create shear when combining rotation and non-uniform scale.Apply copied transformation before original, as if the constraint target is a parent in Aligned Inherit Scale mode. This effectively uses Full for location and Split Channels for rotation and scale.Apply copied transformation before original, handling location, rotation and scale separately, similar to a sequence of three Copy constraintsApply copied transformation before original, using simple matrix multiplication as if the constraint target is a parent in Full Inherit Scale mode. Will create shear when combining rotation and non-uniform scale.Apply corrections to solve shadow terminator artifacts caused by bump mappingApply current mix of shape keys to the geometry before removing themApply current scene's unit (as defined by unit scale) to exported dataApply current scene's unit (as defined by unit scale) to imported dataApply current visible shape to the object data, and delete all shape keysApply custom scaling and units scaling to FBX scaleApply custom scaling and units scaling to each object transformation, FBX scale remains at 1.0Apply custom scaling to FBX scale, and units scaling to each object transformationApply custom scaling to each object transformation, and units scaling to FBX scaleApply deformations of selected shape keys to the basis key, removing themApply depth of field in 2D, using a Z depth map or maskApply different tint effectsApply effectors to childrenApply falloff to avoid sharp edges when the light geometry intersects with other objectsApply final constrained position of pose bones to their transformApply fixed movement deltas every updateApply force in the X axisApply force in the Y axisApply force in the Z axisApply force only in 2DApply fractal displacement along normal onlyApply global space transform to the object rotations. When disabled only the axis space is written to the file and all object transforms are left as-isApply gravitation to point movementApply haptics on button pressApply haptics on button press and releaseApply haptics on button releaseApply haptics repeatedly for the duration of the button pressApply haptics to the same user paths for the haptic action and this actionApply mean (box) filter smoothing to a signed distance field. Fast separable averaging filter for general smoothing of the distance fieldApply mean (box) filter smoothing to a voxel. The mean value from surrounding voxels in a box-shape defined by the radius replaces the voxel value.Apply mean curvature flow smoothing to a signed distance field. Evolves the surface based on its mean curvature, naturally smoothing high-curvature regions more than flat areasApply median (box) filter smoothing to a voxel. The median value from surrounding voxels in a box-shape defined by the radius replaces the voxel value.Apply median filter to a signed distance field. Reduces noise while preserving sharp features and edges in the distance fieldApply modifier and remove from the stackApply modifier as a new shape key and remove from the stackApply modifier as a new shapekey and keep it in the stackApply modifiers (excluding Armatures) to mesh objects -WARNING: prevents exporting shape keysApply modifiers to exported meshesApply modifiers to mesh objects (except Armature ones) - WARNING: prevents exporting shape keysApply new rotation after original, as if it was on a childApply new rotation before original, as if it was on a parentApply nondestructive effectsApply normal map relative to the displaced surface, for normal maps that are to be applied in addition to the displacement mapApply normal map relative to the smooth undisplaced surface, for normal maps that match the displacement mapApply object transforms to exported verticesApply offset cumulatively (previous points affect points after)Apply offset in reverse animation directionApply offset in usual animation directionApply on SplineApply paint on each mouse move stepApply puff to unselected end-points (helps maintain hair volume when puffing root)Apply relative to the current value (delta)Apply relative transformations in X-mirror mode (not supported with Auto IK)Apply render part of display transform when saving byte imageApply render part of display transformation when displaying this image on the screenApply sampling to all animationsApply scale on solution itself to make distance between selected tracks equals to desiredApply scaling of selected strips to their referenced ActionsApply selected vertex locations to all other shape keysApply shadow tracing to each jittered sample to reduce under-sampling artifactsApply sinusoidal deformationApply smoothing filter that preserves edges, for stylized and painterly effectsApply smoothing without reconstructing the surfaceApply the action based on vertex group selectionApply the action channels after the original transformation, as if applied to an imaginary child in Aligned Inherit Scale mode. This effectively uses Full for location and Split Channels for rotation and scale.Apply the action channels after the original transformation, as if applied to an imaginary child in Full Inherit Scale mode. Will create shear when combining rotation and non-uniform scale.Apply the action channels after the original transformation, handling location, rotation and scale separatelyApply the action channels before the original transformation, as if applied to an imaginary parent in Aligned Inherit Scale mode. This effectively uses Full for location and Split Channels for rotation and scale.Apply the action channels before the original transformation, as if applied to an imaginary parent in Full Inherit Scale mode. Will create shear when combining rotation and non-uniform scale.Apply the action channels before the original transformation, handling location, rotation and scale separatelyApply the current pose as the new rest poseApply the deformation in the selected axisApply the edit operation to hidden geometryApply the filter only to the face set under the cursorApply the force in the selected axisApply the gesture action only to the area that is contained within the segment without extending its effect to the entire lineApply the given Pose Action to the rigApply the maximum grab strength to the active vertex instead of the cursor locationApply the object's parent inverse to its dataApply the object's transformation to its dataApply the object's visual transformation to its dataApply the operation over content of the selected items only (the data-blocks in their sub-tree)Apply the operation over selected data-blocks and all their dependenciesApply the operation over selected data-blocks onlyApply the opposite of Lock/Unlock to unselected vertex groupsApply the relative positional offsetApply the same setup but mirrored to the opposite side control, shown in parentheses. Bones will only be affected by the control with the same side (eg., .L bones will only be affected by the .L control). Bones without a side in their name (so no .L or .R) will be affected by both controls with 0.5 influence eachApply the subdivision surface level as an offset relative to the current levelApply the target object's world transform on top of the attribute's transformApply this and all preceding deformation modifiers on splines' points rather than on filled curve/surfaceApply to all keyframesApply to selected vertex groupsApply to unselected vertex groupsApply track's mask on displaying previewApply transformation before parentingApply two-dimensional scaling and rotation to stroke backbone geometryApply volume preservation after smoothApply volume preservation over the original scalingApply weight-blended transformation from multiple bones like the Armature modifierApply weighted moving means to make selected F-Curves less bumpyApply weights symmetrically along X axis, for Envelope/Automatic vertex groups creationApproximate diffuse indirect light with background tinted ambient occlusion. This provides fast alternative to full global illumination, for interactive viewport rendering or final renders with reduced qualityApproximate number of faces (quads) in the new meshApproximate number of voxels along one axisApproximate the object as a sphere whose diameter is equal to the thickness defined by the node treeApproximate the object as an infinite slab of thickness defined by the node treeApproximate the thickness of the object to compute two refraction events (0 is disabled) (Deprecated)Approximately in how many frames should dissolve happenApproximately in how many frames should drying happenApproximation of Mie scattering in water droplets, used for scattering in clouds and fogApproximation to physically based volume scatteringApproximation used to model the light interactions inside the objectAppsArabic - ﺔﻴﺑﺮﻌﻟﺍArbitrary Output Variables. Provide custom render passes for arbitrary shader node outputsArcArccosine ModeArchive LibrariesArchive libraries of packed IDs, generated (and owned) by this source libraryArcminutesArcsecondsArcsine ModeArctan2 ModeArctangent ModeAre handles tested individually against the selection criteria, independently from their keys. When unchecked, handles are (de)selected in unison with their keysAre there any bone paths that will need updating (read-only)Area LightArea Lights can only have scale applied: "%s"Area NormalArea Normal FalloffArea Normal LimitArea PlaneArea RadiusArea Radius PressureArea SpacesArea WeightArea distortion between UV and 3D facesArea heightArea in a subdivided screen, containing an editorArea not found in the active screenArea of face in 3D spaceArea of this triangleArea to apply deformation falloff to the effects of the simulationArea widthAreasAreas in the core matte mask are included in the matteAreas in the garbage matte mask are excluded from the matteAreas outside of the image are filled with repetitions of the imageAreas outside of the image are filled with the closest boundary pixel in the imageAreas outside of the image are filled with zeroAreas the screen is subdivided intoArgumentsArmArmatureArmatureEaseArmatureEase InArmatureEase OutArmatureNewArmatureOutArmatureSamplesArmature '%s' does not contain bone '%s'Armature '%s' not in edit mode, cannot add an editboneArmature '%s' not in edit mode, cannot remove an editboneArmature Bone CollectionsArmature BonesArmature ConstraintArmature DefinedArmature DeformArmature Deform Constraint TargetsArmature EditBonesArmature FBXNode TypeArmature ModifierArmature OverlaysArmature bone, mesh or lattice vertex group, ...Armature data-block containing a hierarchy of bones, usually used for rigging charactersArmature data-blocksArmature deformation modifierArmature has no active bone collection, select one firstArmature has no active object boneArmature object to deform withArmature object to retrieve the bone information fromArmature to use as source of bones to maskArmature's active boneArmature's active bone collectionArmature(s)Armature-Relative HeadArmature-Relative TailArmature-related settingsArmaturesArmatures active edit boneAround FrameArrange selected UV islands on a lineArrange the new triangles evenly (slow)Arrange the stacking order of strokesArrayArray (Legacy)Array All ItemsArray LengthArray ModifierArray duplication modifierArray length calculation methodArray length mismatch (expected %d, got %d)Array length mismatch (got %d, expected more)Array of coordinates which represents UI rectangle corners in frame normalized coordinatesArray of coordinates which represents pattern's corners in normalized coordinates relative to marker positionArri Alexa 65Arri Alexa LFArri Alexa Mini & SXTArrowArrow SizeArrowsArtificial buoyancy force in negative gravity direction based on pressure differences inside the fluidAs 'Clear Parent', but keep the current visual transformations of the objectAs InstanceAs NURBSAs Render PassAshikhminAshikhmin-ShirleyAsk for confirmation when quitting with unsaved changesAspectAspect RatioAspect XAspect YAsphalt (Crushed)AssetAsset ('%s') is not an action data-blockAsset Blend PathAsset BrowserAsset Browser must be set to the Current File libraryAsset CatalogAsset Catalog:Asset CatalogsAsset DataAsset Debug InfoAsset DetailsAsset LibrariesAsset Libraries are local directories that can contain .blend files with assets inside. Manage Asset Libraries from the File Paths section in PreferencesAsset LibraryAsset Library IdentifierAsset Library ReferenceAsset Library TypeAsset Library not foundAsset Library: Current FileAsset Library: EssentialsAsset MetadataAsset RepresentationAsset Select ParametersAsset ShelfAsset Shelf HeaderAsset Shelf NameAsset Shelf PanelAsset Shelf Region ThemeAsset TagAsset TagsAsset Weak ReferenceAsset blend file is not editableAsset cannot be modified from this fileAsset catalogs cannot be edited in this asset libraryAsset data can only be assigned to assets. Use asset_mark() to mark as an asset.Asset data cannot be NoneAsset data, valid if the file represents an assetAsset file is not editableAsset is not a geometry node groupAsset library is not editableAsset library used to store the new brushAsset library used to store the new poseAsset loading is unfinishedAsset metadata from external asset libraries cannot be edited, only assets stored in the current file canAsset metadata from external libraries cannot be edited. Only assets stored in the current file can be edited.Asset not foundAsset not found: '%s'Asset shelf popover panel type not foundAssetsAssets in the current file cannot be individually savedAssets in the current file cannot be revertedAssignAssign Fk CollectionsAssign IK Constraint with targets derived from the select bones/objectsAssign MaterialAssign Primary CollectionsAssign Secondary CollectionsAssign Tweak CollectionsAssign a crease to inner edgesAssign a crease to outer edgesAssign a crease to the edges making up the rimAssign a material to geometry elementsAssign action "%s" to "%s" before calling this functionAssign active material slot to selectionAssign all selected bones to a collection, or unassign them, depending on whether the active bone is already assigned or notAssign intersection priority value for this collectionAssign no color tag to the collectionAssign the active material slot to the selected strokesAssign the current values of custom properties as their defaults, for use as part of the rest pose state in NLA track mixingAssign the hook to the hook object's active boneAssign the selected vertices to a hookAssign the selected vertices to a new vertex groupAssign the selected vertices to the active vertex groupAssign valueAssigned shortcut {:d} to {:s}Assignment valueAssignment value (as a string)AsymmetricAsymmetry of the shape adjustment of the strand thicknessAtAt CenterAt CursorAt FirstAt LastAt least 8 common tracks on both keyframes are needed for reconstructionAt least one Collection in this View Layer has an exporterAt least one node must be selected.At least one track with bundle should be selected to define origin positionAt least two points requiredAt least {:d} nodes must be selected.At which interval to add keysAt which interval to snap to framesAt which interval to snap to secondsAtmospheric turbidityAttach Hair Curves to SurfaceAttach ModeAttach NodesAttach active node to a frameAttach selected nodesAttach selected nodes to a new common frameAttaches hair curves to a surface meshAttachment UVAttachment is ValidAttachment surface UV coordinates of each curveAttack TimeAttack boids at max this distanceAttempt to bind from inactive dependency graphAttempt to delete scenes as part of a purge operation, should never happenAttempt to import 'allPurpose' materials.Attempt to import 'full' materials. Load 'allPurpose' or 'preview' materials, in that order, as a fallbackAttempt to import 'preview' materials. Load 'allPurpose' materials as a fallbackAttempt to import materials with the given purpose. If no material with this purpose is bound to the primitive, fall back on loading any other bound materialAttempt to select a point handle before transformAttempt to set action on non-animatable IDAttempt to unbind from inactive dependency graphAttempted to set slot identifier to "%s", but the type prefix does not match the slot's 'target_id_type' "%s". Setting to "%s" instead.AttenuationAttenuation constantAttributeAttribute '%s' (Blender domain %d, type %d) cannot be converted to USDAttribute Data DetectedAttribute DomainAttribute Domain TypeAttribute GroupAttribute NameAttribute NodeAttribute SpecialsAttribute StatisticAttribute TextAttribute TypeAttribute does not exist: "{}"Attribute domainAttribute domain for the Selection and Group ID inputsAttribute domain not supported by this geometry typeAttribute domain to displayAttribute domain to store free custom normalsAttribute domain used by the geometry nodes modifier to create an attribute outputAttribute domain where the attribute is stored in the baked dataAttribute domain where the attribute is stored in the simulation stateAttribute is not part of this geometryAttribute is required and cannot be removedAttribute name cannot be emptyAttribute name for edge weightAttribute name for vertex weightAttribute on Grease Pencil layerAttribute on instanceAttribute on mesh edgeAttribute on mesh face cornerAttribute on mesh facesAttribute on pointAttribute on splineAttribute on the geometry aboveAttribute per point/vertexAttribute value that will be stored for the current element on the main geometryAttributesAttributes to modifyAttributes with these names used within the group may conflict with existing attributesAudioAudio ChannelsAudio CodecAudio DeviceAudio Mixing BufferAudio Sample FormatAudio Sample RateAudio ScrubbingAudio StripAudio bitrate (kb/s)Audio channel countAudio channelsAudio output deviceAudio sample formatAudio sample format unsupportedAudio sample rateAudio sample rate (samples/s)Audio volumeAuthenticationAuthorAuthor USD custom attributes containing the original Blender object and object data namesAuthor:AutoAuto Align EndAuto Align Extremity BoneAuto Align {:s}Auto AxisAuto Blend In/OutAuto ClampedAuto Close Character PairsAuto CreateAuto DepthAuto DetectAuto EulerAuto Fly SpeedAuto HandleAuto Handle SelectedAuto Handle SmoothingAuto Handle Smoothing mode used for newly added F-CurvesAuto IKAuto IK Length: %dAuto Iteration CountAuto KeyframeAuto Keyframe Insert AvailableAuto Keyframe Insert Keying SetAuto KeyframingAuto KeyingAuto Keying EnableAuto Keying IndicatorAuto Keying ModeAuto Keying OnAuto MergeAuto Merge & SplitAuto Merge VerticesAuto NormalizationAuto NormalizeAuto PerspectiveAuto RainbowAuto RefreshAuto RemoveAuto Run Python ScriptsAuto Save Temporary FilesAuto Save TimeAuto SmoothAuto StepAuto Texture SpaceAuto TileAuto TransformAuto UpdateAuto VelocityAuto WXYZ to YRGBAuto XYZ to RGBAuto ZoomAuto clampedAuto detect best GPU for running BlenderAuto handleAuto sets the orbit center dynamically. When the complete model is in view, the center of volume of the whole model is used as the rotation point. When you move closer, the orbit center will be set on an object close to your center of the view.Auto-Clamped HandleAuto-Clamped Handle SelectedAuto-DetectAuto-Execution PathsAuto-KeyframingAuto-Keying ModeAuto-Keying will skip inserting keys that don't affect the animationAuto-Lock Key AxisAuto-Lock LayersAuto-MaskingAuto-Masking LayerAuto-Masking MaterialAuto-Masking StrokesAuto-Merge KeyframesAuto-OffsetAuto-RefreshAuto-Remove Fill GuidesAuto-SaveAuto-Save PreferencesAuto-SmoothAuto-StepAuto-VelocityAuto-offsetAuto-offset DirectionAuto-offset MarginAuto-offset direction: %sAutoPack is enabled, so image will be packed again on file saveAutocompleteAutokey Insert NeededAutolock Inactive LayersAutomaskingAutomaticAutomatic Bone OrientationAutomatic EasingAutomatic NameAutomatic Scrambling DistanceAutomatic SubframesAutomatic handles are adjusted to avoid jumps in acceleration, resulting in smoother curves. However, key changes may affect interpolation over a larger stretch of the curve.Automatic handles only take immediately adjacent keys into accountAutomatic handles that create smooth curvesAutomatic handles that create smooth curves which only change direction at keyframesAutomatic handles that create straight linesAutomatic keyframe insertion for Objects and Bones (default setting used for new Scenes)Automatic keyframe insertion using active Keying Set onlyAutomatic keyframe insertion when moving plane cornersAutomatic line width based on UI scaleAutomatic output type detectionAutomatic pixel size, depends on the user interface scaleAutomatic rigging from building-block componentsAutomatic saving of temporary files in temp directory, uses process ID. Warning: Sculpt and edit mode data won't be savedAutomatic weights from bonesAutomatically add lattice modifiers to selected objectsAutomatically adjust strength to give consistent results for different spacingsAutomatically adjusts fly navigation speed based on the distance of objects near the center of the viewport, making it easier to navigate complex scenes. Speed is recalculated each time movement starts.Automatically align edges to the brush direction to generate cleaner topology and define sharp features. Best used on low-poly meshes as it has a performance impact.Automatically begin translating strips with the mouse after adding them to the timelineAutomatically calculate mass values for Rigid Body Objects based on volumeAutomatically choose Wintab or Windows Ink depending on the deviceAutomatically choose filter based on scaling factorAutomatically choose method based on GPU and imageAutomatically choose the direction on which there is most alignment alreadyAutomatically choose the system-defined language if available, or fall-back to English (US)Automatically close relevant character pairs when typing in the text editorAutomatically compute transformation to get the best possible match between source and destination meshes. Warning: Results will never be as good as manual matching of objectsAutomatically convert all new tabs into spaces for new and loaded text filesAutomatically decide when to perform multiple simulation steps per frameAutomatically detect a good structure type based on how the socket is usedAutomatically detect animated sequences in selected images (based on file names)Automatically detect animated sequences in selected volume files (based on file names)Automatically detect features and place markers to trackAutomatically detect the best rotation axis to rotate towards the vectorAutomatically determine display type for filesAutomatically determine if the surface should be treated as a light for sampling, based on estimated emission intensityAutomatically determine sort method for filesAutomatically determine the number of threads, based on CPUsAutomatically determine the optimal number of steps for best performance/accuracy trade offAutomatically fix alignment of select bones' axesAutomatically insert keyframes on modified propertiesAutomatically lock all layers except the active one to avoid accidental changesAutomatically locks the movement of keyframes to the dominant axisAutomatically merge nearby keyframesAutomatically merge vertices moved to the same locationAutomatically name the output file with the pass typeAutomatically name the output file with the pass type (external only)Automatically offset nodes on insertionAutomatically offset the following or previous nodes in a chain when inserting a new nodeAutomatically pack all external data into .blend fileAutomatically pack all external files into the .blend fileAutomatically pick the fastest intersection methodAutomatically recalculate curve normalization on every curve editAutomatically reduce the number of samples per pixel based on estimated noise levelAutomatically reduce the number of samples per pixel based on estimated noise level, for viewport rendersAutomatically reduce the randomization between pixels to improve GPU rendering performance, at the cost of possible rendering artifactsAutomatically remove fill guide strokes after fill operationAutomatically renames the selected bones according to which side of the target axis they fall onAutomatically scale footage to cover unfilled areas when stabilizingAutomatically select best preview typeAutomatically select imported objectsAutomatically select keyframes when solving camera/object motionAutomatically set the number of subframesAutomatically split edges and facesAutomatically split edges in triangles to maintain quad topologyAutomatically switch between orthographic and perspective when changing from top/front/side viewsAutomatically try to determine the best settingAutomatically update the shader when the .osl file changes (external scripts only)Automatically zoom preview image to make it fully fit the regionAutomation axesAutomergeAutoscaleAutosplit OutputAutosplit output at 2GB boundaryAuxiliary TargetAvMinMaxAvailableAverageAverage ErrorAverage Error: {:.2f} pxAverage IterationsAverage ScaleAverage SpeedAverage Spring length * Ball SizeAverage custom normals of selected verticesAverage error during substepsAverage error of re-projectionAverage error of reconstructionAverage iterations during substepsAverage radius of the endpoints is used to tweak the X and Z Scaling of the bones, on top of XZ Scale modeAverage re-projection error: %.2f pxAverage selected tracks into activeAverage space UVs edge length of each loopAverage the size of separate UV islands, based on their area in 3D spaceAverage value of VGroup A's and VGroup B's weightsAverage weight in active vertex groupAveragedAveraged ValueAverages source image samples that fall under destination pixelAveraging methodAvoidAvoid CollisionAvoid animations and other motion effects in the interfaceAvoid collision with deflector objectsAvoid collision with other boidsAvoid color clipping by working in logarithmic spaceAvoid making unsymmetrical quads across the X axisAvoid making unsymmetrical quads across the Y axisAvoid making unsymmetrical quads across the Z axisAvoid object if danger from it is above this thresholdAvoid shrinking curves shorter than this lengthAxesAxes PositionAxes to RotationAxisAxis & Gizmo ColorsAxis 0 RegionAxis 1 RegionAxis AngleAxis Angle (W+XYZ), defines a rotation around some axis defined by 3D-VectorAxis Angle to RotationAxis ConstraintAxis DirectionAxis LockAxis MappingAxis ModeAxis ObjectAxis OnlyAxis OrthoAxis RandomAxis RangeAxis ReferenceAxis SignAxis SpaceAxis ThresholdAxis UAxis XAxis around which each curve is rolledAxis constrain toAxis for radial tangentsAxis in global view spaceAxis of mouse movement to zoom in or out onAxis of symmetryAxis orientationAxis that is aligned as well as possible given the alignment of the primary axisAxis that is aligned exactly to the provided primary directionAxis that is aligned to the normalAxis that points forward along the pathAxis that points in the 'forward' direction (applies to Instance Vertices when Align to Vertex Normal is enabled)Axis that points in the upward direction (applies to Instance Vertices when Align to Vertex Normal is enabled)Axis that points to the target objectAxis that points upwardAxis to align UV locations onAxis to align toAxis to align to the vectorAxis to arrange UV islands onAxis to bake in blue channelAxis to bake in green channelAxis to bake in red channelAxis to move UVs onAxis to rotate aroundAxis to tag names withAxis to use to align bundle alongAxis-Angle RotationAxis-alignedAxis-aligned (Horizontal)Axis-aligned (Vertical)Axis-angle rotation of this motion event. The vector magnitude is the angle where 1.0 represents 360 degrees. The angle is typically scaled by the time-delta before use.Azimuth - Angle around the up axisBB-BoneB-Bone Display X WidthB-Bone Display Z WidthB-Bone End HandleB-Bone End Handle TypeB-Bone SegmentsB-Bone ShapeB-Bone Start HandleB-Bone Start Handle TypeB-Bone Vertex Mapping ModeB-Bone X sizeB-Bone Z sizeB-SplineB/WB44 (lossy)B44A (lossy)BFECCBMPBSDFBSSRDFBSplineBT.1886 2.4 Exponent EOTF Display, commonly used for TVsBT.2020 2.4 Exponent EOTF DisplayBVHBVH LayoutBVH Time StepsBVH2BWBackBack Face CullingBack OrthographicBack PerspectiveBack and Forth Error Compensation and Correction. Advanced scheme that minimizes dissipation and diffusionBackbone LengthBackbone StretcherBackdropBackdrop OffsetBackdrop ZoomBackdrop offsetBackdrop zoom factorBackendBackface CullingBackfacingBackgroundBackground ColorBackground ImageBackground ImagesBackground SceneBackground SourceBackground TypeBackground ValueBackground color of Debug iconBackground color of Operator iconBackground color of Property iconBackground color of selected lineBackground image cannot be removedBackground image index to removeBackground set sceneBackscatterBackup .blend FilesBackwardsBad assignment modeBad vertex index in listBakeBake & MergeBake AllBake All Keyed FramesBake All Objects AnimationsBake B-Bone channelsBake DataBake EndBake Entire Fluid SimulationBake Fluid DataBake Fluid GuidingBake Fluid MeshBake Fluid NoiseBake Fluid ParticlesBake Grease Pencil object transform to Grease Pencil keyframesBake IDBake ItemBake ItemsBake Line Art for current Grease Pencil objectBake LocationBake ModeBake ModifiersBake Modifiers into keyframes and delete them afterBake Object Transform to Grease PencilBake PackedBake PathBake SamplesBake SelectedBake StartBake TimeBake TypeBake a frame rangeBake a single bake node or simulationBake a single frameBake all Line Art modifiersBake all light probe volumesBake all physicsBake all selected objects location/scale/rotation animation to an actionBake all simulation settings at onceBake an image sequence of ocean dataBake animation into current action, instead of creating a new one (useful for baking only part of bones in an armature)Bake animation onto the object then clear parents (objects only)Bake bones transformationsBake cache on all selected objectsBake custom propertiesBake data for a Scene data-blockBake data for every bake nodeBake directly from multires objectBake directory of object %s, modifier %s is empty, setting default pathBake displacementBake dynamic paint image sequence surfaceBake emissive surfaces for more accurate lightingBake every stage of the simulation separatelyBake failed: invalid canvasBake failed: invalid domainBake failed: no Dynamic Paint modifier foundBake failed: no Fluid modifier foundBake free failed: invalid domainBake free failed: no Fluid modifier foundBake free failed: pending bake jobs foundBake from MultiresBake from cacheBake image textures of selected objectsBake incoming light from the world instead of just the visibility for more accurate lighting, but lose correct blending to surrounding irradiance volumesBake irradiance volume light cacheBake item is an attribute stored on a geometryBake light bounces from light sources for more accurate lightingBake location channelsBake node or simulation output node that corresponds to this bake. This node may be deeply nested in the modifier node group. It can be none in some cases like missing linked data blocks.Bake normalsBake object transformationsBake on Key RangeBake on every frame that has a key for any of the bones, as opposed to just the relevant onesBake pass requires Direct, Indirect, or Color contributions to be enabledBake physicsBake rigid body transformations of selected objects to keyframesBake rotation channelsBake scale channelsBake shading on the surface of selected objects to the active objectBake simulations in geometry nodes modifiersBake space transform into object data, avoids getting unwanted rotations to objects when target space is not aligned with Blender's space (WARNING! experimental option, use at own risk, known to be broken with armatures/animations)Bake the displacement in object spaceBake the displacement in tangent spaceBake the normals in object spaceBake the normals in tangent spaceBake to Active CameraBake to DiskBake to active CameraBake to image data-blocks associated with active image texture nodes in materialsBake to the active color attribute on meshesBake vector displacementBaked AnimationBaked Frame {}Baked strokes are clearedBaked {} - {}BakesBakes a sound wave to samples on selected channelsBaking Dynamic Paint...Baking Line Art...Baking Multires...Baking canceled!Baking fluid...Baking lighting...Baking map saved to internal image, save it externally or pack itBaking map written to "%s"Baking nodes...Baking of multires data only works with an active mesh objectBaking point cache...Baking should happen to image with image bufferBaking texture...Baking to unsupported image typeBalanceBalancedBalanced between performance and qualityBalances between the two non primary color channels that the primary channel compares against. 0 means the latter channel of the two is used, while 1 means the former of the two is usedBalances low and high luminance areas. Lower values emphasize details in shadows, while higher values compress highlights more smoothlyBallBall SizeBall inflating pressureBand WidthBandsBands DirectionBands across X axisBands across Y axisBands across Z axisBands across diagonal axisBankingBarkBaseBase ColorBase ContrastBase Fill TypeBase Pose AngleBase Pose LocationBase Pose ObjectBase Pose TypeBase ScaleBase ThicknessBase TransparencyBase alpha transparency, possibly modified by alpha transparency modifiersBase class from USD Hydra based renderersBase color for ghosts after the active frameBase color for ghosts before the active frameBase curves that new curves are interpolated betweenBase from InstancerBase from SetBase line color, possibly modified by line color modifiersBase line thickness, possibly modified by line thickness modifiersBase meshBase mesh to subtract geometry fromBase node tree from contextBase node type for custom registered node group typesBase orientation for rotationBase orientation for the rotationBase radius to be set if 'Replace Radius' is enabledBase speed for walking and flyingBase surface that the normal map is applied relative to, when displacement is usedBase type for IK solver parametersBase type for data-blocks, defining a unique name, linking from other libraries and garbage collectionBase type to define alpha transparency modifiersBase type to define line color modifiersBase type to define line thickness modifiersBase type to define modifiersBase type to define stroke geometry modifiersBase value to control random instance variation in a reproducible wayBase value to control random variation in a reproducible wayBased on Mouse PositionBased on distance/falloff it adds a portion of the entire pathBasicBasic mode for interactive style parameter editingBasisBasis MatrixBasque - EuskaraBatchBatch Change Blend TypeBatch Change Blend Type (Add)Batch Change Blend Type (Current)Batch Change Blend Type (Divide)Batch Change Blend Type (Mix)Batch Change Blend Type (Multiply)Batch Change Blend Type (Next)Batch Change Blend Type (Previous)Batch Change Blend Type (Subtract)Batch Change Math OperationBatch Change Selected NodesBatch ExportBatch ModeBatch Own DirBatch change blend type and math operationBattleBeam AngleBeam Angle: %.2fBeam ShapeBeans (Cocoa)Beans (Soy)BeautyBeckmannBecomes the output value if it is chosen by the menu inputBeforeBefore ColorBefore CurrentBefore Current FrameBefore CyclesBefore FrameBefore Last KeyframeBefore ModeBefore OriginalBefore Original (Aligned)Before Original (Full)Before Original (Split Channels)Behavior when importing USD attributes as Blender custom propertiesBehavior when importing textures from a USDZ archiveBehavior when the name of an imported material conflicts with an existing materialBehavior when the name of an imported texture file conflicts with an existing fileBelarusian - БеларускаяBelowBelow ThresholdBendBend Angle: %.3f, Radius: %.4f, Alt: Clamp %sBend Angle: %s, Radius: %s, Alt: Clamp %sBend rotation axis:Bend selected items between the 3D cursor and the mouseBend the mesh over the Z axis of the modifier spaceBend the mesh using a curve objectBendingBending GroupBending ModelBending Spring DampingBending StiffnessBending Stiffness MaximumBending Stiffness Vertex GroupBendy BoneBendy Bone shape propertiesBendy BonesBest MatchBest Normal-MatchingBest known structure type of the socket. This may not match the socket shape, e.g. for unlinked input socketsBetter results when there are holes (slower)Between Min/Max Selected MarkersBevelBevel ConvexBevel DepthBevel ModeBevel ModifierBevel ObjectBevel RadiusBevel ResolutionBevel WeightBevel Weight:Bevel amountBevel amount for percentage methodBevel modifier to make edges and vertices more roundedBevel the entire mesh by a constant amountBiasBias factor for which frame has more influence on the interpolated strokesBias for reducing light-bleed on variance shadow maps (Deprecated)Bias for reducing self shadowing (Deprecated)Bias the shading normal to reduce self intersection artifactsBiasedBicubicBicubic when magnifying, else bilinear (OSL only)BigBilateral BlurBilateral FilterBilinearBimanualBinary ObjectBinary object file format (.bobj.gz)BindBind Bone envelopes to armature modifierBind CoordsBind ToBind base pose in Corrective Smooth modifierBind current shapeBind data missingBind data requiredBind mesh to cage in mesh deform modifierBind mesh to system in laplacian deform modifierBind mesh to target in surface deform modifierBind the selected camera to a marker on the current frameBind vertex count mismatch: %u to %uBind vertex groups to armature modifierBinding in an XR action map itemBindingsBindings for the action map item, mapping the action to an XR inputBioVision Motion Capture (BVH) formatBirth TimeBisectBisect AxisBisect DistanceBisect Flip AxisBisectorBit MathBit depth for fluid particles and grids (lower bit values reduce file size)Bit depth per channelBitangentBitangent SignBitangent vector of this vertex for this face (must be computed beforehand using calc_tangents, use it only if really needed, slower access than bitangent_sign)Bitflags Smooth GroupsBitmap (.bmp)BitrateBitrate in kbit/sBitwise %sBkSpaceBkspBlackBlack LevelBlack PointBlackbodyBlackbody IntensityBlackbody TintBlackmagic Pocket & StudioBlackmagic Pocket 4KBlackmagic Pocket 6kBlackmagic URSA 4.6KBlackman-HarrisBlackman-Harris filterBladesBlankBleedBleed BiasBleeding BiasBlendBlend FactorBlend FileBlend FilesBlend Hair CurvesBlend InBlend In/OutBlend ModeBlend Mode for Transparent Faces (Deprecated: use 'surface_render_method')Blend NeighborsBlend OpacityBlend OutBlend PathBlend RadiusBlend SurfaceBlend TextureBlend TypeBlend WeightBlend along CurveBlend alpha below another videoBlend alpha on top of another videoBlend between a smoother noise pattern, and rougher with sharper peaksBlend between diffuse surface and subsurface scattering. Typically should be zero or one (either fully diffuse or subsurface)Blend between transmission and other base layer componentsBlend brush influence by how much they face the frontBlend color to mix with texture output colorBlend deformation along each curve from the rootBlend face data across the insetBlend factor between an octave and its previous one. A value of zero corresponds to zero detailBlend factor between stretch minimized and originalBlend file '%s' created by a Big Endian version of Blender, support for these files has been removed in Blender 5.0, use an older version of Blender to open and convert it.Blend from current position to previous or next keyframeBlend in and out overlapping regionBlend in shape from a shape keyBlend modeBlend selected keyframes to their left or right neighborBlend selected keys to the slope of neighboring onesBlend selected keys to their default value from their current positionBlend shrinkwrap for points above the surfaceBlend the given Pose Action to the rigBlend to NeighborBlend weight to use for mixing two shaders. At zero it uses the first shader entirely and at one the second shaderBlend-File Color SpaceBlend-File DataBlendedBlenderBlender (best for import/export round trip)Blender 2.7Blender 2.8Blender 27xBlender DataBlender Drivers EditorBlender ExtensionsBlender FileBlender File ViewBlender IDsBlender Info LogBlender NamesBlender Object SpaceBlender OriginalBlender RNABlender RNA structure definitionsBlender RenderBlender VersionBlender World SpaceBlender compiled without Audaspace supportBlender is compiled without motion tracking libraryBlender is free softwareBlender lighting strengths with no conversionBlender preferences space dataBlender sub-process exited with error code {:d}Blender was compiled without a viewport denoiserBlender was launched in offline mode, which cannot be changed at runtimeBlender will start next time as it is now.Blender's extension repository must be enabled to install extensions!Blender's extension repository must be refreshed!Blender's extension repository not found!Blender's official web-siteBlendfile '%s' appears corrupted, it contains invalid ID names. These have been truncated.Blendfile '%s' was created by a future version of Blender and contains ID names longer than currently supported. These have been truncated.Blendfile Import ContextBlendfile Import Context ItemBlendfile Import Context ItemsBlendfile Import Context LibrariesBlendfile Import Context LibraryBlendfile import context has been initialized and filled with a list of items to import, no data has been linked or appended yetBlendingBlending FactorBlending ModeBlending factorBlending factor for panel and menu shadowsBlending to inelastic collisionBlending weight of this boneBlends between a dielectric and metallic material model. At 0.0 the material consists of a diffuse or transmissive base layer, with a specular reflection layer on top. A value of 1.0 gives a fully specular reflection tinted with the base color, without diffuse reflection or transmissionBlends keyframes from current state to an ease-in or ease-out curveBlends shape between multiple hair curves in a certain radiusBlobby element in a metaball data-blockBlockedBlocked Blocker CollectionBloomBlueBlue ChannelBlue channelBlue component of the color fieldBlue-NoiseBlue-Noise (first)Blue-Noise (pure)Blue-Noise (round)Blue:BlueprintBlurBlur AttributeBlur DistanceBlur IterationsBlur ModeBlur SizeBlur StepsBlur StrengthBlur WidthBlur XBlur an image along a directionBlur an image, using several blur modesBlur effect of brushBlur limit, maximum CoC radiusBlur shadow aliasing using Percentage Closer FilteringBlur strength per iterationBlur the color of the input image in YCC color space before keying while leaving the luminance intact using a Gaussian blur of the given sizeBlur the computed matte using a Gaussian blur of the given sizeBlur the resolved radiance using a bilateral filterBlur the studiolight in the backgroundBlur using camera depth of fieldBlur weight in active vertex groupBlurring steps for normal falloffBlurry FootageBlurs/softens the edge between the mortar and the bricks. This can be useful with a texture and displacement texturesBody TextBoidBoid BrainBoid RuleBoid RulesBoid SettingsBoid StateBoid StatesBoid effector weightBoid height relative to particle sizeBoid rule nameBoid state for boid physicsBoid state nameBoid will fight this times stronger enemyBoidsBoids 2DBokehBokeh BlurBokeh ImageBokeh TypeBokeh Type:Bokeh shape rotation offsetBoldBold & ItalicBoneBone '%s' has out of date B-Bone segment data - depsgraph update required!Bone '%s' is not a B-Bone!Bone '%s' was not assigned to collection '%s'Bone Armature-Relative MatrixBone CollectionBone Collection MembershipsBone Collection SpecialsBone Collection UIBone CollectionsBone Collections (All)Bone Collections (Roots)Bone Collections that contain this boneBone ColorBone Color SetsBone ColorsBone Constraint PropertiesBone ConstraintsBone DirBone EnvelopeBone Envelope DistanceBone EnvelopesBone FromBone Heat Weighting: failed to find solution for one or more bonesBone HierarchyBone InfluencesBone InfoBone Locked WeightBone MatrixBone NameBone OriginalBone Pose ActiveBone Pose SelectedBone PropertiesBone RelativeBone RollBone SelectionBone Selection SetBone SettingsBone Shape ScaleBone SizeBone SolidBone ToBone VisibilityBone Wireframe OpacityBone already has an IK constraintBone associated with this PoseBoneBone collection %s is not editable, maybe add an override on the armature Data?Bone collection '%s' not found in Armature '%s'Bone collection in an Armature data-blockBone collection with index %d not found on Armature %sBone collections can only be edited on an ArmatureBone colors were synced; for {:d} bones this will not be visible due to pose bone color overridesBone defining offsetBone deformation distance (for Envelope deform only)Bone deformation weight (for Envelope deform only)Bone in an Armature data-blockBone inherits rotation or scale from parent boneBone is able to be selectedBone is always displayed in wireframe regardless of viewport shading mode (useful for non-obstructive custom bone shapes)Bone is not able to be transformed when in Edit ModeBone is not visible except for Edit ModeBone is not visible when in Edit ModeBone is not visible when it is in Edit ModeBone is selected in Pose ModeBone location is set in local spaceBone not added to a collection and hidden because solo bone collection(s) exist.Bone not foundBone not found: {:s}Bone roll alignmentBone rotation around head-tail axisBone selection count errorBone selection during paintingBone that defines the display transform of this custom shapeBone that serves as the end handle for the B-Bone curveBone that serves as the start handle for the B-Bone curveBone to set the texture coordinatesBone to transform fromBone to use for the mirroringBone was added to a hidden collection '%s'Bone {:s} has a broken reference to {:s} collection '{:s}'Bone {:s} selected on both sides, mirroring would be ambiguous, aborting. Only select the left or right side, not bothBone(s)BonesBones & SkinBones assigned to this bone collection. In armature edit mode this will always return an empty list of bones, as the bone collection memberships are only synchronized when exiting edit mode.Bones for different objects selectedBones in this collection will be visible in pose/object modeBones only: apply the object's transformation channels of the action to the constrained bone, instead of bone's channelsBones which are children of this boneBones:%s/%sBookmarksBookmarks SpecialsBool AttributeBool Attribute ValueBool value in geometry attributeBooleanBoolean ArrayBoolean FieldBoolean MathBoolean ModifierBoolean Node SocketBoolean Node Socket InterfaceBoolean OperationBoolean ValueBoolean grid defining the topology/active regionsBoolean operations modifierBoolean result is too big for solver to handleBoolean selection of curve root pointsBoolean selection of curve tip pointsBoolean solver not available (compiled without it)Boolean value socket of a nodeBoost FactorBorderBorder CollisionsBorder WidthBorder rendering is not supported by sequencerBorder select pinned UVs onlyBordersBothBoth FacesBoth NeighborsBoth SidesBoth ZBoth objects must be meshesBoth subdivide long edges and collapse short edges to refine mesh detailBottomBottom BaselineBottom HeightBottom LeftBottom Lip InfluenceBottom OrthographicBottom PerspectiveBottom WidthBottom align on load (except for property editors)Bottom of the listBottom range of X axis destination motionBottom range of X axis source motionBottom range of Y axis destination motionBottom range of Y axis source motionBottom range of Z axis destination motionBottom range of Z axis source motionBottom-left corner of packing boundsBouncinessBoundBound per render layer number of samples by global samplesBoundariesBoundaryBoundary EdgesBoundary Face SetBoundary FalloffBoundary Origin OffsetBoundary Shape (Convex)Boundary SmoothBoundary TopologyBoundary edgesBoundary type to maskBoundedBounding BoxBounding Box CenterBounding box volume must be greater than 0BoundsBounds CenterBounds ClampBounds MaxBounds MinBoxBox Backdrop ColorsBox ColorBox MarginBox MaskBox RoundnessBox SelectionBox SharpenBox corner radius as a factor of box heightBox filterBox margin as factor of image widthBox-like shapes (i.e. cubes), including planes (i.e. ground planes)BoxesBraid Hair CurvesBraid StartBranch SmoothingBranch: {:s}BrassBreak apart the mesh faces and let them follow particlesBreak selected bones into chains of smaller bonesBreakableBreakdownBreakdown KeyframeBreakdown Keyframe SelectedBreaking ThresholdBrick (Common)Brick (Pressed)Brick (Soft)Brick TextureBrick WidthBricksBricks 1Bricks 2Bright/contrast modifier data for sequence stripBrighterBrightnessBrightness correction value. An additive-type factor by which to increase the overall brightness of the image. Use a negative number to darken an image, and a positive number to brighten itBrightness limit of intensityBrightness multiplierBrightness of the iconBrightness threshold for using sprite base depth of fieldBrightness/ContrastBring ForwardBring the bone pose into the modified objectBring the input collection geometry into the modified object, maintaining the relative position between the objects in the sceneBring the input object geometry, location, rotation and scale into the modified object, maintaining the relative position between the two objects in the sceneBring to FrontBroadcast actionsBroadcast all compatible actions to all objects. Animated objects will get all actions compatible with them, others will get no animation at allBronzeBrownBrown-Conrady distortion modelBrownianBrowseBrowse Action to be linkedBrowse Armature data to be linkedBrowse Brush to be linkedBrowse Cache Files to be linkedBrowse Camera Data to be linkedBrowse Curve Data to be linkedBrowse Curves Data to be linkedBrowse Grease Pencil Data to be linkedBrowse ID data to be linkedBrowse Image to be linkedBrowse Lattice Data to be linkedBrowse Light Data to be linkedBrowse LightProbe to be linkedBrowse Line Style Data to be linkedBrowse Mask to be linkedBrowse Material to be linkedBrowse Mesh Data to be linkedBrowse Metaball Data to be linkedBrowse Movie Clip to be linkedBrowse Node Tree to be linkedBrowse Object to be linkedBrowse Paint Curve Data to be linkedBrowse Palette Data to be linkedBrowse Particle Settings to be linkedBrowse Point Cloud Data to be linkedBrowse Scene to be linkedBrowse Sound to be linkedBrowse Speaker Data to be linkedBrowse Text to be linkedBrowse Texture to be linkedBrowse Volume Data to be linkedBrowse Workspace to be linkedBrowse World Settings to be linkedBrowse for files and assetsBrowse this fileBrowse, install and manage extensions from remote and local repositoriesBrowsing ModeBrushBrushAddBrushBendBrushBi-Scale GrabBrushBlobBrushBlurBrushBoundaryBrushBrush TypeBrushClayBrushClay StripsBrushClay ThumbBrushClockwiseBrushCloneBrushClothBrushColor RampBrushConstantBrushCounter-ClockwiseBrushCreaseBrushDeflateBrushDeformationBrushDirectionBrushDragBrushDrawBrushDraw Face SetsBrushDraw SharpBrushElastic DeformBrushEnhance DetailsBrushEraseBrushExpandBrushFalloffBrushFillBrushGrabBrushInflateBrushInvertedBrushJitterBrushLayerBrushMagnifyBrushMaskBrushMulti-plane ScrapeBrushMultires Displacement EraserBrushMultires Displacement SmearBrushNewBrushNormalBrushNudgeBrushPaintBrushPinchBrushPinch PerpendicularBrushPinch PointBrushPlaneBrushPoseBrushPushBrushRotateBrushScaleBrushSharpenBrushSimplifyBrushSlide RelaxBrushSmearBrushSmoothBrushSnake HookBrushSoftenBrushSubtractBrushSurfaceBrushThumbBrushTintBrushTri-Scale GrabBrushTwistBrush AssetBrush Asset (Unsaved)Brush Asset ReferenceBrush CapabilitiesBrush CollectionBrush DetailBrush FalloffBrush GradientBrush HeightBrush MaskBrush NormalBrush PresetsBrush RadiusBrush SettingsBrush SizeBrush SpecialsBrush Texture SlotBrush TypeBrush blending modeBrush data-block for storing brush settings for painting and sculptingBrush data-blocksBrush deformation displaces the vertices of the meshBrush deforms the mesh by deforming the constraints of a cloth simulationBrush is projected to canvas from defined direction within brush proximityBrush lags behind mouse and follows a smoother pathBrush only affects vertices that face the viewerBrush operates on all islandsBrush settingsBrush size in screen spaceBrush stepsBrush strengthBrush texture random angleBrush texture rotationBrush to use for duration of strokeBrush type identifier for which the most appropriate tool will be looked upBrush's capabilitiesBrush(es)Brush. Use Left Click to sample for palette insteadBrushesBrushes do not support automatic previewsBubbleBubble BuoyancyBubble DragBubblesBufferBuffersizeBugBuildBuild 100% proxy resolutionBuild 25% proxy resolutionBuild 50% proxy resolutionBuild 75% proxy resolutionBuild ModifierBuild Original:Build Undistorted:Build a rotation from an axis and a rotation around that axisBuild a rotation from quaternion componentsBuild a rotation from separate angles around each axisBuild custom normals on the caps for more continuous shading borders with the tube shapeBuild effect modifierBuild proxies for added movie and image strips in each preview sizeBuild proxy resolution 100% of the original footage dimensionBuild proxy resolution 100% of the original undistorted footage dimensionBuild proxy resolution 25% of the original footage dimensionBuild proxy resolution 25% of the original undistorted footage dimensionBuild proxy resolution 50% of the original footage dimensionBuild proxy resolution 50% of the original undistorted footage dimensionBuild proxy resolution 75% of the original footage dimensionBuild proxy resolution 75% of the original undistorted footage dimensionBuild record run time code indexBuilding proxies...Builds only new strokes (assuming 'additive' drawing)Built without Fluid modifierBuilt without Ocean modifierBuilt without Remesh modifierBuilt without SLIM, falling back to conformal methodBuilt without VR/OpenXR featuresBuilt-In Function F-ModifierBuilt-inBuilt-in AssetBuilt-in animation playerBuilt-in file manager for opening, saving, and linking dataBuilt-in fonts cannot be renamedBuilt-in keymap configurations cannot be removedBuilt-in themes cannot be overwrittenBuilt-in themes cannot be removedBulgarian - БългарскиBumpBump Map CorrectionBump OnlyBump mapping to simulate the appearance of displacementBundleBundle ItemsBundle Node SocketBundle Node Socket InterfaceBundle SolidBundle dataBundle in GeometryBundle socket of a nodeBundles to join together on the top level for each bundle. When there are duplicates, only the first occurrence is usedBuoyancyBuoyancy DensityBuoyancy HeatBuoyant force based on smoke density (higher value results in faster rising smoke)Buoyant force based on smoke heat (higher value results in faster rising smoke)Burn Into ImageBurn ModeBusy Drawing!ButtButt cap (flat)Button does not appear to have any property information attached (ptr.data = %p, prop = %p)By Active ToolBy Group IDBy LayerBy Loose PartsBy MaterialBy NameBy OrderBy Times Over Current FrameBy Times Over First Selected MarkerBy Times Over Zero TimeBy Values Over Cursor ValueBy Values Over Zero ValueBy how much to grow the selectionByte ColorByte Color (sRGB encoded): {} {} {} {}Byte Color AttributeByte Color Attribute ValueBytecodeBytecode HashBézierBézier CurveBézier Curve PointBézier PointsBézier SegmentBézier UBézier VBézier curve point with two handlesBézier curve point with two handles defining a Keyframe on an F-CurveBézier spline cannot have points addedCCFLCFL NumberCINEONCPUCPU raytracing performance will be poorCRFCSV (.csv)CSV Import: Cannot open file '%s'CSV Import: empty file '%s'CSV import: failed to parse file '%s'CUDACacheCache FileCache FilesCache Files data-blocksCache FinalCache IndexCache InfoCache Is OutdatedCache LayerCache LayersCache MeshCache ModifierCache Overlay SettingsCache PathCache RawCache ResultCache SettingsCache StepCache directoryCache file pathCache final image for each frameCache frames during simulation nodes playbackCache has to be enabledCache is disabled until the file is savedCache nameCache of the world-space positions of an element over a frame rangeCache raw images read from disk, for faster tweaking of strip parameters at the cost of memory usageCache the incoming data so that it can be used without recomputationCache the sound in memoryCacheFileBake TargetCacheFileDiskCacheFileInherit from ModifierCacheFilePackedCached RangeCached from the first Line Art modifierCached from the first Line Art modifier.Cached location on pathCached positions per frameCaches velocities of mesh vertices. These will be used (automatically) when rendering with motion blur enabled.CachingCageCage ExtrusionCage ObjectCage OpacityCage object "%s" not found in evaluated scene, it may be hiddenCage vertices changed from %d to %dCalculateCalculate AlphaCalculate HolesCalculate Object Motion PathsCalculate OrderCalculate OverlapCalculate Paths for the Selected BonesCalculate Selected to FrameCalculate Vertex Weight dynamicallyCalculate a random value or color based on an input seedCalculate all selected objects instead of just the active objectCalculate an alpha channel based on RGB values in the imageCalculate bone paths from headsCalculate bone paths from tailsCalculate brush spacing relative to the scene using the stroke locationCalculate brush spacing relative to the viewCalculate children that suit long hair wellCalculate even feather offsetCalculate feather offset as a second curveCalculate heights against unsubdivided low resolution meshCalculate holes when filling overlapping curvesCalculate modifiers in linear space instead of sequencer's spaceCalculate normals perpendicular to the Z axis and the curve tangent. If a series of points is vertical, the X axis is used.Calculate normals which result in more even thickness (slow, disable when not needed)Calculate normals with the smallest twist around the curve tangent across the whole curveCalculate particle rotationsCalculate paths for the selected bonesCalculate point velocities automaticallyCalculate position bounds of each instance's geometry setCalculate relative position (using edges)Calculate relative position (using faces)Calculate self intersections and overlap before fillingCalculate sharp edges using custom normal data (when available)Calculate simulations in geometry nodes modifiers from the start to current frameCalculate statistics about a data set from a field evaluated on a geometryCalculate the boundary mask based on disconnected mesh topology islandsCalculate the boundary mask between face setsCalculate the brush spacing using view or scene distanceCalculate the center of geometry based on the current pivot point (median, otherwise bounding box)Calculate the center of mass from the surface areaCalculate the center of mass from the volume (must be manifold geometry with consistent normals)Calculate the direction and magnitude of the change in values of a scalar gridCalculate the flow into and out of each point of a directional vector gridCalculate the interpolated value of a mesh attribute on the closest point of its surfaceCalculate the interpolated values of a mesh attribute at a UV coordinateCalculate the limits of a geometry's positions and generate a box mesh with those dimensionsCalculate the magnitude and direction of circulation of a directional vector gridCalculate the mean and median of a given fieldCalculate the minimum and maximum of a given fieldCalculate the number of samples by splitting each spline into segments with the specified lengthCalculate the order of edges (needed for meshes, but not curves)Calculate the proximity to the target's edgesCalculate the proximity to the target's facesCalculate the proximity to the target's points (faster than the other modes)Calculate the standard deviation and variance of a given fieldCalculate the surface area of a mesh's facesCalculate to FrameCalculates a new manifold mesh based on the volume of the current mesh. All data layers will be lostCalculating simulation...Calculation RangeCalculation TypeCalculation using the MikkTSpace library, consistent with tangents used elsewhere in BlenderCalibrationCall PanelCallback function defines for built-in Keying SetsCalligraphyCameraCameraBackCameraCloseCameraDepthCameraEndCameraFixCameraFrontCameraLensCameraNewCamera "%s" is not a multi-view cameraCamera & Lens EffectsCamera BoundsCamera ClipCamera Cull MarginCamera CullingCamera CustomCamera DataCamera Focal Length: %.1fmmCamera Focal Length: %.1f°Camera GuidesCamera InfoCamera Lens Scale: %.3fCamera ObjectCamera OffsetCamera OrthographicCamera OverrideCamera PanoramicCamera Parent LockCamera PassepartoutCamera PathCamera PerspectiveCamera PresetsCamera SolverCamera Solver ConstraintCamera SuffixCamera ViewCamera VisibilityCamera ZoomCamera data-block for storing camera settingsCamera data-blocksCamera far clipping distanceCamera horizontal shiftCamera lens field of viewCamera lens horizontal field of viewCamera lens vertical field of viewCamera near clipping distanceCamera projection matrixCamera shiftCamera that becomes active on this frameCamera to ViewCamera to use as reference point when subdividing geometry, useful to avoid crawling artifacts in animations when the scene camera is movingCamera to which motion is parented (if empty active scene camera is used)Camera typesCamera vertical shiftCamera's Main AxisCamera's focal lengthCamera(s)CamerasCan add additional constraints on when auto keying can insert keyframesCan only assign evaluated data to evaluated object, or original data to original objectCan only copy one custom normal, vertex normal or face normalCan only pick from the 3D viewport or the outlinerCan only save sequence on image sequencesCan only scale region size from an action zoneCan only size Quad View from an action zoneCan only unpack bake if the current .blend file is savedCan't change working space while jobs are runningCan't change working space with modified images, save them firstCan't edit driven number value, see driver editor for the driver setupCancelCancel and undo a stroke in progressCancel animation, returning to the original frameCancel bevelCancel file operationCancel showing the render viewCanceling...Cancelling this stroke is unsupportedCannot (de)select bones on linked object, that would need an overrideCannot Load ImageCannot access collections geometry because it's not evaluated yet. This can happen when there is a dependency cycleCannot access object's geometry because it's not evaluated yet. This can happen when there is a dependency cycleCannot access object's transforms because it's not evaluated yet. This can happen when there is a dependency cycleCannot activate a file selector dialog, one already openCannot add Rigid Body to non mesh objectCannot add a collection to a linked/override collection/sceneCannot add a color tag to a linked collectionCannot add a layer to CacheFile '%s'Cannot add a new collection to linked/override sceneCannot add active layer as maskCannot add bone collections to a linked Armature with a system override; explicitly create an override on the Armature DataCannot add bone collections to a linked Armature without an override on the Armature DataCannot add edges in edit modeCannot add faces in edit modeCannot add hook bone for a non armature objectCannot add hook with no other selected objectsCannot add loops in edit modeCannot add more than %i UV mapsCannot add node %s into node tree %sCannot add node %s into node tree %s: %sCannot add node '%s' in a groupCannot add node '%s' in a group: %sCannot add node group '%s' to '%s'Cannot add node group '%s' to '%s': %sCannot add node of type %s to node tree '%s'Cannot add node of type %s to node tree '%s' %sCannot add objects to a library override or linked collectionCannot add properties to override dataCannot add property to built in keying setCannot add socket to built-in nodeCannot add vertices in edit modeCannot add zone input node '%s' to a group without its paired output '%s'Cannot add zone output node '%s' to a group without its paired input '%s'Cannot allocate FFmpeg format contextCannot allocate enough video memory to bake "{}" ({} / {} MBytes). Try reducing surfel resolution or capture distance to lower the size of the allocation.Cannot append data-block '%s' of type '%s'Cannot apply constructive modifiers on curve. Convert curve to mesh in order to applyCannot apply modifier for this object typeCannot apply pose to lib-linked armatureCannot apply this modifier to Grease Pencil geometryCannot apply to a multi user armatureCannot assign material '%s', it has to be used by the Grease Pencil object alreadyCannot assign to linked bone collection %sCannot bake in zoneCannot bake light probe while renderingCannot bake non-'image sequence' formatsCannot build springsCannot change Pose when 'Rest Position' is enabledCannot change action, as it is still being edited in NLACannot change old file (file saved with @)Cannot clear embedded library override '%s', only overrides of real data-blocks can be directly clearedCannot clear linked library override '%s', only local overrides can be directly clearedCannot convert selected objects while they are in edit modeCannot convert to the selected typeCannot copy/paste packed dataCannot create Rigid Body worldCannot create editmode armatureCannot create freeze frameCannot create key inside of speed transitionCannot create object in main database with an evaluated data data-blockCannot create preset "{:s}", as the name already existsCannot create subtitle fileCannot create the Animation ContextCannot create transform on linked dataCannot create transitionCannot create transition from first or last keyCannot delete collection '%s', it is either a linked one used by other linked scenes/collections, or a library override oneCannot delete currently visible workspace id '%s'Cannot delete id '%s', indirectly used data-blocks need at least one userCannot delete indirectly linked id '%s'Cannot delete indirectly linked library '%s'Cannot delete indirectly linked object '%s'Cannot delete library override id '%s', it is part of an override hierarchyCannot delete locked layersCannot delete object '%s' as it is used by override collectionsCannot delete object '%s' from scene '%s', indirectly used objects need at least one userCannot determine bake location on disk. Falling back to packed bake.Cannot do anything in mode {!r}Cannot dolly when the view offset is lockedCannot drag an output socketCannot drag panel with no inputsCannot duplicate current selectionCannot edit 'runtime' status of non-blendfile data-blocks, as they are by definition always runtimeCannot edit bone collections on a linked Armature with a system override; explicitly create an override on the Armature DataCannot edit bone collections on linked Armatures without overrideCannot edit bone collections that are linked from another blend fileCannot edit bone groups for library overridesCannot edit constraints coming from linked data in a library overrideCannot edit external library dataCannot edit hidden objectCannot edit library dataCannot edit library linked or non-editable override objectCannot edit library linked or non-editable override object(s)Cannot edit library or non-editable override dataCannot edit library or override dataCannot edit linked mesh or curve dataCannot edit linked node treeCannot edit modifiers coming from linked data in a library overrideCannot edit object '%s' as it is used by override collectionsCannot edit object used by override collectionsCannot edit previews of overridden library dataCannot edit properties from override dataCannot edit shaderfxs coming from linked data in a library overrideCannot edit shaderfxs in a library overrideCannot edit this property from a linked data-blockCannot edit this property from a system override data-blockCannot edit this property from an override data-blockCannot ensure directory: %sCannot evaluate node groupCannot execute boolean operationCannot execute, intersect only available using exact solverCannot execute, non-exact solver and empty collectionCannot execute, non-manifold inputsCannot execute, the selected collection contains non mesh objectsCannot execute, unknown errorCannot export mixed curve types in the same Curves objectCannot export mixed cyclic and non-cyclic curves in the same Curves objectCannot figure out which object this bone belongs to.Cannot find '%s' gridCannot find a scene to replace the active deleted one '%s'Cannot find a scene to replace the active one, which belongs to the to be deleted library '%s'Cannot find a scene to replace the active purged one '%s'Cannot find class {:s} in {:s}Cannot find keys to operate onCannot find lib '%s'Cannot find object data of %s lib %sCannot fly an object with constraintsCannot fly when the view offset is lockedCannot generate materials for unknown {:s} render engineCannot get internal value from bundleCannot get mesh from cage objectCannot initialize clothCannot initialize the GPUCannot insert group '%s' in '%s'Cannot join objects that share armature data: %sCannot join while in edit modeCannot link data-block '%s' of type '%s'Cannot link objects into a linked sceneCannot link objects into the same sceneCannot load the baked dataCannot make a bone collection a descendant of itselfCannot make library override from a local objectCannot make segmentCannot mix modal/non-modal itemsCannot modify name of required geometry attributeCannot move above a modifier requiring original dataCannot move above basis shape keyCannot move beyond a non-deforming modifierCannot move collection from index '%d' to '%d'Cannot move effect beyond the end of the stackCannot move modifier beyond the end of the listCannot move modifier beyond the end of the stackCannot move modifier beyond the start of the listCannot move strip to different sceneCannot move strip to non-meta stripCannot navigate a camera from an external library or non-editable overrideCannot navigate an object with constraintsCannot navigate when the view offset is lockedCannot open destination asset %s for writingCannot open file %s for writing: %sCannot open file: {}Cannot overwrite asset system files. Save as new fileCannot overwrite asset system files. Save as new file?Cannot overwrite export fileCannot overwrite files that are managed by the asset systemCannot overwrite used library '%.240s'Cannot pack absolute file: '%s'Cannot pack multiview images from raw data currently...Cannot pack tiled images from raw data currently...Cannot paint strokeCannot pair zone input node %s with %s because it does not have the same zone typeCannot paste driver variables without a driverCannot paste without a materialCannot pose libdataCannot pose non-editable dataCannot push down actions while tweaking a strip's action, exit tweak mode firstCannot re-link markers into the same sceneCannot read %s '%s': %sCannot read '%s': %sCannot read OSO bytecode to store in node at {!r}Cannot read alternative start-up file: "%s"Cannot read blend file '%s', incomplete header, may be from a newer version of BlenderCannot read file "%s": %sCannot reassign inputs: recursion detectedCannot reassign inputs: strip has no inputsCannot reload with running modal operatorsCannot relocate indirectly linked library '%s'Cannot relocate library '%s' to current blend file '%s'Cannot remove an object from a linked or library override collectionCannot remove background image %d from camera '%s', as it is from the linked reference dataCannot remove built in keying setCannot remove built-in attributes: {}Cannot remove edges in edit modeCannot remove loops in edit modeCannot remove more edges than the mesh containsCannot remove more loops than the mesh containsCannot remove more polys than the mesh containsCannot remove more vertices than the mesh containsCannot remove polys in edit modeCannot remove properties from override dataCannot remove property from built in keying setCannot remove vertices in edit modeCannot render, no cameraCannot resolve path %s for writingCannot return channelbag when slot is NoneCannot rip facesCannot rip multiple disconnected verticesCannot rip non-manifold vertices or edgesCannot save asset catalogs before the Blender file is savedCannot save blend file, path "%s" is a directoryCannot save blend file, path "%s" is not writableCannot save image while renderingCannot save image, path "%s" is not writableCannot save multilayer sequencesCannot save normal file (%s) as asset system fileCannot save text file, path "%s" is not writableCannot separate current selectionCannot separate curves with shape keysCannot separate nodesCannot set a negative rangeCannot set absolute paths with an unsaved blend fileCannot set both socket and panel identifierCannot set instance-collection as object belongs in collection being instanced, thus causing a cycleCannot set relative paths with an unsaved blend fileCannot set slot without an assigned Action.Cannot spinCannot split current selectionCannot split selection with "Sync Select" and "Shared Vertex" selection enabledCannot swap '%s' and '%s' as one or both will not be able to fit in their new placesCannot swap inputs of a multi-input socketCannot swap selected strips as they will not be able to fit in their new placesCannot swap selected strips because they will overlap each other in their new placesCannot unlink a library override collection which is not the root of its override hierarchyCannot unlink action '%s'. It's not clear which object or object-data it should be unlinked from, there's no object or object-data as parent in the Outliner treeCannot unlink collection '%s' parented to another linked collection '%s'Cannot unlink collection '%s'. It's not clear which scene, collection or instance empties it should be unlinked from, there's no scene, collection or instance empties as parent in the Outliner treeCannot unlink material '%s'. It's not clear which object or object-data it should be unlinked from, there's no object or object-data as parent in the Outliner treeCannot unlink object '%s' from linked collection or scene '%s'Cannot unlink object '%s' parented to another linked object '%s'Cannot unlink texture '%s'. It's not clear which Freestyle line style it should be unlinked from, there's no Freestyle line style as parent in the Outliner treeCannot unlink the material '%s' from linked object dataCannot unlink this object dataCannot unlink unsupported '%s' from light linking collection '%s'Cannot unlink world '%s'. It's not clear which scene it should be unlinked from, there's no scene as parent in the Outliner treeCannot unpack individual Library file, '%s'Cannot update a linked Armature with a system override; explicitly create an override on the Armature DataCannot use OpenGL render in background mode (no opengl context)Cannot use armature object as custom bone shapeCannot use vertex with zero-length normalCannot use zero-area faceCannot use zero-length boneCannot use zero-length curveCannot use zero-length edgeCannot verify bone name without a generated rigCannot write a single file with an animation format selectedCannot write file: %sCannot write to asset %s: %sCanvasCanvas NormalCanvas SettingsCanvas SurfacesCanvas X-RayCanvas grid colorCanvas grid offsetCanvas grid opacityCanvas grid scaleCanvas grid subdivisionsCanvas mesh not updatedCap EndpointCap Fill TypeCap StartCapsCaps Align NormalsCaps EndCaps Extrapolate RadiusCaps InputCaps MergeCaps ResolutionCaps SmoothCaps StartCaps TypeCapsuleCaptureCapture AttributeCapture Attribute ItemCapture DistanceCapture EmissionCapture IndirectCapture ItemsCapture WorldCapture a picture of an editorCapture a picture of the whole Blender windowCapture a screenshot to use as a preview for the selected assetCapture the entire windowCarbon (Solid)CardboardCardinalCascade CountCascade FadeCascade Max DistanceCaseCase SensitiveCase Sensitive Matches OnlyCastCast IronCast ModifierCast ShadowCast Shadow CausticsCast a square spot light shapeCast rays and retrieve information from the hit pointCast rays from above the surfaceCast rays from the context geometry onto a target geometry, and retrieve information from each hit pointCast rays to active object from a cageCast shadows from volumetric materials onto volumetric materials (Very expensive)Catadioptric SizeCatalan - CatalàCatalogCatalog IDCatalog SelectorCatalog Simple NameCatalog UUIDCatalog cannot be dropped into itselfCatalog is already placed at the highest levelCatalog is already placed inside this catalogCatalog to use for the new assetCatalogs cannot be edited in this asset libraryCategoryCatmull RomCatmull-ClarkCatmull-RomCatromCause the faces of the mesh object to appear or disappear one after the other over timeCause the image to repeat horizontally and verticallyCause the image to repeat in checker board patternCauses Grease Pencil data to be duplicated with the objectCauses actions to be duplicated with the data-blocksCauses armature data to be duplicated with the objectCauses camera data to be duplicated with the objectCauses curve data to be duplicated with the objectCauses curves data to be duplicated with the objectCauses lattice data to be duplicated with the objectCauses light data to be duplicated with the objectCauses light probe data to be duplicated with the objectCauses material data to be duplicated with the objectCauses mesh data to be duplicated with the objectCauses metaball data to be duplicated with the objectCauses particle systems to be duplicated with the objectCauses point cloud data to be duplicated with the objectCauses select-all ('A' key) to de-select in the case a selection existsCauses speaker data to be duplicated with the objectCauses surface data to be duplicated with the objectCauses tab to open pie menu (swaps 'Tab' / 'Ctrl-Tab')Causes text data to be duplicated with the objectCauses volume data to be duplicated with the objectCausticsCavityCavity (Inverted)Cavity (inverted)Cavity CurveCavity FactorCavity MaskCavity RidgeCavity ValleyCavity shading computed in world space, useful for larger-scale occlusionCbCeil ModeCell NoiseCell SizeCell TypeCell type to be highlightedCelsiusCementCenterCenter Action Safe MarginsCenter DiagonalCenter OverrideCenter PivotCenter Title Safe MarginsCenter in global view spaceCenter of MassCenter of the hook, used for falloff and displayCenter of this faceCenter on FrameCenter point for rotate/scaleCenter position of box selectionCenter position of the sphere selectionCenter textCenter the camera view, resizing the view to fit its boundsCenter the view lock offsetCenter the view so that the cursor is in the middle of the viewCenter the view to the Z-depth position under the mouse cursorCenter-Cut Safe AreasCentersCentimeterCentimetersCentral AxisCentral CylindricalCentroid MergeCentsCentum weightsChainChain CountChain LengthChain Loose EdgesChain OffsetChain PriorityChain ScalingChain by DistanceChain count for the selection of first N chainsChain follows position of targetChain follows rotation of targetChainingChaining MethodChainsChalk (Solid)Chance of every point being included in the selectionChance of every point or curve being included in the selectionChance that the particle will pass through the meshChangeChange Active LayerChange CaseChange Effect TypeChange InputsChange OutputsChange Scene assigned to StripChange SizeChange UV selection modeChange a custom property's type, or adjust how it is displayed in the interfaceChange alpha transparency along strokeChange alpha transparency based on a material attributeChange alpha transparency based on the distance from an objectChange alpha transparency based on the distance from the cameraChange blue channelChange brightnessChange brush size by a scalarChange case of each nameChange collision shapes for selected Rigid Body ObjectsChange colors in all data-blocks to the new working spaceChange contrastChange curve caps mode (rounded or flat)Change direction of the points of the selected strokesChange domain type of the simulationChange factors of Mix nodes and Mix Shader nodesChange fade opacity of displayed onion framesChange flow behavior in the simulationChange font character codeChange font spacingChange green channelChange how fluid is emittedChange how the attribute is storedChange how the color attribute is storedChange hueChange hue/saturation/value of the strokesChange layer group iconChange line color along strokeChange line color based on a material attributeChange line color based on random noiseChange line color based on the direction of a strokeChange line color based on the distance from an objectChange line color based on the distance from the cameraChange line color based on the radial curvature of 3D mesh surfacesChange line color based on the underlying crease angleChange line thickness along strokeChange line thickness based on a material attributeChange line thickness based on the distance from an objectChange line thickness based on the distance from the cameraChange line thickness so that stroke looks like made with a calligraphic penChange noise on every frameChange pivot point for transforms (buggy)Change position of active Bone Collection in list of Bone collectionsChange red channelChange saturationChange selection for all facesChange selection for all verticesChange selection modeChange selection of all UV verticesChange selection of all UVW control pointsChange selection of all curve pointsChange selection of all markers of active trackChange selection of all metaball elementsChange selection of all time markersChange selection of all tracking markersChange selection of all visible objects in sceneChange selection of all visible reportsChange sorting to use column under cursorChange stroke UV texture valuesChange stroke location, rotation, or scaleChange stroke thicknessChange tabs only when this editor shares a border with an outlinerChange the active action usedChange the bevel weight of edgesChange the cache type of the simulationChange the constraint's position in the list so it evaluates after the set number of othersChange the crease of edgesChange the crease of verticesChange the direction of curves by swapping their start and end dataChange the direction that a chain of bones points in (head and tail swap)Change the display order of the selected strokesChange the effect's position in the list so it evaluates after the set number of othersChange the lock state of all or some vertex groups of active objectChange the lock state of all shape keys of active objectChange the minimum distance used by the density brushChange the mode used for selection masking in curves sculpt modeChange the modifier's index in the stack so it evaluates after the set number of othersChange the number of keys of selected particles (root and tip keys included)Change the object in the current modeChange the object in the current mode • Ctrl to add to the current modeChange the opacity of the strokesChange the order of columnsChange the position of the active line set within the list of line setsChange the position of the style module within in the list of style modulesChange the selection mode for Grease Pencil strokesChange the size of the imageChange the size of thumbnailsChange the size of thumbnails in discrete stepsChange the size of thumbnails in list viewsChange the speed of the simulationChange the strip modifier's index in the stack so it evaluates after the set number of othersChange the type of curvesChange the underlying simulation methodChange the visibility of the face sets of the sculptChange the working color space of all colors in this blend fileChange to the corresponding tab when outliner data icons are clickedChange to the selected VR landmark from the listChange type of effector in the simulationChange type of fluid in the simulationChange valueChange visible data source in the spreadsheetChange which geometry type the operation affects, edges or verticesChange zoom ratio of sequencer previewChangedChanged SelectedChanges the size of the fonts and widgets in the interfaceChanges the thickness of widget outlines, lines and dots in the interfaceChanging edge seams recalculates UV unwrapChannelChannel %dChannel ColorChannel Driver (only set for Driver F-Curves)Channel GroupChannel Group ColorsChannel KeyChannel MatrixChannel PackedChannel colors are disabled in Animation PreferencesChannel defining pose data for a bone in a PoseChannel in which strip will be cutChannel numberChannel to place this strip intoChannel values higher than this maximum are not keyedChannel values lower than this minimum are keyedChannelDriver VariablesChannelsChannels of the image to displayChannels of the image to drawChannels of the preview to displayChannels to display in the histogramCharacter IndexCharacter InfoCharacter SpacingCharacter WeightCharacter used to separate objects name into hierarchical structureCharactersCharcoalChargeCharge effector weightChebychevChebychev distanceCheck ExistingCheck Internal Spring NormalsCheck Surface NormalsCheck and fix all strings in current .blend file to be valid UTF-8 Unicode (needed for some old, 2.4x area files)Check and warn on overwriting existing filesCheck for Updates on StartupCheck if Select Left or RightCheck if a given string exists within another stringCheck if extend lines collide with strokesCheckerChecker DistanceChecker EvenChecker OddChecker TextureCheckerboard InterleavedCheckerboard SizeChecking for Extension UpdatesChecking for Extension Updates{:s}Checking validity of current .blend file *AFTER* undo stepChecking validity of current .blend file *BEFORE* save to diskChecking validity of current .blend file *BEFORE* undo stepChiangChildChild NumberChild OfChild Of ConstraintChild Of ControlChild Of constraint not foundChild ParticleChild ParticlesChild RadiusChild RoundnessChild SeedChild SizeChild collection with its collection related settingsChild of this pose boneChild particle interpolated from simulated or edited particlesChild particles generated by the particle systemChildrenChildren ExpandedChildren FromChildren Per ParentChildren collections with their parent-collection-specific settingsChildren expanded in the user interfaceChinese (Simplified) - 简体中文Chinese (Traditional) - 繁體中文ChokeChoose BW for saving grayscale images, RGB for saving red, green and blue channels, and RGBA for saving red, green, blue and alpha channelsChoose Collision TypeChoose Screen layoutChoose Selection SetChoose a maximum size for all exported texturesChoose a preview image for the brushChoose a widget for the bone controlChoose active color stopChoose an image to help identify the data-block visuallyChoose between an arbitrary number of values with an indexChoose between faster updates, or faster renderChoose child instances each element instead of instancing the entire geometryChoose different visualizations of library override dataChoose displacement space for bakingChoose how many Bone influences to exportChoose how subdivision modifiers will be mapped to the USD subdivision scheme during exportChoose instances from the "Instance" input at each point instead of instancing the entire geometryChoose normal space for bakingChoose pseudo-randomlyChoose shading information to bake into the imageChoose the asset library to display assets fromChoose the color of your preference, and the shader will approximate the absorption coefficient to render lookalike hairChoose the file format to save toChoose the interpolation type with which new keys will be addedChoose the type of the widget to createChoose visibility of tabs in the properties editorChoose where to get guiding velocities fromChoose whether to export only the [0, 1] range, or all UV tilesChoose {} data-block to be assigned to this userChoppinessChoppiness of the wave's crest (adds some horizontal component to the displacement)Christensen-BurleyChroma KeyChroma NoiseChroma VectorscopeChromatic AberrationChromatic AdaptationChromatic adaption from a different white pointCinemaCinema (48)Cineon (.cin)CircleCircle (HSL)Circle (HSV)Circle SegmentCircle with inner dotCirclesCircularCircular dependency for image "%s" from object "%s"Circular easing (strongest and most dynamic)Circularity of the effectClampClamp Bounding BoxClamp DirectClamp FactorClamp GlossyClamp IndirectClamp OffsetClamp OverlapClamp RegionClamp ResultClamp Surface DirectClamp Surface IndirectClamp ToClamp To ConstraintClamp TypeClamp Volume DirectClamp Volume IndirectClamp WavesClamp a value between a minimum and a maximumClamp bright highlightsClamp bright highlights such that their brightness are not larger than this valueClamp collision impulses to avoid instability (0.0 to disable clamping)Clamp pixel intensity to reduce noise inside glossy reflections from reflection cubemaps (0 to disable)Clamp result of the node to 0.0 to 1.0 rangeClamp the Z axis of the curveClamp the curve path children so they cannot travel past the start/end point of the curveClamp the direct lighting intensity to reduce noise (0 to disable)Clamp the factor to [0,1] rangeClamp the indices to the size of the attribute domain instead of outputting a default value for invalid indicesClamp the indirect lighting intensity to reduce noise (0 to disable)Clamp the result to [0,1] rangeClamp the result to the target range [To Min, To Max]Clamp the transformation to the distance each vertex moves in the original shapeClamp the width to avoid overlapClamp thickness based on anglesClamp values to the range of the original neighborhood. Prevents overshooting and undershootingClamp within the edge extentsClampingClarityClassClass NameClassicClassic Ashikhmin velvet (legacy model)ClassicalClean CurvesClean Files After InstallClean UpClean tracks with high error values or few framesClean up i18n working repository (po files)Clean vertex group edgesCleanup action to executeClearClear 'disabled' tag from all F-Curves to get broken F-Curves working againClear 'internal' previews (materials, textures, images, etc.)Clear ActiveClear AllClear Animation DataClear Asset DataClear CoatClear Coat NormalClear Coat RoughnessClear Cyclic (F-Modifier)Clear DeltaClear DriversClear F-Curve snapshots (Ghosts) for active Graph EditorClear Fake UserClear Fake User and remove copy stashed in this data-block's NLA stackClear ImageClear Images before baking (internal only)Clear In ObstacleClear InnerClear Local ConstraintsClear LooseClear Node LabelsClear OuterClear ParentClear Parent InverseClear ParentsClear Recent Files ListClear Recent Files List...Clear RemainedClear SeamsClear TrackClear TransformClear TypeClear Up ToClear ViewerClear action to executeClear active track only instead of all selected tracksClear all Line Art modifier bakesClear all calculated dataClear all constraints from the selected bonesClear all constraints from the selected objectsClear all keyframes on the currently active propertyClear all modifiers from the selected objectsClear all orphaned data-blocks without any users from the fileClear all strokes in current Grease Pencil objectClear all view lockingClear and Keep TransformationClear and Keep Transformation (Clear Track)Clear animation for FK or IK bonesClear collection contributing only indirectly in the view layerClear collections' previewsClear data-block previews (only for some types like objects, materials, textures, etc.)Clear delta location in addition to clearing the normal location transformClear delta rotation in addition to clearing the normal rotation transformClear delta scale in addition to clearing the normal scale transformClear hide selected tracksClear images before baking (only for internal saving)Clear instead of marking seamsClear inverse correction for Child Of constraintClear inverse correction for Object Solver constraintClear keyframes from all elements of the arrayClear labels on selected nodesClear masking of collection in the active view layerClear motion paths of all bonesClear motion paths of all objectsClear motion paths of selected bonesClear motion paths of selected objectsClear objects' previewsClear path at remaining frames (after current)Clear path up to current frameClear pinning for the selection instead of setting itClear preview rangeClear previews for materials, lights, worlds, textures and imagesClear previews for scenes, collections and objectsClear roll for selected bonesClear scenes' previewsClear seams of stitched edgesClear selected .blend file's previewsClear strip in/out offsets from the start and end of contentClear style rather than setting itClear text by typeClear the 'solo' setting on all bone collectionsClear the active groupClear the asset data on append (it is always kept for linked data)Clear the boundaries for viewer operationsClear the boundaries of the border render and disable border renderClear the boundaries of the render region and disable render regionClear the command historyClear the currently selected render slotClear the line and store in historyClear the mask's parentingClear the object's locationClear the object's originClear the object's parentingClear the object's rotationClear the object's scaleClear the property and use default or generated value in operatorsClear the recent files listClear the scrollback historyClear the search filterClear the tilt of selected control pointsClear the whole pathClear tracking constraint or flag from objectClear tracks after/before current position or clear the whole trackClear transform values after transferring to deltasClear vertex sculpt masking data from the meshClear vertex skin layerClear:ClickClick a button to select a collection:Click on the mesh to set the detailClick to add protection from deletionClick to assign the button here:Click to open the info editorClick to place endpoints of straight line segments (connected)Click to remove protection from deletionClicks on the background do not start the strokeClipClip AlphaClip CameraClip ContentsClip DisplayClip EditorClip EditorsClip EndClip GridClip ImageClip Max XClip Max YClip Min XClip Min YClip PlanesClip StartClip StripClip ThresholdClip UV coordinates to bounds after unwrappingClip UserClip alpha below this threshold in the 3D textured viewClip drawings to camera size when exporting in camera viewClip editor space dataClip to BoundsClip to cubic-shaped area around the image and set exterior pixels as transparentClip to image size and set exterior pixels as transparentClip view contents based on what is visible in other side viewsClipboard does not contain a matrixClipboard does not contain an assetClipboard is emptyClipboard too longClippingClipping BorderClipping BoundariesClipping OffsetClipping StartClipping optionsClips animations to selected playback rangeClockwiseClone AlphaClone ImageClone LayerClone MapClone OffsetClone Paint Texture IndexClone UV Loop LayerClone UV Loop Layer IndexClone UV loop layer indexClone from Image/UV MapClone from Paint SlotCloseClose AllClose AreaClose Menu on LeaveClose SplineClose Spline MethodClose TipClose menus when the mouse is moved out of the region.Close or open all itemsClose or open the selected stroke adding a segment from last to first pointClose selected areaClose the current windowClosed LoopClosed by DefaultClosed loops unsupportedClosestClosest IndexClosest UDIMClosest WeightClosureClosure InputClosure Input ItemClosure Input ItemsClosure Node IDClosure Node SocketClosure Node Socket InterfaceClosure OutputClosure Output ItemClosure Output ItemsClosure SizeClosure ZoneClosure does not have input: "{}"Closure does not have output: "{}"Closure socket of a nodeClothCloth Collision SettingsCloth DampingCloth MassCloth ModifierCloth PresetsCloth SettingsCloth SimulationCloth collision acts with respect to the collider normals (improves penetration recovery)Cloth collision impulses act in the direction of the collider normals (more reliable in some cases)Cloth dynamics for hairCloth model with angular bending springsCloth model with linear bending springs (legacy)Cloth simulation modifierCloth simulation settings for an objectCloth simulation settings for self collision and collision with other objectsCloth speed is multiplied by this valueCloudsClouds TextureClumpClump CurveClump FactorClump Hair CurvesClump NoiseClump Noise SizeClump OffsetClumpingClumping AmountClumps together existing hair curves using guide curvesCluster controlsClusterize controls in the same positionCmdCoarseCoatCoat IORCoat NormalCoat RoughnessCoat WeightCodecCodec settings for JPEG 2000Coefficient K0 of the lens polynomialCoefficient K1 of the lens polynomialCoefficient K2 of the lens polynomialCoefficient K3 of the lens polynomialCoefficient K4 of the lens polynomialCoefficientsCoefficients for 'x' (starting from lowest power of x^0)Coffee (Fresh/Roast)ColCollapseCollapse (close) all selected expandable animation channelsCollapse EdgesCollapse SummaryCollapse all channels (not just selected ones)Collapse edges without faces, cloth sewing edgesCollapse in all cases except for shadersCollapse isolated edge and face regions, merging data such as UVs and color attributes. This can collapse edge-rings as well as regions of connected faces into verticesCollapse short edges to remove mesh detail where possibleCollapse summary when shown, so all other channels get hidden (Dope Sheet editors only)Collapse the region displaying the operator settingsCollect related nodes together in a common area. Useful for organization when the re-usability of a node group is not requiredCollectionCollectionNewCollection %dCollection '%s' (instantiated by the active object) is not overridableCollection '%s' already in collection '%s'Collection '%s' is not an original IDCollection '%s' not in collection '%s'Collection '%s' was not foundCollection ChildCollection ChildrenCollection ColorCollection Color TagCollection ColorsCollection Export HandlersCollection IndexCollection InfoCollection Instance Empty SizeCollection Light LinkingCollection MaskCollection MasksCollection NameCollection NegationCollection Node SocketCollection Node Socket InterfaceCollection ObjectCollection ObjectsCollection PropertiesCollection SpecialsCollection UIDCollection containing objects participating in this simulationCollection containing rigid body constraint objectsCollection contains current objectCollection data-blocksCollection does not contain object types that can be rendered for the automatic previewCollection name to addCollection of AOVsCollection of Color Ramp ElementsCollection of Curve Map PointsCollection of Driver F-CurvesCollection of Dynamic Paint Canvas surfacesCollection of F-Curve ModifiersCollection of F-Curves for a specific action slot, on a specific stripCollection of Grease Pencil framesCollection of Grease Pencil layersCollection of Grease Pencil masking layersCollection of Grease PencilsCollection of IDs only, used to disambiguate between potential IDs with same name from different librariesCollection of KeyConfigsCollection of LightgroupsCollection of NLA StripsCollection of NLA TracksCollection of NLA strip F-CurvesCollection of Node LinksCollection of Node SocketsCollection of NodesCollection of Object data-blocksCollection of OpenXR component pathsCollection of OpenXR user pathsCollection of Profile PointsCollection of RetimingKeyCollection of StripElementCollection of StripsCollection of UDIM tilesCollection of UV map layersCollection of XR action map bindingsCollection of XR action map itemsCollection of XR action mapsCollection of action slotsCollection of actionsCollection of add-onsCollection of animation channels, typically associated with an action slotCollection of animation layersCollection of animation stripsCollection of annotation framesCollection of annotation layersCollection of annotationsCollection of armature bonesCollection of armature edit bonesCollection of armaturesCollection of background imagesCollection of bake itemsCollection of blendfile import context itemsCollection of brushesCollection of cache filesCollection of cache layersCollection of camerasCollection of capture attribute itemsCollection of channel driver VariablesCollection of child collectionsCollection of collection objectsCollection of collectionsCollection of combine bundle itemsCollection of curve splinesCollection of curvesCollection of custom asset tagsCollection of data-blocks that can be referenced by baked dataCollection of export handlersCollection of f-curve groupsCollection of field to grid itemsCollection of field to list itemsCollection of file output itemsCollection of file paths with common ``directory`` rootCollection of fontsCollection of format string itemsCollection of generation itemsCollection of gizmosCollection of hair curvesCollection of imagesCollection of index_switch itemsCollection of input itemsCollection of items that make up an enumCollection of keyframe pointsCollection of keying set pathsCollection of keymap itemsCollection of keymapsCollection of latticesCollection of layers used by maskCollection of layers which defines this maskCollection of librariesCollection of light probesCollection of lightsCollection of line stylesCollection of main itemsCollection of markers for movie tracking plane trackCollection of markers for movie tracking trackCollection of markers in trackCollection of masking spline pointsCollection of masking splinesCollection of masksCollection of materialsCollection of mesh edgesCollection of mesh loopsCollection of mesh polygonsCollection of mesh verticesCollection of meshesCollection of metaball elementsCollection of metaballsCollection of movie clipsCollection of movie tracking objectsCollection of movie tracking plane tracksCollection of movie tracking tracksCollection of node treesCollection of object constraintsCollection of object effectsCollection of object modifiersCollection of object pathsCollection of objectsCollection of objects in this tracking data objectCollection of override operationsCollection of override propertiesCollection of packed imagesCollection of paint curvesCollection of palette colorsCollection of palettesCollection of particle settingsCollection of particle systemsCollection of pathsCollection of plane tracks in this tracking data objectCollection of plane tracks in this tracking data object. Deprecated, use objects[name].plane_tracksCollection of point cachesCollection of point cloudsCollection of pointsCollection of points for Bézier curves onlyCollection of points that make up this poly or nurbs splineCollection of pose bone constraintsCollection of related drawingsCollection of related sketchesCollection of related sketches on a particular frameCollection of render layersCollection of render passesCollection of render viewsCollection of repeat itemsCollection of scenesCollection of screensCollection of separate bundle itemsCollection of simulation itemsCollection of solved camerasCollection of soundsCollection of source libraries, i.e. blendfile pathsCollection of spacesCollection of speakersCollection of spline Bézier pointsCollection of spline pointsCollection of splines in this curve data objectCollection of splines which defines this layerCollection of strip modifiersCollection of studio lightsCollection of target bones and weightsCollection of textsCollection of texture slotsCollection of texturesCollection of timeline markersCollection of tracking plane tracksCollection of tracks in this tracking data objectCollection of tracks in this tracking data object. Deprecated, use objects[name].tracksCollection of tracks used for 2D stabilization (translation)Collection of user asset librariesCollection of user extension repositoriesCollection of vertex colorsCollection of vertex groupsCollection of viewer itemsCollection of volumesCollection of window managersCollection of windowsCollection of workspacesCollection of worldsCollection providing the instance geometry used for scatteringCollection socket of a nodeCollection that included object should be a member ofCollection this layer collection is wrappingCollection to use as the input geometryCollection which defines light linking relation of this emitterCollection which defines objects which block light from this emitterCollection {:s} has the same uid {:d} as {:s}Collection(s)CollectionsCollections of objectsCollections that are immediate children of this collectionCollide with objects during the simulationCollide with other collider objects in the sceneCollider FrictionCollisionCollision CollectionCollision CollectionsCollision MarginCollision ModifierCollision QualityCollision SettingsCollision ShapeCollision Shape of object in Rigid Body SimulationsCollision TypeCollision Vertex GroupCollision collections rigid body belongs toCollision distanceCollision modifier defining modifier stack position used for collisionCollision settings for object in physics simulationCollisionsColorColor+XColor+YColor+ZColor-XColor-YColor-ZColorAColorAddColorAdd AlphaColorAlphaColorAlpha OverColorAlpha UnderColorBColorBlend TypeColorBlending ModeColorBlueColorCColorColorColorColor BurnColorColor DodgeColorController Draw StyleColorCrossColorCurrentColorDarkColorDark + RayColorDarkenColorDifferenceColorDivideColorErase AlphaColorExclusionColorGColorGamma CrossColorGreenColorHSV Key ChannelColorHard LightColorHueColorIntensityColorLightColorLight + RayColorLightenColorLightnessColorLimit ChannelColorLinear BurnColorLinear LightColorLumaColorMixColorModeColorMultiplyColorNextColorOverlayColorPin LightColorPrevColorRColorRGBColorRGB Key ChannelColorRedColorReplaceColorSaturationColorScreenColorSoft LightColorSpill ChannelColorSubtractColorUnknownColorUse ChannelColorValueColorValue:ColorVivid LightColor & AlphaColor 01Color 02Color 03Color 04Color 05Color 06Color 07Color 08Color 09Color AttributeColor Attribute SpecialsColor AttributesColor BalanceColor BoostColor BurnColor CorrectionColor DepthColor DodgeColor DryColor FacColor FieldColor GridColor GridlinesColor InterpolationColor KeyColor LayerColor ManagementColor MappingColor MaximumColor Mix StripColor ModeColor ModifiersColor ModulationColor NodeColor Node SocketColor Node Socket InterfaceColor OpacityColor PaletteColor ParametrizationColor PathColor PickerColor Picker TypeColor PostColor PreColor PresetsColor Quantization BitsColor RampColor Ramp ElementColor Ramp ElementsColor SetColor Set IDColor Set {:d}Color SetsColor ShiftColor SpaceColor Space SettingsColor Space: Color SpillColor SpreadColor StripColor TagColor TagsColor ThresholdColor TypeColor ValueColor and alpha for compositional guide overlaysColor attribute baking is only supported for mesh objectsColor balance gain (highlights)Color balance gamma (midtones)Color balance lift (shadows)Color balance modifier for sequence stripColor balance parameters for a sequence stripColor balance parameters for a sequence strip and its modifiersColor cells by positionColor curve mapping applied before display transformColor for all strokes in this layerColor for custom background colorColor for error itemsColor for filling region bounded by each strokeColor for indicating Grease Pencil keyframesColor for informational itemsColor for mixing with primary filling colorColor for newly added transformation F-Curves (Location, Rotation, Scale) and also Color is based on the transform axisColor for object outlineColor for single color modeColor for strip/action being "tweaked" or editedColor for successful itemsColor for tinting stroke colorsColor for warning itemsColor for wireframe when in edit mode, but edge selection is activeColor from TemperatureColor hue offsetColor in sRGB color spaceColor in sRGB color space (mainly for user interface colors)Color in the gamma corrected spaceColor in the linear spaceColor in the scene linear working color spaceColor input on which HSV color transformation will be appliedColor input on which correction will be appliedColor input on which inversion will be appliedColor jitter effect on hueColor jitter effect on saturationColor jitter effect on valueColor management display device settingsColor management settings applied on image before savingColor management settings used for displaying images on the displayColor management specific to display deviceColor management view transform settingsColor mapping settingsColor modifier '%s' could not be removedColor modifier typeColor modifiers for changing line colorsColor node links based on their connected socketsColor of Auto Keying indicator when enabledColor of active markerColor of breakdown keyframeColor of cursor when addingColor of cursor when subtractingColor of disabled markerColor of extreme keyframeColor of folders in the file browserColor of generated keyframeColor of jitter keyframeColor of keyframe borderColor of keyframes on a path after current frameColor of keyframes on a path before current frameColor of light emission from the surfaceColor of lines showing constant interpolation modeColor of lines showing easings & dynamic interpolation modeColor of lines showing linear interpolation modeColor of locked markerColor of markerColor of marker's outlineColor of moving hold keyframeColor of new annotation layersColor of path after current frameColor of path before current frameColor of preview range overlayColor of raycast when a fallback case succeedsColor of raycast when it missesColor of raycast when it succeedsColor of regular keyframeColor of scene strip range overlayColor of selected breakdown keyframeColor of selected extreme keyframeColor of selected generated keyframeColor of selected jitter keyframeColor of selected keyframeColor of selected keyframe borderColor of selected markerColor of selected moving hold keyframeColor of smokeColor of smoke emitted from burning fuelColor of summary channelColor of texture overlayColor of the 1px shadow line underlying widgetsColor of the F-Curve in the Graph EditorColor of the ambient light that uniformly lit the sceneColor of the area between bricksColor of the backgroundColor of the border between editorsColor of the channel in the dope sheetColor of the corresponding socket type in the node editorColor of the emitted lightColor of the first checkerColor of the first reference brickColor of the light's diffuse highlightColor of the light's specular highlightColor of the materialColor of the material used for diffuse, subsurface, metallic and transmissionColor of the outline of each editor, except the active oneColor of the outline of the active editorColor of the outline of top-level panelsColor of the outline of top-level panels that are activeColor of the paintColor of the second checkerColor of the second reference brickColor of the sheen reflectionColor of the text insertion cursor (caret)Color of the track in the Movie Clip Editor and the 3D viewport after a solveColor palette to useColor pickerColor ramp mapping a scalar value to a colorColor ramp used to change line colorColor ramp used to define brush velocity effectColor ramp used to define proximity falloffColor range used for weight visualization in weight painting modeColor saturation factorColor selected to apply glowColor set is user-defined instead of a fixed theme color setColor set specifying bone colors for this groupColor space in the image file, to convert to and from when saving and loading the imageColor space of the input imageColor space of the output imageColor space that the sequencer operates inColor space to setColor space used for YCbCrA processingColor space used for all scene linear colors in this file, and for compositing, shader and geometry nodes processingColor strength for new strokes (affect alpha factor of color)Color tag 1Color tag 2Color tag 3Color tag 4Color tag 5Color tag 6Color tag 7Color tag 8Color tag for a collectionColor tag for a stripColor tag of the node group which influences the header colorColor temperature of the input's white pointColor temperature of the output's white pointColor temperature of the scene's white pointColor that encodes the normal map in the specified spaceColor that must be keptColor the passColor tint of the input's white point (the default of 10 matches daylight)Color tint of the output's white point (the default of 10 matches daylight)Color tint of the scene's white point (the default of 10 matches daylight)Color to use behind stamp textColor to use for stamp textColor used for RimColor used for ShadowColor used for active bonesColor used for generated glowColor used for selected bonesColor used for the surface of bonesColor used for tintingColor used to highlight the rangeColor value factorColor value in geometry attributeColor {:d}Color1Color2Colored ConstraintsColoringColorizeColorize EffectColorize effectColorsColumnColumn 1Column 1 Row 1Column 1 Row 2Column 1 Row 3Column 1 Row 4Column 2Column 2 Row 1Column 2 Row 2Column 2 Row 3Column 2 Row 4Column 3Column 3 Row 1Column 3 Row 2Column 3 Row 3Column 3 Row 4Column 4Column 4 Row 1Column 4 Row 2Column 4 Row 3Column 4 Row 4Column InterleavedColumn NameColumn SelectColumn SizeColumn number to show right margin atColumn to jump toColumnsColumns SizeColumns within the tableColumns:Comb hairsCombinationCombination of true displacement and bump mapping for finer detailCombineCombine BundleCombine Bundle ItemCombine ColorCombine CylindricalCombine MatrixCombine OpenEXR multi-layer images rendered with different sample ranges into one image with reduced noiseCombine SphericalCombine TransformCombine XYZCombine a translation vector, a rotation, and a scale vector into a transformation matrixCombine all layers into a single layerCombine all layers which have the same nameCombine all volume shading components into a single easy to use nodeCombine an image from its composite color channelsCombine and layer ActionsCombine any number of input stringsCombine both views in a squeezed imageCombine distance and equi-angular sampling for volumes where neither method is idealCombine four channels into a single color, based on a particular color modelCombine grids in a subtractive wayCombine grids in an additive wayCombine layers based on the mode into one layerCombine layers in the active group into a single layerCombine meshes in a subtractive wayCombine meshes in an additive wayCombine multiple socket values into one.Combine original scale with copied scaleCombine rotations like the original Offset checkbox. Does not work well for multiple axis rotations.Combine space background image with the maskCombine the active layer with the layer just below (if it exists)Combine the cap geometry with the base mesh (realizing instances and merging vertices)Combine the views (left and right) into a single stereo 3D outputCombine two images for side-by-side display. Typically used in combination with a Viewer nodeCombine two images using depth mapsCombine two strips using blend modesCombinedCombined ExportCombined RGBCombined bake pass requires Emission, or a light pass with Direct or Indirect contributions enabledCombined channelsCombined curve is applied to each channel individually, which may result in a change of hueCombinedActionCombines all of its direct rigid body children into one rigid objectComma-separated tags to use for the registered parentCommand Prompt HereCommand historyCommand interruptedCommand line promptCommand line prompt languageCommand outputCommand to launch the text editor, either a full path or a command in $PATH. Use the internal editor when left blankCommentCommonCommon Animation PropertiesCommon Curve PropertiesCommon Theme PropertiesCommunityCompact LayoutCompact ListCompact with DecimalsCompareCompare Color AttributesCompare MaterialsCompare ModeCompare SeamCompare SharpCompare UVsCompare each element of the input vectorsCompare the average of the input vectors elementsCompare the direction of the input vectorsCompare the dot products of the input vectorsCompare the length of the input vectorsCompare velocities from previous frame with new velocities from current frame and keep the maximumCompare velocities from previous frame with new velocities from current frame and keep the minimumCompensate any scale changes relative to center of rotationCompensate for non-uniform object scaleCompensate for scale applied by other modifiersCompensate for scaling one axis by applying suitable scaling to the other two axesCompilation method used for compiling shaders in parallel. Subprocess requires a lot more RAM for each worker but might compile shaders faster on some systems. Requires restarting Blender for changes to take effect. (OpenGL only)Compile bytecode for shader script nodeCompile the Cycles GPU kernel with only the feature set required for the current sceneCompiled bytecode of the custom shaderCompiled without Bullet physics engineCompiled without GMP, using "float" solverCompiled without OpenVDBCompiled without sound supportCompiling EEVEE engine shadersCompiling shaders ({} remaining)Complete Matches OnlyComplete report available on '{:s}' text data-blockCompletely clear the parenting relationship, including involved modifiers if anyCompletely ignore parent scalingCompletely independent manually set handleCompletely replace all channels in the pose asset with the current selectionComplexComponentComponent PathsComponent TypeComponentsCompositeCompositingCompositing node viewerCompositing nodesCompositing...CompositionComposition Guide ColorComposition GuidesCompositorCompositor Custom GroupCompositor Denoise Node DeviceCompositor DeviceCompositor Final Denoise QualityCompositor ModifierCompositor NodeCompositor Node TreeCompositor NodesCompositor PrecisionCompositor Preview Denoise QualityCompositor node group has cyclic links.Compound ParentCompressCompress FileCompress mesh using DracoCompress scene-referred values from common cameras into the ACEScg gamutCompressionCompression LevelCompression Spring DampingCompression StiffnessCompression Stiffness MaximumCompression codec settings for OpenEXRCompression level (0 = most speed, 6 = most compression, higher values currently not supported)Compression method to be usedCompression mode for TIFFComputation RangeComputation was successfulCompute Device TypeCompute average and standard deviation of pixel valuesCompute distance to nearest edgeCompute distance to nearest faceCompute distance to nearest vertexCompute global illumination taking into account light bouncing off surrounding objectsCompute how much the hemisphere above the shading point is occluded, for example to add weathering effects to corners. Note: For Cycles, this may slow down renders significantlyCompute the closest location on the target geometryCompute the determinant of the given matrixCompute the divergence of the gradient of the input gridCompute the inverse of the given matrix, if one existsCompute the inverse of the given rotationCompute the singular value decomposition of the 3x3 part of a matrixComputes a signed distance field from the given maskComputes the distance to the closest point as well as its position and colorComputes the distance to the edge of the voronoi cellComputes the distance to the second closest point as well as its position and colorComputes the radius of the n-sphere inscribed in the voronoi cellConcavity UpperConcreteConditionConeConfiguration for a single dash segmentConfiguration of the scattered instancesConfiguration regarding the transformation of each instanceConfigure constant bit rate, rather than constant output qualityConfigure the transformation of scattered instancesConfirmConfirm On ReleaseConfirm ThresholdConfirm bevelConfirm on ReleaseConflicts with another render pass with the same nameConform BaseConformalConjoint OverConnect CenterConnect LoopsConnect Matching EndsConnect Mirror:Connect Movie Strips by DefaultConnect Next:Connect With MirrorConnect a link to create a new socket.Connect active node to the active output node of the node treeConnect all hair systems to the emitter meshConnect chainConnect endpoints that are close togetherConnect hair to the emitter meshConnect newly added movie strips by default if they have multiple channelsConnect objects as a chain based on distance, starting at the active objectConnect selected objects to the active objectConnect selected vertices of faces, splitting the faceConnect the B-Bone chain to the parent rigConnect the arc at the centerConnect two nodes without clicking a specific socket (automatically determined)Connect vertices by their selection order, creating edges, splitting facesConnectedConnected OnlyConnected faces (instead of edges)Connecting edge loops overlapConnection LimitConnection PatternConnectivityConsider Curve RadiusConsider material single sided for light probe volume capture. Additionally helps rejecting probes inside the object to avoid light leaks.Consider objects as whole when finding volume centerConsider the contribution of directly visible light sources during guidingConsider the main curve's radius attribute as a factor when mapping the V component by the profile curve's length parameterConsider vertices instead of edges to select which edges to (un)tag as sharpConsistentConsistent identifier used for the itemConsoleConsole InputConsole Scrollback LinesConsole line type when used in scrollbackConsole output typeConstConstantConstant BitrateConstant DetailConstant ExtrapolationConstant InterpolationConstant LengthConstant OffsetConstant Offset DisplacementConstant Rate Factor (CRF); tradeoff between video quality and file sizeConstant Screen Size NormalsConstant acceleration in a given directionConstant direction parallel ray LightConstant direction parallel ray light sourceConstant factor to offset time by for functionConstant factor to offset values byConstant falloffConstant force along the force object's local Z axisConstant per CurveConstant presetConstrain an object's location to the nearest point along the target pathConstrain boids to a surfaceConstrain islands containing any pinned UV'sConstrain rigid bodies to move around common pivot pointConstrain to Image BoundsConstrain value between min and maxConstrain value between min and max, swapping arguments when min > maxConstrained Delaunay Triangulation (CDT), robust with support for self-intersectionsConstraintConstraintAdditiveConstraintMixConstraintMix ModeConstraintPowerConstraintTrackConstraint '%s' not found in object '%s'Constraint '%s' not found in pose bone '%s'Constraint AxisConstraint OperationConstraint TargetConstraint Target BoneConstraint axis Lock options relative to Bone or Target referenceConstraint can be broken if it receives an impulse above the thresholdConstraint constraining rigid bodiesConstraint has valid settings and can be evaluatedConstraint influencing Objects inside Rigid Body SimulationConstraint is the one being editedConstraint modifying the transformation of objects and bonesConstraint nameConstraint names have special meanings.Constraint pivot locationConstraint position along X axisConstraint position along Y axisConstraint position along Z axisConstraint rotation along X axisConstraint rotation along Y axisConstraint rotation along Z axisConstraint to stay within the image bounds while editingConstraint's panel is expanded in UIConstraintsConstraints affecting the transformation of the objectConstraints that act on this pose channelConstruct a 4x4 matrix from its individual valuesConstruct a Bézier CircleConstruct a Bézier CurveConstruct a NURBS surface circleConstruct a NURBS surface curveConstruct a NURBS surface cylinderConstruct a NURBS surface patchConstruct a NURBS surface sphereConstruct a NURBS surface torusConstruct a Nurbs CircleConstruct a Nurbs CurveConstruct a PathConstruct a Suzanne Grease Pencil objectConstruct a Suzanne meshConstruct a circle meshConstruct a conic meshConstruct a cube meshConstruct a cube mesh that consists of six square facesConstruct a cylinder meshConstruct a filled planar mesh with 4 verticesConstruct a spherical mesh that consists of equally sized trianglesConstruct a spherical mesh with quad faces, except for triangle faces at the top and bottomConstruct a subdivided plane meshConstruct a torus meshConstruct and edit Bézier curvesConstruct and edit splinesConstructive modifier cannot be applied to multi-res data in sculpt modeConstructive modifiers cannot be appliedContainerContainer of the fluid simulationContainsContains linked library overrides that need to be resynced, updating the library is recommendedContentContent DurationContent EndContent StartContent Trim EndContent Trim StartContent of this text objectContextContext AttributesContext GizmoContext MenuContext PathContext PropertyContext data-path (expanded using visible windows in the current .blend file)Context incorrect, image not foundContext menu for item operationsContext menu for scene operationsContext missing active objectContext missing sequencer sceneContext path is pinnedContext sensitive gizmo for the active nodeContext sensitive gizmos for the active itemContext window not setContextual data for a blendfile library/linked-data related operation. Currently only exposed as read-only data for the pre/post blendimport handlersContiguousContinueContinue Without ClearingContinue tracing from an arbitrary new position and in a new directionContinue using file without Python scriptsContinuous AccelerationContinuous GrabContinuous zooming. The zoom direction and speed depends on how far along the set Zoom Axis the mouse has moved.Continuously unwrap the selected UV island while transforming pinned verticesContourContrastContrast LimitContrast correction value. A scaling type factor by which to make brighter pixels brighter, but keeping the darker pixels dark. Use a negative number to decrease contrast, and a positive number to increase itContribution of paths that scattered in the volume at the primary rayContribution of paths that transmitted through the volume at the primary rayContributionsControlControl BoneControl FalloffControl ModeControl PointControl Point selectedControl Point:Control PointsControl RotationControl a chain of bones by specifying the endpoint target (Bones only)Control accuracy of motion blur, more steps gives more memory usage (actual number of steps is 2^(steps - 1))Control active camera anglesControl how far to push or pull the keysControl how fast the probe influence decreasesControl how images in the chosen display are mapped to the physical displayControl how many evaluated points should be generated on every curve segmentControl how much mist density decreases with heightControl key pressedControl key pressed, -1 for any stateControl object: if available, its location determines the center of the effectControl playback using a frame-number (ignoring time FPS and start frame from the file)Control playback using a value between 0 and 1Control playback using time in secondsControl point belongs to another splineControl point for envelope F-ModifierControl point mass valuesControl point not in Envelope F-ModifierControl point selection statusControl point spring strength valuesControl point weight valuesControl points defining the shape of the envelopeControl points of all curvesControl points of the curveControl the brightness and contrast of the input colorControl the intensity of the border around themes iconsControl the mixing of texture information into the base color of line stylesControl the quality of the fast GI lighting. Higher resolution uses more memory.Control the quality of the volumetric effects. Higher resolution uses more memory.Control the smoothness of mesh normals around each face by changing the "shade smooth" attributeControl the stencil brushControl transform gizmosControl when to apply fluid flowControl when to apply the effectorControl whether each spline loops back on itself by changing the "cyclic" attributeControl which key to offset towards and how farController ForwardController LocationController Location OtherController RotationController Rotation OtherController StyleController aim location of the other user path for bimanual actionsController aim rotation of the other user path for bimanual actionsControllersControlsControls accuracy of motion blur, more steps means longer render timeControls accuracy of motion blur, more steps result in longer render time. Only used when Motion Blur is enabled. Set to 0 to disable motion blur for Grease PencilControls fluid emission from within the mesh (higher value results in greater emissions from inside the mesh)Controls for the shape of the tube profileControls how directional the filter is. 0 means the filter is completely omnidirectional while 2 means it is maximally directed along the edges of the imageControls how much nearby polygons influence deformationControls how open boundaries are smoothedControls how smoothing is applied to UVsControls profile shape (0.5 = round)Controls the blending and the compatibility with certain featuresControls the contrast of the entire imageControls the contrast of the highlightsControls the contrast of the image. Zero automatically sets the contrast based on its global range for better luminance distributionControls the contrast of the midtonesControls the contrast of the shadowsControls the falloff between keyed and non-keyed values. 0 means completely sharp and 1 means completely smoothControls the gain of the entire imageControls the gain of the highlightsControls the gain of the midtonesControls the gain of the shadowsControls the gamma of the entire imageControls the gamma of the highlightsControls the gamma of the midtonesControls the gamma of the shadowsControls the intensity of the coat layer, both the reflection and the tinting. Typically should be zero or one for physically-based materialsControls the intensity of the image, lower values makes it darker while higher values makes it lighterControls the offset of the entire imageControls the offset of the highlightsControls the offset of the midtonesControls the offset of the shadowsControls the saturation of the entire imageControls the saturation of the highlightsControls the saturation of the midtonesControls the saturation of the shadowsControls the sharpness of the filter. 0 means completely smooth while 1 means completely sharpControls the tangent direction for anisotropyControls the transparency of the surface, with 1.0 fully opaqueControls the uniformity of the direction of the filter. Higher values produces more uniform directionsControls transition between highlights and shadowsConvergence BoneConvergence Plane DistanceConvergence boneConversion is not supportedConversion not supported when evaluating closureConversion not supported when separating bundleConvertConvert Attribute DomainConvert Color Attribute DomainConvert Colors in All Data-blocksConvert ColorspaceConvert Faces into vertices and vertices into facesConvert FloatConvert FromConvert Grease Pencil layers into curve instancesConvert OrientationConvert RGB input into grayscale using luminanceConvert TRS/Weights to Animation PointerConvert ToConvert UsdPreviewSurface shaders to Principled BSDF shader networksConvert a blackbody temperature to an RGB valueConvert a color's luminance to a grayscale valueConvert a rotation to axis angle componentsConvert a standard rotation value to an Euler rotationConvert a vector, point, or normal between world, camera, and object coordinate spaceConvert a wavelength value to an RGB valueConvert active weight into gray scale vertex colorsConvert all faces in a mesh to triangular facesConvert all faces to trianglesConvert all polygons to trianglesConvert all textures to KTX2 with BasisU supercompressionConvert animation from any rotation mode to any otherConvert between color spacesConvert curve geometry into tube meshesConvert curves into a mesh, optionally with a custom profile shape defined by curvesConvert each input geometry into an instance, which can be much faster than the Join Geometry node when the inputs are largeConvert each mesh face to a cyclic curve. Face attributes are propagated to curves.Convert effector force into air flow velocityConvert f-curves/drivers affecting rotations to radians. Warning: Use this only onceConvert faces into thickened edgesConvert from degrees to radiansConvert from display to scene linear instead. Not all view transforms can be inverted exactly, and the result may not match the original scene linear imageConvert from radians to degreesConvert from scene linear to display color space, with a view transform and look for tone mappingConvert geometry and instances into editable objects and collectionsConvert input to float dataConvert instances into real geometry dataConvert mesh edges to curve segments. Attributes are propagated to curve points.Convert normal object transforms to delta transforms, any existing delta transforms will be included as wellConvert object animation for normal transforms to delta transformsConvert objects into instanced facesConvert only selected keyframesConvert orientation axis to a different convention to match other applicationsConvert particles to a mesh objectConvert premultiplied to straightConvert rendering effect (such as light and shadow) to color. Typically used for non-photorealistic rendering, to apply additional effects on the output of BSDFs. Note: only supported in EEVEEConvert rotations to euler XYZConvert rotations to euler XZYConvert rotations to euler YXZConvert rotations to euler YZXConvert rotations to euler ZXYConvert rotations to euler ZYXConvert rotations to quaternionsConvert selected channels from samples to keyframesConvert selected channels to an uneditable set of samples to save storage spaceConvert selected objects to another typeConvert selected reference images to textured mesh planeConvert selected strokes to perimeterConvert straight to premultipliedConvert stroke to outlineConvert the curves in each top-level instance into Grease Pencil layerConvert the first discovered USD dome light to a world background shaderConvert the given floating-point number to an integer, with a choice of methodsConvert the volume of a world to a mesh. The world's volume used to be rendered by EEVEE Legacy. Conversion is needed for it to render properlyConvert the world material to a USD dome light. Currently works for simple materials, consisting of an environment texture connected to a background shader, with an optional vector multiply of the texture colorConvert to DisplayConvert to FloatConvert to RadiansConvert to and from premultiplied (associated) alphaConvert to logarithmic color spaceConvert type of selected curvesConvert whitespaces by typeConverted LayerConverterConverter NodeConverting some non-editable object/object data, enforcing 'Keep Original' option to TrueConverts values that are relative to the image size to be in terms of pixelsConvex HullConvolveConvolves an image with a kernelCoordinate 1Coordinate 2Coordinate SpaceCoordinate SystemCoordinate axis used to mirror the location part of the transformCoordinate axis used to mirror the rotation part of the transformCoordinatesCoordinates along this axis get flippedCoordinates of the control pointCoordinates of the control point. Note: Changing this value also updates the handles similar to using the graph editor transform operatorCoordinates of the first handleCoordinates of the left handle (before the control point)Coordinates of the right handle (after the control point)Coordinates of the second handleCoordinates spaceCoordinates to apply translation deltas from the VR headset toCopied %d selected curve(s)Copied %d selected data-block(s)Copied %d selected node(s)Copied %d selected object(s)Copied %d selected point(s)Copied Selection Set(s) to clipboardCopied constraint: %sCopied material to internal clipboardCopied pose to internal clipboardCopied the selected Video Sequencer strips and associated effect chain to internal clipboardCopied the selected Video Sequencer strips to internal clipboardCopied the value to {:d} bonesCopied {:s} parameters to {:d} bonesCopies the matrix of the currently active object or pose bone to the clipboard. Uses matrices relative to a specific object or the active scene cameraCopies the matrix of the currently active object or pose bone to the clipboard. Uses world-space matricesCopperCopyCopy Absolute coordinates of Normal vectorCopy Bone colors from the active bone to all selected bonesCopy Bundle to Asset Library...Copy Grease Pencil EffectsCopy LabelCopy LocationCopy Location (Local)Copy Location (Local, Owner Orientation)Copy Location ConstraintCopy ModifiersCopy NormalCopy PoseCopy Pose Bone colors from the active pose bone to all selected pose bonesCopy Rigid Body settings from active object to selectedCopy Rigify type and parameters from active to selected bonesCopy RotationCopy Rotation ConstraintCopy ScaleCopy Scale ConstraintCopy SettingsCopy Studio Light settings to the Studio Light editorCopy TransformsCopy Transforms ConstraintCopy XCopy YCopy ZCopy active vertex to other selected vertices (if affected groups are unlocked)Copy all the transformations of a target, so that they move togetherCopy all the transforms of the targetCopy color to all selected nodesCopy color to all selected tracksCopy colors to existing bonesCopy constraint to other selected objects/bonesCopy constraints to other selected bonesCopy constraints to other selected objectsCopy files to textures directoryCopy from closest edge (using midpoints)Copy from closest edge of closest face (using midpoints)Copy from closest vertexCopy from closest vertex of closest edgeCopy from closest vertex of closest faceCopy from identical topology meshesCopy from interpolated corners of the nearest source faceCopy from interpolated corners of the source face hit by corner normal projectionCopy from interpolated values of vertices from closest point on closest edgeCopy from interpolated values of vertices from closest point on closest faceCopy from interpolated values of vertices from point on closest face hit by normal-projectionCopy from most similar edge (edge which vertices are the closest of destination edge's ones)Copy from nearest corner of nearest faceCopy from nearest corner which has the best matching normalCopy from nearest corner which has the face with the best matching normal to destination corner's face oneCopy from nearest face (using center points)Copy from source face which normal is the closest to destination oneCopy full data pathCopy in world spaceCopy inside each object's local spaceCopy label from active to selectedCopy label from active to selected nodesCopy material to selected objectsCopy mirror UV coordinates on the X axis based on a mirrored meshCopy modifiers of the active strip to all selected stripsCopy modifiers to other selected objectsCopy new normals (overwrite existing)Copy new normals minus old normalsCopy nodes to clipboard, remove and reconnect them.Copy normal to the internal clipboardCopy of the colors associated with the group's color setCopy on DuplicateCopy only active Layer, uncheck to append all layersCopy or reorder modifiers, constraints, and effectsCopy particle systems from the active object to selected objectsCopy particle systems to selected: %d done, %d failedCopy product of old and new normals (not cross product)Copy selected UV verticesCopy selected aspects of the current pose to subsequent poses already keyframedCopy selected keyframes to the internal clipboardCopy selected markers to another sceneCopy selected pointsCopy selected points or curvesCopy selected reports to clipboardCopy selected text to clipboardCopy settings from active to selected nodesCopy settings from previous versionCopy settings of current view layerCopy sum of new and old normalsCopy text to clipboardCopy the F-Modifier(s) of the active F-CurveCopy the F-Modifier(s) of the active NLA-StripCopy the Python command matching this buttonCopy the RNA data path for this property to the clipboardCopy the active line set to the internal clipboardCopy the active shape key of another selected object to this oneCopy the bone color of the active bone to all selected bonesCopy the console contents for use in a scriptCopy the current .blend file into an Asset Library. Only works on standalone .blend files (i.e. when no other files are referenced)Copy the current pose of the selected bones to the internal clipboardCopy the driver for the highlighted buttonCopy the driver variables of the active driverCopy the file to the destination pathCopy the file to the destination path (or subdirectory)Copy the image to the clipboardCopy the location of a target (with an optional offset), so that they move togetherCopy the location of the targetCopy the material settings and nodesCopy the material texture settings and nodesCopy the modifier from the active object to all selected objectsCopy the property's driver from the active item to the same property of all selected items, if the same property existsCopy the property's value from the active item to the same property of all selected items if the same property existsCopy the rotation of a target (with an optional offset), so that they rotate togetherCopy the rotation of the targetCopy the scale factors of a target (with an optional offset), so that they are scaled by the same amountCopy the scale of the targetCopy the selected Grease Pencil points or strokes to the internal clipboardCopy the selected Selection Set(s) to the clipboardCopy the selected data-blocks to the internal clipboardCopy the selected nodes to the internal clipboardCopy the selected objects to the internal clipboardCopy the selected points to a new strokeCopy the selected splines to the internal clipboardCopy the selected strips to the internal clipboardCopy the selected tracks to the internal clipboardCopy the target's X locationCopy the target's X rotationCopy the target's X scaleCopy the target's Y locationCopy the target's Y rotationCopy the target's Y scaleCopy the target's Z locationCopy the target's Z rotationCopy the target's Z scaleCopy this group's weight to other selected vertices (disabled if vertex group is locked)Copy this property value to all selected rigs of the appropriate typeCopy to ClipboardCopy to SelectedCopy to Selected (Menu)Copy to boneCopy to objectCopy to parent node tree, keep group intactCopy to selected all elements of the arrayCopy to selected the drivers of all elements of the arrayCopy tracking settings from active track to default settingsCopy tracking settings from active track to selected tracksCopy vertex coordinates from other objectCopy vertex groups to selected: %d done, %d failed (object data must support vertex groups and have matching indices)Copy weights from active to selectedCopying ID '%s' is not possible, '%s' type of data-blocks is not supportedCopying modifier '%s' to object '%s' failedCopyrightCopyright notice for this asset. An empty copyright notice does not necessarily indicate that this is copyright-free. Contact the author if any clarification is needed.Core MatteCorkCornerCorner AngleCorner CenterCorner Face IndexCorner HandlesCorner IndexCorner Index In FaceCorner Next EdgeCorner NormalsCorner OffsetCorner Offset DistanceCorner Offset FactorCorner Offset MethodCorner PinCorner Previous EdgeCorner RoundingCorner RoundnessCorner SplittingCorner SubdivisionsCorner TypeCorner VertexCorner of EdgeCorner of FaceCorner of VertexCornersCorners of EdgeCorners of FaceCorners of VertexCorrect AspectCorrect Face AttributesCorrect UV coordinates when transformingCorrect UVsCorrect data such as UVs and color attributes when transformingCorrect distortion caused by deformationCorrection MethodCorrection for entire tonal rangeCorrection for highlightsCorrection for midtonesCorrection for shadowsCorrectiveCorrective Flip NormalsCorrective Smooth ModifierCorrective factor applied to faces' weights, 50 is neutral, lower values increase weight of weak faces, higher values increase weight of strong facesCorrectiveSmoothCorrelationCosineCosine ModeCottonCould not (un)link the collection '%s' because the collection '%s' is linkedCould not (un)link the collection '%s' because the collection '%s' is overriddenCould not (un)link the object '%s' because the collection '%s' is linkedCould not (un)link the object '%s' because the collection '%s' is overriddenCould not add a color nodeCould not add a layer to the cache fileCould not add a mask nodeCould not add a new UV map to object '{:s}' (Mesh '{:s}')Could not add action '%s' as it cannot be used relative to ID-blocks of type '%s'Could not add an image nodeCould not add driver, as RNA path is invalid for the given ID (ID = %s, path = %s)Could not add geometry nodes modifierCould not add image. A node tree has not been created or assignedCould not add materialCould not add node collectionCould not add node groupCould not add node objectCould not add the collection because it is linkedCould not add the collection because it is overriddenCould not add the collection because of dependency cycle detectedCould not assign a new Action to %sCould not assign action %s to Action Constraint %sCould not assign action %s to NLA strip %sCould not change actionCould not clear keyframe, as RNA path is invalid for the given ID (ID = %s, path = %s)Could not compute a valid data pathCould not connect a face selectionCould not connect mixed selection typesCould not connect verticesCould not create a copy of ID '%s' to write it in the libraryCould not create cache reader for file %sCould not create library override from data-block '%s', as it is not overridableCould not create library override from data-block '%s', one of its parents is not overridable ('%s')Could not create library override from one or more of the selected data-blocksCould not create new folder nameCould not create new folder: %sCould not create reader for file %sCould not create the copy paste file!Could not create {:d} F-Curve(s). This can happen when only inserting to available F-Curves.Could not delete %d locked shape key(s)Could not delete keyframe, as RNA path is invalid for the given ID (ID = %s, path = %s)Could not determine type of group nodeCould not find '%s' in '%s'Could not find an editable collection in current scene, imported data will not be instantiatedCould not find an overridable root hierarchy for object '%s'Could not find any selected edges that can be rotatedCould not find bone '%s'Could not find constraint data for Child-Of Set InverseCould not find constraint data for ObjectSolver Set InverseCould not find driver to copy, as RNA path is invalid for the given ID (ID = %s, path = %s)Could not find grid with name %sCould not find hook modifierCould not find image '{:s}'Could not find material or light using Shader Node Tree - {:s}Could not find node collection socketCould not find node color socketCould not find sceneCould not find scene using Compositor Node Tree - {:s}Could not find supported socket typeCould not generate mesh from gridCould not get valid evaluated meshCould not init languages data!Could not initialize stitching on any selected objectCould not initialize streams, probably unsupported codec combinationCould not insert %i keyframe(s) due to zero NLA influence, base value, or value remapping failed: %s.%s for indices [%s]Could not insert keyframe, as RNA path is invalid for the given ID (ID = %s, path = %s)Could not insert keyframe, as this type does not support animation data (ID = %s)Could not load Action for the active assetCould not load volume for writingCould not make new imageCould not make new segmentsCould not move collection exporter from index '%d' to '%d'Could not move constraint from index '%d' to '%d'Could not move layer from index '%d' to '%d'Could not open Alembic archive for reading, see console for detailCould not open SVGCould not open USD archive for reading, see console for detailCould not open file for writingCould not open the directory '%s'Could not paste driver, as RNA path is invalid for the given ID (ID = %s, path = %s)Could not read "%s"Could not remove ShapeKeyCould not remove the F-Curve Group from the collection because it does not exist in the collectionCould not rename: %sCould not reopen fileCould not resolve path '%s'Could not resolve path (%s)Could not save packed file to disk as '%s'Could not separate selected curve(s)Could not snap some curves to the surfaceCould not un-assign Action from %sCould not unassign the active ActionCould not update flags for this F-curve, as RNA path is invalid for the given ID (ID = %s, path = %s)Could not write image: %sCould not write image: {}Could not write volume: %sCould not write volume: Unknown error writing VDB fileCouldn't close destination asset %sCouldn't find matching layer, pasting into active layerCouldn't open file %r (%s)Couldn't run external animation player with command {!r} {:s}CountCount MaxCount MethodCount ModeCount how many items are in a given listCountableAmountCountableGridCountableResolution ModeCountableSizeCounter ClockwiseCounter-ClockwiseCounterclockwise rotation of each segment coordinates system. May be used to align the rotation of the textures of each segmentCoverageCrCrazyspace transformation is only available for Mesh type of objectsCreaseCrease (Angle Cached)Crease AngleCrease Brush Pinch FactorCrease EdgesCrease InnerCrease On SharpCrease On Sharp EdgesCrease On SmoothCrease On Smooth SurfacesCrease ThresholdCrease WeightCrease hub edges for an improved subdivision surfaceCrease hub edges for improved subdivision surfaceCrease weight (if active)Crease:CreateCreate %sCreate 3D text object from active text data-blockCreate Along PathsCreate ArmatureCreate CollectionCreate DataCreate DimplesCreate F-Curves for object which will copy object's movement caused by this constraintCreate Freestyle stroke material for testingCreate Guide Index MapCreate InstancesCreate Internal SpringsCreate Location keys when fixing to the scene cameraCreate Mesh From Paint MaskCreate N-GonsCreate New ActionCreate New PreferencesCreate Orientation's 'use' parameter only valid in a 3DView contextCreate Pose AssetCreate Python code that will generate the selected metarigCreate Python code that will generate the selected metarig as a sampleCreate QuadsCreate RidgesCreate Rotation keys when fixing to the scene cameraCreate Scale keys when fixing to the scene cameraCreate WebPCreate a "hole" in the image with zero alpha transparency, which is useful for compositing. Note: the holdout shader can only create alpha when transparency is enabled in the film settingsCreate a Kite / DartCreate a New ImageCreate a boolean grid topology with the given dimensions, for use with the Field to Grid nodeCreate a box selectionCreate a bridge of faces between two or more selected edge loopsCreate a color from individual components using multiple modelsCreate a constraint-based relationship with an attribute from geometryCreate a control bone for the copyCreate a deform bone for the copyCreate a diagonal progressionCreate a dir for each exported fileCreate a face set corresponding to the Edit Mode face selectionCreate a face set per isolated face setCreate a face set per loose part in the meshCreate a face set per material slotCreate a filled volume grid from a meshCreate a fog volume with the shape of the input mesh's surfaceCreate a force along a curve objectCreate a force based on fluid simulation velocitiesCreate a force that acts as a boid's predators or targetCreate a force that dampens motionCreate a glow effectCreate a gradient between two masksCreate a linear progressionCreate a list of valuesCreate a local override of the selected linked data-block, and its hierarchy of dependenciesCreate a local override of the selected linked data-blocks, and their hierarchy of dependenciesCreate a local override of the selected linked objects, and their hierarchy of dependenciesCreate a matte based on luminance (brightness) differenceCreate a matte from an object or material index passCreate a mechanism to sharpen a connected corner when the angle is below this valueCreate a mesh that encloses all points in the input geometry with the smallest number of pointsCreate a new Action Slot for an ID. Note that _which_ ID should get this slot must be set in the 'animated_id' context pointer, using: >>> layout.context_pointer_set("animated_id", animated_id) When the ID already has a slot assigned, the newly-created slot will be named after it (ensuring uniqueness with a numerical suffix) and any animation data of the assigned slot will be duplicated for the new slot.Create a new Camera and VR Landmark from the viewer pose of the running VR session and select itCreate a new Camera from the selected VR LandmarkCreate a new Selection Set with the currently selected bonesCreate a new UV map for every mesh packedCreate a new actionCreate a new action once the existing one has been safely storedCreate a new action slot for this data-block, to hold its animationCreate a new asset from the selected bones in the sceneCreate a new bone collection and assign all selected bonesCreate a new bone going from the last selected joint to the mouse positionCreate a new catalog to put assets inCreate a new compositing node group and initialize it with default nodesCreate a new compositor node group for sequencerCreate a new directoryCreate a new driver with this property as input, and copy it to the internal clipboard. Use Paste Driver to add it to the target property, or Paste Driver Variables to extend an existing driverCreate a new empty Selection SetCreate a new face setCreate a new face set from the masked facesCreate a new face set from the visible verticesCreate a new file of this typeCreate a new frame node around the selected nodes and name it immediatelyCreate a new geometry node group and assign it to the active modifierCreate a new geometry node group for a toolCreate a new imageCreate a new image file without modifying the current image in BlenderCreate a new inlined shader node tree as is consumed by renderersCreate a new level using Catmull-Clark subdivisionsCreate a new level using linear interpolation of the sculpted displacementCreate a new level using simple subdivisionsCreate a new line style, reusable by multiple line setsCreate a new main window with its own workspace and scene selectionCreate a new mesh object from the current paint maskCreate a new mesh object from the selected face setCreate a new modifier with a new geometry node groupCreate a new node treeCreate a new object from the sliced maskCreate a new pose asset on the clipboard, to be pasted into an Asset BrowserCreate a new quad based mesh using the surface data of the current mesh. All data layers will be lostCreate a new text data-blockCreate a new windowCreate a new world Data-BlockCreate a notification after the operationCreate a parallelogramCreate a point in the point cloud for each selected edgeCreate a point in the point cloud for each selected faceCreate a point in the point cloud for each selected face cornerCreate a point in the point cloud for each selected vertexCreate a preview for this asset by rendering the active objectCreate a progression easing from one step to the nextCreate a quadratic progressionCreate a quadratic progression in the shape of a sphereCreate a quadrilateral from four pointsCreate a radial progressionCreate a rectangleCreate a rotation distortionCreate a rotation from a primary and (ideally orthogonal) secondary axisCreate a rotation pivot control that can be repositioned arbitrarilyCreate a sample metarig to be modified before generating the final rigCreate a selection by normalCreate a separate curve instance for every layerCreate a separate fill for each individual strokeCreate a separate layer for each instanceCreate a separate particle system for every secondary particle typeCreate a shadow effectCreate a signed distance volume grid from a meshCreate a signed distance volume grid from pointsCreate a simple stroke with basic colorsCreate a smooth B-Bone transition if an end of the chain meets another chain going in the same directionCreate a smooth B-Bone transition if an end of the chain meets its mirrorCreate a smooth curved surface using the Catmull-Clark subdivision schemeCreate a solid shape from vertices and edges, using the vertex radius to define the thicknessCreate a solid skin by extruding, compensating for sharp anglesCreate a solid skin, compensating for sharp anglesCreate a solid wireframe from facesCreate a spherical progressionCreate a spherical selectionCreate a suitable breakdown pose on the current frameCreate a tiled imageCreate a trapezoidCreate a unique face set with all faces in the sculptCreate a vector from X, Y, and Z componentsCreate a vector from its cylindrical components.Create a vector from its spherical components.Create a viewer shortcut for the selected node by pressing ctrl+1,2,..9Create an Empty object which will be copying movement of active trackCreate an armature that parallels the skin layoutCreate an automatic preview for the selected data-blockCreate an empty Grease Pencil objectCreate an envelope shapeCreate an image with an alpha channelCreate an image with left and right viewsCreate an object collection from selected objectsCreate an option to detach eyelids from the eye surfaceCreate an optional IK controlCreate an optional controlCreate an optional deform boneCreate an override operationCreate bubble particle systemCreate child particlesCreate collision objectCreate constraint-based parent-child relationshipCreate constraint-based shrinkwrap relationshipCreate constraints for this action on the generated rigCreate control bones for the copyCreate controls for both sides of the palmCreate coordinate and mapping nodes for the texture (ignored for selected texture nodes)Create copies of referenced geometry on geometry elementsCreate copies of the geometry with different methods of cumulative offsetCreate copies of the shape with offsetsCreate custom warnings in node groupsCreate deform bones for the copyCreate domain for gasesCreate domain for liquidsCreate dot-dash effect for strokesCreate driver for this property only and without assigning any targets yetCreate drivers for all properties without assigning any targets yetCreate drivers for each pair of corresponding elementsCreate edge loops between the inner and outer surfaces on face edges (slow, disable when not needed)Create effects and post-process renders, images, and the 3D ViewportCreate elliptical mask suitable for use as a simple matte or vignette maskCreate empty placeholder files while rendering frames (similar to Unix 'touch')Create face sets for faces that have similar normalCreate face sets using UV seams as boundariesCreate face sets using bevel weights as boundariesCreate face sets using edge creases as boundariesCreate face sets using sharp edges as boundariesCreate foam particle systemCreate grid of duplicate instancesCreate guide objectCreate head and neck bonesCreate image with 32-bit floating-point bit depthCreate instances along particle pathsCreate instances for collections when appending, rather than adding them directly to the sceneCreate instances for collections when linking, rather than adding them directly to the sceneCreate instances for collections, rather than adding them directly to the sceneCreate instances for object data which are not referenced by any objectsCreate instances from child particlesCreate instances from normal particlesCreate keyframes following the current shape of F-Curves of selected channelsCreate liquid particle systemCreate location keys when fixing to the scene cameraCreate matte based on 3D distance between colorsCreate matte based on chroma valuesCreate matte based on differences in color channelsCreate matte using a given color, for green or blue screen footageCreate mesh plane(s) from image files with the appropriate aspect ratioCreate new actionCreate new bones from the selected jointsCreate new bones from the selected joints and move themCreate new directory?Create new grids by evaluating new values on an existing volume grid topologyCreate new image from the content of the plane markerCreate new light linking collection used by the active emitterCreate new maskCreate new materials with unique names for each OBJ fileCreate new object-data users if neededCreate new plane track out of selected point tracksCreate object instance from object-dataCreate offset edge loop from the current selectionCreate one object per line in the textCreate one particle system that contains all three secondary particle typesCreate or extend a 'i18n_info.txt' Text datablockCreate parting in the children based on parent strandsCreate peaks and valleys with different roughness valuesCreate plates for use as a color reference for keying nodesCreate points from the curve's evaluated points, based on the resolution attribute for NURBS and Bézier splinesCreate predefined Grease Pencil stroke arcsCreate predefined Grease Pencil stroke boxesCreate predefined Grease Pencil stroke circlesCreate predefined Grease Pencil stroke curve shapesCreate predefined Grease Pencil stroke linesCreate predefined Grease Pencil stroke polylinesCreate proxy images in a custom directory (default is movie location)Create random clumps around the parentCreate rectangular mask suitable for use as a simple matteCreate rigid body constraints between selected rigid bodiesCreate rotation keys when fixing to the scene cameraCreate scale keys when fixing to the scene cameraCreate separate eyelid follow influence sliders for X and ZCreate separate geometries containing the elements from the same groupCreate sharp peaksCreate snapshot (Ghosts) of selected F-Curves as background aid for active Graph EditorCreate spray particle systemCreate springs for this number of frames since particles birth (0 is always)Create subdivision surface modifiers based on the USD SubdivisionScheme attributeCreate tail bonesCreate the corresponding modifier if it does not existCreate the grid in a hexagonal patternCreate the new shape key from the existing mix of keysCreate tracer particle systemCreate transformation orientation from selectionCreate turbulence with a noise fieldCreate vertex cloud using coordinates of reconstructed tracksCreate, reset or clear library override hierarchiesCreates WebP textures for every texture. For already WebP textures, nothing happensCreates a mask based on the active color attributeCreates a mask based on the boundaries of the surfaceCreates a mask based on the curvature of the surfaceCreates a new mask for the entire meshCreates a pose segment per face set, starting from the active face setCreates an attribute that maps each curve to its nearest guide via indexCreates the smoothest possible geometry patch from the face set minimizing changes in vertex positionsCreates the smoothest possible geometry patch from the face set minimizing changes in vertex tangentsCreates viscosity for expanding fluidCreating a new Slot is not possible on a linked ActionCreativeCreditsCritical blend-file corruption: Conflicts and/or otherwise invalid data-blocks names (see console for details)Critical data corruption: Conflicts and/or otherwise invalid data-blocks names (see console for details)CropCrop Maximum XCrop Maximum YCrop Minimum XCrop Minimum YCrop the rendered frame to the defined render region sizeCrop to Render RegionCropping parameters for a sequence stripCrops image to a smaller region, either making the cropped area transparent or resizing the imageCross-EyedCrossfade StripCrossfade with color correctionCrypto 00CryptomatteCryptomatte (Legacy)Cryptomatte AccurateCryptomatte AssetCryptomatte LayerCryptomatte LevelsCryptomatte MaterialCryptomatte ObjectCtrlCtrlLCtrlRCubeCube Grid TopologyCube SizeCubemap SizeCubicCubic B-SplineCubic B-Spline filter (blurry but no ringing) on 4×4 samplesCubic CentimetersCubic ChainsCubic DecimetersCubic DekametersCubic FeetCubic FurlongsCubic HectometersCubic InchesCubic KilometersCubic MetersCubic MicrometersCubic MilesCubic MillimetersCubic MitchellCubic Mitchell filter on 4×4 samplesCubic ThouCubic YardsCubic easingCubic easing with overshoot and settleCubic interpolationCuboidCullCull DistanceCull objects which are further away from camera than this distanceCullingCumulative OffsetCurlCurl Hair CurvesCurl StartCurrentCurrent Cache SizeCurrent CharacterCurrent FileCurrent FrameCurrent Frame FinalCurrent Frame ValueCurrent Keying Set indexCurrent Keying Set index (negative for 'builtin' and positive for 'absolute')Current LineCurrent Line IndexCurrent SubframeCurrent TransformCurrent Transform OrientationCurrent Vulkan backend limitations:Current editor is not a node editor.Current editor is not an asset browserCurrent editor type for this areaCurrent frame not within strip framerangeCurrent frame number can be manually set to a negative valueCurrent frame number in image sequence or movieCurrent frame number in movie or image sequenceCurrent frame with subframe and time remapping appliedCurrent frame, to update animation data from Python frame_set() insteadCurrent line, and start line of selection if one existsCurrent mode of source object '%s' is not compatible with target liboverride object '%s'Current mode of source object '%s' is not compatible with target object '%s'Current node has no visible outputs.Current node tree does not contain any nodes.Current node tree is linked from another .blend file.Current node tree type not supported. Should be one of {:s}.Current perspective matrix (``window_matrix * view_matrix``)Current pose for armaturesCurrent render engine does not support bakingCurrent shape keyCurrent shape key indexCurrent stage of the import processCurrent stereo eye being displayedCurrent time of the simulationCurrent view matrixCurrent window matrixCurrent: Currently evaluating sceneCurrently evaluating view layerCurrently selected bindingCursorCursor (Offset)Cursor ColorCursor DistanceCursor LocationCursor Lock AdjustCursor PlaneCursor Surface ProjectCursor ValueCursor Value to SelectionCursor ViewCursor XCursor X-ValueCursor Y-ValueCursor location in normalized (0.0 to 1.0) coordinatesCursor location in normalized clip coordinatesCursor location in normalized preview coordinatesCursor location in screen coordinatesCursor must be over the surface meshCursor to SelectionCurvatureCurvature 3DCurvature MinCurvature RidgeCurvature Smooth IterationsCurvature ValleyCurvature-based shading, useful for making fine details more visibleCurveCurveBézierCircleCurveBézierCurveCurveConstantCurveCurveCurveCurvePathCurveCustomCurveCustom CurveCurveExtendCurveExtrapolatedCurveFalloffCurveFalloff Curve PresetCurveFalloff TypeCurveFeather FalloffCurveHorizontalCurveInverse SquareCurveLineCurveLinearCurveMaxCurveMedian StepCurveModeCurveNewCurveNo FalloffCurveNurbsCircleCurveNurbsCurveCurveNurbsPathCurveProfile ShapeCurveProportional Editing FalloffCurveProportional FalloffCurveRandomCurveRootCurveRoundCurveSharpCurveSharperCurveSmoothCurveSmootherCurveSphereCurveSurfCircleCurveSurfCurveCurveSurfCylinderCurveSurfPatchCurveSurfSphereCurveSurfTorusCurveSurfaceCurve '%s' does not contain spline givenCurve 2DCurve BendCurve CircleCurve DataCurve DeformCurve Edit ModeCurve Edit Mode OverlaysCurve FalloffCurve Frame RangeCurve Group IDCurve GuideCurve Handle PositionsCurve IDCurve In XCurve IndexCurve InfoCurve InstancesCurve JitterCurve LengthCurve Length nodeCurve LineCurve Map PointCurve MappingCurve ModifierCurve ObjectCurve OffsetsCurve Out XCurve Paint SettingsCurve Parameter FalloffCurve PointCurve Point CountCurve Profile WidgetCurve RadiusCurve RootCurve SculptCurve Sculpt OverlaysCurve SegmentCurve SensitivityCurve ShapeCurve Shrink/FattenCurve SliceCurve SplinesCurve StrengthCurve SubdivisionsCurve TangentCurve TiltCurve TipCurve Widget ColorsCurve component containing spline and control point dataCurve control pointCurve data-block storing curves, splines and NURBSCurve data-block used for storing surfacesCurve data-block used for storing textCurve data-blocksCurve defining clump taperingCurve defining roughnessCurve defining the shutter's openness over timeCurve defining twistCurve deformation modifierCurve deforming text objectCurve fitting methodCurve from Mesh or Text objectsCurve geometry defining the curve pathCurve guide effector weightCurve in a curve mappingCurve interpolation at this point: Bézier or vectorCurve mapping to map color, vector and scalar values to other values using a user defined curveCurve object name that defines the taper (width)Curve object to deform withCurve object to fit array length toCurve of PointCurve or Surface subdivisions per segmentCurve sizes must be greater than zeroCurve that controls this relationshipCurve to MeshCurve to PointsCurve to TubeCurve to compute the length ofCurve to convert to a mesh using the given profileCurve typeCurve used for modulating effectCurve used for the curve mappingCurve used for the jitter effectCurve used for the sensitivityCurve used for the strengthCurve used to map pressure to brush jitterCurve used to map pressure to brush sizeCurve used to map pressure to brush strengthCurve width size not supported for USD interpolationCurve(s)Curve(s) have no active pointCurve: {} points, {} splinesCurveMapping does not own CurveMapCurveProfile table not initialized, call initialize()CurvedCurvesCurvesAddCurvesBrush TypeCurvesCombCurvesCurves Shape TypeCurvesCylinderCurvesDeleteCurvesDensityCurvesGrow / ShrinkCurvesNewCurvesPaint SelectionCurvesPinchCurvesPuffCurvesSlideCurvesSmoothCurvesSnake HookCurvesStrandCurvesStripCurves Edit ModeCurves Edit Mode OverlaysCurves Grow/Shrink ScalingCurves InfoCurves Object does not support this set origin operationCurves SculptCurves Sculpt Add Curve OptionsCurves Sculpt Brush SettingsCurves Sculpt Cage OpacityCurves Sculpt PaintCurves Sculpt Parameter FalloffCurves Sculpt SettingsCurves are not attached to any UV mapCurves as MeshCurves as NURBSCurves do not have attachment information that can be used for deformationCurves do not have surface attachment informationCurves from evaluated curve dataCurves must have a mesh surface object setCurves not attached to a surfaceCurves only support a single material; selection input cannot be a fieldCurves shape typeCurves that are swept along the main curveCurves to Grease PencilCurves to change the cyclic state ofCurves to change the handles onCurves to change the normals onCurves to change the resolution ofCurves to change the type ofCurves to convert to pointsCurves to deformCurves to fill. All curves are treated as cyclic and projected to the XY planeCurves to generate rounded corners onCurves to resampleCurves to sample positions onCurves to set handles of control points onCurves to set the radius onCurves to set tilt onCurves to shortenCurves to subdivideCurves to switch the start and end ofCurvilinear 2D length for chain splittingCurving of the noodleCustomCustom ({:.4g} fps)Custom AttenuationCustom BytecodeCustom Bytecode HashCustom CameraCustom Camera shader compilation failed, see console for errorsCustom Cavity CurveCustom ColorCustom Color PresetsCustom Color SetCustom ColorsCustom Compositor Group Node for Python nodesCustom CurveCustom DirectoryCustom DistanceCustom File PathCustom Geometry Group Node for Python nodesCustom GradientCustom GroupCustom IK PivotCustom IconCustom ImageCustom LabelCustom LocationCustom NormalCustom NormalsCustom Normals OnlyCustom ObjectCustom OcclusionCustom Onion Skin ColorsCustom OverlaysCustom ParallaxCustom PathCustom Pivot ControlCustom PoseCustom Profile PathCustom PropertiesCustom ProxyCustom QualityCustom RangeCustom RegionCustom ShaderCustom Shader Group Node for Python nodesCustom ShapeCustom Shape RotationCustom Shape ScaleCustom Shape TransformCustom Shape TranslationCustom Simulation Frame RangeCustom Simulation RangeCustom SpaceCustom ViewCustom VolumeCustom Widget orientCustom animation player executable pathCustom color for motion path after the current frameCustom color for motion path before the current frameCustom color of the node bodyCustom color set to useCustom curve to apply effectCustom curve to control 'sequence' interpolation between Grease Pencil framesCustom curve to control falloff of brush effect by Grease Pencil framesCustom curve to control primitive thicknessCustom data layer name for the indexCustom data layer name for the randomized valueCustom defined regionCustom dynamic defined UI label for the socket. Can be translated if translation is enabled in the preferencesCustom fade valueCustom falloff curveCustom filterCustom interpolation defined using a curve mapCustom mapping curveCustom nodesCustom normals tools using Normal Vector of UICustom propertiesCustom reference point for guidesCustom shader sourceCustom size for downscaling exported texturesCustom tags (name tokens) for the asset, used for filtering and general asset managementCustom text to appear in the stamp noteCustom value for meters per unit in the USD StageCutCut EdgesCut Particles to ShapeCut ThroughCut ToCut an intersection into facesCut face edges for nicer shrapnelCut geometry along a plane (click-drag to define plane)Cut hair to conform to the set shape objectCut hairsCut into geometry keeping each side separate (Selected/Unselected only)Cut into selected items at an angle to create bevel or chamferCut mesh loop and slide itCut new topologyCut selected text to clipboardCut solid geometry from selected to unselectedCut text to clipboardCut through all faces, not just visible onesCut, subtract, or join multiple SDF volume grid inputsCut, subtract, or join multiple mesh inputsCutoffCutoff DistanceCutoff frequency of a high-pass filter that is applied to the audio dataCutoff frequency of a low-pass filter that is applied to the audio dataCutsCuts the mesh across the mirror planeCuts: %s, Smoothness: %sCycleCycle Handle TypeCycle LengthCycle backwardsCycle between all four handle typesCycle in ReverseCycle the animated time within the action start and endCycle the frames in the sequenceCycle the images in the movieCycle through all non-void render slotsCycle through available screensCycle through historyCycle through inner miter kindsCycle through intersection methodsCycle through offset modesCycle through outer miter kindsCycle through the editor context by activating the next/previous oneCycle through the rainbow, trying to give each curve a unique colorCycle through tools in this groupCycle through workspacesCycle-Aware KeyingCyclesCycles Curves Rendering SettingsCycles Custom Camera SettingsCycles DebugCycles F-ModifierCycles Light SettingsCycles Material SettingsCycles Mesh SettingsCycles Object SettingsCycles Render DevicesCycles Render EngineCycles Render SettingsCycles SettingsCycles ViewLayer SettingsCycles Visibility SettingsCycles World SettingsCycles built without Embree supportCycles curves rendering settingsCycles is disabled in this buildCycles light settingsCycles material settingsCycles mesh settingsCycles object settingsCycles render settingsCycles renderer integrationCycles visibility settingsCycles world settingsCyclicCyclic AnimationCyclic OffsetCyclic Strip TimeCyclic UCyclic VCyclic extend/repeat keyframe sequenceCyclic wave effectCycling mode to use after last keyframeCycling mode to use before first keyframeCylinderCylinder RadiusCzech - ČeštinaDEPRECATED: Add original rotation into copied rotationDJVDLSDNxHDDOWNDPXDPX (.dpx)DVDVCPRO HD 1080pDVCPRO HD 720pDVD (note: this changes render resolution)DWAA (lossy)DWAB (lossy)DampDamp FactorDamp reflected waves going in opposite direction to the windDamped Least Square with Numerical FilteringDamped TrackDamped Track ConstraintDampeningDampingDamping EpsilonDamping FactorDamping MaxDamping TimeDamping TranslationDamping XDamping X AngleDamping YDamping Y AngleDamping ZDamping Z AngleDamping of the harmonic forceDamping on the X axisDamping on the X rotational axisDamping on the Y axisDamping on the Y rotational axisDamping on the Z axisDamping on the Z rotational axisDangling reroute nodes are ignored.Danish - DanskDarkenDarken ModeDarkens edges.DarkerDarkness of shadowsDashDash 1Dash 2Dash 3Dash LengthDash Modifier SegmentDash RatioDashed LineDashed Lines OpacityDataData APIData DepthData LayerData OperationData PathData PreviewsData SetData Source:Data TargetData TransferData Transfer ModifierData TypeData corruption: data-block '%s' is using another local data-block ('%s') as library override reference, removing all override dataData corruption: data-block '%s' is using itself as library override reference, removing all override dataData corruption: data-block `%s` has a Library Override property with no RNA pathData path not setData point for freehand stroke curveData source used for backgroundData that is going to be modified in the expand operationData to read from the cacheData typeData type for topology gridData type of the AOVData type of the propertyData type of the socketData type of voxel valuesData used to identify a spreadsheet columnData used to identify a spreadsheet tableData used to identify the corresponding data from the data sourceData used to identify the tableData values without special behaviorData-BlockData-Block NameData-Block ReferencesData-Block TypeData-BlocksData-block '%s' had an invalid embedded node group, which has not been readData-block '%s' is not a library override, or not part of a library override hierarchyData-block '%s' is not an asset anymoreData-block '%s' is now an assetData-block does not support asset operations - must be a Brush, Collection, Node Group, Object, Pose Action, Scene, or WorldData-block does not support previewsData-block from which the edited data-block is linkedData-block is not marked as assetData-block renamed to '%s', try again to force renaming it to '%s'Data-block type does not support automatic previewsData-block type does not support fake userData-block type to showData-block used for annotations in the 3D viewData-block using these shape keysData-block using this packed file is not editableData-block whose nodes are being editedData-blocks in this library are editable despite being linked. Used by brush assets and their dependencies.Data-blocks not in global Main data-base cannot be renamedDataTransferDateDate ModifiedDate: {:s} {:s}DaysDeactivate geometry nodes viewer when clicking in empty spaceDeactivate grid voxels outside minimum and maximum coordinates, setting them to the background value.Deactivate rigid body at the start of the simulationDeactivate selected viewer node in geometry nodesDeactivationDeadDeadzoneDeathDebugDebug Icon BackgroundDebug Icon ForegroundDebug Sample CountDebug ValueDebugging options, only when started with '-d'Decal OffsetDecent all-around strategy. A bone with one child has its tip placed on the local axis closest to its childDecimalsDecimateDecimate F-Curves by removing keyframes that influence the curve shape the leastDecimate F-Curves by specifying how much they can deviate from the original curveDecimate ModifierDecimate: Skipping non linear/Bézier keyframes!Decimation modifierDeclaration of a node panelDeclaration of a node socketDeclaration of sockets and ui panels of a node groupDecompose into a swing rotation to aim the X axis, followed by twist around itDecompose into a swing rotation to aim the Y axis, followed by twist around itDecompose into a swing rotation to aim the Z axis, followed by twist around itDecompose into its cylindrical components.Decompose into its spherical components.Deconstruct the mesh instead of building itDecrease ContrastDecrease jump heightDecrease segmentsDefaultDefault AttributeDefault ClosedDefault ColorDefault Color AttributeDefault ColorsDefault Eraser BrushDefault FadeDefault Frame: {:.02f} (Should be a whole number!)Default Frame: {:.0f}Default Goal (vertex target position) valueDefault Goal (vertex target position) value, when no Vertex Group usedDefault Group Node WidthDefault HandlesDefault Import MethodDefault InputDefault InterpolationDefault Key ChannelsDefault Key ConfigurationDefault LayoutDefault MaximumDefault MinimumDefault Preview SizeDefault Smoothing ModeDefault ToDefault ValueDefault WeightDefault Weight ADefault Weight BDefault action for the right mouse buttonDefault builtin key configurationDefault color for textures that don't return RGB or when RGB to intensity is enabledDefault color of the solid shapes of bonesDefault color tag for new nodes and node groupsDefault distance from image boundary at which marker stops trackingDefault eraser brush for quickly alternating with the main brushDefault fill colorDefault header position for new space-typesDefault location where rendered images will be displayed inDefault location where the File Editor will be displayed inDefault location where the Preferences will be displayed inDefault minimum value of correlation between matched pattern and reference that is still treated as successful trackingDefault motion model to use for trackingDefault order of the sort keyDefault paths for external filesDefault patterned fillDefault relative path option for the file selector, when no path is defined yetDefault setting for the Eyelids Follow sliders (X and Z)Default size of the asset preview thumbnails in pixelsDefault to Advanced Numeric InputDefault tools for particle modeDefault value outside of grid voxelsDefault volume rendering uses null scattering, which is unbiased and has less artifacts, but could be noisier. Biased option uses ray marching, with controls for steps size and max stepsDefault weight a vertex will have if it is not in the first A vgroupDefault weight a vertex will have if it is not in the second B vgroupDefault weight a vertex will have if it is not in the vgroupDefaultsDefine BaseDefine DepthDefine SignatureDefine a custom range of frames to use in modifierDefine a line with a start point, direction and lengthDefine and edit drivers that link properties to custom functions or other dataDefine arc by 3 points on circle. Arc is calculated between start and end pointsDefine forces for vertices to stick to animated positionDefine how the velocity vectors are interpreted with regard to time, 'frame' means the delta time is 1 frame, 'second' means the delta time is 1 / FPSDefine radius with a floatDefine the melanin concentrations below to get the most realistic-looking hair (you can get the concentrations for different types of hair online)Define the radius and location with three pointsDefine the radius with a floatDefine the start and end points of the lineDefine the stroke curve with a Bézier curve (dabs are separated according to spacing)Define the transform locally or with an object's transformDefine where along the spline the curve geometry ends (0 for the beginning, 1 for the end)Define where along the spline the curve geometry starts (0 for the beginning, 1 for the end)Define where the location and rotation for the VR view come from, to which translation and rotation deltas from the VR headset will be applied toDefine which subset of groups shall be usedDefined Primitives OnlyDefines callback functions to extend USD IODefines how align Dots and Boxes with drawing path and object rotationDefines how much of the stroke is fading in/outDefines how much of the stroke is visibleDefines how the operator will behave on the selection in the active layerDefines how the strokes are ordered in 3D space (for objects not displayed 'In Front')Defines how vertex color affect to the strokesDefines if the keys should be aligned on an ease-in or ease-out curveDefines if the solver is allowed to reiterate (converge until precision is met) on none, first or all framesDefines size of derivative offset used for calculating gradient and curlDefines the UI to overwrite. If unset, a new one will be created and named based on the name of the rigDefines the channel used for despill limiting. Balances between the two non primary color channels that the primary channel compares against. 0 means the latter channel of the two is used, while 1 means the former of the two is usedDefines the dimension of the image that the relative value is in reference toDefines the lens projection as polynomial to allow real world camera lenses to be mimickedDefines the specific format of the arguments with which the text editor opens files. The supported expansions are as follows: $filepath The absolute path of the file. $line The line to open at (Optional). $column The column to open from the beginning of the line (Optional). $line0 & column0 start at zero. Example: -f $filepath -l $line -c $columnDefines what portion of the stroke is used for the calculation of the extensionDefines whether the foreground is in straight alpha form, which is necessary to know for proper alpha compositing. Images in the compositor are in premultiplied alpha form by default, so this should be false in most cases. But if, and only if, the foreground was converted to straight alpha form for some reason, this should be set to trueDefines which collection to place widget objects in. If unset, a new one will be created based on the name of the rigDefines which keys to use as slope and how much to blend towards themDefines which rig to overwrite. If unset, a new one will be created with name based on the Rig Name option or the name of the metarigDefinitionDefinition of a choice in an RNA enum propertyDefinition of audio channelsDeflateDeflect EmitterDeflect fluids and influence the fluid flowDeflectionDeflectorsDefocusDeformDeform AxisDeform BoneDeform Curves on SurfaceDeform ModeDeform Pose BonesDeform around local axisDeform based a series of anchor pointsDeform in the X axisDeform in the Y axisDeform in the Z axisDeform rotation interpolation with quaternionsDeform specific points using another objectDeform stroke points using armature objectDeform stroke points using objectsDeform strokes using a lattice objectDeform the mesh or curve using an external mesh cache in Alembic formatDeform the mesh using an external frame-by-frame vertex transform cacheDeform the shape by twisting, bending, tapering or stretchingDeform the shape using an armature objectDeform the stroke to best match the envelope shapeDeform using a different mesh, which acts as a deformation cageDeform using the shape of a lattice objectDeform volume based on noise or other vector fieldsDeformGroup '%s' not in object '%s'DeformationDeformation BridgeDeformation TargetDeformation type that is used in the brushDeformations (shape keys, deform modifiers)Deformed LocationDeformingDeforms existing hair curves into braids using guide curvesDeforms existing hair curves into curls using guide curvesDeforms hair curves using a noise textureDeforms hair curves using a random vector per point to frizz themDegreesDeinterlaceDeinterlace all selected movie sourcesDeinterlace movie file on loadDelDelaunayDelayDelay Viewport UpdatesDelay in seconds before maximum speed is reachedDeleteDelete 4 spaces from line beginningDelete BakeDelete Brush AssetDelete CatalogDelete DataDelete Empty FramesDelete GeometryDelete GloballyDelete Grease Pencil Frame(s)Delete HigherDelete ModifierDelete MutedDelete PointDelete Pose AssetDelete Reference ObjectDelete SegmentsDelete SelectionDelete Studio LightDelete TrackDelete UnusedDelete Unused NodesDelete a full particle or only keysDelete a keyframe from selected tracks at current frameDelete active frames for all layersDelete active keyframes of all layersDelete active sceneDelete active screenDelete active text file?Delete allDelete all asset metadata and turn the asset data-block back into a normal data-blockDelete all asset metadata and turn the selected asset data-blocks back into normal data-blocksDelete all asset metadata, turning the selected asset data-blocks back into normal data-blocks, and set Fake User to ensure the data-blocks will still be savedDelete all baked caches of all objects in the current sceneDelete all empty animation data containers from visible data-blocksDelete all frames that have no nodes inside themDelete all invalid bookmarksDelete all keys that were generated by the 'Fix to Scene Camera' operatorDelete all light probes' baked lighting dataDelete all nodes with unused outputsDelete all selected animation channelsDelete all selected strokes or pointsDelete all visible drivers considered invalidDelete all workspaces except this oneDelete alternating vertices in the stroke, except extremesDelete an attribute with a specified name from a geometry. Typically used to optimize performanceDelete an edge loop by merging the faces on each sideDelete an existing pointDelete baked data of a single bake node or simulationDelete cache on all selected objectsDelete cached indirect lightingDelete cached/baked simulations in geometry nodes modifiersDelete child objects and collectionsDelete current boid ruleDelete current boid stateDelete current cacheDelete current keyframe of current UI-active propertyDelete curve knotsDelete drivers assigned to selected itemsDelete drivers for all elements of the arrayDelete empty image object once mesh plane is createdDelete envelope control pointDelete fluid from simulationDelete fluid inside obstaclesDelete in ObstacleDelete keyframes from all elements of the arrayDelete keyframes from selected objects?Delete keyframes from selected strips?Delete keyframes on the current frame for all properties in the specified Keying SetDelete loose vertices, edges or facesDelete marker for current frame from selected tracksDelete marker for current frame from selected tracks?Delete movie clip proxy files from the hard driveDelete one of each pair to resolve:Delete only fills and not strokesDelete only strokes and not fillsDelete physics bakeDelete pointsDelete secondary particles that are inside obstacles or left the domainDelete selected NLA-Tracks and the strips they containDelete selected bones?Delete selected bookmarkDelete selected collection hierarchiesDelete selected control points and splines?Delete selected control points or segmentsDelete selected control points or splinesDelete selected control points, correcting surrounding handlesDelete selected elements that are not used by the hullDelete selected faces that are used by the hullDelete selected files?Delete selected keyframes?Delete selected list itemDelete selected markers?Delete selected metaball element(s)Delete selected metaball elements?Delete selected objectsDelete selected objects and collectionsDelete selected objects?Delete selected particles or keysDelete selected points without splitting strokesDelete selected reportsDelete selected retiming keys from the sequencerDelete selected stripsDelete selected strips from the sequencerDelete selected strokes or pointsDelete selected time marker(s)Delete selected tracksDelete selected tracks?Delete selected vertices, edges or facesDelete stroke points in between intersecting strokesDelete target variableDelete text at cursor positionDelete text by cursor positionDelete the ID under cursorDelete the active Grease Pencil frame(s)Delete the active brush assetDelete the active frame for the active Annotation LayerDelete the active or all vertex groups from the active objectDelete the active positionDelete the active workspaceDelete the add-on from the file systemDelete the selected Pose AssetDelete the selected VR landmark from the listDelete the selected local override and relink its usages to the linked data-block if possible, else reset it and mark it as non editableDelete the selected local overrides (including their hierarchies of override dependencies) and relink their usages to the linked data-blocksDelete the selected local overrides and relink their usages to the linked data-blocks if possible, else reset them and mark them as non editableDelete this library and all its itemsDelete this weight from the vertex (disabled if vertex group is locked)Delete track corresponding to the selected curveDelete track corresponding to the selected curve?Delete transformation orientationDelete unclean segments of tracksDelete unclean tracksDelete with ReconnectDeleted %d data-block(s)Deleted %u driversDeleted %u object(s)Deleted 1 nodeDeleted {} nodesDeletes current frame in the active layerDeletes the displacement of the Multires ModifierDeletes the faces that are assigned to the face setDeletes the higher resolution mesh, potential loss of detailDelimitDelimit by UV coordinatesDelimit by edge seamsDelimit by face directionsDelimit by face materialDelimit by sharp edgesDelimit dissolve operationDelimit edge loop selectionDelimit edge loop selection at seamsDelimit edge loop selection at sharp edgesDelimit edge ring selectionDelimit edge ring selection at material boundariesDelimit edge ring selection at seamsDelimit edge ring selection at sharp edgesDelimit face loop selectionDelimit face loop selection at material boundariesDelimit face loop selection at seamsDelimit face loop selection at sharp edgesDelimit selected regionDelimiterDelimiter must be a single characterDelimiter must not be \n, \r, " or \Deliver Ambient Occlusion passDeliver Grease Pencil render result in a separate passDeliver alpha blended surfaces in a separate passDeliver bloom pass (deprecated)Deliver depth values passDeliver diffuse color passDeliver diffuse direct passDeliver diffuse indirect passDeliver direct volumetric scattering passDeliver emission passDeliver environment lighting passDeliver full combined RGBA bufferDeliver glossy color passDeliver glossy direct passDeliver glossy indirect passDeliver indirect volumetric scattering passDeliver material index passDeliver mist factor pass (0.0 to 1.0)Deliver normal passDeliver object index passDeliver position passDeliver shadow passDeliver speed vector passDeliver subsurface color passDeliver subsurface direct passDeliver subsurface indirect passDeliver texture UV passDeliver transmission color passDeliver transmission direct passDeliver transmission indirect passDeliver volume direct light passDeltaDelta LocationDelta RotationDelta Rotation (Euler)Delta Rotation (Quaternion)Delta ScaleDelta TimeDelta TransformDelta XDelta YDelta offset of clone image in 0.0 to 1.0 coordinatesDeltaX: %sDemoDenimDenoiseDenoise NodesDenoise Preview on GPUDenoise color and guiding passes together. Improves quality when guiding passes are noisy using least amount of extra processing timeDenoise image and guiding passes together. Improves quality when guiding passes are noisy using least amount of extra processing time.Denoise image using temporal reprojection (can leave some ghosting)Denoise on GPUDenoise rendered animation sequence using current scene and view layer settings. Requires denoising data passes and output to OpenEXR multilayer filesDenoise renders from Cycles and other ray tracing renderersDenoise the image after each preview update with the selected denoiserDenoise the image in the 3D viewportDenoise the image with the selected denoiser. For denoising the image after renderingDenoise the rendered imageDenoiserDenoisingDenoising AlbedoDenoising DataDenoising DeviceDenoising Input PassesDenoising NormalDenoising PrefilterDenoising QualityDenoising completedDenotes if the object is generated by another objectDensityDensity (kg/l) of the fluid contained inside the object, used to create a hydrostatic pressure gradient simulating the weight of the internal fluid, or buoyancy from the surrounding fluid if negativeDensity Add AttemptsDensity AttributeDensity FactorDensity GridDensity MaskDensity MaxDensity MethodDensity StrengthDensity TargetDensity is calculated as a factor of default density (depends on particle size)Density of air molecules. 0 means no air, 1 means urban city airDensity of dust, pollution and water droplets. 0 means no aerosols, 1 means urban city aerosolsDensity of ozone layer. 0 means no ozone, 1 means urban city ozoneDensity of the new volumeDensity value (kg/m^3), allows custom value if the 'Custom' preset is usedDependencies in the scene dataDependency GraphDependency Graph Object InstanceDependency Graph UpdateDependency LoopDependency graph update requested during evaluationDeprecatedDeprecated NoteDeprecated Removal VersionDeprecated VersionDeprecated operator, use screen.keyframe_jump insteadDeprecated, tiling is always enabledDeprecated, use 'uv', 'vertex_select', 'edge_select' or 'pin' properties insteadDeprecated, use use_data_display insteadDeprecated. Use Cryptomatte Node insteadDepthDepth 3DDepth ADepth BDepth CombineDepth Combine NodeDepth ObjectDepth Of FieldDepth OffsetDepth OrderDepth bias used for selectionDepth of FieldDepth of Field settingsDepth of the cloud calculationDepth of the noiseDepth of the solid ground below the water surfaceDepth offset of the rollDepth too largeDerive a numeric value from a given string representationDerive texture coordinates from another meshDescriptionDescription of an overridden propertyDescription of an override operation over an overridden propertyDescription of the item's purposeDescription of the node treeDescription of the property for tooltipsDescription:DeselectDeselect EndsDeselect Faces connected to existing selectionDeselect JoinedDeselect On NothingDeselect UV vertices at the boundary of each selection regionDeselect Vertices connected to existing selectionDeselect all charactersDeselect all elementsDeselect all selected vertices assigned to the active vertex groupDeselect all when nothing under the cursorDeselect bones of active Bone CollectionDeselect boundary selected keys of each particleDeselect by active material slotDeselect control points at the boundary of each selection regionDeselect every Nth element starting from the active vertex, edge or faceDeselect every Nth point starting from the active oneDeselect keyframes on ends of selection islandsDeselect linked UV vertices rather than selecting themDeselect linked control points rather than selecting themDeselect linked keys rather than selecting themDeselect objects at the boundaries of parent/child relationshipsDeselect objects in collectionDeselect previously selected strips after add operation completesDeselect rather than select itemsDeselect spline points at the boundary of each selection regionDeselect those bones at the boundary of each selection regionDeselect those bones that are used in this poseDeselect vertices at the boundary of each selection regionDeselect vertices, edges or faces at the boundary of each selection regionDeselectedDeselected bones from %sDesired number of voxels along one axisDesired voxel side lengthDesktopDespeckleDespillDespill StrengthDestination Indicator WidthDestination Layers MatchingDestination frameDetachDetach LinksDetach NodesDetach OutputsDetach and redirect existing linksDetach nodes, move and attach to frameDetach outputs of selected node leaving inputs linkedDetach selected nodes from parentsDetailDetail ModeDetail PercentageDetail Refine MethodDetail RoughnessDetail ScaleDetail SizeDetail Type MethodDetailingDetect CornersDetect Cyclic CurvesDetect Image SequencesDetect SequencesDetect UDIMsDetect corners and use non-aligned handlesDetect image slots from the materialDetect selected UDIM files and load all matching tilesDetected duration of movie clip in framesDetected frame rate of the movie clip in frames per secondDeterminantDeterminatorDetermine how quickly the smoke dissolves (lower value makes smoke disappear faster)Determine how the asset will be importedDetermine how the asset will be imported, unless overridden by the Asset BrowserDetermine how the effective radius of the spline point is computed when a taper object is specifiedDetermine how the geometry end factor is mapped to a splineDetermine how the geometry start factor is mapped to a splineDetermine how to build the curve's bevel geometryDetermine how to use visibility for feature edge selectionDetermine the amount of render threads usedDetermine the lightness threshold above which strokes are generatedDetermine whether Noise returns grayscale or RGB valuesDetermine which other objects will occlude the imageDetermines how far apart fluid and obstacle are (higher values will result in fluid being further away from obstacles, smaller values will let fluid move towards the inside of obstacles)Determines how much fluid is allowed in an obstacle cell (higher values will tag a boundary cell as an obstacle easier and reduce the boundary smoothening effect)Determines how to choose which layers are mergedDetermines how to resolve ambiguities during decomposition of bitmaps into pathsDetermines if trace simple image or full sequenceDetermines properties like object visibility, modifiers etc., where they differ for Render and ViewportDetermines the brick offset of the various rowsDetermines the number of rays per pixel. Higher resolution uses more memory.Determines the order of points in each curveDetermines the visibility of some UI elements related to node groupsDetermines visibility of objects, modifier settings, and other areas where there are different settings for viewport and renderingDetermines whether the brush adds or removes curvesDetermines which inner part of the mesh will produce volumetric effectDetermines which particle systems are created from secondary particlesDeterministicDeterministically generate values for the modified F-CurveDeveloper ExtrasDeveloper ToolsDevelopmentDevelopment FundDeviceDevice to use for computation (rendering with Cycles)Device to use for renderingDevice up/down directly controls the Z position of the 3D viewportDiagnosticsDiagonalDiagonalsDial GizmoDiameterDiameter RootDiameter ScaleDiameter in pixels for object/light origin displayDiameter of brush in Blender unitsDiameter of new pointsDiameter of the HDRI reference spheresDiameter of the brushDiameter of the brush in pixelsDiameter of the gizmoDiameter of the water droplets, in micrometersDiamondDiamond SharpenDiamond with inner dotDicing CameraDicing RateDicing Rate RenderDid not find any assets on clipboardDid not write, no Multilayer ImageDid not write, unexpected error when saving stereo imageDie TimeDie on HitDiedDifferenceDifference KeyDifference ModeDifference between VGroup A's and VGroup B's weightsDifference between the pose and rest pose relative to the parent boneDifferent images are packed in the RGB and alpha channels, and they should not affect each other. Channel packing is commonly used by game engines to save memory.Different styles of aberrationsDifferent styles of displaying the color picker widgetDifferentialDiffuseDiffuse BSDFDiffuse BouncesDiffuse ColorDiffuse Color BlueDiffuse Color FactorDiffuse Color GreenDiffuse Color RedDiffuse DepthDiffuse DirectDiffuse FactorDiffuse IndirectDiffuse Product MISDiffuse RoughnessDiffuse VisibilityDiffuse and Glossy shaders with cartoon light effectsDiffuse color of the materialDiffuse reflection multiplierDiffusionDilate SizeDilate or erode the active regions of a grid. This changes which voxels are active but does not change their values.Dilate or erode the computed matte using a circular structuring element of the specified size. Negative sizes means erosion while positive means dilationDilate or erode the computed matte using an inverse distance operation evaluated at the given falloff of the specified size. Negative sizes means erosion while positive means dilationDilate/ContractDilate/ErodeDilation RadiusDilation ThresholdDimensionDimensionsDimensions ModeDimensions of mask stencil in viewportDimensions of stencil in viewportDimensions of the exported fileDimensions of the vector socketDimensions:DirectDirect ColoringDirect LightDirect Light SamplingDirect Light StrengthDirect Tip ControlDirect conversion of frame numbers to secondsDirect execution not supportedDirect light contributions are only sampled using forward path tracingDirect light contributions are only sampled using next-event estimationDirect linked library data-block, click to make local, Shift + Click to create a library overrideDirectXDirectionDirection (Y Axis)Direction from previous neighboring point on segmentDirection from root to tip of each curveDirection from where the sun is shiningDirection in which to scale the elementDirection is defined in global coordinatesDirection is defined in local coordinatesDirection of View OrbitDirection of View PanDirection of linesDirection of the aberration effectDirection of the fillDirection of the light for shadows and highlightsDirection of the root segment of a curveDirection of the sphere or cylinderDirection of the stroke at which brush gives maximal thickness (0° for horizontal)Direction of the tip segment of a curveDirection of the waveDirection that the light is shiningDirection the line is going in. The length of this vector does not matterDirection to cycle throughDirection to make surface cyclic inDirection to move the active Bone Collection towardsDirection to move the active Selection Set: UP (default) or DOWNDirection to move the active bookmark towardsDirection to move the active exporterDirection to move the active layerDirection to move the active layer towardsDirection to move the active line set towardsDirection to move the active material towardsDirection to move the active vertex group towardsDirection to move the chosen modifier towardsDirection to move the chosen style module towardsDirection to offset nodes on insertionDirection to select in the hierarchyDirectionalDirectional BlurDirectional Quad TreeDirectional Sampling TypeDirectional area LightDirectional area light sourceDirectional cone LightDirectional cone light sourceDirectional vector pointing central between next and previous edge of a face cornerDirectionality of the scattering. Zero is isotropic, negative is backward, positive is forwardDirectionality of volume scattering within the subsurface medium. Zero scatters uniformly in all directions, with higher values scattering more strongly forward. For example, skin has been measured to have an anisotropy of 0.8Directly output image as produced by OpenColorIO. This is not correct in general, but may be used when the system configuration and actual display device is known to match the chosen displayDirectly set the absorption coefficient "sigma_a" (this is not the most intuitive way to color hair)DirectoryDirectory PathDirectory displayed in the file browserDirectory of the fileDirectory that contains fluid cache filesDirectory to save the texturesDirectory/name to save animations, # characters define the position and padding of frame numbersDirt AngleDirt OnlyDirtyDisableDisable 'solo' on any of the NLA Tracks after exiting tweak mode to get things back to normalDisable Bone OptionsDisable Bone ShapeDisable CollisionsDisable F-Curve evaluationDisable MetalRT (uses BVH2 layout for intersection queries)Disable NLA Strip evaluationDisable NLA Track evaluationDisable QuantizationDisable SelectionDisable Studio Light EditDisable Viewport for Other ObjectsDisable action to executeDisable add-on for workspaceDisable and uninstall the extensionDisable auto-pack, keep all packed filesDisable collisions between constrained rigid bodiesDisable editing of boundary edgesDisable in Planar Light ProbesDisable in RendersDisable in Spherical Light ProbesDisable in Surface PickingDisable in ViewportsDisable in Volume ProbesDisable kernel optimization. Slowest rendering, no extra background CPU usageDisable library overrides automatic resync detection and process on file load (can be useful to help fixing broken files). Also see the "--disable-liboverride-auto-resync" command line optionDisable or enable the render viewDisable quantization; produces much larger glTF files with no extensionsDisable selected markersDisable selection in viewportDisable selection in viewport • Ctrl to isolate collection • Shift to set inside collections and objectsDisable selection in viewport • Shift to set childrenDisable specified setting on all selected animation channelsDisable stencil and overlap self intersections with alpha materialsDisable strip so that it does not contribute any outputDisable surface influence during selection, snapping and depth-picking operators. Usually used to avoid semi-transparent objects to affect scene navigationDisable the asset indexer, to force every asset library refresh to completely reread assets from diskDisable the default asset dragging on drag events. Useful for implementing custom dragging via custom key-map items.Disable the selection modeDisable viewport display in the view layersDisable when using an image as input instead of actual z-buffer (auto enabled if node not image based, eg. time node)Disable/enable selected markersDisabledDisabled MarkerDisabled TracksDisabled on startup, overriding the preference.Disabled, Blender was compiled without BulletDisabled, Blender was compiled without OBJ I/ODisabled, Blender was compiled without OpenSubdivDisabled, Blender was compiled without OpenVDBDisabled, Blender was compiled without PLY I/ODisabled, Blender was compiled without STL I/ODisabled, OpenVDB version is too oldDisabled, built without OpenColorIODisabled, built without OpenSubdivDisabled. Built without OpenImageDenoiseDisabled. Platform not supportedDisabled: {}Disables audio output, for video-only rendersDisables video output, for audio-only rendersDisabling themes is not yet supportedDisallow changes to the X axis of verticesDisallow changes to the Y axis of verticesDisallow changes to the Z axis of verticesDisallow movement around the X axisDisallow movement around the Y axisDisallow movement around the Z axisDiscardDiscard points based on a mask texture after distributionDisconnectDisconnect BoneDisconnect all hair systems from the emitter meshDisconnect hair from the emitter meshDisconnect nodes connected to the inputDisconnect vertices or edges from connected geometryDisjoint OverDiskDisk CacheDispersionDisplaceDisplace FactorDisplace GeometryDisplace Hair CurvesDisplace ModifierDisplace TypeDisplace VectorDisplace along normalsDisplace existing geometry according to simulationDisplace geometry by an offset iterativelyDisplace geometry of alpha meshesDisplace pixel position using an offset vectorDisplace the surface along an arbitrary directionDisplace the surface along the surface normalDisplace the vertices away from the plane.Displaced BaseDisplacementDisplacement MethodDisplacement OnlyDisplacement SpaceDisplacement and BumpDisplacement directionDisplacement is in object space, affected by object scaleDisplacement is in world space, not affected by object scaleDisplacement modifierDisplacement offset vectorDisplacement that is applied from the beginning of the strokeDisplacement that is applied from the end of the strokeDisplacement that is applied to the X coordinates of stroke verticesDisplacement that is applied to the Y coordinates of stroke verticesDisplacement that is applied to the main direction line along its normalDisplaces hair curves by a vector based on various optionsDisplayDisplay 2D cursorDisplay 3D Cursor OverlayDisplay 3D curve normals in Edit ModeDisplay All EdgesDisplay AmountDisplay ArmatureDisplay AsDisplay AspectDisplay Aspect for this clip, does not affect renderingDisplay Aspect for this image, does not affect renderingDisplay AxesDisplay BackgroundDisplay Background ImagesDisplay Bevel WeightsDisplay Bone ColorsDisplay BoundsDisplay Bounds TypeDisplay Cache FilesDisplay CameraDisplay ChannelDisplay ChannelsDisplay ColorDisplay CreasesDisplay CursorDisplay CurveDisplay Custom Bone ShapesDisplay Custom NormalsDisplay DataDisplay Data (Deprecated)Display Data SizeDisplay EmulationDisplay Face CenterDisplay FacesDisplay File SelectorDisplay FilterDisplay FramesDisplay Freestyle Edge MarksDisplay Freestyle Face MarksDisplay Freestyle edge marks, used with the Freestyle rendererDisplay Freestyle face marks, used with the Freestyle rendererDisplay GraphicsDisplay Grease PencilDisplay GridDisplay Grid FloorDisplay HairDisplay HandlesDisplay HiddenDisplay InstancerDisplay LatticesDisplay LightDisplay Light ProbeDisplay Line StyleDisplay MaterialDisplay MeshesDisplay MetaballDisplay ModeDisplay Modified EdgesDisplay Modifier DataDisplay Movie ClipsDisplay NameDisplay NamesDisplay NodeDisplay NormalsDisplay Object InfoDisplay Only Axis AlignedDisplay P3Display ParticleDisplay ParticlesDisplay Paths of poses within a fixed number of frames around the current frameDisplay Paths of poses within specified rangeDisplay Playback Frame Rate (FPS)Display Point CloudDisplay PurposeDisplay RGBDisplay RepeatedDisplay SceneDisplay SeamsDisplay SettingsDisplay Shader EffectsDisplay Shape KeysDisplay SharpDisplay SizeDisplay Size XDisplay SpeakerDisplay StretchDisplay SummaryDisplay TextureDisplay Texture SpaceDisplay ThinDisplay TransformsDisplay TransparentDisplay TypeDisplay UV coordinates in pixels rather than from 0.0 to 1.0Display UV unwrapping seamsDisplay UVsDisplay Vertex NormalsDisplay View NameDisplay VolumeDisplay WaveformDisplay WireDisplay WorldDisplay X AxisDisplay Y AxisDisplay Z AxisDisplay Z-buffer associated with image (mapped from camera clip start to end)Display a different set of collections in this viewportDisplay a face selection overlayDisplay a grid over Grease Pencil paperDisplay a line from the Camera to indicate the mist areaDisplay a region with assets that may currently be relevant (such as brushes in paint modes, or poses in Pose Mode)Display action without any time remapping (when unpinned)Display actual particlesDisplay additional particle data as a colorDisplay advanced settings and tools for developersDisplay all edges for mesh objectsDisplay all local override data-blocks with their overridden properties and buttons to edit themDisplay alpha transparency channelDisplay an additional 'summary' line (Dope Sheet editors only)Display an asset shelf in a popover panelDisplay an isolated subset of objects, apart from the scene visibilityDisplay and allow setting fractional frame values for the current frameDisplay annotation onion skins before and after the current frameDisplay arrows in numeric input fields for increasing or decreasing valuesDisplay attributes with names starting with a period that are meant for internal useDisplay black edgesDisplay boid healthDisplay bone axesDisplay bone colorsDisplay bone namesDisplay bone-deforming groups as if all locked deform groups were deleted, and the remaining ones were re-normalizedDisplay bones (disable to show motion paths only)Display bones as boxes, showing subdivision and B-SplinesDisplay bones as extruded spheres, showing deformation influence volumeDisplay bones as octahedral shapeDisplay bones as octahedral shape (default)Display bones as simple 2D lines with dotsDisplay bones as thin wires, showing subdivision and B-SplinesDisplay bones with their custom shapesDisplay bounding boxes for nodes in the volume treeDisplay bounds as boxDisplay bounds as capsuleDisplay bounds as coneDisplay bounds as cylinderDisplay bounds as sphereDisplay box for each leaf node containing 8×8 voxelsDisplay breadcrumbs for the editor's contextDisplay center composition guide inside the camera viewDisplay channel regardless of object selectionDisplay collections and objects in the view layerDisplay colored box behind textDisplay creases created for Subdivision Surface modifierDisplay current image regardless of object selectionDisplay curves in normalized range from -1 to 1, for easier editing of multiple curves with different rangesDisplay dashed black-white edgesDisplay data belonging to the Video SequencerDisplay data of current file and linked librariesDisplay data that is unused and/or will be lost when the file is reloadedDisplay data-blocks with library overrides and list their overridden propertiesDisplay debug reporting infoDisplay diagonal center composition guide inside the camera viewDisplay each node's last execution timeDisplay each node's preview if node is toggledDisplay edges after modifiers are appliedDisplay effect in Edit modeDisplay effect in viewportDisplay error textDisplay face center when face selection is enabled in solid shading modesDisplay face normals as linesDisplay faces colored according to the difference in shape between UVs and their 3D coordinates (blue for low distortion, red for high distortion)Display faces flatDisplay faces over the imageDisplay faces smooth (using vertex normals)Display factors as percentagesDisplay factors as values between 0 and 1Display files as a detailed listDisplay files as a horizontal listDisplay files as a vertical listDisplay files as short listDisplay files as thumbnailsDisplay fill strokes in the viewportDisplay frame in grayscale modeDisplay frames rather than secondsDisplay full waveformDisplay general informationDisplay glTF UI to manage animationsDisplay golden ratio composition guide inside the camera viewDisplay golden triangle A composition guide inside the camera viewDisplay golden triangle B composition guide inside the camera viewDisplay harmony A composition guide inside the camera viewDisplay harmony B composition guide inside the camera viewDisplay image at its original sizeDisplay image in orthographic modeDisplay image in perspective modeDisplay image with RGB colorsDisplay image with RGB colors and alpha transparencyDisplay images consistent with most other applications, to preview images and video for export. A best effort is made to emulate the chosen display on the actual display device.Display in Orthographic ModeDisplay in Perspective ModeDisplay information and preferences for this add-onDisplay keyframe handle types and non-Bézier interpolation modesDisplay layer tintDisplay library override relationshipsDisplay lines rather than filled shapesDisplay low level Blender data and its propertiesDisplay material transparency in the objectDisplay menu for previous actions performedDisplay metadata properties of the imageDisplay method used in the sequencer viewDisplay mode for the file listDisplay modifier in Edit modeDisplay modifier in viewportDisplay modifiersDisplay name. For viewing, this is the display device that will be emulated by limiting the gamut and HDR colors. For image and video output, this is the display space used for writing.Display node in viewport textured shading modeDisplay non-final geometry from viewer nodesDisplay number of users of this data (click to make a single-user copy)Display objects with flat lighting and basic surface shadingDisplay one box or point for each intermediate tree nodeDisplay onion keyframes for looping animationsDisplay onion keyframes with a fade in color transparencyDisplay onion skins before and after the current frameDisplay only edges of geometry without surface shadingDisplay only faces with the currently displayed image assignedDisplay outline around textDisplay overlay of UV layerDisplay overlay textDisplay overlaysDisplay overlays like UV Maps and MetadataDisplay overlays like colored or dashed wiresDisplay overlays like cursor and annotationsDisplay overlays like gizmos and outlinesDisplay parameters for last action performedDisplay path to source file, or name of source data-blockDisplay percentage makes dynamics inaccurate without bakingDisplay points for nodes in the volume treeDisplay preview using full resolution or different proxy resolutionsDisplay properties editor context_menuDisplay reconstruction data from active movie clipDisplay reference images behind objects in the 3D ViewDisplay region context menuDisplay retiming keys on top of stripsDisplay rule of thirds composition guide inside the camera viewDisplay sampled data in the viewport to debug captured lightDisplay scene statistics overlay textDisplay scenes and their view layers, collections and objectsDisplay selected edge angle, using global values when set in the transform panelDisplay selected edge lengths, using global values when set in the transform panelDisplay shadow behind textDisplay shape keys in edit mode (for meshes only)Display sharp edges, used with the Edge Split modifierDisplay single bounding box for the entire gridDisplay size for normals in the 3D viewDisplay size for proportional editing circleDisplay size of the empty when new collection instances are createdDisplay size of tracks from reconstructed dataDisplay speed curves for the selected tracksDisplay splash screen on startupDisplay stamp labels ("Camera" in front of camera name, etc.)Display statistical information about the meshDisplay steps of the particle pathDisplay strip in/out offsetsDisplay strip opacity/volume curveDisplay strokes using Grease Pencil layer order and stroke order to define depthDisplay strokes using Grease Pencil layers to define orderDisplay strokes using real 3D position in 3D spaceDisplay strokes using this color when showing onion skinsDisplay style for UV edgesDisplay support levelDisplay text as boldDisplay text as italicDisplay the angles in the selected edges, using global values when set in the transform panelDisplay the area of selected faces, using global values when set in the transform panelDisplay the audio waveform inside the stripDisplay the bounds of the objectDisplay the center and axis during rotationDisplay the clipping range and focus point on the cameraDisplay the image in Stereo 3DDisplay the image repeated outside of the main viewDisplay the index numbers of selected vertices, edges, and facesDisplay the input data in the Spreadsheet EditorDisplay the object as a solid (if solid drawing is enabled in the viewport)Display the object as a wireframeDisplay the object with textures (if textures are enabled in the viewport)Display the object's boundsDisplay the object's nameDisplay the object's origin and axesDisplay the object's texture spaceDisplay the object's wireframe over solid shadingDisplay the operator logDisplay the orbit center during rotationDisplay the region of the final renderDisplay the render result for the sequencer scene instead of the active sceneDisplay the reprojection error curve for selected tracksDisplay the strip color tags in the sequencerDisplay tool/property regions over the main regionDisplay tooltips (when disabled, hold Alt then hover to force display)Display transparent cone in 3D view to visualize which objects are contained in itDisplay type for mask splinesDisplay under or over everythingDisplay units in pairs (e.g. 1m 0cm)Display unweighted verticesDisplay upper half of the absolute value waveformDisplay using flat lightingDisplay using matcap material and lightingDisplay using studio lightingDisplay vector field as MAC gridDisplay vectors as needlesDisplay vectors as streamlinesDisplay vertex normals as linesDisplay vertex-per-face normals as linesDisplay viewport performance timings: • Evaluation: Time to evaluate the dependency graph. • Synchronization: Time to build the GPU buffers.Display warningsDisplay waveforms depending on strip settingDisplay waveforms for all sound stripsDisplay weights created for the Bevel modifierDisplay weights in editmodeDisplay what the tracking algorithm sees in the previewDisplay white edgesDisplay white edges with black outlineDisplays glTF Material Output node in Shader Editor (Menu Add > Output)Displays glTF UI to manage material variantsDisplays global valuesDisplays local valuesDisplays, views or color spaces in this file were missing and have been changedDisplays, views or color spaces in this file were missing and have been changed.Dissolve Orthogonal EdgesDissolve SmokeDissolve SpeedDissolve TimeDissolve VerticesDissolve all muted nodes with reconnectDissolve all unselected pointsDissolve all vertices in between face boundariesDissolve all vertices in between face boundaries (planar only)Dissolve and IntersectDissolve edges, merging facesDissolve facesDissolve geometry based on the selection modeDissolve geometry to form planar polygonsDissolve points between selected pointsDissolve remaining vertices which connect to only two edgesDissolve selected bones from the armatureDissolve selected edges and vertices, limited by the angle of surrounding geometryDissolve selected pointsDissolve smoke in a logarithmic fashion. Dissolves quickly at first, but lingers longer.Dissolve vertices, merge edges and facesDissolve zero area faces and zero length edgesDissolves adjacent faces and intersects new geometryDistanceDistance CullingDistance FalloffDistance KeyDistance MetricDistance MinDistance ModelDistance ReferenceDistance SquaredDistance ThresholdDistance after which it fades outDistance around each guide to spawn interpolated curvesDistance around the probe volume that will be considered during the bakeDistance at which the light influence will be set to 0Distance behind leader to followDistance below which points will be mergedDistance below which segments will be mergedDistance between A and BDistance between checker tilesDistance between key frames, also known as GOP size; influences file size and seekabilityDistance between lines of textDistance between pointsDistance between selected tracksDistance between the top and the base of a wave, the higher the value, the more narrow the waveDistance between the two pointsDistance between the wavesDistance between two bones or objectsDistance between two bundles used for object scalingDistance between two bundles used for scene scalingDistance between two sample points along the curveDistance between volume samples. Lower values render more detail at the cost of performance. If set to zero, the step size is automatically determined based on voxel size.Distance between volume shader samples when rendering the volume (lower values give more accurate and detailed results, but also increased render time)Distance factor multiplied with the curve's radius attribute to define the resulting tube radiusDistance from CameraDistance from ObjectDistance from center needed before a selection can be madeDistance from image boundary at which marker stops trackingDistance from the bisect plane within which vertices are removedDistance from the generated points to the originDistance from the ground planeDistance from the surface used for shrinkwrapDistance mapping to 0.0 weightDistance mapping to 1.0 weightDistance mapping to weight 0.0Distance mapping to weight 1.0Distance model for distance attenuation calculationDistance moved by mouse when drawing stroke to includeDistance of duplicationsDistance of object that contribute to the ambient occlusion effectDistance of object that contribute to the cavity/edge effectDistance of random spread at the curve tipsDistance of the displacement offset in normal directionDistance of the instances from the originDistance of the points from the originDistance of the vertices from the originDistance over which the mist effect fades inDistance threshold after which selection is made (zero to disable)Distance threshold for the falloff around the guideDistance to EdgeDistance to GuidesDistance to TargetDistance to displace the surface along the normalDistance to keep from the targetDistance to keep particles away from the emitterDistance to keep the curves away from the surfaceDistance to move UVsDistance to move the curve parallel to its normalsDistance to offsetDistance to offset each instance along the normal of the incoming geometryDistance to offset each instance along the normal of the surface geometryDistance to offset the instances from the face cornerDistance to previous point on curveDistance to search for valid capture positions to prevent lighting artifactsDistance to the focus point for depth of fieldDistance to the view locationDistance where boundary edge automasking is going to protect vertices from the fully masked edgeDistance within which degenerated geometry is mergedDistance within which matching vertices are searchedDistance within which mirrored vertices are mergedDistance within which symmetrical vertices are mergedDistances in relation to sphere of influence to allowDistortDistort MaxDistort MinDistort NodeDistorted NoiseDistortionDistortion AmountDistortion GridDistortion ModelDistortion model used for camera lensesDistortion to simulate anamorphic lens bokehDistortion to use for the calculationDistribute Points in GridDistribute Points in VolumeDistribute Points on FacesDistribute Stops EvenlyDistribute Stops from LeftDistribute memory across devicesDistribute more samples closer to the cameraDistribute points randomly inside of the volumeDistribute points randomly on the surfaceDistribute the points in a grid pattern inside of the volumeDistribute the points randomly on the surface while taking a minimum distance between points into accountDistributionDistribution MaskDistribution MethodDistribution ShapeDistribution TypeDitherDither IntensityDitheredDivergenceDivideDivide ModeDivide VGroup A's weights by VGroup B's onesDivide and ceil result, the smallest integer greater than or equal ADivide and floor result, the largest integer smaller than or equal ADivide and round result toward zeroDivide mesh faces into smaller ones without changing the shape or volume, using linear interpolation to place the new verticesDivide mesh faces to form a smooth surface, using the Catmull-Clark subdivision methodDivide the frame interval into this many stepsDividing each curve segment into a specified number of piecesDivision distortion model which better represents wide-angle camerasDivisionsDo Legacy ReplaceDo Not Merge AnimationsDo SmudgeDo a case sensitive compareDo all gaps to right of current frameDo backwards trackingDo channels contribute to result (toggle channel muting)Do cross-fading volume animation of two selected sound stripsDo crossfade blending between current and next frameDo extra frames between scene frames to ensure smooth motionDo not affect non manifold boundary edgesDo not affect vertices on peaks, based on the surface curvatureDo not affect vertices that belong to a face set boundaryDo not affect vertices within crevices, based on the surface curvatureDo not allow beveled edges/vertices to overlap each otherDo not allow deformation along the X axisDo not allow deformation along the Y axisDo not allow deformation along the Z axisDo not change selection if the item under the cursor is already selected, only activate itDo not collapse curves to single points if they are shorter than the given length. The collapsing behavior exists for compatibility reasons.Do not create blend previewsDo not create bone shapesDo not display fill color while drawing the strokeDo not export color attributesDo not export materials, and combine mesh primitive groups, losing material slot informationDo not export materials, but write multiple primitive groups per mesh, keeping material slot informationDo not export vertex colorDo not flip polygons when their normals are not consistent with their newly computed custom vertex normalsDo not follow drawing path or object rotation and keeps aligned with viewportDo not import USD custom attributesDo not import color attributesDo not import invisible USD primitives. Only applies to primitives with a non-animated visibility attribute. Primitives with animated visibility will always be importedDo not import/export color attributesDo not load data from this layerDo not modify image in an artistic mannerDo not perform any color transform on display, use old non-color managed technique for displayDo not perform any color transform on load, treat colors as in scene linear space alreadyDo not preserve objects' parent/children relationshipDo not propagate any messages upstreamDo not remove the modifier from stackDo not render this collectionDo not repeat texture and clamp to one instance onlyDo not rotate the segment when using the scale deform modeDo not set face strengthDo not set sharp edges to faceDo not slip connected strips if using cursor positionDo not sync, play every frameDo not use any compressionDo not use compute deviceDo not use this surface as a light for samplingDo self-union or self-intersectionDo you want to install the following {:s}?Doc IDDocumentsDodge ModeDoes F-Curve contribute to resultDoes not support Individual Origins as pivotDoes nothing, prevents adding actual overrides (NOT USED)Does this tool use a painting canvasDolby Digital ATRAC 3DollyDolly in/out in the viewDomainDomain ObjectDomain SettingsDomain SizeDomain TypeDomain and geometry type combination is unsupportedDomain dataDomain of the AttributeDomain that the field is evaluated onDomain the field is evaluated inDomain to evaluate fields onDomain unsupported for "%s" attributeDon't SaveDon't add asset meta-data or tags from the original data-blockDon't add new constraintsDon't allow frame to be selected with mouse outside of frame rangeDon't calculate cleans for convex areasDon't correct overlap on new stripsDon't display volume in wireframe modeDon't display waveforms for any sound stripsDon't do anythingDon't export imagesDon't fill at allDon't fill polygons while editingDon't import texturesDon't propagate split to connected stripsDon't remove sharp edges, which are redundant with faces shaded smoothDon't remove sharp edges. Tagged edges will remain sharpDon't round to pixelsDon't sample the background, faster but might cause noise for non-solid backgroundsDon't scale in the Y axisDon't scale the X and Z axesDon't show overlay during a strokeDon't show the input value in the geometry nodes modifier interfaceDon't snap to hidden stripsDon't snap to sound stripsDon't stretch the objectDon't use any arrow/style in cornerDon't use any fixed alignment, fill available spaceDon't use this collection in Line ArtDon't use this object for Line Art renderingDon't use utility passes for denoisingDon't write into the depth bufferDope SheetDope Sheet OverlaysDope Sheet space dataDope Sheet view for tracking dataDope Sheet/TimelineDopesheet Sort FieldDoppler FactorDoppler SpeedDotDot DashDot ProductDotsDoubleDouble ClickDouble Click SpeedDouble Click TimeoutDouble Edge MaskDouble VectorDouble precisionDouble-DensityDownDownload and install the extensionDownloaded package files are deleted after installationDownloading "{:s}"Downloading...DownloadsDraco Mesh CompressionDragDrag OperatorDrag StartDrag ThresholdDrag allows click events to pass through to the tool, adding a small delayDrag anchor brush from edge-to-edgeDrag and drop element to another placeDrag and drop onto a data-set or item within the data-setDrag component proportional to the square of velocityDrag component proportional to velocityDrag effector weightDrag material to Material slots in PropertiesDrag material to object in OutlinerDrag object to scene in OutlinerDrag to clear parent in OutlinerDrag to continue sampling, release when doneDrag to move to collection in OutlinerDrag to parent in OutlinerDragging {} filesDraineDraine phase functions, mostly used for the scattering of light in interstellar dustDrawDraw Cut LineDraw F-Curves using Anti-Aliasing (disable for better performance)Draw FreehandDraw Grease PencilDraw ModeDraw NormalsDraw Poly LineDraw RegionDraw Region & SwapDraw Straight LinesDraw Strokes on BackDraw WindowDraw Window & SwapDraw a blueprint using circular contour strokesDraw a blueprint using elliptic contour strokesDraw a blueprint using square contour strokesDraw a box around the parts of strips you want to cut awayDraw a freehand curveDraw a freehand splineDraw a line to apply a weight gradient to selected verticesDraw a line to set the fill material gradient for the selected strokesDraw a line with dabs separated according to spacingDraw a new stroke in the active Grease Pencil objectDraw curveDraw dark controllerDraw dark controller with aiming axis rayDraw freehand stroke(s)Draw in a plane aligned to the viewportDraw in a plane perpendicular to the surfaceDraw in the surface planeDraw light controllerDraw light controller with aiming axis rayDraw lines with a delay to allow smooth strokes (press Shift key to override while drawing)Draw on vertex colors in the active Grease Pencil objectDraw regionDraw region and swapDraw straight line segment(s)Draw stroke at 3D cursor locationDraw stroke at Object originDraw strokes using a continuous lineDraw strokes using separated dotsDraw strokes using separated squaresDraw strokes using textureDraw strokes with solid colorDraw stylized strokes using FreestyleDraw the menu socket as an expanded drop-down menuDraw the relationship line from the parent head to the child headDraw the relationship line from the parent tail to the child headDraw weight on stroke points in the active Grease Pencil objectDraw windowDraw window and swapDraw:DrawingDrawing PlaneDrawing typeDripDrive all components of this property using the target pickedDrive rigid body around or along an axisDrive this component of this property using the target pickedDrivenDriven PropertyDriven Property:Driven SelectedDriverDriver '%s[%d]' already existsDriver TargetDriver Value:Driver VariableDriver could not be evaluated in past, so should be skippedDriver for the value of a setting based on an external valueDriver has no variables to copyDriver not found in this animation dataDriver typeDriver variable typeDriver:Driver: {:s} ({:s})DriversDrivers:DroneDrop XDrop YDrop a world into the sceneDrop colors to buttonsDrop frames if playback is too slowDrop frames to maintain framerateDrop name to buttonDrop {} on slot {} (active slot) of {}Drop {} on slot {} (replacing {}) of {}Drop {} on slot {} of {}Drop {} on {} (slot {})Drop {} on {} (slot {}, replacing {})DryDry TimeDual MeshDue to the NLA stack setup, {:d} keyframe(s) have not been inserted.Due to the setting 'Only Insert Needed', {:d} keyframe(s) have not been inserted.DummyDuotoneDuplicateDuplicate ActionDuplicate ArmatureDuplicate CameraDuplicate CurveDuplicate CurvesDuplicate ElementsDuplicate Grease PencilDuplicate Hair CurvesDuplicate IndexDuplicate KeyframesDuplicate LatticeDuplicate LightDuplicate Light ProbeDuplicate Linked selected NLA-Strips, adding the new strips to new track(s)Duplicate MaskDuplicate MaterialDuplicate MeshDuplicate MetaballDuplicate Metaball ElementsDuplicate Node TreeDuplicate NodesDuplicate ObjectsDuplicate ParticleDuplicate Point CloudDuplicate Selected Bone(s)Duplicate SettingsDuplicate SpeakerDuplicate StripsDuplicate SurfaceDuplicate TextDuplicate VolumeDuplicate active keyframes of all layerDuplicate allDuplicate and extrude selected vertices, edges or faces towards the mouse cursorDuplicate and mirror the selected particles along the local X axisDuplicate color attributeDuplicate constraint at the same position in the stackDuplicate curve and moveDuplicate effect at the same position in the stackDuplicate index %d in vertex_indices_setDuplicate into WindowDuplicate keysDuplicate mask and moveDuplicate mesh and moveDuplicate mesh at the location of particlesDuplicate mesh edges and break connections with the surrounding facesDuplicate modifier at the same position in the stackDuplicate node but not node trees, linking to the original dataDuplicate object but not object data, linking to the original dataDuplicate particle system within the active objectDuplicate selected NLA-Strips, adding the new strips to new track(s)Duplicate selected area into new windowDuplicate selected control pointsDuplicate selected control points and segments between themDuplicate selected metaball element(s)Duplicate selected nodesDuplicate selected nodes and move themDuplicate selected nodes keeping input links and move themDuplicate selected nodes, but not their node trees, and move themDuplicate selected objectsDuplicate selected strips and move themDuplicate selected strips, but not their data, and move themDuplicate selected time marker(s)Duplicate selected vertices, edges or facesDuplicate settings as well, so the new particle system uses its own settingsDuplicate strip but not strip data, linking to the original dataDuplicate strokes into an arrayDuplicate strokes like a mirrorDuplicate the active geometry node group and assign it to the active modifierDuplicate the active shape keyDuplicate the current instance objectDuplicate the current lineDuplicate the currently assigned compositing node group.Duplicate the modifier within the list of modifiersDuplicate the object a certain number of timesDuplicate the object as many times as fits in a certain lengthDuplicate the selected objects and move themDuplicate the selected objects, but not their object data, and move themDuplicate the selected pointsDuplicate the selected stripsDuplicated %sDuplicated KeyframesDuplicatesDuplicates hair curves a certain number of times within a radiusDuplicates: {}DurationDuration (in frames) of the image (1 when not a video/sequence)Duration of freeze frame segmentDuration of the fade in secondsDuration: %s (Frame %i/%i)During resync of data-block %s, %d obsolete overrides were deleted, that had local changes defined by userDuring the Face Attributes correction, merge attributes connected to the same vertexDuring transformations, use Alt to navigate in the 3D View. Note that if disabled, hotkeys for Proportional Editing, Automatic Constraints, and Auto IK Chain Length will require holding AltDutch - NederlandsDyingDynamicDynamic BVHDynamic Base MeshDynamic Grid SizeDynamic MeshDynamic ModeDynamic PaintDynamic Paint ModifierDynamic Paint canvas settingsDynamic Paint modifierDynamic Topology SculptingDynamic Topology found: %s, disabledDynamic gridDynamic topology alters the mesh topology while sculptingDynamicPaint: Bake complete! (%.2f)DynamicPaint: Bake failed: %sDynamically hide vertices based on a vertex group or armatureDynamicsDyntopoDyntopo will not preserve colors, UVs, or other attributesEEVEEEEVEE DebugEEVEE Raytrace OptionsEEVEE SettingsEEVEE settings for the sceneEEVEE settings for tracing reflectionsEQCurveMappingDataERROR: Driver is useless without any inputsERROR: Invalid Python expressionERROR: Invalid target channel(s)ERROR: type "{:s}" does not exist!ESC/RMB to cancel, Enter/LMB to confirm, WHEEL/MOVE to adjust factorEach channel will be rendered into a mono fileEach collection (data-block ones) as a file, does not include content of children collectionsEach collection (including master, non-data-block one) of the active scene as a file, including content from children collectionsEach collection (including master, non-data-block ones) of each scene as a file, including content from children collectionsEach control point's index on its splineEach face is considered as a medium interface. Gives correct results for manifold geometry that contains no inner parts.Each face's sculpt face set valueEach input geometry is turned into a separate instanceEach output field has to correspond to a geometry that is above itEach scene as a fileEaseEase InEase In and OutEase OutEasingEasing type is chosen automatically based on what the type of interpolation used (e.g. Ease In for transitional types, and Ease Out for dynamic effects)EastEccentricityEdgeEdge AngleEdge Angle TextEdge CenterEdge CollisionEdge Corner CountEdge CostEdge CountEdge CreaseEdge DataEdge Data TypesEdge Data:Edge DetectionEdge Display TypeEdge IndexEdge LengthEdge Length ModeEdge Length TextEdge MappingEdge MarkEdge MarksEdge Mode SelectionEdge Neighbor Count FieldEdge NeighborsEdge PanEdge Paths to CurvesEdge Paths to SelectionEdge PerpendicularEdge Position FieldEdge RailEdge ResizeEdge Ring DelimitEdge SelectEdge SelectionEdge SharpnessEdge SlideEdge Slide: Edge SplitEdge TagEdge TintEdge TypeEdge Type CombinationEdge Type NegationEdge TypesEdge VerticesEdge Vertices FieldEdge WeightEdge WidthEdge bevel weight to be added to outside edgesEdge in a Mesh data-blockEdge indexEdge is not connected to any facesEdge length in UV spaceEdge length of box selectionEdge of VertexEdge select - Shift-Click for multiple modes, Ctrl-Click expands/contracts selection depending on the current modeEdge selection modeEdge splitting modifier to create sharp edgesEdge spring frictionEdge spring stiffness when longer than rest lengthEdge spring stiffness when shorter than rest lengthEdge thresholdEdge to EdgeEdge weight used by Bevel modifierEdge-ring pair isn't connectedEdge-rings are not connectedEdge-to-EdgeEdgeSplitEdgeSplit ModifierEdgesEdges Data:Edges between faces pointing in alternate directionsEdges changed from %d to %dEdges collide tooEdges of CornerEdges of VertexEdges of the meshEdges receive a drag force from surrounding mediaEdges receive a lift force when passing through surrounding mediaEdges shared by more than two facesEdges to Face GroupsEdges to convert to curvesEdges to mark where the mesh is "cut" for the purposes of unwrappingEdges used to split faces into separate groupsEditEdit BoneEdit Bone MatrixEdit Bone(s)Edit BonesEdit Curve MapEdit FormatEdit Grease PencilEdit Grease Pencil StrokesEdit LinesEdit MetadataEdit MethodsEdit ModeEdit Mode Smooth WiresEdit PathEdit Studio LightEdit Texture SpaceEdit TreeEdit UI source code of the active buttonEdit a Python value directly, for unsupported property typesEdit a constraint on the active boneEdit a constraint on the active objectEdit a snapshot of the 3D Viewport in an external image editorEdit all keyframes in sceneEdit and save themes installed via ExtensionsEdit animation/keyframes displayed as 2D curvesEdit any geometry node group for use as an operatorEdit asset information like the catalog, preview image, tags, or authorEdit compositing node group for Sequencer strip modifiersEdit compositing node group for the current sceneEdit drivers and keyframe interpolationEdit image in an external applicationEdit keyframes in active object's Object-level actionEdit keyframes in active object's Shape Keys actionEdit materials, lights, and world shading using nodesEdit mode bone in an armature data-blockEdit node groupEdit node group from active object's active modifierEdit object data texture spaceEdit persistent configuration settingsEdit properties of active object and related data-blocksEdit scripts and in-file documentationEdit selected Grease Pencil strokesEdit shader nodes from Line StyleEdit shader nodes from ObjectEdit shader nodes from WorldEdit tags for auto texture detection in Principled BSDF setupEdit texture nodes from BrushEdit texture nodes from Line StyleEdit texture nodes from WorldEdit textures using nodesEdit the drivers for the connected property represented by the highlighted buttonEdit the fileEdit the value of a custom propertyEdit the visibility of the current meshEdit the weights of vertices in a groupEdit timings for Cache File data-blocksEdit timings for Mask Editor splinesEdit timings for all Grease Pencil sketches in fileEdit user preferences and system settingsEdit: {}, {}, {}Editability of NLA Strips in this trackEditability of keyframes for this channelEditableEditable cavity curveEditable falloff curveEditedEdited ObjectEditingEditing TypeEditing context being displayedEditing hairEditing settings character formattingEditmode lattice is not supported yetEditorEditor BorderEditor OutlineEditor TypeEditor for node-based shading and compositing toolsEditor header containing UI elementsEditor menu containing buttonsEditorsEdits the current active face setEevee material conversion problem. Error in consoleEffectEffect '%s' not in object '%s'Effect FaderEffect Fader PositionEffect OpacityEffect Solid RadiusEffect StripEffect Strip colorEffect TypeEffect affecting the Grease Pencil objectEffect cannot be added to object '%s'Effect in full or only positive/negative Z directionEffect modeEffect nameEffect on the key itselfEffect on the left handleEffect on the right handleEffect on tracks which are tracked less than the specified amount of framesEffect on tracks which have a larger re-projection errorEffect/LinkedEffective RangeEffective VisibilityEffective but slow compressionEffectively convert movie to an image sequence, ignoring incomplete or dropped frames, and changes in frame rateEffectivenessEffectorEffector AmountEffector CollectionEffector NumberEffector SettingsEffector TypeEffector WeightsEffector weights for physics simulationEffectsEffects affecting display of objectEither a curve or instance selectionEither add or remove curves depending on the minimum distance of the curves under the cursorEither pass through the input value or output the fallback valueEither plain curves or curve instancesEither the starting frame (for positive speed) or ending frame (for negative speed)ElasticElastic LimitElementElement IndexElement defining a color at a position in the color rampElement not found in element collection or last elementElement of a curve, either NURBS, Bézier or Polyline or a character with text objectsElement of a viewer pathElement of the node space tree pathElement of the target geometry to calculate the distance fromElement type to transformElement-WiseElementsElements inside the boxEllipseEllipse MaskEllipsesEllipsoidEmbed TexturesEmbed textures in FBX binary file (only for "Copy" path mode!)Embedded DataEmbreeEmbree on GPUEmbree on GPU enables the use of hardware ray tracing on Intel GPUs, providing better overall performanceEmissionEmission CoefficientsEmission ColorEmission StrengthEmission TimeEmission Time FactorEmission locations per face (0 = automatic)Emission shaderEmissive ColorEmitEmit FromEmit fluid from mesh surface or volumeEmit in random order of elementsEmit particles from mesh with modifiers applied (must use same subdivision surface level for viewport and render for correct results)Emit smoke from particlesEmitted radiance per color channel that is added to a ray per unit distanceEmitterEmitter DistanceEmphasize position of keyframes on Motion PathsEmptiesEmptyEmpty Display SizeEmpty Display Size: %.3fEmpty Display TypeEmpty FillEmpty GridEmpty Image DepthEmpty KeyframesEmpty MaterialEmpty SceneEmpty SpaceEmpty identifier cannot be used when explicit identifier was used before. For example, "{} {x}" is ok but "{x} {}" is not.Emulate 3 Button ModifierEmulate 3 Button MouseEmulate Middle Mouse with Alt+Left MouseEmulate NumpadEnableEnable 'solo' on the NLA Track containing the active strip, to edit it without seeing the effects of the NLA stackEnable Add-onEnable Asset Browser editor and operators to manage regular data-blocks as assets, not just posesEnable Bone OptionsEnable Bone to deform geometryEnable CollisionEnable Cycles Render Engine add-on to use CyclesEnable Cycles debugging options for developersEnable DeactivationEnable EEVEE debugging options for developersEnable F-Curve modifier evaluationEnable F-Curve modifiersEnable GPU acceleration for evaluating the last subdivision surface modifiers in the stackEnable Grid Display to use range highlighting!Enable Guides first! Defaulting to Fluid VelocityEnable IK StretchingEnable MetalRT for intersection queriesEnable Multi-ViewEnable OutputEnable Python evaluation for selected filesEnable Self CollisionEnable a fresnel effect on edit mesh overlays. It improves shape readability of very dense meshes, but increases eye fatigue when modeling lower polyEnable add-on for workspaceEnable additional features for the new curves data blockEnable after installingEnable angular motorEnable axis mirrorEnable bindings for the HP Reverb G2 controllers. Note that this may not be supported by all OpenXR runtimesEnable bindings for the HTC Vive Cosmos controllers. Note that this may not be supported by all OpenXR runtimesEnable bindings for the HTC Vive Focus 3 controllers. Note that this may not be supported by all OpenXR runtimesEnable bindings for the Huawei controllers. Note that this may not be supported by all OpenXR runtimesEnable catalog, making contained assets visible in the asset shelfEnable chain splitting by curvilinear 2D lengthEnable chain splitting by dashed line patternsEnable chaining of feature edgesEnable collection instancingEnable collision with the surface while sculptingEnable collisions with back domain borderEnable collisions with bottom domain borderEnable collisions with front domain borderEnable collisions with left domain borderEnable collisions with other objectsEnable collisions with right domain borderEnable collisions with top domain borderEnable color range used for weight visualization in weight painting modeEnable custom settings for the parallax correction volumeEnable custom start and end clip distances for volume computationEnable cyclic on individual stroke dashesEnable deactivation of resting rigid bodies (increases performance and stability but can cause glitches)Enable default VR controller actions, including controller poses and hapticsEnable displacement along the X normalEnable displacement along the Y normalEnable displacement along the Z normalEnable easier reuse of a data-block through the Asset Browser, with the help of customizable metadata (like previews, descriptions and tags)Enable easier reuse of selected data-blocks through the Asset Browser, with the help of customizable metadata (like previews, descriptions and tags)Enable edge data transferEnable edge panning in 2D viewEnable edit mode edge smoothing, reducing aliasing (requires restart)Enable face corner data transferEnable face data transferEnable file compression when saving .blend filesEnable filtering of filesEnable filtering of files in the File BrowserEnable fluid diffusion settings (e.g. viscosity, surface tension)Enable fluid guidingEnable fluid mesh (using amplification)Enable fluid noise (using amplification)Enable hair dynamics using cloth simulationEnable in New ScenesEnable jittered shadows on the viewport. (Jittered shadows are always enabled for final renders).Enable jittered soft shadows to increase shadow precision (disabled in viewport unless enabled in the render settings). Has a high performance impact.Enable linear motorEnable material boundariesEnable mesh symmetry in the X axisEnable mesh symmetry in the Y axisEnable mesh symmetry in the Z axisEnable multi-frame editingEnable naive vertex ball self collisionEnable new list types and nodesEnable nodes on a lightEnable noise reduction techniques for raytraced effectsEnable offsetEnable on InstallEnable online access in System preferencesEnable or disable all tagsEnable or disable dashed lineEnable or disable posing/selecting bonesEnable or disable rendering of this View LayerEnable or disable textured strokesEnable or disable this line set during stroke renderingEnable or disable this modifier during stroke renderingEnable or disable this style module during stroke renderingEnable overlay smooth wires, reducing aliasingEnable paint & sculpt debugging options for developersEnable ridges and valleysEnable scriptsEnable selected markersEnable selected proxies on all selected Movie and Image stripsEnable self collisionsEnable shadow casting from lightsEnable simplification of scene for quicker preview rendersEnable snappingEnable snapping to guides angle or spacing optionsEnable snapping when transforming keyframesEnable snapping when transforming keys in the Driver EditorEnable some extra fields in the Asset Browser to aid in debuggingEnable specified setting on all selected animation channelsEnable speed guidesEnable spring on X axisEnable spring on X rotational axisEnable spring on Y axisEnable spring on Y rotational axisEnable spring on Z axisEnable spring on Z rotational axisEnable suggestive contoursEnable sun shadow castingEnable symmetry in the X axisEnable symmetry in the Y axisEnable symmetry in the Z axisEnable tablet pressure sensitivity for area radiusEnable tablet pressure sensitivity for jitterEnable tablet pressure sensitivity for offsetEnable tablet pressure sensitivity for sizeEnable tablet pressure sensitivity for spacingEnable tablet pressure sensitivity for strengthEnable the Color Ramp firstEnable the asset libraryEnable the compositing node group.Enable the curve to become a translation pathEnable the ray-tracing moduleEnable the repositoryEnable the repository and try again.Enable the selection modeEnable the selection of chains by a maximum 2D lengthEnable the selection of chains by a minimum 2D lengthEnable the selection of first N chainsEnable the socketEnable the use of lights on stroke and fill materialsEnable this constraintEnable this light in solid shading modeEnable this modifierEnable this object as a collider for physics systemsEnable this to run the export in the background, disable to block Blender while exporting. This option is deprecated; EXECUTE this operator to run in the foreground, and INVOKE it to run as a background jobEnable this to run the import in the background, disable to block Blender while importing. This option is deprecated; EXECUTE this operator to run in the foreground, and INVOKE it to run as a background jobEnable to make surface changes disappear over timeEnable to make surface wetness dry over timeEnable to use the region under the cursor for modal executionEnable vertex data transferEnable view navigation within the camera viewEnable viewport debugging options for developers in the overlays pop-overEnable viewport display in the view layersEnable wildcard globbingEnable/Disable ConstraintEnabledEnabled Add-ons OnlyEnabled OnlyEnabled Rotation RangeEnabled on startup, overriding the preference.Enables a Fly Mode navigation but pushing the cap forward while looking down will not change the altitude of the camera.Enables high quality but slow calculation of the bounding box for perfect results on complex shape meshes with rotation/scaleEnables previews in the shader node editorEnables using the 3D Mouse as if it is a camera. Push into the scene and the camera moves forward into the scene. You are entering the scene as if flying around in it. This also inverts pan & zoom for 2D viewsEncapsulated PostScript (.eps)Enclose selected vertices in a convex polyhedronEncodingEncoding SpeedEncountered unhandled error during keyframingEndEnd (Factor)End (Length)End Arrow StyleEnd CapEnd FactorEnd FrameEnd Frame (manipulated from UI)End Frame (raw value)End Frame (when Restrict Frame Range is enabled)End HandleEnd Handle EaseEnd Handle ScaleEnd LocationEnd Mapping TypeEnd OffsetEnd PointsEnd RadiusEnd SizeEnd VertexEnd distance of the cascaded shadow map (only in perspective view)End distance of the volumetric effectEnd frame clamped to valid rendering rangeEnd frame displayed in the sequence editor after offsets are appliedEnd frame for bakingEnd frame of range of paths to display/calculate (not for 'Around Frame' Onion-skinning method)End frame of the NLA strip. Note: changing this value also updates the value of the strip's repeats or its action's end frame. If only the end frame should be changed, see the "frame_end" property instead.End frame of the export, use the default value to take the end frame of the current sceneEnd frame of the ocean bakingEnd frame of the stored rangeEnd frame to exportEnd line of selectionEnd on FrameEnd time of pathEndpointEndpoint SelectionEndpoint Selection nodeEndpoint UEndpoint VEnds WithEnemyEnforce symmetry (both form and topological) across an axisEnforce symmetry, make copies of the selection or use existingEngineEngine '%s' not available for scene '%s' (an add-on may need to be installed or enabled)Engine to use for renderingEnglish (UK)English (US)Enhance DetailsEnhance the high frequency surface detailEnhance the surface detailEnhances contrast, color, clarity, and sharpness.Ensure ModifierEnsure all bone-deforming vertex groups add up to 1.0 while weight painting or assigning to verticesEnsure data-block gets saved even if it isn't in use (e.g. for motion and material libraries)Ensure data-block previews are available and up-to-date (to be saved in .blend file, only for some types like materials, textures, etc.)Ensure selected keyframes' handles have equal length, optionally making them horizontal. Automatic, Automatic Clamped, or Vector handle types will be converted to AlignedEnsure the data is valid (when disabled, data may be imported which causes crashes displaying or editing)Ensure the data-block is saved, even when it is no longer marked as assetEnterEnter Edit ModeEnter a Unicode codepoint hex valueEnter edit mode automatically after adding a new objectEnter edit mode when adding this objectEnter or exit node group based on cursor locationEnter tweaking mode for the action referenced by the active strip to edit its keyframesEnter/Exit paint mode for Grease Pencil strokesEnter/Exit sculpt mode for Grease Pencil strokesEnter/Exit sculpt mode for curvesEnter/Exit vertex paint mode for Grease Pencil strokesEnter/Exit weight paint mode for Grease Pencil strokesEntire ArrayEntry IndexEntry-wise absoluteEntry-wise ceilEntry-wise cos(A)Entry-wise divideEntry-wise floorEntry-wise maximumEntry-wise minimumEntry-wise modulo using fmod(A,B)Entry-wise multiplyEntry-wise powerEntry-wise round to the nearest integer. Round upward if the fraction part is 0.5Entry-wise signEntry-wise sin(A)Entry-wise tan(A)Entry-wise wrap(A,B)Enum Definition (deprecated)Enum Definition ItemsEnum FlagEnum ItemEnum Item DefinitionEnumerateEnumerationEnums As StringsEnvelopeEnvelope Control PointEnvelope Deform DistanceEnvelope Deform WeightEnvelope DistanceEnvelope F-ModifierEnvelope Head RadiusEnvelope MultiplyEnvelope Tail RadiusEnvelope WeightEnvelope stroke effect modifierEnvelope: %3fEnvelope: %sEnvironmentEnvironment TextureEpsilonEqualEqual AxesEqual ToEqualize RadiiEqualize audioEqualize both of a keyframe's handlesEqualize selected keyframes' left handlesEqualize selected keyframes' right handlesEquiangularEquiangular Cubemap FaceEquirectangularEquirectangular or latitude-longitude projectionEraseErase / remove paint instead of adding itErase Annotation strokesErase Multires DisplacementErase PaintErase alpha while paintingErase entire strokesErase only strokes visible and not occludedErase points in the box regionErase points in the lasso regionErase stroke pointsErase strokes, fading their points strength and thicknessEraserEraser Brush Asset ReferenceEraser ModeEraser RadiusErrorError (see console)Error Icon ForegroundError LimitError MarginError MessageError baking from object "%s"Error creating file '%s'Error deleting '%s' (ignored)Error distance threshold (in object units)Error during file write for "%s"Error evaluating number, see Info editor for detailsError handling selected objectsError initializing audio streamError initializing video streamError reading mesh sample; more detail on the consoleError reading points sample; more detail on the consoleError registering node tool "%s", %d duplicate(s)Error registering node tool "%s", %sError registering node tool "%s", operator is already registeredError rendering Scene %s preview: %s.Error restoring temp file (check files '%s' '%s')Error writing file '%s'Error writing frameError writing render result, %s (see console)Error writing to destination asset %sError:Error: Could not allocate irradiance staging textureError: Could not allocate shadow atlas. Most likely out of GPU memory.Error: Curves object contains too many points. Reduce curve resolution or curve count to fix this issue.Error: Irradiance grid allocation failedError: Malformed irradiance grid dataError: Not enough memory to bake {}.Error: Reached max shadow updates.Error: Shadow buffer full, may result in missing shadows and lower performance. ({} / {})Error: Too many AOVsError: Too many grid visibleError: Too many irradiance grids in the sceneError: Too many lights in the scene.Error: Too many shadow updates, some shadows might be incorrect.Error: {:.5f} .. {:.5f} (avg. {:.5f})Error: {:s}ErrorsErrors and WarningsErrors during render. See the System Console for more info.EscEsperanto - EsperantoEssentialsEstablished OceanEstablished Ocean (Sharp Peaks)Estimate TransformsEstimated TracksEstimated rotation matrixEstimated scale matrixEuclideanEuclidean distanceEulerEuler (Native)Euler (XYZ)Euler (XZY)Euler (YXZ)Euler (YZX)Euler (ZXY)Euler (ZYX)Euler OrderEuler RotationEuler Rotation F-Curve has invalid index (ID='%s', Path='%s', Index=%d)Euler rotation angles in radiansEuler rotation of the layerEuler to RotationEuler using the XYZ rotation orderEuler using the XZY rotation orderEuler using the YXZ rotation orderEuler using the YZX rotation orderEuler using the ZXY rotation orderEuler using the ZYX rotation orderEuler using the default rotation orderEuler using the rotation order of the targetEvaluate ClosureEvaluate Node IDEvaluate Upper StackEvaluate at IndexEvaluate on DomainEvaluate source and destination meshes in global spaceEvaluate the namespace up until the cursor and give a list of options or complete the name if there is only oneEvaluateClosureEvaluatedEvaluated field value for the current elementEvaluated final transform of the bone in armature spaceEvaluated geometry from modifier does not contain Grease Pencil geometryEvaluated geometry from modifier does not contain a meshEvaluated geometry from modifier does not contain a point cloudEvaluated geometry from modifier does not contain curvesEvaluated object the iterator points toEvaluated object which is being instanced by this iteratorEvaluated objects in the dependency graphEvaluated particle system that this object was instanced fromEvaluated surface mesh is emptyEvaluated surface missing UV map: "{}"Evaluated surface missing attribute: "rest_position"EvaluationEvaluation FactorEvaluation FrameEvaluation TimeEvaluation modeEvaluation time for absolute shape keysEvaluation time in secondsEvenEven DistributionEven DivisionsEven Edge DistanceEven ThicknessEven Thickness InvertEven checker tilesEven on successful execution, pass the event on so other operators can execute on it as wellEven thickness calculation which takes the angle between faces into accountEven-OddEvery PointEvery point is affected by multiple springsEvery tracking cycle, this number of frames are trackedExactExact MatchExact ShapeExact Shape (Concave)Exact number of scattered instances before maskingExact solver, slower, handles more casesExaggerate or minimize the value of the selected keysExaggerate the current pose in regards to the breakdown poseExcludeExclude BreakdownsExclude FirstExclude LastExclude ModalExclude Non ManifoldExclude Non-SelectableExclude back facing geometry from snappingExclude border edgesExclude collection from the active view layerExclude contoursExclude crease edgesExclude edge marksExclude edges at material boundariesExclude existing Breakdowns keyframes as interpolation extremesExclude external contoursExclude from View LayerExclude from view layerExclude non-manifold polesExclude ridges and valleysExclude selected blockers from casting shadows from the active emitterExclude selected receivers from receiving light from the active emitterExclude silhouette edgesExclude suggestive contoursExclude the first (original) copy from randomizationExclude the last copy from randomizationExcluded PathsExcluded path is no longer validExcludes boundary vertices from being smoothedExclusionExclusiveExclusive OrExecute ButtonsExecute a boolean operation on the mesh and a polygonal shape defined by the cursorExecute a boolean operation on the mesh and a rectangle defined by the cursorExecute a boolean operation on the mesh and a shape defined by the cursorExecute a given closureExecute nodes with a dynamic number of repetitionsExecute operator on button press (non-modal operators only)Execute operator on button release (non-modal operators only)Execute selected fileExecute the current console line as a Python expressionExecution TimeExisting Guide MapExistsExitExit Blender after savingExit tweaking mode for the action referenced by the active stripExpandExpand (open) all selected expandable animation channelsExpand Using a linear falloffExpand all channels (not just selected ones)Expand all entries one level deepExpand and shrink masksExpand or collapse the header pull-down menusExpand or contract the radius of the selected curve pointsExpand this box into a list of all naming tags for Principled Texture setupExpand this box into a list of all the hotkeys for functions in this addonExpand/Collapse all itemsExpand/ContractExpand/collapse all entries by one levelExpand/contract weightsExpandedExpanded PolynomialExpanded in Graph EditorExpanded in the user interfaceExpanded state of the slotExpands the cloth's dimensionsExpect file colors in linear color spaceExpect file colors in sRGB color spaceExpected PositionExpected RotationExpected ScaleExpected a numberExpected a timeline/animation area to be activeExpected a view3d regionExpected a view3d region & editcurveExpected a view3d region & editmeshExpected a zip-file {!r}Expected an Outliner regionExpected an active OutlinerExpected an active edit-font objectExpected an animation area to be activeExpected an array of numbers: [n, n, ...]Expected one other selected mesh object to copy fromExperimentalExperimental featuresExplicitly scale resulting frame to compensate zoom of original shotExplicitly specify the euler rotation orderExplicitly specify the output euler rotation orderExplodeExplode FadeExplode ModifierExplode StyleExplode fadeExplore geometry data in a tableExplosion effect modifier based on a particle systemExponentExponent ModeExponentialExponential ClampedExponential DistributionExponential SamplingExponential distance modelExponential distance model with clampingExponential easing (dramatic)Exponentially decaying parabolic bounce, like when objects collideExponentially decaying sine wave, like an elastic bandExportExport (generate) a POT file tooExport .srt file containing text stripsExport Active Vertex Color When No MaterialExport All Vertex ColorsExport AnimationExport Animation Pointer (Experimental)Export Animation modeExport Attributes (when starting with underscore)Export ColorsExport Curves as NURBSExport Custom PropertiesExport Deformation Bones OnlyExport Deformation bones onlyExport FacesExport Geometry nodes instance meshesExport Grease Pencil to PDFExport Grease Pencil to SVGExport HairExport HandlersExport Handlers configured for the collectionExport Keying Set to a Python scriptExport MTL library using PBR extensions (roughness, metallic, sheen, coat, anisotropy, transmission)Export MTL library. There must be a Principled-BSDF node for image textures to be exported to the MTL fileExport Mantaflow ScriptExport Material GroupsExport MaterialsExport Materials with PBR ExtensionsExport MethodExport NormalsExport Object GroupsExport OptionsExport Original PBR SpecularExport POTExport ParticlesExport Primitives using shared accessors for attributesExport PropertiesExport Scene as seen in Viewport, But split animation by ObjectExport Selected ObjectsExport Smooth GroupsExport Subdivision SurfaceExport TRS and weights as Animation Pointer. Using KHR_animation_pointer extensionExport TexturesExport TilesExport Triangulated MeshExport UV coordinatesExport UV layout to fileExport UVsExport UVs (texture coordinates) with meshesExport Vertex AttributesExport Vertex ColorsExport Vertex GroupsExport Vertex NormalsExport actions (actives and on NLA tracks) as separate animationsExport active scene onlyExport active vertex colorExport additional animations. This feature is not standard and needs an external extension to be included in the glTF fileExport all Armature ActionsExport all UVs in this mesh (not just visible ones)Export all actions, bound to a single armature. WARNING: Option does not support exports including multiple armaturesExport all camerasExport all curvesExport all frames in the render frame range, rather than only the current frameExport all lightsExport all materials used by included objectsExport all meshesExport all point cloudsExport all vertex colors, even if not used by any material. If no Vertex Color is used in the mesh materials, a fake COLOR_0 will be created, in order to keep material unchangedExport all volumesExport armatures and meshes with armature modifiers as USD skeletons and skinned meshesExport armatures using rest position as joints' rest pose. When off, current frame pose is used as rest poseExport at Collection CenterExport at Collection center of mass of root objects of the collectionExport baked keyframe animationExport baked scene as a single animationExport camerasExport color attributesExport colors in linear color spaceExport colors in sRGB color spaceExport current scene in a USD archiveExport current scene in an Alembic archiveExport curves and NURBS surfaces as meshesExport curves in parametric form instead of exporting as meshExport custom propertiesExport custom properties as USD attributesExport custom properties as glTF extrasExport custom properties to Alembic .userPropertiesExport custom vertex attributesExport data of duplicated objects as Alembic instances; speeds up the export and can be disabled for compatibility with other softwareExport directional, point, and spot lights. Uses "KHR_lights_punctual" glTF extensionExport each action as a separated FBX's AnimStack, instead of global scene animation (note that animated objects will get all actions compatible with them, others will get no animation at all)Export each non-muted NLA strip as a separated FBX's AnimStack, if any, instead of global scene animationExport each object to a separate fileExport faces as filled strokesExport file in ASCII format, export as binary otherwiseExport full hierarchy, including intermediate collectionsExport given add-on's translation data as PO filesExport hair particle systems as USD curvesExport image texture nodes not assigned to any material. This feature is not standard and needs an external extension to be included in the glTF fileExport images not assigned to any materialExport individual NLA Tracks as separate animationExport instanced objects as references in USD rather than real objectsExport key configuration to a Python scriptExport loose edges (as two-vertices polygons)Export loose edges as lines, using the material from the first material slotExport loose points as glTF points, using the material from the first material slotExport material, Light & Camera animation as Animation Pointer. Available only for baked animation mode 'NLA Tracks' and 'Scene'Export materialsExport matrix operatorExport meshes using Alembic's subdivision schemaExport minimal materials as defined in Viewport display propertiesExport multiple frames instead of the current frame onlyExport normalsExport objects as they appear in renderExport objects as they appear in the viewportExport objects in the active collection onlyExport only UVs in the [0, 1] rangeExport only deformation bones is not possible when not sampling animationExport only normals instead of writing edge or face smoothing dataExport only objects from the active collection (and its children)Export only objects from this collection (and its children)Export only selected objectsExport only selected objects instead of all supported objectsExport original glTF PBR Specular, instead of Blender Principled Shader SpecularExport per face shading group assignmentsExport per-face normals if the face is flat-shaded, per-face-corner normals if smooth-shadedExport per-vertex colorsExport polygons (quads and n-gons) as trianglesExport renderable objects onlyExport scene as glTF 2.0 fileExport scene through USD file, for accurate comparison with USD file exportExport selected and visible objects onlyExport selected objects onlyExport setting categoriesExport shape keys (morph targets)Export shape keys animations (morph targets)Export shape keys as USD blend shapesExport skinning (armature) dataExport smoothing information (prefer 'Normals Only' option if your target importer understands custom normals)Export specific vertex normals if available, export calculated normals otherwiseExport strokes with fill enabledExport strokes with uniform widthExport subdivision surfaces as meshesExport textures to a 'textures' folder next to the USD fileExport the UV layout as a 2D graphicExport the UV layout to a bitmap imageExport the UV layout to a vector EPS fileExport the UV layout to a vector SVG fileExport the last Catmull-Rom subdivision modifier as FBX subdivision (does not apply the modifier even if 'Apply Modifiers' is enabled)Export the name of the vertex group of a face. It is approximated by choosing the vertex group with the most members among the vertices of a faceExport the scene in the current animation frame. When off, frame 0 is used as rest transformations for objectsExport tiles in the UDIM numbering scheme: 1001 + u_tile + 10*v_tileExport tiles in the UVTILE numbering scheme: u(u_tile + 1)_v(v_tile + 1)Export undeformed mesh vertex coordinatesExport using EXT_mesh_gpu_instancing. Limited to children of a given Empty. Multiple materials might be omittedExport using glTF convention, +Y upExport vertex color attributesExport vertex color when used by materialExport vertex color with this nameExport vertex normals with meshesExport vertex normals with shape keys (morph targets)Export vertex tangents with meshesExport vertex tangents with shape keys (morph targets)Export viewport settings of materials as USD preview materials, and export material assignments as geometry subsetsExport visible objects onlyExport with translate, orient quaternion, and scale Xform operatorsExport with translate, rotate, and scale Xform operatorsExported %d files from %d collectionsExported %d files from collection '%s'Exported '%s'Exporter indexExportersExporting Alembic...Exporting USD...Exports UVs from the modified meshExports a single file, with all data packed in JSON. Less efficient than binary, but easier to edit laterExports a single file, with all data packed in binary form. Most efficient and portable, but more difficult to edit laterExports active actions and NLA tracks as glTF animationsExports hair particle systems as animated curvesExports multiple files, with separate JSON, binary and texture data. Easiest to edit laterExports non-hair particle systemsExpose connected data from inside a node group as inputs to its interfaceExpose scale and/or twist propagated to tweak controls to be seen as parent motion by glue or other chains using Merge Parent Rotation And Scale. Otherwise it is only propagated internally within this chainExposureExposure (stops) applied before display transform, multiplying by 2^exposureExposure for motion blur as a factor of FPSExpressionExpression to use for Scripted ExpressionExpression:Expression: {:s}Expression: {}ExtendExtend BoundsExtend ExtrapolatedExtend HorizontalExtend RangeExtend SelectExtend SelectionExtend VerticesExtend border pixels outwardsExtend borders of an image into transparent or masked regionsExtend by repeating edge pixels of the imageExtend current visible collectionsExtend existing selectionExtend loop around end-pointsExtend paint beyond the faces' UVs to reduce seams (in pixels, slower)Extend report selectionExtend selectionExtend selection for activationExtend selection instead of deselecting everything firstExtend selection on walkExtend selection rather than clearing the existing selectionExtend strokes in straight linesExtend the angular range with a falloff gradientExtend the existing selectionExtend the scene's duration to the BVH duration (never shortens the scene)Extend the selectionExtend vertices along the edge closest to the cursorExtend vertices and move the resultExtend visibilityExtended Asset BrowserExtended information about dependency graph object iterator (Warning: All data here is 'evaluated' one, not original .blend IDs)Extends functionality to operators that manages files, such as adding drag and drop supportExtends the baked result as a post process filterExtensionExtension FilterExtension ItemExtension RepositoriesExtension RepositoryExtension SettingsExtension TagsExtension Update Available ({:d}){:s}Extension Updates Available ({:d}){:s}Extension XExtension YExtension operator not found "%s"Extension repository not foundExtension repository support for remote repositoriesExtensionsExtensions BlockedExtensions DebugExtensions PlatformExtensions Tags & Repository Filter SettingsExtensions UpdatesExtentExtent XExtent YExtent ZExterior RadiusExterior/InteriorExternalExternal .blend file from which data is linkedExternal ContourExternal DataExternal file packed into the .blend fileExternal library dataExternal library data is not editableExternal shader script must have .osl or .oso extension, or be a module nameExtinctionExtraExtra AnimationsExtra ControlExtra DeformExtra End ControlsExtra FK ControlsExtra IK ControlExtra IK LayersExtra OptionsExtra Shading Pie Menu ItemsExtra Start ControlsExtra StepsExtra UserExtra debugging information & developer support utilities for extensionsExtra rotation added to the rotation of the object (when using Euler rotations)Extra rotation added to the rotation of the object (when using Quaternion rotations)Extra scaling added to the scale of the objectExtra steps for resolution of special kink featuresExtra translation added to the location of the objectExtractExtract Grease Pencil strokes from imageExtract a string segment from a larger stringExtract all colors used in Image and create a PaletteExtract as SolidExtract the mask as a solid object with a solidify modifierExtrapolateExtrapolate MotionExtrapolate rangesExtrapolate the curve or extend it horizontallyExtrapolationExtrasExtremeExtreme KeyframeExtreme Keyframe SelectedExtrudeExtrude ContextExtrude Handle TypeExtrude Individual FacesExtrude MeshExtrude ModeExtrude Only EdgesExtrude Only VerticesExtrude PointExtrude RegionExtrude Stroke PointsExtrude curve and move resultExtrude each individual face separately along local normalsExtrude edges and move resultExtrude freely or along an axisExtrude individual edges onlyExtrude individual faces onlyExtrude individual vertices onlyExtrude manifold region along normalsExtrude region and move resultExtrude region of facesExtrude region together along local normalsExtrude region together along the average normalExtrude selected boundary row around pivot point and current view axisExtrude selected control point(s)Extrude selected points and move themExtrude selected vertices in a circle around the cursor in indicated viewportExtrude selected vertices in screw-shaped rotation around the cursor in indicated viewportExtrude selected vertices, edges or faces repeatedlyExtrude selectionExtrude the selected pointsExtrude vertices and move resultExtrude, dissolves edges whose faces form a flat surface and intersect new edgesExtrude: %.3fExtrusionEyeball And Iris DeformsEyedropperEyelid Detach OptionEyelids Attached{}Eyelids Follow DefaultEyelids Follow{}EyesF-CurveF-Curve '%s[%d]' already exists in this channelbagF-Curve GroupingF-Curve GroupsF-Curve High Quality DrawingF-Curve Modifier TypeF-Curve Modifier has invalid settings and will not be evaluatedF-Curve Modifier is only applied for the specified frame range to help mask off effects in order to chain themF-Curve Modifier nameF-Curve Modifier's effects will be tempered by a default factorF-Curve Modifier's panel is expanded in UIF-Curve ModifiersF-Curve Name FilterF-Curve SampleF-Curve already has keyframesF-Curve already has sample pointsF-Curve and its keyframes are hidden in the Graph Editor graphsF-Curve data path empty, invalid argumentF-Curve defining values of a period of timeF-Curve does not have any keyframes as it only contains sampled pointsF-Curve has no keyframesF-Curve has no sample pointsF-Curve is selected for editingF-Curve live filtering stringF-Curve modifier '%s' not found in F-CurveF-Curve modifier lost on '%s[%d]' because it has an unknown typeF-Curve modifier will show settings in the editorF-Curve not foundF-Curve only has F-ModifiersF-Curve visibility in Graph EditorF-Curve's settings cannot be editedF-CurvesF-Curves for controlling the strip's influence and timingF-Curves have no valid sizeF-Curves in this groupF-ModifierF-Modifiers can generate curves for those tooF-StopF-Stop ratio (lower numbers give more defocus, higher numbers give a sharper image)F1F2F82 TintFBX AllFBX Custom ScaleFBX IO meshes, UVs, vertex colors, materials, textures, cameras, lamps and actionsFBX Import: Cannot import file '%s': '%s'FBX Import: Cannot open file '%s'FBX Units ScaleFBX formatFBX type of node (object) used to represent Blender's armatures (use the Null type unless you experience issues with the other app, as other choices may not import back perfectly into Blender...)FFmpeg PresetsFFmpeg SettingsFFmpeg VideoFFmpeg audio codec to useFFmpeg codec to use for video outputFFmpeg only supports 48khz / stereo audio for DV!FFmpeg related settings for the sceneFFmpeg video codec #1FILTER_ITEMFK ControlsFLACFLIPFLIP RatioFPSFPS Average SamplesFPS BaseFacFaceFace AngleFace Angle TextFace AnglesFace AreaFace Area & AngleFace Area FieldFace Area TextFace CameraFace CenterFace CollisionFace CornerFace Corner AngleFace Corner CountFace Corner DataFace Corner Data TypesFace Corner MappingFace CountFace Count: %sFace CullFace DataFace Dot SizeFace Group BoundariesFace Group IDFace IndexFace InfluenceFace Loop DelimitFace MappingFace Mark ConditionFace Mark FilteringFace Mark NegationFace MarksFace Mode SelectionFace NearestFace Nearest StepsFace Neighbor Count FieldFace NeighborsFace NormalFace OrientationFace Orientation BackFace Orientation FrontFace ProjectFace RetopologyFace SelectionFace SetFace Set Full MeshFace Set from Edit Mode SelectionFace Set from MaskedFace Set from VisibleFace SetsFace Sets BoundaryFace Sets Boundary AutomaskingFace Sets EditFace Sets FKFace Sets InitFace Sets from Bevel WeightFace Sets from Edge CreasesFace Sets from Face Set BoundariesFace Sets from Loose PartsFace Sets from Material SlotsFace Sets from Mesh NormalsFace Sets from Sharp EdgesFace Sets from UV SeamsFace Sets overlay opacity is currently set to 0Face SharpnessFace SmoothnessFace SplitFace StepFace SteppingFace StrengthFace Strength ModeFace angle limitFace area in UV spaceFace bounds centerFace direction defined by clockwise or anti-clockwise winding (facing up or facing down)Face of CornerFace select - Shift-Click for multiple modes, Ctrl-Click expands selectionFace selection masking for paintingFace selection modeFacesFaces & Edges by VerticesFaces are considered as medium interface only when they have different consecutive facing. Gives correct results as long as the max ray depth is not exceeded. Have significant memory overhead compared to the fast method.Faces by EdgesFaces collide too, can be very slowFaces to consider when packing islandsFaces to participate in the unwrap operationFaces with this material will behave as if it has set number of layers in occlusionFacet NormalsFacingFacing BiasFacing cameraFacing negative XFacing negative YFacing negative ZFacing positive XFacing positive YFacing positive ZFacing the camera's dominant axisFactorFactor (Non-Uniform)Factor BlueFactor DensityFactor Display TypeFactor EndFactor GreenFactor HighlightsFactor MaxFactor MinFactor ModeFactor RadiusFactor RedFactor RepulsionFactor Rest LengthFactor ShadowsFactor StartFactor Stiff ViscosityFactor added relative to the size of the radius to limit the cloth simulation effectsFactor applied on the density for curve distributionFactor applied on the density for the viewportFactor between volume variation and stretchingFactor by which the audio pitch is scaled.Factor by which to shrink clothFactor controlling precision of islands handling (the higher, the better the results)Factor controlling precision of islands handling (typically, 0.1 should be enough, higher values can make things really slow)Factor for ambient occlusion blendingFactor for fill boundary accuracy, higher values are more accurate but slowerFactor for the cavity ridgesFactor for the cavity valleysFactor for the curvature ridgesFactor for the curvature valleysFactor for the radius at the curl endFactor for the radius at the curl startFactor for tintingFactor of BlurFactor of SimplifyFactor of Simplify using adaptive algorithmFactor of opacityFactor of stroke hardnessFactor of the maximum radius of the braidsFactor of the minimum radius of the braidsFactor of the radius at the maximumFactor of the radius at the minimumFactor of tinting colorFactor that the displacement is multiplied withFactor to adjust the brick's width for particular rows determined by the Offset FrequencyFactor to blend overall effectFactor to control the amount of motion blurFactor to determine how much the length of the individual segments should influence the final computed curvature. Higher factors makes small segments influence the overall curvature less.Factor to influence the rotation angleFactor to multiply the thickness withFactor to scale brush size byFactor to scale overall displacementFactor to scale the UVsFactor to use when applying data to destination (exact behavior depends on mix mode)Factor to use when applying data to destination (exact behavior depends on mix mode, multiplied with weights from vertex group when defined)Factor used to mix vertex color to get final colorFactorized PolynomialFactory StartupFactory Startup App-Template OnlyFadeFade DistanceFade DurationFade FactorFade GeometryFade Grease Pencil ObjectsFade Grease Pencil Objects, except the active oneFade InFade In and OutFade Inactive GeometryFade Inactive LayersFade Inactive ObjectsFade LayersFade ObjectsFade OutFade TimeFade TypeFade all viewport objects with a full color layer to improve visibilityFade centerFade effect using the built-in default (usually makes the transition as long as the effect strip)Fade factorFade from the start of strips under the time cursor to the current frameFade from the time cursor to the end of overlapping stripsFade in selected stripsFade in, out, both in and out, to, or from the current frame. Default is both in and outFade inactive geometry using the viewport background colorFade influence of stroke's opacityFade influence of stroke's thicknessFade interocular distance to 0 after the given cutoff angleFade layer opacity for Grease Pencil layers except the active oneFade out of one video, fading into anotherFade out selected stripsFade out strokes instead of directly cutting offFade paths and keys further away from current frameFade selected strips in and outFade the pieces over timeFade the stroke thickness for each generated strokeFadingFahrenheitFailed TracksFailed allocate render result, out of memoryFailed to access mesh from object "%s", ensure it's visible while renderingFailed to add the alpha modifierFailed to add the color modifierFailed to add the geometry modifierFailed to add the thickness modifierFailed to allocate memoryFailed to apply rotation to some of the objectsFailed to assign value: {:s}Failed to create OpenGL off-screen buffer, %sFailed to create OpenGL off-screen buffer: %sFailed to create Studio Light pathFailed to create a window compatible with the time sequential display methodFailed to create a window without quad-buffer support, you may experience flickeringFailed to create asset library directory to save assetFailed to create presets pathFailed to create stereo image bufferFailed to create the override operationFailed to create windowFailed to delete asset library fileFailed to execute the preset: {:s}Failed to find '%s'Failed to find Action Slot.Failed to find Annotation data to draw intoFailed to find bind solution (increase precision?)Failed to get Studio Light pathFailed to get add-ons pathFailed to get themes pathFailed to insert keys on F-Curve with path '%s[%d]', ensure that it is not locked or sampled, and try removing F-ModifiersFailed to load asset libraryFailed to load image texture '%s'Failed to load using Vulkan, using OpenGL instead.Failed to load volume:Failed to merge any animation. Note that NLA strips cannot be mergedFailed to open file '%s'Failed to open file browser!Failed to open window!Failed to read blend file '%s': %sFailed to read file '%s', not a blend fileFailed to read frameFailed to remove blobs directory %sFailed to remove metadata directory %sFailed to resolve path to property, try manually specifying this using a Keying Set insteadFailed to seek frameFailed to set preview: no ID in context (incorrect context?)Failed to set temporary actionFailed to set the new grid transform.Failed to set valueFailed to switch to Time Sequential mode when in fullscreenFailed to transfer mesh data to %d objectsFailed to write .oso file next to external .osl file at {:s}Failed to write to asset libraryFailed to write to attribute "{}" with domain "{}" and type "{}"Failure to perform external file operation on "%s"Fair PositionsFair TangencyFake UserFall-back to appending instead of packing data-blocksFallbackFallback ColorFallback ToolFalloffFalloff Along Chain CurveFalloff AngleFalloff CurveFalloff GradientFalloff OpacityFalloff PowerFalloff RadiusFalloff RampFalloff ShapeFalloff SizeFalloff TypeFalloff curve coefficient: 0 is linear, and higher value is wider influence. Set to -10 to disable influence completelyFalloff curve tries to form a circle at +1 instead of a parabolaFalloff distance for the clumping effect (0 means no falloff)Falloff is computed along the curve of the chain, instead of projecting on the axis connecting the start and end pointsFalloff that is applied from the tip to the root of each curveFalloff type for proportional editing modeFalloff type of the featherFalloff:FalseFalse ColorFalse when F-Curve could not be evaluated in past, so should be skipped when evaluatingFalse when there is any Layer, Slot, or legacy F-CurveFalse when this property is an optional argument in an RNA functionFanFarFar PlaneFar ThicknessFar clipping distance of shadow cameraFastFast EditingFast GI ApproximationFast GI MethodFast GI approximation methodFast GaussianFast Global IlluminationFast MotionFast NavigateFast but less accurate variationFast interactive editing through native Hydra integrationFast mapping that is good for most situations, but ignores the rest pose curvature of the B-BoneFast without support for self-intersectionFaster RenderFaster solver, some limitationsFastestFastest solver that works only on manifold meshes but gives better resultsFavor either original data or ease curveFavor either the left or the right keyFear FactorFeatherFeather PointsFeather Shrink/Fatten: %3fFeather Shrink/Fatten: %sFeather SizeFeature AwarenessFeature OutputFeature SetFeature Sets:Feature WeightsFeature detection requires valid clip frameFeature set directory already exists: '{:s}'FeedbackFeedback coefficient for error correction, average response time is 1/feedbackFeetFeet per secondFeet per second squaredFetchFieldField AbsorptionField AverageField FactorField Min & MaxField SettingsField VarianceField WeightsField depending on:Field of ViewField of view for the fisheye lensField originates from all of the vertices of the objectField originates from the local XY plane of the objectField originates from the local Z axis of the objectField originates from the object centerField originates from the surface of the objectField settings for an object in physics simulationField that is evaluated on the iteration domainField that will be stored as attribute on the geometry aboveField to GridField to Grid ItemField to ListField to List ItemFieldsFightFight DistanceFileFile '%s' cannot be openedFile '%s' could not be loadedFile '{:s}' not foundFile BottomFile BrowserFile Browser Display TypeFile Browser ModeFile Deleted Outside BlenderFile ExtensionsFile FoldersFile FormatFile Handler TypeFile Has Unsaved ChangesFile Modification DateFile Modified Outside BlenderFile Modified Outside and Inside BlenderFile NameFile Name CollisionFile Not FoundFile OutputFile Output ItemFile PathFile Path:File PathsFile Preview TypeFile ReferencesFile Select Asset FilterFile Select EntryFile Select ID FilterFile Select ParametersFile SizeFile SuffixFile TopFile already installed to {!r}File association is handled by the package managerFile association registeredFile association unregisteredFile browserAbsoluteFile browserAutoFile browserCopyFile browserCustom DirectoryFile browserDirectoryFile browserFillFile browserMatchFile browserPathFile browserPath ModeFile browserRelativeFile browserStripFile browserURLFile browserVolumesFile browser space dataFile contains invalid UTF-8 charactersFile could not be read, critical data corruption detectedFile does not existFile exported successfullyFile formatFile format expects linear color spaceFile format is not supported in file "%s"File format to export the UV layout toFile format to save the rendered images asFile format version the .blend file was saved withFile handler '%s' not foundFile handler not foundFile handler operator '%s' not foundFile is SavedFile nameFile name, overwrite existingFile not foundFile not found '%s'File pathFile path "%s" invalidFile path '%s' is not a valid fileFile path for image to denoise. If not specified, uses the render file path and frame range from the sceneFile path for image to mergeFile path for merged imageFile path property not setFile path was not setFile saved by newer Blender ({}), expect loss of dataFile sorting modeFile too long %sFile written by newer Blender binary (%d.%d), expect loss of data!File {!r} not foundFile/Asset BrowserFile:File: %sFile: *{:s} (unsaved)File: {:s}FileHandler idnameFilebrowser ParameterFilenameFilename '%s' too long (max length %zu, was %zu)Filename of the movie or sequence fileFilename of the text fileFilename onlyFilepathFilepath not setFilepath used for exporting the fileFilepath used for importing the fileFilesFillFill CapsFill ColorFill Color Override PathFill Color Override TestFill Color PathFill CurveFill HolesFill ModeFill OffsetFill OnlyFill OpacityFill RegionFill RimFill RotationFill RuleFill ScaleFill SegmentsFill Segments must be at least 1Fill SolverFill ThresholdFill Tile With Generated ImageFill TypeFill a selected edge loop with facesFill area with gradient colorFill area with image textureFill area with radial gradientFill area with solid colorFill camera frame, spilling outside the frameFill caps for beveled curvesFill color for the generated imageFill grid from two loopsFill holes after slicing the maskFill in holes (boundary edge loops)Fill in mask if nothing is already maskedFill in the cutFill internal areaFill inverted areaFill is fully transparentFill new tile with a generated imageFill only visible areas in viewportFill rule for Delaunay fill solverFill the Range Min/Max entries by the min/max distance between selected mesh objects and the source object (either a user-specified object or the active camera)Fill the active vertex color layer with the current paint colorFill the active vertex group with the current paint weightFill the current tile with a generated imageFill the holes at the tube ends with cap geometryFill the image with a grid for UV map testingFill the ripped regionFill the whole mask with a given value, or invert its valuesFill tool needs active materialFill with a specific colorFill with color the shape formed by strokesFillet CurveFillsFills the canvas edge-to-edge, cropping if needed, while maintaining aspect ratioFilmFilmicFilmic LogFilmic sRGBFilmlikeFilterFilter .blend filesFilter ActionsFilter Actions to be exportedFilter Add-onsFilter Alembic filesFilter AngleFilter Asset TypesFilter BlenderFilter Blender Backup FilesFilter Blender IDsFilter Brushes by ToolFilter ExtensionsFilter Extensions by Tags & RepositoryFilter Face MarksFilter FilesFilter FolderFilter FoldersFilter FontsFilter GlossyFilter ID TypesFilter ImagesFilter MatchFilter MoviesFilter NodeFilter OBJ filesFilter ObjectsFilter OpenVDB volume filesFilter OrderFilter PythonFilter Python filesFilter ScriptFilter SettingsFilter SizeFilter SoundFilter SourceFilter TextFilter Threshold to select problematic tracksFilter TypeFilter USD filesFilter Vertex groups for DisplayFilter VolumeFilter WidthFilter add-ons by categoryFilter archive filesFilter assets by nameFilter backup .blend filesFilter based on key bindingsFilter based on the operator nameFilter btx filesFilter by NameFilter by RepositoryFilter by TypeFilter by Type:Filter by add-on name, author & categoryFilter by extension name, author & categoryFilter by layer group nameFilter by name or tag, supports '*' wildcardFilter extensions by repositoryFilter feature lines based on face mark boundariesFilter feature lines using Freestyle face marksFilter foldersFilter font filesFilter image filesFilter kernel radius in voxelsFilter methodFilter movie filesFilter size of the visibility blur (Deprecated)Filter sound filesFilter strengthFilter textFilter text filesFilter that is going to be applied to the maskFilter the UI by tagsFilter to combined, diffuse, glossy, transmission and subsurface passesFilter tracks which has weirdly looking spikes in motion curvesFilter width in pixels, used to compute the bump mapping direction. For most textures the default value of 0.1 enables subpixel filtering for stable results. For stepwise textures a larger filter width can be used to get a bevel like effect on the edgesFiltering CollectionFiltersFilters to remove rows from the displayed dataFinalFinal 4×4 matrix after constraints and drivers are applied, in the armature object spaceFinal Cache SizeFinal ImagesFinal QualityFinal RenderFinal World MatrixFinal frame of the mask (used for sequencer)Final frame of the playback/rendering rangeFinal frame of the rangeFinal key configuration that combines keymaps from the active and add-on configurations, and can be edited by the userFinal transformation value of object or boneFinalize ScriptFindFind & ReplaceFind AllFind FileFind Link OperationsFind TextFind WrapFind all files in the search path (not just missing)Find boundary of unfilled instead of filled regionsFind edges on the boundaries between groups of faces with the same ID valueFind groups of vertices closer than dist and merge them togetherFind in FolderFind in StringFind sample positions on the curve using a distance from its beginningFind sample positions on the curve using a factor of its total lengthFind specified textFind specified text and set as selectedFind the closest point on the surface for the root point of every curve and move the root thereFind the control at the bone tail location and use it to relink TARGET or any constraints without an assigned subtarget or relink specFind the element of a geometry closest to a position. Similar to the "Index of Nearest" nodeFind the endpoint positions using a factor of each spline's lengthFind the endpoint positions using a length from the start of each splineFind the minimum number of steps, ignoring spatial distanceFind the nearest element in a group. Similar to the "Sample Nearest" nodeFind the number of times a given string occurs in another string and the position of the first matchFind the shortest paths along mesh edges to selected end vertices, with customizable cost per edgeFind/ReplaceFineFine tune of the texture mapping X, Y and Z locationsFinish operation on key releaseFinishingFinite VolumeFinnish - SuomiFireFire + SmokeFirstFirst FoundFirst Handle TypeFirst PointFirst Point IndexFirst QI value of the QI rangeFirst Rigid Body Object to be constrainedFirst and Last CopiesFirst coefficient of fourth order Brown-Conrady radial distortionFirst coefficient of second order Brown-Conrady tangential distortionFirst coefficient of second order Nuke distortionFirst coefficient of second order division distortionFirst coefficient of tangential Nuke distortionFirst coefficient of third order polynomial radial distortionFirst color used for effectFirst control point positions for new interpolated curvesFirst cubic spline control point between min/max speedsFirst frame from action to useFirst frame of path animationFirst frame of the Action to useFirst frame of the action's timelineFirst frame of the mask (used for sequencer)First frame of the playback/rendering rangeFirst frame of the rangeFirst frame of the segmentFirst frame to transferFirst input for the effect stripFirst keyframe used for reconstruction initializationFirst packed file of the imageFirst point of the screenshot in screenspaceFirst try to slide feather instead of vertexFirst vertex group nameFisheye EquidistantFisheye EquisolidFisheye LensFisheye Lens PolynomialFisheye Polynomial K0Fisheye Polynomial K1Fisheye Polynomial K2Fisheye Polynomial K3Fisheye Polynomial K4FitFit CurveFit LengthFit MethodFit TypeFit ViewFit entire image within the camera frameFit frame to the viewportFit the background image to the viewFit the duplicated objects to a curveFit to SelectedFit to the sensor heightFit to the sensor widthFit to the sensor width or height depending on image resolutionFits the image bounds inside the canvas, avoiding crops while maintaining aspect ratioFittingFix PolesFix ShearFix large jumps and flips in the selected Euler Rotation F-Curves arising from rotation values being clipped when baking physicsFix to CameraFixedFixed AlternateFixed AspectFixed CountFixed FrameFixed PositionFixed SubdivisionsFixed mesh for prim: %sFixed/SceneFlag grid of the fluid domainFlagsFlameFlame GridFlame RateFlame SmokeFlame fieldFlapsFlare LengthFlare OpeningFlare ParameterFlashFlash On TransferFlash VideoFlash the target object when transferring the modeFlatFlat Corner NormalsFlat FacesFlat ShadingFlat XY planeFlat open perimeter shapeFlatnessFlattenFlatten Bone HierarchyFlatten Bone Hierarchy. Useful in case of non decomposable transformation matrixFlatten HandlesFlatten HierarchyFlatten Object HierarchyFlatten Object Hierarchy. Useful in case of non decomposable transformation matrixFlatten angles of selected pointsFlatten angles of selected verticesFlatten handles for a smoother transitionFlatten selected facesFlee DistanceFlee to this distanceFlipFlip AxesFlip AxisFlip Color RampFlip ColorsFlip EffectFlip FacesFlip Group NamesFlip HorizontallyFlip MatCapFlip ModeFlip NamesFlip NormalsFlip PoseFlip U OffsetFlip UDIMFlip V OffsetFlip VerticallyFlip XFlip YFlip a fraction of copies along individual axesFlip a fraction of instances along individual axesFlip a matrix over its diagonal, turning columns into rows and vice-versaFlip an image along a defined axisFlip direction of UV coordinates inside facesFlip direction of face corner color attribute inside facesFlip effectFlip filling colorsFlip imageFlip image horizontallyFlip image verticallyFlip normals of lathed facesFlip on the X axisFlip on the Y axisFlip quaternion values to achieve desired rotations, while maintaining the same orientationsFlip selected keyframes over the selected mirror lineFlip the background image horizontallyFlip the background image verticallyFlip the direction of selected faces' normals (and of their vertices)Flip the imageFlip the image horizontallyFlip the image verticallyFlip the texture's X and Y axisFlip times of selected keyframes using the current frame as the mirror lineFlip times of selected keyframes using the first selected marker as the reference pointFlip times of selected keyframes, effectively reversing the order they appear inFlip to BottomFlip to LeftFlip to RightFlip to TopFlip values of selected keyframes (i.e. negative values become positive, and vice versa)Flip values of selected keyframes using the cursor value (Y/Horizontal component) as the mirror lineFlip vertex group namesFlippedFlipped on X-AxisFlippingFlipping regions in the Top-bar is not allowedFlips (and corrects) the axis suffixes of the names of selected bonesFlips the direction of the sliceFlips the tessellation of selected quadsFloatFloat (Full)Float (Half)Float ArrayFloat AttributeFloat Attribute ValueFloat BufferFloat ColorFloat Color AttributeFloat Color Attribute ValueFloat CurveFloat FieldFloat Icon PixelsFloat Image PixelsFloat Node SocketFloat Node Socket InterfaceFloat ThresholdFloat ValueFloat Vector AttributeFloat Vector Attribute ValueFloat action, representing either a digital or analog buttonFloat to IntegerFloat valueFloat2Float2 AttributeFloat2 Attribute ValueFloat3Floating RegionFloating point matrixFloating point quaternion rotationFloating-point number socket of a nodeFloating-point valueFloating-point value in geometry attributeFlockFlood fill the mesh with the selected detail settingFloorFloor ConstraintFloor LocationFloor ModeFlowFlow BehaviorFlow SettingsFlow SourceFlow TypeFluidFluid CollectionFluid DensityFluid FlowFluid Flow effector weightFluid InteractionFluid Level SetFluid ModifierFluid PresetsFluid VelocityFluid domain settingsFluid flow settingsFluid has some initial velocity when it is emittedFluid interaction radiusFluid rest densityFluid simulation modifierFluid: %s canceled at frame %d!Fluid: %s complete (%.2fs)Fluid: %s failed at frame %d: %sFluid: Could not create cache directory '%s', reset to default '%s'Fluid: Could not use default cache directory '%s', please define a valid cache path manuallyFluid: Empty cache path, reset to default '%s'FlushFlush edit data from active editing modesFlyFly & WalkFly SpeedFly Speed FactorFly modeFly mode when hands are swappedFly speed in meters per secondFoamFoam + BubblesFoam CoverageFoam FadeFoam Layer NameFoam and bubbles particles are saved in the same particle systemFocal LengthFocusFocus BoneFocus DistanceFocus Distance: %.3fFocus ModeFocus ObjectFocus RegionFocus on BoneFocus on ObjectFog GlowFog VolumeFolder to place texture files in. Relative to the .gltf fileFolder to search in for image filesFoldersFollowFollow B-BoneFollow Current FrameFollow CurveFollow LeaderFollow PathFollow Path ConstraintFollow Path constraint not foundFollow PreferencesFollow SceneFollow Surface NormalFollow TrackFollow Track ConstraintFollow UVs from active quads along continuous face loopsFollow XFollow ZFollow a boid or assigned objectFollow a custom transformation to define the VR view's base poseFollow current frame in editorsFollow forks in the parents chainFollow leader in a lineFollow mouse cursorFollow mouse cursor positionFollow object rotation onlyFollow shape of B-Bone segments when calculating Head/Tail positionFollow stroke drawing path and object rotationFollow the active scene camera to define the VR view's base poseFollow the curvature of the strokeFollow the transformation of an object to define the VR view's base poseFollow this object instead of a boidFontFont BoldFont Bold ItalicFont FilesFont ItalicFont Node SocketFont Node Socket InterfaceFont SizeFont StyleFont is not editableFont not packedFont not specifiedFont of the text. Falls back to the UI font by default.Font size in pointsFont size to use for displaying the labelFont size to use for displaying the textFont socket of a nodeFontsFonts DirectoryFoot PivotFootageFootage SettingsFooterFor All UsersFor Each ElementFor Each Element {} GeneratedFor Each Element {} MainFor Each Geometry ElementFor Each Geometry Element InputFor Each Geometry Element ItemFor Each Geometry Element OutputFor Each Geometry Element ZoneFor Grease Pencil objects, apply the modifier to all the keyframesFor Parallelogram, the relative X difference between the top and bottom edges. For Trapezoid, the amount to move the top edge in the positive X axisFor PoseBone paths, use the bone head location when calculating this pathFor RGB curves, the color that black is mapped toFor RGB curves, the color that white is mapped toFor Tree-IK: Weight of orientation control for this targetFor Tree-IK: Weight of position control for this targetFor a given incident vector A, surface normal B and ratio of indices of refraction, Ior, refract returns the refraction vector, RFor all WebP textures, create a PNG fallback textureFor backwards compatibility onlyFor bone motion paths, search whole Action for keyframes instead of in group with matching name only (is slower)For box projection, amount of blend to use between sidesFor channels with cyclic extrapolation, keyframe insertion is automatically remapped inside the cycle time range, and keeps ends in sync. Curves newly added to actions with a Manual Frame Range and Cyclic Animation are automatically made cyclic.For colliders participating in physics simulation, control which level in the modifier stack is used as the collision surfaceFor constraints with names formed like 'base@bonename', use the part after '@' as the new subtarget after all bones are created. Use '@CTRL', '@DEF' or '@MCH' to simply replace the prefixFor curves, point clouds, and Grease Pencil, take the radius attribute into account when computing the bounds.For each action slot, a list of animation channels that are meant for that slotFor files with several movie streams, use the stream with the given indexFor libraries with overrides created, show the overridden values that are defined/controlled automatically (e.g. to make users of an overridden data-block point to the override data, not the original linked data)For mesh objects, merge UV coordinates that share a vertex to account for imprecision in some modifiersFor meshes with modifiers applied, the coordinate of the vertex with no deforming modifiers applied, as used for generated texture coordinatesFor meshes, outputs normals without custom normal attributes taken into accountFor multires, show low resolution while navigating the viewFor node-based textures, which output node to useFor points, the distance along the control point's spline, For splines, the distance along the entire curveFor points, the portion of the spline's total length at the control point. For Splines, the factor of that spline within the entire curveFor reactor systems, index of particle system on the target objectFor reactor systems, the object that has the target particle system (empty if same object)For security reasons, automatic execution of Python scripts in this file was disabled:For selected keyframes, select/deselect any combination of the key itself and its handlesFor templates, prevents the user from removing predefined operation (NOT USED)For transparent transmission, keep surfaces with roughness above the threshold opaqueForceForce AxisForce Backface CullingForce CollectionForce Connect ChildrenForce DeleteForce FalloffForce FieldForce Field 1Force Field 2Force Field SettingsForce FieldsForce IntersectionForce Keeping Channel for ObjectsForce Keeping Channels for BonesForce ReloadForce SquareForce Start/End KeyingForce a full reload of UI translationForce connection of children bones to their parent, even if their computed head/tail positions do not match (can be useful with pure-joints-type armatures)Force effector weightForce exporting animation on every object. Can be useful when using constraints or driver. Also useful when exporting only selectionForce exporting at least one key of animation for all bones (needed with some target applications, like UE4)Force field based on a textureForce field of the fluid domainForce gets absorbed by collision objectsForce loaded ID to be tagged as indirectly linked (used in reload context only)Force reload the image if it is already opened elsewhere in BlenderForce the curve view to fit a defined boundaryForce the path view to fit a defined boundaryForce unlock failed: {:s}Force unlocking may be necessary in the case of a crash or power failure,Force updates of dependencies - Only use this if drivers are not updating correctlyForce using this center value (when set)Forcefield based on the Lennard-Jones potentialForcefield depends on the speed of the particlesForcesForces Rigify to delete and rebuild all of the rig widget objects. By default, already existing widgets are reused as-is to facilitate manual editingForces all linked data to be considered as directly linked. Workaround for current issues/limitations in BAT (Blender studio pipeline tool)Forces the use of Auto Merge and SplitForegroundForeground color of Debug iconForeground color of Error iconForeground color of Info iconForeground color of Operator iconForeground color of Property iconForeground color of Warning iconForkedForm of curvesFormatFormat ItemsFormat PresetsFormat StringFormat String ItemFormat contains unsupported "{}" character: "{}"Format of multiview mediaFormat of timecode displayed when not displaying timing in terms of framesFormat specifier is not closed: "{}"Format string using a Python and path template compatible syntax. For example, "Count: {}" would replace the {} with the first input value.Format used for re-saving this fileFormat uses more inputs than provided.Formatted string of file extensions supported by the file handler, each extension should start with a "." and be separated by ";". For Example: ``".blend;.ble"``Fortune (may look better, less accurate)ForwardForward AxisForward Path TracingForward the output of the simulation input node directly to the output node and ignore the nodes in the simulation zoneForward/BackwardFound conflicting bundle signaturesFound conflicting closure signaturesFournier-ForandFournier-Forand phase function, used for the scattering of light in underwater environmentsFourthFourth coefficient of fourth order Brown-Conrady radial distortionFoveon (Sigma)FractalFractal Brownian Motion, use Brownian noise as a basisFractal noise algorithmFractal randomness factorFractionFraction ModeFraction of light that is scattered backwardsFraction of pheomelanin in melanin, gives yellowish to reddish color, as opposed to the brownish to black color of eumelaninFractional ObstaclesFractional obstacles improve and smoothen the fluid-obstacle boundaryFrameFrame %dFrame %d / %dFrame %d: %sFrame '%s' not found, animation must be completeFrame Based SpeedFrame CountFrame DroppingFrame EndFrame File PathFrame InterpolationFrame LockedFrame Map NewFrame Map OldFrame MethodFrame NodeFrame NumberFrame NumbersFrame OffsetFrame OverlayFrame RangeFrame Range BeforeFrame Range StartFrame RateFrame Rate PresetsFrame RelativeFrame ScaleFrame SelectedFrame Selected NodesFrame Selection in the Dope SheetFrame StartFrame StepFrame TypeFrame already exists on frame number %dFrame already exists on this frame number %dFrame at which simulations endFrame at which simulations startFrame currently being displayed for this layerFrame does not exist on frame number %dFrame for absolute keysFrame is selected for editing in the Dope SheetFrame not found in annotation layerFrame number marker is keyframed onFrame number of input stripFrame number of keyframe immediately after the current frameFrame number of keyframe immediately before the current frameFrame number of the input stripFrame number that volume grids will be loaded at, based on scene time and volume parametersFrame number to start emitting particlesFrame number to stop emitting particlesFrame of referenced Action to evaluateFrame offset that is used when loading the simulation from the cache. It is not considered when baking the simulation, only when loading it.Frame on which the simulation startsFrame on which the simulation starts (first frame baked)Frame on which the simulation stopsFrame on which the simulation stops (last frame baked)Frame player from IRIDASFrame player from Tweak SoftwareFrame start/end specified in a non-animation renderFrame that modifier's influence ends (if Restrict Frame Range is in use)Frame that modifier's influence ends (if applicable)Frame that modifier's influence starts (if Restrict Frame Range is in use)Frame that modifier's influence starts (if applicable)Frame the property under the cursor in the Graph EditorFrame the whole array property instead of only the index under the cursorFrame this control-point occurs onFrame to end rendering animation at. If not specified, the scene end frame will be assumed. This should only be specified if doing an animation renderFrame to insert keyframe onFrame to start rendering animation at. If not specified, the scene start frame will be assumed. This should only be specified if doing an animation renderFrame to stop propagating frames to (for 'Before Frame' mode)Frame where key will be addedFrame where selected strips will be snappedFrame where selected strips will be splitFrame where the baking endsFrame where the baking startsFrame:Frame: %dFrame: %d / %dFrame: - / %dFrame: {:d} ({:s})FrameCyclerFramerate baseFramerate, expressed in frames per secondFramesFrames AfterFrames BeforeFrames LimitFrames in absolute range of the scene frameFrames in relative range of the Grease Pencil keyframesFrames per secondFrames to insert after current stripFrames {} - {}Frames: {}FreeFree AxisFree Entire Fluid SimulationFree Fluid DataFree Fluid GuidingFree Fluid MeshFree Fluid NoiseFree Fluid ParticlesFree HandleFree Handle SelectedFree LookFree Lossless Audio CodecFree the bake, rather than generating itFreehand annotation sketchbookFreehand curve defining part of a sketchFreehand curves defining the sketch on this frameFreeing fluid...FreestyleFreestyle AlphaFreestyle AnimationFreestyle ColorFreestyle GeometryFreestyle LineFreestyle Line SetFreestyle Line StyleFreestyle LinestylesFreestyle MarkFreestyle ModuleFreestyle SettingsFreestyle StrokesFreestyle TextureFreestyle ThicknessFreestyle line style, reusable by multiple line setsFreestyle settings for a ViewLayer data-blockFreestyle: Mesh loadingFreestyle: Stroke renderingFreestyle: View map creationFreestyleLineStyleNewFreestyleLineStyleSmoothFreeze CullingFreeze OperatorFreeze view culling boundsFrench - FrançaisFrequencyFrequency Cutoff (Hz)Frequency factor of the braidsFrequency factor of the curlsFrequency of the Perlin noiseFrequency of the haptic vibration in hertz. 0.0 specifies the OpenXR runtime's default frequency.FresnelFresnel TypeFresnel conductor based on the complex refractive index per color channelFresnel method used to tint the metalFribidi LibraryFrictionFriction FactorFriction for cloth collisionsFriction force if a collision happened (higher = less movement)Friction with self contactFriendFrizzFrizz Hair CurvesFromFrom ActiveFrom Current FrameFrom EnvelopesFrom InstancerFrom LeftFrom MaxFrom Maximum XFrom Maximum YFrom Maximum ZFrom MinFrom Minimum XFrom Minimum YFrom Minimum ZFrom MixFrom ModeFrom NodeFrom RightFrom ShadowFrom SocketFrom active nodeFrom an ellipsoid (shape defined by the boundbox's dimensions, target is optional)From nodeFrom node linked to selected nodeFrom socketFrom socket linked to selected nodeFrom the first keyframe to the lastFrom the first selected keyframe to the lastFrontFront (X-Z)Front Faces OnlyFront OrthographicFront PerspectiveFront-Face FalloffFront/BackFuelFuel fieldFullFull Collection HierarchyFull CopyFull Global IlluminationFull ID name in the library .blend file (including the two leading 'id type' chars)Full Library PathFull NameFull PathFull SMPTE timecode (format is HH:MM:SS:FF)Full SampleFull merge by distanceFull path to the Blender file containing the active assetFull precisionFull precision for final renders, half precision otherwiseFull resolutionFullframeFunction NodeFur MaterialFurlongsFuzziness while on collision, high values make collision handling faster but less stableFuzzyGGXGGX with additional correction to account for multiple scattering, preserve energy and prevent unexpected darkening at high roughnessGL Texture LimitGLSLGPUGPU BackendGPU ComputeGPU InstancesGPU SubdivisionGPU backend to use (requires restarting Blender for changes to take effect)GP_LayerGP_PaletteGPencilAdditiveGPencilAirbrushGPencilAllGPencilAnchoredGPencilAutomatic EasingGPencilBackGPencilBothGPencilBounceGPencilBoundaryGPencilBreakdownGPencilBrush TypeGPencilCaps TypeGPencilCast ShadowGPencilCircularGPencilCloneGPencilClosure ModeGPencilConcurrentGPencilCubicGPencilCurveGPencilCustomGPencilDissolveGPencilDissolve BetweenGPencilDissolve UnselectGPencilDotsGPencilDrag DotGPencilDynamic EffectsGPencilEase InGPencilEase In and OutGPencilEase OutGPencilEasingGPencilEasing (by strength)GPencilElasticGPencilExponentialGPencilExtendGPencilExtremeGPencilFillGPencilFill StyleGPencilFilter by TypeGPencilFlatGPencilGPencilGPencilGeneratedGPencilGrabGPencilGradientGPencilIlluminatedGPencilIlluminated (Enclosed Shapes)GPencilInterpolationGPencilJitterGPencilKeyframeGPencilKeyframe TypeGPencilKeyframesGPencilLineGPencilLineArtGPencilLinearGPencilMaterial ModeGPencilMixGPencilModeGPencilMoving HoldGPencilNewGPencilNoneGPencilPinchGPencilPointGPencilPushGPencilQuadraticGPencilQuarticGPencilQuinticGPencilRadiusGPencilRandomizeGPencilRoundGPencilSequentialGPencilShadedGPencilShadow Region FilteringGPencilSinusoidalGPencilSmoothGPencilSolidGPencilSpaceGPencilStepsGPencilStrengthGPencilStrokeGPencilStroke MethodGPencilStroke ModeGPencilStroke StyleGPencilSuzanneGPencilTextureGPencilThicknessGPencilTwistGPencilTypeGPencilWaveGPencil Interpolation: GPencil Sculpt SettingsGabor TextureGainGamepadGammaGamma CorrectedGamma Crossfade StripGamma correctedGamma correction factor applied after tone mappingGamma correction value, applied as color^gamma. Gamma controls the relative intensity of the mid-tones compared to the full black and full whiteGapGap 1Gap 2Gap 3Gap ClosureGap between successive frequenciesGap between successive frequencies. Depth needs to be greater than 0 for this to have an effectGarbageGarbage Collection RateGarbage MatteGasGaussianGaussian Blur EffectGaussian Blur StripGaussian Blur effectGaussian filterGeneralGeneral InfoGeneral Mass valueGeneral OverrideGeneral data-block management operationsGeneral media friction for point movementsGeneral properties for Grease Pencil stroke sculpting toolsGeneral settingsGeneral type of the attributeGenerateGenerate 'in-betweens' to smoothly interpolate between Grease Pencil framesGenerate 'internal' previews (materials, textures, images, etc.)Generate ControlGenerate Data LayersGenerate Deform BoneGenerate FoamGenerate Gabor noiseGenerate Hair CurvesGenerate Line Art from scene geometriesGenerate Line Art strokes from selected sourceGenerate NormalsGenerate SkinGenerate Spray MapGenerate UV attribute data on the curve geometryGenerate UVsGenerate Worley noise based on the distance to random points. Typically used to generate textures such as stones, water, or biological cellsGenerate a 2D Bézier spline from the given control points and handlesGenerate a MaterialX network representation of the materialsGenerate a UV map based on seam edgesGenerate a blank imageGenerate a bokeh type blur similar to Defocus. Unlike defocus an in-focus region is defined in the compositorGenerate a checkerboard textureGenerate a circular ring of edgesGenerate a cone meshGenerate a cuboid mesh with variable side lengths and subdivisionsGenerate a curve from a meshGenerate a curve using a factorized or expanded polynomialGenerate a curve using standard math functions such as sin and cosGenerate a cylinder meshGenerate a default UV mapGenerate a dense volume with a field that controls the density at each grid voxel based on its positionGenerate a dirt map gradient based on cavityGenerate a factor value (from 0.0 to 1.0) between scene start and end time, using a curve mappingGenerate a fog volume sphere around every pointGenerate a input node socketGenerate a mesh on the "surface" of a volumeGenerate a mesh on the "surface" of a volume gridGenerate a mesh on the XY plane with faces on the inside of input curvesGenerate a mesh vertex for each point cloud pointGenerate a more accurate cryptomatte passGenerate a moving ocean surfaceGenerate a new surface with regular topology that follows the shape of the input meshGenerate a normal vector and a dot productGenerate a output node socketGenerate a paragraph of text with a specific font, using a curve instance to store each characterGenerate a perturbed normal from a height texture for bump mapping. Typically used for faking highly detailed surfacesGenerate a perturbed normal from an RGB normal map image. Typically used for faking highly detailed surfacesGenerate a placeholder (empty ID) if not found in any library filesGenerate a planar mesh on the XY planeGenerate a point cloud by sampling positions along curvesGenerate a point cloud from a mesh's verticesGenerate a point cloud from a volume grid's active voxelsGenerate a point cloud with positions and radii defined by fieldsGenerate a poly spline arcGenerate a poly spline circleGenerate a poly spline for each input splineGenerate a poly spline in a parabola shape with control points positionsGenerate a poly spline in a spiral shapeGenerate a poly spline in a star pattern by connecting alternating points of two circlesGenerate a poly spline line with two pointsGenerate a polygon with four pointsGenerate a procedural sky textureGenerate a procedural texture producing bricksGenerate a psychedelic color textureGenerate a randomized integer using the given input value as a seedGenerate a reference to geometry at each of the input points, without duplicating its underlying dataGenerate a rig from the active metarig armatureGenerate a separate IK toe control for better IK/FK snappingGenerate a slider to pivot forward heel roll on the tip rather than the base of the toeGenerate a spherical mesh that consists of equally sized trianglesGenerate a spherical mesh with quads, except for triangles at the top and bottomGenerate a string representation of the given input valueGenerate a tangent direction for the Anisotropic BSDFGenerate an FK control chainGenerate an FK control chain for the tentacleGenerate an OBJ group for each part of a geometry using a different materialGenerate an OSL shader from a file or text data-block. Note: OSL shaders are not supported on all GPU backendsGenerate an approximate USD Preview Surface shader representation of a Principled BSDF node networkGenerate an arbitrary number copies of each selected input elementGenerate and export Mantaflow script from current domain settings during bake. This is only needed if you plan to analyze the cache (e.g. view grids, velocity vectors, particles) in Mantaflow directly (outside of Blender) after baking the simulation.Generate approximate caustics in shadows of refractive surfaces. Lights, caster and receiver objects must have shadow caustics options set to enable thisGenerate collections' previewsGenerate corner angle weighted normalsGenerate dot-dash styled strokesGenerate face area weighted normalsGenerate feature lines for this collectionGenerate feature lines for this object's dataGenerate floating-point bufferGenerate foam mask as a vertex color channelGenerate fractal Perlin noiseGenerate hard noise (sharp transitions)Generate image with bokeh shape for use with the Bokeh Blur filter nodeGenerate interpolated color and intensity values based on the input vectorGenerate intersection lines even with objects that disabled intersectionGenerate light/shadow separation lines from a reference light objectGenerate map of spray direction as a vertex color channelGenerate matte for individual objects and materials using Cryptomatte render passesGenerate motion paths for the selected objectsGenerate multiple strokes around original strokesGenerate multiple strokes from one strokeGenerate new curves on points by interpolating between existing curvesGenerate new keys to fix the selected object/bone to the camera on unkeyed framesGenerate new mesh topology based on the current shapeGenerate new vertices, edges, or faces from selected elements and move them based on an offset while keeping them connected by their boundaryGenerate noise wobble in Grease Pencil strokesGenerate objects' previewsGenerate ocean surface geometry at the specified resolutionGenerate points at the origins of instances. Note: Nested instances are not affected by this nodeGenerate points inside a volumeGenerate points inside a volume gridGenerate points spread out on the surface of a meshGenerate procedural bands or rings with noiseGenerate scenes' previewsGenerate selected .blend file's previewsGenerate sloped corners by adding geometry to the mesh's edges or verticesGenerate smooth groups identifiers for each group of smooth faces, as unique integer values by defaultGenerate soft noise (smooth transitions)Generate strokes from Freestyle marked edgesGenerate strokes from a range of occlusion levelsGenerate strokes from borders between materialsGenerate strokes from contours linesGenerate strokes from creased edgesGenerate strokes from intersectionsGenerate strokes from loose edgesGenerate strokes from the objects in this collectionGenerate strokes from this objectGenerate system information, saved into a text fileGenerate tangent directions based on a UV mapGenerate values using a built-in functionGenerate vertex weights based on distance to objectGenerate vertex weights based on stroke angleGenerate vertices in a line and connect them with edgesGeneratedGenerated CoordinatesGenerated GeometryGenerated HeightGenerated KeyframeGenerated Keyframe SelectedGenerated MatrixGenerated TypeGenerated WidthGenerated coordinates centered to flow objectGenerated coordinates in parent object spaceGenerated grid to test UV mappingsGenerated imageGenerated image heightGenerated image typeGenerated image widthGenerated improved UV grid to test UV mappingsGenerated intermediate points for very fast mouse movements (Set to 0 to disable)Generated normals weighted by both face area and angleGenerated transform matrix in world spaceGenerates a new set of random colors to render the face sets in the viewportGenerates a symmetrical mesh using the mesh symmetry configurationGenerates new hair curves on a surface meshGenerates normals with round corners. Note: only supported in Cycles, and may slow down rendersGenerating Cycles/EEVEE compatible material, but won't be visible with {:s} engineGenerating StudioLight icon...Generating icon preview...Generating shader preview...Generating shader previews...Generating strip previews...Generating strip thumbnails...GenerationGeneration ItemsGeneration has thrown an exception: Generative Modifiers Detected!Generator F-ModifierGenericGeneric Quantization BitsGeneric SpringGeneric data that is not color, will not apply any color transform (e.g. normal maps)Generic sculpt expand operatorGeodesicGeodesic StepGeometric thickness of the surfaces when computing fast GI and ambient occlusion. Reduces light leaking and missing contact occlusion.Geometries to merge together by concatenating their elementsGeometryGeometry AttributeGeometry Attribute ConstraintGeometry ComponentGeometry Custom GroupGeometry DataGeometry End FactorGeometry InputGeometry Item TypeGeometry ModifiersGeometry NodeGeometry Node EditorGeometry Node SocketGeometry Node Socket InterfaceGeometry Node TreeGeometry NodesGeometry Nodes Instances (Experimental)Geometry Nodes ListsGeometry OffsetGeometry ProcessingGeometry ProximityGeometry SamplesGeometry SetGeometry SpaceGeometry Start FactorGeometry ThresholdGeometry attributeGeometry attribute that stores 2D integer vectorsGeometry attribute that stores 8-bit integersGeometry attribute that stores RGBA colors as floating-point values using 32-bits per channelGeometry attribute that stores RGBA colors as positive integer values using 8-bits per channelGeometry attribute that stores a 4 by 4 float matrixGeometry attribute that stores booleansGeometry attribute that stores floating-point 2D vectorsGeometry attribute that stores floating-point 3D vectorsGeometry attribute that stores floating-point valuesGeometry attribute that stores integer valuesGeometry attribute that stores rotationGeometry attribute that stores stringsGeometry attributesGeometry cannot be retrieved from the edited object itselfGeometry cannot be retrieved from the modifier objectGeometry color attributesGeometry components:Geometry domain that is iterated overGeometry element type to instance onGeometry generated in the current iteration. Will be joined with geometries from all other iterationsGeometry modifier '%s' could not be removedGeometry modifiers for changing line geometriesGeometry nodesGeometry process to apply after each displacement stepGeometry socket of a nodeGeometry that is instanced on the pointsGeometry that is instanced on the scattered pointsGeometry to InstanceGeometry to OriginGeometry to add to the end of each curveGeometry to add to the start of each curveGeometry to assign a material toGeometry to cast rays ontoGeometry to compute the bounding box of. Instances have to be realized before the full bounding box can be computedGeometry to delete elements fromGeometry to duplicate elements ofGeometry to evaluate the given fields and store the resulting attributes on. All geometry types except volumes are supportedGeometry to find the closest point onGeometry to get the bundle ofGeometry to get the domain sizes of. Only the root geometry is considered, not nested instancesGeometry to get the statistics fromGeometry to override the bundle ofGeometry to override the name ofGeometry to remove attributes fromGeometry to replace materials onGeometry to sample a value onGeometry to scale elements ofGeometry to set the smoothness ofGeometry to sort the elements ofGeometry to split into instancesGeometry to split into separate componentsGeometry to split into two partsGeometry to store a new attribute with the given name onGeometry to transformGeometry to update the ID attribute onGeometry to update the material indices onGeometry to update the selection ofGeometry used for the hair tie instance (priority)Geometry whose elements are iterated overGeometry whose instances are (partially) realizedGeometryNodesGeorgian - ქართულიGerman - DeutschGet Bundle ItemGet ExtensionsGet Geometry BundleGet List ItemGet Named GridGet away from assigned object or loudest assigned signal sourceGet the bundle of a geometryGet the node tree path as a stringGet volume grid from a volume geometry with the specified nameGetting StartedGhostGhostsGigawattsGimbalGive access to the possible event values of this modal keymap's items (#KeyMapItem.propvalue), for API introspectionGive birth to unreacted particles eventuallyGive path length a random variationGive randomness to the modified F-CurveGive the particle life a random variationGive the particle size a random variationGive the starting velocity a random variationGizmoGizmo AGizmo BGizmo Group PropertiesGizmo HighlightGizmo PrimaryGizmo PropertiesGizmo SecondaryGizmo SizeGizmo View AlignGizmo group '%s' has 'PERSISTENT' option set!Gizmo group '%s' not found!Gizmo group this gizmo is a member ofGizmo group type '%s' not found!Gizmo target '%s.%s' expects '%s', '%s.%s' is '%s'Gizmo target property '%s.%s' expects an array of length %dGizmo target property '%s.%s' expects an array of length %d, found %dGizmo target property '%s.%s' not foundGizmo target property '%s.%s', index %d must be below %dGizmo to adjust camera focal length or orthographic scaleGizmo to adjust camera focus distance (depends on limits display)Gizmo to adjust image size and positionGizmo to adjust locationGizmo to adjust rotationGizmo to adjust scaleGizmo to adjust spot and area sizeGizmo to adjust the direction of the lightGizmo to adjust the force fieldGizmoType '%s' is for a 3D gizmo-group. The 'draw_select' callback is set where only 'test_select' will be used.GizmoType '%s' not knownGizmosGizmos for the active modifierGizmos hidden in this viewGizmos:GlareGlass (Broken)Glass (Solid)Glass BSDFGlass-like shader mixing refraction and reflection at grazing anglesGlob FilterGlobalGlobal +X AxisGlobal +Y AxisGlobal +Z AxisGlobal -X AxisGlobal -Y AxisGlobal -Z AxisGlobal CoordinatesGlobal GravityGlobal HairGlobal IlluminationGlobal Influence:Global TransformGlobal TypeGlobal UndoGlobal XGlobal YGlobal ZGlobal bar at the bottom of the screen for general status informationGlobal bar at the top of the screen for global per-window settingsGlobal child particles percentageGlobal child particles percentage during renderingGlobal gravity weightGlobal index of the item among all items in the interfaceGlobal influence of current modifications on vgroupGlobal maximum subdivision levelGlobal maximum subdivision level during renderingGlobal preferencesGlobal scene frame number at which this movie starts playing (affects all data associated with a clip)Global spacing between charactersGlobal starting frame of the movie/sequence, assuming first picture has a #1Global starting frame of the sequence, assuming first has a #1Global undo works by keeping a full copy of the file itself in memory, so takes extra memoryGlobally adjust detail for volume rendering, on top of automatically estimated step size. Higher values reduce render time, lower values render with more detailGlobally disable in planar light probesGlobally disable in rendersGlobally disable in renders • Ctrl to isolate collection • Shift to set inside collections and objectsGlobally disable in renders • Shift to set childrenGlobally disable in spherical light probesGlobally disable in viewportsGlobally disable in viewports • Ctrl to isolate collection • Shift to set inside collections and objectsGlobally disable in viewports • Shift to set childrenGlobally disable in volume probesGlossGlossyGlossy BSDFGlossy BouncesGlossy ColorGlossy DepthGlossy DirectGlossy IndirectGlossy VisibilityGlossy refraction with sharp or microfacet distribution, typically used for materials that transmit lightGlowGlow ColorGlow EffectGlow StripGlow UnderGlow effectGlow modeGlow only areas with alpha (not supported with Regular blend mode)Glue ModeGlue rigid bodies togetherGo to assigned object or loudest assigned signal sourceGo to closest enemy and attack when in rangeGo to parent node treeGo to pose mode to copy pose bone colorsGoalGoal (vertex target position) frictionGoal (vertex target position) spring stiffnessGoal DampingGoal DefaultGoal MaximumGoal MinimumGoal StiffnessGoal Vertex GroupGoal distance between curve roots for the Density brushGoal maximum, vertex group weights are scaled to match this rangeGoal maximum, vertex weights are scaled to match this rangeGoal minimum, vertex group weights are scaled to match this rangeGoal minimum, vertex weights are scaled to match this rangeGoal objectGoldGoldenGolden RatioGolden Triangle AGolden Triangle BGoodGood for re-importing glTFs exported from Blender, and re-exporting glTFs to glTFs after Blender editing. Bone tips are placed on their local +Y axis (in glTF space)Good smoothness and speedGpencil SettingsGrabGrab Active VertexGrab CursorGrab SilhouetteGrab UVsGrabs trying to automask the silhouette of the objectGradientGradient ColorsGradient Fill ModeGradient High/OffGradient LowGradient MappingGradient SpacingGradient Stroke ModeGradient TextureGradient TypeGradient WidthGradient from the center of Dot and Box strokes (set to 1 for a solid stroke)Gradient tinting colorsGramsGranite (Broken)Granite (Solid)Graph EditorGraph Editor 2D-Value cursor - X-Value componentGraph Editor 2D-Value cursor - Y-Value componentGraph Editor instance has some ghost curves storedGraph Editor space dataGraph Editor/DriversGraphical definition equalizationGraphical definition in 2 sectionsGraphical definition in 3 sectionsGraphics driver and operating system settingsGraphsGrave Accent / Tilde ActionGravelGravitationGravityGravity FactorGravity FalloffGravity in X, Y and Z directionGravity or external force vectorGray ScaleGrayscaleGrayscale image texture used to remove scattered instancesGrease PencilGrease Pencil Brush SettingsGrease Pencil ColorGrease Pencil Color ModifierGrease Pencil Dash ModifierGrease Pencil DrawGrease Pencil DrawingGrease Pencil Edit ModeGrease Pencil Envelope ModifierGrease Pencil Eraser RadiusGrease Pencil Euclidean DistanceGrease Pencil FrameGrease Pencil FramesGrease Pencil GroupGrease Pencil InterpolateGrease Pencil Interpolate SettingsGrease Pencil KeyframeGrease Pencil Lattice ModifierGrease Pencil LayerGrease Pencil Layer GroupGrease Pencil LayersGrease Pencil Manhattan DistanceGrease Pencil Mask LayersGrease Pencil Masking LayersGrease Pencil Material SlotsGrease Pencil Mirror ModifierGrease Pencil Noise ModifierGrease Pencil Object does not support this set origin operationGrease Pencil ObjectsGrease Pencil Offset ModifierGrease Pencil OpacityGrease Pencil Opacity ModifierGrease Pencil OptionsGrease Pencil PaintGrease Pencil RenderGrease Pencil SculptGrease Pencil Sculpt GuideGrease Pencil Sculpt ModeGrease Pencil Sculpt PaintGrease Pencil SettingsGrease Pencil Texture ModifierGrease Pencil Thickness ModifierGrease Pencil Time ModifierGrease Pencil Tint ModifierGrease Pencil VertexGrease Pencil Vertex PaintGrease Pencil Vertex Paint StrokesGrease Pencil Vertex SelectGrease Pencil Vertex SizeGrease Pencil Weight PaintGrease Pencil Weight Paint StrokesGrease Pencil Wire EditGrease Pencil build modifierGrease Pencil color settings for materialGrease Pencil component containing layers and curves dataGrease Pencil data to convert to curvesGrease Pencil data to merge layers ofGrease Pencil data-blockGrease Pencil data-blocksGrease Pencil framesGrease Pencil from Curve or Mesh objectsGrease Pencil layer groupsGrease Pencil layer is visible in the viewportGrease Pencil layer to which assign the generated strokesGrease Pencil layersGrease Pencil length modifierGrease Pencil material assigned to the generated strokesGrease Pencil node in the layer tree. Either a layer or a groupGrease Pencil settings for the sceneGrease Pencil subdivide modifierGrease Pencil to CurvesGrease Pencil to change the color ofGrease Pencil to set the depth order ofGrease Pencil to set the softness ofGrease Pencil wireframe color when in edit modeGrease Pencil(s)Grease Pencil: {} layersGreasePencilGreaterGreater ThanGreater Than ModeGreater Than or EqualGreek - ΕλληνικάGreenGreen ChannelGreen channelGreen component of the color fieldGreen-MagentaGreen:GreyGreyscaleGridGrid 1Grid 2Grid ColorGrid CurlGrid Dilate & ErodeGrid DisplayGrid DivergenceGrid FillGrid GradientGrid InfoGrid LaplacianGrid LevelsGrid LinesGrid MeanGrid MedianGrid NameGrid Over ImageGrid RandomnessGrid ScaleGrid Scale UnitGrid Shape SourceGrid SubdivisionsGrid aligns with pixels from imageGrid allows horizontal and vertical linesGrid allows isometric and vertical linesGrid cell size scaled by scene unit system settingsGrid in the volume object that is converted to a meshGrid to MeshGrid to PointsGrid tree is loaded in memoryGrid type not supportedGridlinesGridsGround AlbedoGround color that is subtly reflected in the skyGroupGroup '{}' ({})Group AddGroup IDGroup IndexGroup InputGroup NameGroup NodeGroup OutputGroup RemoveGroup Socket NodeGroup SocketsGroup by NLA TrackGroup faces into regions surrounded by the selected boundary edgesGroup of Grease Pencil layersGroup of ID propertiesGroup of geometry attributesGroup of vertices, used for armature deform and other purposesGroup selected strips into a meta-stripGroupingGrouping MethodGroupings of F-Curves for display purposes, in e.g. the dopesheet and graph editorGroupsGroups of F-CurvesGrowGrow Face SetGrow MaskGrow VisibilityGrow or shrink curves by changing their size uniformly instead of using trimming or extrapolationGrow the selection by one pointGrow the visibility by one face based on mesh topologyGrows the face set boundary by one face based on mesh topologyGuess Original Bind PoseGuideGuide CurvesGuide Direct LightGuide DistanceGuide Group IDGuide HairsGuide IndexGuide MapGuide MaskGuide ModeGuide ParentGuide SelectionGuide UpGuide VelocityGuide curves or points used for the selection of guide curvesGuide index map that was used for the operationGuide index map to be used. This input has priorityGuide spacingGuide velocity field of the fluid domainGuide-free time from particle life's endGuided diffuse BSDF component based on the incoming light distribution and the cosine product (closed form product)GuidesGuides for drawingGuidingGuiding Distribution TypeGuiding LinesGuiding Roughness ThresholdGuiding modeGuiding size (higher value results in larger vortices)Guiding sourceGuiding velocity factor (higher value results in greater guiding velocities)Guiding weight (higher value results in greater lag)HH.264H.265 / HEVCH264 in MP4H264 in MatroskaH264 in Matroska for scrubbingHDRHDR display not supportedHDR needs 10 or 12 bitsHDR needs H.265 or AV1HDRIsHDTV 1080pHDTV 720pHDV 1080pHDV NTSC 1080pHDV PAL 1080pHIPHIP RTHIP RT enables AMD hardware ray tracing on RDNA2 and aboveHP Reverb G2HSLHSVHSV (Hue, Saturation, Value) color spaceHSV Limit ChannelHTC Vive CosmosHTC Vive FocusHTJ2KHairHair Attachment InfoHair BSDFHair BSDF component to useHair CurvesHair Curves NoiseHair DynamicsHair Dynamics PresetsHair Grid MaximumHair Grid MinimumHair Grid ResolutionHair LengthHair MaterialHair RadiusHair ShapeHair TieHair Tie Input TypeHair Tie ScaleHair curve data-blocksHair data-block for hair curvesHair dynamics disabledHair keys are in global coordinate spaceHair pigment. Specify its absolute quantity between 0 and 1Hair roughness. A low value leads to a metallic lookHair stiffness for effectorsHair strandsHalfHalf Float PrecisionHaloHandleHandle 1Handle 1 LocationHandle 1 TypeHandle 1 selectedHandle 1 selection statusHandle 2Handle 2 LocationHandle 2 TypeHandle 2 selectedHandle 2 selection statusHandle All EventsHandle LengthHandle Overlapping EdgesHandle SmoothingHandle TypeHandle Type SelectionHandle Type Selection nodeHandle VertexHandle Vertex SelectHandle Vertex SizeHandle area action zones for mouse actions/gesturesHandle clicks to select NLA StripsHandle clicks to select NLA tracksHandle dropping an extension URLHandle each pixel color as individual vector for displacement (area plane mapping only)Handle mouse clicks over animation channelsHandle mouse clicks to select and activate itemsHandle the text behavior when it does not fit in the text boxesHandle typeHandle type for handles of new keyframesHandle typesHandlesHaptic AmplitudeHaptic DurationHaptic FrequencyHaptic Match User PathsHaptic NameHaptic application modeHaptic duration in seconds. 0.0 is the minimum supported duration.Haptic modeHaptic vibration output action, to be applied with a duration, frequency, and amplitudeHardHard LightHard coded Non-Linear, Gamma:1.7HardenHarden NormalsHardnessHardness FactorHarmonicHarmonic DampingHarmonic effector weightHarmonious Triangle AHarmonious Triangle BHarmonyHas AccumulateHas AlphaHas Auto SmoothHas Auto-Smooth PressureHas BundleHas ColorHas Crease/Pinch FactorHas Custom NormalsHas DataHas Data-BlockHas DirectionHas DyntopoHas Ghost CurvesHas GravityHas HardnessHas Hardness PressureHas HeightHas IKHas JitterHas LayersHas Linear Color SpaceHas MaximumHas MinimumHas Motion PathsHas NeighborHas Normal RaidusHas OverlayHas PersistenceHas Pinch FactorHas Plane DepthHas Plane HeightHas Plane OffsetHas RadiusHas Rake FactorHas Random Texture AngleHas Sculpt PlaneHas Secondary ColorHas Size PressureHas Smooth StrokeHas Space AttenuationHas SpacingHas Specular HighlightHas Strength PressureHas Texture Angle SourceHas TiltHas Topology RakeHas ViewHas WeightHas export collectionsHas the current session been saved to disk as a .blend fileHas unsaved changesHashHash ValueHash of compile bytecode, for quick equality checkingHash of the compiled bytecode of the custom shader, for quick equality checkingHash table containing node instance dataHash: {:s}Have recent edits been saved to diskHeadHead SelectHead/TailHeaderHeader BackgroundHeader PositionHeader TextHeader Text HighlightHeader and side bars visibility togglesHeader seek failedHeadsHealthHeatHeat GridHebrew - תירִבְעִHectogramsHeel IK InfluenceHeightHeight (in domain grid units) of fluid emission above the mesh surface. Higher values result in emission further away from the mesh surface. If this value and the emitter size are smaller than the domain grid unit, fluid will not be createdHeight MinHeight above surface. Connect the height map texture to this inputHeight from sea levelHeight of marker's pattern in screen coordinatesHeight of marker's search in screen coordinatesHeight of the created planeHeight of the generated coneHeight of the nodeHeight of the waveHeight:Helicopter ModeHelpHelper to draw smooth and clean lines. Press Shift for an invert effect (even if this option is not active)HelpersHenyey-GreensteinHenyey-Greenstein, default phase function for the scattering of lightHeptagonalHertzHetero TerrainHeuristic for placing bones. Tries to make bones prettyHexHex triplet for color (#RRGGBB).Hex triplet for color with alpha (#RRGGBBAA).HexagonalHexagonal GridHiddenHidden %dHideHide (un)selected UV verticesHide (un)selected control pointsHide (un)selected metaball element(s)Hide (un)selected vertices, edges or facesHide .blend files items that are not data-blocks with asset metadataHide Active Face SetHide Hotkey ListHide KeymapHide LayerHide Mix NodesHide Operator PropertiesHide PanelsHide SelectHide ValueHide active/inactive Grease Pencil material(s)Hide all but this collection and its parentsHide all face sets except for the active oneHide all the objects and collections inside the collectionHide all the panels (Focus Mode)Hide elementHide filtering optionsHide frames outside the specified frame rangeHide in ModifierHide in ViewportHide inactive materials instead of the active oneHide or show vertices inside the selectionHide or show vertices outside the selectionHide or unhide the regionHide points from the end of each stroke to the start (e.g. for animating lines being erased)Hide points in the order they occur in each stroke (e.g. for animating ink fading or vanishing after getting drawn)Hide selected curves from Graph Editor viewHide selected facesHide selected objects and collectionsHide selected particlesHide selected tracksHide selected verticesHide selected/unselected Grease Pencil layersHide small geometry primitives to improve performanceHide the active face setHide the collection in this view layerHide the socketHide the socket input valueHide the socket input value even when the socket is not connectedHide the solid mesh and offset the overlay towards the view. Selection is occluded by inactive geometry, unless X-Ray is enabledHide this curve in Edit modeHide unselected rather than selectedHide unselected rather than selected curvesHide unselected rather than selected layersHide unselected rather than selected objectsHide unselected rather than selected verticesHide unselected render objects of same type as active by setting the hide render flagHide unselected tracksHide verticesHide/show all masked vertices above a thresholdHide/show all verticesHide/show some verticesHides all F-Curves other than the ones being framedHierarchiesHierarchyHierarchy Root IDHighHigh ColorHigh ContrastHigh PrecisionHigh QualityHigh Quality NormalsHigh Viscosity SolverHigh performanceHigh qualityHigh quality pixel interpolationHigher bound for timestep in second in case of automatic substepsHigher frequency contrast using an unsharp maskHigher value increase resolution towards the viewpointHigher values give a smoother strokeHigher values make the change more abruptHigher values produce a harder frequency cutoffHighestHighest DimensionHighest FrequencyHighest X value to allowHighest Y value to allowHighest Z value to allowHighest fractal dimensionHighest possible particle lifetimeHighlightHighlight AngleHighlight KeyframesHighlight LineHighlight RangeHighlight only the cells of type EmptyHighlight only the cells of type FluidHighlight only the cells of type InflowHighlight only the cells of type ObstacleHighlight only the cells of type OutflowHighlight selected file(s)Highlight the cells regardless of their typeHighlight the current lineHighlight the voxels with values of the color mapped field within the rangeHighlightsHindi - हिन्दीHingeHintingHistogramHistogram for viewing image statisticsHistoryHit ColorHit DistanceHit NormalHit PositionHoldHold Alt to use the active tool when the gizmo would normally be required Incompatible with the input preference "Emulate 3 Button Mouse" when the "Alt" key is usedHold Alt-LMB to place the Cursor (instead of LMB), allows tools to activate on press instead of drag. Incompatible with the input preference "Emulate 3 Button Mouse" when the "Alt" key is usedHold ForwardHold each interpolated value from the F-Curve for several frames without changing the timingHold the first frame if no previous strips in track, and always hold last frameHold this modifier to emulate the middle mouse buttonHold values of endpoint keyframesHoldoutHoldsHole TolerantHolesHomeHoneyHookHook CenterHook ModifierHook modifier to modify the location of stroke pointsHook modifier to modify the location of verticesHook selected vertices to a newly created objectHook selected vertices to the first selected objectHooksHorizontalHorizontal AlignmentHorizontal Distance from the Z axis at the end of the spiralHorizontal Distance from the Z axis at the start of the spiralHorizontal FOVHorizontal ListHorizontal SplitHorizontal aspect ratio (only used for camera projectors)Horizontal aspect ratio - for anamorphic or non-square pixel outputHorizontal dimension of the baking mapHorizontal dimension of the baking map (external only)Horizontal location of the windowHorizontal offset from the object originHorizontal position of the text box relative to LocationHorizontal resolution of the sphereHorizontal scale (only used for camera projectors)Horizontal size of the image sensor area in millimetersHorizontal text alignmentHorizontally distorts the image to create a channel/color shifting effectHosek / WilkieHosek / Wilkie 2012 (Legacy)HostnameHoursHow Waveforms are displayedHow annotation strokes are orientated in 3D spaceHow are strokes animated (i.e. are they appearing or disappearing)How close float values need to be to be equalHow close the brush falloff starts from the edge of the brushHow dominant highlights are compared to shadowsHow factor values are displayedHow far along the control point is along its curveHow far in frames to offset the animationHow far to each side the operator will average the key valuesHow fast colors get mixed within wet paintHow fast shrink effect moves on the canvas surfaceHow fast spread effect moves on the canvas surfaceHow fast velocity's direction is randomizedHow flat the hairs areHow incompressible the fluid is (speed of sound)How intense (bright) the specular reflection isHow loud the sound isHow many boids in a lineHow many bones are included in the IK effect - 0 uses all bonesHow many bones are included in the chainHow many collision iterations should be done (higher is better quality but slower)How many copies of strokes be displayedHow many degrees path has to curve to make another render segmentHow many frames the Map Old will lastHow many frames to fadeHow many keys to make new particles withHow many particles are effectors (0 is all particles)How many pixels path has to cover to make another render segmentHow many samples to calculate per frame, helps with subframe dataHow many slices per voxel should be generatedHow many steps paths are displayed with (power of 2)How many steps paths are rendered with (power of 2)How many steps to display the path withHow many tiles to addHow many tiles will be shown in the backgroundHow many times the Density brush tries to add a new curveHow many times to blur the values for all elementsHow many times to repeat the filterHow many times to repeat the smoothing stepHow much changes in color affect the mask generationHow much clump affects kink amplitudeHow much creases and valleys are intensifiedHow much foam accumulates over time (baked ocean only)How much grab will follow cursor rotationHow much grab will pull vertices out of surface during a grabHow much influence the weightmap has for weighted parameterization, 0 being no influenceHow much intermediary new edges are shrunk/expandedHow much of effector force gets lost during collision with this object (in percent)How much of generated normals to mix with existing onesHow much of the original shape is preserved when smoothingHow much smooth the resulting shape is, ignoring high frequency detailsHow much smoothing is applied to polished surfacesHow much strength fading applies on top of stroke opacityHow much strength fading applies on top of stroke thicknessHow much surface acceleration affects drippingHow much surface velocity affects drippingHow much the applied forces are propagated through the clothHow much the cloth preserves the original shape, acting as a soft bodyHow much the crease brush pinchesHow much the force is reduced when acting parallel to a surface, e.g. clothHow much the material resists bendingHow much the material resists compressionHow much the material resists shearingHow much the material resists stretchingHow much the new decimated curve is allowed to deviate from the originalHow much the object 'weighs' irrespective of gravityHow much the position of each individual vertex influences the final resultHow much the rays used to connect the internal points can diverge from the vertex normalHow much the spring has to be stretched/compressed in order to change its rest lengthHow much the spring rest length can change after the elastic limit is crossedHow much the tilt of the pen will affect the brush. Negative values indicate inverting the tilt directions.How much the waves are aligned to each otherHow much to blend to the default valueHow much to blend to the smoothed curveHow much to prioritize regular grids of quads as well as quads that touch existing quadsHow much to simplify baked values (0.0 to disable, the higher the more simplified)How much velocity's z-component is kept constantHow normals are computed during importHow often rows are offset. A value of 2 gives an even/uneven pattern of rows.How often rows consist of "squished" bricksHow often to evaluate animated values (in frames)How particles are displayed in viewportHow particles are renderedHow particles that left the domain are treatedHow planes are oriented relative to each others' local axisHow powerful the effect of the brush is when appliedHow quickly strength falls off with distance from the force fieldHow roll angle is calculatedHow should strokes start to appear/disappearHow smooth is the transition between each cascadeHow smoothly the boids landHow stable the plane center is over the course of the stroke. A value of 0 corresponds to using the current center, and a value of 1 corresponds to using the initial center.How stable the plane normal is over the course of the stroke. A value of 0 corresponds to using the current normal, and a value of 1 corresponds to using the initial normal.How strokes are being builtHow strong a force must be to start effecting a boid on landHow strong the distance affects volume, depending on distance modelHow strongly the fluid tries to keep from clustering (factor of stiffness)How the attributes to remove are chosenHow the brush falloff is applied across the boundaryHow the cap geometry input should be exposedHow the deformation of the brush will affect the objectHow the footage fits in the camera frameHow the geometry input should be exposedHow the image fits in the camera frameHow the image is extrapolated past its original boundsHow the instance geometry data-block should be exposedHow the instance geometry input should be exposedHow the mesh is going to be subdivided to create a new levelHow the profile geometry input should be exposedHow the rules in the list are evaluatedHow the stretching of the tentacle is controlledHow the texture effect is calculated (RGB and Curl need a RGB texture, else Gradient will be used instead)How the transformation is going to be applied to the targetHow the transformation is specifiedHow the voxel size is specifiedHow this item has been handled by the append operation. Only set if the data has been appendedHow to adaptively subdivide the meshHow to affect (generate) normalsHow to affect destination elements with source valuesHow to align the planesHow to apply custom and units scalings in generated FBX file (Blender uses FBX scale to detect units on import, but many other applications do not handle the same way)How to choose number of vertices on filletHow to create guiding velocitiesHow to define coordinates to point custom normals toHow to determine rotation around the poleHow to display object in viewportHow to distribute particles on selected elementHow to export the Blender scene to the Hydra render engineHow to export vertex colorHow to find endpoint positions for the trimmed splineHow to find the point on the surface to attach toHow to generate points from the input curveHow to generate the imageHow to handle faces at the polesHow to handle naming collisions when importing materialsHow to interpolate the values between neighboring voxelsHow to match source and destination layersHow to mix generated normals with existing onesHow to resolve overlap after transformationHow to sample the background lightHow to simplify the strokeHow to solve conflict due to differences in internal and external textHow to specify the amount of detail for the new meshHow to specify the amount of samplesHow to specify the number of samplesHow to store proxies for this projectHow to subdivide quad corners (anything other than Straight Cut will prevent n-gons)How to sync playbackHow to unpackHow to use per view layer sample settingsHow to use this collection in Line Art calculationHow to use this object in Line Art calculationHow weights are mapped to their new valuesHow weights from vgroup B affect weights of vgroup AHow widely the emitted light fans out, as in the case of a gridded softboxHow zooming to frame focuses around current frameHuangHuaweiHueHue CorrectHue JitterHue ModeHue correction modifier for sequence stripHue levelHue rotation offset, from 0 (-180°) to 1 (+180°). Note that 0 and 1 have the same resultHue, Saturation, LightnessHue, Saturation, ValueHue/SaturationHue/Saturation/ValueHue:HuffYUVHull errorHuman readable nameHungarian - MagyarHybrid MultifractalHydraHydra DebugHydra Render EngineHydra StormHydra Storm propertiesHydra Storm render engineHydra settings for the sceneHypHyperHyper key pressed, -1 for any stateHyper key pressed. An additional modifier which can be configured on Linux, typically replacing CapsLockHyperbolic Cosine ModeHyperbolic Sine ModeHyperbolic Tangent ModeI18n BranchesI18n Update TranslationICO SphereIDIDActionIDAction ClipsIDArmatureIDArmaturesIDBlurIDBoneIDBone ConstraintsIDBonesIDBrushIDBrushesIDCache FileIDCameraIDCamerasIDCollectionIDCollectionsIDColorizeIDConstraintsIDCurveIDCurvesIDDataIDData-block TypeIDEffectsIDEmptyIDFilter by TypeIDFlipIDFontIDGlowIDGrease PencilIDGrease Pencil v3IDGrease PencilsIDHair CurvesIDID TypeIDImageIDKeyIDLatticeIDLatticesIDLibraryIDLightIDLight ProbeIDLight ProbesIDLightsIDLine StyleIDMaskIDMaterialIDMaterialsIDMeshIDMeshesIDMetaballIDMetaballsIDModifiersIDMovie ClipIDNode TreeIDNodesIDObjectIDObjectsIDOutputIDPaint CurveIDPaletteIDParticleIDParticlesIDPhysicsIDPixelateIDPoint CloudIDRenderIDRimIDSceneIDScenesIDScreenIDSequence StripsIDShader TypeIDShadowIDSoundIDSpeakerIDSpeakersIDStripIDStrip ModifiersIDSurfaceIDSwirlIDTarget ID TypeIDTextIDTextureIDTexture TypeIDToolIDTypeIDUnspecifiedIDView LayerIDVolumeIDVolume ScatterIDVolumesIDWave DistortionIDWindow ManagerIDWorkspaceIDWorldID %s has mismatched lib pointer!ID %s has null lib pointer while being in library %s!ID %s is in local database while being linked from library %s!ID %s not found in library %s anymore!ID %s uses shapekey %s, but its 'from' pointer is invalid (%p), fixing...ID '%s' is linked, cannot edit its overridesID '%s' isn't an overrideID / IndexID DataID Data OperationID FromID Item Use ID PointerID Library OverrideID Library Override PropertyID Library Override Property OperationID MaskID MaterialsID NameID PropertyID Property GroupID TypeID has been kept linkedID nameID name of the itemID name of the menu this was called fromID of each curveID of the catalog to deleteID of the itemID or IndexID or Index FieldID to group curves together for guide map creationID type '%s' is not valid for an objectID type of the itemID valueID-BlockID-Block representing source data, usually ID_SCE (i.e. Scene)ID-Block that keyframes for Keying Set should be added to (for Absolute Keying Sets only)ID-Block:ID-block that the specific property used can be found from (id_type property must be set first)ID-block to which masking element would be parented to or to its propertyIDsIES TextIES TextureIES light pathIKIK ControlIK Lin WeightIK Linear ControlIK Local LocationIK ParamIK Rotation ControlIK Rotation WeightIK SolverIK StretchIK TypeIK Wrist PivotIK X LimitIK X LockIK X MaximumIK X MinimumIK X StiffnessIK Y LimitIK Y LockIK Y MaximumIK Y MinimumIK Y StiffnessIK Z LimitIK Z LockIK Z MaximumIK Z MinimumIK Z StiffnessIK solver for which these parameters are definedIK stiffness around the X axisIK stiffness around the Y axisIK stiffness around the Z axisIK->FK ({:s})IORIOR LevelIRISISO code (eg. "fr_FR")ITEM_NEVER_SHOWITU 601ITU 709Ice (Crushed)Ice (Solid)Ico SphereIconIcon AlphaIcon BorderIcon ColorsIcon IDIcon PixelsIcon SaturationIcon SizeIcon VisibleIcon pixels components, as floats (RGBA concatenated values)Icon pixels, as bytes (always 32-bit RGBA)Ideal for fulldomes, ignore the sensor dimensionsIdentified {:d} problematic tracksIdentifierIdentifier (not necessarily unique) for the asset libraryIdentifier FallbackIdentifier for a set of channels in this Action, that can be used by a data-block to specify what it gets animated byIdentifier for the Python scripts directoryIdentifier for the asset's catalog, used by Blender to look up the asset's catalog path. Must be a UUID according to RFC4122.Identifier for this bake which remains unchanged even when the bake node is renamed, grouped or ungroupedIdentifier of caller (in case of add-on calling this exporter). Can be useful in case of Extension added by other add-onsIdentifier of operator to call on action eventIdentifier of operator to call on input eventIdentifier of the asset shelf to displayIdentifier of the item to removeIdentifier of the item to restoreIdentifier of the list, if any was passed to the "list_id" parameter of "template_list()"Identifier of the socketIdentifier of the toolIdentifier per element used for randomizationIdentifier to refer to the asset libraryIdentifier type of ID blockIf 0, global; if 1, based on pixel intensityIf 0, same for all channels; if 1, each independentIf a file with the same name already exists, use that instead of copyingIf a material with the same name already exists, reference that instead of importingIf a texture exists in WebP format, loads the WebP texture instead of the fallback PNG/JPEG oneIf a vertex is further away from offset plane than this, then it is not affectedIf all keyframes are identical for object transformations, force keeping the minimal animationIf all keyframes are identical in a rig, force keeping the minimal animation. When off, all possible channels for the bones will be exported, even if empty (minimal animation, 2 keyframes)If any exists, show markers in a separate row at the bottom of the editorIf checked, update scene's start and end frame to match those of the Alembic archiveIf enabled, out-of-view edges are ignoredIf enabled, the scene start and end frame will be used to determine the bake rangeIf enabled, the screenshot will have the same height as widthIf enabled, the spill strength for each color channel can be specified. If disabled, the spill channel will have a unit scale, while other channels will be zeroIf exporting smoothgroups, generate 'bitflags' values for the groups, instead of unique integer values. The same bitflag value can be re-used for different groups of smooth faces, as long as they have no common sharp edges or verticesIf false, faces will be deselectedIf false, vertices will be deselectedIf less than zero, darkens image; otherwise, makes it brighterIf loading grids failed, error message with detailsIf non-zero, the maximum distance at which other surfaces will contribute to the fast GI approximationIf non-zero, the maximum value for a direct sample, higher values will be scaled down to avoid too much noise and slow convergence at the cost of accuracyIf non-zero, the maximum value for an indirect sample, higher values will be scaled down to avoid too much noise and slow convergence at the cost of accuracyIf non-zero, the maximum value for indirect lighting in volumes. Higher values will be scaled down to avoid too much noise and slow convergence at the cost of accuracy. Used by light-probes.If non-zero, the maximum value for indirect lighting on surface. Higher values will be scaled down to avoid too much noise and slow convergence at the cost of accuracy. Used by ray-tracing and light-probes.If non-zero, the maximum value for lights contribution in volumes. Higher values will be scaled down to avoid too much noise and slow convergence at the cost of accuracy. Used by light objects.If non-zero, the maximum value for lights contribution on a surface. Higher values will be scaled down to avoid too much noise and slow convergence at the cost of accuracy. Used by light objects.If non-zero, the maximum value for world contribution that will be recorded inside the world light probe. The excess contribution is converted to a sun light. This reduces the light bleeding caused by very bright light sources.If not None, object instancing method to useIf not specified, renders will be denoised in-placeIf not used, set to 1If not zero, row of the UI panel where the button for this collection is shownIf not zero, the distance from the hook where influence endsIf provided, all outputs that are named differently will be hiddenIf removing disconnected pieces, minimum size of components to preserve as a ratio of the number of polygons in the largest componentIf set, add a transform primitive with the given path to the stage as the parent of all exported dataIf set, add the given namespace as a prefix to exported custom property names. This only applies to property names that do not already have a prefix (e.g., it would apply to name 'bar' but not 'foo:bar') and does not apply to blender object and data names which are always exported in the 'userProperties:blender' namespaceIf set, control orientation is taken from the specified boneIf the Import USD Preview option is enabled, the material blend method will automatically be set based on the shader's opacity and opacityThreshold inputsIf the angle between the color and the key color in CrCb space is larger than this maximum angle, it is not keyedIf the angle between the color and the key color in CrCb space is less than this minimum angle, it is keyedIf the average color difference between the two images is less than this threshold, it is keyedIf the average color difference between the two images is less than this threshold, it is partially keyed, otherwise, it is not keyedIf the difference in hue between the color and key color is less than this threshold, it is keyedIf the difference in saturation between the color and key color is less than this threshold, it is keyedIf the difference in value between the color and key color is less than this threshold, it is keyedIf the distance between the color and the key color in the given color space is less than this threshold, it is keyedIf the distance between the color and the key color in the given color space is less than this threshold, it is partially keyed, otherwise, it is not keyedIf the file contains multiple audio channels they are rendered to a single oneIf the object is an instance, the parent object that generated itIf the profile spline is cyclic, fill the ends of the generated mesh with N-gonsIf the selection should be rotated to match the cursorIf the selection should be snapped as a whole or by each object centerIf the tool uses brushes and is limited to a specific brush type, the identifier of the brush typeIf there is an neighbor edge that has a Contrast Limit times bigger contrast than current edge, current edge will be discarded. This allows to eliminate spurious crossing edgesIf this is set, the Keying Set gets a custom ID, otherwise it takes the name of the class used to define the Keying Set (for example, if the class name is "BUILTIN_KSI_location", and bl_idname is not set by the script, then bl_idname = "BUILTIN_KSI_location")If this is set, the asset gets a custom ID, otherwise it takes the name of the class used to define the asset (for example, if the class name is "OBJECT_AST_hello", and bl_idname is not set by the script, then bl_idname = "OBJECT_AST_hello")If this is set, the file handler gets a custom ID, otherwise it takes the name of the class used to define the file handler (for example, if the class name is "OBJECT_FH_hello", and bl_idname is not set by the script, then bl_idname = "OBJECT_FH_hello")If this is set, the uilist gets a custom ID, otherwise it takes the name of the class used to define the uilist (for example, if the class name is "OBJECT_UL_vgroups", and bl_idname is not set by the script, then bl_idname = "OBJECT_UL_vgroups")If this language should be used in the current operatorIf true, chains of feature edges are split at material boundariesIf true, only feature edges of the same object are joinedIf true, the correction will be applied on the blue channelIf true, the correction will be applied on the green channelIf true, the correction will be applied on the red channelIf true, the gizmo is displayed in screen space. Otherwise it's in object spaceIf true, the interface is currently locked by a running job and data should not be modified from application timers. Otherwise, the running job might conflict with the handler causing unexpected results or even crashes.If true, the spatial noise does not show any coherenceIf true, the spatial noise is smoothIf vertex has multiple adjacent edges, it is hulled to them directlyIf you trust its source, add the repository and try again.If you want to use VC for any other purpose than vertex color, you should use custom attributes.IgnoreIgnore Background ClickIgnore ConnectionsIgnore Leaf BonesIgnore Material LockingIgnore Muted StripsIgnore SelectionIgnore SharpnessIgnore SnapIgnore Sound StripsIgnore TransparentIgnore alpha channel from the file and make image fully opaqueIgnore faces pointing away from the view (faster)Ignore frames outside of the preview rangeIgnore generated timecodes, seek in movie stream based on calculated timestampIgnore parent scaling without compensating for parent shear. Replicates the effect of disabling the original Inherit Scale checkbox.Ignore per render layer number of samplesIgnore points on the stroke that deviate from their neighbors by more than this angle when determining the extrapolation shapeIgnore the axis direction, use the shortest rotation to alignIgnore the key-map for this gizmoIgnore the last bone at the end of each chain (used to mark the length of the previous bone)Ignore the relative lengths of the bones when fitting to the curveIgnore the select action when the element is already selectedIgnored OutputsIgnored {}Ignored {} (not of the same type as {})Illuminant AIlluminant BIlluminant CIlluminant D50Illuminant D55Illuminant D65Illuminant D75Illuminant D93Illuminant EIlluminant F1Illuminant F10Illuminant F11Illuminant F12Illuminant F2Illuminant F3Illuminant F4Illuminant F5Illuminant F6Illuminant F7Illuminant F8Illuminant F9Illuminant LED-B1Illuminant LED-B2Illuminant LED-B3Illuminant LED-B4Illuminant LED-B5Illuminant LED-BH1Illuminant LED-RGB1Illuminant LED-V1Illuminant LED-V2Illumination FilteringImageImageBackImageBothImageBoxImageCheckerImageClipImageClip CubeImageCubeImageEdgesImageEmpty Image SideImageExtendImageExtensionImageFillImageFlatImageFlipImageFrontImageGeneratedImageImage SequenceImageMappingImageMirrorImageMixImageMovieImageNewImageNew...ImageProjectionImageRepeatImageSingle ImageImageSourceImageSphereImageTubeImageUDIM TilesImageViewerImage '%s' could not be saved to '%s'Image '%s' does not have any image dataImage '%s' failed to load image bufferImage '%s' skipped, packing movies or image sequences not supportedImage 1Image 2Image BorderImage Boundary TrimmingImage CoordinatesImage Display MethodImage EdgesImage EditorImage Editor not foundImage EditorsImage FilesImage FormatImage IDImage InfoImage MaskImage NameImage Node SocketImage Node Socket InterfaceImage OpacityImage OutlineImage PaintImage Paint CapabilitiesImage Painting does not have a stencilImage Painting does not have a texture to paint onImage PinImage PixelsImage PreviewImage QualityImage SearchImage SequenceImage SizeImage StripImage TextureImage TexturesImage ThresholdImage TilesImage UserImage and UV editor space dataImage and settings for display in the 3D View backgroundImage bit depthImage brightness scaleImage buffer pixels in floating-point valuesImage cannot be saved, no valid file path: "%s"Image cannot be saved, use a different file format: "%s"Image could not be foundImage data could not be foundImage data-block nameImage data-block name to unpackImage data-block referencing an external or packed imageImage data-blocksImage displayed and edited in this spaceImage displayed in the track during editing in clip editorImage editor could not be launched, ensure that the path in User Preferences > File is valid, and Blender has rights to launch itImage filepath to use when saving externallyImage format is not a movie formatImage has changed and is not savedImage has left and right viewsImage has more than one viewImage heightImage is not editableImage is packed, unpack before editingImage is projected flat using the X and Y coordinates of the texture vectorImage is projected from the tube using the Z axis as centralImage is projected spherically using the Z axis as centralImage is projected using different components for each side of the object space bounding boxImage nodeImage not packedImage objects can only be added in Object ModeImage opacity to blend the image against the background colorImage or MovieImage path not setImage path {!r} not found, image may be packed or unsavedImage pixels components, as floats (RGBA concatenated values)Image pixels, as bytes (always 32-bit RGBA)Image project data invalidImage requires 4 color channels to paintImage requires 4 color channels to paint: %sImage save failed: invalid surfaceImage save failed: not enough free memoryImage socket of a nodeImage stripImage too smallImage used as canvasImage used as clone sourceImage used as painting targetImage used as stencilImage widthImage/Color input on which RGB color transformation will be appliedImage/Movie file nameImage/Movie file name (without data refreshing)Image/UV EditorImagesImages & SoundsImages are rendered in a maximized Image EditorImages are rendered in a new windowImages are rendered in an Image EditorImages are rendered without changing the user interfaceImages are saved with RGB (color) dataImages are saved with RGB and Alpha data (if supported)Images cannot be copied while renderingImages get saved in 8-bit grayscale (only PNG, JPEG, TGA, TIF)Imaginary part of the conductor's refractive index, often called kImmediateImmediate ChildrenImperialImplicit type conversion when evaluating closureImplicit type conversion when separating bundleImplyImportImport All MaterialsImport AnimationImport AsImport CSVImport Enums As StringsImport FBX animationImport FBX file into current sceneImport FBX subdivision information as subdivision surface modifiersImport InfoImport MethodImport OBJImport OBJ groups as vertex groupsImport OpenVDB volume fileImport PLYImport PathsImport Preferences From Previous VersionImport STLImport SVG as curvesImport SVG into Grease PencilImport Scene ExtrasImport Scene as CollectionImport SettingsImport Subdivision SchemeImport TextImport TexturesImport USD PreviewImport USD attributes in the 'userProperties' namespace as Blender custom properties. The namespace will be stripped from the property namesImport USD scene graph instances as collection instancesImport USD stage into current sceneImport Unused Materials & ImagesImport VDBImport WebP TexturesImport a mesh from an STL fileImport a point cloud from a PLY fileImport a string from a text fileImport all USD custom attributes as Blender custom properties. Namespaces will be retained in the property namesImport all selected images as a single image sequence. The sequence of images does not have to match Blender's numbered sequence pattern, so placeholders cannot be inferredImport an PLY file as an objectImport an STL file as an objectImport custom normals, if available (otherwise Blender will compute them)Import custom normals, if available (otherwise Blender will recompute them)Import custom vertex attributesImport each FBX material as a unique Blender materialImport each OBJ 'g' as a separate objectImport each OBJ 'o' as a separate objectImport each USD material as a unique Blender materialImport final render geometryImport geometry from an CSV fileImport geometry from an OBJ fileImport given add-on's translation data from PO filesImport guide geometryImport key configuration from a Python scriptImport materials & Images not assigned to any meshImport only defined USD primitives. When disabled this allows importing USD primitives which are not defined, such as those with an override specifierImport only the primitive at the given path and its descendants. Multiple paths may be specified in a list delimited by commas or semicolonsImport options categoriesImport proxy geometryImport scene and set it as the active one in the windowImport scene extras as custom properties. Existing custom properties will be overwrittenImport sequentially numbered images as an animated image sequence instead of separate planesImport target typeImport textures as packed dataImport the asset as copied data-block while avoiding multiple copies of nested, typically heavy data. For example the textures of a material asset, or the mesh of an object asset, don't have to be copied every time this asset is imported. The instances of the asset share the data insteadImport the asset as copied data-block, with no link to the original asset data-blockImport the asset as linked data-block, and pack it in the current file (ensures that it remains unchanged in case the library data is modified, is not available anymore, etc.)Import the assets as copied data-block while avoiding multiple copies of nested, typically heavy data. For example the textures of a material asset, or the mesh of an object asset, don't have to be copied every time this asset is imported. The instances of the asset share the data instead.Import the assets as copied data-block, with no link to the original asset data-blockImport the assets as linked data-blockImport the scene as a collectionImport user properties as custom propertiesImport vertex color attributesImport volume data from a .vdb fileImport {} filesImport-ExportImport-Export BVH from armature objectsImport-Export as glTF 2.0Importance WeightsImportance map size is resolution x resolution/2; higher values potentially produce less noise, at the cost of memory and speedImported IDImporting Alembic...Importing USD...Impossible to resync data-block %s and its dependencies, as its linked reference is missingImprove and stabilize the enhanced shapeImproved PerlinImpulse ClampingImpulse threshold that must be reached for the constraint to breakIn %s: resolved path %s exceeds path buffer length.In Active GroupIn AirIn FrontIn RangeIn XIn ZIn a local override camera, whether this background image comes from the linked reference camera, or is local to the overrideIn a local override data, whether this NLA track comes from the linked reference data, or is local to the overrideIn a local override object, whether this constraint comes from the linked reference object, or is local to the overrideIn a local override object, whether this modifier comes from the linked reference object, or is local to the overrideIn addition to toggling the editability, also affect the visibilityIn box blade mode, close gaps between cut strips, rippling later strips on the same channelIn box blade mode, make cuts to all strips, even if they are not selectedIn dynamic-topology mode, how mesh detail size is calculatedIn dynamic-topology mode, how to add or remove mesh detailIn offset mode, the distance between each socket on each axis. In end points mode, the position of the final vertexIn progressIn tweak mode, display the effects of the tracks above the tweak stripIn-BetweensInactiveInchInchesIncidentIncludeInclude ActiveInclude All Bone InfluencesInclude EditedInclude Focal LengthInclude HandlesInclude LabelsInclude Missing NLAInclude Nested CollectionsInclude Non-EditedInclude a 'self' variable in the name-space, so drivers can easily reference the data being modified (object, bone, etc...)Include a custom note in image/video metadataInclude active collection and nested collectionsInclude all Keyframe typesInclude all mesh UV maps in the exportInclude all scene framesInclude all visible objectsInclude alpha of second input in this operationInclude animation data-blocks with no NLA data (NLA editor only)Include bone's tail as last element in chainInclude channels from objects/bone that are not visibleInclude collection in the active view layerInclude drivers that relied on any fallback values for their evaluation in the Only Show Errors filter, even if the driver evaluation succeededInclude focal length into the presetInclude handles of keyframes when calculating extentsInclude mesh color attributes in the exportInclude normals of exported meshes in the exportInclude only active frameInclude only the active objectInclude selected blockers to cast shadows from the active emitterInclude selected framesInclude selected objectsInclude selected receivers to receive light from the active emitterInclude the .blend filename in image/video metadataInclude the active camera's lens in image metadataInclude the current date in image/video metadataInclude the frame number in image metadataInclude the hostname of the machine that rendered the frameInclude the mask layers when rendering the view-layerInclude the name of the active camera in image metadataInclude the name of the active object and the current frame number in the text info overlayInclude the name of the active scene in image/video metadataInclude the name of the foreground sequence strip in image metadataInclude the name of the last marker in image metadataInclude the name of the view orientation in the text info overlayInclude the number of frames displayed per second in the text info overlay while animation is played backInclude the peak memory usage in image metadataInclude the render time in image metadataInclude the rendered frame range in image/video metadataInclude the rendered frame timecode as HH:MM:SS.FF in image metadataInclude the sun itself in the outputInclude this collection but do not generate intersection linesInclude this object but do not generate intersection linesInclude this selection set when copying to the clipboard. If none are specified, all sets will be copied.Include tool subgroupsInclude transformations induced by target parents into target local spaceInclude unused linked data-blocks into deletionInclude unused local data-blocks into deletionInclude visualization of Grease Pencil related animation data and framesInclude visualization of Line Style related Animation dataInclude visualization of animation data related to data-blocks linked to modifiersInclude visualization of armature related animation dataInclude visualization of cache file related animation dataInclude visualization of camera related animation dataInclude visualization of curve related animation dataInclude visualization of hair related animation dataInclude visualization of lattice related animation dataInclude visualization of light related animation dataInclude visualization of lightprobe related animation dataInclude visualization of material related animation dataInclude visualization of mesh related animation dataInclude visualization of metaball related animation dataInclude visualization of movie clip related animation dataInclude visualization of node related animation dataInclude visualization of object-level animation data (mostly transforms)Include visualization of particle related animation dataInclude visualization of point cloud related animation dataInclude visualization of scene related animation dataInclude visualization of shape key related animation dataInclude visualization of speaker related animation dataInclude visualization of texture related animation dataInclude visualization of volume related animation dataInclude visualization of world related animation dataInclusiveIncomingIncompatible output nodeIncompatible, expected a %sIncomplete built-in keying set, appears to be missing type infoIncorrect armature for type '{:s}'Incorrect armature...Incorrect context for running data-block fake user togglingIncorrect context for running font unlinkIncorrect context for running object data unlinkIncrease ContrastIncrease Mix Factor by 0.01Increase Mix Factor by 0.1Increase for uniform offset distanceIncrease jump heightIncrease or decrease the amount of displacementIncrease or decrease the value of selected keys in relationship to the neighboring oneIncrease segmentsIncrementIncrement number in filenameIncrementalIncrementally refit the curve (high quality)Indent selected textIndent selected text or autocompleteIndent using spacesIndent using tabsIndexIndex %d is invalidIndex BasedIndex FieldIndex Layer NameIndex Of Refraction of the scattering particlesIndex SwitchIndex Switch ItemIndex corresponding to the shortcut, e.g. number key 1 corresponds to index 1 etc..Index in CurveIndex in FaceIndex in ToolbarIndex number for the "Color Index" passIndex number for the "Layer Index" passIndex number for the "Material Index" render passIndex number for the "Object Index" render passIndex number of cache filesIndex number of the vertex groupIndex of NLA action track to perform pushdown operation onIndex of NearestIndex of Refraction (IOR) for specular reflection and transmission. For most materials, the IOR is between 1.0 (vacuum and air) and 4.0 (germanium). The default value of 1.5 is a good approximation for glassIndex of Refraction (IOR) used for rays that enter the subsurface componentIndex of active AOVIndex of active annotation layerIndex of active bookmark (-1 if none)Index of active language in langs collectionIndex of active layer in list of all mask's layersIndex of active lightgroupIndex of active line set slotIndex of active material slotIndex of active objectIndex of active particle system slotIndex of active pose markerIndex of active recent folder (-1 if none)Index of active system bookmark (-1 if none)Index of active system folder (-1 if none)Index of active texture paint slotIndex of active texture slotIndex of active track in rotation stabilization tracks listIndex of active track in translation stabilization tracks listIndex of active volume gridIndex of character after end of selection in the selection end lineIndex of clone texture paint slotIndex of current TextLine in TextLine collectionIndex of current character in current line, and also start index of character in selection if one existsIndex of each CurveIndex of last TextLine in selectionIndex of material slot used for rendering particlesIndex of mesh face that the triangle is a part ofIndex of nearest elementIndex of previous neighboring point on segmentIndex of refraction (IOR) of the thin filmIndex of refraction determines how much the ray is bent. At 1.0 rays pass straight through like in a transparent material; higher values cause larger deflection in angle. Default value is 1.55 (the IOR of keratin)Index of source weight in active vertex groupIndex of the Grease Pencil layerIndex of the active element in the specified domainIndex of the active itemIndex of the active objectIndex of the asset library being edited in the Preferences UIIndex of the closest guide curve for each generated curveIndex of the collection to assign selected bones to. When the operator should create a new bone collection, use new_collection_name to define the collection name, and set this parameter to the parent index of the new bone collectionIndex of the collection to change visibilityIndex of the collection to move selected bones to. When the operator should create a new bone collection, do not include this parameter and pass new_collection_nameIndex of the current iteration. Starts counting at zeroIndex of the currently active selection setIndex of the element in the source geometry. Note that the same index can occur more than once when iterating over multiple components at onceIndex of the extensions repository being edited in the Preferences UIIndex of the face group inside each boundary edge regionIndex of the first loop of this faceIndex of the instance used for each point. This is only used when Pick Instances is on. By default the point index is usedIndex of the main guide curve per curveIndex of the material used for generated strokes (0 keep original material)Index of the reportIndex of the root point of a curveIndex of the script directory to removeIndex of the segment to removeIndex of the strand within a braid that each curve belongs toIndex of the tag set for editingIndex of the tip point of a curveIndex of this bone collection in the armature.collections_all array. Note that finding this index requires a scan of all the bone collections, so do access this with care.Index of this collection into its parent's list of children. Note that finding this index requires a scan of all the bone collections, so do access this with care.Index of this curveIndex of this edgeIndex of this faceIndex of this loopIndex of this loop triangleIndex of this pointIndex of this vertexIndex out of rangeIndex to removeIndex to the specific property affected by F-Curve if applicableIndex to the specific setting if applicableIndexesIndicate that the label of this socket is not necessary to understand its meaning. This may result in the label being skipped in some casesIndicate that this is a corrective action. Corrective actions will activate based on the activation of two other actions (using End Frame if both inputs are at their End Frame, and Start Frame if either is at Start Frame)Indicates that a keyconfig was defined by the userIndicates that a keymap is used for translate modal events for an operatorIndicates that the most recent variable evaluation used the fallback valueIndicates that there are any user visible changes since the brush has been imported or read from the fileIndicates the gesture phaseIndicates whether an extra user is set or not (mainly for internal/debug usages)IndicesIndices and weights must have the same lengthsIndices cannot have duplicatesIndices must be in rangeIndices must be sorted in ascending orderIndices of mesh loops that make up the triangleIndices of triangle verticesIndices of vertices bound to the modifier. For Bézier curves, handles count as additional vertices.Indices of vertices in case of a vertex parenting relationIndirectIndirect LightIndirect Light StrengthIndirect OnlyIndirect library data-block, cannot be made local, Shift + Click to create a library override hierarchyIndirect onlyIndividualIndividual CentersIndividual ImagesIndividual OriginsIndividual SilhouetteIndividual face insetIndividual files for each view with the prefix as defined by the scene viewsIndividual pose bones for the armatureIndonesian - Bahasa indonesiaIndustry CompatibleInferred Structure TypeInflateInflate meshInflate the active object by the specified distance for baking. This helps matching to points nearer to the outside of the selected object meshesInflate the active object by the specified distance for baking. This helps matching to points nearer to the outside of the selected object meshes.Inflates the clothInflowInflow Level SetInfluenceInfluence DistanceInfluence ScaleInfluence ThresholdInfluence distance from the objectInfluence distance of the probeInfluence factor by which the modifier changes the propertyInfluence of metaball elementsInfluence of newly created track on a final solutionInfluence of stabilization algorithm on footage locationInfluence of stabilization algorithm on footage rotationInfluence of stabilization algorithm on footage scaleInfluence of target density on the simulationInfluence of the added constraintInfluence of the deformationInfluence of the jaw on the bottom lip chainsInfluence of the jaw on the locked mouthInfluence of the secondary IK on the heel control rotationInfluence of the zoom factor on scroll speedInfluence of this track on 2D stabilizationInfluence of this track on a final solutionInfluence setting is controlled by an F-Curve rather than automatically determinedInfoInfo Icon ForegroundInfo on current cache statusInfo space dataInfo written to %s text datablock!InformationInformation about ID that was updatedInformation about an entity that makes it possible for the asset system to deal with the entity as assetInformation about the color space used for data-blocks in a blend fileInheritInherit End RollInherit RotationInherit ScaleInherit all effects of parent scalingInherit scaling, but remove shearing of the child in the rest orientationInherit uniform scaling representing the overall change in the volume of the parentInitInit settings for i18n files update operatorsInitialInitial ColorInitial PositionInitial QueryInitial Rest LengthInitial TemperatureInitial VelocityInitial alignment based on 2D cursorInitial alignment based on Active UDIMInitial alignment based on UV Tile GridInitial alignment based on the islands bounding boxInitial boid health when bornInitial color of the surfaceInitial falloff of the expand operationInitial position to arrange islands fromInitialize Face SetsInitialize the strip with this colorInitializes all face sets in the meshInnerInner Cone AngleInner CornersInner CreaseInner MaskInner MiterInner ProximityInner RadiusInner SelectedInner ThicknessInner VertInner face thickness (only used by softbodies)InpaintInputInput 1Input 2Input Color SpaceInput FieldsInput FilepathInput ItemInput ItemsInput MatrixInput NameInput NodeInput SamplesInput TypeInput White PointInput an image data-blockInput color space settingsInput color that should be mapped to blackInput color that should be mapped to whiteInput configuration, including keymapsInput curves do not have Bézier typeInput data for the simulation zoneInput does not exist: "{}"Input expects a field or single valueInput expects a listInput expects a single valueInput expects a volume gridInput geometry has no elements in the iteration domain.Input geometry has unsupported type: Input grids have incompatible transformsInput image or movie fileInput image or movie from a movie clip data-block, typically used for motion trackingInput line for the interactive consoleInput mask from a mask data-block, created in the image editorInput method how to generate the displacement vectorInput normalized normal values to other nodes in the treeInput numerical values to other nodes in the treeInput or output socket of a nodeInput or output socket typeInput pending {}Input properties of a GizmoInput properties of a Gizmo GroupInput render passes from a scene renderInput state threshold when using snap turnInput target edge length in the new meshInput target number of faces in the new meshInput texture coordinatesInput the current scene time in seconds or framesInput the geometry as an instance. (Further processing might require non-instance geometry)Input threshold for button/axis actionsInput threshold for float/2D vector actionsInput to use when the socket is unconnected. Requires "Hide Value".Input type to use for the Scene stripInput value used for unconnected socketInput with index {} does not exist. Currently, the maximum possible index is {}. Did you mean to use {{:{}}}?Input/Output TypeInputsInputs:InsInsertInsert AfterInsert BeforeInsert Keyframes - Only NeededInsert Keyframes - VisualInsert Keyframes for specified Keying Set, with menu of available Keying Sets if undefinedInsert Keyframes is not yet implemented for this modeInsert Keyframes only for properties that are already animatedInsert PointInsert Point into a curve segmentInsert Unicode CharacterInsert a blank frame in all editable layersInsert a blank frame on the current scene frameInsert a keyframe for all element of the arrayInsert a keyframe for all properties that are likely to get animated in a character rig (only selected bones)Insert a keyframe for all properties that are likely to get animated in a character rig (useful when blocking out a shot)Insert a keyframe for current UI-active propertyInsert a keyframe for each of the B-Bone shape propertiesInsert a keyframe for selected F-Curves at the cursor pointInsert a keyframe for the active F-Curve at the cursor pointInsert a keyframe on all visible and editable F-Curves using each curve's current valueInsert a keyframe on each of the already existing F-CurvesInsert a keyframe on each of the location and rotation channelsInsert a keyframe on each of the location and rotation channels, taking into account effects of constraints and relationshipsInsert a keyframe on each of the location and scale channelsInsert a keyframe on each of the location and scale channels, taking into account effects of constraints and relationshipsInsert a keyframe on each of the location channelsInsert a keyframe on each of the location channels, taking into account effects of constraints and relationshipsInsert a keyframe on each of the location, rotation and scale channels, taking into account effects of constraints and relationshipsInsert a keyframe on each of the location, rotation, and scale channelsInsert a keyframe on each of the rotation and scale channelsInsert a keyframe on each of the rotation and scale channels, taking into account effects of constraints and relationshipsInsert a keyframe on each of the rotation channelsInsert a keyframe on each of the rotation channels, taking into account effects of constraints and relationshipsInsert a keyframe on each of the scale channelsInsert a keyframe on each of the scale channels, taking into account effects of constraints and relationshipsInsert a keyframe on selected F-Curves using each curve's current valueInsert a keyframe on the active F-Curve using the curve's current valueInsert a keyframe to selected tracks at current frameInsert a new item into collection after the one referenced in subitem_reference_name/_id or _indexInsert a new item into collection before the one referenced in subitem_reference_name/_id or _index (NOT USED)Insert after panelInsert after socketInsert before panelInsert before socketInsert gap at current frame to first strips at the right, independent of selection or locked state of stripsInsert into panelInsert keyframes based on 'visual transforms'Insert keyframes for additional location offsetInsert keyframes for additional rotation offsetInsert keyframes for additional scale factorInsert keyframes for the specified channelsInsert keyframes on the current frame using either the active keying set, or the user preferences if no keying set is activeInsert line break at cursor positionInsert mask shape keyframe for active mask layer at the current frameInsert new keyframe at the cursor position for the active F-CurveInsert selected nodes into a node groupInsert text at cursor positionInsert values into a string using a Python and path template compatible formatting syntaxInserting keyframes failed:Inserting keys on {:d} data-block(s) has been skipped because of missing action slots.Inserting keys on {:d} data-block(s) has been skipped because the RNA path wasn't valid for them.Inserting keys on {:d} data-block(s) has been skipped because there were no layers that could accept the keys.Inserting keys on {:d} data-block(s) has been skipped because there were no strips that could accept the keys.Inserting keys on {:d} data-block(s) has been skipped because they are not editable.Inserting keys on {:d} data-block(s) has been skipped because they cannot be animated.Inset face boundariesInset new faces into selected facesInset the region along existing edgesInsideInside Annotated AreaInside PaddingInside distance in UI units from the edge of the region within which to start panningInside of miter is arcInside of miter is sharpInspect images or render resultsInspection IndexInspection index is out of rangeInstallInstall a user defined lightInstall an add-onInstall an application templateInstall custom HDRIsInstall custom MatCapsInstall custom Studio LightsInstall extensions from files into a locally managed repositoryInstall this fileInstalledInstalling keymap failed: {:s}InstanceInstance BoundsInstance CollectionInstance Collection WeightsInstance CollectionsInstance Collections on AppendingInstance Collections on LinkingInstance CountInstance Empty SizeInstance Faces ScaleInstance IndexInstance ModifierInstance ObjectInstance Object DataInstance OffsetInstance OnInstance Random IDInstance RotationInstance ScaleInstance SeedInstance TransformInstance Transform FieldInstance TypeInstance an existing collectionInstance geometry collectionInstance geometry inputInstance geometry objectInstance of the collection or instances of all the children in the collectionInstance on ElementsInstance on PointsInstance selected collections to active sceneInstanced CollectionInstanced ObjectsInstancerInstancesInstances are ignoredInstances as LayersInstances in input geometry are ignoredInstances number '%d' does not match transforms size '%d'Instances of objects or collectionsInstances to PointsInstances to convert to pointsInstances to rotate individuallyInstances to scale individuallyInstances to transform individuallyInstances to translate individuallyInstances: {}InstancingInstantiate child objects on all facesInstantiate child objects on all verticesInstantiate collections as empties, instead of linking them into the current view layerInstantiate object data IDs (i.e. create objects for them if needed)Instantly rotates the camera by a fixed angle instead of smoothly turningInstead of per-brush color, the color is shared across brushesInstead of per-brush input samples, the value is shared across brushesInstead of per-brush size, the size is shared across brushesInstead of per-brush strength, the strength is shared across brushesInstead of per-brush weight, the weight is shared across brushesInstead of selecting on mouse press, wait to see if there's drag event. Otherwise select on mouse releaseIntInt 2DInt8IntegerInteger 64-bitInteger ArrayInteger AttributeInteger Attribute ValueInteger FieldInteger MathInteger Node SocketInteger Node Socket InterfaceInteger ValueInteger VectorInteger number socket of a nodeInteger pixel coordinatesInteger value in geometry attributeIntegrateIntegrate deformation from this modifier's input with the mesh-cache coordinates (useful for shape keys)IntegrationIntegration SchemeIntegration TypeIntegrator PresetsIntel binary detected. Expect reduced performance.Intensify DetailsIntensityIntensity of the haptic vibration, ranging from 0.0 to 1.0Intensity of the noiseIntensity of the sheen layer, which simulates very small fibers on the surfaceIntensity of vignette that appears when movingInteraction RadiusInteraction radius is a factor of 4 * particle sizeInteractive NavigationInteractive Python consoleInteractive programmatic console for advanced editing and script developmentInteractively add an objectInteractively change the current frame numberInteractively define frame range used for playbackInteractively fly around the sceneInteractively navigate around the scene (uses the mode (walk/fly) preference)Interactively point cameras and lights to a location (Ctrl translates)Interactively set the current frame and value cursorInteractively walk around the sceneInteractively walk or free navigate around the sceneInterceptInterfaceInterface FontInterface declaration for this node treeInterior Band WidthInterior RadiusInterlaceInterlace TypeInterleaveInternalInternal AttributesInternal Error - AnimData block is not validInternal Error: edges array wrong size: %u instead of %uInternal Error: faces array wrong size: %u instead of %uInternal Error: loops array wrong size: %u instead of %uInternal FrictionInternal IES fileInternal LinksInternal Spring Max DiversionInternal Spring Max LengthInternal SpringsInternal Springs Vertex GroupInternal clipboard has no poseInternal clipboard is emptyInternal clipboard is not from a materialInternal clipboard is not from pose modeInternal error!Internal error, unknown state!{:s}Internal input-to-output connections for mutingInternal ownerInternal pose library error, canceling operatorInternal shader script to define the shaderInternal use (edit a property data_path)Internally render past the image border to avoid screen-space effects disappearingInternet access is required to install and update online extensions. Internet access is required to install extensions from the internet.Internet:Interocular DistanceInterpolateInterpolate CurvesInterpolate Grease Pencil strokes between framesInterpolate Hair CurvesInterpolate LengthInterpolate Point CountInterpolate RadiusInterpolate ShapeInterpolate all source edges hit by the projection of destination one along its own normal (from vertices)Interpolate all source polygons intersected by the projection of destination one along its own normalInterpolate between 2×2 samplesInterpolate between Action Start and End frames, with the Evaluation Time slider instead of the Target object/boneInterpolate between new and original normalsInterpolate between original and new normalsInterpolate hair using B-SplinesInterpolate new particles from the existing onesInterpolate pixels using selected filterInterpolate radii of selected pointsInterpolate the attribute from the corners of the hit faceInterpolate tilt of selected pointsInterpolate weight of selected pointsInterpolatedInterpolates between Action Start and End framesInterpolates existing custom normals to resulting meshInterpolates existing guide curves on a surface meshInterpolationInterpolation CurveInterpolation FalloffInterpolation GuidesInterpolation TiltInterpolation TypeInterpolation Type UInterpolation Type VInterpolation Type WInterpolation UInterpolation factor between current brush weight, and keys' weightsInterpolation fallback for sampled animations, when the property is not keyedInterpolation methodInterpolation method to use for segment of the F-Curve from this Keyframe until the next KeyframeInterpolation method to use for smoke/fire volumesInterpolation method to use for smoke/fire volumes in solid modeInterpolation method to use for volumesInterpolation method to use for volumes in solid modeInterpolation method to use the next time 'Interpolate Sequence' is runInterpolation mode used for first keyframe on newly added F-Curves (subsequent keyframes take interpolation from preceding keyframe)Interpolation to use for sub-pixel shifts and rotations due to stabilizationInterpolation type for absolute shape keysInterpolation:IntersectIntersect ModeIntersect existing selectionIntersect selected with unselected facesIntersecting EdgesIntersectionIntersection OnlyIntersection PriorityIntersection TypeIntersection With ContourIntersection generated by this collection will have this mask valueIntersection onlyIntersectionsInterval between paints for AirbrushInterval of time warp when teleporting in navigation modeIntroduce jitter/randomness into strokesIntroduces jitter while doing distortion, which can be faster but can produce grainy or noisy resultsInvalidInvalid Context ErrorInvalid DistanceInvalid InputInvalid Input ErrorInvalid Output LinkInvalid UDIM index range was specifiedInvalid UID for old ActionInvalid UV map: UV islands must not overlapInvalid anchor ('%s') found, needed to create library override from data-block '%s'Invalid cage object, the cage mesh must have the same number of faces as the active objectInvalid color palette index: %dInvalid contextInvalid context for keying setInvalid context: "%s", %sInvalid depsgraphInvalid face data detected for mesh '%s'. Automatic correction will be used, but some data will most likely be lostInvalid format specifier for string: "{}"Invalid format specifier: "{}"Invalid format: "{}"Invalid frame range (%d - %d)Invalid frame range (%d - %d). Start Frame is larger than End FrameInvalid frame totalInvalid headerInvalid hierarchy root ('%s') found, needed to create library override from data-block '%s'Invalid identifier: "{}"Invalid index %d for B-Bone segments of '%s'!Invalid mesh; more detail on the consoleInvalid object: verify object pathInvalid old/new Action pair ('%s' / '%s')Invalid old/new ID pair ('%s' / '%s')Invalid original modifier index '%d'Invalid panel identifierInvalid path template in File Output node. Skipping writing file.Invalid regular expression (find): {:s}Invalid regular expression (replace): {:s}Invalid resolutionInvalid screenshot area selectionInvalid selection orderInvalid slot name '%s': name must not be empty.Invalid surface UVs on {} curvesInvalid target %r (must be 'ARMATURE' or 'OBJECT')Invalid target settingsInvalid target!Invalid transformation for volume gridsInvalid variable name, click here for detailsInvalid vertex group indexInvalid vertex index %d (expected to be within 0 to %d range)Invalid/unset axisInverseInverse ClampedInverse ColorInverse GainInverse GammaInverse KinematicsInverse LiftInverse MatrixInverse OffsetInverse Parent MatrixInverse PowerInverse QuadraticInverse ScaleInverse SlopeInverse Smooth PressureInverse Square Root ModeInverse Square falloffInverse distance modelInverse distance model with clampingInverse of layer's parent transformation matrixInverse of object's parent matrix at time of parentingInverse selection (overrides 'Select All' when True)Inversion ModeInvertInvert AlphaInvert ArcInvert CollectionInvert Collection FilteringInvert ColorInvert CullInvert CurvatureInvert DisplacementInvert Dopesheet SortInvert FalloffInvert GridInvert LayerInvert Layer PassInvert MaterialInvert Material PassInvert MatrixInvert PanInvert Pan AxisInvert Pitch (X) AxisInvert Pressure for DensityInvert Pressure for FlowInvert Pressure for HardnessInvert Pressure for Wet MixInvert Pressure for Wet PersistenceInvert RGB valuesInvert Roll (Z) AxisInvert RotateInvert RotationInvert SelectionInvert Silhouette FilteringInvert SprayInvert UnselectedInvert Vertex GroupInvert Weights AInvert Weights BInvert Wheel Zoom DirectionInvert XInvert X AxisInvert YInvert Y AxisInvert Yaw (Y) AxisInvert ZInvert Z AxisInvert Zoom DirectionInvert a color, producing a negativeInvert action for the duration of the strokeInvert action of brush for duration of strokeInvert active vertex group's weightsInvert affected normalsInvert all the alpha values in the imageInvert alpha channelInvert and draw opposite arcInvert blue channelInvert colors, producing a negativeInvert destination stroke to match start and end with source strokeInvert existing selectionInvert face mark filteringInvert filter searchInvert filtering (show hidden items, and vice versa)Invert green channelInvert image's channelsInvert layer filterInvert layer pass filterInvert locks of all vertex groups of the active objectInvert locks of selected vertex groups of the active objectInvert locks of unselected vertex groups of the active objectInvert maskInvert material filterInvert material pass filterInvert normals for negative scaled objects.Invert output weight valuesInvert pinning for the selection instead of setting itInvert red channelInvert selection of all elementsInvert sort order of dopesheet channelsInvert source vertex group valuesInvert stabilization to reintroduce motion to the imageInvert the X locationInvert the X rotationInvert the Y locationInvert the Y rotationInvert the Z locationInvert the Z rotationInvert the axis of mouse movement for zoomingInvert the bump mapping direction to push into the surface instead of outInvert the curvature of the stroke's extensionInvert the expand active elementsInvert the face directionInvert the fade-out direction of the linear mappingInvert the gain colorInvert the gamma colorInvert the generated maskInvert the influence of vertex group AInvert the influence of vertex group BInvert the lift colorInvert the lock state of all vertex groupsInvert the maskInvert the mask black/whiteInvert the modulation of pressure in densityInvert the modulation of pressure in flowInvert the modulation of pressure in hardnessInvert the modulation of pressure in wet mixInvert the modulation of pressure in wet persistenceInvert the mouse inputInvert the object state filterInvert the offset colorInvert the power colorInvert the resulting falloff weightInvert the rotation angleInvert the slope colorInvert the spray direction mapInvert the stencil layerInvert the vertex group influenceInvert the visibility of all verticesInvert the weight of active vertex groupInvert to Scrape or FillInvert vertex group influenceInvert vertex group influence (collapse only)Invert vertex group mask influenceInvert vertex group weightsInvert visibility collection (Deprecated)Invert what is considered object and what is notInvertedInverted Cavity MaskInvertibleInvokeInvoke all configured exporters for all collectionsInvoke all configured exporters on this collectionInvoke the export operationInwards component of the vortex forceIris (.rgb)IronIrradiance Atlas texture could not be createdIrradiance Pool SizeIrradiance Visibility SizeIs ActiveIs ArchiveIs AttributeIs Axis AlignedIs BakedIs Camera RayIs Controller AimIs Controller GripIs DataIs Diffuse RayIs Edge BoundaryIs Edge LooseIs Edge ManifoldIs Edge SmoothIs EditableIs EditmodeIs EmptyIs EvaluatedIs Face PlanarIs Face SmoothIs Fallback UsedIs Fill VisibleIs FloatIs Generated TileIs Glossy RayIs Grease PencilIs HDRIs HiddenIs HitIs In HierarchyIs IndirectIs Inspect OutputIs InstanceIs Interface LockedIs InternalIs Layered ActionIs Legacy ActionIs LoadedIs Local OverrideIs Microsoft Store InstallIs Name ValidIs OpenIs OrthographicIs OutputIs Panel ToggleIs PerspectiveIs PinnedIs PlanarIs PortalIs Reflection RayIs RequiredIs SequenceIs Shadow RayIs Singular RayIs Spline CyclicIs StrandIs Stroke StartIs Stroke VisibleIs System OverrideIs TileIs Transmission RayIs UV SplitIs ValidIs Valid OffsetIs ViewportIs Volume Scatter RayIs marker muted for current frameIs part of an IK chainIs the name of the AOV conflictingIs this ID block linked indirectlyIs this a valid name for a driver variableIs this image tile generatedIs this keymap item modified by the userIs this keymap item user defined (does not just replace a builtin item)IslandIsland CountIsland IndexIsland MarginIsland selectionIsland that stays in place when stitching islandsIslands PrecisionIsolateIsolate ActionIsolate Multi User DataIsolate selected bones into a separate armatureIsometricIt cannot be a reserved keyword in PythonIt cannot be left blankIt cannot contain dots (e.g. 'a.dot')It cannot contain spaces (e.g. 'a space')It cannot contain special (non-alphabetical/numeric) charactersIt cannot start with a numberIt cannot start with a special character, including '$', '@', '!', '~', '+', '-', '_', '.', or ' 'Italian - ItalianoItalicItalic angle of the charactersItemItem FormatItem IdentifierItem TypeItem has no users and will be removedItem has no users and will be removed. Click to protect from deletionItem in a Key MapItem in a node tree interfaceItem is not protected from deletionItem is protected from deletionItem to be copied to this interface is of an unsupported socket typeItemsItems ExpandedItems Not FoundItems in the action map, mapping an XR event to an operator, pose, or haptic outputItems in the keymap, linking an operator to an input eventItems in the node interfaceItems in the node panelIterationIteration index that is used by inspection features like the viewer node or socket inspectionIterationsIterations input has to be a constant valueIterations: {:d} .. {:d} (avg. {:d})Iterative procedure did not convergeJ2KJP2JPEGJPEG (.jpg)JPEG 2000 (.jp2)JPEG Format (.jpg)JPEG QualityJPEG quality of proxy imagesJPEG-like lossy compression on 256 row image blocksJPEG-like lossy compression on 32 row image blocksJPEG2000Japanese - 日本語JitterJitter CameraJitter KeyframeJitter Keyframe SelectedJitter PressureJitter UnitJitter brush colorJitter camera position to create accurate blurring using render samples (only for final render)Jitter factor of brush radius for new strokesJitter in screen space or relative to brush sizeJitter the position of the brush in pixels while paintingJitter the position of the brush while paintingJitteredJittered ShadowsJittered Shadows (Viewport)Jittering AmountJittering happens in screen space, in pixelsJittering happens relative to the brush sizeJoinJoin AreasJoin BundleJoin DownJoin GeometryJoin Geometry ModeJoin LeftJoin Nodes in FrameJoin Palette SwatchesJoin RightJoin StringsJoin StrokesJoin TrianglesJoin UpJoin curve endpoints if overlapping control points are detected (if disabled, no curves will be cyclic)Join groups of Grease Pencil layers into oneJoin multiple bundles togetherJoin selected areas into new windowJoin selected objects into active objectJoin selected strokes into one fill to create holesJoin selected tracksJoin the last drawn stroke with previous strokes in the active layer by distanceJoin the new mesh as separate geometry, without performing any boolean operationJoin the selected strokes into one strokeJoin two curves by their selected endsJoining results in %d vertices, limit is %ldJoint BindingsJointsJoints:%s/%s | Bones:%s/%sJumpJump HeightJump SpeedJump UnitJump backwards in timeJump by framesJump by secondsJump cursor to lineJump forward/backward by a given number of frames or secondsJump to Line NumberJump to a different tab inside the properties editorJump to a file for the text editorJump to end of current pathJump to first/last frame in frame rangeJump to next failed frameJump to previous failed frameJump to previous/next keyframeJump to previous/next markerJump to special frameJump to start of current pathJump to the last frame of the frame rangeJump when in walk modeJust add the margin, ignoring any UV scaleJustifyK0K1K2K3K4KHR_materials_variants_uiKTX2 CompressionKeepKeep Anchor PointKeep AnimationKeep AxisKeep BoundariesKeep CapsKeep ConnectedKeep ContourKeep CornersKeep Corners, JunctionsKeep Corners, Junctions, ConcaveKeep ExistingKeep HierarchyKeep InputsKeep Last SegmentKeep LengthsKeep LoopKeep ModifierKeep Named NodesKeep NormalsKeep OffsetKeep OpenKeep OriginalKeep RangeKeep RootKeep ShapeKeep SharpKeep Sharp EdgesKeep SingleKeep SurfaceKeep TransformKeep UV and edit mode mesh selection in syncKeep User InterfaceKeep World TransformKeep a backup (.blend1) version of the files when saving with cleared previewsKeep a backup (.blend1) version of the files when saving with generated previewsKeep all current texture sizesKeep an even thickness of the distribution of duplicatesKeep applying paint effect while holding mouse (spray)Keep children nodesKeep existing header alignmentKeep frame and do not change with timeKeep from going through other boidsKeep gizmo visible even when the node is not selectedKeep material assigned to brushKeep non-manifold boundaries of the input mesh in place by avoiding the dual transformation thereKeep only frames above frame 0Keep original file after copying to configuration folderKeep original objects instead of replacing themKeep original strokes and create a copy before reprojectingKeep original textures files if possible. WARNING: if you use more than one texture, where pbr standard requires only one, only one texture will be used. This can lead to unexpected resultsKeep original tracksKeep path lengths constantKeep paths from intersecting the emitterKeep render data around for faster re-renders and animation renders, at the cost of increased memory usageKeep root keys unmodifiedKeep sharp edges as computed for default custom normals, instead of setting a single weighted normal for each vertexKeep size of normals constant in relation to 3D viewKeep strip offset relative to the current frame when pastingKeep the brush anchored to the initial locationKeep the caps as they are and don't flatten them when erasingKeep the children nodes of the group and only delete the group itselfKeep the computed view map and avoid recalculating it if mesh geometry is unchangedKeep the current data-block displayedKeep the input links to duplicated nodesKeep the liquid objects visible during renderingKeep the modifier at the end of the listKeep the original incoming geometry and join it with the instance geometryKeep the original incoming geometry and join it with the scattered geometryKeep the part of the grids that is common between all operandsKeep the part of the mesh that is common between all operandsKeep the position of the last segment in the IK chain fixedKeep the smoke objects visible during renderingKeep the texture at a constant length regardless of the length of each strokeKeep the values of the active group while normalizing othersKeep the world transform of strokes from the clipboard unchangedKeep the zig-zag "noise" in initial chainingKeep triangulated faces resulting from decimation (collapse only)Keep verts assigned to at least one group when cleaningKeep volume opacity and detail the same regardless of object scaleKeeping the modifiers will increase polycount when returning to object modeKeeps the hue constantKelvinKernelKernel Data TypeKernel OptimizationKernel RadiusKernels can be optimized based on scene content. Optimized kernels are requested at the start of a render. If optimized kernels are not available, rendering will proceed using generic kernels until the optimized set is available in the cache. This can result in additional CPU usage for a brief time (tens of seconds)KerningKeyKeyKeyKey %dKey All BonesKey BlocksKey ColorKey ConfigKey ConfigurationKey ConfigurationsKey FrameKey MapKey Map ItemKey MapsKey angular velocityKey configuration that can be extended by add-ons, and is added to the active configuration when handling eventsKey locationKey location for a particle over timeKey location/rotation/scale as well as custom propertiesKey mapped to particular frame that can be moved to change playback speedKey maps configured as part of this configurationKey rotation quaternionKey velocityKey-BindingKey-Config PreferencesKeyConfig '%s' cannot be removedKeyConfigsKeyMap "%s" (base) must be a user keymapKeyMap "%s" (other) must be an add-on or active keymapKeyMap "%s" does not match "%s"KeyMap "%s" item not part of the keymapKeyMap '%s' not found in KeyConfig '%s'KeyMap ItemsKeyMap item result may be incorrect since an update is pending, call `context.window_manager.keyconfigs.update()` to ensure matches can be found.KeyMapItem '%s' not found in KeyMap '%s'KeyMaps are equalKeyPresetsKeyboardKeyedKeyed StatesKeyed TimingKeyed particles target is validKeyframeKeyframe AKeyframe Animation StripKeyframe BKeyframe BorderKeyframe Border SelectedKeyframe Insert NeededKeyframe Insert PieKeyframe IntervalKeyframe NumbersKeyframe PointsKeyframe Scale FactorKeyframe SelectedKeyframe SelectionKeyframe from the final transformations (with constraints applied)Keyframe not in F-CurveKeyframe pasting is not available for Grease Pencil or mask modeKeyframe pasting is not available for mask modeKeyframe to setKeyframedKeyframed TracksKeyframesKeyframes AfterKeyframes BeforeKeyframes around cursor that we zoom aroundKeyframes cannot be added to sampled F-CurvesKeyframingKeyframing SettingsKeyingKeying ScreenKeying SetKeying Set NameKeying Set PathKeying Set Paths to define settings that get keyframed togetherKeying Set defines specific paths/settings to be keyframed (i.e. is not reliant on context info)Keying Set does not contain any pathsKeying SetsKeying Sets AllKeying set '%s' - successfully added %d keyframesKeying set '%s' not foundKeying set could not be addedKeying set failed to insert any keyframesKeying set failed to remove any keyframesKeying set is active, which mayKeying set path could not be addedKeying set path could not be removedKeying set pathsKeying set paths could not be removedKeyingSetKeymapKeymap is defined by the userKeysKeys StepKhronos PBR NeutralKhronos PBR Neutral Image Encoding for sRGB DisplayKhronos PBR Neutral sRGBKill ParticlesKill collided particlesKilogramsKilohertzKilometersKilometers per hourKilowattsKinematicKinematic ConstraintKinetic Energy Potential MaximumKinkKink AmplitudeKink Amplitude FactorKink FrequencyKink Frequency FactorKink TypeKirschKiteKnot ModeKnown relative offset of original shot, will be subtracted (e.g. for panning shot, can be animated)Korean - 한국어Kr Derivative EpsilonKr derivative epsilon for computing suggestive contoursKuwaharaKyrgyz - Кыргыз тилиLIB: %s: '%s' is directly linked from '%s' (parent '%s'), but is a non-linkable data typeLIB: %s: '%s' missing from '%s', parent '%s'LIB: .blend file %s seems corrupted, no owner 'Library' data found for the linked data-block '%s'. Try saving the file again.LIB: .blend file %s seems corrupted, no owner 'Library' data found for the packed linked data-block %s. Try saving the file again.LIB: Data refers to main .blend file: '%s' from %sLIB: object lost from scene: '%s'LMBLZWLabelLabel Font SizeLabel SizeLabel reroute nodes based on the label of connected reroute nodesLabel to display for the socket subtype in the UILabel to display for the socket type in the UILacunarityLambda BorderLambda FactorLambda factorLambda factor in borderLambertian and Oren-Nayar diffuse reflectionLambertian diffuse transmissionLambertian emission shaderLampLand Personal SpaceLand Stick ForceLanding SmoothnessLandmarkLandmark ControlsLandmarksLanguageLanguage IDLanguage NameLanguage label (eg. "French (Français)")Language used for translationLanguagesLanguages to update in work repositoryLaplaceLaplacianLaplacian DeformLaplacian Deform ModifierLaplacian Smooth ModifierLaplacian smooth of selected verticesLaplacianDeformLaplacianSmoothLargeLargest to SmallestLastLast Action Slot IdentifierLast FrameLast QI value of the QI rangeLast frame from action to useLast frame of the Action to useLast frame of the action's timelineLast frame of the segmentLast frame to transferLast known location of the viewer pose (center between the eyes) in world spaceLast known rotation of the viewer pose (center between the eyes) in world spaceLast selected elementLast selected not foundLathe around an axis, treating the input mesh as a profileLatitude MinLatticeLatticeNewLattice DeformLattice ModifierLattice data-block defining a grid for deforming other objectsLattice data-blocksLattice deformation modifierLattice object to deform withLattice resolution in U directionLattice resolution in V directionLattice resolution in W directionLattice(s)LatticesLaunch Blender without --offline-modeLaunched with "--offline-mode", cannot be changedLayerLayer '%s' not found in object '%s'Layer AboveLayer BelowLayer CollectionLayer CountLayer GroupLayer Group is locked or not visibleLayer GroupsLayer IndexLayer MappingLayer ModeLayer ObjectsLayer OpacityLayer PassLayer SamplesLayer SelectionLayer StepLayer WeightLayer above activeLayer already addedLayer below activeLayer collectionLayer collection childrenLayer in multilayer imageLayer is already added as a maskLayer is locked or not visibleLayer is selected for editing in the Dope SheetLayer nameLayer not found in annotation dataLayer of the cache, used to load or override data from the first the first layerLayer of vertex colors in a Mesh data-blockLayer pass filterLayeredLayered RecordingLayersLayers TintingLayers as InstancesLayers for the FK controls to be onLayers for the optional IK controls to be onLayers for the primary controls to be onLayers for the secondary controls to be onLayers for the tweak controls to be onLayers included in the interpolationLayers of the cacheLayers used as boundariesLayers:%s | Frames:%s | Strokes:%s | Points:%sLayoutLayout panels can not be used in this contextLazy ConnectLazy Connect with Socket MenuLazy MixLazy Source!Lazy Target!LeadLeader key like functionality for accessing toolsLeadingLeaf VoxelsLeatherLeave as isLeave at current stateLeave orientation unchangedLeftLeft EyeLeft HandleLeft Handle FieldLeft Handle OffsetLeft Handle SelectedLeft Handle TypeLeft KeyLeft NeighborLeft OrthographicLeft PerspectiveLeft handle selection statusLeft singular vectorsLeft-bottom corner of search area in normalized coordinates relative to marker positionLeft/RightLeftward frame offset of the right handle from the end of the strip contentLegLegacy Add-onLegacy Add-onsLegacy BehaviorLegacy Compute Device TypeLegacy NoiseLegacy NormalLegacy OverwriteLegacy Target PathLegacy tracking constraint prone to twisting artifactsLegacy unique node type identifier, redundant with bl_idname propertyLegacy vertex color layers. Deprecated, use color attributes instead.Legal rights and conditions for the modelLengthLength AverageLength FactorLength ModeLength ModifierLength UnitLength WeightLength at rest positionLength in geometry spaceLength in ratio to the stroke's lengthLength of ALength of a dash cycle measured in stroke samplesLength of child pathsLength of displaying path, in framesLength of each curveLength of each curve to be rolledLength of each frameLength of each individual edgeLength of each segmentLength of edge in 3D spaceLength of first Bézier Handle (for B-Bones only)Length of newly added curves when it is not interpolated from other curvesLength of rays, defines how far away other faces give occlusion effectLength of reorder indices must be the same as the number of curvesLength of second Bézier Handle (for B-Bones only)Length of sizes must be the same as the selection sizeLength of the 1st dash for dashed linesLength of the 1st dash for splittingLength of the 1st gap for dashed linesLength of the 1st gap for splittingLength of the 2nd dash for dashed linesLength of the 2nd dash for splittingLength of the 2nd gap for dashed linesLength of the 2nd gap for splittingLength of the 3rd dash for dashed linesLength of the 3rd dash for splittingLength of the 3rd gap for dashed linesLength of the 3rd gap for splittingLength of the arcLength of the boneLength of the bone. Changing moves the tail end.Length of the depth added in the local Z direction along the curve, perpendicular to its normalsLength of the flare at the end of the braidLength of the generated hair curvesLength of the hairLength of the line's headLength of the line's tailLength of the strip in frames from left handle to right handleLength of the strip in frames, or the length of each strip if multiple are addedLength of the underlying strip source in frames, excluding handlesLength of tips to be removedLength to fit array withinLength to make selected keyframes' Bézier handlesLennard-JonesLennard-Jones effector weightLensLens DispersionLens DistortionLens UnitLens focal length (mm)LessLess ThanLess Than ModeLess Than or EqualLess than 90 limits the angle used in the tonal rangeLet smoke disappear over timeLet the driver determine this property's valueLet the emitter object orientation give the particle a starting velocityLet the mouse wrap around the view boundaries so mouse movements are not limited by the screen size (used by transform, dragging of UI controls, etc.)Let the object give the particle a starting velocityLet the surface normal give the particle a starting velocityLet the surface tangent give the particle a starting velocityLet the target particle give the particle a starting velocityLet the text overflow outside the text boxesLet the vector away from the target particle's location give the particle a starting velocityLevelLevel EndLevel SetLevel StartLevel of detail in the added turbulent noiseLevel of smoothing on the roll path to include shape variationLevel of subdivisionLevel set representation of the fluidLevel set representation of the inflowLevel set representation of the obstaclesLevel set representation of the outflowLevelsLevels ViewportLib Reload: Replacing all references to old data-block '%s' by reloaded one failed, old one (%d remaining users) had to be kept and was renamed to '%s'LibrariesLibraryLibrary "%s" needs overrides resyncLibrary '%s' ('%s') is an archive storage for packed data, but has no real library parent.Library '%s' appears corrupted, it contains invalid ID names. This may cause missing linked data.Library '%s' was created by a future version of Blender and contains ID names longer than currently supported. This may cause missing linked data, consider opening and re-saving that library with the current Blender version.Library '%s', '%s' had multiple instances, save and reload!Library (Object Data)Library (blendfile) reference in a BlendImportContext data. Currently only exposed as read-only data for the pre/post blendimport handlersLibrary BrowserLibrary EditableLibrary ID %s in library %s, this should not happen!Library ID %s not found at expected path %s!Library ID representing the blendfile from which the ID was imported. None until the ID has been linked or appendedLibrary NameLibrary OperationLibrary OverridableLibrary Overridden IDLibrary OverrideLibrary Override OperationLibrary Override Troubleshoot OperationLibrary Override View ModeLibrary OverridesLibrary Overrides Need resyncLibrary PathLibrary Weak ReferenceLibrary data-blocksLibrary database with null library data-block pointer!Library file the data-block is linked fromLibrary file, loading empty sceneLibrary override ID used as root of the override hierarchy this ID is a member ofLibrary override dataLibrary override data-blocks only support Disk Cache storageLibrary override of linked data-block, click to make fully local, Shift + Click to clear the library override and toggle if it can be editedLibrary override templates have been removed: removing all override data from the data-block '%s'Library path '%s' does not exist, correct this before savingLibrary path '%s' is now valid, please reload the libraryLibrary path is not editable, use the Relocate operationLibrary to reloadLibrary to relocateLicenseLicensed under the GNU General Public LicenseLifeLife TimeLife Time FactorLife span of the particlesLifetimeLifetime RandomnessLifetime of the wave in frames, zero means infiniteLiftLift ForceLift/Gamma/GainLightLightAreaLightAutoLightBackLightEmission SamplingLightFrontLightFront and BackLightLightLightLightProbeLightMatCapLightNewLightNoneLightPlaneLightPointLightPowerLightSphereLightSpotLightStrengthLightStudioLightSunLightTypeLightUse TemperatureLightVolumeLightWorldLight AdaptationLight Angle: %.3fLight ColorsLight ContourLight DirectionLight FalloffLight GroupLight GroupsLight Intensity ScaleLight LinkingLight Linking SpecialsLight Linking for %sLight ObjectLight OutputLight PathLight PathsLight Power: %.3fLight ProbeLight Probe VolumeLight Probe Volume Backface CullingLight Probe data-block for lighting capture objectsLight Probe data-blocksLight Probe(s)Light ProbesLight Probes Volume PoolLight Radius: %.3fLight ReferenceLight Sampling ThresholdLight Size X: %.3fLight Size Y: %.3fLight Size: %.3fLight ThresholdLight TreeLight TypeLight colorLight color temperature in KelvinLight data-block for lighting a sceneLight data-blocksLight energy emitted over the entire area of the light in all directions, in units of radiant power (W)Light link selected blockers to the active emitter objectLight link selected receivers to the active emitter objectLight linking settingsLight linking settings of objects and children collections of a collectionLight linking settings of the collectionLight linking settings of the collection objectLight or shadow receiving state of the object or collectionLight probe that captures incoming light from a single direction on a planeLight probe that captures low frequency lighting inside a volumeLight probe that captures precise lighting from all directions at a single point in spaceLight scattering distribution on rough surfaceLight size for ray shadow sampling (Raytraced shadows)Light strength before applying falloff modificationLight used for Studio lighting in solid shading modeLight(s)LightProbeLightProbeNewLightenLighten ModeLighter pressure causes more smoothing to be appliedLightgroupLightgroup SyncLightgroup that the object belongs toLightgroup that the world belongs toLightingLighting Method for Solid/Texture Viewport ShadingLighting ModeLighting for a World data-blockLightnessLightness:LightsLights affect Grease Pencil objectLights used to display objects in solid draw modeLights used to display objects in solid shading modeLimb SegmentsLimb TypeLimbNodeLimestone (Broken)Limestone (Solid)LimitLimit DistanceLimit Distance ConstraintLimit F-ModifierLimit Frame RangeLimit LocationLimit Location ConstraintLimit MethodLimit ModeLimit RadiusLimit RotationLimit Rotation ConstraintLimit ScaleLimit SizeLimit Size ConstraintLimit StrengthLimit SurfaceLimit View to ContentsLimit XLimit YLimit ZLimit below which to merge verticesLimit brush application to the distance specified by spacingLimit by a single channelLimit by the average of the other two channelsLimit colliders to this CollectionLimit colliders to this collectionLimit deform weights associated with a vertex to a specified number by removing lowest weightsLimit distance in normalized coordinatesLimit effectors to this collectionLimit fluid objects to this collectionLimit for snap middle vertices to the axis centerLimit forces to this collectionLimit maximum number of lightsLimit maximum steepness of wave slope between simulation points (use higher values for smoother waves at expense of reduced detail)Limit merging geometryLimit movement around the X axisLimit movement around the Y axisLimit movement around the Z axisLimit movement to viewer's initial directionLimit rotation around X axisLimit rotation around Y axisLimit rotation around Z axisLimit speed of tracking to make visual feedback easier (this does not affect the tracking quality)Limit texture size to 1024 pixelsLimit texture size to 128 pixelsLimit texture size to 2048 pixelsLimit texture size to 256 pixelsLimit texture size to 4096 pixelsLimit texture size to 512 pixelsLimit texture size to 8192 pixelsLimit texture size used by final renderingLimit texture size used by viewport renderingLimit the amount of automatic scalingLimit the display of curve handles in Edit ModeLimit the distance from target objectLimit the distance from the offset plane that a vertex can be affectedLimit the distance used for projection (zero disables)Limit the location of the constrained objectLimit the maximum value of the radius in order to avoid overlapping filletsLimit the number of simultaneous internet connections online operations may make at once. Zero disables the limit.Limit the render time (excluding synchronization time). Zero disables the limitLimit the resolution at 1 unit from the light origin instead of relative to the shadowed pixelLimit the rotation of the constrained objectLimit the scaling of the constrained objectLimit the texture size to save graphics memoryLimit the time/value ranges of the modified F-CurveLimit timeline height to maximum used channel slotLimit toLimit to Frame RangeLimit to Playback RangeLimit to SegmentLimit to ViewportLimit to select color for glow effectLimit translation on X axisLimit translation on Y axisLimit translation on Z axisLimited Global IlluminationLimiterLimiting strategy to prevent numerical artifactsLimitsLimits the Property Value slider to a range, values outside the range must be inputted numericallyLin errorLineLine ArtLine Art ModifierLine Art SettingsLine Art settings for materialLine Art settings for the objectLine Art stroke source typeLine BeginLine BreakLine ColorLine Color AlphaLine Color BlueLine Color GreenLine Color RedLine EndLine ErrorLine InfoLine InputLine NumbersLine Numbers BackgroundLine OutputLine PriorityLine RadiusLine SampleLine Set CollectionLine Set NameLine SetsLine SpacingLine StyleLine Style Alpha ModifierLine Style Color ModifierLine Style Geometry ModifierLine Style ModifierLine Style OutputLine Style Thickness ModifierLine Style data-blocksLine StylesLine ThicknessLine Thickness ModeLine TypeLine WidthLine angle where the image should be splitLine color used for Freestyle line renderingLine number to jump toLine of text in a Text data-blockLine position where the image should be splitLine set '%s' could not be removedLine set for associating lines and style parametersLine set nameLine sets for associating lines and style parametersLine style settingsLine thickness based on random noiseLine thickness based on the angle between two adjacent facesLine thickness based on the radial curvature of 3D mesh surfacesLine thickness for motion pathLine thickness in pixelsLine thickness mode for Freestyle line drawingLine to jump toLineSetLineSet %iLineStyleLineStyle Texture SlotLinearLinear 3D CurvesLinear AP0 with ACES white pointLinear AP1 with ACES white pointLinear BT.2020 with illuminant D65 white pointLinear BT.709 with illuminant D65 white pointLinear CIE-XYZ D65Linear CIE-XYZ ELinear ClampedLinear DCI-P3 D65Linear DCI-P3 with illuminant D65 white pointLinear DampingLinear DragLinear E-Gamut with illuminant D65 white pointLinear ExtrapolationLinear FilmLight E-GamutLinear GizmoLinear GradientLinear InterpolationLinear LightLinear Light ModeLinear ModifiersLinear MotorLinear Rec.2020Linear Rec.709Linear Velocity Deactivation ThresholdLinear Velocity below which simulation stops simulating objectLinear distance modelLinear distance model with clampingLinear falloffLinear interpolationLinear interpolation between From Min and From Max valuesLinear interpolation between keyframesLinear presetLinear viscosityLinearly blend the smooth data to the border frames of the selectionLinearly scale along Z axis of the modifier spaceLineartLinesLines OnlyLines of textLineset SpecialsLinkLink Active to SelectedLink Active to Selected (Don't Replace Links)Link Active to Selected (Don't Replace Links, Node Names)Link Active to Selected (Don't Replace Links, Output Names)Link Active to Selected (Menu)Link Active to Selected (Replace Links)Link Active to Selected (Replace Links, Node Names)Link Active to Selected (Replace Links, Output Names)Link Animation DataLink CollectionsLink Fonts to TextLink Instance CollectionLink LimitLink MaterialsLink Materials ToLink Object DataLink Operation IndexLink StateLink active node to selected nodes basing on various criteriaLink after collectionLink all to boneLink all to objectLink before collectionLink between collectionsLink between nodes in a node treeLink from a Library .blend fileLink from this outputLink in the collections from the current scene (shallow copy)Link inside collectionLink is hidden due to invisible socketsLink is muted and can be ignoredLink is validLink material to object or the object's dataLink node to the group or node tree outputLink objects to a collectionLink objects to a new collectionLink operation index out of rangeLink operation to execute on the context socketLink selected collections to active sceneLink selected strips together for simplified group selectionLink selection to another sceneLink target: {}Link the objects or data-blocks rather than appendingLink to CollectionLink to Collection RecursiveLink to New CollectionLink to Output NodeLink to Viewer NodeLink to viewer nodeLink {}Link/Transfer DataLinkedLinked CopyLinked DataLinked Data-blocksLinked HandleLinked ID Session UIDLinked ID used as reference by this overrideLinked PackedLinked TimeLinked actions will be duplicated for each selected strip.Linked bone collections are not editableLinked data-blocks cannot be renamedLinked data-blocks do not allow editing cachesLinked object baking requires Disk Cache to be enabledLinked or library override data-blocks do not allow adding or removing cachesLinking or appending from a very old .blend file format (%d.%d), no animation conversion will be done! You may want to re-save your lib file with current BlenderLinksLinks can only go into a zone but not outLiquidLiquid DomainLiquid Domain MaterialListList .blend files' contentList ItemList Item ColorsList LengthList NameList all sub-directories' content, one level of recursionList all sub-directories' content, three levels of recursionList all sub-directories' content, two levels of recursionList all the operators in a text-block, useful for scriptingList objects under the mouse (object mode only)List of AOVsList of LightgroupsList of Mask LayersList of Masking LayersList of all bone collections of the armatureList of alpha transparency modifiersList of background imagesList of chained animation segmentsList of gizmos in the Gizmo MapList of grids and metadata are loaded in memoryList of groups of bones for easy selectionList of libraries to search and import that ID from. The ID will be imported from the first file in that list that contains itList of line color modifiersList of line thickness modifiersList of object and material crypto IDs to include in matteList of overridden propertiesList of overriding operations for a propertyList of stroke geometry modifiersLists committers to Blender's source codeLithuanian - LietuviškaiLive EditLive UnwrapLive filtering stringLive search filtering stringLoadLoad Factory "{}" Preferences.Load Factory "{}" Startup File and PreferencesLoad Factory Blender PreferencesLoad Factory Default Startup File and PreferencesLoad Factory {:s} PreferencesLoad OptiX module in debug mode: lower logging verbosity level, enable validations, and lower optimization levelLoad UILoad a BVH motion capture fileLoad a FBX fileLoad a SVG fileLoad a Wavefront OBJ sceneLoad a cache fileLoad a glTF 2.0 fileLoad a new font from a fileLoad a presetLoad a sequence of frames or a movie fileLoad a sound fileLoad a sound file as monoLoad an Alembic archiveLoad and apply a Blender XML theme fileLoad factory default preferences. To make changes to preferences permanent, use "Save Preferences"Load factory default startup file and preferences. To make changes permanent, use "Save Startup File" and "Save Preferences"Load last saved preferencesLoad online manualLoad sound with the movieLoad the default ('factory startup') blend file. This is independent of the normal start-up file that the user can saveLoad translations' settings from a persistent JSON fileLoad user interface setup from the .blend fileLoad user interface setup in the .blend fileLoad user interface setup when loading .blend filesLoaded a pre-2.50 blend file, animation data has not been loaded. Open & save the file with Blender v4.5 to convert animation data.Loading "%s" failed: Loading Asset LibrariesLoading export settings failed. Removed corrupted settingsLoading failed: Loading previews...Loading textures ({} remaining)Loading...LocalLocal +X TangentLocal +Z TangentLocal -X TangentLocal -Z TangentLocal CameraLocal CollectionsLocal Data-blocksLocal LocationLocal MatrixLocal PoseLocal SpaceLocal Space (Owner Orientation)Local Up/DownLocal ViewLocal With ParentLocal rotation of the gizmo. Only used if the local transforms are used in the 3D viewLocal space unit length custom normal vectors of the face corners of this triangleLocal space unit length normal vector for this faceLocal space unit length normal vector for this triangleLocal space unit length tangent vector of this vertex for this face (must be computed beforehand using calc_tangents)Local transformation matrix of the layerLocale code: ab. Translation progress: 0%Locale code: ar_EG. Translation progress: 23%Locale code: be. Translation progress: 0%Locale code: bg_BG. Translation progress: 1%Locale code: ca_AD. Translation progress: 100%Locale code: cs_CZ. Translation progress: 27%Locale code: da. Translation progress: 3%Locale code: de_DE. Translation progress: 37%Locale code: el_GR. Translation progress: 1%Locale code: en_GB. Translation progress: 99%Locale code: en_US. Translation progress: 100%Locale code: eo. Translation progress: 0%Locale code: es. Translation progress: 100%Locale code: eu_EU. Translation progress: 1%Locale code: fa_IR. Translation progress: 3%Locale code: fi_FI. Translation progress: 11%Locale code: he_IL. Translation progress: 2%Locale code: hi_IN. Translation progress: 4%Locale code: hu_HU. Translation progress: 11%Locale code: id_ID. Translation progress: 21%Locale code: it_IT. Translation progress: 44%Locale code: ka. Translation progress: 100%Locale code: ko_KR. Translation progress: 98%Locale code: ky_KG. Translation progress: 2%Locale code: lt. Translation progress: 3%Locale code: ml. Translation progress: 0%Locale code: nb. Translation progress: 4%Locale code: nl_NL. Translation progress: 8%Locale code: pl_PL. Translation progress: 100%Locale code: pt_BR. Translation progress: 43%Locale code: pt_PT. Translation progress: 78%Locale code: ro_RO. Translation progress: 2%Locale code: ru_RU. Translation progress: 100%Locale code: sk_SK. Translation progress: 100%Locale code: sl. Translation progress: 51%Locale code: sr_RS. Translation progress: 16%Locale code: sr_RS@latin. Translation progress: 16%Locale code: sw. Translation progress: 72%Locale code: ta. Translation progress: 100%Locale code: th_TH. Translation progress: 5%Locale code: tr_TR. Translation progress: 78%Locale code: uk_UA. Translation progress: 57%Locale code: ur. Translation progress: 86%Locale code: vi_VN. Translation progress: 93%Locale code: zh_HANS. Translation progress: 100%Locale code: zh_HANT. Translation progress: 62%Localize AllLocalize all appended data, including those indirectly linked from other librariesLocationLocation & RotationLocation & ScaleLocation (Object Space)Location AxisLocation InfluenceLocation Mix ModeLocation XLocation YLocation ZLocation for adding new nodesLocation for the newly added objectLocation of center of massLocation of custom proxy fileLocation of head end of the boneLocation of head end of the bone relative to armatureLocation of head end of the bone relative to its parentLocation of head of the channel's boneLocation of marker on frameLocation of new primitiveLocation of tail end of the boneLocation of tail end of the bone relative to armatureLocation of tail end of the bone relative to its parentLocation of tail of the channel's boneLocation of target that object will not pass throughLocation of the action's corresponding controller aim in world spaceLocation of the extension to installLocation of the hair key in its local coordinate system, relative to the emitting faceLocation of the hair key in object spaceLocation of the node in the entire canvasLocation of the node within its parent frameLocation of the objectLocation of the textLocation of this character in the text data (only for text curves)Location of vertex in area spaceLocation of vertex in normalized spaceLocation offset to apply to base pose when determining viewer locationLocation on disk where the bake data is storedLocation onlyLocation to DeltasLocation to add new vertex atLocation to align islands onLocation to store the proxy filesLocation, Rotation & ScaleLocation, Rotation, Scale & Custom PropertiesLocation:LocationsLockLock ActiveLock AdjustLock AxisLock BordersLock Camera to ViewLock DirectionLock Direction (Alt)Lock ElevationLock Elevation (Alt)Lock EndsLock FrameLock Frame SelectionLock HorizonLock Horizon forces the horizon to be kept leveled as it currently isLock IK XLock InterfaceLock LocationLock MarkersLock Mesh Border VerticesLock MethodLock Object ModesLock OrderLock Pinned IslandsLock Polygon NormalsLock RootsLock RotationLock Rotation (4D Angle)Lock Rotation When ScalingLock Rotations (4D)Lock ScaleLock ShapeLock TipsLock Track ConstraintLock Up OrientationLock ValueLock XLock X PosLock X RotationLock YLock Y PosLock Y RotationLock ZLock Z PosLock Z RotationLock action to executeLock action to execute on vertex groupsLock all Grease Pencil layers to prevent them from being accidentally modifiedLock all Grease Pencil materials to prevent them from being accidentally modifiedLock all shape keysLock all shape keys of the active objectLock all vertex groupsLock all vertex groups of the active objectLock and hide any material not usedLock any material not used in any selected strokeLock border vertices during simplification to avoid gaps on connected meshesLock channelLock current frame displayed by layerLock curves view to time cursor during playback and trackingLock editing of 'angle' component of four-component rotations when transformingLock editing of four component rotations by components (instead of as Eulers)Lock editing of location when transformingLock editing of rotation when transformingLock editing of scale when transformingLock interface during rendering in favor of giving more memory to the rendererLock motion to the reconstructed camera movementLock motion to the reconstructed object movementLock motion to the target motion trackLock motion to the target pathLock not held!Lock repositories - to test lockingLock rotation to the axis between the curve endsLock selected and unlock unselected vertex groups of the active objectLock selected tracksLock selected vertex groups of the active objectLock strip so that it cannot be transformedLock strips so they cannot be transformedLock the order of shown items (user cannot change it)Lock the position of root pointsLock the position of the vertices in the simulation falloff area to avoid artifacts and create a softer transition with unaffected areasLock the view to the active object/boneLock tip position when smoothingLock to BoneLock to CursorLock to ObjectLock to SelectionLock to Time CursorLock unselected vertex groups of the active objectLock view rotation of side views to Top/Front/RightLock viewport to selected markers during playbackLock-RelativeLock/MuteLock/Unlock all layersLock/unlock selected tracksLockedLocked AxisLocked InfluenceLocked MarkerLocked TrackLocked Track ConstraintLocked TracksLocked {:d} repo(s)LocksLogLog Encoding with Chroma inset and rotation of primaries, and with 25 Stops of Dynamic RangeLog LevelLog based filmic shaper with 16.5 stops of latitude, and 25 stops of dynamic rangeLog conversion gammaLog conversion reference blackpointLog conversion reference whitepointLog of operations, warnings and error messagesLog the channel list info in the terminal. This operator is only available in debug builds of BlenderLogarithm A base BLogarithm ModeLogarithmic DissolveLogical ANDLogical ORLong HairLong KeyLong Key SelectedLong ListLongestLongest DiagonalLongitude MinLookLook AheadLook AtLook up the most appropriate tool for the given brush type and activate thatLook up the transformation matrix from an external fileLook up transformation from an external fileLoopLoop ColorsLoop CountLoop CutLoop PairsLoop SlideLoop StartLoop TotalLoop TrianglesLoop and InvertLoop back and forthLoop back and forth starting in reverseLoop cut does not work well on deformed edit mesh displayLoop in a Mesh data-blockLoop in parentsLoop the animation playbackLoopsLoops are not connected by wire/boundary edgesLoops of the mesh (face corners)Loops on each side of the profileLooseLoose As ContourLoose EdgesLoose Edges As ContourLoose PointsLoose edges will have contour typeLosslessLossless OutputLossless compression based on high throughput JPEG 2000 encoding. It produces smaller files, but it is new and not widely supported by other software yet.Lossless run length encoding compressionLossless wavelet compression, effective for noisy/grainy imagesLossless zip compression of 16 row image blocksLossless zip compression, each image row compressed separatelyLossy compression for 16 bit float images, at fixed 2.3:1 ratioLossy compression for 32 bit float images (stores 24 bits of each float)LowLow ColorLow ContrastLow QualityLow Resolution MeshLow frequency contrast using an unsharp maskLowerLower (inclusive) bound for a vertex's weight to be added to the vgroupLower BoundLower CaseLower ConcavityLower LeftLower MemoryLower RightLower X Angle LimitLower X LimitLower X angle boundLower Y Angle LimitLower Y LimitLower Y angle boundLower Z Angle LimitLower Z LimitLower Z angle boundLower bound for timestep in second in case of automatic substepsLower bound of envelope at this control-pointLower bound of the highlighting rangeLower bound of the input range the mapping is appliedLower clamping threshold for marking fluid cells as wave crests (lower value results in more marked cells)Lower clamping threshold for marking fluid cells where air is trapped (lower value results in more marked cells)Lower clamping threshold that indicates the fluid speed where cells start to emit particles (lower values result in generally more particles)Lower distance from Reference Value for 1:1 default influenceLower for more projection groups, higher for less distortionLower half of the texture is for tips of the strokeLower limit of X axis rotationLower limit of X axis translationLower limit of Y axis rotationLower limit of Y axis translationLower limit of Z axis rotationLower limit of Z axis translationLower limit of the tilt away from the +Z directionLower mesh concavity bound (high values tend to smoothen and fill out concave regions)Lower or upper caseLower values give a smoother curveLower values will reduce background bleeding onto foreground elementsLower/Upper limits for deformLowestLowest FrequencyLowest QualityLowest X value to allowLowest Y value to allowLowest Z value to allowLowest corner of the parallax bounding boxLowest possible particle lifetimeLumaLuma WaveformLuminanceLuminance ChannelLuminance KeyLuminance NoiseMAC GridMB4MB5MB6MB7MDDMFTMKVMMBMMB ActionMP2MP3MPEG-1MPEG-1 Audio Layer IIMPEG-2MPEG-2 Audio Layer IIIMPEG-4MPEG-4 (divx)MPlayerMacCormackMacCormack scheme with implicit diffusion control. Reduces numerical dissipation while maintaining stabilityMagicMagic TextureMagneticMagnetic effector weightMagnifyMagnitudeMagnitude of AMainMain 1 to 0 keys act as the numpad ones (useful for laptops)Main ActionsMain AnnotationsMain ArmaturesMain AxisMain BrushesMain Cache FilesMain CamerasMain CollectionsMain CurvesMain FontsMain GeometryMain Grease PencilsMain Hair CurvesMain ImagesMain ItemsMain LatticesMain LibrariesMain Light ProbesMain LightsMain Line StylesMain MasksMain MaterialsMain MeshesMain MetaballsMain Movie ClipsMain Node TreesMain ObjectsMain Paint CurvesMain PalettesMain Particle SettingsMain Point CloudsMain ScenesMain ScreensMain SoundsMain SpeakersMain TextsMain TexturesMain VolumesMain Window ManagersMain WorkspacesMain WorldsMain axis of movementMain basic settingsMain data structure representing a .blend file and all its data-blocksMain direction of the waves when they are (partially) alignedMaintain VolumeMaintain Volume ConstraintMaintain a constant volume along a single scaling axisMaintain parent child relationshipsMaintain speed, flight level or wanderMaintain symmetry on an axisMaintain the object's volume as it stretchesMaintain the original pitch of the audio when changing playback speedMaintain the relative weights for the groupMaintain thickness by adjusting for sharp corners (slow, disable when not needed)Maintained by community developersMaintainerMajor Grid LinesMajor RadiusMajor SegmentsMajor/MinorMajorantMajorant transmittance of the volumeMajorityMakeMake Cyclic (F-Modifier)Make Data Single UserMake HolesMake InternalMake LocalMake Sculpt Mode tools deform the base mesh while previewing the displacement of higher subdivision levelsMake Selected Objects Single-UserMake Selected Strips Single-UserMake SingleMake Single UserMake UniformMake UniqueMake a copy of all selected keyframesMake a copy of all selected keyframes and move themMake a copy of the active Grease Pencil frame(s)Make a copy of the active Grease Pencil layerMake a copy of the active Grease Pencil layer to selected objectMake a copy of the active vertex groupMake a full copy of the current sceneMake a link between selected output and input socketsMake a link from one socket to anotherMake a spline cyclic by clicking endpointsMake active curve closed/open loopMake active spline closed/open loopMake active text file internalMake all affected normals parallelMake all paths to external files absoluteMake all paths to external files relative to current .blendMake all users of selected data-blocks to use instead a new chosen oneMake all users of selected data-blocks to use instead current (clicked) oneMake an extra IK hand control pivoting around the tip of the handMake an image from biggest 3D view for reprojectionMake annotations on the active dataMake any edits to any catalogs permanent by writing the current set up to the asset libraryMake border edges between the caps and the tube shape smooth instead of sharpMake box select pass through to sequence slide when the cursor is hovering on a stripMake channels grouped under this channel visibleMake copies of node groups when duplicating nodes in the node editorMake copies of selected elements and move themMake copies of the selected Grease Pencil strokes and move themMake copies of the selected bones within the same armatureMake copies of the selected bones within the same armature and move themMake copies of the selected metaball elements and move themMake curve path children rotate along the pathMake cut even if strip is not selected preserving selection state after cutMake data single-user, apply modifier, and remove it from the list.Make edges 'sail'Make face and vertex normals point either outside or inside the meshMake faces use the minimal vertex weight assigned to their vertices (ensures new faces remain parallel to their original ones, slow, disable when not needed)Make group from selected nodesMake hairs less puffyMake hairs longerMake hairs longer or shorterMake hairs more puffyMake hairs shorterMake hairs stand upMake image transparent outside of radiusMake instanced objects attached to this object realMake instancer visible in the viewportMake instancer visible when renderingMake internalMake library linked data-blocks local to this fileMake linked action local to each stripMake linked data local to each objectMake materials local to each data-blockMake module file internal after loadingMake more room for large scenes to fit by distributing memory across interconnected devices (e.g. via NVLink) rather than duplicating itMake object animation data local to each objectMake object data (mesh, curve etc.) animation data local to each objectMake only active layer visible/editableMake paths of used library blendfiles relative to current blendfileMake previously hidden curves visible again in Graph Editor viewMake selected hair the same lengthMake selected objects appear in NLA Editor by adding Animation DataMake selected objects explodeMake selected objects liquidMake shape keys relative, otherwise play through shapes as a sequence using the evaluation timeMake simulation respect deformations in the base meshMake single user object dataMake single user objectsMake skin radii of selected vertices equal on each axisMake sure active color will be exported first. Could be important since some other software can discard other color attributes besides the first oneMake target the 'detachable' parent of ownerMake text file internal after loadingMake text internalMake text internal (separate copy)Make the HDR rotation fixed and not follow the cameraMake the active boolean socket a toggle for its parent panelMake the control bone a mechanism bone invisible to the user and only affected by constraintsMake the current file the default startup fileMake the current pose more similar to its breakdown poseMake the current pose more similar to, or further away from, the rest poseMake the current preferences defaultMake the edge loop match the shape of the adjacent edge loopMake the image render behind all objectsMake the layer display in front of objectsMake the lighting fixed and not follow the cameraMake the object display in front of othersMake the object track another object, using various methods/constraintsMake the object's data single user if neededMake the panel toggle a stand-alone socketMake the storage of a volume grid more efficient by collapsing data into tiles or inner nodesMake the surface thickMake the values of the selected keyframes' handles the same as their respective keyframesMake this Blender version open blend files for all users. Requires elevated privileges.Make this a node-based textureMake this brush to smudge existing paint as it movesMake this collection activeMake this curve or surface a closed loop in the U directionMake this nurbs curve or surface act like a Bézier spline in the U directionMake this nurbs curve or surface meet the endpoints in the U directionMake this nurbs surface act like a Bézier spline in the V directionMake this nurbs surface meet the endpoints in the V directionMake this shape key the new basis key, effectively applying it to the mesh. Note that this applies the shape key at its 100% valueMake this spline a closed loopMake this spline filledMake this surface a closed loop in the V directionMake widgets for left and right side bones linked duplicates with negative X scale for the right side, based on bone name symmetryMakes path guiding deterministic which means renderings will be reproducible with the same pixel values every time. This feature slows down trainingMalayalam - മലയാളംManageManage UI translationsManage Unused DataManage add-ons installed via ExtensionsManage assets in the current file and access linked asset librariesMandatoryManeuver to avoid collisions with other boids and deflector objects in near futureManhattanManhattan distanceManifest validation failed: {:s}ManifoldManipulate both stroke and fill texture coordinatesManipulate how light intensity decreases over distance. Typically used for non-physically-based effects; in reality light always falls off quadraticallyManipulate objects in a 3D environmentManipulate only fill texture coordinatesManipulate only stroke texture coordinatesManualManual CalibrationManual DetailManual Frame RangeManual OrientationManual RangeManual ScaleManual Squash & StretchManual adjustManually Create LaterManually Create Later (Single)Manually add ORG, MCH or DEF as needed.Manually determine the number of threadsManually determined frame rangeManually set grid divisionsManually set handle with rotation locked together with its pairManually set the path for extensions to be stored. When disabled a user's extensions directory is created.Manually set the resolution of the sampling map, higher values are slower and require more memory but reduce noiseManually specify the intended playback frame range for the action (this range is used by some tools, but does not affect animation evaluation)MapMap FromMap RangeMap ResolutionMap TaperMap ToMap To X FromMap To Y FromMap To Z FromMap TypeMap UVMap UVs taking aspect ratio of the image associated with the material into accountMap UVs taking vertex position after Subdivision Surface modifier has been appliedMap UVs to the camera region taking resolution and aspect into accountMap X and Y coordinates directlyMap a texture using UV coordinates, to apply a texture to objects in compositingMap all values below 0.5 to 0.0, and all others to 1.0Map an action to the transform axes of a boneMap an input float to a curve and outputs a float valueMap effect of the taper object to the beveled part of the curveMap input vector components with curvesMap one set of colors to another in order to approximate the appearance of high dynamic rangeMap tablet pressure to curve radiusMap the geometry factor to the length of a segment and to the number of subdivisions of a segmentMap the geometry factor to the length of a splineMap the geometry factor to the number of subdivisions of a spline (U resolution)Map the texture intensity to the color ramp. Note that the alpha value is used for image textures, enable "Calculate Alpha" for images without an alpha channel.Map transformations of the target to the objectMap using the normal vectorMap values to 0 to 1 range, based on the minimum and maximum pixel valuesMap values to colors with the use of a gradientMap with Z as central axisMappingMapping CurveMapping StartMapping TypeMapping XMapping from the target geometry to hit pointsMarbleMarble (Broken)Marble (Solid)Marble TextureMarginMargin ColumnMargin MethodMargin TypeMargin added around fluid to minimize boundary interferenceMargin for the camera space cullingMargin to reduce bleed from adjacent islandsMargin to take into account when fixing UV seams during painting. Higher number would improve seam-fixes for mipmaps, but decreases performance.MarkMark LooseMark RootMark SeamsMark Seams along beveled edgesMark SharpMark actions with no F-Curves for deletion after save and reload of file preserving "action libraries"Mark beveled edges as sharpMark boundary edges as seamsMark boundary edges as sharpMark keyframes where the key value flow changes direction, based on comparison with adjacent keysMark selected UV edges as seamsMark selected vertices as looseMark selected vertices as rootsMark/clear selected vertices as looseMarkerMarker %.2f offset %sMarker %d offset %sMarker DisplayMarker NameMarker NamesMarker OutlineMarker SelectedMarker SettingsMarker for noting points in the timelineMarker is disabled at current frameMarker is enabled at current frameMarker offset %sMarker position at frame in normalized coordinatesMarker selection stateMarkersMarkers are lockedMarkers specific to this action, for labeling posesMarkers used in all timelines for the current sceneMaskMaskDrawMaskEvenMaskFeather OffsetMaskFillMaskMask ToolMaskNewMaskSmoothMask BorderMask ColorMask DisplayMask EditMask ID used as mask input for the modifierMask InputMask LayerMask LayersMask MappingMask ModifierMask Node SocketMask Node Socket InterfaceMask Non-Group VerticesMask ParentMask Pressure ModeMask SettingsMask Shrink/FattenMask Spline PointMask Spline PointsMask Spline UW PointMask SplinesMask Stencil DimensionsMask Stencil PositionMask StripMask TextureMask Texture OpacityMask Texture Overlay AlphaMask Texture SlotMask TimeMask To SDFMask ToolsMask UV Loop LayerMask UV Loop Layer IndexMask UV loop layer indexMask ValueMask Vertex GroupMask active layer with layer above or belowMask animation is in sync with scene frameMask animation is offset to start of stripMask bits to match from Collection Line Art settingsMask bits to match from Material Line Art settingsMask collection in the active view layerMask data-block defining mask for compositingMask displayed and edited in this spaceMask for which curves are eligible to be selected as guidesMask layer '%s' does not contain spline givenMask layer '%s' not found in mask '%s'Mask layer nameMask layer not found for given splineMask level to use when mode is 'Value'; zero means no masking and one is fully maskedMask modifier for sequence stripMask modifier to hide parts of the meshMask not foundMask only contiguous color areasMask out objects in collection from view layerMask out objects in collection from view layer • Ctrl to isolate collection • Shift to set inside collectionsMask overlay opacity is currently set to 0Mask painting according to mesh geometry cavityMask socket of a nodeMask splineMask that this strip usesMask to blend overall effectMask to multiply the density byMask to one side of a line defined by the cursorMask within a rectangle defined by the cursorMask within a shape defined by the cursorMaskLayerMaskingMasking TexMasking textureMasking vertex group nameMasksMasks data-blocksMassMass UnitMass Vertex GroupMass from SizeMass of each simulation particleMass of the particlesMasterMaster ControlMatCapMatCapsMatchMatch CaseMatch IndicesMatch IntersectionMatch MasksMatch OutputMatch Point DensityMatch ReferenceMatch StringMatch TypeMatch absolute/relative setting with input pathMatch moving settingsMatch normals of new faces to adjacent facesMatch output vertex group based on nameMatch paths against this valueMatch real world lights with IES files, which store the directional intensity distribution of light sourcesMatch target data layers to affect by nameMatch target data layers to affect by order (indices)Match texture space to object's bounding boxMatch the beginning of vertex group names from mesh objects, match all when left emptyMatch the camera to 1:1 to the render outputMatch the surface normalMatch-moving camera data for trackingMatch-moving data for trackingMatch-moving dopesheet dataMatch-moving marker data for trackingMatch-moving object tracking and reconstruction dataMatch-moving plane marker data for trackingMatch-moving plane track data for trackingMatch-moving reconstructed camera data from trackerMatch-moving reconstruction data from trackerMatch-moving track data for trackingMatching light typesMaterialMaterialAlpha BlendMaterialAlpha ClipMaterialAlpha HashedMaterialBlend ModeMaterialClothMaterialCubeMaterialFlatMaterialFluidMaterialHairMaterialNewMaterialOpaqueMaterialPreview Render TypeMaterialShader BallMaterialSphereMaterialThicknessMaterial %s could not be converted because of different Blend Mode and Shadow Mode (need manual adjustment)Material %s could not be converted because of non-trivial alpha blending (need manual adjustment)Material '%s' could not be foundMaterial AttributeMaterial BordersMaterial BoundariesMaterial BoundaryMaterial GroupsMaterial IndexMaterial Layer TypeMaterial Line ArtMaterial Link ToMaterial MaskMaterial ModeMaterial NameMaterial Name CollisionMaterial Node SocketMaterial Node Socket InterfaceMaterial OffsetMaterial OutputMaterial OverrideMaterial PassMaterial PresetMaterial PresetsMaterial PreviewMaterial PropertiesMaterial PurposeMaterial SelectionMaterial Selection nodeMaterial SlotMaterial SlotsMaterial SpecialsMaterial StepMaterial VariantsMaterial data-block to define the appearance of geometric objects for renderingMaterial data-block used by this material slotMaterial data-blocksMaterial for bevel faces (-1 means use adjacent faces)Material index of generated faces, -1 for automaticMaterial is assigned to the object data, which is linked/packed and therefore not editable. Change to link this material slot to the object instead, or make the object data local.Material layer type of new paint slotMaterial of the generated hair curvesMaterial passMaterial settingsMaterial shader nodeMaterial slot in an objectMaterial slot index of this characterMaterial slot index of this curveMaterial slot index of this faceMaterial slot index of this triangleMaterial slot nameMaterial slot used for rendering particlesMaterial slots in the objectMaterial socket of a nodeMaterial to override all other materials in this view layerMaterial used for filteringMaterial used for outline strokesMaterial used for secondary uses for this brushMaterial used for strokes drawn using this brushMaterial value that gives no displacementMaterial(s)MaterialX NetworkMaterialsMaterials & TexturesMathMath NodeMatrixMatrix Attribute ValueMatrix DeterminantMatrix FieldMatrix Node SocketMatrix Node Socket InterfaceMatrix ObjectMatrix OrientationMatrix SVDMatrix WorldMatrix access to location, rotation and scale (including deltas), before constraints and parenting are appliedMatrix combining location and rotation of the bone (head position, direction and roll), in armature space (does not include/support bone's length/size)Matrix combining location and rotation of the cursorMatrix has a shearMatrix representing the bone's location, rotation, and scale propertiesMatrix to decompose, only the 3x3 part is usedMatrix value in geometry attributeMatrix value socket of a nodeMatroskaMatteMatte ID:Matte NodeMatte ObjectsMatte Objects:MattesMaxMax 2D AngleMax 2D LengthMax Air AccelerationMax Air Angular VelocityMax Air SpeedMax AngleMax B-FramesMax B-framesMax BendingMax BlurMax BouncesMax Child ParticlesMax CompressionMax Creation DiversionMax CurvatureMax DepthMax DisplaceMax DistanceMax Element DistanceMax Error MarginMax Face AngleMax HeightMax ImpulseMax Land AccelerationMax Land Angular VelocityMax Land SpeedMax LatitudeMax LightsMax LongitudeMax NeighborsMax RateMax Ray DistanceMax SamplesMax Sewing ForceMax Shape AngleMax ShearingMax ShrinkingMax SizeMax SpeedMax Spring Creation LengthMax StepMax StepsMax SubdivisionMax SubdivisionsMax TensionMax Texture Memory Per FieldMax ThicknessMax ThresholdMax VelocityMax Vertex Count for Geodesic Move PreviewMax Vertex DisplacementMax XMax X:Max YMax Y:Max ZMax ZenithMax amount to shrink cloth byMax number of links allowed for this socketMax size of the bokeh shape for the depth of field (lower is faster)MaximalMaximal # solver steps/frameMaximal ScaleMaximal Spring length * Ball SizeMaximal velocity per cell (greater CFL numbers will minimize the number of simulation steps and the computation time.)MaximizeMaximize AreaMaximized AreaMaximumMaximum 2D angle for splitting chainsMaximum CurvatureMaximum DistanceMaximum ErrorMaximum GapMaximum Height value for the central cylindrical lensMaximum IterationsMaximum Kinetic Energy PotentialMaximum LifetimeMaximum Longitude value for the central cylindrical lensMaximum ModeMaximum Radial DistanceMaximum RadiusMaximum ResolutionMaximum Trapped Air PotentialMaximum ValueMaximum VolumeMaximum Wave Crest PotentialMaximum XMaximum X index of the clipping bounding boxMaximum X value for the render regionMaximum X value to crop the imageMaximum YMaximum Y index of the clipping bounding boxMaximum Y value for the render regionMaximum Y value to crop the imageMaximum ZMaximum Z index of the clipping bounding boxMaximum acceleration in air (relative to maximum speed)Maximum acceleration on land (relative to maximum speed)Maximum allowed distance between source and destination element, for non-topology mappingsMaximum amount of close guide curves that are taken into account for interpolationMaximum angle between face normals that will be considered as smoothMaximum angle between normal and target to include in the selectionMaximum angle between old and new normalsMaximum angle to displayMaximum angle to modify thicknessMaximum angles for IK LimitMaximum angular motor impulseMaximum angular velocity in air (relative to 180 degrees)Maximum angular velocity on land (relative to 180 degrees)Maximum bending stiffness valueMaximum blur distance a pixel can spread overMaximum boundary of the grid (world space)Maximum boundary of volumeMaximum brightness to consider when rejecting bokeh sprites based on neighborhood (lower is faster)Maximum caused damage on attack per secondMaximum compression stiffness valueMaximum curvilinear 2D length for the selection of chainsMaximum damping coefficient when singular value is nearly 0 (higher values produce results with more stability, less reactivity)Maximum density of hairMaximum distance allowed between the new Bézier curve and the original backbone geometryMaximum distance between elements to mergeMaximum distance between the original stroke and its polygonal approximationMaximum distance between welded verticesMaximum distance for snapping in pixelsMaximum distance for the field to workMaximum distance for volume calculation, no matter how far away the object isMaximum distance from brush to mesh surface to affect paintMaximum distance from which a boid can attackMaximum distance of the element from the selection centerMaximum distance the objects can spread over each axisMaximum distance to search for disconnected loose parts in the meshMaximum edge length for dynamic topology sculpting (as divisor of Blender unit - higher value means smaller edge length)Maximum edge length for dynamic topology sculpting (in brush percentage)Maximum edge length for dynamic topology sculpting (in pixels)Maximum error during substepsMaximum face angle for smooth edgesMaximum for measuring thicknessMaximum for sliderMaximum height of a jumpMaximum iterations during substepsMaximum joint velocity in radians/secondMaximum latitude (vertical angle) for the equirectangular lensMaximum length of the particle color vectorMaximum level of depth intersection in object space (use 0.0 to disable)Maximum level of surface intersection used to influence waves (use 0.0 to disable)Maximum light contribution, reducing noiseMaximum linear motor impulseMaximum longitude (horizontal angle) for the equirectangular lensMaximum memory for a volume field texture in Mb (unless overridden by field prim)Maximum memory usage in megabytes (0 means unlimited)Maximum number of B-frames between non-B-frames; influences file size and seekabilityMaximum number of CPU cores to use simultaneously while rendering (for multi-core/CPU systems)Maximum number of additional cellsMaximum number of bounces the background light will contribute to the renderMaximum number of bounces the light will contribute to the renderMaximum number of cycles to allow after last keyframe (0 = infinite)Maximum number of cycles to allow before first keyframe (0 = infinite)Maximum number of deform weightsMaximum number of diffuse reflection bounces, bounded by total maximumMaximum number of fluid particles that are allowed in this simulationMaximum number of frames that the build effect can run for (unless another GP keyframe occurs before this time has elapsed)Maximum number of frames to show after current frameMaximum number of frames to show after current frame (0 = don't show any frames after current)Maximum number of frames to show before current frameMaximum number of frames to show before current frame (0 = don't show any frames before current)Maximum number of glossy reflection bounces, bounded by total maximumMaximum number of iterations for convergence in case of reiterationMaximum number of lines to store for the console bufferMaximum number of occlusions for the generated strokesMaximum number of particles generated per trapped air cell per frameMaximum number of particles generated per wave crest cell per frameMaximum number of particles per cell (ensures that each cell has at most this amount of particles)Maximum number of recently opened files to rememberMaximum number of simulation steps to perform for one frameMaximum number of solving iterationsMaximum number of steps through the volume before giving up, to avoid extremely long render times with big objects or small step sizesMaximum number of textures added %dMaximum number of transmission bounces, bounded by total maximumMaximum number of transparent bounces. This is independent of maximum number of other bouncesMaximum number of vertices in the mesh for using geodesic falloff when moving the origin of expand. If the total number of vertices is greater than this value, the falloff will be set to spherical when movingMaximum number of volumetric scattering eventsMaximum of VGroup A's and VGroup B's weightsMaximum opacity of bones in wireframe display modeMaximum output value of the mappingMaximum radial distance for the field to workMaximum root to tip angle (tip distance/root distance for long hair)Maximum rotationMaximum rotation over each axisMaximum roughness to use the tracing pipeline for. Higher roughness surfaces will use fast GI approximation. A value of 1 will disable fast GI approximation.Maximum scale randomization over each axisMaximum sewing forceMaximum shear scaling valueMaximum size of a shadow map pixel. Higher values use less memory at the cost of shadow quality.Maximum speed for jumpingMaximum speed in UI units per secondMaximum speed in airMaximum speed on landMaximum supported scale factor for the spline control bonesMaximum surface intersection count used by the accurate volume intersection method. Will create artifact if it is exceeded. Higher count increases VRAM usage.Maximum temperature of the flames (higher value results in faster rising flames)Maximum tension stiffness valueMaximum thicknessMaximum thickness in the main directionMaximum valueMaximum value for clippingMaximum value for target channel rangeMaximum volume stretching factorMaximum volume, no matter how near the object isMay work poorly with render tilingMballMeanMean Bevel Weight:Mean Crease:Mean Radius X:Mean Radius Y:Mean Radius:Mean Tilt:Mean Vertex Crease:Mean Weight:MeasureMeasure brush size relative to the sceneMeasure brush size relative to the viewMeasure brush size relative to the view or the sceneMeasure distance and angles • {:s} anywhere for new measurement • Drag ruler segment to measure an angle • {:s} to remove the active ruler • Ctrl while dragging to snap • Shift while dragging to measure surface thicknessMeasurementMedia TypeMedia player for video and PNG/JPEG/SGI image sequencesMedianMedian CenterMedian PointMedian face centerMedian:MediumMedium ContrastMedium High ContrastMedium Low ContrastMedium QualityMedium-format (Hasselblad)MegawattsMelaninMelanin ConcentrationMelanin RednessMem:%dM, Peak: %dMMemoryMemory & LimitsMemory Cache LimitMemory cache limit (in megabytes)Memory: %sMenuMenu "%s" not foundMenu Backdrop ColorsMenu BackgroundMenu ErrorMenu ExpandedMenu ID NameMenu ItemMenu Item ColorsMenu ItemsMenu Missing:Menu NameMenu Node SocketMenu Node Socket InterfaceMenu SwitchMenu UndefinedMenu Widget ColorsMenu bone selectionMenu object selectionMenu socket of a nodeMenu to search inMenu value has to be a constant valueMenusMergeMerge AddMerge AnimationMerge AnimationsMerge DistanceMerge End VerticesMerge FactorMerge LayersMerge Material Slot when possibleMerge Nodes (Add)Merge Nodes (Alpha Over)Merge Nodes (Automatic)Merge Nodes (Color, Add)Merge Nodes (Color, Divide)Merge Nodes (Color, Multiply)Merge Nodes (Color, Subtract)Merge Nodes (Depth Combine)Merge Nodes (Divide)Merge Nodes (Greater Than)Merge Nodes (Less Than)Merge Nodes (Math, Add)Merge Nodes (Math, Divide)Merge Nodes (Math, Greater than)Merge Nodes (Math, Less than)Merge Nodes (Math, Multiply)Merge Nodes (Math, Subtract)Merge Nodes (Multiply)Merge Nodes (Subtract)Merge OverlappingMerge Parent Rotation And ScaleMerge Selected NodesMerge Selected Nodes using Geometry NodesMerge Selected Nodes using MathMerge Selected Nodes using MixMerge Selected Nodes using ShadersMerge SubtractMerge ThresholdMerge TypeMerge USD primitives with their Xform parent if possible. USD does not allow nested UsdGeomGprims, intermediary Xform prims will be defined to keep the USD file valid when encountering object hierarchies.Merge UV coordinates that share a vertex to account for imprecision in some modifiersMerge UVsMerge VerticesMerge active tool properties on activation (does not overwrite existing)Merge adjacent triangles into quadsMerge adjacent vertices (screw offset must be zero)Merge all close selected points, whether or not they are connectedMerge all geometry from the intersectionMerge all the sound's channels into oneMerge by ActionsMerge by DistanceMerge by NLA Track NamesMerge custom normals of selected verticesMerge first/last when the angle is a full revolutionMerge material slots when possibleMerge method to useMerge overlapping points by their distance. (Realize Instances must be enabled)Merge parent XformMerge points by distanceMerge rather than creating facesMerge selected group input nodes into one if possibleMerge selected nodesMerge selected to other unselected verticesMerge selected verticesMerge separately generated geometries into a single oneMerge the animation of the selected objects into the action of the active object. Actions are not deleted by this, but might end up with zero usersMerge triangles into four sided polygons where possibleMerge using Add or Mix ShaderMerge using Alpha Over nodesMerge using Depth Combine nodesMerge using Math nodesMerge using Mesh Boolean or Join Geometry nodesMerge using Mix nodesMerge vertices based on their proximityMerge vertices in adjacent duplicatesMerge vertices in first and last duplicatesMerge vertices or points within a given distanceMerge vertices within the merge thresholdMerge:Merged %d IDs from '%s' Main into '%s' Main; %d IDs and %d Libraries already existed as part of the destination Main, and %d IDs missing from destination Main, were freed together with the source MainMerged Animation NameMerges vertices by distanceMeshMeshAmount of Adjacent FacesMeshAmount of Connecting EdgesMeshAmount of Faces Around an EdgeMeshAmount of Faces in IslandMeshAngleMeshAngle SnappingMeshAreaMeshArea 3DMeshAverageMeshBevelMeshBothMeshBoundary ShapeMeshCircleMeshClippingMeshCollapseMeshConeMeshCoplanarMeshCornice MoldingMeshCreaseMeshCrown MoldingMeshCubeMeshCylinderMeshDirectionMeshDisplay Stretch TypeMeshDistanceMeshFace AnglesMeshFillMeshFill ColorMeshFlatMeshFlat/SmoothMeshFreestyle Edge MarksMeshFreestyle Face MarksMeshGridMeshIcosphereMeshLengthMeshLength 3DMeshLineMeshMaterialMeshMeasurementsMeshModeMeshModifiedMeshNewMeshNoneMeshNormalMeshObjectMeshObject IndexMeshPerimeterMeshPinnedMeshPlanarMeshPlaneMeshPolygon SidesMeshPresetMeshRelativeMeshRimMeshRoundMeshScreenMeshSeamMeshSharpnessMeshSmoothMeshSphereMeshSprayMeshStepsMeshSupport LoopsMeshSuzanneMeshTypeMeshUn-SubdivideMeshVertex CreaseMeshVertex GroupsMeshWindingMesh %s has invalid faces, likely caused by the manifold extrude tool in version 2.90.0. Opening and saving the file in a version prior to 5.1 should resolve the issueMesh '%s' has no skin vertex dataMesh '%s' has polygons with more than 4 vertices, cannot compute/export tangent space for itMesh '%s', Attribute '%s' (domain %d, type %d) cannot be converted to USDMesh 1Mesh 2Mesh AnalysisMesh AttributesMesh BooleanMesh BoundaryMesh Boundary Auto-MaskingMesh CacheMesh CircleMesh DeformMesh EdgeMesh EdgesMesh Edit ModeMesh Edit Mode OverlaysMesh GeneratorMesh IslandMesh LineMesh LoopMesh Loop TriangleMesh Loop TrianglesMesh LoopsMesh ModeMesh Normal VectorMesh NormalsMesh PolygonMesh PolygonsMesh SculptMesh Select ModeMesh Selection ModeMesh Sequence CacheMesh Simplification RatioMesh Skin Vertex LayerMesh SourceMesh Statistics VisualizationMesh Texture PaintMesh UV LayerMesh UV map requiredMesh VertexMesh Vertex ColorMesh Vertex Color LayerMesh Vertex PaintMesh VerticesMesh Visualize StatisticsMesh VolumeMesh Volume + ProximityMesh Weight PaintMesh component containing point, corner, edge and face dataMesh consisting of triangles only, allowing for more detailed interactions than convex hullsMesh data-block defining geometric surfacesMesh data-blocksMesh deform modifierMesh deformation modifier to deform with other meshesMesh detail does not change on each stroke, only when using Flood FillMesh detail is constant in world space according to detail sizeMesh detail is relative to brush sizeMesh detail is relative to the brush size and detail sizeMesh does not have an active color attribute "%s"Mesh faces and vertices reordered spatiallyMesh from Curve, Surface, Metaball, Text, or Point Cloud objectsMesh generatorMesh has no UV dataMesh has no VCol dataMesh has no face areaMesh has no faces for material assignmentMesh object that the curves can be attached toMesh object to deform withMesh object to use as a start capMesh object to use as an end capMesh object to use for Boolean operationMesh object(s) have no active vertex/edge/faceMesh on whose faces to distribute points onMesh on whose faces to scatter onMesh or point cloud to find the nearest point onMesh scaleMesh settingsMesh should be unwrapped before multires data bakingMesh target to shrink toMesh that is subtracted from the first meshMesh to CurveMesh to Density GridMesh to PointsMesh to SDF GridMesh to VolumeMesh to Volume ModifierMesh to compute the dual ofMesh to convert the inner volume to a fog volume geometryMesh to convert to curvesMesh to extrude elements ofMesh to find the closest surface point onMesh to flip faces ofMesh to override the face set attribute onMesh to set the custom normals onMesh to subdivideMesh to triangulateMesh whose UV map is usedMesh whose edges to splitMesh whose elements are converted to pointsMesh whose inner volume is converted to a density gridMesh whose inner volume is converted to a signed distance field gridMesh(es)Mesh(es) do not have shape keysMesh: {} vertices, {} edges, {} facesMeshCacheMeshDeformMeshDeform ModifierMeshSequenceCacheMeshUVLoop (Deprecated)MeshesMeshes to union or intersectMessageMessage extraction process failed!MetaMeta StackMeta StripMeta StripsMeta Strips SelectedMeta strip stack, last is currently edited meta stripMetaStripMetaballMetaballNewMetaball '%s' does not contain spline givenMetaball ElementMetaball ElementsMetaball data-block to define blobby surfacesMetaball data-blocksMetaball edit update behaviorMetaball elementsMetaball typeMetaball(s)MetaballsMetadataMetadata BackgroundMetadata InputMetadata TextMetalMetalRTMetalRT for ray tracing uses less memory for scenes which use curves extensively, and can give better performance in specific casesMetallicMetallic BSDFMetallic reflection with microfacet distribution, and metallic fresnelMetarig Sample written to text datablock {:s}Metarig written to text datablock {:s}MeterMetersMeters Per UnitMeters per secondMeters per second squaredMethodMethod QuadsMethod for calculating booleansMethod for computing the plane sizeMethod for controlling how the strip combines with other stripsMethod for direction of the offset along the cornerMethod for extending UV vertex selectionMethod for making user interface text render sharpMethod for reading the inputs timecodeMethod for rendering subsurface scatteringMethod for sampling inputMethod for sampling the high resolution flowMethod for setting materials on the new facesMethod for smoothing values between pixelsMethod for splitting the n-gons into trianglesMethod for splitting the quads into trianglesMethod generate map's X coordinate along the main curveMethod generate map's Y coordinate along the profile curveMethod how the child instance is chosen per elementMethod of anti-aliasing in 3d viewportMethod of anti-aliasing when rendering 3d viewportMethod of anti-aliasing when rendering final imageMethod of blending mask layersMethod of bridging multiple loopsMethod of calculating aerodynamic interactionMethod of calculating the alignment positionMethod of merging pasted keys and existingMethod of modifying geometryMethod of modifying the existing F-CurveMethod of projecting depthMethod to be used to sort channels in dopesheet viewMethod to calculate rotation angleMethod to choose the number of duplicatesMethod to control playback timeMethod to define the number of scattered instancesMethod to display/shade objects in the 3D ViewMethod to fit image and field of view angle inside the sensorMethod to interpret the offset parametersMethod to project 2D image on object with a 3D texture vectorMethod to scale the plane with the camera frameMethod to set the rotation origins for the segments of the brushMethod to space UV edge loopsMethod to use for assigning weightsMethod to use for scattering pointsMethod to use for splittingMethod to use for the displacementMethod to use for the tangentMethod used for arranging the duplicatesMethod used for combining Active Action's result with result of NLA stackMethod used for combining strip's result with accumulated resultMethod used for deleting Grease Pencil framesMethod used for deleting mesh dataMethod used for determining the scaling of the X and Z axes of the bonesMethod used for determining the scaling of the Y axis of the bones, on top of the shape and scaling of the curve itselfMethod used for displaying images on the screenMethod used for dissolving stroke pointsMethod used for evaluating value of F-Curve outside first and last keyframesMethod used for packing UV islandsMethod used for simplifying stroke pointsMethod used for smoothingMethod used to build the start and end geometryMethod used to convert the float to an integerMethod used to define the profile shapeMethod used to define which Group-name to useMethod used to describe the rotationMethod used to determine color of F-Curve in Graph EditorMethod used to determine control handlesMethod used to determine radius and placementMethod used to determine when to stop propagating pose to keyframesMethod used to map source edges to destination onesMethod used to map source faces to destination onesMethod used to map source faces' corners to destination onesMethod used to map source vertices to destination onesMethod used to match target and driven propertiesMethod used to reference pathsMethod used to store the dataMetricMicrofacet roughness of the surface (0.0 is a perfect mirror reflection, 1.0 is completely rough)MicrofiberMicroflake-based model of multiple scattering between normal-oriented fibersMicrometersMicrosecondsMicrosoft Store installationMicrowattsMid LevelMiddleMiddle Control PositionMiddle ControlsMiddle Mouse ActionMidlevelMidpointMidpoint SnapMidpointsMidtonesMidtones EndMidtones StartMieMight look better than Temperance, but also might have errors. A bone with one child has its tip placed at its child's root. Non-uniform scalings may get messed up though, so bewareMilesMiles per hourMilligramsMillimetersMillisecondsMilliwattsMinMin 2D AngleMin 2D LengthMin Air SpeedMin AngleMin CurvatureMin DistanceMin HeightMin LatitudeMin Light BouncesMin LongitudeMin MaxMin RateMin SamplesMin StepMin ThicknessMin Transparent BouncesMin VoxelMin XMin X:Min YMin Y:Min ZMin ZenithMin and max values are the same!Min/MaxMiniMini Axes BrightnessMini Axes SizeMini Axes TypeMinimalMinimal # solver steps/frameMinimal InfoMinimal Spring length * Ball SizeMinimal distance accepted between two featuresMinimal value of correlation between matched pattern and reference that is still treated as successful trackingMinimizeMinimize Stretch. Blend %.2fMinimumMinimum 2D angle for splitting chainsMinimum AA samples for adaptive sampling, to discover noisy features before stopping sampling. Zero for automatic setting based on noise thresholdMinimum AA samples for adaptive sampling, to discover noisy features before stopping sampling. Zero for automatic setting based on noise threshold, for viewport rendersMinimum CurvatureMinimum DistanceMinimum ErrorMinimum Grid SpacingMinimum Height value for the central cylindrical lensMinimum IterationsMinimum Kinetic Energy PotentialMinimum LengthMinimum LifetimeMinimum Longitude value for the central cylindrical lensMinimum ModeMinimum Radial DistanceMinimum StretchMinimum Trapped Air PotentialMinimum TwistMinimum ValueMinimum VerticesMinimum VolumeMinimum Wave Crest PotentialMinimum XMinimum X index of the clipping bounding boxMinimum X value for the render regionMinimum X value to crop the imageMinimum YMinimum Y index of the clipping bounding boxMinimum Y value for the render regionMinimum Y value to crop the imageMinimum ZMinimum Z index of the clipping bounding boxMinimum allowed distance between the centers of two scattered instances. Increase value for a more locally even distribution.Minimum amount of fluid grid values (smoke density, fuel and heat) a cell can contain, before it is considered emptyMinimum amplitude value needed to influence the envelopeMinimum angle to displayMinimum angle to modify thicknessMinimum angles for IK LimitMinimum boundary of the grid (world space)Minimum boundary of volumeMinimum coordinate in X axis (grid index space)Minimum coordinate in Y axis (grid index space)Minimum coordinate in Z axis (grid index space)Minimum curvilinear 2D length for the selection of chainsMinimum density of a volume cell to contain a grid pointMinimum density of a voxel to contain a grid pointMinimum distance between cloth faces before collision response takes effectMinimum distance between collision objects before collision response takes effectMinimum distance between nodes for Auto-offsetting nodesMinimum distance between two guidesMinimum distance between two guides for new guide mapMinimum distance for the field's falloffMinimum distance from last point before selection continuesMinimum distance from last point before stroke continuesMinimum error during substepsMinimum for measuring thicknessMinimum for sliderMinimum intensity to trigger a glowMinimum iterations during substepsMinimum latitude (vertical angle) for the equirectangular lensMinimum light intensity for a light to contribute to the lightingMinimum longitude (horizontal angle) for the equirectangular lensMinimum mask value to consider the vertex valid to extract a face from the original meshMinimum number of light bounces. Setting this higher reduces noise in the first bounces, but can also be less efficient for more complex geometry like curves and volumesMinimum number of occlusions for the generated strokesMinimum number of particles per cell (ensures that each cell has at least this amount of particles)Minimum number of pixels between each gridline in 2D ViewportsMinimum number of simulation steps to perform for one frameMinimum number of transparent bounces. Setting this higher reduces noise in the first bounces, but can also be less efficient for more complex geometry like curves and volumesMinimum of VGroup A's and VGroup B's weightsMinimum output value of the mappingMinimum radial distance for the field's falloffMinimum radius when the minimum pressure is applied (also the minimum when tapering)Minimum root to tip angle (tip distance/root distance for long hair)Minimum size of a shadow map pixel. Higher values use less memory at the cost of shadow quality.Minimum speed in air (relative to maximum speed)Minimum temperature of the flames (higher value results in faster rising flames)Minimum thicknessMinimum thickness in the direction perpendicular to the main directionMinimum valueMinimum value for clippingMinimum value for target channel rangeMinimum value for the random selectionMinimum value for vertex weightMinimum value to consider a certain attribute a boundary when creating the face setsMinimum volume stretching factorMinimum volume, no matter how far away the object isMinkowskiMinkowski 1/2Minkowski 4Minkowski ExponentMinkowski distanceMinkowski exponentMinor RadiusMinor SegmentsMinorityMinutesMirrorMirror As Bone NameMirror AxisMirror BallMirror BoneMirror EditingMirror ModifierMirror ObjectMirror Of ControlMirror Rigify type and parameters of selected bones to the opposite side. Names should end in L/RMirror TransformMirror UMirror UDIMMirror VMirror VR SessionMirror Vertex GroupsMirror VerticesMirror WeightsMirror WidgetsMirror With ParentsMirror XMirror YMirror all control points without inverting the lattice deformMirror all vertex groups weightsMirror along the local X, Y and/or Z axes, over the object originMirror ball mapping for environment mapsMirror brush across the X axisMirror brush across the Y axisMirror brush across the Z axisMirror group is locked, abortingMirror selected items around one or more axesMirror the U texture coordinate around the flip offset pointMirror the V texture coordinate around the flip offset pointMirror the X axisMirror the Y axisMirror the Z axisMirror the bone selectionMirror the current shape key along the local X axisMirror the image repetition on the X directionMirror the image repetition on the Y directionMirror the left/right vertex groups when painting. The symmetry axis is determined by the symmetry settings.Mirror the movement of one handle onto the otherMirror the new shape key valuesMirror the texture coordinate around each tile centerMirror vertex group, flip weights and/or names, editing only selected vertices, flipping when both sides are selected otherwise copy from unselectedMirror vertex groups (e.g. .R->.L)Mirror weightsMirror%sMirrored UV offset on the U axisMirrored UV offset on the V axisMirrored parameters of {:d} bonesMirroring modifierMiscMiscellaneousMiss ColorMissing %s%s%s component(s) of euler rotation for ID='%s' and RNA-Path='%s'Missing 'window' in contextMissing Add-onsMissing Built-in Add-onsMissing DataMissing GeometryMissing MaterialsMissing Menu: %sMissing OpenColorIO ConfigurationMissing PanelMissing StencilMissing TextureMissing UV map for attaching curves on evaluated surfaceMissing UV map for attaching curves on original surfaceMissing UVsMissing bone nameMissing headerMissing libraryMissing node tool identifier ({})Missing operator identifierMissing outputMissing property for input socket "%s"Missing script filesMissing surface meshMissing%s%s%s%s detected!Missing: %sMissing: %s.%sMistMist PassMist settings for a World data-blockMitchMiter Cut AngleMiter OuterMiter Profile ShapeMiter ShapeMixMix (Legacy)Mix ColorMix FactorMix Factor to 1.0Mix LocationMix ModeMix NodeMix Node PositionMix RotationMix ScaleMix ShaderMix Stroke FactorMix VectorMix attribute values of neighboring elementsMix factorMix factor of the locations of the verticesMix modeMix source value into destination one, using given threshold as factorMix the scene's audio to a sound fileMix the weights of two vertex groupsMix two input colorsMix two shaders together. Typically used for material layeringMix values by a factorMixdown the sound to monoMixing BufferModalModal EventsModal KeymapModal OperatorsModal key-maps not supported for add-on key-configModeMode (Alt)Mode TypeMode defines the merge ruleMode for calculating rotation channel valuesMode for curve normal evaluationMode for fitting the image to the canvasMode for how the desired voxel size is specifiedMode for importing selected imagesMode of automatic keyframe insertion for Objects and Bones (default setting used for new Scenes)Mode of color processingMode of filling curveMode of operation for projection paintingMode of the pitch shiftMode of tools taking input from interfaceMode to define lengthMode to display framesMode to draw boundary limitsMode to load image viewsMode to load movie viewsMode to use when creating strokesMode used to apply the textureMode used to mix with texture output colorModel all three physical processes in a volume, represented by their coefficientsModesModifiedModified DateModified EdgesModified the animation of {:d} armaturesModified: {}{}{}ModifierModifierBlocksModifierConstantModifierModeModifierSharpModifierSmoothModifierToModifierVoxelModifier "%s" is not in the object's modifier listModifier "%s" is not in the strip's modifier listModifier '%s' not in object '%s'Modifier '%s' was not copied to any objectsModifier GizmoModifier NameModifier OperationModifier PropertiesModifier TypeModifier UIDModifier affecting the geometry data of an objectModifier affecting/generating custom normalsModifier can only be added once to object '%s'Modifier cannot be applied to a mesh with shape keysModifier containing the node is disabledModifier could not be added (see console for details)Modifier could not be added to (%s : %s) (see console for details)Modifier disabledModifier for sequence stripModifier for values of F-CurveModifier has baked dataModifier is disabledModifier is disabled or returned error, skipping applyModifier is disabled, skipping applyModifier nameModifier node group assets not assigned to a catalog. Catalogs can be assigned in the Asset BrowserModifier number to assign toModifier number to removeModifier requires more than 3 input facesModifier requires original dataModifier requires original data, bad stack positionModifier stateModifier to cast to other shapesModifier transferring some data from a source meshModifier was not found in the stackModifiersModifiers affecting all the F-Curves in the referenced ActionModifiers affecting the geometric data of the objectModifiers affecting the shape of the F-CurveModifiers affecting this stripModifiers cannot be added to object '%s'Modifiers cannot be added to object: {:s}Modifiers cannot be applied in edit modeModifiers cannot be applied on override dataModifiers cannot be applied to multi-user dataModifies the entire mesh using elastic deformModifyModify ActiveModify Curve BendModify HiddenModify Mask StencilModify Node LabelsModify Pose AssetModify SharpnessModify either the primary or mask stencilModify fill and stroke colorsModify fill color onlyModify labels of all selected nodesModify of the weights of a vertex groupModify properties such as curve vertex radius, font size and bone envelopeModify stroke color onlyModify stroke hardnessModify the active face set instead of creating a new oneModify the base mesh to conform to the displaced meshModify the detail size of dyntopo interactivelyModify the direction of the surface normalsModify the direction of the surface normals using a weighting methodModify the intensity of the lighting captured by this probeModify the mesh voxel size interactively used in the voxel remesherModify the stroke geometry so that it corresponds to its main direction lineModify the stroke geometry so that it looks more 'polygonal'ModularModulates colors of streaks and ghosts for a spectral dispersion effectModuleModule DebugModule NameModule nameModule name of the add-on to disableModule name of the add-on to enableModule name of the add-on to expandModule name of the add-on to removeModules Installed ({:s}) from {!r} into {!r}Modulo ModeModulo that is periodic for both negative and positive operandsModulo which is the remainder of A / BMonoMonospaced FontMore advanced algorithm based on eye physiology, by Reinhard and DevlinMore than one collection is selectedMore than one item is selectedMore than one rendering engine is availableMore uneven result (varies with location), more similar to a real terrainMore...More/LessMorph into sphereMortarMortar SizeMortar SmoothMost basic thickness calculationMost compact representation, uses '+' as separator for sub-second frame numbers, with left and right truncation of the timecode as necessaryMotionMotion BlurMotion Blur PositionMotion Blur StepsMotion ModelMotion PathMotion Path Cache PointMotion Path PointsMotion Path SettingsMotion Path for this elementMotion Path settings for animation visualizationMotion Path settings for visualizationMotion PathsMotion StepsMotion ThresholdMotion TrackingMotion Tracking constraint to be converted not foundMotion Tracking object not foundMotion path frame extents invalid for %s (%d to %d)%sMotion path points will be baked into the camera space of the active camera. This means they will only look right when looking through that camera. Switching cameras using markers is not supported.Motion stepsMotion tracking toolsMotorMouseMouse Directional ConstraintMouse Drag ThresholdMouse EventMouse PositionMouse Position XMouse Position YMouse SelectMouse SensitivityMouse XMouse YMouse button used for selectionMouse cursor style to use during the modal operatorMouse locationMouse location in normalized coordinates, 0.0 to 1.0 is within the image boundsMouse location to select channelMouse location to select nearest entityMouse path values for operators that record such pathsMoveMove Current HandleMove DirectionMove Entire PointMove PointMove SegmentMove StripsMove TypeMove UVs according to mergeMove UVs on an axisMove a node to detach linksMove a point or its handlesMove active itemMove after collectionMove all selected elements in first places, preserving their relative order. Warning: This will affect unselected elements' indices as wellMove all slots of the action on the active object into newly created, separate actions. All users of those slots will be reassigned to the new actions. The current action won't be deleted but will be empty and might end up having zero usersMove along X axisMove along Y axisMove along controller's forward axisMove along navigation back axisMove along navigation down axisMove along navigation forward axisMove along navigation left axisMove along navigation right axisMove along navigation up axisMove along viewer's back axisMove along viewer's forward axisMove along viewer's left axisMove along viewer's right axisMove an entry in the list up or downMove an existing curve segmentMove and AttachMove area hereMove asset out of any catalogMove asset to catalogMove assets out of any catalogMove assets to catalogMove before collectionMove between collectionsMove boid rule down in the listMove boid rule up in the listMove boid state down in the listMove boid state up in the listMove bones to a collectionMove by UDIMMove by dynamic gridMove by pixelMove catalog {} into {}Move catalog {} to the top level of the treeMove constraint down in constraint stackMove constraint up in constraint stackMove current frame forward/backward by a given numberMove cursor in textMove cursor positionMove cursor to position typeMove curves so that the first point is exactly on the surface meshMove directionMove effect down in the stackMove effect up in the stackMove exporter up or down in the exporter listMove faster (walk or fly)Move forward a few units at onceMove frame to next or previous edit pointMove grid values through a velocity field using numerical integration. Supports multiple integration schemes for different accuracy and performance trade-offsMove handle of newly added point freelyMove handles after closing the splineMove inputs and outputs from in the modifier to a new node groupMove inside collection (Ctrl to link)Move inside collection (Ctrl to link, Shift to parent)Move instance object down in the listMove instance object up in the listMove is affected by snapping settingsMove layer in the list, layers further down the list will overwrite data from the layers higher upMove modifier down in the stackMove modifier up and down in the stackMove modifier up in the stackMove node backdropMove nodes and attach to frameMove object geometry to object originMove object origin to position of the 3D cursorMove objects to a collectionMove objects to a new collectionMove particle target down in the listMove particle target up in the listMove points out of the way, as if combing themMove selected area edgesMove selected files to the trash or recycle binMove selected itemsMove selected items outward in a spherical shape around geometric centerMove selected keyframes to an inbetween position relative to adjacent keysMove selected nodes to the center of the node editorMove selected objects out of local viewMove selected scene markers to the active Action as local 'pose' markersMove selected shape keys up/down in the listMove selected strips down a track if there's roomMove selected strips up a track if there's roomMove selected strokes to another layerMove selected time marker(s)Move selection to a new layerMove slower (walk or fly)Move start of strips to specified timeMove strips so transformed strips fitMove strokes slightly towards the camera to avoid clipping while preserve depth for the viewportMove texture slots up and downMove the 3D Cursor to the selected VR LandmarkMove the active Annotation layer up/down in the listMove the active Color up/down in the listMove the active Grease Pencil layer or GroupMove the active Selection Set up/down the list of setsMove the active bookmark up/down in the listMove the active dash segment up or downMove the active entry downMove the active entry upMove the active layer up/down in the listMove the active material up/down in the listMove the active time segment up or downMove the active vertex group up/down in the listMove the camera so selected objects are framedMove the clone source imageMove the closer handle of the adjacent vertexMove the current handle of the control point freelyMove the currently selected line(s) up/downMove the cursor while selectingMove the entire point using its handlesMove the handle along its current angleMove the instances towards the face centerMove the keyframes alongside the mediaMove the modifier within the list of modifiersMove the mouse to change the dyntopo detail size. LMB: confirm size, ESC/RMB: cancel, SHIFT: precision mode, CTRL: sample detail sizeMove the selected slots into a newly created actionMove the viewMove the view to frame the selected objectsMove the view to the current frameMove the view to the selection centerMove to CollectionMove to Collection RecursiveMove to FirstMove to LastMove to LayerMove to New Bone CollectionMove to New CollectionMove to New LayerMove to center of neighbors and match their velocityMove to next folderMove to parent directoryMove to parent node tree, remove from groupMove to previous folderMove top-level geometry instances in local or global spaceMove transformed strips to nearest free space to resolve overlapMove vertices on the X axisMove vertices on the Y axisMove vertices to the centroid of the duplicate cluster, otherwise the vertex closest to the centroid is used.Move {} above {}Move {} below {}Move {} into {}Move {} {} above {}Move {} {} below {}Move {} {} into {}Move/Join/Dock AreaMove/Split AreaMove/turn relative to the VR viewer or controllerMoved %i slot(s) into the action of the active objectMoved strip is already inside provided meta stripMoved strip is parent of provided meta stripMovementMoves any F-Curves for the `hide` property of selected armatures into the action of the object. This will only operate on the first layer and strip of the actionMoves capture points away from surfaces to prevent artifactsMovieMovie ClipMovie Clip EditorMovie Clip ProxyMovie Clip UserMovie Clip data-blocksMovie Clip to get tracking data fromMovie ClipsMovie DistortionMovie FileMovie FilesMovie FormatMovie ObjectsMovie Plane TracksMovie StripMovie Tracking DopesheetMovie Tracking MarkersMovie Tracking Plane Marker DataMovie Tracking Plane MarkersMovie TracksMovie clip displayed and edited in this spaceMovie clip not foundMovie clip that this strip usesMovie clip to use tracking data from isn't setMovie fileMovie stripMovie tracking camera dataMovie tracking dataMovie tracking marker dataMovie tracking object dataMovie tracking object to followMovie tracking object to follow (if empty, camera object is used)Movie tracking plane track dataMovie tracking reconstructed camera dataMovie tracking reconstruction dataMovie tracking settingsMovie tracking stabilization dataMovie tracking track dataMovie tracking track to followMovieClipMovieClipActive TrackMovieClipAnnotation SourceMovieClipBundleMovieClipClipMovieClipDope SheetMovieClipGraphMovieClipKeep OriginalMovieClipMarkerMovieClipMarkersMovieClipMaskMovieClipModeMovieClipPlane TrackMovieClipPowerMovieClipTrackMovieClipTrackingMovieClipViewMovieClip StripMovieClip data-block referencing an external movie fileMovieTracking '%s' cannot be removedMovies or image sequences do not support packingMoving HoldMoving Hold KeyframeMoving Hold Keyframe SelectedMoving things with a mouse drag confirms when releasing the buttonMsMovMsPanMsRotMsSmartZoomMsSubMovMsZoomMtex not found for this typeMulti FrameMulti InputMulti Input Sort IDMulti ModifierMulti ReactMulti camera system, adjust the cameras individuallyMulti constraint, stateful IK solverMulti-Layer EXRMulti-PaintMulti-ViewMulti-Word Fuzzy FilterMulti-Word Match SearchMulti-frame EditingMulti-scale hair scattering model by Huang et al. 2022, suitable for viewing both up close and from a distance, supports elliptical cross-sections and has more precise highlight in forward scattering directions.Multi-touch GesturesMulticam Select StripMulticam Source ChannelMultifractalMultiframeMultilayerMultipaint group is locked, abortingMultiple CachesMultiple EnginesMultiple FacesMultiple ImportanceMultiple Importance SampleMultiple Importance SamplingMultiple ScatteringMultiple SpringsMultiple StrokesMultiple ViewsMultiple add-ons with the same name found!Multiple file handlers can be used, drop to pick which to useMultiple image files, as a sequenceMultiple images cannot be saved to an identical path: "%s"Multiple importance sampling is used to combine direct light contributions from next-event estimation and forward path tracingMultiple scattering sky model (more accurate)Multiple strokes appear/disappear at onceMultiplication factor when using the fast or slow modifiersMultiplicative overrideMultiplied by Start/End for the total added point countMultiplierMultiplier for dicing rate of geometry outside of the camera view. The dicing rate of objects is gradually increased the further they are outside the camera view. Lower values provide higher quality reflections and shadows for off screen objects, while higher values use less memoryMultiplier for per object adaptive subdivision sizeMultiplier for per object adaptive subdivision size in the viewportMultiplier for scaling the selected field to color mapMultiplier for scaling the vectorsMultiplier for the distance between 3D View grid linesMultiplier for the height value to control the overall distance for bump mappingMultiplier for the strength of the new strokesMultiplier for the thickness of the new strokesMultiplier for wave influence of this brushMultiplier of diameter propertiesMultiplier of obstacle velocityMultiplier of source velocity passed to fluid (source velocity is non-zero only if object is moving)Multiplier used to control the magnitude of the velocity vectors for time effectsMultiplyMultiply Add ModeMultiply AlphaMultiply B-Bone Scale In channels by the local scale values of the start handle. This is done after the Scale Easing option and isn't affected by it.Multiply B-Bone Scale Out channels by the local scale values of the end handle. This is done after the Scale Easing option and isn't affected by it.Multiply ColorsMultiply DepthMultiply FactorMultiply Mass with SizeMultiply MatricesMultiply ModeMultiply ModifierMultiply NormalMultiply RMultiply StripMultiply VGroup A's weights by VGroup B's onesMultiply Vertex Group with EnvelopeMultiply WeightsMultiply alpha along with color channelsMultiply brush influence by velocity color ramp alphaMultiply brush intersection depth (displace, waves) by velocity ramp alphaMultiply color by alpha (recommended for Blender input)Multiply color channels from two videosMultiply component values togetherMultiply force by 1/distance²Multiply line length by particle speedMultiply mass by particle sizeMultiply normal vector with selectionMultiply position and outline by intensityMultiply recorded drawing speed by a factorMultiply source value to destination one, using given threshold as factorMultiply the B-Bone Ease In channel by the local Y scale value of the start handle. This is done after the Scale Easing option and isn't affected by it.Multiply the B-Bone Ease Out channel by the local Y scale value of the end handle. This is done after the Scale Easing option and isn't affected by it.Multiply the calculated weights with the existing values in the vertex groupMultiply the current scene frame by this factorMultiply the current speed of the strip with this number or remap current frame to this frameMultiply the filter size used by interpolationMultiply the final easing values by the Scale In/Out Y factorsMultiply the input image's RGBA channels by the alpha input valueMultiply the instance scale with a factor to calibrate the considered face areaMultiply the intensity of each pixelMultiply the original length by a factorMultiply the radius of the spline point by the taper radiusMultiply transformation matricesMultiply weights by envelope for all bones, instead of acting like Vertex Group based blending. The specified weights are still used, and only the listed bones are considered.Multiply with the speed factorMultiresMultires ModifierMultires data baking requires multi-resolution objectMultires modifier returned error, skipping applyMultiresolutionMultiresolution mesh modifierMultiscatter GGXMusgraveMusicMust be in vertex selection modeMust have an active bone to add IK constraint toMust have more control points than OrderMuteMute (un)selected stripsMute FootageMute channelMute expanded settings for the modifierMute footage and show black background insteadMute or un-mute selected stripsMute the speakerMute this modifierMute unselected rather than selected stripsMutedMuted StripsMux Packet SizeMux RateMux packet size (byte)Mux rate (bits/second)N-GonN-Sphere RadiusN-gon MethodN-gonsN-key opens a pie menu to toggle regionsNDOFNDOF Lock HorizonNDOF Motion DataNDOF View NavigateNDOF motion data for window manager eventsNGon FaceNGon Face-VertexNLANLA Evaluation EnabledNLA StripNLA Strip 'transitions' between adjacent stripsNLA Strip ControlsNLA Strip NameNLA Strip acts as a container for adjacent stripsNLA Strip is activeNLA Strip is played back in reverse order (only when timing is automatically determined)NLA Strip is selectedNLA Strip references some ActionNLA Strip representing a sound event for speakersNLA StripsNLA Strips on this NLA-trackNLA Strips that this strip acts as a container for (if it is of type Meta)NLA TrackNLA Track NamesNLA Track is activeNLA Track is evaluated itself (i.e. active Action and all other NLA Tracks in the same AnimData block are disabled)NLA Track is lockedNLA Track is selectedNLA Track is the only one evaluated in this animation data-block, with all others mutedNLA TracksNLA Tracks (i.e. Animation Layers)NLA Tweak ModeNLA editor space dataNLA stack is evaluated when evaluating this blockNLA strip '%s' not found in track '%s'NLA-Strip F-CurvesNURBSNURBS Active U LinesNURBS Active V LinesNURBS U LinesNURBS V LinesNURBS order in the U direction. Higher values make each point influence a greater area, but have worse performance.NURBS order in the V direction. Higher values make each point influence a greater area, but have worse performance.NURBS weightNablaNameName (id) of the operator to invokeName AfterName CollisionName FilterName after object source with a suffixName collisions: Name filter using '*', '?' and '[abc]' unix style wildcardsName for new mesh object and materialName for new paint slot sourceName for new presetName for the new brush assetName for the new pose assetName from loaded imageName in use. The other data-block was renamed to ‘%s’Name of Action Group to assign setting(s) for this path toName of ID block to unpackName of Parent Bone for hook (if applicable), also recalculates and clears offsetName of PoseBone to use as targetName of Shape KeyName of UV mapName of Vertex Group which determines AnchorsName of Vertex Group which determines influence of modifier per pointName of Vertex color layerName of a file or directory within a file listName of a to-be-added bone collection. Only pass this if you want to create a new bone collection and assign the selected bones to it. To assign to an existing collection, do not include this parameter and use collection_indexName of a to-be-added bone collection. Only pass this if you want to create a new bone collection and move the selected bones to it. To move to an existing collection, do not include this parameter and use collection_indexName of color attributeName of modifier to redefineName of modifier to removeName of new attributeName of new color attributeName of new directoryName of new maskName of new mask layerName of newly created groupName of newly created lightgroupName of operator (translated) to call on action eventName of operator (translated) to call on input eventName of parent bone in case of a bone parenting relationName of parent bone. Only used when the parent object is an armature.Name of parent object in specified data-block to which parenting happensName of parent sub-object in specified data-block to which parenting happensName of single glTF animation to be exportedName of skin layerName of the AOVName of the AOV that this output writes toName of the Alembic attribute used for generating motion blur dataName of the AttributeName of the LightgroupName of the PaletteName of the UV map attribute to generateName of the Vertex Group which determines the influence of the modifier per pointName of the action mapName of the action map bindingName of the action map itemName of the active Shader AOVName of the attribute to retrieve the transform fromName of the bone collection to assign this bone to; empty to assign to the active bone collectionName of the bone collection to createName of the bone collection to unassign this bone from; empty to unassign from the active bone collectionName of the bone to retrieveName of the bone to unassign from the collection; empty to use the active boneName of the collection to selectName of the constraint to editName of the creator of the assetName of the custom transform orientationName of the dash segmentName of the data-block to use by the operatorName of the deviceName of the fileName of the grid for the X axis component of the velocity field if it was split into multiple gridsName of the grid for the Y axis component of the velocity field if it was split into multiple gridsName of the grid for the Z axis component of the velocity field if it was split into multiple gridsName of the haptic action to apply when executing this actionName of the key configurationName of the key mapName of the layerName of the materialName of the menuName of the modifierName of the modifier that contains the nodeName of the modifier to editName of the modifier to work onName of the new collectionName of the new custom orientationName of the new layerName of the new layer groupName of the newly added collectionName of the newly created boneName of the pie menuName of the preset, used to make the path nameName of the referenced bone collectionName of the rig type to generate a sample ofName of the shaderfx to editName of the slotName of the slot, for display in the user interface. This name combined with the slot's data-block type is unique within its ActionName of the socketName of the socket typeName of the source fileName of the strip modifier to editName of the themeName of the velocity field, or the base name if the velocity is split into multiple gridsName of the vertex color layer used for foamName of the vertex color layer used for the spray direction mapName of the workspace to append and activateName of this layer collection (same as its collection one)Name of vertex color to exportName of vertex group which determines surface emission rateName or Tag FilterName that can be displayed in the UI for this elementName that is mapped to the referenced data-blockName to use in scripted expressions/functions (no spaces or dots are allowed, and must start with a letter)Name used to save output from this surfaceName: {:s}Named AttributeNamed AttributesNamed GroupNamed Layer SelectionNamed Layer nodeNamesNamespaceNaming components for AO mapsNaming components for alpha mapsNaming components for base color mapsNaming components for bump mapsNaming components for displacement mapsNaming components for emission mapsNaming components for glossy mapsNaming components for metalness mapsNaming components for normal mapsNaming components for roughness mapsNaming components for specular mapsNaming components for transmission mapsNanometersNanowattsNarrow Band WidthNarrownessNaturalNatural Drawing SpeedNatural LogarithmNatural scroll directionNavigateNavigate GizmoNavigate Gizmo SizeNavigate into folders by clicking on them once instead of twiceNavigate the VR scene by grabbing with controllersNavigationNavigationBackNavigationController ForwardNavigationDownNavigationForwardNavigationLeftNavigationModeNavigationRightNavigationTurn LeftNavigationTurn RightNavigationUpNavigationViewer BackNavigationViewer ForwardNavigationViewer LeftNavigationViewer RightNavigation BarNavigation ControlsNavigation LocationNavigation ModeNavigation RotationNavigation ScaleNavigation/Tabs BackgroundNdof+Ndof-NdofB1NdofB10NdofB11NdofB12NdofB2NdofB3NdofB4NdofB5NdofB6NdofB7NdofB8NdofB9NdofBackNdofDomNdofFitNdofFrontNdofIso1NdofIso2NdofMenuNdofMovNdofPanZoomNdofRCCWNdofRCWNdofRotNdofSCCWNdofSCWNdofSaveView1NdofSaveView2NdofSaveView3NdofTCCWNdofTCWNdofView1NdofView2NdofView3Ndof←Ndof↑Ndof→Ndof↓NearNear PlaneNear ThicknessNear clipping distance of shadow cameraNear-field hair scattering model by Chiang et al. 2016, suitable for close-up looks, but is more noisy when viewing from a distance.NearestNearest Corner and Best Matching Face NormalNearest Corner and Best Matching NormalNearest Corner of Nearest FaceNearest EdgeNearest Edge InterpolatedNearest Edge VertexNearest FaceNearest Face EdgeNearest Face InterpolatedNearest Face VertexNearest NeighborNearest PixelNearest Surface PointNearest VertexNearest VerticesNeck PositionNeck start positionNeed at least 4 selected point tracks to create a planeNeededNeedleNeeds at least a pair of adjacent selected strips with a gap between themNegate VolumeNegate influence inside the volumeNegate the alignment axisNegate the effect of the clump vertex groupNegate the effect of the density vertex groupNegate the effect of the field vertex groupNegate the effect of the kink vertex groupNegate the effect of the length vertex groupNegate the effect of the rotation vertex groupNegate the effect of the roughness 1 vertex groupNegate the effect of the roughness 2 vertex groupNegate the effect of the roughness end vertex groupNegate the effect of the size vertex groupNegate the effect of the tangent vertex groupNegate the effect of the twist vertex groupNegate the effect of the velocity vertex groupNegationNegativeNegative AxisNegative FramesNegative Frames are slid or croppedNegative SidesNegative X axisNegative Y axisNegative Z axisNegative exponent for the viscosity value (to simplify entering small values e.g. 5*10^-6)Negative mesh smootheningNegative vertex index in vertex_indices_setNeighbor IndexNeighbor RejectionNeighbor ThresholdNeither of the nodes have outputsNestedNested node id of the nodeNesting a node group inside of itself is not allowedNetworkNetwork Connection LimitNetwork TimeoutNeutralNeutral displacement value that causes no displacement. Lower values cause the surface to move inwards, higher values push the surface outwardsNeverNever NoneNever change tabs when clicking an icon in an outlinerNever collapse the new merge nodesNewNew CatalogNew Curve Smoothing ModeNew Curves ToolsNew DataNew F-Curve Colors - XYZ to RGBNew FeaturesNew FileNew GroupNew Handles TypeNew IDNew ID's session uid to remap all selected IDs' users toNew ImageNew ItemNew Keyframe TypeNew LayerNew ObjectNew ObjectsNew PathNew PresetNew UV MapNew WindowNew bone name collides with an existing vertex group name, vertex group names are unchanged. (%s::%s)New displace is added cumulatively on top of existingNew effect takes less or more inputsNew implementation available since 2.8New keys will be BézierNew keys will be constantNew keys will be linearNew lines unsupported, call this operator multiple timesNew name for markerNew sampling value to be used for subsequent modifiersNew speed of retimed segmentNew stroke from selected points/strokesNew strokes are drawn below of all strokes in the layerNewly created vertex is being slidNewtonianNextNext CharacterNext Edge IndexNext FailedNext KeyframeNext LineNext MarkerNext NodeNext PageNext StripNext Vertex IndexNext WordNext blend type/operationNext element is hiddenNext or SelectionNext typed character will strike through previous, for special character inputNext-Event EstimationNlaStripNlaTrackNlaTrack '%s' cannot be removedNo 'Connections' found in file %rNo 'GlobalSettings' found in file %rNo 'Objects' found in file %rNo 'Relative To' object found, set one explicitly or make sure there is an active objectNo (unpinned) Properties Editor found to display texture inNo 3D viewport found to create image fromNo Action slot is assigned, so there is nothing to un-assignNo Actions in .blend fileNo Active ActionNo Active ContextNo AnimData blocks in tweak mode to exit fromNo AnimData blocks to enter tweak mode forNo Anti-AliasingNo Asset DraggingNo Asset IndexingNo AudioNo Bone ActiveNo ChangeNo Connect RegionsNo ConvergenceNo Curve SelectedNo CyclesNo Data-BlockNo Data-Block PackingNo DissolveNo Euler Rotation F-Curves to fix upNo Euler Rotations could be correctedNo Euler Rotations could be corrected, ensure each rotation has keys for all components, and that F-Curves for these are in consecutive XYZ order and selectedNo F-Curve to add keyframes toNo F-Modifiers available to be copiedNo F-Modifiers to pasteNo FlipNo Gimbal LockNo Grease Pencil dataNo Grease Pencil frame to draw onNo Grease Pencil frame to draw weight onNo Group Output or File Output nodes in sceneNo ID block and/or AnimData to delete keyframe fromNo IntersectionNo ItemsNo Items AvailableNo Keying Set ActiveNo Library OverridesNo LimitNo MaterialsNo MergeNo New ConstraintNo OffsetNo OutputNo Override Auto ResyncNo PropertiesNo RNA pointer available to retrieve values for keyframing fromNo RNA pointer available to retrieve values for this F-curveNo Recent FilesNo ReprojectNo Rigid Body World to add Rigid Body Constraint toNo Rigid Body World to exportNo Rigid Body World to removeNo TexturesNo UDIM tiles were createdNo UV data on canvasNo UV layer named "%s" found in the object "%s"No UV layersNo UV map found in the evaluated object "%s"No VideoNo action to delete keyframes from for ID = %sNo active AnimData block to use (select a data-block expander first or set the appropriate flags on an AnimData block)No active Curves ObjectNo active F-Curve to add a keyframe to. Select an editable F-Curve firstNo active Grease Pencil layerNo active Grease Pencil layer to paste intoNo active Keying SetNo active Keying Set path to removeNo active Keying Set to add empty path toNo active Keying Set to removeNo active Keying Set to remove a path fromNo active Keying Set to remove property fromNo active Keying Set to useNo active UV layer found in the object "%s"No active action to operate onNo active action to push downNo active and selected image texture node found in material "%s" (%d) for object "%s"No active assetNo active attributeNo active boneNo active bone collectionNo active bone setNo active bone to copy fromNo active bone with constraints for copyingNo active brushNo active cameraNo active camera in the sceneNo active camera setNo active collectionNo active color attribute to bake toNo active editable objectNo active element found!No active faceNo active frame to deleteNo active groupNo active image found in material slot (%d) for object "%s"No active image found, add a material or bake to an external fileNo active image found, add a material or bake without the Split Materials optionNo active itemNo active item to renameNo active keyframe on F-CurveNo active layerNo active layer to duplicateNo active line style in the current sceneNo active lineset and associated line style to manipulate the modifierNo active lineset to add a new line style toNo active markerNo active mesh objectNo active movie clipNo active node.No active objectNo active object foundNo active object to add constraint toNo active object, or active object isn't a Grease Pencil objectNo active object, unable to apply the Action before renderingNo active plane trackNo active pose bone to add a constraint toNo active strip!No active strip(s) to enter tweak mode onNo active trackNo active track to join toNo active track(s) to add strip to, select an existing track or add one before trying againNo active vertex groupNo active vertex group for painting, abortingNo active view found in scene "%s"No active window in context!No add-on module given!No additional selected meshes with equal vertex count to joinNo angle snappingNo animatable data-block, please report as bugNo animated armatures selectedNo animation data found to create asset fromNo animation data to convert on object: {!r}No animation track found at index %dNo annotation sourceNo armature animation was modifiedNo asset catalogsNo asset data-blocks from the current file selected (assets must be stored in the current file to be able to edit or clear them)No asset data-blocks selected/focusedNo asset found at path "%s"No asset in contextNo asset selectedNo attributes on objects with this materialNo available channel for the current frame.No bone collection named '%s'No bone collections have UI buttons assigned - please check the Bone Collections UI sub-panelNo bones selected, nothing to assign to bone collectionNo bones selected, nothing to unassign from bone collectionNo border area selectedNo brush selectedNo bundle signature foundNo camera foundNo camera found in scene "%s"No camera found in scene "%s" (used in compositing of scene "%s")No changes to be savedNo channels to add keyframes toNo channels to operate onNo child layers to mergeNo clipboard scene to paste Video Sequencer data fromNo closure signature foundNo collection selectedNo collision settings availableNo color overlayNo compatible GPUs found for CyclesNo compatible images are on the clipboardNo compressionNo constraints for copyingNo control point selectedNo control points are selectedNo cullingNo curve data in inputNo curves data to joinNo custom HDRIs configuredNo custom MatCaps configuredNo custom Studio Lights configuredNo custom {:s} configuredNo data in the internal clipboard to pasteNo data to pasteNo data, boolean mask of active voxelsNo data-block selected or activeNo data-block selected that is marked as assetNo data-block selected that supports asset operations - select at least one Brush, Collection, Node Group, Object, Pose Action, Scene, or WorldNo data-blocks to create assets for found (or do not support use as assets)No device - there will be no audio outputNo displayNo distance attenuationNo driver to copy variables fromNo driver variables in the internal clipboard to pasteNo drivers deletedNo edge rings foundNo edge selectedNo edges selectedNo editable Grease Pencil layerNo editable asset library to save intoNo editable objects to convertNo exportNo face regions selectedNo face selectedNo faces filledNo faces found in the object "%s"No file chosenNo file handlers availableNo file path for "%s"No filename givenNo filepath givenNo files selectedNo files selected to be openedNo flippingNo folder selectedNo frames rendered, skipped to not overwriteNo frames selected in the Grease Pencil objectNo frames to bakeNo free inputs for node {}No fullscreen areas were foundNo glTF AnimationNo hair connected (cannot connect hair if particle system modifier is disabled)No image empty selectedNo images availableNo images convertedNo images found to reload in this node treeNo images have been changedNo input grid found that can determine the topologyNo installable packages markedNo installed packages markedNo installed packages to updateNo interpolationNo interpolation (sample closest texel)No interpolation between keyframesNo interpolation, use nearest neighbor pixelNo interpolation, value of A gets held until B is encounteredNo intersections foundNo inverse correction is set, so there is nothing to clearNo issues detectedNo itemsNo items are selectedNo joints selectedNo keyframed poses to propagate toNo keyframes copied to the internal clipboardNo keyframes removed from %d object(s)No keyframes removed from {} strip(s)No keyframes to focus onNo keyframes to slide betweenNo keys have been inserted and no errors have been reported.No keys or strips selectedNo layer foundNo layers to addNo limiting applied. Fastest but may produce artifacts in high-order schemesNo markers are selectedNo matching face regions foundNo matching images foundNo material to removedNo menu items foundNo mesh data to joinNo mesh in active objectNo mesh objectNo meshes with vertex groups foundNo missing filesNo more keyframes to jump to in this directionNo more markers to jump to in this directionNo more than 16 local viewsNo name matches between selected objects and shape keysNo name setNo named attributes usedNo new files have been packedNo new override operation created, operation already existsNo new override property created, property already existsNo node tree was found in the current node editor.No nodes selected.No object found to operate onNo object selectedNo object selected, using cursorNo object to apply orientation onNo object, or not exclusively in pose modeNo objects found to bake fromNo objects selectedNo objects selected to copyNo objects to pasteNo objects with bound-box selectedNo open Graph Editor window foundNo operator in contextNo optionsNo orphaned data-blocks to purgeNo other bones are selectedNo other objects are selectedNo other objects selectedNo other selected objects have wire or boundary edges to use for projectionNo output nodeNo packed fileNo packed files to unpackNo parent directory givenNo permissions specifiedNo point cloud data to joinNo point was selectedNo points were selectedNo pose to copyNo prefiltering, use when guiding passes are noise-freeNo preview available to removeNo projection when behind the faceNo projection when in front of the faceNo reference available {!r}, update info in '_rna_manual_reference.py' or callback to bpy.utils.manual_map()No region view3d availableNo repositories availableNo results foundNo results match the search filterNo rolling shutter effect usedNo scene assets.No selected F-Curves to add keyframes toNo selected F-Curves to paste intoNo selected assetNo selected bones to copy toNo selected data-blocks to copyNo selected editable objects to operate onNo selected facesNo selected frames foundNo selected keys, pasting over preview rangeNo selected keys, pasting over scene rangeNo selected object is activeNo selected object to copy fromNo selected pose assetNo selected vertexNo sequencer scene with video strips to renderNo shape correctionNo single next item foundNo slots in this Action.No source mesh objects selectedNo strips selectedNo strips to pasteNo subtitles (text strips) to exportNo suitable context info for active keying setNo suitable selected bones to copy toNo supported objects were selectedNo target bones addedNo target object to transfer the mode toNo text or file specified in node, nothing to compileNo texture size limitNo texture user foundNo textures in contextNo usable tracks selectedNo user repositoriesNo valid action to addNo valid cage objectNo valid data to read!No valid driver data to create copy ofNo valid existing linked ID given to relocateNo valid formats foundNo valid image format selectedNo valid node(s) in selectionNo valid root vertex found (you need one per mesh island you want to skin)No valid selected objectsNo valid subdivisions found to rebuild a lower levelNo valid subdivisions found to rebuild lower levelsNo valid target meshNo vertex group among the selected verticesNo vertex group dataNo vertex groups assigned to meshNo vertex groups foundNo vertex groups to operate onNo vertex selectedNo vertices were boundNo visible tags.No weights/vertex groups on objectNo weights/vertex groups on object(s)No {:s} modifiers foundNo-OpNodeNode BackdropNode Color SpecialsNode EditorNode Editor OverlaysNode EditorsNode FormatNode GroupNode GroupsNode IDNode IdentifierNode InputsNode Instance HashNode LabelNode LinksNode NameNode OutlineNode OutputNode OutputsNode Preview ResolutionNode SelectedNode SocketNode Tool IdentifierNode TreeNode Tree InterfaceNode Tree Interface ItemNode Tree Interface SocketNode Tree Interface SpecialsNode Tree PathNode Tree Sub-TypeNode Tree type (deprecated, bl_idname is the actual node tree type identifier)Node TreesNode TypeNode UnsupportedNode WidthNode WranglerNode Wrangler (Menu)Node editor space dataNode group assets not assigned to a catalog. Catalogs can be assigned in the Asset BrowserNode group data-blocksNode group has different typeNode group must be a geometry node treeNode group must have a Color output socketNode group must have a geometry outputNode group must have a group output nodeNode group must have an output socketNode group that controls what this modifier doesNode group to editNode group's Mask input should be of type ColorNode group's first output must be a color outputNode group's first output must be a geometryNode group's geometry input must be the firstNode group's main Image input should be of type ColorNode groups do not support automatic previewsNode has no attribute {:s}Node header color tagNode in a node treeNode must be run as toolNode only works for curves objectsNode owning this socketNode selection stateNode shader to useNode socket data typeNode tree '%s' has undefined type %sNode tree '%s' is not a compositing node group.Node tree being displayed and editedNode tree consisting of linked nodes used for compositingNode tree consisting of linked nodes used for geometriesNode tree consisting of linked nodes used for materials (and other shading data-blocks)Node tree consisting of linked nodes used for shading, textures and compositingNode tree consisting of linked nodes used for texturesNode tree for node based lightsNode tree for node based materialsNode tree for node based worldsNode tree for node-based shadersNode tree for node-based texturesNode tree type %s undefinedNode tree type to display and editNode tree was not found in the active node editor.Node typeNode type %s undefinedNode {} deletedNode(s)NodeGroupNodeTreeANodeTreeAbsoluteNodeTreeAddNodeTreeArccosineNodeTreeArcsineNodeTreeArctan2NodeTreeArctangentNodeTreeArrowNodeTreeBNodeTreeBottomNodeTreeBoxNodeTreeCeilNodeTreeCeilingNodeTreeClosureNodeTreeCoat TintNodeTreeColorNodeTreeColor BurnNodeTreeColor DodgeNodeTreeCompareNodeTreeComparisonNodeTreeConstantNodeTreeConversionNodeTreeCosineNodeTreeCrossNodeTreeCross ProductNodeTreeCurrentNodeTreeDarkenNodeTreeDifferenceNodeTreeDistanceNodeTreeDivideNodeTreeDivide CeilingNodeTreeDivide FloorNodeTreeDivide RoundNodeTreeDot ProductNodeTreeDraw StyleNodeTreeExponentNodeTreeFaceforwardNodeTreeFloorNodeTreeFloored ModuloNodeTreeFor Each ElementNodeTreeFractionNodeTreeFrameNodeTreeFunctionsNodeTreeGreater ThanNodeTreeGreatest Common DivisorNodeTreeHueNodeTreeHyperbolic CosineNodeTreeHyperbolic SineNodeTreeHyperbolic TangentNodeTreeIntersectNodeTreeInverse Square RootNodeTreeJoin GeometryNodeTreeKeyNodeTreeLeast Common MultipleNodeTreeLengthNodeTreeLess ThanNodeTreeLightenNodeTreeLinear LightNodeTreeLogarithmNodeTreeMaximumNodeTreeMedianNodeTreeMinimumNodeTreeMissing Data-BlockNodeTreeMixNodeTreeModeNodeTreeModuloNodeTreeMultiplyNodeTreeMultiply AddNodeTreeNegateNodeTreeNewNodeTreeNextNodeTreeNormalizeNodeTreeOperationNodeTreeOverlayNodeTreePing-PongNodeTreePingpongNodeTreePlanarNodeTreePowerNodeTreePrevNodeTreeProjectNodeTreeReflectNodeTreeRefractNodeTreeRepeatNodeTreeRotationsNodeTreeRoundNodeTreeRoundingNodeTreeRounding ModeNodeTreeSaturationNodeTreeScaleNodeTreeScreenNodeTreeSheen TintNodeTreeSignNodeTreeSimulationNodeTreeSineNodeTreeSmooth MaximumNodeTreeSmooth MinimumNodeTreeSnapNodeTreeSoft LightNodeTreeSpecular TintNodeTreeSquare RootNodeTreeSubtractNodeTreeTangentNodeTreeTintNodeTreeTo DegreesNodeTreeTo RadiansNodeTreeTopNodeTreeTrigonometricNodeTreeTruncateNodeTreeTruncated ModuloNodeTreeUnionNodeTreeUnknownNodeTreeValueNodeTreeWrapNodesNodes ModifierNodes Modifier BakeNodes Modifier PanelNodes Modifier WarningNoiseNoise AmountNoise BasisNoise Basis 2Noise DepthNoise DistortionNoise F-ModifierNoise IntensityNoise OffsetNoise ScaleNoise SeedNoise SizeNoise TextureNoise ThresholdNoise TypeNoise algorithm - Blender original: Smooth interpolated noiseNoise algorithm - Cell Noise: Square cell tessellationNoise algorithm - Improved Perlin: Smooth interpolated noiseNoise algorithm - Original Perlin: Smooth interpolated noiseNoise algorithm - Voronoi Crackle: Voronoi tessellation with sharp edgesNoise algorithm - Voronoi F1-F2Noise algorithm - Voronoi F1: Returns distance to the closest feature pointNoise algorithm - Voronoi F2: Returns distance to the 2nd closest feature pointNoise algorithm - Voronoi F3: Returns distance to the 3rd closest feature pointNoise algorithm - Voronoi F4: Returns distance to the 4th closest feature pointNoise basis for the distortionNoise basis used for turbulenceNoise effect modifierNoise level step to stop sampling at, lower values reduce noise at the cost of render time. Zero for automatic setting based on number of AA samplesNoise level step to stop sampling at, lower values reduce noise at the cost of render time. Zero for automatic setting based on number of AA samples, for viewport rendersNon ContiguousNon boolean value found: {:s}[ ].{:s}Non-AssetsNon-ColorNon-Empty object '%s' cannot duplicate collection '%s' anymore in Blender 2.80 and later, removed instancingNon-Keyboard ShortcutNon-ShaderNon-UniformNon-ZeroNon-instance curves are ignoredNon-linear editor for arranging and mixing scenes, video, audio, and effectsNon-negative value of A, abs(A)Non-physical, unitless lighting. Useful when exposure controls are not availableNoneNone (Legacy)None for Enum/BooleanNone of the bone collections is marked 'solo'None of the objects are compatible with a conversion to "%s"None of the selected bones were assigned to this collectionNone of the selected channels is an Action SlotNone of the selected data-blocks supports previewsNone, full renderNonlinear AnimationNoodle CurvingNorNormalNormal BiasNormal DomainNormal EditNormal Edit ModifierNormal FalloffNormal FieldNormal MapNormal OffsetNormal Quantization BitsNormal RadiusNormal Screen SizeNormal SelectionNormal SizeNormal SmoothNormal SpaceNormal VectorNormal WeightNormal direction of the surface mesh at the attachment pointNormal direction vector. • LMB click and drag on the sphere to set the direction of the normal. • Holding Ctrl while dragging snaps to 45 degree rotation incrementsNormal keyframe, e.g. for key posesNormal map uses DirectX convention, with Y axis in the green channel pointing downNormal map uses OpenGL convention, with Y axis in the green channel pointing upNormal pass used by denoiserNormal to SurfaceNormal vector used to copy, add or multiplyNormal-TangentNormal/Tangent QuantizationNormalEditNormalizationNormalizeNormalize ANormalize KernelNormalize WeightsNormalize active vertex's weightsNormalize all weights of all vertex groups, so that for each vertex, the sum of all weights is 1.0Normalize intensity by light area, for consistent total light output regardless of size and shapeNormalize light intensities while tracking (slower)Normalize output Distance to 0.0 to 1.0 rangeNormalize outputs to 0.0 to 1.0 rangeNormalize the X coordinate of the Segment Coordinates output to a [0, 1] interval and offset the Y coordinate into a [0, infinity) interval. When checked, the textures are stretched to fit into each angular segment. When not checked, the parts of the textures that don't fit into each angular segment are croppedNormalize the colors, increasing the contrastNormalize the resulting weights (otherwise they are only clamped within 0.0 to 1.0 range)Normalize the weights of all vertex groups, so that for each vertex, the sum of all weights is 1.0Normalize weights of active vertex (if affected groups are unlocked)Normalize weights of all target bonesNormalize weights of the active vertex groupNormalize weights of the active vertex group, so that the highest ones are now 1.0NormalizedNormalized SineNormalized coordinates with half pixel offsetsNormalized quaternion rotationNormalizes the kernel such that it integrates to oneNormally always 1, but can be used as an extra control to alter the brightness curveNormalsNormals 'track' (point to) the target objectNormals OnlyNorthNorth-EastNorth-WestNorwegian (Bokmål) - Norsk bokmålNotNot AndNot EqualNot Equal ToNot SetNot SupportedNot a compositor node treeNot a geometry node treeNot a geometry or compositor node treeNot a libraryNot a modal keymapNot a non-modal keymapNot a shader node treeNot a shader or geometry node treeNot a shader, geometry, or compositor node treeNot a texture node treeNot a valid selection for extrudeNot all armature objects have an action and slot assignedNot an editable nameNot assigned to any bone collection.Not available for Microsoft Store installationsNot deleting keyframe for locked F-Curve '%s', object '%s'Not deleting keyframe for locked F-Curve '%s', scene '%s'Not deleting keyframe for locked F-Curve for NLA Strip influence on %s - %s '%s'Not enough available video memory to bake "{}" ({} / {} MBytes). Try reducing surfel resolution or capture distance to lower the size of the allocation.Not enough content to clamp strip(s)Not enough free memoryNot enough vertices for vertex-parentNot filtering any lines based on illumination regionNot implementedNot implemented for MasksNot inside node groupNot running with '--enable-event-simulate' enabledNot supported in dynamic topology modeNot supported in dynamic topology sculptingNot supported in dyntopoNot supported in multiresolution modeNot supported in sculpt modeNot yet definedNot yet functionalNot yet implementedNot yet specified. When this slot is first assigned to a data-block, this will be set to the type of that data-blockNoteNote that fully compliant glTF 2.0 engine/viewer will use it as multiplicative factor for base color.Note/Layer to add annotation strokes toNote:Note: this combined rig is deprecated.NotesNothingNothing indicatedNothing selectedNothing selected to keyNothing to bakeNothing to deleteNothing to eraseNothing to operate on: {:s}[ ].{:s}Nothing to show yet...Nothing under cursorNowNowhere for Grease Pencil data to goNukeNuke distortion modelNullNull actionNull cloth objectNum StepsNumberNumber FieldNumber Widget ColorsNumber of B-Bone segmentsNumber of Blur SamplesNumber of Blur Samples (zero, disable blur)Number of CutsNumber of FacesNumber of FramesNumber of KeysNumber of PiecesNumber of PointsNumber of ProjectorsNumber of VerticesNumber of additional samples to take between frames to improve quality of fast moving effector objectsNumber of additional samples to take between frames to improve quality of fast moving flowsNumber of angular segments for tiling. A non-integer value results in an irregular segmentNumber of blades in aperture for polygonal bokeh (at least 3)Number of channels in pixels bufferNumber of channels in the tile pixels bufferNumber of children per parentNumber of children per parent for renderingNumber of computed points in the U direction between every pair of control pointsNumber of concentric rings used to fill the round faceNumber of constraint solver iterations made per simulation step (higher values are more accurate but slower)Number of control points in a newly added curveNumber of control points in the curveNumber of curves added by the Add brushNumber of custom normals is not number of loops (%f / %d)Number of custom normals is not number of vertices (%f / %d)Number of cycle repeatsNumber of deselected elements in the repetitive sequenceNumber of dimensions of the grid data typeNumber of dimensions to output noise forNumber of duplicates to makeNumber of edges or points in the faceNumber of elements that will be groupedNumber of extensions with available updateNumber of extra spline control points attached to the end controlNumber of extra spline control points attached to the start controlNumber of faces that contain the vertexNumber of faces which share an edge with the faceNumber of frames after each GP keyframe before the modifier has any effectNumber of frames at start of strip to fade in influenceNumber of frames between cached framesNumber of frames between generated interpolated framesNumber of frames between paths shown (not for 'On Keyframes' Onion-skinning method)Number of frames between randomization stepsNumber of frames cachedNumber of frames for Blending In/Out is automatically determined from overlapping stripsNumber of frames from end frame for influence to fade outNumber of frames from start frame for influence to take effectNumber of frames in which the wave damps out after it diesNumber of frames of the sequence to useNumber of frames or seconds to jump forward or backwardNumber of frames that path animation should takeNumber of frames to cycle through. Not affected by SpeedNumber of frames to hold each valueNumber of frames to ignore from the end of the underlying source. The source content is trimmed, and future frames are turned into holdsNumber of frames to ignore from the start of the underlying source. The source content is trimmed, and previous frames are turned into holdsNumber of frames to offsetNumber of frames to offset original keyframe number or frame to fixNumber of frames to show after the current frame (only for 'Around Frame' Onion-skinning method)Number of frames to show before the current frame (only for 'Around Frame' Onion-skinning method)Number of frames to skip forward while baking each frameNumber of frames to skip forward while rendering/playing back each frameNumber of frequencies usedNumber of graphsNumber of grid columnsNumber of grid lines to display in perspective viewNumber of grid units in UV space that make one UV UnitNumber of hair segmentsNumber of horizontal pixels in the rendered imageNumber of images of a movie to useNumber of input samples to average together to smooth the brush strokeNumber of installed extensions which are blockedNumber of itemsNumber of iterations to apply the filterNumber of iterations to run the SLIM solver forNumber of iterations to run, 0 is unlimited when run interactivelyNumber of iterations to smooth the meshNumber of iterations when "Minimum Stretch" method is usedNumber of levels of nested instances to realize for each top-level instanceNumber of limb segmentsNumber of lines to scrollNumber of loops used by this faceNumber of mirrored regions around a central axisNumber of motion blur samplesNumber of octaves (i.e., the amount of detail of the Perlin noise)Number of octaves (i.e., the amount of detail of the spatial noise)Number of pixels for blurring rim (set to 0 to disable)Number of pixels for blurring shadow (set to 0 to disable)Number of pixels per inch or Blender UnitNumber of pixels to before the cursor is considered to have moved (used for cycling selected items on successive clicks)Number of pixels to crop from the bottomNumber of pixels to crop from the left sideNumber of pixels to crop from the right sideNumber of pixels to crop from the topNumber of pixels to drag before a drag event is triggered for keyboard and other non mouse/tablet input (otherwise click events are detected)Number of pixels to drag before a drag event is triggered for mouse/trackpad input (otherwise click events are detected)Number of pixels to drag before a drag event is triggered for tablet input (otherwise click events are detected)Number of pixels to expand or contract fill areaNumber of points in one rotation of the spiralNumber of points on each of the circlesNumber of points on the circleNumber of points on the circle at the top and bottomNumber of points on the profile circle. Also defines the round cap resolutionNumber of points to consider stroke as looseNumber of points to sample per unit volumeNumber of points to select from the backNumber of points to select from the endNumber of points to select from the frontNumber of points to select from the startNumber of projectors to useNumber of ray directions to evaluate when bakingNumber of rays to trace per shader evaluationNumber of rounds in a sketchy multiple touchNumber of rounds in contour strokesNumber of sample points on the curveNumber of samplesNumber of samples along the x axis of the volumeNumber of samples along the y axis of the volumeNumber of samples along the z axis of the volumeNumber of samples per pixel for renderingNumber of samples per pixel taken, divided by the maximum number of samples. To analyze adaptive samplingNumber of samples to compute volumetric shadowingNumber of samples to render for each pixelNumber of samples to render in the viewport, unlimited if 0Number of samples to test per faceNumber of samples used by the audio mixing bufferNumber of samples, unlimited if 0Number of seconds between each run of the GL texture garbage collectorNumber of seconds between each run of the GL vertex buffer object garbage collectorNumber of segments for round edges/vertsNumber of segments for the main ring of the torusNumber of segments for the minor ring of the torusNumber of segments of the inverse kinematics chain that will deform the meshNumber of selected elements in the repetitive sequenceNumber of semitones to shift the pitch.Number of shader compilation threads or subprocesses, clamped at the max threads supported by the CPU (requires restarting Blender for changes to take effect). A higher number increases the RAM usage while reducing compilation time. A value of 0 will use automatic configuration. (OpenGL only)Number of sides in hole required to fill (zero fills all holes)Number of simplify steps (large values reduce fill accuracy)Number of simulation steps taken per frame (higher values are more accurate but slower)Number of smoothing iterations per brush stepNumber of spaces to display tabs withNumber of spline control points in the middleNumber of steps between 0 and 1Number of steps in the revolutionNumber of steps to break transformation into for face nearest snappingNumber of steps to compute volumetric effects. Higher step count increase VRAM usage and quality.Number of steps to divide the full displacement into. Fields, including normal and position, are re-evaluated before each step.Number of subdivisionsNumber of subdivisions between grid linesNumber of subdivisions for the dot grid displayed in the backgroundNumber of subdivisions for which displacements are storedNumber of subdivisions of bone (for B-Bones only)Number of subdivisions on top of the basic icosahedronNumber of subdivisions per segmentNumber of subdivisions that must be performed before extracting vertices' positions and normalsNumber of subdivisions to perform in the 3D viewportNumber of subdivisions to perform when renderingNumber of subdivisions to use in sculpt modeNumber of subdivisions to use in the viewportNumber of subdivisions used in Cardinal curve intersection (power of 2)Number of supersampling anti-aliasing samples per pixel for final renderNumber of surfels to spawn in one local unit distance (higher values improve quality)Number of texture used by the cascaded shadow mapNumber of the position that this tile coversNumber of times per frame object data are sampledNumber of times per frame transformations are sampledNumber of times reduce the geometry (unsubdivide only)Number of times that the filter is going to be appliedNumber of times the keys are loopedNumber of times the light is reinjected inside light grids, 0 disable indirect diffuse lightNumber of times the spiral makes a full rotationNumber of times this data-block is referencedNumber of times to apply simplifyNumber of times to apply smooth (high numbers can reduce FPS)Number of times to apply smooth (high numbers can reduce fps)Number of times to apply the screw operationNumber of times to blur the colors (higher blurs more)Number of times to dilate or erode the active voxelsNumber of times to redrawNumber of times to repeat the action rangeNumber of times to smooth newly created strokesNumber of times to smooth the meshNumber of times to subdivide newly created strokes, for less jagged strokesNumber of times to un-subdivideNumber of trail particlesNumber of turns around parent along the strandNumber of undo steps available (smaller values conserve memory)Number of usersNumber of vertical pixels in the rendered imageNumber of vertices for the X side of the shapeNumber of vertices for the Y side of the shapeNumber of vertices for the Z side of the shapeNumber of vertices in the X directionNumber of vertices in the Y directionNumber of vertices on the circleNumber of vertices on the lineNumber of voxels in the X axisNumber of voxels in the X direction of the tile, or 1 if the field is evaluated on a voxelNumber of voxels in the Y axisNumber of voxels in the Y direction of the tile, or 1 if the field is evaluated on a voxelNumber of voxels in the Z axisNumber of voxels in the Z direction of the tile, or 1 if the field is evaluated on a voxelNumber specific to this Slot, unique within the Action. This is used, for example, on a ActionKeyframeStrip to look up the ActionChannelbag for this SlotNumber to increase or decrease character code withNumbers of dirtree levels to show simultaneouslyNumeric IDNumeric ID (read only!)Numeric Input ArrowsNumeric input evaluationNumerical IssueNumerical integration method for advectionOBJ Export: Cannot create mtl file for '%s'OBJ Export: Cannot open file '%s'OBJ Export: No information to writeOBJ Export: Unable to find collection '%s'OBJ Import: Cannot open file '%s'OFFOKONOPEN_EXROSOS KeyOS LoopOS-KeyOSL query failed to open %sOSL script compilation failed, see console for errorsOSL shader compilation succeededOSL support disabled in this buildObjectObjectBoidObjectChargeObjectCurveGuideObjectDragObjectFieldObjectFluidFieldObjectForceObjectHarmonicObjectKeep OriginalObjectLennard-JonesObjectMagnetObjectNewObjectTextureFieldObjectTurbulenceObjectVortexObjectWindObject "%s" has a non-invertible transformation matrix, not applying transformObject "%s" is not a meshObject "%s" is not a mesh or cannot be converted to a mesh (Curve, Text, Surface or Metaball)Object "%s" is not enabled for renderingObject "%s" is not in view layerObject "%s" not found in evaluated scene, it may be hiddenObject %s has no pose, unable to apply the Action before renderingObject %s lost dataObject %s not in view layer %sObject '%s' already has a Rigid Body ConstraintObject '%s' already in collection '%s'Object '%s' cannot be hidden because it is not in View Layer '%s'!Object '%s' cannot be selected because it is not in View Layer '%s'!Object '%s' could not create internal data for finding nearest pointObject '%s' does not support %s modifiersObject '%s' does not support shapesObject '%s' has no evaluated Curve or Grease Pencil dataObject '%s' has no evaluated Grease Pencil or Curves dataObject '%s' has no evaluated curves dataObject '%s' has no evaluated mesh dataObject '%s' has no evaluated mesh or curves dataObject '%s' not in collection '%s'Object (Attach Curves to Surface)Object (Keep Transform Without Inverse)Object (Keep Transform)Object (Without Inverse)Object 1Object 2Object ActionObject AlignedObject AnimationObject BaseObject CenterObject ChildrenObject CollisionsObject ColorObject Constraint PropertiesObject ConstraintsObject ContentsObject DataObject Data AnimationObject Data PropertiesObject DisplayObject Evaluation StateObject ExtrasObject FontObject FromObject GizmosObject GroupsObject IndexObject InfoObject InstancesObject Light LinkingObject Line ArtObject Line Art settingsObject LocationObject ModeObject ModifiersObject NameObject Node SocketObject Node Socket InterfaceObject OffsetObject OperationObject Origin SizeObject OriginsObject PathObject PathsObject PivotObject PropertiesObject RotationObject ScaleObject ScrewObject SelectedObject Shader EffectsObject SolverObject Solver ConstraintObject SpaceObject State FilterObject ToObject TransformObject TypesObject VelocityObject XObject YObject ZObject as CameraObject base selection stateObject boundary display typeObject cast shadows in the 3D viewportObject children will use relative transform, like deformObject colorObject color and alpha, used when the Object Color mode is enabledObject comes from a background setObject comes from a instancerObject could not be duplicatedObject dataObject data-block defining an object in a sceneObject data-blocksObject defining offsetObject details, including empty wire, cameras and other visual guidesObject display settings for 3D viewportObject does not have geometry dataObject file format (.obj)Object for Custom SpaceObject for pole rotationObject geometry is updatedObject has negative scale, sculpting may be unpredictableObject has negative scale, unwrap will operate on a non-flipped version of the meshObject has no Rigid Body Constraint to removeObject has no Rigid Body settings to removeObject has no poseObject has no vertex groupsObject has non-uniform scale, sculpting may be unpredictableObject has non-uniform scale, unwrap will operate on a non-scaled version of the meshObject interaction modeObject is a local library overrideObject is directly controlled by animation systemObject is directly controlled by simulation resultsObject is not a curve or a textObject is not a meshObject is not an armatureObject is not in frontObject is scaled by the curve radiusObject is shown in frontObject is used for camera trackingObject must be in object modeObject name to place (uses the active object when this and 'session_uid' are unset)Object not foundObject of a collection with its collection related settingsObject pathObject providing the instance geometry used for scatteringObject settingsObject shading is updatedObject should be of mesh typeObject socket of a nodeObject space normal mappingObject space normal mapping, compatible with Blender render bakingObject space vector displacement mappingObject that defines custom display shape for this boneObject that has the particle systemObject this base links toObject to avoidObject to calculate vertices distances fromObject to define the screw axisObject to determine center locationObject to determine center of rotationObject to mirror over. Leave empty and name a bone to always mirror over that bone of the active armatureObject to set the texture coordinatesObject to take the location and rotation to which translation and rotation deltas from the VR headset will be applied toObject to transfer data fromObject to transform fromObject to transform toObject to use as cage instead of calculating the cage from the active object with cage extrusionObject to use as cage, instead of calculating the cage from the active object with cage extrusionObject to use as mirrorObject to use as projector transformObject to use as the input geometryObject to use for mapping with Object texture coordinatesObject to use for texture mappingObject to which matrices are made relativeObject transformation is updatedObject type "%s" does not have editable dataObject type does not support automatic previewsObject type does not support vertex groupsObject type is not supportedObject type mismatch, Alembic object path pointed to Camera when importing, but not any moreObject type mismatch, Alembic object path pointed to Curves when importing, but not anymore.Object type mismatch, Alembic object path pointed to NURBS when importing, but not any moreObject type mismatch, Alembic object path pointed to Points when importing, but not any moreObject type mismatch, Alembic object path pointed to PolyMesh when importing, but not any moreObject type mismatch, Alembic object path pointed to SubD when importing, but not any moreObject type mismatch, Alembic object path pointed to XForm when importing, but not any moreObject type mismatch, Alembic object path points to CameraObject type mismatch, Alembic object path points to Curves.Object type mismatch, Alembic object path points to NURBSObject type mismatch, Alembic object path points to Points.Object type mismatch, Alembic object path points to PolyMeshObject type mismatch, Alembic object path points to SubDObject type mismatch, Alembic object path points to XFormObject type of source object is not supportedObject used as build starting positionObject used as centerObject used as distance referenceObject used for camera tracking cannot be deletedObject used for reference pointObject used for the gradient directionObject used for the hair tie instanceObject used to define depth in camera space by projecting onto surface of this objectObject used to define the displacement spaceObject visibility to camera raysObject visibility to diffuse raysObject visibility to glossy raysObject visibility to shadow raysObject visibility to transmission raysObject visibility to volume scattering raysObject was not yet evaluatedObject which defines the wave centerObject whose Z axis defines orientation of gravityObject will follow the heading and banking of the curveObject will stay locked to a single point somewhere along the length of the curve regardless of timeObject {!r} already has a particle systemObject {!r} already has {!r} F-Curve(s). Remove these before trying againObject's bounding box in object-space coordinates, all values are -1.0 when not availableObject(s)Object-space distance to offset the SDF surfaceObject: {:s}, Mesh: '{:s}' has no UVsObject: {:s}, Mesh: '{:s}' has {:d} loops (for {:d} faces), expected {:d}ObjectsObjects & CollectionsObjects Selection CountObjects can be individually updated, at the cost of slower render timeObjects do not have the same number of verticesObjects have no data to transformObjects in collection only contribute indirectly (through shadows and reflections) in the view layerObjects in collection only contribute indirectly (through shadows and reflections) in the view layer • Ctrl to isolate collection • Shift to set inside collectionsObjects included in active Keying SetObjects linked to %sObjects moved to %sObjects of the collection with their parent-collection-specific settingsObjects share texture space, map all objects into a single UV mapObjects that are directly in this collectionObjects that are in this collection and its child collectionsObstacleObstacle DistanceObstacle Level SetObstacle ThresholdOccludeOcclude EraserOcclude GeometryOcclude objects with the environment color as they are further awayOcclusionOcclusion DistanceOcclusion OnlyOceanOcean ModifierOcean is CachedOctagonalOctahedralOctavesOctree DepthOddOdd checker tilesOffOff-AxisOff-axis frustums converging in a planeOfficialOfficially supportedOffscreen Dicing ScaleOffscreen ScaleOffsetOffset (Legacy)Offset AmountOffset AngleOffset Corner in FaceOffset DirectionOffset DistanceOffset Edge LoopOffset EvenOffset FactorOffset FrequencyOffset MatrixOffset MethodOffset ObjectOffset PlanesOffset Point in CurveOffset RelativeOffset ScaleOffset StartOffset Towards Custom CameraOffset UOffset ValidOffset VectorOffset XOffset YOffset a control point index within its curveOffset a signed distance field surface by a world-space distance. Dilates (positive) or erodes (negative) while maintaining the signed distance propertyOffset along the normal when drawing on surfacesOffset an imageOffset angle of the arcOffset clamp based on geometry scaleOffset edge loop slideOffset every N rowsOffset for the shutter's time interval, allows to change the motion blur trailsOffset from object's centerOffset from the end of the strip in framesOffset from the ground planeOffset from the origin to use when instancingOffset from the position corresponding to the time frameOffset from the start of the strip in framesOffset from the starting pointOffset in floating-point units, 1.0 is the width and height of the imageOffset in the random number table for child particles, to get a different randomized resultOffset in the random number table, to get a different randomized resultOffset indices of the first point of each curveOffset into each stroke before the beginning of the dashed segment generationOffset keyframesOffset layers by the same factorOffset material index of generated facesOffset material index of generated rim facesOffset materials by the same factorOffset of duplicates, -1 to 1 (inner to outer)Offset of each clump in a random directionOffset of floor from object originOffset of footage first frame relative to its file name (affects only how footage is loading, does not change data associated with a clip)Offset of nodes from the cursor when addedOffset of pivot from target (when set), or from owner's location (when Fixed Position is off), or the absolute pivot pointOffset of the boundary origin in relation to the brush radiusOffset of the curves to round the tipOffset of the pose origin in relation to the brush radiusOffset of the rimOffset of the shadowOffset of track from the parenting pointOffset per CurveOffset planes from each other. If disabled, multiple planes will be created at the same locationOffset rays from the surface to reduce shadow terminator artifact on low poly geometry. Only affect triangles that are affected by the geometry offsetOffset rays from the surface to reduce shadow terminator artifact on low poly geometry. Only affects triangles at grazing angles to lightOffset sampling of the irradiance grid in the surface normal direction to reduce light bleedingOffset sampling of the irradiance grid in the viewing direction to reduce light bleedingOffset starting pointOffset strokes by the same factor based on stroke draw orderOffset strokes from fillOffset strokes towards selected camera instead of the active cameraOffset the copies randomlyOffset the entire chain relative to the root jointOffset the entire stroke instead of selected points onlyOffset the instances on face corners into their respective faceOffset the instances randomlyOffset the noise along the strokesOffset the number of the frame to use in the animationOffset the origin and orientation of the deformationOffset the revolution along its axisOffset the roll along the original curve to retain shapeOffset the stroke from the surfaceOffset the thickness from the centerOffset to add to the current scene frame. Can also be negativeOffset to apply to animation during import, in framesOffset to apply to animation timestamps, in framesOffset to the data of the stripOffset used to draw edit mesh in front of other geometryOffset value to add to stroke UVsOffset vectorOffset vertices based on a textureOffset will be an absolute point in space instead of relative to the targetOffset with Target TransformOffset/Power/Slope (ASC-CDL)Offset:Offset: %.3fOffsetsOggOgg TheoraOilOldOld ActionOld Action's session uid to replaceOld IDOld ID '%s' is linked from a library, indirect usages of this data-block will not be remappedOld ID's session uid to remap data fromOld Object Face AreaOld mapping value in framesOmitting Sparse Accessor if Data is EmptyOmitting Sparse Accessor if data is emptyOmnidirectional point LightOmnidirectional point light sourceOnOn CageOn ClickOn Current FrameOn LandOn PressOn Selected KeyframesOn Selected MarkersOn Selected OnlyOn SurfaceOn image sequence strips, it returns a strip for each imageOne FaceOne LevelOne of the nodes has no outputsOne of the three points on the circle. The point order determines the circle's directionOne or more F-Curves are not visible due to filter settingsOne or more objects used as prototypes in 'Instance on Points' nodes either do not have 'As Instance' enabled in their 'Object Info' nodes, or the prototype is the base geometry input itself. Both cases prevent valid point instancer export. If it's the former, enable 'As Instance' to avoid incorrect self-referencing.One unique graphical definitionOneDriveOnion OpacityOnion SkinOnion SkinningOnion SkinsOnline AccessOnline ExtensionsOnline access required to check for updates.Online access required to install or update.Online access required to install or update. Enable online access in System preferencesOnline access required to install or update. Launch Blender without --offline-modeOnline access required to install updates.Online directory of free and open source extensionsOnly 90 degree rotations are allowedOnly Activate if SelectedOnly ActiveOnly Active F-CurveOnly Active Keying SetOnly AssetsOnly Axis AlignedOnly BoostOnly Bézier curves are supportedOnly Bézier splines can be addedOnly ChannelOnly CurvesOnly Deform BonesOnly Edges & FacesOnly EndpointsOnly FacesOnly FillsOnly FirstOnly Insert AvailableOnly Insert NeededOnly Inside OuterOnly LocalOnly LocationsOnly Loose EdgesOnly Neighbor GeometryOnly RimOnly SecondsOnly Select UnselectedOnly SelectedOnly Selected BonesOnly Selected ChannelsOnly Selected KeyframesOnly Selected Keyframes HandlesOnly Show ErrorsOnly Show SelectedOnly Show Selected F-Curve KeyframesOnly Show Slot of Active ObjectOnly SmoothOnly StrokesOnly UnusedOnly Use AlphaOnly X-axis transforms are affectedOnly Y-axis transforms are affectedOnly Z-axis transforms are affectedOnly a main Image and Mask inputs are supported, the rest are unsupported and will return zeroOnly a single character supportedOnly activate when mouse is not over a node (useful for tweak gesture)Only active layerOnly add F-Modifier to active F-CurveOnly add a F-Modifier of the specified type to the active stripOnly add sharp edges instead of clearing existing tags firstOnly add the rim to the original dataOnly affect selected elementsOnly affect vertices that are not occluded by other faces (slower performance)Only allow given density value in emitter area and will not add upOnly allow selectable objects to influence raycast resultOnly allow single value inputs rather than field. Deprecated. Will be remove in 5.0.Only apply the selected bones (with propagation to children)Only armature objects are supportedOnly assets from this current file can be moved between catalogsOnly available in point selection modeOnly available with angular bending springs.Only bake keyframes in a certain frame rangeOnly bake selected light probe volumesOnly bake the active light probe volumeOnly bevel edges with sharp enough angles between facesOnly boolean input sockets are supportedOnly boolean, int, float and enum properties supportedOnly boolean, int, float, and enum properties supportedOnly calculate intensityOnly clear motion paths of selected bonesOnly clear motion paths of selected objectsOnly consider strips on the same channel as the active oneOnly consider the object itself when computing AOOnly cut selected geometryOnly cut the front most geometryOnly deform vertices within this distance from the center of the effect (leave as 0 for infinite.)Only deforming modifiers can be applied to shapesOnly delete selected keyframesOnly delete selected light probes' baked lighting dataOnly delete the active light probe's baked lighting dataOnly directories can be chosen for the current operation.Only display and take into account the outer verticesOnly display every nth frameOnly display the image when it is aligned with the view axisOnly dissolve angles below this (planar only)Only edges of the inner mask that lie inside the outer mask will be considered. Otherwise, all edges of the inner mask will be consideredOnly edit the active layer of the objectOnly empty objects support collection instancesOnly export deform bones and their parentsOnly export selected objects. Unselected parents of selected objects are exported as empty transformOnly features further than margin pixels from the image edges are consideredOnly flip the custom loop normals of the selected elementsOnly generate intersection lines for this collectionOnly hold last frameOnly in MultiframeOnly include F-Curves and drivers that are disabled or have errorsOnly include Layer in this View Layer render output (leave blank to include always)Only include channels relating to selected objects and dataOnly include rows that correspond to selected elementsOnly increase alpha value if paint alpha is higher than existingOnly insert keyframes where they're needed in the relevant F-CurvesOnly integer inputs can be used as dynamic precision: "{}"Only integer inputs can be used as dynamic width: "{}"Only key selected bones (Pose baking only)Only keyboard shortcuts can be edited that way, please use User Preferences otherwiseOnly keyframes of selected F-Curves are visible and editableOnly last region can be 4-splitOnly link data, instead of appending itOnly linked IDs can be packedOnly list current directory's content, with no recursionOnly merge along the edgesOnly merge mesh vertices along existing edges. This method can be much fasterOnly mirror rigify parameters to selected bones which have the same rigify type as the active boneOnly modify strokes during the specified frame rangeOnly on the end closest to the first keyframeOnly on the end closest to the next keyframeOnly one * is supported in the patternOnly one Effect of this type is allowedOnly one modifier of this type is allowedOnly operate on the active boneOnly paint onto the faces directly under the brush (slower)Only paint selected stroke pointsOnly paint selected stroke points between other strokesOnly paint selected strokesOnly paste F-Modifiers on active F-CurveOnly paste F-Modifiers on active stripOnly paste the stored pose on to selected bones in the current poseOnly raycast against the object itselfOnly read color ramp alphaOnly record binding data for vertices matching the vertex group at the time of bindOnly refresh the active repositoryOnly render shadows and reflections on this object, for compositing renders into real footage. Objects with this setting are considered to already exist in the footage, objects without it are synthetic objects being composited into it.Only render the active layer. Only affects rendering from the interface, ignored for rendering from command line.Only replace destination elements where data is above given threshold (exact behavior depends on data type)Only replace destination elements where data is below given threshold (exact behavior depends on data type)Only sculpt selected stroke pointsOnly sculpt selected stroke points between other strokesOnly sculpt selected strokesOnly select remaining triangles that were not mergedOnly selected edgesOnly selected keyframesOnly selecting lines from illuminated regionsOnly selecting lines from shaded regionsOnly show add-onsOnly show and edit handles of selected keyframesOnly show brushes applicable for the currently active tool in the asset shelf. Stored in the Preferences, which may have to be saved manually if Auto-Save Preferences is disabledOnly show enabled add-ons. Un-check to see all installed add-ons.Only show extensions from this repositoryOnly show items matching this name (use '*' as wildcard)Only show the active shape key at full valueOnly show the slot of the active Object. Otherwise show all the Action's SlotsOnly show themesOnly supported for "TEMPORARY" type regions (pop-ups)Only supported in multiresolution modeOnly supported in object modeOnly sync the active length for the active stripOnly sync the active repositoryOnly the first output is considered while the rest are ignoredOnly the positive differences of the envelope amplitudes are summarized to produce the outputOnly transfer active data layerOnly transform object locations, without affecting rotation or scalingOnly unused (Fake User only) actions get consideredOnly upgrade the active repositoryOnly use brush objects from this collectionOnly use case sensitive matches of search stringOnly use complete matches of search stringOnly use given geometry for fluidOnly use the collection to produce occlusionOnly use the first and last parts of the stroke for snappingOnly use the object data to produce occlusionOnly used for baking. Step=1 creates a key on every frame, step=2 bakes on 2s, etcOnly view transform and look can be edited for these settingsOnly visible to camera and reflectionsOnly visible/selected bonesOnly window region can be 4-splitOnly write deforming bones (and non-deforming ones when they have deforming children)Only write out translation channels for the root boneOpacityOpacity (alpha) of the cameras' frustum volumeOpacity (alpha) of the convergence planeOpacity (alpha) of the darkened overlay in Camera viewOpacity FactorOpacity StrengthOpacity for edit verticesOpacity for the dashed lines in wiresOpacity of UV overlaysOpacity of clone image displayOpacity of edges in UV overlaysOpacity of faces in UV overlaysOpacity of the UV Stretch overlayOpacity of the attribute that is currently visualizedOpacity of the cage overlay in curves sculpt modeOpacity of the darkened overlay outside the render regionOpacity of the displayed edges (1.0 for opaque)Opacity of the imageOpacity of the pointsOpacity of the texture paint mode stencil mask overlayOpacity of the weight paint mode overlayOpacity to use for bone selectionOpacity: %3fOpacity: %sOpenOpen AllOpen ArrowOpen BordersOpen FolderOpen Folders on Single ClickOpen LoopOpen RecentOpen Shading LanguageOpen a Blender fileOpen a command prompt hereOpen a directory browser, hold Shift to open the file, Alt to browse containing directoryOpen a directory when selecting itOpen a file browser, hold Shift to open the file, Alt to browse containing directoryOpen a new text data-blockOpen a path in a file browserOpen a popup to set the debug levelOpen a predefined asset shelf in a popupOpen a predefined menuOpen a predefined panelOpen a predefined pie menuOpen a preset website in the web browserOpen a style module fileOpen a view for use with virtual reality headsets, or close it if already openedOpen a website in the web browserOpen a window to manage unused dataOpen a window with information about BlenderOpen all object entries and close all othersOpen an automatically saved file to recover itOpen an image file browser, hold Shift to open the file, Alt to browse containing directoryOpen blend files with this Blender versionOpen extensions preferencesOpen imageOpen imagesOpen menu buttons and pull-downs automatically when the mouse is hoveringOpen new directoryOpen on Mouse OverOpen online reference docs in a web browserOpen source frame playerOpen the blend file that contains the active assetOpen the default fileOpen the fileOpen the folderOpen the last closed file ("quit.blend")Open the operator search popupOpen the popup tool-bar or brush asset popup When holding 'Space' for the tool-bar popup: • Pressing the a tool shortcut switches to it immediately. • Dragging the cursor over a tool and releasing activates it (like a pie menu). For Play use 'Shift-Space'Open the splash screen with release infoOpen the temporary editor in a maximized screenOpen the temporary editor in a new windowOpen up the tree and adjust the view so that the active object is shown centeredOpen windowOpen windowsOpenEXROpenEXR (.exr)OpenEXR MultiLayer (.exr)OpenGLOpenGL or DirectXOpenVDBOpenVDB (.vdb)OpenVDB FileOpenVDB error: {}OpenVDB file format (.vdb)OpenVDB volumeOpenXR component pathOpenXR component pathsOpenXR interaction profile pathOpenXR user pathOpenXR user pathsOpening radius of the flare at the tip of the braidOperand TypeOperating System SettingsOperating system key pressedOperating system key pressed, -1 for any stateOperationOperation ModeOperation cannot be performed in edit modeOperation is not allowed in edit modeOperation requires an active boneOperation requires an active keying setOperation that is going to be applied to the meshOperation to perform on the selected file or pathOperationsOperations for splitting and mergingOperatorOperator(De)select AllOperator(De)select All FilesOperator(De)select All MarkersOperator(De)select All StrokesOperator(De)select FirstOperator(De)select LastOperator(De)select all MarkersOperator3D Markers to MeshOperatorAbout BlenderOperatorAcceptOperatorActionOperatorActivate Brush AssetOperatorActivate KeyconfigOperatorActivate Same Type NextOperatorActivate Same Type Next/PrevOperatorActivate Same Type PreviousOperatorActivate VR LandmarkOperatorActivate Viewer NodeOperatorActive CameraOperatorActive Grease Pencil GroupOperatorActive Grease Pencil LayerOperatorAddOperatorAdd (with Targets)...OperatorAdd AOVOperatorAdd Above SelectedOperatorAdd Action StripOperatorAdd ActiveOperatorAdd All to Keying SetOperatorAdd Alpha Transparency ModifierOperatorAdd ArmatureOperatorAdd Asset LibraryOperatorAdd Asset TagOperatorAdd AttributeOperatorAdd Auto-Execution PathOperatorAdd Basic human (metarig)OperatorAdd Basic quadruped (metarig)OperatorAdd Bird (metarig)OperatorAdd Boid RuleOperatorAdd Boid StateOperatorAdd BoneOperatorAdd Bone CollectionOperatorAdd Bone Collection ReferenceOperatorAdd Bone ConstraintOperatorAdd Bones to Selection SetOperatorAdd BookmarkOperatorAdd BrushOperatorAdd BézierOperatorAdd Bézier CircleOperatorAdd CameraOperatorAdd Camera Background ImageOperatorAdd Camera PresetOperatorAdd Camera and VR Landmark from SessionOperatorAdd CanvasOperatorAdd Cat (metarig)OperatorAdd CircleOperatorAdd Closure ZoneOperatorAdd Cloth PresetOperatorAdd CollectionOperatorAdd Collection InstanceOperatorAdd ColorOperatorAdd Color AttributeOperatorAdd Color Ramp StopOperatorAdd ConeOperatorAdd ConstraintOperatorAdd Constraint (with Targets)OperatorAdd Cryptomatte SocketOperatorAdd CubeOperatorAdd Curve Point and SlideOperatorAdd Custom Keymap ConfigurationOperatorAdd Custom Normals DataOperatorAdd CylinderOperatorAdd DriverOperatorAdd Driver VariableOperatorAdd Driver...OperatorAdd Drivers for SelectedOperatorAdd DuplicateOperatorAdd Edge Marks to Keying SetOperatorAdd EffectOperatorAdd Effect StripOperatorAdd EffectorOperatorAdd EmptyOperatorAdd Empty CurvesOperatorAdd Empty GroupOperatorAdd Empty Image/Drop Image to EmptyOperatorAdd Empty Keying SetOperatorAdd Empty Keying Set PathOperatorAdd EntryOperatorAdd ExporterOperatorAdd Extension RepositoryOperatorAdd External Feature SetOperatorAdd F-Curve ModifierOperatorAdd F-ModifierOperatorAdd Face Marks to Keying SetOperatorAdd FadesOperatorAdd Fake UserOperatorAdd Feather VertexOperatorAdd Feather Vertex and SlideOperatorAdd Fluid PresetOperatorAdd For Each Geometry Element ZoneOperatorAdd Freestyle ModuleOperatorAdd Freeze FrameOperatorAdd Freeze Frame And SlideOperatorAdd From ThemeOperatorAdd Grease PencilOperatorAdd Grease Pencil Brush PresetOperatorAdd Grease Pencil MaterialOperatorAdd Grease Pencil Material PresetOperatorAdd GridOperatorAdd Group Input NodeOperatorAdd Hair Dynamics PresetOperatorAdd Horse (metarig)OperatorAdd Human (metarig)OperatorAdd IK to BoneOperatorAdd Ico SphereOperatorAdd ImageOperatorAdd Image StripOperatorAdd Image as NodeOperatorAdd Import NodeOperatorAdd Integrator PresetOperatorAdd ItemOperatorAdd Key Map ItemOperatorAdd Lattice DeformerOperatorAdd LightOperatorAdd Light ProbeOperatorAdd LightgroupOperatorAdd Line Color ModifierOperatorAdd Line SetOperatorAdd Line Thickness ModifierOperatorAdd MarkerOperatorAdd Marker and MoveOperatorAdd Marker and SlideOperatorAdd Marker at ClickOperatorAdd Mask LayerOperatorAdd Mask NodeOperatorAdd Mask StripOperatorAdd MaterialOperatorAdd Material SlotOperatorAdd Material VariantOperatorAdd Meta-StripsOperatorAdd MetaballOperatorAdd Metarig SampleOperatorAdd ModifierOperatorAdd MonkeyOperatorAdd Movie StripOperatorAdd MovieClip StripOperatorAdd New Annotation LayerOperatorAdd New CacheOperatorAdd New GroupOperatorAdd New LayerOperatorAdd New Layer GroupOperatorAdd New Mask LayerOperatorAdd New Paint CurveOperatorAdd New Paint Curve PointOperatorAdd New PaletteOperatorAdd NodeOperatorAdd Node CollectionOperatorAdd Node Color PresetOperatorAdd Node GroupOperatorAdd Node Group AssetOperatorAdd Node ObjectOperatorAdd Nurbs CircleOperatorAdd Nurbs CurveOperatorAdd ObjectOperatorAdd Object ConstraintOperatorAdd Object Data InstanceOperatorAdd OverrideOperatorAdd OverridesOperatorAdd Paint SlotOperatorAdd Particle System SlotOperatorAdd PassiveOperatorAdd PathOperatorAdd Performance PresetOperatorAdd PlaneOperatorAdd Point CloudOperatorAdd Primitive ObjectOperatorAdd Principled Texture SetupOperatorAdd PropertyOperatorAdd Python Script DirectoryOperatorAdd Random CurvesOperatorAdd Raytracing PresetOperatorAdd Render PresetOperatorAdd Render SlotOperatorAdd Render ViewOperatorAdd Repeat ZoneOperatorAdd Repository...OperatorAdd RerouteOperatorAdd ReroutesOperatorAdd Retiming KeyOperatorAdd Rigid BodiesOperatorAdd Rigid BodyOperatorAdd Rigid Body ConstraintOperatorAdd Rigid Body WorldOperatorAdd Row FilterOperatorAdd Safe Area PresetOperatorAdd Sampling PresetOperatorAdd Scene AssetOperatorAdd Scene StripOperatorAdd SegmentOperatorAdd Selected BonesOperatorAdd Selected Bones to CollectionOperatorAdd Selected Bones to New CollectionOperatorAdd Selected to Active Object's CollectionOperatorAdd Shape KeyOperatorAdd Shark (metarig)OperatorAdd Simple UVsOperatorAdd Simulation ZoneOperatorAdd Single OverrideOperatorAdd Single to Keying SetOperatorAdd Skin DataOperatorAdd Sound ClipOperatorAdd Sound StripOperatorAdd SpeakerOperatorAdd Speed TransitionOperatorAdd Speed Transition And SlideOperatorAdd SquareOperatorAdd Stabilization Rotation TracksOperatorAdd Stabilization TracksOperatorAdd StandardOperatorAdd Strip ModifierOperatorAdd Strip with a new SceneOperatorAdd Stroke Geometry ModifierOperatorAdd Surface CircleOperatorAdd Surface CurveOperatorAdd Surface CylinderOperatorAdd Surface PatchOperatorAdd Surface SlotOperatorAdd Surface SphereOperatorAdd Surface TorusOperatorAdd TargetOperatorAdd Target BoneOperatorAdd TextOperatorAdd Text BoxOperatorAdd Text Editor PresetOperatorAdd Texture SetupOperatorAdd ThemeOperatorAdd TileOperatorAdd Time MarkerOperatorAdd TorusOperatorAdd TrackOperatorAdd Track Above SelectedOperatorAdd Track Color PresetOperatorAdd Tracking ObjectOperatorAdd Tracking Settings PresetOperatorAdd TracksOperatorAdd TransitionOperatorAdd UV MapOperatorAdd UV SphereOperatorAdd UVsOperatorAdd Used LightgroupsOperatorAdd VR LandmarkOperatorAdd VR Landmark from CameraOperatorAdd VR Landmark from SessionOperatorAdd VertexOperatorAdd Vertex GroupOperatorAdd Vertex and SlideOperatorAdd View LayerOperatorAdd Viewport Sampling PresetOperatorAdd VolumeOperatorAdd White Balance PresetOperatorAdd Wolf (metarig)OperatorAdd WorkspaceOperatorAdd ZoneOperatorAdd a new Variant SlotOperatorAdd layerOperatorAdd sampleOperatorAdd to CollectionOperatorAdd to Keying SetOperatorAdd to Quick FavoritesOperatorAdd to linking collectionOperatorAdd-on EnabledOperatorAdd/Remove UI RowsOperatorAdjust Area Light SizeOperatorAdjust Area Light X SizeOperatorAdjust Area Light Y SizeOperatorAdjust Empty Display SizeOperatorAdjust ExtrusionOperatorAdjust Focal LengthOperatorAdjust Focus DistanceOperatorAdjust Last Operation...OperatorAdjust Light PowerOperatorAdjust Light RadiusOperatorAdjust OffsetOperatorAdjust Pose AssetOperatorAdjust Spot Light Beam AngleOperatorAdjust Spot Light BlendOperatorAdjust Sun Light AngleOperatorAdjustment LayerOperatorAffineOperatorAfterOperatorAfter Current FrameOperatorAlembic (.abc)OperatorAlembic Import FinishedOperatorAlignOperatorAlign Active Camera to SelectedOperatorAlign Active Camera to ViewOperatorAlign BonesOperatorAlign Camera to ViewOperatorAlign NodesOperatorAlign ObjectsOperatorAlign RotationOperatorAlign to Transform OrientationOperatorAllOperatorAll TransformsOperatorAllow Online AccessOperatorAlpha OverOperatorAlpha UnderOperatorAnimate PathOperatorAnimated Transforms to DeltasOperatorAnimation StepOperatorAnnotateOperatorAnnotate EraserOperatorAnnotate LineOperatorAnnotate PolygonOperatorAnnotation Add NewOperatorAnnotation DrawOperatorAnnotation UnlinkOperatorAppendOperatorAppend and Activate WorkspaceOperatorAppend...OperatorApplyOperatorApply (Active Keyframe)OperatorApply AllOperatorApply Camera ImageOperatorApply ConstraintOperatorApply Default SettingsOperatorApply ModifierOperatorApply Modifier as Shape KeyOperatorApply Object TransformOperatorApply Parent InverseOperatorApply PoseOperatorApply Pose AssetOperatorApply Pose FlippedOperatorApply Pose as Rest PoseOperatorApply ScaleOperatorApply Selected as Rest PoseOperatorApply Solution ScaleOperatorApply TransformationOperatorApply Visual TransformOperatorApply Visual Transform to PoseOperatorApply as Shape KeyOperatorApply to BasisOperatorApply to Basis KeyOperatorArcOperatorArea OptionsOperatorArmatureOperatorArrangeOperatorArrange/Align IslandsOperatorArrowsOperatorAssignOperatorAssign ActionOperatorAssign Asset CatalogOperatorAssign Attribute NameOperatorAssign Automatic from BonesOperatorAssign Custom Property Values as DefaultOperatorAssign Grid NameOperatorAssign Layer NameOperatorAssign MaterialOperatorAssign Material SlotOperatorAssign New Geometry Node GroupOperatorAssign Selected BonesOperatorAssign Shortcut...OperatorAssign To VariantOperatorAssign Value as DefaultOperatorAssign as OriginalOperatorAssign from Bone EnvelopesOperatorAssign to Active GroupOperatorAssign to CollectionOperatorAssign to HookOperatorAssign to New CollectionOperatorAssign to New GroupOperatorAssign to Vertex GroupOperatorAt CenterOperatorAt CursorOperatorAttach NodesOperatorAutoOperatorAuto Animate PathOperatorAuto Save...OperatorAuto-Name Front/BackOperatorAuto-Name Left/RightOperatorAuto-Name Top/BottomOperatorAuto-Name by AxisOperatorAutocompleteOperatorAutomatically Pack ResourcesOperatorAvailableOperatorAverageOperatorAverage Islands ScaleOperatorAverage NormalsOperatorAverage TracksOperatorBackOperatorBack to PreviousOperatorBack to Previous ScreenOperatorBackdrop MoveOperatorBackdrop Zoom InOperatorBackdrop Zoom OutOperatorBackground Image FitOperatorBackground Image MoveOperatorBackground Image ZoomOperatorBackground...OperatorBackimage SampleOperatorBackward in HistoryOperatorBackwardsOperatorBakeOperatorBake (Disk Cache mandatory)OperatorBake ActionOperatorBake Action...OperatorBake AllOperatorBake All DynamicsOperatorBake All Light Probe VolumesOperatorBake All PhysicsOperatorBake ChannelsOperatorBake DataOperatorBake Geometry NodeOperatorBake GuidesOperatorBake Image SequenceOperatorBake KeyframesOperatorBake Light CacheOperatorBake Line ArtOperatorBake MeshOperatorBake NoiseOperatorBake Object Transform to Grease PencilOperatorBake Object Transform to Grease Pencil...OperatorBake OceanOperatorBake ParticlesOperatorBake PhysicsOperatorBake SimulationOperatorBake from CacheOperatorBake to KeyframesOperatorBaking All - ESC to pauseOperatorBaking Data - ESC to pauseOperatorBaking Guides - ESC to pauseOperatorBaking Mesh - ESC to pauseOperatorBaking Noise - ESC to pauseOperatorBaking Particles - ESC to pauseOperatorBatch ChangeOperatorBatch RenameOperatorBatch Rename...OperatorBatch-Clear PreviewsOperatorBatch-Clear Previews...OperatorBatch-Generate PreviewsOperatorBatch-Generate Previews...OperatorBeautify FacesOperatorBeforeOperatorBefore Current FrameOperatorBendOperatorBetween Selected MarkersOperatorBevelOperatorBevel EdgesOperatorBevel VerticesOperatorBind Camera to MarkersOperatorBisectOperatorBladeOperatorBlankOperatorBlendOperatorBlend OffsetOperatorBlend Offset KeyframesOperatorBlend PoseOperatorBlend Pose AssetOperatorBlend Pose FlippedOperatorBlend Pose with Rest PoseOperatorBlend from ShapeOperatorBlend to Default ValueOperatorBlend to EaseOperatorBlend to Ease KeyframesOperatorBlend to NeighborOperatorBlender StoreOperatorBlender WebsiteOperatorBlurOperatorBoldOperatorBone EnvelopeOperatorBone SizeOperatorBone operationOperatorBonesOperatorBorder Offset ViewOperatorBothOperatorBoth NeighborsOperatorBoth SidesOperatorBottomOperatorBoxOperatorBox AddOperatorBox BladeOperatorBox Face SetOperatorBox HideOperatorBox MaskOperatorBox SelectOperatorBox Select (Axis Range)OperatorBox Select (Include Handles)OperatorBox Select PinnedOperatorBox ShowOperatorBox TrimOperatorBreakdownOperatorBreakdownerOperatorBridge Edge LoopsOperatorBridge FacesOperatorBrightness/ContrastOperatorBrowse ImageOperatorBrushOperatorBrush EditOperatorBuild ProxyOperatorBuild Proxy / TimecodeOperatorButterworth SmoothOperatorBy AttributeOperatorBy DistanceOperatorBy Edge Bevel WeightOperatorBy Edge CreasesOperatorBy Face Set BoundariesOperatorBy Loose PartsOperatorBy MaterialsOperatorBy NormalsOperatorBy Sharp EdgesOperatorBy Stroke TypeOperatorBy UV SeamsOperatorBézierOperatorCalculateOperatorCalculate Bone PathsOperatorCalculate MassOperatorCalculate Motion PathsOperatorCalculate Object Motion PathsOperatorCalculate Simulation to FrameOperatorCalculate to FrameOperatorCalculate...OperatorCall Asset Shelf PopoverOperatorCall MenuOperatorCall PanelOperatorCall Pie MenuOperatorCameraOperatorCamera Fit Frame to SelectedOperatorCamera Lens ScaleOperatorCancel AnimationOperatorCancel File OperationOperatorCancel Render ViewOperatorCapture Screenshot PreviewOperatorCenter Current FrameOperatorCenter Cursor and Frame AllOperatorCenter Last StrokeOperatorCenter NodesOperatorCenter View to CursorOperatorCenter View to MouseOperatorChange ActiveOperatorChange Armature's Active Bone CollectionOperatorChange CharacterOperatorChange Collision ShapeOperatorChange Data/FilesOperatorChange Effect TypeOperatorChange FactorOperatorChange FrameOperatorChange Keying Set...OperatorChange Path/FilesOperatorChange SceneOperatorChange Scene...OperatorChange ShapeOperatorChange Shortcut...OperatorChange SpacingOperatorChange Visible Data SourceOperatorChange the Lock On Shape KeysOperatorChange the Lock On Vertex GroupsOperatorChecker DeselectOperatorChildOperatorCircleOperatorCircle SelectOperatorCircle Select (Deselect)OperatorCircle Select (Extend)OperatorCircle •OperatorCleanOperatorClean ChannelsOperatorClean KeyframesOperatorClean Loose PointsOperatorClean Loose Points...OperatorClean TracksOperatorClean Up Operator PresetsOperatorClean Up Space DataOperatorClean Vertex Group WeightsOperatorClean up I18n Work RepositoryOperatorClean up Work RepositoryOperatorCleanupOperatorCleanup BookmarksOperatorClearOperatorClear Active GroupOperatorClear AllOperatorClear All Marked PackagesOperatorClear All Restrict RenderOperatorClear AnimationOperatorClear Animation DataOperatorClear AssetOperatorClear Asset (Set Fake User)OperatorClear Baked Line ArtOperatorClear Bone PathsOperatorClear Button StringOperatorClear Custom Normals DataOperatorClear Data-Block PreviewsOperatorClear Data-Block Previews...OperatorClear DriversOperatorClear EditedOperatorClear FK ActionOperatorClear FadeOperatorClear FadesOperatorClear Fake UserOperatorClear Feather WeightOperatorClear FilterOperatorClear Freestyle EdgeOperatorClear Freestyle FaceOperatorClear Ghost CurvesOperatorClear HoldoutOperatorClear IK ActionOperatorClear Indirect OnlyOperatorClear InverseOperatorClear KeyOperatorClear Keyframe (Buttons)OperatorClear KeyframesOperatorClear Keyframes...OperatorClear LabelOperatorClear Library OverrideOperatorClear LineOperatorClear LocationOperatorClear Marked PackageOperatorClear MaskOperatorClear Motion PathsOperatorClear Object ConstraintsOperatorClear Object ModifiersOperatorClear Object PathsOperatorClear OriginOperatorClear Overridden DataOperatorClear ParentOperatorClear Parent Inverse TransformOperatorClear Pose ConstraintsOperatorClear Pose LocationOperatorClear Pose RotationOperatorClear Pose ScaleOperatorClear Pose TransformsOperatorClear Preview RangeOperatorClear Recent Files ListOperatorClear Recent ItemsOperatorClear Render RegionOperatorClear Render SlotOperatorClear Restrict ViewOperatorClear RollOperatorClear RotationOperatorClear ScaleOperatorClear Sculpt Mask DataOperatorClear SeamOperatorClear Shape KeyOperatorClear Shape KeysOperatorClear SharpOperatorClear Sharp from VerticesOperatorClear Single AssetOperatorClear Single KeyframesOperatorClear Skin DataOperatorClear SolutionOperatorClear StatusOperatorClear Strip OffsetOperatorClear Strip TransformOperatorClear ThemeOperatorClear TiltOperatorClear TrackOperatorClear Track PathOperatorClear Useless ActionsOperatorClear User TransformsOperatorClear ViewerOperatorClear Viewer RegionOperatorClickOperatorClick-Insert KeyframesOperatorClipOperatorClip...OperatorClipping RegionOperatorClipping Region...OperatorCloneOperatorCloseOperatorClose AreaOperatorClose WindowOperatorCloth FilterOperatorCollapseOperatorCollapse ChannelsOperatorCollapse Edges & FacesOperatorCollapse and Hide Unused SocketsOperatorCollection InstanceOperatorCollection Instance...OperatorCollection Line ArtOperatorColorOperatorColor FilterOperatorColor MixOperatorColumn on Current FrameOperatorColumns on Selected KeysOperatorColumns on Selected MarkersOperatorCombOperatorConeOperatorConnectOperatorConnect AllOperatorConnect HairOperatorConnect Rigid BodiesOperatorConnect StripsOperatorConnect Vertex PairsOperatorConnect Vertex PathOperatorConnect to OutputOperatorConsole AutocompleteOperatorConsole BannerOperatorConsole ExecuteOperatorConsole LanguageOperatorConstraint TargetOperatorConstraint operationOperatorConstraint to F-CurveOperatorContext Array CycleOperatorContext Collection Boolean SetOperatorContext Enum CycleOperatorContext Enum MenuOperatorContext Enum PieOperatorContext Int CycleOperatorContext MenuOperatorContext Modal MouseOperatorContext Scale FloatOperatorContext Scale IntOperatorContext SetOperatorContext Set BooleanOperatorContext Set EnumOperatorContext Set FloatOperatorContext Set StringOperatorContext Set ValueOperatorContext ToggleOperatorContext Toggle ValuesOperatorContinueOperatorContinue OfflineOperatorControl Point RowOperatorConvert AttributeOperatorConvert Color AttributeOperatorConvert Curve TypeOperatorConvert Curves to Particle SystemOperatorConvert Image Empty to Mesh PlaneOperatorConvert Particle System to CurvesOperatorConvert Particles to MeshOperatorConvert Rotation ModesOperatorConvert ToOperatorConvert TypeOperatorConvert VolumeOperatorConvert WhitespaceOperatorConvert to CurvesOperatorConvert to MeshOperatorConvert to Mesh PlaneOperatorConvert to Particle SystemOperatorConvex HullOperatorCopyOperatorCopy ActiveOperatorCopy Active to Selected ObjectsOperatorCopy All Drivers to SelectedOperatorCopy All Layers to SelectedOperatorCopy All Materials to SelectedOperatorCopy All to SelectedOperatorCopy All to Selected ObjectsOperatorCopy ColorOperatorCopy Colors to SelectedOperatorCopy Constraint To SelectedOperatorCopy Constraints to Selected BonesOperatorCopy Constraints to Selected ObjectsOperatorCopy Data PathOperatorCopy DriverOperatorCopy Driver VariablesOperatorCopy Driver to SelectedOperatorCopy Drivers to SelectedOperatorCopy EffectOperatorCopy F-ModifiersOperatorCopy Full Data PathOperatorCopy Global TransformOperatorCopy ImageOperatorCopy KeyframesOperatorCopy LabelOperatorCopy Layer to SelectedOperatorCopy Line SetOperatorCopy Markers to SceneOperatorCopy MaterialOperatorCopy Material to SelectedOperatorCopy Materials to Selected ObjectOperatorCopy Mirrored UV CoordsOperatorCopy ModifierOperatorCopy Modifier to SelectedOperatorCopy Modifiers to Selected ObjectsOperatorCopy ObjectsOperatorCopy Only ParametersOperatorCopy Option To Selected RigsOperatorCopy Particle Instance ObjectOperatorCopy Particle SystemsOperatorCopy PoseOperatorCopy Pose as AssetOperatorCopy Previous SettingsOperatorCopy Python CommandOperatorCopy Relative TransformOperatorCopy Reports to ClipboardOperatorCopy Rigid Body SettingsOperatorCopy Rigify Parameters to SelectedOperatorCopy Selection Set(s)OperatorCopy SettingsOperatorCopy Settings to DefaultsOperatorCopy Single to SelectedOperatorCopy SplinesOperatorCopy StrokesOperatorCopy Studio Light SettingsOperatorCopy TextOperatorCopy Texture Slot SettingsOperatorCopy Track SettingsOperatorCopy TracksOperatorCopy Type & ParametersOperatorCopy UV MapsOperatorCopy UVsOperatorCopy VectorOperatorCopy Vertex Group to SelectedOperatorCopy as New DriverOperatorCopy as ScriptOperatorCopy from ActiveOperatorCopy from Active TrackOperatorCopy from ObjectsOperatorCopy to Asset LibraryOperatorCopy to ClipboardOperatorCopy to Clipboard (as Script)OperatorCopy to SelectedOperatorCopy to Selected StripsOperatorCopy to Selected Strips...OperatorCopyright ©OperatorCorner AngleOperatorCorrective Smooth BindOperatorCreate Face SetOperatorCreate Freestyle Stroke MaterialOperatorCreate Ghost CurvesOperatorCreate MaskOperatorCreate New CollectionOperatorCreate New DirectoryOperatorCreate OrientationOperatorCreate Plane TrackOperatorCreate Pose Asset...OperatorCreate Selection SetOperatorCreate and Add Bones to Selection SetOperatorCreditsOperatorCrossfadeOperatorCrossfade SoundsOperatorCubeOperatorCube ProjectionOperatorCurrent Cache to BakeOperatorCursorOperatorCursor To Center ViewOperatorCursor Value to SelectionOperatorCursor to ActiveOperatorCursor to GridOperatorCursor to OriginOperatorCursor to PixelsOperatorCursor to SelectedOperatorCursor to SelectionOperatorCursor to VR LandmarkOperatorCursor to World OriginOperatorCurveOperatorCurve PenOperatorCurve Sculpt Mode ToggleOperatorCurveMap toolsOperatorCurves PenOperatorCustom Camera UpdateOperatorCustom NormalOperatorCustom...OperatorCutOperatorCut LinksOperatorCut TextOperatorCycle Render SlotOperatorCycle Space ContextOperatorCycle Space Type SetOperatorCycle WorkspaceOperatorCylinderOperatorCylinder ProjectionOperatorDOF Distance (Pick)OperatorData Stack DropOperatorDeactivate Viewer NodeOperatorDebug Channel ListOperatorDebug MenuOperatorDecimate (Allowed Change)OperatorDecimate (Ratio)OperatorDecimate CurveOperatorDecimate GeometryOperatorDecimate KeyframesOperatorDecrease ContrastOperatorDecrease KerningOperatorDecrease NumberOperatorDegenerate DissolveOperatorDegree °OperatorDeinterlace MoviesOperatorDeleteOperatorDelete Active FrameOperatorDelete Active Frame(s)OperatorDelete Active Keyframe (Active Layer)OperatorDelete Active Keyframe (All Layers)OperatorDelete Active Keyframes (All Layers)OperatorDelete AllOperatorDelete All BakesOperatorDelete All GroupsOperatorDelete All Physics BakesOperatorDelete All SetsOperatorDelete All Unlocked GroupsOperatorDelete AssetOperatorDelete Asset CatalogOperatorDelete BakeOperatorDelete Bone CollectionOperatorDelete BookmarkOperatorDelete Breakdown FramesOperatorDelete Brush AssetOperatorDelete Cached SimulationOperatorDelete ChannelsOperatorDelete Color Ramp StopOperatorDelete ConstraintOperatorDelete Current CacheOperatorDelete CurveOperatorDelete Data-BlockOperatorDelete DriverOperatorDelete Driver VariableOperatorDelete DriversOperatorDelete Drivers for SelectedOperatorDelete Duplicate FramesOperatorDelete Edge LoopOperatorDelete EdgesOperatorDelete EditOperatorDelete F-Curve ModifierOperatorDelete FacesOperatorDelete FrameOperatorDelete Generated KeysOperatorDelete Geometry Node BakeOperatorDelete GlobalOperatorDelete Grease Pencil GroupOperatorDelete Grease Pencil LayerOperatorDelete GroupOperatorDelete HierarchyOperatorDelete Higher LevelsOperatorDelete Invalid DriversOperatorDelete KeyframeOperatorDelete Keyframe (Buttons)OperatorDelete KeyframesOperatorDelete Keyframes...OperatorDelete Keying-Set KeyframeOperatorDelete Keying-Set Keyframe (by name)OperatorDelete KnotOperatorDelete LibraryOperatorDelete Light CacheOperatorDelete LooseOperatorDelete MarkerOperatorDelete MarkersOperatorDelete Next WordOperatorDelete Node Interface ItemOperatorDelete OrientationOperatorDelete Other WorkspacesOperatorDelete Overridden Data HierarchyOperatorDelete Palette ColorOperatorDelete Physics BakeOperatorDelete PointOperatorDelete Pose AssetOperatorDelete Previous WordOperatorDelete ProxyOperatorDelete ReportsOperatorDelete Retiming KeysOperatorDelete SceneOperatorDelete Scene(s)OperatorDelete ScreenOperatorDelete SegmentOperatorDelete Selected Bone(s)OperatorDelete Selected FilesOperatorDelete Selection SetOperatorDelete Shape KeyOperatorDelete Single DriverOperatorDelete Single KeyframeOperatorDelete Strip & DataOperatorDelete StripsOperatorDelete TextOperatorDelete TrackOperatorDelete TracksOperatorDelete Unused NodesOperatorDelete VerticesOperatorDelete WeightOperatorDelete WorkspaceOperatorDelete with Copy and ReconnectOperatorDelete with ReconnectOperatorDenoise AnimationOperatorDensityOperatorDensity ModeOperatorDeselectOperatorDeselect (List)OperatorDeselect AllOperatorDeselect Bone CollectionOperatorDeselect BonesOperatorDeselect Material SlotOperatorDeselect ObjectOperatorDeselect ObjectsOperatorDeselect Pose BonesOperatorDeselect Selection SetOperatorDeselect Vertex GroupOperatorDetachOperatorDetach LinksOperatorDetach NodesOperatorDetach OutputsOperatorDetach and MoveOperatorDetail Flood FillOperatorDetect FeaturesOperatorDeveloper CommunityOperatorDeveloper DocumentationOperatorDirty Vertex ColorsOperatorDisable Add-onOperatorDisable Channel SettingOperatorDisable CollectionOperatorDisable Collection in RenderOperatorDisable MarkersOperatorDisable and Keep TransformOperatorDisable extensionOperatorDisable from View LayerOperatorDisable in RenderOperatorDisable in ViewportsOperatorDisable theme extensionOperatorDisconnect AllOperatorDisconnect HairOperatorDisconnect StripsOperatorDiscontinuity (Euler) FilterOperatorDisplay VariantOperatorDissolveOperatorDissolve BonesOperatorDissolve EdgesOperatorDissolve FacesOperatorDissolve Selected Bone(s)OperatorDissolve SelectionOperatorDissolve VerticesOperatorDistribute Stops EvenlyOperatorDistribute Stops from LeftOperatorDo Not Replace LinksOperatorDocumentationOperatorDolly ViewOperatorDolly View...OperatorDonateOperatorDonate to BlenderOperatorDragOperatorDrag and DropOperatorDrawOperatorDraw CurveOperatorDraw CurvesOperatorDraw Face SetsOperatorDrop Active Shape KeyOperatorDrop CollectionOperatorDrop ColorOperatorDrop Extension URLOperatorDrop Geometry Node Group on ObjectOperatorDrop Material in Material slotsOperatorDrop Material on ObjectOperatorDrop NameOperatorDrop Named Material on ObjectOperatorDrop Object to SceneOperatorDrop SceneOperatorDrop WorldOperatorDrop to Clear Parent (hold Alt to not keep transforms)OperatorDrop to Import FileOperatorDrop to Set Parent (hold Alt to not keep transforms)OperatorDuplicateOperatorDuplicate Active Frame(s)OperatorDuplicate Active Keyframe (Active Layer)OperatorDuplicate Active Keyframe (All Layers)OperatorDuplicate Area into New WindowOperatorDuplicate Asset...OperatorDuplicate CollectionOperatorDuplicate Color AttributeOperatorDuplicate ConstraintOperatorDuplicate CurrentOperatorDuplicate CurveOperatorDuplicate Empty KeyframesOperatorDuplicate ItemOperatorDuplicate KeyframesOperatorDuplicate LayerOperatorDuplicate Layer to New ObjectOperatorDuplicate LineOperatorDuplicate LinkedOperatorDuplicate Linked CollectionOperatorDuplicate MarkerOperatorDuplicate Marker to SceneOperatorDuplicate Marker to Scene...OperatorDuplicate MaskOperatorDuplicate Metaball ElementsOperatorDuplicate NodesOperatorDuplicate ObjectsOperatorDuplicate Particle SystemOperatorDuplicate Selected Bone(s)OperatorDuplicate Shape KeyOperatorDuplicate StripsOperatorDuplicate StrokesOperatorDuplicate Time MarkerOperatorDuplicate Vertex GroupOperatorDynamic Paint BakeOperatorDynamic TopologyOperatorDynamic Topology ToggleOperatorEaseOperatorEase KeyframesOperatorEasing ModeOperatorEasing TypeOperatorEdgeOperatorEdge Bevel WeightOperatorEdge CreaseOperatorEdge LoopsOperatorEdge Ring SelectOperatorEdge RingsOperatorEdge SlideOperatorEdge SplitOperatorEdit Directory PathOperatorEdit DriverOperatorEdit Driver...OperatorEdit Dyntopo Detail SizeOperatorEdit ExternallyOperatorEdit Face SetOperatorEdit GroupOperatorEdit MetadataOperatorEdit Metadata...OperatorEdit Minimum DistanceOperatorEdit ModeOperatorEdit Preview Image...OperatorEdit PropertyOperatorEdit Property ValueOperatorEdit SourceOperatorEdit TextOperatorEdit ValueOperatorEdit Voxel SizeOperatorEditBone operationOperatorEmptyOperatorEmpty HairOperatorEmpty ImageOperatorEnable Add-onOperatorEnable Channel SettingOperatorEnable CollectionOperatorEnable Collection in RenderOperatorEnable MarkersOperatorEnable Repository from DropOperatorEnable in RenderOperatorEnable in View LayerOperatorEnable in ViewportsOperatorEnable theme extensionOperatorEncode Mesh Widget to PythonOperatorEncode MetarigOperatorEncode Metarig SampleOperatorEncode Metarig to PythonOperatorEncode Sample to PythonOperatorEndpointsOperatorEnhance DetailsOperatorEnter Tweak ModeOperatorEnter/Exit GroupOperatorEqualize HandlesOperatorEraseOperatorErase DisplacementOperatorEuler Discontinuity FilterOperatorEuro €OperatorExecute FileOperatorExecute File WindowOperatorExecute a Python PresetOperatorExit GroupOperatorExit Tweak ModeOperatorExpandOperatorExpand Active Face SetOperatorExpand ChannelsOperatorExpand Face Set by TopologyOperatorExpand Mask by NormalsOperatorExpand Mask by TopologyOperatorExpand/Collapse AllOperatorExpand/Collapse Header MenusOperatorExplode RefreshOperatorExportOperatorExport AlembicOperatorExport AllOperatorExport All CollectionsOperatorExport BVHOperatorExport FBXOperatorExport Key Configuration...OperatorExport Keying Set...OperatorExport PLYOperatorExport PO...OperatorExport STLOperatorExport SubtitlesOperatorExport USDOperatorExport UV LayoutOperatorExport Wavefront OBJOperatorExport glTF 2.0OperatorExport to FileOperatorExport to PDFOperatorExport to SVGOperatorExport...OperatorExt Package Install MarkedOperatorExt Package UninstallOperatorExt Package Uninstall MarkedOperatorExt Repo SyncOperatorExtendOperatorExtend ChildOperatorExtend ParentOperatorExtend VerticesOperatorExternal File OperationOperatorExtract Face SetOperatorExtract PaletteOperatorExtract Palette from ImageOperatorExtrapolation ModeOperatorExtrudeOperatorExtrude Along NormalsOperatorExtrude ContextOperatorExtrude Curve and MoveOperatorExtrude EdgesOperatorExtrude FacesOperatorExtrude Faces Along NormalsOperatorExtrude ForkedOperatorExtrude IndividualOperatorExtrude Individual FacesOperatorExtrude Individual Faces and MoveOperatorExtrude Individual and MoveOperatorExtrude ManifoldOperatorExtrude Manifold Along NormalsOperatorExtrude Only EdgesOperatorExtrude Only Edges and MoveOperatorExtrude Only VerticesOperatorExtrude Only Vertices and MoveOperatorExtrude RegionOperatorExtrude Region and MoveOperatorExtrude Region and Shrink/FattenOperatorExtrude RepeatOperatorExtrude Stroke PointsOperatorExtrude VerticesOperatorExtrude and Move on Individual NormalsOperatorExtrude and Move on NormalsOperatorExtrude at Cursor MoveOperatorExtrude to CursorOperatorExtrude to Cursor or AddOperatorEyedropperOperatorEyedropper BoneOperatorEyedropper ColorbandOperatorEyedropper Colorband (Points)OperatorEyedropper Data-BlockOperatorEyedropper DepthOperatorEyedropper DriverOperatorFBX (.fbx)OperatorFBX (.fbx) (Legacy)OperatorFK2IKOperatorFK2IK ActionOperatorFK2IK PoseOperatorFaceOperatorFace AreaOperatorFace Normals StrengthOperatorFace RegionsOperatorFace Select HideOperatorFace Set Box GestureOperatorFace Set ExtractOperatorFace Set Lasso GestureOperatorFace Set Line GestureOperatorFace Set from Edit Mode SelectionOperatorFace Set from MaskedOperatorFace Set from VisibleOperatorFace Sets VisibilityOperatorFace at Cursor MoveOperatorFaces by SidesOperatorFadeOperatorFair PositionsOperatorFair TangencyOperatorFake UserOperatorFallback Tool Pie MenuOperatorFast PreviewOperatorFeather Reset AnimationOperatorFile Selector DropOperatorFillOperatorFill Between JointsOperatorFill HolesOperatorFill MaskOperatorFill Range by SelectionOperatorFill TileOperatorFilterOperatorFilter ChannelsOperatorFilter ClothOperatorFilter ColorOperatorFilter MeshOperatorFilter TracksOperatorFilter TypeOperatorFindOperatorFind & Replace...OperatorFind & Set SelectionOperatorFind Missing FilesOperatorFind Missing Files...OperatorFind NextOperatorFind NodeOperatorFind Node...OperatorFind...OperatorFirstOperatorFitOperatorFit Backdrop to Available SpaceOperatorFit ColumnOperatorFit Preview in WindowOperatorFix to Scene CameraOperatorFlatOperatorFlat FacesOperatorFlatten HandlesOperatorFlipOperatorFlip (Distortion Free)OperatorFlip (Topology)OperatorFlip Color RampOperatorFlip HorizontallyOperatorFlip ImageOperatorFlip MatCapOperatorFlip NamesOperatorFlip NormalsOperatorFlip Quad TessellationOperatorFlip QuaternionsOperatorFlip RegionOperatorFlip VerticallyOperatorFloorOperatorFlorin ƒOperatorFlush EditsOperatorFly NavigationOperatorFocus ModeOperatorFollow Active QuadsOperatorFollow Active Quads...OperatorForce FieldOperatorForce Unlock Active RepositoryOperatorForce Unlock Repository...OperatorForwardOperatorForward in HistoryOperatorForwardsOperatorFrame AllOperatorFrame All FitOperatorFrame BackwardsOperatorFrame Camera BoundsOperatorFrame Channel Under CursorOperatorFrame ForwardsOperatorFrame OffsetOperatorFrame Preview RangeOperatorFrame Scene RangeOperatorFrame Scene/Preview RangeOperatorFrame SelectedOperatorFrame Selected (Quad View)OperatorFrame Selected ChannelsOperatorFreeOperatorFree AllOperatorFree DataOperatorFree GuidesOperatorFree MeshOperatorFree NoiseOperatorFree ParticlesOperatorFrom Active Node's LabelOperatorFrom Linked Node's LabelOperatorFrom Linked Output's NameOperatorFurOperatorGamma CrossfadeOperatorGaussian BlurOperatorGaussian SmoothOperatorGeneralOperatorGenerate PreviewOperatorGenerate Preview from ObjectOperatorGenerate RigOperatorGerman Eszett ßOperatorGet Frame RangeOperatorGet InvolvedOperatorGizmoOperatorGizmo SelectOperatorGizmo TweakOperatorGizmoGroupOperatorGlowOperatorGo to Current FrameOperatorGo to ParentOperatorGrabOperatorGrab CloneOperatorGrab UVsOperatorGradientOperatorGradient (Linear)OperatorGradient (Radial)OperatorGravityOperatorGrease Pencil Arc ShapeOperatorGrease Pencil Box EraseOperatorGrease Pencil Box ShapeOperatorGrease Pencil Circle ShapeOperatorGrease Pencil Curve ShapeOperatorGrease Pencil DrawOperatorGrease Pencil Erase LassoOperatorGrease Pencil EyedropperOperatorGrease Pencil FillOperatorGrease Pencil Group Color TagOperatorGrease Pencil InterpolationOperatorGrease Pencil Layer operationOperatorGrease Pencil Line ShapeOperatorGrease Pencil Node operationOperatorGrease Pencil Paint VertexOperatorGrease Pencil Paint WeightOperatorGrease Pencil PenOperatorGrease Pencil Polyline ShapeOperatorGrease Pencil SculptOperatorGrease Pencil TrimOperatorGrease Pencil as PDFOperatorGrease Pencil as SVGOperatorGridOperatorGrid FillOperatorGroup ChannelsOperatorGroup Channels...OperatorGroup InsertOperatorGrow Face SetOperatorGrow MaskOperatorGrow SelectionOperatorGrow VisibilityOperatorGuillemet «OperatorGuillemet »OperatorHandle Area Action ZonesOperatorHandle TypeOperatorHandle dropped .blend fileOperatorHideOperatorHide Active Face SetOperatorHide Active LayerOperatorHide All InsideOperatorHide CollectionOperatorHide CurvesOperatorHide Inactive LayersOperatorHide Inside CollectionOperatorHide Layer(s)OperatorHide MaskedOperatorHide MaterialsOperatorHide ObjectsOperatorHide One LevelOperatorHide Other CollectionsOperatorHide OthersOperatorHide SelectedOperatorHide Selected CurvesOperatorHide TracksOperatorHide Tracks ClearOperatorHide UnselectedOperatorHide Unselected CurvesOperatorHide/ShowOperatorHide/Show AllOperatorHide/Show LassoOperatorHide/Show LineOperatorHide/Show MaskedOperatorHide/Show PolylineOperatorHighlight FileOperatorHistory AppendOperatorHistory CycleOperatorHook to New ObjectOperatorHook to Selected ObjectOperatorHook to Selected Object BoneOperatorHorizontal SplitOperatorHue/Saturation/ValueOperatorI18n Add-on ExportOperatorI18n Add-on ImportOperatorI18n Load SettingsOperatorI18n Save SettingsOperatorIK2FKOperatorIK2FK ActionOperatorIK2FK PoseOperatorIco SphereOperatorImage AspectOperatorImage Edit ExternallyOperatorImage PaintOperatorImage SequenceOperatorImage from ViewOperatorImage/Sequence...OperatorImport AlembicOperatorImport BVHOperatorImport Blender {:d}.{:d} PreferencesOperatorImport FBXOperatorImport Image SequenceOperatorImport Images as PlanesOperatorImport Key Configuration...OperatorImport OpenVDB VolumeOperatorImport OpenVDB...OperatorImport PLYOperatorImport PO...OperatorImport STLOperatorImport SVGOperatorImport SVG as Grease PencilOperatorImport USDOperatorImport Wavefront OBJOperatorImport glTF 2.0OperatorImport...OperatorInclude Selected ObjectsOperatorIncrease ContrastOperatorIncrease KerningOperatorIncrease NumberOperatorIncrement Number in FilenameOperatorIndentOperatorIndent or AutocompleteOperatorInflateOperatorInit Face SetsOperatorInit I18n Update Select LanguagesOperatorInit I18n Update SettingsOperatorInit MaskOperatorInit SettingsOperatorInput Attribute ToggleOperatorInsertOperatorInsert Blank FrameOperatorInsert Blank Keyframe (Active Layer)OperatorInsert Blank Keyframe (All Layers)OperatorInsert GapsOperatorInsert Into GroupOperatorInsert KeyOperatorInsert KeyframeOperatorInsert Keyframe (Buttons)OperatorInsert Keyframe (by name)OperatorInsert Keyframe MenuOperatorInsert Keyframe with Keying Set...OperatorInsert KeyframesOperatorInsert Line BreakOperatorInsert OffsetOperatorInsert Shape KeyOperatorInsert Single KeyframeOperatorInsert TextOperatorInsert UnicodeOperatorInsert node group itemOperatorInset FacesOperatorInstallOperatorInstall Add-onOperatorInstall Application Template...OperatorInstall Available UpdatesOperatorInstall ExtensionOperatorInstall Feature Set from File...OperatorInstall LightOperatorInstall MarkedOperatorInstall Template from File...OperatorInstall Theme...OperatorInstall from DiskOperatorInstall from Disk...OperatorInstall...OperatorInstance CollectionOperatorInstance to SceneOperatorInteractive Light Track to CursorOperatorInteractive MirrorOperatorInterior FacesOperatorInterpolateOperatorInterpolate SequenceOperatorInterpolation ModeOperatorIntersect (Boolean)OperatorIntersect (Knife)OperatorInvalid Variable NameOperatorInverseOperatorInvertOperatorInvert Alpha ChannelOperatorInvert Blue ChannelOperatorInvert ChannelsOperatorInvert Green ChannelOperatorInvert Image ColorsOperatorInvert LocksOperatorInvert MaskOperatorInvert PinsOperatorInvert Red ChannelOperatorInvert SelectionOperatorInvert Vertex GroupOperatorInvert VisibilityOperatorInvert VisibleOperatorInvert WeightOperatorInverted Exclamation Mark ¡OperatorInverted Question Mark ¿OperatorIsolateOperatorIsolate CollectionOperatorIsolate LayersOperatorIsolate MaterialOperatorItalicOperatorJoinOperatorJoin AreaOperatorJoin FillsOperatorJoin Group InputsOperatorJoin NodesOperatorJoin Nodes in FrameOperatorJoin Palette SwatchesOperatorJoin SelectionOperatorJoin TracksOperatorJoin as ShapesOperatorJoin in Named FrameOperatorJoin in New FrameOperatorJumpOperatorJump Time by DeltaOperatorJump To...OperatorJump to Action SlotOperatorJump to EndpointOperatorJump to File at PointOperatorJump to FrameOperatorJump to KeyframeOperatorJump to KeyframesOperatorJump to MarkerOperatorJump to Next MarkerOperatorJump to Next StripOperatorJump to Next Strip (Center)OperatorJump to Previous MarkerOperatorJump to Previous StripOperatorJump to Previous Strip (Center)OperatorJump to SelectedOperatorJump to StripOperatorJump to TargetOperatorKeyframe TypeOperatorKeying Set Add SelectedOperatorKeying Set Remove SelectedOperatorKeys to SamplesOperatorKnifeOperatorKnife ProjectOperatorKnife Topology ToolOperatorLaplacian Deform BindOperatorLaplacian Smooth VerticesOperatorLasso AddOperatorLasso Face SetOperatorLasso HideOperatorLasso MaskOperatorLasso SelectOperatorLasso Select UVOperatorLasso ShowOperatorLasso TrimOperatorLastOperatorLast SessionOperatorLatticeOperatorLattice Deform SelectedOperatorLazy ConnectOperatorLearn MoreOperatorLeftOperatorLeft NeighborOperatorLengthOperatorLessOperatorLevelsOperatorLicenseOperatorLightmap PackOperatorLightmap Pack...OperatorLimit Number of Weights per VertexOperatorLimit TotalOperatorLimit Total Vertex GroupsOperatorLimited DissolveOperatorLineOperatorLine BeginOperatorLine BreakOperatorLine EndOperatorLine Face SetOperatorLine HideOperatorLine MaskOperatorLine NumberOperatorLine ProjectOperatorLine ShowOperatorLine TrimOperatorLinkOperatorLink Active Node to SelectedOperatorLink Blockers to EmitterOperatorLink CollectionOperatorLink Drag Operation TestOperatorLink Empty to TrackOperatorLink NodesOperatorLink Objects to SceneOperatorLink Objects to Scene...OperatorLink Receivers to EmitterOperatorLink ViewerOperatorLink to CollectionOperatorLink to SceneOperatorLink to ViewerOperatorLink to Viewer NodeOperatorLink...OperatorLink/Transfer DataOperatorLinkedOperatorLinked DuplicateOperatorLinked Flat FacesOperatorLinked fromOperatorLinked toOperatorLinks CutOperatorList FilterOperatorLoadOperatorLoad Custom PreviewOperatorLoad Factory Blender PreferencesOperatorLoad Factory Blender SettingsOperatorLoad Factory PreferencesOperatorLoad Factory SettingsOperatorLoad Factory {:s} SettingsOperatorLoad Persistent From...OperatorLoad PreferencesOperatorLoad Preview ImageOperatorLocal ViewOperatorLocalized DataOperatorLocationOperatorLock AllOperatorLock All LayersOperatorLock All MaterialsOperatorLock All Repositories (Testing)OperatorLock Invert AllOperatorLock Only SelectedOperatorLock Only UnselectedOperatorLock SelectedOperatorLock StripsOperatorLock TracksOperatorLock UnselectedOperatorLock Unselected MaterialsOperatorLock UnusedOperatorLock Unused MaterialsOperatorLoop CutOperatorLoop Cut and SlideOperatorLoop SelectOperatorLoose GeometryOperatorMakeOperatorMake BasisOperatorMake Collection ActiveOperatorMake Edge/FaceOperatorMake GroupOperatorMake Instance FaceOperatorMake Instances RealOperatorMake InternalOperatorMake Library OverrideOperatorMake LinkOperatorMake LinksOperatorMake LocalOperatorMake Markers LocalOperatorMake MetaOperatorMake Meta StripOperatorMake Panel ToggleOperatorMake ParentOperatorMake Parent without InverseOperatorMake Parent without Inverse (Keep Transform)OperatorMake Paths AbsoluteOperatorMake Paths RelativeOperatorMake Planar FacesOperatorMake RegularOperatorMake SegmentOperatorMake Shape Key the Basis KeyOperatorMake Single UserOperatorMake TrackOperatorMake Vertex ParentOperatorMake and Replace LinksOperatorManage Unused DataOperatorManage Unused Data...OperatorManualOperatorMark AllOperatorMark All PackagesOperatorMark Freestyle EdgeOperatorMark Freestyle FaceOperatorMark PackageOperatorMark SeamOperatorMark SharpOperatorMark Sharp from VerticesOperatorMark as AssetOperatorMark as Single AssetOperatorMarker Box SelectOperatorMaskOperatorMask Box GestureOperatorMask ExtractOperatorMask FilterOperatorMask Flood FillOperatorMask From BoundaryOperatorMask From CavityOperatorMask Lasso GestureOperatorMask Line GestureOperatorMask Polyline GestureOperatorMask SliceOperatorMask Slice and Fill HolesOperatorMask Slice to New ObjectOperatorMask by ColorOperatorMask from CavityOperatorMask from Face Sets BoundaryOperatorMask from Mesh BoundaryOperatorMask with Layer AboveOperatorMask with Layer Above/BelowOperatorMask with Layer BelowOperatorMask...OperatorMatch KeyframeOperatorMatch Movie LengthOperatorMatch PreviousOperatorMatch SlopeOperatorMatch Texture SpaceOperatorMaterialsOperatorMaximize AreaOperatorMeasureOperatorMediumOperatorMemory StatisticsOperatorMenu Search...OperatorMergeOperatorMerge AllOperatorMerge AnimationOperatorMerge DownOperatorMerge GroupOperatorMerge ImagesOperatorMerge NodesOperatorMerge NormalsOperatorMerge UVs by DistanceOperatorMerge by DistanceOperatorMesh Deform BindOperatorMesh FilterOperatorMesh Plane...OperatorMinimize StretchOperatorMirrorOperatorMirror KeysOperatorMirror Rigify ParametersOperatorMirror Shape KeyOperatorMirror Type & ParametersOperatorMirror Vertex GroupOperatorMirror Vertex Group (Topology)OperatorMirror XOperatorMirror YOperatorMirroredOperatorMix NodesOperatorMixdownOperatorModeOperatorModifier operationOperatorModify LabelsOperatorModify Pose AssetOperatorMonkeyOperatorMoreOperatorMore...OperatorMotion Capture (.bvh)OperatorMouse Click on ChannelsOperatorMouse Click on NLA TracksOperatorMoveOperatorMove Active Modifier to IndexOperatorMove Active Strip Modifier to IndexOperatorMove After BasisOperatorMove Annotation LayerOperatorMove Area EdgesOperatorMove Between UI RowsOperatorMove Bone CollectionOperatorMove BookmarkOperatorMove ChannelsOperatorMove Constraint DownOperatorMove Constraint UpOperatorMove Constraint to IndexOperatorMove CursorOperatorMove Dash SegmentOperatorMove DownOperatorMove Down Boid RuleOperatorMove Down Boid StateOperatorMove Down EffectOperatorMove Down Instance ObjectOperatorMove Down ModifierOperatorMove Down TargetOperatorMove Effect to IndexOperatorMove EntryOperatorMove ExporterOperatorMove Freestyle ModuleOperatorMove ItemOperatorMove LayerOperatorMove Line SetOperatorMove Line(s) DownOperatorMove Line(s) UpOperatorMove LinesOperatorMove MarkerOperatorMove MaterialOperatorMove ModifierOperatorMove OriginOperatorMove Palette ColorOperatorMove SegmentOperatorMove SelectOperatorMove Selection Set in ListOperatorMove Shape KeyOperatorMove Slots to new ActionOperatorMove Strip ModifierOperatorMove Strips DownOperatorMove Strips UpOperatorMove Texture SlotOperatorMove Texture SpaceOperatorMove Time MarkerOperatorMove UpOperatorMove Up Boid RuleOperatorMove Up Boid StateOperatorMove Up EffectOperatorMove Up Instance ObjectOperatorMove Up ModifierOperatorMove Up TargetOperatorMove Vertex GroupOperatorMove and AttachOperatorMove layerOperatorMove on AxisOperatorMove to Bone CollectionOperatorMove to BottomOperatorMove to CollectionOperatorMove to LastOperatorMove to LayerOperatorMove to Line BeginOperatorMove to Line EndOperatorMove to Next WordOperatorMove to NodesOperatorMove to Previous WordOperatorMove to TopOperatorMove/Extend from Current FrameOperatorMovie...OperatorMulti Select Edge LoopsOperatorMulti Select Edge RingsOperatorMulticam SelectorOperatorMultiple ImagesOperatorMultiplication ×OperatorMultiplyOperatorMultires Apply BaseOperatorMultires Displacement EraserOperatorMultires Displacement SmearOperatorMultires Pack ExternalOperatorMultires ReshapeOperatorMultires Save ExternalOperatorMultires SubdivideOperatorMuteOperatorMute ChannelsOperatorMute LinksOperatorMute StripsOperatorMute Unselected StripsOperatorNDOF Orbit ViewOperatorNDOF Orbit View with ZoomOperatorNDOF Pan ViewOperatorNDOF Pan/ZoomOperatorNDOF Transform ViewOperatorNewOperatorNew ActionOperatorNew Asset CatalogOperatorNew Bone CollectionOperatorNew Camera from VR LandmarkOperatorNew CollectionOperatorNew CombinedOperatorNew Compositing Node GroupOperatorNew Compositor Sequencer Node GroupOperatorNew Edge/Face from VerticesOperatorNew Face from EdgesOperatorNew FolderOperatorNew Geometry Node GroupOperatorNew Geometry Node ModifierOperatorNew Geometry Node Tool GroupOperatorNew ImageOperatorNew Image from Plane MarkerOperatorNew ItemOperatorNew LayerOperatorNew Light Linking CollectionOperatorNew Line StyleOperatorNew Main WindowOperatorNew MaskOperatorNew MaterialOperatorNew Node TreeOperatorNew Palette ColorOperatorNew Panel ToggleOperatorNew Particle SettingsOperatorNew Particle TargetOperatorNew SceneOperatorNew ScreenOperatorNew Selection SetOperatorNew Sequencer SceneOperatorNew SlotOperatorNew TextOperatorNew TextureOperatorNew WindowOperatorNew WorkspaceOperatorNew WorldOperatorNew from ObjectsOperatorNew from Objects FlippedOperatorNext ActiveOperatorNext BlockOperatorNext CharacterOperatorNext FolderOperatorNext LineOperatorNext WordOperatorNext WorkspaceOperatorNo Collections to InstanceOperatorNode OptionsOperatorNode PreviewOperatorNode input modifyOperatorNon ManifoldOperatorNoneOperatorNormalizeOperatorNormalize ActiveOperatorNormalize AllOperatorNormalize All Vertex GroupsOperatorNormalize Vertex GroupOperatorNormalize WeightsOperatorNormals Vector ToolsOperatorNurbs CircleOperatorNurbs CurveOperatorNurbs CylinderOperatorNurbs SphereOperatorNurbs SurfaceOperatorNurbs TorusOperatorObjectOperatorObject & DataOperatorObject & Data & MaterialsOperatorObject AnimationOperatorObject Data AnimationOperatorObject Line ArtOperatorObject Mode MenuOperatorObsolete MarkedOperatorOffset Edge LoopOperatorOffset Edge Loop CutOperatorOffset Edge SlideOperatorOn Selected KeyframesOperatorOn Selected MarkersOperatorOne ObjectOperatorOne Object Per LineOperatorOnline ManualOperatorOnline Python ReferenceOperatorOnly FillsOperatorOnly StrokesOperatorOpacityOperatorOpenOperatorOpen Blend FileOperatorOpen Cache FileOperatorOpen Cached RenderOperatorOpen ClipOperatorOpen Drivers EditorOperatorOpen File ExternallyOperatorOpen File LocationOperatorOpen FontOperatorOpen ImageOperatorOpen ImagesOperatorOpen Location ExternallyOperatorOpen Preferences...OperatorOpen Preset WebsiteOperatorOpen SoundOperatorOpen Sound MonoOperatorOpen Style Module FileOperatorOpen TextOperatorOpen...OperatorOpen/CloseOperatorOperator Cheat SheetOperatorOperator Enum PieOperatorOperator PresetOperatorOperator Search...OperatorOrbit OppositeOperatorOriginOperatorOutlineOperatorOutliner Animation Data OperationOperatorOutliner Constraint OperationOperatorOutliner Data OperationOperatorOutliner Edit Mode ToggleOperatorOutliner ID Data CopyOperatorOutliner ID Data OperationOperatorOutliner ID Data PasteOperatorOutliner ID Data RemapOperatorOutliner Library OperationOperatorOutliner Library Override OperationOperatorOutliner Library Override Troubleshoot OperationOperatorOutliner Modifier OperationOperatorOutliner Object OperationOperatorOutliner Pose Mode ToggleOperatorOutliner Scene OperationOperatorOutliner Set ActionOperatorOverridden Data HierarchyOperatorPackOperatorPack Geometry Node BakeOperatorPack ImageOperatorPack IslandsOperatorPack Linked LibrariesOperatorPack ResourcesOperatorPack SoundOperatorPaintOperatorPan ViewOperatorPan View DirectionOperatorPanel ToggleOperatorParentOperatorParent DirectoryOperatorParent Node TreeOperatorParticle Edit ToggleOperatorParticle SystemOperatorPasteOperatorPaste Data-BlocksOperatorPaste DriverOperatorPaste Driver VariablesOperatorPaste F-ModifiersOperatorPaste FileOperatorPaste FlippedOperatorPaste Global TransformOperatorPaste ImageOperatorPaste KeyframesOperatorPaste Line SetOperatorPaste MaterialOperatorPaste ObjectsOperatorPaste PoseOperatorPaste Pose FlippedOperatorPaste Selection Set(s)OperatorPaste SplinesOperatorPaste StrokesOperatorPaste TextOperatorPaste Texture Slot SettingsOperatorPaste TracksOperatorPaste UVsOperatorPaste VectorOperatorPaste Weight to SelectedOperatorPaste X-Flipped PoseOperatorPaste and BakeOperatorPaste as New AssetOperatorPaste by LayerOperatorPaste from ClipboardOperatorPaste to Selected KeysOperatorPathOperatorPath/FilesOperatorPause BakeOperatorPenOperatorPer Face SetOperatorPer Loose PartOperatorPer Mille ‰OperatorPer VertexOperatorPerspective/OrthographicOperatorPick Shortest PathOperatorPinOperatorPin Scene to WorkspaceOperatorPinchOperatorPinch UVsOperatorPivot to Active VertexOperatorPivot to Mask BorderOperatorPivot to OriginOperatorPivot to Surface Under CursorOperatorPivot to UnmaskedOperatorPlace CursorOperatorPlace Object Under MouseOperatorPlain AxesOperatorPlaneOperatorPlay AnimationOperatorPlay Rendered AnimationOperatorPoint CloudOperatorPoint Normals to TargetOperatorPoint to Target...OperatorPointsOperatorPoke FacesOperatorPoles by CountOperatorPolyOperatorPoly BuildOperatorPoly Build Delete at CursorOperatorPoly Build Dissolve at CursorOperatorPoly Build Face at CursorOperatorPoly Build Split at CursorOperatorPoly Build Transform at CursorOperatorPolylineOperatorPolyline AddOperatorPolyline Face SetOperatorPolyline HideOperatorPolyline MaskOperatorPolyline ShowOperatorPolyline TrimOperatorPose BreakdownerOperatorPoseChannel operationOperatorPound £OperatorPreferences...OperatorPrefetchOperatorPrefetch FramesOperatorPress ButtonOperatorPrevious ActiveOperatorPrevious BlockOperatorPrevious CharacterOperatorPrevious FolderOperatorPrevious LineOperatorPrevious WordOperatorPrevious WorkspaceOperatorProject ApplyOperatorProject EditOperatorProject ImageOperatorProject Line GestureOperatorProject from ViewOperatorProject from View (Bounds)OperatorPropagate PoseOperatorPropagate to ShapesOperatorProtect ChannelsOperatorPuffOperatorPurgeOperatorPurge AllOperatorPurge Unused Data...OperatorPushOperatorPush Down ActionOperatorPush Pose from BreakdownOperatorPush PullOperatorPush Pull KeyframesOperatorPush/PullOperatorPython API ReferenceOperatorQuad View ResizeOperatorQuadriFlow RemeshOperatorQuantizeOperatorQuantize Vertex WeightsOperatorQuick EditOperatorQuick ExplodeOperatorQuick FurOperatorQuick LiquidOperatorQuick SmokeOperatorQuitOperatorQuit BlenderOperatorRadial ControlOperatorRadiusOperatorRandomOperatorRandomizeOperatorRandomize ColorsOperatorRandomize Face Sets ColorsOperatorRandomize TransformOperatorRandomize VerticesOperatorRe-Generate RigOperatorRe-Key Points of Selected ShapesOperatorRe-Key Shape PointsOperatorRe-Time Shape KeysOperatorRead View LayersOperatorReassign InputsOperatorRebuildOperatorRebuild BVHOperatorRebuild Lower SubdivisionsOperatorRebuild Proxy and Timecode IndicesOperatorRecalculate HandlesOperatorRecalculate InsideOperatorRecalculate NormalsOperatorRecalculate OutsideOperatorRecalculate RollOperatorRecenter HookOperatorRecover Auto SaveOperatorRecover Last SessionOperatorRedefine Equalizer GraphsOperatorRedoOperatorRedo Catalog EditsOperatorRedo LastOperatorRedraw TimerOperatorReference...OperatorRefine MarkersOperatorRefreshOperatorRefresh AllOperatorRefresh ArchiveOperatorRefresh Asset LibraryOperatorRefresh Data-Block PreviewsOperatorRefresh DriversOperatorRefresh File ListOperatorRefresh I18n Data...OperatorRefresh Instance ObjectsOperatorRefresh LocalOperatorRefresh RemoteOperatorRefresh SequencerOperatorRefresh action listOperatorRegionOperatorRegion AlphaOperatorRegisterOperatorRegister File AssociationOperatorRegistered Trademark ®OperatorRegularOperatorRekeyOperatorRelaxOperatorRelax Face SetsOperatorRelax Pose to BreakdownOperatorRelax UVsOperatorRelease NotesOperatorReloadOperatorReload ClipOperatorReload History FileOperatorReload ImageOperatorReload ImagesOperatorReload LibraryOperatorReload ScriptsOperatorReload Start-Up FileOperatorReload StripsOperatorReload Strips and Adjust LengthOperatorReload TranslationOperatorRelocateOperatorRelocate LibraryOperatorRelocate Linked IDOperatorRemeshOperatorRemoveOperatorRemove AOVOperatorRemove Active GroupOperatorRemove Active Keying SetOperatorRemove Active Keying Set PathOperatorRemove Add-onOperatorRemove All GroupsOperatorRemove All MaterialsOperatorRemove All Particle SystemsOperatorRemove AnimationOperatorRemove Annotation LayerOperatorRemove Asset LibraryOperatorRemove Asset TagOperatorRemove AttributeOperatorRemove Auto-Execution PathOperatorRemove Boid RuleOperatorRemove Boid StateOperatorRemove Bone CollectionOperatorRemove Bone Collection ReferenceOperatorRemove Bone from Bone CollectionOperatorRemove Bones from Selection SetOperatorRemove BrushOperatorRemove Camera Background ImageOperatorRemove CanvasOperatorRemove CollectionOperatorRemove Color AttributeOperatorRemove Cryptomatte SocketOperatorRemove Dash SegmentOperatorRemove DoublesOperatorRemove DriverOperatorRemove Empty Animation DataOperatorRemove ExporterOperatorRemove Extension RepositoryOperatorRemove External Feature SetOperatorRemove File AssociationOperatorRemove Fill GuidesOperatorRemove Freestyle ModuleOperatorRemove From Light Linking CollectionOperatorRemove GapsOperatorRemove Gaps (All)OperatorRemove Grease Pencil EffectOperatorRemove HookOperatorRemove IKOperatorRemove ItemOperatorRemove Key ConfigOperatorRemove Key Map ItemOperatorRemove Keymap ConfigurationOperatorRemove LayerOperatorRemove Layer GroupOperatorRemove LightgroupOperatorRemove Line SetOperatorRemove Mask LayerOperatorRemove Material SlotOperatorRemove MetaOperatorRemove Meta-StripsOperatorRemove ModifierOperatorRemove OverrideOperatorRemove OverridesOperatorRemove Paint Curve PointOperatorRemove Particle Instance ObjectOperatorRemove Particle System SlotOperatorRemove Particle TargetOperatorRemove PreviewOperatorRemove PropertyOperatorRemove Python Script DirectoryOperatorRemove Render SlotOperatorRemove Render ViewOperatorRemove RepositoryOperatorRemove Repository & FilesOperatorRemove Rigid BodiesOperatorRemove Rigid BodyOperatorRemove Rigid Body ConstraintOperatorRemove Rigid Body WorldOperatorRemove Row FilterOperatorRemove SegmentOperatorRemove Selected BonesOperatorRemove Selected Bones from All SetsOperatorRemove Selected EntryOperatorRemove Selected ItemsOperatorRemove Selected from Active CollectionOperatorRemove Selected from Bone collectionsOperatorRemove Shape KeyOperatorRemove ShortcutOperatorRemove Single OverrideOperatorRemove Stabilization Rotation TrackOperatorRemove Stabilization TrackOperatorRemove Strip ModifierOperatorRemove Surface SlotOperatorRemove TargetOperatorRemove Text BoxOperatorRemove ThemeOperatorRemove TileOperatorRemove Tracking ObjectOperatorRemove UV MapOperatorRemove UnusedOperatorRemove Unused Bone CollectionsOperatorRemove Unused CollectionsOperatorRemove Unused LightgroupsOperatorRemove Unused Material SlotsOperatorRemove Unused SlotsOperatorRemove VR LandmarkOperatorRemove Vertex GroupOperatorRemove View LayerOperatorRemove from Active GroupOperatorRemove from AllOperatorRemove from All CollectionsOperatorRemove from All GroupsOperatorRemove from CollectionOperatorRemove from FrameOperatorRemove from Keying SetOperatorRemove from Local ViewOperatorRemove from Quick FavoritesOperatorRemove from Vertex GroupOperatorRenameOperatorRename Action SlotOperatorRename Active Bone...OperatorRename Active Item...OperatorRename Active Object...OperatorRename Annotation LayerOperatorRename Armature Bone CollectionOperatorRename BoneOperatorRename Bone CollectionOperatorRename ChannelOperatorRename Data-BlockOperatorRename Edit BoneOperatorRename File or DirectoryOperatorRename Grease Pencil DrawingOperatorRename Grease Pencil LayerOperatorRename Grease Pencil Layer GroupOperatorRename MarkerOperatorRename ModifierOperatorRename NLA TrackOperatorRename ObjectOperatorRename Pose BoneOperatorRename Vertex GroupOperatorRename View ItemOperatorRename View LayerOperatorRename shape keyOperatorRename...OperatorRenderOperatorRender Active ObjectOperatorRender AnimationOperatorRender Audio...OperatorRender Changed LayerOperatorRender ImageOperatorRender PlayblastOperatorRender Playblast on KeyframesOperatorRender RegionOperatorRender Region...OperatorRender Sequence PreviewOperatorRender Sequencer AnimationOperatorRender Sequencer ImageOperatorRender Slot Cycle NextOperatorRender Slot Cycle PreviousOperatorRender Still PreviewOperatorRender Viewport PreviewOperatorReorderOperatorReorder Armature Bone CollectionsOperatorReorder ColumnsOperatorReorder F-Curve ModifierOperatorReorder Grease Pencil Layer MaskOperatorReorder LayerOperatorReorder LayersOperatorReorder Mesh SpatiallyOperatorReorder to BackOperatorReorder to FrontOperatorRepeat HistoryOperatorRepeat History...OperatorRepeat LastOperatorReplaceOperatorReplace & Set SelectionOperatorReplace ActionOperatorReplace AllOperatorReplace ImageOperatorReplace KeyframeOperatorReplace KeyframesOperatorReplace LinksOperatorReplace Single KeyframeOperatorReplace with new ActionOperatorReplace...OperatorReplay OperatorsOperatorReport Missing FilesOperatorReport a BugOperatorRepositoryOperatorReproject StrokesOperatorReproject Strokes...OperatorResetOperatorReset All to Default ValuesOperatorReset BackdropOperatorReset Color RampOperatorReset Curve ProfileOperatorReset DistanceOperatorReset Feather AnimationOperatorReset HookOperatorReset KerningOperatorReset Library OverrideOperatorReset NodeOperatorReset NodesOperatorReset Nodes in FrameOperatorReset Original LengthOperatorReset Overridden DataOperatorReset ProfileOperatorReset RecentOperatorReset RetimingOperatorReset SettingsOperatorReset Single to Default ValueOperatorReset To OriginalOperatorReset TransformOperatorReset UVsOperatorReset UnkeyedOperatorReset VectorsOperatorReset Vertex ColorOperatorReset ViewOperatorReset to Default ThemeOperatorReset to Default ValueOperatorResizeOperatorResize ColumnOperatorResize ImageOperatorResize NodeOperatorResolve ConflictOperatorRestoreOperatorRestore AreasOperatorRestore Key Map ItemOperatorRestore Key Map(s)OperatorRestore Operator DefaultsOperatorRestore Previous ActionOperatorRestrict Render UnselectedOperatorResumeOperatorResync Overridden Data HierarchyOperatorResync Overridden Data Hierarchy EnforceOperatorRetime StripsOperatorRetimingOperatorRevealOperatorReveal CurvesOperatorReveal Faces/VerticesOperatorReveal HiddenOperatorReveal SelectedOperatorReverse ColorsOperatorReverse UVsOperatorRevertOperatorRevert Brush AssetOperatorRevert to AssetOperatorRevert to Saved PreferencesOperatorRevive Disabled F-CurvesOperatorRightOperatorRight NeighborOperatorRigify Add Color SetOperatorRigify Add Color Set from ThemeOperatorRigify Add Standard Color SetsOperatorRigify Apply user defined active/select colorsOperatorRigify Encode MetarigOperatorRigify Encode Metarig SampleOperatorRigify Encode WidgetOperatorRigify Generate RigOperatorRigify Get active/select colors from current themeOperatorRigify Remove All Color SetsOperatorRigify Remove Color SetOperatorRigify Upgrade Metarig LayersOperatorRigify Upgrade Metarig TypesOperatorRipOperatorRip EdgeOperatorRip RegionOperatorRip VerticesOperatorRip Vertices and ExtendOperatorRip Vertices and FillOperatorRollOperatorRoll LeftOperatorRoll RightOperatorRootsOperatorRotateOperatorRotate 180°OperatorRotate 90° ClockwiseOperatorRotate 90° Counter-ClockwiseOperatorRotate ColorsOperatorRotate Edge CCWOperatorRotate Edge CWOperatorRotate Image OrthogonalOperatorRotate NormalsOperatorRotate Selected EdgeOperatorRotate UVsOperatorRotate ViewOperatorRotate...OperatorRotationOperatorRotation - Pole toggleOperatorRuler AddOperatorRuler RemoveOperatorRun Python FileOperatorRun ScriptOperatorSTL (.stl)OperatorSVG as Grease PencilOperatorSampleOperatorSample ColorOperatorSample Detail SizeOperatorSample GroupOperatorSample LineOperatorSample Vertex GroupOperatorSample WeightOperatorSamples to KeysOperatorSaveOperatorSave All ImagesOperatorSave All ModifiedOperatorSave AsOperatorSave As Asset...OperatorSave As ImageOperatorSave As...OperatorSave Asset CatalogsOperatorSave Blender FileOperatorSave Brush AssetOperatorSave Changes to AssetOperatorSave Copy...OperatorSave Custom Studio LightOperatorSave ImageOperatorSave IncrementalOperatorSave New PreferencesOperatorSave Persistent To...OperatorSave PreferencesOperatorSave ScreenshotOperatorSave Screenshot (Editor)OperatorSave Screenshot (Editor)...OperatorSave Screenshot...OperatorSave SequenceOperatorSave Startup FileOperatorSave System Info...OperatorSave ThemeOperatorSave Viewer ImageOperatorSave a Copy...OperatorSave as Brush AssetOperatorSave as Shape KeyOperatorSave as Studio lightOperatorScalable Vector Graphics (.svg)OperatorScaleOperatorScale AverageOperatorScale Average KeyframesOperatorScale B-BoneOperatorScale BBoneOperatorScale CageOperatorScale Envelope DistanceOperatorScale FeatherOperatorScale RadiusOperatorScale Region SizeOperatorScale Sculpt/Paint Brush SizeOperatorScale Texture SpaceOperatorScale To FitOperatorScale from NeighborOperatorScale to FillOperatorScene Camera to VR LandmarkOperatorScene Line ArtOperatorScrewOperatorScript Node UpdateOperatorScrollOperatorScroll DownOperatorScroll LeftOperatorScroll PageOperatorScroll RightOperatorScroll UpOperatorScrollback AppendOperatorScrollbarOperatorScroller ActivateOperatorSculptOperatorSculpt ModeOperatorSeams from IslandsOperatorSearch MenuOperatorSearch OperatorOperatorSearch Single MenuOperatorSearch...OperatorSelectOperatorSelect (Linked Handle)OperatorSelect (Linked Time)OperatorSelect (List)OperatorSelect (Side of Frame)OperatorSelect (Unconnected)OperatorSelect Active CameraOperatorSelect AllOperatorSelect All by TypeOperatorSelect AlternateOperatorSelect AxisOperatorSelect BonesOperatorSelect Bones of Bone CollectionOperatorSelect Boundary LoopOperatorSelect BoxOperatorSelect By Pole CountOperatorSelect By Stroke TypeOperatorSelect CameraOperatorSelect ChannelOperatorSelect Channel KeyframesOperatorSelect CircleOperatorSelect ConnectedOperatorSelect Constraint TargetOperatorSelect Control Point RowOperatorSelect DirectoryOperatorSelect EndsOperatorSelect ExtendOperatorSelect Extend (List)OperatorSelect Faces by SidesOperatorSelect FillOperatorSelect Frame ChildrenOperatorSelect GroupedOperatorSelect Grouped...OperatorSelect GrowOperatorSelect HandleOperatorSelect HandlesOperatorSelect HierarchyOperatorSelect HookOperatorSelect Interior FacesOperatorSelect KeyOperatorSelect Key / HandlesOperatorSelect KeyframesOperatorSelect LassoOperatorSelect Left/RightOperatorSelect LessOperatorSelect Light Linking BlockersOperatorSelect Light Linking ReceiversOperatorSelect LineOperatorSelect LinkedOperatorSelect Linked AllOperatorSelect Linked Flat FacesOperatorSelect Linked FromOperatorSelect Linked PickOperatorSelect Linked ToOperatorSelect Linked VerticesOperatorSelect Linked Vertices PickOperatorSelect LoopOperatorSelect Loop Inner-RegionOperatorSelect Loose GeometryOperatorSelect Markers Before/After Current FrameOperatorSelect MaterialOperatorSelect Material SlotOperatorSelect MenuOperatorSelect MirrorOperatorSelect ModeOperatorSelect MoreOperatorSelect NextOperatorSelect Next ElementOperatorSelect Non-ManifoldOperatorSelect ObjectOperatorSelect Object HierarchyOperatorSelect ObjectsOperatorSelect Objects in CollectionOperatorSelect OrientationOperatorSelect OverlapOperatorSelect Paint Curve PointOperatorSelect Parent BoneOperatorSelect Parent FrameOperatorSelect Parent or ChildrenOperatorSelect PatternOperatorSelect Pattern...OperatorSelect Pick LinkedOperatorSelect PinnedOperatorSelect Pose BonesOperatorSelect PreviousOperatorSelect Previous ElementOperatorSelect RandomOperatorSelect ReportOperatorSelect RootsOperatorSelect Same CollectionOperatorSelect Selection SetOperatorSelect Sharp EdgesOperatorSelect Shortest PathOperatorSelect SideOperatorSelect Side of FrameOperatorSelect SimilarOperatorSelect Similar RegionsOperatorSelect SplitOperatorSelect Stabilization Rotation TracksOperatorSelect Stabilization TracksOperatorSelect TextOperatorSelect TileOperatorSelect Time MarkerOperatorSelect TipsOperatorSelect ToggleOperatorSelect Toggle (List)OperatorSelect UngroupedOperatorSelect Vertex GroupOperatorSelect View ItemOperatorSelect WordOperatorSelect by AttributeOperatorSelect by TypeOperatorSelected ObjectsOperatorSelected PinnedOperatorSelected to Adjacent UnselectedOperatorSelected to CursorOperatorSelected to Cursor (Offset)OperatorSelected to PixelsOperatorSelectionOperatorSelection PaintOperatorSelection to ActiveOperatorSelection to Current FrameOperatorSelection to CursorOperatorSelection to Cursor (Keep Offset)OperatorSelection to Cursor ValueOperatorSelection to GridOperatorSelection to Nearest FrameOperatorSelection to Nearest MarkerOperatorSelection to Nearest SecondOperatorSeparateOperatorSeparate BonesOperatorSeparate FillsOperatorSeparate ImagesOperatorSeparate SlotsOperatorSequence SlideOperatorSequencer Swap DataOperatorSequencer View Zoom RatioOperatorSequencer operationOperatorSet 2D CursorOperatorSet 3D CursorOperatorSet Active CameraOperatorSet Active ClipOperatorSet Active GroupOperatorSet Active Keying SetOperatorSet Active LayerOperatorSet Active MaterialOperatorSet Active ModifierOperatorSet Active Object as CameraOperatorSet Active Shape KeyOperatorSet Active Strip ModifierOperatorSet Active Vertex GroupOperatorSet AttributeOperatorSet AxisOperatorSet Blend File Working Color SpaceOperatorSet CapsOperatorSet CaseOperatorSet Clip ModeOperatorSet Color AttributeOperatorSet Color TagOperatorSet Corner TypeOperatorSet CursorOperatorSet Cursor to OffsetOperatorSet Curve CapsOperatorSet Curve RadiusOperatorSet Curve ResolutionOperatorSet Curve TypeOperatorSet Curves PointOperatorSet Curves Surface ObjectOperatorSet Cyclical StateOperatorSet Default Group Node WidthOperatorSet End FrameOperatorSet Extension TagsOperatorSet F-Curve ExtrapolationOperatorSet FloorOperatorSet Frame (Strip Preview)OperatorSet Frame Range to StripsOperatorSet Geometry RandomizationOperatorSet Goal WeightOperatorSet Handle TypeOperatorSet HoldoutOperatorSet Indirect OnlyOperatorSet InverseOperatorSet Keyframe AOperatorSet Keyframe BOperatorSet Keyframe Easing TypeOperatorSet Keyframe Handle TypeOperatorSet Keyframe InterpolationOperatorSet Keyframe TypeOperatorSet Library IDOperatorSet Normals from FacesOperatorSet Object ModeOperatorSet Object Mode with Sub-modeOperatorSet Offset from CursorOperatorSet Offset from ObjectOperatorSet OriginOperatorSet Overlay RegionOperatorSet Persistent BaseOperatorSet Pivot PositionOperatorSet PlaneOperatorSet Preview RangeOperatorSet Preview Range to SelectedOperatorSet Preview Range to StripsOperatorSet Range to StripsOperatorSet Render ColorOperatorSet Render RegionOperatorSet Render SizeOperatorSet ResolutionOperatorSet Restrict ViewOperatorSet RollOperatorSet Rotation ModeOperatorSet ScaleOperatorSet Scene FramesOperatorSet ScreenOperatorSet Select ModeOperatorSet Selected Strip ProxiesOperatorSet SelectionOperatorSet Sharpness by AngleOperatorSet Solution ScaleOperatorSet Solver KeyframeOperatorSet SpeedOperatorSet Spline TypeOperatorSet Start FrameOperatorSet Start PointOperatorSet Stereo 3DOperatorSet Stroke TypeOperatorSet StyleOperatorSet ThemeOperatorSet Tool by Brush TypeOperatorSet Tool by IndexOperatorSet Tool by NameOperatorSet Uniform OpacityOperatorSet Uniform ThicknessOperatorSet User RegionOperatorSet Vertex ColorsOperatorSet Viewport BackgroundOperatorSet WallOperatorSet WeightOperatorSet X AxisOperatorSet Y AxisOperatorSet actionOperatorSet active actionOperatorSet as Active MaterialOperatorSet as BackgroundOperatorSet from FacesOperatorSettings from ActiveOperatorSetupOperatorSetup Tracking SceneOperatorShade Auto SmoothOperatorShade FlatOperatorShade SmoothOperatorShade Smooth by AngleOperatorShader UpdateOperatorShape CutOperatorShape PropagateOperatorSharp EdgesOperatorSharp VerticesOperatorSharpenOperatorSharpen MaskOperatorShearOperatorShear KeyframesOperatorShear KeysOperatorShortest PathOperatorShowOperatorShow ActiveOperatorShow AllOperatorShow All InsideOperatorShow All LayersOperatorShow All MaterialsOperatorShow CollectionOperatorShow Drivers EditorOperatorShow Hidden ObjectsOperatorShow Hidden StripsOperatorShow HierarchyOperatorShow Info LogOperatorShow Inside CollectionOperatorShow Object HierarchyOperatorShow One LevelOperatorShow Package ClearOperatorShow Package SetOperatorShow Retiming KeysOperatorShow SettingsOperatorShow TracksOperatorShow/Hide One LevelOperatorShow/Hide Render ViewOperatorShrink Face SetOperatorShrink MaskOperatorShrink VisibilityOperatorShrink/FattenOperatorShutter Curve PresetOperatorSide of ActiveOperatorSide of FrameOperatorSimplifyOperatorSimplify StrokeOperatorSingle ArrowOperatorSingle BoneOperatorSingle-User ActionOperatorSingle-User WorldOperatorSkin Armature CreateOperatorSkin Mark/Clear LooseOperatorSkin Radii EqualizeOperatorSkin ResizeOperatorSkin Root MarkOperatorSlideOperatorSlide MarkerOperatorSlide Paint Curve PointOperatorSlide Plane MarkerOperatorSlide PointOperatorSlide Spline CurvatureOperatorSlide VerticesOperatorSlipOperatorSlip Strip ContentsOperatorSlip StripsOperatorSmall CapsOperatorSmart UV ProjectOperatorSmart UV Project...OperatorSmearOperatorSmoothOperatorSmooth (Gaussian)OperatorSmooth (Legacy)OperatorSmooth Curve RadiusOperatorSmooth Curve TiltOperatorSmooth Curve WeightOperatorSmooth EdgesOperatorSmooth FacesOperatorSmooth KeysOperatorSmooth LaplacianOperatorSmooth MaskOperatorSmooth Normals VectorsOperatorSmooth PointsOperatorSmooth ScrollOperatorSmooth StrokeOperatorSmooth VectorsOperatorSmooth Vertex ColorsOperatorSmooth Vertex GroupOperatorSmooth Vertex WeightsOperatorSmooth VerticesOperatorSmooth Vertices (Laplacian)OperatorSmooth ViewOperatorSmooth View 2DOperatorSnapOperatorSnap CursorOperatorSnap Cursor Value to SelectedOperatorSnap Cursor to ActiveOperatorSnap Cursor to GridOperatorSnap Cursor to SelectedOperatorSnap Cursor to Selected PointsOperatorSnap Cursor to World OriginOperatorSnap Curves to SurfaceOperatorSnap KeysOperatorSnap SelectionOperatorSnap Selection to ActiveOperatorSnap Selection to CursorOperatorSnap Selection to GridOperatorSnap StripsOperatorSnap Strips to the Current FrameOperatorSnap to Deformed SurfaceOperatorSnap to Nearest SurfaceOperatorSnap to SymmetryOperatorSolidifyOperatorSolidify FacesOperatorSolutionOperatorSolve CameraOperatorSolve Camera MotionOperatorSolve Object MotionOperatorSort ElementsOperatorSort Mesh ElementsOperatorSort PaletteOperatorSort Vertex GroupsOperatorSort by Bone HierarchyOperatorSort by NameOperatorSort from ColumnOperatorSoundOperatorSound CrossfadeOperatorSound to SamplesOperatorSound...OperatorSpeakerOperatorSpeed ControlOperatorSphereOperatorSphere ProjectionOperatorSpinOperatorSplash ScreenOperatorSplitOperatorSplit AreaOperatorSplit Concave FacesOperatorSplit MulticamOperatorSplit Non-Planar FacesOperatorSplit NormalsOperatorSplit StripsOperatorSplit at Cursor MoveOperatorSplit strokeOperatorSquareOperatorStabilization Rotation TracksOperatorStabilization TracksOperatorStanford PLY (.ply)OperatorStart Editing Stashed ActionOperatorStart Tweaking Strip Actions (Full Stack)OperatorStart Tweaking Strip Actions (Lower Stack)OperatorStash ActionOperatorStatisticsOperatorStencil Brush ControlOperatorStitchOperatorStop Editing Stashed ActionOperatorStop Tweaking Strip ActionsOperatorStore undo snapshot for asset catalog editsOperatorStretchOperatorStretch To FillOperatorStrip Transform Set FitOperatorStrokeOperatorStroke Curves SculptOperatorStroke ModeOperatorStrokesOperatorStrokes Paint Mode ToggleOperatorStrokes Sculpt Mode ToggleOperatorStrokes Vertex Mode ToggleOperatorStrokes Weight Mode ToggleOperatorStrongOperatorSubdivideOperatorSubdivide Edge-RingOperatorSubdivide StrokeOperatorSubdivide and SmoothOperatorSubdivision SetOperatorSubtractOperatorSuperscript ²OperatorSuperscript ³OperatorSuperscript ¹OperatorSupportOperatorSurface Deform BindOperatorSurface SmoothOperatorSwapOperatorSwap AreasOperatorSwap ColorsOperatorSwap DataOperatorSwap Empty GroupOperatorSwap InputsOperatorSwap LinksOperatorSwap NodeOperatorSwap Node Group AssetOperatorSwap StripOperatorSwap StripsOperatorSwap ZoneOperatorSwitch DirectionOperatorSwitch to poleOperatorSwitch to rotationOperatorSymmetrizeOperatorSync Action LengthOperatorSync SocketsOperatorTaperOperatorTemporary Brush Toggle TypeOperatorTest Inlining Shader NodesOperatorTest Key Configuration for ConflictsOperatorTextOperatorText Auto CompleteOperatorTexture GradientOperatorTexture Paint ModeOperatorTiltOperatorTime OffsetOperatorTime Offset KeyframesOperatorTipsOperatorTo 3D ObjectOperatorTo All OutputsOperatorTo Last Keyframe (Make Cyclic)OperatorTo Linked OutputsOperatorTo Loose OutputsOperatorTo LowercaseOperatorTo Next KeyframeOperatorTo SphereOperatorTo UppercaseOperatorToggle BoldOperatorToggle CaseOperatorToggle Channel EditabilityOperatorToggle Channel SettingOperatorToggle CommentsOperatorToggle CyclicOperatorToggle Dope SheetOperatorToggle Fake UserOperatorToggle Force FieldOperatorToggle Graph EditorOperatorToggle Hidden Node SocketsOperatorToggle Hide Dot FilesOperatorToggle ItalicOperatorToggle Library Override EditableOperatorToggle Local ViewOperatorToggle Lock SelectionOperatorToggle Maximize AreaOperatorToggle MetaOperatorToggle Meta StripOperatorToggle MutingOperatorToggle Node MuteOperatorToggle Node OptionsOperatorToggle Node PreviewOperatorToggle Object SelectionOperatorToggle Output LayerOperatorToggle OverwriteOperatorToggle PinOperatorToggle Pin IDOperatorToggle Pose ModeOperatorToggle Quad ViewOperatorToggle RegionOperatorToggle SelectedOperatorToggle SelectionOperatorToggle Sequencer/PreviewOperatorToggle Shading TypeOperatorToggle Small CapsOperatorToggle StyleOperatorToggle System ConsoleOperatorToggle Type ActiveOperatorToggle UnderlineOperatorToggle VR SessionOperatorToggle Viewer NodeOperatorToggle VisibilityOperatorToggle Window FullscreenOperatorToggle X-RayOperatorToolOperatorToolbarOperatorToolbar PromptOperatorTopOperatorTorusOperatorTrace Image to Grease PencilOperatorTrack MarkersOperatorTrack OrderingOperatorTrack PathOperatorTrack Settings as DefaultOperatorTrackballOperatorTransfer FK anim to IKOperatorTransfer IK anim to FKOperatorTransfer Mesh DataOperatorTransfer Mesh Data LayoutOperatorTransfer ModeOperatorTransfer Sculpt ModeOperatorTransfer Shape KeyOperatorTransfer UV MapsOperatorTransfer WeightsOperatorTransformOperatorTransform Gizmo SetOperatorTransform at Cursor MoveOperatorTransform from GizmoOperatorTransform propertiesOperatorTransforms to DeltasOperatorTransitionOperatorTriangles to QuadsOperatorTriangulate FacesOperatorTrimOperatorTrim Box GestureOperatorTrim Lasso GestureOperatorTrim Line GestureOperatorTrim Polyline GestureOperatorTroubleshootOperatorTweakOperatorTwistOperatorTypeOperatorUSD Import FinishedOperatorUV RipOperatorUV Rip MoveOperatorUV Select ModeOperatorUV SphereOperatorUn-SubdivideOperatorUn-solo AllOperatorUnMeta StripOperatorUnassign SlotOperatorUnconnected SocketsOperatorUnderlineOperatorUndoOperatorUndo Catalog EditsOperatorUndo HistoryOperatorUndo PushOperatorUndo and RedoOperatorUngroupOperatorUngroup ChannelsOperatorUngrouped VerticesOperatorUnhide AllOperatorUnify LengthOperatorUnindentOperatorUninstallOperatorUninstall MarkedOperatorUninstall Studio LightOperatorUniversal Scene Description (.usd*)OperatorUnlinkOperatorUnlink ActionOperatorUnlink CollectionOperatorUnlink Data-BlockOperatorUnlink ObjectOperatorUnlink Panel ToggleOperatorUnlink actionOperatorUnlink materialOperatorUnlink textureOperatorUnlink worldOperatorUnlock AllOperatorUnlock All MaterialsOperatorUnlock All Repositories (Testing)OperatorUnlock SelectedOperatorUnlock StripsOperatorUnlock TracksOperatorUnlock UnselectedOperatorUnmark AllOperatorUnmute ChannelsOperatorUnmute Deselected StripsOperatorUnmute StripsOperatorUnpackOperatorUnpack Geometry Node BakeOperatorUnpack ImageOperatorUnpack ItemOperatorUnpack Linked LibrariesOperatorUnpack ResourcesOperatorUnpack SoundOperatorUnpinOperatorUnprotect ChannelsOperatorUnregisterOperatorUnset PropertyOperatorUnsubdivideOperatorUnwrapOperatorUnwrap Angle BasedOperatorUnwrap ConformalOperatorUnwrap Minimum StretchOperatorUpdateOperatorUpdate All Motion PathsOperatorUpdate All Object PathsOperatorUpdate All PathsOperatorUpdate All to FrameOperatorUpdate Animated Transform ConstraintsOperatorUpdate AnimationOperatorUpdate Animation CacheOperatorUpdate Armature Motion PathsOperatorUpdate Blender RepositoryOperatorUpdate Bone PathsOperatorUpdate Custom VR LandmarkOperatorUpdate HighlightOperatorUpdate I18n Add-onOperatorUpdate I18n Blender RepositoryOperatorUpdate I18n StatisticsOperatorUpdate I18n Work RepositoryOperatorUpdate Image from Plane MarkerOperatorUpdate Object PathsOperatorUpdate PathOperatorUpdate Range from SceneOperatorUpdate Reports DisplayOperatorUpdate Scene Frame RangeOperatorUpdate Work RepositoryOperatorUpdate from ObjectsOperatorUpdate from Objects FlippedOperatorUpgrade Face RigOperatorUpgrade MetarigOperatorUse Alpha Over NodesOperatorUse Depth Combine NodesOperatorUse NodesOperatorUser CommunitiesOperatorValidate .blend stringsOperatorValidate Collection ReferencesOperatorVersion Bone Hide PropertyOperatorVertexOperatorVertex Color from WeightOperatorVertex ConnectOperatorVertex Connect PathOperatorVertex CreaseOperatorVertex Group LevelsOperatorVertex PaintOperatorVertex Paint Brightness/ContrastOperatorVertex Paint Hue/Saturation/ValueOperatorVertex Paint InvertOperatorVertex Paint LevelsOperatorVertex Paint ModeOperatorVertex Paint Set ColorOperatorVertex Select HideOperatorVertex SlideOperatorVertical SplitOperatorView All in Graph EditorOperatorView AnimationOperatorView AxisOperatorView CameraOperatorView CenterOperatorView DetailsOperatorView DocumentationOperatorView DropOperatorView Edge PanOperatorView FilterOperatorView In Graph EditorOperatorView Lock CenterOperatorView Lock ClearOperatorView Lock to ActiveOperatorView ManualOperatorView Navigation (Walk/Fly)OperatorView Online ManualOperatorView OrbitOperatorView Perspective/OrthographicOperatorView RenderOperatorView RollOperatorView ScrollOperatorView SelectedOperatorView Single in Graph EditorOperatorView ZoomOperatorView Zoom RatioOperatorView in Graph EditorOperatorViewer RegionOperatorViewport RenderOperatorVisibility FilterOperatorVisit Extensions PlatformOperatorVisit WebsiteOperatorVisual Geometry to ObjectsOperatorVoxel RemeshOperatorWalk NavigationOperatorWalk SelectOperatorWalk Select/Deselect FileOperatorWallOperatorWarpOperatorWavefront (.obj)OperatorWeakOperatorWeightOperatorWeight GradientOperatorWeight PaintOperatorWeight Paint ModeOperatorWeight Paint Sample GroupOperatorWeight Paint Sample WeightOperatorWeight Paint Toggle DirectionOperatorWeight SetOperatorWeight from BonesOperatorWeldOperatorWeld Edges into FacesOperatorWhat's NewOperatorWipeOperatorWireframeOperatorWordOperatorWorkspace Reorder to BackOperatorWorkspace Reorder to FrontOperatorX AxisOperatorXR Navigation FlyOperatorXR Navigation GrabOperatorXR Navigation ResetOperatorXR Navigation Swap HandsOperatorXR Navigation TeleportOperatorY AxisOperatorYen ¥OperatorZoom 1:1OperatorZoom 2D ViewOperatorZoom Camera 1:1OperatorZoom InOperatorZoom OutOperatorZoom Region...OperatorZoom ViewOperatorZoom to BorderOperatorZoom to FitOperatorglTF 2.0 (.glb/.gltf)OperatorglTF Material OutputOperator '%s' does not have register enabled, incorrect invoke functionOperator '%s' does not have undo enabled, incorrect invoke functionOperator '%s' not found!Operator File List ElementOperator Icon BackgroundOperator Icon ForegroundOperator ModeOperator Mouse PathOperator NameOperator OptionsOperator PresetsOperator PropertiesOperator Stroke ElementOperator cannot redoOperator execution modeOperator has been activated using a click-drag eventOperator is already registeredOperator is frozen, changes to its settings won't take effect until you unfreeze itOperator missing srnaOperator name (in Python as string)Operator not found: bpy.ops.{:s}Operator redo '%s' does not have register enabled, incorrect invoke functionOperator redo '%s': wrong contextOperator registryOperator that allows file handlers to receive file dropsOperator that can handle export for files with the extensions given in bl_file_extensionsOperator that can handle import for files with the extensions given in bl_file_extensionsOperator to call when activating an item with asset reference propertiesOperator to call when dragging an item with asset reference propertiesOperatorsOpposite of the inputOptiXOptiX Module DebugOptical CenterOptical center of lensOptical center of lens in pixelsOptimal DisplayOptimize Animation SizeOptimize AnimationsOptimize Shape KeysOptimize all kernels. Fastest rendering, may result in extra background CPU usageOptimize only intersection kernels. Faster rendering, negligible extra background CPU usageOptimized access to shape keys point data, when using foreach_get/foreach_set accessors. Warning: Does not support legacy Curve shape keys.Optimizing shaders ({} remaining)OptionOption Widget ColorsOption for curve-deform: Use the mesh bounds to clamp the deformationOption for curve-deform: make deformed child stretch along entire pathOption for paths and curve-deform: apply the curve radius to objects following it and to deformed objectsOptional ArgumentOptional LabelOptional backwards compatibility for non-standard render engines. Applies to lightsOptional custom node labelOptional factor for modulating the component which is transmitted into the hair, reflected off the backside of the hair and then transmitted out of the hair. This component is oriented approximately around the incoming direction, and picks up the color of the pigment inside the hair. Keep this 1.0 for physical correctnessOptional factor for modulating the first light bounce off the hair surface. The color of this component is always white. Keep this 1.0 for physical correctnessOptional factor for modulating the transmission component. Picks up the color of the pigment inside the hair. Keep this 1.0 for physical correctnessOptional identifier of the node to operate onOptional path defining the location to put the new catalog underOptional region type keymap is associated withOptional space type keymap is associated withOptional tile labelOptional up vector that is typically a surface normalOptional. If specified, this name will be used for the newly generated rig, widget collection and script. Otherwise, a name is generated based on the name of the metarig object by replacing 'metarig' with 'rig', 'META' with 'RIG', or prefixing with 'RIG-'. When updating an already generated rig its name is never changedOptionally override the context with a moduleOptionsOptions are disabled until the file is savedOptions for this asset shelf typeOptions for this blendfile import operationOptions for this operator typeOptions:OpusOrOrbitOrbit & PanOrbit Around SelectionOrbit AxisOrbit CenterOrbit DownOrbit LeftOrbit MethodOrbit RightOrbit SensitivityOrbit UpOrbit and zoom the view using the 3D mouseOrbit method in the viewportOrbit the viewOrbit the view around to the leftOrbit the view around to the rightOrbit the view downOrbit the view upOrbit the view using the 3D mouseOrderOrder UOrder VOrder of islandsOrient a rotation along the given directionOrient an Euler rotation along the given directionOrient to the current transform settingOrient to the viewportOrient with NormalsOrient y-axis toOrientationOrientation AxisOrientation BoneOrientation SlotOrientation WeightOrientation of the axis to limit the filter displacementOrientation of the axis to limit the filter forceOrients a vector A to point away from a surface B as defined by its normal C. Returns (dot(B, C) < 0) ? A : -AOrig FPSOrig HeightOrig WidthOriginOrigin OffsetOrigin of image for transformationOrigin of the scaling for each element. If multiple elements are connected, their center is averagedOrigin offset distanceOrigin to 3D CursorOrigin to Center of Mass (Surface)Origin to Center of Mass (Volume)Origin to GeometryOriginalOriginal BaseOriginal CoordsOriginal IDOriginal IK solverOriginal LengthOriginal ModeOriginal NormalOriginal PerlinOriginal PlaneOriginal bounding boxOriginal frame range: {:d}-{:d} ({:d})Original frames per secondOriginal image heightOriginal image widthOriginal length of the boneOriginal scene dependency graph is built forOriginal surface mesh is emptyOriginal surface missing UV map: "{}"Original transform of the bone in armature space, defined in edit modeOriginal undeformed location used to calculate the strength of the deform effect (edit/animate the Deformed Location instead)Original vertex count mismatch: %u to %uOriginal view layer dependency graph is built forOriginsOrigins (All)Orphan Orphan library objects added to the current scene to avoid lossOrthographicOrthographic Camera scale (similar to zoom)Orthographic ScaleOrthographic camera scale (similar to zoom)OtherOther InterpolationOther StripsOther geometry types, like curve, meta-ball, etc. (converted to meshes)Other object has no shape keyOther strips affected by the active one (sharing some time, and below or effect-assigned)Other than adding glue constraints to the control, the rig acts as a one segment basic deform chainOther user path, for bimanual actions. E.g. "/user/hand/right"OthersOuncesOutOut Of Memory ErrorOut XOut ZOut of memoryOut of memory on allocating cloth objectOut of memory on allocating trianglesOut of memory on allocating verticesOuterOuter Cone AngleOuter Cone VolumeOuter CornersOuter CreaseOuter MaskOuter MiterOuter PointsOuter RadiusOuter ThicknessOuter face thicknessOuter shape to use for toolsOutflowOutflow Level SetOutlineOutline ColorOutline MaterialOutline ModifierOutline SelectedOutline WidthOutline color of active pose bonesOutline color of selected pose bonesOutline of Strokes modifier from camera viewOutline requires an active cameraOutlinerOutliner SyncOutliner space dataOutputOutput AOutput AttributesOutput BOutput FilepathOutput ItemOutput ItemsOutput NameOutput NodeOutput PathOutput PathsOutput PropertiesOutput QualityOutput ToggleOutput Vertex GroupsOutput Vertex groupOutput White PointOutput a blocky surface with no smoothingOutput a color value chosen with the color picker widgetOutput a manifold mesh even if the base mesh is non-manifold, where edges have 3 or more connecting faces. This method is slower.Output a mesh corresponding to the volume of the original meshOutput a randomized valueOutput a selection of a Grease Pencil layerOutput a selection of edges by following paths across mesh edgesOutput a single collectionOutput a single materialOutput a single objectOutput a smooth surface with no sharp-features detectionOutput a solidified version of a mesh by simple extrusionOutput a surface that reproduces sharp edges and corners from the input meshOutput color space settingsOutput curves following paths across mesh edgesOutput data from inside of a node groupOutput data from the simulation zoneOutput each child of the collection as a separate instance, sorted alphabeticallyOutput faces with smooth shading rather than flat shadedOutput file containerOutput format for images. PNG is lossless and generally preferred, but JPEG might be preferable for web applications due to the smaller file size. Alternatively they can be omitted if they are not neededOutput format. Binary is most efficient, but JSON may be easier to edit laterOutput grid with evaluated field valuesOutput image in AVIF formatOutput image in Cineon formatOutput image in DPX formatOutput image in JPEG 2000 formatOutput image in JPEG formatOutput image in OpenEXR formatOutput image in PNG formatOutput image in Radiance HDR formatOutput image in SGI IRIS formatOutput image in TIFF formatOutput image in Targa formatOutput image in WebP formatOutput image in bitmap formatOutput image in multilayer OpenEXR formatOutput image in uncompressed Targa formatOutput image resolutionOutput light color information to the scene's WorldOutput light information to a light objectOutput list with evaluated field valuesOutput node must not be in zoneOutput normals for bump mapping - disabling can speed up performance if it's not neededOutput sockets cannot be multi-inputOutput string characters that cannot be typed directly with the keyboardOutput surface material information for use in renderingOutput the bone pose relative to the armature object transformOutput the entire object as single instance. This allows instancing non-geometry object typesOutput the geometry relative to the collection offsetOutput the geometry relative to the input object transform, and the location, rotation and scale relative to the world originOutput the handle positions relative to the corresponding control point instead of in the local space of the geometryOutput the input spline's evaluated points, based on the resolution attribute for NURBS and Bézier splines. Poly splines are unchangedOutput the normal and rotation values that have been output before the node started taking smooth normals into accountOutput the number of characters in the given stringOutputsOutputs:OutsetOutset rather than insetOutsideOutside Annotated AreaOutside PaddingOutside SurfaceOutside distance in UI units from the edge of the region at which to stop panningOutside of miter is arcOutside of miter is sharpOutside of miter is squared-off patchOutwards VelocityOverOver ImageOver which part of the tree items to apply the operationOver-blurOverall denoising quality when using OpenImageDenoiseOverall distance factor for the deformationOverall factor for the deformationOverall minimum intensity of the mist effectOverall radius of the braidsOverall radius of the curlsOverall sensitivity of the 3D Mouse for rotationOverall sensitivity of the 3D Mouse for translationOverall texture scaleOverall texture scale. The scale is a factor of the bounding box of the face divided by the Scale valueOverblurOverflowOverhangOverhang MaxOverhang MinOverlapOverlap ModeOverlap ThresholdOverlapping Edge TypesOverlapping Edges As ContourOverlapping curves with the same winding direction are filled as a unionOverlapping islands stick togetherOverlapping timeOverlayOverlay LockOverlay ModeOverlay OffsetOverlay SettingsOverlay Smooth WiresOverlay TypeOverlay a foreground image onto a background imageOverlay blending factor of rasterized maskOverlay color on every other rowOverlay display methodOverlay existing with new keysOverlay mode of rasterized maskOverlaysOverridableOverriddenOverridden SelectedOverridden data-blocks names are not editableOverrideOverride Background ImageOverride CollectionOverride ConstraintOverride CreaseOverride FrameOverride Insert Keyframes Default - VisualOverride Insert Keyframes Default- Only NeededOverride IterationsOverride LayersOverride LocationOverride ModifierOverride Node FormatOverride NormalsOverride OperationsOverride Overlap Shuffle BehaviorOverride OverlayOverride PropertiesOverride Scene SettingsOverride Solver IterationsOverride TrackOverride TransformOverride all values stored for inactive voxels as wellOverride default setting to insert keyframes based on 'visual transforms'Override default setting to only insert keyframes where they're needed in the relevant F-CurvesOverride number of render samples for this view layer, 0 will use the scene settingOverride object and collection intersection priority valueOverride operation cannot be removedOverride property cannot be removedOverride the given "location" array by recalculating object space positions from the provided "mouse_event" positionsOverride the number of solver iterations for this constraintOverride the radius of the spline point with the taper radiusOverride the scene's active cameraOverride the simulation frame range from the sceneOverride world in this view layerOverrides for some of the active brush's settingsOverscanOverscan SizeOvershootOvershoot DisabledOvershoot disabledOverview of scene graph and all available data-blocksOverwriteOverwrite %sOverwrite AllOverwrite Current ActionOverwrite Entire RangeOverwrite Existing:Overwrite MaterialOverwrite ModeOverwrite PreviousOverwrite RangeOverwrite Startup FileOverwrite Template Startup FileOverwrite TexturesOverwrite Widget MeshesOverwrite all elements' dataOverwrite characters when typing rather than inserting themOverwrite existing bake data?Overwrite existing filesOverwrite existing files when exporting texturesOverwrite existing files while renderingOverwrite existing material with the same nameOverwrite existing proxy files when buildingOverwrite file with an older Blender version?Overwrite file with current OpenColorIO configuration?Overwrite is not checked for %s, skippingOverwrite keys in pasted rangeOverwrite keys in pasted range, using the range of all copied keysOverwrite previously created orientation with same nameOwnerOwner SpaceOzoneP1P2PBR ExtensionsPC2PCMPIC/FLIP Ratio. A value of 1.0 will result in a completely FLIP based simulation. Use a lower value for simulations which should produce smaller splashes.PIZPLY Export: Cannot open file '%s'PLY Export: Unable to find collection '%s'PLY Importer: %s: %sPLY Importer: failed importing, no verticesPLY Importer: failed importing, unknown errorPNGPNG (.png)PNG Image (.png)PO Blender File PathPO Work File PathPOT File PathPPM BasePPM FactorPackPack BitsPack ExternalPack ImagesPack IslandsPack QualityPack UV IslandsPack UV Islands FieldPack all faces in the meshPack all images into .blend filePack all used external files into this .blendPack all used external files into this .blend filePack an image as embedded data into the .blend filePack baked data from disk into the .blend filePack displacements from an external filePack each face's UVs into the UV boundsPack islands to active UDIM image tile or UDIM grid tile where 2D cursor is locatedPack islands to closest UDIMPack islands to custom regionPack only selected facesPack the baked data into the .blend filePack the sound into the current blend filePack toPack to starting bounding box of islandsPack {}Package IDPackage ID not setPackedPacked %d file(s)Packed FilePacked File, click to unpackPacked FilesPacked MultiLayer files cannot be paintedPacked MultiLayer files cannot be painted: %sPacked data-blocks cannot be renamedPacked library data-block, click to unpack and make localPacked library image cannot be saved: "%s" from "%s"Packed to memory image "%s"Packing UVs...Pad*Pad+Pad-Pad.Pad/Pad0Pad1Pad2Pad3Pad4Pad5Pad6Pad7Pad8Pad9PadEnterPagePaintPaint AlphaPaint ColorPaint Color RampPaint CurvePaint CurvesPaint Curves data-blocksPaint DebugPaint Grease Pencil StrokesPaint MaskPaint ModePaint SourcePaint SurfacePaint Surface ListPaint WetnessPaint a color on stroke pointsPaint a stroke in the active color attribute layerPaint a stroke in the current vertex group's weightsPaint a stroke into the imagePaint across the weights of all selected bones, maintaining their relative influencePaint alphaPaint images in 2DPaint most on faces pointing towards the viewPaint most on faces pointing towards the view according to this anglePaint slot iconPaint surface listPaint the material with a color attributePaint using the active material base colorPaint weight in active vertex groupPaint wetness, visible in wetmap (some effects only affect wet paint)Paint with a gradientPaint with a single colorPaintCurvePaintCurveNewPaintmap LayerPaintmapsPaired OutputPalettePaletteNewPalette '%s' does not contain color givenPalette ColorPalette SplinesPalette createdPalette data-blocksPalette. Use Left Click to sample more colorsPalettesPalm Rotation AxisPanPan / Zoom Camera ViewPan AnglePan DownPan LeftPan RightPan SensitivityPan UpPan ViewPan and rotate the view with the 3D mousePan the viewPan the view downPan the view in a given directionPan the view to the leftPan the view to the rightPan the view upPan the view when the mouse is held at an edgePan the view with the 3D mousePan/zoom the camera view instead of leaving the camera view when orbitingPanelPanel "%s" not foundPanel BackgroundPanel HeaderPanel IdentifierPanel OutlinePanel RoundnessPanel TextPanel TitlePanel Title FontPanel TogglePanel already has a togglePanel containing UI elementsPanel descriptionPanel from which to add sockets to the added group input/output nodePanel is closed by default on new nodesPanel is selected in the interfacePanel namePanel that contains the itemPanel/Menu Shadow StrengthPanel/Menu Shadow WidthPanelsPanningPanorama TypePanoramicPaperParadeParagraphParallaxParallax RadiusParallax-Aware VMMParallelParallel NormalsParallel cameras with no convergenceParallel linesParallelogramParameter EditorParameter from 0 to 1 along the flareParametersParameters and Settings for the FilebrowserParameters defining how a MovieClip data-block is used by another data-blockParameters defining how an Image data-block is used by another data-blockParameters defining the image duration, offset and related settingsParameters defining the render slotParameters defining which frame of the movie clip is displayedParameters defining which layer, pass and frame of the image is displayedParameters for IK solverParameters for custom (OSL-based) camerasParameters for the iTaSC IK solverParametricParametric position along the length of the curve that Objects 'following' it should be at (position is evaluated by dividing by the 'Path Length' value)ParentParent Archive LibraryParent BoneParent IndexParent InverseParent Inverse MatrixParent Inverse TransformParent Layer GroupParent Object for hook, also recalculates and clears offsetParent ParticlesParent PathParent TagsParent TypeParent VertexParent VerticesParent WindowParent bone (in same Armature)Parent bone collection. Note that accessing this requires a scan of all the bone collections to find the parent.Parent edit bone (in same Armature)Parent index in context pathParent is not part of the interfaceParent newly created objects to the original instancerParent objectParent of this pose boneParent relative transformation matrix. Warning: Only takes into account object parenting, so e.g. in case of bone parenting you get a matrix relative to the Armature object, not to the actual parent boneParent selected objects to the selected verticesParent this node is attached toParent to undistorted position of 2D trackParent:Parenting settings for masking elementParenting:ParentsParse error in %sPart by Mesh IslandsPart of the geometry to display data fromPart of the mesh that is going to be simulated when the stroke is activePartialPartial overlay on top of the sequencer with a frame offsetParticleParticle (narrow) band width (higher value results in thicker band and more particles)Particle AmountParticle BrushParticle EditParticle Hair KeyParticle InfoParticle InstanceParticle Instance Object WeightParticle KeyParticle Life MaximumParticle LocationParticle OffsetParticle PropertiesParticle RadiusParticle RenderingParticle SettingsParticle Settings Texture SlotParticle SpecialsParticle SystemParticle System NumberParticle System that this modifier controlsParticle SystemsParticle TargetParticle ToolParticle UVParticle Update RadiusParticle VelocityParticle countParticle data-blocksParticle editing brushParticle effectors affect themselvesParticle in a particle systemParticle instance object nameParticle key for hair particle systemParticle number factor (higher value results in more particles)Particle orientation axis (does not affect Explode modifier's results)Particle physics typeParticle radius factor (higher value results in larger (meshed) particles). Needs to be adjusted after changing the mesh scale.Particle radius factor. Increase this value if the simulation appears to leak volume, decrease it if the simulation seems to gain volume.Particle rotations are affected by collisions and effectorsParticle scaleParticle select and display modeParticle settings, reusable by multiple particle systemsParticle size in simulation cellsParticle system can be edited in particle modeParticle system has been edited in particle modeParticle system has multiple point cachesParticle system in an objectParticle system instancing modifierParticle system nameParticle system settingsParticle system simulation modifierParticle systems emitted from the objectParticle target nameParticle typeParticleInstanceParticleInstance ModifierParticleSettingsParticleSettingsAxisParticleSettingsBraidParticleSettingsChildrenParticleSettingsCircleParticleSettingsCrossParticleSettingsCurlParticleSettingsEmissionParticleSettingsKinkParticleSettingsNewParticleSettingsNoneParticleSettingsNothingParticleSettingsParentsParticleSettingsParticle DisplayParticleSettingsPointParticleSettingsPowerParticleSettingsRadialParticleSettingsRenderedParticleSettingsRollParticleSettingsRotationParticleSettingsRoughnessParticleSettingsSpiralParticleSettingsWaveParticleSystemParticleSystem ModifierParticlesParticles MaximumParticles SettingsParticles and InstancingParticles die when they collide with a deflector objectParticles generated by the particle systemParticles in BoundaryParticles part of the object should be visible in the renderParticles were created by a fluid simulationParticles/FacePartingParting FactorParting MaximumParting MinimumParting not available with virtual parentsPassPass FilterPass IndexPass ThroughPass Through on Strip HandlesPass containing shadows and light which is to be multiplied into backdropPass in multilayer imagePass waves through mesh edgesPassepartoutPassepartout AlphaPassesPasses Not SupportedPasses to include in the active baking passPasses used by the denoiser to distinguish noise from shader and geometry detailPassivePassthroughPassthrough not availablePastePaste Grease Pencil points or strokes from the internal clipboard to the active layerPaste MethodPaste NormalPaste by LayerPaste contents from filePaste copies of the strokes stored on the internal clipboardPaste data-blocks from the internal clipboardPaste driver: no driver to pastePaste expected 3 numbers, formatted: '[n, n, n]'Paste expected 4 numbers, formatted: '[n, n, n, n]'Paste keyframes from mirrored bones if they existPaste keyframes from the internal clipboard for the selected channels, starting on the current framePaste keys ending at current framePaste keys from original timePaste keys relative to the Y-Position of the cursorPaste keys relative to the current frame when copyingPaste keys relative to the value of the curve under the cursorPaste keys starting at current framePaste keys with a value offsetPaste keys with the first key matching the key left of the cursorPaste keys with the last key matching the key right of the cursorPaste keys with the same value as they were copiedPaste new image from the clipboardPaste nodes from the internal clipboard to the active node treePaste normal from the internal clipboardPaste objects from the internal clipboardPaste on BackPaste onto all frames between the first and last selected key, creating new keyframes if necessaryPaste onto frames that have a selected key, potentially creating new keys on those framesPaste onto the current values only, only manipulating the animation data if auto-keying is enabledPaste selected UV verticesPaste splines from the internal clipboardPaste strips from the internal clipboardPaste text from clipboardPaste text selected elsewhere rather than copied (X11/Wayland only)Paste the Asset that was previously copied using Copy As AssetPaste the driver in the internal clipboard to the highlighted buttonPaste the internal clipboard content to the active line setPaste the material settings and nodesPaste the stored pose flipped on to current posePaste the stored pose on to the current posePaste the texture settings and nodesPaste time offset of keysPaste to ActivePaste tracks from the internal clipboardPasted %d assetsPasted %d bones, and skipped %d unselected bonesPasted all %d bonesPasted only %d of the %d copied bonesPasted only %d of the %d copied bones, and skipped %d unselected bonesPastes the matrix from the clipboard to the currently active pose bone or object. Uses world-space matricesPatchPathPath '%s' cannot be made absolutePath '%s' cannot be made absolute for %s '%s'Path '%s' cannot be made relative for %s '%s'Path '%s' not found (no known owner data-block)Path '%s' not found, from linked data-block '%s' (from library '%s')Path '%s' not found, from local data-block '%s'Path AfterPath AnimationPath BeforePath ComparePath ConstraintPath DurationPath EndPath GuidingPath Keyframe AfterPath Keyframe BeforePath LengthPath MaskPath ModePath OutputPath RelativePath SeparatorPath StartPath StepsPath conflict: %d caches set to path %sPath edit modePath from the data-block to the currently edited node treePath interpolation at this pointPath is already animatedPath is being editedPath is empty, cannot savePath of ID that is used to generate an image for the controlPath of an object inside of an Alembic archivePath of property to be set with the depthPath of property to select between the primary and secondary data pathsPath of property used to rotate the texture displayPath of property used to set the color of the controlPath of property used to set the fill color of the controlPath of property used to set the zoom level for the controlPath point is selected for editingPath relative to the directory currently displayed in the File Browser (includes the file name)Path selection requires two matching elements to be selectedPath timing is in absolute framesPath to a CSV filePath to a OBJ filePath to a OpenVDB filePath to a PLY filePath to a STL filePath to a custom animation/frame sequence playerPath to a directory with .blend files to use as an asset libraryPath to a folder to store external baked imagesPath to a setting for use in a Keying SetPath to a text filePath to an alternative start-up filePath to an image editorPath to asset library does not exist:Path to data that is viewedPath to external displacements filePath to filePath to gltfpackPath to gltfpack binaryPath to image filePath to install legacy add-on packages toPath to interface fontPath to interface monospaced FontPath to property settingPath to the .blend filePath to the archivePath to the data that is displayedPath to the data that is displayed in the spreadsheetPath to the directory where imported textures will be copiedPath to the libraryPath to the library .blend filePath to the object in the Alembic archive used to lookup geometric dataPath to the object in the Alembic archive used to lookup the transform matrixPath to the pot template filePath to the relevant po file in Blender's source repositoryPath to the relevant po file in the work repositoryPath to the saved settings filePath to the shader defining the custom cameraPath too long, cannot savePath: {!r}Path: {:s}PathsPaths ComparePaths RangePaths TypePaths of the objects inside the Alembic archivePaths:PatternPattern Area:Pattern Bounding BoxPattern CornersPattern MatchPattern ModePattern SizePattern area bounding box in normalized coordinatesPattern to use for inside of mitersPattern to use for outside of mitersPattern used to connect objectsPatternsPausePause BakePause PreviewPause all viewport preview rendersPawPeak sharpening for 'JONSWAP' and 'TMA' modelsPeanuts (Not Shelled)Peanuts (Shelled)Pen FlipPen pressure makes texture influence smallerPen tilt from backward (-1.0) to forward (+1.0)Pen tilt from left (-1.0) to right (+1.0)PentagonalPer CurvePer DimensionPer Vertex DisplacementPer component factorPer render layer number of samples override scene samplesPer-pixel number of samplesPer-vertex skin data for use with the Skin modifierPercentPercentagePercentage FactorPercentage along each curve to blend deformation from the rootPercentage of amount used for the viewportPercentage of how much the strip's colors affect other stripsPercentage of input strip lengthPercentage of maximum speedPercentage of particles to display in 3D viewPercentage of render size to add as overscan to the internal render buffersPercentage of the input strip lengthPercentage scale for render resolutionPercentage value defining target position along length of curvePerceptualPerceptually LosslessPerceptually uniform values, matching the color pickerPerform RIS sampling to guided based on the product of the incoming light distribution and the BSDFPerform a comparison operation on the two given inputsPerform a logical operation on the given boolean inputsPerform a matrix multiplication on two input matricesPerform a single slice of the domain objectPerform bitwise operations on 32-bit integersPerform both chroma keying (to remove the backdrop) and despill (to correct color cast from the backdrop)Perform chromatic adaption from a different white pointPerform denoising on GPU devices configured in the system tab in the user preferences. This is significantly faster than on CPU, but requires additional GPU memory. When large scenes need more GPU memory, this option can be disabledPerform external operation on a file or folderPerform fuzzy/multi-word matching. Warning: May be slowPerform level adjustments on each color channel of an imagePerform math operationsPerform operations separately for each geometry element (e.g. vertices, edges, etc.)Perform the current execute action for the file under the cursor (e.g. open the file)Perform various math operations on the given integer inputsPerform vector math operationPerformancePerformance PresetsPeriodPeriod of WavePeriod of the noisePerlin Noise 1DPerlin Noise 2DPermanent deformPermanently allow execution of scriptsPermanently delete brush asset blend file. This cannot be undone.Permanently delete brush. This cannot be undone.Permanently delete pose asset blend file? This cannot be undone.Permanently hidden collections:PermeabilityPermissionsPersian - ﯽﺳﺭﺎﻓPersistentPersistent DataPersistent Data PathPersistent IDPersistent IdentifierPersistent UIDPersistent data associated with a spreadsheet columnPersistent data associated with a tablePersistent data for the tables shown in this spreadsheet editorPersistent identifier for inter-frame matching of objects with motion blurPersonal access token, may be required by some repositoriesPerspectivePerspective Camera focal length value in millimetersPerspective MatrixPerspective camera focal lengthPgDownPgUpPhasePhase MultiplePhase OffsetPhase Shift of WavePhase function for the scattered lightPhase of the sinus displacementPhiPhysic simulation for clothPhysical ConductorPhysical PropertiesPhysical light sourcesPhysical model for simulating bending forcesPhysically-based glTF lighting units (cd, lx, nt)Physically-based, easy-to-use shader for rendering hair and furPhysically-based, easy-to-use shader for rendering surface materials, based on the OpenPBR modelPhysicsPhysics PropertiesPhysics TypePhysics simulation for fluids, like water, oil and smokePickPick InstancePick Instance is on, but there is no instances to pick from. Falling back to use input as instance.Pick RandomPick a property to use as a driver targetPick objects from collection randomlyPicked bone does not belong to the already chosen armaturePicking a bone failedPicometersPicturesPie MenuPie Menu ColorsPie Menu on DragPie MenusPie menu button held longer than this will dismiss menu on release (in 1/100ths of sec)Pie menu size in pixelsPie menus will use the initial mouse position as center for this amount of time (in 1/100ths of sec)PinPin (vertex target position) spring stiffnessPin BoundariesPin GizmoPin Goal StrengthPin GroupPin IDPin MaterialPin MethodPin ModePin ScenePin Simulation BoundaryPin StiffnessPin Vertex GroupPin at ParameterPin each curve at a certain point for the operationPin in Graph EditorPin the mode to the brushPin to LastPinchPinch UVsPing PongPingpong ModePinnedPinned armature is not active in the 3D viewportPinned islands are locked in placePinned islands will translate onlyPinned islands won't rescalePinned islands won't rotatePinned vertices can be selected in Vertex Mode onlyPipelinePistonPitchPitch factor for Doppler effect calculationPivotPivot AxisPivot ConstraintPivot ControlPivot OffsetPivot PointPivot XPivot YPivot around active objectPivot around bounding box center of selected object(s)Pivot around each object's own originPivot around each selected island's own median pointPivot around the 2D cursorPivot around the 3D cursorPivot around the median point of selected objectsPivot center for rotation/scalingPivot in terms of the stroke point parameter u (0 <= u <= 1)Pivot location is at the active object positionPivot location is at the selected object positionPivot location is between the constrained rigid bodiesPivot of scaling and rotation operationsPixelPixel ArtPixel AspectPixel Aspect RatioPixel Aspect XPixel Aspect YPixel CoordinatesPixel DensityPixel Density PresetsPixel FilterPixel SizePixel aspect ratioPixel filter typePixel filter widthPixel sizePixel size for viewport renderingPixel size scaled by scene percentagePixelatePixelate EffectPixelate effectPixelate imagePixelsPixels are considered in the blur area if the average difference between their determinator and the determinator of the center pixel is less than this thresholdPixels are considered part of the edges if more than 10% of the neighbouring pixels have matte values that differ from the pixel's matte value by this tolerancePixels are despeckled only if the number of pixels in their neighborhood that are different exceed this ratio threshold relative to the total number of neighbors. Neighbors are considered different if they exceed the color threshold inputPixels are despeckled only if their color difference from the average color of their neighbors exceeds this thresholdPixels moved by mouse per axis when drawing strokePixels per Blender UnitPixels per InchPixels whose luminance values higher than this maximum are not keyedPixels whose luminance values lower than this minimum are keyedPixels/CentimeterPixels/InchPixels/MeterPixels/{:s}Place MarkerPlace Next Stroke VertexPlace cursorPlace markers across the whole framePlace markers only inside areas outlined with the Annotation toolPlace markers only outside areas outlined with the Annotation toolPlace new marker at specified locationPlace new marker at the desired (clicked) positionPlace the Mix node at the same height as the lowest nodePlace the Mix node between the two nodesPlace the cursor on the midpoint of selected keyframesPlace the cursor value on the average value of selected keyframesPlace the cursor without 'jumping' to the new location (when lock-to-cursor is used)Place vertices at the surface that would be produced with infinite levels of subdivision (smoothest possible shape)PlaceholderPlaceholdersPlacementPlacement for detected featuresPlainPlain AxesPlain chainingPlanarPlanar ProbePlanePlane AlphaPlane AnglePlane AxisPlane NormalPlane OffsetPlane Offset PressurePlane PointPlane TrackPlane Track DeformPlane Track Image SpecialsPlane TracksPlane TrimPlane for projected strokePlane to be used for orientationPlane track '%s' is not found in the tracking object %sPlane track is selectedPlane warp transformation using explicit corner valuesPlasterPlasticPlasticityPlayPlay AudioPlay Every FramePlay InPlay ModePlay animationPlay at normal speed regardless of scene FPSPlay audio from Sequence Editor while scrubbingPlay back of audio from Sequence Editor, otherwise mute audioPlay back rendered frames/movies using an external playerPlay in ReversePlay this filePlaybackPlayback ControlsPlayback Frame Rate (FPS)Playback OnlyPlayback ScalePlayback panning of the sound (only for Mono sources)Playback pitch of the soundPlayback volume of the soundPlayerPlayheadPlayhead OffsetPlease Create a Variant FirstPlease disable/enable 'action filter' to refresh the listPlease edit the preferences of the UI Translate add-onPlease enable Online Access from the System settings.Please file a bug report.Please select at least one imagePlease select only 1 frame to resetPlease select two stripsPluralSharpPointPoint 1Point 2Point 3Point 4Point CachePoint Cache ListPoint CachesPoint CloudPoint Cloud from Mesh objectsPoint Cloud: {} pointsPoint CloudsPoint CountPoint Curve IndexPoint DensityPoint Group IDPoint IndexPoint Index in CurvePoint InfoPoint LightPoint TrackPoint UpPoint cache for physics simulationsPoint cache must be bakedPoint cloud component containing only point dataPoint cloud data-blockPoint cloud data-blocksPoint cloud object does not support this set origin operationPoint cloud or mesh to merge points ofPoint clouds only support a single material; selection input cannot be a fieldPoint coordinatesPoint in a point cloudPoint in a shape keyPoint in a shape key for Bézier curvesPoint in a shape key for curvesPoint in the lattice gridPoint is not found in given splinePoint of CurvePoint of a curve used for a curve mappingPoint of a path used to define a profilePoint on source that will snap to targetPoint select modePoint selectedPoint selected custom normals to specified TargetPoint to rotate aroundPoint toward target by taking the shortest rotation pathPoint toward the target along the track axis, while locking the other axisPoint towards a target by performing the smallest rotation necessaryPoint-sample a color bandPoint:PointCloudPointCloudNewPointerPointer from path image_id is not an IDPointinessPointsPoints (Unsupported)Points UPoints VPoints defining featherPoints grid, currently unsupported by volume objectsPoints in U direction (cannot be changed when there are shape keys)Points in V direction (cannot be changed when there are shape keys)Points in W direction (cannot be changed when there are shape keys)Points of CurvePoints of the latticePoints per CurvePoints that are converted to vertices in a meshPoints to CurvesPoints to SDF GridPoints to VerticesPoints to VolumePoints to compute the convex hull ofPoints to generate curves fromPoints to instance onPoints to modify the positions ofPoints to set the radius ofPoints which are converted to a volumePoints whose volume is converted to a signed distance field gridPoints:%sPoints:%s/%sPoisson DiskPoisson ratio for elastic deformation. Higher values preserve volume more, but also lead to more bulging.Poke CenterPoke OffsetPoke face center calculationPolar 0 is XPolar 0 is YPolar ZXPolar ZYPolePole AnglePole CountPole Merge Angle StartPole Merge End AnglePole Merge Start AnglePole Sub-TargetPole TargetPole axis for rotationPole rotation offsetPolish - PolskiPolyPoly Build Face at CursorPoly Build Split at CursorPoly Build Transform at CursorPoly Data TypesPolygonPolygon AreaPolygon CenterPolygon NormalPolygon NormalsPolygon in a Mesh data-blockPolygonalizationPolygonizationPolygonization resolution in renderingPolygonization resolution in the 3D viewportPolygonsPolygons of the meshPolylinePolynomialPolynomial OrderPolystyrenePop-up a search for a menu in current contextPop-up a search over all available operators in current contextPop-up a search over all menus in the current contextPortalPortal DepthPortion of items to select randomlyPortuguese (Brazil) - Português brasileiroPortuguese (Portugal) - Português europeuPosPosePose Asset copied, use Paste As New Asset in any Asset Browser to pastePose BonePose Bone ColorPose BonesPose Head PositionPose IK SegmentsPose LibraryPose Library based on the asset system.Pose Location OffsetPose MarkersPose MatrixPose ModePose NamePose OptionsPose Origin OffsetPose PositionPose Rotation OffsetPose SpacePose Tail PositionPose assets can only be modified from Pose ModePose lib is only for armatures in pose modePoseBone ConstraintsPositionPosition 1Position 2Position FactorPosition FieldPosition ModePosition QuantizationPosition Quantization BitsPosition XPosition along pathPosition and OutlinePosition of bundle reconstructed from this trackPosition of mask stencil in viewportPosition of retiming key in timelinePosition of stencil in viewportPosition of the end control point of the curvePosition of the end handle used to define the shape of the curve. In Offset mode, relative to End pointPosition of the first control pointPosition of the first vertexPosition of the item in its parent panelPosition of the last control pointPosition of the middle control pointPosition of the middle control, disabled if zeroPosition of the mouse used for "Surface" and "Active Vertex" modePosition of the root point of a curvePosition of the second control pointPosition of the slicePosition of the start control point of the curvePosition of the start handle used to define the shape of the curve. In Offset mode, relative to Start pointPosition of the tip point of a curvePosition of the torso control and pivot pointPosition of the wave along the Bands Direction. This can be used as an input for more control over the distortionPosition the scene camera at the selected landmarkPosition to jump toPosition, Outline, and IntensityPosition:PositionalPositional TrackingPositivePositive AxisPositive SidesPositive X axisPositive Y axisPositive Z axisPositive mesh smootheningPossible data loss when saving this file! %s modifier is deprecated (Object: %s)Post ProcessingPost Substep ProcessPost-ProcessingPosterizePostpone running until tool operator run (when used with a tool)PostprocessPotential RadiusPoundsPowerPower ModePrecisionPrecision ModePrecision angle used for rotation increments in 2D editorsPrecision angle used for rotation increments in 3D editorsPrecision modePrecision of convergence in case of reiterationPrecision of stroke sampling. Low values mean a more precise result, and zero disables samplingPrecision of the fast GI ray marchingPrecision of the screen space ray-tracingPredefined inertial transitions, useful for motion graphics (from least to most "dramatic")Predefined node colorPredefined track colorPredefined tracking camera intrinsicsPredefined tracking settingsPredictPredict target movementPreethamPreetham 1999 (Legacy)Prefer DEF parentingPrefer sliding along edges to even widthsPrefer sliding along edges to having even widthsPreferencesPreferences3D ViewPreferencesAccessibilityPreferencesAdd CurvePreferencesAdd MeshPreferencesAllPreferencesAnimationPreferencesBakePreferencesCameraPreferencesColorfulPreferencesCompositingPreferencesCorePreferencesDarkPreferencesDevelopmentPreferencesExtensionPreferencesFeedbackPreferencesGame EnginePreferencesGeometry NodesPreferencesGrease PencilPreferencesHigh ContrastPreferencesImport-ExportPreferencesInspired ByPreferencesLegacy (Other)PreferencesLegacy (User)PreferencesLightPreferencesLightingPreferencesMaterialPreferencesMeshPreferencesModelingPreferencesNodePreferencesObjectPreferencesPaintPreferencesPhysicsPreferencesPipelinePreferencesPrintPreferencesRenderPreferencesRiggingPreferencesScenePreferencesSculptPreferencesSequencerPreferencesSystemPreferencesText EditorPreferencesTrackingPreferencesTranslatePreferencesUVPreferencesUser InterfacePreferences Display TypePreferences NavigationPreferences have changedPreferences related to viewing dataPreferences savedPreferences that work only for appsPreferred device to select during detection (requires restarting Blender for changes to take effect)Prefers to connect background componentsPrefers to connect foreground componentsPrefers to connect the color that occurs least frequently in the local neighborhood of the current positionPrefers to connect the color that occurs most frequently in the local neighborhood of the current positionPrefetch FramesPrefetch frames from disk for faster playback/trackingPrefetching...PrefilterPrefilter noisy guiding (albedo and normal) passes to improve denoising quality when using OpenImageDenoisePrefilter noisy guiding passes before denoising color. Improves quality when guiding passes are noisy using extra processing timePrefilter noisy guiding passes before denoising image. Improves quality when guiding passes are noisy using extra processing time.PrefixPremultipliedPremultiply AlphaPrepare Extra AnimationsPrepare Unused TexturesPrepare scene for compositing 3D objects into this footagePrepassPreprocessPreselected mode when using this brushPreservePreserve AttributesPreserve ColorsPreserve DetailsPreserve LengthPreserve Mesh BoundaryPreserve PitchPreserve PreviousPreserve Previous MaskPreserve SeamsPreserve SharpPreserve UTF-8 encoded characters when writing USD prim and property names (requires software utilizing USD 24.03 or greater when opening the resulting files)Preserve Vocal FormantsPreserve VolumePreserve contour lines while filteringPreserve corners that have sharper angle than this thresholdPreserve each curve's length during deformationPreserve file paths of textures from already imported USD files. Export remaining textures to a 'textures' folder next to the USD filePreserve island alignmentPreserve island orderPreserve seams along beveled edgesPreserve sharp edges along beveled edgesPreserve the length of the curves on a segment basisPreserve the previous mask and add or subtract the new one generated by the colorsPreserve the previous state of the target dataPreserve the world transform throughout parentingPreserve volume when rotations are usedPreserves the existing geometry along the cut planePresetPreset NamePreset configs for external animation playersPreset viewpoint to usePresetsPressPress 'Enter' to sample outside of a Blender windowPress + and -, or scroll wheel to set blendingPress ReleasePress a keyPress causes immediate activation, preventing click being passed to the toolPresses active buttonPressurePressure Jitter MappingPressure MaskingPressure RandomnessPressure ScalePressure Size MappingPressure Strength MappingPressure Vertex GroupPressure field of the fluid domainPrevent changes to settings to re-run the operator, handy to change several things at once with heavy geometryPrevent changes to viewer elevationPrevent changes to viewer locationPrevent changes to viewer rotationPrevent changes to viewer scalePrevent changes to viewer up orientationPrevent feather from self-intersectionsPrevent flipping UV's, flipping may lower distortion depending on the position of pinsPrevent marker editingPrevent vertices from going through the mirror during transformPrevents flipping UVsPrevents the user from modifying that override operation (NOT USED)PreviewPreview BackgroundPreview During TransformPreview Overlay SettingsPreview OverlaysPreview QualityPreview RangePreview Range End FramePreview Range Start FramePreview ResolutionPreview ShapePreview SizePreview SnappingPreview WorldPreview ZoomPreview all channels less than or equal to this value. 0 shows every channel, and negative values climb that many meta-strip levels if applicable, showing every channel there.Preview image and iconPreview image and icon of this data-block (always None if not supported for this type of data)Preview materials using predefined environment lightsPreview shape used by the node previewsPreview the final scene using the active render enginePreview the scrape planes in the cursor during the strokePreview this filePreviewsPreviews clear process failed for file '{:s}'!Previews generation process failed for file '{:s}'!PreviousPrevious Angular VelocityPrevious CharacterPrevious Edge IndexPrevious FailedPrevious KeyframePrevious LinePrevious NodePrevious PagePrevious Particle LocationPrevious Particle VelocityPrevious RotationPrevious WordPrevious blend type/operationPrevious framePrevious or SelectionPrewittPrimaryPrimary AxisPrimary Bone AxisPrimary ColorPrimary Control LayersPrimary Data PathPrimary Rotation AxisPrimary color of checkerboard pattern indicating transparent areasPrimary path of property to be set by the radial controlPrimary rotation axis:PrimitivePrimitive BooleanPrimitive FloatPrimitive IntPrimitivesPrimvar '%s' (interpolation %s, type %s) cannot be converted to BlenderPrincipal PointPrincipledPrincipled BSDFPrincipled Hair BSDFPrincipled VolumePrincipled shaderPrintPrint Performance to ConsolePrint a message when the terminal initializesPrint memory statistics to the consolePrint this filePrioritize Active ColorPrioritize consistency for dynamic pitch changesPrioritize high-quality pitch processingPrioritize speed over audio qualityPriorityProResProRes 422ProRes 422 HQProRes 422 LTProRes 422 ProxyProRes 4444ProRes 4444 XQProRes ProfileProbabilistically terminate light samples when the light contribution is below this threshold (more noise but faster rendering). Zero disables the test and never ignores lightsProbabilityProbability density per color channel of an out-scattering event occurring per unit distanceProbability density per color channel that light is absorbed per unit distance traveled in the mediumProbeProbe clip end, beyond which objects will not appear in reflectionsProbe clip start, below which objects will not appear in reflectionsProblem baking object "%s"Problem saving baked map in "%s"Problem saving the bake map internally for object "%s"Procedural - color texture based on trigonometric functionsProcedural - create a cloud-like fractal noise textureProcedural - create a fractal noise textureProcedural - create a ramp textureProcedural - create cell-like patterns based on Worley noiseProcedural - highly flexible fractal noise textureProcedural - marble-like noise texture with wave generated bandsProcedural - noise texture distorted by two noise algorithmsProcedural - random noise, gives a different result every time, for every frame, for every pixelProcedural - wave generated bands or rings, with optional noiseProcedural color blending textureProcedural distorted noise textureProcedural musgrave textureProcedural noise textureProcedural voronoi textureProcess bone propertiesProcess data propertiesProcess drip effect (drip wet paint to gravity direction)Process shrink effect (shrink paint areas)Process spread effect (spread wet paint around surface)Process the render (and composited) result through the video sequence editor pipeline, if sequencer strips existProcess the render result through the compositing pipeline, if a compositing node group is assigned to the sceneProduce a blending factor depending on the angle between the surface normal and the view direction using Fresnel equations. Typically used for mixing reflections at grazing anglesProduce a blending factor depending on the angle between the surface normal and the view direction. Typically used for layering shaders with the Mix Shader nodeProduce a blueprint using circular, elliptic, and square contour strokesProduce a matte that isolates foreground content by comparing it with a reference background imageProduces fewer poles and a better topology flowProfileProfile CurveProfile FactorProfile GeometryProfile InputProfile ModeProfile ObjectProfile Path editor used to build a profile pathProfile PointProfile ResolutionProfile ShapeProfile TypeProfile control pointsProgramProgramming error: missing clear transform function or keying set nameProgressProgress BarProgress Bar Widget ColorsProgressionProjectProject A onto BProject AxisProject DistanceProject Individual ElementsProject LimitProject ModeProject Onto SelectedProject OppositeProject PointProject a point using a matrix, using location, rotation, scale, and perspective divideProject an edited render from the active camera back onto the objectProject contour lines using a light source objectProject edited image back onto the objectProject in both specified and opposite directionsProject onto the surfaceProject strokes to plane locked to XProject strokes to plane locked to YProject strokes to plane locked to ZProject the UV map coordinates from the negative Z axis of another objectProject the UV vertices of the mesh as seen in current 3D viewProject the UV vertices of the mesh over the curved surface of a sphereProject the UV vertices of the mesh over the curved wall of a cylinderProject the UV vertices of the mesh over the six faces of a cubeProject the extracted mesh into the original sculptProject the geometry onto a plane defined by a lineProject the shape onto another objectProject the strokes only onto selected objectsProject to SculptProjectedProjected (2D)Projected Edge InterpolatedProjected Face InterpolatedProjected XProjected YProjected from ViewProjectionProjection BlendProjection MatrixProjection ModeProjection TypeProjection XProjection from an orthographic photo of a mirror ballProjection of the input imageProjection onto a virtual cylinder from its center, similar as a rotating panoramic cameraProjection unwraps the selected faces of mesh objectsProjectorsProjects the mesh to preserve the volume and details of the original meshPromptPrompt for confirmationProp:PropagatePropagate ScalePropagate To ControlsPropagate TwistPropagate every info, error, and warning message upstreamPropagate instance attributes to the point domain rather than the curve domain. This property exists for compatibility with 5.0 and earlier.Propagate only error and warning messages upstreamPropagate only error messages upstreamPropagate pose to all keyframes between current frame and 'Frame' propertyPropagate pose to all keyframes from current frame until no more are foundPropagate pose to all keyframes occurring on frames with Scene Markers after the current framePropagate pose to all selected keyframesPropagate pose to first keyframe following the current frame onlyPropagate pose to the last keyframe only (i.e. making action cyclic)Propagate scale from main controls throughout the chainPropagate twist from main controls throughout the chainPropagate:Propagation StepsPropertiesProperties SpaceProperties acting as inputs for this driverProperties and SidebarsProperties associated with the configured exporterProperties from override data cannot be editedProperties of image and texture painting modeProperties of paint modeProperties of particle editing modeProperties of the UDIM tileProperties of vertex and weight paint modeProperties space dataProperties to set when the operator is calledPropertyProperty '%s.%s' not foundProperty DefinitionProperty EditProperty EditorsProperty Icon BackgroundProperty Icon ForegroundProperty NameProperty WeightsProperty added to Keying Set: '%s'Property cannot be both boolean and floatProperty data_path editProperty from path '%s' has length %d instead of %dProperty from path '%s' is not a floatProperty has been dynamically created at runtimeProperty is a filename, filepath or directory outputProperty is a path which supports the "//" prefix, signifying the location as relative to the ".blend" file's directoryProperty is a path which supports the "{variable_name}" variable expression syntax, which substitutes the value of the referenced variable in place of the expressionProperty is animatable through RNAProperty is editable from linked instances (changes not saved)Property is editable through RNAProperty is not editableProperty is not editable: %sProperty is optionally registered as part of type registrationProperty is overridable through RNAProperty is registered as part of type registrationProperty must be a none, distance, factor, percentage, angle, or pixelProperty must be an integer or a floatProperty name (as a string)Property name editProperty named '%s' not foundProperty removed from keying setProperty that stores arbitrary, user defined propertiesProperty type does not match input socket "(%s)"Property value not in enumerationProportion of original image source pixel lines to sampleProportional EditingProportional Editing ActionsProportional Editing F-CurvesProportional Editing FalloffProportional Editing ObjectsProportional Editing using connected geometry onlyProportional Editing using screen space locationsProportional SizeProportional edit modeProportional editing in F-Curve editorProportional editing in action editorProportional editing mask modeProportional editing object modeProtectProtect color from further editing and/or frame changesProtect layer from further editing and/or frame changesProtect the shape key from accidental sculpting and editingProtect tree node from editingProtected from overridePrototypesProvide a True/False value that can be connected to other nodes in the treeProvide a custom group ID for each layer and all layers with the same ID will be merged into oneProvide a rotation value that can be connected to other nodes in the treeProvide a selection based on the handle types of Bézier control pointsProvide a selection for an arbitrary number of endpoints in each splineProvide a selection of faces that use the specified materialProvide a string value that can be connected to other nodes in the treeProvide a vector value that can be connected to other nodes in the treeProvide an integer value that can be connected to other nodes in the treeProvide information about motion tracking points, such as x and y valuesProvide separate location, rotation and scaleProxies have been removed from Blender (%d proxies were automatically converted to library overrides, %d proxies could not be converted and were cleared). Consider re-saving any library .blend file with the newest Blender versionProximityProximity DistanceProximity GeometryProximity ModeProximity falloff is applied inside the volumeProximity falloff typeProxyProxy Custom DirectoryProxy Custom FileProxy DirectoryProxy Render SizeProxy SettingsProxy SetupProxy SizeProxy is not enabled for %s, skippingProxy lost from object %s lib %sProxy lost from object %s lib Proxy parameters for a movie clipProxy parameters for a sequence stripProxy/TimecodePrune GridPuff ModePuff VolumePullPull points towards the midpoint of the brushPulldownPulldown Widget ColorsPulls loose edges togetherPulls the cloth to the cursor's start positionPulse Code Modulation (RAW)PunchyPunctual LightsPure RandomPurge Unused Data from This FilePushPush OutPush PosePush action down on to the NLA stack as a new stripPush action down onto the top of the NLA stack as a new stripPush an undo step after each use of the gizmoPush secondary particles that left the domain back into the domainPush the shadow terminator towards the light to hide artifacts on low poly geometryPush/PullPush/Pull selected itemsPush/Pull: %.4f%s %sPush/Pull: %s%s %sPut in BackgroundPut new objects on the active collectionPut pasted objects in the active collectionPut the contents of a meta-strip back in the sequencerPxr24 (lossy)PythonPython API ReferencePython ConsolePython ScriptingPython Scripts DirectoriesPython Scripts DirectoryPython TooltipsPython add-ons to be loaded automaticallyPython consoleLanguagePython disabled in this buildPython evaluation failed: Python evaluation failed: {:s}Python expression to be evaluated as the initial node settingPython restricted for securityPython script to define a style modulePython value for unsupported custom property typesPython: {}Python: {}.{}QuadQuad Corner TypeQuad MethodQuad SplitQuad ViewQuad View RegionsQuad-buffer not supported by the systemQuad-buffer window successfully createdQuadraticQuadratic BézierQuadratic DragQuadratic SphereQuadratic easingQuadriFlow Remesh the Selected MeshQuadriFlow: Remeshing canceledQuadriFlow: Remeshing completedQuadriFlow: Remeshing failedQuadriFlow: The mesh needs to be manifold and have face normals that point in a consistent directionQuadrilateralQualityQuality StepsQuality for image formats that support lossy compressionQuality of JPEG exportQuality of anisotropic filteringQuality of image exportQuality of proxies to buildQuality of the packing. Higher values will be slower but waste less spaceQuality of the pitch shiftingQuality of the simulation in steps per frame (higher is better quality but slower)Quality options for the raytracing pipelineQuantitative InvisibilityQuantity of soot in the fluidQuantization bits for color values (0 = no quantization)Quantization bits for generic values like weights or joints (0 = no quantization)Quantization bits for normal values (0 = no quantization)Quantization bits for position values (0 = no quantization)Quantization bits for texture coordinate values (0 = no quantization)Quantize PositionQuarterQuartic easingQuaternionQuaternion (WXYZ)Quaternion AttributeQuaternion Attribute ValueQuaternion RotationQuaternion data type, affects rotationQuaternion rotationQuaternion rotation (affects NLA blending)Quaternion to RotationQuery to insert into the search boxQueue SizeQuick EffectsQuick FavoritesQuick SetupQuickTimeQuickTime AnimationQuickly set up Line Art for the active collectionQuickly set up Line Art for the active objectQuickly set up Line Art for the entire sceneQuintic easingQuit BlenderRR/D PhotoreceptorRED Dragon 5KRED Dragon 6KRED Helium 8KRED Monstro 8KRGBRGB (Red, Green, Blue) color spaceRGB CurvesRGB Limit ChannelRGB ParadeRGB channels in transparent pixels are multiplied by the alpha channelRGB channels in transparent pixels are unaffected by the alpha channelRGB color spaceRGB curves modifier for sequence stripRGB to BWRGB to XYZRGB valuesRGBARGBA color 32-bit floating-point valuesRGBA color in sRGB color spaceRGBA color in scene linear color spaceRGBA color socket of a nodeRGBA color with 32-bit floating-point valuesRGBA color with 8-bit positive integer valuesRK4RLERMBRNA Array IndexRNA PathRNA Path (from ID-block) to property usedRNA Path to property affected by F-CurveRNA collections of IDs only, the reference to the item also uses the ID pointer itself, not only its nameRNA path leading to that property, from owning IDRNA property definitionRNA type used for pointers to any possible dataRNA wrapped booleanRNA wrapped floatRNA wrapped intRNA wrapped stringRVRadialRadial DistortionRadial Falloff PowerRadial RoughnessRadial Symmetry CountRadial TilingRadial distortion model which fits common camerasRadial falloff power (real gravitational falloff = 2)Radial field toward the center of objectRadial tangent around the X, Y or Z axisRadially distorts the image to create a barrel or a Pincushion distortionRadiance HDR (.hdr)RadiansRadians: {}Radio ButtonsRadio Widget ColorsRadiusRadius (Parent)Radius - Length of the vectorRadius 1Radius 2Radius BottomRadius FalloffRadius HeadRadius InterpolationRadius MaxRadius MinRadius OffsetRadius ScaleRadius ScalingRadius TopRadius X:Radius Y:Radius change to apply to current strokesRadius for bevelingRadius from the origin to the center of the cross sectionsRadius in grid sample to search valid grid samples to copy into invalid grid samplesRadius in which the duplicate curves are offset from the guidesRadius of boids personal space in air (% of particle size)Radius of boids personal space on land (% of particle size)Radius of children around parentRadius of curve control pointsRadius of eraser 'brush'Radius of glow effectRadius of head of bone (for Envelope deform only)Radius of kernel used for soften and sharpen in pixelsRadius of limiting sphereRadius of newly added curves when it is not interpolated from other curvesRadius of tail of bone (for Envelope deform only)Radius of the bevel geometry, not including extrusionRadius of the bottom circle of the coneRadius of the brush in pixelsRadius of the inner circle; can be larger than outer radiusRadius of the outer circle; can be smaller than inner radiusRadius of the rollsRadius of the skinRadius of the sphere or cylinderRadius of the top circle of the coneRadius of the torus's cross sectionRadius of the virtual cylinderRadius that will be painted solidRadius to applyRadius to compute position update for each particle (higher values are slower but particles move less chaotic)Radius to compute potential for each cell (higher values are slower but create smoother potential grids)Radius to select neighbors for blendingRadius to use when the maximum pressure is applied (or when a tablet isn't used)Radius used for calculating area normal on initial click, in percentage of brush radiusRadius:Raise the target's scale to the specified powerRakeRampRandomRandom AngleRandom BackboneRandom Bending StiffnessRandom CenterRandom Child SizeRandom ColorRandom CurveRandom DampingRandom End FactorRandom FrictionRandom LengthRandom MaskRandom Noise OffsetRandom OffsetRandom OrderRandom OrientationRandom Per IslandRandom PhaseRandom PositionRandom RadiusRandom RotationRandom RoughnessRandom SeedRandom Seed for the operationRandom SettingsRandom SizeRandom Start FactorRandom ValueRandom WalkRandom Walk (Skin)Random brush settingsRandom factor for auto-generated UV rotationRandom factor to modify original hueRandom factor to modify original saturationRandom factor to modify original valueRandom falloffRandom id for this instance, typically for randomized shadingRandom offset of noise texture for each curveRandom offset to the rotation angle per curveRandom per Face SetRandom per Loose PartRandom per VertexRandom rotations resulting in uniformly distributed directions. Rotation around the Z axis is fully random.Random sampling pattern used by the integratorRandom seedRandom seed for the operationRandom seed to use with the solver. Different seeds will cause the remesher to come up with different quad layouts on the meshRandom stiffness of hairsRandom variation of dampingRandom variation of frictionRandom variation of the amplitudeRandom variation of the orientationRandom variation to the size of the child particlesRandom vector for each curveRandomizeRandomize AmplitudeRandomize AxisRandomize ColorRandomize FlippingRandomize LocationRandomize OffsetRandomize PhaseRandomize RotationRandomize ScaleRandomize Scale AxesRandomize SeedRandomize SizeRandomize TransformsRandomize delta transform values instead of regular transformRandomize every number of framesRandomize existing selection or create new random selectionRandomize instance transforms in their individual local spaceRandomize objects location, rotation, and scaleRandomize on keyframes onlyRandomize order of selected elementsRandomize particle orientationRandomize position along pathRandomize rotation around pathRandomize rotation around the chosen orientation axisRandomize stroke offsetRandomize the UV island's location, rotation, and scaleRandomize the faces or edges during buildRandomize the location valuesRandomize the order of geometry elements (e.g. vertices or edges) after some operations where there are no guarantees about the order. This avoids accidentally depending on something that may change in the futureRandomize the rotation valueRandomize the rotation valuesRandomize the scale valuesRandomize the transformation of instancesRandomize transforms between all copiesRandomize transforms between all scattered instancesRandomize vertex positionsRandomize verticesRandomizes existing selection or create new random selectionRandomly select UVW control pointsRandomly select metaball elementsRandomly select some control pointsRandomly select verticesRandomnessRandomness factor for particle samplingRandomness factor for pressure in new strokesRandomness factor strength in new strokesRandomness of the backbone stretchingRandomness of the centerRandomness of the radiusRangeRange MaxRange MinRange SelectRange highlighting for flags is not available!RateRate control: buffer size (kb)Rate control: max rate (kbit/s)Rate control: min rate (kbit/s)RatioRatio between the brush radius and the radius that is going to be used to sample the area centerRatio between the brush radius and the radius that is going to be used to sample the color to blend in wet paintRatio between the brush radius and the radius that is going to be used to sample the normalRatio between the min and max fly speedRatio between the min and max turn speedRatio of brick's row height relative to the texture scaleRatio of brick's width relative to the texture scaleRatio of front-facing surface hits under which a grid sample will not be considered for lightingRatio of front-facing surface hits under which a grid sample will reuse neighbors grid sample lightingRatio of samples in a cycle that the brush is enabledRatio of spherized normal to original normalRatio of triangles to reduce to (collapse only)RawRaw (Deprecated)Raw CacheRaw Cache SizeRaw ImagesRaw data (bytes, exact content of the embedded file)Raw file format (.raw)Raw input pressure value that is interpreted as 100% by BlenderRay CountRay DepthRay DirectionRay LengthRay Line WidthRay Portal BSDFRay RadiusRay VisibilityRay direction to use for projection (if brush object is located in that direction it's painted)RaycastRayleighRayleigh phase function, mostly used for particles smaller than the wavelength of light, such as scattering of sunlight in earth's atmosphereRaysRaytrace Max RoughnessRaytrace TransmissionRaytrace against the depth buffer. Fallback to light probes for invalid rays.Raytraced TransmissionRaytracingRaytracing PresetsRe-Use Local DataRe-attach curves to a deformed surface using the existing attachment information. This only works when the topology of the surface mesh has not changedRe-sample the stroke with segments of the specified lengthRe-sampled Importance SamplingReact OnReact multiple timesReaction SpeedReactorReactor Target ObjectReactor Target Particle SystemReadRead DataRead OnlyRead USD Primvars as mesh attributesRead about what's new in this version of BlenderRead all render layers of all used scenesRead all the current scene's view layers from cache, as neededRead cache from an external locationRead library: '%s', '%s', parent '%s'Read mesh UV coordinatesRead mesh color attributesRead only area of this faceRead packed library: '%s', parent '%s'Read volume data attributes from volume gridsRead-Only VectorRead-only IntegerRead-only external reference to a linked data-block and its library fileRead-only flag that indicates there is at least one bone collection marked as 'solo'Read-only indications of supported operationsRead-only indications of which brush operations are supported by the current sculpt toolRead-only repository provided by the systemReading render result: dimensions don't match, expected %dx%dReading render result: expected channel "%s.%s" not foundReading render result: expected channel "%s.%s" or "%s" not foundReads attachment information regarding a surface meshReads information about each curveReads information about each curve's root pointReads information about each curve's tip pointReads information each point's previous curve segmentReal part of the conductor's refractive index, often called nRealize AllRealize InstancesRealize all levels of nested instances for a top-level instances. Overrides the value of the Depth inputRealize to Point DomainRealized curves data has too many elements.Realized data in input geometry is ignoredRealized geometry is not used when pick instances is trueRealized grease pencil has too many layers.Realized mesh has too many elements.Realized point cloud has too many points.RealtimeRealtime UpdatesReapply and update the preset, removing changesRearrange geometry elements, changing their indicesRearrange selected animation channelsRearrange some faces to try to get less degenerated geometryReassign the inputs for the effect stripRebuild SubdivisionsRebuild a lower subdivision level of the current base meshRebuild all selected proxies and timecode indicesRebuild all selected proxies and timecode indices in the backgroundRebuild the selected local overrides from their linked references, as well as their hierarchies of dependenciesRebuild the selected local overrides from their linked references, as well as their hierarchies of dependencies, enforcing these hierarchies to match the linked data (i.e. ignoring existing overrides on data-blocks pointer properties)Rebuilds all possible subdivisions levels to generate a lower resolution base meshRec RunRec.1886Rec.2020Rec.2100-HLGRec.2100-HLG 1000 nits peak display with reference white at 100 nitsRec.2100-PQRec.2100-PQ 10000 nits peak display with reference white at 100 nitsRecalculate all visible motion paths for objects and posesRecalculate and clear offset transformationRecalculate animation data on selected points for frames selected in the dopesheetRecalculate handle lengthRecalculate motion paths for selected objectsRecalculate paths for bones that already have themRecalculate the direction of selected handlesRecalculate the sculpt BVH to improve performanceRecastReceive Shadow CausticsReceive approximate caustics from refractive materials in shadows on this object. Lights, caster and receiver objects must have shadow caustics options set to enable thisReceiver CollectionRecentRecent FilesRecent FoldersRecent Items SpecialsRecent SearchesRecenterRecenter TimeoutRecommended for fast encodingRecommended if you have lots of time and want the best compression efficiencyRecompute ID User Count On SaveRecompute all ID user-counts before saving to a blend-file. Allows to work around invalid user-count handling in code that may lead to loss of data due to wrongly detected unused data-blocksRecompute binding dynamically on top of other deformers (slower and more memory consuming)ReconstructedReconstructed CamerasReconstructionRecord RunRecord Run No GapsRecoverRecreate fileRectangleRecurseRecursionRecursion detected in video sequencer. Strip %s at frame %d will not be renderedRecursion detected, cannot use this stripRecursionsRecursive DeleteRecursive closure is not allowedRecursive closures are not supportedRecursively check for indirectly unused data-blocks, ensuring that no orphaned data-blocks remain after executionRecursively duplicate the collection, all its children and objects, with linked object dataRecursively duplicate the collection, all its children, objects and object dataRedRed ChannelRed Green BlueRed channelRed component of the color fieldRed-CyanRed:Redefine equalizer graphsRedistribute Curve PointsRedistribute the copied change in volume equally between the three axes of the ownerRedistributes existing control points evenly along each curveRedoRedo previous actionRedo the last undone edit to the asset catalogsReduce Mix Factor by 0.01Reduce Mix Factor by 0.1Reduce MotionReduce UV stretching by relaxing anglesReduce brush thickness by this factor when stroke is perpendicular to 'Angle' directionReduce detail in an image by making individual pixels more prominent, for a blocky or mosaic-like appearanceReduce exported file size by removing duplicate keyframesReduce extra velocity that can build up when objects collide (lowers simulation stability a little so use only when necessary)Reduce number of colors in an image, converting smooth gradients into sharp transitionsReduce randomization between pixels to improve GPU rendering performance, at the cost of possible rendering artifacts if set too lowReduce shear within islandsReduce the geometry densityReduce the noise on a mesh surface with minimal changes to its shapeReduce the strength of the brush where it overlaps symmetrical daubsReduces the final face count by simplifying geometry where detail is not neededReduces the final face count by simplifying geometry where detail is not needed, generating triangles. A value greater than 0 disables Fix Poles.Reduction factor for each level of secondary mouth loopsReferenceReference DimensionReference DistanceReference ExistingReference Gamut CompressionReference IDReference KeyReference PointReference PositionReference SetReference Sphere SizeReference SpheresReference ValueReference curve object for arrayReference distance at which volume is 100%Reference from a RigifyParameters field to a bone collection.Reference location to align toReference number of frames before frames get held (use to get hold for '1-3' vs '5-7' holding patterns)Reference object to define the accumulated transformReference point to anchor stabilization (other frames will be adjusted relative to this frame's position)Reference position before deformationRefineRefine Focal LengthRefine MethodRefine Principal PointRefine RadialRefine TangentialRefine focal length during camera solvingRefine principal point during camera solvingRefine radial coefficients of distortion model during camera solvingRefine selected markers positions by running the tracker from track's reference to current frameRefine tangential coefficients of distortion model during camera solvingRefine:RefitReflect A around the normal B. B does not need to be normalized.ReflectionReflection Trace OptionsReflection and transmission shaders optimized for hair renderingReflection for materials such as cloth. Typically mixed with other shaders (such as a Diffuse Shader) and is not particularly useful on its ownReflection with microfacet distribution, used for materials such as metal or mirrorsReflectiveReflective CausticsRefraction BSDFRefraction DepthRefractiveRefractive CausticsRefreshRefresh DriversRefresh data in the Explode modifierRefresh extension & legacy add-ons, reloading modules & meta-data (similar to restarting)Refresh list of actionsRefresh list of instance objects and their weightsRefresh the file listRefresh the list of extensions for all the remote repositoriesRefresh the list of extensions for the active repositoryRefresh the sequencer editorRegion DataRegion HeightRegion Maximum XRegion Maximum YRegion Minimum XRegion Minimum YRegion OverlapRegion Position XRegion Position YRegion ToggleRegion Toggle PieRegion TypeRegion WidthRegion coordinates of samplingRegion could not be drawn!Region floats on screen, does not use any fixed alignmentRegion heightRegion in a subdivided screen areaRegion is split horizontally and verticallyRegion not found in space typeRegion specific data (the type depends on the region type)Region widthRegionsRegions Visibility ToggleRegions for quick access to assetsRegions this area is subdivided inRegisterRegister ParentRegister for All UsersRegister the control as a switchable parent candidateRegisteredRegistered OptionallyRegistered key configurationsRegistering asset shelf class: '%s' has been registered before, unregistering previousRegistering asset shelf class: '%s' is too long, maximum length is %dRegistering file handler class: '%s' is too long, maximum length is %dRegistering id property class: '%s' is too long, maximum length is %dRegistering node class: '%s' is too long, maximum length is %dRegistering node class: '%s', bl_idname '%s' could not be unregisteredRegistering node class: '%s', bl_idname '%s' has been registered before, unregistering previousRegistering node class: '%s', bl_idname '%s' is a builtin nodeRegistering node socket class: '%s' is too long, maximum length is %dRegistering node tree class: '%s' is too long, maximum length is %dRegistering node tree class: '%s', bl_idname '%s' could not be unregisteredRegistering node tree class: '%s', bl_idname '%s' has been registered before, unregistering previousRegistering panel class:Registration not possible from Microsoft Store installationsRegrowRegrow hair for each frameRegularRegular Expression FindRegular Expression ReplaceRegular Widget ColorsRegular key pressed as a modifierReiterationRelation Line PositionRelationsRelationshipRelationship LinesRelativeRelative Asset IdentifierRelative DetailRelative EdgeRelative FaceRelative FrameRelative KeyRelative MirrorRelative ObjectRelative OffsetRelative Offset DisplacementRelative ParentingRelative PathRelative PathsRelative SpaceRelative StartRelative ToRelative To PixelRelative amount of virtual parentsRelative force of the hookRelative mix weight of neighboring elementsRelative number of faces compared to the current meshRelative offset of particles to use for instancing, to avoid overlap of multiple instancesRelative shape positions to the new shape methodRelative size of area to be darkenedRelative time of key over hair lengthRelative translation of area to be darkenedRelative width of each angular segment. May be used to scale textures to fit into each segmentRelax Face SetsRelax MethodRelax PoseRelax TopologyRelax UVsRelax meshReleaseRelease ConfirmsRelease NotesRelease TimeRelink ConstraintsReloadReload ImagesReload Start-Up file to restore settingsReload active text data-block from its fileReload active text file?Reload all data from this libraryReload clipReload current image from diskReload file with execution of Python scripts enabledReload from diskReload from disk (ignore local changes)Reload preferences from the last saved stateReload scriptsReload strips in the sequencerReload the given libraryReload the saved fileReloaded {:d} image(s)Reloads history and bookmarksRelocateRelocate a linked ID, i.e. select another ID to link, and remap its local usages to that newly linked data-block). Currently only designed as an internal operator, not directly exposed to the userRelocate the given library to one or several othersRelocate the library under cursorRemainderRemaining vertices which separate edge pairs are preserved if their edge angle exceeds this threshold.RemapRemap Data IDRemap RelativeRemap UsersRemap a value from a range to a target rangeRemap relative paths when saving to a different directoryRemember Export SettingsRemember the last used scene for the current workspace and switch to it whenever this workspace is activated againRemember the last used scene for the workspace and switch to it whenever this workspace is activated againRemeshRemesh ModeRemesh ModifierRemeshing with QuadriFlow...Remote URL to the extension repository, the file-system may be referenced using the file URI scheme: "file://"RemoveRemove Active AOVRemove Active LightgroupRemove Add-on: {!r}?Remove Armature ObjectRemove Armature object if possible. If Armature has multiple root bones, object will not be removedRemove Crypto LayerRemove CustomRemove Cycles F-Modifier if not needed anymoreRemove DisconnectedRemove DuplicatesRemove Extension RepositoryRemove F-Modifiers from F-Curve to add keyframesRemove FilesRemove GapsRemove Grease Pencil layer group in the active objectRemove InputsRemove Layer MaskRemove Loose PointsRemove Named AttributeRemove OutputsRemove Outside RangeRemove PackRemove Paint Curve PointRemove RepositoryRemove Repository & FilesRemove Rigid Body Constraint from ObjectRemove Rigid Body settings from ObjectRemove Rigid Body simulation world from the current sceneRemove Selected BonesRemove Selection Set bones from current selectionRemove Target ParticlesRemove Target ShearRemove ThresholdRemove UV mapRemove WeightsRemove a Selection Set from this ArmatureRemove a background image from the cameraRemove a custom keymap configuration from the preset listRemove a custom theme from the preset listRemove a effect from the active Grease Pencil objectRemove a hook from the active objectRemove a modifier from the active objectRemove a modifier from the stripRemove a path to a .blend file, so the Asset Browser will not attempt to show it anymoreRemove a piece of stroke at the beginning and the end of stroke backboneRemove a portion of the mesh on one side of a lineRemove a row filter from the rulesRemove a usage of a data-block, clearing the assignmentRemove active Annotation layerRemove active Path from active keying setRemove active color from paletteRemove active itemRemove all IK Constraints from selected bonesRemove all Selection Sets from this ArmatureRemove all attributes that match the pattern which is allowed to contain a single wildcard (*)Remove all back faces to speed up calculation, this will create edges in different occlusion levels than when disabledRemove all bone collections that have neither bones nor children. This is done recursively, so bone collections that only have unused children are also removedRemove all constraints from keyed object/bones. To get a correct bake with this setting Visual Keying should be enabledRemove all files in:Remove all keyframe animation for selected objectsRemove all keyframe animation for selected stripsRemove all links to selected nodes, and try to connect neighbor nodes togetherRemove all materialsRemove all particle system within the active objectRemove all selected keyframesRemove all shape keysRemove all the strokes that were created from the fill tool as guidesRemove all unlocked vertex groupsRemove all unused Light GroupsRemove all vertex groupsRemove an asset catalog from the asset library (contained assets will not be affected and show up as unassigned)Remove an existing keyword tag from the active assetRemove an extension repositoryRemove an item from the index switchRemove an override layer from the archiveRemove an override operationRemove animation from selected objects?Remove animation from selected strips?Remove any keyframe that is a duplicate of the previous oneRemove attribute from geometryRemove breakdown frames generated by interpolating between two Grease Pencil framesRemove channels of the selection from the pose assetRemove color attribute from geometryRemove colors from a blue or green screen, by reducing one RGB channel compared to the othersRemove constraint from constraint stackRemove current UI-active property from current keying setRemove curves whose root points are too closeRemove duplicate items in the historyRemove elements on cancelRemove existing add-ons with the same IDRemove existing template with the same IDRemove existing theme file if existsRemove exporter from the exporter listRemove exporter?Remove extension files when removing the repositoryRemove external feature set (rigs, metarigs, ui templates)Remove fields from video moviesRemove from all groupsRemove from selectionRemove from the current modeRemove from the selectionRemove gap at current frame to first strip at the right, independent of selection or locked state of stripsRemove geometry behind the planeRemove geometry in front of the planeRemove key configRemove key map itemRemove keyframes on current frame for selected objects and bonesRemove keyframes on current frame for selected stripsRemove layer from a Cryptomatte nodeRemove lens distortion from footage, using motion tracking camera lens settingsRemove loose edgesRemove loose facesRemove loose pointsRemove loose verticesRemove mask layerRemove mask shape keyframe for active mask layer at the current frameRemove nodes and reconnect nodes as if deletion was mutedRemove nodes connected to the inputRemove object for trackingRemove object from all scenesRemove object or material from matte, by picking a color from the Pick outputRemove on CancelRemove original facesRemove original geometryRemove outdated operator properties from presets that may cause problemsRemove particle systems on the target objectsRemove path to exclude from auto-executionRemove selected F-Curves from their current groupsRemove selected bones from Selection SetRemove selected bones from the active bone collectionRemove selected bones from the armatureRemove selected control points or curvesRemove selected elements of a geometryRemove selected items (blue-gray rows) from active Keying SetRemove selected items from the interfaceRemove selected nodesRemove selected objects from Rigid Body simulationRemove selected objects from a collectionRemove selected objects from all collectionsRemove selected particles close enough to othersRemove selected pointsRemove selected track from rotation stabilizationRemove selected track from translation stabilizationRemove shape key from the objectRemove shear from the target transformation before combiningRemove sparseness from a volume grid by making the active tiles into voxelsRemove the active Grease Pencil layerRemove the active bone collectionRemove the active keying setRemove the active line set from the list of line setsRemove the active object from this collectionRemove the active segment from the dash modifierRemove the active segment from the time modifierRemove the color from underneath this stroke by using it as a maskRemove the current render slotRemove the custom normals layer, if it existsRemove the driver(s) for the connected property(s) represented by the highlighted buttonRemove the item automatically when it is unlinkedRemove the modifier from the list of modifiersRemove the object from an object collection that contains the active objectRemove the one attribute with the given nameRemove the parent-child relationship between selected bones and their parentsRemove the preview of this data-blockRemove the repository file-system lockRemove the selected bones from all Selection SetsRemove the selected entry from the listRemove the selected instance objectRemove the selected material slotRemove the selected particle systemRemove the selected particle targetRemove the selected render viewRemove the selected surface slotRemove the selected vertices from active or all vertex group(s)Remove the selected view layerRemove the style module from the stackRemove the target from the constraintRemove the text boxRemove this animation data containerRemove this installation's associations with .blend filesRemove this object or collection from the light linking collectionRemove this row from the bone collection reference listRemove unused material slotsRemove unused settings for invisible editorsRemove vertex group assignments which are not requiredRemove vertices from groups that have zero weight after invertingRemove vertices which weight is below or equal to this limitRemove vertices with weight below threshold from vgroupRemove, keeping local files.Remove, local files not found.Removed %d double particle(s)Removed %d materialsRemoved %d slotsRemoved %d vertexRemoved %d verticesRemoved amount of editors: %dRemoved constraint: %sRemoved effect: %sRemoved modifier: %sRemoved {:d} empty and/or fake-user only ActionsRemoved {:d} of {:d} bone collectionsRemoved: %d vertices, %d edges, %d facesRemoves a tile from the imageRemoves fade animation from selected stripsRemoves keys outside the given range, leaving only the newly bakedRemoving the bundle from the geometry can be beneficial to avoid unnecessary data copiesRenameRename Active ItemRename MarkerRename Selected Time MarkerRename UV MapsRename active render UV map to "st" to match USD conventionsRename animation channel under mouseRename file or file directoryRename first selected time markerRename multiple items at onceRename the active elementRename the active item in the data-set viewRename the active item, rather than the one the mouse is overRename {:d} {:s}Renamed attribute '%s' to '%s' in object '%s' on layer '%s' on frame %d!Renamed {:d} of {:d} {:s}RenderRender Ambient Occlusion in this LayerRender AmountRender Anti-AliasingRender AsRender BouncesRender CacheRender Cache PathRender DataRender Display TypeRender EngineRender Grease Pencil on this layerRender InRender InstancerRender Keyframes OnlyRender LayerRender LayerAOVRender LayerAmbient OcclusionRender LayerCombinedRender LayerCryptoAssetRender LayerCryptoMaterialRender LayerCryptoObjectRender LayerDataRender LayerDiffuse ColorRender LayerDiffuse LightRender LayerEmissionRender LayerEnvironmentRender LayerGeneralRender LayerLightRender LayerMistRender LayerNormalRender LayerPositionRender LayerRender PassRender LayerShader AOVRender LayerShadowRender LayerSpecular ColorRender LayerSpecular LightRender LayerTransparentRender LayerVolume LightRender LayersRender LevelsRender Liquid ObjectsRender MethodRender OpacityRender OutputRender Output DirectoryRender PassRender Pass to show in the viewportRender PassesRender PreviewRender PropertiesRender RegionRender ResolutionRender Resolution URender Resolution VRender ResultRender Result and Viewer Nodes cannot be packedRender SamplesRender Single LayerRender SizeRender Sky in this LayerRender SlotRender SlotsRender Smoke ObjectsRender Solid faces in this LayerRender StepsRender Strands in this LayerRender Texture LimitRender TimeRender URender UndistortedRender ViewRender ViewsRender a simulation field while mapping its voxels values to the colors of a ramp or using a predefined color codeRender a subset of the specified max samples. Typically used for distributed rendering across multiple devicesRender a user-defined render region, within the frame sizeRender active sceneRender active sequencer sceneRender alternate eyes (also known as page flip, quad buffer support in the graphic card is required)Render and display faces smooth, using interpolated vertex normalsRender and display faces uniform, using face normalsRender at 12.5% resolutionRender at 25% resolutionRender at 50% resolutionRender at full resolutionRender cryptomatte asset pass, for isolating groups of objects with the same parentRender cryptomatte material pass, for isolating materials in compositingRender cryptomatte object pass, for isolating objects in compositingRender current scene, when input node's layer has been changedRender curves as circular 3D geometry, for accurate results when viewing closelyRender curves as circular 3D geometry, with linear interpolation between control points, for fast renderingRender curves as flat ribbons with rounded normals, for fast renderingRender error (%s) cannot save: '%s'Render every pixel rotating the camera around the middle of the interocular distanceRender files from the animation range of this sceneRender frames ahead of current frame in the background for faster playbackRender height has to be 480 pixels for DV-NTSC!Render height has to be 576 pixels for DV-PAL!Render high resolution images in tiles of this size, to reduce memory usage. Tiles are cached to disk while rendering to save memoryRender lights and light probes of the sceneRender missing images/movies with a solid magenta colorRender motion blur in this Layer, if enabled in the sceneRender multiple transparent layers (may introduce transparency sorting problems)Render multiple transparent layers (may introduce transparency sorting problems) (Deprecated: use 'use_tranparency_overlap')Render objects as a holdout or matte, creating a hole in the image with zero alpha, to fill out in compositing with real footage or another renderRender only those frames where selected objects have a key in their animation data. Only used when rendering animationRender parent particlesRender pass indexRender pass to show in the 3D ViewportRender passes in the Viewport compositor are only supported in EEVEERender polygon transparent, depending on alpha channel of the textureRender preview using undistorted proxyRender settingsRender size too large for GPU, use CPU compositor insteadRender slot nameRender slots of the imageRender specular highlightsRender stylized strokes in this LayerRender surface without transparencyRender text for optimal horizontal placementRender the collectionRender the sequencer scene instead of the active sceneRender the stamp info text in the rendered imageRender the viewport for the animation range of this sceneRender the viewport for the animation range of this scene, but only render keyframes of selected objectsRender this effect at 12.5% render resolutionRender this effect at 25% render resolutionRender this effect at 50% render resolutionRender this effect at 6.25% render resolutionRender transmissive surfaces as transparent, for compositing glass over another backgroundRender using the sequencer's OpenGL displayRender view '%s' could not be removed from scene '%s'Render view nameRender viewpoint for 3D stereo and multiview renderingRender views for left and right eyes as two differently filtered colors in a single image (anaglyph glasses are required)Render views for left and right eyes interlaced in a single image (3D-ready monitor is required)Render views for left and right eyes one above anotherRender views for left and right eyes side-by-sideRender volumes in this LayerRender width has to be 720 pixels for DV!RenderViewRenderable ObjectsRenderedRendered ChildrenRendering sequence...Rendering settings for a Scene data-blockRendering viewport...Rendering...RendersRenders Freestyle output to a separate pass instead of overlaying it on the Combined passReorderReorder InputsReorder OutputsReorder indices must be validReorder indices must not have duplicatesReorder mesh faces and vertices based on their spatial position for better BVH building and sculpting performance.Reorder the active Grease Pencil mask layer up/down in the listReorder workspace to be first in the listReorder workspace to be last in the listRepeatRepeat CallRepeat ImageRepeat InputRepeat ItemRepeat ItemsRepeat MirroredRepeat MotionRepeat OutputRepeat Output Node IDRepeat XRepeat YRepeat ZoneRepeat keyframe range as-isRepeat keyframe range, but with offset based on gradient between start and end valuesRepeat last actionRepeat the frames, reversing the playback direction every other cycleRepeat the start frame before, and the end frame after the frame rangeRepeat the values of the modified F-CurveRepeat with OffsetRepeatedly flip the image horizontally and verticallyRepetition multiplier in the X directionRepetition multiplier in the Y directionRepetitions of the generated surface in XRepetitions of the generated surface in YReplaceReplace ActionReplace AllReplace AlphaReplace ColorReplace ExistingReplace Free handles with Align, and all Align with Free handlesReplace Grease Pencil EffectsReplace LengthReplace MaterialReplace ModifiersReplace OriginalReplace RadiusReplace SelectionReplace StringReplace TextReplace Text object FontsReplace VGroup A's weights by VGroup B's onesReplace a given string segment with anotherReplace active node with an empty groupReplace all keysReplace all occurrencesReplace assigned Animation DataReplace assigned Collection InstanceReplace assigned CollectionsReplace assigned MaterialsReplace assigned Object DataReplace brush color by velocity color rampReplace component valuesReplace current image by another one from diskReplace effect strip with another that takes the same number of inputsReplace existing F-Modifiers, instead of just appending to the end of the existing listReplace existing driver variables, instead of just appending to the end of the existing listReplace flat planes in footage by another image, detected by plane tracks from motion trackingReplace global illumination with ambient occlusion after a specified number of bouncesReplace inactive tiles with inactive nodes. Faster than tolerance-based pruning, useful for cases like narrow-band SDF grids with only inside or outside background values.Replace modifiers in destinationReplace socket connections with the new linksReplace stroke backbone geometry by a Bézier curve approximation of the original backbone geometryReplace text in the nameReplace text with specified text and set as selectedReplace text with the specified textReplace the active linked ID (and its dependencies if any) by another one, from the same or a different libraryReplace the color of stroke points that already have a color appliedReplace the incoming geometry with the selected input geometryReplace the input image's alpha channel by the alpha input valueReplace the original radiusReplace the original rotation with copiedReplace the original transformation with copiedReplace the original transformation with the action channelsReplace the original transformation with the transform from the attributeReplace the parent with a different bone after all bones are created. Using simply CTRL, DEF or MCH will replace the prefix insteadReplace the selected nodes with the specified typeReplace the stroke opacity instead of modulating each pointReplace the stroke thicknessReplace this areaReplace value of reference by overriding oneReplace vertex coordinates with cached valuesReplace vertex groups of selected objects by vertex groups of active objectReplace withReplace with SelectionReplacement ActionReplayReplay selected reportsRepo DirectoryRepo IndexReportReport a bug with pre-filled version informationReport all missing external filesReportsReports time per pixel in milliseconds. Supported only on CPU render devicesReposition PivotReposition the sculpt transform pivot to the boundary of the expand active areaRepositoriesRepositoryRepository "{:s}": {:s}{:s}Repository Alert:Repository URLRepository managed by the user, stored in user directoriesRepository not setRepository requires an access tokenRepository: {:s}Representation of alpha in the image file, to convert to and from when saving and loading the imageRepresentation of alpha information in the RGBA pixelsRepresents the "Orthographic Scale" of an orthographic camera. If the camera is positioned at the light's location with this scale, it will represent the coverage of the shadow "camera".Reproject attributes onto the new meshReproject the selected strokes from the current viewpoint as if they had been newly drawn (e.g. to fix problems from accidental 3D cursor movement or accidental viewport changes, or for matching deforming geometry)Reproject the strokes on to the scene geometry, as if drawn using 'Surface' placementReproject the strokes to end up on the same plane, as if drawn from the current viewpoint using 'Cursor' Stroke PlacementReproject the strokes using the X-Y planeReproject the strokes using the X-Z planeReproject the strokes using the Y-Z planeReproject the strokes using the orientation of 3D cursorReprojection ErrorRepulsion FactorRepulsion is a factor of stiffnessRequire matching all intersection masks instead of just oneRequire matching all material masks instead of just oneRequire the points the internal springs connect to have opposite normal directionsRequiredRequired render size ({}px) is larger than reported texture size limit ({}px).Requires AMD GPU with RDNA architectureRequires Access TokenRequires Apple Silicon with macOS %s or newerRequires Intel GPU with Xe-HPG architectureRequires Intel GPU with Xe-HPG architecture andRequires NVIDIA GPU with compute capability %sRequires at least three verticesRequires selected vertices or active vertex groupReread assets and asset catalogs from the asset library on diskRerouteReroute Auto LabelsResampleResample CountResample CurveResample LengthResample ModeResample ScaleResample the input curve before meshingReserve placeholder frames for missing frames of the image sequenceResetReset Backdrop Image ZoomReset ChildrenReset Color RampReset CurveReset NodesReset NormalReset Pose Bones Between ActionsReset Shape Keys Between ActionsReset TransformReset UV projectionReset UV transformation to default valuesReset VR navigation deltas relative to session base poseReset ValuesReset ViewReset color tagReset curves and black/white pointReset feather weights on all selected points animation valuesReset image transformation to default valueReset limiting distance for Limit Distance ConstraintReset location deltasReset location, rotation, and scaling of selected bones to their default valuesReset locations of selected bones to their default valuesReset normals to initial onesReset operator defaultsReset original length of bone for Stretch To ConstraintReset pose bone transforms to keyframed stateReset pose bones between each action exported. This is needed when some bones are not keyed on some animationsReset recent filesReset rotation deltasReset rotations of selected bones to their default valuesReset scale deltasReset scaling of selected bones to their default valuesReset scaling of selected stripsReset shape keys between each action exported. This is needed when some SK channels are not keyed on some animationsReset strip retimingReset strip transform locationReset strip transform location, scale and rotationReset strip transform rotationReset strip transform scaleReset the copy of the mesh that is being sculpted onReset the feather weight to zeroReset the horizontal view to the current scene frame range, taking the preview range into account if it is activeReset the internal clipboard and/or normal of selected elementReset the selected local override to its linked reference valuesReset the selected local overrides to their linked references valuesReset the stencil transformation to the defaultReset the transform corrections applied to the parenting relationship, does not remove parenting itselfReset the transforms of each individual child instanceReset the transforms of every child instance in the output. Only used when Separate Children is enabledReset the viewReset the weights of all shape keys to 0 or to the closest value respecting the limitsReset the zoom and position of the background imageReset this property's value to its default valueReset to default values all elements of the arrayReset to the default theme colorsReset to the default theme if this theme is activeReset vertex color for all or selected strokesReset viewable area to show full keyframe rangeReset viewable area to show full strips rangeReset viewable area to show selected keyframe rangeReset viewable area to show selected keyframes rangeReset viewable area to show selected strips rangeReset viewable area to show the channel under the cursorReset viewable area to show the selected channelsResets the timing for absolute shape keysReshapeReshape F-Curve values, e.g. change amplitude of movementsReshape can work only with higher levels of subdivisionsResistance of object to movementResizeResize Quad View areasResize QuadrantsResize RegionResize a nodeResize a spreadsheet columnResize a spreadsheet column to the width of the dataResize editors by dragging from the edgesResize lattice to fit selected deformable objectsResize the imageResize the objects to keep bounding box under this value. Value 0 disables clampingResize to a maximum of 1024 pixelsResize to a maximum of 2048 pixelsResize to a maximum of 256 pixelsResize to a maximum of 4096 pixelsResize to a maximum of 512 pixelsResize view so you can see all nodesResize view so you can see selected nodesResolutionResolution DivisionsResolution LimitResolution ModeResolution Preview UResolution ScaleResolution UResolution VResolution ViewportResolution XResolution YResolution ZResolution does not matchResolution is not selected for %s, skippingResolution must be greater than 1Resolution must be positiveResolution of the generated strokesResolution of the generated surface for rendering and bakingResolution of the octree; higher values give finer detailsResolution percentage of shadow mapsResolution percentage of volume objects in viewportResolution used for Shader node previews (should be changed for performance convenience)Resolution used for the fluid domain. Value corresponds to the longest domain side (resolution for other domain sides is calculated automatically).Resolution when baked to a textureResolutionsRest & RangesRest DensityRest LengthRest PoseRest PositionRest Shape KeyRest SourceRest length of the harmonic forceRestart from start frame when Cycle Length is reachedRestitutionRestore AreasRestore Curve Segment LengthRestore FrameRestore Handle SelectionRestore Packed Linked Data to Their Original LocationsRestore all keymaps to defaultRestore all packed linked data-blocks to their original locationsRestore handle selection after tweakingRestore key map itemRestore key map(s)Restore the frame when animation was initializedRestores the length of each curve segment using a previous state after deformationRestrictRestrict Frame RangeRestrict RenderRestrict SelectRestrict ViewRestrict Visible PointsRestrict editing of strokes and keyframes in this layerRestrict maximum and minimum values of F-CurveRestrict modifier to only act after its 'start' frameRestrict modifier to only act before its 'end' frameRestrict movement along each axis within given rangesRestrict movements to lie along a curve by remapping location along curve's longest axisRestrict movements to surface of target meshRestrict movements to within a certain distance of a target (at the time of constraint evaluation only)Restrict objects visible for this probe (Deprecated)Restrict painting to vertices in the groupRestrict renderabilityRestrict rigid body rotation to one axisRestrict rigid body translation and rotation to one axisRestrict rigid body translation to one axisRestrict rotation along each axis within given rangesRestrict scaling along each axis with given rangesRestrict selection in the 3D View • Shift to set childrenRestrict selection in the viewportRestrict selection to objects using the same mode as the active object, to prevent accidental mode switch when selectingRestrict some optimization to keep named nodes and meshes attached to named nodes so that named nodes can be transformed externallyRestrict the rig list to a specific custom feature setRestrict translation and rotation to specified axesRestrict translation and rotation to specified axes with springsRestrict visibility in the 3D ViewRestrict visibility in the 3D View • Shift to set childrenRestrict visibility in the viewportRestriction TogglesRestrictionsResultResult of cloth solver iterationResult of joining generated geometries from each iterationResult of rendering, including all layers and passesResumableResume regular speedResyncResync EnforceRetain Overall ShapeRetimeRetimingRetiming KeyRetiming Key Selection StatusRetiming KeysRetiming end frames and move to start of animation to keep loopRetiming key must be selectedRetopologyRetopology OffsetRetrieve a UV map from the geometry, or the default fallback if none is specifiedRetrieve a bundle item by path.Retrieve a color attribute, or the default fallback if none is specifiedRetrieve a point index within a curveRetrieve a stable random identifier value from the "id" attribute on the point domain, or the index if the attribute does not existRetrieve a unit length vector indicating the direction pointing away from the geometry at each elementRetrieve a value from a listRetrieve a vector indicating the location of each elementRetrieve an integer value indicating the position of each element in the list, starting at zeroRetrieve attributes attached to objects or geometryRetrieve corners in the same face as anotherRetrieve corners that make up a faceRetrieve data from a point on a curve at a certain distance from its startRetrieve data of other elements in the context's geometryRetrieve face corners connected to edgesRetrieve face corners connected to verticesRetrieve geometric information about the current shading pointRetrieve geometry instances from a collectionRetrieve hair curve informationRetrieve how far along each spline a control point isRetrieve information about a volume gridRetrieve information about an imageRetrieve information about points in a point cloudRetrieve information about separate connected regions in a meshRetrieve information about the camera and how it relates to the current shading point's positionRetrieve information about the object instanceRetrieve information from a camera objectRetrieve information from an objectRetrieve information of armature bonesRetrieve multiple types of texture coordinates. Typically used as inputs for texture nodesRetrieve the angle at each control point used to twist the curve's normal around its tangentRetrieve the current time in the scene's animation in units of seconds or framesRetrieve the curve a control point is part ofRetrieve the data of a specified attributeRetrieve the data of the particle that spawned the object instance, for example to give variation to multiple instances of an objectRetrieve the direction of curves at each control pointRetrieve the edges connected to each vertexRetrieve the edges of an object as it appears to Cycles. Note: as meshes are triangulated before being processed by Cycles, topology will always appear triangulatedRetrieve the edges on both sides of a face cornerRetrieve the face each face corner is part ofRetrieve the full transformation of each instance in the geometryRetrieve the index of the material used for each element in the geometry's list of materialsRetrieve the integer coordinates of the voxel that the field is evaluated onRetrieve the length of all splines added togetherRetrieve the number of elements in a geometry for each attribute domainRetrieve the number of evaluated points that will be generated for every control point on curvesRetrieve the number of faces that use each edge as one of their sidesRetrieve the object that contains the geometry nodes modifier currently being executedRetrieve the position of each Bézier control point's handlesRetrieve the position of the mouse cursorRetrieve the quaternion components representing a rotationRetrieve the radius at each point on curve or point cloud geometryRetrieve the rotation of each instance in the geometryRetrieve the scale of each instance in the geometryRetrieve the scene's active cameraRetrieve the total length of each spline, as a distance or as a number of pointsRetrieve the type of incoming ray for which the shader is being executed. Typically used for non-physically-based tricksRetrieve the vertex each face corner is attached toRetrieve the view direction and location of the 3D viewportRetrieve topology information relating to each edge of a meshRetrieve topology information relating to each face of a meshRetrieve topology information relating to each vertex of a meshRetrieve transform from target geometry attribute dataRetrieve values from a field on a different domain besides the domain from the contextRetrieve values from specific geometry elementsRetrieve values from the specified volume gridRetrieve volume grid values at specific voxelsRetrieve whether all triangles in a face are on the same plane, i.e. whether they have the same normalRetrieve whether each edge is marked for smooth or split normalsRetrieve whether each face is marked for smooth or sharp normalsRetrieve whether each spline endpoint connects to the beginningRetrieve whether the nodes are being evaluated for the viewport rather than the final renderReturnReturn the sign of A, sign(A)Return to Previous ModeReturn to previous modeReturn whether this is a layered Action. At this point all actions are layered through versioning and this function will always return trueReturn whether this is a legacy Action. Legacy Actions have no layers or slots. Since Blender 4.4 actions are automatically updated to layered actions. This will only return true on empty actionsReturns a selection of boundary edgesReturns a selection of edges that make up a seam in the provided UV data. A seam is defined as a discontinuity of the data between connected face cornersReturns a selection of loose edgesReturns a selection of manifold edgesReturns a uniformly distributed random rotationReturns a value where only one bit from A and B is setReturns a value where the bits of A and B are both setReturns a value where the bits of either A or B are setReturns information about an imageReturns information about the active strip of the modifierReturns the angle between the two flanking edges of a face corner inside the faceReturns the coordinates of the pixels of an imageReturns the length of an edgeReturns the opposite bit value of A, in decimal it is equivalent of A = -A - 1Returns the position and speed of the marker at the current scene frame relative to the position of the first non-disabled marker in the trackReturns the position and speed of the marker at the current scene frame relative to the position of the marker at the current scene frame plus the user given relative frameReturns the position and speed of the marker at the current scene frame relative to the zero origin of the tracking spaceReturns the position and speed of the marker at the given absolute frameReturns the sign of AReusable Local IDReuse neighbor pixels' raysReveal all bones hidden in Edit ModeReveal all bones hidden in Pose ModeReveal all hidden UV verticesReveal all hidden metaball elementsReveal all hidden vertices, edges and facesReveal all render objects by setting the hide render flagReveal hidden control pointsReveal hidden faces and verticesReveal temporarily hidden mask layersReveal temporarily hidden objectsReverseReverse CurveReverse FramesReverse MouseReverse PathReverse SortingReverse TransferReverse current order of selected elementsReverse cycle historyReverse frame orderReverse orderReverse the direction of the selected curvesReverse the order of shown itemsReverse the order of the vertices and edges of selected faces, flipping their normal directionReverse the sorting effectReverse the transformation between this object and its targetReverse the vertical movement of the mouseReversedReverses the direction of rotation inputRevertRevert back to the original screen layout, before fullscreen area overlayRevert nodes back to the default state, but keep connectionsRevert the active brush settings to the default values from the asset libraryRevert to 1st order integration when clamping would be applied. More conservative than clampingRevert to Saved PreferencesRevert to the Saved FileRevolve edgesRh SimpleRidgeRidge & ValleyRidged MultifractalRidges and ValleysRig NameRig UI ScriptRig that owns this object and may delete or overwrite it upon re-generationRig typeRig type for this boneRiggingRightRight EyeRight HandleRight Handle FieldRight Handle OffsetRight Handle SelectedRight Handle TypeRight KeyRight Mouse Select ActionRight NeighborRight OrthographicRight PerspectiveRight click on buttons to add them to this menuRight eye should see left image and vice versaRight handle selection statusRight mouse always tweaksRight mouse uses the selection toolRight singular vectorsRight-bottom corner of search area in normalized coordinates relative to marker positionRightward frame offset of the left handle from the start of the strip contentRigid BodyRigid Body ConstraintRigid Body Constraint TypeRigid Body ObjectRigid Body SettingsRigid Body ShapeRigid Body TypeRigid Body WorldRigid Body World has no associated physics data to exportRigid Body actively participates to the simulationRigid body deforms during simulationRigidbodyRigidbody world was not properly initialized, need to step the simulation firstRigifyRigify Active CollectionRigify Active TypeRigify Animation ToolsRigify Color Sets SpecialsRigify Dev ToolsRigify Meta-RigsRigify Owner RigRigify Rig NameRigify Target RigRigify Target Rig UIRigify TypeRimRim ColorRim CreaseRim EffectRim Material OffsetRim Vertex GroupRim effectRingsRings DirectionRings along X axisRings along Y axisRings along Z axisRings along spherical distanceRings must be at least 3RipRip failedRip is not compatible with vertex sticky selectionRip is only compatible with sync-select with vertex/edge selectionRip polygons and move the resultRip selected vertices or a selected regionRoation of the area to be darkenedRole of object in Rigid Body SimulationsRollRoll AngleRoll Angle SourceRoll DepthRoll DirectionRoll Hair CurvesRoll InRoll LeftRoll LengthRoll OutRoll RadiusRoll RightRoll TaperRoll offset for the end of the B-Bone, adjusts twistRoll offset for the start of the B-Bone, adjusts twistRoll the viewRoll the view around to the leftRoll the view around to the rightRoll the view using an angle valueRoll: %.2fRoll: %sRolling ShutterRolling Shutter DurationRolls up hair curves starting from their tipsRomanian - RomânRootRoot DiameterRoot DirectionRoot IndexRoot NodesRoot PositionRoot PositionsRoot PrimRoot SelectionRoot Texture CoordinatesRoot Translation OnlyRoot falloffRoot of collections hierarchy of this view layer, its 'collection' pointer property is the same as the scene's master collectionRoot path of all files listed in ``files`` collectionRoot presetRotateRotate 180 degrees clockwiseRotate 270 degrees clockwiseRotate 90 degrees clockwiseRotate ByRotate EulerRotate Hair CurvesRotate InstancesRotate RotationRotate SourceRotate UV coordinates inside facesRotate VectorRotate a point using X axisRotate a point using XYZ orderRotate a point using Y axisRotate a point using Z axisRotate a point using axis angleRotate a vector around a pivot point (center)Rotate around a different pointRotate around an axis by an angleRotate around image centerRotate around local X, then ZRotate around local Z, then XRotate around the X, Y, and Z axesRotate around the Z axis of the modifier spaceRotate around the local X axisRotate around the local Y axisRotate around the local Z axisRotate around the specified ('locked') axis to point towards a targetRotate copies based on the array shapeRotate custom normal of selected itemsRotate face corner color attribute inside facesRotate geometry instances in local or global spaceRotate image by specified angleRotate initial selection giving better shapeRotate instance according to vertex normalRotate instances based on the shape of the incoming geometryRotate instances based on the shape of the surface geometryRotate is affected by the snapping settingsRotate islands for best fitRotate islands to be aligned horizontallyRotate islands to be aligned verticallyRotate islands to improve layoutRotate non-uniform parent scaling to align with the child, applying parent X scale to child X axis, and so forthRotate points around the midpoint of the brushRotate relative to the current orientationRotate selected edge or adjoining facesRotate selected itemsRotate the copies randomlyRotate the imageRotate the input rotation in global spaceRotate the input rotation in its local spaceRotate the input rotation in the local space of the objectRotate the instances randomlyRotate the surface tangentRotate the viewRotate/TwistRotated cameras, looking at the same point at the convergence distanceRotated to a minimal rectangle, either vertical or horizontalRotates each hair curve around an axisRotates the bit values of A by the specified Shift amount. Positive values rotate left, negative values rotate right.Rotates the direction of anisotropy, with 1.0 going full circleRotationRotation & ScaleRotation AngleRotation AxisRotation FieldRotation IncrementRotation InfluenceRotation MatrixRotation MethodRotation Mix ModeRotation ModeRotation Node SocketRotation Node Socket InterfaceRotation OriginsRotation PathRotation Precision IncrementRotation RangeRotation Track SpecialsRotation TracksRotation UnitsRotation WRotation XRotation YRotation ZRotation accumulated for each copyRotation amount per pixel to control how fast the viewport orbitsRotation and ScaleRotation angleRotation angle around the Z-Axis to apply the rotation deltas from the VR headset toRotation around center or objectRotation around pathRotation around the chosen orientation axisRotation axis (default: tangent at root)Rotation conversionRotation errorRotation for each stepRotation for the background image (ortho view only)Rotation for the newly added objectRotation in EulersRotation in QuaternionsRotation in quaternions (keep normalized)Rotation is not supported in the Dope Sheet EditorRotation mode. Only affects the way rotation is displayed, rotation itself is unaffected.Rotation of blades in apertureRotation of sun around zenithRotation of the action's corresponding controller aim in world spaceRotation of the effectRotation of the instancesRotation of the studiolight around the Z-AxisRotation offset to apply to base pose when determining viewer rotationRotation onlyRotation or scaling pivot pointRotation present on original shot, will be compensated (e.g. for deliberate tilting)Rotation range on which pivoting should occurRotation step for numerical pad keys (2 4 6 8)Rotation to Axis AngleRotation to DeltasRotation to EulerRotation to QuaternionRotation value in geometry attributeRotation value socket of a nodeRotation values can only be displayed with the text overlay in the 3D viewRotation/Scaling PivotRotation: %.2f%s %sRotation: %s %s %sRotational DifferenceRotationsRoughRough FactorRoughnessRoughness 1Roughness 2Roughness CurveRoughness EndRoughness EndpointRoughness ThresholdRoughness of the materialRoughness of the sheen layer. Low and high roughness values produce fuzzy or dusty appearance, respectivelyRoughness-basedRoughnessURoughnessVRoundRound A to the largest integer multiple of B less than or equal ARound A to the nearest integer. Round upward if the fraction part is 0.5Round ModeRound UVs to pixels while editingRound cap (half-circle)Round corners by generating circular arcs on each control pointRound off concave internal corners in a signed distance field. Only affects areas with negative principal curvature, creating smoother transitions between surfacesRound open perimeter shapeRound presetRound the float down to the next smallest integerRound the float to the closest integer in the direction of zero (floor if positive; ceiling if negative)Round the float up or down to the nearest integerRound the float up to the next largest integerRound to PixelsRound to pixel centersRound to pixel cornersRoundedRounded RibbonsRoundnessRoundness of children around parentRoundness of the brush tipRoundness of the corners of panels and sub-panelsRoundness of the segment coordinates systemsRoundsRowRow FiltersRow HeightRow InterleavedRows:RubberRule EvaluationRule FuzzinessRule used to determine which regions are inside or outsideRulerRules are gone through top to bottom (only the first rule which effect is above fuzziness threshold is evaluated)Run As UserRun Python fileRun Python while editingRun ScriptRun a node link-drag operation for testingRun active scriptRun as Background JobRun as specific userRun in Geometry Nodes EditorRun this script after generation to apply user-specific changesRun this text as a Python script on loadingRunge-Kutta 3Runge-Kutta 4Running in Offline ModeRuntimeRuntime DataRuntime optionsRuntime state information about the VR sessionRussian - РусскийSSDFSDF GridSDF Grid BooleanSDF Grid FilletSDF Grid LaplacianSDF Grid MeanSDF Grid Mean CurvatureSDF Grid MedianSDF Grid OffsetSDLSSMAA ThresholdSMAA Threshold RenderSMAA Threshold ViewportSMPTE (Compact)SMPTE (Full)SMPTE timecode showing minutes, seconds, and frames only - hours are also shown if necessary, but not by defaultSPH Fluid SettingsSPH SolverSSAA SamplesSSAO SettingsSSE42STL (.stl)STL Export: Cannot open file '%s'STL Export: Unable to find collection '%s'STL Import: Cannot open file '%s'STL Import: Failed to import mesh from file '%s'STL Import: Failed to read file '%s'SVG as CurvesSVG has gradients, Grease Pencil color will be approximatedSafe AreasSafe area for general elementsSafe area for general elements in a different aspect ratioSafe area for text and graphicsSafe area for text and graphics in a different aspect ratioSafe areas used in 3D view and the sequencerSame ChannelSame ObjectSame as frame_end, except that any value can be set, including ones that create an invalid stateSame as frame_start, except that any value can be set, including ones that create an invalid stateSame bone selected...Same collections as the active boneSame color as the active boneSame input/output direction of socketsSampleSample Attachment UVSample BiasSample CountSample CurveSample Even LengthsSample FormatSample GridSample Grid IndexSample Group IDSample IndexSample LengthSample LineSample MergedSample ModeSample NearestSample Nearest SurfaceSample PositionSample RadiusSample RateSample SizeSample Straight EdgesSample SubsetSample Subset LengthSample Subset OffsetSample UVSample UV SurfaceSample a bone from the 3D View or the Outliner to store in a propertySample a color bandSample a color from the Blender Window and create Grease Pencil materialSample a color from the Blender window to store in a propertySample a data-block from the 3D View to store in a propertySample a line and show it in Scope panelsSample accuracy, important for animation data (the lower the value, the more accurate)Sample an image file as a textureSample an image file as an environment texture. Typically used to light the scene with the background nodeSample color for %sSample depth from the 3D viewSample dyntopo detailSample each spline by evenly distributing the specified number of pointsSample each spline by splitting it into segments with the specified lengthSample edges with even lengthsSample edges with vector handlesSample every pixel of the imageSample formatSample lengths based on the total length of all curves, rather than using a length inside each selected curveSample mesh voxel sizeSample multiple lights more efficiently based on estimated contribution at every shading pointSample pixel values under the cursorSample point for F-CurveSample rate in samples/sSample rate of the audio in HzSample the mesh detail on clicked pointSample the output display colorSample the specified number of points along each splineSample the surface UV map at the attachment pointSample to start denoising the preview atSample values from an image textureSampled PointsSampled animation dataSampled colors along lineSamplesSamples TransformSamples per FrameSamplingSampling AnimationsSampling Interpolation FallbackSampling MethodSampling PatternSampling PresetsSampling RateSampling SubstepsSampling color for paletteSampling method to use for volumesSampling strategy for emissive surfacesSaturate the imageSaturationSaturation JitterSaturation ModeSaturation levelSaturation of icons in the interfaceSaturation, Value, HueSaturation:SaveSave %u modified image(s)Save & LoadSave As RenderSave As...Save BackupsSave CopySave External...Save ModeSave PNGs as PNGs, JPEGs as JPEGs, WebPs as WebPs. For other formats, use PNGSave PreferencesSave PromptSave VersionsSave a BVH motion capture file from an armatureSave a copy of the active brush asset into the default asset library, and make it the active brushSave a copy of the actual working state but does not make saved file activeSave a custom theme in the preset listSave a sequence of imagesSave active text data-blockSave active text file with optionsSave all modified imagesSave an image packed in the .blend file to diskSave as RenderSave cache files to disk (.blend file must be saved first)Save changes before closing?Save custom studio light from the studio light editor settingsSave displacements to an external fileSave image with render color management. For display image formats like PNG, apply view and display transform. For intermediate image formats like OpenEXR, use the default render output color spaceSave images as JPEGs. (Images that need alpha are saved as PNGs though.) Be aware of a possible loss in qualitySave images as WebPs as main image (no fallback)Save luminance-chrominance-chrominance channels instead of RGB colorsSave on ExitSave preferences on exit when modified (unless factory settings have been loaded)Save render cache to EXR files (useful for heavy compositing, Note: affects indirectly rendered scenes)Save the baking map in an external fileSave the baking map in an internal image data-blockSave the current Blender fileSave the current Blender file with a numerically incremented name that does not overwrite any existing filesSave the current file in the desired locationSave the current file in the desired location but do not make the saved file activeSave the current viewer node to an image fileSave the image with another name and/or settingsSave the image with current name and settingsSave the rendered image to the output path (used only when animation is disabled)Save the scene to a PLY fileSave the scene to a Wavefront OBJ fileSave the scene to an STL fileSave this data-block even if it has no usersSave this output layerSave to disk (ignore outside changes)Save translations' settings in a persistent JSON fileSaved "%s"Saved %sSaved as "%s"Saved copy as "%s"Saved image "%s"Saved incremental as "%s"Saved packed file to: %sSaved text "%s"SavingSaving failedSaving it with this Blender (%s) may cause loss of data.Saving it with this OpenColorIO configuration may cause loss of data.Saving preferences failedSawScalable Vector Graphic (.svg)Scalable Vector Graphics (SVG) 1.1 formatScalarScaleScale (resize) selected itemsScale AxesScale BasisScale EasingScale ElementsScale EvenScale FPSScale FactorScale Factor for TextureScale Image to New SizeScale InScale InfluenceScale InstancesScale MatrixScale Mix ModeScale ModeScale OffsetScale OutScale RandomnessScale StiffnessScale Stroke ThicknessScale ThicknessScale U and V independentlyScale UV coordinates to bounds after unwrappingScale UniformScale XScale X: %s Y: %s Z: %s%s %sScale X: %s Y: %s%s %sScale YScale ZScale a float context valueScale accumulated for each copyScale all data (Some importers do not support scaled armatures!)Scale all the image's UDIM tilesScale along CurveScale along X axisScale along Y axisScale an int context valueScale based on pixels per Blender UnitScale based on pixels per inchScale by Face AreaScale by Face Area MultiplierScale by Face SizeScale down the text to fit inside the text boxesScale each curve uniformly to reach the target lengthScale elements by the same factor in every directionScale elements in a single directionScale factor applied on the automatically derived resample lengthScale factor determining the 'speed' of the functionScale factor determining the maximum/minimum valuesScale factor for adjusting the height of keyframesScale factor for bone shapesScale factor of the subsurface scattering radiusScale factors for the end of the B-Bone, adjusts thickness (for tapering effects)Scale factors for the start of the B-Bone, adjusts thickness (for tapering effects)Scale fit methodScale for the intensity of imported lightsScale for the newly added objectScale geometry instances in local or global spaceScale groups of connected edges and facesScale individual edges or neighboring edge islandsScale individual faces or neighboring face islandsScale instance based on face sizeScale is 0Scale is affected by snapping settingsScale islands of a UV map and move them so they fill the UV space as much as possibleScale islands to fill unit squareScale meshScale of distortion noiseScale of noise (higher value results in larger vortices)Scale of noise texture along each curveScale of object solution in camera spaceScale of small capitalsScale of the X and Z axes are adjusted to preserve the volume of the bonesScale of the X and Z axes is the inverse of the Y-ScaleScale of the base noise octaveScale of the brush tip in the X axisScale of the displacement effectScale of the final strokesScale of the hair tie instanceScale of the instancesScale of the instances on each local axisScale of the layerScale of the noise texture by root positionScale of the profile at each pointScale of the shadowScale of the spatial noiseScale of the textureScale onlyScale selected areaScale selected bendy bones display sizeScale selected key values by their combined averageScale selected vertices' skin radiiScale stiffness instead of radiusScale the BVH by this valueScale the Z input when not using a z-buffer, controls maximum blur designated by the color white or input value 1Scale the background imageScale the bones to fit the entire length of the curveScale the contribution of direct lightingScale the contribution of indirect lightingScale the copies randomlyScale the copies randomly per axisScale the custom object by the bone lengthScale the distance between volume shader samples when rendering the volume (lower values give more accurate and detailed results, but also increased render time)Scale the face instance objectsScale the frame-rate from the BVH to the current scenes, otherwise each BVH frame maps directly to a Blender frameScale the image such that it fits entirely in the frame, leaving no empty spaces at the cornersScale the instances based on the face area of the incoming geometryScale the instances down randomlyScale the instances down randomly per axisScale the instances on each local axisScale the instances randomlyScale the instances randomly per axisScale the mouse movement by this value before applying the deltaScale the noise frequencyScale the offset by surrounding geometryScale the offset matrix (use to apply screen-space offset)Scale the offset to give more even thicknessScale the scene objects by the USD stage's meters per unit value. This scaling is applied in addition to the value specified in the Scale optionScale the stroke thickness when transforming strokesScale the texture to fit the length of each strokeScale the values of the modified F-CurveScale to Bone LengthScale to BoundsScale to Camera FrameScale to DeltasScale to Face SizesScale to FillScale to FitScale to fit or fill the camera frameScale to respect zoom (otherwise zoom independent display size)Scale to use when converting between Blender units and dimensions. When working at microscopic or astronomical scale, a small or large unit scale respectively can be used to avoid numerical precision problemsScale trackball orbit sensitivityScale vectors with their magnitudesScale, translate and rotate an imageScale/TranslateScale: %s : %s : %s%s %sScale: %s : %s%s %sScale: %s%s %sScaleB X: %s Y: %s Z: %s%s %sScaleB: %s : %s : %s%s %sScaleB: %s%s %sScaleX: %sScaledScales the image such that it fits entirely in the frame, leaving no empty spaces at the cornersScales the intensity of the noiseScales the mesh as a soft body using the origin of the object as scaleScales the power of the light exponentially, multiplying the intensity by 2^exposureScalingScaling (in time) of the noiseScaling factor applied on top of scene scale for adjustments to the VR view. When possible, prefer modifying the scene scale insteadScaling factor for actionScaling factor that is applied along the X axisScaling factor that is applied along the Y axisScaling for noise inputScaling of the objectScan add-on directories for new modulesScanline "exposure" time for the rolling shutter effectScatterScatter CoefficientsScatter light as it passes through the volume, often used to add fog to a sceneScatter on InstancesScatter on SurfaceScatter referenced geometry on a surface meshScattering modelScattering radius per color channel (RGB), multiplied with ScaleSceneSceneCopy SettingsSceneFull CopySceneLinked CopySceneNewSceneObject IndexSceneSpaceSceneTypeScene '%s' had an invalid root collection, which has not been readScene '%s' is linked, instantiation of objects is disabledScene '%s' is the last local one, cannot be removedScene CameraScene CollectionScene CollectionsScene DisplayScene DurationScene Frame RangeScene GraphScene GravityScene HydraScene Hydra render engine settingsScene InstancingScene LightsScene Node SocketScene Node Socket InterfaceScene ObjectsScene OperationScene OptionsScene OriginScene PropertiesScene Render ViewScene SetupScene SizeScene StatisticsScene StripScene Strip DisplayScene Strip RangeScene Strip...Scene TimeScene UnitScene WorldScene assets not assigned to a catalog. Catalogs can be assigned in the Asset BrowserScene at its evaluated stateScene data-block, consisting in objects and defining time and render related settingsScene data-blocksScene display settings for 3D viewportScene frame rate set to %.4g (converted from %.4g)Scene from which to select the active camera (render scene if undefined)Scene has no animation data or active actionScene has no cameraScene has no camera, unable to render preview of %s without it.Scene keying setsScene linear values in the working color spaceScene meters per unit to 0.001Scene meters per unit to 0.01Scene meters per unit to 0.0254Scene meters per unit to 0.3048Scene meters per unit to 0.9144Scene meters per unit to 1.0Scene meters per unit to 1000.0Scene mode uses full bake mode:Scene not foundScene root collection that owns all the objects and other collections instantiated in the sceneScene sizeScene socket of a nodeScene that this strip usesScene to render, current scene if not specifiedScene will be rendered using 11 anti-aliasing samplesScene will be rendered using 16 anti-aliasing samplesScene will be rendered using 32 anti-aliasing samplesScene will be rendered using 5 anti-aliasing samplesScene will be rendered using 8 anti-aliasing samplesScene will be rendered using a single pass anti-aliasing method (FXAA)Scene will be rendering without any anti-aliasingScene(s)ScenesScenes without a camera do not support previewsScheme = Catmull-Clark, when possible. Reverts to exporting the subdivided mesh for the Simple subdivision typeScheme = None. Export base mesh without subdivisionScheme = None. Export subdivided meshScope Region BackgroundScopesScopes for statistical view of a movie clipScopes for statistical view of an imageScopes to visualize image statisticsScopes to visualize movie clip statisticsScrambling DistanceScrambling Distance viewportScreenScreenNewScreenPrecisionScreenScreenScreen Grab SizeScreen ModeScreen SpaceScreen TracingScreen coordinates of samplingScreen data-block, defining the layout of areas in a windowScreen data-blocksScreen layouts of a workspaceScreen size for normals in the 3D viewScreen space angle snappingScreen-TraceScreen-Trace PrecisionScreen-Trace ThicknessScreensScreenshotScreenshot cannot be smaller than %i pixels on a sideScrewScrew ModifierScrew axisScriptScript DirectoriesScript FilesScript NodeScript SourceScript directory not foundScripted ExpressionScriptingScroll BarScroll DirectionScroll Widget ColorsScroll and zoom for a 2D regionScroll direction (Wayland only)Scroll down one pageScroll page up or downScroll the selected files into viewScroll the view downScroll the view leftScroll the view rightScroll the view upScroll up one pageScroll view by mouse click and dragScroll view so current frame would be centeredScrollbackScrubbingScrubbing & Markers Region SettingsScrubbing / MarkersSculptSculpt All IslandsSculpt Base MeshSculpt CapabilitiesSculpt CurvesSculpt Curves CageSculpt Face Sets OpacitySculpt Grease PencilSculpt Grease Pencil StrokesSculpt LevelsSculpt Mask OpacitySculpt ModeSculpt Mode OverlaysSculpt Overlay ColorSculpt PlaneSculpt Set PivotSculpt Show Face SetsSculpt Show MaskSculpt Texture PaintSculpt a stroke into the geometrySculpt curves using a brushSculpt on a persistent layer of the meshSculpt strokes in the active Grease Pencil objectSculpt/Paint Overlay ColorSculptingSeamSeam MarginSeam edge for UV unwrappingSeamsSearchSearch Add-onsSearch Area:Search DistanceSearch ExtensionsSearch MatchSearch MaxSearch MinSearch SizeSearch again from the start of the file when reaching the endSearch by Key-BindingSearch by NameSearch for a node by name and focus and select itSearch for files of this typeSearch for items in this folderSearch for markers that are affine-deformed (t, r, k, and skew) between framesSearch for markers that are perspectively deformed (homography) between framesSearch for markers that are translated and rotated between framesSearch for markers that are translated and scaled between framesSearch for markers that are translated between framesSearch for markers that are translated, rotated, and scaled between framesSearch in all text data-blocks, instead of only the active oneSearch string is sensitive to uppercase and lowercase lettersSearch subdirs for any associated images (WARNING: may be slow)Search term for filtering in the UISecondSecond BasisSecond Handle TypeSecond Rigid Body Object to be constrainedSecond StepSecond coefficient of fourth order Brown-Conrady radial distortionSecond coefficient of second order Brown-Conrady tangential distortionSecond coefficient of second order Nuke distortionSecond coefficient of second order division distortionSecond coefficient of tangential Nuke distortionSecond coefficient of third order polynomial radial distortionSecond color used for effectSecond cubic spline control point between min/max speedsSecond input for the effect stripSecond keyframe used for reconstruction initializationSecond point of the screenshot in screenspaceSecond selected mesh object required to copy shape fromSecond vertex group nameSecondarySecondary AxisSecondary Bone AxisSecondary ColorSecondary Control LayersSecondary Data PathSecondary Influence FalloffSecondary ReflectionSecondary TextureSecondary color of checkerboard pattern indicating transparent areasSecondary path of property to be set by the radial controlSecondsSeconds around cursor that we zoom aroundSeconds to run the test for (override iterations)SecretSection to activate in the PreferencesSee '%s' in the external editorSee '%s' in the text editorSee Modifiers panel belowSee OperatorList.txt text blockSeedSeed for random if usedSeed for random number generation (if negative, time is used as a seed instead)Seed for random-based operationsSeed for the noise generationSeed for the random number generatorSeed of the noiseSeed of the random generatorSeed used by the random number generator to generate random pointsSeed value for integrator to get different noise patternsSeed value for randomizationSeed value for the random generatorSeek based on timestamps read from movie stream, giving the best match between scene and movie timesSegmentSegment CoordinatesSegment DirectionSegment IDSegment InfluenceSegment LengthSegment RotationSegment WidthSegment between both keyframesSegment coordinates for texture mapping within each angular segmentSegmentsSegments for curved edgeSegments must be at least 3Segments sampled from control pointsSegments with an image distance smaller than this will be chained togetherSelectSelect & TweakSelect 2 sound stripsSelect 2D or 3D curve typeSelect Aligned Single HandleSelect AllSelect All TogglesSelect All by TraitSelect AnchorSelect AreaSelect BackgroundSelect BiasSelect BiggerSelect ChannelSelect ChildSelect ChildrenSelect Children OnlySelect CollectionSelect ColorSelect Control PointSelect CurvesSelect End Line IndexSelect Faces connected to existing selectionSelect GroupedSelect HandleSelect HandlesSelect HierarchySelect Imported ObjectsSelect LayerSelect Left HandleSelect LinkedSelect List ItemSelect List Item (Double click to rename)Select LocationSelect LoopsSelect ModeSelect More/LessSelect MouseSelect OuterSelect ParentSelect PassSelect PatternSelect PointSelect Right HandleSelect RingSelect SearchSelect Selection SetSelect SimilarSelect SlotSelect SplitSelect TextSelect UV verticesSelect UV vertices using box selectionSelect UV vertices using circle selectionSelect UVs in specified tileSelect UVs that are at the same location and share a mesh vertexSelect UVs that share a mesh vertex, whether or not they are at the same locationSelect UVs using lasso selectionSelect Vertices connected to existing selectionSelect ViewSelect a bone on the generated rig which will drive this actionSelect a bookmarked directorySelect a camera to bind to a marker on this frameSelect a chain of linked strips nearest to the mouse pointerSelect a feature edge if both of its adjacent faces are markedSelect a feature edge if either of its adjacent faces is markedSelect a loop of connected UV verticesSelect a loop of connected edgesSelect a mirror axis (X, Y)Select a mirror axis (X, Y, Z)Select a new path for this library, and reload all its dataSelect a node to assign a shortcutSelect a paint curve pointSelect a point or its handlesSelect a randomly distributed set of hair or pointsSelect a range from active elementSelect a row of control points including active one. Successive use on the same point switches between U/V directionsSelect a strip (last selected becomes the "active strip")Select affected vertices on meshSelect all UV faces which overlap each otherSelect all UV vertices linked to the active UV mapSelect all UV vertices linked under the mouseSelect all animation channels within the specified regionSelect all between clicked and active itemsSelect all bones linked by connected parent/child relationships from the current selectionSelect all bones linked by parent/child connections to the current selectionSelect all bones that have the same parent as currently selected bonesSelect all charactersSelect all children of currently selected bonesSelect all control points linked to already selected onesSelect all control points linked to the current selectionSelect all curve points linked to already selected onesSelect all curves in a fillSelect all data in the mesh on a single axisSelect all disabled tracksSelect all elementsSelect all estimated tracksSelect all if True, else deselect allSelect all keyframed tracksSelect all keyframes of channel under mouseSelect all keyframes on the specified frame(s)Select all keyframes that occur on the same frame as the one under the mouseSelect all keyframes within the specified regionSelect all keys linked to already selected onesSelect all locked tracksSelect all non-manifold vertices or edgesSelect all objects in collectionSelect all objects which block light from this emitterSelect all objects which receive light from this emitterSelect all paths between the source/destination elementsSelect all pinned UV verticesSelect all points in curves with any point selectionSelect all points in the curve under the cursorSelect all sharp enough edgesSelect all strips adjacent to the current selectionSelect all strips grouped by various propertiesSelect all strips on same side of the current frame as the mouse cursorSelect all stroke pointsSelect all stroke points between other strokesSelect all strokes with similar characteristicsSelect all textSelect all the keyframes in the channel under the mouseSelect all the keyframes in the curveSelect all the textSelect all the vertices assigned to the active vertex groupSelect all time markers using box selectionSelect all tracked tracksSelect all tracks from specified groupSelect all tracks which failed to be reconstructedSelect all tracks with same color as active trackSelect all vertices connected to the current selectionSelect all visible bones grouped by similar propertiesSelect all visible objects grouped by various propertiesSelect all visible objects that are linkedSelect all visible objects that are of a typeSelect alternated points in strokes with already selected pointsSelect an edge ringSelect an edge ring of connected UV verticesSelect an even number of loops to bridge pairsSelect an existing NLA Track or an empty action line firstSelect an object or pose boneSelect and activate item(s)Select and slide paint curve pointSelect and use mesh itemSelect anti-silhouette linesSelect at least one mesh objectSelect at least two edge loopsSelect bigger regions instead of smaller onesSelect bones in active Bone CollectionSelect bones linked by connected parent/child relationships under the mouse cursorSelect bones that are parents of the currently selected bonesSelect bones used as targets for the currently selected bonesSelect border edges (open mesh edges)Select boundary edges around the selected facesSelect bySelect by Face StrengthSelect by active material slotSelect connected parent/child objectsSelect contour or silhouetteSelect contours (outer silhouettes of each object)Select control points at the boundary of each selection regionSelect control points following already selected ones along the curvesSelect control points preceding already selected ones along the curvesSelect crease edges (those between two faces making an angle smaller than the Crease Angle)Select created objects at the end of the importSelect curve points using box selectionSelect curve points using circle selectionSelect curve points using lasso selectionSelect curves which are close to curves that are selected alreadySelect data type of attributeSelect direct children of currently selected bonesSelect domain object of the smoke simulationSelect edge marks (edges annotated by Freestyle edge marks)Select edges at material boundariesSelect edges or face pairs for edge loops to rotate aboutSelect either 1 or 3 vertices to parent toSelect either hair or pointsSelect elementSelect elements based on the active boolean attributeSelect end points of curvesSelect end points of strokesSelect everything beginning with the last selectionSelect everything except lines from specified collectionSelect external contours (outer silhouettes of occluding and occluded objects)Select face loop under the cursorSelect faces where all edges have more than 2 face usersSelect feature edges based on a collection of objectsSelect feature edges based on edge typesSelect feature edges based on visibilitySelect feature edges belonging to some object in the groupSelect feature edges by face marksSelect feature edges by image border (less memory consumption)Select feature edges not belonging to any object in the groupSelect feature edges not satisfying the given edge type conditionsSelect feature edges not satisfying the given face mark conditionsSelect feature edges satisfying all edge type conditionsSelect feature edges satisfying at least one of edge type conditionsSelect feature edges satisfying the given edge type conditionsSelect feature edges satisfying the given face mark conditionsSelect feature edges within a range of quantitative invisibility (QI) valuesSelect feature lines that comes from lit or shaded regions. Will not affect cast shadow and light contour since they are at the border.Select frame containing the selected nodesSelect from Chiang or Huang modelSelect from multiple inputs by nameSelect gizmo handles on the sides of the selected stripSelect graph curvesSelect handles next to the active stripSelect hidden feature edgesSelect how to constrain the object to the target surfaceSelect how vertices are constrained to the target surfaceSelect if the repository is in a user managed or system provided directorySelect immediate parent/children of selected bonesSelect intersecting with the current frameSelect items using box selectionSelect items using circle selectionSelect items using lasso selectionSelect keyframe points using circle selectionSelect keyframe points using lasso selectionSelect keyframes beside already selected onesSelect keyframes by clicking on themSelect keyframes occurring in the same F-Curves as selected onesSelect keyframes to the left or the right of the current frameSelect keys linked to boundary selected keys of each particleSelect line type for strokesSelect linked facesSelect linked faces by angleSelect linked faces under the cursorSelect linked verticesSelect linked vertices under the cursorSelect loops of connected edges from each selected edgeSelect loose geometry based on the selection modeSelect markers on and left/right of the current frameSelect markers using box selectionSelect markers using circle selectionSelect markers using lasso selectionSelect members of the selected frameSelect mesh items at mirrored locationsSelect mirrored lattice pointsSelect more UV vertices connected to initial selectionSelect more spline points connected to initial selectionSelect more strips adjacent to the current selectionSelect more vertices, edges or faces connected to initial selectionSelect movie or image stripsSelect movie tracking channelSelect nearest particle from mouse pointerSelect new active mesh element and use its locationSelect new objectsSelect node and link it to a viewer nodeSelect nodes linked from the selected onesSelect nodes linked to the selected onesSelect nodes using lasso selectionSelect nodes with similar propertiesSelect object in the same collectionSelect object relative to the active object's position in the hierarchySelect objects in collectionSelect objects matching a naming patternSelect objects recursively from active elementSelect one of the vertex groups available under current mouse positionSelect one or more stripsSelect only entirely selected facesSelect only pointsSelect or deselect all NLA-StripsSelect or deselect all filesSelect or deselect all stripsSelect or deselect random visible objectsSelect orientation after its creationSelect other strips or handles at the same time, or all retiming keys after the current in retiming modeSelect pasted objectsSelect region of faces inside of a selected loop of edgesSelect reports by indexSelect revealed objectsSelect ridges and valleys (boundary lines between convex and concave areas of surface)Select rings of connected edges from each selected edgeSelect roots of all visible particlesSelect shortest path between two bonesSelect shortest path between two selectionsSelect shortest path between two vertices/edges/facesSelect silhouettes (edges at the boundary of visible and hidden faces)Select similar UVs by property typesSelect similar bones by property typesSelect similar curve points by property typeSelect similar face regions to the current selectionSelect similar metaballs by property typesSelect similar vertices, edges or faces by property typesSelect spline pointsSelect strip handleSelect strips individually whether or not they are connectedSelect strips on the nominated side of the selected stripsSelect strips relative to the current frameSelect strips to the left or the right of the current frameSelect strips using box selectionSelect strips using circle selectionSelect strips using lasso selectionSelect style used to draw strokesSelect style used to fill strokesSelect suggestive contours (almost silhouette/contour edges)Select text by lineSelect text while moving cursorSelect the Freestyle control modeSelect the active cameraSelect the asset library and the contained catalogs to display in the asset shelfSelect the axis to compare each vertex onSelect the bones from this Selection SetSelect the cameraSelect the closest axis when placing objects (surface overrides)Select the currently highlighted gizmoSelect the file format to be used for caching noise dataSelect the file format to be used for caching particle dataSelect the file format to be used for caching surface dataSelect the file format to be used for caching volumetric dataSelect the file relative to the blend fileSelect the input type for the hair tie geometry.Select the input type for the surface geometry.Select the layers to convertSelect the mapping typeSelect the mirror objects of the selected object e.g. "L.sword" and "R.sword"Select the new inset facesSelect the next element (using selection order)Select the node under the cursorSelect the parents of currently selected bonesSelect the previous element (using selection order)Select the property panel to be shownSelect the shader's color parametrizationSelect the shape of blueprint contour strokesSelect the shape of both ends of strokesSelect the sort key to determine the stacking order of chainsSelect the sort orderSelect the source of rest positionsSelect the strips and their handlesSelect the tablet API to use for pressure sensitivity (may require restarting Blender for changes to take effect)Select the tracing method used to find scene-ray intersectionsSelect the way how feature edges are jointed to form chainsSelect the way how the sort key is computed for each chainSelect those bones connected to the initial selectionSelect those bones that are used in this poseSelect time marker(s)Select tips of all visible particlesSelect to the left of the current frameSelect to the right of the current frameSelect tracking markersSelect tracks by groupSelect tracks which are used for rotation stabilizationSelect tracks which are used for translation stabilizationSelect transformation orientationSelect two edge loops or a single closed edge loop from which two edge loops can be calculatedSelect two mesh objectsSelect type of gradient used to fill strokesSelect type of shrinkwrap algorithm for target positionSelect type of subdivision algorithmSelect unclean tracksSelect vertex loop under the cursorSelect vertices at poles by the number of connected edges. In edge and face mode the geometry connected to the vertices is selectedSelect vertices directly linked to already selected onesSelect vertices or faces by the number of face sidesSelect vertices without a groupSelect visible feature edgesSelect which point is the beginning of the curveSelect with Mouse ButtonSelect word at cursor positionSelect word under cursorSelect/Deselect all Grease Pencil strokes using current materialSelect/Deselect all strokes or fillsSelect/Deselect element in this directionSelect/Deselect files by walking through themSelectability & VisibilitySelectableSelectable OnlySelectedSelected & ContentSelected Action MapSelected Action-Clip StripSelected BindingSelected BoldSelected ChannelSelected Channels at CursorSelected Edge TotalSelected Face TotalSelected FacesSelected FileSelected HighlightSelected ID '%s' is a %s, cannot be used to relocate existing linked ID '%s' which is a %sSelected ID '%s' seems to be the same as the relocated ID '%s', use 'Reload' operation insteadSelected ItalicSelected ItemSelected Item forces the orbit center to only take the currently selected objects into account.Selected ItemsSelected KeysSelected LandmarkSelected Line BackgroundSelected Line Text ColorSelected MarkerSelected Meta Strip (for grouping related strips)Selected Node GroupSelected ObjectSelected ObjectsSelected Objects OnlySelected Objects and DataSelected Objects, Data and MaterialsSelected OnlySelected PointsSelected Pose BonesSelected Small CapsSelected Sound Strip (for timing speaker sounds)Selected StripsSelected StudioLightSelected TextSelected Transition StripSelected UV ElementSelected UV vertices that are within a radius of each other are welded togetherSelected UnderlineSelected Vertex TotalSelected asset %s could not be located inside the asset librarySelected asset %s is not an ActionSelected asset is contained in a file managed by the asset system, manual edits should be avoidedSelected asset is contained in the current fileSelected bones from %sSelected data-blocks are already assets (or do not support use as assets)Selected edge count in editmodeSelected edges/faces requiredSelected face count in editmodeSelected faces requiredSelected loops must have equal edge countsSelected meshes must have equal numbers of verticesSelected nodes are not of the same type as {}Selected nodes can't be joinedSelected objects' names must use .L or .R suffixSelected path is outside of the selected asset librarySelected to ActiveSelected vertex count in editmodeSelected/UnselectedSelecting lines from lit regions, and make the combination of contour, light contour and shadow lines into enclosed shapesSelecting the camera is only supported in object modeSelectionSelection DomainSelection End CharacterSelection End LineSelection MaskSelection ModeSelection Mode must be PointsSelection OnlySelection OpacitySelection SetSelection Set IndexSelection SetsSelection Sets SpecialsSelection ToolSelection TypeSelection action to executeSelection by CollectionSelection by Edge TypesSelection by Face MarksSelection by Image BorderSelection by VisibilitySelection is not a boneSelection is not a bone. Armature needs to be in Pose Mode or Edit Mode to pick in the 3D ViewportSelection lags behind mouse and follows a smoother pathSelection not supported in object modeSelection of IK solver for IK chainSelection of active channel to clicked channelSelection of edges that are not connected to a faceSelection of edges that are part of the boundary of a mesh surfaceSelection of edges that connect two faces of a mesh surfaceSelection of edges that signify a discontinuity of the input vectorsSelection of elements with normals matching a target direction. (The normal is evaluated on the same domain as this selection output)Selection of elements within a sphereSelection of instances to randomizeSelection of points that should be displacedSelection on the iteration domainSelection pair not foundSelection state of the curve pointSelection state of the path pointSelection state of the slotSelection statusSelection status of the Aligned Single handleSelection status of the control pointSelection status of the control point. (Deprecated: use Select Control Point instead)Selection status of the left handleSelection status of the right handleSelection to Current FrameSelection to Cursor ValueSelection to Nearest FrameSelection to Nearest MarkerSelection to Nearest SecondSelective Damped Least SquareSelects how the end handle of the B-Bone is computedSelects how the start handle of the B-Bone is computedSelects how the vertices are mapped to B-Bone segments based on their positionSelects random points from the current strokes selectionSelects the boundary adjustment algorithmSelects the used algorithmSelects the used thickness algorithmSelf CollisionSelf CollisionsSelf EffectSelf FrictionSelf HitSelf IntersectSelf IntersectionSelf Intersection CheckSelf Minimum DistanceSelf ObjectSelf OverlapSelf intersect selected facesSelf-contained rigid body simulation environment and settingsSelfcollision Vertex GroupSemantic interpretation of the propertySemi-LagrangianSemitonesSend BackwardSend to BackSensitivitySensorSensor FitSensor HeightSensor NoiseSensor WidthSensor is being scanned from top to bottomSeparableSeparateSeparate BundleSeparate Bundle ItemSeparate ChildrenSeparate ColorSeparate ComponentsSeparate CylindricalSeparate GeometrySeparate IK ToeSeparate MatrixSeparate ModeSeparate Sequence ImagesSeparate SphericalSeparate TransformSeparate UnitsSeparate XYZSeparate all geometry from intersectionsSeparate by layerSeparate by materialSeparate out the strips held by the selected meta-stripsSeparate projections by islands isolated by seamsSeparate selected geometrySeparate selected geometry into a new meshSeparate selected geometry into a new objectSeparate selected geometry into a new point cloudSeparate selected nodes from the node groupSeparate selected points from connected unselected points into a new objectSeparate the selected geometry into a new Grease Pencil objectSeparate the selected strokes from current fillSeparated %s into %i new actionsSeparated bonesSepiaSequenceSequenceAddSequenceAdjustmentSequenceAdjustment LayerSequenceAlpha OverSequenceAlpha UnderSequenceAudioSequenceBoxSequenceBrightness/ContrastSequenceClipSequenceClockSequenceColorSequenceColor BalanceSequenceColor MixSequenceCompositorSequenceCrossfadeSequenceCurvesSequenceDirectionSequenceDoubleSequenceEchoSequenceEqualizerSequenceGamma CrossfadeSequenceGaussian BlurSequenceGlowSequenceHold SplitSequenceHue CorrectSequenceImageSequenceInSequenceIrisSequenceMaskSequenceMetaSequenceMovieSequenceMulticamSequenceMulticam SelectorSequenceMultiplySequenceNoneSequenceOutSequencePer StripSequencePitchSequenceProjectSequenceProxy StorageSequenceSceneSequenceSingleSequenceSoundSequenceSound EqualizerSequenceSpeedSequenceSplitSequenceSubtractSequenceTextSequenceTone MapSequenceTonemapSequenceTransition TypeSequenceTypeSequenceWhite BalanceSequenceWipeSequence EditorSequence SlideSequence Slide: %s%sSequence Strip NameSequence editing data for a Scene data-blockSequence editor space dataSequence playback modeSequence strip applying an effect on the images created by other stripsSequence strip creating a gaussian blurSequence strip creating a glow effectSequence strip creating a wipe transitionSequence strip creating an image filled with a single colorSequence strip creating textSequence strip data for a single frameSequence strip defining a sound to be played over a period of timeSequence strip to control the speed of other stripsSequence strip to group other strips as a single sequence stripSequence strip to load a videoSequence strip to load a video from a maskSequence strip to load a video from the clip editorSequence strip to load one or more imagesSequence strip to perform filter adjustments to layers belowSequence strip to perform multicam editingSequence strip using the rendered image of a sceneSequencerSequencer & PreviewSequencer Color Space SettingsSequencer Compositor NodesSequencer EditorsSequencer OverlaysSequencer PreviewSequencer Preview ShadingSequencer SceneSequencer SnappingSequencer Strip InfoSequencer StripsSequencer Tool SettingsSequencer effect typeSequencer scene not editableSequencer's active stripSerbian (Cyrillic) - СрпскиSerbian (Latin) - Srpski latinicaSession StateSession UIDSession UID of the collection to link toSession UID of the collection to move toSession UID of the data-block to use by the operatorSession UID of the directly linked collection containing the selected object, to make an override fromSession UID of the geometry node group being droppedSession UUIDSession UUID of the object to place (uses the active object when this and 'name' are unset)SetSet "Fake User" for appended items (except objects and collections)Set 2D cursor locationSet 2D cursor to center view locationSet ActionSet Active Action Slot IndexSet All glTF Animation Starting at 0Set AlphaSet Color TagSet Current ThemeSet Curve NormalSet Curve RadiusSet Curve TiltSet Debug ValueSet Default iconSet Face SetSet Face StrengthSet Fake UserSet FallbackSet Frame RangeSet Geometry BundleSet Geometry NameSet Grease Pencil ColorSet Grease Pencil DepthSet Grease Pencil SoftnessSet Grid BackgroundSet Grid TransformSet Hair Curve ProfileSet Handle PositionsSet Handle TypeSet IDSet Instance TransformSet Inverse PendingSet MaterialSet Material BlendSet Material IndexSet Mesh NormalSet Minkowski variable to 0.5Set Minkowski variable to 4Set Mix Factor to 0.0Set Mix Factor to 1.0Set NameSet Origin not supported for %s object(s)Set Origin not supported for Empty object(s)Set Parent ToSet PivotSet Point RadiusSet PositionSet Preview Range based on extents of selected KeyframesSet Preview Range based on extents of selected stripsSet Preview Range based on range of selected keyframesSet Scene Frame RateSet Selected Strip ProxiesSet SelectionSet Shade SmoothSet SizeSet Snap BaseSet Spline CyclicSet Spline ResolutionSet Spline TypeSet Stereo 3DSet UVW control points a uniform distance apartSet VR viewer location to controller raycast hit locationSet ValueSet View TransformSet a color tag for the selected collectionsSet a color tag for the selected stripsSet a context array value (useful for cycling the active mesh edit mode)Set a context valueSet a context value (useful for cycling active material, shape keys, groups, etc.)Set a context value to an ID data-blockSet a custom Constant Rate Factor (CRF).Set a fixed number of frames for all build animationsSet a manual percentage to buildSet a maximum number of B-framesSet a new active keying setSet a new name or prefix/suffix the existing oneSet a new selectionSet active action set-up index to {}.Set active color to all selected verticesSet active marker as origin by moving camera (or its parent if present) in 3D spaceSet active materialSet all glTF animation starting at 0.0s. Can be useful for looping animationsSet all stroke points to same opacitySet all stroke points to same thicknessSet all vertex normals by corner angleSet all vertex normals by face areaSet alpha of selected color stopSet amount of opacity for exported UV layoutSet and use 3D cursorSet annotation VisibilitySet appropriate view transform based on media color spaceSet as active vertex groupSet as default roundedSet audio channels to 4 channelsSet audio channels to 5.1 surround soundSet audio channels to 7.1 surround soundSet audio channels to monoSet audio channels to stereoSet audio mixing buffer size to 1024 samplesSet audio mixing buffer size to 16384 samplesSet audio mixing buffer size to 2048 samplesSet audio mixing buffer size to 256 samplesSet audio mixing buffer size to 32768 samplesSet audio mixing buffer size to 4096 samplesSet audio mixing buffer size to 512 samplesSet audio mixing buffer size to 8192 samplesSet audio sample format to 16-bit signed integerSet audio sample format to 24-bit signed integerSet audio sample format to 32-bit floatSet audio sample format to 32-bit signed integerSet audio sample format to 64-bit floatSet audio sample format to 8-bit unsigned integerSet audio sampling rate to 192000 samples per secondSet audio sampling rate to 44100 samples per secondSet audio sampling rate to 48000 samples per secondSet audio sampling rate to 96000 samples per secondSet black point or white point for curvesSet boolean values for a collection of itemsSet camera view to active viewSet collection to only contribute indirectly (through shadows and reflections) in the view layerSet color VisibilitySet color and opacity attributes on Grease Pencil geometrySet color completely opaque instead of reusing existing alphaSet color interpolationSet color mode to use for interpolationSet color of selected color stopSet current movie clip as a camera background in 3D Viewport (works only when a 3D Viewport is visible)Set cursor positionSet cursor position in textSet cursor position to the offset used for collection instancesSet cursor selectionSet default color attribute used for renderingSet distance between each planeSet easing type for the F-Curve segments starting from the selected keyframesSet edge sharpness based on the angle between neighboring facesSet effect expansion in the user interfaceSet extrapolation mode for selected F-CurvesSet face strength on all facesSet face strength on new and affected faces onlySet face strength on new and modified faces onlySet face strength on new faces onlySet fake user on appended IDsSet floor planeSet font caseSet font styleSet frame rate of the current scene to the frame rate of the movieSet hook center to cursor positionSet how compositing is executedSet if this library override data-block can be editedSet image for texture painting directlySet interpolation between color stopsSet interpolation mode for the F-Curve segments starting from the selected keyframesSet inverse correction for Child Of constraintSet inverse correction for Object Solver constraintSet keyframe used by solverSet mask VisibilitySet mask to the level specified by the 'value' propertySet mask to the level specified by the inverted 'value' propertySet mesh seams according to island setup in the UV editorSet metaball as negative oneSet modifier expanded in the user interfaceSet negative texture RGB and intensity values to zero, for some uses like displacement this option can be disabled to get the full rangeSet new 3D cursor position and use itSet object solution scale using distance between two selected tracksSet of properties that are affectedSet offset used for collection instances based on cursor positionSet offset used for collection instances based on the active object positionSet origin to median point of selected bundlesSet particle size in simulation cells or use nearest cellSet per-point radius which is used for bevel taperingSet plane based on 3 selected bundles by moving camera (or its parent if present) in 3D spaceSet position of selected color stopSet render size and aspect from active stripSet resolution of selected curvesSet scale of scene by scaling camera (or its parent if present)Set scaling for the texture's X, Y and Z sizesSet scene's start and end frame to match clip's start frame and lengthSet sculpt face set values for facesSet selected vertices as not looseSet selection of the edited geometry, for tool executionSet shading to flatSet shading to smoothSet shutter curveSet softbody goal weight for selected pointsSet softness attribute on Grease Pencil geometrySet some size property (e.g. brush size) with mouse wheelSet speed of retimed segmentSet start and end frame from sceneSet text selectionSet the Grease Pencil depth order to useSet the USD Stage meters per unit to the chosen measurement, or a custom valueSet the UV map as active for renderingSet the accessibility description for the exported stage's default primSet the accessibility label for the exported stage's default primSet the active Grease Pencil layerSet the active bone as the parent of the selected bonesSet the active object as the active camera for this view or sceneSet the active operator to its default valuesSet the active scene and time based on the current scene stripSet the active vertex groupSet the background value used for inactive voxels and tilesSet the boundaries for viewer operations (Not implemented)Set the boundaries of the border render and enable border renderSet the boundaries of the border used for offset viewSet the boundaries of the render region and enable render regionSet the boundaries of the user regionSet the bundle of a geometrySet the clip interaction modeSet the color and opacity for the points of the strokeSet the color and opacity for the stroke fillsSet the console selectionSet the corner type of the selected pointsSet the current frame as the preview or scene end frameSet the current frame as the preview or scene start frameSet the current frame to the average frame value of selected keyframesSet the current language for this consoleSet the current transform gizmoSet the cursor location, drag to transformSet the custom normals from the selected faces onesSet the direction of a scene axis by rotating the camera (or its parent if present). This assumes that the selected track lies on a real axis connecting it to the originSet the display size of point cloud pointsSet the distance between the eyes - the stereo plane distance / 30 should be fineSet the evaluation mode for curve normalsSet the fallback tool instead of the primarySet the fallback tool instead of the primary toolSet the file path relative to the blend file, when possibleSet the frame range to the selected strips start and endSet the handle type for Bézier curvesSet the handle type for bezier curvesSet the handle type for the control points of a Bézier curveSet the id attribute on the input geometry, mainly used internally for randomizingSet the image's frame range to match the video's durationSet the influence of this constraint to zero while trying to maintain the object's transformation. Other active constraints can still influence the final transformationSet the location of each pointSet the location of the 3D cursorSet the map as active for cloningSet the map as active for display and editingSet the mask layer from the UV map buttonsSet the mask's parentingSet the material index for each selected geometry elementSet the material on new faces based on the order of the material slot lists. If a material does not exist on the modifier object, the face will use the same material slot or the first if the object does not have enough slots.Set the name of a geometry for easier debuggingSet the object's origin, by either moving the data, or set to center of data, or use 3D cursorSet the object's parentingSet the object's parenting without setting the inverse parent correctionSet the output mesh normals to smoothSet the positions for the handles of Bézier curvesSet the preview range insteadSet the radius of the curve at each control pointSet the rotation representation used by selected bonesSet the scene frame-rate to that of the BVH file (note that this nullifies the 'Scale FPS' option, as the scale will be 1:1)Set the selected stroke material as the active materialSet the sharpness of mesh edges based on the angle between the neighboring facesSet the space type or cycle subtypeSet the stroke type (stroke, fill, or both) of the selected strokesSet the surface mesh into its rest position before attachmentSet the tilt angle at each curve control pointSet the tool by index (for key-maps)Set the tool by name (for key-maps)Set the transform for the grid from index space into object space.Set the transformation matrix of every instanceSet the value of all tagsSet the vertex group weights based on the distance to another target objectSet the view axis where each mouse direction always maps to the same axisSet the view axis where each mouse direction maps to an axis relative to the current orientationSet the view clipping regionSet the weight of selected keysSet the weight of the Draw tool to the weight of the vertex under the mouse cursorSet the weights of the groups matching the attached armature's selected bones, using the distance between the vertices and the bonesSet the weights of vertices in a group from a target object's distanceSet the width based on the parent group node in the current contextSet the zoom ratio (based on clip size)Set this pose Action as active Action on the active ObjectSet this property's current value as the new defaultSet tip radius to zeroSet to 0 to use estimate from input imageSet to true if the cache is split into separate filesSet to true to request recalculation of the inverse matrixSet tree node visibilitySet type of active splineSet type of handle for selected keyframesSet type of handles for selected control pointsSet type of keyframe for the selected keyframesSet type of selected curvesSet up proxies manuallySet value of facesSet values of selected keyframes to the cursor value (Y/Horizontal component)Set values of the active attribute for selected elementsSet wall planeSet weights to a fixed number of stepsSet zoom ratio of the viewSet {} as activeSet/Get strength of face (used in Weighted Normal modifier)Set/clear selected UV vertices as anchored between multiple unwrap operationsSets a Subdivision Surface level (1 to 5)Sets how many unique objects can be distinguished per pixelSets the areas outside of the crop region to be transparent instead of actually cropping the size of the imageSets the layer as active for display and editingSets the layer as active for renderingSets the object interaction modeSets the pivot position to the active vertex positionSets the pivot position to the average position of the unmasked verticesSets the pivot position to the center of the border of the maskSets the pivot position to the surface under the cursorSets the pivot to the origin of the sculptSets the radius attribute of hair curves according to a profile shapeSets the rotation origin automatically using the topology and shape of the mesh as a guideSets the sculpt transform pivot positionSetting Preferences > System > Shader Compilation Method to Subprocess might improve compilation time.SettingsSettings are inside the Particles tabSettings are inside the Physics tabSettings for Grease Pencil brushSettings for Grease Pencil interpolation toolsSettings for boid physicsSettings for display of overlaysSettings for display of overlays in the 3D viewportSettings for display of overlays in the Movie Clip editorSettings for display of overlays in the Node EditorSettings for display of overlays in the UV/Image editorSettings for extensionsSettings for features that are still early in their development stageSettings for filtering animation dataSettings for filtering the channels shown in animation editorsSettings for image formatsSettings for input devicesSettings for interacting with Blender dataSettings for navigation in XRSettings for object participating in Rigid Body SimulationSettings for particle fluids physicsSettings for rigid body simulationSettings for shading in the 3D viewportSettings for soft body simulationSettings for spaceSettings for stereo 3DSettings for stereo 3D displaySettings for stereo 3dSettings for stereo outputSettings for stroke sculpting tools and brushesSettings for the file selection in Asset Browser modeSettings for the visualization of motionSettings for using the object as a collider in physics simulationSettings for using the object as a field in physics simulationSettings for walk navigation modeSettings here may have a significantSettings of color space sequencer is working inSettings of device saved image would be displayed onSettings that should be keyframed togetherSettings to be applied on the newly created nodeSettings to define a reusable library for Asset Browsers to useSettings to define an extension repositorySettings used for fluidSettings/info about a languageSetup Stereo ModeSew ClothSewingSewing Force MaxShade DownShade SmoothShade TopShade for bones corresponding to a locked weight group during paintingShadedShadelessShaderShader AOVShader AOV NameShader Compilation MethodShader Compilation WorkersShader Custom GroupShader EditorShader Editor Add-onsShader EffectsShader NodeShader Node PreviewsShader Node SocketShader Node Socket InterfaceShader Node TreeShader ballShader defining the custom cameraShader nodesShader script pathShader socket of a nodeShader to RGBShadingShading OffsetShading SettingsShading settings for OpenGL render engineShading type to toggleShadowShadow AlphaShadow AngleShadow Backface CullingShadow BlurShadow BrightnessShadow Buffer Clip StartShadow Camera FarShadow Camera NearShadow Camera SizeShadow CatcherShadow CausticsShadow ColorShadow EffectShadow Filter RadiusShadow FocusShadow IntensityShadow JitterShadow Jitter OverblurShadow LinkingShadow Linking SpecialsShadow Linking for %sShadow OffsetShadow Offset XShadow PoolShadow Pool SizeShadow Ray CountShadow SettingsShadow ShiftShadow SizeShadow Soft SizeShadow Step CountShadow TerminatorShadow Terminator Geometry OffsetShadow Terminator Normal OffsetShadow Terminator Shading OffsetShadow VisibilityShadow WidthShadow X OffsetShadow Y OffsetShadow color in gray valueShadow effectShadow factor hardnessShadow map clip start, below which objects will not generate shadowsShadow offset in pixelsShadow termination angleShadow type (0 none, 3, 5 blur, 6 outline)ShadowsShadows Resolution LimitShadows Resolution ScaleShallow WaterShapeShape AsymmetryShape KeyShape Key AnimationsShape Key Bézier PointShape Key Curve PointShape Key Edit ModeShape Key EditorShape Key NormalsShape Key PointShape Key SpecialsShape Key TangentsShape Key context menuShape Key data-blocksShape KeysShape Keys AnimationShape MethodShape ObjectShape OrientationShape ParametersShape PreservationShape adjustment of the strand thickness for the braidsShape angle limitShape defining a section of the tube, using the XY planeShape key in a shape keys data-blockShape key selection stateShape key to use for blendingShape key to use the rest spring lengths fromShape keysShape keys data-block containing different shapes of geometric data-blocksShape of amount along each curve (0=constant, 0.5=linear)Shape of clumpingShape of distribution from center to the edge around the guideShape of endpoint roughnessShape of the area LightShape of the braid radius along each curveShape of the influence along curves (0=constant, 0.5=linear)Shape of the profileShape of the radius along the curveShape used as a relative keyShape used in the brush to apply force to the clothShapeKeyShapeKey %s has an invalid 'from' pointer (%p), it will be deletedShapeKey not foundShapesShare Texture SpaceShared AccessorsShared LocationShared Region PropertiesShared VertexShared animation theme propertiesShared collectionShared curve theme propertiesShared data (scene, image, sound, etc.)Shared effectsShared object typeShared parentShared strip effect type (if active strip is not an effect one, select all non-effect strips)Shared strip typeSharpSharp EdgesSharp ThresholdSharp edge for shadingSharp edges or custom normals detected, disabling GPU subdivisionSharp falloffSharp presetSharpenSharpen CornerSharpen MaskSharpen PeakSharpen an image by increasing contrast along edges.Sharpen effect of brushSharpen the cavities of the meshSharpen:SharpnessSharpness MaxSharpness MinShearShear AxisShear FactorShear GroupShear Spring DampingShear StiffnessShear Stiffness MaximumShear Stiffness Vertex GroupShear selected items along the given axisShear the keys using the left key as referenceShear the keys using the right key as referenceShear: %.3f° %sShear: %s %sSheenSheen BSDFSheen RoughnessSheen WeightSheen shading modelShellShell Vertex GroupShiftShift - Hold for precisionShift Audio PitchShift Left MouseShift Texture in 2d SpaceShift XShift YShift key pressedShift key pressed, -1 for any stateShift pitch using a direct ratioShift pitch using semitones and centsShift selected keys to the value of the neighboring keys as a blockShift the shape towards a predefined primitiveShift underlying strip content without affecting handlesShiftLShiftRShifts the bit values of A by the specified Shift amount. Positive values shift left, negative values shift right.Shifts the value of selected keys in timeShort ListShortcut Cycle: {}Shortcut setup for keyboards and other input devicesShortcut {:d} is not assigned to a Viewer node yetShortcut: {}Shorten curves by removing portions at the start or endShortest DiagonalShortest Edge PathsShortest Edge Paths Cost FieldShortest Edge Paths Next Vertex FieldShortest RotationShortest allowed wavelengthShowShow .blend filesShow .blend files items (objects, materials, etc.)Show .blend1, .blend2, etc. filesShow 2D cursorShow 3D CursorShow 3D Marker NamesShow 3D volume filesShow Action data-blocksShow ActiveShow Active Face SetShow Active PixelsShow AllShow All View LayersShow AlphaShow Alpha in Preview RenderShow AnnotationShow Annotation data-blocksShow Annotations in OpenGL previewsShow Armature data-blocksShow Armature in binding pose state (no posing possible)Show ArmaturesShow Auto Keying WarningShow Available ExtensionsShow BVH NodesShow BackfaceShow Background ImageShow Blended PoseShow Blender files in the File BrowserShow Blender memory usageShow Blender version stringShow Blue ChannelShow Bone X-RayShow BonesShow BrushShow Brush On SurfaceShow Brushes data-blocksShow BundlesShow CacheShow Cache File data-blocksShow Camera Focus DistanceShow Camera GuidesShow Camera LensShow Camera PathShow Camera data-blocksShow CamerasShow Canvas grid in frontShow CavityShow Center-Cut Safe AreasShow Collection data-blocksShow CollectionsShow Color TagsShow ConeShow Control F-CurvesShow ControllersShow CursorShow Cursor PreviewShow Curve ExtremesShow Curve data-blocksShow Custom OverlaysShow Data-Block FiltersShow DebugShow DisabledShow DurationShow Edit LinesShow Edit Lines only in multiframeShow Edit Lines when editing strokesShow EmitterShow EmptiesShow Empty Force FieldShow Empty ImageShow ErrorShow ExpandedShow Extensions Update CountShow ExtrapolationShow F-CurvesShow FillShow Fill Color While DrawingShow FilterShow FiltersShow Font data-blocksShow FooterShow Frame NumbersShow FramesShow Freestyle's Line Style data-blocksShow GPU video memory usageShow GizmoShow GizmosShow Grease PencilShow Grease Pencil data-blocksShow Grease Pencil objectsShow Green ChannelShow GridShow HandlesShow Handles and InterpolationShow HeaderShow HiddenShow Hidden Files/Data-BlocksShow Hidden RegionShow Hotkey ListShow HoverShow Image data-blocksShow InShow In FrontShow InfoShow Installed ExtensionsShow InstancerShow Internal AttributesShow Jitter CurveShow Keyframe NumbersShow LandmarksShow LassoShow Lattice data-blocksShow Light Look-AtShow Light Probe data-blocksShow Light SizeShow Light data-blocksShow LightsShow LimitsShow LineShow Line Art Grease Pencil in front of everythingShow LinesShow Local MarkersShow LocationsShow Manage PanelShow MarginShow Marker PatternShow Marker SearchShow MarkersShow Mask EditorShow Mask OverlayShow Mask SplineShow Mask data-blocksShow Mask editing related propertiesShow Material data-blocksShow MemoryShow MenusShow Mesh data-blocksShow MeshesShow Metaball data-blocksShow MetadataShow Missing MediaShow MistShow Modal AllShow Mode ColumnShow Movie Clip data-blocksShow NameShow Named AttributesShow NamesShow Node GroupShow Node PreviewsShow Node Tree data-blocksShow Numeric Input ArrowsShow OS Properties for this itemShow Object ChildrenShow Object ContentsShow Object ExtrasShow Object LocationShow Object OutlineShow Object RotationShow Object ScaleShow Object data-blocksShow OffsetsShow On ForegroundShow Only SelectedShow OperatorShow OptionsShow Orbit Axis GuideShow Orbit Center GuideShow Original PoseShow Other ObjectsShow OverexposedShow OverlayShow OverlaysShow PaintShow Paint Curve data-blocksShow Palette data-blocksShow Particle Settings data-blocksShow ParticlesShow PassepartoutShow PassthroughShow PerformanceShow Pose MarkersShow PreviewShow Principled Naming TagsShow Python references in tooltipsShow Recent LocationsShow Recent locations list in the File BrowserShow ReconstructionShow Red ChannelShow RenderShow Reroute Auto LabelsShow Retiming KeysShow Safe AreasShow Same MaterialShow Scene DurationShow Scene Strip RangeShow Scene data-blocksShow SelectionShow SelfShow Sensor SizeShow Sequencer SceneShow SettingsShow ShadowShow Size CurveShow SlidersShow Sound data-blocksShow SourceShow Speaker data-blocksShow SplashShow StableShow Start FrameShow StatisticsShow Status BarShow StereoShow Strength CurveShow StrokeShow SubframeShow System LocationsShow System OverridesShow System locations list in the File BrowserShow TV title safe and action safe areas in Camera viewShow TV title safe and action safe areas in previewShow Tablet Debug ValuesShow TagsShow TextShow Text data-blocksShow TextureShow Texture data-blocksShow ThumbnailsShow TimingShow Tiny MarkersShow Tool SettingsShow Track PathShow TracksShow Tracks ErrorShow Tracks MotionShow Tree PathShow UI Key-ConfigShow UI list of tracks participating in stabilizationShow UV EditorShow UV editing related propertiesShow VR CameraShow VR ControllersShow VR controllers (requires VR actions for controller poses)Show VRAMShow ValueShow VersionShow ViewerShow WarnShow WarningShow Weight ContoursShow WeightsShow WireShow Wire ColorsShow World data-blocksShow X-RayShow X-component of MAC GridShow Y-component of MAC GridShow Z-component of MAC GridShow a column listing the date and time of modification for each fileShow a column listing the size of each fileShow a darkened overlay outside the image area in Camera viewShow a dial gizmo in the viewport for a valueShow a linear gizmo in the viewport for a valueShow a list of used text in the open documentShow a preview of the start or end frame of a strip while transforming its respective handleShow a transform gizmo in the viewportShow action-local markers on the strips, useful when synchronizing timing across stripsShow active color attributeShow add-on preferencesShow additional options in the shading menu ('Z')Show all Grease Pencil layersShow all bone collectionsShow all except this group while interactingShow all extension typesShow all keyframes during animation playback and enable all frames for editing (uncheck to use only the current keyframe during animation playback and editing)Show all objects in the view layerShow all the objects and collections inside the collectionShow all the view layersShow all while interacting, as well as this group when another is being interacted withShow alpha channel of the maskShow an indicator for the current value while draggingShow an outline highlight around selected objectsShow animation dataShow annotation data-block which belongs to active trackShow annotation data-block which belongs to movie clipShow annotations for this viewShow armature in binding pose or final posed stateShow armature in posed stateShow armature objectsShow armaturesShow assets from all of the listed asset librariesShow assets from the asset libraries configured in the PreferencesShow attribute overlay for active viewer nodeShow attribute values as text in viewportShow blue channel in the frameShow both distances and anglesShow camera composition guidesShow camera objectsShow camera passepartoutShow camerasShow childrenShow collectionsShow compact list of colors instead of thumbnailsShow contour lines formed by points with the same interpolated weightShow current frame onlyShow cursor in viewportShow curve for per-frame average error (camera motion should be solved first)Show curvesShow curves, lattices, light probes, fonts, ...Show custom VR overlaysShow cuts hidden by geometryShow dashed lines indicating parent or constraint relationshipsShow data-blocks with dot-prefixed names in search menusShow disabled tracks from the footageShow drivers editor in a separate windowShow editing clip previewShow emptiesShow empty objectsShow extensions by typeShow extensions from all repositoriesShow face edges wiresShow files and data-blocks that are normally hiddenShow filtering optionsShow filters for graph editorShow foldersShow folders in the File BrowserShow font filesShow frame numbers of Keyframes on Motion PathsShow frame numbers on Motion PathsShow front/back sideShow ghosts of the keyframes before and after the current frameShow gizmos of all typesShow graph view for active elementShow green channel in the frameShow grid in orthographic side viewShow grid showing lens distortionShow gridlinesShow guide hairsShow hair curvesShow hair simulation gridShow handles of Bézier control pointsShow help lines for filling to see boundariesShow help lines for stroke extensionShow hidden dot filesShow hidden particlesShow image filesShow images, movie clips, sounds and masksShow in Drivers EditorShow in GhostsShow in Info LogShow influence F-Curves on stripsShow info log in a separate windowShow instances when particles are aliveShow instances when particles are deadShow instances when particles are unbornShow just angle measurementsShow just distance measurementsShow key map event and property details in the user interfaceShow latticesShow light colorsShow light objectsShow light probesShow lightsShow line numbers next to the textShow markers belonging to the active action instead of Scene markers (Action and Shape Key Editors only)Show markers in a more compact mannerShow mask editing toolsShow material colorShow material name assigned to each strokeShow materials, node-trees, textures and Freestyle's line-stylesShow menus in the headerShow mesh objectsShow mesh when particles are aliveShow mesh when particles are deadShow mesh when particles are unbornShow meshes, curves, lattice, armatures and metaballs dataShow metaballsShow metadata of clipShow metadata of first visible stripShow movie filesShow names for reconstructed tracks objectsShow navigation controls in 2D and 3D views which do not have scroll barsShow no measurementsShow object center dotsShow object colorShow object color on wireframeShow object extras, including empties, lights, and camerasShow objectsShow objects and collectionsShow objects in this collection in place of particlesShow only data-blocks of one typeShow only hotkeys that have this text in their nameShow only objects in collection (Shift to extend)Show only selectable objectsShow only the active objectShow only the onion skins of the active objectShow only this bone collection, and others also marked as 'solo'Show options for the properties editorShow options for whether channels related to certain types of data are includedShow original curves that are currently being editedShow other data typesShow overexposed areas with zebra stripesShow paint related propertiesShow particle numberShow particle sizeShow particle velocityShow particles after they have diedShow particles before they are emittedShow path of how track movesShow pattern boundbox for markersShow point cloudsShow points in the order they occur in each stroke (e.g. for animating lines being drawn)Show pressure values when using a paint operatorShow projection of 3D markers into footageShow random object colorShow random object color on wireframeShow reconstructed camera pathShow rectangle area overlayShow red channel in the frameShow reference frame onlyShow reference spheres with neutral shading that react to lighting to assist in look developmentShow render related propertiesShow retiming keys in selected stripsShow retiming keys, so they can be movedShow right marginShow safe areas to fit content in a different aspect ratioShow scene durationShow scene in a single custom colorShow scene statisticsShow scene wireframes with the theme's wire colorShow scenesShow script filesShow search boundbox for markersShow selected objectsShow selection outlinesShow sensor size (film gate) in Camera viewShow sliders beside F-Curve channelsShow small rotating 3D axes in the top right corner of the 3D viewportShow sound filesShow speakersShow stable footage in editor (if stabilization is enabled)Show status barShow strip thumbnailsShow stroke drawing direction with a bigger green dot (start) and smaller red dot (end) pointsShow stroke fills of this materialShow stroke lines of this materialShow surfacesShow system preferences "Network" panel to allow online accessShow text filesShow text objectsShow texture in texture tabShow texture in viewportShow the Ambient Occlusion render passShow the Background render passShow the Combined Render passShow the Diffuse Color render passShow the Diffuse Direct render passShow the Diffuse Indirect render passShow the Emission render passShow the Face Orientation OverlayShow the Glossy Color render passShow the Glossy Direct render passShow the Glossy Indirect render passShow the Mist render passShow the Motion Paths OverlayShow the Normal render passShow the Onion Skinning OverlayShow the Position render passShow the Shadow Catcher render passShow the Transmission Color render passShow the Transmission Direct render passShow the Transmission Indirect render passShow the UV render passShow the Volume Direct render passShow the Volume Indirect render passShow the X axis lineShow the Y axis lineShow the Z axis lineShow the active Camera's name in Camera viewShow the active face setShow the active object's Dynamic Paint cacheShow the active object's Rigid Body cacheShow the active object's cloth point cacheShow the active object's particle point cacheShow the active object's simulation nodes cache and bake dataShow the active object's smoke cacheShow the active object's softbody point cacheShow the asset name together with the preview. Otherwise only the preview will be visible.Show the assets currently available in this Blender sessionShow the available extensions panelShow the basic building blocks and utilities coming with BlenderShow the bone selection overlayShow the clipping distances in the 3D viewShow the collection in this view layerShow the data-block selector in the modifierShow the data-block selector in the nodeShow the details in the user interfaceShow the glow buffer onlyShow the grid background and bordersShow the grid over the imageShow the ground plane gridShow the influence volume in the 3D viewShow the installed extensions panelShow the left and right camerasShow the mode column for mode toggle and activationShow the object origin center dot for all (selected and unselected) objectsShow the panel for alpha transparency optionsShow the panel for line color optionsShow the panel for line thickness optionsShow the panel for stroke constructionShow the panel for stroke geometry optionsShow the panel for stroke texture optionsShow the parallax correction volume in the 3D viewShow the passthrough viewShow the status of cached frames in the timelineShow the stereo 3D convergence planeShow the stereo 3D frustum volumeShow the studiolight in the backgroundShow the texture from the active image texture node using the active UV map coordinatesShow the underlying BVH nodes as differently colored facesShow this fileShow this image as backgroundShow this image in front of objects in viewportShow this object in place of particlesShow timing as a timecode instead of framesShow track names and statusShow tracking and solving toolsShow transparent lines to use as boundary for fillingShow vertical grid linesShow verticesShow vertices with no weights in any groupShow vertices with no weights in the active groupShow visible area maintenance corner handlesShow visible objectsShow volumesShow warning indicators when transforming objects and bones if auto keying is enabledShow what is inside the objects elementsShow when nodes are using named attributesShow while draggingShow whole scene transparentShow workspace data-blocksShow worlds, lights, cameras and speakersShow {} preferencesShow/HideShow/Hide FacesShow/hide Curves data-blocksShow/hide Point Cloud data-blocksShow/hide Volume data-blocksShrinkShrink Face SetShrink FactorShrink Factor MaxShrink MaskShrink SpeedShrink Vertex GroupShrink VisibilityShrink the current selection of adjacent selected stripsShrink the frame to minimal bounding boxShrink the location to the nearest target surfaceShrink the location to the nearest target surface along a given axisShrink the location to the nearest target surface along the interpolated vertex normals of the targetShrink the location to the nearest target vertexShrink the mesh to the nearest target surfaceShrink the mesh to the nearest target surface along a given axisShrink the mesh to the nearest target surface along the interpolated vertex normals of the targetShrink the mesh to the nearest target vertexShrink the selection by one pointShrink the visibility by one face based on mesh topologyShrink wrapping modifier to shrink wrap an object to a targetShrink wrapping modifier to shrink wrap and object to a targetShrink/FattenShrink/Fatten: Shrink/Fatten: %3fShrink/Fatten: %sShrink/fatten selected vertices along normalsShrinking FactorShrinking GroupShrinks the face set boundary by one face based on mesh topologyShrinkwrapShrinkwrap ConstraintShrinkwrap Hair CurvesShrinkwrap ModifierShrinkwrap TypeShrinkwraps hair curves to a mesh surface from below and optionally from aboveShuffleShutterShutter CloseShutter CurveShutter OpenShutter TypeSiblingsSideSide (Y-Z)Side SegmentsSide Segments must be at least 1Side by Side to the LeftSide by Side to the RightSide by Side, DownwardSide by Side, UpwardSide length along each axisSide length of the plane in the X directionSide length of the plane in the Y directionSide of FrameSide of object to use for alignmentSide of the keyframes' Bézier handles to affectSide of the strip to swapSide to selectSide-by-SideSidebarSidebar & Toolbar Region SettingsSidesSigmaSign ModeSign of the bitangent vector of this vertex for this face (must be computed beforehand using calc_tangents, bitangent = bitangent_sign * cross(normal, tangent))Signed AngleSigned Angle FieldSignificantly faster method that approximates tangents interpolated across face corners with matching UVs. For a value actually tangential to the surface, use the cross product with the normal.SilhouetteSilhouette FilteringSilhouettes and border edges are centered along stroke geometrySilhouettes and border edges are drawn inside of stroke geometrySilhouettes and border edges are drawn outside of stroke geometrySilhouettes and border edges are shifted by a user-defined ratioSilkSilverSimilar to Hybrid Multifractal creates a heterogeneous terrain, but with the likeness of river channelsSimilar to SMPTE (Compact), except that the decimal part of the second is shown instead of framesSimilar to most fisheye modern lens, takes sensor dimensions into considerationSimilar to multifractalSimilar to the Principled BSDF node but uses the specular workflow instead of metallic, which functions by specifying the facing (along normal) reflection color. Energy is not conserved, so the result may not be physically accurateSimpleSimple AxesSimple BlendingSimple DeformSimple ExpressionSimple NameSimple StarSimple deformation modifier to apply effects such as twisting and bendingSimple interpolation between adjacent pixelsSimple name of the asset's catalog, for debugging and data recovery purposesSimple physics-inspired easing effectsSimple redraw timer to test the speed of updating the interfaceSimple solver with good performance, without support for overlapping geometrySimple timeline view with playback controls in the header, without channel list, side-panel, or footerSimpleDeformSimpleDeform ModifierSimpler photographic algorithm by ReinhardSimplificationSimplifySimplify Child ParticlesSimplify F-Curves and remove empty or redundant channels.Simplify F-Curves by removing closely spaced keyframesSimplify Grease Pencil drawingSimplify Grease Pencil only during animation playbackSimplify ModifierSimplify StrokeSimplify Stroke modifierSimplify SubdivisionSimplify VolumesSimplify geometry by collapsing edgesSimplify meshes targeting triangle count ratioSimplify selected curvesSimplify selected strokesSimplify stroke reducing number of pointsSimplify the stroke by merging vertices closer than a given distanceSimplify the stroke setSimulate a shiny coat by reducing the roughness to the given factor only for the first light bounce (diffuse). Range [0, 1] is equivalent to a reduction of [0%, 100%] of the original roughnessSimulate an internal volume structure by creating springs connecting the opposite sides of the meshSimulate an ocean surfaceSimulate distortion and dispersion from camera lensesSimulate fluids with high viscosity using a special solverSimulate pressure inside a closed cloth meshSimulate soft deformable objectsSimulate the execution of nodes across a time spanSimulated FramesSimulates an FK deformation using the face set under the cursor as controlSimulates color fringing caused by lens chromatic aberrationSimulates only a specific area around the brush limited by a fixed radiusSimulates the entire meshSimulates the random pixel noise produced by a camera sensor.Simulating ocean...SimulationSimulationBrushSimulationCacheSimulationCanvasSimulationDepth ChangeSimulationDissolveSimulationForceSimulationObstacleSimulationReflect OnlySimulationScale InfluenceSimulationTypeSimulationWave TypeSimulation AreaSimulation Bake DirectorySimulation FalloffSimulation Frame EndSimulation Frame StartSimulation InputSimulation ItemSimulation LimitSimulation MethodSimulation NodesSimulation OutputSimulation Output Node IDSimulation RangeSimulation StartSimulation StateSimulation ZoneSimulation end frameSimulation field to color mapSimulation field to color map onto gridlinesSimulation must not be in a loop or closureSimulation start frameSimulation will be evaluatedSimulation zone is not supportedSinSineSine ModeSingleSingle ArrowSingle AxisSingle ColorSingle ImageSingle Pass Anti-AliasingSingle PropertySingle ScatteringSingle SideSingle SidedSingle ValueSingle audio channelSingle face of an equiangular cubemapSingle file with all the viewsSingle file with an encoded stereo pairSingle from TargetSingle image fileSingle layer used for masking pixelsSingle point in spline segment defining featherSingle point in spline used for defining maskSingle precision floatSingle render layer to re-render (used only when animation is disabled)Single scattering sky modelSingle spline used for defining mask shapeSingle stereo camera system, adjust the stereo settings in the camera panelSingle track with bundle should be selected to define axisSingle-element geometry for the current iteration. Note that it can be quite inefficient to split up large geometries into many small geometriesSingular value under which damping is progressively applied (higher values produce results with more stability, less reactivity)Singular valuesSinus DisplacementSinusoidal easing (weakest, almost linear but with a slight curvature)SiteSizeSize 1Size 2Size DeflectSize FactorSize ModeSize PressureSize SourceSize UnitSize XSize YSize ZSize from RadiusSize multiplier to use when displaying custom user interface elements, so that they are scaled correctly on screens with different DPI. This value is based on operating system DPI settings and Blender display scale.Size of checkerboard pattern indicating transparent areasSize of clump noiseSize of derivative offset used for calculating normalSize of display for empties in the viewportSize of element, use of components depends on element typeSize of every cubemapsSize of final rendered images cache in megabytesSize of location dependent roughnessSize of new primitiveSize of packed file in bytesSize of particles on viewportSize of pattern area for newly created tracksSize of projection shape (leave as 0 for auto)Size of random length added to the end of each strokeSize of random length added to the start of each strokeSize of random roughnessSize of raw source images cache in megabytesSize of search area for newly created tracksSize of sun discSize of texture mappingSize of the area of the area light in the Y direction for rectangle shapesSize of the area of the area light, X direction size for rectangle shapesSize of the asset preview thumbnails in pixelsSize of the blur along X axisSize of the blur along Y axisSize of the camera sensorSize of the cube to project onSize of the effectSize of the filling between the bricks (known as "mortar"). 0 means no mortarSize of the font used when rendering stamp textSize of the irradiance pool, a bigger pool size allows for more irradiance grid in the scene but might not fit into GPU memory and decrease performanceSize of the margin as a division of the UVSize of the padding around each editor.Size of the search window used to identify edges. Higher search size corresponds to less noisy and higher quality edges, not necessarily bigger edges. Edge tolerance can be used to expend the size of the edgesSize of the shadow map applied to each irradiance sampleSize of the shadow pool, a bigger pool size allows for more shadows in the scene but might not fit into GPU memorySize of the simulation domain (in meters), and of the generated geometry (in BU)Size of the textSize of the turbulenceSize of the voxel grid cells for interaction effectsSize of the voxel in object space used for volume evaluation. Lower values preserve finer details.Size to capture the image for re-projectingSize:Size: {:s}Size: {}Size: {} ({} bytes)Sizes must be greater than zeroSketches for this layer on different framesSketchySketchy chaining with a multiple touchSkinSkin ModifierSkin ResizeSkin RootSkin VertexSkin VerticesSkin_lightSkin_shadowSkinningSkipSkip DepressedSkip Locked or Muted ChannelsSkip POTSkip POT file generationSkip PresetSkip SaveSkip SegmentsSkip computing custom normals and face corner normals for displaying meshes in the viewportSkip displaying interior subdivided edgesSkip drawing/rendering of interior subdivided edgesSkip hull triangles that are covered by a pre-existing faceSkip the item from displaying in the listSkipped %d locked shape keysSkipped %d of %d island(s), geometry was too complicated to detect a matchSkipped editing library object dataSkipped some collections because of cycle detectedSkipped versioning materials of object '%s' because '%s' was already converted. Manual intervention might be required!Skipping '{:s}', not a meshSkipping '{:s}', vertex count differsSkipping existing frame "%s"Skipping object '%s', data '%s' has already been processed with a previous objectSkipping object '%s', linked or override data '%s' cannot be modifiedSkipping path in keying set, as it has no ID (KS = '%s', path = '%s[%d]')SkySky TextureSky TypeSlabSliceSlice Per VoxelSlice StringSlice along the X axisSlice along the Y axisSlice along the Z axisSlice to New ObjectSlices the paint mask from the meshSlideSlide DirectionSlide FeatherSlide New PointSlide Paint Curve PointSlide PointSlide a point on the spline to define its curvatureSlide a sequence strip in timeSlide a vertex along a meshSlide an edge loop along a meshSlide animation to start at frame 0Slide control pointsSlide marker areasSlide plane marker areasSliderSlider MaxSlider MinSlider Widget ColorsSliding-ToolSlightSlip KeyframesSlip Offset: Frames: %dSlip Offset: Frames: %d Sound Offset: %.3fSlip Offset: Frames: %sSlip strips under mouse cursor instead of all selected stripsSlip the contents of selected stripsSlopeSlotSlot %dSlot Display NameSlot HandleSlot IdentifierSlot TypeSlot cannot be NoneSlot has a valid image and UV mapSlot of the Action to use for the Action ConstraintsSlot that contains information about texture paintingSlot {:d}SlotsSlovak - SlovenčinaSlovenian - SlovenščinaSlowSlow Python expressionSlower mapping that gives better deformation for B-Bones that are sharply curved in rest poseSlower solver with the best results for coplanar facesSlowestSmallSmall CapsSmall Caps ScaleSmallerSmaller integer with a range from -128 to 127Smaller values result in a higher resolution outputSmaller values result in better performance but might cut off the volumeSmallest WaveSmallest to LargestSmartSmart UV ProjectSmearSmear weight in active vertex groupSmokeSmoke & FireSmoke ColorSmoke DomainSmoke Domain MaterialSmoke Grid ResolutionSmoke StyleSmoke collision settingsSmoke color gridSmoke density gridSmoke flame gridSmoke heat gridSmoke temperature grid, range 0 to 1 represents 0 to 1000KSmoke velocity gridSmoothSmooth CorrectiveSmooth EndpointsSmooth EndsSmooth F-ModifierSmooth F1Smooth FactorSmooth GeometrySmooth Grease Pencil strokesSmooth Group BitflagsSmooth GroupsSmooth Hair CurvesSmooth Hermite edge interpolation between From Min and From Max valuesSmooth IterationsSmooth LaplacianSmooth MaskSmooth Maximum ModeSmooth Minimum ModeSmooth ModifierSmooth NormalsSmooth RadiusSmooth RatioSmooth ShadingSmooth StepSmooth StrokeSmooth Stroke FactorSmooth Stroke RadiusSmooth ToleranceSmooth TypeSmooth ViewSmooth WiresSmooth X AxisSmooth Y AxisSmooth Z AxisSmooth along the X axisSmooth along the Y axisSmooth along the Z axisSmooth an F-Curve while maintaining the general shape of the curveSmooth areas of an image in which noise is noticeable, while leaving complex areas untouchedSmooth away jagged edgesSmooth boundaries, but corners are kept sharpSmooth boundaries, including cornersSmooth by AngleSmooth colorsSmooth colors across verticesSmooth complex geometry around branchesSmooth connected parts of a geometrySmooth curve using Gaussian smoothingSmooth custom normals based on adjacent vertex normalsSmooth effect factorSmooth effect modifierSmooth ends of strokesSmooth falloffSmooth falloff added after solid radiusSmooth hairsSmooth intensity of light near light sources. This can avoid harsh highlights, and reduce global illumination noise. 0.0 corresponds to no smoothing; higher values smooth moreSmooth interpolation between A and B, with some control over curve shapeSmooth iterations applied after calculating the pose factor of each vertexSmooth iterations applied to the extracted meshSmooth jagged edges of user interface textSmooth meshSmooth object along X axisSmooth object along Y axisSmooth object along Z axisSmooth only selected points in the strokeSmooth out colors with the average color under the brushSmooth out the colors of adjacent stroke pointsSmooth presetSmooth scroll to make editable file visibleSmooth selected strokesSmooth stroke pointsSmooth the curve using a Gaussian filterSmooth the details, but keep the overall shapeSmooth the edges of all the face setsSmooth the lighting from this lightSmooth the mesh by flattening the angles between adjacent facesSmooth the mesh while still preserving the volumeSmooth the normals of the surface or beveled curveSmooth the surfaceSmooth the surface of the mesh, preserving the volumeSmooth the weights of the active vertex groupSmooth weights for selected verticesSmoothed high quality interpolation, but slowerSmoothed version of F1. Weighted sum of neighbor voronoi cells.Smoothen NegSmoothen PosSmoother Hermite edge interpolation between From Min and From Max valuesSmoother StepSmoother irradiance interpolation but introduce light bleedingSmoothes the shape of hair curvesSmoothingSmoothing GroupsSmoothing PositiveSmoothing StepsSmoothing effect modifierSmoothing factorSmoothing iteration for tangentsSmoothly offset each stroke's random valueSmoothnessSmoothness factorSmoothness of the transition between dark and bright regionsSmooths the edges of the strokesSmooths the surface and the volumeSmooths the surface of the mesh, preserving the volumeSmudgeSmudge StrengthSmudge colors by grabbing and dragging themSmudge effect strengthSnapSnap 3D cursor to the active itemSnap 3D cursor to the middle of the selected item(s)Snap 3D cursor to the nearest grid divisionSnap 3D cursor to the world originSnap AngleSnap BaseSnap Current Frame to StripsSnap DistanceSnap ElementSnap IncrementSnap InvertSnap IslandsSnap ModeSnap Node during transformSnap Package InstallationSnap Peel ObjectSnap SideSnap TargetSnap Target for Individual ElementsSnap ToSnap TurnSnap Turn ThresholdSnap UV ElementSnap UV during transformSnap VerticesSnap active onto targetSnap at MidpointSnap by projecting onto facesSnap closest point onto targetSnap current frame to strip start or endSnap cursor to center of selected pointsSnap cursor to target typeSnap during transformSnap islands together (on edge stitch mode, rotates the islands too)Snap median onto targetSnap middle vertices to the axis centerSnap only onto objects that are selectableSnap only to target that source was initially near ("Face Nearest" only)Snap onto ActiveSnap onto EditedSnap onto Non-editedSnap onto Selectable OnlySnap onto itself only if enabled (edit mode only)Snap onto non-active objects in edit mode (edit mode only)Snap onto objects not in edit mode (edit mode only)Snap playhead when scrubbingSnap scene frame to incrementsSnap selected UV vertices to target typeSnap selected item(s) to the 3D cursorSnap selected item(s) to the active itemSnap selected item(s) to the mouse locationSnap selected item(s) to their nearest grid divisionSnap selected keyframes to the chosen times/valuesSnap selected keyframes to the current frameSnap selected keyframes to the nearest (whole) frame (use to fix accidental subframe offsets)Snap selected keyframes to the nearest markerSnap selected keyframes to the nearest secondSnap selected keyframes to the times specifiedSnap selected points to the nearest grid pointsSnap selected points/strokes to the cursorSnap strips during transformSnap strips to the current frame, using the active strip as the anchor, and the mouse cursor relative to the playhead to determine the side of the playhead to snap toSnap the handle angle to 45 degreesSnap the root of each curve to the closest surface pointSnap toSnap to ElementsSnap to Same TargetSnap to StripsSnap to SurfaceSnap to all geometrySnap to all pointsSnap to borders and origins of deselected, visible stripsSnap to current frameSnap to edgesSnap to first and last points and interpolateSnap to first pointSnap to frameSnap to frame incrementsSnap to full valuesSnap to gridSnap to increment, snap(A,B)Snap to incrementsSnap to increments of gridSnap to keyframesSnap to markersSnap to nearest markerSnap to nearest point on facesSnap to preview bordersSnap to preview centerSnap to preview or scene start and end frameSnap to retiming keysSnap to second incrementsSnap to secondsSnap to the middle of edgesSnap to the middle of facesSnap to the nearest point on an edgeSnap to underlying strip content start and end in cases where the strip length extends beyond this range, producing holdsSnap to verticesSnap to volumeSnap transformation center onto targetSnap values to nearest grid step, e.g. for a stop-motion lookSnap vertex pairs to their mirrored locationsSnappingSnapping DistanceSnaps FK limb on IKSnaps FK limb on IK limb at current frameSnaps IK limb on FKSnaps IK limb on FK limb at current frameSobelSobol-BurleySocketSocket IdentifierSocket SelectSocket TemplateSocket TypeSocket Type NameSocket can work with different kinds of structuresSocket descriptionSocket expects a fieldSocket expects a gridSocket expects a listSocket expects a single valueSocket is drawn as interactive icon in the node editorSocket is grayed out because it has been detected to not have any effect on the outputSocket is selected in the interfaceSocket links are expanded in the user interfaceSocket must be in a panelSocket nameSocket shapeSocket to include in the added group input/output nodeSocket tooltipSocket_2Socket_3SoftSoft BodySoft Body ModifierSoft Body PlasticitySoft Body Point CacheSoft Body SettingsSoft FalloffSoft LightSoft Light ModeSoft LimitsSoft MaxSoft MinSoft body simulation modifierSoft body simulation settings for an objectSoftbodySoftbody & ClothSoftbody goal weightSoftenSoften details along axesSoftnessSolidSolid LightSolid LightsSolid RadiusSolidifySolidify ModifierSoloSolo ActiveSolo Active Shape KeySolveSolve camera motion from tracksSolve error: {:.2f} pxSolverSolver IterationsSolver OptionsSolver ResultSolver requires a manifold meshSolvingSolving camera...Solving method selection: automatic damping or manual dampingSome connections have been lost due to differing numbers of output socketsSome curves could not be converted because they were not attached to the surfaceSome data failed to reconstruct (see console for details)Some frames were skipped while baking/saving that cacheSome strings were fixed, don't forget to save the .blend file to keep those changesSortSort AlphabeticallySort BySort By:Sort Children By NameSort Data-BlocksSort ElementsSort IndexSort KeySort OrderSort Palette ColorsSort TypeSort WeightSort by Most RecentSort by NameSort by curvilinear 2D length (longer lines lie on top of shorter lines)Sort by distance from camera (closer lines lie on top of further lines)Sort by the projected X value in the image coordinate systemSort by the projected Y value in the image coordinate systemSort channels by average reprojection error of tracks after solveSort channels by first frame numberSort channels by last frame numberSort channels by longest tracked segmentSort channels by overall amount of tracked segmentsSort channels by their namesSort files by modification timeSort files by sizeSort islands from largest to smallestSort islands from smallest to largestSort items alphabeticallySort items by their nameSort items descending, from highest value to lowestSort selected elements from farthest to nearest one in current viewSort selected elements from left to right one in current viewSort selected elements from nearest to farthest from 3D cursorSort selected faces from smallest to greatest material indexSort the asset list alphabeticallySort the asset list so that assets in the same catalog are kept together. Within a single catalog, assets are ordered by name. The catalogs are in order of the flattened catalog hierarchy.Sort the children of each bone alphabeticallySort the file list alphabeticallySort the file list by extension/typeSort the recently searched items at the topSort typeSort vertex groupsSortingSoundSoundMuteSoundNewSoundPanSoundPitchSoundSound OffsetSoundStrip VolumeSoundVolumeSound FilesSound NameSound Node SocketSound Node Socket InterfaceSound StripSound StripsSound Strips SelectedSound data-block name to unpackSound data-block referencing an external or packed sound fileSound data-block used by this speakerSound data-block used by this stripSound data-blocksSound is not editableSound not packedSound sample file used by this Sound data-blockSound socket of a nodeSound stripSoundTrackSoundsSounds DirectorySourceSource ChannelSource Clone ImageSource Clone SlotSource Clone UV MapSource CollectionSource ImageSource Layers SelectionSource LibrariesSource LibrarySource ListSource List Region SettingsSource ObjectSource PositionSource RootSource Socket!Source TreeSource TypeSource Vertex GroupSource and destination for symmetrize operatorSource and destination meshes do not have the same number of edges, 'Topology' mapping cannot be used in this caseSource and destination meshes do not have the same number of face corners, 'Topology' mapping cannot be used in this caseSource and destination meshes do not have the same number of faces, 'Topology' mapping cannot be used in this caseSource and destination meshes do not have the same number of vertices, 'Topology' mapping cannot be used in this caseSource colorSource elements must be closer than given distance from destination oneSource file is in the add-on search path: {!r}Source library from which this archive of packed IDs was generatedSource library: {} {}Source locationSource mesh does not have any edges, none of the 'Edge' mappings can be used in this caseSource mesh does not have any faces, none of the 'Face' mappings can be used in this caseSource of input values for driver variablesSource of name of labelSource of randomnessSource of reflection ray directionsSource of the mesh used to create collision shapeSource or destination meshes do not have any edges, cannot transfer edge dataSource or destination meshes do not have any faces, cannot transfer corner dataSource or destination meshes do not have any faces, cannot transfer face dataSource or destination meshes do not have any vertices, cannot transfer vertex dataSource to select canvas fromSources of input data for evaluating this variableSouthSouth-EastSouth-WestSpaceSpace Clip EditorSpace ConsoleSpace Dope Sheet EditorSpace File BrowserSpace Graph EditorSpace Image EditorSpace InfoSpace MatrixSpace Nla EditorSpace Node EditorSpace OutlinerSpace PreferencesSpace Sequence EditorSpace SpreadsheetSpace Text EditorSpace TypeSpace UV EditorSpace all UVs evenlySpace between islandsSpace currently being displayed in this areaSpace data for a screen areaSpace data typeSpace daubs according to surface orientation instead of screen spaceSpace for the projection axisSpace in which transforms are usedSpace of the input heightSpace of the input normalSpace that owner is evaluated inSpace that target is evaluated inSpace to convert fromSpace to convert toSpace to use for copying mesh dataSpace transform for copying from one object to anotherSpacebarSpacebar ActionSpacesSpaces contained in this area, the first being the active space (NOTE: Useful for example to restore a previously used 3D view space in a certain area to get the old view orientation)SpacingSpacing Along StrokeSpacing DistanceSpacing PressureSpacing before brush gradient goes full circleSpacing between brush daubs as a percentage of brush diameterSpacing between charactersSpacing between grid pointsSpacing between wordsSpacing for textures along stroke lengthSpacing: {:g}SpanSpanish - EspañolSparse BindSpatial NoiseSpatial ReuseSpatial SizeSpawn particles from the shapeSpeakerSpeakerNewSpeakerVolume MinSpeaker data-block for 3D audio speaker objectsSpeaker data-blocksSpeaker(s)SpeakersSpecial CharactersSpecifies energy absorption per unit length as light passes through the hair. A higher value leads to a darker colorSpecifies how much sharp corners will be roundedSpecifies how round the bokeh is, maximum roundness produces a circular bokehSpecifies how the bone inherits scaling from the parent boneSpecifies how the glue bone is rigged to the control at the bone head locationSpecifies if tone mapping operates on the entire image or per pixel, 0 means the entire image, 1 means it is per pixel, and values in between blends between bothSpecifies if tone mapping operates on the luminance or on each channel independently, 0 means it uses luminance, 1 means it is per channel, and values in between blends between bothSpecifies microfacet roughness of the diffuse base (0.0 is perfect lambertian reflection, 1.0 is completely rough)Specifies microfacet roughness of the surface for specular reflection and transmission (0.0 is a perfect mirror reflection, 1.0 is completely rough)Specifies the amount of color shifting. 1 means maximum shifting towards blue while -1 means maximum shifting toward redSpecifies the input node used by the created zoneSpecifies the limiting strength of the limit channelSpecifies the luminance at which the midtones of the image end and the highlights startSpecifies the luminance at which the midtones of the image start and the shadows endSpecifies the output node used by the created zoneSpecifies the size of the catadioptric iris, zero means no irisSpecifies the smoothness of the keying screenSpecifies the spilling strength of each color channelSpecifies the strength of the despillSpecifies the threshold or sensitivity to edges. Lowering this value you will be able to detect more edges at the expense of performanceSpecifies the value of the Local Location option for IK controls, which decides if the location channels are aligned to the local control orientation or worldSpecifies weight of smooth vs original normalSpecifies whether the newly revealed geometry should be selectedSpecify a custom scene meters per unit valueSpecify a custom sizeSpecify a feature edge selection condition based on face marksSpecify a logical combination of selection conditions on feature edge typesSpecify a new sampling value that determines the resolution of stroke polylinesSpecify a path where the baked data should be stored manuallySpecify a precise fraction of final UV outputSpecify either inclusion or exclusion of feature edges belonging to a collection of objectsSpecify either inclusion or exclusion of feature edges selected by edge typesSpecify either inclusion or exclusion of feature edges selected by face marksSpecify focal length of the lens in millimetersSpecify how existing transformations and the action channels are combinedSpecify how the copied and existing rotations are combinedSpecify how the copied and existing transformations are combinedSpecify how the modifier value is blended into the base valueSpecify how to combine the new location with originalSpecify how to combine the new rotation with originalSpecify how to combine the new scale with originalSpecify orientation and scale, instead of using embedded data in FBX fileSpecify source for the grid shapeSpecify target number of faces relative to the current meshSpecify the approximate number of voxels along the diagonalSpecify the distance between verticesSpecify the lens as the field of view's angleSpecify the line's start and end pointsSpecify the number of copies for each curve separatelySpecify the offset from one vertex to the nextSpecify the total number of verticesSpecify the type of rotation channels to useSpecify the voxel side lengthSpecify unit line thickness in pixelsSpecify volume data precision. Lower values reduce memory consumption at the cost of detail.Specify volume density and step size in object or world spaceSpecify volume step size and density in world spaceSpecify which elements to use for instancing. (Floating point values result in a random selection)Specify which material attribute is usedSpecify which parts of the pose asset are overwrittenSpectrumSpectrum to useSpecularSpecular BSDFSpecular ColorSpecular Color BlueSpecular Color GreenSpecular Color RedSpecular FactorSpecular HardnessSpecular HighlightsSpecular IOR LevelSpecular LightingSpecular color of the materialSpecular reflection multiplierSpeedSpeed ControlSpeed FactorSpeed Interpolation 0Speed Interpolation 1Speed MultiplierSpeed RampSpeed VectorsSpeed control methodSpeed factor for when looking around, high values mean faster mouse movementSpeed of SoundSpeed of sound for Doppler effect calculationSpeed of the burning reaction (higher value results in smaller flames)Speed of the wave, towards the starting point when negativeSpeedControl StripSpell CacheSphereSphere RadiusSphere SelectionSphere radius for computing curvaturesSpheres ResolutionSphericalSpherical FalloffSpherical ProbeSpherical StereoSpherical camera for environment maps, also known as Lat Long panoramaSpherical falloffSpherical forcefield based on the charge of particles, only influences other charge force fieldsSpherizeSpherize StrengthSpill StrengthSpiralSpiraling force that twists the force object's local Z axisSplashSplash ScreenSplineSpline Bézier PointsSpline CountSpline IKSpline IK ConstraintSpline IndexSpline LengthSpline Length nodeSpline ParameterSpline Parameter nodeSpline Point CountSpline PointsSpline ResolutionSpline closes on release if not draggedSpline point without handlesSpline typeSpline:SplinesSplitSplit AngleSplit Animation by ObjectSplit BVH primitives by this number of time steps to speed up render time in cost of memorySplit By GroupSplit By ObjectSplit Dash 1Split Dash 2Split Dash 3Split EdgesSplit Edges & FacesSplit Eyelid Follow SliderSplit Gap 1Split Gap 2Split Gap 3Split ImpulseSplit LengthSplit LinesSplit MaterialsSplit PatternSplit ToningSplit a 4x4 matrix into its individual valuesSplit a bundle into multiple sockets.Split a color into its individual components using multiple modelsSplit a color into separate channels, based on a particular color modelSplit a face into a fanSplit a geometry into a separate output for each type of data in the geometrySplit a geometry into two geometry outputs based on a selectionSplit a transformation matrix into a translation vector, a rotation, and a scale vectorSplit a vector into its X, Y, and Z componentsSplit all points to curve by its group ID and reorder by weightSplit an image into its composite color channelsSplit and CopySplit and join editors by dragging from cornersSplit at position of the cursor instead of current frameSplit away joined faces at the edgesSplit baked maps per material, using material name in output file (external only)Split chains at points with angles larger than the maximum 2D angleSplit chains at points with angles smaller than the minimum 2D angleSplit channelsSplit concave faces by connecting vertices to make them convexSplit custom normals of selected verticesSplit edges that are marked as sharpSplit edges with high angle between facesSplit external images per material (external only)Split faces along selected edgesSplit faces and edges connected to selected verticesSplit multicam strip and select cameraSplit non-planar faces that exceed the angle thresholdSplit off face corners instead of merging facesSplit off face corners to maintain surrounding geometrySplit off selected bones from connected unselected bonesSplit off selected geometry from connected unselected geometrySplit off selected points from connected unselected pointsSplit selected area into camera, front, right, and top viewsSplit selected area into new windowsSplit selected edges so that each neighbor face gets its own copySplit selected pointsSplit selected points to a new strokeSplit selected strips at their midpointsSplit the curve until the tolerance is met (fast)Split the faces into smaller parts, giving it a smoother appearanceSplit the polygons with an ear clipping algorithmSplit the quads along their longest diagonalSplit the quads along their shortest diagonalSplit the quads in nice triangles, slower methodSplit the quads on the 2nd and 4th verticesSplit the quads on the first and third verticesSplit the selected point to a new strokeSplit the selected strips in twoSplit to InstancesSplit/DockSplits guides into separate groups. New curves interpolate existing curves from a single groupSplits the elements of the input geometry into groups which can be sampled individuallySplits the faces of the input mesh into groups which can be sampled individuallySplittingSpot BlendSpot Blend: %.2fSpot LightSpraySpray + BubblesSpray + FoamSpray + Foam + BubblesSpray MapSpray and bubble particles are saved in the same particle systemSpray and foam particles are saved in the same particle systemSpreadSpread LengthSpread SpeedSpread distance for inner miter arcsSpreadsheetSpreadsheet ColumnSpreadsheet Column IDSpreadsheet EditorsSpreadsheet Row FilterSpreadsheet TableSpreadsheet Table IDSpreadsheet TablesSpreadsheet space dataSpringSpring ForceSpring FramesSpring LengthSpring TypeSpring Vertex GroupSpring forceSpring force that pulls water level back to zeroSpring implementation used in Blender 2.7. Damping is capped at 1.0Spring rest length (factor of particle radius)Spring rest length is a factor of 2 * particle sizeSpringsSprite ThresholdSquareSquare (HS + V)Square (HV + S)Square (SV + H)Square CentimetersSquare ChainsSquare DecimetersSquare DekametersSquare FeetSquare FurlongsSquare HectometersSquare InchesSquare KilometersSquare MetersSquare MicrometersSquare MilesSquare MillimetersSquare RootSquare Root ModeSquare ThouSquare ThresholdSquare YardsSquare cap (flat and extended)Square only: all values with an absolute amplitude lower than that result in 0Square root of ASquare with inner dotSquaresSquashSquash & StretchSquash AmountSquash FrequencySquash every N rowsSqueeze Value (Legacy)Squeezed FrameStab WeightStabilizationStabilize 2DStabilize 2D ClipStabilize CenterStabilize NormalStabilize RotationStabilize ScaleStabilize StrokeStabilize detected rotation around center of frameStabilize footage using 2D stabilization motion tracking settingsStabilizer Stroke FactorStabilizer Stroke RadiusStacked AboveStacked BelowStamp CameraStamp DateStamp FilenameStamp FrameStamp HostnameStamp LabelsStamp LensStamp MarkerStamp NoteStamp Note TextStamp OutputStamp Peak MemoryStamp Render TimeStamp SceneStamp Sequence StripStamp TimeStandardStandard DeviationStandard transitions between keyframesStanford PLY (.ply)StarStartStart & End MappingStart (Factor)Start (Length)Start AngleStart Arrow StyleStart At Current FrameStart CapStart DeactivatedStart DenoisingStart FactorStart FrameStart Frame (manipulated from UI)Start Frame (raw value)Start Frame (when Restrict Frame Range is enabled)Start HandleStart Handle EaseStart Handle ScaleStart LocationStart Mapping TypeStart OffsetStart PositionStart Position ObjectStart Position XStart Position YStart RadiusStart SampleStart SizeStart VR SessionStart VerticesStart and end frame cannot be the same!Start distance of the volumetric effectStart editing directory fieldStart entering filter textStart entering filter text for the data-set in focusStart entering filter text for the list in focusStart entering text which filters the set of channels shown to only include those with matching namesStart frame clamped to valid rendering rangeStart frame displayed in the sequence editor after offsets are applied, setting this is equivalent to moving the handle, not the actual start frameStart frame for bakingStart frame is larger than end frameStart frame of the NLA strip. Note: changing this value also updates the value of the strip's end frame. If only the start frame should be changed, see the "frame_start" property instead.Start frame of the effectStart frame of the export, use the default value to take the start frame of the current sceneStart frame of the ocean bakingStart frame of the stripStart on FrameStart placement using a point projected onto the orientation axis at the 3D cursor positionStart placement using a point projected onto the view plane at the 3D cursor positionStart placing on the surface, using the 3D cursor position as a fallbackStart placing the center positionStart placing the edge positionStart pointStart searching textStart transform operator after inserting the nodeStart/EndStartingStarting MouseStarting angle of the arcStarting distance of the mist, measured from the cameraStarting frame for the animationStarting frame of range of paths to display/calculate (not for 'Around Frame' Onion-skinning method)Starting frame of the stored rangeStarting frame to exportStarting time of pathStarts WithStartup file savedStateState ColorsState OtherState of all panels defined by the node groupState of the light linkingState of the other user path for bimanual actionsState of the shadow linkingState-full solver running in real-time context and ignoring actions and non-IK constraintsStateless solver computing pose starting from current action and non-IK constraintsStatic BVHStatic IslandStatic TypeStatistical view of the levels of color in an imageStatisticsStatusStatus BarStatus flagsStatus of the solver iterationStatus:SteelStencilStencil ColorStencil DimensionsStencil ImageStencil LayerStencil MaskStencil Mask OpacityStencil PositionStencil color in the viewportStepStep CountStep RateStep Rate RenderStep SizeStep Size LightningStep Size MinStep between generated framesStep size when raymarching volumeStep size when raymarching volume for lighting computationStep through animation by positionStepped Interpolation F-ModifierStepped LinearStepped linear interpolation between From Min and From Max valuesStepsSteps MinSteps ViewportStereoStereo 3DStereo 3D DisplayStereo 3D FormatStereo 3D Mode requires the window to be fullscreenStereo EyeStereo FXStereo LFEStereo ModeStereo OutputStereo audio channelsStereo with LFE channelStereoscopyStereoscopy settings for a Camera data-blockStickStick stroke to other strokesStick stroke to surfacesStick stroke to the imageStick stroke to the viewStickinessSticky Selection ModeSticky vertex selection disabledStiff QuadsStiff ViscosityStiff viscosity is a factor of normal viscosityStiffnessStiffness XStiffness defines how much of the element to fillStiffness on the X axisStiffness on the X rotational axisStiffness on the Y axisStiffness on the Y rotational axisStiffness on the Z axisStiffness on the Z rotational axisStillStitch Preview Active IslandStitch Preview EdgeStitch Preview FaceStitch Preview StitchableStitch Preview UnstitchableStitch Preview VertexStitch UVs within a specified limit distanceStitch selected UV vertices by proximityStitching only works with less than %i objects selected (%i selected)StoneStone (Crushed)StonesStopStop VR SessionStop animation playbackStop boundary selection at n-gonsStop boundary selection at vertices with more than three edgesStop boundary selection at vertices with two edges when they share a face that is not an n-gonStop pushing jumpStop subdividing when this level is reached even if the dicing rate would produce finer tessellationStop this jobStop vertices from projecting to a face on the target when facing towards/awayStorageStorage mode for custom normal dataStorage of an operator being executed, or registered after executionStorage to temporarily hold the main action slot while in tweak modeStorage to temporarily hold the main action while in tweak modeStore Bundle ItemStore Denoising PassesStore Enabled Catalogs in PreferencesStore Named AttributeStore Named GridStore RGB and alpha channels separately with alpha acting as a mask, also known as unassociated alpha. Commonly used by image editing applications and file formats like PNG.Store RGB channels with alpha multiplied in, also known as associated alpha. The natural format for renders and used by file formats like OpenEXR.Store a bundle item by path and data type.Store a normal vector for each mesh elementStore a single value for the entire domainStore a value for every elementStore all data-blocks linked from other .blend files in the current .blend file. Library references are preserved so the linked data-blocks can be unpacked againStore custom normals as simple vectors in the local space of the mesh. Values are not necessarily updated automatically later on as the mesh is deformed.Store custom property enumeration values as stringsStore enumeration values as stringsStore floating point selection values. For mesh geometry, stored inverted as the sculpt mode maskStore glTF export settings in the Blender projectStore grid data in a volume geometry with the specified nameStore multires displacements outside the .blend file, to save memoryStore normals in a deformation dependent custom transformation space. This method is slower, but can be better when subsequent operations change the mesh without handling normals specifically.Store proxies using per strip settingsStore proxies using project directoryStore the baked data in a directory on diskStore the current state of the asset catalogs in the undo bufferStore the denoising feature passes and the noisy image. The passes adapt to the denoiser selected for renderingStore the estimated transforms in the soft body settingsStore the result of a field on a geometry and output the data as a node socket. Allows remembering or interpolating data as the geometry changes, such as positions before deformationStore the result of a field on a geometry as an attribute with the specified nameStore the sharpness of each face or edge. Similar to the "Shade Smooth" and "Shade Flat" operators.Store the shelf's enabled catalogs in the preferences rather than the local asset shelf settingsStore this action in the NLA stack as a non-contributing strip for later useStore this action in the NLA stack as a non-contributing strip for later use, and create a new actionStore true or false selection values in edit modeStored Operation ModeStored as single valueStores and apply difference between reference and local value (NOT USED)Stores and apply multiplication factor between reference and local value (NOT USED)Stores the style of each characterStoryboardingStraightStraight AlphaStraight CutStraight-line interpolation between A and B (i.e. no ease in/out)Straight-line slope of end segments are extended past the endpoint keyframesStraightenStraighten Hair CurvesStraighten XStraighten YStraightens hair curves between root and tipStrandStrand IndexStrand LengthsStrand RenderStrand ShapeStrand StepsStrand diameter width at the rootStrand diameter width at the tipStrand shape parameterStreak fade-out factorStreaksStreaks AngleStream IndexStreamlinesStrengthStrength FactorStrength PressureStrength RandomnessStrength of SunStrength of displace when applied to the meshStrength of emissionStrength of force fieldStrength of modifier deformationsStrength of modifier effectStrength of noiseStrength of smoothing applied on jagged chainsStrength of the bump mapping effect, interpolating between no bump mapping and full bump mappingStrength of the displacementStrength of the emitted lightStrength of the emitted light. A value of 1.0 ensures that the object in the image has the exact same color as the Emission ColorStrength of the fade effectStrength of the light sourceStrength of the normal mapping effectStrength of the studiolightStrength of volume stretching clampingStrength to use for assigning or selecting face influence for weighted normal modifierStrengthsStretchStretch OpacityStretch ToStretch To ConstraintStretch To FitStretch UStretch UVsStretch VStretch along Y-Axis to point towards a targetStretch or shrink strokesStretch the U coordinates between 0 and 1 when UVs are presentStretch the V coordinates between 0 and 1 when UVs are presentStretch the beginning and the end of stroke backboneStretch the object along the Z axis of the modifier spaceStretch to FillStretch to meet the target objectStretches image bounds to the canvas without preserving aspect ratioStrictStride at which tiled strokes are copiedStringString AttributeString Attribute ValueString FieldString LengthString Node SocketString Node Socket InterfaceString ValueString socket of a nodeString to CurvesString to ValueString to be inserted at cursor positionString value in geometry attributeStringsStripStrip '%s' not in scene '%s'Strip CharactersStrip ColorStrip Color BalanceStrip Color Balance DataStrip Color TagsStrip CropStrip DurationStrip ElementStrip FromStrip ModifierStrip Modifier PropertiesStrip ModifiersStrip NameStrip NoneStrip NumbersStrip PartStrip PreviewStrip PropertiesStrip ProxyStrip Proxy & TimecodeStrip TimeStrip TransformStrip cannot be moved into itselfStrip effect typeStrip has no influence past its extentsStrip leading/trailing text from the nameStrip names are not editable from the OutlinerStrip needs two inputs to swapStrip time is controlled by an F-Curve rather than automatically determinedStrip transform property to be resetStrip type does not support modifiersStrip type is not set.Strip type must be 'META'Strip used as mask input for the modifierStrip with a set of F-Curves for each action slotStrip(s)StripElements.pop: cannot pop the last elementStripElements.pop: index out of rangeStripsStrips SelectedStrips must be the same lengthStrips must have the same number of inputsStrips nested in meta stripStrips were not compatibleStrips.new_effect: effect expects more than 2 inputs (%d, should never happen!)Strips.new_effect: effect takes 1 input stripStrips.new_effect: effect takes 2 input stripsStrips.new_effect: invalid lengthStrips.new_sound: unable to open sound fileStrobeStrokeStroke & FillStroke & Fill are fully transparentStroke CenterStroke ColorStroke Depth OffsetStroke Depth OrderStroke DirectionStroke EndStroke Fit MethodStroke LengthStroke Material NameStroke OffsetStroke OnlyStroke OpacityStroke PlacementStroke Placement (2D View)Stroke Placement (3D View)Stroke Placement:Stroke Point ParameterStroke PointsStroke RandomStroke SnapStroke StartStroke StepStroke ThicknessStroke and FillStroke data pointsStroke end styleStroke is fully transparentStroke offset for the Line Art modifierStroke start styleStrokesStrokes CollisionStrokes appear/disappear one after the other, but only a single one changes at a timeStrokes end extension for closing gaps, use zero to disableStrongStruct definition used for properties assigned to this itemStruct gathering all data needed by overridden linked IDsStructsStructuralStructural GroupStructural Stiffness Vertex GroupStructureStructure TypeStucciStucci TextureStudioStudio LightStudio LightsStudio lightStudio light image file has separate "diffuse" and "specular" passesStudio lighting setupStudioLight Installed {!r} into {!r}StudiolightStudiolight RotationStyleStyle ModuleStyle ModulesStyle StartStyle module '%s' could not be removedStyle module configuration for specifying a style moduleStyle module could not be removedStyle of the color blendingStyle to set selection toStyle to use when drawing VR controllersStylesSubSub LevelSub Level Menu Open DelaySub ParentSub-PanelSub-Panel BackgroundSub-StepsSub-TargetSub-channelsSubdivideSubdivide CollapseSubdivide CurveSubdivide EdgesSubdivide MeshSubdivide StrokeSubdivide Stroke modifierSubdivide between continuous selected points of the stroke adding a point half way between themSubdivide faces without changing shapeSubdivide long edges to add mesh detail where neededSubdivide perpendicular edges to the selected edge-ringSubdivide polygons to reach a specified pixel size on screenSubdivide selected curve segmentsSubdivide selected edgesSubdivide selected particles segments (adds keys)Subdivide selected segmentsSubdivide strokes and smooth themSubdivide the mesh in a way that allows editing the higher subdivision levelsSubdivide to reach a specified edge length in object space. This is required to use adaptive subdivision for instanced meshesSubdivisionSubdivision CreaseSubdivision DataSubdivision LevelsSubdivision ModeSubdivision ModifierSubdivision StepsSubdivision SurfaceSubdivision Surface ModifierSubdivision Surface modifier needs to be first to work with unwrapSubdivision TypeSubdivision level applied before deformationSubdivision surface modifierSubdivisionsSubframe offset of the sound source start expressed in secondsSubframesSubframes to simulate for improved stability and finer granularity simulations (dt = timestep / (subframes + 1))Subitem Local IDSubitem Local IndexSubitem Local NameSubitem Reference IDSubitem Reference IndexSubitem Reference NameSubpixel Anti-AliasingSubprocessSubprocessesSubsetSubset of probes to updateSubset of tags (defined in parent struct) that are set for this propertySubstepsSubsteps <1 means the process is not executedSubsteps Per FrameSubsurfaceSubsurface AnisotropySubsurface ColorSubsurface DirectSubsurface IORSubsurface IndirectSubsurface MethodSubsurface RadiusSubsurface ScaleSubsurface ScatteringSubsurface TranslucencySubsurface WeightSubsurface multiple scattering shader to simulate light entering the surface and bouncing internally. Typically used for materials such as skin, wax, marble or milkSubtractSubtract ColorSubtract ModeSubtract StripSubtract VGroup B's weights from VGroup A's onesSubtract effect of brushSubtract existing selectionSubtract one strip's color from anotherSubtract source value to destination one, using given threshold as factorSubtracted from the current frame to use for looking up the data in the cache file, or to determine which file to use in a file sequenceSubtracted from the texture color to get a displacement vectorSubtractive overrideSubtypeSubtype LabelSubtype of the default valueSuccessSuccessfully added %d keyframes for keying set '%s'Successfully copied attributes from {} to {}Successfully generated: "{:s}"Successfully removed %d keyframes for keying set '%s'Successfully reset {}SuffixSuffix added to the render images for this viewSuffix to identify the cameras to use, and added to the render images for this viewSuggested line thickness and point size in pixels, for add-ons displaying custom user interface elements, based on operating system settings and Blender UI scaleSuggestive ContourSuggestive ContoursSumSum ValuesSummarySunSun AngleSun BeamsSun DirectionSun DiscSun ElevationSun IntensitySun LightSun PositionSun RotationSun SizeSun ThresholdSun angle from horizonSun disc not available in EEVEESunlight strength in watts per meter squared (W/m²)SuperellipseSupportSupport EmulationSupport HDR ColorSupport Uniform ScalingSupport face boundariesSupport storing custom bundles in a geometry in Geometry NodesSupport uniformly scaling the limb via the gear control at the baseSupports PreviewsSupports any combination of grab, rotate, and scale at onceSupports culled depth by other objects in the viewSupports selectionSuppress ControlSurfSurfaceSurface CurveSurface DeformSurface EmissionSurface FormatSurface GeometrySurface GuidingSurface Guiding ProbabilitySurface Input TypeSurface ModifierSurface NormalSurface Normal DistanceSurface Object to attach to (needs to have matching transforms)Surface OffsetSurface PickingSurface ProjectSurface Render MethodSurface ResponseSurface Rest PositionSurface SmoothSurface TensionSurface ThicknessSurface TypeSurface UVSurface UV CoordinateSurface UV MapSurface UV coordinates at the attachment pointSurface UV map not definedSurface UV map used for attachmentSurface UV map used to sample the normal for displacementSurface attachment UV coordinates stored on each curveSurface density of generated hair curvesSurface geometry for generationSurface geometry of the curve attachmentSurface geometry to attach hair curves toSurface geometry used for shrinkwrapSurface geometry used to sample the normal for displacementSurface has no meshSurface modifier defining modifier stack position used for surface fieldsSurface nameSurface normal at the attachment pointSurface object for generation (needs matching transforms)Surface object used for shrinkwrapSurface object used to sample the normal for displacementSurface resolution in U direction used while rendering (zero uses preview resolution)Surface resolution in V direction used while rendering (zero uses preview resolution)Surface scale factor (does not affect the height of the waves)Surface subdivisions per segmentSurface tension of liquid (higher value results in greater hydrophobic behavior)Surface thickness used to detect intersection when using screen-tracingSurface(s) have no active pointSurfaceDeformSurfaceDeform ModifierSurfacesSurfel ResolutionSwahili - KiswahiliSwapSwap 2 sequencer stripsSwap AreasSwap AxesSwap Height and DepthSwap Left/RightSwap LinksSwap VR navigation controls between left / right controllersSwap active strip with strip to the right or leftSwap all users of one action to a new action. This ignores the NLA and Action ConstraintsSwap all users of one action to another one. The normal action slot assignment rules apply. This ignores the NLA and Action ConstraintsSwap left and right stereo channelsSwap one material with anotherSwap order of selected strips within tracksSwap primary and secondary brush colorsSwap selected areas screen positionsSwap selected nodes with the specified node group assetSwap the Mouse Wheel zoom directionSwap the output connections of the two selected nodes, or two similar inputs of a single nodeSwap the roles of Height and Depth.Swap the two inputs of the effect stripSwedish - SvenskaSweep AngleSweep LineSweep a transition line across the frameSwingSwing and X TwistSwing and Y TwistSwing and Z TwistSwirlSwirl EffectSwirl effectSwitchSwitch IslandSwitch Stereo ViewSwitch ViewSwitch back to the previous Action, after creating a pose assetSwitch between an attribute and a single value to define the data for every elementSwitch between the current and assigned brushes on consecutive uses.Switch between two images using a checkboxSwitch between two inputsSwitch direction of selected splinesSwitch the current view from perspective/orthographic projectionSwitch the direction from clockwise to counterclockwiseSwitch to Pose or Object modeSwitch to erase brush for duration of strokeSwitch to mask brush for duration of strokeSwitch to smooth brush for duration of strokeSwitch to the target object or boneSwitch to this object mode when activating the workspaceSwitchable ParentSwitches the active object and assigns the same mode to a new one under the mouse cursor, leaving the active mode in the current oneSwizzle RSymmetricalSymmetrical ({:s})SymmetrizeSymmetrize the topology modificationsSymmetrySymmetry FeatheringSymmetry XSymmetry YSymmetry ZSyncSync Action LengthSync LengthSync MarkersSync Markers with keyframe editsSync ModeSync Outliner SelectionSync Scene TimeSync SelectionSync Visible RangeSync Zoom/PanSync outliner selection with other editorsSync to AudioSync to audio playback, dropping framesSync view position between side viewsSync with OutlinerSynchronizationSynchronize the length of the referenced Action with the length used in the stripSynchronize the repository with a remote URLSynchronize the viewer perspective of virtual reality sessions with this 3D viewportSynchronize the visible timeline range with other time-based editorsSyntax Built-InSyntax CommentSyntax HighlightSyntax NumbersSyntax PreprocessorSyntax ReservedSyntax SpecialSyntax StringSyntax SymbolsSyntax highlight for scriptingSystemSystem & OpenGLSystem BookmarksSystem FoldersSystem InstallationSystem MaximumSystem MemorySystem OverridesSystem extensions are read-only and cannot be uninstalledSystem's bookmarksSystem's folders (usually root, available hard drives, etc)TARGATHEME01THEME02THEME03THEME04THEME05THEME06THEME07THEME08THEME09THEME10THEME11THEME12THEME13THEME14THEME15THEME16THEME17THEME18THEME19THEME20TIFFTIFF (.tif)TIP: Use F-Curves for procedural animation insteadTIP: Use variables instead of bpy.data paths (see below)TIP: bpy.context is not safe for renderfarm usageTV NTSC 16:9TV NTSC 4:3TV PAL 16:9TV PAL 4:3TabTab ColorsTab Search ResultsTab WidthTab for Pie MenuTable contains geometry dataTablesTabletTablet APITablet Drag ThresholdTablet pressureTabs as SpacesTabulated SobolTagTag '%s' already present for given assetTag '%s' not found in given assetTag BevelTag CreaseTag Freestyle Edge MarkTag SeamTag SharpTag selected bones to not be visible in Edit ModeTag selected bones to not be visible in Pose ModeTagsTailTail PositionTail SelectTailsTake Grease Pencil Layer or Layer Group as selection fieldTake a snapshot of the active viewportTake average of velocities from previous frame and new velocities from current frameTake average of vertex normalsTake face smoothness into account in view map calculationTake handle information into account in the conversionTake image aspect ratio into accountTake into account current Blender units settings (if unset, raw Blender Units values are used as-is)Take link out of node group to connect to root tree output nodeTake reference geometry as inputTamil - தமிழ்TangentTangent FieldTangent ModeTangent NormalTangent PhaseTangent SpaceTangent from UV mapTangent nodeTangent space can only be computed for tris/quads, abortingTangent space computation needs a UV Map, "%s" not found, abortingTangent space normal mappingTangent space vector displacement mappingTangent to SurfaceTangential DistortionTangentsTap Key TimeoutTaper ObjectTaper RadiusTaper StartTaper factor for the radius of each point along the curveTaper of the rollTapping Alt (without pressing any other keys) shows a prompt in the status-bar, prompting a second keystroke to activate the toolTarga (.tga)Targa Raw (.tga)TargetTarget BonesTarget Curve objectTarget DensityTarget Density StrengthTarget FrameTarget GeometryTarget Grease PencilTarget Grease Pencil LayerTarget ID-BlockTarget Local With ParentsTarget Mesh objectTarget New Empty ObjectTarget Normal ProjectTarget ObjectTarget Object (Curves only)Target Object, defining the position of the pivot when definedTarget Particle SystemTarget PathTarget RigTarget Selected BoneTarget Selected ObjectTarget SelectionTarget SpaceTarget TransformTarget VelocityTarget VolumeTarget ZTarget along length of bone: Head is 0, Tail is 1Target angular motor velocityTarget armatureTarget armature boneTarget bone for multi-target constraintsTarget contains concave polygonsTarget contains invalid polygonsTarget contains overlapping verticesTarget direction to compare the normal toTarget edge length in the new meshTarget geometry objectTarget has edges with more than two polygonsTarget has no facesTarget is not in the constraint target listTarget length for the operationTarget linear motor velocityTarget locationTarget location to which normals will pointTarget objectTarget object for multi-target constraintsTarget object from which the distance is measuredTarget object library-data, ignoring!Target object not a Grease Pencil, ignoring!Target object not specifiedTarget object shapeTarget object space edge length for adaptive subdivisionTarget object to define stroke startTarget object used to affect normalsTarget particle systemTarget particle systemsTarget polygon pixel size for adaptive subdivisionTarget polygons changed from %u to %uTarget scene has locked markersTarget sculpting workflow that is going to use the sampled sizeTarget to snap the selected UVs toTarget vertices changed from %u to %uTarget's Z axis, not World Z axis, will constrain the Up directionTarget: Exclude Non-SelectableTarget: Include ActiveTarget: Include EditTarget: Include Non-EditedTargetsTargets all ctrls y-axis to defined axis (global space)Targets custom WGTs to defined axis (global space)Tear BoundaryTeleportTeleport DurationTemp-MetaTemperance (average)TemperatureTemperature AttributeTemperature ColorTemperature DifferenceTemperature GridTemperature MaximumTemperature UnitTemperature difference to ambient temperatureTemperature of the fluidTemplate "{}" will start next time as it is now.Template Installed ({:s}) from {!r} into {!r}TemplatesTemporal AccumulationTemporal ReprojectionTemporarily disable NLA stack evaluation (i.e. only the active action is evaluated)Temporarily hide in viewportTemporarily hide in viewport • Ctrl to isolate collection • Shift to set inside collections and objectsTemporarily hide in viewport • Shift to set childrenTemporarily hide mask layersTemporarily hide objects from the viewportTemporaryTemporary DirectoryTemporary EditorsTemporary FilesTendency of object to bounce after colliding with another (0 = stays still, 1 = perfectly elastic)TensionTension Spring DampingTension StiffnessTension Stiffness MaximumTentTerminate ModeTessellateTessellated triangle in a Mesh data-blockTessellation of mesh polygons into trianglesTest key configuration for conflictsTex CoordTexcoord Quantization BitsTextTextCaseTextDigitsTextIndentationTextLineTextLinesTextLowerTextModifiedTextNewTextPatternTextPunctuationTextSpacesTextStrip CharactersTextTabTextTabsTextUpperTextWeightTextWordText '%s'Text (.txt)Text Anti-AliasingText BeginText BoxText Box HeightText Box WidthText BoxesText Character FormatText ColorText CursorText CurveText EditorText Editor ArgsText Editor PresetsText EndText FilesText HighlightText HintingText InfoText Info OverlayText InputText LineText Node SocketText Node Socket InterfaceText RenderingText SelectedText StripText Strip CursorText StyleText Subpixel Anti-AliasingText ValueText Widget ColorsText bounding box for layoutText character formatting settingsText colorText color of selected lineText data-block referencing an external or packed text fileText data-blocksText displayed and edited in this spaceText editor space dataText file has been edited since last saveText file is in memory, without a corresponding file on diskText file on disk is different than the one in memoryText horizontal alignment from the object or text box centerText in the lineText not found: %sText not used by any node or camera, no update doneText objects can only have their scale applied: "%s"Text on CurveText socket of a nodeText stringText strip editing cursorText strip editing selectionText that will be displayedText to 3D ObjectText to ReplaceText to display in header during scaleText to insert at the cursor positionText to replace selected text with using the replace toolText to search for with the find toolText to use on the UI panel button (does not edit the collection name)Text to use on the UI panel button instead of the collection nameText too longText vertical alignment from the object centerText: ExternalText: InternalTextBox HeightTextBox OverflowTextBox WidthTextBox X OffsetTextBox Y OffsetTextBoxesTextsTextureTextureAlong strokeTextureBand NoiseTextureBandsTextureDimensionsTextureGeneratedTextureGlobalTextureMappingTextureNewTextureObjectTexturePatternTexturePlasticTextureRing NoiseTextureRingsTextureSharpTextureSharperTextureSoftTextureStrand / ParticleTextureTexture CoordinatesTextureUVTextureWall InTextureWall OutTextureWindowTexture Collection RateTexture CoordinateTexture Coordinate BoneTexture Coordinate ObjectTexture Coordinate QuantizationTexture CoordinatesTexture DistortionTexture Encoding QualityTexture FieldTexture LimitTexture MappingTexture Mapping ModeTexture MaskTexture MeshTexture Mid LevelTexture ModeTexture NodeTexture Node EditorTexture Node SocketTexture Node Socket InterfaceTexture Node TreeTexture OpacityTexture Orientation AngleTexture Overlay AlphaTexture PaintTexture Paint OverlaysTexture Paint SlotTexture Paint/Modifier UVsTexture Pixel Size factor along the strokeTexture PropertiesTexture Sample BiasTexture Sample RadiusTexture SlotTexture Slot ImagesTexture SlotsTexture SpaceTexture Space LocationTexture Space MeshTexture Space SizeTexture SpacingTexture SpecialsTexture Time OutTexture coordinate mapping settingsTexture coordinates from 0 to 1Texture coordinates from root particle locationsTexture coordinates used to map the image on the surfaceTexture coordinates used to map the texture onto the backgroundTexture data-block used by materials, lights, worlds and brushesTexture data-block used by this texture slotTexture data-blocksTexture effector weightTexture encoding qualityTexture export methodTexture filtering typeTexture images used for texture paintingTexture interpolationTexture mapping not set to 3D, results may be unpredictableTexture mapping typeTexture nodesTexture slot defining the mapping and influence of a textureTexture slot for textures in a Brush data-blockTexture slot for textures in a LineStyle data-blockTexture slot for textures in a Particle Settings data-blockTexture slot nameTexture slots defining the mapping and influence of texturesTexture socket of a nodeTexture space locationTexture space sizeTexture that controls emission strengthTexture to use as forceTextureMappingTexturedTexturesTextures DirectoryThai - ภาษาไทยThat item represents an ID also used as liboverride dependency (either directly, as a liboverride reference, or indirectly, as data used by a liboverride reference). It should never be directly made local. Mutually exclusive with `LIBOVERRIDE_DEPENDENCY_ONLY`That item represents an ID only used as liboverride dependency (either directly or indirectly, see `LIBOVERRIDE_DEPENDENCY` for precisions). It should not be considered during the 'make local' (append) process, and remain purely linked data. Mutually exclusive with `LIBOVERRIDE_DEPENDENCY`That item was added for an indirectly imported ID, as a dependency of another data-blockThe "id" attribute if available, otherwise the indexThe "slit" normal direction of each face corner, influenced by vertex normals, sharp faces, sharp edges, and custom normals. May be empty.The "stroke" cannot be emptyThe '%s' %s data-block is linked and not editable. Use "Make Local" to make it editable.The '%s' %s data-block is packed and not editable. Use "Make Local" to make it editable.The '{:s}' collection will be added upon generationThe 2D view location for the center of the new nodes, or unchanged if not setThe API reference manual for this version of BlenderThe BVH file does not contain frame duration in its MOTION section, assuming the BVH and Blender scene have the same frame rateThe Blender source root pathThe Blender version this is expected to be removedThe Blender version this was deprecatedThe Bone Collections of this ArmatureThe Bone Collections that contain this BoneThe Cryptomatte node in render mode is only supported for scene compositingThe Drivers/Expressions for this data-blockThe File Output node is only supported for scene compositingThe FriBidi C compiled library (.so under Linux, .dll under windows...), you’ll likely have to edit it if you’re under Windows, e.g. using the one included in Blender libraries repositoryThe Gabor noise value with both random intensity and phase. This is equal to sine the phase multiplied by the intensityThe ID pointer overridden by this operation is expected to match the reference hierarchyThe Index of Refraction (IOR) of the coat layer (affects its reflectivity as well as the falloff of coat tinting)The Keying Set to useThe Navigate Gizmo sizeThe RGB color of the strand. Only used in Direct ColoringThe Render Layers node is only supported for scene compositingThe Runge-Kutta ODE solver error limit, low value gives more precision, high values speedThe Scene needs a cameraThe Slot that the Channelbag's animation data is forThe Strip Info node is only supported for sequencer compositingThe UUID of the catalog shown in the browserThe UV coordinates at which to sample the texture. The Z component is assumed to contain an alpha channelThe Voronoi feature that the node will computeThe X axis size of the shapeThe X position of the lower left corner of the crop regionThe Y axis size of the shapeThe Y position of the lower left corner of the crop regionThe action %s is not editableThe action depends on the states/poses of both user pathsThe action is intended to be used as a cycle looping over its manually set playback frame range (enabling this does not automatically make it loop)The action poses will be used for the VR controller aimsThe action poses will be used for the VR controller gripsThe action when Middle-Mouse dragging in the viewport. Shift-Middle-Mouse is used for the other action. This applies to trackpad as wellThe active Vertex GroupThe active attribute has an unsupported typeThe active attribute must be on the vertex, edge, or face domainThe active attribute must have a boolean typeThe active data-block '%s' is not a valid linked oneThe active data-block '%s' is used by other linked dataThe active face for this meshThe active lineset does not have a line style (indicating data corruption)The active modifier in the listThe active object does not match the armatureThe active object needs to be an armatureThe active repository has invalid settingsThe active shape key of %s is lockedThe active simulation area moves with the brushThe active strip modifier in the listThe active vertex group is lockedThe active workspace view layer showing in the windowThe alignment of the new objectThe already existing local ID that may be reused in append & reuse case. None until it has been foundThe amount of chromatic aberration to add to the distortionThe amount of color noiseThe amount of copies is too high, we cannot generate the amount of geometry it would requireThe amount of diamond sharpeningThe amount of distortion. 0 means no distortion, -1 means full Pincushion distortion, and 1 means full Barrel distortionThe amount of jitter to introduce while computing rays, higher jitter can be faster but can produce grainy or noisy resultsThe amount of points to select from the end of each splineThe amount of points to select from the start of each splineThe amount of rotation along each axis, XYZ orderThe amount of rotation on each axis, around the X, Y, then Z axes in that orderThe amount of rotation that the blur spansThe amount of scaling along each axisThe amount of scaling that the blur spansThe amount of sharpeningThe amount of shear to applyThe amount of space between nodesThe amount of translation along each axisThe amount of translation that the blur spans in the specified direction relative to the size of the image. Negative values indicate translation in the opposite directionThe amount of value-based noiseThe amplitude of the offsetThe amplitudes of the envelope are summarized (or, when Accumulate is enabled, both positive and negative differences are accumulated)The angle along the circle arc between copiesThe angle between the normals of connected manifold facesThe angle between the planes changes during the stroke to fit the surface under the cursorThe angle of the bokehThe angle snap increment used when in constrained angle modeThe angle that defines the direction of the translationThe angle that the first streak makes with the horizontal axisThe armature needs to be in Pose mode or Edit modeThe asset is local to the file. Deleting it will just clear the asset status.The asset shelf is not available in the current context (try changing the active mode or tool)The asset's catalog pathThe attribute domain that gives enough information to represent the mesh's normalsThe attribute is associated with the View Layer, Scene or World that is being renderedThe attribute is associated with the instancer particle system or object, falling back to the Object mode if the attribute isn't found, or the object is not instancedThe attribute is associated with the object geometry, and its value varies from vertex to vertex, or within the object volumeThe attribute is associated with the object or mesh data-block itself, and its value is uniformThe attribute is meant for internal use by BlenderThe attribute name must not be emptyThe attribute name used by default when the node group is used by a geometry nodes modifierThe attribute output cannot be used without the geometry outputThe audio is rendered with a bitrate of 240kbit/s per channel, the maximum bitrate Vorbis supports.The audio is rendered with a bitrate of 256kbit/s per channel, the maximum bitrate Opus supports.The audio is rendered with a bitrate of 320kbit/s, the maximum bitrate MP3 supports.The audio is rendered with a bitrate of 384kbit/s, the maximum bitrate MP2 supports.The audio is rendered with a bitrate of 640kbit/s, the maximum bitrate AC3 supports.The audio is rendered with a bitrate of roughly 250kbit/s per channel, the maximum bitrate AAC supports.The axes icon's sizeThe axis that the curve deforms alongThe axis used for placing the base regionThe base name of the file. Other information might be included in the final file name depending on the node optionsThe base unit for pixels per meter.The bf-translation repositoryThe blend factor with 0 being the current frameThe brightness level at which pixels are considered part of the highlights that produce a glareThe brush affects the UV rotation of the pointThe brush affects the color strength of the pointThe brush affects the position of the pointThe brush affects the thickness of the pointThe brush is of type used for drawing strokesThe brush is of type used for filling areasThe brush is of type used for tinting strokesThe brush is used for erasing strokesThe cache is bakedThe cache is being bakedThe camera used for rendering the sceneThe center of the circle described by the three pointsThe clipboard does not contain a Selection SetThe code used to calculate internal forces on particlesThe collection to add other selected objects toThe collection to remove other selected objects fromThe collection to remove this object fromThe color for things after the current frame (for onion skinning, motion paths, etc.)The color for things before the current frame (for onion skinning, motion paths, etc.)The color variation between Color1 and Color2. Values of -1 and 1 only use one of the two colors. Values in between mix the colorsThe color which gets mapped to white (automatically converted to/from temperature and tint)The color which gets white gets mapped to (automatically converted to/from temperature and tint)The combined frame range of all F-Curves within this actionThe compositor is always enabled regardless of the viewThe compositor is disabledThe compositor is enabled only in camera viewThe condition for close spline to activateThe constraining actionThe constraint is applied in Pose Space, the object transformation is ignoredThe constraint is applied in local space of a custom object/bone/vertex groupThe constraint is applied relative to the local coordinate system of the objectThe constraint is applied relative to the rest pose local coordinate system of the bone, thus including the parent-induced transformationThe constraint is applied relative to the world coordinate systemThe contrast of the cavity maskThe control point to retrieve data fromThe converge point for the stereo cameras (often the distance between a projector and the projection screen)The coordinates at which Gabor noise will be evaluated. The Z component is ignored in the 2D caseThe coordinates to sample within the UV mapThe corner to retrieve data from. Defaults to the corner from the contextThe counterclockwise rotation of the inner set of pointsThe current active panel category, may be Null if the region does not support this feature (NOTE: these categories are generated at runtime, so list may be empty at initialization, before any drawing took place)The current line numberThe current location (offset) of the view for this Node TreeThe current number of faces in the decimated meshThe current simulation time step size, as a fraction of a frameThe current text boxThe curve group to interpolate inThe curve normal value at each of the curve's control pointsThe curve the control point is part ofThe curve to retrieve data from. Defaults to the curve from the contextThe curve type to change the selected curves toThe custom bone colors, used when palette is 'CUSTOM'The custom range in which to create new keys. Only used when not using the scene rangeThe data path from each iterable to the value (int or float)The data path relative to the context, must point to an iterableThe data type of the corresponding column visible in the spreadsheetThe data type the attribute is converted to before calculating the resultsThe data type used to read the attribute valuesThe data-block %s could not be overriddenThe data-block %s is not overridableThe default alignment for objects added from a 3D viewport menuThe default and recommended for most applicationsThe default directory for rendering output, for new scenesThe default directory to search for loading fontsThe default directory to search for soundsThe default directory to search for texturesThe delay of the effect in secondsThe device to use to process the denoise nodes in the compositorThe difference between the scale of each two consecutive octaves. Larger values corresponds to larger scale for higher octavesThe dimensions of the image in pixels with transformations appliedThe direct children of this layer group. Ordered by stack order, meaning the first child is the bottom most child in the layer tree.The direction (only applies to drag events)The direction of the anisotropic Gabor noiseThe direction the plane pointsThe directionality of Gabor noise. 1 means the noise is completely directional, while 0 means the noise is omnidirectionalThe directory for storing temporary save files. The path must reference an existing directory or it will be ignoredThe directory where the image will be writtenThe display and view transform supports automatic emulation for another display device, using the display color spaces mechanism in OpenColorIO v2 configurationsThe display and view transform supports high dynamic range colorsThe distance a point can be from the surface before the face is no longer considered planarThe distance along the curve between copiesThe distance between the bottom point and the X axisThe distance between the top point and the X axisThe distance from which particles are affected fullyThe distance in pixel to the nearest pixel at the boundary of the mask. The distance is negative inside the maskThe distance metric used to compute the textureThe distance that the resulting points are allowed to be withinThe donation program to support maintenance and improvementsThe dropped extension comes from a disabled repository.The dropped extension comes from an unknown repository.The duplicated geometry, not including the original geometryThe edge after the corner in the face, in the direction of increasing indicesThe edge before the corner in the face, in the direction of decreasing indicesThe edge flag to tag when selecting the shortest pathThe edge to retrieve data from. Defaults to the edge from the contextThe edges of the image that intersects the outer mask will be considered edges of the outer mask. Otherwise, the outer mask will be considered open-endedThe edges that lie on the boundaries between the different face groupsThe edited objectThe end frame of animationThe end frame of the manually set intended playback rangeThe energy this light would emit over its entire area if it wasn't limited by the spot angle, in units of radiant power (W)The entire Scene / Preview rangeThe enum definition can now be accessed directly on the node. This exists for backward compatibility.The event of target particles to react onThe exact location of the point to useThe execution time from the node tree's latest evaluation. For frame and group nodes, the time for all sub-nodesThe expected squared deviation from the mean for each groupThe experimental option for this node is disabledThe extension is incompatible with this system: {:s}The extension mode applied to the X axisThe extension mode applied to the Y axisThe extracted highlights from which the glare was generatedThe face index for each loop triangleThe face to retrieve data from. Defaults to the face from the contextThe factor to apply to the original point's opacity for the new pointsThe factor to apply to the original point's radius for the new pointsThe factor to scale keys withThe feature set archive base directory name is not a valid identifier: '{:s}'The feature set archive has no rigs or metarigs, or is missing __init__.pyThe feature set archive must contain one base directoryThe feedback of the effectThe file extension used for saving rendersThe file handler labelThe file is not a valid Blender file.The file path used for exportingThe file was saved by a newer version, open it with Blender %s or laterThe first frame to be exportedThe first output must be a geometry socketThe five boxing wizards jump quickly! 0123456789The foot pivots around the base of the toeThe foots pivots at the ankleThe foots pivots at the ankle, with extra toe pivotThe foreground goes over the background according to the alpha of the foregroundThe foreground goes over the background according to the alpha of the foreground but the foreground completely covers the background if it is more opaqueThe foreground goes over the background according to the alpha of the foreground while assuming the background is being held out by the foregroundThe forward direction along the array shapeThe fractal offsetThe fraction part of AThe fraction part of A entry-wiseThe frame number in the sceneThe frame on which the timeline marker appearsThe frame on which this sketch appearsThe frame to evaluate (starting at 0)The free scaling axis of the objectThe frequency of the offset (1/total length)The gain multiplierThe generated glareThe generated random number is the same for every control point of a curveThe geometry cannot be extracted with dyntopo activatedThe geometry's normal directionThe gizmos are made for use with virtual reality sessions and require special redraw managementThe glTF format requires discontinuous normals, UVs, and other vertex attributes to be stored as separate vertices, as required for rendering on typical graphics hardware. This option attempts to combine co-located vertices where possible. Currently cannot combine verts with different normalsThe glue bone becomes a child of the control boneThe glue bone becomes a sibling of the control bone with Copy TransformsThe glue bone keeps its parent, but uses Copy Transforms to group both local and parent induced motion of the control into local spaceThe graphics backend can be changed in the System section of the Preferences.The grid size for bindingThe grid's value at each voxelThe group ID of each group instanceThe handle can be moved anywhere, and does not influence the point's other handleThe height of the crop regionThe height of the cylinderThe height perpendicular to the base of the spiralThe highest power of 'x' for this polynomial (number of coefficients - 1)The highest value in each groupThe identifier of the most recently assigned action slot. The slot identifies which sub-set of the Action is considered to be for this constraint, and its identifier is used to find the right slot when assigning an Action.The identifier of the most recently assigned action slot. The slot identifies which sub-set of the Action is considered to be for this data-block, and its identifier is used to find the right slot when assigning an Action.The identifier of the most recently assigned action slot. The slot identifies which sub-set of the Action is considered to be for this strip, and its identifier is used to find the right slot when assigning an Action.The identifier that makes up this tagThe image with the generated glare addedThe imported ID. None until it has been linked or appended. May be the same as ``reusable_local_id`` when appendedThe index from the contextThe index of particle system on the target objectThe index of the Armature's active bone collection; -1 when there is no active collection. Note that this is indexing the underlying array of bone collections, which may not be in the order you expect. Root collections are listed first, and siblings are always sequential. Apart from that, bone collections can be in any order, and thus incrementing or decrementing this index can make the active bone collection jump around in unexpected ways. For a more predictable interface, use ``active`` or ``active_name``.The index of the color attribute used as a fallback for renderingThe index of the control point plus the offset within the entire curves data-blockThe index of the control point to evaluate. Defaults to the current indexThe index of the corner starting from the first corner in the faceThe index of the cursorThe index of the each vertex's island. Indices are based on the lowest vertex index contained in each islandThe index of the face the corner is a part ofThe index of the first vertex in the edgeThe index of the offset cornerThe index of the second vertex in the edgeThe index of this curve's first control pointThe index to move the constraint toThe index to move the effect toThe index to move the modifier toThe indices of the duplicates for each elementThe individual F-Curves that animate the slotThe influence of a Voronoi layer relative to that of the previous layerThe initial aspect settingThe initial depth used when placing the cursorThe initial position for placementThe input grid must have a uniform voxel scale to be advected.The inputs are invalid, or the algorithm has been improperly calledThe integer coordinates of the nearest pixel at the boundary of the maskThe integer part of A, removing fractional digitsThe intended playback frame range of this action, using the manually set range if available, or the combined frame range of all F-Curves within this action if not (assigning sets the manual frame range)The intensity of the Gabor noise, which has no random phaseThe intensity of the aberration effectThe interpolation type for this curve elementThe intersection line will be included into the object with the higher intersection priority valueThe inverted matrix or the identity matrix if the input is not invertibleThe kernel is a color and each channel of the kernel will be convolved with each respective channel in the inputThe kernel is a float and will be convolved with all input channelsThe kind of repository to addThe kind of rotation to apply, values from other rotation modes are not usedThe kind of strokes or fills to deleteThe kinds of messages that should be propagated from this node to the parent group nodeThe largest integer smaller than or equal AThe largest positive integer that divides into each of the values A and B, e.g. GCD(8,12) = 4The last bone of the chain is directly controlled, like the hand in an IK arm, and the middle stretches to reach itThe last frame to be exportedThe layer group is expanded in the UIThe layer tree node after (i.e. above) this oneThe layer tree node before (i.e. below) this oneThe left Bézier control point handle from the contextThe length of the contents of this strip after the handles are appliedThe length of the contents of this strip before the handles are appliedThe length of the distance in axial directionsThe length of the longest Axial journeyThe library override of the linked ID. None until it has been createdThe light that bounces off the surface of the hairThe light that passes through the hair and exits on the other sideThe line color of a higher priority is used at material boundariesThe linked ID had other unrelated usages, so it has been duplicated into a local copyThe links form a cycle which is not supportedThe links must be siblingsThe list of action slots suitable for this NLA stripThe list of layers that make up this ActionThe list of slots in this ActionThe list of slots in this animation data-blockThe list of strips that are on this animation layerThe local data-block this asset represents; only valid if that is a data-block in this fileThe local directory containing extensionsThe location and orientation of the Custom Shape Transform bone will be used for transform gizmos and for other transform operators in the 3D Viewport. When disabled, the 3D Viewport will still use the actual bone transform for these, even when the custom bone shape transform is overridden.The location is automatically calculated to be smoothThe location is calculated to point to the next/previous control pointThe location is constrained to point in the opposite direction as the other handleThe location of the scene's 3D cursor, in the local space of the modified objectThe lowest value in each groupThe luminance that will be mapped to the log average luminance, typically set to the middle gray valueThe mass of each vertex on the cloth materialThe material to use for the new strokesThe matte gets remapped such matte values higher than the white level become white. Pixels at the identified edges are excluded from the remapping to preserve detailsThe matte gets remapped such matte values lower than the black level become black. Pixels at the identified edges are excluded from the remapping to preserve detailsThe max distance a vertex can be displaced. Displacements over this threshold may cause visibility issues.The maximum distance above the plane for affected vertices. Increasing the height affects vertices farther above the plane.The maximum distance below the plane for affected vertices. Increasing the depth affects vertices farther below the plane.The maximum from A and BThe maximum from A and B with smoothing CThe maximum gap between strokes in secondsThe maximum length an internal spring can have during creation. If the distance between internal points is greater than this, no internal spring will be created between these points. A length of zero means that there is no length limit.The maximum number of samples used for training path guiding. Higher samples lead to more accurate guiding, however may also unnecessarily slow down rendering once guiding is accurate enough. A value of 0 will continue training until the last sampleThe maximum ray distance for matching points between the active and selected objects. If zero, there is no limitThe maximum ray distance for matching points between the active and selected objects. If zero, there is no limit.The maximum value from A and B, max(A,B)The mesh UV map to sample. Should not have overlapping facesThe mesh is missing materialsThe mesh simulation is scaled up by this factor (compared to the base resolution of the domain). For best meshing, it is recommended to adjust the mesh particle radius alongside this value.The mesh volume where the inner/outer pressure will be the same. If set to zero the change in volume will not affect pressure.The method for determining the size of the bevelThe method of keys to activate tools such as move, rotate & scale (G, R, S)The method to use to create meshes at intersectionsThe method to use to create the mesh at intersectionsThe method used for calculating the feather offsetThe middle value in each group when all values are sorted from lowest to highestThe minimal roughness value of a material to apply guidingThe minimum from A and BThe minimum from A and B with smoothing CThe minimum value from A and B, min(A,B)The modifier affects the UV rotation factor of the pointThe modifier affects the color strength of the pointThe modifier affects the position of the pointThe modifier affects the thickness of the pointThe modifier used does not support deformed locationsThe name '{:s}' is not allowed for feature setsThe name of a json file storing those settings (unfortunately, Blender's system does not work here)The name of the Armature's active bone collection; empty when there is no active collectionThe name of the Curve object that defines the bevel shapeThe name of the active color attribute for display and editingThe name of the active key configurationThe name of the attribute on the surface mesh used to define the attachment of each curveThe name of the default color attribute used as a fallback for renderingThe name of the tree nodeThe new transform from grid index space to object space.The new transform is valid and was successfully applied to the grid.The newly linked ID has been made localThe node group is used as a geometry modifierThe node group is used as a toolThe node group is used for Grease PencilThe node group is used for curvesThe node group is used for meshesThe node group is used for point cloudsThe node group is used in edit modeThe node group is used in object modeThe node group is used in paint modeThe node group is used in sculpt modeThe node group must have a geometry output socketThe node labelThe node socket's default valueThe node tree labelThe noise simulation is scaled up by this factor (compared to the base resolution of the domain)The normal direction of each face, defined by the winding order and position of its verticesThe normal direction of each vertex, defined as the average of the surrounding face normalsThe normal direction of the face corner, taking into account sharp faces, sharp edges, and custom normal dataThe normal direction of the plane described by the three points, pointing towards the positive Z axisThe number of Voronoi layers to sumThe number of animation frames. If a single image, then 1The number of computed points in the V direction between every pair of control pointsThe number of concentric rings used to fill the round facesThe number of consecutive points from the original stroke to include in this segmentThe number of control points along the curve to traverseThe number of control points to create on the segment following each pointThe number of copies to generateThe number of corners in the faceThe number of corners to move around the face before finding the result, circling around the start of the face if necessaryThe number of duplicates to create for each elementThe number of edges connected to each vertexThe number of edges on the curveThe number of edges running vertically along the side of the coneThe number of elements in the listThe number of evaluated points on the curveThe number of faces or corners connected to each edgeThe number of faces or corners connected to each vertexThe number of faces that use each edge as one of their sidesThe number of flaps in the bokehThe number of frames that are needed to traverse the path, defining the maximum value for the 'Evaluation Time' settingThe number of frames to average around each keyframe. Higher values allow more smoothing, but will decrease performance.The number of frames to use for calculating FPS average. Zero to calculate this automatically, where the number of samples matches the target FPS.The number of generated segments to skip to reduce complexityThe number of ghosts for Ghost glare or the quality and spread of Glare for Streaks and Simple StarThe number of horizontal ringsThe number of keyframes this drawing is used byThe number of noise octaves. Higher values give more detailed noise but increase render timeThe number of old versions to maintain in the current directory, when manually savingThe number of pixels that correspond to the same output pixelThe number of points in the curveThe number of points on the arcThe number of points skipped after this segmentThe number of points to createThe number of points to skip to create straight segmentsThe number of rectangular segments along each sideThe number of samples to render in this subsetThe number of samples used to approximate the motion blurThe number of samples used to compute the blur. The more samples the smoother the result, at the expense of more compute time. The actual number of samples is two to the power of this input, so it increases exponentiallyThe number of samples used to compute the blur. The more samples the smoother the result, but at the expense of more compute time. The actual number of samples is two to the power of this input, so it increases exponentiallyThe number of segments in each quarter-circle of the bevelThe number of streaksThe number of times the cavity mask is blurredThe number of times this object is repeated with respect to other objectsThe number of vertices connected to this vertex with an edge, equal to the number of connected edgesThe number of vertices on the top and bottom circlesThe object %s has locked shape keysThe object geometry itself should be visible in the renderThe object has only one layerThe object has only one materialThe object is constrained inside a virtual sphere around the target object, with a radius defined by the limit distanceThe object is constrained on the surface of a virtual sphere around the target object, with a radius defined by the limit distanceThe object is constrained outside a virtual sphere around the target object, with a radius defined by the limit distanceThe object is parented to a boneThe object is parented to a latticeThe object is parented to a vertexThe object is parented to an objectThe object that has the target particle system (empty if same object)The object the data pointer refers to is not a valid modifierThe offset is too small, we cannot generate the amount of geometry it would requireThe opacity of unselected F-Curves against the background of the Graph EditorThe order of selected vertices/edges/faces is modified, based on a given methodThe original input geometry with potentially new attributes that are output by the zoneThe original resolution of the image in pixels before any transformationsThe output is a square curve (negative values always result in -1, and positive ones in 1)The output node %s is already paired with %sThe owner of this constraintThe parent group of this layer tree nodeThe particle simulation is scaled up by this factor (compared to the base resolution of the domain)The particle system to paint withThe parts of the geometry in the selectionThe parts of the geometry not in the selectionThe parts of the geometry that go into the first outputThe parts of the geometry to be deletedThe path for the curve's custom profileThe path for the custom profileThe path to the '/branches' directory of your local svn-translation copy, to allow translating from the UIThe path to the preset loaded into this theme (if any)The persistent UID of the modifierThe phase of the Gabor noise, which has no random intensityThe pixel density meta-data written to supported image formats. This value is multiplied by the PPM-base which defines the unit (typically inches or meters)The pixel radius of the sharpening maskThe point is constrained to be inside the target objectThe point is constrained to be outside the target objectThe point is constrained to the surface of the target object, with distance offset always to the outside, towards or away from the original locationThe point is constrained to the surface of the target object, with distance offset applied exactly along the target normalThe point is constrained to the surface of the target object, with distance offset towards the original point locationThe point represents a tile (multiple voxels) rather than a single voxelThe position at which the transformations pivot around. Defined in normalized coordinates, so 0 means lower left corner and 1 means upper right corner of the imageThe position for the axes on the bone. Increasing the value moves it closer to the tip; decreasing moves it closer to the root.The position from the contextThe position of the first vertex in the edgeThe position of the mouse cursor at the start of the operationThe position of the second vertex in the edgeThe position of the source of the rays in normalized coordinates. 0 means lower left corner and 1 means upper right cornerThe position the transformations pivot around, in normalized coordinates. 0 means the lower left corner and 1 means the upper right corner of the imageThe positions of the new pointsThe precision of compositor intermediate resultThe primary and secondary axis have to be differentThe probability of guiding a direction inside a volumeThe probability of guiding a direction on a surfaceThe profile can be a concave or convex curveThe profile can be any arbitrary path between its endpointsThe profile shape (0.5 = round)The property is deprecatedThe provided data did not satisfy the prerequisitesThe quality used by denoise nodes during the compositing of final renders if the nodes' quality option is set to Follow SceneThe quality used by denoise nodes during viewport and interactive compositing if the nodes' quality option is set to Follow SceneThe radii of the new pointsThe radius for the generated strokesThe radius of the circle described by the three pointsThe radius of the cylinderThe range of angles that will be affectedThe rate at which the Gabor noise changes across space. This is different from the Scale input in that it only scales perpendicular to the Gabor noise directionThe ratio of keyframes to removeThe ratio of the largest dimension of the model over the size of the gridThe ratio of the minor axis to the major axis of an elliptical cross-section. Recommended values are 0.8~1 for Asian hair, 0.65~0.9 for Caucasian hair, 0.5~0.65 for African hair. The major axis is aligned with the curve normal, which is not supported in particle hairThe reference manual for this version of BlenderThe region where the image will be darkenedThe region where the panel is going to be used inThe region-space mouse X location, in pixels, increasing from 0 at the leftThe region-space mouse Y location, in pixels, increasing from 0 at the bottomThe relative distance a particle can move before requiring more subframes (target Courant number); 0.01 to 0.3 is the recommended rangeThe remainder of floored divisionThe remainder of truncated division using fmod(A,B)The remesher cannot run from edit modeThe remesher cannot run with a Multires modifier in the modifier stackThe remesher cannot run with dyntopo activatedThe remesher cannot work on linked or override dataThe replacement Action's session uid to remap all selected Action's users toThe resolution of the mask along the X directionThe resolution of the mask along the Y directionThe resolution of the particle gridThe resolution to use for each curve segmentThe right Bézier control point handle from the contextThe root nodes of the layer tree. Ordered by stack order, meaning the first node is the bottom most node in the layer tree.The rotation channel was filteredThe rotation of the scene's 3D cursor, in the local space of the modified objectThe rotation type and axis order to useThe roughness of the coat layerThe running total of values in the corresponding group, starting at the first valueThe running total of values in the corresponding group, starting at zeroThe scale factor applied to the curve segmentsThe scale of a Voronoi layer relative to that of the previous layerThe scale of the Gabor noiseThe scene's 3D cursor location and rotationThe scripted expression can be evaluated without using the full Python interpreterThe selected rig collectionThe selected rig typeThe selected strips don't overlapThe selection from the start and end of the splines based on the input sizesThe selection included %d object type(s) which do not support conversion to "%s"The selection of each element as a floating point valueThe selection of each element as a true or false valueThe setting for the file browser mode to load a .blend file, a library or a special fileThe shape of the Gaussian distribution in frames. Lower values will increase sharpness across the Filter Width.The shape of the gaussian distribution, lower values make it sharperThe shape of the start and end of the strokeThe shortest angle in radians between two faces where they meet at an edge. Flat edges and Non-manifold edges have an angle of zero. Computing this value is faster than the signed angleThe shutter closes at the current frameThe shutter is open during the current frameThe shutter opens at the current frameThe side of the handle that is selectedThe side that remains selected after splittingThe side to which the selection is appliedThe signed angle arctan(A / B)The signed angle in radians between two faces where they meet at an edge. Flat edges and Non-manifold edges have an angle of zero. Concave angles are positive and convex angles are negative. Computing this value is slower than the unsigned angleThe simulation timestep per frame (seconds per frame)The size of dilation/erosion in pixels. Positive values dilates and negative values erodesThe size of the blur in pixelsThe size of the falloff from the edges in pixels. If less than two pixels, the edges will be anti-aliasedThe size of the filter in pixelsThe size of the geometry will determine the distance between arrayed itemsThe size of the glare relative to the image. 1 means the glare covers the entire image, 0.5 means the glare covers half the image, and so onThe size of the inpaint in pixelsThe size of the particlesThe size of the tile or voxel. For individual voxels this is 1, for tiles this represents the cubic size of the tileThe slot identifies which sub-set of the Action is considered to be for this data-block, and its name is used to find the right slot when assigning an ActionThe slot identifies which sub-set of the Action is considered to be for this strip, and its name is used to find the right slot when assigning another ActionThe smallest integer greater than or equal AThe smallest positive integer that is divisible by both A and B, e.g. LCM(6,10) = 30The smoothness of the extracted highlightsThe softness of the spotlight edgeThe solver does not reiterate, not even on first frame (starts from rest pose)The solver reiterates (converges) on all framesThe solver reiterates (converges) on the first frame but not on subsequent frameThe sound file is decoded and loaded into RAMThe source axis constrained object's X axis usesThe source axis constrained object's Y axis usesThe source axis constrained object's Z axis usesThe source color contains an Alpha componentThe source color is gamma correctedThe source geometry must contain a mesh or a point cloudThe source mesh must have facesThe source of this force field is the zero point of a harmonic oscillatorThe source where the size of the mask is retrievedThe space where the asset shelf will show up in. Ignored for popup asset shelves which can be displayed in any space.The space where the panel is going to be used inThe square root of the variance for each groupThe standard fractal Perlin noiseThe start and end handles are fixed positionsThe start and end handles are offsets from the spline's control pointsThe start frameThe start frame of the manually set intended playback rangeThe start position of the relation lines from parent to child bonesThe strength value for the generate strokesThe string to find in the input stringThe string to replace each match withThe string value to drop into the buttonThe strip values are combined with accumulated results by appropriately using addition, multiplication, or quaternion math, based on channel typeThe strip values replace the accumulated results by amount specified by influenceThe subdivision level is too largeThe subdivision level visible at render timeThe sum of all values in each group divided by the size of said groupThe surface area of each of the mesh's facesThe system did not find a solutionThe target mesh must have facesThe target rotation modeThe target to use while snappingThe tentacle scaling is manually controlled via twist controls.The tentacle stretches to fit the curveThe texture affects basic color of the strokeThe texture affects the alpha valueThe tilt angle of the cuticle scales (the outermost part of the hair). They are always tilted towards the hair root. The value is usually between 2 and 4 for human hairThe time (in minutes) to wait between automatic temporary savesThe time in seconds to wait for online operations before a connection may fail with a time-out error. Zero uses the systems default.The time to use for looking up the data in the cache file, or to determine which file to use in a file sequenceThe total X size of the region in pixelsThe total Y size of the region in pixelsThe total number of mesh islandsThe total of all of the values in the corresponding groupThe transformation of the instances output. Does not affect the internal geometryThe transformation of the target bone is evaluated relative to its local coordinate system, followed by a correction for the difference in target and owner rest pose orientations. When applied as local transform to the owner produces the same global motion as the target if the parents are still in rest pose.The transformation of the target bone is evaluated relative to its rest pose local coordinate system, thus including the parent-induced transformationThe transformation of the target is evaluated relative to a custom object/bone/vertex groupThe transformation of the target is evaluated relative to its local coordinate systemThe transformation of the target is evaluated relative to the world coordinate systemThe transformation of the target is only evaluated in the Pose Space, the target armature object transformation is ignoredThe transformation of the vector and geometry outputsThe transformation type to affect on the constrained objectThe transformation type to use from the targetThe translation of this motion event. The range on each axis is [-1 to 1], before being multiplied by the sensitivity preference. This is typically scaled by the time-delta before use.The type of Gabor noise to evaluateThe type of dataThe type of data-block %s is not yet implementedThe type of license this asset is distributed under. An empty license name does not necessarily indicate that this is free of licensing terms. Contact the author if any clarification is needed.The type of media to saveThe type of radius interpolation for Bézier curvesThe type of shape used to rebuild a beveled sectionThe type of split operation to perform on stripsThe type of strategy used for sampling direct light contributionsThe type of the data-block, if the asset represents one ('NONE' otherwise)The type of the table identifierThe type of tilt calculation for 3D CurvesThe type of tilt interpolation for 3D, Bézier curvesThe type of transform operators to writeThe type of weight interpolation for splineThe uniform pressure that is constantly applied to the mesh, in units of Pressure Scale. Can be negative.The unit system to use for user interface controlsThe up direction along the array shapeThe up direction for the circle shapeThe user has been shown the "Online Access" prompt and made a choiceThe user repository to install extensions intoThe value computed for the chain is the maximum of the values obtained for chain verticesThe value computed for the chain is the mean of the values obtained for chain verticesThe value computed for the chain is the minimum of the values obtained for chain verticesThe value computed for the chain is the value obtained for the first chain vertexThe value computed for the chain is the value obtained for the last chain vertexThe value is relative to each of the dimensions of the image independentlyThe value is relative to the X dimension of the imageThe value is relative to the Y dimension of the imageThe value is relative to the diagonal of the imageThe value is relative to the greater dimension of the imageThe value is relative to the smaller dimension of the imageThe value of the reserved bitflag 'FILTER_ITEM' (in filter_flags values)The value the average luminance is mapped toThe value this event translates to in a modal keymapThe value to use if the data path cannot be resolvedThe value used to map onto the color gradient. 0.0 results in the leftmost color, while 1.0 results in the rightmostThe values from the "id" attribute on points, or the index if that attribute does not existThe values the mean and median will be calculated fromThe values the minimum and maximum will be calculated fromThe values the standard deviation and variance will be calculated fromThe values to be accumulatedThe vector to be transformedThe vertex the corner is attached toThe vertex to retrieve data from. Defaults to the vertex from the contextThe viewer does not work because the modifier is disabledThe viewer does not work because the node group used by the modifier has no outputThe visibility of drawings in this tree node is affected by the layers in the masks listThe way the constraint treats original non-free axis scalingThe wet/dry mix of the effectThe wetness level when colors start to shift to the backgroundThe width for newly created group nodesThe width of columns in horizontal list viewsThe width of the crop regionThe window has a HDR graphics buffer that wide gamut and high dynamic range colors can be written to, in extended sRGB color space.The window relative horizontal location of the areaThe window relative horizontal location of the regionThe window relative vertical location of the areaThe window relative vertical location of the regionThe world's volume used to be rendered by EEVEE Legacy. Conversion is needed for it to render properly.ThemeTheme "{:s}" is already installed!Theme 3D ViewportTheme Background ColorTheme Bone Color SetTheme Clip EditorTheme Collection ColorTheme ConsoleTheme Dope SheetTheme File BrowserTheme Graph EditorTheme Image EditorTheme InfoTheme Node EditorTheme Nonlinear AnimationTheme OutlinerTheme PreferencesTheme PropertiesTheme Sequence EditorTheme SpaceTheme Space SettingsTheme SpreadsheetTheme Status BarTheme Strip ColorTheme Text EditorTheme Top BarTheme User InterfaceTheme Widget Color SetTheme Widget State ColorTheme color or custom color of a boneTheme properties for common editor regionsTheme properties shared by different editorsTheme settings for FontTheme settings for InfoTheme settings for asset shelvesTheme settings for background colors and gradientTheme settings for bone color setsTheme settings for collection colorsTheme settings for regions that are common among editorsTheme settings for strip colorsTheme settings for style setsTheme settings for the 3D viewportTheme settings for the Blender PreferencesTheme settings for the ConsoleTheme settings for the Dope SheetTheme settings for the File BrowserTheme settings for the Image EditorTheme settings for the Movie Clip EditorTheme settings for the NLA EditorTheme settings for the Node EditorTheme settings for the OutlinerTheme settings for the PropertiesTheme settings for the Sequence EditorTheme settings for the SpreadsheetTheme settings for the Status BarTheme settings for the Text EditorTheme settings for the Top BarTheme settings for the graph editorTheme settings for user interface elementsTheme settings for widget color setsTheme settings for widget state colorsThemesTheoraThere are multiple group output nodes and this one is not activeThere are no inputs.There is no active data-blockThere is no animation data to operate onThere is no asset library to removeThere is no extension repository to removeThere is no layer '%s'There is no parent group node in this contextThere must be an active attributeThere must be at least one user repository set to install extensions intoThere were {:d} keying failures for unknown reasons.These require auto-key:ThetaThickThicker lines than the defaultThicknessThickness ClampThickness FactorThickness From ShadowThickness MaxThickness MinThickness ModeThickness ModifiersThickness NearThickness OuterThickness PositionThickness ProfileThickness RatioThickness ShapeThickness StrengthThickness based on the direction of the strokeThickness calculation using constraints, most advancedThickness factorThickness factor to use for zero vertex group influenceThickness modifier '%s' could not be removedThickness modifier typeThickness modifiers for changing line thicknessThickness of annotation strokesThickness of each strand of hairThickness of smoke display in the viewportThickness of the film in nanometersThickness of the outline stroke relative to current brush thicknessThickness of the perimeter strokeThickness of the shellThickness of volume display in the viewportThickness position of silhouettes and border edges (applicable when plain chaining is used with the Same Object option)Thickness: %s, Depth: %sThinThin FilmThin Film IORThin Film ThicknessThinner lines than the defaultThirdThird coefficient of fourth order Brown-Conrady radial distortionThird coefficient of third order polynomial radial distortionThirdsThis asset is stored in the current blend fileThis attribute cannot be accessed in a procedural contextThis bone collection is expanded in the bone collections tree viewThis channelbag does not belong to this stripThis collection is owned by a local Armature, or was added via a library override in the current blend fileThis collection was added via a library override in the current blend fileThis color defines white in the stripThis data does not support joining in edit modeThis data-block has no Action slot assignedThis data-block is a place-holder for missing linked data (i.e. it is [an override of] a linked data that could not be found anymore)This data-block is editable in the user interface. Linked data-blocks are not editable, except if they were loaded as editable assets.This data-block is linked and packed into the .blend fileThis data-block is not an independent one, but is actually a sub-data of another ID (typical example: root node trees or master collections)This data-block is runtime data, i.e. it won't be saved in .blend file. Note that e.g. evaluated IDs are always runtime, so this value is only editable for data-blocks in Main data-base.This feature set depends on the following feature set to work properly:This feature set failed to load correctly.This feature set requires Blender {:s} or newer to work properly.This file is managed by the Blender asset system and cannot be overriddenThis file is managed by the Blender asset system. It can only beThis file is managed by the asset system, you cannot overwrite it (using "Save As" is possible)This file is offlineThis file is read-onlyThis file was saved by a newer version of Blender (%s).This is a restricted system fileThis is a special ruler layerThis is the distance from a lee shore, called the fetch, or the distance over which the wind blows with constant velocity. Used by 'JONSWAP' and 'TMA' models.This is the least efficient of the available forms, and should only be used when required.This layer does not belong to this ActionThis library is an 'archive' storage for packed linked IDs originally linked from its 'archive parent' library.This may lead to unexpected behaviorThis metarig contains old rig-types that can be automatically upgraded to benefit from new rigify features.This metarig requires upgrading to Bone CollectionsThis metarig uses the old face rig.This method gives a good 2D representation of a meshThis mode is like reaching into the screen and holding the model in your hand. Push the 3D Mouse cap left, and the model moves left. Push right and the model moves rightThis mode requires auto-keying to work properlyThis modifier can only deform control points, not the filled curve/surfaceThis modifier can only deform filled curve/surface, not the control pointsThis modifier has baked dataThis modifier is activeThis modifier operation is not allowed from Edit modeThis monolithic face rig is deprecated.This needs a local Armature or an overrideThis node defines a bundle signature that should be used by other nodesThis node defines a closure signature that should be used by other nodesThis node has no input connections to swapThis node has no inputs to swapThis node should be linked to the group output nodeThis object is part of a compound shapeThis operation is not supported in edit modeThis operator only works in pose mode and armature edit modeThis operator requires an active vertex (last selected)This override data-block is not needed anymore, but was detected as user-editedThis override data-block is unusedThis override property does not exist in current data, it will be removed on next .blend file saveThis pose asset is empty, and thus has no poseThis property cannot be animated as it will not get updated correctlyThis property is for internal use only and cannot be editedThis property is only used to cache the object area for later calculationsThis region does not support panel categoriesThis rig type does not add the ORG prefix.This script was written for Blender version {:d}.{:d}.{:d} and might not function (correctly), though it is enabledThis slot (%s) does not belong to the assigned ActionThis slot (%s) is not suitable for this data-block type (%c%c)This slot does not belong to this ActionThis slot is not suitable for this data-block type (%c%c)This socket is meant to be used as the toggle in its panel headerThis strip does not belong to this layerThis strip type cannot be retimedThis text has not been savedThis zone defines a closure signature that should be used by other nodesThouThreadThreadsThreads ModeThree LevelsThree tracks with bundles are needed to orient the floorThresholdThreshold above which filling is not propagatedThreshold below which, no sharpening is doneThreshold distance for Auto MergeThreshold distance within which particles are removedThreshold for checking overlapping geometryThreshold for edge detection algorithm (higher values might over-blur some part of the image)Threshold for edge detection algorithm (higher values might over-blur some part of the image). Only applies to final renderThreshold for stroke intersectionsThreshold in screen space used for the simplify algorithm. Points within this threshold are treated as if they were in a straight line.Threshold level to consider feature good enough for trackingThreshold of branchingThreshold of distance near surface where collisions are still considered (best results when non-zero)Threshold of initial movement needed from the device's rest positionThreshold to consider color transparent for fillingThreshold value for different weights to be considered equalThumbnailsTilde ActionTileTile Grid ShapeTile NumberTile OffsetTile SizeTile XTile YTile ZTile along X axisTile along Y axisTile along Z axisTile in tiled imageTile labelTile location to select UVsTiledTiled UDIM image textureTilesTiles of the imageTilingTiling offset for the X AxisTiltTilt InterpolationTilt StrengthTilt XTilt YTilt in 3D ViewTilt of curve control pointsTilt selected control vertices of 3D curveTilt:TimberTimeTimeNewTimeOldTime AlignmentTime CurveTime DeltaTime ExtendTime JumpTime Jump DeltaTime LimitTime ModeTime Modifier SegmentTime OffsetTime OutTime Remaining: {} Time Elapsed: {}Time RemappingTime ScaleTime SequentialTime SlideTime StepTime StretchingTime TranslateTime UnitTime at which the shutter is closedTime at which the shutter is openTime between bounces for elastic easingTime between shutter opening and closing in framesTime delay in 1/10 seconds before automatically opening sub level menusTime delay in 1/10 seconds before automatically opening top level menusTime in seconds that the modifier took to evaluate. This is only set on evaluated objects. If multiple modifiers run in parallel, execution time is not a reliable metric.Time needed to fully animate the pie to unfolded state (in 1/100ths of sec)Time of key over the simulationTime of mouse locationTime offset for the noise effectTime since last access of a GL texture in seconds after which it is freed (set to 0 to keep textures allocated)Time since last access of a GL vertex buffer object in seconds after which it is freed (set to 0 to keep VBO allocated)Time since last step in secondsTime since previous motion event (in seconds)Time since the timer started secondsTime specified in frames, converted to seconds based on scene frame rateTime specified in secondsTime specified in seconds, independent of the sceneTime step for advection in secondsTime step range controlling the teleportation arc parabolaTime taken in frames between shutter open and closeTime to animate the view in milliseconds, zero to disableTime to look ahead in secondsTime to use for the Mask animationTime/delay (in ms) for a double clickTime:Time: %.3f %sTime: %s %sTime: +%.3f %sTime: +%s %sTimeOffsetTimeSlide: %sTimecodeTimecode IndexTimecode StyleTimelineTimeline FrameTimeline MarkersTimeline Overlay SettingsTimeline frame of the left handle and the start frame of the stripTimeline frame of the right handle, which is the first frame where the strip no longer contributes to the outputTimeline frame where underlying strip source beginsTimeline frame where underlying strip source endsTimeline marker '%s' not found in action '%s'Timeline marker '%s' not found in scene '%s'TimerTimer (Minutes)TimescaleTimestampTimestamp read failedTimestepTimesteps MaximumTimewarp video strips, modifying playback speedTimingTimingsTintTint ColorTint FactorTint ModeTint dielectric reflection at normal incidence for artistic control, and metallic reflection at near-grazing incidence to simulate complex index of refractionTint reflection at near-grazing incidence to simulate complex index of refractionTint the color of the strokesTints highlights and shadows with separate colors.Tints the glare. Consider desaturating the glare to more accurate tintingTinyTiny Prim CullingTipTip ControlTip DiameterTip DirectionTip IndexTip LengthTip PositionTip RemoverTip RoundnessTip Scale XTip SelectionTip SpreadTip select modeTitleTitle CaseTitle Safe MarginsTitle for the file browserTmrTmr0Tmr1Tmr2TmrJobTmrRegTmrReportTmrSaveToTo 3D CursorTo AllTo All SelectedTo BottomTo ControlsTo Current FrameTo Degrees ModeTo Last KeyframeTo LinkedTo LooseTo MaxTo Maximum XTo Maximum YTo Maximum ZTo MinTo Minimum XTo Minimum YTo Minimum ZTo Next KeyframeTo OrderTo PremultipliedTo Radians ModeTo SocketTo SpacesTo SphereTo Sphere: %.4f %sTo Sphere: %s %sTo StraightTo TabsTo TopTo make changes to Preferences permanent, use "Save Preferences"To make changes to Preferences permanent, use "Save Preferences".To make changes to Preferences permanent, use "Save Preferences". Warning: Your file is unsaved! Proceeding will abandon your changes.To match renders with the previous working space as closely as possible, colors in all materials, lights and geometry must be converted. Some nodes graphs cannot be converted accurately and may need manual fix-ups.To nodeTo socketTodayToeToe Tip RollToe-inToggleToggle 3D stereo support for current window (or change the display mode)Toggle Add/Subtract for the weight paint draw toolToggle AllToggle Bone OptionsToggle CommentsToggle EndToggle Free/AlignToggle Lock Selection option of the current clip editorToggle OverlaysToggle Profile ClippingToggle Render UseToggle SelectToggle SelectionToggle SnappingToggle StartToggle System ConsoleToggle VectorToggle Viewport UseToggle VisibilityToggle Widget ColorsToggle a context valueToggle a meta-strip (to edit enclosed strips)Toggle a specific viewer node using 1,2,..,9 keysToggle animation playback ('Shift-Space' for Tools or brush asset popup)Toggle between Vector and Auto handlesToggle box selectionToggle catalog visibility in the asset shelfToggle clamp overlap flagToggle collapsed nodes and hide unused socketsToggle collapsing of selected nodesToggle color ramp operationsToggle cyclic for selected splinesToggle disabled flag for selected markersToggle display of selected object(s) separately and centered in viewToggle display selected area as fullscreen/maximizedToggle editability of selected channelsToggle enumToggle fading of Grease Pencil layers except the active oneToggle font caseToggle font styleToggle geometry randomization for debugging purposesToggle gravity effectToggle harden normals flagToggle hide hidden dot filesToggle inversion of affected normalsToggle keyframe selection instead of leaving newly selected keyframes onlyToggle locked flag for selected tracksToggle locks of all and invert unselected vertex groups of the active objectToggle locks of all vertex groups of the active objectToggle locks of selected vertex groups of the active objectToggle locks of unselected vertex groups of the active objectToggle mark seam flagToggle mark sharp flagToggle material preview shadingToggle muting of selected nodesToggle object's edit modeToggle object's force fieldToggle open/close hierarchyToggle option buttons display for selected nodesToggle overwrite while typingToggle particle edit modeToggle preview display for selected nodesToggle rendered shadingToggle sculpt mode in 3D viewToggle selected viewer node in compositor and geometry nodesToggle selection for all elementsToggle selection of all animation channelsToggle selection of all keyframesToggle selection status of all bonesToggle shading type in 3D viewportToggle show render viewToggle solid shadingToggle specified setting on all selected animation channelsToggle strip connectionsToggle text editingToggle texture paint mode in 3D viewToggle the Outliner selection of itemsToggle the camera viewToggle the current window full-screenToggle the region's alignment (left/right or top/bottom)Toggle the selectionToggle the selection modeToggle the vertex paint mode in 3D viewToggle this shape keyToggle unused node socket displayToggle visibilityToggle visibility of Channels in Graph Editor for editingToggle weight paint mode in 3D viewToggle whether given type is active or notToggle whether item under cursor is open or closedToggle whether surface is processed or ignoredToggle whether the active material is the only one that is editable and/or visibleToggle whether the material is linked to object data or the object blockToggle wireframe shadingToggles IK chain between rotation and pole targetToggling regions in the Top-bar is not allowedToleranceTolerance for finding vertex duplicatesTolerance for outliers; lower values filter noise while higher values will reproduce edges closer to the inputTonal RangeToneTone mapping algorithmTone mapping modifierTone of the curveTonemapTonemap TypeTonnesTonsToo few clusters of strips selected in NLA Track (%s): needs exactly 2 to be selectedToo few selections to mergeToo many clusters of strips selected in NLA Track (%s): needs exactly 2 to be selectedToo many points selected: %dToo many potential root collections (%d) for the override hierarchy, please use the Outliner insteadToolTool GizmoTool HeaderTool InitTool Keymap:Tool KeysTool ModeTool PropertiesTool Property InitTool SettingsTool Widget ColorsTool cannot be set with an empty spaceTool node group assets not assigned to a catalog. Catalogs can be assigned in the Asset BrowserTool {!r} not found for space {!r}ToolbarToolbar / SidebarToolbar ItemToolbar Item Widget ColorsToolbox Column LayoutToolsTools can use this to tag data for their own purposes (initial state is undefined)TooltipTooltip ColorsTooltip StyleTooltipsToon BSDFToon BSDF component to useTopTop (X-Y)Top BarTop BaselineTop HeightTop LevelTop Level Menu Open DelayTop LineTop OrthographicTop PerspectiveTop RightTop WidthTop aligned on loadTop line visibleTop of the listTop range of X axis destination motionTop range of X axis source motionTop range of Y axis destination motionTop range of Y axis source motionTop range of Z axis destination motionTop range of Z axis source motionTop-BottomTop-Left 3D EditorTop-level strips onlyTop-right corner of packing boundsTop/BottomTopologyTopology DiagonalsTopology DistanceTopology InfluenceTopology MappingTopology MirrorTopology RakeTopology StepTopology has changed, perhaps by triangulating the mesh. Only vertices will be read!TorusTotalTotal CostTotal Exterior Radius of the torusTotal Interior Radius of the torusTotal LevelsTotal angle used to fan out the copies in a circular arcTotal files %d | Changed %d | Failed %dTotal maximum number of bouncesTotal number of particlesTotal number points for the curve or surface in the U directionTotal number points for the surface on the V directionTotal time the build effect requiresTouchpadTouchpad Scroll DirectionTowards Custom CameraTraceTrace FrameTrace Image starting in current image frameTrace PrecisionTrace full sequenceTrace rays towards the inside of the objectTrace the current frame of the imageTracerTracingTracing MethodTracing image...TrackTrack '%s' is not found in the tracking object %sTrack AxisTrack CameraTrack IndexTrack MotionTrack PositionTrack SequenceTrack ThresholdTrack ToTrack To ConstraintTrack as fast as possibleTrack is hiddenTrack is lockedTrack is locked and all changes to it are disabledTrack is selectedTrack marker during image sequence rather than single imageTrack mode uses full bake mode:Track pattern from current frame to next frameTrack pattern from given frame when tracking marker to next frameTrack pattern from keyframe to next frameTrack selected markersTrack the selected markers backward by one frameTrack the selected markers backward for the entire clipTrack the selected markers forward by one frameTrack the selected markers forward for the entire clipTrack to ConstraintTrack with double speedTrack with half of realtime speedTrack with quarter of realtime speedTrack with realtime speedTrack's anchor point is selectedTrack's pattern area is selectedTrack's search area is selectedTrack:TrackballTrackball allows you to tumble your view at any angleTrackball style rotation of selected itemsTrackball: %.2f %.2f %sTrackball: %s %s %sTracked FramesTracked TracksTrackingTracking AxisTracking ObjectTracking PresetsTracking SettingsTracking Settings ExtraTracking Settings ExtrasTracking markers...TracksTracks Display TypeTracks SizeTracks for LocationTracks for Rotation/ScaleTracks for StabilizationTracks with Same ColorTradeoff between encoding speed and compression ratioTraditionalTraditional scroll directionTrail CountTrailingTraining SamplesTransferTransfer FK animation to IK bonesTransfer Freestyle edge markTransfer Freestyle face markTransfer IK animation to FK bonesTransfer Only SelectedTransfer UV Maps from active to selected objects (needs matching geometry)Transfer UV layersTransfer UV seam markTransfer active or all vertex groupsTransfer all attributes to the new meshTransfer all data layersTransfer all vertex groups used by deform bonesTransfer all vertex groups used by selected pose bonesTransfer bevel weightsTransfer color attributesTransfer crease valuesTransfer custom normalsTransfer data from active object to selected objectsTransfer data layer(s) (weights, edge sharp, etc.) from active to selected meshesTransfer data layer(s) (weights, edge sharp, etc.) from selected meshes to active oneTransfer flat/smooth markTransfer from selected objects to active oneTransfer layout of data layer(s) from active to selected meshesTransfer location transforms onlyTransfer location, rotation, and scale transformsTransfer materials from non-empty slots to the result mesh, adding new materials as necessary. For empty slots, fall back to using the same material index as the operand mesh.Transfer motion from another meshTransfer rotation transforms onlyTransfer scale transforms onlyTransfer selected bones onlyTransfer several types of data (vertex groups, UV maps, vertex colors, custom normals) from one mesh to anotherTransfer sharp markTransfer subdivision crease valuesTransfers FK animation to IKTransformTransform CacheTransform Cache ConstraintTransform ChannelTransform Coordinate System for Radial TilingTransform CursorTransform DeltaTransform DirectionTransform GeometryTransform GizmoTransform MatrixTransform ModeTransform Navigation with AltTransform ObjectTransform Orientation SlotsTransform OrientationsTransform OriginsTransform ParentsTransform Pivot PointTransform PointTransform PoseTransform PreviewTransform ReferenceTransform SamplesTransform SpaceTransform a direction vectorTransform a direction vector (Location is ignored)Transform a normal vector with unit lengthTransform a pointTransform a texture by inverse mapping the texture coordinateTransform a unit normal vector (Location is ignored)Transform all islands so that they fill up the UV/UDIM space as much as possibleTransform axis to restrict effects toTransform channelTransform duplicated keyframesTransform from grid index space to object spaceTransform is set to only affect locationTransform markers as well as stripsTransform object origins, while leaving the shape in placeTransform parameters for a sequence stripTransform selected items by mode typeTransform stroke texture coordinates ModifierTransform the UV map using the difference between two objectsTransform the bone as if it was a child of the Custom Shape Transform bone. This can be useful when combining shape-key and armature deformations.Transform the input relative to the main geometryTransform the input vector by applying translation, rotation, and scaleTransform the parents, leaving the children in placeTransform tools are affected by this constraint as wellTransform:TransformationTransformation ConstraintTransformation ModeTransformation channel from the target that is used to key the ActionTransformation matrix containing the location, rotation and scale of the objectTransformation matrix from voxel index to object spaceTransformation matrix to apply beforeTransformation of each instance from the geometry contextTransformation orientationTransformsTransforms are affected by this constraint as wellTransforms don't include parenting/restpose or constraintsTransforms include effects of constraints but not parenting/restposeTransforms include effects of parenting/restpose and constraintsTransforms points from object space to view space using the viewport's location and rotationTransforms points in view space to region space ("clip space" or "normalized device coordinates")TransitionTransition StripTransitionsTransitions SelectedTranslateTranslate InstancesTranslate InterfaceTranslate New NamesTranslate OriginTranslate ReportsTranslate RootsTranslate TooltipsTranslate XTranslate YTranslate additional information, such as error messagesTranslate all labels in menus, buttons and panels (note that this might make it hard to follow tutorials or the manual)Translate and rotate curves based on changes between the object's original and evaluated surface meshTranslate origin instead of selectionTranslate root (i.e. parentless) bones to the armature originTranslate the descriptions when hovering UI elements (recommended)Translate the names of new data-blocks (objects, materials...)Translate the set of points initially within the brush circleTranslate, Orient, ScaleTranslate, Rotate, ScaleTranslate, rotate or scale the geometryTranslationTranslation Branches DirectoryTranslation ContextTranslation RootTranslation Track SpecialsTranslation TracksTranslation accumulated for each copyTranslation context of the property's nameTranslation of the layerTranslucent BSDFTransmissionTransmission BouncesTransmission ColorTransmission DepthTransmission DirectTransmission FactorTransmission IndirectTransmission VisibilityTransmission WeightTransmission light multiplierTransmitTransparencyTransparency OverlapTransparency of icons in the interface, to reduce contrastTransparency without refraction, passing straight through the surface as if there were no geometryTransparentTransparent BSDFTransparent BackgroundTransparent CheckerboardTransparent DepthTransparent GlassTransparent Max BouncesTransparent Roughness ThresholdTransparent ShadowsTransparent scene display. Allow selecting through itemsTranspose MatrixTrapezoidTrapped Air Particle SamplingTrapped Air Potential MaximumTrapped Air SamplingTraverse connected faces (includes diagonals and edge-rings)Treat all lines as the same line type so they can be chained togetherTreat curve as cyclic curve (no clamping to curve bounding box)Treat image as non-color data without color management, like normal or displacement mapsTreat intersection and contour lines as if they were the same type so they can be chained togetherTreat materials with alpha as decals (no shadow casting)Treat only back side of the surface as a light for samplingTreat only front side of the surface as a light, usually for closed meshes whose interior is not visibleTreat surface as a light for sampling, emitting from both the front and back sideTreat this object as a planar and unclosed mesh. Fluid will only be emitted from the mesh surface and based on the surface emission value.Treat this object as a planar, unclosed meshTree NodeTree TypeTree node is selectedTriTriangleTriangle ATriangle AreaTriangle BTriangle FacesTriangle FanTriangle NormalTrianglesTriangles with all vertices in this group are not used during object collisionsTriangles with all vertices in this group are not used during self collisionsTriangularTriangulateTriangulate FacesTriangulate MeshTriangulate MeshesTriangulate ModifierTriangulate meshes during exportTriangulate only polygons with vertex count greater than or equal to this numberTriangulate selected facesTriangulated MeshTriangulation solver for filling 2D curvesTrigger ATrigger BTrilinearTrim CurveTrim Hair CurvesTrim ModeTrim Stroke EndsTrim all edges right at the boundary of image (including overscan region)Trim hair curves randomly up to a certain amountTrim intersecting stroke endsTrim or split strips to resolve overlapTrim/AddTrims or scales hair curves to a certain lengthTripletTripodTripod MotionTripod SolverTriquadraticTrueTrue NormalTrue if an active element exists in the mesh, false otherwiseTrue if the curve contributes no animation due to lack of keyframes or useful modifiers, and should be deletedTrue if the field is evaluated on a tile, i.e. on multiple voxels at once. If this is false, the extent is always 1True if the image data is loaded into memoryTrue if the input matrix is invertibleTrue if the modifier tab is expandedTrue if the socket can accept multiple ordered input linksTrue if the socket is an output, otherwise inputTrue if the socket is connectedTrue if the socket is selectedTrue if the socket is unavailableTrue if there is custom normal data for this meshTrue if this image has any named layerTrue if this image has multiple viewsTrue if this image is stored in floating-point bufferTrue if this item is chosen by the menu inputTrue if this library contains library overrides that are linked in current blendfile, and that had to be recursively resynced on load (it is recommended to open and re-save that library blendfile then)True if this material has Grease Pencil dataTrue if this node is used as the active group outputTrue if this node is used as the active outputTrue if this preview icon has been modified by py script, and is no more auto-generated by BlenderTrue if this preview image has been modified by py script, and is no more auto-generated by BlenderTrue if track has a valid bundleTrue or falseTrue unless the first input is true and the second is falseTrue when all of the ancestors of this bone collection are marked as visible; always True for root bone collectionsTrue when at least one input is falseTrue when at least one input is trueTrue when both inputs are approximately equalTrue when both inputs are different (exclusive or)True when both inputs are equal (exclusive nor)True when both inputs are falseTrue when both inputs are not approximately equalTrue when both inputs are trueTrue when invoked (even if only the execute callbacks available)True when multiple enumsTrue when opacity of fill is set high enough to be visibleTrue when opacity of stroke is set high enough to be visibleTrue when run from the 'Adjust Last Operation' panelTrue when run from the operator 'Repeat Last'True when the cursor is grabbedTrue when the first input contains the second as a substringTrue when the first input ends with the secondTrue when the first input is brighterTrue when the first input is darkerTrue when the first input is greater than the second inputTrue when the first input is greater than the second input or equalTrue when the first input is smaller than second inputTrue when the first input is smaller than the second input or equalTrue when the first input is true and the second is false (not imply)True when the first input starts with the secondTrue when the property is hiddenTrue when the property is not saved in presetsTrue when the property is optional in a Python function implementing an RNA functionTrue when the property uses ghost valuesTrue when the user is scrubbing through timeTrue when this property is an output value from an RNA functionTrue when this value cannot be set to NoneTrue when used in editmodeTruncateTruncate ModeTruncate the text that would go outside the text boxesTrusted Blend FilesTrusted SourceTrusted Source [Untrusted Path]Try to align the major bone axis with the bone childrenTry to find missing external filesTry to flip names of the bones, if possible, instead of adding a number extensionTry to guess the original bind pose for skinned meshes from the inverse bind matrices. When off, use default/rest pose as bind poseTry to keep global shapeTry to preserve custom normals. Warning: Depending on chosen triangulation method, shading may not be fully preserved, "Fixed" method usually gives the best result hereTry to preserve mesh boundary on the meshTry to preserve sharp features on the meshTry to re-use previously appended matching IDs when appending them again, instead of creating local duplicatesTry to re-use previously matching appended data-blocks instead of appending a new copyTry to remove right-most dot-number from flipped names. Warning: May result in incoherent naming in some casesTry using Sparse Accessor if it saves spaceTrying to reload library '%s' from invalid path '%s'Trying to reload or relocate library '%s' to invalid path '%s'TubeTube meshTune ImageTurbidityTurbulenceTurbulence effector weightTurbulence of the bandnoise and ringnoise typesTurbulence of the noiseTurbulent OceanTurkish - TürkçeTurn AmountTurn LeftTurn PolicyTurn RightTurn SpeedTurn Speed FactorTurn clockwise around navigation up axisTurn counter-clockwise around navigation up axisTurn inactive voxels and tiles into inactive background tilesTurn objects into paint canvases and brushes, creating color attributes, image sequences, or displacementTurn off this add-onTurn off this extensionTurn on SB diagnose console printsTurn on or off pinningTurn on the option to display the manage panel when creating a modifierTurn on this add-onTurn on this themeTurn regions where all voxels have the same value and active state (within a tolerance threshold) into inactive background tilesTurn speed in degrees per secondTurn the output into a single geometry rather than instances (required by many other modifiers)TurnsTurntableTurntable keeps the Z-axis upright while orbitingTweakTweak Duplicate FlagTweak Mode Action Slot StorageTweak Mode Action StorageTweak brush secondary/mask textureTweak gesture from empty space for box selectionTweak the active gizmoTweak timing for physics to control frequency and speedTwistTwist CurveTwist FactorTwist MethodTwist SmoothTwist offset for closed loopsTwo LevelsTwo or more channels are needed below this stripTwo tracks with bundles should be selected to set scaleTxtInTypeType "{:s}" cannot be foundType "{}" cannot be formattedType 1Type 2Type InfoType LabelType and default value of a node socketType identifier of this data-blockType of ID-block that can be usedType of Merge to be usedType of NLA StripType of Rigid Body ConstraintType of a context-dependent data-block to access property fromType of angle inputType of background in the 3D viewportType of built-in function to useType of comparison to makeType of curve to use for new strokesType of data stored in attributeType of data that is accumulatedType of data the outputs are calculated fromType of data to renameType of data to take shader fromType of data to take texture fromType of data to visualize/checkType of data-block that this slot is intended to animate; can be set when 'UNSPECIFIED' but is otherwise read-onlyType of element for individual transformed elements to snap toType of element for the "Snap Base" to snap toType of element that attribute is stored onType of element to snap toType of eventType of event mappingType of fieldType of filter to use for image transformationType of generated constraintType of generator to useType of grid dataType of influence volumeType of information to displayType of input data used for maskType of interface itemType of keyframeType of keyframe (for filtering)Type of keyframe (for visual purposes only)Type of keyframes to create when inserting keyframesType of lightType of light probeType of material that objects are made of (determines material density)Type of new paint slotType of objectType of object to convert toType of parallax volumeType of parent relationType of parentingType of pass to bakeType of pass to bake, some of them may not be supported by the current render engineType of periodic offset on the curveType of periodic offset on the pathType of preview renderType of range to calculate for Motion PathsType of range to show for Motion PathsType of reordering operation to applyType of representation for the guiding distributionType of rolling shutter effect matching CMOS-based camerasType of shapeType of socketType of speed guideType of stretch to displayType of the File Editor view (regular file browsing or asset browsing)Type of the Noise textureType of the Sequencer view (sequencer, preview or both)Type of the clip editor viewType of the directional sampling used for guidingType of the extruded handleType of the item to createType of the modifierType of the modifier to work onType of the path elementType of the region to toggleType of the socket generated by this interface itemType of this regionType of transition used to fade mistType of units for this propertyType of vector that the mapping transformsType of whitespace to convert toType of wireframe displayType overlapping cachedType to use for vertex position attributesType unsupported for "%s" attributeType: BundleType: ClosureType: Geometry SetType: ListTypesTypes of stroke extensions used for closing gapsUU (X) AxisU OffsetU coordinate of point along spline segmentU-AxisUDIM TileUDIM TilesUDIM number of the tileUI LayoutUI Line WidthUI NameUI RowUI ScaleUI TagUI TagsUI TitleUI list containing the elements of a collectionUI_Events_KeyMaps"UI_Events_KeyMaps,UI_Events_KeyMaps;UI_Events_KeyMaps=UI_Events_KeyMapsAUI_Events_KeyMapsActionZone AreaUI_Events_KeyMapsActionZone FullscreenUI_Events_KeyMapsActionZone QuadUI_Events_KeyMapsActionZone RegionUI_Events_KeyMapsAltUI_Events_KeyMapsApplicationUI_Events_KeyMapsBUI_Events_KeyMapsBackUI_Events_KeyMapsBackspaceUI_Events_KeyMapsBottomUI_Events_KeyMapsButton 1UI_Events_KeyMapsButton 10UI_Events_KeyMapsButton 11UI_Events_KeyMapsButton 12UI_Events_KeyMapsButton 2UI_Events_KeyMapsButton 3UI_Events_KeyMapsButton 4UI_Events_KeyMapsButton 5UI_Events_KeyMapsButton 6UI_Events_KeyMapsButton 7UI_Events_KeyMapsButton 8UI_Events_KeyMapsButton 9UI_Events_KeyMapsButton4UI_Events_KeyMapsButton4 MouseUI_Events_KeyMapsButton5UI_Events_KeyMapsButton5 MouseUI_Events_KeyMapsButton6UI_Events_KeyMapsButton6 MouseUI_Events_KeyMapsButton7UI_Events_KeyMapsButton7 MouseUI_Events_KeyMapsCUI_Events_KeyMapsCtrlUI_Events_KeyMapsDUI_Events_KeyMapsDeleteUI_Events_KeyMapsDominantUI_Events_KeyMapsDown ArrowUI_Events_KeyMapsEUI_Events_KeyMapsEndUI_Events_KeyMapsEnterUI_Events_KeyMapsEraserUI_Events_KeyMapsEscUI_Events_KeyMapsFUI_Events_KeyMapsF1UI_Events_KeyMapsF10UI_Events_KeyMapsF11UI_Events_KeyMapsF12UI_Events_KeyMapsF13UI_Events_KeyMapsF14UI_Events_KeyMapsF15UI_Events_KeyMapsF16UI_Events_KeyMapsF17UI_Events_KeyMapsF18UI_Events_KeyMapsF19UI_Events_KeyMapsF2UI_Events_KeyMapsF20UI_Events_KeyMapsF21UI_Events_KeyMapsF22UI_Events_KeyMapsF23UI_Events_KeyMapsF24UI_Events_KeyMapsF3UI_Events_KeyMapsF4UI_Events_KeyMapsF5UI_Events_KeyMapsF6UI_Events_KeyMapsF7UI_Events_KeyMapsF8UI_Events_KeyMapsF9UI_Events_KeyMapsFitUI_Events_KeyMapsFrontUI_Events_KeyMapsGUI_Events_KeyMapsGrlessUI_Events_KeyMapsHUI_Events_KeyMapsHomeUI_Events_KeyMapsHyperUI_Events_KeyMapsIUI_Events_KeyMapsIn-between MoveUI_Events_KeyMapsInsertUI_Events_KeyMapsIsometric 1UI_Events_KeyMapsIsometric 2UI_Events_KeyMapsJUI_Events_KeyMapsKUI_Events_KeyMapsKey ModifierUI_Events_KeyMapsLUI_Events_KeyMapsLeftUI_Events_KeyMapsLeft AltUI_Events_KeyMapsLeft ArrowUI_Events_KeyMapsLeft CtrlUI_Events_KeyMapsLeft MouseUI_Events_KeyMapsLeft ShiftUI_Events_KeyMapsLine FeedUI_Events_KeyMapsMUI_Events_KeyMapsMedia FirstUI_Events_KeyMapsMedia LastUI_Events_KeyMapsMedia Play/PauseUI_Events_KeyMapsMedia StopUI_Events_KeyMapsMenuUI_Events_KeyMapsMiddleUI_Events_KeyMapsMiddle MouseUI_Events_KeyMapsMinusUI_Events_KeyMapsMotionUI_Events_KeyMapsMouse MoveUI_Events_KeyMapsMouse/Trackpad PanUI_Events_KeyMapsMouse/Trackpad RotateUI_Events_KeyMapsMouse/Trackpad Smart ZoomUI_Events_KeyMapsMouse/Trackpad ZoomUI_Events_KeyMapsMoveUI_Events_KeyMapsNUI_Events_KeyMapsNDOF BackUI_Events_KeyMapsNDOF BottomUI_Events_KeyMapsNDOF Button 1UI_Events_KeyMapsNDOF Button 10UI_Events_KeyMapsNDOF Button 11UI_Events_KeyMapsNDOF Button 12UI_Events_KeyMapsNDOF Button 2UI_Events_KeyMapsNDOF Button 3UI_Events_KeyMapsNDOF Button 4UI_Events_KeyMapsNDOF Button 5UI_Events_KeyMapsNDOF Button 6UI_Events_KeyMapsNDOF Button 7UI_Events_KeyMapsNDOF Button 8UI_Events_KeyMapsNDOF Button 9UI_Events_KeyMapsNDOF DominantUI_Events_KeyMapsNDOF FitUI_Events_KeyMapsNDOF FrontUI_Events_KeyMapsNDOF Isometric 1UI_Events_KeyMapsNDOF Isometric 2UI_Events_KeyMapsNDOF LeftUI_Events_KeyMapsNDOF MenuUI_Events_KeyMapsNDOF MinusUI_Events_KeyMapsNDOF MotionUI_Events_KeyMapsNDOF Pan/ZoomUI_Events_KeyMapsNDOF PlusUI_Events_KeyMapsNDOF RightUI_Events_KeyMapsNDOF Roll CCWUI_Events_KeyMapsNDOF Roll CWUI_Events_KeyMapsNDOF RotateUI_Events_KeyMapsNDOF Save View 1UI_Events_KeyMapsNDOF Save View 2UI_Events_KeyMapsNDOF Save View 3UI_Events_KeyMapsNDOF Spin CCWUI_Events_KeyMapsNDOF Spin CWUI_Events_KeyMapsNDOF Tilt CCWUI_Events_KeyMapsNDOF Tilt CWUI_Events_KeyMapsNDOF TopUI_Events_KeyMapsNDOF View 1UI_Events_KeyMapsNDOF View 2UI_Events_KeyMapsNDOF View 3UI_Events_KeyMapsNumpad *UI_Events_KeyMapsNumpad +UI_Events_KeyMapsNumpad -UI_Events_KeyMapsNumpad .UI_Events_KeyMapsNumpad /UI_Events_KeyMapsNumpad 0UI_Events_KeyMapsNumpad 1UI_Events_KeyMapsNumpad 2UI_Events_KeyMapsNumpad 3UI_Events_KeyMapsNumpad 4UI_Events_KeyMapsNumpad 5UI_Events_KeyMapsNumpad 6UI_Events_KeyMapsNumpad 7UI_Events_KeyMapsNumpad 8UI_Events_KeyMapsNumpad 9UI_Events_KeyMapsNumpad EnterUI_Events_KeyMapsOUI_Events_KeyMapsOS KeyUI_Events_KeyMapsPUI_Events_KeyMapsPage DownUI_Events_KeyMapsPage UpUI_Events_KeyMapsPan/ZoomUI_Events_KeyMapsPauseUI_Events_KeyMapsPenUI_Events_KeyMapsPlusUI_Events_KeyMapsQUI_Events_KeyMapsRUI_Events_KeyMapsReturnUI_Events_KeyMapsRightUI_Events_KeyMapsRight AltUI_Events_KeyMapsRight ArrowUI_Events_KeyMapsRight CtrlUI_Events_KeyMapsRight MouseUI_Events_KeyMapsRight ShiftUI_Events_KeyMapsRoll CCWUI_Events_KeyMapsRoll CWUI_Events_KeyMapsRotateUI_Events_KeyMapsSUI_Events_KeyMapsShiftUI_Events_KeyMapsSpaceUI_Events_KeyMapsSpace BarUI_Events_KeyMapsSpin CCWUI_Events_KeyMapsSpin CWUI_Events_KeyMapsTUI_Events_KeyMapsTabUI_Events_KeyMapsText InputUI_Events_KeyMapsTilt CCWUI_Events_KeyMapsTilt CWUI_Events_KeyMapsTimerUI_Events_KeyMapsTimer 0UI_Events_KeyMapsTimer 1UI_Events_KeyMapsTimer 2UI_Events_KeyMapsTimer AutosaveUI_Events_KeyMapsTimer JobsUI_Events_KeyMapsTimer RegionUI_Events_KeyMapsTimer ReportUI_Events_KeyMapsTopUI_Events_KeyMapsTypeUI_Events_KeyMapsUUI_Events_KeyMapsUp ArrowUI_Events_KeyMapsVUI_Events_KeyMapsView 1UI_Events_KeyMapsView 2UI_Events_KeyMapsView 3UI_Events_KeyMapsWUI_Events_KeyMapsWheel DownUI_Events_KeyMapsWheel InUI_Events_KeyMapsWheel LeftUI_Events_KeyMapsWheel OutUI_Events_KeyMapsWheel RightUI_Events_KeyMapsWheel UpUI_Events_KeyMapsWindow DeactivateUI_Events_KeyMapsXUI_Events_KeyMapsXR ActionUI_Events_KeyMapsYUI_Events_KeyMapsZUI_Events_KeyMaps[UI_Events_KeyMaps]UI_Events_KeyMaps`UNIX shell-like filename patterns matching, supports wildcards ('*') and list of patterns separated by ';'UPURLURL to openURL: {:s}USDUSD Export: Couldn't move new usdz file from temporary location %s to %sUSD Export: Unable to delete existing usdz file %sUSD Export: Unable to find collection '%s'USD Export: couldn't construct relative file path for .vdb file, absolute path will be used insteadUSD Export: failed to resolve .vdb file for object: %sUSD Export: invalid path string '%s': %sUSD Export: path '%s' is not an absolute pathUSD Export: path string '%s' is not a prim pathUSD Export: unable to find suitable USD plugin to write %sUSD HookUSD Import: UV attribute value '%s' count inconsistent with interpolation typeUSD Import: couldn't add UV attribute '%s'USD Import: unable to open stage to read %sUSD Preview Surface NetworkUSD ShapesUSD Skeleton Import: bone matrices with negative determinants detected in prim %s. Such matrices may indicate negative scales, possibly due to mirroring operations, and cannot currently be converted to Blender's bone representation. The skeletal animation won't be importedUSD does not support animating curve types. The curve type changes from %s to %s on frame %fUSD export: Simple subdivision not supported, exporting subdivided meshUSD export: could not copy texture from %s to %sUSD export: could not copy texture tile from %s to %sUSD export: couldn't export in-memory texture to %sUSD's high performance rasterizing rendererUSDZ Custom Downscale SizeUSDZ Texture DownsamplingUUIDUVUV Along StrokeUV CenterUV CoordinatesUV Custom RegionUV Edge OpacityUV EditorUV Face OpacityUV FactorUV GridUV Island SelectionUV LayerUV LayoutUV Local ViewUV Loop LayersUV MapUV Map LayersUV Map NameUV Map NeededUV Map Parameter UUV Map Parameter VUV Map for tangent generated from UVUV Map for tangent space mapsUV MappingUV MapsUV OffsetUV OpacityUV PinUV PinnedUV ProjectUV Project ModifierUV RandomUV RipUV ScaleUV SculptUV SculptingUV SeamUV Select ModeUV Selection ModeUV SmoothUV SphereUV StretchUV Sync SelectionUV TangentUV TestUV TextureUV UnwrapUV Unwrap FacesUV Unwrap FieldUV VertexUV WarpUV coordinates between 0 and 1 for each face corner in the selected facesUV coordinates in parent object spaceUV coordinates on face cornersUV coordinates that map a texture along the stroke lengthUV coordinates to be used for mappingUV editor data for the image editor spaceUV editor settingsUV layer to override activeUV loop layer to be used as cloning sourceUV loop layer to mask the painted areaUV map '%s' not foundUV map nameUV map or surface attachment is invalidUV map to change with particle ageUV map to use for mapping with UV texture coordinatesUV pinned state in the UV editorUV projection modifier to set UVs from a projectorUV projector used by the UV project modifierUV selection and display modeUV/Image EditorUVMapUVProjectUVTILEUVWarpUVWarp ModifierUVsUVs and boundaries are smoothedUVs are fanned at the polesUVs are not smoothed, boundaries are kept sharpUVs are pinched at the polesUVs are smoothed, boundaries are kept sharpUVs are smoothed, corners on discontinuous boundary and junctions of 3 or more regions are kept sharpUVs are smoothed, corners on discontinuous boundary are kept sharpUVs are smoothed, corners on discontinuous boundary, junctions of 3 or more regions and darts and concave corners are kept sharpUVs are stitched at midpoint instead of at static islandUkrainian - УкраїнськаUn-CommentUn-assign the action slot from this NLA strip, effectively making it non-animatedUn-assign the action slot from this constraintUn-assign the action slot, effectively making this data-block non-animatedUn-assign the assigned Action Slot from an Action constraint. Note that _which_ constraint should get this slot unassigned must be set in the "constraint" context pointer, using: >>> layout.context_pointer_set("constraint", constraint)Un-assign the assigned Action Slot from an ID. Note that _which_ ID should get this slot unassigned must be set in the "animated_id" context pointer, using: >>> layout.context_pointer_set("animated_id", animated_id)Un-assign the assigned Action Slot from an NLA strip. Note that _which_ NLA strip should get this slot unassigned must be set in the "nla_strip" context pointer, using: >>> layout.context_pointer_set("nla_strip", nla_strip)Un-subdivide selected edges and facesUnable to Load FileUnable to access 3D viewportUnable to access depth buffer, using view planeUnable to access the size of, source path '%s'Unable to activate brush, wrong object modeUnable to activate just-saved brush assetUnable to add element to colorband (limit %d)Unable to add strip (the track does not have any space to accommodate this new strip)Unable to apply "Generate" modifierUnable to change object mode while transformingUnable to close areaUnable to copy bundle due to %zu external dependencies; more details on the consoleUnable to copy bundle due to external dependency: "%s"Unable to copy itemUnable to create app-template userpref pathUnable to create attribute in edit modeUnable to create configuration directory to write bookmarksUnable to create item with this socket typeUnable to create new objectUnable to create new stripUnable to create orientationUnable to create panelUnable to create socketUnable to create user config pathUnable to create userpref pathUnable to determine ABC sequence lengthUnable to duplicate %d of the selected collections. Could not find a valid parent collection for the new duplicate, they won't be linked to any view layerUnable to execute '%s', error changing modesUnable to export PDFUnable to extend the scene duration, as the BVH file does not contain the number of frames in its MOTION sectionUnable to fill unclosed areasUnable to find an available incremented file nameUnable to find any running processUnable to find layer to addUnable to find toolbar groupUnable to find valid 3D View areaUnable to import '%s'Unable to install a directoryUnable to install from disk, no paths were definedUnable to install from relative pathUnable to load %s from %sUnable to locate item '%s' in nodeUnable to locate item in nodeUnable to locate link in node treeUnable to locate node '%s' in node treeUnable to locate socket '%s' in nodeUnable to make version backupUnable to make version backup: filename too shortUnable to mirror, no mirror object/bone configuredUnable to move sockets in built-in nodeUnable to openUnable to open '%s': %sUnable to open blend Unable to open or write bookmark file "%s"Unable to overwrite preset: {:s}Unable to pack file, source path '%s' not foundUnable to pack files over 2gb, source path '%s'Unable to parse XML, %s:%s for file %rUnable to readUnable to remove curve pointUnable to remove default presetsUnable to remove directory: %sUnable to remove files for "System" repositoriesUnable to remove material slot in edit modeUnable to remove path pointUnable to remove preset: {!r}Unable to remove socket from built-in nodeUnable to remove sockets from built-in nodeUnable to rotate %d edge(s)Unable to save '%s': %sUnable to save an unsaved file with an empty or unset "filepath" propertyUnable to set shortcut, selected node is not a viewer node or does not support viewingUnable to stat '%s': %sUnable to transfer mode, the source and/or target objects are not editableUnable to update scene frame rate, as the BVH file contains a zero frame duration in its MOTION sectionUnable to write to copy buffer on disk.Unassign the named bone from this bone collectionUnassignedUnassigned Node ToolsUnavailableUnbindUnbornUndefinedUndefined Node Tree TypeUndefined Socket TypeUndefined TypeUndefined type of nodes (can happen e.g. when a linked node tree goes missing)Undeformed LocationUnderlineUnderline PositionUnderline ThicknessUndistortUndistort ClipUndistorted ClipUndoUndo HistoryUndo LegacyUndo Memory LimitUndo Memory SizeUndo MessageUndo StepsUndo all edition performed on the particle systemUndo and redoUndo and redo previous actionUndo disabled at startup in background-mode (call `ed.undo_push()` to explicitly initialize the undo-system)Undo or redo specific action in historyUndo previous actionUndo the last edit to the asset catalogsUndo/RedoUnexpected error, collection not foundUnexpected library type. Failed to create pose assetUnexpected modifier type: {:s}Unexpected non-zero user count for the asset, please report this as a bugUngroup selected nodesUnhandled Gprim type: %s (%s)Unhide all hidden Grease Pencil materialsUnhide all objects and collectionsUnhide the asset shelf when it's available for the first time, otherwise it will be hiddenUni CacheUni file formatUni file format (.uni)Unicode codepoint hex valueUnified Paint SettingsUnified select/active colorsUniformUniform FalloffUniform OpacityUniform ScaleUniform ThicknessUniform WidthUniform scale to apply to VR viewUniformityUnindent selected textUninitialized file-listUninitialized image "%s" from object "%s"Uninitialized image %sUnionUnion ModeUniqueUnique IDUnique ID for every angular segment starting at 0 and increasing counterclockwise by 1Unique data-block ID name (within a same type and library)Unique data-block ID name, including library one if anyUnique identifier for common color spaces, as defined by the Color Interop Forum. May be empty if there is no interop ID for the working space. Common values are lin_rec709_scene, lin_rec2020_scene and lin_ap1_scene (for ACEScg)Unique identifier for mapping socketsUnique identifier for this panel within this node treeUnique identifier of the deviceUnique integer identifying the preview of this file as an icon (zero means invalid)Unique integer identifying this preview as an icon (zero means invalid)Unique module identifierUnique name of layerUnique name of objectUnique name of trackUnique name used in the code and scriptingUnique name used in the code and scripting, can be re-defined in Python sub-classes if neededUnique node identifierUnique operator identifier for the node toolUnique repository nameUnique runtime identifier for the linked ID to relocateUnique within the ArmatureUniquely identifies the modifier within the modifier stack that it is part ofUnitUnitAccelerationUnitAngleUnitAreaUnitAxis-AngleUnitByte StringUnitCameraUnitCamera DistanceUnitColor TemperatureUnitCoordinatesUnitDefaultUnitDirectionUnitDirectory PathUnitDistanceUnitEuler AnglesUnitFactorUnitFile NameUnitFile PathUnitFrameUnitFramesUnitFrequencyUnitGamma-Corrected ColorUnitKeyframesUnitLayerUnitLayer MemberUnitLengthUnitLinear ColorUnitMarkersUnitMassUnitMatrixUnitNearest MarkerUnitNoneUnitPasswordUnitPercentageUnitPixelUnitPixel SizeUnitPlain DataUnitPowerUnitQuaternionUnitQuaternion RotationUnitRotationUnitSecondUnitSecondsUnitSnap Animation ElementUnitSnap Playhead ElementUnitStripsUnitSubtypeUnitTemperatureUnitTimeUnitTime (Absolute)UnitTime (Scene Relative)UnitTime Jump UnitUnitTranslationUnitUnitUnitUnsignedUnitVelocityUnitVelocity UnitUnitVolumeUnitWavelengthUnitXYZUnitXYZ LengthUnitsRGB ColorUnit ScaleUnit SettingsUnit SystemUnit editing settingsUnit line thickness is scaled by the proportion of the present vertical image resolution to 480 pixelsUnit that will be used to display length valuesUnit that will be used to display mass valuesUnit that will be used to display temperature valuesUnit that will be used to display time valuesUnit to edit lens in for the user interfaceUnit to use for displaying/editing rotation valuesUnitlessUnitsUnits used for camera focal lengthUnknownUnknown Boolean errorUnknown PropertyUnknown add-onsUnknown alpha transparency modifier typeUnknown boolean errorUnknown error loading "%s"Unknown error opening fileUnknown file type: {!r}Unknown line color modifier typeUnknown line thickness modifier typeUnknown operatorUnknown socket typeUnknown stroke geometry modifier typeUnlinkUnlink ActionUnlink active Annotation data-blockUnlink active font data-blockUnlink active text data-blockUnlink data-block (Shift + Click to set users to zero, data will then not be saved)Unlink selected strips so that they can be selected individuallyUnlink the collection from all objectsUnlink this action from the active action slot (and/or exit Tweak Mode)UnlockUnlock Aspect RatioUnlock all Grease Pencil materials so that they can be editedUnlock all shape keysUnlock all shape keys of the active objectUnlock all vertex groupsUnlock all vertex groups if there is at least one locked group, lock all in other caseUnlock all vertex groups of the active objectUnlock repositories - to test unlockingUnlock selected and lock unselected vertex groups of the active objectUnlock selected tracksUnlock selected vertex groups of the active objectUnlock strips so they can be transformedUnlock unselected vertex groups of the active objectUnlockedUnlocked {:d} repo(s)Unlocked: {:s}UnmaskedUnmute (un)selected stripsUnmute unselected rather than selected stripsUnpackUnpack - Files: {}, Bakes: {}Unpack FileUnpack all files packed into this .blend to external onesUnpack baked data from the .blend file to diskUnpack the sound to the samples filenameUnpack this file to an external fileUnpacking movies or image sequences not supportedUnprojected SizeUnreadable Blender library file:Unrecognized file format '%s'Unregistration not possible from Microsoft Store installationsUnsavedUnselect strokesUnselectable bone in chainUnselectedUnselected Action-Clip StripUnselected F-Curve OpacityUnselected Meta Strip (for grouping related strips)Unselected OpacityUnselected Sound Strip (for timing speaker sounds)Unselected Transition StripUnsets the text of the active buttonUnsharp MaskUnsigned AngleUnsigned Angle FieldUnstitch UVs and move the resultUnsubdivideUnsupported InputsUnsupported audio formatUnsupported column typeUnsupported contextUnsupported context modeUnsupported data typeUnsupported displacement methodUnsupported key: CapsLockUnsupported key: UnknownUnsupported mode: {!r}Unsupported node tree typeUnsupported object type for texture space transformUntitledUnused DataUnused ImagesUnused OutputUnused Textures & ImagesUnused but kept for compatibility reasons. Use boundaries for viewer nodes and composite backdropUnwrapUnwrap could not solve any island(s), edge seams may need to be addedUnwrap failed to solve %d of %d island(s), edge seams may need to be addedUnwrap the mesh of the object being editedUnwrapping method (Angle Based usually gives better results than Conformal, while being somewhat slower)UpUp AxisUp/DownUpdateUpdate AllUpdate AutomaticallyUpdate DependenciesUpdate ExistingUpdate InactiveUpdate RadiusUpdate Scene DurationUpdate Scene FPSUpdate all the image nodes to match their files on diskUpdate animation flagsUpdate based on linked bundle signatureUpdate based on linked closure signatureUpdate current image used by plane marker from the content of the plane markerUpdate custom camera with new parameters from the shaderUpdate existing channels in the pose asset but don't remove or add any channelsUpdate existing po files, if any, instead of overwriting themUpdate existing shape keys with the vertex positions of selected objects with matching namesUpdate f-curves/drivers affecting Transform constraints (use it with files from 2.70 and earlier)Update frame range for motion paths from the Scene's current frame rangeUpdate frame range of scene stripUpdate given add-on's translation data (found as a py tuple in the add-on's source code)Update i18n data (po files) in Blender source code repositoryUpdate i18n working repository (po files)Update objects paths list with new data from the archiveUpdate on EditUpdate other affected window spaces automatically to reflect changes during interactive operations such as transformUpdate range of frames referenced from action after tweaking strip and its keyframesUpdate shader script node with new sockets and options from the scriptUpdate sockets to match what is actually usedUpdate the active brush asset in the asset library with current settingsUpdate the audio animation cacheUpdate the current transform, selected keyframes, or even create new keysUpdate the display of reports in Blender UI (internal use)Update the geometry when it enters the view, providing faster view navigationUpdate the item highlight based on the current mouse positionUpdate the scene's start and end frame to match those of the USD archiveUpdate the selected landmark from the current viewer pose in the VR sessionUpdate the selected pose asset in the asset library from the currently selected bones. The mode defines how the asset is updatedUpdate users of this shader, such as custom cameras and script nodes, with its new sockets and optionsUpdated %d shape key(s)Updated data-blockUpdatesUpdates to data-blocksUpdating GPU drivers may solve this issue.Upgrade all the extensions to their latest version for the active repositoryUpgrade installed extensions to their latest version from remote repositoriesUpgrade is not supported for local repositoriesUpgrade the Rigify types on the active metarig armatureUpgrade the legacy super_face rig type to new modular faceUpgrade the metarig from bone layers to bone collectionsUpgrades the legacy super_face rig type to the new modular face. This preserves compatibility with existing weight painting, but not animationUpgrades the metarig from bone layers to bone collectionsUpperUpper (inclusive) bound for a vertex's weight to be removed from the vgroupUpper BoundUpper CaseUpper ConcavityUpper LeftUpper RightUpper X Angle LimitUpper X LimitUpper X angle boundUpper Y Angle LimitUpper Y LimitUpper Y angle boundUpper Z Angle LimitUpper Z LimitUpper Z angle boundUpper bound of envelope at this control-pointUpper bound of the highlighting rangeUpper bound of the input range the mapping is appliedUpper clamping threshold for marking fluid cells as wave crests (higher value results in less marked cells)Upper clamping threshold for marking fluid cells where air is trapped (higher value results in less marked cells)Upper clamping threshold that indicates the fluid speed where cells no longer emit more particles (higher value results in generally less particles)Upper distance from Reference Value for 1:1 default influenceUpper limit of X axis rotationUpper limit of X axis translationUpper limit of Y axis rotationUpper limit of Y axis translationUpper limit of Z axis rotationUpper limit of Z axis translationUpper limit of the tilt away from the +Z directionUpper mesh concavity bound (high values tend to smoothen and fill out concave regions)Upres FactorUrdu - وُدرُاUsageUseUse %s (differs)Use %s (identical)Use 'Time_Translate' transform mode instead of 'Translation' mode for translating keyframes in Dope Sheet EditorUse (import) facet normals (note that this will still give flat shading)Use 16 bits per channel to lower the memory usage during renderingUse 16-bit floating-point numbers for all dataUse 2D StabilizationUse 2D stabilization for footageUse 32-bit floating-point numbers for all dataUse 3D ViewportUse 3D position of track to parent toUse 5× multisampling to smooth paint edgesUse 8-bit floating-point numbers where possible, otherwise use 16-bitUse APIC as the simulation method (more energetic and stable behavior)Use ActiveUse Adaptive SamplingUse Adaptive SubdivisionUse Add blending mode while paintingUse Additive DrawingUse After CreationUse AlphaUse Animated SeedUse Anisotropic interpolationUse AnnotationsUse Antialiasing to smooth stroke edgesUse As PivotUse Asset layerUse Auto-PackUse BVH spatial splits: longer builder time, faster renderUse Bilinear interpolationUse Blue ChannelUse Bone EnvelopesUse Bone HeadsUse Brute ForceUse CPU for display transform and display image with 2D textureUse CPU for renderingUse CUDA for GPU accelerationUse CacheUse Camera CullUse Chain CountUse Clip PlanesUse Clump CurveUse Clump NoiseUse CollisionsUse Color Burn blending mode while paintingUse Color Dodge blending mode while paintingUse Color JitterUse Color RampUse Color blending mode while paintingUse Compact BVHUse ContourUse Controller ActionsUse CoordinatesUse CountUse CreaseUse CreasesUse Cryptomatte passes from a renderUse Cryptomatte passes from an imageUse Cubic B-Spline interpolationUse Current Frame as Object Rest TransformationsUse Current LocationUse Cursor OverlayUse Cursor PositionUse Cursor for DepthUse CurvatureUse CurveUse Curve RadiusUse CurvesUse Curves BVHUse Custom CameraUse Custom ColorUse Custom CurveUse Custom Ghost ColorsUse Custom NormalsUse Custom ParallaxUse Custom VolumeUse Darken blending mode while paintingUse Default FadeUse Deform OnlyUse Deformation MotionUse DenoisingUse Depth of FieldUse Difference blending mode while paintingUse DiffusionUse Directional Quad Trees as directional distributionUse Distance CullUse DripUse DuplicatesUse Edge AngleUse Edge MarkUse EdgesUse Edges as springsUse EffectorUse End FrameUse EnvelopesUse Evaluation TimeUse Exclusion blending mode while paintingUse ExistingUse Existing FacesUse FLIP as the simulation method (more splashy behavior)Use Face SetsUse FadingUse FallbackUse FalloffUse FilterUse Final IndicesUse FlowUse For Growing HairUse FreestyleUse Front-FaceUse Front-Face FalloffUse GLSL shaders for display transform and display image with 2D textureUse GPUUse GPU accelerated denoising if supported, for the best performance. Prefer OpenImageDenoise over OptiXUse GPU compute device for rendering, configured in the system tab in the user preferencesUse Geometry (cotangent) relaxation, making UVs follow the underlying 3D geometryUse Geometry NodesUse Geometry SpaceUse Global CoordinatesUse GltfpackUse GoalUse Green ChannelUse GridUse Group InterfaceUse GuidesUse GuidingUse HC method for relaxationUse HIP for GPU accelerationUse HSL (Hue, Saturation, Lightness) color processingUse HSV (Hue, Saturation, Value) color processingUse Handle ScaleUse Hard Light blending mode while paintingUse HeadUse Hue blending mode while paintingUse InfluenceUse InstancingUse Intel OpenImageDenoise AI denoiserUse IntersectionUse Intersection MasksUse Intersection PriorityUse Laplacian method for relaxationUse Layer PassUse Library PathUse LightUse Light ContourUse Lighten blending mode while paintingUse LightsUse LimitUse Limit SurfaceUse Linear Burn blending mode while paintingUse Linear Light blending mode while paintingUse Linear ModifiersUse Local CameraUse Local FileUse Location for Camera FixUse LooseUse MIS WeightsUse MaskUse MasksUse Masks in RenderUse MaterialUse Material MaskUse Material PassUse Material layerUse Math NodesUse MaxUse Max 2D AngleUse Max 2D LengthUse Max AngleUse Max B-FramesUse MaximumUse MedianUse MeshUse Mesh SymmetryUse MetadataUse Metal backendUse Metal for GPU accelerationUse MinUse Min 2D AngleUse Min 2D LengthUse Min AngleUse MinimumUse MistUse Mix NodesUse Mix blending mode while paintingUse Modifier StackUse Modifiers Render SettingUse Motion BlurUse Mouse PositionUse Multi-ViewUse Multiple Views (when available)Use Multiply blending mode while paintingUse N-bit quantization for colorsUse N-bit quantization for normals and tangentsUse N-bit quantization for positionsUse N-bit quantization for texture coordinatesUse NLA Tweak ModeUse Nearest interpolationUse Node Name/LabelUse NodesUse NoiseUse Normal DataUse NormalizationUse ObjectUse Object OffsetUse Object layerUse Occlusion RangeUse Open Shading LanguageUse OpenGL backendUse OpenJPEG Cinema PresetUse OpenJPEG Cinema Preset (48fps)Use OptiX for GPU accelerationUse Original FileUse Original ScaleUse Original SizeUse OutputUse Output NamesUse Overlay blending mode while paintingUse PaintUse Paint CanvasUse Parallax-aware von Mises-Fisher models as directional distributionUse Particle RadiusUse Particle's RadiusUse Perlin noise as a basisUse Perlin noise as a basis, with extended controlsUse Perlin noise with inflection as a basisUse Pin Light blending mode while paintingUse PivotUse PlaceholdersUse Plane TrimUse Poisson disk distribution method to keep a minimum distanceUse Pole MergeUse Post-Process SettingsUse Pre/Post RotationUse PressureUse Pressure JitterUse Pressure StrengthUse Pressure for DensityUse Pressure for FlowUse Pressure for HardnessUse Pressure for Wet MixUse Pressure for Wet PersistenceUse Preview RangeUse ProxiesUse Proxy / TimecodeUse RGB (Red, Green, Blue) color processingUse RGB curved for pre-display transformationUse RadiusUse Ray-TracingUse Red ChannelUse Relative OffsetUse Relative PasteUse RemoteUse Render settings for object visibility, modifier settings, etcUse RepeatUse Rest Position ArmatureUse RotationUse Rotation XUse Rotation YUse Rotation ZUse Rotation for Camera FixUse Roughness CurveUse Sample SubsetUse Saturation blending mode while paintingUse ScaleUse Scale XUse Scale YUse Scale ZUse Scale for Camera FixUse Scale:Use Scene RangeUse SchemaUse Scrape or Fill brush when inverting this brush instead of inverting its displacement directionUse Screen blending mode while paintingUse SculptUse Sculpt CollisionUse SecondaryUse SelectionUse SelfUse Sequencer SceneUse Settings forUse ShadersUse ShadowUse Sharp EdgesUse ShrinkUse SimplifyUse Simulation CacheUse Snap for RotationUse Snap for ScaleUse Snap for TranslationUse SnappingUse Snapping OptionsUse Soft Light blending mode while paintingUse Space TransformUse Sparse Accessor if BetterUse Spatial SplitsUse Spherical StereoUse Spill StrengthUse Split LengthUse Split PatternUse SpreadUse StabilizerUse Start FrameUse Strip CenterUse Subdivision SchemaUse Subdivision SurfaceUse Subtract blending mode while paintingUse TailUse Tail TargetUse TextureUse Texture OverlayUse TexturesUse Thickness ProfileUse TimecodeUse TimingUse TipsUse TooltipUse TransformUse Translation XUse Translation YUse Translation ZUse Transparency OverlapUse Twist CurveUse UDIM detectionUse UI TagsUse UV SculptUse UV coordinates for texture coordinatesUse UV coordinates for the texture coordinatesUse UV layer for texture coordinatesUse UndoUse Unified ColorUse Unified Input SamplesUse Unified SizeUse Unified StrengthUse Unified WeightUse Value blending mode while paintingUse VertexUse Vertex ColorUse Vertex GroupsUse ViewUse Viewport DenoisingUse Viewport settings for object visibility, modifier settings, etcUse ViscosityUse Visual keying automatically for constrained objectsUse Vivid Light blending mode while paintingUse Volume Variation MaximumUse Volume Variation MinimumUse Vulkan backendUse WXYZ axis colors for quaternion/axis-angle rotations, XYZ axis colors for other transform and color properties, and auto-rainbow for the restUse WeightUse Weight Color RangeUse Weight as FactorUse White BalanceUse WildcardUse Windows 'Default Apps' to associate with blend filesUse Wintab driver for older tablets and Windows versionsUse X Location of ParentUse X Rotation of ParentUse X Scale of ParentUse Y Location of ParentUse Y Rotation of ParentUse Y Scale of ParentUse YCbCr (Y - luma, Cb - blue-difference chroma, Cr - red-difference chroma) color processingUse YUV (Y - luma, U V - chroma) color processingUse Z Location of ParentUse Z Rotation of ParentUse Z Scale of ParentUse Z-BufferUse Z-Up axis to calculate the curve twist at each pointUse a 3D mouse device to pan/zoom the viewUse a Grease Pencil data-block as a mask to use only specified areas of pattern when trackingUse a Ramer-Douglas-Peucker algorithm to simplify the stroke preserving main shapeUse a blue-noise pattern for the first sample, then use Tabulated Sobol for the remaining samples, for random samplingUse a blue-noise pattern, which optimizes the frequency distribution of noise, for random samplingUse a blue-noise sampling pattern, which optimizes the frequency distribution of noise, for random sampling. For viewport rendering, optimize first sample quality for interactive previewUse a blue-noise sequence with a length rounded up to the next power of 2, for random samplingUse a brute-force translation only pre-track before refinementUse a brute-force translation-only initialization when trackingUse a circle to define the profileUse a collection of mesh objects as the operand for the Boolean operationUse a column layout for toolboxUse a curve to define clump taperingUse a curve to define roughnessUse a curve to define twistUse a custom color limited to this viewport onlyUse a custom curve to define a factor along the strokesUse a custom directory to store dataUse a custom file to read proxy data fromUse a custom object to define the profileUse a custom profile for each quarter of curve's bevel geometryUse a difference boolean operationUse a different format instead of the node format for this fileUse a fixed 1:1 aspectUse a fluid domain for guiding (domain needs to be baked already so that velocities can be extracted). Guiding domain can be of any type (i.e. gas or liquid).Use a half-circle for each capUse a local camera in this view, rather than scene's active cameraUse a maximum distance for the field to workUse a maximum radial distance for the field to workUse a mesh object as the operand for the Boolean operationUse a minimum distance for the field's falloffUse a minimum radial distance for the field's falloffUse a percentage factor to determine the visible pointsUse a percentage to specify how many keyframes you want to removeUse a preset viewpointUse a preview proxy and/or time-code index for this stripUse a preview proxy and/or timecode index for this clipUse a radial gradient as viewport backgroundUse a region within the frame size for rendered viewport (when not viewing through the camera)Use a saw wave to produce bandsUse a sawtooth profileUse a screen space vertical linear gradient as viewport backgroundUse a simulation range that is different from the scene range for simulation nodes that don't override the frame range themselvesUse a sine wave to produce bandsUse a single Ngon for the capsUse a single factor for all componentsUse a solid color as viewport backgroundUse a standard sine profileUse a texture to control emission strengthUse a transformation matrixUse a triangle profileUse a triangle wave to produce bandsUse a union boolean operationUse absolute sizeUse accurate transformationUse active Viewer Node output as backdrop for compositing nodesUse active clip defined in sceneUse active vertex group as an influenceUse addition instead of multiplication to combine scale (2.7 compatibility)Use albedo and normal passes for denoisingUse albedo pass for denoisingUse alpha blending instead of alpha test (can produce sorting artifacts)Use alpha channel for transparencyUse always Vertex Color modeUse always material modeUse ambient occlusion instead of full global illuminationUse an alternative start/end frame range for animation playback and view rendersUse an automatic number of iterations based on the number of vertices of the sculptUse an error margin to specify how much the curve is allowed to deviate from the original pathUse an existing object to define the VR view base location and rotationUse an object for the section of the curve's bevel geometry segmentUse an unconstrained aspectUse animation channel group colors; generally this is used to show bone group colorsUse another Keying Set, as the active one depends on the currently selected items or cannot find any targets due to unsuitable contextUse another Keying Set, as the active one depends on the currently selected objects or cannot find any targets due to unsuitable contextUse another UV map as clone source, otherwise use the 3D cursor as the sourceUse another mesh for texture indices (vertex indices must be aligned)Use another shape to cut, combine or perform a difference operationUse any axis region for operator executionUse as Depth Of FieldUse axis colors for transform and color properties, and auto-rainbow for the restUse axis-aligned bounding boxes for packing (fastest, least space efficient)Use back face culling to hide the back side of facesUse back face culling when casting shadowsUse backface culling to hide the back side of facesUse bake from current directory (create when necessary)Use bake in original location (create when necessary)Use base mesh vertex coordinates as the rest positionUse best triangulation divisionUse bevel weights to determine how much bevel is applied in edge modeUse bind vertex coordinates for rest positionUse blackbody temperature to define a natural light colorUse blue channel from footage for trackingUse both effects simultaneouslyUse both visible strokes and edit lines as fill boundary limitsUse box selection to grab NLA-StripsUse box selection to select nodesUse box selection to select tree elementsUse cached scene data from the first Line Art modifier in the stack. Certain settings will be unavailable.Use circle for the section of the curve's bevel geometryUse circle selection to select nodesUse closed arrow styleUse color ramp to map the BW average into an RGB colorUse compact BVH structure (uses less ram but renders slower)Use connected parent and children to compute the handleUse control scaling to scale the B-BoneUse convex hull approximation of islands (good balance of speed and space efficiency)Use coordinates from a UV layerUse coordinates from this object (for object texture coordinates output)Use current edited object's locationUse current modeUse current rotation/scaling pivot point coordinatesUse cursor as reference pointUse cursor location and radius for the dimensions and position of the trimming shapeUse curve mappingUse curve to define primitive stroke thicknessUse curve weights to influence the particle influence along the curveUse custom attenuation distance instead of global light thresholdUse custom camera instead of the active cameraUse custom collision margin (some shapes will have a visible gap around them)Use custom color for the nodeUse custom color for this motion pathUse custom color instead of theme-definedUse custom colors for ghost framesUse custom colors for onion skinning instead of the themeUse custom curveUse custom hand-picked color for F-CurveUse custom intersection mask for faces in this collectionUse custom objects to define the cap shapesUse custom reference pointUse data from fully or partially evaluated objectUse data from original object without any modifiers appliedUse deformation motion blur for this objectUse degrees for measuring angles and rotationsUse depth of field on viewport using the values from the active cameraUse device for renderingUse different seed values (and hence noise patterns) at different framesUse diffuse BSDFUse display mode from armature (default)Use distance between affected and target objectsUse distance between affected object's vertices and target object, or target object's geometryUse distance sampling, best for dense volumes with lights far awayUse drawing speed, a number of frames, or a manual factor to build strokesUse edge collapsingUse edit lines as fill boundary limitsUse effect during renderUse effector/global coordinates for turbulenceUse equiangular sampling, best for volumes with low density with light inside or near the volumeUse even distribution from faces based on face areas or edge lengthsUse exact geometry for most efficient packing (slowest)Use existing file (instead of packed): %sUse existing materials with same name instead of creating new onesUse external .ies fileUse external .osl or .oso fileUse external fileUse fallback tools keymapUse falloff effect when edit in multiframe mode to compute brush effect by frameUse faster approximation by blurring along the horizontal and vertical directions independentlyUse faster global illumination technique for high roughness surfacesUse feather information from the maskUse file format used before Blender 5.0. This format is more limited but it may have better compatibility with tools that don't support the new format yetUse file from current directory (create when necessary)Use file in original location (create when necessary)Use files in current directory (create when necessary)Use files in original location (create when necessary)Use floating-point attributes for positionsUse fly dynamics to navigate the sceneUse for RenderingUse for a large area, established ocean (Pierson-Moskowitz method)Use for established oceans ('JONSWAP', Pierson-Moskowitz method) with peak sharpeningUse for shallow water ('JONSWAP', 'TMA' - Texel-Marsen-Arsloe method)Use for turbulent seas with foamUse force fields when growing hairUse full physics calculations for growing hairUse geometry distance for chaining instead of image spaceUse global coordinatesUse global coordinates for the texture coordinatesUse global gravity for all dynamicsUse glossy BSDFUse gltfpack to simplify the mesh and/or compress its texturesUse green channel from footage for trackingUse guiding (effector) objects to create fluid guiding (guiding objects should be animated and baked once set up completely)Use guiding when sampling directions inside a volumeUse guiding when sampling directions on a surfaceUse handles when converting Bézier curves into polygonsUse high quality tangent space at the cost of lower performanceUse image RGB values for normal mappingUse improved particle level set (slower but more precise and with mesh smoothening options)Use in 3D viewportUse influence of face for weightingUse input from gamepad (Microsoft Xbox Controller) instead of motion controllersUse instances contained in the incoming geometry as base for scatteringUse integer attributes for positionsUse intermediate data from viewer nodeUse internal text data-blockUse inverse quadratic progressionUse key timesUse layer pass filterUse left mouse button for selection. The standard behavior that works well for mouse, trackpad and tablet devicesUse legacy interleaved storage of views, layers and passes for compatibility with applications that do not support more efficient multi-part OpenEXR files.Use legacy undo (slower than the new default one, but may be more stable in some cases)Use length of the curves in close proximityUse light probes to find scene intersectionUse lights for this Grease Pencil objectUse linear mappingUse linear progressionUse linked object's coordinates for texture coordinatesUse local generated coordinatesUse local generated coordinates of another objectUse logarithmic dissolve (makes high values to fade faster than low values)Use logarithmic drying (makes high values to dry faster than low values)Use lossless output for video streamsUse lower limit for volume variationUse manual calibration helpersUse mask ID as mask inputUse material masks to filter out occluded strokesUse material pass filterUse mesh crease information to sharpen edges or cornersUse mesh islands of the surface geometry for partingUse mesh objects in this collection for Boolean operationUse metadata from the current sceneUse metadata from the strips in the sequencerUse millimeters for units of focal lengthUse modal execution (modal operators only)Use modifier during renderUse more clearly defined marbleUse motion blur for this objectUse mouseUse mouse to sample a color in current imageUse mouse to sample background imageUse mouse to sample color in current frameUse movie clip from active scene cameraUse multi-sampled 3D scene motion blurUse multi-sampled motion blur of the maskUse multi-sampled motion blur of the planeUse multi-touch gestures for navigation with touchpad, instead of scroll wheel emulationUse multiple importance sampling for the light, reduces noise for area lights and sharp glossy materialsUse multiple operators in an interactive way to add, delete, or move geometry • {:s} - Add geometry by moving the cursor close to an element • {:s} - Extrude edges by moving the cursor • {:s} - Delete mesh elementUse multiple views in the sceneUse n-gonsUse native Windows Ink API, for modern tablet and pen devices. Requires Windows 8 or newer.Use nearest sampleUse negative axis region only for operator executionUse node groups to reuse the same menu multiple timesUse noise to dither the binary visibility (works well with multi-samples)Use normalized attributes for positionsUse normalized strand texture coordinate (1D) or particle age (X) and trail position (Y)Use object as center of rotationUse object as reference pointUse object multiple times in the same collectionUse object selection (edit mode only)Use object transform to control projection shapeUse object's global coordinates for duplicationUse object's rotation for duplication (global x-axis is aligned particle rotation axis)Use object's scale for duplicationUse object/global coordinates for textureUse objects as font characters (give font objects a common name followed by the character they represent, eg. 'family-a', 'family-b', etc, set this setting to 'family-', and turn on Vertex Instancing)Use offset from the particle object in the instance objectUse on-the-fly computed Owen-scrambled Sobol for random samplingUse one transform property from target to control another (or same) property on ownerUse oneAPI for GPU accelerationUse only deformation modifiers (temporary disable all constructive modifiers except multi-resolution)Use only selected strokes for interpolatingUse open arrow styleUse optimized files for faster scrubbing when availableUse original location of texturesUse orthographic projectionUse other objects outlines and boundaries to project knife cutsUse particle size for the shrapnelUse particle size to scale the instancesUse particle's size in deflectionUse path guiding for sampling paths. Path guiding incrementally learns the light distribution of the scene and guides path into directions with high direct and indirect light contributionsUse perpendicular segment styleUse pixel size for the bufferUse pixels for units of focal lengthUse pixels from adjacent faces across UV seamsUse placeholders for missing frames of the stripUse position (and optionally rotation) of target to define a 'wall' or 'floor' that the owner cannot crossUse position plus an outline based on F2-F1Use positive axis region only for operator executionUse pre-computed tables of Owen-scrambled Sobol for random samplingUse pre/post rotation from FBX transform (you may have to disable that in some cases)Use precision movement for extension linesUse pressure to modulate densityUse pressure to modulate flowUse pressure to modulate hardnessUse pressure to modulate randomnessUse pressure to modulate wet mixUse pressure to modulate wet persistenceUse projected or spherical falloffUse quadratic progressionUse radius as size of projection shape (0 = auto)Use radius from particle settingsUse radius of the curves in close proximityUse random values over timeUse randomness at stroke levelUse raytracing to determine transmitted color instead of using only light probes. This prevents the surface from contributing to the lighting of surfaces not using this setting.Use raytracing to determine transmitted color instead of using only light probes. This prevents the surface from contributing to the lighting of surfaces not using this setting. Deprecated: use 'use_raytrace_refraction'.Use recorded speed multiplied by a factorUse red channel from footage for trackingUse reflective caustics, resulting in a brighter image (more noise but added realism)Use refractive caustics, resulting in a brighter image (more noise but added realism)Use regular expression for the replacement text (supporting groups)Use regular expressions to match text in the 'Find' fieldUse relative file pathsUse relative pathUse relative path when linking assets from this asset libraryUse relative paths to reference external files (i.e. textures, volumes) in USD, otherwise use absolute pathsUse relative paths with subdirectories onlyUse relative space for the input geometry so the transforms of both inputs in relation are consideredUse render settings when applying modifiers to mesh objects (DISABLED in Blender 2.8)Use repeat mapping valuesUse resolution of the volume gridUse right mouse button for selection, and left mouse button for actions. This works well primarily for keyboard and mouse devicesUse rule when boid is flyingUse rule when boid is on landUse same direction for all normals, from origin to target's center (Directional mode only)Use same input as previous modifier, and mix results using overall vgroupUse scale of existing UVs to multiply marginUse scale when calculating the matrixUse scene orientation instead of a custom settingUse scene world for lightingUse scene's currently active camera to define the VR view base location and rotationUse screen coordinates as texture coordinatesUse screen pixel size instead of world unitsUse selected objects as smoke emittersUse sequence detectionUse sequencer strip as mask inputUse setting from the modifierUse settings from brushUse settings from hereUse settings from operator propertiesUse settings from sceneUse settings from the parent collectionUse shader nodes for the line styleUse shader nodes to render the lightUse shader nodes to render the materialUse shader nodes to render the worldUse shaders for Cycles rendererUse shaders for EEVEE rendererUse shaders for all renderers and viewports, unless there exists a more specific outputUse shape of the curves in close proximityUse simple feature awareness to keep feature definitionUse simple interpolation of grid verticesUse single color or gradient when paintingUse single point as directionUse single point to create ringsUse slope of curve leading in/out of endpoint keyframesUse smooth vertex normals instead of face normals for the result meshUse soft marbleUse special solver to track a stable camera position, such as a tripodUse special type BVH optimized for curves (uses more ram but renders faster)Use specified camera object for generating Line Art strokesUse square styleUse standard stucciUse standard wave texture in bandsUse standard wood texture in bandsUse static coordinates (defined by various means)Use straight lines between keyframe pointsUse stroke length for texture coordinatesUse subprocesses for compiling shadersUse tablet pressureUse tablet pressure for color strengthUse tablet pressure for jitterUse tabs or spaces for indentationUse texture painting in Sculpt ModeUse texture scale valuesUse the "Align Rotation to Vector" node insteadUse the "Rotate Rotation" node insteadUse the 2D stabilized version of the clipUse the 2D vector (X, Y) as input. The Z component is ignored.Use the 3D cursor as the position for the selected objects to align toUse the 3D cursor orientation for the new objectUse the 3D vector (X, Y, Z) as inputUse the 4D vector (X, Y, Z, W) as inputUse the CPU to process the denoise nodeUse the GPU to process the denoise node if available, otherwise fallback to CPUUse the MIS weight to weight the contribution of directly visible light sources during guidingUse the Minkowski function to calculate distance (exponent value determines the shape of the boundaries)Use the OptiX AI denoiser with GPU acceleration, only available on NVIDIA GPUs when configured in the system tab in the user preferencesUse the Scene's 3D camera as inputUse the Scene's Sequencer timeline as inputUse the Target Volume parameter as the initial volume, instead of calculating it from the mesh itselfUse the active Collection of the current View Layer to instantiate imported collections and objectsUse the active camera's position to cast raysUse the active object as surface for selected curves objects and set it as the parentUse the active object as the position for the selected objects to align toUse the active particle system from the contextUse the alpha channel information in the imageUse the alpha of the first input as mixing factor and return the more opaque alpha of the two inputsUse the alpha threshold to clip the visibility (binary visibility)Use the angle between two bonesUse the attribute value of the closest mesh elementUse the average of adjacent edge-verticesUse the average of adjacent edge-vertices weighted by their lengthUse the compact, single-row layoutUse the current 3D view for rendering, else use scene settingsUse the current bone location for envelopes and choosing B-Bone segments instead of rest positionUse the current snap settingsUse the current transform orientationUse the current view instead of the active object to create the new orientationUse the current world background to light the preview renderUse the default flat previewsUse the default, multi-rows layoutUse the depth under the mouse to improve view pan/rotate/zoom functionalityUse the distance between the objects to make a screwUse the existing guide map attribute if availableUse the exterior/interior radii for torus dimensionsUse the fallback value if the data path cannot be resolved, instead of failing to evaluate the driverUse the final evaluated indices rather than the original mesh indicesUse the global axis to limit the displacementUse the global axis to limit the force and set the gravity directionUse the global coordinate system for the texture coordinatesUse the import method set in the Preferences for this asset library, don't override it for this Asset BrowserUse the initial length as spring rest length instead of 2 * particle sizeUse the least twist over the entire curveUse the left handlesUse the legacy way of generating noise. Has the issue that it can produce values outside of -1/1Use the length input to fully replace the original lengthUse the linked object's local coordinate system for the texture coordinatesUse the local axis to limit the displacementUse the local axis to limit the force and set the gravity directionUse the local coordinate system for the texture coordinatesUse the location and rotation of another object to determine the distance and rotational change between arrayed itemsUse the major/minor radii for torus dimensionsUse the material preview scene for the node previewsUse the maximum X valueUse the maximum Y valueUse the maximum Z valueUse the minimum X valueUse the minimum Y valueUse the minimum Z valueUse the modifier's own time evaluationUse the mouse to create a link between two nodesUse the mouse to cut (remove) some linksUse the mouse to mute linksUse the mouse to sample a color in the imageUse the mouse to sample a weight in the 3D viewUse the number of points from the curves in close proximityUse the object center when selecting, in edit mode used to extend object selectionUse the offset of the specified bone from rest pose to compute the handleUse the old semi-broken behavior that does not understand that rotations loop aroundUse the orientation of the specified bone to compute the handle, ignoring the locationUse the original Y scale of the boneUse the original scaling of the bonesUse the original undeformed coordinates of the objectUse the overlap_mode tool settings to determine how to shuffle overlapping stripsUse the parent of the instance object if possibleUse the pinned contextUse the pinned node treeUse the pivot point in every rotationUse the pivot point in the negative rotation range around the X-axisUse the pivot point in the negative rotation range around the Y-axisUse the pivot point in the negative rotation range around the Z-axisUse the pivot point in the positive rotation range around the X-axisUse the pivot point in the positive rotation range around the Y-axisUse the pivot point in the positive rotation range around the Z-axisUse the plus button to add list entriesUse the position of the specified bone to compute the handleUse the quad remesherUse the results of this constraintUse the right handlesUse the rotation order defined in the BVH fileUse the same device used by the compositor to process the denoise nodeUse the same random seed for each scale axis for a uniform scaleUse the same scale value for all axisUse the same scale value for both axesUse the scalar value W as inputUse the scene orientationUse the scene origin as the position for the selected objects to align toUse the scene's denoising quality settingUse the search in Add-ons.Use the search in Extensions.Use the selected objects as the position for the selected objects to align toUse the selection (or the last stroke center in Paint modes) as the pivot point for orbitingUse the shadow maps from shadow casting lights to refine the thickness defined by the material node treeUse the shortest computed distance to target object's geometry as weightUse the smallest single axis rotation, similar to Damped TrackUse the start of the stroke for the depthUse the stored custom normal attribute as the final normalsUse the strand primitive for renderingUse the surface depth for cursor placementUse the surface normal (using the transform orientation as a fallback)Use the surface normal to orientate the trimming shapeUse the tangent to calculate twistUse the target object for location limitationUse the target's rotation to determine floorUse the texture's RGB values to displace the mesh in the XYZ directionUse the texture's intensity value to displace along the (averaged) custom normal (falls back to vertex)Use the texture's intensity value to displace along the vertex normalUse the texture's intensity value to displace in the X directionUse the texture's intensity value to displace in the Y directionUse the texture's intensity value to displace in the Z directionUse the theme for background colorUse the time from the sceneUse the timeline to bake the sceneUse the undistorted version of the clipUse the value from some RNA propertyUse the value from some RNA property within the current evaluation contextUse the view axis to limit the displacementUse the view axis to limit the force and set the gravity directionUse the view to orientate the trimming shapeUse the voxel remesherUse the world for background colorUse this area light to guide sampling of the background, note that this will make the light invisibleUse this armature bone to define the depth of field focal pointUse this brush in Grease Pencil drawing modeUse this brush in Grease Pencil vertex color modeUse this brush in UV sculpt modeUse this brush in sculpt curves modeUse this brush in sculpt modeUse this brush in texture paint modeUse this brush in vertex paint modeUse this brush in weight paint modeUse this file's path for the disk cache when library linked into another file (for local bakes per scene file, disable this option)Use this index on generated segment. -1 means using the existing material.Use this installation for .blend files and to display thumbnailsUse this light object to generate light contourUse this object to define the depth of field focal pointUse this object's coordinate system instead of global coordinate systemUse this object's crease setting to overwrite scene globalUse this object's intersection priority to override collection settingUse threads for compiling shadersUse to animate an object/bone following a pathUse tooltips when hovering over this gizmoUse topology based mirroring (for when both sides of mesh have matching, unique topology)Use transform gizmos by defaultUse transform property of target to look up pose for owner from an ActionUse transparent shadows for this material if it contains a Transparent BSDF, disabling will render faster but not give accurate shadowsUse triangle fansUse true displacement of surface only, requires fine subdivisionUse un-subdivide face reductionUse union particle level set (faster but lower quality)Use upper limit for volume variationUse variable bit quantizationUse velocities for automagic step sizesUse velocities from this object for the guiding effect (object needs to have fluid modifier and be of type domain))Use vertex group weight as factor instead of influenceUse vertex group weights to cut faces at the weight contourUse vertex group weights to select whether vertex or edge is beveledUse vertex or edge stitchingUse vertices that are not part of region definedUse very clearly defined marbleUse view layer for renderingUse viscoelastic springs instead of Hooke's springsUse visible strokes as fill boundary limitsUse von Mises-Fisher models as directional distributionUse walk navigation to select tree elementsUse wave effectUse wave texture in ringsUse weight to modulate effectUse whole collection at onceUse whole stroke, not only selected pointsUse wireframe display in painting modesUse with difference intersection to swap which side is keptUse wood texture in ringsUse workbench render settings from the sequencer scene, instead of each individual scene used in the stripUse world space offset in the instance objectUsed LengthUsed for defining a profile's pathUsed to handle changes into collectionUsed to sort multiple links coming into the same input. The highest ID is at the top.Used to trace only one frame of the image sequence, set to zero to trace allUsed when connecting an Action to a data-block, to find the correct slot handle. This is the display name, prefixed by two characters determined by the slot's ID typeUsed when the data block is not local to the current .blend file but is linked from some libraryUserUser Add-onsUser Asset LibrariesUser CountUser DefinedUser Extension RepositoriesUser InterfaceUser Key ConfigurationUser LibraryUser ManualUser ModifiedUser OrthographicUser PathUser Path OtherUser PathsUser PerspectiveUser RepositoryUser TooltipsUser defined note for the render stampingUser defined tag (name token)User interface styling and color settingsUser is ScrubbingUser path of the action. E.g. "/user/hand/left"User selection of the edited geometry, for tool executionUser's bookmarksUser-editable keyframesUser:UsersUsers: {}Uses BrushesUses LSCM (Least Squares Conformal Mapping). This usually gives a less accurate UV mapping than Angle Based, but works better for simpler objectsUses SLIM (Scalable Locally Injective Mapping). Minimizes distortion in areas and angles.Uses a more precise but slower method. Use if the output contains undesirable noise.Uses bounding boxesUses convex hullUses exact geometryUses the Scrambling Distance value for the viewport. Faster but may flickerUses the vector speed render pass to blur the image pixels in 2DUsing Active Scene CameraUsing both CPU and GPU subdivisionUtilitiesUtilityVV (Y) AxisV OffsetV-AxisVBO Collection RateVBO Time OutVFXVGroup AVGroup A and BVGroup A or BVGroup BVMMVRVR Controller Poses IndicatorVR InfoVR LandmarkVR Landmark IndicatorsVR NavigationVR RedrawsVR Scene InspectionVR SessionVR Viewer Pose IndicatorVR navigation settingsVR viewport far clipping distanceVR viewport near clipping distanceVRAM: %.1f GiB FreeVRAM: %.1f/%.1f GiBValValidValidate MeshValidate MeshesValidate references from rig component settings to bone collections. Always run this both before and after joining two metarig armature objects into one to avoid glitchesValidates references from rig component settings to bone collectionsValidity ThresholdValleyValueValue InvertedValue JitterValue Layer NameValue MaxValue MinValue ModeValue OffsetValue SliderValue added to texture samplesValue by which to enlarge or shrink the object with respect to the world's origin (only applicable through a Transform Cache constraint)Value by which to enlarge or shrink the objects with respect to the world's originValue changes offsetValue changes profileValue changes segmentsValue for changes in locationValue for changes in rotationValue for changes in scaleValue for custom property types that can only be edited as a Python expressionValue for keyframe onValue for the distance between arrayed itemsValue for the distance between itemsValue for the envelope calculation that tells how fast the envelope can fall (the lower the value the steeper it can fall)Value for the envelope calculation that tells how fast the envelope can rise (the lower the value the steeper it can rise)Value for voxels outside of the cubeValue levelValue may be implicitly converted if the type does not matchValue not found in bundle: "{}"Value of 0 removes color from the image, making it black-and-white. A value greater than 1.0 increases saturationValue of shape key at the current frameValue of the first color inputValue of the first floating number inputValue of the first vector inputValue of the itemValue of the second color inputValue of the second floating number inputValue of the second vector inputValue shift. 0 makes the color black, 1 keeps it the same, and higher values make it brighterValue that envelope's influence is centered around / based onValue that the transformation value must reach to put the action's timeline to the first frame. Rotations are in degreesValue that the transformation value must reach to put the action's timeline to the last frame. Rotations are in degreesValue to NormalValue to StringValue to add to colorsValue to add to weightsValue to multiply colors byValue to multiply weights byValue to use for Ref, Spec, Amb, Emit, Alpha, RayMir, TransLu and HardValue under which voxels are considered empty space to optimize renderingValue used as seed in 1D and 4D dimensionsValue, Hue, SaturationValue:Value: NoneValue: Unknown (not evaluated)Value: must be 'NOTHING' for motionValue: must be 'PRESS' when unicode is setValue: must be 'PRESS/RELEASE' for keyboard/buttonsValue: only 'PRESS/RELEASE/NOTHING' are supportedValue: {}ValuesValues for change locationValues for changes in rotationValues for changes in scaleValues generated by this modifier are applied on top of the existing values instead of overwriting themValues larger than the threshold are inside the generated meshValues on endpoint keyframes are heldValues that sort the corners attached to the edgeValues used to sort corners attached to the vertex. Uses indices by defaultValues used to sort the curve's points. Uses indices by defaultValues used to sort the edges connected to the vertex. Uses indices by defaultValues used to sort the face's corners. Uses indices by defaultValues:Values: NoneVanishVariableVariable Expression SupportVariable Fallback As ErrorVariable does not exist in this driverVariable from some source/target for driver relationshipVariablesVariables: {:d}VarianceVariantVariation LevelVarious status info about an item after it has been importedVarious tools to enhance and speed up node-based workflowVary roughness values for each strandVary the melanin concentration for each strandVectorVector BlurVector CurvesVector DisplacementVector DisplayVector FontVector FontsVector HandleVector Handle SelectedVector MathVector NodeVector Node SocketVector Node Socket InterfaceVector RotateVector TransformVector ValueVector by which each point was offset during deformationVector data type, affects positionVector field to be represented by the display vectorsVector font data-blocksVector font for Text objectsVector for displacementVector handleVector in a mesh normal arrayVector valueVector value in geometry attributeVector which would be mapped to the curveVector, point, or normal which will be used for conversion between spacesVector2DVectors to compare between connected face corners of an egde for differences. (Supports 3D vectors)VectorscopeVectorscope ModeVectorscope OpacityVelocityVelocity / HairVelocity AttributeVelocity Color RampVelocity FactorVelocity GridVelocity LinearVelocity ScaleVelocity SourceVelocity X GridVelocity Y GridVelocity Z GridVelocity considered as maximum influence (Blender units per frame)Velocity field of the fluid domainVelocity force controlling the teleportation arc parabola in m/sVerletVersionVersion %r unsupported, must be %r or laterVersion backup failed (file saved with @)Version of Blender the library .blend was saved withVersion of Blender the userpref.blend was saved withVersion:Version: {:s}Versioning: Map Value node was removedVersioning: Use Nodes was removedVertexVertex (Triangle)Vertex AttributesVertex ColorVertex Color FactorVertex Color NameVertex Color QuantizationVertex Color affects to Fill onlyVertex Color affects to Stroke and FillVertex Color affects to Stroke onlyVertex ColorsVertex Corner CountVertex CountVertex Count FieldVertex CreaseVertex Crease:Vertex DataVertex Data TypesVertex Data:Vertex Face Count FieldVertex Grease PencilVertex GroupVertex Group "%s" does not existVertex Group "%s" is lockedVertex Group AVertex Group BVertex Group ClumpVertex Group Clump NegateVertex Group DensityVertex Group Density NegateVertex Group ElementVertex Group FactorVertex Group FieldVertex Group Field NegateVertex Group InvertVertex Group KinkVertex Group Kink NegateVertex Group LengthVertex Group Length NegateVertex Group LocksVertex Group RotationVertex Group Rotation NegateVertex Group Roughness 1Vertex Group Roughness 1 NegateVertex Group Roughness 2Vertex Group Roughness 2 NegateVertex Group Roughness EndVertex Group Roughness End NegateVertex Group SizeVertex Group Size NegateVertex Group SpecialsVertex Group TangentVertex Group Tangent NegateVertex Group TwistVertex Group Twist NegateVertex Group UnreferencedVertex Group VelocityVertex Group Velocity NegateVertex Group WeightVertex Group WeightsVertex Group for pinning of verticesVertex Group for shrinking clothVertex Group for where to apply pressure. Zero weight means no pressure while a weight of one means full pressure. Faces with a vertex that has zero weight will be excluded from the volume calculation.Vertex Group is lockedVertex Group(s)Vertex GroupsVertex Groups assigned to Deform BonesVertex Groups assigned to non Deform BonesVertex IndexVertex Index 1Vertex Index 2Vertex IndicesVertex InterpolationVertex MappingVertex MassVertex Mesh MethodVertex NeighborsVertex NormalVertex NormalsVertex OpacityVertex PaintVertex Paint CapabilitiesVertex Paint OverlaysVertex Paint mix factorVertex Position AttributesVertex SelectVertex SelectionVertex SetVertex SizeVertex Slide: Vertex WeightVertex Weight AngleVertex Weight EditVertex Weight MixVertex Weight ProximityVertex Weight TransferVertex WeightsVertex colors in the file are in linear color spaceVertex colors in the file are in sRGB color spaceVertex coordinate read failedVertex count mismatchVertex group '%s' is not valid, or maybe emptyVertex group for fine control over bending stiffnessVertex group for fine control over shear stiffnessVertex group for fine control over structural stiffnessVertex group for fine control over the internal spring stiffnessVertex group is lockedVertex group nameVertex group name (collapse only)Vertex group name for importance weights (modulating the deform)Vertex group name for modifying the selected areasVertex group name for modulating the deformVertex group name for modulating the waveVertex group name for selected strokesVertex group name for selecting the affected areasVertex group name for selecting/weighting the affected areasVertex group strengthVertex group that the generated rim geometry will be weighted toVertex group that the generated shell geometry will be weighted toVertex group to apply the influence of the latticeVertex group to control clumpVertex group to control densityVertex group to control fieldVertex group to control kinkVertex group to control lengthVertex group to control rotationVertex group to control roughness 1Vertex group to control roughness 2Vertex group to control roughness endVertex group to control sizeVertex group to control tangentVertex group to control twistVertex group to control velocityVertex group to set as activeVertex groups of the objectVertex in a Mesh data-blockVertex indexVertex indicesVertex is a root for rotation calculations and armature generation, setting this flag does not clear other roots in the same mesh islandVertex loop colors in a MeshVertex not in groupVertex of CornerVertex positionsVertex select - Shift-Click for multiple modes, Ctrl-Click contracts selectionVertex select needs to be enabled in weight paint modeVertex selection masking for paintingVertex selection modeVertex that is the corner of the gridVertex weight group, to blend with basis shapeVertex weight used by Bevel modifierVertex weight when brush is appliedVertex:VertexGroup '%s' not found in object '%s'VertexGroup.add(): cannot be called while object is in edit modeVertexGroup.remove(): cannot be called while object is in edit modeVertexWeightEditVertexWeightMixVertexWeightProximityVerticalVertical AlignmentVertical FOVVertical ListVertical SplitVertical aspect ratio (only used for camera projectors)Vertical aspect ratio - for anamorphic or non-square pixel outputVertical dimension of the baking mapVertical dimension of the baking map (external only)Vertical location of the windowVertical offset from the object originVertical position of the stripVertical position of the text box relative to LocationVertical position of underlineVertical scale (only used for camera projectors)Vertical size of the image sensor area in millimetersVerticesVertices Data:Vertices XVertices YVertices ZVertices changed from %d to %dVertices changed from %u to %uVertices connecting multiple face regionsVertices must be at least 1Vertices must be at least 3Vertices of the meshVerts:%s | Faces:%sVerts:%s | Faces:%s | Tris:%sVerts:%s | Tris:%sVerts:%s/%sVerts:%s/%s | Edges:%s/%s | Faces:%s/%s | Tris:%sVery High ContrastVery Low ContrastVery Low QualityVibrationVideoVideo CodecVideo MemoryVideo SequencerVideo bitrate (kbit/s)Video_EditingVideosVietnamese - Tiếng ViệtViewView & ControlsView AlignView Attribute TextView AxisView BiasView CenterView ContextView DistanceView FromView HeightView IndexView LayerView Layer '%s' not found in scene '%s'View Layer PropertiesView Layer settings for EEVEEView LayersView LocationView LockView Lock 3D viewport camera transformation affects the object's parent insteadView Map CacheView MatrixView NameView NavigationView NormalView Normal FalloffView Normal LimitView OverlayView PercentageView PerspectiveView PlaneView RegionsView RotationView ScaleView SettingsView TypeView VectorView X AxisView Z AxisView Z DepthView a context based online manual in a web browserView all curves in editorView all objects in sceneView all selected UVsView all selected elementsView all the strips in the sequencerView and edit UVsView and edit images and UV MapsView and edit masksView as RenderView distance from the floor when walkingView from the backView from the bottomView from the frontView from the leftView from the rightView from the topView in multilayer imageView layerView layer '%s' could not be removed from scene '%s'View layer at its evaluated stateView layer nameView layer settings for EEVEEView mode to use for displaying sequencer outputView not found, cannot sort by view axisView on EquatorView on PolesView operations (useful for keyboards without a numpad)View pivot locationView selected for all regionsView shift in camera viewView the entire imageView the result of the studio light editor in the viewportView the viewport with virtual reality glasses (head-mounted displays)View transform set to %s (converted from %s)View used when converting image to a display spaceView whole image with markersView2DView3DActivate GizmoView3DActive ToolView3DBackView3DBackgroundView3DBothView3DBottomView3DCameraView3DCavity TypeView3DCustomView3DDragView3DFloorView3DFrontView3DLeftView3DMixView3DPressView3DRightView3DScreenView3DSelectView3DThemeView3DTopView3DViewView3DWorldViewLayerViewLayer '%s' does not contain object '%s'ViewerViewer Attribute OpacityViewer BackViewer DataViewer ForwardViewer IndexViewer ItemViewer ItemsViewer LeftViewer NodeViewer PathViewer Path ElementViewer Pose LocationViewer Pose RotationViewer RegionViewer RightViewer image not found.Viewer reference scale associated with this landmarkViewpointViewportViewport AmountViewport Anti-AliasingViewport BVHViewport BVH TypeViewport BouncesViewport DebugViewport DenoiserViewport DenoisingViewport Denoising Input PassesViewport Denoising PrefilterViewport Denoising QualityViewport Dicing RateViewport DisplayViewport FeedbackViewport GizmosViewport OverlaysViewport ResolutionViewport SamplesViewport Sampling PresetsViewport ShadingViewport SizeViewport Texture LimitViewport TransformViewport VisibilityViewport display size of the sampled dataViewport display style for emptiesViewport display style for tracksViewport lens angleViewport navigation gizmoViewport non-rendered modeViewport not in local viewViewport overlays are disabledViewport resolution of the generated surfaceViewportsViewsViews FormatViews Format:VignetteVignette IntensityVirtual Node SocketVirtual ParentsVirtual socket of a nodeVirtually fill holes in mesh before unwrapping, to better avoid overlaps and preserve symmetryViscoelastic SpringsViscosityViscosity BaseViscosity ExponentViscosity of liquid (higher values result in more viscous fluids, a value of 0 will still apply some viscosity)Viscosity setting: value that is multiplied by 10 to the power of (exponent*-1)VisibilityVisibility ActionVisibility AreaVisibility BiasVisibility Bleed BiasVisibility BlurVisibility CollectionVisibility IconVisibility statusVisibleVisible LinesVisible ObjectsVisible Primitives OnlyVisible TabsVisible by DefaultVisible distance and angle measurementsVisible layersVisualVisual AidsVisual Effects PropertiesVisual Geometry to MeshVisual KeyingVisual LocationVisual Location & RotationVisual Location & ScaleVisual Location, Rotation & ScaleVisual RotationVisual Rotation & ScaleVisual ScaleVisual Studio CodeVisual TransformVisual width of the hit destination indicatorVisual width of the teleportation ray lineVisualize cached complete framesVisualize cached images on the timelineVisualize cached raw imagesVisualize data from inside a node graph, in the image editor or as a backdropVisualize vector fieldsVolumeVolumeBooleanVolumeClipVolumeData TypeVolumeDissolveVolumeDoubleVolumeDouble VectorVolumeEmptyVolumeExtendVolumeFloatVolumeIntegerVolumeInteger 64-bitVolumeInteger VectorVolumeMaskVolumeNewVolumePing-PongVolumePoints (Unsupported)VolumeRepeatVolumeSequence ModeVolumeUnknownVolumeVectorVolume "%s" contains points, only voxel grids are supportedVolume "%s" failed to load: %sVolume AbsorptionVolume AlphaVolume BouncesVolume CoefficientsVolume CubeVolume Custom RangeVolume DirectVolume DisplaceVolume Displace ModifierVolume DisplayVolume EmissionVolume FactorVolume FilesVolume GridVolume GridsVolume GuidingVolume Guiding ProbabilityVolume IndirectVolume InfoVolume InterpolationVolume IntersectionVolume Intersection MethodVolume LightVolume MajorantVolume Max Ray DepthVolume MinVolume PreservationVolume ProbeVolume Raymarching Step SizeVolume Raymarching Step Size LightingVolume RenderVolume ResolutionVolume SamplingVolume ScatterVolume Scatter VisibilityVolume ShadowsVolume TransmitVolume VariationVolume Variation MaximumVolume Variation MinimumVolume Variation SmoothnessVolume data-block for 3D volume gridsVolume data-blocksVolume density per voxelVolume display settings for 3D viewportVolume file used by this Volume data-blockVolume file used for loading the volume at the current frame. Empty if the volume has not be loaded or the frame only exists in memory.Volume geometry to add a grid toVolume grid nameVolume is preserved when the object is scaled only on the free axis. Non-free axis scaling is passed through.Volume is preserved when the object is scaled uniformly. Deviations from uniform scale on non-free axes are passed through.Volume is strictly preserved, overriding the scaling of non-free axesVolume light multiplierVolume object display settings for 3D viewportVolume object render settingsVolume of the bone at restVolume outside the outer coneVolume render settings for 3D viewportVolume scale is lower than permitted by OpenVDBVolume to MeshVolume to Mesh ModifierVolume to convert to a meshVolume to take a named grid out ofVolume with fog grids that points are scattered inVolume(s)Volume: {} gridsVolumesVolumes only support a single material; selection input cannot be a fieldVolumetric DataVolumetric Shadow SamplesVolumetric ShadowsVolumetric approximation to physically based volume scattering, using the scattering radius as specifiedVolumetric approximation to physically based volume scattering, with scattering radius automatically adjusted to match color textures. Designed for skin shading.VorbisVoronoiVoronoi CrackleVoronoi F1Voronoi F2Voronoi F2-F1Voronoi F3Voronoi F4Voronoi TextureVoronoi feature weight 1Voronoi feature weight 2Voronoi feature weight 3Voronoi feature weight 4VortexVortex effector weightVorticityVoxelVoxel AmountVoxel CoordinateVoxel ExtentVoxel Grid Cell SizeVoxel IndexVoxel SizeVoxel remesher cannot run with a voxel size of 0.0Voxel remesher failed to create meshVoxel size of %f too small to be solvedVoxelize GridVoxelsVoxels with a larger value are inside the generated meshVulkanWW (Z) AxisW AxisW RotationW-axis for quaternion and axis-angle rotationsW1W2W3W4W:WARNING: Driver expression may not work correctlyWARNING: This metarig contains deprecated Rigify rig-types and cannot be upgraded automatically.WARNING: not supported in dupli/group instancesWARNING: preferences are lost when add-on is disabled, be sure to use "Save Persistent" if you want to keep your settings!WEBPWait for ClickWait for InputWait for first click instead of painting immediatelyWait for mouse click input before running the operator from a menuWait to Deselect OthersWalkWalk DirectionWalk NavigationWalk SpeedWalk navigation settingsWalk with gravity, or free navigateWallWanderWarn Msgid Not CapitalizedWarn about messages not starting by a capitalized letter (with a few allowed exceptions!)WarningWarning Icon ForegroundWarning PropagationWarning TypeWarning created during evaluation of a geometry nodes modifierWarning! Before unlocking, ensure another instance of Blender is not running.Warning, file already exists. Overwrite existing file?Warning/error indicator color for strips referencing the strip being tweakedWarning:Warning: Could not allocate light probes volume pool of {} MB, using {} MB instead.Warning: Multiple objects share the same data. Make single user and then apply transformations?Warning: Some features may change after generationWarning: Some images are modified and these changes will be lost.Warning: There are unsaved external image(s).Warning: Volume rendering data could not be allocated. Now using a resolution of 1:{} instead of 1:{}.Warning: the blend-file relative path prefix "//" is not supported for this property.WarningsWarpWarp AngleWarp ModifierWarp modifierWarp parts of a mesh to a new location in a very flexible way thanks to 2 specified objectsWarp vertices around the cursorWaterWattsWaveWave AlignmentWave ClampWave Crest Particle SamplingWave Crest Potential MaximumWave Crest SamplingWave Deformation EffectWave Deformation effectWave DirectionWave EffectWave ModifierWave ProfileWave ScaleWave TextureWave TypeWave damping factorWave effect modifierWave propagation speedWave time scaling factorWaveDistortionWaveformWaveform Audio File FormatWaveform DisplayWaveform ModeWaveform OpacityWaveform StyleWaveformsWavefront (.obj)WavelengthWavelength of the sinus displacementWavesWay to display the backgroundWay to display the cavity shadingWay to interpret mouse movementsWeakWeak reference to a data-block in another library .blend file (used to re-use already appended data instead of appending new copies)Weak reference to some assetWebMWebM (VP9+Opus)WebM / VP9WebP (.webp)WebP FallbackWebP FormatWebsiteWeightWeight 1Weight 2Weight 3Weight 4Weight AngleWeight Color RangeWeight FactorWeight Grease PencilWeight GroupWeight IndexWeight InterpolationWeight Modifier AngleWeight Modifier ProximityWeight OutputWeight PaintWeight Paint Auto-NormalizeWeight Paint CapabilitiesWeight Paint Lock-RelativeWeight Paint Multi-PaintWeight Paint OpacityWeight Paint OverlaysWeight PositionWeight ProximityWeight applied per faceWeight data for new strokes is added according to the current vertex group and weight. If no vertex group selected, weight is not added.Weight for cloth simulationWeight hair particlesWeight of a particle instance object in a collectionWeight of feather pointWeight of rotation constraint for IKWeight of scale constraint for IKWeight of the characters. 100-900, 400 is normal.Weight of the closest guide curve for each generated curveWeight of the pointWeight projection's vector by faces with larger areasWeight to assign in vertex groupsWeight used by the Subdivision Surface modifierWeight used for Soft Body GoalWeight used for smoothingWeight value of a vertex in a vertex groupWeight:Weight: {:.3f}WeightVG Edit ModifierWeightVG Mix ModifierWeightVG Proximity ModifierWeightedWeighted MedianWeighted NormalWeighted median face centerWeighted result of strip is added to the accumulated resultsWeighted result of strip is multiplied with the accumulated resultsWeighted result of strip is removed from the accumulated resultsWeighted vertex normal mode to useWeightedNormalWeightedNormal ModifierWeighting ModeWeighting factor for which keyframe is favored moreWeightsWeights for all of the objects in the instance collectionWeights for the vertex groups this point is member ofWeights for the vertex groups this vertex is member ofWeights from envelopes with user defined radiusWeights over this threshold remainWeldWeld ModifierWeld UVs based on shared verticesWeld loose edges into faces (splitting them into new faces)Weld modifierWeld selected UV vertices togetherWestWet MixWet Paint RadiusWet PersistenceWetmap LayerWetmapsWetnessWhDownWhInWhLeftWhOutWhRightWhUpWhat Cryptomatte layer is usedWhat axis is used to change particle rotation with timeWhat distance Width measuresWhat kind of higher order types are expected to flow through this socketWhat override operation is performedWhat type of blend preview to createWhat way to clear parentingWheelWheel Invert ZoomWhen AppendingWhen Even mode is active, flips between the two adjacent edge loopsWhen LinkingWhen an 'array/vector' type is chosen (Location, Rotation, Color, etc.), entire array is to be usedWhen and how proxies are createdWhen bone does not have a parent, it receives cyclic offset effects (Deprecated)When bone has a parent, bone's head is stuck to the parent's tailWhen calculating Bone Paths, use Head or TipsWhen combined with each voxel's value, determines the number of points to sample per unit volumeWhen controls are merged into ones owned by other chains, include parent-induced rotation/scale difference into handle motion. Otherwise only local motion of the control bone is usedWhen creating new frames, the strokes from the previous/active frame are included as the basis for the new oneWhen deforming bone, multiply effects of Vertex Group weights with Envelope influenceWhen disabled, newly created faces are limited to 3 and 4 sided facesWhen duplicating strips, assign new copies of the actions they useWhen enabled, applies the pose flipped over the X-axisWhen enabled, create a link between geometry sockets in this zoneWhen entering numbers while transforming, default to advanced mode for full math expression evaluationWhen exporting animations, disable viewport for other objects, for performanceWhen external text is out of sync, resolve the conflictWhen hands are swapped, limit movement to viewer's initial directionWhen hands are swapped, prevent changes to viewer elevationWhen highlighted, do not pass events through to be handled by other keymapsWhen inside a 3D viewport, use layers and camera of the viewportWhen keying manually, skip inserting keys that don't affect the animationWhen locked keep using normal of surface where stroke was initiatedWhen locked keep using the plane origin of surface where stroke was initiatedWhen merging controls, chains with higher priority always winWhen merging nodes with the Ctrl+Numpad0 hotkey (and similar) specify the position of the new nodesWhen merging nodes with the Ctrl+Numpad0 hotkey (and similar) specify whether to collapse them or show the full node with options expandedWhen on, multiple actions become part of the same glTF animation if they're pushed onto NLA tracks with the same name. When off, all the currently assigned actions become one glTF animationWhen pasting, assume the pasted matrix is relative to another object (set in the user interface)When pasting, mirror the transform relative to a specific object or boneWhen projecting in the negative direction invert the face cull modeWhen projecting in the opposite direction invert the face cull modeWhen rendering animations, save JPG preview images in same directoryWhen saving a tiled image, the path '%s' must contain a valid UDIM markerWhen spawning a context menu for an asset, activate the asset and call `bl_activate_operator` if present, rather than just highlighting the assetWhen there is no material on object, export active vertex colorWhen this is disabled, lock alpha while paintingWhen to preview the compositor output inside the viewportWhen transforming keyframes, changes to the animation data are flushed to other viewsWhen transforming strips, changes to the animation data are flushed to other viewsWhen true the format is a movieWhen using adaptive sampling highlight pixels which are being sampledWhen using an image texture, adjust the stencil size to fit the image aspect ratioWhen using scene time synchronization in the sequence editor, display the range of the current scene stripWhere the Cryptomatte passes are loaded fromWhere the annotation comes fromWhere the clip comes fromWhere the image comes fromWhere the tail startsWhere to cache raw render resultsWhere to emit particles fromWhere to move cursor toWhere to move cursor to, to make a selectionWhere to output the baked mapWhere to perform randomizationWhere to save baked image texturesWhere to store the baked dataWhere to take the metadata fromWhether a tablet's eraser mode is being usedWhether bimanual interaction is occurringWhether geometry has been bound to anchorsWhether geometry has been bound to control cageWhether geometry has been bound to target meshWhether or not each visible tab has a search resultWhether or not the final base mesh positions will be slightly altered to account for a new subdivision modifier being addedWhether the IES file is loaded from disk or from a text data-blockWhether the attribute can be removed or renamedWhether the cache is separated in a series of filesWhether the camera is using orthographic projectionWhether the copies should fan out in a full circle or an arcWhether the current view is aligned to an axis (does not check whether the view is orthographic, use "is_perspective" for that). Setting this will rotate the view to the closest axisWhether the image has an alpha channelWhether the input control point plus the offset is a valid index of the original curveWhether the left handle is selectedWhether the node could find a single face to sample at the UV coordinateWhether the node editor's type supports displaying node previewsWhether the ocean is using cached data or simulatingWhether the panel is expanded or closedWhether the position of the marker is keyframed or trackedWhether the right handle is selectedWhether the sampling was successful. It can fail when the sampled group is emptyWhether the selected text is boldWhether the selected text is italicsWhether the selected text is small capsWhether the selected text is underlinedWhether the selection should be snapped as a whole or by each individual stripWhether the stored attachment UV coordinate is validWhether the strip is selectedWhether the tracking data contains valid reconstruction informationWhether the viewport is using orthographic projectionWhether there is any action referenced by NLA being edited (strictly read-only)Whether there is any text selectedWhether these settings have already been auto-set or notWhether this ID is runtime-only, evaluated data-block, or actual data from .blend fileWhether this blender installation is a sandboxed Microsoft Store versionWhether this bone collection is effectively visible in the viewport. This is True when this bone collection and all of its ancestors are visible, or when it is marked as 'solo'.Whether this collection is visible for the view layer, take into account the collection parentWhether this feature-set is registered or notWhether this is the active slot, can be set by assigning to action.slots.activeWhether this library override exists only for the override hierarchy, or if it is actually editable by the userWhether this library override is defined as part of a library hierarchy, or as a single, isolated and autonomous overrideWhether this path is saved in bookmarks, or generated from OSWhether to apply random scale uniformly or per axisWhether to check the type of left and right handlesWhether to delete the selection after copyingWhether to enable or disable tweak mode in NLAWhether to fade in or outWhether to hide or show verticesWhether to preserve the vocal formants when shifting the pitch.Whether to select or deselect linked vertices under the cursorWhether to select while movingWhether to set face strength, and which faces to set face strength onWhether to set face strength, and which faces to set it onWhether to take into account per-vertex importance weightsWhether to update left and right handlesWhether to use a custom frame for looking up data in the cache file, instead of using the current scene frameWhether to use maximum clipping valueWhether to use minimum clipping valueWhether we may browse Blender files' content or notWhich Actions to affectWhich Boolean solver to useWhich ID types to show/hide, when browsing a libraryWhich Intersect solver to useWhich Selection Set to select; -1 uses the active Selection SetWhich algorithm to use to generate the marginWhich asset types to show/hide, when browsing an asset libraryWhich axis of the 3D Mouse cap zooms the viewWhich axis to align with the normal of the surface geometryWhich axis to use for offsetWhich bone to take texture coordinates fromWhich bones to affectWhich boolean operation to applyWhich channels to bakeWhich channels to insert keys at when no keying set is activeWhich child instance to pick per element by indexWhich color management settings to use for file savingWhich data to transferWhich data's transformations to bakeWhich data-block previews to clearWhich direction is used to calculate the effector forceWhich distances to target object to useWhich domain to delete inWhich domain to duplicateWhich domain to read the data fromWhich domain to separate onWhich domain to store the data inWhich edge data layers to transferWhich element to retrieve a value from on the geometryWhich elements to affect (vertices, edges and/or faces)Which elements to deleteWhich end of the segment to use as a reference to scale fromWhich end of the segment to use as a reference to shear fromWhich ends of the segment between the preceding and following Grease Pencil frames easing interpolation is applied toWhich ends of the segment between this and the next keyframe easing interpolation is applied toWhich face corner data layers to transferWhich face data layers to transferWhich faces to scatter onWhich frame to use for videos. Note that different frames in videos can have different resolutionsWhich frames to include in the exportWhich geometry element to move the attribute toWhich implementation of spring to useWhich kind of object to exportWhich layers to transfer, in case of multi-layers typesWhich mesh elements selection works onWhich method to use for viewport navigationWhich mode to use for decimationWhich object to take texture coordinates fromWhich objects to include in the exportWhich of the sorted corners to output. Negative indexing is supportedWhich of the sorted edges to output. Negative indexing is supportedWhich of the sorted points to output. Negative indexing is supportedWhich output node to use, for node-based texturesWhich part of the text to deleteWhich part to snap onto the targetWhich particle level set generator to useWhich parts of the mesh component to deleteWhich point on the bones is used when calculating pathsWhich relative layer (above or below) to use as a maskWhich renderer and viewport shading types to use the shaders forWhich side of the playhead strips should snap to when no handles are selectedWhich sides to copy from and toWhich sides to copy from and to (when both are selected)Which sky model should be usedWhich style to use for viewport scalingWhich texture channel to use for maskingWhich texture coordinates to use for mappingWhich top-level instances to realizeWhich transforms to transferWhich unit to use for time jumps in the timelineWhich vertex data layers to transferWhich vertices should be affectedWhich vertices to hide or showWhile editing, don't update metaball at allWhile editing, update metaball alwaysWhile editing, update metaball in half resolutionWhile editing, update metaball without polygonizationWhile offline, use "Install from Disk" instead.WhiteWhite BalanceWhite Balance PresetsWhite LevelWhite Noise TextureWhite PointWhite ValueWhite balance modifier for sequence stripWhole CharacterWhole Character (Selected Bones Only)Whole CollectionWhole FrameWidgetWidget EmbossWidget OffsetWidget StyleWidget TypeWidgets CollectionWidthWidth PercentWidth TypeWidth and height in pixelsWidth and height in pixels, zero when image data cannot be loadedWidth and height of the image buffer in pixels, zero when image data cannot be loadedWidth and height of the tile buffer in pixels, zero when image data cannot be loadedWidth of CCD sensor in millimetersWidth of marker's pattern in screen coordinatesWidth of marker's search in screen coordinatesWidth of panel and menu shadows, set to zero to disableWidth of the active voxel surface, in voxelsWidth of the blur for the transition, in percentage relative to the image sizeWidth of the gradient inside of the meshWidth of the nodeWidth of the zone in UI units where speed increases with distance from the edgeWidth over which the reconstruction filter combines samplesWidth:WildcardWill be stuck reading frame {:d}!Will create directories so that all paths are valid.WinWindWind FactorWind VelocityWind effector weightWind speedWindowWindow BackgroundWindow ManagerWindow ManagersWindow MatrixWindow event timerWindow heightWindow manager data-block defining open windows and other user interface dataWindow manager data-blocksWindow widthWindowManager3D ViewWindowManager3D View GenericWindowManager3D View Tool: CursorWindowManager3D View Tool: Cursor (fallback)WindowManager3D View Tool: Edit Armature, Bone EnvelopeWindowManager3D View Tool: Edit Armature, Bone Envelope (fallback)WindowManager3D View Tool: Edit Armature, Bone SizeWindowManager3D View Tool: Edit Armature, Bone Size (fallback)WindowManager3D View Tool: Edit Armature, ExtrudeWindowManager3D View Tool: Edit Armature, Extrude (fallback)WindowManager3D View Tool: Edit Armature, Extrude to CursorWindowManager3D View Tool: Edit Armature, Extrude to Cursor (fallback)WindowManager3D View Tool: Edit Armature, RollWindowManager3D View Tool: Edit Armature, Roll (fallback)WindowManager3D View Tool: Edit Curve, Curve PenWindowManager3D View Tool: Edit Curve, Curve Pen (fallback)WindowManager3D View Tool: Edit Curve, DrawWindowManager3D View Tool: Edit Curve, Draw (fallback)WindowManager3D View Tool: Edit Curve, ExtrudeWindowManager3D View Tool: Edit Curve, Extrude (fallback)WindowManager3D View Tool: Edit Curve, Extrude to CursorWindowManager3D View Tool: Edit Curve, Extrude to Cursor (fallback)WindowManager3D View Tool: Edit Curve, RadiusWindowManager3D View Tool: Edit Curve, Radius (fallback)WindowManager3D View Tool: Edit Curve, RandomizeWindowManager3D View Tool: Edit Curve, Randomize (fallback)WindowManager3D View Tool: Edit Curve, TiltWindowManager3D View Tool: Edit Curve, Tilt (fallback)WindowManager3D View Tool: Edit Mesh, BevelWindowManager3D View Tool: Edit Mesh, Bevel (fallback)WindowManager3D View Tool: Edit Mesh, BisectWindowManager3D View Tool: Edit Mesh, Bisect (fallback)WindowManager3D View Tool: Edit Mesh, Edge SlideWindowManager3D View Tool: Edit Mesh, Edge Slide (fallback)WindowManager3D View Tool: Edit Mesh, Extrude Along NormalsWindowManager3D View Tool: Edit Mesh, Extrude Along Normals (fallback)WindowManager3D View Tool: Edit Mesh, Extrude IndividualWindowManager3D View Tool: Edit Mesh, Extrude Individual (fallback)WindowManager3D View Tool: Edit Mesh, Extrude ManifoldWindowManager3D View Tool: Edit Mesh, Extrude Manifold (fallback)WindowManager3D View Tool: Edit Mesh, Extrude RegionWindowManager3D View Tool: Edit Mesh, Extrude Region (fallback)WindowManager3D View Tool: Edit Mesh, Extrude to CursorWindowManager3D View Tool: Edit Mesh, Extrude to Cursor (fallback)WindowManager3D View Tool: Edit Mesh, Inset FacesWindowManager3D View Tool: Edit Mesh, Inset Faces (fallback)WindowManager3D View Tool: Edit Mesh, KnifeWindowManager3D View Tool: Edit Mesh, Knife (fallback)WindowManager3D View Tool: Edit Mesh, Loop CutWindowManager3D View Tool: Edit Mesh, Loop Cut (fallback)WindowManager3D View Tool: Edit Mesh, Offset Edge Loop CutWindowManager3D View Tool: Edit Mesh, Offset Edge Loop Cut (fallback)WindowManager3D View Tool: Edit Mesh, Poly BuildWindowManager3D View Tool: Edit Mesh, Poly Build (fallback)WindowManager3D View Tool: Edit Mesh, Push/PullWindowManager3D View Tool: Edit Mesh, Push/Pull (fallback)WindowManager3D View Tool: Edit Mesh, RandomizeWindowManager3D View Tool: Edit Mesh, Randomize (fallback)WindowManager3D View Tool: Edit Mesh, Rip EdgeWindowManager3D View Tool: Edit Mesh, Rip Edge (fallback)WindowManager3D View Tool: Edit Mesh, Rip RegionWindowManager3D View Tool: Edit Mesh, Rip Region (fallback)WindowManager3D View Tool: Edit Mesh, Shrink/FattenWindowManager3D View Tool: Edit Mesh, Shrink/Fatten (fallback)WindowManager3D View Tool: Edit Mesh, SmoothWindowManager3D View Tool: Edit Mesh, Smooth (fallback)WindowManager3D View Tool: Edit Mesh, SpinWindowManager3D View Tool: Edit Mesh, Spin (fallback)WindowManager3D View Tool: Edit Mesh, To SphereWindowManager3D View Tool: Edit Mesh, To Sphere (fallback)WindowManager3D View Tool: Edit Mesh, Vertex SlideWindowManager3D View Tool: Edit Mesh, Vertex Slide (fallback)WindowManager3D View Tool: Edit Text, Select TextWindowManager3D View Tool: Edit Text, Select Text (fallback)WindowManager3D View Tool: MeasureWindowManager3D View Tool: Measure (fallback)WindowManager3D View Tool: MoveWindowManager3D View Tool: Move (fallback)WindowManager3D View Tool: Object, Add PrimitiveWindowManager3D View Tool: Object, Add Primitive (fallback)WindowManager3D View Tool: Paint Weight, GradientWindowManager3D View Tool: Paint Weight, Gradient (fallback)WindowManager3D View Tool: Paint Weight, Sample Vertex GroupWindowManager3D View Tool: Paint Weight, Sample Vertex Group (fallback)WindowManager3D View Tool: Paint Weight, Sample WeightWindowManager3D View Tool: Paint Weight, Sample Weight (fallback)WindowManager3D View Tool: Pose, BreakdownerWindowManager3D View Tool: Pose, Breakdowner (fallback)WindowManager3D View Tool: Pose, PushWindowManager3D View Tool: Pose, Push (fallback)WindowManager3D View Tool: Pose, RelaxWindowManager3D View Tool: Pose, Relax (fallback)WindowManager3D View Tool: RotateWindowManager3D View Tool: Rotate (fallback)WindowManager3D View Tool: ScaleWindowManager3D View Tool: Scale (fallback)WindowManager3D View Tool: Sculpt, Box Face SetWindowManager3D View Tool: Sculpt, Box Face Set (fallback)WindowManager3D View Tool: Sculpt, Box HideWindowManager3D View Tool: Sculpt, Box Hide (fallback)WindowManager3D View Tool: Sculpt, Box MaskWindowManager3D View Tool: Sculpt, Box Mask (fallback)WindowManager3D View Tool: Sculpt, Box TrimWindowManager3D View Tool: Sculpt, Box Trim (fallback)WindowManager3D View Tool: Sculpt, Cloth FilterWindowManager3D View Tool: Sculpt, Cloth Filter (fallback)WindowManager3D View Tool: Sculpt, Color FilterWindowManager3D View Tool: Sculpt, Color Filter (fallback)WindowManager3D View Tool: Sculpt, Face Set EditWindowManager3D View Tool: Sculpt, Face Set Edit (fallback)WindowManager3D View Tool: Sculpt, Lasso Face SetWindowManager3D View Tool: Sculpt, Lasso Face Set (fallback)WindowManager3D View Tool: Sculpt, Lasso HideWindowManager3D View Tool: Sculpt, Lasso Hide (fallback)WindowManager3D View Tool: Sculpt, Lasso MaskWindowManager3D View Tool: Sculpt, Lasso Mask (fallback)WindowManager3D View Tool: Sculpt, Lasso TrimWindowManager3D View Tool: Sculpt, Lasso Trim (fallback)WindowManager3D View Tool: Sculpt, Line Face SetWindowManager3D View Tool: Sculpt, Line Face Set (fallback)WindowManager3D View Tool: Sculpt, Line HideWindowManager3D View Tool: Sculpt, Line Hide (fallback)WindowManager3D View Tool: Sculpt, Line MaskWindowManager3D View Tool: Sculpt, Line Mask (fallback)WindowManager3D View Tool: Sculpt, Line ProjectWindowManager3D View Tool: Sculpt, Line Project (fallback)WindowManager3D View Tool: Sculpt, Line TrimWindowManager3D View Tool: Sculpt, Line Trim (fallback)WindowManager3D View Tool: Sculpt, Mask by ColorWindowManager3D View Tool: Sculpt, Mask by Color (fallback)WindowManager3D View Tool: Sculpt, Mesh FilterWindowManager3D View Tool: Sculpt, Mesh Filter (fallback)WindowManager3D View Tool: Sculpt, Polyline Face SetWindowManager3D View Tool: Sculpt, Polyline Face Set (fallback)WindowManager3D View Tool: Sculpt, Polyline HideWindowManager3D View Tool: Sculpt, Polyline Hide (fallback)WindowManager3D View Tool: Sculpt, Polyline MaskWindowManager3D View Tool: Sculpt, Polyline Mask (fallback)WindowManager3D View Tool: Sculpt, Polyline TrimWindowManager3D View Tool: Sculpt, Polyline Trim (fallback)WindowManager3D View Tool: Select BoxWindowManager3D View Tool: Select Box (fallback)WindowManager3D View Tool: Select CircleWindowManager3D View Tool: Select Circle (fallback)WindowManager3D View Tool: Select LassoWindowManager3D View Tool: Select Lasso (fallback)WindowManager3D View Tool: ShearWindowManager3D View Tool: Shear (fallback)WindowManager3D View Tool: TransformWindowManager3D View Tool: Transform (fallback)WindowManager3D View Tool: TweakWindowManager3D View Tool: Tweak (fallback)WindowManagerAccelerateWindowManagerAddWindowManagerAdd CutWindowManagerAdd Cut ClosedWindowManagerAdd NewWindowManagerAdd Snap PointWindowManagerAdjust Proportional InfluenceWindowManagerAlignWindowManagerAnimationWindowManagerAnimation ChannelsWindowManagerApplyWindowManagerAreaWindowManagerArmatureWindowManagerAttach/Detach FrameWindowManagerAutomatic ConstraintWindowManagerAutomatic Constraint PlaneWindowManagerAxis SnapWindowManagerAxis Snap (Off)WindowManagerBackwardWindowManagerBeginWindowManagerBevel Modal MapWindowManagerBlender will now close.WindowManagerCancelWindowManagerCenter Pivot OffWindowManagerCenter Pivot OnWindowManagerChange Affect TypeWindowManagerChange Inner MiterWindowManagerChange Intersection MethodWindowManagerChange OffsetWindowManagerChange Offset ModeWindowManagerChange OpacityWindowManagerChange Outer MiterWindowManagerChange ProfileWindowManagerChange RadiusWindowManagerChange SegmentsWindowManagerClamp StripsWindowManagerClear ConstraintsWindowManagerClipWindowManagerClip Dopesheet EditorWindowManagerClip EditorWindowManagerClip Graph EditorWindowManagerCollide ExtensionsWindowManagerConfirmWindowManagerConfirm SamplingWindowManagerConsoleWindowManagerCreaseWindowManagerCurveWindowManagerCurve Pen Modal MapWindowManagerCurvesWindowManagerCustom Normals Modal MapWindowManagerCycle Angle Snapping Relative EdgeWindowManagerCycle through profile typesWindowManagerDecelerateWindowManagerDecrease Jump HeightWindowManagerDecrease Max AutoIK Chain LengthWindowManagerDecrease Proportional InfluenceWindowManagerDecrease SegmentsWindowManagerDecrease SubdivisionWindowManagerDeselectWindowManagerDiagonals FalloffWindowManagerDisable PrecisionWindowManagerDisable SnapWindowManagerDopesheetWindowManagerDopesheet GenericWindowManagerDownWindowManagerDrag ExtensionsWindowManagerEnable PrecisionWindowManagerEnable SnapWindowManagerEnd Current CutWindowManagerExtrudeWindowManagerEyedropper ColorRamp PointSampling MapWindowManagerEyedropper Modal MapWindowManagerFastWindowManagerFast (Off)WindowManagerFile BrowserWindowManagerFile Browser ButtonsWindowManagerFile Browser MainWindowManagerFill Tool Modal MapWindowManagerFixed Aspect OffWindowManagerFixed Aspect OnWindowManagerFlipWindowManagerFontWindowManagerForwardWindowManagerFramesWindowManagerFree-Align ToggleWindowManagerGeneric GizmoWindowManagerGeneric Gizmo Click DragWindowManagerGeneric Gizmo DragWindowManagerGeneric Gizmo Maybe DragWindowManagerGeneric Gizmo SelectWindowManagerGeneric Gizmo Tweak Modal MapWindowManagerGeneric Tool: AnnotateWindowManagerGeneric Tool: Annotate (fallback)WindowManagerGeneric Tool: Annotate EraserWindowManagerGeneric Tool: Annotate Eraser (fallback)WindowManagerGeneric Tool: Annotate LineWindowManagerGeneric Tool: Annotate Line (fallback)WindowManagerGeneric Tool: Annotate PolygonWindowManagerGeneric Tool: Annotate Polygon (fallback)WindowManagerGeodesic FalloffWindowManagerGeodesic recursion stepWindowManagerGesture BoxWindowManagerGesture Straight LineWindowManagerGesture Zoom BorderWindowManagerGrabWindowManagerGraph EditorWindowManagerGraph Editor GenericWindowManagerGraphics card:WindowManagerGrease PencilWindowManagerGrease Pencil Brush StrokeWindowManagerGrease Pencil Draw ModeWindowManagerGrease Pencil Edit ModeWindowManagerGrease Pencil Fill ToolWindowManagerGrease Pencil Sculpt ModeWindowManagerGrease Pencil Vertex PaintWindowManagerGrease Pencil Weight PaintWindowManagerIgnore Snapping OffWindowManagerIgnore Snapping OnWindowManagerImageWindowManagerImage Editor Tool: SampleWindowManagerImage Editor Tool: Sample (fallback)WindowManagerImage Editor Tool: Uv, CursorWindowManagerImage Editor Tool: Uv, Cursor (fallback)WindowManagerImage Editor Tool: Uv, GrabWindowManagerImage Editor Tool: Uv, Grab (fallback)WindowManagerImage Editor Tool: Uv, MoveWindowManagerImage Editor Tool: Uv, Move (fallback)WindowManagerImage Editor Tool: Uv, PinchWindowManagerImage Editor Tool: Uv, Pinch (fallback)WindowManagerImage Editor Tool: Uv, RelaxWindowManagerImage Editor Tool: Uv, Relax (fallback)WindowManagerImage Editor Tool: Uv, Rip RegionWindowManagerImage Editor Tool: Uv, Rip Region (fallback)WindowManagerImage Editor Tool: Uv, RotateWindowManagerImage Editor Tool: Uv, Rotate (fallback)WindowManagerImage Editor Tool: Uv, ScaleWindowManagerImage Editor Tool: Uv, Scale (fallback)WindowManagerImage Editor Tool: Uv, Select BoxWindowManagerImage Editor Tool: Uv, Select Box (fallback)WindowManagerImage Editor Tool: Uv, Select CircleWindowManagerImage Editor Tool: Uv, Select Circle (fallback)WindowManagerImage Editor Tool: Uv, Select LassoWindowManagerImage Editor Tool: Uv, Select Lasso (fallback)WindowManagerImage Editor Tool: Uv, TweakWindowManagerImage Editor Tool: Uv, Tweak (fallback)WindowManagerImage GenericWindowManagerImage PaintWindowManagerImage ViewWindowManagerInWindowManagerIncrease Jump HeightWindowManagerIncrease Max AutoIK Chain LengthWindowManagerIncrease Proportional InfluenceWindowManagerIncrease SegmentsWindowManagerIncrease SubdivisionWindowManagerInfoWindowManagerInvertWindowManagerJumpWindowManagerJump (Off)WindowManagerKeyingWindowManagerKnife Tool Modal MapWindowManagerLanguageWindowManagerLatticeWindowManagerLeftWindowManagerLengthen ExtensionsWindowManagerLimited Platform SupportWindowManagerLink HandlesWindowManagerLocal DownWindowManagerLocal UpWindowManagerLock AngleWindowManagerLoop Count DecreaseWindowManagerLoop Count IncreaseWindowManagerMarkersWindowManagerMask EditingWindowManagerMeshWindowManagerMesh Filter Modal MapWindowManagerMetaballWindowManagerMoveWindowManagerMove Adjacent HandleWindowManagerMove Current HandleWindowManagerMove Entire PointWindowManagerMove OriginWindowManagerNLA EditorWindowManagerNLA GenericWindowManagerNLA TracksWindowManagerNavigateWindowManagerNewWindowManagerNewer graphics drivers might be available with better Blender compatibility.WindowManagerNo OperationWindowManagerNode AttachmentWindowManagerNode Attachment (Off)WindowManagerNode EditorWindowManagerNode GenericWindowManagerNode Tool: Select BoxWindowManagerNode Tool: Select Box (fallback)WindowManagerNode Tool: Select CircleWindowManagerNode Tool: Select Circle (fallback)WindowManagerNode Tool: Select LassoWindowManagerNode Tool: Select Lasso (fallback)WindowManagerNode Tool: TweakWindowManagerNode Tool: Tweak (fallback)WindowManagerNuminput Increment DownWindowManagerNuminput Increment UpWindowManagerObject ModeWindowManagerObject Non-modalWindowManagerOutWindowManagerOutlinerWindowManagerPaint CurveWindowManagerPaint Face Mask (Weight, Vertex, Texture)WindowManagerPaint Stroke ModalWindowManagerPaint Vertex Selection (Weight, Vertex)WindowManagerPanWindowManagerPan (Off)WindowManagerPanningWindowManagerParticleWindowManagerPen Tool Modal MapWindowManagerPlatform UnsupportedWindowManagerPoint CloudWindowManagerPoseWindowManagerPrecisionWindowManagerPrecision (OFF)WindowManagerPrecision (Off)WindowManagerPrecision ModeWindowManagerPreviewWindowManagerPreview Tool: CursorWindowManagerPreview Tool: Cursor (fallback)WindowManagerPreview Tool: MoveWindowManagerPreview Tool: Move (fallback)WindowManagerPreview Tool: RotateWindowManagerPreview Tool: Rotate (fallback)WindowManagerPreview Tool: SampleWindowManagerPreview Tool: Sample (fallback)WindowManagerPreview Tool: ScaleWindowManagerPreview Tool: Scale (fallback)WindowManagerPreview Tool: Select BoxWindowManagerPreview Tool: Select Box (fallback)WindowManagerPreview Tool: Select CircleWindowManagerPreview Tool: Select Circle (fallback)WindowManagerPreview Tool: Select LassoWindowManagerPreview Tool: Select Lasso (fallback)WindowManagerPreview Tool: TweakWindowManagerPreview Tool: Tweak (fallback)WindowManagerPrimitive Tool Modal MapWindowManagerProperty EditorWindowManagerProperty ValueWindowManagerRegion Context MenuWindowManagerRemove Last Snap PointWindowManagerResetWindowManagerReset SamplingWindowManagerResizeWindowManagerRightWindowManagerRotateWindowManagerRotate NormalsWindowManagerRotationWindowManagerRotation (Off)WindowManagerSample a PointWindowManagerScaleWindowManagerScreenWindowManagerScreen EditingWindowManagerSculptWindowManagerSculpt CurvesWindowManagerSculpt Expand ModalWindowManagerSearchWindowManagerSelectWindowManagerSelect and Use Mesh ItemWindowManagerSequencerWindowManagerSequencer Tool: BladeWindowManagerSequencer Tool: Blade (fallback)WindowManagerSequencer Tool: Select BoxWindowManagerSequencer Tool: Select Box (fallback)WindowManagerSequencer Tool: Select CircleWindowManagerSequencer Tool: Select Circle (fallback)WindowManagerSequencer Tool: Select LassoWindowManagerSequencer Tool: Select Lasso (fallback)WindowManagerSequencer Tool: SlipWindowManagerSequencer Tool: Slip (fallback)WindowManagerSet Snap BaseWindowManagerSet Snap Base (Off)WindowManagerSet and Use 3D CursorWindowManagerShiftWindowManagerShorten ExtensionsWindowManagerSizeWindowManagerSlowWindowManagerSlow (Off)WindowManagerSnapWindowManagerSnap (OFF)WindowManagerSnap AngleWindowManagerSnap InvertWindowManagerSnap Invert (Off)WindowManagerSnap OffWindowManagerSnap OnWindowManagerSnap ToggleWindowManagerSnap expand to Face SetsWindowManagerSnap to Midpoints OffWindowManagerSnap to Midpoints OnWindowManagerSpherical FalloffWindowManagerSpherizeWindowManagerSpreadsheet GenericWindowManagerStandard Modal MapWindowManagerStart SamplingWindowManagerStop Move BackwardWindowManagerStop Move ForwardWindowManagerStop Move Global DownWindowManagerStop Move Global UpWindowManagerStop Move LeftWindowManagerStop Move Local DownWindowManagerStop Move Local UpWindowManagerStop Move RightWindowManagerSubtractWindowManagerSwitch to MoveWindowManagerSwitch to RotateWindowManagerSwitch to ZoomWindowManagerTeleportWindowManagerTextWindowManagerText GenericWindowManagerTexture Distortion DecreaseWindowManagerTexture Distortion IncreaseWindowManagerToggle Angle SnappingWindowManagerToggle Brush GradientWindowManagerToggle Clamp OverlapWindowManagerToggle Cut ThroughWindowManagerToggle Depth TestingWindowManagerToggle Direction for Node Auto-OffsetWindowManagerToggle Distance and Angle MeasurementsWindowManagerToggle Extension ModeWindowManagerToggle GradientWindowManagerToggle GravityWindowManagerToggle Harden NormalsWindowManagerToggle Mark SeamWindowManagerToggle Mark SharpWindowManagerToggle Preserve StateWindowManagerTopology FalloffWindowManagerTopology recursion StepWindowManagerTrackballWindowManagerTransform Modal MapWindowManagerUV EditorWindowManagerUV SculptWindowManagerUndoWindowManagerUpWindowManagerUpgrading to the latest macOS version may improve Blender supportWindowManagerUse MouseWindowManagerUse ObjectWindowManagerUse PivotWindowManagerUser InterfaceWindowManagerVert/Edge SlideWindowManagerVertex PaintWindowManagerVideo Sequence EditorWindowManagerView2DWindowManagerView2D Buttons ListWindowManagerView3D Dolly ModalWindowManagerView3D Fly ModalWindowManagerView3D Gesture CircleWindowManagerView3D Move ModalWindowManagerView3D Placement ModalWindowManagerView3D Rotate ModalWindowManagerView3D Walk ModalWindowManagerView3D Zoom ModalWindowManagerWeight PaintWindowManagerWindowWindowManagerX AxisWindowManagerX Axis CorrectionWindowManagerX Axis LockingWindowManagerX PlaneWindowManagerY AxisWindowManagerY Axis LockingWindowManagerY PlaneWindowManagerYour graphics card is not supportedWindowManagerYour graphics card or driver version has limited support. It may work, but with issues.WindowManagerYour graphics card or driver version is not supported.WindowManagerYour graphics card or macOS version is not supportedWindowManagerZ AxisWindowManagerZ Axis CorrectionWindowManagerZ Axis LockingWindowManagerZ PlaneWindowing Environment: {:s}WindowsWindows & Linux only operatorWindows InkWintabWipe StripWireWire ColorWire Color TypeWire ColorsWire EditWire SelectWire WidthWire edgesWireframeWireframe ColorWireframe DetailWireframe ModifierWireframe OpacityWireframe ThresholdWireframe effect modifierWiresWith OffsetWith TargetsWith refractive materials, generate approximate caustics in shadows of this object. Up to 10 bounces inside this object are taken into account. Lights, caster and receiver objects must have shadow caustics options set to enable thisWithout TargetWoodWood TextureWord SpacingWord WrapWord wrap width as factor, zero disablesWork Space ToolWork Space UI TagWorkSpace2D AnimationWorkSpace2D Full CanvasWorkSpaceAnimationWorkSpaceCompositingWorkSpaceGeometry NodesWorkSpaceLayoutWorkSpaceMaskingWorkSpaceModelingWorkSpaceMotion TrackingWorkSpaceNewWorkSpaceRenderingWorkSpaceScriptingWorkSpaceSculptingWorkSpaceShadingWorkSpaceStoryboardingWorkSpaceTexture PaintWorkSpaceUV EditingWorkSpaceVideo EditingWorkSpace UI TagsWorkbenchWorkbench render of sceneWorking SpaceWorking Space Interop IDWorking color space of the current fileWorkspaceWorkspace data-block, defining the working environment for the userWorkspace data-blocksWorkspacesWorldWorldNewWorldWorldWorld Dome LightWorld MistWorld OpacityWorld OutputWorld OverrideWorld PropertiesWorld SpaceWorld Space LightingWorld background is transparent, for compositing the render over another backgroundWorld data-block describing the environment and ambient lighting of a sceneWorld data-blocksWorld lighting settingsWorld mist settingsWorld space normal mappingWorld space normal mapping, compatible with Blender render bakingWorld space vector displacement mappingWorld used for rendering the sceneWorld visibility for camera raysWorld visibility for diffuse reflection raysWorld visibility for glossy reflection raysWorld visibility for shadow raysWorld visibility for transmission raysWorld visibility for volume scatter raysWorld-space directionWorld-space direction vector for extending verticesWorld-space ray origin for extending verticesWorldsWorldspace transformation matrixWrapWrap AroundWrap MethodWrap ModeWrap WidthWrap back to the first/last valuesWrap nodes inside a closure that can be executed at a different part of the node-treeWrap value to range, wrap(A,B)Wrap words if there is not enough horizontal spaceWrapper operator which will invoke given op after setting its module_nameWraps a value and reverses every other cycle (A,B)WriteWrite ImageWrite Legacy Blend File FormatWrite Local File (overwrite existing)Write Original File (overwrite existing)Write a FBX fileWrite all keymaps (not just user modified)Write bake to current directory (overwrite existing bake)Write bake to original location (overwrite existing file)Write compressed .blend fileWrite edge smoothingWrite error: cannot save %sWrite face smoothingWrite face smoothing groupsWrite file to current directory (overwrite existing file)Write file to original location (overwrite existing file)Write filename onlyWrite files to current directory (overwrite existing files)Write files to original location (overwrite existing files)Write image file to diskWrite link operation names for the context socket the "link_operation_names" property of the node treeWrite relative paths where possibleWrong Image Input TypeWrong Mask Input TypeWrong Output TypeXX AngleX Angle SpringX Angle StiffnessX AxisX Axis StiffnessX EndX ForceX ForwardX LocationX LowerX MappingX MaxX MinX MirrorX NormalX OffsetX PlaneX PositionX RotationX ScaleX Source AxisX SpringX StartX StiffnessX SubdivisionsX UpX VelocityX axisX axis correction (toggle)X axis motionX component of the force fieldX component of the velocity fieldX coordinate of the start positionX coordinate of the voxel in index space, or the minimum X coordinate of a tileX manualX position where the strip beginsX radius used by Skin modifierX-AxisX-Axis MirrorX-GlobalX-RayX-Ray OpacityX-Ray not available in current modeX-axis handle offset for end of the B-Bone's curve, adjusts curvatureX-axis handle offset for start of the B-Bone's curve, adjusts curvatureX-coordinate (screen space) to place the new object underX-offset to parenting pointX-position of marker at frame in screen coordinatesX-position of search at frame relative to marker's positionX/Y coordinates of the curve pointX/Y coordinates of the path pointX/Y pixels per meter, for the image bufferX:XRXR Action MapXR Action Map BindingXR Action Map BindingsXR Action Map ItemXR Action Map ItemsXR Action MapsXR Component PathXR Component PathsXR Data for Window Manager EventXR NavigationXR Session SettingsXR Session StateXR User PathXR User PathsXR action nameXR action set nameXR action typeXR action values corresponding to typeXYZ EulerXYZ Rotation Order - prone to Gimbal Lock (default)XYZ rotations not equally keyed for ID='%s' and RNA-Path='%s'XYZ to RGBXZXZ Scale ModeXZY EulerXZY Rotation Order - prone to Gimbal LockXform OpsXiph.Org Ogg ContainerXiph.Org Vorbis CodecXvidYY AngleY Angle SpringY Angle StiffnessY AxisY Axis StiffnessY EndY ForceY ForwardY LocationY LowerY MappingY MaxY MinY NormalY OffsetY PlaneY PositionY RotationY ScaleY Scale ModeY Source AxisY SpringY StartY StiffnessY SubdivisionsY UpY VelocityY axisY axis motionY component of the force fieldY component of the velocity fieldY coordinate of the start positionY coordinate of the voxel in index space, or the minimum Y coordinate of a tileY manualY radius used by Skin modifierY-AxisY-GlobalY-coordinate (screen space) to place the new object underY-offset to parenting pointY-position of marker at frame in screen coordinatesY-position of search at frame relative to marker's positionY:YCCYCbCrYCbCr (ITU 601)YCbCr (ITU 709)YCbCr (JPEG)YCbCr (Y - luma, Cb - blue-difference chroma, Cr - red-difference chroma) color spaceYCbCr Key ChannelYCbCr Limit ChannelYCbCr color spaceYUVYUV (Y - luma, U V - chroma) color spaceYUV Key ChannelYUV Limit ChannelYXZ EulerYXZ Rotation Order - prone to Gimbal LockYZX EulerYZX Rotation Order - prone to Gimbal LockYardsYellow-BlueYesterdayYou can adjust this later from "System" preferences.You have to select a string of connected vertices tooYou must select a rig type to create a sample ofYou need at least 2 keys to the left side of the selectionYou need at least 2 keys to the right side of the selectionYou should have active texture to use multires bakerZZ AngleZ Angle SpringZ Angle StiffnessZ AxisZ Axis CorrectionZ Axis StiffnessZ DirectionZ ForceZ ForwardZ LocationZ LowerZ MappingZ MinZ NormalZ PlaneZ RotationZ ScaleZ Source AxisZ SpringZ StiffnessZ UpZ VelocityZ axisZ axis correctionZ axis correction (toggle)Z component of the force fieldZ component of the velocity fieldZ coordinate of the voxel in index space, or the minimum Z coordinate of a tileZ manualZ, Index, normal, UV and vector passes are only affected by surfaces with alpha transparency equal to or higher than this thresholdZ-AxisZ-BufferZ-GlobalZ-ScaleZ-UpZ-axis handle offset for end of the B-Bone's curve, adjusts curvatureZ-axis handle offset for start of the B-Bone's curve, adjusts curvatureZ-offset of texture mappingZ:ZIPZIP packaged incorrectly; __init__.py should be in a directory, not at top-levelZIPSZXZXY EulerZXY Rotation Order - prone to Gimbal LockZYX EulerZYX Rotation Order - prone to Gimbal LockZenith - Angle from the ground planeZero WeightsZero centered coordinates normalizes along the larger dimension for uniform scalingZero normal givenZero scale cannot be solvedZero voxel size cannot be solvedZeroes package versions, useful for development - to test upgradingZipZone Output Node IDZone output node that this input node is paired withZoomZoom AxisZoom Factor XZoom Factor YZoom InfluenceZoom KeyframesZoom MethodZoom OutZoom PathZoom SecondsZoom StyleZoom by pulling the 3D Mouse cap upwards or pushing the cap downwardsZoom directionZoom factorZoom factor in camera viewZoom factor, values higher than 1.0 zoom in, lower values zoom outZoom inZoom in and out as if you are scaling the view, mouse movements relative to centerZoom in and out based on horizontal mouse movementZoom in and out based on mouse movement along the set Zoom AxisZoom in and out based on vertical mouse movementZoom in the image (centered around 2D cursor)Zoom in the viewZoom in the view to the nearest item contained in the borderZoom in the view to the nearest object contained in the borderZoom in towards the mouse pointer's position in the 3D view, rather than the 2D window centerZoom in/out in the viewZoom in/out the background imageZoom in/out the imageZoom in/out the viewZoom outZoom out the image (centered around 2D cursor)Zoom out the viewZoom percentageZoom preview to fit in the areaZoom ratio, 1.0 is 1:1, higher is zoomed in, lower is zoomed outZoom the sequencer on the selected stripsZoom to FitZoom to Frame TypeZoom to Mouse Position[Action Stash][E] - Disable overshoot[E] - Enable overshoot[Shift] - Precision active`Collection.bones` is not available in armature edit modealong %s Xalong %s Yalong %s Zalong Xalong Yalong Zalong local Zand AMD Adrenalin driver %s or newerand NVIDIA driver version %s or newerand ROCm HIP Runtime %s or newerand Windows driver version %s or newerannotationsarccos(A)arcsin(A)arctan(A)armaturesattributesbItascblender defaultblender:hlg_rec2020_display_203nitsblender:pq_rec2020_display_203nitsbrushesbytescache_filescameracamerascategoryclipboardcollectionscolor pickercolor_index is invalidconstructive modifiercontext "window" is Nonecos(A)cosh(A)cursorcurvescustomdbl-drag-exp(A)fBMfilesfontsfps: %.2ffps: %igimbalgizmosglTFglTF 2.0glTF 2.0 formatglTF AnimationsglTF Binary (.glb)glTF Embedded (.gltf)glTF Material VariantsglTF Separate (.gltf + .bin + textures)glTF VariantsglTFpack file pathglobalgltfpackgrease_pencilshair_curvesiScaleiTaSCin memory to enable editing!industry compatible datalatticesleftlibrarieslightprobeslightslinestyleslink_placeholderslocallocking %s Xlocking %s Ylocking %s Zmasksmaterialsmatricesmeshesmetaballsmicrophonemmmovieclipsmulti-res modifiernamenetworkno gizmosno matricesno positionsnode_groupsnon-triangle facenormalobject_colorobjectsoneAPIor AMD Radeon Pro %s driver or neweror AMD driver version %s or newerotherwise it should be avoided.p0paint_curvespalettesparentparticlesperformance impact!pivot_positionpointcloudspoll failedpositionspxreadreduce the effect of the above optionsremoveresrightsRGBsRGB IEC 61966-2-1 compound (piece-wise) encodingsRGB display space with Filmic view transformsaved as a new, regular file.screenscreensshape_keyssin(A)sin(x) / xsinh(A)soundsspeakerssqrt(x*x+y*y+z*z)tan(A)tanh(A)template_popup_confirm used outside of a popuptextstexturesunable to load movie clipunable to load textunable to open the fileunknown error reading fileunknown error statting fileunknown error writing fileunsupported font formatunsupported formatunsupported image formatunsupported movie clip formatuv_on_emitter() requires a modifier from an evaluated objectviewvolumeswindow_managerswith an older Blender version?wmOwnerID '%s' not in workspace '%s'workspacesworldswritey = (Ax + B){:.4g} fps{:d} F-Curve(s) are not keyframeable. They might be locked or sampled.{:d} MB{:d} fluid particles for this frame{:d} image(s) converted to mesh plane(s){:d} nodes are selected, but this operator can only work on {:d}.{:s} • {:s} toggles snap while dragging • {:s} toggles dragging from the center • {:s} toggles fixed aspect{:s} (Global){:s} (unavailable){:s} ({:s} available){:s} is not supported{:s} → {:s}{:s}: {:s}{} ({} on disk){} ({} packed){} Frames @ {} FPS{} does not exist{} does not seem to be part of a sequence{} seconds{} strip(s) successfully had {} keyframes removed|%i linked library object(s)|%i multiuser armature object(s)× (Ax + B)• Windows on ARM requires driver 31.0.112.0 or higher←↑→↓⏭⏮⏯⏹Project-Id-Version: Blender 5.1.0 Beta (b'5a04f1d246f1') Report-Msgid-Bugs-To: POT-Creation-Date: 2026-03-11 11:01+0000 PO-Revision-Date: 2026-03-10 07:12+0000 Last-Translator: Jozef Matta Language-Team: Slovak Language: sk MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Plural-Forms: nplurals=3; plural=(n==1) ? 0 : (n>=2 && n<=4) ? 1 : 2; X-Generator: Weblate 5.15.2 Vyskakovací panel pre pridanie ďalších možností, ktoré sa nehodia do záhlavia nastavenia nástroja Definícia kontextovej ponuky položky Zoznam užívateľského rozhrania. Skripty ju môžu doplniť/pripraviť na pridať do kontextovej ponuky vlastné operátory. Musia však kontrolovať kontext, takže ich položky kreslili len v platnom kontexte a pre správny zoznam užívateľského rozhrania. Definícia kontextovej ponuky tlačidla užívateľského rozhrania. Skripty to môžu pripojiť/pripraviť na pridanie vlastných operátorov do kontextovej ponuky. Musia však skontrolovať kontext, takže ich položky kreslia iba v platnom kontexte a pre správne tlačidlá. Filtrovať podľa názvu %s alebo novšie automatickou váhou prázdnymi skupinami váhou plášťa - intel-level-zero-gpu alebo intel-compute-runtime verzia - zavádzač oneAPI Level-Zero • "{}": (pripnuté) (zastarané) (lokálny) (obnovené) (Neoptimalizovaný výkon) (zobrazovač) (delta) (nie je nainštalované) Materiály, Pomenovaný atribút Pomenované atribúty Predvoľby Proporcionálna veľkosť: %.2f RGB bajt RGB na pohyblivej čiarke RGBA bajt RGBA na pohyblivej čiarke Šablóna, Textúry (alebo prepojené), UV, pozdĺž osi %s X pozdĺž osi %s Y pozdĺž osi %s Z pozdĺž osi X pozdĺž osi Y zamykanie %s osi X zamykanie %s osi Y zamykanie %s osi Z | Ctrl - Pridržať pre prírastky | Objekty:%s/%s | [Ctrl] - Zvýšenie aktív"%s" používa akciu "%s", ktorá nemá zásuvku s identifikátorom "%s" alebo "%s". Ručne priraďte správnu zásuvku akcie k "%s".Vlastnosť "%s" nemožno animovať"{}" atribút z geometrie"{}" z {}%d %s zrkadlené%d %s zrkadlené, %d zlyhalo%d už symetrické, zrkadlové páry %d%d už symetrické, zrkadlové páry %d, %d zlyhalo%d kostí zarovnaných na kosť '%s'%d krivku(y) nebolo možné oddeliť%d krivky nemohli vytvoriť úsečkyVložených %d bokov údajovNašli sa %d kópie v %d povrchových sieťach, zrkadlo môže byť neúplné%d kanál(ov) pohyblivej čiarky%d obrázok(y) bude uložený do %s%d položiekChýba %d knižníc a %d prepojených blokov údajov (vrátane %d ObjectData), podrobnosti nájdete v editoroch Info a Líniový prehľad%d knižnice majú prepisy vyžadujúce opätovnú synchronizáciu (automatická opätovná synchronizácia v %.0fm%.2fs), kvôli detailom skontrolujte, prosím, editor Informácie%d viac %s riadkov potrebných pre béziera%d viac bodov potrebných pre bézieraPrebudovaná nižšia úroveň %dVložených %d objektov%d objektov malo úspešne odstránených %d kľúčových snímokFiltrované boli %d z %d rotačných kanálov. (detaily nájdete v informačnom okne)%d pásy sekvencií neboli prečítané, pretože boli v kanáli väčšom ako %d%d vložených pásovObmedzená váha %d vrcholov%d x %d%d × %d, %d × %s: %.4f ms, priemer: %.8f ms%i bunky + uskladnené s vysokým rozlíšením%i uložených buniek%i bloky údajov už nie sú aktívami%i bloky údajov sú teraz aktíva%i nájdených snímok!%i snímok na disku%i objekt(y) nie sú vycentrované, %i zmenený:%i nájdených bodov!%s '%s'%s '%s' má kategóriu '%s'%s '%s' je mimo hlavnej databázy a nemožno ho z nej odstrániť%s '%s' je príliš dlhá, maximálna dĺžka je %d%s '%s' musí mať nula užívateľov na odstránenie, nájdený %d (skúste to s Prepojiť=parameter PRAVDA)%s '%s' sa nenašiel%s '%s', bl_idname '%s' %s%s '%s', bl_idname '%s' nemožno zrušiť registráciu%s '%s', bl_idname '%s' bol zaregistrovaný skôr, zrušenie registrácie predošlého%s Zásobník v objekte %s nemožno prečítať, pretože používa zastaranú metódu kompresie. Je potrebné zásobník vymazať a znovu ho zapísať.%s už v %sTyp oblasti %s nepodporuje manipulačné prvky%s obsahuje tieňovač objemu, ktorý možno bude potrebné konvertovať na objekt (pozri panel objemu sveta)%s sa nepodarilo nastaviť mimo režimu editácie, preto ho nemožno exportovať%s snímok v pamäti (%s)%s v %s nebolo možné nastaviť mimo režimu editácie, preto ho nemožno exportovať%s nie je priečinok%s nie je kompatibilné so žiadnou z možností 'obnovy'%s nie je kompatibilný so zadanými možnosťami 'obnovy'%s nie je podporovaný pre objekty '%s'%s nie je podporované, prechod Kosť, PózaKosť alebo UpraviťKosť%s prepojené s %s%s presunutý do %s%s nenájdené%s rodič '%s' pre '%s' sa nenašiel%s%s, %s%s, zásobník je zastaralý!%s, nepresné od %i snímky%s: %.*s%s: %.*s Poloha: %s:%d%s: %s%s: Nemožno kopírovať %s. Zdrojová a cieľová cesta sú rovnaké%s: Nemožno vygenerovať cestu k priečinkom textúr pre anonymný scenár%s: Nemožno získať vyriešenú cestu pre scenár%s: Nemožno otvoriť cieľové aktívum %s pre zápis%s: Nemožno otvoriť zdroj aktíva %s%s: Nedá sa vyriešiť cesta %s%s: Nemožno vyriešiť cestu %s pre zápis%s: Nemožno zapísať do aktíva %s. %s%s: Nepodarilo sa pridať kosť pre kĺb %s%s: Nepodarilo sa uzavrieť cieľové aktívum %s%s: Nepodarilo sa vypočítať geografickú väzbu transformácie pre %s%s: Nepodarilo sa skopírovať súbor %s do %s%s: Nepodarilo sa vytvoriť tieňovač USD pre UV mapu%s: Nepodarilo sa vytvoriť USD tieňovač pre uzol mapovania%s: Nepodarilo sa vytvoriť priečinok importu textúr %s%s: Z cesty %s sa nepodarilo určiť relatívny názov súboru balíka%s: Nepodarilo sa nájsť spoločného predka Xform pre opláštený prvotný tvar %s a kostru %s, ktorý by sa konvertoval na USD SkelRoot. Toto možno riešiť nastavením koreňového prvotného tvaru v možnostiach exportu%s: Nepodarilo sa nájsť objekt armatúry zodpovedajúci kostre USD %s%s: Nepodarilo sa získať ciele prelínaných tvarov pre primárne %s%s: Nepodarilo sa získať posuvy pre prelínané tvary %s%s: Nepodarilo sa získať fázu pre primárne %s%s: Nepodarilo sa získať transformácie väzby sveta pre kostru %s%s: Nepodarilo sa vyžiadať kostru %s%s: Nepodarilo sa rozdeliť vzor UDIM %s%s: Chyba pri vytváraní údajov deformačnej skupiny pre povrchovú sieť %s%s: Chyba pri zápise do cieľového zdroja %s%s: Chyba: Nepodarilo sa získať vstupnú zásuvku %s pre uzol %s%s: Nesúlad veľkosti prvkov spoločných váh a spoločných indexov pre primárne %s%s: Nesúlad veľkosti spoločných váh a spoločných indexov pre primárne %s%s: Spoločné váhy neočakávanej veľkosti pre konštantnú interpoláciu pre primárne %s%s: Spoločné váhy neočakávanej veľkosti pre interpoláciu vrcholov pre primárne %s%s: Nesúlad vo väzbách x-form a počtoch kĺbov pre kostru %s%s: Nesúlad v počte kostí a kĺbov pre kostru %s%s: Žiadne posuny pre prelínaný tvar %s%s: Nulový zásobník pre %s zdrojových aktív%s: Počet väzieb transformácií sa nezhoduje s počtom kĺbov pre kostru %s%s: Počet prelínaných tvarov sa nezhoduje s počtom cieľov prelínaných tvarov pre primárne %s%s: Počet posuvov väčší ako počet vrcholov povrchovej siete pre prelínaný tvar %s%s: Cesta priečinka importu textúr je prázdna, nepodarilo sa importovať %s%s: Nesúlad topológie a veľkosti kĺbov pre kostru %s%s: pole poradia kĺbov USD obsahuje neplatné alebo duplicitné cesty pre kostru %s%s: Neočakávaný typ interpolácie spoločných váh %s pre primárne %s%s: Zdrojový zdroj s nulovou veľkosťou %s nebude skopírovaný%s: Existujúcich %s aktív nebude prepísaných%s: nemožno priradiť vložené ID k IDProperty%s: je očakávaný typ %s, nie %s%s: očakávaný typ ID, nie %s%s: Nepodarilo sa vyhradiť zásobník klipu '%s'%s: nepodarilo sa načítať '%s'%s: priečinok importu je relatívny, ale cesta k blend súboru je prázdna. Pred importom USD uložte blend súbor alebo uveďte absolútnu cestu k importnému priečinku. Nemožno importovať %s%s: nesprávne rozmery čiastočnej kópie '%s'%s: vo vrstve prekreslenia '%s' sa nenašiel žiadny kombinovaný prechod%sAction%s identifikátor je príliš dlhý, maximálna dĺžka je %d%s neplatný znak na pozícii %d%s musí obsahovať 1 znak '.'skrytý(é) %u objekt(y)Vrstva '%s' je uzamknutá„%s“ neobsahuje „%s“ s predponou a príponou'%s' nemá alfanumerickú príponu'%s' nemá alfanumerickú predponu z veľkých písmen'%s' danej cesty je neplatný OS a namiesto nej sa vytvorí cesta '%s''%s' nie je platnou cestou súboru knižnice'%s' nemožno upravovať'%s' je typ, ktorý nemôže byť aktívom'%s': aktuálny súbor nemožno použiť ako knižnicu'%s': nie je knižnica'%s': nič nie je uvedené'CTRL:...' vynútenia sa presunú do ovládacieho prvku kosti.'DEF:...' vynútenia sa presunú na deformovanú kosť.'Integrovať' platí len pre objekty povrchovej siete'Integrovať' pôvodný nesúlad vrcholov povrchovej siete"Integrácia" si vyžaduje plôškyRameno uzla FBX, bežný kĺb medzi dvoma kosťami...Nulový uzol FBX, je podobný prázdnemu Blenderu (predvolené)'Koreňový' uzol FBX, by mal byť koreňom reťaze kostí...Zúžiť/Rozšíriť povrchové siete je podporované len v režime editácie"Viskozita" vnútri cieľovej kolízie'Šírka' lúčov (obzvlášť užitočné pri zlievaní lúčov proti vrcholom alebo hranám)'from_space' '%s' je neplatný, ak nie je zadaný žiadny vlastný priestor!'from_space' '%s' je neplatný, keď nie je daná žiadna kosť!'show_locked_time' nie je podporovaná pre editor '%s''to_space' '%s' je neplatný, keď nie je daná žiadna kosť!'to_space' '%s' je neplatný, keď nie je daná žiadna kosť!(Konštantný)Vyberie/Zruší výber (alebo inverzný výber) všetkých jazykov pre operátory aktualizácie súborov i18nVybrať/zrušiť všetkoVyberie (zruší výber) všetkých riadiacich bodovZruší výber/vyberie všetky uzlyZruší výber/vyberie všetky kľúče častícVyberá (ruší výber) všetkých bodovZruší výber/vyberie všetky body spojené s krivkou pod kurzorom myšiZruší výber/vyberie všetky vrcholy spojené s hranou pod kurzorom myšiZruší výber/vyberie všetky vrcholy, hrany alebo plôškyVyberie / Zruší výber všetkých viditeľných ťahovPod kurzorom myši zruší výber/vyberie kosti napojené podľa rodič/potomokZruší výber/vyberie prvú viditeľnú časť každého NURBSZruší výber/vyberie poslednú viditeľnú časť každého NURBS(Zruší výber)vyberie prvý a posledný bod každého ťahu(Zastarané) Vrstva UV súradníc v bloku údajov povrchovej siete(LEN SKÚSENÍ UŽÍVATELIA) Relatívna pozícia kĺbov pozdĺž reťaze, ako percentá(Geometria)(Inverzný štvorec)(klávesa) (Vrstva)(Lineárny)(Min+Max)/2 * Veľkosť gule(Rýchly prístup: Shift+W)(Náhodný)(Koreň)(Ostrý)(Shift-klik/ťahaním vybrať viac)(Hladký)(Sférický)Zruší označenie/označí vybrané hrany ako hrany s vlastnosťou FreestyleZruší vyznačenie/vyznačí vybrané hrany ako ševZruší vyznačenie/vyznačí vybrané hrany ako ostréZruší označenie/označí vybrané plôšky pre vylúčenie vlastnosti zistenej hrany Freestyle(Nepriradené)(neuložené)(zobrazovač)(prázdne)(nezdokumentovaný operátor)(x*x+y*y+z*z)({:s} na kosti {:s})* Obrázok* Chýbajúce cesty *+ nezoskupené kľúčové snímky+X+X na -X+Y+Y hore+Y až -Y+Z+Z až -Z, %.2f sním/s, %d kanál(y) na pohyblivej čiarke, %s, Ctrl: ťah, Shift: vyplniť, Shift+Ctrl: oboje, RGB byt, RGB na pohyblivej čiarke, RGBA byt, RGBA na pohyblivej čiarke, nemôže mať jednosnímkové dráhy, zlyhalo, zlyhalo načítanie, niektoré akcie zlyhali- používanie rozsahu snímok scény- zapečenie všetkých objektov je aktívne- snímanie je aktívne-A-XOs -X-X vpreduRotácia -X-X hore-X ručne-X na +X-YOs -Y-Y vpreduRotácia -Y-Y hore-Y ručne-Y až +Y-ZOs -Z-Z vpreduRotácia -Z-Z hore-Z ručne-Z až +Z.blend súboryNulový index vzorky pre určenie štartu prekresľovania01 - motív sústavy farieb02 - motív sústavy farieb03 - motív sústavy farieb04 - motív sústavy farieb05 - motív sústavy farieb06 - motív sústavy farieb07 - motív sústavy farieb08 - motív sústavy farieb09 - motív sústavy farieb1/odmocnina A1 GB1, ak (A == B) v rámci tolerancie C inak 01 ak AB inak 01 palec1/1,8 palca1/2,3 palca1/2,5 palca1/2,7 palca1/3,2 palca10 - motív sústavy farieb10 centimetrov10 gramov10 metrov10 bitové farebné kanály100 kilogramov100 metrov1024 snímok1024 px11 - motív sústavy farieb11 snímok12 - motív sústavy farieb12 bitové farebné kanály128 MB128 px13 - motív sústavy farieb14 - motív sústavy farieb14:9 in 16:915 - motív sústavy farieb16 - motív sústavy farieb16 MB16 snímok16 px16-bitové so znamienkom16 bitové farebné kanály16-bitové farebné kanály. Prechody údajov, ako je napríklad hĺbka, sa budú stále ukladať s plnou 32-bitovou presnosťou.16-bitové so znamienkom16-bitový celočíselný vektor so znamienkom16384 snímok16:916×17 - motív sústavy farieb18 - motív sústavy farieb180°19 - motív sústavy farieb192 kHz1931 CIE XYZ štandard s predpokladaným bielym bodom E1931 CIE XYZ s upraveným bielym bodom D651:11:161:21:41:8Integrácia semi-Lagrangeovho typu 1. rádu. Rýchla, ale najmenej presná, vhodná pre jednoduchú advekciu (prenesenie)1×2/3 palca20 - motív sústavy farieb2048 snímok2048 px24-bitové so znamienkom24-bitové so znamienkom256 MB256 snímok256 px270°2D16-bitové celé číslo 2D16 bitový 2D vektor celého čísla2D 16-bitový atribút celočíselného vektora16-bitová celočíselná hodnota atribútu 2D vektora2D kurzorPoloha 2D kurzora2D vektor celého číslaAtribút 2D vektora celého číslaHodnota atribútu 2D vektora celého čísla2D vrstvyDĺžka 2D2D posuv2D posuv deformácie2D rotácia deformácie2D mierka deformácie2D stabilizácia2D stabilizovaný klip2D textúra2D transformácia2D vektorHodnota 2D vektoraHodnota 2D vektoru v atribúte geometrie2D zobrazenie minimálnych rozstupov mriežky2D súradnica X absolútneho otočného bodu2D súradnica Y absolútneho otočného boduPoloha 2D kurzora pre toto zobrazenie2D vektorová akcia na pohyblivej čiarke, ktorá predstavuje dotyk palca alebo trackpad2D stabilizácia založená na snímaní značiekAtribút 2D hodnoty v geometrii2D vektor2D vektor s hodnotami na pohyblivej čiarke2D pohľad oblasti2D animáciaIntegrácia stredného bodu 2. rádu. Vo väčšine prípadov dobrá rovnováha medzi rýchlosťou a presnosťou2×3 vrcholy3 strany32 MB32 snímok32 px32-bitové na pohyblivej čiarke32-bitové so znamienkom32 bitové farebné kanály32-bitové na pohyblivej čiarke32-bitové celé číslo32-bitové so znamienkomVector 32-bitového celého čísla so značkou32768 snímok3D3D kurzor3D krivky3D vektor hodnoty na pohyblivej desatinnej čiarke3D pole vektorov hodnôt na pohyblivej desatinnej čiarkeLokálne 3D zobrazenie 3D poloha3D značkyRežim navigácie 3D myšouNastavenia 3D myši3D pozícia3D regiónHodnota 3D vektora3D zobrazenie3D zobrazenie Nastavenie prekrytia 3D zobrazeniaOblasť 3D pohľaduNastavenie tieňovania 3D zobrazeniaPriestor 3D zobrazeniaStred 3D zobrazenia je zamknutý na pozíciu kurzoraStred 3D zobrazenia je uzamknutý k pozícii tejto kostiStred 3D zobrazenia je zamknutý na pozíciu tohto objektu3D zobrazenie ďaleko vzdialenosti strihu3D zobrazenie blízko vzdialenosti strihu (iba perspektívne zobrazenie)Údaje oblasti 3D pohľaduÚdaje priestoru 3D zobrazenia3D záberOsi 3D záberuDvojitý vektor 3D3D pohyblivá čiarkaVector 3D celého čísla3D akcia pózy, ktorá predstavuje polohu a rotáciu ovládača3D oblasť pre tento priestor. Keď je priestor v štyroch pohľadoch, oblasť kamery3D regióny (tretia definuje nastavenia štvoritého zobrazenia, štvrtý je rovnaký ako 'region_3d')3D rotácia3D vektorZásuvka 3D vektora pre uzol3D vektor s hodnotami s pohyblivou čiarkou3D zobrazenie je na rovníku3D zobrazenie je na pólochMriežka objemu 3DMriežky 3D objemuIntegrácia Runge-Kutta 3. rádu. Vyššia presnosť pri primeraných výpočtových nárokochMatrica kostí 3x34 kanályMatrica 4 x 4 na pohyblivej čiarke4-kanálový priestorový zvuk4 strany4096 snímok4096 px44,1 kHz48 kHz4:3 in 16:94K DCI 2160p4K UHDTV 2160p4K UW 1600p4LIntegrácia Runge-Kutta 4. rádu. Najpresnejšia jednokolová metóda, ale pomalšiaMatrica 4 x 4 na pohyblivej desatinnej čiarkeMatrica 4x4Atribút matrice 4x4Typ údajov Matrica 4x4, ovplyvňuje transformáciu4×Matrica kostí 4×4 vzhľadom na armatúruMatrica 4×4 kanálov polohy/rotácie/mierky kosti (vrátane animácie a ovládačov) a vplyv vynútení kosti5 kanálov5 snímok5-kanálový priestorový zvuk5 stránPriestorový 5.15.1 priestorový zvuk512 MB512 snímok512 px6 stránPriestorový 6.16.1 priestorový zvuk64 MB64 px64-bitové na pohyblivej čiarke64-bitové na pohyblivej čiarke64-bitové celé číslo7 stránPriestorový 7.17.1 priestorový zvuk8 snímok8 px8 strán8-bitové celé číslo8-bitové celé čísloAtribút 8-bitového celého číslaHodnota 8-bitového celého čísla atribútu8-bitové bez znamienka8 bitové farebné kanály8-bitové bez znamienka8-bitová hodnota v atribúte geometrie8192 snímok8×90°96 kHz:: Hrana cykluAA * BA * B + CA + BA - BA / BZákladný kontrastný vzhľadČierno-biely vzhľadKresba Grease PencilKľúčová snímka Grease PencilVysoký kontrastný vzhľadNízky kontrastný vzhľadStredne vysoký kontrastný vzhľadStredný nízky kontrastný vzhľadPovrchovej sieti chýba UV vrstvaVeľmi kontrastný vzhľadVeľmi nízky kontrastný vzhľadRozklad pózy - napr. pre presuny medzi kľúčovými pózamiÚložisko platných msgids, aby sa zabránilo ich prehláskovaniuPlátno povrchovej vrstvyCent je jedna stotina poltónu.Balík kanálov pre túto zásuvku už existujeKruhové koliesko farby Odtieň/Nasýtenie s posúvačom osvetleniaKruhové koliesko farby Odtieň/Nasýtenie s posúvačom hodnotyKolekcia F-kriviek pre animáciuKolekcia objektov, na základe ktorých sú vybrané hrany prvkovKolekcia kanálov póz, vrátane nastavení pre animáciu kostíPaleta farieb je definovaná užívateľom namiesto použitia palety definovanej motívomVyberač farbyNebol nájdený farebný priestor, pohľad alebo zobrazenie, čo pravdepodobne znamená, že chýba konfigurácia OpenColorIO použitá na vytvorenie tohto blend súboruKontajner odkazujúci na existujúcu akciuRoh spojený s plôškou, vybraný indexom zoradeniaRoh plôšky, vybraný podľa indexu zoradeniaRoh vstupnej hrany v poradí navíjania jej plôšky, vybraný podľa indexu triedeniaA krížom BPovrchová sieť kocky obklopujúca vstupnú geometriuPre každé odlišné ID skupiny sa vytvorí krivka. Všetky body s rovnakým ID sa vložia do rovnakej krivkyOrezanie na konci každého profilu pred pretínanímOrezanie na konci každého profilu pred priesečníkomTmavý výrazný vzhľadHodnota bloku údajovPopis aktív na zobrazenie pre užívateľaVzdialenosť medzi dvoma bodmiVzdialenosť medzi dvoma bodmi, konkrétne predstavujúca hodnotu priemeruVzdialenosť na obrazovkeVzdialenosť na obrazovke, konkrétne predstavujúca hodnotu priemeruA bodka BFaktor medzi 0,0 a 1,0Súbor je príliš veľký na zbalenie (>2 GB).Súbor zobraziteľný v prehľadávači súborovVýplň alebo zapečená kľúčová snímka pre jednostranné kľúčovanie, alebo nejaký iný zámer podľa potrebyKľúč generovaný automaticky nástrojom, nie vytvorený ručneKľúčová snímka, ktorá je súčasťou zadržaného pohybuVrstva nesmie mať viac ako jeden pásZoznam aktuálne spustených modálnych operátorovZoznam štýlov modulov (použije sa zhora nadol)Okraj, ktorý zabraňuje náhlemu ukončeniu ťahov na okraji obrázkaHmotnosť založená na nastaveniach jednotiek scényPovrchová sieť ako povrch zahŕňajúca (t. j. pokrývajúca) všetky vrcholy (lepšie výsledky s menším počtom vrcholov)Mierny filter ostreniaViac fyzikálne presný riešiteľVynásobené mierkouNásobič pre časový krok fyziky (1,0 znamená jeden snímka = 1/25 sekundy)Násobič pre veľkosť častíc potomkovÚzka horizontálna oblasť túto operáciu rušíÚzka vertikálna oblasť túto operáciu rušíDo funkcie prešiel nekonvexný kolízny tvar, používajte len konvexné kolízne tvaryPoznámka s ohľadom na zastaranosťČíslo medzi 0 (vnútri) a 1 (mimo) špecifikujúce relatívnu polohu hrúbky ťahuPočet krokov definovaných segmentamiČíslo, ktoré určuje, ktorá pod-sústava akcie sa považuje za vynútenie tejto akcieČíslo, ktoré určuje, ktorá podsústava akcie sa považuje za tento pás NLAČíslo určujúce podsústavu akcie považovanú za tento blok údajovPercentuálny podiel od 0 do 100Prekreslenie pixelu sa vykoná len vtedy, ak je hodnota alfa nad touto prahovou hodnotouBod pre každý aktívny voxel alebo dlaždicu v mriežkeBod krivky zvolený podľa indexu zoradeniaBod na rovineA mocnica BA mocnina B, moc(A,B)Pre každý kŕdeľ je vybrané náhodné pravidloNáhodné rozosiatie efektu šumuJe potrebný reštart BlenderuHodnota rotácie zadaná v radiánochJedinečný identifikátor bloku údajov pre celú reláciu, ktorý zostáva rovnaký pri premenovaní a vnútornom prerozdelení a nemení sa ani pri opätovnom načítaní súboruStručný popis háčika USDStručný popis sústavy kľúčovaniaJeden kontajner pre obsah v editore video sekvenciíJedna krivka z bloku údajov kriviekJedna hodnota s pohyblivou desatinnou čiarkouJedno celé čísloNástroj na organizáciu s jednou zásuvkou, ktorý podporuje jeden vstup a viacero výstupovNižší faktor konštantnej rýchlosti (CRF) vedie k lepšej kvalite videa, ale väčšej veľkosti súboru. Rozsah povolených hodnôt CRF závisí od kodeku.Štvorec zobrazujúci Odtieň/Nasýtenie s posúvačom hodnotyŠtvorec zobrazujúci Odtieň/Hodnota s posúvačom sýtostiŠtvorec zobrazujúci Nasýtenie/Hodnota s posúvačom odtieňaNajlepšie funguje rovný pokojový tvar.Reťazec zobrazený ako skrytý ("********")Hodnota raťazcaHodnoty PRAVDA a NEPRAVDAExistuje platný režim úpravyHodnota, ktorá je relatívna vzhľadom na veľkosť obrázka a musí sa konvertovať na pixelySlabý odkaz na zodpovedajúce aktívum štetca, ktorý sa používa napr. na obnovenie naposledy použitého štetca pri načítaní súboruAACAC3ACES 1.0 Výstupný transformátor pre video SDR D65, obmedzený na gamut Rec.709ACES 1.3ACES 1.3 - HDR 1000 nitovACES 1.3 - HDR 2000 nitovACES 1.3 - HDR 4000 nitovACES 1.3 - SDRACES 1.3 sRGBVýstupný transformátor ACES 2 pre 100 nit SDR Rec709ACES 2.0ACES 2.0 - HDR 1000 nitovACES 2.0 - HDR 2000 nitovACES 2.0 - HDR 4000 nitovACES 2.0 - HDR 500 nitovACES 2.0 - SDRACES 2.0 sRGBFarebný korekčný priestor ACES s pätkou, používajúci primárne farby AP1.Farebný korekčný priestor ACES s použitím primárnych farieb AP1.ACES2065-1ACESccACEScctACEScgPohltenie okolímOdrazy pohlcovania okolímPrekreslenie odrazov pohlcovania okolímVzdialenosť Pohltenia okolímFaktor Pohltenia okolímVzdialenosť AO použitá na približné globálne osvetlenie (0 znamená použitie nastavenia sveta)AOVVýstup AOVAOV sa nenašiel vo vrstve zobrazenia "%s"Definované API rozhranieŠpiceAPS-CAPS-C (Canon)APS-H (Canon)Štandardná korekcia farieb ASC-CDLASCIISúbory ASCII FBX nie sú podporované %rFormát ASCIIAV1AVIAVIF (.avif)AVX2AZone AreaAZone FullScrŠtvorcová akčná zónaAZone RegionAbcházsky - Аԥсуа бызшәа&O programeVrchnáPred vybranéNad povrchomNadprahovéAbsolútneAbsolútny 2D bodAbsolútna alfaAbsolútne súradniceAbsolútna hustotaAbsolútna snímkaAbsolútny prírastok prichytávaniaSústavy absolútneho kľúčovaniaSústavy absolútneho kľúčovania pre túto scénuAbsolútna polohaRežim absolútnaAbsolútny posuvČas absolútnej dráhyLimit absolútneho rozlíšeniaAbsolútne prichyteniePrichytiť absolútny časAbsolútne snímanieAbsolútna pridaná dĺžka na konci každého ťahuAbsolútna pridaná dĺžka na začiatku každého ťahuVeľkosť absolútnej gule alebo faktor, ak nie ručne upravenáAbsolútne rozmery poľa ohraničenia uzlaAbsolútne rozmery poľa ohraničenia objektu. Upozornenie: Priradenie k nemu alebo jeho členom viackrát po sebe nebude fungovať správne, pretože potrebuje aktuálne vyhodnotené údajeZarovná absolútnu mriežku pri zmene polohy (na základe stredu otočného bodu)Absolútna cesta k súboru .blend, ktorý obsahuje toto aktívumAbsolútna cesta k .blend súboru, ktorý obsahuje toto aktívum, rozšírená o cestu k aktívu vnútri súboruAbsolútna hrúbka, ktorá sa dá použiť všadeAbsolútne časové zarovnanie pri transformácii kľúčových snímokAbsorbuje svetlo pri prechode objemomPohltenieKoeficient pohlcovaniaKoeficienty pohlcovaniaFarba pohlcovaniaZrýchlenieŠtruktúra zrýchleniaRežim zvýrazneniaPrístup k pomenovaným atribútom:PrístupnosťHromadenieAkumulovať poleAkumuluje snímky premietnutím posledných výsledkov sledovaniaNahromadí navzájom ťahy štetca na vrcholePresnosťPresnosť útokuPresnosť efektu rozostreniaPresnosť pozícií vrcholov, nižšia hodnota je rýchlejšia, ale menej presnáPresnáPresná, ale pomalšia variáciaAkrylováÚkon o kliknutíAkciaAKlip akcieAktívna stopaBSpätnéZapiecť údajeOdskokovýRozkladVstavaná funkciaBézierovaKruhovéKonštantnáKubickéCyclesDynamické efektyZmierňovanie (podľa sily)ElastickýPlášťExponenciálneExtrémnaVygenerovanéGenerátorInterpoláciaNeplatnéChvenieKľúčová snímkaLimityLineárnaMetaZadržaný pohybNováTyp novej interpolácieTyp novej kľúčovej snímkyŠumObjektLen aktívnyPózaKvadratickéŠtvorstupňovéPäťstupňovéSínusovéVyhladenéVyhladiť (Gauss)Zvukový klipKrokovéKroková interpoláciaStopaPrechodTypAkcia '%s' sa neuloží, vytvorí sa falošný užívateľ alebo sa schová do zásobníka NLA, aby sa zachovalaAkcia prelínaniaAkčný klipVynútenie AkciaEditor akciíKoncová snímka akcieExtrapólovať akciuFilter akciíAkčná skupinaAkčná skupina, do ktorej táto krivka funkcie patríVplyv akcieVrstva akcieVrstvy akcieMapy akciíZnačky póz akcieBezpečné okraje akcieSústava akciíNastavenie akcie, ktorej aktivácia spustí toto nastavenie ako korekčné opatrenieZásuvka akciíManipulátor zásuvky akciíZásuvky akciíPočiatočná snímka akciePás akciíPásy akciíBlok údajov akciíOblasť vykonávania akcie pre prvú vstupnú osOblasť vykonania akcie pre druhú vstupnú osAkčná skupina je rozvinutá okrem editora grafovAkčná skupina je rozšírená v editore grafovSkupina akcie je uzamknutáAkčná skupina je stlmenáSkupina akcie je vybranáAkcia nemá žiadne údaje, nemožno prekresliť náhľadAkciu nemožno upravovaťAkcia nie je v zoznameAkcia, na ktorú odkazuje tento pásZásuvka akciíZobrazené názvy zásuviek akcií nemôžu byť prázdneIdentifikátory zásuviek akcií by mali mať aspoň tri znakyAkcia prijatá, keď je ťah vyfarbenýAkcia použitá na výbavu prostredníctvom vynúteníOpatrenia na odstránenie medzier v rozsahu aktívnej akcie (pri hodnotení použitím NLA)Akcia na zachytenie medzier okolo rozsahu pásuTyp akcieAkcia pri stlačení 'medzerníka'Akcia po stlačení klávesy '~' (tilde)Akcia potiahnutia myšou pri stlačení Alt+STM v 3D zábereAkcia pri pretiahnutí v zábereAkcia(e)Akcia+zásuvka už bola uschovanáActionMap '%s' nemožno odstrániťActionMapBinding '%s' nemožno odstrániť z '%s'ActionMapItem '%s' nemožno odstrániť z '%s'AkcieAkcie na tejto armatúry budú zničené podľa tejto novej pokojovej pózy sú uložené ako transformácie v pomere k starej pokojovej pózeAktivácia udalosti manipulačného prvkuAktivovať operátorAktivuje aktívum štetca ako aktuálny nástroj na tvarovanie a maľovanieOkamžitá aktivácia akciíAktivuje a zobrazí rovnaký typ uzla, krok za krokomAktivácia alebo deaktivácia položkyAktivuje zobrazenie vybranej položkyAktivuje vybraný uzol zobrazovača v kompozítore a uzloch geometriePotiahnutím aktivuje nejaké koláčové ponuky, umožní poklepať na tú istú klávesu na vykonanie sekundárnej akcie. • Poklepanie na Tab v 3D zobrazení prepína režim úprav, potiahnutím režim ponuky. • Poklepaním na Z v 3D zobrazení prepína drôtený model, potiahnutím režim kreslenia. • Poklepaním na ~ v 3D zobrazení pre navigáciu prvej osoby, potiahnutím osi zobrazeniaAktivujte modifikátor pre použitie ako kontextAktivuje modifikátor pásu pre použitie kontextuAktivácia nástroja pre editory, ktoré podporujú nástrojeAktivuje/vyberie súbor(y) obsiahnutý v hraniciachUdalosť aktivácie pre manipulačných prvkov, ktoré podporujú pohyb ťahanímAktívneAktívny AOVIndex aktívneho AOVAktívna akciaMapa aktívnej akcieAktívna akcia pre tento blok údajovAktívny doplnokAktívny doplnok vo filtri doplnkov pracovného priestoruAktívna knižnica aktívAktívny atribútIndex aktívneho atribútuPravidlo Aktívny kŕdeľIndex pravidla aktívneho kŕdľaIndex stavu aktívneho kŕdľaAktívna kosťAktívna záložkaAktívna kameraAktívna skupina kanálovAktívne kanály na kurzorAktívny klipAktívny klonAktívna kolekciaIndex exportéra aktívnej kolekcieIndex aktívnej kolekcieNázov aktívnej kolekcieAktívna farbaAtribút aktívnej farbyIndex aktívnej farbyAktívne vynútenieIndex aktívneho segmentu PomlčkaZobrazí aktívny povrch dynamickej maľbyAktívna úprava kostíAktívny editorObrys aktívneho editoraAktívny prvokAktívne úložisko rozšíreníAktívna krivka funkcieAktívny modifikátor F-krivkyAktívnu F-krivku nemožno upravovaťSústava aktívnych plôšokAktívna snímkaAktívna vrstva Grease PencilAktívna skupina vrstiev Grease PencilIndex aktívnej mriežkyAktívna skupinaAktívne zvýraznenieAktívny dlaždica obrázkuAktívny indexObjekt aktívnej inštancieIndex objektu aktívnej inštancieAktívna položkaIndex aktívnej položkyAktívna konfigurácia klávesyAktívna kľúčová snímkaAktívna sústava kľúčovaniaIndex aktívnej sústavy kľúčovaniaAktívna sústava kľúčovania slúži na vloženie/odstránenie kľúčovej snímkyAktívny jazykAktívna vrstvaKolekcia aktívnej vrstvyAktívna skupina vrstievIndex aktívnej vrstvyIndex aktívnej vrstvy maskyAktívna skupina svetlaIndex aktívnej skupiny svetlaAktívna sústava čiarIndex aktívnej sústavy čiarIndex aktívnej hlavnej položkyOznačenie aktívnehoAktívny materiálIndex aktívneho materiáluAktívny materiál je uzamknutý alebo skrytýAktívny modifikátorAktívny filmový klipAktívny filmový klip, ktorý sa môže použiť pri sledovaní pohybu alebo ako obrázok na pozadí kameryAktívna NLA stopaAktívny uzolAktívna poznámkaAktívny objektIndex aktívneho objektuIba aktívny objektVynútenie aktívneho objektuLen aktívneAktívny operátorAktívny výstupIndex aktívnej maľby textúryAktívna paletaAktívnej paleta farbyKategória aktívnych panelovObrys aktívneho paneluAktívny časticový systémIndex aktívneho časticového systémuAktívna cieľová časticaIndex aktívnej cieľovej časticeIndex aktívnej dráhyAktívna stopa rovinyAktívny bodZásobník aktívnych bodovIndex zásobníka aktívneho boduAktívny polygónOznačenie aktívnej pózyIndex označenia aktívnej pózyVynútenie aktívneho kanálu pózyAktívny nedávny priečinokPrekresliť aktívnuIndex farieb aktívneho prekresleniaAktívne zobrazenie prekresleniaAktívne úložiskoIndex stopy aktívnej rotácieAktívna scénaKolekcie aktívnej scénySekcia aktívnychAktívna sústava výberuPrepísať aktívnu sústavuAktívny tvarIndex aktívneho tvaruAktívny kľúčový tvarIndex aktívneho kľúčového tvaruAktívna zásuvkaAktívne vyhladenieAktívny priestorAktívna drážkaAktívny pásNázov aktívneho pásuIba aktívny pásAktívny povrchZáložka aktívneho systémuAktívny systémový priečinokAktívna tabuľkaPríznak aktívnostiAktívne textové poleAktívna textúraIndex aktívnej textúryOblasť aktívneho motívuIndex aktívnych dlaždícIndex segmentu aktívneho časuAktívny nástrojNastavenia aktívneho nástroja a pracovného priestoruAktívne nástrojeAktívny index stopyAktívny UDIMIndex aktívnej UV mapyAktívna vrstva UV mapyAktívna vrstva UV mapyIndex aktívnej UV mapyAktívny vrcholIndex aktívnej farby vrcholovVrstva aktívnej farby vrcholovAktívna skupina vrcholovIndex aktívnej skupiny vrcholovAktívna skupina vrcholov je uzamknutáAktívny vrchol/hrana/plôškaIndex aktívneho zobrazeniaVrstva aktívneho zobrazeniaZlúčené aktívne akcieAktívna knižnica aktív, ktorá sa zobrazuje v užívateľskom rozhraní, nepoužíva sa v prehliadači aktív (ktorý má vlastnú aktívnu knižnicu aktív)Aktívny atribútIndex aktívneho atribútu alebo -1, ak nie je žiadny aktívnyAktívny štetecAktívny štetec neobsahuje žiadnu textúru na skreslenie okrajov rozšíreniaAktívne tlačidlo nie je zo skriptu, nie je možné upraviť zdrojPrispôsobenie aktívneho tlačidla sa nedá nájsťAktívne tlačidlo sa nenašloAktívna kamera sa na tejto scéne nenachádzaAktívna kamera použitá v tomto zobrazení (po odomknutí aktívnej kamery scény)Aktívna kamera použitá na prekreslenie scényAktívny atribút farby na zobrazenie a editáciuIndex atribútu aktívnej farbyAktívna drážka krivkyAktívny editor nie je editor uzlov.Aktívny editor by mal byť editorom uzlov, aby mohol operátor bežaťIndexy aktívnych prvkov upravovanej geometrie na vykonanie nástrojaAktívna plôška musí byť štvorecNevybraná aktívna plôškaAktívny súbor v prehliadači súborovAktívna skupina je zamknutá, prerušenéAktívny index v poli vrstiev maskyAktívny index v poli zobrazenia prekresleniaAktívny index v zozname exportérovAktívny index v zozname segmentovAktívny index v poli dlaždícIndex aktívneho poľa skupiny vrcholovAktívna položkaAktívna položka nie je panelAktívna konfigurácia klávesy (predvoľba)Kolekcia aktívnych vrstiev v hierarchii vrstiev zobrazeniaAktívna vrstva v tejto maskeAktívna vrstva je zamknutá alebo skrytáAktívna vrstva sa nedá upravovaťAktívna vrstva súboru zásobníkaZobrazí sa aktívna sústava čiarZobrazí aktívny materiálAktívna povrchová sieť nemá kľúčové tvaryAktívny uzol v stromeAktívny uzol by mal byť typu {:s}.Aktívny uzol by nemal byť typu {:s}.Aktívny strom uzlov neobsahuje žiadne uzly.Aktívny strom uzlov je prepojený z iného .blend súboru.Aktívny objekt neobsahuje žiadne kolekcieKonečná transformácia aktívneho objektu má jednu alebo viac osí s nulovou mierkouAktívny objekt pre túto vrstvuAktívny objekt má zápornú mierkuAktívny objekt nemá žiadnu akciuAktívny objekt nemá žiadne modifikátoryAktívny objekt má nejednotnú mierkuAktívny objekt v týchto údajoch snímania objektuAktívny objekt nie je objektom Grease PencilAktívny objekt nie je povrchová sieťAktívny objekt nie je vybraná Grease PencilNie je vybraný aktívny objekt armatúryAktívny objekt nie je vybraná krivkaAktívny objekt nie je vybraný objekt kriviekAktívny objekt nie je vybraná povrchová sieťAktívny objekt nie je vybraný objekt mračna bodovAktívny objekt nie je animovanýAktívny objekt musí byť svetloAktívne pri udalostiach opakovania klávesy (keď je pridržaná klávesa)Aktívna krivka maľovaniaZobrazuje sa aktívny časticový systémAktívna stopa roviny v týchto údajoch snímania objektu. Zastarané, použite objekty[názov].plane_tracksZásobník aktívnych bodov pre simuláciu fyzikyAktívny bod vrstvy maskovaniaOznačenie aktívnej pózy pre akciuAktívna oblasť nie je nastavenáAktívny mechanizmus prekreslenia podporuje sférické stereo prekreslenieAktívna zásuvka prekreslenia obrazuAktívne úložisko je zakázanéAktívna scéna sa zmenila na '%s'Aktívna scéna na úpravu v okneAktívna scéna do súboruAktívna zásuvka pre túto akciuAktívna drážka vrstvy maskovaniaAktívny pás nie je pás efektuAktívna tabuľka a pretrvávajúci stav predošlého zobrazenia tabuliekZobrazená aktívna zásuvka pre textúruManipulátor aktívneho nástrojaAktívna stopa v týchto údajoch snímania objektuAktívna stopa v týchto údajoch snímania objektu. Zastarané, použite objekty[názov].plane_tracksIndex farby aktívneho vrcholuVrstva farby aktívneho vrcholuAktívna skupina vrcholov je uzamknutáAktívny pracovný priestor a scéna nasledujú po tomto okneObrazovka aktívneho pracovného priestoru zobrazujúca sa v okneAktívny pracovný priestor zobrazený v tomto okneSúčasná vzdialenosťAktuálny blok údajov z .blend súboru (Hlavná databáza), ktorá je vyhodnotená razPrispôsobí rozlíšenie a veľkosť simulácie na kvapalinuPrispôsobiťPrispôsobenýAdaptívna kompiláciaAdaptívna oblasťPrispôsobiteľné minimum snímokPrekresliť adaptívnePrah prispôsobiteľného snímaniaAdaptívny priestorPrispôsobiteľné medzeryAdaptívne deleniePrah adaptívnej medzisnímkyAdaptívne časové krokyAdaptívne rozostrí tieňovače odlesku po rozostrení odrazov, zníži šum na úkor presnostiAdaptívne rozostrenie obrazu pri zachovaní ostrých hránAdaptívne rozdeľovanie siete na základe vzdialenosti kameryPrispôsobeniePripočítaťPridať vstup "%s"Pridať vstup "%s" (Ctrl pre pridanie panela)Pridať panel "%s"Pridať a nahradiťSčítať a odčítaťPridať -> Armatúra -> Meta výbava Rigify.Pridá hodnoty 3D vektorovPridá 4 medzery na začiatku riadkuPridať atribútPridať slučku okrajovFarba pripočítaniaPridať atribút farbyPridať vynúteniePridať riadiaci bodPridať krypto vrstvuPridá modifikátor funkcie Cycles ak už nejaký neexistujePridať DEF o zbiehavostiPridať prázdne kľúčové snímkyPridať exportérPridať ŠpeciálnePridá modifikátor funkcie na aktívne/vybrané F-krivkyPridá modifikátor funkcie na aktívne/vybrané NLA pásyPridať falošného užívateľaPridať vrchol zmäkčeniaPridať snímku zmrazeniaPridať prepojenie geometriePridať IKPridať obrázokPridať premennú vstupuPridať vstupyPridať položkuPridať posledné kostiPridať lokálne úložiskoPridať uzly mapovaniaPridať značkuPridať maskuPridať režimPridať modifikátorPridať modifikátoryPridá NLA stopy pred/za vybrané stopyPridať nové úložisko rozšíreníPridať novú vrstvu Grease PencilPridať nový bod krivky maľbyPridať normáluPridať výstupyPridať zásuvku maľovaniaPridať nastavenia zásadných textúrPridať vzdialené úložiskoPridá uzly presmerovania a prepojí ich s výstupmi vybraných uzlovPridať presmerovaniePridať presmerovanie (ponuka)Pridať rozlíšeniePridať kľudovú polohuPridá vynútenie pevného telesa na aktívny objektPridá simuláciu oblasti pevného telesa na aktuálnu scénuPridá Kývanie von z manipulátora začiatku kosti na hodnotu Kývanie dnuPridať vybrané kostiPridať sústavu výberuPridá sústavu výberu pre túto kolekciuPridať TieňovačPridať prechod rýchlostiPás PripočítaťPridať nastavenia textúrPridať prahPridať dlaždicu do obrázkaPridať prechodPridať UV mapuPripočíta váhy skupiny vrcholov B ku skupine vrcholov APridá do zoznamu orientačný bod VR z pozície zobrazovača diváka spustenej relácie VR a vyberie hoPridať vrcholPridať váhyPridať pracovný priestorPridá atribút "rest_position", ktorý je kópiou atribútu pozície pred vyhodnotením kľúčových tvarov a modifikátorovPridať zónu uzáveruPridajte premennú ovládača, aby ste mohli snímať vstup, ktorý ovládač používaZóna Pridať pre každý geometrický prvok, ktorá umožňuje spúšťať uzly napr. pre každý vrchol samostatnePridá objekt Grease Pencil na scénuPridá uzol Vstup skupiny s vybranými zásuvkami do aktuálneho editora uzlovPridá skupinu svetlaPridá uzol Zmiešať RGB/Tieňovač interaktívnym nakreslením čiar medzi uzlamiPridá predvoľbu snímaniaPridať tieňovač AOVPridá pás a prepojenie v kolekciách z aktuálnej scény (povrchná kópia)Pridá pás a vytvorí úplnú kópiu aktuálnej scényPridá predvoľbu snímania v záberePridá pravidlo kŕdľa do aktuálneho stavu kŕdľaPridá pravidlo kŕdľa do časticového systémuPridá záložky pre vybraný/aktívny priečinokPridá na scénu objekt kameryPridá zaškrtávacie políčko do aktuálne vybraného panelaPridá uzol informácie kolekcie do aktuálneho editora uzlovPridá inštanciu kolekciePridá pás efektu zmiešania farieb do radiča sekvenciíPridá uzol farby do aktuálneho editora uzlovPridá pás farby do radiča sekvenciíPridá konštantný posuvPridá vynútenie na kopírovanie lokálnej polohy (orientácia vlastníka) s posuvom. Aj keď majú ovládacie prvky vlastníka a cieľa rôznu pokojovú orientáciu, globálny smer pohybu bude rovnakýPridá vynútenie na kopírovanie lokálnej polohy s posuvom. Ak sa orientácia vlastníka a cieľového ovládacieho prvku líši, zmení sa podľa toho aj globálny smer pohybuPridá vynútenie, aby roviny sledovali kameruPridať vynútenia na aktívnu kosťPridá vynútenie aktívnej kosti, s cieľovými (ak je to vhodné) nastaveniami na vybrané objekty/kostiPridá vynútenie k aktívnemu objektuPridá vynútenie na aktívny objekt, s cieľom (ak je to vhodné) nastavené na vybrané objekty/kostiPridá kópiu aktívnej položky do rozhraniaPridá priečny prechodový pás pre dva vybrané pásy s obsahom videaPridá objekt krivky s náhodnými krivkami do scényPridá vlastnú konfiguráciu priradenia kláves do zoznamu predvoliebPridá vlastnú vrstvu normál, ak ešte žiadna neexistujePridá vlastný motív do zoznamu predvoliebPridá priečinok, ktorý bude prehliadač aktív používať ako zdroj aktívPridá sústavu plôšok do obdĺžnika definovaného kurzoromPridá sústavu plôšok do tvaru definovaného kurzoromPridá sústavu plôšok na jednu stranu čiary definovanej kurzoromPridá filter na odstránenie riadkov zo zobrazených údajovPridá nastavenie kožušiny do vybratých objektovPridá prechodový pás gama priečneho vytrácania pre dva vybrané pásy s video obsahomPridá pás s efektom Gaussove rozostrenie pre jeden vybraný pás s obsahom videaPridá pás s efektom Žiara pre jeden vybraný pás s obsahom videaPridať uzol skupiny s prázdnou skupinouPridá súbor obrázka/filmu ako uzol do aktuálneho editora uzlovPridá mriežku a použije ju na deformáciu vybraných objektovPridá objekt svetla na scénuPridá objekt snímača svetlaPridá modifikátor farby čiary do štýlu čiary priradeného k aktívnej sústave čiarPridá sústavu čiar do zoznamu sústavy čiarPridá modifikátor hrúbky čiary k štýlu čiary priradeného k aktívnej sústave čiarPridá uzol Maska do aktuálneho editora uzlaPridá pás masky do radiča sekvenciíPridá uzol materiálu do aktuálneho editora uzlovPridá objekt meta gule na scénuPridá modifikátor do pásuPridá pás filmu do radiča sekvenciíPridá pás filmového klipu do radiča sekvenciíPridá pás efektu viackamerového voliča do radiča sekvenciíPridanie pásu s efektom režimu prelínania Násobiť pre dva vybrané pásy s obsahom videaPridá novú (prázdnu) sústavu kľúčovania na aktívnu scénuPridá novú zásuvku dynamickej maľbyPridá novú skupinu vrstiev Grease Pencil do aktívneho objektuPridá novú vrstvu Grease Pencil v aktívnom objektePridá novú NLA stopu + pás pre každú vytvorenú slučku/prechod pred animáciou na umožnenie nedeštruktívneho potiahnutiaPridá novú NLA stopu pred každú jednu existujúcu vybranúPridá nový pás s prázdnou scénou a nastavenia skopírované z aktuálnej scényPridá do zoznamu nový orientačný bod VR z aktívneho objektu kamery a vyberie hoPridá do zoznamu nový orientačný bod VR a vyberie hoPridá nový obrázok na pozadie aktívnej kameryPridá novú kolekciu kostíPridá novú kosť nachádzajúcu sa pri 3D kurzorePridá novú kolekciu vnútri vybranej kolekciePridá novú zarážku farby na farebnom spádePridá nový riadiaci bod (prepojený iba s vybratým koncovou krivkou)Pridá nový riadiaci bod na plášť v aktuálnej snímkePridá nový objekt krivky na základe aktuálneho stavu časticového systémuPridá novú vstupnú vrstvu do uzla kryptomatovaniaPridá novú položku do rozhraniaPridá kľúčové slovo príznaku do aktívnych aktívPridá novú úroveň deleniaPridá novú slučku medzi existujúcimi slučkamiPridá nový materiálPridá novú zásuvku materiáluPridáva nový alebo aktualizuje existujúci systém častíc vlasov na objekte povrchuPridá nové cieľové časticePridá novú zásuvku pre prekresleniePridá nové úložisko používané na ukladanie rozšíreníPridá nový riadok do zoznamu referencií kolekcie kostíPridá novú obrazovkuPridá nové textové polePridá novú textúruPridá novú časovú značkuPridá novú skupinu vrcholov do aktívneho objektuPridať novú vrstvu zobrazeniaPridá novú vrstvu zobrazenia so zakázanými všetkými kolekciamiPridá nový pracovný priestorPridá nový pracovný priestor vytvorením kópie aktuálneho alebo pripojením nejakého z konfigurácie užívateľaPridá novú prázdnu scénu s predvolenými nastaveniamiPridá novú prázdnu scénu a nastavenia skopírované z aktuálnej scényPridá aktívum skupiny uzlov do aktívneho stromu uzlovPridá uzol do aktívneho stromuPridáva uzol do aktívneho stromu pre export glTFPridá zásuvku pre maľbyPridá časticový systémPridá na scénu objekt mračna bodovPridá bod pripojený na posledný vybraný bodPridá procedurálnu operáciu/efekt k aktívnemu objektuPridá zobrazenia prekresleniaPridá zónu opakovania, ktorá umožňuje vykonávať uzly dynamický počet krátPridá manuálne spravované úložisko bez odkazu na externé úložiskoPridá úložisko odkazujúce na vzdialené úložisko s podporou výpisu a aktualizácie rozšíreníPridá uzol presmerovaniaPridá obrubu na obrázokPridá segment k modifikátoru čiarkyPridá segment do modifikátora časuPridá jednoduchý pás farbyPridá jednoduchý textový pásPridá zvukový pás do radiča sekvenciíPridá objekt reproduktora na scénuPridá pás na ovládanie prehrávania zvukového klipu reproduktoraPridá pás s opätovným použitím tejto scény ako zdrojaPridá pás s použitím kópie tejto scény ako zdrojaPridá pás s použitím novej scény ako zdrojaPridá modifikátor geometrie ťahu do štýlu čiary priradeného k aktívnej sústave čiarPridá modul štýlu do zoznamu modulovPridá pás s režimom prelínania Odčítať pre dva vybrané pásy s obsahom videaPridá cieľ do vynúteniaPridá textový objekt do scényPridá pás textu do radiča sekvenciíPridá nastavenia uzla textúry pre Principiálne BSDFPridá nastavenia uzla textúry do vybraných tieňovačovPridá pás prechodu medzi dvomi susednými vybranými pásmiPridá vrstvu vrcholov kožePridá pás s efektom Rýchlosť videa pre jeden vybraný pás s obsahom videaPridá vrstvu zobrazeniaPridá vizuálny efekt k aktívnemu objektuPridá na scénu objekt objemuPridá pás prechodu snímania pre dva vybrané pásy s obsahom videaPridá aktívny objekt ako pevné telesoPridá všetky prvky poľa do sústavy kľúčovaniaPridá všetky importované objekty do novej kolekciePridá všetky použité skupiny svetlaPri maľovaní pridá alfaPridanie pohlcovanie okolím do difúznych povrchovPridá pás akčného klipu (t. j. pás NLA odkazovanej akcie) na aktívnu stopuPridá uzol atribútu s týmto názvomPridá k aktívnej kosti vynútenie IK. Cieľom môže byť vybraná kosť alebo objektPridá sekvenciu obrázkovPridá predvoľbu integrátoraPridá predvoľbu výkonuPridá pás s efektom pridania režimu prelínania pre dva vybrané pásy s obsahom videaPridá pás efektu vrstvy úprav do radiča sekvenciíPridá alfa kanál do obrázkaPridá pás efektu režimu prelínania Nad alfou pre dva vybrané pásy s obsahom videaPridá modifikátor priehľadnosti alfa do štýlu čiary priradeného k aktívnej sústave čiarPridá pás s efektom režimom prelínania Pod alfou pre dva vybrané pásy s obsahom videaPridá objekt armatúry na scénuPridá hranu alebo plôšku k vybranýmPridať efekt na radič sekvencií, väčšina z nich sa aplikuje na vrchole existujúcich pásovPridá prázdny objekt krivky do scény s vybranou povrchovou sieťou ako povrchomPridá prázdny typ obrázka na scénu s údajmiPridá prázdny objekt do scényPridá prázdny objekt efektora fyziky na scénuPridať položku do zoznamuPridá položku do zoznamu za aktuálnu aktívnu položkuPridá existujúcu skupinu uzlov do aktuálneho editora uzlovPridá zvlášť slučku okrajov, aby ste lepšie uchoval tvar pri použití modifikátora delenia povrchuPridá obrázok alebo sekvenciu obrázkov do radiča sekvenciíPridá uzol importu do stromu uzlovPridá položku do prepínača indexovPridá inštanciu údajov objektuPridá informačný uzol objektu do aktuálneho editora uzlovPridá objekt do novej kolekciePridá objekt do existujúcej kolekciePridá objekt do scényPridá posuv vo vzťahu k poľu ohraničenia objektuPridá vrstvu prepisu do archívuPridá stav späť (iba interné použitie)Pridá transformáciu ďalšieho objektu do celkového posuvuPridá ako potomka vybranej kolekciePridá atribút do geometriePridanie svetelnej emisie na pozadí. Poznámka: Tento uzol by sa mal používať len pre výstup na povrch svetaPridá vektory dvoj-normálov a dotyčníc, spolu s normálou tvoria priestor dotyku (funguje správne len pre trojuholníkové/štvoruholníkové povrchové siete!)Pridá rozostrenie a jas do svetlých oblastíPridá kosť medzi vybrané kĺby a/alebo 3D kurzoromPridá modifikátory a vynútenia do zásobníka k importovaným objektom, aj keď nie sú animované, aby sa mohli aktualizovať pri opätovnom načítaní archívu AlembicPridá obrázok na pozadí kameryPridanie kanálov výberu do aktíva pózy. Existujúce kanály sa aktualizujúPridá atribút farby do geometrieSčíta hodnoty komponentovPridá interaktívne kužeľ do povrchovej sietePridáva riadiace bodov pozdĺž kruhového oblúka (typ manipulátora je vektor, ak ide o bézierovu drážku)Pridá skopírovaný modifikátor funkcie do vybranej F-krivkyPridá skopírované F modifikátory na vybrané NLA pásyPridá skopírované premenné ovládačov do aktívneho ovládačaPridá kockovú mapu UV súradníc na povrchovú sieťPridá interaktívne kocku do povrchovej sietePridá aktuálnu vlastnosť užívateľského rozhrania na aktuálne sústavu kľúčovaniaPridá interaktívne valec do povrchovej sieteV prípade potreby pridá vrstvy údajov do cieľových povrchových sietíPridá predvolenú animáciu pre dráhu používanú vynútením, ak už nie je animovanáPridá diagonálne pružiny na štvoruholníkyPridať príspevok rozptyluPridať príspevok smerového svetlaPridá ovládač pre vlastnosť pod kurzoromPridá ovládače k vybratým položkámPridá každý vybraný obrázok ako samostatný pásPridá efekt štetcaPridať príspevok emisiePridať prázdny obrázokPridá prázdnu cestu k aktívnej sústave kľúčovaniaSčíta hodnoty Eulerových súčastíPridá exportéra do zoznamu exportérovPridá externú sústavu funkcií (výbavu, meta výbavu, šablóny užívateľského rozhrania)Pridanie záložnej mapy kláves pre tento typ manipulačného prvkuPridaním segmentov výplne vytvorí plášť. Nezachováva pôvodný ťah.Pridá oheňPridá oheň a dymPridáva hodnoty s pohyblivou desatinnou čiarkouPridá kvapalinu do simuláciePridá zmrazenie snímkyPridá zmrazenie snímky a presunie juPridať príspevok odleskuPridá vlasyPridá obrázky ako jednotlivé pásy, pokiaľ ich názvy súborov nezodpovedajú číslovanému vzoru sekvencie Blenderu, v takom prípade sú zoskupené do jednej sekvencie obrázkovPridať príspevok priameho svetlaPridá celočíselné hodnotyPridá položku pod aktívnu položkuPridá položku priradenia klávesyPridá kľúčové snímky na každú snímku medzi vybranými kľúčovými snímkamiPridá odlesky objektívu, hmlu a odlesky okolo svetlých častí obrazuPridá kvapalinuPridá okraj k rozmerom mriežkyPridá modifikátor na automatické nastavenie ostrosti okrajov povrchovej siete na základe uhla medzi susednými plôškamiPridať modifikátor na automatické nastavenie ostrosti hránPridá modifikátor so skupinou uzlov "{}" na objekt "{}"Pridať väčší kontrast vzhľadom na jasPridá pomenovaný objektPridá nový blok údajov poznámkyPridá novú vrstvu poznámok alebo poznámku pre aktívny blok údajovPridá novú bézierovu krivkuPridá novú(é) sústavu(y) výberu zo schránkyPridá nový pás s novou prázdnou scénou s predvolenými nastaveniamiPridá nový zásobníkPridá novú krivku kruhuPridá novú drážku kruhového tvaruPridá novú farbu do aktívnej paletyPridá nový bod krivky a posunie hoPridáva nové krivky medzi existujúce krivky s ohľadom na minimálnu vzdialenosťPridá novú vrstvu ako maskovaniePridá novú značku a posúva ňou vo filmePridá novú značku a posúva ju myšou, kým ju tlačidlom myši neuvoľnítePridá novú vrstvu masky pre maskovaniePridá nové meta pásy obsahujúce vybrané pásyPridá nový objekt pre snímaniePridá novú krivku maľbyPridá novú paletuPridá nové nastavenia častícPridá novú scénu podľa typuPridá novú scény podľa typu v editore sekvencií a priradenie k aktívnemu pásuPridá novú scénu, ktorú bude používať radič sekvenciePridá nové ostré hrany bez odstránenia existujúcich ostrých hránPridá novú drážku štvorcového tvaruPridá nový vrchol a posunie hoPridá nový vrchol na zmäkčenie a posunie hoPridať uzol do vstupuPridá šum do prstencaPridá šum do štandardného drevaPridá vektor normály pri výberePridá objekt alebo materiál na matovanie, nabratím farby z výstupu NabraťPridá jedno zo spoločných vynútení spájajúcich ovládací prvok s koncovým cieľomPridá jednorozmerný šum Perlin na geometriu chrbtice ťahuPridá len do prepojených výstupovPridá len do voľných výstupovPridá alebo odstráni vrstvu údajov výstupu dynamickej maľbyPridá alebo odstráni predvoľbu štetca Grease PencilPridá alebo odstráni predvoľbu materiálu Grease PencilPridá alebo odstráni predvoľbu kameryPridá alebo odstráni predvoľby stopu farby klipuPridá alebo odstráni predvoľbu látkyPridá alebo odstráni predvoľbu kvapalnostiPridá alebo odstráni predvoľbu Dynamika vlasovPridá alebo odstráni predvoľbu farby uzlaPridá alebo odstráni predvoľby prekresleniaPridá alebo odstráni predvoľbu bezpečných oblastíPridá alebo odstráni predvoľbu textového editoraPridá alebo odstráni vnútorné predvoľby kamery snímaniaPridá alebo odstráni nastavenie predvolieb snímania pohybuPridá alebo odstráni predvoľbu vyváženia bielejPridá alebo odstráni predvoľbu sledovania lúčov EEVEEPridá alebo odstráni predvoľbu operátoraPridá alebo odstráni komentárePridá alebo odstráni kvapalinu do/z objektu doményPridať pôvodné umiestnenie do kopírovaného umiestneniaPridá prepisy pre všetky prvky poľaPridá prilepované ťahy poza všetky ťahyPridá cestu na vylúčenie z automatického spúšťaniaPridáva bod v novom segmente, aby sa zachovala rovnaká hustotaPridá pseudo-náhodný šum na vrchol F-kriviekPridá náhodný posuv na polohu mriežkyPridá skôr než vykoná prelínanie medzi tvarmiPridá presmerovanie k výstupomPridá kľúč časovaniaPridať pravítkoPridaním segmentov vytvorí plášť. Zachová pôvodný ťah.Pridá vybrané F-krivky do novej skupinyPridá vybrané kosti do sústavy výberuPridá vybrané kosti do vybranej kolekcie kostíPridá vybrané položky (sivomodré riadky) do aktívnej sústavy kľúčovaniaPridá vybrané objekty ako pevné telesáPridá vybrané objekty do jednej z kolekcií, ktorých súčasťou je aktívny objekt. Voliteľne pridať do "Všetky kolekcie", aby sa zabezpečilo, že vybrané objekty budú zahrnuté do rovnakých kolekcií ako aktívny objektPridá vybrané stopy do stabilizácie 2D rotáciePridá vybrané stopy do stabilizácie 2D zmeny polohyPridá kľúčový tvar k objektuPridá vstupy a výstupy zóny simulácie do aktívneho stromuPridá sínusový posun do geometrie chrbtice ťahuPridá dymPridá plynulý prechod medzi 2 časovanými segmentamiPridá plynulý prechod medzi 2 načasovanými segmentami a zmení jeho trvaniePridá nejaký posuv a vynásobí niektorými získanými váhami aktívnej skupiny vrcholovPridá zdrojovú hodnotu do prvého cieľa použitím daného prahu ako faktoraPridá priestorový šum do geometrie chrbtice ťahuPridá interaktívne guľu do povrchovej sietePridá pásy do stlmených alebo uzamknutých kanálov pri pridávaní filmových pásovPridá cieľovú pozíciu do UV súradnícPridá dočasné vynútenia inverznej kinematiky počas uchopenia kosti v režime pózyPridá cesty údajov do vlastnosti označenie hrán Freestyle do aktívnej sústavy kľúčovaniaPridá údaje cesty do vlastnosti značky plôšky Freestyle vybraných polygónov do aktívnej sústavy kľúčovaniaPridá preťahovanú kolekciu do scényPridá pustenú kolekciu ako inštanciu kolekciePridá prípony súborov do názvu prekreslenia súboru (napr.: filename +. jpg)Pripočíta polomer skoseného bodu k polomeru zúženiaSčíta hodnoty vyhodnocovaného poľa a výstup priebežného súčtu pre každý prvokPridá polohy vrcholov vybraných objektov ako kľúčové tvary alebo aktualizuje existujúce kľúčové tvary so zodpovedajúcimi názvamiPridá do začiatočnej snímkyPridať na začiatokPridať na koniecPridať do paletyPridať do kontextovej ponuky definovanej užívateľom (uloženej v predvoľbách užívateľa)Pridá ku všetkým výstupomPridať do prepojených kolekciíPridať do prepojených kolekcií za {}Pridať do prepojených kolekcií pred {}Sčítava farebné kanály z dvoch videíPridá efekt priesvitnosti pod povrch ( zastarané)Pridať príspevok prestupuSčítava dva tieňovače dohromadyPridá dvojrozmerný šum Perlin na geometriu chrbtice ťahuPridá dvojrozmerné posuvy na geometriu chrbtice ťahuPridá vrchol k aktívnej drážkePridá vrchol na zmäkčeniePred invertovaním pridá vrcholy zo skupín, ktoré majú nulovú váhuPridá vrcholy s váhou nad prahom do skupiny vrcholovPridať údaje o váhe pre nové ťahyPridá do bloku údajov svoju vlastnosťDoplnokDoplnok "{:s}" je už nainštalovaný!Doplnok '{}' sa nenašiel!Doplnok konfigurácie klávesyPredvoľby doplnkovPríznaky doplnkovDoplnok je už neplatnýCestu doplnku {!r} sa nepodarilo nájsťDoplnok na spracovanieDoplnkyFilter doplnkovNastavenia doplnkovDoplnky, ktoré boli predtým dodávané s Blenderom, sú teraz k dispozícii na adrese extensions.blender.org.Doplnky:Pridať/upraviť ovládačPridať/nahradiťPridané %s "%s"Na stránku {:d} {:s} bola pridaná animácia vytrácaniaPridáva dĺžku na koniec každého ťahu vzhľadom na jeho dĺžkuPridáva dĺžku na začiatok každého ťahu vzhľadom na jeho dĺžkuPridané cez prepisPridané {:d} obrázky rovinySčítaniePridávanie skupín uzlov nie je podporované pre vlastné stromy uzlov (definované v Pythone)PrídavnéDodatočné delenieDodatočná farba používaná na farbenie vlasovPrídavné údaje pre blok údajov aktívPrídavné údaje uložené pre blok údajov o aktívachDodatočné údaje sa uložia, aby ich bolo možné po pozastavení úlohy zapečenia obnoviť. Pretože na disk sa zapíše viac údajov, odporúča sa vyhnúť sa tejto možnosti pri zapečení pri vysokých rozlíšeniach.Prídavná vzdialenosť okolo povrchu siete považovanej za efektorDodatočné kódovanie gama po transformácii zobrazenia, pre výstup s vlastnou gama hodnotouĎalšie informácie o aktívachPrídavná počiatočná rýchlosť v smere X, Y a Z (pridaná k zdrojovej rýchlosti)Dodatočné maskovanie aplikované po počiatočnom rozptýlení inštanciíPrídavná povrchová sieť pre zmrštenie na cieľPrídavný posuv UV výplneĎalšie cesty na pridanie do systémových ciest (oddeľované ";")Ďalšie možnosti po spracovaní pre nové ťahyPrídavná rotácia aplikovaná na bodkované a štvorcové ťahyPrídavná rotácia sa aplikuje na bodky a štvorcovú textúru ťahov. Platí len v režime tieňovania textúry.Prídavná rotácia UV výplneDodatočný násobiteľ mierky na použitie základnej mierky pri určovaní mierky divákaPrídavná mierka veľkosti UV výplneDodatočné delenie pozdĺž kriviekPrídavná transformácia použitá pred zobrazením transformácie pre umelecké potrebyPrídavné zvírenie pre plamenePrídavnýPripočítateľný prepisPríznaky doplnkovPridáva farebný odtieň do vrstvy povlaku modelovaním absorpcie vo vrstve. Nasýtenie sa zvyšuje pri plytších uhloch, keď svetlo prechádza ďalej cez médium (v závislosti od indexu lomu povlaku)Pridá do geometrie objektu pohyb podobný vlneniuPridá do obrázka dlaždicuPridá alebo aktualizuje animáciu vytrácania pre vizuálne alebo zvukové prúžkySusediace plôškyNevybrané priľahléPrispôsobenieÚprava poslednej operácieUpraviť dĺžkuNastavenie rýchlosti prehrávaniaNastaviť pevné medzeryAutomaticky upraví priestor textúr aktívneho objektu pri transformácii objektuUpraví ľubovoľné hodnoty použitím vstupu myšouUpraviť jas a kontrastNastaví jas použitím parametra expozície kameryUpraví farby a hodnotyUpraví intenzitu sfarbenia ťahovZoradí úpravu klietky na výsledok modifikátoraUpraví vynútenie sily na základe hustoty dymuUpraví odtieň, sýtosť a hodnotu pomocou krivkyUpraví vplyv objektu štetca pri tomto povrchuUpraví rýchlosť prehrávania vstupu tak, aby jeho trvanie zodpovedalo dĺžke pásuUpraví dĺžku pásov na dĺžku ich údajovUpraví úroveň farieb vrcholovNastavenie roviny pôsobenia štetca smerom k povrchu objektu alebo mimo nehoNastaví polomer blízkosti štetca alebo častíc pre tento povrchNastavenie rýchlosti simulácieUpraví smer rezu podľa smeru zobrazeniaNastaviť hrúbku ťahuUpraví uhol prahu zobrazovania hrán (1,0 pre všetkých)Upraví jas textúryUpraví farbu obrázka samostatne v niekoľkých tonálnych rozsahoch (svetlé, stredné tóny a tiene)Upraví kontrast textúryUpraví rozdiel vo svietivosti medzi pixelmiNastaví pravdepodobnosti vodenia na základe drsnosti zložiek materiáluNastavenie intenzity vstupnej farbyUpraví hrúbku čiary vlastných tvarovUpraví polohu vlastného tvaruNastaviť presvetlenie fariebNastaví vzdialenosť posuvu tak, aby bola zachovaná rovnomerná kolmá vzdialenosť od hránPrispôsobiť posuv začiatku/koncaUpraví rotáciu vlastného tvaruUpraví nasýtenie farby na textúreUpraví tvar uzáveru tak, aby kopíroval zmenu polomeru smerom ku koncom krivkyUpraví veľkosť vlastného tvaruUpraví hrúbku ťahovNastavenie časovania kľúčových snímokNastaví hodnoty HSV (Hue Saturation Value) farieb vrcholovUpraví farby vrcholu Odtieň/Nasýtenie/HodnotaNastaví jas/kontrast farieb vrcholovPás vrstvy úpravNastavenie indexu lomu (IOR - index of refraction) na zvýšenie alebo zníženie zrkadlovej intenzity (0,5 znamená žiadne nastavenie, 0 odstraňuje všetky odrazy, 1 ich zdvojnásobuje pri normálnom dopade)PrispôsobenieUpraví mäkkosť nábehu účinku nízkeho tlaku použitím gama krivkyUpravuje jas žiaryUpravuje sýtosť žiaryUpravuje načasovanie posuvom, zmenou mierky, slučkovaním a prichytením snímky scényPokročiléPokročilé audio kódovanieRozšírený filterPokročilá úprava geometrie a tvorba nástrojov použitím uzlovPokročilý režim pre použitie modulov štýlu napísaných v jazyku PythonRozšírené operácie nad prepisom knižnice, ktoré pomáhajú opraviť poškodené hierarchieAdvektívna mriežkaAeroAerodynamikaTyp aerodynamikyAerosólyVplyvVplyv alfaVplyv na potomkaOvplyvniť manipulačný prvokOvplyvniť ibaOvplyvniť pozíciuOvplyvniť siluVplyv sily ťahuVplyv hrúbky ťahuOvplyvniť hrúbkuOvplyvnenie transformácieOvplyvniť UVOvplyvniť viditeľnosťVplyv na aktívnu vrstvu údajov všetkých cieľovOvplyvní všetky vybrané objekty namiesto aktívneho objektuVplyv na všetky vrcholy (môže pridať niektoré do skupiny vrcholov A)Ovplyvnenie hrán alebo vrcholovOvplyvnenie len hránOvplyvňuje iba plôšky otočené v smere zobrazeniaOvplyvňuje iba ťahy pod kurzoromOvplyvňuje iba aktívnu vrstvuOvplyvňuje iba aktívny materiálOvplyvňuje iba topologicky prepojené prvkyOvplyvnenie iba vrcholovOvplyvní iba vrcholy spojené s aktívnym vrcholom pod štetcomOvplyvní iba vrcholy, ktoré zdieľajú nastavenie plôšky s aktívnym vrcholomOvplyvní iba vrcholy s normálou, ktorá je otočená k divákoviOvplyvní iba vrcholy s podobnou normálou, ako je miesto, kde začína ťahVplyv na dynamickú rotáciu častícVplyv na polohu častícVplyv na zhlukovanie potomkovVplyv na dĺžku vlasov potomkovVplyv na amplitúdu zakrútenia potomkovVplyv na frekvenciu zakrútenia potomkovVplyv na zdrsnenie potomkovVplyv na zatočenie potomkovVplyv na hustotu častícVplyv na čas emisie častícVplyv na životnosť častícVplyv na silové polia častícVplyv na gravitáciu častícVplyv na počiatočnú rýchlosť častícVplyv na veľkosť častícVplyv mokrosti na prúdenie častícOvplyvňuje hodnotu kľúčov lineárne pri zachovaní rovnakej hodnoty medzi nimi, pričom ako referenciu použije buď ľavý, alebo pravý kľúčOvplyvňuje stopy, ktoré sú sledované menej ako zadaný počet snímokOvplyvňuje stopy, ktoré majú väčšiu chybu opätovného premietnutiaVplyv vrcholov v skupine AVplyv na vrcholy v skupine B (môže pridať niektoré do skupiny vrcholov A)Vplyv na aspoň jeden vrchol z oboch skupín vrcholov (môže pridať niektoré do skupiny vrcholov A)Vplyv na vrcholy v oboch skupináchOvplyvniteľná výška štetca (t. j. výška vrstvy pre nástroj vrstvy)OvplyvnenéOvplyvnená akciaOvplyvnené kostiPríbuznosťPoPo farbeZa aktuálnouZa aktuálnou snímkouPo CyclesRežim poZa originálomZa originálom (Zarovnané)Za originálom (Plné)Za originálom (Rozdelené kanály)Po zapečení kriviek odstráni nadbytočné kľúčePo načítaní odstráňte všetko okrem scén, okien a pracovných plôch. To umožňuje načítať spúšťací súbor s neporušenou konfiguráciou scény a rozložením okien, ale bez objektov, materiálov, animácií, ...Po odstránení pásu odstráni aj súvisiace údajePo tomto počte odrazov svetla použije približné globálne osvetlenie. 0 túto funkciu vypínaAgXAgX - HDR 1000 nitovAgX - SDRZákladné kódovanie obrazu AgX pre displej sRGBZákladné AgX sRGBZáznam AgXVekVek: {:s}AgresiaAgresívne zjednodušenie povrchovej sieteAgresívne zjednoduší cieľový pomer bez ohľadu na kvalituZamerá vynútený objekt smerom na cieľVzduchZbrzdenie vzduchomPrúdenie vzduchuOsobný vzdušný priestorViskozita vzduchuVzduch má zvyčajne nejakú hrúbku, ktorá spomaľuje padajúce veciOdrazivosťOdrazivosť a normálaPrechod odrazivosti použitý odstraňovačom šumuExport alembic: Nepodarilo sa nájsť kolekciu '%s'Algoritmus na rozšírenie výsledku zapečeniaAlgoritmus na použitie pre vygenerovanie plášťaAlgoritmus použitý na uvoľnenie UVAlgoritmus používaný na výpočet vzdialenosti bodov ukážky na body prvkovAlgoritmus používaný na výpočet fyziky, od najrýchlejšieho po najstabilnejší/najpresnejší: Stredný bod, Euler, Verlet, RK4Algoritmus používaný na výpočet automatických manipuláciíZarovnaťZarovná 'n' kostí pozdĺž krivkyZarovnať aktívneVyrovnať automatickyZarovnať os na normáluZarovná bézierove manipulátory na vytvorenie kruhových oblúkov v každom riadiacom bodeZarovnať koniecZarovnať Eulera na vektorManipulátor zarovnaniaVybraný manipulátor zarovnaniaZarovnať manipulátoryZarovnať horizontálneRežim zarovnaniaZarovnať uzlyZarovnať na objektZarovnať rotáciuZarovnať rotáciu na cieľZarovnať rotáciu na vektorZarovnať začiatokZarovnať naZarovná UV ostrovy pozdĺž osi XZarovná UV ostrovy pozdĺž osi YZarovná vrcholy UV pozdĺž línie definovanej koncovými bodmiZarovná vrcholy UV na vodorovnú líniuZarovná vrcholy UV na zvislú líniuZarovná vrcholy UV, ich horizontálny presun na líniu definovanú koncovými bodmiZarovná vrcholy UV, ich vertikálny presun na líniu definovanú koncovými bodmiZarovná UV pozdĺž maximálnej polohyZarovná UV pozdĺž strednej polohyZarovná UV pozdĺž minimálnej polohyZarovnať vertikálneZarovnať pohľadZarovnať pohľad na aktívneZarovnať XZarovnať YZarovná podľa transformácie objektuZarovnať balík k osi XZarovnať balík k osi YZarovná reťaze kostí pozdĺž krivky (len kosti)Zarovná každú os podľa osi Eulerovej rotácie ako použitú pre vstupZarovnať podľa všetkých hránZarovná kľúčové snímky na začiatok uvoľnenia alebo koniec uvoľnenia krivkyZarovná novo pridané objekty podľa rotácie 3D kurzoraZarovná novo pridané objekty do aktívnej orientácie 3D záberuZarovná novo pridané objekty podľa systému súradníc oblastiZarovná objektyZarovná smer posuvu podľa normálZarovná rotáciu použitím prichytenia cieľaZarovná vybrané kosti s aktívnou kosťou (alebo ich rodičmi)Vyrovná vybrané uzly do mriežkového vzoruZarovná ťahy na aktuálnu orientáciu 3D kurzoraZarovná ťahy do roviny aktuálneho zobrazeniaZarovná text nadolZarovná text na spodnú základnú čiaruZarovná text naľavoZarovná text na stredZarovná text napravoZarovná text nahorZarovná text na hornú základnú čiaruZarovná rotáciu UV ostrovaZarovnať os X s vektoromZarovnať os Y s vektoromZarovnať os Z s vektoromZarovná krivku na normálu povrchu (potrebuje vodenie ako referenciu)Interpolované krivky sa zarovnajú s normálou povrchuZarovná ostrovy na stred najväčšieho ostrovaZarovná ostrovy s maximálnou stranou ostrovaZarovná ostrovy na minimum ostrovaZarovná nový objekt do pohľaduZarovná nový objekt do svetaZarovná určenú os na normálu povrchuZarovnať hviezdu diagonálneZarovná osi transformácie na priemernú normálu vybraných prvkov (kosť osi Y pre režim pózy)Zarovná osi transformácie podľa 3D kurzoraZarovnaná transformačné osi do rodičovského priestoru objektuZarovná osi transformácie s miestnym priestorom vybraných objektovZarovná osi transformácie podľa oknaZarovná osi transformácie podľa priestoru oblastiZarovnať na os geometrieZarovnať na normáluZarovnať na objektZarovnať na normálu povrchuZarovnať na normálu vrcholuZarovnať na osZarovná na os aktívneho objektuZarovná naľavo a napravoZarovná naľavo a napravo s rovnakým rozstupom znakovOrtogonálne zarovnanie geometrie orezania pre tvar s uhlami 90 stupňovZarovná geometriu orezania s perspektívou aktuálneho pohľadu pre zužujúci sa tvarZarovnať s bodom normályZarovnanýZarovnaná osZarovnať voľné manipulátoryJednoduché zarovnanieZarovnaná kosť '%s' na rodičovskúZarovnanieZarovnať osiZarovnať XZarovnanie regiónu v oblastiZarovná opačný bod manipulátora počas transformácieZarovná vybrané vrcholy UV na líniuŽivéŽivéVšetkyFiltrované boli všetky %d kanály rotácieVšetky 3D záberyVšetky vyššieVšetky akcie kľúčových snímokVšetky akcieVšetky aktívne snímkyVšetky doplnkyVšetky doplnky inštalované od užívateľovVšetky nižšieVšetky okrajeVšetky kanályVšetky krivkyVšetky vlastnéVšetky bloky údajovVšetky hranyVšetky rozšírenia sú aktuálne{:s}Všetky plôškyVšetky vidliceVšetky snímkyVšetky medzeryVšetky typy geometrieVšetky skupinyVšetky vlasyVšetky položkyVšetky sústavy kľúčovaniaVšetky sústavy kľúčovania dostupné na použitie (zostavy a sústavy absolútneho kľúčovania pre túto scénu)Všetky priradenia klávesVšetky kľúčeVšetky vrstvyVšetky knižniceVšetky snímače svetlaVšetky objekty Line Art sú teraz vyčistené od zapečeniaVšetky čiaryPriame prepojenie všetkých údajovVšetky lokálneVšetky správyVšetky počiatky objektovVšetky objektyVšetky bodyVšetky vlastnostiVše účelovéVšetky regiónyVšetky úložiskáVšetky typy tieňovaniaVšetky pásyVšetky transformácieVšetky transformácie do deltyVšetky typyVšetky dlaždice UDIMVšetky slučky UV vrstvyVšetky UVVšetky odomknutéVšetky skupiny vrcholovVšetky skupiny vrcholov priradené k deformovaným kostiamVšetky skupiny vrcholov priradené k výberuVšetky vrcholyVšetky vrstvy zobrazeniaVšetky objemyVšetky dostupné sústavy kľúčovaniaVšetky osi sú ovplyvnenéPoužívajú sa všetky kolekcie kostíVšetky kosti ovplyvnené aktívnym nastavením kľúčovaniaVšetky vynútenia sa presunú do ovládacieho prvku kosti.Všetky rohy, ktoré sú ostrejšie ako uhol rezu skosenia, budú zrezané rovnoVšetky krivky v bloku údajovVšetky údaje boli importované a sú k dispozícii v zozname "import_items"Všetky vplyvy efektorovVšetky vyhodnotené bloky údajovVšetko z cieľaVšetky skupiny geometrie ako samostatné inštancieVšetky skupiny sú uzamknutéVšetky vyššie vrstvy sú aktívneVšetky nižšie vrstvy sú aktívneVšetky modifikátoryVšetky mnohouholníky so štyrmi alebo viacerými vrcholmi budú konvertované na trojuholníky. Povrchové v scéne nebudú ovplyvnené. Chová sa ako modifikátor konvertovania na trojuholníky metódou mnohouholníka: "Úhľadne", štvorcová metóda: "Krátke uhlopriečky", minimum vrcholov: 4Všetky inštancie objektu na zobrazenie alebo prekreslenie (Upozornenie: používa ho len ako opakovanie, nikdy ako sekvenciu a neuchováva žiadne referencie jeho položiek)Všetky objekty scényVšetky možné typy prelínaní, logické operácie a matematické operácieVšetky vlastnosti, vrátane transformácií, ohyby kostí a užívateľské vlastnostiVšetky vrstvy prekreslenia sú zakázanéVšetky pravidlá sú spriemerovanéVšetky vybrané kosti už boli súčasťou tejto kolekcieVšetky vrcholy kožeVšetky pásy rovnakého základného typu (grafické alebo zvukové)Všetky pásy, rekurzívne vrátane tých vnútri pásov metaVšetky ťahy končia v rovnakom čase (t. j. krátke ťahy začínajú skôr)Všetky ťahy začínajú v rovnakom čase (t. j. krátke ťahy skončia skôr)Všetky aktuálne priradené akcie sa stanú jednou animáciou glTFVšetky objekty v tejto vrstveVšetky vybrané objekty tejto vrstvyPovolí .blend súboru spúšťať skripty automaticky, dostupnosť predvolená podľa systémových preferenciíPovolí Blenderu prístup na internet. Doplnky, ktoré sa riadia týmto nastavením, sa budú pripájať k internetu len vtedy, ak je to povolené. Blender však nemôže zabrániť tomu, aby doplnky tretích strán toto pravidlo porušovali.Povolí Blenderu kontrolovať aktualizácie pri spusteníPovoliť šplhaniePovoliť vykonaniePovoliť lietaniePovoliť zemPovoliť záporné snímkyPovoliť online prístupPovoliť prekrytiePovoliť prekrývanie typovUmožní prvotným tvarom USD zlúčiť sa s ich nadradeným Xform, ak sú jediným podriadeným v hierarchiiPovoliť UnicodePovolí hlavovým súpravám VR okrem rotácie ovplyvniť aj umiestnenie vo virtuálnom priestorePovolí manuálne definovanú polohu a rotáciu použiť ako základnú pózu zobrazenia VRPovolí, aby hrana mala viacero typov prekrývania. Tým sa vytvorí samostatný ťah pre každý typ prekrývania.Povolí inému operátoru pracovať s manipulátormi pásuPovolí každému .blend súboru automatické spúšťanie skriptov (nebezpečné pri .blend súboroch z nedôveryhodných zdrojov)Povolí kŕdľom vyšplhať sa na cieľové objektyPovolí kŕdľom pohybovať sa vo vzduchuPovolí kŕdľom pohybovať sa po zemiUmožní zobrazovať záhyby hrán vnútri vyhladených povrchovUmožní na ostrých hranách zobrazovať záhybyPovolí odchýlku pre vyhladenejšiu, menej presnú čiaruPovolí výberu prstenca hrán prekročiť n-uholníky s párnym počtom stránPovolí správne zobrazenie hrán na rovnakom mieste (t. j. z rozdelenia hrán). Môže bežať pomalšie.Povolí úpravy na osi Z tejto krivky, tiež povolí sklon a polomer krivky, ktoré majú byť použitéPovolí úpravy ťahov, aj keď používajú uzamknuté materiályUmožní export všetkých spoločných vplyvov vrcholov. Modely sa môžu v mnohých prehliadačoch zobrazovať nesprávnePovolí obrázky alebo filmy, ktoré majú byť použité ako textúryPovoliť Vložený formát glTFPovolí prístup na internet. Blender môže pristupovať ku nakonfigurovaným online úložiskám rozšírení. Nainštalované doplnky tretích strán môžu pristupovať k internetu pre svoju vlastnú funkčnosťPovolí interpoláciu podľa polohy vrcholovPovolí zobrazenie generovaných čiar blízkou/vzdialenou rovinou rezuVoľné okraje sa dajú spojiť reťazouPovolí vyradenie objektov na základe zrezaného zobrazenia kameryPovolí vyradenie objektov na základe vzdialenosti od fotoaparátuUmožní zobrazovanie objektov častíc a inštancií plôšok/vrcholov v Line ArtPovolí čiastočný výber bodov alebo kriviekPovolí animačnému systému ovládať pevné telesoPovolí zmenu mierky kosti pre IKPovolí zmenu mierky ovládacích kostí drážky tak, aby ovplyvňovala hrúbku prostredníctvom polomeru krivkyUmožní výber všetkých kľúčových snímok krivky výberom vypočítanej F-krivkyPovolí výber všetkých kľúčových snímok krivky výberom samotnej krivkyUmožní výber objektov Grease PencilUmožniť výber armatúrUmožniť výber kamierUmožniť výber kriviekUmožniť výber prázdnychUmožniť výber kriviek vlasovUmožniť výber mriežokUmožniť výber snímačov svetlaUmožniť výber svetielUmožniť výber objektov povrchovej sieteUmožniť výber metagúľUmožniť výber mračna bodovUmožniť výber reproduktorovUmožniť výber povrchovUmožniť výber textových objektovUmožniť výber objemovV operandoch povolí pretínanie samého sebaUmožní prepínanie rodiča hlavného ovládacieho prvkuUmožniť definovanie pôvodu sledovania VR nezávisle od umiestnenia hlavovej súpravyPovolí použiť pôvodnú polohu myšiUmožniť, aby cesta obsahovala substitučné tokenyPovolí prepísanie vlastnosti pri prepojenom bloku údajovPovolí používanie farieb označujúcich vynútenia/stav kľúčovaniaPovolí asymetrické priradzovanie hrúbkyUmožní tomuto objektu a jeho kópiám vyradenie podľa vyradenia priestoru kameryPovolí tomuto objektu a jeho kópiám vyradenie podľa vzdialenosti od kameryPovolí vrcholom pohybovať sa v zápornom smere osiPovolí vrcholom pohybovať sa v kladnom smere osiPovolí starostlivé rozmiestnenie jednotlivých bodiekUmožňuje farebnú priehľadnosť, ale je nekompatibilný s priechodmi prekresľovania a sledovaním lúčov. Známe aj ako dopredné prekresľovanie.Umožňuje farebnú priehľadnosť, ale je nekompatibilný s priechodmi prekresľovania a sledovaním lúčov. Známe aj ako dopredné prekresľovanie.Umožňuje priehľadnosť v odtieňoch sivej a je kompatibilný s priechodmi prekresľovania a sledovaním lúčov. Známe aj ako odložené prekresľovanie.Umožňuje priehľadnosť v odtieňoch sivej a je kompatibilný s priechodmi prekresľovania a sledovaním lúčov. Známe aj ako odložené prekresľovanie.Umožní riadiť preklad UI priamo z Blendera (aktualizovať hlavný .po súbor, aktualizovať preklady skriptov, atď.)Pozdĺž normályPozdĺž normálPozdĺž ťahuAlfaAlfa kanálKonvertovať alfaOrezanie alfaOtlačky alfaFaktor alfaFaktor alfaRežim alfaModifikátory alfaNad alfouUzol Nad alfouPás Nad alfouPrah alfaAlfa priehľadnosťPás Pod alfouModifikátor alfa kanálu '%s' nemôže byť odstránenýTyp modifikátora alfaAlfa modifikátory pre zmenu alfa čiarAlfa priehľadnosť na základe náhodného šumuAlfa priehľadnosť na základe uhla medzi dvoma susednými plôškamiPriehľadnosť alfa na základe smeru ťahuAlfa priehľadnosť na základe radiálneho zakrivenia 3D povrchovej sieteAlfa:Abecedne zoradí bloky údajov - hlavne objektov na scéne (vypne zvýšenie rýchlosti záberu)Riadiaci bod sa už v snímke %.6f nachádzaOvplyvňuje aj viditeľnosťTiež odstráni niektoré vrstvy údajov z miesta určenia, ak je to potrebné, aby sa zhodovali presne so zdrojomZruší tiež výber plôšok, ktoré sa dotýkajú iba rohuImportuje aj materiály, ktoré sa nepoužívajú v žiadnej geometrii. Všimnite si, že ak je táto možnosť NEPRAVDA, materiály, na ktoré sa geometria odvoláva, budú stále importovanéVyberie tiež plôšky, ktoré sa dotýkajú iba rohuAlt+Výzva nástroja kliknutím na AltPrístup ku kurzoru cez AltAkcia ťahania Alt+stredné tlačidlo myšiPrístup k nástroju cez AltStlačená klávesa AltStlačená klávesa Alt, -1 pre akýkoľvek stavAkcia ťahať Alt-STMĽaAltPrAltZmení dĺžku pružiny na zmrštenie/nafúknutie (v %) 0 to vypneAlternatívne riadkyAlternatívny prístup ku 'mazaniu kľúčových snímok' pre použitú mapu kľúčovAlternatívny prístup ku 'vloženiu kľúčových snímok' pre použitú mapu kľúčovStrieda oblasť kľúčovej snímky medzi prehrávaním dopredu a dozaduStrieda vnútro/vonkajšok na základe počtu prechodovAlternatívna cesta ku skriptu zodpovedajúca predvolenému rozloženiu s podpriečinkami: spustenie, doplnky, moduly a predvoľby (vyžaduje reštart)Alternatívny prístup k polohe/mierke/rotácii vzhľadom na rodičovské a vlastné zostatkové kostiAlternatívna koncová snímka pre užívateľské rozhranie prehrávaniaAlternatívna počiatočná snímka pre užívateľské rozhranie prehrávaniaPrípadne si stiahnite rozšírenie pre Inštaláciu z disku.Nadmorská výškaVždyVždy pridať čítačku zásobníkaVždy presnímkovať animácieVždy zobraziť ponukuVždy stupňovaťVždy pridá kľúčovú snímku na začiatok a na koniec akcie pre animované kanályVždy upraví hodnotu minimálne na 1, keď 'hodnota' nie je 1,0Vždy zmení kartu po kliknutí na ikonu údajov v Líniovom prehľadeVždy zvinúť nové uzly zlúčeniaVždy potvrdiť operáciu pri uvoľnení tlačidlaVždy obnoví obraz po zmene snímkyVždy odbočiť doľavaVždy odbočiť dopravaVždy používajte normály plôšky pre doménu rohu plôšky, čo zodpovedá starému správaniu uzlaVždy zapíše absolútne cestyVždy zapíše nové smerové rýchlosti pre každú snímku (každá snímka obsahuje iba aktuálne rýchlosti zo smerových objektov)Farba okoliaPohlcovanie okolímOkolitý tlak (kPa), ktorý vyvažuje medzi vnútorným a vonkajším objektom, keď má cieľový objemMnožstvoOblasťPoleIntenzita emisieChybaRovnomernePočetJedinýVyhladenýTyp ukladaniaSilaMnožstvo vzaduMnožstvo koncovMnožstvo vpreduMnožstvo začiatkovHodnota v stupňoch na otáčku pri použití prichytenia otáčkyPočet je absolútna vzdialenosť pozdĺž susednej hranyHodnota je posuv nových okrajov od pôvodnýchHodnota je percento priľahlej dĺžky hranyHodnota je kolmá vzdialenosť pôvodného okraja od úkosu plôškyHodnota je šírka novej plôškyMnožstvo GI lúčov na sledovanie pre každý pixelMnožstvo ťahu vzduchuMnožstvo uhlovej rýchlosti, ktorá sa časom stratíVeľkosť anizotropie pre odraz. Vyššie hodnoty dávajú predĺžené odlesky pozdĺž dotyčniceVeľkosť anizotropie pre zrkadlový odraz. Vyššie hodnoty poskytujú predĺžené odlesky pozdĺž dotyčniceMnožstvo roztiahnutia chrbticeMnožstvo vztlaku stúpajúcich bublín (vysoká hodnota vedie k pohybu bublín hlavne smerom nahor)Množstvo zhluknutiaMnožstvo riadiacich bodov vygenerovaných kriviek vlasovMnožstvo stlmeniaMnožstvo stlmenia pri kolíziiMnožstvo stlmenia počas kolízie častícMnožstvo útlmu spôsobeného ohybomMnožstvo stlmenia spôsobeného stlačenímMnožstvo stlmenia pri správaní strihuMnožstvo stlmenia spôsobeného roztiahnutímMnožstvo detailov pre zobrazenie drôtového rámuVeľkosť posunu pozdĺž normály povrchuMnožstvo skresleniaMnožstvo detailov skreslenia šumuMnožstvo skreslenia vlnyMnožstvo šumu rozptylom farby pridaného do prekresľovaného obrázku na ukončenie tvorby pásovMnožstvo rozptylu farby pri maľovaní na bajt obrázkuMnožstvo unášajúcej sily pohybujúcej bublinami spolu s kvapalinou (vysoká hodnota vedie k pohybu bublín hlavne s kvapalinopu)Počet kópií na krivkuPočet slučiek hrán, s ktorými sú generované okrúhle uzáveryVeľkosť zaoblenia okrajovMnožstvo zdrsnenia koncového boduMnožstvo zmazania silyMnožstvo zmazania pre hrúbkuMnožstvo detailov jemnej úrovne prítomnej v šumeMiera ohniskového rozostrenia, 128 (nekonečno) je perfektné zaostrenie, polovičná hodnota zdvojnásobuje polomer rozostreniaMnožstvo trenia počas kolízie častícMnožstvo vygenerovanej penyVeľkosť gravitácie po každej škvrnkeMnožstvo vodení na použitie pre interpoláciu na krivkuMnožstvo vysokofrekvenčných detailov. Hĺbka musí byť väčšia ako 0, aby to malo účinokMnožstvo vplyvu modifikátora F-krivky bez vytrácania dnu/vonVýška vplyvu vynútenia na finálne riešenieMieru vplyvu uzla na obrázokMiera vplyvu uzla na výstupnú farbuMiera vplyvu uzla na výstupný vektorMnožstvo chvenia použitého na snímanieMnožstvo lineárnej rýchlosti, ktorá sa časom stratíPočet riadkov viditeľných v aktuálnom editoreMnožstvo zdrsnenia závislého na poloheMnožstvo zrkadlového odrazu pre trasu lúčaMnožstvo zmiešania medzi vstupmi A a BMnožstvo zmiešania medzi vstupmi vektorov A a BMnožstvo susedov použitých na prelínanieMnožstvo šumu pre vynútenie silyMnožstvo šumu pre použitieMnožstvo šumu pre použitie UV rotácieMnožstvo šumu na použitie pre nepriehľadnosťMnožstvo šumu pre použitie na hrúbkuVeľkosť smerovej rýchlosti normálMnožstvo nepriehľadnosti na použitieMnožstvo presahu pre 'spätné' zmiernenieMnožstvo farby, ktorá sa aplikuje na snímke ťahuMnožstvo farby, ktorá sa naberie z povrchu do farby štetcaMnožstvo častíc, ktoré zostali nedotknuté dĺžkou dráhy potomkovMnožstvo častíc nedotknutých náhodným zdrsnenímMnožstvo častíc, ktoré sa majú použiť pre výskytPočet náhodných prvkov, ktoré budú ovplyvnené štetcomMnožstvo náhodného posuvu na krivkuMnožstvo náhodného zdrsneniaVeľkosť náhodnej rýchlostiMnožstvo náhodného, nevyspytateľného pohybu časticeNáhodnosť množstva smeru zvinutiaMnožstvo zostatkovej chyby v jednotke priestoru Blendera pre vynútenie pracujúceho na pozíciiMnožstvo zostatkovej chyby v radiánoch pre vynútenia pracujúcich na orientáciiMnožstvo rotácie okolo bočného vektoraPočet otáčok okolo vektora rýchlosti na otáčkuVeľkosť rotácie v stupňoch (90, 180, 270)Počet rozptýlených inštancií na jednotku metra štvorcovéhoPočet rozptýlených inštancií zobrazených v zábereMnožstvo snímok obrazovky na jeden GI lúčMnožstvo snímok mapy tieňov na jeden tieňový lúčMnožstvo tieňového lúča na sledovanie pre každé svetloMnožstvo dymu vytvoreného spaľovaním palivaMnožstvo použitého vyhladeniaMnožstvo vyhladeniaPočet krokov vyhladeniaMnožstvo vyhladzovania na použitieMnožstvo vyhladenia použitého na dokončenie novovytvorených ťahov, zníži chvenie/šumMnožstvo vyhladenia použitého na dokončenie novovytvorených ťahov, zníži chvenie/šumMnožstvo vyhladenia, ktoré sa automaticky použije pri každom ťahuMnožstvo vyhladenia pri kresleníMnožstvo krokov vyhladenia aplikovaných po zmršteníIntenzita lepivosti pri povrchovej kolíziiMnožstvo narovnaniaMnožstvo času na určenie najlepšej kompresie: 0 = bez kompresie s rýchlym výstupom súboru, 100 = maximálna bezstratová kompresia s pomalým výstupom súboruMnožstvo turbulencie a rotácie v dymeMnožstvo stratenej rýchlosti pri zrážkeMnožstvo mokrej farby, ktorá zostane v štetci po nanesení farby na povrchVeľkosť textúry ovplyvnenej alfa kanálomVeľkosť textúry ovplyvňujúcej zhluk potomkovVeľkosť textúry ovplyvňujúcej dĺžku vlasov potomkaVeľkosť textúry ovplyvňujúcej amplitúdy zakrútenia potomkaVeľkosť textúry ovplyvňujúcej frekvenciu zakrútenia potomkaVeľkosť textúry ovplyvňujúcej zdrsnenie potomkovVeľkosť textúry ovplyvňujúcej zatočenie potomkovVeľkosť textúry ovplyvnenej rozptylovou farbouVeľkosť textúry ovplyvňujúcej mokrosť častícVeľkosť textúry ovplyvňujúcej hustotu častícVeľkosť textúry ovplyvňujúcej čas emisie častícVeľkosť textúry ovplyvňujúcej polia pevnosti častícVeľkosť textúry ovplyvňujúcej gravitáciu častícVeľkosť textúry ovplyvňujúcej počiatočnú rýchlosť častícVeľkosť textúry ovplyvňujúcej čas životnosti častícVeľkosť textúry ovplyvňujúcej fyzickú veľkosť častícMnožstvo aplikované pózou na existujúce pózy. Záporná hodnota odčíta pózu namiesto jej pripočítaniaPodiel aktívnej akcie prispievajúcej do výsledku zásobníka NLAMnožstvo pásov prispievajúcich k aktuálnemu výsledkuMnožstvo zvýšenia elastických odrazov pre 'elastické' zmiernenieČiastka na zníženie alebo zvýšenie rozostupu medzi znakmiMnožstvo na deformáciu objektuMnožstvo na presun geometrieVzdialenosť, o ktorú sa má každá kópia posunúť vzhľadom na veľkosť poľa ohraničeniaHodnota posuvu polí UV na osi UHodnota posuvu polí UV na osi VMnožstvo na posuv zrkadlového UV bodu preklopenia z 0,5 na osi UMnožstvo na posuv zrkadlového UV bodu preklopenia z 0,5 na osi VMnožstvo pre rozťahovanie oblúkov pre oblúky vnútorného sklonuPočet skrútení okolo kurzoraAmplitúdaAmplitúda zhlukuNáhodná amplitúdaAmplitúda vlnyAmplitúda šumu PerlinAmplitúda šumuAmplitúda množstva šumu upravujúceho podkladovú krivkuAmplitúda sínusového posunutiaAmplitúda priestorového šumu"Extrémna" póza, alebo iný zámer podľa potreby"Extrémna" póza, alebo iný zámer podľa potrebyAkcia nesmie mať viac ako jednu vrstvuZásuvka akcie môže byť vytvorená len vtedy, keď je priradená akciaPridaný posuv ku každej oktáve určuje úroveň, na ktorej sa objaví najvyššia oktávaAgresívny filter ostreniaVrstva animácie obsahujúca akcie uvádzané ako pásy NLAAproximácia Fresnelovej vodivostnej krivky na základe farieb pri kolmých a blízkych uhloch (približne 82°)Oblasti sú maximalizované, vyplňujú túto obrazovkuPole hodnôt s pohyblivou desatinnou čiarkouPole celých číselPole hodnôt PRAVDA alebo NEPRAVDAUmelecký riešiteľ so silnými efektami povrchového napätia (originál)Pole atribútov s výberom vonkajších bodovHrana spojená s plôškou, zvolená indexom zoradeniaVyžaduje sa upraviteľná povrchová sieť s režimom výberu vrcholov alebo hránPri vyvolaní háčika USD '%s' došlo k výnimkePri volaní háku USD '%s' došlo k výnimke. Podrobnosti nájdete v konzoleOpätovne sa použilo existujúce zodpovedajúce lokálne IDDodatočný násobiteľ na doladenie magnitúdy oktávIdentifikátor pre skupinu každej plôšky. Všetky súvislé plôšky s rovnakou hodnotou sú v rovnakej oblastiIndex používaný na zoskupovanie kriviek. Vypĺňanie sa vykonáva samostatne pre každú skupinuIndex používaný na skupinu hodnôt pre viacero samostatných kumuláciíIndex používaný na zoskupenie hodnôt pre viacero samostatných operáciíNázov vstupu nemôže začínať číslicou: "{}"Vstup bol nevyvinutýInterná vlastnosť používaná iba na uloženie prvej pozície myšiInterná vlastnosť používaná na uloženie prvého uzla v operácii Lenivé pripojenieInterná vlastnosť používaná na uloženie posledného uzla v operácii Lenivé pripojenieInterná vlastnosť používaná na uloženie zásuvky zdroja v operácii Lenivé pripojeniePoložka (predstavujúca blok údajov) v údajoch BlendImportContext. V súčasnosti je vystavená len ako údaj len na čítanie pre obslužné programy pred/po prepojeníInštancia objektu vo vrstve zobrazenia (v súčasnosti nie je nikdy vystavená v rozhraní API jazyka Python)AnaglyfTyp anaglyfAnalógový 16mmAnalógový 35mmAnalógový 65mmAnalógový IMAXAnalógový Super 16Analógový Super 35Efektívna viditeľnosť rodičaSnímka ukotveniaVáhy kotvyKotva XKotva YANDUholZákladný uholUhol zarážkyVynútenie uhlaFaktor uhlaLimit uhlaUhol MinimumVonkajší uholPrichytiť uholPrírastok prichytenia uhlaDelenie uhlaPrah uhlaUhol nad ktorým sa skosia hranyNajväčší uhol na oddelenie hránUhol a os rotácieUhol, pri ktorom je medziočná vzdialenosť 0Uhol, pri ktorom medziočná vzdialenosť začína klesať na 0Uhol medzi ďalšou a predošlou hranou rohu plôšky v rámci plôškyUhol medzi rovinami záhybuUhol v priestore obrazovky, pod ktorým je ťah rozdelený na dve častiLimit uhlaUhol rotácie pre uhly osí reprezentovanej rotácieUhol deformácieUhol pootočeniaUhol pootočeniaVnútorný uhol kužeľa v stupňoch, vnútri kužeľa je objem 100%Uhol hlavného smeruVonkajší uhol kužeľa v stupňoch, mimo tento objem kužeľa je objemom vonkajšok kužeľa, medzi vnútrajškom a vonkajškom je objem kužeľa interpólovanýUhol prechoduPrichytenie uhlaRežim prichytenia uhlaPrichytenie uhla vzhľadom na predošlú hranu rezuUhol na rotáciu podľa vstupného vektoraUhol použitý ako základ pre skrútenieUhol používaný pre prírastky rotácie v 2D editorochUhol používaný pre prírastky rotácie v 3D editorochUhly nad týmto sú považované za rohovéUhly menšie ako táto hodnota sa považujú za záhybyUhly menšie ako táto hodnota sa považujú za záhyby. Priorita uhla záhybu: objekt Line Art prepis záhybu > automaticky vyhladený uhol povrchovej siete > predvolený záhyb Line Art.UhlovýUhlový útlmUhlová vzdialenosťUhlový pohonUhlová rýchlosťUhlová rýchlosť osíUhlová rýchlosť prahu deaktivácieUhlová rýchlosť, pod ktorou simulácia prestane simulovať objektUhlový priemer slnka, ako je ho vidieť zo ZemeUhlový priemer lúča smerového svetlaUhlové skreslenie medzi UV a 3D uhlamiUhlová hrúbka povrchov pri výpočte rýchleho GI a pohlcovania okolím. Znižuje energetické straty a chýbajúce pohlcovanie vzdialenej geometrie.Uhlová prahová hodnota na zisťovanie záhybov hránVeľkosť uhlovej rýchlosti (v radiánoch za sekundu)Prehrávač animácieZvieratáAnimovateľnéAnimovať vlastnosťAnimácia ťahov, ktoré sa objavujú a miznúAnimovanéAnimovaný vplyvVybrané animovanéAnimovaný časový pásAnimáciaBalík animačného kanálaKanály animácie pre zásuvkyKrivky animácieÚdaje animácieEditory animáciePosuv konca animácieRežim animáciePosuv animácieOperácia animáciePrehrať animáciuPrehrávač animáciePredvoľby prehrávača animáciePrehrávanie animácieUkazovateľ animácie (experimentálne)Posuv začiatku animácieAnimácie krokuČasový limit animácieUžívateľské rozhranie AnimácieVizualizácia animácieÚdaje animácie pre blok údajovÚdaje animácie pre tento blok údajovBlok údajov animácie nemá aktívnu akciuBlok údajov animácie aktívnej akciePosuv konca animácie (koniec orezania)Animácia je prehraná dozaduPrehrá animáciuPrehrávanie animácie je aktívneRýchlosť prehrávania animácií v počte snímok za sekundu. Ak je jeden obrázok, tak 0Nastavenia animáciePosuv začiatku animácie (začiatok orezania)Animácia krokovČas animácie šumuStopa animácie na indexe %d nie je stopou 'Aktívnej akcie' NLAAnimácia:AnimácieAnizotropnáAnizotropné filtrovanieAnizotropná rotáciaAnizotropná (smerovo závislá)ČlenokČlenok a palecPoznámkaPôvodná farba poznámkySnímka poznámkySnímky poznámkyVrstva poznámkyNepriehľadnosť vrstvy poznámkyVrstvy poznámokŤah poznámkyUmiestniť ťah poznámky (3D zobrazenie)Bod ťahu poznámkyPoznámka hrúbky ťahuPoznámkové údajePoznámkové údaje pre túto oblasť náhľaduPoznámkové údaje pre tento filmový klipPoznámkové údaje pre tento priestorPoznámkové údaje pre túto stopuBloky údajov s poznámkami (zdedené po Grease Pencil)Poznámka:PoznámkyK anonymným atribútom nemožno pristupovať podľa názvuAnonymné atribúty sa tu nedajú vytvoriťIný objekt má tieto zdieľané údaje v režime editácieVyhladenie hránAnti-AliasingUkážky anti-aliasinguVyhladzuje hrany generovanej masky pred kombináciou pre hladšie okraje za cenu drahšieho spracovaniaVyhladzovanie pixelovAntialiasingNejakýĽubovoľný typPri otáčaní je povolený ľubovoľný uholStlačený nejaký modifikátor klávesyAkákoľvek úprava objektu vyžaduje kompletnú prestavbu BVH, ale rýchlejšie sa vykonáva prekreslenieVšetky neuložené zmeny sa stratia.ClonaAplZdanlivá veľkosť objektu kamery v 3D zobrazeníPrepojiťPripojiť (opakované použitie údajov)Pripojiť (Opätovné použitie) {}Pripojiť (vytvoriť lokálne) aj nepriame závislosti pripojených ID pochádzajúcich z iných knižníc. POZNÁMKA: Všetky ID (vrátane nepriamo prepojených) pochádzajúce z tej istej pôvodnej knižnice sú vždy lokálnePripojiť akciuPripojí materiály aktívnej Grease Pencil k inému objektuPridá konečnú kosť na koniec každého reťazca, aby ste určili dĺžku poslednej kosti (použije túto, keď chcete upraviť armatúru z exportovaných údajov)Pripojí pracovný priestor a urobí ho aktívnym v aktuálnom oknePrepojí aktívne modifikátory na vybrané pásyPripojí knižnicu ku.blend súboruPridá históriu od pozície kurzoraPridá názov povrchovej siete k názvu objektu, oddeleného znakom '_'Pripojí len aktívny materiál, zrušením zaškrtnutia sa pripoja všetky materiályPripojí posun vzad textu podľa typuPripojiť {}Pripojené údajeDisplej P3 od spoločnosti Apple s funkciou prenosu zloženého (kusového) kódovania sRGB, ktorá je bežná v zariadeniach MacŠablóna aplikácieŠablóna aplikácie "%s" sa nenašlaAplikácieAplikované vynútenie nebolo prvé, výsledok nemusí byť podľa očakávaniaPoužité vynútenie: %sAplikovaný modifikátor zmenil iba CV body, nie mozaikované/skosené vrcholyAplikovaný modifikátor nebol prvý, výsledok nemusí byť podľa očakávaniaPoužiť modifikátor: %sAplikuje hnedý odtieň, ktorý napodobňuje tóny starých fotografií.Aplikuje deformáciu simulácie látky na celú povrchovú sieťAplikuje filter na úpravu atribútu aktívnej farbyPoužije filter na úpravu aktuálnej maskyPoužije filter na úpravu aktuálnej povrchovej sieteAplikuje gravitáciu na simuláciuAplikuje dopad štetca vo forme slučkyAplikuje dopad štetca v hrote štetcaAplikuje deformáciu na lokalizovanú oblasť limitovanú polomerom štetcaAplikuje polomer dopadu vo forme slučky, pričom obráti smer posunu pri každom opakovaní vzoruAplikuje rovnakú deformáciu na všetky okrajePoužije transformáciu simulujúcu pružnosť použitím polomeru kurzoraPoužije deformáciu na všetky vrcholy v povrchovej sietiAplikuje transformáciu vykonanú modifikátorom armatúryPoužiťPoužiť (všetky kľúčové snímky)Použiť základnýPoužiť hustotuAplikovať preklopenéPoužije Gaussove rozostrenie na objektAplikuje vlasové vodiace lištyPoužije Laplacianove vyhladzovanie toku na pole so znamienkovou vzdialenosťou. Výpočtovo efektívna alternatíva k toku strednej krivosti, ideálna v kombinácii s normalizáciou SDFPoužiť maskuAplikovať zmiešaniePoužiť modifikátorPoužiť modifikátoryPoužiť transformáciu objektovPoužiť predvoľbuPoužiť vlastnostiPoužiť mierkyPoužiť heuristiku rozdeleniaPoužiť delenie povrchuPoužiť transformáciuPoužiť jednotkyPoužiť stupnicu na konverziu jednotiekPoužije transformácie farieb v modeli farieb HSVPoužije pevný posuv (bez mierky podľa polomeru)Použiť gama korekciuAplikuje rotáciu na daný vektorAplikuje sekundárnu Eulerovu rotáciu na danú Eulerovu rotáciuPoužije sekundárnu rotáciu na danú hodnotu rotáciePoužije ťah štetcom na časticeAplikujte matricu transformácie (okrem presunu) na daný vektorAplikuje matricu transformácie na daný vektorPoužije akciu na všetky skupiny vrcholovPoužije rozostrenie na každú roztrasenú snímku na zníženie podsnímkových artefaktovAplikuje vplyv štetca v 2D kruhu premietanom zo zobrazeniaAplikuje vplyv štetca na sféru smerom von od streduPoužiť normálny štetecAplikuje zmeny na párovej kosti na opačnej strane osi XPoužije kanál rotácie ako IK vynúteniePoužije veľkosť kanála ako IK vynútenie, ak je zapnuté roztiahnutiePoužíva korekcie farieb pre každý farebný kanálPoužije bežné filtre na vylepšenie obrazuPoužije vynútenie a odstráni ho zo zásobníkaPoužije kopírovanú rotáciu za originálom, ako by bol cieľom vynútenia potomokSkopíruje rotáciu pred originál, akoby bol cieľom vynútenia rodičAplikuje skopírovanú transformáciu za originálom, ako keby cieľom vynútenia bol potomok v režime zarovnaného dedenia mierky. Toto efektívne používa funkciu Plné pre polohu a Rozdelené kanály pre rotáciu a mierku.Aplikuje skopírovanú transformáciu za originálom, pričom poloha, rotácia a mierka sa spracúvajú oddelene, podobne ako pri sekvencii troch vynútení KopírovaťAplikuje skopírovanú transformáciu za originálom použitím jednoduchého násobenia matríc, ako keby cieľom vynútenia bol potomok v režime úplného dedenia mierky. Vytvorí strih pri kombinácii rotácie a nerovnomernej mierky.Aplikuje skopírovanú transformáciu pred originálom, ako keby cieľom vynútenia bol rodičovským objektom v režime zarovnaného dedenia mierky. Toto efektívne používa funkciu Plné pre umiestnenie a Rozdelené kanály pre rotáciu a mierku.Aplikuje skopírovanú transformáciu pred originálom, pričom poloha, rotácia a mierka sa spracúvajú oddelene, podobne ako pri sekvencii troch vynútení KopírovaťAplikuje skopírovanú transformáciu pred originálom použitím jednoduchého násobenia matríc, ako keby bol cieľ vynútenia rodičovským objektom v režime úplného dedenia mierky. Vytvorí strih pri kombinácii rotácie a nerovnomernej mierky.Použije korekcie na riešenie artefaktov terminátora tieňov spôsobených mapovaním hrboľovPoužije aktuálnu kombináciu kľúčových tvarov na geometriu pred ich odstránenímPoužije jednotky aktuálnej scény (definovanej jednotkovou stupnicou) na exportované údajePoužije jednotky aktuálnej scény (definovanej jednotkovou stupnicou) na importované údajePoužitie aktuálneho viditeľného tvaru na údaje objektu a vymazanie všetkých kľúčových tvarovPoužije vlastnú mierku a jednotky mierky na FBX mierkuPoužije vlastnú mierku a jednotky mierky na každú zmenu veľkosti objektu, FBX mierka ostáva na 1,0Použije vlastnú mierku na FBX mierku a jednotky mierky na každú zmenu veľkosti objektuPoužije vlastnú mierku na každú zmenu veľkosti objektu a jednotky mierky na FBX mierkuPoužije deformácie vybraných kľúčových tvarov na základný kľúč a odstráni ichPoužije hĺbku ostrosti v 2D použitím mapovania hĺbky Z alebo maskyPoužije rôzne efekty odtieňovPoužije efektory na potomkovPoužije dopad na zabránenie ostrých hrán, keď sa geometria svetla pretína s inými objektamiPoužije konečnú vynútenú polohu pózy kostí na ich transformáciuPoužitie pevných delt pohybu pri každej aktualizáciiPoužije silu v osi XPoužije silu v osi YPoužije silu v osi ZAplikuje vynútenie iba v 2DPoužije fraktálny posun pozdĺž normályPoužite transformáciu globálneho priestoru na rotácie objektov. Ak je zakázaná, do súboru sa zapíše iba osový priestor a všetky transformácie objektov sa ponechajú tak, ako súPoužije gravitáciu na pohyb bodovPoužije hmaty pri stlačení tlačidlaPoužije hmaty pri stlačení a uvoľnení tlačidlaPoužije hmaty pri uvoľnení tlačidlaOpakovane použije hmaty počas doby trvania stlačenia tlačidlaPoužije hmaty na rovnaké užívateľské cesty pre akciu hmatu a túto akciuPoužije vyhladzovanie pomocou (box) filtra priemeru na pole so znamienkovou vzdialenosťou. Rýchly oddeliteľný filteru priemeru pre všeobecné vyhladzovanie poľa vzdialenostiPoužije vyhladzovanie pomocou filtra priemernej hodnoty (poľa) na voxel. Priemerná hodnota z okolitých voxelov v tvare boxu definovaného polomerom nahradí hodnotu voxelu.Aplikuje vyhladzovanie priemerného zakrivenia na pole so znamienkovou vzdialenosťou. Vyvíja povrch na základe jeho priemerného zakrivenia, pričom prirodzene vyhladzuje oblasti s vysokým zakrivením viac ako rovné oblastiPoužije vyhladzovanie filtrom strednej hodnoty (poľa) na voxel. Stredná hodnota z okolitých voxelov v tvare boxu definovaného polomerom nahradí hodnotu voxelu.Použije filter strednej hodnoty na pole so znamienkovou vzdialenosťou. Znižuje šum a zachováva ostré rysy a hrany v poli vzdialenostiPoužije modifikátor a odstráni ho zo zásobníkaPoužije modifikátor ako nový kľúčový tvar a odstráni ho zo zásobníkaPoužiť modifikátor ako nový kľúčový tvar a ponechať ho v zásobníkuPoužije modifikátory (okrem armatúr) na povrchové siete objektov - VAROVANIE: zabraňuje exportu kľúčových tvarovPoužije modifikátory na exportované povrchové sietePoužije modifikátory na povrchové siete objektov (okrem samotnej armatúry) - Varovanie: bráni exportu kľúčových tvarovPoužije novú rotáciu za originálom, ako by tá bola na potomkoviPoužije novú rotáciu pred originálom, akoby tá bola na rodičoviPoužije nedeštruktívne efektyPoužije normálovú mapu vzhľadom na posunutý povrch pre normálové mapy, ktoré sa majú použiť okrem mapy posunutiaPoužite normálovú mapu vzhľadom na hladký neposunutý povrch pre normálové mapy, ktoré zodpovedajú mape posunuPoužije transformácie objektov na exportované vrcholyPoužije kumulatívny posuv (predošlé body ovplyvňujú body nasledujúce)Použije posuv v opačnom smere animáciePoužitý posuv v obvyklom smere animáciePoužiť na drážkuPoužije maľbu pri každom kroku pohybu myšouPoužije fúkanie na nevybrané koncové body (pomáha udržiavať objem koreňov vlasov pri fúkaní)Použiť v pomere k aktuálnej hodnote (delta)Použije relatívne transformácie v režime zrkadla X (nie je podporované v Auto IK)Použije prekreslenie časti zobrazenia transformácie pri ukladaní bytov obrázkaPoužije prekreslenie časti transformácie obrazovky pri zobrazovaní tohto obrázka na obrazovkePoužije presnímkovanie na všetky animáciePoužije mierku v samotnom riešení, aby sa vzdialenosť medzi vybranými stopami rovnala požadovanejPoužije zmenu veľkosti vybraných pásov na ich odkazované akciePoužije vybrané polohy vrcholov na všetky ostatné kľúčové tvaryPoužije rozostrenie na každú roztrasenú snímku na zníženie artefaktov snímaniaPoužije sínusoidovú deformáciuPoužijete filter vyhladzovania, ktorý zachováva okraje, na štylizované a maliarske efektyPoužije vyhladzovanie bez rekonštrukcie povrchuPoužije akciu na základe výberu skupiny vrcholovAplikuje akčné kanály po pôvodnej transformácii, ako keby boli aplikované na imaginárneho potomka v režime Zarovnané dedenie mierky. Týmto spôsobom sa efektívne používa funkcia Plné pre umiestnenie a funkcia Rozdelené kanály pre rotáciu a mierku.Aplikuje akčné kanály po pôvodnej transformácii, ako keby boli aplikované na imaginárneho potomka v režime Úplné dedenie mierky. Vytvorí strih pri kombinácii rotácie a nerovnomernej mierky.Použije akčné kanály po pôvodnej transformácii, pričom sa oddelene spracúva polohu, rotáciu a mierkuAplikuje akčné kanály pred pôvodnou transformáciou, ako keby boli aplikované na imaginárneho rodiča v režime zarovnaného dedenia mierky. Týmto spôsobom sa efektívne používa funkcia Plné pre umiestnenie a funkcia Rozdelené kanály pre rotáciu a mierku.Aplikuje akčné kanály pred pôvodnou transformáciou, ako keby boli aplikované na imaginárneho rodiča v režime Úplné dedenie mierky. Vytvorí strih pri kombinácii rotácie a nerovnomernej mierky.Použije akčné kanály pred pôvodnou transformáciou, pričom sa oddelene spracúva polohu, rotáciu a mierkuPoužije aktuálnu pózu ako novú pokojovú pózuAplikujte deformáciu na vybranú osPoužije operáciu editácie na skrytú geometriuPoužije filter iba na sústavu plôšok pod kurzoromPoužije silu vo vybranej osiAkciu prejavu použije iba na oblasť obsiahnutú v segmente, bez rozšírenia jej efektu na celú čiaruPoužije danú akciu pózy na výbavuNamiesto umiestnenia kurzora použije maximálnu silu uchopenia aktívneho vrcholuPoužije inverziu rodičovského objektu na jeho údajePoužije transformáciu objektu na svoje údajePoužije vizuálnu transformáciu objektu na jeho údajePoužije operácie iba nad obsahom vybratých položiek (bloky údajov v ich podsektore)Použije operácie nad vybratými blokmi údajov a všetkými ich závislosťamiPoužije operácie iba nad vybratými blokmi údajovPoužije opak funkcie Zamknúť/Odomknúť na nevybrané skupiny vrcholovPoužiť relatívny posuv polohyPoužije rovnaké nastavenie, ale zrkadlovo na kontrolu opačnej strany, znázornené v zátvorkách. Kosti budú ovplyvnené iba ovládacím prvkom s rovnakou stranou (napr. kosti .L budú ovplyvnené iba ovládačmi .L). Kosti bez strany v názve (teda bez .L alebo .R) budú ovplyvnené oboma ovládačmi s vplyvom po 0,5Použije úroveň delenia plochy ako posuv vzhľadom na aktuálnu úroveňPoužije transformáciu sveta cieľového objektu na atribút transformáciePoužite tento a všetky predchádzajúce modifikátory deformácie na body drážky na vyplnenie krivky/povrchuPoužiť na všetky kľúčové snímkyPoužije na vybrané skupiny vrcholovPoužije na nevybrané skupiny vrcholovPoužiť masku stopy pri zobrazení ukážkyPoužije transformáciu pred rodičovstvomPoužije 2D zmenu veľkosti a otáčanie na geometriu chrbtového ťahuPoužije uchovanie objemu po vyhladeníPoužije zachovanie objemu v pôvodnej mierkePoužije transformáciu prelínaného váhy viacerých kostí podobne modifikátoru KostryPoužije vážený spôsob pohybu, aby boli vybrané F-krivky menej kostrbatéPoužije váhy symetricky pozdĺž osi X, pre vytvorenie plášťa/automatickej skupiny vrcholovPribližné rozptýlené nepriame svetlo s odtieňom pohltenia okolím. Poskytuje rýchlu alternatívu k úplnému globálnemu osvetleniu pre interaktívne prekresľovanie záberu alebo finálne prekreslenie so zníženou kvalitouPribližný počet plôšok (štvorcov) v novej povrchovej sietiPribližný počet voxelov pozdĺž jednej osiPriblíženie objektu ako gule, ktorej priemer sa rovná hrúbke definovanej stromom uzlovAproximácia objektu ako nekonečnej dosky s hrúbkou definovanou stromom uzlovPribližná hrúbka objektu na výpočet dvoch refrakčných udalostí (0 je vypnuté) (zastarané)Približný počet snímok, ktoré by sa mali rozpustiťPribližný počet snímok do vysušeniaAproximácia Mieho rozptylu vo vodných kvapkách, ktorá sa používa na rozptyl v oblakoch a hmleAproximácia na základnom fyzickom rozptyle objemuAproximácia použitá na modelovanie interakcií svetla vo vnútri objektuAplikácieArabsky - ﺔﻴﺑﺮﻌﻟﺍĽubovoľné výstupné premenné. Poskytuje vlastné prekresľovacie priechody pre ľubovoľné výstupy uzlov tieňovačaOblúkRežim arkuskosínusArchívne knižniceArchívne knižnice zabalených identifikátorov, generované (a vlastnené) touto zdrojovou knižnicouOblúkové minútyOblúkové sekundyRežim arkussínusRežim arktan2Režim arkustangensManipulátory sú testované individuálne na základe výberových kritérií, nezávisle od ich kľúčov. Ak nie je zaškrtnuté, manipulátory sa vyberajú/rušia výber spoločne s ich kľúčmiExistujú nejaké dráhy kostí, ktoré sa budú musieť aktualizovať (iba na čítanie)Svetlo oblastiOsvetlené plochy možno použiť len v mierke: "%s"Normálna oblasťDopad normálnej oblastiLimit normálnej oblastiRovina oblastiPolomer oblastiOblasť dosah tlakuMedzery oblastiVáha oblastiOblasť deformácia medzi UV a 3D plôškamiOblasť výškyOblasť na rozdelenej obrazovke obsiahnutej editoromOblasť na aktívnej obrazovke nenájdenáOblasť plôšky v 3D priestoreOblasť tohto trojuholníkaOblasť použitia deformácie pre účinky simulácieŠírka oblastiOblastiOblasti v základnej masky matovania sú zahrnuté v maske matovaniaOblasti v odpadovej masky matovania sú vylúčené z masky matovaniaOblasti mimo obrazu sú vyplnené opakovaním obrazuOblasti mimo obrazu sú vyplnené najbližším hraničným pixelom v obrazeOblasti mimo obrazu sú vyplnené nulouOblasti rozdelenia obrazovkyArgumentyArmatúraArmatúraMiernaZmierniť vnútriZmierniť mimoNováVonSnímkyArmatúra '%s' neobsahuje kosť '%s'Armatúra '%s' nie je v režime editácie, nemožno pridať úpravu kostiArmatúra '%s' nie je v režime editácie, nemožno odstrániť úpravu kostiKolekcia kostí armatúrArmatúra kostíVynútenie ArmatúraDefinícia armatúryDeformácia armatúryDeformácia armatúry cieľovými vynúteniamiÚpravy kostí armatúryTyp armatúry uzla FBXModifikátor armatúryPrekrytia armatúryKosť armatúry, povrchová sieť alebo sieť skupiny vrcholov,...Blok údajov armatúry obsahujúci hierarchiu kostí, zvyčajne použité pre výbavu postavyBlok údajov armatúryModifikátor deformácie armatúryArmatúra nemá aktívnu kolekciu kostí, najprv jednu vyberteArmatúra nemá žiadny aktívny objekt kostiUrčuje čím bude armatúra objektu deformovanáObjekt armatúry na načítanie informácií z kostiArmatúra použitá ako zdroj kostí na maskuArmatúra aktívnych kostíAktívna kolekcia kostí armatúryArmatúra(y)Hlava relatívnej armatúryChvost relatívnej armatúryNastavenia relatívnej armatúryKostryÚprava kosti aktívnej armatúryOkolo snímkyUsporiadajte vybrané UV ostrovy do línieUsporiada nové trojuholníky rovnomerne (pomalé)Usporiada poradie stohovanie ťahovPolePole (zastaralé)Pole všetkých položiekDĺžka poľaModifikátor PoleModifikátor poľa kópiíMetóda výpočtu dĺžky poľaZmätočná dĺžka poľa (očakávaná %d, daná %d)Zmätočná dĺžka poľa (daná %d, očakávaná väčšia)Pole súradníc predstavujúcich rohy obdĺžnika UI v snímke normalizovaných súradnícPole súradníc predstavujúcich rohy vzorky v normalizovaných súradniciach vo vzťahu k značke polohyArri Alexa 65Arri Alexa LFArri Alexa Mini & SXTŠípkaVeľkosť šípkyŠípkyUmelá sila vztlaku v smere negatívnej gravitácie založená na rozdieloch tlaku vnútri kvapalinyAko 'zmazaný rodič', ale zachová aktuálne vizuálne transformácie objektuAko inštanciaAko NURBSAko vykonať prekreslenie prechoduAshikhminAshikhmin-ShirleyPožiada pri ukončení o potvrdenie neuložených zmienAspektPomer stránAspekt XAspekt YAsfalt (drvený)AktívumAktívum ('%s') nie je blok údajov akcieCesta prelínania aktívPrehliadač aktívPrehliadač aktív musí byť nastavený na aktuálnu knižnicu súborovKatalóg aktívaKatalóg aktív:Katalógy aktívÚdaje aktívInformácie o ladení aktívDetaily aktívKnižnice aktívKnižnice aktív sú lokálne priečinka, ktoré môžu obsahovať súbory .blend s aktívami vo vnútri. Spravujte knižnice aktív v časti Cesty súborov v PredvoľbáchKnižnica aktívIdentifikátor knižnice aktívOdkaz na knižnicu aktívTyp knižnice aktívKnižnica aktív nebola nájdenáKnižnica aktív: Aktuálny súborKnižnica aktív: ZákladyMetaúdaje aktívZastúpenie aktívParametre výberu aktívPolica aktívZáhlavie police aktívNázov police aktívPanel police aktívMotív regiónu Polica aktívPríznak aktívPríznaky aktívSlabý odkaz na aktívumAktívum blend-súboru nie je upraviteľnéZ tohto súboru nemožno aktívum upravovaťKatalógy aktív nemožno upravovať v tejto knižnici aktívÚdaje o aktívach možno priradiť len k aktívam. Na označenie ako aktíva použite funkciu asset_mark().Údaje o aktívach nemôžu byť žiadnePlatné údaje o aktívach, ak súbor predstavuje aktívaSúbor aktív nemožno upravovaťAktívum nie je skupina uzlov geometrieKnižnica aktív sa nedá upravovaťKnižnica aktív použitá na uloženie nového štetcaKnižnica aktív použitá na uloženie novej pózyNačítanie aktív nie je dokončenéMetaúdaje aktív z externých knižníc aktív nie je možné upravovať, iba aktíva uložené v aktuálnom súboreMetadáta aktív z externých knižníc nie je možné upravovať. Upravovať je možné iba aktíva uložené v aktuálnom súbore.Aktívum nenájdenéAktívum nenájdené: '%s'Typ vysúvacieho panela police aktív nebol nájdenýAktívaAktíva v aktuálnom súbore nemožno uložiť jednotlivoAktíva v aktuálnom súbore nemožno vrátiť späťPriradiťPriradiť FK kolekciePriradí vynútenia inverznej kinematiky (IK) s cieľmi odvodenými z vybraných kostí/objektovPriradiť materiálPriradiť primárne kolekciePriradiť sekundárne kolekciePriradiť kolekcie ladeniaPriradí záhyb vnútorným hranámPriradí záhyb vonkajším hranámPriradí záhyb k hranám tvoriacim obrubuPriradí materiál prvkom geometriePriradenie akcie "%s" k "%s" pred volaním tejto funkciePriradí zásuvku aktívneho materiálu pre výberPriradí všetky vybrané kosti do kolekcie alebo ich zruší v závislosti od toho, či je aktívna kosť už priradená alebo niePriradí hodnoty priority priesečníka pre túto kolekciuNepriradiť žiadny príznak farby pre kolekciuPriradí aktívnu zásuvku materiálu k vybraným ťahomPriradí aktuálne hodnoty užívateľskej vlastnosti ako ich predvolené, na použitie ako súčasť pózy stavu pokoja v zmiešaní NLA stôpPriradí hák k aktívnej kosti predmetu hákuPriradí vybrané vrcholy k hákuPriradí vybrané vrcholy k novej skupine vrcholovPriradí vybrané vrcholy k aktívnej skupine vrcholovPriradiť hodnotuPriradená skratka {:d} k {:s}Hodnota priradeniaHodnota priradenia (ako reťazec)AsymetrickyAsymetria nastavenia hrúbky tvaru prameňanaNa stredeNa kurzoreNa prvomNa poslednomNa rekonštrukciu je potrebných aspoň 8 bežných stôp na oboch kľúčových snímkachAspoň jedna kolekcia v tejto vrstve zobrazenia má exportéraMusí byť vybraný aspoň jeden uzol.Je potrebné vybrať aspoň jednu stopu s balíkom na definovanie polohy počiatkuVyžadujú sa aspoň dva bodyMusia byť vybrané aspoň {:d} uzly.Určuje interval pridávania kľúčovUrčuje, v akom intervale sa má prichytiť na snímkyUrčuje, v akom intervale sa má prichytiť na sekundyZahmlenie atmosféryPripevniť krivky vlasov na povrchRežim pripojeniaPrepojiť uzlyPrepojiť aktívny uzol na snímkuPrepojiť vybrané uzlySpojí vybrané uzly na nový spoločný rámPripevní krivky vlasov na povrch sietePrichytenia UVPrichytenie je platnéUchytenie UV súradníc povrchu každej krivkyČas nábehuMaximálna vzdialenosť na útok kŕdľovPokus o prepojenie z neaktívneho grafu závislostíPokus o odstránenie scén v rámci operácie čistenia by nikdy nemal nastaťPokúsi sa importovať 'vše účelové' materiály.Pokúsi sa importovať 'plné' materiály. Ako náhradný variant načíta materiály 'vše účelové' alebo 'náhľadu' v tomto poradíPokúsi sa importovať materiály 'náhľadu'. Načíta materiály 'vše účelové' ako záložný variantPokúsi sa importovať materiály s daným účelom. Ak k prvotnému tvaru nie je viazaný žiadny materiál s týmto účelom, vráti sa k načítaniu akéhokoľvek iného viazaného materiáluPokúsiť sa o výber bodu manipulátora pred transformáciouPokus o nastavenie akcie na neanimovateľnom IDPokus o zrušenie naviazania z neaktívneho grafu závislostíPokus o nastavenie identifikátora zásuvky na „%s“, ale prefix typu sa nezhoduje s typom ‚target_id_type‘ zásuvky „%s“. Namiesto toho sa nastavuje na „%s“.ZoslabenieKonštanta zoslabovaniaAtribútAtribút '%s' (doména Blenderu %d, typ %d) nemožno konvertovať na USDZistené údaje atribútovAtribút Oblasť vplyvuTyp atribútu Oblasti pôsobnostiSkupina atribútovNázov atribútuUzol AtribútŠpeciálne atribútyAtribút ŠtatistikaText atribútuTyp atribútuAtribút neexistuje: "{}"Atribút doményDoména atribútov pre vstupy Výber a ID skupinyAtribút oblasť vplyvu nie je týmto typom geometrie podporovanáAtribút oblasti vplyvu na zobrazenieDoména atribútov na ukladanie voľných vlastných normálAtribút oblasti vplyvu používaný modifikátorom uzlov geometrie na vytvorenie výstupu atribútuDoména atribútu, v ktorej je atribút uložený v údajoch zapečeniaDoména atribútu, v ktorej je atribút uložený v stave simulácieAtribút nie je súčasťou tejto geometrieAtribút je povinný a nemožno ho odstrániťNázov atribútu nemôže byť prázdnyNázov atribútu pre váhu hranyNázov atribútu pre váhu vrcholuAtribút na vrstve Grease PencilAtribút na inštanciiAtribút pre hranu povrchovej sieteAtribút pre roh plôšky povrchovej sieteAtribút pre plôšky povrchovej sieteAtribút pre bodAtribút na drážkuAtribút na vyššie uvedenej geometriiAtribút na bod/vrcholHodnota atribútu, ktorá sa uloží pre aktuálny prvok na hlavnej geometriiAtribútyAtribúty na úpravuAtribúty s týmito názvami použité v rámci skupiny môžu byť v konflikte s existujúcimi atribútmiAudioZvukové kanályZvukový kodekAudio zariadenieZásobník zmiešavania zvukuFormát zvukovej snímkySnímková frekvencia zvukuSnímanie zvukuPás zvukuBitový tok zvuku (kb/s)Počet zvukových kanálovZvukové kanályVýstupné zvukové zariadenieZvukový formát snímkyNepodporovaný formát snímky zvukuSnímková frekvencia zvukuZvuková snímková frekvencia (snímok/s)Hlasitosť zvukuAutentifikáciaAutorVlastné atribúty autora USD obsahujúce názvy pôvodného objektu Blenderu a údajov o objekteAutor:AutomatickyAutomaticky zarovnať koniecAutomatické zarovnanie kosti končatinyAutomaticky zarovnať {:s}Automatická osAutomaticky prelínať dnu/vonAutomaticky pripnutýAutomaticky uzatvoriť dvojice znakovAutomatické vytvorenieAutomatická hĺbkaAutomatické zisťovanieAutomatický EulerAutomatická rýchlosť letuAutomatický manipulátorVybraný automatický manipulátorAutomatické vyhladenie manipulátoraRežim Automatické vyhladenie manipulátora sa používa pre novo pridané F-krivkyAutomatická IKAuto dĺžka IK: %dPočet automatických opakovaníAuto kľúčová snímkaVložiť do dostupných automatické kľúčové snímkyAutomaticky vložiť kľúčovú snímku do sústavy kľúčovaniaAuto kľúčové snímkovanieAutomatické kľúčovaniePovoliť automatické kľúčovanieIndikátor automatického kľúčovaniaRežim automatického kľúčovaniaAutomatické kľúčovanie zapnutéAutomatické zlúčenieAutomatické zlúčenie a rozdelenieAutomatické zlúčenie vrcholovAutomatická normalizáciaAutomaticky normalizovaťAuto perspektívaAutomatická dúhaAutomatická obnovaAutomaticky odstrániťAutomatické spúšťanie skriptov jazyka pythonAutomatické ukladanie dočasných súborovAutomatický čas uloženiaAutomatické vyhladenieAutomatický krokAuto priestor textúryAutomatické dlaždiceAutomatická transformáciaAutomatická aktualizáciaAutomatická rýchlosťAutomaticky WXYZ do YRGBAutomaticky XYZ do RGBAutomatické priblíženieAutomaticky pripnutýAutomatická detekcia najlepšieho GPU pre spustenie BlenderuAutomatický manipulátorAutomaticky dynamicky nastaví stred obehu. Keď je v zobrazení celý model, ako bod otáčania sa použije stred objemu celého modelu. Keď sa priblížite, stred obehu sa nastaví na objekt blízko stredu pohľadu.Manipulátor automatickej zarážkyVybraný manipulátor s automatickou zarážkouAutomatické zisťovanieCesty automatického spusteniaAutomatické kľúčové snímkovanieRežim automatického kľúčovaniaAutomatické kľúčovanie vynechá vkladanie kľúčov, ktoré neovplyvňujú animáciuOs automatického uzamknutia kľúčaAutomaticky zamknúť vrstvyAuto maskovanieAutomatické maskovanie vrstvouAutomatické maskovanie materiálomAutomatické maskovanie ťahmiAutomatické zlúčenie kľúčových snímokAutomatický posuvAutomatická obnovaAutomaticky odstraňovať vodiace výplneAutomatické uloženieAutomatické ukladanie predvoliebAutomatické vyhladenieAutomatický krokAutomatická rýchlosťAutomatický posuvSmer automatického posuvuAutomatické odsadenie okrajovSmer automatického posuvu: %sAutomatické zbalenie je povolené, takže obraz bude zbalený znova pri uložení súboruAutomatické dokončovanieVyžadované vloženie automatického kľúčaAutomatické zamknutie neaktívnych vrstievAutomatické maskovanieAutomatickyAutomatická orientácia kostíAutomatické zmiernenieAutomatický názovAutomatická vzdialenosť snímaniaAutomatické medzisnímkyAutomatické manipulátory sú nastavené tak, aby nedochádzalo ku skokom pri zrýchľovaní, ktoré by viedlo k plynulejším krivkám. Kľúčové zmeny však môžu ovplyvniť interpoláciu na väčšie roztiahnutie krivky.Automatické manipulátory berú do úvahy iba bezprostredne susediace kľúčeAutomatické manipulátory vytvárajúce vyhladené krivkyAutomatické manipulátory vytvárajúce hladké krivky, ktoré menia smer len pri kľúčových snímkachAutomatické manipulátory vytvárajúce rovné čiaryAutomatické vkladanie kľúčových snímok objektov a kostí (predvolené nastavenie použité pre nové scény)Automaticky vloží kľúčovú snímku použitím aktívnej sústavy kľúčovaniaAutomatické vkladanie kľúčovej snímky pri pohybe v rohoch rovinyAutomatická šírka čiary na základe mierky užívateľského rozhraniaAutomatická detekcia typu výstupuAutomatická veľkosť pixelov, závisí od mierky užívateľského rozhraniaAutomatická výbava z komponentov stavebných blokovAutomaticky ukladá dočasné súbory do priečinka temp, používa ID procesu. Varovanie: Údaje v režime tvarovania a editácie sa neukladajúAutomatické váhy podľa kostíAutomaticky pridáva modifikátory mriežky k vybraným objektomAutomaticky nastaví silu na získanie jednotných výsledkov rôznych rozostupovAutomaticky upravuje rýchlosť navigácie na základe vzdialenosti objektov v blízkosti stredu záberu, čím uľahčuje navigáciu v zložitých scénach. Rýchlosť sa prepočítava pri každom začatí pohybu.Automatické zarovnanie hrán na smer štetca na vygenerovanie čistejšej topológie a definovanie ostrých funkcií. Používať radšej na povrchovú sieť s málo polygónmi, pretože má vplyv na výkon.Po pridaní pásov na časovú os automaticky začne presúvať pásy myšouAutomaticky vypočíta hodnoty hmotnosti pre objekty pevného telesa na základe objemuAutomaticky vyberie Wintab alebo Windows Ink v závislosti na zariadeníAutomatický výber filtra na základe faktora zmeny mierkyAutomaticky zvolí metódu na základe GPU a obrázkuAutomaticky vyberie smer, v ktorom je už najviac zarovnaníAutomaticky vyberie jazyk definovaný systémom, ak je k dispozícii, alebo sa vráti k angličtine (USA)Automaticky uzatvára príslušné dvojice znakov pri písaní v textovom editoreAutomatický výpočet transformácie na dosiahnutie čo najlepšej zhody medzi zdrojovou a cieľovou povrchovou sieťou. Upozornenie: Výsledky nikdy nebudú také dobré ako pri ručnom porovnávaní objektovAutomaticky konvertuje všetky nové tabelátory na medzery pre nové a načítané textové súboryAutomatické rozhodovanie, kedy vykonať viacero simulačných krokov na snímkuAutomatická detekcia vhodného typu štruktúry na základe spôsobu používania zásuvkyAutomaticky zistí animované sekvencie vo vybraných obrázkoch (na základe názvov súborov)Automaticky zisťuje sekvencie animácie vo vybratých súboroch objemov (na základe názvov súborov)Automaticky zistí významné črty a umiestni značky do stopyAutomaticky zistí najlepšiu os rotácie a otočí sa smerom k vektoruAutomaticky určí typ zobrazenia pre súboryAutomatické určenie, či by sa s povrchom malo zaobchádzať ako so svetlom na snímanie, na základe odhadovanej intenzity emisiíAutomaticky určiť spôsob triedenia súborovAutomaticky určí počet vlákien, na základe CPUAutomaticky určí optimálny počet krokov pre najlepší pomer výkon/presnosťAutomaticky opraví zarovnanie osí vybraných kostíAutomaticky vkladať kľúčové snímky do upravených vlastnostíAutomaticky uzamkne všetky vrstvy okrem aktívnej, aby sa predišlo náhodným zmenámAutomaticky uzamkne pohyb kľúčových snímok na dominantnú osAutomaticky zlúči blízke kľúčové snímkyAutomaticky zlúči vrcholy presunutím na rovnaké miestoAutomaticky pomenuje výstupný súbor typom priechoduAutomaticky pomenuje výstupný súbor typom prechodu (iba externý)Automaticky posuv uzlov pri vkladaníAutomaticky posunie nasledujúce alebo predchádzajúce uzly v reťazci pri vkladaní nového uzlaAutomaticky zbalí všetky externé údaje do .blend súboruAutomaticky zbalí všetky externé súbory do súboru .blendAutomatický výber najrýchlejšej metódy pretínaniaAutomaticky prepočíta normalizáciu krivky po každej úprave krivkyNa základe odhadovanej úrovne šumu automaticky znižuje počet snímok na pixelAutomatické zníženie počtu snímok na pixel na základe odhadovanej úrovne šumu pri prekresľovaní záberuAutomaticky znižuje náhodnosti medzi pixelmi na zlepšenie výkonu prekresľovania GPU za cenu možných artefaktov prekresleniaAutomaticky odstráni vodiace ťahy po operácii vyplneniaAutomaticky premenuje vybrané kosti podľa toho, na ktorú stranu cieľovej osi spadajúAutomatická mierka záberov na pokrytie neobsadených oblastí pri stabilizáciiAutomatický výber najlepšieho typu náhľaduAutomatický výber importovaných objektovAutomaticky vyberie kľúčové snímky pri riešení pohybu kamery/objektuAutomaticky nastaví počet medzisnímokAutomaticky rozdelí hrany a plôškyAutomaticky rozdelí hrany v trojuholníkoch na zachovanie štvorcovej topológieAutomaticky prepína medzi pravouhlým a perspektívnym zobrazením pri zmene horného/čelného/bočného zobrazeniaAutomaticky sa pokúsi určiť najlepšie nastavenieAutomatická aktualizácia tieňovača pri zmene súboru .osl (iba externé skripty)Automaticky zväčší ukážky obrázka na veľkosť viditeľnej oblastiAutomatizácia osíAutomatické zlúčenieAutomatická mierkaVýstup automatického deleniaAutomatické delenie výstupu pod hranicou 2GBPodporný cieľPriemer min/maxDostupnéPriemerPriemerná chybaPriemerná chyba: {:.2f} pxPriemerné opakovaniePriemerná mierkaPriemerná rýchlosťPriemerná dĺžka pružiny * veľkosť gulePriemer vlastných normál vybraných vrcholovPriemerná chyba počas čiastkových krokovPriemerná chyba opätovného premietaniaPriemerná chyba rekonštrukciePriemerné opakovanie počas čiastkových krokovPriemerný polomer koncových bodov použitý na vylepšenie X a Z zmeny mierky kostí, v hornej časti režimu mierky XZPriemerná chyba opätovného premietnutia: %.2f pxSpriemeruje vybrané stopy do aktívnychPriemerná dĺžka hrany UV priestoru každej slučkyPriemerná veľkosť oddelených UV ostrovov, na základe ich plochy v 3D priestorePriemerná hodnota váhy skupiny vrcholov A a váhy skupiny vrcholov BPriemerná váha v skupine aktívnych vrcholovPriemernéPriemerná hodnotaPriemeruje snímky zdrojového obrázku, ktoré spadajú pod cieľový pixelMetóda spriemerňovaniaVyhnúť saVyhnúť sa kolíziiVyhýba sa animáciám a iným pohybovým efektom v rozhraníVyhne sa zrážke s objektami vyhýbaniaVyhne sa zrážke s inými kŕdľamiVyhnite sa orezávaniu farieb prácou v logaritmickom priestoreZabráni vytváraniu nesymetrických štvorcov krížom cez os XZabráni vytváraniu nesymetrických štvorcov krížom cez os YZabráni vytváraniu nesymetrických štvorcov krížom cez os ZVyhne sa objektu, ak ohrozenie je nad touto prahovou hodnotouVyhne sa zmenšovaniu kriviek kratších ako táto dĺžkaOsiPoloha osíOsy na rotáciuOsFarby osí a manipulátoraOblasť osi 0Oblasť osi 1Uhol osíUhol osi (W + XYZ), definuje otáčanie okolo niektorých osí definovaných podľa 3D vektoraUhol osi k rotáciiVynútiť osiSmer osíZamknúť osiMapovanie osíRežim osiObjekt osiLen osiOrtografická osNáhodné osiRozsah osíVzťah osiZnamienko osiPriestor osíPrah osíOs UOs XOs, okolo ktorej sa každá krivka zvinieOs na vynútenieOs pre radiálne dotyčniceOs v priestore globálneho zobrazeniaOs pohybu myši na priblíženie alebo oddialenieOsi symetrieOrientácia osiOsi, ktoré sú čo najlepšie zarovnané vzhľadom na zarovnanie primárnej osiOsi, ktoré sú presne zarovnané s poskytnutým primárnym smeromOs zarovnaná na normáluOs smerujúca dopredu pozdĺž dráhyOs smerujúca „vpred“ (platí pre vrcholy inštancií, keď je povolená možnosť Zarovnať podľa normály vrcholu)Os smerujúca nahor (platí pre vrcholy inštancií, keď je zapnutá možnosť Zarovnať podľa normály vrcholu)Os smerujúca na cieľový objektOs smerujúca nahorOs pre zarovnanie UV polohyZarovnať os naOs zarovnania na vektorOs na usporiadanie UV ostrovov naOsi na zapečenie v modrom kanáliOsi na zapečenie v zelenom kanáliOsi na zapečenie v červenom kanáliOsi na presúvanie UVOs otáčania dookolaOs na označenie názvov pomocouOs použitá na zarovnanie pozdĺž balíkaRotácia uhlov osíZarovnať podľa osiZarovnať podľa osi (horizontálne)Zarovnať podľa osi (vertikálne)Otočenie osi tejto pohybovej udalosti. Veľkosť vektora je uhol, kde 1,0 predstavuje 360 stupňov. Uhol sa pred použitím zvyčajne mení mierku podľa časovej delty.Azimut – uhol okolo osi horeBohyb kostiZobrazí X šírku ohybu kostíZobrazí Z šírku ohybu kostíKoniec manipulátora ohybu kostíTyp konca manipulátora ohybu kostíSegmenty ohybu kostíTvar ohybu kostíZačiatok manipulátora ohybu kostíTyp manipulátora začiatku ohybu kostíRežim mapovania vrcholov ohybov kostíX veľkosť ohybu kostíZ veľkosť ohybu kostíDrážka ohybuČ/BB44 (stratové)B44A (stratové)BFECCBMPBSDFBSSRDFDrážka ohybuBT.1886 2.4 Exponent EOTF zobrazenie, bežne používané pre televízoryBT.2020 2.4 zobrazenie exponentu EOTFBVHRozloženie BVHČasový krok BVHBVH2ČBZadnáOdstránenie zadnej plôškyOrtografický zozaduPerspektívny zozaduBack and Forth Error Compensation and Correction (kompenzácia a korekcia chýb tam a späť). Pokročilý systém, ktorý minimalizuje rozptyl a šírenieDĺžka chrbticeNaťahovač chrbticePozadiePosuv pozadiaPriblíženie pozadiaPosuv pozadiaFaktor priblíženia pozadiaÚdajová vrstva (backend)Vyradenie zadnej plôškyVytváranie zadných plôšokPozadieFarba pozadiaObrázok pozadiaObrázky pozadiaScéna pozadiaZdroj pozadiaTyp pozadiaHodnota pozadiaFarba pozadia ikony LadeniaFarba pozadia ikony OperátoraFarba pozadia ikony VlastnostiFarba pozadia vybranej čiaryObrázok pozadia nemožno odstrániťIndex obrázka pozadia na odstránenieNastaví scénu pozadiaSpätný rozptylZálohovať .blend súboryDozaduChybný režim priradeniaIndex chybného vrcholu v zoznameZapiecťZapiecť a zlúčiťZapiecť všetkoZapiecť všetky kľúčové snímkyZapečenie animácie všetkých objektovZapiecť kanály ohybu kostíZapiecť údajeKoniec zapečeniaZapečie celú simuláciu kvapalínZapiecť údaje kvapalinyZapečie smerovanie kvapalínZapečie povrchovú sieť kvapalínZapečie šum kvapalínZapečie častice kvapalínZapečie transformáciu objektu Grease Pencil na kľúčové snímky Grease PencilIdentifikátor zapečeniaPoložka zapečeniaZapiecť položkyZapečie Line Art pre aktuálny objekt Grease PencilZapiecť umiestnenieRežim zapečeniaZapiecť modifikátoryZapečie modifikátory do kľúčových snímok a potom ich odstrániZapiecť transformáciu objektu do Grease PencilZbalené zapečenieZapiecť cestuZapiecť snímkyZapiecť vybranéZačiatok zapečeniaČas zapečeniaTyp zapečeniaZapiecť rozsah snímokZapečie jeden uzol zapečenia alebo simuláciuZapiecť jednu snímkuZapečie všetky modifikátory Line ArtZapečie všetky objemy snímačov svetlaZapečie celú fyzikuZapečte všetky vybrané objekty podľa polohy/mierky/rotácie animácie na akciuZapečie všetky nastavenia simulácie narazZapečie sekvenciu obrazu údajov oceánuZapečie animácie do aktuálnej akcie, namiesto vytvárania novej (užitočné pre zapečenie iba časti kostí v armatúre)Zapečie animácie na objekt potom zmaže rodičov (len objekty)Zapiecť kosti transformácieZapeče zásobník pre všetky vybrané objektyZapiecť užívateľské vlastnostiZapečie údaje bloku údajov scényÚdaje o zapečení pre každý uzol zapečeniaZapečie priamo z viacnásobne rozlíšeného objektuPriečinok zapečenia objektu %s, modifikátor %s je prázdny, nastavenie predvolenej cestyZapiecť presunZapečie sekvenciu povrchu dynamickej maľby obrázkuZapečenie emisných povrchov pre presnejšie osvetlenieZapečie každú fázu simulácie osobitneZapečenie zlyhalo: neplatné plátnoZapečenie zlyhalo: neplatná oblasť vplyvuZapečenie zlyhalo: nenájdený žiadny modifikátor dynamickej maľbyZapečenie zlyhalo: nenašiel sa žiadny modifikátor kvapalinyVoľné zapečenie zlyhalo: neplatná oblasť vplyvuVoľné zapečenie zlyhalo: nenašiel sa žiadny modifikátor kvapalinyZapečenie zlyhalo: nájdené čakajúce úlohy na zapečenieZapiecť podľa viacnásobného rozlíšeniaZapečie zo zásobníkaZapečie obrázok textúry vybraných objektovZapečie prichádzajúce svetlo zo sveta namiesto viditeľnosti pre dosiahnutie presnejšieho osvetlenia, ale so stratou správneho prelínania s okolitými objemami vyžarovaniaZásobník objemu na zapečenie žiareniaPoložka zapečenia je atribút uložený v geometriiZapečené svetlo sa odráža od svetelných zdrojov na presnejšie osvetlenieZapiecť lokálne kanályUzol zapečenia alebo výstupný uzol simulácie, ktorý zodpovedá tomuto zapečeniu. Tento uzol môže byť hlboko vnorený v skupine uzlov modifikátora. V niektorých prípadoch môže byť žiadny, napríklad chýbajúce bloky prepojených údajov.Zapiecť normályZapiecť objekt transformácieZapiecť na kľúčový rozsahZapečenie na každej snímke, ktorá má kľúč pre niektorú z kostí a nie len na tých relevantnýchZapečenie prechodu vyžaduje povolené priame, nepriame, alebo farebné príspevkyZapečie fyzikuZapečie transformáciu vybraných objektov pevného telesa na kľúčové snímkyZapiecť kanály rotácieZapiecť kanály mierkyZapečenie tieňovania na povrchu vybraných objektov do aktívneho objektuZapečie simulácie v modifikátoroch uzlov geometrieZapečie priestor na údaje o objektoch, vyhne sa nežiaducim rotáciám objektov, keď cieľový priestor nie je zarovnaný s priestorom Blenderu (VÝSTRAHA! experimentálna možnosť, použitie na vlastné riziko, o ktorom je známe, že je rozbitý armatúrami / animáciami)Zapečie presun v priestore objektuZapečie presun v priestore dotyčniceZapečie normály v priestore objektuZapečie normály v priestore dotyčniceZapiecť do aktívnej kameryZapiecť na diskZapiecť do aktívnej kameryZapečie do blokov údajov obrázka asociovanými s aktívnymi uzlami textúry obrázku v materiálochZapečie do atribútu aktívnej farby na povrchových sieťachZapiecť vektor presunuZapečená animáciaSnímka zapečenia {}Zapečené ťahy sú odstránenéZapečené {} - {}ZapečeniaZapečie zvukovú vlnu do snímok na vybraných kanálochZapečenie dynamickej maľby...Zapečenie Line Art...Zapečenie viacnásobného rozlíšenia...Zapečenie zrušené!Zapečenie kvapaliny...Zapečenie osvetlenia...Zapečenie máp uložené na interný obrázok, uložte ho externe alebo zbaľteMapa zapečenia zapísaná do "%s"Zapečenie uzlov...Zapečenie údajov viacnásobného rozkladu pracuje iba s aktívnou povrchovou sieťou objektuZapečenie bodov zásobníka...Zapečenie by malo nastať do obrázku zo zásobníka obrázkuZapečenie textúry...Zapečenie do nepodporovaného typu obrázkaVyváženieVyváženáVyvážený pomer medzi výkonom a kvalitouVyvažuje medzi dvomi neprimárnymi farebnými kanálmi, s ktorými sa porovnáva primárny kanál. 0 znamená, že sa použije druhý z týchto dvoch kanálov, zatiaľ čo 1 znamená, že sa použije prvý z týchto dvoch kanálovVyvažuje oblasti s nízkou a vysokou svietivosťou. Nižšie hodnoty zdôrazňujú detaily v tieňoch, zatiaľ čo vyššie hodnoty plynulejšie stláčajú svetlé miestaGuľaVeľkosť guleTlak nafúkania loptyŠírka pásmaPásmaSmer pásovPásy pozdĺž osi XPásy pozdĺž osi YPásy pozdĺž osi ZPásy pozdĺž diagonálnej osiVýkyvBarkZákladnéZákladná farbaZákladný kontrastZákladný typ výplneZákladný uhol pózyPoloha základnej pózyZákladný objekt pózyTyp základnej pózyZákladná mierkaZákladná hrúbkaZákladná priehľadnosťZákladná priehľadnosť alfa, prípadne zmenená modifikátormi priehľadnosti alfaZákladná trieda prekresľovačov založených na mechanizme USD HydraZákladná farba duchov podľa aktívnej snímkyZákladná farba duchov podľa aktívnej snímkyZákladné krivky, medzi ktorými sú interpolované nové krivkyZáklad zo vzoru inštancieZáklad zo sústavyFarba základnej čiary, prípadne zmenená modifikátormi farby čiaryHrúbka základnej čiary, prípadne zmenená modifikátormi hrúbky čiaryZákladná povrchová sieťZákladná povrchová sieť na odčítanie geometrieStrom základného uzla podľa kontextuTyp základného uzla pre vlastné registrované typy skupín uzlovZákladná orientácia pre rotáciuZákladná orientácia pre rotáciuZákladný polomer, ktorý sa má nastaviť, ak je povolená funkcia 'Nahradiť polomer'Základná rýchlosť pre chôdzu a lietanieZákladný povrch, na ktorý sa vzťahuje normálová mapa, keď sa používa posunZákladný typ pre parametre riešiteľa inverznej kinematikyZákladný typ pre bloky údajov, definovanie jedinečného názvu, prepojenie z iných knižníc a kolekcie odpadkovZákladný typ na definovanie modifikátorov priehľadnosti alfaZákladný typ na definovanie modifikátorov farebných čiarZákladný typ na definovanie modifikátorov hrúbky čiaryZákladný typ na definovanie modifikátorovZákladný typ na definovanie modifikátorov geometrie ťahuZákladná hodnota na reprodukovateľné riadenie náhodných odchýlok inštanciíZákladná hodnota na reprodukovateľné riadenie náhodných odchýlokNa základe polohy myšiNa základe vzdialenosti/dopadu pridá časť celej dráhyZákladnéZákladný režim pre úpravu parametrov v interaktívnom štýleZákladMatrica základuBaskicky - EuskaraDávkaDávková zmena typu prelínaniaTyp prelínania pre dávkovú zmenu (sčítať)Typ prelínania pre dávkovú zmenu (súčasné)Typ prelínania pre dávkovú zmenu (deliť)Typ prelínania pre dávkovú zmenu (zmiešať)Typ prelínania pre dávkovú zmenu (násobiť)Typ prelínania pre dávkovú zmenu (ďalšie)Typ prelínania pre dávkovú zmenu (predošlé)Typ prelínania pre dávkovú zmenu (odpočítať)Dávková zmena matematickej operácieDávková zmena vybraných uzlovDávka exportuRežim dávkyDávka vlastného priečinkaZmení dávku typu prelínania a matematickej operácieBojUhol lúčaUhol lúča: %.2fTvar lúčaBôby (kakao)Bôby (sója)ÚhľadnéBeckmannStane sa výstupnou hodnotou, ak je zvolená v ponuke vstupuPredPred farbouPred aktuálnouPred aktuálnou snímkouPred CyclesPred snímkuPred poslednú kľúčovú snímkuRežim predPred originálomPred originálom (Zarovnané)Pred originálom (Plné)Pred originálom (Rozdelené kanály)Správanie pri importovaní atribútov USD ako užívateľských vlastností BlenderuSprávanie pri importe textúr z archívu USDZSprávanie, keď je názov importovaného materiálu v konflikte s existujúcim materiálomSprávanie v prípade konfliktu názvu importovaného súboru textúry s existujúcim súboromBielorusky - БеларускаяSpodnáPodprahovéOhnúťUhol ohybu: %.3f, polomer: %.4f, Alt: prichytenie %sUhol ohybu: %s, polomer: %s Alt, prichytenie %sOs rotácie ohybu:Ohýba vybrané položky medzi 3D kurzorom a myšouOhýba povrchovú sieť cez os Z modifikátora priestoruOhýba povrchovú sieť použitím objektu krivkyOhybSkupina ohybuModel ohybuStlmenie ohybu pružinyTuhosť ohybuMaximálna tuhosť ohybuTuhosť ohybu skupiny vrcholovKosť ohybuVlastnosti ohýbania tvaru kostíOhyb kostíNajlepšia zhodaNajvhodnejšia normálaNajznámejší typ štruktúry zásuvky. Ten nemusí zodpovedať tvaru zásuvky, napr. v prípade neprepojených vstupných zásuviekLepšie výsledky, ak sú diery (pomalšie)Medzi označenými vybranými min/maxSkosenéVyduté skosenieHĺbka skoseniaRežim skoseniaModifikátor SkosiťObjekt skoseniaPolomer skoseniaRozlíšenie skoseniaVáha skoseniaVplyv skosenia:Rozsah skoseniaHodnota skosenia pre percentuálnu metóduModifikátor skosenie na vytvorenie zaoblenejších vrcholovSkosí celú povrchovú sieť konštantnou hodnotouSklonFaktor sklonu, pre ktorý snímka má väčší vplyv na interpolované ťahySkreslenie na zníženie svetelného efektu na mapách tieňov odchýlok (zastarané)Skreslenie pre zníženie vlastného tienenia (zastarané)Vychýliť normálu tieňovania na zníženie artefaktov vlastného prekríženiaSkreslenéBikubickáBikubická pri zväčšovaní, inak bilineárna (len OSL)VeľkýDvojstranné rozostrenieDvojstranný filterBilineárnaObojručneBinárny objektFormát súboru binárneho objektu (.bobj.gz)NaviazaťViaže plášť kosti na modifikátor armatúryNaviazané súradniceNaviazať naZviaže základnú pózu v modifikátore opravného vyhladeniaNaviazať aktuálny tvarChýbajúce údaje o naviazaníPožadované údaje o naviazaníNaviaže povrchovú sieť na klietku v modifikátore deformácie povrchovej sieteNaviaže povrchovú sieť na systém v modifikátore Laplacianova deformáciaNaviaže povrchovú sieť zameranú na modifikátor deformácie povrchuNaviaže vybranú kameru na značku v aktuálnej snímkeNesúlad v počte naviazaných vrcholov: %u na %uViaže skupinu vrcholov na modifikátor armatúryNaviazania v položke priradenia akcií XRNaviazaniaNaviazania pre položku priradenia akcie, ktorá mapuje akciu na vstup XRFormát zachytávania pohybu BioVision (BVH)Čas narodeniaPretnúťOsi pretnutiaVzdialenosť pretnutiaPreklopenie osí pretnutiaDvojsektorBitová matematikaBitová hĺbka pre kvapalné častice a mriežky (nižšie bitové hodnoty znižujú veľkosť súboru)Bitová hĺbka na kanálDvojdotyčnicaZnamienko dvojdotyčniceVektor dvojdotyčnice tohto vrcholu pre túto plôšku (musí byť vypočítaný vopred pomocou calc_tangents, použite ho len ak je naozaj potrebný, pomalší prístup ako bitangent_sign)Bitové príznaky Vyhladených skupínBitmapa (.bmp)Prenosová rýchlosťPrenosová rýchlosť v kb/sBitový %sBkSpaceBackspaceČierneÚroveň čiernejČierny bodČierne telesoIntenzita čierneho telesaOdtieň čierneho telesaBlackmagic Pocket & StudioBlackmagic Pocket 4KBlackmagic Pocket 6kBlackmagic URSA 4.6KBlackman-HarrisBlackman-Harrisov filterLamelyPrázdnyPriesakOdchýlka priesvituPresakujúce sklonyPrelínanieFaktor prelínaniaBlend súborBlend súboryPrelínať krivky vlasovPrelínať dnuPrelínať von/dnuRežim prelínaniaRežim prelínania pre priehľadné plôšky (zastarané: použite 'surface_render_method')Prelínať susednéNepriehľadnosť zmesiPrelínať vonCesta prelínaniaPolomer prelínaniaPovrch prelínaniaTextúra PrelínanieTyp prelínaniaPrelínanie váhyPrelínať pozdĺž krivkyPrelínať alfa pod ďalším videomPrelínať alfa na vrch iného videaPrelína medzi hladším vzorom šumu a zdrsneným s ostrejšími vrcholmiPrelínanie povrchového a podpovrchového rozptylu. Zvyčajne by mala byť nula alebo jedna (buď úplný rozptyl, alebo podpovrchový rozptyl)Prelínanie prenosovej a iných zložiek základnej vrstvyŠtetec prelínania ovplyvňuje viac prednú plôškuZmiešavacia farba pre miešanie s výstupnou farbou textúryZmieša deformáciu pozdĺž každej krivky od koreňaPrelína údaje plôšky naprieč vsadenímFaktor prelínania medzi oktávou a predošlou oktávou. Hodnota nula zodpovedá nulovému detailuFaktor prelínania medzi minimálnym roztiahnutím a originálomBlend-súbor ‚%s‘ vytvorený Blenderom verziou Big Endian, podpora týchto súborov bola v Blenderi 5.0 odstránená, na otvorenie a konverziu použite staršiu verziu Blenderu.Prelína z aktuálnej pozície do predošlú alebo nasledujúcu kľúčovú snímkuPrelína vnútorné a vonkajšie prekrývajúce sa regiónyPrelína do tvaru podľa kľúčového tvaruRežim prelínaniaPrelínanie vybraných kľúčových snímok s ich ľavou alebo pravou susednouPrelínanie vybraných kľúčov so sklonom susedných kľúčovPrelína vybrané kľúče na ich predvolenú hodnotu z ich aktuálnej pozíciePrelína zmrštenie pre body nad povrchomZamieša danú akciu pózy do výbavyPrelínať na susednéPrelínanie vplyvu, ktoré sa použije na zmiešanie dvoch tieňovačov. Pri hodnote nula sa úplne použije prvý tieňovač a pri hodnote jedna druhý tieňovačFarebný priestor blend-súboruÚdaje blend-súboruPrelínanéBlenderBlender (najlepšie pre obojsmerný import/export)Blender 2.7Blender 2.8Blender 27xÚdaje BlenderuEditor Ovládače BlenderaRozšírenia BlenderaSúbor BlenderaSúbor zobrazenia BlenderaID BlenderaInformačný záznam BlenderaNázvy BlenderaPriestor objektu BlenderaBlender originálBlender RNADefinície štruktúry RNA BlenderaBlender prekreslenieVerzia BlenderaPriestor oblasti BlenderaBlender skompilovaný bez podpory Zvukového priestoru (Audaspace)Blender je kompilovaný bez knižnice snímania pohybuBlender je voľný softvérOsvetlenie Blendera bez konverzieÚdaje o nastaveniach BlenderaPodproces Blenderu sa ukončil kódom chyby {:d}Blender bol skompilovaný bez odstraňovača šumu záberuBlender bol spustený v režime offline, ktorý sa počas behu nedá zmeniťBlender sa nabudúce spustí tak ako teraz.Úložisko rozšírení Blenderu musí byť povolené, aby bolo možné inštalovať rozšírenia!Úložisko rozšírení Blenderu sa musí obnoviť!Úložisko rozšírení Blenderu nebolo nájdené!Oficiálna stránka aplikácie BlenderBlend súbor '%s' sa zdá byť poškodený, obsahuje neplatné ID názvy. Tieto boli skrátené.Blend súbor '%s' bol vytvorený budúcou verziou Blenderu a obsahuje názvy ID dlhšie, ako je v súčasnosti podporované. Tieto boli skrátené.Kontext importu blend-súboruPoložka kontextu importu blend-súboruPoložky kontextu importu blend-súboruImportovať kontextové knižnice blend-súboruImportovať kontextovú knižnicu blend-súboruKontext importu blend-súboru bol inicializovaný a naplnený zoznamom položiek na import, zatiaľ neboli prepojené ani pripojené žiadne údajePrelínanieFaktor prelínaniaRežim prelínaniaFaktor prelínaniaFaktor prelínania pre tiene panelov a ponúkPrelínanie na nepružnú kolíziuPrelínanie váhy tejto kostiPrelína medzi modelom dielektrického a kovového materiálu. Pri hodnote 0,0 sa materiál skladá z rozptylovej alebo priepustnej základnej vrstvy, na ktorej je zrkadlová odrazová vrstva. Hodnota 1,0 poskytuje plne zrkadlový odraz zafarbený základnou farbou, bez rozptylového odrazu alebo prenosuPrelína kľúčové snímky na začiatok uvoľnenia alebo koniec uvoľnenia krivkyPrelína tvar medzi viacerými krivkami vlasov v určitom okruhuPrvok kvapky v bloku údajov meta guleBlokovanéBlokované Kolekcia blokátorovPresvetlenieModráModrý kanálModrý kanálModrá zložka farebného poľaModrý šumModrý šum (prvý)Modrý šum (čistý)Modrý šum (zaokrúhlene)Modrá:ModrotlačRozostriťAtribút RozostrenieVzdialenosť rozostreniaRozostriť opakovaneRežim rozostreniaVeľkosť rozostreniaKroky rozostreniaIntenzita rozostreniaŠírka rozostreniaRozostriť XRozostrí obrázok pozdĺž smeruRozostrí obrázok použitím niekoľkých režimov rozostreniaEfekt rozmazania štetcaLimit rozostrenia, maximálny polomer CoCRozostrenie vyhladzovania tieňov použitím percentuálne bližšieho filtrovaniaIntenzita rozostrenia na opakovanieRozostrenie farby vstupného obrázka vo farebnom priestore YCC pred kľúčovaním, pričom jas zostane nedotknutý, použitím Gaussovho rozostrenia danej veľkostiRozostrenie vypočítaného matovania použitím Gaussovho rozostrenia danej veľkostiRozmaže rozlíšené žiarenie dvojstranným filtromRozostrí štúdiové svetlo na pozadíRozostruje použitím hĺbky ostrosti kameryVáha rozostrenia v aktívnej skupine vrcholovRozmazanie krokov pre normálny dopadRozostrené záberyRozostruje/zjemňuje hranu medzi maltou a tehlami. To môže byť užitočné pri textúre a posunutí textúrTelo textuKŕdeľRozum kŕdľaPravidlo kŕdľaPravidlá kŕdľaNastavenie kŕdľovStav kŕdľaStavy kŕdľovVplyv efektora kŕdľaVýška kŕdľa vzhľadom na veľkosť časticeNázov pravidla kŕdľaStav kŕdľov pre fyziku kŕdľovNázov stavu kŕdľaKŕdeľ bude bojovať v tomto čase silnejšie ako nepriateľKŕdľe2D kŕdleRozostrenie okoliaRozostrenie okoliaObrázok rozostrenia okoliaTyp rozostrenia okoliaTyp rozostrenia okolia:Posuv rotácie tvaru rozostrenia okoliaTučnéTučná kurzívaKosťKosť '%s' má neaktuálne údaje segmentu ohybu kostí - je potrebná aktualizácia grafu hĺbky!Kosť '%s' nie je Kosť ohybu!Kosť '%s' nebola priradená ku kolekcii '%s'Matrica kostí relatívnej armatúryKolekcia kostíČlenstvo v kolekcii kostíŠpeciálna kolekcia kostíUžívateľské rozhranie kolekcie kostíKolekcie kostíKolekcie kostí (všetky)Kolekcie kostí (korene)Bez kolekcií na inštanciuFarba kostiSústavy farieb kostíFarby kostíVlastnosti Vynútenie kostíVynútenia kostíUsmerniť kostiPlášť kostiVzdialenosť plášťa kostiPlášte kostíKosť ZVáženie tepla kosti: Nepodarilo sa nájsť riešenie pre jednu alebo viac kostíHierarchia kostíVplyv kostíInformácie o kostiVáha zamknutej kostiMatrica kostíNázov kostiPôvodná kosťAktívna póza kostiVybraná póza kostíVlastnosti KostiRelatívna kosťKývanie kostiVýber kostíSústava výberu kostíNastavenie kostíMierka tvaru kostíVeľkosť kostiPlná kosťKosť NaViditeľnosť kostíNepriehľadnosť drôteného rámu kostíKosť už má IK vynúteniaKosť spojená s touto pózou kostiKolekcia kostí %s nie je upraviteľná, možno pridať prepis na údaje armatúry?Kolekcia kostí '%s' nebola nájdená v armatúre '%s'Kosť v bloku údajov armatúryKolekcia kostí s indexom %d nebola nájdená na armatúre %sKolekcie kostí možno upravovať len na armatúreFarby kostí boli synchronizované; pre {:d} kostí to nebude viditeľné kvôli prepísaniu farieb kostí v pózeDefinovanie posuvu kostiVzdialenosť deformácie kosti (len pre deformáciu plášťa)Váha deformácie kosti (len pre deformáciu plášťa)Kosť v bloku údajov armatúryKosť zdedí rotáciu alebo zmenu veľkosti z rodičovskej kostiKosť je možné vybraťKosť sa vždy zobrazuje v drôtenom modeli bez ohľadu na režim tieňovania záberu (užitočné pre bezobštrukčné vlastné tvary kostí)V režime editácie kosť nie je možné transformovaťKosť nie je viditeľná, okrem režimu editácieV režime editácie kosť nie je viditeľnáKosť nie je viditeľná, keď je v režime editácieKosť je vybraná v režime pózyUmiestnenie kostí je nastavené v lokálnom priestoreKosť nebola pridaná do kolekcie a je skrytá, pretože existujú samostatné kolekcie kostí.Kosť sa nenašlaKosť sa nenašla: {:s}Zarovnanie posunu kostíRotácia kostí okolo osi hlava - chvostChyba počtu výberu kostíVybrať kosti počas maľovaniaKosť definujúca zobrazenie transformácie tohto vlastného tvaruKosť slúžiaca ako koncový manipulátor pre krivku ohybu kostíKosť slúžiaca ako začiatočný manipulátor pre krivku ohyb kostíKosť na nastavenie súradníc textúryKosť na transformáciuKosť na použitie na zrkadlenieKosť bola pridaná do skrytej kolekcie '%s'Kosť {:s} má nefunkčný odkaz na {:s} kolekcie '{:s}'Vybrané {:s} kosti na oboch stranách, zrkadlenie by bolo nejednoznačné, prerušenie. Vyberte len ľavú alebo pravú stranu, nie obeKosť(i)KostiKosti a pokožkaKosti priradené k tejto kolekcii kostí. V režime editácie armatúry to vždy vráti prázdny zoznam kostí, pretože príslušnosť ku kolekcii kostí sa synchronizuje až po opustení režimu editácie.Vybrané kosti pre rôzne objektyKosti v tejto kolekcii budú viditeľné v režime pózy/objektuLen kosti: použije kanál transformácie objektu z akcie na vynútenie kosti, namiesto kanálu kostiKosti potomkov tejto kostiKosti:%s/%sPoznámkaŠpeciálne záložkyLogický atribútLogická hodnota atribútuLogická hodnota atribútu geometrieLogickéPole logických operátorovPole logických hodnôtLogická matematikaModifikátor logikyZásuvka logického uzlaRozhranie zásuvky uzlov logických hodnôtLogické operácieLogická hodnotaMriežka logických hodnôt definujúca topológiu/aktívne oblastiModifikátor logických operáciíLogický výsledok je príliš veľký na to, aby ho riešiteľ zvládolVýber logickej hodnoty koreňových bodov krivkyLogická hodnota výberu bodov špičky krivkyLogický riešiteľ nie je k dispozícii (skompilované bez neho)Zásuvka logických hodnôt uzlaFaktor zosilneniaOkrajHranice kolíziíŠírka okrajaRadič sekvencií nepodporuje prekreslenie okrajovVyberie iba pripnuté okraje UVOkrajeObojeObidve plôškyObe susednéObe stranyObidve ZOba objekty musia byť povrchové sieteRozdelí dlhé hrany na dve a zbúra krátke hrany pre zníženie detailov povrchovej sieteZdolaZákladný riadok doleSpodná výškaVľavo doleVplyv spodnej peryOrtografický zdolaPerspektívny zdolaSpodná šírkaPri načítaní zarovnaná dole (okrem editorov vlastností)Naspodok zoznamuDolný rozsah cieľového pohybu po osi XDolný rozsah pohybu zdroja po osi XDolný rozsah cieľového pohybu po osi YDolný rozsah pohybu zdroja po osi YDolný rozsah cieľového pohybu po osi ZDolný rozsah pohybu zdroja po osi ZĽavý dolný roh hraníc zbaleniaOdrazivosťOkrajHranica počtu snímok vrstvy prekreslenia podľa globálnych snímokOkrajeOkrajHrany okrajovSústava okrajových plôšokOkraj dopaduPosuv počiatku okrajaHraničný tvar (vypuklý)Vyhladiť okrajeTopológia okrajovHrany okrajovTyp okraja na maskovanieOhraničenéPole ohraničeniaStred poľa ohraničeniaObjem poľa ohraničenia musí byť väčší ako 0HraniceStred okrajovZarážka okrajovMaximálne okrajeMinimálne okrajePolíčkoFarby pozadia poľaFarba poľaOkraj poľaMaska poľomZaoblenie políčkaVýber poľomPole ostreniaPolomer rohu políčka ako faktor výšky políčkaFilter poľaOkraj poľa ako faktor šírky obrázkaTvary podobné ako box (t. j. kváder), vrátane rovín (t. j. pozemných rovín)PolíčkaKrivky vrkočov vlasovZačiatok vrkočaVyhladenie vetvyVetva: {:s}MosadzRoztrhne časti povrchovej siete a nechá ich nasledovať časticamiVylomí vybrané kosti vnútri reťaze menších kostíPrerušiteľnéRozkladPorušená kľúčová snímkaVybrané porušené kľúčové snímkyPrelomenie prahuTehla (bežná)Tehla (stlačená)Tehla (jemná)Textúra TehlyŠírka tehálTehlyTehly 1Tehly 2Modifikátor údajov jasu/kontrastu pre sekvenčné pásyJasnejšieJasHodnota korekcie jasu. Faktor aditívneho typu, o ktorý sa zvýši celkový jas obrázka. Záporné číslo použite na stmavenie obrázka a kladné číslo na jeho zosvetlenieLimit intenzity jasuNásobiteľ jasuJas ikonyPrah jasu pre použitie duchov základnej hĺbky ostrostiJas/kontrastPrenášať vpredVloží pozíciu kosti do upraveného objektuZanesie geometriu vstupnej kolekcie do upraveného objektu pri zachovaní relatívnej polohy medzi objektmi na scéneZanesie do upraveného objektu geometriu, umiestnenie, rotáciu a mierku vstupného objektu pri zachovaní relatívnej polohy medzi dvoma objektmi na scénePreniesť dopreduVysielať akcieVysiela všetky kompatibilné akcie do všetkých objektov. Animované objekty dostanú všetky akcie, ktoré sú s nimi kompatibilné, ostatné nedostanú žiadnu animáciuBronzBrownBrownov-Conradyov model skresleniaBrownovaPrehľadávaťPrehľadávať akciu na prepojeniePrehľadávať armatúru na prepojeniePrehľadávať štetec na prepojeniePrehľadávať zásobník súborov na prepojeniePrehľadávať údaje kamery na prepojeniePrehľadávať údaje krivky na prepojeniePrehľadávať údaje kriviek na prepojeniePrehľadávať údaje Grease Pencil na prepojeniePrehľadávať údaje ID na prepojeniePrehľadávať obrázok na prepojeniePrehľadávať údaje drôtenej mriežky na prepojeniePrehľadávať údaje svetla na prepojeniePrehľadávať snímač svetla na prepojeniePrehľadávať údaje štýlu čiary na prepojeniePrehľadávať masku na prepojeniePrehľadávať materiál na prepojeniePrehľadávať údaje povrchovej siete na prepojeniePrehľadávať údaje meta gule na prepojeniePrehľadávať filmový klip na prepojeniePrehľadávať uzol stromu na prepojeniePrehľadávať objekt na prepojeniePrehľadávať údaje kresby krivky na prepojeniePrehľadávať údaje palety na prepojeniePrehľadávať nastavenia častíc na prepojeniePrehľadávať údaje mračna bodov na prepojeniePrehľadávať scény na prepojeniePrehľadávať zvuk na prepojeniePrehľadávať údaje reproduktora na prepojeniePrehľadávať text na prepojeniePrehľadávať textúru na prepojeniePrehľadávať údaje objemov na prepojeniePrehľadávať priestor sveta na prepojeniePrehľadávať nastavenia sveta na prepojeniePrehľadáva súbory a položkyPrehľadá tento súborVyhľadávanie, inštalácia a správa rozšírení zo vzdialených a lokálnych úložískRežim prehliadaniaŠtetecPripočítaťOhnúťUchop dvojitú mierkuBublinaRozostriťOkrajTyp štetcaHlinaPásy hlinyPalec hlinyPravotočiváKlonovaťLátkaFarebný spádKonštantnýĽavotočiváPokrčiťZmenšiťDeformáciaSmerŤahaťKresliťNakresliť sústavu plôšokKresliť ostréElastická deformáciaVylepšiť detailyZmazaťRozvinúťDopadVyplniťUchopiťVydúvaťInvertovanéChvenieVrstvaZväčšiťMaskovaťViacrovinné zoškrabanieZmazať viacnásobným posunutímRozmazať viacnásobným posunutímNovýNormálaDrgnúťMaľovaťStiahnuťKolmé upnutieBod upnutiaRovinaPózaTlačiťRotovaťMierkaZaostriťZjednodušiťUvoľniť posunutímRozmazaťVyhladenýHadí háčikZjemniťOdrátaťPovrchNechtSfarbenieUchop trojitú mierkuZakrútiťAktívum štetcaAktívum štetca (neuložené)Odkaz na aktívum štetcaMožnosti štetcaKolekcia štetcovDetail štetcaDopad štetcaStupňovanie štetcaVýška štetcaMaska štetcaNormálny štetecPredvoľby štetcaPolomer štetcaNastavenie štetcaVeľkosť štetcaŠpeciálne štetceZásuvka textúry štetcaTyp štetcaRežim prelínania štetcaBlok údajov štetca pre uloženie nastavení štetca pre maľovanie a tvarovanieBlok údajov štetcovDeformácia štetca posunie vrcholy sieteŠtetec deformuje sieť tak, že deformuje vynútenia simulácie látkyŠtetec je premietaný na plátno podľa určeného smeru počas priblíženia štetcaŠtetec zaostáva za myšou a sleduje plynulejšiu dráhuŠtetec ovplyvňuje iba vrcholy, ktoré sú otočené k divákoviŠtetec pôsobí na všetkých ostrovochNastavenia štetcaVeľkosť štetca v priestore obrazovkyKroky štetcaPlnosť štetcaNáhodný uhol textúry štetcaRotácia textúry štetcaŠtetec, používaný počas celého trvania ťahuIdentifikátor typu štetca, pre ktorý sa vyhľadá najvhodnejší nástrojSchopnosti štetcaŠtetec(ce)Štetec. Použite ľavé tlačidlo na mieste palety pre snímkuŠtetceŠtetce nepodporujú automatické náhľadyBublinaVztlak bublinyŤah bublinyBublinyZásobníkVeľkosť zásobníkaChybaZostaviťVytvoriť 100% rozlíšenie náhradyVytvoriť 25% rozlíšenie náhradyVytvoriť 50% rozlíšenie náhradyVytvoriť 75% rozlíšenie náhradyModifikátor ZostaviťVytvoriť originál:Vytvoriť neskreslené:Zostaví rotáciu z osi a rotáciu okolo tejto osiVytvorí rotáciu z komponentov kvaterniónovVytvorí rotáciu z rôznych uhlov okolo každej osiVytvorí vlastné normály na uzáveroch pre plynulejšie hrany tieňovania s tvarom rúrkyModifikátor Efekt zostaveniaZostaví náhrady pre pridané filmové a obrazové pásy v každej veľkosti náhľaduVytvorí náhradu so 100% rozlíšením rozmeru pôvodného záznamuVytvorí náhradu so 100% rozlíšením rozmeru pôvodného neskresleného záznamuVytvorí náhradu so 25% rozlíšením rozmeru pôvodného záznamuVytvorí náhradu so 25% rozlíšením rozmeru pôvodného neskresleného záznamuVytvorí náhradu so 50% rozlíšením rozmeru pôvodného záznamuVytvorí náhradu so 50% rozlíšením rozmeru pôvodného neskresleného záznamuVytvorí náhradu so 75% rozlíšením rozmeru pôvodného záznamuVytvorí náhradu so 75% rozlíšením rozmeru pôvodného neskresleného záznamuVytvorí index časového kódu behu záznamuVybudovanie náhrad...Vybuduje len nové ťahy (za predpokladu "aditívneho" kreslenia)Zostavené bez modifikátora kvapalínZostaviť bez modifikátora OceánZostavené bez modifikátora Pretvoriť povrchovú sieťZostavené bez SLIM, návrat ku konformnej metódeZostavené bez funkcií VR/OpenXRVstavaná funkcia modifikátora funkcieVstavanéZabudované aktívumVstavaný prehrávač animácieZabudovaný správca súborov na otváranie, ukladanie a prepojenie údajovZabudované písma nemožno premenovaťZabudované konfigurácie mapy kláves nemožno odstrániťZabudované motívy nemožno prepísaťZabudované motívy nemožno odstrániťBulharsky - БългарскиNerovnostiOprava mapy hrboľovLen nerovnostiMapovanie nerovností na simuláciu vzhľadu posunutieZväzokPoložky balíkaZásuvka uzla balíkaRozhranie zásuvky uzla balíkaPlný zväzokÚdaje balíkaBalík v geometriiZásuvka uzla balíkaBalíky, ktoré sa majú spojiť na najvyššej úrovni pre každý balík. Ak existujú kópie, použije sa len prvý výskytVztlakHustota vztlakuTeplotný vztlakZvýšená sila založená na hustote dymu (vyššia hodnota vedie k rýchlejšiemu zvyšovaniu dymu)Vztlak založený na teplote dymu (vyššia hodnota vedie k rýchlejšiemu stúpaniu dymu)Napáliť na obrázokRežim prepáleniaZaneprázdnené kreslením!TupáTupá hlavica (plochá)Nezdá sa, že by malo tlačidlo pripojené akékoľvek informácie o vlastnostiach (údaje vlastnosti = %p, vlastnosť = %p)Podľa aktívneho nástrojaPodľa ID skupinyPodľa vrstvyPodľa voľných častíOd materiáluPodľa názvuPodľa zoradeniaPodľa času nad aktuálnou snímkouPodľa časov nad prvým vybraným označenímPodľa času nad nulový časPodľa hodnoty nad hodnotou kurzoraPodľa hodnoty nad nulovou hodnotouUrčuje, o koľko výber narastieFarby bajtuFarba bajtu (kódované v sRGB): {} {} {} {}Atribút farby bajtuHodnota farby atribútu bajtuKód bajtuHašový súčet kódu bajtuBézierovaBézierova krivkaBod bézierovej krivkyBézierove bodyBézierov segmentBézier UBézier VBod bézierovej krivky s dvoma manipulátormiBod bézierovej krivky s dvoma manipulátormi definovanie kľúčovej snímky na F-krivkeNemožno mať pridané body bézierovej drážkyCCFLČíslo CFLCINEONCPUVýkon trasovania lúča CPU bude slabýCRFCSV (.csv)Import CSV: Nemožno otvoriť súbor '%s'Import CSV: prázdny súbor '%s'Import CSV: nepodarilo sa analyzovať súbor '%s'CUDAZásobníkSúbor zásobníkaSúbory zásobníkaBlok údajov súborov zásobníkovZásobník dokončenýchIndex zásobníkaInformácie o zásobníkuZásobník je zastaralýVrstva zásobníkaVrstvy zásobníkaZásobník povrchovej sieteModifikátor zásobníkaNastavenia zásobníka prekrytiaCesta k zásobníkuZásobník nespracovanýchVýsledok zásobníkaNastavenie zásobníkovKrok zásobníkaPriečinok vyrovnávacej pamäteCesta k súboru zásobníkaZásobník dokončeného obrázku pre každú snímkuSnímky v zásobníku počas prehrávania uzlov simulácieZásobník musí byť povolenýZásobník je vypnutý do uloženia súboruNázov zásobníkaZásobník pozícií prvku v priestore sveta v rozsahu snímokZásobník nespracovaných obrázkov načítaných z disku, pre rýchlejšie potiahnutie parametrov pásu na úkor využitia pamäteUkladá prichádzajúce údaje do zásobníka, aby ich bolo možné použiť bez opätovného prepočítavaniaZásobník zvuku v pamätiZapiecť cieľDiskDedičstvo z modifikátoraZbalenéRozsah zásobníkaUložiť do zásobníka z prvého modifikátora Line ArtUložené v zásobníku z prvého modifikátora Line Art.Uložené polohy ciestUložené polohy snímokZásobník rýchlosti vrcholov povrchovej siete. Tieto sa použijú (automaticky) pri prekreslení s povoleným rozostrením pohybom.Ukladať do zásobníkaKlietkaVysunutie klietkyObjekt klietkyNepriehľadnosť klietkyObjekt klietky "%s" sa nenašiel v hodnotenej scéne, môže byť skrytýVrcholy klietky zmenené z %d na %dVypočítaťVypočítať alfaVypočítať dieryVypočítať dráhy pohybu objektuVypočítať poradieVypočítať prekrytieVypočíta dráhu pre vybrané kostiVypočíta vybrané do snímkyDynamicky vypočíta váhy vrcholovVypočíta náhodnú hodnotu alebo farbu na základe vstupného rozosiatiaVypočítať všetky vybrané objekty namiesto aktívneho objektuVypočíta alfa kanál na základe hodnôt RGB obrázkaVypočíta dráhu kostí od hlavyVypočíta dráhu kostí od chvostaVypočíta rozostup štetca vzhľadom na scénu použitím polohy ťahuVypočíta rozstup štetca vzhľadom na zobrazenieVypočíta potomkov, ktorý dobre vyhovujú dlhým vlasomVypočíta rovnomerný posuv zmäkčeniaVypočíta posunutie zmäkčenia ako druhú krivkuVypočíta výšky proti nedelenej povrchovej siete s nízkym rozlíšenímVypočíta otvory pri vypĺňaní prekrývajúcich sa kriviekVypočíta modifikátory v lineárnom priestore namiesto priestoru radiča sekvenciíVypočíta normály kolmé na os Z a dotyčnicu krivky. Ak je séria bodov vertikálna, použije sa os X.Vypočíta normály, ktoré majú za následok rovnomernejšie hrúbky (pomalé, vypnúť, ak nie je potrebné)Vypočíta normály s najmenším zakrútením okolo krivky, ktorý sa dotýka celej krivkyVypočíta rotáciu častícVypočíta dráhu pre vybrané kostiAutomaticky vypočíta body rýchlostiVypočíta hranice polohy geometrickej sústavy každej inštancieVypočíta relatívnu polohu (použitím hrán)Vypočíta relatívnu polohu (použitím plôšok)Vypočíta vlastné prekríženie a prekrytie pred vyplnenímVypočíta ostré hrany použitím vlastných údajov normál (ak sú k dispozícii)Vypočíta simulácie v modifikátoroch geometrických uzlov od začiatku po aktuálnu snímkuVypočítava štatistiky o súbore údajov z poľa vyhodnoteného na geometriiVypočíta masku okrajov na základe odpojených ostrovov topológie sieteVypočíta masku okrajov medzi sústavami plôšokVypočíta rozostup štetca použitého zobrazenia alebo vzdialenosti scényVypočíta stred geometrie na základe aktuálneho otočného bodu (mediánu, inak poľa ohraničenia)Vypočíta stred hmoty z plochy povrchuVypočíta stred hmoty z objemu (musí byť vyvinutá geometria so zhodnými normálami)Vypočíta smer a veľkosť zmeny hodnôt skalárnej mriežkyVypočíta tok do a z každého bodu smerovej vektorovej mriežkyVypočíta interpolovanú hodnotu atribútu povrchovej siete v najbližšom bode jej povrchuVypočíta interpolované hodnoty atribútu povrchovej siete pri UV súradniciVypočítava hranice pozícií geometrie a vygeneruje schránku povrchovej siete s týmito rozmermiVypočíta veľkosť a smer cirkulácie smerovej vektorovej mriežkyVypočíta priemer a medián daného poľaVypočíta minimum a maximum daného poľaVypočíta počet snímok rozdelením každej drážky na segmenty so zadanou dĺžkouVypočíta poradie hrán (potrebné pre povrchové siete, ale nie krivky)Vypočíta vzdialenosť k cieľovým hranámVypočíta príbuznosť k cieľovým plôškamVypočíta príbuznosť k bodom cieľa (zvyčajne rýchlejšia ako ďalšie dva režimy)Vypočíta štandardnú odchýlku a rozptyl daného poľaVypočíta povrch oblasti plôšok povrchovej sieteVypočítať po snímkuVypočíta novú vyvinutú povrchovú sieť založenú na objeme aktuálnej povrchovej siete. Všetky údajové vrstvy sa stratiaVýpočet simulácie...Rozsah výpočtuTyp výpočtuVýpočet pomocou knižnice MikkTSpace, v súlade s dotyčnicami používanými inde v BlenderiKalibráciaVyvolať panelFunkcia spätného volania definuje pre zostavy sústavy kľúčovaniaKaligrafiaKameraZozaduZatvoriťHĺbkaKoniecPripevniťSpreduObjektívNováKamera "%s" nie je kamera viacnásobného zobrazovaniaEfekty kamery a objektívuHranice kameryKamerový klipOkraj vyradenia kameryVyradenie kameryVlastná kameraÚdaje kameryOhnisková vzdialenosť kamery: %.1fmmOhnisková vzdialenosť kamery: %.1f°Vodenie kameryInfo o kamereMierka objektívu kamery: %.3fObjekt kameryPosuv kameryOrtografická kameraPrepísať kameruPanoramatická kameraZamknúť rodiča kameryVšepriechodnosť kameryCesta kameryPerspektívna kameraPredvoľby kameryRiešiteľ kameryVynútenie Riešiteľ kameryPrípona kameryPohľad kameryViditeľnosť kameryPriblíženie kameryBlok údajov kamery na uloženie nastavení kameryBlok údajov kameryOreže kamere vzdialenejšieHorizontálny posun kameryZorné pole objektívu kameryHorizontálne zorné pole objektívu kameryVertikálne zorné pole objektívu kameryOreže kamere bližšieMatrica premietania kameryPosun kameryKamera stávajúca sa aktívnou v tejto snímkeKamera do pohľaduKamera použitá ako referenčný bod pri rozdeľovaní geometrie, užitočné, aby nedošlo k prehľadávaniu artefaktov v animáciách pri pohybe kamery po scéneKamera s rodičovským pohybom (ak je použitá prázdna aktívna scéna kamery)Typy kameryVertikálny posun kameryHlavná os kameryOhnisková vzdialenosť kamierKamera(y)KameryMôže pridať ďalšie vynútenie týkajúce sa toho, kedy môže automatické kľúčovanie vkladať kľúčové snímkyVyhodnotené údaje možno priradiť iba hodnotenému objektu alebo pôvodné údaje pôvodnému objektuMožno kopírovať iba jednu vlastnú normálu, normálu vrcholu alebo normálu plôškyMožno zbierať len z 3D záberu alebo Líniového prehľaduMožno uložiť sekvenciu len na sekvenciu obrázkovZmeniť veľkosť oblasti je možné iba zo zóny akcieMožno nastaviť iba veľkosť štvorcového zobrazenia z akčnej zónyRozbaliť zapečenie možno len vtedy, ak je uložený aktuálny .blend súborPočas vykonávania úloh nie je možné zmeniť pracovný priestorPracovný priestor s upravenými obrázkami nemožno zmeniť, najskôr ich uložteNemožno upraviť hodnotu riadeného čísla, pozrite si editor grafov pre nastavenie ovládačaZrušiťZruší a vráti späť prebiehajúci ťahZruší animáciu a vráti sa na pôvodnú snímkuZrušiť skosenieZrušiť operáciu so súboromZruší zobrazenie náhľadu prekresleniaZrušovanie...Zrušenie tohto ťahu nie je podporovanéNemožno vyberať(zrušiť výber) kosti na prepojenom objekte, na to by bol potrebný prepisNemožno načítať obrázokNemožno pristupovať ku geometrii kolekcií, pretože ešte nie je vyhodnotená. To sa môže stať, keď existuje zacyklená závislosťNemožno pristupovať ku geometrii objektu, pretože ešte nie je vyhodnotená. To sa môže stať, keď existuje zacyklená závislosťNemožno pristupovať k transformáciám objektu, pretože ešte nie sú vyhodnotené. To sa môže stať, keď existuje zacyklená závislosťNemožno aktivovať dialógové okno voliča súborov, ktoré je už otvorenéNemožno pridať pevné teleso bez povrchovej siete objektuNemožno pridať kolekciu k prepojenej/prepísanej kolekcii/scénePríznak farby nemožno pridať do prepojenej kolekcieNemožno pridať vrstvu do súboru zásobníka '%s'Nemožno pridať novú kolekciu na prepojenú/prepísanú scénuNemožno pridať aktívnu vrstvu ako maskuNemožno pridávať kolekcie kostí do prepojenej armatúry prepisom systému; explicitne vytvorte prepis v údajoch armatúryNemožno pridať kolekcie kostí do prepojenej armatúry bez prepisu údajov armatúryNemožno pridať hrany v režime editácieNemožno pridávať plôšky v režime editácieNemožno pridať hák kosti pre objekt bez armatúryNemožno pridať hák bez ďalších vybratých objektovNemožno pridať slučky v režime editácieNemožno pridať viac ako %i UV mápNemožno pridať uzol %s do stromu uzla %sNemožno pridať uzol %s do stromu uzlov %s: %sNemožno pridať uzol '%s' do skupinyNemožno pridať uzol '%s' do skupiny: %sNemožno pridať skupinu uzlov '%s' do '%s'Nemožno pridať skupinu uzlov '%s' do '%s': %sNemožno pridať uzol typu %s do stromu uzla '%s'Nemožno pridať uzol typu %s do stromu uzlov '%s' %sNemožno pridať objekty do knižnice prepisu alebo prepojenej kolekcieNemožno pridať vlastnosti na prepis údajovNemožno pridať vstavanú vlastnosť do sústavy kľúčovaniaNemožno pridať zásuvku do vstavaného uzlaNemožno pridať vrcholy v režime editácieNemožno pridať vstupný uzol zóny '%s' do skupiny bez jeho spárovaného výstupu '%s'Nemožno pridať výstupný uzol zóny '%s' do skupiny bez jeho spárovaného vstupu '%s'Nemožno prideliť kontext formátu FFmpegNemožno prideliť dostatok video pamäte na zapečenie „{}“ ({} / {} MBajtov). Skúste znížiť rozlíšenie surfela (povrchového prvku) alebo vzdialenosť snímania, aby ste znížili veľkosť alokácie.Nepripojený žiadny blok údajov '%s' typu '%s'Nemožno aplikovať konštruktívne modifikátory na krivku. Konvertujte krivku na povrchovú sieť, aby ste ju mohli použiťNemožno použiť modifikátor pre tento typ objektuNemožno uplatňovať pózu na pripojenú knižnicu armatúryTento modifikátor nemožno použiť na geometriu Grease PencilNemožno použiť na viacerých užívateľov armatúryNemožno priradiť materiál '%s', musí byť už použitý objektom Grease PencilNemožno priradiť do prepojenej kolekcie kostí %sNemožno zapiecť v zóneNemožno zapiecť snímač svetla počas prekresľovaniaNemožno zapiecť formáty 'bezobrázkovej sekvencie'Nemožno vytvoriť pružinyNemožno zmeniť pózu, keď je povolená "pokojová poloha"Nemožno zmeniť akciu, pretože je stále editovaná v NLANemožno zmeniť starý súbor (súbor uložený s @)Nemožno vymazať vložený prepis knižnice '%s', priamo možno vymazať len prepisy skutočných blokov údajovNemožno vymazať prepis prepojenej knižnice '%s', priamo možno vymazať len lokálne prepisyVybrané objekty nemožno konvertovať, pokiaľ sú v režime editácieNemožno konvertovať na vybraný typNemožno kopírovať/vložiť zbalené údajeNemožno vytvoriť pevné teleso svetaNemožno vytvoriť režim editácie armatúryNemožno vytvoriť snímku zmrazeniaNemožno vytvoriť kľúč vnútri prechodu rýchlostiNemožno vytvoriť objekt bloku údajov v hlavnej databáze s údajmi vyhodnoteniaNemožno vytvoriť predvoľbu „{:s}“, pretože tento názov už existujeNemožno vytvoriť súbor titulkovNemožno vytvoriť kontext animácieNemožno vytvoriť transformáciu na prepojené údajeNemožno vytvoriť prechodNemožno vytvoriť prechod z prvého alebo posledného kľúčaNemožno odstrániť kolekciu '%s', je to buď prepojená kolekcia používaná inými prepojenými scénami/kolekciami, alebo je to prepis knižniceNemožno odstrániť momentálne viditeľné pracovné priestory ID '%s'Nemožno odstrániť ID '%s', nepriamo použité bloky údajov potrebujú aspoň jedného užívateľaNemožno odstrániť nepriamo prepojený ID '%s'Nemožno odstrániť nepriamo prepojenú knižnicu '%s'Nie je možné odstrániť nepriamo prepojený objekt '%s'Nemožno odstrániť id '%s', je súčasťou hierarchie prepisu knižniceNemožno odstrániť zamknuté vrstvyNemožno odstrániť objekt '%s', pretože ho používajú kolekcie prepisuObjekt '%s' sa nedá odstrániť zo scény '%s', nepriamo používané objekty potrebujú aspoň jedného užívateľaNedá sa určiť umiestnenie zapečenia na disku. Návrat k zbalenému zapečeniu.V režime {!r} nemožno nič robiťNemožno použiť dolly, keď je uzamknutý posuv zobrazeniaNemožno pretiahnuť výstupnú zásuvkuNemožno pretiahnuť panel bez vstupovNemožno vytvoriť kópiu aktuálneho výberuNemožno upravovať stav 'behu', ktorý nie je blokom údajov blend-súboru, pretože je podľa definície vždy v behuNemožno upravovať kolekciu kostí na prepojenej armatúre prepisom systému; explicitne vytvorte prepis v údajoch armatúryNemožno upravovať kolekcie kostí na prepojených armatúrach bez prepisuNemožno upravovať kolekcie kostí, ktoré sú prepojené z iného blend súboruNemožno upravovať skupiny kostí pre prepis knižniceV prepise knižnice nemožno upravovať vynútenia pochádzajúce z prepojených údajovNemožno upraviť údaje externej knižniceNemožno upraviť skrytý objektNemožno upravovať údaje knižniceNemožno upraviť prepojenú knižnicu alebo neupraviteľný objekt prepisuNemožno upravovať prepojené knižnice alebo neupraviteľné objekty prepisuNemožno upravovať údaje knižnice alebo neupraviteľné údaje prepisuNemožno upravovať knižnicu alebo prepísať údajeNemožno upravovať údaje prepojenej povrchovej siete alebo krivkyNemožno upravovať prepojený strom uzlovNemožno upravovať modifikátory pochádzajúce z prepojených údajov v prepise knižniceNemožno odstrániť objekt '%s', pretože ho používajú kolekcie prepisuNemožno upraviť objekt používaný kolekciami prepisovNemožno upravovať náhľady prepísaných údajov knižniceNemožno upraviť vlastnosti z prepísaných údajovNemožno upravovať shaderfxs pochádzajúci z prepojených údajov v prepísanej knižniciNemožno upraviť shaderfxs v prepísanej knižniciNemožno upravovať túto vlastnosť z prepojeného bloku údajovNemožno upraviť túto vlastnosť zo systémového bloku údajov prepisuNemožno upravovať túto vlastnosť z bloku údajov prepisuNemožno zabezpečiť priečinok: %sSkupina uzlov nemožno vyhodnotiťNemožno vykonať logickú operáciuNemožno vykonať, priesečník je k dispozícii len použitím presného riešiteľaNemožno vykonať, nepresný riešiteľ a prázdna kolekciaNemožno vykonať, nevyvinuté vstupyNemožno vykonať, vybraná kolekcia obsahuje objekty povrchových sietíNemožno vykonať, neznáma chybaNemožno exportovať zmiešané typy kriviek v tom istom objekte krivkyNemožno exportovať zmiešané cyklické a necyklické krivky v tom istom objekte krivkyNemožno zistiť, ku ktorému objektu táto kosť patrí.Nemožno nájsť mriežku '%s'Nemožno nájsť scénu na nahradenie aktívnej odstránenej scény '%s'Nemožno nájsť scénu, ktorá by nahradila aktívnu scénu knižnice '%s' na odstránenieNemožno nájsť scénu na nahradenia aktívnej odstránenej scény '%s'Nemožno nájsť triedu {:s} v {:s}Nemožno nájsť kľúče na ovládanieNemožno nájsť knižnicu '%s'Nemožno nájsť údaje objektu %s lib %sNemožno oblietavať objekt s vynúteniamiNemožno lietať, keď je uzamknutý posuv zobrazeniaNemožno vygenerovať materiály pre neznámy mechanizmus prekreslenia {:s}Nemožno získať internú hodnotu z balíkaNemožno získať povrchovú sieť z klietky objektuNemožno inicializovať látkuNemožno inicializovať GPUNemožno vložiť skupinu uzlov '%s' do '%s'Nemožno spojiť objekty, ktoré majú spoločné údaje o armatúre: %sNemožno pripojiť v režime úpravNeprepojený blok údajov '%s' typu '%s'Objekty sa nedajú prepojiť na prepojenej scéneNie je možné prepojiť objekty na rovnakej scéneNemožno načítať údaje zapečeniaNemožno vytvoriť kolekciu kostí, ktorá by bola potomkom seba saméhoNemožno vytvoriť prepis knižnice z lokálneho objektuNemožno vytvoriť segmentNemožno zmiešať typické/netypické položkyNemožno upraviť názov požadovaného atribútu geometrieNemožno presunúť nad modifikátor vyžadujúci pôvodné údajeNemožno presúvať nad základným kľúčovým tvaromNemožno presunúť za modifikátor bez deformácieNemožno presunúť kolekciu z indexu '%d' do indexu '%d'Efekt nemožno presunúť za koniec zásobníkaModifikátor nemožno presunúť za koniec zoznamuModifikátor nemožno presunúť za koniec zásobníkaModifikátor nemožno presunúť za začiatok zoznamuNemožno presunúť pás na inú scénuNemožno presunúť pás do iného ako meta pásuNemožno navigovať kameru z externej knižnice alebo z neupraviteľného prepisuNemožno navigovať objekt s vynúteniamiNemožno navigovať, keď je posuv zobrazenia uzamknutýNemožno otvoriť cieľové aktívum %s pre zápisSúbor %s sa nedá otvoriť na zápis: %sNemožno otvoriť súbor: {}Nemožno prepísať systémové súbory aktív. Uložiť ako nový súborNemožno prepísať systémové súbory aktív. Uložiť ako nový súbor?Súbor exportu sa nedá prepísaťNemožno prepísať súbory, ktoré sú spravované systémom aktívPoužitú knižnicu '%.240s' nemožno prepísaťNemožno zbaliť absolútny súbor: %sPráve nemožno zbaliť viacpohľadové obrázky z hrubých údajov...V súčasnosti nemožno zbaliť dlaždicové obrázky zo surových údajov...Nemožno maľovať ťahNemožno spárovať vstupný uzol zóny %s s %s, pretože nemá rovnaký typ zónyNemožno prilepiť premenné ovládačov bez ovládačaNemožno vložiť bez materiáluNemožno údaje knižnice pózyNemožno polohovať neupraviteľné údajeNemožno pretlačiť akcie nadol počas potiahnutie akcií pásu, skôr než ukončíte režim potiahnutiaNemožno znova prepojiť označenie do rovnakej scényNemožno načítať %s '%s': %sNemožno načítať '%s': %sNie je možné čítať kód bajtu OSO uložený v uzle na {!r}Nemožno načítať alternatívny spúšťací súbor: "%s"Nemožno načítať súbor blend '%s', neúplná hlavička, môže byť z novšej verzie BlenderuSúbor "%s" nemožno načítať: %sNemožno priradiť vstupy: zistená rekurziaNemožno priradiť vstupy: pás nemá žiadne vstupyNemožno znova načítať použitím modálnych operátorovNemožno premiestniť nepriamo prepojenú knižnicu '%s'Knižnicu '%s' nemožno premiestniť do aktuálneho blend súboru '%s'Nemožno odstrániť objekt z kolekcie prepojenej alebo prepísanej knižniceNemožno odstrániť obrázok pozadia %d z kamery '%s', pretože je z prepojených referenčných údajovNemožno odstrániť vstavanú sústavu kľúčovaniaNemožno odstrániť zabudované atribúty: "{}"Nemožno odstrániť hrany v režime editácieV režime editácie nemožno slučky odstrániťNemožno odstrániť viac hrán než obsahuje povrchová sieťNemožno odstrániť viac slučiek než obsahuje povrchová sieťNemožno odstrániť viac polygónov, ako obsahuje povrchová sieťNemožno odstrániť viac vrcholov než obsahuje povrchová sieťV režime editácie nemožno polygóny odstrániťNemožné odstrániť vlastnosti z prepísaných údajovNemožno odstrániť vlastnosť zo vstavanej sústavy kľúčovaniaNemožno odstrániť vrcholy v režime editácieNemožno vykresliť, žiadna kameraNemožno vyriešiť cestu %s pre zápisNemožno vrátiť balík kanálov, keď zásuvka je NieNemožno odtrhnúť plôškyNemožno odtrhnúť viacnásobne rozpojené vrcholyNemožno odtrhnúť nevyvinuté vrcholy alebo hranyNemožno uložiť katalógy aktív pred uložením súboru BlenderuNemožno uložiť blend súbor, cesta "%s" je priečinokNemožno uložiť blend súbor, cesta "%s" nie je zapisovateľnáNemožno uložiť obrázok počas prekresľovaniaNemožno uložiť obrázok, cesta '%s' nie je prepisovateľnáNemožno uložiť viacvrstvové sekvencieNemožno uložiť normálny súbor (%s) ako systémový súbor aktívTextový súbor sa nedá uložiť, cesta „%s“ nie je zapisovateľnáNemožno oddeliť aktuálny výberNemožno oddeliť krivky od kľúčových vrcholovNemožno oddeliť uzlyNemožno nastaviť záporný rozsahNemožno nastaviť absolútnu cestu neuloženého blend súboruNemožno nastaviť identifikátor zásuvky aj panelaNemožno nastaviť kolekciu inštancie ako objekt patriaci do kolekcie inštancií, čo spôsobuje zacyklenieNemožno nastaviť relatívne cesty neuloženého blend súboruNemožno nastaviť zásuvku bez priradenej akcie.Nemožno točiťNemožno rozdeliť aktuálny výberVýber nemožno rozdeliť, ak je povolený výber „Synchronizovaný výber“ a „Zdieľané vrcholy“Nemožno vymeniť '%s' a '%s' ako jeden alebo obidva sa nebudú môcť prispôsobiť svojim novým miestamNemožno prehodiť vstupy viacvstupovej zásuvkyNemožno vymeniť vybrané pásy, pretože nebudú schopné prispôsobiť sa svojim novým miestamVybrané pásy nie je možné vymeniť, pretože sa budú na nových miestach navzájom prekrývaťNemožno zrušiť prepojenie kolekcie prepisu knižnice, ktorá nie je koreňom hierarchie prepisuNemožno zrušiť prepojenie materiálu '%s'. Nie je jasné, z ktorého objektu alebo údajov objektu sa má odpojiť, v strome Líniového prehľadu nie je žiadny objekt alebo údaje objekt ako rodičovskýNemožno zrušiť prepojenie kolekcie '%s' rodičovskej s inou prepojenou kolekciou '%s'Nemožno odpojiť kolekciu '%s'. Nie je jasné, od ktorej scény, kolekcie alebo inštancie by sa mala odpojiť, v strome Líniového prehľadu nie je žiadna scéna, kolekcia alebo inštancia prázdna ako rodičNemožno zrušiť prepojenie materiálu '%s'. Nie je jasné, z ktorého objektu alebo údajov objektu sa má odpojiť, v strome Líniového prehľadu nie je žiadny objekt alebo údaje objekt ako rodičovskýNemožno odpojiť objekt '%s' od prepojenej kolekcie alebo scény '%s'Nemožno odpojiť objekt '%s' nadradený inému prepojenému objektu '%s'Nemožno odpojiť textúru '%s'. Nie je jasné, od ktorého štýlu čiary Freestyle by sa mal odpojiť, v strome Líniového prehľadu nie je žiadny štýl čiary Freestyle ako rodičNemožno zrušiť prepojenie materiálu '%s' z prepojených údajov objektuNemožno odpojiť tieto údaje objektuNemožno zrušiť prepojenie nepodporovaného '%s' z kolekcie prepojenia svetla '%s'Nemožno sa odpojiť svet '%s'. Nie je jasné, od ktorej scény by mala byť odpojená, v strome Líniového prehľadu nie je žiadna scéna ako rodičNemožno rozbaliť samostatný súbor knižnice, '%s'Nemožno aktualizovať prepojenú armatúru prepisom systému; explicitne vytvorte prepis v údajoch armatúryNemožno použiť OpenGL prekreslenie v režime na pozadí (bez kontextu OpenGL)Nemožno použiť objekt armatúry ako vlastný tvar kostiNemožno použiť vrchol s nulovou dĺžkou normályNemožno použiť plôšku s nulovou plochouNemožno použiť kosť s nulovou dĺžkouNemožno použiť krivku s nulovou dĺžkouNemožno použiť hranu s nulovou dĺžkouNemožno overiť názov kosti bez vygenerovanej výbavyNemožno zapísať samostatný súbor s vybratým formátom animácieNemožno zapísať súbor : %sNemožno zapísať do aktíva %s: %sPlátnoNormálne plátnoNastavenie plátnaPlochy plátnaRöntgenové plátnoFarba mriežky plátnaPosuv mriežky plátnaNepriehľadnosť mriežky plátnaMierka mriežky plátnaDelenie mriežky plátnaPovrchová sieť plátna nie je aktualizovanáUzáver koncového boduTyp výplne stropuHlavica ZačiatokHlaviceZarovnať normály uzáverovKoncový uzáverPolomer extrapolácie uzáverovVstupné uzáveryZlúčiť uzáveryRozlíšenie uzáveruVyhladenie uzáveruPočiatočný uzáverTyp uzáveruKapsulaZachytiťAtribút zachyteniaPoložka atribútu zachyteniaVzdialenosť zachytávaniaZachytávanie emisiíNepriame zachyteniePoložky zachytávaniaZachytenie svetaZachytí obrázok editoraZachytí obrázok celého okna BlenderuZachytí snímku obrazovky, ktorá sa použije ako náhľad vybraného aktívaZachytenie celého oknaUhlík (pevný)KartónZásadnáPočet kaskádVytrácanie kaskádyMaximálna vzdialenosť kaskádyRozlišovať veľkosťRozlišovať malé a veľké písmenáLen zhodné rozlíšenie malých/veľkých písmenUsporiadaťLiatinaModifikátor UsporiadanieVrhať tieňVrhania tieňa efektu lomu svetlaŠtvorcový tvar svetelnej škvrnyVyžaruje lúče a získava informácie z miesta dopaduVrhá lúče zhora nad povrchomVrhá lúče z kontextovej geometrie na cieľovú geometriu a získava informácií z každého bodu zásahuVrhá lúče na aktívny objekt klietkyVrhanie tieňov z objemových materiálov na objemové materiály (priveľké nároky)Veľkosť katadioptrieKatalánsky - CatalàKatalógKatalóg IDVolič katalóguKatalóg Jednoduchý názovKatalóg UUIDKatalóg nemožno vložiť do sebaKatalóg je už umiestnený na najvyššej úrovniKatalóg je v tomto katalógu už umiestnenýKatalóg na použitie pre nové aktívumKatalógy v tejto knižnici aktív nemožno upravovaťKategóriaCatmull RomCatmull-ClarkCatmull-RomCatromDôvodom je, že sa plôšky povrchovej siete objektu postupne objavujú alebo miznúSpôsobí opakovanie obrázka vodorovne a zvisleSpôsobí opakovanie obrazu na šachovnicový vzorSpôsobí vytvorenie údajov Grease Pencil s objektomSpôsobí vytvorenie kópie akcií s blokmi údajovSpôsobí vytvorenie kópií armatúry s objektomSpôsobí vytvorenie kópie údajov kamery s objektomSpôsobí vytvorenie kópie údajov krivky s objektomSpôsobí, že sa vytvárajú kópie údajov o krivkách s objektomSpôsobí vytvorenie kópie údajov mriežky s objektomSpôsobí vytvorenie kópie údajov svetla objektomSpôsobí vytvorenie kópie údajov snímača svetla s objektomSpôsobí vytvorenie kópie údajov materiálu s objektomSpôsobí vytvorenie kópie údajov povrchovej siete s objektomSpôsobí vytvorenie kópie údajov meta gule s objektomSpôsobí vytvorenie kópie časticového systému s objektomSpôsobí vytvorenie kópie údajov mračna bodov s objektomUdalosť Vybrať všetko (klávesa 'A') zruší výber v prípade, že existuje výberSpôsobí vytvorenie kópie údajov reproduktora s objektomSpôsobí vytvorenie kópie údajov povrchu s objektomTabelátor spôsobí otvorenie koláčovej ponuky (vymení 'Tab' / 'Ctrl-Tab')Spôsobí vytvorenie kópie údajov textu s objektomSpôsobí vytvorenie kópie údajov objemu s objektomVyžiarenia svetlaDutinaDutina (invertovaná)Dutina (invertovaná)Krivka dutinyFaktor dutinyMaska dutinyDutina vyvýšeninyDutina údoliaTieňovanie dutiny vypočítané v priestore sveta, užitočné pre väčšiu mierku pohlcovaniaCbRežim stropuBunkový šumVeľkosť bunkyTyp bunkyTyp bunky na zvýraznenieStupne CelziaCementNa stredStred akcie bezpečných okrajovStred diagonályPrepísať stredStredový otočný bodStred bezpečných okrajov titulkovVycentruje v priestore globálneho zobrazeniaStred hmotyStred háku použitého pre dopad a zobrazenieStred tejto plôškyStred na snímkeStredový bod pre rotáciu/zmenu veľkostiStredová poloha výberu poľaStredová poloha výberu sférouVystredí textVycentruje zobrazenie kamery a zmení jej veľkosť tak, aby zodpovedala jeho hraniciamVycentruje posuv zobrazeniaVycentruje pohľad tak, aby kurzor bol v strede pohľaduVycentruje zobrazenie na pozíciu hĺbky Z pod kurzorom myšiBezpečné oblasti stredu rezuStredycentimeterCentimetreCentrálna osCentrálna valcováZlúčiť ťažiskoCentyVáhové centyReťazPočet reťazíDĺžka reťazeReťaz voľných hránPosuv reťazePriorita reťazeZmena mierky reťazeReťaz podľa vzdialenostiPočet reťazí pre výber prvých n reťazíReťaz sleduje pozíciu cieľaReťaz nasledujúca po rotácii cieľaReťazenieMetóda reťazeniaReťazeKrieda (plná)Šanca, že každý bod bude zahrnutý do výberuŠanca, že každý bod alebo krivka budú zahrnuté do výberuŠanca častica prechodu cez povrchovú sieťZmenaZmení aktívnu vrstvuZmena veľkosti písmaZmeniť typ efektuZmeniť vstupyZmeniť výstupyZmení scénu priradenej k pásuZmeniť veľkosťZmena režimu výberu UVZmení typ užívateľskej vlastnosti alebo upraví jej zobrazenie v rozhraníZmení alfa priehľadnosť pozdĺž ťahuZmena priehľadnosti alfa na základe atribútu materiáluZmena priehľadnosti alfa na základe vzdialenosti od objektuZmena priehľadnosti alfa na základe vzdialenosti od kameryZmeniť modrý kanálZmeniť jasZmení veľkosť štetca podľa skaláraZmeniť veľkosť písmen každého názvuZmení tvar kolízie pre vybrané objekty pevných teliesZmení farby vo všetkých blokoch údajov na nový pracovný priestorZmeniť kontrastZmení režim uzáverov krivky (zaoblené alebo ploché)Zmení smer bodov vybratých ťahovZmení typ oblasti vplyvu simulácieZmení faktory uzlov Zmiešať a Zmiešať tieňovačZmena nepriehľadnosti vytrácania zobrazených cibuľových snímokZmena správania prúdenia v simuláciiZmení kód znaku písmenaZmení odstup písmaZmeniť zelený kanálZmení spôsob vpúšťania kvapalinyZmení spôsob uloženia atribútuZmení spôsob uloženia atribútuZmeniť odtieňZmena odtieňa/nasýtenia/hodnoty ťahovZmeniť ikonu skupiny vrstievZmení farbu čiary pozdĺž ťahuZmení farby čiary na základe atribútu materiáluZmení farbu čiary na základe náhodného šumuZmení farbu čiary na základe smeru ťahuZmení farbu čiary na základe vzdialenosti od objektuZmení farbu čiary na základe vzdialenosti od kameryZmení farbu čiary na základe radiálneho zakrivenia 3D povrchovej sieteZmení farbu čiary na základe podkladového uhla záhybuZmena hrúbky čiary pozdĺž ťahuZmení hrúbku čiary na základe atribútu materiáluZmení hrúbku čiary na základe vzdialenosti od objektuZmení hrúbku čiary na základe vzdialenosti od kameryZmení hrúbku čiary tak, že ťah vyzerá, ako keby bol vytvorený kaligrafickým peromZmení šum na každej snímkeZmení otočný bod pre transformáciu (vozík)Zmení pozíciu aktívnej kolekcie kostí v zozname kolekcií kostíZmeniť červený kanálZmeniť nasýtenieZmeniť výber pre všetky plôškyZmeniť výber všetkých vrcholovZmena režimu výberuZmení výber všetkých UV vrcholovZmení výber všetkých riadiacich bodov UVWZmení výber všetkých bodov krivkyZmena výberu všetkých značiek aktívnej stopyZmeniť výber všetkých prvkov meta guleZmení výber všetkých časových značiekZmena výberu všetkých značiek smímaniaZmena výberu všetkých viditeľných objektov na scéneZmení výber všetkých viditeľných zostávZoradí zmeny na stĺpec pod kurzoromŤahom zmení hodnoty UV textúryZmena polohy, rotácie alebo mierky ťahuZmena hrúbky ťahuMeniť karty môžete iba ak tento editor zdieľa okraje s Líniovým prehľadomZmena použitej aktívnej akcieMení úroveň vplyvu skosenia hranyZmena typu zásobníka simulácieZmení pozíciu vynútenia v zozname, aby sa vyhodnotila po stanovenom počte ďalšíchMení záhyb hránZmení záhyby vrcholovZmení smer krivky výmenou počiatočných a koncových údajovZmení smer, ktorým ukazuje reťaz kostí (vymení hlavu a chvost)Zmení poradie zobrazenia vybraných ťahovZmení pozíciu efektu v zozname, aby sa vyhodnotila po stanovenom počte ostatnýchZmení stav uzamknutia všetkých skupín vrcholov aktívneho objektuZmení stav uzamknutia všetkých kľúčových tvarov aktívneho objektuZmení minimálnu vzdialenosť, ktorú používa štetec hustotyMení režim použitého na maskovanie výberu v režime tvarovania kriviekZmení index modifikátora v zásobníku, aby sa vyhodnotil po stanovenom počte ostatnýchZmena počtu kľúčov vybraných častíc (vrátane koreňov a špičiek kľúčov)Zmeniť objekt v aktuálnom režimeZmení objekt v aktuálnom režime • Ctrl pre pridanie do aktuálneho režimuZmení nepriehľadnosť ťahovZmení poradie stĺpcovZmení polohu aktívnej sústavy čiar v zozname sústavy čiarZmení polohy modulu štýlu v zozname modulov štýlovZmena režimu výberu pre ťahy Grease PencilZmení veľkosť miniatúrZmeniť veľkosť miniatúrZmení veľkosti miniatúr v diskrétnych krokochZmení veľkosť miniatúr v zobrazeniach zoznamovZmena rýchlosti simulácieZmení index modifikátora pásu v zásobníku tak, aby sa vyhodnocoval po stanovenom počte ostatnýchZmeniť typ kriviekZmena základnej simulačnej metódyZmení viditeľnosť sústavy plôšok tvarovaniaZmení pracovný farebný priestor všetkých farieb v tomto blend súborePri kliknutí na ikony údajov Líniového prehľadu zmení na príslušnú kartuZmení v zozname na vybraný orientačný bod VRZmena typu efektora pri simuláciiZmení typ kvapaliny v simuláciiZmeniť hodnotuZmení zdroj viditeľných údajov v tabuľkeZmení typ geometrie operácie vplyvu, hrán alebo vrcholovZmení pomer priblíženia náhľadu radiča sekvenciíZmenenéVybrané zmenenéZmení veľkosť písiem a miniaplikácií v rozhraníZmení hrúbku miniaplikácie obrysov, čiar a bodiek v rozhraníZmena okrajov švov prepočítaním UV rozvinutiaKanálKanál %dFarba kanálaOvládač kanála (nastavený len pre ovládač F-kriviek)Skupina kanálovFarby skupiny kanálovKľúčový kanálMatrica kanálaZbalené kanályFarby kanálov sú predvoľbách animácie zakázanéKanál definujúci údaje pózy pre kosť v pózeKanál, v ktorom bude pás odrezanýČíslo kanálaKanál na umiestnenie do tohto pásuHodnoty kanála vyššie ako táto maximálna hodnota nie sú kľúčovanéHodnoty kanála nižšie ako táto minimálna hodnota sú kódovanéPremenné ovládača kanáluKanályKanály obrázku na zobrazenieKanály obrázku na kreslenieKanály náhľadu na zobrazenieKanály na zobrazenie v histogrameIndex znakuInfo znakuMedziznakové medzeryVáha postavyZnak používaný na oddelenie názvu objektov do hierarchickej štruktúryZnakyUhlieNábojVplyv efektora nábojaChebychevChebychevova vzdialenosťSkontrolovať existujúceSkontrolujte normály vnútornej pružinyKontrola normál povrchuSkontroluje a opraví všetky reťazce v aktuálnom .blend súbore na platný UTF-8 Unicode (potrebné pre niektoré staré, oblasti súborov 2.4x)Kontroluje a upozorňuje na prepísanie existujúcich súborovKontrola aktualizácií pri spusteníKontrola výberu ľavej alebo pravejSkontroluje existenciu daného reťazca v inom reťazciSkontroluje, či sa predlžovacie čiary nekolidujú s ťahmiŠachovnicaRozostup šachovnicePárna šachovnicaNepárna šachovnicaTextúra ŠachovnicaŠachovnicové prelínanieVeľkosť šachovniceKontrola aktualizácií rozšíreníKontrola aktualizácií rozšírení{:s}Kontrola platnosti aktuálneho .blend súboru *PO* kroku späťKontrola platnosti aktuálneho .blend súboru *PRED* uložením na diskKontrola platnosti aktuálneho .blend súboru *PRED* krokom späťChiangPotomokČíslo potomkaPotomok odPotomkovia vynúteniaPotomok ovládacieho prvkuVynútenie Potomok od sa nenašloČastica potomkovČastice potomkovPolomer potomkovOkruh potomkovPreosiať potomkovVeľkosť potomkovKolekcia potomkov s nastaveniami súvisiacimi s kolekciouPotomok tejto pózy kostiČastica potomka interpólovaná zo simulovaných alebo upravených častícČastice potomkov vygenerované časticovým systémomPotomkoviaRozšírený potomokPotomkovia odPotomkov na rodičaKolekcie potomkov s ich nastaveniami špecifickými pre kolekcie rodičovRozšírený potomok v užívateľskom rozhraníČínsky (zjednodušená) - 简体中文Čínsky (tradičná) - 繁體中文PridusenieVyberie ČB pre ukladanie obrázkov v odtieňoch sivej, RGB pre ukladanie červených, zelených a modrých kanálov, RGBA pre ukladanie červených, zelených, modrých a alfa kanálovVyberie typ kolízieVýber rozvrhnutie obrazovkyVybrať sústavu výberuVýber maximálnej veľkosti pre všetky exportované textúryVýber obrázka náhľadu pre štetecVýber miniaplikácie pre ovládací prvok kostiVybrať aktívnu zarážku farbyVyberie obrázok, ktorý pomôže vizuálne identifikovať blok údajovVýber medzi ľubovoľným počtom hodnôt s indexomVýber medzi rýchlejšou aktualizáciou alebo rýchlejším prekreslenímVyberie inštancie potomkov každého prvku namiesto vytvárania inštancie celej geometrieVýber rôznych vizualizácií údajov prepisu knižniceVyberie priestor na zapečenieVyberie počet vplyvov kostí na exportVýber spôsobu mapovania modifikátorov delenia do schémy delenia USD počas exportuVýber inštancií zo vstupu "Inštancia" v každom bode namiesto vytvárania inštancie celej geometrieVyberie priestor normál pre zapečeniePseudonáhodný výberVyberie informácie tieňovania na zapečenie do obrázkuVyberte knižnicu aktív, z ktorej chcete aktíva zobraziťVyberie si farbu podľa vašich preferencií a Tieňovač sa snaží približovať absorpčný koeficient, aby vyzerali ako vlasyVyberte formát súboru na uloženieVýber typu interpolácie, pomocou ktorej sa pridajú nové kľúčeVýber typu miniaplikácie pre vytvorenieVyberie viditeľnosť kariet v editore vlastnostíVyberá si odkiaľ získava smerové rýchlostiVyberte, či chcete exportovať len rozsah [0, 1], alebo všetky dlaždice UVVyberie {} blok údajov, ktorý má byť priradený tomuto užívateľoviRoztrieštenosťRoztrieštený hrebeň vlny (pridáva nejakú horizontálnu zložku k posunutiu)Christensen-BurleyKľúčová farebnosťFarebný šumZobrazovač vektorov farebnostiChromatická aberácia (skreslenie farieb)Prispôsobenie fariebAdaptácia farebnosti z iného bieleho boduCinemaCinema (48)Cineon (.cin)KruhKruh (HSL)Kruh (HSV)Segment kruhuKruh s vnútornou bodkouKruhyKruhovéCyklická závislosť pre obrázok "%s" objektu "%s"Kruhové zmiernenie (najsilnejšie a najdynamickejšie)Kruhový charakter efektuZarážkaPrichytiť pole ohraničeniaZarážka priamehoFaktor prichyteniaZarážka odleskuZarážka nepriamehoPosuv úponovZarážka prekrývaniaOblasť zarážkyVýsledok prichyteniaPrichytiť povrch priamoPrichytiť povrch nepriamoZarážka naZarážka vynúteniaTyp prichyteniaPrichytiť objem priamoPrichytiť objem nepriamoZarážka vĺnPrichytenie hodnoty medzi minimom a maximomPrichytiť jas svetlých oblastíJas svetlých oblastí prichytí tak, aby ich jas nebol väčší ako táto hodnotaPripnutie kolíznych impulzov na zamedzenie nestability (0,0 pre vypnutie zarážky)Zarážka intenzity pixelov na zníženie šumu vnútorných odleskových odrazov z odrazov kockového rozloženia (0 pre zákaz)Výsledná zarážka rozsahu uzla od 0,0 do 1,0Zarážka osi Z krivkyPripne potomkov na dráhe krivky tak, aby nemohli prechádzať za počiatočný/koncový bod krivkyZarážka intenzity priameho osvetlenia na zníženie šumu (0 pre zákaz)Faktora prichytenia do rozsahu [0,1]Pripne indexy na veľkosť domény atribútov namiesto výstupu predvolenej hodnoty pre neplatné indexyZarážka intenzity nepriameho osvetlenia na zníženie šumu (0 pre zákaz)Prichytenie výsledku do rozsahu [0,1]Upne výsledok do cieľového rozsahu [do min, do Max]Zarážka transformácie na vzdialenosť každého vrcholu pohybujúceho sa v pôvodnom tvareZarážka šírky na zabránenie prekrývaniaZarážka hrúbky na základe uhlovPrichytáva hodnoty na rozsah pôvodného susedstva. Zabraňuje prekročeniu a nedosiahnutiu hodnotyZarážka v rozsahu rozširovania hránPripnutieJasnosťTriedaNázov triedyKlasickéKlasický zamat Ashikhmin (starší model)KlasickéVyčistiť krivkyVymazať súbory po inštaláciiPrečistiťZmaže stopy s vysokými chybovými hodnotami alebo niekoľkými snímkamiVyčistí pracovné úložisko i18n (súbory .po)Vyčistí hrany skupiny vrcholovAkcia čistenia na vykonanieZmazaťVymaže príznak "zakázané" zo všetkých F-kriviek, aby porušené krivky F opäť fungovaliZmaže 'interné' náhľady (materiály, textúry, obrázky, atď.)Zmazať aktívneZmazať všetkoVymazať údaje animácieZmazať údaje aktívaBezfarebný povlakNormála bezfarebného povlakuZdrsniť bezfarebný povlakOdstrániť cyklický (modifikátor funkcie)Vymazať DeltaVymazať ovládačeZmaže snímky F-krivky (duchov) pre aktívny Editor grafovZmazať falošného užívateľaZmaže falošného užívateľa a odstráni kópiu uchovanú v tomto bloku údajov zásobníka NLAVymazať obrázokVymaže obrázky pred zapečením (iba interné)Zmazať v prekážkeZmazať vnútornúOdstrániť lokálne vynúteniaVymazať voľnéZmazať nápisy uzlovZmazať vonkajšiuZmazať rodičaZmazať inverzného rodičaVymazať rodičovVymazať zoznam nedávnych súborovVymazať zoznam nedávnych súborov...Zmazať zvyšnéZmazať švyZmazať stopuZmazať transformáciuVymazať typZmazať poVymazať zobrazovačZmazať akciu na vykonanieZmaže aktívnu stopu iba namiesto všetkých vybraných stôpZmazať všetky zapečené modifikátory Line ArtZmaže všetky údaje výpočtovVymaže všetky vynútenia z vybraných kostíVymaže všetky vynútenia z vybraných objektovVymaže všetky kľúčové snímky v práve aktívnej vlastnostiZmaže všetky modifikátory z vybraných objektovVymaže zo súboru všetky osamotené bloky údajov bez užívateľovZmaže všetky ťahy v aktuálnom objekte Grease PencilVymaže všetky uzamknutia zobrazeniaZmazať a zachovať transformáciuZmazať a zachovať transformáciu (zmazať stopu)Zmaže animáciu pre kosti FK alebo IKZmaže kolekciu, ktorá prispieva iba nepriamo do vrstvy zobrazeniaZmaže náhľady kolekciíZmaže náhľady bloku údajov (len pre niektoré typy, ako sú objekty, materiály, textúry, atď.)Zmaže umiestnenie delta okrem vymazania normálnej polohy transformácieZmaže rotácie delty okrem vymazania transformácie normálnej rotácieZmaže mierka delty okrem zmazania transformácie normálnej mierkyVymaže skryté vybrané stopyVymazať obrázky pred zapečením (len pre interné uloženie)Zmaže značenie miesta švovZmaže inverznú korekciu pre vynútenie potomkovVymaže inverznú korekciu pre vynútenie riešiteľa objektuVymaže kľúčové snímky zo všetkých prvkov poľaZmaže nápisy na vybraných uzlochZmaže masku kolekcie v aktívnej vrstve zobrazeniaVymaže dráhy pohybu všetkých kostíVymaže dráhy pohybu všetkých objektovVymaže dráhy pohybu vybraných kostíVymaže dráhy pohybu vybraných objektovZmaže náhľady objektovZmaže dráhu zvyšných snímok (za aktuálnou)Zmaže dráhu po aktuálnu snímkuOdstráni pripnutie výberu namiesto nastaveniaZmaže rozsah náhľaduZmaže náhľady na materiálov, svetiel, svetov, textúr a obrázkovVymaže náhľady scén, kolekcií a objektovZmaže kývanie vybraných kostíZmaže náhľady scénZmaže švy zošitých hránZmaže vybrané náhľady .blend súborovZmaže posuvy pásu od začiatku a konca obsahuVymaže štýl a nie jeho nastavenieVymaže text podľa typuZruší nastavenia 'sólo' vo všetkých kolekciách kostíVymaže aktívnu skupinuVymazať údaje o aktívach pri pripojení (pri prepojených údajoch sa vždy zachovávajú)Vymaže okraje pre operácie zobrazovačaVymaže okraje ohraničenia prekreslenia a zakáže ohraničené prekreslenieVymaže okraje oblasti prekreslenia a zakáže prekreslenie oblastiVymaže históriu príkazovVymaže aktuálne vybraná zásuvka pre prekreslenieVymaže riadok a uloží v históriiZmazať rodičovstvo maskyVymaže umiestnenie objektuVymaže počiatok objektuZmazať rodičovstvo objektuZmaže rotáciu objektovZmaže mierky objektuVymaže vlastnosť a použije predvolenú alebo vygenerovanú hodnotu operátoraVymaže zoznam nedávnych súborovVymaže históriu posuvu vzadVymaže filter vyhľadávaniaZmaže sklon vybraných riadiacich bodovZmaže celú dráhuZmaže vynútenie Snímanie alebo príznak objektuZmaže stopy po/pred aktuálnou pozíciou alebo zmaže celú stopuVymaže hodnoty transformácie po prekreslení do deltyZmaže údaje masky tvarovania vrcholov z povrchovej sieteZmaže vrstvu vrcholov kožeZmazať:KliknúťKliknutím na tlačidlo vyberte kolekciu:Kliknutím na mriežku nastavíte podrobnostiKliknutím pridáte ochranu pred odstránenímKliknite na tlačidlo a priraďte ho sem:Kliknutím otvoríte editor informáciíKliknite sem, ak chcete umiestniť koncové body úsečiek (pripojených)Kliknutím zrušíte ochranu pred odstránenímKliknutie na pozadie nezačne ťahZopnutiePripnutie alfaOrezať kameruObsah klipuZobrazenie klipuEditor klipovEditory klipovOrezanie KoniecZopnúť mriežkuObrázok klipuMax pripnutie XMax pripnutie YMin pripnutie XMin pripnutie YRoviny klipuOrezanie ZačiatokPás klipuPrah strihuPripne UV súradnice na okraje po rozvinutíKlip užívateľaPripne alfa pod touto prahovou hodnotou v 3D textúreOreže kresby na veľkosť kamery pri exporte v pohľade kameryÚdaje priestoru editora klipovPrinúť na okrajePripne oblasť tvaru kocky okolo obrázku a nastaví vonkajšie pixely ako transparentnéPripne na veľkosť obrázka a nastaví vonkajšie pixely ako transparentnéObsah vystrihnutia pohľadu na základe toho, čo je viditeľné v iných bočných pohľadochSchránka neobsahuje matricuSchránka neobsahuje platné aktívumSchránka je prázdnaSchránka je príliš dlháOrezávanieOkraj pripnutiaOkraje strihuPosuv strihuPočiatok strihuNastavenie výstrižkuKlipy animácie na vybraný rozsah prehrávaniaPravotočiváKlony alfaKlony obrázkaKlon vrstvyMapa klonuPosuv klonuIndex klonu maľby textúryKlon slučky UV vrstvyIndex klonu vrstvy UV slučkyIndex klonu vrstvy UV slučkyKlonovať z obrázka/UV mapyKlon zásuvky maľbyZatvoriťZatvoriť všetkyZatvoriť oblasťZatvoriť ponuku pri odchodeZatvoriť drážkuMetóda Zatvoriť drážkuUkončiť špičkouZatvorí ponuky, keď sa myš presunie mimo túto oblasť.Zatvorí alebo otvorí všetky položkyZatvorí alebo otvorí vybraný ťah pridaním úseku od posledného po prvý bodUzatvorí vybranú oblasťZatvorí aktuálne oknoUzavretá slučkaŠtandardne zatvorenéNepodporovaná uzavretá slučkaNajbližšieNajbližší indexNajbližší UDIMNajbližšia hmotnosťUzáverVstup uzávierkyPoložka Uzáver vstupuPoložky Uzáverov vstupovUzavretie ID uzlaZásuvka uzla uzáveruRozhranie zásuvky uzla uzáveruVýstup uzávierkyPoložka Uzáveru výstupuPoložky Uzáverov výstupuVeľkosť uzáveruZóna uzavretiaUzáver nemá vstup: "{}"Uzáver nemá výstup: "{}"Zásuvka uzla s uzáveromLátkaNastavenie kolízie plášťaTlmenie látkyVáha látkyModifikátor LátkaPredvoľby látkyNastavenie plášťaSimulácia látkyPôsobenie kolízie plášťa s ohľadom na kolízie normál (zlepšuje zotavenie z prerazenia)Impulzy kolízie plášťa účinkujú v smere kolíznych normál (v niektorých prípadoch spoľahlivejšie)Dynamika plátna pre vlasyModel plášťa s uhlovým ohybom pružínModel plášťa s lineárnym ohybom pružín (staršie)Modifikátor simulácie látkyNastavenie simulácie plášťa pre objektNastavenia simulácie plášťa pre vlastnú kolíziu a kolíziu s inými objektamiRýchlosť látky sa vynásobí touto hodnotouMrakyTextúra mrakovZhluknutieKrivka zhluknutiaFaktor zhlukuZhlukovať krivky vlasovŠum zhluknutiaVeľkosť šumu zhluknutiaPosuv zhlukovZhlukovanieMnožstvo zhlukuZhlukuje existujúce krivky vlasov pomocou vodiacich kriviekZoskupiť ovládačeZoskupuje ovládače v rovnakej poloheWinHrubéPovlakIndex lomu povlakuNormála povlakuDrsnosť povlakuVplyv povlakuKodekNastavenia kodeku pre Jpeg2000Koeficient K0 mnohočlena šošovkyKoeficient K1 mnohočlena šošovkyKoeficient K2 mnohočlena šošovkyKoeficient K3 mnohočlena šošovkyKoeficient K4 mnohočlena šošovkyKoeficientyKoeficienty pre 'x' (počnúc najnižšou mocninou x^0)Káva (čerstvá/pečená)FarOdbúraťZvinie (zatvorí) všetky vybrané rozvinuté animačné kanályZbúrať hranyZbaliť súhrnZvinie všetky kanály (nie len vybrané)Zvinie hrany bez plôšok, hrany zošitia látkyZvinúť vo všetkých prípadoch okrem tieňovačovZbúra izolované oblasti hrán a plôšok a zlúči údaje, ako sú UV a atribúty farby. To môže zbúrať prstence hrán, ako aj oblasti spojených plôšok do vrcholovZbúra krátke hrany na odstránenie detailov povrchovej siete, ak je to možnéZbalí zobrazované zhrnutie, takže všetky ostatné kanály budú skryté (len editory expozičných hárkov)Zbalí oblasť zobrazujúcu nastavenia operátoraZhromažďujte súvisiace uzly v spoločnej oblasti. Užitočné na organizáciu, keď sa nevyžaduje opakované použitie skupiny uzlovKolekciaNováKolekcia %dKolekciu '%s' (vytvorenú podľa aktívneho objektu) nie je možné prepísaťKolekcia '%s' sa už nachádza v kolekcii '%s'Kolekcia "%s" nie je originálnym IDKolekcia '%s' nie je v kolekcii '%s'Kolekcia '%s' nebola nájdenáKolekcia potomkovKolekcia potomkovFarba kolekciePríznak farby kolekcieFarby kolekcieSpracovatelia exportu kolekcieIndex kolekcieInfo kolekcieVeľkosť prázdnej inštancie kolekciePrepojenie svetla kolekcieMaska kolekcieMasky kolekcieNázov kolekcieKolekcia negácieZásuvka kolekcie uzlaRozhranie zásuvky kolekcie uzlaKolekcia objektovKolekcia objektovVlastnosti KolekcieKolekcia špecialítKolekcia UIDKolekcia obsahujúca objekty zúčastňujúce sa na tejto simuláciiKolekcia obsahujúca pevné telesá vynútených objektovKolekcia obsahuje aktuálny objektBlok údajov kolekcieKolekcia neobsahuje typy objektov, ktoré možno prekresliť pre automatický náhľadNázov kolekcie na pridanieKolekcia AOVKolekcia prvkov farebného spáduKolekcia priradených bodov krivkyKolekcia ovládačov F-kriviekKolekcia povrchov dynamickej maľby plátnaKolekcia modifikátorov F-krivkyKolekcia F-kriviek pre konkrétnu zásuvku akcií na konkrétnom páseKolekcia snímok Grease PencilKolekcia vrstiev Grease PencilKolekcia vrstiev maskovania Grease PencilKolekcia Grease PencilLen kolekcia ID, ktorá sa používa na rozlíšenie potenciálnych ID s rovnakým názvom z rôznych knižnícKolekcia konfigurácií klávesKolekcia skupín svetlaKolekcia pásov NLAKolekcia stôp NLAKolekcia pásov NLA F-krivkyKolekcia odkazov uzlaKolekcia zásuviek uzlovKolekcia uzlovKolekcia blokov údajov objektovKolekcia ciest komponentov OpenXRKolekcia ciest užívateľa OpenXRKolekcia profilových bodovKolekcia časovaných kľúčovKolekcia pásov prvkovKolekcia pásovZbierka dlaždíc UDIMKolekcia vrstiev UV mapyKolekcia väzieb máp akcií XRKolekcia položiek mapy akcie XRKolekcia máp akcií XRKolekcia zásuviek akciíKolekcia akciíKolekcia doplnkovKolekcia animačných kanálov, zvyčajne spojená s akčnou zásuvkouKolekcia vrstiev animácieKolekcia pásov animácieKolekcia snímok poznámokKolekcia vrstiev poznámokKolekcia poznámokKolekcia armatúry kostíKolekcia úprav kostí armatúryKolekcia armatúrKolekcia obrázkov pozadiaKolekcia položiek zapečeniaKolekcia položiek kontextu importu blend-súboruKolekcia štetcovKolekcia súborov zásobníkaKolekcia vrstiev zásobníkaKolekcia kamierKolekcia položiek atribútov zachyteniaKolekcia premenných ovládačov kanálovKolekcia kolekcií potomkovKolekcia kolekcií objektovKolekcia kolekciíKolekcia položiek kombinovaného balíkaKolekcia drážok kriviekKolekcia kriviekKolekcia vlastných príznakov aktívKolekcia blokov údajov, na ktoré možno odkazovať údajmi zapečeniaKolekcia spracovateľov exportuKolekcia skupín F-kriviekPoložky kolekcií Pole na mriežkuKolekcia poľa na zoznam položiekKolekcia položiek vstupných súborovKolekcia ciest súborov so spoločným koreňovým priečinkom ``directory``Kolekcia písiemKolekcia položiek formátu reťazcaKolekcia generovaných položiekKolekcia manipulačných prvkovKolekcia kriviek vlasovKolekcia obrázkovKolekcia položiek index_switch (prepínača indexov)Kolekcia vstupných položiekKolekcia položiek, ktoré tvoria výpočetKolekcia bodov kľúčovej snímkyKolekcia ciest sád kľúčovaniaKolekcia položiek priradenia klávesKolekcia priradenia klávesKolekcia sietíKolekcia vrstiev používaných maskovanímKolekcia vrstiev, ktorá definuje túto maskuKolekcia knižnícKolekcia snímačov svetlaKolekcia svetielKolekcia štýlov čiarKolekcia hlavných položiekKolekcia značiek pre snímanie filmu stopy rovinyKolekcia značiek pre snímanie stopy filmuKolekcia značiek na snímkeKolekcia bodov drážky maskovaniaKolekcia drážok maskovaniaKolekcia masiekKolekcia materiálovKolekcia hrán povrchovej sieteKolekcia slučiek povrchovej sieteKolekcia polygónov povrchovej sieteKolekcia vrcholov povrchovej sieteKolekcia povrchových sietíKolekcia prvkov meta guleKolekcia meta-gúľKolekcia filmových klipovKolekcia objektov snímania filmuKolekcia snímania filmu stôp rovinyKolekcia stôp snímania filmuKolekcia uzlov stromovKolekcia vynútení objektuKolekcia efektov objektuKolekcia modifikátorov objektuKolekcia ciest objektovKolekcia objektovKolekcia objektov v týchto údajov snímania objektuKolekcia operácií prepisuKolekcia prepisu vlastnostíKolekcia zbalených obrázkovKolekcia kreslených kriviekKolekcia paliet fariebKolekcia palietKolekcia nastavenia častícKolekcia časticového systémuKolekcia dráhKolekcia stôp roviny v týchto údajoch snímania objektuKolekcia stôp roviny v týchto údajov snímania objektu. Zastarané, použite objekty[názov].plane_tracksKolekcia zásobníkov bodovKolekcia mračien bodovKolekcia bodovKolekcia bodov len pre bézierove krivkyKolekcia bodov tvoriacich túto polygónovú alebo NURBS drážkuKolekcia vynútení póz kostíKolekcia súvisiacich kresiebKolekcia súvisiacich náčrtovKolekcia súvisiacich náčrtov na určitej snímkeKolekcia vrstiev prekresleniaKolekcia prechodov prekresleniaKolekcia zobrazení prekresleníKolekcia opakujúcich sa položiekKolekcia scénKolekcia obrazoviekKolekcia položiek samostatného balíkaKolekcia položiek simulácieKolekcia vyriešených kamierKolekcia zvukovKolekcia zdrojových knižníc, t. j. cesty k blend-súboromKolekcia priestorovKolekcia reproduktorovKolekcia bodov bézierovej drážkyKolekcia bodov drážkyKolekcia drážok údajov objektu tejto krivkyKolekcia drážok definujúcich túto vrstvuKolekcia modifikátorov pásovKolekcia štúdiových svetielKolekcia cieľových kostí a váhKolekcia textovKolekcia priehradok textúrKolekcia textúrKolekcia časových značiekKolekcia snímania stôp rovinyKolekcia stôp v týchto údajoch snímania objektuKolekcia stôp roviny v týchto údajoch snímania objektu. Zastarané, použite objekty[názov].plane_tracksKolekcia stôp používaných na 2D stabilizáciu (premiestnenie)Kolekcia užívateľských knižníc aktívKolekcia úložísk užívateľských rozšíreníKolekcia farieb vrcholovKolekcia skupín vrcholovKolekcia položiek divákovKolekcia objemovKolekcia manažérov okienKolekcia okienKolekcia pracovných priestorovKolekcia svetovKolekcia poskytujúca geometriu inštancie použitú na rozptylZásuvka kolekcií pre uzolKolekcia zahrňujúca zúčastnený objektKolekcia je obalom tejto kolekcie vrstievKolekcia, ktorá sa použije ako vstupná geometriaKolekcia definujúca vzťah prepojenia svetla tohto žiaričaKolekcia definujúca objekty, ktoré blokujú svetlo z tohto žiaričaKolekcia {:s} má rovnaké uid {:d} ako {:s}Kolekcia(e)KolekcieKolekcia objektovKolekcie priamych potomkov tejto kolekciePočas simulácie sa zrazí s objektmiVytvára kolízie s ostatnými kolíznymi objektmi v scéneKolízia treniaKolíziaKolízna kolekciaKolízna kolekciaHranice kolízieModifikátor KolíziaKvalita kolízieNastavenia kolízieTvar kolízieTvar kolízie objektu v simulácii pevného telesaTyp kolízieSkupina kolíznych vrcholovKolízna kolekcia patriacich do pevného telesaKolízna vzdialenosťModifikátor Kolízia definujúci pozíciu zásobníka modifikátora použitý pre kolíziuNastavenie kolízií pre objekt v simulácii fyzikyKolízieFarba+X+Y+Z-X-Y-ZAPripočítaťPridať alfaAlfaNad alfouPod alfouBTyp prelínaniaRežim prelínaniaModráCFarbaPrepáliť farbuVyhnúť sa farbeOvládač štýlu kresleniaPrekríženieAktuálnaTmavéTmavé + LúčStmaviťOdlišnéDeliťOdstrániť alfaVylúčenieGGama kríženieZelenáKľúčový kanál HSVTvrdé svetloOdtieňIntenzitaSvetloSvetlé + LúčZosvetliťSvetlosťLimit kanálaPrepáliť priamoPriame svetloJasZmiešaťRežimVynásobiťĎalšiaPrekryťPripnuté svetloPredošláRRGBKľúčový kanál RGBČervenáNahradiťNasýtenieZacloniťMäkké svetloKanál rozliatiaOdrátaťNeznámePoužiť kanálHodnotaHodnota:Prenikavé svetloFarba a alfaFarba 01Farba 02Farba 03Farba 04Farba 05Farba 06Farba 07Farba 08Farba 09Atribút farbyŠpeciálne atribúty fariebAtribúty fariebVyvážiť farbuZosilnenie fariebPrepáliť farbuKorekcia fariebFarebná hĺbkaUhnúť farbeSuchá farbaFaktor farbyPole fariebFarba mriežkyFarba mriežkyInterpolácia farbyKľúčová farbaVrstva farbySpráva fariebMapovanie fariebMaximálna farbaPás Zmiešať farbyRežim farbyModifikátory farbyFarebná moduláciaUzol FarbaZásuvka uzla farbyRozhranie zásuvky uzlov farbyNepriehľadnosť fariebPaleta fariebParametrizácia farbyCesta farbyNaberač farbyTyp naberača farbyPríspevok farbyPredvoľby farbyPredvoľby farbyKvantizácia bitov farbyFarebný spádPrvok farebného páduPrvky farebného spáduSústava fariebID sústavy farbySústava farieb {:d}Sústavy fariebPosun farbyFarebný priestorNastavenie farebného priestoruFarebný priestor: Rozliatie farbyRozpíjanie farbyPás farbyPríznak farbyFarby príznakovPrah farbyTyp farbyHodnota farbyFarba a alfa pre prekrytia vodenia kompozícieZapečenie atribútov farieb je podporované len pre objekty typu povrchová sieťZisk vyváženia farby (zvýraznenie)Gama vyváženie farby (stredné tóny)Nárast vyváženia farby (tiene)Modifikátor vyváženia farby pre sekvenčné pásyParametre vyváženia farieb pre sekvenčné pásyParametre vyváženia farieb pre sekvenčný pás a jeho modifikátoryFarba bunky podľa pozícieMapovanie farby krivky použitej pred transformáciou zobrazeniaFarba pre všetky ťahy v tejto vrstveFarba pre vlastnú farbu pozadiaFarba pre chybové položkyFarba pre oblasť vyplnenia ohraničenou každým ťahomFarba označenia kľúčovej snímky Grease PencilFarba pre informačné položkyFarba na zmiešanie s primárnou farbou výplneFarba pre novo pridané transformácie F-kriviek (poloha, rotácia, mierka) je založená na osi transformácieFarba pre obrys objektuFarba pre jednofarebný režimFarba pre 'vylepšený' alebo potiahnutý pás/akciuFarba pre úspešné položkyFarba pre odtieň ťahuFarba pre výstražné položkyFarba drôtu v režime editácie, ale s výberom aktívnej hranyFarba podľa teplotyPosuv odtieňa farbyFarba vo farebnom priestore sRGBFarba v farebnom priestore sRGB (hlavne pre farby užívateľského rozhrania)Farba v priestore s gama korekciouFarba v lineárnom priestoreFarba v lineárnom farebnom priestore scényVstup farby, na ktorý sa použije transformácia farieb HSVVstup farby, na ktorý sa použije korekciaVstup farby, na ktorý sa použije inverziaVplyv chvenia farieb na odtieňVplyv chvenia farieb na sýtosťVplyv chvenia farieb na hodnotuNastavenia zariadenia na zobrazenie správy fariebNastavenia správy farieb aplikovanej na obrázok pred uloženímNastavenia správy farieb používané na zobrazovanie obrázkov v zobrazeníSpráva farieb určená pre zobrazovacie zariadenieNastavenia transformácie zobrazenia správy fariebNastaví mapovanie fariebModifikátor farby '%s' nemôže byť odstránenýTyp modifikátora fariebModifikátory farieb na zmenu farieb čiarFarebné prepojenia uzlov na základe ich pripojených zásuviekFarba indikátora automatického kľúčovania, keď je povolenýFarba označenia aktívnehoFarba porušenej kľúčovej snímkyFarba kurzora pri pripočítaníFarba kurzora pri odčítaníFarba označenia zakázanéhoFarba extrémnej kľúčovej snímkyFarba priečinkov v prehľadávači súborovFarba vygenerovanej kľúčovej snímkyFarba roztrasenej kľúčovej snímkyFarba okraja kľúčovej snímkyFarba kľúčových snímok na ceste po aktuálnej snímkeFarba kľúčových snímok na ceste pred aktuálnou snímkouFarba vyžarovania svetla z povrchuFarba čiar zobrazujúcich režim konštantnej interpolácieFarba čiar zobrazujúcich zmiernenia a dynamický interpolačný režimFarba čiar zobrazujúcich režim lineárnej interpolácieFarba označenia uzamknutéhoFarba označeniaFarba označenia obrysovFarba pozastavenej kľúčovej snímkyFarba nových vrstiev poznámkyFarba dráhy po aktuálnej snímkeFarba dráhy pred aktuálnou snímkouFarba prekrytia rozsahu náhľaduFarba vrhaného lúča, keď je spätná väzba úspešnáFarba lúča, keď minie cieľFarba vrhania lúča, keď je úspešnýFarba bežnej kľúčovej snímkyFarba prekrytia rozsahu pásu scényFarba vybranej porušenej kľúčovej snímkyFarba vybranej extrémnej kľúčovej snímkyFarba vybranej vygenerovanej kľúčovej snímkyFarba vybranej roztrasenej kľúčovej snímkyFarba vybranej kľúčovej snímkyFarba okraja vybranej kľúčovej snímkyFarba označenia výberuFarba vybranej pozastavenej kľúčovej snímkyFarba dymuFarba dymu stúpajúceho z horiaceho palivaFarba súhrného kanálaFarba prekrytia textúryFarba 1px čiary tieňa základných miniaplikáciíFarba F-krivky v editore grafovFarba svetla okolia, ktoré rovnomerne osvetľuje scénuFarba plochy medzi tehlamiFarba pozadiaFarba okraja medzi editormiFarba kanála v expozičnom hárkuFarba príslušného typu zásuvky v editore uzlovFarba vyžarovaného svetlaFarba prvého šachovnicového políčkaFarba prvej referenčnej tehlyFarba presvetlenia rozptylu svetlaFarba zvýraznenia odrazového svetlaFarba materiáluFarba materiálu použitého pre rozptyl, podpovrch, kov a prenosFarba obrysu každého editora okrem aktívnehoFarba obrysu aktívneho editoraFarba obrysu panelov najvyššej úrovneFarba obrysu aktívnych panelov najvyššej úrovneFarba maľbyFarba druhého šachovnicového políčkaFarba druhej referenčnej tehlyFarba odrazu leskuFarba kurzora na vkladanie textu (^)Farba stopy v programe Editor filmového klipu a 3D záberu po vyriešeníPaleta farieb na použitieNaberač farbyFarebný spád priradenia skalárnej hodnoty na farbuFarebný spád používaný na zmenu farby čiaryFarebný spád používaný na definovanie efektu rýchlosti štetcaFarebný spád používaný na definovanie blízkosti dopaduRozsah farby použitý na vizualizáciu váhy v režime maľovania váhFaktor sýtosti farbyVybraná farba na použitie žiaryFarby definované užívateľom namiesto pevného motívu sústavy fariebSústava farby určujúca farby kostí pre túto skupinuFarebný priestor v súbore obrázka na konvertovanie do a z pri ukladaní a načítavaní obrázkaFarebný priestor vstupného obrázkaFarebný priestor výstupného obrázkaFarebný priestor, s ktorým radič sekvencií pracujeFarebný priestor na nastavenieFarebný priestor použitý na spracovanie YCbCrAFarebný priestor používaný pre všetky lineárne farby scény v tomto súbore a pre kompozíciu, spracovanie tieňovačov a geometrických uzlovPlnosť farby pre nové ťahy (vplyv alfa na faktor farby)Farebný príznak 1Farebný príznak 2Farebný príznak 3Farebný príznak 4Farebný príznak 5Farebný príznak 6Farebný príznak 7Farebný príznak 8Príznak farby pre kolekciuFarba značky pre pásFarba značky skupiny uzlov, ktorá ovplyvňuje farbu záhlaviaTeplota farby bieleho bodu na vstupeTeplota farby výstupného bieleho boduTeplota farby bieleho bodu scényFarba, ktorá kóduje mapu normál v zadanom priestoreFarba, ktorá musí byť zachovanáFarebný prechodFarebný odtieň vstupného bieleho bodu (predvolená hodnota 10 zodpovedá dennému svetlu)Farebný odtieň výstupného bieleho bodu (predvolená hodnota 10 zodpovedá dennému svetlu)Farebný odtieň bieleho bodu scény (predvolená hodnota 10 zodpovedá dennému svetlu)Farba na použitie za textom pečiatkyFarba na použitie pre text pečiatkyFarba používaná pre obrúbeniaFarba používaná pre tieňFarba používaná pre aktívne kostiFarba použitá pre vygenerovanie žiaryFarba používaná pre vybrané kostiFarba používaná pre povrch kostíFarba použitá pre odtieňFarba použitá na zvýraznenie rozsahuFaktor hodnoty farbyHodnota farby v atribúte geometrieFarba {:d}Farba1Farba2Farebné vynúteniaFarebnosťVyfarbiťEfekt vyfarbeniaEfekt vyfarbeniaFarbyStĺpecStĺpec 1Stĺpec 1 Riadok 1Stĺpec 1 Riadok 2Stĺpec 1 Riadok 3Stĺpec 1 Riadok 4Stĺpec 2Stĺpec 2 Riadok 1Stĺpec 2 Riadok 2Stĺpec 2 Riadok 3Stĺpec 2 Riadok 4Stĺpec 3Stĺpec 3 Riadok 1Stĺpec 3 Riadok 2Stĺpec 3 Riadok 3Stĺpec 3 Riadok 4Stĺpec 4Stĺpec 4 Riadok 1Stĺpec 4 Riadok 2Stĺpec 4 Riadok 3Stĺpec 4 Riadok 4Prelínaný stĺpecNázov stĺpcaVýber stĺpcaVeľkosť stĺpcaČíslo stĺpca na zobrazenie pravého okrajaStĺpec pre skok naStĺpceVeľkosť stĺpcovStĺpce v tabuľkeStĺpce:Učeše vlasyKombináciaKombinácia skutočného posunutia a mapovania nerovností pre jemnejší detailKombinovaťKombinovať balíkPoložka Kombinovať balíkKombinovať farbuKombinovať valcovitéKombinovať matricuKombinuje viacvrstvové obrázky OpenEXR prekreslené s rôznymi rozsahmi snímok do jedného obrázka so zníženým šumomKombinovať sférickéKombinovať transformáciuKombinovať XYZZlúči vektor presunu, rotácie a mierky do matrice transformácieSpojiť všetky vrstvy do jednej vrstvySpojiť všetky vrstvy s rovnakým názvomSpojenie všetkých zložiek tieňovania objemu do jedného ľahko použiteľného uzlaKombinuje obrázok z jeho zložených farebných kanálovAkcie kombinácie a vrstvyKombinuje ľubovoľný počet vstupných reťazcovSkombinuje oba zobrazenia do vsunutého obrázkuKombinuje vzdialenostné a rovnakouhlé snímanie objemov, kde vôbec nie je ideálna metódaZlúči štyri kanály do jednej farby na základe konkrétneho farebného modeluKombinuje mriežky odčítavacím spôsobomKombinuje mriežky aditívnym spôsobomSpojiť vrstvy na základe režimu do jednej vrstvySpojiť vrstvy v aktívnej skupine do jednej vrstvySkombinuje povrchové siete v odpočítanímSkombinuje povrchové siete pripočítanímKombinuje viaceré hodnoty zásuviek do jednej.Skombinuje pôvodnú zmenu veľkosti s kopírovanou mierkouKombinuje rotácie ako pôvodné pole výberu Posunu. Nepracuje dobre pri rotácii viacerých osí.Skombinujte priestor obrázka pozadia s maskouSpojiť aktívnu vrstvu s vrstvou, ktorá sa nachádza tesne pod ňou (ak existuje)Spojí geometrie uzáveru so základnou povrchovou sieťou (realizácia inštancií a zlúčenie vrcholov)Kombinuje pohľady (ľavý a pravý) do jedného stereofónneho 3D výstupuKombinuje dva obrázky na zobrazenie vedľa seba. Zvyčajne sa používa v kombinácii s uzlom PrehliadačKombinuje dva obrázky použitím máp hĺbkyKombinuje dva pásy použitím režimov prelínaniaKombinovanéKombinovaný exportKombinované RGBKombinovaný prechod zapečenia vyžaduje vyžarovanie alebo ľahký prechod s povolenými priamymi alebo nepriamymi príspevkamiKombinované kanályKombinovaná krivka sa aplikuje na každý kanál samostatne, čo môže mať za následok zmenu odtieňaKombinovanaAkciaSkombinuje všetkých svojich priamych potomkov pevného telesa do jedného pevného objektuPríznaky oddelené čiarkami, ktoré sa majú použiť pre registrovaného rodičaTu je príkazový riadokHistória príkazovPríkaz prerušenýPríkazový riadok výzvyPríkazový riadok výzvy jazykaVýstupný príkazPríkaz na spustenie textového editora, buď úplná cesta, alebo príkaz v $PATH. Použiť interný editor, ak zostane prázdnyOkomentovaťVšeobecnéVšeobecné vlastnosti animácieVšeobecné vlastnosti krivkyVšeobecné vlastnosti motívuKomunitnéKompaktné rozloženieKompaktný zoznamKompaktné s desatinamiPorovnaťPorovnať atribúty fariebPorovnať materiályRežim porovnaniaPorovnať ševPorovnať ostréPorovnať UVPorovná každý prvok vstupných vektorovPorovná priemer prvkov vstupných vektorovPorovná smer vstupných vektorovPorovná súčiny bodov vstupných vektorovPorovná dĺžku vstupných vektorovPorovná rýchlosti z predchádzajúcej snímky s novými rýchlosťami z aktuálnej snímky a udržiava maximumPorovná rýchlosti z predchádzajúcej snímky s novými rýchlosťami z aktuálnej snímky a udržiavajte minimumKompenzuje všetky zmeny veľkosti vzhľadom na stred rotácieKompenzuje nerovnomernú zmenu mierky objektuKompenzuje mierku použitú inými modifikátormiKompenzuje zmenu mierky jednu os použitím vhodnej zmeny mierky na ostatné dve osiMetóda kompilácie používaná na paralelnú kompiláciu tieňovačov. Podproces vyžaduje oveľa viac pamäte RAM pre každého pracovníka, ale na niektorých systémoch môže kompilovať tieňovače rýchlejšie. Vyžaduje reštart Blenderu, aby sa zmeny prejavili. (iba OpenGL)Kompiluje kód bajtu pre uzol skriptu TieňovačaKompilácia jadra GPU Cycles len so sústavou funkcií požadovaných pre aktuálnu scénuKompilovaný bajtový kód vlastného tieňovačaKompilované bez fyzikálneho mechanizmu BulletSkompilované bez GMP, použitím riešiteľa s hodnotou "na pohyblivej desatinnej čiarke"Spracované bez OpenVDBSkompilované bez zvukovej podporyKompilácia tieňovačov mechanizmu EEVEEKompilácia tieňovačov ({} zostávajúce)Len kompletne zhodnýKompletný prehľad je k dispozícii v textovom bloku údajov '{:s}'Kompletne zmaže rodičovský vzťah, vrátane zapojených modifikátorov, ak nejaké súÚplne ignorovať rodičovské zmenu mierkyÚplne nezávislý ručne nastavený manipulátorÚplne nahradí všetky kanály v aktíve pózy aktuálnym výberomKomplexnýKomponentCesty komponentovTyp komponentuKomponentyZloženéKompozíciaZobrazovač uzla vytvárania kompozícieUzly združovaniaKompozícia...KompozíciaVodenie zloženia farbyVodiace čiary kompozícieKompozítorKompozítor vlastnej skupinyZariadenie uzla kompozítora odstránenia šumuZariadenie kompozítoraKvalita kompozítora finálneho odstránenia šumuModifikátor kompozítoraUzol KompozítoraStrom uzlov KompozítoraUzly kompozítoraPresnosť kompozítoraKvalita náhľadu kompozítora odstránenia šumuSkupina uzlov kompozítora má cyklické prepojenia.Zložený rodičKomprimovaťKomprimovať súborKompresia povrchovej siete použitím knižnice DracoKomprimuje hodnoty odkazujúce na scénu zo bežných kamier do gamutu ACEScgKompresiaÚroveň kompresieStlmenie stlačenia pružinyTvrdosť stlačeniaMaximálna tuhosť stlačeniaNastavenia kompresného kodeku pre OpenEXRÚroveň kompresie (0 = vyššia rýchlosť, 6 = väčšia kompresia, vyššie hodnoty v súčasnosti nie sú podporované)Metóda použitej kompresieRežim kompresie pre formát TIFFRozsah výpočtuVýpočty boli úspešnéTyp výpočtových zariadeníVypočítajte priemer a štandardnú odchýlku hodnôt pixelovVypočíta vzdialenosť najbližšej hranyVypočíta vzdialenosť najbližšej plôškyVypočíta vzdialenosť najbližšieho vrcholuVýpočet globálneho osvetlenia so zohľadnením svetla odrážajúceho sa od okolitých objektovVypočíta, do akej miery je pologuľa nad bodom tieňovania zakrytá, napríklad na pridanie efektov počasia do rohov. Poznámka: Pre Cycles to môže výrazne spomaliť prekresľovanieVypočíta najbližšie miesto na cieľovej geometriiVypočíta determinant danej matriceVypočíta odchýlku stupňovitosti vstupnej mriežkyVypočíta inverznú matricu danej matrice, ak existujeVypočíta inverznú hodnotu danej rotácieVypočíta singulárnu hodnotovú dekompozíciu časti matrice 3x3Vypočíta pole vzdialeností so znamienkom z danej maskyVypočíta vzdialenosť k najbližšiemu bodu, ako aj jeho polohu a farbuVypočíta vzdialenosť od okraja bunky voronoiVypočíta vzdialenosť k druhému najbližšiemu bodu, ako aj jeho polohu a farbuVypočíta polomer n-gule vpísanej do bunky voronoiVydutie HornýBetónStavKužeľKonfigurácia pre jeden segment čiarkyKonfigurácia rozptýlených inštanciíKonfigurácia týkajúca sa transformácie každej inštancieKonfiguruje konštantnú prenosovú rýchlosť, nie konštantnú kvalitu výstupuKonfigurácia transformácie rozptýlených inštanciíPotvrdiťPotvrdiť pri uvoľneníPotvrdiť prahPotvrdiť skoseniePotvrdiť pri vydaníKonflikty s iným prekreslením prechodu s rovnakým názvomPrispôsobený základPohodlnýSúvisiace nadStred pripojeniaSpojiť slučkyPripojiť zodpovedajúce koncePripojiť zrkadlo:Predvolene pripojiť filmové pásyPripojiť ďalšie:Spojiť so zrkadlomPripojením prepojenia vytvoríte novú zásuvku.Pripojí aktívny uzol k aktívnemu výstupnému uzlu stromu uzlovSpojí všetky vlasové systémy k povrchovej siete emitoraPripojiť reťazPrepojenie koncových bodov, ktoré sú blízko sebaSpojí vlasy k povrchovej siete emitoraPredvolene pripojí novo pridané filmové pásy, ak majú viacero kanálovNapojí objekty ako reťaze na základe vzdialenosti, počnúc aktívnym objektomNapojí vybrané objekty na aktívny objektSpojí vybrané vrcholy plôšok, rozdelí plôškuPripojí reťaze ohybu kostí k rodičovskej výbavePripojí oblúk v stredeSpojenie dvoch uzlov bez kliknutia na konkrétnu zásuvku (automaticky určené)Spojí vrcholy podľa poradia ich výberu, vytvára hrany, oddeľuje plôškyPripojenéIba prepojenéPrepojené plôšky (namiesto hrán)Pripojenie prekrýva slučky hránLimit pripojeniaVzor pripojeniaPripojiteľnosťZohľadniť polomer krivkyZvažuje jednostranný materiál na zachytávanie objemu snímačom svetla. Okrem toho pomáha odmietnuť snímače vnútri objektu, aby sa zabránilo úniku svetla.Pri hľadaní stredu objemu posudzuje objekty ako celokZvážte prínos priamo viditeľných svetelných zdrojov počas vodeniaPri mapovaní zložky V podľa parametra dĺžky profilovej krivky zohľadnite atribút polomeru hlavnej krivkyZvážte výber vrcholov namiesto hrán, ktoré hrany majú/nemajú príznak ako ostréKonzistentneZjednocujúci identifikátor používaný pre položkuKonzolaVstupná konzolaRiadky spätného posuvu konzolyTyp riadka konzoly pri použití spätného rolovaniaTyp výstupu konzolyKonštKonštantnáKonštantná prenosová rýchlosťKonštantný detailKonštantná extrapoláciaKonštantná interpoláciaKonštantná dĺžkaKonštantný posuvKonštantný posuv posunutiaFaktor konštantného pomeru (CRF); kompromis medzi kvalitou videa a veľkosťou súboruKonštantná veľkosť normál obrazovkyKonštantné zrýchlenie v danom smereKonštantný smer paralelného lúča svetlaZdroj paralelného lúča svetla konštantného smeruKonštantný faktor na časový posuv pre funkciuFaktor konštanty na vyrovnanie hodnôt podľaKonštantný dopadKonštantná sila pozdĺž lokálnej osi Z sily objektuKonštanta na krivkuPredvoľba konštantyObmedzí umiestnenie objektu na najbližší bod pozdĺž cieľovej dráhyObmedzí kŕdle na povrchuVynútiť ostrovy, ktoré obsahujú akékoľvek pripnuté UVVynúti pevné telesá na pohyb okolo spoločného otočného boduObmedziť na hranice obrázkuVynútenie hodnoty medzi min a maxVynúti hodnoty medzi min a max, pričom sa argumenty vymenia, keď min > maxObmedzená Delaunayova triangulácia (CDT), robustná s podporou vlastných pretínaníVynúteniePrídavnýZmiešaťRežim zmiešaniaSilaStopaVynútenie '%s' sa v objekte '%s' nenašloVynútenie '%s' sa v póze kosti '%s' nenašloOs vynúteniaOperácia vynúteniaVynútiť cieľCieľová kosť vynúteniaVynútenie možnosti uzamknutia osi vzhľadom na vzťah kosti alebo cieľaVynútenie môže byť prerušiteľné, ak dostane impulz nad prahomVynútenie vynucovania pevného telesaVynútenie má platné nastavenia a môže byť vyhodnotenéVynútenie ovplyvňujúce objekty vnútri Simulácie pevného telesaBude upravené jedno vynútenieVynútenie zmeny transformácie objektov a kostíNázov vynúteniaNázvy vynútení majú špeciálny význam.Vynútenie polohy otočného boduVynútenie polohy pozdĺž osi XVynútenie polohy pozdĺž osi YVynútenie polohy pozdĺž osi ZVynútenie rotácie pozdĺž osi XVynútenie rotácie pozdĺž osi YVynútenie rotácie pozdĺž osi ZPočas úprav obmedzí zotrvanie v hraniciach obrázkaPanel vynútenia je rozšírený v užívateľskom rozhraníVynúteniaVynútenia ovplyvňujúce transformáciu objektuVynútenie pôsobiace na tomto kanály pózyZostrojí matricu 4x4 z jej jednotlivých hodnôtVytvorí bézierov kruhVytvorí bézierovu krivkuVytvorí NURBS kruhový povrchVytvorí NURBS krivku povrchuVytvorí NURBS valcový povrchVytvorí NURBS záplatu povrchuVytvorí NURBS guľový povrchVytvorí NURBS prstenec povrchuVytvorí NURBS kružnicuVytvorí NURBS krivkuVytvorí dráhuVytvorí Zuzanku objektom Grease PencilVytvorí povrchovú sieť ZuzankyVytvorí povrchovú sieť tvaru kruhuVytvorí povrchovú sieť tvaru kužeľaVytvorí povrchovú sieť tvaru kockyZostrojí povrchovú sieť kocky, ktorá pozostáva zo šiestich štvorcových plôšokVytvorí povrchovú sieť tvaru valcaVytvorí vyplnenú rovinnú povrchovú sieť so 4 vrcholmiZostrojí sférickú povrchovú sieť, ktorá pozostáva z rovnako veľkých trojuholníkovZostrojí sférickú povrchovú sieť so štvorhrannými plôškami okrem trojuholníkových plôšok v hornej a dolnej častiZostrojí rozdelenú rovinnú povrchovú sieťVytvorí prstencovú povrchovú sieťZostrojí a upravuje Bézierove krivkyZostavenie a úprava drážokKonštruktívny modifikátor nie je možné aplikovať na údaje s viacnásobným rozkladom v režime tvarovaniaKonštruktívne modifikátory nemožno použiťKontajnerNádoba na simuláciu kvapalinyObsahujeObsahuje prepojené knižnice prepisov, ktoré je potrebné opätovne synchronizovať, odporúča sa aktualizovať knižnicuObsahDĺžka obsahuKoniec obsahuZačiatok obsahuOrezať koniec obsahuZačiatok orezania obsahuObsah tohto textového objektuKontextAtribúty kontextuKontext manipulačného prvkuKontextová ponukaCesta kontextuVlastnosť kontextuKontextová cesta údajov (rozšírená použitím viditeľných okien v aktuálnom súbore .blend)Nesprávny kontext, obrázok sa nenašielKontextové menu pre operácie položkyKontextové menu pre operácie scényChýbajúci kontext aktívneho objektuChýba kontext scény radiča sekvenciíCesta kontextu je pripnutáKontextovo citlivý manipulačný prvok pre aktívny uzolKontext citlivosti manipulačného prvku pre aktívnu položkuKontextové okno nie je nastavenéÚdaje kontextu pre operáciu súvisiacu s knižnicou blend-súboru/spojenými údajmi. V súčasnosti vystavené len ako údaje len na čítanie pre obslužné programy pred/po importe blend-súboruPriľahléKontinuálnePokračovať bez zmazaniaPokračuje v sledovaní z ľubovoľnej novej pozície a v novom smerePokračovať v používaní súboru bez Python skriptovKontinuálne zrýchlenieZachytiť kontinuálneKontinuálne približovanie. Smer a rýchlosť približovania závisia od toho, ako ďaleko sa posunula myš pozdĺž nastavenej osi približovania.Plynulo rozvinie vybraný ostrovček UV pri transformácii pripnutých vrcholovObrysKontrastLimit kontrastuHodnota korekcie kontrastu. Zmena mierky typu faktora, pomocou ktorého sa budú svetlé pixely svetlejšími, ale tmavé pixely zostanú tmavé. Ak chcete znížiť kontrast, použite záporné číslo a ak ho chcete zvýšiť, použite kladné čísloPríspevok dráh, ktoré sa rozptýlili v objeme pri primárnom lúčiPríspevok dráh, ktoré prešli objemom pri primárnom lúčiPríspevkyOvládanieRiadiaca kosťOvládať dopadRežim ovládaniaRiadiaci bodVybraný riadiaci bodRiadiaci bod:Riadiace bodyOvládanie rotácieOvládanie reťaze kostí určením cieľového koncového bodu (len kosti)Ovláda presnosť rozostrenia pohybom, viac krokov dáva viac pamäte (skutočný počet krokov je 2^ (kroky-1))Ovláda aktívne uhly kameryOvláda vzdialenosť tlačenia alebo ťahania kľúčovOvládanie zníženia rýchlosti vplyvu snímačaOvláda, ako sa obrázky na zvolenom displeji premietajú na fyzický displejOvláda počet vyhodnocovaných bodov, ktoré sa majú vygenerovať na každom segmente krivkyKontroluje množstvo hustoty hmly s klesajúcou výškouStlačená klávesa CtrlStlačená klávesa Ctrl, -1 pre akýkoľvek stavOvládanie objektu: Ak je k dispozícii, jeho umiestnenie určuje stred efektuOvládanie prehrávania použitím čísla snímky (ignoruje čas FPS a počiatočnej snímky zo súboru)Ovládanie prehrávania použitím hodnoty od 0 do 1Ovládanie prehrávania použitím času v sekundáchRiadiaci bod patrí do inej drážkyModifikátor funkcie riadiacich bodov plášťaHodnoty hmoty riadiacich bodovRiadiaci bod nie je v plášti modifikátora funkcieStav výberu riadiaceho boduRiadiace body hodnoty tuhosti pružínHodnoty váhy riadiacich bodovRiadiace body určujúce tvar plášťaRiadiace body všetkých kriviekRiadiace body krivkyOvláda jas a kontrast vstupnej farbyOvládanie intenzity orámovania okolo ikon motívovRiadi zmiešavanie informácií o textúre do základnej farby štýlov čiarKontrola kvality rýchleho osvetlenia GI. Vyššie rozlíšenie využíva viac pamäte.Kontrola kvality efektov objemu. Vyššie rozlíšenie vyžaduje viac pamäte.Ovláda vyhladenie normál povrchovej siete okolo každej plôšky zmenou atribútu "vyhladený tieň"Ovláda šablónu štetcaOvládač manipulačného prvku transformácieOvládanie, kedy sa má aplikovať tok kvapalinyKontrola aplikácie efektoraOvláda, či sa každá drážka zacyklí sama do seba, zmenou atribútu "cyclic"Ovláda, ku ktorému tlačidlu sa má posunúť a ako ďalekoRiadiaci dopreduPoloha ovládačaOvládač Iná polohaOvládač rotácieOvládač Iná rotáciaŠtýl riadiacehoOvládač zameriava polohu druhej užívateľskej cesty pre obojručné úkonyOvládač zameriava rotáciu druhej užívateľskej dráhy pre obojručné úkonyRiadiaciOvládacie prvkyOvláda presnosť rozostrenia pohybom, viac krokov znamená dlhší čas prekresleniaOvláda presnosť rozostrenia pohybom viac krokov má za následok dlhší čas prekresľovania. Používa sa len vtedy, keď je povolené rozostrenie pohybom. Nastavte na 0, ak chcete zakázať rozostrenie pohybom pre Grease PencilRiadi emisiu kvapaliny zvnútra povrchovej siete (vyššia hodnota vedie k vyšším emisiám zvnútra povrchovej siete)Ovládače pre tvar profilu rúrkyOvláda smerovosť filtra. 0 znamená, že filter je úplne všesmerový, zatiaľ čo 2 znamená, že je maximálne nasmerovaný pozdĺž okrajov obrazuKontroluje ovplyvnenie deformácie okolitými polygónmiUrčuje, ako sú vyhladzované otvorené hraniceOvládanie použitého vyhladzovania na UV súradniciachOvláda tvar profilu (0,5 = kruh)Riadi prelínanie a kompatibilitu s určitými funkciamiOvláda kontrast celého obrázkuOvláda kontrast najsvetlejších oblastíOvláda kontrast obrazu. Nula automaticky nastaví kontrast na základe jeho globálneho rozsahu pre lepšie rozloženie jasuOvláda kontrast stredných tónovOvláda kontrast tieňovOvláda pokles medzi kľúčovými a nekľúčovými hodnotami. 0 znamená úplne ostrý a 1 znamená úplne vyhladenýOvláda zisk celého obrázkuOvláda zisk najsvetlejších oblastíOvláda zisk stredných tónovOvláda zisk tieňovOvláda gama celého obrázkuOvláda gama najsvetlejších oblastíOvláda gama stredných tónovOvláda gamu tieňovOvláda intenzitu vrstvy povlaku, odraz aj odtieň. Zvyčajne by mala byť nula alebo jedna pre materiály na fyzikálnej bázeOvláda intenzitu obrázku, nižšie hodnoty ho robia tmavším, zatiaľ čo vyššie hodnoty ho robia svetlejšímOvláda posuv celého obrázkaOvláda posuv zvýrazneniaOvláda posuv stredných tónovOvláda posuv tieňovOvláda sýtosť celého obrázkaOvláda sýtosť najsvetlejších oblastíOvláda sýtosť stredných tónovOvláda sýtosť tieňovOvláda ostrosť filtra. 0 znamená úplne hladký, zatiaľ čo 1 znamená úplne ostrýRiadi smer dotyčnice pre anizotropiuOvláda priehľadnosť povrchu, pričom hodnota 1.0 je úplne nepriehľadnáOvláda rovnomernosť smeru filtra. Vyššie hodnoty vytvárajú rovnomernejšie smeryOvláda prechod medzi svetlami a tieňmiZbiehavosť kostiVzdialenosť zbiehavosti rovinyZbiehavosť kostiKonverzia nie je podporovanáKonverzia nie je podporovaná pri vyhodnocovaní uzávierkyKonverzia nie je podporovaná pri oddeľovaní balíkaKonvertovaťKonvertovať doménu atribútuKonvertovať doménu atribútu farbyKonvertuje farby vo všetkých blokoch údajovKonvertovať farebný priestorKonvertuje plôšky na vrcholy a vrcholy na plôškyKonvertovať pohyblivú čiarkuKonvertovať zKonvertuje vrstvy Grease Pencil na inštancie kriviekKonvertovať orientáciuKonvertuje vstup RGB do odtieňov sivej použitím svetelnostiKonvertuje TRS/váhy na Ukazovateľ animácieKonvertovať naKonvertuje tieňovače UsdPreviewSurface na siete tieňovačov Zásadnej BSDFKonvertuje teplotu čierneho telesa na hodnotu RGBKonvertuje jas farby na hodnotu v stupňoch sivejKonvertuje rotáciu na zložky uhla osiKonvertuje štandardnú hodnotu rotácie na Eulerovu rotáciuKonvertuje vektor, bod alebo normálu medzi súradnicovým priestorom sveta, kamerou a priestorom objektovKonvertuje hodnoty vlnovej dĺžky na hodnotu RGBKonvertuje aktívnu váhu vrcholov do stupňov sivej farbyKonvertuje všetky plôšky povrchovej siete na trojuholníkové plôškyKonvertuje všetky plôšky na trojuholníkyKonvertuje všetky polygóny na trojuholníkyKonvertuje všetky textúry do KTX2 so superkomprimáciou BasisUKonverzia animácie z nejakého režimu rotácie na akýkoľvek inýKonvertovať medzi farebnými priestormiKonvertuje geometriu krivky na povrchovú sieť rúrkyKonvertuje krivky na povrchovú sieť, voliteľne s vlastným tvarom profilu definovaným krivkamiKonvertuje každú vstupnú geometriu na inštanciu, čo môže byť oveľa rýchlejšie ako uzol Spojiť geometriu, ak sú vstupy veľkéKonvertuje každú plôšku povrchovej siete na cyklickú krivku. Atribúty plôšok sa premietnu do kriviek.Konvertuje efektor sily na rýchlosť prúdenia vzduchuKonvertuje F-krivky/ovládače ovplyvňujúce rotáciu na radiány. Varovanie: Použite to len razKonvertuje plôšky na zosilnené hranyKonvertuje stupne na radiányKonvertuje zo zobrazenia na lineárnu scénu. Nie všetky transformácie zobrazenia je možné presne invertovať a výsledok nemusí zodpovedať pôvodnému lineárnemu obrazu scényKonvertuje radiány na stupneKonvertovanie z lineárneho priestoru scény na farebný priestor zobrazenia použitím transformácie pohľadu a vyhľadávaním mapovania odtieňovKonvertuje geometriu a inštancie na upraviteľné objekty a kolekcieKonvertuje vstup na pohyblivej čiarkeKonvertuje inštancie na údaje o skutočnej geometriiKonvertuje hrany povrchovej siete na segmenty krivky. Atribúty sa premietnu do bodov krivky.Konvertuje transformáciu normálneho objektu na delta transformáciu, budú zahrnuté aj všetky existujúce delta transformácieKonvertuje objekt animácie normálnej transformácie na delta transformáciuKonvertuje objekty na inštancie plôšokKonvertovať iba vybrané kľúčové snímkyKonvertuje os orientácie na inú konvenciu, aby zodpovedala iným aplikáciámKonvertuje častice na povrchovú sieť objektuKonvertuje prednásobenú na priamuKonvertuje efekt prekresľovania (napríklad svetlo a tieň) na farbu. Zvyčajne sa používa pri nefotorealistickom prekresľovaní na použitie ďalších efektov na výstupe BSDF. Poznámka: Podporované len v EEVEEKonvertuje rotáciu podľa Eulera XYZKonvertuje rotáciu podľa Eulera XZYKonvertuje rotáciu podľa Eulera YXZKonvertuje rotáciu podľa Eulera YZXKonvertuje rotáciu podľa Eulera ZXYKonvertuje rotáciu podľa Eulera ZYXKonvertuje rotáciu na kvaterniónyKonvertuje vybrané kanály zo snímok na kľúčové snímkyKonvertuje vybrané kanály na neupraviteľnú sústavu snímok, aby sa ušetrilo miesto na ukladanieKonvertuje vybrané objekty na iný typKonvertuje vybrané referenčné obrázky na rovinu s textúrovanou povrchovou sieťouKonvertovať vybrané ťahy na obvodKonvertuje priamu na prednásobenúKonvertovať ťah na obrysKonvertuje krivky v každej inštancii najvyššej úrovne do vrstvy Grease PencilKonvertuje prvé objavené svetlo kupoly USD na tieňovač pozadia svetaKonvertuje dané číslo s pohyblivou desatinnou čiarkou na celé číslo výberom metódKonvertuje objem sveta na povrchovú sieť. Objem sveta sa prekresľuje použitím staršieho mechanizmu EEVEE. Konverzia je potrebná na jeho správne prekreslenieKonvertuje materiál sveta na svetlo kupoly USD. V súčasnosti funguje pre jednoduché materiály pozostávajúce z textúry prostredia pripojenej k tieňovaču pozadia s voliteľným vektorovým násobením farby textúryKonvertovať na zobrazenieKonvertovať na pohyblivú čiarkuKonvertovať na radiányKonvertuje do a z prednásobenej (pridruženej) alfyKonvertovať na logaritmický farebný priestorKonvertuje typ vybraných kriviekKonvertuje biele znaky podľa typuKonvertovaná vrstvaKonvertorUzol KonvertorKonverzia niektorých neupraviteľných objektov/ údajov objektu, vynútenie možnosti "Zachovať pôvodný" na hodnotu PRAVDAKonvertuje hodnoty, ktoré sú relatívne vzhľadom na veľkosť obrázka, na hodnoty v pixelochVypuklý trupKonvolúciaKonvolúcia obrazu s jadromSúradnice 1Súradnice 2Súradnicový priestorSystém súradnícSúradnicová os používaná na zrkadlenie časti transformácie týkajúcej sa umiestneniaSúradnicová os používaná na zrkadlenie rotačnej časti transformácieSúradniceSúradnice pozdĺž tejto osi budú prevrátenéSúradnice riadiaceho boduSúradnice ovládacieho bodu. Poznámka: Zmenou tejto hodnoty sa tiež aktualizujú manipulátory podobne pre použitie operátora transformácie editora grafovSúradnice prvého manipulátoraSúradnice ľavého manipulátora (pred riadiacim bodom)Súradnice pravého manipulátora (pred riadiacim bodom)Súradnice druhého manipulátoraPriestor súradnícSúradnice pre použitie presunov delta z hlavovej súpravy VRKopírovaných %d vybraných kriviekKopírovaných %d vybraných blokov údajovKopírovaných %d vybraných uzlovKopírovaných %d vybraných objektovKopírovaných %d vybraných bodovSkopírovaná sústava(y) výberu(ov) do schránkySkopírované vynútenie: %sSkopírovaný materiál do internej schránkySkopírovaná póza do internej schránkySkopírovanie vybraných pásov radiča videosekvencií a súvisiaceho reťazca efektov do internej schránkySkopíruje vybrané pásy radiča videosekvencií do internej schránkySkopírované hodnoty do {:d} kostíSkopírované {:s} parametre do {:d} kostíSkopíruje matricu aktuálne aktívneho objektu alebo pózy kosti do schránky. Používa matrice vzhľadom na konkrétny objekt alebo aktívnu kameru scénySkopíruje matricu aktuálne aktívneho objektu alebo pózy kosti do schránky. Používa matrice svetového priestoruMeďKopírovaťKopírovať absolútne súradnice vektora normálySkopíruje farby kostí z aktívnej kosti do všetkých vybraných kostíKopírovať balík do knižnice aktív...Kopírovať efekty Grease PencilKopírovať nápisKopírovať polohuKopírovať polohu (lokálne)Kopírovať polohu (lokálne, orientácia vlastníka)Kopírovať vynútenie polohyKopírovať modifikátoryKopírovať normáluKopírovať pózuSkopíruje farby kostí pózy z aktívnej kosti pózy do všetkých vybraných kostí pózyKopíruje nastavenia pevného telesa z aktívneho objektu na vybranýSkopíruje typ a parametre Rigify z aktívnych do vybraných kostíKopírovať rotáciuKopírovať vynútenie rotácieKopírovať veľkosťKopíruje vynútenie mierkyKopírovať nastaveniaKopíruje nastavenia štúdiových svetiel do editora štúdiových svetielKopírovať transformáciuKopírovať vynútenie transformácieKopírovať XKopírovať YKopírovať ZKopíruje aktívny vrchol na iné vybrané vrcholy (ak sú dotknuté skupiny odomknuté)Skopíruje transformáciu cieľa tak, aby sa pohybovali spoluKopíruje všetky transformácie cieľaKopíruje farbu na všetky vybrané uzlyKopíruje farbu pre všetky vybrané stopyKopíruje farby do existujúcich kostíSkopíruje vynútenia na iné vybrané objekty/kostiKopíruje vynútenia na iné vybrané kostiSkopíruje vynútenia na iné vybrané objektyKopíruje súbory do priečinka textúrKopíruje z najbližšej hrany (použitím stredových bodov)Kopíruje z najbližšej hrany najbližšej plôšky (použitím stredových bodov)Kopíruje z najbližšieho vrcholuKopíruje z najbližšieho vrcholu najbližšej hranyKopíruje z najbližšieho vrcholu najbližšej plôškyKopíruje z identickej topológie povrchových sietíKopíruje z interpolovaných rohov najbližšej zdrojovej plôškyKopíruje z interpolovaných rohov zdrojovej plôšky zasiahnutej premietnutím rohovou normálouKopíruje interpólované hodnoty vrcholov z najbližšieho bodu na najbližší okrajKopíruje interpólované hodnoty vrcholov z najbližšieho bodu na najbližšiu plôškuKopíruje interpólované hodnoty vrcholov z bodu na najbližšiu plôšku v dosahu premietania normályKopíruje z najviac podobnej hrany (jednu hranu, ktorej vrcholy sú najbližšie cieľovým hranám)Kopíruje z najbližšieho rohu najbližšej plôškyKopíruje z najbližšieho rohu s najvhodnejšou normálouKopíruje z najbližšieho rohu plôšky s najvhodnejšou normálou na jednu cieľovú rohovú plôškuKopíruje z najbližšej plôšky (pomocou stredových bodov)Kopíruje zo zdrojovej plôšky, ktorej normála je najbližšie k cieľovejKopírovať úplnú cestu k údajomKopírovať v priestore oblastiKopírovanie vnútri lokálneho priestoru každého objektuKopírovať nápis z aktívneho do vybranéhoSkopíruje nápis z aktívnych do vybraných uzlovSkopíruje materiál na vybrané objektySkopíruje zrkadlo UV súradníc na osi X na základe zrkadlenia povrchovej sieteKopíruje modifikátory aktívneho pásu na všetky vybrané pásySkopíruje modifikátory do iných vybraných objektovKopíruje nové normály (prepíše existujúce)Kopíruje nové normály mínus staré normályKopíruje uzly do schránky, odstráni ich a znova ich pripojí.Skopíruje normálu z internej schránkyKopíruje farby priradené nastaveniu skupine fariebKopírovať na duplikátKopíruje len aktívnu vrstvu, zrušením zaškrtnutia sa pripoja všetky vrstvyKopíruje alebo zmení poradie modifikátorov, vynútení a efektovKopíruje časticové systémy z aktívneho objektu na vybrané objektyKopírovanie časticových systémov do vybraných: %d vykonaných, %d zlyhaloKopíruje súčin starých a nových normál (*nie* vektorový súčin)Kopíruje vybrané UV vrcholyKopíruje vybrané aspekty aktuálnej pózy na následné pózy označené už ako kľúčové snímkovanieKopíruje vybrané kľúčové snímky do internej schránkyKopíruje vybrané značky na inú scénuKopírovať vybrané bodyKopíruje vybrané body alebo krivkyKopíruje vybrané správy do schránkyKopíruje vybraný text do schránkySkopíruje nastavenia z aktívnych do vybraných uzlovSkopíruje nastavenia z predošlej verzieSkopíruje nastavenia aktuálnej vrstvy zobrazeniaKopíruje súčet nových a starých normálKopíruje text do schránkySkopíruje modifikátor funkcie z aktívnej F-krivkySkopíruje modifikátor funkcie(y) aktívneho NLA pásuSkopíruje príkaz jazyka Python zodpovedajúci tomuto tlačidluSkopírujte cestu údajov RNA pre túto vlastnosť do schránkyKopíruje aktívnu sústavu čiar do internej schránkySkopírujte aktívny kľúčový tvar z iného vybraného objektu do tohto jednéhoSkopíruje farbu aktívnej kosti do všetkých vybraných kostíKopíruje obsah konzoly na použitie v skripteSkopírujte aktuálny súbor .blend do knižnice aktív. Funguje len na samostatných súboroch .blend (t. j. keď sa neodkazuje na žiadne iné súbory)Skopíruje aktuálnu pózu vybratých kostí do internej schránkySkopíruje ovládač zvýrazneného tlačidlaSkopírujte premenné ovládača aktívneho ovládačaSkopírujte súbor do cieľovej cestyKopíruje súbor do cieľovej cesty (alebo podpriečinka)Skopíruje obrázok do schránkySkopíruje polohu cieľa (s navoleným posunom) tak, aby sa pohybovali spoluSkopírujte polohu cieľaSkopíruje nastavenia materiálu a uzlovSkopíruje nastavenia textúry materiálu a uzlySkopíruje modifikátor z aktívneho objektu do všetkých vybraných objektovSkopíruje ovládač vlastnosti z aktívnej položky do rovnakej vlastnosti všetkých vybraných položiek, ak existuje rovnaká vlastnosťSkopíruje hodnotu vlastnosti z aktívnej položky do rovnakej vlastnosti všetkých vybraných položiek, ak existuje rovnaká vlastnosťSkopíruje rotáciu cieľa (s navoleným posunom) tak, aby sa pohybovali spoluSkopíruje rotáciu cieľaSkopírujte faktor mierky cieľa (s navoleným posunom) tak, aby boli zmenšené o rovnakú hodnotuSkopíruje cieľovú zmenu veľkostiKopíruje vybrané body alebo ťahy Grease Pencil do internej schránkySkopíruje vybranú(-é) sústavu(-y) výberu do schránkyKopíruje vybrané bloky údajov do internej schránkySkopíruje vybrané uzly do internej schránkySkopíruje vybrané uzly do internej schránkyKopíruje vybrané body do nového ťahuKopíruje vybrané drážky do internej schránkySkopíruje vybrané pásy do internej schránkyKopíruje vybrané stopy do internej schránkyKopíruje cieľovú polohu XKopíruje cieľovú rotáciu XKopíruje cieľovú mierku XKopíruje cieľovú polohu YKopíruje cieľovú rotáciu YKopíruje cieľovú mierku YKopíruje cieľovú polohu ZKopíruje cieľovú rotáciu ZKopíruje cieľovú mierku ZSkopíruje váhu tejto skupiny na iné vybrané skupiny vrcholov (vypnuté, ak je skupina vrcholov zamknutá)Skopírujte hodnotu tejto vlastnosti do všetkých vybraných výbav príslušného typuKopírovať do schránkySkopírovať do vybranýchKopírovať do vybraného (ponuka)Kopírovať do kostiKopírovať do objektuSkopíruje do stromu rodičovského uzla, zachová skupinu neporušenúKopírovať na vybrané všetky prvky poľaSkopíruje na vybrané ovládače všetky prvky poľaKopíruje nastavenia snímania z aktívnej stopy do predvolených nastaveníKopíruje nastavenia snímania z aktívnej stopy do vybraných stôpKopíruje súradnice vrcholov z iného objektuKopírovanie skupín vrcholov do vybraných: %d vykonané, %d neúspešné (údaje objektu musia podporovať vrcholové skupiny a mať zodpovedajúce indexy)Kopíruje váhy z aktívnej na vybranéKopírovanie ID '%s' nie je možné, typ blokov údajov '%s' nie je podporovanýKopírovanie modifikátora '%s' do objektu '%s' zlyhaloAutorské právaUpozornenie o autorských právach na toto aktívum. Prázdne upozornenie o autorských právach nemusí nevyhnutne znamenať, že je bez autorských práv. Ak je potrebné akékoľvek objasnenie, obráťte sa na autora.Jadro matovaniaKorokRohovéRohový uholStred rohuIndex rohov plôškyRohové manipulátoryIndex rohovIndex rohov na plôškeRoh ďalšej hranyNormály rohovPosuv rohuVzdialenosť od rohuFaktor posuvu rohuMetóda posuvu rohuPripnúť rohRoh predošlej hranyZaoblených rohovZaobliť rohOddeľovanie rohovRozdelenie rohovTyp rohuVrchol rohuRoh hranyRoh plôškyRoh vrcholuRohyRohy hránRohy plôškyRohy vrcholuSprávny pomerOpraviť atribúty plôškyOpraví UV súradnice pri transformáciiOprava UVSprávne údaje, ako sú UV a atribúty farieb pri transformáciiKorekcia skreslenia spôsobeného deformáciouMetóda korekcieKorekcia pre celý rozsah tónovKorekcia pre presvetlenieKorekcia pre stredné tónyKorekcia pre tieneOpravnéOpraviť prevrátenie normálModifikátor Korekčné vyhladenieFaktor korekcie aplikovaný na váhy plôšok, 50 je neutrálny, nižšie hodnoty zvyšujú váhu ľahkých plôšok, vyššie hodnoty zvyšujú váhu ťažkých plôšokOpravneVyhladenieKoreláciaKosínusRežim kosínusBavlnaNemožno prepojiť/odpojiť kolekciu "%s", pretože kolekcia "%s" je prepojenáNemožno prepojiť/odpojiť kolekciu "%s", pretože kolekcia "%s" je prepísanáNemožno prepojiť/odpojiť predmet "%s", pretože kolekcia "%s" je prepojenáNemožno prepojiť/odpojiť objekt "%s", pretože kolekcia "%s" je prepísanáNepodarilo sa pridať uzol farbyNepodarilo sa pridať vrstvu do súboru zásobníkaNepodarilo sa pridať uzol maskyNepodarilo sa pridať novú UV mapu k objektu '{:s}' (povrchová sieť '{:s}')Nepodarilo sa pridať akciu '%s', pretože sa nedá použiť vzhľadom na bloky ID typu '%s'Nepodarilo sa pridať uzol obrázkaNemožno pridať ovládač, pretože cesta RNA je pre daný identifikátor neplatná (ID = %s, cesta = %s)Nepodarilo sa pridať modifikátor geometrických uzlovNepodarilo sa pridať obrázok. Strom uzlov nebol vytvorený alebo priradenýNepodarilo sa pridať materiálNepodarilo sa pridať kolekciu uzlovNepodarilo sa pridať skupinu uzlovNepodarilo sa pridať objekt uzlaKolekciu sa nepodarilo pridať, pretože je prepojenáKolekciu sa nepodarilo pridať, pretože je prepísanáKolekciu nebolo možné pridať z dôvodu zisteného zacyklenia závislostiNepodarilo sa priradiť novú akciu k %sNepodarilo sa priradiť akciu %s k vynúteniu akcie %sNepodarilo sa priradiť akciu %s k pásu NLA %sNepodarilo sa zmeniť akciuNepodarilo sa vymazať kľúčovú snímku, pretože cesta RNA pre danú identifikáciu (ID = %s, cesta = %s) je neplatnáNemožno vypočítať platnú cestu údajovNepodarilo sa pripojiť výber plôškyNepodarilo sa pripojiť zmiešané typy výberuNepodarilo sa spojiť vrcholyNepodarilo sa vytvoriť kópiu ID '%s' na zapísanie do knižniceNepodarilo sa vytvoriť čítačku zásobníka pre súbor %sNemožno vytvoriť prepis knižnice z bloku údajov '%s', pretože nie je prepisovateľnýNemožno vytvoriť prepis knižnice z bloku údajov '%s', jeden z jeho rodičovských blokov nie je prepisovateľný ('%s')Nepodarilo sa vytvoriť prepis knižnice z jedného alebo viacerých vybraných blokov údajovNepodarilo sa vytvoriť nový názov priečinkaNemožno vytvoriť nový priečinok: %sNepodarilo sa vytvoriť čítačku pre súbor %sNepodarilo sa vytvoriť súbor vloženej kópie!Nepodarilo sa vytvoriť {:d} F-krivky. Môže sa to stať, keď sa vkladá len do dostupných F-kriviek.Nepodarilo sa odstrániť %d uzamknutých kľúčových tvarovNepodarilo sa odstrániť kľúčovú snímku, pretože cesta RNA pre daný identifikátor (ID = %s, cesta = %s) je neplatnáNepodarilo sa určiť typ uzla skupinyNemožno nájsť '%s' v '%s'V aktuálnej scéne nebolo možné nájsť upraviteľnú kolekciu, importované údaje nebudú vytvárať inštanciuNepodarilo sa nájsť prepisovateľnú koreňovú hierarchiu pre objekt '%s'Nenašli sa žiadne vybrané hrany, ktoré možno otáčaťNepodarilo sa nájsť kosť '%s'Nepodarilo sa nájsť údaje o vynútení pre inverzné nastavenie potomkaNepodarilo sa nájsť údaje vynútenia pre nastavenie inverzie Riešiteľa objektuNemožno nájsť ovládač na kopírovanie, pretože cesta RNA je pre daný identifikátor neplatná (ID = %s, cesta = %s)Nepodarilo sa nájsť mriežku s názvom %sNedá sa nájsť modifikátor hákuNepodarilo sa nájsť obrázok '{:s}'Nepodarilo sa nájsť materiál alebo svetlo použitím stromu uzlov tieňovača - {:s}Nepodarilo sa nájsť zásuvku kolekcie uzlovNepodarilo sa nájsť zásuvku uzla farbyNepodarilo sa nájsť scénuNepodarilo sa nájsť scénu použitím stromu uzlov Kompozítora - {:s}Nepodarilo sa nájsť podporovaný typ zásuvkyNepodarilo sa vygenerovať povrchovú sieť z mriežkyNepodarilo sa získať platne vyhodnotené povrchové sieteNepodarilo sa inicializovať údaje o jazykoch!Nepodarilo sa inicializovať zošitie na žiadnom vybranom objekteNepodarilo sa inicializovať prúdy. Pravdepodobne nepodporovaná kombinácia kodekuNepodarilo sa vložiť %i kľúčovú(-é) snímku(-y) z dôvodu nulového vplyvu NLA, základnej hodnoty alebo zlyhalo premapovanie hodnoty: %s.%s pre indexy [%s]Nemožno vložiť kľúčovú snímku, pretože cesta RNA pre danú identifikáciu (ID = %s, cesta = %s) je neplatnáNepodarilo sa vložiť kľúčovú snímku, pretože tento typ nepodporuje animačné údaje (ID = %s)Nepodarilo sa načítať akciu pre aktívumNepodarilo sa načítať objem na zápisNepodarilo sa vytvoriť nový obrázokNepodarilo sa vytvoriť nové segmentyNepodarilo sa presunúť exportér kolekcie z indexu '%d' do indexu '%d'Nemožno presunúť vynútenie z indexu '%d' do '%d'Nemožno presunúť vrstvu z indexu '%d' do indexu '%d'Nepodarilo sa otvoriť Alembic archív na čítanie, pre podrobnosti si pozrite konzoluNemožno otvoriť SVGNepodarilo sa otvoriť archív USD na čítanie! Podrobnosti nájdete v časti konzolaNepodarilo sa otvoriť súbor pre zápisNemožno otvoriť priečinok '%s'Nemožno prilepiť ovládač , pretože cesta RNA je pre daný identifikátor neplatná (ID = %s, cesta = %s)Nemožno načítať "%s"Kľúčový tvar nemožno odstrániťNepodarilo sa odstrániť skupinu F-kriviek z kolekcie, pretože v kolekcii neexistujeNepodarilo sa premenovať: %sNemožno znovu otvoriť súborNepodarilo sa vyriešiť cestu '%s'Nepodarilo sa vyriešiť cestu (%s)Nemožno uložiť zbalený súbor na disk ako '%s'Nepodarilo sa oddeliť vybrané krivkyNemožno prichytiť niektoré krivky k povrchuNepodarilo sa zrušiť priradenie akcie z %sNemožno zrušiť priradenie aktívnej akcieNemožno aktualizovať príznaky pre túto F-krivku, pretože cesta RNA je pre dané ID neplatná (ID = %s, cesta = %s)Nemožno zapísať obrázok: %sNepodarilo sa zapísať obrázok: {}Nepodarilo sa zapísať objem: %sNepodarilo sa zapísať objem: Neznáma chyba pri zápise súboru VDBNepodarilo sa uzavrieť cieľové aktívum %sNepodarilo sa nájsť zodpovedajúcu vrstvu, vkladanie do aktívnej vrstvyNemožno otvoriť súbor %r (%s)Nepodarilo sa spustiť externý prehrávač animácie s príkazom {!r} {:s}PočetPočet MaxMetóda počtuRežim počítaniaPočíta, koľko položiek je v danom zoznameMnožstvoMriežkaRežim rozlíšeniaVeľkosťProti smeru hodinových ručičiekProti smeru hodinových ručičiekRotácia každého segmentu proti smeru hodinových ručičiek. Môže sa použiť na vyrovnanie rotácie textúr každého segmentuPokrytieCrTransformácia Crazyspace je k dispozícii len pre objekty typu Povrchová sieťZáhybZáhyb (uhol zo zásobníka)Uhol záhybuFaktor záhybu pripnutia štetcaZáhyby hránZáhyb VnútornýZáhyb na OstréZáhyby na ostrých hranáchZáhyb na VyhladenéZáhyby na vyhladených povrchochPrah záhybuVáha záhybuVytvorí os hrán pre vylepšené delenie plochyHrany ústia záhybu pre vylepšené rozdelenie povrchuVáha záhybu (ak je aktívny)Záhyb:VytvoriťVytvoriť %sVytvorí 3D textový objekt z bloku údajov aktívneho textuVytvárať pozdĺž ciestVytvoriť armatúruVytvoriť kolekciuVytvoriť údajeVytvorí jamkyVytvorí F-krivky pre objekt, ktorý bude kopírovať pohyb objektu spôsobený týmto vynútenímVytvorí materiál ťahu Freestyle pre testovanieVytvoriť mapu indexu vodeniaVytvoriť inštancieVytvoriť vnútorné pružinyVytvorí kľúče polohy pri upevnení na kameru scényVytvoriť povrchovú sieť z masky maľbyVytvoriť mnohouholníkyVytvoriť novú akciuVytvoriť nové predvoľbyVytvorí orientáciu 'použitia' parametru platného iba v kontexte 3D zobrazeniaVytvoriť aktívum pózyVytvorí kód Pythonu, ktorý vygeneruje vybranú meta výbavuVytvorí kód Pythonu, ktorý vygeneruje vybranú meta výbavu ako snímkuVytvoriť štvoruholníkyVytvorí hrbolčekyVytvorí kľúče rotácie pri upevnení na kameru scényVytvorí kľúče mierky pri upevňovaní na kameru scényVytvoriť WebPVytvára v obrázku "dieru" s nulovou priehľadnosťou alfa, ktorá je užitočná pri kompozícii. Poznámka: tieňovač Holdout dokáže vytvoriť alfa len vtedy, keď je v nastaveniach filmu povolená priehľadnosťVytvorenie draka / šípkyVytvorí nový obrázokVytvorí logické hodnoty topológie mriežky s danými rozmermi na použitie s uzlom Pole do mriežkyVytvorí výber poľomVytvorí most plôšok medzi dvomi alebo viacerými vybranými slučkami hránVytvára farbu z jednotlivých komponentov použitím viacerých modelovVytvorí vzťah založený na vynúteniach s atribútom z geometrieVytvorí ovládaciu kosť pre kópiuVytvoriť kosť deformácie pre kópiuVytvorí diagonálny priebehVytvorí priečinok pre každý exportovaný súborVytvorí sústavu plôšok, ktorá zodpovedá výberu plôšok v režime editácieVytvorí sústavu plôšok pre každú izolovanú sústavu plôšokVytvorí sústavu plôšok pre každú voľnú časť v povrchovej sietiVytvorí sústavu plôšok pre každú zásuvku materiáluVytvorí vyplnenú mriežku objemu z povrchovej sieteVytvorí objem hmly s tvarom povrchu vstupnej povrchovej sieteVytvorí vynútenie pozdĺž krivky objektuVytvorí vynútenie založené na rýchlostiach simulácie kvapalínVytvorí silu fungujúcu ako predátor kŕdľa alebo cieľaVytvorí vynútenie stlmenia pohybuVytvorí efekt žiaryVytvorí stupňovanie medzi dvoma maskamiVytvorí lineárny priebehVytvoriť zoznam hodnôtVytvorí lokálny prepis vybraného prepojeného bloku údajov a jeho hierarchie závislostíVytvorí lokálny prepis vybratých prepojených blokov údajov a ich hierarchie závislostíVytvorí lokálny prepis tohto prepojeného bloku údajov a jeho hierarchie závislostíVytvorí matovanie na základe rozdielu svietivosti (jasu)Vytvorí matovanie z indexového prechodu objektu alebo materiáluVytvorí mechanizmus na zaostrenie pripojeného rohu, keď je uhol nižší ako táto hodnotaVytvára povrchovú sieť, ktorá obklopuje všetky body vstupnej geometrie s najmenším počtom bodovVytvorenie nového akčnej zásuvky pre ID. Všimnite si, že v kontextovom ukazovateli „animated_id“ musí byť nastavené, ktoré ID má táto zásuvka dostať, a to pomocou:: >>> layout.context_pointer_set("animated_id", animated_id) Ak ID už má priradenú zásuvku, novovytvorená zásuvka bude pomenovaná podľa nej (zabezpečenie jedinečnosti pomocou číselnej prípony) a všetky animačné údaje priradenej zásuvky budú pre novú zásuvku duplikované.Vytvorí kameru a orientačný bod VR z pozície zobrazovača spustenej relácie VR a vyberie juVytvorí novú kameru vybraného orientačného bodu VRVytvorí novú sústavu výberu s aktuálne vybranými kosťamiVytvorí novú UV mapu pre každú zbalenú povrchovú sieťVytvoriť novú akciuVytvorí novú akciu po bezpečnom uložení existujúcejVytvorí novú zásuvku akcie pre tento blok údajov, do ktorej sa uloží jeho animáciaVytvorí nové aktívum z vybraných kostí v scéneVytvorí novú kolekciu kostí a priradí k nej všetky vybrané kostiVytvorí novú kosť idúcu od posledného vybraného kĺbu ku pozícii myšiVytvorí nový katalóg na vloženie aktívaVytvorí novú skupinu uzlov kompozície a inicializuje ju predvolenými uzlamiVytvorí novú skupinu uzlov kompozítora pre radič sekvenciíVytvorí nový priečinokVytvorí nový ovládač s touto vlastnosťou ako vstup a skopíruje ho do internej schránky. Použitím Prilepiť ovládač ho pridáte ho do cieľovej vlastnosti alebo Prilepiť premenné ovládača na rozšírenie existujúceho ovládačaVytvorí novú prázdnu sústavu výberuVytvorí novú sústavu plôšokVytvorí novú sústavu plôšok podľa maskovaných plôšokVytvorí novú sústavu plôšok podľa viditeľných vrcholovVytvorí nový súbor tohto typuVytvorí nový uzol snímky okolo vybraných uzlov a ihneď ho pomenujeVytvorí novú skupinu uzlov geometrie a priradí jej aktívny modifikátorVytvorí novú skupinu uzlov geometrie pre nástrojVytvorí nový obrázokVytvorí nový súbor obrázka bez úpravy aktuálneho obrázka v BlenderiVytvára nový vložený uzol tieňovača, ktorý je používaný prekresľovačmiVytvorí novú úroveň použitím delenia Catmull-ClarkVytvorí novú úroveň použitím lineárnej interpolácie posunutia tvarovaniaVytvorí novú úroveň použitím jednoduchého deleniaVytvorí nový štýl čiary, znovu použiteľné viacerými sústavami čiarVytvorí nové hlavné okna s vlastným pracovným priestorom a výberom scényVytvorí novú povrchovú sieť objektu z aktuálnej masky maľbyVytvorí novú povrchovú sieť objektu z vybranej sústavy plôšokVytvorí nový modifikátor s novou skupinou uzlov geometrieVytvorí nový uzol stromuVytvorí nový objekt z nakrájanej maskyVytvorí nové aktívum pózy v schránke, ktoré sa vloží do prehľadávača aktívVytvorí novú povrchovú sieť založenú na štvoruholníkoch použitím povrchových údajov aktuálnej povrchovej siete. Všetky údajové vrstvy sa stratiaVytvorí blok údajov nového textuVytvorí nové oknoVytvorí nový blok údajov oblastiPo operácii vytvorí oznámenieVytvorí rovnobežníkVytvorí bod v mračne bodov pre každú vybranú hranuVytvorí bod v mračne bodov pre každú vybranú plôškuVytvorí bod v mračne bodov pre každý vybraný roh plôškyVytvorí bod v mračne bodov pre každý vybraný vrcholVytvorí náhľad tohto aktíva prekreslením aktívneho objektuVytvorí zmiernenie priebehu od jedného kroku k ďalšiemuVytvorí kvadratický priebehVytvorí kvadratický priebeh v tvare guleVytvorí štvoruholník zo štyroch bodovVytvorí radiálny priebehVytvoriť obdĺžnikVytvorí skreslenie zvírenímVytvorí rotáciu z primárnej a (v ideálnom prípade ortogonálnej) sekundárnej osiVytvorí ovládanie otočného bodu rotácie, ktorého polohu možno ľubovoľne meniťVytvorí snímku meta výbavy, ktorá sa má upraviť pred vygenerovaním finálnej výbavyVytvorí výber podľa normálVytvorí samostatnú inštanciu krivky pre každú vrstvuVytvorí samostatnú výplň pre každý jednotlivý ťahVytvorí samostatnú vrstvu pre každú inštanciuVytvára oddelený časticový systém pre každý druh sekundárnych častícVytvorí efekt tieňaVytvorí mriežku objemu s vyznačenou vzdialenosťou z povrchovej sieteVytvorí mriežku objemu s vyznačenou vzdialenosťou z bodovVytvorí jednoduchý ťah so základnými farbamiVytvorí plynulý prechod ohybu kostí, ak sa koniec reťaze stretne s inou reťazou idúcou rovnakým smeromVytvorí plynulý prechod ohybu kostí, ak sa koniec reťazca stretne so svojím zrkadlomVytvára hladký zakrivený povrch použitím Catmull-Clarkovej schémy deleniaVytvára pevný tvar z vrcholov a hrán použitím dosahu vrcholu na definovanie hrúbkyVytvorí plnú kožu vysúvaním, kompenzáciou ostrých uhlovVytvára pevnú kožu, kompenzovaním ostrých uhlovVytvorí plný drôtený rám z plôšokVytvorí sférický priebehVytvorí sférický výberVytvorí primeraný rozklad pózy na aktuálnej snímkeVytvorí dlaždicový obrázokVytvorí lichobežníkVytvorí jedinečnú sústavu plôšok podľa plôšok tvarovaniaVytvára vektor zo zložiek X, Y a ZVytvorí vektor z jeho valcovitých komponentov.Vytvorí vektor z jeho sférických komponentov.Vytvorí skratku prehliadača pre vybraný uzol stlačením kláves Ctrl+1,2,..9Vytvorí prázdny objekt, ktorý vznikne kopírovaním pohybu aktívnej stopyVytvorí armatúru s rovnobežne rozmiestnenou kožouVytvorí automatický náhľad pre vybraný blok údajovVytvoriť prázdny objekt Grease PencilVytvorí tvar plášťaVytvorí obrázok s alfa kanálomVytvorí obrázok s ľavými a pravými zobrazeniamiVytvorí kolekciu objektov z vybratých objektovVytvorí možnosť oddeliť očné viečka od povrchu okaVytvorí voliteľný ovládací prvok IKVytvorí voliteľný ovládací prvokVytvorí voliteľnú deformačnú kosťVytvorí operáciu prepisuVytvára časticový systém bublínVytvoriť častice potomkovVytvorí kolízny objektVytvorí vzťah rodič – potomok založený na vynúteníVytvorí vynútenie založené vzťahu zmrštenia obaluVytvorí vynútenie pre túto akciu na vygenerovanej výbaveVytvorí ovládacie kosti pre kópiuVytvorí ovládacie prvky pre obe strany dlaneVytvorí uzly súradníc a mapovania pre textúru (ignoruje sa pre vybrané uzly textúry)Vytvorí kópie referenčnej geometrie na geometrické prvkyVytvára kópie geometrie použitím rôznych metód kumulatívneho posunuVytvára kópie tvaru s posunomVytvorí vlastné upozornenia v skupinách uzlovVytvorí deformačnú kosť pre kópiuVytvorí oblasť vplyvu pre plynyVytvorí oblasť vplyvu pre kvapalinyVytvorí bodkočiarkovaný efekt pre ťahyVytvorí ovládač len pre túto vlastnosť a ešte bez priradenia cieľovVytvorí ovládače pre všetky vlastnosti ešte bez priradenia všetkých cieľovVytvorí ovládače pre každý pár zodpovedajúcich prvkovVytvorí slučky hrán medzi vnútornými a vonkajšími povrchmi na hranách plôšok (pomalé, vypnúť, ak nie je potrebné)Vytvára efekty a následné procesné prekresľovanie, obrázky a 3D záberVytvorí eliptickú masku vhodnú na použitie ako jednoduché matovanie alebo masky medailónikuVytvorí prázdne zástupné súbory pri prekreslení snímok (podobne ako v prípade UNIX 'dotyku')Vytvorí sústavu plôšok pre plôšky, ktoré majú podobné normályVytvorí sústavu plôšok použitím švov UV ako okrajovVytvorí súpravu plôšok použitím skosení ako okrajovVytvorí sústavu plôšok použitím okrajovVytvorí sústavu plôšok použitím ostrých hrán ako okrajovVytvorí časticový systém penyVytvorí mriežku duplicitných zostávVytvorí objekt vodeniaVytvorí kosti hlavy a krkuVytvorí obrázok s 32-bitovou hĺbkou na pohyblivej čiarkeVytvorí inštancie pozdĺž dráhy častícVytvára inštancie kolekcií pri pripájaní namiesto ich pridávania priamo na scénuVytvára inštancie kolekcií pri prepájaní namiesto ich priameho pridávania do scényVytvorí inštancie pre kolekcie pred pridaním priamo na scénuVytvorí inštanciu pre údaje o objektoch, na ktoré neodkazujú žiadne objektyVytvorí inštancie z potomkov častícVytvorí inštancie z normálnych častícVytvorí kľúčové snímky podľa aktuálneho tvaru F-kriviek vybraných kanálovVytvorí časticový systém kvapalinyVytvorí kľúče polohy pri upevnení na kameru scényVytvorí matovanie na základe 3D vzdialenosti medzi farbamiVytvorí matovanie na základe hodnôt farebnostiVytvorí matovanie na základe rozdielov vo farebných kanálochVytvorí matovanie použitím zadanej farby pre zábery na zelenej alebo modrej obrazovkeVytvorí rovinu(y) povrchovej siete z obrazových súborov s vhodným pomerom stránVytvoriť novú akciuVytvorí nové kosti z vybraných kĺbovVytvorí nové kosti z vybraných kĺbov a presunie ichVytvoriť nový priečinok?Vytvorí nové mriežky vyhodnotením nových hodnôt na existujúcej topológii mriežky objemuVytvorí nový obrázok z obsahu značky rovinyVytvorí novú kolekciu svetelných prepojení, ktorú používa aktívny žiaričVytvorí novú maskuVytvorí nové materiály s jedinečnými názvami pre každý súbor OBJVytvorí nových užívateľov údajov objektov, ak je to potrebnéVytvorí novú stopu roviny z vybraných bodov stôpVytvorí inštanciu objektu z údajov objektuVytvorí posuv slučky hrán z aktuálneho výberuVytvorí jeden objekt na riadok textuVytvára jeden časticový systém, ktorý obsahuje všetky tri druhy sekundárnych častícVytvorí alebo rozšíri blok údajov textu "i18n_info.txt"Vytvorí delenie potomkov na základe rodičovských vlákienVytvorí hroty a údolia s rôznymi hodnotami drsnostiVytvorí dosky na použitie ako farebný odkaz na uzly kľúčovaniaVytvorenie bodov z vyhodnotených bodov krivky na základe atribútu rozlíšenia pre NURBS a bézierove drážkyVytvára preddefinované oblúky ťahu Grease PencilVytvára preddefinované polia pre ťahy Grease PencilVytvára preddefinované kruhy ťahu Grease PencilVytvorí preddefinovaný krivkový tvar ťahu Grease PencilVytvorí preddefinovaný čiarový tvar ťahu Grease PencilVytvorí preddefinovaný polygónový tvar Grease PencilVytvorí obrázky náhrady vo vlastnom priečinku (predvolené je umiestnenie filmov)Vytvorí náhodné zhluknutia okolo rodičaVytvorí obdĺžnikovú masku vhodnú na použitie ako jednoduché matovanieVytvorí vynútenia pevného telesa medzi vybranými pevnými telesamiVytvorí kľúče rotácie pri upevnení na kameru scényVytvorí kľúče mierky pri upevňovaní na kameru scényVytvorí samostatné posúvače vplyvu sledovania viečok pre X a ZVytvorí samostatné geometrie obsahujúce prvky z tej istej skupinyVytvoriť ostré hrotyVytvorí snímku (duchov) vybraných F-kriviek ako pomôcku pozadia pre aktívny Editor grafovVytvorí časticový systém striekaniaVytvára pružiny pre tento počet snímok, od narodenia častíc (0 je vždy)Vytvorí modifikátory rozdelenia povrchu na základe atribútu USD SubdivisionSchemeVytvoriť kosti chvostaVytvorí príslušný modifikátor, ak neexistujeVytvorí mriežku so šesťuholníkovým vzoromVytvorí nový kľúčový tvar z existujúceho zmiešania kľúčovVytvorí časticový systém trasovačaVytvorí orientáciu transformácie z výberuVytvorí turbulencie poľa šumuVytvorí mračno vrcholov použitím súradníc rekonštruovaných stôpVytvorí, resetuje alebo vymaže hierarchiu prepisu knižniceVytvára textúry WebP pre každú textúru. Pri už vytvorených textúrach WebP sa nič nestaneVytvorí masku na základe atribútu aktívnej farbyVytvorí masku na základe okrajov povrchuVytvorí masku na základe zakrivenia povrchuVytvorí novú masku pre celú povrchovú sieťVytvorí segment pózy na sústavu plôšok, začínajúc aktívnou sústavou plôšokVytvorí atribút, ktorý mapuje každú krivku k jej najbližšiemu vodeniu prostredníctvom indexuVytvorí čo najplynulejšiu geometrickú záplatu zo sústavy plôšok minimalizujúcu zmeny v polohách vrcholovVytvorí čo možno najhladšiu geometrickú záplatu zo sústavy plôšok minimalizujúcu zmeny v dotyčniciach vrcholovVytvára viskozitu pre šírenie kvapalinyVytvorenie novej zásuvky nie je možné v prepojenej akciiKreatívneSpolupracovaliKritické poškodenie blend súboru: Konflikty a/alebo inak neplatné názvy blokov údajov (podrobnosti nájdete v konzole)Kritické poškodenie údajov: Konflikty a/alebo inak neplatné názvy blokov údajov (podrobnosti nájdete v konzole)OrezaťMaximálne X orezaniaMaximálne Y orezaniaMinimálne X orezaniaMinimálne Y orezaniaOreže snímku prekreslenia na definovanú veľkosť oblasti prekresleniaOrezať na oblasť prekresleniaParametre orezania pre sekvenčné pásyOreže obrázok na menšiu oblasť, pričom orezaná oblasť bude priehľadná alebo sa zmení veľkosť obrázkaPrekrížiť očiPás priečneho vytrácaniaPriečne vytrácanie s korekciou fariebCrypto 00KryptomatovanieKryptomatovanie (dedičné)Presnosť kryptomatovaniaAktívne kryptomatovanieVrstva kryptomatovaniaÚrovne kryptomatovaniaMateriál kryptomatovaniaObjekt kryptomatovaniaCtrl+ĽaCtrlPrCtrlKockaTopológia kockovej mriežkyVeľkosť kockyVeľkosť kockového rozloženiaKubickéKubická B-drážkaKubický filter B-drážky ( rozostrený, ale bez doznievania) na snímkach 4×4Centimetre kubickéReťaze kubickéDecimetre kubickéDekametre kubickéStopy kubickéFurlongy kubickéHektometre kubickéPalce kubickéKilometre kubickéMetre kubickéMikrometre kubickéMíle kubickéMilimetre kubickéMitchelov kubickýMitchellov kubický filter na snímkach 4×4Thou kubickéYardy kubickéKubické zmiernenieKubické zmiernenie s presahom a predsadenímKubická interpoláciaHranolVyradiťVzdialenosť vyradeniaVyradí objekty, ktoré sú ďalej od kamery, ako je táto vzdialenosťVyradenieKumulatívny posuvKučeraKrivky kučery vlasovZačiatok kučeryAktuálnaVeľkosť súčasného zásobníkaSúčasné písmenoAktuálny súborAktuálna snímkaFinálna aktuálna snímkaAktuálna hodnota snímkyIndex súčasnej sústavy kľúčovaniaIndex aktuálnej sústavy kľúčovania (záporný pre "zostavu" a kladný pre "absolútny")Súčasný riadokIndex aktuálneho riadkuAktuálna medzisnímkaAktuálna transformáciaAktuálna orientácia transformácieAktuálne obmedzenia backendu Vulkan:Aktuálny editor nie je editor uzlov.Súčasný editor nie je prehliadač aktívAktuálny typ editora pre túto oblasťAktuálna snímka sa nenachádza v rozsahu pásovAktuálne číslo snímky možno manuálne nastaviť na zápornú hodnotuAktuálne číslo snímky sekvencie obrázkov alebo filmuAktuálne číslo snímky vo filme alebo sekvencii obrázkovAktuálna snímka s medzisnímkou a znovu priradením časuAktuálna snímka, namiesto aktualizácie animačných údajov z funkcie frame_set() v jazyku PythonAktuálny riadok a počiatočný riadok výberu, ak existujeAktuálny režim zdrojového objektu '%s' nie je kompatibilný s cieľovým objektom prepisu knižnice '%s'Aktuálny režim zdrojového objektu '%s' nie je kompatibilný s cieľovým objektom '%s'Aktuálny uzol nemá žiadne viditeľné výstupy.Aktuálny strom uzlov neobsahuje žiadne uzly.Aktuálny strom uzlov je prepojený z iného .blend súboru.Aktuálny typ stromu uzlov nie je podporovaný. Mala by to byť jedna z možností {:s}.Súčasná matrica perspektívy ("window_matrix * view_matrix")Aktuálna póza pre armatúrySúčasný mechanizmus prekreslenia nepodporuje zapečenieSúčasný kľúčový tvarIndex súčasného kľúčového tvaruAktuálna fáza procesu importuZobrazuje sa aktuálne stereo okoAktuálny čas simulácieMatrica aktuálneho pohľaduMatrica aktuálneho oknaAktuálne: Aktuálne vyhodnocovanie scényMomentálne sa vyhodnocuje vrstva zobrazeniaAktuálne vybraná naviazanieKurzorKurzor (posuv)Farba kurzoraVzdialenosť kurzoraPoloha kurzoraNastaviť zámok kurzoraRovina kurzoraPremietnuť povrch kurzoraHodnota kurzoraHodnota kurzora na výberZobrazenie kurzoraKurzor XHodnota X kurzoruHodnota Y kurzoruPoloha kurzora v normalizovaných súradniciach (0,0 - 1,0)Umiestni kurzor v normalizovaných súradniciach klipovPoloha kurzora v normalizovaných súradniciach náhľaduUmiestni kurzor v súradniciach obrazovkyKurzor musí byť nad povrchovou sieťouKurzor na výberZakrivenie3D zakrivenieZakrivenie MinimumZakrivenie vyvýšeninyOpakovanie vyhladenia zakriveniaZakrivenie údoliaZatienenie založené na zakrivení, užitočné pre lepšiu viditeľnosť jemných detailovKrivkaBézierov kruhBézierova krivkaKonštantnýKrivkaDráha krivkyVlastnáVlastná krivkaPredĺžiťExtrapólovanéDopadPrednastavenie krivky dopaduTyp dopaduZmäkčenie dopaduHorizontálneInverzný štvorecČiaraLineárnyMaxStredný krokRežimNováBez dopaduNURBS kruhNURBS krivkaNURBS dráhaTvar profiluProporcionálna úprava dopaduProporcionálny dopadNáhodneKoreňovýZaoblenýOstrýOstrejšieVyhladenýVyhladenejšiaGuľovýPovrch kruhuPovrch krivkyPovrch valcaPovrch záplatyPovrch gulePovrch prstencaPovrchKrivka '%s' neobsahuje danú drážku2D krivkyOhyb krivkyKruh krivkyÚdaje krivkyDeformovať krivkuRežim editácie krivkyPrekrytia v režime úpravy kriviekDopad krivkyRozsah snímky krivkyID skupiny kriviekVodiaca krivkaPozície manipulátora krivkyID krivkyKrivka Dnu XIndex krivkyInformácia krivkyInštancie krivkyKrivka chveniaDĺžka krivkyUzol Dĺžka krivkyČiara krivkyPriradený bod krivkyMapovanie krivkyModifikátor KrivkaObjekt krivkyPosuvy krivkyKrivka Von XNastavenie maľovania krivkyDopad parametra krivkyBod krivkyPočet bodov na krivkeMniniaplikácia profilu krivkyPolomer krivkyKoreň krivkyTvarovanie krivkyKrivky prekrytia tvarovaniaSegment krivkyCitlivosť krivkyTvar krivkyZúžiť/Rozšíriť krivkuOdrezok krivkyDrážky krivkyKrivka silyDelenia krivkyTangens krivkyNáklon krivkyŠpička krivkyKrivky farieb miniaplikácieKomponent krivky obsahujúci drážku a údaje o riadiacich bodochRiadiaci bod krivkyBlok údajov krivky skladovania kriviek, drážok a NURBSBlok údajov krivky použitý na uloženie povrchovBlok údajov krivky použitý na uloženie textuBlok údajov krivkyKrivka definujúca zúženie zhluknutiaKrivka definujúca zdrsnenieKrivka definujúca priebeh času otvorenia uzávierkyKrivka definujúca zakrútenieModifikátor Deformácia krivkyKrivka deformácie objektu textuMetóda prispôsobenia krivkyKrivka podľa objektov povrchovej siete alebo textuGeometria krivky definujúca dráhu krivkyVplyv efektora vodiacej krivkyKrivka v priradení krivkyKrivka interpolácie v tomto bode: bézierova alebo vektorováMapovanie krivky k priradenej farbe, hodnotám vektorov a skalárov na iné hodnoty použitím krivky definovanej užívateľomNázov objektu krivky, ktorý definuje zúženie (šírku)Objekt krivky sa deformuje sObjekt krivky prispôsobený dĺžke poľaKrivka boduDelenie krivky alebo povrchu na segmentyVeľkosť kriviek musí byť väčšia ako nulaKrivka ovládajúca tento vzťahKrivka na povrchovú sieťKrivka na bodyKrivka do rúrkyKrivka na výpočet dĺžkyKrivka pre konverziu na povrchovú sieť s použitím daného profiluTyp krivkyKrivka použitá pre efekt modulácieKrivka používaná pre mapovanie krivkyKrivka používaná pre efekt chveniaKrivka používaná na citlivosťKrivka používaná na siluKrivka používaná na mapovanie tlaku na chvenie štetcaKrivka používaná na mapovanie tlaku na veľkosť štetcaKrivka používaná na mapovanie tlaku na silu štetcaVeľkosť šírky krivky nie je podporovaná pre interpoláciu USDKrivka(y)Krivka (krivky) nemá aktívny bodKrivka: {} bodov, {} drážokMapovanie krivky nemá vlastnú mapu krivkyTabuľka Profil krivky nie je inicializovaná, volaná inicializácia()ZakrivenéKrivkyPridať (pripočítať)Typ štetcaUčesaťTyp tvaru krivkyValecDeleteHustotaNarastať/ZmenšiťNovéVýber maľovaniaStiahnuťVyfúknuťPosunúťVyhladenáHadí háčikVláknoPásRežim editácie krivkyPrekrytie v režime úprav kriviekZmena mierky Zúžiť/Rozšíriť krivkuInfo krivkyObjekt krivky nepodporuje túto operáciu nastavenia počiatkuTvarovanie krivkyMožnosti kriviek tvarovania Pridať krivkuNastavenia štetca kriviek tvarovaniaNepriehľadnosť klietky tvarovania kriviekMaľovať tvarovanie kriviekParameter dopadu tvarovania kriviekNastavenia tvarovania kriviekKrivky nie sú pripojené k žiadnej UV mapeKrivky ako povrchové sieteKrivky ako NURBSKrivky nemajú informácie o pripojení, ktoré možno použiť na deformáciuKrivky nemajú informácie o pripojení povrchuKrivky z vyhodnotených údajov krivkyKrivky musia mať nastavený objekt povrchu sieteKrivky nepripevnené k povrchuKrivky podporujú len jeden materiál; vstupom výberu nemôže byť poleTyp tvaru krivkyKrivky prechádzajúce pozdĺž hlavnej krivkyKrivky na Grease PencilKrivky pre zmenu cyklického stavuKrivky pre zmenu manipulátorov naKrivky pre zmenu normál naKrivky pre zmenu rozlíšeniaKrivky na zmenu typuKrivky pre konvertovanie na bodyKrivky na deformáciuKrivky na vyplnenie. Všetky krivky sa považujú za cyklické a premietajú sa do roviny XYKrivky na generovanie zaoblených rohov naKrivky na opätovné snímanieKrivky pre snímanie na pozíciáchKrivky pre nastavenie úchytov na riadiacich bodochKrivky pre nastavenie polomeru naKrivky pre nastavenie sklonu naKrivky na skrátenieKrivky na delenieKrivky na prepínanie začiatku a koncaDĺžka krivej 2D čiary pre delenie reťazeZakrivenie rezancaVlastnýVlastné ({:.4g} sním/s)Vlastný útlmVlastný bajtový kódHašovací súčet vlastného bajtového kóduVlastná kameraKompilácia vlastného tieňovača kamery zlyhala, chyby nájdete na konzoleVlastná krivka dutinyVlastná farbaVlastné predvoľby fariebVlastná sústava fariebVlastné farbyVlastný kompozítor skupiny uzla pre python uzlyVlastná krivkaVlastný priečinokVlastná vzdialenosťVlastná cesta súboruUzol geometrie vlastnej skupiny pre uzly PythonVlastná stupňovitosťVlastná skupinaVlastný otočný bod IKVlastná ikonaVlastný obrázokVlastný nápisVlastná polohaVlastná normálaVlastné normályLen vlastné normályVlastný objektVlastné pohlcovanieVlastné farby cibuľových šupiekVlastné prekrytiaVlastná paralaxaVlastná cestaVlastné ovládanie otočného boduVlastná pózaCesta vlastného profiluUžívateľské vlastnostiVlastná náhradaVlastná kvalitaVlastný rozsahVlastná oblasťVlastný tieňovačTieňovač vlastnej skupiny uzla pre python uzlyVlastný tvarRotácia vlastného tvaruMierka vlastného tvaruTransformácia vlastného tvaruPremiestnenie vlastného tvaruRozsah vlastných snímok simulácieVlastný rozsah simulácieVlastný priestorVlastný pohľadVlastný objemVlastná orientácia miniaplikácieCesta spustenia vlastného prehrávača animácieVlastná farba pre dráhu pohybu po aktuálnej snímkeVlastná farba pre dráhu pohybu pred aktuálnou snímkouVlastná farba tela uzlaVlastná sústava farieb na použitieVlastná krivka na aplikovanie efektuVlastná krivka na ovládanie 'sekvencie' interpolácie medzi snímkami Grease PencilVlastné krivky pre ovládanie dopadu efektu štetca snímok Grease PencilVlastná krivka na ovládanie jednoduchej hrúbkyNázov vlastných údajov vrstvy pre indexNázov vlastnej vrstvy údajov pre náhodnosť hodnotyVlastný definovaný regiónVlastné dynamicky definovaný nápis UI pre zásuvku. Môže byť preložený, ak je preklad povolený v nastaveniachVlastná hodnota vytrácaniaVlastná krivka dopaduVlastný filterVlastná interpolácia definovaná použitím mapy krivkyVlastná krivka priradeniaVlastné uzlyVlastné nástroje normál používajúce vektor normál v užívateľskom rozhraníUžívateľské vlastnostiVlastný referenčný vodiaci bodZdroj vlastného tieňovačaVlastná veľkosť pre zmenšovanie exportovaných textúrVlastné príznaky (tokeny názvov) pre aktíva, ktoré sa používajú na filtrovanie a všeobecnú správu aktívVlastný text, ktorý sa zobrazí v poznámke k pečiatkeVlastná hodnota pre metre na jednotku v kategórii USDVystrihnúťPrerezať hranyVyrezať častice do tvaruPrerezaťRozstrihať naOdreže pretnutia vnútri plôšokPrereže hrany plôšky pre krajšie črepinyPrerezanie geometrie pozdĺž roviny (klikni a ťahaj na definovanie roviny)Ostrihá vlasy tak, aby zodpovedali tvaru objektuOstrihá vlasyVystrihne vnútri geometrie, pričom každá strana je oddelená (len vybraná/nevybraná)Oreže vybrané položky pod uhlom pre vytvorenie skosenia alebo zaobleniaPretne slučkou povrchovú sieť a posunie juPrereže novú topológiuKopíruje vybraný text do schránkyOdreže vybranú plnú geometriu od nevybranejVystrihne text do schránkyPrereže všetky plôšky a to nielen tie viditeľnéOdreže, odčíta alebo spojí viacero vstupov mriežky objemu SDFOdreže, odčíta alebo pripojí viaceré vstupy povrchovej sieteOrezaťVzdialenosť záberovOkamžitá frekvencia filtra z vysokou priepustnosťou, ktorý sa použije na zvukové údajeOkamžitá frekvencia filtra s nízkou priepustnosťou, ktorý sa použije na zvukové údajeRezyRezy povrchovej siete naprieč rovinou zrkadlaRezy: %s, Vyhladenia: %sCyklickyTyp cyklického manipulátoraDĺžka cykluCyklus dozaduCyklické prepínanie medzi všetkými štyrmi typmi manipulátorovSpätné cyklovanieCyklujte animovaný čas v rámci akcie začiatku a koncaCykluje snímky v sekvenciiCyklicky prechádza obrázky vo filmeCykluje cez všetky neprázdne zásuvky prekresleniaPrechádza dostupnými obrazovkamiPrechádzať naprieč históriouCyklicky prechádza druhmi vnútorných sklonovCyklicky prechádza metódami priesečníkovCyklické prepínanie medzi režimami posuvuCyklicky prechádza druhmi vonkajších sklonovPrechádza kontextom editora aktiváciou nasledujúceho/predchádzajúcehoCyklovanie naprieč dúhou, pokus dať každej krivke jedinečnú farbuCyklicky prechádza nástrojmi v tejto skupineCyklicky prechádza pracovnými priestormiVedome cyklovať kľúčovanieCyclesNastavenia prekreslenia kriviek CyclesNastavenia vlastnej kamery CyclesLadenie CyclesModifikátor funkcie CyclesNastavenia svetla CyclesNastavenia materiálu CyclesNastavenia povrchovej siete CyclesNastavenia objektov CyclesZariadenia prekreslenia CyclesMechanizmus prekresľovania CyclesNastavenie prekreslenia CyclesNastavenia CyclesNastavenia zobrazenej vrstvy CyclesNastavenia viditeľnosti CyclesNastavenie sveta CyclesCycles stavané bez podpory EmbreeNastavenia prekreslenia kriviek CyclesCycles sú v tejto zostave zakázanéNastavenia svetla CyclesNastavenia materiálu CyclesNastavenia povrchovej siete CyclesNastavenia objektov CyclesNastavenie prekreslenia CyclesIntegrácia prekresľovača CyclesNastavenia viditeľnosti CyclesNastavenie sveta CyclesCyklickyCyklická animáciaCyklický posuvCyklický časový pásCyklická UCyklická VCyklické rozšírenie/opakovanie sekvencie kľúčovej snímkyCyklický efekt zvlneniaRežim cyklovania použitý po poslednej kľúčovej snímkeRežim cyklovania použitého pred prvou kľúčovou snímkouValecPolomer valcaČesky - ČeštinaZastarané: Pridá pôvodnú rotáciu do kopírovanej rotácieDJVDLSDNxHDNadolDPXDPX (.dpx)DVDVCPRO HD 1080pDVCPRO HD 720pDVD (poznámka: mení sa rozlíšenie prekresľovania)DWAA (stratové)DWAB (stratové)StlmenieFaktor mokrostiStlmenie odrazu vlny pohybujúcej sa v opačnom smere vetraUtlmený najmenší štvorec s číselným filtrovanímStlmiť stopuVynútenie Stlmená stopaTlmenieTlmenieEpsilon tlmenieFaktor stlmeniaMaximálne tlmenieČas zoslabovaniaPremiestnenie stlmeniaZoslabenie XUhol zoslabenia XZoslabenie YUhol zoslabenia YZoslabenie ZUhol zoslabenia ZTtlmenie harmonickej silyZoslabenie na osi XZoslabenie na rotačnej osi XZoslabenie na osi YZoslabenie na rotačnej osi YZoslabenie na osi ZZoslabenie na rotačnej osi ZPrekážajúce uzly presmerovania sa ignorujú.Dánsky - DanskStmaviťRežim stmaveniaStmaví hrany.TmavšieTmavosť tieňovPomlčkaPomlčka 1Pomlčka 2Pomlčka 3Dĺžka čiarkySegment modifikátora čiarkyPomer čiarkyPrerušovaná čiaraNepriehľadnosť prerušovanej čiaryÚdajeÚdaje rozhrania APIÚdaje hĺbkyVrstva údajovOperácia údajovCesta údajovNáhľady údajovNastavenie údajovZdroj údajov:Cieľové údajePrenos údajovModifikátor Prenos údajovTyp údajovPoškodenie údajov: blok údajov '%s' používa iný lokálny blok údajov ('%s') ako odkaz na údaje knižnice prepisu, čím sa odstránia všetky údaje prepisuPoškodenie údajov: blok údajov '%s' používa sám seba ako odkaz na knižnicu, čím sa odstránia všetky údaje prepisuPoškodenie údajov: blok údajov `%s` má vlastnosť prepisu knižnice bez cesty RNACesta údajov nie je nastavenáÚdaje bodu pre ťah krivky voľnou rukouZdrojové údaje použité pre pozadieÚdaje idúce na úpravu v operácii rozšíreniaÚdaje na čítanie zo zásobníkaTyp údajovTyp údajov pre topologickú mriežkuTyp údajov AOVTyp údajov vlastnostiTyp údajov zásuvkyTyp údajov voxelÚdaje použité na identifikáciu stĺpca tabuľkyÚdaje použité na identifikáciu tabuľky v tabuľkovom procesoreÚdaje použité na identifikáciu zodpovedajúcich údajov zo zdroja údajovÚdaje použité na identifikáciu tabuľkyHodnoty údajov bez špeciálneho správaniaBlok údajovNázov bloku údajovReferencie bloku údajovTyp bloku údajovBloky údajovBlok údajov '%s' obsahoval neplatnú vloženú skupinu uzlov, ktorá nebola prečítanáBlok údajov '%s' nie je prepisom knižnice alebo nie je súčasťou hierarchie prepisov knižniceBlok údajov '%s' už nie je aktívumBlok údajov '%s' je teraz aktívumBlok údajov nepodporuje operácie s aktívami - musí to byť štetec, kolekcia, skupina uzlov, objekt, póza, scéna alebo svetBlok údajov nepodporuje náhľadyBlok údajov, z ktorým je upravovaný blok údajov prepojenýBlok údajov nie je označený ako aktívumBlok údajov premenovaný na '%s', skúste ho znova premenovať na '%s'Typ bloku údajov nepodporuje automatické náhľadyTyp bloku údajov nepodporuje falošného užívateľaTyp bloku údajov na zobrazenieBlok údajov používaný na poznámky v 3D zobrazeníBlok údajov použitý týmto kľúčovým tvaromBlok údajov, ktorý používa tento zbalený súbor, nie je možné upravovaťBlok údajov upravovaného uzlaBloky údajov v tejto knižnici je možné upravovať napriek tomu, že sú prepojené. Používajú sa prostriedky štetca a ich závislosti.Bloky údajov, ktoré nie sú v globálnej Hlavnej databáze, nemožno premenovaťPrenosUdajovDátumZmenený dátumDátum: {:s} {:s}DniDeaktivuje zobrazovač geometrických uzlov pri kliknutí na prázdne miestoDeaktivuje voxely mriežky mimo minimálnych a maximálnych súradníc a nastaví ich na hodnotu pozadia.Deaktivácia pevného telesa na začiatku simulácieDeaktivuje vybraný uzol zobrazovača v uzloch geometrieDeaktiváciaMŕtveMŕtva zónaSmrťLadeniePozadie ikony LadeniaPopredie ikony LadeniaPočet ladiacich snímokHodnota ladeniaVoľby ladenia, len keď začínajú s '-d 'Posuv otlačkuSkromná všestranná stratégia. Kosť s jedným potomkom má hrot umiestnený na lokálnej osi najbližšie k svojmu potomkoviDesatinné miestaZdecimovaťZdecimuje F-krivky odstránením kľúčových snímok, ktoré najmenej ovplyvňujú tvar krivkyZnížte počet F-kriviek určením, ako veľmi sa môžu odchýliť od pôvodnej krivkyModifikátor zdecimovaniaDecimovanie: Preskočenie nelineárnych/bézierových kľúčových snímok!Modifikátor zdecimovaniaDeklarácia panela uzlovDeklarácia zásuvky uzlaDeklarácia zásuviek a užívateľských panelov skupiny uzlovRozloží rotáciu výkyvu tak, aby smerovala na os X a potom ju zakrútiRozloží rotáciu výkyvu tak, aby smerovala na os Y a potom ju zakrútiRozloží rotáciu výkyvu tak, aby smerovala na os Z a potom ju zakrútiRozloží na valcovité komponenty.Rozklad na sférické zložky.Namiesto budovania búra povrchovú sieťZnížiť kontrastZníži výšku skokuZníži segmentyPredvolenéPredvolený atribútPredvolene zatvorenéPredvolená farbaAtribút Predvolená farbaPôvodné farbyPredvolený štetec gumovaniaPredvolené vytrácaniePredvolená snímka: {:.02f} (malo by to byť celé číslo!)Predvolená snímka: {:.0f}Predvolený cieľ (cieľová pozícia vrcholu)Predvolená hodnota zásahu (cieľová poloha vrcholu), bez použitia skupiny vrcholovPredvolená šírka uzla skupinyPredvolené manipulátoryPredvolená metóda importuPredvolený vstupPredvolená interpoláciaPredvolené kľúčové kanályPredvolená konfigurácia klávesyPredvolené rozloženiePôvodné maximumPôvodné minimumPredvolená veľkosť náhľaduPredvolený režim vyhladeniaPredvolené naPôvodná hodnotaPôvodná váhaPôvodná váha APôvodná váha BPredvolená akcia pre pravé tlačidlo myšiPredvolená zostava konfigurácie klávesyPredvolená farba textúry nevrátenej RGB alebo keď je povolená intenzita RGBPredvolená farba pevných tvarov kostíPredvolený farebný príznak pre nové uzly a skupiny uzlovPredvolená vzdialenosť okrajov obrázka, pri ktorej značka zastaví snímaniePredvolený štetec gumovania na rýchle striedanie s hlavným štetcomPredvolená farba výplnePredvolená pozícia záhlavia pre nové typy priestorovPredvolené umiestnenie, v ktorom sa zobrazí prekreslenie obrázkovPredvolené umiestnenie, v ktorom sa zobrazí Editor súborovPredvolené umiestnenie, v ktorom sa zobrazia predvoľbyPredvolená minimálna hodnota korelácie zhodou medzi vzorkou a odporúčaním, ktorá sa stále považuje za úspešné snímaniePredvolený model pohybu, ktorý sa má použiť na snímaniePredvolené poradie kľúča zoraďovaniaPredvolené cesty externých súborovPredvolená vzorovaná výplňPredvolená relatívna cesta pre výber súboru, ak ešte cesta nie je definovanáPredvolené nastavenie posúvačov Sledovania očných viečok (X a Z)Predvolená veľkosť miniatúr náhľadu aktíva v pixelochPredvolená hodnota pre rozšírený číselný vstupPredvolené nástroje pre režim častícPredvolená hodnota mimo voxelov mriežkyPredvolené prekresľovanie objemu používa nulový rozptyl, ktorý je nezaujatý a má menej artefaktov, ale môže byť viac zašumený. Zaujatá možnosť používa pochod lúčov s ovládačmi pre veľkosť krokov a maximálny počet krokovPôvodná váha vrcholu, ak nie je v prvej A skupine vrcholovPôvodná váha vrcholu, ak nie je v druhej B skupine vrcholovPredvolená váha vrcholu, ak nie je v skupine vrcholovPredvolenéDefinovať základDefinovať hĺbkuDefinovať podpisDefinovanie vlastného rozsahu snímok použitých v modifikátoreDefinuje čiaru so začiatočným bodom, smerom a dĺžkouDefinuje a upravuje ovládače, ktoré prepájajú vlastnosti s vlastnými funkciami alebo inými údajmiDefinuje oblúk 3 bodmi na kružnici. Oblúk sa vypočíta medzi počiatočným a koncovým bodomDefinuje sily pre vrcholy na udržanie animovanej pozícieDefinuje, ako sa majú vektory rýchlosti interpretovať s ohľadom na čas, „snímka“ znamená, že delta čas je 1 snímka, „druhé“ znamená, že delta čas je 1 / sním/sDefinuje polomer hodnotou na pohyblivej desatinnej čiarkeDefinuje koncentráciu melanínu nižšie, aby ste získali najrealistickejšie vyzerajúce vlasy (môžete získať koncentrácie pre rôzne typy vlasov online)Definuje dosah a polohu tromi bodmiDefinuje dosah hodnotou na pohyblivej čiarkeDefinuje počiatočný a koncový bod čiaryDefinuje krivku ťahu podľa bézierovej krivky (ťahy sú oddelené podľa medzier)Definuje transformáciu lokálne alebo použitím transformácie objektuDefinuje, kde pozdĺž drážky končí geometria krivky (0 pre začiatok, 1 pre koniec)Definuje, kde pozdĺž drážky začína geometria krivky (0 pre začiatok, 1 pre koniec)Definuje, odkiaľ pochádza umiestnenie a rotácia zobrazenia VR, na ktoré sa používa delta presunu a rotácie z hlavovej súpravy VRDefinuje podsústavu skupín na použitieLen definované prvotné tvaryDefinuje funkcie spätného volania na rozšírenie IO USDDefinuje, ako zarovnať body a polia vykreslením dráhy a otáčaním objektuDefinuje, aká veľká časť ťahu sa vytráca/zjavujeDefinuje množstvo viditeľnosti ťahuDefinuje, ako sa bude operátor správať k výberu v aktívnej vrstveDefinuje spôsob usporiadania ťahov v 3D priestore (pre objekty nezobrazené „Vpredu“)Definuje, ako farba vrcholu ovplyvňuje ťahyDefinuje, či majú byť kľúče zarovnané na krivke uľahčenia vstupu alebo výstupuDefinuje možnosť riešiteľa opätovného opakovania (zbiehavosť sa spresňuje) na žiadnom, prvom alebo všetkých snímkachDefinuje veľkosť posuvu derivácie použitej na výpočet stupňovania a zvlneniaDefinuje užívateľské rozhranie, ktoré sa má prepísať. Ak nie je nastavené, vytvorí sa nové a pomenuje sa podľa názvu výbavyDefinuje kanál používaný na obmedzenie rozpíjania. Vyvažuje medzi dvomi neprimárnymi farebnými kanálmi, s ktorými sa porovnáva primárny kanál. 0 znamená, že sa použije druhý z týchto dvoch kanálov, zatiaľ čo 1 znamená, že sa použije prvý z týchto dvoch kanálovDefinuje rozmer obrázka, ku ktorému sa vzťahuje relatívna hodnotaDefinuje premietanie objektívu ako mnohočlenové, aby bolo možné napodobniť objektívy kamier v reálnom sveteDefinuje špecifický formát argumentov, pomocou ktorých textový editor otvára súbory. Podporované rozšírenia sú nasledovné: $filepath Absolútna cesta k súboru. $line Riadok, na ktorom sa má súbor otvoriť (nepovinné). $column Stĺpec, ktorý sa má otvoriť od začiatku riadku ( nepovinné). $line0 a column0 začínajú od nuly. Príklad: -f $filepath -l $line -c $columnDefinuje podiel ťahu pre použitie na výpočet predĺženiaUrčuje, či je popredie vo forme priama alfa, čo je potrebné vedieť pre správne alfa zloženie. Obrázky v kompozítore sú štandardne vo formáte prednásobená alfa, takže vo väčšine prípadov by to malo byť FALSE. Ale ak, a len ak, bolo popredie z nejakého dôvodu konvertované na formu priama alfa, malo by to byť nastavené na TRUEDefinuje, do ktorej kolekcie sa majú umiestniť objekty miniaplikácií. Ak nie je nastavená, vytvorí sa nová na základe názvu výbavyDefinuje, ktoré kľúče sa majú použiť ako sklon a koľko sa ich má prelínaťDefinuje, ktorá výbava sa má prepísať. Ak nie je nastavená, vytvorí sa nová s názvom podľa možnosti názov výbavy alebo meta výbavyDefiníciaDefinícia voľby vo výpočte vlastnosti RNADefinícia zvukových kanálovZredukovaťVychýliť emitorOdchyľuje kvapaliny a ovplyvňuje ich prúdenieVychýlenieVychyľovačeZmena zaostreniaDeformáciaOsi deformácieDeformačná kosťDeformácia kriviek na povrchuRežim deformácieDeformovať pózu kostíDeformovať okolo lokálnej osiDeformuje na základe série kotviacich bodovDeformácia v osi XDeformácia v osi YDeformácia v osi ZInterpolácia deformácie rotácie s kvaterniónamiDeformuje určené body použitím iného objektuDeformuje body ťahu použitím objektu armatúryDeformuje body ťahu použitím objektovDeformuje ťahy použitím objektu mriežkyDeformuje sieť alebo krivku pomocou externej vyrovnávacej pamäte povrchovej siete v Alembic formáteDeformuje sieť pomocou externého zásobníka na transformáciu vrcholuDeformuje tvar zakrútením, ohýbaním, zužovaním alebo rozťahovanímDeformujte tvar použitím armatúry objektuDeformuje ťah tak, aby čo najlepšie zodpovedal tvaru plášťaDeformuje použitím inej povrchovej siete, ktorá pôsobí ako deformačná klietkaDeformuje použitím tvaru mriežkového objektuDeformácia objemu na základe šumu alebo iných vektorových políSkupina deformácie '%s' v objekte '%s' nie jeDeformáciaPremostiť deformáciuCieľ deformácieTyp deformácie použitý štetcomDeformácie (kľúčových tvarov, modifikátorov deformácií)Poloha deformácieDeformáciaDeformuje existujúce krivky vlasov na vrkoče použitím vodiacich kriviekDeformuje existujúce krivky vlasov na kučery použitím kriviek vodeniaDeformuje krivky vlasov použitím textúry šumuDeformuje krivky vlasov pomocou náhodného vektora na bod, čím ich rozstrapatíStupneOdstránenie prekladaniaOdstráni prekladanie všetkých vybraných filmových zdrojovPri načítaní súboru filmu odstráni prekladanieDelDelaunayOneskorenieObnovenia oneskorení záberuOneskorenie v sekundách pred dosiahnutím maximálnej rýchlostiOdstrániťOdstráni 4 medzery na začiatku riadkuOdstrániť zapečenéOdstrániť aktívum štetcaOdstrániť katalógOdstrániť údajeOdstrániť prázdne snímkyOdstrániť geometriuOdstrániť globálneOdstrániť snímku(y) Grease PencilOdstrániť vyššieOdstrániť modifikátorOdstrániť stlmenéOdstrániť bodOdstrániť aktívum pózyOdstrániť referenčný objektOdstrániť segmentyOdstrániť výberOdstráni štúdiové svetloOdstrániť stopuOdstrániť nepoužitéOdstrániť nepoužité uzlyOdstráni celé častice alebo len kľúčeOdstráni kľúčovú snímku z vybraných stôp v aktuálnej snímkeOdstráni aktívne snímky pre všetky vrstvyOdstráni aktívne kľúčové snímky všetkých vrstievOdstráni aktívnu scénuOdstráni aktívnu obrazovkuOdstrániť aktívny textový súbor?Odstrániť všetkoOdstráni všetky metaúdaje o aktívach a zmení blok údajov o aktívach späť na normálny blok údajovVymaže všetky metaúdaje aktív a premení vybrané bloky údajov aktív späť na bežné bloky údajovOdstráni všetky meta údaje o aktívach, čím sa vybrané bloky údajov aktív zmenia späť na normálne bloky údajov a nastavenie Falošný užívateľ pre zabezpečenie uloženia blokov údajovOdstráni všetky zásobníky zapečenia všetkých objektov v aktuálnej scéneOdstráni všetky prázdne údajové kontajnery s animáciami z viditeľných blokov údajovOdstráni všetky snímky, ktoré nemajú vnútri žiadne uzlyZmaže všetky neplatné záložkyOdstráni všetky kľúče, ktoré boli vytvorené operátorom 'Pripevniť na kameru scény'Odstráni všetky zapečené údaje o osvetlení svetelných snímačovOdstráni všetky uzly s nepoužívanými výstupmiOdstráni všetky vybrané animačné kanályOdstráni všetky vybrané ťahy alebo bodyOdstráni všetky viditeľné ovládače považované za neplatnéOdstráni všetky pracovné priestory okrem tohtoOdstráni alternatívne vrcholy v ťahu okrem extrémovOdstráni atribút so zadaným názvom z geometrie. Zvyčajne sa používa na optimalizáciu výkonuOdstráni hrany slučky zlúčením plôšok na každej straneOdstráni existujúci bodOdstráni údaje zapečenia jedného uzla zapečenia alebo simulácieOdstráni zásobníky všetkých vybraných objektovOdstráni zásobník nepriameho osvetleniaOdstrániť simulácie uložené v zásobníkoch v modifikátoroch uzlov geometrieOdstránenie objektov potomkov a kolekciíOdstráni aktuálne pravidlo kŕdľaOdstráni aktuálny stav kŕdľaOdstráni aktuálny zásobníkOdstráni aktuálnu kľúčovú snímku aktuálnej aktívnej vlastnosti užívateľského rozhraniaOdstráni uzly krivkyOdstráni ovládače priradené k vybratým položkámOdstráni ovládače pre všetky prvky poľaOdstráni objekt prázdneho obrázku po vytvorení roviny povrchovej sieteOdstrániť riadiaci bod plášťaOdstráni kvapalinu zo simulácieZmaže kvapalinu vnútri prekážokOdstrániť v prekážkeOdstráni kľúčové snímky zo všetkých prvkov poľaOdstrániť kľúčové snímky z vybraných objektov?Odstrániť kľúčové snímky z vybraných objektov?Odstráni kľúčové snímky na aktuálnej snímke pre všetky vlastnosti v určenej sústave kľúčovaniaOdstráni voľné vrcholy, hrany alebo plôškyOdstráni značku aktuálnej snímky z vybraných stôpOdstrániť značku aktuálnej snímky z vybraných stôp?Odstráni filmový klip súboru náhrady z pevného diskuOdstráňte jeden z každého páru na vyriešenie:Odstráni iba výplne a nie ťahyOdstrániť iba ťahy a nie výplneOdstráni zapečenú fyzikuOdstrániť bodyOdstráni sekundárne častice, ktoré sú vnútri prekážok alebo opúšťajú oblasť vplyvuOdstráni vybrané NLA stopy a pásy, ktoré obsahujúOdstrániť vybrané kosti?Odstráni vybranú záložkuOdstráni hierarchie vybraných kolekciíOdstrániť vybrané riadiace body alebo drážky?Odstráni vybrané riadiace body alebo segmentyOdstráni vybrané riadiace body alebo drážokOdstráni vybrané riadiace body, oprava okolitých manipulátorovOdstráni vybrané prvky, ktoré nie sú v trupe použitéOdstráni vybrané plôšky, ktoré sú v trupe použitéOdstrániť vybrané súbory?Odstrániť vybrané kľúčové snímky?Odstráni vybrané položky zoznamuOdstrániť vybrané značky?Odstráni vybrané prvky meta guleOdstrániť vybrané prvky meta gule?Odstráni vybrané objektyOdstráni vybrané objekty a kolekcieOdstrániť vybrané objekty?Odstráni vybrané častice alebo kľúčeOdstráni vybrané body bez rozdelenia ťahovOdstráni vybrané zostavyOdstráni vybrané klávesy opätovného načasovania z radiča sekvenciíOdstráni vybrané pásyOdstráni vybrané pásy z radiča sekvenciíOdstráni vybrané ťahy alebo bodyOdstráni vybranú časovú značku(y)Odstráni vybrané stopyOdstrániť vybrané stopy?Odstráni vybrané vrcholy, hrany alebo plôškyOdstráni body ťahu medzi pretínajúcimi sa ťahmiOdstrániť cieľovú premennúOdstráni text na pozícii kurzoraOdstráni text podľa pozície kurzoraOdstráni ID pod kurzoromOdstráni aktívnu snímku(y) Grease PencilOdstráni aktívne aktívum štetcaOdstráni aktívnu snímku aktívnej vrstvy poznámkyOdstráni aktívne alebo všetky skupiny vrcholov z aktívneho objektuOdstrániť aktívnu polohuOdstráni aktívny pracovný priestorOdstráni doplnok zo systému súborovOdstráni vybrané aktívum pózyOdstráni vybraný orientačný bod VR zo zoznamuOdstráni vybrané lokálny prepis a ak je to možné, znova prepojí jeho použitie s prepojeným blokom údajov, inak ho resetuje a označí ako neupraviteľnýOdstráni vybrané lokálne prepisy (vrátane ich hierarchií závislostí prepisov) a opätovne prepojí ich používanie s prepojenými blokmi údajovOdstráni vybraté lokálne prepisy a ak je to možné, znova prepojí ich použitie s prepojenými blokmi údajov, inak ich resetujte a označí ako neupraviteľnéOdstráni túto knižnicu a všetky jej položkyOdstráni túto váhu z vrcholu (zakázané, ak skupina vrcholov je zamknutá)Odstráni stopu zodpovedajúcu vybranej krivkeOdstrániť stopu zodpovedajúcu vybranej krivke?Odstráni orientáciu transformácieOdstrániť nevyčistené segmenty stôpOdstrániť nevyčistené stopyOdstrániť opätovným pripojenímOdstránených %d blokov údajovOdstránené %u ovládačeOdstránených %u objekt(y)Odstránený 1 uzolOdstránených {} uzlovOdstráni aktuálnu snímku v aktívnej vrstveOdstráni posunutie modifikátora Viacnásobný rozkladOdstráni plôšky, ktoré sú priradené k sústave plôšokOdstráni povrchovú sieť s vyšším rozkladom, potenciálna strata podrobnostíZrušenie limituZrušenie limitu UV súradnícZrušenie limitu hrán švovZrušenie limitu smerovania plôškyZrušenie limitu materiálu plôškyZrušenie limitu ostrých hránObmedziť operáciu rozpusteniaVymedziť výber slučky hránObmedzí výber slučky hrán na švochObmedzí výber slučky hrán na ostrých hranáchVymedziť výber prstenca hránVymedziť výber prstenca hrán na okrajoch materiáluVymedziť výber prstenca hrán na švochVymedziť výber prstenca hrán na ostrých hranáchVymedziť výber slučky plôšokVymedziť výber slučky plôšok na okrajoch materiáluVymedziť výber slučky plôšok na švochVymedziť výber slučky plôšok na ostrých hranáchOhraničiť vybranú oblasťObmedzovačOddeľovač musí byť jednoznakovýOddeľovač nesmie byť \n, \r, „ alebo \Dodá prechod pohlcovania okolímVýsledok prekresľovania Grease Pencil doručí v samostatnom prechodeDodanie zmiešaných povrchov alfa v samostatnom prechodeDodať prechod kvitnutia (zastarané)Dodať hodnoty hĺbky prechoduDodá prechod rozptylu farbyDodá prechod priameho rozptyluDodá prechod nepriameho rozptyluDodá prechod priameho objemového rozptyluDodá prechod emisieDodá prostredie prechodu osvetleniaUdelí plný kombinovaný RGBA zásobníkDodá farebný prechod odleskuDodá prechod priameho odleskuDodá prechod nepriameho odleskuDodá prechod nepriameho objemového rozptyluDodá prechod indexu materiáluDodá prechod faktora hmly (0,0 - 1,0)Prináša normálny prechodDodá prechod indexu objektuDodá prechod pozícieDodá prechod tieňaDodá prechod vektora rýchlostiDodá prechod farby podpovrchuDodá prechod priameho podpovrchuDodá prechod nepriameho podpovrchuDodá prechod textúry UVDodá prechod farby prestupuDodá prechod priameho prestupuDodá prechod nepriameho prestupuDodá objemu priamy prechod svetlaDeltaDelta polohaDelta rotáciaDelta rotácia (Euler)Delta rotácia ( kvaternión)Delta veľkosťČas deltaDelta transformáciaDelta XDelta YPosuv delta klonu obrázku v súradniciach 0,0 až 1,0DeltaX: %sDemoDžínsovinaOdstrániť šumUzly odstránenia šumuNáhľad zníženia šumu na GPUSpoločné odstránenie šumu farebným a vodiacim prechodom. Zlepšuje kvalitu, keď sú vodiace pasáže zašumené, s použitím najmenšieho množstva dodatočného času spracovaniaOdstránenie šumu obrázku a vodiace priechody spoločne. Zlepšuje kvalitu, keď sú vodiace pasáže zašumené, s použitím najmenšieho množstva dodatočného času spracovania.Odstráni šum obrázku použitím dočasného opätovného premietania (môže zanechať nejakých duchov)Zníženie šumu na GPUOdstráni šum prekreslením sekvencie animácie použitím nastavení aktuálnej scény a vrstvy zobrazenia. Vyžaduje prechodné údaje na odstránenie šumu a výstup na OpenEXR viacvrstvových súborovPrekresľuje zníženie šumu z Cycles a iných prekresľovačov sledovania lúčovOdstráni šum obrázku po každej aktualizácii náhľadu použitím vybraného odstraňovača šumuOdstránenie šumu obrázku v 3D zábereOdstraňuje šum obrázku použitím vybraného odstraňovača šumu. Na odstránenie šumu obrázka po prekresleníOdstráni šum vykonaného prekreslenia obrázkuOdstraňovač šumuOdstránenie šumuOdrazivosť odstraňovača šumuÚdaje odstránenia šumuZariadenie odstránenia šumuOdstrániť šum vstupných prechodovNormálne odstránenie šumuPredbežný filter odstránenia šumuKvalita odstránenia šumuOdstránenie šumu dokončenéZaznamenáva, či objekt je vygenerovaný iným objektomHustotaHustota (kg/l) kvapaliny obsiahnutej vnútri objektu, použitá na vytvorenie hydrostatického tlakového gradientu simulujúceho hmotnosť vnútornej kvapaliny alebo vztlak z okolitej kvapaliny, ak je negatívnaPokusy o pridanie hustotyAtribút hustotyFaktor hustotyHustota mriežkyMaska hustotyHustota MaximumMetóda hustotyStupeň hustotyCieľová hustotaHustota je počítaná ako faktor východiskovej hustoty (závisí od veľkosti častíc)Hustota molekúl vzduchu. 0 znamená žiadny vzduch, 1 znamená vzduch v mesteHustota prachu, znečistenia a kvapôčok vody. 0 znamená žiadne aerosóly, 1 znamená aerosóly v mestskom prostredíHustota ozónovej vrstvy. 0 znamená žiadny ozón, 1 znamená ozón v mestských oblastiachHustota nového objemuHodnota hustoty (kg/m^3), umožňuje vlastnú hodnotu, ak sa použije predvoľba "Vlastná"Závislosti na údajoch scényGraf závislostiInštancia grafu závislosti objektuAktualizácia závislostí grafuSlučka závislostiAktualizácia grafu závislosti požadovaná počas hodnoteniaZastaranéZastaraná poznámkaZastaraná verzia na odstránenieZastaraná verziaZastaraný operátor, namiesto neho použite screen.keyframe_jumpZastarané, dlaždicovanie je vždy povolenéZastarané, použije vlastnosti 'uv', 'vertex_select', 'edge_select' alebo 'pin' (UV, výber vrcholov, výber hrán, pripnúť)Zastarané, namiesto toho použite use_data_displayVyradené. Namiesto toho použite uzol KryptomatovanieHĺbkaHĺbka 3DHĺbka AHĺbka BKombinácia hĺbkyUzol Kombinácia hĺbkyObjekt hĺbkyHĺbka ostrostiPosuv hĺbkyPoradie hĺbkyHĺbka skreslenia použitého pre výberHĺbka ostrostiNastavenia hĺbky ostrostiHĺbka výpočtu mrakovHĺbka šumuHĺbka plného dna pod hladinou vodyPosun hĺbky zvinutiaHĺbka je príliš veľkáOdvodí číselnú hodnotu z daného reťazcaOdvodí súradnice textúry z inej povrchovej sietePopisPopis prepisu vlastnostiPopis operácie prepisu nad vlastnosť prepisuPopis účelu položkyPopis stromu uzlovPopis vlastnosti pre tipy nástrojovPopis:Zrušiť výberZrušiť výber koncovZruší výber plôšky pripojenej k existujúcemu výberuZrušiť výber PripojenéZrušiť výber na ničZruší výber UV vrcholov na okraji každej oblasti výberuZruší výber vrcholov pripojených k existujúcemu výberuZrušiť výber všetkých znakovZruší výber všetkých prvkovZruší výber všetkých vybratých vrcholov priradených k aktívnej skupine vrcholovZruší výber všetkých, keď pod kurzorom nie je ničZruší výber kostí z aktívnej kolekcie kostíZruší výber okrajov vybraných kľúčov každej časticeZruší výber zásuvky aktívneho materiáluZruší výber riadiacich bodov na okraji každej oblasti výberuZruší výber každého n-tého prvku počnúc aktívnym vrcholom, hranou alebo plôškouZruší výber každého n-tého bodu od aktívneho boduZruší výber kľúčových snímok na koncoch ostrovov výberuZruší výber prepojených UV vrcholov a nie ich výberZruší výber prepojených riadiacich bodov a nie ich výberZruší výber prepojených kľúčov a nie ich výberZruší výber objektov na okrajoch väzieb rodič/potomokZruší výber objektov v kolekciiPo dokončení pridávania zruší výber predtým vybraných pásovZrušiť výber skôr vybraných položiekZruší výber bodov drážky na okraji každej oblasti výberuZruší výber týchto kostí na okraji každej oblasti výberuZruší výber tých kostí, ktoré sa používajú v tejto pózeZruší výber vrcholov na okraji každej oblasti výberuZruší výber vrcholov, hrán alebo plôšok na okraji každej oblasti výberuZrušené výberomZrušený výber kostí z %sPožadovaný počet voxelov pozdĺž jednej osiPožadovaná dĺžka strany voxeluPracovná plochaOdstrániť škvrnyRozpíjanieSila rozpíjaniaŠírka indikátora miesta určeniaPrispôsobenie cieľových vrstievCieľová snímkaOdpojiťOdpojiť prepojeniaOdpojiť uzlyOdpojiť výstupyOdpojí a presmeruje existujúce prepojenieOdpojí uzly, presunie ich a pripojí k rámuOdpojí výstupy vybraného uzla a ponechá prepojené vstupyOdpojí vybrané uzly od rodičovDetailRežim detailuPercento podrobnostiMetóda spresnenia detailuZdrsnenie detailuMierka detailuVeľkosť detailuMetóda typu detailuPodrobnostiZistiť rohyZistiť cyklické krivkyZistiť sekvencie obrázkovZistiť sekvencieZistiť UDIMZistenie rohov a použitie nezarovnaných manipulátorovZisťovať zásuvky obrázkov z materiáluZisťuje vybrané súbory UDIM a načíta všetky zodpovedajúce dlaždiceZistená trvanie filmového klipu v snímkachZistená frekvencia snímok filmového klipu v snímkach za sekunduVymedzovačVymedzovačUrčuje, ako rýchlo sa dym rozplynie (nižšia hodnota spôsobuje, že dym mizne rýchlejšie)Určuje, ako sa budú aktíva importovaťUrčuje, ako sa bude aktívum importovať, ak ho neprepíše prehliadač aktívUrčuje spôsob výpočtu efektívneho polomeru bodu drážky, keď je určený objekt zúženiaUrčuje, ako je faktor konca geometrie priradený k drážkeUrčuje, ako je faktor začiatku geometrie priradený k drážkeZisťuje, ako zostaviť geometriu skosenia krivkyUrčí spôsob používania viditeľnosti pre výber hrany prvkovUrčenie množstva použitých vlákien prekresleniaUrčí prah svetlosti, nad ktorým sa generujú ťahyUrčí, či hodnota šumu vracia hodnoty v odtieňoch sivej alebo RGBUrčuje, ktoré ďalšie objekty budú zahalené obrázkomUrčuje, ako ďaleko sú od seba kvapalina a prekážka (vyššie hodnoty budú mať za následok, že kvapalina bude ďalej od prekážok, menšie hodnoty umožnia kvapaline pohybovať sa smerom dovnútra prekážok)Určuje, koľko kvapaliny je povolené v bunke prehradenia (vyššie hodnoty označia okrajovú bunku ako ľahšie prehradenie a znížia efekt vyhladenia hranice)Určuje, ako vybrať, ktoré vrstvy sa zlúčiaUrčuje, ako vyriešiť nejasnosti počas rozkladu bitmáp na cestáchUrčuje, či sa má snímať jednoduchý obrázok alebo úplná sekvenciaUrčuje vlastnosti ako viditeľnosť objektu, modifikátory atď., ak sa líšia pre Prekreslenie a ZáberUrčuje posunutie tehál v rôznych radochUrčuje počet lúčov na pixel. Vyššie rozlíšenie využíva viac pamäte.Určuje poradie bodov v každej krivkeUrčuje viditeľnosť niektorých prvkov užívateľského rozhrania súvisiacich so skupinami uzlovUrčuje viditeľnosť objektov, nastavenia modifikátora a ďalších oblastí, kde existujú rôzne nastavenia záberu a prekresleniaUrčuje, či štetec pridáva alebo odstraňuje krivkyUrčuje, ktorá vnútorná časť povrchovej siete bude vytvárať objemový efektUrčuje, aké časticové systémy sa vytvárajú zo sekundárnych častícDeterministickéDeterministicky vygeneruje hodnoty pre modifikovanú F-krivkuExtra pre vývojárovNástroje pre vývojárovVývojVývojársky fondZariadenieZariadenie použité na výpočty (prekreslenie s Cycles)Zariadenie na použitie prekresleniaZariadenie nahor/nadol priamo riadi polohu Z podľa 3D záberuDiagnostikaDiagonálnyDiagonályManipulačný prvok vytáčaniaPriemerPriemer koreňaPriemerná stupnicaPriemer v pixeloch pre zobrazenie počiatku objektu/svietidlaPriemer štetca v jednotkách BlenderuPriemer nových bodovPriemer referenčných sfér HDRIPriemer štetcaPriemer štetca v pixelochPriemer manipulátoraPriemer kvapiek vody v mikrometrochDiamantDiamantové ostrenieDiamant s vnútornou bodkouKamera deleniaMiera deleniaMiera delenia PrekreslenieV schránke nenájdené žiadne aktívaNezapísané, žiadny viacvrstvový obrázokNezapísané, neočakávaná chyba pri ukladaní stereo obrázkuČas smrtiZánik nárazomZánikOdlišnéKľúčový rozdielRežim rozdieluOdlišnosť medzi váhami skupín vrcholov A a váhami skupiny vrcholov BRozdiel medzi pózou a pokojovou pózou vo vzťahu k nadradenej kostiRôzne obrázky sú zbalené v RGB a alfa kanáloch a nemali by mať na seba vplyv. Zbalenie kanálov je bežne používané riadiacimi programami hier pre úsporu pamäte.Rôzne štýly odchýliekRôzne štýly zobrazenia miniaplikácie naberača farbyRozdielovéRozptylBSDF RozptylOdrazy rozptyluFarba rozptyluFarba rozptylu modráFaktor rozptylovej farbyFarba rozptylu zelenáFarba rozptylu červenáHĺbka rozptyluPriamy rozptylFaktor rozptyluNepriamy rozptylProdukt rozptylu MISRozptýlená drsnosťViditeľnosť rozptyluTieňovače rozptylu a lesku s kreslenými svetelnými efektamiRozptylová farba materiáluNásobiteľ rozptylového odrazuRozptylRozšíriť veľkosťRozšíruje alebo eroduje aktívne oblasti mriežky. Tým sa zmenia aktívne voxely, ale nezmenia sa ich hodnoty.Rozšíri alebo zúži vypočítané matovanie použitím kruhového štruktúrovacieho prvku zadanej veľkosti. Záporné veľkosti znamenajú zúženie, zatiaľ čo kladné znamenajú rozšírenieRozšíri alebo zúži vypočítané matovanie použitím operácie inverznej vzdialenosti vyhodnotenej pri zadanej odchýlke zadanej veľkosti. Záporné veľkosti znamenajú zúženie, zatiaľ čo kladné znamenajú rozšírenieRozšíriť/zmenšiťDilatovať/ErodovaťPolomer dilatáciePrah dilatácieRozmeryRozmeryRežim dimenziíRozmery vzorkovnice masky v zábereRozmery šablóny v zábereRozmery exportovaného súboruRozmery zásuvky vektoraRozmery:PriamePriame farbeniePriame svetloSnímanie priameho svetlaIntenzita priameho svetlaPriame ovládacie prvky špičkyPriama konverzia čísel snímok na sekundyPriame spustenie nie je podporovanéPriame svetelné príspevky sa snímajú len použitím predom sledovanej cestyPriame svetelné príspevky sa snímajú len použitím odhadu nasledujúcej udalostiPriamy prepojený blok údajov knižnice, kliknutím vytvoríte lokálny, Shift+klik vytvoríte prepis knižniceDirectXSmerSmer (os Y)Smer od predošlého susedného bodu na segmenteSmer od koreňa po špičku každej krivkySmer, odkiaľ svieti slnkoSmer, v ktorom má prvok zmeniť mierkuSmer je definovaný v globálnych súradniciachSmer je definovaný v lokálnych súradniciachSmer obiehania zobrazeniaSmer posunu zobrazeniaSmer čiarSmer efektu odchýlkySmer výplneSmer svetla pre tiene a presvetleniaSmer koreňového segmentu krivkySmer gule alebo valcaSmer ťahu, pri ktorom má štetec maximálnu hrúbku (0 ° pre horizontálne)Smer segmentu špičky krivkySmer vlnySmer, ktorým svetlo svietiSmer pohybu čiary. Na dĺžke tohto vektora nezáležíSmer prechádzaniaSmer vytvorenia na cyklický povrchSmer posunu aktívnej kolekcie kostíSmer posunu aktívnej sústavy výberu: Nahor (predvolené nastavenie) alebo nadolSmer pohybu smerom k aktívnej záložkeSmer presunu aktívneho exportéraSmer pohybu aktívnej vrstvySmer na presun k aktívnej vrstveSmer pohybu smerom k aktívnej sústave čiarSmer pohybu smerom k aktívnemu materiáluSmer pohybu smerom k aktívnej skupine vrcholovSmer pohybu smerom k zvolenému modifikátoruSmer presunu smerom k zvolenému štýl moduluSmer posuvu uzlov pri vkladaníSmer výberu v hierarchiiSmerovéSmerové rozostrenieŠtvorsmerový stromSmerový typ snímaniaSvetlo smerovej oblastiZdroj smerovej oblasti svetlaSmerový kužeľ svetlaZdroj smerového kužeľa svetlaSmerový vektor smerujúci do stredu medzi ďalšou a predchádzajúcou hranou rohu plôškySmerovosť rozptylu. Nula je izotropný, záporný je spätný, kladný je priamySmerovosť objemového rozptylu v podpovrchovom prostredí. Nula rozptyľuje rovnomerne vo všetkých smeroch, pričom vyššie hodnoty rozptyľujú silnejšie dopredu. Napríklad pri koži bola nameraná anizotropia 0,8Priamo vygeneruje obrázok tak, ako ho vytvoril OpenColorIO. Vo všeobecnosti to nie je správne, ale môže sa použiť, ak je známe, že konfigurácia systému a skutočné zobrazovacie zariadenie zodpovedajú zvolenému zobrazeniuPriamo nastaví absorpčný koeficient sigma_a (to nie je lepšia intuitívna cesta na vyfarbenie vlasov)PriečinokCesta priečinkaPriečinok zobrazený v prehliadači súborovPriečinok súboruPriečinok, ktorý obsahuje súbory vyrovnávacej pamätePriečinok pre uloženie textúryPriečinok/názov na ukladanie animácií, znaky # definujú pozíciu a výplň čísla snímokUhol zašpineniaLen zašpineniaZnečistenýZakázaťZakáže 'sólo' na niektorú NLA stopu po ukončení režimu vylepšenia na návrat do normáluZakázať možnosti kostíZakázať tvar kostíZakázať kolízieZakázať vyhodnocovanie F-krivkyZakázať MetalRT (používa rozloženie BVH2 pre dopyty na priesečníky)Zakázať vyhodnotenie pásu NLAZakáže vyhodnocovanie stopy NLAZakázať kvantizáciuZakázať výberZakázať úpravu štúdia svetlaZakázať záber pre ostatné objektyZakáže akciu na vykonanieZakáže doplnok pre pracovný priestorZákaz a odinštalovanie rozšíreniaZakáže automatické rozbalenie, zachová všetky zbalené súboryZakáže kolízie medzi vynútenými pevnými telesamiZakáže úpravu hrán okrajovZakázať v snímačoch rovinného osvetleniaZakázať v prekresleniachZakázať v sférických snímačoch svetlaZakázať vo výbere povrchuZakázať v zábereZakázať v snímačoch objemuZakáže optimalizáciu jadra. Najpomalšie prekresľovanie, žiadne ďalšie využitie CPU na pozadíZakáže automatickú detekciu prepisov knižnice a proces opätovnej synchronizácie pri načítaní súboru (môže byť užitočné na pomoc pri oprave poškodených súborov). Pozrite si tiež voľbu príkazového riadka "--disable-liboverride-auto-resync" (zakázať automatickú opätovnú synchronizáciu prepisu knižnice)Zakáže alebo povolí zobrazenie prekresleniaZakáže kvantizáciu; vytvára oveľa väčšie súbory glTF bez príponZakáže vybrané značkyZakáže výber v zábereZakázať výber v zábere • CTRL na izoláciu kolekcie • Shift na nastavenie vnútra kolekcie a objektovZakázať výber v zábere • Shift na nastavenie potomkaZakáže zadané nastavenie na všetkých vybraných kanáloch animácieZakáže šablónu a prekrytie vlastnými prelínaniami s alfa materiálmiDeaktivuje pás, aby neprispieval k žiadnemu výstupuZakáže vplyv povrchu počas výberu, prichytávania a operátorov výberu hĺbky. Zvyčajne sa používa na zabránenie vplyvu polopriehľadných objektov na navigáciu v scéneZakáže indexáciu aktív, aby sa pri každom obnovení knižnice aktív úplne znovu načítali aktíva z diskuZakáže predvolené ťahanie aktíva pri udalostiach ťahania. Užitočné na implementáciu vlastného ťahania pomocou vlastných položiek priradenia kláves.Zakáže režim výberuZakáže zobrazenie záberu vo vrstvách zobrazeniaZakázané pri použití obrázka ako vstupu namiesto skutočného Z zásobníka (auto zapnuté, ak uzol nie je založený na obrázku, napr. časový uzol)Zakáže/povolí vybrané značkyZakázanéOznačenie zakázanéhoZakázané stopyZakázať pri spustení, čím sa potlačí predvoľba.Zakázané, Blender bol zostavený bez BulletZakázané, Blender bol skompilovaný bez OBJ I/OZakázané, Blender bol skompilovaný bez OpenSubdivZakázané, Blender bol skompilovaný bez OpenVDBZakázané, Blender bol skompilovaný bez PLY I/OZakázané, Blender bol skompilovaný bez STL I/OZakázané, verzia OpenVDB je príliš staráZakázané, vytvorené bez OpenColorIOZakázané, vytvorené bez OpenSubdivZakázané. Zostavené bez OpenImageDenoiseZakázané. Platforma nie je podporovanáZakázané: {}Vypne zvukový výstup, len pre prekreslenie videaVypne video výstup, len pre prekreslenie zvukuZákaz motívov zatiaľ nie je podporovanýNepovolí zmeny vrcholov na osi XNepovolí zmeny vrcholov na osi YNepovolí zmeny vrcholov na osi ZNedovolí pohyb okolo osi XNedovolí pohyb okolo osi YNedovolí pohyb okolo osi ZZahodenieVyradenie bodov na základe textúry masky po distribúciiOdpojiťOdpojiť kosťRozpojí všetky vlasové systémy od povrchovej siete emitoraRozpojí vlasy od povrchovej siete emitoraOdpojiť uzly pripojené na vstupOdpojí vrcholy alebo hrany od pripojenej geometrieNespojitosť nadDiskDisk zásobníkaRozptylPremiestniťFaktor premiestneniaPosunúť geometriuPosunúť krivky vlasovModifikátor premiestneniaTyp premiestneniaVektor posunuPresun pozdĺž normálPremiestni existujúcu geometriu podľa simulácieOpakovane presunie geometriu o posuvPomiestnenie geometrie povrchových sietí alfaPosunie pozície pixela použitím posuvu vektoraPosununie povrchu pozdĺž ľubovoľného smeruPosunie povrch pozdĺž normály povrchuPremiestniť vrcholy z roviny.Posunutá základňaPremiestnenieMetóda posunutiaLen posunutiePriestor presunuPosunutie a nerovnostiSmer posunutiaPosunutie je v priestore objektu, ovplyvnené zmenou veľkosti objektovPosunutie je v oblasti objektu, ovplyvnené zmenou veľkosti objektovModifikátor presunuVektor posuvu presunuPosunutie aplikované od začiatku ťahuPosunutie aplikované od konca ťahuPosunutie aplikované na súradnice X vrcholov ťahovPosunutie aplikované na súradnice Y vrcholov ťahovPosunutie, ktoré sa aplikuje na hlavný smer čiary pozdĺž jeho normályPosúva krivky vlasov vektorom na základe rôznych možnostíZobrazenieZobraziť 2D kurzorZobrazí 3D kurzor prekrytiaZobrazí normály 3D kriviek v režime editácieZobrazovať všetky hranyZobraziť množstvoZobraziť armatúruZobraziť akoZobraziť aspektZobrazí aspekt pre tento klip, neovplyvňujúci prekreslenieZobrazí aspekt pre tento obrázok bez ovplyvnenia prekresleniaZobraziť osiZobraziť pozadieZobrazovať obrázky pozadiaZobraziť váhu skoseniaZobraziť farby kostíZobrazovať hraniceZobraziť typ ohraničeniaZobraziť súbory zásobníkaZobraziť kameruZobraziť kanálZobraziť kanályZobrazenie farbyZobraziť záhybyZobraziť kurzorZobraziť krivkuZobraziť vlastné tvary kostíZobraziť vlastné normályÚdaje zobrazeniaZobrazenie údajov (zastarané)Veľkosť zobrazenia údajovEmulácia displejaZobraziť stred plôškyZobraziť plôškyZobraziť výber súboruFilter zobrazeniaZobraziť snímkyZobraziť značky hrán FreestyleZobraziť značky plôšok FreestyleZobrazí značky hrán Freestyle, používané prekreslením FreestyleZobrazí značky plôšok Freestyle, používané prekreslením FreestyleZobraziť grafikuZobraziť Grease PencilZobraziť mriežkuZobraziť mriežku podlahyZobraziť vlasyZobraziť manipulátoryZobraziť skrytéZobrazovať vzor inštancieZobraziť drôtené mriežkyZobraziť svetloZobraziť snímač svetlaZobraziť štýl čiaryZobraziť materiálZobraziť povrchové sieteZobraziť meta guľuRežim zobrazeniaZobraziť upravené hranyZobraziť údaje modifikátoraZobraziť filmové klipyZobrazovať názovZobraziť názvyZobraziť uzolZobraziť normályZobraziť informácie o objekteZobraziť iba zarovnané s osouDisplay P3Zobraziť časticeZobraziť časticeZobrazenie ciest póz v rámci pevného počtu snímok okolo aktuálnej snímkyZobrazí dráhy póz v určenom rozsahuZobrazí snímkovú frekvenciu prehrávania (sním/s)Zobraziť mračno bodovZobraziť účelZobraziť RGBZobraziť opakujúciZobraziť scénuZobraziť švyNastavenie zobrazeniaZobrazí efekty tieňovačovZobraziť kľúčové tvaryZobraziť ostréVeľkosť zobrazeniaVeľkosť zobrazenia XZobraziť reproduktorZobraziť roztiahnutieZobraziť súhrnZobraziť textúruZobraziť priestor textúryZobraziť tenkéZobraziť transformáciuZobrazovať priehľadnéTyp zobrazeniaZobrazí UV súradnice v pixeloch vlastne od 0,0 do 1,0Zobrazí nerozvinuté UV švyZobraziť UVZobraziť normály vrcholovZobraziť názvov pohľaduZobraziť objemyZobraziť tvarovú vlnuZobraziť drôtZobraziť svetZobraziť os XZobraziť os YZobraziť os ZZobrazí Z zásobník spojený s obrázkom (priradený od začiatku záberu kamery do konca)V tomto zábere zobrazí rozdielne nastavenia kolekciíZobrazí prekrytia výberu plôškyZobrazí mriežku ponad papier Grease PencilZobrazí čiary kamery na označenie oblasti hmlyZobrazenie oblasti s aktívami, ktoré môžu byť aktuálne relevantné (napríklad štetce v režimoch maľovania alebo pózy v režime pózovania)Zobrazí akciu bez znovu priradenia času (pri pripnutí)Zobrazí skutočné časticeZobrazí ďalšie údaje častíc ako farbuZobrazí pokročilé nastavenia a nástroje pre vývojárovZobrazí všetky hrany pre povrchovú sieť objektuZobrazenie všetkých lokálnych prepisovaných blokov údajov s ich prepisovanými vlastnosťami a tlačidlami na ich úpravuZobrazí kanál priehľadnosti alfaZobrazí prídavný riadok súhrnu (len pre editory expozičných hárkov)Zobrazí policu aktív vo vysúvacom paneliZobrazí izolovanú podsústavu objektov, okrem viditeľnosti scényZobrazí a umožnení nastavenia zlomkových hodnôt snímky pre aktuálnu snímkuZobrazí poznámky cibuľových šupiek pred a po aktuálnej snímkeZobrazí šípky v číselných vstupných poliach pre zvyšovanie alebo znižovanie hodnôtZobrazí atribúty s názvami začínajúcimi bodkou, ktoré sú určené na interné použitieZobrazí čierne okrajeZobrazí zdravie kŕdľaZobrazí osi kostiZobrazí farby kostíZobrazí názvy kostiZobrazí skupiny deformovania kostí, akoby boli odstránené všetky zamknuté skupiny deformácií a zostávajúce boli jednotlivo znovu normalizovanéZobrazí kosti (zakáže len zobrazenie dráh pohybu)Zobrazí kosti ako hranoly, ukazuje rozdelenie a Drážky ohybuZobrazí kosti ako natiahnutú sféru, ukazujúcu deformáciu vplyvom objemuZobrazí kosti ako osemstenný tvarZobrazí kosti ako osemstenný útvar (predvolené)Zobrazí kosti ako jednoduché 2D čiary s bodkamiZobrazí kosti ako tenké drôty, ukazujúce rozdelenie a Drážky ohybuZobrazí kosti s vlastnými tvarmiZobrazí pole ohraničenia pre uzly v strome objemovZobrazí hranice ako poleZobrazí hranice ako kapsuluZobrazí hranice ako kužeľZobrazí hranice ako valecZobrazí hranice ako sféruPole zobrazenia pre každý uzol listu obsahujúce 8 × 8 voxelovZobrazenie omrviniek pre kontext editoraZobrazí vodiace čiary kompozície stredu vnútri záberu kameryZobrazuje kanál bez ohľadu na výber objektuZobrazí kolekcie a objekty vo vrstve zobrazeniaZobrazí farebné pole za textomZobrazí záhyby vytvorené modifikátorom delenia povrchuZobrazí aktuálny obrázok bez ohľadu na výber objektuZobrazí krivky v normalizovanom rozsahu -1 až 1, pre jednoduchšiu editáciu viacerých kriviek s rozdielnymi rozsahmiZobrazí prerušované čiernobiele okrajeZobrazenie údajov patriacich k radiču videaZobrazí údaje aktuálneho súboru a prepojených knižnícZobrazí údaje, ktoré sa nepoužívajú a/alebo sa stratia pri opätovnom načítaní súboruZobrazí bloky údajov s prepísanými vlastnosťami knižnice a zoznam ich prepísaných vlastnostíZobrazí informácie o hlásení ladeniaZobrazí vodiace čiary kompozície diagonálneho stredu vnútri záberu kameryZobrazí čas posledného vykonania každého uzlaZobrazí náhľad každého uzla, ak je uzol prepnutýZobrazí hrany po použití modifikátorovZobrazenie efektu v režime editácieZobraziť efekt v zábereZobrazí text chybyZobrazí stred plôšky, keď je povolený výber plôšok v režimoch plného tieňovaniaZobrazí normály plôšok ako čiaryZobrazí farebné plôšky podľa rozdielu v tvare medzi UV a ich 3D súradnicami (modrá pre nízke skreslenie, červená pre vysoké skreslenie)Zobrazí ploché plôškyZobrazí plôšky nad obrázkomZobrazí vyhladené plôšky (použitím normál vrcholov)Zobraziť faktory ako percentáZobraziť faktory ako hodnoty medzi 0 a 1Zobrazí súbory ako dlhý zoznamZobrazí súbory ako horizontálny zoznamZobrazí súbory ako vertikálny zoznamZobrazí súbory ako krátky zoznamZobrazí súbory ako miniatúryZobrazí výplne v zábereZobrazenie snímky v režime stupňov sivejZobrazí snímky namiesto sekúndZobrazí úplnú tvarovú vlnuZobraziť všeobecné informácieZobrazí užívateľské rozhranie glTF na správu animáciíZobrazí vodiace čiary kompozície Zlatého stredu vnútri záberu kameryZobrazí vodiace čiary kompozície Zlatého trojuholníka A vnútri záberu kameryZobrazí vodiace čiary kompozície Zlatého trojuholníka B vnútri záberu kameryZobrazí vodiace čiary kompozície harmonického trojuholníka A vnútri záberu kameryZobrazí vodiace čiary kompozície harmonického trojuholníka B vnútri záberu kameryZobrazí obrázok v pôvodnej veľkostiZobrazí obrázky v ortografickom režimeZobrazí obrázky v režime perspektívyZobrazí obrázok použitím RGB fariebZobrazí obrazu s farbami RGB a kanálom priehľadnosti alfaZobrazenie obrázkov v súlade s väčšinou ostatných aplikácií, aby ste mohli zobraziť náhľad obrázkov a videí určených na export. Vyvíjame maximálne úsilie, aby sme emulovali zvolené zobrazenie na skutočnom zobrazovacom zariadení.Zobrazovať v ortografickom režimeZobrazovať v režime perspektívyZobrazí informáciu a predvoľby pre tento doplnokZobrazenie typov manipulátorov nebézierových kľúčových snímok a režimov interpolácieZobrazí vrstvy odtieňovZobrazenie vzťahov prepisu knižniceZobrazí čiary vyplnených tvarovZobrazí údaje Blendera nízkej úrovne a ich vlastnostíZobrazí priehľadný materiál na objekteZobrazí ponuku predošlých vykonaných akciíZobrazí vlastnosti meta údajov obrázkaMetóda zobrazenia použitá radičom zobrazeniaRežim zobrazenia pre zoznam súborovModifikátor zobrazenia v režime editácieZobraziť modifikátor v zábereModifikátory zobrazeniaZobraziť názov. Pre prezeranie ide o displej, ktorý bude emulovaný obmedzením farebného gamutu (oblasti farieb) a HDR farieb. Pre výstup obrazu a videa ide o zobrazovací priestor používaný na zapisovanie.Zobrazí uzol v zábere režimu textúrovaného tieňovaniaZobrazí nefinálnu geometriu z uzlov zobrazovačaUkázať počet užívateľov týchto údajov (kliknutím vytvoríte kópiu pre jedného užívateľa)Zobrazí objektov s plochým osvetlením a základným tieňovaním povrchuZobrazí jedno pole alebo bod pre každý stredný uzol stromuZobrazí cibuľové kľúčové snímky pre slučkovanie animáciíObrazovka cibuľových kľúčových snímok s miznutím transparentnosti farbyZobrazí cibuľové šupky pred a po aktuálnej snímkeZobraziť iba okraje geometrie bez tieňovania povrchuZobrazí iba plôšky aktuálne zobrazeného obrázkuZobrazí obrys okolo textuZobrazí prekrytie vrstvy UVZobrazí text prekrytiaZobraziť prekrytiaZobrazí prekrytia ako UV mapu a meta údajeZobrazí prekrytia, ako sú farebné alebo prerušované prepojeZobrazí prekrytia, ako sú kurzor a poznámkyZobrazí prekrytia ako manipulačný prvok a obrysyZobrazí parametre poslednej vykonanej akcieZobrazí cestu k zdrojovému súboru alebo názov zdrojového bloku údajovZobrazenie percenta vytvára nepresnú dynamiku bez zapečeniaZobrazí body uzlov v strome objemovZobrazí náhľad použitím plného rozlíšenia alebo rôznych rozlíšení náhradyZobrazí vlastnosti editora kontextovej ponukyZobrazí údaje o rekonštrukcii z aktívneho videoklipuZobrazí referenčné obrázky za objektami v 3D zobrazeníKontextová ponuka zobrazenia regiónuZobrazí časovacie kľúče na hornej strane pásovZobrazí vodiace čiary tretinovej kompozície vnútri záberu kameryZobrazenie snímaných údajov v zábere na ladenie zachyteného svetlaZobraziť prekrývajúci text štatistík scényZobrazí scény a ich vrstvy zobrazenia, kolekcií a objektovZobrazí vybraný uhol hrany použitím globálnych hodnôt pri nastavení na paneli transformácieZobrazí vybrané dĺžky hrán použitím globálnych hodnôt pri nastavení na paneli transformácieZobrazí tieň za textomZobrazí kľúčový tvar v režime editácie (len pre povrchové siete)Zobrazí ostré okraje používané modifikátorom Delenie hránZobraziť jedno pole ohraničenia pre celú mriežkuZobrazí veľkosť pre normálne 3D zobrazenieVeľkosť zobrazenia pre pomerný kruh editáciePri vytváraní nových inštancií kolekcie zobrazí veľkosť prázdneho miestaZobrazí veľkosť stopy z rekonštruovaných údajovZobraziť krivky rýchlosti pre vybrané stopyPri štarte zobrazí úvodnú obrazovkuZobrazí nápisy pečiatok ("kamera" pred názvom kamery atď.)Zobrazí štatistické informácie o povrchovej sietiZobrazí kroky dráhy častícZobrazí posuvy vnútri/mimo pásuZobrazí krivku nepriehľadnosti/objemu pásuZobrazenie ťahov použitím poradia vrstiev a poradia ťahov na definovanie hĺbkyZobrazí ťahy použitím vrstvy Grease Pencil na definovanie príkazovZobrazí ťahy použitím skutočnej 3D polohy v 3D priestorePri zobrazení cibuľových šupiek zobrazí ťahy použitím tejto farbyŠtýl zobrazenia pre UV hranyZobrazí úroveň podporyZobraziť text ako tučnýZobrazí text ako kurzívuZobrazí uhly vybraných hrán použitím globálnych hodnôt pri nastavení na paneli transformácieZobrazí oblasti vybraných plôšok použitím globálnych hodnôt pri nastavení na paneli transformácieZobrazí tvarovú vlnu vnútri pásuZobrazí hranice objektuZobrazí stred a osi počas otáčaniaZobrazí rozsah orezania a bod zaostrenia na kamereZobrazí obrázok v 3D stereoZobrazí opakujúci sa obrázok mimo hlavného zobrazeniaZobrazí čísla indexov vybraných vrcholov, hrán a plôšokZobrazí vstupné údaje v tabuľkovom editoreZobrazí objekt ako plný (ak je v zábere povolené plné kreslenie)Zobrazí objekt ako drôtený rámZobrazí objekt ako otextúrovaný (ak je v zábere povolené otextúrovanie)Zobrazí hranice objektuZobrazí názov objektuZobrazí počiatky objektov a osíZobrazí priestor textúry objektuZobrazí drôtený model plným tieňovanímZobrazí záznam operátoraZobrazí stred obehu počas otáčaniaZobrazí oblasť finálneho prekresľovaniaZobrazí výsledok prekresľovania pre scénu radiča sekvencií namiesto aktívnej scényZobrazí krivku chyby opätovného premietania vybraných stôpZobrazí farby značiek pásu v radičiZobrazí oblasti nástrojov/vlastností nad hlavnou oblasťouZobrazuje popisy (ak je zakázané, pridržte klávesu Alt a prejdite kurzorom, aby sa zobrazenie vynútilo)Zobrazuje priehľadný kužeľ v 3D zobrazení pre zviditeľnenie objektov v ňom obsiahnutýchTyp zobrazenia pre drážky maskyZobrazí pod alebo nad všetkýmiZobrazuje jednotky vo dvojiciach (napr. 1m 0cm)Zobrazenie vrcholov bez váhyZobrazí hornú polovicu tvarovej vlny absolútnej hodnotyZobraziť s použitím plochého osvetleniaZobraziť s použitím zachyteným materiálom a osvetlenímZobraziť použitím štúdiového osvetleniaZobrazí vektorové pole ako mriežku MACZobrazí vektory ako ihliceZobrazí vektory ako prúdniceZobrazí normály vrcholov ako čiaryZobrazí normály vrcholov na plôške ako čiaryZobrazí časy výkonu záberu: • Vyhodnotenie: Čas potrebný na vyhodnotenie grafu závislostí. • Synchronizácia: Čas potrebný na vytvorenie zásobníkov GPU.Zobrazí upozorneniaTvar vlny zobrazí v závislosti od nastavenia pásuZobrazí tvar vlny pre všetky zvukové pásyZobrazí váhy vytvorené modifikátorom skoseniaZobrazí váhy v režime editácieV náhľade zobrazí algoritmus snímaniaZobrazí biele okrajeZobrazí biele hrany s čiernym obrysomZobrazí uzol Výstup materiálu glTF v editore tieňovačov (ponuka Pridať > Výstup)Zobrazí užívateľské rozhranie glTF na správu variantov materiáluZobrazí globálne hodnotyZobrazí lokálne hodnotyZobrazenia, pohľady alebo farebné priestory v tomto súbore chýbali a boli zmenenéZobrazenia, pohľady alebo farebné priestory v tomto súbore chýbali a boli zmenené.Rozpustiť kolmé hranyRozplynúť dymRýchlosť rozplynutiaČas rozpusteniaRozpustiť vrcholyRozpustí všetky stlmené uzly s opätovným pripojenímRozpustí všetky nevybrané bodyRozpustí všetky vrcholy medzi hranicami plôškyRozpustí všetky vrcholy medzi hranicami plôšky (iba rovinné)Rozpustiť a pretnúťRozpustí hrany, zlučovanie plôšokRozpustí plôškyRozpustí geometriu na základe režimu výberuRozpustí geometriu formou rovinných polygónovRozpustí body medzi vybranými bodmiRozpustí zostávajúce vrcholy, ktoré sú spojené len dvoma hranamiVypustí vybrané kosti z armatúryRozpustí vybrané hrany a vrcholy, limitované uhlom okolitej geometrieRozpustí vybrané bodyDym sa rozpúšťa logaritmickým spôsobom. Spočiatku sa rozpúšťa rýchlo, ale dlhšie pretrváva.Rozpustí vrcholy, zlúči hrany a plôškyRozpustí nulové oblasti plôšok a hrany s nulovou dĺžkouRozpúšťa susedné plochy a pretína novú geometriuVzdialenosťVzdialenosť vyradeniaVzdialenosť dopaduKľúčová vzdialenosťMetrická vzdialenosťVzdialenosť MinimumModel vzdialenostiReferenčná vzdialenosťVzdialenosť na druhúPrah vzdialenostiVzdialenosť, po ktorej to zmizneVzdialenosť okolo každého vodenia na vytretie interpolovaných kriviekVzdialenosť okolo objemu sondy, ktorá sa zohľadní počas zapečeniaVzdialenosť, pri ktorej sa vplyv svetla nastaví na 0Vzdialenosť nasledovania vodcuVzdialenosť, pod ktorou sa body zlúčiaVzdialenosť, pod ktorou sa segmenty zlúčiaVzdialenosť medzi A a BRozostup políčok šachovniceVzdialenosť medzi kľúčovými snímkami, známa aj ako veľkosť Skupiny obrázkov, ovplyvňuje veľkosť súboru a schopnosť vyhľadávaniaVzdialenosť medzi riadkami textuVzdialenosť medzi bodmiVzdialenosť medzi vybranými stopamiVzdialenosť medzi vrcholom a základňou zvlnenia, čím je hodnota vyššia, tým je zvlnenie užšieVzdialenosť medzi dvoma bodmiVzdialenosť medzi vlnamiVzdialenosť medzi dvoma kosťami alebo objektamiVzdialenosť medzi dvomi balíkmi používanými na zmenu veľkosti objektuVzdialenosť medzi dvomi balíkmi používanými na zmenu veľkosti scényVzdialenosť medzi dvoma bodmi snímky pozdĺž krivkyVzdialenosť medzi snímkami objemu. Nižšie hodnoty poskytujú viac detailov na úkor výkonu. Ak je nastavená na nulu, veľkosť kroku sa automaticky určí na základe veľkosti voxelu.Vzdialenosť medzi snímaniami objemu tieňovača pri prekreslení objemu (nižšie hodnoty dávajú presnejšie a detailnejšie výsledky, ale aj zvýšia čas prekreslenia)Vzdialenosť vynásobená atribútom polomeru krivky na určenie výsledného polomeru rúrkyVzdialenosť od kameryVzdialenosť od objektuVzdialenosť od stredu potrebná pred možným vykonaním výberuVzdialenosť od okraja obrázka, na značke ktorej sa pri snímaní zastavíVzdialenosť od roviny pretnutia, v rámci ktorej sú vrcholy odstránenéVzdialenosť vygenerovaných bodov od počiatkuVzdialenosť od základnej rovinyVzdialenosť od povrchu použitého na zmrštenieMapuje vzdialenosti na váhu 0,0Mapuje vzdialenosti na váhu 1,0Mapovanie vzdialenosti k váhe 0,0Mapovanie vzdialenosti k váhe 1,0Model vzdialenosti pre výpočet útlmu vzdialenostiVzdialenosť presúvania myšou zahrnutá pri kresleníVzdialenosť duplikátovVzdialenosť objektu, ktorý prispieva k efektu pohlcovania okolímVzdialenosť objektu prispievajúceho k efektu dutiny/hranyVzdialenosť náhodného rozprestrenia na špičkách krivkyVzdialenosť posuvu v smere normályVzdialenosť inštancií od počiatkuVzdialenosť bodov od počiatkuVzdialenosť vrcholov od počiatkuVzdialenosť, nad ktorou sa hmly efekt hmly sa vytratíPrah vzdialenosti po vykonaní výberu (nula na vypnutie)Prahová hodnota vzdialenosti pre dopad okolo vodeniaVzdialenosť od okrajaVzdialenosť od vodeniaVzdialenosť cieľaVzdialenosť na posunutie povrchu pozdĺž normályVzdialenosť na udržanie cieľaVzdialenosť na zachovanie častice od emitoraVzdialenosť na zachovanie kriviek od povrchuVzdialenosť na presun UVVzdialenosť na posun krivky rovnobežne s jej normálamiVzdialenosť podľa posuvuVzdialenosť na posuv každej inštancie pozdĺž normály prichádzajúcej geometrieVzdialenosť na kompenzáciu každej inštancie pozdĺž normály geometrie povrchuVzdialenosť na kompenzáciu inštancií od rohu plôškyVzdialenosť od predošlého bodu na krivkeVzdialenosť na vyhľadávanie platných pozícií snímania, aby sa zabránilo artefaktom osvetleniaVzdialenosť bodu zamerania pre hĺbku ostrostiVzdialenosť od miesta pohľaduVzdialenosť automatického maskovania hrán okrajov chrániaca vrcholy pred plne maskovanou hranouVzdialenosť, v ktorej sa zlúči degenerovaná geometriaVzdialenosť, v rámci ktorej sú prehľadávané vrcholyVzdialenosť, v rozsahu ktorej sa zlúčia vrcholyVzdialenosť, v ktorej sa spájajú symetrické vrcholyVzdialenosti vo vzťahu ku sfére umožnenia vplyvuSkreslenieMax skreslenieMin skreslenieUzol SkreslenieSkreslený šumSkreslenieMnožstvo skresleniaMriežka skresleniaModel skresleniaModel skreslenia použitý pre objektívy kamerySkreslenie simulácie anamorfných objektívov rozostrenia okoliaSkreslenie použité pri výpočteRozdeliť body v mriežkeRozdelenie bodov v objemeRozložiť body na plôškachRozmiestniť zastávky rovnomerneRozmiestniť zastávky zľavaRozdeľujte pamäť medzi zariadeniamiRozmiestni viac snímok bližšie ku kamereNáhodne rozdelí body vnútri objemuNáhodne rozloží body po povrchuRozdelí body v mriežkovom vzore vnútri objemuBody rozloží náhodne po povrchu, pričom zohľadní minimálnu vzdialenosť medzi bodmiDistribúciaDistribučná maskaMetóda rozloženiaTvar rozloženiaTyp distribúcieRozptyl farbyIntenzita rozptylu farbyRozptýlenéRozdielnosťVydeliťRežim deleniaVydelí váhy skupiny vrcholov A váhami skupiny vrcholov BVýsledok delenia a stropu, najmenšie celé číslo väčšie alebo rovné AVýsledok delenia a podlahy, najväčšie celé číslo menšie alebo rovné ADelí a zaokrúhľuje výsledok smerom k nuleRozdelí plôšky povrchovej siete na menšie bez zmeny tvaru alebo objemu pomocou lineárnej interpolácie na umiestnenie nových vrcholovRozdelí plôšky povrchovej siete na vytvorenie vyhladeného povrchu použití Catmull-Clarkovej metódy deleniaDelí interval snímok do tohto počtu krokovRozdelí každý segment krivky na určitý počet častíModel skreslenia oddielu, ktorý lepšie reprezentuje široké uhly kameryOddielyNahradiť staršieBez zlúčenia animácieRozmazávaťPorovnáva malé a veľké písmenáVšetky medzery napravo od aktuálnej snímkyVykoná spätné snímaniePodieľajú sa kanály na výsledku (prepína stlmenie kanálov)Hlasitosť animácie prelínania dvoch vybraných zvukových pásovVykoná prelínanie medzi aktuálnou a nasledujúcou snímkouExtra snímky medzi scénami na zabezpečenie vyhladenia pohybuNeovplyvňujú nevyvinuté okrajové hranyNeovplyvňuje vrcholy na špičkách na základe zakrivenia povrchuNeovplyvňuje vrcholy, ktoré patria do okrajov sústavy plôškyNeovplyvňuje vrcholy v štrbinách na základe zakrivenia povrchuNedovolí, aby sa skosené hrany/vrcholy navzájom prekrývaliNepovolí deformáciu pozdĺž osi XNepovolí deformáciu pozdĺž osi YNepovolí deformáciu pozdĺž osi ZVýber sa nemení, ak je položka pod kurzorom už vybratá, iba sa aktivujeKrivky sa nezhŕňajú do jednotlivých bodov, ak sú kratšie ako zadaná dĺžka. Toto správanie existuje z dôvodu kompatibility.Nevytvárať náhľady prelínaniaNevytvárať tvary kostíPri kreslení ťahu nezobrazovať farbu výplneBez exportu atribútov fariebNeexportuje materiály a neskombinuje jednoduché skupiny povrchových sietí, čím sa stratia informácie zásobníka materiáluNeexportujte materiály, ale zapíše viac jednoduchých skupín na jednu povrchovú sieť, pre zachovanie informácií v zásobníku materiáluNeexportovať farbu vrcholovNepoužije preklopenie polygónov, keď ich normály nie sú v súlade s ich novo vypočítanými vlastnými normálami vrcholmiNesleduje vykreslenie dráhy alebo rotácie objektu a udržiava ich zarovnané s záberomNeimportovať vlastné atribúty USDBez importu atribútov fariebNeimportujte neviditeľné prvotné tvary USD. Platí len pre prvotné tvary s neanimovaným atribútom viditeľnosti. Prvotné tvary s animovanou viditeľnosťou budú vždy importovanéImport/export bez atribútov fariebNenačíta údaje z tejto vrstvyNeupravujte obrázok v umeleckom štýleNevykonáva žiadne farebné transformácie v zobrazení, použije starú nefarebnú techniku správy zobrazeniaNevykonáva žiadne farebné transformácie pri načítaní, farby sú už ošetrené ako lineárny priestor scényNezachová vzťah objektov rodič/potomokNepropaguje žiadne správy smerom nahorNeodstráni modifikátor zo zásobníkaNeprekreslí túto kolekciuNeopakuje textúru a zarážku iba na jednu inštanciuNeotáča segmentom pri použití režimu zmenšenia mierkyNenastavovať vplyv plôškyNenastaví ostré hrany na plôškuPri použití pozície kurzora neposúva pripojené pásyBez synchronizácie, prehráva každú snímkuNepoužívať žiadne kompresieNepoužívať výpočtové zariadenieNepoužívajte tento povrch ako svetlo pre snímanieRobí spojenia alebo pretnutia samého sebaChcete nainštalovať nasledujúce {:s}?ID dokumentuDokumentyRežim uhýbaniaPrispieva krivka funkcie k výsledkuNepodporuje individuálny počiatok ako otočný bodNerobí nič, zamedzuje pridávaniu skutočných prepisov (nepoužité)Tento nástroj používa maliarske plátnoDolby Digital ATRAC 3PojazdDolly priblíženie/oddialenie zobrazeniaOblasť pôsobnostiObjekt oblasti vplyvuNastavenia oblasti vplyvuVeľkosť doményTyp oblastiKombinácia domény a typu geometrie nie je podporovanáÚdaje doményAtribút oblasti vplyvuDoména, v ktorej sa pole vyhodnocujeDoména poľa sa vyhodnocuje vDoména na vyhodnotenie políNepodporovaná doména pre atribút "%s"NeuložiťNepridá metaúdaje ani značky meta-údajov z pôvodného bloku údajovNepridá nové vynútenieNedovolí výber snímky myšou mimo rozsah snímkyNevypočítavať prečistenie pre vypuklé plochyNeopravuje prekrytie na nových pásochNezobrazovať objem v režime drôteného rámuBez zobrazenia tvaru vlny pre zvukové pásyNeurobí ničNeexportovať obrázkyNevypĺňať vôbecPočas editácie nevyplňuje polygónyNeimportovať textúryNepropagovať rozdelenie na pripojené pásyNeodstraňuje ostré hrany, ktoré sú pri plôškach s vyhladeným tieňovanímNeodstraňuje ostré hrany. Označené hrany zostanú ostréNezaokrúhľovať na pixelyNesníma pozadie, rýchlejšie, ale môže spôsobiť šum pre neplné pozadiaBez zmeny veľkosti v osi YNepoužívať mierku osí X a ZNezobrazuje prekrytie počas ťahuNezobrazuje vstupnú hodnotu v rozhraní modifikátora geometrických uzlovNepripínať k skrytým pásomNezapínať ku zvukovým pásomNerozťahovať objektV rohu nepoužíva žiadnu šípku/štýlNepoužíva žiadne pevné zarovnanie, vyplňuje voľné miestoNepoužívať túto kolekciu pri Line ArtNepoužívajte tento objekt na prekreslenie Line ArtNa odstránenie šumu nepoužíva obslužné programy prechodovNezapisuje do hĺbky zásobníkaExpozičný hárokPrekrytie expozičného hárkaÚdaje priestoru expozičného hárkuZobrazí expozičný hárok pre sledovanie údajovExpozičný hárok/Časová osExpozičný hárok poľa zoradeniaDopplerov faktorDopplerova rýchlosťBodkaBodkočiarkovanáSúčin bodovBodkyDvojitáDvojklikRýchlosť dvojitého kliknutiaČas dvojklikuMaska dvojitého okrajaDvojitý vektorDvojitá presnosťDvojitá hustotaDoleStiahnutie a inštalácia rozšíreniaStiahnuté balíky súborov sú po inštalácii odstránenéSťahovanie "{:s}"Sťahovanie...SťahovanieKompresia povrchovej siete DracoŤahaťOperátor ŤahajZačiatok ťahaniaPrah pretiahnutiaPotiahnutím sa povolí prechod udalostí kliknutia do nástroja, čím sa pridá malé oneskorenieŤahaním ukotví štetec od hrany k hraneŤahaním a pustením presunie prvok na iné miestoŤahanie a pustenie sústavy údajov alebo položky v rámci sústavy údajovPretiahne komponent pomerne na štvorec rýchlostiPretiahne komponent úmerne k rýchlostiVplyv efektora ťahaniaUpustí materiál do zásuviek materiálov v časti VlastnostiPustí materiál na objekt v Líniovom prehľadePretiahne objekt na scénu Líniového prehľaduŤahaním zmaže rodiča v Líniovom prehľadeŤahaním pokračujte v snímaní, po dokončení ho uvoľniteŤahaním presunúť do kolekcie v Líniovom prehľadeŤahaním nastaví rodiča v Líniovom prehľadePretiahnutých {} súborovDraineDraineho fázové funkcie, ktoré sa väčšinou používajú na rozptyl svetla v medzihviezdnom prachuKresliťNakresliť čiaru rezuNakreslí F-krivky použitím funkcie Anti-Aliasing - vyhladzovania hrán (vypnutie zlepší výkon)Kresliť voľnou rukouKresliť Grease PencilRežim kresleniaNakresliť normályKresliť polygonálne čiaryNakresliť regiónNakresliť región + vymeniťKresliť úsečkyKresliť ťah dozaduNakresliť oknoNakresliť okno + vymeniťVykreslí modrotlač použitím kruhových ťahov obrysuVykreslí modrotlač použitím elipsovitých ťahov obrysuVykreslí modrotlač použitím štvorcových ťahov obrysuNakreslí obdĺžnik okolo častí pásov, ktoré chcete orezaťKreslí krivku voľnou rukouKreslí drážku voľnou rukouNakreslí čiary na použitie strmosti váhy pre vybrané vrcholyNakreslí čiaru na nastavenie stupňovania materiálu výplne pre vybrané ťahyKreslí čiaru ťahmi oddelenými podľa rozostupuVykreslí nový ťah v aktívnom objekte Grease PencilVykresliť krivkuKreslí tmavý ovládačKreslí tmavý ovládač so zameriavacím lúčomKreslí ťahy voľnou rukouKreslí v rovine zarovnanej so záberomKreslí v rovine kolmej na povrchKreslí v rovine povrchuKreslí svetlý ovládačKreslí svetlý ovládač so zameriavacím lúčomKreslenie čiar s oneskorením, ktoré umožňuje plynulé ťahy (počas kreslenia stlačte klávesu Shift)Kreslí farby vrcholov v aktívnom objekte Grease PencilNakresliť regiónNakreslí región a vymení hoKreslí segmenty úsečiekKresliť ťah na polohe 3D kurzoraKresliť ťah na počiatku objektuKreslí ťahy použitím súvislej čiaryKreslí ťahy použitím oddelených bodiekKreslí ťahy použitím oddelených štvorcovVykreslí ťahy s použitím textúryVykreslí ťahy s plnou farbouNakreslí štylizované ťahy použitím FreestyleNakreslí zásuvku ponuky ako rozšírenú rozvinovaciu ponukuNakreslí vzťahovú čiaru od hlavy rodiča k hlave potomkaNakreslí vzťahovú čiaru od chvosta rodiča k hlave potomkaMaľuje váhu na body ťahu v aktívnom objekte Grease PencilNakresliť oknoNakreslí okno a vymení hoKresliť:KresbaRovina kresleniaTyp kresbyKvapkaťRiadi všetky súčasti tejto vlastnosti použitím vybraného cieľaPoháňa pevné teleso okolo alebo pozdĺž osiRiadi túto súčasť tejto vlastnosti použitím vybraného cieľaRiadenéVlastnosť ovládačaVlastnosť ovládania:Vybrané riadenéOvládačOvládač '%s[%d]' už existujeCieľ ovládačaHodnota ovládača:Premenná ovládačaOvládač v minulosti nemohol byť hodnotený, takže by mal byť vynechanýOvládač pre nastavenie hodnoty na základe externej hodnotyOvládač nemá žiadne premenné na kopírovanieV týchto údajoch animácie sa ovládač nenašielTyp ovládačaTyp premennej ovládačaOvládač:Ovládač: {:s} ({:s})OvládačeOvládače:DronPusť XPusť YVpustí svet do scényNanesie farby na tlačidláVypúšťa snímky, ak je prehrávanie príliš pomaléZahodené snímky si zachovajú snímkovú frekvenciuNázov upustenia na tlačidloUpustiť {} na zásuvku {} (aktívna zásuvka) na {}Upustiť {} na zásuvku {} (nahradenie {}) z {}Upustiť {} na zásuvku {} z {}Upustiť {} na {} (zásuvka {})Upustiť {} na {} (zásuvka {}, nahradenie {})SchnúťČas vysušeniaDvojitá povrchová sieťKvôli nastaveniu zásobníka NLA neboli vložené {:d} kľúčové snímky.Kvôli nastaveniu "Vložiť len potrebné" neboli vložené {:d} kľúčové snímky.ZdanlivýDvojtónováVytvoriť kópiuVytvárať kópiu akcieVytvárať kópiu armatúryVytvoriť kópiu kameryVytvoriť kópiu krivkyDuplicitné krivkyDuplicitné prvkyVytvoriť kópiu Grease PencilVytvoriť kópiu krivky vlasovIndex vytvorenej kópieVytvoriť kópie kľúčových snímokVytvoriť kópiu mriežkyVytvárať kópiu svetlaVytvárať kópiu snímačov svetlaVytvorí kópiu prepojených vybraných pásov NLA a pridá nové pásy do novej stopy (nových stôp)Vytvoriť kópiu maskyVytvárať kópiu materiáluVytvárať kópiu povrchovej sieteVytvárať kópiu meta guleKópia prvku meta guleVytvoriť kópie stromu uzlovVytvoriť kópiu uzlovVytvoriť kópiu objektuVytvárať kópiu častícVytvárať kópiu mračna bodovVytvoriť kópiu vybranej kostiVytvoriť kópiu nastaveníVytvoriť kópiu reproduktoraVytvoriť kópiu pásovVytvárať kópiu povrchuVytvárať kópiu textuVytvoriť kópiu objemuVytvorí kópiu aktívnych kľúčových snímok všetkých vrstievVytvoriť kópie všetkýchVytvorí kópiu vytiahnutých vybraných vrcholov, hrán alebo plôšok smerom ku kurzoru myšiVytvorí kópiu a zrkadlí vybrané častice pozdĺž lokálnej osi XVytvorí kópiu atribútu farbyVytvorí kópiu vynútenie na rovnakej pozícii v zásobníkuVytvorí kópiu krivky a presunie juEfekt kopírovania na rovnakej pozícii v zásobníkuDuplicitný index %d v sústave indexov vrcholovVytvoriť kópiu do oknaVytvárať kópiu kľúčovVytvorí kópiu masky a presunie juVytvorí kópiu povrchovej siete a presunie juVytvorí kópiu povrchovej siete v mieste častícVytvára kópie hrán povrchovej siete a prerušuje spojenie s okolitými plôškamiVytvorí kópiu modifikátora na rovnakej pozícii v zásobníkuVytvorí kópiu uzla, ale nie stromu uzlov, prepojenie na pôvodné údajeVytvorí kópiu objektu, ale nie údaje objektu, prepojí ho s pôvodnými údajmiVytvorí kópiu časticového systému v aktívnom objekteVytvorí kópiu vybraných pásov NLA a pridá nové pásy do novej stopy (nových stôp)Vytvorí kópiu vybranej oblasti v novom okneVytvorí kópie vybraných riadiacich bodovVytvorí kópiu vybraných riadiacich bodov a segmentov medzi nimiVytvorí kópiu vybraných prvkov meta guleVytvorí kópiu vybraných uzlovVytvorí kópie vybraných uzlov a premiestni ichVytvorí kópiu vybraných uzlov so zachovaním vstupných prepojení a presunie ichVytvorí kópie vybraných uzlov, ale nie ich stromy uzlov a presunie ichVytvorí kópiu vybraných objektovVytvorí kópiu vybraných pásov a ich filmovVytvorí kópiu vybraných pásov, ale nie ich údajov, a presunie ichVytvorí kópiu časovej značky(iek)Vytvára kópie vybratých vrcholov, hrán alebo plôšokVytvorí priamo kópiu nastavení, takže nový časticový systém používa vlastné nastaveniaVytvorí kópiu pásu, ale nie na páse, prepojenie s pôvodnými údajmiVytvára kópie ťahov do poľaKópie ťahov ako zrkadloVytvára kópiu aktívnej skupiny uzlov geometrie a priraďuje ju k aktívnemu modifikátoruVytvorí kópiu aktívneho kľúčového tvaruVytvorí kópiu aktuálnej inštancie objektuVytvorí kópiu aktuálneho riadkuVytvára kópie aktuálne priradenej skupiny uzlov kompozície.Vytvorí kópiu modifikátora v zozname modifikátorovOpakovane vytvorí kópiu objekt podľa určeného počtuVytvorí kópiu objekt toľkokrát, koľkokrát sa zmestí do určitej dĺžkyVytvorí kópiu vybraných objektov a premiestni ichVytvorí kópiu vybraných objektov, ale nie ich údajov o objektoch, a presunie ichVytvoriť kópiu vybraných bodovVytvoriť kópiu vybraných pásovDuplicitné %sVytvorené kópie kľúčových snímokDuplikátVytvorí kópie krivky vlasov určitý počet krát v rámci polomeruDuplikáty: {}TrvanieTrvanie (v snímkach) obrazu (1, keď nie je video/sekvencia)Trvanie segmentu snímky zmrazeniaTrvanie vytrácania v sekundáchTrvanie: %s (snímka %i/%i)Počas opätovnej synchronizácie bloku údajov %s, %d boli odstránené zastarané prepisy, ktoré mali lokálne zmeny definované užívateľomPočas korekcie atribútov plôšky sa zlúčia atribúty napojené na rovnaký vrcholPočas transformácie sa v zobrazení 3D pohybujte klávesou Alt. Všimnite si, že ak sú vypnuté, klávesové skratky pre proporcionálne úpravy, automatické obmedzenia a automatickú dĺžku IK reťazca budú vyžadovať pridržanie klávesy AltHolandsky - NederlandsUmierajúceDynamickéDynamické BVHDynamika základnej povrchovej sieteDynamická veľkosť mriežkyDynamická povrchová sieťDynamický režimDynamická maľbaModifikátor Dynamická maľbaNastavenia dynamickej maľby plátnaModifikátor Dynamická maľbaDynamická topológia tvarovaniaNašla sa dynamická topológia: %s, zakázanéDynamická mriežkaDynamická topológia mení topológiu povrchovej siete počas tvarovaniaDynamická maľba: Zapečenie dokončené! (%.2f)Dynamická maľba: Zapečenie zlyhalo: %sDynamicky skrýva vrcholy na základe skupiny vrcholov alebo armatúryDynamickéDynamická topológiaDynamická topológia nezachová farby, UV ani iné atribútyEEVEELadenie EEVEEMožnosti sledovania lúčov EEVEENastavenia EEVEENastavenie EEVEE pre scénuNastavenia EEVEE pre sledovanie odrazovÚdaje mapovania ekvivalentnej krivkyChyba: Ovládač je zbytočný bez akýchkoľvek vstupovChyba: Neplatný výraz jazyka PythonChyba: Neplatný cieľový kanál(y)CHYBA: typ "{:s}" neexistuje!ESC/PTM zrušenie, Enter/ĽTM pre potvrdenie, koliesko/posun na nastavenie faktoraKaždý kanál bude prevedený do mono súboruKaždá kolekcia (samotný blok údajov) ako súbor, nezahŕňa obsah kolekcií potomkovKaždá kolekcia (vrátane hlavnej, bloku bez údajov) aktívnej scény ako súboru vrátane obsahu kolekcie potomkovKaždá kolekcia (vrátane hlavných, blokov bez údajov) každej scény ako súboru, vrátane obsahu kolekcie potomkovIndex každého riadiaceho bodu na jej drážkeKaždá plôška sa považuje za stredné rozhranie. Poskytuje správne výsledky pre vyvinutú geometriu, ktorá neobsahuje žiadne vnútorné časti.Hodnota plôšky tvarovania každej plôškyKaždá vstupná geometria sa zmení na samostatnú inštanciuKaždé výstupné pole musí zodpovedať geometrii, ktorá je nad nímKaždá scéna ako súborMiernaZmierniť vnútriZmiernenie vzniku a zánikuZmierniť mimoZmiernenieTyp zmiernenia je vybraný automaticky na základe toho, čo typ interpolácie používa (napr. 'vznik zmiernenia' pre prechodné typy, a 'zánik zmiernenia' pre dynamické efekty)VýchodVystredenieHranaUhol hranyText uhla hranyNa stred hranyKolízia hranyPočet rohov hranyNáklady na hranuPočet hránZáhyb hranyÚdaje hranyTypy údajov hránÚdaje hrany:Detekcia hránTyp zobrazenia hranyIndex hranyDĺžky hránRežim dĺžky hranyText dĺžky hranyMapovanie hránVyznačenie hránVyznačenie hránVýber režimu hránPole počtu susedov hránSusedné hranyPosúvanie hranyCesty hrán na krivkyCesty hrán na výberKolmo na hranuPole pozícií hránHrany koľajniceZmena veľkosti okrajaVymedziť prstenec hránVybraná hranaVýber hránOstrosť hránKĺzať hranuKĺzať hranu: Rozdeliť hranyPríznak hranyOdtieň hranyTyp hranyKombinácia typov hránNegácia typu hránTypy hránVrcholy hránPole vrcholov hránVáha hranyŠírka hranyVáha skosenia hrany na pripočítanie k vonkajším hranámHrana v bloku údajov povrchovej sieteIndex hranyHrana nie je spojená so žiadnymi plôškamiDĺžka hrany v UV priestoreDĺžka hrany výberu poľaHrana vrcholuVýber hrán - Shift-klik pre viac režimov, Ctrl-klik rozšíriť/zúžiť výber podľa aktuálneho režimuRežim výberu hránModifikátor Rozdeliť hrany na vytvorenie ostrých hránTrenie pružiny na hraneTuhosť pružiny hrany pri dlhšej ako pokojová dĺžkaTuhosť pružiny hrany pri kratšej ako pokojová dĺžkaPrah hranyOd hrany k hraneVáha hrany použitá modifikátorom skoseniaPár prstencov hrán nie je pripojenýPrstence hrán nie sú pripojenéOd hrany k hraneOddelenieHranyModifikátor Rozdeliť hranyHranyÚdaje hrán:Hrany medzi plôškami ukazujúce na alternatívne smeryHrany zmenené z %d na %dPrílišná kolízia hránHrany rohuHrany vrcholuHrany povrchovej sieteHrany získajú silu ťahu z okolitých médiíHrany získajú silu zdvihu prechodom cez okolité médiáHrany zdieľané viac ako dvomi plôškamiZoskupiť hrany na plôškuHrany pre konvertovanie na krivkyHrany na označenie miesta, kde je povrchová sieť "odrezaná" pre účely rozbaľovaniaHrany používané na rozdelenie plôšok do samostatných skupínUpraviťUpraviť kosťMatrica úpravy kostíUpraviť kosť(i)Úprava kostíUpraviť mapu kriviekFormát úpravyUpraviť Grease PencilÚprava ťahov Grease PencilÚprava čiarUpraviť meta údajeEditačné metódyRežim editácieVyhladiť drôty v režime editácieÚprava dráhyUpraviť štúdiové svetloUpraviť priestor textúryUpraviť stromUpraví zdrojový kód užívateľského rozhrania aktívneho tlačidlaPriama úprava hodnoty jazyka Python pre nepodporované typy vlastnostíÚprava vynútenia aktívnej kostiÚprava vynútenia aktívneho objektuUpraví snímky 3D záberu v externom editore obrázkovUpraví všetky kľúčové snímky na scéneÚprava a ukladanie motívov inštalovaných prostredníctvom rozšíreníUpraví zobrazenie animácie/kľúčových snímok ako 2D krivkyUpraví ľubovoľnú skupinu uzlov geometrie na použitie ako operátorÚprava informácií o aktívach, ako je katalóg, obrázok náhľadu, príznaky alebo autorUpraví skupiny kompozičných uzlov pre modifikátory pásu radiča sekvenciíUpraví skupinu kompozičných uzlov pre aktuálnu scénuÚprava ovládačov a interpolácie kľúčových snímokUpraví obrázok v externej aplikáciiUpraví kľúčové snímky akcie na úrovni objektu aktívneho objektuUpraví kľúčové snímky v akcii kľúčových tvarov aktívneho objektuUpravuje materiály, osvetlenie a tieňovanie prostredia použitím uzlovRežim editácie kosti v bloku údajov armatúryUpraví skupinu uzlovUpraví skupiny uzlov z aktívneho modifikátora aktívneho objektuUpraví údaje objektu priestoru textúruÚprava trvalých konfiguračných nastaveníÚprava vlastností aktívneho objektu a súvisiacich blokov údajovÚprava skriptov a súborov dokumentácieUpraví vybrané ťahy Grease PencilPoužije uzly tieňovačov pre Štýl čiaryUpraviť uzly tieňovačov z ObjektuUpraviť uzly tieňovačov zo SvetaUpraviť značky pre automatickú detekciu textúr v nastavení Principiálne BSDFUpraviť uzly textúry pre ŠtetecUpraviť uzly textúry pre Štýl čiaryUpraviť uzly textúry pre SvetUpraviť textúry použitím uzlovUpraví ovládače pre pripojenú vlastnosť reprezentovanú zvýrazneným tlačidlomUpraví súborUpraví hodnotu užívateľskej vlastnostiUpraví viditeľnosť aktuálnej povrchovej sieteUpraví váhy vrcholov v skupineUpraví časovanie pre súbor zásobníka blokov údajovUpraví časovanie pre drážky editora maskyUpraví časovanie pre všetky náčrty Grease Pencil v súboreÚprava predvolieb užívateľov a systémových nastaveníÚprava: {}, {}, {}Upraviteľnosť NLA pásov v tejto stopeUpraviteľnosť kľúčových snímok pre tento kanálUpraviteľnéUpraviteľná krivka dutinyUpravovateľné dopady krivkyUpravovaťUpravovaný objektEditáciaTyp úpravyBude zobrazená úprava kontextuÚprava vlasovÚprava nastavení formátovania znakovRežim editácie mriežky ešte nie je podporovanýEditorEditor okrajovEditor obrysovTyp editoraEditor nástrojov tieňovania a združovania založených na uzleZáhlavie editora obsahujúce prvky užívateľského rozhraniaPonuka editora obsahujúca tlačidláEditoryUpraví aktuálnu aktívnu sústavu plôšokProblém konverzie Eevee materiálu. Chyba na konzoleEfektEfekt '%s' nie je v objekte '%s'Efekt vytrácaniaPozícia efektu vytrácaniaEfekt nepriehľadnostiPolomer plného efektuPás efektovFarba pásu efektuTyp efektuEfekt ovplyvňujúci objekt Grease PencilEfekt nemožno pridať k objektu '%s'Efekt v úplnom alebo iba kladnom/zápornom smere ZRežim efektuNázov efektuÚčinok na samotný kľúčÚčinok na ľavý manipulátorÚčinok na pravý manipulátorPôsobí na stopy, ktoré majú zosnímané menej ako určené množstvo snímokPôsobí na stopy, ktoré majú väčšiu chybu opakovaného premietaniaEfekt/prepojenéEfektívny rozsahEfektívna viditeľnosťEfektívna, ale pomalá kompresiaEfektívne konvertuje film na sekvenciu obrázkov, ignoruje neúplné alebo vypadnuté snímky a zmeny v snímkovej frekvenciiEfektivitaEfektorPočet efektorovKolekcia efektorovČíslo efektoraNastavenia efektoraTyp efektoraEfektor vplyvuVplyv efektora pre simuláciu fyzikyEfektyEfekty ovplyvňujúce zobrazenie objektuVýber krivky alebo inštanciePridáva alebo odstraňuje krivky v závislosti od minimálnej vzdialenosti kriviek pod kurzoromBuď prechádza vstupnou hodnotou, alebo vygeneruje náhradnú hodnotuBuď obyčajné krivky, alebo inštancie kriviekBuď počiatočná snímka (pre kladnú rýchlosť), alebo koncová snímka (pre zápornú rýchlosť)ElastickýHranica pružnostiPrvokIndex prvkuPrvok definujúci farbu na pozícii vo farebnom spádePrvok sa nenašiel v kolekcii prvkov alebo poslednom prvkuPrvok krivky, buď NURBS, bézierovej, polygonálnej (reťazec úsečiek) alebo znak textových objektovPrvok cesty zobrazovačaPrvok cesty stromu priestoru uzlaPrvok cieľovej geometrie na výpočet vzdialenosti odTyp prvku na transformáciuPrvok-určeniePrvkyPrvky vnútri schránkyElipsaElipsovitá maskaElipsyElipsoidVložiť textúryVloží textúry do binárneho súboru FBX (len pre režim cesty "Kopírovať")Vsadené údajeEmbreeEmbree na GPUEmbree na GPU umožňuje používať hardvérové sledovanie lúčov na grafických procesoroch Intel, čím sa dosiahne vyšší celkový výkonVyžarovanieKoeficienty emisiíFarba emisieIntenzita emisieČas emisieFaktor času emisiePolohy vyžarovaní na jednu plôšku (0 = automatické)Emisný tieňovačFarba emisieEmitovaťEmitovať zChrlí tekutinu z povrchu alebo objemu povrchovej sieteEmitovať v náhodnom poradí prvkovEmituje častice z povrchovej siete aplikovanými modifikátormi (pre záber musia byť použité rovnaké úrovne deliacej plochy a prekreslenie pre dosiahnutie správnych výsledkov)Vypúšťa dym z častícEmitované vyžarovanie na farebný kanál, ktorá sa pridáva k lúču na jednotku vzdialenostiEmitorVzdialenosť emitoraZvýrazní polohu kľúčovej snímky na dráhe pohybuPrázdnePrázdnyVeľkosť zobrazenia prázdnehoPrázdna veľkosť displeja: %.3fTyp zobrazenia prázdneho prvkuPrázdna výplňPrázdna mriežkaHĺbka obrázka prázdnehoPrázdne kľúčové snímkyPrázdny materiálPrázdna scénaPrázdny priestorPrázdny identifikátor nemožno použiť, ak bol predtým použitý explicitný identifikátor. Napríklad "{} {x}" je v poriadku, ale "{x} {}" nie je.Modifikátor emulácie 3D tlačidlaEmulácia 3 tlačidlovej myšiNapodobuje prostredné tlačidlo myši použitím ALT+ľavé tlačidlo myšiEmulácia NumpaduPovoliťPovolí 'sólo' NLA stopu obsahujúcu aktívny pás, na úpravu bez toho, aby boli viditeľné účinky zásobníka NLAPovoliť doplnokPovolí editoru a operátorom prehliadača aktív spravovať bežné bloky údajov ako aktíva, nielen ako pózyPovoliť možnosti kostíPovolí kosti geometriu deformáciePovoliť kolíziuPovoliť doplnok Cycles Render Engine (Mechanizmus prekreslenia Cycles) pre používanie CyclesPovolí vývojárom možnosť ladenia CyclesPovoliť deaktiváciuPovolí možnosti ladenia EEVEE pre vývojárovPovoliť vyhodnotenie modifikátora F-krivkyPovoliť modifikátory F-krivkyPovolí akceleráciu GPU pre vyhodnotenie posledných modifikátorov povrchu v zásobníkuPovoľte Zobrazenie mriežky pre použitie zvýraznenia!Najskôr povoľte vodenie! Predvolené pre rýchlosť kvapalínPovoliť roztiahnutie inverznej kinematikyPovolí funkcie MetalRT pre dopyty na priesečníkyPovoliť viacnásobné zobrazeniePovoliť výstupPovolí hodnotenie jazyka Python pre vybrané súboryPovoliť vlastnú kolíziuPovolenie fresnelovho efektu na prekrytiach upravovanej povrchovej siete. Zlepšuje čitateľnosť tvaru veľmi hustých povrchových sietí, ale zvyšuje únavu očí pri modelovaní povrchových sietí s malými mnohouholníkmiPovolí doplnok pre pracovný priestorPovolí ďalšie funkcie pre nový blok údajov kriviekPovoliť po inštaláciiPovoliť uhlový pohonPovolí osi zrkadlaPovolí y pre ovládače HP Reverb G2. Upozorňujeme, že toto nemusia podporovať všetky bežiace programy OpenXRPovolí y pre ovládače HTC Vive Cosmos. Všimnite si, že toto nemusia podporovať všetky bežiace programy OpenXRPovolí y pre ovládače HTC Vive Focus 3. Upozorňujeme, že toto nemusia podporovať všetky bežiace programy OpenXRPovolí y pre ovládače Huawei. Upozorňujeme, že toto nemusia podporovať všetky bežiace programy OpenXRPovolí katalóg, čím sa obsiahnuté aktíva zviditeľnia v polici aktívPovolí delenie reťaze podľa dĺžky krivej 2D čiaryPovolí delenie reťazí podľa vzoru prerušovanej čiaryPovolí reťazenie prvkov hránPovoliť kolekciu vytvorenia inštanciíPovolí kolíziu s povrchom pri tvarovaníPovolí kolízie so zadným okrajom oblasti vplyvuPovoliť kolízie s dolným okrajom oblasti vplyvuPovolí kolízie s predným okrajom oblasti vplyvuPovolí kolízie so ľavým okrajom oblasti vplyvuPovolí kolíziu s inými objektmiPovolí kolízie s pravým okrajom oblasti vplyvuPovolí kolízie s horným okrajom oblasti vplyvuPovolí rozsah farby použitý na vizualizáciu váhy v režime maľovania váhPovolí vlastné nastavenia pre objem korekcie paralaxyPovolí vlastný začiatok a koniec vzdialenosti klipu pre výpočet objemuPovolenie cyklického zobrazenia jednotlivých čiarokPovolí deaktiváciu pokojného pevného telesa (zvyšuje výkon a stabilitu, ale môže spôsobiť poruchy)Povolí predvolené akcie ovládača VR vrátane póz ovládača a hmatovýchPovolí presúvanie pozdĺž X normályPovolí presúvanie pozdĺž Y normályPovolí presúvanie pozdĺž Z normályUmožníte jednoduchšie opakované použitie bloku údajov prostredníctvom prehliadača aktív použitím prispôsobiteľných metaúdajov (ako sú náhľady, popisy a príznaky)Povolí jednoduchšie opätovné použitie vybraných blokov údajov prehľadávačom aktív pomocou prispôsobiteľných metaúdajov (ako sú náhľady, popisy a príznaky)Povoliť prenos údajov hránPovolí posúvania hrany v 2D zobrazeníPovolí vyhladzovanie hrán v režime editácie, čím sa zníži aliasing (vyžaduje reštart)Povoliť prenos údajov rohových plôšokPovoliť prenos údajov plôšokPovolí kompresiu súborov pri ukladaní .blend súborovPovolí filtrovanie súborovPovolí filtrovanie súborov v Prieskumníkovi súborovPovolí nastavenia rozptylu kvapalín (napr. viskozita, povrchové napätie)Povolí smerovanie kvapalínPovolí povrchovú sieť kvapaliny (použitím zosilnenia)Povolí šum kvapaliny (použitím zosilnenia)Povolí dynamiku vlasov použitím simulácie plátnaPovoliť v nových scénachPovolí chvejúce sa tiene na ploche zobrazenia. (Chvejúce sa tiene sú vždy povolené pre finálne prekresľovanie).Povolí jemné roztrasenie tieňov na zvýšenie presnosti tieňov (vypnuté v zábere, pokiaľ nie je povolené v nastaveniach prekresľovania). Má vysoký vplyv na výkon.Povoliť lineárny pohonPovolí okraje materiáluPovolenie symetrie siete v osi XPovolenie symetrie siete v osi YPovolenie symetrie siete v osi ZPovolí úpravu viacnásobných snímokPovolí vlastnú kolíziu naivných vrcholov gulePovoliť nové typy zoznamov a uzlovPovolí uzly na svetlePovolí techniky redukcie šumu pre efekty prechodu lúčovPovoliť posuvPovoliť pri inštaláciiPovoľte online prístup v Predvoľbách systémuPovolí alebo zakáže všetky príznakyPovolí alebo zakáže prerušovanú čiaruPovolí alebo zakáže pózovanie/výber kostíPovolí alebo zakáže prekreslenie tejto vrstvy zobrazeniaPovolí alebo zakáže textúrovanie ťahovPovolí alebo zakáže túto sústavu čiar počas prekresleniaPovolí alebo zakáže tento modifikátor počas prekreslenia ťahuPovolí alebo zakáže tento modul štýlu počas prekresleniaPovolí vyhladenie drôtov prekrývaním, čím sa zníži vyhladzovanie hrán (aliasing)Povolí možnosti ladenia maľovania a modelovania pre vývojárovPovolí hrebene a údoliaPovoliť skriptyPovolí vybrané značkyPovolí vybrané náhrady na všetkých vybraných filmových a obrazových pásochPovolí kolíziu so sebou samýmPovolí vrhanie tieňov zo svetielPovolí zjednodušenie scény pre rýchlejší náhľad prekresleniaPovoliť prichyteniePovolí prichytávanie k vodiacim uhlom alebo voľby rozostupuPovolí prichytenie pri transformácii kľúčových snímokPovolí prichytávanie pri transformácii kľúčov v editore ovládačovPovolí niektoré ďalšie polia v Prehliadači aktív na pomoc pri ladeníPovolí zadané nastavenie na všetkých vybraných kanáloch animáciePovolí rýchle vodeniePovolí odraz na osi XPovolí odraz na rotačnej osi XPovolí odraz na osi YPovolí odraz na rotačnej osi YPovolí odraz na osi ZPovolí odraz na rotačnej osi ZPovolí sugestívne obrysyPovoliť vrhanie slnečného tieňaPovoliť symetriu v osi XPovoliť symetriu v osi YPovoliť symetriu v osi ZPovolí citlivosť na tlak tabletu pre oblasť dosahuPovolí citlivosť na tlak tabletu pre chveniePovolí citlivosť na tlak tabletu pre posuvPovolí citlivosť tlaku na tablet pre veľkosťPovolí citlivosť tlaku na tablet pre rozostupPovolí citlivosť tabletu na tlak pre siluPovoľte najprv farebný spádPovoliť knižnicu aktívPovolí skupinu uzlov kompozície.Povolí krivke stať sa dráhou posuvuPovolí modul sledovania lúčovPovoliť úložiskoPovoľte úložisko a skúste to znova.Povolí režim výberuPovolí výber článkov maximálnou 2D dĺžkouPovolí výber článkov minimálnou 2D dĺžkouPovoliť výber prvých N článkovPovoliť zásuvkuPovolí použitie svetiel na ťah a výplň materiálovPovoliť tieto vynúteniaPovolí toto svetlo v režime plného tieňovaniaPovoliť tento modifikátorPovolí tento objekt ako urýchľovač pre fyzikálne systémyPovolí spustiť export na pozadí, zakáže blokovať Blender pri exporte. Táto možnosť je zastaraná; Spuste tento operátor v popredí a SPUSŤTE ho ako úlohu na pozadíPovolí spustiť import na pozadí, zakáže blokovať Blender pri importe. Táto možnosť je zastaraná; Spuste tento operátor v popredí a SPUSŤTE ho ako úlohu na pozadíPovolí vytrácanie zmien povrchu v priebehu časuPovolí, aby mokrý povrch v priebehu času vyscholPovoliť použitie regiónu pod kurzorom na vykonanie modálneho výkonuPovoliť prenos údajov vrcholovPovolí zobrazenie navigácie podľa záberu kameryPovolí možnosti ladenia záberu pre vývojárov v kontextovom okne prekrytiaPovolí zobrazenie záberu vo vrstvách zobrazeniaPovolí zástupné znaky kvapkaniaPovolí/zakáže vynúteniePovolenéIba povolené doplnkyIba povolenéPovolený rozsah rotáciePovoliť pri spustení, čím sa potlačí predvoľba.Aktivuje navigáciu v režime lietania, ale posunutím uzáveru dopredu pri pohľade nadol sa výška kamery nezmení.Povolí vysoko kvalitný, ale pomalý výpočet poľa ohraničenia pre dokonalé výsledky rotácie/zmeny mierky pri zložitých tvaroch povrchových sietíPovolí náhľady v editore uzlov tieňovačovUmožňuje používať 3D myš ako kameru. Stlačením do scény a sa kamera posunie dopredu do scény. Vstupujete do scény, ako keby ste v nej lietali. Tým sa tiež invertuje posun a priblíženie pre 2D zobrazeniaZapuzdrený jazyk PostScript (.eps)Uzavrie vybrané vrcholy vo vypuklom mnohosteneKódovanieRýchlosť kódovaniaVyskytla sa neošetrená chyba počas vytvárania kľúčových snímokKoniecKoniec (faktor)Koniec (dĺžka)Štýl konca šípkyHlavica koncaFaktor koncaKoncová snímkaKoncová snímka (manipulovaná z užívateľského rozhrania)Koncová snímka (hrubá hodnota)Koncová snímka (ak je povolené obmedzenie rozsahu snímky)Koniec manipulátoraZmierniť manipulátor koncaMierka manipulátora koncaKoncová polohaTyp priradenia koncaPosuv koncaKoncové bodyKoncový polomerKoncová veľkosťKoncový vrcholKoncová vzdialenosť Mapy kaskádovitého tieňa (len v perspektívnom zobrazení)Koncová vzdialenosť objemového efektuKoncová snímka je pripnutá na platný rozsah prekresleniaKoncová snímka zobrazená v editore sekvencií aplikovaná po posuneKonečná snímka pre zapečenieKoncová snímka rozsahu ciest na zobrazenie/výpočet (nie pre metódu cibuľových šupiek 'Okolo snímky')Koncová snímka pásu NLA. Poznámka: zmenou tejto hodnoty sa aktualizuje aj hodnota opakovania pásu alebo koncovej snímky jeho akcie. Ak sa má zmeniť len koncová snímka, pozrite si namiesto toho vlastnosť "frame_end".Koncová snímka exportu, použije predvolenú hodnotu na získanie koncovej snímky aktuálnej scényKoncová snímka zapečenia oceánuKoncová snímka uloženého rozsahuKoncová snímka na exportKoncový riadok výberuUkončiť na snímkeČas konca dráhyKoncový bodVýber koncového boduUzol Výber koncového boduKoncový bod UKoncový bod VKončí saNepriateľVynúti symetriu (tvarovú aj topologickú) naprieč osamiVynúti symetriu (súmernosť), vytvorí kópie výberu alebo použije existujúceMechanizmusMechanizmus '%s' nie je k dispozícii pre scénu '%s' (doplnok je potrebné nainštalovať alebo zapnúť)Mechanizmus použitý na prekreslenieAnglicky (UK)Anglicky (US)Vylepšiť detailyVylepší vysokofrekvenčný detail povrchuVylepšiť detaily povrchuZlepšuje kontrast, farby, svetlosť a ostrosť.Zabezpečiť modifikátorZabezpečte, aby všetky skupiny vrcholov deformujúcich kosti mali súčet 1,0 pri maľovaní váh alebo priraďovaní k vrcholomZabezpečí, aby bol blok údajov uložený aj v prípade, že sa nepoužíva (napr. v prípade knižníc pohybu a materiálov)Zaistí, že sú k dispozícii náhľady bloku údajov a aktualizuje ich (na uloženie v .blend súbore, len pre niektoré typy, ako sú materiály, textúry, atď.)Zabezpečí rovnakú dĺžku manipulátorov vybraných kľúčových snímok, prípadne aby boli vodorovné. Automatické, automaticky prichytené alebo vektorové typy manipulátorov sa konvertujú na zarovnanéOverte platnosť údajov (ak sú zakázané, môže dôjsť k importu údajov, ktorý spôsobí poruchy pri zobrazovaní alebo editácii)Zabezpečí uloženie bloku údajov, aj keď už nie je označený ako aktívumEnterPrejsť do režimu editácieZadajte hexadecimálnu hodnotu kódového bodu UnicodePo pridaní nového objektu automaticky prejde do režimu editáciePri pridávaní tohto objektu prejde do režimu editácieVstúpi do skupiny uzlov alebo z nej vystúpi na základe polohy kurzoraSpustí režim vylepšenia pre akciu, na ktorú odkazuje aktívny pás a upraví jeho kľúčové snímkyRežim maľby vstup/výstup pre ťahy Grease PencilSpustí/ukončí režim tvarovania pre ťahy Grease PencilVstup/výstup z režimu tvarovania kriviekSpustí/ukončí režim maľovania vrcholov pre ťahy Grease PencilSpustí/ukončí režim maľby váh pre ťahy Grease PencilÚplné poleVstupný indexAbsolútny vstupVstupný stropVstupný kosínus(A)Vstupné delenieVstupná podlahaVstupné maximumVstupné minimumZvyšok vstupného použitia fmod(A, B)Vstupné násobenieVstupný výkonZaokrúhľuje na najbližšie celé číslo. Ak je desatinná časť 0,5, zaokrúhľuje nahorVstupná značkaVstupný sínus(A)Vstupný tangens(A)Vstupné obalenie(A, B)Definícia výpočtu (zastarané)Položky definície výpočtuPríznak výpočtuPoložka výpočtuDefinícia výpočtu položkyVypočítaťVýpočetVýpočty ako reťazcePlášťRiadiace body plášťaVzdialenosť plášťa deformácieVáha plášťa deformácieVzdialenosť plášťaPlášť modifikátora funkciePolomer hlavy plášťaViacnásobný plášťPolomer chvosta plášťaVáha plášťaModifikátor efektu ťahu plášťaPlášť: %3fPlášť: %sProstredieTextúra ProstredieEpsilonEQUALRovnaké osiRovná saVyrovnať polomeryEkvalizér audiaZarovnanie oboch manipulátorov kľúčových snímokZarovnanie ľavých manipulátorov vybraných kľúčových snímokZarovnanie pravých manipulátorov vybraných kľúčových snímokRovnakouhléRovnakouhlá kocková mapa plôškyRovnoramennéRovnoramenné premietnutie zemepisnej šírky-dĺžkyZmazaťMaže / odstraňuje maľbu namiesto pridávaniaZmaže ťahy poznámkyVymazať viacnásobné premiestnenieMazať maľbuPri maľovaní odstráni alfaZmaže celé ťahyZmaže iba viditeľné ťahy a nie zakrytéMaže body v oblasti poľaMaže body v oblasti lasaZmaže body ťahuZmaže ťahy, zoslabí ich silu a hrúbkuGumaOdkaz na aktívum štetca gumovaniaRežim zmazaniaPolomer gumyChybaChyba (pozri konzolu)Popredie ikony ChybyLimit chybyChybové rozpätieSpráva chybyChyba zapečenia objektu "%s"Chyba pri vytváraní súboru '%s'Chyba odstránenia '%s' (ignorované)Prahová hodnota chyby vzdialenosti (v objektových jednotkách)Chyba pri zápise súboru "%s"Chyba pri vyhodnocovaní čísla, ďalšie informácie nájdete v editore informáciíChyba pri manipulácii s vybraným objektomChyba pri inicializácii zvukového prúduChyba pri inicializácii video prúduChyba pri čítaní snímky povrchovej vzorky siete; podrobnejšie informácie na konzoleChyba pri čítaní snímky bodov; podrobnejšie informácie na konzoleChyba pri registrácii nástroja uzla "%s", %d duplicitných položiekChyba pri registrácii nástroja uzla "%s", %sChyba pri registrácii nástroja uzla "%s", operátor je už registrovanýChyba pri prekresľovaní náhľadu scény %s: %s.Chyba pri obnovení temp súboru (kontrola súborov '%s' '%s')Chyba pri zápise súboru '%s'Chyba pri zápise snímkyChyba zápisu výsledku prekreslenia, %s (pozri konzolu)Chyba pri zápise do cieľového aktíva %sChyba:Chyba: Nepodarilo sa prideliť textúru vyžarovaniaChyba: Nemožno prideliť atlas tieňov. Pravdepodobne došla pamäť GPU.Chyba: Objekt kriviek obsahuje príliš veľa bodov. Na vyriešenie tohto problému znížte rozlíšenie kriviek alebo počet kriviek.Chyba: Priradenie mriežky vyžarovania zlyhaloChyba: Nesprávne formulované údaje mriežky vyžarovaniaChyba: Nie je dostatok pamäte na zapečenie {}.Chyba: Dosiahnuté maximálne aktualizácie tieňa.Chyba: môže mať za následok chýbajúce tiene a nižší výkon. ({} / {})Chyba: Príliš veľa AOVChyba: Príliš veľa viditeľných mriežokChyba: Príliš veľa mriežok vyžarovania na scéneChyba: Príliš veľa svetiel v scéne.Chyba: Príliš veľa aktualizácií tieňov, niektoré tiene môžu byť nesprávne.Chyba: {:.5f} .. {:.5f} (priemer {:.5f})Chyba: {:s}ChybyChyby a upozorneniaChyby počas prekresľovania. Viac informácií nájdete v časti Systémová konzola.EscEsperanto - EsperantoZákladné údajeUstálený oceánUstálený oceán (ostré špičky)Odhadnúť transformáciuOdhadované stopyOdhadovaná matrica rotácieOdhadovaná matrica mierkyEuklidusEuklidovská vzdialenosťEulerEuler (vrodené)Euler (XYZ)Euler (XZY)Euler (YXZ)Euler (YZX)Euler (ZXY)Euler (ZYX)Eulerovo zoradenieEulerova rotáciaEulerova rotácia F-krivky má neplatný index (ID='%s', Cesta='%s', Index=%d)Eulerove uhly rotácie v radiánochEulerova rotácia vrstvyEuler k rotáciiEuler použitím poradia XYZ rotácieEuler použitím poradia XZY rotácieEuler použitím poradia YXZ rotácieEuler použitím poradia YZY rotácieEuler použitím poradia ZXY rotácieEuler použitím poradia ZYX rotácieEuler použitím predvoleného poradia rotácieEuler použitím poradia otáčania cieľaVyhodnotiť uzávierkuVyhodnotiť ID uzlaVyhodnotiť horný zásobníkVyhodnotiť na indexeVyhodnotiť na doméneVyhodnotenie zdrojových a cieľových povrchových sietí v globálnom priestoreVyhodnotí priestor názvov až po kurzor a dá zoznam možností alebo dokončí názov, ak existuje len jedenVyhodnotiť uzávierkuVyhodnocuje saVyhodnotená hodnota poľa pre aktuálny prvokVyhodnotená konečná transformácia kosti v priestore armatúryVyhodnotená geometria z modifikátora neobsahuje geometriu Grease PencilVyhodnotená geometria z modifikátora neobsahuje povrchovú sieťVyhodnotená geometria z modifikátora neobsahuje mračno bodovVyhodnotená geometria z modifikátora neobsahuje krivkyVyhodnotený objekt poukazuje na opakovaniaVyhodnotený objekt, ktorý je vytvorený inštanciou podľa týchto opakovaníVyhodnotené objekty v grafe závislostíVyhodnotený časticový systém, z ktorých bol tento objekt vytvorenýVyhodnotená sieť povrchu je prázdnaVyhodnotená chýbajúca UV mapa povrchu: "{}"Chýba atribút vyhodnoteného povrchu: "rest_position"VyhodnotenieFaktor vyhodnoteniaSnímka vyhodnoteniaČas vyhodnoteniaRežim vyhodnoteniaČas vyhodnotenia pre absolútne kľúče tvaruČas vyhodnotenia v sekundáchRovnomerneRovnomerná distribúciaRovnomerné rozdelenieRovnomerná vzdialenosť od hránRovnomerné hrúbkyInvertovať rovnomernú hrúbkuPárne políčka šachovniceAj pri úspešnom vykonaní odovzdá udalosť ďalej, aby ju mohli vykonať aj iné operátoryRovnomerný výpočet hrúbky, ktorý zohľadňuje uhol medzi plôškamiPárne-nepárneKaždý bodKaždý bod je ovplyvnený viacerými pružinamiKaždý cyklus snímania, tento počet snímok je zosnímanýPresnePresná zhodaPresný tvarPresný tvar (konkávny)Presný počet rozptýlených inštancií pred maskovanímPresný riešiteľ, pomalší, zvláda viac prípadovZvýšiť alebo minimalizovať hodnotu vybraných kľúčovNadsadí súčasnú pózu v vzhľadom na rozklad pózyVylúčiťVylúčiť rozkladyVylúčiť prvýVylúčiť poslednýVylúčiť modálneVylúčiť nevyvinutéVylúčiť nevyberateľnéVylúči z prichytenia geometriu smerujúcu dozaduVylúči hrany okrajovVylúči kolekciu z aktívnej vrstvy zobrazeniaVylúči obrysVylúči záhyb hránVylúči vyznačenie hránVylúči hrany na hraniciach materiáluVylúči existujúce rozklady kľúčových snímok ako extrémov interpolácieVylúči vonkajší obrysVylúčiť z vrstvy zobrazeniaVylúči z vrstvy zobrazeniaVylúči nevyvinuté pólyVylúči hrebene a údoliaVylúči vybrané blokátory z vrhania tieňov z aktívneho žiaričaVylúči vybrané prijímače z prijímania svetla z aktívneho žiaričaVylúči hrany siluetyVylúči sugestívne obrysyVylúči prvú (pôvodnú) kópiu z náhodného výberuVylúči poslednú kópiu z náhodného výberuVylúčené cestyVylúčená cesta je už neplatnáVylúči vyhladzovanie okrajových vrcholovVylúčiťVylúčenéExkluzívne ORTlačidlá spúšťaniaVykoná logickú operáciu na povrchovej sieti a polygonálnom tvare definovanom kurzoromVykoná logickú operáciu na povrchovej sieti a v obdĺžniku definovanom kurzoromVykoná logickú operáciu na povrchovej sieti a v tvare definovanom kurzoromVykoná daný uzáverVykoná uzly s dynamickým počtom opakovaníVykonanie operátora pri stlačení tlačidla (len nemodálne operátory)Vykonanie operátora pri uvoľnení tlačidla (len nemodálne operátory)Spustí vybraný súborVykoná aktuálny riadok konzoly ako výraz jazyka PythonČas vykonaniaExistujúca mapa vodeniaExistujúceUkončiťUkončiť Blender po uloženíUkončí režim vylepšenia akcie, na ktorú odkazoval aktívny pásRozvinúťRozvinie (otvorí) všetky vybrané rozvinuteľné animačné kanályRozšírenie použitím lineárneho dopaduRozvinie všetky kanály (nie len vybrané)Rozvinie všetky položky o hĺbku jednej úrovneRozširovanie a zmenšovanie masiekRozvinie alebo zvinie roletovú ponuku v záhlavíZväčší alebo zmenší polomer vybraných bodov krivkyRozvinie toto pole pre zoznam všetkých príznakov pomenovania pre principiálne nastavenie textúryRozvinie toto pole na zoznam všetkých klávesových skratiek pre funkcie v tomto doplnkuRozvinie/zvinie všetky položkyRozvinúť/zvinúťRozvinie/zvinie všetky položky o jednu úroveňRozvinie/zvinie váhyRozvinutáRozšírený mnohočlenRozvinuté v editore grafovRozšírené položky v užívateľskom rozhraníRozšírený stav zásuvkyRozširuje rozmery látkyOčakáva súbor farieb v lineárnom farebnom priestoreOčakáva súbor farieb vo farebnom priestore sRGBOčakávaná pozíciaOčakávaná rotáciaOčakávaná mierkaOčakávané čísloOčakávaná aktívna oblasť časovej osi/animácieOčakávaná oblasť 3D záberuOčakávaná oblasť 3D záberu a úpravy krivkyOčakávaná oblasť 3D záberu a upravovanej povrchovej sieteOčakával sa zip súbor {!r}Očakávaná oblasť Líniového prehľaduOčakávaný aktívny Líniový prehľadOčakávaný aktívny objekt úpravy písmaOčakáva sa aktívna oblasť animácieOčakávané pole čísel: [n, n, ...]Na skopírovanie očakávaná jedna ďalšia vybraná povrchová sieť objektuExperimentálneExperimentálne vlastnostiExplicitne zmení mierku výsledného záberu na kompenzáciu priblíženia pôvodného záberuExplicitne uvedie poradie Eulerovej rotácieExplicitne určuje poradie rotácie Eulerových výstupovExplóziaVytrácanie výbuchuModifikátor ExplóziaŠtýl explózieVytrácanie výbuchuPreskúmajte údaje o geometrii v tabuľkeModifikátor efektu výbuchu založený na časticovom systémeExponentRežim exponentuExponenciálnaExponenciálna zarážkaExponenciálna distribúciaExponenciálne snímkovanieModel exponenciálnej vzdialenostiExponenciálny model vzdialenosti so zarážkouExponenciálne zmiernenieExponenciálny rozklad parabolického odskočenia, ako keď sa zrazia objektyExponenciálny rozklad sínusovej vlny, ako elastická stuhaExportExportuje (generuje) aj .pot súborExport .srt súboru obsahujúceho textové pásyExportuje farbu aktívneho vrcholu, keď nie je určený materiálExportovať všetky farby vrcholovExportovať animáciuUkazovateľ exportu animácie (experimentálne)Režim exportu animácieExportuje atribúty (ak začínajú podčiarknikom)Exportovať farbyExportuje krivky ako NURBSExportovať užívateľské vlastnostiExportuje iba deformácie kostíExportuje iba deformácie kostíExport plôšokExportovať uzly geometrie inštančných povrchových sietíExportuje Grease Pencil do PDFExportuje Grease Pencil do SVGExportovať vlasySpracovatelia exportuSpracovatelia exportu nakonfigurovaní pre kolekciuExportuje sústavu kľúčov do skriptu jazyka PythonExportuje knižnice MTL použitím rozšírení PBR (drsnosť, kov, lesk, povlak, anizotropia, transmisia)Exportuje knižnice MTL. Aby sa textúry obrázkov exportovali do súboru MTL, musí existovať uzol Principiálne BSDFExportovať skript MantaflowExportuje skupiny materiálovExportovať materiályExportuje materiály použitím rozšírení PBRMetóda exportuExportovať normályExportovať skupiny objektovMožnosti exportuExport pôvodného PBR odrazuExportovať POTExportovať časticeExportuje prvotné tvary použitím zdieľaných prístupov pre atribútyExportovať vlastnostiExportuje scénu tak, ako je to zobrazené v zábere, ale rozdelí animáciu podľa objektuExportovať vybrané objektyExportovať skupiny vyhladeniaExportovať rozdelený povrchExportuje TRS a váhy ako ukazovateľ animácie. Použije rozšírenie KHR_animation_pointerExport textúrExportovať dlaždiceExportovať trojuholníkovú povrchovú sieťExportovať UV súradniceExportuje UV rozmiestnenie do súboruExportovať UVExportuje UV súradnice textúry) s povrchovými sieťamiExportovať atribúty vrcholovExportuje farby vrcholov s povrchovými sieťamiExportovať skupinu vrcholovExportovať normály vrcholovExportuje akcie (aktívne a v kanáloch NLA) ako samostatné animácieExportovať iba aktívnu scénuExportovať farbu aktívneho vrcholuExportuje ďalšie animácie. Táto funkcia nie je štandardná a vyžaduje externé rozšírenie, ktoré sa má zahrnúť do súboru glTFExportovať všetky akcie armatúryExportuje všetky UV v tejto povrchovej siete (nie len tie viditeľné)Exportuje všetky akcie viazané na jednu armatúru. VAROVANIE: Možnosť nepodporuje export vrátane viacerých armatúrExportovať všetky kameryExportovať všetky plôškyExportuje všetky snímky v rozsahu prekresľovaných snímok a nie iba aktuálnu snímkuExportovať všetky svetláExportujte všetky použité materiály zahrnuté v objektochExportovať všetky povrchové sieteExportovať všetky mračná bodovExportuje všetky farby vrcholov, aj keď sa nepoužívajú v žiadnom materiáli. Ak sa v materiáloch povrchovej siete nepoužíva žiadna farba vrcholu, vytvorí sa falošná farba COLOR_0, aby sa materiál nezmenilExportovať všetky objemyExportovanie armatúr a povrchových sietí s modifikátormi armatúr ako kostier USD a opláštených povrchových sietíExportuje armatúry s použitím kľudovej polohy ako kľudovej polohy kĺbov. Ak je vypnuté, ako kľudová poloha sa použije aktuálna poloha snímkyExportovať v strede kolekciíExportuje v strede hmoty kolekcie koreňových objektov kolekcieExportuje zapečenú kľúčovú snímku animácieExportuje zapečenú scénu ako jednu animáciuExport kamierExport atribútov fariebExport farieb v lineárnom farebnom priestoreExport farieb vo farebnom priestore sRGBExportuje aktuálnu scény do archívu USDExportuje aktuálnu scénu do archívu AlembicExportuje krivky a povrchy NURBS ako povrchové sieteExportuje krivky v parametrickej forme namiesto exportu ako povrchová sieťExportuje užívateľské vlastnostiExportuje užívateľské vlastnosti ako atribúty USDExportuje užívateľské vlastnosti ako príslušenstvo glTF (GL Transmission Format)Exportuje užívateľské vlastnosti do súboru Alembic .userPropertiesExportovať vlastné atribúty vrcholovExportuje údaje duplicitných objektov ako Alembic; urýchľuje export a je možné ho zakázať kvôli kompatibilite s iným softvéromExportuje smerové, bodové svetlá a reflektory. Používa "bodové svietidlá KHR" glTF rozšíreniaExportuje každú akciu ako oddelený zásobník animácie FBX, miesto globálnej scény animácie (všimnite si, že animované objekty zostanú kompatibilné so všetkými akciami, iné nezískajú žiadnu animáciu)Obmedzí export každého netlmeného pásu NLA ako oddeleného zásobníka animácie FBX, ak existuje, namiesto globálnej scény kľúča animácie pre všetky kosti (potrebné s niektorými cieľovými aplikáciami, ako UE4)Exportovať každý objekt do samostatného súboruExportuje plôšky ako vyplnené ťahyExportuje súbor vo formáte ASCII, inak exportovaný ako binárnyExportovať celú hierarchiu vrátane medziľahlých kolekciíExportuje dané doplnky na preklad údajov ako .po súboryExportuje systémy častíc vlasov ako krivky USDExportuje uzly textúry obrazu nepriradené k žiadnemu materiálu. Táto funkcia nie je štandardná a vyžaduje externé rozšírenie, ktoré sa má zahrnúť do súboru glTFExportuje obrázky nepriradené k žiadnemu materiáluExportuje jednotlivé stopy NLA ako samostatné animácieExportuje inštancie objektov ako referencie v USD namiesto skutočných objektovExportuje konfiguráciu kľúča do skriptu PythonExportuje voľné hrany (ako dvojvrchol mnohouholníkov)Exportujte voľné hrany ako čiary použitím materiálu z prvej zásuvky materiáluExportujte voľné body ako body glTF použitím materiálu z prvej zásuvky materiáluExport materiálu, animácie svetla a kamery ako ukazovateľ animácie. K dispozícii len pre režim zapečenia animácie "stôp NLA" a "scény"Exportovať materiályOperátor matrice exportuExportuje povrchové siete použitím schémy delenia AlembicExport minimálnych materiálov definovaných vo vlastnostiach zobrazenia záberuExportuje viacero snímok namiesto iba aktuálnej snímkyExportuje normályExportuje objekty tak, ako sa zobrazujú pri prekresľovaníExportuje objekty tak, ako sa zobrazujú v zábereExportuje iba objekty v aktívnej kolekciiExportovať iba UV v rozsahu [0, 1]Export iba kostí deformácie nie je možný, ak nie je snímkovanie animácieExportuje iba normály namiesto zápisu údajov vyhladzovania hrán alebo plôšokExportuje iba objekty aktívnej kolekcie (a jej potomkov)Exportuje iba objekty pre túto kolekciu (a jej potomkov)Exportuje iba vybrané objektyExportuje iba vybrané objekty namiesto všetkých podporovaných objektovExportuje pôvodný glTF PBR odraz namiesto odrazu principiálneho tieňovača BlenderuExportuje priradenie skupiny tieňovania povrchových sietíExportuje normály na plôšku, ak je tieňovanie plôšky ploché, normály na roh plôšky, ak je tieňovanie vyhladenéExportuje farby na vrcholExportuje polygóny (štvor a n-uholníky) ako trojuholníkyExportuje len prekresliteľné objektyExportuje scénu ako glTF (GL Transmission Format) 2.0 súborExport scény prostredníctvom súboru USD na presné porovnanie s exportom súboru USDExportuje iba vybrané a viditeľné objektyExportuje len vybrané objektyKategórie nastavenia exportuExportuje kľúčové tvary (ciele Morph)Exportuje animácie kľúčových tvarov (morfologické ciele)Exportuje kľúčové tvary ako tvary blend USDExportuje údaje vytvorenia pokožky (armatúry)Exportuje informácie vyhladenia (uprednostní možnosť „Iba normály“, ak váš cieľový importér rozumie vlastným normálom)Exportuje špecifické normály vrcholov, ak sú k dispozícii, inak exportujte vypočítané normályExport ťahov s povolenou výplňouExportuje ťahy s jednotnou šírkouExportuje delené povrchy ako povrchové sieteExportuje textúry do priečinka "textúry" vedľa súboru USDExportuje UV rozloženia ako 2D grafikuExportovať UV rozmiestnenie na bitmapový obrázokExportujte UV rozmiestnenie do vektorového EPS súboruExportujte UV rozmiestnenie do vektorového SVG súboruExportujte posledný modifikátor rozdelenia Catmull-Rom ako rozdelenie FBX (neuplatňuje sa modifikátor, aj keď je povolená možnosť „Použiť modifikátory“)Exportuje názov skupiny vrcholov plôšky. Približuje sa výberu skupiny vrcholov s najväčším počtom členov medzi vrcholmi plôškyExportuje scénu v aktuálnej snímke animácie. Ak je vypnuté, snímka 0 sa použije ako transformácia pre objekty v kľudeExport dlaždíc v schéme číslovania UDIM: 1001 + u_dlaždica + 10*v_dlaždicaExport dlaždíc v schéme číslovania UV dlaždice: u(u_dlaždica + 1)_v(v_dlaždica + 1)Exportuje nedeformované súradnice vrcholov povrchovej sieteExport použitím EXT_mesh_gpu_instancing. Obmedzené na deti daného Prázdneho. Viaceré materiály môžu byť vynechanéExportuje použitím glTF konvencie, +Y horeExport atribútov farieb vrcholuExportuje farbu vrcholov, ak sa používa v materiáliExportuje farbu vrcholu s týmto názvomExportuje normály vrcholov s povrchovými sieťamiExportuje normály vrcholov s kľúčovými tvarmi (ciele Morph)Exportuje dotyčnice vrcholov s povrchovými sieťamiExportuje dotyčnice vrcholov s kľúčovými tvarmi (ciele Morph)Exportuje nastavenia materiálov na obrazovke ako materiály náhľadu USD a exportuje priradenia materiálov ako podsústavy geometrieExportuje len viditeľné objektyExportuje s operátormi Xform presun, orientáciu štvoruholníkov a mierkuExportuje s operátormi Xform presun, rotáciu a mierkuExportovaných %d súborov z %d kolekciíExportovaných %d súborov z kolekcie '%s'Exportované '%s'Index exportéraExportériExport Alembic...Export USD...Exportovať UV z upravenej povrchovej sieteExportuje jeden súbor so všetkými údajmi zabalenými v JSON. Menej efektívna ako binárne, ale neskôr jednoduchšie upraviteľnéExportuje jeden súbor so všetkými údajmi zabalenými v binárnej forme. Najefektívnejšie a prenosné, ale neskôr ťažšie upraviteľnéExportuje aktívne akcie a stopy NLA ako glTF (GL Transmission Format) animácieExportuje vlasové časticové sytémy ako animované krivkyExportuje viacero súborov, s oddeleným JSON, binárny a údajmi textúry. Najjednoduchšie na neskoršiu úpravuExportuje bezvlasové časticové systémyVystavenie pripojených údajov zvnútra skupiny uzlov ako vstupov do jej rozhraniaPodrobí mierku a/alebo zakrútenie rozšíreniu do ovládacích prvkov ladenia, aby boli viditeľné ako rodičovský pohyb podľa prilepenia alebo iných reťazcov použitím Zlúčiť rodičovskú rotáciu a mierku. Inak sa šíri len interne v rámci tohto reťazcaExpozíciaExpozícia (expozície) použitá pred transformáciou zobrazenia, vynásobená expozíciou na druhú (2^)Vyhliadka pre Rozostrenie pohybom ako faktor snímok za sekunduVýrazVýraz, ktorý sa použije pre skriptovanie výrazovVýraz:Výraz: {:s}Výraz: {}RozšíriťRozšíriť okrajeExtrapólované naťahovanieHorizontálne naťahovanieRozšíriť rozsahRozšírený výberRozšíriť výberRozšíriť vrcholyRozšíri okrajové pixely smerom vonRozširuje okraje obrázka do priehľadných alebo maskovaných oblastíRozšíri o opakujúce sa pixely hrán obrázkaRozšíri aktuálne viditeľné kolekcieRozšíri existujúci výberRozšíri slučku okolo koncových bodovRozširuje farby za plôškami UV na redukciu švov (v pixeloch, pomalšie)Rozšírenie výberu oznámeniaRozšíriť výberRozšíriť výber pre aktiváciuRozšíri výber namiesto odstránenia všetkých prvýchRozšíri výber na chôdzuRozšíri výber a nevymaže existujúci výberPredĺženie ťahov v priamych líniáchčiarachRozšírenie uhlového rozsahu na stupňovanie dopaduRozšíriť existujúci výberPredĺži čas trvania scény na čas trvania BVH (nikdy neskracuje scénu)Rozšíriť výberRozšíri vrcholy pozdĺž najbližšej hrany ku kurzoruRozšíri vrcholy a následne ich presunieRozšíriť viditeľnosťRozšírený prehliadač aktívRozšírené informácie o opakovaní objektu grafu závislostí (Upozornenie: všetky údaje sú tu 'vyhodnotené' raz, nie originál .blend ID)Rozširuje funkcie operátorov, ktoré spravujú súbory, napríklad pridáva podporu pre ťahanie a púšťanieRozšírenie výsledku zapečenia ako filter následného procesuPríponaFilter rozšíreníPoložka rozšíreniaÚložiská rozšíreníÚložisko rozšíreníNastavenia rozšíreníPríznaky rozšíreniaDostupná je aktualizácia rozšírenia ({:d}){:s}Dostupné aktualizácie rozšírení ({:d}){:s}Rozšírenie XRozšírenie YOperátor prípon nebol nájdený „%s“Úložisko rozšírení nebolo nájdenéPodpora úložiska rozšírení pre vzdialené úložiskáRozšíreniaZablokované rozšíreniaLadenie rozšíreníPlatforma rozšíreníNastavenia príznakov rozšírení a filtrov úložiskaAktualizácie rozšíreníPredĺženieRozsah XRozsah YRozsah ZVonkajší polomerVonkajší/vnútornýExterneExterný .blend súbor, z ktorého sú údaje prepojenéVonkajší obrysExterné údajeExterný súbor zabalený do .blend súboruÚdaje externej knižniceNemožno upravovať údaje externej knižniceExterný skript tieňovača musí mať .osl alebo .oso príponu, alebo byť názvom moduluZánikExtraExtra animáciaExtra ovládanieExtra deformáciaExtra koncové ovládacie prvkyExtra ovládacie prvky FKExtra ovládanie IKExtra vrstvy IKZvláštne voľbyPoložky koláčovej ponuky extra tieňovaniaExtra ovládacie prvky začiatkuExtra krokyExtra užívateľĎalšie informácie o ladení a podporné nástroje pre vývojárov pre rozšíreniaExtra rotácia pridaná do rotácie objektu (pri použití Eulerovej rotácie)Extra rotácia pridaná do rotácie objektu (pri použití kvaterniónovej rotácie)Extra zmena mierky pridaná do mierky objektuExtra kroky na riešenie špeciálnych prvkov ovíjaniaExtra presun pridaný do umiestnenia objektuVyňaťExtrahuje ťahy Grease Pencil z obrázkuExtrahuje segment reťazca z väčšieho reťazcaExtrahuje všetky farby použité v obrázku a vytvoríe paletuExtrahovať ako pevnéExtrahuje masku ako pevný objekt modifikátorom pevnostiExtrapolovaťExtrapolácia pohybuExtrapolácia rozsahuExtrapóluje krivku alebo ju rozšíri vodorovneExtrapoláciaExtraExtrémnaExtrémna kľúčová snímkaVybraná extrémna kľúčová snímkaVysunúťVysunúť súvisTyp vysunutia manipulátoraVysunúť jednotlivé plôškyVysunúť povrchovú sieťRežim VysunúťVysunúť iba hranyVysunúť len vrcholyBod vysunutiaVysunúť oblasťVysunúť body ťahuVysunie krivku a následne ju presunieVysunie každú jednotlivú plôšku oddelene pozdĺž lokálnych normálVysunie hrany a následne ich presunieVoľné vysunutie alebo pozdĺž osiVysunie len jednotlivé hranyVysunie iba jednotlivé plôškyVysunie len jednotlivé vrcholyVysunie vyvinutú oblasť pozdĺž normálVysunie plôšky a následne presunieVysunie oblasť plôšokVysunie oblasť spolu pozdĺž miestnych normálVysunie oblasť spolu pozdĺž priemernej normályVysúva vybraný riadok okrajov okolo otočného bodu a osi aktuálneho zobrazeniaVysunúť vybrané riadiaci bod(y)Vysunie vybrané body a presunie ichVysunie vybrané vrcholy v kruhu okolo kurzora v indikovanom zábereVysúva vybrané vrcholy v tvare otáčania skrutky okolo kurzora v indikovanom zábereOpakovane vysúva vybrané vrcholy, hrany alebo plôškyVysunie výberVysunúť vybrané bodyVysunie vrcholy a následne ich presunieVysúva, rozpúšťa hrany, ktorých plôšky tvoria plochý povrch a pretínajú nové hranyVysunúť: %.3fVysunutieDeformácie očnej buľvy a dúhovkyKvapkadloMožnosť oddelenia očného viečkaOčné viečka pripojené{}Pôvodné sledovanie očného viečkaOčné viečka nasledujú{}OčiKrivka funkcieF-Krivka '%s[%d]' v tomto balíku kanálov už existujeZoskupenie F-kriviekSkupiny F-kriviekVysokokvalitné kreslenie F-krivkyTyp modifikátora F-krivkyModifikátor F-krivky má neplatné nastavenia a nebude vyhodnocovanýModifikátor F-krivky sa aplikuje len pre určený rozsah snímky na pomoc zamaskovať efekty, zaradené v reťaziNázov modifikátora F-krivkyÚčinky modifikátorov F-krivky budú zmiernené podľa predvoleného faktoraPanel modifikátora F-krivky panel je rozvinutý na užívateľskom rozhraníModifikátory F-krivkyNázov filtra F-krivkyUkážka F-krivkyF-Krivka už má kľúčové snímkyF-krivka už má body snímaniaKrivka funkcie a jej kľúčové snímky sú skryté v grafoch editora grafovCesta údajov F-krivky je prázdna, neplatný argumentKrivka funkcie definujúca hodnoty časového úsekuF-krivka nemá žiadne kľúčové snímky, pretože obsahuje iba nasnímané bodyF-krivka nemá žiadne kľúčové snímkyF-krivka nemá žiadne body snímaniaKrivka funkcie je vybraná pre editáciuReťazec naživo filtrovanej F-krivkyV F-krivke sa nenašiel modifikátor F-krivky '%s'Modifikátor F-krivky stratený na '%s[%d]' pretože má neznámy typModifikátor F-krivky zobrazí nastavenia v editoreF-krivka nebola nájdenáKrivka funkcie má iba modifikátory funkcieViditeľnosť F-krivky v editore grafovNastavenia F-krivky nie je možné upravovaťF-krivkyF-krivky pre kontrolu vplyvu pásov a načasovanieF-krivky nemajú platnú veľkosťF-krivky do tejto skupinyModifikátor funkcieModifikátory funkcií môžu vygenerovať priveľa kriviekStop funkciaPomer Stop funkcie (nižšie čísla dávajú väčšiu zmenu zaostrenia, vyššie čísla dávajú ostrejší obraz)F1F2Odtieň F82Všetko FBXVlastná mierka FBXPovrchové siete FBX IO, UV, farby vrcholov, materiály, textúry, kamery, lampy a akcieImport FBX: Nepodarilo sa otvoriť súbor '%s': '%s'Import FBX: Nepodarilo sa otvoriť súbor '%s'Jednotky mierky FBXFormát FBXTyp uzla FBX (objekt), ktorý sa používa na reprezentáciu Blender armatúry (použije raz NULL, ak sa vyskytnú problémy s inými aplikáciami, ďalšie voľby sa v Blenderi nemusia dokonale importovať späť)Predvoľby FFmpegNastavenia FFMpegFFmpeg videoPoužitý zvukový kodek FFMpegVideo kodek FFMpeg použitý pre výstup videaFFmpeg podporuje iba 48khz / stereo zvuk pre DV!Súvisiace nastavenia FFmpeg pre scénuFFmpeg video kodek #1FILTER_ITEMOvládacie prvky FKFLACRozstrekPomer rozstrekuFPSPriemerná hodnota snímkovej frekvencie (FPS)Základná FPSFaktorPlôškaUhol plôškyText uhla plôškyUhly plôšokOblasť plôšokOblasť plôšky a uholPole oblasti plôšokText oblasti plôškyČelná kameraStred plôškyKolízia plôškyRoh plôškyUhol rohu plôškyPočet rohov plôškyÚdaje rohovej plôškyTypy údajov rohových plôšokPriradenie rohov plôškyPočet plôšokPočet plôšok: %sVyradiť plôškuÚdaje plôškyVeľkosť bodky plôškyOkraje skupiny plôšokID skupiny plôšokIndex plôškyVplyv plôškyVymedziť slučky plôšokMapovanie plôškyStav značky plôškyFiltrovanie značky plôškyNegácia označenia plôškyOznačenie plôšokVýber režimu plôškyNajbližšia plôškaKroky najbližšej plôškyPole Počet susedných plôšokSusedné plôškyNormála plôškyOrientácia plôškyZadná orientácia plôškyPredná orientácia plôškyPremietnutie plôškyOpätovná topológia plôškyVýber plôškySústava plôšokSústava plôšok plnou povrchovou sieťouSústava plôšok podľa výberu režimu editácieSústava plôšok podľa maskovanýchSústava plôšok podľa viditeľnýchSústava plôšokNastavenia okrajov plôšokAutomatické maskovanie nastavenia okrajov plôšokÚprava nastavenia plôšokSústavy plôšok doprednej kynematikyPočiatočná sústava plôšokSústava plôšok podľa váhy skoseniaSústav plôšok podľa hránSústavy plôšok podľa hraníc sústavy plôšokSústava plôšok podľa voľných častíSústavy plôšok podľa zásuviek materiálovSústava plôšok podľa normál povrchovej sieteSústava plôšok podľa ostrých hránSústava plôšok podľa švov UVPriehľadnosť prekrytia sústavy plôšok je momentálne nastavená na 0Ostrosť plôšokVyhladenosť plôšokRozdeliť plôškuKrok plôškyKrokovanie plôškyVplyv plôškyRežim spevnenia plôškyLimit uhla plôškyOblasť plôšky v UV priestoreStred okrajov plôškySmer plôšky definovaný otáčaním v smere hodinových ručičiek alebo proti smeru hodinových ručičiek (hore alebo dole)Plôška rohuVýber plôšky - Shift-klik pre viacnásobné režimy, Ctrl-klik zväčšenie výberuMaskovanie výberu plôšky pre maľovanieRežim výberu plôšokPlôškyPlôšky a hrany podľa vrcholovPlôšky sa považujú za stredné rozhranie len vtedy, ak majú rôzne po sebe idúce vytváranie plôšok. Poskytuje správne výsledky, pokiaľ nie je prekročená maximálna hĺbka lúča. V porovnaní s rýchlou metódou má značnú spotrebu pamäte.Plôšky podľa hránPrílišná kolízia plôšok, môže byť veľmi pomaléPlôšky na zváženie pri zbalení ostrovovPlôšky podieľajúce sa na operácii rozbaľovaniaPlôšky s týmto materiálom sa budú správať, akoby mali nastavený počet vrstiev pri pohlcovaníNormály plôšokPlôškovanieSklon plôškovaniaČelne ku kamereČelne k zápornej XČelne k zápornej YČelne k zápornej ZČelne ku kladnej XČelne ku kladnej YČelne ku kladnej ZČelne k dominantnej osi kameryFaktorFaktor (nejednotné)Faktor modrejFaktor hustotyTyp faktora zobrazeniaFaktor ukončeniaFaktor zelenejFaktor zvýrazneniaFaktor MaxFaktor MinRežim faktoraFaktor okruhuFaktor červenejFaktor odpudivostiFaktor pokojovej dĺžkyFaktor tieňovFaktor ZačiatokFaktor hustoty viskozityFaktor pridaný k veľkosti polomeru, aby sa limitovali efekty simulácie látkyFaktor aplikovaný pre hustotu na rozloženie kriviekFaktor aplikovaný na hustotu pre záberFaktor medzi zmenou objemu a rozťahovanímFaktor, ktorým sa mení výška tónu zvuku.Faktor zmrštenia látkyFaktor ovládania presnosti manipulácie ostrovov (čím je vyšší, tým sú lepšie výsledky)Faktor ovládania presnosti manipulácie ostrovov (typický, 0,1 by malo stačiť, vyššie hodnoty môžu veci naozaj spomaliť)Faktor prelínania pohlcovania okolímFaktor presnosti okrajov vyplnenia, vyššie hodnoty sú presnejšie, ale pomalšieFaktor pre dutinu vyvýšeninuFaktor pre dutiny údolíFaktor zakrivenia vyvýšeninyFaktor zakrivenia údoliaFaktor pre polomer na konci kučeryFaktor pre polomer na začiatku kučeryFaktor pre odtieňFaktor rozostreniaFaktor zjednodušeniaFaktor zjednodušenia pomocou adaptívneho algoritmuFaktor nepriehľadnostiFaktor tvrdosti ťahuFaktor maximálneho polomeru vrkočovFaktor minimálneho polomeru vrkočovFaktor maximálneho polomeruFaktor minimálneho polomeruFaktor farby odtieňaFaktor, ktorým sa presun násobíKoeficient na úpravu šírky tehly pre jednotlivé riadky určený parametrom Frekvencia posuvuFaktor prelínania celkového efektuFaktor na riadenie rozostrenia pohybomFaktor, ktorý určuje, do akej miery má dĺžka jednotlivých segmentov ovplyvniť výslednú vypočítané zakrivenie. Vyšší faktor spôsobuje, že malé segmenty ovplyvňujú celkové zakrivenie menej.Faktor na ovplyvnenie uhla rotácieFaktor znásobenia hrúbky použitímFaktor zmeny podľa veľkosti štetcaFaktor na zmenu mierky celkového posunuFaktor mierky UVFaktor použitý pri aplikovaní údajov do cieľa (presné správanie závisí od režimu zmiešania)Faktor použitý pri aplikácii údajov do cieľa (presné správanie závisí od režimu zmiešania, vynásobeného váhami skupiny vrcholov, ak je definovaná)Faktor používaný na zmiešanie farby vrcholov na dosiahnutie finálnej farbyRozložený mnohočlenŠtartovacie z výrobyŠablóna aplikácie len továrenské spustenieVytrácaťVzdialenosť vytrácaniaTrvanie vytrácaniaFaktor vytrácaniaGeometria vytrácaniaVytrácať objekty Grease PencilVytrácanie objektov Grease Pencil s výnimkou aktívnejZosilňovanieVytrácanie a zjavovanieVytrácanie neaktívnej geometrieVytrácanie neaktívnych vrstievVytrácanie neaktívnych objektovVytrácanie vrstvyVytrácanie objektovZoslabovanieČas vytrácaniaTyp vytrácaniaVytráca všetky objekty záberu plnou farebnou vrstvou, aby sa zlepšila viditeľnosťStred vytrácaniaEfekt vytrácania použitím predvolene zabudovaného (zvyčajne je prechod rovnako dlhý ako pás efektov)Faktor vytrácaniaVytrácanie od začiatku pásov pod časovým kurzorom k aktuálnej snímkeVytrácanie z časového kurzora na koniec prekrývajúcich sa pásovVybrané pásy sa vytrácajúVytrácanie, zjavovanie, oboje, od alebo po prehrávaciu hlavu. Predvolené je oboje súčasneVytrácanie neaktívnej geometrie použitím farby pozadia záberuVytrácanie vplyvu nepriehľadnosti ťahuVytrácanie vplyvu hrúbky ťahuPokles medziočnej vzdialenosti na 0 po danom rozrezaní uhlaVytrácanie nepriehľadnej vrstvy pre vrstvu Grease Pencil s výnimkou aktívnejPrelínať z jedného videa do druhéhoVybrané pásy sa zjavujúVytrácanie ťahov namiesto priameho odrezaniaMiznutie dráhy a kľúčov ďalej od aktuálnej snímkyVybrané pásy sa vytrácajú a zjavujúMiznúce kúsky v priebehu časuZníži hrúbku ťahu pre každý vygenerovaný ťahVytrácanieStupne FahrenheitaZlyhané stopyNepodarilo sa prideliť výsledok prekreslenia, nedostatok pamäteZlyhal prístup k sieti z objektu "%s", zaistite, aby bola viditeľná počas prekresľovaniaZlyhalo pridanie modifikátora alfa kanáluZlyhalo pridanie modifikátora farbyZlyhalo pridanie modifikátora geometrieZlyhalo pridanie modifikátora hrúbkyZlyhanie pri pridelení pamäteNepodarilo sa aplikovať rotáciu na niektoré objektyZlyhanie pri priradzovaní hodnoty: {:s}Nepodarilo sa vytvoriť zásobník OpenGL bez zobrazenia, %sNepodarilo sa vytvoriť skrytý zásobník OpenGL: %sNepodarilo sa vytvoriť cestu aplikácie Štúdio svetlaNepodarilo sa vytvoriť okno kompatibilné s metódou časovo postupného zobrazeniaNepodarilo sa vytvoriť okno bez podpory štvoritého zásobníka, môže sa vyskytnúť blikanieNepodarilo sa vytvoriť priečinok knižnice aktív na uloženie aktívaZlyhalo vytvorenie predvolieb ciestNepodarilo sa vytvoriť zásobník stereo obrázkuZlyhalo vytvorenie operácie prepisuZlyhanie pri vytváraní oknaNepodarilo sa odstrániť súbor knižnice aktívZlyhanie pri vykonávaní predvoľby: {:s}Nepodarilo sa nájsť '%s'Nepodarilo sa nájsť zásuvku akcie.Nepodarilo sa nájsť údaje poznámok na ich nakreslenieNepodarilo sa nájsť priradené riešenie (zvýšiť presnosť?)Nepodarilo sa získať cestu aplikácie Štúdio svetlaNepodarilo sa získať cestu k doplnkomNepodarilo sa získať cestu k motívomNepodarilo sa vložiť kľúče na F-krivku s cestou '%s[%d]', uistite sa, či nie je uzamknutá alebo snímaná a pokúste sa odstrániť F-modifikátoryZlyhalo načítanie knižnice aktívNepodarilo sa načítať textúru obrázka '%s'Nepodarilo sa načítať použitím Vulkanu, namiesto toho sa používa OpenGL.Nepodarilo sa načítať objem:Nepodarilo sa zlúčiť žiadnu animáciu. Upozorňujeme, že pásy NLA nemožno zlúčiťZlyhalo otvorenie súboru '%s'Zlyhanie pri otváraní prehliadača!Nepodarilo sa otvoriť okno!Nepodarilo sa načítať blend súbor '%s': %sNepodarilo sa načítať súbor '%s', bez blend súboruNepodarilo sa načítať snímkuNepodarilo sa odstrániť priečinok škvŕn %sNepodarilo sa odstrániť priečinok s meta údajmi %sNepodarilo sa vyriešiť cestu vlastnosti, skúste ju manuálne určiť namiesto použitia sústavy kľúčovaniaNepodarilo sa vyhľadať snímkuNepodarilo sa nastaviť náhľad: v kontexte nie je žiadne ID (nesprávny kontext?)Nepodarilo sa nastaviť dočasnú akciuNepodarilo sa nastaviť novú transformáciu mriežky.Nepodarilo sa nastaviť hodnotuNepodarilo sa prepnúť na čas sekvenčný režim, keď v celoobrazovkovom zobrazeníNepodarilo sa preniesť údaje o povrchovej sieti do %d objektovZlyhanie pri zápise súboru .oso vedľa externého súboru .osl v {:s}Nepodarilo sa zapísať do knižnice aktívNepodarilo sa zapísať do atribútu "{}" s doménou "{}" a typom "{}"Neúspešné vykonanie operácie s externým súborom na "%s"Férové pozícieFérová dotyčnicaFalošný užívateľSpätná väzba na pridávanie namiesto zbalenia blokov údajovSpätná väzbaFarba spätnej väzbyZáložný nástrojDopadDopad pozdĺž krivky reťazeUhol dopaduKrivka dopaduStupňujúci dopadNepriehľadnosť dopaduVýkon dopaduPolomer dopaduDopad spáduTvar dopaduVeľkosť poklesuTyp dopaduKoeficient dopadu krivky: 0 je lineárny a vyššia hodnota znamená širší vplyv. Ak chcete vplyv úplne zakázať, nastavte hodnotu -10Krivka dopadu sa snaží vytvoriť kružnicu pri +1 namiesto parabolyVzdialenosť dopadu pre efekt zhlukov (0 znamená žiadny dopad)Dopad sa vypočíta pozdĺž krivky reťazca namiesto premietnutia na os spájajúcu počiatočný a koncový bodDopad, ktorý sa aplikuje od špičky ku koreňu každej krivkyTyp dopadu pre režim proporcionálnej úpravyTyp dopadu pierkaDopad:NEPRAVDAFalošná farbaNepravda pre nemožnosť vyhodnotenia F-krivky v minulosti, takže by mali byť pri vyhodnotení vynechanéNEPRAVDA, ak existuje nejaká vrstva, zásuvka alebo zdedená F-krivkaNEPRAVDA, keď je táto vlastnosť voliteľným argumentom vo funkcii RNAVejárVzdialenýVzdialená rovinaVzdialená hrúbkaĎaleká vzdialenosť orezania tieňovej kameryRýchlaRýchla editáciaRýchla aproximácia Globálneho osvetleniaMetóda rýchleho GIMetóda rýchlej aproximácie GIRýchle GaussoveRýchle globálne osvetlenieRýchly pohybRýchla navigáciaRýchla, ale menej presná variáciaRýchle interaktívne úpravy vďaka prirodzenej integrácii s mechanizmom HydraRýchle mapovanie, ktoré je dobré pre väčšinu situácií, ale ignoruje zakrivenie kľudovej polohy ohybu kostíRýchle bez podpory pre vlastné pretínanieRýchlejšie prekresľovanieRýchlejší riešiteľ, niektoré limityNajrýchlejšiaNajrýchlejší riešiteľ, ktorý pracuje len na vyvinutých povrchových sieťach, ale poskytuje lepšie výsledkyUprednostňuje buď pôvodné údaje, alebo krivku jednoduchostiUprednostniť ľavé alebo pravé tlačidloFaktor strachuZmäkčenieBody zmäkčeniaZúžiť/Rozšíriť odľahčenie: %3fZúžiť/Rozšíriť odľahčenie: %sVeľkosť odľahčeniaInformovanosť o funkciáchVýstup charakteristíkSústava funkciíSústavy funkcií:Vlastnosti vplyvovVlastnosť funkcie vyžaduje platnú snímku klipuPriečinok sústavy funkcií už existuje: '{:s}'Spätná aKoeficient spätnej y pre korekciu chyby, priemerný čas odozvy je 1/spätná aStopaStopy za sekunduStopy za sekundu na druhúZanášaniePolePole pohlcovaniaPriemer poľaFaktor poľaPole min a maxNastavenia poľaOdchýlka poľaVplyvy políPole v závislosti od:Zorné poleZorné pole pre objektív Rybie okoPole pochádza zo všetkých vrcholov objektuPole pochádza z lokálnej roviny XY objektuPole pochádza z lokálnej osi Z objektuPole pochádza zo stredu objektuPole pochádza z povrchu objektuNastavenie poľa pre objekt v simulácii fyzikyPole, ktoré sa vyhodnocuje v doméne opakovaniaPole, ktoré bude uložené ako atribút na vyššie uvedenej geometriiPole na mriežkuPoložka Pole na mriežkuPole na zoznamPoložka Pole na zoznamPoliaBojBojová vzdialenosťSúborSúbor '%s' nemožno otvoriťSúbor '%s' sa nepodarilo načítaťSúbor '{:s}' nenájdenýSpodný súborPrehliadač súborovTyp zobrazenia prehľadávača súborovRežim prehľadávača súborovSúbor odstránený mimo BlenderPrípony súborovPriečinky súborovFormát súboruTyp spracovateľa súborovSúbor má neuložené zmenyDátum úpravy súboruSúbor upravený mimo BlenderSúbor upravený mimo a vnútri BlenderaNázov súboruKolízia názvu súboruSúbor nenájdenýVýstupný súborPoložka Výstup súboruCesta súboruCesta súboru:Dôležité cestyTyp náhľadu súboruOdkazy na súboryFilter výberu súboru aktívaPoložka výberu súboruFilter ID výberu súboruVýber parametrov súboruVeľkosť súboruPrípona súboruVrchný súborSúbor je už nainštalovaný do {!r}Asociáciu súborov zabezpečuje správca balíkovRegistrovaná asociácia súborovAsociácia súborov neregistrovanáAbsolútneAutomatickyKopírovaťVlastný priečinokPriečinokVyplniťPrispôsobiťCestaRežim cestyRelatívnePásURLZväzkyÚdaje priestoru prehľadávača súborovSúbor obsahuje neplatné znaky UTF-8Súbor sa nepodarilo prečítať, zistilo sa kritické poškodenie údajovSúbor neexistujeSúbor bol úspešne exportovanýFormát súboruFormát súboru očakáva lineárny farebný priestorFormát súboru nie je podporovaný v súbore "%s"Formát súboru pre export UV rozmiestneniaFormát súboru na uloženie obrázkov prekresleniaVerzia programu Blender uložená do .blend súboruObsluha súboru '%s' nebola nájdenáObsluha súboru nebola nájdenáOperátor obsluhy súborov '%s' nebol nájdenýSúbor je uloženýNázov súboruNázov súboru, prepíše existujúceSúbor nenájdenýSúbor '%s' nenájdenýCesta súboruCesta k súboru "%s" je neplatnáCesta k súboru '%s' nie je platný súborCesta k súboru pre obrázok na odstránenie šumu. Ak nie je zadaná, použije cestu k súboru prekreslenia a rozsah snímky z scényCesta k súboru na zlúčenie obrázkaCesta k súboru pre zlúčený obrázokNie je nastavená vlastnosť cesta k súboruCesta k súboru nebola nastavenáSúbor uložený novšou verziou Blenderu ({}), očakávajte stratu údajovRežim triedenia súborovSúbor je príliš dlhý %sSúbor napísaný novším binárnym mixérom (%d.%d). Očakávajte stratu dát!Súbor {!r} nenájdenýPrehliadač Súbor/AktívumSúbor:Súbor: %sSúbor: *{:s} (neuložený)Súbor: {:s}Názov ID manipulátora súboruParameter prehľadávača súborovNázov súboruNázov súboru '%s' je príliš dlhý (max. dĺžka %zu, bolo %zu)Názov súboru filmu alebo sekvencieNázov textového súboruLen názov súboruCesta súboruCesta k súboru nie je nastavenáCesta súboru používaná na exportovanie súboruCesta súboru použitá na importovanie súboruSúboryVyplniťVyplniť hlaviceVyplniť farbouCesta prepisu farby výplneTest prepisu farby výplneCesta farby výplneVyplniť krivkuVyplniť dieryRežim výplnePosuv výplneLen vyplniťNepriehľadnosť výplneOblasť výplneVyplniť obrubuRotácia výplnePravidlo vyplňovaniaMierka vyplneniaSegmenty výplneSegment výplne musí byť aspoň 1Riešiteľ vyplneniaPrah výplneVyplniť dlaždicu vygenerovaným obrázkomTyp výplneVyplní vybranú slučku hrán plôškamiVyplní oblasť stupňujúcou farbouVyplní oblasť obrázkom textúryVyplní oblasť radiálneho odstupňovaniaVyplní oblasť plnou farbouNaplní snímku kamery, rozliatie mimo snímkyVyplní hlavice pre skosené krivkyFarba výplne pre vygenerovaný obrázokVyplní mriežkou podľa dvoch slučiekPo nakrájaní masky vyplní otvoryVyplní diery (slučky hrán okrajov)Vyplní masku, ak ešte nič nie je maskovanéVyplní rezOblasť vnútornej výplneVyplní oblasť obráteneŤah je úplne priehľadnýVyplní novou dlaždicu vygenerovaný obrázokVyplní iba viditeľné oblasti záberuPravidlo vyplňovania pre riešiteľa vyplňovania DelaunayVyplní položky Rozsah Min/Max o minimálnu/maximálnu vzdialenosť medzi vybranými objektami povrchovej siete a zdrojovým objektom (buď užívateľom zadaným objektom, alebo aktívnou kamerou)Vyplní aktívnu farebnú vrstvu vrcholov aktuálnou farbou maľbyVyplní aktívnu skupinu vrcholov aktuálnou farbou váhyVyplní aktuálnou dlaždicou vygenerovaný obrázokVyplní otvory na koncoch rúrok geometriou uzáveruNaplní obrázok mriežkou pre testovanie UV mápVyplniť odtrhnutú oblasťVyplní celú masku danou hodnotou, alebo invertuje jej hodnotyNástroj na vyplňovanie vyžaduje aktívny materiálVyplniť určenou farbouVyplní farbou tvar tvorený ťahmiZaobliť krivkuVýplneVyplní plátno od okraja k okraju, v prípade potreby oreže, pričom zachová pomer stránFilmFilmováFilmový záznamFilmový sRGBAko filmFilterFilter .blend súborovFilter akciíAkcie filtra pre exportFilter doplnkovFilter súborov AlembicFilter uhlaTypy filtrovania aktívFiltrovať BlenderFiltrovať záložné súbory BlenderaFiltrovať ID BlenderaFiltrovať štetce podľa nástrojaFilter rozšíreníFilter rozšírení podľa príznakov a úložískZnačky filtra plôškyFilter súborovFilter priečinkaPriečinky filtrovFilter písmaFilter odleskuFilter typov IDFilter obrázkovPrispôsobený filterFilter filmovUzol FilterFilter súborov OBJFiltrovať objektyFilter súborov objemov OpenVDBPoradie filtrovFiltrovať PythonFilter python súborovFilter skriptovNastavenia filtraFilter veľkostiFilter zvukovZdroj filtraFilter textovPrahová hodnota filtra na výber problematických stôpTyp filtraFilter USD súborovFiltrovať skupiny vrcholov pre zobrazenieFilter objemuŠírka filtraFiltruje doplnky podľa kategórieFilter archívnych súborovFiltruje aktíva podľa názvuFiltrovať záložné .blend súboryFilter založený na kľúčových áchFiltrovať podľa názvu operátoraFilter .btx súborovFiltrovať podľa názvuFiltrovať podľa úložiskaFiltrovať podľa typuFiltrovať podľa typu:Filtruje podľa názvu doplnku, autora a kategórieFiltruje podľa názvu rozšírenia, autora a kategórieFiltrovať podľa názvu skupiny vrstievFiltruje podľa názvu alebo príznaku, podporuje zástupný znak '*'Filtruje rozšírenia podľa úložiskaFiltrovanie charakteristík čiar na základe okrajov značky plôškyFiltrovanie charakteristík čiar použitím značiek plôšok FreestyleFiltrovať priečinkyFilter súborov písmaFilter súborov obrázkaPolomer jadra filtra vo voxelochMetóda filtrovaniaFilter súborov filmuVeľkosť filtra rozostrenia viditeľnosti (zastarané)Filter súborov zvukuIntenzita filtraFiltrovať textFilter textových súborovFilter použitý na maskuFiltruje užívateľské rozhrania podľa príznakovFilter na kombináciu, rozptyl, odlesk, prestup a prechody delenia povrchuFilter stôp, ktoré majú divne vyzerajúce hroty v pohybe krivkyŠírka filtra v pixeloch, ktorá sa používa na výpočet smeru mapovania hrboľov. Pre väčšinu textúr umožňuje predvolená hodnota 0,1 podpixelové filtrovanie pre stabilné výsledky. V prípade stupňovitých textúr sa môže použiť väčšia šírka filtra, aby sa na okrajoch dosiahol efekt podobný skoseniuKolekcie filtrovaniaFiltreFiltre na odstránenie riadkov zo zobrazených údajovFinálneKonečná matrica 4×4 po aplikácii vynútení a ovládačov v priestore objektu armatúryKonečná veľkosť zásobníkaFinálne obrázkyFinálna kvalitaFinálne prekreslenieMatrica finálneho svetaPosledná snímka masky (používa sa pre radič sekvencií)Posledná snímka prehrávania/rozsahu prekresleniaKonečná snímka rozsahuFinálna konfigurácia klávesy, ktorá kombinuje priradenie kláves z aktívnych a doplnkových konfigurácií a môže byť upravená užívateľomKonečná transformácia hodnoty objektu alebo kostiFinalizácia skriptovPrehľadaťNájsť a nahradiťNájsť všetkyVyhľadať súborNájsť operácie odkazovHľadať textPrehľadávať dookolaNájde všetky súbory v ceste vyhľadávania (nie len stratené)Nájsť hranicu nevyplnených namiesto vyplnených oblastíVyhľadá hrany na okrajoch medzi skupinami plôšok s rovnakou hodnotou identifikátoraHľadá skupiny vrcholov bližších ako vzdialené a zvarí ichVyhľadať v priečinkuNájsť v reťazciNájde pozície snímok na krivke použitím vzdialenosti od jej začiatkuNájde pozície snímok na krivke použitím koeficientu jej celkovej dĺžkyVyhľadá zadaný textVyhľadá zadaný text a nastaví ho na vybranéNájde najbližší bod na povrchu pre koreňový bod každej krivky a premiestni tam koreňNájde ovládací prvok v mieste chvosta kosti a použije ho na opätovné prepojenie CIEĽA alebo akýchkoľvek vynútení bez priradeného čiastkového cieľa alebo špecifikácie prepojeniaNájde prvok geometrie, ktorý je najbližšie k polohe. Podobne ako uzol "Index najbližšej"Nájde pozície koncových bodov použitím koeficientu dĺžky každej drážkyNájde pozície koncových bodov použitím dĺžky od začiatku každej drážkyNájde minimálny počet krokov, ignorovanie priestorovej vzdialenostiNájde najbližší prvok v skupine. Podobne ako uzol "Najbližšia snímka"Zisťuje, koľkokrát sa daný reťazec vyskytuje v inom reťazci a polohu prvého zhodného reťazcaHľadá najkratšie cesty pozdĺž hrán povrchovej siete k vybraným koncovým vrcholom s prispôsobiteľnými nákladmi na hranuNájsť/NahradiťJemnéJemné doladenie mapovania X, Y a Z polôh textúryDokončí operáciu po uvoľnení klávesyDokončenieKonečný objemFínsky - SuomiOheňOheň + dymPrváPrvý nájdenýTyp prvého manipulátoraPrvý bodIndex prvého boduPrvá hodnota QI rozsahu QIPrvý objekt pevného telesa na vynúteniePrvá a posledná kópiaPrvý koeficient radiálneho skreslenia Brown-Conrady štvrtého stupňaPrvý koeficient tangensového skreslenia Brown-Conrady druhého stupňaPrvý koeficient druhého zoradenia skreslenia NukePrvý koeficient druhého skreslenia oddieluPrvý koeficient dotyčnicového skreslenia NukePrvý koeficient tretieho skreslenia radiálneho polynómuPrvá farba použitá pre efektPolohy prvého riadiaceho bodu pre nové interpolované krivkyPrvý riadiaci bod kubickej drážky medzi min/max rýchlosťamiPrvá snímka použitej akciePrvá snímka dráhy animáciePrvá snímka použitej akciePrvá snímka časovej osi akciePrvá snímka masky (používa sa pre radič sekvencií)Prvá snímka prehrávania/rozsahu prekresleniaPrvá snímka rozsahuPrvá snímka segmentuPrvá snímka na prenosPrvý vstup pre pás efektuPrvá kľúčová snímka použitá na inicializáciu rekonštrukciePrvý zbalený súbor obrázkaPrvý bod snímky obrazovky v priestore obrazovkyNajprv sa pokúste posunúť zmäkčenie namiesto vrcholuNázov prvej skupiny vrcholovRovnako vzdialené Rybie okoRovnoramenné rybie okoObjektív Rybie okoMnohočlenový objektív rybie okoMnohočlen rybieho oka K0Mnohočlen rybieho oka K1Mnohočlen rybieho oka K2Mnohočlen rybieho oka K3Mnohočlen rybieho oka K4PrispôsobiťPrispôsobiť krivkePrispôsobiť dĺžkeMetóda prispôsobeniaTyp prispôsobeniaPrispôsobiť pohľadPrispôsobenie celého obrázka snímke kameryPrispôsobí snímku na záberPrispôsobí obrázok pozadia na zobrazeniePrispôsobí vytvorenie kópie objektov krivkePrispôsobiť vybranýmPrispôsobí výšku snímačaPrispôsobí šírku snímačaPrispôsobí šírku alebo výšku snímača v závislosti od rozlíšenia obrazuPrispôsobí hranice obrázka vnútri plátna, čím sa zabráni orezaniu a zachová pomer stránMontážOpraviť pólyOpraviť strihFixuje veľké skoky a preklopenia vo vybranej Eulerovej rotácii F-krivky vyplývajúce z rotácie hodnoty sú orezané pri zapečení fyzikyUpevniť na kameruPevnýAlternatíva PevnýOpravený aspektPevný početPripevnená snímkaPevná polohaPevné deleniaUpevnená povrchová sieť premennej: %sPevné/scénaPríznak mriežky oblasti vplyvu kvapalinyPríznakyPlameňMriežka plameňaIntenzita plameňaDym plameňaPole plameňaKlapkyDĺžka povievaniaOtvorenie povievaniaParameter plameňaFlashBlikať pri prenoseFlash videoV režime prenosu cieľový objekt blikáPlochéNormály plochého rohuPloché plôškyPloché tieňovaniePlochá XY rovinaPlochý tvar otvoreného obvoduPlochosťZrovnaťZarovnať hierarchiu kostíZarovná hierarchiu kostí. Užitočné v prípade nerozložiteľnej transformačnej matriceZrovnať manipulátoryZrovnať hierarchiuZarovnať hierarchiu objektuZarovná hierarchiu objektov. Užitočné v prípade nerozložiteľnej transformačnej matriceZrovná uhly vybraných bodovZrovná uhly vybraných vrcholovZrovná manipulátory pre plynulejší prechodZrovná vybrané plôškyÚniková vzdialenosťUnikne do tejto vzdialenostiPreklopiťPreklopiť osiPrehodiť osiPreklopiť farebný spádPreklopiť farbyEfekt preklopeniaPreklopiť plôškyPreklopiť názvy skupínPrevrátiť horizontálnePreklopiť zachytený materiálRežim preklopeniaPreklopiť názovPrehodiť normályPreklopiť pózuPreklopiť U posuvPreklopiť UDIMPreklopiť V posuvPrevrátiť vertikálnePreklopiť XPreklopiť YPreklopí časť kópií pozdĺž jednotlivých osíPrevráti časť inštancií pozdĺž jednotlivých osíPrevráti matricu cez jej diagonálu, čím sa stĺpce zmenia na riadky a naopakPreklopí obrázok pozdĺž definovanej osiPreklopí smer UV súradníc vnútri plôškyPrevráti smer atribútu farby rohu plôšky vnútri plôškyEfekt preklopeniaPrevráti výplň farbyPreklopí obrázokPreklopí obrázok horizontálnePreklopí obrázok vertukálnePreklopí normály vykrútených plôšokPrevrátiť os XPrevrátiť os YPreklopí hodnoty kvaterniónu na dosiahnutie požadovanej rotácie, pri zachovaní rovnakej orientáciePreklopí vybrané kľúčové snímky nad vybranú zrkadlovým riadkomPrevráti obrázok na pozadí horizontálnePrevráti obrázok na pozadí vertikálnePreklopí smer vybraných normál plôšok (a ich vrcholov)Preklopí obrázokPreklopí obrázok horizontálnePreklopí obrázok vertikálnePrehodí osi X a Y textúryPreklopí časy vybraných kľúčových snímok použitím aktuálnej snímky ako zrkadlová čiaraPreklopí časy vybraných kľúčových snímok použitím prvej zvolenej značky ako referenčného boduPreklopí časy vybraných kľúčových snímok, účinne obráti poradie, v ktorom sa objavujúPrepnúť na spodokPreklopiť doľavaPreklopiť dopravaPrepnúť na vrchPreklopí hodnoty vybraných kľúčových snímok (t. j. záporné hodnoty sa stávajú pozitívnymi a naopak)Preklopí hodnoty vybraných kľúčových snímok použitím hodnoty kurzora (Y/horizontálna zložka) ako zrkadlová čiaraPreklopí názvy skupín vrcholovPreklopenéPreklopiť na osi XPreklápaniePrehadzovanie regiónov v hornej lište nie je povolenéPreklopí (a opraví) prípony osí názvov vybraných kostíPreklopí smer nakrojeniaObráti mozaikovanie vybraných štvoruholníkovPohyblivá čiarkaNa pohyblivej čiarke (plná)Na pohyblivej čiarke (polovičná)Pole na pohyblivej čiarkeAtribút na pohyblivej čiarkeHodnota atribútu na pohyblivej čiarkeZásobník na pohyblivej čiarkeFarba na pohyblivej desatinnej čiarkeAtribút farby na pohyblivej čiarkeHodnota farby atribútu na pohyblivej čiarkeKrivka na pohyblivej čiarkePole s hodnotami na pohyblivej desatinnej čiarePixely ikony na pohyblivej čiarkePixely obrázka na pohyblivej čiarkeZásuvka uzla pohyblivej čiarkyRozhranie zásuvky uzlov pohyblivej čiarkyPrah hodnoty na pohyblivej čiarkeHodnota na pohyblivej čiarkeAtribút vektoru na pohyblivej čiarkeHodnota atribútu vektora na pohyblivej čiarkeAkcia na pohyblivej čiarke, ktorá predstavuje digitálne alebo analógové tlačidloPohyblivá čiarka na celé čísloHodnota na pohyblivej čiarkePohyblivá čiarka 2Atribút na pohyblivej čiarke 2Hodnota atribút na pohyblivej čiarke 2Pohyblivá čiarka 3Plávajúca oblasťMatrica s pohyblivou desatinnou čiarkouRotácia kvaterniónov s pohyblivou desatinnou čiarkouZásuvka čísla na pohyblivej čiarke pre uzolHodnota s pohyblivou čiarkouHodnota na pohyblivej čiarke v atribúte geometriaKŕdeľZaplavenie vyplní povrchovú sieť vybraným detailom nastaveniaPodlahaVynútenie PodlahaPoloha podlahyRežim podlahyPrúdenieSprávanie prúdeniaNastavenia prúdeniaZdroj prúdeniaTyp prúdeniaKvapalinaKolekcia kvapalínHustota kvapalinyPrúdenie kvapalínVplyv efektora prúdenia kvapalinyInterakcia kvapalínSústava úrovne kvapalinyModifikátor KvapalinaPredvoľby kvapalnostiRýchlosť kvapalinyNastavenia oblasti vplyvu dymuNastavenia prúdenia kvapalinyKvapalina má určitú počiatočnú rýchlosť, keď je vypúšťanáPolomer vplyvu kvapalinyPokojová hustota kvapalinyModifikátor simulácie kvapalínKvapalina: %s zrušené na snímke %d!Kvapalina: %s dokončené (%.2fs)Kvapalina: %s zlyhanie na snímke %d: %sKvapalina: Nepodarilo sa vytvoriť priečinok zásobníka '%s', znovu nastavené predvolené '%s'Kvapalina: Nepodarilo sa použiť predvolený priečinok vyrovnávacej pamäte '%s', definujte, prosím, platnú cestu zásobníka manuálneKvapalina: prázdna cesta k zásobníku, znovu nastavené na predvolené '%s'ZarovnaťZarovnanie údajov úprav z aktívnych režimov úpravLietanieLietanie a chôdzaRýchlosť letuFaktor rýchlosti letuRežim lietaniaRežim lietania pri výmene rúkRýchlosť letu v metroch za sekunduPenaPena + bublinyPokrytie penouVytrácanie penyNázov vrstvy penyČastice peny a bublín sú uložené v rovnakom časticovom systémeOhnisková vzdialenosťZameranieKosť zaostreniaOhnisková vzdialenosťVzdialenosť zaostrenia: %.3fRežim zameraniaObjekt zameraniaOblasť zameraniaZamerať na kosťZamerať na objektŽiarová hmlaObjem hmlyPriečinok na umiestnenie súborov textúr. Relatívne ku súboru .gltfPriečinok na vyhľadávanie súborov obrázkovPriečinkySledovaťNasledovať Kosť ohybuNasledovať aktuálnu snímkuSledovať krivkuNasledovať vodcuSledovať dráhuVynútenie Sledovať dráhuVynútenie Sledovať dráhu sa nenašloPostupovať podľa predvoliebSledovanie scénySledovať normálu povrchuSledovať stopuVynútenie Sledovať trasuUV sleduje podľa aktívnych štvoruholníkov pozdĺž súvislých slučiek plôšokNasledovať XNasledovať ZNasleduje kŕdeľ alebo priradený objektPostupuje vlastnou transformáciou na definovanie základnú pózy zobrazenia VRNasleduje aktuálnu snímku v editorochNasleduje vidlice v reťazi rodičovNasledovanie vodcu v líniiSledovať kurzor myšiSleduje polohu kurzorom myšiSleduje iba rotáciu objektovNasleduje tvar segmentov ohybu kostí pri výpočte polohy hlavy/chvostaSleduje ťah vykreslenia dráhy a objekt rotáciePostupuje podľa aktívnej scény kamery a definuje základnú pózu zobrazenia VRVyhladzovať hrany ťahovPostupuje podľa transformácie objektu a definuje základnú pózu zobrazenia VRNasleduje tento objekt namiesto kŕdľaPísmoTučné písmoTučné písmo šikméSúbory písiemPísmo šikméZásuvka uzla písmaRozhranie zásuvky uzla písmaVeľkosť písmaŠtýl písmaPísmo nie je upraviteľnéPísmo nie je zbalenéPísmo nie je určenéPísmo textu. Spätný dopad na písmo užívateľského rozhrania v predvolenom nastavení.Veľkosť písma v bodochVeľkosť písma použitá na zobrazenie nápisuVeľkosť písma použitá na zobrazenie textuZásuvka uzla písmaPísmaPriečinok písiemOtočný bod nohyZáberyNastavenia záberovPätaPre všetkých užívateľovPre každý prvokPre každý prvok {} GenerovanýPre každý prvok {} HlavnýPre každý geometrický prvokPre každý vstupný prvok geometriePre každú položku geometrického prvkuPre každý výstupný prvok geometriePre každú zónu geometrického prvkuV prípade objektov Grease Pencil použije modifikátor na všetky kľúčové snímkyV režime `Rovnobežník` je relatívny rozdiel X medzi hornou a dolnou hranou. V režime `Lichobežník` veľkosť posunu hornej hrany v kladnej osi XPre dráhy pózy kosti, použije polohu hlavy kosti pri výpočte tejto dráhyPre krivky RGB, farbe je priradená čiernaPre krivky RGB, farbe je priradená bielaPre strom IK: Váha kontrolnej polohy pre tento cieľPre strom inverznej kinematiky: Váha ovládania polohy tohto cieľaPre danú udalosť vektor A, normála povrchu B a podiel indexov lomu, Ior, vráti lom vektoru lomu, RPre všetky textúry webp vytvorí záložnú textúru PNGLen pre spätnú kompatibilituPre dráhy pohybu kostí, prehľadá celú akciu kľúčových snímok namiesto v skupine s rovnakým názvom (je to pomalšie)Pre pole premietania, množstvo prelínania na použitie medzi stranamiV prípade kanálov s cyklickou extrapoláciou sa vloženie kľúčovej snímky automaticky preloží do časového rozsahu cyklu a udržiava synchronizované konce. Novo pridané krivky do akcií s manuálnym rozsahom snímok a cyklickou animáciou sa automaticky vytvoria cyklické.Pre kolízne prvky, ktoré sa podieľajú na simulácii fyziky, riadi, ktorá úroveň v zásobníku modifikátorov sa použije ako kolízny povrchV prípade vynútení s názvami vytvorenými ako "base@bonename" použite časť za "@" ako nový čiastkový cieľ po vytvorení všetkých kostí. Na jednoduché nahradenie predpony použite "@CTRL", "@DEF" alebo "@MCHPre krivky, mračno bodov a Grease Pencil zohľadňuje pri výpočte hraníc atribút polomeru.Pre každú zásuvku akcie zoznam kanálov animácie, ktoré sú určené pre danú zásuvkuPri súboroch s viacerými filmovými tokmi použije daný index prúdeniaV prípade knižníc s vytvorenými nadradenými hodnotami zobrazí prepísané hodnoty, ktoré sú definované/ovládané automaticky (napr. aby používatelia prepisovaného bloku údajov smerovali na prepísané údaje, nie na pôvodné prepojené údaje)Pre objekty povrchovej siete zlúči UV súradnice, ktoré majú spoločný vrchol pre zohľadnenie nepresnosti niektorých modifikátorovPre povrchové siete s aplikovanými modifikátormi sa použije súradnica vrcholu bez aplikovaných deformačných modifikátorov, ako sa používa pre generované súradnice textúryPre povrchové siete výstupy normál bez zohľadnenia vlastných atribútov normályPri viacnásobnom rozlíšení zobrazí nízke rozlíšenie pri navigácii zobrazeniaPre textúry základného uzla, ktoré výstupný uzol použijePre body vzdialenosť pozdĺž drážky riadiaceho bodu, Pre drážky vzdialenosť pozdĺž celej krivkyV prípade bodov je to časť celkovej dĺžky drážky v riadiacom bode. V prípade drážok faktor tejto drážky v rámci celej krivkyPre systémy reaktora, indexu časticového systému cieľového objektuPre systémy reaktora, objektu s cieľovým systémom častíc (prázdny, ak je objekt rovnaký)Z dôvodov ochrany bolo v tomto súbore automatické spúšťanie skriptov python zakázané:Pre vybrané kľúčové snímky vyberie/zruší výber ľubovoľnej kombinácie samotného kľúča a jeho manipulátorovPre šablóny bráni používateľovi v odstránení preddefinovanej operácie (NEPOUŽITÉ)Pre prenos priehľadnosti zachováva povrchy s drsnosťou nad prahom nepriehľadnostiSilaSilová osVynútiť vyradenia zadnej plôškyKolekcia sílObmedziť spojenie potomkovVynútené odstránenieVynútenie poklesuSilové poleSilové pole 1Silové pole 2Nastavenia silových políSilové poliaPriesečník silyKanál vynúteného zachovania pre objektyKanály na udržiavanie pevnosti kostíVynútiť opätovné načítanieSila štvorcaObmedzí spustenie alebo ukončenie kľúčovaniaObmedzí úplné znovunačítanie prekladu užívateľského rozhraniaObmedzí pripojenie potomkov kostí k ich rodičovi, aj keď sa ich vypočítaná pozícia hlava/chvost nezhodujú (môže byť užitočné s typom čisté kĺby armatúry)Vplyv efektora silyVynúti export animácie na každý objekt. Môže byť užitočné pri použití vynútení alebo ovládača. Užitočné aj pri exporte iba výberuObmedzí export aspoň jedného kľúča animácie pre všetky kosti (potrebné s niektorými cieľovými aplikáciami, ako UE4)Vynútenie poľa na základe textúrySilové pole oblasti vplyvu kvapalinyVynútenie bude absorbované objektami kolízieVynútiť, aby načítané ID bolo označené ako nepriamo prepojené (používa sa len v kontexte opätovného načítania)Vynúti opätovné načítanie obrázka, ak je už otvorený inde v BlenderiObmedzenie zobrazenia krivky pre prispôsobenie vymedzeným okrajomVynúti zobrazenie dráhy pre prispôsobenie definovanej hraniciVynútenie odomknutia zlyhalo: {:s}Vynútené odomknutie môže byť potrebné v prípade havárie alebo výpadku napájania,Obmedzíť aktualizácie závislostí - použiť iba ak ovládače nie sú správne aktualizovanéObmedzí použitie tejto stredovej hodnoty (pri nastavení)Silové pole na základe Lennard-Jonesovho potenciáluSilové pole závisí od rýchlosti častícSilyPrinúti Rigify odstrániť a znovu vytvoriť všetky objekty miniaplikácie výbavy. V predvolenom nastavení sú už existujúce miniaplikácie opätovne použité tak, ako sú, aby sa uľahčila ručná úpravaVynúti posúdenie všetkých prepojených údajov za priamo prepojené. Alternatívne riešenie aktuálnych problémov/obmedzení v BAT (nástroj Blender Studio Pipeline)Vynúti použitie automatického zlúčenia a rozdeleniaPopredieFarba popredia ikony LadeniaFarba popredia ikony ChybyFarba popredia ikony InformácieFarba popredia ikony OperátoraFarba popredia ikony VlastnostiFarba popredia ikony VýstrahyRozvetvenéForma kriviekFormátFormát položiekPredvoľby formátuFormát reťazcaPoložka Formát reťazcaFormát obsahuje nepodporovaný znak "{}": "{}"Formát viacnásobného zobrazenia médiaFormát zobrazených časových kódov pri nezobrazovaní časovania podľa snímokŠpecifikátor formátu nie je uzavretý: "{}"Formátovanie reťazca pomocou syntaxe kompatibilnej so šablónou jazyka Python a šablónou cesty. Napríklad "Count: {}" by nahradil {} prvou vstupnou hodnotou.Formát použitý na opätovné uloženie tohto súboruFormát používa viac vstupov, ako je uvedené.Formátovaný reťazec prípon súborov podporovaných spracovateľom súborov, každá prípona by mala začínať znakom "." a byť oddelená znakom ";". Napríklad: ``".blend;.ble"``Vec šťastia (môže vyzerať lepšie, menej presné)VpreduPredná osPredom sledovaná cestaPresmeruje výstup vstupného uzla simulácie priamo do výstupného uzla a ignoruje uzly v zóne simulácieDopredu/dozaduNájdené konfliktné podpisy balíkovNájdené konfliktné podpisy uzáverovFournier-ForandFournierova-Forandova fázová funkcia, ktorá sa používa na rozptyl svetla v prostredí pod vodouŠtvrtýŠtvrtý koeficient radiálneho skreslenia Brown-Conrady štvrtého stupňaFoveon (Sigma)FraktálFraktál Brownov pohyb (Fractal Brownian Motion - fBM), použije Brownov šum ako základAlgoritmus fraktálneho šumuFaktor fraktálnej náhodnostiZlomokRežim frakciePodiel svetla, ktoré je rozptýlené dozaduFrakcia feomelanínu v melaníne, dáva žltkastú až červenkastú farbu, na rozdiel od hnedastej až čiernej farby eumelanínuÚlomkové prekážkyÚlomkové prekážky zlepšujú a vyhladzujú hranicu prekážky v kvapalineSnímkaSnímka %dSnímka %d / %dSnímka %d: %sSnímka '%s' nebola nájdená, animácia musí byť dokončenáRýchlosť na základe snímkyPočet snímokVypúšťanie snímkyKoncová snímkaCesta súboru snímkyInterpolácia snímkyZamknúť snímkuNové priradenie snímokStaré priradenie snímokMetóda snímkyUzol SnímkaČíslo snímkyČísla snímokPosunúť snímkuPrekrytie snímkyRozsah snímkyRozsah snímky PredRozsah snímok ZačiatokSnímková frekvenciaPredvoľby snímkovej frekvencieRelatívna snímkaMierka snímkyRám vybranýchRámček vybraných uzlovVýber snímky v Expozičnom hárkuSnímka ZačiatokKrok snímkyTyp snímkySnímka už existuje na čísle snímky %dNa tomto čísle snímky %d už snímka existujeSnímka, v ktorej sa simulácie končiaSnímka, na ktorej sa simulácia začneAktuálne zobrazená snímka pre túto vrstvuSnímka neexistuje na čísle snímky %dSnímka pre absolútne kľúčeSnímka je vybraná na úpravu v expozičnom hárkuSnímka nebola nájdená vo vrstve poznámokČíslo označenia snímky je na kľúčové snímkovanieČíslo snímky vstupného pásuČíslo snímky kľúčovej snímky hneď po aktuálnej snímkeČíslo snímky kľúčovej snímky hneď pred aktuálnou snímkouČíslo snímky vstupného pásuPočet snímok, do ktorých sa načítajú mriežky objemu, na základe času scény a parametrov objemuČíslo snímky na spustenie vyžiarenia častícČíslo snímky na zastavenie vyžiarenia častícSnímka referenčnej akcie na vyhodnoteniePosuv snímky, ktorý sa použije pri načítaní simulácie zo zásobníka. Nezohľadňuje sa pri zapečení simulácie, iba pri jej načítaní.Snímka, na ktorej sa simulácia začneSnímka, na ktorej sa začne simulácia (prvá zapečená snímka)Snímka, na ktorej sa simulácia zastavíSnímka, na ktorej sa simulácia zastaví (posledná zapečená snímka)Prehrávač snímok od IRIDASPrehrávač snímok od Tweak SoftwareZačiatok/koniec snímky špecifikovaný v neanimovanom prekresleníSnímka modifikátora ovplyvňujúceho konce (pri použití obmedzenia rozsahu snímok)Snímka konca vplyvu modifikátora (ak je to možné)Snímka modifikátora ovplyvňujúceho začiatky (pri použití obmedzenia rozsahu snímok)Počiatočná snímka vplyvu modifikátora (ak je to možné)Snímka vlastnosti pod kurzorom v editore grafuSnímka celej vlastnosti poľa namiesto iba indexu pod kurzoromSnímka vyskytujúca sa na tomto riadiacom bodeSnímka, na ktorej sa má ukončiť prekresľovanie animácie. Ak nie je špecifikovaná, bude sa predpokladať snímka na konci scény. Toto by sa malo špecifikovať len v prípade prekresľovania animácieSnímka na vloženie kľúčovej snímky naSnímka, od ktorej sa má začať prekresľovanie animácie. Ak nie je špecifikovaná, bude sa predpokladať snímka začiatku scény. Toto by sa malo špecifikovať len v prípade prekresľovania animácieSnímka na zastavenie rozšírenia snímky (pre režim "Pred snímku")Snímka, do ktorej sa pridá kľúčSnímka, kde budú vybrané pásy prichytenéSnímka, v ktorej sa vybrané pásy rozdeliaSnímka, v ktorej sa končí zapečenieSnímka, v ktorej sa začína zapečenieSnímka:Snímka: %dSnímka: %d / %dSnímka: - / %dSnímka: {:d} ({:s})Cyklovač snímokZákladná snímková frekvenciaSnímková frekvencia, vyjadrená v snímkach za sekunduSnímkyPo snímkachPred snímkamiLimit snímokSnímky v absolútnom rozsahu snímok scénySnímky v relatívnom rozsahu kľúčových snímok Grease PencilSnímok za sekunduSnímky na vloženie po aktuálnom páseSnímky {} - {}Snímky: {}VoľnýVoľné osiVoľná celá simulácia kvapalínVoľné údaje kvapalínVoľné smerovanie kvapalínVoľné povrchové údaje kvapalínVoľný šum kvapalínVoľné častice kvapalínVoľný manipulátorVybraný voľný manipulátorVoľný pohľadFree Lossless Audio CodecVoľné zapečenie, skôr než je vygenerovanéSkicár poznámok voľnou rukouKrivka voľnou rukou definujúca časť náčrtuKrivky voľnou rukou definujúce náčrtok tejto snímkyUvoľňovanie kvapaliny...FreestyleAlfa FreestyleAnimácia FreestyleFarba FreestyleGeometria FreestyleČiara FreestyleSústava čiar FreestyleŠtýl čiary FreestyleTypy čiar FreestyleOznačenie FreestyleModul FreestyleNastavenia FreestyleŤahy FreestyleTextúra FreestyleHrúbka FreestyleŠtýl čiary Freestyle, opakovane použitý použitím viacerých čiarNastavenia Freestyle pre blok údajov zobrazenej vrstvyFreestyle: Nahrávanie povrchovej sieteFreestyle: Prekreslenie ťahuFreestyle: Vytvorenie mapy zobrazeniaNováVyhladenýZmraziť vyraďovanieOperátor zmrazeniaZmrazí hranice vyraďovania zobrazeniaFrancúzky - FrançaisFrekvenciaHraničná frekvencia (Hz)Faktor frekvencie vrkočovFaktor frekvencie kučierFrekvencia šumu PerlinFrekvencia vibrácií hmatu v hertzoch. 0.0 určuje predvolenú frekvenciu behu OpenXR.FresnelFresnelov typFresnelov vodič založený na komplexnom indexe lomu na farebný kanálFresnelova metóda používaná na zafarbenie kovuKnižnica FribidiTrenieFaktor treniaTrenie pri kolízii plášťaSila trenia, ak došlo ku kolízii (vyššia = menší pohyb)Trenie s vlastným kontaktomPriateľKučeravosťRozstrapatiť krivky vlasovZZ aktívnehoOd aktuálnej snímkyPodľa plášťaZo vzoru inštancieZľavaOd maximálnejZ maximálnej XZ maximálnej YZ maximálnej ZOd minimálnejZ minimálnej XZ minimálnej YZ minimálnej ZZo zmiešaniaPodľa režimuZ uzlaSpravaZ tieňaZo zásuvkyZ aktívneho uzlaZ elipsoidu (tvar definovaný rozmermi poľa ohraničenia, cieľ je voliteľný)Z uzlaZ uzla prepojeného s vybraným uzlomZo zásuvkyZo zásuvky prepojenej s vybraným uzlomOd prvej kľúčovej snímky po poslednúOd prvej vybranej kľúčovej snímky po poslednúPrednáSpredu (X-Z)Len predné plôškyOrtografický spreduPerspektívny spreduDopad na prednej straneVpredu/VzaduPalivoPole palivaÚplnáÚplná hierarchia kolekciíÚplná kópiaÚplné globálne osvetlenieÚplný názov ID (identifikátora) v .blend súbore knižnice (vrátane dvoch úvodných znakov "id type")Úplná cesta ku knižniciPlný názovÚplná cestaPlný SMPTE časový kód (formát je HH: MM: SS: FF)Úplné snímanieÚplné zlúčenie podľa vzdialenostiÚplná cesta k súboru Blenderu obsahujúci aktívne aktívumÚplná presnosťPlná presnosť pre finálne prekreslenie, polovičná presnosť v ostatných prípadochPlné rozlíšeniePlnyRamUzol funkcieMateriál kužušinyFurlongyZmätočnosť pri kolízii, vyššie hodnoty sú pre rýchlejšiu manipuláciu s kolíziou, ale menej stabilnéNeistéGGXGGX s dodatočnou korekciou na zohľadnenie viacnásobného rozptylu, zachovanie energie a zabránenie neočakávanému stmavnutiu pri vysokej drsnostiLimit GL textúryGLSLGrafický procesorGPU BackendVýpočtový GPUInštancie GPUDelenie GPUGPU backend na použitie. (Vyžaduje reštartovanie Blenderu, aby zmeny nadobudli účinnosť)Vrstva_Grease PencilPaleta_Grease PencilPrídavneSprejVšetkoUkotvenéAutomatické odľahčenieSpätnáObojeOdskokováOkrajRozkladTyp štetcaTyp uzáveruVrhať tieňKruhováKlonovaťRežim uzáveruSúbežneKubickáKrivkaVlastnáRozpustiťRozpustiť medziRozpustiť nevybranéBodkyBodkovanie ťahanímDynamické efektyVznik odľahčeniaOdľahčiť zvnútra a zvonkuZánik odľahčeniaOdľahčenieZmierňovanie (podľa sily)ElastickáExponenciálnaRozšíriťExtrémnaVyplniťŠtýl vyplneniaFiltrovať podľa typuPlochýGPencilVygenerovanéUchopiťStupňovitosťOsvetlenéOsvetlené (uzavreté tvary)InterpoláciaChvenieKľúčová snímkaTyp kľúčovej snímkyKľúčové snímkyČiaraLine ArtLineárnaRežim materiáluZmiešaťRežimZadržaný pohybNováŽiadneStiahnuťBodStlačiťKvadratickáŠtvorstupňováPäťstupňováPolomerNáhodneZaoblenýSekvenčneTieňovanéFiltrovanie oblasti tieňovSínusováVyhladenýCelistvosťPriestorKrokySilaŤahMetóda ťahuRežim ťahuŠtýl ťahuZuzanaTextúraHrúbkaZakrútiťTypZvlniťInterpolácia Grease Pencil: Nastavenia tvarovania Grease PencilTextúra GaborZiskGamepadGamaGama korekciaGama pásu priečneho vytrácaniaGama korekciaFaktor gama korekcie použitý po mapovaní odtieňovHodnota gama korekcie, použitá ako farba s exponentom gama. Gama riadi relatívnu intenzitu stredných tónov v porovnaní s plnou čiernou a plnou bielouMedzeraMedzera 1Medzera 2Medzera 3Odstraňovanie štrbínMedzery medzi nasledujúcimi frekvenciamiMedzera medzi po sebe nasledujúcimi frekvenciami. Hĺbka musí byť väčšia ako 0, aby to malo účinokSmetieFrekvencia zberu odpaduOdpad matovaniaPlynGaussoveEfekt Gaussovho rozostreniaPás Gaussove rozostrenieEfekt Gaussovho rozostreniaGaussov filterVšeobecnéVšeobecná informáciaVšeobecná hodnota hmotyVšeobecný prepisVšeobecné operácie správy blokov údajovVšeobecné trenie médií pre pohyby bodovVšeobecné vlastnosti nástrojov tvarovania pre ťahy Grease PencilVšeobecné nastaveniaVšeobecný typ atribútuGenerovanieVygeneruje "uprostred" vyhladenia interpolácie medzi snímkami Grease PencilVygeneruje 'interné' náhľady (materiály, textúry, obrázky, atď.)Vygenerovať ovládací prvokVygenerovať vrstvy údajovVygenerovať deformačnú kosťVygenerovať penuVygeneruje Gaborov šumVygenerovať krivky vlasovVygeneruje Line Art z geometrie scényVygeneruje Line Art z vybraného zdrojaVygenerovať normályVygenerovať kožuVygenerovať masku striekaniaGenerovanie údajov atribútu UV na geometrii krivkyVygenerovať UVVygeneruje Worleyho šum na základe vzdialenosti k náhodným bodom. Typicky sa používa na generovanie textúr, ako sú kamene, voda alebo biologické bunkyVygeneruje 2D Bézierovu drážku zo zadaných riadiacich bodov a manipulátorovGeneruje sieťovú reprezentáciu materiálov MaterialXVygeneruje UV mapu na základe hrán švovVygeneruje prázdny obrázokVygeneruje rozostrenie typu bokeh (rozostrenie mimo rovinu ostrosti) podobne ako rozostrenie. Na rozdiel od rozostrenia je oblasť zaostrenia definovaná v kompozítoreVygeneruje šachovnicovú textúruVygeneruje kruhový prstenec hránVygeneruje kužeľovú povrchovú sieťVygeneruje kockovú povrchovú sieť s premenlivými dĺžkami strán a delenímVygeneruje krivku z povrchovej sieteVygeneruje krivku použitím rozloženia alebo rozšírenia mnohočlenovVygeneruje krivky použitím štandardných matematických funkcií, ako je sínus a kosínusVygeneruje valcovú povrchovú sieťVygeneruje predvolenú UV mapuVygeneruje hustý objemu s poľom, ktoré riadi hustotu v každom voxeli mriežky na základe jeho polohyVygeneruje mapu stupňa rozmazania na základe dutinyVygeneruje hodnotu faktora (od 0,0 do 1,0) medzi časom začiatku a konca scény použitím mapovania krivkyVygeneruje sféru objemu hmly okolo každého boduVygeneruje zásuvku vstupného uzlaVygeneruje povrchovú sieť na "povrchu" objemuVygeneruje sieť na "povrchu" mriežky objemuVygeneruje povrchové siete v rovine XY s plôškami na vnútornej strane vstupných kriviekVygeneruje vrchol povrchovej siete pre každý bod mračna bodovVygeneruje presnejší prechod kryptomatovaniaVytvorí pohyblivú hladinu oceánuVygeneruje nový povrch s obvyklou topológiou, ktorá dodržuje tvar vstupnej povrchovej sieteVygeneruje vektor normály a bodového súčinuVygeneruje výstupnú zásuvku uzlaVygeneruje odseku textu s konkrétnym písmom použitím inštancie krivky na uloženie každého znakuVygeneruje narušenú normálu z textúry výšky na mapovanie hrboľov. Zvyčajne sa používa na falšovanie veľmi detailných povrchovVygeneruje narušenú normálu z obrazu normálovej mapy RGB. Zvyčajne sa používa na falšovanie veľmi detailných povrchovVygenerovať zástupný symbol (prázdne ID), ak sa nenachádza v žiadnom súbore knižniceVygeneruje rovinnú povrchovú sieť v rovine XYVygeneruje mračno bodov vzorkovaním polôh pozdĺž kriviekVygeneruje mračno bodov z vrcholov povrchovej sieteVygeneruje mračno bodov z aktívnych voxelov mriežky objemuVygeneruje mračno bodov s polohami a polomermi definovanými poľamiVygeneruje polygón oblúka drážkyVygeneruje polygónovú kruhovú drážkuVygeneruje polygónovú drážku pre každú vstupnú drážkuVygeneruje polygónovú drážku v tvare paraboly s polohami kontrolných bodovVygeneruje polygónovú drážku v tvare špirályVygeneruje polygónovú drážku vo forme hviezdy spojením striedajúcich sa bodov dvoch kružnícVygeneruje polygónovú drážku s dvoma bodmiVygeneruje polygón so štyrmi bodmiVygeneruje procedurálnu textúru oblohyVygeneruje procedurálnu textúru vytvárajúcej tehlyVygeneruje psychodelickú farbu textúryVygeneruje náhodné celé číslo použitím zadanej vstupnej hodnoty ako počiatočnej hodnotyVygeneruje odkaz na geometriu v každom zo vstupných bodov bez vytvárania kópií základných údajovVygeneruje výbavu z aktívnej armatúry meta výbavyVygeneruje samostatný ovládač prstov IK pre lepšie prichytenie IK/FKVygeneruje posúvač na otáčanie päty dopredu na špičke, a nie na základni špičkyVygeneruje sférickú povrchovú sieť, ktorá pozostáva z rovnako veľkých trojuholníkovVygeneruje sférickú povrchovú sieť so štvorcami okrem trojuholníkov v hornej a dolnej častiVygeneruje reťazcové znázornenie danej vstupnej hodnotyVygeneruje smer dotyčnice pre anizotropnú BSDFVygeneruje reťazec ovládacích prvkov FKVygenerovanie riadiaceho reťazca FK pre chápadloVygeneruje skupinu OBJ pre každú časť geometrie použitím iného materiáluGeneruje tieňovač OSL zo súboru alebo bloku textových údajov. Poznámka: Tieňovače OSL nie sú podporované na všetkých backendoch GPUVygeneruje približný náhľad USD povrchu tieňovača reprezentujúceho povrchové siete uzlov Principiálneho BSDFVygeneruje ľubovoľný počet kópií každého vybraného vstupného prvkuVygeneruje a exportuje skript Mantaflow z aktuálneho nastavenia oblasti vplyvu počas zapečenia. Toto je potrebné iba v prípade, že plánujete analyzovať zásobník (napr. Mriežky, vektory rýchlosti, častice) v skripte Mantaflow priamo (mimo Blender) po zapečení simulácie.Vygenerovanie približného efektu lomu svetla pre tiene lámavých povrchov. Aby sa táto funkcia aktivovala, musia mať objekty svetiel, vyžarovača a prijímača nastavené možnosti tieňov efektu lomu svetlaVygeneruje náhľady kolekciíVygeneruje váhu normál rohového uhlaGenerovanie ťahov v štýle bodkočiarkyVygeneruje váhu normál oblasti plôšokGeneruje črty čiar pre túto kolekciuGenerovanie črty čiar pre údaje tohto objektuVygeneruje bod zásobníka na pohyblivej čiarkeVygeneruje masku peny ako farebný kanál vrcholaVygenerovať fraktálny Perlinov šumVygeneruje hrubý šum (ostré prechody)Vygeneruje obrázok s tvarom bokeh na použitie s uzlom filtra rozostrenia mimo rovinu ostrostiVygeneruje interpolované hodnoty farieb a intenzity na základe vstupného vektoraVygeneruje pretínajúce sa čiary rovnobežné s objektami, ktoré zakázali priesečníkVygeneruje deliace čiary svetla/tieňa z referenčného objektu svetlaVygeneruje mapu smeru striekania ako kanál farby vrcholaVygeneruje matovanie pre jednotlivé objekty a materiály použitím prekresľovacích prechodov KryptomatovaniaVygeneruje dráhy pohybu pre vybrané objektyVygeneruje viaceré ťahy okolo pôvodných ťahovVytvára viac ťahov z jedného ťahuVygeneruje nové krivky v bodoch interpoláciou medzi existujúcimi krivkamiVygeneruje nové kľúče na pripevnenie vybraného objektu/kosti ku kamere na nekľúčových snímkachVytvára novú topológiu povrchovej siete na základe aktuálneho tvaruVygeneruje nové vrcholy, hrany alebo plôšky z vybraných prvkov a ich presunie na základe posunu pri zachovaní ich spojenia pomocou ich okrajovGeneruje chvenie šumu pri ťahoch Grease PencilVygeneruje náhľady objektovGeneruje geometriu povrchu oceánu v určenom rozlíšeníVygeneruje body na počiatkoch inštancií. Poznámka: Tento uzol nemá vplyv na vnorené inštancieVygeneruje body vnútri objemuVygeneruje body vnútri mriežky objemuVygeneruje body rozložené na povrchu sieteVygeneruje procedurálne pásy alebo prstence so šumomVygeneruje náhľady scénVygeneruje náhľady vybraných .blend súborovVytvorí skosené rohy pridaním geometrie k hranám alebo vrcholom povrchovej sieteGeneruje identifikátory vyhladených skupín pre každú skupinu vyhladených plôšok, v predvolenom nastavení ako jedinečné celočíselné hodnotyVygeneruje jemný šum (hladké prechody)Vygeneruje ťahy z hrán označených FreestyleGeneruje ťahy z rozsahu úrovní pohlcovaniaGeneruje ťahy podľa okrajov medzi materiálmiGeneruje ťahy z čiar obrysuVygeneruje ťahy z hrán záhybovVygeneruje ťahy z priesečníkovVygeneruje ťahy podľa voľných okrajovVygeneruje ťahy z objektov v tejto kolekciiVygeneruje ťahy z tohto objektuVygeneruje systémové informácie uložené do textového súboruVygeneruje smery dotyčnice na základe UV mapyVygeneruje hodnoty použitím vstavanej funkcieVygeneruje váhy vrcholov na základe vzdialenosti od objektuVygeneruje váhy vrcholov na základe uhla ťahuVygeneruje vrcholy v línii a spojí ich hranamiVygenerovanéVygenerované súradniceGenerovaná geometriaVygenerovaná výškaVygenerovaná kľúčová snímkaVybraná vygenerovaná kľúčová snímkaVygenerovanie matriceVygenerovaný typVygenerovaná šírkaVygenerované súradnice vystredené na objekt prúdeniaVygenerované súradnice v priestore rodičovského objektuVygenerovaná mriežka na test UV priradeniaVygenerovaný obrázokVygenerovaná výška obrázkuVygenerovaný typ obrázkuVygenerovaná šírka obrázkaVygenerovaná vylepšená UV mriežka pre test UV priradeniaGeneruje prechodné body pre veľmi rýchle pohyby myši (nastavte pre 0 zakázanie)Vygeneruje váhu normál oblasti plôšky a rohového uhlaVygenerované matrice transformácie v priestore svetaVygeneruje nové nastavenie náhodných farieb na prekreslenie nastavení plôšok v zábereVygeneruje symetrickú povrchovú sieť použitím konfigurácie symetrie povrchovej sieteVygeneruje nové krivky vlasov na povrchovej sietiVygeneruje normály so zaoblenými rohmi. Poznámka: Podporované len v Cycles a môže spomaliť prekresľovanieVygenerovanie kompatibilného materiálu pre Cycles/EEVEE, ale nebude viditeľný s mechanizmom {:s}Generovanie ikony StudioLight...Generovanie ikony náhľadu...Generovanie náhľadu tieňovača...Generovanie náhľadov tieňovača...Generovanie náhľadov pásov...Generovanie pásov miniatúr...GenerovanieGenerovanie položiekGenerovanie vyhodilo výnimku: Zistené generatívne modifikátory!Generátor modifikátora funkcieVšeobecnýGenerické kvantizačné bityVšeobecné pružinyVšeobecné údaje, ktoré nie sú farebné, nepoužijú žiadnu transformáciu farieb (napr. normálové mapy)Generický operátor rozšírenia tvarovaniaGeodetickéGeodetický krokGeometrická hrúbka povrchov pri výpočte rýchleho GI a pohlcovania okolím. Znižuje únik svetla a chýbajúce kontaktné pohlcovanie.Geometrie na zlúčenie spojením ich prvkovGeometriaAtribút geometrieVynútenie Atribút geometrieKomponent geometrieGeometria vlastnej skupinyÚdaje geometrieFaktor konca geometrieVstup geometrieTyp položky geometrieModifikátory geometrieUzol geometrieEditor uzlov geometrieZásuvka uzla geometrieRozhranie zásuvky uzla geometrieStrom uzla geometrieUzly geometrieInštancie uzlov geometrie (experimentálne)Zoznamy uzlov geometriePosuv geometrieSpracovanie geometriePríbuzenosť geometrieSnímky GeometrieSústava geometrieGeometrický priestorFaktor začiatku geometriePrah geometrieAtribút geometrieAtribút geometrie uchovávajúci 2D vektora celého číslaAtribút geometrie, ktorý ukladá 8-bitové celé číslaAtribút geometrie, ktorý ukladá farby RGBA ako hodnoty na pohyblivej desatinnej čiarke s použitím 32 bitov na kanálAtribút geometrie, ktorý ukladá farby RGBA ako kladné celočíselné hodnoty s použitím 8 bitov na kanálAtribút geometrie, ktorý uchováva matricu 4x4 na pohyblivej desatinnej čiarkeAtribút geometrie, ktorý uchováva logické symbolyAtribút geometrie, ktorý ukladá 2D vektory s pohyblivou desatinnou čiarkouAtribút geometrie, ktorý uchováva 3D vektory na pohyblivej desatinnej čiarkeAtribút geometrie, ktorý uchováva hodnoty na pohyblivej desatinnej čiarkeAtribút geometrie, ktorý uchováva celočíselné hodnotyAtribút geometrie, ktorý uchováva rotáciuAtribút geometrie, ktorý ukladá reťazceAtribúty geometrieGeometriu nemožno načítať zo samotného upravovaného objektuGeometriu nemožno načítať z objektu modifikátoraAtribúty farby geometrieKomponenty geometrie:Geometrická doména, nad ktorou sa opakujeTyp prvku geometrie na vytvorenie inštancieGeometria vytvorená v aktuálnom opakovaní. Bude spojená s geometriou zo všetkých ostatných opakovaníModifikátor geometrie '%s' nemôže byť odstránenýModifikátory geometrie pre meniacu sa geometriu čiarUzly geometrieGeometrický proces, ktorý sa uplatňuje po každom kroku presunuZásuvka geometrie pre uzolGeometria vytvorená inštanciou na bodyGeometria vytvorenej inštancie na rozptýlených bodochGeometria na inštanciuGeometriu na počiatokGeometria na pridanie pre koniec každej krivkyGeometria na pridanie pre začiatok každej krivkyGeometria pre priradenie materiálu naGeometria na vrhanie lúčovGeometria na výpočet poľa ohraničenia. Pred výpočtom celého poľa ohraničenia je potrebné realizovať inštancieGeometria na odstránenie prvkovGeometria na vytváranie kópií prvkovGeometria na vyhodnotenie daných polí a uloženie výsledných atribútov. Podporované sú všetky typy geometrie okrem objemovGeometria pre nájdenie najbližšieho bodu naGeometria pre získanie balíkaGeometria na získanie veľkosti domény. Berie sa do úvahy len koreňová geometria, nie vnorené inštancieGeometria na získanie štatistických údajovGeometria na prepísanie balíkaGeometria pre prepísanie názvuGeometria na odstránenie atribútovGeometria pre náhradu materiálov naGeometria pre snímanie hodnoty naGeometria na zmenu mierky prvkovGeometria na nastavenie vyhladeniaGeometria na triedenie prvkovGeometria na rozdelenie do inštanciíGeometria pre rozdelenie na samostatné komponentyGeometria pre rozdelenie na dve častiGeometria pre uloženie nového atribútu s daným názvom naGeometria pre transformáciuGeometria pre aktualizáciu atribútu ID naGeometria pre aktualizáciu indexov materiálu naGeometria pre aktualizáciu výberuGeometria použitá pre inštanciu zviazania vlasov (priorita)Geometria, ktorej prvky sú opakovanéGeometria, ktorej inštancie sú (čiastočne) realizovanéUzly geometrieGruzínsky - ქართულიNemecky - DeutschZískať balík položiekZískať rozšíreniaZískať balík GeometriaZískať položku zoznamuZískať pomenovanú mriežkuZískanie vzdialenosti od priradeného objektu alebo najsilnejších priradených zdrojov signáluZíska balík geometrieZíska cestu uzla stromu ako reťazecZíska mriežku objemu z geometrie objemu so zadaným názvomZačínameDuchDuchoviaGigawattyManipulátor rotácieDava prístup k možným hodnotám udalostí položiek tejto modálnej kľúčnej mapy (#KeyMapItem.propvalue) pre introspekciu APIUdáva vznik výsledných nereagujúcich častícDáva dĺžke dráhy náhodnú odchýlkuDáva náhodnosti na upravenej krivke funkcieUdáva životnosť častíc náhodnej odchýlkyDáva náhodné variácie veľkosti častícDáva počiatočnú rýchlosť náhodnej variácieManipulačný prvokManipulačný prvok AManipulačný prvok BVlastnosti skupiny manipulačných prvkovZvýraznenie manipulačného prvkuPrvotný manipulačný prvokVlastnosti manipulačných prvkovDruhotný manipulačný prvokVeľkosť manipulátoraZarovnať zobrazenie manipulačného prvkuSkupina manipulačného prvku '%s' má 'TRVALÚ' voľbu nastavenia!Skupina manipulačného prvku '%s' nebola nájdená!Skupina manipulačných prvkov, ktorej členom je tento manipulačný prvokTyp skupiny manipulačného prvku '%s ' nebol nájdený!Cieľový manipulačný prvok '%s.%s' očakáva '%s', '%s.%s' je '%s'Cieľová vlastnosť manipulačného prvku '%s.%s' očakáva pole dĺžky %dCieľová vlastnosť manipulačného prvku '%s.%s' očakáva pole dĺžky %d, bolo nájdené %dCieľová vlastnosť manipulačného prvku '%s.%s" sa nenašlaCieľová vlastnosť manipulačného prvku '%s.%s', index %d musí byť nižší ako %dManipulačný prvok na úpravu ohniskovej vzdialenosti kamery alebo ortografickej mierkyManipulačný prvok upraví vzdialenosť zaostrenia kamery (záleží na limitoch zobrazenia)Manipulačný prvok pre nastavenie veľkosti obrazu a polohyManipulátor úpravy polohyManipulátor nastavenia rotácieManipulátor nastavenia mierkyManipulačný prvok upraví lokalitu a veľkosť oblastiManipulačný prvok na nastavenie smeru svetlaManipulačný prvok pre nastavenie silového poľaTyp manipulačného prvku '%s' je pre skupinu 3D skupinu manipulačného prvku (gizmo). Je nastavené spätné volanie 'draw_select', kde sa použije iba 'test_select'.Typ manipulačného prvku '%s' nie je známyManipulátory polohyManipulačný prvok pre aktívny modifikátorSkrytý manipulačný prvok v tomto zobrazeníManipulačné prvky:ŽiaraSklo (rozbité)Sklo (plné)BSDF SkloTieňovač podobný sklu, ktorý mieša lom a odraz pod uhlom odleskuGlobálny filterGlobálneGlobálne osi +XGlobálne osi +YGlobálne osi +ZGlobálne osi -XGlobálne osi -YGlobálne osi -ZGlobálne súradniceGlobálna gravitáciaGlobálne vlasyGlobálne osvetlenieGlobálny vplyv:Globálna transformáciaGlobálny typGlobálne späťGlobálne XGlobálne YGlobálne ZGlobálny riadok v dolnej časti obrazovky pre všeobecné informácie o staveGlobálna lišta v hornej časti obrazovky pre globálne nastavenie okienGlobálne percento častíc potomkovCelkové percento častíc potomkov počas prekresľovaniaVplyv globálnej gravitácieGlobálny index položky medzi všetkými položkami v rozhraníGlobálny vplyv súčasných modifikácií na skupinu vrcholovGlobálna maximálna úroveň deleniaGlobálna maximálna úroveň delenia počas prekresľovaniaGlobálne predvoľbyČíslo globálnej scény snímky, od ktorej sa spustí prehrávanie tohto filmu (ovplyvní všetky údaje spojené s klipom)Globálne medzery medzi znakmiGlobálna počiatočná snímka filmu/sekvencie, za predpokladu, že prvý obrázok má #1Globálna počiatočná snímka sekvencie za predpokladu, že prvá má #1Globálne späť funguje tak, že udržiava plnú kópiu samotného súboru v pamäti, takže zaberá ďalšiu pamäťGlobálne upraví podrobnosti prekreslenia objemu, okrem automaticky odhadovanej veľkosti kroku. Vyššie hodnoty skracujú čas prekreslenia, nižšie hodnoty vykonajú podrobnejší prekreslenieGlobálne zakázané v snímačoch rovinného osvetleniaGlobálne vypnutie v prekresleniachGlobálne zakázať pri prekreslení • Ctrl na izoláciu kolekcie • Shift na nastavenie vnútri kolekcií a objektovGlobálne vypnúť v prekresleniach • Shift na nastavenie potomkaGlobálne zakázané v snímačoch sférického osvetleniaGlobálne vypnutie vo záberochGlobálne zakázať v zábere • Ctrl na izoláciu kolekcie • Shift na nastavenie vnútri kolekcií a objektovGlobálne vypnúť v zábere • Shift na nastavenie potomkaGlobálne vypnutie snímačov objemuOdleskOdleskBSDF OdleskOdrazy odleskuFarba odleskuHĺbka odleskuPriamy odleskNepriamy odleskViditeľnosť odleskuLom lesku s ostrým alebo mikro-plôškovým rozložením, zvyčajne sa používa pre materiály, ktoré prepúšťajú svetloVyžiariťFarba žiaryEfekt žiaryPás ŽiaraDolná žiaraEfekt žiaruRežim žiaryPrežiari iba oblasti s alfa (nepodporované v režime Bežného prelínania)Režim prilepeniaZlepí pevné telesá dohromadyPrejde na priradený objekt alebo najsilnejší priradený zdroj signáluPrejde na najbližšieho nepriateľa a zaútočí naňho, ak je v dosahuPrejde na strom rodičovského uzlaPrejdite do režimu pózy a skopírujte farby kostí pózyZacieliťZásah (cieľová poloha vrcholu) tuhosťZásahová (cieľová poloha vrcholu) tuhosť pružínStlmenie cieľaPredvolený cieľMaximálny cieľMinimálny cieľTuhosť cieľaSkupina cieľových vrcholovCieľová vzdialenosť medzi koreňmi krivky pre štetec HustotaMaximálny zásah, váhy skupiny vrcholov sa prispôsobujú tomuto rozsahuMaximum cieľa, váhy vrcholov sú prispôsobené tomuto rozsahuMinimálny zásah, váhy skupiny vrcholov sa prispôsobujú tomuto rozsahuMinimum cieľa, váhy vrcholov sú prispôsobené tomuto rozsahuCieľový objektZlatoZlatýZlatý stredZlatý trojuholník AZlatý trojuholník BDobréHodí sa na opätovný import glTF exportovaných z Blenderu a opätovný export glTF do glTF po úpravách v Blenderi. Špičky kostí sú umiestnené na ich lokálnej osi +Y (v priestore glTF)Dobré vyhladenie a rýchlosťNastavenia Grease PencilUchopiťUchopí aktívny vrcholUchopiť kurzorUchopiť siluetuZachytiť UVUchopenie sa snaží o automatické maskovanie siluety objektuStupňovitosťStupňovitosť fariebStrmosť režimu vyplneniaVysoká/Vypnutá stupňovitosťNízka stupňovitosťMapovanie stupňovitostiStrmosť rozstupovStrmosť režimu ťahuTextúra StupňovitosťTyp stupňovitostiŠírka stupňovaniaStupňovitosť od stredu ťahov Bodky a Poľa (nastavený na 1 pre plný ťah)Stupňovitosť odtieňov fariebGramyŽula (zlámaná)Žula (plná)Editor grafov2D hodnota kurzora Editora grafov - hodnota X komponentu2D hodnota kurzora Editora grafov - hodnota Y komponentuInštancia Editora grafov má uložené niektoré krivky duchovÚdaje priestoru editora grafovEditor grafov/ovládačovGrafická definícia vyrovnávaniaGrafická definícia v 2 častiachGrafická definícia v 3 častiachGrafický ovládač a nastavenia operačného systémuGrafyAkcia ` / ~ (grave accent/tilde)ŠtrkGravitáciaGravitáciaFaktor gravitácieGravitácia dopaduGravitácia v smere X, Y a ZGravitácia alebo vektor externej silyStupne sivejStupne sivejTextúra obrázku v odtieňoch sivej farby používaná na odstránenie rozptýlených inštanciíGrease PencilNastavenie pre štetec Grease PencilFarba Grease PencilModifikátor farby Grease PencilModifikátor čiarok Grease PencilKresba Grease PencilKresba Grease PencilRežim úpravy Grease PencilModifikátor plášťa Grease PencilPolomer gumy Grease PencilEuklidova vzdialenosť Grease PencilSnímka Grease PencilSnímky Grease PencilSkupina Grease PencilInterpolácia Grease PencilNastavenia interpolácie Grease PencilKľúčová snímka Grease PencilModifikátor mriežky Grease PencilVrstva Grease PencilSkupina vrstiev Grease PencilVrstvy Grease PencilManhattanská vzdialenosť Grease PencilVrstvy masky Grease PencilVrstvy maskovania Grease PencilZásuvka materiálu Grease PencilModifikátor zrkadla Grease PencilModifikátor šumu Grease PencilObjekt Grease Pencil nepodporuje túto operáciu nastavenia počiatkuObjekt Grease PencilModifikátor posuvu Grease PencilNepriehľadnosť Grease PencilModifikátor nepriehľadnosti Grease PencilMožnosti Grease PencilMaľovať Grease PencilPrekresliť Grease PencilTvarovanie Grease PencilSprievodca tvarovaním Grease PencilRežim tvarovania Grease PencilMaľovať tvarovanie Grease PencilNastavenia Grease PencilModifikátor textúry Grease PencilModifikátor hrúbky Grease PencilModifikátor času Grease PencilModifikátor odtieňa Grease PencilVrchol Grease PencilMaľovanie vrcholov Grease PencilŤahy maľovania vrcholov Grease PencilVybraný vrchol Grease PencilVeľkosť vrcholu Grease PencilMaľovanie váh Grease PencilŤahy maľovania váh Grease PencilUpraviť drôt Grease PencilModifikátor zostavy Grease PencilNastavenie farieb Grease Pencil pre materiálKomponent Grease Pencil obsahujúci údaje o vrstvách a krivkáchÚdaje Grease Pencil na konvertovanie do kriviekÚdaje Grease Pencil na zlúčenie vrstievBlok údajov Grease PencilBlok údajov Grease PencilSnímky Grease PencilGrease Pencil z objektov krivky alebo povrchovej sieteSkupiny vrstiev Grease PencilVrstva Grease Pencil je viditeľná v zábereVrstva Grease Pencil, do ktorej priradí vygenerované ťahyVrstvy Grease PencilModifikátor dĺžky Grease PencilMateriál Grease Pencil priradený ku generovaným ťahomUzol Grease Pencil v strome vrstiev. Buď vrstva, alebo skupinaNastavenia Grease Pencil pre scénuModifikátor delenia Grease PencilGrease Pencil na krivkyGrease Pencil pre zmenu farbyGrease Pencil pre nastavenie poradia hĺbky zGrease Pencil pre nastavenie mäkkostiFarba drôteného modelu Grease Pencil v režime editácieGrease Pencil(y)Grease Pencil: {} vrstievGrease PencilViacVäčšie nežRežim Väčšie nežVäčšie alebo rovnéGrécky - ΕλληνικάZelenáZelený kanálZelený kanálZelená zložka farebného poľaZelená-purpurováZelená:SiváStupne sivejMriežkaMriežka 1Mriežka 2Farba mriežkyMriežka KučeryRozšírenie a erózia mriežkyZobraziť mriežkuOdchýlka mriežkyVyplniť mriežkouStupňovitosť mriežkyInformácie o mriežkeLaplacianova mriežkaÚrovne mriežkyČiary mriežkyPriemerná hodnota mriežkyStredná hodnota mriežkyNázov mriežkyMriežka nad obrázkomMriežka náhodnostiMierka mriežkyJednotka mierky mriežkyZdroj tvaru mriežkyDelenie mriežkyMriežka je zarovnaná s pixelmi z obrázkaMriežka umožní vodorovné a zvislé čiaryMriežka umožní izometrické a zvislé čiaryZmení veľkosť bunky mriežky nastavením systémových jednotiek scényMriežka v objeme objektu, ktorá je konvertovaná na povrchovú sieťMriežka na povrchovú sieťMriežka na bodyMriežka je načítaná v pamätiTyp mriežky nie je podporovanýČiary mriežkyMriežkyOdrazivosť zemeFarba zeme, ktorá je jemne odráža na obloheSkupinaSkupina '{}' ({})Skupine pridaťID skupinyIndex skupinySkupinové vstupyNázov skupinyUzol SkupinaSkupinové výstupySkupine odobraťUzol Zásuvky skupinySkupina zásuviekSkupina podľa stopy NLAZoskupí plôšky do oblastí obklopených vybratými hranami okrajovSkupina vrstiev Grease PencilSkupina ID vlastnostíSkupina atribútov geometrieSkupina vrcholov, používaná na deformáciu a iné účelyZoskupí vybrané pásy do meta pásovZoskupenieMetóda zoskupovaniaZoskupovanie F-kriviek na účely zobrazenia, napr. v expozičnom hárku a editore grafovSkupinySkupiny F-kriviekNárastRozšíriť sústavu plôšokRozšíriť maskuZvýšiť viditeľnosťZväčší alebo zmenší krivky rovnomernou zmenou ich veľkosti namiesto použitia orezávania alebo extrapolácieZväčší výber o jeden bodZvýši viditeľnosť o jednu plôšku na základe topológie sieteRozšíri okraje sústavy plôšok o jednu plôšku na základe topológie povrchovej sieteOdhadnúť originálnu u pózyVodenieVodiace krivkyVodiace priame svetloVzdialenosť vodeniaID vodiacej skupinySmerovanie vlasovIndex vodeniaSprievodná mapaMaska vodeniaRežim vodeniaRodič vodeniaVýber vodeniaVodenie horeRiadiť rýchlosťKrivky vodenia alebo body používané na výber kriviek vodeniaIndexová mapa vodenia použitého na operáciuMapa indexov vodenia na použitie. Tento vstup má priorituRozostup vodeniaRiadi pole rýchlosti v oblasti vplyvu kvapalinyVoľný čas sprevádzajúci koniec životnosti častícRiadená difúzna zložka BSDF na základe rozloženia prichádzajúceho svetla a kosínusového súčinu (súčin v uzavretom tvare)VodenieVodenie pre kreslenieVodenieTyp vodiacej distribúcieVodiace čiaryPrah drsnosti vodeniaRežim vodeniaVodiaca veľkosť (vyššia hodnota vedie k väčšiemu zvíreniu)Vodiaci zdrojFaktor vodiacej rýchlosti (vyššia hodnota vedie k vyššej vodiacej rýchlosti)Vodiaca váha (vyššia hodnota vedie k väčšiemu oneskoreniu)HH.264H.265 / HEVCH264 v MP4H264 v MatroskeH264 v Matroske na snímanieHDRHDR displej nie je podporovanýHDR potrebuje 10 alebo 12 bitovHDR vyžaduje H.265 alebo AV1HDRIHDTV 1080pHDTV 720pHDV 1080pHDV NTSC 1080pHDV PAL 1080pHIPHIP RTHIP RT umožňuje hardvérové sledovanie lúčov AMD na RDNA2 a vyšších verziáchHP Reverb G2HSLHSVFarebný priestor HSV (Hue, Saturation, Value - odtieň, sýtosť, hodnota)Limit kanála HSVHTC Vive CosmosHTC Vive FocusHTJ2KVlasyInformácie o prichytení vlasovBSDF VlasyPoužitie komponentu BSDF na vlasyKrivky vlasovŠum krivky vlasovDynamika vlasovPredvoľby Dynamika vlasovMaximálna sieť vlasovMinimálna sieť vlasovRozlíšenie siete vlasovDĺžka vlasovMateriál vlasovPolomer vlasovTvar vlasovZviazanie vlasovTyp vstupu pre vlasovú gumičkuMierka zviazania vlasovBloky údajov krivky vlasovBlok údajov vlasov pre krivky vlasovZakázať dynamiku vlasovKľúčové vlasy sú v globálnom súradnicovom priestorePigment vlasov. Zadajte jeho absolútne množstvo medzi 0 a 1Drsnosť vlasov. Nízka hodnota vedie ku kovovému vzhľaduTuhosť vlasov pre efektorPramene vlasovPolovičnáPolovičná presnosť plynulostiKorónaManipulátorManipulátor 1Poloha manipulátora 1Typ manipulátora 1Vybraný manipulátor 1Stav výberu manipulátora 1Manipulátor 2Poloha manipulátora 2Typ manipulátora 2Vybraný manipulátor 2Stav výberu manipulátora 2Spracovať všetky udalostiDĺžka manipulátoraManipulácia prekrývaním hránManipulátor vyhladeniaTyp manipulátoraVýber typu manipulátoraUzol Výber typu manipulátoraManipulátor vrcholuVýber manipulátora vrcholuVeľkosť manipulátora vrcholuOvládanie akčnej zóny oblasti pre akcie myši/gestáKliknutie na manipulátor pre výber NLA pásovKliknutie na manipulátor pre výber NLA stôpObslúži pustenie URL rozšíreniaSpracovanie každej farby pixelu ako individuálneho vektora pre posun (iba mapovanie oblasti roviny)Ošetrenie kliknutia myšou na animačné kanályManipulujte kliknutiami myši pre výber a aktiváciu položkyOšetrí správanie textu, keď sa nezmestí do textového poľaTyp manipulátoraTyp manipulátora pre manipulátory nových kľúčových snímokTypy manipulátorovManipulátoryAmplitúda hmatuTrvanie hmatuFrekvencia hmatuUžívateľské cesty prispôsobenia hmatuNázov hmatuRežim aplikácie hmatuTrvanie efektu hmatu v sekundách. 0.0 je minimálne podporované trvanie.Režim hmatuVibračný hmat akcie výstupu, ktorý sa aplikuje s trvaním, frekvenciou a amplitúdouHrubáTvrdé svetloPevný kódovaný nelineárny, gama:1.7TvrdáVystužiť normályTvrdosťFaktor tvrdostiHarmonickéHarmonické tlmenieVplyv efektora harmónieHarmonický trojuholník AHarmonický trojuholník BHarmóniaMá nahromadenéMá alfaMá auto vyhladzovanieMá automatické vyrovnávanie tlakuMá zväzokMá farbuMá faktor záhybu/pripnutiaMá vlastné normályMá údajeMá blok údajovMá smerMá dynamickú topológiuMajú krivky duchovMá gravitáciuMá tvrdosťMá tvrdosť tlakuMá výškuMá IKMá chvenieMá vrstvyMá lineárny farebný priestorMá maximumMá minimumMá dráhy pohybuMá susedaMá normálny polomerMá prekrytieMá stálosťMá faktor prištipnutiaMá hĺbku rovinyMá výšku rovinyMá posuv rovinyMá okruhMá faktor hrablíMá náhodný uhol textúryMá rovinu tvarovaniaMá sekundárnu farbuMá veľkosť tlakuMá hladký ťahMá priestor útlmuMá odstupMá odraz zvýraznenieMá tlak silyMá textúra zdrojový uholMá sklonMá topológiu hrablíMá pohľadMá váhuMá kolekcie na exportAktuálna relácia bola uložená na disk ako .blend súborMá neuložené zmenyKontrolný súčetHašová hodnotaMá skompilovať kód prenosu, pre rýchlu kontrolu zhodyHašovací súčet skompilovaného bajtového kódu vlastného tieňovača na rýchlu kontrolu zhodyHašovacia tabuľka obsahujúca údaje inštancie uzlaHašovací súčet: {:s}Nedávne úpravy boli uložené na diskHlavaVybrať hlavuHlava/chvostZáhlaviePozadie záhlaviaPozícia záhlaviaText záhlaviaZvýraznenie textu záhlaviaPrepínače viditeľnosti záhlavia a bočných líštVyhľadávanie hlavičky zlyhaloHlavyZdravieTeploMriežka teplaHebrejský - תירִבְעִHektogramyVplyv IK pätyVýškaVýška (v jednotkách mriežky domény) emisie kvapaliny nad povrchom mriežky. Vyššie hodnoty vedú k emisii ďalej od povrchu siete. Ak je táto hodnota a veľkosť emitora menšia ako jednotka mriežky domény, kvapalina sa nevytvoríVýška minimálnaVýška nad povrchom. Pripojí textúru mapy výšky k tomuto vstupuVýška od hladiny moraVýška vzorky označenia v súradniciach obrazovkyVýška vyhľadávania označenia v súradniciach obrazovkyVýška vytvorenej rovinyVýška vytvoreného kužeľaVýška uzlaAmplitúda zvlneniaVýška:Režim vrtuľníkaPomocPomôže nakresliť hladké a čisté línie. Stlačením klávesy Shift získate inverzný efekt (aj keď táto možnosť nie je aktívna)PomocníciHenyey-GreensteinHenyey-Greenstein, štandardná fázová funkcia pre rozptyl svetlaSedemhranHertzRôznorodý terénHeuristika na rozmiestnenie kostí. Snaží sa urobiť pekné kostiHexHexadecimálne trojčíslie pre farbu (#RRGGBB).Hexadecimálna trojčíslie pre farbu s alfa (#RRGGBBAA).ŠesťhranŠesťuholníková mriežkaSkrytéSkrytý %dSkryťSkryje (ne)vybrané UV vrcholySkryť vybrané(zrušené) riadiace bodySkryje/zobrazí vybrané prvky metaguleSkryje (ne)vybrané vrcholy, hrany alebo plôškySkryje .blend súbory, ktoré nie sú blokmi údajov, s meta údajmi aktívSkryť aktívnu sústavu plôšokSkryť zoznam klávesových skratiekSkryť priradenie klávesSkryť vrstvuSkryť uzly zmiešaniaSkryť vlastnosti operátoraSkryť panelySkryť vybranéSkryť hodnotuSkryje aktívne/neaktívne materiály Grease PencilSkryť všetky, okrem tejto kolekcie a jej rodičovSkryje všetky sústavy plôšok okrem aktívnejSkryje všetky objekty a kolekcie vnútri kolekcieSkryť všetky panely (režim zamerania)Skryje prvokSkrytie možností filtrovaniaSkryť snímky mimo určeného rozsahu snímokSkryť v modifikátoreSkryť v zábereSkryť neaktívne materiály namiesto aktívnychSkryje alebo odhalí vrcholy vnútri výberuSkryje alebo odhalí vrcholy mimo výberSkryje alebo odkryje regiónSkryje body od konca každého ťahu po začiatok (napr. pri vymazaní animovaných čiar)Skryje body v poradí výskytu v každom ťahu (napr. pre animáciu vytrácanie sfarbenia alebo zánik po nakreslení)Skryje vybrané krivky zo zobrazenia Editora grafovSkryje vybrané plôškySkryje vybrané objekty a kolekcieSkryje vybrané časticeSkryje vybrané stopySkryje vybrané vrcholySkryje vybrané/nevybrané farby Grease PencilSkrytie malých geometrických prvotných tvarov s cieľom zlepšiť výkonSkryje aktívnu sústavu plôšokSkryje kolekciu v tejto vrstve zobrazeniaSkryť zásuvkuSkryje vstupnú hodnotu zásuvkySkryje vstupnú hodnotu zásuvky, aj keď zásuvka nie je pripojenáSkryte plnú povrchovú sieť a posunie prekrytie smerom k pohľadu. Selekcia je vylúčená neaktívnou geometriou, pokiaľ nie je povolený röntgenSkrytie tejto krivky v režime editácieSkryje nevybrané namiesto vybranýchSkryje nevybrané a nie vybrané krivkySkryje nevybrané namiesto vybraných vrstievSkryť nevybrané namiesto vybraných objektovSkryje nevybrané a nie vybrané vrcholySkryje nevybrané objekty prekreslenia rovnakého typu ako aktívne nastavenie príznaku skrytia prekresleniaSkryje nevybrané stopySkryť vrcholySkryje/zobrazí všetky maskované vrcholy nad prahovou hodnotouSkryje alebo odhalí všetky vrcholySkryje/odhalí niektoré vrcholySkryje všetky F-krivky okrem tých, ktoré sú zosnímanéHierarchieHierarchiaHierarchia ID koreňaVysokáVyššia farbaVysoký kontrastVysoká presnosťVysoká kvalitaVysoká kvalita normálRiešiteľ vysokej viskozityVysoký výkonVysoká kvalitaVysokokvalitná interpolácia pixelovHorná hranica pre časový úsek v sekundách v prípade automatických čiastkových krokovVyšší frekvenčný kontrast použitím neostrej maskyVyššia hodnota zvyšuje rozlíšenie smerom k miestu záberuVyššie hodnoty dávajú plynulejší ťahPri vyšších hodnotách je zmena prudšiaVyššie hodnoty vytvárajú tvrdšiu hraničnú frekvenciuNajvyššiaNajvyšší rozmerNajvyššia frekvenciaNajvyššia možná hodnota XNajvyššia možná hodnota YNajvyššia možná hodnota ZNajvyššie fraktálne rozmeryNajvyššia možná životnosť častícZvýrazniťUhol zvýrazneniaZvýrazniť kľúčové snímkyZvýrazniť riadokRozsah zvýrazneniaZvýrazniť iba bunky typu PrázdneZvýrazniť iba bunky typu KvapalinaZvýrazniť iba bunky typu PrítokZvýrazniť iba bunky typu PrekážkaZvýrazniť iba bunky typu OdtokZvýrazní vybrané súboryZvýrazniť bunky bez ohľadu na ich typZvýrazní aktuálny riadokZvýrazní voxely hodnotami poľa s farebnými mapami v rozsahuZvýraznenieHindsky - हिन्दीZávesovýZoštíhlenieHistogramHistogram pre prezeranie štatistík obrázkovHistóriaFarba zásahuVzdialenosť zásahuNormála zásahuPozícia zásahuPridržaťPridržte klávesu Alt, ak chcete použiť aktívny nástroj, keď by sa za normálnych okolností vyžadoval manipulačný prvok Nekompatibilné s predvoľbou vstupu "Emulovať 3-tlačidlovú myš", keď sa používa kláves "Alt"Pridržaním Alt-ĽTM umiestni kurzor (namiesto ĽTM), umožňuje nástroje aktivovať stlačením namiesto ťahaním. Nekompatibilné so vstupnou predvoľbou "Emulácia 3 tlačidlovej myši" pri použití klávesy "Alt"Pridržať prednúPridrží každú interpólovanú hodnotu F-krivky pre niekoľko snímok bez zmeny časovaniaPridrží prvú snímku, ak nie sú predošlé pásy na stope a vždy pridrží poslednú snímkuPodržaním tohto modifikátora emulujete prostredné tlačidlo myšiPridržať hodnoty koncových bodov kľúčovej snímkyZadržaťDržíTolerancia dierDieryDomovMedHákStred hákuModifikátor hákuModifikátor háku na zmenu umiestnenia bodov ťahuModifikátor háku pre zmenu polohy vrcholovZahákuje vybrané vrcholy na novovytvorený objektZahákuje vybrané vrcholy na prvý vybraný objektHákyHorizontálneHorizontálne zarovnanieHorizontálna vzdialenosť od osi Z na konci špirályHorizontálna vzdialenosť od osi Z na začiatku špirályHorizontálne zorné poleHorizontálny zoznamRozdeliť horizontálneHorizontálny pomer strán (používa sa iba pre projektory kamier)Horizontálny pomer strán - pre anamorfný alebo neštvorcový výstup pixeluHorizontálny rozmer mapy zapečeniaHorizontálny rozmer mapy zapečenia (iba externý)Horizontálne umiestnenie oknaVodorovný posuv od počiatku objektuHorizontálna pozícia textového poľa vzhľadom na polohuHorizontálne rozlíšenie guleHorizontálna mierka (používa sa iba pre projektory kamier)Horizontálna veľkosť oblasti obrazového snímača v milimetrochZarovnať text horizontálneHorizontálne skresľuje obraz a vytvára efekt posunu kanálov/fariebHosek / WilkieHosek / Wilkie 2012 (zdedené)Názov hostiteľaHodinyAko sa zobrazujú tvarové vlnyOrientácia ťahov poznamky v 3D priestoreSpôsob animácie ťahov (t. j. objavia sa alebo zmiznú)Ako blízko musia byť hodnoty na pohyblivej čiarke, aby sa rovnaliVzdialenosť dopadu štetca od okraja štetcaUrčuje, ako sú dominantné svetlá v porovnaní s tieňmiAko sa zobrazujú hodnoty faktoraAko ďaleko pozdĺž riadiaceho bodu je vedľa jeho krivkaUrčuje, ako ďaleko v snímkach sa má animácia posunúťUrčuje, ako ďaleko na každú stranu operátor spriemeruje kľúčové hodnotyAko rýchlo farby budú zmiešané v mokrej maľbeRýchlosť pohybu efektu zmrštenia na plátne povrchuRýchlosť pohybu efektu rozprestrenia na plátne povrchuAká náhodná je smerová rýchlosťAko ploché sú vlasyAko je nestlačiteľná kvapalina (rýchlosť zvuku)Aká je intenzita (lesklosť) zrkadlového odrazuAká je hlasitosť zvukuKoľko členov kŕdľa je v radeKoľko kostí je zahrnutých v efekte inverznej kinematiky - 0 používa všetky kostiKoľko kostí je zahrnutých v reťaziKoľko opakovaní kolízie je potrebné urobiť (vyššia je lepšia kvalita, ale pomalšie)Koľko kópií ťahov sa zobrazíKoľko stupňov dráha má krivka na vytvorenie ďalšieho segmentu prekresleniaKoľko snímok ostane na starom priradeníKoľko snímok na vytrácanieMnožstvo kľúčov na vytvorenie nových častícKoľko častíc je efektormi (0 je všetky častice)Koľko pixelov dráha musí pokryť na vytvorenie ďalšieho segmentu prekresleniaKoľko vzoriek sa má vypočítať na snímku, pomáha s údajmi medzisnímokKoľko rezov na voxel by sa malo vygenerovaťKoľkými krokmi sú dráhy zobrazené (výkon 2)Koľkými krokmi sú dráhy prekreslené (výkon 2)Koľko krokov sa zobrazí na dráheUrčuje, koľko bude pridaných dlaždícKoľko dlaždíc sa zobrazí na pozadíKoľkokrát sa štetec Hustota pokúsi pridať novú krivkuUrčuje, koľkokrát sa majú rozostriť hodnoty pre všetky prvkyUrčuje, počet opakovaní filtraUrčuje, koľkokrát zopakovať krok vyhladeniaKoľko zmien vo farbe ovplyvňuje vygenerovanie maskyKoľko zhluku ovplyvňuje amplitúdu ovíjaniaUrčuje, koľko záhybov a priehlbiniek je zosilnenýchKoľko peny sa nahromadí v priebehu času (len zapečený oceán)Množstvo manipulátorov nasledujúcich kurzor rotácieAko veľmi budú vyťahované vrcholy z povrchu pri uchopeníUrčuje, aký veľký vplyv má mapa váh na parametrizáciu váh, pričom 0 znamená žiadny vplyvKoľko prechodných nových hrán je stiahnutých/roztiahnutýchKoľko sily efektora sa stratí počas zrážky s týmto objektom (v percentách)Koľko z vygenerovaných normál sa zmieša s existujúcimiUrčuje koľko pôvodného tvaru sa pri vyhladení zachováUrčuje, aký hladký je výsledný tvar, ignorujú sa vysokofrekvenčné detailyKoľko vyhladenia sa použije na leštené povrchyAká intenzita vytrácania sa použije na nepriehľadnosť ťahuAká intenzita sa použije na hrúbku ťahuMnožstvo povrchového zrýchlenia ovplyvňujúceho kvapkanieMnožstvo povrchovej rýchlosti ovplyvňujúceho kvapkanieKoľko použitých síl sa šíri látkouNakoľko si látka zachováva pôvodný tvar, pôsobí ako mäkké telesoAko veľmi je štetec záhybu pripnutýO koľko je znížená sila, keď pôsobí rovnobežne s povrchom, napr. plátnoMnožstvo materiálu odolného ohybuMnožstvo materiálu odolného stlačeniuAko materiál odoláva strihuAko materiál odoláva roztiahnutiuUrčuje, o koľko sa nová zdecimovaná krivka môže odchyľovať od origináluAká je "váha" objektu bez ohľadu na gravitáciuUrčuje do akej miery pozícia každého jednotlivého vrcholu ovplyvňuje konečný výsledokKoľko lúčov použitých na spojenie vnútorných bodov sa môže líšiť od normály vrcholuUrčuje, o koľko musí byť pružina roztiahnutá/stlačená, aby sa zmenila jej pokojová dĺžkaAko sa môže zmeniť pokojová dĺžka pružnosti po prekročení elastického limituAko veľmi ovplyvní sklon pera štetec. Záporné hodnoty znamenajú inverzné smery náklonu.Koľko vĺn je navzájom zarovnanýchUrčuje, koľko sa má prelínať s predvolenou hodnotouUrčuje, koľko sa má primiešať k vyhladenej krivkeUrčuje, ako veľmi uprednostniť pravidelné mriežky štvoruholníkov, ako aj štvoruholníky, ktoré sa dotýkajú existujúcich štvoruholníkovNakoľko zjednoduší zapečené hodnoty (0,0 zakáže, čím vyššia je jednoduchšia)Pri akej rýchlosti je Z zložka stále konštantnáAko sa vypočítajú normály počas importuUrčuje, ako často sú rady posunuté; hodnota 2 poskytuje párny/nepárny vzor radov.Určuje, ako často sa rady skladajú z „vtesnaných“ tehálAko často vyhodnocuje animované hodnoty (v snímkach)Ako sa častice zobrazujú v zábereAko sú častice prekreslenéAko sú ošetrené častice, ktoré opustili oblasť vplyvuAko sú roviny orientované v porovnaní s miestnou osou každej inejSila účinku štetca pri použitíAko rýchlo klesá výkon so vzdialenosťou silového poľaAko sa vypočíta uhol otočeniaUrčuje. ako by sa mali začať objavovať/miznúť ťahyAké je vyhladenie prechodu medzi jednotlivými kaskádamiAko hladko kŕdeľ pristane na zemiUrčuje, ako stabilný je stred umiestnenia roviny v priebehu ťahu. Hodnota 0 zodpovedá použitiu aktuálneho stredu a hodnota 1 zodpovedá použitiu počiatočného stredu.Určuje, ako stabilná je normála roviny v priebehu ťahu. Hodnota 0 zodpovedá použitiu aktuálnej normály a hodnota 1 zodpovedá použitiu počiatočnej normály.Určuje, ako ťahy budú budovanéAká veľká musí byť sila na efekt odštartovania kŕdľa zo zemeAko silno ovplyvňuje vzdialenosť objem, v závislosti od vzdialenosti modeluAko silno sa kvapalina snaží zachovať pohromade (faktor hustoty)Spôsob výberu atribútov na odstránenieAko je dopad štetca aplikovaný cez okrajeUrčuje, ako by malo byť zobrazené zadávanie geometrie uzáveruAko deformácia štetca ovplyvní objektAko sa zábery prispôsobia snímke kameryUrčuje, ako by malo byť zobrazené zadávanie geometrieAko je obrázok vsadený do snímky kameryAko obrázok extrapoloval svoje pôvodné okrajeUrčuje, ako by mal byť vystavený blok údajov o geometrii inštancieUrčuje, ako by malo byť zobrazené zadávanie geometrie inštancieAko bude sieť delená pre vytvorenie novej úrovneUrčuje, ako by malo byť zobrazené zadávanie geometrie profiluAko sa hodnotia pravidlá v zoznameUrčuje, ako je ovládané naťahovanie chápadlaAko sa vypočíta efekt textúry (RGB a zvlnenie potrebuje RGB textúru, inak je na namiesto nej použitá stupňovitosť)Určuje, ako sa transformácia použije na cieľSpôsob zadania transformácieAko je určená veľkosť voxeluUrčuje, ako bola táto položka spracovaná operáciou pripojenia. Nastavuje sa len vtedy, ak boli údaje pripojenéUrčuje, ako adaptívne rozdeliť povrchovú sieťAko vplývajú (sa generujú) normályAko sú ovplyvnené cieľové prvky zdrojovými hodnotamiAko zarovnať rovinyAko aplikovať vlastné a jednotky zmeny veľkosti generované FBX súborom (Blender používa FBX mierku pre detekciu jednotiek na import, ale mnoho ďalších aplikácií nezvláda rovnakým spôsobom)Určuje, ako vybrať počet vrcholov na zaoblenieAko vytvoriť smerové rýchlostiAko definuje súradnice bodu na vlastné normályAko je určená rotáciu okolo póluAko sa zobrazí objekt v zábereDistribúcia častíc na vybranom prvkuUrčuje, ako exportovať scénu Blenderu do mechanizmu prekresľovania HydraAko exportovať farbu vrcholovAko nájsť pozície koncových bodov pre orezanú drážkuUrčuje, ako nájsť bod povrchu na pripojenieAko generujú body zo vstupnej krivkyAko vygenerovať obrázokUrčuje ako zaobchádzať s plôškami na pólochAko riešiť kolízie názvov pri importovaní materiálovSpôsob interpolácie hodnôt medzi susednými voxelmiAko zosúladiť zdrojové a cieľové vrstvySpôsob zmiešania generovaných normál s existujúcimiUrčuje vyriešenie prekrytia po transformáciiAko na snímku svetla pozadiaAko zjednodušiť ťahAko vyriešiť konflikt v dôsledku rozdielov interného a externého textuAko určiť množstvo detailov pre novú povrchovú sieťAko určiť množstvo snímokUdáva, ako určiť počet snímokAko je uložené zastúpenie pre tento projektAko rozdelí rohy štvoruholníka (akýkoľvek ďalší rovný rez neumožní n-uholníky)Ako synchronizovať prehrávanieAko to rozbaliťAko sa používa nastavenie snímky na vrstvu zobrazeniaUrčuje, ako používať túto kolekciu pri výpočte Line ArtUrčuje, ako používať tento objekt pri výpočte Line ArtKrivka priradenia váhy k novým hodnotámAko váhy v skupine B ovplyvňujú váhy v skupine AAko široko sa vyžarované svetlo rozptyľuje, ako v prípade softboxu s mriežkouSpôsob priblíženia k snímke zameranej okolo aktuálnej snímkyHuangHuaweiOdtieňKorigovať odtieňOdtieň chveniaRežim odtieňaModifikátor korekcie odtieňa farby pre sekvenčný pásÚroveň odtieňaPosuv rotácie odtieňa od 0 (-180°) do 1 (+180°). Všimnite si, že 0 a 1 majú rovnaký výsledokOdtieň, sýtosť, svetlosťOdtieň, Nasýtenie, HodnotaOdtieň/NasýtenieOdtieň/Nasýtenie/HodnotaOdtieň:HuffYUVChyba trupuĽudský čitateľný názovMaďarsky - MagyarHybridný viacnásobný fraktálHydraLadenie HydryMechanizmus prekreslenia HydraBúrka HydryVlastnosti búrky HydryMechanizmus prekresľovania Hydra StormNastavenia Hydry pre scénuHypHyperStlačená klávesa Hyper, -1 pre akýkoľvek stavStlačená klávesa Hyper. Dodatočný modifikátor, ktorý možno nakonfigurovať v systéme Linux a ktorý zvyčajne nahrádza CapsLockRežim hyperbolický kosínusRežim hyperbolický sínusRežim hyperbolický tangensVetvy i18nAktualizácia prekladu i18nMnohostenIDAkciaKlipy akcieArmatúraArmatúryRozostriťKosťVynútenia kostíKostiŠtetecŠtetceSúbor zásobníkaKameraKameryKolekciaKolekcieVyfarbiťVynúteniaKrivkaKrivkyÚdajeTyp bloku údajovEfektyPrázdnyFiltrovať podľa typuPreklopiťPísmoŽiaraGrease PencilGrease Pencil v3Grease PencilKrivky vlasovID typuObrázokKlávesaMriežkaDrôtené mriežkyKnižnicaSvetloSnímač svetlaSnímače svetlaSvetláŠtýl čiaryMaskaMateriálMateriályPovrchová sieťPovrchové sieteMeta guľaMeta guleModifikátoryFilmový klipUzol stromuUzlyObjektObjektyVýstupMaľovanie krivkyPaletaČasticaČasticeFyzikaPixelizovaťMračno bodovPrekresliťObrúbiťScénaScényObrazovkaSekvenčné pásyTyp tieňovačaTieňZvukReproduktorReproduktoryPásModifikátory pásovPovrchZvíriťTyp ID cieľaTextTextúraTyp textúryNástrojTypNešpecifikovanéVrstva zobrazeniaObjemRozptyl objemomObjemySkreslenie vlnyManažér oknaPracovný priestorSvetIdentifikátor %s nemá zhodný ukazovateľ knižnice!Identifikátor %s má nulový ukazovateľ knižnice, pričom je v knižnici %s!Identifikátor %s je v lokálnej databáze, pričom je prepojená z knižnicou %s!Identifikátor %s sa nenašiel kdekoľvek v knižnici %s!Identifikátor %s používa kľúčový tvar %s, ale ukazovateľ 'od' je neplatný (%p), upevnenie...ID '%s' je prepojené, nemožno upraviť jeho prepisID '%s' nie je prepísanýID / IndexID údajeID údajov operácieID preID položky Použiť ID ukazovateľID prepisu knižniceID vlastnosti prepisu knižniceID operácie vlastnosti prepisu knižniceID maskyID materiálovNázov IDID vlastnostiID skupiny vlastnostíID typuID je stále prepojenéNázov IDID názvu položkyNázov ID volaného z ponukyID každej krivkyID katalógu na odstránenieIdentifikátor položkyID alebo indexID alebo pole indexovID na zoskupenie kriviek na vytvorenie mapy vodeniaTyp ID '%s' je pre objekt neplatnýTyp ID položkyHodnota IDID blokuID bloku predstavujúce zdrojové údaje, zvyčajne ID_SCE (t. j. scéna)ID bloku, ktorý by mal byť pridaný do kľúčovej snímky pre sústavu kľúčovania (len pre absolútnu sústavu kľúčovania)ID bloku:Blok ID tejto určenej používanej vlastnosti, ktorá môže byť nájdená pre (vlastnosť id_type musí byť nastavená ako prvá)ID bloku, ku ktorému má prvok masky rodičovstvo, alebo ku jeho vlastnostiIDText IESTextúra IESCesta svetla IESIKOvládací prvok IKPriama váha IKOvládanie linárnej IKLokálna poloha IKParameter IKOvládanie rotácie IKVáha IK rotácieRiešiteľ inverznej kinematikyRoztiahnuť IKTyp inverznej kinematikyOtočný bod zápästia IKLimit X IKZamknúť X IKMaximálne X IKMinimálne X IKSpevnenie X IKLimit Y IKZamknúť Y IKMaximálne Y IKMinimálne Y IKSpevnenie Y IKLimit Z IKZamknúť Z IKMaximálne Z IKMinimálne Z IKSpevnenie Z IKRiešiteľ inverznej kinematiky (IK), pre ktorého sú tieto parametre definovanéSpevnenie IK okolo osi XSpevnenie IK okolo osi YSpevnenie IK okolo osi ZIK->FK ({:s})Index lomuÚroveň IORIRISISO kód (napr. "fr_FR")ITEM_NEVER_SHOWITU 601ITU 709Ľad (drvený)Ľad (plný)MnohostenIkonaAlfa ikonyOrámovanie ikonyFarby ikonyID ikonyPixely ikonyNasýtenie ikonyVeľkosť ikonyIkona ViditeľnáKomponenty pixelov ikony ako pohyblivej čiarky (RGBA zreťazené hodnoty)Pixely ikony, ako bajty (vždy RGBA 32-bitové)Ideálne pre kopulovité premietanie, ignoruje rozmery senzoraIdentifikovaných {:d} problematických stôpIdentifikátorIdentifikátor (nemusí byť nevyhnutne jedinečný) pre knižnicu aktívIdentifikátor náhradyIdentifikátor sústavy kanálov v tejto akcii, ktorý môže byť použitý blokom údajov na určenie toho, čo sa má animovaťIdentifikátor priečinka skriptov PythonuIdentifikátor katalógu aktíva, ktorý Blender používa na vyhľadanie katalógovej cesty aktíva. Musí to byť UUID podľa RFC4122.Identifikátor tohto zapečenia, ktorý zostáva nezmenený, aj keď sa uzol zapečenia premenuje, zoskupí alebo zruší jeho zoskupenieIdentifikátor volajúceho (v prípade doplnku, ktorý volá tento exportér). Môže byť užitočné v prípade rozšírenia pridaného ďalšími doplnkamiIdentifikátor operátora volaný pri udalosti akcieIdentifikátor operátora na vyvolanie vstupnej udalostiIdentifikátor police aktív na zobrazenieIdentifikátor položky na odstránenieIdentifikátor položky na obnovenieIdentifikátor zoznamu, ak bol odovzdaný do parametra "list_id" funkcie "template_list()"Identifikátor zásuvkyIdentifikátor nástrojaIdentifikátor pre každý prvok použitý na náhodný výberIdentifikátor odkazujúci na knižnicu aktívTyp identifikátora ID blokuAk 0, globálne; ak 1, na základe intenzity pixelu0 - rovnaké pre všetky kanály; 1 - každý nezávislýAk už súbor s rovnakým názvom existuje, použije ho namiesto kopírovaniaAk už existuje materiál s rovnakým názvom, namiesto importu sa naňho odvolávaAk existuje textúra vo formáte WebP, načíta textúru WebP namiesto náhradnej textúry PNG/JPEGAk je vrchol je ďalej od posuvu roviny, ako je táto, potom to nie je ovplyvnenáAk sú všetky kľúčové snímky pre transformácie objektov identické, vynúti zachovanie minimálnej animácieAk sú všetky kľúčové snímky vo výbave identické, vynútite si zachovanie minimálnej animácie. Ak je vypnuté, budú exportované všetky možné kanály pre kosti, aj keď sú prázdne (minimálna animácia, 2 kľúčové snímky)Ak existujú, zobrazí značky v oddelenom riadku v dolnej časti editoraAk je zaškrtnuté, obnoví počiatočnú a koncovú snímku scény, aby zodpovedali Alembic archívuAk je povolené, hrany mimo záber sú ignorovanéAk je povolené, začiatok a koniec scény sa použijú na určenie rozsahu zapečeniaAk je povolené, snímka obrazovky bude mať rovnakú výšku ako šírkuAk je povolené, je možné určiť silu rozpíjania pre každý farebný kanál. Ak je zakázané, kanál rozpíjania bude mať jednotkovú mierku, zatiaľ čo ostatné kanály budú mať nulovú hodnotuAk sú exportované vyhladené skupiny, namiesto jedinečných celočíselných hodnôt generuje pre skupiny hodnoty „bitové príznaky“. Rovnaká hodnota bitového príznaku sa môže opakovane použiť pre rôzne skupiny vyhladených plôšok, pokiaľ nemajú spoločné ostré hrany alebo vrcholyAk je NEPRAVDA, výber plôšok sa zrušíAk je NEPRAVDA, výber vrcholov sa zrušíAk je menšie ako nula obraz stmavne; inak, ho robí jasnejšímAk zlyhá načítanie mriežok, zobrazí sa chybové hlásenie s podrobnosťamiAk je nenulová, maximálna vzdialenosť, v ktorej ostatné povrchy prispejú k rýchlej aproximácii GIAk nie je nula, maximálna hodnota priamej snímky, vyššie hodnoty budú zmenšené, aby sa predišlo prílišnému šumu a nárokov na presnosť pri pomalej zbiehavostiAk nie je nula, maximálna hodnota nepriamej snímky, vyššie hodnoty budú zmenšené, aby sa predišlo prílišnému šumu a nárokov na presnosť pri pomalej zbiehavostiAk je nenulové, maximálna hodnota pre nepriame osvetlenie v objemoch. Vyššie hodnoty sa zmenšia, aby sa zabránilo prílišnému šumu a pomalej konvergencii na úkor presnosti. Používajú ho snímače svetla.Ak je nenulové, maximálna hodnota pre nepriame osvetlenie povrchu. Vyššie hodnoty sa zmenšia, aby sa zabránilo prílišnému šumu a pomalej konvergencii na úkor presnosti. Používa sa pri sledovaní lúčov a snímačoch svetla.Ak je nenulové, maximálna hodnota príspevku svetiel v objemoch. Vyššie hodnoty sa zmenšia, aby sa zabránilo prílišnému šumu a pomalej konvergencii na úkor presnosti. Používa sa pri svetelných objektoch.Ak je nenulové, je to maximálna hodnota príspevku svetiel na ploche. Vyššie hodnoty sa zmenšia, aby sa zabránilo prílišnému šumu a pomalej konvergencii na úkor presnosti. Používa sa pri svetelných objektoch.Ak je nenulová, maximálna hodnota príspevku sveta, ktorá sa zaznamená vo snímači svetla sveta. Nadmerný príspevok sa prepočíta na slnečné svetlo. Tým sa zníži svetelný výpadok spôsobený veľmi jasnými zdrojmi svetla.Ak nie je Žiadne, používa sa metóda vytvorenia inštancie objektuAk nie je určená, odstránenie šumu bude vykonané prekreslením na miesteAk sa nepoužíva, nastaviť na 1Ak nie je nulové, riadok panela užívateľského rozhrania, na ktorom je zobrazené tlačidlo pre túto kolekciuAk nie je nula, vzdialenosť od háku, kde vplyv končíAk sú k dispozícii, všetky výstupy, ktoré majú odlišné názvy, budú skrytéAk odstránite rozpojené kusy, minimálna veľkosť komponentov, ktoré sa majú zachovať ako pomer počtu polygónov v najväčšej zložkeAk je nastavené, pridá prvotný tvar transformácie s danou cestou do fázy ako rodiča všetkých exportovaných údajovAk je nastavený, pridá daný priestor názvov ako prefix k exportovaným vlastným názvom vlastností. Toto sa vzťahuje len na názvy vlastností, ktoré ešte nemajú predponu (napr. vzťahovalo by sa to na názov 'bar', ale nie na 'foo:bar') a nevzťahuje sa na názvy objektov a údajov Blenderu, ktoré sa vždy exportujú v priestore názvov 'userProperties:blender'Ak je nastavená, orientácia ovládacieho prvku sa preberá zo zadanej kostiAk je zapnutá možnosť Importovať náhľad USD, metóda prelínania materiálu sa automaticky nastaví na základe nepriehľadnosti tieňovača a vstupov opacityThreshold (prah nepriehľadnosti)Ak je uhol medzi farbou a kľúčovou farbou v priestore CrCb väčší ako tento maximálny uhol, farba nie je kľúčovanáAk je uhol medzi farbou a kľúčovou farbou v priestore CrCb menší ako tento minimálny uhol, je farba kľúčovanáAk je priemerný farebný rozdiel medzi dvoma obrázkami menší ako tento prah, je kľúčovanýAk je priemerný farebný rozdiel medzi dvoma obrázkami menší ako tento prah, je čiastočne kľúčovaný, inak nie je kľúčovanýAk je rozdiel odtieňov medzi farbou a kľúčovou farbou menší ako táto prahová hodnota, farba je kľúčovanáAk je rozdiel sýtosti medzi farbou a kľúčovou farbou menší ako táto prahová hodnota, farba je kľúčovanáAk je rozdiel hodnôt medzi farbou a kľúčovou farbou menší ako táto prahová hodnota, farba je kľúčovanáAk je vzdialenosť medzi farbou a kľúčovou farbou v danom farebnom priestore menšia ako táto prahová hodnota, farba je kľúčovanáAk je vzdialenosť medzi farbou a kľúčovou farbou v danom farebnom priestore menšia ako tento prah, je čiastočne kľúčovaná, inak nie je kľúčovanáAk súbor obsahuje viac zvukových kanálov, tieto sú prekresľované ako jedenAk je objekt inštancia, vygeneroval ho rodičovský objektAk je profil drážky cyklický, vyplní konce vygenerovanej povrchovej siete n-uholníkmiAk sa má výber otočiť tak, aby zodpovedal kurzoruAk by výber mal byť prichytený ako celok alebo každý stred objektuAk nástroj používa štetce a je obmedzený na určitý typ štetca, identifikátor typu štetcaAk existuje susedná hrana, ktorej kontrast je niekoľkonásobne väčší ako kontrast aktuálnej hrany, aktuálna hrana bude odstránená. To umožňuje eliminovať falošné krížiace sa hranyAk je to nastavené, sústava kľúčovania dostane vlastný ID, inak to prevezme názov triedy použitej na definovanie sústavy kľúčovania (napríklad, ak je názov triedy "BUILTIN_KSI_location ", a bl_idname nie je nastavený skript, potom bl_idname = "BUILTIN_KSI_location ")Ak je táto hodnota nastavená, aktívum dostane vlastné ID, inak sa prevezme názov triedy použitej na definovanie aktíva (napríklad ak je názov triedy "OBJECT_AST_hello" a bl_idname nie je nastavený skriptom, potom bl_idname = "OBJECT_AST_hello")Ak je táto hodnota nastavená, obsluha súboru dostane vlastné ID, inak prevezme názov triedy použitej na definovanie obsluhy súboru (napríklad ak je názov triedy "OBJECT_FH_hello" a bl_idname nie je nastavený skriptom, potom bl_idname = "OBJECT_FH_hello")Ak je to nastavené, zoznam užívateľského rozhrania dostane vlastné ID, inak to dáva názov triedy používanú na definovanie zoznamu UI (napríklad, ak názov triedy je "OBJECT_UL_vgroups", a bl_idname nie je nastavený skript, potom bl_idname = "OBJECT_UL_vgroups")Ak sa tento jazyk použije v aktuálnom operátoreAk je pravdivé, reťaze prvkov hrán sú oddelené od okrajov materiáluAk je pravdivé, sú spojené iba hrany rovnakého objektuAk je to PRAVDA, korekcia sa použije na modrý kanálAk je to PRAVDA, korekcia sa použije na zelený kanálAk je to PRAVDA, korekcia sa použije na červený kanálAk je PRAVDA, v priestore obrazovky sa zobrazí skutočný manipulačný prvok. V opačnom prípade je v objektovom priestoreAk je to PRAVDA, rozhranie je momentálne zablokované spustenou úlohou a údaje by sa nemali upravovať z časovačov aplikácií. V opačnom prípade by spustená úloha mohla byť v konflikte s obsluhou a spôsobiť neočakávané výsledky alebo dokonca zlyhať.Ak je pravdivé, priestorový šum nevykazuje žiadnu spojitosťAk je pravdivé, priestorový šum je vyhladenýAk má vrchol viacero susediacich hrán, je obalený priamoAk dôverujete tomuto zdroju, pridajte úložisko a skúste to znova.Ak chcete použiť VC na iný účel ako na farbu vrcholov, mali by ste použiť vlastné atribúty.IgnorovaťIgnorovať kliknutím na pozadieIgnorovať pripojenieIgnorovať poslednú kosťIgnorovať uzamknutie materiáluIgnorovať stlmené pásyIgnorovať výberIgnorovať ostrosťIgnorovať prichytenieIgnorovať zvukové pásyIgnorovať priehľadnéIgnoruje alfa kanál zo súboru a urobí obrázok úplne nepriehľadnýmIgnoruje plôšky smerujúce von od zobrazenia (rýchlejšie)Ignoruje snímky mimo rozsah náhľaduIgnoruje vygenerované časové kódy, vyhľadáva vo filmovom toku na základe vypočítanej časovej značkyIgnoruje zmenu mierky rodiča bez kompenzácie rodičovského strihu. Opakuje účinok zrušenia pôvodného poľa výberu Zdediť mierku.Ignoruje počet snímok na prekreslenie vrstvyPri určovaní tvaru extrapolácie ignoruje body na ťahu, ktoré sa odchyľujú od svojich susedov o viac ako tento uholIgnoruje smer osi, použije najkratšiu rotáciu na zarovnanieIgnoruje priradenie kláves pre tento manipulačný prvokIgnoruje poslednú kosť na konci každého reťazca (používa sa na označenie dĺžky predchádzajúcej kosti)Ignoruje relatívne dĺžky kostí pre prispôsobenie krivkeIgnoruje akciu výberu, ak je prvok už vybranýIgnorované výstupyIgnorované {}Ignorované {} (nie rovnakého typu ako {})Osvetľovač AOsvetľovač BOsvetľovač COsvetľovač D50Osvetľovač D55Osvetľovač D65Osvetľovač D75Osvetľovač D93Osvetľovač EOsvetľovač F1Osvetľovač F10Osvetľovač F11Osvetľovač F12Osvetľovač F2Osvetľovač F3Osvetľovač F4Osvetľovač F5Osvetľovač F6Osvetľovač F7Osvetľovač F8Osvetľovač F9Osvetľovač LED-B1Osvetľovač LED-B2Osvetľovač LED-B3Osvetľovač LED-B4Osvetľovač LED-B5Osvetľovač LED-BH1Osvetľovač LED-RGB1Osvetľovač LED-V1Osvetľovač LED-V2Filtrovanie osvetleniaObrázokSpätnáObaPolíčkoŠachovnicaPripnúťPripnúť kockuKockaHranyStrana obrázka prázdnehoRozšíriťRozšírenieVyplniťPlochýPreklopiťPrednáVygenerovanéSekvencia obrázkovMapovanieZrkadlovoZmiešaťFilmNovýNový...PremietnuťOpakovaťSamostatný obrázokZdrojGuľovýRúraDlaždice UDIMZobrazovačObrázok '%s' sa nepodarilo uložiť do '%s'Obrázok '%s' nemá žiadne údaje obrázkaObrázok '%s' sa nepodarilo načítať do zásobníkaObrázok '%s' preskočený, balenie filmov alebo sekvencií obrázkov nie je podporovanéObrázok 1Obrázok 2Okraje obrázkaOrezávanie okrajov obrázkuSúradnice obrázkuMetóda zobrazenia obrázkaOkraje obrázkovEditor obrázkovEditor obrázkov nebol nájdenýEditory obrázkovSúbory obrázkovFormát obrázkuID obrázkaInformácie o obrázkuMaska obrázkuNázov obrázkaZásuvka uzla obrázkuRozhranie zásuvky uzla obrázkuNepriehľadnosť obrázkuObrys obrázkaMaľovať obrázokSchopnosti maľovania obrázkuMaľba obrázku nemá šablónuMaľba obrázku nemá textúru na namaľovaniePripnúť obrázokObrázkové pixelyNáhľad obrázkaKvalita obrázkuVyhľadávanie obrázkovSekvencia obrázkovVeľkosť obrázkaPás obrázkovTextúra ObrázokTextúra ObrázokPrah obrázkuObrázok dlaždiceObrázok užívateľaÚdaje priestoru obrázku a UV editoraObrázok a nastavenia pre zobrazenie pozadia 3D záberuBitová hĺbka obrázkaMierka jasu obrazuPixely zásobníka obrázkov v hodnotách s pohyblivou desatinnou čiarkouObrázok nemožno uložiť, neexistuje platná cesta k súboru: " %s"Obrázok nemožno uložiť, použite iný formát súboru: " %s"Obrázok sa nenašielÚdaje obrázku sa nenašliNázov bloku údajov obrázkaNázov bloku údajov obrázka na rozbalenieBlok údajov obrázku odkazujúci na externý alebo zabalený obrázokBlok údajov obrázkuObrázok zobrazený a upravený v tomto priestoreObrázok zobrazený na stope počas úprav v editore klipovEditor obrázkov nebolo možné spustiť, uistite sa, že cesta v časti Predvoľby užívateľa > Súbor je platná a program Blender má práva na jeho spustenieCesta súboru obrázku použitá pri externom uloženíFormát obrázku nie je formát filmuObrázok sa zmenil a nie je uloženýObrázok má ľavé a pravé zobrazenieObrázok má viac ako jedno zobrazenieVýška obrázkaObrázok nie je upraviteľnýObrázok je zbalený, pred úpravami ho rozbaľteObraz je premietaný naplocho použitím súradnice X a Y vektora textúryObraz je premietaný z trubice použitím osi Z ako streduObraz je premietaný sféricky použitím osi Z ako streduObrázok sa premietne použitím rôznych komponentov pre každú stranu priestoru shcránky ohraničenia objektuUzol ObrázokObrázok nezbalenýObjekty obrázkov je možné pridávať len v režime objektuObrázok priehľadnosti sa prelína s obrázkom oproti farbe pozadiaObrázok alebo filmCesta k obrázku nie je nastavenáCesta obrázka {!r} sa nenašla, obrázok môže byť zbalený alebo neuloženýKomponenty pixelov obrázka ako pohyblivé čiarky (RGBA zreťazené hodnoty)Pixely obrázku, ako bajty (vždy RGBA 32-bitové)Údaje premietania obrázka sú neplatnéObrázok vyžaduje 4 farebné kanály na maľovanieObrázok vyžaduje na maľovanie 4 farebné kanály: %sUkladanie obrázkov zlyhalo: neplatný povrchUkladanie obrázkov zlyhalo: nedostatok voľnej pamäteZásuvka obrázku pre uzolPás obrázkuObrázok je príliš malýObrázok použitý ako plátnoObrázok použitý ako zdrojový klonObrázok použitý ako cieľ maľbyObrázok použitý ako šablónaŠírka obrázkuVstup obrázok/farba, na ktorý sa použije transformácia farieb RGBNázov súboru obrázka/filmuNázov súboru obrázka/filmu (bez obnovenia dát)Editor obrázkov/UVObrázkyObrázky a zvukyObrázky sú prevádzané maximalizovanom Editore obrázkovObrázky sú prevádzané v novom okneObrázky sú prevádzané v Editore obrázkovObrázky sú prevádzané bez zmeny užívateľského rozhraniaObrázky sa ukladajú ako RGB údaje (farebné)Obrázky sa ukladajú ako RGB a alfa údaje (ak je podporované)Počas prekresľovania nemožno kopírovať obrázkyObrázky sa ukladajú v 8-bitových odtieňoch sivej (iba PNG, JPEG, TGA, TIF)Imaginárna časť indexu lomu vodiča, často nazývaná kOkamžitéPriamy potomokBritská imperiálnaImplicitná konverzia typu pri vyhodnocovaní uzávierkyImplicitná konverzia typov pri oddeľovaní balíkovIMPLYImportImportovať všetky materiályImportovať animáciuImportovať akoImportovať CSVImportovať výpočty ako reťazceImportuje FBX animáciuImportuje súbor FBX do aktuálnej scényImportuje informácie o rozdelení FBX ako modifikátory povrchov rozdeleniaInformácie o importeMetóda importuImportovať OBJImportuje skupiny OBJ ako skupiny vrcholovImportuje súbor objemu OpenVDBImportovať PLYCesty importuImportovať predvoľby z predošlej verzieImportovať STLImportuje SVG ako krivkyImportuje SVG do Grease PencilImportovať Extra scénuImportovať scénu ako kolekciuImportovať nastaveniaImport schémy rozdeleniaImportovať textImport textúrImport náhľadu USDImportuje atribúty USD v priestore názvov 'userProperties' ako užívateľské vlastnosti Blenderu. Z názvov vlastností bude odstránený priestor názvovImportuje inštancie grafu scény USD ako inštancie kolekcieImport scény USD do aktuálnej scényImportovať nepoužité materiály a obrázkyImport VDBImport WebP textúrImportuje povrchovú sieť zo súboru STLImport mračna bodov zo súboru PLYImportuje reťazec z textového súboruImportuje všetky vlastné atribúty USD ako užívateľské vlastnosti Blenderu. V názvoch vlastností sa zachovajú priestory názvovImportuje všetky vybrané obrázky ako jednu sekvenciu obrázkov. Sekvencia obrázkov nemusí zodpovedať číslovanému vzoru sekvencie Blenderu, takže zástupné symboly nemožno odvodiťImportuje súbor PLY ako objektImportuje súbor STL ako objektImport vlastných normál, ak sú dostupné (inak ich Blender vypočíta)Importuje vlastné normály, ak sú k dispozícii (inak Blender ich bude prepočítavať)Importovať vlastné atribúty vrcholovImportuje každý materiál FBX ako jedinečný materiál BlenderuImportuje každý OBJ 'g' ako samostatný objektImportuje každé OBJ 'o' ako samostatný objektImportovať každý materiál USD ako jedinečný materiál BlenderuImport geometrie finálneho prekresleniaImportuje geometriu zo súboru CSVImportuje geometriu zo súboru OBJImportuje údaje prekladu daného doplnku z .po súborovImport návodu geometrieImportuje konfiguráciu kľúča zo skriptu PythonImportuje materiály a obrázky, ktoré nie sú priradené k žiadnej povrchovej sietiImportuje iba definované prvotné tvary USD. Ak je táto funkcia zakázaná, umožňuje importovať prvotné tvary USD, ktoré nie sú definované, ako napríklad tie, ktoré majú špecifikátor prepisuImportuje iba prvotný tvar na zadanej ceste a jeho potomkov. Viacero ciest možno zadať v zozname ohraničenom čiarkami alebo bodkočiarkamiKategórie možností importuImport geometrie náhradyImportuje scénu a nastaví ju ako aktívnu v okneImportujete doplnky scény ako užívateľské vlastnosti. Existujúce užívateľské vlastnosti sa prepíšuImportuje sekvenčne očíslované obrázky ako animovanú sekvenciu obrázkov namiesto oddelených rovínTyp cieľového importuImportuje textúry ako zbalené údajeImportuje aktívum ako skopírovaný blok údajov, pričom sa vyhne viacnásobným kópiám vnorených, zvyčajne ťažkých údajov. Napríklad textúry aktíva materiálu alebo povrchovej siete aktíva objektu sa nemusia kopírovať pri každom importe tohto aktíva. Inštancie aktíva namiesto toho údaje zdieľajúImportovať aktívum ako skopírovaný blok údajov bez prepojenia na pôvodný blok údajov aktívImportuje prostriedok ako prepojený blok údajov a zabalí ho do aktuálneho súboru (zabezpečí to, že zostane nezmenený v prípade, ak budú údaje knižnice upravené, nebudú viac dostupné atď.)Importuje aktíva ako skopírované bloky údajov, pričom sa vyhne viacnásobným kópiám vnorených, zvyčajne ťažkých údajov. Napríklad textúry aktíva materiálu alebo povrchovej siete aktíva objektu sa nemusia kopírovať pri každom importe tohto aktíva. Inštancie aktíva namiesto toho údaje zdieľajú.Importovať aktíva ako skopírovaný blok údajov bez prepojenia na pôvodný blok údajov aktívImportovať aktíva ako prepojený blok údajovImportuje scénu ako kolekciuImportuje užívateľské vlastnosti ako užívateľské vlastnostiImport atribútov farieb vrcholuImportuje údaje objemu zo súboru .vdbImportovať {} súborovImport-ExportImport-Export BVH z objektov armatúryImport-Export ako glTF 2.0Dôležité váhyVýznamná veľkosť mapy je rozlíšenie x rozlíšenie/2; vyššie hodnoty potenciálne produkujú menej šumu, ale sú náročné na pamäť a rýchlosťImportované IDImport Alembic...Import USD...Nemožno opätovne synchronizovať blok údajov %s a jeho závislosti, pretože chýba jeho prepojený odkazZlepší a stabilizujte vylepšený tvarVylepšený PerlinPripnutie impulzuImpulzný prah, ktorý sa musí dosiahnuť pre vynútenie prerušeniaV %s: vyriešená cesta %s prekračuje dĺžku zásobníka cesty.V aktívnej skupineVo vzduchuVpreduV rozsahuVnútri XVnútri ZV lokálnej kamere prepisu, či tento obrázok pozadia pochádza z prepojenej referenčnej kamery, alebo je lokálny pre prepisV lokálnom prepise údajov určuje, či táto stopa NLA pochádza z prepojených referenčných údajov, alebo je lokálna pre prepisV lokálnom prepise objektu sa určuje, či toto vynútenie pochádza z prepojeného referenčného objektu, alebo je lokálne pre prepisV lokálnom prepise objektu určuje, či tento modifikátor pochádza z prepojeného referenčného objektu, alebo je lokálny pre prepisOkrem prepínania upraviteľnosti, vplýva tiež na viditeľnosťV režime schránky noža uzavrie medzery medzi orezanými pásmi, rozpáraním neskorších pásov na rovnakom kanáliV režime schránky noža vykonáva rezy na všetkých pásoch, aj keď nie sú vybranéV režime dynamickej topológie, ako sa vypočítava veľkosť detailov povrchovej sieteV režime dynamickej topológie, ako pridať alebo odstrániť detail povrchovej sieteV režime posuvu je vzdialenosť medzi jednotlivými zásuvkami na každej osi. V režime koncových bodov pozícia konečného vrcholuPrebiehaV režime vylepšenia zobrazuje efekty stôp nad pásom vylepšeniaSprostredkovateliaNeaktívnapalecPalceUdalosťZahrnúťZahrnúť aktívnyZahrnúť vplyvy všetkých kostíZahrnúť upravenéZahrnúť ohniskovú vzdialenosťZahrnúť manipulátoryZahrnúť nápisyZahrnúť chýbajúce NLAZahrnúť vnorené kolekcieZahrnúť neupravenéZahrnie 'vlastné' premenné názvu priestoru, takže ovládače môžu ľahko odkazovať na údaje, ktoré sú modifikované (objekt, kosť, atď...)Zahrnie vlastné poznámky do meta údajov obrázka a videaZahrnie aktívne a vnorené kolekcieZahrnie všetky typy kľúčových snímokZahrnie všetky UV mapy povrchovej siete do exportuZahrnúť všetky snímky scényZahrnúť všetky viditeľné objektyZahrnie alfa druhého vstupu do tejto operácieZahrnie bloky údajov animácie bez údajov NLA (len editor NLA)Zahrnie kosť chvosta ako posledný prvok v reťaziZahrnie kanály objektov/kostí, ktoré nie sú viditeľnéZahrnie kolekciu do aktívnej vrstvy zobrazeniaZahrnie ovládače, ktoré sa pri vyhodnocovaní spoliehali na akékoľvek záložné hodnoty, do filtra Zobraziť len chyby, aj keď vyhodnotenie ovládača prebehlo úspešneZahrnie ohniskovú vzdialenosť do predvoľbyZahrnie manipulátory kľúčovej snímky pri výpočte dosahovZahrnie atribúty farby povrchovej siete do exportuZahrnie normály exportovaných povrchových sietí do exportuZahrnúť len aktívnu snímkuZahrnúť len aktívny objektZahrnie vybrané blokátory na vrhanie tieňov z aktívneho žiaričaZahrnúť vybrané snímkyZahrnúť vybrané objektyZahrnie vybrané prijímače na prijímanie svetla z aktívneho žiaričaZahrnie .blend súbor do meta údajov obrázka a videaZahrnie objektív aktívnej kamery do meta údajov obrázkaZahrnie aktuálny dátum do meta údajov obrázka a videaZahrnie číslo snímky do meta údajov obrázkaZahrnie názov hostiteľa zariadenia prekreslenia snímkyZahrnie vrstvy masky pri prekresľovaní vrstvy zobrazeniaZahrnie názov aktívnej kamery v meta údajoch obrázkaZahrnie názov aktívneho objektu a číslo aktuálnej snímky do prekrytia informačným textomZahrnie názov aktívnej scény do meta údajov obrázka a videaZahrnie názov pásu sekvencie popredia do meta údajov obrázkaZahrnie názov poslednej značky do meta údajov obrázkaZahrnie názov orientácie pohľadu do prekrytia informačného textuPočas prehrávania animácie do prekrytia informačného textu zahrnie počet snímok zobrazených za sekunduZahrnie využitie maximálnej pamäte do meta údajov obrázkaZahrnie čas prekreslenia do meta údajov obrázkaZahrnie rozsah prekreslenia snímky do meta údajov obrázka a videaZahrnie časový kód prekreslenia snímky ako HH:MM:SS.FF do meta údajov obrázkaZahrnie do výstupu aj samotné slnkoZahrnie túto kolekciu, ale bez generovania čiar priesečníkovZahrnúť tento objekt, ale negenerovať čiary priesečníkovZahrnie túto sústavu výberu pri kopírovaní do schránky. Ak nie je zadaná žiadna, skopírujú sa všetky sústavy.Zahrnie podskupiny nástrojovZahrnie transformácie vyvolané cieľovými rodičmi do lokálneho priestoru cieľaZahrnie nepoužité prepojené bloky údajov do odstráneniaZahrnie nepoužité lokálne bloky údajov do odstráneniaZahrnie zviditeľnenie súvisiacich údajov animácie z Grease PencilZahrnie zviditeľnenie súvisiacich údajov animácie štýlov čiaryZahrnie zviditeľnenie údajov animácie súvisiacich blokov údajov prepojených s modifikátormiZahrnie zviditeľnenie súvisiacich údajov animácie armatúryZahrnie zviditeľnenie súvisiacich údajov animácie zásobníkaZahrnie zviditeľnenie súvisiacich údajov animácie kameryZahrnie zviditeľnenie súvisiacich údajov animácie krivkyZahrnie vizualizáciu animovaných údajov týkajúcich sa vlasovZahrnie zviditeľnenie súvisiacich údajov animácie častícZahrnie zviditeľnenie súvisiacich údajov animácie svetlaZahrnúť vizualizáciu údajov animácie súvisiacej so snímačom svetlaZahrnie zviditeľnenie súvisiacich údajov animácie materiáluZahrnie zviditeľnenie súvisiacich údajov animácie povrchových sietíZahrnie zviditeľnenie súvisiacich údajov animácie meta guleZahrnúť vizualizáciu údajov o animáciách súvisiacich s filmovými klipomZahrnie zviditeľnenie súvisiacich údajov animácie uzlaZahrnie zviditeľnenie údajov animácie na úrovni objektu (väčšinou transformácie)Zahrnie zviditeľnenie súvisiacich údajov animácie častícZahrnie vizualizáciu animovaných údajov súvisiacich s mračnom bodovZahrnie zviditeľnenie súvisiacich údajov animácie scényZahrnie zviditeľnenie súvisiacich údajov animácie kľúčového tvaruZahrnie zviditeľnenie súvisiacich údajov animácie reproduktoraZahrnie zviditeľnenie súvisiacich údajov animácie textúryZahrnie vizualizáciu súvisiacich animačných údajov objemuZahrnie zviditeľnenie súvisiacich údajov animácie svetaZahrnutéPrichádzajúceNekompatibilný výstupný uzolNezlučiteľné, očakáva sa %sNeúplná zostava sústavy kľúčovania, praqvdepodobne chýbajú informácie o typeNesprávna armatúra pre typ '{:s}'Nekorektná armatúra...Nesprávny kontext pre spustenie prepínania bloku údajov falošného užívateľaOdpojenie nesprávneho kontextu pre spustenie písmaNesprávny kontext pre spúšťanie údajov o zrušení prepojenia objektuZvýšiť kontrastZvýšiť faktor zmiešania o 0,01Zvýšiť faktor zmiešania o 0,1Zvýšenie pre zjednotenie vzdialenosti posuvuZvýši výšku skokuZvýši alebo zníži veľkosť posunuZvýši alebo zníži hodnotu vybraných kľúčov vo vzťahu k susednému kľúčuZvýši segmentyPrírastokČíslo prírastku v názve súboruNarastujúceNárastovo opakovane prispôsobí krivku (vysoká kvalita)Odsadí vybratý textOdsadí vybraný text alebo automaticky dokončíOdsadenie použitím medzerníkaOdsadenie použitím tabelátoraIndexIndex %d je neplatnýNa základe indexuPole indexovIndex názvu vrstvyIndex lomu rozptylových častícPrepínač indexovPrepínač indexu položiekIndex zodpovedajúci skratke, napr. číselnému tlačidlu 1 zodpovedá index 1 atď.Index v krivkeIndex na plôškeIndex v lište nástrojovČíslo indexu pre "Index farby" prechoduIndexové číslo pre "index vrstvy" prechoduČíslo indexu "index materiálu" prekreslenie prechoduČíslo indexu pre "index objektu" prekreslenie prechoduČíslo indexu súboru zásobníkaČíslo indexu skupiny vrcholovIndex stopy akcie NLA pre vykonanie operácie vytlačeniaIndex najbližšejIndex lomu (IOR - index of refraction) pre zrkadlový odraz a prenos. Pre väčšinu materiálov je IOR v rozmedzí od 1,0 (vákuum a vzduch) do 4,0 (germánium). Predvolená hodnota 1,5 je dobrou aproximáciou pre skloIndex lomu (IOR - index of refraction) použitý pre lúče, ktoré vstupujú do podpovrchovej zložkyIndex aktívneho AOVIndex aktívnej vrstvy poznámokIndex aktívnej záložky (-1 ak nie je)Index aktívneho jazyka v kolekcii jazykovIndex aktívnej vrstvy v zozname všetkých vrstiev masiekIndex aktívnej skupiny svetlaIndex zásuvky aktívnej sústavy čiarIndex zásuvky aktívneho materiáluIndex aktívneho objektuIndex zásuvky aktívneho časticového systémuIndex označenia aktívnej pózyIndex aktívneho nedávneho priečinka (-1 ak nie je)Index aktívnej systémovej záložky (-1 ak nie je)Index aktívneho systémového priečinka (-1 ak nie je)Index zásuvky aktívnej maľby textúryIndex zásuvky aktívnej textúryIndex aktívnej stopy v zozname stôp stabilizácie rotácieIndex aktívnej stopy v zozname stôp stabilizácie zmeny veľkostiIndex aktívnej mriežky objemuIndex posledného znaku vo výbere v riadku výberuIndex klonu aktívnej maľby textúryIndex aktuálneho riadku textu v kolekcii Riadok textuIndex aktuálneho znaku v aktuálnom riadku a tiež počiatočný index znaku vo výbere, ak existujeIndex každej krivkyIndex posledného textu vo výbereIndex zásuvky materiálu použitého na prekreslenie častícIndex plošky povrchovej siete, ktorej je trojuholník súčasťouIndex najbližšieho prvkuIndex predošlého susedného bodu na segmenteIndex lomu (IOR) tenkej vrstvyIndex lomu určuje, ako veľmi je lúč ohnutý. Pri hodnote 1,0 lúče prechádzajú priamo ako v priehľadnom materiáli; vyššie hodnoty spôsobujú väčšie uhlové vychýlenie. Predvolená hodnota je 1,55 (IOR keratínu)Index zdrojovej váhy v aktívnej skupine vrcholovIndex vrstvy Grease PencilIndex aktívneho prvku v zadanej doméneIndex aktívnej položkyIndex aktívneho objektuIndex knižnice materiálov upravovanej v Predvoľbách užívateľského rozhraniaIndex najbližšej vodiacej krivky pre každú vytvorenú krivkuIndex kolekcie, do ktorej sa majú priradiť vybrané kosti. Ak má operátor vytvoriť novú kolekciu kostí, použite new_collection_name na definovanie názvu kolekcie a nastavte tento parameter na rodičovský index novej kolekcie kostíIndex kolkcie na zmenu viditeľnostiIndex kolekcie, do ktorej sa majú presunúť vybrané kosti. Ak má operátor vytvoriť novú kolekciu kostí, neuvádzajte tento parameter a odovzdajte new_collection_nameIndex aktuálneho opakovania. Začína počítať od nulyIndex aktuálne aktívnej sústavy výberuIndex prvku v zdrojovej geometrii. Všimnite si, že ten istý index sa môže vyskytnúť viac ako raz pri opakovaní nad viacerými komponentami narazIndex úložiska rozšírení, ktoré sa upravuje v predvoľbách užívateľského rozhraniaIndex skupiny plôšok vnútri každej oblasti hrany okrajaIndex prvej slučky tejto plôškyIndex inštancie použitý pre každý bod. Používa sa len vtedy, keď je zapnutá funkcia Nabrať inštancie. V predvolenom nastavení sa používa index boduIndex hlavnej vodiacej krivky na krivkuIndex materiálu použitého pre generované ťahy (0 udrží originálny materiál)Index zostavyIndex koreňového bodu krivkyIndex priečinku skriptov na odstránenieIndex segmentu na odstránenieIndex vlákna v rámci vrkoča, ku ktorému patrí každá krivkaIndex príznaku nastavenia na úpravyIndex bodu špičky krivkyIndex tejto kolekcie kostí v poli armature.collections_all. Všimnite si, že nájdenie tohto indexu si vyžaduje prehľadanie všetkých kolekcií kostí, preto k nemu pristupujte opatrne.Index tejto kolekcie do zoznamu potomkov jej rodiča. Všimnite si, že nájdenie tohto indexu si vyžaduje prehľadanie všetkých kolekcií kostí, preto k nemu pristupujte opatrne.Index tejto krivkyIndex tejto hranyIndex tejto plôškyIndex tejto slučkyIndex tejto slučky trojuholníkaIndex tohto boduIndex tohto vrcholuIndex mimo dosahuIndex na odstránenieIndex konkrétnej vlastnosti ovplyvňujúcej podľa potreby F-krivkuIndex na špecifické nastavenie, ak je to použiteľnéIndexyUdáva, že nápis tejto zásuvky nie je potrebný na pochopenie jej významu. V niektorých prípadoch to môže mať za následok vynechanie nápisuUvádza, že ide o opravnú akciu. Opravné akcie sa aktivujú na základe aktivácie dvoch iných akcií ( použitím koncovej snímky, ak sú oba vstupy v koncovej snímke, a počiatočnej snímky, ak je niektorý z nich v počiatočnej snímke)Ukazuje definovanie priradenia klávesy užívateľomIndikuje, že na preklad typických udalostí operátora sa používa priradenie klávesOznačuje, že pri poslednom vyhodnotení premennej bola použitá záložná hodnotaOznačuje, že od importu štetca alebo jeho načítania zo súboru došlo k zmenám viditeľným pre užívateľaOznačuje fázu gestaOznačuje, či je alebo nie je nastavený extra užívateľ (hlavne pre interné/ladenie použitie)IndexyIndexy a váhy musia mať rovnakú dĺžkuIndexy nemôžu mať duplikátyIndexy musia byť v rozsahuIndexy musia byť zoradené vzostupneIndexy slučiek povrchovej siete, ktorú tvorí trojuholníkIndexy vrcholov trojuholníkaIndexy vrcholov viazaných na modifikátor. Pre bézierove krivky, počíta manipulátory ako ďalšie vrcholy.Indexy vrcholov v prípade vzťahu rodičovstva vrcholovNepriameNepriame svetloIntenzita nepriameho svetlaIba nepriameNepriamy blok údajov knižnice, nemožno vytvoriť lokálny, Shift + klik na vytvorenie hierarchie prepisov knižnícLen nepriameJednotlivoSamostatné stredyJednotlivé obrázkyVlastný počiatokIndividuálna siluetaVsadí samostatnú plôškuJednotlivé súbory pre každé zobrazenie s príponou definovanou v zobrazeniach scényIndividuálne pózy kostí pre armatúryIndonézsky - Bahasa indonesiaKompatibilné s odvetvýmOdvodený typ štruktúryVydúvaťVydúvať povrchovú sieťNafúkne aktívny objekt o určenú vzdialenosť na zapečenie. Pomáha to prispôsobovať sa k bodom bližšie k vonkajšej časti povrchovej siete vybratých objektovNafúkne aktívny objekt o určenú vzdialenosť na zapečenie. Pomáha to prispôsobovať sa k bodom bližšie k vonkajšej časti povrchovej siete vybratých objektov.Rozpínať látkuPrítokSústava úrovne prítokuVplyvVzdialenosť vplyvuMiera vplyvuPrah vplyvuVplyv vzdialenosti od objektuVzdialenosť vplyvu snímačaFaktor vplyvu, ktorým modifikátor zmení vlastnosťVplyv prvkov meta guleVplyv novovytvorenej stopy na finálne riešenieVplyv stabilizačného algoritmu na polohu záberovVplyv stabilizačného algoritmu na rotáciu záberovVplyv stabilizačného algoritmu na mierku záberovVplyv cielenej tuhosti na simuláciuVplyv pridaného vynúteniaVplyv deformácieVplyv čeľuste na reťazce spodnej peryVplyv čeľuste na zovreté ústaVplyv sekundárnej IK na rotáciu pätyVplyv faktora priblíženia na rýchlosť posúvaniaVplyv tejto stopy na 2D stabilizáciuVplyv tejto stopy na finálne riešenieNastavenie vplyvu je riadené krivkou funkcie v zásade automaticky určenouInformáciePopredie ikony InformácieInformácie o aktuálnom stave zásobníkaÚdaje o informáciách priestoruInformácie zapísané do bloku údajov %s!&InformáciaInformácie o aktualizovaných IDInformácie o entite, ktoré umožňujú systému aktív pracovať s entitou ako s aktívomInformácie o farebnom priestore používanom pre bloky údajov v blend súboreZdediťZdediť Kývanie koncaZdediť rotáciuZdediť mierkuZdediť všetky efekty rodičovského zmeny mierkyZdedenie mierky, ale odstrihnutie potomka vykobanjte v pokojovej orientáciiZdediť rovnomernú zmenu mierky predstavujúce celkovú zmenu objemu rodičaInicializáciaInicializačné nastavenia pre aktualizácie operátorov súborov i18nVýchodziaInicializačná farbaPočiatočná pozíciaPočiatočná požiadavkaPočiatočná pokojová dĺžkaPočiatočná teplotaPočiatočná rýchlosťPočiatočné zarovnanie na základe 2D kurzoraPočiatočné zarovnanie na základe aktívneho UDIMPočiatočné zarovnanie na základe UV mriežky dlaždícPočiatočné zarovnanie na základe poľa ohraničenia ostrovovPočiatočné zdravie kŕdľa pri narodeníInicializačná farba povrchuPočiatočný dopad operácie rozšíreniaPočiatočná pozícia na usporiadanie ostrovov zInicializovať sústavu plôšokInicializovať pás s touto farbouInicializuje všetky sústavy plôšok v povrchovej sietiVnútornáVnútorný uhol kužeľaVnútorné rohyVnútorný záhybVnútorná maskaVnútorný sklonVnútorná blízkosťVnútorný polomerVybrané vnútornéVnútorná hrúbkaVnútorné vrcholyVnútorná hrúbka plôšky (používa sa iba pri mäkkom telese)DomaľovaťVstupVstup 1Vstup 2Vstupný farebný priestorVstupné poliaVstupná cesta súboruPoložka VstupVstupné položkyVstupná matricaNázov vstupuUzol VstupVstupné ukážkyTyp vstupuVstupný biely bodZadať blok údajov o obrázkuNastavenie farebného priestoru vstupuVstupná farba, ktorá by sa mala mapovať na čiernuVstupná farba, ktorá by sa mala mapovať na bieluKonfigurácia vstupu, vrátane priradenia klávesVstupné krivky nemajú typ bézierVstupné údaje pre zónu simulácieVstup neexistuje: "{}"Vstup očakáva pole alebo jednu hodnotuVstup očakáva zoznamVstup očakáva jednu hodnotuVstup očakáva mriežku objemuVstupná geometria nemá v doméne opakovania žiadne prvky.Vstupná geometria má nepodporovaný typ: Vstupné mriežky majú nekompatibilné transformácieZadať súbor s obrázkom alebo filmomVstupný obrázok alebo film z bloku údajov filmového klipu, ktorý sa zvyčajne používa na sledovanie pohybuVstupný riadok pre interaktívnu konzoluVstupná maska z bloku údajov masky vytvoreného v editore obrázkovMetóda vstupu ako generovať vektor presunuVstup normovaných hodnôt normál do ostatných uzlov v stromeZadávanie číselných hodnôt do iných uzlov v stromeVstupná alebo výstupná zásuvka uzlaTyp vstupnej alebo výstupnej zásuvkyOčakáva vstup {}Vstupné vlastnosti manipulačných prvkovVstupné vlastnosti skupiny manipulačných prvkovVstupné prechody prekresľovania z prekresľovania scényPrahový stav vstupu pri použití funkcie prichytenie otáčkyUrčí cieľovú dĺžku hrany v novej povrchovej sieteUrčí cieľový počet plôšok v novej povrchovej sieteSúradnice vstupnej textúryZadať aktuálny čas scény v sekundách alebo snímkachZadať geometriu ako inštanciu. (Ďalšie spracovanie môže vyžadovať geometriu bez inštancie.)Vstupný prah pre akcie tlačidiel/osíVstupný prah pre akcie na pohyblivej čiarke/2D vektoraVstup, ktorý sa použije, keď je zásuvka nepripojená. Vyžaduje "Skryť hodnotu".Typ vstupu použitý pre pás scényVstupná hodnota používaná pre nepripojenú zásuvkuVstup s indexom {} neexistuje. V súčasnosti je maximálny možný index {}. Chceli ste použiť {{:{}}?Typ vstupu/výstupuVstupyVstupy:InsVložiťVložiť poVložiť predVloží kľúčové snímky - len nutnéVložiť kľúčové snímky - vizuálneVloží kľúčové snímky pre určenú sústavu kľúčovania, s ponukou dostupných sád kľúčovania, ak nie sú definovanéVloženie kľúčových snímok ešte nie je implementované v tomto režimeVloží kľúčové snímky len pre vlastnosti, ktoré sú už animovanéVložiť bodVloží bod do segmentu krivkyVloží znak UnicodeVloží prázdnu snímku do všetkých upraviteľných vrstievVloží prázdnu snímku na aktuálnu snímku scényVloží kľúčovú snímku pre všetky prvky poľaVloží kľúčovú snímku pre všetky vlastnosti, ktoré sú pravdepodobne animované vo výbave postavy (len vybrané kosti)Vloží kľúčovú snímku pre všetky vlastnosti, ktoré sú pravdepodobne animované vo výbave postavy (užitočné pri blokovaní výstrelu)Vloží aktuálnu kľúčovú snímku aktuálnej aktívnej vlastnosti užívateľského rozhraniaVloží kľúčovú snímku pre každú z vlastností tvaru ohybu kostíVloží kľúčovú snímku pre vybrané F-krivky v bode kurzoraVloží kľúčovú snímky pre aktívnu F-krivku v bode kurzoraVloží kľúčovú snímku na všetky viditeľné a editovateľné F-krivky použitím aktuálnej hodnoty každej krivkyVloží kľúčovú snímku na každú už existujúcu F-krivkuVloží kľúčovú snímku na všetky kanály polohy a rotácieVloží kľúčovú snímku na všetky kanály polohy a rotácie, berúc do úvahy efekty vynúteníVloží kľúčovú snímku na všetky kanály polohy a zmeny veľkostiVloží kľúčovú snímku do každého kanála polohy a mierky, berúc do úvahy efekty vynútení a vzťahovVloží kľúčovú snímku na všetky kanály polohyVloží kľúčovú snímku na všetky kanály polohy, berúc do úvahy efekty vynúteníVloží kľúčovú snímku do každého kanála polohy, rotácie a mierky, berúc do úvahy efekty vynútení a vzťahovVloží kľúčovú snímku na všetky kanály polohy, rotácie a zmeny veľkostiVloží kľúčovú snímku na všetky kanály rotácie a zmeny veľkostiVloží kľúčovú snímku do každého kanála rotácie a mierky veľkosti, berúc do úvahy efekty vynútení a vzťahovVloží kľúčovú snímku na všetky kanály rotácieVloží kľúčovú snímku na všetky kanály rotácie, berúc do úvahy efekty vynútení a vzťahovVloží kľúčovú snímku na všetky kanály zmeny veľkostiVloží kľúčovú snímku na všetky kanály zmeny veľkosti, berúc do úvahy efekty vynútení a vzťahovVloží kľúčovú snímky na vybrané F-krivky použitím aktuálnej hodnoty krivkyVloží kľúčovú snímky na vybrané F-krivky použitím aktuálnej hodnoty krivkyVloží kľúčovú snímku na vybrané stopy v aktuálnej snímkeVloží novú položku do kolekcie za položku, na ktorú odkazuje subitem_reference_name/_id alebo _indexVloží novú položku do kolekcie pred položku, na ktorú odkazuje subitem_reference_name/_id alebo _index (NEPOUŽÍVA SA)Vložiť za panelVložiť za zásuvkuVložiť pred panelVložiť pred zásuvkuVloží medzeru za aktuálnou snímkou na prvé pásy sprava, nezávisle od výberu alebo uzamknutého stavu pásovVložiť do paneluVloží kľúčové snímky na základe 'vizuálnych transformácií'Vloží kľúčovú snímku pre ďalší posuv polohyVloží kľúčovú snímku pre ďalší posuv rotácieVloží kľúčovú snímku pre ďalší faktor mierkyVloží kľúčové snímky pre určené kanályVloží kľúčové snímky na aktuálnu snímku použitím aktívnej súpravy kľúčovania alebo predvolieb užívateľa, ak nie je aktívna žiadna súprava kľúčovaniaVloží zlom riadka na pozíciu kurzoraVloží snímku kľúčového tvaru masky pre aktívnu vrstvu masky v aktuálnej snímkeVloží novú kľúčovú snímku na pozíciu kurzora pre aktívnu F-krivkuVloží vybrané uzly do skupiny uzlovVloží text od pozície kurzoraVloženie hodnôt do reťazca pomocou formátovacej syntaxe kompatibilnej so šablónou Python a cestouVkladanie kľúčových snímok zlyhalo:Vkladanie kľúčov do {:d} blokov údajov bolo vynechané z dôvodu chýbajúcich zásuviek akcií.Vkladanie kľúčov do {:d} blokov údajov bolo preskočené, pretože cesta RNA pre nich nebola platná.Vkladanie kľúčov do {:d} blokov údajov bolo vynechané, pretože neexistovali žiadne vrstvy, ktoré by mohli prijať kľúče.Vkladanie kľúčov do {:d} blokov údajov bolo vynechané, pretože neexistovali žiadne pásy, ktoré by mohli prijať kľúče.Vkladanie kľúčov do {:d} blokov údajov bolo vynechané, pretože ich nie je možné upravovať.Vkladanie kľúčov do {:d} blokov údajov bolo vynechané, pretože ich nemožno animovať.Vsadí okraje plôšokVsadí nové plôšky do vybraných plôšokVsadí oblasť vedľa existujúcich hránZvnútraVnútri oblasti poznámkyVnútorná výplňVnútorná vzdialenosť v jednotkách užívateľského rozhrania od okraja oblasti, v ktorej sa má začať panoramatický posuvVnútro sklonu je oblúkovéVnútorný sklon je ostrýKontroluje obrázky alebo prekresľuje výsledkyIndex kontrolyKontrolný index je mimo rozsahInštalovaťNainštaluje užívateľom definované svetloInštalácia doplnkuNainštaluje šablónu aplikácieNainštalovať vlastné HDRIInštalovať vlastný zachytený materiálNainštalovať vlastné štúdiové svetláInštalácia rozšírenia zo súboru do lokálne spravovaného úložiskaNainštaluje tento súborNainštalovanéInštalácia priradenia kláves zlyhala: {:s}InštanciaHranice inštancieKolekcia inštanciíVáhy kolekcie inštanciíKolekcie inštanciíKolekcie inštancií pri pripájaníKolekcie inštancií na prepojeniePočet inštanciíVeľkosť prázdnej inštancieMierka inštancie plôškyIndex inštancieModifikátor inštancieInštancia objektuÚdaje inštancie objektuPosuv inštancieInštancia naNáhodné ID inštancieRotácia inštancieMierka inštancieRozosiatie inštancieTransformácia inštanciePole transformácií inštancieTyp inštancieKolekcia existujúcich inštanciíKolekcia geometrií inštanciíVstup geometrie inštancieObjekt geometrie inštancieInštancia kolekcie alebo inštancie všetkých potomkov v kolekciiInštancia na prvkyInštancia na bodyInštancie vybraných kolekcií na aktívnej scéneVykonaná inštancia kolekcieVytvorené inštancie objektovVzor inštancieInštancieInštancie sú ignorovanéInštancie ako vrstvyInštancie vo vstupnej geometrii sa ignorujúPočet inštancií '%d' nezodpovedá veľkosti transformácií '%d'Inštancie objektov alebo kolekciíInštancia na bodyInštancie pre konvertovanie na bodyJednotlivé inštancie na rotáciuIndividuálna zmena mierky inštanciíInštancie pre individuálnu transformáciuInštancie pre individuálne premiestnenieInštancií: {}Vytvorenie inštancieVytvorenie inštancie objektov potomkov na všetkých plôškachVytvorenie inštancia objektov potomkov na všetkých vrcholochVytvorenie inštancie kolekcií ako prázdne, namiesto ich prepojenia s aktuálnou vrstvou zobrazeniaVytvorenie inštancie ID údajov objektu (t. j. vytvorenie objektov pre nich, ak je to potrebné)Okamžite otočí kameru o pevný uhol namiesto plynulej rotácieNamiesto farby podľa štetca je farba zdieľaná medzi štetcamiNamiesto vstupných snímok pre jednotlivé štetce je hodnota zdieľaná všetkými štetcamiNamiesto veľkosti jednotlivých štetcov je veľkosť spoločná pre všetky štetceNamiesto sily podľa štetca je sila zdieľaná medzi štetcamiNamiesto váhy podľa štetca je váha zdieľaná medzi štetcamiNamiesto výberu stlačením myši počkajte, či sa neobjaví udalosť ťahania. Inak vyberte uvoľnením myšiCelé číslo2D celé čísloCelé číslo 8bitCelé číslo64-bitové celé čísloPole celých číselAtribút celého číslaHodnota atribútu celého číslaCeločíselné poleCeločíselná matematikaZásuvka uzla celého číslaRozhranie zásuvky uzla celého číslaCeločíselná hodnotaVektor celého číslaZásuvka celého čísla pre uzolCeločíselné súradnice pixelaHodnota celého čísla v atribúte geometrieZačleniťZačlení deformácie z tohto vstupu modifikátorov súradnicami zo zásobníka povrchovej siete (užitočné pre kľúčové tvary)IntegráciaSchéma integrácieTyp integráciePredvoľby integrátoraZistená binárna súprava Intel. Očakávajte znížený výkon.Zintenzívniť detailyIntenzitaIntenzita vibrácií hmatov v rozsahu od 0,0 do 1,0Intenzita šumuIntenzita lesklej vrstvy, ktorá simuluje veľmi malé vlákna na povrchuIntenzita medailónu, ktorý sa objavuje pri pohybePolomer vplyvuOkruh pôsobnosti je faktor štvornásobnej veľkosti častícInteraktívna navigáciaInteraktívna konzola jazyka PythonInteraktívna programová konzola pre pokročilé úpravy a vývoj skriptovInteraktívne pridá objektInteraktívne zmeniť aktuálne číslo snímkyInteraktívne definuje rozsah snímky použitej na prehrávanieInteraktívne lietanie okolo scényInteraktívna navigácia okolo scény (používa predvoľby režimu (chôdza/lietanie))Interaktívne zameria kamery a svetlá na polohu (Ctrl presúva)Interaktívne nastavenie aktuálnej snímky a hodnoty kurzoraInteraktívna chôdza okolo scényInteraktívna chôdza alebo voľnú navigáciu okolo scényZachytiťRozhraniePísmo rozhraniaDeklarácia rozhrania pre tento strom uzlovŠírka vnútorného pásuVnútorný polomerPrekladanéTyp prekladaniaPrekladanéInterneInterné atribútyVnútorná chyba – blok údajov animácie je neplatnýInterná chyba: pole hrán má nesprávnu veľkosť: %u namiesto %uInterná chyba: pole plôšok má nesprávnu veľkosť: %u namiesto %uInterná chyba: pole slučiek má nesprávnu veľkosť: %u namiesto %uVlastné trenieInterný súbor IESInterné linkyVnútorná maximálna odchýlka pružinyVnútorná maximálna dĺžka pružinyVnútorné pružinyVnútorná skupina pružín vrcholovInterná schránka nemá žiadnu pózuInterná schránka je prázdnaInterná schránka nie je z materiáluInterná schránka nie je z režimu pózyInterná chyba!Vnútorná chyba, neznámy stav!{:s}Interné pripojenia vstupov a výstupov pre útlmInterný vlastníkInterná chyba knižnice póz, zrušenie operátoraInterný skript tieňovača pre definovanie tieňovačaInterné použitie (upraví vlastnosť Cesta údajov)Interne prekreslí orámovanie obrázka, aby sa predišlo efektu vytrácania v priestore obrazovkyNa inštaláciu a online aktualizáciu rozšírení je potrebný prístup na internet. Na inštaláciu rozšírení z internetu je potrebný prístup na internet.Internet:Medziočná vzdialenosťInterpoláciaInterpolácia kriviekInterpoluje ťah Grease Pencil medzi snímkamiInterpolovať krivky vlasovInterpolácia dĺžkyInterpolovať počet bodovPolomer interpolácieInterpolácia tvaruInterpoluje všetky zdrojové hrany dotknuté premietnutím prvej cieľovej vedľa svojho vlastnej normály (z vrcholov)Interpoluje všetky zdrojové polygóny pretínajúce premietanie jedného cieľa mimo jeho vlastnej normályInterpolácia medzi snímkami 2×2Interpoluje medzi snímkami Akcia štart a koniec použitím posuvníka Čas hodnotenia namiesto Cieľového objektu/kostiInterpoluje medzi novými a pôvodnými normálamiInterpolácia medzi pôvodnými a novými normálamiInterpolujte vlasy použitím Drážky ohybuInterpolujte nové častice z existujúcichInterpoluje pixely použitím vybraného filtraInterpoluje dosahy vybraných bodovInterpolácia atribútu z rohov zasiahnutej plôškyInterpoluje náklon vybraných bodovInterpoluje váhu vybraných bodovInterpólovanéInterpolácie medzi akčnými snímkami Štart a KoniecInterpoluje existujúce vlastné normály do výslednej povrchovej sieteInterpoluje existujúce vodiace krivky na povrchovej sietiInterpoláciaInterpolácia krivkyInterpolácia dopaduInterpolácia vodeniaInterpolácia NáklonTyp interpolácieInterpolácia typu UInterpolácia typu VInterpolácia typu WInterpolácia UFaktor interpolácie medzi aktuálnou váhou štetca a váhami kľúčovSpätná väzba interpolácie pre snímané animácie, keď vlastnosť nie je kľúčovanáMetóda interpolácieMetóda interpolácie použitá pre segment F-krivky od tejto kľúčovej snímky až po ďalšiu kľúčovú snímkuMetóda interpolácie použitá pre objemy dymu/ohňaMetóda interpolácie na použitie pre zväzky dymu/ohňa v plnom režimeMetóda interpolácie použitej pre objemyMetóda interpolácie na použitie pre objemy v pevnom režimeMetóda interpolácie pre budúce použitie 'interpolácie sekvencie' je spustenáRežim interpolácie použitý pre prvú kľúčovú snímku na novo pridanej F-krivke (následné kľúčové snímky berú interpoláciu z predchádzajúcej kľúčovej snímky)Interpolácia na použitie pre medzipixelové posuny a rotácie v dôsledku stabilizácieTyp interpolácie pre absolútne kľúčové tvaryInterpolácia:PretínajúceUzol PriesečníkPretne existujúci výberVybrané pretnutia cez nevybrané plôškyPretínajúce sa hranyPriesečníkLen priesečníkPriorita priesečníkaTyp priesečníkaPriesečník s obrysomPriesečník vytvorený touto kolekciou bude mať túto hodnotu maskyLen prienikPriesečníkyInterval medzi nástrekmi pre sprejInterval časového posunu pri teleportácii v navigačnom režimeZavedie chvenie/náhodnosti do ťahovPri skreslení dochádza k chveniu, ktoré môže byť rýchlejšie, ale môže vytvárať zrnité alebo zašumené výsledkyNeplatnéNeplatná chyba kontextuNeplatná vzdialenosťNeplatný vstupNeplatná vstupná chybaNeplatný výstupný odkazBol zadaný neplatný rozsah indexu UDIMNeplatné UID pre starú akciuNeplatná UV mapa: UV ostrovy sa nesmú prekrývaťNájdená neplatná kotva ('%s'), potrebná na vytvorenie prepisu knižnice z bloku údajov '%s'Neplatný objekt klietky, klietka povrchovej siete musí mať rovnaký počet plôšok ako aktívny objektNesprávny index palety farieb: %dNeplatný kontextNeplatný kontext pre sústavu kľúčovaniaNeplatný kontext: "%s", %sNeplatný graf zásobZistené neplatné údaje o plôške pre povrchovú sieť '%s'. Bude použitá automatická oprava, ale niektoré údaje budú s najväčšou pravdepodobnosťou stratenéNeplatný špecifikátor formátu pre reťazec: "{}"Neplatný špecifikátor formátu: "{}"Neplatný formát: "{}"Neplatný rozsah snímok (%d - %d)Neplatný rozsah snímky (%d - %d). Počiatočná snímka je väčšia ako koncová snímkaNeplatný celkový počet snímokNeplatné záhlavieNájdený neplatný koreň hierarchie ('%s'), potrebný na vytvorenie prepisu knižnice z bloku údajov '%s'Neplatný identifikátor: "{}"Neplatný index %d pre segmenty ohybu kostí v '%s'!Neplatná povrchová sieť; viac informácií na konzoleNeplatný objekt: overiť cestu k objektuNeplatná stará/nová dvojica akcií ('%s' / '%s')Neplatný starý/nový pár ID ('%s' / '%s')Neplatný pôvodný index modifikátora "%d"Nesprávny identifikátor panelaNeplatná šablóna cesty v uzle Výstupný súbor. Preskočenie zápisu súboru.Neplatný regulárny výraz (hľadať): {:s}Neplatný regulárny výraz (nahradiť): {:s}Neplatné rozlíšenieNeplatný výber oblasti snímky obrazovkyNeplatný výber poradiaNesprávny názov zásuvky '%s': názov nesmie byť prázdny.Neplatné UV povrchy na krivkách {}Neplatný cieľ %r (musí byť 'KOSTRA' alebo 'OBJEKT')Neplatné cieľové nastaveniaNeplatný cieľ!Neplatná transformácia pre mriežky objemuNeplatný názov premennej, kliknite tu pre podrobnostiNeplatný index skupiny vrcholovNeplatný index vrcholu %d (očakáva sa v rozsahu 0 až %d)Neplatná/nenastavená osInverziaInverzná zarážkaInverzná farbaInvertovať ziskInvertovať gamaInverzná kinematikaInvertovať nárastInverzná matricaInvertovať posuvInverzná rodičovská matricaInvertovať výkonInverzný kvadratickýInverzná mierkaInvertovať sklonInverzný tlak vyhladeniaRežim inverzie druhej odmocninyInverzný štvorcový dopadModel inverzie vdialenostiInverzný model vzdialenosti so zarážkouInverzná matrica transformácie rodičovskej vrstvyInverzia matrice rodičovských objektov v čase rodičovstvaInvertuje výber (prepíše 'vybrať všetko', ak je pravdivé)Režim inverzieInvertovaťInvertovať alfaInverzný oblúkInvertovať kolekciuFiltrovať inverznú kolekciuInvertovať farbuInvertovať vyradenéInvertovať zakrivenieInverzné premiestneniePrevrátiť zoradenie expozičného hárkuInverzný dopadInvertovať mriežkuInvertovať vrstvuPrechod inverznou vrstvouInvertovať materiálPrechod inverzie materiáluInvertovať matricuInvertovať posunInvertovať os posunuInvertovať odstup osí (X)Invertovať tlak hustotyInvertovať tlak tokuInvertovať tlak tvrdostiInvertovať tlak pre mokrú zmesInvertovať tlak stálosti za mokraInvertuje hodnoty RGBInvertovať rolovanie osí (Z)Invertovať rotáciuInverzná rotáciaInvertovať výberInverzné filtrovanie siluetyInvertovať striekanieInvertovať nevybranéInvertovať skupinu vrcholovInvertovať váhy AInvertovať váhy BObrátený smer kolieska priblíženiaInvertovať XInvertovať os XInvertovať YInvertovať os YInvertovať vychýlenie osí (X)Invertovať ZInvertovať os ZInvertovať smer približovaniaInvertuje farbu a vytvára negatívnu farbuInvertovať akciu počas trvania ťahuInvertovať akciu štetca po dobu trvania ťahuInvertuje váhy aktívnej skupiny vrcholovInvertovať dotknuté normályInvertuje všetky hodnoty alfa v obrázkuInvertovať alfa kanálInvertuje a nakreslí opačný oblúkInvertovať modrý kanálInvertuje farbu, vytvára negatívInvertuje cieľový ťah tak, aby sa zhodoval začiatok a koniec so zdrojovým ťahomInvertovať existujúci výberFiltrovanie značky inverznej plôškyInvertovať filter vyhľadávaniaInvertuje filtrovanie (zobrazí skryté položky a naopak)Invertovať zelený kanálInvertuje obrazové kanályFilter inverzie vrstvyFilter prechodu inverznej vrstvyInvertuje zámky všetkých skupín vrcholov aktívneho objektuInvertuje zámky vybraných skupín vrcholov aktívneho objektuInvertuje zámky nevybraných skupín vrcholov aktívneho objektuInvertovať maskuFilter inverzie materiáluFilter prechodu inverzie materiáluInvertuje normály pre objekty so zápornou mierkou.Invertuje výstupné hodnoty váhyInvertuje pripnutie výberu namiesto jeho nastaveniaInvertovať červený kanálInvertuje výber všetkých prvkovPrevráti poradie zoradenia kanálov expozičného hárkuInvertovanie hodnôt zdrojovej skupiny vrcholovInverzná stabilizácia na opätovné zavedenie pohybu do obrázkuInvertuje polohu XInvertovať X rotáciuInvertuje polohu YInvertovať Y rotáciuInvertuje polohu ZInvertovať Z rotáciuInvertuje os pohybu myši pre priblíženieInvertuje mapovanie nerovností vtlačením smerom do povrchu namiesto vonInvertuje zakrivenia predĺženia ťahuInvertovať rozšírenie aktívnych prvkovObráti smerovanie plôškyInvertuje smer vytrácania lineárneho mapovaniaInvertovať farbu ziskuInvertovať farbu gamaInvertovať vygenerovanú maskuInvertuje vplyv skupiny vrcholov AInvertuje vplyv skupiny vrcholov BInvertovať farbu nárastuInvertovať stav zamknutia všetkých skupín vrcholovInvertovať maskuInvertuje masku čierna/bielaInvertuje moduláciu hustoty tlakuInvertuje moduláciu tlaku pre tokInvertuje moduláciu tlaku pre tvrdosťInvertuje moduláciu tlaku pre mokrú zmesInvertuje moduláciu tlaku stálosti za mokraInvertovať vstup myšiInvertovať filter stavu objektuInvertovať farbu posuvuInvertovať farbu výkonuPrevráti výslednú váhu dopaduInvertovať uhol rotácieInvertovať farbu sklonuInvertuje mapu smeru striekaniaInvertovať vrstvu šablónyPrevráti vplyv skupiny vrcholovInvertuje viditeľnosť všetkých vrcholovInvertuje váhu aktívnej skupiny vrcholovPrevrátiť zoškrabanie alebo vyplnenieInvertuje vplyv skupiny vrcholovInvertovať vplyv skupiny vrcholov (len odbúraných)Prevráti vplyv masky skupiny vrcholovInvertuje váhu skupín vrcholovInvertovať kolekciu viditeľnosti (zastarané)Invertuje, čo sa považuje za objekt a čo niePrevrátenéInvertovaná maska dutinyInvertovateľnéVyvolanéVyvolá všetkých nakonfigurovaných exportérov pre všetky kolekcieVyvolá všetkých nakonfigurovaných exportérov pre túto kolekciuVyvolá operáciu exportuVnútri komponentu sily vrcholuIris (.rgb)ŽelezoVyžarovanie textúry Atlasu nemohlo byť vytvorenéVeľkosť bloku vyžarovaniaVeľkosť viditeľnosti vyžarovaniaJe aktívnaJe archívnaJe atribútJe zarovnaná osJe zapečenéJe lúčom kameryJe ovládača ZámerJe ovládač stlačenýSú údajeJe lúčom rozptyluJe hrana okrajomJe hrana voľnáJe hrana vyvinutáJe hrana vyhladenáJe upraviteľnéJe režim editácieJe PrázdneVyhodnocuje saJe plôška rovinnáJe plôška vyhladenáJe použitá spätná väzbaVyplnenie je viditeľnéJe na pohyblivej čiarkeJe dlaždica vygenerovanáJe lúčom odleskuJe Grease PencilJe HDRJe skrytéJe zásahJe v hierarchiiJe nepriamyJe kontrola výstupuJe inštanciaRozhranie je uzamknutéJe internýJe akcia vrstvenáJe akcia zdedenáNačítava saJe miestny prepisJe inštalácia obchodu Microsoft StoreJe názov platnýJe otvorenéJe ortografickáJe výstupJe prepínačom paneluJe perspektívneJe pripnutéJe rovinnáJe portálJe lúčom odrazuJe požadovanéJe sekvenciaJe lúčom tieňaJe jednotlivý lúčJe drážka cyklickáJe vláknoJe počiatočný ťahŤah je viditeľnýJe systém prepísanýJe dlaždicaJe lúčom prestupuJe UV rozdelenieJe platnéJe posuv platnýJe záberJe lúčom rozptylu objemuJe označené stlmenie aktuálnej snímkyJe súčasťou reťaze IKJe konfliktný názov AOVJe tento identifikačný blok prepojený nepriamoJe to platný názov pre premennú ovládačaJe táto obrazová dlaždica vygenerovanáTáto položka priradenia klávesy je upravená užívateľomTáto položka priradenia klávesy je definovaná užívateľom (nie je len náhrada položky zostavy)OstrovčekPočet ostrovovIndex ostrovovOkraje ostrovovVýber ostrovovOstrov zostávajúci na mieste pri zošívaní ostrovovPresné ostrovyIzolovaťIzolovať akciuIzolovať údaje viacerých užívateľovIzoluje vybrané kosti do oddelenej armatúryIzometrickyNemôže byť rezervovaným kľúčovým slovom v jazyku PythonNemôže zostať prázdneNemôže obsahovať bodky (napr. "a.dot")Nemôže obsahovať medzery (napr. "a space")Nemôže obsahovať špeciálne (nealfabetické/číselné) znakyNemôže začínať číslomNemôže začínať špeciálnym znakom vrátane "$", "@", "!", "~", "+", "-", "_", "." alebo " "Taliansky - ItalianoŠikméUhol zošikmenia znakovPoložkaFormát položkyIdentifikátor položkyTyp položkyPoložka nemá žiadnych užívateľov a bude odstránenáPoložka nemá žiadnych užívateľov a bude odstránená. Kliknite na ochranu pred odstránenímPoložka priradenia klávesPoložka v rozhraní stromu uzlovPoložka nie je chránená pred odstránenímPoložka je chránená pred odstránenímPoložka, ktorá sa má skopírovať do tohto rozhrania, je nepodporovaného typu zásuvkyPoložkyRozšírené položkyPoložky nenájdenéPoložky v mape akcií, ktoré mapujú udalosť XR na operátora, pózu alebo hmatový výstupPoložky priradenia klávesy, prepojenie operátora so vstupnými udalosťamiPoložky v rozhraní uzlaPoložky na paneli uzlovOpakovanieIndex opakovania, ktorý sa používa v kontrolných funkciách, ako je uzol prehliadača alebo kontrola zásuvkyOpakovaniaVstupné opakovania musia mať konštantnú hodnotuOpakovania: {:d} .. {:d} (priemer {:d})Opakovaná procedúra nedáva zbiehavosťJ2KJP2JPEGJPEG (.jpg)JPEG 2000 (.jp2)JPEG formát (.jpg)Kvalita JPEGJPEG kvalita obrázkov náhradyStratová kompresia podobná JPEG na 256 riadkových obrazových blokochStratová kompresia podobná JPEG na 32 riadkových obrazových blokochJPEG2000Japonsky - 日本語ChvenieChvenie kameryRoztrasená kľúčová snímkaVybraná roztrasená kľúčová snímkaChvenie tlakomJednotka chveniaFarba štetca chveniaChvením pozície kamery vytvoríte presné rozostrenie použitím snímok prekreslenia (len pre finálne prekresľovanie)Faktor chvenia polomeru štetca pre nové ťahyChvenie v priestore obrazovky alebo relatívne k veľkosti štetcaChvenie polohy štetca pri vyfarbovaní v pixelochChvenie polohy štetca pri maľovaníRoztraseneChvejúce sa tieneChvejúce sa tiene (záber)Množstvo chveniaChvenie nastáva v priestore obrazovky, v pixelochChveniu nastáva relatívne k veľkosti štetcaSpojiťSpojiť oblastiPripojiť k balíkuPripojiť doleSpojiť geometriuUzol Spojiť geometriuPripojiť vľavoPripojiť uzly v snímkeSpojí vzorky palietPripojiť vpravoPripojiť reťazceSpojiť ťahySpojiť trojuholníkyPripojiť horeSpojí koncové body krivky, ak sa zistí prekrývanie riadiacich bodov (ak je zakázané, žiadne krivky nebudú cyklické)Spojenie skupín vrstiev Grease Pencil do jednejSpojí viacero balíkov dohromadyPrepojí vybrané oblasti do nového oknaSpojí vybrané objekty s aktívnym objektomSpojí vybrané ťahy do jednej výplne, aby sa vytvorili dieryPrepojí vybrané stopySpojí posledný nakreslený ťah s predchádzajúcimi ťahmi v aktívnej vrstve podľa vzdialenostiPrepojí sa k novej povrchovej sieti ako oddelená geometria bez vykonávania akejkoľvek booleovskej operácieSpojí vybrané ťahy do jedného ťahuPrepojí dva krivky na vybraných koncochVýsledok prepojenia %d vrcholov, limit je %ldPrepojiť yKĺbyKĺby:%s/%s | Kosti:%s/%sSkočiťVýška skokuRýchlosť skokuJednotka skokuSkočiť späť v časePreskakovať po snímkachPreskakovať po sekundáchSkočí kurzorom na riadokPreskočí dopredu/dozadu o určitý počet snímok alebo sekúndPreskočiť na číslo riadkuSkočí na inú kartu v editore vlastnostíSkočí na súbor pre textový editorSkočiť na koniec aktuálnej dráhySkočí na prvú/poslednú snímku rozsahu snímkySkočí na ďalšiu zlyhanú snímkuSkočí na predošlú zlyhanú snímkuSkočí na predošlú/nasledujúcu kľúčovú snímkuSkočí na predošlú/nasledujúcu značkuSkočí na špeciálnu snímkuSkočiť na začiatok aktuálnej dráhySkočí na poslednú snímku rozsahu snímkySkok v režime chôdzePridáva len rozpätie, pričom sa ignoruje akákoľvek mierka UVZaplniťK0K1K2K3K4KHR_materials_variants_uiKompresia KTX2PonechaťZachovať bod ukotveniaZachovať animáciuZachovať osiZachovať okrajeZachovať uzáveryZachovať napojenéZachovať kontúruZachovať rohyZachovať rohy, spojeniaZachovať rohy, spojenia, konkávneZachovať existujúcuZachovať hierarchiuZachovať vstupyPonechať posledný segmentZachovať dĺžkyZachovať slučkuZachovať modifikátorZachovať pomenované uzlyZachovať normályZachovať posuvPonechať otvorenéZachovať pôvodnéZachovať rozsahZachovať koreňZachovať tvarZachovať ostréZachovať ostré hranyZachovať osamotenéZachovať povrchZachovať transformáciuZachová UV a upraví režim výberu povrchovej siete podľa synchronizácieZachovať užívateľské rozhranieZachovať transformáciu svetaUchová zálohu (.blend1) verziu súborov pri ukladaní s vymazaním náhľadovUchová záložnú (.blend1) verziu súborov pri ukladaní použitím vygenerovaných náhľadovZachovať všetky aktuálne veľkosti textúrZachová rovnomernú hrúbku rozloženia kópiíZachová efekt maľovania počas stlačeného tlačidla myši (sprej)Ponechať uzly potomkovZachová existujúce zarovnanie záhlaviaZachová snímku bez zmeny v časeZachová prechod cez iné kŕdleZachová viditeľnosť manipulačného prvku, aj keď uzol nie je vybranýUchováva materiál pridelený k štetcuZachovať nevyvinuté okraje vstupnej siete na mieste tým, že sa tam vyhnete duálnej transformáciiZachová len snímky nad snímkou 0Zachová pôvodný súbor po skopírovaní do konfiguračného priečinkaZachová pôvodné objekty namiesto ich nahradeniaZachová pôvodné ťahy a vytvorí kópiu pred premietanímAk je to možné, zachová pôvodné súbory textúr. VAROVANIE: ak použijete viac ako jednu textúru, pričom štandard pbr vyžaduje iba jednu, použije sa iba jedna textúra. To môže viesť k neočakávaným výsledkomZachová pôvodné stopyZachová konštantnú dĺžku dráhyZachová dráhy pretínajúce emitorUchovávanie údajov prekreslenia pre rýchlejšie opakované prekresľovanie a prekresľovanie animácií za cenu zvýšeného využitia pamäteZachová kľúčové korene neupravenéZachová ostré hrany, ako sú vypočítané pre predvolené vlastné normály, namiesto nastavenia jednej váhovej normály pre každý vrcholZachová konštantnú veľkosť normál vo vzťahu k 3D zobrazeniuPri vkladaní zachová posuv pásu vzhľadom na aktuálnu snímkuUdržuje štetec ukotvený na počiatočnom miesteUzávery nechá tak, ako sú a pri vymazávaní ich nevyrovnávaPonechá uzly potomkov skupiny a odstráni len samotnú skupinuVypočítanú mapu si zachová a vynechá ju, ak sa nezmení geometria povrchovej sieteZachová aktuálne zobrazený blok údajovZachová vstupné prepojenia na kópie uzlovPočas prekreslenia zachová kvapalné objekty viditeľnéPonechať modifikátor na konci zoznamuZachováva pôvodnú prichádzajúcu geometriu a spojí ju s geometriou inštancieZachová pôvodnú prichádzajúcu geometriu a spojí ju s rozptýlenou geometriouPonechá časť mriežky, ktorá je spoločná pre všetky operandyZachová časť povrchovej siete, ktorá je spoločná medzi všetkými operandamiZachová polohu posledného segmentu v pevnej reťazi IKZachová dymové objekty viditeľné počas prekresleniaZachováva konštantnú dĺžku textúry bez ohľadu na dĺžku každého ťahuZachová hodnoty aktívnej skupiny pri normalizácii ostatnýchZachová transformáciu sveta ťahov zo schránky bez zmenyZachová cik-cak "šum" v počiatočnom reťazeníZachová trojuholníkové plôšky, ktoré sú výsledkom zdecimovania (len odbúraných)Pri mazaní zachová vrcholy priradené aspoň ku jednej skupineZachová nepriehľadnosť objemu a rovnaké detaily bez ohľadu na mierku objektuZachovanie modifikátorov zvýši počet polygónov pri návrate do režimu objektuZachová konštantný odtieňStupne KelvinaJadroTyp údajov jadraOptimalizácia jadraPolomer jadraJadrá je možné optimalizovať na základe obsahu scény. Optimalizované jadrá sa vyžadujú na začiatku prekresľovania. Ak optimalizované jadrá nie sú k dispozícii, prekresľovanie bude pokračovať pomocou generických jadier, kým nebude optimalizovaná sústava k dispozícii v zásobníku. To môže mať za následok ďalšie využitie CPU na krátku dobu (desiatky sekúnd)Zhustenie znakovKľúčKľúčKľúč %dKľúč všetkých kostíBloky kľúčovKľúčová farbaKonfigurácia klávesKonfigurácia klávesKonfiguračný kľúčKľúčová snímkaPriradenie klávesyPoložka priradenia klávesPriradenia klávesUhlová kľúčová rýchlosťKonfigurácia klávesy, ktorá môže byť rozšírená o doplnky a je pridaná do aktívnej konfigurácie pri manipulácii s udalosťamiPoloha kľúčaPoloha kľúčových častíc v časeKľúčová poloha/rotácia/mierka, ako aj užívateľské vlastnostiKľúč namapovaný na konkrétnu snímku, ktorú možno presunúť na zmenu rýchlosti prehrávaniaPriradenia kláves nakonfigurované ako súčasť tejto konfigurácieKľúčová kvaterniónová rotáciaKľúčová rýchlosťNaviazanie klávesyPredvoľba konfigurácie klávesyKonfiguráciu klávesy '%s' nemožno odstrániťKonfigurácie klávesPriradenie klávesy "%s"(základné) musí byť užívateľské priradenie klávesyPriradenie klávesy "%s" (iné) musí byť doplnkové alebo aktívne priradenie klávesyPriradenie kláves "%s" sa nezhoduje s "%s"Položka priradenia klávesy "%s" nie je súčasťou priradenia klávesMapa kľúčov '%s' nebola nájdená v konfigurácii kľúčov '%s'Položky priradenia klávesVýsledok položky priradenia kláves môže byť nesprávny, pretože prebieha aktualizácia, zavolajte `context.window_manager.keyconfigs.update()`, aby ste sa uistili, že je možné nájsť zhody.Položka mapy kľúčov '%s' nebola nájdená v mape kľúčov '%s'Mapy kľúčov sa zhodujúPredvoľby klávesKlávesnicaKľúčovanáStav zaklinovaniaČasovanie kľúčovaniaCieľové častice sú platnéKľúčová snímkaKľúčová snímka APás animácie kľúčových snímokKľúčová snímka BOkraj kľúčovej snímkyOkraj vybranej kľúčovej snímkyVložiť potrebné kľúčové snímkyKoláč vloženia kľúčovej snímkyInterval kľúčovej snímkyČísla kľúčových snímokBody kľúčovej snímkyFaktor mierky kľúčovej snímkyVybraná kľúčová snímkaVýber kľúčovej snímkyKľúčová snímka z konečnej transformácie (s použitými vynúteniami)Kľúčová snímka nie je v F-krivkeVkladanie kľúčovej snímky je nedostupné pre Grease Pencil alebo režim maskyVkladanie kľúčovej snímky nie je k dispozícii pre režim maskyKľúčová snímka na nastavenieKľúčové snímkovanieStopy kľúčového snímkovaniaKľúčové snímkyPo kľúčovej snímkePred kľúčovou snímkouKľúčové snímky okolo kurzora, ktoré sme priblížiliKľúčovú snímku nemožno pridať do snímanej F-krivkyKľúčové snímkovanieNastavenie kľúčového snímkovaniaKľúčovanieKľúčovanie zacloneniaSústava kľúčovaniaNázov sústavy kľúčovaniaCesta sústavy kľúčovaniaCesty sústavy kľúčového snímkovania definujú nastavenia, ktoré spolu získajú kľúčové snímkySústava kľúčového snímkovania definuje konkrétne dráhy/nastavenia, ktoré majú byť kľúčovo snímkované (t. j. nie je závislý na kontexte informácie)Sústava kľúčovania neobsahuje žiadne cestySústavy kľúčovaniaVšetky sústavy kľúčovaniaSústava kľúčovania '%s' - úspešne pridaná %d kľúčovej snímkySústava kľúčovania '%s' sa nenašlaSústavu kľúčovania nemožno pridaťSústava kľúčovania zlyhala pre vloženie nejakých kľúčových snímokSústava kľúčovania zlyhala pre odstránenie nejakých kľúčových snímokSústava kľúčovania je aktívna, ktorá môžeNemožno pridať cestu sústavy kľúčovaniaCesta sústavy kľúčovania nemôže byť odstránenáCesty sád kľúčovaniaCesty sústavy kľúčovania nemôžu byť odstránenéSústava kľúčovaniaPriradenie klávesPriradenie klávesy je definované užívateľomKľúčeKrok kľúčaKhronos PBR NeutralKódovanie obrazu Khronos PBR Neutral pre zobrazenie sRGBKhronos PBR Neutral sRGBZabiť časticeZabije kolízne časticeKilogramyKilohertzKilometreKilometre za hodinuKilowattyKinematickáVynútenie kinematikyPotenciál kinetickej energie MaximumSkrútenieAmplitúda zakrúteniaFaktor amplitúdy zakrúteniaFrekvencia zakrúteniaFaktor frekvencie zakrúteniaTyp skrúteniaKirschDrakRežim spojaZnámy relatívny posuv pôvodného záberu, bude odpočítaný (napr. pre posúvanie záberu, môže byť animovaný)Kórejský - 한국어Kr derivát EpsilonKr derivát Epsilon pre výpočet sugestívneho obrysuKuwaharaKirkízsky - Кыргыз тилиKnižnica: %s: '%s' je priamo prepojený z '%s' (rodič '%s'), ale má neprepojiteľný typ údajovKnižnica: '%s': %s chýba z '%s', rodič '%s'KNIŽNICA: Súbor .blend %s sa zdá byť poškodený, pre prepojený blok údajov ‚%s‘ neboli nájdené žiadne údaje vlastníka 'Knižnice'. Skúste súbor uložiť znovu.KNIŽNICA: Súbor .blend %s sa zdá byť poškodený, pre zabalený prepojený blok údajov %s neboli nájdené žiadne údaje vlastníka 'Knižnice'. Skúste súbor uložiť znovu.Knižnica: Údaje sa týkajú hlavného .blend súboru: '%s' z %sKnižnica: objekt sa stratil zo scény: '%s'ĽTMLZWNápisVeľkosť písma nápisuVeľkosť nápisuOznačí uzly presmerovania na základe označenia pripojených uzlov presmerovaniaNápis na zobrazenie typu zásuvky v užívateľskom rozhraníNápis na zobrazenie typu zásuvky v užívateľskom rozhraníMedzerovitosťOkraj lambdaFaktor lambdaLambda faktorFaktor lambda pre okrajLambertiho a Oren-Nayarov rozptylový odrazLambertov rozptylový prenosLambertov emisný tieňovačSvietidloOsobný pozemný priestorSila prilepenia k zemiHladké pristátieOrientačný bodOvládače orientačných bodovOrientačný bodJazykID jazykaNázov jazykaNápis jazyka (napr. "Francúzština (Français)")Jazyk použitý na prekladJazykyJazyky na aktualizáciu v pracovnom úložiskuLaplaceLaplacianLaplacianova deformáciaModifikátor Laplacianova deformáciaModifikátor Laplacianovo vyhladenieVyhladí vybrané vrcholy algoritmom LaplacianLaplacianovaDeformaciaLaplacianovoVyhladenieObrovskéOd najväčšieho po najmenšíPoslednáIdentifikátor poslednej zásuvky akciePosledná snímkaPosledná hodnota QI rozsahu QIPosledná snímka použitej akciePosledná snímka použitej akciePosledná snímka časovej osi akciePosledná snímka segmentuPosledná snímka na prenosPosledná známa poloha pózy diváka (stred medzi očami) v priestore svetaPosledná známa rotácia pózy diváka (stred medzi očami) v priestore svetaPosledný vybraný prvokNaposledy vybrané neboli nájdenéObkrúca sa okolo osi, spracováva vstupnú povrchovú sieť ako profilMinimálna zemepisná šírkaMriežkaNováDeformovať mriežkuModifikátor drôtenej mriežkyBlok údajov drôtenej mriežky definujúci mriežku pre deformáciu iných objektovBlok údajov drôtenej mriežkyModifikátor deformácie drôtenej mriežkyObjekt mriežky na deformovanie sRozlíšenie mriežky v smere URozlíšenie mriežky v smere VRozlíšenie mriežky v smere WMriežka(y)Drôtené mriežkySpustí Blender bez režimu --offlineSpustené s „--offline-mode“, nemožno zmeniťVrstvaVrstva '%s' nebola nájdená v objekte '%s'Vrstva hornáVrstva dolnáKolekcia vrstievPočet vrstievSkupina vrstievSkupina vrstiev je uzamknutá alebo nie je viditeľnáSkupiny vrstievIndex vrstvyMapovanie vrstievRežim vrstvyObjekty vrstvyNeprehľadná vrstvaPrechod vrstvyVzorky vrstievVýber vrstvyKrok vrstvyVrstva váhyAktívna horná vrstvaVrstva už bola pridanáAktívna dolná vrstvaKolekcia vrstievPotomok Kolekcie vrstievVrstva vo viacvrstvovom obrázkuVrstva je už pridaná ako maskaVrstva je uzamknutá alebo neviditeľnáVrstva je vybratá pre editáciu v expozičnom hárkuNázov vrstvyVrstva sa nenašla v údajoch poznámokVrstva zásobníka, ktorá sa používa na načítanie alebo prepísanie údajov z prvej vrstvyVrstva farieb vrcholov v bloku údajov povrchovej sieteFilter prechodu vrstvyVrstvenéVrstvové nahrávanieVrstvyVrstvy odtieňovVrstvy ako inštancieVrstvy pre ovládače FKVrstvy pre voliteľné ovládače IK, ktoré majú byť naVrstvy, na ktorých sa majú nachádzať primárne ovládacie prvkyVrstvy pre sekundárne ovládacie prvky, na ktorých majú byťVrstvy, na ktorých majú byť ovládacie prvky ladeniaVrstvy zahrnuté do interpolácieVrstvy zásobníkaVrstvy použité ako hraniceVrstvy:%s | Snímky:%s | Ťahy:%s | Body:%sRozloženieV tomto kontexte nemožno použiť panely rozloženiaLenivé pripojenieLenivé pripojenie s ponukou ZásuvkaZmiešať lenivoLenivý zdroj!Lenivý cieľ!OlovoRiadiaci kľúč ako funkčnosť pre prístup k nástrojomVedenieListové voxelyKožaNechať tak, ako jePonechať v súčasnom staveZanechať orientáciu nezmenenúVľavoĽavé okoĽavý manipulátorPole ľavých manipulátorovPosuv ľavého manipulátoraVybratý ľavý manipulátorTyp ľavého manipulátoraĽavý kľúčĽavé susednéOrtografický zľavaPerspektívny zľavaStav výberu ľavého manipulátoraĽavé jednotné vektoryĽavý dolný roh oblasti vyhľadávania v normalizovaných súradniciach vo vzťahu k značke polohyVľavo/VpravoPosuv snímky naľavo od pravého manipulátora konca obsahu pásuNohaStaršie doplnkyZastaralé doplnkyZastaralé správanieTyp staršieho výpočtového zariadeniaZdedený šumZdediť normáluPrepísať staršieCieľová cesta staršíchZdedené vynútenie snímania náchylné na otáčanie artefaktovStarší jedinečný identifikátor typu uzla, nadbytočný s vlastnosťou bl_idnameStaršie vrstvy farieb vrcholov. Zastaralé, namiesto toho používajte atribúty farieb.Zákonné práva a podmienky pre modelDĺžkaPriemerná dĺžkaFaktor dĺžkyRežim dĺžkyModifikátor dĺžkyJednotka dĺžkyVáha dĺžkyDĺžka v pokojovej poloheDĺžka v geometrickom priestoreDĺžka v pomere k dĺžke ťahuDĺžka ADĺžka čiarkovaného cyklu rozmeraná na snímkach ťahuDĺžka dráh potomkovDĺžka zobrazenia dráhy, v snímkachDĺžka každej krivkyDĺžka každej krivky, ktorá sa má zvinúťDĺžka každej snímkyDĺžka každej jednotlivej hranyDĺžka každého segmentuDĺžka hrany v 3D priestoreDĺžka prvého manipulátora bézierovej krivky (iba pre ohyb kostí)Dĺžka novo pridaných kriviek, ak nie sú interpolované z iných kriviekDĺžka lúčov definuje, ako ďaleko od iných plôšok dáva efekt pohlcovaniaDĺžka indexov zmeny poradia musí byť rovnaká ako počet kriviekDĺžka druhého manipulátora bézierovej krivky (iba pre ohyb kostí)Dĺžka veľkostí musí byť rovnaká ako veľkosť výberuDĺžka 1. čiarky 1 pre prerušované čiaryDĺžka 1. čiarky pre delenieDĺžka 1. medzery pre prerušované čiaryDĺžka 1. medzery pre delenieDĺžka 2. čiarky pre prerušované čiaryDĺžka 2. čiarky pre delenieDĺžka 2. medzery pre prerušované čiaryDĺžka 2. medzery pre delenieDĺžka 3. čiarky pre prerušované čiaryDĺžka 3. čiarky pre delenieDĺžka 3. medzery pre prerušované čiaryDĺžka 3. škáry pre delenieDĺžka oblúkaDĺžka kostiDĺžka kosti. Zmena posúva koniec chvosta.Dĺžka hĺbky pridanej v lokálnom smere Z pozdĺž krivky, kolmo na jeho normályDĺžka povievania na konci vrkočaDĺžka vygenerovaných kriviek vlasovDĺžka vlasovDĺžka línie hlavyDĺžka línie chvostaDĺžka pásu v snímkach od ľavého manipulátora po pravý manipulátorDĺžka pásu v snímkach alebo dĺžka každého pásu, ak je pridaných viacero pásovDĺžka základného zdrojového pásu v snímkach, bez manipulátorovDĺžka hrotu na odstránenieDĺžka prispôsobená poľuDĺžka na vytvorenie bézierových manipulátorov vybraných kľúčových snímokLennard-JonesVplyv efektora Lennard-JonesObjektívSkreslenie objektívuSkreslenie objektívomJednotky objektívuOhnisková vzdialenosť objektívu (mm)MenejMenšie nežRežim Menšie nežMenej alebo rovnéMenej ako 90° limit uhla použitého v tónovom rozsahuPonechá rozplynutie dymu v priebehu časuNechá ovládač určiť hodnotu tejto vlastnostiDovolí emitoru objektovej orientácie dať častici počiatočnú rýchlosťNechajte myš sa motať okolo hraníc zobrazenia, aby pohyby myši neboli limitované veľkosťou obrazovky (používa sa pri transformácii, pretiahnutí ovládacích prvkov užívateľského rozhrania atď.)Dovolí objektu dať častici počiatočnú rýchlosťDovolí normále povrchu dať častici počiatočnú rýchlosťDovolí dotyčnici povrchu dať častici počiatočnú rýchlosťDovolí cieľovej častici dať častici počiatočnú rýchlosťPonechá pretečenie textu mimo textové poleDovolí vektoru polohy cieľovej častice dať častici počiatočnú rýchlosťÚroveňKoniec úrovneNastavenie úrovneŠtart úrovneÚroveň detailu v pridaní turbulentného šumuÚroveň vyhladenia na dráhe zvinutia vrátane variácie tvaruÚroveň rozdeleniaSústava úrovní reprezentujúcej kvapalinuSústava úrovní reprezentujúca prítokSústava úrovní reprezentujúca prekážkySústava úrovní reprezentujúca odtokÚrovneÚrovne záberuZnovu načítanie knižnice: znovu načítaním nejakého starého blok údajov '%s' zlyhalo nahradenie všetkých referencií, starý (%d zostávajúcich užívateľov) sa musel zachovať a bol premenovaný na '%s'KnižniceKnižnicaKnižnica "%s" potrebuje opätovnú synchronizáciu prepisovKnižnica '%s' ('%s') je archívnym úložiskom pre zbalené údaje, ale nemá žiadnu skutočnú nadradenú knižnicu.Knižnica '%s' je poškodená, obsahuje neplatné názvy ID. To môže spôsobiť chýbajúce prepojené údaje.Knižnica '%s' bola vytvorená budúcou verziou Blenderu a obsahuje názvy ID dlhšie, ako je v súčasnosti podporované. Môže to spôsobiť chýbajúce prepojené údaje, zvážte otvorenie a opätovné uloženie tejto knižnice s aktuálnou verziou Blenderu.Knižnica '%s', '%s' mala viac inštancií. Uložiť a znova načítať!Knižnica (údaje objektu)Odkaz na knižnicu (blend-súboru) v údajoch BlendImportContext. V súčasnosti vystavené len ako údaje len na čítanie pre obslužné programy pred/po blendimportePrehliadač knižnícUpraviteľná knižnicaIdentifikácia knižnice %s v knižnici %s, toto by sa nemalo stať!Identifikátor knižnice %s sa nenašiel na očakávanej ceste %s!ID knižnice predstavujúce blend-súbor, z ktorého bol ID importovaný. Žiadne, kým sa ID neprepojí alebo nepripojíNázov knižniceOperácia knižnicePrepisovateľná knižnicaID prepisu knižnicePrepis knižniceOperácia prepisu knižniceOperácia Riešenie problémov prepisu knižniceRežim zobrazenia prepisu knižnicePrepisy knižniceKnižnica prepisov potrebuje opätovnú synchronizáciuCesta ku knižniciKnižnica Slabá referenciaBlok údajov knižnícDatabáza knižnice s ukazovateľom bloku údajov nulovej knižnice!Prepojenie súboru knižnice na blok údajovSúbor knižnice, načítanie prázdnej scényID prepisu knižnice, ktorý sa používa ako koreň hierarchie prepisov, ktorého je toto ID členomÚdaje prepisu knižniceBlok údajov prepisu knižnice iba podporuje úložisko zásobníka diskuPrepis knižnicu prepojeného bloku údajov, kliknutím vytvoríte úplne lokálny, Shift + klik vymaže prepis knižnice a prepne ju na možnú úpravuŠablóny prepisov knižníc boli odstránené: odstránenie všetkých údajov prepisov z bloku údajov '%s'Cesta knižnice '%s' neexistuje. Opravte to pred uloženímCesta knižnice '%s' je teraz platná. Obnovte knižnicuCesta ku knižnici sa nedá upravovať, použite operáciu PremiestniťKnižnica na znovu načítanieKnižnica na premiestnenieLicenciaS licenciou pod GNU General Public LicenseŽivotnosťČas životaFaktor času životnostiŽivotnosť častícŽivotnosťNáhodnosť životnostiTrvanie zvlnenia v snímkach, nula znamená nekonečnáNárastSila zdvihuNárast/Gama/ZiskSvetloPlošnéAutomatickySpätnáSnímanie emisiePrednáSpredu a zozaduSvetloSnímacSvetlaZachytený materiálNovéNie jeRovinaBodovéIntenzitaSféraSmerovéSilaŠtúdioSlnečnéTypPoužiť teplotuObjemSvetPrispôsobenie svetlaUhol svetla: %.3fFarby svetlaObrys svetlaSmer svetlaDopad svetlaSkupina svetlaSkupiny svetlaMierka intenzity svetlaPrepojenie svetlaŠpeciálne prepojenie svetlaPrepojenie svetla pre %sObjekt svetlaVýstup svetlaDráha svetlaDráhy svetlaSvetelný výkon: %.3fSnímač svetlaSnímač svetla objemuSnímač svetla objemu Vyradenia zadných plôšokBlok údajov snímača svetla na zachytenie svetla objektovBloky údajov svetelného snímačaSnímač(e) svetlaSnímač svetlaNádrž objemu snímačov svetlaPolomer svetla: %.3fReferenčné svetloPrah snímania svetlaVeľkosť svetla X: %.3fVeľkosť svetla Y: %.3fVeľkosť svetla: %.3fPrah svetlaStrom svetlaTyp svetlaFarba svetlaTeplota farby svetla v kelvinochBlok údajov svetla pre osvetlenie scényBlok údajov svetielSvetelná energia vyžarovaná na celej ploche osvetlenia vo všetkých smeroch, v jednotkách žiarivého výkonu (W)Prepojí vybrané blokátory svetla s aktívnym objektom žiaričaPrepojí vybrané prijímače svetla s aktívnym objektom žiaričaNastavenia prepojenia svetlaNastavenia prepojenia svetla objektov a kolekcií potomkov kolekcieNastavenia prepojenia svetla v kolekciiNastavenia prepojenia svetla kolekcie objektuStav prijímania svetla alebo tieňa objektu alebo kolekcieSnímač svetla, ktorý zachytáva prichádzajúce svetlo z jedného smeru v rovineSnímač svetla, ktorý zachytáva nízkofrekvenčné osvetlenie vnútri objemuSnímač svetla, ktorý zachytáva presné osvetlenie zo všetkých smerov v jednom bode v priestoreRozloženie rozptylu svetla na drsnom povrchuMnožstvo svetla pre snímanie tieňa lúča (snímanie lúča tieňa)Intenzita svetla pred použitím úpravy dopaduSvetlo použité pre štúdiové osvetlenie v režime plného tieňovaniaSvetlo(á)SnimacSvetlaNováZosvetliťRežim zosvetleniaNižší tlak spôsobí väčšie vyhladenie, ktoré sa má použiťSkupina svetielSynchronizácia skupiny svetlaSkupina svetiel, do ktorej objekt patríSkupina svetla, ktorej svet patríOsvetlenieMetóda osvetlenia plného/textúrovaného tieňovania záberuRežim osvetleniaBlok údajov osvetlenia svetaĽahkosťSvetlosť:SvetláSvetlá ovplyvňujúce objekt Grease PencilSvetlá používané na zobrazenie objektov v režime plného kresleniaSvetlá používané na zobrazenie objektov v režime plného tieňovaniaSegmenty končatínTyp končatinyRameno uzlaVápenec (zlámaný)Vápenec (plný)LimitLimit vzdialenostiVynútenie Limit vzdialenostiLimit modifikátora funkcieRozsah limitu snímokLimit polohyVynútenie Limit polohyMetóda limituRežim limituLimit polomeruLimit rotácieVynútenie Limit rotácieLimit mierkyLimit veľkostiVynútenie Limit veľkostiLimit silyLimit povrchuObmedzenie zobrazenia na obsahLimit XLimit YLimit ZDolný limit zlúčenia vrcholovObmedzí použitie štetca na vzdialenosť určenú medzerouLimit jedným kanálomLimit priemerom ostatných dvoch kanálovKolízne limity pre túto kolekciuLimit kolízií pre túto kolekciuLimit deformácie váhy spojenej s vrcholom na určené číslo odstránením najnižších váhObmedzí vzdialenosť v normalizovaných súradniciachLimit efektorov do tejto kolekcieLimit objektov kvapalín tejto kolekcieLimit pre prichytenie stredných vrcholov do stredu osíLimit síl do tejto kolekcieObmedzenie maximálneho počtu svetielLimit maximálnej plynulosti sklonu vlny medzi bodmi simulácie (použitie vyšších hodnôt pre hladšie vlny na úkor zníženia detailu)Limit zlúčenia geometrieLimit pohybu okolo osi XLimit pohybu okolo osi YLimit pohybu okolo osi ZLimituje pohyb na počiatočný smer divákaLimit pootočenia okolo osi XLimit pootočenia okolo osi YLimit pootočenia okolo osi ZLimit rýchlosti snímania na vytvorenie zjednodušenia vizuálnej spätnej y (neovplyvní to kvalitu snímania)Limit veľkosti textúry na 1 024 pixelovLimit veľkosti textúry na 128 pixelovLimit veľkosti textúry na 2 048 pixelovLimit veľkosti textúry na 256 pixelovLimit veľkosti textúry na 4 096 pixelovLimit veľkosti textúry na 512 pixelovLimit veľkosti textúry na 8 192 pixelovLimit veľkosti textúry použitej vo finálnom prekresleníLimit veľkosti textúry použitej podľa prekreslenia záberuLimit množstva automatickej mierkyLimit zobrazenia manipulátorov krivky v režime editácieLimit vzdialenosti cieľového objektuLimit vzdialenosti od roviny posuvu, v ktorej môže byť vrchol ovplyvnenýLimit vzdialenosti použitej na premietanie (nula ju vypne)Limit polohy vynúteného objektuObmedzí maximálnu hodnotu polomeru, aby sa zabránilo prekrývaniu plátkovLimit počtu súbežných internetových pripojení, ktoré môžu online operácie uskutočniť naraz. Nula tento limit zakáže.Limit času prekreslenia (okrem času synchronizácie). Nula limit vypneLimit rozlíšenia na 1 jednotku od počiatku svetla namiesto relatívneho rozlíšenia k zatienenému pixeluLimit rotácie vynúteného objektuLimit mierky vynúteného objektuLimit veľkosti textúry na uloženie grafickej pamäteLimit rozsahu času/hodnôt zmenenej F-krivkyObmedzuje výšku časovej osi na maximálnu použitú zásuvku kanáluLimit naObmedziť na rozsah snímokLimit rozsahu prehrávaniaObmedziť na segmentLimitované záberomLimit pre výber farby efektu žiaryLimit presunu na osi XLimit presunu na osi YLimit presunu na osi ZObmedzené globálne osvetlenieObmedzovačStratégia obmedzenia na zabránenie numerickým artefaktomLimityLimit hodnoty vlastnosti jazdca pre rozsah, hodnoty mimo rozsah sa musia zadávať číselneChyba riadkaČiaraLine ArtModifikátor Line ArtNastavenia Line ArtNastavenie Line Art pre materiálNastavenia Line Art pre objektTyp zdroja ťahu Line ArtZačiatok riadkaZalomiť riadokFarba čiaryFarba čiary alfyFarba čiary modráFarba čiary zelenáFarba čiary červenáKoniec riadkaRiadok chybyRiadok informácieRiadok vstupuČísla riadkovPozadie čísiel riadkovRiadok výstupuPriorita čiaryPolomer línieVzorka čiaryKolekcia sústavy čiarNázov nastavenia čiarySústavy čiarRiadkovanieŠtýl čiaryModifikátor štýlu čiary alfaModifikátor farby štýlu čiaryModifikátor geometrie štýlu čiaryModifikátor štýlu čiaryVýstup štýlu čiaryModifikátor štýlu hrúbky čiaryBlok údajov štýlu čiaryŠtýl čiaryHrúbka čiaryRežim hrúbky čiaryTyp čiaryŠírka čiaryUhol čiary, pod ktorým sa má obrázok rozdeliťFarba čiary používaná pre prekreslenie čiary FreestyleČíslo riadka na skočenieRiadok textu v bloku údajov textuPozícia čiary, na ktorej sa má obrázok rozdeliťSústava riadkov '%s' nemôže byť odstránenáSústava čiar na priradenie parametrov čiar a štýluNázov nastavenia čiarySústavy čiar pre priradenie čiar a parametrov štýluNastavenie štýlu čiaryHrúbka čiary na základe náhodného šumuHrúbka čiary na základe uhla medzi dvoma susednými plôškamiHrúbka čiary na základe radiálneho zakrivenia povrchov 3D povrchovej sieteHrúbka čiary pre dráhu pohybuHrúbka čiary v pixelochRežim hrúbky čiary pre kreslenie čiar FreestyleRiadok, na ktorý sa má preskočiťSustavaCiarSustavaCiar %iStylCiaryZásuvka textúry Štýlu čiaryLineárnyLineárne 3D krivkyLineárny AP0 s bielym bodom ACESLineárny AP1 s bielym bodom ACESLineárny BT.2020 s bielym bodom D65Lineárny BT.709 s bielym bodom D65Lineárny CIE-XYZ D65Lineárny CIE-XYZ ELineárna zarážkaLineárny DCI-P3 D65Lineárny DCI-P3 s bielym bodom D65Lineárny útlmLineárne ťahanieLineárny E-Gamut s bielym bodom D65Lineárna extrapoláciaLineárny FilmLight E-GamutLineárny manipulačný prvokLineárne stupňovanieLineárna interpoláciaPriame svetloRežim priameho svetlaLineárne modifikátoryLineárny pohonLineárny Rec.2020Lineárny Rec.709Prah deaktivácie lineárnej rýchlostiLineárna rýchlosť, pod ktorou simulácia prestane simulovať objektModel lineárnej vzdialenostiModel lineárnej vzdialenosti so zarážkouLineárny dopadLineárna interpoláciaLineárna interpolácia v rozsahu hodnôt Minimum a MaximumLineárna interpolácia medzi kľúčovými snímkamiPredvoľba priameLineárna viskozitaLineárne prelínanie údajov vyhladenia povrchu do okrajových snímok výberuZmení lineárne veľkosť pozdĺž osi Z modifikátora priestoruLine ArtRiadkyIba riadkyRiadky textuŠpeciality sústavy čiarOdkazPrepojiť Aktívne na VybranéAktívny odkaz pre vybrané (nenahrádzať odkazy)Aktívny odkaz na vybrané (nenahrádzať odkazy, názvy uzlov)Aktívny odkaz na vybrané (nenahrádzať odkazy, výstupné názvy)Aktívny odkaz na vybrané (ponuka)Aktívny odkaz pre vybrané (nahradiť odkazy)Aktívny odkaz na vybrané (nahradiť odkazy, názvy uzlov)Aktívny odkaz na vybrané (nahrádzať odkazy, výstupné názvy)Prepojiť údaje animáciePrepojiť kolekciePrepojiť písmo na textPrepojiť inštanciu kolekcieLimit odkazuPrepojiť materiályPrepojiť materiály sPrepojiť údaje objektuIndex operácií odkazovStav prepojeniaPrepojí aktívny uzol s vybranými uzlami na základe rôznych kritériíPrepojiť po kolekciáchPrepojiť všetko s kosťouPrepojiť všetko s objektomPrepojiť pred kolekciePrepojiť medzi kolekciePrepojenie medzi uzlami v strome uzlovOdkaz na knižnicu .blend súboruPrepojiť z tohto výstupuPrepojenie v kolekciách aktuálnej scény (povrchná kópia)Prepojiť vnútri kolekciePrepojenie je skryté kvôli neviditeľným zásuvkámPrepojenie je stlmené a možno ho ignorovaťPrepojenie je platnéPrepojenie materiálu s objektom alebo s údajmi objektuPrepojí uzol so skupinou alebo výstupom stromu uzlovPrepojí objekty s kolekciouPrepojí objekty do novej kolekcieIndex operácie odkazu mimo rozsahOperácia odkazov na vykonanie v kontextovej zásuvkePrepojí vybrané kolekcie na aktívnu scénuPrepojí vybrané pásy pre zjednodušený výber skupinyPrepojí výber na inú scénuCieľ prepojenia: {}Prepojí objekty alebo bloky údajov namiesto pripojeniaPrepojiť s kolekciouPrepojiť s rekurzívnou kolekciouOdkaz na novú kolekciuOdkaz na výstupný uzolSpojiť na uzol zobrazovačaPrepojí uzol so zobrazovačomOdkaz {}Prepojiť/preniesť údajePrepojenéPrepojená kópiaPrepojené údajePrepojené bloky údajovPrepojené manipulátoryPrepojené ID UID reláciePrepojený identifikátor ako referencia tejto náhradyPrepojené zabaleniePrepojený časPrepojené akcie budú vytvárať kópie pre každý vybraný pás.Prepojené kolekcie kostí nemožno upravovaťPrepojené bloky údajov nemožno premenovaťPrepojené bloky údajov neumožňujú úpravy zásobníkovPrepojený objekt zapečenia vyžaduje povolený zásobník diskuPrepojené alebo prepísané bloky údajov knižnice neumožňujú pridanie alebo odstránenie zásobníkovPrepájanie alebo pridávanie z veľmi starého formátu .blend súboru (%d.%d), nedokončená žiadna konverzia animácie! Možno budete chcieť znovu uložiť súbor knižnice so súčasnou verziou BlenderaOdkazyOdkazy môžu ísť len do zóny, ale nie vonKvapalinaDoména kvapalinyMateriál domény kvapalinyZoznamObsah zoznamu .blend súborovZoznam položiekFarby položiek zoznamuDĺžka zoznamuNázov zoznamuObsah zoznamu všetkých podpriečinkov, s rekurziou prvej úrovneObsah zoznamu všetkých podpriečinkov, s rekurziou tretej úrovneObsah zoznamu všetkých podpriečinkov, s rekurziou druhej úrovneZoznam všetkých operátorov v bloku textu, užitočné pre skriptovanieZoznam objektov pod myšou (iba režim objektu)Zoznam AOVZoznam skupín svetlaZoznam vrstiev masiekZoznam vrstiev maskovaniaZoznam všetkých kolekcií kostí armatúryZoznam modifikátorov priehľadnosti alfaZoznam obrázkov pozadiaZoznam zreťazených segmentov animácieZoznam manipulačných prvkov na mape manipulačných prvkovZoznam mriežok a metaúdajov načítaných do pamäteZoznam skupín kostí pre jednoduchý výberZoznam knižníc, v ktorých sa má vyhľadávať a z ktorých sa má importovať toto ID. ID sa importuje z prvého súboru v tomto zozname, ktorý ho obsahujeZoznam modifikátorov farieb čiarZoznam modifikátorov hrúbky čiarZoznam objektov a materiálov krypto ID zahrnutých do matovaniaZoznam vlastností náhradyZoznam operácií prepisu pre vlastnosťZoznam modifikátorov geometrie ťahuZoznamy prispievateľov zdrojového kódu BlenderuLitovsky - LietuviškaiOkamžitá úpravaAktuálne rozvinúťReťazec živej filtrácieAktuálne filtrovanie vyhľadávania reťazcaNačítaťNačítať továrenské "{}" predvoľby.Načítať továrenský spúšťací súbor „{}“ a predvoľbyNačítať továrenské predvoľby BlenderaNačíta predvolený štartovací súbor a továrenské predvoľbyNačítať továrenské {:s} predvoľbyNačíta modulu OptiX v režime ladenia: nižšia úroveň slovného záznamu, povolenie validácie a nižšia úroveň optimalizácieNačítať UINačíta súbor prekreslenia pohybu BVHNačíta súbor FBXNačíta súbor SVGNačíta scénu Wavefront OBJNačíta súbor zásobníkaNačíta súbor glTF 2.0Načíta nové písmo zo súboruNačíta predvoľbyNačíta sekvenciu snímok alebo súbor s filmomNačíta zvukový súborNačíta zvukový súbor ako monoNačíta archív AlembicNačíta a použije súbor motívu XML BlenderNačíta predvolené výrobné nastavenia. Ak chcete zmeniť preferencie natrvalo, použite možnosť „Uložiť predvoľby“Načíta predvolený spúšťací súbor a predvoľby z výroby. Ak chcete vykonať trvalé zmeny, použite možnosti „Uložiť spúšťací súbor“ a „Uložiť predvoľby“Načíta naposledy uložené predvoľbyNačíta na priamo manuálNahrať zvuk s filmomNačíta predvolený (" výrobný štartovací") blend súbor. Tento súbor je nezávislý od bežného štartovacieho súboru, ktorý môže užívateľ uložiťNačíta nastavenia prekladov z trvalého JSON súboruNačíta nastavenia užívateľského rozhrania z .blend súboruNačíta nastavenia užívateľského rozhrania (UI) z .blend súboruNačíta nastavenie užívateľského rozhrania pri načítaní .blend súborovNačítal sa blend súbor pred verziou 2.50, údaje animácie neboli načítané. Otvorte a uložte súbor v Blenderi v4.5, aby sa údaje animácie konvertovali.Načítanie "%s" zlyhalo: Načítavanie knižnice aktívNačítanie nastavení exportu zlyhalo. Odstránené poškodené nastaveniaNačítanie zlyhalo: Načítavanie náhľadu...Načítanie textúr ({} zostáva)Sťahovanie...LokálneMiestna dotyčnica +XMiestna dotyčnica +ZMiestna dotyčnica -XMiestna dotyčnica -ZLokálna kameraLokálne kolekcieLokálne bloky údajovLokálna polohaLokálna matricaLokálna pózaLokálny priestorLokálny priestor (orientácia na vlastníka)Lokálne hore/doleLokálny pohľadLokálne s rodičomLokálna rotácia manipulačného prvku. Používa sa len vtedy, ak sa v 3D zábere používajú lokálne transformácieVlastné vektory normál lokálneho priestoru jednotkovej dĺžky rohov tejto strany trojuholníkaVektor normály lokálnej jednotkovej dĺžky priestoru pre túto plôškuJednotná dĺžky vektora normály miestneho priestoru pre tento trojuholníkVektor dotyčnice dĺžky lokálnej priestorovej jednotky tohto vrcholu pre túto plôšku (musí sa vypočítať vopred pomocou calc_tangents)Lokálna matrica transformácie vrstvyKód lokalizácie: ab. Pokrok prekladu: 0 %Kód lokalizácie: ar_EG. Pokrok prekladu: 23 %Kód lokalizácie: be. Pokrok prekladu: 0 %Kód lokalizácie: bg_BG. Pokrok prekladu: 1 %Kód lokalizácie: ca_AD. Pokrok prekladu: 100 %Kód lokalizácie: cs_CZ. Pokrok prekladu: 27%Kód lokalizácie: da. Pokrok prekladu: 3 %Kód lokalizácie: de_DE. Pokrok prekladu: 37 %Kód lokalizácie: el_GR. Pokrok prekladu: 1 %Kód lokalizácie: en_GB. Pokrok prekladu: 99%Kód lokalizácie: en_US. Pokrok prekladu: 100 %Kód lokalizácie: eo. Pokrok prekladu: 0 %Kód lokalizácie: es. Pokrok prekladu: 100 %Kód lokalizácie: eu_EU. Pokrok prekladu: 1 %Kód lokalizácie: fa_IR. Pokrok prekladu: 3 %Kód lokalizácie: fi_FI. Pokrok prekladu: 11 %Kód lokalizácie: he_IL. Pokrok prekladu: 2 %Kód lokalizácie: hi_IN. Pokrok prekladu: 4 %Kód lokalizácie: hu_HU. Pokrok prekladu: 11 %Kód lokalizácie: id_ID. Pokrok prekladu: 21%Kód lokalizácie: it_IT. Pokrok prekladu: 44 %Kód lokalizácie: ka. Pokrok prekladu: 100 %Kód lokalizácie: ko_KR. Pokrok prekladu: 98%Kód lokalizácie: ky_KG. Pokrok prekladu: 2 %Kód lokalizácie: lt. Pokrok prekladu: 3 %Kód lokalizácie: ml. Pokrok prekladu: 0 %Kód lokalizácie: nb. Pokrok prekladu: 4%Kód lokalizácie: nl_NL. Pokrok prekladu: 8%Kód lokalizácie: pl_PL. Pokrok prekladu: 100%Kód lokalizácie: pt_BR. Pokrok prekladu: 43%Kód lokalizácie: pt_PT. Pokrok prekladu: 78%Kód lokalizácie: ro_RO. Pokrok prekladu: 2 %Kód lokalizácie: ru_RU. Pokrok prekladu: 100 %Kód lokalizácie: sk_SK. Pokrok prekladu: 100 %Kód lokalizácie: sl. Pokrok prekladu: 51%Kód lokalizácie: sr_RS. Pokrok prekladu: 16 %Kód lokalizácie: sr_RS@latin. Pokrok prekladu: 16 %Kód lokalizácie: sw. Pokrok prekladu: 72%Kód lokalizácie: ta. Pokrok prekladu: 100%Kód lokalizácie: th_TH. Pokrok prekladu: 5%Kód lokalizácie: tr_TR. Pokrok prekladu: 78%Kód lokalizácie: uk_UA. Pokrok prekladu: 57%Kód lokalizácie: ur. Pokrok prekladu: 86%Kód lokalizácie: vi_VN. Pokrok prekladu: 93%Kód lokalizácie: zh_HANS. Pokrok prekladu: 100 %Kód lokalizácie: zh_HANT. Pokrok prekladu: 62%Lokalizovať všetkyLokalizuje všetky pripojené údaje, vrátane tých nepriamo prepojených z iných knižnícPolohaPoloha a rotáciaPoloha a mierkaUmiestniť (priestor objektu)Os umiestneniaVplyv polohyRežim zmiešania polohyPoloha XPoloha YPoloha ZPoloha pre pridávanie nových uzlovPoloha novo pridaného objektuPoloha stredu hmotyUmiestnenie vlastného súboru náhradyPoloha konca hlavy kostiUmiestnenie hlavy konca kosti v porovnaní s armatúrouUmiestnenie hlavy konca kosti vo vzťahu k jeho rodičoviUmiestnenie hlavy kanála kostiUmiestnenie značky na snímkeUmiestnenie nového prvotného tvaruUmiestnenie konca chvosta kostiUmiestnenie relatívneho konca chvosta kosti na armatúrePoloha chvosta kosti relatívne k rodičoviUmiestnenie chvosta kanála kostiPoloha cieľa tohto objektu nebude prechádzať skrzPoloha príslušného cieľa ovládača akcie v priestore svetaUmiestnenie rozšírenia na inštaláciuUmiestni kľúčové vlasy v lokálnom systéme súradníc v pomere k vyžarujúcej plôškeUmiestni kľúčové vlasy v priestore objektuUmiestni uzol na celom plátneUmiestni uzol v rámci jeho nadradenej snímkyPoloha objektuUmiestnenie textuPoloha tohto znaku v údajoch textu (iba pre textové krivky)Poloha vrcholu v oblasti priestoruUmiestni vrchol do normalizovaného priestoruPosun polohy na použitie základnej pózy pri určovaní polohy divákaUmiestnenie na disku, kde sú uložené údaje o zapečeníIba polohaPoloha do deltyPoloha na pridanie nového vrcholuPoloha na zarovnanie ostrovovPoloha na uloženie súborov náhradyPoloha, rotácia a mierkaPoloha, Rotácia, Mierka a Užívateľské vlastnostiPoloha:PolohyZamknúťZamknúť aktívneNastavenie zámkuZamknúť osiZamknúť okrajeZamknúť kameru do pohľaduZamknúť smerSmer uzamknutia (Alt)Zamknúť stúpanieZamknúť výšku (Alt)Zamknúť konceZamknúť snímkuZamknúť výber snímkyZamknúť horizontUzamknutie horizontu núti udržiavať horizont vyrovnaný tak, ako je v súčasnostiZamknúť IK XZamknúť rozhranieZamknúť polohuZamknúť značkyZamknúť vrcholy okrajov povrchovej sieteMetóda zamknutiaZamknúť režimy objektovZamknúť poradieUzamknúť pripnuté ostrovyNormály uzamknutého polygónuUzamknúť koreneZamknúť rotáciuZamknúť rotáciu (uhol 4D)Uzamknúť rotáciu pri zmene mierkyZamknúť rotáciu (4D)Zamknúť zmenu veľkostiZamknúť tvarZamknúť špičkyVynútenie Zamknúť stopuUzamknúť orientáciuZamknúť hodnotuZamknúť XZamknúť X polohuZamknúť X rotáciuZamknúť YZamknúť Y polohuZamknúť Y rotáciuZamknúť ZZamknúť Z polohuZamknúť Z rotáciuZamknúť akciu na vykonanieZamknúť akcie vykonávania skupiny vrcholovUzamkne všetky vrstvy Grease Pencil, aby sa zabránilo náhodnej úpraveUzamkne všetky materiály Grease Pencil na zabránenie ich náhodnej úpraveZamknúť všetky kľúčové tvaryUzamkne všetky kľúčové tvary aktívneho objektuZamknúť všetky skupiny vrcholovUzamkne všetky skupiny vrcholov aktívneho objektuUzamkne a skryje každý nepoužívaný materiálUzamkne materiál nepoužitý v žiadnom zvolenom ťahuUzamkne vrcholy okrajov počas zjednodušovania, aby sa zabránilo vzniku medzier na pripojených povrchových sieťachZamknúť kanálZamkne aktuálnu snímku zobrazenú vrstvouZamkne krivky zobrazenia časového kurzora počas prehrávania a snímaniaUzamkne úpravu 'uhla' štvoritého prvku rotácie počas transformácieZamkne úpravu štvoritého prvku rotácie podľa komponentov (namiesto Eulera)Uzamkne úpravu polohy počas transformácieUzamkne úpravu rotácie počas transformácieUzamkne úpravu mierky počas transformácieZamkne rozhranie počas prekresľovania v prospech pridania väčšej pamäte na prekreslenieUzamkne pohyb rekonštruovaného pohybu kameryZamknúť pohyb na rekonštruovanom pohybe objektuUzamkne pohyb na cieľovej trase pohybuUzamkne pohyb na cieľovej dráheZámok nevydržal!Uzamknutie úložísk - na testovanie uzamykaniaUzamkne rotáciu k osi medzi koncami krivkyUzamkne vybrané a odomknúť nevybrané skupiny vrcholov aktívneho objektuUzamknúť vybrané stopyUzamkne vybrané skupiny vrcholov aktívneho objektuUzamkne pás tak, že nemôže byť transformovanýZamkne pásy tak, aby nemohli byť transformovanéZamkne poradie zobrazených položiek (užívateľ ho nemôže zmeniť)Uzamkne polohu koreňových bodovUzamkne polohu vrcholov v oblasti dopadu simulácie, aby ste sa vyhli artefaktom a vytvorí mäkší prechod s nedotknutými oblasťamiUzamkne zobrazenie aktívneho objektu/kostiPri vyhladzovaní uzamkne polohu špičkyZamknúť na kosťZamknúť na kurzorZamknúť na objektZamknúť na výberZamknúť na časový kurzorUzamkne nevybrané skupiny vrcholov aktívneho objektuUzamknutie rotácie pohľadu v bočných pohľadoch Hore/Vpredu/VpravoZamkne zobrazenie vybraných značiek počas prehrávaniaZamknúť relatívneZamknúť/StlmiťZamknúť/Odomknúť všetky vrstvyUzamkne/odomkne vybrané stopyZamknutéZamknutá osVplyv zovretiaOznačenie uzamknutéhoZamknúť stopuVynútenie Zamknúť stopuZamknuté stopyZamknuté {:d} úložisko(á)ZamykanieZáznam hláseniaZáznam kódovania s farebnosťou a rotáciou primárnych prvkov a s 25-stupňovým dynamickým rozsahomÚroveň záznamuZáznam založený filmovým tvorcom s 16,5 uzávierkou pásma a 25 uzávierkou dynamického rozsahuZáznam konverzie gamaZáznam konverzie odkazu čierneho boduZáznam konverzie odkazu bieleho boduZáznam operácií, upozornení a chybových hláseníZaznamenáva informácie o zozname kanálov v termináli. Tento operátor je k dispozícii len v ladiacich zostavách BlenderuLogaritmus A základu BRežim logaritmusLogaritmické rozplývanieLogické ANDLogické ORDlhé vlasyDlhý kľúčVybraný dlhý kľúčDlhý zoznamNajdlhšieNajdlhšia uhlopriečkaMinimálna zemepisná dĺžkaVzhľadPozerať sa dopreduPozrieť naVyhľadá najvhodnejší nástroj pre daný typ štetca a aktivuje hoVyhľadá transformačnú maticu z externého súboruVyhľadá transformáciu z externého súboruSlučkaSlučky fariebPočet slučiekPretnúť slučkouPáry slučiekPosun slučkyPočiatočná slučkaSúčet slučiekSlučky trojuholníkovSlučka a inverziaSlučka tam a späťSlučka tam a späť začínajúca opačnePretnutie slučkou nefunguje dobre pri zobrazení deformácie povrchovej sieteSlučka v bloku údajov povrchovej sieteSlučka v rodičovstveCyklicky prehrávať animáciuSlučkySlučky nie sú pripojené drôtom/hranami okrajovSlučky povrchovej siete (rohov plôšok)Slučky na každej strane profiluVoľnéVoľné ako obrysVoľné hranyVoľné okraje ako obrysVoľné bodyVoľné okraje budú mať typ obrysuBezstratováBezstratový výstupBezstratová kompresia založená na kódovaní JPEG 2000 s vysokou priepustnosťou. Vytvára menšie súbory, ale je nová a zatiaľ nie je široko podporovaná iným softvérom.Bezstratová kompresia kódovania dĺžky behuBezstratová vlnková kompresia, účinná pre zašumené/zrnité obrázkyBezstratová kompresia zip 16 riadkových blokov obrazuBezstratová kompresia zip, každý riadok obrázka sa komprimuje samostatneStratová kompresia pre 16-bitové obrázky s hodnotou na pohyblivej čiarke s pevným pomerom 2,3:1Stratová kompresia pre 32-bitové obrázky na pohyblivej čiarke (ukladá 24 bitov každej hodnoty na pohyblivej čiarke)NízkaNižšia farbaMalý kontrastNízka kvalitaPovrchová sieť s nízkym rozlíšenímNízkofrekvenčný kontrast použitím neostrej maskyDolnýDolná hranica (vrátane) hmotnosti vrcholu, ktorý sa má pridať do skupiny vrcholovDolná hranicaMalé písmenáVydutie DolnýVľavo doleNižšia pamäťVpravo doleDolná hranica uhla XDolná hranica XDolná hranica uhla XDolná hranica uhla YDolná hranica YDolná hranica uhla YDolná hranica uhla ZDolná hranica ZDolná hranica uhla ZDolná hranica pre časový úsek v sekundách v prípade automatických čiastkových krokovDolná hranica plášťa v tomto riadiacom bodeDolná hranica rozsahu zvýrazneniaDolná hranica vstupného rozsahu na použitie priradeniaDolný prah upnutia pre označenie buniek kvapaliny ako hrebeňov vlny (nižšie hodnoty vedú k väčšiemu počtu označených buniek)Dolný prah upnutia pre označenie buniek kvapaliny, kde je zachytený vzduch (nižšie hodnoty vedú k väčšiemu počtu označených buniek)Dolný prah upnutia indikujúci rýchlosť kvapaliny, pri ktorej bunky začínajú emitovať častice (nižšie hodnoty majú za následok zvyčajne viac častíc)Dolná vzdialenosť z referenčnej hodnoty pre predvolený vplyv 1:1Nižší skôr pre premietanie skupín, vyšší pre menšie skreslenieSpodná polovica textúry je pre hroty ťahuDolná hranica rotácie osi XDolná hranica presunu osi XDolná hranica rotácie osi YDolná hranica presunu osi YDolná hranica rotácie osi ZDolná hranica presunu osi ZDolná hranica sklonu od smeru +ZDolný limit vydutia povrchovej siete (vysoké hodnoty majú tendenciu vyhladzovať a vypĺňať duté oblasti)Dolný alebo horný indexNižšie hodnoty poskytujú hladšiu krivkuNižšie hodnoty znižujú presvitanie pozadia na prvky v popredíDolné/horné limity pre deformáciuNajnižšiaNajnižšia frekvenciaNajnižšia kvalitaNajnižšia možná hodnota XNajnižšia možná hodnota YNajnižšia možná hodnota ZNajnižší roh pole ohraničenia paralaxyNajnižšia možná životnosť častícJasTvarová vlna jasuJasJasový kanálKľúčový jasJasový šumMriežka MACTM4TM5TM6TM7MDDMFTMKVSTMAkcia STMMP2MP3MPEG-1MPEG-1 Audio Layer IIMPEG-2MPEG-2 Audio Layer IIIMPEG-4MPEG-4 (divx)MPlayerMacCormackMacCormackov algoritmus s implicitnou kontrolou difúzie. Znižuje numerickú disipáciu (rozptyl) pri zachovaní stabilityMágiaTextúra MágiaMagnetickéVplyv efektora magnetickostiZväčšiťMagnitúdaMagnitúda AHlavnéHlavné klávesy 1 až 0 sa správajú ako numpad (užitočné pre laptopy)Hlavné akcieMoje poznámkyHlavné armatúryHlavná osHlavný štetecHlavný súbor zásobníkaHlavné kameryHlavné kolekcieHlavná krivkaHlavné písmoHlavná geometriaHlavná Grease PencilHlavné krivky vlasovHlavné obrázkyHlavné položkyHlavné drôtené mriežkyHlavné knižniceHlavné snímače svetlaHlavné svetláHlavné štýly čiarHlavné maskyHlavný materiálHlavné povrchové sieteHlavná meta-guľaHlavné filmové klipyHlavné uzly stromovHlavné objektyHlavné kreslené krivkyHlavné paletyHlavné nastavenia častícHlavné mračná bodovHlavné scényHlavné obrazovkyHlavné zvukyHlavné reproduktoryHlavné textyHlavné textúryHlavný objemHlavní manažéri okienHlavné pracovné priestoryHlavné svetyHlavná os pohybuHlavné základné nastaveniaHlavná údaje štruktúry reprezentujúcej .blend súbor a všetky jeho bloky údajovHlavný smer vĺn, keď sú (čiastočne) zarovnanéZachovať objemVynútenie Zachovať objemZachová konštantný objem pozdĺž samotnej osi zmeny mierkyZachová vzťahy rodič potomokUdržiava rýchlosť, úroveň letu alebo potulovaniaUdržuje symetriu osíZachová objem objektu po roztiahnutíPri zmene rýchlosti prehrávania zachová pôvodnú výšku tónu zvukuUdržiava relatívne váhy skupinyUdržuje hrúbku úpravou ostrých rohov (pomalé, vypnúť, ak nie je potrebné)Udržiavané komunitou vývojárovUdržiavateľHlavné čiary mriežkyVäčší polomerHlavné segmentyVäčší/menšíMajorantaPriepustnosť majoranty (horný rez) objemuVäčšinaVytvoriťVytvoriť cyklický (modifikátor funkcie)Vytvoriť údaje pre jedného užívateľaVytvoriť dieryVytvorí internéVytvoriť lokálneUmožní nástrojom režimu tvarovania deformovanie základnej povrchovej siete a zároveň zobrazí ukážky posunu vyšších úrovní rozdeleniaVytvorí vybrané objekty pre jedného užívateľaVytvorí vybrané pásy pre jedného užívateľaVytvoriť jednéhoVytvoriť jedného užívateľaVytvoriť jednotnéVytvoriť jedinečnéVytvorí kópiu všetkých vybraných kľúčových snímokVytvorí kópiu všetkých vybraných kľúčových snímok a presunie ichVytvorí kópiu aktívneho(-ých) snímky(-ok) Grease PencilVytvorí kópiu aktívnej vrstvy Grease PencilVytvorí kópiu aktívnej vrstvy Grease Pencil pre vybraný objektVytvorí kópiu aktívnej skupiny vrcholovVytvorí úplnú kópiu aktuálnej scényVytvorí prepojenie medzi vybranými výstupnými a vstupnými zásuvkamiVytvorí prepojenie z jednej zásuvky na druhúVytvorí cyklickú drážku kliknutím na koncové bodyVytvorí aktívnu krivku uzavretej/otvorenej slučkyVytvorí aktívnu drážku uzavretej/otvorenej slučkyVytvorí interný súbor aktívneho textuVytvoriť všetky dotknuté normály paralelneVytvorí všetky cesty k externým súborom absolútneVytvorí všetky cesty k externým súborom vzhľadom od súčasného .blend súboruVytvorí všetkých užívateľov vybraných blokov údajov na použitie namiesto toho jedného novo vybranéhoAby všetci používatelia vybraných blokov údajov použili namiesto jedného aktuálneho (kliknutie)Vytvorí extra ovládací prvok IK ruky otáčajúcej sa okolo vrcholu rukyVytvorí obrázok z najväčšieho 3D zobrazenia pre opätovné premietanieVytvorí poznámku na aktívnych údajochUrobí všetky úpravy akýchkoľvek katalógov trvalými zápisom aktuálneho nastavenia do knižnice aktívVytvorí vyhladené hrany medzi uzávermi a tvarom rúrky namiesto ostrýchZabezpečí, aby výber poľa prechádzal do snímky sekvencie, keď kurzor visí na páseZviditeľní zoskupenie kanálov pod týmto kanálomVytvorí kópie skupín uzlov pri zdupľovaní uzlov v editore uzlovVytvorí kópie vybraných prvkov a presunie ichVytvorí kópie vybraných ťahov Grease Pencil a presunie ichVytvorí kópie vybraných kostí v rámci rovnakej armatúryVytvorí kópie vybraných kostí v rámci rovnakej armatúry a presunie ichVytvorí kópie vybraných prvkov meta gule a presunie ichZabezpečí, aby sa potomkovia dráhy krivky otáčali pozdĺž dráhyVykoná rez, aj keď pás nie je vybraný, pričom zachová stav výberu po rezeVytvorí údaje pre jedného užívateľa, použije modifikátor a odstráni ich zo zoznamu.Vytvorí hrany 'plachty'Vytvorí bod normály plôšky a vrcholu buď zvonku alebo zvnútra povrchovej sieteVytvára plôšky použitím minimálnej váhy vrcholov priradenej ich vrcholom (zabezpečuje, že nové plôšky zostanú paralelné s pôvodnými, pomalé, vypnúť, keď to nie je potrebné)Vytvorí skupinu z vybraných uzlovVytvorí menej vlajúce vlasyVytvoriť dlhšie vlasyVytvorí dlhšie alebo kratšie vlasyVytvorí viac vlajúce vlasyVytvoriť kratšie vlasyVytvorí stojace vlasyVytvorí priehľadný obrázok mimo okruhVytvorí inštancie objektov pripojených k tomuto reálnemu objektuVytvorí vzor inštancie viditeľný v zábereVytvorí vzor inštancie viditeľný pri prekresleníVytvoriť internéVytvorí knižnicu prepojených lokálnych blokov údajov do súboruVytvorí prepojenú lokálnu akciu pre každý pásVytvorí miestne prepojené údaje ku každému objektuVytvorí miestny materiál ku každému objektuPo načítaní vytvorí interný súbor moduluVytvorte viac priestoru pre prispôsobenie veľkých scén tak, že budete rozdeľovať pamäť medzi vzájomne prepojenými zariadeniami (napr. prostredníctvom NVLink) radšej ako vytvárať duplikátyVytvorí animačné údaje objektu lokálne pre každý objektVytvorí animačné údaje objektu (povrchová sieť, krivka atď.) lokálne pre každý objektUrobí viditeľnou/editovateľnou iba aktívnu vrstvuVytvoriť cesty použitých knižníc blend-súborov relatívne k aktuálnemu blend-súboruZviditeľniť predtým skryté krivky v zobrazení Editora grafovVytvorí vybrané vlasy o rovnakej dĺžkeVytvorí vybrané objekty v editore NLA, pridá údaje animácieVytvorí explóziu vybraných objektovVytvára vybrané objekty kvapalinyVytvorí relatívne kľúčové tvary, inak prehrá tvary ako sekvenciu použitím času vyhodnoteniaVytvorí simuláciu deformácie so zreteľom na základnú povrchovú sieťVytvorí údaje objektu jedného užívateľaVytvorí objekty jedného užívateľaVytvorí dosahy kože vybraných vrcholov rovnako na každej osiNajprv sa uistite, že sa bude exportovať aktívna farba. Mohlo by to byť dôležité, pretože niektoré iné programy môžu okrem prvého vyradiť aj iné atribúty farbyVytvorí cieľ 'vymeniteľného' rodiča vlastníkaVytvorí interný textový súbor po načítaníVytvoriť interný textVytvoriť interný text (oddeliť kópiu)Vytvorí pevnú HDR rotáciu a bez sledovania kamerouVytvára logický prepínač aktívnej zásuvky pre jej nadradený panelUrobí z riadiacej kosti mechanickú kosť neviditeľnú pre užívateľa a ovplyvňovanú len vynúteniamiNastaví aktuálny súbor ako predvolený spúšťací súborVytvorí súčasnú pózu najviac podobnú jej rozkladu pózyPriblíži alebo oddiali aktuálnu pózu k odpočinkovej pózeVytvorí pôvodné nastavenie predvoliebVytvorí slučku hrán prispôsobenú s tvarom priľahlej slučky hránVytvorí prekresľovanie obrázku za všetkými objektamiVytvorí vrstvu zobrazenia pred objektamiVytvorí plné osvetlenie a nenasleduje kameruVytvorí zobrazenie objektu pred ostatnýmiVytvorí stopu objektu iným objektom, použitím rôznych metód/vynúteníV prípade potreby vytvorí údaje objektu pre jedného užívateľaVytvára prepínač panela ako samostatnú zásuvkuZefektívni ukladanie mriežky objemu zlučovaním údajov do dlaždíc alebo vnútorných uzlovVytvára hrubý povrchVytvorí hodnoty manipulátorov vybraných kľúčových snímok rovnaké ako ich príslušné kľúčové snímkyVytvorí túto verziu Blenderu, ktorá bude otvárať blend súbory pre všetkých užívateľov. Vyžaduje zvýšené oprávnenia.Vytvorí uzol základnej textúrySpôsobí rozmazanie existujúcej farby pri pohybe tohto štetcaUrobiť túto kolekciu aktívnouVytvorí túto krivku alebo povrch uzavretej slučky v smere UZaistí, aby sa táto NURBS krivka alebo povrch správali ako bézierova drážka v smere UVytvorí túto krivku alebo plochu nurbs, ktorá sa stretáva s koncovými bodmi v smere UTento NURBS povrch sa bude správať ako bézierova drážka v smere VVytvorí tento povrch nurbs, ktorý sa stretáva s koncovými bodmi v smere VZ tohto kľúčového tvaru urobte nový základný kľúč, čím ho efektívne aplikujete na povrchovú sieť. Všimnite si, že týmto sa kľúčový tvar aplikuje na jeho 100 % hodnotuVytvorí túto drážku uzatvorenou slučkouVyplní túto drážkuVytvorí tento povrch uzavretej slučky v smere VVytvorí miniaplikácie pre ľavú a pravú stranu kosti prepojené kópie so zápornou stupnicou X pre pravú stranu, na základe symetrie názvu kostiRobí vedenie cesty deterministickým, čo znamená, že prekresľovanie bude vždy reprodukovateľné s rovnakými hodnotami pixelov. Táto funkcia spomaľuje cvičenieMalayalam - മലയാളംSpravovaťSpráva prekladov užívateľského rozhraniaSpráva nepoužitých údajovSpráva doplnkov inštalovaných cez rozšíreniaSpravuje aktíva v aktuálnom súbore a získava prístup k prepojeným knižniciam aktívPovinnéManéver na zabránenie kolízie s inými kŕdľami a odklonenie objektov v blízkej budúcnostiManhattanManhattanská vzdialenosťOverenie manifestu zlyhalo: {:s}VyvinutéManipulovať súradnicami textúry aj výplneManipuluje s tým, ako intenzita svetla klesá v závislosti od vzdialenosti. Typicky sa používa pre nefyzikálne efekty; v skutočnosti svetlo vždy klesá kvadratickyManipulácia s objektami v 3D prostredíManipulovať iba súradnicami textúry výplneManipulovať iba súradnicami textúry ťahuManuálneManuálna kalibráciaManuálny detailManuálny rozsah snímkyRučná orientáciaManuálny rozsahManuálne mierkyManuálne stlačenie a natiahnutieRučné nastavenieVytvoriť manuálne neskôrManuálne vytvoriť neskôr (jednotlivo)Podľa potreby manuálne pridajte ORG, MCH alebo DEF.Manuálne určenie počtu vlákienManuálne určený rozsah snímkyManuálne nastavenie rozdelenia mriežkyManuálne nastavenie manipulátora s uzamknutou rotáciou spolu s jeho páromRučne nastaví cestu pre ukladanie rozšírení. Ak je zakázané, vytvorí sa priečinok s užívateľskými rozšíreniami.Manuálne nastavenie rozlíšenia mapy odberu snímok, vyššie hodnoty sú pomalšie a vyžadujú viac pamäte, ale znižujú šumRučne zadaný zamýšľaný rozsah snímok pre prehrávanie akcie (tento rozsah používajú niektoré nástroje, ale neovplyvňuje vyhodnotenie animácie)MapaPriradiť zRozsah mapovaniaMapa rozlíšeniaPriradiť zúženiePriradiť naPriradiť z X naPriradiť z Y naPriradiť zo Z naTyp priradeniaUV mapovaniaMapovanie UV s prihliadnutím na pomer strán obrazu spojeného s materiálomMapa UV berúca pozície vrcholov po aplikácii modifikátora Deliť povrchMapuje UV oblasť kamery berúc do úvahy rozlíšenie a vnútorný pomerPriame súradnice mapy X a YMapuje textúry použitím UV súradníc na použitie textúry na objekty pri kompozíciiMapuje všetky hodnoty pod 0,5 až 0,0 a všetky ostatné na 1,0Priradí akciu k osi transformácie kostiMapovanie vstupnú hodnotu na pohyblivej čiarke na krivku a výstup hodnoty na pohyblivej čiarkeMapovanie efektu zúženie objektu na skosenú časť krivkyMapuje zložky vstupného vektora krivkamiMapuje jednu sústavu farieb na inú s cieľom priblížiť sa vzhľadu vysokého dynamického rozsahuMapuje tlak tabletu na polomer krivkyPriradí faktor geometrie na dĺžku segmentu a na počet ďalších rozdelení segmentuPriradí faktor geometrie na dĺžku drážkyPriradí faktor geometrie na počet rozdelení drážky (rozlíšenie U)Mapuje intenzitu textúry na farebnú rampu. Všimnite si, že hodnota alfa sa používa pre textúry obrázkov, pre obrázky bez alfa kanála povolí „Vypočítať alfa“.Mapa transformácií cieľa objektuMapa použitím vektora normályMapuje hodnoty na rozsah 0 až 1 na základe minimálnych a maximálnych hodnôt pixelovMapuje hodnoty na farby použitím stupňovitostiMapa so Z ako centrálnej osiMapovanieKrivka priradeniaMapovanie ZačiatokTyp priradeniaMapovanie XMapovanie cieľovej geometrie na body zásahuMramorMramor (zlámaný)Mramor (plný)Textúra MramorOkrajStĺpec okrajaMetóda rozpätiaTyp okrajaOkraje pridané okolo kvapaliny na minimalizáciu narušovania hranícOkraj miesta vyradenia kameryOkreje na zníženie presvitania priľahlých ostrovovRezerva, ktorú je potrebné vziať do úvahy pri fixácii UV švov počas maľovania. Vyššie číslo by zlepšilo opravy švov pre mipmapy, ale znížilo by výkon.OznačiťOznačiť voľnéOznačiť koreňOznačiť ševOznačí švy pozdĺž skosených hránOznačiť ostréOznačí akcie bez F-kriviek na odstránenie po uložení a opätovnom načítaní súboru so zachovaním „knižníc akcií“Označí skosené hrany ako ostréOznačí hrany okrajov ako švyOznačí hrany okrajov ako ostréOznačí kľúčové snímky pri zmene smeru toku kľúča na základe porovnania s priľahlými kľúčmiZruší označenie/označí vybrané UV hrany ako švyOznačí vybrané vrcholy ako voľnéOznačí vybrané vrcholy ako koreneZruší označenie/označí vybrané vrcholy ako voľnéZnačkaOznačenie %.2f posuv %sOznačenie %d posuv %sZobrazenie značkyNázov značkyNázvy označeníOznačenie obrysuVybraná značkaNastavenia značkyOznačenie bodov záznamu na časovej osiNa aktuálnej snímke je označenie zakázanéNa aktuálnej snímke je označenie povolenéPosuv označenia %sZnačka polohy v snímke na normalizovaných súradniciachOznačenie stavu výberuZnačkyZnačky sú uzamknutéZnačky určené pre túto akciu, na označenie pózy nápisomZnačky používané vo všetkých časových osiach pre aktuálnu scénuMaskaKresliťRovnomernePosuv zmäkčeniaVyplniťNástroj maskyNováVyhladenýOkraj maskyFarba maskyZobrazenie maskyÚprava maskyIdentifikátor masky používaný ako vstupná maska pre modifikátorVstup maskyVrstva maskyVrstvy maskyMapovanie maskyModifikátor MaskovaťZásuvka uzla maskyRozhranie zásuvky uzla maskyMaska nezoskupených vrcholovRodič maskyRežim masky tlakuNastavenia maskyZúžiť/Rozšíriť maskuBod drážky maskyBody drážky maskyUW bod drážky maskyDrážky maskyRozmery vzorkovnice maskyPozícia vzorkovnice maskyPás maskyMaska textúryMaska textúry nepriehľadnosťVeľkosť alfa prekrytia masky textúryZásuvka textúry maskyČas maskyMaska na SDFNástroje maskyMaskovať vrstvy slučky UVIndex masky UV vrstvy slučkyIndex masky UV vrstvy slučkyHodnota maskyMaska skupina vrcholovMaskovanie aktívnej vrstvy s vrstvou nad alebo pod ňouAnimácia masky je v synchronizácii so scénou snímkyAnimácia masky je posuv na začiatok pásuMaskuje bity, aby zodpovedali nastaveniam kolekcie Line ArtBity masky, ktoré sa majú zhodovať s nastaveniami materiálu Line ArtKolekcia masiek v aktívnej vrstve zobrazeniaBlok údajov masky na definovania masky pre kompozíciuMaska zobrazená a upravená v tomto priestoreMaska, pre ktorú sú krivky vhodné na výber ako vodenieVrstva masky '%s' neobsahuje danú drážkuNenájdená vrstva masky '%s' v maske '%s'Názov vrstvy maskyNenájdená vrstva masky pre danú drážkuÚroveň masky na použitie v režime 'hodnota'; nula znamená bez masky a jednotka je plne maskovanéModifikátor masky pre sekvenčný pásModifikátor Maskovať pre skrytie častí povrchovej sieteMaska sa nenašlaMaska iba priľahlých farebných oblastíZamaskuje objekty v kolekcii pre vrstvu zobrazeniaMaskovať objekty v kolekcii pre vrstvu zobrazenia • Ctrl na izoláciu kolekcie • Shift na nastavenie vnútri kolekciePriehľadnosť prekrytia masky je momentálne nastavená na 0Maska nakreslená podľa geometrie dutiny povrchovej sieteZásuvka uzla maskyDrážka maskyMaska, ktorú používa tento pásMaska prelínania celkového efektuMaska na znásobenie podľa hustotyMaska na jednu stranu čiary definovanej kurzoromMaska v rámci obdĺžnika definovaného kurzoromMaska v rámci tvaru definovaného kurzoromVrstva maskyMaskovanieMaskovať textúruTextúra maskovaniaNázov maskovanej skupiny vrcholovMaskyBlok údajov masiekHmotnosťJednotka hmotnostiHmota skupín vrcholovHmotnosť pre veľkosťHmotnosť každej častice simulácieHmotnosť častícHlavnéHlavný ovládací prvokZachytený materiálZachytený materiál (MatCaps - Material Capture)PrispôsobiťRozlišovať malé/veľkéPorovnať indexyZhodnosť priesečníkaZhodnosť masiekZhodný výstupHustota bodov zhodyReferenčná zhodaZodpovedajúci reťazecTyp prispôsobeniaPrispôsobí nastavenia absolútna/relatívna so vstupnou cestouNastavenia prispôsobenia pohybuPrispôsobí normály nových plôšok na priľahlé plôškyZhodnosť výstupnej skupiny vrcholov na základe názvuPrispôsobí dráhy tejto hodnotePorovná skutočné svetlá so súbormi IES, v ktorých je uložené smerové rozloženie intenzity svetelných zdrojovPrispôsobí vrstvy cieľových údajov podľa názvuPrispôsobí vrstvy cieľových údajov podľa zoradenia (indexov)Prispôsobí priestor textúry na pole ohraničenia objektuZodpovedá začiatkom názvov skupín vrcholov povrchovej siete objektu, ak zostane prázdny, zodpovedá všetkýmPrispôsobí kameru na výstupné prekreslenie 1:1Prispôsobiť normále povrchuPrispôsobenie pohybu údajov kamery na snímaniePrispôsobenie údajov pohybu na snímanieÚdaje expozičného hárku prispôsobenia pohybuÚdaje značky prispôsobenia pohybu pre snímaniePrispôsobenie pohybu snímanie objektov a rekonštrukcie údajovPrispôsobenie pohybu údajov značky roviny pre snímanieÚdaje prispôsobenia pohybu stopy roviny pre snímaniePrispôsobenie pohybu rekonštruovaných údajov kamery z trasovačaÚdaje rekonštrukcie prispôsobenia pohybu zo snímačaÚdaje stopy o prispôsobení pohybu pre snímanieZhodné typy osvetleniaMateriálAlfa prelínanieStrih alfaAlfa hašéRežim prelínaniaLátkaKockaPlochýKvapalinaVlasyNovýNepriehľadnéTyp prekreslenia náhľaduTieňovač guleGuľovýHrúbkaMateriál %s nie je možné konvertovať z dôvodu odlišného režimu prelínania a režimu tieňa (je potrebné manuálne nastavenie)Materiál %s nebolo možné konvertovať kvôli nie bežnému prelínaniu alfa (je potrebné manuálne nastavenie)Materiál '%s' sa nepodarilo nájsťAtribút materiáluOkraje materiáluOkraje materiáluOkraj materiáluSkupiny materiáluIndex materiáluTyp vrstvy materiáluMateriál Line ArtOdkaz na materiálMaska materiáluRežim materiáluNázov materiáluKolízia názvu materiáluZásuvka uzla materiáluRozhranie zásuvky uzla materiáluPosuv materiáluVýstup materiáluPrepísať materiálPrechod materiáluPredvoľba materiáluPredvoľby materiáluNáhľad materiáluVlastnosti MateriálÚčel materiáluVýber materiáluUzol Výber materiáluZásuvka materiáluZásuvka materiáluŠpeciálne materiályKrok materiáluVarianty materiáluBlok údajov materiálu definujúceho vzhľad geometrických objektov pre prekreslenieBlok údajov materiálu použitý v tejto zásuvke materiáluBlok údajov materiálovMateriál pre skosenie plôšky (-1 znamená použitie priľahlých plôšok)Index materiálu generovaných plôšok, -1 pre automatickýMateriál je priradený k údajom objektu, ktoré sú prepojené/zabalené, a preto nie sú editovateľné. Zmeňte prepojenie tohto materiálu s objektom alebo nastavte údaje objektu ako lokálne.Typ materiálovej vrstvy novej zásuvky maľbyMateriál vygenerovaných kriviek vlasovPrechod materiáluNastavenia materiáluUzol materiálu tieňovačaZásuvka materiálu objektuIndex zásuvky materiálu tohto znakuIndex zásuvky materiálov tejto krivkyIndex zásuvky materiálu tejto plôškyIndex zásobníka materiálu tohto trojuholníkaNázov zásuvky materiáluZásuvka materiálu použitá pre prekreslenie častícZásuvka materiálu v objekteZásuvka materiálu pre uzolMateriál na prepísanie všetkých ostatných materiálov v tejto vrstve zobrazeniaMateriál použitý na filtráciuMateriál použitý pre ťahy obrysuMateriál použitý na druhotné použitie pre tento štetecMateriál použitý pre ťahy týmto štetcomHodnota materiálu neposkytujúca žiadny posunMateriál(y)Sieť MaterialXMateriályMateriály a textúryMatematikaUzol MatematikaMatricaHodnota atribútu matriceVymedziť matricuPole matriceZásuvka uzla matriceRozhranie zásuvky uzla matriceMaticový objektOrientácia matriceMatrica SVDMatrica svetaMatrica prístupu na polohu, rotáciu a zmenu veľkosti (vrátane delta), použitá pred vynúteniami a rodičovstvomMatrica kombinujúca polohu/rotáciu kosti (poloha hlavy, smer a kývanie), v priestore armatúry (nezahŕňa/nepodporuje dĺžku/veľkosť kosti)Matrica kombinujúca polohu/rotáciu kurzoraMatrica má strihMatrica reprezentujúca polohu, rotáciu a mierku kostiMatrica na rozklad, používa sa len časť 3x3Hodnota matrice v atribúte geometrieZásuvka hodnoty matrice uzlaMatroskaMatovanieID matovania:Uzol MatovanieObjekty matovaniaObjekty matovania:MatovanieMaximum2D uhol MaximumMax dĺžka 2DMax zrýchlenie vzduchomMax uhlová rýchlosť vzduchomMax rýchlosť vzduchomUhol MaximumMaximálny počet B snímokMaximálny počet B snímokMaximum ohybuMaximum rozostreniaMaximum odrazovMaximálne častice potomkovMaximálna kompresiaMax. odchýlka vytvoreniaZakrivenie MaximumMaximálna hĺbkaMaximum premiestneniaMaximálna vzdialenosťMaximálna vzdialenosť prvkuMaximálne chybové rozpätieMaximálny uhol plôškyMaximálna výškaMaximálny impulzMax zrýchlenie na zemiMax uhlová rýchlosť na zemiMax rýchlosť na zemiMaximálna zemepisná šírkaMaximum svetielMaximálna zemepisná dĺžkaMaximum susednýchMax rýchlosťMaximum vzdialenosti lúčaSnímky MaximumMaximálna pevnosť zošitiaMaximálny uhol tvaruMaximum vystrihnutiaMaximum zmršteniaMaximálna veľkosťMaximálna rýchlosťMax. dĺžka vytvorenia pružinyMaximálny krokMaximálne krokyMaximum deleniaMaximum deleniaMaximálne napätieMaximálna pamäť textúr na jedno poleHrúbka MaximumMaximálny prahMaximálna rýchlosťMax. počet vrcholov pre náhľad geodetického pohybuMaximálny posun vrcholuMax XMax X:Max YMax Y:Max ZMaximálny zenitMaximálne množstvo na zmrštenie látkyMaximálny počet prepojení povolených pre túto zásuvkuMaximálna veľkosť tvaru rozostrenia okolia pre hĺbku ostrosti (nižšia je rýchlejšie)MaximálnaMaximálny počet riešiteľov kroku/snímkyMaximálna mierkaMaximálna dĺžka pružiny * veľkosť guleMaximálna rýchlosť na jednu bunku (väčší počet CFL minimalizuje počet simulačných krokov a čas výpočtu)MaximalizovaťMaximalizovať oblasťmaximalizovanej oblastiMaximumMaximálny 2D uhol pre delenie reťazeMaximálne zakrivenieMaximálna vzdialenosťMaximálna chybaMaximálna medzeraMaximálna hodnota výšky pre centrálnu cylindrickú šošovkuMaximálne opakovaniePotenciál kinetickej energie MaximumŽivotnosť MaximumMaximálna hodnota zemepisnej dĺžky pre centrálnu cylindrickú šošovkuRežim maximaMaximálna radiálna vzdialenosťMaximálny polomerMaximálne rozlíšenieZachytený potenciál vzduchu MaximumMaximálna hodnotaMaximálna hlasitosťPotenciál hrebeňa vlny MaximumMaximum XMaximálny index X poľa ohraničenia výstrižkuMaximálna hodnota X pre oblasť prekresleniaMaximálna hodnota X na orezanie obrázkaMaximum YMaximálny index Y poľa ohraničenia výstrižkuMaximálna hodnota Y pre oblasť prekresleniaMaximálna hodnota Y na orezanie obrázkaMaximum ZMaximálny index Z poľa ohraničenia výstrižkuMaximálne zrýchlenie vo vzduchu (v pomere k maximálnej rýchlosti)Maximálne zrýchlenie na zemi (v pomere k maximálnej rýchlosti)Maximálna povolená vzdialenosť medzi zdrojovým a cieľovým prvkom pre mapovanie bez topológieMaximálne množstvo blízkych vodiacich kriviek, ktoré sa berú do úvahy pri interpoláciiMaximálny uhol medzi normálami plôšok, ktorý sa bude považovať za hladkýMaximálny uhol medzi normálou a cieľom, ktorý sa má zahrnúť do výberuMaximálny uhol medzi starými a novými normálamiMaximálny uhol na zobrazenieMaximálny uhol pre zmenu hrúbkyMaximálne uhly pre IK limitMaximálny uhlového impulz pohonuMaximálna uhlová rýchlosť vo vzduchu (vzhľadom na 180 stupňov)Maximálna uhlová rýchlosť na zemi (v pomere k 180 stupňov)Maximálna hodnota tuhosti ohybuMaximálna vzdialenosť rozostrenia, ktorú sa môže pixel rozprestrieťMaximálny okraj mriežky (priestor sveta)Maximálna hranica objemuMaximálny jas, ktorý sa má brať do úvahy vrátením duchov rozostrenia okolia na základe susedstva (nižší je rýchlejší)Maximálna spôsobená škoda na útok za sekunduMaximálna hodnota tuhosti stlačeniaMaximálna dĺžka krivých 2D čiar pre výber reťazíMaximálny koeficient stlmenia, keď je singulárna hodnota takmer 0 (vyššie hodnoty poskytujú výsledky s väčšou stabilitou a menšou reaktivitou)Maximálna hustota vlasovMaximálna povolená vzdialenosť medzi novou bézierovou krivkou a pôvodnou geometriou chrbticeMaximálna vzdialenosť medzi prvkami na zlúčenieMaximálna vzdialenosť medzi pôvodným ťahom a jeho polygonálnou aproximáciouMaximálna vzdialenosť medzi zvarenými vrcholmiMaximálna vzdialenosť na prichytenie v pixelochMaximálna vzdialenosť pre prácu poľaMaximálna vzdialenosť pre výpočet objemu bez ohľadu na to, ako je objekt ďalekoMaximálna vzdialenosť štetca od povrchovej siete na vplyv farbyMaximálna vzdialenosť, z ktorej môže kŕdeľ zaútočiťMaximálna vzdialenosť prvku od stredu výberuMaximálna vzdialenosť objektov sa môže rozložiť na každú osMaximálna vzdialenosť na vyhľadanie rozpojených voľných častí povrchovej sieteMaximálna dĺžka hrany pre dynamickú topológiu tvarovania (ako deliteľ Blender jednotky - vyššia hodnota znamená menšiu dĺžku hrany)Maximálna dĺžka hrany pre dynamickú topológiu tvarovania (v percentách štetca)Maximálna dĺžka hrany pre dynamickú topológiu tvarovania (v pixeloch)Maximálna chyba počas čiastkových krokovMaximálny uhol plôšky pre hladké hranyMaximum pre meranie hrúbkyMaximálna hodnota posuvníkuMaximálna výška skokuMaximálne opakovanie počas čiastkových krokovMaximálna rýchlosť pripojenia v radiánoch za sekunduMaximálna zemepisná šírka (vertikálny uhol) pre rovnosmerný objektívMaximálna dĺžka vektora farby častícMaximálna úroveň hĺbky prelínania v priestore objektu (použitie 0,0 ju vypne)Maximálna úroveň prieniku pod povrch použitá na vplyv vĺn (použitie 0,0 ho vypne)Maximálny svetelný príspevok, zníženie šumuMaximálny lineárny impulz pohonuMaximálna zemepisná dĺžka (horizontálny uhol) pre rovnosmerný objektívMaximálna pamäť pre textúru poľa zväzku v Mb (pokiaľ nie je prepísaná prvkami poľa)Maximálne využitie pamäte v megabajtoch (0 znamená nelimitované)Maximálny počet B snímok medzi nie B snímkami; ovplyvňuje veľkosť súboru a schopnosť vyhľadávaniaMaximálny počet jadier CPU, ktoré sa majú súčasne použiť pri prekresľovaní (pre systémy s viacerými jadrami/procesormi)Maximálny počet prídavných buniekMaximálny počet odrazov pozadia svetla prispieva k prekresleniuK prekresleniu prispieva maximálny počet odrazov svetlaMaximálny počet cyklov, ktoré sa majú povoliť po poslednej kľúčovej snímke (0 = nekonečné)Maximálny počet cyklov, ktoré sa majú povoliť pred prvou kľúčovou snímkou (0 = nekonečné)Maximálny počet váh deformácieMaximálny počet rozptylových odrazov ohraničených celkovým maximálnym odrazomMaximálny počet častíc kvapaliny povolených v tejto simuláciiMaximálny počet snímok spustených efekt stavania (iba ak sa pred uplynutím tejto doby vyskytne iná kľúčová snímka GP)Maximálny počet snímok zobrazených po aktuálnej snímkeMaximálny počet snímok, ktoré sa majú zobraziť po aktuálnej snímke (0=nezobrazí žiadne snímky po aktuálnej)Maximálny počet snímok zobrazených pred aktuálnou snímkouMaximálny počet snímok, ktoré sa majú zobraziť pred aktuálnou snímkou (0=nezobrazí žiadne snímky pred aktuálnou)Maximálny počet odleskových odrazov ohraničený celkovým maximálnym odrazomMaximálny počet opakovaní pre zbiehavosť v prípade opätovného opakovaniaMaximálny počet riadkov uložených v zásobníku konzolyMaximálny počet pohltení pre generované ťahyMaximálny počet častíc generovaných na zachytenej bunke vzduchu na snímkuMaximálny počet častíc vygenerovaných na bunku hrebeňa vlny na snímkuMaximálny počet častíc na bunku (zabezpečuje, aby každá bunka obsahovala najviac toto množstvo častíc)Maximálny počet zapamätaných nedávno otvorených súborovMaximálny počet simulačných krokov, ktoré sa majú vykonať pre jednu snímkuMaximálny počet opakovaní riešeniaUdáva maximálny počet krokov prechodov objemu, aby sa zabránilo extrémne dlhým časom prekreslenia s veľkými objektami alebo malými veľkosťami krokovMaximálny počet pridaných textúr %dMaximálny počet prestupov odrazov, ohraničený celkovým maximálnymMaximálny počet priehľadných odrazov. Toto je nezávislé od maximálneho počtu iných odrazovMaximálny počet vrcholov povrchovej siete na použitie geodetického dopadu pri posune počiatku rozšírenia. Ak je celkový počet vrcholov väčší ako táto hodnota, dopad bude pri pohybe nastavený na sférickýMaximálny počet udalostí rozptýlenia objemuMaximum váh skupín vrcholov A a skupín vrcholov BMaximálna nepriehľadnosť kostí v režime zobrazenia drôteného modeluMaximálna výstupná hodnota priradeniaMaximálna radiálna vzdialenosť pre fungovanie poľaMaximálny uhol špičky ku koreňu (vzdialenosť špičky/vzdialenosť koreňa pre dĺžku vlasov)Maximálna rotáciaMaximálna rotácia nad každou osouMaximálna drsnosť, pre ktorú sa má použiť trasovanie zreťazenia údajov. Povrchy s vyššou drsnosťou budú používať rýchlu aproximáciu GI. Hodnota 1 vypne rýchlu aproximáciu GI.Maximálna náhodnosť mierky nad každou osouMaximálna šijacia silaMaximálna hodnota mierky strihuMaximálna veľkosť pixelu mapy tieňov. Vyššie hodnoty využívajú menej pamäte na úkor kvality tieňa.Maximálna rýchlosť pri skokuMaximálna rýchlosť v jednotkách užívateľského rozhrania za sekunduMaximálna rýchlosť vo vzduchuMaximálna rýchlosť na zemiMaximálny podporovaný faktor mierky pre drážky ovládacích kostíMaximálny počet krížení na povrchu, ktorý sa používa pri metóde presných priesečníkov objemu. Ak sa prekročí, vytvorí artefakt. Vyšší počet zvyšuje spotrebu VRAM.Maximálna teplota plameňov (vyššia hodnota vedie k rýchlejšiemu stúpaniu plameňa)Maximálna hodnota tuhosti napnutiaMaximálna hrúbkaMaximálna hrúbka hlavného smeruMaximálna hodnotaMaximálna hodnota pre orezanieMaximálna hodnota pre cieľový rozsah kanálovFaktor maximálneho roztiahnutia objemuMaximálna hlasitosť bez ohľadu na to, ako je objekt blízkoMôže fungovať zle pri prekresľovaní dlaždicovanímMetaGulaPriemerStredná váha skosenia:Stredný záhyb:Stredný polomer X:Stredný polomer Y:Stredný polomer:Stredný sklon:Priemer záhybov vrcholov:Stredná váha:MeraniePomer veľkosti štetca vzhľadom na scénuPomer veľkosti štetca vzhľadom na zobrazeniePomer štetca vzhľadom na zobrazenie alebo scénuZmerajte vzdialenosť a uhly • {:s} kdekoľvek pre nové meranie • Ťahaním segmentu pravítka zmerajte uhol • {:s} na odstránenie aktívneho pravítka • Ctrl pri ťahaní na prichytenie • Posunutím pri ťahaní zmerajte hrúbku povrchuMieraTyp médiaPrehrávač médií pre video a sekvencie obrázkov PNG/JPEG/SGIMediánMediánový stredBod mediánuStred mediánu plôškyMedián:StrednáStredný kontrastStredne vysoký kontrastStredný malý kontrastStredná kvalitaMedium-format (Hasselblad)MegawattyMelanínKoncentrácia melanínuSčervenanie melanínuPamäť:%dM, vrchol: %dMPamäťPamäť a limityLimit zásobníka pamäteLimit zásobníka pamäte (v megabajtoch)Pamäť: %sPonukaPonuka "%s" sa nenašlaFarby pozadí ponúkPozadie ponukyChyba ponukyRozšírená ponukaNázov ID ponukyPoložka ponukyFarby položiek ponúkPoložky ponukyChýbajúca ponuka:Názov ponukyZásuvka ponuky uzlaRozhranie zásuvky ponuky uzlaPrepínač ponukyNedefinovaná ponukaFarby miniaplikácie ponukyPonuka výberu kostíVyberie ponuku objektuZásuvka ponuky uzlaPonuka na vyhľadávanie preHodnota ponuky musí byť konštantná hodnotaPonukyZlúčiťZlúčiť pripočítanímZlúčiť animáciuZlúčiť animácieVzdialenosť zlúčeniaZlúčiť koncové vrcholyFaktor zlúčeniaZlúčiť vrstvyZlúči zásuvky materiálu, ak je to možnéZlúčiť uzly (sčítať)Zlúčiť uzly (nad alfou)Zlúčiť uzly (automaticky)Zlúčiť uzly (farba, sčítať)Zlúčiť uzly (farba, deliť)Zlúčiť uzly (farba, násobiť)Zlúčiť uzly (farba, odpočítať)Zlúčiť uzly (Kombinácia hĺbky)Zlúčiť uzly (deliť)Zlúčiť uzly (väčšie ako)Zlúčiť uzly (menšie ako)Zlúčiť uzly (matematika, sčítať)Zlúčiť uzly (matematika, deliť)Zlúčiť uzly (matematika, väčšie ako)Zlúčiť uzly (matematika, menšie ako)Zlúčiť uzly (matematika, násobiť)Zlúčiť uzly (matematika, odpočítať)Zlúčiť uzly (násobiť)Zlúčiť uzly (odpočítať)Zlúčenie prekrývajúcich saZlúčiť rotáciu a mierku rodičovZlúči vybrané uzlyZlúči vybrané uzly použitím uzlov geometrieZlúči vybrané uzly použitím matematikyZlúči vybrané uzly použitím ZmiešaťZlúči vybrané uzly použitím TieňovačovZlúčiť odpočítanímPrah zlúčeniaTyp zlúčeniaAk je to možné, zlúči prvotné tvary USD s ich nadradenou formou Xform. USD neumožňuje vnorené UsdGeomGprims, budú definované sprostredkujúce prvotné tvary Xform, aby sa zachovala platnosť USD súboru pri stretnutí s hierarchiami objektov.Zlúči UV súradnice, ktoré majú spoločný vrchol, aby sa zohľadnila nepresnosť niektorých modifikátorovZlúčiť UVZlúčiť vrcholyZlúči vlastnosti aktívneho nástroja pri aktivácii (neprepisuje existujúce)Zlúči susedné trojuholníky do štvoruholníkovZlúči priľahlé vrcholy (posuv skrutky musí byť nula)Zlúči všetky blízke vybrané body bez ohľadu na to, či sú alebo nie sú prepojenéZlúči všetky geometrie podľa pretnutiaZlúčiť všetky zvukové kanály do jednéhoZlúčiť podľa akcieZlúčiť podľa vzdialenostiZlúčenie podľa názvov stôp NLAZlúči vlastné normály vybraných vrcholovZlúči prvý/posledný, keď je uhol celá otáčkaZlúči zásuvky materiálu, ak je to možnéPoužitá metóda zlúčeniaZlúči prekrývajúce sa body podľa ich vzdialenosti. (Musí byť povolené Realizovať inštancie)Zlúčiť nadradený XformZlúčiť body podľa vzdialenostiZlúči namiesto vytvorenia plôšokZlúči vybrané vstupné uzly skupiny do jedného, ak je to možnéZlúči vybrané uzlyZlúči vybrané do iných nevybraných vrcholovZlúči vybrané vrcholyZlúči samostatne vytvorené geometrie do jednejZlúči animáciu vybraných objektov do akcie aktívneho objektu. Akcie sa týmto nevymažú, ale môžu skončiť s nulovým počtom užívateľovZlúči trojuholníky do štvoruholníkov, kde je to možnéZlúčenie použitím Pridať alebo Zmiešať tieňovačZlúčiť použitím uzlov nad alfouZlúčiť použitím uzlov Kombinácia hĺbkyZlúčiť použitím uzlov matematikyZlúčenie použitím uzla Logická povrchová sieť alebo Spojiť geometriuZlúčiť použitím uzlov zmiešavaniaZlúči vrcholy na základe ich blízkostiZlúčiť vrcholy susedných duplikátovZlúči vrcholy prvej a poslednej kópieZlúči vrcholy alebo body v danej vzdialenostiZlúči vrcholy v rámci limitu zlúčeniaZlúčiť:Zlúčené %d ID z '%s' Hlavného do '%s' Hlavného; %d ID a %d Knižnice už existovali ako súčasť cieľového Hlavného a %d ID, ktoré chýbajú v cieľovom Hlavnom, boli uvoľnené spolu so zdrojovým HlavnýmZlúčený názov animácieZlučuje vrcholy podľa vzdialenostiPovrchová sieťPočet priľahlých plôšokPočet prepojovacích hránPočet plôšok okolo hranyPočet plôšok na ostroveUholPrichytenie uhlaOblasťOblasť 3DPriemerSkosenieObojeTvar okrajovKruhOrezávanieZvinúťKužeľSpolurovinnýRohová lištaZáhybKorunová lištaKockaValecSmerZobraziť typ napnutiaVzdialenosťUhly plôšokVyplniťVyplniť farbouPlochýPloché/vyhladenéOznačenia hrán FreestyleOznačenie plôšok FreestyleMriežkaMnohostenDĺžkaDĺžka 3DČiaraMateriálMeraniaRežimUpravenéNováNie jeNormálaObjektIndex objektuObvodPripnutéRovinnéRovinaStrany polygónuPredvoľbaRelatívneObrubaZaoblenýObrazovkaŠevOstrosťVyhladenáSféraStriekaťKrokyPodporné slučkyZuzanaTypZnížiť rozdelenieZáhyb vrcholovSkupiny vrcholovNavíjaniePovrchová sieť %s má neplatné plôšky, čo je pravdepodobne spôsobené nástrojom na vysúvanie vyvinutých plôšok vo verzii 2.90.0. Otvorenie a uloženie súboru vo verzii staršej ako 5.1 by malo tento problém vyriešiťPovrchová sieť '%s' nemá žiadne údaje vrcholov kožePovrchová sieť '%s' má mnohouholníky s viac ako 4 vrcholmi, nemôže pre ne vypočítať/exportovať tangenciálny priestorPovrchovú sieť '%s', Atribút '%s' (doména %d, typ %d) nemožno konvertovať na USDPovrchová sieť 1Povrchová sieť 2Analýza povrchovej sieteAtribúty povrchovej sieteLogická hodnota povrchovej sieteOkraje povrchovej sieteAutomatické maskovanie okrajov povrchovej sieteZásobník povrchovej sieteKruh povrchovej sieteDeformácia povrchovej sieteHrana povrchovej sieteHrany povrchovej sieteRežim editácie povrchovej sietePrekrytia v režime editácie povrchovej sieteGenerátor povrchovej sietePovrchová sieť ostrovaLínia povrchovej sieteSlučka povrchovej sieteTrojuholník slučky povrchovej sieteTrojuholníky slučiek povrchovej sieteSlučky povrchovej sieteRežim povrchovej sieteVektor normály povrchovej sieteNormály povrchovej sietePolygón povrchovej sietePolygóny povrchovej sieteTvarovanie povrchovej sieteRežim výberu povrchovej sieteRežim výberu povrchovej sieteZásobník sekvencie povrchovej sietePomer zjednodušenia povrchovej sieteVrstva vrcholov kože povrchovej sieteZdroj povrchovej sieteVizualizácia štatistík povrchovej sieteMaľovanie textúry povrchovej sieteVrstva UV povrchovej sieteVyžaduje sa UV mapa povrchovej sieteVrchol povrchovej sieteFarba vrcholu povrchovej sieteVrstva farby vrcholu povrchovej sieteMaľovanie vrcholov povrchovej sieteVrcholy povrchovej sieteViditeľnosť štatistík povrchovej sieteObjem povrchovej sieteObjem povrchovej siete + blízkosťMaľovanie váhy povrchovej sieteKomponent siete obsahujúci údaje o bodoch, rohoch, hranách a plôškachPovrchová sieť sa skladá len z trojuholníkov, čo umožňuje podrobnejšie interakcie ako vypuklé trupyBlok údajov povrchovej siete definujúci geometrické plochyBlok údajov povrchových sietíModifikátor deformácie povrchovej sieteModifikátor deformácie povrchovej siete na deformáciu s inými povrchovými sieťamiDetail povrchovej siete sa nemení po každom ťahu, len pri použití výplne záplavyDetail povrchovej siete je konštantný v priestore oblasti podľa veľkosti detailuDetail povrchovej siete je relatívny vo vzťahu k veľkosti štetcaDetail povrchovej siete je relatívny vzhľadom na veľkosť štetca a veľkosť detailuPovrchová sieť nemá aktívny atribút farby "%s"Priestorovo usporiadané plôšky a vrcholy povrchovej sietePovrchová sieť z objektov Krivka, Povrch, Meta-guľa, Text alebo Mračno bodovGenerátor povrchovej sietePovrchová sieť nemá UV údajePovrchová sieť nemá žiadne údaje farby vrcholovPovrchová sieť nemá žiadnu oblasť plôšokPovrchová sieť nemá žiadne plôšky pre priradenie materiáluObjekt povrchovej siete, ku ktorému možno krivky pripojiťPovrchová sieť objektu deformovaná sPovrchová sieť objektu na použitie ako počiatočná hlavicaPovrchová sieť objektu použitá ako uzáverPovrchová sieť objektu na použitie pre logickú operáciuPovrchová sieť objektu(ov) nemajú aktívny vrchol/hranu/plôškuPovrchová sieť, plôšky ktorej sa majú rozdeliť na bodyPovrchová sieť, na ktorej plôškach sa rozptyľujePovrchová sieť alebo mračno bodov pre nájdenie najbližšieho bodu naZmena veľkosti povrchovej sieteNastavenia povrchovej sietePovrchová sieť by mala byť pred zapečením viacnásobného rozkladu rozvinutáPovrchová sieť cieľa pre zmršteniePovrchová sieť je odčítaná od prvej sietePovrchová sieť na krivkuPovrchová sieť na mriežku hustotyPovrchová sieť na bodyPovrchová sieť na mriežku SDFPovrchová sieť na objemModifikátor povrchovej siete na objemPovrchová sieť na výpočet duáluPovrchová sieť na konverziu vnútorného objemu na geometriu objemu hmlyPovrchová sieť pre konvertovanie na krivkyPovrchová sieť na vysúvanie prvkovPovrchová sieť pre nájdenie najbližšieho bodu povrchu naPovrchová sieť na prevrátenie plôšokPovrchová sieť pre prepis atribútu nastavenia plôšky naPovrchová sieť na nastavenie vlastných normálPovrchová sieť na rozdeleniePovrchová sieť na trianguláciuPovrchová sieť, ktorej UV mapa sa používaPovrchová sieť, hrany ktorej sa majú rozdeliťPovrchová sieť, ktorej prvky sú konvertované na bodyPovrchová sieť, ktorej vnútorný objem je konvertovaný na mriežku hustotyPovrchová sieť, ktorej vnútorný objem je konvertovaný na mriežku so znamienkovým poľom vzdialenostiPovrchová sieť(e)Povrchová sieť(e) nemajú kľúčové tvaryPovrchová sieť: {} vrcholov, {} hrán, {} plôšokZasobnikPovrchovejSieteDeformaciaPovrchovejSieteModifikátor deformácie povrchovej sieteZasobnikSekvenciePovrchovejSieteMeshUVLoop (zastarané)Povrchové sietePovrchové siete na zjednotenie alebo pretnutieSprávaProces rozbalenia správ zlyhal!MetaZásobník metaPás meta prvkuMeta pásyVybrané meta pásyZásobník pásu meta, súčasne posledný editovaný pás metaPás meta prvkuMeta guľaNováMeta guľa '%s' neobsahuje danú drážkuPrvok meta gulePrvky meta guleBlok údajov meta gule na definovanie bublinových povrchovBlok údajov meta guleÚprava meta gule aktualizáciou správaniaPrvky meta guleTyp meta gúľMeta guľa(e)Meta guľaMeta údajePozadie meta údajovVstup meta údajovText meta údajovKovMetalRTMetalRT pre sledovanie lúčov využíva menej pamäte pre scény, ktoré vo veľkej miere používajú krivky, a v špecifických prípadoch môže poskytnúť lepší výkonMetalizovanýMetalizovaný BSDFKovový odraz s rozložením mikroplôšok a kovový fresnelov odrazSnímka meta výbavy zapísaná do textu bloku údajov {:s}Meta výbava zapísaná do textu bloku údajov {:s}meterMetreMeter na jednotkuMetre za sekunduMetre za sekundu na druhúMetódaŠtvorcová metódaMetóda výpočtu booleovských číselMetóda výpočtu veľkosti rovinyMetóda ovládania kombinácie pásu s inými pásmiMetóda smeru posuvu pozdĺž rohuMetóda rozšírenia výberu UV vrcholuMetóda na prekreslenie hrúbky textu užívateľského rozhraniaMetóda pre čítanie vstupov časového kóduMetóda na prekreslenie rozptylu podpovrchuMetóda vstupného snímaniaMetóda snímania s vysokým rozlíšenímMetóda na nastavenie materiálov pre nové plôškyMetóda vyhladzovania hodnôt medzi pixelmiMetóda rozdelenia mnohouholníkov na trojuholníkyMetóda delenia štvoruholníkov na trojuholníkyMetóda vygeneruje súradnicu X mapy pozdĺž hlavnej krivkyMetóda vygeneruje Y súradnice mapy pozdĺž krivky profiluMetóda výberu inštancie potomka pre každý prvokMetóda anti-aliasingu (vyhladenia hrán) v 3D zábereMetóda anti-aliasingu pri prekreslení 3D záberuMetóda anti-aliasingu(vyhladenia hrán) pri prekreslení finálneho obrazuMetóda prelínania vrstiev maskySpôsob premostenia viacerých slučiekMetóda výpočtu aerodynamickej interakcieSpôsob výpočtu zarovnania polohySpôsob zlučovania prilepených kľúčov a existujúcichMetóda úpravy geometrieMetóda úpravy existujúcej F-krivkyMetóda premietania hĺbkyMetóda použitá na zoradenie kanálov v zobrazení expozičného hárkuMetóda výpočtu uhla rotácieMetóda výberu počtu kópiíMetóda na ovládanie času prehrávaniaMetóda na definovanie počtu rozptýlených inštanciíMetóda zobrazenia/tieňovania objektov v 3D zobrazeníMetóda prispôsobenia obrázku a uhlu zorného poľa vnútri snímačaMetóda interpretácie parametrov posuvuMetóda pre premietanie 2D obrazu na objekt s 3D vektorom textúryMetóda na zmenu mierky roviny so snímkou kameryMetóda nastavenia počiatkov rotácie pre segmenty štetcaMetóda na priestor slučky UV hranyMetóda použitá pri priraďovaní váhMetóda použitá na rozptyl bodovMetóda použitá na rozdelenieMetóda použitá pri posunutíMetóda na použitie dotyčniceMetóda použitá na usporiadanie kópiíMetóda používaná na kombinovanie výsledku aktívnej akcie s výsledkom zásobníka NLAMetóda použitá na kombináciu výsledných pásov s akumulovaným výsledkomMetóda používaná na odstránenie snímok Grease PencilMetóda používaná na odstraňovanie údajov z povrchovej sieteMetóda používaná na zmenu mierky osí X a Z kostíMetóda používaná na určovanie mierky osí Y kostí, na vrchole tvaru a zmena mierky samotnej krivkyMetóda použitá na zobrazovanie obrázkov na obrazovkeMetóda použitá na rozpustenie bodov ťahuMetóda používaná na vyhodnotenie hodnoty F-krivky mimo prvej a poslednej kľúčovej snímkyMetóda používaná na zbalenie UV ostrovovMetóda použitá na zjednodušenie bodov ťahuMetóda použitá pre vyhladzovanieMetóda použitá na vytvorenie počiatočnej a konečnej geometrieMetóda použitá na konvertovanie čísla na pohyblivej čiarke na celé čísloMetóda použitá na definovanie tvaru profiluMetóda použitá na definovanie názvu skupiny, ktorá sa má použiťMetóda použitá pre popis rotácieMetóda používaná na určenie farby F-krivky v editore grafovMetóda použitá na určenie manipulátorov ovládaniaMetóda použitá na určenie dosahu a umiestneniaMetóda používaná na určenie, kedy sa má zastaviť rozšírenie pózy na kľúčové snímkyMetóda používaná na priradenie zdrojových hrán k prvým cieľovýmMetóda používaná na priradenie zdrojových plôšok k prvým cieľovýmMetóda používaná na priradenie rohov zdrojových plôšok do nejakej cieľovejMetóda používaná na priradenie zdrojových vrcholov k prvému cieľuMetóda používaná na porovnanie cieľových a riadených vlastnostíMetóda používaná na referenčné cestyMetóda používaná na ukladanie údajovMetrickáDrsnosť mikroplôšky (0,0 je dokonalý zrkadlový odraz, 1,0 je úplne drsný)MikrovláknoModel viacnásobného rozptylu medzi normálne orientovanými vláknami založený na mikrolameláchMikrometreMikrosekundyInštalácia obchodu Microsoft StoreMikrowattyStredná úroveňStredPoloha stredného ovládacieho prvkuStredné ovládacie prvkyAkcia stredného tlačidla myšiStredná úroveňStredný bodPrichytiť stredný bodStredné bodyStredné tónyKoniec stredných tónovZačiatok stredných tónovMieMôže vyzerať lepšie ako miernosť, ale môže mať aj chyby. Kosť s jedným potomkom má hrot umiestnený v koreňoch potomkov. Nerovnomernou zmenou veľkosti to však môže byť znehodnotené, takže buďte opatrníMíleMíle za hodinuMiligramyMilimetreMilisekundyMiliwattyMinimum2D uhol MinimumMin dĺžka 2DMin rýchlosť vzduchomUhol MinimumZakrivenie MinimumMinimum vzdialenostiMinimálna výškaMinimálna zemepisná šírkaMinimum odrazov svetlaMinimálna zemepisná dĺžkaMin MaxMin rýchlosťSnímky MinimumMinimálny krokHrúbka MinimumMinimum odrazov priehľadnostiMinimálny voxelMin XMin X:Min YMin Y:Min ZMinimálny zenitMinimálne a maximálne hodnoty sú rovnaké!Min/MaxMiniJas mini osíVeľkosť mini osíTyp mini osíMinimálneMinimálny počet riešiteľov kroku/snímkyMinimálne informácieMinimálna dĺžka pružiny * veľkosť guleMinimálna vzdialenosť akceptovaná medzi dvoma funkciamiMinimálna hodnota korelácie medzi prispôsobenou vzorkou a referenciou, ktorá sa stále považuje za úspešné snímanieMinimalizovaťMinimalizovať roztiahnutie. Blend %.2fMinimumMinimálny 2D uhol pre delenie reťazeMinimálny počet snímok AA pre adaptívne snímanie, aby sa odhalili rušivé prvky pred zastavením snímania. Nula pre automatické nastavenie na základe prahu šumuMinimálny počet snímok AA pre adaptívne snímanie, aby sa odhalili rušivé prvky pred zastavením snímania. Nula pre automatické nastavenie na základe prahu šumu, pre prekresľovanie záberuMinimálne zakrivenieMinimálna vzdialenosťMinimálna chybaMinimálne rozstupy mriežkyMinimálna hodnota výšky pre centrálnu cylindrickú šošovkuMinimálne opakovaniePotenciál kinetickej energie MinimumMinimálna dĺžkaŽivotnosť MinimumMinimálna hodnota zemepisnej dĺžky pre centrálnu cylindrickú šošovkuRežim minimaMinimálna radiálna vzdialenosťMinimálne napnutieZachytený potenciál vzduchu MinimumMinimálne zakrútenieMinimálna hodnotaMinimum vrcholovMinimálna hlasitosťPotenciál hrebeňa vlny MinimumMinimum XMinimálny index X poľa ohraničenia výstrižkuMinimálna hodnota X pre oblasť prekresleniaMinimálna hodnota X na orezanie obrázkaMinimum YMinimálny index Y poľa ohraničenia výstrižkuMinimálna hodnota Y pre oblasť prekresleniaMinimálna hodnota Y na orezanie obrázkaMinimum ZMinimálny index Z poľa ohraničenia výstrižkuMinimálna povolená vzdialenosť medzi stredmi dvoch rozptýlených inštancií. Zvýšením hodnoty dosiahnete lokálne rovnomernejšie rozloženie.Minimálne množstvo hodnôt mriežky kvapaliny (hustota dymu, palivo a teplo), ktoré môže bunka obsahovať, než sa bude považovať za prázdnuMinimálna hodnota amplitúdy potrebná na ovplyvnenie obaluMinimálny uhol na zobrazenieMinimálny uhol pre zmenu hrúbkyMinimálne uhly pre IK limitMinimálny okraj mriežky (priestor sveta)Minimálna hranica objemuMinimálna súradnica na osi X (priestor indexu mriežky)Minimálna súradnica na osiYX (priestor indexu mriežky)Minimálna súradnica na osi Z (priestor indexu mriežky)Minimálna dĺžka krivých 2D čiar pre výber reťazíMinimálna hustota bunky objemu obsahujúcej bod mriežkyMinimálna hustota voxelu obsahujúceho bod mriežkyMinimálna vzdialenosť medzi plášťom plôšky pred zrážkou, než efekt nadobudne účinokMinimálna vzdialenosť medzi objektami kolízie pred kolíziou, pri ktorej sa efekt prejavíMinimálna vzdialenosť medzi uzlami pre uzly s automatickým odsadenímMinimálna vzdialenosť medzi dvoma vodeniamiMinimálna vzdialenosť medzi dvoma vodeniami pre novú mapu vodeniaMinimálna vzdialenosť pre dopady políMinimálna vzdialenosť od posledného bodu pred pokračovaním výberuMinimálna vzdialenosť posledného bodu pred pokračovaním ťahuMinimálna chyba počas čiastkových krokovMinimum pre meranie hrúbkyMinimálna hodnota posuvníkaMinimálna intenzita na spustenie žiaryMinimálne opakovanie počas čiastkových krokovMinimálna zemepisná šírka (vertikálny uhol) pre rovnosmerný objektívMinimálna intenzita svetla pre svetlo prispievajúce k osvetleniuMinimálna zemepisná dĺžka (horizontálny uhol) pre rovnosmerný objektívMinimálna hodnota masky na považovanie platného vrcholu na extrahovanie plôšky z pôvodnej povrchovej sieteMinimálny počet odrazov svetla. Nastavenie tohto parametra na vyššiu hodnotu znižuje šum v prvých odrazoch, ale môže byť menej efektívne pre zložitejšiu geometriu, ako sú krivky a objemyMinimálny počet pohltení pre generované ťahyMinimálny počet častíc na bunku (zabezpečuje, aby každá bunka obsahovala aspoň toto množstvo častíc)Minimálny počet pixelov medzi jednotlivými čiarami mriežky v 2D záberochMinimálny počet simulačných krokov, ktoré sa majú vykonať pre jednu snímkuMinimálny počet priehľadných odrazov. Nastavenie tohto parametra na vyššiu hodnotu znižuje šum v prvých odrazoch, ale môže byť menej efektívne pre zložitejšiu geometriu, ako sú vlasy a objemyMinimum váh skupín vrcholov A a skupín vrcholov BMinimálna výstupná hodnota priradeniaMinimálna radiálna vzdialenosť pre dopad políMinimálny polomer pri aplikácii minimálneho tlaku (tiež minimálny pri zúžení)Minimálny uhol špičky ku koreňu (vzdialenosť špičky/vzdialenosť koreňa pre dĺžku vlasov)Minimálna veľkosť pixelu tieňovej mapy. Vyššie hodnoty využívajú menej pamäte na úkor kvality tieňov.Minimálna rýchlosť vo vzduchu (v pomere k maximálnej rýchlosti)Minimálna teplota plameňov (vyššia hodnota vedie k rýchlejšiemu stúpaniu plameňa)Minimálna hrúbkaMinimálna hrúbka v kolmom smere na hlavný smerMinimálna hodnotaMinimálna hodnota pre orezanieMinimálna hodnota pre cieľový rozsah kanálovMinimálna hodnota pre náhodný výberMinimálna hodnota váhy vrcholuMinimálna hodnota, považovaná za určitú hranicu atribútu pri vytváraní sústavy plôšokFaktor minimálneho roztiahnutia objemuMinimálna hlasitosť bez ohľadu na to, ako je objekt ďalekoMinkowskiMinkowski 1/2Minkowski 4Exponent MinkowskéhoMinkowského vzdialenosťExponent MinkowskéhoMenší polomerMenšie segmentyMenšinaMinútyZrkadloZrkadlo ako názov kostiOsi zrkadlaZrkadlová guľaZrkadlená kosťÚprava zrkadlaModifikátor zrkadlaObjekt zrkadlaZrkadlo ovládacieho prvkuZrkadlí typ a parametre Rigify vybraných kostí na opačnú stranu. Názvy by mali končiť na L/RZrkadlová transformáciaZrkadlo UZrkadlo UDIMZrkadlo VZrkadlo relácie VRZrkadlo skupiny vrcholovZrkadlo vrcholovZrkadlové váhyMiniaplikácie zrkadlaZrkadlo s rodičmiZrkadlo XZrkadlo YZrkadlo všetkých riadiacich bodov bez invertovania deformácie mrežeZrkadlo všetkých váh skupín vrcholovZrkadlo pozdĺž lokálnej osi X, Y a/alebo Z nad počiatkom objektuZrkadlové mapovanie lopty pre mapy prostrediaZrkadlový štetec naprieč osou XZrkadlový štetec naprieč osou YZrkadlový štetec naprieč osou ZZrkadlová skupina je zamknutá, prerušenéZrkadlí vybrané položky okolo jednej alebo viacerých osíZrkadlo U súradnice textúry okolo bodu posuvu preklápaniaZrkadlo V súradnice textúry okolo bodu posuvu preklápaniaZrkadliť os XZrkadliť os YZrkadliť os ZZrkadlový výber kostíZrkadlí aktuálny kľúčový tvar pozdĺž lokálnej osi XZrkadlový odraz obrazu v smere XZrkadlový odraz obrazu v smere YZrkadlenie ľavej/pravej skupiny vrcholov pri maľovaní. Os symetrie je určená nastavením symetrie.Zrkadlí pohyb jedného manipulátora na druhýZrkadliť nové hodnoty kľúčových tvarovZrkadlenie súradníc textúry okolo každého stredu dlaždícZrkadlí skupiny vrcholov, prevráti váhy a/alebo názvy, editácia iba vybraných vrcholov, prevrátenie nastane keď obe strany sú vybrané inak ich kopíruje z nevybranýchZrkadlo skupiny vrcholov (napr. .P->.Ľ)Zrkadlové váhyZrkadlené %sZrkadlový UV posuv na osi UZrkadlový UV posuv na osi VZrkadlové parametre kostí {:d}Modifikátor zrkadleniaRôzneRôzneFarba minutiaChýba %s%s%s súčasť(i) Eulerovej rotácie pre ID = '%s' a cestu RNA = '%s'Chýbajúce 'okno' v kontexteChýbajúce doplnkyChýbajúce zabudované doplnkyChýbajúce údajeChýbajúca geometriaChýbajúce materiályChýbajúca ponuka: %sChýbajúca konfigurácia OpenColorIOChýbajúci panelChýbajúca šablónaChýbajúce textúryChýbajúca UV mapa na pripojenie kriviek na vyhodnocovaný povrchChýbajúca UV mapa na pripojenie kriviek na pôvodný povrchChýbajúce UVChýbajúci názov kostiChýbajúce záhlavieChýbajúca knižnicaChýba identifikátor nástroja uzla ({})Chýba identifikátor operátoraChýba výstupChýbajúca vlastnosť pre vstupnú zásuvku "%s"Chýbajúce súbory skriptuChýbajúca povrchová sieťBol zistený chýbajúci %s%s%s%s!Chýbajúce: %sChýbajúce: %s.%sHmlaPrechod HmlaBlok údajov nastavenia hmly pre svetMitchoveUhol zrezania skoseniaSklon VonkajšíSklon tvaru profiluSkosený tvarZmiešaťZmiešať (zdedené)Miešanie farbyFaktor zmiešaniaFaktor zmiešania na 1,0Zmiešať polohuRežim zmiešaniaUzol zmiešaťPozícia uzla ZmiešaťZmiešať rotáciuZmiešať mierkuZmiešať tieňovačFaktor zmiešania ťahuZmiešať vektorZmieša hodnoty atribútov susedných prvkovFaktor zmiešaniaFaktor zmiešania polôh vrcholovRežim zmiešaniaZmieša zdrojovú hodnotu do prvého cieľa použitím daného prahu ako faktoraNamieša zvuk scény na zvukový súborZmieša váhy dvoch skupín vrcholovZmiešava dve vstupné farbyZmiešava dva tieňovače. Zvyčajne sa používa na vrstvenie materiálovZmiešanie hodnôt podľa faktoraNamieša zvuk na monoZásobník zmiešavaniaModálnyModálne udalostiTypické priradenie klávesyModálne operátoryTypické mapy kláves nie sú podporované pre doplnkové konfigurácie klávesRežimRežim (Alt)Typ režimuRežim definuje pravidlo zlúčeniaRežim výpočtu hodnôt kanálov rotácieRežim pre vyhodnocovania normály krivkyRežim prispôsobenia obrázku plátnuRežim určovania požadovanej veľkosti voxelovRežim importovania vybraných obrázkovRežim automatického vkladania kľúčových snímok objektov a kostí (predvolené nastavenie použité pre nové scény)Režim spracovania fariebRežim vyplnenia krivkyRežim prevádzky pre premietanie maľbyRežim posunu výšky tónuRežim nástrojov daných pri vstupe z rozhraniaRežim definovania dĺžkyRežim na zobrazenie snímokRežim na kreslenie limitov okrajovRežim na načítanie zobrazení obrázkovRežim na načítanie zobrazenia filmuRežim použitia pri vytváraní ťahovRežim použitý na aplikáciu textúryRežim používaný na zmiešanie s výstupnou farbou textúryModelovanie všetkých troch fyzikálnych procesov v objeme, reprezentovaných ich koeficientamiRežimyUpravenýDátum úpravyUpravené hranyUpravená animácia {:d} armatúrUpravené: {}{}{}ModifikátorHranatéKonštantnýRežimOstréVyhladiťNaVoxelModifikátor „%s“ sa nenachádza v zozname modifikátorov objektuModifikátor "%s" nie je v zozname modifikátorov pásuModifikátor '%s' nie je v objekte '%s'Modifikátor '%s' nebol skopírovaný do žiadnych objektovModifikátor manipulačného prvkuNázov modifikátoraOperácia modifikátoraVlastnosti ModifikátorTyp modifikátoraModifikátor UIDModifikátor ovplyvňujúci geometrické údaje objektuModifikátor ovplyvňujúci/vytvárajúci vlastné normályModifikátor je možné do objektu '%s' pridať iba razModifikátor sa nedá použiť na povrchovú sieť s kľúčovými tvarmiModifikátor obsahujúci uzol je zakázanýModifikátor nemožno pridať (podrobnosti nájdete na konzole)Modifikátor nemožno pridať do (%s : %s) (podrobnosti nájdete na konzole)Modifikátor zakázanýModifikátor sekvenčných pásovModifikátor pre hodnoty F-krivkyModifikátor má zapečené údajeModifikátor je zakázanýModifikátor nie je povolený alebo vracia chybu, preskakujem použitieModifikátor je zakázaný, preskočené použitieNázov modifikátoraModifikátor uzlov skupiny aktív nie je priradený ku katalógu. Katalógy je možné priradiť v Prehliadači aktívČíslo modifikátora na priradenieČíslo modifikátora na odstránenieModifikátor vyžaduje viac ako 3 vstupné plochyModifikátor vyžaduje pôvodné údajeModifikátor vyžaduje pôvodné údaje, zlá pozícia zásobníkaStav modifikátoraModifikátor usporiadania do iných tvarovModifikátor prenosu niektorých údajov zo zdrojovej povrchovej sieteModifikátor sa v zásobníku nenašielModifikátoryModifikátory ovplyvňujúce všetky F-krivky v referenčnej akciiModifikátory ovplyvňujúce údaje objektu Grease PencilModifikátory ovplyvňujúce tvar F-krivkyModifikátory ovplyvňujúce tento pásModifikátory sa nedajú pridať k objektu '%s'Modifikátory nemožno pridať k objektu {:s}Modifikátory nie je možné použiť v režime úpravModifikátor nemôže byť použitý na prepísané údajeModifikátor nemôže byť použitý na zdieľané údajeUpraví celú sieť použitím elastickej deformácieÚpravaUpraviť aktívneUpraviť ohyb krivkyUpraviť skrytéUpraviť šablónu maskyUpraviť nápisy uzlovUpraviť aktívum pózyModify SharpnessUpraví primárnu alebo šablónu maskyÚprava farieb výplne a ťahuLen úprava farieb výplneÚprava nápisov všetkých vybraných uzlovUpravuje váhy dvoch skupín vrcholovUpraví vlastnosti, ako je polomer krivky vrcholu, veľkosť písma a plášť kostiLen úprava farieb ťahuUpraví tvrdosť ťahuUpraví aktívnu sústavu plôšok namiesto vytvorenia novejUpraví základnú povrchovú sieť tak, aby zodpovedala posunutej povrchovej sietiInteraktívne upraví veľkosť detailov dynamickej topológieUpravuje smer normály povrchuUpravuje smer normály povrchu použitím metódy vplyvuUpraví intenzitu osvetlenia zachyteného týmto snímačomUpraví veľkosť voxelu povrchovej siete interaktívne použitého pri Voxelovom pretvorení povrchovej sieteUpraví geometriu ťahu tak, aby zodpovedala jeho hlavnej línii smeruUpraví geometriu zdvihu tak, aby vyzerala viac 'mnohouholníková'ModulárnyModuluje farby pruhov a duchov pre efekt spektrálneho rozptyluModulLadenie moduluNázov moduluNázov moduluNázov modulu doplnku, ktorý sa má zakázaťNázov modulu doplnku na povolenieNázov modulu doplnku na rozvinutieNázov modulu doplnku na odstránenieNainštalované moduly ({:s}) z {!r} na {!r}Režim zvyškuZvyšok po delení, ktorý je periodický pre záporné aj kladné operandyZvyšok po delení, ktoré je zvyškom A / BMonoJednopriestorové písmoPokročilejší algoritmus založený na fyziológii očí, Reinhard a DevlinJe vybraná viac ako jedna kolekciaVybraná je viac ako jedna položkaK dispozícii je viac ako jeden mechanizmus prekresleniaNerovnomernejší výsledok (líši sa v závislosti od oblasti), viac sa podobá skutočnému terénuViac...Viac/MenejMorfológia do guleMaltaVeľkosť maltyVyhladiť maltuNajzákladnejší výpočet hrúbkyVäčšina kompaktných znázornení, používa '+' ako oddeľovač pre podružné čísla snímky, s ľavým a pravým skrátením časového kódu podľa potrebyPohybRozostriť pohybomPozícia rozostrenia pohybomKroky rozostrenia pohybomModel pohybuDráha pohybuBod zásobníka dráhy pohybuBody dráhy pohybuNastavenie dráhy pohybuDráha pohybu pre tieto prvkyNastavenie dráhy pohybu pre vizualizáciu animácieNastavenie dráhy pohybu pre vizualizáciuDráhy pohybuKroky pohybuPrah pohybuSnímanie pohybuVynútenie Snímanie pohybu na konvertovanie, sa nenašloObjekt snímania pohybu sa nenašielPrípona dráhy pohybu snímky pre %s (%d až %d) %s je neplatnáBody dráhy pohybu sa zapracujú do priestoru kamery aktívnej kamery. To znamená, že budú vyzerať správne len pri pohľade cez túto kameru. Prepínanie kamier použitím značiek nie je podporované.Kroky pohybuNástroje smerovania pohybuPoháňacíMyšVynútenie Smerovanie myšiPrah pretiahnutia myšouUdalosť myšiPozícia myšiPozícia X myšiPozícia Y myšiVybrať myšouCitlivosť myšiMyš XMyš YTlačidlo myši použité pre výberŠtýl kurzora myši použitý v priebehu modálneho operátoraPoloha myšiUmiestni myš v normalizovaných súradniciach, 0,0 až 1,0 je v medziach obrazuUmiestni myš na výber kanálaUmiestni myš na výber najbližšieho celkuHodnoty cesty myši pre operátory, ktorí zaznamenávajú takéto cestyPresunúťPohyb aktuálneho manipulátoraSmer posunuPresunúť celý bodPosunúť bodPresunúť segmentPásy filmuTyp presunuPresunúť UV podľa zlúčeniaPresúva UV po osiachPremiestni uzol na odpojenie prepojeníPresúva bod alebo jeho manipulátoryPresunúť aktívnu položkuPresunúť za kolekciePresunie všetky vybrané prvky na prvé miesta so zachovaním ich relatívneho poradia. Upozornenie: Toto ovplyvní aj indexy nevybraných prvkovPresunie všetky zásuvky akcie na aktívnom objekte do novovytvorených samostatných akcií. Všetci užívatelia týchto zásuviek budú preradení do nových akcií. Aktuálna akcia nebude odstránená, ale bude prázdna a nemusí mať nakoniec žiadnych užívateľovPresúvať pozdĺž osi XPresúvať pozdĺž osi YPohyb pozdĺž osi riadiaceho dopreduPohyb po navigačnej osi dozaduPohyb po navigačnej osi nadolPohyb po navigačnej osi dopreduPohyb po navigačnej osi vľavoPohyb po navigačnej osi vpravoPohyb po navigačnej osi nahorPohyb pozdĺž osi diváka dozaduPohyb pozdĺž osi diváka dopreduPohyb pozdĺž osi diváka vľavoPohyb pozdĺž osi diváka vpravoPresunutie položky v zozname nahor alebo nadolPresunie existujúci segment krivkyPremiestniť a prepojiťOblasť presunúť tuPresunúť aktívum z akéhokoľvek katalóguPresunúť aktívum do katalóguPresunúť aktíva z akéhokoľvek katalóguPresunúť aktíva do katalóguPresunúť pred kolekciePresunúť medzi kolekciePresunie pravidlo kŕdľa v zozname nadolPresunie pravidlo kŕdľa v zozname nahorPresunie stav kŕdľa v zozname nadolPresunie stav kŕdľa v zozname nahorPresunie kosti do kolekciePresun podľa UDIMPresun pomocou dynamickej mriežkyPresun po pixelochPresunúť katalóg {} do {}Presunúť katalóg {} na najvyššiu úroveň stromuPresunie vynútenia nadol v zásobníku vynúteníPresunie vynútenia nahor v zásobníku vynúteníPosunie aktuálnu snímku dopredu/dozadu o dané čísloPresunie kurzor v textePresunie pozíciu kurzoraPresunie kurzor na pozíciu značkyPresúva krivky tak, aby sa prvý bod nachádzal presne na povrchu sieteSmer posunuPosunie efekt v zásobníku nadolPosunie efekt v zásobníku nahorPresunie exportéra nahor alebo nadol v zozname exportérovPohybujete sa rýchlejšie (chôdza alebo lietanie)Presunie dopredu o niekoľko jednotiek narazPremiestni snímku do ďalšieho alebo predošlého bodu úpravyPresúva hodnoty mriežky cez pole rýchlosti použitím numerickej integrácie. Podporuje viacero integračných schém pre rôzne kompromisy medzi presnosťou a výkonomVoľne posúva manipulátor novo pridaného boduPresunie manipulátory po zatvorení drážkyPresunie vstupy a výstupy z modifikátora do novej skupiny uzlovPresunúť do kolekcie (kliknutím Ctrl na odkaz)Presunúť vnútri kolekcie (Ctrl na spojenie, Shift na rodiča)Posunie objekt inštancie v zozname nadolPosunie objekt inštancie v zozname nahorPresun je ovplyvnený nastavením prichyteniaPresunie vrstvu v zozname, vrstvy ďalej v zozname prepíšu údaje z vyšších vrstievPremiestni modifikátor nadol v zásobníkuPosúva modifikátor v zásobníku nahor a nadolPremiestni modifikátor nahor v zásobníkuPresúva pozadie uzlaPresunie uzly a prepojí na rámPremiestni geometriu objektu na počiatok objektuPremiestni počiatok objektu na polohu 3D kurzoraPresunie objekty do kolekciePresunie objekty do novej kolekciePresunie cieľ častíc v zozname nadolPresunie cieľ častíc v zozname nahorPresunie body z dráhy, ako ich kombináciuPremiestni vybrané okraje oblastiPresunie vybrané súbory do odpadu alebo do košaPresunie vybrané položkyPresúva vybrané položky do tvaru gule okolo geometrického streduPresun vybraných kľúčových snímok do medzipolohy vzhľadom na susedné kľúčePresunie vybrané uzly do stredu editora uzlovOdsunie vybrané objekty mimo lokálny pohľadPresunie vybrané značky scén do aktívnej akcie ako lokálne značky "pózy"Presúva vybrané kľúčové tvary hore/dole v zoznamePresunie vybrané pásy nadol stopy, ak je priestorPresunie vybrané pásy nahor stopy, ak je priestorPresunie vybrané ťahy na inú vrstvuPresunie vybranú časovú značku(y)Presunie výber do novej vrstvyPohybujete sa pomalšie (chôdza alebo lietanie)Premiestni začiatok pásov na určený časPresunie pásy tak, aby sa prispôsobili transformovaným pásomPosúva ťahy mierne smerom ku kamere, aby ste sa vyhli orezaniu a zároveň zachovali hĺbku zobrazeniaPresúva zásuvku textúry nahor a nadolPresunie kurzor 3D na vybraný bod VRPresúva aktívnu vrstvu poznámok v zozname nahor/nadolPosúva v zozname aktívnu farbu nahor/nadolPresunúť aktívnu vrstvu alebo skupinu Grease PencilPosúva aktívnu sústavu výberu nahor/nadol v zozname súpravPresúva aktívnu záložku v zozname nahor/nadolPresunie aktívny segment čiarky nahor alebo nadolPresunie aktívnu položku nadolPresunie aktívnu položku nahorPresunie aktívnu vrstvu v zozname nahor/nadolPresunie aktívny materiál v zozname nahor/nadolPresunie segmentu aktívneho času nahor alebo nadolPresunie aktívne skupiny vrcholov v zozname nahor/nadolPosunie kameru tak, aby snímala vybrané objektyPresunie klon zdrojového obrázkuPresunie bližší manipulátor susedného vrcholuVoľný pohyb aktuálneho manipulátora riadiaceho boduPresunie aktuálne vybrané riadky nahor/nadolPresunie kurzor počas výberuPresunie celý bod použitím jeho manipulátoraPresunie manipulátor v aktuálnom uhlePresúva inštancie smerom k stredu plôškyPresunie kľúčové snímky pozdĺž médiíPremiestni modifikátor v zozname modifikátorovPohybom myši zmeníte veľkosť podrobností dynamickej topológie. ĽTM: potvrdenie veľkosti, ESC/PTM: zrušiť, SHIFT: režim presnosti, CTRL: veľkosť podrobností snímkyPresunie vybrané zásuvky do novovytvorenej akciePresúva pohľadPresunie pohľad na rám vybraných objektovPresunie pohľad na aktuálnu snímkuPresunie zobrazenie na stred výberuPresunúť do kolekcieRekurzívny presun do kolekciePresunúť na prvéPresunúť na poslednéPresunúť do vrstvyPresunúť do novej kolekcie kostíPresunúť do novej kolekciePresunúť do novej vrstvyPresunie do centra susedných a prispôsobí ich rýchlosťPresun na ďalší priečinokPresunúť na nadradený priečinokPremiestni do stromu rodičovského uzla, odstráni zo skupinyPresun na predošlý priečinokPresúva inštancie geometrie najvyššej úrovne v lokálnom alebo globálnom priestorePresunie transformované pásy na najbližšie voľné miesto, aby sa vyriešilo prekrytiePresúva vrcholy po osi XPresúva vrcholy po osi YPresunie vrcholy do ťažiska vytvorenej kópie zhluku, inak sa použije vrchol najbližší k ťažisku.Presunie {} nad {}Presunie {} pod {}Presunie {} do {}Presunie {} {} nad {}Presunie {} {} pod {}Presunie {} {} do {}Oblasť presunu/pripojenia/dokovaniaPresunúť/Rozdeliť oblasťPohyb/otáčanie vzhľadom na ovládač alebozobrazovač VRPresunutá %i zásuvka(viek) do akcie aktívneho objektuPresunutý pás je už vnútri poskytnutého meta pásPresunutý pás je rodičom poskytnutého meta pásuPohybPresunie všetky F-krivky pre `skrytie` vlastnosti vybraných armatúr do akcie objektu. Toto bude fungovať iba na prvej vrstve a páse akciePresúva body zachytávania ďalej od povrchov, aby sa zabránilo vzniku artefaktovFilmFilmový klipEditor filmových klipovNáhrada filmového klipuPoužívateľ filmového klipuBlok údajov filmového klipuFilmový klip na získanie údajov snímaniaFilmové klipySkreslenie filmomFilmový súborFilmové súboryFilmový formátObjekty filmuFilmové stopy rovinyPás filmuExpozičný hárok snímania filmuZnačky snímania filmuÚdaje značky roviny snímania filmuZnačky filmu snímania rovinyFilmové stopyFilmový klip zobrazený a upravený v tomto priestoreFilmový klip sa nenašielFilmový klip, ktorý tento pás používaNie je nastavený filmový klip na použitie údajov snímaniaSúbor s filmomPás filmuÚdaje kamery snímania filmuÚdaje snímania filmuÚdaje o značke snímania filmuÚdaje snímania objektu filmuSnímanie stôp videa objektu na sledovanieObjekt snímania filmu pre sledovanie (ak je prázdne, je použitý objekt kamery)Údaje filmu snímania stopy rovinySnímanie filmu rekonštruovanými údajmi kameryÚdaje rekonštrukcie snímania filmuNastavenia snímania filmuÚdaje o stabilizácii snímania filmovÚdaje stopy snímania filmuSníma stopy filmu pre sledovanieFilmový klipAktívna stopaZdroj poznámkyBalíkKlipExpozičný hárokGrafZachovať pôvodnéZnačkovačZnačkyMaskaRežimStopa rovinyMocStopaSnímanie stopyPohľadPás Filmový klipBlok údajov filmového klipu odkazovaný externý filmový súborSnímanie filmu '%s' nemôže byť odstránenéFilmy alebo sekvencie obrázkov nepodporujú zbalenieZadržaný pohybPozastavená kľúčová snímkaVybraná pozastavená kľúčová snímkaPohyb vecí ťahaním myšou sa potvrdzuje pri uvoľnení tlačidlaPohMyMyPosMyOtáčMsChytréPriblíženieMePohMyMyPribPre tento typ sa nenašiel modifikátor textúryViacsnímkovéViacnásobný vstupID triedenia viacerých vstupovViacero modifikátorovViacnásobná reakciaKamerový systém viacnásobného zobrazenia, nastaví kamery jednotlivoViacnásobné vynútenia, podrobne daného riešiteľom inverznej kinematikyViacvrstvový EXRViacnásobné maľovanieViacnásobné zobrazenieFilter viacslovných nepresných slovViacslovné hľadanie zhodyÚprava viacnásobných snímokViacmierkový model rozptylu vlasov od Huanga a kol. 2022, vhodný na pozorovanie zblízka aj z diaľky, podporuje eliptické prierezy a má presnejšie zvýraznenie v priamych smeroch rozptylu.Viacdotykové gestáPás Viackamerový výberZdrojový viackamerový kanálViacnásobný fraktálViacsnímkovéViacnásobná vrstvaSkupina viacnásobnej maľby je zamknutá, prerušenéViacnásobné zásobníkyViacnásobný mechanizmusViacnásobné plôškyViacnásobná dôležitosťSnímka viacnásobnej dôležitostiViacnásobné snímanie dôležitostiViacnásobný rozptylViacnásobné pružinyViacnásobné ťahyViacnásobné zobrazeniaNenájdených viac doplnkov s rovnakým názvom!Je možné použiť viacero spracovateľov súborov, upustením vyberte, ktorý sa má použiťViacero súborov obrázka, ako sekvenciaNemožno uložiť viacero obrázkov na rovnakú cestu: " %s"Viacnásobné snímanie dôležitosti sa používa na kombináciu priamych svetelných príspevkov z odhadu ďalšej udalosti a predom sledovanej cestyModel oblohy s viacerými rozptylmi (presnejšie)Viacnásobné ťahy sa objavujú/zmiznú súčasneFaktor znásobenia pri použití rýchlych alebo pomalých modifikátorovViacnásobný prepisVynásobené podľa Začiatku/Konca pre celkový počet pridaných bodovNásobiteľNásobič pre mieru delenia geometrie mimo záber kamery. Mierka delenia objektov sa postupne zvyšuje, čím sú ďalej mimo záber kamery. Nižšie hodnoty poskytujú vyššiu kvalitu odrazov a tieňov pre objekty mimo obrazovky, zatiaľ čo vyššie hodnoty spotrebujú menej pamäteNásobič pre veľkosť adaptívneho rozdelenia na objektNásobič pre veľkosť adaptívneho rozdelenia na objekt v zábereNásobič na zmenu mierky vybraného poľa pre mapu fariebNásobič pre zmenu mierky vektorovNásobiteľ vzdialenosti medzi čiarami mriežky v 3D zobrazeníNásobiteľ hodnoty výšky na riadenie celkovej vzdialenosti pre mapovanie nerovnostíNásobiteľ intenzity nových ťahovNásobiteľ pre hrúbku nových ťahovNásobiteľ pre vplyv vlny tohto štetcaNásobiteľ vlastností priemeruNásobiteľ rýchlosti prekážkyNásobiteľ rýchlosti zdroja prešiel do kvapaliny (rýchlosť zdroja je nenulová, iba ak sa objekt pohybuje)Násobiteľ používaný na riadenie veľkosti vektorov rýchlosti pre časové efektyVynásobiťRežim pridania násobeniaVynásobiť alfouVynásobí kanály Vnútri mierky ohybu kostí hodnotami lokálnej mierky manipulátora začiatku. Toto sa vykonáva po možnosti Zmiernenie mierky a nie je ňou ovplyvnené.Vynásobí kanály Mimo mierku ohybu kostí lokálnymi hodnotami mierky manipulátora konca. Toto sa vykonáva po možnosti Zmiernenie mierky a nie je ňou ovplyvnené.Vynásobenie fariebVynásobiť hĺbkuFaktor násobeniaVynásobiť hmotnosť veľkosťouViacnásobné matriceRežim násobeniaViacero modifikátorovViacnásobná normálaViacnásobné RPás VynásobiťVynásobí váhy skupiny vrcholov B skupinou vrcholov AVynásobiť skupinu vrcholov plášťomVynásobiť váhyNásobí alfa spolu s farebnými kanálmiVynásobí vplyv štetca strmosťou farebného spádu alfaVynásobí prienik hĺbky štetca (odsun, vlny) strmosťou spádu alfaVynásobí farbu alfa (odporúča sa pre vstup Blendera)Vynásobí farebné kanály z dvoch videíVynásobí hodnoty komponentovZnásobenie sily o 1/vzdialenosť²Vynásobí dĺžku čiary podľa rýchlosti častícNásobí hmotnosť podľa veľkosti častícViacnásobný vektor normály pri výbereZásobí polohu a obrys podľa intenzityVynásobí zaznamenanú rýchlosť kreslenia faktoromZnásobí zdrojovú hodnotu do prvého cieľa použitím daného prahu ako faktoraVynásobí kanál Zmierniť vnútri ohybu kostí hodnotou lokálnej mierky Y začiatku manipulátora začiatku. Toto sa vykoná po možnosti Zmiernenie mierky a nie je ňou ovplyvnené.Vynásobí kanál Zmierniť mimo Kosť ohybu hodnotou lokálnej mierky Y manipulátora konca. Toto sa vykonáva po možnosti Zmiernenie mierky a nie je ňou ovplyvnené.Vynásobí vypočítané váhy existujúcimi hodnotami v skupine vrcholovVynásobí aktuálnu snímku scény týmto faktoromVynásobí aktuálnu rýchlosť pásu týmto číslom alebo zmení priradenie aktuálnej snímky na túto snímkuVynásobí veľkosť použitého filtra interpoláciouVynásobí konečné hodnty zmiernenia faktormi Vnútri mierky/Mimo YVynásobí RGBA kanály vstupného obrázku vstupnou hodnotou alfaVynásobí mierku inštancie faktorom pre kalibráciu uvažovanej oblasti plôškyZnásobí intenzitu každého pixeluVynásobí pôvodnú dĺžku faktoromVynásobí polomer bodu drážky polomerom zúženiaNásobí matrice transformácieVynásobí váhou plášťa všetky kosti, namiesto pôsobenia skupiny vrcholov základného prelínania. Určené váhy sú stále používané a sú posudzované len uvedené kosti.Vynásobí faktorom rýchlostiViacnasobneRozlisenieModifikátor Viacnásobného rozkladuViacnásobné údaje zapečenia vyžadujú viacnásobný rozklad objektuModifikátor Viacnásobný rozklad vrátil chybu, preskočené použitieViacnásobný rozkladModifikátor viacnásobného rozkladu povrchovej sieteViacbodový GGXMusgraveHudbaMusí byť v režime výberu vrcholovMusí mať aktívnu kosť na pridanie IK vynúteniaMusí mať viac riadiacich bodov ako žiadosťUtlmiťStlmí (ne)vybrané pásyStlmiť záberyStlmiť kanálUtlmenie rozšírených nastavení modifikátoraStlmí zábery a namiesto nich zobrazí čierne pozadieZruší stlmenie/stlmí vybrané pásyStlmí reproduktoryUtlmiť tento modifikátorStlmiť nevybrané namiesto vybraných pásovStlmenýStlmené pásyVeľkosť balíka zmiešavaniaRýchlosť zmiešavaniaVeľkosť balíka zmiešavania (bytov)Rýchlosť zmiešavania (bitov/s)MnohouholníkPolomer n-guleMetóda mnohouholníkovN-uholníkyKlávesa N otvorí koláčovú ponuku na prepínanie oblastíNDOFHorizontálne uzamknúť NDOFÚdaje o pohybe NDOFZobraziť NDOF navigáciuÚdaje o pohybe NDOF pre udalosti správcu okienPlôška mnohouholníkaVrchol plôšky mnohouholníkaNLAPovolené vyhodnotenie NLAPás NLAPás NLA 'prechodný' medzi susednými pásmiOvládače NLA pásuNázov pásu NLAPás NLA, ktorý sa správa ako kontajner pre susedné pásyPás NLA je aktívnyPás NLA sa prehrá späť v opačnom poradí (iba v prípade, že načasovanie je automaticky stanovené)Pás NLA je vybranýPás NLA doporučený nejakou akciouPás NLA predstavuje zvukovú udalosť pre reproduktoryNLA pásyPásy NLA na tejto stope NLAPás NLA, ktorý sa správa ako kontajner pre (ak je to typu meta)Stopa NLANázvy NLA stôpStopa NAL je aktívnaStopa NLA sa vyhodnotí sama (t. j. aktívna akcia a všetky ostatné stopy NLA v rovnakom bloku AnimData sú vypnuté)Stopa NLA je zamknutáStopa NLA je vybranáStopa NLA je vyhodnotená len raz v tomto bloku údajov animácie, so stlmenými všetkými ostatnýmiNLA stopyNLA stopy (t. j. vrstvy animácie)Režim vylepšenia NLAÚdaje priestoru NLA editoraZásobník NLA sa vyhodnotí pri vyhodnotení tohto blokuPás NLA '%s' sa v stope '%s' nenašielPás NLA F-krivkyNURBSAktívne U čiary NURBSAktívne V čiary NURBSU čiary NURBSV čiary NURBSUsporiadanie NURBS v smere U. Vyššie hodnoty spôsobujú, že každý bod ovplyvňuje väčšiu oblasť, ale má horší výkon.Usporiadanie NURBS v smere V. Vyššie hodnoty spôsobujú, že každý bod ovplyvňuje väčšiu oblasť, ale má horší výkon.Váha NURBSNablaNázovNázov (ID) volaného operátoraPomenovať poKolízia názvovNázov filtraNázov podľa zdroja objektu s príponouKolízie názvov: Názov použitého filtra "*", "?" a "[abc]" v štýle náhradných znakov UNIXNázov pre nový objekt povrchovej siete a materiálNázov nového zdroja zásuvky pre maľbuNázov novej predvoľbyNázov nového aktíva štetcaNázov nového aktíva pózyNázov z načítaného obrázkaNázov je už použitý. Druhý blok údajov bol premenovaný na '%s'Názov skupiny akcií pre túto dráhu na priradenie nastaveníNázov ID (identifikátora) bloku na rozbalenieNázov rodičovskej kosti na háku (ak je to použiteľné), tiež prepočíta a vymaže posuvNázov pózy kosti na použitie ako cieľaNázov kľúčového tvaruNázov UV mapyNázov skupiny vrcholov, ktorá určuje ukotveniaNázov skupiny vrcholov určujúca vplyv modifikátora na bodNázov vrstvy farby vrcholaNázov súboru alebo priečinka v zozname súborovNázov kolekcie kostí, ktorá má byť pridaná. Tento údaj zadajte len vtedy, ak chcete vytvoriť novú kolekciu kostí a priradiť do nej vybrané kosti. Ak chcete priradiť do existujúcej kolekcie, neuvádzajte tento parameter a použite collection_indexNázov kolekcie kostí, ktorá má byť pridaná. Tento údaj odovzdajte len vtedy, ak chcete vytvoriť novú kolekciu kostí a presunúť do nej vybrané kosti. Ak chcete presunúť do existujúcej kolekcie, neuvádzajte tento parameter a použite collection_indexNázov atribútu farbyNázov modifikátora na predefinovanieNázov modifikátora na odstránenieNázov nového atribútuNázov nového atribútu farbyNázov nového priečinkaNázov novej maskyNázov novej vrstvy maskyNázov novovytvorenej skupinyNázov novovytvorenej skupiny svetlaNázov operátora (preložený) na zavolanie vstupnej udalostiNázov operátora (preložený) na vyvolanie vstupnej udalostiNázov rodičovskej kosti v prípade kosti rodičovského vzťahuNázov rodičovskej kosti. Používa sa len vtedy, keď je rodičovským objektom armatúra.Názov rodičovského objektu v určenom bloku údajov, ku ktorému dochádza k rodičovstvuNázov rodičovského pod-objektu v určenom bloku údajov, ku ktorému dochádza k rodičovstvuNázov jednej animácie glTF, ktorá sa má exportovaťNázov vrstvy kožeNázov AOVNázov AOV, do ktorého sa tento výstup zapisujeNázov atribútu Alembic, ktorý sa používa na generovanie údajov o rozostrení pohybomNázov atribútuNázov skupiny svetlaNázov paletyNázov atribútu UV mapy, ktorý sa má vygenerovaťNázov skupiny vrcholov určujúcej vplyv modifikátora na bodNázov mapy akciíNázov y mapy akciíNázov položky mapy akcieNázov aktívneho tieňovača AOVNázov atribútu, z ktorého sa má transformácia načítaťNázov kolekcie kostí, do ktorej sa má táto kosť priradiť; prázdne pre priradenie do aktívnej kolekcie kostíNázov kolekcie kostí, ktorá sa má vytvoriťNázov kolekcie kostí, z ktorej sa má táto kosť odhlásiť; prázdne - odhlásenie z aktívnej kolekcie kostíNázov kosti na vyhľadanieNázov kosti, ktorá sa má vyradiť z kolekcie; prázdne pre použitie aktívnej kostiNázov kolekcie na výberNázov vynútenia na úpravuMeno tvorcu aktívaNázov vlastnej orientácie transformácieNázov segmentu čiarkyNázov bloku údajov na použitie operátoromNázov zariadeniaNázov súboruNázov mriežky pre zložku poľa rýchlosti v osi X, ak bolo rozdelené do viacerých mriežokNázov mriežky pre zložku poľa rýchlosti v osi Y, ak bolo rozdelené do viacerých mriežokNázov mriežky pre zložku poľa rýchlosti v osi Z, ak bolo rozdelené do viacerých mriežokNázov akcie hmatu, ktorá sa má použiť pri vykonávaní tejto akcieNázov konfigurácie klávesyNázov priradenia klávesyNázov vrstvyNázov materiáluNázov ponukyNázov modifikátoraNázov modifikátora obsahujúci uzolNázov modifikátora na úpravuNázov modifikátora pre pracovanieNázov novej kolekcieNázov novej vlastnej orientácieNázov novej vrstvyNázov novej skupiny vrstievNázov novopridanej kolekcieNázov novovytvorenej kostiNázov koláčovej ponukyNázov predvoľby použitej na vytvorenie názvu cestyNázov kolekcie kostí, na ktorú je referenciaNázov typu výbavy, z ktorej sa má snímka vygenerovaťNázov tieňovača na úpravuNázov zásuvkyNázov slotu na zobrazenie v užívateľskom rozhraní. Tento názov v kombinácii s typom bloku údajov je jedinečný v rámci jeho akcieNázov zásuvkyNázov typu zásuvkyNázov zdrojového súboruNázov modifikátora pásu na úpravuNázov motívuNázov poľa rýchlosti alebo základný názov, ak je rýchlosť rozdelená do viacerých mriežokNázov farebnej vrstvy vrcholov použitej na penuNázov vrstvy farby vrcholov použitej pre mapu smeru striekaniaNázov pracovného priestoru, ktorý sa má pripojiť a aktivovaťNázov tejto vrstvy kolekcie (rovnaký ako jej kolekcia)Názov farby vrcholu pre exportNázov skupiny vrcholov, ktorá určuje mieru povrchovej emisieFilter mien alebo príznakovNázov, ktorý sa môže zobraziť v užívateľskom rozhraní pre tento prvokNázov, ktorý je priradený k odkazovanému bloku údajovNázov na použitie v skriptovacích výrazoch/funkciách (nie sú povolené medzery ani bodky a musí začínať písmenom)Názov použitý na uloženie výstupu z tohto povrchuNázov: {:s}Pomenovaný atribútPomenované atribútyPomenovaná skupinaVýber pomenovanej vrstvyPomenovaný uzol vrstvyNázvyPriestor názvovPomenovanie komponentov pre AO mapyPomenovanie komponentov pre alfa mapyPomenovanie komponentov pre mapy základných fariebPomenovanie komponentov pre mapy hrboľovPomenovanie komponentov pre mapy premiestneniaPomenovanie komponentov pre mapy emisiíPomenovanie komponentov pre mapy odleskovPomenovanie komponentov pre mapy kovového leskuPomenovanie komponentov pre mapy normálPomenovanie komponentov pre mapy drsnostiPomenovanie komponentov pre mapy zrkadleniaPomenovanie komponentov pre mapy prenosuNanometreNanovattyÚzkosť šírky pásmaTesnosťPrirodzenéPrirodzená rýchlosť kresleniaPrirodzený logaritmusPrirodzený smer posuvuNavigáciaManipulačný prvok navigácieVeľkosť manipulátora navigácieNavigácia v priečinkoch jedným namiesto dvojitým kliknutímPohybuje sa po scéne VR podľa uchopenia riadiacimiNavigáciaVzaduRiadiaci dopreduDoleVpreduVľavoRežimVpravoOtočiť doľavaOtočiť dopravaHoreDivák dozaduDivák dopreduDivák vľavoDivák vpravoNavigačná lištaOvládacie prvky navigáciePoloha navigácieRežim navigácieRotácia navigácieMieka navigáciaPozadie navigácie/karietNdof+Ndof-NdofB1NdofB10NdofB11NdofB12NdofB2NdofB3NdofB4NdofB5NdofB6NdofB7NdofB8NdofB9NdofBackNdofDomNdofFitNdofFrontNdofIso1NdofIso2NdofMenuNdofMovNdofPanZoomNdofRCCWNdofRCWNdofRotNdofSCCWNdofSCWNdofSaveView1NdofSaveView2NdofSaveView3NdofTCCWNdofTCWNdofView1NdofView2NdofView3Ndof←Ndof↑Ndof→Ndof↓BlízkyBlízka rovinaBlízka hrúbkaBlízka vzdialenosť orezania tieňovej kameryModel rozptylu vlasov v blízkom poli podľa Chianga z roku 2016, vhodný na pohľad zblízka, ale je viac zašumený pri pohľade z diaľky.NajbližšiaNajbližší roh a najvhodnejšia normála plôškyNajbližší roh a najvhodnejšia normálaNajbližší roh najbližšej plôškyNajbližšia hranaNajbližšia interpólovaná hranaNajbližší vrchol hranyNajbližšia plôškaNajbližšia hrana plôškyNajbližšia interpólovaná plôškaNajbližší vrchol plôškyNajbližší susedNajbližší pixelNajbližší povrchový bodNajbližší vrcholNajbližšie vrcholyPoloha krkuPočiatočná poloha krkuPotrebujete aspoň 4 vybrané bodové stopy na vytvorenie rovinyPotrebnéIhliceVyžadovaných aspoň pár priľahlých vybraných pásov s medzerou medzi nimiNegovať objemNeguje vplyv vnútra objemuNegovať zarovnanie osíZruší vplyv zhlukovania skupiny vrcholovZruší vplyv hustoty skupiny vrcholovZruší vplyv poľa skupiny vrcholovZruší vplyv ovíjania skupiny vrcholovZruší vplyv dĺžky skupiny vrcholovZruší vplyv rotácie skupiny vrcholovZruší vplyv Zdrsnenia 1 skupiny vrcholovZruší vplyv Zdrsnenia 2 skupiny vrcholovZruší vplyv konca zdrsnenia skupiny vrcholovZruší vplyv veľkosti skupiny vrcholovZruší vplyv dotyčnice skupiny vrcholovZruší vplyv skrútenia skupiny vrcholovZruší vplyv rýchlosti skupiny vrcholovNegáciaNegatívneZáporná osNegatívne snímkyNegatívne snímky sú posunuté alebo orezanéZáporné stranyZáporná os XZáporná os YZáporná os ZZáporný exponent pre hodnotu viskozity (zjednoduší zadávanie malých hodnôt napr. 5*10^-6)Záporné vyhladenie povrchovej sieteZáporný index vrcholu v sústave indexov vrcholovIndex susedovOdmietnutie susedovPrah susedaAni jeden z uzlov nemá výstupyVnorenéId vnoreného uzlaVkladanie skupiny uzlov do seba nie je povolenéSieťLimit sieťového pripojeniaČasový limit sieteNeutrálnyNeutrálna hodnota posunu, ktorá nespôsobuje žiadny posun. Nižšie hodnoty spôsobujú posun povrchu dovnútra, vyššie hodnoty posúvajú povrch vonNikdyNikdy žiadneNikdy zmení kartu po kliknutí na ikonu údajov v Líniovom prehľadeNikdy nezvinovať nové uzly zlučovaniaNovéNový katalógRežim vyhladenia novej krivkyNové nástroje kriviekNové údajeNové farby F-krivky - XYZ na RGBNová črtaNový súborNová skupinaNový typ manipulátorovNový IDNové uid relácie ID na premenovanie na všetkých užívateľov vybraných IDNový obrázokNová položkaTyp novej kľúčovej snímkyNová vrstvaNový objektNové objektyNová cestaNová predvoľbaNová UV mapanovom okneNový názov kosti koliduje s existujúcim názvom skupiny vrcholov, názvy skupín vrcholov sa nemenia. (%s::%s)Nové posunutia sa pridávajú kumulatívne na vrchol existujúcichNový efekt vyžaduje menej alebo viac vstupovK dispozícii je nová implementácia od verzie 2.8Nové kľúče budú typu bézierNové kľúče budú typu KonštantnéNové kľúče budú typu LineárneNové riadky nie sú podporované, volá tento operátor viackrátNový názov značkyNová hodnota snímkovania, ktorá sa má použiť pri následných modifikátorovNová rýchlosť načasovaného segmentuNový ťah z vybraných bodov/ťahovNové ťahy sa kreslia vo vrstve pod všetkými ťahmiNovo vytvorený vrchol je posunutýNewtonovskáĎalšiaNasledujúci znakIndex nasledujúcej hranyĎalšie zlyhanieĎalší kľúčĎalší riadokNasledujúca značkaĎalší uzolĎalšia stránkaĎalší pásĎalší index vrcholovNasledujúce slovoĎalší typ prelínania/operáciaĎalší prvok je skrytýĎalší alebo výberĎalší napísaný znak bude pretiahnutý cez predošlý, pre vstup špeciálneho znakuOdhad nasledujúcej udalostiNlaPasNlaStopaNemožno odstrániť stopu NLA '%s'V súbore %r sa nenašli žiadne pripojeniaV súbore %r sa nenašli žiadne "globálne nastavenia"V súbore %r sa nenašli žiadne objektyNenašiel sa žiadny objekt ' Relatívne na', nastavte ho explicitne alebo sa uistite, že existuje aktívny objektNenašiel sa žiadny (nepripnutý) editor vlastností na zobrazenie v textúreNa vytvorenie obrázku sa nenašli sa žiadne 3D záberyNie je priradená žiadna zásuvka akcie, takže niet čo zrušiťŽiadne akcie v .blend súboreNeaktívna akciaŽiadny aktívny kontextChýba blok údajov animácie pre ukončenie režimu potiahnutiaChýba blok údajov animácie pre vstup do režimu potiahnutiaBez anti-aliasinguŽiadne preťahovanie aktívBez indexovania aktívŽiadny zvukŽiadna kosť aktívnaBez zmenyBez spojenia oblastíBez zbiehavostiNie je vybratá žiadna krivkaBez CyclesŽiadny blok údajovŽiadne zbalenie blokov údajovBez rozplynutiaŽiadne Eulerove rotácie F-krivky na opravuŽiadne Eulerove rotácie nebolo možné opraviťŽiadne Eulerove rotácie nemohli byť opravené, uistite sa, že každá rotácia má kľúče pre všetky komponenty a že F-krivky pre tieto sú v nasledujúcom poradí XYZ a vybranéNie sú F-krivky na pridanie do kľúčových snímokNie sú k dispozícii modifikátory funkcií na kopírovanieNie sú modifikátory funkcií na prilepenieBez preklopeniaBez uzamknutia Manipulátora polohyŽiadne údaje Grease PencilŽiadna snímka na kreslenie Grease PencilŽiadna snímka Grease Pencil pre maľovanie váhyV scéne nie sú žiadne uzly skupinového výstupu alebo výstupu súboruŽiadny blok ID a/alebo údajov animácie na odstránenie z kľúčovej snímkyBez priesečníkaŽiadne položkyNedostupné položkyNie je žiadna aktívna sústava kľúčovaniaŽiadne prepisy knižniceBez limituŽiadne materiályBez zlúčeniaBez nového vynúteniaBez posuvuŽiadny výstupBez prepisu automatickej opätovnej synchronizácieŽiadne vlastnostiNedostupný RNA ukazovateľ na obnovu hodnôt kľúčového snímkovaniaNie je k dispozícii ukazovateľ RNA na získanie hodnôt pre túto F-krivkuŽiadne nedávne súboryBez opätovného premietnutiaŽiadne pevné teleso sveta na pridanie vynútenia pevného telesaŽiadne pevné teleso sveta na exportovanieŽiadne pevné teleso svet na odstránenieBez textúrNeboli vytvorené žiadne dlaždice UDIMŽiadne UV údaje na plátneV objekte "%s" sa nenašla žiadna UV vrstva s názvom "%s"Bez UV vrstievV hodnotenom objekte "%s" nebola nájdená žiadna UV mapaBez videaŽiadna akcia na odstránenie kľúčovej snímky pre ID = %sŽiadny aktívny blok údajov animácie na použitie (vyberte najprv blok údajov rozšírenia alebo nastavte príslušné príznaky bloku údajov animácie)Žiadny aktívny objekt kriviekŽiadna aktívna krivka funkcie na pridanie do kľúčových snímok. Najprv vyberte upraviteľnú F-krivkuNeaktívna vrstva Grease PencilŽiadna aktívna vrstva Grease Pencil, do ktorej by sa dala vložiťBez aktívnej sústavy kľúčovaniaNie je žiadna cesta aktívnej sústavy kľúčovania na odstránenieNie je žiadna aktívna sústava kľúčovania na pridanie prázdnej cestyNie je žiadna aktívna sústava kľúčovania na odstránenieNie je žiadna aktívna sústava kľúčovania na odstránenie cestyNie je žiadna aktívna sústava kľúčovania na odstránenie vlastnostiŽiadna aktívna sústava kľúčovania na použitieV objekte "%s" sa nenašla žiadna aktívna UV vrstvaŽiadna aktívna akcia na operáciuŽiadna aktívna akcia na pretlačenieV materiáli "%s" (%d) pre objekt "%s" nebol nájdený žiadny aktívny a vybraný uzol textúry obrázkaŽiadne aktívne aktívumBez aktívneho atribútuNeaktívna kosťŽiadna aktívna kolekcia kostíŽiadna aktívna sústava kostíŽiadna aktívna kosť na kopírovanieŽiadna aktívna kosť s vynúteniami kopírovaniaŽiadny aktívny štetecŽiadna aktívna kameraNa scéne nie je žiadna aktívna kameraNie je nastavená žiadna aktívna kameraŽiadna aktívna kolekciaŽiadny aktívny atribút farby na zapečenieŽiadny aktívny upraviteľný objektNenájdený žiadny aktívny prvok!Žiadna aktívna plôškaŽiadna aktívna snímka na odstránenieŽiadna aktívna skupinaV zásuvke materiálu (%d) objektu "%s" sa nenašiel žiadny aktívny obrázokNenájdený žiadny aktívny obrázok, pridajte materiál alebo zapečte do externého súboruNenájdený žiadny aktívny obrázok, pridajte materiál alebo zapečte bez možnosti Oddelenia materiálovŽiadna aktívna položkaŽiadna aktívna položka na premenovanieŽiadna aktívna kľúčová snímka na F-krivkeŽiadna aktívna vrstvaŽiadna aktívna vrstva na vytvorenie kópieV aktuálnej scéne nie je aktívny štýl čiaryŽiadny aktívne nastavenie riadkov a priradený štýl čiary na manipuláciu modifikátoraŽiadne aktívne nastavenie riadka na pridanie nového štýlu čiaryŽiadna aktívna značkaŽiadna aktívna povrchová sieť objektuŽiaden aktívny filmový klipNeaktívny uzol.Neaktívny objektNenájdený žiadny aktívny objektŽiadny aktívny objekt na pridanie vynúteniaŽiadny aktívny objekt, alebo aktívny objekt nie je objektom Grease PencilŽiadny aktívny objekt, nemožné použiť akciu pred prekreslenímŽiadna aktívna stopa rovinyŽiadna aktívna póza kosti na pridanie vynúteniaŽiadny aktívny pás!Chýba aktívny pás(y) pre vstup do režimu potiahnutiaŽiadna aktívna stopaŽiadna aktívna stopa na pripojenieŽiadne aktívne stopy na pridanie do pásu, vyberte existujúcu stopu alebo ju najprv pridajte pred opätovným pokusomNie je žiadna aktívna skupina vrcholovŽiadna aktívna skupina vrcholov pre maľovanie, prerušenéV scéne "%s" sa nenašlo žiadne aktívne zobrazenieŽiadne aktívne okno v kontexte!Nie je zvedený žiadny modul doplnku!Žiadne ďalšie vybrané povrchové siete s rovnakým počtom vrcholov na prepojenieBez prichytenia uhlaŽiadny animovateľný blok údajov, nahláste ako chybuNie sú vybraté žiadne animované armatúryNenašli sa žiadne údaje animácie, z ktorých by sa dalo vytvoriť aktívumŽiadne údaje animácie pre konvertovanie na objekt: {!r}V indexe %d sa nenašla žiadna stopa animácieŽiadny zdroj poznámokNebola upravená žiadna animácia armatúryŽiadne katalógy aktívNie sú vybrané žiadne bloky údajov o aktívach z aktuálneho súboru (aktíva musia byť uložené v aktuálnom súbore, aby ich bolo možné upraviť alebo vymazať)Žiadne vybrané/zamerané bloky údajov o aktívachNa ceste "%s" sa nenašlo žiadne aktívumŽiadne aktívum v kontexteNie je vybrané žiadne aktívumBez atribútov na objektoch s týmto materiálomPre aktuálnu snímku nie je k dispozícii žiadny kanál.Žiadna kolekcia kostí s názvom '%s'Žiadne kolekcie kostí nemajú priradené tlačidlá užívateľského rozhrania - skontrolujte podpanel UI kolekcií kostíNie sú vybrané žiadne kosti, niet čo priradiť do kolekcie kostíNie sú vybrané žiadne kosti, niet čo odobrať z kolekcie kostíNie je vybratá žiadna ohraničená oblasťNie je vybraný žiadny štetecNenašiel sa žiadny podpis balíkaNenašla sa žiadna kameraV scéne "%s" sa nenašla žiadna kameraV scéne sa nenašla žiadna kamera "%s" (používa sa pri skladaní scény "%s")Žiadne zmeny na uloženieŽiadne kanály na pridanie do kľúčových snímokŽiadne kanály na prevádzkuŽiadne vrstvy potomkov na zlúčenieŽiadna scéna schránky na vloženie údajov radiča videosekvencieNenašiel sa žiadny podpis uzáveruNie je vybratá žiadna kolekciaNie sú k dispozícii žiadne nastavenia kolíziíBez farby prekrytiaPre Cycles neboli nájdené žiadne kompatibilné GPUV schránke nie sú žiadne kompatibilné obrázkyBez kompresieŽiadne vynútenia na kopírovanieNevybraný riadiaci bodNie sú vybrané žiadne riadiace bodyBez vyradeniaŽiadne údaje o krivke na vstupeŽiadne údaje o krivkách na pripojenieNie sú nakonfigurované žiadne vlastné HDRINie sú nakonfigurované žiadne Zachytené materiályNie sú nakonfigurované žiadne Štúdiové svetláNenakonfigurovaný žiadny vlastný {:s}V internej schránke nie sú žiadne údaje na prilepenieŽiadne údaje na prilepenieBez údajov, logická maska aktívnych voxelovNie je vybraný alebo aktívny žiadny blok údajovNie je vybraný žiadny blok údajov, ktorý je označený ako aktívumNie je vybraný žiadny blok údajov, ktorý by podporoval operácie s aktívami - vyberte aspoň jeden štetec, kolekciu, skupinu uzlov, objekt, akciu pózy, scénu alebo svetŽiadne bloky údajov na vytvorenie aktív pre nájdené aktíva (alebo nepodporujú použitie ako aktíva)Žiadne zariadenie - nebude žiadny zvukový výstupBez zobrazeniaBez útlmu vzdialenostiŽiadny ovládač na kopírovanie premenných zV internej schránke nie sú žiadne premenné ovládača na prilepenieNeodstránili sa žiadne ovládačeNenašli sa žiadne prstence hránNie je vybraná žiadna hranaNie sú vybraté žiadne hranyŽiadna upraviteľná vrstva Grease PencilŽiadna upraviteľná knižnica aktív, do ktorej sa dá ukladaťŽiadne upraviteľné objekty na konverziuBez exportuNie sú vybraté žiadne regióny plôšokNie je vybraná žiadna plôškaŽiadne vyplnené plôškyV objekte "%s" sa nenašli žiadne plôškyŽiadny zvolený súborNedostupná žiadna obsluhaŽiadna cesta k súboru "%s"Nie je zadaný žiadny názov súboruNie je zadaná žiadna cesta k súboruNie sú vybrané žiadne súboryNie sú vybraté žiadne súbory na otvorenieBez prehodeniaNie je vybraný žiadny priečinokNevykoná žiadne prekreslenie snímok, preskočené na neprepísanéV objekte Grease Pencil nie sú vybrané žiadne snímkyŽiadne snímky na zapečenieŽiadne voľné vstupy pre uzol {}Nenašli sa žiadne oblasti celej obrazovkyBez glTF animácieNespojené žiadne vlasy (nie je možné spojiť vlasy, ak je modifikátor časticového systému zakázaný)Nie je vybratý žiadny prázdny obrázokNie sú dostupné žiadne obrázkyŽiadne konvertované obrázkyV tomto strome uzlov sa nenašli žiadne obrázky na opätovné načítanieŽiadne obrázky boli zmenenéNenašla sa žiadna vstupná sieť, ktorá by mohla určiť topológiuŽiadne inštalovateľné označené balíkyNeoznačené žiadne nainštalované balíkyŽiadne nainštalované balíky na aktualizáciuBez interpolácieBez interpolácie (snímka najbližšie texelu)Bez interpolácie medzi kľúčovými snímkamiBez interpolácie, použije najbližší susedný pixelBez interpolácie, hodnota A sa zadrží do výskytu hodnoty BNenašli sa žiadne pretnutiaNie je nastavená žiadna inverzná korekcia, takže nie je čo vymazaťNeboli zistené žiadne problémyŽiadne položkyNie sú vybrané žiadne položkyNie sú vybrané žiadne kĺbyŽiadne kľúčové snímky póz na rozšírenieDo internej schránky neboli skopírované žiadne kľúčové snímkyZ %d objektov neboli odstránené žiadne kľúčové snímkyŽiadne kľúčové snímky odstránené z {} pásovŽiadne kľúčové snímky na zameranieŽiadne kľúčové snímky na posunutieNeboli vložené žiadne kľúče a neboli hlásené žiadne chyby.Nie sú vybraté žiadne kľúče alebo pásyVrstva nenájdenáŽiadne vrstvy na pridanieNepoužiť žiadne obmedzenie. Najrýchlejšie, ale môže vytvárať artefakty vo schémach vyššieho ráduNie sú vybrané žiadne značkyNenašli sa žiadne zhodné regióny plôšokNenašli sa žiadne zhodné obrázkyŽiadny materiál na odstránenieNenašli sa žiadne položky ponukyŽiadne údaje povrchovej siete na prepojenieŽiadna povrchová sieť v aktívnom objekteŽiadna povrchová sieť objektuNenašli sa žiadne povrchové siete so skupinami vrcholovŽiadne chýbajúce súboryŽiadne ďalšie kľúčové snímky na preskočenie v tomto smereŽiadne ďalšie označenia na preskočenie v tomto smereNie viac ako 16 lokálnych zobrazeníŽiadne zhody názvov vybraných objektov a kľúčových tvarovŽiaden nastavený názovNepoužívajú sa žiadne pomenované atribútyNeboli zbalené žiadne nové súboryNevytvorená žiadna nová operácia prepisu, operácia už existujeNevytvorená žiadna nová vlastnosť prepisu, vlastnosť už existujeV aktuálnom editore uzlov nebol nájdený žiadny strom uzlov.Nie sú vybraté žiadne uzly.Žiadny objekt pre operáciu sa nenašielNevybraný žiadny objektNie je vybratý žiadny objekt použitím kurzoraŽiadny objekt na použitie orientácieŽiadny objekt alebo nie výlučne v režime pózyNenájdené žiadne objekty na zapečenieNeboli vybrané žiadne objektyNeboli vybrané žiadne objekty na kopírovanieŽiadne objekty na prilepenieŽiadne objekty v rámci výberu poľomNenašlo sa žiadne otvorené okno Editora grafuŽiadny operátor v kontexteŽiadne možnostiŽiadne osamotené bloky údajov na vyčistenieNie sú vybrané žiadne iné kostiNie sú vybrané žiadne iné objektyNeboli vybrané žiadne objektyVybrané objekty nemajú žiadne drôty alebo okrajové hrany, pre použitie na premietanieBez výstupného uzlaŽiadny zbalený súborNie sú zbalené súbory na rozbalenieNezadaný žiadny nadradený priečinokNie sú špecifikované žiadne oprávneniaŽiadne údaje z mračna bodov na pripojenieNebol vybratý žiadny bodNeboli vybraté žiadne bodyŽiadna póza na kopírovanieŽiadne predbežné filtrovanie, použite, keď sú vodiace prechody bez šumuNie je k dispozícii žiadny náhľad na odstránenieBez premietania za plôškouBez premietania pred plôškouNie je k dispozícii žiadna referencia {!r}, informácie o aktualizácii v '_rna_manual_reference.py' alebo spätné volanie na bpy.utils.manual_map ()Nie je k dispozícii žiadny región 3d zobrazeniaNie sú dostupné žiadne úložiskáNenájdené žiadne výsledkyVyhľadávaciemu filtru nezodpovedajú žiadne výsledkyNepoužívať žiadny efekt posúvacej uzávierkyŽiadne aktíva scény.Žiadne vybrané F-krivky na pridanie do kľúčových snímokŽiadne vybrané F-krivky na vloženie doŽiadne vybrané aktívumNie sú vybrané kosti na kopírovanieŽiadne vybrané bloky údajov na kopírovanieNie sú vybrané žiadne upraviteľné objekty, s ktorými by sa dalo pracovaťNevybrané žiadne plôškyNenašli sa žiadne vybrané snímkyŽiadne vybrané kľúče, prilepenie cez rozsah náhľaduŽiadne vybrané kľúče, prilepenie cez rozsah scényNie je aktívny žiadny vybraný objektNie je vybraný žiadny objekt na kopírovanieŽiadne vybrané aktívum pózyŽiadny vybraný vrcholŽiadna scéna radiča sekvencií s video pásmi na prekreslenieŽiadna korekcia tvaruNenašla sa žiadna ďalšia položkaV tejto akcii nie sú žiadne zásuvky.Nie sú vybrané žiadne objekty zdrojovej povrchovej sieteNie sú vybrané žiadne pásyŽiadne pásy na prilepenieŽiadne titulky (textové pásy) na exportŽiadne vhodné kontextové informácie pre aktívnu kľúčovú sústavuŽiadne vhodné vybrané kosti na skopírovanieNeboli vybrané žiadne podporované objektyNeboli pridané žiadne cieľové kostiŽiadny cieľový objekt na prenos do režimuŽiadny text alebo súbor určený v uzle, nič na kompiláciuŽiadny limit veľkosti textúryNebol nájdený žiadny užívateľ textúryŽiadne textúry v kontexteNie sú vybrané žiadne použiteľné stopyŽiadne užívateľské úložiskáŽiadna platná akcia na pridanieŽiadny platný objekt klietkyŽiadne platné údaje na čítanie!Žiadne platné údaje ovládača na vytvorenie kópieNa premiestnenie nie je uvedené žiadne platné existujúce prepojené IDNenašli sa žiadne platné formátyNie je vybraný žiadny platný formát obrázkaVo výbere nie sú žiadne platné uzlyNenašiel sa žiadny platný koreňový vrchol (potrebujete jeden na každý ostrov povrchovej siete na vytvorenie pokožky)Žiadne platné vybrané objektyNeboli nájdené žiadne platné delenia na obnovu nižšej úrovneNenašli sa žiadne platné delenia na prestavbu nižších úrovníŽiadna platná cieľová povrchová sieťŽiadna skupina vrcholov medzi vybranými vrcholmiŽiadne údaje o skupine vrcholovNepriradené žiadne skupiny vrcholov do povrchovej sieteNenašli sa žiadne skupiny vrcholovŽiadne skupiny vrcholov na pôsobenieNie je vybraný žiadny vrcholNeboli viazané žiadne vrcholyBez viditeľných príznakov.Žiadne váhy/skupiny vrcholov na objekteŽiadne váhy/skupiny vrcholov na objekte(-och)Nenájdené {:s} modifikátoryBez operácieUzolUzol PozadieŠpeciality farby uzlaEditor uzlovPrekrytia Editora uzlovEditory uzlovFormát uzlaSkupina uzlovSkupina uzlovID uzlaIdentifikátor uzlaVstupy uzlovHašovacie inštancie uzlaNápis uzlaOdkazy uzlaNázov uzlaUzol ObrysVýstup uzlaVýstupy uzlaUzol Náhľad rozlíšeniaUzol VybranéZásuvka uzlaIdentifikátor nástroja uzlaUzol stromuRozhranie stromu uzlovPoložka rozhrania stromu uzlovZásuvka rozhrania stromu uzlovŠpeciálne rozhranie uzlového stromuStrom uzla cestyPodtyp stromu uzlovTyp uzla stromu (zastarané, bl_idname je identifikátor typu skutočného uzla stromu)Stromy uzlovTyp uzlaUzol nepodporovanýŠírka uzlaNode WranglerNode Wrangler (ponuka)Údaje o priestore editora uzlovAktíva skupiny uzlov nie sú priradené ku katalógu. Katalógy je možné priradiť v Prehliadači aktívBlok údajov skupiny uzlovSkupina uzlov má iný typSkupina uzlov musí byť stromom geometrických uzlovSkupina uzlov musí mať výstupnú zásuvku FarbaSkupina uzlov musí mať výstup geometrieSkupina uzlov musí mať výstupný uzol skupinySkupina uzlov musí mať výstupnú zásuvkuSkupina uzlov riadiaca činnosť modifikátoraSkupina uzlov na úpravuVstup Maska skupiny uzlov by mal byť typu FarbaPrvý výstup skupiny uzlov musí byť farebný výstupPrvým výstupom skupiny uzlov musí byť geometriaGeometrický vstup skupiny uzlov musí byť prvýHlavný vstup obrazu skupiny uzlov by mal byť typu FarbaSkupiny uzlov nepodporujú automatické náhľadyUzol nemá atribút {:s}Farebný príznak záhlavia uzlaUzol v strome uzlovUzol musí byť spustený ako nástrojUzol funguje iba pre krivky objektovVlastníctvo uzla tejto zásuvkyStav výberu uzlaUzol tieňovača na použitieTyp údajov zásuvky uzlaStrom uzla '%s' má nedefinovaný typ %sStrom uzlov ‚%s‘ nie je skupina kompozičných uzlov.Strom uzla, ktorý sa má zobraziť a upraviťStrom uzlov pozostávajúci z prepojených uzlov používaných na kompozíciuStrom uzlov pozostávajúci z prepojených uzlov použitých pre geometrieStrom uzlov pozostávajúci z prepojených uzlov používaných pre materiály (a iné bloky údajov tieňovania)Uzol stromu pozostávajúci z prepojených uzlov používaných na tieňovanie, textúry a kompozíciuStrom uzlov pozostávajúci z prepojených uzlov používaných pre textúryUzol stromu pre uzol základného svetlaUzol stromu pre uzol základného materiáluUzol stromu pre uzly základných oblastíUzol stromu pre tieňovače založené na uzleUzol stromu pre uzol základnej textúryTyp uzlového stromu %s nedefinovanýTyp uzla stromu na zobrazenie a úpravuStrom uzlov nebol nájdený v aktívnom editore uzlov.Typ uzlaNedefinovaný typ uzla %sUzol {} odstránenýUzol(y)Skupina uzlovAAbsolútnePripočítaťArkkosínusArksínusArktangens2ArktangensŠípkaBZdolaPolíčkoNahorNahorUzáverOdtieň povlakuFarbaPrepáliť farbuVyhnúť sa farbePorovnaťPorovnanieKonštantnýKonverziaKosínusPrekríženieKrížový súčinAktuálnaStmaviťOdlišnéVzdialenosťVydeliťDeliť zaokrúhlene nahorDeliť zaokrúhlene nadolRozdeliť dookolaBodový súčinŠtýl kresleniaExponentPredná plôškaNadolZvyšok na podlahePre každý prvokZlomokRámFunkcieVäčšie nežNajvyšší spoločný deliteľOdtieňHyperbolický kosínusHyperbolický sínusHyperbolický tangensPretínajúceInverzia druhej odmocninySpojiť geometriuKľúčNajmenší spoločný násobokDĺžkaMenšie nežZosvetliťLineárne svetloLogaritmusMaximumMediánMinimumChýbajúci blok údajovZmiešaťRežimZvyšokVynásobiťPripočítať vynásobenieNegovaťNovýĎalšiaNormalizovaťOperáciaPrekryťPing-pongPingpongRovinnéMocninaPredošláPremietanieOdraziťLomOpakovaťRotácieZaoblenýZaokrúhlenieRežim zaokrúhľovaniaNasýtenieMierkaZacloniťOdtieň leskuZnamienkoSimuláciaSínusMaximálne vyhladenieMinimálne vyhladeniePrichytiťMäkké svetloZrkadlený odtieňOdmocninaOdpočítaťTangensSfarbenieNa stupneNa radiányZhoraTrigonometrickýOrezanéOrezať zvyšokZjednotenieNeznámeHodnotaPokryťUzlyModifikátor uzlovZapiecť modifikátor uzlovPanel modifikátora uzlovUpozornenie modifikátora uzlovŠumMnožstvo šumuZákladný šumZákladný šum 2Hĺbka šumuSkreslenie šumuModifikátor funkcie šumuIntenzita šumuPosuv šumuMiera šumuRozosiatie šumuVeľkosť šumuTextúra ŠumPrah šumuTyp šumuAlgoritmus šumu - Blender originál: Vyhladený interpólovaný šumAlgoritmus šumu - Bunkový šum: Mozaika štvorcovou bunkouAlgoritmus šumu - Perlin vylepšený: Vyhladený interpólovaný šumAlgoritmus šumu - Perlin originál: Vyhladený interpólovaný šumAlgoritmus šumu - Voronoi praskliny: Voronoi mozaikovanie s ostrými hranamiAlgoritmus šumu - Voronoi F1-F2Algoritmus šumu - Voronoi F1: Vráti vzdialenosť k najbližšiemu bodu funkcieAlgoritmus šumu - Voronoi F1: Vráti vzdialenosť k druhému najbližšiemu bodu funkcieAlgoritmus šumu - Voronoi F1: Vráti vzdialenosť k tretiemu najbližšiemu bodu funkcieAlgoritmus šumu - Voronoi F1: Vráti vzdialenosť k štvrtému najbližšiemu bodu funkcieZákladný šum pre skreslenieNastaví základný šum používaný pre turbulencieModifikátor efektu šumuKrok úrovne šumu, pri ktorom sa má zastaviť snímanie, nižšie hodnoty znižujú šum na úkor času prekreslenia. Nula pre automatické nastavenie na základe počtu snímok AAKrok úrovne šumu, pri ktorom sa má zastaviť snímanie, nižšie hodnoty znižujú šum na úkor času prekresľovania. Nula pre automatické nastavenie na základe počtu snímok AA, pre prekresľovanie záberuNesúvisléNenájdená logická hodnota: {:s}[ ].{:s}Bez aktívBezfarebnéNevyprázdnený objekt '%s' už nemôže vytvárať kópiu kolekcie '%s' v Blenderi 2.80 a novších verziách, odstránené inštancovanieNeklávesová skratkaBez tieňovačaNejednotnéNenulovéKrivky, ktoré nie sú inštanciami, sú ignorovanéNelineárny editor na usporiadanie a zmiešavanie scén, videa, zvuku a efektovNezáporná hodnota A, abs(A)Nefyzikálne, bez jednotiek osvetlenia. Užitočné, keď nie sú k dispozícii ovládače expozícieŽiadneŽiadne (staršie)Nič pre sčítanie/logický operátorŽiadna z kolekcií kostí nie je označená ako 'sólo'Žiadny z objektov nie je kompatibilný s konverziou na "%s"Žiadna z vybraných kostí nebola zaradená do tejto kolekcieŽiadny z vybraných kanálov nie je zásuvka akcieŽiadny z vybraných blokov údajov nepodporuje náhľadyNie je, plné prekreslenieNelineárna animácia (NLA)Zakrivenie rezancovNORNormálaSklon normályBežná doménaÚprava normálModifikátor úpravy normályNormálny dopadPole normálMapa normálPosuv normályKvantizácia bitov normálNormálny polomerVeľkosť normálnej obrazovkyVýber normályNormálna veľkosťNormálne vyhladeniePriestor normálVektor normályNormálna váhaSmer normály povrchovej siete v bode prichyteniaVektor smeru normály. • Kliknutím a potiahnutím ĽTM na guľu nastavíte smer normály. • Pridržaním klávesy Ctrl počas ťahania sa prichytí na 45-stupňový prírastok rotácieNormálna kľúčová snímka - napr. pre kľúčové pózyMapa normál používa konvenciu DirectX, pričom os Y v zelenom kanáli smeruje nadolMapa normál používa konvenciu OpenGL, pričom os Y v zelenom kanáli smeruje nahorNormálny prechod použitý odstraňovačom šumuNormála na povrchVektor normály slúžiaci na kopírovanie, pridávanie alebo množenieNormála-dotyčnicaKvantizácia normál/dotyčnícUpravaKolmicNormalizáciaNormalizovaťNormalizovať ANormalizované jadroNormalizovať váhyNormalizuje váhy aktívnych vrcholovNormalizuje všetky váhy všetkých skupín vrcholov, takže pre každý vrchol, súčet všetkých váh je 1,0Normalizácia intenzity podľa plochy osvetlenia pre konzistentný celkový svetelný výkon bez ohľadu na veľkosť a tvarNormalizuje intenzitu svetla pri snímaní (pomalšie)Normalizácia výstupu Vzdialenosť na rozsah 0,0 až 1,0Normalizácia výstupov na rozsah 0,0 až 1,0Normalizuje súradnicu X výstupu segmentu súradníc na interval [0, 1] a posunie súradnicu Y do intervalu [0, nekonečno). Ak je zaškrtnuté, textúry sa roztiahnu tak, aby sa zmestili do každého uhlového segmentu. Ak nie je zaškrtnutá, časti textúr, ktoré sa nezmestia do každého uhlového segmentu, sa orežúNormalizuje farby a zvýši kontrastNormalizujte výsledné váhy (inak sú upnuté iba v rozmedzí 0,0 až 1,0)Normalizuje váhy všetkých skupín vrcholov, takže pre každý vrchol, súčet všetkých váh je 1,0Normalizuje váhy aktívnych vrcholov (ak sú dotknuté skupiny odomknuté)Normalizuje váhy všetkých cieľových kostíNormalizuje váhy aktívnej skupiny vrcholovNormalizuje váhy aktívnej skupiny vrcholov tak, že tie najvyššie sú teraz 1,0NormalizovanýNormalizovaný sínusNormalizované súradnice s posunom o polovicu pixelaNormalizovaná štvoritá rotáciaNormalizuje jadro tak, aby sa integrovalo na jednotkuNormálne vždy 1, ale môže byť použité ako dodatočný ovládací prvok na zmenu krivky jasuNormály'Stopa' normál (ukazuje na) cieľový objektLen normálySeverSeverozápadSeverozápadNórčina (Bokmål) - Nórčina BokmålNie jeNOT ANDNOT EQUALNerovná saNenastavenéNepodporovanéNie je to strom uzlov kompozítoraNie je to strom uzlov geometrieNie je to strom uzlov geometrie alebo kompozítoraNie je knižnicouBez typického priradenia klávesBez netypického priradenia klávesNie je to strom uzlov tieňovačaNie je to strom uzlov tieňovača alebo geometrieNie je to strom uzlov tieňovača, geometrie alebo kompozítoraNie je to strom uzlov textúryNie je platný výber pre vyťahovanieNie všetky objekty armatúry majú priradenú akciu a zásuvkuNeupraviteľný názovNepriradené k žiadnej kolekcii kostí.Nie je k dispozícii pre inštalácie v obchode Microsoft StoreNie je odstránená kľúčová snímka pre zamknutú krivku funkcií '%s', objekt '%s'Nie je odstránená kľúčová snímka pre zamknutú F-krivku '%s', scéna '%s'Nebola odstránená kľúčová snímka pre zamknutú F-krivku pre vplyv NLA pásu na %s - %s '%s'Nie je k dispozícii dostatok video pamäte na zapečenie „{}“ ({} / {} MBytov). Skúste znížiť rozlíšenie surfela alebo vzdialenosť snímania, aby ste znížili veľkosť alokácie.Nedostatočný obsah na upevnenie pásu(ov)Nedostatok voľnej pamäteNie je dostatok vrcholov pre rodičovské vrcholyBez filtrovania žiadnych čiar na základe oblasti osvetleniaNeimplementovanéNeimplementované pre maskyNie vo vnútri skupiny uzlovSpustenie s '--povoliť-udalosť-simulácie' nie je povolenéNepodporované v režime dynamickej topológieNie je podporované pri tvarovaní dynamickej topológieNepodporované v dynamickej topológiiNepodporované v režime s viacnásobným rozlíšenímNepodporované v režime tvarovaniaZatiaľ nedefinovanéZatiaľ nefunkčnéEšte neimplementovanéZatiaľ nie je špecifikované. Keď je táto zásuvka prvýkrát priradená k bloku údajov, nastaví sa na typ tohto bloku údajovPoznámkaVšimnite si, že plne kompatibilný mechanizmus/prehliadač glTF 2.0 ho použije ako multiplikačný faktor pre základnú farbu.Záznam/vrstva pre pridanie do ťahu poznámkyPoznámka:Poznámka: táto kombinovaná výbavy je zastaraná.PoznámkyŽiadnyŽiadna indikáciaNič vybratéNič vybrané pre kľúčNič na zapečenieNič na odstránenieNič na vymazanieNič na vykonanie operácie: {:s}[ ].{:s}Nie je nič na zobrazenie...Pod kurzorom nie je ničIhneďNikde nechodiť pre údaje Grease PencilNukeModel skreslenia NukeNulaNulová akciaNulový objekt látkyPočet krokovPočetPole číselFarby miniaplikácie číselPočet segmentov ohybu kostiPočet snímok rozostreniaPočet snímok rozostrenia (nula, vypnutie rozostrenia)Počet rezovPočet plôšokPočet snímokPočet kľúčovPočet kusovPočet bodovPočet projektorovPočet vrcholovPočet prídavných snímok na odobranie spomedzi snímok pre zlepšenie kvality rýchlo sa pohybujúcich objektov efektoraPočet pridaných snímok medzi snímkami na zlepšenie kvality rýchlo sa pohybujúcich prúdovPočet uhlových segmentov pre dlaždicovanie. Neceločíselná hodnota má za následok nepravidelný segmentPočet lamiel v clone pre polygónové rozostrenie okolia (aspoň 3)Zásobník počtu kanálov v pixelochPočet kanálov v zásobníku pixelov dlaždicePočet potomkov na rodičaPočet potomkov na rodiča pre prekresleniePočet vypočítaných bodov v smere U medzi každou dvojicou riadiacich bodovPočet sústredných prstencov použitých na vyplnenie kruhovej plôškyPočet opakovaní riešiteľa vynútenia vykonaných za krok simulácie (vyššie hodnoty sú presnejšie, ale pomalšie)Počet riadiacich bodov v novo pridanej krivkePočet riadiacich bodov na krivkePočet kriviek pridaných štetcom PridaťPočet vlastných normál nie je počtom slučiek (%f / %d)Počet vlastných normál nie je počtom vrcholov (%f / %d)Počet opakovaní cykluPočet nevybraných prvkov v opakovanej sekvenciiPočet rozmerov typu údajov mriežkyPočet rozmerov pre výstupný šumPočet kópií na vytvoreniePočet hrán alebo bodov na plôškePočet prvkov, ktoré budú zoskupenéPočet rozšírení s dostupnou aktualizáciouPočet extra ovládacích bodov drážky pripojených ku koncovému ovládaciemu prvkuPočet extra ovládacích bodov drážky pripojených k ovládaciemu prvku začiatkuPočet plôšok, ktoré obsahujú vrcholPočet plôšok majúcich spoločnú hranu s danou plôškouPočet snímok po každej kľúčovej snímke Grease Pencil majúce nejaký vplyv pred modifikátorom efektuPočet snímok na začiatku pásu vplývajúcich na vytrácaniePočet snímok medzi snímkami zásobníkaPočet snímok medzi vygenerovanými interpolovanými snímkamiPočet snímok medzi zobrazenými dráhami (nie pre 'Na kľúčové snímky' metódu cibuľových šupiek)Počet snímok medzi krokmi náhodnostiPočet snímok v zásobníkuPočet snímok pre prelínanie dnu/von sa automaticky určí z prekrytia pásovPočet snímok vplývajúcich vytrácanie poslednej snímkyPočet snímok vplývajúcich na počiatočnú snímkuPočet snímok, v ktorých zvlnenie zoslabuje než zaniknePočet snímok sekvencie na použitiePočet snímok alebo sekúnd, o ktoré sa posunie dopredu alebo dozaduPočet snímok, ktoré by dráha animácie mala trvaťPočet snímok, ktoré sa majú cyklicky prechádzať. Nie je ovplyvnené rýchlosťouPočet snímok pridržiavajúcich každú hodnotuPočet snímok, ktoré sa majú ignorovať od konca základného zdroja. Obsah zdroja sa oreže a nasledujúce snímky sa zapnú na pridržaniePočet snímok, ktoré sa majú ignorovať po začiatok základného zdroja. Obsah zdroja sa oreže a predošlé snímky sa premenia na pridržané snímkyPočet snímok na posunutiePočet snímok na posuv čísla originálnej kľúčovej snímky alebo snímky na opravuPočet snímok, ktoré sa majú zobraziť po súčasnej snímke (len pre metódu cibuľových šupiek 'Okolo snímky')Počet snímok, ktoré sa majú zobraziť pred súčasnou snímkou (len pre metódu cibuľových šupiek 'Okolo snímky')Počet snímok na poskočenie dopredu pri zapekaní každej snímkyPočet snímok, ktoré sa majú preskočiť dopredu pri prekreslení/prehrávaní každej snímkyPočet použitých frekvenciíPočet grafovPočet stĺpcov mriežkyPočet čiar mriežky na zobrazenie v perspektívnom zobrazeníPočet jednotiek mriežky v UV priestore, ktoré tvoria jednu UV jednotkuČíslo segmentu vlasovPočet vodorovných pixelov vo prevádzaných obrázkochČíslo obrázku filmu, ktorý sa má použiťPočet vstupných vzoriek na spriemerovanie vyhladenia ťahu štetcaPočet nainštalovaných rozšírení, ktoré sú zablokovanéPočet položiekPočet opakovaní na použitie filtraPočet opakovaní pre spustenie pre riešiteľa SLIMPočet opakovaní na spustenie, 0 je nelimitovaný pri interaktívnom spúšťaníPočet opakovaní vyhladenia povrchovej sietePočet opakovaní pri použití metódy „Minimálne napnutie“Počet úrovní vnorených inštancií, ktoré sa majú realizovať pre každú inštanciu najvyššej úrovnePočet segmentov končatínPočet riadkov na rolovaniePočet slučiek použitých touto plôškouPočet zrkadlových oblastí okolo centrálnej osiPočet snímok rozostrenia pohybomPočet oktáv (t. j. množstvo detailov šumu Perlin)Počet oktáv (t. j. množstvo detailov priestorového šumu)Počet pixelov pre rozostrenie rámčeka (nastavený na 0 pre vypnutie)Počet pixelov pre rozostrenie tieňa (nastavené na 0 pre vypnutie)Počet pixelov na palec alebo jednotka BlenderaPočet pixelov predtým, než je kurzor považovaný za premiestnený (používa sa na cyklovanie vybratých položiek po následných kliknutiach)Počet pixelov na orezanie zo spodnej častiPočet pixelov na orezanie z ľavej stranyPočet pixelov na orezanie z pravej stranyPočet pixelov na orezanie zhoraPočet pixelov na pretiahnutie pred pretiahnutím po spustení udalosti pre klávesnicu a iných vstupov bez myši/tabletu (inak je zistený po udalosti kliknutia)Počet pixelov, ktoré sa majú pretiahnuť pred spustením udalosti pretiahnutia pre vstup myšou/trackpadom (inak sa rozpoznávajú udalosti kliknutia)Počet pixelov, ktoré sa majú pretiahnuť pred spustením udalosti pretiahnutia pre vstup z tabletu (inak sa rozpoznávajú udalosti kliknutia)Počet pixelov na rozšírenie alebo zmenšenie oblasti výplnePočet bodov v jednej rotácii špirályPočet bodov na každej z kružnícPočet bodov na kružniciPočet bodov na kružnici v hornej a dolnej častiPočet bodov na kruhu profilu. Takisto definuje rozlíšenie zaobleniaPočet bodov ťahu považovaných za voľnéPočet bodov na símanie na jednotku objemuPočet bodov na výber zozaduPočet bodov na výber koncovPočet bodov na výber spreduPočet bodov na výber začiatkovPočet projektorov na použitePočet smerov lúčov na vyhodnotenie pri zapečeníPočet lúčov pre trasu na vyhodnotenie tieňovačaPočet kôl v skiciach viacnásobných dotykovPočet kôl na ťahy obrysuPočet snímaných bodov na krivkePočet snímokPočet snímok pozdĺž osi X objemuPočet snímok pozdĺž osi Y objemuPočet snímok pozdĺž osi Z objemuPočet snímok na pixel pre prekresleniePočet odobratých snímok na pixel vydelený maximálnym počtom snímok. Analýza adaptívneho snímaniPočet snímok pre výpočet objemových tieňovPočet snímok, ktoré sa majú prekresliť pre každý pixelPočet snímok na prekreslenie v zábere, nelimitované ak je 0Počet snímok na plôšku pre testPočet snímok použitých v zásobníku zmiešavaniaPočet snímok, ak je 0 - nelimitovanýPočet sekúnd medzi každým spustením zberača odpadu GL textúryPočet sekúnd medzi každým spustením zberača odpadu zo zásobníka objektu GLPočet segmentov pre zaoblenie hrán/vrcholovPočet segmentov hlavných krúžkov prstencaPočet segmentov menších krúžkov prstencaPočet segmentov inverzného kinematického reťazca deformujúcich povrchovú sieťPočet vybratých prvkov v opakovanej sekvenciiPočet poltónov, o ktoré sa má posunúť výška tónu.Počet vlákien kompilácie tieňovačov alebo podprocesov, obmedzený na maximálny počet vlákien podporovaných procesorom (aby sa zmeny prejavili, je potrebné Blender reštartovať). Vyššie číslo zvyšuje využitie pamäte RAM a zároveň znižuje čas kompilácie. Hodnota 0 použije automatickú konfiguráciu. (iba OpenGL)Počet strán v dierach požadovaných na vyplnenie (nula vyplní všetky otvory)Počet krokov zjednodušenia (veľké hodnoty znižujú presnosť výplne)Počet krokov simulácie uskutočnených na snímku (vyššie hodnoty sú presnejšie, ale pomalšie)Počet opakovaní vyhladenia na krok štetcaPočet medzier na zobrazenie karietPočet ovládacích bodov drážky v stredePočet krokov medzi 0 a 1Počet krokov otáčokPočet krokov, na ktoré sa má transformácia rozdeliť pre najbližšie prichytenie plôškyPočet krokov na výpočet účinkov objemu. Vyšší počet krokov zvyšuje spotrebu VRAM a kvalitu.Počet krokov, na ktoré sa rozdelí celkový presun. Polia, vrátane normály a polohy, sa pred každým krokom prehodnotia.Počet rozdeleníPočet delení medzi čiarami mriežkyPočet delení pre bodovú mriežku zobrazenú na pozadíPočet delení, pre ktoré sú uložené posunutiaPočet delení kostí (iba pre ohybu kostí)Počet delení na vrchole základného dvadsaťstenaPočet delení na segmentPočet delení, ktoré sa musia vykonať pred extrahovaním pozícií vrcholov a normálPočet delení, ktoré sa majú vykonať v 3D záberePočet rozdelení, ktoré sa majú vykonať pri prekresleníPočet delení na použitie v režime tvarovaniaPočet delení na použitie v záberePočet delení použitých v pretnutí zásadnej krivky (výkon 2)Počet supersamplingových anti-aliasingových snímok na pixel pre finálne prekresľovaniePočet prvotných tvarov (surfelov) na splodenie v jednej lokálnej jednotke vzdialenosti (vyššie hodnoty zlepšujú kvalitu)Počet textúr použitých na Mapu kaskádodvitých tieňovČíslo pozície, ktorú táto dlaždica pokrývaÚdaje objektu sú snímané na snímku viacnásobneTransformácie sú snímané na snímku viacnásobneKoľkokrát je zredukovaná geometria (len bez rozdelenia)Počet použitých filtrovKoľkokrát sú kľúče pretočenéUrčuje, koľkokrát je zasvietené dovnútra svetelných mriežok, 0 vypne nepriame rozptylové svetloPočet úplných otočení špirályPočet odkazov na tento blok údajovMnožstvo času na použitie zjednodušeniaKoľkokrát je použité vyhladenie (vysoké čísla môžu znížiť FPS)Koľkokrát je použité vyhladenie (vysoké čísla môžu znížiť FPS)Počet použitých operácií skrutkyPočet rozostrení farby (vyšší rozmaže viackrát)Počet roztiahnutí alebo erózií časov aktívnych voxelovViacnásobné prekresleniePočet opakovaní akčného rozsahuViackrát vyhladí novovytvorené ťahyPočet vyhladení povrchovej sieteViackrát vyhladí diely novovytvorených ťahov, pre menej kostrbaté ťahyPočet nerozdeliteľnýchPočet výhonkov častícPočet otočení okolo rodiča pozdĺž vláknaPočet dostupných krokov Späť (menšia hodnota šetrí pamäť)Počet užívateľovPočet zvislých pixelov vo prevádzaných obrázkochPočet vrcholov pre stranu X tvaruPočet vrcholov pre stranu Y tvaruPočet vrcholov pre stranu Z tvaruPočet vrcholov v smere XPočet vrcholov v smere YPočet vrcholov na kružniciPočet vrcholov na čiarePočet voxelov v osi XPočet voxelov v smere X dlaždice alebo 1, ak sa pole vyhodnocuje na voxeliPočet voxelov v osi YPočet voxelov v smere Y dlaždice alebo 1, ak sa pole vyhodnocuje na voxeliPočet voxelov v osi ZPočet voxelov v smere Z dlaždice alebo 1, ak sa pole vyhodnocuje na voxeliČíslo špecifické pre túto zásuvku, jedinečné v rámci akcie. Toto sa používa napríklad v ActionKeyframeStrip (akcia pása kľúčových snímok) na vyhľadanie ActionChannelBag (akcia zbalenia kanálov)pre túto zásuvkuČíslo na zníženie alebo zvýšenie kódu znakuPočet úrovní stromu priečinkov na súbežné zobrazenieČíselný IDČíselný identifikátor (iba na čítanie!)Číselné vstupné šípkyVyhodnotenie číselných vstupovČíselný sporMetóda numerickej integrácie pre prenesenieExport OBJ: Nemožno vytvoriť mtl súbor pre '%s'Export OBJ: Nemožno otvoriť súbor '%s'Export OBJ: Žiadne informácie pre zápisExport OBJ: Nepodarilo sa nájsť kolekciu '%s'Import OBJ: Nemožno otvoriť súbor '%s'VYPOKZapOPEN_EXROSWin klávesaSlučka OSWin klávesaPožiadavke OSL sa nepodarilo otvoriť %sKompiláciu skriptu OSL zlyhala, pozrite si konzolu pre chybuKompilácia OSL tieňovača úspešnáPodpora OSL je v tejto zostave zakázanáObjektKŕdeľNabitieVodiacaKrivkaŤahaťPolePoleKvapalinySilaHarmonickéZachovať originálLennard-JonesMagnetickosťNovýPoleTexturyTurbulenciaZvírenieVietorObjekt "%s" má neinvertibilnú transformačnú matricu, nepoužíva transformáciuObjekt "%s" nie je povrchová sieťObjekt "%s" nie je povrchová sieť alebo sa nedá konvertovať na povrchovú sieť (krivka, text, povrch alebo metaguľa)Objekt "%s" nie je povolený na prekreslenieObjekt "%s" nie je vo vrstve zobrazeniaObjekt "%s" sa nenašiel v hodnotenej scéne, môže byť skrytýObjekt %s nemá žiadnu pozíciu, nemožno použiť akciu pred prekreslenímObjekt %s stratil údajeObjekt '%s' nie je vo vrstve zobrazenia '%s'Objekt '%s' už má vynútenie pevného telesaObjekt '%s' sa už nachádza v kolekcii '%s'Objekt '%s' nemožno skryť, pretože nie je vo vrstve zobrazenia '%s'!Objekt '%s' nemožno vybrať, pretože nie je vo vrstve zobrazenia '%s'!Objekt '%s' nemohol vytvoriť interné údaje na vyhľadanie najbližšieho boduObjekt '%s' nepodporuje %s modifikátoryObjekt '%s' nepodporuje tvaryObjekt '%s' nemá vyhodnotené údaje o krivke alebo Grease PencilObjekt '%s' nemá vyhodnotené údaje o Grease Pencil alebo krivkáchObjekt '%s' nemá žiadne vyhodnotené údaje o krivkáchObjekt '%s' nemá žiadne vyhodnotené údaje povrchovej sieteObjekt '%s' neobsahuje žiadne vyhodnotené údaje povrchovej siete alebo kriviekObjekt '%s' nie je v kolekcii '%s'Objekt (Pripojenie kriviek k povrchu)Objekt (zachovať transformáciu bez inverzie)Objekt (zachovať transformáciu)Objekt (bez inverzie)Objekt 1Objekt 2Akcia objektuZarovnaný objektAnimácia objektovZákladný objektStred objektuPotomok objektuKolízie objektovFarba objektuVlastnosti Vynútenie objektuVynútenia objektuObsahy objektuÚdaje objektuAnimácia údajov objektuVlastnosti Údaje objektuZobraziť objektyStav vyhodnotenia objektuPríslušenstvo objektuObjektové písmoObjekt zManipulačné prvky objektuSkupiny objektovIndex objektuInfo objektuInštancie objektuPrepojenie svetla objektuObjekt Line ArtNastavenia objektu Line ArtPoloha objektuRežim objektuModifikátory objektuNázov objektuZásuvka uzla objektuRozhranie zásuvky uzla objektuPosuv objektuOperácia objektuVeľkosť počiatku objektuPočiatok objektuCesta objektuCesty objektovObjekt otočného boduVlastnosti ObjektRotácia objektuMierka objektuObjekt SkrutkaVybraný objektEfekty tieňovača objektuRiešiteľ objektuVynútenie Riešiteľ objektuPriestor objektuFilter stavu objektuObjekt naTransformácia objektuTypy objektovRýchlosť objektuObjekt XObjekt YObjekt ZObjekt ako kameraStav výberu základného objektuZobrazí typ ohraničenia objektuObjekt vrhá tiene v 3D záberePotomkovia objektu budú používať relatívnu transformáciu, ako deformáciuFarba objektuFarba objektu a alfa, používa sa, keď je povolený režim Farba objektuObjekt pochádza zo sústavy pozadiaObjekt pochádza zo vzoru inštancieNebolo možné vytvoriť kópiu objektuÚdaje objektuBlok údajov objektu definujúci objekt na scéneBlok údajov objektovDefinovanie posuvu objektuDetaily objektu vrátane prázdneho drôtu, kamier a iných vizuálnych pomôcokNastaví zobrazenie objektov pre zobrazenie 3D zábereObjekt nemá údaje geometrieFormát súboru objektu (.obj)Objekt pre vlastný priestorObjekt pre rotáciu póluObjekt geometrie je aktualizovanýObjekt má negatívnu mierku, tvarovanie môže byť nepredvídateľnéObjekt má zápornú mierku. Rozvinutie bude fungovať na neprevrátenej verzii povrchovej sieteObjekt nemá žiadne vynútenie pevného telesa na odstránenieObjekt nemá žiadne nastavenia pevného telesa na odstránenieObjekt nie je pózaObjekt nemá žiadne skupiny vrcholovObjekt nemá jednotnú mierku, tvarovanie môže byť nepredvídateľnéObjekt nemá jednotnú mierku. Rozvinutie bude fungovať na nezmenšenej verziu povrchovej sieteRežim vzájomného pôsobenia objektuObjekt je prepisom lokálnej knižniceObjekt je priamo riadený systémom animácieObjekt je priamo riadený výsledkami simulácieObjekt nie je krivka ani textObjekt nie je povrchová sieťObjekt nie je armatúraObjekt nie je vpreduObjekt má veľkosť určenú polomerom krivkyObjekt je zobrazený vpreduObjekt sa používa na snímanie kameryObjekt musí byť v režime objektuNázov objektu pre umiestnenie (použije aktívny objekt, ak nie je nastavené toto a 'session_uid')Objekt sa nenašielKolekcie objektov s nastaveniami súvisiacimi s kolekciouCesta objektuObjekt poskytujúci geometriu inštancie použitú na rozptylNastavenia objektuTienenie objektov sa aktualizujeObjekt by mal byť typu povrchovej sieteZásuvka objektu pre uzolPriestor objektu mapovania normálPriestor objektu mapovania normál, kompatibilné so zapečením BlenderaVektor priestoru objektu mapovania posunutiaObjekt definujúci zobrazenie vlastného tvaru tejto kostiObjekt, ktorý má časticový systémObjekt týchto základných odkazov naVyhýbať sa objektuObjekt na výpočet podľa vzdialeností vrcholovObjekt na definovanie osí skrutkyObjekt na určenie polohy streduObjekt na určenie stredu otáčaniaObjekt, ktorý sa má zrkadliť. Nechajte prázdne a pomenujte kosť, aby sa vždy zrkadlila nad touto kosťou aktívnej armatúryObjekt na nastavenie súradníc textúryObjekt na umiestnenie a rotáciu, na ktorú sa budú aplikovať presun a rotácie delty z hlavovej súpravy VRObjekt na prenos údajov zTransformácia z objektuTransformácia na objektObjekt použitý ako klietka namiesto výpočtu klietky z aktívneho objektu s vysunutím klietkyObjekt použitý ako klietka namiesto výpočtu klietky z aktívneho objektu s vytláčanou klietkouObjekt použitý ako zrkadloObjekt na použitie transformácie projektoraObjekt na použitie ako vstupná geometriaObjekt použitý na mapovanie súradníc textúr objektovObjekt použitý na mapovanie textúryObjekt, voči ktorému sú matrice relatívneObjekt transformácie je aktualizovanýTyp objektu "%s" nemá upraviteľné údajeTyp objektu nepodporuje automatické náhľadyTyp objektu nepodporuje skupiny vrcholovTyp objektu nie je podporovanýNesúlad typu objektu, cesta k objektu Alembic pri importe ukazovala na Kameru, teraz už nieNesúlad typu objektu, cesta k objektu Alembic pri importe ukazovala na Krivky, teraz už nie.Nesúlad typu objektu, cesta objektu Alembic pri importe ukazovala na NURBS, teraz už nieNesúlad typu objektu, cesta k objektu Alembic ukazovala na Body pri importe, teraz už nieNesúlad typu objektu, cesta k objektu Alembic ukazovala na Mnohouholníkovú povrchovú sieť pri importe, teraz už nieNesúlad typu objektu, cesta k objektu Alembic pri importe ukazovala na Delenie, teraz už nieNesúlad typu objektu, cesta k objektu Alembic pri importe ukazovala na XForm, teraz už nieNesúlad typu objektu, cesta k objektu Alembic ukazuje na KameruNesúlad typu objektu, cesta k objektu Alembic ukazuje na Krivky.Nesúlad typu objektu, cesta objektu Alembic pri importe ukazovala na NURBSNesúlad typu objektu, cesta k objektu Alembic ukazuje na Body.Nesúlad typu objektu, cesta k objektu Alembic ukazuje na Mnohouholníkovú povrchovú sieťNesúlad typu objektu, cesta k objektu Alembic ukazuje na DelenieNesúlad typu objektu, cesta k objektu Alembic pri importe ukazovala na XFormTyp objektu zdrojového objektu nie je podporovanýObjekt použitý ako východisková pozícia budovaniaObjekt použitý ako stredObjekt použitý ako referenčná vzdialenosťObjekt použitý na snímanie kamery sa nedá odstrániťObjekt použitý pre referenčný bodObjekt použitý pre smer stupňovitostiPredmet použitý pre inštanciu zviazania vlasovObjekt použitý na definovanie hĺbky v priestore kamery premietnutím na povrch tohto objektuObjekt použitý na definovanie priestoru posunuViditeľnosť objektu pre lúče kameryViditeľnosť objektu pre lúče rozptyluViditeľnosť objektov pre lúče odleskuViditeľnosť objektov pre lúče tieňaViditeľnosť objektov pre lúče prestupuViditeľnosť objektov pre lúče rozptylu objemomObjekt ešte nebol vyhodnotenýObjekt definujúci stred zvlneniaObjekt, ktorého os Z definuje orientáciu gravitácieObjekt sa bude riadiť smerovaním a náklonom krivkyObjekt zostane zamknutý v samostatnom bode niekde vedľa dĺžky krivky bez ohľadu na časObjekt {!r} už má časticový systémObjekt {!r} už má {!r} F-krivky. Pred ďalším pokusom ich odstráňtePole ohraničenia objektov v súradniciach priestoru objektu, všetky hodnoty sú -1,0 ak nie je k dispozíciiObjekty(y)Vzdialenosť v priestore objektu na posuv povrchu SDFObjekt: {:s}, povrchová sieť: '{:s}' nemá UVObjekt: {:s}, povrchová sieť: '{:s}' má %d slučky (pre {:d} plôšky), očakáva sa {:d}ObjektyObjekty a kolekciePočet výberov objektovObjekty môžu byť samostatne aktualizované, za cenu pomalšieho času prekresleniaObjekty nemajú rovnaký počet vrcholovObjekty nemajú žiadne údaje na transformáciuObjekty v kolekcii iba nepriamo prispievajú (prostredníctvom tieňov a odrazov) do vrstvy zobrazeniaObjekty v kolekcii len nepriamo prispievajú (cez tiene a odrazy) vo vrstve zobrazenia • Ctrl na izoláciu kolekcie • Shift na nastavenie vnútri kolekciíObjekty zahrnuté do aktívneho nastavenia kľúčovaniaObjekty prepojené s %sObjekty presunuté do %sKolekcie objektov s ich nastaveniami špecifickými pre kolekcie rodičovObjekty zdieľajú priestor textúry, priradia všetky objekty do jednej UV mapyObjekty, ktoré sú priamo v tejto kolekciiObjekty, ktoré sú v tejto kolekcii a kolekcie ich potomkovPrekážkaVzdialenosť prekážkySústava úrovne prekážkyPrahová hodnota prekážkyPohlcovaťGuma odkrytýchUzavretá geometriaObjekty pohlcovania farbou prostredia, keď sa vzdiaľujúPohlcovanieVzdialenosť pohlcovaniaLen pohltenéOceánModifikátor oceánuOceán je v zásobníkuOsemhranOsemstenOktávyOsem-stromová hĺbkaNepárneNepárne políčka šachovniceVypMimo osiMimo osové zrezanie kužeľa zbiehavosti na rovineOficiálneOficiálne podporovanéMierka delenia mimo obrazovkuMierka mimo obrazovkuPosuvPosuv (staršie)Množstvo posuvuUhol posuvuPosuv rohu v plôškeSmer posuvuVzdialenosť posuvuPosunúť slučku hránRovnomerný posuvFaktor posuvuFrekvencia posuvuPosuv matriceMetóda posuvuObjekt posuvuPosuv rovínBod posuvu na krivkeRelatívny posuvPosuv mierkyPosuv začiatkuPosuv smerom k vlastnej kamerePosuv UPlatný posuvVektor posuvuPosuv XPosuv YPosuv indexu riadiaceho bodu v rámci jeho krivkyPosunie povrch poľa so znamienkovou vzdialenosťou o vzdialenosť vo svetovom priestore. Rozširuje (kladné) alebo zužuje (záporné) pri zachovaní vlastnosti znamienkovej vzdialenostiPosuv pozdĺž normály pri kreslení na povrchochPosuv obrázkaUhol posuvu oblúkaPosuv zarážky na základe geometrie mierkyPosúva slučku kĺzavých hránPosuv každých N riadkovPosuv časového intervalu uzávierky, umožňujúci zmeniť stopy rozostrenia pohybomPosuv od stredu objektuPosuv od konca pásu v snímkachPosuv od základnej rovinyPosuv od počiatku po použitú inštanciuPosuv z polohy zodpovedajúcej časovej snímkePosuv od začiatku pásu v snímkachPosuv od počiatočného boduPosuv v jednotkách pohyblivej čiarky, 1,0 je šírka a výška obrazuPosuv v tabuľke náhodných čísiel pre častice potomkov, získa iný náhodný výsledokPosuv v tabuľke náhodných čísiel, získa iný náhodný výsledokIndexy posuvu prvého bodu každej krivkyPoužije posuv do každého ťahu pred začiatkom vygenerovania prerušovanej úsečky minimálnej radiálnej vzdialenosti pre dopad políPosuv kľúčových snímokPosuv vrstiev rovnakým faktoromIndex posuvu materiálu generovaných plôšokIndex posuvu materiálu vygenerovaných plôšok obrubyPosuv materiálov rovnakým faktoromPosuv duplikátov, -1 až 1 (vnútorné až vonkajšie)Posuv každého zhluku v náhodnom smerePosuv podlahy od počiatku objektuPosuv prvého záberu záznamu vzhľadom na jeho názov súboru (ovplyvňuje iba spôsob načítania záznamu, nezmení údaje spojené s klipom)Posuv uzlov od kurzora pri pridávaníPosuv otočného bodu cieľa (pri nastavení) alebo pre polohu vlastníka (ak je pevná pozícia vypnutá) alebo absolútny otočný bodPosuv počiatku okraja vo vzťahu k polomeru štetcaPosuv kriviek pre zaoblenie špičkyPosuv počiatku pózy k relatívnemu polomeru štetcaPosuv obrúbeniaPosuv tieňaPosuv stopy od rodičovského boduPosuv na krivkuVzájomne posunuté roviny. Ak je zakázané, na rovnakom mieste sa vytvorí viacero rovínPosuv lúčov od povrchu na zníženie artefaktu ukončenia tieňa na geometrii s nízkym počtom polygónov. Ovplyvňuje len trojuholníky, ktoré sú ovplyvnené posuvom geometriePosuv lúčov od povrchu na zníženie artefaktu ukončenia tieňa na geometrii s nízkym počtom polygónov. Ovplyvňuje len trojuholníky v uhle odlesku svetlaPosunutie snímania mriežky ožiarenia v smere normály povrchu s cieľom znížiť presvitanie svetlaPosuv snímania mriežky vyžarovania v smere pozorovania s cieľom znížiť presvitanie svetlaPosuv počiatočného boduPosuv ťahov rovnakým faktorom na základe poradia kreslenia ťahuPosuv ťahov podľa výplnePosunie ťahy smerom k vybranej kamere namiesto aktívnej kameryNáhodný posuv kópiíPosuv celej reťaze vzhľadom na koreňový kĺbPosúva celý ťah len namiesto vybratých bodovPosúva inštancie na rohoch plôšky do ich príslušnej plôškyNáhodne kompenzovať prípadyPosuv šumu pozdĺž ťahovPosuv čísla snímky použitej v animáciiPosuv počiatku a orientácie deformáciePosuv otáčky pozdĺž jej osiPosúva zvinutie pozdĺž pôvodnej krivky, aby sa zachoval tvarPosuv ťahu pre povrchPosuv hrúbky od streduPosuv na pridanie do aktuálnej snímky scény. Môže byť aj zápornýPosuv sa vzťahuje na animácie počas importu, v snímkachPosuv, ktorý sa použije na časové pečiatky animácie, v snímkachPosuv do údajov pásuPosuv používaný na kreslenie upravovanej povrchovej siete pred inou geometriouHodnota posuvu pridaná k UV ťahuVektor posuvuPremiestni vrcholy založené na textúreBude posunutý absolútny bod v priestore namiesto relatívneho vzhľadom na cieľPosuv s transformáciou cieľaPosuv/Intenzita/Spád (ASC-CDL)Posuv:Posuv: %.3fPosuvyOggOgg TheoraOlejStaréStará akciaUID relácie starej akcie, ktorá sa má nahradiťStarý IDZ knižnice je prepojený starý ID '%s', nepriame použitia tohto bloku údajov sa nepremapujúUid relácie starého ID, z ktorého sa majú údaje premapovaťOblasť plôšky starého objektuStará hodnota priradenia snímokVynechá Sparse Accessor (zriedkavý prístup), ak sú údaje prázdneVynechá zriedkavý prístupový prvok, ak sú údaje prázdneVšesmerové bodové svetloZdroj všesmerového bodového svetlaZapnúťV klietkePri kliknutíNa aktuálnej snímkeNa zemiPri stlačeníNa vybraných kľúčových snímkachNa vybraných značkáchLen na vybranéNa povrchuNa pásy sekvencie obrázkov je vrátený pás pre každý obrázokJedna plôškaPrvá úroveňJeden z uzlov nemá žiadne výstupyJeden z troch bodov na kružnici. Poradie bodov určuje smer kružniceJedna alebo viac F-kriviek nie sú viditeľné z dôvodu nastavenia filtraJeden alebo viacero objektov použitých ako prototypy v uzloch 'Inštancia na bod' buď nemajú v uzloch 'Info objektu' povolenú funkciu 'Ako inštancia', alebo je prototyp samotným vstupom základnej geometrie. Oba prípady bránia platnému exportu inštancií bodov. Ak ide o prvý prípad, povoľte funkciu 'Ako inštancia', aby ste zabránili nesprávnemu odkazovaniu na seba.Jedna jedinečná grafická definíciaJedna mechanikaNepriehľadnosť cibuleCibuľové šupkyCibuľové šupkyCibuľové šupkyOnline prístupPriamo pripojiteľné rozšíreniaNa kontrolu aktualizácií je potrebný online prístup.Na inštaláciu alebo aktualizáciu je potrebný online prístup.Na inštaláciu alebo aktualizáciu je potrebný online prístup. Povoľte online prístup v Predvoľbách systémuNa inštaláciu alebo aktualizáciu je potrebný online prístup. Spustite Blender bez režimu --offline-modeNa inštaláciu aktualizácií je potrebný online prístup.Online priečinok bezplatných rozšírení a rozšírení s otvoreným zdrojovým kódomPovolené je iba otočenie o 90 stupňovAktivovať len ak je vybranéLen aktívneIba aktívna F-krivkaLen aktívna sústava kľúčovaniaLen aktívaLen zarovnaná osLen zosilneniePodporované sú iba bézierove krivkyMožno pridať len bézierovu drážkuLen kanálLen krivkyLen deformované kostiLen hrany a plôškyIba koncové bodyLen plôškyLen výplneLen prvýVložiť len dostupnéVložiť len potrebnéIba vnútorné vonkajšieLen lokálneLen polohyLen voľné hranyIba geometria susednýchLen obrubuIba sekundyVybrať iba nevybranéLen vybranéLen vybrané kostiLen vybrané kanályLen vybrané kľúčové snímkyIba manipulátory vybraných kľúčových snímokZobraziť iba chybyZobraziť iba vybranéZobrazí iba vybrané kľúčové snímky s F-krivkouZobraziť iba zásuvku aktívneho objektuLen vyhladiťIba ťahyIba nevyužitéPoužiť iba alfaOvplyvnené sú iba transformácie osi XOvplyvnené sú iba transformácie osi YOvplyvnené sú iba transformácie osi ZPodporované sú iba hlavné vstupy Obrázok a Maska, ostatné nie sú podporované a vrátia hodnotu nulaPodporovaný iba jeden znakAktivovať, len keď myš nie je nad uzlom (užitočné pre výraz vylepšenia)Len aktívna vrstvaPridá iba modifikátor funkcie na aktívnu F-krivkuDo aktívneho pásu pridá iba modifikátor funkcie zadaného typuPridáva iba ostré hrany namiesto vymazania existujúcich značiek ako prvéPridá len obrubu k pôvodným údajomOvplyvní iba vybrané prvkyOvplyvní iba vrcholy, ktoré nie sú zakryté inými plôškami (pomalší výkon)Povolí iba danú hodnotu hustoty v oblasti emitora a nezapočítava juUmožniť len vybraným objektom ovplyvniť výsledok vrhnutia lúčovPovolí iba vstupy s jednou hodnotou, a nie pole. Zastarané. Bude odstránené vo verzii 5.0.Použije iba vybrané kosti (s množením potomkov)Podporované sú len objekty armatúryMedzi katalógmi možno presúvať len aktíva z tohto aktuálneho súboruK dispozícii len v režime výberu boduDostupné len s uhlovými ohybmi pružín.Zapečie kľúčové snímky len v určitom rozsahu snímokZapečie iba vybrané objemy snímačov svetlaZapečie iba aktívny objem snímača svetlaSkosí len hrany s dostatočne ostrými uhlami medzi plôškamiPodporované sú len logické vstupné zásuvkyJe podporovaná len hodnota logická, celočíselná, na pohyblivej čiarke a výpočítateľnáPodporované je len logický operátor, pohyblivá čiarka a vypočítateľnéVypočíta len intenzituVymaže dráhy pohybu len vybraných kostíVymaže len dráhy pohybu vybraných objektovPosúdi len pásy na rovnakom kanáli ako aktívnyLen posúdenie vlastného objektu pri výpočtoch Pohltenia okolímPrereže iba vybranú geometriuPrereže len prednú geometrieIba deformuje vrcholy v tejto vzdialenosti od stredu efektu (nechá ako 0 pre nekonečné.)Iba deformácie sa môžu aplikovať na tvaryOdstráni iba vybrané kľúčové snímkyOdstráni zapečené údaje o osvetlení len vybraných svetelných snímačovOdstráni zapečené údaje o osvetlení len aktívneho svetelného snímačaPre aktuálnu operáciu je možné vybrať iba priečinky.Len zobrazuje a berie do úvahy vonkajšie vrcholyZobrazí sa len n-tá snímkaObrázok zobrazí, len keď je zarovnaný s osou zobrazeniaZruší len uhly menšie než tento (len rovinné)Zohľadnené budú iba okraje vnútornej masky, ktoré ležia vnútri vonkajšej masky. V opačnom prípade budú zohľadnené všetky okraje vnútornej maskyUpraví iba aktívnu vrstvu objektuInštalačné inštancie podporujú iba prázdne objektyExportuje len deformované kosti a ich rodičovExportuje len vybrané objekty. Nevybraní rodičia vybraných objektov sa exportujú ako prázdna transformáciaLen významné črty považované za viac než okrajové pixely z okrajov obrazovPreklopí iba na vlastné normály slučky vybraných prvkovGeneruje len čiary priesečníkov tejto kolekciePridrží len poslednú snímkuLen vo viacnásobnej snímkeZahrnie iba F-krivku a ovládače, ktoré sú vypnuté alebo majú chybyZahrnie iba vrstvu v tomto výstupe prekreslenia vrstvy zobrazenia (ponechá prázdne stále zahrnuté)Zahrnie iba kanály súvisiace s vybranými objektami a údajmiZahrnie iba riadky, ktoré zodpovedajú vybraným prvkomIba zvýši hodnotu alfa, ak farba alfy je vyššia ako existujúcaVloží len kľúčové snímky, kde sú potrebné podľa príslušných F-kriviekAko dynamickú presnosť možno použiť len celočíselné vstupy: "{}"Ako dynamickú šírku možno použiť iba celočíselné vstupy: "{}"Len kľúčové vybrané kosti (zapečie len pózu)Len klávesové skratky môžu byť takto upravované, použite prosím, užívateľské predvoľby inakIba kľúčové snímky vybraných F-kriviek sú viditeľné a upraviteľnéIba posledný región môže byť rozdelený na 4 častiNamiesto pridávania údajov iba ich prepojenieZbaliť sa môžu iba prepojené IDLen zoznam obsahu aktuálneho priečinka, bez rekurzieZlúčenie iba po okrajochZlúči iba vrcholy povrchovej siete pozdĺž existujúcich hrán. Táto metóda môže byť oveľa rýchlejšiaZrkadlenie parametrov výbavy iba na vybrané kosti, ktoré majú rovnaký typ výbavy ako aktívna kosťMení iba ťahy počas určeného rozsahu snímkyIba na najbližšom konci po predošlú kľúčovú snímkuIba na najbližšom konci po ďalšiu kľúčovú snímkuVo vzorke je podporovaný len jeden znak *Povolený je len jeden efekt tohto typuPovolený je iba jeden modifikátor tohto typuÚčinkuje len na aktívnu kosťMaľuje len plôšky priamo pod štetcom (pomalšie)Maľuje iba vybrané body ťahuMedzi ostatnými ťahmi maľuje iba vybrané body ťahuMaľuje iba vybrané ťahyPrilepí iba F modifikátory na aktívnu F-krivkuPrilepí iba F modifikátory na aktívnom pásePrilepí len uloženú pózu na vybrané kosti v súčasnej pózeVyžaruje lúče iba proti samotnému objektuIba čítať farebný spád alfyZaznamenáva údaje o e len pre vrcholy, ktoré zodpovedajú skupine vrcholov v čase yObnoviť iba aktívne úložiskoNa tomto objekte prekresľujte iba tiene a odrazy, aby ste mohli kompozične prekresľovať skutočné zábery. Objekty s týmto nastavením sa považujú za objekty, ktoré už existujú v záberoch, objekty bez tohto nastavenia sú syntetické objekty, ktoré sa do nich komponujú.Prekreslí iba aktívnu vrstvu. Ovplyvní prekreslenie z rozhrania, ignoruje prekreslenie z príkazového riadka.Nahradí iba cieľové prvky, ktorých údaje sú nad daným prahom (presné správanie závisí od typu údajov)Nahradí iba cieľové prvky, ktorých údaje sú pod daným prahom (presné správanie závisí od typu údajov)Tvarovanie len vybraných bodov ťahuTvarovanie len vybraných bodov ťahu medzi ostatnými ťahmiTvarovanie len vybraného ťahuVyberie iba zostávajúce trojuholníky, ktoré neboli zlúčenéIba vybraté okrajeLen vybrané kľúčové snímkyLen výber čiar z osvetlených oblastíLen výber čiar z tieňovaných oblastíZobrazí len doplnkyZobrazí a upraví iba manipulátory vybraných kľúčových snímokZobrazí len štetce použiteľné pre aktuálne aktívny nástroj v polici aktív. Uložené v predvoľbách, ktoré možno bude potrebné uložiť ručne, ak je zakázané automatické ukladanie predvoliebZobrazí iba povolené doplnky. Ak chcete zobraziť všetky nainštalované doplnky, zrušte zaškrtnutie.Zobraziť iba rozšírenia z tohto úložiskaZobrazí iba položky zodpovedajúce tomuto názvu (používa sa "*" ako zástupný znak)Zobrazí len plnú hodnotu aktívneho kľúčového tvaruZobrazí len zásuvku aktívneho objektu. V opačnom prípade zobrazí všetky zásuvky akcieZobrazí len motívyPodporované len pre regióny typu "Dočasné" (vyskakovacie okná)Podporované len v režime s viacnásobným rozlíšenímPodporované len v režime objektuSynchronizuje iba aktívnu dĺžku aktívneho pásuSynchronizovať iba aktívne úložiskoDo úvahy sa berie len prvý výstup, ostatné sa ignorujúNa vytvorenie výstupu sa zhrnú len kladné rozdiely amplitúd obaluLen prenos aktívnej vrstvy údajovTransformuje iba polohy objektov bez ovplyvnenie rotácie alebo zmeny mierkyBerú sa do úvahy len nepoužité akcie (iba falošný užívateľ)Aktualizuje len aktívne úložiskoPoužije iba štetce z tejto kolekciePoužije rozlišovanie malých/veľkých písmen vo vyhľadávacom reťazciPoužije iba kompletne zhodný vyhľadávací reťazecDanú geometriu používajte iba pre kvapalinuPoužije kolekciu len na vytvorenie pohlcovaniaPoužije iba prvú a poslednú časť ťahu na prichytenieNa vytvorenie pohlcovania použite iba údaje o objektePoužíva sa len na zapečenie. Krok=1 vytvára kľúčovú každú snímku, krok=2 zapečie na 2s atďPre tieto nastavenia je možné upravovať iba transformáciu zobrazenia a vzhľadViditeľné len pre kameru a odrazyLen viditeľné/vybrané kostiOkno je možné rozdeliť len 4 oblastiZapíše len deformované kosti (a tie nedeformované, ktoré majú deformovaných potomkov)Zapíše len zmeny polohy kanálov pre koreňovú kosťNepriehľadnosťNepriehľadnosť (alfa) kamier objemu zrezaného kužeľaNepriehľadnosť (alfa) konvergenčnej rovinyStmavenie oblasti priehľadnosťou (alfa) v zobrazení kameryFaktor nepriehľadnostiIntenzita nepriehľadnostiNepriehľadnosť pre úpravy vrcholovNepriehľadnosť pre prerušované čiary v prepojochNepriehľadnosť UV vrstievNepriehľadnosť zobrazenia klonov obrázkovNepriehľadosť hrán v prekrytiach UVNepriehľadnosť plôšok vo vrstvách prekrytia UVNepriehľadnosť prekrytia roztiahnutia UVNepriehľadnosť atribútu, ktorý je momentálne vizualizovanýNepriehľadnosť prekrytia klietky v režime tvarovania kriviekNepriehľadnosť stmaveného prekrytia mimo oblasti prekresľovaniaNepriehľadnosť zobrazených hrán (1,0 pre nepriehľadné)Nepriehľadnosť obrázkuNepriehľadnosť bodovNepriehľadnosť prekrytia šablóny režimu masky maľovania textúryNepriehľadnosť prekrytia v režime maľovania váhNepriehľadnosť na použitie pre výber kostíNepriehľadnosť: %3fNepriehľadnosť: %sOtvoriťOtvoriť všetkyOtvoriť šípkuOtvorené okrajeOtvoriť priečinokOtvárať priečinky jedným kliknutímOtvorená slučkaNedávno otvorenéJazyk otvoreného tieňovania (OSL)Otvorí súbor BlenderaTu otvorí príkazový riadokOtvorí prehliadač priečinkov, pridržaním Shift na otvorenie súboru, ALT na prehliadanie obsahu priečinkaOtvoriť priečinok pri jeho výbereOtvorí prehliadač priečinkov, pridržaním Shift na otvorenie súboru, ALT na prehliadanie obsahu priečinkaOtvorí blok údajov nového textuOtvoriť cestu v prehľadávači súborovOtvorí vyskakovacie okno na nastavenie úrovne ladeniaOtvorí preddefinovanú policu aktív vo vysúvacom okneOtvorí vopred definovanú ponukuOtvorí vopred definovaný panelOtvorí vopred definovanú koláčovú ponukuOtvorí predvolenú webovú stránku vo webovom prehľadávačiOtvorí súbor modulu štýluOtvorí zobrazenie použitých hlavových súprav virtuálnej reality alebo ho zatvorí, ak už je otvorenýOtvorí webovú lokalitu vo webovom prehľadávačiOtvorí okno pre správu nepoužívaných údajovOtvorí okno s informáciami o aplikácii BlenderOtvorí všetky položky objektu a zatvorí všetky ostatnéOtvorí automaticky uložený súbor na jeho obnovenieOtvorte prehliadač obrazových súborov, pridržte Shift na otvorenie súboru, Alt na prehľadávanie obsahujúceho priečinkaOtvorí blend súbory touto verziou BlenderuOtvoriť predvoľby rozšíreníOtvorí obrázokOtvorí obrázkyAutomaticky otvára tlačidlá ponúk a rozvinovacie ponuky pri nábehu myšouOtvorí nový priečinokOtvoriť pod kurzoromOtvorí online referenčné dokumenty vo webovom prehľadávačiOtvorí prehrávač zdrojových snímokOtvorí blend súbor, ktorý obsahuje aktívne aktívumOtvorí predvolený súborOtvorí súborOtvorí priečinokOtvorí posledný uzavretý súbor ("quit. Blend")Otvorí vyskakovacie okno vyhľadávania operátorovOtvorí vysúvací panel nástrojov alebo vysúvacie okno prostriedkov štetca Pridržaním 'medzerníka' pre vysúvacie okno panela nástrojov: • Stlačením klávesovej skratky nástroja sa naň okamžite prepnete. • Potiahnutím kurzora nad nástroj a jeho uvoľnením sa aktivuje (ako koláčová ponuka). Pre prehratie použite 'Shift+medzerník'Otvorí úvodnú obrazovku s informáciami o vydaníOtvorí dočasný editor na maximalizovanej obrazovkeOtvorí dočasný editor v novom okneOtvorí strom a upraví zobrazenie tak, aby bol aktívny objekt vycentrovanýOtvoriť oknoOtvoriť oknáOpenEXROpenEXR (.exr)OpenEXR MultiLayer (.exr)OpenGLOpenGL alebo DirectXOpenVDBOpenVDB (.vdb)Súbor OpenVDBChyba OpenVDB: {}Formát súboru OpenVDB (.vdb)Objem OpenVDBCesta komponentu OpenXRCesty komponentov OpenXRCesta k profilu interakcie OpenXRCesta užívateľa OpenXRCesty užívateľa OpenXRPolomer otvorenia povievania na špičke vrkočaTyp operanduNastavenia operačného systémuStlačená klávesa WinStlačená klávesa operačného systému, -1 pre akýkoľvek stavOperáciaPrevádzkový režimOperácia sa nedá vykonať v režime editácieOperácia v režime editácie nie je povolenáOperácia vyžaduje aktívnu kosťOperácia vyžaduje aktívnu sústavu kľúčovaniaOperácia použitá na povrchovú sieťOperácia, ktorá sa má vykonať s vybraným súborom alebo cestouOperácieOperácie rozdelenia a zlúčeniaOperátorZrušiť výber/Vybrať všetkoZrušiť výber (vybrať) všetky súboryVybrať (zrušiť) všetky značkyZrušiť výber/vybrať všetky ťahyVybrať/zrušiť prvýVybrať/zrušiť poslednýVybrať/zrušiť výber všetkých značiek3D značky na povrchovú sieťO aplikácii BlenderAkceptovaťAkciaAktivovať aktívum ŠtetecAktivovať konfiguráciu klávesAktivovať ďalší rovnaký typAktivovať rovnaký typ Ďalší/PredošlýAktivovať predošlý rovnaký typAktivovať orientačný bod VRAktivovať uzol ZobrazovačAktívna kameraAktívna skupina Grease PencilAktívna vrstva Grease PencilPridaťPridať (s cieľmi)...Pridať AOVPridať nad vybranéPridať pás akciíPridať aktívnePridať všetko do sústavy kľúčovaniaPridať modifikátor priehľadnosti alfaPridať armatúruPridať knižnicu aktívPridať príznak aktívPridať atribútPridať cestu automatického spusteniaPridať základného človeka (meta výbava)Pridať základného štvornožca (meta výbava)Pridať vtáka (meta výbava)Pridať pravidlo kŕdľaPridať stav kŕdľaPridať kosťPridať kolekciu kostíPridať referenciu na kolekciu kostíPridať vynútenie kostíPridať kosti do sústavy výberuPridať záložkuPridať štetecPridať bézierovuPridať bézierov kruhPridať kameruPridá obrázok na pozadie kameryPridať predvoľbu kameryPridať kameru a orientačný bod VR z reláciePridať plátnoPridať mačku (meta výbava)Pridať kruhPridá zónu uzáveruPridať predvoľbu látkyPridať kolekciuPridať inštanciu kolekciePridať farbuPridať atribút farbyPridať zastavenie farebného spáduPridať kužeľPridať vynúteniePridať vynútenie (s cieľmi)Pridať zásuvku kryptomatovaniaPridať kockuPridať bod krivky a posunúťPridať konfiguráciu vlastného priradenia klávesPridať vlastné údaje normálPridať valecPridať ovládačPridať premennú ovládačaPridať ovládač...Pridať ovládače pre vybranéPridať kópiuPridať značky okrajov do sústavy kľúčovaniaPridať efektPridať efekt pásuPridať efektorPridať prázdnePridať prázdne krivkyPridať prázdnu skupinuPridá prázdny/zahodený obrázok do prázdnehoPridať prázdnu sústavu kľúčovaniaPridať cestu prázdnej sústavy kľúčovaniaPridať položkuPridať exportérPridať úložisko rozšíreníPridať externú sústavu funkciíPridať modifikátor F-krivkyPridať modifikátor funkciePridať značky plôšky do sústavy kľúčovaniaPridať vytrácaniePridať falošného užívateľaPridať vrchol zmäkčeniaPridať vrchol zmäkčenia a posunúťPridať predvoľbu skvapalneniaZóna Pridať pre každý geometrický prvokPridať modul FreestylePridať snímku zmrazeniaPridať zmrazenie snímky a posúvaťPridať z motívuPridať Grease PencilPridať predvoľbu štetca Grease PencilPridať materiál Grease PencilPridať predvoľbu materiálu Grease PencilPridať mriežkuPridať uzol Vstup skupinyPridať predvoľbu Dynamika vlasovPridať koňa (meta výbava)Pridať človeka (meta výbava)Pridať inverznú kinematiku do kostiPridať mnohostenPridať obrázokPridať pás obrázkuPridať obrázok ako uzolPridať uzol ImportPridať predvoľbu integrátoraPridať položkuPridať položku priradenia klávesyPridať deformátor mriežkyPridať svetloPridať snímač svetlaPridať skupinu svetlaPridať modifikátor farby čiaryPridať sústavu čiarPridať modifikátor hrúbky čiaryPridať značkuPridať značku a posunúťPridať značku a posuvníkPridať značku po kliknutíPridať vrstvu maskyPridať uzol MaskaPridať pás maskyPridať materiálPridať zásuvku materiáluPridať variant materiáluPridať meta pásyPridať meta guľuPridať snímku meta výbavyPridať modifikátorPridať opičkuPridať pás filmuPridať pás filmového klipuPridať novú vrstvu poznámkyPridať nový zásobníkPridať novú skupinuPridať novú vrstvuPridať novú skupinu vrstievPridať novú vrstvu maskyPridať novú krivku maľbyPridať nový bod krivky maľbyPridať novú paletuPridať uzolPridať uzol kolekciePridať predvoľbu farby uzlaPridať skupinu uzlovPridať aktívum skupiny uzlovPridať uzol objektuPridať NURBS kružnicuPridať NURBS krivkuPridať objektPridať vynútenie objektuPridať inštanciu údajov objektuPridať prepisPridať prepisyPridať zásuvku maľovaniaPridať zásuvku časticového systémuPridať pasívnePridať dráhuPridať predvoľbu výkonuPridať plochuPridať mračno bodovPridať objekt prvotného tvaruPridať nastavenia zásadných textúrPridať vlastnosťPridať priečinok skriptov PythonuPridať náhodné krivkyPridať predvoľbu sledovania lúčovPridať predvoľby prekresleniaPridať zásuvku prekresleniaPridať zobrazenie prekresleniaPridať zónu opakovaniaPridať úložisko...Pridať presmerovaniePridať presmerovaniePridať kľúč časovaniaPridať pevné telesáPridať pevné telesoPridať vynútenie pevného telesaPridať oblasť pevného telesaPridať filter riadkovPridať predvoľbu bezpečnej oblastiPridať predvoľbu snímaniaPridať scénu aktívaPridať pás scényPridať segmentPridať vybrané kostiPridať vybrané kosti do kolekciePridať vybrané kosti do novej kolekciePridá vybrané do kolekcie aktívneho objektuPridať kľúčový tvarPridať žraloka (meta výbava)Pridať jednoduché UVPridať oblasť simuláciePridať jeden prepisPridať do sústavy kľúčovania jednotlivoPridať údaje kožePridať zvukový klipPridať zvukový pásPridať reproduktorPridať rýchlostný prechodPridať prechod rýchlosti a posúvaťPridať štvorecPridať stabilizáciu rotácie stôpPridať stabilizáciu stopyPridať štandardnéPridať modifikátor pásuPridať pás s novou scénouPridať modifikátor geometrie ťahuPridať kruh povrchuPridať krivku povrchuPridať valec povrchuPridať záplatu povrchuPridať zásuvku povrchuPridať guľu povrchuPridať prstenec povrchuPridať cieľPridať cieľovú kosťPridať textPridať textové polePridať predvoľbu textového editoraPridať nastavenia textúrPridať motívPridať dlaždicuPridať časovú značkuPridať prstenecPridať stopuPridať stopu nad vybranéPridať predvoľbu stopy farbyPridať objekt snímaniaPredvoľba Pridať nastavenia snímaniaPridať stopyPridať prechodPridať UV mapuPridať UV guľuPridať UVPridať použité skupiny svetlaPridať orientačný bod VRPridať orientačný bod VR z kameryPridať orientačný bod VR z reláciePridať vrcholPridať skupinu vrcholovPridať vrchol a posunúťPridať vrstvu zobrazeniaPridať predvoľbu snímanie záberuPridať objemPridať predvoľbu vyváženia bielejPridať vlka (meta výbava)Pridať pracovný priestorPridať zónuPridať novú zásuvku VariantPridať vrstvuPridať snímkuPridať do kolekciePridať do sústavy kľúčovaniaPridať do rýchlych obľúbených položiekPridať do prepojených kolekciíPovolený doplnokPridať/odstrániť riadky užívateľského rozhraniaUpraviť veľkosť osvetlenia oblastiUpraviť veľkosť oblasti X svetlaUpraviť veľkosť oblasti Y svetlaUpraviť veľkosť zobrazenia prázdnehoUpraviť vysunutieUpraviť ohniskovú vzdialenosťUpraviť vzdialenosť zaostreniaUpraviť poslednú operáciu...Upraviť výkon svetlaUpraviť polomer svetlaUpraviť posuvUpraviť aktívum pózyNastavenie uhla lúča smerového svetlaUpraviť prelínanie svetelnej škvrnyUpraviť uhol slnečného svetlaVrstva prispôsobeniaPríbuznosťZaZa aktuálnou snímkouAlembic (.abc)Import Alembic dokončenýZarovnaťZarovnať kameru na vybranéZarovnať aktívnu kameru do pohľaduZarovnať kostiZarovnať kameru do pohľaduZarovnať uzlyZarovnať objektyZarovnať rotáciuZarovnať na orientáciu transformácieVšetkoVšetky transformáciePovoliť online prístupNad alfouPod alfouDráha animácieAnimované delta transformácieKrok animáciePoznámkaZmazať poznámkuČiara poznámkyPolygón poznámkyPridať novú poznámkuKresliť poznámkuOdpojiť poznámkuPripojiťPripojiť a aktivovať pracovný priestorPripojiť...PoužiťPoužiť (aktívna kľúčová snímka)Použiť všetkoPoužiť obrázok kameryPoužiť vynúteniePoužiť predvolené nastaveniaPoužiť modifikátorPoužiť modifikátor ako kľúčový tvarPoužiť transformáciu objektuPoužiť inverzného rodičaAplikovať pózuPoužiť aktívum pózyPoužiť prevrátenú pózuPoužiť pózu ako pokojovú pózuPoužiť mierkuPoužiť vybrané ako pokojovú pózuPoužiť riešenie mierkyPoužiť transformáciuPoužiť vizuálnu transformáciuPoužiť vizuálnu transformáciu na pózePoužiť ako kľúčový tvarPoužiť na základPoužiť na základný kľúčOblúkVoľby oblastiArmatúraUsporiadaťUsporiadať/zarovnať ostrovyŠípkyPriradiťPriradiť akciuPriradiť katalóg aktívPriradiť názov atribútuAutomaticky priradiť podľa kostíPriradiť užívateľské hodnoty vlastností ako predvolenéPriradiť názov mriežkyPriradiť názov vrstvyPriradiť materiálPriradiť zásuvku materiáluPriradiť novú skupinu uzlov geometriePriradiť vybrané kostiPriradiť skratku...Priradiť k variantuPriradiť hodnotu ako predvolenúPriradiť ako originálPriradiť podľa plášťov kostíPriradiť k aktívnej skupinePriradiť do kolekciePriradiť k hákuPriradiť k novej kolekciiPriradiť novej skupinePriradiť ku skupine vrcholovNa stredeNa kurzorePrepojiť uzlyAutomatickyAutomatická dráha animácieAutomaticky uložené...Automatický názov Vpredu/VzaduAutomatický názov Vľavo/VpravoAutomatický názov Hore/DoleAutomatický názov podľa osíAutomatické dokončovanieZbaliť zdroje automatickyDostupnéSpriemerovaťPriemerná mierka ostrovovPriemer normálSpriemerovať stopyVzaduSpäť na predošléSpäť na predchádzajúcu obrazovkuPresunúť pozadiePriblížiť pozadieOddialiť pozadiePrispôsobiť obrázok na pozadiePohybovať obrázkom na pozadíPriblíženie obrázku pozadiaPozadie...Ukážka obrázku pozadiaV histórii dozaduDozaduZapiecťZapiecť (zásobník disku je povinný)Akcia zapečeniaZapiecť akciu...Zapiecť všetkoZapiecť všetky dynamikyZapečie všetky objemy snímačov svetlaZapiecť celú fyzikuZapiecť kanályZapiecť údajeUzol Zapečenie geometrieZapiecť vodenieZapiecť sekvenciu obrázkuZapiecť kľúčovú snímkuZapiecť zásobník svetlaZapiecť Line ArtZapiecť povrchovú sieťZapiecť šumZapiecť transformáciu objektu podľa Grease PencilZapiecť transformáciu objektu podľa Grease Pencil...Zapiecť oceánZapiecť časticeZapiecť fyzikuZapiecť simuláciuZapiecť zo zásobníkaZapiecť na kľúčovú snímkuZapečenie všetkých - ESC na pozastavenieZapečenie údajov - ESC na pozastavenieZapečenie vodenia - ESC na pozastavenieZapečenie povrchovej siete - ESC na pozastavenieZapečenie šumu - ESC na pozastavenieZapečenie častíc - ESC na pozastavenieZmeniť dávkuDávkové premenovanieDávkové premenovanie...Dávkové zmazanie náhľadovDávkové zmazanie náhľadov...Dávkové vygenerovanie náhľadovDávkové vygenerovanie náhľadov...Úhľadné 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motívZmazať náklonZmazať stopuZmazať dráhu stopyZmazať nepotrebné akcieZmazať transformácie užívateľovVymazať divákaVymazať oblasť zobrazovačaKliknúťVložiť kľúčovú snímku kliknutímKlipStrih...Orezanie oblastiOrezanie oblasti...KlonovaťZavrieťUzavrieť oblasťZavrieť oknoFilter látkyZvinúťZvinúť kanályZbúrať hrany a plôškyZvinúť a skryť nepoužívané zásuvkyInštancie kolekciíInštancie kolekcií...Kolekcia Line ArtFarbaFilter farbyZmiešať farbyStĺpec na aktuálnej snímkeStĺpce na vybratých kľúčochStĺpce na vybratých značkáchUčesaťKužeľSpojiťSpojiť všetkoSpojenie vlasovSpojenie pevných teliesPripojovacie pásySpojiť páry vrcholovSpojiť dráhou vrcholovPripojiť na výstupAuto dokončovanie konzolyTitulok konzolySpustiť konzoluJazyk konzolyVynútiť cieľOperácia vynúteniaVynútenie na F-krivkeCyklus kontextu poľaLogická sústava kontextu kolekciíCyklus kontextu výpočtuPonuka kontextu výpočtuKoláčový kontext výpočtuCelé číslo kontextu cyklovaniaKontextová ponukaKontext modálnej myšiKontext mierky na pohyblivej čiarkeMierka kontextu celého číslaNastaviť kontextLogická kontextová sústavaNastaviť kontext výpočtuNastaviť kontext na pohyblivej čiarkeNastaviť kontext reťazcaNastaviť kontext hodnotyPrepnúť kontextPrepnúť kontextové hodnotyPokračovaťPokračovať offlineRiadok riadiaceho boduKonvertovať atribútKonvertovať atribút farbyKonvertovať typ krivkyKonvertovať krivky na systém častícKonvertuje prázdny obrázok do roviny povrchovej sieteKonvertovať na Časticový systém na krivkyKonvertovať častice na povrchovú sieťKonvertovať režima rotácieKonvertovať naTyp konverzieKonvertovať objemKonvertovať biele znakyKonvertovať na krivkyKonvertovať na povrchovú sieťKonvertovať na povrchovú sieť rovinyKonertovať na Časticový systémVypuklý trupKopírovaťKopírovať aktívneKopírovať aktívne do vybraných objektovKopírovať všetky ovládače do vybranýchKopírovať všetky vrstvy do vybranýchKopírovať všetky materiály do vybranýchKopírovať všetky do vybranýchKopírovať všetky do vybraných objektovKopírovať farbuKopírovať farby do vybranýchKopírovať vynútenia na vybranéKopírovať vynútenia na vybrané kostiKopírovať vynútenia na vybrané objektyKopírovať cestu údajovKopírovať ovládačKopírovať premenné ovládačaKopírovať ovládač na vybranéKopírovať ovládače do vybranýchEfekt kopírovaniaKopírovať modifikátor funkcieKopírovať úplnú cestu údajovKopírovať globálnu transformáciuKopírovať obrázokKopírovať kľúčové snímkyKopírovať nápisKopírovať vrstvy do vybranýchKopírovať sústavu čiarKopírovať značky do scényKopírovať materiálKopírovať materiál na vybranéSkopírovať materiál do vybraných objektovKopírovať zrkadlové UV súradniceKopírovať modifikátorKopírovať modifikátor do vybranýchKopírovať modifikátory do vybraných objektovKopírovať objektyIba skopírovať parametreMožnosť kopírovania na vybrané výbavyKopírovať objekt inštancie časticeKopírovať časticový systémKopírovať pózuKopírovať pózu ako aktívumKopírovať predošlé nastaveniaKopírovať príkaz PythonKopírovať relatívnu transformáciuKopírovať zostavy do schránkyKopírovať nastavenia pevného telesaSkopírovať parametre Rigify do vybranýchKopírovať sústavu(y) výberuKopírovať nastaveniaSkopírovať nastavenia do predvolených nastaveníKopírovať do vybraných jednotlivoKopírovať drážkyKopírovať ťahyKopírovať nastavenia štúdiových svetielKopírovať textKopírovať nastavenie zásuvky textúryNastavenia kopírovania stopyKopírovať stopySkopírovať typ a parametreKopírovať UV mapyKopírovať UVKopírovať vektorKopírovať skupinu vrcholov na vybranéKopírovať ako nový ovládačKopírovať ako skriptKopírovať z aktívnehoKopírovať z aktívnej stopyKopírovať z objektovKopírovať do knižnice aktívKopírovať do schránkyKopírovať do schránky (ako skript)Skopírovať do vybranýchKopírovať na vybrané pásyKopírovať na vybrané pásy...Autorské práva ©Rohový uholOpravné vyhladenie yVytvoriť sústavu plôšokVytvoriť materiál ťahu FreestyleVytvoriť duchov kriviekVytvoriť maskuVytvoriť novú kolekciuVytvoriť nový priečinokVytvoriť orientáciuVytvoriť stopu rovinyVytvoriť aktívum pózy...Vytvoriť sústavu výberuVytvoriť a pridať kosti do sústavy výberuPrispeliKrížové prelínanieZvuky krížového prelínaniaKockaPremietnuť kockuSúčasný zásobník na zapečenieKurzorKurzor na stred zobrazeniaHodnota kurzora na výberKurzor na aktívneKurzor na mriežkuKurzor na počiatokKurzor na pixelyKurzor na vybranéKurzor na výberKurzor na orientačný bod VRKurzor na počiatok svetaKrivkaPero krivkyPrepnúť režim tvarovania krivkyNástroje mapovania krivkyPero krivkyAktualizácia vlastnej kameryVlastná normálaVlastné...VystrihnúťOdstrihnúť prepojeniaVystrihnúť textCyklovať zásuvky prekresleniaPrechádzať priestorom kontextuNastaviť typ prechádzania priestoromPrechádzať pracovným priestoromValecPremietnuť valecVzdialenosť hĺbky ostrosti (nabrať)Zahodiť údaje zásobníkaDeaktivovať uzol zobrazovačaZoznam kanálov ladeniaPonuka ladeniaZdecimovať (povolená zmena)Zdecimovať (pomer)Zredukovať krivkuZredukovať geometriuZdecimovať kľúčové snímkyZnížiť kontrastZnížiť zhustenieZnížiť početRozpustiť 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uzla zapečeniaOdstrániť globálneOdstrániť skupinu Grease PencilOdstrániť vrstvu Grease PencilOdstrániť skupinuOdstrániť hierarchiuOdstrániť vyššie úrovneOdstrániť neplatné ovládačeOdstrániť kľúčovú snímkuOdstrániť kľúčovú snímku (tlačidlá)Odstrániť kľúčové snímkyOdstrániť kľúčovú snímku...Odstrániť sústavu kľúčovania kľúčovej snímkyOdstrániť sústavu kľúčovania kľúčovej snímky (podľa názvu)Odstrániť uzolOdstrániť knižnicuOdstrániť zásobník svetlaOdstrániť voľnéOdstrániť značkuOdstrániť značkyOdstrániť ďalšie slovoOdstrániť položku uzla rozhraniaOdstrániť orientáciuOdstrániť ostatné pracovné priestoryOdstrániť hierarchiu údajov prepisuOdstrániť farbu paletyOdstrániť zapečenú fyzikuOdstrániť bodOdstrániť aktívum pózyOdstrániť predchádzajúce slovoOdstrániť náhraduOdstrániť zostavyOdstrániť časovacie kľúčeOdstrániť scénuOdstrániť scénu(y)Odstrániť obrazovkuOdstrániť segmentOdstrániť vybranú kosť(i)Odstrániť vybrané súboryOdstrániť sústavu výberuOdstrániť kľúčový tvarOdstrániť ovládač jednotlivoOdstrániť kľúčovú snímku jednotlivoOdstrániť pásy a údajeOdstrániť pásyOdstrániť textOdstrániť stopuOdstrániť stopyOdstrániť nepoužité uzlyOdstrániť vrcholyOdstrániť váhyOdstrániť pracovný priestorOdstrániť kopírovaním a znovu pripojenímOdstrániť opätovným spojenímOdstrániť šum animácieZhustiťRežim hustotyZrušiť výberZrušiť výber (zoznam)Odznačiť všetkoZrušiť výber kolekcie kostíZrušiť výber kostíZrušiť výber zásuvky materiáluZrušiť výber objektuZrušiť výber objektovZrušiť výber kostí pózyZrušiť výber sústavy výberuZrušiť výber skupiny vrcholovOdpojiťOdpojiť prepojeniaOdpojiť uzlyOdpojiť výstupyOdpojiť a premiestniťDetail výplne zaplaveniaZistiť významné črtyKomunita vývojárovDokumentácia vývojáraRozmazať farby vrcholovZakázať doplnokZakázať nastavenia kanáluZakázať kolekciuZakázať kolekciu v prekresleníZakázať značkyZakázať a zachovať transformáciuZakázať rozšírenieZakázať pre vrstvu zobrazeniaZakázať v prekresleníZakázať v zábereZakázať rozšírenie motívuRozpojiť všetkoRozpojiť vlasyOdpojiť pásyFilter diskontinuity (Euler)Zobraziť variantRozpustiťRozpustiť kostiRozpustiť hranyRozpustiť plôškyVypustiť vybranú kosť(i)Rozpustiť výberRozpustiť vrcholyRozmiestniť zarážky rovnomerneRozmiestniť zarážky zľavaNenahrádzať odkazyDokumentáciaDolly zobrazenieZobrazenie pojazdu...DarovaťDarovať BlenderuŤahaťŤahaj a pusťKresliťNakresliť krivkuNakresliť krivkyKresliť sústavy plôšokUpustiť aktívny kľúčový tvarUpustiť kolekciuNaniesť farbuPustiť URL rozšíreniaPustiť geometriu skupiny uzlov na objektPustiť materiál v zásuvkách materiáluPustiť materiál na objektNázov upusteniaVypustiť pomenovaný materiál na objektPretiahnuť objekt na scénuPustiť scénuPustiť svetPustením zmazať rodiča (pridržaním klávesy Alt zachováte transformáciu)Pustiť do importovaného súboruPustením nastaviť rodiča (pridržaním klávesy Alt sa transformácie nezachovajú)Vytvoriť kópiuVytvoriť kópiu aktívnej snímky(ok)Vytvoriť kópiu aktívnej kľúčovej snímky (aktívna vrstva)Vytvoriť kópiu aktívnej kľúčovej snímky (všetky vrstvy)Vytvoriť kópiu oblasti vnútri nového oknaVytvoriť kópiu aktíva...Vytvoriť kópiu kolekcieVytvoriť kópiu atribútu farbyVytvoriť kópiu vynúteniaVytvoriť kópiu aktuálnehoVytvoriť kópiu krivkyVytvoriť kópie prázdnych kľúčových snímokVytvoriť kópiu položkyVytvoriť kópie kľúčových snímokVytvoriť kópiu vrstvyVytvoriť kópiu vrstvy pre nový objektVytvoriť kópiu riadkuVytvoriť prepojenú kópiuVytvoriť kópiu prepojenia kolekcieVytvoriť kópiu značkyVytvoriť kópiu značky na scéneVytvoriť kópiu značky na scéne...Vytvoriť kópiu maskyKópia prvku meta guleVytvoriť kópiu uzlovVytvoriť kópiu objektuVytvoriť kópiu časticového systémuVytvoriť kópiu vybranej kostiVytvoriť kópiu kľúčového tvaruVytvoriť kópiu pásovVytvoriť kópiu ťahuVytvoriť kópiu časovú značkuVytvoriť kópiu skupiny vrcholovZapiecť dynamickú maľbuDynamická topológiaPrepínač dynamickej topológieUvoľniťUvoľniť kľúčové snímkyRežim zjednodušeniaTyp zmierneniaHranaVplyv skosenia hranyZáhyb hranySlučku hránVybrať prstenec hránPrstenec hránKĺzať hranuRozdeliť hranuUpraviť cestu k priečinkuUpraviť ovládačUpraviť ovládač...Upraviť veľkosť detailu dynamickej topológieUpraviť externeUpraviť sústavu plôšokUpraviť skupinuUpraviť meta údajeUpraviť metaúdaje...Upraviť minimálnu vzdialenosťRežim editácieUpraviť náhľad obrázka...Upraviť vlastnosťUpraviť hodnotu vlastnostiUpraviť zdrojUpraviť textUpraviť hodnotuUpraviť veľkosť voxeluOperácia úpravy kostiPrázdneVypázdniť vlasyPrázdny obrázokPovoliť doplnokPovoliť nastavenia kanáluPovoliť kolekciuPovoliť kolekciu v prekresleníPovoliť značkyPovolí Upustiť úložiskoPovoliť v prekresleníPovoliť vo vrstve zobrazeniaPovoliť v záberePovoliť rozšírenie motívuVytváranie kódu miniaplikácie povrchovej siete v PythoneVytvoriť kód meta výbavyVytvoriť kód snímky meta výbavyVytvorenie kódu meta výbavy v PythoneVytvorenie kódu snímky v PythoneKoncové bodyVylepšiť detailyVstúpiť do režimu vylepšeniaVstúpiť/Opustiť skupinuZarovnať manipulátoryZmazaťVymazať posunutieEulerov filter nespojitostiEuro €Spúšťací súborSpustiť okno súborovSpustiť predvoľby jazyka pythonUkončiť skupinuSkončiť režim vylepšeniaRozšíriťRozšíriť aktívnu sústavu plôšokRozvinúť kanályRozšíriť sústavu plôšok podľa topológieRozšíriť masku podľa normálRozšíriť masku podľa topológieRozvinúť/zvinúť všetkoRozvinúť alebo zvinúť ponuky hlavičiekObnoviť explóziuExportovaťExportovať AlembicExportovať všetkoExportovať všetky kolekcieExport BVHExport FBXExportovať konfiguráciu kláves...Exportovať sústavu kľúčovania...Exportovať PLYExportovať PO...Exportovať STLExportovať titulkyExportovať USDExportovať UV rozloženieExport Wavefront OBJExport glTF 2.0Exportovať do súboruExport do PDFExport do SVGExportovať...Inštalovať označený balík rozšíreníOdinštalovať balík rozšíreniaOdinštalovať označený starší balík rozšíreniaSynchronizovať úložisko rozšíreniaRozšíriťRozšíriť potomkaRozšíriť rodičaRozšíriť vrcholyOperácia s externým súboromExtrahovať sústavu plôšokExtrahovať paletuExtrahovať paletu z obrázkaRežim extrapolácieVysunúťVysunúť pozdĺž normálVysunúť súvisVysunúť krivku a posunúťVysunúť hranyVysunúť plôškyVysunúť plôšky pozdĺž normálVysunúť rozvetvenéVysunúť jednotlivoVysunúť jednotlivé plôškyVysunúť jednotlivé plôšky a presunúťVysunúť jedotlivo a presunúťVysunúť vyvinutéVysunúť vyvinuté pozdĺž normálVysunúť iba hranyVysunúť iba hrany a presunúťVysunúť len vrcholyVysunúť iba vrcholy a presunúťVysunúť oblasťVysunúť oblasť a presúvaťOblasť vysunie a zúži/rozšíriVysunúť opakovaneVysunúť body ťahuVysunúť vrcholyVysunúť a presúvať po samostatných normálachVysunúť a presúvať po normálachVysunúť pohybom kurzoraVysunúť ku kurzoruVysunúť na kurzor alebo PridaťKvapkadloKvapkadlo kostiFarebný pás kvapkadlaFarebný pás kvapkadla (body)Blok údajov kvapkadlaHĺbka kvapkadlaOvládač kvapkadlaFBX (.fbx)FBX (.fbx) (zastaralé)FK2IKAkcia FK2IKPóza FK2IKPlôška (Tvár)Oblasť plôšokVplyv normál plôšokOblasti plôšokSkryť výber plôšokPrejav sústavy plôšok v poliExtrahovať sústavu plôšokSústava plôšok pohybom v lasePrejav línie sústavy plôšokSústava plôšok podľa výberu režimu editácieSústava plôšok podľa maskovanýchSústava plôšok podľa viditeľnýchViditeľnosť sústavy plôšokPlôška pri pohybe kurzoraPlôšky podľa stránVytrácanieSpravodlivé pozícieSpravodlivá dotyčnicaFalošný užívateľKoláčová ponuka náhradného nástrojaRýchly náhľadResetovať zmäkčenie animácieRozbaľovací výber súboruVyplniťVyplniť medzi kĺbyVyplniť dieryVyplniť maskuRozsah vyplnenia podľa výberuVyplniť dlaždicuFilterFiltrovať kanályFilter látkyFilter farbyFilter povrchovej sieteFilter stôpTyp filtraPrehľadaťNájsť a nahradiť...Nájsť a nastaviť výberNájsť chýbajúce súboryNájsť chýbajúce súbory...Hľadať ďalšieNájsť uzolNájsť uzol...Nájsť...PrváPrispôsobiťPrispôsobiť pozadie dostupnému priestoruPrispôsobiť stĺpecPrispôsobiť náhľad oknuUpevniť na kameru scényPlochýPloché plôškyZrovnať manipulátoryPreklopiťPreklopiť (voľné skreslenie)Preklopiť (topológiu)Preklopiť farebný spádPrevrátiť horizontálnePreklopiť obrázokPreklopiť zachytený materiálPreklopiť názovPrehodiť normályPreklopiť mozaikovanie štvoruholníkovPrevrátiť kvaterniónyPreklopiť regiónPrevrátiť vertikálnePodlahaFlorén ƒÚprava výhonkuNavigácia lietaniaRežim zameraniaSledovať aktívne štvoruholníkySledovať aktívne štvoruholníky...Silové poleVynútiť odomknutie aktívneho úložiskaVynútené odomykanie úložiska...VpreduV histórii dopreduDopreduVšetky snímkyPrispôsobiť všetky snímkySnímka dozaduHranice snímky kameryKanál snímok pod kurzoromSnímka dopreduPosunúť snímkuRozsah náhľadu snímkyRozsah snímky scényRozsah scény/náhľadu snímkyVybrané snímkyVybraná snímka (štvoritý pohľad)Kanály vybraných snímokVoľnéVšetko voľnéVoľné údajeVoľné smerovanieVoľné povrchové sieteVoľný šumVoľné časticeZ nápisu aktívneho uzlaZ nápisu prepojeného uzlaZ názvu prepojeného výstupuKožušinaGama krížového prelínaniaGaussove rozostrenieGaussovo vyhladenieObecnéVygenerovať náhľadVygenerovať náhľad z objektuVygenerovať výbavuOstré S ßZískať rozsah snímokZapojiť saManipulačný prvokVybrať manipulačný prvokManipulačný prvok vylepšeniaSkupina manipulačných prvkovŽiariťPrejsť na aktuálnu snímkuPrejsť na rodičaUchopiťZachytiť klonZachytiť UVStupňovitosťStupňovanie (lineárne)Stupňovanie (radiálne)GravitáciaOblúkový tvar Grease PencilMazať poľom Grease PencilObdĺžnikový tvar Grease PencilKruhový tvar Grease PencilKrivkový tvar Grease PencilKresba Grease PencilMazať lasom Grease PencilKvapkadlo Grease PencilVyplnenie Grease PencilFarebný príznak skupiny Grease PencilInterpolácia Grease PencilOperácia vrstvy Grease PencilČiarový tvar Grease PencilOperácia uzla Grease PencilMaľovanie vrcholov Grease PencilMaľovať váhu Grease PencilPero Grease PencilPolygónový tvar Grease PencilTvarovanie Grease PencilOrezanie Grease PencilGrease Pencil ako PDFGrease Pencil ako SVGMriežkaVyplniť mriežkouSkupina kanálovSkupina kanálov...Vložiť skupinuRozšíriť sústavu plôšokRozšírenie maskyNárast výberuZvýšiť viditeľnosťÚvodzovka «Úvodzovka »Ovládanie akčnej zóny oblastiTyp manipulátoraSpracovať vynechaný .blend súborSkryťSkryť aktívnu sústavu plôšokSkryť aktívnu vrstvuSkryť všetko vnútornéSkryť kolekciuSkryť krivkySkryť neaktívne vrstvySkryť vnútorné kolekcieSkryť vrstvu(y)Skryť maskovanéSkryť materiálySkryť objektySkryť jednu úroveňSkryť ostatné kolekcieSkryť ostatnéSkryť vybranéSkryť vybrané krivkySkryť stopyZmazať skryté stopySkryť nevybranéSkryť nevybrané krivkySkryť/odhaliťSkryť/odhaliť všetkoSkryť/Zobraziť lasomSkryť/Zobraziť čiarySkryť/Zobraziť maskovanéSkryť/Zobraziť polygonálne čiaryPodsvietiť súborPridať históriuPrechádzať históriouZahákovať na nový objektZahákovať na vybraný objektZahákovať na vybraný objekt kostiRozdeliť horizontálneOdtieň/Nasýtenie/HodnotaExportovať doplnok I18nImportovať doplnok I18nNačítať nastavenia i18nUložiť nastavenia i18nIK2FKAkcia IK2FKPóza IK2FKMnohostenVzhľad obrázkaExterne upraviť obrázokMaľovanie obrázkuSekvencia obrázkovObrázok z náhľaduObrázok/sekvencia...Importovať AlembicImportovať BVHImportovať predvoľby Blenderu {:d}.{:d}Importovať FBXImportuje sekvenciu obrázkovImportovať obrázky ako rovinyImportovať konfiguráciu kláves...Importovať objem OpenVDBImportovať OpenVDB ...Importovať PLYImportovať PO...Importovať STLImportovať SVGImportovať SVG ako Grease PencilImport USDImport Wavefront OBJImportovať glTF 2.0Importovať...Zahrnúť vybrané objektyZvýšiť kontrastZvýšiť zhustenieZvýšiť početČíslo prírastku v názve súboruOdsadiťOdsadenie alebo automatické dokončovanieVydúvaťInicializácia sústavy plôšokInicializácia aktualizácie vybraných jazykov i18nInicializovať nastavenie aktualizácie i18nInicializovať maskuInicializačné nastaveniaPrepnúť vstupné atribútyVložiťVložiť prázdnu snímkuVložiť prázdnu kľúčovú snímku (aktívna vrstva)Vložiť prázdnu kľúčovú snímku (všetky vrstvy)Vložiť medzeryVložiť do skupinyVložiť kľúčovúVložiť kľúčovú snímkuVložiť kľúčovú snímku (tlačidlá)Vložiť kľúčovú snímku (podľa názvu)Vložiť ponuku kľúčovej snímkyVložiť kľúčovú snímku so sústavou kľúčov...Vložiť kľúčové snímkyVložiť zalomenie riadkuPosuv vkladaniaVložiť kľúčový tvarVložiť kľúčovú snímku jednotlivoVložiť textVložiť UnicodeVložiť položku skupiny uzlovVsadiť plôškyInštalovaťNainštaluje doplnokNainštalovať šablónu aplikácie...Inštalovať dostupné aktualizácieInštalovať rozšírenieInštalácia sústavy funkcií zo súboru...Nainštalovať svetloInštalovať označenéNainštalovať šablónu zo súboru...Nainštalovať tému...Inštalovať z diskuInštalovať z disku...Nainštalovať...Kolekcia inštanciíInštancia na scéneInteraktívna svetelná stopa na kurzorInteraktívne zrkadloVnútorné plôškyInterpoláciaSekvencia interpolácieRežim interpoláciePretnúť (logické)Pretnúť (nožom)Neplatný názov premennejInverziaInvertovaťInvertovať alfa kanálInvertovať modrý kanálInvertovať kanályInvertovať zelený kanálInvertovať farby obrázkaInvertovať zámkyInvertovať maskuInvertovať pripnutiaInvertovať červený kanálInvertovať výberInvertovať skupinu vrcholovInvertovať viditeľnosťInverzia viditeľnýchInvertovať váhuInvertovaný výkričník ¡Invertovaný otáznik ¿IzolovaťIzolovať kolekciuIzolovať vrstvyIzolovať materiálŠikméSpojiťOblasť prepojeniaSpojiť výplnePripojiť sa k skupine VstupySpojiť uzlyPripojiť uzly v snímkeSpojiť vzorky palietPripojiť výberPrepojiť stopySpojiť ako tvaryPripojiť k pomenovanej snímkeSpojiť s novou snímkouSkokČasový skok podľa DeltaSkočiť na...Prejsť na zásuvku akciíSkočiť na koncový bodPrejsť na súbor v bodeSkok na snímkuSkočiť na snímkuSkok na kľúčovú snímkuSkočiť na značkuSkočiť na nasledujúcu značkuSkočiť na ďalší pásSkočiť na ďalší pás (stred)Skočiť na predošlú značkuSkočiť na predošlý pásSkočiť na predošlý pás (stred)Skok na vybranéPreskočiť na pásSkočiť na cieľovéTyp kľúčovej snímkyPridať vybranú sústavu kľúčovaniaOdstrániť vybrané sústavy kľúčovaniaKľúče na snímkyNôžPremietnuť rezNástroj topológie nožaNaviazať Laplacianovu deformáciuLaplacianovo vyhladenie vrcholovPridať lasomSústava plôšok lasomSkryť lasomMaska lasomVybrať lasomVybrať UV lasomZobraziť lasomOrezať lasomPoslednáPoslednú reláciuMriežkaMriežka deformácie vybranýchLenivé pripojenieDozvedieť sa viacVľavoSusedný vľavoDĺžkaMenejÚrovneLicenciaZbaliť mapu svetlaZbaliť mapu svetla...Limit počtu váh na vrcholCelkový limitCelkový limit skupín vrcholovLimitované rozpustenieČiaraZačiatok riadkaZalomiť riadokKoniec riadkaSústava čiar plôšokSkryť čiarouMaska čiarouČíslo riadkaPremietnuť čiarouZobraziť čiarouOrezať čiarouOdkazPrepojiť aktívny uzol s vybranýmPrepojenie blokátorov so žiaričomPrepojiť kolekcieTest operácie pretiahnutia odkazuPripojiť prázdne zo stopyPrepojiť uzlyPrepojiť objekty na scénePrepojiť objekty na scéne...Prepojiť prijímače so žiaričomZobrazovač prepojeníPrepojiť s kolekciouOdkaz na scénuPrepojiť na divákaPrepojiť s uzlom zobrazovačaOdkaz...Prepojiť/preniesť údajePrepojenéPrepojená kópiaPrepojené ploché plôškyPrepojené zPrepojené naLínie rezuFilter zoznamuNačítaťNačítať vlastný náhľadNačítať továrenské predvoľby BlenderaNačítať továrenské nastavenie BlenderuNačítať továrenské predvoľbyNačítať továrenské nastavenieNačítať továrenské nastavenie {:s}Načítať natrvalo z...Načítať predvoľbyNačítať náhľad obrázkaLokálny pohľadLokalizované údajeUmiestnenieZamknúť všetkoZamknúť všetky vrstvyZamknúť všetky materiályUzamknúť všetky úložiská (testovanie)Zamknúť invertovanie všetkýchZamknúť len vybranéZamknúť len nevybranéZamknúť vybranéZamknúť pásyUzamknúť stopyZamknúť nevybranéZamkne nepoužité materiályZamknúť nepoužitéZamknúť nepoužité materiályPreťať slučkouPreťať slučkou a posunúťVybrať slučkuVoľná geometriaVytvoriťVytvoriť základVytvoriť aktívnu kolekciuVytvoriť hranu/plôškuVytvoriť skupinuVytvoriť inštanciu plôškyVytvoriť reálne inštancieVytvorí internéVytvoriť prepis knižniceVytvoriť prepojenieVytvoriť prepojeniaVytvoriť lokálneVytvoriť lokálne značkyVytvoriť metaVytvoriť Meta pásVytvoriť prepínač panelaVytvoriť rodičaVytvoriť rodiča bez inverzieVytvoriť rodiča bez inverzie (zachovať transformáciu)Vytvoriť absolútne cestyVytvoriť relatívne cestyVytvoriť rovinné plôškyVytvoriť pravidelnúVytvoriť segmentVytvoriť kľúčový tvar základného kľúčaVytvoriť jedného užívateľaVytvoriť stopuVytvoriť rodičovský vrcholVytvoriť a nahradiť prepojeniaSpráva nepoužitých údajovSpráva nepoužitých údajov...ManuálOznačiť všetkoOznačiť všetky balíkyOznačiť hranu FreestyleOznačiť plôšku FreestyleBalík značiekVyznačiť ševVyznačiť ostréOznačiť ostré podľa vrcholovOznačiť ako aktívumOznačiť ako jedinečné aktívumVýber značiek poľomMaskovaťVýraz poľa maskyExtrahovať z maskyFiltrovať maskuVyplnenie masky zaplaveniaMaska podľa okrajovMaska dutinyMaska pohybom v laseVýraz masky čiaryGesto masky polygónovej čiaryNakrájať maskuNakrájať masku a vyplnenie dierNakrájať masku na nový objektMaskovať podľa farbyMaska z dutinyMaska z okrajov sústavy plôšokMaska z okrajov sieteMaska s vrchnou vrstvouMaska s vrstvou nad/podMaska so spodnou vrstvouMaska...Prispôsobiť kľúčovej snímkeZarovnať dĺžku filmuPrispôsobiť predošlejZhodný sklonPrispôsobiť priestor textúryMateriályMaximalizovať oblasťMeranieStrednýŠtatistiky pamäteVyhľadať ponuku...ZlúčiťZlúčiť všetkoZlúčiť animáciuZlúčiť s dolnouZlúčiť skupinuZlúčiť obrázkyUzly zlúčeniaZlúčiť normályZlúčiť UV podľa vzdialenostiZlúčiť podľa vzdialenostiNaviazať s deformovanou povrchovou sieťouFilter povrchovej sietePovrchová sieť roviny...Minimalizovať roztiahnutieZrkadlovoKľúče zrkadlaZrkadliť parametre RigifyZrkadlo kľúčového tvaruZrkadliť typ a parametreZrkadliť skupiny vrcholovZrkadliť skupinu vrcholov (topológia)Zrkadlo XZrkadlo YZrkadlenéUzly zmiešavaniaNamiešaťRežimOperácia modifikátoraUpraviť nápisUpraviť aktívum pózyOpičkaViacViac...Snímanie pohybu (.bvh)Klik myšou na kanálKliknúť myšou na NLA stopyPresunúťPresunúť aktívny modifikátor na indexPresúva modifikátor aktívneho pásu na indexPresunúť po základePresunúť vrstvu poznámokPosunúť okraje oblastiPresun medzi riadkami rozhrania používateľaPresunúť kolekciu kostíPresunúť záložkuPresunúť kanályPosunúť vynútenie nadolPosunúť vynútenie nahorPresunúť vynútenie na indexPresunúť kurzorPresunúť segment čiarkyPresunúť dolePosunúť nadol pravidlo kŕdľaPosunúť nadol stav kŕdľaPosunúť efekt nadolPosunúť objekt inštancie nadolModifikátor posunúť nadolPosunúť cieľ nadolPresunúť efekt na indexPresunúť položkuPresunúť exportérPresunúť modul FreestylePresunúť položkuPresunúť vrstvuPremiestniť sústavu čiarPresunúť riadok(y) dolePresunúť riadok(y) horePresunúť riadkyPresunúť značkuPremiestniť materiálPremiestniť modifikátorPresunúť počiatokPresunúť paletu farbyPresunúť segmentPresunúť výberPresunúť sústavu výberu v zoznamePresunúť kľúčový tvarPresunúť zásuvky do novej akciePosunúť modifikátor pásuPosunúť pásy nadolPosunúť pásy nahorPresunúť zásuvku textúryPresunúť priestor textúryPresunúť časovú značkuPresunúť horePosunúť nahor pravidlo kŕdľaPosunúť nahor stav kŕdľaPosunúť efekt nahorPosunúť objekt inštancie nahorModifikátor presunúť nahorPosunúť cieľ nahorPremiestniť skupinu vrcholovPremiestniť a prepojiťPresunúť vrstvuPresúvať po osiPresunúť do kolekcie kostíPresunúť naspodokPresunúť do kolekciePresunúť na poslednéPresunúť do vrstvyPrejsť na začiatok riadkuPrejsť na koniec riadkuPrejsť na ďalšie slovoPresunúť do uzlovPrejsť na predchádzajúce slovoPresunúť navrchPresunúť/Rozšíriť z aktuálnej snímkyFilm...Viacnásobný výber slučiek hránViacnásobný výber prstencov hránViackamerový voličViacnásobné obrázkyNásobenie ×VynásobiťZákladné použitie viacnásobného rozkladuZmazať viacnásobným posunutímRozmazať viacnásobným posunutímExterné zbalenie viacnásobného rozkladuViacnásobný rozklad zmeny tvaruExterné uloženie viacnásobného rozkladuViacnásobné delenieUmlčaťStíšiť kanálStlmiť odkazyStlmiť pásStlmiť nevybrané pásyObiehať pohľadom NDOFObiehať pohľadom NDOF priblíženímPosúvať pohľad NDOFNDOF posun/priblíženieTransformovať pohľad NDOFNovýNová akciaNový katalóg aktívNová kolekcia kostíNová kamera pre orientačné body VRNová kolekciaNovo-kombinovanéNová skupina uzlov kompozícieNová skupina uzla kompozítora pre radič sekvenciíNová hrana/plôška podľa vrcholovNová plôška podľa hránNový priečinokNová skupina uzlov geometrieNový modifikátor uzlov geometrieNová skupina nástrojov Uzly geometrieNový obrázokNový obrázok zo Značenia rovinyNová položkaNová vrstvaNová kolekcia prepojenia svetlaNový štýl čiaryNové hlavné oknoNová maskaNový materiálNový uzol stromuNová farba paletyNový prepínač panelaNové nastavenia častícNové cieľové časticeNová scénaNová obrazovkaNová sústava výberuNový radič sekvencie scényNová zásuvkaNový textNová textúraNové oknoNový pracovný priestorNový svetNové z objektovNové z preklopených objektovĎalšie aktívneĎalší blokNasledujúci znakĎalší priečinokNasledujúci riadokNasledujúce slovoĎalší pracovný priestorBez kolekcií na inštanciuMožnosti uzlaNáhľad uzlaUpraviť vstup uzlaNevyvinutéNičNormalizovaťNormalizovať aktívneNormalizovať všetkyNormalizovať všetky skupiny vrcholovNormalizovať skupinu vrcholovNormalizovať váhyNástroje vektorov normálNURBS kruhNURBS krivkaNURBS valecNURBS sféraNURBS povrchNURBS prstenecObjektObjekt a údajeObjekt a údaje a materiályAnimácia objektovAnimácia údajov objektuObjekt Line ArtPonuka režim objektuZastarané OznačenéPosunúť slučku hránPosúvať hrany slučky pretnutiaPosuv kĺzavej hranyNa vybrané kľúčové snímkyNa vybrané značkyJeden objektJeden objekt na riadokPriame prepojenie manuáluPriame prepojenie referencie jazyka PythonIba výplneIba ťahyNepriehľadnosťOtvoriťOtvoriť Blend súborOtvoriť súbor zásobníkaOtvoriť uložené prekreslenieOtvoriť klipOtvoriť editor OvládačeOtvoriť súbor externeUmiestnenie otvoreného súboruOtvoriť písmaOtvoriť obrázokOtvoriť obrázkyOtvoriť umiestnenie externeOtvoriť Predvoľby...Otvoriť predvolenú webovú stránkuOtvoriť zvukOtvoriť mono zvukOtvoriť súbor modulu štýlovOtvoriť textOtvoriť...Otvoriť/zatvoriťŤahák operátorovKoláčový operátor výpočtuPredvoľba operátoraVyhľadať operátor...Obiehať oprotiPočiatokObrysOperácia animácie údajov Líniového prehľaduOperácia vynútenia Líniového prehľaduOperácia údajov Líniového prehľaduPrepínač líniového prehľaduKopírovať ID údaje Líniového prehľaduOperácia ID údajov Líniového prehľaduPrilepiť ID údaje Líniového prehľaduZmeniť priradenie ID údajov Líniového prehľaduOperácia knižnice Líniového prehľaduOperácia prepisu knižnice Líniového prehľaduOperácia Riešenie problémov prepisu knižnice Líniového prehľaduOperácia modifikátora Líniového prehľaduOperácia objektu Líniového prehľaduPrepínač líniového prehľadu režimu pózyOperácia scény Líniového prehľaduNastaviť akciu Líniového prehľaduPrepísať hierarchiu údajovZbaliťZbaliť zapečenie uzla geometrieZbaliť obrázokZbaliť ostrovyZbaliť prepojené knižniceZbaliť zdrojeZbaliť zvukMaľovaťPanoramatický pohľadPosuv smeru zobrazeniaPrepínač panelovRodičNadradený priečinokStrom rodičovského uzlaPrepnúť úpravu častícČasticový systémPrilepiťPrilepiť bloky údajovPrilepiť ovládačPrilepiť premenné ovládačaPrilepiť modifikátor funkciePrilepiť zo súboruPrilepiť prevrátenéPrilepiť globálnu transformáciuPrilepiť obrázokPrilepiť kľúčové snímkyPrilepiť sústavu čiarPrilepiť materiálPrilepiť objektyPrilepiť pózuPrilepiť preklopenú pózuPrilepiť sústavu(-y) výberuPrilepiť drážkyPrilepiť ťahPrilepiť textPrilepiť nastavenie zásuvky textúryPrilepiť stopyPrilepiť UVPrilepiť vektorPrilepiť váhu na vybranéPrilepiť pózu prevráteného XPrilepiť a zapiecťPrilepiť ako nové aktívumPrilepiť podľa vrstvyPrilepiť zo schránkyPrilepiť na vybrané kľúčeCestaCesta/súboryPauza zapečeniaPeroPodľa sústavy plôšokPodľa voľnej častiPromile ‰Podľa vrcholuPerspektívne/OrtografickyVybrať najkratšiu dráhuPripnúťPripnúť scénu k pracovnej plochePrištipnúťPrištipne UVOtočný bod na aktívny vrcholOtočný bod na okraje maskyOtočný bod na počiatokOtočný bod na povrch pod kurzoromOtočný bod na nemaskovanéUmiestniť kurzorUmiestniť objekt pod myšOsi rovinyRovinaPrehrať animáciuPrehrať prekreslenú animácieMračno bodovNamieriť normály na cieľNasmerovať na cieľ...BodyVpichnúť plôškyPóly podľa počtuPolygónZostaviť polygónOdstrániť vytvorené polygóny pri kurzoreRozpustiť vytvorený polygón pri kurzoreVytvoriť polygónovú plôšku pri kurzoreVytvorený polygón rozddelí pri kurzoreTransformuje vytvorené polygóny pohybom kurzoraPolygonálna čiaraPridať polygonálnu čiaruSústava polygonálnych čiar plôšokSkryť polygonálnou čiarouMaska polygonálnej čiaryZobraziť polygonálnou čiarouOrezať polygonálnou čiarouRozkladač pózyOperácia kanála pózyLibra £Predvoľby...Predbežné načítaniePredbežne načítané snímkyStlačiť tlačidloPredošlé aktívnePredošlý blokPredošlý znakPredošlý priečinokPredošlý riadokPredošlé slovoPredošlý pracovný priestorPoužiť premietanieUpraviť premietanieObrázok projektuPremietanie vzhľadom na čiaruPremietnuť z pohľaduPremietnuť z pohľadu (okraje)Rozšíriť pózuPreniesť na tvaryOchrániť kanálVyfúknuťOčistiťVyčistiť všetkoVyčistiť nepoužívané údaje...StlačiťStlačiť akciu doleStlačiť pózu z rozkladuStiahnuť/RoztiahnuťKľúčové snímky typu tlač - ťahajStiahnuť/roztiahnuťReferencie API PythonZmeniť veľkosť štvorcového zobrazeniaŠtvorprúdové pretvorenie povrchovej sieteKvantifikáciaStanovenie váhy vrcholovRýchle úpravyRýchla explóziaRýchla kožušinaRýchla kvapalinaRýchly dymUkončiťUkončiť BlenderRadiálne ovládaniePolomerNáhodneNáhodneNáhodné farbyNastavenie farieb náhodnou farbouNáhodná transformáciaNáhodné vrcholyOpätovne vygenerovať výbavuPrekľúčovať body vybraných tvarovPrekľúčovať body tvaruNačasovať kľúčové tvaryČítať vrstvy zobrazeniaPreradiť vstupyPrebudovaťPrebudovať BVHPrebudovať nižšie deleniaPrebudovať indexy náhrady a časového kóduPrepočítať manipulátoryPrepočítať na vnútornéPrepočítať normályPrepočítať na vonkajšiePrepočítať kývanieVystrediť hákObnoviť automaticky uloženéObnoviť poslednú reláciuOpätovne definovať graf ekvalizéraVpredVpred úpravy katalóguOpakovať poslednúPretočiť časovačReferencia...Spresniť značkyObnoviťObnoviť všetkoObnoviť archívObnoviť knižnicu aktívObnoviť náhľady bloku údajovObnoviť ovládačeObnoviť zoznam súborovObnoviť údaje i18n...Obnoviť objekty inštanciíObnoviť lokálneObnoviť vzdialenéObnoviť radič sekvenciíObnoví zoznam akciíRegiónRegión alfaRegistrovaťAsociácia súborov registraRegistrovaná obchodná značka ®BežnéObnoviť kľúčeUvoľniťUvoľniť sústavu plôšokUvoľniť pózu pre rozkladUvoľní UVPoznámky k vydaniuObnoviťZnovu načítať klipZnovu načítať súbor histórieZnovu načítať obrázokZnovu načítať obrázkyZnova načítať knižnicuZnova načítať skriptyZnova načítať spúšťací súborZnovu načítať pásyZnovu načítať pásy a upraviť dĺžkuZnova načítať prekladPremiestniťPremiestniť knižnicuPresunúť prepojené IDPretvoriť povrchovú sieťOdstrániťOdstrániť AOVOdstrániť aktívnu skupinuOdstrániť aktívnu sústavu kľúčovaniaOdstrániť cestu aktívnej sústavy kľúčovaniaOdstrániť doplnokOdstrániť všetky skupinyOdstrániť všetky materiályOdstrániť všetky systémy častícOdstrániť animáciuOdstrániť vrstvu poznámokOdstrániť knižnicu aktívOdstrániť príznak aktívOdstrániť atribútOdstrániť cestu automatického spusteniaOdstrániť pravidlo kŕdľaOdstrániť stav kŕdľaOdstrániť kolekciu kostíOdstrániť referenciu na kolekciu kostíOdstrániť kosť z kolekcie kostíOdstrániť kosti zo sústavy výberuOdstrániť štetecOdstrániť obrázok pozadia kameryOdstrániť plátnoOdstrániť kolekciuOdstrániť atribút farbyOdstrániť zásuvku kryptomatovaniaOdstrániť segment čiarkyOdstrániť duplicityOdstrániť ovládačOdstrániť prázdne údaje animácieOdstrániť exportérOdstrániť úložisko rozšíreníOdstrániť súbor externých funkciíOdstrániť asociáciu súborovOdstrániť vodiace línie výplneOdstrániť modul FreestyleOdstrániť z kolekcie prepojenia svetlaOdstrániť medzeryOdstrániť medzery (všetky)Odstrániť efekt Grease PencilOdstrániť hákOdstrániť IKOdstrániť položkuOdstrániť konfiguráciu klávesOdstrániť položku priradenia klávesyOdstrániť konfiguráciu priradenia klávesOdstrániť vrstvuOdstrániť skupinu vrstievOdstrániť skupinu svetlaOdstrániť sústavu čiarOdstrániť vrstvu maskyOdstrániť zásuvku materiáluOdstrániť metaOdstrániť meta pásyOdstrániť modifikátorOdstrániť prepisOdstrániť prepisyOdstrániť bod krivky maľbyOdstrániť objekt inštancie časticeOdstrániť zásuvku časticového systémuOdstrániť cieľové časticeOdstrániť náhľadOdstrániť vlastnosťOdstrániť priečinok skriptov PythonuOdstrániť zásuvku prekresleniaOdstrániť zobrazenie prekresleniaOdstrániť úložiskoOdstrániť úložisko a súboryOdstrániť pevné telesáOdstrániť pevné telesoOdstrániť vynútenie pevného telesaOdstrániť Svet pevného telesaOdstrániť filter riadkovOdstrániť segmentOdstrániť vybrané kostiOdstráni vybrané kosti zo všetkých sústavOdstrániť vybranú položkuOdstrániť vybrané položkyOdstrániť vybrané z aktívnej kolekcieOdstrániť vybrané z kolekcie kostíOdstrániť kľúčový tvarOdstrániť skratkuOdstrániť prepis jednotlivoOdstrániť stabilizáciu rotácie stôpOdstrániť stabilizáciu stopyOdstrániť modifikátor pásuOdstrániť zásuvku povrchuOdstrániť cieľOdstrániť textové poleOdstrániť motívOdstrániť dlaždicuOdstrániť objekt snímaniaOdstrániť UV mapuOdstrániť nepoužitéOdstrániť nepoužívané kolekcie kostíOdstrániť nepoužívané kolekcieOdstrániť nepoužívané skupiny svetlaOdstrániť nepoužité zásuvky materiáluOdstrániť nepoužité zásuvkyOdstrániť orientačný bod VROdstrániť skupinu vrcholovOdstrániť vrstvu zobrazeniaOdstrániť z aktívnej skupinyOdstrániť zo všetkýchOdstrániť zo všetkých kolekciíOdstrániť zo všetkých skupínOdstrániť z kolekcieOdstrániť zo snímkyOdstrániť zo sústavy kľúčovaniaOdstrániť z lokálneho pohľaduOdstrániť z rýchlych obľúbených položiekOdstrániť zo skupiny vrcholovPremenovaťPremenovať zásuvku akciíPremenovať aktívnu kosť...Premenovať aktívnu položku...Premenovať aktívny objekt...Premenovať vrstvu poznámokPremenovať kolekciu kostí armatúryPomenovať kosťPremenovať kolekciu kostíPremenovať kanálPremenovať blok údajovPomenovať Upraviť kosťPremenovať súbor alebo priečinokPremenovať kresbu Grease PencilPremenovať vrstvu Grease PencilPremenovať skupinu vrstiev Grease PencilPremenovať značkuPremenovať modifikátorPremenovať NLA stopuPremenovať objektPomenovať kosť pózyPremenovať skupinu vrcholovPremenovať položku pohľaduPremenovať vrstvu zobrazeniaPremenovať kľúčový tvarPremenovať...PrekresliťPrekresliť aktívny objektPrekresliť animáciuPrekresliť zvuk...Prekresliť zmenenú vrstvuPrekresliť obrázokPrekresliť prehrávaniePrekresľovanie prehrávania (playblast) po kľúčových snímkachOblasť prekresleniaOblasť prekreslenia...Náhľad prekreslenia sekvenciePrekresliť animáciu radiča sekvenciíPrekresliť obrázok radiča sekvenciíĎalší cyklus zásobníka prekresleniaPrekresliť zásuvky predchádzajúceho cykluNáhľad prekreslenia obrázkuNáhľad prekreslenia záberuZoradiťZmeniť poradie kolekcií kostí armatúryZmeniť poradie stĺpcovZmeniť poradie modifikátora F-krivkyZnovu zoradiť masku vrstvy Grease PencilZmeniť poradie vrstvyZmeniť poradie vrstievPriestorové opätovné usporiadanie povrchovej sieteZmeniť poradie na zadnéZmeniť poradie na prednéOpakovať históriuOpakovať históriu...Opakovať poslednúNahradiťNahradiť a nastaviť výberNahradiť akciuNahradiť všetkoNahradiť obrázokNahradiť kľúčovú snímkuNahradiť kľúčové snímkyNahradiť odkazyNahradiť kľúčovú snímku jednotlivoNahradiť novou akciouNahradiť...Prehrať operátoryNahlásiť chýbajúce súborySprávy o chybáchÚložiskoPremietnuť ťahyPremietnuť ťahy...ResetovaťResetovať všetko na predvolené hodnotyResetovať pozadieZnovu nastaviť farebný spádResetovať profil krivkyResetovať vzdialenosťResetovať zmäkčenie animácieResetovať hákResetovať zhustenieResetovať prepis knižniceResetovať uzolResetovať uzlyResetovať uzly v snímkeResetovať originálnu dĺžkuResetovať údaje prepisuResetovať profilResetovať nedávneResetovať opätovné časovanieResetovať nastaveniaResetovať na predvolenú hodnotu jednotlivoResetovať na originálResetovať transformáciuResetovať UVResetovať nekľúčovanéResetovať vektoryResetovať farbu vrcholuResetovať pohľadResetovať predvolený motívResetovať predvolenú hodnotuZmeniť veľkosťZmeniť veľkosť stĺpcaZmeniť veľkosť obrázkaZmeniť veľkosť uzlaVyriešiť konfliktObnoviťObnoviť oblastiObnoviť položku priradenia klávesyObnoviť priradenia klávesObnoviť pôvodné nastavenia operátoraObnoviť predošlú akciuObmedziť prekreslenie nevybranýchZhrnúťOpätovná synchronizácia hierarchie údajov prepisuVynútenie opätovnej synchronizácie hierarchie údajov prepisuPásy časovaniaNačasovanieOdkryťOdhaliť krivkyOdhaliť plôšky/vrcholyOdhaliť skrytéOdhaliť vybranéObrátiť farbyObrátiť UVZnovu načítaťVrátiť aktívum štetcaVrátiť sa k aktívuNávrat k uloženým predvoľbámOživiť zakázané F-krivkyVpravoSusedný vpravoPridať sústavu farieb RigifyPridať sústavu farieb z motívu RigifyPridanie štandardných sústav farieb RigifyPoužiť užívateľom definované aktívne/vybrané farbyVytvoriť kód meta výbavy RigifyVytvoriť kód snímky meta výbavy RigifyMiniaplikácia vytvárania kódu RigifyVygenerovať výbavu RigifyZískať aktívne/vybrané farby z aktuálneho motívuOdstrániť všetky sústavy farieb RigifyOdstrániť sústavu farieb RigifyAktualizácia vrstiev meta výbavy RigifyTypy aktualizácie meta výbavy RigifyOdtrhnúťOdtrhnúť hranuOdtrhnúť oblasťOdtrhnúť vrcholyOdtrhnúť vrcholy a 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pohľadPrepnúť regiónPrepnúť vybranéPrepínač výberuPrepnúť Radič sekvencií/NáhľadPrepnúť typ tieňovaniaPrepnúť kapitálkyPrepínač štýluPrepínač systémovej konzolyPrepnúť aktívny typPrepnúť podčiarknutéPrepnúť reláciu VRPrepnúť zobrazenie uzlaPrepnúť viditeľnosťPrepnúť na celú obrazovkuPrepnúť röntgenNástrojPanel nástrojovVýzva lišty nástrojovHorePrstenecSledovať obrázok pre Grease PencilZnačky stopyPoradie stôpCesta stopyNastavenia stopy ako pôvodnéOtočná guľaPrenos animácie FK do IKPrenos animácie IK do FKPreniesť údaje povrchovej sietePreniesť rozloženie údajov povrchovej sieteRežim prenosuRežim prenosu tvarovaniaPreniesť kľúčový tvarPrenos UV mápPreniesť váhyTransformovaťNastaviť transformáciu manipulátoraTransformácia pri pohybe kurzoraTransformácia podľa manipulátoraVlastnosti transformácieTransformovať na deltuPrechodTrojuholníky na štvoruholníkyPrepočítať plôšky na trojuholníkyOrezaťOrezať pohybom v poliOrezať pohybom v laseGesto čiary orezaniaGesto orezania polygonálnej čiaryRiešenie problémovVylepšiťZakrútiťTypImport USD dokončenýOdtrhnúť UVPresunúť odtrhnutú UVRežim výberu UVUV guľaZnížiť delenieVšetky nesólovéZrušiť Meta pásZrušiť priradenie zásuvkyNepripojené zásuvkyPodčiarknutéSpäťÚpravy katalógu späťSpäť v históriiStlačiť späťSpäť a vpredZrušiť skupinuZrušiť skupinu kanálovNezoskupené vrcholyOdkryť všetkoJednotná dĺžkaZrušiť odsadenieOdinštalovaťOdinštalovať označenéOdinštalovať štúdiové svetloUniverzálny popis scény (.usd*)OdpojiťOdpojiť akciuZrušiť prepojenie kolekcieOdpojiť blok údajovOdpojiť objektPrepínač panela OdpojiťOdpojiť akciuOdpojiť materiályOdpojiť textúruOdpojiť svetOdomknúť všetkoOdomknúť všetky materiályOdomknúť všetky úložiská (testovanie)Odomknúť vybranéOdomknúť pásyOdomknúť stopyOdomknúť nevybranéZrušiť označenie všetkéhoZrušiť stíšenie kanáluZrušiť útlm nevybraných pásovZrušiť útlm pásovRozbaliťRozbaliť zapečenie uzla geometrieRozbaliť obrázokRozbaliť položkuRozbaliť prepojené knižniceRozbaliť zdrojeRozbaliť zvukOdopnúťZrušiť ochranu kanálaZrušiť registráciuZrušiť nastavenie vlastnostiNízko deliťRozvinúťRozvinúť na základe uhlaRozvinúť konformneRozvinúť minimálnym natiahnutímAktualizáciaAktualizovať všetky dráhy pohybuAktualizovať všetky dráhy objektovAktualizovať všetky cestyAktualizovať všetko po snímkuObnoviť vynútenia animovanej transformácieAktualizovať animáciuAktualizovať zásobník animácieAktualizovať dráhy pohybu armatúryAktualizovať úložisko BlenderuAktualizovať dráhy kostíAktualizovať vlastné orientačné body VRAktualizácia podsvieteniaAktualizovať doplnok i18nAktualizovať úložisko I18n BlenderaAktualizovať štatistiku i18nAktualizovať pracovné úložisko I18nAktualizovať obrázok zo Značiek rovinyAktualizovať dráhy objektovAktualizovať dráhuAktualizovať rozsah scényObnoviť zobrazenie zostávAktualizovať rozsah snímok scényAktualizovať pracovné úložiskoAktualizovať z objektovAktualizovať z preklopených objektovAktualizovať tvár výbavyAktualizovať meta výbavuPoužiť uzly Nad alfouPoužiť uzly Kombinácia hĺbkyPoužiť uzlyKomunity užívateľovOveriť .blend reťazceOveriť referencie na kolekciuVerzia vlastnosti Skryť kosťVrcholFarba vrcholov podľa váhySpojiť vrcholySpojiť dráhou vrcholovZáhyb vrcholovÚrovne skupiny vrcholovMaľovanie vrcholovJas/Kontrast farby vrcholovMaľovať vrcholy Odtieň/Nasýtenie/HodnotaMaľovanie vrcholov InvertovaťMaľovanie vrcholov ÚrovneRežim maľovania vrcholovMaľovanie vrcholov Nastaviť farbuSkryť výber vrchlovPosunúť vrcholRozdeliť vertikálneZobraziť všetko v Editore grafovZobraziť animáciuNáhľad osíZobrazenie z kameryVycentrovať zobrazenieZobraziť detailyZobraziť dokumentáciuPustiť pohľadPosunúť pohľad hranyZobraziť filterZobraziť v Editore grafovVycentruje uzamknuté zobrazeniaVymazať uzamknutie zobrazeníUzamknúť zobrazenie aktívnychZobraziť manuálNavigácia pohľadu (chôdza/lietanie)Zobraziť manuál na priamoObiehať zobrazenímPerspektívne/ortografické zobrazenieZobraziť prekreslenieOtáčať zobrazenímZobraziť posúvačZobraziť vybranéZobraziť jednotlivo v Editore grafovPriblížiť pohľadPohľad pomerom priblíženiaZobraziť v Editore grafovRegión zobrazovačaPrekresliť záberFilter viditeľnostiNavštíviť platformu rozšíreníNavštíviť web stránkuVizuálna geometria na objektyVoxelové pretvorenie povrchovej sieteNavigácia chôdzeVybrať chôdzuKrok vybrať/zrušiť výber súboruStenaSkriviťWavefront (.obj)SlabýVáhaStrmosť váhyMaľovanie váhyRežim maľovania váhyMaľovanie váhy snímky skupinyMaľovanie váhy snímkyPrepínač smeru Váha FarbaNastaviť váhuVáha podľa kostíSpojiťZvariť hrany vnútri plôšokČo je novéhoSnímaťDrôtený rámSlovoZmeniť poradie pracovného priestoru na zadnéZmeniť poradie pracovné priestoru na prednéOs XNavigácia letu XRNavigácia XR uchopenímObnoviť navigáciu XRXR navigácia Výmena rúkTeleport navigácie XROs YJen ¥Priblíženie 1:1Priblížiť 2D pohľadPriblíženie kamery 1:1PriblížiťOddialiťPriblížiť oblasť...Priblížiť zobrazeniePriblížiť na okrajePriblížiť na mieruglTF 2.0 (.glb/.gltf)Výstup materiálu gIFTOperátor '%s' nemá povolenú registráciu, nesprávne vyvolanie funkcieOperátor '%s' nemá povolené vrátenie späť, nesprávne vyvolanie funkcieOperátor '%s' sa nenašiel!Prvok operátora zoznamu súborovPozadie ikony OperátoraPopredie ikony OperátoraRežim operátoraCesta operátora myšiNázov operátoraVoľby operátoraPredvoľby operátoraVlastnosti operátoraPrvok operátora ťahuOperátor nemožno vrátiť späťRežim vykonania operátoraOperátor bol aktivovaný udalosťou kliknutia a potiahnutiaOperátor je už zaregistrovanýOperátor je zmrazený, zmeny nastavenia sa prejavia až po jeho rozmrazeníChýbajúci operátor srnaNázov operátora (v jazyku Python ako reťazec)Operátor sa nenašiel: bpy.ops. {:s}Operátor späť '%s' nemá povolenú registráciu, nesprávne vyvolanie funkcieOperátor vpred '%s': nesprávny kontextRegister operátoraOperátor, ktorý umožňuje spracovateľom súborov púšťať súboryOperátor, ktorý dokáže spracovať export pre súbory s príponami zadanými v bl_file_extensionsOperátor, ktorý dokáže spracovať import pre súbory s príponami zadanými v bl_file_extensionsOperátor volaný pri aktivácii položky s vlastnosťami odkazu na aktívumOperátor volaný pri presúvaní položky s vlastnosťami odkazu na prostriedokOperátoryOpačný vstupOptiXLadenie modulu OptiXOptický stredOptický stred objektívuOptický stred objektívu v pixelochOptimálne zobrazenieOptimalizácia veľkosti animácieOptimalizácia animáciíOptimalizácia kľúčových tvarovOptimalizuje všetky jadrá. Najrýchlejšie prekresľovanie, môže mať za následok ďalšie využitie CPU na pozadíOptimalizuje iba prienikové jadrá. Rýchlejšie prekresľovanie, zanedbateľné využitie procesora na pozadí navyšeOptimalizovaný prístup k údajom o bodoch kľúčov tvaru pri použití prístupových príkazov foreach_get/foreach_set. Upozornenie: Nepodporuje staršie kľúčové tvary kriviek.Optimalizácia tieňovačov ({} zostávajúce)VoľbaFarby miniaplikácie voliebVoľba pre krivku deformácie: Použije okraje povrchovej siete na zarážku deformácieMožnosť pre deformáciu krivky: deformovaný potomok sa natiahne pozdĺž celej dráhyMožnosť pre cesty a deformáciu krivky: použije polomer krivky na objekty, ktoré ju nasledujú, a na deformované objektyVoliteľný argumentVoliteľný nápisVoliteľná spätná kompatibilita pre neštandardné mechanizmy prekresľovania. Vzťahuje sa na svetláVoliteľný nápis vlastného uzlaVoliteľný faktor na moduláciu zložky, ktorá sa prenáša do vlasov, odráža sa od zadnej strany vlasov a potom sa prenáša von z vlasov. Táto zložka je orientovaná približne v smere vstupu a zachytáva farbu pigmentu vo vnútri vlasu. Kvôli fyzikálnej správnosti zachovajte hodnotu 1,0Voliteľný faktor na moduláciu prvého odrazu svetla od povrchu vlasov. Farba tejto zložky je vždy biela. Kvôli fyzikálnej správnosti ponechajte hodnotu 1,0Voliteľný faktor modulácie prenosovej zložky. Zachytáva farbu pigmentu vo vnútri vlasu. Kvôli fyzikálnej správnosti ponechajte hodnotu 1,0Voliteľný identifikátor uzla, na ktorom sa má operácia vykonaťNepovinná cesta definujúca umiestnenie, pod ktoré sa má umiestniť nový katalógPriradenie klávesy je spojené s voliteľným typom oblastiTyp priestoru spojený s voliteľným priradením klávesyVoliteľná nápis dlaždiceVoliteľný vektor nahor, ktorý je zvyčajne normálou povrchuVoliteľné. Ak je zadaný, tento názov sa použije pre novo vytvorenú výbavu, kolekciu miniaplikácií a skript. V opačnom prípade sa názov vygeneruje na základe názvu objektu meta výbavu nahradením "metarig" za "rig", "META" za "RIG" alebo predponou "RIG-". Pri aktualizácii už vygenerovanej výbavy sa jej názov nikdy nemeníVoliteľne prepísať kontext modulomMožnostiVoľby sú vypnuté do uloženia súboruMožnosti pre tento typ police aktívMožnosti pre túto operáciu importu blend-súboruNastavenie pre typ operátoraMožnosti:OpusORObiehaťObiehanie a posúvanieObiehanie okolo výberuOs obehuStred obehuObiehať nadolObiehať vľavoMetóda obiehaniaObiehať vpravoCitlivosť obiehaniaObiehať nahorObieha a približuje pohľad použitím 3D myšiMetóda obiehania v zábereObieha zobrazenímObieha zobrazením doľavaObieha zobrazením dopravaObieha zobrazením nadolObieha zobrazením nahorObieha pohľadom použitím 3D myšiPoradieUsporiadanie UUsporiadanie VPoradie ostrovovOrientujte rotáciu podľa daného smeruOrientujte Eulerovu rotáciu podľa daného smeruOrientácia na aktuálne nastavenie transformácieOrientácia v zábereOrientácia normálamiOrientácia na os YOrientáciaOsi orientácieOrientácia kostiZásuvka orientácieVáha orientácieOrientácia osi limituje posun filtraOrientácia osi limituje silu filtraOrientuje vektor A tak, aby smeroval preč od povrchu B definovaného jeho normálou C. Vráti (bod(B, C) < 0) ? A : -APôvodná snímková frekvenciaPôvodná výškaPôvodná šírkaPočiatokPosuv počiatkuPočiatok obrázku na transformáciuPočiatok zmeny mierky pre každý prvok. Ak je spojených viacero prvkov, ich stred sa spriemerujeVzdialenosť posuvu počiatkuPočiatok na 3D kurzorPočiatok na stred hmoty (povrch)Počiatok na stred hmoty (objem)Počiatok na geometriuOriginálnePôvodná základňaOriginálne súradniceOriginálne IDPôvodný riešiteľ inverznej kinematikyPôvodná dĺžkaPôvodný režimOriginálna normálaOriginál PerlinPôvodná rovinaPôvodné pole ohraničeniaPôvodný rozsah snímky: {:d}-{:d} ({:d})Pôvodný počet snímok za sekunduPôvodná výška obrázkaPôvodná šírka obrázkaPôvodná dĺžka kostiPôvodná scéna je postavená pre graf závislostiPôvodná povrchová sieť je prázdnaChýba pôvodná UV mapa povrchu: "{}"Pôvodná transformácia kosti v priestore armatúry, definovaná v režime editáciePôvodná nedeformovaná poloha použitá na výpočet sily efektu deformácie (upraviť/animovať deformované miesto polohy)Nesúlad počtu pôvodných vrcholov: %u na %uGraf závislosti je vytvorený pre pôvodnú vrstvu zobrazeniaPočiatkyPočiatky (všetky)Orphan Objekty knižnice Orphan pridané do aktuálnej scény, aby sa predišlo strateOrtografickáZmena veľkosti ortografickej kamery (podobne ako približovanie)Ortografická mierkaZmena veľkosti ortografickej kamery (podobne ako približovanie)ĎalšieIná interpoláciaĎalšie pásyIné typy geometrie, ako krivka, meta-guľa atď. (prekonvertované na povrchové siete)Ďalší objekt nemá žiadny kľúčový tvarOstatné pásy sú ovplyvnené jedným aktívnym (zdieľanie nedlho a nižší alebo pridelený efekt)Okrem pridania vynútenia prilepenia k ovládaciemu prvku sa zariadenie správa ako jeden segment základného deformačného reťazcaIná cesta užívateľa, pre obojručné činnosti. Napr. "/user/hand/right"InéUncieVonChyba nedostatku pamäteMimo XMimo ZNedostatok pamäteNedostatok pamäte pri alokácii objektu látkyNedostatok pamäte pri alokácii trojuholníkovNedostatok pamäte pri alokácii vrcholovVonkajšíVonkajší uhol kužeľaObjem vonkajšieho kužeľaVonkajšie rohyVonkajší záhybVonkajšia maskaVonkajší sklonVonkajšie bodyVonkajší polomerVonkajšia hrúbkaVonkajšia hrúbka plôškyVonkajší tvar pre použitie nástrojovOdtokSústava úrovne odtokuObrysFarba obrysuMateriál obrysuModifikátor obrysuVybrať obrysŠírka obrysuFarba obrysu kostí aktívnej pózyFarba obrysu vybraných kostí pózyObrys modifikátora ťahov z pohľadu kameryObrys vyžaduje aktívnu kameruLíniový prehľadSynchronizácia Líniového prehľaduÚdaje priestoru Líniového prehľaduVýstupVýstup AAtribúty výstupuVýstup BVýstupná cesta súboruPoložka VýstupVýstupné položkyVýstupný názovUzol výstupuVýstupná dráhaVýstupná cestaVlastnosti VýstupVýstupná kvalitaPrepínač výstupuVýstupné skupiny vrcholovVýstupná skupina vrcholovVýstupný biely bodVýstup hranatého povrchu bez vyhladeniaVýstup hodnoty farby zvolenej miniaplikáciou na výber fariebVýstup vyvinutej povrchovej siete, aj keď je základná sieť nevyvinutá, kde hrany majú 3 alebo viac spojovacích plôch. Táto metóda je pomalšia.Výstup povrchovej siete zodpovedajúcej objemu pôvodnej povrchovej sieteVýstup náhodnej hodnotyVýstup výberu vrstvy Grease PencilVýstup výberu hrán sledovaním ciest cez hrany povrchovej sieteVýstup jednej kolekcieVýstup jedného materiáluVýstup jedného objektuVýstup s vyhladeným povrchom bez zistených ostrých čŕtVýstup pevnej verzie povrchovej siete jednoduchým vytláčanímVýstup povrchu, ktorý reprodukuje ostré hrany a rohy z vstupnej povrchovej sieteNastavenia výstupného farebného priestoruVýstupné krivky sledujúce cesty cez hrany povrchovej sieteVýstupné údaje zvnútra skupiny uzlovVýstupné údaje zo zóny simulácieVýstup každého potomka kolekcie ako samostatnej inštancie, zoradenej podľa abecedyVýstupné plôšky s vyhladeným tieňovaním radšej než s plochým tieňovanímKontajner výstupného súboruVýstupný formát pre obrázky. PNG je bezstratový a všeobecne sa uprednostňuje, ale JPEG môže byť vhodnejší pre webové aplikácie kvôli menšej veľkosti súboru. Prípadne sa môžu vynechať, ak nie sú potrebnéVýstupný formát. Binárny je najefektívnejší, ale JSON sa môže neskôr ľahšie upravovaťVýstupná mriežka s vyhodnotenými hodnotami poľaVýstupný obrázok vo formáte AVIFVýstupný obrázok vo formáte CineonVýstupný obrázok vo formáte DPXVýstupný obrázok vo formáte JPEG 2000Výstupný obrázok vo formáte JPEGVýstupný obrázok vo formáte OpenEXRVýstupný obrázok vo formáte PNGVýstupný obrázok vo formáte Radinace HDRVýstupný obrázok v SGI IRIS formáteVýstupný obrázok vo formáte TIFFVýstupný obrázok vo formáte TargaVýstupný obrázok vo formáte WebPVýstupný obrázok vo formáte bitmapyVýstupný obrázok vo viacvrstvovom formáte OpenEXRVýstupný obrázok v nekomprimovanom formáte TargaVýstupné rozlíšenie obrazuVýstupné informácie o farbe svetla pre scény svetaVýstupné informácie o svetle pre objekt svetlaVýstupný zoznam s vyhodnotenými hodnotami políVýstupný uzol nesmie byť v zóneVýstup normál pre mapovanie nerovností - zakázanie môže urýchliť výkon, ak nie je potrebnýVýstupné zásuvky nemôžu byť viacvstupovéVýstupné znaky reťazca, ktoré nie je možné zadať priamo z klávesniceVýstupné informácie o materiáli povrchu na použitie pri prekresľovaníVýstup polohy kosti vzhľadom na transformáciu objektu armatúryVýstup celého objektu ako jednej inštancie. To umožňuje vytváranie inštancií negeometrických typov objektovVýstup geometrie vzhľadom na posuv kolekcieVýstup geometrie relatívnej k transformácii vstupného objektu a umiestnenia, rotácie a mierky vzhľadom na počiatok svetaVýstup pozícií manipulátora na príslušný riadiaci bod namiesto v lokálnom priestore geometrieVýstup vyhodnotených bodov vstupnej drážky na základe atribútu rozlíšenia pre NURBS a bézierove drážky. Polygónové drážky sú nezmenenéVygeneruje hodnoty normál a rotácie, ktoré boli výstupom predtým, ako uzol začal brať do úvahy vyhladené hodnoty normálVypíše počet znakov v danom reťazciVýstupyVýstupy:Vsadiť vzvonkuVytvorí plôšku vsadením zvonkuZvonkuMimo oblasť poznámkyVonkajšia výplňZvonku povrchuVonkajšia vzdialenosť v jednotkách užívateľského rozhrania od okraja oblasti, pri ktorej sa má zastaviť panoramatický posuvVonkajšok sklonu je oblúkVonkajší sklon je ostrýVonkajšok sklonu je upravený štvorhranRýchlosť smerom vonNadNad obrázkomNad ktorou časťou položiek stromu sa má operácia použiťPreostrenieCelková kvalita zníženia šumu pri použití OpenImageDenoiseCelkový faktor vzdialenosti pre deformáciuCelkový faktor deformácieCelková minimálna intenzita efektu hmlyCelkový polomer vrkočovCelkový polomer kučierCelková citlivosť 3D myši na rotáciuCelková citlivosť 3D myši na presunCelková mierka textúryCelková mierka textúry. Mierka je koeficient poľa ohraničenia plôšky vydelený hodnotou MierkaPreostreniePretečeniePrevisMax presahMin presahPrekrývanieRežim prekrytiaPrah prekrývaniaPrekrývanie typov hránPrekrývanie okrajov ako obrysuPrekrývajúce sa krivky s rovnakým smerom vinutia sú vyplnené ako zjednoteniePrekrývajúce sa ostrovy držia spoluČas prekrývaniaPrekryťUzamknúť prekrytieRežim prekrytiaPosuv prekrytiaNastavenie prekrytiaVyhladzovanie drôtov prekrývanímTyp prekrytiaPrekrytie obrázka popredia na obrázok pozadiaFaktor prelínania rastrovanej maskyFarba prekrytia každého druhého riadkuMetóda zobrazenia prekrytiaPrekrytie existujúce s novými kľúčmiRežim prekrytia rastrovanej maskyPrekrytiaPrepísateľnéPrepísanéVybrané prepísanéPrepísané názvy blokov údajov nemožno upravovaťPrepísaťPrepísať obrázok na pozadíPrepísať kolekciuPrepis vynúteniaPrepis záhybuPrepísať snímkuPrepíše predvolené vkladanie kľúčových snímok - vizuálnePrepíše vložené predvolené kľúčové snímky - len nutnéOpakovania prepisuVrstvy prepisuPrepísať polohuPrepis modifikátoraPrepísať formát uzlaPrepísať normályOperácie prepisuPrepísať správanie náhodného prekrytiaPrepísať prekrytiePrepis vlastnostíPrepísať nastavenie scényPrepísať opakovania riešiteľaPrepis stopyPrepísať transformáciuPrepíše všetky hodnoty uložené pre neaktívne voxelyPrepíše predvolené nastavenie na vkladanie kľúčových snímok na základe "vizuálnych transformácií"Prepíše predvolené nastavenie na vkladanie len kľúčových snímok, kde sú potrebné podľa príslušných F-kriviekPrepíše počet snímaní prekreslenia pre túto vrstvu zobrazenia, 0 použije nastavenie scényPrepíše hodnoty priority priesečníkov objektov a kolekciíOperáciu Prepis nemožno odstrániťVlastnosť Prepis nemožno odstrániťPrepíše zadanú "polohu" poľa prepočítaním pozícií v priestore objektu zo zadaných pozícií "mouse_event"Prepíše počet opakovaní riešiteľa pre toto vynúteniePrepíše polomer bodu drážky polomerom zúženiaPrepíše aktívnu kameru scényPrepíše rozsah snímok simulácie zo scényPrepíše svet v tejto vrstve zobrazeniaPrepíše niektoré nastavenia aktívneho štetcaPresah snímaniaVeľkosť preskenovaniaPresahZakázaný presahVypnuté prekmitnutiePrehľad grafov scény a všetky dostupné bloky údajovPrepísaťPrepísať %sPrepísať všetkoPrepísať aktuálnu akciuPrepísať celý rozsahPrepísať existujúce:Prepísať materiálRežim prepisuPrepísať predošlúPrepísať rozsahPrepísať spúšťací súborPrepísať šablónu spúšťacieho súboruPrepísať textúryPrepísať miniaplikácie povrchových sietíPrepísať údaje všetkých prvkovPrepisuje znaky pri písaní namiesto ich vkladaniaPrepísať existujúce údaje zapečenia?Prepíše existujúce súboryPri exporte textúr prepíše existujúce súboryPrepíše existujúce súbory počas prekresľovaniaPrepíše existujúci materiál s rovnakým názvomPri vytváraní prepíše existujúce súbory náhradyPrepísať súbor staršou verziou Blenderu?Prepísať súbor s aktuálnou konfiguráciou OpenColorIO?Prepísanie pre %s sa nekontroluje, preskočenéPrepíše kľúče v rozsahu prilepeniaPrepíše kľúče v prilepenom rozsahu použitím rozsahu všetkých kopírovaných kľúčovPrepíše predtým vytvorenú orientáciu s rovnakým názvomVlastníkPriestor vlastníkaOzónP1P2Rozšírenia PBRPC2PCMPomer Špice/Rozstrek. Hodnota 1,0 bude mať za následok simuláciu založenú výlučne na rozstrek. Nižšiu hodnotu použite pre simulácie, ktoré by mali spôsobovať menšie rozstrekovanie.PIZExport PLY : Nemožno otvoriť súbor '%s'Export PLY: Nepodarilo sa nájsť kolekciu '%s'Importér PLY: %s: %sImportér PLY: neúspešný import, žiadne vrcholyImportér PLY: neúspešný import, neznáma chybaPNGPNG (.png)Obrázok PNG (.png)Cesta k .po súboru BlenderuCesta k pracovnému .po súboruCesta POT súboruZákladňa PPMFaktor PnMZbaliťZbaliť bityZbaliť externýZbaliť obrázkyZbaliť ostrovyKvalita zbaleniaZbaliť ostrovy UVPole zbalených UV ostrovovZbalí všetky plôšky na povrchovej sietiZbalí všetky obrázky do .blend súboruZbalí všetky používané externé súbory do .blend súboruZbalí všetky použité externé súbory do .blend súboruZbalí obrázok ako vložené údaje do súboru .blendZbalí zapečené údaje z disku do .blend súboruZbalí umiestnenie podľa externého súboruZbalí každú UV plôšku vnútri UV okrajovZbalí ostrovy do aktívnej dlaždice obrázku UDIM alebo dlaždice mriežky UDIM, kde sa nachádza 2D kurzorZbalí ostrovy do najbližšieho UDIMZbalí ostrovy do vlastnej oblastiZbalí iba vybrané plôškyZbalí zapečené údaje do .blend súboruZbalí zvuk do aktuálneho .blend súboruZbaliť doZbalí na počiatočné pole ohraničenia ostrovovBalík {}ID balíčkaNie je nastavené ID balíkaZbalenéZbalených %d súborovZbalený súborZbalený súbor, kliknutím ho rozbalíteZbalené súboryZbalené viacvrstvové súbory nemožno maľovaťZbalené viacvrstvové súbory nemožno maľovať: %sZbalené bloky údajov nemožno premenovaťZbalený blok údajov knižnice, kliknutím rozbalíte a vytvoríte lokálnyZbalený obrázok knižnice nie je možné uložiť: " %s" z " %s"Zbalené do pamäte obrázka "%s"Zbaľovanie UV...Pad*Pad+Pad-Pad.Pad/Num0Num1Num2Num3Num4Num5Num6Num7Num8Num9PadEnterStránkaMaľovaťMaľovať alfouFarba maľbyMaľovať farebný spádMaľovanie krivkyMaľovanie kriviekBlok údajov maľovania kriviekLadenie maľovaniaŤahy maľovania Grease PencilMaskovať maľovanieRežim maľovaniaZdroj farbyPovrch maľbyZoznam povrchu maľbyMaľovať mokrosťMaľuje váhu na bodoch ťahuMaľuje ťah v aktívnej vrstve atribútom farbyMaľuje ťah v súčasnej skupiny váh vrcholovVyfarbenie ťahu do obrázkuMaľuje naprieč váhami všetkých vybraných kostí, udržiava ich relatívny vplyvMaľovať alfouMaľovať obrázky v 2DMaľovanie viacerých plôšok smerujúcich na zobrazenieVyfarbí väčšinu plôšok smerujúcich na zobrazenie podľa tohto uhlaZásuvka maľby ikonyZoznam povrchov maľbyMaľuje materiál atribútom farbyMaľuje použitím základnej farby aktívneho materiáluVáha farby v aktívnej skupine vrcholovNamaľuje mokrosť, viditeľnú v mape mokrosti (niektoré efekty ovplyvňujú len mokré maľby)Maľuje s prechodomMaľuje jednou farbouMaľovanie krivkyNovéVrstva mapy maľbyMapa maľbySpárovaný výstupPaletaNováPaleta '%s' neobsahuje danú farbuPaleta fariebPaleta drážokPaleta vytvorenáBlok údajov paletyPaleta. Použite ľavé tlačidlo pre snímky viacerých fariebPaletyOs rotácie dlanePosúvaťPohľad kamery s posunom / priblíženímUhol posunuPosunúť dolePosunúť vľavoPosunúť vpravoCitlivosť posunuPosunúť horePosúvať pohľad panoramatickyPosúva a rotuje pohľadom 3D myšouPanoramatický pohľadPosúva zobrazením nadolPosúva zobrazením v danom smerePosúva zobrazením naľavoPosúva zobrazením napravoPosúva zobrazením nahorPosúva pohľadom, keď je myš držaná na hranePosúva pohľad 3D myšouPosúvanie/približovanie pohľadu kamery namiesto opustenia pohľadu kamery pri obiehaníPanelPanel "%s" sa nenašielPozadie paneluZáhlavie paneluIdentifikátor panelaObrys paneluZaoblenie panelovText paneluTitulok paneluPísmo titulku paneluPrepínač panelovPanel už má prepínačPanel obsahujúci prvky užívateľského rozhraniaPopis panelaPanel, z ktorého je možné pridať zásuvky do pridaného uzla vstupov/výstupov skupinyPanel je pri nových uzloch predvolene zatvorenýPanel je vybraný v rozhraníNázov panelaPanel obsahujúci položkuSila tieňa panel/ponukaŠírka tieňa panela/ponukyPanelyPanoramatický posuvTyp posuvuPanoramatickáPapierZaradomOdsekParalaxaPolomer paralaxyParallax-Aware VMMParalélneParalelné normályParalelné kamery bez zbiehavostiRovnobežné čiaryRovnobežníkEditor parametrovParameter od 0 do 1 pozdĺž vzplanutiaParametréParametre a nastavenia pre prehľadávač súborovParametre definujúce spôsob, akým blok údajov filmového klipu používa iný blok údajovParametre definujúce spôsob používania bloku údajov obrázka iným blokom údajovParametre definujúce trvanie obrazu, posuv a súvisiace nastaveniaParametre definujúce zásuvku prekresleniaParametre definujúce snímku zobrazenú vo filmovom klipeParametre definujúce, ktorá vrstva, prechod a snímka obrazu je zobrazenáParametre riešiteľa inverznej kinematiky (IK)Parametre pre vlastné kamery (na báze OSL)Parametre pre the iTaSC riešiteľa inverznej kinematikyParametrickéParametre polohy pozdĺž dĺžky krivky, ktorú by objekty mali nasledovať (pozícia sa hodnotí vydelením hodnoty 'dĺžky dráhy')RodičArchívna knižnica rodičaRodičovská kosťIndex rodičaInverzný rodičRodičovská inverzná matricaTransformácia inverzie rodičaSkupina rodičovských vrstievPrepočíta sa tiež rodičovský objekt háku a vymaže sa posuvRodičovské časticeCesta rodičaPríznaky rodičaTyp rodičaRodičovský vrcholRodičovské vrcholyRodičovské oknoRodičovská kosť (v rovnakej armatúre)Kolekcia rodičovských kostí. Všimnite si, že prístup k nej si vyžaduje prehľadanie všetkých kolekcií kostí, aby sa našiel rodič.Úprava kosti rodiča (v rovnakej armatúre)Index rodiča v kontextovej cesteRodič nie je súčasťou rozhraniaRodič novovytvorených objektov pre pôvodný vzor inštancieRodičovský objektRodič tejto pózy kostiRodičovská relatívna transformačná matrica. Upozornenie: V prípade rodičovstva kostí dostanete matricu relatívnu k objektu Armatúra, nie k vlastnej rodičovskej kostiRodičovstvo vybraných objektov pre vybrané vrcholyTento uzol je napojený na rodičovskýRodič na neskreslenú polohu 2D stopyRodič:Nastavenie rodičovstva pre prvok maskyRodičovstvo:RodičovChyba analýzy v %sČasť podľa ostrovov povrchovej sieteÚdaje na zobrazenie časť geometrieČasť povrchovej siete, ktorá sa bude simulovať, keď je aktívny ťahČiastočnýČiastočné prekrytie v hornej časti radiča sekvencií s posunom snímkyČasticaŠírka pásu častíc (úzka) (vyššia hodnota vedie k hrubšiemu pásu a väčšiemu počtu častíc)Počet častícŠtetec častícÚprava častícKľúčové častice vlasovInfo časticeInštancie častícVáha objektu inštancie častícKľúčová časticaŽivotnosť častíc MaximumUmiestnenie častícPosuv častícVlastnosti ČasticePolomer častícPrekreslenie častícNastavenia častícZásuvka nastavenia textúry častícŠpeciality častícČasticový systémČíslo časticového systémuČasticový systém ovládaný týmto modifikátoromČasticové systémyCieľové časticeNástroje časticeUV častícPolomer obnovy častícRýchlosť časticePočet častícBlok údajov častícŠtetec na úpravu častícČasticové efektory ovplyvňujú sami sebaČastice v časticovom systémeNázov objektu inštancie časticeKľúčové častice pre časticový systém vlasovFaktor počtu častíc (vyššia hodnota vedie k početnejším časticiam)Osi orientácie častíc (neovplyvňuje výsledky modifikátora výbuchu)Typ častice fyzikyFaktor polomeru častíc (vyššia hodnota vedie k väčším (povrchovým sieťam) časticiam). Je potrebné upraviť po zmene mierky povrchovej siete.Faktor polomeru častíc. Zvýšte túto hodnotu ak sa zdá, že simulácia presahuje objem, znížte ju ak simulácia zvyšuje objem.Rotovanie častíc je ovplyvnené kolíziami a pôsobením efektovZmena veľkosti častícVýber častíc a režim zobrazeniaNastavenia častíc, opakovane použiteľné podľa viacnásobného časticového systémuVeľkosť častíc v bunkách simulácieČasticový systém je možné upravovať v režime častícČasticový systém bol upravený v režime častícČasticový systém má viacero zásobníkov bodovČasticový systém v objekteModifikátor inštancie časticového systémuNázov časticového systémuNastavenia časticového systémuModifikátor simulácie časticového systémuČasticové systémy vyžarované z objektuNázov cieľovej časticeTyp časticeInstanciaCasticModifikátor inštancie častícNastavenia častícOsVrkočPotomkoviaKruhKrížKučeraEmisieSkrútenieNovéNie jeŽiadnyRodičovZobraziť časticeBodMocRadiálnePrekreslenéKývaťRotáciaZdrsnenieŠpirálaZvlniťČasticový systémModifikátor Časticový systémČasticeČastice MaximumNastavenie častícČastice a inštancovanieČastice zaniknú nárazom na objekt vychyľovačaČastice potomkov vygenerované časticovým systémomČastice na hraniciachV prekreslení by mali byť viditeľné zložky častíc objektuČastice boli vytvorené simuláciou kvapalinyČastice/plôškaOddeľovanieFaktor deleniaMaximálne delenieMinimálne delenieSpolčovanie je nedostupné s virtuálnymi rodičmiPrechodFilter prechoduIndex prechoduPrechod cezPrechod cez na manipulátory pásuPrechod obsahujúci tiene a svetlo, ktoré sa majú znásobiť do pozadiaPrechod do viacvrstvového obrázkuPrechod vlny cez hrany povrchovej sieteVšeprechodnosťAlfa prechoduPrechodyPrechody nie sú podporovanéPrechody zahrnuté do aktívneho zapečenia prechoduPrechody, ktoré používa odstraňovač šumu na rozlíšenie šumu podľa detailu tieňovača a geometriePasívnePriechodPriechodnosť nie je dostupnáPrilepiťVloží body alebo ťahy Grease Pencil z internej schránky do aktívnej vrstvyMetóda PrilepiťPrilepiť normáluPrilepiť podľa vrstvyPrilepí obsah zo súboruPrilepí kópie ťahov uložených v internej schránkePrilepí blok údajov z internej schránkyPrilepiť ovládač: žiadny ovládač na prilepeniePrilepia sa očakávané 3 čísla vo formáte: '[n, n, n]'Prilepia sa očakávané 4 čísla vo formáte: '[n, n, n, n]'Prilepí kľúčové snímky zrkadlových kostí, ak existujúPrilepí kľúčové snímky z internej schránky pre vybrané kanály, počnúc aktuálnou snímkouPrilepí kľúč ukončenia v aktuálnej snímkePrilepí kľúče pôvodného časuPrilepí kľúčové snímky vzhľadom na polohu Y kurzoraPrilepí kľúče vzhľadom k aktuálnej snímke pri kopírovaníPrilepí kľúčovú snímku vzhľadom na hodnotu krivky pod kurzorPrilepiť kľúče aktuálnej snímkyPrilepí kľúčové snímky s posunom hodnotyPrilepí kľúčové snímky tak, aby sa prvá kľúčová snímka zhodovala s kľúčovou snímkou vľavo od kurzoraPrilepí kľúčové snímky tak, aby sa prvá kľúčová snímka zhodovala s kľúčovou snímkou vpravo od kurzoraPrilepí kľúčové snímky s rovnakou hodnotou, v akou boli skopírovanéPrilepí nový obrázok zo schránkyPrilepí uzly z internej schránky do stromu aktívneho uzlaPrilepí normálu z internej schránkyPrilepí text z internej schránkyPrilepiť dozaduPrilepí na všetky snímky medzi prvým a posledným vybraným kľúčom, v prípade potreby vytvoriť nové kľúčové snímkyPrilepí do snímok, ktoré majú vybraný kľúč, čím sa potenciálne vytvoria nové kľúče v týchto snímkachPrilepí len na aktuálne hodnoty, pričom s údajmi animácie sa manipuluje len vtedy, ak je zapnuté automatické kľúčovaniePrilepí vybrané UV vrcholyPrilepí drážky z internej schránkyPrilepí pásy z internej schránkyPrilepí text zo schránkyPrilepí text vybratý inde namiesto kopírovania (iba X11/Wayland)Prilepí aktívum, ktoré bolo predtým skopírované použitím funkcie Kopírovať ako aktívumPrilepí ovládač zvýrazneného tlačidla do internej schránkyPrilepí obsah aktívnej sústavy čiar do internej schránkyPrilepí nastavenia materiálu a uzlovPrilepí uloženú pózu obrátene na aktuálnu pózuPrilepí uloženú pózu na aktuálnu pózuPrilepí nastavenia textúr a uzlovPrilepiť časový posuv kľúčovPrilepiť do aktívnejPrilepí stopu z internej schránkyPrilepené %d aktívVložené %d kosti a preskočené %d nevybrané kostiVložené všetky %d kostiVložené len %d z %d skopírovaných kostíVložilo sa len %d z %d skopírovaných kostí a preskočilo sa %d nevybraných kostíPrilepí matricu zo schránky do aktuálne aktívnej pózy kosti alebo objektu. Používa matrice vo svetovom priestoreZáplataCestaCestu '%s' nemožno vytvoriť absolútneCesta '%s' nemôže byť absolútna pre %s '%s'Cesta '%s' nemôže byť relatívna pre %s '%s'Cesta '%s' nebola nájdená (nie je známy vlastník bloku údajov)Cesta '%s' nebola nájdená z prepojeného bloku údajov '%s' (z knižnice '%s')Cesta '%s' nebola nájdená, z lokálneho bloku údajov '%s'Cesta poCesta animácieCesta predPorovnať dráhuVynútiť dráhuTrvanie dráhyKoniec dráhyVedenie ciestCesta po kľúčovej snímkeCesta pred kľúčovou snímkouDĺžka dráhyMaska cestyRežim cestyVýstup cestyRelatívna cestaOddeľovač ciestZačiatok dráhyKroky dráhyKonflikt ciest: %d zásobník nastavený na cestu %sRežim úpravy dráhyCesta bloku údajov aktuálne upravovaného uzla stromuInterpolácia dráhy v tomto bodeCesta je už animovanáDráha sa upravujeCesta je prázdna, nemožno uložiťCesta identifikátora použitého na vygenerovanie obrázka pre ovládací prvokCesta objektu vnútri archívu AlembicCesta k vlastnosti na nastavenie hĺbkouCesta vlastnosti výberu medzi primárnymi a sekundárnymi cestami údajovCesta vlastnosti použitej na rotáciu zobrazenia textúryCesta vlastnosti použitej na nastavenie farby ovládacieho prvkuCesta vlastnosti použitej na nastavenie farby výplne ovládacieho prvkuCesta vlastnosti použitej na nastavenie úrovne priblíženia pre ovládací prvokPre úpravy je vybraný bod dráhyCesta relatívna k priečinku aktuálne zobrazenému v Prieskumníkovi súborov (obsahuje názov súboru)Výber dráhy vyžaduje výber dvoch zhodných prvkovNačasovanie dráhy je v absolútnych snímkachCesta k súboru CSVCesta k súboru OBJCesta k súboru OpenVDBCesta k súboru PLYCesta k súboru STLCesta k vlastnému prehrávaču animácie/sekvencie snímokCesta k priečinku so súbormi .blend, ktorý sa má použiť ako knižnica aktívCesta k priečinku pre uloženie externých zapečených obrazovCesta na nastavenie pre použitie v sústave kľúčovaniaCesta k textovému súboruCesta k alternatívnemu spúšťaciemu súboruCesta k editoru obrázkovCesta ku knižnici aktív neexistuje:Cesta k zobrazovaným údajomCesta k externému súboru posuvovCesta súboruCesta k gltfpackCesta k binárnemu súboru gltfpackCesta k súboru s obrázkomCesta pre inštaláciu starších balíkov doplnkovCesta k písmu rozhraniaCesta k rozhraniu neproporcionálneho písmaCesta k nastaveniu vlastnostiCesta na .blend súborCesta k archívuCesta k zobrazeným údajomCesta k údajom zobrazeným v tabuľkeCesta k priečinku, do ktorého sa budú kopírovať importované textúryCesta do knižniceCesta ku knižnici .blend súboruCesta k objektu v archíve Alembic použitého na vyhľadávanie geometrických údajovCesta k objektu v archíve Alembic použitého na vyhľadanie matrice transformácieCesta k súboru .pot šablónyCesta k príslušnému .po súboru v úložisku zdrojov BlenderuCesta k príslušnému .po súboru v pracovnom úložiskuCesta na uloženie súboru nastaveníCesta k tieňovaču definujúcemu vlastnú kameruCesta je príliš dlhá, nemožno uložiťCesta: {!r}Cesta: {:s}CestyPorovnať dráhyRozsah dráhTypy dráhCesty objektov Alembic vnútri archívuCesty:VzorkaOblasť vzorky:Pole ohraničenia vzorkyRohy vzorkyPrispôsobenie podobyRežim vzoruVeľkosť podobyPole ohraničenia vzorky oblasti v normalizovaných súradniciachProfil použitý pre vnútorné sklonyProfil použitý pre vonkajšie sklonyVzor použitý na spájanie objektovVzorkyPauzaPauza zapečeniaPozastaviť náhľadPozastaví všetky náhľady prekreslení zobrazeniaRukaOstré vrcholky pre modely „JONSWAP“ a „TMA“Arašidy (nelúpané)Arašidy (lúpané)Preklopiť peroTlak pera vytvára menší vplyv na textúruNaklonenie pera zozadu (-1,0) dopredu (+1,0)Naklonenie pera zľava (-1,0) doprava (+1,0)PäťhranNa krivkuNa rozmerNa posunutie vrcholuNa komponent faktoraNa prekreslenie vrstvy počet snímok prepíše snímky scényPočet snímok na pixelÚdaje na vrchole kože pre použitie modifikátora KožaPercentoPercentuálnePercentuálny faktorPercento pozdĺž každej krivky pre deformáciu prelínania od koreňaPercento množstva použitého pre záberPercento farby pásu ovplyvňujúcej iné pásyPercento dĺžky vstupného pásuPercento maximálnej rýchlostiPercento častíc na zobrazenie v 3D záberePercentuálna veľkosť prekreslenia na pridanie ako preskenovanie do interného zásobníka prekresleniaPercento dĺžky vstupného pásuPercentuálna mierka pre rozlíšenie prekresleniaPercentuálna hodnota definujúca cieľovú polohu pozdĺž dĺžky krivkyVnemovýBezstratové vnímanieVnímané jednotné hodnoty, zodpovedajúce vyberačovi fariebVykoná snimanie RIS na základe súčinu distribúcie prichádzajúceho svetla a BSDFVykoná operáciu porovnania dvoch zadaných vstupovVykoná logickú operáciu na daných logických vstupochVykoná násobenie matríc na dvoch vstupných matriciachVytvorí jednoduché rezy objektu oblasti vplyvuVykonávanie bitových operácií na 32-bitových celých číslachVykoná kľúčovanie farebnosti (na odstránenie pozadia) aj rozpíjanie (na korekciu farebného odtieňa pozadia)Vykoná chromatickú adaptáciu z iného bieleho boduVykoná odšumenie na zariadeniach GPU nakonfigurovaných na karte systému v užívateľských nastaveniach. Je to výrazne rýchlejšie ako na CPU, ale vyžaduje si to dodatočnú pamäť GPU. Keď veľké scény potrebujú viac pamäte GPU, túto možnosť môžete zakázaťVykoná externú operáciu na súbore alebo priečinkuVykoná prispôsobenie nepresných/viacslovných slov. Upozornenie: Môže byť pomaléVykonáva úpravy úrovne pre každý farebný kanál obrázkaVykonať matematické operácieVykoná operácie samostatne pre každý geometrický prvok (napr. vrcholy, hrany atď.)Vykoná aktuálnu akciu spustenia pre súbor pod kurzorom (napr. otvorenie súboru)Vykonáva rôzne matematické operácie s danými celočíselnými vstupmiVykoná matematickú operáciu vektoraVýkonPredvoľby výkonuPeriódaPerióda vlnyPerióda šumuPerlinov šum 1DPerlinov šum 2DTrvalá deformáciaTrvalé povolenie spúšťania skriptovNatrvalo odstráni aktívum štetca blend-súboru. Toto sa nedá vrátiť späť.Natrvalo odstráni štetec. Toto sa nedá vrátiť späť.Natrvalo odstrániť aktívum pózy blend súboru? Toto sa nedá vrátiť späť.Trvalo skryté kolekcie:PriepustnosťOprávneniaPerzsky - ﯽﺳﺭﺎﻓTrvaléTrvalé údajeCesta trvalých údajovTrvalý IDTrvalý identifikátorTrvalý UIDTrvalé údaje spojené so stĺpcom tabuľkyTrvalé údaje spojené s tabuľkouTrvalé údaje pre tabuľky zobrazené v tomto tabuľkovom editoreTrvalý identifikátor pre medzi-snímkové prispôsobenie objektov rozostrením pohybomOsobný prístupový token, ktorý môžu vyžadovať niektoré úložiskáPerspektívnaHodnota ohniskovej vzdialenosti kamery v milimetrochMatrica prespektívyOhnisková vzdialenosť perspektívnej kameryPgDownPgUpFázaFáza viacnásobnostiFáza posuvuFáza posunu vlnyFázová funkcia pre rozptýlené svetloFáza sínusového posunutiaFíSimulácia fyziky pre látkuFyzikálny vodičFyzikálne vlastnostiFyzické zdroje svetlaFyzikálny model simulujúci sily ohybuFyzikálne založené jednotky osvetľovania glTF (cd, lx, nt)Fyzikálne založený, ľahko použiteľný tieňovač na prekresľovanie vlasov a srstiFyzikálne založený, ľahko použiteľný tieňovač na prekresľovanie povrchových materiálov založený na modeli OpenPBRFyzikaVlastnosti FyzikaTyp fyzikySimulácia fyziky kvapalín, ako je voda, olej a dymNabraťNabrať inštanciuFunkcia Vybrať inštanciu je povolená, ale nie sú k dispozícii žiadne inštancie, z ktorých by ste si mohli vybrať. Vráti sa k použitiu vstupu ako inštancie.Vybrať náhodneVýber vlastnosti, ktorá sa má použiť ako cieľ ovládačaNáhodne vyberie objekty z kolekcie náhodnýchZobratá kosť nepatrí do už vybranej armatúryZber kostí zlyhalPikometreObrázkyKoláčová ponukaFarby koláčových ponúkKoláčová ponuka pri ťahaníKoláčová ponukaTlačidlo koláčovej ponuky pridržané dlhšie ako tento uhol spôsobí uvoľnenie ponuky (za 1/100 sekundy)Veľkosť koláčovej ponuky v pixelochKoláčová ponuka bude používať počiatočnú pozíciu myši ako stred pre toto množstvo času (v stotinách sekundy)PripnúťTuhosť pružnosti prichytenia (cieľová pozícia vrcholu)Pripevniť okrajePripnúť Manipulačný prvokSila cieľového pripnutiaPripnúť skupinuID pripnutiaPripnúť materiálMetóda pripnutiaRežim pripnutiaPripnúť scénuPripnutie okrajov simulácieTuhosť prichyteniaPripnúť skupinu vrcholovPripnúť na parameterPripne každú krivku v určitom bode operáciePripnúť do editora grafovRežim pripnutia na štetecPripnúť na poslednýStiahnuťPrištipne UVPing PongRežim pingponguPripnutéPripnutá armatúra nie je aktívna v 3D záberePripnuté ostrovy sú uzamknuté na miestePripnuté ostrovy sa len premiestniaPripnuté ostrovy sa nezmeniaPripnuté ostrovy sa neotáčajúPripnuté vrcholy možno vybrať len v režime vrcholovZreťazené spracovaniePiestovýOdstupFaktor odstupu pre výpočet Dopplerovho efektuOtočný bodOs otáčaniaVynútenie Otočný bodOtočný bod ovládacieho prvkuPosuv otočného boduOtočný bodOtočný bod XOtočný bod YOtočný bod okolo aktívneho objektuOtočný bod okolo stredu poľa ohraničenia vybraného objektuOtočný bod okolo vlastného počiatku objektuVlastný stredný bod otočných bodov okolo každého vybraného ostrovaOtočný bod okolo 2D kurzoraOtočný bod okolo 3D kurzoraOtočný bod okolo stredového bodu vybraných objektovStred otočného bodu pre rotáciu/zmenu mierkyOtočný bod pokiaľ ide o parameter bodu ťahu u (0 < = u < = 1)Otočný bod je umiestnený na aktívnu pozíciu objektuOtočný bod je umiestnený na vybranú pozíciu objektuOtočný bod je umiestnený medzi vynútené pevné telesáOtočný bod operácií zmeny veľkosti a rotáciePixelPixelové umenieStav pixeluPomer strán v pixelochPomer pixelu XPomer pixelu YSúradnice pixelovHustota pixelovPredvoľby hustoty pixelovPixelový filterVeľkosť v pixelochPomer strán pixelovTyp filtra pixelovŠírka filtra pixelovVeľkosť pixeluVeľkosť pixelu pre prekreslenie záberuVeľkosť pixelu zmenšená percentom scényPixelizáciaEfekt pixelizácieEfekt pixelizácieVykoná pixelizáciu obrázkuPixelyPixely sa považujú za rozostrené, ak je priemerný rozdiel medzi ich determinantom a determinantom stredového pixelu menší ako táto prahová hodnotaPixely sa považujú za súčasť hrán, ak viac ako 10 % susedných pixelov má hodnoty matovania, ktoré sa líšia od hodnoty matovania pixelu o túto toleranciuPixely sú odškvrnené len vtedy, ak počet pixelov v ich okolí, ktoré sú odlišné, prekročí tento pomerný prah v pomere k celkovému počtu susedov. Susedné sa považujú za odlišné, ak prekročia vstupný prah farbyPixely sú odškvrnené len vtedy, ak ich rozdiel farieb oproti priemernej farbe ich susedov prekročí túto hranicuPixely presúvané myšou na os pri kreslení ťahuPixely na jednotku BlenderuPixelov na palecPixely, ktorých hodnoty jasu sú vyššie ako toto maximum, nie sú kľúčovanéPixely, ktorých hodnoty jasu sú nižšie ako toto minimum, sú kľúčovanéPixely/centimeterPixely/palecPixely/meterPixely/{:s}Označovač miestaUmiestniť ďalší vrchol ťahuUmiestni kurzorUmiestni značky cez celú snímkuZnačky umiestni iba do oblastí ohraničených nástrojom PoznámkaZnačky umiestni iba mimo oblastí ohraničených nástrojom PoznámkaUmiestni novú značku na určené miestoUmiestni novú značku na požadovanú (kliknutú) pozíciuUmiestniť uzol Zmiešať do rovnakej výšky ako najnižší uzolUmiestni uzol Zmiešať medzi dva uzlyUmiestni kurzor na stred vybraných kľúčových snímokHodnotu kurzora položí na priemernú hodnotu vybraných kľúčových snímokUmiestni kurzor bez "skákania" do nového umiestnenia (keď sa používa zámok na kurzor)Umiestni vrcholy na povrch, vytvárajúc nekonečné úrovne delenia (čo najhladší tvar)Zástupný symbolZástupné symbolyUmiestnenieUmiestnenie pre zistené funkcieRovinaJednoduché osiRovné reťazenieRovinnéRovinný snímačRovinaRovina AlphaUhol rovinyOsi rovinyNormála rovinyPosuv plochyPosuv roviny tlakomBod rovinyStopa rovinyDeformovať stopu rovinyŠpeciálne obrázky rovinných stôpStopy rovinyOrezať plochuRovina pre premietaný ťahRovina na použitie pre orientáciuStopa roviny "%s" sa v sledovacom objekte %s nenachádzaStopa roviny je vybranáTransformácia skrútenia roviny použitím explicitných hodnôt rohovOmietkaPlastickáPlastickosťPrehraťPrehrať audioPrehrať každú snímkuPrehrať vRežim prehrávaniaPrehrá animáciuPrehrávanie normálnou rýchlosťou bez ohľadu na snímkovú frekvenciu scényPrehrávanie zvuku z editora sekvencií počas ručného posúvaniaPrehráva audio z editora sekvencií, inak stlmí zvukPrehrá prekreslené snímky/filmy použitím externého prehrávačaPrehrať obrátenePrehrá súborNahrávkaOvládače prehrávaniaFrekvencia prehrávania (sním/s)Iba prehrávanieMierka prehrávaniaPosuv prehrávania zvuku (iba pre mono zdroje)Odstup prehrávania zvukuHlasitosť prehrávania zvukuHráčPrehrávacia hlavaPosuv prehrávacej hlavyVytvorte, prosím, najprv variantZakážte/povoľte 'filter akcií' na obnovenie zoznamuUpravte predvoľby doplnku na preklad užívateľského rozhraniaPovoľte, prosím, online prístup v systémových nastaveniach.Podajte hlásenie o chybe.Vyberte aspoň jeden obrázokVyberte, prosím, len 1 snímku na resetovanieVyberte, prosím, dva pásyOstréBodBod 1Bod 2Bod 3Bod 4Zásobník bodovZoznam zásobníka bodovZásobník bodovMračno bodovMračno bodov z povrchovej siete objektovMračno bodov: {} bodovMračno bodovPočet bodovIndex bodov krivkyHustota bodovID skupiny bodovIndex boduIndex bodu na krivkeInfo boduBodové svetloStopa boduBod horeZásobník bodov pre simuláciu fyzikyBod zásobníka musí byť zapečenýKomponent mračna bodov obsahujúci iba údaje boduBlok údajov mračna bodovBloky údajov mračna bodovObjekt mračna bodov nepodporuje túto operáciu nastavenia počiatkuMračno bodov alebo povrchovú sieť na zlúčenie bodovMračná bodov podporujú len jeden materiál; vstupom výberu nemôže byť poleSúradnice boduBod v mračne bodovBod v kľúčovom tvareBod v kľúčovom tvare pre bézierove krivkyBod v kľúčovom tvare pre krivkyBod v sieti mriežkyNenájdený bod v danej drážkeBod krivkyBod krivky použitý na mapovanie krivkyBod dráhy použitý na definovanie profiluBod na zdroji pre prichytenie k cieľuRežim výberu bodovVybraný bodNasmeruje vybrané vlastné normály na zadaný cieľBod, okolo ktorého je rotáciaNasmeruje na cieľ najkratšou dráhou rotácieNasmerovanie na cieľ pozdĺž osi stopy, pri uzamknutí ďalšej osiNasmerovanie na cieľ vykonaním najmenšej potrebnej rotácieVzorka bodu farebného pásuBod:MracnoBodovNovýUkazovateľUkazovateľ cesty ID obrázka nie je IDBodkovanéBodyBody (nepodporované)Body UBody VBody definovania zmäkčeniaMriežka bodov, momentálne nepodporovaná objektmi objemuBody v smere U (nemožno zmeniť, keď sú kľúčovými tvarmi)Body v smere V (nemožno zmeniť, keď sú kľúčovými tvarmi)Body v smere W (nemožno zmeniť, keď sú kľúčovými tvarmi)Body krivkyBody mriežkyBody na krivkuBody, ktoré sa konvertujú na vrcholy v povrchovej sietiBody na krivkyBody na mriežku SDFBody na vrcholyBody na objemBody na výpočet konvexného(vypuklého) trupuBody na generovanie kriviekBody inštancie naBody pre úpravu pozíciíBody pre nastavenie polomeruBody, ktoré sú konvertované na objemBody, ktorých objem je konvertovaný na mriežku poľa so znamienkami vzdialenostiBody:%sBody:%s/%sPoissonov diskPoissonov pomer pre elastickú deformáciu. Vyššie hodnoty zachovávajú viac objemu, ale vedú tiež k väčšiemu vydutiu.Stred vpichnutiaPosuv vpichuPrepočet stredu vpichnutia plôškyPólová 0 je XPólová 0 je YPól ZXPól ZYPólUhol póluPočet pólovZačiatok uhla zlúčenia póluKoncový uhol spojenia záberuPočiatočný uhol spojenia záberuMedzicieľ póluCieľ póluOsi pólov pre rotáciuPosuv pólu rotáciePoľsky - PolskiPolygonálnaVytvoriť polygónovú plôšku pri kurzoreVytvorený polygón rozdelí pri kurzorePremiestňuje vytvorené polygóny pohybom kurzoraTypy údajov polygónovPolygónOblasť polygónuStred polygónuNormála polygónuNormály polygónovPolygón v bloku údajov povrchovej sietePolygonizáciaPolygonizáciaJemnosť polygonizácie počas vytvárania prekresleniaJemnosť polygonizácie v 3D záberePolygónyPolygóny povrchovej sietePolygonálna čiaraMnohočlennýPoradie mnohočlenaPolystyrénVyskočenie ponuky vyhľadávania v aktuálnom kontexteVyskakovacia ponuka vyhľadávania naprieč všetkými dostupnými operátormi v aktuálnom kontexteVyskakovacia ponuka vyhľadávania všetkých ponúk v aktuálnom kontextePortálHĺbka portáluPodiel položiek na náhodný výberPortugalsky (Brazília) - Português brasileiroPortugalsky (Portugal) - Português europeuPolPózaSkopírované aktívum pózy, na vloženie použite Prilepiť ako nové aktívum v ktoromkoľvek prehliadači aktívPóza kostiFarba pózy kostiPóza kostíPozícia hlavy pózyPóza IK segmentovKnižnica pózKnižnica póz založená na systéme aktív.Posuv polohy pózyZnačky pózyMatrica pózyRežim pózyNázov pózyMožnosti pózyPosuv počiatku pózyPoloha pózyPosuv rotácie pózyPriestor pózyPozícia chvosta pózyAktíva pózy je možné upravovať len v režime pózyKnižnica pózy je len pre armatúry v režime pózyVynútenia pózy kostíPozíciaPozícia 1Pozícia 2Faktor polohyPole pozíciíRežim polohyKvantizácia polohyKvantizácia bitov pozíciePozícia XPozícia pozdĺž dráhyPozícia a obrysPozícia zväzku zrekonštruovaného z tejto stopyPozícia vzorkovnice masky v záberePoloha časovaného kľúča na časovej osiPozícia šablóny v záberePozícia koncového riadiaceho bodu krivkyPozícia koncového manipulátora, ktorý sa používa na definovanie tvaru krivky. V režime Posuv, relatívne ku koncovému boduPozícia prvého riadiaceho boduPozícia prvého vrcholuPoloha položky v jej rodičovskom paneliPozícia posledného riadiaceho boduPozícia stredného riadiaceho boduPoloha stredného ovládacieho prvku, zakázaná, ak je nulováPozícia myši použitá pre režim „Povrch“ a „Aktívny vrchol“Poloha koreňového bodu krivkyPozícia druhého riadiaceho boduPozícia rezuPozícia počiatočného riadiaceho bodu krivkyPozícia počiatočného manipulátora, ktorý sa používa na definovanie tvaru krivky. V režime Posuv, relatívne k počiatočnému boduPoloha bodu špičky krivkyPoloha ovládacieho a otočného bodu trupuPozícia vlny pozdĺž *Smeru pásma*. Toto sa môže použiť ako vstup pre väčšiu kontrolu nad skreslenímUmiestni kameru scény na vybraný orientačný bodSkočiť na pozíciuPozícia, obrys a intenzitaPozícia:PozičnýSnímanie polohyKladnýKladná osKladné stranyKladná os XKladná os YKladná os ZKladné vyhladenie povrchovej sietePri ukladaní tohto súboru môže dôjsť k strate údajov! Modifikátor %s je zastaraný (Object: %s)Následné spracovaniePostup po medzikrokochNásledné spracovaniePlagátovanieOdloží spustenie do spustenia operátora nástroja (pri použití s nástrojom)Následné spracovaniePotenciálny polomerLibryMocRežim výkonuPresnosťRežim presnostiPresný uhol používaný pre prírastky rotácie v 2D editorochPresný uhol používaný pre prírastky rotácie v 3D editorochRežim presnostiPresnosť zbiehavosti v prípade opätovného opakovaniaPresnosť odberu snímania ťahu. Nízke hodnoty znamenajú presnejší výsledok a nula zakazuje snímaniePresnosť rýchleho chodu GI lúčovPresnosť sledovania lúčov v priestore obrazovkyPreddefinované zotrvačné prechody, užitočné pre pohyblivú grafiku (od najmenšieho po "najdramatickejšie")Preddefinovanie farby uzlaPreddefinovanie farby stopyPreddefinované snímanie vnútornej kameryPreddefinované nastavenia snímaniaPredvídaťPredvída pohyb cieľaPreethamPreetham 1999 (zdedené)Uprednostniť rodičovstvo DEFPreferuje posúvanie pozdĺž okraja na rovnobežné šírkyUprednostňuje posun pozdĺž hrán s rovnomernou šírkouPredvoľby3D zobrazeniePrístupnosťPridať krivkuPridať povrchovú sieťVšetkoAnimáciaZapiecťKameraFarebnýKompozíciaJadroTmavéVývojRozšírenieSpätná väzbaHerný mechanizmusUzly geometrieGrease PencilVysoký kontrastImport-ExportInšpirovaný odZdedené (iné)Zdedené (užívateľské)SvetlýOsvetlenieMateriálPovrchová sieťModelovanieUzolObjektMaľovaťFyzikaZreťazené spracovanieTlačiťPrekresliťVýbavaScénaTvarovanieRadič sekvenciíSystémTextový editorSnímaniePreložiťUVUžívateľské rozhraniePredvoľby Typ zobrazeniaPredvoľby navigáciePredvoľby sa zmeniliPredvoľby týkajúce sa zobrazovania údajovPredvoľby uloženéPredvoľby pracujúce len pre aplikáciePreferované zariadenie na výber počas detekcie (vyžaduje reštartovanie Blenderu, aby sa zmeny prejavili)Uprednostňuje pripojenie komponentov na pozadíUprednostňuje pripojenie komponentov v popredíUprednostňuje pripojenie farby, ktorá sa v lokálnom okolí aktuálnej pozície najmenej často vyskytujeUprednostňuje pripojenie farby, ktorá sa najčastejšie vyskytuje v lokálnom susedstve aktuálnej pozíciePredbežne načítaná snímkaPredbežne načíta snímky z disku pre rýchlejšie prehrávanie/snímaniePredbežné načítavanie...Predbežný filterPredbežné filtrovanie zašumených vodiacich prechodov (odrazivosť a normála) na zlepšenie kvality odstránenia šumu použitím OpenImageDenoiserPredbežné filtrovanie šumu vodiacich priechodov pred odstránením šumu farby. Zlepšuje kvalitu pri zašumených vodiacich prechodov s využitím dodatočného času spracovaniaPredbežné filtrovanie zašumených vodiacich prechodov pred odstránením šumu obrázku. Zlepšuje kvalitu, keď sú vodiace prechody zašumené, pričom sa využíva zvláštny čas spracovania.PredponaPrednásobenáPrednásobiť alfaPripraviť ďalšie animáciePripraviť nepoužité textúryPripraví scénu pre kompozíciu 3D objektov do tohto záberuPredbežný prechodPredspracovaniePredvolený režim pri použití tohto štetcaZachovaťZachovať atribútyZachovať farbyZachovať detailyZachovať dĺžkuZachovať hranice povrchovej sieteZachovať tónZachovať predošléZachovať predošlú maskuZachovať švyZachovať ostréZachová znaky v kódovaní UTF-8 pri zápise názvov prim a vlastností USD (pri otváraní výsledných súborov je potrebný softvér využívajúci verziu USD 24.03 alebo vyššiu)Zachovať vokálne formantyZachovať objemPri filtrovaní zachová obrysové čiaryZachová rohy, ktoré majú ostrejší uhol ako tento prahPočas deformácie zachová dĺžku každej krivkyZachová cesty k súborom textúr z už importovaných súborov USD. Exportuje zostávajúce textúry do priečinka "textúry" vedľa súboru USDZachovať zarovnanie ostrovaZachovať poradie ostrovovZachová švy pozdĺž skosených hránZachová ostré hrany pozdĺž skosených hránZachová dĺžku kriviek na základe segmentovZachová predošlú masku a pridá alebo odčíta novú masku vygenerovanú farbamiZachová predošlý stav cieľových údajovZachová transformáciu sveta počas rodičovstvaZachová objem pri použití rotáciíZachová existujúcu geometriu pozdĺž roviny rezuPredvoľbaNázov predvoľbyKonfigurácia predvolieb pre externé prehrávače animáciePredvoľba miesta pohľadu na použitiePredvoľbyStlačiťStlačením 'Enter' snímate mimo okna BlenderuStlačte + a - alebo rolujte kolieskom pre nastavenie prelínaniaUvoľnenie tlakuStlačiť klávesuStlačenie spôsobí okamžitú aktiváciu, zabráni prechodu na nástrojStlačí aktívne tlačidloTlakMapovanie tlakového chveniaMaskovanie tlakomNáhodný tlakMierka tlakuMapovanie veľkosti tlakuMapovanie pevnosti v tlakuTlak skupiny vrcholovTlakové pole oblasti kvapalinyZabráni zmenám nastavení pri opätovnom spustení operátora, užitočné pri zmene niekoľkých vecí naraz s ťažkou geometriouZabráni zmenám výšky divákaZabráni zmenám umiestnenia divákaZabráni zmenám v otáčania divákaZabráni zmenám mierky divákaZabráni zmenám orientácie diváka nahorZabráni zmäkčeniu v vlastného prekríženiaZabráni preklopeniu UV, preklopenie môže znížiť skreslenie v závislosti od polohy kolíkovZabráni úprave označeniaZabráni vrcholom prechádzať zrkadlom počas transformácieZabraňuje preklopeniu UVZamedzuje užívateľovi v úprave, ktorá prepíše operáciu (nepoužité)NáhľadPozadie náhľaduNáhľad počas transformácieNastaviť prekrytie náhľaduNáhľad prekrytiaKvality náhľaduRozsah náhľaduNáhľad rozsahu koncovej snímkyPočiatočná snímka rozsahu náhľaduRozlíšenie náhľaduTvar náhľaduVeľkosť náhľaduPrichytenie náhľaduNáhľad oblastiPriblížiť náhľadZobrazí náhľad všetkých kanálov menších alebo rovných tejto hodnote. Hodnota 0 zobrazí každý kanál a záporné hodnoty sa v prípade potreby vyšplhajú na toľko úrovní metapásov, že zobrazia každý kanál.Ukážka obrázka a ikonyNáhľadový obrázok a ikona tohto bloku údajov (vždy žiadne, ak nie je podporovaný pre tento typ údajov)Náhľad materiálov použitím preddefinovaných svetiel prostrediaTvar náhľadu používaný náhľadmi uzlovNáhľad finálnej scény použitím aktívneho mechanizmu prekresleniaPočas ťahu zobrazuje náhľad zoškrabávaných rovín v kurzoreNáhľad tohto súboruNáhľadyProces vyčistenia náhľadov zlyhal pre súbor '{:s}'!Proces vygenerovania náhľadov zlyhal pre súbor '{:s}'!PredošláPredošlá uhlová rýchlosťPredošlý znakIndex predošlej hranyPredošlé zlyhaniePredošlý kľúčPredošlý riadokPredošlý uzolPredošlá stránkaPredošlá poloha častícPredošlá rýchlosť častícPredošlá rotáciaPredošlé slovoPredošlý typ prelínania/operáciePredošlá snímkaPredošlý alebo výberPrewittPrimárnyPrimárne osiPrimárne osi kostiPrimárna farbaPrimárne vrstvy ovládacích prvkovPrimárna cesta údajovPrimárna os rotáciePrimárna farba šachovnicového vzoru označujúca priehľadné oblastiPrimárna cesta vlastnosti nastavená radiálnym ovládanímPrimárna os rotácie:Prvotný tvarPrimitívna logická hodnotaPrimitívna hodnoty na pohyblivej čiarkePrimitívna hodnota celého číslaPrvotné tvaryPremennú prvotného tvaru '%s' (interpolácia %s, typ %s) nemožno konvertovať do BlenderuHlavný bodPrincipiálnePrincipiálna BSDFBSDF Principiálne vlasyPrincipiálny objemPrincipiálny tieňovačTlačiťVytlačiť vykonanie na konzoleTlač správy pri inicializácii termináluVytlačí štatistiky pamäte na konzoluTlačí tento súborUprednostniť aktívne farbyUprednostňujte konzistentnosť pri dynamických posunoch výšky tónuUprednostní vysokokvalitné spracovanie tónovUprednostní rýchlosť pred kvalitou zvukuPrioritaProResProRes 422ProRes 422 HQProRes 422 LTProRes 422 ProxyProRes 4444ProRes 4444 XQProfil ProResPravdepodobnosť ukončenia snímania svetla, keď je príspevok svetla nižší ako tento prah (viac šumu, ale rýchlejšie prekreslenie). Nula vypne test a vôbec neignoruje svetloPravdepodobnosťHustota pravdepodobnosti na farebný kanál, že sa udalosť rozptylu vyskytne na jednotku vzdialenostiHustota pravdepodobnosti na farebný kanál, že svetlo je absorbované na jednotku vzdialenosti prekonanej v prostredíSnímačSnímač konca klipu, pred ktorým sa objekty nezobrazia v odrazochSnímač začiatok klipu, za ktorým sa objekty nezobrazia v odrazochProblémové zapečenie objektu "%s"Problém uloženia zapečenia mapy v "%s"Problém uloženia internej mapy zapečenia objektu "%s"Procedurálne - farebná textúra založená na trigonometrických funkciáchProcedurálne - vytvorí mraky ako fraktálnu textúru šumuProcedurálne - vytvorí fraktálnu textúru šumuProcedurálne - vytvorí stupňovitosť textúryProcedurálne - vytvára bunkové vzory na základe šumu Worley (povrch kovu)Procedurálne - vysoko flexibilná fraktálna textúra šumuProcedurálne - mramor ako textúru šumu s generovanými pásmi vĺnProcedurálne - textúry šumu sú skreslené dvoma algoritmami šumuProcedurálne - náhodný šum, dáva zakaždým iný výsledok, pre každú snímku, pre každý pixelProcedurálne - generované pásy vĺn alebo prstencov, s voliteľným šumomProcedurálna farba prelínania textúryProcedurálne skreslená textúra šumuProcedurálna textúra MusgraveProcedurálna textúra šumuProcedurálna textúra VoronoiPriebeh vlastností kostíPriebeh vlastností údajovPriebeh efektu kvapkania (kvapkanie mokrých farieb podľa smeru gravitácie)Priebeh efektu zmrštenia (zmrští farebné plochy)Priebeh efektu rozprestrenia (rozprestrenie mokrej farby okolo povrchu)Spracuje výsledné prekreslenie (a vytvorenie kompozície) cez zreťazené spracovanie videa editora sekvencie, ak pásy radiča sekvencií existujúSpracovať výsledok prekresľovania prostredníctvom kompozičného rozvodu, ak je scéne priradená skupina kompozičných uzlovPomocou Fresnelových rovníc vytvára faktor prelínania v závislosti od uhla medzi normálou povrchu a smerom pohľadu. Typicky sa používa na miešanie odrazov pri uhloch odleskuVytvára faktor prelínania v závislosti od uhla medzi normálou povrchu a smerom pohľadu. Zvyčajne sa používa na vrstvenie tieňovačov s uzlom Zmiešať tieňovačVytvára náčrtok modrotlače použitím kruhových, eliptických a hranatých ťahov obrysuVytvorí matovanie, ktoré izoluje obsah v popredí porovnaním s referenčným obrázkom na pozadíVytvorí menej pólov a vylepšuje prúdenie topológieProfilProfil krivkyFaktor profiluGeometria profiluVstup profiluRežim profiluObjekt profiluEditor profilových ciest použitý na zostavenie profilovej dráhyProfilový bodRozlíšenie profiluTvar profiluTyp profiluRiadiace body profiluProgramChyba programovania: chýba jasná funkcia transformácie alebo názov sústavy kľúčovaniaPostupLišta priebehuFarby miniaplikácie líšt priebehuPriebehPremietnuťPremietnutie A na BOsi premietaniaVzdialenosť premietaniaPremietanie jednotlivých prvkovLimit premietaniaRežim projektuPremietnuť na vybranéOpozičná premietaniePremietnuť bodPremieta bod použitím matrice s využitím rozdelenia polohy, otáčania, mierky a perspektívyPremietne upravené prekreslenie z aktívnej kamery späť na objektPremietne čiary obrysu použitím objektu zdroja svetlaPremietne upravený obrázok späť na objektPremietnutie určený v oboch a opačných smerochPremietnuť na povrchPremietnutie ťahu na rovinu zamknutej osi XPremietnutie ťahu na rovinu zamknutej osi YPremietnutie ťahu na rovinu zamknutej osi ZPremieta súradnice UV mapy zo zápornej osi Z iného objektuPremietne UV vrcholy povrchovej siete tak, ako ich vidieť v aktuálnom 3D zobrazeníPremietne UV vrcholy povrchovej siete cez zakrivený povrch gulePremietne UV vrcholy povrchovej siete ponad zakrivené steny valcaPremietne UV vrcholy povrchovej siete ponad šesť plôšok kockyPremietne extrahovanú povrchovú sieť do pôvodného tvarovaniaPremietne geometriu na rovinu definovanú čiarouPremietne tvar na iný objektPremietne ťahy len na vybrané objektyPremietnuť na tvarovaniePremietanýPremietaná (2D)Interpólovaná premietnutá hranaPremietaná interpólovaná plôškaPremietnuté XPremietnuté YPremietnuté zo zobrazeniaPremietnuťPrelínať premietanieMatrica premietaniaRežim premietaniaTyp premietnutiaPremietnuť XPremietne ortografickú fotografiu podľa zrkadlovej gulePremietne vstupný obrazPremieta na virtuálny valec od jeho stredu, podobne ako rotujúca panoramatická kameraPremietnutie rozvinie vybrané plôšky povrchovej siete objektovProjektoryPremietne povrchovú sieť pre zachovanie objemu a detailov pôvodnej povrchovej sieteVýzvaVýzva na potvrdenieVlast:PropagovaťRozšíriť mierkuRozšíriť na ovládacie prvkyRozšíriť zakrúteniePropaguje všetky informácie, chyby a varovné správy smerom nahorRozširuje atribúty inštancie do domény bodov namiesto domény kriviek. Táto vlastnosť existuje z dôvodu kompatibility s verziou 5.0 a staršími verziami.Propaguje iba chybové a varovné správy smerom nahorPropaguje iba chybové správy smerom nahorRozšíri pózu na všetky kľúčové snímky medzi aktuálnou snímkou a vlastnosťou 'snímky'Rozšíri pózu na všetky kľúčové snímky z aktuálnej snímky, kým sa nenájde žiadna ďalšiaRozšíri pózu na všetky kľúčové snímky vyskytujúce sa na snímkach so Značkami scény po aktuálnej snímkeRozšíri pózu na všetky vybrané kľúčové snímkyRozšíri pózu len na prvú kľúčovú snímku po aktuálnej snímkeRozšíri pózu len na poslednú kľúčovú snímku (t. j. vytvorí cyklickú akciu)Rozšíri mierku z hlavných ovládacích prvkov v celom reťazciRozšíri zakrútenie z hlavných ovládacích prvkov v celom reťazciRozšíriť:Kroky propagácieVlastnostiVlastnosti PriestorVlastnosti pôsobiace ako vstupy tohto ovládačaVlastnosti a bočné panelyVlastnosti súvisiace s nakonfigurovaným exportéromVlastnosti z prepísaných údajov nemožno upravovaťVlastnosti obrazu a textúry režime maľovaniaVlastnosti režimu maľovaniaVlastnosti režimu úpravy častícVlastnosti dlaždice UDIMVlastnosti vrcholu a režim maľovania váhyVlastnosti Údaje priestoruVlastnosti, ktoré sa majú nastaviť, keď je volaný operátorVlastnosťVlastnosť '%s.%s' sa nenašlaDefinícia vlastnostíUpraví vlastnosťEditory vlastnostíPozadie ikony VlastnostiPopredie ikona VlastnostiNázov vlastnostiVlastnosti vplyvovPridaná vlastnosť do sústavy kľúčovania: '%s'Vlastnosť nemôže byť Booleovská hodnota a hodnota na pohyblivej čiarkeUpraví vlastnosť Cesta údajovVlastnosť cesty '%s' má dĺžku %d namiesto %dVlastnosť z cesty '%s' nie je číslo na pohyblivej čiarkeVlastnosť bola dynamicky vytvorená počas behuVlastnosť je názov súboru, cesta k súboru alebo výstup priečinkaVlastnosť je cesta, ktorá podporuje prefix „//“, čo znamená, že umiestnenie je relatívne voči priečinku „.blend“ súboruVlastnosť je cesta, ktorá podporuje syntax výrazu premennej „{názov_premennej}“, ktorá nahrádza hodnotu odkazovanej premennej namiesto výrazuVlastnosť je animovateľná prostredníctvom RNAVlastnosť je upraviteľná z prepojených inštancií (zmeny sa neukladajú)Vlastnosť je upraviteľná prostredníctvom RNAVlastnosť nie je upraviteľnáNeupraviteľná vlastnosť: %sVlastnosť je voliteľne registrovaná ako súčasť registrácie typuVlastnosť je prepísateľná prostredníctvom RNAVlastnosť je registrovaná ako súčasť registrácie typuVlastnosť musí byť nič, vzdialenosť, faktor, percento, uhol alebo pixelVlastnosť musí byť celé číslo alebo číslo na pohyblivej čiarkeNázov vlastnosti (ako reťazec)Upraviť názov vlastnostiVlastnosť s názvom '%s' sa nenašlaVlastnosť odstránená zo sústavy kľúčovaniaVlastnosť, ktorá ukladá ľubovoľné, užívateľom definované vlastnostiTyp vlastnosti nezodpovedá vstupnej zásuvke "(%s)"Vo výpočte nie je hodnota vlastnostiProporcie pôvodného zdrojového obrázku pixelových čiar do snímkyProporcionálna úpravaProporcionálna úprava akciíProporcionálna úprava F-kriviekDopad proporcionálnej úpravyProporcionálna úprava objektovProporcionálna úprava iba použitím prepojenej geometrieProporcionálna úprava použitím polohy priestoru na obrazovkeProporcionálna veľkosťRežim proporcionálnej úpravyProporcionálne úpravy v editore F-krivkyProporcionálna úprava v Editore akciíRežim proporcionálnej úpravy maskyRežim proporcionálnej úpravy objektuOchranaOchráni farbu pred ďalšími úpravami a/alebo zmenami snímokOchrana vrstvu pred ďalšími úpravami a/alebo zmien snímokOchrana kľúčového tvaru pred náhodným tvarovaním a úpravamiOchrana stromu uzlov pred úpravouChránené proti prepisuPrototypyPoskytne hodnotu PRAVDA/NEPRAVDA, ktorú je možné prepojiť s inými uzlami v stromeZadajte vlastné ID skupiny pre každú vrstvu a všetky vrstvy s rovnakým ID budú zlúčené do jednejPoskytne hodnotu rotácie, ktorú je možné prepojiť s ostatnými uzlami v stromePoskytuje výber na základe typov manipulátorov Bézierových riadiacich bodovPoskytuje výber pre ľubovoľný počet koncových bodov v každej drážkePoskytne výber plôšok, ktoré používajú určený materiálPoskytne hodnotu reťazca, ktorú je možné prepojiť s inými uzlami v stromePoskytne vektorovú hodnotu, ktorú je možné prepojiť s inými uzlami v stromePoskytne celé číslo, ktoré môže byť prepojené s inými uzlami v stromePoskytuje informácie o bodoch sledovania pohybu, napríklad hodnoty x a yUvádza samostatnú polohu, rotáciu a mierkuNáhrady boli z Blenderu odstránené (%d náhrady boli automaticky konvertované na prepisy knižnice, %d náhrady nemohli byť konvertované a boli vymazané). Prosím, zvážte opätovné uloženie akéhokoľvek súboru knižnice .blend najnovšou verziou BlenderuBlízkosťVzdialenosť blízkostiGeometria blízkostiRežim blízkostiBlízkosť dopadu je použitá vnútri objemuTyp blízkosti dopaduNáhradaVlastný priečinok náhradVlastný súbor náhradyPriečinok náhradyVeľkosť náhrady prekresleniaNastavenia náhradyNastavenie náhradyVeľkosť náhradyNáhrada pre %s nie je povolená, preskočenéNáhrada stratená z objektu %s lib %sNáhrada stratená z objektu %s lib Parametre náhrady pre filmový klipParametre náhrady pre sekvenčné pásyNáhrada/časový kódMriežka orezuRežim fúkaniaObjem fúkaniaNatiahnuťSťahuje body smerom k stredovým bodov štetcaRoletová ponukaFarby miniaplikácie roletových ponúkStiahne voľné hrany dohromadyPritiahne látku do začiatočnej polohy kurzoraPulzný modulačný kód (RAW)VýraznýBodové svietidláČisto náhodnéVyčistí nepoužívané údaje z tohto súboruStlačiťZastrčiťPostrčiť pózuPosunie akcie nadol na zásobník NLA ako nový pásAkcia vytláčania na vrchol zásobníka NLA ako nového pásuPo každom použití manipulačného prvku stlačte SpäťZatlačí sekundárne častice, ktoré opustili oblasť vplyvu, späť do oblasti vplyvuZatlačí ukončenie tieňa smerom k svetlu pre skrytie artefaktov na geometrii nízkych polygónovStiahnuť/roztiahnuťStiahne/roztiahne vybrané prvkyStlačiť/roztiahnuť: %.4f%s %sStlačiť/roztiahnuť: %s%s %sVložiť na pozadiaUmiestni nové objekty do aktívnej kolekciePriloží vložené objekty do aktívnej kolekcieVloží obsah meta pásu späť do radiča sekvenciíPxr24 (stratové)PythonReferencie API PythonKonzola PythonuSkriptovanie v PythonePriečinky skriptov PythonuPriečinok skriptov PythonPython popisyDoplnky jazyka Python budú načítané automatickyJazykV zostave zakázaný PythonVyhodnotenie Pythonu zlyhalo: Vyhodnotenie Pythonu zlyhalo: {:s}Výrazy jazyka Python na určenie hodnoty ako počiatočného nastavenia uzlaPython je z bezpečnostných dôvodov obmedzenýSkript jazyka Python na definovania modulu štýluHodnota jazyka Python pre nepodporované vlastné typy vlastnostíPython: {}Python: {}.{}ŠtvorstenovéTyp rohov štvoruholníkaMetóda ŠtvoruholníkRozdeliť štvornásobneŠtvornásobné zobrazenieŠtvorité zobrazenie regiónovŠtvoritý zásobník nie je systémom podporovanýOkno so štvoritým zásobníkom úspešne vytvorenéKvadratickýKvadratický BézierŠtvorcové ťahanieKvadratická guľaKvadratické zmiernenieŠtvorprúdové pretvorenie siete vybranej povrchovej sieteQuadriFlow: Pretvorenie povrchovej siete zrušenéQuadriFlow: Pretvorenie povrchovej siete dokončenéQuadriFlow: Pretvorenie povrchovej siete zlyhaloQuadriFlow: Povrchová sieť musí byť vyvinutá a musí mať normály plôšok, ktoré ukazujú konzistentným smeromŠtvorstrannýKvalitaKvalita krokovKvalita pre obrazové formáty, ktoré podporujú stratovú kompresiuKvalita exportu JPEGKvalita anizotropného filtrovaniaKvalita obrázku na exportKvalita náhrad na zostavenieKvalita zbalenia. Vyššie hodnoty budú pomalšie, ale menej sa plytvá miestomKvalita posunu výšky tónuKvalita simulácie v krokoch na snímku (vyššia je lepšia kvalita, ale pomalšie)Možnosti kvality pre potrubie sledovania lúčovKvantitatívna neviditeľnosťMnožstvo sadzí v kvapalineKvantizácia bitov pre hodnoty farby (0 = bez kvantizácie)Kvantizácia bitov pre všeobecné hodnoty súradníc, ako sú váhy alebo kĺby (0 = bez kvantizácie)Kvantizácia bitov pre hodnoty normál (0 = bez kvantizácie)Kvantizácia bitov pre hodnoty pozícií (0 = bez kvantizácie)Kvantizácia bitov pre hodnoty súradníc textúr (0 = bez kvantizácie)Kvantifikovať pozíciuŠtvrtinováŠtvorstupňové zmiernenieŠtvoricaKvaternión (WXYZ)Atribút kvaterniónuHodnota atribútu kvaterniónKvaterniónová rotáciaTyp údajov Kvaternión, ovplyvňuje rotáciuKvaterniónová rotáciaRotácia kvaterniónov (ovplyvňuje miešanie NLA)Štvoruholník k rotáciiDopyt na vloženie do poľa vyhľadávaniaVeľkosť raduRýchle efektyRýchle obľúbenéRýchle nastavenieQuickTimeAnimácia QuickTimeRýchle nastavenie Line Art pre aktívnu kolekciuRýchle nastavenie Line Art pre aktívny objektRýchle nastavenie Line Art pre celú scénuPäťstupňové zmiernenieUkončí BlenderRR/D fotoreceptorRED Dragon 5KRED Dragon 6KRED Helium 8KRED Monstro 8KRGBFarebný priestor RGB (Red, Green, Blue - červená, zelená, modrá)RGB krivkyLimit kanála RGBPrehliadka RGBRGB kanály v priehľadných pixeloch sa vynásobia alfa kanálomRGB kanály v priehľadných pixeloch nie sú ovplyvnené alfa kanálomFarebný priestor RGBModifikátor RGB kriviek pre sekvenčné pásyRGB na ČBRGB na XYZRGB hodnotyRGBAFarba RGBA 32-bitové hodnotami na pohyblivej desatinnej čiarkeRGBA farba vo farebnom priestore sRGBFarba RGBA v lineárnom farebnom priestore scényZásuvka RGB farby pre uzolFarba RGBA s 32-bitovými hodnotami na pohyblivej desatinnej čiarkeFarba RGBA s 8-bitovými kladnými celočíselnými hodnotamiRK4RLEPTMIndex poľa RNACesta RNACesta RNA (z bloku ID) na použité vlastnostiCesta RNA k vlastnosti ovplyvňujúcej F-krivkuRNA iba kolekcie ID, odkaz na položku používa aj samotný ukazovateľ ID, nielen jej názovCesta RNA vedúca k tejto vlastnosti, podľa vlastníctva IDDefinícia vlastností RNATyp RNA použitý pre ukazovatele na všetky možné údajeRNA zabalené logickou hodnotouRNA zabalené hodnotou na pohyblivej čiarkeRNA zabalené hodnotou celého číslaRNA zabalené reťazcomRVRadiálneRadiálne skreslenieVýkon radiálneho dopaduRadiálne zdrsneniePočet radiálnych symetriíRadiálne dlaždiceModel radiálneho skreslenia, ktorý sa hodí spoločné kameryVýkon radiálneho dopadu (skutočný gravitačný faktor = 2)Radiálne pole smerom na stred objektuRadiálne dotyčnice okolo osi X, Y alebo ZRadiálne skresľuje obraz a vytvára súdkovité alebo ihlicovité skreslenieŽiarenie HDR (.hdr)RadiányRadiány: {}PrepínačeFarby miniaplikácie rádiaPolomerPolomer (rodič)Polomer (Radius) - Dĺžka vektoraPolomer 1Polomer 2Dolný polomerPolomer dopaduPolomer HlavaInterpolácia dosahuPolomer MaxPolomer MinPosuv polomeruPolomer zmeny veľkostiZmena mierky polomeruHorný polomerPolomer X:Polomer Y:Zmena polomeru, ktorá sa použije na aktuálne ťahyPolomer pre skoseniePolomer z počiatok na stred prierezovPolomer vo vzorke mriežky na vyhľadávanie platných vzoriek mriežky na kopírovanie do neplatných vzoriek mriežkyPolomer, v ktorom sú kópie kriviek posunuté od vodeniaPolomer osobného vzdušného priestoru kŕdľov (% veľkosti častíc)Polomer osobného priestoru kŕdľov na zemi (% veľkosti častíc)Polomer potomkov okolo rodičaPolomer riadiacich bodov krivkyPolomer 'štetca' gumyPolomer efektu žiaryPolomer hlavy kostí (len pre deformáciu plášťa)Polomer jadra použitého na zmäkčenie a zaostrenie v pixelochPolomer limitácie gulePolomer novo pridaných kriviek, ak nie je interpolovaný z iných kriviekPolomer chvosta kosti (len pre deformáciu plášťa)Polomer geometrie skosenia, bez vysunutiaPolomer spodnej kružnice kužeľaPolomer štetca v pixelochPolomer vnútornej kružnice; môže byť väčší ako vonkajší polomerPolomer vonkajšej kružnice; môže byť menší ako vnútorný polomerPolomer zvinutiaDosah kožePolomer gule alebo valcaPolomer hornej kružnice kužeľaPolomer podľa prierezu toroiduPolomer virtuálneho valcaPolomer bude vymaľovaný plnou farbouPolomer na požitiePolomer pre výpočet aktualizácie polohy každej častice (vyššie hodnoty sú pomalšie, ale častice sa pohybujú menej chaoticky)Polomer pre výpočet potenciálu každej bunky (vyššie hodnoty sú pomalšie, ale vytvárajú hladšie potenciálne siete)Polomer na výber susedov pre prelínaniePolomer použitý pri aplikácii maximálneho tlaku (alebo keď sa nepoužíva tablet)Polomer použitý na výpočet normálnej oblasti po prvom kliknutí, v percentách na polomer štetcaPolomer:Zvýši mierku cieľa na stanovený výkonPrehrabaťSpádNáhodneNáhodný uholNáhodná chrbticaNáhodná tuhosť ohybuNáhodný stredNáhodná veľkosť potomkovNáhodná farbaNáhodná krivkaNáhodný útlmNáhodný koncový faktorNáhodné trenieNáhodná dĺžkaNáhodná maskaPosuv náhodného šumuNáhodný posuvNáhodné poradieNáhodná orientáciaNáhodne na ostrovNáhodnosť fázyNáhodná polohaNáhodný dosashNáhodná rotáciaNáhodné zdrsnenieNáhodné rozosiatieNáhodné rozosiatie pre operáciuNastavenia náhodnéNáhodná veľkosťNáhodný počiatočný faktorNáhodná hodnotaNáhodný krokNáhodný krok (pokožka)Náhodné nastavenie štetcaNáhodný faktor pre automaticky vygenerovanú UV rotáciuFaktor náhodnosti pre zmenu pôvodného odtieňaFaktor náhodnosti pre zmenu pôvodnej sýtostiFaktor náhodnosti pre zmenu pôvodnej hodnotyNáhodný dopadNáhodný ID pre túto zostavu, typický pre náhodné tieňovanieNáhodný posuv textúry šumu pre každú krivkuNáhodný posuv k uhlu pootočenia podľa krivkyNáhodne na sústavu plôšokNáhodne na voľnú časťNáhodne na vrcholNáhodné rotácie vedúce k rovnomernému rozloženiu smerov. Rotácia okolo osi Z je úplne náhodná.Náhodné snímanie používané integrátoromNáhodné rozosiatieNáhodné rozosiatie pre operáciuNáhodné rozosiatie na použitie s riešiteľom. Rôzne rozosiatie spôsobí, že pretvárač povrchovej siete príde s rozdielnym rozložením štvorcov na povrchovej sietiNáhodná tuhosť vlasovNáhodné zmeny stlmeniaNáhodná zmena treniaNáhodné variácie amplitúdyNáhodné variácie orientácieNáhodná variácia veľkosti častíc potomkovNáhodný vektor pre každú krivkuNáhodneNáhodná amplitúdaNáhodná osNáhodná farbaNáhodné preklopenieNáhodná polohaNáhodný posuvNáhodnosť fázyNáhodná rotáciaNáhodná mierkaNáhodná mierka osíNáhodné rozosiatieNáhodná veľkosťNáhodné transformácieNáhodnosť hodnoty transformácie delty namiesto pravidelnej transformácieNáhodný výber každého počtu snímokNáhodne vyberie existujúci výber alebo vytvorí nový náhodný výberNáhodné transformácie inštancií v ich individuálnom lokálnom priestoreNáhodná poloha, rotácia a mierka objektovNáhodný výber len na kľúčových snímkachNáhodné poradie vybraných prvkovNáhodná orientácia častícNáhodnosť polohy pozície pozdĺž dráhyNáhodnosť rotácie okolo dráhyNáhodná rotácia okolo zvolenej osi orientácieNáhodný posuv ťahuVytvorí náhodnú polohu, rotáciu a mierku UV ostrovaNáhodné plôšky alebo hrany počas budovaniaNáhodné hodnoty polohyNáhodná zmena poradia prvkov geometrie (napr. vrcholov alebo hrán) po niektorých operáciách, pri ktorých nie je zaručené poradie. Vyhnete sa tak náhodnej závislosti od niečoho, čo sa môže v budúcnosti zmeniťVytvoriť náhodné hodnoty rotácieNáhodné hodnoty rotácieNáhodné hodnoty mierkyNáhodné usporiadanie transformácie inštanciíNáhodné transformácie medzi všetkými kópiamiNáhodné transformácie medzi všetkými rozptýlenými inštanciamiNáhodná poloha vrcholovNáhodné vrcholyNáhodne vyberie existujúci výber alebo vytvorí nový náhodný výberNáhodne vyberie UVW riadiace bodyNáhodne vyberie prvky meta guleNáhodne vyberie niektoré riadiace bodyNáhodný výber vrcholovNáhodnosťFaktor náhodnosti pri snímaní častícFaktor náhodnosti tlaku v nových ťahochFaktor náhodnosti sily v nových ťahochNáhodnosti roztiahnutia chrbticeStred náhodnostiPolomer náhodnostiRozsahRozsah MaximumRozsah MinimumRozsah výberuRozsah zvýraznenia pre príznaky nie je k dispozícii!DávkaKontrola rýchlosti: veľkosť zásobníka (KB)Ovládanie rýchlosti: maximálna rýchlosť (kB/s)Ovládanie rýchlosti: minimálna rýchlosť (kB/s)PomerPomer medzi polomerom štetca a polomerom použitým na zosnímanie stredu oblastiPomer medzi polomerom štetca a polomerom, ktorý sa použije na snímanie farby, ktorá sa má zmiešať s mokrou farbouPomer medzi polomerom štetca a polomerom použitým na snímku normályPomer medzi minimálnou a maximálnou rýchlosťou letuPomer medzi minimálnou a maximálnou rýchlosťou otáčkyPomer výšky radu tehál k mierke textúryPomer šírky tehly k mierke textúryPomer zásahov povrchu predných plôšok, pri ktorom sa vzorka mriežky nebude brať do úvahy na osvetleniePomer zásahov povrchu prednej strany, pri ktorom vzorka mriežky opätovne použije osvetlenie susednej vzorky mriežkyPomer snímok v cykle povolený štetcomPomer sférickej normály k pôvodnej normálePomer trojuholníkov na redukciu (len odbúraných)NespracovanéSurové (zastarané)Zásobník RawSurová veľkosť zásobníkaNespracované obrázkyHrubé údaje (bajty, presný obsah vloženého súboru)Formát súboru Raw (.raw)Hodnota hrubého vstupného tlaku, ktorá sa podľa Blendera vykladá ako 100%Počet lúčovHĺbka lúčaSmer lúčaDĺžka lúčaŠírka čiary lúčaLúčový portál BSDFPolomer lúčaViditeľnosť lúčaSmer lúča použitý pre premietanie (ak sa objekt štetca nachádza v tomto smere maľovania)Vyžiarenie lúčaRayleighRayleighova fázová funkcia, ktorá sa väčšinou používa pre častice menšie ako vlnová dĺžka svetla, napríklad rozptyl slnečného svetla v zemskej atmosféreLúčeMaximálna drsnosť sledovania lúčovPrenos sledovania lúčaSledovanie lúčov proti zásobníku hĺbky. Spätné prepnutie na snímače svetla pre neplatné lúče.Prenos sledovania lúčovSledovanie lúčaPredvoľby sledovania lúčovOpätovné použitie lokálnych údajovOpätovne pripojí krivky k deformovanému povrchu použitím existujúcich informácií o pripojení. Toto funguje len vtedy, keď sa topológia povrchovej siete povrchu nezmenilaZnovu zosníma ťah so segmentami určenej dĺžkyOpätovné snímanie dôležitostiReagovať naReaguje niekoľkokrátRýchlosť reakcieReaktorCieľový objekt reaktoraCieľový časticový systém reaktoraČítanieNačítať údajeLen na čítanieČíta prvotné premenné USD ako atribúty povrchovej sietePrečítajte si, čo je nové v tejto verzii BlenderuPrečíta všetky vrstvy prekreslenia všetkých použitých scénV prípade potreby si načíta všetky vrstvy zobrazenia aktuálnej scény z zásobníkaNačítanie zásobníka z externého umiestneniaNačítať knižnicu: '%s', '%s , rodič '%s 'Čítať UV súradnice povrchovej sieteČítať atribúty farby povrchovej sieteČíta iba oblasť tejto plôškyNačítať zbalenú knižnicu: '%s', rodič '%s'Číta atribúty údajov objemu z mriežok objemuVektor iba na čítanieCelé číslo len na čítanieExterný odkaz na prepojený blok údajov a jeho súbor knižnice len na čítaniePríznak len na čítanie, ktorý označuje, že existuje aspoň jedna kolekcia kostí označená ako "sólo"Indikácie iba na čítanie podporovaných operáciíIndikácie iba na čítanie, ktoré operácie štetcom sú podporované aktuálnym nástrojom tvarovaniaÚložisko len na čítanie poskytované systémomČítanie výsledku prekresľovania: rozmery sa nezhodujú, očakávané %dx%dČítanie výsledku prekresľovania: očakávaný kanál "%s.%s" nebol nájdenýČítanie výsledku prekresľovania: očakávaný kanál "%s.%s" alebo "%s" nebol nájdenýČíta informácie o prichytení týkajúce sa povrchovej sieteČíta informácie o každej krivkeČíta informácie o koreňovom bode každej krivkyČíta informácie o bode špičky každej krivkyČíta informácie o predošlom segmente krivky každého boduReálna časť indexu lomu vodiča, často nazývaná nRealizovať všetkoRealizovať inštancieRealizovať všetky úrovne vnorených inštancií pre inštancie najvyššej úrovne. Prepíše hodnotu vstupu HĺbkaRealizovať na doménu bodovRealizované krivky majú príliš veľa prvkov.Realizované údaje vo vstupnej geometrii sa ignorujúRealizovaná geometria sa nepoužíva, keď hodnota nabranej inštancie je PRAVDARealizovaná Grease Pencil má príliš veľa vrstiev.Realizovaná sieť má príliš veľa prvkov.Realizované mračno bodov má príliš veľa bodov.Reálny časAktualizácie v reálnom časeOpätovné použitie a aktualizácia predvoľby, čím sa odstránia zmenyZmení usporiadanie prvkov geometrie a zmení ich indexyZmení usporiadanie vybraných animačných kanálovUsporiada niektoré plôšky, aby sa pokúsili získať menej degenerovanú geometriuPreradí vstupy pre efekt pásuPrebudovať deleniePrebuduje nízkou úrovňou delenia aktuálnu základnú povrchovú sieťPrebuduje všetky vybrané náhrady a indexy časových kódovPrebuduje všetky vybrané náhrady a indexy časových kódov na pozadíPrebudujte vybrané lokálne prepisy z ich prepojených odkazov, ako aj z ich hierarchie závislostíPrebuduje vybrané lokálne prepisy z ich prepojených odkazov, ako aj ich hierarchií závislostí, vynúti tieto hierarchie tak, aby zodpovedali prepojeným údajom (t. j. ignoruje existujúce prepisy vo vlastnostiach ukazovateľa blokov údajov)Prebuduje všetky možné úrovne delenia tak, aby sa vygenerovala základná povrchová sieť s nižším rozkladomBeh záznamuRec.1886Rec.2020Rec.2100-HLGRec.2100-HLG 1000 nitov špičkové zobrazenie s referenčnou bielou pri 100 nitochRec.2100-PQRec.2100-PQ 10000 nitov špičkové zobrazenie s referenčnou bielou pri 100 nitochPrepočíta všetky viditeľné dráhy pohybu pre objekty a pózyPrepočíta a vymaže posuv transformáciePrepočíta údaje animácie na vybrané body pre snímky vybrané v liste informáciíPrepočítať dĺžku manipulátoraPrepočíta dráhy pohybu pre vybrané objektyPrepočíta dráhy pre kosti, ktoré ich už majúPrepočíta smer vybraných manipulátorovPrepočíta tvarovanie BVH na zlepšenie výkonuPreusporiadaniePrijímanie tieňa efektu lomu svetlaPribližne prijíma z lomových materiálov tiene efektu lomu svetla na tomto objekte. Pre povolenie tejto funkcie svetlá, objekty vyžarovača a prijímača musia mať nastavenú možnosť tieňov efektu lomu svetlaKolekcia prijímačovNedávno otvorenéNedávne súboryNedávne priečinkyNedávne Špeciálne položkyNedávne vyhľadávanieVystrediťČasový limit vystredeniaOdporúčané pre rýchle kódovanieOdporúča sa, ak máte veľa času a chcete najlepšiu efektivitu kompresiePrepočítať ID počtu užívateľov pri uloženíPred uložením do blend-súboru prepočíta všetky ID počtov užívateľov. Umožňuje obísť neplatné spracovanie počtu užívateľov v kóde, ktoré môže viesť k strate údajov v dôsledku nesprávne detekovaných nepoužitých blokov údajovPrepočet dynamického upínania na vrcholy iných deformátorov (pomalšie a náročnejšie na pamäť)RekonštruovanéRekonštruované kameryRekonštrukciaBeh záznamuZáznam spustí bez medzierObnoviťPretvoriť súborObdĺžnikRekurzívneRekurziaV radiči videa bola zistená rekurzia. Pás %s na snímke %d nebude prekreslenýZistená rekurzia, tento pás nemožno použiťRekurzívneRekurzívne odstránenieRekurzívny uzáver nie je povolenýRekurzívne uzávery nie sú podporovanéRekurzívne skontrolujte nepriamo nevyužité bloky údajov a zabezpečí, aby po vykonaní nezostali žiadne osamotené bloky údajovRekurzívne vytvorí kópiu kolekcie, všetkých jej potomkov a objektov, s údajmi prepojeného objektuRekurzívne vytvorí kópiu kolekcie, všetkých jej potomkov, objektov a údajov objektuČervenáČervený kanálČervená Zelená ModráČervený kanálČervená zložka farebného poľaČerveno-azúrováČervená:Opätovné definovanie grafov ekvalizéraPrerozdeliť body krivkyDistribuovanú zmenu objemu rovnomerne prerozdeľuje medzi tri osi vlastníkaPrerozdelí existujúce riadiace body rovnomerne pozdĺž každej krivkyVpredZopakuje predošlú akciuOpätovne vykoná poslednú zrušenú úpravu katalógov aktívZnížiť faktor zmiešania o 0,01Znížiť faktor zmiešania o 0,1Redukovať pohybZníži UV roztiahnutie podľa pokojových uhlovTento faktor zníži hrúbku štetca, keď je ťah štetcom kolmý na smer uhlaZnižuje detaily v obraze tým, že zvýrazňuje jednotlivé pixely a vytvára tak vzhľad bloku alebo mozaikyZnížuje veľkosť exportovaného súboru odstránením duplicitných kľúčových snímokZníži extra rýchlosť, ktorá sa môže vytvoriť, keď sa objekty zrazia (tak trochu znižuje stabilitu simulácie, použiť iba v prípade potreby)Znižuje počet farieb v obraze a mení plynulé stupňovania na ostré prechodyZnižuje náhodnosti medzi pixelmi na zlepšenie výkonu per prekresľovaní GPU za cenu možných artefaktov pri prekresľovaní, ak je hodnota nastavená príliš nízkoRedukuje strih v rámci ostrovovZníži hustotu geometrieRedukuje šum povrchovej siete s minimálnymi zmenami jej tvaruZníži silu štetca, kde sa prekrývajú symetrické šmuhyZnižuje konečný počet plôšok zjednodušením geometrie tam, kde nie sú potrebné podrobnostiZnižuje konečný počet plôšok zjednodušením geometrie tam, kde nie sú potrebné detaily, generovaním trojuholníkov. Hodnota väčšia ako 0 zakáže opravu pólov.Faktor redukcie pre každú úroveň sekundárnych slučiek ústReferenčnáReferenčný rozmerReferenčná vzdialenosťReferencia existujúcichReferenčná kompresia gamutuID referencieReferenčný kľúčReferenčný bodReferenčná polohaSústava referenciíVeľkosť referenčnej sférySféry referenciíHodnota referencieReferenčný objekt krivky pre poleReferenčná vzdialenosť, pri ktorej je objem 100%Referencia z poľa RigifyParameters na kolekciu kostí.Referenčná poloha na zarovnanieReferenčný počet snímok pred pridržanou snímkou (použije na pridržanie pre '1-3 ' proti '5-7 ' pridržaných snímok)Referenčný objekt na definovanie akumulovanej transformácieReferenčný bod stabilizácie ukotvenia (ostatné snímky sa upravia vzhľadom na pozíciu tejto snímky)Referenčná poloha pred deformáciouSpresniťSpresniť ohniskovú vzdialenosťMetóda spresneniaSpresniť hlavný bodSpresniť radiálneSpresniť tangenciálneSpresní ohniskovú vzdialenosť počas riešenia kamerySpresní hlavný bod počas riešenia kamerySpresní radiálne koeficienty modelu skreslenia počas riešenia kameryUpraví pozície vybraných značiek spustením snímacieho zariadenia z odkazu stôp na aktuálnej snímkeSpresní tangenciálne koeficienty modelu skreslenia počas riešenia kamerySpresniť:Opakovane prispôsobiťOdráža A okolo normálneho B. B nemusí byť normalizované.ZrkadlenieMožnosti sledovania odrazuTieňovače odrazu a prenosu optimalizované pre prekresľovanie vlasovOdraz pre materiály, ako je látka. Zvyčajne sa používa spolu s inými tieňovačmi (napríklad difúznym tieňom) a sám o sebe nie je príliš užitočnýOdraz s rozložením mikro-plôšok, ktorý sa používa pre materiály, ako sú kovy alebo zrkadláOdrazuReflexné vyžiarenia svetlaBSDF LomHĺbka lomuLomuLom vyžiarenia svetlaObnoviťObnoviť ovládačeObnoví údaje v modifikátore explózieObnoví rozšírenia a starších doplnkov, opätovne načíta moduly a metaúdaje (podobné reštartu)Obnoviť zoznam akciíObnoví zoznam objektov inštancií a ich váhObnoví zoznam súborovObnoví zoznam rozšírení pre všetky vzdialené úložiskáObnoví zoznam rozšírení pre všetky aktívne úložiskáObnoví editor radiča sekvenciíÚdaje oblastiVýška oblastiMaximálne X oblastiMaximálne Y oblastiMinimálne X oblastiMinimálne Y oblastiPrekrytie oblastiPozícia regiónu XPozícia regiónu YPrepínanie oblastíOblasť koláčového prepínačaTyp regiónuŠírka oblastiSúradnice oblasti snímaniaRegión sa nedal nakresliť!Plávajúca oblasť na obrazovke, nepoužíva žiadne pevné zarovnanieVýška oblastiOblasť v delenej oblasti obrazovkyOblasť je rozdelená vodorovne a zvisleOblasť sa v type priestoru nenašlaŠpecifické údaje oblasti (typ závisí od typu oblasti)Šírka oblastiRegiónyPrepínač viditeľnosti regiónovOblasti pre rýchly prístup k aktívamRegióny v tejto oblasti sa delia naRegistrovaťRegistrovať rodičaRegistrovať pre všetkých užívateľovRegistrácia ovládacieho prvku ako kandidáta prepínateľného rodičaRegistrovanéVoliteľne registrovanéRegistrácia konfiguračného kľúčaRegistrácia triedy police aktív: '%s' bola zaregistrovaná už skôr, zrušenie registrácie predošlejRegistrácia triedy police aktív: %s' je príliš dlhá, maximálna dĺžka je %dRegistrácia triedy obsluhy súborov: '%s' je príliš dlhý, maximálna dĺžka je %dRegistrácia triedy vlastností ID: '%s' je príliš dlhý, maximálna dĺžka je %dRegistrácia triedy uzlov: dĺžka '%s' je príliš veľká, maximálna dĺžka je %dRegistrácia triedy uzlov: '%s', bl_idname '%s' sa nepodarilo zrušiť registráciuRegistrácia triedy uzla: '%s', bl_idname '%s' bol zaregistrovaný skôr, zrušenie registrácie predošléhoRegistrácia triedy uzlov: '%s', bl_idname '%s' je zabudovaný uzolRegistrácia triedy zásuvky uzla: %s je príliš dlhá, maximálna dĺžka je %dRegistrácia triedy stromu uzlov: dĺžka '%s' je príliš veľká, maximálna dĺžka je %dRegistrácia triedy stromu uzlov: '%s', bl_idname '%s' sa nepodarilo zrušiť registráciuRegistrácia triedy stromu uzlov: '%s', bl_idname '%s' bol zaregistrovaný skôr, zrušenie registrácie predošléhoRegistrácia triedy panelu:Registrácia nie je možná z inštalácií obchodu Microsoft StoreVyrastanieVyrastanie vlasov pre každú snímkuBežnéVyhľadať obvyklý výrazNahradiť obvyklým výrazomFarby bežnej miniaplikácieNormálne stlačenie klávesy ako modifikátoraZopakovaniePoloha vzťahovej čiaryVzťahyVzťahČiary príbuzenstvaRelatívneRelatívny identifikátor aktívRelatívny detailRelatívna hranaRelatívna plôškaRelatívna snímkaRelatívny kľúčRelatívne zrkadloRelatívny objektRelatívny posuvRelatívne posunutie posuvuRelatívne rodičovstvoRelatívna cestaRelatívna cestaRelatívny priestorRelatívny začiatokVzhľadom naRelatívne k pixeluRelatívne množstvo virtuálnych rodičovRelatívna sila hákuRelatívna váha zmiešania susedných prvkovRelatívny počet plôšok v porovnaní so súčasnou povrchovou sieťouRelatívny posuv častíc použitý pre vyhotovenie, aby sa zabránilo prekrývaniu viacerých vyhotoveníRelatívne polohy tvaru metódou nového tvaruRelatívna veľkosť oblasti, ktorú treba stmaviťRelatívny kľúčový čas na dĺžke vlasovRelatívny presun oblasti, ktorá má byť stmavenáRelatívna šírka každého uhlového segmentu. Môže sa použiť na úpravu mierky textúr tak, aby sa zmestili do každého segmentuUvoľniť sústavu plôšokMetóda uvoľneniaUvoľniť pózuTopológia pokojaUvoľní UVUvoľniť povrchovú sieťUvoľniťPotvrdenie uvoľnenímPoznámky k vydaniuČas uvoľneniaOpätovné prepojenie vynúteníObnoviťZnovu načítať obrázkyObnoviť pôvodný súbor a obnoviť nastaveniaZnovu načíta blok údajov aktívneho textu z jeho súboruZnovu načítať aktívny textový súbor?Znovu načíta všetky údaje z tejto knižniceZnovu načíta klipZnova načíta aktuálny obrázok z diskuObnoviť súbor s povoleným spustením python skriptovZnova načítať z diskuZnovu načítať z disku (ignorovať lokálne zmeny)Znovu načíta predvoľby z posledného uloženého stavuZnova načítať skriptyZnovu načíta pásy do radiča sekvenciíZnovu načíta danú knižnicuZnovu načíta uložený súborZnovu načítané {:d} obrázkyOpätovne načíta históriu a záložkyPremiestniťPremiestni prepojené ID, t. j. vyberie iný ID na prepojenie a preformátuje jeho lokálne použitie na tento novo prepojený blok údajov). V súčasnosti je navrhnutý len ako interný operátor, nie je priamo prístupný užívateľoviPremiestniť danú knižnicu na jednu alebo niekoľko ďalšíchPremiestni knižnicu pod kurzoromZvyšokZostávajúce vrcholy, ktoré oddeľujú páry hrán, zostávajú zachované, ak ich uhol hrany presahuje túto prahovú hodnotu.PremapovaťPremapovať ID údajeRelatívne opätovné priradenieZnovu priradiť užívateľovPremapuje hodnoty z rozsahu do cieľového rozsahuPri ukladaní do iného priečinka zmení priradenie relatívnych ciestZapamätať si nastavenia exportuZapamätá si poslednú použitú scénu pre aktuálny pracovný priestor a prepne na ňu vždy, keď je tento pracovný priestor znovu aktivovanýZapamätá si poslednú použitú scénu pre pracovný priestor a vždy na ňu prepne, keď je tento pracovný priestor znovu aktivovanýPretvoriť povrchovú sieťRežim pretvorenia povrchovej sieteModifikátor Pretvoriť povrchovú sieťPretvorenie povrchovej siete pomocou QuadriFlow...Vzdialená adresa URL na úložisko rozšírenia, na systém súborov sa možno odvolať použitím schémy URI súboru: „file://“OdstrániťOdstrániť aktívny AOVOdstráni aktívnu skupinu svetlaOdstrániť doplnok: {!r}?Odstrániť objekt armatúryAk je to možné, odstráni objekt Armatúra. Ak má Armatúra viacero koreňových kostí, objekt nebude odstránenýOdstrániť krypto vrstvuOdstrániť VlastnéOdstráni modifikátor funkcie Cycles, ak už nie je potrebnýOdstrániť odpojenéOdstrániť duplikátyOdstrániť úložisko rozšíreníOdstráni modifikátory funkcií z krivky funkcií na pridanie kľúčovej snímkyOdstrániť súboryOdstrániť medzeryOdstráni skupinu vrstiev Grease Pencil v aktívnom objekteOdstrániť vstupyOdstráni vrstvu maskyOdstráni voľné bodyOdstrániť pomenovaný atribútOdstrániť výstupyOdstrániť mimo rozsahuOdstrániť zbalenéOdstrániť bod krivky maľbyOdstrániť úložiskoOdstrániť úložisko a súboryOdstráni vynútenie pevného telesa z objektuOdstráni nastavenia pevného telesa z objektuOdstráni simuláciu sveta pevného telesa z aktuálnej scényOdstrániť vybrané kostiOdstráni kosti sústavy výberu z aktuálneho výberuOdstrániť cieľové časticeOdstrániť cieľový strihOdstrániť prahOdstrániť UV mapuOdstrániť váhyOdstráni sústavu výberu z tejto armatúryOdstráni obrázok pozadia z kameryOdstráni vlastnú konfiguráciu priradenia kláves zo zoznamu predvoliebOdstráni vlastný motív zo zoznamu predvoliebOdstráni efekt z aktívneho objektu Grease PencilOdstráni hák z aktívneho objektuOdstráni modifikátor z aktívneho objektuOdstráni modifikátor z pásuOdstráni cestu k súboru .blend, aby sa prehliadač aktív už nepokúšal o jeho zobrazenieOdstráni kus ťahu na začiatku a na konci chrbtice ťahuOdstráni časti povrchovej siete na jednej strane čiaryOdstráni filter riadkov z pravidielOdstráni použitie bloku údajov a zruší priradenieOdstráni aktívnu vrstvu poznámokOdstráni aktívnu cestu z aktívnej sústavy kľúčovaniaOdstráni aktívnu farbu z paletyOdstrániť aktívnu položkuOdstráni všetky vynútenia inverznej kinematiky z vybraných kostíOdstráni všetky sústavy výberu z tejto armatúryOdstráni všetky atribúty, ktoré zodpovedajú vzoru, ktorý môže obsahovať jeden zástupný znak (*)Odstránenie všetkých zadných plôšok na urýchlenie výpočtu, čím sa vytvoria hrany v iných úrovniach pohltenia, ako keď je to vypnutéOdstráni všetky kolekcie kostí, ktoré nemajú kosti ani potomkov. Toto sa vykonáva rekurzívne, takže sa odstránia aj kolekcie kostí, ktoré majú len nepoužívaných potomkovOdstráni všetky obmedzenia z kľúčovaného objektu/kostí. Ak chcete získať správne zapečenie s týmto nastavením, Vizuálne kľúčovanie by malo byť zapnutéOdstrániť všetky súbory v:Odstráni všetky kľúčové snímky animácie vybraných objektovOdstráni všetky kľúčové snímky animácie pre vybrané pásyOdstráni všetky prepojenia na vybrané uzly a pokúsi sa prepojiť susedné uzlyOdstráni všetky materiályOdstráni všetky časticové systémy v rámci aktívneho objektuOdstráni všetky vybrané kľúčové snímkyOdstráni všetky kľúčové tvaryOdstráni všetky ťahy, ktoré boli vytvorené nástrojom vyplňovania ako vodeniaOdstráni všetky odomknuté skupiny vrcholovOdstráni všetky nepoužívané skupiny svetlaOdstráni všetky skupiny vrcholovOdstráni katalóg aktív z knižnice aktív (obsiahnuté aktíva nebudú ovplyvnené a zobrazia sa ako nepriradené)Odstráni existujúce kľúčové slovo príznaku z aktívneho dielaOdstráni úložisko rozšíreníOdstráni položku z prepínača indexovOdstráni vrstvu prepisu z archívuOdstráni operáciu prepisuOdstrániť animácie z vybraných objektov?Odstrániť animáciu z vybraných pásov?Odstráni všetky kľúčové snímky, ktoré sú duplicitné s predošlýmiOdstráni atribút z geometrieOdstráni rozklad snímok generovaných interpoláciou medzi dvoma snímkami Grease PencilOdstráni kanály výberu z aktíva pózyOdstráni atribút farby z geometrieOdstráni farby z modrej alebo zelenej obrazovky znížením jedného kanála RGB v porovnaní s ostatnýmiOdstráni vynútenia zo zásobníka vynúteníOdstráni aktuálnu vlastnosť aktívneho užívateľského rozhrania z aktuálnej sústavy kľúčovaniaOdstraňuje krivky, ktorých koreňové body sú príliš blízkoOdstráni duplicitné položky v históriiOdstráni prvky pri zrušeníOdstráni existujúce doplnky s rovnakým ID (identifikátorom)Odstrániť existujúcu šablónu s rovnakým ID (identifikátorom)Odstrániť existujúci súbor motívu, ak existujeOdstráni exportéra zo zoznamu exportérovOdstrániť exportér?Odstráni súbory rozšírenia pri odstraňovaní úložiskaOdstráni externú sústavu funkcií (výbavy, meta výbavy, šablóny užívateľského rozhrania)Odstrániť polia z videofilmovOdstráni zo všetkých skupínOdstrániť z výberuOdstrániť z aktuálneho režimuOdstrániť z výberuOdstráni medzeru v aktuálnej snímke na prvom páse sprava, nezávislý na výbere alebo uzamknutom stave pásovOdstráni geometriu za rovinouOdstráni geometriu pred rovinouOdstráni konfiguráciu klávesOdstráni položku priradenia klávesyOdstráni kľúčové snímky na aktuálnej snímke vybraných objektov a kostíOdstráni kľúčové snímky na aktuálnej snímke pre vybrané pásyOdstráni vrstvu z uzla kryptomatovaniaOdstráni skreslenie objektívu zo záberov použitím nastavení objektívu kamery so sledovaním pohybuOdstrániť voľné hranyOdstrániť voľné plôškyOdstráni voľné bodyOdstrániť voľné vrcholyOdstráni vrstvu maskyOdstráni snímku kľúčového tvaru masky pre aktívnu vrstvu masky v aktuálnej snímkeOdstráni uzly; opätovným spojením uzlov, ako keby odstránenie bolo stlmenéOdstrániť uzly pripojené na vstupOdstráni objekt pre snímanieOdstráni objekt zo všetkých scénOdstráni objekt alebo materiál z matovania, nabratím farby z výstupu NabraťOdstrániť pri zrušeníOdstrániť pôvodné plôškyOdstráni pôvodnú geometriuOdstráni zastarané vlastnosti operátorov z predvolieb, ktoré môžu spôsobovať problémyOdstráni časticové systémy v cieľových objektochOdstráni cestu vylúčenia z automatického spúšťaniaOdstráni vybrané F-krivky z ich aktuálnych skupínOdstráni vybrané kosti zo sústavy výberuOdstrániť vybrané kosti z aktívnej kolekcie kostíOdstráni vybrané kosti z armatúryOdstráni vybrané riadiace body alebo krivkyOdstráni vybrané prvky geometrieOdstráni vybrané položky (sivomodré riadky) z aktívnej sústavy kľúčovaniaOdstrániť vybrané položky z rozhraniaOdstráni vybrané uzlyOdstráni vybrané objekty zo simulácie pevného telesaOdstráni vybrané objekty z kolekcieOdstráni vybrané objekty zo všetkých kolekcií, ktoré sa v scéne nepoužívajúOdstráni vybrané častice, ktoré sú príliš blízko ostatnýchOdstrániť vybrané bodyOdstráni vybrané stopy zo stabilizácie rotácieOdstráni vybrané stopy zo stabilizácie zmeny polohyOdstráni kľúčový tvaru z objektuOdstráni strih z cieľovej transformácie pred kombináciouOdstráni riedkosť z mriežky objemu tak, že aktívne dlaždice premení na voxelyOdstráni aktívnu vrstvu Grease PencilOdstráni aktívnu kolekciu kostíOdstráni aktívnu sústavu kľúčovaniaOdstráni aktívnu sústavu čiar zo zoznamu sústavy čiarOdstráni aktívny objekt z tejto kolekcieOdstráni aktívny segment z modifikátora čiarkyOdstráni aktívny segment z modifikátora časuOdstráni farbu zospodu tohto ťahu použitím maskyOdstráni aktuálnu zásuvku pre prekreslenieOdstráni vrstvu vlastných normál, ak existujeOdstráni ovládač(e) pre pripojené vlastnosti reprezentované zvýrazneným tlačidlomAutomaticky odstráni položku, keď je odpojenáOdstráni modifikátor zo zoznamu modifikátorovOdstráni objekt z kolekcie objektov, ktorá obsahuje aktívny objektOdstráni jeden atribút so zadaným názvomOdstráni vzťah rodič - potomok medzi vybranými kosťami a ich rodičmiOdstráni náhľad tohto bloku údajovOdstrániť uzamknutie súborového systému úložiskaOdstráni vybrané kosti zo všetkých sústav výberuOdstráni vybranú položky zo zoznamuOdstráni vybraný objekt inštancieOdstráni zásuvku vybraného materiáluOdstráni vybraný časticový systémOdstráni vybraný cieľ častícOdstráni vybrané zobrazenie prekresleniaOdstráni vybranú zásuvku povrchuOdstráni vybrané vrcholy z aktívnej alebo všetkých skupín vrcholovOdstráni vybranú vrstvu zobrazeniaOdstráni modul Freestyle zo zásobníkaOdstráni cieľ z vynúteniaOdstráni textové poleOdstrániť tento kontajner údajov animácieOdstrániť asociácie tejto inštalácie s .blend súbormiOdstráni tento objekt alebo kolekciu z kolekcie prepojenia svetlaOdstráni tento riadok zo zoznamu referencií na kolekciu kostíOdstráni nepoužité zásuvky materiáluOdstráni nepoužívané nastavenia pre neviditeľné editoryOdstráni priradenia skupín vrcholov, ktoré nie sú potrebnéPo invertovaní odstráni vrcholy zo skupín, ktoré majú nulovú váhuOdstráni vrcholy, ktorých hmotnosť je nižšia alebo rovná tomuto limituOdstráni vrcholy s váhou pod prahom zo skupiny vrcholovOdstrániť, zachovať lokálne súbory.Odstrániť, lokálne súbory neboli nájdené.Odstránených %d dvojitých častícOdstránených %d materiálovOdstránených %d zásuviekOdstránený %d vrcholOdstránených %d vrcholovOdstránený počet editorov: %dOdstránené vynútenie: %sOdstránený efekt: %sOdstrániť modifikátor: %sBoli odstránené {:d} prázdne a/alebo akcie iba falošných užívateľovOdstránené {:d} z {:d} kolekcií kostíOdstránených: %d vrcholov, %d hrán, %d plôšokOdstráni dlaždicu z obrázkaOdstráni animáciu vytrácania z vybraných pásovOdstráni kľúče mimo zadaného rozsahu, pričom ponechá len novo zapečenýOdstránenie balíka z geometrie môže byť prospešné, aby sa zabránilo zbytočnému kopírovaniu údajovPremenovaťPremenovať aktívnu položkuPremenovať značkuPremenovať vybranú časovú značkuPremenovať UV mapyPremenuje aktívnu UV mapu prekreslenia na "st", aby zodpovedala konvenciám USDPremenuje kanál animácie pod myšouPremenuje súbor alebo priečinokPremenuje prvú vybranú časovú značkuPremenuje viaceré položky narazPremenujte aktívny prvokPremenuje aktívnu položku v sústave údajov pohľaduPremenuje tú aktívnu položku, nad ktorou skončila myšPremenovať {:d} {:s}Pomenovaný atribút '%s' na '%s' v objekte '%s' na vrstve '%s' v snímke %d!Premenované {:d} z {:d} {:s}PrekresleniePrekreslí pohlcovanie okolím v tejto vrstvePrekresliť množstvoAnti-aliasing prekresleniaPrekresliť akoPrekreslenie odrazovZásobník prekresleniaCesta k zásobníku prekresleniaÚdaje prekresleniaTyp zobrazenia prekresleniaMechanizmus prekresleniaPrekresľovať Grease Pencil na túto vrstvuPrekresliť vVzor inštancie prekresleniaPrekresliť len kľúčové snímkyVrstva prekresleniaAOVPohlcovanie okolímKombinovanéAktívum kryptomatovaniaMateriál kryptomatovaniaObjekt kryptomatovaniaÚdajeFarba rozptyluRozptylové svetloVyžarovanieProstredieVšeobecnéSvetlýHmlaNormálaPozíciaPrechod prekresleniaTieňovač AOVTieňFarba odrazuZrkadlené svetloPriehľadnosťObjemové svetloVrstvy prekresleniaÚrovne prekresleniaZachytáva kvapalné objektyMetóda prekresleniaNepriehľadné prekreslenieVýstup prekresleniaPriečinok výstupu prekresleniaPrechod PrekresleniePrekreslí prechod zobrazenia v záberePrechody prekresleniaNáhľad prekresleniaVlastnosti PrekreslenieOblasť prekresleniaRozlíšenie prekresleniaRozlíšenie U PrekreslenieRozlíšenie V PrekreslenieVykreslí výsledokUzly Výsledok prekresľovania a Zobrazovač nie je možné zbaliťSnímky prekresleniaPrekresliť jednu vrstvuVeľkosť prekresleniaPrekreslí oblohu v tejto vrstveZásuvka prekresleniaZásuvky prekresleniaPrekreslí dymové objektyVykreslí pevné pôšky v tejto vrstveKroky prekresleniaPrekreslí prameň vlasov v tejto vrstveLimit prekreslenia textúryČas prekresleniaPrekreslenie UNeskreslené prekreslenieZobrazenie prekresleniaZobrazenie prekresleníPrekreslí pole simulácie pri priraďovaní hodnôt voxelov podľa poklesu farieb, alebo predvoleného kódu farbyPrekreslenie podsústavy zadaných max. snímok. Zvyčajne sa používa na distribuované prekresľovanie na viacerých zariadeniachPrevádza oblasť prekreslenia definovanej užívateľom v rámci veľkosti snímkyPrekreslí aktívnu scénuPrekreslí aktívnu scénu radiča sekvenciíPrekreslí alternatívne oči (tiež známe ako prevrátená stránka, je potrebná podpora štvoritého zásobníka v grafickej karte)Prekreslí a zobrazí vyhladené plôšky, použitím normál vrcholovPrekreslí a zobrazí jednotné plôšky, použitím normál plôšokPrekresliť v 12,5% rozlíšeníPrekresliť v 25% rozlíšeníPrekresliť v 50% rozlíšeníPrekresliť v plnom rozlíšeníPrekreslí prechod aktíva kryptomatovania, pre izolovanie skupín objektov s rovnakým rodičomPrekreslí prechod materiálu kryptomatovania, pre izolovanie materiálov v kompozíciiPrekreslí prechod objektu kryptomatovania, pre izolovanie objektov v kompozíciiPrekreslí aktuálnu scénu, keď sa zmení vrstva vstupného uzlaPrekreslí krivky ako kruhovú 3D geometriu pre presné výsledky pri detailnom zobrazeníPrekresľuje krivky ako kruhovú 3D geometriu s lineárnou interpoláciou medzi riadiacimi bodmi pre rýchle prekresľovaniePrekreslí krivky ako ploché stužky so zaoblenými normálami pre rýchle prekresľovanieChyba prekreslenia (%s) nemožno uložiť: '%s'Prekreslí každý pixel otáčaním kamery okolo stredu medziočnej vzdialenostiPrekreslí súbory z rozsahu animácie tejto scényPrekreslí snímky pred prehrávacou hlavou na pozadí pre rýchlejšie prehrávanieVýška prekreslenia musí byť 480 pixelov pre DV-NTSC!Výška prekreslenia musí byť 576 pixelov pre DV-PAL!Prekresľuje obrázky s vysokým rozlíšením v dlaždiciach tejto veľkosti na zníženie využitia pamäte. Dlaždice sa počas prekresľovania ukladajú do zásobníka na disku, aby sa ušetrila pamäťPrekreslí svetlo a snímače svetla scényPrekresľovanie chýbajúcich obrázkov/filmov s plnou purpurovou farbouPrekreslí rozostrenia pohybom v tejto vrstve, ak je v scéne povolenéPrekreslenie viacerých priehľadných vrstiev (môže spôsobiť problémy s triedením priehľadnosti)Prekreslenie viacerých priehľadných vrstiev (môže spôsobiť problémy s triedením priehľadnosti) (zastarané: použite 'use_tranparency_overlap')Prekreslí objekty ako spriehľadnené alebo matné, vytvára dieru v obraze s nulovou alfa, na vyplnenie kompozície reálnym záberom alebo iným prekreslenímPrekreslí iba tie snímky, v ktorých vybrané objekty sú v animačných údajoch kľúčové. Používa sa iba pri prekreslení animáciePrekreslí rodičovské časticeIndex prekreslenia prechoduPrekresliť prechod na zobrazenie v 3D záberePrechody prekresľovania v kompozítore záberu sú podporované len v EEVEEVytvára priehľadný polygón, v závislosti na alfa kanále textúryNáhľad prekreslenia použitím neskreslenej náhradyNastavenia prekresleniaVeľkosť prekreslenia je príliš veľká pre GPU, namiesto toho použite kompozítor CPUNázov zásuvky prekresleniaZásuvky prekreslení obrázkovPrekreslí zvýraznenie odrazuPrekreslí štylizované ťahy v tejto vrstvePrekreslí povrch bez priehľadnostiPrekresľovať text pre optimálne horizontálne umiestneniePrekreslí kolekciePrekreslí scénu radiča sekvencií namiesto aktívnej scényPrekreslí textovú informáciu o pečiatke v prekresľovanom obrázkuPrekreslí záber pre rozsah animácie tejto scényPrekreslí záber pre rozsah animácie tejto scény, ale len kľúčové snímky vybraných objektovPrekresľovanie tohto efektu pri 12,5% rozlíšeníPrekresľovanie tohto efektu pri 25% rozlíšeníPrekresľovanie tohto efektu pri 50% rozlíšeníPrekresľovanie tohto efektu pri 6,25% rozlíšeníPrekreslí priepustné povrchy ako priehľadné, pre kompozitné sklo pred iným pozadímPrekresliť použitím zobrazenia radiča sekvencií OpenGLZobrazenie prekreslenia '%s' nemôže byť odstránené zo scény '%s'Názov zobrazenia prekresleniaPrekreslí miesto zobrazenia pre 3D stereo a viac pohľadové prekresleniePrekreslí zobrazenia pre ľavé a pravé oči ako dve rôzne filtrované farby v jednom obrázku (vyžadujú sa anaglyfické okuliare)Prekreslí zobrazenia pre ľavé a pravé oči prelínané v jedinom obrázku (vyžaduje sa 3D monitor)Zobrazí prekreslenie pre ľavé a pravé oči nad sebouZobrazí prekreslenie pre ľavé a pravé oči vedľa sebaPrekresliť objemy v tejto vrstveŠírka prekreslenia musí byť 720 pixelov pre DV!Zobrazenie prekresleniaIba objekty vytvoriteľného prekresleniaPrekreslenéPrekreslení potomkoviaPrekresľovanie sekvencie....Nastavenie prekreslenia pre blok údajov scényPrekresľovanie záberu...Prekresľovanie...PrekresleniachNasníma výstup Freestyle na oddelený prechod namiesto toho, aby ho prekryl kombinovaným prechodomZoradiťZmeniť poradie vstupovZmeniť poradie výstupovIndexy zmeny poradia musia byť platnéIndexy zmeny poradia nesmú mať duplikátyZnovu usporiada plôšky a vrcholy siete na základe ich priestorovej polohy pre lepší výkon pri vytváraní a tvarovaní BVH.Znovu zoradí aktívnu vrstvu masky Grease Pencil v zozname nahor/nadolZmení poradie pracovného priestoru na prvé v zoznameZmení poradia pracovného priestoru tak, aby bol posledný v zoznameOpakovaťOpakovanie volaniaOpakovať obrázokOpakovaný vstupPoložka opakovaniaOpakovať položkyOpakovať zrkadlovoOpakovať pohybOpakovaný výstupOpakuje ID výstupného uzlaOpakovať XOpakovať YZóna opakovaniaOpakuje oblasť kľúčovej snímky tak ako jeOpakuje oblasť kľúčovej snímky, ale s posunom na základe vzostupu medzi začiatočnou a koncovou hodnotouZopakuje poslednú akciuOpakuje snímky a v každom ďalšom cykle obráti smer prehrávaniaOpakuje pred počiatočnou snímkou a po koncovej snímke do rozsahu snímokOpakuje hodnoty modifikovanej F-krivkyOpakovať s posunomOpakovane prevráti obrázok horizontálne alebo vertikálneNásobiteľ opakovania v smere XNásobiteľ opakovania v smere YOpakovanie vygenerovaného povrchu v XOpakovanie vygenerovaného povrchu v YNahradiťNahradiť akciuNahradiť všetkoNahradiť alfaNahradiť farbuNahradiť existujúceNahradí manipulátory Voľné manipulátory manipulátormi Zarovnať a všetky manipulátory Zarovnať manipulátormi Voľné manipulátoryNahradí efekty Grease PencilNahradiť dĺžkuNahradiť materiálNahradí modifikátoryNahradiť originálNahradiť polomerNahradiť výberNahradiť reťazecNahradiť textNahradí písmo textového objektuNahradí váhy skupiny vrcholov A podľa skupín vrcholov BNahradí daný segment reťazca inýmNahradí aktívny uzol prázdnou skupinouNahradiť všetky kľúčeNahradí všetky výskytyNahradí priradené údaje animácieNahradí priradenú inštanciu kolekcieNahradiť pridelené kolekcieNahradí priradené materiályNahradí priradené údaje objektuNahradí farbu štetca strmosťou farebného spáduNahradí hodnoty komponentovNahradí aktuálny obrázok iným z diskuNahradí pás efektov iným, ktorý má rovnaký počet vstupovNahradí existujúce F modifikátory namiesto iba pripojenia na koniec existujúceho zoznamuNahradí existujúce premenné ovládača namiesto toho, aby boli len pripojené na koniec existujúceho zoznamuNahradí ploché roviny na záberoch iným obrazom, zisteným podľa stôp roviny zo sledovania pohybuNahradí globálne osvetlenie pohlcovaním okolia po zadanom počte odrazovNahradí neaktívne dlaždice neaktívnymi uzlami. Rýchlejšie ako orezávanie na základe tolerancie, užitočné v prípadoch, ako sú úzkopásmové mriežky SDF s hodnotami len vnútri alebo mimo pozadia.Nahradiť modifikátory cieľaNahradí prepojenia zásuviek novými spojeniamiNahradí geometriu ťahu použitím priblíženia bézierovej krivky z pôvodnej geometrie chrbticeNahradí text názvomNahradí text zadaným textom a nastaví ho ako vybranýNahradí text zadaným textomNahradí aktívne prepojené ID (a jeho závislosti, ak existujú) iným ID z tej istej alebo inej knižniceNahradí farbu bodov ťahu, ktoré už majú použitú farbuNahradí prichádzajúcu geometriu vybranou vstupnou geometriouNahradí alfa kanály vstupného obrázka vstupnou hodnotou alfaNahradí pôvodný polomerNahradí pôvodnú rotáciu za skopírovanúNahradí pôvodnú transformáciu za skopírovanúNahradí pôvodnú transformáciu akčnými kanálmiNahradí pôvodnú transformáciu transformáciou z atribútuPo vytvorení všetkých kostí nahraďte rodiča inou kosťou. Použitie jednoduchého CTRL, DEF alebo MCH bude nahradené namiesto predponyNahradí vybrané uzly špecifikovaným typomNahradí nepriehľadnosť ťahu moduláciou každého boduNahradí hrúbku ťahuNahradiť túto oblasťNahradí referenčnú hodnotu podľa jednotlivého nahradeniaNahradí súradnice vrcholov hodnotami uloženými v zásobníkuNahradí skupiny vrcholov vybraných objektov skupinami vrcholov aktívneho objektuNahradiť sNahradiť výberomNáhradná akciaPrehrávaniePrehrá vybrané zostavyPriečinok úložiskaIndex úložiskaOznámenieNahláste chybu s vyplnenými informáciami o verziiNahlási všetky chýbajúce externé súboryOznámeniaVykazuje čas na pixel v milisekundách. Podporované iba na zariadeniach s CPU prekresľovanímPremiestniť otočný bodPremiestni otočný bod transformácie tvarovania na okraj aktívnej oblasti rozšíreniaÚložiskáÚložiskoÚložisko "{:s}": {:s}{:s}Upozornenie úložiska:URL adresa úložiskaÚložisko spravované užívateľom, uložené v priečinkoch užívateľaÚložisko nie je nastavenéÚložisko vyžaduje prístupový tokenÚložisko: {:s}Zastúpenie alfa v súbore obrázka, konvertovanie na/z a pri ukladaní a načítaní obrázkuZastúpenie alfa informácií v pixeloch RGBATáto hodnota predstavuje "ortografickú mierku" ortografickej kamery. Ak je kamera umiestnená na pozíciu svetla s touto mierkou, bude predstavovať pokrytie tieňa "kamery".Znovu premietne atribúty na novú povrchovú sieťOpätovne premietne vybrané ťahy podľa aktuálneho miesta pohľadu, akoby boli novo nakreslené (napr. na opravu problémov z náhodného pohybu kurzora 3D alebo náhodných zmien záberu alebo na zodpovedajúcu geometriu deformácie)Znovu premietne ťahy na geometriu scény, akoby boli nakreslené použitím umiestnenia "povrchu"Opätovné premietnutie ťahov ukončená na rovnakej rovine, akoby nakreslená podľa aktuálneho miesta zobrazenia použitím umiestnenia ťahu 'kurzora'Opätovné premietnutie ťahov použitím X-Y rovinyOpätovné premietnutie ťahov použitím X-Z rovinyOpätovné premietnutie ťahov použitím Y-Z rovinyOpätovné premietnutie ťahov použitím orientácie 3D kurzoraChyba opakovaného premietaniaFaktor odporuOdpudivosť je faktorom hustotyVyžaduje zhodu všetkých masiek priehľadnosti namiesto jednejVyžaduje zhodu všetkých masiek materiálu namiesto jednejVyžaduje body, ktoré spájajú vnútorné pružiny, aby mali opačný smer normálPožadovanéPožadovaná veľkosť prekresľovania ({}px) je väčšia ako ohlásený limit veľkosti textúry ({}px).Vyžaduje AMD GPU s architektúrou RDNAVyžaduje prístupový tokenVyžaduje sa čip Apple Silicon so systémom macOS %s alebo novšímVyžaduje GPU Intel s architektúrou Xe-HPGVyžaduje GPU Intel s architektúrou Xe-HPG aVyžaduje grafický procesor NVIDIA s možnosťou výpočtu %sVyžadujú sa aspoň tri vrcholyVyžadované vybrané vrcholy alebo aktívna skupina vrcholovOpätovne načíta aktíva a katalógy aktív z knižnice aktív na diskuPresmerovaťPresmerovať automatické nápisyOpätovne zosnímaťPočet opätovných snímaníZnovu nasnímať krivkuDĺžka opätovného snímaniaRežim opätovného zosnímaniaMierka opätovného snímaniaOpätovne zosnímať krivku pred vytvorením povrchovej sieteRezervuje miesto pre chýbajúce snímky sekvencie obrázkovResetovaťResetovať zväčšenia obrázku pozadiaObnoviť potomkovResetovať Farebný spádResetovať krivkuResetovať uzlyResetovať normáluResetovať kosti pózy medzi akciamiZresetovať kľúčové tvary medzi akciamiResetovať transformáciuResetuje UV premietnutieResetuje transformáciu UV na predvolenú hodnotuObnovení delty pre navigáciu VR vzhľadom na reláciu základnej pózyResetovať hodnotyResetovať zobrazenieResetovať príznak farbyResetuje krivky a čierny/biely bodResetuje zmäkčenie váh na všetky vybrané hodnoty bodov animácieResetuje transformáciu obrázka na predvolenú hodnotuResetuje limit vzdialenosti pre vynútenie Limit vzdialenostiObnoví delty umiestneniaResetuje polohu, rotáciu a mierku vybraných kostí na ich predvolené hodnotyResetuje umiestnenie vybraných kostí na ich predvolené hodnotyResetuje normály na počiatočné hodnotyResetovať predvoľby operátoraResetuje pôvodnú dĺžku kosti pre vynútenie Roztiahnuť naResetuje transformáciu pózy kostí do stavu kľúčového snímkovaniaResetujte kosti pózy medzi každou akciou exportu. Je to potrebné, ak niektoré kosti nie sú kľúčované k niektorým animáciámResetuje nedávne súboryObnoví delty rotácieResetuje rotácie vybraných kostí na ich predvolené hodnotyObnoví delty mierkyResetuje zmenu mierky vybraných kostí na ich predvolené hodnotyResetuje mierku vybraných pásovResetuje kľúčové tvary medzi jednotlivými exportovanými akciami. Je to potrebné, keď niektoré kanály SK nie sú pri niektorých animáciách kľúčovanéResetuje opätovné časovanieResetovať transformáciu polohy pásuResetovať transformáciu polohy, mierky a rotácie pásuResetovať transformácie rotácie pásuResetovať transformáciu mierky pásuResetuje kópiu vytesanú do povrchovej sieteZnovu nastav váhu zmäkčenia na nuluResetuje horizontálny pohľad na aktuálny rozsah snímok scény, pričom zohľadní rozsah náhľadu, ak je aktívnyResetuje internú schránku a/alebo normálu vybraného prvkuResetuje vybraný lokálny prepis na prepojené referenčné hodnotyResetuje tieto lokálne prepisy na hodnoty prepojeného bloku údajovResetuje zmenu polohy šablóny na predvolenúResetuje korekcie transformácie použité v rodičovskom vzťahu, neodstráni rodičovstvo samotnéObnoví transformácie každej jednotlivej inštancie potomkaObnoví transformácie každej inštancie potomkov vo výstupe. Používa sa len vtedy, keď je povolená možnosť Oddeliť potomkovResetuje pohľadObnoví váhy všetkých kľúčových tvarov na hodnotu 0 alebo na najbližšiu hodnotu, ktorá rešpektuje limityResetuje priblíženie a polohu obrázka na pozadíResetuje túto hodnotu vlastností predvolenou hodnotouResetuje predvolené hodnoty všetkých prvkov poľaResetuje predvolené farby motívuResetuje predvolený motív, ak je tento motív aktívnyResetuje farbu vrcholu pre všetky alebo vybrané ťahyResetuje zobraziteľnú oblasť pre zobrazenie celého rozsahu kľúčovej snímkyResetuje zobraziteľnú oblasť na zobrazenie celého rozsahu pásovResetuje zobraziteľnú oblasť a zobrazí vybraný rozsah kľúčovej snímkyResetuje zobraziteľnú oblasť na zobrazenie vybraného rozsahu kľúčových snímokResetuje zobraziteľnú oblasť a zobrazí vybraný rozsah pásovResetuje zobraziteľnú oblasť na zobrazenie kanála pod kurzoromResetuje zobraziteľnú oblasť pre zobrazenie vybraných kanálovObnoví východiskové časovanie pre absolútne kľúčové tvaryPretvarovaťPretvorí hodnoty F-krivky - napr. zmení amplitúdu pohybovPretváranie môže pracovať len s vyššou úrovňou deleníOdpor objektu na pohybZmeniť veľkosťZmena veľkosti oblastí štvorcového zobrazeniaZmena veľkosti kvadrantovZmeniť veľkosť oblastiZmení veľkosť uzlaZmení veľkosť stĺpca v tabuľkeZmení veľkosť stĺpca tabuľky na šírku údajovZmena veľkosti editorov ťahaním okrajovZmení veľkosť mriežky tak, aby sa prispôsobila vybraným deformovateľným objektomZmení veľkosť obrázkaZmení veľkosť objektov tak, aby pole ohraničenia bolo pod touto hodnotou. Hodnota 0 vypína prichytenieZmeniť veľkosť na maximálne 1024 pixelovZmeniť veľkosť na maximálne 2048 pixelovZmeniť veľkosť na maximálne 256 pixelovZmeniť veľkosť na maximálne 4096 pixelovZmeniť veľkosť na maximálne 512 pixelovZmení veľkosť zobrazenia, takže možno vidieť všetky uzlyZmení veľkosť zobrazenia, takže možno vidieť vybrané uzlyRozlíšenieRozlíšenie deleníLimit rozlíšeniaRežim rozlíšeniaRozlíšenie Náhľad UMierka rozlíšeniaRozlíšenie URozlíšenie VRozlíšenie záberuRozlíšenie XRozlíšenie YRozlíšenie ZRozlíšenie nezodpovedáRozlíšenie pre %s nie je vybraté, preskočenieRozlíšenie musí byť väčšie ako 1Rozlíšenie musí byť kladnéRozlíšenie vygenerovaných ťahovRozlíšenie vygenerovaného povrchu pre prekreslenie a pečenieRozlíšenie osem-stromu; vyššie hodnoty dávajú jemnejšie detailyPercentuálne rozlíšenie máp tieňovPercento rozlíšenia objektov objemu v zábereRozlíšenie používané pre náhľady uzlov tieňovačov (malo by sa zmeniť kvôli výkonu)Rozlíšenie použité pre oblasť vplyvu kvapaliny. Hodnota zodpovedá najdlhšej strane oblasti vplyvu (rozlíšenie pre ostatné strany oblasti vplyvu sa prepočíta automaticky).Rozlíšenie pri zapečení na textúruRozlíšeniaPokoj a rozsahyPokojová hustotaPokojová dĺžkaPokojová pózaPokojová polohaPokojový kľúčový tvarZdroj pokojovýchPokojová dĺžka stupňa súladuPo dosiahnutí dĺžky cyklu sa reštartuje od počiatočnej snímkyNavrátenieObnoviť oblastiObnoviť dĺžku segmentu krivkyObnoviť snímkuObnoviť výber manipulátoraObnoví zabalené prepojené údaje na ich pôvodné umiestnenieObnoviť všetky priradenia kláves na predvolenéObnoví všetky zbalené prepojené bloky údajov na ich pôvodné umiestnenieObnoviť výber manipulátora po úpraveObnoví položku priradenia klávesyObnoví priradenie kláves(y)Obnoví snímku pri inicializácii animácieObnoví dĺžku každého segmentu krivky použitím predošlého stavu po deformáciiObmedziťObmedziť rozsah snímkyObmedziť prekreslenieObmedziť výberObmedziť pohľadObmedziť viditeľné bodyObmedziť úpravu ťahov a kľúčových snímok v tejto vrstveObmedzí maximálne a minimálne hodnoty F-krivkyObmedzenie modifikátora na jeho vykonanie len pred 'prvou' snímkouObmedzenie modifikátora na jeho vykonanie len pred 'poslednou' snímkouObmedzí pohyb pozdĺž každej osi daného rozsahuObmedzí pohyby tak, aby ležali pozdĺž krivky s tým, že sa opätovne premapuje poloha pozdĺž najdlhšej osi krivkyObmedzí pohyby podľa povrchu cieľovej povrchovej sieteObmedzí pohyby v rámci určitej vzdialenosti cieľa (len v čase vyhodnotenia vynútenia)Obmedzí objekty viditeľné pre tento snímač (zastarané)Obmedzí maľovanie na vrcholoch v skupineObmedzí prekresľovanieObmedzí rotáciu pevného telesa na jednu osObmedzí presun a rotáciu pevného telesa na jednu osObmedzí presun pevného telesa na jednu osObmedzí rotáciu pozdĺž každej osi daného rozsahuObmedzí zmenu mierky pozdĺž každej osi daného rozsahuObmedzí výber v 3D zábere • Shift pre nastavenie potomkovObmedzí výber v zábereObmedzí výber na objekty používajúce rovnaký režim ako aktívny objekt, aby sa zabránilo náhodnému prepnutiu režimu pri výbereObmedzí niektoré optimalizácie, aby pomenované uzly a siete zostali pripojené k pomenovaným uzlom a aby sa pomenované uzly mohli transformovať externeObmedzenie zoznamu zariadení na konkrétnu vlastnú sústavu funkciíObmedzí presun a rotáciu na určenú osObmedzí presun a rotáciu na určenú os s pružinamiObmedziť viditeľnosť v 3D zobrazeníObmedzí viditeľnosť v 3D zobrazení • Shift pre nastavenie potomkaObmedzí viditeľnosť v záberePrepínače vynúteniaObmedzeniaVýsledokVýsledok opakovania riešiteľa plášťaVýsledok spojenia vygenerovaných geometrií z každého opakovaniaVýsledok prekreslenia, vrátane všetkých vrstiev a prechodovZhrnuteľnéObnoví bežnú rýchlosťOpätovná synchronizáciaVynútiť opätovnú synchronizáciuZachovať celkový tvarZnovu časovaťNačasovanieČasovací kľúčStav výberu časovacieho kľúčaČasovanie kľúčovSynchronizácia koncovej snímky a presun na začiatok animácie pre zachovanie slučkyMusí sa vybrať kľúč na časovaniePretvorenie topológiePosuv opätovnej topológieNačíta UV mapu z geometrie alebo predvolenej náhradnej mapy, ak nie je zadaná žiadnaNačítanie položky balíka podľa cesty.Vracia atribút farby alebo predvoleného náhradného atribútu, ak nie je zadanýNačíta index bodu v rámci krivkyZískava stabilnú náhodnú hodnotu identifikátora z atribútu "id" v doméne bodu alebo indexu, ak atribút neexistujeZískava vektor jednotkovej dĺžky udávajúceho smer smerujúci od geometrie pri každom prvkuZíska hodnotu zo zoznamuZískava vektor označujúceho umiestnenie každého prvkuZískava celočíselnú hodnotu označujúcu pozíciu každého prvku v zozname, počnúc nulouZískavanie atribútov pripojených k objektom alebo geometriiOpäť získa rohy v rovnakej plôške ako inéOpäť získa rohy, ktoré tvoria plôškuZískava údaje z bodu na krivke v určitej vzdialenosti od jej začiatkuZískava údaje o iných prvkoch v geometrii kontextuVyhľadá rohy plôšok pripojených k hranámOpäť získa rohy plôšky pripojených k vrcholomZískava geometrické informácie o aktuálnom bode tieňovaniaZískava inštancie geometrie z kolekcieVyhľadáva informácie o krivke vlasovZískava informácie o tom, ako ďaleko pozdĺž každej drážky sa nachádza riadiaci bodZískava informácie o mriežke objemovZískava informácie o obrázkuZískava informácie bodoch v mračne bodovZískava informácie o oddelených prepojených oblastiach v povrchovej sietiOpäť získa informácie o kamere a jej vzťahu k polohe aktuálneho bodu tieňovaniaZískava informácie o inštancii objektuZískava informácie z objektu kameryZískava informácií z objektuZískava informácie o kostiach kostryVyvoláva viaceré typy súradníc textúry. Zvyčajne sa používa ako vstup pre uzly textúrZískava uhol v každom riadiacom bode, ktorý sa používa na otočenie normály krivky okolo jej dotyčniceZískava aktuálny čas v animácii scény v jednotkách sekúnd alebo snímokOpäť získa krivku, ktorej súčasťou je ovládací bodZískava údaje zadaného atribútuZískava údaje častice, ktorá vytvorila inštanciu objektu, napríklad na poskytnutie variácie viacerých inštancií objektuZískava smer kriviek v každom riadiacom bodeZískava hrany pripojené ku každému vrcholuZískava hrany objektu tak, ako sa zobrazujú v Cycles. Poznámka: keďže povrchové siete sú pred spracovaním v Cycles konvertované na trojuholníky, topológia sa vždy zobrazí trojuholníkováZískava hrany na oboch stranách rohu plôškyZískava plôšku, ktorej súčasťou je každý roh plôškyZíska úplnú transformáciu každej inštancie v geometriiZískava indexu materiálu použitého pre každý prvok v zozname materiálov geometrieNačíta celočíselné súradnice voxelu, na ktorom sa pole vyhodnocujeZískava dĺžky všetkých drážok sčítaných dohromadyOpäť získa počet prvkov v geometrii pre každú doménu atribútovZískava počet vyhodnotených bodov, ktoré sa vygenerujú pre každý riadiaci bod na krivkáchZískava počet plôšok, ktoré používajú každú hranu ako jednu zo svojich stránOpäť získa objekt, ktorý obsahuje modifikátor geometrických uzlov, ktorý sa práve vykonávaZískava polohy manipulátorov každého Bézierovho riadiaceho boduZískava polohu kurzora myšiNačíta komponenty kvaterniónu reprezentujúcich rotáciuZískava polomer v každom bode geometrie krivky alebo mračna bodovZískava rotáciu každej inštancie v geometriiZískava mierku každej inštancie v geometriiVyhľadá aktívnu kameru scényZískava celkovú dĺžku každej drážky ako vzdialenosť alebo ako počet bodovZískava typ prichádzajúceho lúča, pre ktorý sa vykonáva tieňovač. Zvyčajne sa používa pre triky, ktoré nie sú založené na fyzikeOpäť získa vrchol, ku ktorému je pripevnený každý roh plôškyZískava smer a polohu pohľadu 3D záberuZískava informácie o topológii týkajúce sa každej hrany povrchovej sieteZískava informácie o topológii týkajúce sa každej plôšky povrchovej sieteZískava informácie o topológii týkajúce sa každého vrcholu povrchovej sieteNačíta transformáciu z údajov atribútu cieľovej geometrieZískava hodnoty z poľa v inej doméne ako v doméne z kontextuOpäť získa hodnoty z určených geometrických prvkovNačíta hodnoty zo špecifickej mriežky objemuZíska hodnoty objemovej mriežky v konkrétnych voxelochZisťuje, či sú všetky trojuholníky na plôške v tej istej rovine, t. j. či majú rovnakú normáluZískava informácie, či je každá hrana označená pre vyhladené alebo rozčlenené normályZískava informácie, či je každá plôška označená pre vyhladené alebo ostré normályZískava informácie o tom, či sa každý koncový bod drážky pripája k začiatkuZískava informácie o tom, či sa uzly vyhodnocujú pre záber a nie pre finálne prekreslenieNávratVráti znamienko A, sign(A)Návrat do predošlého režimuNávrat do predošlého režimuVráti, či ide o vrstvenú akciu. V tomto bode sú všetky akcie vrstvené prostredníctvom vytvárania verzií a táto funkcia vždy vráti hodnotu true (PRAVDA)Vráti, či ide o staršiu akciu. Staršie akcie nemajú vrstvy ani zásuvky. Od verzie Blender 4.4 sa akcie automaticky aktualizujú na vrstvené akcie. Toto vráti hodnotu true (PRAVDA) len v prípade prázdnych akciíVráti výber okrajových hránVráti výber hrán, ktoré tvoria šev v poskytnutých UV údajoch. Šev je definovaný ako diskontinuita údajov medzi pripojenými rohmi plôškyVráti výber voľných hránVráti výber vyvinutých hránVráti rovnomerne rozloženú náhodnú rotáciuVracia hodnotu, v ktorej je nastavený iba jeden bit z A a BVracia hodnotu, v ktorej sú nastavené bity A aj BVracia hodnotu, v ktorej sú nastavené bity A alebo BVracia informácie o obrázkuVráti informácie o aktívnom páse modifikátoraVráti uhol medzi dvoma bočnými hranami rohu plôšky vnútri plôškyVracia súradnice pixelov obrázkaVráti dĺžku hranyVráti opačnú bitovú hodnotu A, v desiatkovej sústave je to ekvivalent A = -A - 1Vráti polohu a rýchlosť značky na aktuálnej snímke scény vzhľadom na polohu prvej nevypnutej značky v stopeVráti polohu a rýchlosť značky na aktuálnej snímke scény vzhľadom na polohu značky na aktuálnej snímke scény plus relatívna snímka zadaná užívateľomVráti polohu a rýchlosť značky na aktuálnej snímke scény vzhľadom na nulový počiatok sledovacieho priestoruVráti polohu a rýchlosť značky na danej absolútnej snímkeVráti znamienko AOpakovane použiteľné lokálne IDOpätovné použitie lúčov susedných pixelovOdhalí všetky kosti skryté v režime edtitácieOdhalí všetky kosti skryté v režime pózyOdhalí všetky skryté UV vrcholyOdhalí všetky skryté prvky meta guleOdhalí všetky skryté vrcholy, hrany a plôškyOdhalí všetky objekty prekreslenia nastavením príznaku skrytia prekresleniaOdhalí skryté riadiace bodyOdhalí skryté plôšky a vrcholyOdhalí dočasne skryté vrstvy masiekOdhalí dočasne skryté objektyPrevrátenéReverzná krivkaSnímky obráteneReverzná myšSpätná cestaObrátené triedenieSpätný prenosObráti aktuálne poradie vybraných prvkovObrátené prechádzanie históriouObráti smer poradia snímokObrátiť poradieObráti smer vybraných kriviekStornuje poradie zobrazených položiekObráti poradie vrcholov a hrán vybraných plôšok a prevráti smer ich normályObrátiť efekt triedeniaPrevráti transformáciu medzi týmto objektom a jeho cieľomObráti vertikálny pohyb myšiPrevrátenéObráti smer vstupu rotácieNavrátiťVráti sa späť do pôvodného rozloženia obrazovky pred pokrytím plochy celou obrazovkouVráti uzol späť do predvoleného stavu, ale zachová pripojeniaVráti nastavenia aktívneho štetca na predvolené hodnoty z knižnice aktívNávrat sa k integrácii 1. rádu, keď sa uplatňuje prichytenie. Konzervatívnejšie ako prichytenieNávrat k uloženým predvoľbámVrátiť sa k uloženému súboruPootočiť hranyRH jednoduchéHrebeňHrebeň a údolieZbrázdený viacnásobný fraktálHrebene a údoliaNázov výbavySkript užívateľského rozhrania výbavyVýbavu, ktorú vlastní tento objekt a ktorá ho môže pri opätovnom vygenerovaní odstrániť alebo prepísaťTyp výbavyTyp výbavy pre túto kosťVýbavaVpravoPravé okoPravý manipulátorPole pravých manipulátorovPosuv pravého manipulátoraVybratý pravý manipulátorTyp pravého manipulátoraPravý kľúčAkcia výberu pravým tlačidlom myšiPravé susednéOrtografický spravaPerspektívny spravaKliknite pravým tlačidlom myši na tlačidlá na pridanie do tejto ponukyPravé oko by malo vidieť ľavý obraz a naopakStav výberu pravého manipulátoraPravou myšou vždy ladeniePravá myš používa nástroj na výberPravé jednotné vektoryPravý dolný roh oblasti vyhľadávania v normalizovaných súradniciach vo vzťahu k značke polohyPosuv ľavého manipulátora doprava od začiatku obsahu pásuPevné telesoVynútenie Pevné telesoTyp vynútenia pevného telesaObjekt pevného telesaNastavenie pevného telesaTvar pevného telesaTyp pevného telesaSvet pevného telesaPevné teleso sveta nemá žiadne súvisiace údaje fyziky na exportovaniePevné teleso sa aktívne podieľa na simuláciiDeformácia pevného telesa pri simuláciiPevné telesoSvet pevného telesa nebol správne inicializovaný, je potrebný najprv krok simulácieRigifyAktívna kolekcia RigifyTyp aktívneho RigifyNástroje animácie RigifyŠpeciálne sústavy farieb RigifyVývojárske nástroje RigifyMeta výbavy RigifyVlastník výbavy RigifyNázov výbavy RigifyCieľová výbava RigifyUžívateľské rozhranie cieľovej výbavy RigifyTyp výbavyObrubaFarba obrúbeniaZáhyb obrubyEfekt rámčekaPosuv materiálu obrubySkupina vrcholov obrubyEfekt rámčekaPrstenceSmer prstencovPrstence pozdĺž osi XPrstence pozdĺž osi YPrstence pozdĺž osi ZPrstence pozdĺž sférickej vzdialenostiPrstence musia byť aspoň 3OdtrhnúťOdtrhnutie zlyhaloOdtrhnutie nie je kompatibilné s výberom lepkavých vrcholovOdtrhnutie je kompatibilné iba so synchronizáciou výberu s výberom vrcholov/hránOdtrhne oblasť a následne ju presunieOdtrhne vybrané vrcholy alebo vybranú oblasťRotácia oblasti, ktorá má byť stmavenáÚloha objektu v simulácii pevného telesaKývaťUhol otočeniaZdroj uhla otočeniaHĺbka zvinutiaSmer zvinutiaZvinúť krivky vlasovKývanie dnuOtáčať doľavaDĺžka zvinutiaKývanie vonPolomer zvinutiaOtáčať dopravaZúženie zvinutiaPosuv Kývania konca ohybu kostí, upravuje skrúteniePosuv Kývania začiatku ohybu kostí, upravuje skrútenieOtáča zobrazenímOtáča okolo zobrazenia doľavaOtáča okolo zobrazenia dopravaOtočí zobrazením použitím hodnoty uhlaRolované: %.2fRolované: %sPosúvacia uzávierkaTrvanie posúvania uzávierkyZvinie krivky vlasov od ich špičiekRumunsky - RomânKoreňovýPriemer koreňaSmer koreňaIndex koreňaKoreňové uzlyPoloha koreňaPolohy koreňovKoreňový prvotný tvarVýber koreňaSúradnice koreňovej textúryIba zmena polohy koreňaKoreňový dopadKoreň hierarchie kolekcií tejto vrstvy zobrazenia, jeho vlastnosť ukazovateľa 'kolekcie' je rovnaká ako scéna hlavnej kolekcieKoreňová cesta všetkých súborov uvedených v kolekcii súborov ``files``Predvoľba koreňaRotáciaOtočiť o 180° v smere hodinových ručičiekOtočiť o 270° v smere hodinových ručičiekOtočiť o 90° v smere hodinových ručičiekRotovať podľaEulerova rotáciaOtočiť krivky vlasovRotácia inštanciíOtáčanie rotácieOtočiť zdrojOtáča UV súradnice vnútri plôškyVektor rotácieOtáča bod použitím osi XOtáča bod použitím poradia XYZOtáča bod použitím osi YOtáča bod použitím osi ZOtáča bod použitím uhla osiRotuje vektorom okolo otočného bodu (stredu)Rotovať okolo odlišného boduOtočí sa okolo osi o uholRotovať okolo stredu obrázkaRotácia okolo lokálnej X, potom ZRotácia okolo lokálnej Z, potom XOtočiť okolo osí X, Y a ZOtáča okolo osi Z modifikátora priestoruOtáčať sa okolo lokálnej osi XOtáčať sa okolo lokálnej osi YOtáčať sa okolo lokálnej osi ZRotuje okolo určenej ('zamknutej') osi nasmerovanej na cieľOtáča kópie na základe tvaru poľaOtáča vlastnými normálami vybraných položiekOtáča atribútom farby rohu plôšky vnútri plôškyOtáča inštanciami geometrie v lokálnom alebo globálnom priestoreOtočí obrázok o zadaný uholPootočením počiatočného výberu dáva lepší tvarOtáča inštanciou podľa normál vrcholovOtáča inštancie na základe tvaru prichádzajúcej geometrieOtáča inštancie na základe tvaru geometrie povrchuRotácia je ovplyvnená nastavením prichyteniaOtáča ostrovmi pre najlepšie prispôsobenieOtáča ostrovmi, aby boli zarovnané horizontálneOtáča ostrovmi, aby boli zarovnané vertikálneOtáča ostrovmi na zlepšenie rozmiestneniaOtočte nerovnomerné rodičovské mierky tak, aby boli zarovnané s potomkom, použitím rodičovskej mierky X na os potomka X atďRotuje body okolo stredových bodov štetcaOtáča vzhľadom k aktuálnej orientáciiOtáča vybranou hranou alebo priľahlou plôškouOtáča vybraným prvkomNáhodné otočenie kópiíOtáča obrázokOtáča vstupnou rotáciou v globálnom priestoreOtáča vstupnou rotáciou vo svojom lokálnom priestoreOtáča vstupnou rotáciou v lokálnom priestore objektuNáhodná rotácia inštanciíRotácia dotyčnice povrchuOtáča pohľadomRotácia/ZakrútenieOtočené kamery, ktoré sa pozerajú na rovnaký bod vo vzdialenosti zbiehavostiOtočí do minimálneho obdĺžnika, vertikálneho alebo horizontálnehoOtáča každú krivku vlasov okolo osiOtočí hodnoty bitov A o zadanú hodnotu posunu. Kladné hodnoty sa otočia doľava, záporné hodnoty sa otočia doprava.Rotuje smerom anizotropie, pričom hodnota 1,0 znamená úplný kruhRotáciaRotácia a mierkaUhol rotácieOs otáčaniaPole rotáciíPrírastok rotácieVplyv rotácieMatrica rotácieMetóda rotácieRežim zmiešania rotácieRežim rotácieZásuvka uzla rotácieRozhranie zásuvky uzla rotáciePočiatky rotácieCesta rotáciePrírastok presnej rotácieRozsah otáčaniaŠpeciálne stopy rotácieStopy rotácieJednotka rotácieRotácia WRotácia XRotácia YRotácia ZRotácia nahromadená pre každú kópiuPočet rotácií na pixel na riadenie rýchlosti obiehania záberuRotácia a mierkaUhol rotácieUhol natočenia okolo osi Z pre aplikáciu delta rotácie z hlavovej súpravy VRRotácia okolo stredu alebo objektuRotácia okolo dráhyRotácia okolo zvolenej osi orientácieOs rotácie (predvolené: dotyčnica pri koreni)Konverzia rotácieChyba rotácieOtočiť po každom krokuOtáčanie pre obrázok na pozadí (len pre kolmý pohľad)Rotácia novo pridaného objektuRotácia podľa Eulerovej rovniceRotácia vo kvaternióneKvaterniónová rotácia (udržiava normalizované)V editore expozičného hárku rotácia nie je podporovanáRežim rotácie. Ovplyvňuje iba spôsob zobrazenia rotácie, samotná rotácia nie je ovplyvnená.Rotácia lamiel v cloneOtáčanie slnka okolo zenituRotácia cieľa zodpovedajúceho ovládača akcie v priestore svetaRotácia efektuRotácia inštanciíOtáča štúdiové svetlo okolo osi ZPosun rotácie na použitie základnej pózy pri určovaní rotácie divákaIba rotáciaRotácia alebo zmena mierky otočného boduRotácia prítomná na pôvodnom zábere, bude kompenzovaná (napr. pre úmyselné naklonenie)Rozsah rotácie, na ktorom by malo dôjsť k rotáciiKrok rotácie pre číselné klávesy (2 4 6 8)Uhol rotácie k osiRotácia do deltyRotácia na EuleraRotácia na štvoruholníkHodnota rotácie v atribúte geometrieZásuvka hodnoty uzla rotácieHodnoty rotácie sa dajú zobraziť len s textovým prekrytím v 3D zábereOtočný bod rotácie/zmeny veľkostiRotácia: %.2f%s %sRotácia: %s %s %sRozdiel rotácieRotácieZdrsnenieFaktor zdrsneniaZdrsnenieZdrsnenie 1Zdrsnenie 2Krivka zdrsneniaKoniec zdrsneniaZdrsnenie koncového boduPrah zdrsneniaZdrsnenie materiáluDrsnosť lesklej vrstvy. Nízke a vysoké hodnoty drsnosti vytvárajú rozmazaný, resp. prašný vzhľadNa základe drsnostiZdrsnenie UZdrsnenie VZaokrúhlenéZaokrúhli A na najväčšie celé číslo B menšie alebo rovné AZaokrúhli A na najbližšie celé číslo. Ak je zlomková časť 0,5 zaokrúhľuje nahorRežim zaokrúhleniaPočas úpravy zaobľuje UV na pixelyOblá hlavica (polkruhová)Zaoblí rohy vygenerovaním kruhových oblúkov na každom riadiacom bodeZaoblí konkávne vnútorné rohy v poli podpísanej vzdialenosti. Ovplyvňuje iba oblasti s negatívnym hlavným zakrivením, čím vytvára plynulejšie prechody medzi povrchamiKruhový tvar otvoreného obvoduPredvoľba kruhuZaokrúhli číslo na pohyblivej čiarke smerom nadol na najbližšie najmenšie celé čísloZaokrúhli číslo na pohyblivej čiarke na najbližšie celé číslo v smere nuly (dolná hranica, ak je kladná; horná hranica, ak je záporná)Zaokrúhli číslo na pohyblivej čiarke nahor alebo nadol na najbližšie celé čísloZaokrúhli číslo na pohyblivej čiarke nahor na najbližšie najväčšie celé čísloZaokrúhlenie na pixelyZaoblí na stredové pixelyZaobliť na rohové pixelyZaoblenéZaoblené stuhyZaoblenieOkruh potomkov okolo rodičovZaoblenie hrotu štetcaZaoblenie rohov panelov a pod-panelovZaoblenie súradnicových systémov segmentovKoláRiadokFiltre riadkovVýška raduPrelínaný riadokRiadky:GumaHodnotenie pravidielPravidlo neistotyPravidlo používané na určenie, ktoré oblasti sú vnútri alebo vonkuPravítkoPravidlá sú prechádzané zhora nadol ( je vyhodnotené len prvé pravidlo, ktorého efekt je nad prahom neistoty)Spustiť ako užívateľSpustí súbor jazyka pythonSpustí jazyk Python počas úpravySpustiť skriptSpustí operáciu pretiahnutia odkazu pre účely testovaniaSpustí aktívny skriptSpustiť ako úlohu na pozadíSpustí ako špecifický súborSpustiť v editore uzlov geometrieSpustite tento skript po vygenerovaní, aby ste použili zmeny špecifické pre užívateľaPri načítaní spustí tento text ako skript PythonRunge-Kutta 3Runge-Kutta 4Spúšťanie v režime offlinePrebiehajúceÚdaje priebehuVoľby spusteniaInformácie o stave runtime v relácii VRRusky - РусскийTSDFMriežka SDFLogická mriežka SDFSDF zaoblenie mriežkySDF Laplacianova mriežkaPriemerná hodnota mriežky SDFPriemerné zakrivenie mriežky SDFStredná hodnota mriežky SDFPosuv mriežky SDFSDLSPrah SMAAPrah prekreslenia SMAAPrah záberu SMAASMPTE (kompaktný)SMPTE (plný)SMPTE časový kód zobrazujúci len minúty, sekundy a snímky - v prípade potreby sú hodiny tiež zobrazené, ale nie v predvolenom nastaveníNastavenia SPH kvapalínRiešiteľ SPHSnímky SSAANastavenie SSAOSSE42STL (.stl)Export STL: Nemožno otvoriť súbor '%s'Export STL: Nepodarilo sa nájsť kolekciu '%s'Import STL: Nemožno otvoriť súbor '%s'Import STL: Nepodarilo sa importovať povrchovú sieť zo súboru '%s'Import STL: Nepodarilo sa načítať súbor '%s'SVG ako krivkySVG má stupňovanie, farba Grease Pencil bude približnáBezpečné oblastiBezpečné oblasti pre všeobecné prvkyBezpečné oblasti pre všeobecné prvky v rôznom pomere stránBezpečná oblasť pre text a grafikuBezpečná oblasť pre text a grafiku v rôznom pomere stránBezpečné oblasti používané v 3D zobrazení a radič sekvenciíRovnaký kanálRovnaký objektRovnaké ako frame_end, s tým rozdielom, že je možné nastaviť akúkoľvek hodnotu vrátane tých, ktoré vytvárajú neplatný stavRovnaké ako frame_start s tým rozdielom, že je možné nastaviť akúkoľvek hodnotu vrátane tých, ktoré vytvárajú neplatný stavVybraná rovnaká kosť...Rovnaké kolekcie ako aktívna kosťRovnaká farba ako aktívna kosťRovnaký smer vstupu/výstupu zásuviekSnímkaSnímka prílohy UVUkážka sklonuPočet snímokSnímka krivkySnímať párne dĺžkyFormát snímkySnímka mriežkyIndex mriežky snímokID skupiny snímokIndex snímkyDĺžka snímkyZosnímať čiarouZlúčená snímkaRežim snímkyNajbližšia snímkaSnímka najbližšieho povrchuPoloha snímkyDosah snímkySnímková frekvenciaVeľkosť zosnímaniaSnímať rovné hranyPodskupina snímokDĺžka podskupiny snímokPosuv podskupiny snímokUV snímkySnímka UV povrchuSnímka kosti z 3D záberu alebo Líniového prehľadu na uchovanie vo vlastnostiachVzorka farebného pásuZosníma farbu z okna Blendera a vytvorí materiál Grease PencilVzorka farby z okna Blendera na uloženie v objekteUkážka bloku údajov z 3D zobrazenia na uloženie v objekteVykoná zosnímanie čiarou a zobrazí ho na paneloch zobrazovačaPresnosť snímok, dôležité pre údaje animácie (čím nižšia je hodnota, tým sú presnejšie)Ukážka obrazového súboru ako textúryUkážka obrazového súboru ako textúry prostredia. Zvyčajne sa používa na osvetlenie scény s uzlom pozadiaVzorka farby pre %sHĺbka snímky z 3D zobrazeniaDetail snímky dynamickej topológieSnímanie každej drážky rovnomerným delením zadaného počtu bodovSnímanie každej drážky rozdelením na segmenty so zadanou dĺžkouSnímať hrany s párnymi dĺžkamiSnímať hrany podľa vektorových manipulátorovZosníma každý pixel obrázkuVzorový formátDĺžky snímok na základe celkovej dĺžky všetkých kriviek namiesto použitia dĺžky vnútri každej vybranej krivkyVeľkosť snímky voxelu povrchovej sieteEfektívnejšie snímanie viacerých svetiel na základe odhadovaného prínosu v každom bode tieňovaniaZosnímanie hodnoty pixelov pod kurzoromBod ukážky F-krivkySnímková frekvencia v snímkach za sekunduSnímková frekvencia zvuku v HzUkážka detailu povrchovej siete po kliknutí na bodVzorka výstupnej farby zobrazeniaSnímanie zadaného počtu bodov pozdĺž každej drážkySnímka UV mapy povrchu v bode pripojeniaSnímka na spustenie odstránenia šumu náhľadu naUkážka hodnôt z textúry obrazuVzorkované bodyVzorkované údaje animácieVzorky farby pozdĺž čiarySnímkyTransformácia snímokVzorky na snímkuSnímanieSnímanie animáciíSpätná väzba interpolácie snímaniaMetóda snímaniaVzor snímaniaPredvoľby snímkovaniaSnímková frekvenciaMedzikroky snímaniaSnímanie farby pre paletuMetóda snímania použitá pre objemyStratégia snímania pre emitujúce povrchyNasýtenie obrázkaNasýtenieNasýtenie chveniaRežim nasýteniaÚroveň nasýteniaNasýtenie ikon rozhraniaNasýtenie, Hodnota, OdtieňNasýtenie:UložiťUloží %u upravených obrázkovUložiť a načítaťUložiť ako prekreslenieUložiť ako...Uložiť zálohyUložiť kópiuUložiť externý...Režim uloženiaUloží súbory PNG ako súbory PNG, súbory JPEG ako súbory JPEG, súbory WebP ako súbory WebP. Pre ostatné formáty použije PNGUložiť predvoľbyVýzva pri uloženíUložené verzieUloží súbor zachytenia pohybu BVH z armatúryUloží kópiu aktívneho aktíva štetca do predvolenej knižnice aktív a urobí z neho aktívny štetecUloží kópiu skutočného pracovného stavu, ale nevytvorí aktívny uložený súborUloží vlastný motív do zoznamu predvoliebUloží sekvencie obrázkovUloží bloku údajov aktívneho textuUloží aktívny textový súbor s možnosťamiUloží všetky upravené obrázkyUloží obrázok zabalený v súbore .blend na diskUložiť ako prekreslenieUloží súbory zásobníka na disk ( najskôr musí byť uložený .blend súbor)Uložiť zmeny pred ukončením?Uloží vlastné štúdiové svetlo podľa nastavení editora štúdiového svetlaUloží umiestnenie do externého súboruUloží obrázok pomocou správy farieb prekresľovania. Pre formáty obrázkov zobrazenia, ako je PNG, použije zobrazenie a transformáciu zobrazenia. Pre formáty medziľahlých obrázkov, ako je OpenEXR, použije predvolený farebný priestor výstupu prekresľovaniaUloží obrázky vo formáte JPEG. (Obrázky, ktoré potrebujú alfa, sa však uložia ako PNG.) Uvedomte si možnú stratu kvalityUloží obrázky vo formáte WebP ako hlavný obrázok (bez spätnej väzby)Uloží jasové-farbonosné-farbonosné kanály namiesto farieb RGBUložiť pri výstupeUloží predvoľby pri výstupe po úprave (pokiaľ neboli načítané výrobné nastavenia)Uloží zásobník prekreslenia do EXR súborov (užitočné pre zložité združovania, Poznámka: ovplyvňuje nepriamo prekreslenie scény)Uloží mapy zapečenia do externého súboruUloží mapu zapečenia v bloku údajov interného obrázkaUloží aktuálny .blend súborUloží aktuálny súbor Blenderu s číselne zvýšeným názvom, ktorý neprepíše žiadne existujúce súboryUloží aktuálny súbor na požadované miestoUloží aktuálny súbor na požadované miesto, ale neaktivuje uložený súborUloží aktuálny uzol prehliadača do súboru s obrázkomUloží obrázok pod iným názvom a/alebo nastaveniamiUloží obrázok s aktuálnym názvom a nastaveniamiUloží prekreslenie obrázku na výstupnú cestu (používa sa iba v prípade, že je zakázaná animácia)Uloží scénu do PLY súboruUloží scény do súboru Wavefront OBJUloží scénu do STL súboruUloží tento blok údajov aj v prípade, že nemá žiadnych užívateľovUloží túto výstupnú vrstvuUložiť na disk (ignorovať vonkajšie zmeny)Uloží nastavenia prekladov do trvalého JSON súboruUložené "%s"Uložený %sUložené ako "%s"Uložená kópia ako "%s"Uložený obrázok '%s'Uložený prírastok ako "%s"Uložený zbalený súbor do: %sUložený text '%s'UloženieNačítanie zlyhaloUloženie touto verziou Blenderu (%s) môže spôsobiť stratu údajov.Uloženie s touto konfiguráciou OpenColorIO môže spôsobiť stratu údajov.Uloženie predvolieb zlyhaloPílovitýScalable Vector Graphic (.svg)Formát Scalable Vector Graphics (SVG) 1.1SkalárMierkaMierka (zmena veľkosti) vybraného prvkuMierka osíMierka základuZmiernenie mierkyMierka prvkovRovnaká mierkaMierka snímok/sFaktor mierkyFaktor zmeny veľkosti pre textúruMierka obrázka na novú veľkosťVnútri mierkyVplyv mierkyMierka inštanciíMatrica mierkyRežim zmiešania mierkyRežim mierkyZmena veľkosti posuvuMimo mierkuMierka náhodnostiMiera tuhostiZmena veľkosti hrúbky ťahuMierka hrúbkyMierka U a V nezávisleMierka UV súradníc okrajov po rozvinutíJednotná mierkaMierka XMierka X: %s Y: %s Z: %s%s %sMierka X: %s Y: %s%s %sMierka YMierka ZMierka kontextu hodnoty na pohyblivej čiarkeMierka nahromadená pre každú kópiuMierka všetkých údajov (niektorí importéri nepodporujú zmenu mierky armatúry!)Mierka všetkých dlaždíc UDIM obrázkaMierka pozdĺž krivkyMeniť veľkosť pozdĺž osi XMeniť veľkosť pozdĺž osi YMierka hodnoty kontextu celého číslaMierka založená na pixeloch na jednotku BlenderuMierka na základe pixelov na palecMierka podľa oblasti plôškyMierka podľa násobiteľa oblasti plôškyMierka podľa veľkosti plôškyZmenší text tak, aby sa prispôsobil vnútru textových políKaždú krivku rovnomerne upraví tak, aby bola dosiahnutá cieľová dĺžkaZmení mierku prvkov rovnakým faktorom v každom smereZmení mierku prvkov v jednom smereMierka aplikovaná na automaticky odvodenú dĺžku opätovného snímaniaFaktor mierky určujúci 'rýchlosť' funkcieFaktor mierky určujúci maximálne/minimálne hodnotyFaktor mierky pre nastavenie výšky kľúčovej snímkyFaktor mierky pre tvary kostíFaktor mierky polomeru podpovrchového rozptyluFaktory mierky pre koniec ohybu kostí, upravuje hrúbku (pre efekty zúženia)Faktory mierky pre začiatok ohybu kostí, upravuje hrúbku (pre efekty zúženia)Metóda prispôsobenia mierkeMierka pre intenzitu importovaných svetielMierka novo pridaného objektuZmení mierku inštancií geometrie v lokálnom alebo globálnom priestoreZmení mierku skupín spojených hrán a plôchZmení mierku jednotlivých hrán alebo susedných ostrovov hránZmení mierku jednotlivých plôšok alebo susedných ostrovov plôšokMierka inštancie na základe veľkosti plôškyMierka je 0Mierka je ovplyvnená nastavením prichyteniaMení mierku ostrovov UV mapy a presúva ich tak, aby čo najviac vyplnili priestor UVZmena mierky ostrovov tak, aby vyplnili jednotkový štvorecMierka povrchovej sieteMierka skreslenia šumuMiera šumu (vyššia hodnota vedie k väčším zvíreniam)Mierka textúry šumu pozdĺž každej krivkyZmena veľkosti riešeného objektu v priestore kameryMierka kapitálokMierka osí X a Z sa upraví tak, aby sa zachoval objem kostíMierka osí X a Z je inverzná mierka YMierka základnej oktávy šumuZmena veľkosti hrotu štetca v osi XMierka efektu posunutiaMierka finálnych ťahovMierka inštancie zviazania vlasovMierka inštanciíMierka inštancií na každej lokálnej osiMierka vrstvyMierka textúry šumu podľa polohy koreňaMierka profilu v každom bodeMierka tieňaMierka priestorového šumuMierka textúryIba mierkaMierka vybraného regiónuMierka veľkosti zobrazenia ohybu kostíZmení mierku hodnôt vybraných kľúčov podľa ich kombinovaného priemeruZmení veľkosti dosahov vybraných vrcholov kožeMiera tuhosti namiesto polomeruMierka BVH podľa tejto hodnotyMierka Z vstupu, keď nepoužívate Z zásobník, ovládače maximálneho rozostrenia označené bielou farbou alebo vstupná hodnota 1Zmena veľkosti obrázku pozadiaZmena veľkosti kostí na prispôsobenie celej dĺžke krivkyMení mieru príspevku priameho osvetleniaMení mieru príspevku nepriameho svetlaNáhodná mierka kópiíNáhodne mení mierku kópií podľa osiMierka vlastného objektu podľa dĺžky kostíMierka vzdialenosti medzi snímkami tieňovača objemu pri prekreslení objemu (nižšie hodnoty poskytujú presnejšie a podrobnejšie výsledky, ale tiež zvyšujú čas prekreslenia)Mierka inštancie plôšky objektuMierka snímok/s z BVH pre aktuálne scény, inak každú BVH snímku mapuje priamo do snímok BlenderaZmení veľkosť obrázku tak, aby sa celý vošiel do snímky a v rohoch nezostali žiadne prázdne miestaMení mierku inštancie na základe povrchu plôšok prichádzajúcej geometrieNáhodne mení mierku inštancieNáhodne mení mierku inštancie podľa osiMení mierku inštancie na každej lokálnej osiNáhodná zmena mierky inštanciíNáhodná zmena mierky inštancií podľa osiMierka pohybu myši touto hodnotou pred použitím DeltaMierka frekvencie šumuZmena veľkosti posuvu podľa okolitej geometrieZmena veľkosti posuvu matrice (použité na aplikáciu posuvu priestoru obrazovky)Zmena veľkosti posuvu dáva rovnomernejšie hrúbkyMierka objektov scény podľa metrov na jednotku hodnoty scény USD. Táto zmena mierky sa aplikuje navyše k hodnote zadanej v možnosti MierkaPri transformácii ťahov upraví mierku hrúbku ťahovPrispôsobí mierku textúry dĺžke každého ťahuZmena veľkosti hodnôt modifikovanej F-krivkyMierka pre dĺžku kostiMierka okrajovMierka na snímke kameryMierka do deltyMierka veľkosti plôšokMierka na vyplneniePrispôsobiť mierkeZmení mierku tak, aby sa zmestila do snímky kamery alebo ju vyplnilaMierka zodpovedajúca priblíženiu (inak veľkosť zobrazenia nezávislá od priblíženia)Mierka použitá pri konverzii medzi jednotkami a rozmermi Blendera. Pri práci na mikroskopickej alebo astronomickej stupnici sa môže použiť malá alebo veľká jednotka stupnice, aby sa predišlo problémom s číselnou presnosťouMiera citlivosti trackballu na obiehanieZmena veľkosti vektorov podľa ich magnitúdMierka, presun a rotácia obrázkaZmena veľkosti/polohyMierka: %s : %s : %s%s %sMierka: %s : %s%s %sMierka: %s%s %sMierkaB X: %s Y: %s Z: %s%s %sMierkaB: %s: %s: %s%s %sMierkaB: %s%s %sMierka X: %sPodľa mierkyZmení veľkosť obrázku tak, aby sa celý vtesnal do snímky a v rohoch nezostali žiadne prázdne miestaMiera intenzity šumuMierka povrchovej siete ako mäkkého telesa použitím počiatku objektu ako mierkyExponenciálne mení mierku výkonu svetla, pričom intenzitu násobí expozícia 2^Zmena mierkyZmena mierky (v čase) šumuFaktor mierky použitý na vrchole mierky scény na úpravy zobrazenia VR (virtuálnej reality). Ak je to možné, uprednostňujte úpravu mierky scényFaktor zmeny veľkosti pre akciuFaktor zmeny veľkosti aplikujúci sa pozdĺž osi XFaktor zmeny veľkosti aplikujúci sa pozdĺž osi YZmena mierky pre vstup šumuMierka objektuSkenuje priečinky doplnkov pre nové modulyČas "expozície" riadkového snímania pre efekt posúvacej uzávierkyRozptylKoeficienty rozptyluRozptyl svetla pri prechode objemom, často sa používa na pridanie hmly do scényRozptyl na inštanciáchRozptyl na povrchuRozptyl referenčnej geometrie na povrchovej sietiModel rozptyluPolomer rozptylu na farebný kanál (RGB) vynásobený mierkouScénaKopírovať nastaveniaÚplná kópiaPrepojená kópiaNováIndex objektuPriestorTypScéna '%s' mala neplatnú koreňovú kolekciu, ktorá nebola prečítanáScéna '%s' je prepojená, vytváranie inštancií objektov je zakázanéScéna '%s' je jediná posledná, nemôže byť odstránenáKamera scényKolekcia scénKolekcie scényZobrazenie scényTrvanie scényRozsah snímok scényGraf scényGravitácia scényScéna HydryNastavenia mechanizmu prekresľovania scény HydraInštancia scénySvetlá scényZásuvka uzla scényRozhranie zásuvky uzla scényObjekty scényOperácia scényMožnosti scényPočiatok scényVlastnosti ScénaZobrazenie prekreslenia scényNastavenie scényVeľkosť scényŠtatistika scényPás scényZobrazenie odhalenej scényRozsah pásu scényPás scény...Čas scényJednotka scényScéna svetaAktíva skupiny uzlov nepriradené ku katalógu. Katalógy je možné priradiť v Prehliadači aktívScéna v hodnotenom staveBlok údajov scény, pozostávajúci z objektov, definovania času a súvisiacich nastavení prekresleniaBlok údajov scénNastavenie zobrazenia scény pre 3D záberRýchlosť snímok scény nastavená na %.4g (konvertované z %.4g)Scéna, z ktorej chcete vybrať aktívnu kameru (prekreslí scénu, ak nie je definovaná)Scéna nemá žiadne údaje o animácii ani aktívnu akciuScéna nemá kameruScéna nemá kameru, bez nej nie je možné prekresliť náhľad %s.Scéna sústav kľúčovaniaLineárne hodnoty scény v pracovnom farebnom priestoreMeter scény na jednotku na 0,001Meter scény na jednotku na 0,01Meter scény na jednotku na 0.0254Meter scény na jednotku na 0,3048Meter scény na jednotku na 0,9144Meter scény na jednotku na 1,0Meter scény na jednotku na 1000.0Režim scény používajúci režim plného zapečenia:Scéna sa nenašlaKoreňová kolekcia scény, ktorá vlastní všetky objekty a iné kolekcie v vytvorenou inštanciou na scéneVeľkosť scényZásuvka uzla scényScéna, ktorú tento pás používaScéna na prekreslenie, ak nie je zadaná tak aktuálna scénaZo scény bude prekreslené použitím 11 snímkového anti-aliasinguZo scény bude prekreslené použitím 16 snímkového anti-aliasinguZo scény bude prekreslené použitím 32 snímkového anti-aliasinguZo scény bude prekreslené použitím 5 snímkového anti-aliasinguZo scény bude prekreslené použitím 8 snímkového anti-aliasinguZo scéna bude prekreslené použitím metódou jednoprechodového anti-aliasingu (FXAA)Zo scény bude prekreslené bez akéhokoľvek anti-aliasinguScéna(y)ScényScény bez kamery nepodporujú náhľadySchéma = Catmull-Clark, ak je to možné. Vráti sa k exportu rozdelenej povrchovej siete pre typ jednoduchého deleniaSchéma = Žiadna. Export základnej povrchovej siete bez deleniaSchéma = Žiadna. Export rozdelenej povrchovej sietePozadie oblasti zobrazovačaDosahPriestor pre štatistické zobrazenie filmového klipuRozsahy pre štatistický pohľad na obrázokRozsahy na vizualizáciu obrázkových štatistíkOblasť vizualizácie štatistík filmových klipovVzdialenosť snímaniaVzdialenosť snímania záberuZaclonenieNováPresnosťObrazovkaVeľkosť zachytenia obrazovkyRežim zacloneniaPriestor obrazovkySledovanie obrazovkySúradnice obrazovky snímaniaBlok údajov obrazovky, definovanie rozloženia oblastí v okneBloky údajov obrazovkyRozloženie obrazovky pracovného priestoruVeľkosť obrazovky pre normálne 3D zobrazeniePrichytenie uhla priestoru obrazovkySledovanie obrazovkyPresnosť sledovania obrazovkyHrúbka sledovania obrazovkyObrazovkySnímka obrazovkySnímka obrazovky nemôže byť menšia ako %i pixelov na stránkuSkrutkaModifikátor SkrutkaOsi skrutkySkriptPriečinky skriptovSkriptové súboryUzol skriptuZdroj skriptuPriečinok skriptov sa nenašielSkriptový výrazSkriptovaniePosúvačSmer posunuFarby miniaplikácie rolovaniaPosúva a približuje 2D oblasťSmer posuvu (iba Wayland)Posunie o jednu stranu nadolPosunie stranu nahor alebo nadolPosunie vybrané súbory do zobrazeniaPosunie pohľad nadolPosunie pohľad doľavaPosunie pohľad dopravaPosunie pohľad nahorPosunúť o jednu stranu nahorPosúva pohľadom podľa kliknutia myšou a ťahaniaPosunie pohľad tak, aby bola aktuálna snímka vycentrovanáPosuv vzadSnímanieNastavenia regiónu pre snímanie a značkySnímanie / značkovanieTvarovaťTvarovanie všetkých ostrovčekovTvarovanie základnej povrchovej sieteSchopnosti tvarovaniaTvarovanie kriviekKlietka tvarovania kriviekNastaví nepriehľadnosť tvarovania plôšokTvarovanie Grease PencilŤahy tvarovania Grease PencilÚrovne tvarovaniaNepriehľadná maska tvarovaniaRežim tvarovaniaPrekrytia v režime tvarovaniaFarba prekrytia tvarovaniaRovina tvarovaniaNastavenie otočného bodu tvarovaniaSústava plôšok zobrazenia tvarovaniaMaska zobrazenia tvarovaniaMaľovanie tvarovania textúryŤah tvarovania vnútri geometrieTvarovanie kriviek štetcomTvarovanie pri trvalej vrstve povrchovej sieteTvarovanie ťahov v aktívnom objekte Grease PencilFarba prekrytia tvarovania/maľovaniaTvarovanieŠevOkraj švuOkraje švu pre UV rozvinutieŠvyVyhľadaťVyhľadať doplnkyOblasť vyhľadávania:Vzdialenosť vyhľadávaniaVyhľadať rozšíreniaHľadať zhoduMax vyhľadávanieMin vyhľadávanieVyhľadať veľkosťPrehľadáva znova od začiatku súboru po dosiahnutí koncaVyhľadávať podľa väzby kľúčaVyhľadávať podľa názvuVyhľadá uzol podľa názvu a zamerá a vyberie hoVyhľadáva súbory tohto typuVyhľadáva položky v tomto priečinkuVyhľadávanie značiek, ktoré sú príbuzensky (affine) deformované (t, r, k, a skosenie) medzi snímkamiVyhľadávanie značiek, ktoré sú perspektívne zdeformované (homografia) medzi snímkamiVyhľadávanie značiek, ktoré sú presunuté a rotované medzi snímkamiVyhľadávanie značiek, ktoré sú presunuté a majú zmenenú veľkosť medzi snímkamiVyhľadávanie značiek, ktoré sú presunuté medzi snímkamiVyhľadávanie značiek, ktoré sú presunuté, rotované a majú zmenenú veľkosť medzi snímkamiVyhľadáva vo všetkých blokoch údajov textu, namiesto len jedného aktívnehoHľadaný reťazec je rozlišovaný podľa veľkých a malých písmenHľadáva podpriečinky pre všetky súvisiace obrázky (Varovanie: môže byť pomalé)Hľadaný výraz pre filtrovanie v užívateľskom rozhraníDruháDruhý základTyp druhého manipulátoraDruhý objekt pevného telesa na vynútenieKrok sekundyDruhý koeficient radiálneho skreslenia Brown-Conrady štvrtého stupňaDruhý koeficient tangensového skreslenia Brown-Conrady druhého stupňaDruhý koeficient druhého zoradenia skreslenia NukeDruhý koeficient skreslenia oddielu druhého stupňaDruhý koeficient dotyčnicového skreslenia NukeDruhý koeficient tretieho skreslenia radiálneho polynómuDruhá farba použitá pre efektDruhý riadiaci bod kubickej drážky medzi min/max rýchlosťamiDruhý vstup pre pás efektuDruhá kľúčová snímka použitá na inicializáciu rekonštrukcieDruhý bod snímky obrazovky v priestore obrazovkyPotrebná druhá vybraná povrchová sieť objektu na kopírovanie tvaruNázov druhej skupiny vrcholovSekundárnySekundárne osiSekundárne osi kostiSekundárna farbaSekundárne vrstvy ovládacích prvkovSekundárna cesta údajovSekundárny vplyv dopaduDruhotný odrazSekundárna textúraSekundárna farba šachovnicového vzoru označujúca priehľadné oblastiSekundárna cesta vlastnosti nastavená radiálnym ovládanímSekundySekundy okolo kurzora, ktoré sme priblížiliSekundy do spustenia testu (prepísať opakovane)TajnéSekcia na aktiváciu v PredvoľbáchPozrite si '%s' v externom editorePozri '%s' v textovom editorePozri panel modifikátorov nižšiePozri blok textu OperatorList.txtRozosiatieNáhodné rozosiatie, ak je použitéOsev náhodne vygenerovaných čísel (ak je záporné, používa sa čas ako miesto osevu)Osev na základe náhodných operáciíOsiate vygenerovaným šumomOsev náhodne vygenerovaných číselRozoseje šumNáhodne vygenerovaný osevRozosiatie použité generátorom náhodných čísel na vygenerovanie náhodných bodovHodnota rozosiatia pre integrátor na získanie rôznych modelov šumuHodnota rozosiatia pre náhodnosťHodnota náhodne vygenerovaného osevuVyhľadáva na základe časových značiek načítaných z filmového toku, ktoré poskytujú najlepšiu zhodu medzi časom scény a filmuSegmentSúradnice segmentuSmer segmentuID segmentuVplyv segmentuDĺžka segmentuRotácia segmentuŠírka segmentuSegment medzi oboma kľúčovými snímkamiSúradnice segmentov pre mapovanie textúr v rámci každého uhlového segmentuSegmentySegmenty pre zakrivené hranySegmenty musia byť aspoň 3Segmenty zosnímané z kontrolných bodovSegmenty so vzdialenosťou obrázku menšou ako táto hodnota sa zreťaziaVybraťVýber a ladenieVybrať 2 zvukové pásyVýber typu 2D alebo 3D krivkyVybrať zarovnaný jednoduchý manipulátorVybrať všetkoVybrať všetky prepínačeVybrať všetko podľa črtyVybrať ukotvenieVybrať oblasťVýber pozadiaVybrať skreslenieVybrať väčšieVybrať kanálVybrať potomkaVybrať potomkaVybrať iba potomkovVybrať kolekciuVybrať farbuVýber riadiaceho boduVýber kriviekVyberte Index koncových riadkovVyberie plôšky pripojené k existujúcemu výberuVybrať zoskupenéVybrať manipulátorVybrať manipulátoryVybrať hierarchiuVybrať importované objektyVybrať vrstvuVybrať ľavý manipulátorVybrať prepojenéVybrať položku zoznamuVybrať položku zoznamu (dvojklik na premenovanie)Vybrať polohuVybrať slučkyRežim výberuVybrať viac/menejVybrať myšouVybrať vonkajšieVýber rodičaVybrať prechodVybrať vzorkuVybrať bodVybrať pravý manipulátorVybrať prstenecVybrať hľadanieVybrať sústavu výberuVybrať podobnéVybrať zásuvkuRozdeliť výberVybrať textVybrať UV vrcholyVyberie UV vrcholy použitím výberu poľomVyberie UV vrcholy použitím výberu kruhomVyberie UV v určenej dlaždiciVyberie UV, ktoré sú na rovnakom mieste a zdieľajú vrcholy povrchovej sieteVyberie UV zdieľaných vrcholov povrchovej siete, bez ohľadu na to, či sú na rovnakom miesteVyberie UV použitím výberu lasomVyberie vrcholy pripojené k existujúcemu výberuVybrať zobrazenieVýber kosti na vygenerovanej výbave, ktorá bude riadiť túto akciuVyberie adresár označený záložkouVýber kamery sa naviaže na označenie tejto snímkyVyberie reťaz prepojených pásov, ktoré sú najbližšie k ukazovateľu myšiVyberie prvok hrany, ak sú obidve susedné plôšky označenéVyberie prvok hrany, ak je niektorá z jeho susedných plôšok označenáVybrať slučku pripojených UV vrcholovVyberie slučku prepojených hránVybrať zrkadlovú os (X, Y)Vybrať zrkadlovú os (X, Y, Z)Vyberie novú cestu pre túto knižnicu a znova načítajte všetky údajeVyberte uzol na priradenie skratkyVyberie bod krivky maľbyVyberie bod alebo jeho manipulátorNáhodne vyberie distribuovanú množinu vlasov alebo bodovVyberie rozsah z aktívneho prvkuVýber radu riadiacich bodov vrátane aktívneho. Postupné použitie na tom istom bode prepína medzi smermi U/VVyberie pás (naposledy vybraný sa stane "aktívnym pásom")Vyberie dotknuté vrcholy na povrchovej sietiVyberie všetky UV plôšky, ktoré sa vzájomne presahujúVyberie všetky UV vrcholy spojené s aktívnou UV mapouVyberie všetky UV vrcholy spojené pod myšouVyberie všetky kanálov animácie v rámci určenej oblastiVyberie všetko medzi kliknutými a aktívnymi položkamiVyberie všetky kosti prepojené vzťahmi rodič/potomok z aktuálneho výberuVyberie všetky napojené kosti podľa rodič/potomok na aktuálny výberVyberie všetky kosti, ktoré majú rovnakého rodiča ako aktuálne vybrané kostiVybrať všetky znakyVyberie všetkých potomkov aktuálne vybraných kostíVyberie všetky riadiace body prepojené s už vybranýmiVyberie všetky riadiace body prepojené s aktuálnym výberomVyberie všetky body krivky prepojené s už vybranýmiVyberie všetky krivky vo výplniVyberie všetky údaje povrchovej siete na jednej osiVyberie všetky zakázané stopyVyberie všetky prvkyVyberie všetky odhadované stopyVyberie všetko, ak je pravdivé, inak zruší výber všetkýchVyberie všetky stopy kľúčového snímkovaniaVyberie všetky kľúčové snímky kanála pod myšouVyberie všetky kľúčové snímky na určenej snímke (-ach)Vyberie všetky kľúčové snímky vyskytujúce sa v rovnakej snímke ako tá pod myšouVyberie všetky kľúčové snímky v rámci určenej oblastiVyberie všetky kľúče už prepojené s vybranýmiVyberie všetky zamknuté stopyVyberie všetky nevyvinuté vrcholy alebo hranyVyberie všetky objekty v kolekciiVyberie všetky objekty, ktoré blokujú svetlo z tohto žiaričaVyberie všetky objekty, ktoré prijímajú svetlo z tohto žiaričaVyberie všetky dráhy medzi zdrojovým/cieľovým prvkomVyberie všetky pripnuté UV vrcholyVyberie všetky body v krivkách s ľubovoľným výberom boduVybrať všetky body krivky pod kurzoromVyberie všetky ostré hranyVyberie všetky pásy susediace s aktuálnym výberomVyberie všetky pásy zoskupené podľa rôznych vlastnostíVyberte všetky pásy na tej istej strane aktuálnej snímky ako kurzor myšiVyberie všetky body ťahuVyberie všetky body ťahu medzi inými ťahmiVyberie všetky ťahy s podobnými vlastnosťamiVyberie celý textVyberte všetky kľúčové snímky v kanáli pod myšouVyberie všetky kľúčové snímky v krivkeVyberie celý textVyberie všetky vrcholy priradené k aktívnej skupine vrcholovVyberie všetky časové značky použitím výberu poľomVyberie všetky zosnímané stopyVyberie všetky značky pre určenú skupinuVyberie všetky stopy, ktoré sa nepodarilo rekonštruovaťVyberte všetky stopy s rovnakou farbou ako aktívna stopaVyberie všetky vrcholy pripojené na aktuálny výberVyberie všetky viditeľné kosti zoskupené podľa podobných vlastnostíVyberie všetky viditeľné objekty zoskupené podľa rôznych vlastnostíVyberie všetky viditeľné prepojené objektyVyberie všetky viditeľné objekty, ktoré majú typVyberie striedavo body v ťahoch s už vybranými bodmiVyberie prstenec hránVyberie okrajový pás pripojených UV vrcholovVyberte párny počet slučiek na preklenutie párovNajprv vyberte existujúcu stopu NLA alebo prázdny riadok akcieVyberie objekt alebo pózu kostiVýber a aktivácia položky(iek)Vybrať a posunúť bod krivky maľbyVybrať a použiť položku povrchovej sieteVyberie línie mimo siluetuVyberte aspoň jednu povrchovú sieť objektuVyberte aspoň dve slučky hránVyberie väčšie oblasti namiesto menšíchVyberie kosti v aktívnej kolekcii kostíVyberie kosti prepojené vzťahmi rodič/potomok pod kurzorom myšiVyberie kosti, ktoré sú rodičmi aktuálne vybraných kostíVyberie kosti používané ako ciele pre aktuálne vybrané kostiVyberie hrany okrajov (otvorené okraje povrchových sietí)Vyberie hrany okrajov okolo vybraných plôšokVybrať čímVybrať podľa vplyvu plôškyVyberie zásuvku aktívneho materiáluVyberie prepojené objekty rodič/potomokVyberie obrys alebo siluetuVyberie obrysy (vonkajšie siluety každého objektu)Zruší výber riadiacich bodov na okraji každej oblasti výberuVyberie riadiace body po už niektorých vybratých pozdĺž kriviekVyberie riadiace body už predtým niektorým vybraným pozdĺž kriviekVyberie záhyby hrán (medzi dvoma plôškami, ktoré majú uhol menší ako uhol záhybu)Vyberie vytvorené objekty na konci importuVýber bodov krivky použitím výberu poľomVyberie body krivky kruhovým výberomVyberie body krivky výberom lasomVyberie krivky blízko už vybraných kriviekVybrať typ údajov atribútuVyberie priamych potomkov aktuálne vybraných kostíVyberie objekt oblasti vplyvu simulácie dymuVyberie vyznačené hrany (hrany s poznámkou vyznačené hrany Freestyle)Vyberie hrany na okraji materiáluVyberie hrany alebo pár pre slučky hrán na pootočenieVybrať 1 alebo 3 vrcholy pre vytvorenie rodičovstvaVyberie buď vlasy alebo bodyVybrať prvokVyberie prvky na základe aktívneho logického atribútuVyberie koncové body kriviekVyberie koncové body ťahovVyberie všetko, čo začína posledným výberomVybrať všetko okrem čiar zo zadanej kolekcieVyberie vonkajšie obrysy (vonkajšie siluety prekrývania a prekrývaných objektov)Vyberie slučky plôšok pod kurzoromVyberie plôšky, kde majú všetky hrany viac ako 2 plôšky užívateľovVyberie prvky funkcií na základe kolekcie objektovVyberie hrany prvkov na základe typov hránVyberie hrany prvkov na základe viditeľnostiVyberie hrany prvkov patriacich k určitému objektu v skupineVyberie hrany prvkov na podľa značiek plôšokVyberie prvok hrany podľa okrajov obrázka (menšia spotreba pamäte)Vyberie hrany prvkov nepatriacich k žiadnemu objektu v skupineVyberie hrany prvkov nespĺňajúcich dané podmienky typu hránVyberie hrany prvkov nespĺňajúcich dané podmienky označenej plôškyVyberie hrany prvkov spĺňajúcich všetky podmienky typu hránVyberie hrany prvkov spĺňajúcich aspoň jednu z podmienok typu hránVyberie hrany prvkov spĺňajúcich dané podmienky typu hránVyberie hrany prvkov spĺňajúcich dané podmienky označenej plôškyVyberie hrany prvkov v rozsahu kvantitatívnych hodnôt neviditeľnosti (QI)Vyberie línie prvkov, ktoré pochádzajú z osvetlených alebo zatienených oblastí. Neovplyvní vrhaný tieň a svetlý obrys, pretože sú na okraji.Vyberie snímku obsahujúcu vybrané uzlyVyberte si model Chiang alebo HuangVybrať z viacerých vstupov podľa názvuVyberie manipulátor manipulačného prvku po stranách vybraného pásuVyberie graf krivkyVyberie manipulátory ďalšieho aktívneho pásuVyberie skryté hrany prvkovVyberie spôsob vynútenia objektu cieľovým povrchomVyberie spôsob vynútenia vrcholov na cieľový povrchVyberá, či sa úložisko nachádza v priečinku spravovanom užívateľom alebo v priečinku poskytovanom systémomVyberie si najbližšieho rodiča/potomka vybraných kostíVyberie priesečník s aktuálnou snímkouVyberie položku použitím výberu poľomVyberie položku použitím výberu kruhomVyberie položku použitím výberu lasomVyberie body kľúčovej snímky kruhovým výberomVyberie body kľúčových snímok výberom lasomVyberie kľúčové snímky vedľa už vybranýchVyberie kľúčové snímky kliknutím na nichVyberie kľúčové snímky vyskytujúce sa v rovnakej F-krivke ako niektoré vybranéVyberie kľúčové snímky naľavo alebo napravo od aktuálnej snímkyVyberie kľúče prepojené s okrajom vybraného kľúča každej časticeVýber typu čiary pre ťahyVyberie prepojené plôškyVyberie prepojené plôšky podľa uhlaVyberie prepojené plôšky pod kurzoromVyberie prepojené vrcholyVyberie prepojené vrcholy pod kurzoromVýber slučiek pripojených hrán z každej vybranej hranyVyberie voľnú geometriu na základe režimu výberuVyberie značky naľavo/napravo od aktuálnej snímkyVyberie značky použitím výberu poľomVyberie značky použitím výberu kruhomVyberie značky použitím výberu lasomVyberie členov vybranej snímkyVyberie položky povrchovej siete v zrkadlových poloháchVyberie zrkadlové body mriežkyVyberie viac UV vrcholov pripojených k počiatočnému výberuVyberie viac bodov drážok pripojených k počiatočnému výberuVyberie viac pásov susediacich s aktuálnym výberomVyberie viac vrcholov, hrán alebo plôšok pripojených k počiatočnému výberuVyberie filmové alebo obrazové pásyVýber kanála snímania filmovVyberie najbližšiu časticu od ukazovateľa myšiVyberie nový aktívny prvok povrchovej siete a použite jeho polohuVyberie nové objektyVyberie uzol a spojí ho s uzlom zobrazovačaVyberie spojené uzly od niektorých vybranýchVyberie spojené uzly na niektoré vybranéVyberie uzly použitím výberu lasomVyberie uzly s podobnými vlastnosťamiVyberie objekt v tej istej kolekciiVýber objektu vzhľadom na pozíciu aktívneho objektu v hierarchiiVyberie objekty v kolekciiVyberie objekty zhodné s pomenovaním vzorkyRekurzívny výber objektov z aktívneho prvkuVyberie jednu zo skupín vrcholov dostupných pod aktuálnou pozíciou myšiVyberte jeden alebo viac pásovVyberie iba úplne vybrané plôškyVybrať iba bodyZruší výber/vyberie všetky NLA pásyZruší výber alebo vyberie všetky súboryVyberie alebo zruší výber všetkých pásovVyberie alebo zruší výber náhodne viditeľných objektovVyberie orientáciu po jej vytvoreníVyberie ďalšie pásy alebo manipulátory v rovnakom čase alebo všetky kľúče na opakované načasovanie po aktuálnom v režime opakovaného načasovaniaVybrať vložené objektyVyberie oblasť plôšok vnútri vybranej slučky hránVyberie oznámenie podľa indexuVybrať odhalené objektyVyberie hrebene a údolia (okrajové čiary medzi konvexnými a konkávnymi oblasťami povrchu)Výber prstencov spojených hrán z každej vybranej hranyVyberie korene všetkých viditeľných častícVyberie najkratšiu dráhu medzi dvoma kosťamiVyberie najkratšiu dráhu medzi dvomi výbermiVyberie najkratšiu dráhu medzi dvomi vrcholmi/hranami/plôškamiVyberie siluety (hrany na okraji viditeľných a skrytých plôšok)Vyberie podobné UV podľa typov vlastnostíVyberie kosti podľa podobných typov vlastnostíVýber podobných bodov krivky podľa typu vlastnostiVyberie podobné oblastí plôšok pre aktuálny výberVyberie podobné meta gule podľa typov vlastnostíVyberie podobné vrcholy, hrany alebo plôšky podľa typu vlastnostíVýber bodov drážkyVybrať manipulátor pásuVyberie pásy jednotlivo bez ohľadu na to, či sú alebo nie sú pripojenéVyberie pásy na navrhovanej strane z vybratých pásovVyberie pásy vzhľadom na aktuálnu snímkuVyberie pásy naľavo alebo napravo od aktuálnej snímkyVyberie pásy použitím výberu poľomVyberie pásy použitím výberu kruhomVyberie pásy použitím výberu lasomVyberie štýl použitý na kreslenie ťahovVyberte štýl použitý na vyplnenie ťahovVyberie sugestívne obrysy (skoro hrany siluety/obrysu)Vyberie text po riadkochVýber textu pri presúvaní kurzoraVyberie režim ovládania FreestyleVyberie aktívnu kameruVyberie knižnicu aktív a obsiahnuté katalógy, ktoré sa majú zobraziť v polici aktívVyberie os na porovnanie každého vrcholuVyberie kosti z tejto sústavy výberuVybrať kameruVyberie najbližšiu os pri umiestňovaní objektov (prepisy povrchu)Vyberie aktuálne zvýraznený ohraničujúci blok ()Vyberte formát súboru na použitie uskladňovania údajov šumuVyberte formát súboru na použitie uskladňovania údajov častícVyberte formát súboru na použitie uskladňovania údajov povrchovVyberte formát súboru na použitie uskladňovania údajov objemuVyberie súbor vzhľadom na blend súborVyberie typ vstupu pre geometriu gumičky do vlasov.Vyberie typ vstupu pre geometriu povrchu.Vybrať vrstvy na konvertovanieVyberie typ mapovaniaVyberie zrkadlové objekty vybraného objektu napr. "Ľavý meč" a "Pravý meč"Výber nových vsadených plôšokVyberie ďalší prvok (použitím poradia výberu)Vyberie uzol pod kurzoromVybrať rodičov aktuálne vybraných kostíVyberie predchádzajúci prvok (použitím poradia výberu)Vyberie panel vlastností, ktorý sa má zobraziťVyberie Tieňovač zistenia parametrov farbyVýber tvarov ťahov obrysu modrotlačeVýber tvaru oboch ukončenia ťahovVyberie kľúč zoradenia na určenie poradia uloženie reťazíVýber poradia zoradeniaVyberie zdroj pokojových polôhVyberie pásy a ich manipulátoryVyberte API tabletu, ktoré chcete použiť pre citlivosť na tlak (aby sa zmeny prejavili, môže byť potrebné reštartovať Blender)Výber metódy sledovania používanej na hľadanie priesečníkov lúčov scényVýber spôsobu spájania prvkov hrán na vytvorenie reťazeVýber spôsobu výpočtu kľúča zoraďovania pre každú reťazVyberie kosti pripojené k počiatočnému výberuVyberte tie kosti, ktoré sa používajú v tejto pózeVybrať časovú značku(y)Vyberie končeky všetkých viditeľných častícVyberie naľavo od aktuálnej snímkyVyberie napravo od aktuálnej snímkyVýber značiek snímaniaVybrať stopy podľa skupinyVyberie stopy použité na stabilizáciu rotácieVyberie stopy použité na stabilizáciu zmeny polohyVyberie orientácie transformácieVyberie dve slučky hrán alebo jednu uzavretú slučku hrán, z ktorej je možné vypočítať dve slučky hránVyberte dva povrchové siete objektovVyberie typ odstupňovania použitého na vyplnenie ťahovVyberie typ algoritmu zmrštenia obalu pre cieľovú polohuVyberie typ algoritmu rozdeleniaVybrať nevyčistené stopyVyberie slučku vrcholov pod kurzoromVyberte vrcholy v póloch podľa počtu pripojených hrán. V režime hrán a plôšok sa vyberá geometria pripojená k vrcholomVyberie priamo prepojené vrcholy s už vybranýmiVyberie vrcholy alebo plôšky podľa počtu strán plôškyVyberie vrcholy bez skupinyVyberie viditeľné hrany prvkovVyberte, ktorý bod je začiatkom krivkyVybrať tlačidlom myšiVyberie oblasť od pozície kurzoraVyberie slovo pod kurzoromVyberie/zruší výber všetkých ťahov Grease Pencil aktuálne používaného materiáluVyberie/zruší výber všetkých ťahov alebo výplníVyberie/zruší prvok v tomto smereVyberie/zruší výber súborov prechádzaním cez neVýber a viditeľnosťMožnosť výberuIba voliteľnéVybranéVybraté a obsahVybraná mapa akciíVybraný pás akcie strihuVybrané naviazaniaVybrané tučnéVybraný kanálVybrané kanály na kurzoreCelkovo vybraných hránCelkovo vybraných plôšokVybrané plôškyVybraný súborZvýraznenie vybranýchVybrané ID '%s' je %s, nemožno ho použiť na premiestnenie existujúceho prepojeného ID '%s', ktoré je %sVybrané ID '%s' sa zdá byť rovnaké ako premiestnené ID '%s', namiesto toho použite operáciu 'Reload'Vybraná kurzívaVybraná položkaVybraná položka núti stred obiehania brať do úvahy len aktuálne vybrané objekty.Vybrané položkyVybrané kľúčeVybraný orientačný bodPozadie vybraného riadkaFarba text vybraného riadkaVybrané značkyVybraný meta pás (pre zoskupenie súvisiacich pásov)Vybraná skupina uzlovVybraný objektVybrané objektyIba vybrané objektyVybrané objekty a údajeVybrané objekty, údaje a materiályLen vybranéVybrané bodyVybraná póza kostíVybrané malé písmoVybraný zvukový pás (na načasovanie zvukov reproduktora)Vybrané pásyVybrané štúdiové svetloVybraný textVybraný pás prechoduVybraný UV prvokVybrané UV vrcholy vnútri dosahu sú navzájom spolu zvarenéVybrané podčiarknutéCelkovo vybraných vrcholovVybrané aktívum %s sa nepodarilo nájsť v knižnici materiálovVybrané aktívum %s nie je akciouVybrané aktívum je obsiahnuté v súbore spravovanom systémom aktív, manuálnym úpravám by ste sa mali vyhnúťVybrané aktívum je obsiahnuté v aktuálnom súboreVybrané kosti z %sVybrané bloky údajov sú už aktíva (alebo nepodporujú použitie ako aktíva)Počet vybraných hrán v režime editáciePožadované vybrané hrany/plôškyPočet vybratých plôšok v režime editáciePožadované vybrané plôškyVybrané slučky musia mať rovnaký počet okrajovVybrané siete musia mať rovnaký počet vrcholovVybrané uzly nie sú rovnakého typu ako {}Vybrané uzly nemožno spojiťNázvy vybraných objektov musia používať príponu .L alebo .RVybraná cesta je mimo vybranej knižnice aktívVybrané do aktívnychPočet vybraných vrcholov v režime editácieVybraný/nevybranýVýber čiar z osvetlených oblastí a vytvorenie kombinácie obrysov, svetlých obrysov a tieňových línií do uzavretých tvarovVýber kamery je podporovaný iba v režime objektuVýberDoména výberuVýber koncového znakuVýber koncového riadkuMaska výberuRežim výberuRežim výberu musia byť bodyLen vybranéVýber nepriehľadnostiSústava výberuIndex sústavy výberuSústavy výberuŠpeciálne sústavy výberuNástroj výberuTyp výberuAkcia výberu na vykonanieVýber podľa kolekcieVýber podľa typov hránVýber podľa značky plôškyVýber podľa okrajov obrázkaVýber podľa viditeľnéhoVýber nie je kosťVýber nie je kosť. Armatúra musí byť v režime pózy alebo v režime editácie, aby sa dala zbierať v 3D zábereVýber zaostáva za myšou a sleduje plynulejšiu cestuVýber nie je podporovaný v režime objektuVýber riešiteľa IK pre reťaz IKVyberie aktívny kanál na kliknutý kanálVyberie hrany, ktoré nie sú pripojené k plôškeVýber hrán, ktoré sú súčasťou okraja povrchu sieteVyberie hrany, ktoré spájajú dve strany povrchu sieteVyberie hrany, ktoré znamenajú diskontinuitu vstupných vektorovVýber prvkov s normálami zodpovedajúcimi cieľovému smeru. (Normála sa vyhodnocuje v rovnakej doméne ako tento výstup výberu.)Výber prvkov v rámci sféryVýber inštancií na náhodný výberVýber bodov, ktoré by mali byť presunutéVýber v oblasti opakovaniaPár výberu sa nenašielStav výberu bodu krivkyStav výberu bodu dráhyStav výberu zásuvkyStav výberuStav výberu zarovnaného jednoduchého manipulátoraStav výberu riadiaceho boduStav výberu riadiaceho bodu. (Zastarané: namiesto toho použite Výber riadiaceho bodu)Stav výberu ľavého manipulátoraStav výberu pravého manipulátoraVýber na aktuálnu snímkuVýber na hodnotu kurzoraVýber na najbližšiu snímkuVýber na najbližšiu značkuVýber na najbližšiu druhúSelective Damped Least Square (Selektívne utlmený najmenší štvorec)Vyberie spôsob výpočtu konca manipulátora ohybu kostíVyberie spôsob výpočtu začiatku manipulátora ohybu kostíVyberie spôsob mapovania vrcholov na segmenty ohybu kostí na základe ich polohyVyberie náhodné body z aktuálneho výberu ťahovVyberie algoritmus úpravy okrajovVyberie použitý algoritmusVyberie použitý algoritmus hrúbkyVlastná kolíziaVlastné kolízieVlastný efektVlastné trenieVlastný zásahVlastné pretnutieVlastné pretnutieKontrola vlastného prekríženiaVlastná minimálna vzdialenosťVlastný objektVlastné prekrytieVlastné pretnutie vybraných plôšokProstredie a nastavenie simulácie samotného pevného telesaVlastná kolízia skupiny vrcholovVýznamová interpretácia vlastnostiSemi-LagrangianPoltónyPosielať vzadPoslať dozaduCitlivosťSenzorPrispôsobenie snímačaVýška snímačaŠum snímačaŠírka snímačaSnímač skenuje zhora nadolOddeleneSamostatneSamostatný balíkPoložka Samostatný balíkOddeliť potomkovSamostatná farbaSamostatné komponentySeparovať valcovitéOddeliť geometriuSamostatná špička IKOddeliť matricuRežim oddeleniaOddeliť sekvenciu obrázkovSeparovať guľovéOddeliť transformáciuOddeliť jednotkyOddeliť XYZOddelí všetky geometrie podľa pretnutiaOddelí podľa vrstvyOddeliť podľa materiáluOddelí pásy, ktoré sú v držbe vybraných meta pásovOddelí premietanie izolovaných ostrov švamiOddeliť vybranú geometriuSamostatne vybraná geometria do novej povrchovej sieteOddelí vybranú geometriu do nového objektuOddelí vybranú geometriu do nového mračna bodovOddelí vybrané uzly zo skupiny uzlovOddelí vybrané body pripojených nevybratých bodov do nového objektuOddelí vybranú geometriu do nového objektu Grease PencilOddelí vybrané ťahy od aktuálnej výplneRozdelené %s do %i nových akciíOddelené kostiSépiaSekvenciaSčítaniePrispôsobiťVrstva prispôsobeniaNad alfouPod alfouAudioPolíčkoJas/kontrastKlipHodinyFarbaVyvážiť farbuZmiešať farbyKompozítorKrížové prelínanieKrivkySmerDvojitýOzvenaEkvalizérPriečne vytrácanie gamaGaussove rozostrenieŽiaraPridržať oddelenieKorigovať odtieňObrázokVstupIrisMaskaMetaFilmViacnásobná kameraViackamerový voličVynásobenieNie jeVýstupNa pásOdstupPremietanieÚložisko náhradyScénaJednoduchýZvukZvukový ekvalizérRýchlosťOddeliťOdčítanieTextMapa tónovMapovať tónTyp prechoduTypVyvážiť bieluStieranieEditor sekvenciePosúvanie sekvenciePosunutie sekvencie: %s%sNázov sekvenčného pásuÚdaje editácie sekvencie pre blok údajov scényÚdaje editora priestorových sekvenciíRežim sekvenčného prehrávaniaSekvenčné pásy aplikujúce efekt na obrazy vytvorené inými pásmiSekvenčný pás vytvárajúce Gaussove rozostrenieSekvenčný pás vytvárajúce efekt žiaryPásy sekvencie vytvárajúce prechod stieraniaSekvenčný pás vytvárajúce obraz naplnený jednou farbouSekvenčný pás vytvárajúci textÚdaje sekvenčného pásu pre jednu snímkuSekvenčný pás definujúci zvuk, ktorý sa má prehrávať po určitú dobuSekvenčný pás pre kontrolu rýchlosti ostatných pásovSekvenčný pás na zoskupenie iných pásov ako jednoduché sekvenčné pásySekvenčný pás na načítanie videaSekvenčný pás na načítanie videa maskySekvenčný pás na načítanie videa z editora klipovSekvenčný pás na načítanie jedného alebo viacerých obrázkovSekvenčný pás na vykonanie úprav filtrov do nižších vrstievSekvenčný pás na vykonávanie úprav vo viackamerovom výberePás sekvencie použitý na vykreslenie obrazu scényRadič sekvenciíRadič sekvencií a náhľadNastavenie farebného priestoru radiča sekvenciíUzly kompozítora radiča sekvenciíEditory sekvenciíPrekrytia radiča sekvenciíNáhľad radiča sekvenciíNáhľad tieňovania radiča sekvenciíRadič sekvencie scényPrichytenie radiča sekvenciíInfo pásov radiča sekvenciíSekvenčné pásyNastavenia nástroja radiča sekvenciíTyp efektu radiča sekvenciíScéna radiča sekvencií nie je upraviteľnáAktívny pás radiča sekvenciíSrbsky (Cyrillic) - СрпскиSrbsky (latinka) - Srpski latinicaStav relácieUID reláciaUID relácie kolekcie, na ktorú sa má odkazovaťUID relácie kolekcie, do ktorej sa má presunúťUID relácie bloku údajov na použitie operátoromUID relácia priamo prepojenej kolekcie, ktorá obsahuje vybraný objekt na vytvorenie prepisuRelácia UID skupiny geometrických uzlov, ktorá bude spustenáUUID reláciaUUID relácie objektu pre umiestnenie (ak nie je nastavené toto a 'name', použije sa aktívny objekt)NastaviťNastaví "falošného užívateľa" pripojených položiek (okrem objektov a kolekcií)Nastaví polohu 2D kurzoraNastaví 2D kurzor umiestnením na stred zobrazeniaNastaviť akciuNastaviť index zásuvky aktívnej akcieNastaviť všetky animácie glTF od 0Nastaviť alfaNastaviť príznak farbyNastaviť aktuálny motívNastaviť normálu krivkyNastaviť polomer krivkyNastaviť sklon krivkyNastaviť hodnotu ladeniaNastaviť predvolenú ikonuNastavenie sústavy plôšokNastaviť vplyv plôškyNastaviť falošného užívateľaNastaviť náhradnýNastaviť rozsah snímkyNastaviť balík GeometriaNastaviť názov geometrieNastaviť farbu Grease PencilNastaví hĺbky Grease PencilNastaví mäkkosť Grease PencilNastaviť pozadie mriežkyNastaviť transformáciu mriežkyNastaviť profil krivky vlasovNastaviť pozíciu manipulátoraNastaviť typ manipulátoraNastaviť IDNastaviť transformáciu inštancieNastaviť nevyriešenú inverziuNastaviť materiálNastaviť prelínania materiáluNastaviť index materiáluNastaví normálu sieteNastaví premennú Minkowski na 0.5Nastaví premennú Minkowski na 4Nastaviť faktor zmiešania na 0,0Nastaviť faktor zmiešania na 1,0Nastaviť názovNastavenie počiatku pre objekty %s nie je podporovanéNastavenie počiatku pre prázdne objekty nie je podporovanéNastaviť rodiča naNastaviť otočný bodNastaviť polomer boduNastaviť pozíciuNastaví rozsah náhľadu na základe rozsahov vybraných kľúčových snímokNastaví rozsahu náhľadu na základe rozsahu vybraných pásovNastaví rozsahu náhľadu na základe rozsahu vybraných kľúčových snímokNastaviť snímkovú frekvenciu scényNastaviť vybrané pásy náhradNastaviť vybranéNastaviť vyhladenie tieňaNastaviť veľkosťNastaviť základné prichytenieNastaviť cyklickú drážkuNastaviť rozlíšenie drážkyNastaviť typ drážkyNastaviť stereo 3DNastaví UVW riadiace body v rovnakej vzdialenosti od sebaNastaví umiestnenia diváka VR na umiestnenie vrhnutia lúča riadiacehoNastaviť hodnotuNastaví zobrazenie transformácieNastaví príznak farby pre vybrané kolekcieNastaví farbu značky pre vybrané pásyNastaví hodnoty kontextového poľa (užitočné pre cyklovanie režimu editácie aktívnych povrchových sietí)Sústava kontextovej hodnotyNastaví kontextovú hodnotu (užitočné pre cyklovanie aktívneho materiálu, kľúčových vrcholov, skupín atď.)Nastaví kontextovú hodnotu bloku údajov ID (identifikátora)Nastaví vlastný faktor konštantnej rýchlosti (CRF - Constant Rate Factor).Nastaví pevné počet snímok pre všetky vytvárania animácieNastaví manuálne percento na zostavenieNastaví maximálny počet B snímokNastaví voľby aktívnej sústavy kľúčovaniaNastaví nový názov alebo predponu/príponu existujúceho názvuNastaví nový výberNastaví index nastavenia aktívnej akcie na {}.Nastaví aktívnu farbu na všetky vybrané vrcholyNastaví aktívnu značku ako počiatok podľa pohybu kamery (alebo jeho rodiča, ak je prítomný) v 3D priestoreNastaviť aktívny materiálNastaví všetky animácie glTF od 0,0 s. Môže byť užitočné pri opakovaní animáciíNastaví všetky body ťahu na rovnakú nepriehľadnosťNastaví všetky body ťahu na rovnakú hrúbkuNastaví všetky normály vrcholov podľa rohového uhlaNastaví všetky normály vrcholov podľa priestoru plôšokNastaví zarážku alfa vybranej farbyNastaví množstvo nepriehľadnosti pre exportovaný UV náčrtokNastaviť a použiť 3D kurzorNastaviť viditeľnosť poznámkyNastaví vhodnú transformáciu zobrazenia na základe farebného priestoru médiaNastaví ako aktívnu skupinu vrcholovNastaviť zaoblené ak predvolenéNastaví zvukové kanály na 4 kanályNastaví zvukové kanály na priestorový zvuk 5.1Nastaví zvukové kanály na priestorový zvuk 7.1Nastaví zvukové kanály na monoNastaví zvukové kanály na stereoNastaví veľkosť zásobníka zmiešavania zvuku na 1024 nahrávokNastaví veľkosť zásobníka zmiešavania zvuku na 16384 snímokNastaví veľkosť zásobníka zmiešavania zvuku na 2048 nahrávokNastaví veľkosť zásobníka zmiešavania zvuku na 256 nahrávokNastaví veľkosť zásobníka zmiešavania zvuku na 32768 snímokNastaví veľkosť zásobníka zmiešavania zvuku na 4096 snímokNastaví veľkosť zásobníka zmiešavania zvuku na 512 nahrávokNastaví veľkosť zásobníka zmiešavania zvuku na 8192 snímokNastaví zvukový formát snímky na 16-bitové celé číslo so znamienkomNastaví zvukový formát snímky na 24-bitové celé číslo so znamienkomNastaví zvukový formát snímky na 32-bitové číslo na plávajúcej čiarkeNastaví zvukový formát snímky na 32-bitové celé číslo so znamienkomNastaví zvukový formát snímky na 64-bitové číslo na pohyblivej čiarkeNastaví zvukový formát snímky na 8-bitové celé číslo bez znamienkaNastaví snímkovú frekvenciu zvuku na 192000 snímok za sekunduNastaví snímkovú frekvenciu zvuku na 44100 snímok za sekunduNastaví snímkovú frekvenciu zvuku na 48000 snímok za sekunduNastaví snímkovú frekvenciu zvuku na 96000 snímok za sekunduNastaví čierny alebo biely bod pre krivkyNastavenie booleovských hodnôt pre kolekciu položiekNastaví záber kamery na aktívny pohľadNastaví kolekciu tak, aby nepriamo prispievala (prostredníctvom tieňov a odrazov) do vrstvy zobrazeniaNastaviť viditeľnosť farbyNastaví atribúty farby a nepriehľadnosti na geometrii Grease PencilNastaví farbu úplne nepriehľadnú namiesto opätovného použitia existujúcej alfyNastaví interpoláciu farbyNastavenie farebného režimu na použitie pre interpoláciuNastaví zarážku farby vybranej farbyNastaví aktuálny filmový klip ako pozadie kamery v 3D zábere (funguje, iba ak je viditeľný 3D záber)Nastaví pozíciu kurzoraNastaví polohu kurzora v texteNastaví pozíciu kurzora na posuv použitý pre inštancie kolekcieNastavenie výberu kurzoraNastaví predvolený atribút farby používaného na prekresľovanieNastaví vzdialenosti medzi jednotlivými rovinamiNastaví typ zmiernenia pre segmenty F-krivky začínajúce vybranými kľúčovými snímkamiNastaví ostrosť hrán na základe uhla medzi susednými plôškamiNastaví rozšírenie efektu v užívateľskom rozhraníNastaví režim extrapolácie pre vybrané F-krivkyNastaví vplyv plôšky na všetkých plôškachNastaví vplyv plôšky iba na nové a dotknuté plôškyNastaví spevnenie plôšky len na nové a modifikované plôškyNastaví vplyv plôšky len na nové plôškyNastaviť falošného používateľa na pripojených IDNastaví rovinu podlahyNastaví veľké písmenáNastaví štýl písmaNastaví snímkovú frekvenciu aktuálnej scény na snímkovú frekvenciu filmuNastaví stred háku na pozíciu kurzoraNastaví spôsob vykonávania kompozícieNastavuje možnosť editácie bloku údajov prepisu knižniceNastaviť obrázok pre priame maľovanie textúryNastavenie interpolácie medzi zarážkami farbyNastaví režim interpolácie pre segmenty F-krivky počnúc vybranými kľúčovými snímkamiNastaví inverznú korekciu pre vynútenie potomkovNastaví inverznú korekciu pre vynútenie riešiteľa objektuNastaví kľúčovú snímku podľa riešiteľaNastaviť viditeľnosť vrstvyNastaví masku na úroveň určenej vlastnosťou 'hodnota'Nastaví masku na úroveň určenú vlastnosťou obrátenej hodnotyNastaví švy povrchových sietí podľa nastavenia ostrova v UV editoreNastaví meta guľu ako zápornúNastaví modifikátor rozšírený v užívateľskom rozhraníNastaví negatívne textúry RGB a hodnoty intenzity na nulu, pre niektoré použitia, ako je posúvanie táto možnosť môže byť vypnutá na získanie celého rozsahuNastaví novú polohu 3D kurzora a použite juNastaví mierku riešenia objektu použitím vzdialenosti medzi dvomi vybranými stopamiNastavenie vlastností, ktoré sú ovplyvnenéNastaví posuv používané pre inštancie kolekcie na základe pozície kurzoraNastaví posuv použitý pre inštancie kolekcie na základe pozície aktívneho objektuNastaví počiatok na bod mediánu vybratých zväzkovNastaví veľkosť častíc v bunkách simulácie alebo použije najbližšiu bunkuNastaví polomer na bod, ktorý sa používa na sklon zúženiaNastaví rovinu na základe 3 vybraných zväzkov podľa pohybu kamery (alebo jej rodiča, ak je prítomný) v 3D priestoreNastaví zarážku polohy vybranej farbyNastaví veľkosť a pomer prekresľovania z aktívneho pásuNastaví rozlíšenie vybraných kriviekNastaví mierku scény podľa mierky kamery (alebo jeho rodiča, ak je prítomný)Nastavenie mierky pre veľkosti X, Y a Z textúryNastaví počiatočnú a koncovú snímku scény tak, aby zodpovedal počiatočnej snímke a dĺžke klipuNastavenie hodnôt sústavy plôšok pre plôškyNastaví vybrané vrcholy ako obsadenéNastavenie výberu upravovanej geometrie na vykonanie nástrojaNastaví tieňovanie na plochéNastaví tieňovanie na vyhladenéNastaví zakrivenie uzáveruNastaví cieľovú váhu mäkkého telesa pre vybrané bodyNastaví atribút mäkkosti na geometrii Grease PencilNastaví niektorú vlastnosť veľkosti (ako napr. veľkosť štetca) kolieskom myšiNastaví rýchlosť časovaného segmentuNastaví počiatočnú a koncovú snímku zo scényNastaví výber textuNastaví hĺbky Grease Pencil na použitieNastavenie počtu metrov na jednotku v USD na zvolenú hodnotu alebo na vlastnú hodnotuNastaví UV mapy ako aktívne pre prekresľovanieNastaví popis prístupnosti pre predvolený prvotný prvok exportovanej fázyNastaví nápis prístupnosti pre predvolený prvotný prvok exportovanej fázyNastaví aktívnu vrstvu Grease PencilNastaví aktívnu kosť ako rodiča vybraných kostíNastaví aktívny objekt ako aktívnu kameru pre toto zobrazenie alebo scénuNastaví aktívneho operátora na predvolené hodnotyNastaví aktívnu scénu a čas na základe aktuálneho pásu scényNastaví aktívnu skupiny vrcholovNastaví hodnotu pozadia použitú pre neaktívne voxely a dlaždiceNastaví okraje pre operácie diváka (neimplementované)Nastaví okraje ohraničenia prekreslenia a povolí ohraničené prekreslenieNastaví okraje hraníc použitých pre zobrazenie posuvuNastaví okraje oblasti prekreslenia a povolí prekreslenie oblastiNastaví okraje užívateľskej oblastiNastaví balík geometrieRežim nastavenia interakcie klipuNastaví farby a nepriehľadnosti pre body ťahuNastaví farby a nepriehľadnosti pre výplne ťahovNastaví výber konzolyNastaví typ rohu vybraných bodovNastaví aktuálnu rám ako náhľad alebo scénu koncovej snímkyNastaví aktuálnu snímku ako ukážku alebo úvodnú snímku scényNastaví aktuálnu snímku na priemernú hodnotu vybraných kľúčových snímokNastaví aktuálny jazyk pre túto konzoluNastaví aktuálnu transformáciu GizmaNastaví polohu kurzora, ťahať pre transformáciuNastaví vlastné normály podľa jednotlivých vybraných plôšokNastaví smer osi scény otočením kamery (alebo jeho rodiča, ak je prítomný) a predpokladá sa že, zvolená dráha leží na skutočnej osi, spájajúcu ju s počiatkomNastaví veľkosť zobrazenia bodov mračna bodovNastaví vzdialenosť medzi očami - vzdialenosť stereo roviny / 30 by malo stačiťNastaví režim vyhodnotenia pre normály krivkyNamiesto náhradného nastaví primárny nástrojNamiesto primárneho nástroja nastaví náhradný nástrojNastaví cestu k súboru relatívne k blend-súboru, ak je to možnéNastaví rozsah snímok na začiatok a koniec vybratých pásovNastaví typ manipulátora pre bézierove krivkyNastaví typ manipulátora pre bézierove krivkyNastaví typ manipulátora pre riadiace body Bézierovej krivkyNastaví atribútu id na vstupnej geometrii, ktorý sa interne používa najmä na náhodné nastavenieNastaví rozsah snímok tak, aby zodpovedal dĺžke videaPri pokuse o zachovanie transformácie objektu nastaví vplyv tohto vynútenia na nulu. Iné aktívne vynútenia môžu naďalej ovplyvňovať konečnú transformáciuNastaví umiestnenie každého boduNastaví umiestnenie 3D kurzoraNastaví mapu ako aktívnu pre klonovanieNastaví mapu ako aktívnu pre zobrazenie a úpravyNastaví vrstvu masky z tlačidiel UV mápNastaví rodičovstvo maskyNastaví index materiálu pre každý vybraný geometrický prvokNastaví materiál na nové plôšky na základe poradia zoznamov zásuviek materiálu. Ak na objekte modifikátora neexistuje materiál, plôška použije rovnakú zásuvku materiálu alebo prvú, ak objekt nemá dostatok zásuviek.Nastaví názov geometrie pre zjednodušenie ladeniaNastaví počiatok objektu, buď presunutím údajov, nastavením na stred údajov, alebo použitím 3D kurzoraNastavenie rodičovstva objektuNastaví rodičovstva objektu bez nastavenia inverznej korekcie rodičaNastaví normály výstupnej povrchovej siete na vyhladenieNastaví pozície pre manipulátory Bézierových kriviekNamiesto toho nastavte rozsah náhľaduNastaví polomer krivky v každom riadiacom bodeNastaví používanú reprezentáciu rotácie podľa vybraných kostíNastaví obnovovací kmitočet scény podľa BVH súboru (Všimnite si, že to ruší 'mierku snímok/s ' možnosť, že mierka bude 1:1)Nastaví vybraný materiál ťahu ako aktívny materiálNastavenie ostrosti hrán povrchovej siete na základe uhla medzi susednými plôškamiNastaví typ priestoru alebo prechádzanie podtypomNastaví typ ťahu (ťah, výplň alebo oboje) vybraných ťahovNastavenie povrchovej siete do pokojovej polohy pred upevnenímNastaví uhol sklonu v každom riadiacom bode krivkyNastaví nástroj podľa indexu (pre priradenie klávesy)Nastaví nástroj podľa názvu (pre priradenie kláves)Nastaví transformáciu mriežky z indexového priestoru do objektového priestoruNastaví matricu transformácie každej inštancieNastaví hodnoty všetkých príznakovVáhy skupín vrcholu nastavuje na základe vzdialenosti od iného cieľového objektuNastaví os pohľadu, odkiaľ každý smer myši vždy priradí na rovnakú osNastaví os pohľadu, odkiaľ každý smer myši priradí na relatívnu os k aktuálnej orientáciiNastaví zobrazenie orezania oblastiNastaví váhu podľa vybraných kľúčovNastaví váhu nástroja Kreslenie na váhu vrcholu pod kurzorom myšiNastaví váhu skupín zhodných vybraných kostí pripojených na armatúru, použitím vzdialenosti medzi vrcholmi a kosťamiNastaví váhy vrcholov v skupine podľa vzdialenosti cieľového objektuNastaví šírku na základe nadradeného uzla skupiny v aktuálnom kontexteNastaví priblíženie pomerom (na základe veľkosti klipu)Nastavuje túto akciu pózy ako aktívnu akciu na aktívnom objekteNastaví aktuálnu hodnotu tejto vlastnosti ako novú predvolenúNastaví polomer špičky na nuluNastaviť na 0 pre použitie odhadu vstupného obrazuNastaví hodnotu PRAVDIVÉ, ak je zásobník rozdelený na oddelené súboryNastavte na true pre požiadavku o prepočítanie inverznej matriceNastavenie viditeľnosti uzla stromuNastaví typ aktívnej drážkyNastaví typ manipulátora pre vybrané kľúčové snímkyNastaví typ manipulátora pre vybrané riadiace bodyNastaví typu snímky pre vybrané kľúčové snímkyNastaví typ vybraných kriviekRučné nastavenie náhradyNastaví hodnotu plôškyNastaví hodnoty vybraných kľúčových snímok na hodnotu kurzora (Y/horizontálnu súčasť)Nastaví hodnoty aktívneho atribútu pre vybraté prvkyNastaví rovinu stenyNastaví váhy na pevný počet krokovNastaví pomer priblíženia zobrazeniaNastaviť {} ako aktívneNastaví/získa vplyv plôšky (používa sa v modifikátore Vplyv normály)Nastaví/vymaže vybrané UV vrcholy, ktoré sú ukotvené medzi viacerými operáciami rozvinutiaNastaví úroveň delenia povrchu (1 až 5)Nastaví, koľko jedinečných objektov môže byť rozlíšených podľa pixelovNastaví oblasti mimo oblasti orezania tak, aby boli priehľadné namiesto skutočného orezania veľkosti obrázkaNastaví vrstvu ako aktívnu na zobrazenie a úpravuNastaví vrstvu ako aktívnu pre prekreslenieNastaví režim interakcie objektuNastaví polohu otočného bodu na aktívnu polohu vrcholuNastaví polohu otočného bodu na priemernú polohu nemaskovaných vrcholovNastaví polohu otočného bodu na stred okrajov maskyNastaví polohu otočného bodu na povrch pod kurzoromNastaví otočný bod na počiatok tvarovaniaNastaví atribút polomeru kriviek vlasov podľa tvaru profiluNastaví počiatky rotácie automatickým použitím topológie a tvaru povrchovej siete ako vedeniaNastaví polohu otočného bodu transformácie tvarovaniaNastavenie položky Predvoľby > Systém > Metóda kompilácie tieňovačov na možnosť Podproces môže zlepšiť čas kompilácie.NastaveniaNastavenia sú na karte ČasticeNastavenia sú v záložke FyzikaNastavenia štetca Grease PencilNastavenia nástrojov na interpoláciu Grease PencilNastavenie fyziky pre kŕdleNastavenia zobrazenia prekrytíNastavenia zobrazenia prekrytia v 3D zábereNastavenia pre zobrazenie prekrytia v editore filmových klipovNastavenia zobrazenia prekrytia v Editore uzlovNastavenia zobrazenia prekrytia v editore UV/obrázkovNastavenia pre rozšíreniaNastavenia funkcií, ktoré sú ešte stále vo fáze vývojaNastavenia filtrovania údajov animácieNastavenia filtrovania kanálov zobrazených v editoroch animáciíNastavenia obrázkových formátovNastavenia vstupných zariadeníNastavenia vzájomného pôsobenia údajmi BlenderaNastavenia navigácie v XRNastavenia objektu, ktorý sa zúčastňuje na simulácii pevného telesaNastavenia pre fyziku častíc kvapalinyNastavenia pre simuláciu pevného telesaNastavenia pre tieňovanie v 3D zábereNastavenia pre simuláciu mäkkého telesaNastavenia priestoruNastavenia pre stereo 3DNastavenia stereo 3D zobrazeniaNastavenia pre stereo 3DNastavenia stereo výstupuNastavenia nástrojov a štetcov tvarovania pre ťahNastavenia pre výber súboru v režime prehľadávača aktívNastavenia vizualizácie pohybuNastavenie použitia objektu ako kolízneho v simulácii fyzikyNastavenie použitia objektu ako poľa pri simulácii fyzikyNastavenia režimu navigácie pri chôdziTu môžu byť nastavenia významnéNastavenie radiča sekvencií pracujúceho vo farebnom priestoreNastavenie zobrazovania zariadenia uloženého obrázkuNastavenia, ktoré by mali byť spoločné kľúčové snímkovanieNastavenia použité na novovytvorenom uzleNastavenia na definovanie opakovane použiteľnej knižnice, ktorú majú prehliadače aktív používaťNastaví definovanie úložiska rozšíreníNastavenia použité pre kvapalinyNastavenia/informácie o jazykuNastavenie režimu stereoZošiť látkuZošívačkaMaximálna šijacia silaSpodok tieňaVyhladiť tieňVrchol tieňaZaclonenie kosti zodpovedajúcej zamknutej skupine váh počas maľovaniaTieňovanýBez tieňaTieňovačTieňovač AOVNázov tieňovača AOVMetóda kompilácie tieňovačovPracovníci kompilácie tieňovačovTieňovač vlastnej skupinyEditor tieňovačaDoplnky editorov tieňovačovEfekty tieňovačovUzol tieňovačaNáhľady uzlov tieňovačovZásuvka uzla tieňovačaRozhranie zásuvky uzla tieňovačaStromu uzla tieňovačaTieňovač guleTieňovač definujúci vlastnú kameruUzly tieňovačaCesta skriptu TieňovačaZásuvka tieňovača pre uzolTieňovač pre RGBTieňovaniePosuv tieňovaniaNastavenia tieňovaniaNastavenie tieňovania pre mechanizmus prekreslenia OpenGLTyp tieňovania na prepínanieTieňAlfa tieňaUhol tieňaVyradenie tienenia zadnej plôškyRozostrenie tieňaJas tieňaZačiatok strihu zásobníka tieňovĎaleká tieňová kameraBlízka tieňová kameraVeľkosť tieňovej kameryZachytávač tieňaTieň efektu lomu svetlaFarba tieňaEfekt tieňaPolomer filtra tieňaZameranie tieňaIntenzita tieňovRoztrasiť tieňRozostriť tieň chvenímPrepojenie tieňovŠpeciálne prepojenie tieňovPrepojenie tieňa pre %sPosuv tieňaPosuv tieňov XNádrž tieňovVeľkosť nádrže tieňovPočet tieňových lúčovNastavenie tieňaPosun tieňaVeľkosť tieňaVeľkosť zmäkčenia tieňaPočet krokov tieňovaniaUkončenie tieňaGeometrický posuv ukončenia tieňovTieňový terminátor posuvu normálPosuv tieňovania ukončenia tieňaViditeľnosť tieňovŠírka tieňaPosuv tieňa XPosuv tieňa YFarba tieňa v hodnote sivejEfekt tieňaFaktor tvrdosti tieňaStrih začiatku mapy tieňov, za ktorým objekty nebudú generovať tienePosuv tieňa v pixelochUhol ukončenia tieňaTyp tieňa (0 žiadny, 3, 5 rozostrený, 6 obrys)TieneLimit rozlíšenia tieňovMierka rozlíšenia tieňovPlytká vodaTvarAsymetria tvaruKľúčový tvarAnimácie kľúčových tvarovKľúčový tvar bézierovho boduBod krivky kľúčového tvaruRežim úpravy kľúčového tvaruEditor kľúčových tvarovNormály kľúčového tvaruBod kľúčového tvaruŠpeciálne kľúčové tvaryDotyčnice kľúčového tvaruKontextová ponuka kľúčových tvarovBloky údajov kľúčového tvaruKľúčové tvaryAnimácia kľúčových tvarovMetóda tvaruTvar objektuOrientácia tvaruParametre tvaruZachovanie tvaruNastaví hrúbku tvaru pramienka pre vrkočeLimit uhla tvaruTvar definujúci časť rúrky použitím roviny XYKľúčový tvar v bloku údajov kľúčových tvarovStav výberu kľúčového tvaruKľúčový tvar použitý na prelínanieKľúčový tvar použitý na pokojovú dĺžku pružinyKľúčové tvaryBlok údajov kľúča tvaru obsahujúci rôzne bloky údajov geometrických tvarovTvar množstva pozdĺž každej krivky (0=konštantný, 0,5=lineárny)Tvar zhluknutiaTvar rozloženia od stredu po okraj okolo vodeniaTvar zdrsnenia koncového boduTvar oblasti svetlaTvar polomeru vrkoča pozdĺž každej krivkyTvar vplyvu pozdĺž kriviek (0=konštantné, 0,5=lineárne)Tvar profiluTvar polomeru pozdĺž krivkyTvar použitý ako relatívny kľúčTvar použitý v štetci na požitie sily pre látkuKlucovyTvarKľúčový tvar %s má neplatný ukazovateľ 'z' (%p), bude odstránenýKľúčový tvar sa nenašielTvaryZdieľať priestor textúryZdieľané prístupyZdieľaná polohaVlastnosti zdieľanej oblastiZdieľané vrcholyVlastnosti zdieľanej scény animácieZdieľaná kolekciaVlastnosti zdieľaného motívu krivkyZdieľané údaje (scéna, obrázok, zvuk atď.)Zdieľané efektyZdieľaný typ objektuZdieľaný rodičZdieľaný typ efektu pásu (ak je aktívny pás bez nejakého efektu, vyberie všetky pásy bez efektu)Zdieľaný typ pásuOstréOstré hranyPrah ostrostiOstrá hrana na tieňovanieZistenie ostrých hrán alebo vlastných normál, zákaz delenia GPUOstrý dopadPredvoľba ostréZaostriťZaostriť rohZhranatiť maskuOstré vrcholkyZaostrí obrázok zvýšením kontrastu pozdĺž okrajov.Efekt zostrenia štetcaZhranatiť dutiny povrchovej sieteZaostriť:OstrosťMax ostrosťMin ostrosťStrihOs strihuFaktor strihuSkupina vystrihnutiaStlmenie strihu pružínTuhosť strihuMaximálna tuhosť strihuTuhosť strihu skupiny vrcholovStrihá vybranými položkami pozdĺž danej osiStrihá kľúčmi použitím ľavého kľúča ako referencieStrihá kľúčmi použitím pravého kľúča ako referencieStrih: %.3f° %sStrihanie: %s %sLeskBSDF leskZdrsnenie leskuVáha leskuTieňovanie lesku modeluUlitaOsnova skupiny vrcholovPosunShift - Pridržať pre presnosťPosun výšky tónu zvukuShift + ľavá myšPosun textúry v 2d priestorePosun XPosun YStlačená klávesa ShiftStlačená klávesa Shift, -1 pre akýkoľvek stavPosúva rozostup použitím priameho pomeruPosúva tón použitím poltónov a centovPosunie vybrané klávesy na hodnotu susedných klávesov ako blokPosúva tvar smerom k preddefinovanému prvotnému tvaruPosunie obsah základného pásu bez ovplyvnenia manipulátorovĽaShiftPrShiftPosunie hodnoty bitov A o zadanú hodnotu posunu. 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vznášajúceZobrazí blok údajov obrázkaZobraziť vZobraziť vpreduZobraziť informácieZobraziť nainštalované rozšíreniaZobraziť vzor inštancieZobraziť interné atribútyZobraziť chvenie krivkyZobraziť čísla kľúčových snímokZobraziť orientačné bodyZobraziť lasomZobrazí blok údajov drôtenej mriežkyZobrazí Pozrieť na svetloZobrazí blok údajov snímača svetlaZobrazí veľkosť svetlaZobrazí blok údajov svetlaZobraziť svetláZobrazovať limityZobraziť čiaruZobrazí Grease Pencil Line Art pred všetkýmiZobraziť čiaryZobraziť lokálne značkyZobraziť miestaZobraziť panel spravovaniaZobraziť okrajZobraziť vzor značkyZobraziť značku vyhľadávaniaZobraziť značkyZobraziť editor maskyZobraziť prekrytie maskyZobraziť masku drážkyZobrazí blok údajov maskyZobrazí vlastnosti súvisiace s úpravou maskyZobrazí blok údajov materiáluZobraziť pamäťZobraziť ponukyZobrazí blok údajov povrchovej sieteZobraziť povrchové sieteZobrazí blok údajov meta guleZobraziť meta údajeZobraziť chýbajúce médiáZobrazovať hmluZobraziť všetko typickéZobraziť režim stĺpcaZobrazí blok údajov filmového klipuNázov šouZobraziť pomenované atribútyZobraziť názvyZobraziť skupinu uzlovZobraziť náhľady uzlaZobrazí blok údajov uzlov stromuZobraziť číselné vstupné šípkyZobrazí vlastnosti OS pre túto položkuZobrazí potomkov objektuZobraziť obsahy objektovZobraziť príslušenstvo objektuZobraziť polohu objektuZobrazí obrys objektuZobraziť rotáciu objektuZobraziť mierku objektuZobrazí blok údajov objektuZobraziť posuvyZobraziť na popredíZobraziť iba vybranéZobraziť operátorZobraziť voľbyZobraziť sprievodcu osou obehuZobraziť sprievodcu stredom obehuZobraziť pôvodnú pózuZobraziť iné objektyZobraziť preexponovanéZobraziť prekrytieZobraziť prekrytiaZobraziť maľbuZobrazí blok údajov maľby krivkyZobrazí blok údajov paletyZobrazí blok údajov nastavenie častícZobraziť časticeZobrazovať prekrytie mimo oblasťZobraziť priechodnosťZobraziť výkonZobraziť značky pózyZobraziť náhľadZobraziť príznaky principiálneho pomenovaniaZobrazí doporučenia jazyka Python v popisochZobraziť posledné umiestneniaZobrazí zoznam Nedávne umiestnenia v Prieskumníkovi súborovZobraziť rekonštrukciuZobraziť červený kanálZobraziť prekreslenieZobraziť automatické nápisy presmerovaniaZobraziť časovacie kľúčeZobrazovať bezpečné oblastiZobraziť rovnaký materiálZobraziť trvanie scényZobraziť rozsah pásu scényZobrazí blok údajov scényZobraziť výberZobraziť vlastnéZobrazovať veľkosť snímačaZobraziť scénu radiča sekvenciíZobraziť nastavenieZobrazí tieňZobraziť veľkosť krivkyZobraziť posuvníkyZobrazí blok údajov zvukuZobraziť zdrojZobrazí blok údajov reproduktoraZobraziť úvodZobraziť stabilnéZobrazí počiatočnú snímkuZobraziť štatistikuZobraziť stavový riadokZobraziť stereoZobraziť silu krivkyZobraziť ťahZobraziť medzi-snímkyZobraziť systémové umiestneniaZobraziť prepisy systémuZobrazí zoznam systémových umiestnení v Prieskumníkovi súborovZobrazí bezpečné TV titulky a akčné bezpečné oblasti v zobrazení kameryZobrazí bezpečný TV titul a akcie bezpečnej oblasti v náhľadeZobraziť hodnoty ladenia tabletuZobraziť príznakyZobraziť textZobrazí blok údajov textuZobraziť textúruZobrazí blok údajov textúryZobraziť miniatúryZobraziť časovanieZobraziť Tiny značkyZobraziť nastavenia nástrojovZobraziť dráhu stopyZobraziť stopyChyby zobrazení stôpZobraziť stopy pohybuZobraziť cestu stromuZobrazí konfiguráciu klávesy užívateľského rozhraniaZobrazí zoznam stôp UI zapojených do stabilizácieZobraziť UV editorZobrazí vlastnosti súvisiace s úpravou UVZobraziť kameru VRZobraziť riadiacich VRZobrazí ovládače VR (vyžaduje akcie VR pre pózy ovládačov)Zobraziť VRAMZobraziť hodnotuZobraziť verziuUkázať zobrazovačZobraziť upozornenieZobraziť upozornenieZobraziť obrysy váhyZobraziť váhyZobraziť drôtZobraziť farby prepojovZobrazí blok údajov svetaZobraziť röntgenZobraziť X zložku MAC GridZobraziť Y zložku MAC GridZobraziť Z zložku MAC GridZobrazí stĺpec so zoznamom dátumu a času úpravy každého súboruZobrazí stĺpec zoznamu s veľkosťou každého súboruZobrazí tmavé prekrytie mimo oblasti obrázka v zobrazení kameryZobrazí manipulačný prvok vytáčania v zábere pre hodnotuZobrazí lineárny manipulačný prvok v zábere pre hodnotuZobrazí zoznam použitého textu v otvorenom dokumenteZobrazí náhľad počiatočnej alebo koncovej snímky pásu pri transformácii jeho príslušného manipulátoraZobrazí v zábere manipulačný prvok transformácieZobrazí značky miestnych akcií na pásoch, užitočné pri synchronizácii načasovania naprieč pásmiZobrazí atribút aktívnej farbyZobrazí predvoľby doplnkovZobrazí ďalšie možnosti v ponuke tieňovania ('Z')Zobraziť všetky vrstvy Grease PencilZobraziť všetky kolekcie kostíZobrazí všetko okrem tejto skupiny pri interakciiZobrazí všetky typy rozšíreníZobrazuje všetky kľúčové snímky počas prehrávania animácie a povoľuje úpravu všetkých snímok (zrušte zaškrtnutie, ak chcete počas prehrávania a úprav animácie použiť iba aktuálnu kľúčovú snímku)Zobrazí všetky objekty vo vrstve zobrazeniaZobrazí všetky objekty a kolekcie vnútri kolekciiZobrazí všetky vrstvy zobrazeniaZobrazí všetko počas interakcie, ako aj túto skupinu, keď sa interaguje s inýmZobrazí alfa kanál maskyZobrazuje indikátor pri ťahaní aktuálnej hodnotyZobrazí zvýraznenie obrysov okolo vybraných objektovZobrazí údaje animácieZobrazí bloku údajov poznámky patriaceho do aktívnej stopyZobrazí blok údajov poznámky patriaceho do filmového klipuZobrazí poznámky pre toto zobrazenieZobrazí armatúru v záväznej póze alebo vo finálnom staveZobraziť armatúru v stave pózyZobrazí armatúry objektovZobraziť armatúryZobraziť aktíva zo všetkých uvedených knižníc aktívZobraziť aktíva z knižníc aktív nakonfigurovaných v ponuke PredvoľbyZobrazí prekrytie atribútov pre aktívny uzol zobrazovačaZobrazí hodnoty atribútov ako text v zábereZobrazí modrý kanál v snímkeZobraziť vzdialenosti a uhlyZobrazí zložené vodenie kameryZobrazí kamery objektovZobraziť všepriechodnosť kameryZobraziť kameryZobrazí potomkovZobrazí kolekcieZobrazí kompaktný zoznam farieb namiesto miniatúrZobrazí obrysové čiary 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v užívateľskom rozhraníZobraziť mriežkyZobrazí farby svetlaZobrazí svetelné objektyZobraziť snímače svetlaZobraziť svetláZobrazí čísla riadkov vedľa textuZobrazí značky patriace k aktívnej akcii namiesto značiek scény (len akcie a editory kľúčových tvarov)Zobrazí značky kompaktnejším spôsobomZobrazí nástroje na úpravu maskyZobrazí farbu materiáluZobrazí názov materiálu priradený ku každému ťahuZobrazí materiály, stromy ulov, textúry a typy čiar FreestyleZobrazí ponuky v záhlavíZobrazí povrchové siete objektovZobrazí povrchovú sieť živých častícZobrazí povrchovú sieť mŕtvych častícZobrazí povrchovú sieť nenarodených častícZobrazí povrchové siete, krivky, mriežky, armatúry a údaje meta gúľZobraziť metaguleZobrazí meta údaje klipuZobrazí meta údaje prvého viditeľného pásuZobrazí súbory filmovZobrazí názvy rekonštruovaných stôp objektovZobrazí ovládacie prvky navigácie v 2D a 3D zobrazeniach, ktoré nemajú posuvníkyNezobrazovať žiadne meraniaZobrazí bodku stredu objektuZobrazí farbu objektuZobrazí farbu objektu na drôtenom modeliZobrazí príslušenstvo objektov vrátane prázdnych priestorov, svetiel a kamierZobrazí objektyZobrazí objekty a kolekcieZobrazí objekty v tejto kolekcii na mieste častícZobrazí iba bloky údajov jedného typuZobrazí len klávesové skratky, ktoré majú v názve tento textZobrazí iba objekty v kolekcii (Shift na rozšírenie)Zobrazí iba vybrateľné objektyZobrazí iba aktívny objektZobrazí iba cibuľové šupky aktívneho objektuZobraziť len túto kolekciu kostí a ďalšie označené ako 'sólo'Ukázať možnosti editora vlastnostíZobrazí voľby zahrnutia kanálov, súvisiacich s určitými typmi údajovZobrazí pôvodné krivky ktoré sa práve upravujúZobrazí rôzne typy údajovZobrazí preexponované oblasti s pásmi zebryZobrazí vlastnosti súvisiace s maľovanímZobrazí počet častícZobrazí veľkosť častícZobrazí rýchlosť častícZobrazí častice po zánikuZobrazí častice pred ich vyžiarenímZobrazí dráhu pohybu stopyZobrazí schánky ohraničenia vzoru značiekZobraziť mračná bodovZobrazí body v poradí výskytu v každom ťahu (napr. pre nakreslené animačné čiary)Zobrazí hodnoty tlaku pri použití operátora maľovaniaZobrazí premietanie 3D značiek záberovZobrazí farbu náhodného objektuZobrazí náhodnú farbu objektu na drôtenom modeliZobrazí rekonštruovanú dráhu kameryZobrazí obdĺžnikovú oblasť prekrytiaZobrazí červený kanál v snímkeZobrazí iba referenčnú snímkuZobrazí sféry referencií s neutrálnym tieňovaním, ktoré reagujú na osvetlenie a pomáhajú pri vytváraní vzhľaduZobrazí vlastnosti súvisiace s prekreslenímZobrazí časovacie kľúče vo vybraných pásochZobrazí časovacie kľúče, aby ich bolo možné presúvaťZobrazí pravý okrajZobrazí bezpečné oblasti prispôsobené obsahu v odlišnom pomere stránZobrazí trvanie scényZobrazí scénu v jednej vlastnej farbeZobrazí štatistiku scényZobrazí drôtené modely scén motívom farby drôtuZobrazí scényZobrazí súbory skriptovZobrazí pole ohraničenia vyhľadávania značiekZobrazí vybrané objektyZobrazí obrysy výberuZobrazí veľkosť snímača (filmová brána) v zobrazení kameryZobrazí posuvníky vedľa kanálov F-kriviekZobrazí malé rotujúce 3D osi v pravom hornom rohu 3D záberuZobrazí súbory zvukovZobraziť reproduktoryZobrazí stabilné zábery v editore (ak je zapnutá stabilizácia)Zobraziť stavový riadokZobrazí pásy miniatúrZobrazí body smeru kreslenia ťahu, väčšou zelenou bodkou (štart) a menšou červenou bodkou (koniec)Zobrazí výplne ťahu tohto materiáluZobrazí čiary ťahu tohto materiáluZobraziť povrchyZobrazí panel systému predvolieb "Sieť" na povolenie online prístupuZobrazí textové súboryZobraziť textové objektyZobraziť textúru na záložke textúryZobrazí textúru v zábereZobrazí prekreslenie prechodu Pohltenia okolímZobrazí prekreslenie prechodu PozadiaZobrazí prekreslenie Kombinovaného prechoduZobrazí prekreslenie prechodu Rozptylu farbyZobrazí prekreslenie prechodu Priameho rozptyluZobrazí prekreslenie prechodu Nepriameho rozptyluZobrazí prekreslenie prechodu VyžarovaniaZobrazí prekrytie orientácie plôškyZobrazí prekreslenie prechodu Odlesku farbyZobrazí prekreslenie prechodu Priameho odleskuZobrazí prekreslenie prechodu Nepriameho odleskuZobrazí prekreslenie prechodu HmlyZobraziť prekrytie ciest pohybuZobrazí prekreslenie normálneho prechoduZobrazí prekrytie cibuľových šupiekZobrazí prechod prekreslenia PozícieZobrazí prechodu prekresľovania Zachytávača tieňovZobrazí prekreslenie prechodu Farby prestupuZobrazí prekreslenie prechodu Priameho prestupuZobrazí prekreslenie prechodu Nepriameho prestupuZobrazí prekreslenie UV prechoduZobrazí prekreslenie prechodu Priameho objemuZobrazí prekreslenie prechodu Nepriameho objemuZobrazí čiaru osi XZobrazí čiaru osi YZobrazí čiaru osi ZZobrazí názov aktívnej kamery v zobrazení kameryZobrazí aktívnu sústavu plôšokZobrazí zásobník aktívneho objektu Dynamické kreslenieZobrazí zásobník aktívneho objektu Pevné telesoZobrazí zásobník bodu aktívneho objektu látkyZobrazí zásobník bodu aktívneho objektu ČasticeZobrazí zásobník uzlov simulácie aktívneho objektu a údaje o zapečeníZobrazí zásobník aktívneho objektu DymZobrazí zásobník bodu aktívneho objektu Mäkké telesoZobrazí názov aktíva spolu s náhľadom. V opačnom prípade sa zobrazí len náhľad.Zobrazí aktíva, ktoré sú aktuálne k dispozícii v tejto relácii BlenderuZobrazí panel dostupných rozšíreníUkáže základné stavebné bloky a nástroje dodávané s BlenderomZobrazí prekrytie výberu kostíZobrazenie orezania vzdialeností v 3D zobrazeníZobrazí kolekciu v tejto vrstve zobrazeniaZobrazí volič bloku údajov v modifikátoreZobrazí volič bloku údajov v uzleZobrazí podrobnosti v užívateľskom rozhraníZobraziť len zásobník s rozostrenímZobrazí pozadie a okraje mriežkyZobrazí mriežku nad obrázkomZobrazí mriežku základnej rovinyZobrazí vplyv objemu v 3D zobrazeníZobrazí panel nainštalovaných rozšíreníZobrazí ľavej a pravej kameryZobrazí režim stĺpca pre prepínanie a aktiváciu režimuZobrazí bodku stredu všetkých počiatkov (vybraných a nevybraných) objektovZobrazí panel pre voľby priehľadnosti alfaZobrazí panel pre voľby farieb čiarZobrazí panel pre voľby hrúbky čiaryZobrazí panel pre zhotovenie ťahuZobrazí panel pre voľby geometrie ťahuZobrazí panel pre voľby textúru ťahuZobrazí objem korekcie paralaxy v 3D zobrazeníZobrazí priechodný pohľadZobrazí stav snímok zásobníka na časovej osiZobrazí stereo 3D konvergenčnú rovinuZobrazí objem stereo 3D zrezaného kužeľaZobrazí štúdiové svetlo na pozadíZobrazí textúru z aktívneho uzla textúry obrazu použitím aktívnych súradníc UV mapyZobrazí základné uzly BVH ako rôzne farebné plôškyZobrazí súborZobrazí tento obrázok na pozadíZobrazí tento obrázok pred objektmi v zábereZobrazí tento objekt namiesto častícZobrazí časovanie ako časový kód namiesto snímokZobrazí názvy a stav stôpZobrazí nástroje snímania stopy a riešeníZobrazí priehľadné čiary, ktoré sa majú použiť ako okraje vyplneniaZobrazí vertikálne čiary mriežkyUkázať vrcholyZobrazí vrcholy bez váhy nepatriacich k žiadnej skupineZobrazí vrcholy bez váhy v aktívnej skupineZobrazí viditeľnú oblasť údržby rohových manipulátorovZobrazí viditeľné objektyZobraziť objemyZobrazí výstražné indikátory pri transformácii objektov a kostí, ak je povolené automatické kľúčovanieZobrazí prvky vnútri objektovZobrazuje, keď uzly používajú pomenované atribútyZobraziť počas ťahaniaZobrazí celú scénu transparentnúZobrazí blok údajov pracovného priestoruZobrazí svety, svetlá, kamery a reproduktoryZobraziť {} predvoľbyUkázať/skryťUkázať/skryť plôškyZobrazí/skryje blok údajov krivkyZobrazí/skryje bloky údajov mračno bodovZobrazí/skryje bloky údajov objemuZmrštiťZmrštenie sústavy plôšokFaktor zmršteniaMax faktor zmršteniaZúžiť maskuRýchlosť zmršteniaZmrštenie skupiny vrcholovZnížiť viditeľnosťZmenší aktuálny výber priľahlých vybraných pásovZmenší snímku na minimálne pole ohraničeniaZmrští polohu na najbližší cieľový povrchZmrští polohu na najbližší cieľový povrch pozdĺž danej osiZmrští polohu na najbližší cieľový povrch pozdĺž interpolovaných normál vrcholov cieľaZmrští polohu na najbližší cieľový vrcholZmrští povrchovú sieť na najbližší cieľový povrchZmrští povrchovú sieť na najbližší cieľový povrch pozdĺž danej osiZmrští povrchovú sieť na najbližší cieľový povrch pozdĺž interpólovaných normál vrcholov cieľaZmrští povrchovú sieť na najbližší cieľový vrcholZmenší výber o jeden bodZníži viditeľnosť o jednu plôšku na základe topológie povrchovej sieteModifikátor zmršťovania na zmrštenie objektu na cieľModifikátor Zmrštiť obal zmrští objekt obalu na cieľZúžiť/RozšíriťZúžiť/Rozšíriť: Zúžiť/Rozšíriť: %3fZúžiť/Rozšíriť: %sZúži/rozšíri vybrané vrcholy pozdĺž normálFaktor zmršteniaSkupina zmršteniaZmrští sa hranica sústavy plôšok o jednu plôšku na základe topológie povrchovej sieteZmrštiť obalVynútenie Zmrštiť obalZmrštiť krivky vlasovModifikátor Zmrštiť obalTyp zmrštenia obaluZmrští krivky vlasov na povrchovej sieti zdola a voliteľne zhoraVykĺznuťUzávierkaZatvorenie uzávierkyKrivka uzávierkyUzávierku OtvoriťTyp uzávierkySúrodenciZ bokuZ boku (Y-Z)Bočné segmentyBočný segment musí byť aspoň 1Vedľa seba doľavaVedľa seba dopravaVedľa seba doleVedľa seba horeDĺžka strany pozdĺž každej osiDĺžka strany roviny v smere XDĺžka strany roviny v smere YStrana snímkyStrana objektu použitá na zarovnanieStrana bézierových manipulátorov kľúčových snímok na ovplyvnenieVymení stranu pásuStrana na výberVedľa sebaBočný panelNastavenia regiónu bočného panela a panela nástrojovStránSigmaRežim znamienkaZnamienko vektora dvojdotyčnice tohto vrcholu pre túto plôšku (musí sa vypočítať vopred pomocou calc_tangents, bitangens = bitangens_sign * cross(normal, tangens))Uhol so znamienkomPole uhlov so znamienkomVýrazne rýchlejšia metóda, ktorá aproximuje dotyčnice interpolované cez rohy plôšky so zodpovedajúcimi UV. Pre hodnotu, ktorá je skutočne dotyčnicou povrchu, použije krížový súčin s normálou.SiluetaFiltrovanie siluetySiluety a hrany okrajov sú sústredené pozdĺž geometrie ťahuSiluety a hrany okrajov sú nakreslené vnútri geometrie ťahuSiluety a hrany okrajov sú nakreslené zvonku geometrie ťahuSiluety a hrany okrajov sú posunuté užívateľom definovaným pomeromHodvábStriebroPodobne ako hybridný multifraktál vytvára heterogénny terén, ale s podobou riečnych kanálovPodobne ako SMPTE (kompaktné), s tým rozdielom, že namiesto snímok sa zobrazuje desatinná časť sekundyPodobne ako u väčšiny moderných objektívov Rybieho oka, berie do úvahy rozmery senzoraPodobné viacnásobnému fraktáluPodobne ako uzol Principiálne BSDF, ale namiesto kovového používa zrkadlový pracovný postup, ktorý funguje tak, že určuje farbu odrazu smerom k povrchu (pozdĺž normály). Energia sa nezachováva, takže výsledok nemusí byť fyzikálne presnýJednoduchéJednoduché osiJednoduché prelínanieJednoduchá deformáciaZjednodušený výrazJednoduchý názovJednoduchá hviezdaModifikátor jednoduchej deformácie na aplikáciu efektov, ako je zakrútenie a ohýbanieJednoduchá interpolácia medzi susednými pixelmiJednoduchý názov katalógu aktíva na účely ladenia a obnovy údajovJednoduché fyzikou inšpirované uvoľňujúce efektyJednoducho pretočí časovač na otestovanie rýchlosti aktualizácie rozhraniaJednoduchý riešiteľ s dobrým výkonom, bez podpory prekrývajúcej sa geometrieJednoduché zobrazenie časovej osi s ovládacími prvkami prehrávania v hlavičke, bez zoznamu kanálov, bočného panela alebo päty stránkyJednoduchaDeformaciaModifikátor jednoduchej deformácieJednoduchší fotografický algoritmus podľa ReinhardaZjednodušenieZjednodušiťZjednoduší častice potomkovZjednoduší F-krivky a odstráni prázdne alebo nadbytočné kanály.Zjednoduší F-krivky odstránením kľúčových snímok s tesnými odstupmiZjednoduší kreslenie Grease PencilZjednoduší Grease Pencil iba počas prehrávania animácieModifikátor zjednodušeniaZjednodušiť ťahModifikátor zjednodušenia ťahuZjednodušiť delenieZjednodušiť objemyZjednoduší geometriu znížením počtu hránZjednodušenie povrchových sietí zamerané na pomer počtu trojuholníkovZjednoduší vybrané krivkyZjednoduší vybrané ťahyZjednoduší ťahy znížením počtu bodovZjednoduší ťah zlúčením vrcholov bližšími ako je daná vzdialenosťZjednodušiť sústavu ťahuSimuluje lesklý povlak znížením drsnosti na daný faktor len pre prvý odraz svetla (rozptylový). Rozsah [0, 1] zodpovedá zníženiu o [0 %, 100 %] pôvodnej drsnostiSimuluje štruktúru vnútorného rozsahu vytvorením pružín spájajúcich opačné strany povrchovej sieteSimuluje povrch oceánuSimuluje skreslenie a rozptyl objektívov kamerySimulujte kvapaliny s vysokou viskozitou použitím špeciálneho riešiteľaSimuluje tlak vnútri uzavretej povrchovej sieteSimuluje mäkké deformovateľné objektySimuluje vykonávanie uzlov v určitom časovom rozpätíSimulované snímkySimuluje deformáciu doprednej kinematiky použitím sústavy plôšok pod kurzorom ako riadenieSimuluje rozostrenie farieb spôsobené chromatickou aberáciou (skreslením farieb) objektívuSimuluje iba konkrétnu oblasť okolo štetca limitovanú pevným polomeromSimuluje celú povrchovú sieťSimuluje náhodný šum pixelov produkovaný snímačom kamery.Simulácia oceánu...SimuláciaŠtetecZásobníkPlátnoZmena hĺbkyRozpustiťSilaPrekážkaLen odrazVplyv mierkyTypTyp vlnyOblasť simuláciePriečinok zapečenia simulácieDopad simulácieKoncová snímka simuláciePočiatočná snímka simulácieVstup simuláciePoložka simulácieLimit simulácieMetóda simulácieUzly simulácieVýstup simulácieID výstupného uzla simulácieRozsah simulácieSimulácia ZačiatokStav simulácieOblasť simulácieKoncová snímka simuláciePole simulácie na mapu farbyPole simulácie na mapu farieb pre čiary mriežkySimulácia nesmie byť v slučke alebo uzáverePočiatočná snímka simulácieSimulácia bude vyhodnotenáZóna simulácie nie je podporovanáSínusovýSínusSínusový režimJedinýJedna šípkaJedna osJednofarebnéSamostatný obrázokJednoprechodový anti-aliasingJednotlivá vlastnosťJednoduchý rozptylNa jednej straneJednostrannýJedna hodnotaJeden zvukový kanálJedna plôška rovnakouhlej kockovej mapyJeden súbor so všetkými pohľadmiJeden súbor s kódovaným stereo páromJeden z cieľovéhoSúbor samostatného obrázkaJedna vrstva používaná na maskovanie pixelovJeden bod v segmente drážky definujúceho zmäkčenieJeden bod drážky je použitý na definovanie maskyJednoduchá pohyblivá čiarkaJedna vrstva prekreslenia pre opätovné prekreslenie používa sa iba v prípade, že je vypnutá animácia)Model jednoduchého rozptylu oblohyJediná drážka používaný na definovanie tvaru maskyJeden stereo kamerový systém, nastavenie stereo nastavenia na paneli kameryNa definovanie osi by sa mala vybrať jedna stopa so zväzkomGeometria jedného prvku pre aktuálne opakovanie. Všimnite si, že rozdelenie veľkých geometrií na mnoho malých geometrií môže byť dosť neefektívneSingulárna hodnota, pod ktorou sa útlm postupne uplatňuje (vyššie hodnoty poskytujú výsledky s väčšou stabilitou, menšou reaktivitou)Jednotné hodnotySínusové premiestnenieSínusové zmiernenie (najslabšie, takmer lineárne, ale s miernym zakrivením)StránkaVeľkosťVeľkosť 1Veľkosť 2Vychýlenie veľkosťouFaktory veľkostiRežim veľkostiVeľkosť tlakomVeľkosť zdrojaJednotka veľkostiVeľkosť XVeľkosť YVeľkosť ZVeľkosť podľa polomeruNásobič veľkosti, ktorý sa má použiť pri vlastnom zobrazovaní prvkov užívateľského rozhrania, aby boli správne zmenšené na obrazovkách s rôznymi DPI. Táto hodnota je založená na nastaveniach DPI operačného systému a mierke zobrazenia Blenderu.Veľkosť šachovnicového vzoru označujúceho priehľadné oblastiVeľkosť šumu zhluknutiaVeľkosť derivačného posuvu použitého na výpočet normályVeľkosť zobrazenia prázdnych v zábereVeľkosť prvku, použitie komponentov závisí od typu prvkuVeľkosť každého kockového rozloženiaVeľkosť zásobníka obrázkov finálneho prekresľovania v megabajtochVeľkosť zdrsnenia závislého na poloheVeľkosť nového prvotného tvaruVeľkosť zbaleného súboru v bajtochVeľkosť častíc v zábereVeľkosť oblasti podoby pre novovytvorené stopyVeľkosť tvaru premietania (ponechá 0 pre auto)Veľkosť náhodnej dĺžky pridanej na koniec každého ťahuVeľkosť náhodnej dĺžky pridanej na začiatok každého ťahuVeľkosť náhodného zdrsneniaVeľkosť zásobníka nespracovaných zdrojových obrázkov v megabajtochVeľkosť oblasti vyhľadávania pre novovytvorené stopyVeľkosť slnečného diskuVeľkosť priradenia textúryVeľkosť oblasti osvetlenej plochy, veľkosť v smere Y pre tvary obdĺžnikaVeľkosť oblasti osvetlenej plochy, veľkosť v smere X pre tvary obdĺžnikaVeľkosť miniatúr náhľadu aktíva v pixelochVeľkosť rozostrenia pozdĺž osi XVeľkosť rozostrenia pozdĺž osi YVeľkosť snímača kameryVeľkosť premietanej kockyVeľkosť efektuVeľkosť výplne medzi tehlami (tzv. malty). 0 znamená bez maltyVeľkosť písma použitého pri prekreslení textu pečiatkyVeľkosť bloku vyžarovania, väčšia veľkosť bloku umožňuje viac mriežky vyžarovania v scéne, ale nemusí sa vtesnať do pamäte GPU a znížiť výkonVeľkosť odstupu dielov UVVeľkosť výplne okolo každého editora.Veľkosť vyhľadávacieho okna použitého na identifikáciu hrán. Väčšia veľkosť vyhľadávacieho okna zodpovedá menej zašumeným a kvalitnejším hranám, nie nevyhnutne väčším hranám. Tolerancia hrán sa môže použiť na vyčerpanie veľkosti hránVeľkosť tieňovej mapy aplikovanej na každú snímku vyžarovaniaVeľkosť nádrže tieňov, väčšia veľkosť nádrže umožňuje viac tieňov v scéne, ale nemusí sa vtesnať do pamäte GPUVeľkosť simulačnej oblasti vplyvu (v metroch) a vygenerovanej geometrie (v BU)Veľkosť textuVeľkosť turbulencieVeľkosť buniek mriežky voxelov pre interakciu efektovVeľkosť voxelu v objekte použitého na vyhodnotenie objemu. Nižšie hodnoty zachovávajú jemnejšie detaily.Veľkosť zachyteného obrázku pre opakované premietnutieVeľkosť:Veľkosť: {:s}Veľkosť: {}Veľkosť: {} ({} bajtov)Veľkosti musia byť väčšie ako nulaNáčrtky pre túto vrstvu na rôznych snímkachSkicaSkica reťazenia s viacerými spojmiKožaModifikátor KožaZmeniť veľkosť kožeKoreň kožeVrchol kožeVrcholy kožeSvetlo_pokozkyTien_pokozkyVytvorenie pokožkyPreskočiťPreskočiť stlačenéPreskočí uzamknuté alebo stlmené kanályPreskočiť POTPreskočí generovanie .pot súborovPreskočiť predvoľbuPreskočiť UložiťPreskočenie segmentovVynechá výpočet vlastných normál a normál rohov plôšok na zobrazenie povrchových sietí v záberePreskočí zobrazenie vnútorne rozdelených hránPreskočí kreslenie/prekreslenie vnútorne rozdelených hránPreskočí trojuholníky trupu, ktoré sú pokryté existujúcimi plôškamiPreskočí zobrazenie položky v zoznamePreskočené %d uzamknuté kľúčové tvaryPreskočené %d z %d ostrovov, geometria bola príliš komplikovaná na to, aby zistila zhoduVynechané úpravy údajov objektu knižniceVynechané niektoré kolekcie z dôvodu zisteného zacykleniaPreskočené určenie verzií materiálov objektu '%s', pretože '%s' už bolo konvertované. Môže byť potrebný manuálny zásah!Preskočené '{:s}', nie povrchová sieťPreskočené '{:s}', rozdielny počet vrcholovPreskočenie existujúcej snímky "%s"Vynechanie objektu '%s', údaje '%s' už boli spracované s predchádzajúcim objektomPreskočenie objektu '%s', prepojené alebo prepísané údaje '%s' nemožno upraviťPreskočenie cesty v sústave kľúčovania, pretože nemá žiadny ID (KS = '%s', cesta = '%s[%d]')OblohaTextúra OblohaTyp oblohyDoskaNarezaťRez na voxelReťazec plátkovRez pozdĺž osi XRez pozdĺž osi YRez pozdĺž osi ZNakrájať na nový objektNakrája masku maľby povrchovej sietePosunúťSmer kĺzaniaPosunúť zmäkčeniePosunie nový bodPosunúť bod krivky maľbyPosunúť bodPosunom bodu na drážke definuje jeho zakriveniePosunie sekvenčné pásy v časePosúva vrcholy po povrchovej sietiKĺže slučkou hrán po povrchovej sietiPosunie štart animácie od snímky 0Posunie riadiace bodyPosúva oblasti značkyPosúva oblasti značky rovinyPosúvacíPosuvník maxPosuvník minFarby miniaplikácie posúvačaNástroje posúvaniaŠtíhlePosun kľúčových snímokPosun sklzu: Snímky: %dPosuv sklzu: Snímky: %d Posuv zvuku: %.3fPosuv sklzu: Snímky: %sVloží pásy pod kurzor myši namiesto všetkých vybraných pásovVypustí obsah vybraných pásovSpádZásuvkaZásuvka %dZobrazovaný názov zásuvkyManipulátor zásuvkyIdentifikátor zásuvkyTyp zásuvkyZásuvka nemôže byť ŽiadnaZásuvka obsahuje platný obrázok a UV mapuZásuvka akcie, ktorá sa má použiť pre vynútenie akcieZásuvka obsahujúca informácie o maľbe textúryZásuvka {:d}ZásuvkySlovensky - slovenčinaSlovinsky - SlovenščinaPomalyPomalý výraz jazyka PythonPomalšie mapovanie, ktoré poskytuje lepšiu deformáciu pre ohyby kostí, ktoré sú v pokojovej polohe ostro zahnutéPomalší riešiteľ s najlepšími výsledkami pre koplanárne (súrovinné) plôškyPomalšieMalýKapitálkyMierka kapitálokMenšíMenšie celé číslo s rozsahom od -128 do 127Menšie hodnoty prinášajú výstup s vyšším rozkladomMenšie hodnoty vedú k lepšiemu výkonu, ale môžu znížiť objemNajmenšia vlnaOd najmenšieho po najväčšíChytréChytré UV premietnutieRozmazaťVáha rozmazania v skupine aktívnych vrcholovDymDym a oheňFarba dymuDoména dymuMateriál domény dymuRozlíšenie mriežky dymuŠtýl dymuNastavenie kolízie dymuFarba mriežky dymuMriežka hustoty dymuMriežka dymu plameňaMriežka tepla dymuMriežka teploty dymu, rozsah 0 - 1 predstavuje 0 - 1000KMriežka rýchlosti dymuVyhladiťOpravné vyhladenieVyhladí koncové bodyVyhladiť konceF modifikátor vyhladeniaVyhladiť F1Faktor vyhladeniaVyhladiť geometriuVyhladiť ťahy Grease PencilPríznaky bitov vyhladenej skupinySkupiny vyhladeniaVyhladiť krivky vlasovVyhladí interpoláciu okrajov Hermite medzi hodnotami Minimum a MaximumOpakovania vyhladeniaLaplacianovo vyhladenieVyhladiť maskuRežim maximálneho vyhladeniaRežim minimálneho vyhladeniaModifikátor VyhladiťVyhladiť normályPolomer vyhladeniaPomer vyhladeniaVyhladiť tieňovanieVyhladený krokVyhladiť ťahFaktor vyhladenia ťahuPolomer vyhladenia ťahuTolerancia vyhladeniaTyp vyhladeniaVyhladiť zobrazenieVyhladiť drôtyVyhladiť os XVyhladiť os YVyhladiť os ZVyhladiť pozdĺž osi XVyhladiť pozdĺž osi YVyhladiť pozdĺž osi ZVyhladenie F-krivky pri zachovaní všeobecného tvaru krivkyVyhladí oblasti obrázku, v ktorých je viditeľný šum, pričom zložité oblasti zostanú nedotknutéVyhladiť zubaté hranyVyhladené okraje, ale rohy sú stále ostréVyhladené okraje vrátane rohovVyhladiť podľa uhlaVyhladiť farbyVyhladí farby naprieč vrcholmiVyhladí komplexnú geometria okolo vetievVyhladí spojené časti geometrieVyhladzuje krivku pomocou Gaussovho vyhladzovaniaVyhladí vlastné normály založené na priľahlých normálach vrcholovFaktor efektu vyhladeniaModifikátor efektu vyhladeniaVyhladí konce ťahovVyhladený dopadVyhladenie dopadu pridané pri plnom polomereVyhladí vlasyPlynulá intenzita svetla v blízkosti zdrojov svetla. Tým sa dá vyhnúť ostrým svetlám a znížiť globálny šum osvetlenia. 0,0 zodpovedá žiadnemu vyhladzovaniu; vyššie hodnoty vyhladzujú viacVyhladená interpolácia medzi A a B s istou kontrolou tvaru krivkyOpakovania vyhladenia použité po výpočte faktora pózy každého vrcholuOpakované vyhladenie použité na extrahovanú sieťVyhladí kostrbaté okraje textu užívateľského rozhraniaVyhladiť povrchovú sieťVyhladí objekt pozdĺž osi XVyhladí objekt pozdĺž osi YVyhladí objekt pozdĺž osi ZVyhladí iba vybrané body ťahuVyhladí farby pomocou priemernej farby pod štetcomVyhladí farby susedných bodov ťahuPredvoľba vyhladeniaPlynule posúva na vytvorenie viditeľnosti upraviteľného súboruVyhladí vybrané ťahyBody vyhladenia ťahuVyhladzuje krivku použitím Gaussovho filtraVyhladí detaily, ale zachová celkový tvarVyhladí hrany všetkých sústav plôšokVyhladiť osvetlenia tohto svetlaVyhladzuje povrchovú sieť vyrovnaním uhlov medzi susediacimi plôškamiVyhladzuje povrchovú sieť pri zachovaní objemuVyhladí normály povrchov alebo kriviek skoseníVyhladiť povrchVyhladí povrch siete a zachová objemVyhladí váhy aktívnej skupiny vrcholovVyhladí váhy vybraných vrcholovVysoko kvalitná vyhladená interpolácia, ale pomalšiaVerzia vyhladenia F1. Vážený súčet susedných Voronoi buniek.Vyhladenie zápornéVyhladenie kladnéVyhladenejšia interpolácia Hermitových hrán v rozsahu hodnôt Minimum a MaximumVyhladenejší krokPlynulejšia interpolácia vyžiarenia, ale pridáva ľahké presvitanieVyhladí tvar kriviek vlasovVyhladenieVyhladzovanie skupínVyhladenie PozitívneKroky vyhladeniaModifikátor efektu vyhladzovaniaFaktor vyhladeniaOpakované vyhladenie dotyčnícPlynulý posun náhodnej hodnoty každého ťahuVyhladenosťFaktor vyhladeniaPlynulosť prechodu medzi tmavými a svetlými oblasťamiVyhladzovať hrany ťahovVyhladí povrch a objemVyhladí povrch siete a zachová objemRozmazaťSila rozmazaniaRozmaže farby ich uchopením a ťahanímIntenzita efektu rozmazaniaPrichytiťPrichytí 3D kurzor k aktívnej položkePrichytí 3D kurzor na stred vybraných položiekPrichytí 3D kurzor k najbližšiemu úseku mriežkyPrichytí 3D kurzor na počiatok oblastiPrichytiť uholZákladné prichyteniePrichytí aktuálnu snímku k pásuVzdialenosť prichyteniaPrvok prichyteniaPrírastok prichyteniaInvertovať prichyteniePrichytiť ostrovyRežim prichyteniaPrichytiť uzol počas transformáciePrichytiť balík inštaláciePrichytiť jadro objektuBočné prichyteniePrichytiť cieľPrichytiť cieľ pre jednotlivé prvkyPrichytiť naPrichytiť otáčkuPrah prichytenia otáčkyPrichytiť UV prvokPrichytenie UV počas transformáciePrichytiť vrcholyPrichytí aktívny na cieľovýPrichytiť pri stredovom bodePrichytí podľa premietnutia na plôškyPrichytí najbližší bod na cieľovýPrichytí aktuálnu snímku na začiatok alebo koniec pásuPrichytí kurzor na stred vybraných bodovPrichytí kurzor na cieľový typPrichytenie počas transformáciePrichytí ostrovy dohromady (na hrane režimu zošitia, príliš otáča ostrovmi)Prichytí medián na cieľovýPrichytí stredné vrcholy do stredu osíPrichytí len na objekty, ktoré je možné vybraťPrichytí len na cieľ, v ktorého blízkosti sa zdroj pôvodne nachádzal (len "najbližšie plôšky")Prichytiť na AktívnePrichytiť na upravenéPrichytiť na neupravenéPrichytiť len na vyberateľnéPrichytí na seba, len ak je to povolené (len v režime editácie)Prichytí na neaktívne objekty v režime editácie (len režim editácie)Prichytí na objekty, ktoré nie sú v režime editácie (len režim editácie)Prichytí prehrávaciu hlavu pri snímaníPrichytáva snímku po prírastkochPrichytí vybrané UV vrcholy na cieľový typPrichytí vybrané položky na 3D kurzorPrichytí vybrané položky na aktívnu položkuPrichytí vybranú položku (položky) na polohu myšiPrichytí vybrané položky k najbližšiemu úseku mriežkyPrichytí vybrané kľúčové snímky k zvoleným časom/hodnotámPrichytí vybrané kľúčové snímky k aktuálnej snímkePrichytí vybrané kľúče k najbližšej (celej) snímke (používa sa na opravu náhodných polsnímok)Prichytí vybrané kľúčové snímky k najbližšej značkePrichytí vybrané kľúčové snímky k najbližšej druhejPrichytí vybrané kľúčové snímky podľa určených časovPrichytí vybrané body k najbližšiemu bodu mriežkyPrichytí vybrané body/ťahy na kurzorPrichytiť pásy počas transformáciePrichytí pásy k aktuálnej snímke, pričom aktívny pás slúži ako kotva a kurzor myši vo vzťahu k prehrávacej hlave určuje stranu prehrávacej hlavy, ku ktorej sa má prichytiťPrichytí uhol manipulátora na 45 stupňovPrichytí koreň každej krivky k najbližšiemu bodu povrchuPrichytiť kuPrichytí na prvkyPrichytiť na rovnaký cieľPrichytiť na pásyPrichytiť na povrchPrichytiť k celej geometriiPrichytí na všetky bodyPrichytáva k okrajom a začiatkom zrušených, viditeľných pásovPrichytiť aktuálnej snímkePrichytí na hranyPrichytí na prvý a posledný bod a interpolujePrichytí na prvý bodPrichytiť na snímkuPrichytiť k snímke po krokochPrichytí na plné hodnotyPrichytí na mriežkuPrichytí na prírastok, prichytiť(A, B)Prichytí na prírastkyPrichytí na prírastky mriežkyPrichytí na kľúčovú snímkuPrichytiť na značkyPrichytí k najbližšej značkePrichytí k najbližšiemu bodu na plôškachPrichytiť na okraje náhľaduPrichytiť na stred náhľaduPrichytí k náhľadu alebo počiatočnej a koncovej snímke scényPrichytiť na časovacie kľúčePrichytí po sekundáchPrichytiť na sekunduPrichytí na stred hránPrichytáva na stred plôšokPrichytí k najbližšiemu bodu na hranePrichytáva na začiatok a koniec obsahu podkladového pásu v prípadoch, keď dĺžka pásu presahuje tento rozsah, čím vznikajú pridržaniaPrichytí na vrcholyPrichytí na objemPrichytí stred transformácie na cieľovýPrichytí hodnoty k najbližšej priečke mriežky, napr. pre pohľad zastavenia pohybuPrichytí páry vrcholov na ich zrkadlovú polohuPrichytenieVzdialenosť prichyteniaPrichytí končatinu FK na IKPrichytí končatinu FK na končatinu IK na aktuálnej snímkePrichytí končatinu IK na FKPrichytí končatinu IK na končatinu FK na aktuálnej snímkeSobelSobol-BurleyZásuvkaIdentifikátor zásuvkyVybrať zásuvkuŠablóna zásuvkyTyp zásuvkyNázov typu zásuvkyZásuvka dokáže pracovať s rôznymi druhmi štruktúrPopis zásuvkyZásuvka očakáva poleZásuvka očakáva mriežkuZásuvka očakávajúca zoznamZásuvka očakáva jednu hodnotuZásuvka sa v editore uzlov vykresľuje ako interaktívna ikonaZásuvka je sivá, pretože sa zistilo, že nemá žiadny vplyv na výstupZásuvka je vybraná v rozhraníOdkazy priehradiek sú rozšírené v užívateľskom rozhraníZásuvka musí byť na paneliNázov zásuvkyTvar zásuvkyZásuvka, ktorú chcete zahrnúť do pridaného uzla vstupu/výstupu skupinyPopis zásuvkyZásuvka_2Zásuvka_3JemnáMäkké telesoModifikátor mäkkého telesaPlastické mäkké telesoZásobník bodu mäkkého telesaNastavenia Mäkkého telesaMäkký dopadMäkké svetloRežim mäkkého svetlaMäkké limityMäkkosť MaximumMäkkosť MinimumModifikátor simulácie mäkkého telesaNastavenie simulácií objektov mäkkého telesaMäkké telesoMäkké teleso a látkaCieľová váha mäkkého telesaZjemniťZjemní detaily pozdĺž osíMäkkosťPlnýPlné svetloPlné svetláPolomer plnej farbySpevniťModifikátor spevneniaSóloSólo aktívneSólový aktívny kľúčový tvarVyriešiťVyrieši pohyb kamery pre stopyChyba riešenia: {:.2f} pxRiešiteľOpakovania riešiteľaMožnosti riešiteľaVýsledok riešiteľaRiešiteľ vyžaduje vyvinutú povrchovú sieťRiešenieRiešenie kamery...Výber metódy riešenia: automatický útlm alebo ručný útlmNiektoré spojenia boli stratené z dôvodu rozdielneho počtu výstupných zásuviekNiektoré krivky nebolo možné konvertovať, pretože neboli pripojené k povrchuNiektoré údaje sa nepodarilo znova vytvoriť (podrobnosti nájdete na konzole)Pri zapečení/uložení tohto zásobníka boli niektoré snímky preskočenéNiektoré reťazce boli opravené. Nezabudnite si uložiť súbor .blend, aby sa tieto zmeny zachovaliZotriediťZotriediť abecedneZoradiť podľaZoradiť podľa:Zoradiť potomkov podľa menaTriediť blok údajovZoradiť prvkyIndex zoradeniaKľúč zoradeniaPoradie zoradeniaZoradí palety fariebTyp zoradeniaZoradiť váhuZoradiť podľa najnovšíchZoradiť podľa názvuZoradí podľa dĺžky krivých 2D čiar (dlhšie čiary ležia na vrchole kratších čiar)Zoradí podľa vzdialenosti od kamery (uzávery čiar ležia na vrchole ďalších čiar)Zoradí podľa premietnutej hodnoty X v systéme súradníc obrázkuZoradí podľa premietnutej hodnoty Y v systéme súradníc obrázkuZoradí kanály podľa priemernej chyby opätovného premietnutia stôp po vyriešeníZoradí kanály podľa čísla prvej snímkyZoradí kanály podľa čísla poslednej snímkyZoradí kanály podľa najdlhších segmentov snímaniaZoradí kanály podľa celkového množstva segmentov snímaniaZoradenie kanálov podľa ich mienRoztriedi súbory podľa času úpravyRoztriedi súbory podľa veľkostiZoradí ostrovy od najväčšieho po najmenšíZoradí ostrovy od najmenšieho po najväčšíZoradiť položky abecedneZoradí položky podľa ich názvuZoradí klesajúco od najvyššej hodnoty po najnižšiuZoradí vybrané prvky od najvzdialenejších po najbližšie v aktuálnom zobrazeníZoradí vybrané prvky zľava doprava v aktuálnom zobrazeníZoradí vybrané prvky od najbližšieho po najvzdialenejší od 3D kurzoraZoradí vybrané plôšky od najmenšieho po najväčší index materiáluRoztriedi zoznam aktív podľa abecedyZoradí zoznam aktív tak, aby boli aktíva v rovnakom katalógu spolu. V rámci jedného katalógu sú aktíva zoradené podľa názvu. Katalógy sú zoradené v hierarchii plochých katalógov.Zoradiť potomkov každej kosti abecedneRoztriedi zoznam súboru podľa abecedyZoradí zoznam súboru podľa prípony/typuZoradí nedávno vyhľadávané položky na začiatokTyp zoradeniaZoradí skupiny vrcholovZoradenieZvukUtlmiťNovýPosúvaťOdstupPosuv zvukuObjem pásuHlasitosťZvukové súboryNázov zvukuZásuvka uzla zvukuRozhranie zásuvky uzla zvukuPás ZvukZvukové pásyVybrané zvukové pásyNázov zvukového bloku údajov na rozbalenieBlok údajov zvuku odkazujúci na externý alebo zbalený zvukový súborBlok údajov zvuku používaný týmto reproduktoromBlok údajov zvuku používaný týmto pásomBloky údajov zvukuZvuk nie je upraviteľnýZvuk nie je zbalenýSúbor zvukovej nahrávky používaný týmto blokom údajov zvukuZásuvka uzla zvukuPás zvukuZvukovaStopaZvukyPriečinok zvukovZdrojZdrojový kanálObrázok zdroja klonuZásuvka zdroj klonuUV mapa zdroja klonuKolekcia zdrojovZdrojový obrázokVýber zdrojovej vrstvyZdrojové knižniceZdroj knižniceZoznam zdrojovZoznam zdrojov Nastavenia regiónuZdrojový objektZdroj PozíciaKmeňové zdrojeZásuvka zdroja!Zdrojový stromTyp zdrojaZdrojová skupina vrcholovZdroj a cieľ pre operátor symetrieZdrojová a cieľová povrchová sieť nemajú rovnaký počet hrán, mapovanie 'topológie' sa v tomto prípade nedá použiťZdrojová a cieľová povrchová sieť nemajú rovnaký počet rohov plôšok, mapovanie 'topológie' sa v tomto prípade nedá použiťZdrojová a cieľová povrchová sieť nemajú rovnaký počet plôšok, mapovanie 'topológie' sa v tomto prípade nedá použiťZdrojové a cieľové povrchové siete nemajú rovnaký počet vrcholov, mapovanie "topológie" sa v tomto prípade nedá použiťZdrojová farbaZdrojové prvky musia byť bližšie, než je daná vzdialenosť od cieľaZdrojový súbor je na ceste hľadania doplnku: {!r}Zdrojová knižnica, z ktorej bol vytvorený tento archív zabalených identifikátorovZdrojová knižnica: {} {}Umiestnenie zdrojaZdrojová povrchová sieť nemá žiadne hrany, v tomto prípade nie je možné použiť žiadnu hranu na mapovanieZdrojová povrchová sieť nemá žiadne plôšky, v tomto prípade nie je možné použiť žiadnu 'plôšku' na mapovanieZdroj vstupných hodnôt pre premenné ovládačaZdroj názvu nápisuZdroj náhodnostiZdroj smerov reflexných lúčovZdroj povrchovej siete použitého na vytvorenie kolíznych tvarovZdrojové alebo cieľové povrchové siete nemajú žiadne hrany. Nie je možné preniesť údaje hránZdroj alebo cieľové povrchové siete nemajú žiadne plôšky. Nie je možné preniesť údaje rohovZdroj alebo cieľové povrchové siete nemajú žiadne plôšky. Nie je možné preniesť údaje o plôškachZdrojové alebo cieľové povrchové siete nemajú žiadne vrcholy. Nie je možné preniesť údaje vrcholovZdroj na výber plátnaZdroje vstupných údajov na vyhodnotenie tejto premennejJuhJuhovýchodJuhozápadPriestorEditor klipu priestoruKonzola priestoruPriestor editora expozičného hárkuPrehliadač priestorov súborovPriestor editora grafovEditor priestoru obrázkovInformácie o priestoreOdstup matriceEditor priestoru NLAEditor priestoru uzlaPriestor Líniového prehľaduPredvoľby priestoruEditor priestorových sekvenciíTabuľka priestoruPriestor editora textuTyp priestoruPriestor UV editoraRovnomerný priestor všetkých UVPriestor medzi ostrovmiAktuálne zobrazený priestor v tejto oblastiÚdaje o priestore pre oblasť obrazovkyTyp údajov priestoruPriestor ťahov podľa orientácie povrchu namiesto priestoru obrazovkyPriestor pre osi premietaniaPriestor používaný na transformáciePriestor vstupnej výškyMiesto vstupu normályPriestor vyhodnotenia vlastníkaPriestor s vyhodnocovaným cieľomPriestor pre konverziu zPriestor pre konverziu naPriestor použitý pri kopírovaní údajov z povrchovej sieteTransformácia priestoru na kopírovanie z jedného objektu do druhéhomedzerníkAkcia medzerníkomMedzeryMedzery obsiahnuté v tejto oblasti, prvý je aktívny priestor (Poznámka: užitočné napríklad na obnovu predtým používaného 3D zobrazenie priestoru v určitej oblasti získať staré zobrazenie orientácie)RozostupRozostup pozdĺž ťahuRozostup medzierRozostup tlakomOdstupy o celý kruh pred sklonom štetcaRozostup medzi ťahmi štetca ako percento priemeru štetcaMedzery medzi znakmiRozstupy medzi bodami mriežkyMedzery medzi slovamiRozostup textúr pozdĺž ťahuMedzery: {:g}RozpätieŠpanielsky - EspañolRiedka aPriestorový šumPriestorové opakované použitiePriestorová veľkosťStvorené častice z tvaruReproduktorNovýHlasitosť MinimumBlok údajov reproduktorov pre objekty 3D zvukového reproduktoraBloky údajov reproduktoraReproduktor(y)ReproduktoryŠpeciálne znakyUrčuje absorpciu energie na jednotku dĺžky pri prechode svetla vlasom. Vyššia hodnota vedie k tmavšej farbeUrčuje, do akej miery budú ostré rohy zaoblenéUrčuje, ako okrúhle je rozostrenie, maximálna okrúhlosť vytvára kruhové rozostrenie mimo rovinu ostrostiUrčuje, ako kosť dedí zmenu mierky od rodičovskej kostiUrčuje, ako je prilepovaná kosť zostavená k ovládaciemu prvku v mieste hlavy kostiUrčuje, či mapovanie tónov pôsobí na celý obrázok alebo na pixel, 0 znamená, že na celý obrázok, 1 znamená, že na pixel, a hodnoty medzi nimi sa miešajú medzi obomaUrčuje, či mapovanie odtieňov funguje na základe jasu alebo na základe každého kanála samostatne, 0 znamená, že sa používa jas, 1 znamená, že sa používa na každý kanál, a hodnoty medzi nimi sa miešajú medzi obomaUrčuje drsnosť mikroplôšok rozptýlenia základu (0,0 je dokonalý lambertovský odraz, 1,0 je úplne drsný)Určuje drsnosť povrchu pre zrkadlový odraz a prenos (0,0 je dokonalý zrkadlový odraz, 1,0 je úplne drsný)Určuje mieru posunu farieb. Hodnota 1 znamená maximálny posun smerom k modrej farbe, zatiaľ čo hodnota -1 znamená maximálny posun smerom k červenej farbeUrčuje vstupný uzol používaný vytvorenou zónouUrčuje limitnú silu limitného kanálaUrčuje jas, pri ktorom končia stredné tóny obrazu a začínajú svetlé oblastiUrčuje jas, pri ktorom začínajú stredné tóny obrazu a končia tieneUrčuje výstupný uzol používaný vytvorenou zónouUrčuje veľkosť katadioptrickej dúhovky, nula znamená bez dúhovkyUrčuje plynulosť kľúčovania obrazovkyUrčuje silu rozpíjania každého farebného kanálaUrčuje silu rozpíjaniaUrčuje prahovú hodnotu alebo citlivosť na hrany. Znížením tejto hodnoty budete môcť detekovať viac hrán na úkor výkonuUrčuje hodnotu možnosti Lokálne umiestnenie pre ovládače IK, ktorá rozhoduje o tom, či sú kanály umiestnenia zarovnané s lokálnou orientáciou ovládača alebo so svetomUrčiť váhu vyhladených proti originálnym normálamUrčuje, či sa má vybrať novoobjavená geometriaZadanie vlastnej hodnoty metrov scény na jednotkuUrčiť vlastnú veľkosťUrčí podmienky výberu prvkov hrany na základe značiek plôšokUrčí logickú kombináciu podmienok výberu na typoch hrán prvkovStanoví novú hodnotu snímkovania, ktorá určuje rozlíšenie úsečiek ťahuUrčuje cestu, kam sa majú ručne uložiť údaje zapečeniaŠpecifikujte presnú časť konečného UV výstupuUrčí buď zahrnutie alebo vylúčenie hrán prvkov patriacich do kolekcie objektovUrčí zahrnutie alebo vylúčenie hrany prvkov vybratých podľa typov hránUrčí zahrnutie alebo vylúčenie prvkov hrán vybratých podľa značiek plôšokUrčuje ohniskovú vzdialenosť objektívu v milimetrochUrčuje, ako sú skombinované existujúce transformácie a akčné kanályUrčuje ako sa kombinujú skopírované a existujúce rotácieUrčuje ako sa skombinujú kopírované a existujúce transformácieUrčenie spôsobu, akým sa hodnota modifikátora zmiešava do základnej hodnotyUrčuje ako sa skombinuje nové umiestnenie s pôvodnýmUrčuje ako sa skombinuje nová rotácia s originálomUrčuje ako sa skombinuje nová mierka s originálomUrčí orientáciu a mierku namiesto použitia vložených údajov v súbore FBXUrčuje zdroj pre tvar mriežkyUrčí cieľový počet plôšok pomerom ku aktuálnej povrchovej sietiUrčiť približný počet voxelov pozdĺž uhlopriečkyUrčuje vzdialenosť medzi vrcholmiUrčí objektív ako uhol zorného poľaUrčuje počiatočný a koncový bod čiaryUrčuje počet kópií pre každú krivku samostatneUrčuje posuv od jedného vrcholu k ďalšiemuUrčuje celkový počet vrcholovUrčuje typ kanálov rotácie na použitieUrčiť dĺžku strany voxeluUrčiť jednotku hrúbky čiary v pixelochUdáva presnosť údajov o objeme. Nižšie hodnoty znižujú spotrebu pamäte na úkor detailov.Určí hustotu objemu a veľkosť kroku v priestore objektu alebo svetaUrčí veľkosť kroku objemu a hustotu vo sveteUrčuje, ktoré prvky sa majú použiť na vytváranie inštancie. (Hodnoty s pohyblivou desatinnou čiarkou vedú k náhodnému výberu.)Určí, ktorý atribút materiálu sa používaUrčuje, ktoré časti aktíva pózy sa prepíšuSpektrumSpektrum na použitieOdrazBSDF OdrazFarba odrazuFarba odrazu modráFarba odrazu zelenáFarba odrazu červenáFaktor odrazuTvrdosť odrazuZvýraznenie odrazuÚroveň zrkadlového IORZrkadlené osvetlenieFarba odrazu materiáluNásobič zrkadlového odrazuRýchlosťRegulácia rýchlostiFaktor rýchlostiInterpolácia rýchlosti 0Interpolácia rýchlosti 1Násobič rýchlostiRýchlostný spádVektory rýchlostiMetóda regulácie rýchlostiFaktor rýchlosti pri pozeraní naokolo, vysoké hodnoty znamenajú rýchlejší pohyb myšiRýchlosť zvukuRýchlosť zvuku pre výpočet Dopplerovho efektuRýchlosť horenia (vyššia hodnota vedie k menšiemu plameňu)Rýchlosť zvlnenia, voči počiatočnému bodu, keď je negatívnaPás Regulácia rýchlostiZásobník hláskovaniaGuľaPolomer guleVýber sférouPolomer gule pre výpočet zakriveniaRozlíšenie sférSférickýSférický dopadSférický snímačSférické stereoSférická kamera pre mapy prostredia, známa aj ako panoráma Lat LongSférický dopadSférické silové pole na základe nabitia častíc, ovplyvňujúce len ďalšie nabitia silových políSférickySférická stálosťSila rozpíjaniaŠpirálaŠpirálovitá sila, ktorá donúti objekt sa zakrútiť na lokálnej osi ZÚvodná obrazovkaÚvodná obrazovkaDrážkaBody bézierovej drážkyPočet drážokDrážka inverznej kinematikyVynútenie Drážka inverznej kinematikyIndex drážkyDĺžka drážkyUzol Dĺžka drážkyParameter drážkyUzol Parameter drážkyPočet bodov na drážkeBody drážkyRozlíšenie drážkyUzatvorí drážku pri uvoľnení, ak nie je potiahnutéBod drážky bez manipulátorovTyp drážkyDrážka:DrážkyDeliťUhol oddeleniaRozdeliť animácie podľa objektuRozdelí prvotné tvary BVH (Bio Vision Motion) podľa tohto počtu časových krokov na urýchlenie času prekreslenia na úkor pamäteRozdeliť podľa skupínRozdeliť podľa objektuDeliť čiarku 1Deliť čiarku 2Deliť čiarku 3Rozdeliť hranyRozdeliť hrany a plôškyPosúvač sledovania oddelenia očného viečkaDeliť medzeru 1Deliť medzeru 2Deliť medzeru 3Rozdeliť impulzDelenie dĺžkyRozdeliť riadkyRozdeliť materiályRozdelenie vzoruOddelené tónovanieRozdelí matricu 4x4 na jednotlivé hodnotyRozdelí balík do viacerých zásuviek.Rozdelí farby na jednotlivé zložky použitím viacerých modelovRozdelí farby na samostatné kanály na základe konkrétneho farebného modeluVejárovito rozčlení plôškyRozdelí geometriu na samostatný výstup pre každý typ údajov v geometriiRozdelí geometriu na dva výstupy geometrie na základe výberuRozdelí transformačnú matricu na vektor presunu, rotáciu a vektor mierkyRozdelí vektor na zložky X, Y a ZRozdelí všetky body na krivku podľa ID skupiny a zmení poradie podľa váhyRozdelí obrázok na jeho zložené farebné kanályRozdeliť a kopírovaťRozdeľuje a spája editory ťahaním rohovRozdelené na pozícii kurzora namiesto aktuálnej snímkyRozdelí spojené plôšky na hranáchRozdelí zapečené mapy podľa materiálu, použitím názvu materiálu vo výstupnom súbore (iba externý)Rozdelí reťaze na body s uhlami väčšími ako je maximálny 2D uholOddelí reťaze na body s uhlami väčšími ako je minimálny 2D uholRozdeliť kanályRozdelí konkávne plôšky spojením vrcholov, aby boli konvexnéRozdelí vlastné normály vybraných vrcholovOddelí hrany vybrané ako ostréOddelí hrany s veľkým uhlom medzi plôškamiRozdelí externé obrázky materiálov (iba externé)Oddelí plôšky pozdĺž vybraných hránOddelí plôšky a hrany napojené na vybrané vrcholyRozdelí viackamerový pás a vyberie kameruPredelí nerovinné plôšky presahujúce prah uhlaOddelí rohy plôšok namiesto zlúčenia plôšokRozdelí rohy plôšky, so zachovaním okolitej geometrieRozdelí vybrané kosti od pripojených nevybraných kostíOddelí vybranú geometriu od pripojenej nevybranej geometrieOddelí vybrané body od pripojených nevybratých bodovRozdelí vybranú oblasť na pohľad z kamery a pohľady spredu, sprava a zhoraRozdelí vybranú oblasť na nové oknáRozdelí vybrané hrany tak, aby každá susedná plôška dostala svoju vlastnú kópiuRozdeliť vybrané bodyOddelí vybrané body na nový ťahRozdelí vybrané pásy na svojich stredových bodochDelí krivku dovtedy, pokým tolerancia nie je vyhovujúca (rýchle)Rozdeľuje plôšky na menšie časti, čím sa dosiahne jemnejší vzhľadOddelí polygóny použitím algoritmu klipsníRozdelí štvorice pozdĺž ich najdlhšej uhlopriečkyRozdelí štvorice pozdĺž ich najkratšej uhlopriečkyRozdelí štvoruholníky na pekné trojuholníky, pomalší spôsobRozdelí štvoruholníky nad druhými a štvrtými vrcholmiRozdelí štvoruholníky nad prvými a tretími vrcholmiRozdelí vybraný bod na nový ťahRozdelí vybrané pásy na dve častiRozdeliť na inštancieRozdeliť/DokovaťRozdeľuje vodiace do samostatných skupín. Nové krivky interpolujú existujúce krivky z jednej skupinyRozdelí prvky vstupnej geometrie do skupín, ktoré možno snímať jednotlivoRozdelí plôšky vstupnej povrchovej siete na skupiny, ktoré možno snímať jednotlivoRozdeleniePrelínanie svetelnej škvrnyPrelínanie škvrny svetla: %.2fSmerové svetloStriekanieStriekanie + bublinyStriekanie + penaStriekanie + pena + bublinyMapa striekaniaStriekajúce častice a bublín sú uložené v rovnakom časticovom systémeStriekajúce častice a peny sú uložené v rovnakom časticovom systémeRozotrieťDĺžka rozprestretiaRýchlosť rozprestreniaRozťahovanie pre vnútorný oblúk sklonuTabuľkaStĺpec tabuľkyID stĺpca tabuľkyEditory tabuliekFilter riadkov tabuľkyTabuľka tabuľkového procesoraID tabuľky tabuľkového procesoraTabuľky tabuľkového procesoraTabuľka údajov priestoruStečenieTuhosť pružinySnímky pružinyDĺžka pružinyTyp pružnostiSkupina pružín vrcholovTuhosť pružinyRýchlosť stečenia, ktorá stiahne hladinu vody späť na nuluImplementácia pružnosti vo verzii Blender 2.7. Tlmenie je limitované na 1,0Pokojová dĺžka pružiny (faktor okruhu častíc)Pokojová dĺžka pružiny je faktor dvojnásobnej veľkosti častícPružinyPrah duchovŠtvorecŠtvorec (HS + V)Štvorec (HV + S)Štvorec (SV + H)Centimetre štvorcovéReťaze štvorcovéDecimetre štvorcovéDekametre štvorcovéStopy štvorcovéFurlongy štvorcovéHektometre štvorcovéPalce štvorcovéKilometre štvorcovéMetre štvorcovéMikrometre štvorcovéMíle štvorcovéMilimetre štvorcovéOdmocninaRežim druhej odmocninyThou štvorcovéŠtvorcový prahYardy štvorcovéŠtvorcová hlavica (plochá a predĺžená)Len štvorec: všetky hodnoty s absolútnou amplitúdou nižšou prah majú výsledok 0Odmocnina AŠtvorec s vnútornou bodkouŠtvorcovéVtesnaťVtesnať a roztiahnuťMnožstvo vtesnaniaFrekvencia vtesnaniaVtesnať každých n riadkovHodnota stlačenia (zdedené)Vsunutá snímkaStabilizácia váhyStabilizácia2D stabilizáciaStabilizovať 2D klipStabilizovať stredStabilizovať normáluStabilizácia rotácieStabilizácia zmeny veľkostiStabilizácia ťahuStabilizuje zistenú rotáciu okolo stredu snímkyStabilizuje zábery použitím nastavení 2D stabilizácie sledovania pohybuFaktor stabilizátora ťahuPolomer stabilizátora ťahuNaskladané nad sebouNaskladané pod sebouPečiatka kameryPečiatka dátumuPečiatka názvu súboruPečiatka snímkyPečiatka názvu hostiteľaNápisy pečiatokPečiatka objektívuPečiatka značkyPoznámka pečiatkyText poznámky k odtlačku pečiatkyPečiatka výstupuPečiatka maximálnej pamätePečiatka času prekresleniaPečiatka scényPečiatka pásu sekvenciePečiatka časuŠtandardnáŠtandardná odchýlkaŠtandardné prechody medzi kľúčovými snímkamiStanford PLY (.ply)HviezdaZačiatokMapovanie Začiatok a KoniecZačiatok (faktor)Začiatok (dĺžka)Počiatočný uholŠtýl začiatku šípkyZačať od aktuálnej snímkyHlavica počiatkuSpustiť deaktivovanýSpustiť odstránenie šumuPočiatočný faktorPočiatočná snímkaPočiatočná snímka (manipulovaná z užívateľského rozhrania)Počiatočná snímka (hrubá hodnota)Počiatočná snímka (ak je povolené obmedzenie rozsahu snímky)Začiatok manipulátoraZmierniť manipulátor začiatkuMierka manipulátora začiatkuPočiatočná polohaSpustiť typ priradeniaPosuv začiatkuPočiatočná pozíciaPočiatočná pozícia objektuPočiatočná pozícia XPočiatočná pozícia YPočiatočný polomerPočiatočná snímkaPočiatočná veľkosťŠtart relácie VRPočiatočné vrcholyPočiatočná a koncová snímka nemôžu byť rovnaké!Počiatočná vzdialenosť objemového efektuSpustí pole úpravy poľa priečinkaZačiatok zadávania textu filtraZačať zadávať text filtra pre zameraný súbor údajovZačiatok zadávania textu filtra pre zameraný zoznamZačať zadávať text, ktorý filtruje súbor zobrazených kanálov tak, aby obsahoval iba kanály so zhodnými názvamiPočiatočná snímka je pripnutá na platný rozsah prekresleniaPočiatočná snímka zobrazená v editore sekvencií aplikovaná po posune, nastavenie je ekvivalentné pohybu manipulátora, nie skutočná počiatočná snímkaŠtartovacia snímka pre zapečeniePočiatočná snímka je väčšia ako koncová snímkaPočiatočná snímka pásu NLA. Poznámka: zmenou tejto hodnoty sa aktualizuje aj hodnota koncovej snímky pásu. Ak sa má zmeniť len počiatočná snímky, pozrite si namiesto toho vlastnosť "frame_start".Počiatočná snímka efektuPočiatočná snímka exportu, použije predvolenú hodnotu na získanie počiatočnej snímky aktuálnej scényPočiatočná snímka zapečenia oceánuPočiatočná snímka pásuZačať na snímkeUmiestnenie začnite použitím bodu premietaného na os orientácie v polohe 3D kurzoraUmiestnenie začnite použitím bodu premietaného do roviny zobrazenia v polohe 3D kurzoraZačiatok umiestňovania na povrch použitím polohy kurzora 3D ako náhradníkaZačiatok umiestňovanie stredovej polohyPočiatok umiestnenia polohy okrajaPočiatočný bodSpustí vyhľadávanie textuSpustí transformáciu operátora po vložení uzlaŠtart/KoniecZačínajúciSpustenie myšiPočiatočný uhol oblúkaPočiatočná vzdialenosti hmly, merané od kameryPočiatočná snímka animáciePočiatočná snímka rozsahu ciest na zobrazenie/výpočet (nie pre metódu cibuľových šupiek 'Okolo snímky')Počiatočná snímka uloženého rozsahuPočiatočná snímka na exportČas začiatku dráhyZačína saSpúšťací súbor uloženýStavFarby stavuIný stavStav všetkých panelov definovaných skupinou uzlovStav prepojenia svetlaStav druhej užívateľskej cesty pre obojručné úkonyStav prepojenia tieňovPlne stavový riešiteľ bežiaci v kontexte reálneho času, ignorovania akcií a bez vynútenia Inverznej kinematikyBezstavový riešiteľ výpočtu spúšťania póz súčasných akcií a bez vynútení inverznej kinematikyStatické BVHStatický ostrovStatický typŠtatistické zobrazenie úrovne farieb v obrázkuŠtatistikyStavStavový riadokPríznaky stavuStav opakovaní riešiteľaStav:OceľŠablónaFarba šablónyRozmery šablónyObrázok šablónyVrstva šablónyMaska šablónyMaska šablóny nepriehľadnosťPozícia šablónyFarba šablóny v zábereKrokPočet krokovFrekvencia krokovMnožstvo krokov prekresleniaVeľkosť krokuVeľkosť kroku osvetleniaVeľkosť kroku MinKrok medzi generovanými snímkamiVeľkosť kroku pri objeme prechodu lúčovVeľkosť kroku pri objeme prechodu lúčov pre výpočet osvetleniaKrok naprieč animáciou podľa pozícieKroková interpolácia modifikátora funkcieLineárne stupňovanieStupňovaná lineárna interpolácia medzi hodnotami Minimum a MaximumKrokyMinimálne krokyKroky ZáberStereoStereo 3DStereo 3D zobrazenieStereo 3D formátStereo 3D režim vyžaduje, aby okno bolo v celoobrazovkovom režimeStereo okoStereo FXStereo LFERežim stereoVýstup stereoStereo zvukový kanálStereo s kanálom LFEStereoskopiaNastavenie priestorového videnia pre blok údajov kameryTyčkaPrilepiť ťah na iné ťahyPrilepiť ťah na povrchyPrilepiť ťah na obrázokPrilepiť ťah na pohľadLepivosťRežim rýchleho výberuZákaz výberu prilepených vrcholovTuhé štvorceHustota viskozityHustota viskozity je faktorom normálnej viskozityTuhosťTuhosť XTuhosť definuje, ako veľmi je prvok plnýSpevnenie na osi XSpevnenie na rotačnej osi XSpevnenie na osi YSpevnenie na rotačnej osi YSpevnenie na osi ZSpevnenie na rotačnej osi ZStáleNáhľad aktívneho ostrova stehuNáhľad hrany stehuNáhľad plôšky stehuNáhľad zošitia stehuNáhľad rozpárania stehuNáhľad vrcholu stehuZošije UV v určenej limitnej vzdialenostiZošije vybrané UV vrcholov podľa blízkostiZošitie funguje len pri vybratých menej ako %i objektoch (vybrané %i)KameňKameň (drvený)KameneStopZastavenie relácie VRZastavenie prehrávania animácieZastaví výber okrajov pri n-uholníkochZastaví výber okrajov na vrcholoch s viac ako tromi hranamiZastaví výber okrajov na vrcholoch s dvoma hranami, ak majú spoločnú plôšku, ktorá nie je n-uholníkomPrestanete skákaťZastaví delenie pri dosiahnutí tejto úrovne, aj keby kúskovanie viedlo k jemnejšiemu mozaikovaniuZastaviť túto úlohuOdstaví vrcholy z premietania na plôšku cieľa, keď smerujú k nej/od nejÚložiskoRežim ukladania vlastných údajov normálSkladisko vykonávajúceho operátora alebo jeho registrácia po vykonaníÚložisko na dočasné pridržanie hlavnej zásuvky akcie v režime ladeniaÚložisko na dočasné pridržanie hlavnej akcie v režime ladeniaUskladniť balík položiekUložiť prechody odstránenia šumuUložiť povolené katalógy v predvoľbáchUložiť pomenovaný atribútUložiť pomenovanú mriežkuUchováva RGB a alfa kanály oddelene s alfa pôsobiacim ako masku, tiež známe ako nesúvisiace alfa. Bežne používané obrázky editačné aplikácie a formáty súborov, ako PNG.Ukladá RGB kanály so znásobením alfa, tiež známe ako pridružené alfa. Prirodzený formát pre prekreslenia a používanie formátov súborov ako OpenEXR.Uloží balík položiek podľa cesty a typu údajov.Uloží vektor normály pre každý prvok sieteUloží jednu hodnotu pre celú doménuUloží hodnotu pre každý prvokUloží všetky bloky údajov prepojené z iných blend-súborov do aktuálneho blend-súboru. Odkazy na knižnice sa zachovajú, takže prepojené bloky údajov možno znova rozbaliťUloží vlastné normály ako jednoduché vektory v lokálnom priestore siete. Hodnoty sa nemusia neskôr automaticky aktualizovať, keď sa sieť deformuje.Uloží hodnoty vlastného výpočtu vlastností ako reťazceUloží hodnoty výpočtov ako reťazceUloží hodnoty výberu s pohyblivou desatinnou čiarkou. Pre geometriu povrchovej siete sa ukladá invertovaná ako maska režimu tvarovaniaUložiť exportné nastavenia glTF v projekte BlenderUloží údaje mriežky do geometrie objemu so zadaným názvomUloženie viacnásobných posunutí mimo súboru .blend, na uloženie pamäteUloží normály v priestore vlastnej transformácie závislej od deformácie. Táto metóda je pomalšia, ale môže byť lepšia, keď následné operácie menia sieť bez osobitného spracovania normál.Uložiť zastúpenie použitím nastavení na páseUkladať náhrady použitím priečinka premietaniaUloží zapečené údaje do priečinka na diskuUloží aktuálny stav katalógov aktív do zásobníkaUloží prechody s čŕt odstránenia šumu a obrázok šumu. Prechody sa prispôsobujú odstraňovaču šumu vybranému na prekreslenieUloží odhadované transformácie v nastaveniach mäkkého telesaUkladá výsledok poľa na geometrii a výstup údajov ako zásuvka uzla. Umožňuje zapamätať si alebo interpolovať údaje pri zmene geometrie, napríklad polohy pred deformáciouUkladá výsledok poľa na geometrii ako atribút so zadaným názvomUloží ostrosť každej plôšky alebo hrany. Podobne ako pri operátoroch „Shade Smooth“ - vyhladené tieňovanie „Shade Flat“ - ploché tieňovanie.Uloží povolené katalógy police v predvoľbách namiesto lokálnych nastavení police aktívUloží túto akciu v zásobníku NLA ako bezpríspevkový pás pre neskoršie použitieUloží túto akciu v zásobníku NLA ako bezpríspevkový pás pre neskoršie použitie a vytvoriť novú akciuUloženie hodnôt výberu PRAVDA alebo NEPRAVDA v režime editácieRežim operácie uloženiaUložené ako jediná hodnotaUchováva a používa rozdiel medzi referenčnou a miestnou hodnotou (nepoužité)Uchováva a používa faktor viacnásobnej akcie medzi referenčnou a miestnou hodnotou (nepoužité)Uloží štýl každého znakuVytváranie príbehových náčrtovPriamaPriama alfaRovný rezPriamočiara interpolácia medzi A a B (t. j. bez ľahkosti dnu/von)Koncové segmenty sú natiahnuté sklonenou úsečkou na koncové kľúčové snímkyVyrovnaťNarovnať krivky vlasovVyrovnať XVyrovnať YNarovná krivky vlasov medzi koreňom a špičkouPrúdIndex kadereDĺžka kaderePrekresliť vláknomTvar vláknaKroky vlákienŠírka priemeru prameňa pri koreniŠírka priemeru prameňa na hroteParameter tvaru vláknaFaktor vytrácania sa pruhovPruhyUhol pruhuIndex prúdeniaPrúdniceSilaFaktor silySila tlakuNáhodná silaSila slnkaIntenzita premiestnenia pri použití na povrchovú sieťIntenzita emisiíIntenzita silového poľaPevnosť modifikátora deformáciíSila efektu modifikátoraIntenzita šumuSila vyhladzovania použitá na členité reťazeIntenzita efektu mapovania nerovností, interpolácia medzi žiadnym mapovaním nerovností a úplným mapovaním nerovnostíVýdatnosť posunutiaIntenzita vyžarovaného svetlaIntenzita vyžarovaného svetla. Hodnota 1,0 zaručuje, že objekt na obrázku má presne takú istú farbu ako farba emisieSila efektu vytrácaniaIntenzita zdroja svetlaIntenzita efektu mapovania normályVeľkosť vplyvu štúdiového svetlaSila zarážky roztiahnutia objemuVplyv použitý na priradenie alebo voľbu vplyvu plôšky pre modifikátor Vplyv normályPevnosťRoztiahnuťRoztiahnuť nepriehľadnosťRoztiahnuť naVynútenie Roztiahnuť naRoztiahnuť na mieruRoztiahnuť URoztiahnuť UVRoztiahnuť VRozťahuje pozdĺž osi Y smerom na cieľRoztiahnuť alebo zúžiť ťahyNapína súradnice U medzi 0 a 1, keď sú prítomné UVNapína súradnice V medzi 0 a 1, keď sú prítomné UVRoztiahnuť začiatok a koniec chrbtice ťahuRoztiahne objekt pozdĺž osi Z modifikátora priestoruNapnúť do vyplneniaPrimerané roztiahnutie cieľového objektuRozťahuje hranice obrázku na plátno bez zachovania pomeru stránPrísneRozkrok, na ktorom sú kopírované dlaždicové ťahyReťazecReťazec atribútuHodnota reťazca atribútuPole reťazcovDĺžka reťazcaZásuvka uzla reťazcaRozhranie zásuvky uzla reťazcaHodnota reťazcaZásuvka reťazca pre uzolReťazec na krivkyReťazec na hodnotuReťazec pre vloženie na pozíciu kurzoraHodnota reťazca v atribúte geometrieReťazcePásStrip '%s' nie je v scéne '%s'Znaky pásovFarba pásuPás Vyváženie farbyPás Údaje vyváženia fariebPás farebných príznakovPás OdrezaťTrvanie pásuPás PrvokPás zPás ModifikátorVlastnosti modifikátora pásovModifikátory pásovNázov pásuŽiadny pásČísla pásovPásová časťNáhľad pásuVlastnosti pásuPás NáhradaPás náhrady a časový kódČasový pásPás TransformáciaPás nemožno presunúť do sebaTyp pásu efektuPás nemá žiadny vplyv vo svojom dosahuZ názvu odstráni úvodný/koncový textNázvy pásov nemožno upravovať v Líniovom prehľadePás potrebuje dva vstupy na výmenuPás času je riadený krivkou funkcie v zásade automaticky určenouVlastnosť transformácie pásu na znovu nastavenieTyp pásu nepodporuje modifikátoryTyp pásu nie je nastavený.Typ pásu musí byť 'META'Pás použitý ako vstupnú masku pre modifikátorPás so sústavou F-kriviek pre každú akčnú zásuvkuPás(y)StripElements.pop: nemožno vypustiť posledný prvokStripElements.pop: index mimo rozsahuPásyVybrané pásyPásy musia byť rovnakej dĺžkyPásy musia mať rovnaký počet vstupovPásy vnorené do meta-pásuPásy neboli kompatibilnéStrips.new_effect: efekt očakáva viac ako 2 vstupy (%d, nikdy by sa nemalo stať!)Strips.new_effect: efekt má 1 vstupný pásStrips.new_effect: efekt má 2 vstupné pásyStrips.new_effect: neplatná dĺžkaStrips.new_sound: nie je možné otvoriť zvukový súborPulzyŤahŤah a výplňŤah a výplň sú úplne priehľadnéStred ťahuFarba ťahuPosuv hĺbky ťahuPoradie hĺbky ťahuSmer ťahuKoniec ťahuMetóda prispôsobenia ťahuDĺžka ťahuNázov materiálu ťahuPosuv ťahuLen ťahNepriehľadnosť ťahuUmiestnenie ťahuUmiestniť ťah (2D zobrazenie)Umiestnenie ťahu (3D zobrazenie)Umiestniť ťah:Parameter bodu ťahuBody ťahuNáhodný ťahPrichytí ťahZačiatok ťahuKrok ťahuHrúbka ťahuŤah a výplňÚdaje bodov ťahuŠtýl konca ťahuŤah je úplne priehľadnýPosuv ťahu pre modifikátor Line ArtŠtýl začiatku ťahuŤahyKolízia ťahovŤahy sa objavia/zmiznú jeden po druhom, ale len jedna zmena v časeRozšírenie konca ťahov na uzatváranie dier, použite nulu pre zakázanieSilnýDefinícia štruktúry použitá pre vlastnosti priradené k tejto položkeZhromažďovanie štruktúry všetkých údajov potrebných na prepis prepojených IDŠtruktúryŠtrukturálneŠtrukturálna skupinaŠtrukturálna tuhosť skupiny vrcholovŠtruktúraTyp štruktúryOmietkaTextúra OmietkaŠtúdioŠtúdiové svetloŠtúdiové svetláŠtúdiové svetloSúbor obrázku štúdiového svetla má oddelené prechody "rozptylu" a "odrazu"Nastavenie štúdiového svetlaNainštalované Štúdio svetla {!r} do {!r}Štúdiové svetloRotácia štúdiového svetlaŠtýlModul štýluModuly štýlovZačiatok štýluModul štýlu '%s' nemôže byť odstránenýKonfigurácia modulu štýlu pre určenie modulu štýluModul štýlu nemôže byť odstránenýŠtýl prelínania fariebŠtýl na nastavenie výberuŠtýl na použitie pri kreslení ovládačov VRŠtýlyOdpočítaťDolná úroveňDolná úroveň oneskorenia otvárania ponukyPod-rodičovstvoPod-panelPozadie podpanelaMedzikrokyMedzi-cieľMedzi-kanályRozdeliťZbúrať delenieRozdeliť krivkuDeliť hranyRozdeliť povrchovú sieťDeliť ťahModifikátor Delenie ťahuDelí medzi súvislé vybrané body ťahu pridaním bodu na polovici dráhy medzi nimiDelí plôšky bez toho, aby sa zmenil tvarDelí dlhé hrany a v prípade potreby pridá detaily povrchovej sieteDelí kolmé hrany na vybraný prstenec hranyRozdelí polygóny tak, aby dosiahli špecifickú veľkosť pixelov na obrazovkeRozdelí vybrané segmenty krivkyRozdelí vybrané hranyRozdelí vybrané segmenty častíc (pridá kľúče)Rozdelí vybrané segmentyRozdelí ťahy a vyhladí ichRozdeľuje povrchovú sieť spôsobom, ktorý umožňuje úpravu vyšších úrovní rozdeleniaRozdelí na dosiahnutie určitej dĺžky hrany v priestore objektu. To je potrebné na použitie adaptívneho rozdelenia pre vytvorené inštancie povrchových sietíDelenieDeliť záhybÚdaje deleniaÚrovne rozdeleniaRežim DeliťModifikátor DelenieKroky rozdeleniaDeliť povrchModifikátor Deliť povrchModifikátor Deliť povrch vyžaduje najprv vytvoriť rozvinutieTyp rozdeleniaÚroveň delenia použitá pred deformáciouModifikátor rozdelenia povrchuDeleniaPosuv medzisnímky začiatku zdroja zvuku vyjadrený v sekundáchMedzisnímkyMedzisnímky na simuláciu pre lepšiu stabilitu a jemnejšiu zrnitosť simulácie (dt = krok času / (medzisnímky + 1))Podpoložka miestne IDIndex lokálnej podradenej položkyNázov lokálnej podradenej položkyReferenčné ID podpoložkyIndex podradenej referencieNázov podradenej referencieMedzi-pixelové vyhladeniePodprocessPod-processPodsústavaPodsústava snímačov na aktualizáciuPodskupina príznakov (definovaných v nadradenej štruktúre), ktoré sú nastavené pre túto vlastnosťMedzikrokyMedzikrok <1 znamená, že proces sa nevykonávaKrokov na snímkuPodpovrchPodpovrchová anizotropiaFarba podpovrchuPriame podpovrchovéPodpovrchové IORNepriame podpovrchovéMetóda podpovrchuPodpovrchový polomerPodpovrchová mierkaPodpovrchový rozptylPodpovrchová priesvitnosťPodpovrchová váhaPodpovrchový viacnásobný rozptylový tieňovač na simuláciu svetla vstupujúceho na povrch a odrážajúceho sa dovnútra. Typicky sa používa pre materiály, ako je koža, vosk, mramor alebo mliekoOdrátaťFarba odčítaniaRežim odrátaniaPás OdčítaťOdpočíta váhy skupiny vrcholov B od skupiny vrcholov AOdoberie efekt štetcaOdpočíta existujúci výberOdčíta farby jedného pásu od druhéhoOdpočíta zdrojovú hodnotu do jedného cieľa použitím daného prahu ako faktoraOdpočítaný od aktuálnej snímky, ktorá sa použije na hľadanie údajov v súbore zásobníka, alebo na určenie súboru, ktorý sa má použiť v sekvencii súboruOdčítané od farby textúry, aby sa získal vektor posunutiaOdpočítateľný prepisPodtypNápis podtypuPodtyp predvolenej hodnotyÚspešneÚspešne pridané %d kľúčové snímky pre sústavu kľúčovania '%s'Úspešne skopírované atribúty z {} do {}Úspešne vygenerované:"{:s}"Úspešne odstránené %d kľúčové snímky pre sústavu kľúčovania '%s'Úspešné resetovanie {}PríponaPrípona pridaná do prekreslenia obrázkov pre toto zobrazeniePrípona na identifikáciu kamier, ktoré sa majú použiť a na pridanie do prekreslenia obrázkov pre toto zobrazenieNavrhovaná hrúbka čiary a veľkosť bodu v pixeloch, pre doplnky zobrazujúce prvky vlastného užívateľského rozhrania na základe nastavení operačného systému a mierky užívateľského rozhrania BlenderuSugestívny obrysSugestívne obrysySúčetSumárne hodnotySúhrnSlnkoUhol dopadu slnkaSlnečné lúčeSmer slnkaSlnečný diskStúpanie slnkaIntenzita slnkaSlnečné svetloPoloha slnkaOtáčanie slnkaVeľkosť slnkaPrah slnkaUhol slnka od horizontuSlnečný kotúč v Eevee nie je dostupnýIntenzita slnečného žiarenia vo wattoch na meter štvorcový (W/m²)Super-elipsaPodporaPodpora emuláciePodporovať HDR farbyPodporovať jednotnú zmenu mierkyPodpora okrajov plôškyPodporuje ukladanie vlastných balíkov v geometrii v uzloch geometriePodpora rovnomernej zmeny mierky končatiny prostredníctvom ovládania prevodu na základniPodpora náhľadovPodporuje ľubovoľnú kombináciu uchopenia, rotácie a zmeny veľkosti narazPodporuje preberanie hĺbky inými objektmi v zobrazeníPodporuje výberPotlačenie ovládačaPovrchPovrchKrivka povrchuDeformácia povrchuEmisia povrchomFormát povrchuGeometria povrchuVodenie povrchuPravdepodobnosť vedenia povrchuTyp vstupu povrchuModifikátor povrchuNormála povrchuVzdialenosť od normály povrchuObjekt povrchu, ku ktorému sa má pripojiť (musí mať zodpovedajúce transformácie)Posuv povrchuVyberanie povrchuPovrchové premietnutieMetóda prekresľovania povrchuPovrchový účinokPokojová poloha povrchuVyhladiť povrchPovrchové napätieHrúbka povrchuTyp povrchuUV povrchuUV súradnice povrchuMapa UV povrchuUV súradnice povrchu v bode pripojeniaMapa UV povrchu nie je definovanáUV mapa povrchu použitá na prichyteniePovrchová UV mapa použitá na zosnímanie normály pre posunUV súradnice povrchu prichytenia uložené na každej krivkePovrchová hustota vygenerovaných kriviek vlasovGeometria povrchu na generovaniePovrchová geometria prichytenia krivkyGeometria povrchu na pripojenie kriviek vlasovGeometria povrchu použitá na zmrštenieGeometria povrchu použitá na zosnímanie normály pre posunPovrch nemá povrchovú sieťModifikátor povrchu definujúci pozíciu zásobníka modifikátora použitého pre polia povrchuNázov povrchuNormála povrchu v bode pripojeniaPovrchový objekt na vygenerovanie (potrebuje zodpovedajúce transformácie)Povrchový objekt používaný na zmršteniePovrchový objekt používaný na zosnímanie normály pre posunRozlíšenie povrchu v smere U použité pri prekreslení (nula použije rozlíšenie náhľadu)Rozlíšenie povrchu v smere V použité pri prekreslení (nula použije rozlíšenie náhľadu)Faktor mierky povrchu (neovplyvňuje výšku vĺn)Delenie povrchu na segmentyPovrchové napätie kvapaliny (vyššia hodnota vedie k väčšiemu vodoodpudivému správaniu)Hrúbka povrchu používaná na detekciu priesečníka pri použití sledovania obrazovkyPovrch(y) nemajú aktívny bodDeformaciaPovrchuModifikátor deformácie povrchuPovrchyRozlíšenie prvotného tvaru (surfel)Swahilsky - KiswahiliVymeniťVymení 2 pásy radiča sekvenciíVymeniť oblastiVymeniť osiPrehodiť výšku a hĺbkuVymeniť ľavý/pravýZameniť prepojeniaPrehodí ovládače VR navigácie medzi ľavým a pravým ovládačomVymení aktívny pás s pásom vpravo alebo vľavoVymení všetkých užívateľov jednej akcie za novú akciu. Tým sa ignorujú obmedzenia NLA a akcieVymení všetkých užívateľov jednej akcie za inú. Platia bežné pravidlá prideľovania akcií. Týmto sa ignorujú obmedzenia NLA a akcieVymení ľavý a pravý stereofónny kanálVymení jeden materiál za inýVymení poradie vybraných pásov vnútri stôpVymení primárnu a sekundárnu farbu štetcaVymení pozíciu vybraných oblastí obrazovkyZamení vybrané uzly za špecifikovanú skupinu uzlovVymení približovanie kolieskom myšiZamení výstupné spojenia dvoch vybraných uzlov alebo dvoch podobných vstupov jedného uzlaPrehodí úlohy Výška a Hĺbka.Prehodí dva vstupy pre efekt pásuŠvédsky - SvenskaUhol záberuČiara zametaniaPrejde prechodovou líniou naprieč snímkouVýkyvVýkyv a Zakrútenie XVýkyv a Zakrútenie YVýkyv a Zakrútenie ZZvíriťEfekt víruEfekt víruPrepnúťPrepínač ostrovovPrepínač stereo pohľaduPrepnúť pohľadPrepne späť na predošlú akciu po vytvorení aktíva pózyPrepína medzi atribútom a jednou hodnotou na definovanie údajov pre každý prvokPrepínanie medzi aktuálnymi a priradenými štetcami pri po sebe nasledujúcich použitiach.Prepína medzi dvoma obrázkami použitím zaškrtávacieho políčkaPrepína medzi dvoma vstupmiPrepínač smeru vybraných vyhladených kriviekPrepína aktuálne zobrazenie perspektívneho/ortografického premietaniaPrepnúť smer z pravého na ľavýPrepína do režimu pózy alebo objektuPrepne na mazanie štetcom na dobu trvania ťahuPrepne na štetec masky na dobu trvania ťahuPrepne na hladký štetec na dobu trvania ťahuPrepne na cieľový objekt alebo kosťPrepne do tohto režimu objektu pri aktivácii pracovného priestoruPrepínateľný rodičPrepína aktívny objekt a priraďuje rovnaký režim novému pod kurzorom myši, čím ponecháva v aktuálnom aktívny režimPremiešať RSymetrickySymetrické ({:s})SymetrizovaťVytvára súmerné úpravy topológieSymetriaZjemnenie symetrieSymetrická XSymetrická YSymetrická ZSynchroSynchronizácia dĺžky akcieDĺžka synchronizácieSynchronizovať značkySynchronizuje značky s upravenou kľúčovou snímkouRežim synchronizácieVýber synchronizácie Líniového prehľaduSynchronizovať čas scénySynchronizácia výberuSynchronizovať viditeľný rozsahSynchronizácia Priblíženia/PosúvaniaSynchronizujte výber Líniového prehľadu s ostatnými editormiSynchronizovať so zvukomSynchronizácia s prehrávaním zvuku, vypúšťanie snímokSynchronizácia pozície pohľadu medzi bočnými pohľadmiSynchronizovať s Líniovým prehľadomSynchronizáciaSynchronizuje dĺžku odkazovanej akcie s dĺžkou použitou v páseSynchronizuje úložisko so vzdialenou adresou URLSynchronizuje perspektívu zobrazovača relácií virtuálnej reality s týmto 3D záberomSynchronizuje viditeľný rozsah časovej osi s ostatnými editormi založenými na časeVstavaná syntaxKomentár syntaxeZvýraznenie syntaxeČíslo syntaxePredspracovanie syntaxeVyhradená syntaxŠpeciálna syntaxReťazec syntaxeSymboly syntaxeZvýrazní syntax skriptovaniaSystémSystém a OpenGLSystémové záložkySystémové priečinkyInštalácia systémuSystémové maximumSystémová pamäťPrepisy systémuSystémové rozšírenia sú určené len na čítanie a nemožno ich odinštalovaťSystémové záložkySystémové priečinky (zvyčajne koreňové, dostupné pevné disky, a pod.)TARGAMotív01Motív02Motív03Motív04Motív05Motív06Motív07Motív08Motív09Motív10Motív11Motív12Motív13Motív14Motív15Motív16Motív17Motív18Motív19Motív20TIFFTIFF (.tif)TIP: Použite F-krivky namiesto procedurálnej animácieTIP: Použite premenné namiesto údajov cesty bpy (pozri nižšie)TIP: bpy kontext nie je bezpečný pre použitie prekresleniaTV NTSC 16:9TV NTSC 4:3TV PAL 16:9TV PAL 4:3TabFarby záložiekKarta výsledkov vyhľadávaniaŠírka tabelátoraTabelátor pre koláčovú ponukuTabuľka obsahuje údaje o geometriiTabuľkyTabletTablet APIPrah pretiahnutia tabletomTlak tabletuTabelátory ako medzeryTabuľkový SobolPríznakPríznak '%s' už pre dané aktívum existujePríznak '%s' sa v danom aktíve nenašielPríznak skoseniaPríznak záhybuPríznak označenia hrany FreestylePríznak švuPríznak ostréhoPríznak vybranej kosti nie je viditeľný v režime úpravPríznak vybraných kostí na neviditeľnosť v režime pózyPríznakyChvostPoloha chvostaVybrať chvostChvostZoberie si ako pole výberu vrstvu alebo skupinu vrstiev Grease PencilUrobí snímku aktívneho záberuZoberie priemer rýchlostí z predchádzajúcej snímky a novej rýchlosti z aktuálnej snímkyZoberie priemer normál vrcholovPri výpočte mapy zobrazenia zoberie do úvahy vyhladenosť plôšokZbiera informácie o manipulátore pri konverziiZohľadní pomer strán obrazuZoberie do úvahy aktuálne nastavenia Blender jednotiek (ak je nenastavené, hrubé hodnoty Blender jednotiek sú používané ako sú)Odpojí odkaz zo skupiny uzlov, aby sa pripojil k výstupnému uzlu koreňového stromuPoužije referenčnú geometriu ako vstupTamilsky - தமிழ்DotyčnicaPole dotyčnícRežim tangensNormála dotyčniceFáza dotyčnicePriestor dotykuDotyčnica z UV mapyUzol DotyčnicaPriestor dotyku možno vypočítať len pre trojice/štvorice. PrerušenéVýpočet tangenciálneho priestoru potrebuje UV mapu, "%s" nebolo nájdené, prerušenéPriestor dotyku mapovania normálVektor priestoru dotyčnice mapovanie posunutiaDotyčnica na povrchTangenciálne skreslenieDotyčniceČasový limit klepnutia klávesyObjekt zúženiaPolomer zúženiaZúženie ZačiatokFaktor zúženia pre polomer každého bodu pozdĺž krivkyZúženie zvinutiaKliknutím na klávesu Alt (bez stlačenia iných kláves) sa na stavovom riadku zobrazí výzva na druhé stlačenie klávesy pre aktiváciu nástrojaTarga (.tga)Targa Raw (.tga)CieľCieľové kostiObjekt cieľovej krivkyCielená tuhosťStupeň cielenej tuhostiCieľová snímkaCieľová geometriaCieľ Grease PencilCieľová vrstva Grease PencilCieľový ID blokLokálny cieľ s rodičmiCieľová povrchová sieť objektuCieľový nový prázdny objektPremietnuť cieľovú normáluCieľový objektCieľový objekt (iba krivky)Cieľový objekt, definovanie polohy otočného bodu pri definovaníCieľový časticový systémCieľová dráhaCieľová výbavaCieľová vybraná kosťCieľový vybraný objektVýber cieľaCieľový priestorCieľová transformáciaCieľová rýchlosťCieľový rozsahCieľ ZCiele pozdĺž dĺžky kosti: hlava=0, chvost=1Cieľová uhlová rýchlosť pohonuCieľová armatúraKosť cieľovej armatúryCieľová kosť pre vynútenia viacerých cieľovCieľ obsahuje konkávne polygónyCieľ obsahuje neplatné polygónyCieľ obsahuje prekrývajúce sa vrcholyCieľový smer na porovnanie s normálouCieľová dĺžka hrán v novej povrchovej sietiCieľový geometrický objektCieľ má hrany s viac ako dvoma polygónmiCieľ nemá žiadne plôškyCieľ nie je v zozname vynútení cieľovCieľová dĺžka operácieCieľová lineárna rýchlosť pohonuPoloha cieľaPoloha cieľa, na ktorú sa nasmeruje normálaCieľový objektCieľový objekt pre vynútenia viacerých cieľovCieľový objekt, z ktorého sa meria vzdialenosťCieľový objekt údajov knižnice, ignorované!Cieľový objekt nie je Grease Pencil, ignorované!Cieľový objekt nebol určenýCieľový tvar objektuCieľová dĺžka okraja objektového priestoru pre adaptívne rozdelenieCieľový objekt na definovanie začiatku ťahuCieľový objekt použitý na ovplyvnenie normálCieľový časticový systémCieľové časticové systémyCieľová veľkosť pixelu polygónu pre adaptívne rozdelenieCieľové polygóny zmenené z %u na %uCieľová scéna má zamknuté označeniaCieľový pracovný postup tvarovania, ktorý bude používať veľkosť snímkyCieľ na prichytenie vybratých UVZmena cieľových vrcholov z %u na %uSmer nahor bude obmedzovať os Z cieľa, nie os Z svetaCieľ: Vylúčiť nevyberateľnéCieľ: Zahrnúť aktívneCieľ: Zahrnúť úpravuCieľ: Zahrnúť neupravenéCieľovéZameria všetky ovládacie prvky osi Y na definovanú os (globálny priestor)Zameria vlastné miniaplikácie na definovanú os (globálny priestor)Odtrhnúť okrajeTeleportovaťTrvanie teleportácieDočasné - metaMiernosť (priemer)TeplotaAtribút teplotyTeplota farbyRozdiel teplôtMriežka teplotyTeplota MaximumJednotka teplotyTeplotný rozdiel okolitej teplotyTeplota kvapalinyŠablóna "{}" sa nabudúce spustí tak ako teraz.Nainštalovaná šablóna ({:s}) z {!r} do {!r}ŠablónyČasová akumuláciaČasová opätovná projekciaDočasne zakáže vyhodnocovanie NLA zásobníka (t. j. vyhodnotená je len aktívna akcia)Dočasne skryje v zábereDočasne skryť v zábere • Ctrl na izoláciu kolekcie • Shift na nastavenie vnútra kolekcie a objektovDočasne skryť v zábere • Shift na nastavenie potomkovDočasne skryje vrstvy maskyDočasne skryje objekty z záberuDočasnéDočasný priečinokDočasné editoryDočasné súboryTendencia objektu na odraz po kolízii s iným (0 = zostáva stále, 1 = dokonale elastické)NapätieStlmenie napnutia pružinyTuhosť napnutiaMaximálna tuhosť napnutiaStanRežim ukončeniaMozaikovaťTrojuholník mozaiky v bloku údajov povrchovej sieteMozaikovanie polygónov povrchovej siete do trojuholníkovTestuje konfiguráciu kláves pre konfliktySúradnice textúryKvantizácia bitov súradníc textúrTextRozlišovať veľkosť písmenČísliceOdsadenieRiadokRiadkyDolnýUpravenéNovýVzorkaInterpunkciaMedzerníkZnaky pásovKarta (Tabulátor)TabelátorHornýVáhaSlovoText '%s'Text (.txt)Vyhladenie hrán textuZačiatok textuTextové poleVýška textového poľaŠírka textového poľaTextové poliaFormát znaku textuFarba textuKurzor textuKrivka textuTextový editorArgumenty textového editoraPredvoľby textového editoraKoniec textuTextové súboryZvýraznenie textuZoštíhlenie textuText informáciePrekrytie informačným textomTextový vstupTextový riadokZásuvka uzla textuRozhranie zásuvky uzla textuPrekreslenie textuVybraný textPás textuKurzor textového pásuŠtýl textuMedzi-pixelové vyhladenie textuTextová hodnotaFarby textov miniaplikáciePole ohraničenia textu pre vrstvuNastavenie formátovania znakov textuFarba textuFarba textu vybraného riadkuBlok údajov textu odkazujúci na externý alebo zbalený textový súborBloky údajov textuText zobrazený a upravený v tomto priestoreÚdaje priestoru editora textuTextový súbor bol upravený od posledného uloženiaTextový súbor je v pamäti, bez zodpovedajúceho súboru na diskuTextový súbor na disku je iný ako ten v pamätiVodorovné zarovnanie textu od stredu objektu alebo textového poľaText riadkaNenájdený text: %sText nepoužívaný žiadnym uzlom ani kamerou, nevykonaná žiadna aktualizáciaNa textové objekty sa môže použiť iba ich mierka: "%s"Text na krivkeZásuvka uzla textuTextový reťazecKurzor na úpravu textového pásuVýber úpravy textového pásuText, ktorý bude zobrazenýText na 3D objektText na nahradenieText na zobrazenie v záhlaví počas zmeny veľkostiText na vloženie od pozície kurzoraText na nahradenie vybraného textu použitím nástroja nahradeniaText na vyhľadanie použitím nástroja vyhľadávaniaText použitý na tlačidle panela užívateľského rozhrania (neupravuje názov kolekcie)Text použitý na tlačidle panela užívateľského rozhrania namiesto názvu kolekcieText je pridlhýZarovná text zvisle od stredu objektuText: externýText: internýVýška textového poľaPretečenie textového poľaŠírka textového poľaPosuv X textového poľaPosuv Y textového poľaTextové poliaTextyTextúraPozdĺž ťahuPásmo šumuPáskyRozmeryVygenerovanéGlobálneMapovanieNováObjektVzorkaPlastickáPrstenec šumuPrstenceOstráOstrejšiaJemnáVlákno / časticaSúradnice textúryUVDo stenyZo stenyOknoFrekvencia kolekcie textúrySúradnice textúrySúradnice textúry kostiObjekt súradníc textúryKvantizácia súradníc textúrySúradnice textúrySkreslenie textúryKvalita kódovania textúrPole textúryLimit textúryMapovanie textúryRežim priradenia textúrMaska textúryTextúra povrchovej sieteStredná úroveň textúryRežim textúryUzol textúryEditor uzla textúryZásuvka uzla textúryRozhranie zásuvky uzla textúryStrom uzlov textúryTextúra nepriehľadnosťUhol orientácie textúryVeľkosť alfa prekrytia textúryMaľovanie textúryPrekrytie farieb textúrZásuvka maľby textúryUV súradnice textúry maľby/modifikátoraFaktor veľkosti pixelu pozdĺž ťahuVlastnosti TextúraSkreslenie snímky textúryPolomer snímky textúryZásuvka textúrZásuvka obrázkov textúryZásuvky textúrPriestor textúryPoloha priestoru textúryPriestor textúry povrchovej sieteVeľkosť priestoru textúryRozostup textúrŠpeciality textúryVýstupný čas textúryNastavenie priradenia súradníc textúrySúradnice textúry od 0 do 1Súradnice textúry polôh koreňových častícSúradnice textúry použité na zmapovanie obrázku na povrchuSúradnice textúry požitej mapy textúry pozadiaBlok údajov textúry použitej na materiály, svetlá, oblasti a štetceBlok údajov textúry použitý touto zásuvkou textúryBloky údajov textúryVplyv efektora textúryKvalita kódovania textúrMetóda exportu textúrTyp filtrovania textúrObrázky textúr používané pre maľbu textúryInterpolácia textúryMapovanie textúr nie je nastavené na 3D, výsledky môžu byť nepredvídateľnéTyp priradenia textúryUzly textúrZásuvku textúry definujúca mapovanie a vplyv textúryZásuvka textúry pre blok údajov textúry štetcaZásuvka textúry pre textúry v bloku údajov Štýlu čiaryZásuvka textúry pre textúry v bloku údajov nastavenia častícNázov zásuvky textúryDefinovanie priradenia priehradok textúr a vplyv textúrZásuvka textúry pre uzolPoloha priestoru textúryVeľkosť priestoru textúryTextúra ovládajúca intenzitu emisieTextúra použitá na intenzituMapovanieTexturyOtexturovanýTextúryPriečinok textúrThajsky - ภาษาไทยTáto položka predstavuje ID, ktoré sa používa aj ako závislosť od prepisu knižnice (buď priamo, ako odkaz na prepis knižnice, alebo nepriamo, ako údaje používané odkazom na prepis knižnice). Nikdy by nemal byť priamo lokálny. Vzájomne sa vylučuje s `LIBOVERRIDE_DEPENDENCY_ONLY`Táto položka predstavuje ID, ktoré sa používa len ako závislosť od prepisu knižnice (buď priamo, alebo nepriamo, presnejšie informácie nájdete v časti `LIBOVERRIDE_DEPENDENCY`). Nemala by sa brať do úvahy počas procesu 'make local' (pripojenia) a mala by zostať čisto prepojenými údajmi. Vzájomne sa vylučuje s `LIBOVERRIDE_DEPENDENCY`Táto položka bola pridaná pre nepriamo importované ID ako závislosť iného bloku údajovAtribút "id", ak je k dispozícii, inak index"Štrbinový" smer normály každého rohu plôšky, ovplyvnený normálami vrcholov, ostrými plôškami, ostrými hranami a vlastnými normálami. Môže byť prázdne."Ťah" nemôže byť prázdnyBlok údajov '%s' %s je prepojený a nie je možné ho upravovať. Použite funkciu "Vytvoriť lokálne" pre jeho úpravu.Blok údajov '%s' %s je zbalený a nie je možné ho upravovať. Použite funkciu "Vytvoriť lokálne" pre jeho úpravu.Kolekcia '{:s}' sa pridá po vygenerovaníUmiestni 2D zobrazenie pre stred nových uzlov alebo nezmenené, ak nie je nastavenéReferenčný manuál API pre túto verziu BlenderuBVH súbor neobsahuje dĺžku snímky vo svojej sekcii pohybu, je predpoklad, že BVH a Blender scény majú rovnakú frekvenciu snímokCesta kmeňových zdrojov BlenderaOčakáva sa, že táto verzia Blenderu bude odstránenáVerzia Blenderu, ktorá bola zastaranáKolekcia kostí tejto armatúryKolekcie kostí obsahujúce túto kosťUzol Kryptomatovanie v režime prekresľovania je podporovaný len pri zostavovaní scényOvládače/výrazy pre tento blok údajovUzol Výstup súboru je podporovaný iba pre kompozíciu scénySkompilovaná knižnica FriBidi C (.so pod Linuxom, .dll pod Windows), budete pravdepodobne musieť upraviť, ak ste pod Windows, napríklad použitím jednou so zahrnutých knižníc úložiska BlenderuHodnota Gaborovho šumu s náhodnou intenzitou aj fázou. Tá sa rovná sínusu fázy vynásobenému intenzitouOčakáva sa, že ukazovateľ ID nadradený tejto operácii bude zodpovedať referenčnej hierarchiiIndex lomu (IOR) vrstvy povlaku (ovplyvňuje jej odrazivosť, ako aj pokles zafarbenia povlaku)Sústava kľúčovania na použitieVeľkosť manipulátora navigácieFarba RGB vlákna. Používa sa len pri priamom farbeníUzol Vrstvy prekresľovania je podporovaný iba pre kompozíciu scényRunge-Kutta ODE chyba limitu riešiteľa, nízka hodnota dáva väčšiu presnosť, vysoká hodnota rýchlosťScéna vyžaduje kameruZásuvka, pre ktorú sú určené animačné údaje balíka ChannelbagUzol Info pásu je podporovaný iba pre kompozíciu radiča sekvenciíUUID katalógu zobrazeného v prehliadačiUV súradnice, v ktorých sa má snímať textúra. Predpokladá sa, že zložka Z obsahuje alfa kanálVoronoiho funkcia, ktorú uzol vypočítaVeľkosť tvaru v osi XPoloha X ľavého dolného rohu oblasti orezaniaVeľkosť tvaru v osi YPoloha Y ľavého dolného rohu oblasti orezaniaAkcia %s nie je upraviteľnáAkcia závisí od stavov/póz oboch ciest užívateľaAkcia je určená na použitie ako cyklus, ktorý prechádza v slučke v rozsahu ručne nastavených snímok prehrávania (zapnutím tejto funkcie sa automaticky nezapne slučka)Akčné pózy sa použijú na zámery ovládača VRAkčné pózy sa použijú na stisnutia ovládača VRAkcia pri ťahaní strednou myšou v zobrazení. Shift+stredná myš sa používa pre inú akciu. To platí aj pre trackpadAktívna skupina vrcholovAktívny atribút má nepodporovaný typAktívny atribút sa musí nachádzať v doméne vrcholov, hrán alebo plôšokAktívny atribút musí byť logického typuAktívny blok údajov '%s' nie je platný prepojený blokAktívny blok údajov '%s' je používaný inými prepojenými údajmiAktívna plôška pre túto povrchovú sieťAktívne nastavenie riadku nemá štýl čiary (indikované poškodenie údajov)Aktívny modifikátor v zoznameAktívny objekt nezodpovedá armatúreAktívny objekt musí byť armatúraAktívne úložisko má neplatné nastaveniaAktívny kľúčový tvar %s je uzamknutýAktívna oblasť simulácie pri pohybe štetcaAktívny modifikátor pásu v zoznameAktívna skupina vrcholov je uzamknutáVrstva zobrazenia aktívneho pracovného priestoru zobrazená v okneZarovnať nový objektUž existujúce lokálne ID, ktoré sa môže opätovne použiť v prípade pripojenia a opätovného použitia. Žiadne, kým sa nenájdeMnožstvo farebnej odchýlky, ktoré sa pridá k skresleniuMnožstvo farebného šumuPočet kópií je príliš vysoký, nemožno vygenerovať požadované množstvo geometrieMnožstvo diamantového výbrusuMnožstvo skreslenia. 0 znamená žiadne skreslenie, -1 znamená úplné skreslenie Pincushion (ihelnicové) a 1 znamená úplné skreslenie Barrel (sudovité)Miera chvenia, ktorá sa má zaviesť pri výpočte lúčov. Vyššie chvenie môže byť rýchlejšie, ale môže spôsobiť zrnité alebo zašumené výsledkyPočet bodov na vybratie z konca každej drážkyPočet bodov na vybratie zo začiatku každej drážkyMnožstvo rotácie pozdĺž každej osi, poradie XYZVeľkosť rotácie v každej osi okolo osí X, Y a Z v tomto poradíVeľkosť rotácie, ktorú rozostrenie pokrývaVeľkosť zmeny mierky pozdĺž každej osiRozsah zmeny mierky, ktoré rozostrenie pokrývaMnožstvo ostreniaVeľkosť strihu, ktorý sa má použiťVeľkosť priestoru medzi uzlamiVeľkosť posunu pozdĺž každej osiRozsah premiestnenia, ktorú rozostrenie pokrýva v zadanom smere vzhľadom na veľkosť obrázka. Záporné hodnoty znamenajú premiestnenie v opačnom smereMnožstvo šumu založeného na hodnotáchAmplitúda posuvuSumarizujú sa amplitúdy obalu (alebo ak je zapnutá funkcia Akumulovať, kumulujú sa kladné aj záporné rozdiely)Uhol pozdĺž oblúka kružnice medzi kópiamiUhol medzi normálami pripojených vyvinutých plôšokUhol medzi rovinami sa počas ťahu mení tak, aby sa prispôsobil povrchu pod kurzoromUhol rozostrenia mimo rovinu ostrostiPrírastok prichytenia uhla používaný v režime vynúteného uhlaUhol, ktorý určuje smer premiestneniaUhol, ktorý zviera prvý pruh s vodorovnou osouArmatúra musí byť v režime pózy alebo v režime editácieAktívum je lokálne v súbore. Jeho odstránením sa len vymaže stav aktíva.Polica aktív nie je v aktuálnom kontexte dostupná (skúste zmeniť aktívny režim alebo nástroj)Cesta katalógu aktívaDoména atribútov, ktorá poskytuje dostatok informácií na reprezentáciu normál povrchovej sieteAtribút je priradený k vrstve zobrazenia, scéne alebo svetu, ktorý je prekresľovanýAtribút je spojený s časticovým systémom alebo objektom vzoru inštancie, vracia sa späť do režimu objektu, ak sa atribút nenájde, alebo objekt nemá vytvorenú inštanciuAtribút je spojený s geometriou objektu a jeho hodnota sa líši od vrcholu k vrcholu alebo v objeme objektuAtribút je priradený k samotnému objektu alebo bloku údajov povrchovej siete a jeho hodnota je jednotnáTento atribút je určený na interné použitie v BlenderiNázov atribútu nemôže byť prázdnyNázov atribútu, ktorý sa predvolene používa, keď je skupina uzlov použitá modifikátorom uzlov geometrieVýstup atribútu nemožno použiť bez výstupu geometrieZvuk je reprodukovaný s prenosovou rýchlosťou 240 kbit/s na kanál, čo je maximálna prenosová rýchlosť, ktorú Vorbis podporuje.Zvuk je reprodukovaný s prenosovou rýchlosťou 256 kbit/s na kanál, čo je maximálna prenosová rýchlosť, ktorú Opus podporuje.Zvuk je reprodukovaný s prenosovou rýchlosťou 320 kbit/s, čo je maximálna prenosová rýchlosť, ktorú MP3 podporuje.Zvuk je reprodukovaný s prenosovou rýchlosťou 384 kbit/s, čo je maximálna prenosová rýchlosť, ktorú MP2 podporuje.Zvuk je reprodukovaný s prenosovou rýchlosťou 640 kbit/s, čo je maximálna prenosová rýchlosť, ktorú podporuje AC3.Zvuk je reprodukovaný s prenosovou rýchlosťou približne 250 kbit/s na kanál, čo je maximálna prenosová rýchlosť, ktorú podporuje formát AAC.Veľkosť ikon osíOs pozdĺžnej deformácie krivkyOsi použitá na rozmiestnenie základnej oblastiZákladný názov súboru. Iné informácie môžu byť zahrnuté v konečnom názve súboru v závislosti od možností uzlaZákladná jednotka pre pixely na meter.Úložisko BF prekladovFaktor zmiešavania, pričom 0 je aktuálna snímkaÚroveň jasu, pri ktorej sa pixely považujú za súčasť svetlých bodov, ktoré vytvárajú odleskyŠtetec ovplyvňuje UV rotáciu boduŠtetec ovplyvňuje intenzitu sfarbenia boduŠtetec ovplyvňuje polohu boduŠtetec ovplyvňuje hrúbku boduŠtetec je typ použitý pre kreslenie ťahovŠtetec je typ použitý pre vyplnenie plochyŠtetec je typ použitý pre odtieň ťahovŠtetec sa používa na vymazanie ťahovZásobník je zapečenýZapeká sa zásobníkKamera použitá na prekreslenie scényStred kružnice opísanej tromi bodmiSchránka neobsahuje sústavu výberovKód použitý na výpočet vnútorných síl častícKolekcia na pridanie ďalších vybratých objektov doKolekcia na odstránenie iných vybratých objektov zKolekcia na odstránenie z tohto objektuFarba pre veci po aktuálnej snímke (pre cibuľové šupky, dráhy pohybu atď.)Farba pre veci pred aktuálnou snímkou (pre cibuľové šupky, dráhy pohybu atď.)Farebná odchýlka medzi farbami Farba1 a Farba2. Hodnoty -1 a 1 používajú iba jednu z dvoch farieb. Hodnoty medzi nimi farby miešajúFarba, ktorá sa mapuje na bielu (automaticky sa prevádza na/z teploty a odtieňa)Farba, ktorú získa biela farba na mapovanie (automaticky konvertované na/z teploty a odtieňa)Kombinovaný rozsah všetkých F-kriviek v rámci tejto akcieKompozítor je vždy zapnutý bez ohľadu na pohľadKompozítor je zakázanýKompozítor je povolený iba v pohľade kameryPodmienka pre aktiváciu zatvorenia drážkyVynútenie akciíVynútenie použité v priestore pózy, transformácia objektu je ignorovanáVynútenie sa aplikuje v lokálnom priestore vlastnej skupiny objektov/kostí/vrcholovVynútenie je použité vzhľadom na lokálny systém súradníc objektuVynútenie sa aplikuje relatívne na pokojovú pózu lokálneho súradnicového systému kosti a teda vrátane rodičom vyvolanej transformácieVynútenie je použité vzhľadom na systém súradníc svetaKontrast masky dutinyRiadiaci bod na načítanie údajov zBod zbiehavosti pre stereo kamery (často vzdialenosť medzi projektorom a obrazovkou premietania)Súradnice, v ktorých sa bude vyhodnocovať Gaborov šum. Z zložka sa v 2D prípade ignorujeSúradnice na snímanie v rámci UV mapyRoh na načítanie údajov. Predvolené nastavenia rohu z kontextuOtáčanie vnútornej sústavy bodov proti smeru hodinových ručičiekAktuálna aktívna kategória panela, môže byť Null (nulová), ak región túto funkciu nepodporuje (POZNÁMKA: tieto kategórie sa generujú za behu, takže zoznam môže byť pri inicializácii prázdny ešte pred kreslením)Aktuálne číslo riadkaAktuálne umiestnenie (posuv) zobrazenia pre tento strom uzlovAktuálny počet plôšok v zdecimovanej povrchovej sietiAktuálna veľkosť časového kroku simulácie ako časti snímkySúčasné textové poleSkupina kriviek, ktorá sa má interpolovať vHodnota normály krivky v každom z riadiacich bodov krivkyKrivka, ktorej súčasťou je riadiaci bodKrivka na načítanie údajov. Predvolené hodnoty krivky z kontextuTyp krivky, na ktorý chcete zmeniť vybrané krivkyVlastné farby kostí, ktoré sa používajú, keď je paleta 'VLASTNÁ'Vlastný rozsah, v ktorom sa vytvárajú nové kľúče. Používa sa len v prípade, ak sa nepoužíva rozsah scényCesta údajov z každej opakovateľnej na hodnotu (celé číslo alebo pohyblivá čiarka)Cesta údajov vzhľadom na kontext musí ukazovať na opakovateľnúTyp úpdajov príslušného stĺpca viditeľný v tabuľkeTyp údajov, na ktorý sa atribút konvertuje pred výpočtom výsledkovTyp údajov použitý na čítanie hodnôt atribútovBlok údajov %s nebolo možné prepísaťBlok údajov %s nie je prepísateľnýPredvolené zarovnanie pre objekty pridané z ponuky 3D záberuPredvolené a odporúčané pre väčšinu aplikáciíPredvolený priečinok pre výstup prekreslenia, pre nové scényPredvolený priečinok na vyhľadanie pre načítanie písmaPredvolený priečinok na vyhľadanie zvukovPredvolený priečinok na vyhľadanie textúrOneskorenie efektu v sekundáchZariadenie, ktoré sa má použiť na spracovanie uzlov odstránenia šumu v kompozítoreRozdiel medzi mierkami dvoch po sebe nasledujúcich oktáv. Väčšie hodnoty zodpovedajú väčšej mierke pre vyššie oktávyRozmery obrázka v pixeloch s použitými transformáciamiPriamy potomkovia tejto skupiny vrstiev. Usporiadané podľa poradia v zásobníku, čo znamená, že prvý potomok je najnižším potomkom v strome vrstiev.Smer (platí len pre udalosti potiahnutia)Smer anizotropného Gaborovho šumuSmer bodov rovinySmerovosť Gaborovho šumu. 1 znamená, že šum je úplne smerový, zatiaľ čo 0 znamená, že šum je všesmerovýPriečinok na ukladanie dočasne uložených súborov. Cesta musí odkazovať na existujúci priečinok, inak bude ignorovanáPriečinok, do ktorého bude obrázok zapísanýTransformácia displeja a pohľadu podporuje automatickú emuláciu pre iné zobrazovacie zariadenie použitím mechanizmu farebných priestorov displeja v konfiguráciách OpenColorIO v2Displej a transformácia zobrazenia podporujú farby s vysokým dynamickým rozsahomVzdialenosť, v akej sa bod môže nachádzať od povrchu, kým sa plocha prestane považovať za rovinnúVzdialenosť pozdĺž krivky medzi kópiamiVzdialenosť medzi spodným bodom a osou XVzdialenosť medzi horným bodom a osou XVzdialenosť úplného ovplyvnenia častícVzdialenosť v pixeloch od najbližšieho pixelu na okraji masky. Vnútri masky je vzdialenosť zápornáMetrika vzdialenosti použitá na výpočet textúryVzdialenosť, v ktorej sa môžu výsledné body nachádzaťProgram darovania pre podporu údržby a vylepšeníOdstránené rozšírenie pochádza zo zakázaného úložiska.Odstránené rozšírenie pochádza z neznámeho úložiska.Vytvorená kópia geometrie bez pôvodnej geometrieHrana za rohom v plôške, v smere stúpajúcich indexovHrana pred rohom v plôške, v smere klesajúcich indexovPríznak označenia hrany pri výbere najkratšej dráhyHrana, z ktorej sa majú načítať údaje. Predvolené nastavenie je hrana z kontextuOkraje obrázku, ktoré pretínajú vonkajšiu masku, budú považované za okraje vonkajšej masky. V opačnom prípade bude vonkajšia maska považovaná za otvorenúHrany ležiace na okrajoch medzi rôznymi skupinami plôšokUpravený objektKoncová snímka animácieKoncová snímka ručne nastaveného zamýšľaného rozsahu prehrávaniaEnergia, ktorú by toto svetlo vyžarovalo na celej svojej ploche, ak by nebolo obmedzené bodovým uhlom, v jednotkách žiarivého výkonu (W)Celý rozsah scén / náhľadovK definícii výpočtu je teraz možné pristupovať priamo v uzle. Toto existuje kvôli spätnej kompatibilite.Reagovať na udalosť cieľových častícPresné umiestnenie bodu, ktorý sa má použiťČas vykonania z posledného vyhodnotenia stromu uzlov. Pre uzly snímky a skupiny je to čas pre všetky čiastkové uzlyOčakávaná kvadratická odchýlka od priemeru pre každú skupinuExperimentálna možnosť pre tento uzol je zakázanáRozšírenie je s týmto systémom nekompatibilné: {:s}Režim rozšírenia použitý pre os XRežim rozšírenia použitý na os YExtrahované osvetlenie, z ktorého sa vygenerovala žiaraIndex plôšky pre každý trojuholník slučkyPlôška na načítanie údajov. Predvolené hodnoty plôšky z kontextuFaktor na použitie pre nepriehľadnosť pôvodného bodu pre nové bodyFaktor použitý na polomer pôvodného bodu pre nové bodyFaktor na zmenu mierky kľúčov spoluNázov základného priečinka archívu funkcií nie je platný identifikátor: '{:s}'Archív sústavy funkcií neobsahuje žiadne platformy alebo meta výbavy alebo v ňom chýba súbor __init__.pyArchív sústavy funkcií musí obsahovať jeden základný priečinokSpätná väzba efektuPrípona súboru použitá na uloženie prekresleníNápis obsluhy súboruSúbor nie je platný súbor Blenderu.Cesta k súboru použitá na exportSúbor bol uložený v novšej verzii, otvorte ho v Blenderi %s alebo novšomPrvá snímka na exportPrvým výstupom musí byť geometrická zásuvkaPäť boxerských čarodejníkov skáče rýchlo! 0123456789Chodidlo sa otáča okolo základne palcaChodidlá sa otáčajú v členkuChodidlá sa otáčajú v členku, s extra otočným bodom palcaPopredie prechádza nad pozadie podľa hodnoty alfa poprediaPopredie prechádza cez pozadie podľa alfa hodnoty popredia, ale ak je pozadie nepriehľadnejšie, popredie ho úplne zakryjePopredie prechádza nad pozadie podľa alfa hodnoty popredia, pričom sa predpokladá, že pozadie je držané popredímSmer dopredu pozdĺž tvaru poľaFraktálny posuvZlomková časť AZlomok vstupného AČíslo snímky v scéneVzhľad označenia snímky na časovej osiSnímka, na ktorom sa objaví tento náčrtokSnímka na vyhodnotenie (spustenie po 0)Voľná os zmeny mierky objektuFrekvencia posuvu (1/celková dĺžka)Násobič ziskuVygenerovaná žiaraVygenerované náhodné číslo je rovnaké pre každý riadiaci bod krivkyMasku s aktivovanou dynamickou topológiou nemožno rozbaliťSmer normály geometrieManipulátory polohy sú určené na použitie pri reláciách virtuálnej reality a vyžadujú špeciálnu správu prekresleniaFormát glTF vyžaduje, aby sa diskontinuálne normály, UV súradnice a ďalšie atribúty vrcholov uložili ako oddelené vrcholy, ako je vyžadované pri prekresľovaní na typickom grafickom hardvéri. Táto možnosť sa pokúša kombinovať vrcholy umiestnené spolu, kde je to možné. V súčasnosti nie je možné kombinovať vrcholy s rôznymi normálamiPrilepovaná kosť sa stáva potomkom riadiacej kostiPrilepovaná kosť sa stane príbuzným riadiacej kosti s použitím Kopírovať transformáciePrilepovaná kosť si zachováva svojho rodiča, ale na zoskupenie lokálneho aj rodičom vyvolaného pohybu ovládacieho prvku do lokálneho priestoru používa Kopírovať transformácieGrafická vrstva údajov (backend) sa dá zmeniť v sekcii Systém v Predvoľbách.Veľkosť mriežky pre upínanieHodnota mriežky v každom voxeliID skupiny každej inštancie skupinyManipulátor sa dá presunúť kamkoľvek a neovplyvňuje iný bod manipulátoraVýška oblasti orezaniaVýška valcaVýška kolmo na základňu špirályNajvyššia mocnina 'x' pre tento mnohočlen (počet koeficientov - 1)Najvyššia hodnota v každej skupineIdentifikátor naposledy pridelenej zásuvky akcie. Zásuvka identifikuje, ktorá podsústava akcie je považovaná za akciu pre toto vynútenie, a jej identifikátor sa používa na nájdenie správnej zásuvky pri priraďovaní akcie.Identifikátor naposledy pridelenej zásuvky akcie. Zásuvka identifikuje, ktorá podsústava akcie sa považuje za akciu pre tento blok údajov, a jej identifikátor sa používa na nájdenie správnej zásuvky pri priraďovaní akcie.Identifikátor naposledy pridelenej zásuvky akcie. Zásuvka identifikuje, ktorá podsústava akcie sa považuje za tento pás, a jej identifikátor sa používa na nájdenie správnej zásuvky pri priraďovaní akcie.Identifikátor vytvárajúci tento príznakObrázok s pridaným generovaným odleskomImportované ID. Žiadne, kým nie je prepojené alebo pripojené. Môže byť rovnaké ako ``reusable_local_id``, keď je pripojenéIndex z kontextuIndex časticového systému cieľového objektuIndex aktívnej kolekcie kostí armatúry; -1, ak neexistuje žiadna aktívna kolekcia. Všimnite si, že ide o indexovanie základného poľa kolekcií kostí, ktoré nemusia byť v očakávanom poradí. Koreňové kolekcie sú uvedené ako prvé a potomkovia sú vždy radení za sebou. Okrem toho môžu byť kolekcie kostí v ľubovoľnom poradí, a preto inkrementácia alebo dekrementácia tohto indexu môže spôsobiť, že aktívna kolekcia kostí bude skákať neočakávaným spôsobom. Pre predvídateľnejšie rozhranie použite ``active`` alebo ``active_name``.Index atribútu farby používaný ako náhradný pre prekresľovanieIndex riadiaceho bodu plus posuv v rámci celého bloku údajov kriviekIndex riadiaceho bodu, ktorý sa má vyhodnotiť. Predvolené hodnoty aktuálneho indexuIndex rohu začínajúci od prvého rohu na plôškeIndex kurzoraIndex každého vrcholu ostrova. Indexy sú založené na najnižšom indexe vrcholu obsiahnutého v každom ostroveIndex plôšky rohu je súčasťouIndex prvého vrcholu v hraneIndex rohu posuvuIndex druhého vrcholu v hraneIndex prvého riadiaceho bodu tejto krivkyIndex na presunutie vynúteniaIndex, do ktorého sa má efekt presunúťIndex, na ktorý sa má modifikátor presunúťIndexy vytvorených kópií pre každý prvokJednotlivé F-krivky, ktoré animujú zásuvkuVplyv vrstvy Voronoi vzhľadom na vplyv predošlej vrstvyPočiatočné nastavenie pomeru stránPočiatočná hĺbka použitá pri umiestnení kurzoraPočiatočná pozícia pre umiestnenieVstupná mriežka musí mať jednotnú mierku voxelov, aby mohla byť prenesená.Vstupy sú neplatné, alebo algoritmus bol nesprávne nazvanýCelé číslo súradníc najbližšieho pixelu na okraji maskyCelé číslo časti A, odstráni desatinné čísliceZamýšľaný rozsah snímok prehrávania tejto akcie s použitím manuálne nastaveného rozsahu, ak je k dispozícii, alebo kombinovaný rozsah snímok všetkých F-kriviek v rámci tejto akcie, ak nie je k dispozícii (priradením sa nastaví manuálny rozsah snímok)Intenzita Gaborovho šumu, ktorý nemá náhodnú fázuIntenzita efektu aberácie (skreslenia)Typ interpolácie pre tento prvok krivkyLínia priesečníka sa zahrnie do objektu s vyššou hodnotou priority priesečníkaInvertovaná matrica alebo identická matrica, ak vstup nie je invertovateľnýJadro je farba a každý kanál jadra sa zviaže s každým príslušným kanálom na vstupeJadro je hodnota na pohyblivej desatinnej čiarke a bude zviazané so všetkými vstupnými kanálmiDruh úložiska na pridanieDruh rotácie, ktorý sa má použiť, hodnoty z iných režimov rotácie sa nepoužívajúTyp ťahov alebo výplní na odstránenieDruhy správ, ktoré sa majú rozšíriť z tohto uzla do nadradeného uzla skupinyNajväčšie celé číslo menšie alebo rovnaké ANajväčšie kladné celé číslo, ktoré delí každú z hodnôt A a B, napr. GCD(8,12) = 4Posledná kosť reťazca je priamo ovládaná, podobne ako ruka v IK ramena a stredná kosť sa na ňu natiahnePosledná snímka na exportSkupina vrstiev je rozšírená v užívateľskom rozhraníVrstvy stromu uzlov za (t. j. nad) nímVrstva stromu uzlov pred (t. j. pod) nímĽavý manipulátor riadiaceho Bézierovho bodu z kontextuDĺžka obsahu tohto pásu po aplikácii manipulátoraDĺžka obsahu tohto pásu pred aplikáciou manipulátoraDĺžka vzdialenosti v axiálnych smerochDĺžka najdlhšej axiálnej dráhyPrepis knižnice prepojeného ID. Žiadne, kým nie je vytvorenéSvetlo, ktoré sa odráža od povrchu vlasovSvetlo, ktoré prechádza vlasmi a vychádza na druhej straneFarba čiary s vyššou prioritou sa používa na okrajoch materiáluPrepojené ID malo iné nesúvisiace použitia, preto bolo duplikované do lokálnej kópieOdkazy tvoria cyklus, ktorý nie je podporovanýOdkazy musia byť súrodeneckéZoznam zásuviek akcií vhodných pre tento pás NLAZoznam vrstiev tvoriacich túto akciuZoznam zásuviek v tejto akciiZoznam zásuviek v tomto bloku údajov animácieZoznam pásov, ktoré sa nachádzajú v tejto vrstve animácieLokálny blok údajov, ktorý toto aktívum predstavuje; platí len vtedy, ak je to blok údajov v tomto súboreMiestny priečinok obsahujúci rozšíreniaPoloha a orientácia transformácia kosti vlastného tvaru sa použije pre transformovacie manipulačného prvku a pre ostatné operátory transformácie v 3D zábere. Ak je zakázaná, 3D záber bude naďalej používať skutočnú transformáciu kosti pre tieto účely, aj keď je transformácia kosti vlastného tvaru prepisovaná.Poloha sa automaticky vypočíta tak, aby bola vyhladenáPoloha sa vypočíta tak, aby ukazovala na nasledujúci/predošlý riadiaci bodPoloha je obmedzená tak, aby smerovalo opačným smerom ako druhý manipulátorUmiestnenie 3D kurzora scény v lokálnom priestore upraveného objektuNajnižšia hodnota v každej skupineJas, ktorý bude mapovaný na priemerný jas logaritmu, zvyčajne nastavený na strednú hodnotu sivejHmotnosť každého vrcholu na materiálu látkyMateriál na použitie pre nové ťahyMatovanie sa premapuje tak, že hodnoty matovania vyššie ako úroveň bielej sa stanú bielymi. Pixely na identifikovaných okrajoch sú z premapovania vylúčené, aby sa zachovali detailyMatovanie sa premapuje tak, že hodnoty matovania nižšie ako úroveň čiernej sa stanú čiernymi. Pixely na identifikovaných okrajoch sú z premapovania vylúčené, aby sa zachovali detailyMaximálna vzdialenosť, o ktorú môže byť vrchol posunutý. Posun nad túto hranicu môže spôsobiť problémy s viditeľnosťou.Maximálna vzdialenosť nad rovinou pre dotknuté vrcholy. Zväčšenie výšky ovplyvňuje vrcholy ďalej nad rovinou.Maximálna vzdialenosť pod rovinou pre dotknuté vrcholy. Zväčšenie hĺbky ovplyvňuje vrcholy ďalej pod rovinou.Maximum z A a BMaximum pre A a B s vyhladením CMaximálny rozdiel medzi ťahmi v priebehu niekoľkých sekúndMaximálna dĺžka, ktorú môže mať vnútorná pružina počas vytvárania. Ak je vzdialenosť medzi vnútornými bodmi väčšia ako táto hodnota, nebude medzi týmito bodmi vytvorená žiadna vnútorná pružina. Nulová dĺžka znamená, že neexistuje žiadny limit dĺžky.Maximálny počet snímok použitých na vedenie cvičnej dráhy. Väčšie snímky vedú k presnejšiemu vedeniu, ale môžu tiež zbytočne spomaliť prekresľovanie, keď je vedenie dostatočne presné. Hodnota 0 bude pokračovať v cvičení až do poslednej snímkyMaximálna vzdialenosť lúčov pre združovanie bodov medzi aktívnymi a vybranými objektmi. Ak je nula, neexistuje žiadny limitMaximálna vzdialenosť lúčov pre združovanie bodov medzi aktívnymi a vybranými objektmi. Ak je nula, neexistuje žiadny limit.Maximálna hodnota z A a B, max(A,B)UV mapa povrchovej siete na snímanie. Plôšky by nemali byť prekrývajúcePovrchové siete s chýbajúcimi materiálmiSimulácia povrchovej siete je týmto faktorom zväčšená (v porovnaní so základným rozlíšením oblasti vplyvu). Na dosiahnutie najlepšieho spolupôsobenia sa odporúča upraviť polomer častice povrchovej siete okolo tejto hodnoty.Objem povrchovej siete, kde bude vnútorný / vonkajší tlak rovnaký. Ak je nastavený na nulu, objem nebude prispievať k celkovému tlaku.Metóda pre stanovenie veľkosti skoseniaMetóda kláves na aktiváciu nástrojov, ako sú presun, rotácia a mierka (G, R, S)Metóda použitá na vytvorenie povrchovej siete na priesečníkochMetóda použitá na vytváranie povrchovej siete pri pretínaníMetóda použitá na výpočet posuvu zmäkčeniaStredná hodnota v každej skupine, keď sú všetky hodnoty zoradené od najnižšej po najvyššiuMinimálna hodnota drsnosti materiálu na použitie vodeniaMinimum z A a BMinimum pre A a B s vyhladením CMinimálna hodnota z A a B, min(A,B)Modifikátor ovplyvňuje faktor UV rotácie boduModifikátor ovplyvňuje intenzitu farby boduModifikátor ovplyvňuje polohu boduModifikátor ovplyvňuje hrúbku boduPoužitý modifikátor nepodporuje deformované polohyNázov '{:s}' nie je povolený pre súbory funkciíNázov json súboru na uloženie týchto nastavení (bohužiaľ, systém Blenderu tu nefunguje)Názov aktívnej kolekcie kostí armatúry; prázdne, ak neexistuje žiadna aktívna kolekciaNázov objektu Krivka, ktorý definuje tvar skoseniaNázov atribútu aktívnej farby na zobrazenie a úpravyNázov konfigurácie aktívnej klávesyNázov atribútu na povrchovej sieti, ktorý sa používa na definovanie pripojenia každej krivkyNázov predvoleného atribútu farby, ktorý sa používa ako záložný údaj na prekresľovanieNázov stromu uzlovNová transformácia z indexového priestoru mriežky do objektového priestoru.Nová transformácia je platná a bola úspešne aplikovaná na mriežku.Novo prepojené ID bolo vytvorené ako lokálneSkupina uzlov sa používa ako modifikátor geometrieSkupina uzlov sa používa ako nástrojSkupina uzlov sa používa pre Grease PencilSkupina uzlov sa používa pre krivkySkupina uzlov sa používa pre povrchové sieteSkupina uzlov sa používa pre mračná bodovSkupina uzlov sa používa v režime editácieSkupina uzlov sa používa v režime objektuSkupina uzlov sa používa v režime maľovaniaSkupina uzlov sa používa v režime tvarovaniaSkupina uzlov musí mať výstupnú zásuvku geometrieNápis uzlaPredvolená hodnota zásuvky uzlaNápis uzla stromuTýmto faktorom je menená mierka simulácia šumu (v porovnaní so základným rozlíšením oblasti vplyvu)Smer normály každej steny definovaný poradím navíjania a polohou jej vrcholovSmer normály každého vrcholu definovaný ako priemer normál okolitých plôšokSmer normály rohu plôšky so zohľadnením ostrých plôšok, ostrých hrán a vlastných údajov normályNormála roviny opísanej tromi bodmi smerujúci ku kladnej osi ZPočet vrstiev Voronoi, ktoré sa majú sčítaťPočet snímok animácie. Ak ide o jeden obrázok, tak 1Počet vypočítaných bodov v smere V medzi každou dvojicou riadiacich bodovPočet sústredných prstencov použitých na vyplnenie kruhovej plôškyPočet po sebe idúcich bodov pôvodného ťahu, ktoré sa majú zahrnúť do tohto segmentuPočet riadiacich bodov pozdĺž krivky na prechodPočet riadiacich bodov, ktoré sa majú vytvoriť na úseku za každým bodomPočet kópií na vygenerovaniePočet rohov na plôškePočet rohov, ktoré sa majú posúvať okolo po plôške pred nájdením výsledku, v prípade potreby krúžiť okolo začiatku plôškyPočet vytvorených kópií na vytvorernie pre každý prvokPočet hrán pripojených ku každému vrcholuPočet hrán na krivkePočet hrán prebiehajúcich vertikálne pozdĺž strany kužeľaPočet prvkov v zoznamePočet vyhodnocovaných bodov na krivkePočet plôšok alebo rohov pripojených ku každej hranePočet plôšok alebo rohov pripojených ku každému vrcholuPočet plôšok používajúcich každú hranu ako jednu zo svojich stránPočet plesknutí v rozostrení mimo rovinu ostrostiPočet snímok potrebných na prejdenie dráhy, definovaním maximálnej hodnoty pre nastavenie času vyhodnoteniaPočet snímok, ktoré sa majú spriemerovať okolo každej kľúčovej snímky. Vyššie hodnoty umožňujú väčšie vyhladenie, ale znižujú výkon.Počet snímok, ktoré sa majú použiť na výpočet priemeru snímkovej frekvencie. Nula pre automatický výpočet, kde počet snímok zodpovedá cieľovej snímkovej frekvencii.Počet generovaných segmentov, ktoré sa majú preskočiť, aby sa znížila zložitosťPočet duchov pre Žiaru duchov alebo kvalita a šírenie Žiary pre pruhy a jednoduchú hviezduPočet horizontálnych prstencovPočet kľúčových snímok, ktoré táto kresba používaPočet oktáv šumu. Vyššie hodnoty poskytujú detailnejší šum, ale predlžujú čas prekresľovaniaPočet starých verzií, ktoré sa majú zachovať v aktuálnom adresári, pri manuálnom ukladaníPočet pixelov, ktoré zodpovedajú rovnakému výstupnému pixeluPočet bodov v krivkePočet bodov na oblúkuPočet vynechaných bodov po tomto segmentePočet bodov na vytvoreniePočet bodov na preskočenie pre vytvorenie rovných segmentovPočet obdĺžnikových úsečiek pozdĺž každej stranyPočet snímok na prekreslenie v tejto podsústavePočet snímok použitých na aproximáciu rozostrenia pohybomPočet snímok použitých na výpočet rozostrenia. Čím viac snímok, tým je výsledok hladší, ale na úkor dlhšieho času výpočtu. Skutočný počet snímok sa rovná druhej mocnine tohto vstupu, takže sa zvyšuje exponenciálnePočet snímok použitých na výpočet rozostrenia. Čím viac snímok, tým je výsledok hladší, ale na úkor dlhšieho času výpočtu. Skutočný počet snímok sa rovná druhej mocnine tohto vstupu, takže sa zvyšuje exponenciálnePočet segmentov v každom štvrť-kruhu skoseniaPočet pruhovKoľkokrát je maska dutiny rozostrenáPočet opakovaní tohto objektu s ohľadom na iné objektyPočet vrcholov spojených s týmto vrcholom hranou, rovnajúci sa počtu pripojených hránPočet vrcholov na hornej a dolnej kružniciObjekt %s má uzamknuté kľúčové tvaryV prekreslení by mala byť viditeľná vlastná geometria objektuObjekt má len jednu vrstvuObjekt má len jeden materiálObjekt je vynútený zvnútra virtuálnej sféry okolo cieľového objektu s polomerom definovaným limitovanou vzdialenosťouObjekt je vynútený na povrchu virtuálnej sféry okolo cieľového objektu s polomerom definovaným limitovanou vzdialenosťouObjekt je vynútený zvonku virtuálnej sféry okolo cieľového objektu s polomerom definovaným limitovanou vzdialenosťouObjekt je pre kosť rodičovskýObjekt je pre mriežku rodičovskýObjekt je pre vrchol rodičovskýObjekt je pre objekt rodičovskýObjekt s cieľovým časticovým systémom (prázdny, ak je objekt rovnaký)Objekt, na ktorý sa ukazovateľ údajov odvoláva, nie je platným modifikátoromPosuv je príliš malý, nemožno vygenerovať požadované množstvo geometrieNepriehľadnosť nevybraných F-kriviek na pozadí editora grafovPoradie vybraných vrcholov/hrán/plôšok sa upraví na základe danej metódyPôvodná vstupná geometria s prípadnými novými atribútmi, ktoré sú výstupom zónyPôvodné rozlíšenie obrázka v pixeloch pred transformáciouVýstup je štvorcová krivka (záporné hodnoty vždy vedú k -1 a pozitívne k 1)Výstupný uzol %s je už spárovaný s %sVlastník tohto vynúteniaNadradená skupina tejto vrstvy stromu uzlovSimulácia častíc je týmto faktorom zväčšená (v porovnaní so základným rozlíšením oblasti vplyvu)Časticový systém na maľovanieČasti geometrie vo výbereČasti geometrie, ktoré nie sú vo výbereČasti geometrie, ktoré sa dostanú do prvého výstupuČasti geometrie na odstránenieCesta pre vlastný profil krivkyCesta pre vlastný profilCesta k priečinku '/branches' lokálnej kópie SVN prekladu, na povolenie prekladu užívateľského rozhraniaCesta k predvoľbe načítanej do tohto motívu (ak existuje)Trvalé UID modifikátoraFáza Gaborovho šumu, ktorý nemá náhodnú intenzituMetaúdaje o hustote pixelov zapísané do podporovaných formátov obrázkov. Táto hodnota sa vynásobí základom PnM, ktorý definuje jednotku (zvyčajne palce alebo metre)Polomer pixelu masky ostreniaBod je vynútený pre vnútro cieľového objektuBod je vynútený pre vonkajšok cieľového objektuBod je vynútený na povrchu cieľového objektu, posunom vzdialenosti vždy zvonku, smerom ku alebo smerom od pôvodného miestaBod je vynútený na povrchu cieľového objektu, s posunom vzdialenosti presne pozdĺž cieľovej normályBod je vynútený na povrchu cieľového objektu, posunom vzdialenosti smerujúceho na pôvodné miesto boduBod predstavuje dlaždicu (viacero voxelov) namiesto jediného voxeluPozícia, v ktorej sa transformácie otáčajú. Definuje sa v normalizovaných súradniciach, takže 0 znamená ľavý dolný roh a 1 pravý horný roh obrázkaPoloha osí na kosti. Zvyšovaním hodnoty sa posúva bližšie k hrotu; znižovaním sa posúva bližšie ku koreňu.Pozícia z kontextuPozícia prvého vrcholu v hranePozícia kurzora myši na začiatku operáciePozícia druhého vrcholu v hranePoloha zdroja lúčov v normalizovaných súradniciach. 0 znamená ľavý dolný roh a 1 znamená pravý horný rohPoloha, okolo ktorej sa transformácie otáčajú, v normalizovaných súradniciach. 0 znamená ľavý dolný roh a 1 znamená pravý horný roh obrázkaPolohy nových bodovPresnosť medzivýsledku kompozítoraPrimárna a sekundárna os musia byť rozdielnePravdepodobnosť vodenia smeru vnútri objemuPravdepodobnosť vedenia smeru na povrchuProfil môže byť konkávna alebo konvexná krivkaProfil môže byť ľubovoľná dráha medzi jeho koncovými bodmiTvar profilu (0,5 = okrúhly)Táto vlastnosť je zastaranáPoskytnuté údaje nespĺňajú predpokladyKvalita, ktorú používajú uzly odstránenie šumu počas kompozície finálneho prekresľovania, ak je možnosť kvality uzlov nastavená na hodnotu Sledovať scénuKvalita používaná uzlami odstránenia šumu počas zobrazenia a interaktívnej kompozície, ak je možnosť kvality uzlov nastavená na hodnotu Sledovať scénuPolomery nových bodovPolomer pre generované ťahyPolomer kružnice opísanej tromi bodmiPolomer valcaRozsah uhlov, ktoré budú ovplyvnenéRýchlosť, akou sa Gaborov šum mení v priestore. Od vstupu Mierka sa líši tým, že sa mení mierku len v smere kolmom na smer Gaborovho šumuPomer kľúčových snímok na odstráneniePomer najväčšieho rozmeru modelu nad veľkosťou mriežkyPomer vedľajšej osi k hlavnej osi eliptického prierezu. Odporúčané hodnoty sú 0,8 ~ 1 pre ázijské vlasy, 0,65 ~ 0,9 pre kaukazské vlasy, 0,5 ~ 0,65 pre africké vlasy. Hlavná os je zarovnaná s normálou krivky, čo nie je podporované pri časticiach vlasovReferenčný manuál pre túto verziu BlenderuOblasť, kde bude obrázok stmavenýRegión pre použitie panelaUmiestnenie myši v priestore oblasti X v pixeloch, narastajúce od 0 zľavaUmiestnenie myši v priestore oblasti Y v pixeloch, narastajúce od 0 zdolaRelatívna vzdialenosť, o ktorú možno časticou pohnúť, pred vyžiadaním viacerých polsnímok (cieľové Courantovo číslo); 0,01 až 0,3 je odporúčaný rozsahZvyšok rozdelenia na podlaheZvyšok po skrátenom delení použitím fmod(A,B)Pretvárač povrchovej siete nemožno spustiť z režimu editáciePretvárač povrchovej siete nemôže byť spustený s modifikátorom Viacnásobné rozlíšenie v zásobníku modifikátorovPretvárač povrchovej siete nemôže bežať s aktivovanou dynamickou topológiouPretvárač povrchovej siete nemôže pracovať s prepojenými údajmi alebo údajmi prepisuNahradenie uid relácie akcie, aby sa všetci vybraní užívatelia akcie na ňu premapovaliRozlíšenie masky v smere XRozlíšenie masky v smere YRozlíšenie mriežky častícRozlíšenie na použitie pre každý segment krivkyPravý manipulátor riadiaceho Bézierovho bodu z kontextuKoreňové uzly stromu vrstiev. Usporiadané podľa poradia zásobníka, čo znamená, že prvý uzol je najnižším uzlom v strome vrstiev.Rotačný kanál bol filtrovanýOtáčanie 3D kurzora scény v lokálnom priestore upraveného objektuTyp rotácie a poradie osí, ktoré sa majú použiťDrsnosť vrstvy povlakuPriebežný súčet hodnôt v príslušnej skupine, počnúc prvou hodnotouPriebežný súčet hodnôt v príslušnej skupine, začínajúci nulouFaktor mierky použitý na segmenty krivkyMierka vrstvy Voronoi vzhľadom na mierku predošlej vrstvyMierka pre Gaborov šumUmiestnenie a natočenie 3D kurzora scénySkriptový výraz, ktorý možno hodnotiť bez použitia úplného prekladača jazyka PythonVybraná kolekcia výbavyVybraný typ výbavyVybrané pásy sa neprekrývajúVýber zo začiatku a konca drážok na základe vstupných veľkostíVýber obsahoval %d typov objektov, ktoré nepodporujú konverziu na "%s"Výber každého prvku ako hodnoty s pohyblivou desatinnou čiarkouVýber každého prvku ako hodnoty PRAVDA alebo NEPRAVDANastaví režim prehľadávača súborov na načítanie súboru .blend, knižnice alebo špeciálneho súboruTvar Gaussovej distribúcie v snímkach. Nižšie hodnoty zvýšia ostrosť v celej šírke filtra.Tvar Gaussovho rozdelenia, nižšie hodnoty ho robia ostrejšímTvar začiatku a konca ťahuNajkratší uhol v radiánoch medzi dvoma plôškami, ktoré sa stretávajú na hrane. Ploché hrany a nevyvinuté hrany majú uhol nula. Výpočet tejto hodnoty je rýchlejší ako uhol so znamienkomUzávierka sa zatvorí na aktuálnej snímkeUzávierka je otvorená počas aktuálnej snímkyUzávierka sa otvorí na aktuálnej snímkeStrana manipulátora, ktorá je vybratáStrana, ktorá zostane vybraná po rozdeleníStrana, na ktorú sa vzťahuje výberUhlový arktangens so znamienkom(A/B)Uhol v radiánoch medzi dvoma plôškami, ktoré sa stretávajú na hrane. Ploché hrany a nevyvinuté hrany majú uhol nula. Konkávne uhly sú kladné a konvexné uhly sú záporné. Výpočet tejto hodnoty je pomalší ako výpočet uhla bez znamienkaSimulácia časového úseku na snímke (snímok za sekundu)Veľkosť dilatácie/erózie v pixeloch. Kladné hodnoty rozširujú a záporné hodnoty erodujúVeľkosť rozostrenia v pixelochVeľkosť poklesu od hrán v pixeloch. Ak je menšia ako dva pixely, hrany budú vyhladenéVeľkosť filtra v pixelochVeľkosť geometrie bude určovať vzdialenosť medzi zoradenými položkamiVeľkosť odlesku vzhľadom na obraz. 1 znamená, že odlesk pokrýva celý obrázok, 0,5 znamená, že odlesk pokrýva polovicu obrázka atď.Veľkosť inpaintu (domaľovanie obrázka) v pixelochVeľkosť častícVeľkosť dlaždice alebo voxelu. Pre jednotlivé voxely je to 1, pre dlaždice to predstavuje kubickú veľkosť dlaždiceZásuvka identifikuje, ktorá pod-sústava akcie sa považuje za akciu pre tento blok údajov, a jej názov sa používa na nájdenie správnej zásuvky pri priraďovaní akcieZásuvka určuje, ktorá podsústava akcie je považovaná za akciu pre tento pás, a jej názov sa používa na nájdenie správnej zásuvky pri priraďovaní inej akcieNajmenšie celé číslo väčšie alebo rovnaké ANajmenšie celé kladné číslo, ktoré je deliteľné číslami A aj B, napr. LCM(6,10) = 30Vyhladenosť extrahovaných svetelných bodovMäkkosť okrajov smerového svetlaRiešiteľ opätovne neopakuje, a to ani na prvej snímke (začína od pokojovej pózy)Riešiteľ opätovne opakuje (zbiehavosť) na všetkých snímkachRiešiteľ opätovne opakuje (zbiehavosť) na prvej snímke, ale nie na nasledujúcej snímkeZvukový súbor je dekódovaný a načítaný do pamäte RAMZdrojová os použitá vynúteným objektom osi XZdrojová os použitá vynúteným objektom osi YZdrojová os použitá vynúteným objektom osi ZZdrojová farba obsahuje zložku alfaZdrojová farba je s gama korekciouZdrojová geometria musí obsahovať povrchovú sieť alebo mračno bodovZdrojová povrchová sieť musí mať plôškyZdrojom tohto silového poľa je nulový bod oscilátora súladuZdroj, z ktorého sa načítava veľkosť maskyPriestor, v ktorom sa zobrazí polica aktív. Ignorované pre vyskakovacie police aktív, ktoré sa môžu zobrazovať v akomkoľvek priestore.Priestor použitia paneluDruhá odmocnina odchýlky pre každú skupinuŠtandardný fraktálny Perlinov šumZačiatok a koniec manipulátora sú pevné pozícieZačiatok a koniec manipulátora sú posunuté podľa ovládacích bodov drážkyPočiatočná snímkaPočiatočná snímka ručne nastaveného zamýšľaného rozsahu prehrávaniaPočiatočná pozícia vzťahových čiar od rodičovských ku kostiam potomkovHodnota sily pre generovanie ťahovReťazec na vyhľadanie vo vstupnom reťazciReťazec na nahradenie každej zhodyHodnota reťazca na upustenie na tlačidloPás hodnoty je kombinovaný s nahromadenými výsledkami vhodne použitím sčítania, násobenia alebo kvaterniónovej matematiky, na základe typu kanálaHodnoty pásov nahrádzajú nahromadené výsledky podľa množstva určeného vplyvomÚroveň delenia je príliš veľkáÚroveň delenia viditeľná v čase prekresleniaSúčet všetkých hodnôt v každej skupine vydelený veľkosťou uvedenej skupinyPlocha povrchu každej z plôšok povrchovej sieteSystém nenašiel riešenieCieľová povrchová sieť musí mať plôškyRežim rotácie cieľaCieľ na použitie pri prichytávaníZmena mierky chápadiel sa ovláda manuálne pomocou otočných ovládacích prvkov.Chápadlo sa natiahne, aby sa prispôsobilo krivkeTextúra ovplyvňujúca základnú farbu ťahuTextúra ovplyvňujúca hodnotou alfaUhol sklonu šupiniek kutikuly (najvrchnejšia časť vlasu). Sú vždy naklonené ku korienku vlasu. U ľudských vlasov sa zvyčajne pohybuje medzi 2 a 4Čas v minútach medzi automatickým uložením zálohČas v sekundách, ktorý sa má čakať na operácie online, kým pripojenie môže zlyhať s chybou časového limitu. Nula používa predvolené nastavenie systému.Čas použitý pri hľadaní údajov v súbore zásobníka, alebo na určenie súboru, ktorý sa má použiť v sekvencii súboruCelková veľkosť X oblasti v pixelochCelková veľkosť Y oblasti v pixelochCelkový počet ostrovov povrchovej sieteSúčet všetkých hodnôt v príslušnej skupineTransformácia výstupu inštancií. Neovplyvňuje vnútornú geometriuTransformácia cieľovej kosti sa vyhodnotí vzhľadom na jej lokálny súradnicový systém, po ktorej nasleduje korekcia na rozdiel v orientácii cieľovej a vlastníkovej pokojovej polohy. Ak sa aplikuje ako lokálna transformácia na vlastníka, vytvára rovnaký globálny pohyb ako cieľ, ak sú rodičia stále v pokojovej polohe.Transformácia cieľovej kosti je vyhodnotená v pomere k jeho zostatkovej pózy miestneho súradnicového systému a teda vrátane rodičom vyvolanej transformácieTransformácia cieľa je vyhodnocovaná vzťahom k skupine vlastných objektov/kostí/vrcholovTransformácia cieľa je vyhodnocovaná v porovnaní s lokálnym systémom súradnícTransformácia cieľa je vyhodnocovaná vzhľadom systém súradníc svetaTransformácia cieľa je vyhodnocovaná len v priestore pózy, cieľová armatúra objektu transformácie je ignorovanáTransformácia vektorových a geometrických výstupovTyp transformácie na ovplyvnenie vynúteného objektuTyp transformácie použitej pre cieľPreklad tejto udalosti pohybu. Rozsah na každej osi je [-1 až 1] pred vynásobením preferenciou citlivosti. Pred použitím sa zvyčajne mení mierku časovou deltou.Typ Gaborovho šumu na vyhodnotenieTyp údajovTyp %s bloku údajov ešte nie je implementovanýTyp licencie, pod ktorou je toto aktívum distribuované. Prázdny názov licencie nemusí nutne znamenať, že je bez licenčných podmienok. Ak je potrebné akékoľvek objasnenie, obráťte sa na autora.Typ média na uloženieTyp interpolácie dosahu pre bézierove krivkyTyp tvaru použitého na prestavbu skosenej častiTyp operácie rozdelenia, ktorá sa má vykonať na pásochTyp stratégie používanej na snímanie priamych svetelných príspevkovTyp bloku údajov, ak ho aktívum reprezentuje (inak 'Žiadne')Typ identifikátora tabuľkyTyp výpočtu naklonenia pre 3D krivkyTyp interpolácie náklonu pre 3D, bézierove krivkyTyp operátorov transformácie na zápisTyp hmotnostnej interpolácie pre drážkuRovnomerný tlak, ktorý je konštantne aplikovaný na povrchovú sieť. Môže byť negatívny.Systém jednotiek použitých pre ovládacie prvky užívateľského rozhraniaSmer nahor pozdĺž tvaru poľaSmer nahor pre tvar kruhuUžívateľovi sa zobrazí výzva " Prístup online" a vykoná výberUžívateľské úložisko na inštaláciu rozšíreníHodnota vypočítaná pre reťaz je maximálna z hodnôt získaných pre vrcholy reťazeHodnota vypočítaná pre reťaz je priemer hodnôt získaných pre vrcholy reťazeHodnota vypočítaná pre reťaz je minimálna z hodnôt získaných pre vrcholy reťazeHodnota vypočítaná pre reťaz je prvá z hodnôt získaných pre vrcholy reťazeHodnota vypočítaná pre reťaz je posledná z hodnôt získaných pre vrcholy reťazeHodnota sa vzťahuje na každý z rozmerov obrázka nezávisleHodnota sa vzťahuje na rozmer X obrázkaHodnota sa vzťahuje na rozmer Y obrázkaHodnota sa vzťahuje na uhlopriečku obrázkaHodnota sa vzťahuje na väčší rozmer obrázkaHodnota sa vzťahuje na menší rozmer obrázkaHodnota vyhradeného príznaku bitu "FILTER_ITEM" (vo filter_flags hodnotách)Hodnota je priradená ku priemernému jasuHodnota tejto udalosti presunutá do typického priradenia klávesyHodnota, ktorá sa použije, ak cestu k údajom nemožno vyriešiťHodnota použitá na mapovanie na stupňovanie farby. Hodnota 0,0 má za následok farbu úplne vľavo, zatiaľ čo hodnota 1,0 má za následok farbu úplne vpravoHodnoty z atribútu "id" na bodoch alebo index, ak tento atribút neexistujeHodnoty priemeru a mediánu sa vypočítajú zHodnoty minima a maxima sa vypočítajú zHodnoty štandardného odklonu a odchýlky sa vypočítajú zHodnoty na kumuláciuVektor, ktorý sa má transformovaťVrchol, ku ktorému je roh pripevnenýVrchol na načítanie údajov. Predvolené hodnoty vrcholu z kontextuZobrazovač nefunguje, pretože modifikátor je zakázanýZobrazovač nefunguje, pretože skupina uzlov, ktorú modifikátor používa, nemá žiadny výstupViditeľnosť výkresov v tomto strome uzlov je ovplyvnená vrstvami v zozname masiekSpôsob spracovania vynútenia pôvodnej nie voľnej osi zmeny veľkostiZmes efektu mokré/suchéÚroveň mokrosti počiatočného posunu farieb na pozadíŠírka pre novo vytvorené uzly skupinyŠírka stĺpcov v horizontálnych zobrazeniach zoznamuŠírka oblasti orezaniaOkno má grafickú zásobník HDR, do ktorého je možné zapisovať farby s širokým gamutom a vysokým dynamickým rozsahom v rozšírenom farebnom priestore sRGB.Relatívna horizontálna poloha okna oblastiOkno relatívnej horizontálnej polohy oblastiRelatívna vertikálna poloha okna oblastiOkno relatívnej vertikálnej polohy oblastiObjem sveta sa prekresľoval zastaralým mechanizmom EEVEE. Na správne prekreslenie je potrebná konverzia.MotívMotív "{:s}" je už nainštalovaný!Motív 3D záberFarba pozadia motívuMotív sústavy farieb kostíMotív Editora klipovMotív farby kolekcieMotív konzolyMotív expozičného hárkuMotív Prehliadača súborovMotív Editora grafovMotív Editora obrázkovMotív informácieMotív Editora uzlovMotív nelineárnej animácieMotív Líniového prehľaduMotív predvoliebMotív vlastnostíMotív Editora sekvencieMotív priestoruNastavenie motívu priestoruMotív tabuľkyMotív stavového riadkaMotív farby pásuMotív Textového editoraMotív Hornej lištyMotív užívateľského rozhraniaMotív farebnej sústavy miniaplikáciíFarba stavu motívu miniaplikácieFarba motívu alebo vlastná farba kostiVlastnosti motívu pre bežné oblasti editoraVlastnosti motívu zdieľané rôznymi editormiNastavenie motívu písmaNastavenie motívu pre informácieNastavenia témy pre policu aktívNastavenie motívu pre spád a farbu pozadiaNastavenie motívu pre sústavy farieb kostíNastavenie motívu pre farby kolekcieNastavenia motívu pre oblasti, ktoré sú spoločné pre všetky editoryNastavenie motívu pre farby pásovNastavenie motívu pre sústavy štýlovNastavenia motívu pre 3D záberNastavenia motívu pre predvoľby BlenderaNastavenie motívu pre konzoluNastavenie motívu expozičného hárkuNastavenie motívu Prehliadača súborovNastavenie motívu Editora obrázkovNastavenie motívu pre Editor klipov filmuNastavenie motívu Editora NLANastavenie motívu pre Editor uzlovNastavenie motívu pre Líniový prehľadNastavenie motívu pre vlastnostiNastavenie motívu pre Editor sekvenciíNastavenia motívu pre tabuľkuNastavenie motívu pre stavový riadokNastavenie motívu pre Textový editorNastavenie motívu pre hornú lištuNastavenie motívu pre Editor grafovNastavenie motívu prvkov užívateľského rozhraniaNastavenia motívu pre farebnú sústavu miniaplikácieNastavenie motívu farieb stavu ovládacieho prvkuMotívyTheoraExistuje viacero výstupných uzlov skupiny a tento nie je aktívnyNeexistujú žiadne vstupy.Neexistuje žiadny aktívny blok údajovNeexistujú žiadne údaje animácie na spracovanieNeexistuje žiadna knižnica materiálov na odstránenieNeexistuje žiadne úložisko rozšírení na odstránenieToto nie je vrstva '%s'V tomto kontexte neexistuje žiadny uzol rodičovskej skupinyMusí existovať aktívny atribútMusí existovať aspoň jedno užívateľské úložisko nastavené na inštaláciu rozšírení doZ neznámych dôvodov došlo k zlyhaniu {:d} kľúčovaní.Tieto vyžadujú automatický kľúč:ThetaHrubáHrubšie čiary ako predvolenéHrúbkaZarážka hrúbkyFaktor hrúbkyHrúbka podľa tieňaMax hrúbkaMin hrúbkaRežim hrúbkyModifikátory dĺžkyHrúbka blízkoHrúbka VonkajšiaPozícia hrúbkyProfil hrúbkyPomer hrúbkyHrúbka tvaruIntenzita hrúbkyHrúbka na základe smeru ťahuVýpočet hrúbky použitím vynútení, najpokročilejšíFaktor hrúbkyFaktor hrúbky na použitie pre nulový vplyv skupiny vrcholovModifikátor hrúbky '%s' nemôže byť odstránenýTyp modifikátora hrúbkyModifikátory hrúbky pre zmenu hrúbky čiaryHrúbka ťahov poznámkyHrúbka každého pramienka vlasovZobraziť hrúbky dymu v zábereHrúbka filmu v nanometrochHrúbka obrysu ťahu vzhľadom na súčasnú hrúbku štetcaHrúbka obvodu ťahuHrúbka schránkyZobrazenie hrúbky objemu v záberePozícia hrúbky siluety a hrany okrajov (použiteľné, keď sa používa obyčajné reťazenie s voľbou rovnakého objektu)Hrúbka: %s, Hĺbka: %sTenkáTenký filmTenký film IORHrúbka tenkosti filmuTenšie čiary ako predvolenéTretíTretí koeficient radiálneho skreslenia Brown-Conrady štvrtého stupňaTretí koeficient tretieho skreslenia radiálneho polynómuTretinyToto aktívum je uložené v aktuálnom blend súboreK tomuto atribútu nemožno pristupovať v procedurálnom kontexteTáto kolekcia kostí je rozšírená v zobrazení stromu kolekcií kostíTento balík kanálov do tohto pásu nepatríTáto kolekcia je vo vlastníctve miestnej armatúry alebo bola pridaná prostredníctvom prepisu knižnice v aktuálnom blend súboreTáto kolekcia bola pridaná prostredníctvom prepisu knižnice v aktuálnom blend súboreTáto farba definuje bielu v páseTieto údaje nepodporujú prepojenie v režime editácieTento blok údajov nemá priradenú žiadnu zásuvku akcieTento blok údajov je zástupcom chýbajúcich prepojených údajov (t. j. je [nadpisom] prepojených údajov, ktoré už nebolo možné nájsť)Tento blok údajov je možné upravovať v užívateľskom rozhraní. Prepojené bloky údajov nie sú editovateľné, okrem prípadov, keď boli načítané ako editovateľné aktíva.Tento blok údajov je prepojený a zabalený do .blend súboruTento blok údajov nie je nezávislý, ale v skutočnosti je čiastkovými údajmi iného ID (typický príklad: stromy koreňových uzlov alebo hlavné kolekcie)Tento blok údajov sú údaje v čase priebehu, t. j. nebudú uložené v súbore .blend. Upozorňujeme, že napr. vyhodnotené identifikátory sú vždy v priebehu času, takže túto hodnotu je možné upravovať iba pre bloky údajov v hlavnej databáze.Správna funkčnosť tejto sústavy funkcií závisí od nasledujúcej sústavy funkcií:Túto sústavu funkcií sa nepodarilo správne načítať.Táto sústava funkcií vyžaduje Blender {:s} alebo novší, aby fungovala správne.Tento súbor je spravovaný systémom aktív Blenderu a nie je možné ho prepísaťTento súbor je spravovaný systémom aktív Blenderu. Môže byť ibaTento súbor je spravovaný systémom aktív, nemôžete ho prepísať (je možné použiť „Uložiť ako“)Tento súbor je offlineTento súbor je len na čítanieTento súbor bol uložený v novšej verzii Blenderu (%s).Toto je systémový súbor s obmedzeným prístupomToto je špeciálna vrstva pravítkaToto je vzdialenosť od záveterného pobrežia, nazývaná zanášanie, alebo vzdialenosť, nad ktorou fúka vietor konštantnou rýchlosťou. Používa sa pri modeloch „JONSWAP“ a „TMA“.Táto forma je najmenej účinná z dostupných foriem a mala by sa používať len v prípade potreby.Táto vrstva nepatrí do tejto akcieTáto knižnica je „archívnym“ úložiskom pre zabalené prepojené ID, ktoré boli pôvodne prepojené z jej „archívnej rodičovskej“ knižnice.To môže viesť k neočakávanému správaniuTento meta výbava obsahuje staré typy výbavy, ktoré možno automaticky aktualizovať, aby mohli využívať nové funkcie Rigify.Táto meta výbava vyžaduje aktualizáciu do kolekcie kostíTáto meta výbava používa starú výbavu tváre.Táto metóda poskytuje dobrú 2D reprezentáciu povrchovej sieteTento režim je, akoby ste siahli na obrazovku a držali model v ruke. Stlačte hlavicu 3D myši doľava a model sa pohne doľava. Zatlačte doprava a model sa pohne dopravaTento režim si na správnu funkciu vyžaduje automatické zadávanie kľúčovTento modifikátor môže deformovať iba riadiace body, nie vyplnenú krivku/povrchTento modifikátor môže deformovať iba vyplnenú krivku/povrch, nie riadiace bodyTento modifikátor má zapečené údajeTento modifikátor je aktívnyTáto operácia modifikátora nie je povolená z režimu editácieTáto monolitická konfigurácia tváre je zastaraná.To vyžaduje miestnu armatúru alebo prepisTento uzol definuje podpis balíka, ktorý by mali používať ostatné uzlyTento uzol definuje podpis uzáveru, ktorý by mali ostatné uzly používaťTento uzol nemá žiadne vstupné pripojenie na zámenuTento uzol nemá žiadne vstupy na zámenuTento uzol by mal byť prepojený s uzlom výstupu skupinyTento objekt je súčasťou zloženého tvaruTáto operácia nie je podporovaná v režime editácieTento operátor funguje len v režime pózy a v režime editácie armatúryTento operátor vyžaduje aktívny vrchol (posledný vybraný)Tento blok údajov prepisu už nie je potrebný, ale bol odhalený ako užívateľom upravenýTento blok údajov prepisu sa nepoužívaTáto vlastnosť prepisu neexistuje v aktuálnych údajoch, bude odstránená pri ďalšom uložení .blend súboruToto aktívum pózy je prázdne, a preto nemá žiadnu pózuTúto vlastnosť nemožno animovať, pretože nebude správne aktualizovanáTáto vlastnosť je len pre interné použitie a nemožno ju upravovaťTáto vlastnosť sa používa iba na uloženie oblasti objektov do vyrovnávacej pamäte pre neskoršie výpočtyTáto oblasť nepodporuje kategórie panelovTento typ výbavy nepridáva predponu ORG.Tento skript bol napísaný pre verziu Blenderu {:d}.{:d}.{:d} a nemusí fungovať (správne), hoci je povolenýTáto zásuvka (%s) nepatrí k priradenej akciiTáto zásuvka (%s) nie je vhodná pre tento typ bloku údajov (%c%c)Táto zásuvka nepatrí do tejto akcieTáto zásuvka nie je vhodná pre tento typ bloku údajov (%c%c)Táto zásuvka je určená na použitie ako prepínač v záhlaví paneluTento pás nepatrí do tejto vrstvyTento typ pásu nemožno opätovne časovaťTento text nebol uloženýTáto zóna definuje podpis uzáveru, ktorý by mali ostatné uzly používaťThouVláknoVláknaRežim vlákienTretia úroveňNa orientáciu podlahy sú potrebné tri stopy so zväzkomPrahPrahová hodnota, nad ktorou sa vyplnenie nerozširujePrah, pod ktorým sa neurobí žiadny ostrý tvarPrahová vzdialenosť pre automatické zlúčeniePrahová vzdialenosť, v rámci ktorej sa odstránia časticePrahová hodnota pre kontrolu prekrývajúcej sa geometriePrahová hodnota pre algoritmus detekcie hrán (vyššie hodnoty môžu nadmerne rozostriť niektorú časť obrázka)Prahová hodnota pre algoritmus detekcie hrán (vyššie hodnoty môžu príliš rozostriť niektoré časti obrázka). Platí len pre finálne prekresľovaniePrah pretnutia ťahovPrahová hodnota v priestore obrazovky použitá pre algoritmus zjednodušenia. S bodmi v rámci tejto prahovej hodnoty sa zaobchádza, ako keby boli v priamke.Úroveň prahu na posúdenie funkcie dosť dobré pre snímaniePrah vetveniaPrah vzdialenosti blízko povrchu, kde sú kolízie stále predpokladané (najlepšie výsledky pri nenulovej hodnote)Prah počiatočného pohybu potrebného pre zariadenia v pokojovej polohePrahová hodnota na uváženie priehľadnej farby na vyplneniePrahová hodnota pre rôzne váhy, považované za rovnakéMiniatúryAkcia ~ (tilde)DlaždiceTvar mriežky dlaždícČíslo dlaždicePosuv dlaždícVeľkosť dlaždiceDlaždice XDlaždice YDlaždice ZDlaždice pozdĺž osi XDlaždice pozdĺž osi YDlaždice pozdĺž osi ZDlaždica v dlaždicovom obrázkuNápis dlaždiceUmiestni dlaždicu na výber UVDlaždicovitoDlaždicová textúra obrázku UDIMDlaždiceDlaždice obrázkuObkladaniePosuv dlaždíc pre os XSklonInterpolácia náklonuSila sklonuNáklon XNáklon YSklon v 3D zobrazeníNáklon riadiacich bodov krivkyVychýli vybrané ovládané vrcholy podľa 3D krivkyNáklon:BrvnoČasNovéStarýZarovnanie časuČasová krivkaDelta časuČas rozšíreniaČasový skokČasový skok DeltaČasový limitRežim časuSegment modifikátora časuOmeškanieČas vypršalZostávajúci čas: {} Uplynutý čas: {}Premapovanie časuČasová mierkaSekvenčný časČasový sklzČasový krokNatiahnutie časuČas prekladuČasová jednotkaČas uzatvorenia uzávierkyČas otvorenia uzávierkyČas medzi odrazmi pre elastické zmiernenieČas medzi otvorením a zatvorením uzávierky v snímkachDolná úroveň oneskorenia v desatinách sekundy pred automatickým otvorením ponúkOneskorenie 1/10 sekundy pred automatickým otvorením hlavnej ponukyČas v sekundách, ktorý modifikátor vyhodnotil. Toto je nastavené iba na vyhodnotených objektoch. Ak paralelne beží viacero modifikátorov, čas vykonávania nie je spoľahlivým meračstvom.Čas potrebný na úplnú animáciu koláča do poskladaného stavu (v stotinách sekundy)Kľúčový čas na simuláciuČas umiestnenia myšiČasový posuv pre efekt šumuČas od posledného prístupu GL textúry v sekundách, po ktorej je uvoľnená (nastavte na 0 pre zachovanie pridelenia textúry)Čas od posledného prístupu zásobníka objektu GL vrcholov v sekundách, po ktorom je uvoľnený (nastavte na 0, aby bolo pridelené VBO)Čas v sekundách od posledného krokuČas od predošlej udalosti pohybu (v sekundách)Čas v sekundách od spustenia časovačaČas zadaný v snímkach, prepočítaný na sekundy na základe snímkovej frekvencie scényČas uvedený v sekundáchČas zadaný v sekundách, nezávislý od scényČasový krok pre prenesenie v sekundáchRozsah časových krokov ovládajúci parabolu teleportácieČas vznikajúci na snímkach medzi otvorením a zatvorením uzávierkyČas animácie zobrazenia v milisekundách, nula pre vypnutieČas pohľadu dopredu v sekundáchČas použitý pre animáciu maskyČas/oneskorenie (v ms) pre dvojklikČas:Čas: %.3f %sČas: %s %sČas: +%.3f %sČas: +%s %sCasovyPosuvPosunutie času: %sČasový kódIndex časového kóduŠtýl časového kóduČasová osSnímka časovej osiZnačky časovej osiNastaviť prekrytie časovej osiČasová os ľavého manipulátora a počiatočnej snímky pásuČasová os pravého manipulátora, čo je prvá snímka, kde pás už neprispieva k výstupuČasová os, kde začína zdroj podkladového pásuČasová os, kde končí zdroj podkladového pásuOznačenie časovej osi '%s' sa v akcii '%s' nenašloOznačenie časovej osi '%s' sa v scéne '%s' nenašloČasovačČasovač (minúty)TrvanieČasová pečiatkaČítanie časovej pečiatky zlyhaloČasový krokČasový krok MaximumČasovo posunuté video pásy, úprava rýchlosti prehrávaniaČasovanieČasovanieSfarbenieFarba odtieňaFaktor odtieňaRežim odtieňaOdtieň dielektrického odrazu pri normálnom dopade na riadenie umeleckosti a kovového odrazu pri takmer pasívnom dopade na simuláciu komplexného indexu lomuOdtieň odrazu pri takmer pasívnom dopade na simuláciu komplexného indexu lomuOdtieň farby ťahovOdtiene svetiel a tieňov so samostatnými farbami.Odtiene žiary. Posúdi možnosť zníženia sýtosti žiary na dosiahnutie presnejšieho tónovaniaDrobnáTiny Prim Culling (Drobné usporiadanie vyraďovania)ŠpičkaOvládanie špičkyPriemer hrotuSmer špičkyIndex špičkyDĺžka hrotuPoloha špičkyOdstraňovač hrotovZaoblenie hrotuMierka hrotu XVýber špičkyRozprestrenie špičkyRežim výberu špičkyTitulokTitulok prípaduBezpečné okraje titulkuTitulok pre prehliadač súborovTmrTmr0Tmr1Tmr2TmrJobTmrRegTmrReportTmrSaveNana 3D kurzorDo všetkýchNa všetky vybranéNaspodokNa ovládacie prvkyNa súčasnú snímkuRežim Na stupneNa poslednú kľúčovú snímkuDo prepojenýchDo uvoľnenýchPo maximálnuNa maximálne XNa maximálne YNa maximálne ZPo minimálnuNa minimálne XNa minimálne YNa minimálne ZNa ďalšiu kľúčovú snímkuPodľa poradiaNa prenásobenúRežim Na radiányDo zásuvkyNa medzeryDo sféryNa sféru: %.4f %sNa sféru: %s %sNa priamuNa tabelátorNavrchNa trvalé vykonanie zmien v predvoľbách použite funkciu „Uložiť predvoľby“Ak chcete zmeniť nastavenia natrvalo, použite funkciu "Uložiť nastavenia".Na vykonanie trvalých zmien v predvoľbách použite funkciu „Uložiť predvoľby“. Upozornenie: Váš súbor je neuložený! Pokračovaním sa vaše zmeny zrušia.Aby sa prekresľovanie čo najviac priblížilo predchádzajúcemu pracovnému priestoru, je potrebné konvertovať farby vo všetkých materiáloch, svetlách a geometrii. Niektoré grafy uzlov nie je možné konvertovať presne a môžu byť potrebné ich ručné opravy.Do uzlaDo zásuvkyDnesPalecKývanie špičiek prstov na noháchZbiehavosťPrepnúťPrepne 3D stereo podporu pre aktuálne okno (alebo zmení režim zobrazenia)Prepínač Pripočítať/odpočítať pre nástroj na kreslenie váhy farbouPrepnúť všetkyPrepínač možnosti kostíPrepnúť komentárePrepnúť KoniecPrepínač voľné/zarovnanéPrepne zámok výberu aktuálneho editora klipovPrepnúť prekrytiaPrepnúť orezanie profiluPrepnúť použité prekresleniePrepnúť výberPrepínač výberuPrepínač prichyteniaPrepnúť ŠtartPrepne na systémovú konzoluPrepnúť vektorPrepnúť použitý záberPrepnúť viditeľnosťFarby prepínačov miniaplikáciePrepne kontextovú hodnotuPrepne meta pás (na úpravu uzatvorených pásov)Prepína konkrétny uzol prehliadača použitím kláves 1, 2, ..., 9Prepínanie prehrávania animácie ('Shift+medzerník' pre nástroje alebo vyskakovacie okno pre prostriedky štetca)Prepína medzi vektorovými a automatickými manipulátormiPrepína výber poľomPrepínač viditeľnosti katalógu v polici aktívPrepína príznak prichytenie prekrytiaPrepne zvinuté uzly a skryje nevyužité zásuvkyPrepne zbalenia vybraných uzlovPrepínač operácií farebného spáduPrepnúť cyklovanie pre vybrané drážkyPrepínač príznaku zákazu pre vybrané značkyPrepne oddelené zobrazenia vybraného objektu(ov) a vycentruje pohľadPrepne zobrazenie vybranej oblasti ako celoobrazovkové/maximalizovanéPrepne úpravu vybratých kanálovPrepnúť výpočetPrepína vytrácanie vrstvy Grease Pencil s výnimkou aktívnejPrepínač veľkosti písmaPrepínač štýlu písmaPrepína náhodný výber geometrie na účely ladeniaPrepína efekt gravitáciePrepína príznak tvrdosti normálPrepne skrývanie skrytých súborov s bodkouPrepína inverziu dotknutých normálPrepne výber kľúčovej snímky namiesto opustenia novo vybratých kľúčových snímokPrepínač príznaku uzamknutia vybraných stôpPrepne zámky všetkých a invertuje nevybraté skupiny vrcholov aktívneho objektuPrepne zámky všetkých skupín vrcholov aktívneho objektuPrepne zámky vybraných skupín vrcholov aktívneho objektuPrepne zámky nevybraných skupín vrcholov aktívneho objektuPrepína príznak onačenia švuPrepína príznak označenia ostrostiPrepne tieňovanie náhľadu materiáluPrepne stlmenie vybraných uzlovPrepína režim editácie objektuPrepne silové pole objektuPrepína hierarchiu otvorenia/zatvoreniaPrepína tlačidlo voľby zobrazenia pre vybrané uzlyPrepne prepis počas písaniaPrepína režim úpravy častícPrepne zobrazenie ukážky pre vybrané uzlyPrepnúť prekreslenie tieňovaniaPrepne režim tvarovania do 3D zobrazeniaPrepína vybraný uzol prehliadača v kompozitných a geometrických uzlochPrepne výber pre všetky prvkyPrepne výber všetkých kanálov animáciePrepne výber všetkých kľúčových snímokPrepne stav výberu všetkých kostíPrepne typ tieňovania v 3D záberePrepína zobrazovanie prekresleniaPrepne plné tieňovaniePrepne zadané nastavenie na všetky vybrané kanály animáciePripojiť prepínací pásPrepínač úpravy textuPrepína režim maľby textúry v 3D zobrazeníPrepne výber položiek Líniového prehľaduPrepína na zobrazenie kameryPrepne aktuálne okno na celú obrazovkuPrepína zarovnanie regiónu (vľavo/vpravo alebo hore/dole)Prepne výberPrepne režim výberuPrepína režim maľovania vrcholov v 3D zobrazeníPrepnúť tento kľúčový tvarPrepne zobrazenie nepoužívanej zásuvky uzlaPrepnúť viditeľnosťPrepína viditeľnosť kanálov v editore grafov na úpravyPrepína režim maľovania v 3D zobrazeníPrepínač aktivity daného typuPrepína otvorenie alebo zatvorenie položky pod kurzoromPrepínač spracovania alebo ignorovania povrchuPrepína, či je aktívny materiál jediný, ktorý je možné upravovať a/alebo zobraziťPrepína prepojenia materiálu s údajmi objektu alebo blokom objektovPrepne tieňovanie drôteného modeluPrepína reťazec IK medzi cieľom rotácie a pólomPrepínanie regiónov v hornej lište nie je povolenéToleranciaTolerancia pre nájdenie duplicitného vrcholuTolerancia pre odľahlé hodnoty; nižšie hodnoty filtrujú šum, zatiaľ čo vyššie hodnoty reprodukujú hrany bližšie k vstupuRozsah tónovTónAlgoritmus priradenia odtieňa farbyModifikátor priradenia odtieňa farbyTón krivkyPriradenie odtieňaTyp mapy tónovTonyTonyPrimálo zoskupení pásov vybraných v NLA stope (%s): vyžadované presne 2 na vybraniePríliš málo výberov na zlúčeniePriveľa zoskupených pásov vybraných v NLA stope (%s): vyžadované presne 2 na vybraniePočet vybratých bodov: %dPríliš veľa potenciálnych kolekcií koreňov (%d) pre hierarchiu prepisov, namiesto toho použite Líniový prehľadNástrojManipulátor nástrojaZáhlavie NástrojInicializácia nástrojaPriradenie klávesy nástroja:Klávesy nástrojovRežim nástrojaVlastnosti nástrojaInicializácia vlastnosti nástrojaNastavenia nástrojaFarby nástrojov miniaplikácieNástroj nemožno nastaviť s prázdnym miestomAktíva skupiny uzlov nástrojov nie sú priradené ku katalógu. Katalógy je možné priradiť v Prehliadači aktívNástroj {!r} sa nenašiel pre priestor {!r}Panel nástrojovPanel nástrojov / bočný panelPoložka lišty nástrojovFarby položiek panela nástrojov miniaplikácieRozloženie stĺpcov panela nástrojovNástrojeNástroje možného použitia údajov označenia pre svoje vlastné účely (počiatočný stav je nedefinovaný)PopisFarby popisuŠtýl popisuPopisyBSDF KresbaKomponent BSDF kresby na použitieZhoraZhora (X-Y)Horná lištaZákladný riadok horeHorná výškaHorná úroveňHorná úroveň oneskorenia otvorenia ponukyHorný riadokOrtografický zhoraPerspektívny zhoraVpravo horeHorná šírkaPri načítaní zarovnaná horeViditeľný horný riadokNavrch zoznamuHorný rozsah cieľového pohybu po osi XHorný rozsah pohybu zdroja po osi XHorný rozsah cieľového pohybu po osi YHorný rozsah pohybu zdroja po osi YHorný rozsah cieľového pohybu po osi ZHorný rozsah pohybu zdroja po osi ZHorné-dolné3D editor hore-vľavoLen pásy najvyššej úrovnePravý horný roh hraníc zbaleniaHore/DoleTopológiaUhlopriečky topológieVzdialenosť topológieVplyv topológieMapovanie topológieZrkadlo topológiePrehrabať topológiuTopologický krokTopológia sa zmenila, možno trianguláciou povrchovej siete. Budú sa čítať iba vrcholy!PrstenecCelkovoCelkové nákladyCelkový vonkajší polomer prstencaCelkový vnútorný polomer prstencaCelkové úrovneCelkový uhol použitý na rozloženie kópií do kruhového oblúkaCelkovo súborov %d | zmenených %d | zlyhaných %dCelkový maximálny počet odrazovCelkový počet častícCelkový počet bodov pre krivku alebo povrch v smere UCelkový počet bodov pre povrch v smere VCelkový čas potrebný na efekt budovaniaDotykový panelSmer posuvu dotykovej plochySmerom k vlastnej kamereObresliťRám stopySledovať obrázok začínajúci v aktuálnej snímkePresnosť snímaniaSleduje celú sekvenciuSnímanie lúčov smerom dovnútra objektuSleduje aktuálnu snímku obrázkaTrasovačSledovanieMetóda sledovaniaObkresľovanie obrázka...StopaStopa "%s" sa v objekte sledovania %s nenachádzaOs trasyDráha kameryIndex stopySnímať pohybSnímanie pozícieSekvencia stopyPrah stopyStopa naVynútenie Stopa naSníma tak rýchlo, ako je to možnéStopa je skrytáStopa je zamknutáStopa je zamknutá a všetky zmeny sú vypnutéStopa je vybranáZnačky stopy počas sekvencie obrázkov, viacmenej ako jeden obrázokV režime sledovania používa režim úplného zapečenia:Vzor stopy aktuálnej snímky pre ďalšiu snímkuVzor stopy danej snímky pri snímaní značky pre nasledujúcu snímkuVzor stopy kľúčovej snímky pre nasledujúcu snímkuZnačky vybraných stôpSnímanie vybraných značiek o jednu snímku dozaduSnímanie vybraných značiek dozadu pre celý klipSnímanie vybraných značiek dopredu o jednu snímkuSnímanie vybraných značiek dopredu pre celý klipVynútenie Stopa naSníma dvojnásobnou rýchlosťouSníma polovičnou rýchlosťou v reálnom časeSníma štvrtinovou rýchlosťou v reálnom časeSníma rýchlosťou v reálnom časeJe vybraný bod ukotvenia stopyJe vybraná oblasť vzorky stopyJe vybraná oblasť vyhľadávania stopyStopa:Otočná guľaOtočná guľa umožňuje preklápanie zobrazenia v akomkoľvek uhleŠtýl otočnej gule rotácie vybraných prvkovOtočná guľa: %.2f %.2f %sOtočná guľa: %s %s %sZosnímané snímkyZosnímané stopySnímanieOsi snímaniaSledovanie objektuPredvoľby snímaniaNastavenia snímaniaExtra nastavenia sledovaniaExtra nastavenia snímaniaTrasovanie značiek...StopyTyp zobrazenia stopyVeľkosť stopyStopy pre polohuStopy pre rotáciu/mierkuStopy pre stabilizáciuStopy s rovnakou farbouPorovnanie medzi rýchlosťou kódovania a kompresným pomeromTradičnéTradičný smer posuvuPočet výhonkovVlečenieCvičné snímkyPrenosPrenos animácie FK do kostí IKPrenos označených hrán FreestylePrenos označenia plôšok FreestylePrenos animácie IK do kostí FKPrenos len vybranýchPrenesie UV mapy z aktívneho na vybrané objekty (vyžaduje zhodnú geometriu)Prenos UV vrstievOznačiť prenos UV švuPrenesie aktívne alebo všetky skupiny vrcholovPrenos všetkých atribútov do novej povrchovej sietePrenos všetkých vrstiev údajovPrenesie všetky skupiny vrcholov používaných podľa deformovaných kostíPrenesie všetky skupiny vrcholov používaných vybranými pózami kostíPrenos úrovne vplyvu skoseniaPrenos atribútov fariebPrenos hodnôt záhybuPrenos vlastných normálPrenos údajov z aktívneho objektu do vybraných objektovPrenesie vrstvu údajov (váhy, ostré hrany, a pod.) z aktívnej na vybranú povrchovú sieťPrenos vrstvy údajov (váh, ostrých hrán atď.) z vybraných povrchových sietí do aktívnejPrenos značky plochá/hladkáPrenesenie z vybraných objektov do aktívnejPrenesie rozloženie vrstiev údajov z aktívnej na vybranú povrchovú sieťPrenesie len transformáciu polohyPrenesie transformáciu polohy, rotácie a mierkyPrenesie materiály z neprázdnych zásuviek do výslednej povrchovej siete a podľa potreby pridá nové materiály. V prípade prázdnych zásuviek sa vráti k použitiu rovnakého indexu materiálu ako operand povrchovej siete.Prenáša pohyb z inej povrchovej sietePrenesie len transformáciu rotáciePrenesie len transformáciu mierkyPrenos iba vybraných kostíPrenáša niekoľko typov údajov (skupiny vrcholov, UV mapy, farby vrcholov, vlastné normály) z jednej povrchovej siete na druhúOznačiť prenos ostrýchPrenos hodnôt delenia záhybovPrenesie animáciu FK do IKTransformáciaZásobník transformácieVynútenie Zásobník transformácieKanál transformácieTransformácia súradnicového systému pre radiálne dlaždicePresunie kurzorTransformácia DeltaSmer transformácieTransformácia geometrieManipulačný prvok transformácieMatrica transformácieRežim transformácieTransformuje navigáciu klávesou AltObjekt transformácieTransformuje zásuvky orientácieOrientácia transformácieTransformovať počiatkyTransformovať rodičovBod zmeny polohy otočného boduBod transformácieTransformácia pózyTransformovať náhľadTransformovať referenciuSnímky TransformáciaPriestor transformácieTransformácia vektora smeruTransformuje smerový vektor (poloha je ignorovaná)Transformácia vektora normály jednotkou dĺžkyTransformácia boduTransformuje textúru podľa inverzného priradenia štruktúry textúryTransformuje jednotný vektor normály (poloha je ignorovaná)Transformuje všetky ostrovy tak, aby čo najefektívnejšie vyplnili priestor UV/UDIMTransformuje osi na vynútenie efektovKanál transformácieTransformácia kópií kľúčových snímokTransformácia z indexového priestoru mriežky do priestoru objektuTransformácia je nastavená tak, aby ovplyvňovala iba umiestnenieTransformuje značky, ako aj pásyTransformuje počiatky objektov a ponecháva tvar na miesteParametre transformácie pre sekvenčné pásyTransformácia vybraných položiek podľa typu režimuModifikátor transformácie súradníc ťahu textúryTransformuje UV mapu použitím rozdielu medzi dvoma objektamiTransformuje kosť tak, ako keby bola potomkom transformácie kosti vlastného tvaru. To môže byť užitočné pri kombinovaní deformácií kľúčových tvarov a armatúry.Transformuje vstup vzhľadom na hlavnú geometriuTransformuje vstupný vektor použitím presunu, rotácie a zmeny mierkyTransformuje rodičov a ponecháva potomkov na miesteTransformačné nástroje sú ovplyvnené aj týmto vynútenímTransformácia:TransformáciaVynútenie TransformáciaRežim transformácieKanál transformácie cieľa používaný na kľúč akcieTransformačná matica obsahujúca polohu, rotáciu a mierku objektuTransformačná matrica indexu voxelov pre priestor objektovMatrica transformácie pred použitímTransformácia každej inštancie z kontextu geometrieOrientácia transformácieTransformáciaTransformácie sú priamo ovplyvnené týmto vynútenímTransformácie nezahŕňajú efekty rodičovstva/pokojových polôh a vynúteníTransformácie zahŕňajú efekty vynútení, ale nie rodičovstva/pokojových polôhTransformácie zahŕňajú efekty rodičovstva/pokojových polôh a vynúteníTransformuje body z priestoru objektu do priestoru zobrazenia použitím polohy a rotácie záberovTransformuje body v priestore pohľadu na priestor oblasti („priestor klipu“ alebo „normalizované súradnice zariadenia“)PrechodPás prechoduPrechodVybrané prechodyPreložiťPremiestniť inštanciePreložiť rozhraniePreložiť nové názvyPremiestniť počiatokPreložiť správyPremiestniť korenePreložiť popisyPresun XPresun YPreloží ďalšie informácie, napríklad chybové hláseniaPreloží všetky nápisy na ponukách, tlačidlách a paneloch (Všimnite si, že by mohlo byť ťažké sledovať tutoriál alebo manuál)Premiestňuje a otáča krivky na základe zmien medzi pôvodnou a vyhodnotenou povrchovou sieťou povrchu objektuPremiestni počiatok namiesto výberuPremiestni koreňové kosti (t. j. kosti bez rodičov) na začiatok armatúryPreloží popisy vznášajúcich sa prvkov užívateľského rozhrania (doporučené)Preloží názvy nových blokov údajov (objekty, materiály...)Presunie sústavu počiatočných bodov vnútri štetcaPresun, Orientácia, MierkaPresun, Rotácia, MierkaPresúva, otáča alebo mení mierku geometriePreloženiePriečinok prekladateľských vetievKontext prekladuKmeňový prekladŠpeciálne stopy presunuStopy premiestneniaPresun nahromadený pre každú kópiuKontext prekladu názvu vlastnostiPremiestnenie vrstvyBSDF PriesvitnosťPrestupOdrazy prestupuFarba prestupuHĺbka prestupuPriame vyslanéFaktor prenosuNepriame vyslanéViditeľnosť prestupuPrenosová váhaNásobič prenosu svetlaPriepustPriehľadnosťPrekrývanie priehľadnostiPriehľadnosť ikon v rozhraní, na zníženie kontrastuPriehľadnosť bez lomu, priamy prechod cez povrch, akoby neexistovala geometriaPriehľadnosťBSDF PriehľadnosťPriehľadné pozadiePriehľadná šachovnicaHĺbka priehľadnostiPriehľadné skloMaximum odrazov priehľadnostiPrah zdrsnenia priehľadnostiPriehľadné tienePriehľadné zobrazenie scény. Povolí výber prostredníctvom položiekTransponovať matricuLichobežníkSnímanie zachytených častíc vzduchuZachytený potenciál vzduchu MaximumSnímanie zachyteného vzduchuPrechádza prepojené plôšky (zahŕňa uhlopriečky a prstence hrán)Považujte všetky čiary za rovnaký typ čiary, aby sa dali reťaziťOšetrí krivku ako cyklickú krivku (bez zarážky na pole ohraničenia krivky)Zaobchádza s obrázkom ako s nefarebnými údajmi bez správy farieb, ako sú napríklad mapovanie normál alebo posunovZaobchádza s priesečníkmi a obrysovými čiarami ako s rovnakým typom, aby sa dali reťaziťZaobchádza s materiálmi s alfou ako otlačkami (bez prelínania tieňov)Spracováva iba zadnú stranu povrchu ako svetlo pre snímanieSpracováva iba prednú stranu povrchu ako svetlo, zvyčajne pre uzavreté povrchové siete, ktorých vnútro nie je viditeľnéSpracováva povrch ako svetlo na snímanie, vyžarované z prednej aj zadnej stranyS týmto objektom zaobchádza ako s rovinnou a neuzatvorenou povrchovou sieťou. Kvapalina bude vyžarovaná iba z povrchu siete a na základe hodnoty povrchovej emisie.S týmto objektom zaobchádza ako s rovinnou neuzatvorenou povrchovou sieťouStrom uzlovTyp stromuStrom uzlov je vybranýTrojuholníkovýTrojuholníkTrojuholník AOblasť trojuholníkaTrojuholník BTrojuholníkové plôškyVejár trojuholníkovNormála trojuholníkaTrojuholníkyPri kolíziách objektov v tejto skupine nie sú nepoužité trojuholníky so všetkými vrcholmiPri vlastných kolíziách v tejto skupine nie sú nepoužité trojuholníky so všetkými vrcholmiTrojhranTrianguláciaPrepočítať plôšky na trojuholníkyTriangulácia povrchovej sieteTriangulovať povrchové sieteModifikátor TrianguláciaTriangulácia povrchových sietí počas exportuPrepočíta na trojuholníky iba mnohouholníkmi s počtom vrcholov väčším alebo rovným tomuto počtuPrepočíta vybrané plôšky na trojuholníkyTrojuholníková povrchová sieťTriangulačný riešiteľ pre vyplňovanie 2D kriviekSpúšťač ASpúšťač BTrilineárnyOrezať krivkuZastrihnúť krivky vlasovRežim orezaniaSkrátiť konce ťahuOreže všetky hrany priamo na okraji obrázku (vrátane oblasti presahu snímania)Zastrihne krivky vlasov náhodne do určitého množstvaSkráti pretínajúci koniec ťahuOrezanie alebo rozdelenie pásov na vyriešenie prekrytiaOrezať/PridaťZastrihne alebo upraví krivky vlasov na určitú dĺžkuTrojicaStatívPohyb statívuRiešiteľ statívuTrojhrannýPRAVDAPravá normálaPRAVDA, ak v povrchovej sieti existuje aktívny prvok, inak NEPRAVDAPravdivé, ak krivka neprispieva animácii kvôli nedostatku kľúčových snímok alebo použiteľných modifikátorov a mala by byť odstránenáPRAVDA, ak je pole vyhodnocované na dlaždici, t. j. na viacerých voxeloch naraz. Ak je táto hodnota NEPRAVDA, rozsah je vždy 1Pravdivé, ak sa obrazové údaje načítajú do pamätePRAVDA, ak je vstupná matrica invertovateľnáPravdivé, ak je karta modifikátora rozšírenáPravda, ak zásuvka môže prijať viacero usporiadaných vstupných odkazovPravdivé, ak zásuvka je výstupom, inak vstupPravdivé, ak je pripojená zásuvkaPravda, ak je vybraná zásuvkaPlatí, ak zásuvka nie je dostupnáPRAVDA, ak existujú vlastné normálne údaje pre túto povrchovú sieťPravdivé, ak tento obrázok má akúkoľvek pomenovanú vrstvuPravdivé, ak tento obrázok má viacero pohľadovPravdivé, ak je tento obrázok uložený do zásobníka na pohyblivej čiarkePRAVDA, ak je táto položka zvolená v ponukePRAVDA, ak táto knižnica obsahuje prepisy knižníc, ktoré sú prepojené v aktuálnom blend súbore a ktoré museli byť rekurzívne resynchronizované pri načítaní (odporúča sa otvoriť a znovu uložiť blend súbor tejto knižnice)PRAVDA, ak tento materiál má údaje Grease PencilPravdivé, ak tento uzol sa používa ako aktívna skupina výstupuPravdivé, ak tento uzol sa používa ako aktívny výstupPravdivé, ak tento náhľad ikony bola upravený Python skriptom a nie je viac automaticky generovaný BlenderomPravdivé, ak tento náhľad obrázku bol upravený Python skriptom a nie je viac automaticky generovaný BlenderomPravdivé, ak stopa má platný zväzokPRAVDA alebo NEPRAVDAPRAVDA, pokiaľ nie je prvý vstup PRAVDA a druhý je NEPRAVDAPRAVDA, keď sú všetci rodičia tejto kolekcie kostí označení ako viditeľní; vždy PRAVDA pre koreňové kolekcie kostíPRAVDA, keď je aspoň jeden vstup NEPRAVDAPRAVDA, keď je aspoň jeden vstup PRAVDAPravda, keď sú oba vstupy približne rovnakéPRAVDA, keď sú oba vstupy rôzne (EXCLUSIV OR)PRAVDA, keď sú oba vstupy rovnaké (EXCLUSIV NOR)PRAVDA, keď sú oba vstupy NEPRAVDAPravda, keď nie sú oba vstupy približne rovnakéPRAVDA, keď sú oba vstupy PRAVDAPravdivé, keď je vyvolané (aj keď je dostupné len spustenie spätného volania)PRAVDA pri viacerých výpočtochPravdivé, keď je nastavenie priehľadnosti vyplnenia dosť veľké, aby bolo viditeľnéPravdivé, keď je nastavenie priehľadnosti ťahu dosť veľké, aby bol viditeľnyPravdivé pri spustení z panelu 'Úprava poslednej operácie'Pravdivé, keď beží od operátora 'Opakovať posledný'Pravda, keď je uchopenie kurzoromPRAVDA, keď prvý vstup obsahuje druhý vstup ako podreťazecPRAVDA, keď prvý vstup končí druhýmPRAVDA, keď je prvý vstup jasnejšíPRAVDA, keď je prvý vstup tmavšíPravda, ak je prvý vstup väčší ako druhý vstupPravda, ak je prvý vstup väčší alebo rovnaký ako druhý vstupPravda, ak je prvý vstup menší ako druhý vstupPravda, ak je prvý vstup menší alebo rovnaký ako druhý vstupPRAVDA, keď je prvý vstup PRAVDA a druhý NEPRAVDA (NOT IMPLY)PRAVDA, keď prvý vstup začína druhýmPRAVDA, keď je vlastnosť skrytáPRAVDA, keď vlastnosť nie je uložená v predvoľbáchPRAVDA, keď je vlastnosť voliteľná vo funkcii Pythonu implementujúcej funkciu RNAPravda, keď vlastnosť používa prízračné hodnotyPravda, keď je užívateľ snímaný v časePRAVDA, ak je táto vlastnosť výstupnou hodnotou z funkcie RNAPRAVDA, keď túto hodnotu nemožno nastaviť na hodnotu ŽiadnePravdivé pri použití v režimu editácieOrezaťRežim orezania zvyškuOreže text, ktorý by zašiel mimo textové poliaDôveryhodné Blend súboryDôveryhodný zdrojDôveryhodný zdroj [nedôveryhodná cesta]Pokúsi sa zladiť hlavnú os kostí s kosťou potomkovPokúsi sa nájsť chýbajúce externé súboryPokúsi sa preklopiť názvy kostí, ak je to možné, namiesto pridania čísla rozšíreniaPokúsi sa odhadnúť pôvodnú u pózy pre vytvorenie pokožky povrchovej siete z inverzných matríc y. Ak je vypnutá, použije ako u pózy predvolenú/pokojovú pózuSnaží sa udržať globálny tvarPokúsi sa zachovať vlastné normály. Upozornenie: V závislosti od zvolenej metódy triangulácie nemusí byť tieňovanie úplne zachované, metóda "Pevné" tu zvyčajne poskytuje najlepší výsledokPokúsi sa zachovať hranice povrchovej siete na povrchovej sietiPokúsi sa na povrchovej sieti zachovať ostré prvkyPri opätovnom pridávaní sa pokúsiť znovu použiť predtým pridané zhodné ID namiesto vytvárania miestnych duplikátovPokúsiť sa opätovne použiť predtým pripojené zodpovedajúce bloky údajov namiesto pripojenia novej kópiePokúsi sa z prevrátených názvov odstrániť číslo vpravo od bodky. Upozornenie: V niektorých prípadoch môže dôjsť k nesúvislému pomenovaniuPokúsi sa použiť Sparse Accessor, ak sa ušetrí miestoPokúšate sa načítať knižnicu '%s' z neplatnej cesty '%s'Pokúšate sa znova načítať alebo premiestniť knižnicu '%s' na neplatnú cestu '%s'RúraPovrchová sieť rúrkyVyladiť obrázokZahmlenosťTurbulenciaVplyv efektora turbulencieTurbulencia typov pásiem a prstencov šumuZvírenie šumuRozbúrený oceánTurecky - TürkçeMnožstvo otáčkyOtočiť doľavaPolitika odbočeniaOtočiť dopravaRýchlosť otáčkyFaktor rýchlosti otáčkyOtáča v smere hodinových ručičiek okolo navigačnej osi nahorOtáča proti smeru hodinových ručičiek okolo navigačnej osi nahorZmena neaktívnych voxelov a dlaždíc na neaktívne dlaždice pozadiaPremieňa objekty na maliarske plátna a štetce, vytvára atribúty farieb, obrazové sekvencie alebo posunyVypnúť tento doplnokVypne toto rozšírenieZapne výpisy diagnostiky konzoly MTZapne alebo vypne pripnutieZapne možnosť zobraziť ovládací panel pri vytváraní modifikátoraZapnúť tento doplnokZapnúť tento motívPremeniť oblasti, v ktorých majú všetky voxely rovnakú hodnotu a aktívny stav (v rámci prahu tolerancie), na neaktívne dlaždice pozadiaRýchlosť otáčky v stupňoch za sekunduPremení výstup na jedinú geometriu namiesto inštancií (vyžadované mnohými inými modifikátormi)OtáčkyOtočná tabuľaTočňa zachováva počas obiehania os Z vzpriamenúVylepšeniePríznak duplicitného potiahnutiaRežim ladenia Ukladanie zásuviek akciíRežim vylepšenia akcie ukladaniaTextúra vylepšenia sekundárneho štetca/maskyVylepšenie výrazu prázdneho priestoru pre výber poľomVylepšiť aktívnym manipulačným prvkomPotiahne časovanie pre fyziku na kontrolu frekvencie a rýchlostiZakrútiťKrivka zakrúteniaFaktor zakrúteniaMetóda zakrúteniaVyhladiť zakrútenieZakrútenie pre uzavreté slučkyDruhá úroveňPod týmto pásom sú potrebné dva alebo viaceré kanályNa nastavenie mierky by sa mali vybrať dve stopy s zväzkomTxtInTypTyp "{:s}" nemožno nájsťTyp "{}" nie je možné formátovaťTyp 1Typ 2Typ informácieNápis typuTyp a predvolená hodnota zásuvky uzlaIdentifikátor typu tohto bloku údajovTyp bloku ID, ktorý možno použiťTyp zlúčenia, ktorý sa má použiťTyp pásu NLATyp vynútenia pevného telesaTyp kontextovo závislého bloku údajov na prístup k vlastnostiTyp vstupného uhlaTyp pozadia v 3D zábereTyp vstavanej funkcie na použitieTyp porovnania na vytvorenieTyp krivky, ktorá sa má použiť pre nové ťahyTyp údajov uložených v atribúteTyp zhromažďovaných údajovTyp údajov, z ktorých sa výstupy vypočítavajúTyp údajov na premenovanieTyp údajov získaných z tieňovačaTyp údajov na získanie z textúryTyp údajov na vizualizáciu/kontroluTyp bloku údajov, ktorý má táto zásuvka animovať; môže byť nastavený, keď je 'UNSPECIFIED', ale inak je len na čítanieTyp prvku, ku ktorému sa majú jednotlivé transformované prvky prichytiťTyp prvku „základného prichytenia“ na prichytenieTyp prvku, v ktorom je uložený atribútTyp prvku na prichytenieTyp udalostiTyp priradenia udalostiTyp poľaTyp filtra na použitie pre transformáciu obrázkuTyp vygenerovaného vynúteniaTyp generátora na použitieTyp údajov mriežkyTyp objemového vplyvuTyp informácií na zobrazenieTyp vstupných údajov používaných na maskuTyp položky rozhraniaTyp pre kľúčovú snímkuTyp kľúčovej snímky (pre filtrovanie)Typ kľúčovej snímky (len pre vizuálne účely)Typ kľúčovej snímky vytvorený pri vkladaní kľúčovej snímkyTyp svetlaTyp snímača svetlaTyp materiálu, z ktorého sú objekty vyrobené (určuje hustotu materiálu)Typ novej zásuvky maľbyTyp objektuKonvertovanie na typ objektuTyp objemu paralaxyTyp rodičovského vzťahuTyp rodičovstvaTyp prechodu na zapečenieTyp priechodu na zapečenie, niektoré z nich nemusia byť podporované súčasným mechanizmom prekresleniaTyp periodického posuvu krivkyTyp pravidelného posuvu na dráheTyp prekreslenia náhľaduTyp rozsahu na vypočet pre dráhy pohybuTyp rozsahu na zobrazenie pre dráhy pohybuTyp operácie opätovného zoradenia na použitieTyp reprezentácie pre vodiacu distribúciuTyp efektu posúvacej uzávierky zodpovedajúci kamerám na základe CMOSTyp tvaruTyp zásuvkyTyp rýchleho vodeniaTyp napínania pre zobrazenieTyp zobrazenia editora súborov (bežné prehliadanie súborov alebo prehliadanie položiek)Typ textúry šumuTyp zobrazenia radiča sekvencií (radič, náhľad alebo oboje)Typ zobrazenia editora klipovTyp smerového snímania vzoriek používaného na vodenieTyp vysunutia manipulátoraTyp položky na vytvorenieTyp modifikátoraTyp modifikátora pre pracovanieTyp prvku cestyPrepne typ regiónuTyp zásuvky generovanej touto položkou rozhraniaTyp tejto oblastiTyp prechodu použitého na vytrácanie hmlyTyp jednotiek pre túto vlastnosťTyp vektora, ktorý transformuje mapovanieKonvertuje typ bieleho znaku naTyp zobrazenia drôteného rámuTyp prekrývania v zásobníkuTyp na použitie pre atribúty polohy vrcholuNepodporovaný typ pre atribút "%s"Typ: BalíkTyp: UzáverTyp: Sústava geometrieTyp: ZoznamTypyTypy rozšírení ťahu používaných na uzatváranie dierUOs U (X)U posuvU súradnica bodu pozdĺž segmentu drážkyOsi UDlaždica UDIMDlaždice UDIMUDIM číslo dlaždiceUsporiadanie užívateľského rozhraniaŠírka čiary užívateľského rozhraniaNázov UIRiadok užívateľského rozhraniaMierka užívateľského rozhraniaPríznak užívateľského rozhraniaPríznaky UINápis užívateľského rozhraniaZoznam UI obsahujúci prvky kolekcie",;=AOblasť akčnej zónyCelá obrazovka akčnej zónyŠtvorcová akčná zónaRegión akčnej zónyAltAplikáciaBVzaduBackspaceDoleTlačidlo 1Tlačidlo 10Tlačidlo 11Tlačidlo 12Tlačidlo 2Tlačidlo 3Tlačidlo 4Tlačidlo 5Tlačidlo 6Tlačidlo 7Tlačidlo 8Tlačidlo 9Tlačidlo4Tlačidlo myši 4Tlačidlo5Tlačidlo myši 5Tlačidlo6Tlačidlo myši 6Tlačidlo7Tlačidlo myši 7CCtrlDDeleteDominantnéŠípka doleEEndEnterGumaEscFF1F10F11F12F13F14F15F16F17F18F19F2F20F21F22F23F24F3F4F5F6F7F8F9PrispôsobiťVpreduGAltGrHHomeHyperIMedzi pohybInsertIzometricky 1Izometricky 2JKModifikátor klávesyLVľavoĽavý AltŠípka vľavoĽavý CtrlĽavé tlačidlo myšiĽavý ShiftLine Feed (posun o riadok)MPrvé médiumPosledné médiumPrehrať/Pozastaviť médiumZastaviť médiumPonukaV stredeStredné tlačidlo myšiMínusPohybPohyb myšouMyš/trackpad posuvMyš/trackpad otáčanieChytré približovanie myš/trackpadMyš/trackpad priblíženiePresunúťNNDOF vzaduNDOF nadolNDOF tlačidlo 1NDOF tlačidlo 10NDOF tlačidlo 11NDOF tlačidlo 12NDOF tlačidlo 2NDOF tlačidlo 3NDOF tlačidlo 4NDOF tlačidlo 5NDOF tlačidlo 6NDOF tlačidlo 7NDOF tlačidlo 8NDOF tlačidlo 9NDOF dominantnýPrispôsobenie NDOFNDOF spreduNDOF izometricky 1NDOF izometricky 2NDOF vľavoPonuka NDOFNDOF mínusPohyb NDOFNDOF posun/priblíženieNDOF plusNDOF vpravoNDOF posuv CCWNDOF posuv CWNDOF rotáciaNDOF Uložiť pohľad 1NDOF Uložiť pohľad 2NDOF Uložiť pohľad 3NDOF krútiť CCWNDOF krútiť CWNDOF nakloniť CCWNDOF nakloniť CWNDOF NahorNDOF Pohľad 1NDOF pohľad 2NDOF pohľad 3Num*Num+Num-Num.Num/Num0Num1Num2Num3Num4Num5Num6Num7Num8Num9NumEnterOWin klávesaPPage DownPage UpPosun/priblíženiePausePeroPlusQREnterVpravoPravý AltŠípka vpravoPravý CtrlPravé tlačidlo myšiPravý ShiftPosuv CCWPosúvať CWOtáčaťSShiftMedzerníkmedzerníkZakrútiť CCWZakrútiť CWTTabTextový vstupNakloniť CCWNakloniť CWTimerTimer 0Timer 1Timer 2Automatické ukladanie časovačaÚlohy časovačaTimer RegionTimer ReportHoreTypUŠípka horeVPohľad 1Pohľad 2Pohľad 3Wkolieskom nadolkolieskom dnuKoleso vľavokolieskom vonKoleso vpravokolieskom nahorDeaktivovať oknoXAkcia XRYZ[]`Vzhľad UNIX - ako je názov súboru, podporované zástupné znaky '*' a oddeľovač zoznamov ';'NahorURLAdresa URL na otvorenieURL: {:s}USDUSD Export: Nový súbor USDZ sa nepodarilo presunúť z dočasného umiestnenia %s do %sUSD Export: Nemožno odstrániť existujúci súbor USDZ %sExport USD: Nepodarilo sa nájsť kolekciu '%s'USD Export: nebolo možné vytvoriť relatívnu cestu súboru pre súbor .vdb, namiesto toho sa použije absolútna cestaUSD Export: nepodarilo sa vyriešiť súbor .vdb pre objekt: %sUSD Export: neplatný reťazec cesty '%s': %sUSD Export: cesta '%s' nie je absolútna cestaUSD Export: reťazec cesty '%s' nie je primárna cestaUSD Export: nemožno nájsť vhodný doplnok USD pre zápis %sHáčik USDUSD Import: Hodnota atribútu UV '%s' count nie je konzistentná s typom interpolácieUSD Import: nepodarilo sa pridať atribút UV '%s'Import USD: nemožné otvoriť oblasť na čítanie %sNáhľad USD Sieť povrchovTvary USDUSD Import kostry: v prvku %s boli zistené matice kostí so zápornými determinantmi. Takéto matice môžu indikovať záporné váhy, pravdepodobne v dôsledku operácií zrkadlenia, a v súčasnosti ich nemožno konvertovať na reprezentáciu kostí v Blenderi. Animácia kostry sa neimportujeUSD nepodporuje animáciu typov kriviek. Typ krivky sa mení z %s na %s na snímke %fExport USD: Jednoduché delenie nie je podporované, exportovanie rozdelenej povrchovej sieteExport USD: nepodarilo sa skopírovať textúru z %s do %sExport USD: nepodarilo sa skopírovať dlaždicu textúry z %s do %sExport v USD: textúru v pamäti nebolo možné exportovať do %sVysoko výkonný rastrovací prekresľovač USDUSDZ Vlastná zmenšená veľkosťZnižovanie snímkovania textúr USDZUUIDUVUV pozdĺž ťahuStred UVSúradnice UVVlastný región UVNepriehľadnosť hrán UVUV EditorNepriehľadnosť UV plôškyUV faktorMriežka UVVýber UV ostrovovVrstva UVRozloženie UVLokálne zobrazenie UVSlučka UV vrstvyUV mapovanieVrstvy UV mapyNázov UV mapyPotrebná UV mapaU parameter UV mapyV parameter UV mapyUV mapa pre dotyčnicu vygenerovanú z UVUV mapa pre mapy priestoru dotykuUV mapovanieUV mapyUV posuvNepriehľadná UVPripnuté UVPripnuté UVUV premietnutieModifikátor UV premietaniaNáhodné UVOdtrhnúť UVMierka UVTvarovanie UVUV tvarovanieUV ševRežim výberu UVRežim výberu UVUV vyhladenieUV guľaRoztiahnuť UVSynchronizácia výberu UVUV dotyčnicaTest UVUV textúraRozvinúť UVUV rozvinutie plôšokPole rozvinutých UVUV vrcholUV deformáciaUV súradnice medzi 0 a 1 pre každý roh plôšky vo vybraných plôškachUV súradnice v priestore rodičovského objektuUV súradnice na rohoch plôšokUV súradnice, ktoré mapujú textúru pozdĺž dĺžky ťahuUV súradnice použité na mapovanieÚdaje UV editora pre editor priestoru obrázkuNastavenia UV editoraUV vrstva na prepísanie aktívaSlučka UV vrstvy na použitie ako zdroj klonovaniaVrstva slučka UV pre masku vyfarbenej oblastiUV mapa '%s' sa nenašlaNázov UV mapyPripojenie UV mapy alebo povrchu je neplatnéUV mapa na zmenu počas života častícUV mapa použitá pre mapovanie UV súradníc textúrStav pripnutia UV v UV editoreModifikátor UV premietania pre nastavenie UV súradníc z projektoraUV projektor používaný modifikátorom UV premietaniaRežim výberu a zobrazenia UVEditor obrázkov/ UVUVmapaPremietnutieUVUV dlaždicaPretiahnutieUVModifikátor UV skriveniaUVUV súradnice a hranice sú vyhladenéUV na póloch sú vyfúknutéUV nie sú vyhladené, okraje sú stále ostréUV na póloch sú pripnutéUV sú vyhladené, okraje sú ponechané ostréUV sú vyhladené, rohy na nespojitých okrajoch a spojenia 3 alebo viacerých regiónov sú ponechané ostréUV sú vyhladené, rohy na nesúvislom okraji sú zachované ostréUV sú vyhladené, rohy na nespojitých okrajoch, spojenia 3 alebo viacerých regiónov a šípky a konkávne rohy sú ponechané ostréUV sú zošité na stredovom bode na statickom ostroveUkrajinsky - УкраїнськаBez komentáraZruší priradenie zásuvky akcie z tohto pásu NLA, čím sa vlastne stane neanimovanýmZruší priradenie zásuvky akcie z tohto vynúteniaZruší priradenie zásuvky akcie, čím sa tento blok údajov stane neanimovanýmZrušenie priradenia priradenej zásuvky akcie z vynútenia akcie. Všimnite si, že _ktoré_ vynútenie má túto zásuvku zrušiť, musí byť nastavené v položke kontextovom ukazovateli „vynútenia“ pomocou: >>> layout.context_pointer_set(„constraint“, constraint)Zrušenie priradenia pridelenej zásuvky akcie z ID. Všimnite si, že _ktorý_ ID má táto zásuvka, musí byť nastavený v 'animated_id' použitím kontextového ukazovateľa: >>> layout.context_pointer_set(„animated_id“, animated_id)Zrušenie priradenia priradenej zásuvky akcie z pásu NLA. Všimnite si, že _ktorý_ pás NLA má táto zásuvka zrušiť, musí byť nastavený v kontextovom ukazovateli „nla_strip“ použitím: >>> layout.context_pointer_set(„nla_strip“, nla_strip)Znovu rozdelí vybrané hrany a plôškyNie je možné načítať súborNedá sa získať prístup k 3D záberuNemožno získať prístup k zásobníku hĺbky použitím roviny zobrazeniaNemožno získať prístup k veľkosti, zdrojová cesta '%s'Nemožno aktivovať štetec, nesprávny režim objektuNemožno aktivovať práve uložené aktívum štetcaNemožno pridať prvok do pásu farieb (limit %d)Nemožno pridať pás (stopa nemá priestor na prispôsobenie tohto nového pásu)Nemožno použiť modifikátor "Generovať"Nemožnosť zmeniť režim objektu počas transformácieNemožnosť uzatvoriť oblasťNemožno skopírovať balík kvôli %zu externým závislostiam; viac informácií na konzoleNemožno skopírovať balík kvôli externej závislosti: "%s"Nemožno skopírovať položkuNemožno vytvoriť cestu šablóny aplikácie užívateľských predvoliebNemožnosť vytvoriť atribút v režime editácieNemožno vytvoriť konfiguračný priečinok na písanie záložiekNemožno vytvoriť položku s týmto typom zásuvkyNemožno vytvoriť nový objektNemožno vytvoriť nový pásNemožno vytvoriť orientáciuNemožno vytvoriť panelNemožno vytvoriť zásuvkuNemožno vytvoriť cestu užívateľskej konfigurácieNemožno vytvoriť cestu užívateľských predvoliebNie je možné určiť dĺžku sekvencie ABCNemožno vytvárať kópie %d vybraných kolekcií. Nepodarilo sa nájsť platnú rodičovskú kolekciu pre nové kópie, nebudú prepojené so žiadnou vrstvou zobrazeniaNepodarilo sa spustiť '%s', chyba zmeny režimovNemožno exportovať do PDFTrvanie scény nie je možné predĺžiť, pretože súbor BVH neobsahuje počet snímok vo svojej sekcii pohybuNemožno vyplniť neuzavreté oblastiNemožno nájsť dostupný narastajúci názov súboruNemožno nájsť žiadny spustený procesNepodarilo sa nájsť vrstvu na pridanieNepodarilo sa nájsť skupinu panelov s nástrojmiNemožno nájsť platnú oblasť 3D zobrazeniaNemožno importovať "%s"Nemožno nainštalovať priečinokNemožno inštalovať z disku, neboli definované žiadne cestyNemožno inštalovať z relatívnej cestyNemožno načítať %s z %sNemožno nájsť položku '%s' v uzleNemožno nájsť položku v uzleNepodarilo sa nájsť prepojenie v strome uzlaUzol '%s' sa nedá nájsť v strome uzlaNepodarilo sa nájsť zásuvku '%s' v uzleNemožno vytvoriť zálohu súboruNemožno vykonať zálohu verzie: názov súboru je príliš krátkyNemožno zrkadliť, nie je nakonfigurovaný žiadny objekt/kosť zrkadleniaNemožno presunúť zásuvky vo vstavanom uzleNemožno otvoriťNemožno otvoriť '%s': %sNemožno otvoriť blend súbor Nemožno otvoriť alebo napísať súbor so záložkou "%s"Nemožno prepísať predvoľbu: {:s}Súbor nemožno zbaliť. Zdrojová cesta %s sa nenašlaNemožno zbaliť súbory s veľkosťou nad 2 GB, zdrojová cesta '%s'Nemožno analyzovať XML, %s:%s pre súbor %rNemožno načítaťBod krivky nemožno odstrániťPrednastavené predvoľby sa nepodarilo odstrániťNepodarilo sa odstrániť priečinok: %sNemožno odstrániť súbory pre "systémové" úložiskáNemožno odstrániť zásuvku materiálu v režime editácieBod dráhy sa nedá odstrániťNemožno odstrániť predvoľbu: {!r}Nemožno odstrániť zásuvku zo vstavaného uzlaNemožno odstrániť zásuvky zo vstavaného uzlaNedá sa otočiť %d hrana(y)Nemožno uložiť '%s': %sNemožno uložiť neuložený súbor s prázdnou alebo nenastavenou vlastnosťou "filepath"Nemožno nastaviť skratku, vybraný uzol nie je uzol prehliadača alebo nepodporuje zobrazenieNemožno určiť '%s': %sRežim prenosu nie je možný, zdrojové a/alebo cieľové objekty nie je možné upravovaťNie je možné aktualizovať frekvenciu snímok, keď súbor BVH obsahuje nulovú dĺžku trvania snímky vo svojej sekcii pohybuNemožno zapisovať do zásobníka na disk.Zruší priradenie pomenovanej kosti z tejto kolekcie kostíNepriradenéNepridelené nástroje uzlaNedostupnéZrušiť naviazanieNenarodenéNedefinovanéNedefinovaný typ uzla stromuNedefinovaný typ zásuvkyNedefinovaný typNedefinovaný typ uzlov (môže nastať, napr. keď chýba prepojený strom uzlov)Nedeformovaná polohaPodčiarknutéPozícia podčiarknutiaHrúbka podčiarknutiaNeskreslenýBez skresleniaNeskreslený klipSpäťSpäť v históriiSpäť staršieLimit pamäte krokov späťVeľkosť návratovej pamäteSpäť správaKroky návratuVráti späť všetky úpravy vykonané na časticovom systémeSpäť a vpredSpäť a vpred predošlá správaSpäť zakázané pri spustení v režime na pozadí (na explicitnú inicializáciu systému Späť zavolajte `ed.undo_push()`)Späť alebo vpred určenej akcie v históriiVráti predošlú akciuSpäť z poslednej úpravy katalógov aktívSpäť/vpredNeočakávaná chyba, kolekcia sa nenašlaNeočakávaný typ knižnice. Nepodarilo sa vytvoriť aktívum pózyNeočakávaný typ modifikátora: {:s}Neočakávaný nenulový počet užívateľov pre aktívum, nahlási to ako chybuZruší skupinu vybraných uzlovTyp Gprim bez manipulácie: %s (%s)Odhalí všetky skryté materiály Grease PencilOdkryje všetky objekty a kolekcieSkryje policu aktív, keď sú prvýkrát k dispozícii, inak budú skrytéZásobník UniFormát súboru UniFormát súboru Uni (.uni)Šestnástková hodnota bodu kódu UnicodeNastavenia jednotnej kresbyJednotný výber/aktívne farbyJednotnéRovnomerný dopadRovnomerná nepriehľadnosťJednotná mierkaRovnomerná hrúbkaJednotná šírkaJednotná mierka, ktorá sa použije na zobrazenie VRJednotnosťZruší odsadenie vybraného textuNeinicializovaný zoznam súborovNeinicializovaný obrázok "%s" z objektu "%s"Neinicializovaný obrázok %sZjednotenieRežim zjednoteniaJedinečnáJedinečný IDJedinečné ID pre každý uhlový segment začínajúce na 0 a zvyšujúce sa proti smeru hodinových ručičiek o 1Jedinečný názov ID bloku údajov (v rámci toho istého typu a knižnice)Jedinečný názov identifikátora bloku údajov, vrátane názvu knižnice, ak existujeJedinečný identifikátor pre bežné farebné priestory, ako je definované fórom Color Interop Forum. Môže byť prázdny, ak pre pracovný priestor neexistuje identifikátor interoperability. Bežné hodnoty sú lin_rec709_scene, lin_rec2020_scene a lin_ap1_scene (pre ACEScg)Jednoznačný identifikátor pre zásuvky mapovaniaJedinečný identifikátor tohto panela v rámci tohto stromu uzlovJedinečný identifikátor zariadeniaJedinečné celé číslo identifikujúce náhľad tohto súboru ako ikonu (nula znamená neplatný)Unikátne celé číslo identifikujúce túto ukážku ako ikonu (nula znamená neplatný)Jedinečný identifikátor moduluJedinečný názov vrstvyJedinečný názov objektuJedinečný názov stopyJedinečný názov použitý v kóde a skriptovaníJedinečný názov používaný v kóde a skriptoch, v prípade potreby ho možno predefiniovať v podtriedach PythonuJedinečný identifikátor uzlaUnikátny identifikátor operátora pre nástroj uzlaJedinečný názov úložiskaJedinečný identifikátor behu pre prepojené ID na premiestnenieJedinečné v rámci armatúryJedinečne identifikuje modifikátor v rámci zásobníka modifikátorov, ktorého je súčasťouJednotkaZrýchlenieUholOblasťUhol osíReťazec bajtovKameraVzdialenosť kameryTeplota farbySúradnicePredvolenéSmerCesta priečinkaVzdialenosťEulerove uhlyFaktorNázov súboruCesta súboruSnímkaSnímkyFrekvenciaFarba gama korekcieKľúčové snímkyVrstvaČlen vrstvyDĺžkaLineárna farbaZnačkyHmotnosťMatricaNajbližšiu značkuNie jeHesloPercentuálnePixelVeľkosť v pixelochJednoduché údajeMocKvaterniónKvaterniónová rotáciaRotáciaSekundaSekundyPrichytiť prvok animáciePrvok Prichytiť prehrávaciu hlavuPásyPodtypTeplotaČasČas (absolútny)Čas (relatívna scéna)Jednotka časového skokuPremiestnenieJednotkaNepodpísanéRýchlosťJednotka rýchlostiObjemVlnová dĺžkaXYZDĺžka XYZFarba sRGBJednotka mierkyNastavenie jednotkyJednotková sústavaNastavenia úpravy jednotiekJednotka hrúbky čiary je zmenšená podielom súčasného vertikálneho rozlíšenia obrazu na 480 pixelovJednotka použitá na zobrazenie hodnôt dĺžkyJednotka použitá na zobrazenie hodnôt hmotnostiJednotka použitá na zobrazenie hodnôt teplotyJednotka použitá na zobrazenie časových hodnôtJednotka na úpravu objektívu pre užívateľské rozhranieJednotka použitá na zobrazenie/úpravu hodnôt rotácieBezjednotkovýJednotkyJednotky používané na ohniskovú vzdialenosť kameryNeznámyNeznáma logická chybaNeznáma vlastnosťNeznáme doplnkyNeznámy typ modifikátora priehľadnosti alfaNeznáma logická chybaNeznáma chyba pri načítaní "%s"Neznáma chyba pri otváraní súboruNeznámy typ súboru: {!r}Neznámy typ modifikátora farby čiaryNeznámy typ modifikátora hrúbky čiaryNeznámy operátorNeznámy typ zásuvkyNeznámy typ modifikátora geometrie ťahuOdpojiťOdpojiť akciuZruší prepojenie aktívneho bloku údajov poznámkyOdpojí blok údajov aktívneho písmaZruší prepojenie bloku údajov aktívneho textuOdpojiť blok údajov (Shift+klik pre nastavenie užívateľov na nulu, údaje nebudú uložené)Zruší prepojenia vybraných pásov, aby ich bolo možné vybrať jednotlivoZruší prepojenie kolekcie všetkých objektovOdpojí túto akciu od aktívnej zásuvky akcie (a/alebo ukončí režim vylepšenia)OdomknúťOdomknúť pomer stránOdomkne všetky materiály Grease Pencil, aby ich bolo možné upravovaťOdomknúť všetky kľúčové tvaryOdomkne všetky kľúčové tvary aktívneho objektuOdomknúť všetky skupiny vrcholovOdomkne všetky skupiny vrcholov, ak je aspoň jedna uzamknutá skupina, v inom prípade ich zamkne všetkyOdomkne všetky skupiny vrcholov aktívneho objektuOdomknutie úložísk - na otestovanie odomknutiaOdomkne vybrané a uzamknúť nevybrané skupiny vrcholov aktívneho objektuOdomkne vybrané stopyOdomkne vybrané skupiny vrcholov aktívneho objektuOdomkne pásy, aby mohli byť transformovanéOdomkne nevybrané skupiny vrcholov aktívneho objektuOdomknutéOdomknuté {:d} úložisko(á)Odomknuté: {:s}NemaskovanéZruší útlm (ne)vybraných pásovZruší útlm nevybraných namiesto vybraných pásovRozbaliťRozbaliť - Súbory: {}, Zapečenia: {}Rozbaliť súborRozbalí všetky súbory zabalené v tomto .blend súbore na jednotlivé externé súboryRozbalí zapečené údaje zo .blend súboru na diskRozbalí zvuk do názvu súboru snímkyRozbalí tento súbor do externého súboruRozbaľovanie filmov alebo obrazových sekvencií nie je podporovanéNepremietnutá veľkosťNečitateľný súbor knižnice Blenderu:Nerozpoznaný formát súboru '%s'Zrušenie registrácie nie je možné z inštalácií obchodu Microsoft StoreNeuloženéZruší výber ťahovNevybrateľná kosť reťazeNevybranéNevybraný pás akcie strihuNepriehľadnosť nevybranej F-krivkyNevybraný meta pás (pre zoskupenie súvisiacich pásov)Nepriehľadnosť nevybranýchNevybrané zvukové pásy (pre načasovanie reproduktora zvukov)Nevybraný pás prechoduZruší nastavenie textu aktívneho tlačidlaZrušiť ostrosť maskyUhol bez znamienkaPole uhlov bez znamienkaZruší zošitie UV a výsledok presunieZrušiť delenieNepodporované vstupyNepodporovaný zvukový formátNepodporovaný typ stĺpcaNepodporovaný kontextNepodporovaný režim kontextuNepodporovaný typ údajovMetóda nepodporovaného posunuNepodporovaná klávesa: CapsLockNepodporovaná klávesa: NeznámaNepodporovaný režim: {!r}Nepodporovaný typ stromu uzlovNepodporovaný typ objektu pre transformáciu textúrového priestoruNepomenovanýNepoužité údajeNepoužité obrázkyNepoužívaný výstupNepoužité textúry a obrázkyNepoužívané, ale zachované z dôvodov kompatibility. Použite hranice pre uzly prehliadača a zložené pozadieRozvinúťRozvinutie nemohlo vyriešiť žiadny ostrov(y), možno bude potrebné pridať okrajové švyRozvinutie zlyhalo pri riešení %d z %d ostrovov, možno bude potrebné pridať okrajové švyRozvinie povrchovú sieť upraveného objektuMetóda rozvinutia (Základný uhol zvyčajne dáva lepšie výsledky ako Pohodlný, pričom je trochu pomalší)HoreHorná osHore/doleAktualizáciaAktualizovať všetkoAutomaticky aktualizovaťAktualizácia závislostíAktualizovať existujúciAktualizácia neaktívnychObnoviť polomerAktualizovať trvanie scényAktualizácia scény FPSAktualizuje všetky uzly obrázkov tak, aby zodpovedali ich súborom na diskuAktualizuje príznaky animácieAktualizácia na základe podpisu prepojeného balíkaAktualizácia na základe prepojeného podpisu uzáveruAktualizuje aktuálny obrázok použitého značkou roviny z obsahu značky rovinyAktualizuje vlastnú kameru novými parametrami z tieňovačaAktualizuje existujúce kanály v aktíve pózy, ale neodstraňuje ani nepridáva žiadne kanályAktualizuje existujúce .po súbory (ak existujú) namiesto ich prepisovaniaAktualizuje existujúce kľúčové tvary pomocou polôh vrcholov vybraných objektov s rovnakými názvamiAktualizuje F-krivky/ovládače ovplyvňujúce transformáciu vynútenia (používa ho so súbormi od 2.70 a staršími)Aktualizuje rozsah snímok pre dráhy pohybu z rozsahu aktuálnej snímky scényAktualizuje rozsah snímok pásu scényAktualizuje údaje prekladu doplnku (nájdené ako zdrojový kód doplnku v pythone)Aktualizuje údaje i18n (súbory .po) v úložisku zdrojového kódu BlenderaAktualizuje pracovné úložisko i18n (súbory .po)Aktualizuje zoznam cesty objektov novými údajmi z archívuAktualizácia pri úpraveAutomaticky aktualizuje ďalšie ovplyvnené priestory okien na odrazenie zmien počas interaktívnych operácií, ako je transformáciaAktualizácia rozsahu snímok odkazovaných na akciu po vylepšení pásu a jeho kľúčovej snímkyAktualizuje uzol skriptu Tieňovača s novými zásuvkami a voľbami zo skriptuAktualizuje zásuvky tak, aby zodpovedali tomu, na čo sa v skutočnosti používajúAktualizuje aktívne aktívum štetca v knižnici aktív s aktuálnymi nastaveniamiAktualizuje zásobník zvukovej animácieAktualizuje aktuálnu transformáciu, vybrané kľúčové snímky alebo dokonca vytvorí nové kľúčeAktualizuje zobrazenia zostáv v rozhraní Blender (interné použitie)Obnoví geometriu pri vstupe do zobrazenia, čím sa získa rýchlejšia navigácia zobrazeniaAktualizuje podsvietenie položky na základe aktuálnej pozície myšiAktualizujte počiatočnú a koncovú snímku scény tak, aby zodpovedali snímkam archívu USDAktualizujte vybraný orientačný bod z aktuálnej pozície zobrazovača v relácii VRAktualizácia vybraného aktíva pózy v knižnici aktív z aktuálne vybraných kostí. Režim definuje spôsob aktualizácie aktívaAktualizuje užívateľov tohto tieňovača, ako sú vlastné kamery a uzly skriptov, s jeho novými zásuvkami a možnosťamiAktualizovaný %d kľúčový(é) tvar(y)Aktualizovaný blok údajovAktualizácieAktualizácie blokov údajovTento problém môže vyriešiť aktualizácia ovládačov GPU.Aktualizuje všetky rozšírenia na ich najnovšie verzie zo všetkých aktívnych úložískAktualizuje nainštalované rozšírenia na ich najnovšiu verziu zo vzdialených úložískAktualizácia pre lokálne úložiská nie je podporovanáAktualizuje typy výbavy na aktívnej armatúre meta výbavyAktualizácia zastaralej výbavy super_face na nový modulárny typ plôškyPovyšuje meta výbavu z vrstiev kostí na kolekcie kostíAktualizuje starší typ výbavy super_face na nový modulárny typ tváre. Tým sa zachová kompatibilita s existujúcim maľovaním váh, ale nie s animáciouPovyšuje meta výbavu z vrstiev kostí na kolekcie kostíHornýHorná hranica (vrátane) hmotnosti vrcholu, ktorá má byť odstránená zo skupiny vrcholovHorná hranicaVeľké písmenáVydutie HornýVľavo horeVpravo horeHorná hranica uhla XHorná hranica XHorná hranica uhla XHorná hranica uhla YHorný limit YHorná hranica uhla YHorná hranica uhla ZHorná hranica ZHorná hranica uhla ZHorná hranica plášťa v tomto riadiacom bodeHorná hranica rozsahu zvýrazneniaHorná hranica vstupného rozsahu na použitie priradeniaHorný prah upnutia pre označenie buniek kvapaliny ako hrebeňov vlny (vyššia hodnota vedie k menšiemu počtu označených buniek)Horný prah upnutia pre označenie buniek kvapaliny, kde je zachytený vzduch (vysoká hodnota vedie k menšiemu počtu označených buniek)Horný prah upnutia, ktorá označuje rýchlosť kvapaliny, pri ktorej bunky už viac neemitujú ďalšie častice (vyššia hodnota vedie k spravidla menšiemu počtu častíc)Horná vzdialenosť z referenčnej hodnoty pre predvolený vplyv 1:1Horná hranica rotácie osi XHorná hranica presunu osi XHorná hranica rotácie osi YHorná hranica presunu osi YHorná hranica rotácie osi ZHorná hranica presunu osi ZHorná hranica sklonu od smeru +ZHorný limit vydutia povrchovej siete (vysoké hodnoty majú tendenciu vyhladzovať a vyplňovať duté oblasti)Upres faktorUrdsky - وُدرُاPoužitiePoužiťPoužiť %s (rozdielne)Použiť %s (rovnaké)Použije 'časový posuv' namiesto režimu transformácie 'zmeny polohy' režime zmeny polohy kľúčovej snímky v editore expozičného hárkuPoužije (importuje) normály plôšok (Všimnite si, že to ešte stále dáva ploché tieňovanie)Použije 16 bitov na kanál pre zníženie využitie pamäte počas prekresleniaPoužívať 16-bitové čísla s pohyblivou desatinnou čiarkou pre všetky údajePoužiť 2D stabilizáciuPoužije 2D stabilizáciu pre záberyPoužívať 32-bitové čísla s pohyblivou desatinnou čiarkou pre všetky údajePoužiť 3D záberPoužije 3D polohu stopy na rodičovstvoPoužitie viacnásobného snímania 5× na vyhladenie okrajov farbyAk je to možné, použiť 8-bitové čísla s pohyblivou desatinnou čiarkou, inak použiť 16-bitovéPoužije ako simulačnú metódu Špice (energickejšie a stabilnejšie správanie)Použiť aktívnyPoužije prispôsobiteľné snímkovaniePoužiť adaptívne deleniePri maľovaní použije režim prelínania SčítaťPoužiť prídavnú kresbuPoužiť po vytvoreníPoužiť alfaPoužiť animáciu rozosiatiaPoužiť anizotropnú interpoláciuPoužiť poznámkyNa vyhladenie hrán ťahu použije antialiasingPoužiť ako otočný bodPoužije vrstvu aktívPoužiť automatické zbaleniePoužije oddelenie priestorov BVH: dlhší čas zostavenia, rýchlejšie prekresleniePoužiť bilineárnu interpoláciuPoužiť modrý kanálPoužije plášte kostíPoužiť hlavy kostiPoužiť hrubú siluPoužije CPU pre zobrazenie transformácie a obrázku s 2D textúrouPoužitie CPU na prekresleniePoužívať CUDA na akceleráciu GPUPoužiť zásobníkPoužiť vyradenie kameryPoužiť počet článkovPoužívať úpony rovínPoužiť krivku zhluknutiaPoužiť šum zhluknutiaPoužiť kolíziePri maľovaní použije režim prelínania Prepáliť farbuPri maľovaní použije režim prelínania Uhnúť farbePoužiť farbu chveniaPoužije farebný spádPri maľovaní použije režim prelínania FarbaPoužiť kompaktné BVHPoužiť kontúruPoužiť akcie ovládačaPoužiť súradnicePoužiť početPoužiť záhybPoužiť záhybyPoužitie prechody kryptomatovania z prekresľovaniaPoužitie prechody kryptomatovania z obrázkaPoužiť kubickú interpoláciu B-drážkyPoužije aktuálnu snímku ako transformácie pokojového objektuPoužiť aktuálnu polohuPoužiť prekrytie kurzoraPoužiť pozíciu kurzoraNa hĺbku použiť kurzorPoužiť zakriveniePoužiť krivkuPoužiť polomer krivkyPoužiť krivkyPoužiť BHV krivkyPoužiť vlastnú kameruPoužiť vlastné farbyPoužije vlastnú krivkuPoužiť vlastné farby duchovPoužiť vlastné normályPoužiť vlastnú paralaxuPoužiť vlastný rozsahPri maľovaní použije režim prelínania StmaviťPoužiť predvolené vytrácaniePoužiť iba deformáciuPoužiť deformáciu pohybuPoužiť odstránenie šumuPoužiť hĺbku ostrostiPri maľovaní použije režim prelínania RozdielPoužiť rozptylPoužite štvorsmerové stromy ako smerové rozloženiePoužiť vzdialenosť vyradeniaKvapkaniePoužiť duplikátyPoužiť uhol hranyPoužiť označenie hránPoužiť hranyPoužije hrany ako pružinyPoužiť efektorPoužiť poslednú snímkuPoužiť pláštePoužitý čas vyhodnoteniaPri maľovaní použije režim prelínania VylúčiťPoužiť existujúcePoužiť existujúce plôškyPoužije ako simulačnú metódu Rozstrek (špliechavejšie správanie)Použiť nastavenie plôšokPoužiť vytrácaniePoužiť spätnú väzbuPoužiť dopadPoužiť filtraPoužiť konečné indexyPoužiť prúdeniePoužiť pre rast vlasovPoužiť FreestylePoužiť prednú plôškuPoužiť dopady prednej plôškyPoužije tieňovače GLSL na transformáciu zobrazenia a zobrazenie obrázka s 2D textúrouPoužiť GPUNa dosiahnutie najlepšieho výkonu odstránenia šumu použije GPU akceleráciu, ak je podporovaná. Uprednostňuje OpenImageDenoise pred OptiXPre prekreslenie použije výpočtové zariadenie GPU, nakonfigurované na karte systému v užívateľských nastaveniachPoužije uvoľnenie geometrie (kotangens), vďaka čomu sa súradnice UV riadia základnou 3D geometriouPoužiť uzly geometriePoužiť geometrický priestorPoužiť globálne súradnicePoužiť GltfpackPoužiť cieľPoužiť zelený kanálPoužiť mriežkuPoužiť skupinové rozhraniePoužiť vodeniePoužite vedenieNa uvoľnenie použije HC metódyPoužívať HIP na akceleráciu GPUPoužívanie spracovania farieb HSL (Hue, Saturation, Lightness - odtieň, sýtosť, svetlosť)Použitie spracovania farieb HSV (Hue, Saturation, Value - odtieň, sýtosť, hodnota)Použiť manipulátor mierkyPri maľovaní použije režim prelínania Tvrdé svetloPoužiť hlavuPri maľovaní použije režim prelínania OdtieňPoužiť vplyvPoužiť inštanciuPoužije umelú inteligenciu odstraňovača šumu Intel OpenImageDenoisePoužiť priesečníkPoužiť masky priešečníkovPoužiť prioritu priesečníkaNa uvoľnenie použije Laplacianovu metóduPoužiť prechod vrstvouPoužiť cestu knižnicePoužiť svetloPoužiť obrys svetlaPri maľovaní použije režim prelínania ZosvetliťPoužiť svetláPoužiť limitPoužiť limit povrchuPri maľovaní použije režim prelínania Prepáliť priamoPri maľovaní použije režim prelínania Priame svetloPoužiť lineárne modifikátoryPoužiť lokálnu kameruPoužiť lokálny súborPoužiť polohu pre opravu kameryPoužiť voľnéPoužiť váhy MISPoužiť maskuPoužiť maskyPoužiť maskovania pri prekresleníPoužiť materiálPoužiť masku materiáluPoužiť prechod materiáluPoužije vrstvu materiáluPoužiť uzly MatematikaPoužiť maximálnuPoužiť max 2D uholPoužiť max 2D dĺžkuPoužiť maximálny uholPoužije maximálny počet B snímokPoužiť maximumPoužiť mediánPoužiť povrchovú sieťPoužiť symetrickú povrchovú sieťPoužiť meta údajePoužite backend kovuPoužívať Metal na akceleráciu GPUPoužiť minimálnuPoužiť min 2D uholPoužiť min 2D dĺžkuPoužiť minimálny uholPoužiť minimumPoužiť hmluPoužiť uzly ZmiešaťPri maľovaní použije režim prelínania ZmiešaťPoužiť zásobník modifikátoraPoužiť nastavenie prekreslenia modifikátorovPoužiť rozostrenie pohybomPoužiť pozíciu myšiPoužiť viacnásobné zobrazeniePoužije viacnásobné zobrazenie (ak je dostupné)Pri maľovaní použije režim prelínania VynásobiťPoužitie n-bitovej kvantizácie pre farbyPoužije n-bitovú kvantizáciu pre normály a dotyčnicePoužije n-bitovú kvantizáciu pre polohuPoužijete n-bitovú kvantizáciu pre súradnice textúryPoužiť režim vylepšenia NLAPoužiť najbližšiu interpoláciuPoužiť názov/nápis uzlaPoužiť uzlyPoužiť šumPoužiť údaje normálPoužiť normalizáciuPoužiť objektPoužije posuv objektuPoužije vrstvu objektuPoužiť rozsah pohlcovaniaPoužívať Jazyk otvoreného tieňovaniaPoužívanie backendu OpenGLPoužiť predvoľbu OpenJPEG CinemaPoužiť predvoľbu OpenJPEG Cinema (48 snímok/s)Používať OptiX na akceleráciu GPUPoužiť pôvodný súborPoužiť pôvodnú mierkuPoužite originálnu veľkosťPoužiť výstupPoužiť názvy výstupovPri maľovaní použije režim prelínania PrekryťPoužiť maľbuPoužiť plátno maľbyPoužite modely von Mises-Fisher podľa paralaxy ako smerové rozloženiePoužiť polomer častícPoužiť polomer častícPoužije Perlinov šum ako základPoužije Perlinov šum ako základ, s rozšíreným ovládanímPoužije Perlinov šum s ohnutím ako základPri maľovaní použije režim prelínania Pripnuté svetloPoužiť otočný bodPoužiť zástupné symbolyPoužiť orezanie plochyNa udržanie minimálnej vzdialenosti použije metódu Poissonovho rozloženia diskovPoužiť spojenie záberuPoužiť nastavenia po spracovaníPoužiť pred/po rotáciePoužiť tlakPoužiť chvenie tlakomPoužitie tlakovej silyPoužiť tlak pre hustotuPoužiť tlak na tokPoužiť tlak pre tvrdosťPoužiť tlak pre mokrú zmesPoužiť tlak pre trvalú vlhkosťPoužiť rozsah náhľaduPoužiť náhraduPoužiť náhradu/časový kódPoužívanie spracovania farieb RGB (Red, Green, Blue - červená, zelená, modrá)Použije RGB krivky pre transformáciu predbežného zobrazeniaPoužiť polomerPoužiť Sledovanie lúčovPoužiť červený kanálPoužiť relatívny posuvPoužiť relatívne prilepeniePoužiť vzdialenéPoužije nastavenie prekreslenia na zviditeľnenie objektu, nastavenie modifikátora atďPoužiť opakovaniePoužije armatúru v pokojovej polohePoužiť rotáciuPoužiť rotáciu XPoužiť rotáciu YPoužiť rotáciu ZPoužiť rotáciu pre opravu kameryPoužiť krivku zdrsneniaPoužiť podskupinu snímokPri maľovaní použije režim prelínania NasýteniePoužiť mierkuPoužiť mierku XPoužiť mierku YPoužiť mierku ZPoužiť mierku na opravu kameryPoužiť mierku:Použiť rozsah scényPoužite schémuPri invertovaní tohto štetca namiesto invertovania smeru jeho posunu použije štetec Škrabať alebo VyplniťPri maľovaní použije režim prelínania ZacloneniePoužiť tvarovaniePoužiť kolízie tvarovaniaPoužiť sekundárnePoužiť výberPoužiť vlastnéPoužiť scénu radiča sekvenciíPoužiť nastavenia prePoužiť tieňovačePoužiť tieňPoužiť ostré hranyPoužiť zmršteniePoužiť zjednodušeniePoužiť simulačný zásobníkPoužiť prichytenie pre rotáciuPoužiť prichytenie pre zmenu veľkostiPoužiť prichytenie na presunPoužiť prichyteniePoužiť možnosti prichyteniaPri maľovaní použije režim prelínania Mäkké svetloPoužiť transformáciu priestoruAk je to lepšie, použije zriedkavý prístupPoužiť oddelenie priestorovPoužiť sférické stereoPoužije silu rozpíjaniaPoužiť delenie dĺžkouPoužiť delenie vzoromPoužiť rozprestreniePoužiť stabilizátorPoužiť prvú snímkuPoužije stred pásuPoužiť schému deleniaPoužite delenie povrchuPri maľovaní použije režim prelínania OdrátaťPoužiť chvostPoužiť chvost cieľaPoužiť textúruPoužiť prekrytie textúryPoužiť textúryPoužite profil hrúbkyPoužiť časový kódPoužiť časovaniePoužiť hrotyPoužiť popisPoužiť transformáciuPoužiť presun XPoužiť presun YPoužiť presun ZPoužiť priehľadné prekrývaniePoužiť krivku zakrúteniaPoužiť detekciu UDIMPoužiť príznaky UIPoužiť UV tvarovaniePoužije UV súradnice pre súradnice textúryPoužije UV súradnice pre súradnice textúryPoužitie UV vrstvy pre súradnice textúryPoužiť SpäťPoužiť jednotnú farbuPoužiť jednotné vstupné snímkyPoužiť jednotnú veľkosťPoužiť jednotnú siluPoužiť jednotnú váhuPri maľovaní použije režim prelínania HodnotaPoužiť vrcholPoužiť farbu vrcholuPoužiť skupiny vrcholovPoužiť zobrazeniePoužiť odstránenie šumu záberuPoužije nastavenie záberu na zviditeľnenie objektu, nastavenie modifikátora atďPoužiť viskozituAutomatická viditeľnosť kľúčovania pre vynútené objektyPri maľovaní použije režim prelínania Prenikavé svetloPoužiť maximálnu odchýlku objemuPoužiť minimálnu odchýlku objemuPoužite backend VulkanPoužije farby osí WXYZ pre kvaterniónové/oso-uhlové rotácie, farby osí XYZ pre iné transformácie a vlastnosti farieb a automatickú dúhu pre ostatnéPoužiť váhuPoužiť rozsah farieb váhyPoužiť váhu ako faktorPoužiť vyváženie bielejPoužívať zástupný znakNa asociáciu blend súbrov použite "predvolené aplikácie" systému WindowsPoužije ovládač Wintab pre staršie tablety a verzie systému WindowsPoužije polohu X rodičaPoužije rotáciu X rodičaPoužije zmenu veľkosti X rodičaPoužije polohu Y rodičaPoužije rotáciu Y rodičaPoužije zmenu veľkosti Y rodičaPoužitie spracovania farieb YCbCr (Y - jas, Cb - rozdielová modrá, Cr - rozdielová červená)Používanie spracovania farieb YUV (Y - jas, U V - zafarbenie)Použije polohu Z rodičaPoužije rotáciu Z rodičaPoužije zmenu veľkosti Z rodičaPoužiť Z zásobníkPoužije hornú os Z pre výpočet krivky zakrútenia v každom bodePoužije zariadenie 3D myši na posuv/priblíženie pohľaduPoužije blok údajov Grease Pencil ako masku na použitie iba špecifikovanej oblasti podoby pri snímaníNa zjednodušenie ťahu pri zachovaní hlavného tvaru použije algoritmus Ramer-Douglas-PeuckerPre prvú snímku použije vzor modrého šumu, pre ostatné snímky použije tabuľkový Sobol pre náhodné snímaniePoužije vzor modrého šumu, ktorý optimalizuje frekvenčné rozloženie šumu, pre náhodné snímaniePoužije vzor snímania modrého šumu, ktorý optimalizuje frekvenčné rozloženie šumu. Pre prekresľovanie zobrazenia optimalizujte kvalitu prvej snímky pre interaktívny náhľadNa náhodné snímanie použije sekvenciu modrého šumu s dĺžkou zaokrúhlenou nahor na najbližšiu mocninu 2Použije násilnú zmenu polohy len pred upresnením pred-stopovaniaPoužije hrubú silu len premiestnenia inicializáciou pri snímaníNa definovanie profilu použije kruhAko operand pre logickú operáciu použije kolekciu povrchových sietí objektovPoužije rozloženie stĺpcov panelu nástrojovPoužije krivku na definovanie zúženie zhluknutiaPoužije krivku na definovanie zdrsneniaPoužije krivku na definovanie zakrúteniaPoužije vlastnú farbu limitovanú len na toto zobrazeniePoužije vlastnú krivku na definovanie faktora pozdĺž ťahovPoužije vlastný priečinok na ukladanie údajovPoužije vlastný súbor na čítanie z údajov náhradyNa definovanie profilu použije vlastný objektPoužije vlastný profil pre každú štvrtinu geometrie skosenia krivkyPoužije rozdielnu logickú operáciuPoužije iný formát namiesto formátu uzla pre tento súborPoužívajte pevný pomer strán 1: 1Na vedenie použije oblasť vplyvu kvapaliny (oblasť vplyvu musí byť už zapečená, aby bolo možné extrahovať rýchlosti). Vodiaca oblasť vplyvu môže byť akéhokoľvek typu (t. j. plyn alebo kvapalina).Na každý uzáver použije polkruhPoužiť lokálnu kameru v tomto zobrazení, radšej než aktívnu kameru scényPoužije maximálnu vzdialenosť pre fungovanie poľaPoužije maximálnu radiálnu vzdialenosť pracovného poľaAko operand pre logickú operáciu použije povrchovú sieť objektuPoužije minimálnu vzdialenosť pre dopad políPoužije minimálnu radiálnu vzdialenosť pre dopad políNa určenie viditeľných bodov použije percentuálny faktorPoužitím percenta určíte, koľko kľúčových snímok chcete odstrániťPoužije predvoľbu miesta pohľaduPoužije náhľad náhrady a/alebo index časového kódu pre tento pásPoužije náhľad obrázkov náhrady (zjednodušených) a/alebo index časového kódu pre tento klipPoužije radiálnu stupňovitosť ako pozadie záberuPoužije oblasť vnútri veľkosti snímky pre prekreslenie záberu (ak nie je pozeranie cez kameru)Použije pílovité zvlnenie na vytvorenie pásovPoužije pílovitý profilPoužije vertikálnu lineárnu stupňovitosť priestoru obrazovky ako pozadie záberuPoužije rozsah simulácie, ktorý sa líši od rozsahu scény pre simulačné uzly, ktoré samy neprepisujú rozsah snímkyPoužije sínusové zvlnenie na vytvorenie pásovPoužite jediný n-uholník pre uzáveryPre všetky komponenty použije jeden faktorPoužite plnú farbu ako pozadie výrezuPoužije štandardný sínusový profilPoužije textúru na ovládanie intenzity emisiePoužiť matricu transformáciePoužije trojuholníkový profilPoužije trojuholníkové zvlnenie na vytvorenie pásovPoužije jednotnú logickú operáciuPoužiť absolútnu veľkosťPoužije presnú transformáciuPoužije aktívny výstupný uzol zobrazovača ako pozadie pre uzly vytvorenia kompozíciePoužije aktívny klip definovaný v scénePoužije aktívnu skupinu vrcholov ako vplyvPoužije sčítanie namiesto násobenia na kombináciu mierky (2,7 kompatibilita)Na odstránenie šumu použije prechod odrazivosti a normálPre odstránenie šumu použije prechod odrazivostiPoužije alfa prelínanie namiesto alpha testu (môže vytvoriť artefakty triedenia)Použije alfa kanál pre priehľadnosťVždy používať režim farby vrcholovVždy používať režim materiáluPoužíva pohlcovanie okolím namiesto úplného globálneho osvetleniaPoužije alternatívny rozsah počiatočnej/koncovej snímky pre prehrávanie animácie a prekreslenia pohľaduPoužije automatický počet opakovaní na základe počtu vrcholov tvarovaniaPoužitím chybového rozpätia môžete určiť, nakoľko sa krivka môže odchýliť od pôvodnej dráhyPoužitie existujúceho objektu na definovanie polohy a rotácie základného zobrazenia VRPoužije objekt pre časť segmentu geometrie skosenia krivkyPoužiť nevynútený aspektPoužije farby skupiny animačných kanálov; obvykle sa to používa na zobrazenie farieb skupín kostíPoužite inú sústavu kľúčovania, pretože aktívna je závislá na súčasne vybraných položkách alebo nemôže nájsť žiadne ciele z dôvodu nevhodného kontextuPoužite inú sústavu kľúčovania, pretože aktívna je závislá na aktuálne vybratých objektoch alebo nemôže nájsť žiadne ciele z dôvodu nevhodného kontextuPoužije inú UV mapu ako zdroj klonu, inak použije 3D kurzor ako zdrojPoužije inú povrchovú sieť pre indexy textúry (indexy vrcholov musia byť zarovnané)Na strih, kombináciu alebo vykonávanie rozdielovej operácie použije iný tvarPoužije ľubovoľnú oblasť osi na vykonanie operátoraPoužiť ako hĺbku ostrostiPoužije farbu osí pre transformáciu, farebné vlastnosti a automatickú dúhu pre kľudNa zbalenie použije osovo zarovnané polia ohraničení (najrýchlejšie, najmenej priestorovo efektívne)Použitím vyradenia zadnej plôšky sa skryje zadná strana plôškyPri vrhaní tieňov použije vylúčenie zadnej plôškyPoužitím vyradenia zadnej plôšky sa skryje zadná strana plôškyPoužije zapečenie z aktuálneho priečinka (v prípade potreby ho vytvorí)Použije zapečenie na pôvodnom umiestnení (v prípade potreby ho vytvorí)Ako pokojovú polohu použije súradnice vrcholov základnej povrchovej sietePoužije najlepšiu trianguláciu úsekuPoužije úroveň vplyvu skosenia na určenie množstva skosenia aplikovaného v režime hránPre pokojovú polohu použije súradnice naviazaných vrcholovPoužije teplotu čierneho telesa na definovanie farby prirodzeného svetlaPoužije modrý kanál záberu pre snímaniePoužiť obidva efekty súčasnePoužije viditeľné ťahy a upraví čiary ako limity vyplnenia okrajovPoužije výber poľom na uchopenie NLA pásovPoužije výber poľa na výber uzlovPoužiť výber poľom na výber prvkov stromuPoužije uložené údaje v zásobníku údaje o scéne pre prvý modifikátor Line Art v zásobníku. Niektoré nastavenia nebudú k dispozícii.Použije kruh na časť geometrie skosenia krivkyPoužije kruhový výber na výber uzlovPoužije štýl šípky koncaPoužije farebný spád na priradenie priemeru ČB k farbe RGBPoužije špeciálny typ BVH (Bio Vision Motion) optimalizovaný pre vlasy (využíva viac pamäte RAM, ale rýchlejšie sa vykonáva prekreslenie)Použije pripojeného rodiča a potomkov na výpočet manipulátoraNa mierku ohybu kosti použije ovládanie zmeny mierkyPoužije aproximáciu konvexného tela ostrovov (dobrá rovnováha medzi rýchlosťou a priestorovou efektívnosťou)Použije súradnice z UV vrstvyPoužije súradnice tohto objektu (pre výstupné súradnice objektu textúry)Použije súčasnú polohu upravovaného objektuPoužiť aktuálny režimPoužije súradnice otočného bodu súčasnej rotácie/zmeny mierkyPoužije kurzor ako referenčný bodPoužije umiestnenie a polomer kurzora pre rozmery a polohu tvaru orezaniaPoužiť mapovanie krivkouPoužije krivku na definovanie jednoduchej hrúbky ťahuNa ovplyvnenie vplyvu častíc pozdĺž krivky použije vplyv krivkyPoužije vlastnú vzdialenosť útlmu namiesto globálneho prahu svetlaPoužije vlastnú kameru namiesto aktívnej kameryPoužije vlastné hranice kolízie (niektoré tvary budú mať okolo nich viditeľné diery)Použije vlastnú farbu pre uzolPoužije vlastné farby pre dráhu pohybuPoužije vlastnú farbu namiesto preddefinovanejPoužije vlastné farby pre snímky duchovNamiesto motívu použije vlastné farby pre cibuľové šupkyPoužije vlastnú krivkuPoužije vlastné ručne vybrané farby pre F-krivkuPre plôšky v tejto kolekcii použije vlastnú masku priesečníkaPoužije vlastné objekty na definovanie tvarov uzáverovPoužije vlastný referenčný bodPoužije údaje z úplne alebo čiastočne vyhodnoteného objektuPoužije údaje z pôvodného objektu bez použitia akýchkoľvek modifikátorovPoužije pre tento objekt deformáciu rozostrením pohybomPoužitie stupňov pre meranie uhlov a rotáciíPoužije hĺbku ostrosti na zobrazení použitím hodnôt z aktívnej kameryPoužiť zariadenie na prekresľovaniePoužite rôzne hodnoty rozosiatia (a tým aj vzory šumu) na rôznych snímkachPoužiť rozptýlené BSDFPoužiť režim zobrazenia z armatúry (predvolené)Použije vzdialenosť medzi ovplyvnenými a cieľovými objektamiPoužije vzdialenosť medzi ovplyvneným a cieľovým objektom, alebo geometriou cieľového objektuPoužije snímanie vzdialenosti, najlepšie pre husté objemy so vzdialeným osvetlenímPoužije rýchlosť kreslenia, počet snímok alebo manuálny faktor na vytvorenie ťahovPoužije odbúranie hránPoužije úpravu čiar ako limity vyplnenia okrajovPoužiť efekt počas prekresľovaniaPoužite efektorové/globálne súradnice pre turbulenciePoužíva rovnakouhlé snímanie, najlepšie pre objemy s nízkou hustotou svetla vnútri alebo v blízkosti objemuPoužije rovnomernú distribúciu plôšok založenej na oblastiach plôšok alebo dĺžkach hránPoužije presnú geometriu pre najefektívnejšie zbalenie (najpomalšie)Použiť existujúci súbor (namiesto zbaleného): %sPoužije existujúce materiály s rovnakým názvom namiesto vytvárania novýchPožiť externý .ies súborPoužiť externý súbor .osl alebo .osoPoužiť externý súborPoužiť priradenie kláves záložných nástrojovPoužije efekt dopadu pri úprave vo viac snímkovom režime na výpočet efektu štetca podľa snímkyPoužije rýchlejšiu aproximáciu pomocou nezávislého rozostrenia v horizontálnom a vertikálnom smerePoužije rýchlejšiu techniku globálneho osvetlenia pre povrchy s vysokou drsnosťouPoužije informáciu zmäkčenia z maskyPoužije formát súboru používaný pred Blenderom 5.0. Tento formát je obmedzenejší, ale môže mať lepšiu kompatibilitu s nástrojmi, ktoré ešte nepodporujú nový formátPoužije súbor z aktuálneho priečinka (v prípade potreby ho vytvorí)Použije súbor v pôvodnom umiestnení (v prípade potreby ho vytvorí)Použije súbory v aktuálnom priečinku (v prípade potreby vytvorí)Použije súbory v pôvodnom umiestnení (v prípade potreby vytvorí)Používa atribúty s pohyblivou desatinnou čiarkou pre polohuPoužije dynamiku lietania pre navigáciu scénouPoužiť na prekresleniePoužíva sa pre veľké oblasti, ustálený oceán (metóda Pierson-Moskowitz)Používa sa pre ustálený oceán („JONSWAP“, metóda Pierson-Moskowitz) so zaostrením špičkyPoužíva sa pre plytkú vodu („JONSWAP“, „TMA“ - metóda Texel-Marsen-Arsloe)Používa sa pre rozbúrené moria s penouPoužije silové polia pri raste vlasovPoužije úplné výpočty fyziky pre rast vlasovPoužíva geometrickú vzdialenosť na reťazenie namiesto priestoru obrázkuPoužiť globálne súradnicePoužije globálne súradnice pre súradnice textúryPoužije globálnu gravitáciu pre všetky dynamikyPoužiť lesklé BSDFPoužije gltfpack na zjednodušenie povrchovej siete a/alebo komprimovanie jej textúrPoužije zelený kanál záberu pre snímanieNa smerovanie kvapalín použije vodiace (efektorové) objekty (smerové objekty by sa mali byť po kompletnom nastavení animácie a zapečené)Pri snímaní smerov zvnútra objemov používa vodeniePri snímaní smerov z povrchu používa vodeniePoužiť manipulátory pri konverzii bézierovej krivky na polygónyPoužije vysoko kvalitný tangenciálny priestor na úkor nižšieho výkonuPoužíva obrazové RGB hodnoty pre mapovanie normálPoužije vylepšené nastavenie úrovne častíc (pomalšie, ale presnejšie a s možnosťou vyhladenia povrchovej siete)Použiť v 3D záberePoužije vplyv plôšky pre váženiePoužívanie vstupu z gamepadu (ovládača Microsoft Xbox Controller) namiesto ovládačov pohybuPoužite inštancie obsiahnuté v prichádzajúcej geometrii ako základ pre rozptylPoužíva celočíselné atribúty pre polohuPoužije priebežné údajov z uzla prehliadačaPoužiť interný textový blok údajovPoužije inverzný kvadratický priebehPoužije kľúčové časyPoužije filter prechodu vrstvyNa výber použije ľavé tlačidlo myši. Štandardné správanie, ktoré funguje dobre pre zariadenia s myšou, trackpadom a tabletomPoužije staršie prekladané prekladanie zobrazení, vrstiev a prechodov pre kompatibilitu s aplikáciami, ktoré nepodporujú efektívnejšie viacdielne súbory OpenEXR.Použije späť staršie (pomalšie ako nové predvolené nastavenie, v niektorých prípadoch však môže byť stabilnejšie)Použije dĺžku kriviek v tesnej blízkostiPoužiť snímače svetla na nájdenie priesečníka scénPoužije svetlá pre tento objekt Grease PencilPoužiť lineárne mapovaniePoužiť lineárny priebehPoužije súradnice prepojeného objektu pre súradnice textúryPoužije lokálne generované súradnicePoužije lokálne generované súradnice iného objektuPoužije logaritmické rozpúšťanie (vytvorí rýchlejšie slabnutie vysokých hodnôt ako nízkych hodnôt)Použije logaritmické vysúšanie (vytvorí rýchlejšie slabnutie vysokých hodnôt ako nízkych hodnôt)Použije bezstratový výstup pre toky videaPoužije dolný limit pre zmenu objemuPoužije manuálnych pomocníkov kalibráciePoužije identifikátor masky ako vstupnú maskuPoužije masky materiálov na odfiltrovanie pohltených ťahovPoužije filter prechodu materiáluPoužíva informácie o záhyboch povrchovej siete na ostrosť hrán alebo rohovNa vytvorenie častí použije geometriu ostrovov povrchovej sietePre logickú operáciu použije povrchové siete objektov v tejto kolekciiPoužije meta údaje z aktuálnej scényPoužije meta údaje z pásov v radičiPoužitie milimetrov pre jednotky ohniskovej vzdialenostiPoužije modálne vykonanie (len modálne operátory)Použiť modifikátor počas prekresleniaPoužije jasne ohraničený mramorPoužije pre tento objekt rozostrenie pohybomPoužiť myšPoužije myš na zosnímanie farby v aktuálnom obrázkuPoužije myš na ukážku obrázka na pozadíPoužije myš na snímku farby v aktuálnej snímkePoužije filmový klip z kamery aktívnej scényPoužije viacnásobné snímkovanie rozostrenia pohybom 3D scényPoužije rozostrenie pohybom na viac snímok maskyPoužitie viacnásobného rozostrenia pohybom rovinyNa navigáciu dotykovým panelom používajte viacdotykové gestá namiesto emulácie rolovacieho kolieskaPoužije Snímanie viacnásobnou dôležitosťou svetla, znižuje šum svetelnej plochy a ostrý odlesk materiálovNa pridávanie, odstraňovanie alebo presúvanie geometrie môžete interaktívne používať viaceré operátory - {:s} - Pridať geometriu presunutím kurzora do blízkosti prvku - {:s} - Vysunúť hrany presunutím kurzora - {:s} - Odstrániť prvok sietePoužije viacnásobné zobrazenie na scénePoužije mnohouholníkPoužije natívne API rozhranie Windows Ink pre moderné tablety a zariadenia pera. Vyžaduje systém Windows 8 alebo novší.Použiť najbližšiu snímkuPoužije oblasť zápornej osi len na vykonanie operátoraPoužíva skupiny uzlov na viacnásobné použitie tej istej ponukyPoužije šum na rozptyl farby viditeľnosti (dobre funguje s viacnásobnými snímkami)Používa normalizované atribúty pre polohuPoužije normalizované súradnice textúry vlákna (1D) alebo veku častíc (X) a dráhu polohy (Y)Použije objekt ako stred otáčaniaPoužije objekt ako referenčný bodPoužije objekt viackrát v rovnakej kolekciiPoužije výber objektov (len režim úprav)Použije transformáciu objektu na riadenie tvaru premietaniaPoužije globálne súradníc objektu pre duplicituPoužije rotáciu objektu pre duplicitu (globálna os X je súosová s osou otáčania častíc)Použije zmenu veľkosti objektu na vytvorenie kópiePoužije objektové/globálne súradnice textúryPoužíva objekty ako znaky písma (objektom písma dajte bežný názov nasledovaný znakom, ktorý zastupujú, napr. „rodina-a“, „rodina-b“ atď., Nastaví toto nastavenie na „rodina-“ a zapne Vytváranie inštancií vrcholov)Použiť posuv objektu častice v objekte inštancieNa náhodné snímanie používa za chodu vypočítané Sobol Owen-zakódovaniePoužije jednu transformáciu schopnosti cieľa na kontrolu inej (alebo rovnakej) schopnosti vlastníkaPoužívať oneAPI na akceleráciu GPUPoužije iba modifikátory deformácie (dočasné vypnutie všetkých modifikátorov konštrukcie okrem viacnásobného rozkladu)Na interpoláciu použije len vybrané ťahyPoužije štýl otvorenej šípkyPoužije optimalizované súbory na rýchlejšie čistenie, ak sú k dispozíciiPoužije sa pôvodné umiestnenie textúrPoužije kolmé premietaniePoužije obrysy a hranice iných objektov na premietnutie rezov nožovPoužije veľkosť častíc pre črepinyPoužije veľkosti častíc na zmenu veľkosti inštanciePoužije veľkosť častíc na vychýlenieNa cesty odberu snímok použite vodenie cesty. Vodenie trasy sa postupne učí rozloženie svetla scény a vedie cestu do smerov s vysokým priamym a nepriamym svetelným príspevkomPoužije štýl kolmého dieluPoužije veľkosť pixelu pre zásobníkPoužitie pixelov pre jednotky ohniskovej vzdialenostiPoužitie pixelov zo susedných plôšok cez švy UVPoužije zástupné pre chýbajúce snímky pásuPoužije pozíciu (a voliteľnú rotáciu) cieľa na definovanie 'steny' alebo 'podlahy', ktorú vlastník nemôže prekročiťPoužije polohu plus obrys na základe F2-F1Použije oblasť kladných osí len na vykonanie operátoraNa náhodné snímanie použije vopred vypočítané tabuľky Owen-zakódovania SobolPoužije pred/po rotácie z FBX transformácie (možno to budete musieť v niektorých prípadoch zakázať)Používať presné pohyby pre rozširujúce čiaryPoužije tlak na moduláciu hustotyPoužije tlak na moduláciu tokuPoužije tlak na moduláciu tvrdostiPoužije tlak na moduláciu náhodnostiPoužije tlak na moduláciu mokrej zmesyPoužije tlak na moduláciu trvalej vlhkostiPoužije premietnutý alebo sférický dopadPoužiiť kvadratický priebehPoužije polomer ako veľkosť tvaru premietania (0 = auto)Použije nastavenie polomeru častícPoužijete polomer kriviek v tesnej blízkostiPoužije náhodné hodnoty v priebehu časuPoužije náhodnosť na úrovni ťahuNa určenie prenášanej farby použite sledovanie lúčov namiesto použitia iba snímačov svetla. Tým sa zabráni tomu, aby povrch prispieval k osvetleniu povrchov, ktoré toto nastavenie nepoužívajú.Na určenie prenášanej farby použije sledovanie lúčov namiesto použitia iba snímačov svetla. Tým sa zabráni tomu, aby povrch prispieval k osvetleniu povrchov, ktoré toto nastavenie nepoužívajú. Zastarané: použite 'use_raytrace_refraction'.Použije zaznamenanú rýchlosť vynásobenú faktoromPoužije červený kanál záberu pre snímaniePoužije reflexné vyžiarenia svetla, výsledkom je jasnejší obraz (viac šumu, ale pridaná reálnosť)Použije lom vyžiarenia svetla, výsledkom je jasnejší obraz (viac šumu, ale pridaná reálnosť)Ako náhradný text použije obvyklý výraz (podpora skupín)Použije obvyklé výrazy na porovnanie textu v poli „Hľadať“Použiť relatívne cesty súborovPoužiť relatívnu cestuPri prepájaní aktív z tejto knižnice aktív použite relatívnu cestuNa odkazovanie na externé súbory (napr. textúry, zväzky) v systéme USD použije relatívne cesty, inak použije absolútne cestyPoužije iba relatívne cesty s podpriečinkamiPoužije relatívny priestor pre vstupnú geometriu, aby sa zohľadnili transformácie oboch vstupov vo vzťahuPoužije nastavenia prekreslenia pri použití modifikátorov na povrchové siete objektu (vypnuté v Blenderi 2.8)Použije opakovanie hodnôt priradeniaPoužiť rozlíšenie mriežky objemuNa výber použije pravé tlačidlo myši a ľavé tlačidlo myši pre akciu. Toto funguje dobre predovšetkým pre zariadenia s klávesnicou a myšouPoužije pravidlo letu kŕdľaPoužije pravidlo kŕdeľa na zemiPoužije rovnaký smer pre všetky normály, z počiatku na stred cieľových (len režim smerovania)Použije rovnaký vstup ako predošlý modifikátor a výsledky zmieša použitím celkovej skupiny vrcholovPoužije mierky existujúcich UV na znásobenie rozpätiaPoužiť zmenu veľkosti pri výpočte matricePoužije orientáciu scény namiesto vlastného nastaveniaPoužije scény sveta pre osvetleniePoužitím aktuálnej aktívnej kamery scény na určenie základnej polohy a rotácie zobrazenia VRPoužije súradnice obrazovky ako súradnice textúryPoužije veľkosť obrazových pixelov namiesto svetových jednotiekPoužije vybrané objekty ako zdroj dymuPoužiť detekciu sekvenciePoužije pás radiča sekvencií ako vstupnú maskuPoužiť nastavenie z modifikátoraPoužiť nastavenia z štetcaPoužiť nastavenia odtiaľPoužiť nastavenia z vlastností operátoraPoužiť nastavenia zo scényPoužije nastavenia nadradenej kolekciePoužije uzly tieňovačov pre štýl čiaryPoužije uzol tieňovača na prekreslenie svetlaPoužije tieňovač uzly na prekreslenie materiáluPoužije uzly tieňovačov na prekreslenie svetlaPoužije tieňovače pre mechanizmus prekreslenia CyclesPoužije tieňovače pre prekresľovač EeveePoužije tieňovače pre všetky prekreslenia a zábery, pokiaľ neexistuje konkrétnejší výstupPoužije tvar kriviek v tesnej blízkostiNa zachovanie definície funkcie použije jednoduché informovanie o funkciiPoužije jednoduchú interpoláciu mriežky vrcholovPri maľovaní použije jednu farbu alebo prechodPoužije jeden bod ako smerPoužije jeden bod na vytvorenie prstencovPoužije sklon krivky vedúcej dnu/von z koncových bodov kľúčovej snímkyPoužije vyhladené normály vrcholov namiesto normál plôšok pre výslednú povrchovú sieťPoužije jemné mramorovaniePoužije špeciálneho riešiteľa stopy stabilnej polohy kamery, ako je napríklad statívPoužije špeciálny typ BVH optimalizovaného pre krivky (používa viac pamäte RAM, ale prekresľuje rýchlejšie)Použije zadaný objekt kamery na generovanie ťahov Line ArtPoužiť štvorcový štýlPoužije štandardnú omietkuPoužije štandardnú textúru vlny v pásochPoužije štandardnú štruktúru dreva v pásochPoužiť statické súradnice (definované rôznymi spôsobmi)Používa rovné čiary medzi bodmi kľúčovej snímkyPoužije dĺžku ťahu pre súradnice textúryPoužije podprocesy na kompiláciu tieňovačovPoužije tlak tabletuPoužije tlak tabletu na intenzitu sfarbeniaPoužije tlak tabletu pre chvenieNa odsadenie používa tabelátor alebo medzerníkPoužíva maľovania textúr v režime tvarovaniaPoužije hodnoty mierky textúryNamiesto toho použite uzol „Zarovnať rotáciu na vektor"Namiesto toho použite uzol "Rotácia rotácie"Použije 2D stabilizovanú verziu klipuPoužiť 2D vektor (x, y) ako vstup. Zložka Z je ignorovaná.Použite 3D kurzor ako polohu vybraných objektov na ich zarovnaniePoužije orientáciu 3D kurzora pre nový objektPoužiť 3D vektora (X, Y, Z) ako vstupPoužiť 4D vektor (X, Y, Z, W) ako vstupPoužije CPU na spracovanie uzla odstránenia šumuPoužije GPU na spracovanie uzla odstránenia šumu, ak je k dispozícii, inak sa vráti k CPUPoužije váhu MIS na váženie príspevku priamo viditeľných svetelných zdrojov počas vodeniaPoužite funkciu Minkowski na výpočet vzdialenosti (exponenciálna hodnota určuje tvar hraníc)Použije umelú inteligenciu odstraňovača šumu OptiX s akceleráciou GPU, ktorý je k dispozícii len na grafických procesoroch NVIDIA, ak je nakonfigurovaný na karte systému v užívateľských predvoľbáchPoužije 3D kameru scény ako vstupPoužije časovú os radiča sekvencií scény ako vstupParameter Cieľový objem použije ako počiatočný objem namiesto jeho výpočtu zo samotnej povrchovej sietePoužiť aktívnu kolekciu aktuálnej vrstvy zobrazenia na inštanciovanie importovaných kolekcií a objektovPoužije aktívnu polohu kamery na vrhanie lúčovPoužije aktívny objekt ako povrch pre vybrané objekty kriviek a nastaví ho ako rodičovský objektPoužije aktívne objekty ako polohu vybraných objektov na ich zarovnaniePoužije aktívny časticový systém z kontextuPoužije informácie o alfa kanáli obrázkaPoužije alfa prvého vstupu ako zmiešavací faktor a vráti nepriehľadnejšiu alfa z oboch vstupovPoužije prah alfa na strih viditeľnosti (binárna viditeľnosť)Použije uhol medzi dvoma kosťamiPoužije hodnotu atribútu najbližšieho prvku povrchovej sietePoužije priemer priľahlých hrán-vrcholovPoužije priemer priľahlých hrán-vrcholov vážených podľa ich dĺžkyPoužije kompaktné, jednoriadkové rozloženiePoužije aktuálne 3D zobrazenia pre prekreslenie, iné použité nastavenia scényPoužije aktuálnu polohu kosti pre plášte a výber segmentu Kosť ohybu namiesto pokojovej polohyPoužiť aktuálne nastavenie prichyteniaPoužije aktuálnu orientáciu transformáciePoužije aktuálne zobrazenie namiesto aktívneho objektu na vytvorenie novej orientáciePoužije aktuálne pozadie oblasti na osvetlenie ukážky prekresleniaPoužiť predvolené ploché náhľadyPoužije predvolené rozloženie viacerých riadkovPoužitím hĺbky pod myšou zlepší funkčnosť zobrazenie posun/rotácia/priblíženiePoužije vzdialenosť medzi objektami na vytvorenie závituPoužije existujúci atribút mapy vodenia, ak je k dispozíciiPoužije vonkajší/vnútorný polomer pre rozmery prstencaPoužije sa spätná väzba, ak sa nedá vyriešiť cesta údajov, namiesto toho, aby sa ovládač nevyhodnotilPoužije konečné vyhodnotené indexy namiesto pôvodných indexov povrchovej sieteNa limitovanie posunu použije globálnu osPoužitím globálnej osi obmedzí silu a nastaví smer gravitáciePoužije globálny súradnicový systém pre súradnice textúryPoužije metódu importu nastavenú v predvoľbách pre túto knižnicu materiálov, neprepisujte ju v tomto prehliadači materiálovPoužije počiatočnú dĺžku ako pokojovú dĺžku pružiny namiesto dvojnásobnej veľkosti častícPoužije najmenšie zakrútenie cez celú krivkuPoužije ľavé manipulátoryPoužije starší spôsob generovania šumu. Má problém, že môže vytvárať hodnoty mimo -1/1Použitím vstupu dĺžky úplne nahradí pôvodnú dĺžkuPoužije lokálny súradnicový systém prepojeného objektu pre súradnice textúryNa limitovanie posunu použije lokálnu osPoužitím lokálnej osi obmedzí silu a nastaví smer gravitáciePoužije lokálny súradnicový systém pre súradnice textúryPoužije polohu a rotáciu iného objektu na určenie vzdialenosti a rotácie zmeny medzi usporiadanými položkamiPoužije väčšie/menšie dosahy pre rozmery prstencaPoužije scénu náhľadu materiálu pre náhľady uzlovPoužije maximálnu hodnotu XPoužije maximálnu hodnotu YPoužije maximálnu hodnotu ZPoužije minimálnu hodnotu XPoužije minimálnu hodnotu YPoužije minimálnu hodnotu ZPoužite vlastné vyhodnotenie času modifikátoraPoužitím myši vytvorí prepojenie medzi dvoma uzlamiPoužije myš na odstrihnutie (odstránenie) niektorých prepojeníPoužije myš na stlmenie odkazovPoužije myš na snímku farby v aktuálnom obrázkuPoužite myš na snímku váhy v 3D zobrazeníPoužije počet bodov z kriviek v tesnej blízkostiPri výbere použije stred objektu, použitého v režime úprav na rozšírenie výberu objektuPoužije posuv určenej kosti pokojovej pózy pre výpočet manipulátoraPoužíva staré polopoškodené správanie, ktoré nechápe, že rotácie sa točia dookolaPoužije orientáciu určenej kosti na výpočet manipulátora, ignoruje polohuPoužije pôvodnú mierku Y kostiPoužije pôvodnú mierku kostíPoužije pôvodné nezdeformované súradnice objektuPoužitím nastavení nástroja overlap_mode (režim prekrytia) určíte, ako sa majú prekrývajúce sa pásy premiešaťAk je to možné, použije rodiča objektu inštanciePoužiť pripnutý kontextPoužiť pripnutý uzol stromuPoužije otočný bod v každej rotáciiPoužije otočný bod v rozsahu zápornej rotácie okolo osi XPoužije otočný bod v rozsahu zápornej rotácie okolo osi YPoužije otočný bod v rozsahu zápornej rotácie okolo osi ZPoužije otočný bod v rozsahu kladnej rotácie okolo osi XPoužije otočný bod v rozsahu kladnej rotácie okolo osi YPoužije otočný bod v rozsahu kladnej rotácie okolo osi ZPoužitím tlačidla plus pridáte položky zoznamuPoužite polohu určenej kosti na výpočet manipulátoraPoužije štvorstenové pretvorenie povrchovej sietePoužije výsledky tohto vynúteniaPoužije pravé manipulátoryPoužije poradie rotácie definovaného v súbore BVHNa spracovanie uzla odstránenia šumu použije to isté zariadenie, ktoré používa kompozítorPoužite rovnaké náhodné rozosiatie pre každú os mierky pre jednotnú mierkuPoužije rovnakú hodnotu mierky pre všetky osiPre obe osi použije rovnakú hodnotu mierkyPoužiť skalárnu hodnotu W ako vstupPoužiť orientáciu scényPoužije počiatok scény ako polohu vybraných objektov na ich zarovnaniePoužije nastavenie kvality odstránenia šumu scényPoužiť vyhľadávanie v doplnkoch.Použiť vyhľadávanie v rozšíreniach.Použije vybrané objekty ako polohu vybraných objektov na ich zarovnaniePoužije výber (alebo posledný stred ťahu v režimoch maľovania) ako otočný bod pre obiehaniePoužije mapy tieňov zo svetiel vrhajúcich tieň na spresnenie hrúbky definovanej materiálom stromom uzlovPoužije najkratšiu vypočítanú vzdialenosť geometrie cieľového objektu ako váhuPoužije najmenšiu rotáciu jednej osi, podobne ako v prípade Stlmenej trasyPoužije počiatočný ťah pre hĺbkuPoužijete uložený vlastný atribút normál ako finálne normályPoužije jednoduché vlákno na prekresleniePoužije hĺbku povrchu na umiestnenie kurzoraPoužije normálu povrchu (ako alternatívu použije orientáciu transformácie)Použije normálu povrchu na orientáciu tvaru orezaniaPoužije dotyčnice na výpočet zakrúteniaPoužije cieľový objekt na limitovanie polohyPoužije cieľovú rotáciu na určenie podlahyPoužite RGB hodnoty textúry na presun povrchovej siete v smere XYZPoužije hodnotu intenzity textúry na presun pozdĺž (priemernej) vlastnej normály (padá späť na vrchol)Použije hodnotu intenzity textúry na presun pozdĺž normály vrcholuPoužije hodnotu intenzity textúry na presun v smere XPoužije hodnotu intenzity textúry na presun v smere YPoužije hodnotu intenzity textúry na presun v smere ZPoužije motív pre farbu pozadiaPoužiť čas scényPoužiť časovú os na zapečenie scényPoužije neskreslenej verzie klipuPoužije hodnotu z niektorej vlastnosti RNAPoužite hodnotu z nejakej vlastnosti RNA v kontexte aktuálneho hodnoteniaNa limitovanie posunu použije os zobrazeniaPoužitím osi zobrazenia obmedzí silu a nastaví smer gravitáciePoužije zobrazenie na orientáciu tvaru orezaniaPoužije voxelové pretvorenie povrchovej sietePoužije svet pre farbu pozadiaPoužije túto oblasť svetla pre usmernenie odberu snímok z pozadia, všimnite si, že vytvorené svetlo bude neviditeľnéPoužitím tejto kosti armatúry môžete definovať ohnisko hĺbky ostrostiPoužije tento štetec v režime maľovania Grease PencilPoužije tento štetec v režime maľovania vrcholov Grease PencilPoužije tento štetec v UV režime tvarovaniaTento štetec používajte v režime tvarovania kriviekPoužije tento štetec v režime tvarovaniaPoužije tento štetec v režime maľovania textúryPoužije tento štetec v režime maľovania vrcholuPoužije tento štetec v režime maľovania váhyPoužije túto cestu súboru pre disk zásobníka, keď je knižnica prepojená na iný súbor (pre miestne zapečenie súboru scény, zakáže túto možnosť)Tento index použite na vygenerovanom segmente. -1 znamená použitie existujúceho materiálu.Túto inštaláciu použite pre súbory .blend a na zobrazenie miniatúrPoužije tento objekt svetla na vygenerovanie obrysu svetlaTento objekt sa použije na definovanie bodu ohniskovej vzdialenosti hĺbky ostrostiPoužije systém súradníc tohto objektu namiesto globálneho súradnicového systémuPoužite nastavenie záhybu tohto objektu na prepísanie globálnej scényPoužije prioritu priesečníka tohto objektu na nastavenie prepisu kolekciePoužije vlákna na kompiláciu tieňovačovPoužije na animáciu sledovania dráhy objektu/kostiPri vznášaní kurzora nad týmto manipulátorom polohy použije tipy nástrojovPoužije topológiu základného zrkadlenia (pre prispôsobenie oboch strán povrchovej siete, unikátna topológia)Použije transformáciu Gizma podľa pôvodnéhoPoužije vlastnosť transformácie cieľa na vyhľadanie vrchu pózy vlastníka akciePoužije priehľadné tiene pre tento materiál, ak obsahuje transparentné BSDF, vypnutím sa bude prekresľovať rýchlejšie, ale nedáva presné tienePoužije vejár trojuholníkovPoužije iba skutočné posunutie povrchu, vyžaduje jemné deleniePoužije redukciu plôšky znížením rozdeleniaPoužije jednotné nastavenie úrovne častíc (rýchlejšie, ale nižšia kvalita)Použije horný limit pre zmenu objemuPoužije bit premennej kvantizáciePoužije rýchlosť pre automatickú veľkosť krokuNa smerovanie použije rýchlosti tohto objektu (objekt musí mať modifikátor kvapaliny a musí byť typu oblasti vplyvu)Použije váhy skupiny vrcholov ako faktor namiesto vplyvuPoužije váhy skupiny vrcholov na rezanie plôšok na obryse váhyNa výber skosenia vrcholu alebo hrany použije váhu skupiny vrcholovPoužije vrchol alebo hranu zošitiaPoužije vrcholy, ktoré nie sú súčasťou definovanej oblastiPoužije veľmi jasne ohraničený mramorPoužiť vrstvu zobrazenia na prekreslenieNamiesto pružín Hooke použije viskózno-elastické pružinyPoužije viditeľné ťahy ako limity vyplnenia okrajovPoužite modely von Mises-Fisher ako smerové rozloženiePoužije navigáciu chôdze na výber prvkov stromuPoužiť efekt vlnyPoužije textúru vlyn v prstencochPoužije váhy na efekt moduláciePoužije celú kolekciu narazPoužívajte celý ťah, nielen vybrané bodyPoužije zobrazenie drôteného modelu v režimoch maľovaniaPoužije odlišnosti pretnutia na výmenu zachovanej stranyPoužije štandardnú štruktúru dreva v prstencochPoužije nastavenia pracovnej plochy prekreslenia zo scény radiča sekvencií, namiesto každej jednotlivej scény použitej v pásePoužije posuv priestoru oblasti v objekte inštanciePoužitá dĺžkaPoužíva sa na definovanie dráhy profiluSlúži na spracovanie zmien v kolekciiSlúži na triedenie viacerých odkazov prichádzajúcich do toho istého vstupu. Najvyššie ID je na vrchu.Použije na sledovanie iba jeden rám sekvencie obrazu, nastaveného na nulu na sledovanie všetkýchPoužíva sa pri pripájaní akcie k bloku údajov na nájdenie správneho úchytu zásuvky. Je to zobrazovaný názov, pred ktorým sú dva znaky určené typom ID zásuvkyPoužíva sa, keď blok údajov nie je lokálny pre aktuálny .blend súbor, ale je prepojený z nejakej knižniceUžívateľskýDoplnky užívateľovUžívateľské knižnice aktívPočet užívateľovDefinované užívateľomÚložiská užívateľských rozšíreníUžívateľské rozhranieUžívateľská konfigurácia klávesyUžívateľská knižnicaUžívateľský manuálUpravené užívateľomUžívateľský ortografickýCesta užívateľaIná cesta užívateľaUžívateľské cestyUžívateľský perspektívnyUžívateľské úložiskoUžívateľské popisyPoužívateľom definovaná poznámka pre prekreslenie pečiatkovaniaUžívateľom definovaný príznak (token názvu)Užívateľské rozhranie nastavenia štýlu a fariebUžívateľ je snímanýCesta užívateľa k akcii. Napr. "/user/hand/left"Výber upravovanej geometrie užívateľom na vykonanie nástrojaUžívateľské záložkyKľúčové snímky upravené užívateľomUžívateľ:PoužívateliaUžívatelia: {}Používa štetcePoužíva LSCM (Konformné mapovanie najmenších štvorcov). Zvyčajne poskytuje menej presné UV mapovanie ako mapovanie na základe uhlov, ale funguje lepšie pre jednoduchšie objektyPoužíva SLIM (Scalable Locally Injective Mapping). Minimalizuje skreslenie v oblastiach a uhloch.Používa presnejšiu, ale pomalšiu metódu. Používa sa, ak výstup obsahuje nežiadúci šum.Používa pole ohraničeniaPoužíva konvexný trupPoužíva presnú geometriuPoužíva hodnotu Vzdialenosť snímania pre záber. Rýchlejšie, ale môže blikaťPoužíva vektorovú rýchlosť prekresľovania na rozostrenie pixelov obrázka v 2DPoužívanie aktívnej kamery scényPoužitie delenia CPU aj GPUObslužné programyObslužný programVOs V (Y)V posuvOsi VFrekvencia zberu VBOVýstupný čas VBOVFXSkupina vrcholov ASkupina vrcholov A a BSkupina vrcholov A alebo BSkupina vrcholov BVMMVirtuálna realita VRIndikátor pózy VR ovládačaVR InfoOrientačný bod VRIndikátory orientačných bodov VRVR navigáciaPrekreslenia VRInšpekcia scény Virtuálnej realityRelácia VRIndikátor pózy zobrazovača VRNastavenia navigácie VRZáber VR ďaleko vzdialenosti strihuZáber VR blízko vzdialenosti strihuVRAM: %.1f GB voľnýchVRAM: %.1f/%.1f GBHodnotaPlatnáOveriť povrchové sieteOveriť povrchové sieteOverí referencie z nastavení komponentov výbavy na kolekcie kostí. Vždy to spúšťajte pred aj po spojení dvoch objektov meta výbav armatúry do jedného, aby ste sa vyhli chybámOveruje odkazy z nastavení komponentov platformy na kolekcie kostíPrah platnostiÚdolieHodnotaInvertované hodnotyHodnota chveniaHodnota názvu vrstvyHodnota MaximumHodnota MinimumRežim hodnotyHodnota posuvuPosuvník hodnotyPridaná hodnota do snímok textúrHodnota zväčšenia alebo zmenšenia objektu vzhľadom na počiatok sveta (použiteľné iba prostredníctvom vynútenia zásobníka transformácie)Hodnota na zväčšenie alebo zmenšenie objektov vzhľadom na počiatok oblastiHodnota zmeny posuvuHodnota zmeny profiluHodnota zmien segmentovHodnota pre zmeny v poloheHodnota pre zmeny v rotáciiHodnota pre zmeny v mierkeHodnota pre užívateľské typy vlastností, ktoré možno upravovať len ako výraz jazyka PythonHodnota kľúčovej snímky naHodnota pre vzdialenosť medzi zoradenými položkamiHodnota vzdialenosti medzi položkamiHodnota pre výpočet obalu, ktorá udáva, ako rýchlo môže obal klesať (čím nižšia hodnota, tým strmšie môže klesať)Hodnota pre výpočet obalu, ktorá určuje, ako rýchlo môže obal stúpať (čím nižšia hodnota, tým strmšie môže stúpať)Hodnota pre voxely mimo kockyÚroveň hodnotyHodnota môže byť implicitne konvertovaná, ak typ nezodpovedáHodnota nebola nájdená v balíku: "{}"Hodnota 0 odstráni z obrázka farbu a urobí ho čiernobielym. Hodnota vyššia ako 1,0 zvyšuje sýtosťHodnota kľúčového tvaru v aktuálnej snímkeHodnota prvého vstupu farbyHodnota prvého vstupu s číslom na pohyblivej čiarkeHodnota prvého vstupného vektoraHodnota položkyHodnota druhého vstupu farbyHodnota druhého vstupu s číslom na pohyblivej čiarkeHodnota druhého vstupného vektoraPosun hodnoty. Pri hodnote 0 je farba čierna, pri hodnote 1 zostáva rovnaká a pri vyšších hodnotách je farba svetlejšiaHodnota vplyvu plášťa je sústredená okolo/na základeHodnota, ktorú musí hodnota transformácie dosiahnuť, aby sa časová os akcie presunula na prvú snímku. Rotácie sú v stupňochHodnota, ktorú musí hodnota transformácie dosiahnuť, aby sa časová os akcie presunula na poslednú snímku. Rotácie sú v stupňochHodnota na normáluHodnota na reťazecHodnota na pripočítanie k farbámHodnota na pridanie do váhHodnota na vynásobenie fariebHodnota podľa viacnásobných váhHodnota použitá pre referenčnú, špeciálnu, okolitú, emitovanú, alfa, zrkadlenú lúčom, TransLu a hardHodnota, pod ktorou sa voxely považujú za prázdne miesto pre optimalizáciu prekresleniaHodnota použitá ako rozosiatie v 1D a 4D dimenziiHodnota, Odtieň, NasýtenieHodnota:Hodnota: ŽiadnaHodnota: Neznáma (nehodnotí sa)Hodnota: musí byť 'nič' pre pohybHodnota: musí byť 'stlačené', keď je nastavené UnicodeHodnota: musí byť 'stlačenie/uvoľnenie' pre klávesnicu/tlačidláHodnota: podporované sú iba 'stlačenie/uvoľnenie/nič'Hodnota: {}HodnotyHodnota pre zmenu polohyHodnota pre zmeny rotácieHodnota pre zmeny mierkyHodnoty generované týmto modifikátorom sa použijú na vrchol existujúcich hodnôt namiesto ich prepisovaniaHodnoty väčšie ako prahová hodnota sú vnútri vygenerovanej povrchovej sieteHodnoty na koncových kľúčových snímky sú dodržanéHodnoty, ktoré triedia rohy pripojené k hraneHodnoty používané na triedenie rohov pripojených k vrcholu. Predvolene používa indexyHodnoty používané na zoradenie bodov krivky. Predvolene používa indexyHodnoty používané na zoradenie hrán pripojených k vrcholu. Predvolene používa indexyHodnoty používané na triedenie rohov plôšky. Predvolene používa indexyHodnoty:Hodnoty: ŽiadnaZánikPremennáPodporovať výrazy premennýchPremenná spätnej väzby ako chybaPremenná neexistuje v tomto ovládačiPremenná z nejakého zdroja/cieľa pre vzťah ovládačaPremennéPremenné: {:d}OdchýlkaVariantÚroveň variácieRôzne informácie o stave položky po jej importovaníRôzne nástroje na zlepšenie a urýchlenie pracovného postupu založeného na uzlochRôzne hodnoty drsnosti pre každé vláknoRôzne koncentrácie melanínu pre každé vláknoVektorVektorové rozostrenieVektorové krivkyPosunúť vektorZobraziť vektoryVektor písmaVektorové písmoVektorový manipulátorVybraný vektorový manipulátorVektorová matematikaUzol vektoraZásuvka uzla vektoraRozhranie zásuvky uzla vektoraRotácia vektoraTransformácia vektoraHodnota vektoraVektor smeru, ktorým bol každý bod posunutý počas deformácieTyp údajov Vektor, ovplyvňuje polohuVektorové pole pre reprezentáciu zobrazenia vektorovBlok údajov vektorového písmaVektor písma pre textové objektyVektor pre posunVektorový manipulátorVektor v poli normál povrchovej sieteHodnota vektoraHodnoty vektorová v atribúte geometrieVektor, ktorý by sa mapoval na krivkuVektor, bod alebo normála, ktoré sa použijú na konverziu medzi priestormiVector2DVektory na porovnanie rozdielov medzi pripojenými rohmi hrán. (Podporuje 3D vektory)Vektorový rozsahRežim snímania vektorovNepriehľadnosť vektora rozsahuRýchlosťRýchlosť / VlasyAtribút rýchlostiRýcholsť spádu farbyFaktor rýchlostiMriežka rýchlostiLineárna rýchlosťMierka rýchlostiZdroj rýchlostiMriežka rýchlosti XMriežka rýchlosti YMriežka rýchlosti ZRýchlosť považovaná ako maximálny vplyv (jednotky Blendera na snímku)Pole rýchlosti oblasti vplyvu kvapalinyRýchlosť sily ovládajúcej parabolický oblúk teleportácie v m/sVerletVerziaVerzia %r nie je podporovaná, musí byť %r alebo novšiaZálohovanie verzie zlyhalo (súbor uložený s @)Verzia knižnice Blendera bola uložená do .blend súboruVerzia Blendera bola uložená v userpref.blendVerzia:Verzia: {:s}Verziovanie: Uzol Mapovať hodnotu bol odstránenýVerziovanie: Použitý uzol bol odstránenýVrcholVrchol (trojuholník)Atribúty vrcholovFarba vrcholovFaktor farby vrcholovNázov farby vrcholuKvantizácia farieb vrcholovFarba vrcholu ovplyvňuje iba výplňFarba vrcholu ovplyvňuje ťah a výplňFarba vrcholu ovplyvňuje iba ťahFarby vrcholovPočet rohov vrcholovPočet vrcholovPole počtu vrcholovZáhyb vrcholovZáhyb vrcholov:Údaje vrcholovTypy údajov vrcholovÚdaje vrcholu:Pole počtu vrcholov plôšokVrchol Grease PencilSkupina vrcholovSkupina vrcholov "%s" neexistujeSkupina vrcholov "%s" je uzamknutáSkupina vrcholov ASkupina vrcholov BZhluk skupiny vrcholovNegovať zhluk skupiny vrcholovHustota skupiny vrcholovNegovať hustotu skupiny vrcholovPrvok skupiny vrcholovFaktor skupiny vrcholovPole skupiny vrcholovNegovať pole skupiny vrcholovInvertovať skupinu vrcholovSkupina vrcholov ovíjaniaNegovať ovíjanie skupiny vrcholovSkupina vrcholov dĺžkyNegovať dĺžku skupiny vrcholovZámky skupiny vrcholovSkupina vrcholov rotácieNegovať rotáciu skupiny vrcholovSkupina vrcholov Zdrsnenie 1Negovať Zdrsnenie 1 skupiny vrcholovSkupina vrcholov Zdrsnenie 2Negovať Zdrsnenie 2 skupiny vrcholovSkupina vrcholov konca zdrsneniaNegovať koniec zdrsnenia skupiny vrcholovSkupina vrcholov veľkostiNegovať veľkosť skupiny vrcholovŠpeciálne skupiny vrcholovSkupina vrcholov dotyčniceNegovať dotyčnicu skupiny vrcholovSkupina vrcholov zakrúteniaNegovať zakrútenie skupiny vrcholovSkupina vrcholov bez referenciíSkupina vrcholov rýchlostiNegovať rýchlosť skupiny vrcholovVáha skupiny vrcholovVáhy skupiny vrcholovSkupina vrcholov pre pripnutie vrcholovSkupina vrcholov pre zmrštenie plášťaSkupina vrcholov, na ktorú sa má vyvíjať tlak. Nulová hmotnosť znamená žiadny tlak, zatiaľ čo hmotnosť jedna znamená plný tlak. Plôšky s vrcholom s nulovou hmotnosťou budú z výpočtu rozsahu vylúčené.Skupina vrcholov je uzamknutáSkupina(y) vrcholovSkupiny vrcholovSkupiny vrcholov priradené ku deformovaným kostiamSkupiny vrcholov priradené ku nedeformovaným kostiamIndex vrcholuVrcholový index 1Vrcholový index 2Indexy vrcholovInterpolácia vrcholovMapovanie vrcholovHmotnosť vrcholuMetóda vrcholov povrchovej sieteSusedné vrcholyNormála vrcholuNormály vrcholovNepriehľadnosť vrcholovMaľovanie vrcholovSchopnosť maľovania vrcholovPrekrytie maľovania vrcholovFaktor zmiešania maľby vrcholovAtribúty polohy vrcholovVybraný vrcholVýber vrcholovNastavenie vrcholovVeľkosť vrcholuVrcholová snímka: Váha vrcholuUhol váhy vrcholuÚprava váhy vrcholovZmiešať váhy vrcholovBlízkosť váhy vrcholovPrenesenie váhy vrcholovVáha vrcholovFarby vrcholov v súbore sú v lineárnom farebnom priestoreFarby vrcholov v súbore sú vo farebnom priestore sRGBZlyhalo čítanie súradníc vrcholovNesúlad počtu vrcholovSkupina vrcholov '%s' nie je platná alebo je možno prázdnaSkupina vrcholov pre jemné ovládanie tuhosti ohybuSkupina vrcholov pre jemné ovládanie tuhosti strihuSkupina vrcholov pre jemnú kontrolu nad štrukturálnou tuhosťouSkupina vrcholov pre jemné ovládanie vnútornej tuhosti pružinySkupina vrcholov je uzamknutáNázov skupiny vrcholovNázov skupiny vrcholov (iba odbúraných)Názov skupiny vrcholov pre dôležitosť váhy (modulácia deformácie)Názov skupiny vrcholov na úpravu vybratých oblastíNázov skupiny vrcholov na moduláciu deformácieNázov skupiny vrcholov pre moduláciu zvlneniaNázov skupiny vrcholov pre vybrané ťahyNázov skupiny vrcholov pre výber ovplyvnených oblastíNázov skupiny vrcholov pre výber/váženie ovplyvnených oblastíPevnosť skupiny vrcholovSkupina vrcholov, ktorej bude vygenerovaná geometria obruby podľa váhySkupina vrcholov, ktorej bude vygenerovaná geometria schránky podľa váhySkupina vrcholov na použitie vplyvu mriežkySkupina vrcholov na riadenie zhlukovaniaSkupina vrcholov na riadenie hustotySkupina vrcholov na riadenie poľaSkupina vrcholov na riadenie ovíjaniaSkupina vrcholov na riadenie dĺžkySkupina vrcholov na riadenie rotácieSkupina vrcholov na riadenie zdrsnenia 1Skupina vrcholov na riadenie Zdrsnenia 2Skupina vrcholov na riadenie konca zdrsneniaSkupina vrcholov na riadenie veľkostiSkupina vrcholov na riadenie dotyčniceSkupina vrcholov na riadenie skrúteniaSkupina vrcholov na riadenie rýchlostiSkupina vrcholov na nastavenie ako aktívnejSkupiny vrcholov objektuVrchol v bloku údajov povrchovej sieteIndex vrcholuIndexy vrcholovVrchol je koreňom pre výpočty rotácie a generovania armatúry, pričom tento príznak nevymaže ostatné korene na rovnakom ostrove povrchovej sieteFarba vrcholu slučky v povrchovej sietiVtchol nie je v skupineVrchol rohuPoloha vrcholovVýber vrcholu - Shift-klik pre viacnásobné režimy, Ctrl-klik zmenšenie výberuVýber vrcholov musí byť povolený v režime maľovania váhyMaskovanie výberu vrcholov pre maľovanieRežim výberu vrcholovVrchol je rohom mriežkySkupina váh vrcholov, na prelínanie základných tvarovVáha vrcholov použitá modifikátorom skoseniaVáha vrcholu pri použití štetcaVrchol:Skupina vrcholov '%s' nebola nájdená v objekte '%s'Skupina vrcholov - pridanie: nemožno zavolať objekt, čo je v režime editácieSkupina vrcholov - zmazanie: nemožno zavolať objekt, čo je v režime editácieUpravaVahyVrcholovZmiesanieVahyVrcholovPribuznostVahyVrcholovVertikálneVertikálne zarovnanieVertikálne zorné poleVertikálny zoznamRozdeliť vertikálneVertikálny pomer strán (používa sa iba pre projektory kamier)Vertikálny pomer strán - pre anamorfný alebo neštvorcový výstup pixeluVertikálny rozmer mapy zapečeniaVertikálny rozmer mapy zapečenia (iba externý)Vertikálne umiestnenie oknaZvislý posuv od počiatku objektuVertikálna poloha pásuVertikálna pozícia textového poľa vzhľadom na polohuVertikálna poloha podčiarknutiaVertikálna mierka (používa sa iba pre projektory kamier)Vertikálna veľkosť oblasti obrazového snímača v milimetrochVrcholyÚdaje vrcholov:Vrcholy XVrcholy YVrcholy ZVrcholy zmenené z %d na %dVrcholy zmenené z %u na %uVrcholy prepájajúce viacnásobné oblasti plôšokVrchol musí byť aspoň 1Vrcholy musia byť aspoň 3Vrcholy povrchovej sieteVrcholy:%s | Plôšky:%sVrcholy:%s | Plôšky:%s | Trojuholníky:%sVrcholy:%s | Trojuholníky:%sVrcholy:%s/%sVrcholy:%s/%s | Hrany:%s/%s | Plôšky:%s/%s | Trojuholníky:%sVeľmi vysoký kontrastVeľmi malý kontrastVeľmi nízka kvalitaVibráciaVideoVideo kodekVideo pamäťRadič videosekvenciíPrenosová rýchlosť videa (kB/s)Úprava videaVideáVietnamsky - Tiếng ViệtPohľadZobrazenie a ovládanieZarovnať zobrazenieZobraziť text atribútuNáhľad osíZobraziť predsudkyVycentrovať pohľadZobraziť kontextZobraziť vzdialenosťPohľad zZobraziť výškuZobraziť indexVrstva zobrazeniaVrstva zobrazenia '%s' sa v scéne '%s' nenašlaVlastnosti Vrstva zobrazeniaZobrazí nastavenie vrstvy pre EEVEEVrstvy zobrazeniaPoloha pohľaduZamknúť zobrazenieZobrazí ovplyvnenie transformácie zamknutého 3D záberu kamery namiesto rodičovského objektuZásobník máp zobrazeniaMatrica pohľaduZobraziť názovNavigácia zobrazeniaZobraziť normáluZobraziť normálny dopadZobraziť normálny limitPrekrytie zobrazeniaZobraziť percentoPerspektívny pohľadRovina zobrazeniaOblasti pohľaduRotácia pohľaduZobraziť mierkuNastavenia zobrazeniaTyp zobrazeniaZobraziť vektorovoZobraziť os XZobraziť os ZZobraziť Z hĺbkuZobrazí súvislosť založenú na priamej príručke vo webovom prehliadačiZobraziť všetky krivky v editoreZobrazí všetky objekty na scéneZobrazí všetky vybrané UVZobrazí všetky vybrané prvkyZobraziť všetky pásy radičiZobraziť a upraviť UVZobrazenie, úprava obrázkov a UV mápZobraziť a upraviť maskyZobraziť ako prekreslenieZobrazí vzdialenosť od podlahy pri chôdziZobrazenie zozaduZobrazenie zdolaZobrazenie spreduZobrazenie zľavaZobrazenie spravaZobrazenie zhoraZobrazenie vo viacvrstvovej snímkeVrstva zobrazeniaVrstva zobrazenia '%s' nemôže byť odstránená zo scény '%s'Zobrazenie vrstvy v hodnotenom staveNázov vrstvy pohľaduZobrazí nastavenie vrstvy pre EEVEERežim zobrazenia použitého na zobrazenie výstupu radiča sekvenciíZobrazenie sa nepodarilo nájsť, nedá sa zoradiť podľa osi zobrazeniaZobraziť na rovníkuZobraziť na pólochZobrazí operácie (užitočné pre klávesnice bez numerickej klávesnice)Poloha otočného bodu pohľaduZobrazí vybrané pre všetky regiónyPosun pohľadu v pohľade kameryZobrazí celý obrázokZobrazí výsledok editora štúdiového svetla v záberePrezrite si záber s okuliarmi pre virtuálnu realitu (hlavovými displejmi)Zobrazí transformáciu nastavenú na %s (konvertované z %s)Zobrazenie použité pri konverzii obrázka zobrazovaného priestoruZobrazí celý obrázok so značkami2D pohľadAktivovať manipulačný prvokAktívny nástrojZozaduPozadieObaZdolaKameraTyp dutinyVlastnáŤahaťPodlahaSpreduZľavaZmiešaťStlačiťSpravaZatienenieVybraťMotívZhoraPohľadSvetZobrazená vrstvaZobrazená vrstva '%s' neobsahuje objekt '%s'ZobrazovačZobrazovač atribútu NepriehľadnosťDivák dozaduÚdaje zobrazovačaDivák dopreduIndex divákaPoložka divákaPoložky divákaDivák vľavoUzol ZobrazovačCesta zobrazovačaPrvok Cesta k zobrazovačuPolohy pózy divákaRotácia pózy divákaZobrazovač regiónuDivák vpravoObrázok prehliadača nebol nájdený.Referenčná mierka diváka spojená s týmto orientačným bodomSmer záberuZáberMnožstvo záberuAnti-aliasing záberuZáberu BVHTyp záberu BVHZábery odrazovLadenie záberuZáber odstraňovača šumuOdstránenie šumu záberuVstupné prechody odstránenie šumu záberuPredbežný filter pre odstránenie šumu záberuKvalita odstránenia šumu záberuMiera delenia záberuZobrazenie záberuSpätná a záberuManipulačné prvky záberuPrekrytie záberuRozlíšenie záberuSnímky záberuPredvoľby snímania záberuTyp zobrazenia scényVeľkosť záberuLimit textúry záberuTransformácia záberuViditeľnosť záberuVeľkosť zobrazenia záberu snímaných údajovZobrazenie štýlu záberu pre prázdneZobrazí štýl záberu pre stopyUhol objektívu záberuManipulačný prvok navigácie záberuRežim záberu bez prekresleniaZáber nie je v lokálnom zobrazeníPrekrytie záberu je zakázanéRozlíšenie záberu vygenerovanej plochyZáberochZobrazeniaFormát zobrazeníFormát zobrazení:MedailónikIntenzita medailónuZásuvka uzla virtuálnychVirtuálni rodičiaZásuvka virtuálnych pre uzolPraktické vyplnenie dier v povrchovej sieti pred rozbalením, aby sa lepšie zabránilo prekrývaniu a zachovala sa symetriaViskózno-elastické pružinyViskozitaZákladná viskozitaExponent viskozityViskozita kvapaliny (vyššie hodnoty vedú k viskóznejším kvapalinám, pri hodnote 0 bude stále platiť určitá viskozita)Nastavenie viskozity: hodnota vynásobená 10 na mocninu (exponent*-1)ViditeľnosťAkcia viditeľnostiOblasť viditeľnostiViditeľnosť skresleniaViditeľnosť odchýlky priesvituViditeľnosť rozostreniaKolekcia viditeľnostiIkona viditeľnostiStav viditeľnostiViditeľnéViditeľné riadkyViditeľné objektyLen viditeľné prvotné tvaryViditeľné kartyPredvolene viditeľnéMeranie viditeľnej vzdialenosti a uhlaViditeľné vrstvyVizuálneVizuálne pomôckyVlastnosti Vizuálne efektyVizuálna geometria na povrchovú sieťViditeľné kľúčovanieViditeľná polohaViditeľná poloha a rotáciaViditeľná poloha a mierkaViditeľná poloha, rotácia a mierkaViditeľná rotáciaViditeľná rotácia a mierkaViditeľná mierkaKód Visual StudiaVizuálna transformáciaVizuálna šírka indikátora zásahu miesta určeniaVizuálna šírka čiary lúča teleportácieVizualizuje dokončené snímky v zásobníkuVizualizuje obrázky v zásobníku na časovej osiVizualizuje uložené nespracované obrázkyVizualizuje údaje vnútri grafu uzlov, v editore obrázkov alebo ako pozadieZviditeľní vektorové poliaObjemLogická hodnotaKlipTyp údajovRozpustiťDvojitáDvojitý vektorPrázdnyPredĺžiťPohyblivá čiarkaCelé čísloCelé číslo 64-bitovéVektor celého číslaMaskaNovýPing-pongBody (nepodporované)OpakovaťRežim sekvencieNeznámeVektorObjem " %s" obsahuje body, podporované iba mriežkami voxelovObjem „ %s“ zlyhal pri načítaní: %sPohlcovanie objemomAlfa objemOdrazy objemuKoeficienty objemuObjemová kockaVlastný rozsah objemuPriamy objemPremiestniť objemModifikátor premiestnenia objemuZobraziť objemEmisia objemomFaktor objemuSúbory objemuMriežka objemuMriežky objemuVodenie objemuPravdepodobnosť vodenia objemuNepriamy objemInfo objemuInterpolácia objemuPrekríženie objemuMetóda prekríženia objemovObjemové svetloObjem majorantyMaximálny objem hĺbky lúčaHlasitosť MinimumZachovanie objemuObjemový snímačVeľkosť kroku objemu prechodu lúčovVeľkosť kroku osvetlenia objemu prechodu lúčovPrekresliť objemRozlíšenie objemuSnímanie objemuRozptyl objemomViditeľnosť rozptylu objemomObjemové tieneObjem priepustnostiOdchýlka objemuMaximálna odchýlka objemuMinimálna odchýlka objemuVyhladenie odchýlky objemuBlok údajov objemu pre mriežky 3D objemuBloky údajov objemuHustota objemu na voxelNastavenie zobrazenia objemu pre 3D záberSúbor objemu použitý v tomto bloku údajov objemuSúbor objemu použitý na načítanie objemu aktuálne snímky. Je prázdny, ak objem nebol načítaný, alebo ak snímka existuje iba v pamäti.Geometria objemu pre pridanie mriežky doNázov mriežky objemuObjem je zachovaný, keď má objekt zmenenú veľkosť iba na voľnej osi. Zmena veľkosti obsadených osí je prechádzaná.Objem je zachovaný, keď má objekt jednotne zmenenú mierku. Odchýlky od jednotnej mierky na obsadených osiach sú prechádzané.Objem je prísne zachovaný, prepisovanie zmeny veľkosti obsadenej osiNásobiteľ svetelného objemuNastavenia zobrazenia objemu objektu pre 3D záberNastavenia prekreslenia objektov objemuObjem kosti v kľudeObjem vonkajška vonkajšieho kužeľaNastavenia prekreslenia objemu pre 3D záberMierka objemu je nižšia, ako povoľuje OpenVDBObjem na povrchovú sieťModifikátor objemu pre povrchovú sieťObjem pre konvertovanie na sieťObjem na prevzatie pomenovanej mriežky zObjem s mriežkami hmly, v ktorých sú rozptýlené bodyObjem(y)Objem: {} mriežokObjemyObjemy podporujú len jeden materiál; vstupom výberu nemôže byť poleÚdaje o objemeSnímky objemových tieňovObjemové tienePribližná objemovosť fyzikálne založeného objemového rozptylu s použitím zadaného polomeru rozptyluObjemová aproximácia fyzikálne založeného objemového rozptylu s polomerom rozptylu automaticky upraveným tak, aby zodpovedal farebným textúram. Určené na tieňovanie pokožky.VorbisVoronoiVoronoi prasklinyVoronoi F1Voronoi F2Voronoi F2-F1Voronoi F3Voronoi F4Textúra VoronoiVáha 1 funkcie VoronoiVáha 2 funkcie VoronoiVáha 3 funkcie VoronoiVáha 4 funkcie VoronoiZvírenieVplyv efektora zvíreniaVírivosťVoxelovéMnožstvo voxelovSúradnice voxeluRozsah voxeluVeľkosť bunky mriežky voxelovIndex voxeluVeľkosť voxeluPretvárač povrchovej siete voxelov nemôže bežať s veľkosťou voxelu 0,0Pretvárač povrchovej siete voxelov nedokázal vytvoriť povrchovú sieťVeľkosť voxelu %f je príliš malá na riešenieVoxelizovať mriežkuVoxelyVoxely s väčšou hodnotou sú vnútri generovanej sieteVulkanWOs W (Z)Os WW rotáciaOs W pre kvaternióny a rotácie okolo osi-uhluW1W2W3W4W:Upozornenie: Výraz ovládača nemusí pracovať správneUPOZORNENIE: Táto meta výbava obsahuje zastarané typy výbavy Rigify a nie je možné ju automaticky aktualizovať.Upozornenie: nie je podporované v inštanciách duplikát/skupinaUpozornenie: preferencie budú stratené, keď je doplnok zakázaný, určite uložte "Uložiť natrvalo", ak chcete zachovať svoje nastavenia!WEBPČakať na kliknutieČakať na vstupPočká na prvé kliknutie namiesto okamžitého maľovaniaČaká na zadanie kliknutím myši pred spustením operátora z ponukyPočkajte na zrušenie výberu ostatnýchChôdzaPrechádzanie priečinkomNavigácia chôdzeRýchlosť chôdzeNastavenia navigácie pri chôdziChôdza s gravitáciou, alebo voľná navigáciaStenaPotulovanieUpozornenie msgid nie je veľké písmenoUpozornenie na správy nezačínajúcich veľkými písmenami (s niekoľkými povolenými výnimkami!)UpozorneniePopredie ikony VýstrahyŠírenie výstrahyTyp upozorneniaUpozornenie vytvorené počas vyhodnocovania modifikátora uzlov geometrieUpozornenie! Pred odomknutím sa uistite, že nie je spustená iná inštancia Blenderu.Varovanie, súbor už existuje. Prepísať existujúci súbor?Farba indikátora upozornenia/chyby pre pásy odkazujúce na potiahnutý pásUpozornenie:Upozornenie: Nepodarilo sa prideliť nádrž objemu snímačov svetla {} MB, s použitím {} MB.Varovanie: Viacero objektov zdieľa rovnaké údaje. Vytvoriť jedného užívateľa a potom použiť transformácie?Upozornenie: Niektoré funkcie sa môžu po vygenerovaní zmeniťVarovanie: Niektoré obrázky sú upravené a tieto zmeny sa stratia.Varovanie: Existujú neuložené externé obrázky.Upozornenie: Údaje prekresľovania objemov sa nepodarilo alokovať. Teraz sa používa rozlíšenie 1:{} namiesto 1:{}.Upozornenie: predpona relatívnej cesty blend-súboru "//" nie je pre túto vlastnosť podporovaná.VýstrahySkriviťUhol skrúteniaModifikátor SkriviťModifikátor SkriviťSkriví časti povrchovej siete na nové miesto veľmi flexibilným spôsobom vďaka 2 zadaným objektomSkrúti vrcholy okolo kurzoraVodaWattyZvlniťZarovnanie vlnyZarážka vlnySnímanie častíc hrebeňa vlnyPotenciál hrebeňa vlny MaximumSnímanie hrebeňa vlnyEfekt deformácie vlnyEfekt deformácie vlnySmer vlnyEfekt vlnyModifikátor zvlneniaProfil vlnyMierka vlnyTextúra VlnaTyp vlnyFaktor stlmenia vlnyModifikátor efektu zvlneniaRýchlosť šírenia vĺnFaktor trvania vlnySkreslenieVlnyTvarová vlnaFormát súboru zvukovej tvarovej vlnyZobrazenie tvarovej vlnyRežim tvarovej vlnyNepriehľadnosť tvarovej vlnyŠtýl tvarovej vlnyTvarové vlnyWavefront (.obj)Vlnová dĺžkaVlnová dĺžka sínusového posunutiaVlnySpôsob zobrazenia pozadiaSpôsob zobrazenia tieňovania dutinyCesta interpretácie pohybu myšiSlabýSlabá referencia na blok údajov v inom súbore knižnice .blend (používa sa na opätovné použitie už pridaných údajov namiesto pridávania nových kópií)Slabý odkaz na nejaké aktívumWebMWebM (VP9+Opus)WebM / VP9WebP (.webp)Spätná väzba WebPFormát WebPInternetová sieťVáhaVáha 1Váha 2Váha 3Váha 4Uhol váhyRozsah farieb váhyFaktor váhyVáha Grease PencilSkupina váhIndex váhyInterpolácia váhUhol modifikátora VáhaModifikátor váhy BlízkosťVýstupná váhaMaľovanie váhyAutomaticky normalizuje farby váhySchopnosť maľovania váhyRelatívne zamknutie farby váhyViacnásobné maľovanie váhyNepriehľadnosť maľby váhyPrekrytia maľovania váhyVáha pozícieBlízkosť váhyVáha použitá na plôškuPri vytváraní nových ťahov sa údaje o váhe pridávajú podľa aktuálnej skupiny vrcholov a váhy. Ak nie je vybratá žiadna skupina vrcholov, váha sa nepridá.Váha pre simuláciu plátnaVáha častíc vlasovVáha objektu inštancie častíc v kolekciiHmotnosť bodu zmäkčeniaVáha vynútenia rotácie pre IKVáha vynútenia mierky pre IKVáha postáv. 100-900, 400 je normálna hodnota.Hmotnosť najbližšej vodiacej krivky pre každú vytvorenú krivkuVáha boduVektor premietania váhy podľa plôšok pri väčších oblastiachVáha na priradenie do skupín vrcholovVáha použitá modifikátorom delenia povrchuVáha použitá pre cieľové mäkké telesoVáha použitá pre vyhladenieHodnota váhy vrcholu v skupine vrcholovVáha:Váha: {:.3f}Modifikátor úpravy váh SVModifikátor zmiešania váh skupiny vrcholovModifikátor Blízkosť váhy skupiny vrcholovVáženéMedián váhyVážené normályStred mediánu váhy plôškyVážený výsledný pás je pripočítaný nahromadeným výsledkomVáhový výsledný pás sa vynásobí akumulovanými výsledkamiVáhový výsledný pás je odpočítaný z nahromadených výsledkovRežim na použitie určenia váhy normály vrcholuVazeneNormalyModifikátor Váženia normálRežim váženiaFaktor váhy, pre ktorý kľúčová snímka je viacej zvýhodnenáVáhyVáhy všetkých objektov v kolekcii kópiíVáhy pre skupiny vrcholov je členom tento bodVáhy pre skupinu vrcholov, ktorej tento vrchol je členomVáhy podľa plášťa užívateľom definovaným dosahomVáhy nad týmto prahom zostávajúZvariťModifikátor ZvariťZvára UV na základe zdieľaných vrcholovZvarí voľné hrany vnútri plôšok (delenie na nové plôšky)Modifikátor zvareniaZvarí dohromady vybrané UV vrcholyZápadMokrá zmesPolomer mokrej farbyTrvalá vlhkosťVrstva mapy mokrostiMapa počasiaMokrosťKolDolKolDoWhLeftKolOdWhRightKolHorAká vrstva kryptomatovania sa používaAká os sa používa na zmenu rotácie častíc v časeAko sa meria vzdialenosť šírkyAké typy vyššieho rádu majú prúdiť cez túto zásuvkuČo prepíše vykonávanú operáciuTyp náhľadu prelínania na vytvorenieSpôsob vymazania rodičovstvaKolieskoInvertovať priblíženie kolieskomPri pridaníKeď je aktívny režim rovnobežnosti, prehodí medzi dvoma susednými hranami slučkyPri prepojeníJe potrebné použiť celé pole, keď je vybraný typ "pole/vektor" (poloha, rotácia, farba, atď.)Určuje ako sa vytvárajú náhradyKeď kosť nemá rodiča, získa účinky cyklického posuvu (zastarané)Keď kosť má rodiča, hlava kosti je prilepená na chvost rodičaPri výpočte dráhy kostí, použije hlavy alebo hrotyV kombinácii s hodnotou každého voxelu určuje počet bodov, ktoré sa majú odobrať na jednotku objemuKeď sú ovládacie prvky zlúčené s ovládacími prvkami vlastnenými inými reťazami, zahŕňa do pohybu manipulátora rozdiel v rotácii/mierke vyvolaný rodičom. V opačnom prípade sa použije len lokálny pohyb ovládacej kostiPri vytváraní nových snímok sú ťahy z predošlej/aktívnej snímky zahrnuté ako základ pre novúPri deformácii kosti, vynásobí efekty váhy skupiny vrcholov vplyvom plášťaAk je táto možnosť zakázaná, novo vytvorené plôšky sú limitované na 3 a 4 stranové plôškyPri vytváraní kópií pásov priradí nové kópie akcií, ktoré používajúAk je povolené, použije pózu preklopenú cez os XAk je povolené, vytvorí prepojenie medzi zásuvkami geometrie v tejto zónePri zadávaní čísiel pri transformácii, predvolené pre rozšírený režim pre plné matematické vyhodnotenie výrazuPri exporte animácií zakáže záber pre ostatné objekty kvôli výkonuAk je externý text nesynchronizovaný, vyrieši konfliktPri výmene rúk obmedzí pohyb na pôvodný smer divákaPri výmene rúk zabráni zmenám výšky divákaKeď je zvýraznené, neprebehnú udalosti, ktoré majú byť riešené inými kľúčovými mapamiVnútro 3D záberu, použije vrstvy a kameru záberuPri manuálnom kľúčovaní vynechá vkladanie kľúčov, ktoré neovplyvňujú animáciuKeď je zamknutá zachová použitie normály povrchu, kde bol začatý ťahPri zamknutom povrchu používa počiatok roviny povrchu, na ktorom bol zahájený ťahPri spájaní ovládacích prvkov vždy vyhrávajú reťaze s vyššou prioritouPri spájaní uzlov klávesovou skratkou Ctrl+Num0 (a podobne) zadajte pozíciu nových uzlovPri spájaní uzlov klávesovou skratkou Ctrl+Num0 (a podobne) zadajte, či sa majú zložiť alebo zobraziť celý uzol s rozbalenými možnosťamiKeď je zapnutá, viac akcií sa stane súčasťou rovnakej animácie glTF, ak sú stlačené do stopy NLA s rovnakým názvom. Keď je vypnutá, všetky aktuálne priradené akcie sa stanú jednou animáciou glTFPri prilepení predpokladá, že vložená matrica je relatívna voči inému objektu (nastaviť v užívateľskom rozhraní)Pri vkladaní zrkadlí transformáciu vzhľadom na konkrétny objekt alebo kosťPri premietnutí v zápornom smere prevráti plôšku vyradenú režimomPri premietaní v opačnom smere invertuje plôšku režim vyradeniaPri prekreslení animácie, uloží JPG náhľad obrázkov v rovnakom priečinkuPri ukladaní dlaždicového obrázka musí cesta '%s' obsahovať platnú značku UDIMPri vytváraní kontextovej ponuky pre prostriedok aktivujte prostriedok a zavolajte `bl_activate_operator`, ak je k dispozícii, namiesto toho, aby ste prostriedok len zvýrazniliKeď na objekte nie je žiadny materiál, exportuje farbu aktívneho vrcholuKeď je toto vypnuté, zamkne sa alfa pri maľovaníUrčí, kedy zobraziť náhľad výstupu kompozítora vnútri záberuPri transformácii kľúčovej snímky sú zmeny údajov animácie vyprázdnené na iné zobrazeniaPri transformácii pásov sa zmeny údajov animácie vyprázdnili pre iné zobrazeniaKeď je pravdivé, formát je filmPri použití adaptívneho snímania zvýrazní snímané pixelyPri použití textúry obrázka, upraví veľkosť šablóny tak, aby sa prispôsobila pomeru strán obrázkaPri použití synchronizácie času scény v editore sekvencií zobrazí rozsah aktuálneho pásu scényOdkiaľ sa načítavajú prechody kryptomatovaniaKde poznámka pochádza zAk pochádza z klipuAkýkoľvek pôvod obrázkaTam, kde začína chvostKde je zásobník hrubého výsledného prekresleniaČastice sú emitované zoKde presunúť kurzor naKde presunie kurzor, aby sa vytvoril výberKde je výstup mapy zapečeniaUrčuje, kde vykonať náhodnosťKam uložiť zapečené textúry obrázkaUrčuje, kam uložiť zapečené údajeUrčuje, odkiaľ sa meta údaje berúUrčuje, či sa používa režim gumy v tableteUrčuje, či dochádza k obojručnej interakciiViazanosť geometrie na kotvyViazanosť geometrie na kontrolu klietkyUrčuje, či geometria bola viazaná na cieľové povrchové sieteUrčuje, či má každá viditeľná karta výsledok vyhľadávaniaUrčuje, či budú konečné pozície základnej povrchovej siete mierne upravené, aby sa zohľadnil nový pridávaný modifikátor rozdeleniaČi je súbor IES načítaný z disku alebo z bloku údajov textuUrčuje, či je možné atribút odstrániť alebo premenovaťČi je zásobník oddelený v sérii súborovUdáva, či kamera používa ortografické premietanieUrčuje, či sa kópie majú rozložiť do celého kruhu alebo do oblúkaUrčuje, či je aktuálne zobrazenie zarovnané s osou (nekontroluje, či je zobrazenie pravouhlé, použite na to "is_perspective"). Ak to nastavíte, pohľad sa otočí na najbližšiu osUrčuje, či má obrázok alfa kanálUrčuje, či je vstupný riadiaci bod plus posuv platným indexom pôvodnej krivkyUrčuje či je vybraný ľavý manipulátorUrčuje, či by uzol mohol nájsť jednu plôšku na snímanie pri UV súradniciachUrčuje, či typ editora uzlov podporuje zobrazovanie náhľadov uzlovPoužitie údajov oceánom vo vyrovnávacej pamäti alebo simuláciiUrčuje, či je panel rozvinutý alebo zatvorenýČi je poloha označenia je kľúčovo snímkovaná alebo snímanáUrčuje či je vybraný pravý manipulátorÚspešnosť snímania. Môže zlyhať, ak je snímaná skupina prázdnaUrčuje, či je vybraný text tučnýUrčuje, či je vybraný text kurzívaUrčuje, či je vybraný text malé písmoUrčuje, či je vybraný text podčiarknutýUrčuje, či sa výber má prichytiť ako celok alebo po jednotlivých pásochUrčuje, či je platná uložená UV súradnica prichyteniaUrčuje, či je pás vybranýUrčuje, či údaje o sledovaní obsahujú platné informácie o rekonštrukciiUdáva, že je v zábere použité ortografické premietanieČi bude upravovaná nejaká akcia doporučená NLA (striktne iba na čítanie)Určuje, či je vybraný nejaký textUrčenie týchto nastavení, či už boli automaticky nastavené alebo nieČi je táto identifikácia iba v režime runtime, vyhodnocovaný blok údajov alebo aktuálne údaje z .blend súboruUrčuje, či je táto inštalácia Blenderu verziou so systémom sandbox v obchode Microsoft StoreUrčuje, či je táto kolekcia kostí skutočne viditeľná na obrazovke. Táto hodnota je PRAVDA, keď je táto kolekcia kostí a všetci jej rodičia viditeľní, alebo keď je označená ako 'sólo'.Určuje viditeľnosť tejto kolekcie vrstvy zobrazenia, berúc do úvahy rodičovskú kolekciuUrčuje, či je táto sústava funkcií zaregistrovaná alebo nieUrčuje, či ide o aktívnu zásuvku, možno nastaviť priradením k action.slots.activeUrčuje, či táto knižnica prepisu existuje len pre hierarchiu knižníc prepisu, alebo či ju užívateľ môže skutočne upravovaťUrčuje, či je táto knižnica definovaná ako súčasť hierarchie knižníc, alebo ako jediná, izolovaná a autonómna nadradená knižnicaČi táto cesta je uložená v záložkách, alebo generovaná operačným systémomUrčuje, či použiť náhodnú mierku jednotne alebo podľa osiUrčuje, či sa má kontrolovať typ ľavých a pravých manipulátorovUrčuje, či sa má výber po skopírovaní vymazaťPovolí alebo zakáže režim vylepšenia NLAUrčuje, či sa má zjavovať alebo miznúťUrčuje, či budú vrcholy skryté alebo odhalenéUrčuje, či sa budú zachovávať vokálne formanty pri zmene výšky tónu.Určuje, či chcete vybrať alebo zrušiť výber prepojených vrcholov pod kurzoromUrčuje, či sa má vybrať počas pohybuČi nastaví spevnnenie plôšky a na ktoré plôšky nastaví spevnenie plôškyČi je nastavený vplyv plôšky a na aký plôšky nastaviťUrčuje, či sa má brať do úvahy dôležitosť váhy na vrcholUrčuje, či sa majú aktualizovať ľavé a pravé manipulátoryPoužije vlastnú snímku na hľadanie údajov v súbore zásobníka namiesto použitia aktuálnej snímky scényPoužije maximálnu hodnotu orezaniaPoužije minimálnu hodnotu orezaniaUrčuje možnosť prehliadania obsahu súborov BlenderaUrčuje ktoré akcie budú ovplyvnenéUrčí, ktorý riešiteľ logických hodnôt bude použitýKtoré typy ID sa majú zobraziť alebo skryť pri prehľadávaní knižniceUrčí, ktorý program sa použije na pretnutieUrčuje, ktorá sústava výberu sa má vybrať; -1 používa aktívnu súpravu výberuUrčuje, ktorý algoritmus sa má použiť na vygenerovanie okrajovUrčuje, ktoré typy aktív sa majú zobraziť/skryť pri prezeraní knižnice aktívUrčuje, ktorá os hlavice 3D myši približuje pohľadUrčuje, ktorá os sa má zarovnať s normálou geometrie povrchuKtorá os sa má použiť na posuvZ ktorej kosti sa zoberú súradnice textúryUrčuje, ktoré kosti budú ovplyvnenéUrčí, ktorú logickú operáciu použiťUrčuje, ktoré kanály sa majú zapiecťUrčuje, ktoré kanály sa majú vkladať, keď nie je aktívna žiadna sústava kľúčovUrčuje, ktorú inštanciu potomka vybrať pre každý prvok podľa indexuUrčuje, ktoré nastavenia správy farieb sú na použitie pre uloženie súboruKtoré údaje sa majú preniesťKtoré údaje sú transformáciou na pečenieKtoré bloky údajov sú na zmazanieKtorý smer sa používa na výpočet efektorov silyPoužitá vzdialenosť cieľového objektuUrčuje, ktorá oblasť vplyvu je na odstránenieUrčuje doménu na vytvorenie kópieUrčuje, z ktorej oblasti vplyvu sa majú údaje čítaťUrčuje, ktorá oblasť vplyvu sa má oddeliťUrčuje, ktorá oblasť vplyvu je na uloženie údajovKtoré vrstvy údajov hrán sa prenesúUrčuje, ktorý prvok na načítanie hodnoty v geometriiKtoré prvky ovplyvňujú (vrcholy, hrany a/alebo plôšky)Ktoré prvky sú na odstránenieUrčuje, ktorý koniec segmentu sa má použiť ako referencia na zmenu mierkyUrčuje, ktorý koniec segmentu sa má použiť ako referencia pre strihUrčuje, ktoré konce segmentu sú aplikované medzi predošlými a následnými snímkami Grease Pencil na odľahčenie interpoláciePoužije na konce segmentu medzi touto a ďalšou kľúčovou snímkou interpoláciu zmierneniaKtoré vrstvy údajov rohových plôšok sa prenesúUrčuje, ktoré vrstvy údajov plôšky sa majú preniesťUrčuje, ktoré plôšky sú na rozptylUrčuje, ktorá snímka použiť pre videá. Upozorňujeme, že rôzne snímky vo videách môžu mať rôzne rozlíšeniaSnímky na zahrnutie do exportuUrčuje, do ktorého prvku geometrie sa má atribút presunúťKtorá implementácia pružnosti bude použitáAký druh objektu na exportKtoré vrstvy prenesie v prípade viacvrstvových typovKtoré prvky povrchovej siete sú vybrané na prácuMetóda použitá na navigáciu zobrazeniaKtorý režim sa použiť na zdecimovanieObjekt na prevzatie súradníc textúry zObjekty na zahrnutie do exportuUrčuje, ktorý z roztriedených rohov sa má vydať. Podporované je záporné indexovanieUrčuje, ktoré z triedených hrán sa majú vydať. Podporované je záporné indexovanieUrčuje, ktoré z triedených bodov sa majú vydať. Podporované je záporné indexovanieKtorý výstupný uzol je použitý pre textúry základného uzlaKtorá časť textu je na vymazanieKtorá časť je prichytená na cieľUrčuje nastavenie generátora úrovne častíc na použitieUrčuje, ktoré časti komponentu povrchovej siete sa majú odstrániťBod na kosti sa použitý pri výpočte dráhyUrčuje, ktorá relatívna vrstva (spodná alebo vrchná) sa má použiť ako maskaKtoré typy tieňovania záberu a prekreslenia sú pre použitie tieňovačovUrčuje, ktorá strana pásu prehrávacej hlavy sa má prichytiť, ak nie sú vybrané žiadne manipulátoryKtoré strany kopírovať od a doKtoré strany kopírovať z a do (ak sú vybrané obe)Určuje, ktorý model oblohy by sa mal použiťŠtýl je použitý pre zmenu veľkosti záberuKanál textúry použitý pre maskovanieSúradnice textúry použité pre mapovanieUrčuje, ktoré inštancie najvyššej úrovne sa majú realizovaťKtoré transformácie na prenosUrčuje, ktorú jednotku použiť pre časové skoky v časovej osiKtoré vrstvy údajov vrcholov sa prenesúVrcholy, ktoré by mali byť ovplyvnenéUrčuje, ktoré vrcholy sú skryté alebo odhalenéPočas úpravy nikdy neaktualizovať meta guľuPočas úpravy vždy aktualizovať meta guľuPočas editácie aktualizovať meta guľu v polovičnom rozlíšeníPočas editácie nevykonávať žiadnu polygonizáciuV režime offline použite namiesto toho možnosť "Inštalácia z disku".BieleVyvážiť bieluPredvoľby vyváženia bielejÚroveň bielejTextúra Biely šumBiely bodHodnota bielejModifikátor vyváženia bielej pre sekvenčné pásyCelá postavaCelá postava (iba vybrané kosti)Celá kolekciaCelá snímkaMiniaplikáciaReliéf ovládacieho prvkuPosuv miniaplikácieŠtýl miniaplikácieTyp miniaplikácieKolekcia miniaplikáciíŠírkaPercento šírkyDruh šírkyŠírka a výška v pixelochŠírka a výška v pixeloch, nula, keď sa obrazové údaje nedajú načítaťŠírka a výška zásobníka obrázkov v pixeloch, nula, keď sa obrazové údaje nedajú načítaťŠírka a výška zásobníka dlaždíc v pixeloch, nula, ak nie je možné načítať obrazové údajeŠírka CCD snímača v milimetrochŠírka vzorky označenia v súradniciach obrazovkyŠírka vyhľadávania označenia v súradniciach obrazovkyŠírka tieňov panelov a ponuky, pre zakázanie nastavte na nuluŠírka aktívneho povrchu voxelu, vo voxelochŠírka rozostrenia prechodu v percentách vzhľadom na veľkosť obrázkaŠírka gradientu vnútri povrchovej sieteŠírka uzlaŠírka zóny v jednotkách užívateľského rozhrania, kde sa rýchlosť zvyšuje vzdialenosťou od okrajaŠírka, nad ktorú filter rekonštrukcie kombinuje snímkyŠírka:Zástupný znakBude zaseknuté čítanie snímky {:d}!Vytvorí priečinky tak, aby boli všetky cesty platné.WinVietorFaktor vetraRýchlosť vetraVplyv efektora vetraRýchlosť vetraOknoPozadie oknaManažér oknaManažér okienMatrica oknaOkno časovača udalostíVýška oknaBlok údajov Manažéra okna definujúci otváranie okien a ďalších údajov užívateľského rozhraniaBloky údajov manažéra okienŠírka okna3D zobrazenieVšeobecné 3D zobrazenieNástroj 3D záberu: KurzorNástroj 3D záberu: Kurzor (spätná väzba)Nástroj 3D záberu: Upraviť armatúru, Plášť kostiNástroj 3D 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Polomer (spätná väzba)Nástroj 3D záberu: Upraviť krivku, NáhodneNástroj 3D záberu: Upraviť krivku, Náhodne (spätná väzba)Nástroj 3D záberu: Upraviť krivku, NakloniťNástroj 3D záberu: Upraviť krivku, Nakloniť (spätná väzba)Nástroj 3D záberu: Upraviť povrchovú sieť, SkosiťNástroj 3D záberu: Upraviť povrchovú sieť, Sklon (spätná väzba)Nástroj 3D záberu: Upraviť povrchovú sieť, PretnúťNástroj 3D záberu: Upraviť povrchovú sieť, Preťať (spätná väzba)Nástroj 3D záberu: Upraviť povrchovú sieť, Kĺzať hranuNástroj 3D záberu: Upraviť povrchovú sieť, Kĺzať hranu (spätná väzba)Nástroj 3D záberu: Upraviť povrchovú sieť, Vysunúť pozdĺž normálNástroj 3D záberu: Upraviť povrchovú sieť, Vysunúť pozdĺž normál (spätná väzba)Nástroj 3D záberu: Upraviť povrchovú sieť, Vysunúť jednotlivoNástroj 3D záberu: Upraviť povrchovú sieť, Vysunúť jednotlivo (spätná väzba)Nástroj 3D záberu: Upraviť povrchovú sieť, Vysunúť vyvinutéNástroj 3D záberu: Upraviť povrchovú sieť, Vysunúť vyvinuté (spätná väzba)Nástroj 3D 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povrchovú sieť, Tlačiť/ťahať (spätná väzba)Nástroj 3D záberu: Upraviť povrchovú sieť, NáhodneNástroj 3D záberu: Upraviť povrchovú sieť, Náhodne (spätná väzba)Nástroj 3D záberu: Upraviť povrchovú sieť, Odtrhnúť hranuNástroj 3D záberu: Upraviť povrchovú sieť, Odtrhnúť hranu ( spätná väzba)Nástroj 3D záberu: Upraviť povrchovú sieť, Odtrhnúť oblasťNástroj 3D záberu: Upraviť povrchovú sieť, Odtrhnúť oblasť (spätná väzba)Nástroj 3D záberu: Úprava povrchovej siete, Zúžiť/RozšíriťNástroj 3D záberu: Upraviť povrchovú sieť, Zúžiť/Rozšíriť (spätná väzba)Nástroj 3D záberu: Upraviť povrchovú sieť, VyhladiťNástroj 3D zobrazenia: Upraviť povrchovú sieť, Vyhladiť (spätná väzba)Nástroj 3D záberu: Upraviť povrchovú sieť, SkrútiťNástroj 3D zobrazenia: Upraviť povrchovú sieť, Krútiť (spätná väzba)Nástroj 3D záberu: Upraviť povrchovú sieť, Do guleNástroj 3D záberu: Upraviť povrchovú sieť, Do gule ( spätná väzba)Nástroj 3D záberu: Upraviť povrchovú sieť, Kĺzať vrcholNástroj 3D záberu: Upraviť povrchovú sieť, Prekĺznuť vrchol (spätná väzba)Nástroj 3D záber: Upraviť text, Vybrať textNástroj 3D záber: Upraviť text, Vybrať text (spätná väzba)Nástroj 3D záberu: MeranieNástroj 3D záberu: Meranie (spätná väzba)Nástroj 3D záberu: PresunúťNástroj 3D záberu: Presunúť (spätná väzba)Nástroj 3D záberu: Objekt, Pridať prvotný tvarNástroj 3D záberu: Objekt, Pridať prvotný tvar (spätná väzba)Nástoj 3D záberu: Maľovanie váhy, StupňovitosťNástoj 3D záberu: Maľovanie váhy, Stupňovitosť (spätná väzba)Nástroj 3D záberu: Maľovanie váhy, Snímať skupinu vrcholovNástroj 3D záberu: Maľovanie váhy, Snímať skupinu vrcholov (spätná väzba)Nástroj 3D záberu: Maľovanie váhy, Snímať váhuNástroj 3D záberu: Maľovanie váhy, Snímať váhu (spätná väzba)Nástroj 3D záberu: Póza, RozkladačNástroj 3D záberu: Póza, Rozkladač (spätná väzba)Nástroj 3D záberu: Póza, TlačiťNástroj 3D záberu: Póza, Tlačiť (spätná väzba)Nástroj 3D záberu: Póza, UvoľniťNástroj 3D záberu: Póza, Uvoľniť (spätná väzba)Nástroj 3D záberu: RotovaťNástroj 3D záberu: Rotovať (spätná väzba)Nástroj 3D záberu: Zmeniť mierkuNástroj 3D záberu: Zmeniť mierku (spätná väzba)Nástroj 3D záberu: Tvarovanie, Sústava plôšok poľomNástroj 3D záberu: Tvarovanie, Sústava plôšok poľom (spätná väzba)Nástroj 3D záberu: Tvarovanie, Skryť poľomNástroj 3D záberu: Tvarovanie, Skryť poľom (spätná väzba)Nástroj 3D záberu: Tvarovanie, Maska poľomNástroj 3D záberu: Tvarovanie, Vybrať poľom (spätná väzba)Nástroj 3D záberu: Tvarovanie, Orezať poľomNástroj 3D záberu: Tvarovanie, Orezať poľom (spätná väzba)Nástroj 3D záberu: Tvarovanie, Filtrovať látkuNástroj 3D záberu: Tvarovanie, Filtrovať látku (spätná väzba)Nástroj 3D záberu: Tvarovanie, Filtrovať farbuNástroj 3D záberu: Tvarovanie, Filtrovať farbu (spätná väzba)Nástroj 3D záberu: Tvarovanie, Úprava sústavy plôšokNástroj 3D záberu: Tvarovanie, Upraviť sústavu plôšok (spätná väzba)Nástroj 3D záberu: Tvarovanie, Sústava plôšok lasomNástroj 3D záberu: Tvarovanie, Sústava plôšok lasom (spätná väzba)Nástroj 3D záberu: Tvarovanie, Skryť lasomNástroj 3D záberu: Tvarovanie, Skryť lasom (spätná väzba)Nástroj 3D záberu: Tvarovanie, Maska lasomNástroj 3D záberu: Tvarovanie, Vybrať lasom (spätná väzba)Nástroj 3D záberu: Tvarovanie, Orezať lasomNástroj 3D záberu: Tvarovanie, Orezať lasom (spätná väzba)Nástroj 3D záberu: Tvarovanie, Čiara sústavy plôšokNástroj 3D záberu: Tvarovanie, Čiara sústavy plôšok (spätná väzba)Nástroj 3D záberu: Tvarovanie, Skryť čiarouNástroj 3D záberu: Tvarovanie, Skryť čiarou (spätná väzba)Nástroj 3D záberu: Tvarovanie, Maska čiarouNástroj 3D záberu: Tvarovanie, Maska čiarou (spätná väzba)Nástroj 3D záberu: Tvarovanie, Premietnuť čiarouNástroj 3D záberu: Tvarovanie, Premietnuť čiarou (spätná väzba)Nástroj 3D záberu: Tvarovanie, Orezať čiarouNástroj 3D záberu: Tvarovanie, Orezať čiarou (spätná väzba)Nástroj 3D záberu: Tvarovanie, Maskovať podľa farbyNástroj 3D záberu: Tvarovanie, Maskovať podľa farby (spätná väzba)Nástroj 3D záberu: Tvarovanie, Filtrovať povrchovú sieťNástroj 3D záberu: Tvarovanie, Filtrovať povrchovú sieť (spätná väzba)Nástroj 3D záberu: Tvarovanie, Sústava polygónových čiar plôškyNástroj 3D záberu: Tvarovanie, Sústava polygónových čiar plôšok (spätná väzba)Nástroj 3D záberu: Tvarovanie, Skryť polygonálnou čiarouNástroj 3D záberu: Tvarovanie, Skryť polygonálnou čiarou (spätná väzba)Nástroj 3D záberu: Tvarovanie, Maska polygónovou čiarouNástroj 3D záberu: Tvarovanie, Maska polygónovou čiarou (spätná väzba)Nástroj 3D záberu: Tvarovanie, Orezať polygónovou čiarouNástroj 3D záberu: Tvarovanie, Orezať polygónovou čiarou (spätná väzba)Nástroj 3D záberu: Vybrať poľomNástroj 3D záberu: Vybrať poľom (spätná väzba)Nástroj 3D záberu: Vybrať kruhomNástroj 3D záberu: Vybrať kruhom (spätná väzba)Nástroj 3D záberu: Vybrať lasomNástroj 3D záberu: Vybrať lasom (spätná väzba)Nástroj 3D záberu: NožniceNástroj 3D záberu: Nožnice (spätná väzba)Nástroj 3D záberu: TransformovaťNástroj 3D záberu: Transformovať (spätná väzba)Nástroj 3D záberu: PotiahnuťNástroj 3D záberu: Potiahnuť (spätná väzba)ZrýchliťPripočítaťPridať rezPridať uzatvorený rezPridať novýPridať bod prichyteniaUpraviť pomerný vplyvZarovnaťAnimáciaKanály animáciePoužiťOblasťArmatúraPripojiť/odpojiť snímkuAutomatické vynútenieRovina automatického vynúteniaPrichytenie osiPrichytenie osi (vypnuté)DozaduZačaťTypická mapa skoseniaBlender sa teraz zatvorí.ZrušiťStredový kontingenčný bod vypnutýStredový kontingenčný panel zapnutýZmeniť typ vplyvuZmeniť vnútorný sklonZmeniť metódu priesečníkaPosuv zmenyZmeniť režim posuvuZmeniť nepriehľadnosťZmeniť vonkajší sklonZmeniť profilZmeniť polomerZmeniť segmentyPripnúť pásyZmazať vynútenieKlipEditor expozičného hárku klipuEditor klipovEditor grafov klipovKolízia rozšíreníPotvrdiťPotvrdiť snímanieKonzolaZáhybKrivkaTypická mapa pera krivkyKrivkyTypická mapa vlastných normálCyklus prichytenia uhla cyklu Relatívna hranaCyklicky prepínať medzi typmi profilovSpomaliťZnížiť výšku skokuZnížiť maximálnu dĺžku reťaze auto IKZnížiť pomerný vplyvZnížiť segmentyZnížiť rozdelenieZrušiť výberDiagonálny dopadZakázať presnosťZakázať prichytenieExpozičný hárokVšeobecný expozičný hárokNadolPretiahnuť rozšíreniaPovoliť presnosťPovoliť prichytenieKoniec súčasného rezuVysunúťMapa kvapkadla snímania bodu farebného spáduTypická mapa kvapkadlaRýchloRýchlo (vypnuté)Prehliadač súborovTlačidlo vyhľadávača súborovHlavný prehliadač súborovModálna mapa nástroja VyplniťOpravený aspekt vypnutýOpravený aspekt zapnutýPreklopiťPísmoDopreduSnímkyPrepnúť Voľný-ZarovnanýVšeobecný manipulačný prvokVšeobecný manipulačný prvok Klikni a ťahajVšeobecný manipulačný prvok ŤahajVšeobecný manipulačný prvok Možno ťahaťVšeobecný manipulačný prvok VybraťVšeobecný manipulačný prvok Ladiť modálnu mapuVšeobecný nástroj: PoznámkaVšeobecný nástroj: Poznámka (záložný variant)Všeobecný nástroj: Zmazať poznámkuVšeobecný nástroj: Zmazať poznámku (záložný variant)Všeobecný nástroj: Čiara poznámkyVšeobecný nástroj: Čiara poznámky (záložný variant)Všeobecný nástroj: Polygón poznámkyVšeobecný nástroj: Polygón poznámky (záložný variant)Geodetický dopadKrok geodetickej rekurziePole výrazuPriama čiara výrazuPriblíženia okrajov výrazuUchopiťEditor grafovVšeobecný editor grafovGrafická karta:Grease PencilŤah štetcom Grease PencilRežim kreslenia Grease PencilRežim editácie Grease PencilNástroj Vyplniť Grease PencilRežim tvarovania Grease PencilMaľovanie vrcholov Grease PencilMaľovanie váh Grease PencilIgnorovať prichytenie vypnutéIgnorovať prichytenie zapnutéObrázokNástroj na úpravu obrázkov: UkážkaNástroj na úpravu obrázkov: Ukážka (záložný variant)Nástroj na úpravu obrázkov: UV, KurzorNástroj na úpravu obrázkov: UV, Kurzor (spätná väzba)Nástroj na úpravu obrázkov: UV, UchopiťNástroj na úpravu obrázkov: UV, Uchopiť (spätná väzba)Nástroj na úpravu obrázkov: UV, presunNástroj na úpravu obrázkov: UV, presun (záložný variant)Nástroj na úpravu obrázkov: UV, PripnúťNástroj na úpravu obrázkov: UV, Pripnúť (spätná väzba)Nástroj na úpravu obrázkov: UV, UvoľniťNástroj na úpravu obrázkov: UV, Uvoľniť (spätná väzba)Nástroj na úpravu obrázkov: UV, Odtrhnúť oblasťNástroj na úpravu obrázkov: UV, Odtrhnúť oblasť (spätná väzba)Nástroj na úpravu obrázkov: UV, rotáciaNástroj na úpravu obrázkov: UV, rotácia (záložný variant)Nástroj na úpravu obrázkov: UV, mierkaNástroj na úpravu obrázkov: UV, mierka (záložný variant)Nástroj na úpravu obrázkov: UV, Vybrať poľomNástroj na úpravu obrázkov: UV, Vybrať poľom (spätná väzba)Nástroj na úpravu obrázkov: UV, Vybrať kruhomNástroj na úpravu obrázkov: UV, Vybrať kruhom (spätná väzba)Nástroj na úpravu obrázkov: UV, Vybrať lasomNástroj na úpravu obrázkov: UV, Vybrať lasom (spätná väzba)Nástroj na úpravu obrázkov: UV, PotiahnuťNástroj na úpravu obrázkov: UV, Potiahnuť (spätná väzba)Všeobecný obrázokMaľovanie obrázkuZobrazenie obrázkaDnuZvýšiť výšku skokuZvýšiť maximálnu dĺžku reťaze auto IKZvýšiť pomerný vplyvZvýšiť segmentyZvýšiť rozdelenieInformácieInvertovaťSkokSkok (vypnuté)KľúčovanieTypická mapa nástroja nožaJazykMriežkaDoľavaPredĺžiť rozšíreniaObmedzená podpora platformyPrepojenie manipulátorovLokálne doleLokálne horeUhol uzamknutiaZnížiť počet slučiekZvýšiť počet slučiekZnačkyÚprava maskyPovrchová sieťModálna mapa filtra povrchovej sieteMeta guľaPresunúťPresunúť susedný manipulátorPohyb aktuálneho manipulátoraPresunúť celý bodPresunúť počiatokEditor NLAVšeobecné NLANLA stopyNavigovaťNovýMôžu byť k dispozícii novšie grafické ovládače s lepšou kompatibilitou s Blenderom.Bez operáciePripojenie uzlaPripojenie uzla (vypnuté)Editor uzlovVšeobecný uzolNástroj uzla: Vybrať poľomNástroj uzla: Vybrať poľom (spätná väzba)Nástroj uzla: Vybrať kruhomNástroj uzla: Vybrať kruhom (spätná väzba)Nástroj uzla: Vybrať lasomNástroj uzla: Vybrať lasom (spätná väzba)Nástroj uzla: LadenieNástroj uzla: Ladenie (spätná väzba)Znížiť číselný vstupZvýšiť číselný vstupRežim objektuNetypický objektVonLíniový prehľadMaľovať krivkyMaľovanie masky plôšky (váha, vrchol, textúra)Typické maľovanie ťahuMaľovanie výberu vrcholov farby (váha, vrchol)PosúvaťPosúvať (vypnuté)PosúvanieČasticaModálna mapa nástroja PeroPlatforma nie je podporovanáMračno bodovPózaPresnosťPresnosť (vypnuté)Presnosť (vypnuté)Režim presnostiNáhľadNástroj náhľadu: KurzorNástroj náhľadu: Kurzor (spätná väzba)Nástroj náhľadu: PresunúťNástroj náhľadu: Presunúť (spätná väzba)Nástroj náhľadu: RotovaťNástroj náhľadu: Rotovať (spätná väzba)Nástroj náhľadu: SnímkaNástroj náhľadu: Snímka (spätná väzba)Nástroj náhľadu: Zmeniť mierkuNástroj náhľadu: Zmeniť mierku (spätná väzba)Nástroj náhľadu: Vybrať poľomNástroj náhľadu: Vybrať poľom (spätná väzba)Nástroj náhľadu: Vybrať kruhomNástroj náhľadu: Vybrať kruhom (spätná väzba)Nástroj náhľadu: Vybrať lasomNástroj náhľadu: Vybrať lasom (spätná väzba)Nástroj náhľadu: LadenieNástroj náhľadu: Ladenie (spätná väzba)Typická mapa primitívneho nástrojaEditor vlastnostíHodnota vlastnostiKontextová ponuka regiónuOdstrániť posledný bod prichyteniaResetovaťResetovať snímanieZmeniť veľkosťDopravaRotovaťOtočiť normályRotáciaRotácia (vypnuté)Zosnímať bodMierkaObrazovkaÚprava obrazovkyTvarovanieKrivky tvarovaniaTypické rozšírenie tvarovaniaVyhľadaťVybraťVybrať a použiť položku povrchovej sieteRadič sekvenciíNástroj radiča sekvencií: ČepeľNástroj radiča sekvencií: Čepeľ (náhradné)Nástroj radiča sekvencií: Vybrať poľomNástroj radiča sekvencií: Vybrať poľom (spätná väzba)Nástroj radiča sekvencií: Vybrať kruhomNástroj radiča sekvencií: Vybrať kruhom (spätná väzba)Nástroj radiča sekvencií: Vybrať lasomNástroj radiča sekvencií: Vybrať lasom (spätná väzba)Nástroj radiča sekvencií: KĺzaťNástroj radiča sekvencií: Kĺzať (spätná väzba)Nastaviť základné uchytenieNastaviť základné uchytenie (vypnúť)Nastaviť a použiť 3D kurzorShiftSkrátiť rozšíreniaVeľkosťPomalyPomaly (vypnuté)PrichytiťPrichytiť (vypnuté)Prichytiť uholInvertovať prichytenieInvertovať prichytenie (vypnuté)UvoľniťPrichytiť naPrepnúť prichyteniePrichytiť rozšírenie na sústavu plôšokPrichytiť pri stredovom bode vypnutéPrichytiť pri stredovom bode zapnutéSférický dopadSférickyVšeobecný expozičný hárokŠtandardná typická mapaSpustiť snímanieZastaviť posun dozaduZastaviť posun dopreduZastaviť globálny posun nadolZastaviť globálny posun nahorZastaviť posun doľavaZastaviť lokálny posun nadolZastaviť lokálny posun nahorZastaviť Pohyb dopravaOdrátaťPrepnúť na presunPrepnúť na rotáciuPrepnúť na priblíženieTeleportáciaTextVšeobecný textZnížiť skreslenie textúryZvýšiť skreslenie textúryPrepnúť uhol prichyteniaPrepnúť stupňovanie štetcaPrepnúť prichytenie prekrytiaPrepnúť prerezaťPrepnúť testovanie hĺbkyPrepnúť smer pre automatický posun uzlaPrepnúť meranie vzdialenosti a uhlaPrepnúť režim rozšíreniaPrepnúť stupňovaniePrepnúť gravitáciuPrepnúť tvrdé normályPrepnúť označenie švuPrepnúť označenie ostrostiPrepnúť stav uchovaniaTopologický dopadKrok topologickej rekurzieOtočná guľaTypická mapa transformácieUV EditorUV tvarovanieSpäťNahorAktualizácia na najnovšiu verziu systému macOS môže zlepšiť podporu BlenderuPoužiť myšPoužiť objektPoužiť otočný bodUžívateľské rozhranieKĺzať vrchol/hranuMaľovanie vrcholovEditor videosekvencií2D zobrazenieZoznam tlačidiel 2D zobrazeniaTypické dolly 3D zobrazenieTypické lietanie 3D zobrazeniaOkruh prejavu 3D zobrazeniaTypický presun 3D zobrazeniaTypické premiestnenie 3D zobrazeniaTypická rotácia 3D zobrazeniaTypická chôdza 3D zobrazeniaTypické priblíženie 3D zobrazeniaMaľovanie váhyOknoOs XKorekcia osi XUzamknutie osi XRovina XOs YUzamknutie osi YRovina YVaša grafická karta nie je podporovanáVaša grafická karta alebo verzia ovládača má obmedzenú podporu. Môže fungovať, ale s problémami.Vaša grafická karta alebo verzia ovládača nie je podporovaná.Vaša grafická karta alebo verzia systému macOS nie je podporovanáOs ZKorekcia osi ZUzamknutie osi ZRovina ZProstredie okna: {:s}OknáLen Windows a Linux operátorZástupca WindowsWintabPás SnímaťDrôtFarba drôtuTyp farby drôtuFarby prepojovÚprava drôtuVybraný drôtŠírka drôtuDrôtené hranyDrôtený rámFarba drôteného modeluDetail drôtového rámuModifikátor drôteného rámuNepriehľadnosť drôteného modeluPrah drôteného modeluModifikátor efektu drôteného rámuDrôtyS posuvomS cieľmiLomovými materiálmi vytvorí približný tieň efektu lomu svetla tohto objektu. Zohľadňuje sa až 10 odrazov vnútri tohto objektu. Pre povolenie tejto funkcie svetlá, objekty vyžarovača a prijímača musia mať nastavené možnosti tieňov efektu lomu svetlaBez cieľaDrevoTextúra drevaRozostup slovZalamovanieŠírka zalomenia slov ako faktor, nula ju vypneNástroj pracovného priestoruPríznak užívateľského rozhrania pracovného priestoru2D animácia2D celé plátnoAnimáciaKompozíciaUzly geometrieRozloženieMaskovanieModelovanieSnímanie pohybuNovýPrekreslenieSkriptovanieTvarovanieTieňovanieVytváranie príbehových náčrtovMaľovanie textúryEditácia UVÚprava videaPríznaky užívateľského rozhrania pracovného priestoruPracovný stôlPrekreslenie scény pracovného stolaPracovný priestorIdentifikátor interoperability pracovného priestoruPracovný farebný priestor aktuálneho súboruPracovný priestorBlok údajov pracovného priestoru, definovanie pracovného prostredia pre užívateľaBloky údajov pracovného priestoruPracovné priestorySvetNovýSvetSvetlo kupoly svetaZahmlený svetNepriehľadný svetVýstup oblastiPrepísať svetVlastnosti SvetPriestor svetaOsvetlenie priestoru svetlaPozadie oblasti sveta je priehľadné, pre prekreslenie združovania nad iným pozadímBlok údajov oblasti popisujúci prostredie a osvetlenie okolitej scényBloky údajov svetaNastavenie osvetlenia svetaNastavenie zahmlenia svetaPriestor sveta mapovania normálPriestor oblasti mapovania normál, kompatibilný so zapečením BlenderaVektor priestoru oblasti mapovania posunutiaSvet používaný pre prekreslenie scényViditeľnosť sveta pre lúče kameryViditeľnosť sveta pre odrazové lúče rozptyluViditeľnosť sveta pre odrazové lúče odleskuViditeľnosť sveta pre tieňové lúčeViditeľnosť sveta pre prestupové lúčeViditeľnosť sveta pre rozptylové lúče objemuSmer v priestore svetaVektor smeru v priestore sveta pre predĺženie vrcholovPočiatok lúča priestoru sveta pre predĺženie vrcholovSvetyMatrica polohovania priestoru svetaOvinúťZavinúť okoloMetóda obaluRežim obaluŠírka zalomeniaObalí späť na prvé/posledné hodnotyZvinie uzly do uzáveru, ktorý sa môže vykonať v inej časti stromu uzlovPokryje hodnotu rozsahu, pokryť(A, B)Zalomí slová, ak nie je vodorovne dostatok miestaOperátor obalu, ktorý sa bude odvolávať na daný operátor po nastavení jeho názvu moduluPokryje hodnotu a prevráti každý ďalší cyklus (A, B)ZápisZapísať obrázokZápis staršieho formátu blend-súboruZapíše lokálny súbor (prepíše existujúce)Zapíše pôvodný súbor (prepíše existujúce)Zapíše FBX súborZapíše všetky priradenia kláves (nie len upravené užívateľom)Zapíše zapečenie do aktuálneho priečinka (prepíše existujúce zapečenie)Zapíše zapečenie na pôvodné umiestnenie (prepíše existujúci súbor)Zapíše komprimovaný .blend súborZápis vyhladzovania hranyChyba zápisu: %s nemožno uložiťZápis vyhladzovania plôškyVypíše skupiny vyhladzovania plôšokZapíše súbor do aktuálneho priečinka (prepíše existujúci súbor)Zapíše súbory do pôvodného umiestnenia (prepíše existujúce súbory)Zapíše iba názov súboruZapíše súbory do aktuálneho priečinka (prepíše existujúce súbory)Zapíše súbory do pôvodného umiestnenia (prepíše existujúce súbory)Zapísať súbor obrázka na diskNapíše názvy operácií odkazov pre kontextovú zásuvku vlastnosť „link_operation_names“ stromu uzlovAk je to možné, zapíše relatívne cestyNesprávny typ vstupného obrázkuNesprávny typ maskyNesprávny typ výstupuXUhol XUhol odrazu XUhol spevnenia XOs XSpevnenie osi XX koniecSila XX vpreduPoloha XDolné XMapovanie XX maxX minimálneZrkadlo XX normályPosuv XRovina XPozícia XRotácia XMierka XZdrojová os XOdraz XX štartTuhosť XDelenie XX horeRýchlosť XOsi XKorekcia osi X (prepnutie)Pohyb osi XX zložka silového poľaX zložka poľa rýchlostiSúradnica X počiatočnej pozícieX súradnica voxelu v indexovom priestore alebo minimálna X súradnica dlaždiceX ručnePozícia X, kde sa začína pásPolomer X použitý modifikátorom KožaOs XZrkadlo osi XGlobálna XRöntgenNepriehľadný röntgenRöntgen je v aktuálnom režime nedostupnýPosuv manipulátora v osi X pre koniec krivky ohybu kostí, upravuje zakriveniePosuv manipulátora v osi X pre začiatok krivky ohybu kostí, upravuje zakrivenieSúradnica X (priestor obrazovky) na umiestnenie pod nový objektPosuv X na rodičovský bodPozícia X označenia na snímke v súradniciach obrazovkyPozícia X vyhľadávania na snímke vzhľadom k polohe označeniaSúradnice X/Y bodu krivkySúradnice X/Y bodu dráhyX/Y pixelov na meter pre zásobník obrázkovX:XRAkčná mapa XRNaviazanie na priradenie akcií XRNaviazania priradenia akcií XRPoložka mapy akcií XRPoložky mapy akcie XRMapy akcií XRCesta komponentov XRCesty komponentov XRÚdaje XR pre udalosť správcu okienXR navigáciaNastavenia relácie XRStav relácie XRCesta užívateľa XRCesty užívateľa XRNázov akcie XRNázov sústavy akcií XRTyp akcie XRHodnoty akcie XR príslušného typuXYZ EulerPoradie rotácie XYZ - náchylné k zamknutiu Manipulátora polohy (predvolené)Rotácie XYZ nie sú zhodne zadané pre ID='%s' a cestu RNA='%s'XYZ na RGBXZRežim mierky XZXZY EulerPoradie rotácie XZY - náchylné k zamknutiu Manipulátora polohyOperátory XformXiph.Org Ogg kontajnerXiph.Org Vorbis CodecXvidYUhol YUhol odrazu YUhol spevnenia YOs YSpevnenie osi YY koniecSila YY vpreduPoloha YDolné YMapovanie YY maxY minimálneY normályPosuv YRovina YPozícia YRotácia YMierka YRežim mierky YZdrojová os YUhol odrazu YY štartTuhosť YDelenie YY horeRýchlosť YOsi YPohyb osi YY zložka silového poľaY zložka poľa rýchlostiSúradnica Y počiatočnej pozícieY súradnica voxelu v indexovom priestore alebo minimálna Y súradnica dlaždiceY ručnePolomer Y použitý modifikátorom KožaOs YGlobálna YSúradnica Y (priestor obrazovky) na umiestnenie pod nový objektPosuv Y na rodičovský bodPozícia Y označenia na snímke v súradniciach obrazovkyPozícia Y vyhľadávania na snímke vzhľadom k polohe označeniaY:YCCYCbCrYCbCr (ITU 601)YCbCr (ITU 709)YCbCr (JPEG)Farebný priestor YCbCr (Y - jas, Cb - rozdielová modrá, Cr - rozdielová červená)Kľúčový kanál YCbCrLimit kanála YCbCrPriestor YCbCr farbyYUVFarebný priestor YUV (Y - luma, U V - chroma; Y - jas, U V - zafarbenie)Kľúčový kanál YUVLimit kanála YUVYXZ EulerPoradie rotácie YXZ - náchylné k zamknutiu Manipulátora polohyYZX EulerPoradie rotácie YZX - náchylné k zamknutiu Manipulátora polohyYardyŽltá-modráVčeraTúto hodnotu môžete neskôr upraviť v predvoľbách "Systém".Máte vybraný príliš veľký reťazec pripojených vrcholovAk chcete vytvoriť snímku, musíte vybrať typ výbavyNa ľavej strane výberu potrebujete aspoň 2 kľúčeNa pravej strane výberu potrebujete aspoň 2 kľúčeMali by ste mať aktívnu textúru na použitie zapečenia viacnásobného rozkladuZUhol ZUhol odrazu ZUhol spevnenia ZOs ZKorekcia osi ZSpevnenie osi ZSmer ZSila ZZ vpreduPoloha ZDolné ZMapovanie ZZ minZ normályRovina ZRotácia ZMierka ZZdrojová os ZOdraz ZTuhosť ZZ horeRýchlosť ZOsi ZKorekcia osi ZKorekcia osi Z (prepnutie)X zložka silového poľaZ zložka poľa rýchlostiZ súradnica voxelu v indexovom priestore alebo minimálna Z súradnica dlaždiceZ ručneZ, index, normála, UV a vektorové prechody sú ovplyvnené iba povrchami s priehľadnosťou alfa rovnou alebo vyššou ako táto prahová hodnotaOs ZZ zásobníkGlobálna ZMierka ZHorná ZPosunutie manipulátora osi Z pre koniec krivky ohybu kostí, nastavenie zakriveniaPosuv manipulátora osi Z pre začiatok krivky ohybu kostí, nastavenie zakriveniaZ posuv priradenia textúryZ:ZIPZIP zabalené nesprávne; __init__.py by mal byť v priečinku, nie na najvyššej úrovniZIPSZXZXY EulerPoradie rotácie ZXY - náchylné k zamknutiu Manipulátora polohyZYX EulerPoradie rotácie ZYX - náchylné k zamknutiu Manipulátora polohyZenit – uhol od roviny zemeNulové váhyNulovo centrované súradnice sa normalizujú pozdĺž väčšej dimenzie pre rovnomernú zmenu mierkyDaná nulová normálaNulová mierka sa nedá vyriešiťNulová veľkosť voxelu sa nedá vyriešiťNulové verzie balíkov, užitočné pre vývoj - na testovanie aktualizácieZipID výstupného uzla zónyVýstupný uzol zóny, s ktorým je tento vstupný uzol spárovanýPriblížiťOs priblíženiaFaktor priblíženia XFaktor priblíženia YVplyv priblíženiaPriblížiť kľúčové snímkyMetóda priblíženiaOddialiťCesta priblíženiaPriblížiť sekundyŠtýl priblíženiaPribližovanie potiahnutím hlavice 3D myši smerom nahor alebo zatlačením hlavice smerom nadolSmer priblíženiaFaktor priblíženiaFaktor priblíženia v pohľade kameryFaktor priblíženia, hodnoty vyššie ako 1,0 je priblíženie, nižšie hodnoty je oddialeniePriblížiťPriblíži a oddiali podľa nastavenia mierky zobrazenia, pohybom myši voči streduPriblíži a oddiali na základe horizontálneho pohybu myšiPriblíži a oddiali na základe pohybu myši pozdĺž nastavenej osi približovaniaPriblíži a oddiali na základe vertikálneho pohybu myšiPriblíži obrázok (sústredený okolo 2D kurzora)Priblíži pohľadPriblíži zobrazenie na najbližšiu položku na okrajiPriblíži zobrazenie na najbližší ohraničený objektPriblíži sa k pozícii ukazovateľa myši v 3D zobrazení namiesto 2D oknaPribližuje/oddiaľuje zobrazeniePriblíži/oddiali obrázok pozadiaPriblíži/oddiali obrázokPriblíži/oddiali pohľadOddialiťOddiali obrázok (sústredený okolo 2D kurzora)Oddiali pohľadPercentuálne priblíženieZväčšenie náhľadu, aby sa prispôsobil oblastiPomer priblíženia, 1,0 je 1:1, vyšší je zväčšený, nižší je zmenšenýPriblíženie radiča sekvencií na vybrané pásyPrispôsobiť priblíženímPriblížiť na typ snímkyPriblížiť na pozíciu myši[Skryť akciu][E] - Zakázať prekmitnutie[E] - Povoliť prekmitnutie[Shift] - Presnosť aktív`Collection.bones` (kolekcia kostí) v režime editácie armatúry nie je dostupnápozdĺž %s Xpozdĺž %s Ypozdĺž %s Zpozdĺž Xpozdĺž Ypozdĺž Zpozdĺž lokálnej Za ovládač AMD Adrenalin %s alebo novšía NVIDIA driver verzia %s alebo novšiaa ROCm HIP Runtime %s alebo novšía ovládač systému Windows %s alebo novšípoznámkyarccos(A)arcsin(A)arctan(A)armatúryatribútybItascpredvolené Blenderomblender:hlg_rec2020_display_203nitsblender:pq_rec2020_display_203nitsštetcebajtovsúbory zásobníkovkamerakamerykategóriaschránkakolekcienaberač farbycolor_index je neplatnýmodifikátor výstavbykontext „okno“ je Žiadnecos(A)cosh(A)kurzorkrivkyvlastnádvojklik-ťahať-exp(A)fBMsúborypismasním/s: %.2fsním/s: %imanipulátor rotáciemanipulačné prvkyglTFglTF 2.0Formát glTF 2.0glTF animácieglTF Binary (.glb)glTF ukladaný (.gltf)glTF varianty materiáluglTF oddelený (.gltf + .bin + textúry)glTF variantyCesta k súboru glTFpackglobálnegltfpackgrease_pencilskrivky_vlasoviMierkaiTaSCumožniť v pamäti editáciu!údaje kompatibilné s odvetvýmmriezkyvľavokniznicesnimac_svetlasvetlastyl_ciaryzastupne_symbolylokálnezamknutie %s Xzamknutie %s Yzamknutie %s Zmaskymaterialymatricepovrchove_sietemeta_gulemikrofónmmfilmove_klipymodifikátor viacnásobného rozkladunázovsieťbez manipulačných prvkovbez matrícbez pozíciískupiny_uzlovnetrojuholníkové plôškynormálneobject_colorobjektyoneAPIalebo ovládač AMD Radeon Pro %s alebo novšíalebo verzia ovládača AMD %s alebo novšiainak by ste sa mu mali vyhnúť.p0malovanie_kriviekpaletyrodičcasticedopad na výkon!pivot_positionmracno_bodovprieskum zlyhalpozíciepxčítaťznížiť účinok vyššie uvedených možnostíodstrániťrozlíšenievpravosRGBZložené (kusové) kódovanie sRGB IEC 61966-2-1Zobrazovací priestor sRGB s transformáciou zobrazenia Filmovýuložený ako nový, bežný súbor.zaclonenieobrazovkyklucove_tvarysin(A)sin(x) / xsinh(A)zvukyreproduktorysqrt(x*x+y*y+z*z)tan(A)tanh(A)template_popup_confirm použitý mimo vyskakovacieho oknatextytexturynemožno načítať filmový klipnemožno načítať textsúbor sa nedá otvoriťneznáma chyba pri načítaní súboruneznáma chyba stáleho súboruneznáma chyba pri zápise súborunepodporovaný formát písmanepodporovaný formátnepodporovaný formát obrázkanepodporovaný formát filmového klipuuv_on_emitter () vyžaduje modifikátor z vyhodnoteného objektuzobraziťobjemymanazer_okienso staršou verziou Blenderu?wm D vlastníka '%s' nie je v pracovnom priestore '%s'pracovne_priestorysvetyzapísaťy = (Ax + B){:.4g} sním/s{:d} F-krivky nemôžu byť kľúčovou snímkou. Môžu byť uzamknuté alebo snímané.{:d} MB{:d} častíc kvapaliny pre túto snímku{:d} obrázok(y) konvertovaný(é) na povrchovú sieť roviny(ín)Sú vybrané {:d} uzly, ale tento operátor môže fungovať len na {:d}.{:s} • {:s} počas ťahania prepína prichytenie • {:s} prepína ťahanie zo stredu • {:s} prepína pevný aspekt{:s} (globálne){:s} (nedostupné){:s} ({:s} dostupné){:s} nie je podporovaný{:s} → {:s}{:s}: {:s}{} ({} na disk){} ({} zbalené){} snímok za sekundu @ {} FPS{} neexistuje{} sa nezdá byť súčasťou sekvencie{} sekúnd{} pásy úspešne mali odstránené {} kľúčové snímky|%i prepojená knižnica objektu(ov)|%i viacerí užívatelia armatúry objekt(y)× (Ax + B)• Systém Windows na ARM vyžaduje ovládač 31.0.112.0 alebo vyšší←↑→↓⏭⏮⏯⏹