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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)Approximation 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 keysArea 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 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 ValueByte 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 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 not support Individual Origins as pivotDoes nothing, prevents adding actual overrides (NOT USED)Dolby 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 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}HeadHead 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 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 collision iterations should be done (higher is better quality but slower)How many copies of strokes be displayedHow many frames the Map Old will lastHow many frames to fadeHow many particles are effectors (0 is all particles)How many samples to calculate per frame, helps with subframe dataHow 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 times the Density brush tries to add a new curveHow 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 generated normals to mix with existing onesHow 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 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 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 BakedIs Camera RayIs Controller GripIs DataIs Diffuse RayIs Edge BoundaryIs Edge ManifoldIs EditableIs EditmodeIs EmptyIs EvaluatedIs Fill VisibleIs FloatIs Generated TileIs Glossy RayIs Grease PencilIs HDRIs HiddenIs HitIs In HierarchyIs IndirectIs Inspect OutputIs InstanceIs InternalIs Layered ActionIs Legacy ActionIs LoadedIs Local OverrideIs OpenIs OrthographicIs OutputIs Panel ToggleIs PerspectiveIs PinnedIs PlanarIs PortalIs Reflection RayIs RequiredIs SequenceIs Shadow RayIs Singular RayIs StrandIs Stroke StartIs TileIs Transmission RayIs UV SplitIs ValidIs Valid OffsetIs ViewportIs Volume Scatter RayIs marker muted for current frameIs part of an IK chainIslandIsland 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: 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: 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-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 override operation is performedWhat 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 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 startsWhether 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 ID types to show/hide, when browsing a libraryWhich Selection Set to select; -1 uses the active Selection SetWhich asset types to show/hide, when browsing an asset libraryWhich axis to align with the normal of the surface geometryWhich axis to use for offsetWhich bones to affectWhich boolean operation to applyWhich channels to bakeWhich child instance to pick per element by indexWhich data's transformations to bakeWhich data-block previews to clearWhich distances to target object to useWhich domain to delete inWhich domain to separate onWhich edge data layers to transferWhich element to retrieve a value from on the geometryWhich elements to affect (vertices, edges and/or faces)Which 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 kind of object to exportWhich layers to transfer, in case of multi-layers typesWhich mesh elements selection works onWhich mode to use for decimationWhich 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 particle level set generator to useWhich parts of the mesh component to deleteWhich 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 texture channel to use for maskingWhich texture coordinates to use for mappingWhich transforms to transferWhich vertex data layers to transferWhich 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: 2026-03-07 21:15+0000 Last-Translator: Daniel Nylander Language-Team: Swedish Language: sv MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Plural-Forms: nplurals=2; plural=n != 1; X-Generator: Weblate 5.15.2 Popup-panel för att lägga till extra alternativ som inte får plats i verktygsinställningarnas rubrik Definition av kontextmenyn för UI-listobjekt. Skript kan lägga till/infoga detta för att lägga till egna operatörer i kontextmenyn. De måste dock kontrollera kontexten så att deras objekt endast visas i en giltig kontext och för rätt UI-lista. Definition av kontextmenyn för UI-knappar. Skript kan lägga till detta i början eller slutet för att lägga till egna operatörer i kontextmenyn. De måste dock kontrollera kontexten så att deras objekt endast visas i en giltig kontext och för rätt knappar. Filtrera efter namn %s eller nyare Med automatiska vikter Med tomma grupper Med kuvertvikter - Intel-nivå-noll-GPU eller Intel-compute-runtime-version - oneAPI Level-Zero laddare - "{}": (Klippt) (Föråldrad) (Lokal) (Återställt) (Icke-optimerad prestanda) (Tittare) (delta) (inte installerad) Material, Namngiven attribut Namngivna attribut Inställningar Proportionell storlek: %.2f RGB-byte RGB-flytande punkt RGBA-byte RGBA-flyttal Stencil, Texturer (eller länkade), UV-strålning, längs %s X-axeln längs %s Y-axeln längs %s Z-axeln längs X-axeln längs Y-axeln låsa %s X-axeln låsning %s Y-axel låsning %s Z-axel | Ctrl - Håll ned för stegvisa ökning | Objekt:%s/%s | [Ctrl] - Ökar aktiv"%s" använder åtgärd "%s", som inte har någon plats med identifieraren "%s" eller "%s". Tilldela manuellt rätt åtgärdsplats till "%s".Egenskapen "%s" kan inte animeras.Attributet "{}" från geometri"{}" från {}%d %s speglad%d %s speglad, %d misslyckad%d redan symmetrisk, %d par speglade%d redan symmetrisk, %d par speglade, %d misslyckades%d ben i linje med ben '%s'%d kurvor kunde inte separeras%d kurvor kunde inte skapa segment%d datablock infogade%d dubbletter hittades i %d nät, spegeln kan vara ofullständig%d flytande kanal(er)%d bild(er) kommer att sparas i %s%d artiklar%d bibliotek och %d länkade datablock saknas (inklusive %d ObjectData). Kontrollera redigeringsverktygen Info och Outliner för mer information.%d bibliotek har överskrivningar som behöver synkroniseras om (synkroniseras automatiskt i %.0fm%.2fs), se Info-redigeraren för mer information.%d fler %s rad(er) behövs för Bézier%d fler punkter behövs för Bézier%d nya nivåer ombyggda%d objekt klistrade in%d objekt har framgångsrikt fått %d nyckelrutor borttagna%d av %d rotationskanaler filtrerades (se informationsfönstret för mer information)%d sekvensremsor lästes inte eftersom de befann sig i en kanal som var större än %d%d remsor klistrade%d begränsade vertexvikter%d x %d%d × %d, %d × %s: %.4f ms, genomsnitt: %.8f ms%i celler + högupplöst cache%i celler cachade%i datablock är inte längre tillgångar%i datablock är nu tillgångar%i bildrutor hittades!%i bildrutor på disken%i objekt inte centrerade, %i ändrade:%i poäng hittades!%s '%s'%s '%s' har kategorin '%s'%s '%s' ligger utanför huvuddatabasen och kan inte tas bort från den.%s '%s' är för långt, maximal längd är %d%s '%s' måste ha noll användare för att kunna tas bort, hittades %d (prova med parametern do_unlink=True)%s '%s' hittades inte%s '%s', bl_idnamn '%s' %s%s '%s', bl_idname '%s' kunde inte avregistreras%s '%s', bl_idname '%s' har registrerats tidigare, avregistrerar tidigare%s Cachen i objekt %s kan inte läsas eftersom den använder en föråldrad komprimeringsmetod. Du måste radera cacharna och baka om.%s redan i %s%s områdestyp stöder inte gizmos%s innehåller en volymskuggare som kan behöva konverteras till objekt (se panelen för världsvolym)%s kunde inte ställas in utanför redigeringsläget, så det kan inte exporteras.%s bildrutor i minnet (%s)%s i %s kunde inte ställas in utanför redigeringsläget, så det kan inte exporteras.%s är inte en katalog%s är inte kompatibelt med några "uppdateringsalternativ".%s är inte kompatibelt med de angivna "uppdateringsalternativen".%s stöds inte för '%s'-objekt%s stöds inte, skicka ett Bone, PoseBone eller EditBone%s länkad till %s%s flyttad till %s%s hittades inte%s överordnad '%s' för '%s' hittades inte%s%s, %s%s, cachen är föråldrad!%s, inte exakt sedan bildruta %i%s: %.*s%s: %.*s Position: %s:%d%s: %s%s: Kan inte kopiera %s. Käll- och målvägarna är desamma.%s: Kan inte generera en texturkatalogväg för anonym scen%s: Kan inte hitta den exakta sökvägen för stage%s: Kan inte öppna måltillgången %s för skrivning%s: Kan inte öppna källkodstillgången %s%s: Kan inte lösa sökvägen %s%s: Kan inte lösa sökvägen %s för skrivning%s: Kan inte skriva till tillgång %s: %s%s: Kunde inte lägga till ben för led %s%s: Kunde inte stänga måltillgången %s%s: Kunde inte beräkna geometrisk bindningstransformation för %s%s: Det gick inte att kopiera filen %s till %s%s: Det gick inte att skapa USD-shader för UV-karta.%s: Det gick inte att skapa USD-shader för mappningsnoden.%s: Det gick inte att skapa importkatalogen för texturer %s%s: Kunde inte fastställa paketrelaterat filnamn från sökvägen %s%s: Det gick inte att hitta en gemensam Xform-förfader för skinned prim %s och skeleton %s för att konvertera till en USD SkelRoot. Detta kan åtgärdas genom att ställa in en rotprimitiv i exportalternativen.%s: Kunde inte hitta armaturobjekt som motsvarar USD-skelett %s%s: Kunde inte hämta blendshape-mål för prim %s%s: Kunde inte få offset för blandningsform %s%s: Kunde inte få scen för prim %s%s: Kunde inte hämta världsbindningstransformationer för skelett %s%s: Kunde inte fråga skelettet %s%s: Det gick inte att dela UDIM-mönstret %s%s: Fel vid skapande av deformationsgruppdata för nät %s%s: Fel vid skrivning till måltillgång %s%s: Fel: Kunde inte hämta ingångssockel %s för nod %s%s: Gemensamma vikter och gemensamma indexelementstorlekar som inte stämmer överens för prim %s%s: Gemensamma vikter och gemensamma index storleksmissmatchning för prim %s%s: Gemensamma vikter av oväntad storlek för konstant interpolering för prim %s%s: Gemensamma vikter av oväntad storlek för vertexinterpolering för prim %s%s: Felaktig matchning mellan bindningsformulär och ledantal för skelett %s%s: Avvikelse i antal ben och leder i skelettet %s%s: Inga förskjutningar för blandningsform %s%s: Nullbuffert för källresurs %s%s: Antalet bindningstransformationer stämmer inte överens med antalet leder för skelettet %s%s: Antalet blandningsformer stämmer inte överens med antalet blandningsformsmål för prim %s%s: Antal förskjutningar som är större än antalet nätpunkter för blandningsform %s%s: Sökvägen till texturimportkatalogen är tom, kunde inte importera %s%s: Topologi och felaktig storlek på ledförband för skelett %s%s: USD-gemensam ordermatris innehåller ogiltiga eller duplicerade sökvägar för skelett %s%s: Oväntad interpoleringstyp för ledvikter %s för prim %s%s: Kopierar inte källresurser med storlek noll %s%s: Skriver inte över befintlig tillgång %s%s: kan inte tilldela ett inbäddat ID till ett IDProperty%s: förväntad typ %s, inte %s%s: förväntad ID-typ, inte %s%s: misslyckades med att allokera klippbuffert '%s'%s: kunde inte ladda '%s'%s: importkatalogen är relativ men blend-filens sökväg är tom. Spara blend-filen innan du importerar USD eller ange en absolut sökväg till importkatalogen. Kan inte importera %s%s: felaktiga mått för partiell kopia '%s'%s: inget kombinerat pass hittades i renderingslagret '%s'%sÅtgärd%sIdentifieraren är för lång, maximal längd är %d%sOgiltigt tecken på position %d%sMåste innehålla 1 '.'-tecken%u objekt dolda'%s' Lagret är låst'%s' innehåller inte '%s' med prefix och suffix'%s' har inte något alfanumeriskt suffix'%s' har inte något prefix med versaler.Den angivna sökvägen '%s' är ogiltig i operativsystemet, vilket istället skapar sökvägen '%s'.'%s' är inte en giltig sökväg till biblioteksfil'%s' kan inte redigeras'%s' är av en typ som inte kan vara en tillgång.'%s': kan inte använda aktuell fil som bibliotek'%s': inte ett bibliotek'%s': inget angivet'CTRL:...' begränsningar flyttas till kontrollbenet.'DEF:...'-begränsningar flyttas till deformationsbenet."Integrera" gäller endast för Mesh-objektIntegrera ursprunglig mesh-vertex-felmatchning"Integrera" kräver ansiktenFBX-noden "LimbNode", en vanlig fog mellan två ben...'Null' FBX-nod, liknande Blenders Empty (standard)"Root" FBX-nod, som ska vara roten till kedjor av ben..."Krymp/Feta" nät stöds endast i redigeringsläget."Viskositet" inuti kollisionsmåletStrålornas "bredd" (särskilt användbart vid strålkastning mot hörn eller kanter)'from_space' '%s' är ogiltigt när inget anpassat utrymme anges!'from_space' '%s' är ogiltigt när inget pose-ben anges!'show_locked_time' stöds inte för redigeraren '%s'.'to_space' '%s' är ogiltigt när inget anpassat utrymme anges!'to_space' '%s' är ogiltigt när inget poserbone anges!(Konstant)(Av)markera (eller invertera valet av) alla språk för i18n-filer uppdateringsoperatörer(Av)markera alla(Av)markera alla kontrollpunkter(Av)markera alla noder(Av)markera alla partiklars nycklar(Av)markera alla punkter(Av)markera alla punkter som är kopplade till kurvan under muspekaren(Av)markera alla hörn som är kopplade till kanten under muspekaren(Av)markera alla hörn, kanter eller ytor(Av)markera alla synliga streck(Av)markera ben som är kopplade genom överordnade/underordnade kopplingar under muspekaren(Av)markera den första synliga delen av varje NURBS(Av)markera den sista synliga delen av varje NURBS(Av)markera den första och sista punkten i varje streck(Föråldrad) Lager av UV-koordinater i ett Mesh-datablock(ENDAST FÖR ERFARNA ANVÄNDARE) Ledernas relativa positioner längs kedjan, i procent(Geometri)(InvSquare)(Nyckel) (Lager)(Linjär)(Min+Max)/2 * Bollstorlek(Snabbåtkomst: Skift+W)(Slumpmässig)(Rot)(Sharp)(Skift-klicka/dra för att markera flera)(Jämn)(Sfär)(Av)markera valda kanter som Freestyle-funktionskanter(Av)markera valda kanter som söm(Av)markera valda kanter som skarpa(Av)markera valda ytor för undantag från Freestyle-funktionens kantdetektering(Ej tilldelad)(Ej sparad)(Tittare)(tom)(odokumenterad operatör)(x*x+y*y+z*z)({:s} på ben {:s})* Bild* Saknade vägar *+ Icke-grupperade nyckelrutor+X+X till -X+Y+Y Upp+Y till -Y+Z+Z till -Z, %.2f fps, %d flytande kanal(er), %s, Ctrl: Streck, Skift: Fyllning, Skift+Ctrl: Båda, RGB-byte, RGB float, RGBA-byte, RGBA float, kan inte ha enkelramiga sökvägar, misslyckades, kunde inte laddas, vissa åtgärder misslyckades- Använda scenramintervall- bakning av alla objekt är aktiv- provtagning är aktiv-A-X-X-axeln-X Framåt-X Rotation-X Upp-X manual-X till +X-Y-Y-axeln-Y Framåt-Y-rotation-Y Upp-Y manual-Y till +Y-Z-Z-axeln-Z Framåt-Z Rotation-Z Upp-Z-manual-Z till +Z.blend-filer0-baserat index för prov att börja rendera från01 - Temat färgset02 - Temat färgset03 - Temat färgset04 - Tematfärgset05 - Temat färgset06 - Temat färgset07 - Temat färg uppsättning08 - Temat färgset09 - Temat färgset1 / Kvadratroten av A1 GB1 om (A == B) inom tolerans C annars 01 om A < B annars 01 om A > B annars 01 tum1/1,8 tum1/2,3 tum1/2,5 tum1/2,7 tum1/3,2 tum10 - Temat färg uppsättning10 centimeter10 gram10 meter10-bitars färgkanaler100 kilo100 meter1024 sampel1024 px11 - Tema färgset11 Sampel12 - Temat färgset12-bitars färgkanaler128 MB128 px13 - Tematisk färguppsättning14 - Temat färg uppsättning14:9 i 16:915 - Tema färgset16 - Temat färgset16 MB16 sampel16 px16-bitars signerad16-bitars färgkanaler16-bitars färgkanaler. Data som Depth kommer fortfarande att sparas med full 32-bitars precision.16-bitars signerad16-bitars tecknad heltalvektor16384 Sampel16:916×17 - Tematisk färguppsättning18 - Temat färgset180 grader19 - Temat färg uppsättning192 kHz1931 CIE XYZ-standard med antagen ljuskälla E vitpunkt1931 CIE XYZ med anpassad ljuskälla D65 vitpunkt1:11:161:21:41:81:a ordningens semi-Lagrangiansk integration. Snabb men minst noggrann, lämplig för enkel advektion.1×2/3 tum20 - Temat färgset2048 sampel2048 px24-bitars signerad24-bitars signerad256 MB256 sampel256 px270 grader2D2D 16-bitars heltal2D 16-bitars heltalvektor2D 16-bitars heltalvektorattribut2D 16-bitars heltal vektorattributvärde2D-markör2D-markörens position2D heltalvektor2D heltalvektorattribut2D heltal vektorattributvärde2D-lager2D-längd2D-förskjutning2D-förskjutning för varpen2D-rotation för förvrängningen2D-skala för varp2D-stabilisering2D-stabiliserad klipp2D-textur2D-transformation2D-vektor2D-vektorvärde2D-vektorvärde i geometriattribut2D-vy Minsta rutavstånd2D X-koordinat för den absoluta pivotpunkten2D Y-koordinat för den absoluta pivotpunkten2D-markörens position för denna vy2D-flytande vektoråtgärd, som representerar en tumstick eller ett styrplatta2D-stabilisering baserad på spårningsmarkörer2D-värde i geometriattribut2D-vektor2D-vektor med flyttalsvärden2D-vy av regionen2D-animation2:a ordningens mittpunktsintegration. Bra balans mellan hastighet och noggrannhet i de flesta fall.2×3 hörn3 sidor32 MB32 sampel32 px32-bitars flyttal32-bitars signerad32-bitars färgkanaler32-bitars flyttal32-bitars heltal32-bitars signerad32-bitars signerad heltalvektor32768 Sampel3D3D-markör3D-kurvor3D-flytande vektor3D-flytande vektorfält3D-lokal vy 3D-plats3D-markörer3D-musnavigeringsläge3D-musinställningar3D-position3D-region3D-vektorvärde3D-vy3D-vy Inställningar för 3D-vyöverlägg3D-vyregionInställningar för skuggning i 3D-vy3D-vyutrymme3D-vycentrum är låst till markörens position3D-vycentrum är låst till detta bens position3D-vycentrum är låst till detta objekts position3D-vy långt klippavstånd3D-vy nära klippavstånd (endast perspektivvy)3D-vy av regiondata3D-vy av rymddata3D-vy3D-vyportens axlar3D dubbelvektor3D-flytande vektor3D heltalvektor3D-posering, som representerar en kontrollers position och rotation3D-region för detta utrymme. När utrymmet är i fyrkantsvy, kameraregionen3D-regioner (den tredje definierar inställningarna för fyrdubbla vyer, den fjärde är densamma som 'region_3d')3D-rotation3D-vektor3D-vektorsockel för en nod3D-vektor med flyttalsvärden3D-vy är på ekvatorn3D-vy finns på stolparna3D-volymrutnät3D-volymrutnät3:e ordningens Runge-Kutta-integration. Högre noggrannhet till måttlig beräkningskostnad.3×3 benmatris4 kanaler4 x 4 flytmatris4-kanals surroundljud4 sidor4096 sampel4096 px44,1 kHz48 kHz4:3 i 16:94K DCI 2160p4K UHDTV 2160p4K UW 1600p4L4:e ordningens Runge-Kutta-integration. Metod med högsta noggrannhet i ett steg, men långsammare.4x4 flytmatris4x4-matris4x4 matrisattribut4x4 Matrix-datatyp, påverkar transformationen4×4×4 benmatris i förhållande till armering4×4-matris över benets placering/rotation/skalningskanaler (inklusive animering och drivrutiner) och effekten av benbegränsningar5 kanaler5 sampel5-kanals surroundljud5 sidor5.1 Surround5.1-surroundljud512 MB512 sampel512 px6 sidor6.1 Surround6.1 surroundljud64 MB64 px64-bitars flyttal64-bitars flyttal64-bitars heltal7 sidor7.1 Surround7.1-surroundljud8 sampel8 px8 sidor8-bitars heltal8-bitars heltal8-bitars heltalattribut8-bitars heltalattributvärde8-bitars osignerad8-bitars färgkanaler8-bitars osignerad8-bitarsvärde i geometriattribut8192 sampel8×90 grader96 kHz:: CykelkantAA * BA * B + CA + BA - BA / BEn baskontrastlookEn svartvit lookEn teckning med fettpennaEn Grease Pencil-nyckelrutaEtt kontrastrikt utseendeEtt utseende med låg kontrastEtt medium högkontrastutseendeEtt medium lågt kontrastutseendeEtt UV-skikt saknas på nätetEtt mycket kontrastrikt utseendeEtt mycket kontrastfattigt utseendeEn nedbrytningspose, t.ex. för övergångar mellan nyckelposerEn cache som lagrar validerade msgids, för att undvika att stavningskontrollen görs om.Ett ytskikt av dukEn cent är en hundradel av en halvton.En kanalväska för denna plats finns redan.Ett cirkulärt färghjul för nyans/mättnad, med skjutreglage för ljushetEtt cirkulärt färghjul för nyans/mättnad, med skjutreglage för värdeEn samling F-kurvor för animeringEn samling objekt baserade på vilka egenskaper som valts utEn samling av poskanaler, inklusive inställningar för animering av ben.En färgpalett är användardefinierad, istället för att använda en temadefinierad.En färgväljareEtt färgområde, en vy eller en skärm hittades inte, vilket troligen betyder att OpenColorIO-konfigurationen som användes för att skapa denna blandningsfil saknas.En behållare som refererar till en befintlig åtgärdEtt hörn kopplat till ansiktet, valt av sorteringsindexetEtt hörn av ansiktet, valt av sorteringsindexetEtt hörn av ingångskanten i dess ytas lindningsordning, valt av sorteringsindexet.Ett kors BEtt kubnät som omsluter ingångsgeometrinEn kurva skapas för varje distinkt grupp-ID. Alla punkter med samma ID placeras i samma kurva.En avskärning i slutet av varje profil före korsningenEn avskärning vid varje profils ände före korsningenEtt mörkt, kraftfullt utseendeEtt datablockvärdeEn beskrivning av tillgången som ska visas för användarenAvståndet mellan två punkterAvståndet mellan två punkter, som specifikt representerar ett diametervärde.Ett avstånd på skärmenEtt avstånd på skärmen, som specifikt representerar ett diametervärdeEn punkt BEn faktor mellan 0,0 och 1,0En fil är för stor för att kunna packas (>2 GB).En fil som kan visas i filbläddrarenEn fyllning eller bakad nyckelruta för nyckling på ena, eller något annat ändamål efter behovEn tangent som genereras automatiskt av ett verktyg, inte skapad manuellt.En nyckelbildruta som ingår i en rörlig hållningEtt lager får inte ha mer än en remsa.En lista över modaloperatörer som för närvarande körsEn lista över stilmoduler (som ska tillämpas från topp till botten)En marginal för att förhindra att streck slutar abrupt vid bildens kant.En massa, baserad på scenens enhetsinställningarEn nätliknande yta som omsluter (dvs. krympplast över) alla hörn (bästa resultat med färre hörn)Ett måttligt skärpningsfilterEn mer fysiskt korrekt lösareA multiplicerat med skalaEn multiplikator för fysikens tidssteg (1,0 betyder en bildruta = 1/25 sekunder)En multiplikator för barnpartikelstorlekenEtt smalt horisontellt område stör denna operation.Ett smalt vertikalt område stör denna operation.En icke-konvex kollisionsform skickades till funktionen, använd endast konvexa kollisionsformer.En anmärkning angående avvecklingEtt tal mellan 0 (inuti) och 1 (utanför) som anger den relativa positionen för streckets tjocklek.Ett antal steg definierade av segmentenEtt nummer som identifierar vilken delmängd av åtgärden som anses gälla för denna åtgärdsbegränsning.Ett nummer som identifierar vilken delmängd av åtgärden som anses gälla för denna NLA-remsa.Ett nummer som identifierar vilken delmängd av åtgärden som anses gälla för detta datablock.En procentandel mellan 0 och 100En pixel renderas endast om dess alfavärde ligger över detta tröskelvärde.En punkt för varje aktiv voxel eller ruta i rutnätetEn punkt på kurvan, vald av sorteringsindexetEn punkt på planetEn kraftfull BEn effekt B, pow(A,B)En slumpmässig regel väljs för varje boid.Ett slumpmässigt frö för brus-effektenEn omstart av Blender krävs.Ett rotationsvärde angivet i radianerEn sessionsspecifik unik identifierare för datablocket som förblir densamma vid namnändringar och interna omallokeringar, oförändrad vid omladdning av filen.En kort beskrivning av USD-krokenEn kort beskrivning av nyckelsatsenEn enda behållare för innehåll i videosequenzredigerarenEn enda kurva från ett kurvdatablockEtt enda flyttalsvärdeEtt enda heltalEtt organisationsverktyg med en enda kontakt som stöder en ingång och flera utgångar.En lägre konstant hastighetsfaktor (CRF) ger bättre videokvalitet men större filstorlek. Intervallet för tillåtna CRF-värden beror på codec.En ruta som visar färgton/mättnad, med värdesliderEn ruta som visar nyans/värde, med reglage för mättnadEn ruta som visar mättnad/värde, med skjutreglage för färgtonEn rak linje fungerar bäst.En sträng som visas dold ('********')Ett strängvärdeEtt sant eller falskt värdeEtt giltigt redigeringsläge finnsEtt värde som är relativt till bildstorleken och måste konverteras till pixlar.En svag referens till den matchande penselresursen, som används t.ex. för att återställa den senast använda penseln vid filinläsning.AACAC3ACES 1.0-utgångstransformering för SDR D65-video, begränsad till Rec.709-färgskalaACES 1.3ACES 1.3 – HDR 1000 nitACES 1.3 – HDR 2000 nitsACES 1.3 – HDR 4000 nitsACES 1.3 – SDRACES 1.3 sRGBACES 2-utgångstransformator för 100 nit SDR Rec709ACES 2.0ACES 2.0 – HDR 1000 nitsACES 2.0 – HDR 2000 nitsACES 2.0 – HDR 4000 nitACES 2.0 – HDR 500 nitACES 2.0 – SDRACES 2.0 sRGBACES-färgkorrigeringsutrymme med toe, med AP1-primärfärger.ACES-färgkorrigeringsutrymme, med AP1-primärfärger.ACES2065-1ACESccACEScctACEScgAOAO studsarAO-studsrenderingAO-avståndAO-faktorAO-avstånd som används för ungefärlig global belysning (0 betyder att världsinställningen används)AOVAOV-utdataAOV hittades inte i visningslagret '%s'API-definitionAPICAPS-CAPS-C (Canon)APS-H (Canon)ASC-CDL standardfärgkorrigeringASCIIASCII FBX-filer stöds inte %rASCII-formatAV1AVIAVIF (.avif)AVX2AZone-områdeAZone FullScrAZone QuadAZone-regionAbchaziska - Аԥсуа бызшәаOmOvanförOvan valdaOvanför ytanÖver tröskelnAbsolutAbsolut 2D-punktAbsolut alfaAbsoluta koordinaterAbsolut densitetAbsolut bildrutaAbsolut inkrementell snäppningAbsoluta nyckelsatserAbsoluta nyckelsatser för denna scenAbsolut positionAbsolut lägeAbsolut förskjutningAbsolut sökvägstidAbsolut upplösningsgränsAbsolut SnapAbsolut tidssnapAbsolut spårningAbsolut tillagd längd i slutet av varje slagAbsolut tillagd längd till början av varje slagAbsolut bollstorlek eller faktor om den inte justeras manuelltAbsoluta gränsdimensioner för nodenObjektets absoluta gränsdimensioner. Varning: Att tilldela det eller dess medlemmar flera gånger i följd fungerar inte korrekt, eftersom detta kräver uppdaterade utvärderade data.Absolut rutnätsjustering vid översättning (baserat på pivotcentrum)Absolut sökväg till .blend-filen som innehåller denna resursAbsolut sökväg till .blend-filen som innehåller denna tillgång, utökad med sökvägen till tillgången inuti filen.Absolut tjocklek som ska appliceras överalltAbsolut tidsjustering vid omvandling av nyckelrutorAbsorbera ljus när det passerar genom volymenAbsorptionAbsorptionskoefficientAbsorptionskoefficienterAbsorptionsfärgAccelerationAccelerationsstrukturAccentlägeÅtkomst till namngivna attribut:TillgänglighetAckumuleraAckumuleringsfältSamla sampel genom att reprojicera de senaste spårningsresultatenSamla strykningar ovanpå varandraNoggrannhetAttackens precisionNoggrannhet för oskärpaeffektenNoggrannhet för vertexpositioner, lägre värde är snabbare men mindre exaktNoggrannNoggrann men långsammare variationAkrylHandla vid klickÅtgärdAActionklippAktiv spårningBTillbakaBaka dataStudsNedbrytningInbyggd funktionBézierCirkulärKonstantKubiskCyclesDynamiska effekterLättnad (efter styrka)ElastiskKuvertExponentiellExtremGenereradGeneratorInterpoleringOgiltigJitterNyckelbildrutaGränserLinjärMetaFlytta hållNyNy interpoleringstypNy typ av nyckelbildrutaBrusObjektEndast aktivPoseKvadratiskKvartiskKvintiskSinusformadJämnJämn (Gaussisk)LjudklippStegadStegvis interpoleringSpårÖvergångTypÅtgärd "%s" sparas inte. Skapa en falsk användare eller stash i NLA-stacken för att behålla den.ActionblandningActionklippÅtgärdsbegränsningÅtgärdsredigerareAction SlutbildrutaÅtgärdsextrapoleringÅtgärdsfilterAktionsgruppÅtgärdsgrupp som denna F-kurva tillhörHandlingens inflytandeÅtgärdslagerÅtgärdslagerÅtgärdskartorActionpose-markörerÅtgärdsmarginalerÅtgärdssatsÅtgärdsinställning vars aktivering kommer att utlösa denna inställning som en korrigerande åtgärdAction slotAction Slot HandtagAction-spelautomaterÅtgärd StartbildrutaÅtgärdsremsaActionremsorÅtgärdsdatablockÅtgärdsutförandeområde för den första ingångsaxelnÅtgärdsutförandeområde för den andra ingångsaxelnÅtgärdsgruppen utökas utom i grafeditornÅtgärdsgruppen utökas i grafeditornÅtgärdsgruppen är låstÅtgärdsgruppen är tystadÅtgärdsgrupp är valdÅtgärden har inga data, kan inte visa förhandsgranskningÅtgärden kan inte redigerasÅtgärd finns inte i listanÅtgärd som denna remsa hänvisar tillAction-slotAction-slotens visningsnamn får inte vara tomma.Åtgärdsslotidentifierare ska bestå av minst tre tecken.Åtgärd som vidtas när ett penseldrag görsÅtgärd som ska tillämpas på riggen via begränsningarÅtgärder som ska vidtas för luckor utanför den aktiva åtgärdens räckvidd (vid utvärdering med NLA)Åtgärder att vidta för luckor bortom remsans utsträckningÅtgärdstypÅtgärd när "Mellanslag" trycks nedÅtgärd när 'Tilde' trycks nedÅtgärd när Alt-MMB dras i 3D-vyfönstretÅtgärd vid dragning i visningsfönstretÅtgärd(er)Action+Slot har redan lagratsActionMap '%s' kan inte tas bortActionMapBinding '%s' kan inte tas bort från '%s'ActionMapItem '%s' kan inte tas bort från '%s'ÅtgärderÅtgärder på denna armatur kommer att förstöras av denna nya viloposition, eftersom de lagrade transformationerna är relativa till den gamla vilopositionen.Aktivera Gizmo-händelseAktivera operatörAktivera en pensel som aktuellt skulpterings- och målarverktygAktivera åtgärder omedelbartAktivera och visa samma nodtyp, steg för stegAktivera eller inaktivera objektAktivera valt visningsobjektAktivera vald visningsnod i kompositör- och geometrinoderAktivera vissa cirkelmenyer vid dragning, så att samma tangent kan användas för en sekundär åtgärd. • Tryck på Tab i 3D-vyn för att växla till redigeringsläge, dra för att öppna lägesmenyn. • Tryck på Z i 3D-vyn för att växla till trådmodell, dra för att öppna ritlägen. • Tryck på Tilde i 3D-vyn för förstapersonsnavigering, dra för att öppna vyaxlar.Aktivera modifieraren som ska användas som kontextAktivera remsa-modifieraren för att använda som kontextAktivera verktyget för redigerare som stöder verktygAktivera/välj filen/filerna som finns i ramenAktiveringshändelse för prylar som stöder dragrörelserAktivAktiv AOVAktivt AOV-indexAktiv åtgärdAktiv åtgärdskartaAktiv åtgärd för detta datablockAktivt tilläggAktivt tillägg i filtret ArbetsytetilläggAktiv tillgångsbibliotekAktivt attributAktivt attributindexAktiv Boid-regelAktiv Boid-regelindexAktivt Boid-tillståndsindexAktivt benAktivt bokmärkeAktiv kameraAktiv kanalgruppAktiva kanaler vid markörenAktiv klippAktiv klonAktiv insamlingAktiv insamlingsindex för exportörerAktivt insamlingsindexAktivt samlingsnamnAktiv färgAktivt färgattributAktivt färgindexAktiv begränsningAktivt instrumentpanelsegmentindexAktiv dynamisk målaryta visasAktiv EditBoneAktiv redigerareAktiv redigeringsöversiktAktivt elementAktivt tilläggsarkivAktiv F-kurvaAktiv F-kurvmodifierareAktiv F-kurva kan inte redigerasAktivt ansiktssetAktiv bildrutaAktivt lager för fettpennaAktiv lagergrupp för fettpennaAktivt nätindexAktiv gruppAktiv markeringAktiv bildrutaAktivt indexAktivt instansobjektAktivt instansobjektindexAktiv artikelAktivt artikelindexAktiv KeyConfigAktiv nyckelbildrutaAktiv nyckelsatsAktiv nyckeluppsättning IndexAktiv nyckelsats som används för att infoga/ta bort nyckelrutorAktivt språkAktivt lagerAktiv lagerinsamlingAktiv lagergruppAktivt lagerindexAktiv lagermaskindexAktiv ljusgruppAktivt ljusgruppindexAktiv linjesatsAktiv linjesatsindexAktivt huvudobjektindexAktiv markörAktivt materialAktivt materialindexAktivt material är låst eller doltAktiv modifierareAktiv filmklippAktiv filmklipp som kan användas av rörelsespårningsbegränsningar eller som kamerans bakgrundsbildAktiv NLA-spårAktiv nodAktiv anteckningAktivt objektAktivt objektindexEndast aktiva objektAktiv objektbegränsningEndast aktivAktiv operatörAktiv utgångAktiv färgtexturindexAktiv palettAktiv palettfärgAktiv panelkategoriAktiv panelöversiktAktivt partikelsystemAktivt partikelsystemindexAktivt partikelmålAktivt partikelmålindexAktivt sökvägsindexAktiv planets spårAktiv punktAktiv punktcacheAktiv punktcacheindexAktiv polygonAktiv posmarkörAktiv posmarkörindexAktiv PoseChannel-begränsningAktiv senaste mappAktiv renderingAktiv renderingsfärgindexAktiv renderingsvyAktivt arkivAktivt rotationsspårindexAktiv scenAktiva scensamlingarAktiv sektionAktiv urvalsuppsättningAktiv inställning åsidosättsAktiv formAktivt formindexAktiv formnyckelAktivt formnyckelindexAktiv platsAktiv jämnhetAktivt utrymmeAktiv splineAktiv remsaAktivt bandnamnEndast aktiv remsaAktiv ytaAktivt systembokmärkeAktiv systemmappAktiv tabellAktiv taggAktiv textrutaAktiv texturAktivt texturindexAktivt temaområdeAktivt kakelindexAktivt tidssegmentindexAktivt verktygInställningar för aktivt verktyg och arbetsytaAktiva verktygAktivt spårindexAktiv UDIMAktiv UV-karta IndexAktivt UV-kartlagerAktivt UV-kartlagerAktivt UV-kartindexAktiv vertexAktiv vertexfärgindexAktivt färglager för hörnpunktAktiv Vertex-gruppAktivt vertexgruppindexAktiv vertexgrupp är låstAktiv vertex/kant/ytaAktiv visningsindexAktivt visningslagerAktiva åtgärder slogs sammanAktivt tillgångsbibliotek som visas i användargränssnittet, används inte av tillgångsbläddraren (som har sitt eget aktiva tillgångsbibliotek)Aktivt attributAktivt attributindex eller -1 när inget är aktivtAktiv borsteAktiv pensel innehåller ingen textur som förvränger expansionsgränsen.Aktiv knappen kommer inte från ett skript, kan inte redigera källkodenAktiv knappmatchning kan inte hittasAktiv knapp hittades inteAktiv kamera finns inte i denna scenAktiv kamera som används i denna vy (när den är upplåst från scenens aktiva kamera)Aktiv kamera, används för att återge scenenAktivt färgattribut för visning och redigeringAktivt färgattributindexAktiv kurvsplineAktiv redigerare är inte en nodredigerare.Aktiv redigerare bör vara en nodredigerare för att operatören ska kunna köras.Aktiva elementindex för den redigerade geometrin, för verktygsutförandeAktivt ansikte måste vara en fyrkantAktivt ansikte inte valtAktiv fil i filbläddrarenAktiv grupp är låst, avbryterAktivt index i lagermaskmatrisAktivt index i renderingsvy-matrisAktivt index i exportörslistanAktivt index i segmentlistanAktivt index i brickmatrisAktivt index i vertexgruppmatrisAktiv artikelAktiv post är inte en panelAktiv nyckelkonfiguration (förinställd)Aktiv lagerinsamling i denna vy-lagers hierarkiAktivt lager i denna maskAktivt lager är låst eller doltAktivt lager kan inte redigerasAktivt lager i CacheFileAktiv linjesats visasAktivt material som visasAktivt nät har inga formnycklarAktiv nod i detta trädAktiv nod ska vara av typ {:s}.Aktiv nod bör inte vara av typ {:s}.Aktivt nodträd innehåller inga noder.Aktivt nodträd är länkat från en annan .blend-fil.Aktivt objekt innehåller inga samlingarAktivt objekts slutliga transformation har en eller flera nollskalade axlarAktivt objekt för detta lagerAktivt objekt har negativ skalaAktivt objekt har ingen åtgärdAktivt objekt har inga modifierareAktivt objekt har ojämn skalaAktivt objekt i detta spårningsdataobjektAktivt objekt är inte ett Grease Pencil-objektAktivt objekt är inte ett nätAktivt objekt är inte ett valt Grease PencilAktivt objekt är inte en vald armeringAktivt objekt är inte en vald kurvaAktivt objekt är inte ett valt kurvoobjektAktivt objekt är inte ett valt nätAktivt objekt är inte ett valt punktmolnobjektAktivt objekt är inte animeratAktivt objekt måste vara ett ljusAktiv vid tangentupprepningshändelser (när en tangent hålls nedtryckt)Aktiv färgkurvaAktivt partikelsystem visasAktiv planbana i detta spårningsdataobjekt. Föråldrat, använd objects[name].plane_tracks.activeAktiv punktcache för fysiksimuleringarAktiv punkt i maskeringsskiktetAktiv posmarkör för denna åtgärdAktiv region ej inställdAktiv renderingsmotor stöder sfärisk stereorenderingAktiv renderingsplats för bildenAktivt arkiv är inaktiveratAktiv scen ändrad till '%s'Aktiv scen som ska redigeras i fönstretAktiv scen till filAktiv plats för denna åtgärdAktiv spline för maskeringslagerAktiv remsa är inte en effektremsaAktiv tabell och bestående tillstånd för tidigare visade tabellerAktiv texturplats visasAktivt verktygsgrejAktiv spårning i detta spårningsdataobjektAktiv spårning i detta spårningsdataobjekt. Föråldrat, använd objects[name].tracks.activeAktivt vertexfärgindexAktivt färglager för hörnpunktAktiv vertexgrupp är låstAktiv arbetsyta och scen följer detta fönsterAktiv arbetsyteskärm som visas i fönstretAktivt arbetsområde visas i fönstretFaktiskt avståndFaktiskt datablock från .blend-fil (huvuddatanbas) som genererade det utvärderadeAnpassa simuleringens upplösning och storlek till vätskanAnpassningAdaptivAdaptiv kompileringAdaptiv domänAdaptiva minsta antal sampelAdaptiv renderingAdaptiv provtagningsgränsAnpassningsbar ytaAdaptiv avståndAdaptiv indelningAdaptiv underramströskelAdaptiva tidsstegAnpassa suddiga glansiga shaderar efter suddiga studsar för att minska bruset på bekostnad av noggrannheten.Adaptivt sudda ut bilden, samtidigt som skarpa kanter behållsDela upp nätet adaptivt baserat på kamerans avståndAnpassningsförmågaLägg tillLägg till "%s" InmatningLägg till "%s" Inmatning (Ctrl för att lägga till panel)Lägg till "%s" PanelLägg till och ersättLägg till och subtraheraLägg till -> Armatur -> Rigga Meta-Rigs.Lägg till 3D-vektorvärdenLägg till 4 mellanslag i början av radenLägg till attributLägg till gränsslingaLägg till färgLägg till färgattributLägg till begränsningLägg till kontrollpunktLägg till kryptolagerLägg till Cycles F-Modifier om det inte redan finns en.Lägg till DEF vid konvergensLägg till tomma nyckelrutorLägg till exportörLägg till extraLägg till F-modifierare till aktiva/valda F-kurvorLägg till F-modifierare till aktiva/valda NLA-remsorLägg till falsk användareLägg till fjädervertexLägg till stillbildLägg till geometrilänkLägg till IKLägg till bildLägg till ingångsvariabelLägg till ingångarLägg till artikelLägg till bladbenLägg till lokalt arkivLägg till kartläggningsnoderLägg till markörLägg till maskLägg till lägeLägg till modifierareLägg till modifierareLägg till NLA-spår ovanför/efter de valda spårenLägg till nytt tilläggsarkivLägg till nytt fettpennlagerLägg till ny färgkurvpunktLägg till normaltLägg till utdataLägg till färgplatsLägg till principiell texturinställningLägg till fjärrarkivLägg till omdirigeringsnoder och länka dem till utgångarna på valda noder.Lägg till omdirigeringarLägg till omdirigeringar (meny)Lägg till upplösningLägg till vilopositionLägg till styv kroppsbegränsning till aktivt objektLägg till en simulering av en stel kropp till den aktuella scenenLägg till utrullning av startgreppets ben till värdet för inrullningLägg till valda benLägg till urvalssetLägg till urval för denna samlingLägg till ShaderLägg till hastighetsövergångLägg till remsaLägg till texturinställningLägg till tröskelvärdeLägg till ruta till bildLägg till övergångLägg till UV-kartaLägg till VGroup B:s vikter till VGroup A:s vikterLägg till VR-landmärke från visningspositionen för den pågående VR-sessionen till listan och välj det.Lägg till vertexLägg till vikterLägg till arbetsytaLägg till ett "rest_position"-attribut som är en kopia av positionsattributet innan formnycklar och modifierare utvärderas.Lägg till en stängningszonLägg till en drivrutinsvariabel för att hålla reda på en ingång som används av drivrutinen.Lägg till en zon för varje geometrielement som möjliggör exekvering av noder, t.ex. för varje vertex separat.Lägg till ett Grease Pencil-objekt i scenenLägg till en gruppinmatningsnod med valda uttag till den aktuella nodredigeraren.Lägg till en ljusgruppLägg till en Mix RGB/Shader-nod genom att interaktivt rita linjer mellan noderna.Lägg till en förinställning för provtagningLägg till en Shader AOVLägg till en remsa och länka i samlingarna från den aktuella scenen (ytlig kopia)Lägg till en remsa och skapa en fullständig kopia av den aktuella scenenLägg till en förinställning för vyportssamplingLägg till en boid-regel till det aktuella boid-tillståndetLägg till ett boid-tillstånd till partikelsystemetLägg till ett bokmärke för den valda/aktiva katalogenLägg till ett kameraobjekt i scenenLägg till en kryssruta i den panel som för närvarande är valdLägg till en informationsnod för samlingen till den aktuella nodredigerarenLägg till en samlingsinstansLägg till en färgblandningseffektremsa till sequencernLägg till en färgnod till den aktuella nodredigerarenLägg till en färgstripe till sequencerLägg till en konstant förskjutningLägg till en begränsning för att kopiera lokal placering (ägarorientering) med förskjutning. Även om ägar- och målkontrollerna har olika vilorienteringar skulle den globala rörelseriktningen vara densamma.Lägg till en begränsning för att kopiera lokal placering med förskjutning. Om ägarens och målkontrollens vilolägen är olika kommer den globala rörelseriktningen att ändras i enlighet med detta.Lägg till en begränsning så att planen följer kameranLägg till en begränsning till det aktiva benetLägg till en begränsning till det aktiva benet, med målet (i förekommande fall) inställt på de valda objekten/benen.Lägg till en begränsning till det aktiva objektetLägg till en begränsning till det aktiva objektet, med mål (om tillämpligt) inställt på de valda objekten/benen.Lägg till en kopia av det aktiva objektet till gränssnittetLägg till en övergångsremsa med övertoning för två valda remsor med videoinnehållLägg till ett kurvobjekt med slumpmässiga kurvor i scenenLägg till en anpassad tangentbordskonfiguration till listan med förinställningarLägg till ett anpassat normalskikt, om det inte finns något ännu.Lägg till ett anpassat tema i listan över förinställningarLägg till en katalog som ska användas av Asset Browser som källa för tillgångarLägg till ett ansikte i en rektangel som definieras av markörenLägg till ett ansikte i en form som definieras av markörenLägg till en yta på ena sidan av en linje som definieras av markörenLägg till ett filter för att ta bort rader från de visade uppgifternaLägg till en pälsinställning till de valda objektenLägg till en gamma-övergångsremsa för två valda remsor med videoinnehållLägg till en gaussisk oskärpaeffektremsa för en enskild vald remsa med videoinnehållLägg till en glödeffektremsa för en enskild vald remsa med videoinnehållLägg till en gruppnod med en tom gruppLägg till en bild-/filmfil som nod till den aktuella nodredigerarenLägg till ett galler och använd det för att deformera valda objektLägg till ett ljusobjekt i scenenLägg till ett ljusprobeobjektLägg till en linjefärgmodifierare till linjestilen som är associerad med den aktiva linjesatsen.Lägg till en linjesats i listan över linjesatserLägg till en linjetjockleksmodifierare till linjestilen som är associerad med den aktiva linjesatsen.Lägg till en masknod till den aktuella nodredigerarenLägg till en maskremsa till sequencernLägg till en materialnod till den aktuella nodredigerarenLägg till ett metaball-objekt i scenenLägg till en modifierare till remsanLägg till en filmremsa till sequencerLägg till en filmklippsremsa till sequencerLägg till en multicam-väljareffektremsa till sequencernLägg till en effektremsa med blandningsläget Multiplicera för två valda remsor med videoinnehåll.Lägg till en ny (tom) nyckelsats till den aktiva scenenLägg till en ny plats för dynamisk färgytaLägg till en ny Grease Pencil-lagergrupp i det aktiva objektetLägg till ett nytt Grease Pencil-lager i det aktiva objektetLägg till ett nytt NLA-spår + remsa för varje loop/pass som görs över animationen för att möjliggöra icke-destruktiv justering.Lägg till ett nytt NLA-spår ovanför varje befintligt markerat spårLägg till en ny remsa med en tom scen och kopiera inställningarna från den aktuella scenen.Lägg till en ny VR-landmärkning från det aktiva kameraobjektet till listan och välj den.Lägg till en ny VR-landmärken till listan och välj denLägg till en ny bakgrundsbild till den aktiva kameranLägg till en ny bensamlingLägg till ett nytt ben placerat vid 3D-markörenLägg till en ny samling i den valda samlingenLägg till ett nytt färgstopp i färgskalanLägg till en ny kontrollpunkt (kopplad endast till vald ändkurva, om sådan finns)Lägg till en ny kontrollpunkt till kuvertet på den aktuella bildrutanLägg till ett nytt kurvobjekt baserat på partikelsystemets aktuella tillståndLägg till ett nytt inmatningslager till en Cryptomatte-nodLägg till ett nytt objekt i gränssnittetLägg till en ny nyckelordstagg till den aktiva resursenLägg till en ny nivå av underindelningLägg till en ny slinga mellan befintliga slingorLägg till ett nytt materialLägg till en ny materialplatsLägg till ett nytt eller uppdatera ett befintligt hårpartikelsystem på ytobjektetLägg till ett nytt partikelmålLägg till en ny renderingsplatsLägg till ett nytt arkiv som används för att lagra tilläggLägg till en ny rad i referenslistan för beninsamlingenLägg till en ny skärmLägg till en ny textrutaLägg till en ny texturLägg till en ny tidsmarkörLägg till en ny vertexgrupp till det aktiva objektetLägg till ett nytt visningslagerLägg till ett nytt visningslager med alla samlingar inaktiveradeLägg till en ny arbetsytaLägg till en ny arbetsyta genom att duplicera den aktuella eller lägga till en från användarkonfigurationen.Lägg till en ny, tom scen med standardinställningarLägg till en ny, tom scen och kopiera inställningarna från den aktuella scenen.Lägg till en nodgruppstillgång till det aktiva nodträdetLägg till en nod i det aktiva trädetLägg till en nod till det aktiva trädet för glTF-exportLägg till en färgplatsLägg till ett partikelsystemLägg till ett punktmolnobjekt till scenenLägg till en punkt som är kopplad till den senast valda punktenLägg till en procedurmässig operation/effekt till det aktiva objektetLägg till en renderingsvyLägg till en upprepningszon som gör det möjligt att köra noder ett dynamiskt antal gångerLägg till ett arkiv som hanteras manuellt utan att referera till ett externt arkivLägg till ett arkiv som refererar till ett fjärrarkiv med stöd för att lista och uppdatera tillägg.Lägg till en omdirigeringsnodLägg till en kant till bildenLägg till ett segment till modifierarenLägg till ett segment till tidsmodifierarenLägg till en enkel färgstripeLägg till en enkel textremsaLägg till ett ljudspår till sequencerLägg till ett högtalareobjekt i scenenLägg till en remsa för att styra när högtalaren spelar upp sitt ljudklippLägg till en remsa som återanvänder denna scen som källaLägg till en remsa med en kopia av denna scenresurs som källa.Lägg till en remsa med en ny scen som källaLägg till en geometrimodifierare för streck till linjestilen som är associerad med den aktiva linjesatsen.Lägg till en stilmodul i listan över modulerLägg till en subtraherande blandningslägeseffektremsa för två valda remsor med videoinnehållLägg till ett mål till begränsningenLägg till ett textobjekt i scenenLägg till en textremsa till sequencerLägg till en texturnodkonfiguration för Principled BSDFLägg till en texturnodkonfiguration till valda shaderLägg till en övergångsremsa mellan två intilliggande markerade remsorLägg till ett vertexskiktLägg till en videohastighetseffektremsa för en enda vald remsa med videoinnehållLägg till ett visningslagerLägg till en visuell effekt till det aktiva objektetLägg till ett volymobjekt i scenenLägg till en övergångsremsa för två valda remsor med videoinnehållLägg till aktivt objekt som stel kroppLägg till alla element i matrisen till en nyckeluppsättningLägg till alla importerade objekt i en ny samlingLägg till alla använda ljusgrupperLägg till alfa medan du målarLägg till omgivande ocklusion till diffusa ytorLägg till en Action-Clip-remsa (dvs. en NLA-remsa som refererar till en åtgärd) till det aktiva spåret.Lägg till en attributnod med detta namnLägg till en IK-begränsning till det aktiva benet. Målet kan vara ett valt ben eller objekt.Lägg till en bildsekvensLägg till en integratörsförinställningLägg till en prestandainställningLägg till en effektremsa med blandningsläge för två valda remsor med videoinnehållLägg till en justeringslagereffektremsa till sequencernLägg till en alfakanal till en bildLägg till en alfa över blandningslägeseffektremsa för två valda remsor med videoinnehållLägg till en alfa-transparensmodifierare till linjestilen som är associerad med den aktiva linjesatsen.Lägg till en alfa under blandningsläges-effektremsan för två valda remsor med videoinnehållLägg till ett armeringsobjekt i scenenLägg till en kant eller yta till det markeradeLägg till en effekt till sequencern, de flesta appliceras ovanpå befintliga remsorLägg till ett tomt kurvobjekt till scenen med det valda nätet som yta.Lägg till en tom bildtyp till scenen med dataLägg till ett tomt objekt i scenenLägg till ett tomt objekt med en fysikeffekt till scenenLägg till en post i listanLägg till en post i listan efter det aktuella aktiva objektetLägg till en befintlig nodgrupp till den aktuella nodredigerarenLägg till en extra kantloop för att bättre bevara formen när du tillämpar en modifierare för subdivisionsyta.Lägg till en bild eller bildsekvens till sekvenserarenLägg till en importnod i nodträdetLägg till ett objekt i indexomkopplarenLägg till en objektdatainstansLägg till en objektinformationsnod till den aktuella nodredigerarenLägg till ett objekt i en ny samlingLägg till ett objekt till en befintlig samlingLägg till ett objekt i scenenLägg till en förskjutning relativt objektets begränsningsramLägg till ett överlagringslager till arkivetLägg till ett ångra-tillstånd (endast för internt bruk)Lägg till ett annat objekts transformation till den totala förskjutningenLägg till som underordnad till vald samlingLägg till attribut till geometriLägg till bakgrundsbelysning. Obs: Denna nod ska endast användas för världsytans utdata.Lägg till binormala och tangentiella vektorer, tillsammans med normala vektorer bildar de tangentiellt utrymme (fungerar endast korrekt med tris/quads-nät!).Lägg till oskärpa och ljusstyrka i ljusa områdenLägg till ben mellan valda fogar och/eller 3D-markörenLägg till cachemodifierare och begränsningar till importerade objekt även om de inte är animerade, så att de kan uppdateras när Alembic-arkivet laddas om.Lägg till bakgrundsbild för kameraLägg till kanaler från urvalet till pose-resursen. Befintliga kanaler kommer att uppdateras.Lägg till färgattribut till geometriLägg ihop komponentvärdenaLägg till kon till nätet interaktivtLägg till kontrollpunkter längs en cirkelbåge (handtagstypen är vektor om Bézier Spline)Lägg till kopierade F-modifierare till de valda F-kurvornaLägg till kopierade F-modifierare till de valda NLA-remsornaLägg till kopierade drivrutinsvariabler till den aktiva drivrutinenLägg till kubkarta-UV:er på nätetLägg till kub till nät interaktivtLägg till aktuell UI-aktiv egenskap till aktuell nyckelsatsLägg till cylinder till nätet interaktivtLägg till datalager på destinationsnät om det behövsLägg till standardanimation för sökvägen som används av begränsningen om den inte redan är animerad.Lägg till diagonala fjädrar på fyrkanterLägg till diffus bidragLägg till direkt belysningsbidragLägg till drivrutin för egenskapen under markörenLägg till drivrutiner till valda objektLägg till varje vald bild som en enskild remsaLägg till penseleffektLägg till utsläppsbidragLägg till tom bildLägg till tom sökväg till aktiv nyckelsatsLägg ihop Euler-komponentvärdenaLägg till exportör i exportörslistanLägg till externa funktioner (riggar, metariggar, UI-mallar)Lägg till reservverktygs tangentbordskarta till denna gizmo-typLägg till fyllsegment för att skapa kuvertet. Behåll inte den ursprungliga konturen.Lägg till eldLägg till eld och rökLägg till flyttalsvärdenLägg till vätska till simuleringenLägg till stillbildLägg till stillbild och flytta denLägg till glansigt bidragLägg till hårstrånLägg till bilder som enskilda remsor, såvida inte deras filnamn matchar Blenders numrerade sekvensmönster, i vilket fall de grupperas i en enda bildsekvens.Lägg till indirekt belysningLägg till heltalLägg till objekt under aktivt objektLägg till nyckelkartobjektLägg till nyckelrutor på varje ruta mellan de valda nyckelrutornaLägg till linsreflexer, dimma och glöd runt ljusa delar av bildenTillsätt vätskaLägg till marginal till gallerets måttLägg till modifierare för att automatiskt ställa in skärpan på nätkanterna baserat på vinkeln mellan angränsande ytor.Lägg till modifierare för att ställa in kantskärpa automatisktLägg till modifierare med nodgruppen "{}" på objekt "{}"Öka kontrasten i förhållande till ljusstyrkanLägg till namngivet objektLägg till nytt anteckningsdatablockLägg till nytt anteckningslager eller anteckning för det aktiva datablocketLägg till ny Bézier-kurvaLägg till nya urval från urklippLägg till en ny remsa med en ny tom scen med standardinställningarLägg till ny cacheLägg till ny cirkelkurvaLägg till ny cirkelformad splineLägg till ny färg i aktiv palettLägg till en ny kurvpunkt och dra denLägg till nya kurvor mellan befintliga kurvor, med hänsyn till minsta avståndet.Lägg till nytt lager som maskeringLägg till ny markör och flytta den på filmenLägg till en ny markör och dra den med musen tills musknappen släpps.Lägg till nytt maskeringlager för maskeringLägg till nya metaremsor som innehåller de valda remsornaLägg till nytt objekt för spårningLägg till ny färgkurvaLägg till ny palettLägg till nya partikelinställningarLägg till ny scen efter typLägg till ny scen efter typ i sekvensredigeraren och tilldela den till aktiv remsaLägg till ny scen som ska användas av sequencerLägg till nya skarpa kanter utan att radera befintliga skarpa kanterLägg till ny fyrkantig splineLägg till ny hörnpunkt och dra denLägg till ny vertex till fjädern och dra denLägg till nod till ingångLägg till brus till ringarLägg till brus till standardträLägg till normalvektor med valLägg till objekt eller material till mattan genom att välja en färg från Pick-utgången.Lägg till en av de vanliga begränsningarna som kopplar kontrollen till svansmålet.Lägg till endimensionellt Perlin-brus till strykningens ryggradsgeometriLägg endast till länkade utgångarLägg endast till lösa utgångarLägg till eller ta bort Dynamic Paint-utdataskiktLägg till eller ta bort förinställningar för Grease Pencil-penslarLägg till eller ta bort förinställning för Grease Pencil-materialLägg till eller ta bort en kamerainställningLägg till eller ta bort en förinställd färg för klippspårLägg till eller ta bort en tyginställningLägg till eller ta bort en vätskepreförinställningLägg till eller ta bort en förinställning för hårdynamikLägg till eller ta bort en förinställd nodfärgLägg till eller ta bort en renderingsförinställningLägg till eller ta bort en förinställning för säkra områdenLägg till eller ta bort en förinställning för textredigerarenLägg till eller ta bort en förinställning för spårningskamerans intrinsicsLägg till eller ta bort en förinställning för rörelsespårningsinställningarLägg till eller ta bort en förinställd vitbalansLägg till eller ta bort en EEVEE-förinställning för strålspårningLägg till eller ta bort en operatörsförinställningLägg till eller ta bort kommentarerLägg till eller ta bort vätska till ett domänobjektLägg till ursprunglig plats i kopierad platsLägg till överskrivningar för alla element i matrisenLägg till klistrade streck bakom alla streckLägg till sökväg som ska undantas från automatisk körningLägg till punkt i det nya segmentet för att behålla samma densitetLägg till pseudorandomiserat brus ovanpå F-kurvorLägg till slumpmässig förskjutning till rutnätets positionerLägg till istället för att blanda mellan formerLägg till omdirigeringar till utgångarLägg till omtimningsnyckelLägg till linjalLägg till segment för att skapa kuvertet. Behåll den ursprungliga konturen.Lägg till valda F-kurvor till en ny gruppLägg till valda ben till urvalssatsenLägg till valda ben till den valda bensamlingenLägg till valda objekt (blågrå rader) till aktivt nyckeluppsättningLägg till valda objekt som styva kropparLägg till valda objekt till en av de samlingar som det aktiva objektet ingår i. Du kan också lägga till dem i "Alla samlingar" för att säkerställa att valda objekt ingår i samma samlingar som det aktiva objektet.Lägg till valda spår till 2D-rotationsstabiliseringLägg till valda spår till 2D-översättningsstabiliseringLägg till formnyckel till objektetLägg till simuleringszonens ingångs- och utgångsnoder till det aktiva trädetLägg till sinusförskjutning till strokens ryggradsgeometriLägg till rökLägg till mjuk övergång mellan två omsynkroniserade segmentLägg till en mjuk övergång mellan två omtidsanpassade segment och ändra dess varaktighet.Lägg till lite förskjutning och multiplicera med viss förstärkning vikterna för den aktiva vertexgruppen.Lägg till källvärdet till destinationsvärdet, med angivet tröskelvärde som faktor.Lägg till rumsligt brus till strokens ryggradsgeometriLägg till sfär till nätet interaktivtLägg till remsor till tystade eller låsta kanaler när du lägger till filmremsorLägg till målposition till UV-koordinaterLägg till tillfälliga IK-begränsningar medan du greppar ben i Pose ModeLägg till datavägarna till Freestyle Edge Mark-egenskapen för valda kanter till den aktiva nyckelsatsen.Lägg till datavägarna till egenskapen Freestyle Face Mark för valda polygoner till den aktiva nyckelsatsen.Lägg till den dragna samlingen till scenenLägg till den borttagna samlingen som samlingsinstansLägg till filformatets tillägg till det renderade filnamnet (t.ex.: filnamn + .jpg)Lägg till radien för fasningspunkten till konradien.Lägg ihop värdena för ett utvärderat fält och visa den löpande summan för varje element.Lägg till vertexpositionerna för valda objekt som formnycklar eller uppdatera befintliga formnycklar med matchande namn.Lägg till detta i startramenLägg till i börjanLägg till i slutetLägg till i palettenLägg till i ett användardefinierat snabbmeny (sparas i användarinställningarna)Lägg till alla utdataLägg till i länksamlingenLägg till i länksamlingen efter {}Lägg till i länksamlingen före {}Lägg ihop färgkanaler från två videorLägg till genomskinlighetseffekt till underytan (föråldrad)Lägg till överföringsbidragLägg till två Shaders tillsammansLägg till tvådimensionellt Perlin-brus till strykningens ryggradsgeometriLägg till tvådimensionella förskjutningar till konturens ryggradsgeometriLägg till vertex till aktiv splineLägg till vertex till fjäderLägg till hörn från grupper som har nollvikt innan du inverterarLägg till vertikaler med vikt över tröskelvärdet till vgroupLägg till viktdata för nya slagLägg till din egen fastighet i datablocketTilläggTillägget "{:s}" är redan installerat!Tillägget '{}' hittades inte!Konfiguration av tilläggsnyckelTilläggsinställningarTilläggstaggarTillägget är inte längre giltigtTilläggsväg {!r} kunde inte hittasTillägg till processTilläggTillägg FilterTilläggsinställningarTillägg som tidigare levererades med Blender finns nu tillgängliga på extensions.blender.org.Tillägg:Lägg till/redigera drivrutinLägg till/ErsättLagt till %s "%s"Lade till toningsanimation till {:d} {:s}Längd tillagd i slutet av varje slag i förhållande till dess längdLängden på början av varje slag har förlängts i förhållande till dess längd.Lagt till genom överskrivningLagt till {:d} bildplanAddendumDet går inte att lägga till nodgrupper för anpassade (Python-definierade) nodträd.YtterligareYtterligare subdivisionYtterligare färg som används för att färga håretYtterligare data för ett tillgångsdatablockYtterligare data som lagras för ett tillgångsdatablockYtterligare data kommer att sparas så att bakningsjobben kan återupptas efter pausen. Eftersom mer data kommer att skrivas till disken rekommenderas det att undvika att aktivera detta alternativ vid bakning med hög upplösning.Ytterligare avstånd runt nätytan att beakta som effektörYtterligare gammakodning efter displaytransformering, för utdata med anpassad gammaYtterligare information om tillgångenYtterligare initialhastighet i X-, Y- och Z-riktning (läggs till källhastigheten)Ytterligare maskering tillämpad efter den initiala spridningen av instanserYtterligare nätmål att krympa tillYtterligare förskjutning av fyllnings-UVYtterligare sökvägar att lägga till i sys.path (separerade med ';')Ytterligare efterbehandlingsalternativ för nya streckYtterligare rotation tillämpad på prickar och fyrkantiga streckYtterligare rotation tillämpas på prickar och kvadratisk struktur på streck. Gäller endast i texturskuggningläge.Ytterligare rotation av fyllnings-UVYtterligare skalningsmultiplikator som ska tillämpas på basskalan vid fastställande av betraktarskalanYtterligare skala för fyllnings-UVYtterligare indelning längs kurvornaYtterligare transformation tillämpad före visningstransformation för konstnärliga behovYtterligare vorticitet för lågornaTillsatsAdditivt överstyrningTilläggstaggarLägger till en färgad nyans till beläggningslagret genom att modellera absorptionen i lagret. Mättnaden ökar vid mindre vinklar, eftersom ljuset färdas längre genom mediet (beroende på beläggningens brytningsindex).Lägger till en vågliknande rörelse till ett objekts geometri.Lägger till en ruta till bildenLägger till eller uppdaterar en övertoningsanimation för antingen visuella eller ljudremsor.Intilliggande ytorIntilliggande Icke markeradJusteraJustera senaste åtgärdJustera längdJustera uppspelningshastighetJustera styrka för avståndJustera aktivt objekts texturutrymme automatiskt när objektet transformerasJustera godtyckliga värden med musenJustera ljusstyrka och kontrastJustera ljusstyrkan med hjälp av kamerans exponeringsparameterJustera färg och värdenJustera färgstyrkan på streckJustera redigeringsramen till modifieringsresultatetJustera kraftstyrkan utifrån rökens densitetJustera färgton, mättnad och värde med en kurvaJustera inflytandet som penselobjekt har på denna ytaJustera uppspelningshastigheten så att längden passar remsans längd.Justera längden på remsorna efter deras datalängdJustera nivåerna för vertexfärgerJustera planet på vilket penseln verkar mot eller bort från objektets ytaJustera radien för närhetspenslar eller partiklar för denna ytaJustera simuleringshastighetenJustera skivriktningen efter visningsriktningenJustera streckets tjocklekJustera vinkelgränsen för visning av kanter (1,0 för alla)Justera texturens ljusstyrkaJustera färgen på en bild separat i flera tonintervall (höjdpunkter, mellantoner och skuggor)Justera kontrasten på texturenJustera skillnaden i ljusstyrka mellan pixlarnaJustera styrsannolikheten utifrån materialkomponenternas grovhet.Justera intensiteten på ingångens färgJustera linjens tjocklek för anpassade formerJustera placeringen av den anpassade formenJustera färgernas ljusstyrkaJustera förskjutningsavståndet för att hålla ett jämnt vinkelrätt avstånd till kanterna.Justera förskjutningen till början/slutetJustera rotationen av den anpassade formenJustera färgmättnaden i texturenJustera formen på locket så att det följer förändringen i radien mot kurvans ändar.Justera storleken på den anpassade formenJustera streckens tjocklekJustera tidpunkten för nyckelrutorJustera HSV-värden för vertexfärgJustera vertexfärg Nyans/Mättnad/VärdeJustera ljusstyrka/kontrast för vertexfärgJusteringslagerremsaJustering av brytningsindex (IOR) för att öka eller minska speglingsintensiteten (0,5 innebär ingen justering, 0 tar bort alla reflektioner, 1 fördubblar dem vid normal infallsvinkel)JusteringarJusterar mjukheten i lågtrycksresponsens startpunkt med hjälp av en gammakurva.Justerar bländningens ljusstyrkaJusterar bländningens mättnadJusterar timing genom att förskjuta, skala, loopa och snäppa scenramen.AvanceradAvancerad ljudkodningAvancerat filterAvancerad geometriredigering och verktygsskapande med hjälp av noderAvancerat läge för användning av stilmoduler skrivna i PythonAvancerade åtgärder för att åsidosätta bibliotek för att hjälpa till att åtgärda trasiga hierarkierAdvect rutnätAeroAerodynamikAerodynamik TypAerosolerPåverkanPåverka AlphaPåverkar barnPåverka GizmoPåverkar endastPåverka positionAffektstyrkaPåverka slagstyrkaPåverkar stryktjocklekPåverka tjocklekPåverkan TransformPåverka UVPåverka synlighetPåverkar det aktiva datalagret för alla målPåverka alla markerade objekt istället för bara det aktiva objektetPåverkar alla hörn (kan lägga till några till VGroup A)Påverkar kanter eller hörnPåverkar endast kanterPåverkar endast ansikten som är vända mot vynPåverkar endast streck under markörenPåverkar endast det aktiva lagretPåverkar endast det aktiva materialetPåverkar endast topologiskt sammankopplade elementPåverkar endast hörnPåverkar endast hörn som är kopplade till det aktiva hörnet under penseln.Påverkar endast hörn som delar ytor med det aktiva hörnet.Påverkar endast hörn med en normal som vetter mot betraktarenPåverkar endast hörn med en normal som liknar den där strecket börjar.Påverka partikelns dynamiska rotationPåverka partikelns positionPåverkar barnets klumpbildningPåverkar barnets hårlängdPåverka barnets kinkamplitudPåverkar barnets kinkfrekvensPåverka barnet hårtPåverka barnets vridningPåverkar partiklarnas densitetPåverkar partiklarnas utsläppstidPåverkar partiklarnas livslängdPåverka partikelkraftfältenPåverka partiklarnas gravitationPåverkar partikelns initialhastighetPåverkar partikelstorlekenPåverkar partikelhastighetens dämpningPåverka tangenternas värde linjärt och behåll samma förhållande mellan dem genom att använda antingen vänster- eller högerknappen som referens.Påverkar spår som spåras mindre än det angivna antalet bildrutorPåverkar spår som har ett större reprojiceringsfelPåverkar vertikaler i VGroup APåverkar vertikaler i VGroup B (kan lägga till några till VGroup A)Påverkar vertikaler i minst en av de båda V-grupperna (kan lägga till några till V-grupp A)Påverkar vertikaler i båda gruppernaPåverkbar höjd för penseln (dvs. lagerhöjden för lagerverktyget)PåverkadBerörda åtgärderDrabbade benAffineEfterEfter färgEfter nuvarandeEfter aktuell bildrutaEfter cyclesEfterlägeEfter originaletEfter original (justerad)Efter original (fullständig)Efter original (delade kanaler)Efter bakning av kurvor, ta bort överflödiga nycklarEfter laddningen tar du bort allt utom scener, fönster och arbetsytor. På så sätt kan startfilen laddas med scenkonfigurationen och fönsterlayouten intakt, men utan objekt, material, animationer osv.Efter att ha tagit bort remsan, radera även tillhörande data.Efter detta antal ljusreflektioner, använd ungefärlig global belysning. 0 inaktiverar denna funktion.AgXAgX – HDR 1000 nitsAgX - SDRAgX-basbildskodning för sRGB-skärmAgX Base sRGBAgX LoggÅlderÅlder: {:s}AggressionAggressiv förenkling av nätFörenkla aggressivt till målkvoten utan hänsyn till kvalitetRikta det begränsade objektet mot måletLuftLuftdämpningLuftmotståndLuftens personliga utrymmeLuftviskositetLuft har normalt en viss tjocklek som bromsar fallande föremål.AlbedoAlbedo och NormalAlbedo-pass som används av brusreducerareAlembic Export: Det går inte att hitta samlingen '%s'Algoritm för att utvidga det bakade resultatetAlgoritm som ska användas för att generera kuvertetAlgoritm som används för UV-avslappningAlgoritm som används för att beräkna avståndet mellan provpunkter och karakteristiska punkterAlgoritm som används för att beräkna fysik, från den snabbaste till den mest stabila och exakta: Midpoint, Euler, Verlet, RK4Algoritm som används för att beräkna automatiska handtagJusteraRikta in ben längs en kurvaJustera aktivJustera AutoJustera axeln till normalJustera Bézier-handtag för att skapa cirkelbågar vid varje kontrollpunktJustera slutetJustera Euler till vektorJustera handtagetJustera handtag ValdaJustera handtagJustera horisontelltJusteringslägeJustera noderJustera objekt tillJustera rotationJustera rotation mot målJustera rotation till vektorJustera startJustera tillRikta in UV-öar längs X-axelnRikta in UV-öar längs Y-axelnRikta in UV-hörnpunkter längs linjen som definieras av ändpunkternaRikta in UV-hörnpunkter på en horisontell linjeRikta in UV-hörnpunkter på en vertikal linjeJustera UV-hörnpunkter genom att flytta dem horisontellt till linjen som definieras av ändpunkterna.Justera UV-hörnpunkter genom att flytta dem vertikalt till linjen som definieras av ändpunkterna.Justera UV-värden längs den maximala positionenJustera UV-värden längs medelpositionenJustera UV-koordinaterna längs minimipositionenJustera vertikaltJustera vyJustera vy till aktivJustera XJustera YJustera enligt objekttransformeringRikta in bunt mot X-axelnRikta in bunt mot Y-axelnRikta in benkedjan längs en kurva (endast ben)Rikta in varje axel mot Eulers rotationsaxel som används för inmatning.Justera från alla kanterJustera nyckelrutor på en ease-in- eller ease-out-kurvaJustera nyligen tillagda objekt efter 3D-markörens rotationJustera nyinlagda objekt efter den aktiva 3D-vyens orienteringJustera nyligen tillagda objekt till världskoordinatsystemetJustera objektJustera förskjutningsriktningen till normalernaJustera rotation med snäppmåletJustera valda ben till det aktiva benet (eller till deras överordnade ben)Justera valda noder i ett rutmönsterJustera streck efter aktuell 3D-markörorienteringJustera streck till aktuell vyplanJustera texten till bottenJustera texten till bottenlinjens baslinjeJustera texten till vänsterJustera texten till mittenJustera texten till högerJustera texten till toppenJustera texten till den översta radens baslinjeJustera UV-öns rotationRikta in X-axeln med vektornRikta in Y-axeln med vektornRikta in Z-axeln med vektornRikta in kurvan mot ytans normal (kräver en referenspunkt)Justera de interpolerade kurvorna till ytans normalRikta in öarna mot mitten av den största ön.Rikta in öarna mot öns maximala sidaJustera öarna till öns minsta värdeRikta in det nya objektet efter vynRikta in det nya objektet mot världenRikta in den angivna axeln mot ytans normalRikta in stjärnan diagonaltJustera transformationsaxlarna till genomsnittlig normal för valda element (benets Y-axel för poseringsläge)Rikta in transformationsaxlarna mot 3D-markörenRikta in transformationsaxlarna mot objektets överordnade utrymmeRikta in transformationsaxlarna mot de valda objektens lokala utrymmeRikta in transformationsaxlarna mot fönstretRikta in transformationsaxlarna mot världsrummetJustera efter geometriaxelnJustera till normaltJustera efter objektJustera efter ytans normalJustera till vertexnormalRikta in mot axelnJustera efter det aktiva objektets axelJustera till vänster och högerJustera till vänster och höger, med lika teckenavståndJustera trimgeometrin ortogonalt för en form med 90 graders vinklarJustera trimgeometrin efter perspektivet i den aktuella vyn för en avsmalnande form.Justera med punktnormalJusteradJusterad axelJusterade fria handtagJusterad singelJusterat ben '%s' till överordnatJusteringInriktningsaxelJustering XJustering av regionen inom områdetJusterar motsatt punktgrepp under transformationJusterar valda UV-hörnpunkter på en linjeLevandeLevande tillståndAllaAlla %d rotationskanaler filtreradesAlla 3D-vyfönsterAllt ovanståendeAlla action-nyckelrutorAlla åtgärderAlla aktiva bildrutorAlla tilläggAlla tillägg installerade av användarenAllt nedanförAlla gränserAlla kanalerAlla kurvorAlla anpassadeAlla datablockAlla kanterAlla tillägg uppdaterade{:s}Alla ansiktenAlla gafflarAlla bildrutorAlla luckorAlla geometrityperAlla grupperAllt hårAlla artiklarAlla nyckelsatserAlla tillgängliga nyckelsatser (inbyggda och absoluta nyckelsatser för denna scen)Alla tangentbordskartorAlla tangenterAlla lagerAlla bibliotekAlla ljusproberAlla Line Art-objekt är nu rensade från bakningar.Alla linjerAlla länkade data direktAlla lokalaAlla meddelandenAlla objekts ursprungAlla objektAlla punkterAlla fastigheterAllt i ettAlla regionerAlla arkivAlla typer av skuggningAlla remsorAlla transformationerAlla omvandlas till deltatAlla typerAlla UDIM-plattorAlla UV-loop-lagerAlla UV-strålarAlla upplåstaAlla vertexgrupperAlla vertexgrupper tilldelade deformationsbenAlla vertexgrupper tilldelade urvaletAlla hörnVisa alla lagerAlla volymerAlla tillgängliga nyckelsatserAlla axlar påverkasAlla benkollektioner är i brukAlla ben som påverkas av aktiv Keying SetAlla begränsningar flyttas till kontrollbenet.Alla hörn som är vassare än geringsvinkeln kommer att skäras rakt av.Alla kurvor i datablocketAlla data har importerats och finns tillgängliga i listan "import_items".Alla effektorns viktAlla utvärderade datablockAllt från TargetAlla geometrigrupper som separata instanserAlla grupper är låstaAlla lager ovanför aktivaAlla lager under aktivaAlla modifierareAlla ngons med fyra eller fler hörn kommer att trianguleras. Meshar i scenen påverkas inte. Fungerar som Triangulate Modifier med ngon-metoden: "Beauty", quad-metoden: "Shortest Diagonal", minsta antal hörn: 4Alla objektinstanser som ska visas eller renderas (Varning: Använd endast detta som en iterator, aldrig som en sekvens, och behåll inga referenser till dess objekt)Alla objekt i scenenAlla möjliga blandningstyper, booleska operationer och matematiska operationerAlla egenskaper, inklusive transformationer, böjbara benformer och anpassade egenskaperAlla renderingslager är inaktiveradeAlla regler är genomsnittligaAlla utvalda ben ingick redan i denna samling.Alla hudhörnAlla remsor av samma grundläggande typ (grafiska eller ljud)Alla remsor, inklusive de som finns inuti metastripsAlla slag slutar samtidigt (dvs. korta slag börjar senare)Alla tag börjar samtidigt (dvs. korta tag avslutas tidigare).Alla för närvarande tilldelade åtgärder blir en glTF-animation.Alla objekt i detta lagerAlla valda objekt i detta lagerTillåt .blend-filer att köra skript automatiskt, standardinställning tillgänglig i systeminställningarnaTillåt Blender att ansluta till internet. Tillägg som följer denna inställning kommer endast att ansluta till internet om de är aktiverade. Blender kan dock inte förhindra att tillägg från tredje part bryter mot denna regel.Tillåt Blender att söka efter uppdateringar vid startTillåt klättringTillåt körningTillåt flygningTillåt markTillåt negativa bildrutorTillåt onlineåtkomstTillåt överlappningTillåt överlappande typerTillåt USD-primitiv att slås samman med sin Xform-förälder om de är det enda barnet i hierarkin.Tillåt UnicodeLåt VR-headset påverka positionen i det virtuella rummet, utöver rotationen.Tillåt att en manuellt definierad position och rotation används som VR-vyns grundposition.Tillåt att en kant har flera överlappande typer. Detta skapar en separat kontur för varje överlappande typ.Tillåt en annan operatör att arbeta med remhandtagTillåt alla .blend-filer att köra skript automatiskt (osäkert med blend-filer från en opålitlig källa)Tillåt boids att klättra på målobjektLåt boids röra sig i luftenLåt boids röra sig på landLåt veckade kanter synas på släta ytorLåt veck synas på skarpa kanterTillåt avvikelser för en mjukare, mindre precis linjeTillåt kantringsval att hoppa över n-goner med ett jämnt antal sidorTillåt att kanter på samma plats (dvs. från kantdelning) visas korrekt. Kan fungera långsammare.Tillåt redigering på Z-axeln för denna kurva, tillåt även lutning och kurvradie att användasTillåt redigering av streck även om de använder låsta materialTillåt export av alla gemensamma vertexpåverkningar. Modeller kan visas felaktigt i många visningsprogram.Tillåt att bilder eller filmer används som texturerTillåt glTF Embedded-formatTillåt internetåtkomst. Blender kan komma att använda konfigurerade online-tilläggsarkiv. Installerade tillägg från tredje part kan komma att använda internet för sin egen funktionalitet.Tillåt interpolering av vertexpositionerTillåt att linjer som genereras av det nära/fjärran klippplanet visasTillåt lösa kanter att kedjas ihopTillåt att objekt gallras bort baserat på kamerans frustumTillåt att objekt gallras bort baserat på avståndet från kameranTillåt partikelobjekt och yt-/hörninstanser att visas i Line ArtTillåt att punkter eller kurvor kan väljas delvisTillåt att styva kroppar styrs av animationssystemetTillåt skalning av benet för IKTillåt skalning av spline-kontrollbenen för att påverka tjockleken via kurvradienTillåt val av alla nyckelrutor i en kurva genom att välja den beräknade F-kurvan.Tillåt att alla nyckelrutor i en kurva markeras genom att markera själva kurvan.Tillåt val av Grease Pencil-objektTillåt val av armaturerTillåt val av kamerorTillåt val av kurvorTillåt val av tomma flaskorTillåt val av hårkurvorTillåt val av gitterTillåt val av ljusproberTillåt val av belysningTillåt val av nätobjektTillåt val av metabollarTillåt val av punktmolnTillåt val av högtalareTillåt val av ytorTillåt val av textobjektTillåt val av volymerTillåt självkorsning i operanderTillåt byte av överordnad enhet för huvudkontrollenTillåt att VR-spårningens ursprung definieras oberoende av headsetets placering.Tillåt att den ursprungliga muspositionen användsTillåt att sökvägen innehåller substitutionsmarkörerTillåt att egenskapen åsidosätts när datablocket är länkatTillåt användning av färger som indikerar begränsningar/nyckelstatusTillåt asymmetrisk tilldelning av tjocklekTillåt att detta objekt och dess duplicatorer gallras bort av kamerans rymdgallring.Tillåt att detta objekt och dess duplicatorer gallras bort efter avstånd från kameran.Tillåt hörn att röra sig i axelns negativa riktningTillåt hörn att röra sig i axelns positiva riktningGör det möjligt att noggrant placera en enda punktMöjliggör färgad transparens, men är inte kompatibel med renderpass och strålspårning. Kallas även framåtrendering.Möjliggör färgad transparens, men är inte kompatibel med renderpass och raytracing. Kallas även forward rendering.Möjliggör gråskalig hash-transparens och är kompatibel med renderingspass och strålspårning. Kallas även fördröjd rendering.Möjliggör gråskalig hash-transparens och är kompatibel med renderingspass och raytracing. Kallas även för deferred rendering.Gör det möjligt att hantera UI-översättningar direkt från Blender (uppdatera huvudsakliga .po-filer, uppdatera skriptöversättningar etc.)Längs NormalLängs normalerLängs med slagetAlfaAlfakanalAlpha KonverteraAlpha BeskärningAlfa-dekalerAlfa FacAlfa-faktorAlfa-lägeAlfa-modifierareAlfa överAlfa över nodAlfa över remsaAlfa-tröskelvärdeAlfa-transparensAlpha Under StripAlfamodifieraren '%s' kunde inte tas bortAlfa-modifierartypAlfamodifierare för att ändra linjealfanAlfa-transparens baserad på slumpmässigt brusAlfa-transparens baserad på vinkeln mellan två intilliggande ytorAlfa-transparens baserad på penseldragets riktningAlfa-transparens baserad på den radiella krökningen av 3D-meshytaAlfa:Sorterar datablock i alfabetisk ordning – främst objekt i scenen (inaktivera för att öka visningshastigheten)Redan en kontrollpunkt vid bildruta %.6fPåverkar även synlighetenTa också bort vissa datalager från destinationen om det behövs, så att den matchar källan exakt.Avmarkera även ytor som endast berör ett hörn.Importera även material som inte används av någon geometri. Observera att när detta alternativ är falskt kommer material som refereras av geometri fortfarande att importeras.Välj även ytor som endast berör ett hörn.AltAlt-klicka på verktygsmeddelandeAlt-marköråtkomstAlt Mittenmusens dra-åtgärdAlt-verktygstillgångAlt-tangenten nedtrycktAlt-tangenten intryckt, -1 för valfritt tillståndAlt-MMB Dra-åtgärdAltLAltRÄndra fjäderlängd för att krympa/blåsa upp (enhet %) 0 för att inaktiveraAlternativa raderAlternativ åtkomst till "Ta bort nyckelbildruta" för nyckelkartor att användaAlternativ åtkomst till "Infoga nyckelruta" för nyckelkartor att användaVäxla mellan framåt- och bakåtuppspelning av nyckelbildintervalletVäxla mellan insida/utsida baserat på antalet korsningarAlternativ skriptväg, som matchar standardlayouten med underkataloger: start, tillägg, moduler och förinställningar (kräver omstart)Alternativ åtkomst till position/skala/rotation i förhållande till överordnat och eget vilobenAlternativ slutbildruta för UI-uppspelningAlternativ startbildruta för UI-uppspelningAlternativt kan du ladda ner tillägget för att installera från disk.HöjdAlltidLägg alltid till cache-läsareAlltid exempelanimationerVisa alltid menyAlltid stegLägg alltid till en nyckelbildruta vid början och slutet av åtgärder för animerade kanaler.Justera alltid värdet med minst 1 när "värde" inte är 1,0.Byt alltid flik när du klickar på en ikon i en översiktsvy.Kollapsa alltid de nya sammanslagningsnodernaBekräfta alltid åtgärden när du släpper knappen.Uppdatera alltid bilden vid ramändringarSväng alltid vänsterSväng alltid högerAnvänd alltid ytnormaler för ytans hörndomän, vilket motsvarar nodens tidigare beteende.Skriv alltid absoluta sökvägarSkriv alltid nya guidningshastigheter för varje bildruta (varje bildruta innehåller endast aktuella hastigheter från guidningsobjekt).Omgivande färgOmgivande ocklusionOmgivande tryck (kPa) som balanserar mellan objektets insida och utsida när det har målvolymen.BeloppOmrådeArrayUtsläppsstyrkaFelÄvenAntalSingelJämnLagringstypStyrkaÅterbetalningsbeloppBelopp SlutBelopp FramsidaBelopp StartVärde i grader per varv vid användning av snabbvarvBeloppet är det absoluta avståndet längs den intilliggande kanten.Beloppet är avräkning av nya kanter från originaletBeloppet är procent av längden på den angränsande kantenBeloppet är det vinkelräta avståndet från den ursprungliga kanten till fasytan.Beloppet är bredden på det nya ansiktetMängd GI-strålning som ska spåras för varje pixelLuftmotståndets storlekMängden vinkelhastighet som går förlorad över tidAnisotropi för reflektion. Högre värden ger långsträckta höjdpunkter längs tangentriktningen.Anisotropi för speglande reflektion. Högre värden ger långsträckta höjdpunkter längs tangentriktningen.Mängd ryggradssträckningUppdrivningskraftens storlek som får bubblorna att stiga (högt värde resulterar i att bubblorna rör sig huvudsakligen uppåt)KlumpbildningAntal kontrollpunkter för de genererade hårkurvornaDämpningsmängdDämpningsmängd vid kollisionDämpningsgrad vid partikelkollisionDämpningsgrad vid böjningDämpningsgrad vid kompressionDämpningsgrad vid skjuvningDämpningsgrad vid sträckningDetaljnivå för trådmodellvisningFörskjutningsmängd längs ytnormalenDistorsionsgradMängd distorsionsbrusdetaljerVågens distorsionsgradMängden ditheringbrus som läggs till den renderade bilden för att bryta upp bandning.Mängden dithering vid målning på bytebilderMängden dragkraft som förflyttar bubblor tillsammans med vätskan (högt värde resulterar i att bubblorna huvudsakligen förflyttas tillsammans med vätskan)Antal dubbletter per kurvaAntal kantloopar som de runda locken genereras medGraden av kantavrundningMängd slutpunktsgrusighetMängd radering för styrkaMängd radering för tjocklekMängden fina detaljer som finns i brusetGraden av oskärpa, 128 (oändlighet) är perfekt fokus, halva värdet fördubblar oskärparadien.Friktionsmängd vid partikelkollisionMängd genererat skumGravitationskraft efter varje tryckningAntal guider som ska användas för interpolering per kurvaMängden högfrekventa detaljer. Djupet måste vara större än 0 för att detta ska ha någon effekt.Hur stor inverkan F-kurvmodifieraren har när den inte tonas in/utHur stor inverkan begränsningen kommer att ha på den slutliga lösningenHur stor påverkan noden har på bildenHur stor påverkan noden har på utgångsfärgenHur stor påverkan noden har på utgångsvektornMängden jitter som tillämpas på samplingenMängden linjär hastighet som går förlorad över tidAntal rader som kan visas i den aktuella redigerarenMängden platsberoende ojämnhetMängden spegelreflektion för strålspårningBlandningsgrad mellan ingångarna A och BBlandningsmängd mellan vektorinmatningarna A och BAntal grannar som används för blandningBrusmängd för kraftstyrkanMängd brus som ska applicerasMängd brus som ska tillämpas på UV-rotationMängd brus som ska tillämpas på opacitetMängd brus som ska appliceras på tjocklekenNormala riktningshastighetens storlekMängd opacitet som ska användasÖverskridningsbelopp för "bakåt" lättnadMängd färg som appliceras per penseldragMängden färg som tas upp från ytan till penselns färgMängd partiklar som inte påverkas av barnets väg längdMängd partiklar som inte påverkas av slumpmässig ojämnhetMängd partiklar som ska användas för instanseringMängden slumpmässiga element som kommer att påverkas av penselnMängd slumpmässig förskjutning per kurvaMängd slumpmässig ojämnhetMängden slumpmässig hastighetMängden slumpmässig, oregelbunden partikelrörelseGraden av slumpmässig fördelning av rullningens riktningMängd restfel i Blender-rymdsenhet för begränsningar som fungerar på positionRestfel i radianer för begränsningar som påverkar orienteringenRotationsvinkel runt sidovektornRotationshastighet runt hastighetsvektorn vid svängarRotationsvinkel i grader (90, 180, 270)Antal spridda instanser per kvadratisk enhetAntal spridda instanser som visas i visningsfönstretMängd skärmprov per GI-stråleMängd skuggkarta-prov per skuggestråleMängd skuggråder som ska spåras för varje ljusMängd rök som uppstår vid förbränning av bränsleMängd som är lätt att appliceraMängd utjämningAntal utjämningsstegMängd utjämning som ska tillämpasMängd utjämning som ska tillämpas efter avslutade nyskapade streck, för att minska skakningar/brusMängden utjämning som ska tillämpas på interpolerade streck för att minska flimmer/brusMängd utjämning som automatiskt ska tillämpas på varje streckMängd utjämning vid ritningAntal steg för utjämning som tillämpas efter krympplastningGraden av vidhäftning vid kollision med ytanRätningsgradTid för att bestämma bästa komprimering: 0 = ingen komprimering med snabb filutmatning, 100 = maximal förlustfri komprimering med långsam filutmatningMängden turbulens och rotation i rökHastighetsförlust vid kollisionMängden våt färg som blir kvar i penseln efter att färgen har applicerats på ytan.Mängden textur påverkar alfaMängden textur påverkar barnklumpenMängden textur påverkar barnets hårlängdMängden textur påverkar amplituden hos barnets knutMängden textur påverkar barnets kinkfrekvensMängden textur påverkar barnets grovhetMängden textur påverkar barnets vridningMängden textur påverkar diffus färgMängden textur påverkar partikeldämpningenMängden textur påverkar partikeltäthetenMängden textur påverkar partikelutsläppstidenMängden textur påverkar partikelkraftfältMängden textur påverkar partiklarnas gravitationMängden textur påverkar partiklarnas initialhastighetMängden textur påverkar partiklarnas livslängdMängden textur påverkar den fysiska partikelstorlekenBelopp som posen tillämpas ovanpå befintliga poser. Ett negativt värde subtraherar posen istället för att lägga till den.Belopp som den aktiva åtgärden bidrar med till resultatet av NLA-stackenBelopp som remsan bidrar med till det aktuella resultatetBelopp för att öka elastiska studsar för "elastisk" lättnadBelopp för att minska eller öka teckenavståndet medBelopp för att deformera objektBelopp för att förskjuta geometriBelopp som varje kopia ska flyttas i förhållande till sin begränsningsrutas storlekBelopp för att kompensera array-UV:er på U-axelnBelopp för att kompensera array-UV:er på V-axelnBelopp för att kompensera speglade UV-vändpunkter från 0,5 på U-axelnBelopp för att kompensera speglade UV-vändpunkter från 0,5-punkten på V-axelnBelopp för spridningsbågar för bågens inre geringsfogarBelopp som ska förvrängas runt markörenAmplitudAmplitudklumpAmplitud SlumpmässigVågamplitudAmplituden för Perlin-brusetBrusamplitudBrusets amplitud – i vilken utsträckning det modifierar den underliggande kurvanAmplituden för sinusförskjutningenAmplituden för det rumsliga brusetEn "extrem" pose, eller något annat syfte efter behovEn "extrem" pose, eller något annat syfte efter behovEn åtgärd får inte ha mer än ett lager.En åtgärdsslot kan endast skapas när en åtgärd tilldelas.En extra förskjutning för varje oktav bestämmer nivån där den högsta oktaven kommer att visas.Ett aggressivt skärpningsfilterEtt animationslager som innehåller åtgärder som refereras till som NLA-remsorEn approximation av Fresnel-ledarkurvan baserad på färgerna vid vinkelräta och nära sneda (ungefär 82°) vinklar.Ett område maximeras och fyller skärmen.En matris med flyttalsvärdenEn matris av heltalEn matris med sanna eller falska värdenEn konstnärlig lösare med starka ytspänningseffekter (original)Ett attributfält med ett urval av de yttre punkternaEn kant ansluten till ytan, vald av sorteringsindexetEn redigeringsmesh med val av vertex eller kant krävs.Ett undantag inträffade vid anrop av USD-krok '%s'Ett undantag inträffade vid anrop av USD-kroken '%s'. Se konsolen för mer information.En befintlig matchande lokal ID har återanvänts.En extra multiplikator för att justera oktavernas storlekEn identifierare för gruppen av varje yta. Alla sammanhängande ytor med samma värde finns i samma region.Ett index som används för att gruppera kurvor. Fyllningen görs separat för varje grupp.Ett index som används för att gruppera värden för flera separata ackumuleringar.Ett index som används för att gruppera värden för flera separata operationer.Ett inmatningsnamn får inte börja med en siffra: "{}"En ingång var inte mångfaldigEn intern egenskap som används för att endast lagra den första muspositionen.En intern egenskap som används för att lagra den första noden i en Lazy Connect-operation.En intern egenskap som används för att lagra den sista noden i en Lazy Connect-operation.En intern egenskap som används för att lagra källans socket i en Lazy Connect-operation.En post (som representerar ett datablock) i BlendImportContext-data. För närvarande endast tillgänglig som skrivskyddad data för hanterare före/efter länkning.En objektinstans i ett visningslager (för närvarande aldrig exponerat i Python API)AnaglyfAnaglyftypAnalog 16 mmAnalog 35 mmAnalog 65 mmAnalog IMAXAnalog Super 16Analog Super 35Förfäderna syns tydligtAnkarramAnkervikterAnkare XAnkare YOchVinkelVinkelbaseradVinkelklämmaVinkelbegränsningVinkelfaktorVinkelbegränsningVinkel MinVinkel YtterVinkelklämmaVinkelinkrementVinkeluppdelningVinkelgränsVinkel över vilken kanterna ska fasasVinkel över vilken kanterna ska delasVinkel och axel att rotera runtVinkel där avståndet mellan ögonen är 0Vinkel vid vilken avståndet mellan ögonen börjar minska till 0Vinkeln mellan nästa och föregående kant på ett hörn i en ytaVinkeln mellan veckens planVinkel i skärmytan under vilken en streck delas i två delarVinkelbegränsningRotationsvinkel för axel-vinkelrotationsrepresentationDeformationsvinkelRotationsvinkelRotationsvinkelVinkeln på den inre konen, i grader, inuti konen är volymen 100 %Huvudriktningens vinkelVinkeln på den yttre konen, i grader. Utanför denna kon är volymen den yttre konens volym, mellan den inre och yttre konen interpoleras volymen.ÖvergångsvinkelnVinkelinställningVinkelinställningslägeVinkelinställning i förhållande till föregående skärkantVinkel för att rotera ingångsvektorn medVinkel som ska användas som grund för warpingVinkel som används för rotationssteg i 2D-redigerareVinkel som används för rotationssteg i 3D-redigerareVinklar över detta betraktas som hörn.Vinklar som är mindre än detta kommer att behandlas som veck.Vinklar som är mindre än detta kommer att behandlas som veck. Prioritet för veckvinkel: objekt Linjekonst vecköverskrivning > mesh automatisk utjämningsvinkel > Linjekonst standardveck.VinkladVinkelformad dämpningVinkelavståndVinkelmotorVinkelhastighetVinkelhastighetsaxelTröskelvärde för avaktivering av vinkelhastighetVinkelhastighet under vilken simuleringen slutar simulera objektetSolens vinkeldiameter sett från jordenSpotlightstrålens vinkeldiameterVinkelförskjutning mellan UV- och 3D-vinklarVinkeltjocklek på ytorna vid beräkning av snabb GI och omgivande ocklusion. Minskar energiförluster och saknad ocklusion av avlägsen geometri.Vinkeltröskel för detektering av veckkanterVinkelhastighet (i radianer per sekund)Anim PlayerDjurAnimerbarAnimera egenskapAnimera streck som dyker upp och försvinnerAnimeradAnimerat inflytandeAnimerade utvaldaAnimerad remsa TidAnimeringAnimationskanalväskaAnimationskanaler för spelautomaterAnimationskurvorAnimationsdataAnimeringsredaktörerAnimationens slutförskjutningAnimationslägeAnimering OffsetAnimering DriftAnimationsspelAnimationsspelareFörinställd animationAnimering spelas uppAnimationspekare (experimentell)Animeringens startförskjutningAnimeringstegAnimationstidsgränsAnimering UIAnimationsvisualiseringAnimationsdata för datablockAnimationsdata för detta datablockAnimationsdatablocket har ingen aktiv åtgärdAnimationsdatablocket har aktiv åtgärdAnimationens slutförskjutning (trimning)Animationen spelas upp baklängesUppspelning av animationAnimationsuppspelning är aktivAnimationens uppspelningshastighet i bildrutor per sekund. Om det är en enda bild, ange 0.AnimationsinställningarAnimeringens startförskjutning (trimstart)AnimationsstegAnimeringstid för brusAnimationsspåret vid index %d är inte ett NLA-spår för "Aktiv åtgärd".Animering:AnimationerAnisotropiskAnisotropisk filtreringAnisotropisk rotationAnisotropiAnkelAnkel och tåKommentarAnnotering StandardfärgAnnoteringsbildrutaAnnoteringsbildrutaarAnnoteringslagerAnnotationslagrets opacitetAnnotationslagerAnnotering StrokeAnnoteringens placering (3D-vy)Annotering Stroke PointAnmärkning StrykningstjocklekAnnoteringsdataAnnoteringsdata för denna förhandsgranskningsregionAnnotationsdata för denna filmklippAnnotationsdata för detta utrymmeAnnotationsdata för detta spårAnnoteringsdatablock (äldre Grease Pencil)Kommentar:KommentarerAnonyma attribut kan inte nås via namn.Anonyma attribut kan inte skapas här.Ett annat objekt har denna delade data i redigeringslägeAnti-AliasAnti-aliasingExempel på anti-aliasingAnti-alias den genererade masken innan den kombineras för jämnare gränser, vilket medför högre bearbetningskostnader.Antialias-pixlarAntialiasingAllaAlla typerAlla vinklar är tillåtna för rotation.Alla modifieringsknappar som trycks nedAlla objektmodifieringar kräver en fullständig ombyggnad av BVH, men renderas snabbare.Alla osparade ändringar kommer att gå förlorade.BländareAppKamerans objektets synliga storlek i 3D-vynLägg tillLägg till (återanvänd data)Lägg till (återanvänd) {}Lägg till (gör lokala) även indirekta beroenden av tillagda ID:n som kommer från andra bibliotek. OBS: Alla ID:n (inklusive indirekt länkade) som kommer från samma ursprungliga bibliotek görs alltid lokala.Lägg till åtgärdLägg till material från den aktiva fettpennan till ett annat objektLägg till ett sista ben i slutet av varje kedja för att ange det sista benets längd (använd detta när du avser att redigera armeringen från exporterade data).Lägg till ett arbetsområde och gör det till det aktiva i det aktuella fönstretLägg till aktiva modifierare till valda remsorLägg till från en .blend-fil i biblioteketLägg till historik vid markörpositionenLägg till nätnamn till objektnamn, separerat med ett '_'Lägg endast till aktivt material, avmarkera för att lägga till allt materialLägg till scrollback-text efter typLägg till {}Bilagda dataApples Display P3 med sRGB-komposit (styckvis) kodningsöverföringsfunktion, vanlig på Mac-enheterAnsökningsmallAnsökningsmall "%s" hittades inteAnsökningarTillämpad begränsning var inte först, resultatet kanske inte blir som förväntatTillämpad begränsning: %sTillämpad modifierare ändrade endast CV-punkter, inte tessellerade/fasade hörnDen tillämpade modifieraren var inte den första, resultatet kanske inte blir som förväntat.Tillämpad modifierare: %sTillämpar en brun nyans för att efterlikna vintagefototoner.Tillämpar en tygsimuleringsdeformation på hela nätetTillämpar ett filter för att ändra det aktiva färgattributetTillämpar ett filter för att ändra den aktuella maskenTillämpar ett filter för att ändra det aktuella nätetTillämpar gravitation på simuleringenTillämpar penselns avklingning i ett slingmönsterTillämpar penselns avklingning i penselns spets.Tillämpar deformationen i ett lokaliserat område som begränsas av penselradien.Tillämpar falloff-radien i ett slingmönster och inverterar förskjutningsriktningen i varje mönsterupprepning.Tillämpar samma deformation i hela gränsenTillämpar transformationen som simulerar elasticitet med hjälp av markörens radie.Tillämpar transformationen på alla hörn i nätetTillämpar transformationer utförda av Armature-modifierarenAnsökTillämpa (alla nyckelrutor)Applicera basTillämpa densitetTillämpa FlippedTillämpa gaussisk oskärpa på objektAnvänd hårguiderTillämpa Laplacian-flödesutjämning på ett signerat avståndsfält. Beräkningsmässigt effektivt alternativ till medelkurvaturflöde, idealiskt i kombination med SDF-normalisering.Applicera maskApplicera MixTillämpa modifierareTillämpa modifierareTillämpa objekttransformationerTillämpa förinställningTillämpa egenskaperTillämpa skalningarTillämpa heuristik för underindelningTillämpa subdivisionsytaTillämpa transformeringTillämpa enhetTillämpa enhetsomvandlingsskalaTillämpa en färgkonvertering i HSV-färgmodellenTillämpa en fast förskjutning (skala inte efter radien)Tillämpa en gammakorrigeringTillämpa en rotation på en given vektorTillämpa en sekundär Euler-rotation på en given Euler-rotationTillämpa en sekundär rotation på ett givet rotationsvärdeApplicera ett penseldrag på partiklarnaTillämpa en transformationsmatris (exklusive translation) på den givna vektornTillämpa en transformationsmatris på den givna vektornTillämpa åtgärd på alla vertexgrupperTillämpa oskärpa på varje jitterat prov för att minska artefakter från undersamplingen.Tillämpa penselinverkan i en 2D-cirkel, projicerad från vynTillämpa penselinverkan i en sfär, utåt från centrumApplicera borsten normaltTillämpa ändringar på motsvarande ben på motsatt sida av X-axelnTillämpa kanalrotation som IK-begränsningTillämpa kanalstorlek som IK-begränsning om sträckning är aktiveradTillämpa färgkorrigeringar för varje färgkanalTillämpa vanliga bildförbättringsfilterTillämpa begränsning och ta bort från stapelnTillämpa kopierad rotation efter originalet, som om begränsningsmålet är ett barnTillämpa kopierad rotation före originalet, som om begränsningsmålet är en överordnadTillämpa kopierad transformation efter originalet, som om begränsningsmålet är ett underordnat objekt i läget Aligned Inherit Scale (Justerad arvsskala). Detta använder effektivt Full för placering och Split Channels (Dela kanaler) för rotation och skala.Tillämpa kopierad transformation efter originalet, hantera placering, rotation och skala separat, liknande en sekvens av tre kopieringsbegränsningar.Tillämpa kopierad transformation efter originalet med enkel matrismultiplikation, som om begränsningsmålet är ett barn i läget Fullständig arvsskala. Skapar skjuvning när rotation och ojämn skala kombineras.Tillämpa kopierad transformation före originalet, som om begränsningsmålet är en överordnad i läget Aligned Inherit Scale (Justerad arvsskala). Detta använder effektivt Full för placering och Split Channels (Dela kanaler) för rotation och skala.Tillämpa kopierad transformation före originalet, hantera placering, rotation och skala separat, liknande en sekvens av tre kopieringsbegränsningar.Tillämpa kopierad transformation före originalet med enkel matrismultiplikation, som om begränsningsmålet är en överordnad i läget Fullständig arvsskala. Skapar skjuvning när rotation och ojämn skala kombineras.Tillämpa korrigeringar för att lösa skuggtillfälliga artefakter orsakade av bump mapping.Tillämpa aktuell blandning av formnycklar på geometrin innan du tar bort demTillämpa aktuell scenens enhet (enligt definitionen i enhetsskalan) på exporterade dataTillämpa aktuell scenens enhet (enligt definitionen i enhetsskalan) på importerade dataTillämpa aktuell synlig form på objektdata och ta bort alla formnycklarTillämpa anpassad skalning och enhetsskalning på FBX-skalanTillämpa anpassad skalning och enhetsskalning på varje objekttransformation, FBX-skalan förblir 1,0.Tillämpa anpassad skalning på FBX-skalan och enhetsskalning på varje objekttransformation.Tillämpa anpassad skalning på varje objekttransformation och enhetsskalning på FBX-skalan.Tillämpa deformationer av valda formnycklar på basnyckeln och ta bort dem.Tillämpa skärpedjup i 2D med hjälp av en Z-djupkarta eller maskTillämpa olika färgtonseffekterTillämpa effektorer på barnTillämpa falloff för att undvika skarpa kanter när ljusgeometrin skär andra objekt.Tillämpa den slutliga begränsade positionen för poserbens på deras transformeringTillämpa fasta rörelsedelta vid varje uppdateringTillämpa kraft i X-axelnTillämpa kraft i Y-axelnTillämpa kraft i Z-axelnAnvänd endast kraft i 2DTillämpa fraktal förskjutning endast längs normalTillämpa global rymdtransformation på objektrotationerna. När denna funktion är inaktiverad skrivs endast axelrymden till filen och alla objekttransformationer lämnas oförändrade.Tillämpa gravitation på punktrörelseTillämpa haptik vid knapptryckningAnvänd haptik när knappen trycks ned och släppsTillämpa haptik när knappen släppsTillämpa haptik upprepade gånger under hela knapptryckningen.Tillämpa haptik på samma användarvägar för den haptiska åtgärden och denna åtgärdTillämpa medelvärdesfilter (boxfilter) för utjämning av ett signerat avståndsfält. Snabbt separerbart medelvärdesfilter för allmän utjämning av avståndsfältet.Tillämpa medelvärdesfilter (box) på en voxel. Medelvärdet från omgivande voxlar i en boxform definierad av radien ersätter voxelvärdet.Tillämpa utjämning av medelkurvaturflöde på ett signerat avståndsfält. Utvecklar ytan baserat på dess medelkurvatur, vilket naturligt utjämnar områden med hög kurvatur mer än plana områden.Tillämpa medianfilterutjämning (box) på en voxel. Medianvärdet från omgivande voxlar i en boxform definierad av radien ersätter voxelvärdet.Tillämpa medianfilter på ett signerat avståndsfält. Minskar bruset samtidigt som skarpa detaljer och kanter i avståndsfältet bevaras.Tillämpa modifierare och ta bort från stapelnTillämpa modifieraren som en ny formnyckel och ta bort den från stapeln.Tillämpa modifieraren som en ny formnyckel och behåll den i stapeln.Tillämpa modifierare (utom armeringar) på nätobjekt -VARNING: förhindrar export av formnycklarTillämpa modifierare på exporterade nätTillämpa modifierare på meshobjekt (utom Armature-objekt) - VARNING: förhindrar export av formnycklarTillämpa ny rotation efter originalet, som om det var på ett barnTillämpa ny rotation före originalet, som om det var på en överordnadTillämpa icke-destruktiva effekterTillämpa normal karta i förhållande till den förskjutna ytan, för normal kartor som ska tillämpas utöver förskjutningskartan.Tillämpa normal karta i förhållande till den släta, oförskjutna ytan, för normal kartor som matchar förskjutningskartan.Tillämpa objekttransformationer på exporterade hörnpunkterTillämpa avdrag kumulativt (tidigare poäng påverkar efterföljande poäng)Tillämpa förskjutning i omvänd animationsriktningTillämpa förskjutning i vanlig animationsriktningAnsök på SplineApplicera färg vid varje musrörelseApplicera puff på icke valda ändpunkter (hjälper till att bibehålla hårvolymen när du puffar vid hårroten)Tillämpa i förhållande till det aktuella värdet (delta)Tillämpa relativa transformationer i X-spegelläge (stöds inte med Auto IK)Tillämpa renderingsdelen av displaytransformeringen när bytebilden sparasTillämpa renderingsdelen av displaytransformationen när denna bild visas på skärmen.Tillämpa sampling på alla animationerTillämpa skala på själva lösningen för att göra avståndet mellan valda spår lika med önskat avstånd.Tillämpa skalning av valda remsor på deras refererade åtgärderTillämpa valda vertexpositioner på alla andra formnycklarTillämpa skuggspårning på varje jitterat prov för att minska artefakter från undersampling.Tillämpa sinusformad deformationAnvänd ett utjämningsfilter som bevarar kanterna för stiliserade och måleriska effekter.Tillämpa utjämning utan att rekonstruera ytanTillämpa åtgärden baserat på val av vertexgruppTillämpa åtgärdskanalerna efter den ursprungliga transformationen, som om de tillämpades på ett imaginärt barn i läget Aligned Inherit Scale (Justerad ärvd skala). Detta använder effektivt Full för placering och Split Channels (Dela kanaler) för rotation och skala.Tillämpa åtgärdskanalerna efter den ursprungliga transformationen, som om de tillämpades på ett imaginärt barn i läget Fullständig arvsskala. Skapar skjuvning när rotation och ojämn skala kombineras.Tillämpa åtgärdskanalerna efter den ursprungliga transformationen, hantera placering, rotation och skala separat.Tillämpa åtgärdskanalerna före den ursprungliga transformationen, som om de tillämpades på en imaginär överordnad i läget Aligned Inherit Scale (Justerad ärvningsskala). Detta använder effektivt Full för placering och Split Channels (Dela kanaler) för rotation och skala.Tillämpa åtgärdskanalerna före den ursprungliga transformationen, som om de tillämpades på en imaginär överordnad i läget Fullständig arvsskala. Skapar skjuvning när rotation och ojämn skala kombineras.Tillämpa åtgärdskanalerna före den ursprungliga transformationen och hantera placering, rotation och skala separat.Använd den aktuella posen som ny vilopositionTillämpa deformationen på den valda axelnTillämpa redigeringsåtgärden på dold geometriTillämpa filtret endast på ansiktet som är markerat under markören.Tillämpa kraften i den valda axelnTillämpa geståtgärden endast på det område som ingår i segmentet utan att utvidga dess effekt till hela linjen.Tillämpa den angivna poseringsaktionen på riggenAnvänd maximal greppstyrka på den aktiva hörnpunkten istället för markörens position.Tillämpa objektets överordnade invers på dess dataTillämpa objektets transformation på dess dataTillämpa objektets visuella transformation på dess dataTillämpa åtgärden endast på innehållet i de valda objekten (datablocken i deras underträd).Tillämpa åtgärden på valda datablock och alla deras beroenden.Tillämpa åtgärden endast på valda datablockTillämpa motsatsen till Lås/Lås upp på icke valda vertexgrupperTillämpa den relativa positionsförskjutningenAnvänd samma inställning men speglad till motsatt sida, som visas inom parentes. Ben påverkas endast av kontrollen med samma sida (t.ex. .L-ben påverkas endast av .L-kontrollen). Ben utan sida i namnet (dvs. utan .L eller .R) påverkas av båda kontrollerna med 0,5 inflytande vardera.Tillämpa subdivisionsytans nivå som en förskjutning i förhållande till den aktuella nivån.Tillämpa målopjektets världstransformering ovanpå attributets transformeringTillämpa denna och alla föregående deformationsmodifierare på splines punkter snarare än på fyllda kurvor/ytor.Tillämpa på alla nyckelrutorTillämpa på valda vertexgrupperTillämpa på icke valda vertexgrupperTillämpa spårmasken på förhandsvisningenTillämpa transformation före föräldraskapTillämpa tvådimensionell skalning och rotation på strokens ryggradsgeometriTillämpa volymbevarande efter utjämningTillämpa volymbevarande över den ursprungliga skalningenTillämpa viktblandad transformation från flera ben, som modifieraren Armature.Använd viktade glidande medelvärden för att göra valda F-kurvor mindre ojämna.Tillämpa vikter symmetriskt längs X-axeln för skapande av kuvert-/automatiska vertexgrupper.Ungefärligt diffust indirekt ljus med bakgrundsfärgad omgivande ocklusion. Detta ger ett snabbt alternativ till fullständig global belysning, för interaktiv vyportrendering eller slutliga renderingar med reducerad kvalitet.Ungefärligt antal ytor (fyrkanter) i det nya nätetUngefärligt antal voxlar längs en axelApproximera objektet som en sfär vars diameter är lika med tjockleken som definieras av nodträdet.Approximera objektet som en oändlig skiva med tjocklek definierad av nodträdet.Uppskatta objektets tjocklek för att beräkna två refraktionshändelser (0 är inaktiverat) (Föråldrat)Approximation av Mie-spridning i vattendroppar, används för spridning i moln och dimmaApproximation till fysikaliskt baserad volymspridningApproximation som används för att modellera ljusinteraktionerna inuti objektetApparArabiska - ةيبرعلاGodtyckliga utgångsvariabler. Tillhandahåll anpassade renderingspass för godtyckliga utgångar från shadernoder.BågeArccosine-lägeArkivbibliotekArkivbibliotek med packade ID:n, genererade (och ägda) av detta källbibliotekBågminuterBågsekunderArcsine-lägeArctan2-lägeArctangent-lägeHandtag testas individuellt mot urvalskriterierna, oberoende av sina nycklar. När denna ruta inte är markerad väljs eller avmarkeras handtagen tillsammans med sina nycklar.OmrådesbelysningOmrådesbelysning kan endast ha skala: "%s"Område NormaltOmråde Normal avtagningOmråde Normal gränsOmrådesplanOmrådesradieOmrådesradie TryckOmrådesutrymmenOmrådesviktOmrådesförvrängning mellan UV- och 3D-ytorOmrådeshöjdOmråde i en uppdelad skärm, innehållande en redigerareOmrådet finns inte på den aktiva skärmenAnsiktsarea i 3D-rummetAreal av denna triangelOmråde där deformationsavklingning ska tillämpas på simuleringens effekterOmrådesbreddOmrådenOmråden i den centrala matta masken ingår i mattaOmråden i skräpmatta-masken exkluderas från mattaOmråden utanför bilden fylls med repetitioner av bilden.Områden utanför bilden fylls med den närmaste gränspixeln i bilden.Områden utanför bilden fylls med nollOmråden som skärmen är indelad iArgumentArmAnkareLätthetLätt att komma igångLätta påNyUteSampelArmaturen '%s' innehåller inte benet '%s'Armaturen '%s' är inte i redigeringsläge, kan inte lägga till en redigeringsbenArmature '%s' är inte i redigeringsläge, kan inte ta bort en editboneSamlingar av armaturbenArmaturbenArmaturbegränsningDefinition av ankareArmaturdeformeringMål för armaturdeformationsbegränsningArmatur Redigera benArmatur FBXNode-typArmaturmodifierareArmaturöverdragArmaturben, nät- eller gittervertexgrupp, ...Armaturdatablock som innehåller en hierarki av ben, vanligtvis används för riggning av karaktärer.ArmaturdatablockModifierare för armaturdeformationArmaturen har ingen aktiv beninsamling, välj först enArmaturen har inget aktivt objektbenArmatur som ska deformeras medArmature-objekt för att hämta beninformationen frånArmatur att använda som källa för ben att maskeraArmaturens aktiva benArmature's aktiva benkollektionAnkareArmaturrelativt huvudArmaturrelativ svansArmaturrelaterade inställningarArmaturerArmaturer aktiv redigera benRunt bildrutanOrdna valda UV-öar på en linjeOrdna de nya trianglarna jämnt (långsamt)Ordna staplingsordningen för streckArrayArray (äldre version)Visa alla artiklarArray-längdArray-modifierareModifierare för arraydupliceringMetod för beräkning av arrayens längdArray-längd stämmer inte överens (förväntat %d, fick %d)Array-längd stämmer inte överens (fick %d, förväntade mig mer)Array av koordinater som representerar UI-rektangelns hörn i ramnormaliserade koordinaterArray av koordinater som representerar mönstrets hörn i normaliserade koordinater relativt markörens positionArri Alexa 65Arri Alexa LFArri Alexa Mini & SXTPilPilstorlekPilarArtificiell flytkraft i negativ tyngdkraftsriktning baserad på tryckskillnader inuti vätskanSom "Rensa förälder", men behåll objektets nuvarande visuella transformationer.Som exempelSom NURBSSom renderpassAshikhminAshikhmin-ShirleyBe om bekräftelse när du avslutar med osparade ändringarAspektBildförhållandeAspekt XAspekt YAsfalt (krossad)TillgångTillgången ('%s') är inte ett åtgärdsdatablock.Asset Blend PathTillgångsbläddrarenAsset Browser måste vara inställd på biblioteket Current File.TillgångskatalogTillgångskatalog:TillgångskatalogerTillgångsdataInformation om felsökning av tillgångarTillgångsdetaljerTillgångsbibliotekAsset Libraries är lokala kataloger som kan innehålla .blend-filer med tillgångar inuti. Hantera Asset Libraries från avsnittet File Paths i Preferences.TillgångsbibliotekTillgångsbibliotekets identifierareReferensbibliotek för tillgångarTyp av tillgångsbibliotekAsset Library hittades inteAsset Library: Aktuell filAsset Library: GrundläggandeMetadata för tillgångarTillgångsrepresentationParametrar för val av tillgångarTillgångshyllaAsset Shelf-rubrikTillgångshyllans namnAsset-hyllpanelAsset Shelf Region-temaTillgångstaggTillgångstaggarSvag referens till tillgångAsset blend-filen kan inte redigerasTillgången kan inte ändras från den här filen.Assetkataloger kan inte redigeras i detta assetbibliotek.Tillgångsdata kan endast tilldelas tillgångar. Använd asset_mark() för att markera som en tillgång.Tillgångsdata kan inte vara IngenTillgångsdata, giltiga om filen representerar en tillgångAsset-filen kan inte redigerasAsset är inte en geometrinodgruppAssetbiblioteket kan inte redigerasAssetbibliotek som används för att lagra den nya penselnAssetbibliotek som används för att lagra den nya posenInläsningen av tillgångar är inte klarMetadata för tillgångar från externa tillgångsbibliotek kan inte redigeras, endast tillgångar som lagras i den aktuella filen kan redigeras.Metadata för tillgångar från externa bibliotek kan inte redigeras. Endast tillgångar som lagras i den aktuella filen kan redigeras.Tillgången hittades inteTillgången hittades inte: '%s'Popup-paneltyp för tillgångshyllan hittades inteTillgångarTillgångarna i den aktuella filen kan inte sparas individuellt.Tillgångarna i den aktuella filen kan inte återställas.TilldelaTilldela Fk-samlingarTilldela IK-begränsning med mål som härrör från valda ben/objektTilldela materialTilldela primära samlingarTilldela sekundära samlingarTilldela tweak-samlingarTilldela en vik till innerkanternaTilldela en vikning till ytterkanternaGör en vikning på kanterna som bildar kanten.Tilldela ett material till geometrielementTilldela åtgärden "%s" till "%s" innan du anropar denna funktion.Tilldela aktivt materialfack till valetTilldela alla valda ben till en samling, eller avtilldela dem, beroende på om det aktiva benet redan är tilldelat eller inte.Tilldela korsningsprioritet för denna samlingTilldela ingen färgkod till samlingenTilldela det aktiva materialfacket till de valda streckenTilldela de aktuella värdena för anpassade egenskaper som standardvärden, för användning som en del av viloläget i NLA-spårmixning.Tilldela kroken till krokojektets aktiva benTilldela de valda hörnpunkterna till en krokTilldela de valda hörnpunkterna till en ny hörnpunktsgruppTilldela de valda vertikalerna till den aktiva vertikalgruppenTilldela värdeTilldelad genväg {:d} till {:s}UppgiftsvärdeTilldelningsvärde (som sträng)AsymmetriskAsymmetri i formjusteringen av trådens tjocklekVidPå CenterPå CursorFörstÄntligenMinst 8 gemensamma spår på båda nyckelrutorna krävs för rekonstruktion.Minst en samling i detta visningslager har en exportör.Minst en nod måste väljas.Minst ett spår med bunt ska väljas för att definiera ursprungspositionen.Minst två poäng krävsMinst {:d} noder måste väljas.Vid vilket intervall ska nycklar läggas tillVid vilket intervall ska man fästa vid bildrutornaVid vilket intervall ska det snäppas till sekunderAtmosfärisk grumlighetFäst hårkurvor på ytanBifoga-lägeBifoga noderFäst aktiv nod till en bildrutaBifoga valda noderFäst valda noder till en ny gemensam bildrutaFäster hårkurvor till ett ytnätBilaga UVBilagan är giltigUV-koordinater för varje kurvas fästytaAttacktidAttackera boids på maximalt detta avståndFörsök att binda från inaktiv beroendegrafFörsök att radera scener som en del av en rensningsoperation bör aldrig ske.Försök att importera material av typen "allPurpose".Försök att importera "fullständiga" material. Ladda "allPurpose" eller "preview" material, i den ordningen, som reserv.Försök att importera "preview"-material. Ladda "allPurpose"-material som reserv.Försök att importera material med det angivna syftet. Om inget material med detta syfte är bundet till primitivet, fall tillbaka på att ladda något annat bundet material.Försök att välja ett punktgrepp innan du transformerarFörsök att ställa in åtgärd på icke-animerbart IDFörsök att koppla bort från inaktiv beroendegrafFörsökte ställa in slotidentifieraren till "%s", men typprefixet stämmer inte överens med slotens 'target_id_type' "%s". Ställer istället in "%s".DämpningDämpningskonstantAttributAttributet '%s' (Blender-domän %d, typ %d) kan inte konverteras till USD.Attributdata upptäcktAttributdomänAttributdomäntypAttributgruppAttributnamnAttributnodAttributspecialerAttributstatistikAttributtextAttributtypAttributet finns inte: "{}"AttributdomänAttributdomän för inmatningarna Selection och Group IDAttributdomän stöds inte av denna geometritypAttributdomän att visaAttributdomän för lagring av fria anpassade normalerAttributdomän som används av geometrinodmodifieraren för att skapa en attribututgångAttributdomän där attributet lagras i den bakade datanAttributdomän där attributet lagras i simuleringsstatusAttributet ingår inte i denna geometri.Attributet är obligatoriskt och kan inte tas bort.Attributnamnet får inte vara tomtAttributnamn för kantviktAttributnamn för vertexviktAttribut på Grease Pencil-lagerAttribut på instansAttribut på nätkantenAttribut på mesh-ytans hörnAttribut på nätytorAttribut på punktAttribut på splineAttribut på geometrin ovanAttribut per punkt/hörnpunktAttributvärde som kommer att lagras för det aktuella elementet på huvudgeometrinAttributAttribut att ändraAttribut med dessa namn som används inom gruppen kan komma i konflikt med befintliga attribut.LjudLjudkanalerLjudkodekLjudanordningLjudmixningsbuffertLjudprovformatLjudsamplingsfrekvensLjudskrubbningLjudremsaLjudbithastighet (kb/s)Antal ljudkanalerLjudkanalerLjudutgångsenhetLjudprovformatLjudformatet stöds inteLjudsamplingsfrekvensLjudsamplingsfrekvens (samplingar/sekund)LjudvolymAutentiseringFörfattareSkriv USD-anpassade attribut som innehåller de ursprungliga namnen på Blender-objekt och objektdata.Författare:AutoAutomatisk justering av slutetAutomatisk justering av extremitetens benAutomatisk justering {:s}Automatisk axelAutomatisk in-/utbländningAutomatisk fastspänningAutomatisk stängning av teckenparSkapa automatisktAutomatisk djupinställningAutomatisk detekteringAuto EulerAutomatisk flyghastighetAutomatisk hanteringAutomatisk hantering av valda objektAutomatisk hantering av utjämningAutomatisk hantering av utjämningsläge som används för nyligen tillagda F-kurvorAuto IKAuto IK-längd: %dAntal automatiska iterationerAutomatisk nyckelbildrutaAutomatisk infogning av nyckelrutor tillgängligAutomatisk inmatning av nyckelrutor Keying SetAutomatisk nyckelbildsinställningAutomatisk nyckelhanteringAktivera automatisk tangenttryckningIndikator för automatisk tangentAutomatisk nycklingslägeAutomatisk inmatning påAutomatisk sammanslagningAutomatisk sammanslagning och delningAutomatisk sammanslagning av hörnpunkterAutomatisk normaliseringAutomatisk normaliseringAutomatisk perspektivAuto RegnbågeAutomatisk uppdateringAutomatisk borttagningKör Python-skript automatisktSpara tillfälliga filer automatisktAutomatisk sparningstidAutomatisk utjämningAutomatisk stegAutomatiskt texturutrymmeAuto KakelAutomatisk omvandlingAutomatisk uppdateringAutohastighetAuto WXYZ till YRGBAuto XYZ till RGBAutomatisk zoomAutomatisk fastspänningAutomatisk detektering av bästa GPU för att köra BlenderAutomatisk hanteringAuto ställer in banans centrum dynamiskt. När hela modellen visas används hela modellens volymcentrum som rotationspunkt. När du zoomar in kommer banans centrum att ställas in på ett objekt nära ditt visningscentrum.Automatiskt fastspänt handtagAutomatiskt fastspänt handtag valtAutomatisk detekteringSökvägar för automatisk körningAutomatisk nyckelbildsinställningAutomatisk nycklingslägeAuto-Keying hoppar över att infoga tangenter som inte påverkar animationen.AutolåsningsnyckelaxelAutomatisk låsning av lagerAutomatisk maskeringAutomatisk maskeringslagerMaterial för automatisk maskeringAutomatisk maskering av streckAutomatisk sammanslagning av nyckelrutorAutomatisk förskjutningAutomatisk uppdateringAutomatisk borttagning av fyllningsguiderAutomatisk sparningInställningar för automatisk sparningAutomatisk utjämningAutomatisk stegningAuto-hastighetAutomatisk förskjutningAutomatisk förskjutning RiktningAutomatisk förskjutningsmarginalAutomatisk förskjutningsriktning: %sAutoPack är aktiverat, så bilden kommer att packas igen när filen sparas.Automatisk kompletteringAutokey-insats krävsAutolåsning av inaktiva lagerAutomatisk maskeringAutomatiskAutomatisk benorienteringAutomatisk avrundningAutomatiskt namnAutomatisk krypteringsavståndAutomatiska underramarAutomatiska handtag justeras för att undvika accelerationer, vilket resulterar i mjukare kurvor. Viktiga ändringar kan dock påverka interpoleringen över en större del av kurvan.Automatiska hanterar endast omedelbart intilliggande nycklarAutomatiska handtag som skapar mjuka kurvorAutomatiska handtag som skapar mjuka kurvor som endast ändrar riktning vid nyckelrutorAutomatiska handtag som skapar raka linjerAutomatisk infogning av nyckelrutor för objekt och ben (standardinställning som används för nya scener)Automatisk infogning av nyckelrutor med aktiv Keying Set endastAutomatisk infogning av nyckelrutor när man flyttar planhörnAutomatisk linjebredd baserad på UI-skalaAutomatisk detektering av utdatatypAutomatisk pixelstorlek, beror på användargränssnittets skalaAutomatisk riggning från byggstenkomponenterAutomatisk sparning av temporära filer i temp-katalogen, använder process-ID. Varning: Data i skulpterings- och redigeringsläget sparas inte.Automatiska vikter från benLägg automatiskt till gittermodifierare till valda objektJusterar automatiskt styrkan för att ge jämna resultat för olika avståndJusterar automatiskt navigeringshastigheten baserat på avståndet till objekt nära mitten av visningsområdet, vilket gör det enklare att navigera i komplexa scener. Hastigheten beräknas om varje gång en rörelse påbörjas.Justera automatiskt kanterna efter penselns riktning för att skapa en renare topologi och definiera skarpa detaljer. Används bäst på lågpolygonala nät eftersom det påverkar prestandan.Börja automatiskt översätta remsor med musen efter att du har lagt till dem i tidslinjen.Beräkna automatiskt massvärden för styva kroppsobjekt baserat på volymVälj automatiskt Wintab eller Windows Ink beroende på enhetenVälj automatiskt filter baserat på skalningsfaktorVälj metod automatiskt baserat på GPU och bildVälj automatiskt den riktning där det redan finns mest inriktningVälj automatiskt det systemdefinierade språket om det är tillgängligt, eller fall tillbaka till engelska (USA).Stäng automatiskt relevanta teckenpar när du skriver i textredigerarenBeräkna automatiskt transformationen för att få bästa möjliga matchning mellan käll- och målnät. Varning: Resultaten blir aldrig lika bra som vid manuell matchning av objekt.Konvertera automatiskt alla nya flikar till utrymmen för nya och laddade textfilerAutomatiskt bestämma när flera simuleringssteg ska utföras per bildrutaAutomatiskt upptäcka en bra strukturtyp baserat på hur uttaget användsAutomatiskt upptäcka animerade sekvenser i valda bilder (baserat på filnamn)Automatiskt upptäcka animerade sekvenser i valda volymfiler (baserat på filnamn)Automatiskt upptäcka funktioner och placera markörer för att spåraAutomatiskt upptäcka den bästa rotationsaxeln för att rotera mot vektornAutomatiskt bestämma visningstyp för filerAutomatiskt avgöra om ytan ska behandlas som en ljuspunkt för provtagning, baserat på uppskattad emissionsintensitet.Automatiskt bestämma sorteringsmetod för filerBestäm automatiskt antalet trådar baserat på CPU:erAutomatiskt bestämma det optimala antalet steg för bästa prestanda/noggrannhetAutomatiskt korrigera inriktningen av utvalda benaxlarLås automatiskt alla lager utom det aktiva för att undvika oavsiktliga ändringar.Låser automatiskt rörelsen för nyckelrutor till den dominerande axelnSlå automatiskt samman närliggande nyckelrutorSammanfoga automatiskt hörn som flyttats till samma platsNamnge automatiskt utdatafilen med pass-typenNamnge automatiskt utdatafilen med pass-typen (endast externt)Automatisk förskjutning av noder vid infogningAutomatiskt kompensera följande eller föregående noder i en kedja när en ny nod infogasPacka automatiskt all extern data i .blend-filenPacka automatiskt alla externa filer i .blend-filenVälj automatiskt den snabbaste korsningsmetodenBeräkna om kurvnormaliseringen automatiskt vid varje kurvredigeringMinska automatiskt antalet sampel per pixel baserat på uppskattad brusnivå.Minska automatiskt antalet sampel per pixel baserat på uppskattad brusnivå för visningsfönsterrenderingar.Minska automatiskt slumpmässigheten mellan pixlar för att förbättra GPU-renderingens prestanda, på bekostnad av möjliga renderingsartefakter.Ta bort fyllningsguidestreck automatiskt efter fyllningsoperationenByt automatiskt namn på de valda benen beroende på vilken sida av målaxeln de ligger på.Skala automatiskt filmen för att täcka ofyllda områden vid stabiliseringVälj automatiskt bästa förhandsgranskningstypVälj importerade objekt automatisktVälj automatiskt nyckelrutor när du löser kamera-/objektrörelserStäll in antalet underramar automatisktDela kanter och ytor automatisktDela automatiskt kanter i trianglar för att bibehålla fyrkantig topologiVäxla automatiskt mellan ortografisk och perspektivvy när du byter från vyer ovanifrån/framifrån/från sidanFörsök automatiskt att fastställa den bästa inställningenUppdatera skuggprogrammet automatiskt när .osl-filen ändras (endast externa skript)Zooma förhandsvisningsbilden automatiskt så att den passar helt i områdetAutomatiseringsaxlarAutomatisk sammanslagningAutomatisk skalningAutomatisk delning av utdataAutomatisk uppdelning av utdata vid 2 GB-gränsenHjälpmålAvMinMaxTillgängligGenomsnittGenomsnittligt felGenomsnittligt fel: {:.2f} pxGenomsnittliga iterationerGenomsnittlig skalaGenomsnittlig hastighetGenomsnittlig fjäderlängd * BollstorlekGenomsnittliga anpassade normaler för valda hörnpunkterGenomsnittligt fel under delstegGenomsnittligt fel vid omprojektionGenomsnittligt fel vid rekonstruktionGenomsnittligt antal iterationer under delstegDen genomsnittliga radien för ändpunkterna används för att justera X- och Z-skalningen för benen, utöver XZ-skalningsläget.Genomsnittligt fel vid omprojektion: %.2f pxGenomsnittliga valda spår till aktivaGenomsnittlig kantlängd för UV-ytor för varje slingaBeräkna genomsnittlig storlek på separata UV-öar, baserat på deras yta i 3D-rummet.Genomsnittligt värde för V-grupp A:s och V-grupp B:s vikterGenomsnittlig vikt i aktiv vertexgruppGenomsnittGenomsnittligt värdeBeräknar genomsnittet för källbildens pixlar som faller under målpixeln.GenomsnittsmetodUndvikUndvik kollisionUndvik animationer och andra rörelseeffekter i gränssnittet.Undvik kollision med avledande föremålUndvik kollision med andra boidsUndvik färgklippning genom att arbeta i logaritmiskt utrymmeUndvik att skapa osymmetriska kvadrater över X-axeln.Undvik att skapa osymmetriska kvadrater över Y-axeln.Undvik att skapa osymmetriska kvadrater över Z-axeln.Undvik objekt om faran från det överstiger denna tröskelUndvik att krympa kurvor som är kortare än denna längd.YxorAxlarnas positionAxlar till rotationAxisAxis & Gizmo-färgerAxel 0 RegionAxel 1 RegionAxisvinkelAxis Angle (W+XYZ) definierar en rotation runt en axel som definieras av en 3D-vektor.Axisvinkel till rotationAxelbegränsningAxelns riktningAxellåsAxelkartläggningAxellägeAxis-objektEndast AxisAxis OrthoAxis SlumpmässigtAxis-sortimentAxisreferensAxis-teckenAxis rymdAxeltröskelAxis UAxel XAxel runt vilken varje kurva rullasAxis begränsa tillAxel för radiella tangenterAxis i globalt vyutrymmeMusens rörelseaxel för att zooma in eller utSymmetriaxelAxisorienteringAxel som är så väl inriktad som möjligt med tanke på den primära axelns inriktning.Axel som är exakt inriktad mot den angivna primära riktningenAxel som är inriktad mot normalAxel som pekar framåt längs bananAxel som pekar i riktningen "framåt" (gäller instansvertikaler när Align to Vertex Normal är aktiverat)Axel som pekar uppåt (gäller instansvertikaler när Align to Vertex Normal är aktiverat)Axel som pekar mot målobjektetAxeln som pekar uppåtAxel för att justera UV-positioner påAxel att rikta in sig efterAxis att anpassa till vektornAxis ordnar UV-öar påAxis ska baka i blå kanalAxis bakar i grönt kanalAxis ska baka i röd kanalAxel för att flytta UV:er påRotationsaxelAxis för att märka namn medAxel som används för att rikta in buntningen längsAxelvinkelrotationAxis-justeradAxisjusterad (horisontell)Axis-justerad (vertikal)Axelvinkelrotation för denna rörelsehändelse. Vektorns storlek är vinkeln där 1,0 motsvarar 360 grader. Vinkeln skalas vanligtvis efter tidsdeltaet före användning.Azimut - Vinkel runt uppåtgående axelBB-BoneB-Bone Display X BreddB-Bone Display Z BreddB-Bone ändhandtagB-Bone-handtagstypB-ben-segmentB-benformB-Bone Start HandtagB-Bone Start HandtagstypB-Bone Vertex-kartläggningslägeB-Bone X storlekB-Bone Z-storlekB-splineS/VB44 (förlustrik)B44A (förlustbringande)BFECCBMPBSDFBSSRDFBSplineBT.1886 2.4 Exponent EOTF-display, vanligtvis används för TV-apparaterBT.2020 2.4 Exponent EOTF-displayBVHBVH-layoutBVH-tidstegBVH2BWTillbakaBaksideklippningTillbaka OrtografiskBakre perspektivFram- och återgående felkompensering och korrigering. Avancerat system som minimerar dissipation och diffusion.Ryggradens längdRyggradssträckareBakgrundBakgrundsförskjutningBakgrundszoomBakgrundsförskjutningBakgrundszoomfaktorBackendBorttagning av bakansikteBaksidaBakgrundBakgrundsfärgBakgrundsbildBakgrundsbilderBakgrundsscenBakgrundskällaBakgrundstypBakgrundsvärdeBakgrundsfärg för felsökningsikonenBakgrundsfärg för operatörsikonenBakgrundsfärg för egendomsikonenBakgrundsfärg för markerad radBakgrundsbilden kan inte tas bortBakgrundsbildindex att ta bortBakgrundsscenBackscatterSäkerhetskopiera .blend-filerBakåtFelaktigt tilldelningslägeFelaktigt vertexindex i listanBakaBaka & slå ihopBaka alltBaka alla nyckelbildrutorBaka alla objektanimationerBake B-Bone-kanalerBaka dataBaka slutBaka hela vätskesimuleringBake Fluid DataBaka vätskeledningBaka flytande nätBaka flytande ljudBaka flytande partiklarBaka Grease Pencil-objektet omvandlas till Grease Pencil-nyckelrutorBake IDBaka artikelBaka varorBaka linjekonst för aktuellt fettpennobjektBaka platsBakningslägeBakningsmodifierareBaka modifierare i nyckelrutor och ta bort dem efteråtBaka objektomvandling till Grease PencilBaka PackadBaka sökvägBaka sampelBaka valtBaka StartBaktidBakningstypBaka en bildrutaBaka en enda bakningsnod eller simuleringBaka en enda bildrutaBaka alla Line Art-modifierareBaka alla ljusprobenvolymerBaka all fysikBaka alla valda objektens placering/skala/rotationsanimation till en åtgärdBaka alla simuleringsinställningar på en gångBaka en bildsekvens av havsdataBaka in animationen i den aktuella åtgärden istället för att skapa en ny (användbart för att baka endast en del av benen i en armatur).Baka animering på objektet och rensa sedan föräldrar (endast objekt)Baka ben transformationerBaka cache på alla valda objektBaka anpassade egenskaperBake-data för ett scen-datablockBake-data för varje bake-nodBaka direkt från multires-objektBake-katalogen för objekt %s, modifierare %s är tom, ställer in standardvägBaka förskjutningBaka dynamisk färgbildsekvensytaBaka emissiva ytor för mer exakt belysningBaka varje steg i simuleringen separatBakningen misslyckades: ogiltig dukBakningen misslyckades: ogiltig domänBakningen misslyckades: ingen modifierare för dynamisk färg hittadesBakningen misslyckades: ingen vätskemodifierare hittadesBake free misslyckades: ogiltig domänBake free misslyckades: ingen Fluid-modifierare hittadesBake free misslyckades: väntande bake-jobb hittadesBaka från MultiresBaka från cacheminnetBaka bildtexturer för valda objektBaka inkommande ljus från världen istället för bara synligheten för mer exakt belysning, men förlora korrekt blandning med omgivande strålningsvolymer.Baka strålningsvolymljuscacheBake-objekt är ett attribut som lagras på en geometri.Ljuset reflekteras från ljuskällor för mer exakt belysningBaka plats kanalerBake-nod eller simuleringsutgångsnod som motsvarar denna bake. Denna nod kan vara djupt inbäddad i modifieringsnodgruppen. I vissa fall, till exempel vid saknade länkade datablock, kan den vara frånvarande.Baka normalerBaka objektomvandlingarBaka på Key RangeBaka på varje bildruta som har en tangent för något av benen, istället för bara de relevanta.Bake pass kräver att Direct, Indirect eller Color-bidrag är aktiverade.Baka fysikBaka styva kroppstransformationer av valda objekt till nyckelrutorBaka rotationskanalerBaka skalkanalerBaka skuggning på ytan av valda objekt till det aktiva objektetBaka simuleringar i geometrinodmodifierareBake space transformeras till objektdata, undviker oönskade rotationer av objekt när målrummet inte är i linje med Blenders rum (VARNING! Experimentellt alternativ, använd på egen risk, känt för att inte fungera med armaturer/animationer)Baka förskjutningen i objektutrymmetBaka förskjutningen i tangentrummetBaka normalerna i objektutrymmetBaka normalerna i tangentrummetBaka till aktiv kameraSkriv ut till diskBaka till aktiv kameraBaka till bilddatablock associerade med aktiva bildtexturnoder i materialBaka till det aktiva färgattributet på nätBaka vektorförskjutningBakad animationBakad bildruta {}Bakade slag rensas bortBakad {} - {}BakverkBakar en ljudvåg till samplingar på valda kanalerBaka dynamisk färg...Bakningslinje konst...Bakning Multires...Bakningen inställd!Bakningsvätska...Bakbelysning...Bakningskarta sparad till intern bild, spara den externt eller packa denBakningskarta skriven till "%s"Bakningsnoder...Bakning av multires-data fungerar endast med ett aktivt mesh-objekt.Bakningspunkt cache...Bakning ska ske med bildbuffertBakningstekstur...Baka till icke-stödd bildtypBalansBalanseradBalans mellan prestanda och kvalitetBalans mellan de två icke-primära färgkanalerna som den primära kanalen jämförs med. 0 betyder att den senare av de två kanalerna används, medan 1 betyder att den förra av de två används.Balanserar områden med låg och hög luminans. Lägre värden framhäver detaljer i skuggor, medan högre värden komprimerar högdagrar mer jämnt.BollBollstorlekTryck för uppblåsning av bollBandbreddBandBandets riktningBand över X-axelnBand över Y-axelnBand över Z-axelnBand över diagonal axelBankverksamhetBarkBasGrundfärgBas kontrastBasfyllningstypBasställningsvinkelBasställningens placeringBasposobjektBasställningstypBas skalaBasens tjocklekBasens transparensBas-alfatransparens, eventuellt modifierad av alfatransparensmodifierareBasklass från USD Hydra-baserade renderareGrundfärg för spöken efter den aktiva bildrutanGrundfärg för spöken före den aktiva bildrutanBaskurvor som nya kurvor interpoleras mellanBas från InstancerBas från SetBaslinjefärg, eventuellt modifierad av linjefärgmodifikatorerGrundlinjens tjocklek, eventuellt modifierad av linjetjockleksmodifierareBasnätBasnät för att subtrahera geometri frånBasnodträd från kontextBasnodtyp för anpassade registrerade nodgruppstyperBasorientering för rotationBasorientering för rotationenBasradie som ska ställas in om "Ersätt radie" är aktiveratGrundhastighet för gång och flygningBasytan som normal kartan appliceras på, när förskjutning användsBas typ för IK-lösarparametrarBas typ för datablock, definierar ett unikt namn, länkar från andra bibliotek och sopuppsamlingBas typ för att definiera alfa-transparensmodifierareBas typ för att definiera linjefärgsmodifierareBas typ för att definiera modifierare för linjens tjocklekBas typ för att definiera modifierareBas typ för att definiera modifierare för slaglängdsgeometriBasvärde för att kontrollera slumpmässiga instansvariationer på ett reproducerbart sättBasvärde för att kontrollera slumpmässiga variationer på ett reproducerbart sättBaserat på musens positionBaserat på avstånd/falloff lägger det till en del av hela bananGrundläggandeGrundläggande läge för interaktiv redigering av stilparametrarGrundGrundmatrisBaskiska - EuskaraBatchBatchändring av blandningstypÄndra blandningstyp för batch (lägg till)Batchändring av blandningstyp (aktuell)Batchändring av blandningstyp (dela)Batchändring av blandningstyp (mix)Batchändring av blandningstyp (multiplicera)Ändra blandningstyp för batch (Nästa)Batchändring av blandningstyp (föregående)Batchändring av blandningstyp (subtrahera)Matematisk operation för batchändringÄndra valda noder i batchBatch-exportBatchlägeBatch egen katalogBatchändring av blandningstyp och matematisk operationStridStrålvinkelStrålvinkel: %.2fStrålformBönor (kakao)Bönor (soja)SkönhetBeckmannBlir utgångsvärdet om det väljs via menyinmatningen.FöreFöre färgFöre nuvarandeFöre aktuell bildrutaFöre cyclesFöre bildrutaFöre sista nyckelbildrutaFöre lägeFöre OriginalFöre Original (justerad)Före Original (Fullständig)Före original (delade kanaler)Beteende vid import av USD-attribut som anpassade egenskaper i BlenderBeteende vid import av texturer från ett USDZ-arkivBeteende när namnet på ett importerat material kolliderar med ett befintligt materialBeteende när namnet på en importerad texturfil kolliderar med en befintlig filVitryska - БеларускаяNedanUnder tröskelvärdetBöjningBöjningsvinkel: %.3f, Radie: %.4f, Alt: Klämma %sBöjningsvinkel: %s, Radie: %s, Alt: Klämma %sBöjningsrotationsaxel:Böj valda objekt mellan 3D-markören och musenBöj nätet över modifieringsutrymmets Z-axelBöj nätet med hjälp av ett kurvobjektBöjningBöjningsgruppBöjningsmodellBöjningsfjäderdämpningBöjstyvhetBöjstyvhet, maximalBöjstyvhet Vertex-gruppBöjbart benBendy Bone-formens egenskaperBöjliga benBästa matchBästa normalmatchningDen mest kända strukturen för uttaget. Denna kanske inte stämmer överens med uttagets form, t.ex. för icke-länkade ingångsuttag.Bättre resultat när det finns hål (långsammare)Mellan valda markörer Min/MaxAvfasningKonvex fasningFasdjupFasningslägeBevel-modifierareBevel-objektFasradieBevel-upplösningBevelviktBevelvikt:AvfasningsmängdAvfasningsgrad för procentmetodenBevel modifier för att göra kanter och hörn mer rundadeFasa hela nätet med en konstant mängdPartiskhetBiasfaktor för vilken bildruta som har större inflytande på de interpolerade streckenBias för att minska ljusläckage på variansskuggkartor (föråldrat)Bias för att minska självskuggning (föråldrad)Förskjut skuggningen normalt för att minska artefakter från självkorsningar.PartiskBikubiskBikubisk vid förstoring, annars bilineär (endast OSL)StorBilateral oskärpaBilateralt filterBilineärTvåhandsBinärt objektBinärt objektfilformat (.bobj.gz)BindBind benhöljen till armeringsmodifierareBindkoordinaterBind tillBind basställning i modifieraren Corrective SmoothBind aktuell formBindningsdata saknasBind data krävsBind nät till bur i nätdeformationsmodifierareBind nät till systemet i Laplacian Deform ModifierBinda nät till mål i ytdeformationsmodifierareBind den valda kameran till en markör på den aktuella bildrutanBind vertex count mismatch: %u till %uBinda vertexgrupper till armeringsmodifierareBindning i ett XR-åtgärdskartobjektBindningarBindningar för åtgärdskartobjektet, som mappar åtgärden till en XR-inmatningBioVision Motion Capture (BVH)-formatFödelsetidHalveraHalvera axelnHalvera avståndetHalvera vändaxelnBisektrisBitmatematikBitdjup för vätskepartiklar och rutnät (lägre bitvärden minskar filstorleken)Bitdjup per kanalBitangentBitangentteckenBitangentvektor för denna vertex för denna yta (måste beräknas i förväg med calc_tangents, använd endast om det verkligen behövs, långsammare åtkomst än bitangent_sign)Bitflaggor Smidiga grupperBitmapp (.bmp)BithastighetBithastighet i kbit/sBitvis %sBkSpaceBkspSvartSvartnivåSvart punktSvart kroppSvartkroppsintensitetSvart kroppsfärgBlackmagic Pocket & StudioBlackmagic Pocket 4KBlackmagic Pocket 6kBlackmagic URSA 4,6KBlackman-HarrisBlackman-Harris-filterBladBlankBliBlödning FörspänningBlödningsbiasBlandaBlandningsfaktorBlandningsfilBlanda filerBlanda hårkurvorSmält inBlanda in/utBlandningslägeBlandningsläge för transparenta ytor (föråldrat: använd 'surface_render_method')Blanda grannarBlanda opacitetBlanda utBlanda sökvägBlandningsradieBlanda ytaBlanda texturBlandningstypBlandningsviktBlanda längs kurvanBlanda alfa under en annan videoBlanda alfa ovanpå en annan videoBlanda mellan ett mjukare brusmönster och ett grovare med skarpare toppar.Blandning mellan diffus yt- och underytespredning. Bör normalt vara noll eller ett (antingen helt diffus eller underytespredning).Blandning mellan transmission och andra baslagerkomponenterBlanda penselns påverkan efter hur mycket de vänds framåtBlanda färg för att blanda med texturens utgångsfärgBlanda deformation längs varje kurva från rotenBlanda ansiktsdata över infällningenBlandningsfaktor mellan en oktav och dess föregående. Värdet noll motsvarar noll detaljer.Blandningsfaktor mellan minimerad töjning och originalBlend-fil '%s' skapad av en Big Endian-version av Blender. Stöd för dessa filer har tagits bort i Blender 5.0. Använd en äldre version av Blender för att öppna och konvertera den.Blanda från aktuell position till föregående eller nästa nyckelbildrutaBlanda in och ut överlappande regionBlanda in form från en formnyckelBlandningslägeBlanda valda nyckelrutor med deras vänstra eller högra granneBlanda utvalda tangenter med lutningen hos angränsande tangenterBlanda utvalda tangenter till deras standardvärde från deras nuvarande positionBlanda krympplast för punkter ovanför ytanBlanda den angivna poseringsaktionen med riggenBlanda till granneBlandningsvikt som ska användas för att blanda två shader. Vid noll används den första shader helt och vid ett den andra shader.Blend-filens färgrymdBlend-fil-dataBlandadBlandareBlender (bäst för import/export tur och retur)Blender 2.7Blender 2.8Blandare 27xBlender-dataBlender Drivers EditorBlender-tilläggBlender-filBlender-filvyBlender-ID:nBlender Info LogBlender-namnBlender-objektutrymmeBlender OriginalBlender RNADefinitioner av Blender RNA-strukturBlender-renderingBlender-versionBlender World SpaceBlender kompilerad utan Audaspace-stödBlender är kompilerad utan bibliotek för rörelsespårning.Blender är fri programvaraBlender-belysningsstyrkor utan konverteringBlender-inställningar för rymddataBlender-underprocess avslutades med felkod {:d}Blender kompilerades utan en bildrutans brusreducerare.Blender startades i offline-läge, vilket inte kan ändras under körning.Blender startar nästa gång som det är nu.Blenders tilläggsarkiv måste vara aktiverat för att kunna installera tillägg!Blenders tilläggsarkiv måste uppdateras!Blenders tilläggsarkiv hittades inte!Blenders officiella webbplatsBlendfilen '%s' verkar vara skadad, den innehåller ogiltiga ID-namn. Dessa har trunkerats.Blendfile '%s' skapades av en framtida version av Blender och innehåller ID-namn som är längre än vad som för närvarande stöds. Dessa har avkortats.Blendfile-importkontextBlendfile-importkontextelementBlendfile-importkontextposterBlendfile Importera kontextbibliotekBlendfile Importera kontextbibliotekBlendfile-importkontexten har initialiserats och fyllts med en lista över objekt som ska importeras, inga data har ännu länkats eller lagts till.BlandningBlandningsfaktorBlandningslägeBlandningsfaktorBlandningsfaktor för panel- och menyskuggorBlandning till oelastisk kollisionBlandningsvikt för detta benBlandningar mellan en dielektrisk och metallisk materialmodell. Vid 0,0 består materialet av ett diffust eller genomskinligt baslager med ett speglande reflektionslager ovanpå. Ett värde på 1,0 ger en helt speglande reflektion färgad med basfärgen, utan diffus reflektion eller transmission.Blandar nyckelrutor från aktuellt tillstånd till en in- eller uttoningskurva.Blender ut formen mellan flera hårkurvor inom en viss radieBlobby-element i ett metaball-datablockBlockeradBlockerad Blocker-kollektionenBlomningBlåBlå kanalBlå kanalBlå komponent i färgfältetBlått brusBlå brus (första)Blått brus (rent)Blått brus (rund)Blå:BlåkopiaOskärpaSuddighetOskärpaavståndSuddighet IterationerOskärpa-lägeOskärpningsstorlekSudda ut stegOskärpningsstyrkaOskärpningsbreddBlur XSudda ut en bild längs en riktningSudda ut en bild med hjälp av flera suddningslägenSuddig effekt av penselOskärpegräns, maximal CoC-radieSudda ut skuggaliasing med hjälp av procentuell närhetsfiltreringOskärpningsstyrka per iterationSudda ut färgen på den inmatade bilden i YCC-färgrymden före keying, samtidigt som luminansen lämnas intakt, med hjälp av en gaussisk suddning av given storlek.Sudda ut den beräknade mattan med en gaussisk suddning av angiven storlek.Sudda ut den upplösta strålningen med hjälp av ett bilateralt filter.Sudda ut studioljuset i bakgrundenSudda ut med kamerans skärpedjupSudda ut vikt i aktiv vertexgruppSudda ut steg för normal avklingningSuddig filmSuddar ut/mjukar upp kanten mellan murbruk och tegelstenar. Detta kan vara användbart med texturer och förskjutningstexturer.BrödtextBoidBoid BrainBoid-regelnBoid-reglerBoid-inställningarBoid-tillståndBoid-staterBoid-effektorviktBoidhöjd i förhållande till partikelstorlekBoid-regelns namnBoid-tillstånd för boid-fysikBoid-statens namnBoid kommer att bekämpa denna gång en starkare fiendeBoiderBoids 2DBokehBokeh-oskärpaBokeh-bildBokeh-typBokeh-typ:Rotationsförskjutning av bokeh-formFetstilFetstil och kursiv stilBenBenet '%s' har föråldrade B-Bone-segmentdata – uppdatering av depsgraph krävs!Benet "%s" är inte ett B-ben!Benet '%s' tilldelades inte samlingen '%s'Benarmatur-relativ matrisBenskärvMedlemskap i Bone CollectionSpecialerbjudanden på benkollektionerBenskörpelsamling UIBenskörningarBensamlingar (alla)Benskivor (rötter)Bensamlingar som innehåller detta benBenfärgBenfärgssatserBenfärgerBenbegränsningsegenskaperBenbegränsningarBone DirBenhöljeBenhöljets avståndBenhöljenBen frånBenvärmeviktning: kunde inte hitta någon lösning för ett eller flera benBenhierarkiBenets inflytandeBeninfoBenlåst viktBenmatrisBenets namnBen OriginalBenställning AktivBenställning valdBenegenskaperBenrelativBenrulleVal av benBenvalssatsBeninställningarBenformskalaBenstorlekBenstarkBen tillBenens synlighetBenets trådmodellens opacitetBone har redan en IK-begränsningBen associerat med denna PoseBoneBenskog %s kan inte redigeras, kanske lägga till en överskrivning på armeringsdata?Benskivsamling '%s' hittades inte i Armature '%s'Bensamling i ett armaturdatablockBenskivsamling med index %d hittades inte på Armature %sBensamlingar kan endast redigeras på en armatur.Benfärgerna synkroniserades; för {:d} ben kommer detta inte att synas på grund av att benfärgen i posen åsidosätter dem.Ben definierande förskjutningBenförvrängningsavstånd (endast för kuvertförvrängning)Benförvrängningsvikt (endast för kuvertförvrängning)Ben i ett armeringsdatablockBenet ärver rotation eller skala från överordnat benBen kan väljasBen visas alltid i trådram oavsett skuggning i visningsfönstret (användbart för icke-hindrande anpassade benformer).Ben kan inte transformeras i redigeringsläget.Ben är inte synliga förutom i redigeringsläget.Benet syns inte i redigeringsläget.Benet syns inte när det är i redigeringsläge.Ben väljs i PoseringslägeBenets placering anges i lokalt utrymmeBenet har inte lagts till i en samling och är dolt eftersom det finns enskilda bensamlingar.Ben hittades inteBen hittades inte: {:s}Justering av benrullenBenrotation runt huvud-svansaxelnFel i benvaletVal av ben under målningenBen som definierar visningstransformationen för denna anpassade formBen som fungerar som ändhandtag för B-Bone-kurvanBen som fungerar som startgrepp för B-Bone-kurvanBen för att ställa in texturkoordinaternaBen att omvandla frånBen att använda för speglingenBen lades till i en dold samling '%s'Bone {:s} har en trasig referens till {:s} samlingen '{:s}'Ben {:s} valt på båda sidor, spegling skulle bli tvetydig, avbryter. Välj endast vänster eller höger sida, inte båda.BenBenBen och hudBen som tilldelats denna bensamling. I armeringsredigeringsläget returnerar detta alltid en tom lista med ben, eftersom bensamlingens medlemskap endast synkroniseras när redigeringsläget avslutas.Ben för olika valda objektBen i denna samling kommer att vara synliga i pose-/objektläge.Endast ben: tillämpa objektets transformationskanaler för åtgärden på det begränsade benet, istället för benets kanaler.Ben som är barn till detta benBen:%s/%sBokmärkenBokmärken SpecialerbjudandenBool-attributBool-attributvärdeBoolsk värde i geometriattributBooleskBoolesk arrayBooleskt fältBoolesk matematikBoolesk modifierareBoolesk noduttagBoolesk nodsockelgränssnittBoolesk operationBooleskt värdeBoolesk rutnät som definierar topologin/aktiva regionerModifierare för booleska operationerDet booleska resultatet är för stort för att lösaren ska kunna hantera det.Boolesk val av kurvans rotpunkterBoolesk val av kurvspetsarBoolesk lösare inte tillgänglig (kompilerad utan den)Boolesk värdesockel för en nodBoostfaktorGränsGränskollisionerBredd på kantlinjeGränsrendering stöds inte av sequencerGräns välj endast fästa UV:erGränserBådaBåda sidornaBåda grannarnaBåda sidorBåde ZBåda objekten måste vara nät.Båda delar upp långa kanter och sammanfaller korta kanter för att förfina nätdetaljerna.BottenNedre baslinjeBottenhöjdNederst till vänsterUndre läppens inflytandeBottenortografiskPerspektiv från bottenBottenbreddJustera längst ner vid laddning (förutom för egenskapsredigerare)Längst ner på listanNedre intervall för X-axelns destinationsrörelseNedre intervall för X-axelns källrörelseNedre intervall för Y-axelns destinationsrörelseNedre intervall för Y-axelns källrörelseNedre intervall för Z-axelns destinationsrörelseNedre intervall för Z-axelns källrörelsePackningsgränsens nedre vänstra hörnStudsighetBundenBegränsad per renderingslager antal sampel per globala sampelGränserGränsGränskanterGränsyta-uppsättningGränsavklingningGränsursprungsförskjutningGränsform (konvex)GränsutjämningGränstopologiGränskanterGränstyp att maskeraBegränsadBegränsningsrutaBounding Box CenterBounding box-volymen måste vara större än 0GränserGränser centrumGränsklämmaGränser MaxGränser MinLådaBoxens bakgrundsfärgerBoxfärgBoxmarginalBoxmaskBoxens rundhetBoxvalBox SkärpaBoxhörnradie som en faktor av boxhöjdBoxfilterBoxmarginal som faktor för bildbreddBoxliknande former (dvs. kuber), inklusive plan (dvs. markplan)LådorFlätade hårkurvorFlätans börjanGrenutjämningGren: {:s}MässingDela upp nätytorna och låt dem följa partiklarnaBryt utvalda ben i kedjor av mindre benÖmtåligNedbrytningNedbrytning av nyckelbildrutaVälj brytpunktBryta tröskelnTegelsten (vanlig)Tegelsten (pressad)Tegel (mjuk)TegelstrukturTegelstenens breddTegelstenarTegelstenar 1Tegelstenar 2Data för ljusstyrka/kontrastmodifierare för sekvensremsaLjusareLjusstyrkaVärde för ljusstyrkekorrigering. En additiv faktor som används för att öka bildens totala ljusstyrka. Använd ett negativt tal för att göra bilden mörkare och ett positivt tal för att göra den ljusare.Ljusstyrkans gräns för intensitetLjusstyrkemultiplikatorIkonens ljusstyrkaLjusstyrketröskel för användning av spritebaserat skärpedjupLjusstyrka/KontrastFramåtFör in benpositionen i det modifierade objektetFör in ingångssamlingsgeometrin i det modifierade objektet och behåll den relativa positionen mellan objekten i scenen.Överför ingångsobjektets geometri, placering, rotation och skala till det modifierade objektet, och behåll den relativa positionen mellan de två objekten i scenen.FramhävaSändningsåtgärderSänd alla kompatibla åtgärder till alla objekt. Animerade objekt får alla åtgärder som är kompatibla med dem, andra får ingen animering alls.BronsBrunBrown-Conrady-distorsionsmodellBrownskBläddraBläddra efter åtgärd som ska länkasBläddra bland armaturdata som ska länkasBläddra bland penslar som ska länkasBläddra bland cachefiler som ska länkasBläddra bland kameradata som ska länkasBläddra bland kurvdata som ska länkasBläddra bland kurvor Data som ska länkasBläddra bland Grease Pencil-data som ska länkasBläddra bland ID-data som ska länkasBläddra bland bilder som ska länkasBläddra bland Lattice Data som ska länkasBläddra bland lätta data som ska länkasBläddra i LightProbe för att länkaBläddra bland linjestilsdata som ska länkasBläddra bland masker som ska länkasBläddra bland material som ska länkasBläddra bland nätdata som ska länkasBläddra bland Metaball Data som ska länkasBläddra bland filmklipp som ska länkasBläddra i nodträdet som ska länkasBläddra bland objekt som ska länkasBläddra bland färgkurvdata som ska länkasBläddra bland palettdata som ska länkasBläddra bland partikelinställningar som ska länkasBläddra bland punktmolnsdata som ska länkasBläddra bland scener som ska länkasBläddra bland ljud som ska länkasBläddra bland högtalardata som ska länkasBläddra bland text som ska länkasBläddra bland texturer som ska länkasBläddra bland volymdata som ska länkasBläddra bland arbetsytor som ska länkasBläddra bland världsinställningar som ska länkasBläddra efter filer och tillgångarBläddra i den här filenBläddra, installera och hantera tillägg från fjärr- och lokala arkivBläddringlägeBorsteLägg tillBöjningTvåskalig gripKlumpOskärpaGränsBorsttypLeraLerremsorLera TummeMedursKlonTygFärgrampKonstantMotursVeckTömDeformationRiktningDraRitaRita ansiktsuppsättningarRita skarptElastisk deformationFörbättra detaljerRaderaExpanderaAvtagningFyllGripBlås uppInverteradJitterLagerFörstoraMaskSkrapa i flera planMultires förskjutningsraderareMultires-förskjutningssmearNyNormalKnuffFärgNypKnäpp vinkelrättKrympningspunktFlygplanPoseTryckRoteraSkalaVässaFörenklaGlid och koppla avSmearJämnOrmkrokMjukgöraSubtraheraYtaTummeFärgtonTri-Scale GrabVridningBorsta tillgångPenselresurs (osparad)BorstresursreferensBorstfunktionerBorstkollektionBorstdetaljBorstavfallPenselgradientBorsthöjdBorstmaskBorste NormalPenselförinställningarBorstradiusBorstinställningarBorststorlekBorstspecialerBorststruktur-slotBorsttypPenselblandningslägePenseldatablock för lagring av penselinställningar för målning och skulpteringBorsta datablockBorstdeformation förskjuter nätets hörnpunkterBorsten deformerar nätet genom att deformera begränsningarna i en tygsimulering.Penseln projiceras på duken från en definierad riktning inom penselns närhet.Penseln ligger efter musen och följer en jämnare bana.Borsten påverkar endast hörn som vetter mot betraktaren.Borsten fungerar på alla öarBorstinställningarPenselstorlek i skärmytanBorststegBorstens styrkaBorststruktur slumpmässig vinkelBorststrukturrotationBorste att använda under hela penseldragetBorsttypidentifierare för vilken det mest lämpliga verktyget kommer att sökas framBrushs funktionerBorste(r)Pensel. Använd vänster musknapp för att välja färg i paletten.BorstarBorstar stöder inte automatiska förhandsvisningarBubblaBubbla FlytkraftBubbelmotståndBubblorBuffertBuffertstorlekFelByggBygg 100% proxy-upplösningBygg 25% proxy-upplösningBygg 50% proxy-upplösningBygg 75% proxy-upplösningByggmodifierareBygg original:Bygg utan förvrängning:Bygg en rotation från en axel och en rotation runt den axelnBygg en rotation från kvaternionkomponenterBygg en rotation från separata vinklar runt varje axelSkapa anpassade normaler på locken för mer kontinuerliga skuggkanter med rörformen.Bygg effektmodifierareSkapa proxyservrar för extra film- och bildremsor i varje förhandsgranskningsstorlekBygg proxyupplösning 100% of den ursprungliga filmens dimensionBygg proxyupplösning 100% of den ursprungliga oförvrängda filmens dimensionBygg proxyupplösning 25% of den ursprungliga filmens dimensionBygg proxyupplösning 25% of den ursprungliga oförvrängda filmens dimensionBygg proxyupplösning 50% of den ursprungliga filmens dimensionBygg proxyupplösning 50% of den ursprungliga oförvrängda filmens dimensionBygg proxyupplösning 75% of den ursprungliga filmens dimensionBygg proxyupplösning 75% of den ursprungliga oförvrängda filmens dimensionSkapa index för rekordkörningstidskodBygga proxyservrar...Skapar endast nya streck (förutsatt att det är en "additiv" ritning)Byggd utan Fluid-modifierareByggd utan Ocean-modifierareByggd utan Remesh-modifierareByggd utan SLIM, faller tillbaka till konform metodByggd utan VR/OpenXR-funktionerInbyggd funktion F-modifierareInbyggdInbyggd tillgångInbyggd animationsspelareInbyggd filhanterare för att öppna, spara och länka dataInbyggda teckensnitt kan inte byta namnInbyggda tangentbordskonfigurationer kan inte tas bort.Inbyggda teman kan inte skrivas överInbyggda teman kan inte tas bortBulgariska - БългарскиBumpKorrigering av bump mapEndast bumpBump mapping för att simulera utseendet av förskjutningPaketPaketartiklarBundle Node-uttagBundle Node Socket-gränssnittPaket SolidPaketdataBundle i geometriBundle-uttag för en nodBundlar som ska sammanfogas på den översta nivån för varje bunt. När det finns dubbletter används endast den första förekomsten.FlytkraftFlytkraftens densitetFlytkraftsvärmeUppdrivande kraft baserad på röktäthet (högre värde resulterar i snabbare stigande rök)Uppdrivande kraft baserad på rökvärme (högre värde resulterar i snabbare stigande rök)Bränn in i bildBrännlägeUpptagen med att rita!RövButt cap (platt)Knappen verkar inte ha någon fastighetsinformation kopplad till sig (ptr.data = %p, prop = %p)Av Active ToolEfter grupp-IDEfter lagerAv Loose PartsEfter materialEfter namnEnligt beställningMed gånger över aktuell bildrutaMed gånger över första valda markörAv Times över nolltidEfter värden över markörvärdetEfter värden över nollvärdetBytefärgBytefärg (sRGB-kodad): {} {} {} {}BytefärgsattributByte FärgattributvärdeBytekodBytecode-hashBézierBézierkurvaBézierkurvpunktBézierpunkterBézier-segmentBézier UBézier VBézierkurvpunkt med två handtagBézierkurvpunkt med två handtag som definierar en nyckelbildruta på en F-kurvaBézier-spline kan inte ha punkter tillagdaCCFLCFL-nummerCINEONCPUCPU-raytracingprestanda kommer att vara dåligCRFCSV (.csv)CSV-import: Kan inte öppna filen '%s'CSV-import: tom fil '%s'CSV-import: kunde inte tolka filen '%s'CUDACacheCachefilCache-filerCachefiler datablockCache FinalCacheindexCache-informationCachen är föråldradCache-lagerCache-lagerCache-nätCachemodifierareInställningar för cacheöverläggCache-sökvägCache RawCache-resultatCache-inställningarCache-stegCache-katalogCachefilens sökvägCache slutlig bild för varje bildrutaCache-bildrutor under uppspelning av simuleringsnoderCache måste vara aktiveratCachen är inaktiverad tills filen sparas.CachenamnCache för ett elements positioner i världsrummet över ett bildruteintervallCache råbilder som läses från disken, för snabbare justering av strip-parametrar på bekostnad av minnesanvändningCache de inkommande data så att de kan användas utan omberäkning.Cache ljudet i minnetBaka målDiskettÄrva från modifierareFullpackadCachelagrad räckviddCachad från den första Line Art-modifierarenCachad från den första Line Art-modifieraren.Cachelagrad plats på sökvägenCachelagrade positioner per bildrutaCachar hastigheter för mesh-hörnpunkter. Dessa kommer att användas (automatiskt) vid rendering med rörelseoskärpa aktiverat.CachingBurBursträngsprutningBur ObjektBurens opacitetBur-objekt "%s" hittades inte i den utvärderade scenen, det kan vara dolt.Burhörn ändrades från %d till %dBeräknaBeräkna alfaBeräkna hålBeräkna objektets rörelsebanorBeräkna orderBeräkna överlappningBeräkna banor för valda benBeräkna valt till bildrutaBeräkna vertexvikt dynamisktBeräkna ett slumpmässigt värde eller en slumpmässig färg baserat på ett inmatat startvärdeBeräkna alla valda objekt istället för bara det aktiva objektetBeräkna en alfakanal baserat på RGB-värden i bildenBeräkna benbanor från huvudenBeräkna benbanor från svansarBeräkna penselavståndet i förhållande till scenen med hjälp av penseldragets placering.Beräkna borstavståndet i förhållande till vynBeräkna barn som passar bra med långt hårBeräkna jämn fjäderförskjutningBeräkna fjäderförskjutning som en andra kurvaBeräkna höjder mot odelat nät med låg upplösningBeräkna hål vid fyllning av överlappande kurvorBeräkna modifierare i linjärt utrymme istället för sekvenserarens utrymmeBeräkna normaler vinkelräta mot Z-axeln och kurvtangenten. Om en serie punkter är vertikala används X-axeln.Beräkna normaler som ger en jämnare tjocklek (långsamt, inaktivera när det inte behövs)Beräkna normaler med minsta vridning runt kurvtangenten över hela kurvanBeräkna partikelrotationerBeräkna banor för de valda benenBeräkna punkters hastigheter automatisktBeräkna positionsgränser för varje instans geometrisatsBeräkna relativ position (med hjälp av kanter)Beräkna relativ position (med hjälp av ytor)Beräkna självskärningar och överlappningar innan du fyller iBeräkna skarpa kanter med hjälp av anpassade normaldata (om tillgängliga)Beräkna simuleringar i geometrinodmodifierare från början till aktuell bildrutaBeräkna statistik om en datamängd från ett fält som utvärderats på en geometriBeräkna gränsmasken baserat på isolerade öar i nätverkstopologinBeräkna gränsmasken mellan ansiktsuppsättningarBeräkna borstavståndet med hjälp av vy- eller scenavståndetBeräkna geometrins centrum baserat på den aktuella pivotpunkten (median, annars begränsningsruta)Beräkna tyngdpunkten utifrån ytanBeräkna masscentrum från volymen (måste vara mångfaldig geometri med konsekventa normaler)Beräkna riktningen och storleken på förändringen i värdena för ett skalärt rutnätBeräkna flödet in och ut från varje punkt i ett riktningsvektorgallerBeräkna det interpolerade värdet för ett nätattribut på den närmaste punkten på dess yta.Beräkna de interpolerade värdena för ett nätattribut vid en UV-koordinatBeräkna gränserna för en geometris positioner och generera ett boxnät med dessa dimensioner.Beräkna storleken och riktningen på cirkulationen för ett riktningsvektorgallerBeräkna medelvärdet och medianvärdet för ett givet fältBeräkna minimum och maximum för ett givet fältBeräkna antalet sampel genom att dela upp varje spline i segment med angiven längd.Beräkna ordningen på kanter (behövs för nät, men inte kurvor)Beräkna avståndet till målets kanterBeräkna avståndet till målets ansiktenBeräkna avståndet till målets punkter (snabbare än de andra lägena)Beräkna standardavvikelsen och variansen för ett givet fältBeräkna ytan på ett nätets ytorBeräkna till bildrutaBeräknar ett nytt manifold-nät baserat på volymen av det aktuella nätet. Alla datalager kommer att gå förlorade.Beräknar simulering...BeräkningsintervallBeräkningstypBeräkning med hjälp av biblioteket MikkTSpace, i överensstämmelse med tangenter som används på andra ställen i Blender.KalibreringSamtalspanelÅterkopplingsfunktion definieras för inbyggda nyckelsatserKalligrafiKameraTillbakaStängDjupSlutFixaFramsidaLinsNyKameran "%s" är inte en kamera med flera vyer.Kamera- och linsseffekterKamerans gränserKameraklämmaKamerans gallringsmarginalKameravalKamera AnpassadKameradataKamerans brännvidd: %.1f mmKamerans brännvidd: %.1f°KameraguiderKamerainformationKameralinsens skala: %.3fKameraobjektKameraförskjutningKamerans ortografiska projektionKamerakontrollKamera PanoramaKameraföräldralåsKamera PassepartoutKameravägKameraperspektivKameraförinställningarKameralösareKamerauppställningsbegränsningKamerasuffixKameravynKamerans synlighetKamerazoomKameradatablock för lagring av kamerainställningarKameradatablockKamerans klippavståndKamera horisontell förskjutningKameralinsens synfältKamerans objektivets horisontella synfältKamerans vertikala synfältKamera nära klippavståndKameraprojektionsmatrisKameraskiftKamera som aktiveras på denna bildrutaKamera för visningKamera som används som referenspunkt vid uppdelning av geometri, användbar för att undvika krypande artefakter i animationer när scenkameran rör sig.Kamera som rörelsen är kopplad till (om tom aktiv scenkamera används)KameratyperVertikal förskjutning av kameranKamerans huvudaxelKamerans brännviddKamera(er)KamerorKan endast tilldela utvärderade data till utvärderade objekt, eller originaldata till originalobjekt.Kan endast kopiera en anpassad normal, vertexnormal eller ytnormal.Kan endast välja från 3D-vyfönstret eller översiktsfönstretKan endast spara sekvenser på bildsekvenserKan endast skala regionens storlek från en åtgärdszonKan endast storleksanpassa fyrdubbla vyer från en åtgärdszonKan endast packa upp bake om den aktuella .blend-filen är sparad.Det går inte att ändra arbetsytan medan jobb körs.Det går inte att ändra arbetsytan med modifierade bilder, spara dem först.Kan inte redigera drivrutinsnummervärdet, se drivrutinsredigeraren för drivrutinsinställningarna.AvbrytAvbryta och ångra en pågående streckningAvbryt animering, återgå till ursprunglig bildrutaAvbryt fasningAvbryt filåtgärdAvbryt visning av renderingsvynAvbryter...Det går inte att avbryta denna åtgärd.Det går inte att (av)markera ben på länkat objekt, det skulle kräva en överskrivning.Kan inte ladda bildenDet går inte att komma åt samlingens geometri eftersom den ännu inte har utvärderats. Detta kan inträffa när det finns en beroendecykel.Kan inte komma åt objektets geometri eftersom den ännu inte har utvärderats. Detta kan inträffa när det finns en beroendecykel.Kan inte komma åt objektets transformationer eftersom det ännu inte har utvärderats. Detta kan inträffa när det förekommer en beroendecykel.Det går inte att aktivera en filväljardialog, en är redan öppen.Det går inte att lägga till Rigid Body till objekt som inte är mesh-objekt.Det går inte att lägga till en samling till en länkad/ersättande samling/scen.Det går inte att lägga till en färgtagg till en länkad samling.Det går inte att lägga till ett lager till CacheFile '%s'Det går inte att lägga till en ny samling till länkad/ersättande scen.Kan inte lägga till aktivt lager som maskDet går inte att lägga till bensamlingar till en länkad armatur med ett systemöverskridande; skapa uttryckligen ett överskridande på armaturdatan.Det går inte att lägga till bensamlingar till en länkad armatur utan att åsidosätta armaturdata.Det går inte att lägga till kanter i redigeringsläget.Det går inte att lägga till ytor i redigeringsläget.Det går inte att lägga till kroksben för ett objekt som inte är en armatur.Kan inte lägga till krok utan andra valda objektDet går inte att lägga till loopar i redigeringsläget.Kan inte lägga till fler än %i UV-kartorKan inte lägga till nod %s i nodträdet %sKan inte lägga till nod %s i nodträdet %s: %sKan inte lägga till nod '%s' i en gruppKan inte lägga till nod '%s' i en grupp: %sKan inte lägga till nodgruppen '%s' till '%s'Kan inte lägga till nodgruppen '%s' till '%s': %sKan inte lägga till nod av typ %s till nodträdet '%s'Kan inte lägga till nod av typ %s till nodträdet '%s' %sDet går inte att lägga till objekt till en biblioteksöverskrivning eller länkad samling.Det går inte att lägga till egenskaper för att åsidosätta data.Kan inte lägga till egenskap till inbyggd nyckelsatsKan inte lägga till socket till inbyggd nodDet går inte att lägga till hörn i redigeringsläget.Det går inte att lägga till zoninmatningsnoden '%s' till en grupp utan dess parade utmatning '%s'.Det går inte att lägga till zonutgångsnoden '%s' till en grupp utan dess parade ingång '%s'.Kan inte tilldela FFmpeg-formatkontextDet går inte att tilldela tillräckligt med videominne för att baka "{}" ({} / {} MB). Försök att minska upplösningen eller avståndet för att minska storleken på tilldelningen.Kan inte lägga till datablock '%s' av typ '%s'Det går inte att tillämpa konstruktiva modifierare på kurvor. Konvertera kurvan till nät för att kunna tillämpa modifierarna.Modifieraren kan inte tillämpas på denna objekttyp.Kan inte tillämpa pose på lib-länkad armaturKan inte tillämpa denna modifierare på Grease Pencil-geometriKan inte tillämpas på en armatur för flera användareDet går inte att tilldela materialet '%s', det måste redan användas av objektet Grease Pencil.Kan inte tilldela länkad bensamling %sKan inte baka i zonenKan inte baka ljussonden under renderingKan inte baka format som inte är "bildsekvenser"Kan inte bygga fjädrarKan inte ändra pose när "viloläge" är aktiveratKan inte ändra åtgärd, eftersom den fortfarande redigeras i NLA.Kan inte ändra gammal fil (fil sparad med @)Det går inte att rensa den inbäddade biblioteksöverskrivningen '%s', endast överskrivningar av verkliga datablock kan rensas direkt.Det går inte att rensa länkad biblioteksöverskrivning '%s', endast lokala överskrivningar kan rensas direkt.Det går inte att konvertera valda objekt när de är i redigeringsläge.Kan inte konvertera till den valda typenDet går inte att kopiera/klistra in packade data.Kan inte skapa Rigid Body-världKan inte skapa redigeringsläge för armaturKan inte skapa stillbildKan inte skapa tangent inuti hastighetsövergångDet går inte att skapa objekt i huvuddatabasen med ett utvärderat datablock.Kan inte skapa förinställningen "{:s}", eftersom namnet redan finns.Kan inte skapa undertextfilKan inte skapa animationskontextenKan inte skapa transformation på länkade dataKan inte skapa övergångDet går inte att skapa övergång från första eller sista nyckelnDet går inte att ta bort samlingen '%s', eftersom den antingen är länkad till andra scener/samlingar eller är en överskrivning i biblioteket.Det går inte att ta bort det aktuella synliga arbetsutrymmet med id '%s'.Kan inte ta bort id '%s', indirekt använda datablock behöver minst en användareKan inte ta bort indirekt länkat id '%s'Kan inte ta bort indirekt länkat bibliotek '%s'Kan inte ta bort indirekt länkat objekt '%s'Det går inte att ta bort biblioteksöverskrivnings-id '%s', det ingår i en överskrivningshierarki.Det går inte att ta bort låsta lager.Det går inte att ta bort objektet '%s' eftersom det används av överskrivningssamlingar.Det går inte att ta bort objektet '%s' från scenen '%s', indirekt använda objekt behöver minst en användareKan inte bestämma bakningsplats på disken. Återgår till packad bakning.Kan inte göra något i läge {!r}Kan inte flytta kameran när bildförskjutningen är låstKan inte dra ett utgångsuttagDet går inte att dra panelen utan inmatningarDet går inte att duplicera det aktuella valet.Det går inte att redigera "runtime"-status för datablock som inte är blendfile, eftersom de per definition alltid är runtime.Det går inte att redigera bensamlingar på en länkad armatur med ett systemöverskridande. Skapa ett överskridande uttryckligen på armaturdatan.Det går inte att redigera bensamlingar på länkade armeringar utan att åsidosätta inställningarna.Det går inte att redigera bensamlingar som är länkade från en annan blend-fil.Det går inte att redigera ben grupper för biblioteksöverskrivningarDet går inte att redigera begränsningar som kommer från länkade data i en biblioteksöverskrivning.Kan inte redigera externa biblioteksdataKan inte redigera dolda objektKan inte redigera biblioteksdataDet går inte att redigera bibliotekskopplade eller icke-redigerbara överskrivningsobjekt.Det går inte att redigera bibliotekskopplade eller icke-redigerbara överskrivningsobjekt.Kan inte redigera bibliotek eller icke-redigerbara överskrivningsdataDet går inte att redigera biblioteket eller åsidosätta data.Det går inte att redigera länkade nät- eller kurvdata.Kan inte redigera länkad nodträdDet går inte att redigera modifierare som kommer från länkade data i en biblioteksöverskrivning.Det går inte att redigera objektet '%s' eftersom det används av överskrivningssamlingar.Kan inte redigera objekt som används av överskrivande samlingarDet går inte att redigera förhandsvisningar av överskrivna biblioteksdata.Det går inte att redigera egenskaper från överskrivningsdata.Det går inte att redigera shaderfxs som kommer från länkade data i en biblioteksöverskrivning.Det går inte att redigera shaderfxs i en biblioteksöverskrivning.Det går inte att redigera den här egenskapen från ett länkat datablock.Det går inte att redigera den här egenskapen från ett systemöverskridande datablock.Det går inte att redigera den här egenskapen från ett överskrivningsdatablock.Kan inte säkerställa katalog: %sKan inte utvärdera nodgruppKan inte utföra boolesk operationKan inte utföras, skärningspunkt endast tillgänglig med exakt lösareKan inte utföras, icke-exakt lösare och tom samlingKan inte utföras, icke-mångfaldiga ingångarKan inte utföras, den valda samlingen innehåller objekt som inte är nätobjekt.Kan inte utföras, okänt felDet går inte att exportera blandade kurvtyper i samma kurvobjekt.Det går inte att exportera blandade cykliska och icke-cykliska kurvor i samma kurvoobjekt.Kan inte avgöra vilket objekt detta ben tillhör.Kan inte hitta rutnätet '%s'Kan inte hitta en scen som kan ersätta den aktiva raderade scenen '%s'Det går inte att hitta en scen som kan ersätta den aktiva scenen, som tillhör biblioteket '%s' som ska raderas.Kan inte hitta en scen som kan ersätta den aktiva borttagna scenen '%s'Kan inte hitta klass {:s} i {:s}Kan inte hitta nycklar att arbeta medKan inte hitta lib '%s'Kan inte hitta objektdata för %s lib %sDet går inte att flyga ett objekt med begränsningarKan inte flyga när vyförskjutningen är låstKan inte generera material för okänd {:s} renderingsmotorKan inte hämta internt värde från paketetKan inte hämta mesh från bur-objektetKan inte initialisera tygKan inte initialisera GPU:nKan inte infoga gruppen '%s' i '%s'Kan inte sammanfoga objekt som delar armeringsdata: %sKan inte ansluta i redigeringslägeKan inte länka datablock '%s' av typ '%s'Det går inte att länka objekt till en länkad scen.Det går inte att länka objekt till samma scen.Kan inte ladda de bakade uppgifternaDet går inte att göra en bensamling till en ättling till sig själv.Det går inte att göra biblioteksoverridning från ett lokalt objekt.Kan inte skapa segmentModala/icke-modala objekt kan inte blandasDet går inte att ändra namnet på ett obligatoriskt geometriattribut.Kan inte flyttas ovanför en modifierare som kräver originaldataKan inte flytta ovanför basformnyckelnKan inte flytta bortom en icke-deformerande modifierareKan inte flytta samling från index '%d' till '%d'Effekten kan inte flyttas bortom stapelns slutModifieraren kan inte flyttas bortom listans slutModifieraren kan inte flyttas bortom stapelns slutModifieraren kan inte flyttas bortom listans börjanKan inte flytta remsan till en annan scenKan inte flytta remsa till icke-metaremsaDet går inte att navigera en kamera från ett externt bibliotek eller en icke-redigerbar överskrivning.Kan inte navigera ett objekt med begränsningarDet går inte att navigera när vyförskjutningen är låst.Kan inte öppna måltillgången %s för skrivningKan inte öppna filen %s för skrivning: %sKan inte öppna filen: {}Det går inte att skriva över systemfiler för tillgångar. Spara som ny fil.Det går inte att skriva över systemfiler. Vill du spara som en ny fil?Kan inte skriva över exportfilenDet går inte att skriva över filer som hanteras av tillgångssystemet.Kan inte skriva över använd bibliotek '%.240s'Kan inte packa absolut fil: '%s'Det går för närvarande inte att packa multiview-bilder från rådata...Det går för närvarande inte att packa kaklade bilder från rådata...Kan inte måla streckDet går inte att para ihop zoninmatningsnod %s med %s eftersom de inte har samma zontyp.Det går inte att klistra in drivrutinsvariabler utan en drivrutin.Kan inte klistra in utan materialKan inte posera libdataKan inte visa icke-redigerbara dataDet går inte att trycka ner åtgärder medan du justerar en remsa, avsluta först justeringsläget.Det går inte att länka om markörer till samma scen.Kan inte läsa %s '%s': %sKan inte läsa '%s': %sKan inte läsa OSO-bytecode för att lagra i nod vid {!r}Kan inte läsa alternativ startfil: "%s"Kan inte läsa blandningsfilen '%s', ofullständig rubrik, kan komma från en nyare version av BlenderKan inte läsa filen "%s": %sDet går inte att omfördela ingångar: rekursion upptäcktDet går inte att omfördela ingångar: remsan har inga ingångarKan inte ladda om med aktiva modala operatörerKan inte flytta indirekt länkat bibliotek '%s'Kan inte flytta biblioteket '%s' till den aktuella blend-filen '%s'Det går inte att ta bort ett objekt från en länkad eller biblioteksöverskrivningssamling.Kan inte ta bort bakgrundsbilden %d från kameran '%s', eftersom den kommer från länkade referensdata.Kan inte ta bort inbyggd nyckelsatsKan inte ta bort inbyggda attribut: {}Kan inte ta bort kanter i redigeringslägetKan inte ta bort loopar i redigeringslägetDet går inte att ta bort fler kanter än vad nätet innehåller.Det går inte att ta bort fler öglor än vad nätet innehåller.Det går inte att ta bort fler polygoner än vad nätet innehåller.Det går inte att ta bort fler hörn än vad nätet innehåller.Kan inte ta bort polys i redigeringslägetDet går inte att ta bort egenskaper från överskrivningsdata.Det går inte att ta bort egenskaper från den inbyggda nyckelsatsen.Kan inte ta bort hörn i redigeringslägetKan inte rendera, ingen kameraKan inte lösa sökvägen %s för skrivningKan inte returnera channelbag när slot är NoneKan inte riva ansiktenKan inte rippa flera frånkopplade hörnpunkterKan inte rippa icke-mångfaldiga hörn eller kanterDet går inte att spara tillgångskataloger innan Blender-filen har sparats.Kan inte spara blend-fil, sökvägen "%s" är en katalogKan inte spara blend-fil, sökvägen "%s" är inte skrivbarKan inte spara bilden under renderingKan inte spara bilden, sökvägen "%s" är inte skrivbarKan inte spara flerlagerssekvenserKan inte spara normal fil (%s) som tillgångssystemfilKan inte spara textfil, sökvägen "%s" är inte skrivbarDet går inte att separera det aktuella valetKan inte separera kurvor med formnycklarKan inte separera noderDet går inte att ange ett negativt intervall.Det går inte att ange absoluta sökvägar med en osparad blend-fil.Det går inte att ställa in både uttag och panelidentifierare.Kan inte ställa in instanssamling eftersom objektet tillhör samlingen som instansieras, vilket orsakar en cykel.Det går inte att ställa in relativa sökvägar med en osparad blend-fil.Det går inte att ställa in plats utan en tilldelad åtgärd.Kan inte snurraDet går inte att dela upp det aktuella valet.Det går inte att dela upp markeringen när "Synkronisera markering" och "Delad vertex" är aktiverade.Det går inte att byta plats på '%s' och '%s', eftersom en eller båda inte får plats på sina nya platser.Det går inte att byta ingångar på ett uttag med flera ingångar.Det går inte att byta ut valda remsor eftersom de inte får plats på sina nya platser.Det går inte att byta plats på valda remsor eftersom de kommer att överlappa varandra på sina nya platser.Det går inte att koppla bort en biblioteksoverridingssamling som inte är roten i dess overridehierarki.Det går inte att koppla bort åtgärden '%s'. Det är oklart vilket objekt eller vilka objektdata den ska kopplas bort från, eftersom det inte finns något objekt eller några objektdata som överordnade i Outliner-trädet.Det går inte att koppla bort samlingen '%s' som är kopplad till en annan samling '%s'.Det går inte att koppla bort samlingen '%s'. Det är oklart vilken scen, samling eller instans den ska kopplas bort från, eftersom det inte finns någon scen, samling eller instans som är överordnad i Outliner-trädet.Det går inte att koppla bort materialet '%s'. Det är oklart vilket objekt eller vilka objektdata det ska kopplas bort från, eftersom det inte finns något objekt eller några objektdata som överordnade i Outliner-trädet.Det går inte att koppla bort objektet '%s' från den länkade samlingen eller scenen '%s'.Det går inte att koppla bort objektet '%s' som är kopplat till ett annat länkat objekt '%s'.Det går inte att koppla bort texturen '%s'. Det är oklart vilken Freestyle-linjestil den ska kopplas bort från, det finns ingen Freestyle-linjestil som överordnad i Outliner-trädet.Det går inte att koppla bort materialet '%s' från länkade objektdata.Det går inte att ta bort länken till detta objektdata.Det går inte att ta bort länken till det icke-stödda '%s' från ljuslänksamlingen '%s'.Det går inte att koppla bort världen '%s'. Det är oklart vilken scen den ska kopplas bort från, det finns ingen scen som överordnad i Outliner-trädet.Det går inte att packa upp enskilda biblioteksfiler, '%s'Det går inte att uppdatera en länkad armatur med en systemöverskrivning. Skapa en överskrivning explicit på armaturdata.Kan inte använda OpenGL-rendering i bakgrundsläge (ingen OpenGL-kontext)Kan inte använda armeringsobjekt som anpassad benformKan inte använda vertex med normal med längd nollKan inte använda yta med nollareaKan inte använda ben med längd nollKan inte använda kurva med längd nollKan inte använda kant med längd nollKan inte verifiera benets namn utan en genererad riggDet går inte att skriva en enda fil med ett animerat format valt.Kan inte skriva fil: %sKan inte skriva till tillgång %s: %sCanvasCanvas NormalCanvas-inställningarCanvasytorCanvas röntgenCanvasrutnätets färgCanvas-rutnätets förskjutningCanvas-rutnätets opacitetCanvas-rutnätsskalaCanvas-rutnätets underindelningarCanvas-nätet uppdateras inteCap-slutpunktKapsylfyllningstypCap StartKepsarKapslar Justera normalerKapslar SlutKapslar Extrapolera radieCaps-inmatningSammanfoga kepsarCaps-upplösningKepsar SmoothKapslar StartKapsyltypKapselFångaFånga attributFånga attributobjektFångstdistansFånga upp utsläppFånga indirektFånga föremålFånga världenTa en bild av en redigerareTa en bild av hela Blender-fönstretTa en skärmdump som förhandsgranskning för den valda resursenFånga hela fönstretKol (fast)KartongKardinalKaskadräkningKaskadtoningKaskadens maximala avståndFallSkiftlägeskänsligEndast skiftlägeskänsliga träffarRollistaGjutjärnGjutningsmodifierareKastad skuggaKastad skugga KaustikKasta en fyrkantig spotljusformKasta strålar och hämta information från träffpunktenKasta strålar från ovanför ytanKasta strålar från kontextgeometrin på en målgeometri och hämta information från varje träffpunkt.Kasta strålar till aktivt objekt från en burKasta skuggor från volymetriska material på volymetriska material (mycket dyrt)Katadioptrisk storlekKatalanska - CatalàKatalogKatalog-IDKatalogväljareKatalog Enkelt namnKatalog-UUIDKatalogen kan inte släppas i sig självKatalogen är redan placerad på högsta nivåKatalogen finns redan i denna katalog.Katalog som ska användas för den nya tillgångenKataloger kan inte redigeras i detta tillgångsbibliotek.KategoriCatmull RomCatmull-ClarkCatmull-RomCatromFå ytorna på nätobjektet att visas eller försvinna en efter en över tid.Få bilden att upprepas horisontellt och vertikaltFå bilden att upprepas i rutmönsterOrsakar att Grease Pencil-data dupliceras med objektetOrsakar att åtgärder dupliceras med datablockenOrsakar att armaturdata dupliceras med objektetOrsakar att kameradata dupliceras med objektetOrsakar att kurvdata dupliceras med objektetOrsakar att kurvdata dupliceras med objektetOrsakar att gitterdata dupliceras med objektetOrsakar att ljusdata dupliceras med objektetOrsakar att ljusprobsdata dupliceras med objektetOrsakar att materialdata dupliceras med objektetOrsakar att nätdata dupliceras med objektetOrsakar att metaball-data dupliceras med objektetFår partikelsystem att dupliceras med objektetOrsakar att punktmolnsdata dupliceras med objektetGör så att allt som är markerat (med A-tangenten) avmarkeras om det redan finns något markerat.Orsakar att högtalardata dupliceras med objektetOrsakar att ytdata dupliceras med objektetÖppnar cirkelmenyn med tabbtangenten (byter mellan 'Tab' och 'Ctrl-Tab')Orsakar att textdata dupliceras med objektetOrsakar att volymdata dupliceras med objektetKaustikHålrumHålrum (inverterat)Hålrum (inverterat)HålrumskurvaKavitetskoefficientHålrumsmaskKavitetsryggenHålrumsdalenHålrumsskuggning beräknad i världsrummet, användbar för större ocklusionerCbCeil-lägeCellbrusCellstorlekCelltypCelltyp som ska markerasCelsiusCementCentrumCenter Action Säker marginalMittdiagonalCentreringMittpunktCentrera titel Säker marginalCentrum i globalt visningsutrymmeTyngdpunktMitt på kroken, används för falloff och displayMitten av detta ansikteCenter på bildrutaMittpunkt för rotation/skalningMittposition för rutan för valSfärens mittpunktCentrera textCentrera kameravyn och ändra storleken på vyn så att den passar dess gränser.Centrera vyens låsförskjutningCentrera vyn så att markören är i mitten av vyn.Centrera vyn till Z-djupet under muspekarenSäkerhetszoner i mittenCentrumCentimeterCentimeterCentrala axelnCentral cylindriskCentroid-sammanslagningCentCentumvikterKedjaKedjeantalKedjelängdKedja lösa kanterKedjeförskjutningKedjeprioritetKedjeskalningKedja efter avståndKedjeantal för val av de första N kedjornaKedjan följer målets positionKedjan följer målets rotationKedjningKedjemetodKedjorKrita (fast)Sannolikheten för att varje punkt ingår i urvaletSannolikheten för att varje punkt eller kurva ingår i urvaletSannolikheten att partikeln passerar genom nätetFörändringÄndra aktivt lagerÄndra fallÄndra effekttypÄndra ingångarÄndra utdataÄndra scen tilldelad till remsaÄndra storlekÄndra UV-valslägeÄndra typen för en anpassad egenskap eller justera hur den visas i gränssnittet.Ändra alfatransparens längs strecketÄndra alfatransparens baserat på ett materialattributÄndra alfatransparens baserat på avståndet från ett objektÄndra alfatransparens baserat på avståndet från kameranÄndra blå kanalÄndra ljusstyrkaÄndra penselstorlek med en skalärÄndra versaler och gemener för varje namnÄndra kollisionsformer för valda styva kroppsobjektÄndra färgerna i alla datablock till det nya arbetsområdetÄndra kontrastÄndra kurvans form (rundad eller platt)Ändra riktningen på punkterna i de markerade streckenÄndra domäntyp för simuleringenÄndra faktorer för Mix-noder och Mix Shader-noderÄndra övertoningsgraden för visade lökramarÄndra flödesbeteendet i simuleringenÄndra teckenkod för teckensnittÄndra teckenavståndÄndra grön kanalÄndra hur vätska sprutas utÄndra hur attributet lagrasÄndra hur färgattributet lagrasÄndra färgtonÄndra färgton/mättnad/värde för streckenÄndra ikon för lagergruppÄndra linjens färg längs strecketÄndra linjens färg baserat på ett materialattributÄndra linjens färg baserat på slumpmässigt brusÄndra linjens färg baserat på streckets riktningÄndra linjens färg baserat på avståndet från ett objektÄndra linjens färg baserat på avståndet från kameranÄndra linjefärg baserat på den radiella krökningen av 3D-meshytaÄndra linjens färg baserat på den underliggande veckvinkelnÄndra linjens tjocklek längs strecketÄndra linjens tjocklek baserat på ett materialattributÄndra linjens tjocklek baserat på avståndet till ett objektÄndra linjens tjocklek baserat på avståndet från kameranÄndra linjens tjocklek så att strecket ser ut som om det är ritat med en kalligrafipenna.Ändra ljudet på varje bildrutaÄndra pivotpunkt för transformationer (buggy)Ändra position för aktiv benuppsättning i listan över benuppsättningarÄndra röd kanalÄndra mättnadÄndra val för alla ytorÄndra val för alla hörnÄndra urvalslägeÄndra valet av alla UV-hörnÄndra valet av alla UVW-kontrollpunkterÄndra valet av alla kurvpunkterÄndra valet av alla markörer för aktivt spårÄndra valet av alla metaball-elementÄndra valet av alla tidsmarkörerÄndra valet av alla spårningsmarkörerÄndra valet av alla synliga objekt i scenenÄndra valet av alla synliga rapporterÄndra sortering så att kolumnen under markören användsÄndra UV-texturvärden för slagÄndra slaglängd, rotation eller skalaÄndra strecktjocklekByt flikar endast när denna redigerare delar en gräns med en dispositionÄndra den aktiva åtgärden som användsÄndra fasvikt för kanterÄndra cachetypen för simuleringenÄndra begränsningens position i listan så att den utvärderas efter det angivna antalet andra.Ändra kantarnas veckÄndra vinkeln på hörnpunkternaÄndra kurvornas riktning genom att byta plats på deras start- och slutdata.Ändra riktningen som en kedja av ben pekar i (huvud och svans byter plats)Ändra visningsordningen för de valda streckenÄndra effektens position i listan så att den utvärderas efter det angivna antalet andra.Ändra låsstatus för alla eller vissa vertexgrupper för aktiva objektÄndra låsstatus för alla formnycklar för aktiva objektÄndra det minsta avstånd som används av densitetsborstenÄndra läget som används för urvalsmaskering i kurvskulpteringslägetÄndra modifierarens index i stapeln så att den utvärderas efter det angivna antalet andra.Ändra antalet nycklar för valda partiklar (rot- och spetsnycklar inkluderade)Ändra objektet i det aktuella lägetÄndra objektet i det aktuella läget • Ctrl för att lägga till i det aktuella lägetÄndra streckens opacitetÄndra kolumnernas ordningÄndra positionen för den aktiva linjesatsen i listan över linjesatserÄndra stilmodulens position i listan över stilmodulerÄndra urvalsläget för Grease Pencil-streckÄndra storleken på bildenÄndra storleken på miniatyrbilderÄndra storleken på miniatyrbilder i diskreta stegÄndra storleken på miniatyrbilder i listvyerÄndra simuleringshastighetenÄndra strip-modifierarens index i stacken så att den utvärderas efter det angivna antalet andra.Ändra typen av kurvorÄndra den underliggande simuleringsmetodenÄndra synligheten för skulpturens ytans uppsättningarÄndra arbetsfärgrymden för alla färger i denna blandningsfilVäxla till motsvarande flik när du klickar på ikonerna för översiktsdata.Ändra till det valda VR-landmärket från listanÄndra typ av effekt i simuleringenÄndra typ av vätska i simuleringenÄndra värdeÄndra synlig datakälla i kalkylbladetÄndra vilken geometrityp operationen påverkar, kanter eller hörnÄndra zoomförhållandet för sekvenseraren förhandsgranskningÄndradÄndrat ValdaÄndrar storleken på teckensnitt och widgets i gränssnittetÄndrar tjockleken på widgetkonturer, linjer och punkter i gränssnittetÄndring av kantfogar beräknar om UV-uppackningenKanalKanal %dKanalfärgKanalstyrning (endast inställd för styrningskurvor)KanalgruppKanalgruppsfärgerKanalnyckelKanalmatrisKanalpackadKanalfärger är inaktiverade i AnimationsinställningarKanal som definierar posdata för ett ben i en poseKanal där remsan ska skärasKanalnummerKanal att placera denna remsa iKanalvärden som är högre än detta maximum registreras inte.Kanalvärden som är lägre än detta minimum är nycklade.ChannelDriver-variablerKanalerKanaler för bilden som ska visasKanaler för bilden som ska ritasKanaler för förhandsgranskning som ska visasKanaler som ska visas i histogrammetKaraktärsindexKaraktärsinformationTeckenavståndKaraktärens viktTecken som används för att dela upp objektnamn i en hierarkisk strukturKaraktärerKolAvgiftEffektorns viktChebychevChebyshev-avståndKontrollera befintligtKontrollera interna fjädernormalerKontrollera ytnormalerKontrollera och korrigera alla strängar i den aktuella .blend-filen så att de är giltiga UTF-8 Unicode (krävs för vissa gamla 2.4x-områdesfiler).Kontrollera och varna vid överskrivning av befintliga filerSök efter uppdateringar vid startKontrollera om Välj vänster eller högerKontrollera om en given sträng finns i en annan strängKontrollera om förlängningslinjer kolliderar med streckKontrollantKontrollavståndKontrollant EvenKontrollant OddChecker-strukturSchackbrädeinterfolieradSchackbrädesstorlekKontrollera om det finns uppdateringar för tilläggKontrollera om det finns uppdateringar för tillägg{:s}Kontrollera giltigheten för den aktuella .blend-filen *EFTER* ångra-stegetKontrollera giltigheten för den aktuella .blend-filen *INNAN* du sparar den på disken.Kontrollera giltigheten för den aktuella .blend-filen *INNAN* ångra stegetChiangBarnBarnnummerBarn tillBarn av tvångKontrollens barnBarn av begränsning hittades inteBarnpartikelBarnpartiklarBarnradieBarnets rundhetBarnfröBarnstorlekBarnsamling med dess samlingsrelaterade inställningarBarn av denna pose benBarnpartikel interpolerad från simulerade eller redigerade partiklarBarnpartiklar genererade av partikelsystemetBarnBarn UtökadBarn frånBarn per förälderBarnsamlingar med sina föräldrasamlingsspecifika inställningarBarn utökade i användargränssnittetKinesiska (förenklad) - 简体中文Kinesiska (traditionell) - 繁體中文ChokeVälj BW för att spara gråskalebilder, RGB för att spara röda, gröna och blå kanaler och RGBA för att spara röda, gröna, blå och alfakanaler.Välj kollisionstypVälj skärmlayoutVälj urvalssetVälj en maximal storlek för alla exporterade texturerVälj en förhandsgranskningsbild för penselnVälj en widget för benkontrollVälj aktiv färgstoppVälj en bild som hjälper dig att identifiera datablocket visuellt.Välj mellan ett godtyckligt antal värden med ett indexVälj mellan snabbare uppdateringar eller snabbare renderingVälj underinstanser för varje element istället för att instansiera hela geometrin.Välj olika visualiseringar av bibliotekets överskrivningsdataVälj förskjutningsutrymme för bakningVälj hur många Bone-influenser som ska exporterasVälj hur subdivisionsmodifierare ska mappas till USD-subdivisionsschemat under exporten.Välj instanser från "Instans"-inmatningen vid varje punkt istället för att instansiera hela geometrin.Välj normalt utrymme för bakningVälj pseudorandomtVälj skuggninginformation som ska bakas in i bildenVälj tillgångsbiblioteket för att visa tillgångar frånVälj önskad färg så kommer shaderen att approximera absorptionskoefficienten för att återge liknande hår.Välj filformat för att sparaVälj interpoleringstyp som nya nycklar ska läggas till medVälj vilken typ av widget du vill skapaVälj synlighet för flikar i egenskapsredigerarenVälj varifrån du vill hämta vägledande hastigheterVälj om du vill exportera endast intervallet [0, 1] eller alla UV-rutor.Välj {} datablock som ska tilldelas denna användareHackighetVågkronans ojämnhet (lägger till en viss horisontell komponent till förskjutningen)Christensen-BurleyChroma-nyckelKromatiskt brusChroma vektorscopeKromatisk aberrationKromatisk anpassningKromatisk anpassning från en annan vitpunktBioBio (48)Cineon (.cin)CirkelCirkel (HSL)Cirkel (HSV)Cirkel segmentCirkel med inre punktCirklarCirkulärCirkulär beroende för bild "%s" från objekt "%s"Cirkulär lättnad (starkast och mest dynamisk)Effektens cirkularitetKlämmaKlämma avgränsningsrutaKlämma direktKlämfaktorKlämma GlansigKlämma indirektKlämförskjutningKlämöverlappningKlämregionKlämresultatKlämyta DirektKlämyta indirektKlämma tillKlämma för begränsningKlämtypKlämvolym DirektKlämvolym indirektKlämvågorKläm fast ett värde mellan ett minimum och ett maximumKlämma ljusa höjdpunkterKrama ljusa höjdpunkter så att deras ljusstyrka inte överstiger detta värde.Klämma fast kollisionsimpulser för att undvika instabilitet (0,0 för att inaktivera klämning)Begränsa pixelintensiteten för att minska bruset i glansiga reflektioner från reflektionskubkartor (0 för att inaktivera)Klämma fast resultatet för noden till intervallet 0,0 till 1,0Kläm fast kurvans Z-axelKläm fast kurvbanans barn så att de inte kan passera kurvans start-/slutpunkt.Kläm fast den direkta belysningsintensiteten för att minska bruset (0 för att inaktivera)Kläm fast faktorn till intervallet [0,1]Kläm fast indexen till storleken på attributdomänen istället för att mata ut ett standardvärde för ogiltiga index.Begränsa den indirekta belysningsintensiteten för att minska bruset (0 för att inaktivera)Kläm fast resultatet till intervallet [0,1]Kläm fast resultatet till målintervallet [Till min, Till max]Kläm fast transformationen till avståndet som varje hörnpunkt rör sig i den ursprungliga formenKläm fast bredden för att undvika överlappningKlämtjocklek baserad på vinklarKlämma värden till intervallet för det ursprungliga grannskapet. Förhindrar överskridande och underskridande.Klämma inom kantens utsträckningBegränsningTydlighetKlassKlassnamnKlassiskKlassisk Ashikhmin-sammet (äldre modell)KlassiskRena kurvorRensa filer efter installationenRensa uppRensa spår med höga felvärden eller få bildrutorRensa upp i18n-arbetsrepository (po-filer)Rensa kantgrupperRengöringsåtgärd att utföraTydligtTa bort taggen "disabled" från alla F-kurvor för att få trasiga F-kurvor att fungera igen.Rensa "interna" förhandsvisningar (material, texturer, bilder osv.)Rensa AktivRensa alltRensa animeringsdataRensa tillgångsdataKlarlackKlarlack NormalKlarlackens grovhetTydlig cyklisk (F-modifierare)Klar DeltaRensa drivrutinerRensa F-kurva-snapshots (spöken) för aktiv grafisk redigerareRensa falska användareRensa bort falska användare och ta bort kopior som lagrats i detta datablocks NLA-stack.Klar bildTydliga bilder före bakning (endast internt)Klara hinderKlar inreTydliga lokala begränsningarRensa LöstRensa nodetiketterKlar yttreRensa föräldrarRensa förälder InversTydliga föräldrarRensa listan över senaste filerRensa lista över senaste filer...Klar FörblivenTydliga sömmarTydlig spårningRensa TransformKlar typRensa upp tillTydlig visareTydliga åtgärder att genomföraRensa endast aktivt spår istället för alla valda spårRensa alla bakningar av linjekonstmodifierareRensa alla beräknade dataRensa alla begränsningar från de valda benenRensa alla begränsningar från de valda objektenRensa alla nyckelrutor för den aktuella egenskapenRensa alla modifierare från de valda objektenRensa alla övergivna datablock utan användare från filenRensa alla streck i det aktuella Grease Pencil-objektetRensa alla visningslåsningarRensa och behåll omvandlingRensa och behåll omvandling (Clear Track)Tydlig animering för FK- eller IK-benTydlig insamling som endast bidrar indirekt i visningslagretRensa förhandsvisningar av samlingarRensa förhandsgranskningar av datablock (endast för vissa typer som objekt, material, texturer etc.)Rensa delta-platsen utöver att rensa den normala platstransformationenTydlig delta-rotation utöver att rensa den normala rotationstransformationenRensa deltaskenan utöver att rensa den normala skalomvandlingenRensa dolda valda spårTydliga bilder före bakning (endast för intern lagring)Rensa istället för att markera sömmarTydlig invers korrigering för Child Of-begränsningTydlig invers korrigering för Object Solver-begränsningRensa nyckelrutor från alla element i matrisenTydliga etiketter på valda noderTydlig maskering av samling i det aktiva visningslagretTydliga rörelsebanor för alla benTydliga rörelsebanor för alla objektTydliga rörelsebanor för valda benRensa rörelsebanor för valda objektRensa förhandsvisningar av objektRensa sökvägen vid återstående bildrutor (efter aktuell)Rensa sökvägen upp till aktuell bildrutaTydlig markering för valet istället för att ställa in detTydligt förhandsgranskningsområdeTydliga förhandsvisningar av material, ljus, världar, texturer och bilderTydliga förhandsvisningar för scener, samlingar och objektRensa rullning för valda benFörhandsgranska tydliga scenerTydliga sömmar på sydda kanterRensa förhandsvisningar för valda .blend-filerRensa bort förskjutningar in/ut från början och slutet av innehålletTydlig stil snarare än att ställa in denRensa text efter typRensa inställningen "solo" för alla bensamlingarRensa den aktiva gruppenRensa tillgångsdata vid tillägg (den sparas alltid för länkade data)Rensa gränserna för betraktarens åtgärderRensa gränserna för gränsrenderingen och inaktivera gränsrenderingenRensa gränserna för renderingsområdet och inaktivera renderingsområdetRensa kommandohistorikenRensa den valda renderingsplatsenRensa raden och spara i historikenRensa maskens föräldraskapRensa objektets platsRensa objektets ursprungRensa objektets föräldraskapRensa objektets rotationRensa objektets skalaRensa egenskapen och använd standardvärdet eller det genererade värdet i operatorerna.Rensa listan över senaste filerRensa scrollback-historikenRensa sökfiltretRensa lutningen för valda kontrollpunkterRensa hela vägenTa bort spårningsbegränsning eller flagga från objektRensa spår efter/före aktuell position eller rensa hela spåretRensa transformationsvärden efter överföring till deltasRensa vertexskulpteringsmaskeringsdata från nätetRensa vertex hudlagerTydligt:KlickaKlicka på en knapp för att välja en samling:Klicka på nätet för att ställa in detaljernaKlicka för att lägga till skydd mot raderingKlicka här för att tilldela knappen:Klicka för att öppna informationsredigerarenKlicka för att placera ändpunkter för raka linjesegment (anslutna)Klicka för att ta bort skyddet mot raderingKlick på bakgrunden startar inte strecketKlippKlipp AlphaKlippkameraKlippets innehållKlippvisningKlippredigerareKlippredigerareKlippets slutKlipprutnätKlippbildClip Max XKlipp Max YKlipp Min XKlipp Min YKlippplanKlippets börjanKlämremsaKlipptröskelKlipp UV-koordinater till gränser efter uppackningKlippanvändareKlipp alfa under denna tröskel i den 3D-texturerade vynKlipp ritningar till kamerastorlek vid export i kameravynKlippredigeringsutrymme dataKlipp till gränserKlipp till det kubformade området runt bilden och ställ in yttre pixlar som transparenta.Klipp till bildstorlek och ställ in yttre pixlar som transparentaKlipp visningsinnehåll baserat på vad som är synligt i andra sidovyerKlippbordet innehåller ingen matrisUrklipp innehåller ingen tillgångUrklipp är tomtKlippbordet är för långtKlippningKlippning av kantKlippgränserKlippningsförskjutningKlippning StartKlippningsalternativKlippar animationer till valt uppspelningsintervallMedursKlon AlphaKlonera bildKlonlagerKlonkartaKlonförskjutningKlonera målartexturindexKlonera UV-loop-lagerKlonera UV-looplagerindexKlonera UV-loop-lagerindexKlonera från bild/UV-kartaKlon från Paint SlotStängStäng allaStäng områdeStäng meny vid avgångStäng SplineNära spline-metodenStäng tipsStäng menyerna när musen flyttas utanför området.Stäng eller öppna alla objektStäng eller öppna den valda strecken genom att lägga till ett segment från sista till första punkten.Stäng valt områdeStäng det aktuella fönstretSluten kretsStängt som standardStängda slingor stöds inteNärmastNärmaste indexNärmaste UDIMNärmaste viktStängningStängning IngångStängningsinmatningspostStängningsposterStängningsnod-IDStängningsnoduttagStängningsnoduttaggränssnittStängningsutgångStängningsutgångsposterAvslutningsposterStorlek på stängningStängningszonStängning har ingen inmatning: "{}"Stängning har ingen utdata: "{}"Stängningsuttag för en nodTygInställningar för tygkollisionerTygdämpningTygmässaTygmodifierareTygförinställningarTyginställningarTygsimuleringTygkollisioner fungerar i förhållande till kollisionsnormalerna (förbättrar penetrationsåterhämtningen)Tygkollisionsimpulser verkar i riktning mot kollisionsnormalerna (mer tillförlitligt i vissa fall)Tygdynamik för hårTygmodell med vinklade böjfjädrarTygmodell med linjära böjfjädrar (äldre modell)Modifierare för tygsimuleringInställningar för tygsimulering för ett objektInställningar för tygsimulering för självkollision och kollision med andra objektTygets hastighet multipliceras med detta värdeMolnMoln TexturKlumpKlumpkurvaKlumpfaktorKlumpiga hårkurvorKlumpbrusKlumpbrusstorlekKlumpförskjutningKlumpbildningKlumpbildningSammanfogar befintliga hårkurvor med hjälp av styrkurvorKlusterkontrollerGruppera kontroller i samma positionCmdGrovKappaKappa IORKappa NormalBeläggningens grovhetKappans viktCodecCodec-inställningar för JPEG 2000Koefficient K0 för linspolynometKoefficient K1 för linspolynometKoefficient K2 för linspolynometKoefficient K3 för linspolynometKoefficient K4 för linspolynometKoefficienterKoefficienter för 'x' (börjar med lägsta potens x^0)Kaffe (färskt/rostat)FärgKollapsStäng (minimera) alla valda expanderbara animationskanalerKollapsar kanterSammanfattning av kollapsenDölj alla kanaler (inte bara valda kanaler)Kollaps kanter utan ytor, tyg sömmarKollaps i alla fall utom för shaderKollapsa isolerade kant- och ytregioner genom att slå samman data såsom UV-värden och färgattribut. Detta kan kollapsa kantringar samt regioner av sammankopplade ytor till vertikaler.Vik ihop korta kanter för att ta bort nätdetaljer där det är möjligt.Dölj sammanfattningen när den visas, så att alla andra kanaler döljs (endast Dope Sheet-redaktörer)Dölj regionen som visar operatörsinställningarnaSamla relaterade noder i ett gemensamt område. Användbart för organisering när återanvändbarheten av en nodgrupp inte krävs.SamlingNySamling %dSamlingen '%s' (instansierad av det aktiva objektet) kan inte åsidosättas.Samling '%s' finns redan i samling '%s'Samlingen '%s' är inte ett original-ID.Samling '%s' finns inte i samling '%s'Samlingen '%s' hittades inteSamling BarnSamling BarnSamlingens färgSamlingens färgkodSamlingens färgerSamlings-exportbehandlareSamlingsindexSamlingsinformationSamlingsinstans Tom storlekSamling LjuslänkningSamlingsmaskSamlingsmaskerSamlingsnamnSamling NegationSamlingsnoduttagSamlingsnodens sockelgränssnittSamlingsobjektSamlingsobjektSamlingsegenskaperSamlingsspecialerSamlingens UIDSamling innehållande objekt som deltar i denna simuleringSamling innehållande objekt med styva kroppsbegränsningarSamlingen innehåller aktuella objektInsamling av datablockSamlingen innehåller inte objekttyper som kan återges för automatisk förhandsgranskning.Samlingsnamn att lägga tillSamling av AOV:erSamling av färgramp-elementSamling av kurvkartpunkterSamling av förar-F-kurvorSamling av dynamiska målningsdukarSamling av F-kurvmodifierareSamling av F-kurvor för en specifik åtgärdsslot, på en specifik remsaSamling av Grease Pencil-bildrutorSamling av fettpennlagerSamling av maskeringlager för fettpennaSamling av fettpennorSamling av endast ID:n, som används för att skilja mellan potentiella ID:n med samma namn från olika bibliotek.Samling av KeyConfigsSamling av ljusgrupperSamling av NLA-serierSamling av NLA-spårSamling av NLA-remsor F-kurvorSamling av nodlänkarSamling av noduttagSamling av noderSamling av objektdatablockSamling av OpenXR-komponentvägarSamling av OpenXR-användarvägarSamling av profilpoängSamling av RetimingKeySamling av StripElementSamling av remsorSamling av UDIM-plattorSamling av UV-kartlagerSamling av XR-åtgärdskartbindningarSamling av XR-aktionskartobjektSamling av XR-åtgärdskartorSamling av åtgärdsslotsSamling av åtgärderSamling av tilläggSamling av animationskanaler, vanligtvis associerade med en actionslotSamling av animationslagerSamling av animerade serierSamling av anteckningsbildrutorSamling av anteckningslagerSamling av anteckningarSamling av armaturbenSamling av armaturredigeringsbenSamling av armaturerSamling av bakgrundsbilderSamling av bakverkSamling av blendfile-importkontextelementSamling av borstarInsamling av cachefilerSamling av cache-lagerSamling av kamerorSamling av attributobjekt för infångningSamling av kanaldrivrutinsvariablerSamling av barnsamlingarSamling av samlingsobjektSamling av samlingarSamling av kombinerade paketartiklarSamling av kurvsplinesSamling av kurvorSamling av anpassade tillgångsetiketterSamling av datablock som kan refereras till av bakade dataSamling av exportbehandlareSamling av f-kurvgrupperSamling av fält till rutnätsposterSamling av fält för att lista objektSamling av filutdataobjektSamling av filvägar med gemensam ``katalog``-rotSamling av typsnittSamling av formatsträngobjektSamling av generationsföremålSamling av prylarSamling av hårkurvorSamling av bilderSamling av index_switch-objektSamling av inmatade posterSamling av objekt som utgör en uppräkningSamling av nyckelbildpunkterSamling av nyckelsatsvägarSamling av tangentbordskartaobjektSamling av tangentbordskartorSamling av gallerSamling av lager som används av maskenSamling av lager som definierar denna maskSamling av bibliotekSamling av ljusproberSamling av lamporSamling av linjestilarSamling av huvudartiklarSamling av markörer för spårning av filmplanets banaSamling av markörer för spårning av filmspårSamling av markörer i spåretSamling av maskeringssplinepunkterSamling av maskeringssplinesSamling av maskerInsamling av materialSamling av nätkanterSamling av nätöglorSamling av nätpolygonerSamling av nätverkshörnSamling av nätSamling av metaball-elementSamling av metabollarSamling av filmklippSamling av filmspårningsobjektSamling av spår från filmens spårningsplanSamling av spår för filmspårningSamling av nodträdSamling av objektbegränsningarSamling av objekteffekterSamling av objektmodifierareSamling av objektvägarSamling av föremålSamling av objekt i detta spårningsdataobjektSamling av åsidosättningsåtgärderSamling av överskrivningsegenskaperSamling av packade bilderSamling av färgkurvorSamling av palettfärgerSamling av paletterSamling av partikelinställningarSamling av partikelsystemSamling av vägarSamling av flygplansspår i detta spårningsdataobjektSamling av flygspår i detta spårningsdataobjekt. Föråldrat, använd objects[name].plane_tracksSamling av punktcacherInsamling av punktmolnPoänginsamlingPoängsamling endast för Bézier-kurvorSamling av punkter som utgör denna poly- eller nurbs-splineSamling av pose-benbegränsningarSamling av relaterade ritningarSamling av relaterade skisserSamling av relaterade skisser på en viss bildrutaSamling av renderingslagerSamling av renderingspassSamling av renderingsvyerInsamling av återkommande artiklarSamling av scenerSamling av skärmarSamling av separata buntartiklarSamling av simuleringsartiklarSamling av lösta kamerorSamling av ljudSamling av källbibliotek, dvs. blendfile-sökvägarSamling av utrymmenSamling av högtalareSamling av Bézier-splinepunkterSamling av splinepunkterSamling av splines i detta kurvdataobjektSamling av splines som definierar detta lagerSamling av remsa modifierareSamling av studiolamporSamling av målben och vikterSamling av texterSamling av texturplatserSamling av texturerSamling av tidslinjemarkörerSamling av spårningsflygplansspårSamling av spår i detta spårningsdataobjektSamling av spår i detta spårningsdataobjekt. Föråldrat, använd objects[name].tracksSamling av spår som används för 2D-stabilisering (översättning)Samling av användarresursbibliotekSamling av användarutvidgningsarkivSamling av vertexfärgerSamling av vertexgrupperSamling av tittarobjektSamling av volymerSamling av fönsterhanterareSamling av fönsterSamling av arbetsytorSamling av världarSamling som tillhandahåller den instansgeometri som används för spridningSamlingsuttag för en nodSamling som innehåller objektet bör vara medlem iSamling denna lagerkollektion är inslagningSamling som ska användas som ingångsgeometriSamling som definierar ljuslänkarelationen för denna sändareSamling som definierar objekt som blockerar ljus från denna sändareSamling {:s} har samma uid {:d} som {:s}Samling(ar)SamlingarSamlingar av föremålSamlingar som är direkta underordnade denna samlingKollidera med objekt under simuleringenKollidera med andra kollisionsobjekt i scenenKollisionsfriktionKollisionKollisionssamlingKollisionssamlingarKollisionsmarginalKollisionsmodifierareKollisionskvalitetKollisionsinställningarKollisionsformKollisionsform för objekt i simuleringar med styva kropparKollisionstypKollisionsvertexgruppKollisionssamlingar med styva kroppar tillhörKollisionsavståndKollisionsmodifierare som definierar modifierarens stapelposition som används för kollisionKollisionsinställningar för objekt i fysiksimuleringKollisionerFärg+X+Y+Z-X-Y-ZALägg tillLägg till AlphaAlfaAlfa överAlpha UnderBBlandningstypBlandningslägeBlåCFärgFärgbränningFärg undvikandeKontrollerns ritstilKorsNuvarandeMörkMörk + RayMörkareSkillnadDelaRadera AlphaUteslutningGGamma CrossGrönHSV-nyckelkanalHårt ljusFärgtonIntensitetLjusLjus + StråleLättaLätthetBegränsa kanalLinjär förbränningLinjär belysningLumaBlandaLägeMultipliceraNästaÖverläggPin-belysningFöregåendeRRGBRGB-nyckelkanalRödErsättMättnadSkärmMjukt ljusSpillkanalSubtraheraOkändAnvänd kanalVärdeVärde:Levande ljusFärg och alfaFärg 01Färg 02Färg 03Färg 04Färg 05Färg 06Färg 07Färg 08Färg 09FärgattributFärgattributspecialerFärgattributFärgbalansFärgförstärkningFärgbränningFärgkorrigeringFärgdjupFärg undvikandeFärg TorrFärg FacFärgfältFärggridFärgade rutnätlinjerFärginterpoleringFärgnyckelFärglagerFärghanteringFärgkartläggningFärg MaximumFärgblandningsremsaFärglägeFärgmodifierareFärgmoduleringFärgnodFärgnoduttagFärgnoduttaggränssnittFärgopacitetFärgpalettFärgparametriseringFärgvägFärgväljareFärgväljarens typFärgpostFärg PreFärginställningarFärgkvantiseringsbitarFärgrampFärgramp-elementFärgramp-elementFärgsetFärgset-IDFärgset {:d}FärgsetFärgskiftningFärgrymdInställningar för färgrymdFärgrymd: FärgspillFärgspreadFärgstripeFärgmarkeringFärgmarkeringarFärgtröskelFärgtypFärgvärdeFärg och alfa för överlägg för kompositionsguideFärgattributbakning stöds endast för meshobjekt.Färgbalansförstärkning (höjdpunkter)Färgbalans gamma (mellantoner)Färgbalanslyft (skuggor)Färgbalansmodifierare för sekvensremsaFärgbalansparametrar för en sekvensremsaFärgbalansparametrar för en sekvensremsa och dess modifierareFärglägg celler efter positionFärgkurvkartläggning tillämpad före bildskärmstransformeringFärg för alla streck i detta lagerFärg för anpassad bakgrundsfärgFärg för felaktiga objektFärg för att fylla området som avgränsas av varje streckFärg för att markera nyckelrutor för fettpennaFärg för informationsposterFärg för blandning med primär fyllningsfärgFärg för nyligen tillagda F-kurvor för transformation (placering, rotation, skala) och även färg baseras på transformationsaxeln.Färg för objektets konturFärg för enfärgslägeFärg för remsa/åtgärd som "justeras" eller redigerasFärg för framgångsrika artiklarFärg för toning av streckfärgerFärg för varningsobjektFärg för trådmodell i redigeringsläge, men kantval är aktivtFärg från temperaturFärgtonförskjutningFärg i sRGB-färgrymdFärg i sRGB-färgrymd (främst för färger i användargränssnittet)Färg i det gammakorrigerade utrymmetFärg i det linjära rummetFärg i scenen linjär arbetsfärgrymdFärginmatning på vilken HSV-färgkonvertering kommer att tillämpasFärginmatning som korrigeringen ska tillämpas påFärginmatning som inversion kommer att tillämpas påFärgflimmer på färgtonFärgflimmer på mättnadFärgflimmer på värdeInställningar för färghanteringsdisplayFärghanteringsinställningar som tillämpas på bilden innan den sparasFärghanteringsinställningar som används för att visa bilder på skärmenFärghantering specifik för visningsenhetInställningar för färghanteringsvyInställningar för färgkartläggningFärgmodifieraren '%s' kunde inte tas bortFärgmodifierartypFärgmodifierare för att ändra linjefärgerFärglänkar baserade på deras anslutna uttagFärg på indikatorn för automatisk tangent när den är aktiveradFärg på aktiv markörFärg på nedbrytningsnyckelramMarkörens färg vid tilläggFärg på markören vid subtraktionFärg på markör för inaktiveradeFärg på extrem nyckelbildrutaFärg på mappar i filbläddrarenFärg på genererad nyckelbildrutaFärg på jitter-nyckelbildrutaFärg på nyckelbildens kantFärg på nyckelrutor på en bana efter aktuell rutaFärg på nyckelrutor på en bana före aktuell rutaFärg på ljusemissionen från ytanFärg på linjer som visar konstant interpoleringslägeFärg på linjer som visar easings och dynamiskt interpoleringslägeFärg på linjer som visar linjär interpoleringslägeFärg på låst markörMarkörens färgMarkörens konturfärgFärg på rörlig hållnyckelbildrutaFärg på nya anteckningslagerFärg på banan efter aktuell bildrutaFärg på banan före aktuell bildrutaFärg på överlägg för förhandsgranskningsområdeFärg på raycast när ett fallback-fall lyckasFärg på stråle när den missarFärg på raycast när den lyckasFärg på vanlig nyckelrutaFärg på scenremsans överlagringFärg på vald brytpunktsnyckelrutaFärg på vald extrem nyckelbildrutaFärg på vald genererad nyckelbildrutaFärg på vald jitter-nyckelbildrutaFärg på vald nyckelbildrutaFärg på vald nyckelbildsramFärg på vald markörFärg på vald rörlig hållnyckelbildrutaRökens färgFärgen på rök som avges från förbränning av bränsleFärg på sammanfattningskanalFärg på texturoverläggFärg på den 1px skugglinje som ligger under widgetsFärgen på F-kurvan i grafredigerarenFärgen på det omgivande ljuset som jämnt belyser scenenFärgen på området mellan tegelstenarnaBakgrundens färgFärg på gränsen mellan redigerareFärg på kanalen i dope-arketFärgen på motsvarande uttagstyp i nodredigerarenFärgen på det utsända ljusetFärgen på den första brickanFärgen på den första referensstenenFärgen på ljusets diffusa höjdpunktFärgen på ljusets speglande höjdpunktMaterialets färgFärg på materialet som används för diffus, underytlig, metallisk och transmissionFärgen på konturen för varje redigerare, utom den aktivaFärg på konturen för den aktiva redigerarenFärg på konturerna för paneler på högsta nivåFärg på konturerna för aktiva paneler på högsta nivåFärgens färgFärgen på den andra brickanFärgen på den andra referensstenenFärgen på glansreflektionenFärg på textinmatningsmarkören (caret)Färgen på banan i Movie Clip Editor och 3D-vyfönstret efter en lösningFärgpalett att användaFärgväljareFärgramp som mappar ett skalärt värde till en färgFärgramp som används för att ändra linjefärgFärgramp som används för att definiera penselhastighetseffektenFärgramp som används för att definiera avtagande närhetFärgskala som används för viktvisualisering i viktmålningslägeFärgmättnadsfaktorFärg vald för att applicera glödFärgsetet är användardefinierat istället för ett fast temafärgset.Färgset som anger benfärger för denna gruppFärgrymd i bildfilen, som ska konverteras till och från när bilden sparas och laddas.Färgrymd för den inmatade bildenFärgrymd för den utmatade bildenFärgrymd som sequenceren arbetar iFärgrymd att ställa inFärgrymd som används för YCbCrA-bearbetningFärgrymd som används för alla linjära färger i denna fil, samt för komposition, shader och geometrinodbearbetning.Färgstyrka för nya streck (påverkar färgens alfafaktor)Färgmarkering 1Färgmarkering 2Färgmarkering 3Färgmarkering 4Färgmarkering 5Färgmarkering 6Färgmarkering 7Färgmarkering 8Färgmärkning för en samlingFärgmärkning för en remsaFärgmarkering för nodgruppen som påverkar rubrikens färgFärgtemperatur för ingångens vitpunktFärgtemperatur för utgångens vitpunktFärgtemperaturen för scenens vitpunktFärg som kodar normal kartan i det angivna utrymmetFärg som måste behållasFärglägg passetFärgton för ingångens vitpunkt (standardvärdet 10 motsvarar dagsljus)Färgton för utgångens vitpunkt (standardvärdet 10 motsvarar dagsljus)Färgton för scenens vitpunkt (standardvärdet 10 motsvarar dagsljus)Färg som ska användas bakom stämpeltextenFärg som ska användas för stämpeltextFärg som används för kantFärg som används för skuggaFärg som används för aktiva benFärg som används för genererat skenFärg som används för valda benFärg som används för benytanFärg som används för toningFärg som används för att markera sortimentetFärgvärdefaktorFärgvärde i geometriattributFärg {:d}Färg1Färg2Färgade begränsningarFärgläggningFärgläggFärgläggningseffektFärgläggningseffektFärgerKolumnKolumn 1Kolumn 1 Rad 1Kolumn 1 Rad 2Kolumn 1 Rad 3Kolumn 1 Rad 4Kolumn 2Kolumn 2 Rad 1Kolumn 2 Rad 2Kolumn 2 Rad 3Kolumn 2 Rad 4Kolumn 3Kolumn 3 Rad 1Kolumn 3 Rad 2Kolumn 3 Rad 3Kolumn 3 Rad 4Kolumn 4Kolumn 4 Rad 1Kolumn 4 Rad 2Kolumn 4 Rad 3Kolumn 4 Rad 4KolumninterfolieradKolumnnamnKolumnväljareKolumnstorlekKolumnnummer för att visa höger marginal vidKolumn att hoppa tillKolumnerKolumnstorlekKolumner i tabellenKolumner:KamhårKombinationKombination av verklig förskjutning och bump mapping för finare detaljerKombineraKombinera paketKombinera paketartikelKombinera färgKombinera cylindriskaKombinera matrisKombinera OpenEXR-bilder med flera lager som renderats med olika samplingsintervall till en bild med reducerat brus.Kombinera sfäriskKombinera TransformKombinera XYZKombinera en translationsvektor, en rotation och en skalningsvektor till en transformationsmatris.Kombinera alla lager till ett enda lagerKombinera alla lager som har samma namnKombinera alla volymskuggkomponenter i en enda lättanvänd nodKombinera en bild från dess sammansatta färgkanalerKombinera och lägg till åtgärderKombinera valfritt antal inmatningssträngarKombinera båda vyerna i en komprimerad bildKombinera avstånds- och likvinkelprovtagning för volymer där ingen av metoderna är idealisk.Kombinera fyra kanaler till en enda färg, baserat på en viss färgmodell.Kombinera rutnät på ett subtraktivt sättKombinera rutnät på ett additivt sättKombinera lager baserat på läget till ett lagerKombinera lager i den aktiva gruppen till ett enda lagerKombinera nät på ett subtraktivt sättKombinera nät på ett additivt sättKombinera flera socketvärden till ett.Kombinera originalskalan med kopierad skalaKombinera rotationer som den ursprungliga kryssrutan Offset. Fungerar inte bra för rotationer med flera axlar.Kombinera rymdbakgrundsbilden med maskenKombinera det aktiva lagret med lagret precis under (om det finns).Kombinera lockets geometri med basnätet (genom att realisera instanser och slå samman hörnpunkter)Kombinera vyerna (vänster och höger) till en enda stereo 3D-utgångKombinera två bilder för visning sida vid sida. Används vanligtvis i kombination med en Viewer-nod.Kombinera två bilder med hjälp av djupkartorKombinera två remsor med hjälp av blandningslägenKombineradKombinerad exportKombinerad RGBKombinerad bakningspass kräver utsläpp eller en lätt pass med direkta eller indirekta bidrag aktiverade.Kombinerade kanalerKombinerad kurva tillämpas på varje kanal individuellt, vilket kan resultera i en förändring av färgtonen.Kombinerad åtgärdKombinerar alla sina direkta styva kroppar till ett enda styvt objekt.Kommaseparerade taggar som ska användas för den registrerade föräldernKommandotolken härKommandohistorikKommandot avbrutetKommandoradspromptKommandoradsspråkKommandoutdataKommando för att starta textredigeraren, antingen en fullständig sökväg eller ett kommando i $PATH. Använd den interna redigeraren om fältet lämnas tomt.KommentarVanligtVanliga animeringsegenskaperVanliga kurvegenskaperGemensamma temafunktionerGemenskapKompakt layoutKompakt listaKompakt med decimalerJämförJämför färgattributJämför materialJämför lägeJämför sömJämför SharpJämför UV-strålarJämför varje element i ingångsvektorernaJämför genomsnittet av ingångsvektorns elementJämför riktningen på ingångsvektorernaJämför skalärprodukterna av ingångsvektorernaJämför längden på ingångsvektorernaJämför hastigheter från föregående bildruta med nya hastigheter från aktuell bildruta och behåll det maximala värdet.Jämför hastigheter från föregående bildruta med nya hastigheter från aktuell bildruta och behåll det lägsta värdet.Kompensera eventuella skalförändringar i förhållande till rotationscentrumKompensera för ojämn objektskalaKompensera för skala som tillämpas av andra modifierareKompensera för skalning av en axel genom att tillämpa lämplig skalning på de andra två axlarna.Kompileringsmetod som används för att kompilera shaders parallellt. Underprocessen kräver mycket mer RAM för varje arbetare, men kan kompilera shaders snabbare på vissa system. Kräver omstart av Blender för att ändringarna ska träda i kraft. (Endast OpenGL)Kompilera bytecode för shader-skriptnodKompilera Cycles GPU-kärnan med endast de funktioner som krävs för den aktuella scenen.Kompilerad bytecode för den anpassade shadernKompilerad utan Bullet-fysikmotorKompilerad utan GMP, med hjälp av "float"-lösareKompilerad utan OpenVDBSammanställt utan ljudstödKompilera EEVEE-motorens shadersKompilerar shaders ({} kvar)Endast fullständiga matchningarFullständig rapport tillgänglig på textdata-blocket '{:s}'Rensa bort alla föräldrarelationer, inklusive eventuella modifierare.Ignorera föräldraskalning heltHelt oberoende manuellt inställbart handtagErsätt alla kanaler i pose-resursen helt med det aktuella valet.KomplexKomponentKomponentvägarKomponenttypKomponenterKompositKomponeringKompositnodvisareKomponeringsnoderKomponering...SammansättningKompositionsguide FärgKompositionsguiderCompositorCompositor Anpassad gruppCompositor Denoise Node-enhetCompositorsenhetCompositor Slutlig brusreducering KvalitetCompositorsmodifierareCompositorsnodCompositorsnodträdCompositorsnoderCompositorens precisionCompositorsförhandsgranskning AvbrusningskvalitetKompositornodgruppen har cykliska länkar.Sammansatt förälderKomprimeraKomprimera filKomprimera nät med DracoKomprimera scenrefererade värden från vanliga kameror till ACEScg-färgskalanKompressionKompressionsnivåKompressionsfjäderdämpningKompressionsstyvhetKompressionsstyvhet, maximalKomprimeringskodekinställningar för OpenEXRKompressionsnivå (0 = högsta hastighet, 6 = högsta kompression, högre värden stöds för närvarande inte)Komprimeringsmetod som ska användasKomprimeringsläge för TIFFBeräkningsområdeBeräkningen lyckadesBeräkna enhetstypBeräkna medelvärde och standardavvikelse för pixelvärdenBeräkna avståndet till närmaste kantBeräkna avståndet till närmaste ansikteBeräkna avståndet till närmaste hörnpunktBeräkna global belysning med hänsyn till ljus som reflekteras från omgivande objekt.Beräkna hur mycket halvklotet ovanför skuggpunkten är skymt, till exempel för att lägga till väderpåverkan på hörn. Obs! För Cycles kan detta avsevärt sänka renderingshastigheten.Beräkna den närmaste platsen på målgeometrinBeräkna determinanten för den givna matrisenBeräkna divergensen av gradienten för ingångsrutnätetBeräkna inversen av den givna matrisen, om en sådan finns.Beräkna inversen av den givna rotationenBeräkna singulärvärdesdekompositionen för den 3x3-delen av en matrisBeräknar ett signerat avståndsfält från den angivna maskenBeräknar avståndet till närmaste punkt samt dess position och färg.Beräknar avståndet till kanten av voronoicellenBeräknar avståndet till den näst närmaste punkten samt dess position och färg.Beräknar radien för n-sfären inskriven i voronoicellen.Konkavitet ÖvreBetongVillkorKonKonfiguration för ett enda strecksegmentKonfiguration av de spridda instansernaKonfiguration avseende omvandlingen av varje instansKonfigurera konstant bithastighet istället för konstant utgångskvalitetKonfigurera omvandlingen av spridda instanserBekräftaBekräfta vid frigörandeBekräfta tröskelvärdeBekräfta fasningBekräfta vid frigivningKonflikter med ett annat renderingspass med samma namnAnpassa basKonformGemensam överAnslutningscenterAnslut slingorAnslut matchande ändarAnslut spegel:Anslut filmremsor som standardAnslut nästa:Anslut med MirrorAnslut en länk för att skapa ett nytt uttag.Anslut den aktiva noden till den aktiva utgångsnoden i nodträdet.Anslut alla hårsystem till emitternätetAnslut kedjaAnslut ändpunkter som ligger nära varandraAnslut håret till emitternätetAnslut nyligen tillagda filmremsor som standard om de har flera kanalerKoppla samman objekt som en kedja baserat på avstånd, med start vid det aktiva objektetAnslut valda objekt till det aktiva objektetAnslut valda hörn på ytor och dela ytanAnslut B-Bone-kedjan till moderriggenAnslut bågen i mittenAnslut två noder utan att klicka på ett specifikt uttag (bestäms automatiskt)Koppla samman hörnpunkter efter deras valordning, skapa kanter, dela ytorAnslutenEndast anslutenAnslutna ytor (istället för kanter)Anslutande kantöglor överlappar varandraAnslutningsgränsAnslutningsmönsterAnslutningsmöjligheterBeakta kurvradienÖverväg att använda ensidigt material för att fånga upp ljusprovens volym. Hjälper dessutom till att avvisa prober inuti objektet för att undvika ljusläckage.Betrakta objekt som helheter när du beräknar volymcentrumBeakta bidraget från direkt synliga ljuskällor under guidningen.Beakta huvudkurvans radieattribut som en faktor när du mappar V-komponenten med profilkurvans längdparameter.Tänk på hörn istället för kanter för att välja vilka kanter som ska (av)märkas som skarpa.KonsekventEnhetlig identifierare som används för artikelnKonsolKonsolens ingångKonsolens scrollback-raderKonsolens linjetyp vid användning av scrollbackKonsolutmatningstypKonstKonstantKonstant bithastighetKonstant detaljKonstant extrapoleringKonstant interpoleringKonstant längdKonstant förskjutningKonstant förskjutningKonstant hastighetsfaktor (CRF); avvägning mellan videokvalitet och filstorlekKonstant skärmstorlek NormalsKonstant acceleration i en given riktningKonstant riktning parallell stråle LjusLjuskälla med konstant riktning och parallella strålarKonstant faktor för att kompensera tiden för funktionenKonstant faktor för att kompensera värden medKonstant avtagandeKonstant kraft längs kraftobjektets lokala Z-axelKonstant per kurvaKonstant förinställningBegränsa ett objekts placering till närmaste punkt längs målbananBegränsa boids till en ytaBegränsa öar som innehåller fästa UV-strålarBegränsa styva kroppar så att de rör sig runt en gemensam vridpunktBegränsa till bildgränserBegränsa värdet mellan min och maxBegränsa värdet mellan min och max, byt argument när min > maxBegränsad Delaunay-triangulering (CDT), robust med stöd för självskärningarBegränsningTillsatsBlandaBlandningslägeEffektSpårBegränsningen '%s' hittades inte i objektet '%s'Begränsningen '%s' hittades inte i posbenen '%s'BegränsningsaxelBegränsningsoperationBegränsningsmålBegränsningsmålbenBegränsningsaxel Låsalternativ relativt ben- eller målreferensBegränsningen kan brytas om den får en impuls över tröskelvärdet.Begränsning som begränsar styva kropparBegränsningen har giltiga inställningar och kan utvärderas.Begränsningar som påverkar objekt i simuleringar av styva kropparBegränsningen är den som redigerasBegränsning som modifierar transformationen av objekt och benBegränsningsnamnBegränsningsnamn har särskilda betydelser.Begränsning av pivotplatsBegränsningsposition längs X-axelnBegränsningsposition längs Y-axelnBegränsningsposition längs Z-axelnBegränsad rotation längs X-axelnBegränsad rotation längs Y-axelnBegränsad rotation längs Z-axelnBegränsning att hålla sig inom bildens gränser under redigeringBegränsningspanelen är utökad i användargränssnittetBegränsningarBegränsningar som påverkar objektets omvandlingBegränsningar som påverkar denna pose-kanalKonstruera en 4x4-matris utifrån dess enskilda värdenKonstruera en Bézier-cirkelKonstruera en Bézier-kurvaKonstruera en NURBS-ytcirkelKonstruera en NURBS-ytkurvaKonstruera en NURBS-ytcylinderKonstruera en NURBS-ytplattaKonstruera en NURBS-ytkulaKonstruera en NURBS-ytatorusKonstruera en Nurbs-cirkelKonstruera en Nurbs-kurvaKonstruera en vägKonstruera ett Suzanne Grease Pencil-objektKonstruera ett Suzanne-nätKonstruera ett cirkelnätKonstruera ett koniskt nätKonstruera ett kubnätKonstruera ett kubnät som består av sex kvadratiska ytor.Konstruera ett cylindriskt nätKonstruera ett fyllt plant nät med 4 hörnKonstruera ett sfäriskt nät som består av trianglar av samma storlek.Konstruera ett sfäriskt nät med fyrkantiga ytor, förutom triangulära ytor längst upp och längst ner.Konstruera ett underindelat plan nätKonstruera ett torusnätKonstruera och redigera Bézier-kurvorKonstruera och redigera splinesKonstruktiv modifierare kan inte tillämpas på multiresolutionsdata i skulpteringsläge.Konstruktiva modifierare kan inte tillämpasContainerBehållare för vätskesimuleringInnehållerInnehåller länkade biblioteksöverskrivningar som måste synkroniseras om. Det rekommenderas att uppdatera biblioteket.InnehållInnehållets längdInnehållets slutInnehåll StartInnehåll Trim SlutInnehåll Trim StartInnehållet i detta textobjektSammanhangKontextattributKontext GizmoKontextmenyKontextvägKontext-egenskapKontextdata-sökväg (utvidgad med hjälp av synliga fönster i den aktuella .blend-filen)Felaktigt sammanhang, bilden hittades inteKontextmeny för objektoperationerKontextmeny för scenoperationerKontext saknar aktivt objektKontext saknas sekvensscenKontextvägen är fastsattKontextkänslig gizmo för den aktiva nodenKontextkänsliga prylar för det aktiva objektetKontextfönstret är inte inställtKontextuella data för en blendfile-bibliotek/länkad data-relaterad operation. För närvarande endast tillgänglig som skrivskyddad data för pre/post blendimport-hanterare.SammanhängandeFortsättFortsätt utan att rensaFortsätt spåra från en valfri ny position och i en ny riktningFortsätt använda filen utan Python-skriptKontinuerlig accelerationKontinuerlig gripningKontinuerlig zoomning. Zoomriktningen och hastigheten beror på hur långt musen har flyttats längs den inställda zoomasken.Kontinuerligt packa upp den valda UV-ön medan du transformerar fästa hörnpunkterKonturKontrastKontrastgränsKontrastkorrigeringsvärde. En skalningsfaktor som gör ljusare pixlar ljusare, men behåller de mörkare pixlarna mörka. Använd ett negativt tal för att minska kontrasten och ett positivt tal för att öka den.Bidrag från strålar som spridits i volymen vid primärstrålenBidrag från banor som överfördes genom volymen vid den primära strålenBidragKontrollKontrollbenKontroll av avklingningKontrollägeKontrollpunktKontrollpunkt valdKontrollpunkt:KontrollpunkterKontrollera rotationStyr en kedja av ben genom att ange slutpunkten (endast ben)Kontrollera noggrannheten för rörelseoskärpa. Fler steg innebär större minnesanvändning (det faktiska antalet steg är 2^(steg - 1)).Kontrollera aktiva kameravinklarKontrollera hur långt du ska trycka eller dra tangenternaKontrollera hur snabbt sondens påverkan minskarKontrollera hur bilder i den valda skärmen mappas till den fysiska skärmenKontrollera hur många utvärderade punkter som ska genereras på varje kurvsegment.Kontrollera hur mycket dimdensiteten minskar med höjdenKontrolltangenten intrycktKontrolltangenten intryckt, -1 för valfritt tillståndKontrollobjekt: om tillgängligt, dess placering bestämmer effekten centrumStyr uppspelningen med hjälp av ett bildnummer (utan hänsyn till tid, FPS och startbild från filen)Styr uppspelningen med ett värde mellan 0 och 1Styr uppspelningen med hjälp av tiden i sekunderKontrollpunkten tillhör en annan splineKontrollpunkt för kuvert F-modifierareKontrollpunktens massvärdenKontrollpunkt inte i kuvert F-modifierareStatus för val av kontrollpunktKontrollpunktens fjäderstyrkaKontrollpunktens viktvärdenKontrollpunkter som definierar formen på höljetKontrollpunkter för alla kurvorKontrollpunkter på kurvanKontrollera ljusstyrkan och kontrasten för ingångsfärgenKontrollera intensiteten på ramen runt temikonernaKontrollera blandningen av texturinformation i basfärgen för linjestilarKontrollera kvaliteten på den snabba GI-belysningen. Högre upplösning använder mer minne.Kontrollera kvaliteten på de volymetriska effekterna. Högre upplösning använder mer minne.Kontrollera jämnheten hos mesh-normaler runt varje yta genom att ändra attributet "shade smooth" (skuggjämnhet).Kontrollera schablonpenselnKontrollera transformeringsgrejerKontrollera när vätskeflödet ska tillämpasKontrollera när effekten ska tillämpasKontrollera om varje spline slingrar sig tillbaka på sig själv genom att ändra attributet "cyklisk".Kontrollera vilken tangent som ska förskjutas och hur långtKontrollant FramåtKontrollerns placeringKontrollerns placering ÖvrigtKontrollerns rotationKontrollerrotation ÖvrigtKontrollerstilStyrenhetens mållokalisering för den andra användarens bana för tvåhandsåtgärderStyrenhetens rotationsriktning för den andra användarens bana vid tvåhandsåtgärderStyrningarKontrollerKontrollerar noggrannheten för rörelseoskärpa, fler steg innebär längre renderningstidKontrollerar noggrannheten för rörelseoskärpa. Fler steg resulterar i längre renderningstid. Används endast när rörelseoskärpa är aktiverat. Ställ in på 0 för att inaktivera rörelseoskärpa för Grease Pencil.Kontrollerar vätskeutsläpp från insidan av nätet (högre värde ger större utsläpp från insidan av nätet)Kontroller för rörprofilens formStyr hur riktat filtret är. 0 betyder att filtret är helt rundstrålande, medan 2 betyder att det är maximalt riktat längs bildens kanter.Styr hur mycket närliggande polygoner påverkar deformationenStyr hur öppna gränser jämnas utStyr hur utjämning tillämpas på UV-strålarKontrollerar profilens form (0,5 = rund)Kontrollerar blandningen och kompatibiliteten med vissa funktionerKontrollerar kontrasten i hela bildenKontrollerar kontrasten i höjdpunkternaStyr bildens kontrast. Noll ställer automatiskt in kontrasten baserat på dess globala intervall för bättre luminansfördelning.Kontrollerar kontrasten i mellantonerKontrollerar kontrasten i skuggornaStyr övergången mellan nyckelvärden och icke-nyckelvärden. 0 betyder helt skarpt och 1 betyder helt jämnt.Kontrollerar förstärkningen för hela bildenKontrollerar förstärkningen av höjdpunkternaKontrollerar förstärkningen av mellantonerKontrollerar förstärkningen av skuggornaKontrollerar gamma för hela bildenKontrollerar gammavärdet för höjdpunkternaKontrollerar gammavärdet för mellantonerKontrollerar skuggornas gammaStyr intensiteten hos beläggningsskiktet, både reflektionen och färgningen. Bör normalt vara noll eller ett för fysikaliskt baserade material.Kontrollerar bildens intensitet. Lägre värden gör bilden mörkare, medan högre värden gör den ljusare.Styr förskjutningen av hela bildenKontrollerar förskjutningen av höjdpunkternaStyr förskjutningen av mellantonerKontrollerar skuggornas förskjutningKontrollerar mättnaden i hela bildenKontrollerar mättnaden i högdagrarnaKontrollerar mättnaden i mellantonerKontrollerar mättnaden i skuggornaStyr filterets skärpa. 0 betyder helt jämnt medan 1 betyder helt skarpt.Styr tangentriktningen för anisotropiStyr ytans transparens, där 1,0 är helt ogenomskinligt.Kontrollerar enhetligheten i filterriktningen. Högre värden ger mer enhetliga riktningar.Kontrollerar övergången mellan högdagrar och skuggorKonvergensbenKonvergensplanets avståndKonvergensbenKonvertering stöds inteKonvertering stöds inte vid utvärdering av stängningKonvertering stöds inte vid separering av buntarKonverteraKonvertera attributdomänKonvertera färgattributdomänKonvertera färger i alla datablockKonvertera färgrymdKonvertera ytor till hörnpunkter och hörnpunkter till ytorKonvertera FloatKonvertera frånKonvertera Grease Pencil-lager till kurvinstanserKonvertera orienteringKonvertera RGB-ingång till gråskala med hjälp av luminansKonvertera TRS/vikter till animationspekareKonvertera tillKonvertera UsdPreviewSurface-shader till Principled BSDF-skuggarnätverkKonvertera en svartkroppstemperatur till ett RGB-värdeKonvertera en färgs luminans till ett gråskalevärdeKonvertera en rotation till axelvinkelkomponenterKonvertera ett standardrotationsvärde till en Euler-rotationKonvertera en vektor, punkt eller normal mellan världs-, kamera- och objektkoordinatsystemetKonvertera ett våglängdsvärde till ett RGB-värdeKonvertera aktiv vikt till gråskaliga vertexfärgerKonvertera alla ytor i ett nät till triangulära ytorKonvertera alla ytor till trianglarKonvertera alla polygoner till trianglarKonvertera alla texturer till KTX2 med BasisU-superkomprimeringKonvertera animation från valfritt rotationsläge till valfritt annatKonvertera mellan färgrymderKonvertera kurvgeometri till rörnätKonvertera kurvor till ett nät, eventuellt med en anpassad profilform definierad av kurvorKonvertera varje ingångsgeometri till en instans, vilket kan vara mycket snabbare än noden Join Geometry när ingångarna är stora.Konvertera varje nätyta till en cyklisk kurva. Ytattribut överförs till kurvor.Omvandla effektorkraften till luftflödeshastighetKonvertera f-kurvor/drivrutiner som påverkar rotationer till radianer. Varning: Använd detta endast en gång.Konvertera ytor till förtjockade kanterKonvertera från grader till radianerKonvertera istället från display till scenlinjär. Alla vyomvandlingar kan inte inverteras exakt, och resultatet kanske inte stämmer överens med den ursprungliga scenlinjära bilden.Konvertera från radianer till graderKonvertera från scenlinjärt till visningsfärgrymd, med en vyomvandling och sök efter tonmappning.Konvertera geometri och instanser till redigerbara objekt och samlingarKonvertera indata till flytande dataKonvertera instanser till verkliga geometridataKonvertera nätkanter till kurvsegment. Attribut överförs till kurvpunkter.Konvertera normala objekttransformationer till deltatransformationer, alla befintliga deltatransformationer kommer också att inkluderas.Konvertera objektanimation för normala transformationer till deltatransformationerKonvertera objekt till instansierade ytorKonvertera endast valda nyckelrutorKonvertera orienteringsaxeln till en annan konvention för att matcha andra applikationerKonvertera partiklar till ett nätobjektKonvertera förmultiplicerat till raktKonvertera renderingseffekter (som ljus och skugga) till färg. Används vanligtvis för icke-fotorealistisk rendering, för att tillämpa ytterligare effekter på BSDF-utdata. Obs: stöds endast i EEVEE.Konvertera rotationer till Euler XYZKonvertera rotationer till Euler XZYKonvertera rotationer till Euler YXZKonvertera rotationer till Euler YZXKonvertera rotationer till Euler ZXYKonvertera rotationer till Euler ZYXKonvertera rotationer till kvaternionerKonvertera valda kanaler från prov till nyckelrutorKonvertera valda kanaler till en icke-redigerbar uppsättning samplingar för att spara lagringsutrymmeKonvertera valda objekt till en annan typKonvertera valda referensbilder till texturerad nätplanKonvertera valda streck till omkretsKonvertera direkt till förmultipliceratKonvertera streck till konturKonvertera kurvorna i varje instans på högsta nivå till Grease Pencil-lager.Konvertera den första upptäckta USD-kupollampan till en världsbakgrundsshadersKonvertera det angivna flyttalstalet till ett heltal, med val av metoderKonvertera volymen av en värld till ett nät. Världens volym renderades tidigare av EEVEE Legacy. Konvertering krävs för att den ska renderas korrekt.Konvertera världsmaterialet till ett USD-kupolljus. Fungerar för närvarande för enkla material, bestående av en miljötextur kopplad till en bakgrundsshaders, med en valfri vektormultiplikation av texturfärgen.Konvertera till visningKonvertera till FloatKonvertera till radianerKonvertera till och från förmultiplicerad (associerad) alfaKonvertera till logaritmisk färgrymdKonvertera typ av valda kurvorKonvertera blanktecken efter typKonverterat lagerOmvandlareKonverteringsnodKonvertera vissa icke-redigerbara objekt/objektdata, aktivera alternativet "Behåll original" till SantKonverterar värden som är relativa till bildstorleken till pixlar.Konvex skalKonvolveraKonvolverar en bild med en kärnaKoordinat 1Koordinat 2KoordinatsystemKoordinatsystemKoordinataxel som används för att spegla platsdelen av transformationenKoordinataxel som används för att spegla rotationsdelen av transformationenKoordinaterKoordinaterna längs denna axel vändsKoordinater för kontrollpunktenKoordinater för kontrollpunkten. Obs! Om du ändrar detta värde uppdateras även handtagen på samma sätt som när du använder transformeringsoperatören i grafeditorn.Koordinater för det första handtagetKoordinater för det vänstra handtaget (före kontrollpunkten)Koordinater för det högra handtaget (efter kontrollpunkten)Koordinater för det andra handtagetKoordinater i rymdenKoordinater för att tillämpa översättningsdelta från VR-headsetet tillKopierade %d valda kurvorKopierade %d valda datablockKopierade %d valda noderKopierade %d valda objektKopierade %d valda punkterKopierade val till urklippKopierad begränsning: %sKopierat material till internt urklippKopierade posen till det interna klippbordetKopierade de valda videosequencerremsorna och tillhörande effektkedja till det interna urklippKopierade de valda videosequencerremsorna till det interna klippbordetKopierade värdet till {:d} benKopierade {:s} parametrar till {:d} benKopierar matrisen för det aktuella aktiva objektet eller posebenet till urklipp. Använder matriser relaterade till ett specifikt objekt eller den aktiva scenkameran.Kopierar matrisen för det aktuella aktiva objektet eller posebenet till urklipp. Använder världsrumsmatriser.KopparKopieraKopiera absoluta koordinater för normalvektornKopiera benfärger från det aktiva benet till alla valda benKopiera paket till tillgångsbiblioteket...Kopiera fettpennseffekterKopiera etikettKopiera platsKopiera plats (lokalt)Kopiera plats (lokal, ägarorientering)Kopiera platsbegränsningKopiera modifierareKopiera normaltKopiera poseKopiera pose-benfärger från det aktiva pose-benet till alla valda pose-ben.Kopiera inställningarna för Rigid Body från det aktiva objektet till det valda objektetKopiera Rigify-typ och parametrar från aktiva till valda benKopiera rotationKopiera rotationsbegränsningKopieringsskalaKopiera skalbegränsningKopiera inställningarKopiera Studio Light-inställningarna till Studio Light-redigerarenKopiera transformationerKopiera transformeringar BegränsningKopiera XKopiera YKopiera ZKopiera aktiv vertex till andra valda vertexer (om berörda grupper är olåsta)Kopiera alla transformationer av ett mål så att de flyttas tillsammans.Kopiera alla transformationer av måletKopiera färg till alla valda noderKopiera färg till alla valda spårKopiera färger till befintliga benKopiera begränsning till andra valda objekt/benKopiera begränsningar till andra valda benKopiera begränsningar till andra valda objektKopiera filer till texturkatalogenKopiera från närmaste kant (med hjälp av mittpunkter)Kopiera från närmaste kant på närmaste yta (med hjälp av mittpunkter)Kopiera från närmaste hörnpunktKopiera från närmaste hörnpunkt på närmaste kantKopiera från närmaste hörnpunkt på närmaste ytaKopiera från identiska topologinätKopiera från interpolerade hörn på närmaste källsidaKopiera från interpolerade hörn på källytan som träffas av hörnnormalprojektionenKopiera från interpolerade värden för hörnpunkter från närmaste punkt på närmaste kantKopiera från interpolerade värden för hörnpunkter från närmaste punkt på närmaste ytaKopiera från interpolerade värden för hörnpunkter från punkten på närmaste yta som träffas av normalprojektionKopiera från den mest liknande kanten (kanten vars hörn är närmast målets kant)Kopiera från närmaste hörn på närmaste ytaKopiera från närmaste hörn som har den bäst matchande normalvärdetKopiera från närmaste hörn som har den yta som bäst matchar den normala ytan på målhörnet.Kopiera från närmaste yta (med hjälp av mittpunkter)Kopiera från källans yta som normalt ligger närmast målet.Kopiera hela sökvägenKopiera i världsrummetKopiera inuti varje objekts lokala utrymmeKopiera etikett från aktiv till valdKopiera etikett från aktiva till valda noderKopiera material till valda objektKopiera speglade UV-koordinater på X-axeln baserat på ett speglat nätKopiera modifierare från den aktiva remsan till alla valda remsorKopiera modifierare till andra valda objektKopiera nya standarder (skriv över befintliga)Kopiera nya normer minus gamla normerKopiera noder till urklipp, ta bort och anslut dem igen.Kopiera normalt till det interna urklippKopia av färgerna som är associerade med gruppens färgsetKopiera på DupliceraKopiera endast aktivt lager, avmarkera för att lägga till alla lagerKopiera eller ordna om modifierare, begränsningar och effekterKopiera partikelsystem från det aktiva objektet till valda objektKopiera partikelsystem till valda: %d klart, %d misslyckadesKopiera produkt av gamla och nya normer (inte korsprodukt)Kopiera valda UV-hörnKopiera valda aspekter av den aktuella posen till efterföljande poser som redan har nyckelrutor.Kopiera valda nyckelrutor till det interna urklippKopiera valda markörer till en annan scenKopiera valda punkterKopiera valda punkter eller kurvorKopiera valda rapporter till urklippKopiera markerad text till urklippKopiera inställningar från aktiva till valda noderKopiera inställningar från tidigare versionKopiera inställningarna för det aktuella visningslagretKopiera summan av nya och gamla normalvärdenKopiera text till urklippKopiera F-modifieraren/F-modifierarna för den aktiva F-kurvanKopiera F-modifieraren/modifierarna för den aktiva NLA-remsanKopiera Python-kommandot som matchar den här knappenKopiera RNA-datapathen för denna egenskap till urklippKopiera den aktiva linjen till det interna klippbordetKopiera den aktiva formnyckeln från ett annat valt objekt till dettaKopiera benfärgen för det aktiva benet till alla valda ben.Kopiera konsolens innehåll för användning i ett skriptKopiera den aktuella .blend-filen till ett tillgångsbibliotek. Fungerar endast på fristående .blend-filer (dvs. när inga andra filer refereras till).Kopiera den aktuella posen för de valda benen till det interna urklippKopiera drivrutinen för den markerade knappenKopiera drivrutinsvariablerna för den aktiva drivrutinenKopiera filen till målvägenKopiera filen till målvägen (eller underkatalogen)Kopiera bilden till urklippKopiera målets position (med valfri förskjutning) så att de rör sig tillsammans.Kopiera målets platsKopiera materialinställningarna och nodernaKopiera materialtexturinställningarna och nodernaKopiera modifieraren från det aktiva objektet till alla valda objektKopiera egenskapens drivrutin från det aktiva objektet till samma egenskap för alla valda objekt, om samma egenskap finns.Kopiera egenskapens värde från det aktiva objektet till samma egenskap för alla valda objekt om samma egenskap finns.Kopiera rotationen av ett mål (med valfri förskjutning) så att de roterar tillsammans.Kopiera målets rotationKopiera skalfaktorerna för ett mål (med valfri förskjutning) så att de skalas med samma värde.Kopiera målets skalaKopiera de markerade Grease Pencil-punkterna eller strecken till det interna urklippKopiera det/de valda urvalet/urvalen till urklippKopiera de valda datablocken till det interna urklippKopiera de valda noderna till det interna urklippetKopiera de markerade objekten till det interna urklippKopiera de valda punkterna till en ny streckningKopiera de valda splines till det interna urklippetKopiera de markerade remsorna till det interna urklippKopiera de valda spåren till det interna urklippKopiera målets X-positionKopiera målets X-rotationKopiera målets X-skalaKopiera målets Y-positionKopiera målets Y-rotationKopiera målets Y-skalaKopiera målets Z-positionKopiera målets Z-rotationKopiera målets Z-skalaKopiera denna grupps vikt till andra valda vertikaler (inaktiverad om vertikalgruppen är låst)Kopiera detta egenskapsvärde till alla valda riggar av lämplig typ.Kopiera till urklippKopiera till valdaKopiera till valt (meny)Kopiera till benKopiera till objektKopiera till överordnad nodträd, behåll gruppen intaktKopiera till valda alla element i matrisenKopiera till valda drivrutiner för alla element i matrisenKopiera spårningsinställningar från aktivt spår till standardinställningarKopiera spårningsinställningar från aktivt spår till valda spårKopiera vertexkoordinater från annat objektKopiera vertexgrupper till valda: %d klart, %d misslyckades (objektdata måste stödja vertexgrupper och ha matchande index)Kopiera vikter från aktiv till valdDet går inte att kopiera ID '%s', datablock av typen '%s' stöds inte.Kopiering av modifieraren '%s' till objekt '%s' misslyckadesUpphovsrättUpphovsrättsmeddelande för denna tillgång. Ett tomt upphovsrättsmeddelande innebär inte nödvändigtvis att detta är fritt från upphovsrätt. Kontakta upphovsmannen om du behöver någon förtydligande.KärnmattaKorkHörnHörnvinkelHörncenterHörnans indexHörnhandtagHörnindexHörnindex i ansiktetHörn Nästa kantHörnnormalerHörnförskjutningHörnförskjutningsavståndHörnförskjutningsfaktorHörnförskjutningsmetodHörnstiftHörn Föregående kantHörnrundningHörnrundhetHörnskärningHörnindelningarHörntyperHörnpunktHörn av kantAnsiktshörnHörn av VertexHörnHörn på kantAnsiktets hörnHörn av VertexKorrekt aspektKorrekt ansiktsattributKorrigera UV-koordinater vid transformationKorrekt UV-strålningKorrigera data såsom UV-värden och färgattribut vid transformationKorrigera distorsion orsakad av deformationKorrigeringsteknikKorrigering för hela tonområdetKorrigering för höjdpunkterKorrigering för mellantonerKorrigering för skuggorKorrigerandeKorrigerande vändningsnormalerKorrigerande jämn modifierareKorrigeringsfaktor som tillämpas på ansiktsvikter, 50 är neutralt, lägre värden ökar vikten för svaga ansikten, högre värden ökar vikten för starka ansikten.Korrigerande utjämningKorrelationCosinusCosinuslägeBomullDet gick inte att (av)länka samlingen '%s' eftersom samlingen '%s' är länkad.Kunde inte (av)länka samlingen '%s' eftersom samlingen '%s' är överskriven.Det gick inte att (av)länka objektet '%s' eftersom samlingen '%s' är länkad.Det gick inte att (av)länka objektet '%s' eftersom samlingen '%s' är överskriven.Kunde inte lägga till en färgnodDet gick inte att lägga till ett lager i cachefilen.Det gick inte att lägga till en masknod.Det gick inte att lägga till en ny UV-karta till objektet '{:s}' (Mesh '{:s}')Kunde inte lägga till åtgärden '%s' eftersom den inte kan användas i relation till ID-block av typen '%s'.Det gick inte att lägga till en bildnod.Det gick inte att lägga till drivrutinen, eftersom RNA-sökvägen är ogiltig för det angivna ID:t (ID = %s, sökväg = %s)Kunde inte lägga till geometrinodmodifierareDet gick inte att lägga till bild. Ett nodträd har inte skapats eller tilldelats.Det gick inte att lägga till materialKunde inte lägga till nodsamlingKunde inte lägga till nodgruppKunde inte lägga till nodobjektKollektionen kunde inte läggas till eftersom den är länkad.Kollektionen kunde inte läggas till eftersom den är överskriven.Kunde inte lägga till samlingen på grund av upptäckt beroendecykel.Kunde inte tilldela en ny åtgärd till %sKunde inte tilldela åtgärd %s till åtgärdsbegränsning %sKunde inte tilldela åtgärd %s till NLA-remsa %sKunde inte ändra åtgärdKunde inte rensa nyckelramen, eftersom RNA-sökvägen är ogiltig för det angivna ID:t (ID = %s, sökväg = %s)Kunde inte beräkna en giltig datavägDet gick inte att ansluta ett ansiktsvalKunde inte ansluta blandade valtyperKunde inte ansluta hörnpunkterDet gick inte att skapa en kopia av ID '%s' för att skriva den i biblioteket.Det gick inte att skapa cache-läsare för filen %sDet gick inte att skapa biblioteksöverskrivning från datablocket '%s', eftersom det inte går att överskriva.Det gick inte att skapa biblioteksoverride från datablocket '%s', en av dess överordnade är inte överskrivbar ('%s').Det gick inte att skapa biblioteksöverskrivning från ett eller flera av de valda datablocken.Det gick inte att skapa ett nytt mappnamn.Det gick inte att skapa en ny mapp: %sDet gick inte att skapa läsare för fil %sDet gick inte att skapa kopieringsfilen!Det gick inte att skapa {:d} F-kurvor. Detta kan inträffa när man endast infogar tillgängliga F-kurvor.Kunde inte ta bort %d låsta formnycklarKunde inte ta bort nyckelbilden, eftersom RNA-sökvägen är ogiltig för det angivna ID:t (ID = %s, sökväg = %s)Det gick inte att fastställa typen av gruppnod.Kunde inte hitta '%s' i '%s'Kunde inte hitta en redigerbar samling i aktuell scen, importerade data kommer inte att instansierasKunde inte hitta en överskrivbar rothierarki för objektet '%s'Kunde inte hitta några valda kanter som kan roterasKunde inte hitta benet '%s'Kunde inte hitta begränsningsdata för Child-Of Set InverseKunde inte hitta begränsningsdata för ObjectSolver Set InverseDet gick inte att hitta någon drivrutin att kopiera, eftersom RNA-sökvägen är ogiltig för det angivna ID:t (ID = %s, sökväg = %s)Kunde inte hitta rutnät med namnet %sKunde inte hitta hook-modifierarenKunde inte hitta bilden '{:s}'Kunde inte hitta material eller ljus med Shader Node Tree - {:s}Kunde inte hitta nodsamlingsuttagetKunde inte hitta nodfärgsuttagetKunde inte hitta scenenKunde inte hitta scenen med hjälp av Compositor Node Tree - {:s}Kunde inte hitta någon stödd socket-typKunde inte generera nät från rutnätetKunde inte få giltig utvärderad meshKunde inte initiera språkinformation!Det gick inte att initiera sammanfogning på något valt objekt.Kunde inte initialisera strömmar, troligen icke-stödd kodekskombinationKunde inte infoga %i nyckelbildrutor på grund av noll NLA-inflytande, basvärde eller värdemappning misslyckades: %s.%s för index [%s]Det gick inte att infoga nyckelbildruta, eftersom RNA-sökvägen är ogiltig för det angivna ID:t (ID = %s, sökväg = %s)Det gick inte att infoga nyckelbildruta, eftersom den här typen inte stöder animationsdata (ID = %s)Kunde inte ladda åtgärd för den aktiva tillgångenKunde inte ladda volym för skrivningKunde inte skapa ny bildKunde inte skapa nya segmentDet gick inte att flytta samlingsexportören från index '%d' till '%d'.Det gick inte att flytta begränsningen från index '%d' till '%d'.Det gick inte att flytta lagret från index '%d' till '%d'.Det gick inte att öppna Alembic-arkivet för läsning, se konsolen för mer information.Kunde inte öppna SVGDet gick inte att öppna USD-arkivet för läsning, se konsolen för mer information.Kunde inte öppna filen för skrivningKunde inte öppna katalogen '%s'Det gick inte att klistra in drivrutinen, eftersom RNA-sökvägen är ogiltig för det angivna ID:t (ID = %s, sökväg = %s)Kunde inte läsa "%s"Kunde inte ta bort ShapeKeyDet gick inte att ta bort F-kurvgruppen från samlingen eftersom den inte finns i samlingen.Kunde inte byta namn: %sKunde inte öppna filen igenKunde inte lösa sökvägen '%s'Kunde inte lösa sökvägen (%s)Kunde inte spara den packade filen på disken som '%s'Det gick inte att separera valda kurvor.Kunde inte fästa några kurvor på ytanDet gick inte att avmarkera åtgärden från %sDet gick inte att avaktivera den aktiva åtgärden.Det gick inte att uppdatera flaggorna för denna F-kurva, eftersom RNA-sökvägen är ogiltig för det angivna ID:t (ID = %s, sökväg = %s).Kunde inte skriva bild: %sKunde inte skriva bild: {}Kunde inte skriva volym: %sKunde inte skriva volym: Okänt fel vid skrivning av VDB-filKunde inte stänga måltillgång %sKunde inte hitta matchande lager, klistrar in i aktivt lagerKunde inte öppna filen %r (%s)Kunde inte köra extern animationsspelare med kommandot {!r} {:s}RäknaGreve MaxRäkningsmetodRäkna-lägeRäkna hur många objekt som finns i en given listaBeloppNätUpplösningslägeStorlekMotursMotursMoturs rotation av varje segments koordinatsystem. Kan användas för att justera rotationen av texturerna för varje segment.TäckningCrCrazyspace-omvandling är endast tillgänglig för objekt av typen Mesh.VeckVeck (vinkel cachad)VikvinkelVeckborste KlämfaktorVikkanterVeck inreVeck på SharpVeck på skarpa kanterVeck på slät ytaVeck på släta ytorVeckgränsVikviktVik kanterna på navet för en förbättrad subdivisionsytaVik kanterna på navet för förbättrad subdivisionsytaVikningsvikt (om aktiv)Veck:SkapaSkapa %sSkapa 3D-textobjekt från aktivt textdatablockSkapa längs banorSkapa armaturSkapa samlingSkapa dataSkapa groparSkapa F-kurvor för objekt som kopierar objektets rörelse som orsakas av denna begränsning.Skapa Freestyle-slagmaterial för testningSkapa guideindexkartaSkapa instanserSkapa interna fjädrarSkapa platsnycklar när du fixerar till scenkameranSkapa nät från målarmaskSkapa N-GonsSkapa ny åtgärdSkapa nya inställningarSkapa Orientations "use"-parameter som endast är giltig i ett 3DView-sammanhangSkapa pose-tillgångSkapa Python-kod som genererar den valda metariggenSkapa Python-kod som genererar den valda metariggen som ett exempel.Skapa fyrkanterSkapa åsarSkapa rotationsnycklar när du fixerar till scenkameranSkapa skalnycklar när du fixerar till scenkameranSkapa WebPSkapa ett "hål" i bilden med noll alfa-transparens, vilket är användbart för komposition. Obs: holdout-shadern kan endast skapa alfa när transparens är aktiverat i filminställningarna.Skapa en drake/pilSkapa en ny bildSkapa en boolesk rutnätstopologi med angivna dimensioner, för användning med noden Field to Grid.Skapa ett rutanvalSkapa en bro av ytor mellan två eller flera valda kantlooparSkapa en färg från enskilda komponenter med hjälp av flera modellerSkapa en begränsningsbaserad relation med ett attribut från geometrinSkapa ett kontrollben för kopianSkapa ett deformationsben för kopianSkapa en diagonal progressionSkapa en katalog för varje exporterad filSkapa en ansiktsuppsättning som motsvarar ansiktsvalet i redigeringsläget.Skapa en ytans uppsättning per isolerad ytans uppsättningSkapa ett ansiktsset per lös del i nätetSkapa ett ansiktsuppsättning per materialplatsSkapa ett fyllt volymrutnät från ett nätSkapa en dimvolym med formen av ingångsnätets ytaSkapa en kraft längs ett kurvobjektSkapa en kraft baserad på hastigheter från vätskesimuleringarSkapa en kraft som fungerar som en boids rovdjur eller mål.Skapa en kraft som dämpar rörelseSkapa en glödeffektSkapa en övertoning mellan två maskerSkapa en linjär progressionSkapa en lista med värdenSkapa en lokal överskrivning av det valda länkade datablocket och dess hierarki av beroenden.Skapa en lokal överskrivning av de valda länkade datablocken och deras hierarki av beroenden.Skapa en lokal överskrivning av de valda länkade objekten och deras hierarki av beroenden.Skapa en matt baserad på luminansskillnad (ljusstyrka)Skapa en matt från ett objekt eller materialindexpassSkapa en mekanism för att vässa ett anslutet hörn när vinkeln är mindre än detta värde.Skapa ett nät som omsluter alla punkter i ingångsgeometrin med minsta möjliga antal punkter.Skapa en ny åtgärdsslot för ett ID. Observera att _vilket_ ID som ska få denna slot måste anges i kontextpekaren 'animated_id' med hjälp av: >>> layout.context_pointer_set("animated_id", animated_id) Om ID:t redan har en tilldelad plats kommer den nyapplikade platsen att namnges efter den (med ett numeriskt suffix för att säkerställa unikhet) och all animationsdata för den tilldelade platsen kommer att dupliceras för den nya platsen.Skapa en ny kamera och VR-landmärke från visningspositionen för den pågående VR-sessionen och välj den.Skapa en ny kamera från det valda VR-landmärketSkapa en ny urvalsuppsättning med de ben som för närvarande är markerade.Skapa en ny UV-karta för varje packad meshSkapa en ny åtgärdSkapa en ny åtgärd när den befintliga har sparats på ett säkert sätt.Skapa en ny åtgärdsplats för detta datablock, för att lagra dess animering.Skapa en ny tillgång från de valda benen i scenenSkapa en ny bensamling och tilldela alla valda benSkapa ett nytt ben som går från den senast valda leden till musens position.Skapa en ny katalog för att lägga in tillgångar iSkapa en ny kompositnodgrupp och initialisera den med standardnoder.Skapa en ny kompositornodgrupp för sekvenserarenSkapa en ny katalogSkapa en ny drivrutin med denna egenskap som indata och kopiera den till det interna urklipp. Använd Klistra in drivrutin för att lägga till den i målegenskapen eller Klistra in drivrutinsvariabler för att utöka en befintlig drivrutin.Skapa en ny tom urvalsuppsättningSkapa ett nytt ansiktsuppsättningSkapa en ny ansiktsuppsättning från de maskerade ansiktenaSkapa en ny yta från de synliga hörnpunkternaSkapa en ny fil av denna typSkapa en ny ramnod runt de valda noderna och namnge den omedelbart.Skapa en ny geometrinodgrupp och tilldela den till den aktiva modifieraren.Skapa en ny geometrinodgrupp för ett verktygSkapa en ny bildSkapa en ny bildfil utan att ändra den aktuella bilden i BlenderSkapa ett nytt inbyggt shader-nodträd som används av renderareSkapa en ny nivå med Catmull-Clark-underindelningarSkapa en ny nivå med hjälp av linjär interpolering av den skulpterade förskjutningen.Skapa en ny nivå med enkla subdivisionarSkapa en ny linjestil som kan återanvändas av flera linjesatserSkapa ett nytt huvudfönster med egen arbetsyta och scenvalSkapa ett nytt nätobjekt från den aktuella målningsmaskenSkapa ett nytt nätobjekt från den valda ytanSkapa en ny modifierare med en ny geometrinodgruppSkapa ett nytt nodträdSkapa ett nytt objekt från den skivade maskenSkapa en ny pose-resurs på urklipp som kan klistras in i en resursbläddraren.Skapa ett nytt fyrkantigt nät med hjälp av ytdata från det aktuella nätet. Alla datalager kommer att gå förlorade.Skapa ett nytt textdatablockSkapa ett nytt fönsterSkapa en ny värld DatablockSkapa en avisering efter åtgärdenSkapa ett parallellogramSkapa en punkt i punktmolnet för varje vald kantSkapa en punkt i punktmolnet för varje vald ytaSkapa en punkt i punktmolnet för varje valt hörn på ytan.Skapa en punkt i punktmolnet för varje vald vertexSkapa en förhandsgranskning för denna tillgång genom att rendera det aktiva objektet.Skapa en progression som övergår smidigt från ett steg till nästaSkapa en kvadratisk progressionSkapa en kvadratisk progression i form av en sfärSkapa en fyrkant från fyra punkterSkapa en radiell progressionSkapa en rektangelSkapa en rotationsförvrängningSkapa en rotation från en primär och (helst ortogonal) sekundär axelSkapa en rotationspivotkontroll som kan flyttas godtyckligtSkapa ett exempel på en metarig som ska modifieras innan den slutliga riggen genereras.Skapa ett urval på normalt sättSkapa en separat kurvinstans för varje lagerSkapa en separat fyllning för varje enskild streckSkapa ett separat lager för varje instansSkapa ett separat partikelsystem för varje sekundär partikeltyp.Skapa en skuggeffektSkapa ett signerat avståndsvolymrutnät från ett nätSkapa ett signerat avståndsvolymrutnät från punkterSkapa en enkel streckning med grundläggande färgerSkapa en smidig B-Bone-övergång om ena änden av kedjan möter en annan kedja som går i samma riktning.Skapa en smidig B-Bone-övergång om ena änden av kedjan möter sin spegelbild.Skapa en jämn, böjd yta med hjälp av Catmull-Clark-subdivisionsschemat.Skapa en solid form från hörnpunkter och kanter, använd hörnpunktens radie för att definiera tjockleken.Skapa en solid yta genom att extrudera och kompensera för skarpa vinklar.Skapa en solid yta som kompenserar för skarpa vinklarSkapa en solid trådmodell från ytorSkapa en sfärisk progressionSkapa ett sfäriskt urvalSkapa en lämplig nedbrytningspose på den aktuella bildrutanSkapa en kaklad bildSkapa en trapetsSkapa ett unikt ansiktsset med alla ansikten i skulpturenSkapa en vektor från X-, Y- och Z-komponenternaSkapa en vektor från dess cylindriska komponenter.Skapa en vektor från dess sfäriska komponenter.Skapa en genväg för den valda noden genom att trycka på Ctrl+1,2,..9.Skapa ett tomt objekt som kopierar rörelsen för det aktiva spåret.Skapa en armering som motsvarar hudens utformningSkapa en automatisk förhandsgranskning för det valda datablocketSkapa ett tomt Grease Pencil-objektSkapa en kuvertformSkapa en bild med en alfakanalSkapa en bild med vänster- och högervySkapa en objektsamling från valda objektSkapa en möjlighet att ta bort ögonlocken från ögats ytaSkapa en valfri IK-kontrollSkapa en valfri kontrollSkapa ett valfritt deformationsbenSkapa en överskrivningsoperationSkapa bubbelpartikelsystemSkapa underordnade partiklarSkapa kollisionsobjektSkapa begränsningsbaserad förälder-barn-relationSkapa begränsningsbaserad shrinkwrap-relationSkapa begränsningar för denna åtgärd på den genererade riggenSkapa kontrollben för kopianSkapa kontroller för båda sidorna av handflatanSkapa koordinat- och kartläggningsnoder för texturen (ignoreras för valda texturnoder)Skapa kopior av refererad geometri på geometrielementSkapa kopior av geometrin med olika metoder för kumulativ förskjutningSkapa kopior av formen med förskjutningarSkapa anpassade varningar i nodgrupperSkapa deformationsben för kopianSkapa domän för gaserSkapa domän för vätskorSkapa punkt-streck-effekt för streckSkapa drivrutin endast för denna egenskap och utan att tilldela några mål ännu.Skapa drivrutiner för alla egenskaper utan att tilldela några mål ännuSkapa drivrutiner för varje par av motsvarande elementSkapa kantloopar mellan de inre och yttre ytorna på ytkanterna (långsamt, inaktivera när det inte behövs)Skapa effekter och efterbearbeta renderingar, bilder och 3D-vyfönstretSkapa en elliptisk mask som lämpar sig för användning som en enkel matt- eller vignettmask.Skapa tomma platshållarfiler medan du renderar bildrutor (liknande Unix 'touch')Skapa ansiktsuppsättningar för ansikten som har liknande normalSkapa ansiktsuppsättningar med UV-sömmar som gränserSkapa ansiktsuppsättningar med hjälp av fasvikter som gränserSkapa ansiktsuppsättningar med hjälp av kantveck som gränserSkapa ansiktsuppsättningar med skarpa kanter som gränserSkapa ett system för skumpartiklarSkapa rutnät med duplicerade instanserSkapa guideobjektSkapa huvud- och halsbenSkapa bild med 32-bitars flyttalsbitdjupSkapa instanser längs partikelbanorSkapa instanser för samlingar när du lägger till dem, istället för att lägga till dem direkt i scenen.Skapa instanser för samlingar när du länkar, istället för att lägga till dem direkt i scenen.Skapa instanser för samlingar istället för att lägga till dem direkt i scenen.Skapa instanser för objektdata som inte refereras av några objektSkapa instanser från underordnade partiklarSkapa instanser från normala partiklarSkapa nyckelrutor som följer den aktuella formen på F-kurvorna för valda kanaler.Skapa ett system för flytande partiklarSkapa platsnycklar när du fixerar till scenkameranSkapa matt baserat på 3D-avstånd mellan färgerSkapa matt baserat på kromavärdenSkapa matt baserat på skillnader i färgkanalerSkapa matt med en given färg, för gröna eller blå skärmbilderSkapa nätplan från bildfiler med lämpligt bildförhållandeSkapa ny åtgärdSkapa nya ben från de valda ledernaSkapa nya ben från de valda lederna och flytta demSkapa ny katalog?Skapa nya rutnät genom att utvärdera nya värden på en befintlig volymrutnätsstruktur.Skapa ny bild från innehållet i planmarkörenSkapa ny ljuslänksamling som används av den aktiva sändarenSkapa ny maskSkapa nya material med unika namn för varje OBJ-filSkapa nya objektdatabrukare vid behovSkapa ny planbana utifrån valda punktbanorSkapa objektinstans från objektdataSkapa förskjuten kantloop från det aktuella valetSkapa ett objekt per rad i textenSkapa ett partikelsystem som innehåller alla tre sekundära partikeltyperna.Skapa eller utöka ett textdatablock med namnet "i18n_info.txt"Skapa delning i barnen baserat på föräldrasträngarSkapa toppar och dalar med olika grovhetsvärdenSkapa plattor som kan användas som färgreferens för nyckelknutpunkterSkapa punkter från kurvans utvärderade punkter, baserat på upplösningsattributet för NURBS- och Bézier-splines.Skapa fördefinierade Grease Pencil-streckbågarSkapa fördefinierade Grease Pencil-streckrutorSkapa fördefinierade cirklar med Grease Pencil-streckSkapa fördefinierade Grease Pencil-streckkurvformerSkapa fördefinierade strecklinjer med Grease PencilSkapa fördefinierade polylinjer med Grease Pencil-streckSkapa proxybilder i en anpassad katalog (standard är filmens plats)Skapa slumpmässiga klumpar runt föräldernSkapa en rektangulär mask som lämpar sig för användning som en enkel mattSkapa styva kroppsbegränsningar mellan valda styva kropparSkapa rotationsnycklar när du fixerar till scenens kameraSkapa skalnycklar när du fixerar till scenkameranSkapa separata reglage för ögonlockspåverkan för X och ZSkapa separata geometrier som innehåller elementen från samma gruppSkapa skarpa topparSkapa ögonblicksbild (Ghosts) av valda F-kurvor som bakgrundshjälp för aktiv grafisk redigerareSkapa ett system för sprutpartiklarSkapa fjädrar för detta antal bildrutor sedan partiklarnas födelse (0 är alltid)Skapa modifierare för subdivisionsytor baserat på USD-attributet SubdivisionScheme.Skapa svansbenSkapa motsvarande modifierare om den inte finnsSkapa rutnätet i ett hexagonalt mönsterSkapa den nya formnyckeln från den befintliga blandningen av nycklarSkapa spårpartikelsystemSkapa transformationsorientering från urvalSkapa turbulens med ett brusfältSkapa vertexmoln med hjälp av koordinater från rekonstruerade spårSkapa, återställ eller rensa bibliotekets överskrivningshierarkierSkapar WebP-texturer för varje textur. För redan befintliga WebP-texturer händer ingenting.Skapar en mask baserad på det aktiva färgattributetSkapar en mask baserad på ytans gränserSkapar en mask baserad på ytans krökningSkapar en ny mask för hela nätetSkapar ett poseringssegment per ansiktsuppsättning, med start från den aktiva ansiktsuppsättningen.Skapar ett attribut som mappar varje kurva till dess närmaste guide via index.Skapar en så jämn geometripatch som möjligt från ytan och minimerar förändringar i vertexpositioner.Skapar en så jämn geometripatch som möjligt från ytan och minimerar förändringar i vertex-tangenter.Skapar viskositet för expanderande vätskaDet går inte att skapa en ny plats på en länkad åtgärd.KreativKrediterAllvarlig skada på blandningsfilen: Konflikter och/eller på annat sätt ogiltiga datablocksnamn (se konsolen för mer information)Kritisk datakorruption: Konflikter och/eller på annat sätt ogiltiga datablocksnamn (se konsolen för mer information)SkördSkörd Maximum XSkörd Maximalt YSkörd Minimum XSkörd Minimum YBeskär den renderade bildrutan till den definierade renderingsregionens storlek.Beskär till renderingsområdeBeskärningsparametrar för en sekvensremsaBeskär bilden till ett mindre område, antingen genom att göra det beskärda området transparent eller genom att ändra bildens storlek.SkeleögdCrossfade-remsaKorsövertoning med färgkorrigeringKrypto 00KryptomatteCryptomatte (äldre version)Cryptomatte ExaktCryptomatte-tillgångCryptomatte-lagerCryptomatte-nivåerCryptomatte-materialCryptomatte-objektCtrlCtrlLCtrlRKubKubisk rutnätstopologiKubstorlekKubkarta storlekKubiskKubisk B-splineKubiskt B-Spline-filter (suddig men utan ringning) på 4×4-sampelKubikcentimeterKubiska kedjorKubikdecimeterKubikdekameterKubikfotKubikfurlongsKubikhektometerKubikcentimeterKubikkilometerKubikmeterKubiska mikrometrarKubikmilKubikmillimeterKubisk MitchellKubiskt Mitchell-filter på 4×4-provKubik ThouKubikmeterKubisk utjämningKubisk dämpning med överskjutning och stabiliseringKubisk interpolationKuboidCullAvstånd för gallringTa bort objekt som befinner sig längre bort från kameran än detta avstånd.AvlivningKumulativ förskjutningCurlLockigt hår KurvorCurl StartNuvarandeAktuell cache-storlekNuvarande karaktärAktuell filAktuell bildrutaAktuell bildruta SlutgiltigAktuellt ramvärdeAktuell nyckeluppsättning indexAktuell nyckelindex (negativ för 'inbyggd' och positiv för 'absolut')Aktuell linjeAktuell linjeindexNuvarande underbildrutaStrömtransformatorStrömtransformatorns orienteringNuvarande begränsningar för Vulkan-backend:Nuvarande redigerare är inte en nodredaktör.Den nuvarande redaktören är inte en tillgångsbläddraren.Aktuell redigerartyp för detta områdeAktuell bildruta ligger inte inom ramområdetAktuellt bildnummer kan manuellt ställas in till ett negativt värde.Aktuellt bildnummer i bildsekvens eller filmAktuellt bildnummer i film eller bildsekvensAktuell bildruta med underbildruta och tidsomläggning tillämpadAktuell bildruta, för att uppdatera animationsdata från Python frame_set() iställetAktuell rad och startrad för markeringen, om sådan finnsNuvarande läge för källobjektet '%s' är inte kompatibelt med målibjektet liboverride '%s'Nuvarande läge för källobjektet '%s' är inte kompatibelt med målobjektet '%s'Den aktuella noden har inga synliga utgångar.Den aktuella nodträdet innehåller inga noder.Aktuell nodträd är länkad från en annan .blend-fil.Aktuell nodträdstyp stöds inte. Bör vara en av {:s}.Aktuell perspektivmatris (``window_matrix * view_matrix``)Aktuell pose för armeringarDen nuvarande renderingsmotorn stöder inte baking.Aktuell formnyckelAktuellt formnyckelindexAktuell fas i importprocessenAktuell stereosyn visasAktuell tid för simuleringenAktuell visningsmatrisAktuell fönstermatrisAktuell: Utvärderar för närvarande scenenUtvärderar för närvarande visningslagretFör närvarande vald bindningMarkörMarkör (förskjutning)MarkörfärgMarkörens avståndMarkörens positionJustera markörlåsningMarkörplanCursor Surface-projektetMarkörvärdeMarkörvärde till valMarkörvyMarkör XMarkörens X-värdeMarkörens Y-värdeMarkörens position i normaliserade koordinater (0,0 till 1,0)Markörens position i normaliserade klippkoordinaterMarkörens position i normaliserade förhandsgranskningskoordinaterMarkörens position i skärmkoordinaterMarkören måste vara över ytmeshMarkör till valKrumningKrumning 3DKrumning MinKrumningskamKrumningsjämna iterationerKrumningsdalenKrumningsbaserad skuggning, användbar för att göra fina detaljer mer synligaKurvaBézierCirkelBézierkurvaKonstantKurvaKurvaStigAnpassadAnpassad kurvaFörlängExtrapoleratAvtagningFörinställd fallkurvaFalloff-typFjäderfallHorisontellOmvänd kvadratLinjeLinjärMaxMedianstegLägeNyIngen avmattningNurbsCirkelNurbsKurvaNurbsPathProfilformProportionell redigering FalloffProportionell avklingningSlumpmässigRotRundaSkarpSkarpareJämnJämnareSfärSurfCircleSurfCurveSurfCylinderSurfPatchSurfSphereSurfTorusYtaKurvan '%s' innehåller inte given splineKurva 2DKurvböjningKurvcirkelKurvdataKurvdeformeringKurvredigeringslägeÖverläggningar i kurvredigeringslägetKurvavmattningKurvramssortimentKurvgrupp-IDKurvguideKurvhandtagets positionerKurv-IDKurva i XKurvindexKurvinformationKurvinstanserKurvjitterKurvlängdKurvlängdsnodKurvlinjeKurvkartpunktKurvkartläggningKurvmodifierareKurvobjektKurvförskjutningarKurva ut XInställningar för kurvmålningKurvparameterns avklingningKurvpunktKurvpunktsräkningKurvprofil-widgetKurvradieKurvrotKurvskulpturCurve Sculpt-överläggKurvsegmentKurvkänslighetKurvformKurva krympa/fetaKurvskivaKurvsplinesKurvstyrkaKurvdelningarKurvtangentKurvlutningKurvspetsKurvwidgets färgerKurvkomponent innehållande spline- och kontrollpunktdataKurvkontrollpunktKurvdatablock som lagrar kurvor, splines och NURBSKurvdatablock som används för lagring av ytorKurvdatablock som används för lagring av textKurvdatablockKurvdefinierande klump som smalnar avKurvdefinierande grovhetKurva som definierar slutaren öppning över tidKurvdefinierande vridningModifierare för kurvdeformationKurvformad textKurvanpassningsmetodKurva från nät- eller textobjektKurvgeometri som definierar kurvans banaKurvstyrningsverktygets viktKurva i en kurvkartläggningKurvinterpolering vid denna punkt: Bézier eller vektorKurvkartläggning för att kartlägga färg-, vektor- och skalärvärden till andra värden med hjälp av en användardefinierad kurvaKurvobjektnamn som definierar avsmalningen (bredden)Kurva objekt att deformera medKurva objekt för att anpassa arrayens längd tillPunktens kurvaKurva- eller ytindelningar per segmentKurvstorlekar måste vara större än nollKurva som styr detta förhållandeKurva till nätKurva till punkterKurva till rörKurva för att beräkna längden påKurva som ska konverteras till ett nät med hjälp av den angivna profilenKurvtypKurva som används för modulerande effektKurva som används för kurvkartläggningKurva som används för jitter-effektenKurva som används för känslighetenKurva som används för styrkanKurva som används för att mappa tryck till penselvibrationerKurva som används för att mappa tryck till penselstorlekKurva som används för att mappa tryck till borststyrkaKurvbreddstorlek stöds inte för USD-interpoleringKurva(or)Kurvorna har inga aktiva punkter.Kurva: {} punkter, {} splinesCurveMapping äger inte CurveMap.CurveProfile-tabellen är inte initialiserad, anropa initialize()BöjdKurvorLägg tillBorsttypKamKurvor FormtypCylinderRaderaDensitetVäxa / KrympaNyFärgvalNypPuffBildJämnOrmkrokSträngStripKurvor RedigeringslägeKurvor Redigeringsläge ÖverläggKurvor Växer/krymper SkalningKurvor InfoCurves Object stöder inte denna inställning av ursprung.Kurvor SkulpteraCurves Sculpt Lägg till kurvalternativCurves Sculpt Brush-inställningarKurvor Skulptera Bur OpacitetKurvor Skulptera MålaKurvor Skulptera parameter FalloffCurves Sculpt-inställningarKurvorna är inte kopplade till någon UV-karta.Kurvor som nätKurvor som NURBSKurvor har ingen bifogad information som kan användas för deformation.Kurvor har ingen information om ytans fästning.Kurvor från utvärderade kurvdataKurvor måste ha ett mesh-ytobjekt inställtKurvor som inte är kopplade till en ytaKurvor stöder endast ett enda material; valet kan inte vara ett fält.Kurvor formtypKurvor som sveps längs huvudkurvanKurvor till fettpennaKurvor för att ändra det cykliska tillståndet förKurvor för att ändra handtagen påKurvor för att ändra normalerna påKurvor för att ändra upplösningen påKurvor för att ändra typen avKurvor som ska konverteras till punkterKurvor att deformeraKurvor att fylla. Alla kurvor behandlas som cykliska och projiceras till XY-planet.Kurvor för att skapa rundade hörn påKurvor att omprovtaKurvor till provtagningspositioner påKurvor för att ställa in handtag för kontrollpunkter påKurvor för att ställa in radien påKurvor för att ställa in lutning påKurvor för att förkortaKurvor att dela uppKurvor för att växla mellan start och slutKurvlinjär 2D-längd för kedjesplittringBöjning av nudelnAnpassadAnpassad ({:.4g} fps)Anpassad dämpningAnpassad bytecodeAnpassad bytecode-hashAnpassad kameraAnpassad kamerashader-kompilering misslyckades, se konsolen för felmeddelandenAnpassad kavitetskurvaAnpassad färgAnpassade färgförinställningarAnpassad färguppsättningAnpassade färgerAnpassad kompositorgruppnod för Python-noderAnpassad kurvaAnpassad katalogAnpassat avståndAnpassad filvägAnpassad geometrigruppnod för Python-noderAnpassad gradientAnpassad gruppAnpassad IK-pivotAnpassad ikonAnpassad bildAnpassad etikettAnpassad platsAnpassad NormalAnpassade normalerEndast anpassade normalerAnpassat objektAnpassad ocklusionAnpassade lökfärgerAnpassade överläggAnpassad parallaxAnpassad sökvägAnpassad pivotkontrollAnpassad poseAnpassad profilvägAnpassade egenskaperAnpassad proxyAnpassad kvalitetAnpassat intervallAnpassad regionAnpassad shaderAnpassad Shader Group Node för Python-noderAnpassad formAnpassad formrotationAnpassad formskalaAnpassad formtransformeringAnpassad formöversättningAnpassat simuleringsramintervallAnpassad simuleringsintervallAnpassat utrymmeAnpassad vyAnpassad volymAnpassad widgetorienteringAnpassad animeringsspelares körbara sökvägAnpassad färg för rörelsebana efter aktuell bildrutaAnpassad färg för rörelsebana före aktuell bildrutaAnpassad färg på nodens kroppAnpassad färg som ska användasAnpassad kurva för att tillämpa effektAnpassad kurva för att styra interpolering av sekvenser mellan Grease Pencil-bildrutorAnpassad kurva för att kontrollera avklingningen av penseleffekten med Grease Pencil-bildrutorAnpassad kurva för att kontrollera primitivtjocklekAnpassat datalager-namn för indexetAnpassat datalager-namn för det slumpmässiga värdetAnpassad regionAnpassad dynamisk definierad UI-etikett för uttaget. Kan översättas om översättning är aktiverad i inställningarna.Anpassat övertoningsvärdeAnpassad falloff-kurvaAnpassat filterAnpassad interpolering definierad med hjälp av en kurvkartaAnpassad kartläggningskurvaAnpassade noderAnpassade normalverktyg som använder normalvektorn i användargränssnittetAnpassade egenskaperAnpassad referenspunkt för guiderAnpassad shader-källaAnpassad storlek för nedskalning av exporterade texturerAnpassade taggar (namntoken) för tillgången, som används för filtrering och allmän tillgångshanteringAnpassad text som ska visas i stämpelnoteringenAnpassat värde för meter per enhet i USD-stadietKlippSkär kanterSkär partiklarna till önskad formSkär igenomKlipp tillSkär en skärningspunkt i ytorSkär av kanterna för snyggare splitterSkär geometrin längs ett plan (klicka och dra för att definiera planet)Klipp håret så att det passar det angivna formobjektet.Klipp hårSkär i geometri och håll varje sida separat (endast markerade/icke markerade)Skär i valda objekt i vinkel för att skapa fas eller avfasning.Klipp av nätöglan och skjut denSkär ny topologiKlipp ut markerad text till urklippKlipp ut fast geometri från markerat till omarkeratKlipp ut text till urklippSkär igenom alla ytor, inte bara de synligaKlipp, subtrahera eller sammanfoga flera SDF-volymrutnätinmatningarKlipp, subtrahera eller sammanfoga flera mesh-inmatningarAvskärningAvskärningsavståndAvskärningsfrekvens för ett högpassfilter som tillämpas på ljuddataAvskärningsfrekvens för ett lågpassfilter som tillämpas på ljuddataSkärningarSkär nätet tvärs över spegelplanetSkärningar: %s, Jämnhet: %sCykelCykelhandtagstypCykelns längdCykel bakåtVäxla mellan alla fyra handtagstyperCykel i omvänd riktningCyklisera den animerade tiden inom åtgärdens start och slutCyklisera bildrutorna i sekvensenCykel bilderna i filmenBläddra igenom alla icke-ogiltiga renderingsplatserBläddra mellan tillgängliga skärmarCykel genom historienBläddra igenom olika typer av innergeringsvinklarCykel genom korsningsmetoderBläddra igenom offsetlägenBläddra igenom olika typer av yttre geringsfogarBläddra genom redigeringskontexten genom att aktivera nästa/föregåendeCykel genom regnbågen och försök att ge varje kurva en unik färg.Bläddra bland verktygen i denna gruppBläddra mellan arbetsytorCykelmedveten tangentCyclesCykliska kurvor RenderinginställningarCycles Anpassade kamerainställningarCyklers felsökningCykliska F-modifierareCykelbelysningsinställningarCykelmaterialinställningarCykelnätinställningarCykelobjektinställningarCykelrenderingsenheterCycles renderingsmotorCykelrenderingsinställningarCykelinställningarCyklers Vylager-inställningarCykelns synlighetsinställningarCycles World InställningarCyklar byggda utan Embree-stödInställningar för rendering av cykelkurvorCycles är inaktiverat i denna version.CykelbelysningsinställningarCykelns materialinställningarCykelnätinställningarCykelobjektinställningarCykelinställningarCycles-renderingsintegrationCykelns synlighetsinställningarCycles världsinställningarCykliskCyklisk animeringCyklisk förskjutningCyklisk remsa TidCyklisk UCyklisk VCyklisk förlängning/upprepning av nyckelbildsekvensCyklisk vågeffektCykelmodus att använda efter sista nyckelbildrutaCykelmodus som ska användas före första nyckelbildenCylinderCylinderradieTjeckiska - ČeštinaUTGÅTT: Lägg till originalrotation i kopierad rotationDJVDLSDNxHDNEDDPXDPX (.dpx)DVDVCPRO HD 1080pDVCPRO HD 720pDVD (obs: detta ändrar renderingsupplösningen)DWAA (förlustbringande)DWAB (förlustbefylld)FuktigFuktfaktorFuktiga reflekterade vågor som går i motsatt riktning mot vindenDämpad minsta kvadrat med numerisk filtreringDämpad banaDämpad spårbegränsningDämpningDämpningDämpning EpsilonDämpningsfaktorDämpning MaxDämpningstidDämpning ÖversättningDämpning XDämpningsvinkel XDämpning YDämpningsvinkel YDämpning ZDämpning Z-vinkelDämpning av den harmoniska kraftenDämpning på X-axelnDämpning på X-rotationsaxelnDämpning på Y-axelnDämpning på Y-rotationsaxelnDämpning på Z-axelnDämpning på Z-rotationsaxelnHängande omdirigeringsnoder ignoreras.Danska - DanskMörkareMörkt lägeMörkar kanterna.MörkareSkuggornas mörkerDashDash 1Dash 2Dash 3DashlängdDash-modifierarsegmentDash-förhållandeStreckad linjeStreckade linjers opacitetDataData-APIDatadjupDataskiktDatahanteringDatavägFörhandsgranskning av dataDatasetDatakälla:DatamålDataöverföringDataöverföringsmodifierareDatatypDatakorruption: datablocket '%s' använder ett annat lokalt datablock ('%s') som referens för biblioteksöverskrivning, vilket tar bort all överskrivningsdata.Datakorruption: datablocket '%s' använder sig själv som referens för biblioteksöverskrivning, vilket tar bort alla överskrivningsdata.Datakorruption: datablocket `%s` har en Library Override-egenskap utan RNA-sökvägDataväg inte inställdDatapunkt för frihandskurvaDatakälla som använts för bakgrundsinformationData som kommer att modifieras i expanderingsoperationenData att läsa från cachenDatatypDatatyp för topologirasterDatatyp för AOVDatatyp för egenskapenDatatyp för uttagetDatatyp för voxelvärdenData som används för att identifiera en kolumn i ett kalkylbladData som används för att identifiera en kalkylbladstabellData som används för att identifiera motsvarande data från datakällanData som används för att identifiera tabellenDatavärden utan speciellt beteendeDatablockDatablocknamnReferenser till datablockDatablocktypDatablockDatablocket '%s' hade en ogiltig inbäddad nodgrupp som inte har lästs.Datablocket '%s' är inte en biblioteksöverskrivning eller ingår inte i en biblioteksöverskrivningshierarki.Datablocket '%s' är inte längre en tillgång.Datablocket '%s' är nu en tillgångDatablocket stöder inte tillgångsoperationer – måste vara en pensel, samling, nodgrupp, objekt, poseringsåtgärd, scen eller värld.Data-block stöder inte förhandsgranskningarDatablock från vilket det redigerade datablocket är länkatDatablocket är inte markerat som tillgång.Datablocket har bytt namn till '%s', försök igen att tvinga omdöpningen till '%s'Datablocktypen stöder inte automatiska förhandsvisningar.Datablocktyp stöder inte falska användareDatablocktyp som ska visasDatablock som används för anteckningar i 3D-vynDatablock som använder dessa formnycklarData-block som använder denna packade fil är inte redigerbara.Datablock vars noder redigerasDatablock i detta bibliotek är redigerbara trots att de är länkade. Används av penselresurser och deras beroenden.Datablock som inte finns i den globala huvuddatabasen kan inte döpas om.DataöverföringDatumÄndringsdatumDatum: {:s} {:s}DagarInaktivera geometrinodvisaren när du klickar i tomt utrymmeInaktivera rutnätsvoxlar utanför minimi- och maximikoordinaterna och ställ in dem till bakgrundsvärdet.Inaktivera stel kropp vid simuleringens startInaktivera vald visningsnod i geometrinoderAvaktiveringDödDödzonDödFelsökningFelsökningsikonens bakgrundFelsökningsikon FörgrundFelsökning av provantalFelsökningsvärdeFelsökningsalternativ, endast när programmet startas med '-d'Dekal OffsetEn bra allroundstrategi. Ett ben med ett barn har sin spets placerad på den lokala axeln som ligger närmast barnet.DecimalerDecimeraDecimera F-kurvor genom att ta bort nyckelrutor som påverkar kurvans form minst.Decimera F-kurvor genom att ange hur mycket de kan avvika från den ursprungliga kurvan.Decimera modifierareDecimera: Hoppa över icke-linjära/Bézier-nyckelrutor!DecimeringmodifierareDeklaration av en nodpanelDeklaration av en nodsockelDeklaration av socklar och ui-paneler för en nodgruppDela upp i en svängrotation för att rikta in X-axeln, följt av en vridning runt den.Dela upp i en svängrotation för att rikta in Y-axeln, följt av en vridning runt den.Dela upp i en svängrotation för att rikta in Z-axeln, följt av en vridning runt den.Dela upp i cylindriska komponenter.Sönderdela i dess sfäriska komponenter.Dekonstruera nätet istället för att bygga detMinska kontrastenMinska hopphöjdenMinska segmentStandardStandardattributStandard StängdStandardfärgStandardfärgattributStandardfärgerStandard raderingspenselStandarduttoningStandardram: {:.02f} (Måste vara ett heltal!)Standardram: {:.0f}Standardvärde för mål (vertexmålposition)Standardvärde för mål (vertexmålposition) när ingen vertexgrupp användsStandardbredd för gruppnodStandardhandtagStandardimportmetodStandardinmatningStandardinterpoleringStandardnyckelkanalerStandardkonfiguration för tangenterStandardlayoutStandard MaxStandardminimumStandardförhandsgranskningsstorlekStandardutjämningslägeStandardinställningStandardvärdeStandardviktStandardvikt AStandardvikt BStandardåtgärd för höger musknappStandardkonfiguration för inbyggda tangenterStandardfärg för texturer som inte returnerar RGB eller när RGB till intensitet är aktiveratStandardfärg för benens solida formerStandardfärg för nya noder och nodgrupperStandardavstånd från bildgränsen vid vilket markören slutar spåraStandardraderingspensel för snabb växling med huvudpenselnStandardfyllningsfärgStandardposition för rubriker för nya utrymmes typerStandardplats där renderade bilder kommer att visas iStandardplats där filredigeraren visasStandardplats där inställningarna visas iStandardminimivärde för korrelation mellan matchat mönster och referens som fortfarande behandlas som framgångsrik spårningStandardrörelsemodell som ska användas för spårningStandardordning för sorteringsnyckelnStandardvägar för externa filerStandardmönstrad fyllningStandardalternativ för relativ sökväg för filväljaren, när ingen sökväg ännu har definieratsStandardinställning för ögonlocksreglagen (X och Z)Standardstorlek för miniatyrbilderna i förhandsgranskningen av tillgångar i pixlarStandard till avancerad numerisk inmatningStandardverktyg för partikelägeStandardvärde utanför rutnätets voxlarStandardvolymrendering använder nollspridning, vilket är opartiskt och har färre artefakter, men kan vara mer brusigt. Det partiska alternativet använder strålmarschering, med kontroller för stegstorlek och maximalt antal steg.Standardvikt som en vertex får om den inte ingår i den första A-gruppenStandardvikt som en vertex får om den inte ingår i den andra B-gruppenStandardvikt som en vertex får om den inte ingår i vgruppenStandardinställningarDefiniera basDefiniera djupDefiniera signaturDefiniera ett anpassat intervall av bildrutor som ska användas i modifierarenDefiniera en linje med startpunkt, riktning och längdDefiniera och redigera drivrutiner som länkar egenskaper till anpassade funktioner eller andra dataDefiniera båge med 3 punkter på cirkeln. Bågen beräknas mellan start- och slutpunkterna.Definiera krafter för hörnpunkter så att de håller sig i animerad positionDefiniera hur hastighetsvektorerna tolkas med avseende på tid. "Frame" betyder att deltatiden är 1 frame, "sekund" betyder att deltatiden är 1 / FPS.Definiera radie med ett flyttalDefiniera melaninkoncentrationerna nedan för att få ett så realistiskt hår som möjligt (du kan hitta koncentrationerna för olika hårtyper online).Definiera radien och placeringen med tre punkterDefiniera radien med ett flytande talDefiniera linjens start- och slutpunkterDefiniera streckkurvan med en Bézier-kurva (dabs separeras enligt avståndet)Definiera transformeringen lokalt eller med ett objekts transformeringDefiniera var längs splinen kurvgeometrin slutar (0 för början, 1 för slutet)Definiera var längs splinen kurvgeometrin börjar (0 för början, 1 för slutet)Definiera varifrån VR-vyns placering och rotation kommer, till vilken translation och rotationsdelta från VR-headsetet ska tillämpas.Definiera vilken delmängd av grupper som ska användasEndast definierade primitiva typerDefinierar återkopplingsfunktioner för att utöka USD IODefinierar hur prickar och rutor ska justeras efter ritbanan och objektets rotation.Definierar hur mycket av slaget som tonas in/ut.Definierar hur mycket av slaget som är synligtDefinierar hur operatören ska agera på markeringen i det aktiva lagret.Definierar hur strecken ordnas i 3D-utrymmet (för objekt som inte visas "Framför").Definierar hur vertexfärgen påverkar streckenDefinierar om tangenterna ska justeras på en ease-in- eller ease-out-kurva.Definierar om lösaren får upprepa (konvergera tills precisionen uppnås) på ingen, första eller alla bildrutor.Definierar storleken på derivatförskjutningen som används för att beräkna gradient och krökning.Definierar det användargränssnitt som ska skrivas över. Om det inte är inställt skapas ett nytt och namnges utifrån riggens namn.Definierar kanalen som används för despillbegränsning. Balanserar mellan de två icke-primära färgkanalerna som den primära kanalen jämför med. 0 betyder att den senare av de två kanalerna används, medan 1 betyder att den förra av de två används.Definierar dimensionen på bilden som det relativa värdet avser.Definierar linsprojektionen som polynom för att möjliggöra efterliknande av verkliga kameralinser.Definierar det specifika formatet för de argument som textredigeraren använder för att öppna filer. Följande expansioner stöds: $filepath Filens absoluta sökväg. $line Rad som ska öppnas (valfritt). $column Kolumnen som ska öppnas från början av raden (valfritt). $line0 & column0 börjar på noll. Exempel: -f $filepath -l $line -c $columnDefinierar vilken del av slaget som används för beräkningen av förlängningen.Definierar om förgrunden är i ren alfaform, vilket är nödvändigt att veta för korrekt alfakomposition. Bilder i kompositorn är som standard i förmultiplicerad alfaform, så detta bör i de flesta fall vara falskt. Men om, och endast om, förgrunden av någon anledning konverterades till ren alfaform, bör detta ställas in på sant.Definierar vilken samling widgetobjekt ska placeras i. Om ingen är inställd skapas en ny baserad på riggens namn.Definierar vilka tangenter som ska användas som lutning och hur mycket som ska blandas mot dem.Definierar vilken rigg som ska skrivas över. Om detta inte är inställt skapas en ny med namn baserat på alternativet Rig Name (Riggnamn) eller namnet på metariggen.DefinitionerDefinition av ett val i en RNA-enum-egenskapDefinition av ljudkanalerTömAvledande sändareAvled vätskor och påverka vätskeflödetAvböjningDeflektorerDefokuseraDeformeraDeformera axelDeformera benDeformera kurvor på ytanDeformationslägeDeformera pose-benDeformera runt lokal axelDeformera baserat på en serie förankringspunkterDeformera i X-axelnDeformera i Y-axelnDeformera i Z-axelnDeformera rotationsinterpolering med kvaternionerDeformera specifika punkter med hjälp av ett annat objektDeformera slagpunkter med hjälp av armeringsobjektDeformera streckpunkter med hjälp av objektDeformera streck med hjälp av ett gitterobjektDeformera nätet eller kurvan med hjälp av en extern nätcache i Alembic-format.Deformera nätet med hjälp av en extern bildruta-för-bildruta-vertex-transformationscacheDeformera formen genom att vrida, böja, avsmalna eller sträckaDeformera formen med hjälp av ett armeringsobjektDeformera strecket så att det bäst matchar kuvertets formDeformera med hjälp av ett annat nät, som fungerar som en deformationsbur.Deformera med hjälp av formen på ett gitterobjektDeformera volym baserat på brus eller andra vektorfältDeformGroup '%s' finns inte i objektet '%s'DeformationDeformationsbroDeformationsmålDeformationstyp som används i penselnDeformationer (formnycklar, deformationsmodifierare)Deformerad platsDeformeringDeformerar befintliga hårkurvor till flätor med hjälp av styrkurvorDeformerar befintliga hårkurvor till lockar med hjälp av styrkurvorDeformerar hårkurvor med hjälp av en brustexturDeformerar hårkurvorna med hjälp av en slumpmässig vektor per punkt för att göra dem krusiga.GraderAvinterlacingAvinterlace alla valda filmkällorAvinterlace filmfil vid inläsningDelDelaunayFördröjningFördröj uppdateringar av visningsområdetFördröjning i sekunder innan maximal hastighet uppnåsRaderaTa bort 4 mellanslag från början av radenRadera BakeTa bort penselresursTa bort katalogRadera dataTa bort tomma bildrutorTa bort geometriRadera globaltTa bort fettpennramarRadera högreRadera modifierareTa bort tystadeRadera punktTa bort pose-tillgångTa bort referensobjektTa bort segmentTa bort markeringTa bort Studio LightTa bort spårTa bort oanvändaTa bort oanvända noderTa bort en hel partikel eller endast nycklarTa bort en nyckelruta från valda spår vid aktuell rutaTa bort aktiva bildrutor för alla lagerTa bort aktiva nyckelrutor för alla lagerTa bort aktiv scenTa bort aktiv skärmRadera aktiv textfil?Ta bort allaTa bort alla metadata för tillgången och återställ tillgångens datablock till ett normalt datablock.Ta bort alla metadata för tillgångar och omvandla de valda tillgångsdatablocken tillbaka till normala datablock.Ta bort alla tillgångsmetadata, återställ de valda tillgångsdatablocken till normala datablock och ställ in Fake User för att säkerställa att datablocken fortfarande sparas.Ta bort alla bakade cacher för alla objekt i den aktuella scenenTa bort alla tomma animationsdatakontroller från synliga datablockTa bort alla bildrutor som inte innehåller några noder.Ta bort alla ogiltiga bokmärkenTa bort alla nycklar som genererades av operatören "Fix to Scene Camera" (Fixa till scenkamera).Ta bort alla ljusprobers bakade belysningsdataTa bort alla noder med oanvända utgångarTa bort alla valda animationskanalerTa bort alla markerade streck eller punkterTa bort alla synliga drivrutiner som anses ogiltigaTa bort alla arbetsytor utom den härTa bort alternerande hörn i strecket, förutom ytterpunkternaTa bort ett attribut med ett angivet namn från en geometri. Används vanligtvis för att optimera prestanda.Ta bort en kantloop genom att slå ihop ytorna på varje sida.Ta bort en befintlig punktTa bort bakade data från en enskild bakningsnod eller simuleringTa bort cacheminnet för alla valda objektTa bort cachad indirekt belysningTa bort cachade/bakade simuleringar i geometrinodmodifierareTa bort underordnade objekt och samlingarTa bort aktuell boid-regelRadera aktuell boid-statusRadera aktuell cacheTa bort aktuell nyckelbildruta för aktuell UI-aktiv egenskapTa bort kurvknutarTa bort drivrutiner som är tilldelade valda objektTa bort drivrutiner för alla element i matrisenTa bort tomt bildobjekt när nätplanet har skapatsTa bort kontrollpunkt för kuvertTa bort vätska från simuleringenTa bort vätska inuti hinderRadera i hinderTa bort nyckelrutor från alla element i matrisenTa bort nyckelrutor från valda objekt?Ta bort nyckelrutor från valda remsor?Ta bort nyckelrutor på den aktuella rutan för alla egenskaper i den angivna nyckelsatsen.Ta bort lösa hörn, kanter eller ytorTa bort markör för aktuell bildruta från valda spårTa bort markör för aktuell bildruta från valda spår?Ta bort filmklippets proxyfiler från hårddiskenTa bort ett av varje par för att lösa:Ta bara bort fyllningar och inte konturerTa bara bort streck och inte fyllningarTa bort fysikbakningTa bort punkterTa bort sekundära partiklar som befinner sig inuti hinder eller har lämnat domänen.Ta bort valda NLA-spår och de remsor de innehållerTa bort valda ben?Ta bort valt bokmärkeTa bort valda samlingshierarkierRadera valda kontrollpunkter och splines?Ta bort valda kontrollpunkter eller segmentTa bort valda kontrollpunkter eller splinesTa bort valda kontrollpunkter och korrigera omgivande handtagTa bort valda element som inte används av skrovetTa bort valda ytor som används av skrovetRadera valda filer?Ta bort valda nyckelrutor?Ta bort valt listobjektRadera valda markörer?Ta bort valda metaball-elementTa bort valda metaball-element?Ta bort valda objektTa bort valda objekt och samlingarRadera valda objekt?Ta bort valda partiklar eller nycklarTa bort valda punkter utan att dela streckTa bort valda rapporterTa bort valda retiming-nycklar från sequencerTa bort valda remsorTa bort valda remsor från sequencerTa bort valda streck eller punkterTa bort markerade tidsmarkörerTa bort valda spårRadera valda spår?Ta bort valda hörn, kanter eller ytorTa bort streckpunkter mellan korsande streckTa bort målvariabelTa bort text vid markörens positionTa bort text vid markörens positionTa bort ID under markörenTa bort den eller de aktiva Grease Pencil-bildrutornaTa bort den aktiva penselresursenTa bort den aktiva bildrutan för det aktiva anteckningslagretTa bort den aktiva eller alla vertexgrupper från det aktiva objektetTa bort den aktiva positionenTa bort den aktiva arbetsytanTa bort tillägget från filsystemetTa bort den valda posenTa bort det valda VR-landmärket från listanTa bort den valda lokala överskrivningen och länka om dess användningar till det länkade datablocket om möjligt, annars återställ den och markera den som icke redigerbar.Ta bort de valda lokala överskrivningarna (inklusive deras hierarkier av överskrivningsberoenden) och länka om deras användningar till de länkade datablocken.Ta bort de valda lokala överskrivningarna och länka om deras användningar till de länkade datablocken om möjligt, annars återställ dem och markera dem som icke redigerbara.Ta bort detta bibliotek och alla dess objektTa bort denna vikt från vertexen (inaktiverad om vertexgruppen är låst)Ta bort spår som motsvarar den valda kurvanSka spåret som motsvarar den valda kurvan raderas?Ta bort transformationsorienteringTa bort orena segment av spårTa bort orena spårRadera med återanslutningRaderade %d datablockRaderade %u drivrutinerRaderade %u objekt1 nod har raderatsRaderade {} noderTar bort aktuell bildruta i det aktiva lagretTar bort förskjutningen av Multires-modifierarenTar bort de ytor som är tilldelade ytuppsättningen.Tar bort nätet med högre upplösning, vilket kan leda till förlust av detaljer.AvgränsaAvgränsa med UV-koordinaterAvgränsa med kantfogarAvgränsa efter ansiktsriktningarAvgränsa efter ytmaterialAvgränsa med skarpa kanterAvgränsa upplösningsoperationBegränsa valet av kantlooparBegränsa valet av kantloopar vid sömmarBegränsa valet av kantloopar vid skarpa kanterAvgränsa val av kantringBegränsa valet av kantring vid materialgränserBegränsa valet av kantring vid sömmarBegränsa valet av kantring vid skarpa kanterBegränsa valet av ansiktslooparAvgränsa valet av ansiktsslingor vid materialgränserBegränsa valet av ansiktsslingor vid sömmarBegränsa valet av ansiktsslingor vid skarpa kanterAvgränsa vald regionAvgränsareAvgränsaren måste vara ett enda tecken.Avgränsaren får inte vara \n, \r, " eller \Leverera Ambient Occlusion-passLeverera Grease Pencil-renderingresultat i ett separat passLeverera alfablandade ytor i ett separat stegLeverera blomsterpass (föråldrat)Leverera djupvärden passeraLeverera diffus färgpassLeverera diffus direktpassningLeverera diffus indirekt passningLeverera direkt volymetrisk spridningspassLeverera utsläppspassLeverera miljöbelysningspassLeverera fullständig kombinerad RGBA-buffertLeverera glansig färgpassLeverera glansigt direktpassLeverera glansigt indirekt passLeverera indirekt volymetrisk spridningspassLeverera materialindexpassLeverera dimfaktorpass (0,0 till 1,0)Leverera normalt passLeverera objektindexpassLeverera positionspassLeverera skuggpassLeverera hastighetsvektorpassLeverera färgpass under ytanLeverera direktpass under ytanLeverera indirekt pass under ytanLeverera textur UV-passLeverera överföringsfärgpassLeverera direktpassering av transmissionLeverera indirekt passningLeverera volym direkt ljuspassDeltaDelta-platsDelta-rotationDelta-rotation (Euler)Delta-rotation (kvaternion)Delta-skalanDelta-tidDelta-transformationDelta XDelta YDeltaförskjutning av klonbild i koordinaterna 0,0 till 1,0DeltaX: %sDemoDenimBrusreduceringBrusreduceringsnoderFörhandsgranska brusreducering på GPUBrusreducering av färg och guidningspass samtidigt. Förbättrar kvaliteten när guidningspass är brusiga med minsta möjliga extra bearbetningstid.Brusreducering av bild och guidningspass samtidigt. Förbättrar kvaliteten när guidningspass är brusiga med minsta möjliga extra bearbetningstid.Brusreducering av bild med hjälp av tidsmässig reprojicering (kan lämna vissa spökbilder)Brusreducering på GPURensa brus från renderad animationssekvens med aktuella inställningar för scen och visningslager. Kräver brusreducering av datapass och utdata till OpenEXR-filer med flera lager.Denoise-renderingar från Cycles och andra ray tracing-renderareAvbrusbilden efter varje förhandsgranskningsuppdatering med den valda brusreducerarenBrusreducering av bilden i 3D-vyfönstretAvbrusbilden med den valda brusreduceraren. För brusreducering av bilden efter renderingBrusreducering av den renderade bildenBrusreducerareBrusreduceringBrusreducering av albedoBrusreducering av dataBrusreduceringsanordningBrusreducering av ingångssignalerBrusreducering NormalBrusreducerande förfilterBrusreduceringskvalitetBrusreducering slutfördAnger om objektet genereras av ett annat objekt.DensitetDensitet (kg/l) för vätskan inuti objektet, som används för att skapa en hydrostatisk tryckgradient som simulerar vikten av den inre vätskan eller flytkraften från den omgivande vätskan om den är negativ.Täthet Lägg till försökDensitetsattributDensitetsfaktorDensitetsrutnätDensitetsmaskMaximal densitetDensitetsmetodDensitet StyrkaDensitetsmålDensiteten beräknas som en faktor av standarddensiteten (beroende på partikelstorlek).Luftmolekylernas densitet. 0 betyder ingen luft, 1 betyder stadsluft.Densitet av damm, föroreningar och vattendroppar. 0 betyder inga aerosoler, 1 betyder aerosoler i stadsmiljö.Ozonlagrets densitet. 0 betyder ingen ozon, 1 betyder ozon i stadsmiljö.Den nya volymens densitetDensitetsvärde (kg/m^3), tillåter anpassat värde om förinställningen "Anpassad" användsBeroenden i scendataBeroendegrafBeroendegrafobjektinstansUppdatering av beroendegrafBeroendeloppUppdatering av beroendegraf begärd under utvärderingFöråldradFöråldrad anmärkningFöråldrad borttagningsversionFöråldrad versionFöråldrad operator, använd istället screen.keyframe_jumpFöråldrat, kakel är alltid aktiveratFöråldrad, använd istället egenskaperna 'uv', 'vertex_select', 'edge_select' eller 'pin'.Föråldrad, använd istället use_data_displayFöråldrad. Använd Cryptomatte Node istället.DjupDjup 3DDjup ADjup BDjupkombinationDjupkombineringsnodDjupobjektSkärpedjupDjupförskjutningDjupordningDjupbias som används för urvalSkärpedjupInställningar för skärpedjupBeräkning av molnets djupBrusdjupDjupet på den fasta marken under vattenytanRullens djupförskjutningFör stort djupHärled ett numeriskt värde från en given strängrepresentationHämta texturkoordinater från ett annat nätBeskrivningBeskrivning av en överskriven egenskapBeskrivning av en överskrivningsoperation över en överskriven egenskapBeskrivning av artikelns syfteBeskrivning av nodträdetBeskrivning av egenskapen för verktygstipsBeskrivning:AvmarkeraAvmarkera ändarAvmarkera ansikten som är kopplade till befintligt valAvmarkera anslutenAvmarkera IngentingAvmarkera UV-hörnpunkter vid gränsen för varje markeringsområdeAvmarkera hörn som är kopplade till befintligt valAvmarkera alla teckenAvmarkera alla elementAvmarkera alla markerade hörn som tilldelats den aktiva hörngruppen.Avmarkera allt när ingenting finns under markörenAvmarkera ben i aktiv beninsamlingAvmarkera valda nycklar för varje partikelAvmarkera efter aktivt materialfackAvmarkera kontrollpunkter vid gränsen för varje markeringsområdeAvmarkera vart n:te element med början från den aktiva vertikalen, kanten eller ytan.Avmarkera var N:te punkt med början från den aktiva punktenAvmarkera nyckelrutor i ändarna av markeringsöarnaAvmarkera länkade UV-hörn istället för att markera demAvmarkera länkade kontrollpunkter istället för att markera demAvmarkera länkade nycklar istället för att markera demAvmarkera objekt vid gränserna för överordnade/underordnade relationerAvmarkera objekt i samlingenAvmarkera tidigare markerade remsor efter att tillägget har slutförts.Avmarkera snarare än markera objektAvmarkera splinepunkter vid gränsen för varje markeringsområdeAvmarkera de ben som ligger vid gränsen till varje markeringsområde.Avmarkera de ben som används i denna pose.Avmarkera hörnpunkter vid gränsen för varje markeringsområdeAvmarkera hörn, kanter eller ytor vid gränsen för varje markeringsområde.AvmarkeradAvmarkerade ben från %sÖnskat antal voxlar längs en axelÖnskad voxels sidlängdSkrivbordTa bort fläckarDespillDespill-styrkaDestinationsindikatorns breddDestinationslager matchningDestinationsramLossaTa bort länkarLossa noderKoppla bort utgångarTa bort och omdirigera befintliga länkarLossa noder, flytta och fäst på bildrutanKoppla bort utgångarna från den valda noden och lämna ingångarna koppladeTa bort valda noder från överordnade noderDetaljDetaljlägeDetaljprocentDetaljförfining av metodDetaljernas grovhetDetaljskalaDetaljstorlekDetaljtyp MetodDetaljerUpptäck hörnUpptäck cykliska kurvorUpptäck bildsekvenserUpptäck sekvenserUpptäck UDIM:erUpptäck hörn och använd icke-inriktade handtagUpptäck bildplatser från materialetDetektera valda UDIM-filer och ladda alla matchande rutorUpptäckt längd på filmklipp i bildrutorDetekterad bildfrekvens för filmklippet i bilder per sekundBestämningsfaktorBestämningsmanBestäm hur snabbt röken löses upp (lägre värde gör att röken försvinner snabbare)Bestäm hur tillgången ska importerasBestäm hur tillgången ska importeras, om inte annat anges i tillgångsbläddraren.Bestäm hur den effektiva radien för splinepunkten beräknas när ett avsmalnande objekt anges.Bestäm hur geometrifaktorn mappas till en splineBestäm hur geometrins startfaktor mappas till en splineBestäm hur kurvans fasgeometri ska byggas uppBestäm hur synlighet ska användas för val av funktionskantBestäm antalet renderstrådar som användsBestäm ljusstyrketröskeln över vilken streck genererasBestäm om Noise returnerar gråskale- eller RGB-värdenBestäm vilka andra objekt som kommer att skymma bilden.Bestämmer hur långt ifrån varandra vätskan och hindret befinner sig (högre värden gör att vätskan befinner sig längre bort från hindren, lägre värden gör att vätskan rör sig mot hindrens insida).Bestämmer hur mycket vätska som tillåts i en hindercell (högre värden markerar en gränscell som ett hinder lättare och minskar gränsutjämningseffekten).Bestämmer hur man väljer vilka lager som ska slås sammanBestämmer hur tvetydigheter ska lösas vid uppdelning av bitmappar i banor.Bestämmer om enkel bild eller full sekvens ska spårasBestämmer egenskaper som objektsynlighet, modifierare etc., där de skiljer sig åt för Render och Viewport.Bestämmer tegelstenarnas förskjutning i de olika raderna.Bestämmer antalet strålar per pixel. Högre upplösning använder mer minne.Bestämmer punkternas ordning i varje kurvaBestämmer synligheten för vissa UI-element relaterade till nodgrupperBestämmer synligheten för objekt, modifieringsinställningar och andra områden där det finns olika inställningar för visningsvy och rendering.Avgör om penseln lägger till eller tar bort kurvor.Bestämmer vilken inre del av nätet som ska ge volymetrisk effekt.Bestämmer vilka partikelsystem som skapas från sekundära partiklar.DeterministiskGenerera värden för den modifierade F-kurvan på ett deterministiskt sättExtrafunktioner för utvecklareUtvecklingsverktygUtvecklingUtvecklingsfondEnhetEnhet som ska användas för beräkning (rendering med Cycles)Enhet som ska användas för renderingEnheten upp/ner styr direkt Z-positionen för 3D-visningsfönstret.DiagnostikDiagonalDiagonalerRing GizmoDiameterDiameter RotDiameterskalaDiameter i pixlar för visning av objekt/ljuskällaBorstens diameter i Blender-enheterDiameter på nya punkterDiameter på HDRI-referenssfärernaBorstens diameterBorstens diameter i pixlarDiameter på gizmoVattendropparnas diameter, i mikrometerDiamantDiamantslipningDiamant med inre prickTärningskameraSkärhastighetTärningshastighet RenderingHittade inga tillgångar i urklippSkrev inte, ingen flerlagersbildSkrev inte, oväntat fel vid sparande av stereobildDödstidDö vid träffAvlidenSkillnadSkillnad TangentSkillnadslägeSkillnad mellan VGroup A:s och VGroup B:s vikterSkillnad mellan posen och viloposen i förhållande till det överordnade benetOlika bilder packas i RGB- och alfakanalerna, och de bör inte påverka varandra. Kanalpackning används ofta av spelmotorer för att spara minne.Olika typer av aberrationerOlika stilar för att visa färgväljarwidgetenDifferentiellDiffusDiffus BSDFDiffusa studsarDiffus färgDiffus färg BlåDiffus färgfaktorDiffus färg GrönDiffus färg rödDiffust djupDiffus direktDiffusionsfaktorDiffus indirektDiffus produkt MISDiffus grovhetDiffus siktDiffusa och glansiga shader med tecknade ljuseffekterMaterialets diffusa färgDiffus reflektionsmultiplikatorDiffusionExpanderad storlekUtvidga eller erodera de aktiva områdena i ett rutnät. Detta ändrar vilka voxlar som är aktiva, men ändrar inte deras värden.Expandera eller erodera den beräknade mattan med hjälp av ett cirkulärt struktureringselement av angiven storlek. Negativa storlekar innebär erosion, medan positiva storlekar innebär expansion.Expandera eller erodera den beräknade mattan med hjälp av en invers avståndsoperation som utvärderas vid den angivna avklingningen av den specificerade storleken. Negativa storlekar innebär erosion medan positiva innebär expansion.Expandera/KontraheraDilatering/ErosionExpansionsradieDilatationströskelDimensionMåttDimensionslägeMått på maskens schablon i visningsfönstretDimensioner på schablonen i visningsfönstretDimensioner för den exporterade filenDimensioner på vektorsockelnMått:DirektDirektfärgningDirekt ljusDirekt ljusprovtagningDirekt ljusstyrkaDirekt tipskontrollDirekt omvandling av bildnummer till sekunderDirekt exekvering stöds inteDirekt ljus bidrar endast till sampling med hjälp av framåtriktad strålspårning.Direkt ljus bidrar endast till mätningen genom att nästa händelse uppskattas.Direktlänkad biblioteksdatablock, klicka för att göra lokal, Skift + klicka för att skapa en biblioteksöverskrivningDirectXRiktningRiktning (Y-axeln)Riktning från föregående närliggande punkt på segmentetRiktning från rot till spets för varje kurvaRiktning från vilken solen skinerRiktning i vilken elementet ska skalasRiktningen definieras i globala koordinaterRiktningen definieras i lokala koordinaterSynfältets riktningVinkel på bildutsnittLinjernas riktningRiktning för aberrationseffektenFyllningsriktningLjusets riktning för skuggor och högdagrarRiktningen för kurvans rotsegmentRiktning för sfären eller cylindernStrykriktning vid vilken penseln ger maximal tjocklek (0° för horisontellt)Riktningen för kurvans spetsdelVågens riktningRiktning som ljuset lyser iRiktningen som linjen går i. Längden på denna vektor spelar ingen roll.Riktning för att bläddra igenomRiktning för att göra ytan cyklisk iRiktning för att flytta den aktiva benuppsättningen motRiktning för att flytta den aktiva valuppsättningen: UPP (standard) eller NERRiktning för att flytta det aktiva bokmärket motRiktning för att flytta den aktiva exportörenRiktning för att flytta det aktiva lagretRiktning för att flytta det aktiva lagret motRiktning för att flytta den aktiva linjesatsen motRiktning för att flytta det aktiva materialet motRiktning för att flytta den aktiva vertexgruppen motRiktning för att flytta den valda modifieraren motRiktning för att flytta den valda stilmodulen motRiktning för att kompensera noder vid infogningRiktning att välja i hierarkinRiktadRiktningsoskärpaRiktad fyrkantsträdstrukturRiktad provtagningstypRiktningsområde LjusRiktad områdesljuskällaRiktningskon LjusRiktad konisk ljuskällaRiktningsvektor som pekar centralt mellan nästa och föregående kant av ett hörn på en ytaSpridningens riktning. Noll är isotropisk, negativ är bakåt, positiv är framåt.Riktningen för volymspridning inom det underjordiska mediet. Noll sprider sig jämnt i alla riktningar, medan högre värden sprider sig starkare framåt. Till exempel har huden mätts ha en anisotropi på 0,8.Direkt utmatning av bild som producerats av OpenColorIO. Detta är i allmänhet inte korrekt, men kan användas när systemkonfigurationen och den faktiska bildskärmen är kända för att matcha den valda bildskärmen.Ställ in absorptionskoefficienten "sigma_a" direkt (detta är inte det mest intuitiva sättet att färga hår).KatalogKatalogvägKatalog som visas i filbläddrarenKatalog för filenKatalog som innehåller filer för flytande cacheminneKatalog för att spara texturernaKatalog/namn för att spara animationer, # tecken definierar positionen och utfyllnaden av bildnummerSmutsvinkelEndast smutsSmutsigInaktiveraInaktivera "solo" på alla NLA-spår efter att du har lämnat tweak-läget för att återställa allt till normalt läge.Inaktivera benalternativInaktivera benformInaktivera kollisionerInaktivera F-kurva-utvärderingInaktivera MetalRT (använder BVH2-layout för skärningsfrågor)Inaktivera NLA Strip-utvärderingInaktivera NLA-spårutvärderingInaktivera kvantiseringInaktivera valInaktivera Studio Light EditInaktivera visningsvy för andra objektInaktivera åtgärd som ska utförasInaktivera tillägg för arbetsytanInaktivera och avinstallera tilläggetInaktivera automatisk packning, behåll alla packade filerInaktivera kollisioner mellan begränsade styva kropparInaktivera redigering av gränskanterInaktivera i Planar Light ProbesInaktivera i renderingsInaktivera i sfäriska ljusproberInaktivera i ytvalInaktivera i visningsvyInaktivera i volymproberInaktivera kärnoptimering. Långsammaste rendering, ingen extra CPU-användning i bakgrunden.Inaktivera bibliotekets överskrivningar av automatisk synkroniseringsdetektering och bearbetning vid filinläsning (kan vara användbart för att reparera skadade filer). Se även kommandoradsalternativet "--disable-liboverride-auto-resync".Inaktivera eller aktivera renderingsvynInaktivera kvantisering; ger mycket större glTF-filer utan tilläggInaktivera valda markörerInaktivera val i visningsfönstretInaktivera markering i visningsfönstret • Ctrl för att isolera samling • Skift för att ställa in inom samlingar och objektInaktivera val i visningsfönstret • Skift för att ställa in underordnadeInaktivera angiven inställning på alla valda animationskanalerInaktivera stencil och överlappande självskärningar med alfamaterialInaktivera remsan så att den inte bidrar med någon utdataInaktivera ytans påverkan under val, snäppning och djupval. Används vanligtvis för att undvika att halvtransparenta objekt påverkar navigeringen i scenen.Inaktivera tillgångsindexeraren för att tvinga varje uppdatering av tillgångsbiblioteket att läsa in tillgångarna från disken på nytt.Inaktivera standarddragning av tillgångar vid dra-händelser. Användbart för att implementera anpassad dragning via anpassade tangentkartläggningsobjekt.Inaktivera urvalslägetInaktivera visning av visningsvy i visningslagrenInaktivera när du använder en bild som indata istället för en faktisk z-buffert (aktiveras automatiskt om noden inte är bildbaserad, t.ex. tidsnod).Inaktivera/aktivera valda markörerFunktionshindradMarkör för funktionshindradeInaktiverade spårInaktiverad vid start, åsidosätter inställningen.Inaktiverad, Blender kompilerades utan Bullet.Inaktiverad, Blender kompilerades utan OBJ I/OInaktiverad, Blender kompilerades utan OpenSubdivInaktiverad, Blender kompilerades utan OpenVDBInaktiverad, Blender kompilerades utan PLY I/OInaktiverad, Blender kompilerades utan STL I/OInaktiverad, OpenVDB-versionen är för gammalInaktiverad, byggd utan OpenColorIOInaktiverad, byggd utan OpenSubdivInaktiverad. Byggd utan OpenImageDenoiseInaktiverad. Plattformen stöds inte.Inaktiverad: {}Inaktiverar ljudutgången för endast videorenderingarInaktiverar videoutgång, för endast ljudåtergivningDet går ännu inte att inaktivera teman.Förbjud ändringar av X-axeln för hörnpunkterFörbjud ändringar av vertikalaxeln för hörnpunkterFörbjud ändringar av Z-axeln för hörnpunkterFörbjud rörelse runt X-axelnFörbjud rörelse runt Y-axelnFörbjud rörelse runt Z-axelnKasta bortKasta bort punkter baserat på en masktextur efter distributionKoppla bortKoppla bort benKoppla bort alla hårsystem från emitternätet.Koppla bort håret från emitternätetKoppla bort noder som är anslutna till ingångenKoppla bort hörn eller kanter från ansluten geometriDisjoint överDiskettDiskcacheSpridningFörskjutaFörskjutningsfaktorFörskjut geometriFörskjut hårkurvorFörskjutningsmodifierareFörskjutningstypFörskjutningsvektorFörskjutning längs normalerFörskjut befintlig geometri enligt simuleringFörskjut geometrin iterativt med en förskjutningFörskjut geometrin för alfa-nätFörskjut pixelpositionen med hjälp av en förskjutningsvektorFörskjut ytan längs en godtycklig riktningFörskjut ytan längs ytans normalFlytta hörnpunkterna bort från planet.Förskjuten basFörskjutningFörskjutningsmetodEndast förskjutningFörskjutningsutrymmeFörskjutning och stötFörskjutningsriktningFörskjutningen sker i objektutrymmet och påverkas av objektets skala.Förskjutningen sker i världsrummet och påverkas inte av objektets skala.FörskjutningsmodifierareFörskjutningskompensationsvektorFörskjutning som tillämpas från början av slagetFörskjutning som appliceras från slutet av slagetFörskjutning som tillämpas på X-koordinaterna för slaglängdens hörnpunkterFörskjutning som tillämpas på Y-koordinaterna för slaglängdens hörnpunkterFörskjutning som appliceras på huvudriktningslinjen längs dess normalFörskjuter hårkurvor med en vektor baserad på olika alternativVisningVisa 2D-markörVisa 3D-marköröverläggVisa 3D-kurvnormaler i redigeringslägetVisa alla kanterVisningsbeloppDisplayarmaturVisa somSkärmformatBildformat för denna klipp påverkar inte renderingen.Bildformat för denna bild påverkar inte återgivningen.VisningsaxlarVisningsbakgrundVisa bakgrundsbilderVisa fasade vikterVisa benfärgerVisningsgränserVisningsgränser TypVisa cachefilerVisningskameraVisningskanalVisningskanalerVisningsfärgVisningsveckVisa markörenVisningskurvaVisa anpassade benformerVisa anpassade normalerVisa dataVisa data (föråldrad)VisningsdatastorlekDisplayemuleringVisningscentrumVisningsytorVisa filväljareVisningsfilterDisplayramarVisa Freestyle Edge-märkenVisa Freestyle-ansiktsmärkenVisa Freestyle-kantmarkeringar, används med Freestyle-renderarenVisa Freestyle-ansiktsmarkeringar, används med Freestyle-renderarenDisplaygrafikVisningsfettpennaVisningsrutnätVisningsrutnät GolvVisa hårVisningshandtagVisa doldaVisningsinstansDisplaygallerDisplaybelysningDisplayljusprobeVisningslinjestilVisningsmaterialVisningsnätVisa MetaballVisningslägeVisa modifierade kanterVisa modifieringsdataVisa filmklippVisningsnamnVisningsnamnVisningsnodVisa normalerVisa objektinformationVisa endast axelriktadeDisplay P3Visa partikelVisa partiklarVisa banor för poser inom ett fast antal bildrutor runt den aktuella bildrutanVisa banor för poser inom angivet intervallVisa uppspelningshastighet (FPS)Visa punktmolnVisningssyfteVisning RGBVisa upprepade gångerVisningsscenVisningsfogarVisningsinställningarVisa shaderseffekterVisa formnycklarSkärm SharpSkärmstorlekSkärmstorlek XDisplayhögtalareVisningssträckningVisningsöversiktVisning av texturVisa texturutrymmeVisning TunnVisningstransformationerVisa transparentDisplaytypVisa UV-koordinater i pixlar istället för från 0,0 till 1,0.Visa UV-uppackningsskarvarVisa UV-strålningVisa vertexnormalerVisningsnamnVisningsvolymVisa vågformDisplaytrådVisa världenVisa X-axelnVisa Y-axelnVisa Z-axelnVisa Z-buffert associerad med bild (mappad från kameraklippets början till slut)Visa en annan uppsättning samlingar i denna viewportVisa ett överlägg för ansiktsvalVisa ett rutnät över Grease Pencil-papperVisa en linje från kameran för att markera dimområdetVisa ett område med tillgångar som kan vara relevanta just nu (t.ex. penslar i målarlägen eller poser i poseläget).Visa åtgärd utan tidsomfördelning (när den inte är fastsatt)Visa faktiska partiklarVisa ytterligare partikelinformation som en färgVisa avancerade inställningar och verktyg för utvecklareVisa alla kanter för nätobjektVisa alla lokala överskrivningsdatablock med deras överskrivna egenskaper och knappar för att redigera dem.Visa alfatransparenskanalVisa en extra "sammanfattningsrad" (endast Dope Sheet-redigerare)Visa en tillgångshylla i ett popup-fönsterVisa en isolerad delmängd av objekt, separat från scenens synlighetVisa och tillåt inställning av fraktionella ramvärden för den aktuella bildrutanVisa anteckningar före och efter den aktuella bildrutanVisa pilar i numeriska inmatningsfält för att öka eller minska värdenVisa attribut med namn som börjar med en punkt och som är avsedda för internt bruk.Visa svarta kanterVisa boid-hälsaVisa benaxlarVisa benfärgerVisa benens namnVisa benförformande grupper som om alla låsta deformationsgrupper hade raderats och de återstående hade normaliserats på nytt.Visa ben (inaktivera för att endast visa rörelsebanor)Visa ben som lådor, med underindelning och B-splinesVisa ben som extruderade sfärer, som visar deformationens påverkan på volymenVisa ben som åttasidiga formerVisa ben som oktaedriska former (standard)Visa ben som enkla 2D-linjer med prickarVisa ben som tunna trådar, med underindelning och B-splinesVisa ben med deras anpassade formerVisa begränsningsrutor för noder i volymträdetVisa gränser som rutaVisa gränser som kapselVisa gränser som konVisa gränser som cylinderVisa gränser som sfärVisningsruta för varje bladnod som innehåller 8×8 voxlarVisa brödsmulor för redaktörens sammanhangVisa kompositionsguide i kameravynVisa kanal oavsett objektvalVisa samlingar och objekt i visningslagretVisa färgad ruta bakom textenVisningsveck skapade för modifieraren Subdivision SurfaceVisa aktuell bild oavsett objektvalVisa kurvor i normaliserat intervall från -1 till 1, för enklare redigering av flera kurvor med olika intervall.Visa streckade svartvita kanterVisa data som tillhör videosekvenserarenVisa data för aktuell fil och länkade bibliotekVisa data som inte används och/eller kommer att gå förlorade när filen laddas omVisa datablock med biblioteksöverskrivningar och lista deras överskrivna egenskaperVisa felsökningsinformationVisa diagonal mittkompositionsguide inuti kameravynVisa varje nods senaste exekveringstidVisa förhandsgranskning för varje nod om noden är aktiveradVisa kanter efter att modifierare har tillämpatsVisningseffekt i redigeringslägeVisningseffekt i visningsfönstretVisa feltextVisa ansiktscentrum när ansiktsval är aktiverat i lägen för solid skuggningVisa ytnormaler som linjerVisar ytor färgade efter skillnaden i form mellan UV-koordinater och deras 3D-koordinater (blått för låg distorsion, rött för hög distorsion)Visningsytan är planVisa ansikten över bildenVisa ytor som släta (med hjälp av vertexnormaler)Visa faktorer som procentandelarVisa faktorer som värden mellan 0 och 1Visa filer som en detaljerad listaVisa filer som en horisontell listaVisa filer som en vertikal listaVisa filer som kort listaVisa filer som miniatyrbilderVisa fyllningsstreck i visningsfönstretVisningsram i gråskalelägeVisa bildrutor istället för sekunderVisa fullständig vågformVisa allmän informationVisa glTF-gränssnittet för att hantera animationerVisa kompositionsguide för gyllene snittet i kameravynVisa gyllene triangeln En kompositionsguide inuti kameravynVisa den gyllene triangeln B kompositionsguide inuti kameravynVisningsharmoni En kompositionsguide inuti kameravynVisa harmoni B-kompositionsguide inuti kameravynVisa bilden i originalstorlekVisa bild i ortografiskt lägeVisa bild i perspektivlägeVisa bild med RGB-färgerVisa bild med RGB-färger och alfatransparensVisa bilder som överensstämmer med de flesta andra program, för att förhandsgranska bilder och video för export. Vi gör vårt bästa för att emulera den valda skärmen på den faktiska skärmenheten.Visning i ortografiskt lägeVisa i perspektivlägeVisa information och inställningar för detta tilläggVisa typer av nyckelbildshandtag och icke-Bézier-interpoleringslägenVisningslagrets färgtonVisa bibliotekets överskrivningsrelationerVisa linjer istället för fyllda formerVisa Blender-data på låg nivå och dess egenskaperVisa materialets transparens i objektetVisa meny för tidigare utförda åtgärderVisa bildens metadatapropertiesVisningsmetod som används i sekvenservynVisningsläge för fillistanVisa modifierare i redigeringslägetVisa modifierare i visningsfönstretVisningsmodifierareVisningsnamn. För visning är detta den visningsenhet som kommer att emuleras genom att begränsa färgskalan och HDR-färgerna. För bild- och videoutmatning är detta det visningsutrymme som används för skrivning.Visa nod i texturerat skuggningläge i visningsfönstretVisa icke-slutgiltig geometri från visningsnoderVisa antalet användare av dessa data (klicka för att skapa en kopia för en enskild användare)Visa objekt med platt belysning och grundläggande ytskuggningVisa en ruta eller punkt för varje mellanliggande trädnodVisa löknyckelrutor för loopade animationerVisa lökens nyckelrutor med en tonad färgtransparensVisa lökhudar före och efter den aktuella bildrutanVisa endast kanterna på geometrin utan ytskuggningVisa endast ansikten med den bild som för närvarande visas tilldeladVisa kontur runt textVisning av överlägg av UV-lagerVisa överlagringstextDisplayöverläggVisa överlägg som UV-kartor och metadataVisningsöverlägg som färgade eller streckade linjerVisningsöverlägg som markör och anteckningarVisa överlägg som gizmos och konturerVisa parametrar för senast utförda åtgärdVisa sökvägen till källfilen eller namnet på källdatablocketVisningsprocenten gör dynamiken felaktig utan bakningVisa punkter för noder i volymträdetVisa förhandsgranskning med full upplösning eller olika proxyupplösningarVisningsegenskaper redigerare context_menuVisa rekonstruktionsdata från aktivt filmklippVisa referensbilder bakom objekt i 3D-vynVisa regionens snabbmenyVisa omställningsknappar ovanpå remsornaVisa kompositionsguide för tredjedelsregeln i kameravynVisa samplade data i visningsfönstret för att felsöka infångat ljusVisa scenstatistik överlagrad textVisa scener och deras visningslager, samlingar och objektVisa vald kantvinkel med globala värden när de är inställda i transformeringspanelen.Visa valda kantlängder med hjälp av globala värden när de är inställda i transformeringspanelen.Visa skugga bakom textVisa formnycklar i redigeringsläge (endast för nät)Visa skarpa kanter, används med modifieraren Edge Split.Visa en enda begränsningsruta för hela rutnätetVisningsstorlek för normaler i 3D-vynVisningsstorlek för proportionell redigeringscirkelVisningsstorlek för tomma när nya insamlingsinstanser skapasVisningsstorlek för spår från rekonstruerade dataVisa hastighetskurvor för de valda spårenVisa startskärm vid uppstartVisa stämpeletiketter ("Kamera" framför kamerans namn osv.)Visa statistisk information om nätetVisa steg i partikelbananVisningsremsa in/ut-förskjutningarVisa opacitet/volymkurva för remsaVisa streck med hjälp av Grease Pencil-lagerordning och streckordning för att definiera djupet.Visa streck med hjälp av Grease Pencil-lager för att definiera ordningenVisa streck med verklig 3D-position i 3D-utrymmetVisa streck med denna färg när du visar lökskalVisningsstil för UV-kanterVisa supportnivåVisa text som fetstilVisa text som kursivVisa vinklarna i de valda kanterna med hjälp av globala värden när de ställs in i transformeringspanelen.Visa ytan på valda ytor med hjälp av globala värden när de är inställda i transformeringspanelen.Visa ljudvågformen inuti remsanVisa objektets gränserVisa centrum och axel under rotationVisa beskärningsområdet och fokuspunkten på kameranVisa bilden i Stereo 3DVisa bilden upprepad utanför huvudvynVisa indexnumren för valda hörn, kanter och ytorVisa inmatade data i kalkylbladsredigerarenVisa objektet som ett fast objekt (om fast ritning är aktiverat i visningsfönstret)Visa objektet som en trådmodellVisa objektet med texturer (om texturer är aktiverade i visningsfönstret)Visa objektets gränserVisa objektets namnVisa objektets ursprung och axlarVisa objektets texturutrymmeVisa objektets trådmodell över solid skuggningVisa operatörsloggenVisa banans centrum under rotationVisa området för den slutliga renderingenVisa renderingsresultatet för sekvensscenen istället för den aktiva scenenVisa reprojiceringsfelkurvan för valda spårVisa färgmarkeringarna i sekvenserarenVisa verktyg/egenskapsområden över huvudområdetVisa verktygstips (när funktionen är inaktiverad, håll ned Alt och håll muspekaren över för att tvinga fram visningen)Visa transparent kon i 3D-vy för att visualisera vilka objekt som finns i denVisningstyp för mask-splinesVisa under eller över alltVisa enheter i par (t.ex. 1 m 0 cm)Visa ovägda hörnVisa övre halvan av absolutvärdesvågformenVisning med platt belysningVisning med matcap-material och belysningVisning med studioljusVisa vektorfält som MAC-rutnätVisa vektorer som nålarVisa vektorer som strömlinjerVisa vertexnormaler som linjerVisa normala vektorer per yta som linjerVisa prestandatider för visningsfönstret: • Utvärdering: Tid för att utvärdera beroendegrafiken. • Synkronisering: Tid för att bygga GPU-buffertarna.Visa varningarVisa vågformer beroende på stripinställningVisa vågformer för alla ljudremsorVisa vikter som skapats för modifieraren BevelVisa vikter i redigeringslägeVisa vad spårningsalgoritmen ser i förhandsgranskningenVisa vita kanterVisa vita kanter med svart konturVisar glTF Material Output-noden i Shader Editor (Meny Add > Output)Visar glTF-användargränssnitt för hantering av materialvarianterVisar globala värdenVisar lokala värdenVisningar, vyer eller färgrymder i den här filen saknades och har ändrats.Visningar, vyer eller färgrymder i den här filen saknades och har ändrats.Upplös ortogonala kanterUpplös rökUpplösningshastighetUpplösningstidUpplös vertikalerUpplös alla dämpade noder med återanslutningUpplös alla icke valda punkterUpplös alla hörn mellan ytgränsernaUpplös alla hörn mellan ytgränser (endast plana)Upplösning och skärningspunktUpplös kanter, slå samman ytorUpplös ansiktenUpplös geometri baserat på valet lägeUpplös geometri för att bilda plana polygonerUpplös punkter mellan valda punkterUpplös återstående hörn som endast är kopplade till två kanter.Lös upp valda ben från armeringenUpplös valda kanter och hörn, begränsat av vinkeln på omgivande geometriUpplös valda punkterUpplös rök på ett logaritmiskt sätt. Upplöses snabbt i början, men kvarstår längre.Upplös hörn, slå ihop kanter och ytorUpplös ytor med nollarea och kanter med nollängdUpplöser angränsande ytor och skär genom ny geometriAvståndAvståndsgallringAvståndsavtagningAvståndstangentAvståndsmåttAvstånd MinAvståndsmodellAvståndsreferensAvstånd i kvadratAvståndströskelAvstånd efter vilket det tonar utAvstånd runt varje guide för att generera interpolerade kurvorAvståndet runt sondvolymen som kommer att beaktas under bakningenAvstånd vid vilket ljusets påverkan kommer att ställas in på 0Avstånd till ledaren att följaAvstånd under vilket punkter kommer att slås sammanAvstånd under vilket segment kommer att slås sammanAvstånd mellan A och BAvstånd mellan rutmönstrade plattorAvstånd mellan nyckelrutor, även känt som GOP-storlek; påverkar filstorlek och sökbarhetAvstånd mellan textraderAvstånd mellan punkterAvstånd mellan valda spårAvståndet mellan vågens topp och botten. Ju högre värde, desto smalare våg.Avståndet mellan de två punkternaAvstånd mellan vågornaAvstånd mellan två ben eller föremålAvstånd mellan två buntar som används för objektskalaAvstånd mellan två buntar som används för skalning av scenerAvstånd mellan två provpunkter längs kurvanAvstånd mellan volymprover. Lägre värden ger mer detaljer på bekostnad av prestanda. Om värdet är noll bestäms stegstorleken automatiskt utifrån voxelstorleken.Avstånd mellan volymskuggprover vid rendering av volymen (lägre värden ger mer exakta och detaljerade resultat, men också längre renderingstid)Avståndsfaktorn multipliceras med kurvans radieattribut för att definiera den resulterande rörradien.Avstånd från kameraAvstånd från objektAvstånd från centrum som krävs innan ett val kan görasAvstånd från bildgränsen där markören slutar spåraAvstånd från bisektplanet inom vilket hörnpunkter tas bortAvstånd från de genererade punkterna till origoAvstånd från markplanetAvstånd från ytan som används för krympplastAvståndskartläggning till vikt 0,0Avståndskartläggning till vikt 1,0Avståndskartläggning till vikt 0,0Avståndskartläggning till vikt 1,0Avståndsmodell för beräkning av avståndsdämpningAvstånd som musen rör sig när streck dras för att inkluderaAvstånd mellan dupliceringarAvstånd till objekt som bidrar till omgivande ocklusionsverkanAvstånd till objekt som bidrar till kavitets-/kanteffektenAvstånd för slumpmässig spridning vid kurvans spetsarAvståndet för förskjutningen i normal riktningAvståndet mellan instanserna och ursprungetAvståndet mellan punkterna och origoAvståndet mellan hörnpunkterna och origoAvstånd över vilket dimmaeffekten avtarAvståndströskel efter vilken urval görs (noll för att inaktivera)Avståndströskel för avklingningen runt guidenAvstånd till kantAvstånd till guiderAvstånd till måletAvstånd för att förskjuta ytan längs normalAvstånd till måletAvstånd för att hålla partiklar borta från sändarenAvstånd för att hålla kurvorna borta från ytanAvstånd för att flytta UV:erAvstånd för att flytta kurvan parallellt med dess normalerAvstånd till förskjutningAvstånd för att förskjuta varje instans längs normalvektorn för den inkommande geometrinAvstånd för att förskjuta varje instans längs normalvektorn för ytgeometrinAvstånd för att förskjuta instanserna från ansiktshörnetAvstånd till föregående punkt på kurvanAvstånd för att söka efter giltiga infångningspositioner för att förhindra ljusartefakterAvstånd till fokuspunkten för skärpedjupAvstånd till utsiktsplatsenAvstånd där automatisk maskering av gränskanter skyddar hörnpunkter från helt maskerade kanter.Avstånd inom vilket degenererad geometri slås sammanAvstånd inom vilket matchande hörn söksAvstånd inom vilket speglade hörn slås sammanAvstånd inom vilket symmetriska hörnpunkter slås sammanAvstånd i förhållande till inflytandesfär för att möjliggöraFörvrängFörvräng MaxFörvräng MinFörvrängningsnodFörvrängt brusFörvrängningDistorsionsnivåDistorsionsgallerDistorsionsmodellDistorsionsmodell som används för kameralinserDistorsion för att simulera anamorfisk linsbokehDistorsion som ska användas för beräkningenFördela punkter i rutnätetFördela poäng i volymFördela punkter på ytorFördela stopp jämntFördela stopp från vänsterFördela minne mellan enheterDistribuera fler sampel närmare kameranFördela punkter slumpmässigt inuti volymenFördela punkter slumpmässigt på ytanFördela punkterna i ett rutmönster inuti volymen.Fördela punkterna slumpmässigt på ytan med hänsyn till ett minimiavstånd mellan punkterna.DistributionDistributionsmaskDistributionsmetodDistributionsformDistributionstypDitherDitherintensitetDitheredDivergensDelaDela-lägeDela upp V-grupp A:s vikter med V-grupp B:s vikter.Dela och avrunda resultatet, det minsta heltalet som är större än eller lika med A.Dela och avrunda resultatet till närmaste heltal som är mindre än eller lika med A.Dela och avrunda resultatet mot nollDela upp meshytor i mindre ytor utan att ändra formen eller volymen, genom att använda linjär interpolering för att placera de nya hörnpunkterna.Dela upp nätytor för att skapa en jämn yta med hjälp av Catmull-Clark-subdivisionsmetoden.Dela upp ramintervallet i så många stegDela varje kurvsegment i ett angivet antal delarDivision distortion-modell som bättre representerar vidvinkelkamerorDivisionerErsättar LegacySammanslagning av animationer är inte tillåtenGör SmudgeGör en jämförelse med skiftlägeskänslighetGör alla mellanrum till höger om aktuell bildrutaSpåra bakåtBidrar kanalerna till resultatet (växla mellan att stänga av ljudet på kanalerna)Gör en crossfading-volymanimering av två valda ljudremsorGör en övertoning mellan aktuell och nästa bildrutaLägg till extra bildrutor mellan scenbildrutorna för att säkerställa jämn rörelse.Påverkar inte gränskanter som inte är mångfaldigaPåverkar inte hörnpunkter på hörnpunkter, baserat på ytans krökningPåverka inte hörn som tillhör en ytgräns.Påverka inte hörn i sprickor, baserat på ytans krökning.Låt inte fasade kanter/hörn överlappa varandra.Tillåt inte deformation längs X-axelnTillåt inte deformation längs Y-axelnTillåt inte deformation längs Z-axeln.Ändra inte valet om objektet under markören redan är markerat, aktivera det bara.Kollapsa inte kurvor till enstaka punkter om de är kortare än den angivna längden. Kollapsningsfunktionen finns av kompatibilitetsskäl.Skapa inte blandningsförhandsvisningarSkapa inte benformerVisa inte fyllningsfärg när du ritar strecketExportera inte färgattributExportera inte material och kombinera inte primitiva nätgrupper, eftersom detta leder till förlust av materialplatsinformation.Exportera inte material, utan skriv flera primitiva grupper per nät och behåll informationen om materialplatser.Exportera inte vertexfärgVänd inte polygoner när deras normaler inte stämmer överens med deras nyligen beräknade anpassade vertexnormaler.Följ inte ritningens bana eller objektets rotation och håll inriktningen mot visningsfönstret.Importera inte anpassade attribut i USDImportera inte färgattributImportera inte osynliga USD-primitiv. Gäller endast primitiv med ett icke-animerat synlighetsattribut. Primitiv med animerad synlighet importeras alltid.Importera/exportera inte färgattributLadda inte data från detta lagerÄndra inte bilden på ett konstnärligt sätt.Utför ingen färgkonvertering på skärmen, använd gammal teknik utan färghantering för visning.Utför ingen färgkonvertering vid laddning, behandla färger som i scenens linjära utrymme redan.Bevara inte objektens överordnade/underordnade relationSprid inte några meddelanden uppströms.Ta inte bort modifieraren från stackenRendera inte denna samlingUpprepa inte texturen och kläm fast den endast på ett ställe.Vrid inte segmentet när du använder skaldeformationsläget.Ställ inte in ansiktsstyrkaStäll inte in skarpa kanter mot ansiktetLåt inte anslutna remsor glida om du använder markörpositionen.Synkronisera inte, spela upp varje bildrutaAnvänd inte någon komprimeringAnvänd inte datorutrustningAnvänd inte denna yta som belysning för provtagning.Gör självförening eller självkorsningVill du installera följande {:s}?Dokument-IDDokumentUndvikningslägeStöder inte individuella ursprung som pivotGör ingenting, förhindrar tillägg av faktiska överskrivningar (ANVÄNDS INTE)Dolby Digital ATRAC 3DollyDolly in/ut i vynDomänDomänobjektDomäninställningarDomänstorlekDomänstypKombinationen av domän och geometrityp stöds inte.DomänuppgifterAttributets domänDomän som fältet utvärderas påDomän fältet utvärderas iDomän för utvärdering av fält påDomän stöds inte för attributet "%s"Spara inteLägg inte till metadata eller taggar från det ursprungliga datablocket.Lägg inte till nya begränsningarTillåt inte att bildrutan markeras med musen utanför bildrutans område.Beräkna inte rengöringar för konvexa områdenKorrigera inte överlappning på nya remsorVisa inte volym i trådmodelllägeVisa inte vågformer för några ljudremsorGör ingentingExportera inte bilderFyll inte på allsFyll inte polygoner medan du redigerarImportera inte texturerSprid inte delningen till anslutna remsorTa inte bort vassa kanter, som är överflödiga med ytor som är skuggade och släta.Ta inte bort vassa kanter. Taggade kanter förblir vassa.Runda inte av till pixlarSampla inte bakgrunden, snabbare men kan orsaka brus för icke-solida bakgrunderSkalera inte på Y-axelnSkalera inte X- och Z-axlarnaVisa inte överlägg under en streckningVisa inte inmatningsvärdet i modifieringsgränssnittet för geometrinoderFäst inte på dolda remsorFäst inte ljudremsorSträck inte ut objektetAnvänd inte någon pil/stil i hörnetAnvänd inte någon fast justering, fyll tillgängligt utrymmeAnvänd inte denna samling i Line ArtAnvänd inte detta objekt för linjekonst-rendering.Använd inte verktygspass för brusreduceringSkriv inte i djupbuffertDope-arkDope Sheet-överläggDope Sheet rymddataDope Sheet-vy för spårning av dataDope Sheet/TidslinjeDopesheet-sorteringsfältDopplerfaktorDopplerhastighetPunktPunkt streckSkalarproduktPrickarDubbelDubbelklickaDubbelklickhastighetDubbelklicka på TimeoutDubbelkantad maskDubbelvektorDubbel precisionDubbel densitetNedLadda ner och installera tilläggetNedladdade paketfiler raderas efter installationen.Hämtar "{:s}"Hämtar...NedladdningarDraco Mesh-kompressionDraDra operatörDra startDra tröskelvärdeDrag gör att klickhändelser kan passera till verktyget, vilket medför en liten fördröjning.Dra ankarborsten från kant till kantDra och släpp elementet till en annan platsDra och släpp på en datamängd eller ett objekt inom datamängdenDragkomponent proportionell mot hastighetens kvadratDragkomponent proportionell mot hastighetenDra effektviktDra material till materialplatserna i EgenskaperDra material till objekt i OutlinerDra objektet till scenen i OutlinerDra för att rensa överordnad i OutlinerDra för att fortsätta provtagningen, släpp när du är klarDra för att flytta till samlingen i OutlinerDra till överordnad i OutlinerDra {} filerDraineDraine-fasfunktioner, som främst används för spridning av ljus i interstellärt stoftRitaRita skärlinjeRita F-kurvor med anti-aliasing (inaktivera för bättre prestanda)Rita för handRita med fettpennaRitningslägeRita normalerRita polylinjeRita regionRita region & bytRita raka linjerRita streck på ryggenRita fönsterRita fönster & bytRita en ritning med cirkulära konturstreckRita en ritning med elliptiska konturstreckRita en ritning med fyrkantiga konturstreckRita en ruta runt de delar av remsorna som du vill skära bort.Rita en frihandskurvaRita en frihandssplineRita en linje för att tillämpa en viktgradient på valda hörnpunkterRita en linje för att ställa in fyllningsmaterialets gradient för de valda strecken.Rita en linje med prickar som är åtskilda enligt avståndet.Rita en ny streck i det aktiva Grease Pencil-objektetRita kurvaRita mörk kontrollerRita mörk styrenhet med siktlinjeRita frihandstreckRita i ett plan som är inriktat mot visningsfönstretRita en plan vinkelrätt mot ytanRita in ytanRita ljusregulatorRita ljusregulator med riktningsaxelstråleRita linjer med en fördröjning för att få jämna streck (tryck på Skift-tangenten för att åsidosätta detta medan du ritar)Rita med vertexfärger i det aktiva Grease Pencil-objektetRita regionRita region och bytRita raka linjesegmentRita streck vid 3D-markörens positionRita streck vid objektets ursprungRita streck med en kontinuerlig linjeRita streck med separata punkterRita streck med separata rutorRita streck med hjälp av texturRita streck med enfärgad färgRita stiliserade streck med FreestyleRita menyfältet som en utökad rullgardinsmeny.Rita relationslinjen från förälderns huvud till barnets huvud.Rita relationslinjen från förälderns svans till barnets huvud.Rita vikt på streckpunkter i det aktiva Grease Pencil-objektetRita fönsterRita fönster och byt platsOavgjort:TeckningRitplanRitningstypDroppeStyr alla komponenter i denna egendom med hjälp av det valda målet.Kör den styva kroppen runt eller längs en axelKör denna komponent av denna egenskap med hjälp av det valda målet.DrivenDriven fastighetDriven fastighet:Driven UtvaldDrivrutinDrivrutinen '%s[%d]' finns redanFörarmålDrivrutinens värde:FörarvariabelDrivrutinen kunde inte utvärderas tidigare, så bör hoppas överDrivrutin för värdet på en inställning baserad på ett externt värdeDrivrutinen har inga variabler att kopieraDrivrutin hittades inte i denna animationsdataFörartypDrivrutinens variabla typDrivrutin:Drivrutin: {:s} ({:s})DrivrutinDrivrutin:DrönareSläpp XSläpp YSläpp en värld in i scenenSläpp färger på knapparHoppa över bildrutor om uppspelningen är för långsamSläpp bildrutor för att bibehålla bildfrekvensenSläpp namnet på knappenSläpp {} på plats {} (aktiv plats) på {}Släpp {} på plats {} (ersätter {}) av {}Släpp {} på plats {} i {}Släpp {} på {} (plats {})Släpp {} på {} (plats {}, ersätter {})TorrTorktidDubbel nätPå grund av NLA-stackens inställningar har inga {:d} nyckelrutor infogats.På grund av inställningen "Endast infoga nödvändiga" har {:d} nyckelrutor inte infogats.DummyDuotoneDuplikatDuplicera åtgärdDuplicera armaturDuplicerad kameraDuplicera kurvaDuplicera kurvorDuplicerade elementDuplicera fettpennaDuplicera hårkurvorDuplicerat indexDuplicera nyckelrutorDuplicerat gallerDuplicera ljusDuplicerad ljusprobDuplicera valda NLA-remsor och lägg till de nya remsorna till nya spår.Duplicera maskDuplicerat materialDuplicera nätDuplicera MetaballDuplicera Metaball-elementDuplicera nodträdDuplicerade noderDuplicera objektDuplicerad partikelDuplicera punktmolnDuplicera valda benDuplicera inställningarDuplicerad högtalareDuplicerade remsorDuplicera ytaDuplicerad textDuplicerad volymDuplicera aktiva nyckelrutor för alla lagerDuplicera allaDuplicera och extrudera valda hörn, kanter eller ytor mot muspekaren.Duplicera och spegla de valda partiklarna längs den lokala X-axelnDuplicera färgattributDuplicerad begränsning på samma position i stapelnDuplicera kurva och flyttaDuplicerad effekt på samma position i stapelnDuplicerat index %d i vertex_indices_setKopiera till fönsterDuplicerade nycklarDuplicera mask och flyttaDuplicera nät och flyttaDuplicera nät på partiklarnas positionDuplicera nätkanter och bryt kopplingar med omgivande ytorDuplicera modifierare på samma position i stapelnDuplicera noder men inte nodträd, länka till originaldataDuplicera objekt men inte objektdata, länka till originaldataDuplicerat partikelsystem inom det aktiva objektetDuplicera valda NLA-remsor och lägg till de nya remsorna till nya spår.Kopiera markerat område till nytt fönsterDuplicera valda kontrollpunkterDuplicera valda kontrollpunkter och segment mellan demDuplicera valda metaball-elementDuplicera valda noderDuplicera valda noder och flytta demDuplicera valda noder med bibehållna ingångslänkar och flytta demDuplicera valda noder, men inte deras nodträd, och flytta demDuplicera valda objektDuplicera valda remsor och flytta demDuplicera valda remsor, men inte deras data, och flytta demDuplicera valda tidsmarkörerDuplicera valda hörn, kanter eller ytorDuplicera inställningarna så att det nya partikelsystemet använder sina egna inställningar.Duplicera remsa men inte remsdata, länka till originaldataDuplicera streck till en matrisDuplicera streck som en spegelDuplicera den aktiva geometrinodgruppen och tilldela den till den aktiva modifieraren.Duplicera den aktiva formnyckelnDuplicera det aktuella instansobjektetDuplicera den aktuella radenDuplicera den för närvarande tilldelade kompositnoden.Duplicera modifieraren i listan över modifierareDuplicera objektet ett visst antal gångerDuplicera objektet så många gånger som ryms inom en viss längd.Duplicera de valda objekten och flytta demDuplicera de valda objekten, men inte deras objektdata, och flytta dem.Duplicera de valda punkternaDuplicera de markerade remsornaDuplicerad %sDuplicerade nyckelrutorDuplikaterDuplicerar hårkurvor ett visst antal gånger inom en radieDuplikater: {}VaraktighetBildens varaktighet (i bildrutor) (1 när det inte är en video/sekvens)Längd på stillbildssegmentetVaraktighet för toningen i sekunderVaraktighet: %s (Bildruta %i/%i)Under omsynkroniseringen av datablock %s, %d raderades föråldrade överskrivningar som hade lokala ändringar definierade av användaren.Under korrigeringen av ansiktsattribut sammanfogar du attribut som är kopplade till samma hörnpunkt.Under transformationer använder du Alt för att navigera i 3D-vyn. Observera att om funktionen är inaktiverad måste du hålla Alt intryckt för att använda snabbtangenterna för proportionell redigering, automatiska begränsningar och automatisk IK-kedjelängd.Nederländska - NederlandsDöendeDynamiskDynamisk BVHDynamisk basnätDynamisk rutnätsstorlekDynamiskt nätDynamiskt lägeDynamisk färgDynamisk färgmodifierareInställningar för dynamisk målningsdukModifieraren Dynamisk färgDynamisk topologisk skulpteringDynamisk topologi hittad: %s, inaktiveradDynamiskt rutnätDynamisk topologi ändrar nätets topologi under skulpteringenDynamicPaint: Bakning klar! (%.2f)DynamicPaint: Bakning misslyckades: %sDölj vertikaler dynamiskt baserat på en vertikalgrupp eller armeringDynamikDyntopoDyntopo bevarar inte färger, UV-värden eller andra attribut.EEVEEEEVEE DebugEEVEE Raytrace-alternativEEVEE-inställningarEEVEE-inställningar för scenenEEVEE-inställningar för spårning av reflektionerEQCurveMappingDataFEL: Drivrutinen är oanvändbar utan några ingångarFEL: Ogiltigt Python-uttryckFEL: Ogiltig målkanal/ogiltiga målkanalerFEL: typ "{:s}" finns inte!ESC/RMB för att avbryta, Enter/LMB för att bekräfta, WHEEL/MOVE för att justera faktornVarje kanal kommer att renderas till en monofil.Varje samling (datablock) som en fil innehåller inte innehållet i underordnade samlingar.Varje samling (inklusive master, icke-datablock) av den aktiva scenen som en fil, inklusive innehåll från underordnade samlingarVarje samling (inklusive master, icke-datablock) av varje scen som en fil, inklusive innehåll från underordnade samlingarVarje kontrollpunkts index på sin splineVarje yta betraktas som ett mediumgränssnitt. Ger korrekta resultat för mångfaldig geometri som inte innehåller några inre delar.Varje ansikts skulpterade ansiktsvärdeVarje ingångsgeometri omvandlas till en separat instans.Varje utdatafält måste motsvara en geometri som ligger ovanför det.Varje scen som en filLätthetLätt att komma igångEnkel in- och urstigningLätta påLättnadÖvergångstyp väljs automatiskt utifrån vilken typ av interpolering som används (t.ex. Ease In för övergångstyper och Ease Out för dynamiska effekter).ÖstExcentricitetKantKantvinkelKantvinkeltextEdge CenterKantkollisionAntal kanthörnKantkostnadKantantalKantveckKantdataKantdatatyperKantdata:KantdetekteringKantdisplaytypKantindexKantlängdKantlängdslägeKantlängd TextKantkartläggningKantmarkeringKantmärkenVal av kantlägeFält för antal grannar i kantenKantgrannarKantplåtKantbanor till kurvorKantvägar till urvalKant vinkelrätFält för kantpositionKantskenaKantstorleksändringKantring avgränsningKantvalKantvalKantskärpaKantglidningKantglidning: KantsprickKanttaggKantfärgKanttypKanttypskombinationKanttyp NegationKanttyperKantpunkterKantvertikalfältKantviktKantbreddKantfasvikt som ska läggas till ytterkanternaKant i ett Mesh-datablockKantindexKanten är inte ansluten till några ytorKantlängd i UV-rummetKantlängd för val av rutaKanten av toppenKantval – Skift-klicka för flera lägen, Ctrl-klicka expanderar/minskar valet beroende på aktuellt lägeKantvalsningslägeModifierare för kantdelning för att skapa skarpa kanterKantfjäderfriktionKantfjäderns styvhet när den är längre än vilolängdenKantfjäderns styvhet när den är kortare än vilolängdenKanttröskelKant till kantKantvikt som används av modifieraren BevelKant-ringparet är inte anslutetKantringarna är inte anslutnaKant till kantEdgeSplitEdgeSplit-modifierareKanterKantdata:Kanter mellan ytor som pekar i olika riktningarKanter ändrades från %d till %dKanter kolliderar ocksåHörnkanterKanterna på VertexKanterna på nätetKanter utsätts för en dragkraft från omgivande mediaKanterna utsätts för en lyftkraft när de passerar genom omgivande medier.Kanter som delas av mer än två ytorKanter mot ansiktsgrupperKanter som ska konverteras till kurvorKanter för att markera var nätet är "skuret" för att kunna packas uppKanter som används för att dela upp ytor i separata grupperRedigeraRedigera benRedigera benmatrisRedigera benRedigera benRedigera kurvkartaRedigera formatRedigera fettpennaRedigera fettpennstreckRedigera raderRedigera metadataRedigera metoderRedigeringslägeRedigeringsläge Jämna trådarRedigera sökvägRedigera Studio LightRedigera texturutrymmeRedigera trädRedigera UI-källkoden för den aktiva knappenRedigera ett Python-värde direkt, för egenskapstyper som inte stödsRedigera en begränsning på det aktiva benetRedigera en begränsning för det aktiva objektetRedigera en ögonblicksbild av 3D-vyfönstret i en extern bildredigerareRedigera alla nyckelrutor i scenenRedigera och spara teman som installerats via tilläggRedigera animation/nyckelrutor som visas som 2D-kurvorRedigera valfri geometrinodgrupp för användning som operatorRedigera information om tillgångar som katalog, förhandsgranskningsbild, taggar eller upphovsmanRedigera kompositnoder för modifierare av sekvenserRedigera kompositnoder för den aktuella scenenRedigera drivrutiner och nyckelbildinterpoleringRedigera bild i ett externt programRedigera nyckelrutor i aktiva objekts objektnivååtgärdRedigera nyckelrutor i det aktiva objektets Shape Keys-åtgärdRedigera material, ljus och världsskuggning med hjälp av noderRedigeringsläge ben i ett armeringsdatablockRedigera nodgruppRedigera nodgrupp från aktivt objekts aktiva modifierareRedigera objektdata texturutrymmeRedigera permanenta konfigurationsinställningarRedigera egenskaper för aktiva objekt och relaterade datablockRedigera skript och dokumentation i filenRedigera valda Grease Pencil-streckRedigera skuggknutor från linjestilRedigera shader-noder från objektRedigera shader-noder från WorldRedigera taggar för automatisk texturdetektering i Principled BSDF-inställningenRedigera texturnoder från penselRedigera texturnoder från linjestilRedigera texturnoder från WorldRedigera texturer med noderRedigera drivrutinerna för den anslutna egenskapen som representeras av den markerade knappen.Redigera filenRedigera värdet för en anpassad egenskapRedigera synligheten för det aktuella nätetRedigera vikterna för hörnpunkter i en gruppRedigera tidsinställningar för cachefilens datablockRedigera tidsinställningar för Mask Editor-splinesRedigera tidsinställningar för alla Grease Pencil-skisser i filenRedigera användarinställningar och systeminställningarRedigera: {}, {}, {}Redigerbarhet av NLA-remsor i detta spårRedigerbarhet av nyckelrutor för denna kanalRedigerbarRedigerbar kavitetskurvaRedigerbar falloff-kurvaRedigeradRedigerat objektRedigeringRedigeringstypRedigeringskontext visasRedigera hårRedigera inställningar för teckenformateringRedigeringsläget för gitter stöds ännu inte.RedigerareRedigerare GränsRedaktörens översiktRedaktörstypRedigerare för nodbaserade skugg- och kompositionsverktygRedigeringsrubrik som innehåller UI-elementRedigeringsmeny med knapparRedaktörerRedigerar det aktuella aktiva ytanslagetProblem med konvertering av Eevee-material. Fel i konsolenEffektEffekt '%s' finns inte i objekt '%s'EffektfaderEffektfaderpositionEffekt OpacitetEffekt Solid RadiusEffektremsaEffektremsans färgEffekttypEffekt som påverkar objektet FettpennaEffekt kan inte läggas till objektet '%s'Effekt i hela eller endast positiv/negativ Z-riktningEffektlägeEffektnamnEffekt på själva nyckelnEffekt på vänster handtagEffekt på höger handtagEffekt på spår som spåras mindre än det angivna antalet bildrutorEffekt på spår som har ett större återprojektionsfelEffekt/LänkEffektiv räckviddEffektiv synlighetEffektiv men långsam komprimeringKonvertera effektivt film till en bildsekvens, ignorera ofullständiga eller borttagna bildrutor och ändringar i bildfrekvensen.EffektivitetEffektorEffektörbeloppEffektor-samlingEffektornummerEffektorinställningarEffektortypEffektorvikterEffektvikt för fysiksimuleringEffekterEffekter som påverkar visningen av objektAntingen en kurva eller ett instansvalLägg till eller ta bort kurvor beroende på minsta avståndet mellan kurvorna under markören.Antingen vidarebefordra ingångsvärdet eller mata ut reservvärdetAntingen vanliga kurvor eller kurvinstanserAntingen startramen (för positiv hastighet) eller slutramen (för negativ hastighet)ElastiskElasticitetsgränsElementElementindexElement som definierar en färg vid en position i färgskalanElementet finns inte i elementsamlingen eller det sista elementetElement i en kurva, antingen NURBS, Bézier eller Polyline, eller ett tecken med textobjekt.Element i en visningsvägElement i nodutrymdets trädstrukturElement i målgeometrin för att beräkna avståndet frånElementtyp att transformeraElementvisElementElement inuti lådanEllipsEllipsmaskEllipserEllipsoidBädda in texturerBädda in texturer i FBX-binärfil (endast för "Kopiera"-banläget!)Inbäddade dataEmbreeEmbree på GPUEmbree på GPU möjliggör användning av hårdvarubaserad strålspårning på Intel GPU:er, vilket ger bättre totalprestanda.EmissionEmissionskoefficienterEmissionsfärgUtsläppsstyrkaUtsläppstidUtsläppstidfaktorUtsläppsplatser per yta (0 = automatisk)EmissionsskuggareEmissiv färgUtsändSänd frånAvge vätska från nätets yta eller volymSänd i slumpmässig ordning av elementSänd ut partiklar från nät med modifierare tillämpade (måste använda samma subdivisionsnivå för visningsvy och rendering för korrekta resultat)Avge rök från partiklarUtsänd strålning per färgkanal som läggs till en stråle per enhetsavståndSändareEmitteravståndBetona positionen för nyckelrutor på rörelsebanorTomma flaskorTomTom displaystorlekTom displaystorlek: %.3fTom visningstypTom FyllTomt rutnätTom bilddjupTomma nyckelrutorTomt materialTom scenTomt utrymmeTom identifierare kan inte användas när en explicit identifierare har använts tidigare. Till exempel är "{} {x}" ok, men "{x} {}" är inte det.Emulera 3-knappsmodifierareEmulera 3-knappsmusEfterlikna mittmus med Alt+vänster musknappEmulera numeriskt tangentbordAktiveraAktivera "solo" på NLA-spåret som innehåller den aktiva remsan för att redigera den utan att se effekterna av NLA-stacken.Aktivera tilläggAktivera Asset Browser-redigeraren och operatörerna för att hantera vanliga datablock som tillgångar, inte bara poser.Aktivera benalternativAktivera ben för att deformera geometriAktivera kollisionAktivera tillägget Cycles Render Engine för att använda CyclesAktivera felsökningsalternativ för Cycles för utvecklareAktivera avaktiveringAktivera EEVEE-felsökningsalternativ för utvecklareAktivera utvärdering av F-kurvmodifierareAktivera F-kurvmodifikatorerAktivera GPU-acceleration för utvärdering av de sista subdivisionsytmodifierarna i stapelnAktivera rutnätsvisning för att använda markering av intervall!Aktivera först guiderna! Standardinställning är Fluid Velocity (flytande hastighet).Aktivera IK-sträckningAktivera MetalRT för skärningsfrågorAktivera Multi-ViewAktivera utdataAktivera Python-utvärdering för valda filerAktivera självkollisionAktivera en fresneleffekt på överlägg för redigering av nät. Det förbättrar läsbarheten för mycket täta nät, men ökar ögontröttheten vid modellering av lägre poly.Aktivera tillägg för arbetsytanAktivera ytterligare funktioner för det nya kurvdatablocketAktivera efter installationAktivera vinkelmotorAktivera axelspegelAktivera bindningar för HP Reverb G2-kontrollerna. Observera att detta kanske inte stöds av alla OpenXR-runtimes.Aktivera bindningar för HTC Vive Cosmos-kontrollerna. Observera att detta kanske inte stöds av alla OpenXR-runtimes.Aktivera bindningar för HTC Vive Focus 3-kontrollerna. Observera att detta kanske inte stöds av alla OpenXR-runtimes.Aktivera bindningar för Huawei-kontrollerna. Observera att detta kanske inte stöds av alla OpenXR-runtimes.Aktivera katalog, så att tillgångarna i den blir synliga i tillgångshyllan.Aktivera kedjesplittring med krökt 2D-längdAktivera kedjesplittring med streckade linjemönsterAktivera kedjning av funktionskanterAktivera instansiering av insamlingAktivera kollision med ytan under skulpteringAktivera kollisioner med bakre domänens gränsAktivera kollisioner med nedre domänens gränsAktivera kollisioner med främre domängränsAktivera kollisioner med vänster domänkantAktivera kollisioner med andra objektAktivera kollisioner med höger domänbegränsningAktivera kollisioner med övre domängränsAktivera färgintervall som används för viktvisualisering i viktmålningslägeAktivera anpassade inställningar för parallaxkorrigeringsvolymenAktivera anpassade start- och slutavstånd för volymberäkningAktivera cyklisk på enskilda streckstreckAktivera avaktivering av vilande styva kroppar (ökar prestanda och stabilitet men kan orsaka störningar)Aktivera standardåtgärder för VR-kontroller, inklusive kontrollerns positioner och haptik.Aktivera förskjutning längs X-normalenAktivera förskjutning längs Y-normalenAktivera förskjutning längs Z-normalenMöjliggör enklare återanvändning av ett datablock genom Asset Browser, med hjälp av anpassningsbara metadata (som förhandsvisningar, beskrivningar och taggar).Möjliggör enklare återanvändning av valda datablock genom Asset Browser, med hjälp av anpassningsbara metadata (som förhandsvisningar, beskrivningar och taggar).Aktivera kantdataöverföringAktivera kantpanorering i 2D-vyAktivera kantutjämning i redigeringsläge, vilket minskar aliasing (kräver omstart)Aktivera överföring av ansiktshörndataAktivera överföring av ansiktsdataAktivera filkomprimering när du sparar .blend-filerAktivera filtrering av filerAktivera filtrering av filer i filbläddrarenAktivera inställningar för vätskediffusion (t.ex. viskositet, ytspänning)Aktivera vätskeledningAktivera flytande nät (med förstärkning)Aktivera vätskeljud (med förstärkning)Aktivera hårdynamik med tygsimuleringAktivera i nya scenerAktivera jitterade skuggor i visningsfönstret. (Jitterade skuggor är alltid aktiverade för slutliga renderingar).Aktivera jitterade mjuka skuggor för att öka skuggprecisionen (inaktiverat i visningsfönstret om det inte är aktiverat i renderingsinställningarna). Har stor inverkan på prestandan.Aktivera linjärmotorAktivera materialgränserAktivera mesh-symmetri i X-axelnAktivera meshsymmetri i Y-axelnAktivera meshsymmetri i Z-axelnAktivera redigering av flera bildrutorAktivera naiv självkollision för vertexbollarAktivera nya listtyper och noderAktivera noder på en lampaAktivera brusreduceringstekniker för raytraced-effekterAktivera förskjutningAktivera vid installationAktivera onlineåtkomst i SysteminställningarAktivera eller inaktivera alla taggarAktivera eller inaktivera streckad linjeAktivera eller inaktivera posering/val av benAktivera eller inaktivera rendering av detta visningslagerAktivera eller inaktivera texturerade streckAktivera eller inaktivera denna linjesats under streckrenderingAktivera eller inaktivera denna modifierare under streckrenderingAktivera eller inaktivera denna stilmodul under streckrenderingAktivera överlagring av jämna linjer, vilket minskar aliasingAktivera felsökningsalternativ för måleri och skulptering för utvecklareAktivera åsar och dalarAktivera skriptAktivera valda markörerAktivera valda proxyservrar på alla valda film- och bildremsorAktivera självkollisionerAktivera skuggkastning från lamporAktivera förenkling av scenen för snabbare förhandsgranskning av renderingarAktivera snäppningAktivera snäppning till guider för vinkel- eller avståndsalternativAktivera snäppning vid transformation av nyckelrutorAktivera snäppning vid transformation av tangenter i Driver EditorAktivera några extra fält i Asset Browser för att underlätta felsökningAktivera angiven inställning på alla valda animationskanalerAktivera hastighetsguiderAktivera fjäder på X-axelnAktivera fjäder på X-rotationsaxelnAktivera fjäder på Y-axelnAktivera fjäder på Y-rotationsaxelnAktivera fjäder på Z-axelnAktivera fjäder på Z-rotationsaxelnAktivera suggestiva konturerAktivera solskuggorAktivera symmetri i X-axelnAktivera symmetri i Y-axelnAktivera symmetri i Z-axelnAktivera tryckkänslighet för surfplatta för områdesradieAktivera tryckkänslighet för surfplatta för jitterAktivera tryckkänslighet för surfplatta för förskjutningAktivera tryckkänslighet för storlek på surfplattaAktivera tryckkänslighet för surfplattan för avståndAktivera tryckkänslighet på surfplattan för styrkaAktivera först färgrampenAktivera tillgångsbiblioteketAktivera kompositnoden.Aktivera kurvan så att den blir en översättningsbanaAktivera ray-tracing-modulenAktivera arkivetAktivera arkivet och försök igen.Aktivera urvalslägetAktivera val av kedjor med maximal 2D-längdAktivera val av kedjor med en minsta 2D-längdAktivera valet av de första N kedjornaAktivera uttagetAktivera användning av ljus på kontur- och fyllningsmaterialAktivera denna begränsningAktivera denna lampa i fast skuggninglägeAktivera denna modifierareAktivera detta objekt som kollisionsdetektor för fysiksystemAktivera detta för att köra exporten i bakgrunden, inaktivera för att blockera Blender under exporten. Detta alternativ är föråldrat; EXECUTE denna operator för att köra i förgrunden och INVOKE för att köra som ett bakgrundsjobb.Aktivera detta för att köra importen i bakgrunden, inaktivera för att blockera Blender under importen. Detta alternativ är föråldrat; EXECUTE denna operator för att köra i förgrunden, och INVOKE för att köra som ett bakgrundsjobb.Aktivera för att få ytförändringar att försvinna med tidenGör det möjligt att torka ytan med tidenAktivera för att använda området under markören för modal exekveringAktivera överföring av vertexdataAktivera visningsnavigering i kameravynAktivera alternativ för felsökning av visningsvy för utvecklare i popup-fönstret för överlägg.Aktivera visningsvy i visningslagrenAktivera jokerteckenAktivera/inaktivera begränsningAktiveradEndast aktiverade tilläggEndast aktiveratAktiverat rotationsområdeAktiveras vid start och åsidosätter inställningen.Aktiverar navigering i flygläge, men att trycka på locket framåt medan du tittar nedåt ändrar inte kamerans höjd.Möjliggör högkvalitativ men långsam beräkning av begränsningsrutan för perfekta resultat på komplexa formnät med rotation/skalning.Aktiverar förhandsgranskningar i shader-nodredigerarenGör det möjligt att använda 3D-musen som om den vore en kamera. Tryck in i scenen så rör sig kameran framåt i scenen. Du går in i scenen som om du flög runt i den. Detta inverterar också panorering och zoomning för 2D-vyer.Inkapslad PostScript (.eps)Omge valda hörnpunkter i en konvex polyederKodningKodningshastighetOhanterat fel uppstod under nyckelbildsinställningSlutSlut (Faktor)Slut (Längd)Slutpilens stilÄndlockSlutfaktorSlutbildrutaSlutbildruta (manipulerad från användargränssnittet)Slutbildruta (råvärde)Slutbildruta (när Begränsa bildruteintervall är aktiverat)ÄndhandtagHandtagets ändaHandtagsskalaSlutdestinationSlut på kartläggningstypSlutförskjutningSlutpunkterÄndradieSlutstorlekSlutpunktSlutavstånd för den kaskadformade skuggkartan (endast i perspektivvy)Volymverkets slutavståndSlutbildruta fastklämd till giltigt renderingsområdeSlutbildruta som visas i sekvensredigeraren efter att förskjutningar har tillämpatsÄndram för bakningSlutbildruta för intervall av banor som ska visas/beräknas (gäller inte för "Around Frame"-metoden för onion-skinning)Slutbildruta för NLA-remsan. Obs! Om du ändrar detta värde uppdateras även värdet för remsans upprepningar eller dess åtgärds slutbildruta. Om endast slutramen ska ändras, se istället egenskapen "frame_end".Slutbildruta för exporten, använd standardvärdet för att ta slutramen för den aktuella scenenSlutbild av havets bakningSlutbildruta för det lagrade intervalletSlutbildruta för exportSlut på valetSlut på bildrutaSlutpunkt för sökvägenSlutpunktVal av slutpunktNod för val av slutpunktSlutpunkt UEndpunkt VSlutar medFiendeTvinga symmetri (både form och topologisk) över en axelTillämpa symmetri, gör kopior av markeringen eller använd befintligaMotorMotor '%s' är inte tillgänglig för scen '%s' (ett tillägg kan behöva installeras eller aktiveras)Motor som ska användas för renderingEngelska (Storbritannien)Engelska (USA)Förbättra detaljerFörbättra högfrekventa ytdetaljerFörbättra ytdetaljernaFörbättrar kontrast, färg, klarhet och skärpa.Säkerställ modifierareSe till att alla benförändrande vertexgrupper summerar till 1,0 vid viktmålning eller tilldelning till vertexer.Se till att datablocket sparas även om det inte används (t.ex. för rörelse- och materialbibliotek).Se till att förhandsgranskningar av datablock är tillgängliga och uppdaterade (sparas i .blend-fil, endast för vissa typer som material, texturer etc.).Se till att de valda nyckelrutornas handtag har samma längd, eventuellt genom att göra dem horisontella. Handtagstyperna Automatisk, Automatisk klämd eller Vektor konverteras till Justerad.Se till att data är giltiga (när funktionen är inaktiverad kan data importeras som orsakar krascher vid visning eller redigering).Se till att datablocket sparas, även om det inte längre är markerat som tillgång.AngeGå till redigeringslägeAnge ett Unicode-kodpunktshexvärdeGå automatiskt till redigeringsläge efter att ha lagt till ett nytt objektGå till redigeringsläge när du lägger till detta objektGå in i eller lämna nodgruppen baserat på markörens positionGå in i justeringsläget för den åtgärd som den aktiva remsan refererar till för att redigera dess nyckelrutor.Öppna/stäng målarläget för Grease Pencil-streckÖppna/stäng skulpteringsläget för Grease Pencil-streckÖppna/stäng skulpteringsläget för kurvorÖppna/stänga vertexmålningsläget för Grease Pencil-streckÖppna/stäng färgläget för Grease Pencil-streckHela matrisenEntréindexAbsolut per inträdeEntrévis takEntry-wise cos(A)Uppdelning efter inträdeEntréplanMaximalt antal anmälningarMinsta antal anmälningarModulo per post med fmod(A,B)Multiplicera per postEffekt per ingångAvrunda varje post till närmaste heltal. Avrunda uppåt om decimaldelen är 0,5.EntréskyltEntry-wise sin(A)Entrévis tan(A)Inmatningsklart omslag(A,B)Enum-definition (föråldrad)Enum-definitionsposterEnum-flaggaEnum-objektDefinition av uppräkningselementRäkna uppUppräkningEnumereringar som strängarKuvertKuvertkontrollpunktKuvertets deformationsavståndKuvertets deformationsviktKuvertavståndKuvert F-modifierareKuvertets huvudradieKuvertmultiplikationKuvertets bakre radieKuvertviktModifierare för kuvertstreckseffektKuvert: %3fKuvert: %sMiljöMiljötexturEpsilonLikaLika axlarLika medUtjämna radierJämna ut ljudetJämna ut båda handtagen på en nyckelbildrutaUtjämna valda nyckelrutors vänstra handtagJämna ut valda nyckelrutors högra handtagLikvinkelLikvinklig kubkarta-ytaEkvikantangulärEkvirektangulär eller latitud-longitudprojektionRaderaRadera/ta bort färg istället för att lägga till denRadera anteckningsstreckRadera multires-förskjutningRadera färgRadera alfa medan du målarRadera hela streckRadera endast synliga streck som inte är täcktaRadera punkter i rutanRadera punkter i lassoregionenRadera streckpunkterRadera streck, tonar ut deras styrka och tjocklekRadergummiReferens för raderingspenselRadera-lägeRadieringsradieFelFel (se konsolen)Felikon FörgrundFelgränsFelmarginalFelmeddelandeFel vid bakning från objekt "%s"Fel vid skapande av fil '%s'Fel vid radering av '%s' (ignoreras)Felavståndströskel (i objekt-enheter)Fel vid filskrivning för "%s"Fel vid utvärdering av tal, se Info-redigeraren för mer informationFelhantering av valda objektFel vid initialisering av ljudströmFel vid initialisering av videoströmFel vid läsning av nätprov; mer information på konsolenFel vid läsning av punktprov; mer information på konsolenFel vid registrering av nodverktyg "%s", %d dubblett(er)Fel vid registrering av nodverktyg "%s", %sFel vid registrering av nodverktyg "%s", operatören är redan registreradFel vid rendering av scen %s förhandsgranskning: %s.Fel vid återställning av temporär fil (kontrollera filerna '%s' '%s')Fel vid skrivning av fil '%s'Fel vid skrivning av bildrutaFel vid skrivning av renderingsresultat, %s (se konsolen)Fel vid skrivning till måltillgång %sFel:Fel: Kunde inte allokera irradiansstagingtexturFel: Det gick inte att allokera skuggatlas. Troligtvis slut på GPU-minne.Fel: Kurvorobjektet innehåller för många punkter. Minska kurvans upplösning eller antalet kurvor för att åtgärda problemet.Fel: Tilldelning av strålningsintensitetsrutnät misslyckadesFel: Felaktiga data för strålningsintensitetsrutnätetFel: Otillräckligt minne för att baka {}.Fel: Max antal skugguppdateringar har nåtts.Fel: Skuggbuffert full, kan resultera i saknade skuggor och sämre prestanda. ({} / {})Fel: För många AOV:erFel: För många rutnät synligaFel: För många strålningsrutnät i scenenFel: För många ljus i scenen.Fel: För många skugguppdateringar, vissa skuggor kan vara felaktiga.Fel: {:.5f} .. {:.5f} (genomsnitt {:.5f})Fel: {:s}FelFel och varningarFel under rendering. Se systemkonsolen för mer information.EscEsperanto - EsperantoGrundläggandeEtablerat OceanEtablerat hav (Sharp Peaks)Uppskattning av transformationerUppskattade spårUppskattad rotationsmatrisUppskattad skalmatrisEuklidiskEuklidiskt avståndEulerEuler (infödd)Euler (XYZ)Euler (XZY)Euler (YXZ)Euler (YZX)Euler (ZXY)Euler (ZYX)Euler-ordningEulers rotationEuler Rotation F-kurva har ogiltigt index (ID='%s', Path='%s', Index=%d)Eulers rotationsvinklar i radianerEulers rotation av skiktetEuler till rotationEuler använder XYZ-rotationsordningenEuler använder rotationsordningen XZYEuler använder rotationsordningen YXZEuler använder rotationsordningen YZXEuler använder rotationsordningen ZXYEuler använder ZYX-rotationsordningenEuler använder standardrotationsordningenEuler använder målets rotationsordningUtvärdera stängningUtvärdera nod-IDUtvärdera övre stapelUtvärdera vid indexUtvärdera på domänUtvärdera käll- och målnät i globalt utrymmeUtvärdera namnområdet fram till markören och ge en lista med alternativ eller komplettera namnet om det bara finns ett.Utvärdera avslutningUtvärderadUtvärderat fältvärde för det aktuella elementetUtvärderad slutlig transformation av benet i armeringsutrymmetUtvärderad geometri från modifieraren innehåller inte Grease Pencil-geometri.Utvärderad geometri från modifieraren innehåller inte ett nät.Utvärderad geometri från modifieraren innehåller inte någon punktmoln.Utvärderad geometri från modifieraren innehåller inga kurvorUtvärderat objekt som iteratorn pekar påUtvärderat objekt som instansieras av denna iteratorUtvärderade objekt i beroendediagrammetUtvärderat partikelsystem som detta objekt instansierades frånUtvärderat ytmaskor är tomtUtvärderad yta saknar UV-karta: "{}"Utvärderat saknat attribut för yta: "rest_position"UtvärderingUtvärderingsfaktorUtvärderingsramUtvärderingstidUtvärderingslägeUtvärderingstid för absoluta formnycklarUtvärderingstid i sekunderÄvenJämn fördelningJämna divisionerJämnt kantavståndJämn tjocklekJämn tjocklek InverteraÄven schackbrädesplattorÄven om utförandet lyckas, vidarebefordra händelsen så att andra operatörer också kan utföra den.Jämn tjockleksberäkning som tar hänsyn till vinkeln mellan ytornaJämnt-uddaVarje punktVarje punkt påverkas av flera fjädrarVarje spårningscykel spåras detta antal bildrutor.ExaktExakt matchningExakt formExakt form (konkav)Exakt antal spridda instanser före maskeringExakt lösare, långsammare, hanterar fler fallÖverdriva eller minimera värdet på de valda nycklarnaÖverdriv den aktuella posen i förhållande till nedbrytningsposen.UteslutUteslut avbrottUteslut förstUteslut senastUteslut modalUteslut icke-mångfaldUteslut icke valbaraUteslut bakåtvänd geometri från snäppningUteslut kantlinjerUteslut samling från det aktiva visningslagretUteslut konturerUteslut veckade kanterUteslut kantmärkenUteslut kanter vid materialgränserUteslut befintliga nyckelrutor för avbrott som interpoleringsextremerUteslut externa konturerUteslut från visningslagerUteslut från visningslagerUteslut icke-mångfaldiga polerUteslut åsar och dalarUteslut valda blockerare från att kasta skuggor från den aktiva emitterarenUteslut valda mottagare från att ta emot ljus från den aktiva sändarenUteslut silhuettkanterUteslut suggestiva konturerUteslut den första (ursprungliga) kopian från randomiseringenUteslut den sista kopian från randomiseringenUteslutna sökvägarUtesluten sökväg är inte längre giltigUtesluter gränsvertikaler från att jämnas utUteslutningExklusivExklusiv ellerKör knapparUtför en boolesk operation på nätet och en polygonal form som definieras av markören.Utför en boolesk operation på nätet och en rektangel som definieras av markören.Utför en boolesk operation på nätet och en form som definieras av markören.Utför en given stängningKör noder med ett dynamiskt antal repetitionerUtför operatör vid knapptryckning (endast icke-modala operatörer)Utför operator när knappen släpps (endast icke-modala operatorer)Kör vald filKör den aktuella konsolraden som ett Python-uttryckExekveringstidBefintlig guide kartaFinnsAvslutaAvsluta Blender efter att ha sparatAvsluta justeringsläget för den åtgärd som den aktiva remsan refererar till.ExpanderaExpandera (öppna) alla valda expanderbara animationskanalerExpandera med hjälp av en linjär avklingningExpandera alla kanaler (inte bara valda kanaler)Expandera alla poster en nivåExpandera och krympa maskerExpandera eller minimera rullgardinsmenyerna i rubrikenExpandera eller komprimera radien för de valda kurvpunkternaExpandera denna ruta till en lista över alla namngivningstaggar för Principled Texture-inställningen.Expandera denna ruta till en lista över alla snabbtangenter för funktioner i detta tillägg.Expandera/minimera alla objektExpandera/KomprimeraExpandera/minimera alla poster med en nivåExpandera/komprimera vikterUtökadExpanderad polynomUtökad i grafredigerarenUtökad i användargränssnittetUtökat tillstånd för platsenUtökar tygets dimensionerFörvänta dig filfärger i linjärt färgrymdFörvänta dig filfärger i sRGB-färgrymdFörväntad positionFörväntad rotationFörväntad skalaFörväntat antalFörväntade mig att tidslinjen/animationsområdet skulle vara aktivtFörväntad view3d-regionFörväntad vy3d-region & redigera kurvaFörväntad view3d-region och editmeshFörväntade en zip-fil {!r}Förväntad Outliner-regionFörväntade mig en aktiv OutlinerFörväntade ett aktivt redigeringsfont-objektFörväntade mig att ett animationsområde skulle vara aktivtFörväntad matris med tal: [n, n, ...]Förväntade ett annat valt nätobjekt att kopiera frånExperimentellExperimentella funktionerSkala den resulterande bildrutan explicit för att kompensera zoomningen av originalbilden.Ange uttryckligen Euler-rotationsordningenAnge uttryckligen utgångens Euler-rotationsordningExploderaExplodera FadeExplodera modifierareExplodera stilExplodera och tonas utUtforska geometridata i en tabellExplosionseffektmodifierare baserad på ett partikelsystemExponentExponentlägeExponentiellExponentiell klämmaExponentiell fördelningExponentiell samplingExponentiell avståndsmodellExponentiell avståndsmodell med fastspänningExponentiell lättnad (dramatisk)Exponentiellt avtagande parabolisk studs, som när objekt kolliderarExponentiellt avklingande sinusvåg, som ett elastiskt bandExporteraExportera (generera) även en POT-filExportera .srt-fil som innehåller textremsorExportera aktiv vertexfärg när inget material finnsExportera alla vertexfärgerExportera animeringExportera animationspekare (experimentellt)Exportera animeringslägeExportattribut (när de börjar med understreck)Exportera färgerExportera kurvor som NURBSExportera anpassade egenskaperExportera endast deformationsbenExportera endast deformationsbenExportera ansiktenExportera geometrinodernas instansnätExportera fettpenna till PDFExportera Grease Pencil till SVGExportera hårExporthanterareExporthanterare konfigurerade för samlingenExportera Keying Set till ett Python-skriptExportera MTL-bibliotek med PBR-tillägg (grovhet, metallisk, glans, beläggning, anisotropi, transmission)Exportera MTL-bibliotek. Det måste finnas en Principled-BSDF-nod för att bildtexturer ska kunna exporteras till MTL-filen.Exportera Mantaflow-skriptExportera materialgrupperExportera materialExportera material med PBR-tilläggExportmetodExportera normalerExportera objektgrupperExportera alternativExportera original PBR-speglingExportera POTExportera partiklarExportera primitiver med hjälp av delade åtkomstfunktioner för attributExportera egenskaperExportera scen som den visas i visningsfönstret, men dela upp animationen efter objektExportera valda objektExportera jämna grupperExportera subdivisionsytaExportera TRS och vikter som animationspekare. Använda KHR_animation_pointer-tilläggetExportera texturerExportera kakelExportera triangulerat nätExportera UV-koordinaterExportera UV-layout till filExportera UV-koordinaterExportera UV-koordinater (texturkoordinater) med nätExportera vertexattributExportera vertexfärgerExportera vertexgrupperExportera vertexnormalerExportera åtgärder (aktiva och på NLA-spår) som separata animationerExportera endast aktiv scenExportera aktiv vertexfärgExportera ytterligare animationer. Denna funktion är inte standard och kräver en extern tilläggsfunktion för att kunna inkluderas i glTF-filen.Exportera alla armaturåtgärderExportera alla UV-koordinater i denna mesh (inte bara de synliga)Exportera alla åtgärder som är kopplade till en enda armatur. VARNING: Alternativet stöder inte export som inkluderar flera armaturer.Exportera alla kamerorExportera alla kurvorExportera alla bildrutor i renderingsintervallet, istället för endast den aktuella bildrutan.Exportera alla lamporExportera allt material som används av inkluderade objektExportera alla nätExportera alla punktmolnExportera alla vertexfärger, även om de inte används av något material. Om ingen vertexfärg används i mesh-materialen skapas en falsk COLOR_0 för att materialet ska förbli oförändrat.Exportera alla volymerExportera armaturer och nät med armaturmodifierare som USD-skelett och skinnade nätExportera armaturer med viloposition som ledernas viloposition. När funktionen är avstängd används den aktuella bildrutans position som viloposition.Export vid insamlingscentralenExportera vid insamlingscentrum massan av rotobjekt i samlingenExportera bakad keyframe-animeringExportera bakad scen som en enda animationExportera kamerorExportera färgattributExportera färger i linjärt färgområdeExportera färger i sRGB-färgrymdExportera aktuell scen i ett USD-arkivExportera aktuell scen i ett Alembic-arkivExportera kurvor och NURBS-ytor som nätExportera kurvor i parametrisk form istället för att exportera som nätExportera anpassade egenskaperExportera anpassade egenskaper som USD-attributExportera anpassade egenskaper som glTF-extrasExportera anpassade egenskaper till Alembic .userPropertiesExportera anpassade vertexattributExportera data för duplicerade objekt som Alembic-instanser; påskyndar exporten och kan inaktiveras för kompatibilitet med annan programvara.Exportera riktade lampor, punktlampor och spotlights. Använder glTF-tillägget "KHR_lights_punctual".Exportera varje åtgärd som en separat FBX AnimStack, istället för global scenanimation (observera att animerade objekt får alla åtgärder som är kompatibla med dem, medan andra inte får någon animation alls).Exportera varje icke-dämpad NLA-remsa som en separat FBX AnimStack, om sådan finns, istället för global scenanimation.Exportera varje objekt till en separat filExportera ansikten som fyllda streckExportera fil i ASCII-format, annars exportera som binärfilExportera hela hierarkin, inklusive mellanliggande samlingarExportera översättningsdata för ett visst tillägg som PO-filerExportera hårpartikelsystem som USD-kurvorExportera bildtexturnoder som inte är tilldelade något material. Denna funktion är inte standard och kräver en extern tilläggsmodul för att kunna inkluderas i glTF-filen.Exportera bilder som inte är tilldelade något materialExportera enskilda NLA-spår som separata animationerExportera instansierade objekt som referenser i USD istället för som riktiga objektExportera nyckelkonfigurationen till ett Python-skriptExportera lösa kanter (som polygoner med två hörn)Exportera lösa kanter som linjer med materialet från den första materialplatsen.Exportera lösa punkter som glTF-punkter med materialet från den första materialplatsen.Exportera material, ljus- och kameraanimation som animationspekare. Endast tillgängligt för bakad animationsläge "NLA Tracks" och "Scene".Exportera materialExportmatrisoperatörExportera nät med Alembics subdivisionsschemaExportera minimalt med material enligt definitionen i visningsegenskaperna för Viewport.Exportera flera bildrutor istället för endast den aktuella bildrutanExportera normalerExportera objekt så som de visas i renderingenExportera objekt så som de visas i visningsfönstretExportera endast objekt i den aktiva samlingenExportera endast UV-värden i intervallet [0, 1]Det går inte att exportera endast deformationsben när animeringen inte samplas.Exportera endast normaler istället för att skriva data för kant- eller ytutjämningExportera endast objekt från den aktiva samlingen (och dess underordnade objekt)Exportera endast objekt från denna samling (och dess underordnade objekt)Exportera endast valda objektExportera endast valda objekt istället för alla objekt som stödsExportera original glTF PBR Specular istället för Blender Principled Shader SpecularExportera per ansiktsskuggning gruppuppdragExportera normaler per yta om ytan är platt skuggad, normaler per ythörn om den är jämnt skuggad.Exportera färger per vertexExportera polygoner (fyrkanter och n-kanter) som trianglarExportera endast renderbara objektExportera scen som glTF 2.0-filExportera scenen via USD-fil för exakt jämförelse med USD-filens export.Exportera endast valda och synliga objektExportera endast valda objektExportera inställningskategorierExportera formnycklar (morfmål)Exportera formnyckelanimationer (morfmål)Exportera formnycklar som USD-blandningsformerExportera skinningsdata (armatur)Exportera utjämningsinformation (välj alternativet "Endast normaler" om din målimportör förstår anpassade normaler)Exportera specifika vertexnormaler om tillgängliga, annars exportera beräknade normaler.Exportera streck med fyllning aktiveradExportera streck med enhetlig breddExportera underytor som nätExportera texturer till en mapp med namnet "textures" bredvid USD-filen.Exportera UV-layouten som en 2D-grafikExportera UV-layouten till en bitmapbildExportera UV-layouten till en vektor-EPS-filExportera UV-layouten till en vektor-SVG-filExportera den senaste Catmull-Rom-subdivisionsmodifieraren som FBX-subdivision (tillämpar inte modifieraren även om "Tillämpa modifierare" är aktiverat)Exportera namnet på en ytas vertexgrupp. Det approximeras genom att välja den vertexgrupp som har flest medlemmar bland ytans vertexer.Exportera scenen i den aktuella animationsramen. När funktionen är avstängd används bildruta 0 som vilotransformationer för objekt.Exportera kakel i UDIM-numreringsschemat: 1001 + u_tile + 10*v_tileExportera kakel i UVTILE-numreringsschemat: u(u_tile + 1)_v(v_tile + 1)Exportera odeformerade mesh-vertexkoordinaterExportera med EXT_mesh_gpu_instancing. Begränsat till barn till en given Empty. Flera material kan utelämnas.Exportera med glTF-konvention, +Y uppExportera vertexfärgattributExportera vertexfärg när den används av materialExportera vertexfärg med detta namnExportera vertexnormaler med mesharExportera vertexnormaler med formnycklar (morfmål)Exportera vertex-tangenter med nätExportera vertex-tangenter med formnycklar (morfmål)Exportera visningsfönsterinställningar för material som USD-förhandsgranskningsmaterial och exportera materialtilldelningar som geometrisubset.Exportera endast synliga objektExportera med översättnings-, orienteringskvaternion- och skalningsoperatorer XformExportera med Xform-operatorerna översätt, rotera och skalaExporterade %d filer från %d samlingarExporterade %d filer från samlingen '%s'Exporterad '%s'ExportörindexExportörerExporterar Alembic...Exporterar USD...Exporterar UV-koordinater från det modifierade nätetExporterar en enda fil med all data packad i JSON. Mindre effektivt än binärt, men lättare att redigera senare.Exporterar en enda fil med all data packad i binär form. Mest effektivt och portabelt, men svårare att redigera i efterhand.Exporterar aktiva åtgärder och NLA-spår som glTF-animationerExporterar hårpartikelsystem som animerade kurvorExporterar flera filer, med separata JSON-, binära och texturdata. Enklast att redigera senare.Exporterar partikelsystem som inte är hårpartiklarExponera anslutna data från en nodgrupp som ingångar till dess gränssnittExponera skala och/eller vridning som sprids till justeringskontroller för att ses som överordnad rörelse av lim eller andra kedjor med hjälp av Merge Parent Rotation And Scale. Annars sprids det endast internt inom denna kedja.ExponeringExponering (stopp) tillämpad före displaytransformering, multiplicerad med 2^exponeringExponering för rörelseoskärpa som en faktor av FPSUttryckUttryck som ska användas för skriptuttryckUttryck:Uttryck: {:s}Uttryck: {}FörlängUtöka gränsernaFörläng extrapoleratUtöka horisontelltUtöka räckviddenUtöka valetUtöka valetFörläng hörnpunkterUtvidga kantpixlarna utåtUtvidga bildens kanter till transparenta eller maskerade områdenFörläng genom att upprepa bildens kantpixlarUtöka nuvarande synliga samlingarUtöka befintligt urvalFörläng slingan runt ändpunkternaUtvidga färgen bortom ansikts UV-värden för att minska sömmar (i pixlar, långsammare)Utöka rapportvaletUtöka valetUtöka valet för aktiveringUtöka markeringen istället för att först avmarkera alltUtöka valet på promenadUtöka markeringen istället för att rensa den befintliga markeringenFörläng strecken i raka linjerUtöka vinkelområdet med en avtagande gradientUtöka det befintliga urvaletFörläng scenens längd till BVH-längden (förkorta aldrig scenen)Utöka markeringenFörläng hörnpunkter längs kanten närmast markörenFörläng hörnpunkter och flytta resultatetÖka synlighetenUtökad tillgångsbläddrarUtökad information om iterator för beroendegrafobjekt (Varning: Alla data här är "utvärderade", inte ursprungliga .blend-ID:n)Utökar funktionaliteten till operatörer som hanterar filer, till exempel genom att lägga till stöd för dra och släpp.Förlänger det bakade resultatet som ett efterbehandlingsfilterFörlängningFörlängningsfilterFörlängningsartikelUtvidgningsarkivUtvidgningsarkivInställningar för tilläggFörlängningstaggarUppdatering tillgänglig ({:d}){:s}Tillgängliga uppdateringar för tillägg ({:d}){:s}Förlängning XFörlängning YFörlängningsoperatorn hittades inte "%s"Extension-arkivet hittades inteStöd för fjärrförvar i förvaringsutvidgningenFörlängningarTillägg blockeradeTillägg DebugPlattform för tilläggTillägg Taggar & Repository FilterinställningarUppdateringar av tilläggOmfattningOmfattning XOmfattning YOmfattning ZYtterradieExteriör/InteriörExternExtern .blend-fil från vilken data är länkadYttre konturExterna dataExtern fil packad i .blend-filenExterna biblioteksdataExterna biblioteksdata kan inte redigerasExternt skuggskript måste ha filändelsen .osl eller .oso, eller vara ett modulnamn.UtrotningExtraExtra animationerExtra kontrollExtra deformationExtra slutkontrollerExtra FK-kontrollerExtra IK-kontrollExtra IK-lagerExtra alternativExtra skuggning av menyalternativExtra startkontrollerExtra stegExtra användareExtra felsökningsinformation och verktyg för utvecklarsupport för tilläggExtra rotation tillagd till objektets rotation (vid användning av Euler-rotationer)Extra rotation tillagd till objektets rotation (vid användning av kvaternionrotationer)Extra skalning tillagd till objektets skalaExtra steg för att lösa speciella knäckfunktionerExtra översättning tillagd till objektets platsUtdragExtrahera fettpennstreck från bildenExtrahera ett strängsegment från en större strängExtrahera alla färger som används i bilden och skapa en palettExtrahera som fast ämneExtrahera masken som ett fast objekt med en solidifieringsmodifierare.ExtrapoleraExtrapolera rörelseExtrapolera intervallExtrapolera kurvan eller förläng den horisontelltExtrapoleringExtrafunktionerExtremExtrem nyckelbildrutaExtrem nyckelbildruta valdExtruderaExtrudera kontextExtrudering av handtagstypExtrudera enskilda ytorExtrudera nätExtruderingslägeExtrudera endast kanterExtrudera endast hörnpunkterExtruderingpunktExtrudera regionExtrudera slagpunkterExtrudera kurva och flytta resultatetExtrudera varje enskilt ansikte separat längs lokala normalerExtrudera kanter och flytta resultatetExtrudera fritt eller längs en axelExtrudera endast enskilda kanterExtrudera endast enskilda ytorExtrudera endast enskilda hörnExtrudera manifoldområdet längs normalernaExtrudera region och flytta resultatetExtrudera ytans områdeExtrudera region tillsammans längs lokala normalerExtrudera regionen tillsammans längs den genomsnittliga normalvektornExtrudera vald gränsrad runt pivotpunkt och aktuell vyaxelExtrudera valda kontrollpunkterExtrudera valda punkter och flytta demExtrudera valda hörnpunkter i en cirkel runt markören i angiven viewportExtrudera valda hörnpunkter i skruvformad rotation runt markören i angiven viewportExtrudera valda hörn, kanter eller ytor upprepade gångerExtrudera valExtrudera de valda punkternaExtrudera hörnpunkter och flytta resultatetExtrudera, upplöser kanter vars ytor bildar en plan yta och skär nya kanterExtrudera: %.3fExtruderingÖgongloben och iris deformerasPipettAlternativ för att ta bort ögonlockÖgonlock fästa{}Ögonlock följer standardinställningenÖgonlock Följ{}ÖgonF-kurvaF-kurvan '%s[%d]' finns redan i denna kanalväska.F-kurvagrupperingF-kurvgrupperF-kurva Högkvalitativ ritningF-kurvmodifierartypF-kurvmodifieraren har ogiltiga inställningar och kommer inte att utvärderas.F-kurvmodifieraren tillämpas endast för det angivna bildintervallet för att hjälpa till att maskera effekter så att de kan kedjas ihop.F-kurva Modifierar namnEffekterna av F-kurvmodifieraren kommer att dämpas av en standardfaktor.F-kurvmodifierarens panel är utökad i användargränssnittetF-kurvmodifierareF-kurva NamnfilterF-kurva-provF-kurvan har redan nyckelrutorF-kurvan har redan provpunkterF-kurvan och dess nyckelrutor är dolda i graferna i Graph Editor.F-kurvans dataväg tom, ogiltigt argumentF-kurva som definierar värden för en tidsperiodF-kurvan har inga nyckelrutor eftersom den endast innehåller samplade punkter.F-kurvan har inga nyckelrutorF-kurvan har inga provpunkterF-kurvan är vald för redigeringF-kurva live-filtreringssträngF-kurvmodifieraren '%s' hittades inte i F-kurvanF-kurvmodifieraren förlorades på '%s[%d]' eftersom den har en okänd typ.F-kurvmodifieraren visar inställningarna i redigerarenF-kurva hittades inteF-kurvan har endast F-modifierareF-kurvans synlighet i grafredigerarenF-kurvans inställningar kan inte redigerasF-kurvorF-kurvor för att kontrollera remsans inflytande och timingF-kurvor har ingen giltig storlekF-kurvor i denna gruppF-modifierareF-modifierare kan också generera kurvor för dessa.F-stoppF-stopp (lägre siffror ger mer oskärpa, högre siffror ger en skarpare bild)F1F2F82 FärgtonFBX AllaFBX Anpassad skalaFBX IO-meshar, UV:er, vertexfärger, material, texturer, kameror, lampor och åtgärderFBX-import: Kan inte importera filen '%s': '%s'FBX-import: Kan inte öppna filen '%s'FBX-enheter SkalaFBX-formatFBX-typ av nod (objekt) som används för att representera Blenders armaturer (använd typen Null om du inte har problem med den andra appen, eftersom andra val kanske inte importeras perfekt tillbaka till Blender...).FFmpeg-förinställningarFFmpeg-inställningarFFmpeg-videoFFmpeg-ljudkodek att användaFFmpeg-codec som ska användas för videoutmatningFFmpeg stöder endast 48 kHz/stereoljud för DV!FFmpeg-relaterade inställningar för scenenFFmpeg videokodek #1FILTER_ITEMFK-kontrollerFLACFLIPFLIP-kvotFPSFPS Genomsnittligt antal sampelFPS-basFacAnsikteAnsiktsvinkelAnsiktsvinkeltextAnsiktsvinklarAnsiktsområdeAnsiktsområde och vinkelAnsiktsområdeText för ansiktsområdetAnsiktskameraAnsiktscentrumAnsiktskollisionAnsiktshörnAnsiktshörnvinkelAnsiktshörnräkningAnsiktshörndataAnsiktshörn DatatyperAnsiktshörnkartläggningAntal ansiktenAntal ansikten: %sAnsiktsgallringAnsiktsdataAnsiktspunktstorlekAnsiktsgruppens gränserAnsiktsgrupp-IDAnsiktsindexAnsiktsinflytandeAnsiktsloop avgränsningAnsiktskartläggningAnsiktsmärkesvillkorAnsiktsmärkesfiltreringAnsiktsmarkering NegationAnsiktsmärkenVal av ansiktslägeAnsikte närmastAnsikte närmaste stegFält för antal grannarAnsiktsgrannarAnsikte NormaltAnsiktsorienteringAnsiktsorientering BakåtAnsiktsorientering framåtAnsiktsprojektAnsiktsretopologiAnsiktsvalAnsiktsuppsättningAnsiktsuppsättning Full MeshAnsiktsuppsättning från val i redigeringslägetAnsiktsuppsättning från MaskedAnsiktsuppsättning från VisibleAnsiktsuppsättningarAnsiktsuppsättningar GränsAnsiktsinställningar GränsautomaskeringAnsiktsuppsättningar RedigeraAnsiktsuppsättningar FKAnsiktsuppsättningar InitAnsiktsuppsättningar från Bevel WeightAnsiktsuppsättningar från kantveckAnsiktsuppsättningar från AnsiktsuppsättningsgränserAnsiktsuppsättningar från lösa delarAnsiktsuppsättningar från materialplatserAnsiktsuppsättningar från mesh-normalerAnsiktsuppsättningar från skarpa kanterAnsiktsuppsättningar från UV SeamsÖverlagringens opacitet för ansiktsuppsättningar är för närvarande inställd på 0.Ansikts skärpaAnsiktsjämnhetAnsiktssplitAnsiktstrinAnsiktsstegningAnsiktsstyrkaAnsiktsstyrka-lägeAnsiktsvinkelgränsAnsiktsområde i UV-utrymmetAnsiktsgränser centrumRiktning definieras av medurs eller moturs lindning (uppåt eller nedåt)Hörnans framsidaAnsiktsval – Skift-klicka för flera lägen, Ctrl-klicka för att utöka valetAnsiktsvalmaskering för målningAnsiktsvalslägeAnsiktenYtor och kanter efter hörnYtor betraktas som medelgränssnitt endast när de har olika på varandra följande ytor. Ger korrekta resultat så länge som det maximala stråldjupet inte överskrids. Har betydande minnesöverbelastning jämfört med den snabba metoden.Ansikten efter kanterAnsikten kolliderar också, kan vara mycket långsamtAtt tänka på när man packar öarAnsikten som deltar i uppackningsoperationenYtor med detta material kommer att bete sig som om det har ett fast antal lager i ocklusion.FacetnormalerMotAtt möta fördomarVänd mot kameranAtt möta negativ XStår inför negativ YMöter negativ ZPositiv XMot positiv YMot positiv ZVänd mot kamerans dominerande axelFaktorFaktor (ojämn)Faktor BlåFaktordensitetFaktor VisningstypFaktor SlutFaktor GrönFaktorer som är värda att noteraFaktor MaxFaktor MinFaktormodFaktorradieFaktor RödFaktoravstötningFaktor vilolängdFaktor SkuggorFaktor StartFaktor Styv viskositetFaktor som läggs till i förhållande till radien för att begränsa effekterna av tygsimuleringen.Faktor som tillämpas på densiteten för kurvfördelningenFaktor som tillämpas på densiteten för visningsområdetFaktor mellan volymvariation och sträckningFaktor med vilken ljudhöjden skalas.Faktor för att krympa tygFaktor som styr precisionen vid hantering av öar (ju högre, desto bättre resultat)Faktor som styr precisionen vid hantering av öar (normalt sett bör 0,1 vara tillräckligt, högre värden kan göra processen mycket långsam)Faktor för blandning av omgivande ocklusionFaktor för noggrannhet vid fyllningsgränser, högre värden är mer noggranna men långsammareFaktor för kavitetsryggarnaFaktor för hålighetsdalarnaFaktor för krökningsryggarnaFaktor för krökningsdalarnaFaktor för radien vid lockens ändeFaktor för radien vid lockens börjanFaktor för toningFaktor för oskärpaFaktor för förenklingFaktor för förenkling med hjälp av adaptiv algoritmOpacitetsfaktorFaktor för slaghårdhetFaktor för flätornas maximala radieFaktor för flätornas minsta radieFaktor för radien vid maximalt värdeFaktor för radien vid minimumFaktor för färgtoningFaktor som förskjutningen multipliceras medFaktor för att justera tegelstenens bredd för vissa rader som bestäms av förskjutningsfrekvensen.Faktor för att blanda den totala effektenFaktor för att kontrollera mängden rörelseoskärpaFaktor som avgör hur mycket längden på de enskilda segmenten ska påverka den slutliga beräknade krökningen. Högre faktorer gör att små segment påverkar den totala krökningen mindre.Faktor som påverkar rotationsvinkelnFaktor för att multiplicera tjockleken medFaktor för att skala borstens storlek medFaktor för att skala total förskjutningFaktor för att skala UV-värdenaFaktor som ska användas vid tillämpning av data på destinationen (det exakta beteendet beror på mix-läget)Faktor som ska användas vid tillämpning av data på destinationen (det exakta beteendet beror på mix-läget, multiplicerat med vikter från vertexgruppen när den är definierad)Faktor som används för att blanda vertexfärg för att få slutlig färgFaktorisering av polynomFabriksstartFabriksstart App-mall endastFadeFade-avståndFade-varaktighetFade-faktorFade-geometriTonade fettpennobjektTona bort fettpennobjekt, förutom det aktivaFade InTon in och ton utTona in inaktiv geometriTona in inaktiva lagerTona ut inaktiva objektTonade lagerFade-objektTona utFade-tidFade-typTona ut alla objekt i visningsfönstret med ett helt färglager för att förbättra synligheten.Fade centerFade-effekt med den inbyggda standardinställningen (gör vanligtvis övergången lika lång som effektremsan)Fade-faktorTonar ut från början av remsorna under tidmarkören till den aktuella bildrutanTonas ut från tidskursorn till slutet av överlappande remsorTona in valda remsorTon in, ton ut, både in och ut, till eller från den aktuella bildrutan. Standardinställningen är både in och ut.Tona ut inaktiv geometri med hjälp av vyportens bakgrundsfärgFade påverkan av stroke opacitetFade påverkan av strokens tjocklekFade interokulärt avstånd till 0 efter given avskärningsvinkelTona ut lagrets opacitet för Grease Pencil-lager utom det aktivaTonar ut en video och tonar in en annanTona ut valda remsorTona ut streck istället för att klippa av dem direktTon ut banor och tangenter längre bort från aktuell bildrutaTona ut valda remsor in och utTona ut delarna över tidTona ut strecktjockleken för varje genererat streckBleknandeFahrenheitMisslyckade spårMisslyckad allokering av renderingsresultat, minnet är slutDet gick inte att komma åt nätet från objekt "%s". Se till att det är synligt under rendering.Det gick inte att lägga till alfamodifierarenDet gick inte att lägga till färgmodifierarenDet gick inte att lägga till geometrimodifierarenDet gick inte att lägga till tjockleksmodifierarenMisslyckades med att allokera minneDet gick inte att tillämpa rotation på vissa av objekten.Det gick inte att tilldela värde: {:s}Det gick inte att skapa OpenGL-buffert utanför skärmen, %sDet gick inte att skapa OpenGL-buffert utanför skärmen: %sDet gick inte att skapa Studio Light-sökvägenDet gick inte att skapa ett fönster som är kompatibelt med den tidssekventiella visningsmetoden.Det gick inte att skapa ett fönster utan stöd för fyrdubbla buffertar. Det kan förekomma flimmer.Det gick inte att skapa en katalog för resursbiblioteket för att spara resursen.Det gick inte att skapa sökvägen för förinställningarDet gick inte att skapa stereobildbuffertDet gick inte att skapa överskrivningsåtgärdenDet gick inte att skapa fönstretDet gick inte att ta bort filen med tillgångsbiblioteket.Det gick inte att utföra förinställningen: {:s}Det gick inte att hitta '%s'Det gick inte att hitta åtgärdsslottet.Det gick inte att hitta anteckningsdata att rita in.Det gick inte att hitta någon bindningslösning (öka precisionen?)Det gick inte att hämta Studio Light-sökvägenDet gick inte att hämta sökvägen till tilläggDet gick inte att hämta temavägenDet gick inte att infoga nycklar på F-kurvan med sökvägen '%s[%d]'. Kontrollera att den inte är låst eller samplad och försök ta bort F-modifierare.Det gick inte att ladda tillgångsbiblioteketDet gick inte att ladda bildtexturen '%s'Det gick inte att ladda med Vulkan, använder OpenGL istället.Det gick inte att ladda volymen:Det gick inte att slå samman någon animation. Observera att NLA-remsor inte kan slås samman.Det gick inte att öppna filen '%s'Det gick inte att öppna filbläddraren!Det gick inte att öppna fönstret!Det gick inte att läsa blend-filen '%s': %sDet gick inte att läsa filen '%s', inte en blend-filDet gick inte att läsa bildrutanDet gick inte att ta bort blobs-katalogen %sDet gick inte att ta bort metadatakatalogen %sDet gick inte att lösa sökvägen till egenskapen. Försök att ange den manuellt med hjälp av en nyckeluppsättning istället.Misslyckades med att söka bildrutaDet gick inte att ställa in förhandsgranskning: inget ID i sammanhanget (felaktigt sammanhang?)Misslyckades med att ställa in tillfällig åtgärdDet gick inte att ställa in den nya rutnätstransformationen.Det gick inte att ställa in värdetDet gick inte att växla till tidssekventiellt läge i helskärmsläge.Det gick inte att överföra nätdata till %d objektDet gick inte att skriva .oso-filen bredvid den externa .osl-filen vid {:s}Det gick inte att skriva till tillgångsbiblioteketDet gick inte att skriva till attributet "{}" med domänen "{}" och typen "{}".Fel vid extern filoperation på "%s"Rättvisa positionerRättvis tangensFalska användareÅtergå till att lägga till istället för att packa datablockFallbackReservfärgReservverktygAvtagningFalloff längs kedjekurvanFallvinkelFalloff-kurvaFalloff-gradientFalloff OpacitetFalloff-effektFalloff-radieAvfartsrampFalloff-formFalloff-storlekFalloff-typFalloff-kurvkoefficient: 0 är linjärt, och högre värden ger större påverkan. Ställ in på -10 för att inaktivera påverkan helt.Falloff-kurvan försöker bilda en cirkel vid +1 istället för en parabel.Falloff-avstånd för klumpningseffekten (0 betyder ingen falloff)Falloff beräknas längs kedjans kurva, istället för att projiceras på axeln som förbinder start- och slutpunkterna.Falloff som appliceras från spetsen till roten av varje kurvaFalloff-typ för proportionell redigeringslägeFjäderns falloff-typFalloff:FalskFalsk färgFalsk när F-kurvan inte kunde utvärderas tidigare, så bör hoppas över vid utvärderingFalsk när det finns något lager, slot eller äldre F-kurvaFalsk när denna egenskap är ett valfritt argument i en RNA-funktion.FläktLångtLångt planLång tjocklekLång klippningsavstånd för skuggkameraSnabbSnabb redigeringSnabb GI-approximationSnabb GI-metodSnabb GI-approximationsmetodSnabb GaussiskSnabb global belysningSnabb rörelseSnabb navigeringSnabb men mindre exakt variantSnabb interaktiv redigering genom inbyggd Hydra-integrationSnabb mappning som fungerar bra i de flesta situationer, men ignorerar B-Bones restpose-krökning.Snabb utan stöd för självkorsningSnabbare renderingSnabbare lösare, vissa begränsningarSnabbasteSnabbaste lösaren som endast fungerar på mångfaldiga nät men ger bättre resultatFöredra antingen originaldata eller jämn kurvaFavorisera antingen vänster- eller högerknappenRädsla faktorFjäderFjäderpoängFjäderkrympning/uppfettning: %3fFjäderkrympning/uppfettning: %sFjäderstorlekFunktionsmedvetenhetFunktionsutdataFunktionsuppsättningFunktionsuppsättningar:FunktionsvikterFunktionsdetektering kräver giltig klippramFunktionsuppsättningskatalogen finns redan: '{:s}'ÅterkopplingÅterkopplingskoefficient för felkorrigering, genomsnittlig svarstid är 1/återkopplingFötterFot per sekundFot per sekund i kvadratHämtaFältFältabsorptionFältgenomsnittFältfaktorFält Min & MaxFältinställningarFältvariansFältvikterFält beroende på:SynfältSynfält för fisheye-objektivetFältet härstammar från alla objektets hörnpunkter.Fältet har sitt ursprung i objektets lokala XY-plan.Fältet har sitt ursprung i objektets lokala Z-axel.Fältet har sitt ursprung i objektets centrumFältet har sitt ursprung från objektets ytaFältinställningar för ett objekt i fysiksimuleringFält som utvärderas på iterationsdomänenFält som kommer att lagras som attribut på geometrin ovanFrån fält till elnätFält till nätverksobjektFält till listaFält till listobjektFältKämpaKampavståndArkivFilen '%s' kan inte öppnasFilen '%s' kunde inte laddasFilen '{:s}' hittades inteFilbottenFilbläddrarenFilbläddrarens visningstypFilbläddrarlägeFil raderad utanför BlenderFiländelserFilkatalogerFilformatFilhanterartypFilen har osparade ändringarFiländringsdatumFil modifierad utanför BlenderFil modifierad utanför och inom BlenderFilnamnFilnamnskollisionFilen hittades inteFilutdataFilutdataobjektFilvägFilväg:FilvägarFilförhandsgranskningstypFilreferenserFilvälj tillgångfilterFilvalFilväljare ID-filterFilvalsparametrarFilstorlekFiländelseFilens toppFilen är redan installerad på {!r}Filassociation hanteras av pakethanteraren.Filassociation registreradFilassociation oregistreradAbsolutAutoKopieraAnpassad katalogKatalogFyllMatchningSökvägSökvägslägeRelativStripURLVolymerFilbläddrarens utrymmesdataFilen innehåller ogiltiga UTF-8-teckenFilen kunde inte läsas, kritisk datakorruption upptäcktFilen finns inteFilen exporterades utan problemFilformatFilformatet förväntar sig linjärt färgområdeFilformatet stöds inte i filen "%s"Filformat för att exportera UV-layouten tillFilformat för att spara de renderade bilderna somFilformatversion som .blend-filen sparades medFilhanteraren '%s' hittades inteFilhanteraren hittades inteFilhanteringsoperatör '%s' hittades inteFilen är sparadFilnamnFilnamn, skriv över befintligFilen hittades inteFilen '%s' hittades inte.FilvägFilvägen "%s" är ogiltigFilvägen '%s' är inte en giltig filFilväg för bild som ska brusreduceras. Om inget anges används renderingsfilens filväg och bildintervall från scenen.Filväg för bild som ska slås sammanFilväg för sammanslagen bildFilvägsegenskapen är inte inställdFilvägen var inte angivenFil sparad med nyare Blender ({}), förvänta dig dataförlustFilsorteringslägeFilen är för lång %sFil skriven av nyare Blender-binärfil (%d.%d), förvänta dig dataförlust!Filen {!r} hittades inteFil-/resursbläddrarenFil:Fil: %sFil: *{:s} (osparad)Fil: {:s}FileHandler idnamnFilbläddringsparameterFilnamnFilnamnet '%s' är för långt (maxlängd %zu, var %zu)Filnamn på filmen eller sekvensfilenFilnamn på textfilenEndast filnamnFilvägFilväg inte angivenFilväg som används för att exportera filenFilväg som används för att importera filenFilerFyllFyllningslockFyllningsfärgFyllningsfärg åsidosätter banaTest för överskrivning av fyllningsfärgFyll färgbananFyll kurvaFyll hålFyllningslägeFyll offsetEndast fyllningFyll opacitetFyll regionFyll kantFyll rotationenFyllningsregelFyll skalaFyll segmentFyllningssegmenten måste vara minst 1Fyll i lösarenFyll tröskelvärdeFyll kakel med genererad bildFyllningstypFyll en vald kantloop med ytorFyll området med gradientfärgFyll området med bildtexturFyll området med radiell gradientFyll området med enfärgatFyll kameraramen, sprid dig utanför bildrutanFyllningslock för fasade kurvorFyllningsfärg för den genererade bildenFyll rutnätet från två slingorFyll igen hålen efter att du skurit av masken.Fyll i hål (kantloopar)Fyll i maskeringen om inget redan är maskerat.Fyll i snittetFyll internt områdeFyll inverterat områdeFyllningen är helt transparentFyll ny ruta med en genererad bildFyll endast synliga områden i visningsfönstretFyllningsregel för Delaunay-fyllningslösareFyll i fälten Min/Max för avståndet mellan valda meshobjekt och källobjektet (antingen ett användardefinierat objekt eller den aktiva kameran).Fyll det aktiva vertexfärglagret med den aktuella färgen.Fyll den aktiva vertexgruppen med den aktuella målarviktenFyll den aktuella rutan med en genererad bildFyll hålen i rörändarna med lockgeometriFyll bilden med ett rutnät för testning av UV-kartaFyll i det rivna områdetFyll hela masken med ett givet värde eller invertera dess värden.Fyllningsverktyget behöver aktivt materialFyll med en specifik färgFyll med färg den form som bildas av streckFilékurvaFyllningarFyller duken från kant till kant, beskär vid behov, samtidigt som bildförhållandet bibehålls.FilmFilmiskFilmisk loggFilmisk sRGBFilmliknandeFilterFiltrera .blend-filerFilteråtgärderFilteråtgärder som ska exporterasFilter-tilläggFiltrera Alembic-filerFiltervinkelFiltrera tillgångstyperFilterblandareFilter Blender-säkerhetskopieringsfilerFilterblandar-ID:nFiltrera borstar efter verktygFilterförlängningarFiltrera tillägg efter taggar och arkivFilter för ansiktsmärkenFiltrera filerFilter mappFiltrera mapparFiltrera teckensnittFilter GlansigFilter-ID-typerFiltrera bilderFilter MatchFiltrera filmerFilternodFiltrera OBJ-filerFiltrera objektFiltrera OpenVDB-volymfilerFilterordningFilter PythonFiltrera Python-filerFilterskriptFilterinställningarFilterstorlekFiltrera ljudFilterkällaFiltrera textFiltreringströskel för att välja problematiska spårFiltertypFiltrera USD-filerFiltrera vertexgrupper för visningFiltervolymFilterbreddFiltrera tillägg efter kategoriFiltrera arkivfilerFiltrera tillgångar efter namnFiltrera säkerhetskopierade .blend-filerFiltrera baserat på tangentbindningarFiltrera baserat på operatörens namnFiltrera btx-filerFiltrera efter namnFiltrera efter arkivFiltrera efter typFiltrera efter typ:Filtrera efter tilläggets namn, författare och kategoriFiltrera efter filnamn, författare och kategoriFiltrera efter lagergruppens namnFiltrera efter namn eller tagg, stöder jokertecknet '*'Filtrera tillägg efter arkivFiltrera funktionslinjer baserat på ansiktsmärkesgränserFiltrera funktionslinjer med hjälp av Freestyle-ansiktsmarkeringarFiltrera mapparFiltrera teckensnittsfilerFiltrera bildfilerFilterkärnradie i voxlarFiltermetodFiltrera filmfilerFilterstorlek för synlighetsoskärpa (föråldrad)Filtrera ljudfilerFilterstyrkaFiltrera textFiltrera textfilerFilter som kommer att tillämpas på maskenFiltrera användargränssnittet efter taggarFiltrera till kombinerade, diffusa, glansiga, transmissions- och underytliga passagerFiltrera spår som har konstiga toppar i rörelsekurvorna.Filterbredd i pixlar, används för att beräkna bump mapping-riktningen. För de flesta texturer aktiverar standardvärdet 0,1 subpixel-filtrering för stabila resultat. För stegvisa texturer kan en större filterbredd användas för att få en fasad effekt på kanterna.Filtrering av samlingarFilterFilter för att ta bort rader från de visade uppgifternaSlutligSlutlig 4×4-matris efter att begränsningar och drivkrafter har tillämpats, i armeringsobjektets utrymmeSlutlig cache-storlekSlutliga bilderSlutlig kvalitetSlutlig renderingSlutlig världsmatrisSista bildrutan på masken (används för sequencer)Sista bildrutan i uppspelnings-/renderingintervalletSista bildrutan i intervalletSlutlig tangentkonfiguration som kombinerar tangentkartor från den aktiva konfigurationen och tilläggskonfigurationen, och som kan redigeras av användaren.Slutligt transformationsvärde för objekt eller benSlutför skriptetHittaSök och ersättHitta allaHitta filHitta länkoperationerSök textHitta WrapHitta alla filer i sökvägen (inte bara saknade)Hitta gränsen för ofyllda istället för fyllda områdenHitta kanter på gränserna mellan grupper av ytor med samma ID-värdeHitta grupper av hörnpunkter som ligger närmare än dist och slå ihop dem.Sök i mappSök i strängHitta exempelpositioner på kurvan med hjälp av avståndet från dess börjanHitta exempelpositioner på kurvan med hjälp av en faktor av dess totala längd.Hitta angiven textHitta angiven text och markera denHitta den närmaste punkten på ytan för rotpunkten för varje kurva och flytta roten dit.Hitta kontrollen vid benets ändpunkt och använd den för att återkoppla TARGET eller eventuella begränsningar utan tilldelat delmål eller återkopplingsspecifikation.Hitta det geometriska element som ligger närmast en position. Liknar noden "Index of Nearest" (Index för närmaste).Hitta ändpunktspositionerna med hjälp av en faktor för varje splines längd.Hitta ändpunktspositionerna med hjälp av längden från början av varje spline.Hitta det minsta antalet steg, utan att ta hänsyn till avståndetHitta det närmaste elementet i en grupp. Liknar noden "Sample Nearest" (Välj närmaste).Hitta antalet gånger en given sträng förekommer i en annan sträng och positionen för den första matchningenHitta de kortaste vägarna längs nätkanterna till valda ändpunkter, med anpassningsbar kostnad per kant.Sök/ErsättBraFinjustering av texturmappningens X-, Y- och Z-positionerAvsluta åtgärden när tangenten släppsEfterbehandlingFinit volymFinska - SuomiEldEld + RökFörstFörsta fyndetFörsta handtagstypFörsta punktenFörsta punktindexFörsta QI-värdet i QI-intervalletFörsta styva kroppsobjekt som ska begränsasFörsta och sista exemplaretFörsta koefficienten av fjärde ordningens Brown-Conrady radiell distorsionFörsta koefficienten av andra ordningens Brown-Conrady tangentiell distorsionFörsta koefficienten av andra ordningens Nuke-distorsionFörsta koefficienten för andra ordningens divisionsdistorsionFörsta koefficienten för tangentiell Nuke-förvrängningFörsta koefficienten för tredje ordningens polynomisk radiell distorsionFörsta färg som används för effektFörsta kontrollpunktspositioner för nya interpolerade kurvorFörsta kubiska spline-kontrollpunkt mellan min-/maxhastigheterFörsta bildrutan från åtgärden som ska användasFörsta bildrutan i bananimationenFörsta bildrutan i åtgärden som ska användasFörsta bildrutan i händelseförloppets tidslinjeFörsta bildrutan på masken (används för sequencer)Första bildrutan i uppspelnings-/renderingintervalletFörsta bildrutan i intervalletSegmentets första bildrutaFörsta bildrutan att överföraFörsta ingången för effektremsanFörsta nyckelbildruta som används för initialisering av rekonstruktionFörsta packade filen av bildenFörsta punkten på skärmdumpen i skärmytanFörsök först att skjuta fjädern istället för toppunkten.Första vertexgruppens namnFisköga EkvidistantFisheye EquisolidFiskögaobjektivFiskögaobjektiv PolynomFisheye-polynom K0Fisheye-polynom K1Fisheye-polynom K2Fisheye-polynom K3Fisheye-polynom K4PassformPassformskurvaPassande längdPassformmetodPassformstypPassformAnpassa hela bilden till kamerans bildrutaAnpassa bildrutan till visningsfönstretAnpassa bakgrundsbilden till vynAnpassa de duplicerade objekten till en kurvaPassar till valtAnpassad till sensorns höjdPassar sensorns breddAnpassa till sensorns bredd eller höjd beroende på bildupplösningenAnpassar bildens gränser till duken, undviker beskärning och bibehåller bildförhållandetMonteringFixa stolparFixera skärKorrigera stora hopp och vändningar i de valda Euler Rotation F-kurvorna som uppstår när rotationsvärden klipps bort vid bakning av fysik.Fixera till kameraFastFast alternativFast aspektFast antalFast bildrutaFast positionFasta subdivisionarFast nät för prim: %sFast/SceneFlaggmatris för fluiddomänenFlaggorFlammaFlamgallerFlamhastighetFlamma RökFlamfältFlikarFacklans längdFlareöppningFlare-parameterFlashFlash vid överföringFlash-videoBlinkra målet när du överför lägetPlattPlatta hörnnormalerPlatta ansiktenPlatt skuggningPlatt XY-planPlatt öppen omkretsformPlanhetPlatta tillPlatta till benhierarkinPlatta till benhierarkin. Användbart vid icke-nedbrytbar transformationsmatris.Platta handtagPlatta hierarkinPlatta till objekthierarkinPlatta till objekthierarkin. Användbart vid icke-dekomponerbara transformationsmatriser.Platta vinklar för valda punkterPlatta vinklar för valda hörnPlatta handtag för en mjukare övergångPlatta ut valda ytorFlyktavståndFly till detta avståndVändVändbara yxorVänd axelVänd färgrampVänd färgerFlip-effektVänd ansiktenFlip-gruppnamnVänd horisontelltVändbar mattaVändlägeVänd namnVänd normalerFlip-ställningFlip U OffsetVänd UDIMFlip V OffsetVänd vertikaltVänd XVänd YVänd en del av kopiorna längs enskilda axlarVänd en bråkdel av instanserna längs enskilda axlarVänd en matris över dess diagonal, så att kolumner blir rader och vice versa.Vänd en bild längs en definierad axelVänd riktningen på UV-koordinaterna inuti ytornaVänd riktningen på ansiktshörnets färgattribut inuti ansiktenFlip-effektVänd fyllningsfärgerVänd bildenVänd bilden horisontelltVänd bilden vertikaltVänd normalerna för svarvade ytorVänd på X-axelnVänd på Y-axelnVänd kvaternionvärden för att uppnå önskade rotationer, samtidigt som samma orienteringar bibehålls.Vänd valda nyckelrutor över den valda spegellinjenVänd bakgrundsbilden horisontelltVänd bakgrundsbilden vertikaltVänd riktningen på valda ytors normaler (och deras hörnpunkter)Vänd bildenVänd bilden horisontelltVänd bilden vertikaltVänd texturens X- och Y-axelVänd tider för valda nyckelrutor med den aktuella rutan som spegellinjeVänd tiderna för valda nyckelrutor med den första valda markören som referenspunkt.Vänd tiderna för valda nyckelrutor, vilket effektivt vänder ordningen de visas i.Vänd till bottenVänd åt vänsterVänd åt högerGå till toppenVänd värdena för valda nyckelrutor (dvs. negativa värden blir positiva och vice versa)Vänd värden för valda nyckelrutor med hjälp av markörvärdet (Y/horisontell komponent) som spegellinje.Vänd vertexgruppnamnVändVänd på X-axelnVändningDet är inte tillåtet att vända regioner i toppfältet.Vänder (och korrigerar) axelsuffixen i namnen på valda ben.Vänder riktningen på snittetVänder tesselleringen av valda fyrkanterFlytaFlyta (Full)Flyta (halv)Flytande matrisFlytande attributFlytande attributvärdeFlytande buffertFlytande färgFloat-färgattributFloat-färgattributvärdeFlytkurvaFlytfältFlytande ikonpixelFlytande bildpixlarFlytande noduttagFlytande noduttaggränssnittFlytande tröskelvärdeFlytande värdeFlytande vektorattributFlytande vektorattributvärdeFlytande åtgärd, som representerar antingen en digital eller analog knappFlytande till heltalFlytande värdeFloat2Float2-attributFloat2-attributvärdeFloat3Flytande regionFlytande punktmatrisFlytande punkt kvaternionrotationFlyttalssockel för en nodFlyttalFlyttal i geometriattributFlockFyll nätet med den valda detaljinställningenGolvGolvbegränsningGolvplatsGolvlägeFlödeFlödesbeteendeFlödesinställningarFlödeskällaFlödestypVätskaVätskeuppsamlingVätskedensitetVätskeflödeVägning av fluidflödeseffektorFlytande interaktionVätskenivåinställningVätskemodifierareFörinställda vätskorVätskehastighetInställningar för fluiddomänInställningar för vätskeflödeVätskan har en viss initialhastighet när den sprutas ut.Vätskans interaktionsradieVätskans vila densitetModifierare för vätskesimuleringFluid: %s avbruten vid bildruta %d!Vätska: %s komplett (%.2fs)Fluid: %s misslyckades vid bildruta %d: %sFluid: Det gick inte att skapa cache-katalogen '%s', återställ till standard '%s'Fluid: Det gick inte att använda standardkachekatalogen '%s'. Ange en giltig cacheväg manuellt.Fluid: Töm cache-sökväg, återställ till standardvärdet '%s'SpolaTöm redigeringsdata från aktiva redigeringslägenFlygaFlyga & gåFlyghastighetFlyghastighetsfaktorFlyglägeFlygläge när händerna bytsFlyghastighet i meter per sekundSkumSkum + BubblorSkumtäckningSkumavfärgningSkumskiktets namnSkum- och bubbelpartiklar sparas i samma partikelsystem.BrännviddFokusFokus BenFokusavståndFokusavstånd: %.3fFokuslägeFokusobjektFokusregionFokus på benFokusera på objektDimma GlödDimma VolymMapp där texturfiler ska placeras. Relativt till .gltf-filen.Mapp att söka efter bildfiler iMapparFöljFölj B-BoneFölj aktuell bildrutaFölj kurvanFölj ledarenFölj stigenFölj vägbegränsningFölj sökvägsbegränsning hittades inteFölj inställningarFölj scenFölj ytnormalenFölj spårFölj spårbegränsningFölj UV:er från aktiva fyrkanter längs kontinuerliga ytslingorFölj XFölj ZFölj en boid eller ett tilldelat objektFölj en anpassad transformation för att definiera VR-vyns basposition.Följ aktuell bildruta i redigerareFölj förgreningar i föräldrakedjanFölj ledaren i en radFölj muspekarenFölj muspekarens positionFölj endast objektets rotationFölj formen på B-Bone-segmenten när du beräknar huvud-/svanspositionen.Följ streckningens bana och objektets rotationFölj den aktiva scenkameran för att definiera VR-vyns grundposition.Följ streckets kurvaturFölj objektets transformation för att definiera VR-vyns basposition.Följ detta objekt istället för en boidTeckensnittTeckensnitt FetstilFont Fet KursivTeckensnittsfilerKursiv stilFont Node-uttagFont Node Socket-gränssnittTeckenstorlekTeckensnittsstilTeckensnittet kan inte redigerasTeckensnittet är inte packatTypsnitt ej angivetTextens typsnitt. Återgår till UI-typsnittet som standard.Teckenstorlek i punkterTeckenstorlek som ska användas för att visa etikettenTeckenstorlek som ska användas för att visa textenTeckensnittssockel för en nodTypsnittTeckensnittskatalogFotpivotFilmInställningar för filmningSidfotFör alla användareFör varje elementFör varje genererat element {}För varje element {} HuvudFör varje geometrielementFör varje geometrielementinmatningFör varje geometrielementobjektFör varje geometrielementutgångFör varje geometrielementzonFör Grease Pencil-objekt, tillämpa modifieraren på alla nyckelrutor.För parallellogram, den relativa X-skillnaden mellan den övre och nedre kanten. För trapez, hur mycket den övre kanten ska flyttas i den positiva X-axeln.För PoseBone-banor, använd benhuvudets position när du beräknar denna bana.För RGB-kurvor, den färg som svart mappas tillFör RGB-kurvor, den färg som vitt mappas tillFör Tree-IK: Vikten av orienteringskontroll för detta målFör Tree-IK: Vikt för positionskontroll för detta målFör en given incidentvektor A, ytnormal B och indexförhållande, Ior, returnerar refraktionsfunktionen refraktionsvektorn, R.Skapa en PNG-fallbacktextur för alla WebP-texturer.Endast för bakåtkompatibilitetFör benrörelselinjer, sök efter nyckelrutor i hela åtgärden istället för endast i gruppen med matchande namn (är långsammare).För boxprojektion, mängd blandning som ska användas mellan sidornaFör kanaler med cyklisk extrapolering ommappas insättning av nyckelrutor automatiskt inom cykeltidsintervallet och håller ändarna synkroniserade. Kurvor som nyligen lagts till i åtgärder med ett manuellt bildruteintervall och cyklisk animering görs automatiskt cykliska.För kollisionsdetektorer som deltar i fysiksimulering, kontrollera vilken nivå i modifierarstacken som används som kollisionsyta.För begränsningar med namn som bildas som "base@bonename" använder du delen efter "@" som det nya delmålet efter att alla ben har skapats. Använd "@CTRL", "@DEF" eller "@MCH" för att helt enkelt ersätta prefixet.För kurvor, punktmoln och Grease Pencil ska du ta hänsyn till radieattributet när du beräknar gränserna.För varje åtgärdsslot finns en lista över animationskanaler som är avsedda för den sloten.För filer med flera filmströmmar, använd strömmen med det angivna indexet.För bibliotek med skapade överskrivningar, visa de överskrivna värdena som definieras/kontrolleras automatiskt (t.ex. för att få användare av ett överskrivet datablock att peka på överskrivningsdata, inte den ursprungliga länkade datan).För mesh-objekt, slå samman UV-koordinater som delar en vertex för att ta hänsyn till imprecision i vissa modifierare.För nät med modifierare tillämpade, koordinaten för den vertex utan deformerande modifierare tillämpade, som används för genererade texturkoordinater.För nät genereras normaler utan att anpassade normalattribut beaktas.För multires, visa låg upplösning medan du navigerar i vynFör nodbaserade texturer, vilken utgångsnod som ska användasFör punkter, avståndet längs kontrollpunktens spline. För splines, avståndet längs hela kurvan.För punkter, den del av splinens totala längd vid kontrollpunkten. För splines, faktorn för den splinen inom hela kurvan.För reaktorsystem, index för partikelsystem på måletFör reaktorsystem, objektet som har målpartikelsystemet (tomt om samma objekt)Av säkerhetsskäl har automatisk körning av Python-skript i denna fil inaktiverats:För valda nyckelrutor, välj/avmarkera valfri kombination av själva nyckeln och dess handtag.För mallar förhindrar användaren att ta bort fördefinierade åtgärder (ANVÄNDS INTE)För transparent transmission, håll ytor med grovhet över tröskelvärdet opaka.KraftKraftaxelTvinga bortbakgrundssorteringTvingande indrivningForce Connect BarnTvinga borttagningKraftavtagningKraftfältKraftfält 1Kraftfält 2Inställningar för kraftfältKraftfältTvinga skärningspunktKraftbevarande kanal för objektKraftbevarande kanaler för benTvinga omladdningForce SquareTvinga start/slutnycklingTvinga en fullständig omladdning av UI-översättningenTvinga sammankoppling av barnben med deras föräldrar, även om deras beräknade huvud-/svanspositioner inte stämmer överens (kan vara användbart med renodlade ledarmaturer).Krafteffektorns viktTvinga export av animering på varje objekt. Kan vara användbart när du använder begränsningar eller drivrutiner. Även användbart när du endast exporterar valda objekt.Tvinga export av minst en animeringsnyckel för alla ben (krävs för vissa målapplikationer, t.ex. UE4)Kraftfält baserat på en texturKraftfältet i fluiddomänenKraften absorberas av kollisionsobjektTvinga ID att märkas som indirekt länkat (används endast i omladdningssammanhang)Tvinga omladdning av bilden om den redan är öppen någon annanstans i BlenderTvinga kurvvisningen att passa en definierad gränsTvinga banvyn att passa en definierad gränsTvingad upplåsning misslyckades: {:s}Tvingad upplåsning kan vara nödvändig vid krasch eller strömavbrott.Tvinga uppdateringar av beroenden – Använd endast detta om drivrutinerna inte uppdateras korrekt.Tvinga användning av detta mittvärde (när det är inställt)Kraftfält baserat på Lennard-Jones-potentialenForcefield beror på partiklarnas hastighetKrafterTvingar Rigify att radera och återuppbygga alla riggwidgetobjekt. Som standard återanvänds befintliga widgets som de är för att underlätta manuell redigering.Tvingar alla länkade data att betraktas som direkt länkade. Lösning på aktuella problem/begränsningar i BAT (Blender Studio Pipeline Tool)Tvingar användning av automatisk sammanslagning och delningFörgrundFörgrundsfärg för felsökningsikonenFramgrundsfärg för felikonFörgrundsfärg för Info-ikonenFörgrundsfärg för operatörsikonenFörgrundsfärg för egenskapsikonenFörgrundsfärg för varningsikonGaffelformadForm av kurvorFormatFormatera objektFormatförinställningarFormatsträngFormatsträngobjektFormatet innehåller ett tecken som inte stöds: "{}": "{}"Format för multiview-mediaFormat för tidskod som visas när timing inte visas i termer av bildrutorFormatspecifikatorn är inte stängd: "{}"Formatera strängen med hjälp av en Python- och sökvägskompatibel syntax. Till exempel skulle "Count: {}" ersätta {} med det första inmatade värdet.Format som används för att spara om denna filFormatet använder fler ingångar än vad som tillhandahålls.Formaterad sträng med filändelser som stöds av filhanteraren. Varje filändelse ska börja med ett "." och separeras med ";". Exempel: ``".blend;.ble"``Fortune (kan se bättre ut, mindre exakt)FramåtFramåtgående axelFramåtsträckt spårningVidarebefordra utdata från simuleringsingångsnoden direkt till utgångsnoden och ignorera noderna i simuleringszonen.Framåt/BakåtKonflikterande signaturer i paketet hittadesHittade motstridiga stängningssignaturerFournier-ForandFournier-Forand-fasfunktion, används för ljusets spridning i undervattensmiljöerFjärdeFjärde koefficienten av fjärde ordningens Brown-Conrady radiell distorsionFoveon (Sigma)FraktalFraktal brownsk rörelse, använd brownsk brus som grundFraktal brusalgoritmFraktal slumpmässighetsfaktorBråkdelBråkdel-lägeDel av ljuset som sprids bakåtAndelen feomelanin i melanin ger en gulaktig till rödaktig färg, till skillnad från eumelanins brunaktiga till svarta färg.Fraktionerade hinderFraktionerade hinder förbättrar och jämnar ut gränsen mellan vätska och hinder.BildrutaBildruta %dBildruta %d / %dBildruta %d: %sBildruta '%s' hittades inte, animeringen måste vara klarBildruta-baserad hastighetRambetalBildförlustRamändeRamfilens sökvägRaminterpoleringBildruta låstRamkarta NyRamkarta GammalRammetodenRamnodBildrutenummerBildrutenummerRamförskjutningRamöverläggBildruteintervallBildruteintervall föreBildruteintervall StartBildfrekvensFörinställda bildfrekvenserRamrelativRamskalaBildruta valdBildruta för valda noderRamval i Dope SheetRamstartBildrutestegRamtypBildrutan finns redan på bildrutenummer %dBildrutan finns redan på detta bildrutenummer %dBildruta vid vilken simuleringarna avslutasBildruta vid vilken simuleringarna startarBildruta som för närvarande visas för detta lagerBildrutan finns inte på bildrutenummer %dBildruta för absoluta tangenterBildrutan är markerad för redigering i Dope Sheet.Bildruta hittades inte i anteckningslagretRamnummermarkören är nyckelramad påBildrutenummer för ingångsremsanBildrutenummer för nyckelramen omedelbart efter den aktuella bildrutanBildrutenummer för nyckelramen omedelbart före den aktuella bildrutanBildrutenummer för ingångsremsanBildrutenummer som volymrutnät kommer att laddas vid, baserat på scenens tid och volymparametrarBildrutenummer för att börja sända partiklarBildrutenummer för att stoppa utsläpp av partiklarBildruta för refererad åtgärd att utvärderaRamförskjutning som används när simuleringen laddas från cacheminnet. Den beaktas inte när simuleringen bakas, utan endast när den laddas.Bildruta på vilken simuleringen startarBildruta på vilken simuleringen startar (första bildrutan bakad)Bildruta på vilken simuleringen stannarBildruta där simuleringen stoppas (sista bildruta bakad)Ramspelare från IRIDASRamspelare från Tweak SoftwareRamstart/slut angivet i en icke-animerad renderingBildrutan där modifierarens inflytande upphör (om Restrict Frame Range används)Bildruta som modifierar påverkan (om tillämpligt)Bildruta där modifierarens påverkan börjar (om Restrict Frame Range används)Bildruta som modifierarens inflytande börjar (om tillämpligt)Rama in objektet under markören i grafredigerarenBildruta in hela arrayegenskapen istället för bara indexet under markörenBildruta denna kontrollpunkt inträffar påBildruta för att avsluta renderingsanimationen. Om inget anges antas scenens slutbildruta. Detta bör endast anges om man gör en animationsrendering.Bildruta för att infoga nyckelbildrutaBildruta för att starta rendering av animering. Om inget anges antas scenens startbildruta. Detta bör endast anges om man gör en animeringsrendering.Bildruta för att stoppa spridning av bildrutor till (för läget "Före bildruta")Bildruta där nyckeln kommer att läggas tillBildruta där valda remsor kommer att snäppas fastBildruta där valda remsor kommer att delas uppBildruta där bakningen avslutasBildruta där bakningen börjarBildruta:Bildruta: %dBildruta: %d / %dBildruta: - / %dBildruta: {:d} ({:s})FrameCyclerBildfrekvensbasBildfrekvens, uttryckt i bildrutor per sekundRamverkBildruta efterBildrutorna föreRamgränsBildrutor i absolut intervall för scenramenBildrutor i relativ räckvidd för Grease Pencil-nyckelramarnaBildrutor per sekundBildrutor att infoga efter aktuell remsaBildrutor {} - {}Bildrutor: {}GratisFri axelGratis simulering av hela vätskanGratis fluiddataFri vätskeledningFri fluid meshFritt fluidbrusFria fluidpartiklarFri hanteringFri hantering valdGratis tittGratis förlustfri ljudkodekBefria bakningen, istället för att generera denSkissbok för frihandanteckningarFrihandskurva som definierar en del av en skissFrihandskurvor som definierar skissen på denna bildrutaFrigör vätska...FreestyleFreestyle AlphaFreestyle-animationFreestyle ColorFreestyle-geometriFreestyle-linjeFreestyle-linjesetFreestyle Line-stilFreestyle-linjestilarFreestyle MarkFreestyle-modulFreestyle-inställningarFrisimssimningFreestyle-strukturFreestyle-tjocklekFreestyle-linestil, återanvändbar med flera linuppsättningarFreestyle-inställningar för ett Vylager-datablockFreestyle: Mesh-laddningFreestyle: Stroke-renderingFreestyle: Visa kartskapandeNyJämnFrysning av slaktFrysoperatörFrys vygallringsgränserFranska - FrançaisFrekvensFrekvensgräns (Hz)Frekvensfaktorn för flätornaFrekvensfaktorn för lockarnaFrekvensen för Perlin-brusetFrekvensen för den haptiska vibrationen i hertz. 0,0 anger OpenXR-körmiljöns standardfrekvens.FresnelFresnel-typFresnel-ledare baserad på det komplexa brytningsindexet per färgkanalFresnel-metoden används för att färga metallenFribidi-biblioteketFriktionFriktionsfaktorFriktion för tygkollisionerFriktionskraft vid kollision (högre = mindre rörelse)Friktion vid självkontaktVänFrizzFrizz hår kurvorFrånFrån AktivFrån aktuell bildrutaFrån kuvertFrån InstancerFrån vänsterFrån MaxFrån Maximum XFrån Maximum YFrån Maximum ZFrån MinFrån Minimum XFrån Minimum YFrån Minimum ZFrån MixFrån ModeFrån NodeFrån högerFrån skugganFrån SocketFrån aktiv nodFrån en ellipsoid (form definierad av boundboxens dimensioner, mål är valfritt)Från nodFrån nod länkad till vald nodFrån uttagetFrån uttag kopplat till vald nodFrån den första nyckelbilden till den sistaFrån den första valda nyckelbilden till den sistaFramsidaFram (X-Z)Endast framsidorFrontortografiskFrontperspektivFront-Face FalloffFram/BaksidaBränsleBränslefältFullständigFullständig samlingshierarkiFullständig kopiaFullständig global belysningFullständigt ID-namn i bibliotekets .blend-fil (inklusive de två inledande tecknen för "id-typ")Fullständig bibliotekssökvägFullständigt namnFullständig sökvägFullständig SMPTE-tidskod (formatet är HH:MM:SS:FF)Fullständigt provFullständig sammanslagning efter avståndFullständig sökväg till Blender-filen som innehåller den aktiva resursenFullständig precisionFull precision för slutliga renderingar, halv precision i övriga fallFull upplösningFullformatFunktionsnodPälsmaterialFurlongsOtydlighet vid kollision, höga värden gör kollisionshanteringen snabbare men mindre stabilFlummigGGXGGX med ytterligare korrigering för att ta hänsyn till multipel spridning, bevara energi och förhindra oväntad mörkfärgning vid hög grovhet.GL TexturbegränsningGLSLGPUGPU-backendGPU-beräkningGPU-instanserGPU-subdivisionGPU-backend som ska användas (kräver omstart av Blender för att ändringarna ska träda i kraft)GP_LagerGP_PalettTillsatsAirbrushAllaFörankradAutomatisk avrundningTillbakaBådaStudsGränsNedbrytningBorsttypKapsyltypKastad skuggaCirkulärKlonStängningslägeSamtidigKubiskKurvaAnpassadUpplösUpplös mellanUpplös AvmarkeraPrickarDra punktDynamiska effekterLätt att komma igångEnkel in- och urstigningLätta påLättnadLättnad (efter styrka)ElastiskExponentiellFörlängExtremFyllFyllningsstilFiltrera efter typPlattGPencilGenereradGripGradientUpplystUpplyst (slutna former)InterpoleringJitterNyckelbildrutaNyckelbildstypNyckelrutorLinjeLineArtLinjärMateriallägeBlandaLägeFlytta hållNyIngenNypPunktTryckKvadratiskKvartiskKvintiskRadieSlumpmässigtRundaSekventiellSkuggadSkuggregionfiltreringSinusformadJämnSolidRymdenStegStyrkaPenseldragStroke-metodenStroke-lägeStroke-stilSuzanneTexturTjocklekVridningTypVågGPencil-interpolering: GPencil Sculpt-inställningarGabor TexturVinstSpelkontrollGammaGammakorrigeringGamma Crossfade-remsaGammakorrigeringGammakorrigeringstillämpad efter tonmappningGammakorrigering, tillämpad som färg^gamma. Gamma styr den relativa intensiteten hos mellantoner jämfört med helt svart och helt vitt.GapGap 1Gap 2Gap 3Slutande av gapGap mellan på varandra följande frekvenserGap mellan på varandra följande frekvenser. Djupet måste vara större än 0 för att detta ska ha någon effekt.SoporSopuppsamlingsgradSopmattaGasGaussiskGaussisk oskärpaeffektGaussisk oskärpa-remsaGaussisk oskärpaeffektGaussiskt filterAllmäntAllmän informationAllmänt massvärdeAllmän åsidosättningAllmänna åtgärder för hantering av datablockAllmän mediefriktion för punktrörelserAllmänna egenskaper för verktyg för att skulptera med fettpennaAllmänna inställningarAllmän typ av attributetGenereraSkapa "mellanbilder" för att smidigt interpolera mellan Grease Pencil-bildrutorSkapa "interna" förhandsvisningar (material, texturer, bilder osv.)Generera kontrollSkapa datalagerSkapa deformationsbenGenerera skumGenerera Gabor-brusSkapa hårkurvorSkapa linjekonst från scenens geometriSkapa linjekonststreck från vald källaGenerera normalerSkapa hudSkapa sprutkartaGenerera UV-attributdata på kurvgeometrinGenerera UV-strålarGenerera Worley-brus baserat på avståndet till slumpmässiga punkter. Används vanligtvis för att generera texturer som stenar, vatten eller biologiska celler.Generera en 2D Bézier-spline från de angivna kontrollpunkterna och handtagenSkapa en MaterialX-nätverksrepresentation av materialenSkapa en UV-karta baserad på sömkanterSkapa en tom bildSkapa en bokeh-liknande oskärpa som liknar Defocus. Till skillnad från Defocus definieras ett område i fokus i kompositorn.Skapa en schackbrädesstrukturSkapa en cirkulär ring av kanterSkapa ett koniskt nätSkapa ett kubformigt nät med variabla sidolängder och subdivisionarSkapa en kurva från ett nätGenerera en kurva med hjälp av ett faktorerat eller expanderat polynomGenerera en kurva med hjälp av standardmatematiska funktioner som sin och cos.Skapa ett cylindergallerSkapa en standard-UV-kartaGenerera en tät volym med ett fält som styr densiteten vid varje rutnätsvoxel baserat på dess position.Generera en smutsmappgradient baserad på kavitetGenerera ett faktorvärde (mellan 0,0 och 1,0) mellan scenens start- och sluttid med hjälp av en kurvkartläggning.Skapa en dimvolymsfär runt varje punktSkapa en ingångsnoduttagSkapa ett nät på "ytan" av en volymSkapa ett nät på "ytan" av ett volymrutnätSkapa ett nät på XY-planet med ytor på insidan av ingångskurvorna.Generera en mesh-vertikal för varje punkt i punktmolnetSkapa ett mer exakt kryptomattepassSkapa en rörlig havsytanSkapa en ny yta med regelbunden topologi som följer formen på det inmatade nätet.Generera en normalvektor och en skalärproduktSkapa en utgångsnoduttagSkapa ett stycke text med ett specifikt teckensnitt och använd en kurva för att lagra varje tecken.Generera en störd normal från en höjdtextur för bump mapping. Används vanligtvis för att simulera mycket detaljerade ytor.Generera en störd normal från en RGB-normal kartbild. Används vanligtvis för att fejka mycket detaljerade ytor.Skapa en platshållare (tomt ID) om den inte finns i någon biblioteksfil.Skapa ett plant nät på XY-planetGenerera en punktmoln genom att sampla positioner längs kurvorGenerera en punktmoln från en meshs hörnpunkterGenerera en punktmoln från ett volymrutnätets aktiva voxlarSkapa en punktmoln med positioner och radier definierade av fältSkapa en polysplinebågeSkapa en polysplinecirkelGenerera en polyspline för varje ingångssplineSkapa en polyspline i form av en parabel med kontrollpunkterSkapa en polyspline i spiralformSkapa en polyspline i ett stjärnmönster genom att koppla samman alternerande punkter i två cirklar.Skapa en polyspline-linje med två punkterSkapa en polygon med fyra punkterSkapa en procedurbaserad himmelstexturSkapa en procedurtextur som producerar tegelstenarSkapa en psykedelisk färgtexturGenerera ett slumpmässigt heltal med det angivna ingångsvärdet som utgångspunkt.Skapa en referens till geometrin vid varje ingångspunkt utan att duplicera dess underliggande data.Skapa en rigg från den aktiva metarig-armaturenSkapa en separat IK-tåkontroll för bättre IK/FK-snappingSkapa en glidare för att vrida framåt på tåspetsen istället för på tåbasen.Skapa ett sfäriskt nät som består av trianglar av samma storlek.Skapa ett sfäriskt nät med fyrkanter, förutom trianglarna längst upp och längst ner.Generera en strängrepresentation av det angivna ingångsvärdetGenerera en tangentriktning för den anisotropa BSDFSkapa en FK-kontrollkedjaSkapa en FK-kontrollkedja för tentakelnSkapa en OBJ-grupp för varje del av en geometri med ett annat materialGenerera en OSL-shader från en fil eller ett textdatablock. Obs! OSL-shader stöds inte på alla GPU-backends.Skapa en ungefärlig USD-förhandsgranskning av ytens shader för ett Principled BSDF-nodnätverkSkapa ett valfritt antal kopior av varje valt inmatningselementGenerera och exportera Mantaflow-skript från aktuella domäninställningar under bakningen. Detta behövs endast om du planerar att analysera cachen (t.ex. visa rutnät, hastighetsvektorer, partiklar) direkt i Mantaflow (utanför Blender) efter att simuleringen har bakats.Generera ungefärliga kaustiker i skuggor på refraktiva ytor. Ljus-, kastare- och mottagareobjekt måste ha skuggkaustikalternativ inställda för att aktivera detta.Skapa förhandsgranskningar av samlingarGenerera hörnviktsnormalerSkapa streck i punkt-streck-stilGenerera ansiktsområdesviktade normalerSkapa funktionslinjer för denna samlingSkapa funktionslinjer för detta objekts dataSkapa flyttalsbuffertSkapa skummask som en vertexfärgkanalGenerera fraktalt Perlin-brusGenerera hårda ljud (skarpa övergångar)Skapa en bild med bokeh-form för användning med filterknoten Bokeh Blur.Generera interpolerade färg- och intensitetsvärden baserat på ingångsvektornSkapa skärningslinjer även med objekt som har inaktiverad skärningSkapa separationslinjer mellan ljus och skugga från ett referensljusobjektSkapa karta över sprutriktning som en vertexfärgkanalSkapa mattor för enskilda objekt och material med hjälp av Cryptomatte-renderpass.Skapa rörelsebanor för de valda objektenSkapa flera streck runt originalstreckenSkapa flera streck från ett streckSkapa nya kurvor på punkter genom att interpolera mellan befintliga kurvorGenerera nya nycklar för att fixera det valda objektet/benet till kameran på bildrutor utan nycklar.Skapa ny nätverksstruktur baserat på den aktuella formenGenerera nya hörn, kanter eller ytor från valda element och flytta dem baserat på en förskjutning samtidigt som de förblir sammankopplade via sina gränser.Skapa brusfluktuationer i Grease Pencil-streckSkapa förhandsgranskningar av objektGenerera havsytans geometri med angiven upplösningGenerera punkter vid instansernas ursprung. Obs! Nästlade instanser påverkas inte av denna nod.Generera punkter inuti en volymGenerera punkter inuti ett volymrutnätGenerera punkter utspridda på ytan av ett nätSkapa procedurband eller ringar med brusSkapa förhandsvisningar av scenerSkapa förhandsgranskningar av valda .blend-filerSkapa sluttande hörn genom att lägga till geometri till nätets kanter eller hörn.Generera smidiga gruppidentifierare för varje grupp av smidiga ytor, som unika heltal som standard.Generera mjukt brus (smidiga övergångar)Generera streck från Freestyle-markerade kanterGenerera streck från olika ocklusionsnivåerGenerera streck från gränser mellan materialGenerera streck från konturlinjerSkapa streck från vikta kanterGenerera streck från skärningspunkterSkapa streck från lösa kanterSkapa streck från objekten i denna samlingSkapa streck från detta objektGenerera systeminformation, sparas i en textfilGenerera tangentriktningar baserat på en UV-kartaGenerera värden med hjälp av en inbyggd funktionGenerera vertexvikter baserat på avstånd till objektGenerera vertexvikter baserat på streckvinkelGenerera hörnpunkter i en linje och koppla ihop dem med kanterGenereradGenererade koordinaterGenererad geometriGenererad höjdGenererad nyckelbildrutaGenererad nyckelbildruta valdGenererad matrisGenererad typGenererad breddGenererade koordinater centrerade till flödesobjektetGenererade koordinater i överordnat objektutrymmeGenererat rutnät för att testa UV-mappningarGenererad bildGenererad bildhöjdGenererad bildtypGenererad bildbreddGenererade förbättrat UV-rutnät för att testa UV-mappningarGenererade mellanliggande punkter för mycket snabba musrörelser (ställ in på 0 för att inaktivera)Genererade normaler viktade efter både yta och vinkelGenererad transformationsmatris i världsrummetGenererar en ny uppsättning slumpmässiga färger för att rendera ansiktsuppsättningarna i visningsfönstret.Genererar ett symmetriskt nät med hjälp av nätets symmetrikonfiguration.Genererar nya hårkurvor på ett ytnätGenererar normaler med rundade hörn. Obs! Stöds endast i Cycles och kan rendera renderingen långsammare.Genererar Cycles/EEVEE-kompatibelt material, men syns inte med {:s}-motorn.Genererar StudioLight-ikon...Genererar ikonförhandsvisning...Genererar förhandsgranskning av shader...Genererar förhandsgranskningar av shader...Genererar förhandsgranskningar av remsor...Skapar miniatyrbilder av remsor...GenerationGenerationsartiklarGeneration har genererat ett undantag: Generativa modifierare upptäckta!Generator F-modifierareGeneriskGeneriska kvantiseringsbitarGenerisk vårGeneriska data som inte är färg kommer inte att tillämpa någon färgkonvertering (t.ex. normal maps).Generisk skulpteringsutvidgningsoperatorGeodetiskGeodetiskt stegGeometrisk tjocklek på ytorna vid beräkning av snabb GI och omgivande ocklusion. Minskar ljusläckage och saknad kontaktocklusion.Geometrier som ska slås samman genom att sammanfoga deras elementGeometriGeometriattributGeometriattributbegränsningGeometri-komponentGeometri Anpassad gruppGeometridataGeometri SlutfaktorGeometriinmatningGeometriobjekttypGeometri-modifierareGeometri-nodGeometri-nodredigerareGeometri-noduttagGeometri-noduttagets gränssnittGeometri-nodträdGeometrinoderGeometri-nodinstanser (experimentellt)Geometri noder listorGeometri OffsetGeometrisk bearbetningGeometri NärhetGeometriproverGeometrisetGeometriutrymmeGeometri StartfaktorGeometri TröskelvärdeGeometriattributGeometriattribut som lagrar 2D-heltalvektorerGeometriattribut som lagrar 8-bitars heltalGeometriattribut som lagrar RGBA-färger som flyttalsvärden med 32 bitar per kanal.Geometriattribut som lagrar RGBA-färger som positiva heltal med 8 bitar per kanal.Geometriattribut som lagrar en 4 x 4 flytande matrisGeometriattribut som lagrar booleska värdenGeometriattribut som lagrar flyttalsvektorer i 2DGeometriattribut som lagrar flyttalsvektorer i 3DGeometriattribut som lagrar flyttalsvärdenGeometriattribut som lagrar heltalvärdenGeometriattribut som lagrar rotationGeometriattribut som lagrar strängarGeometriska attributGeometrin kan inte hämtas från det redigerade objektet självt.Geometri kan inte hämtas från modifierarobjektetGeometri färgattributGeometrikomponenter:Geometriområde som iteras överGeometrielementtyp att instansiera påGeometri genererad i den aktuella iterationen. Kommer att sammanfogas med geometrier från alla andra iterationer.Geometri-modifieraren '%s' kunde inte tas bortGeometrimodifierare för att ändra linjegeometrierGeometrinoderGeometriprocess som ska tillämpas efter varje förskjutningsstegGeometriuttag för en nodGeometri som är instansierad på punkternaGeometri som är instansierad på de spridda punkternaGeometri till instansGeometri till ursprungGeometri som ska läggas till i slutet av varje kurvaGeometri som ska läggas till i början av varje kurvaGeometri för att tilldela ett material tillGeometri för att kasta strålar påGeometri för att beräkna begränsningsrutan för. Instanser måste realiseras innan den fullständiga begränsningsrutan kan beräknas.Geometri för att ta bort element frånGeometri för att duplicera element avGeometri för att utvärdera de angivna fälten och lagra de resulterande attributen på. Alla geometrityper utom volymer stöds.Geometri för att hitta den närmaste punkten påGeometri för att få buntet avGeometri för att få domänstorlekarna. Endast rotgeometrin beaktas, inte kapslade instanser.Geometri för att få fram statistiken frånGeometri för att åsidosätta buntningen avGeometri för att åsidosätta namnet påGeometri för att ta bort attribut frånGeometri för att ersätta material påGeometri för att ta ett värde påGeometri för att skala element avGeometri för att ställa in jämnheten hosGeometri för att sortera elementen iGeometri att dela upp i instanserGeometri för att dela upp i separata komponenterGeometri som delas upp i två delarGeometri för att lagra ett nytt attribut med det angivna namnet påGeometri för att transformeraGeometri för att uppdatera ID-attributet påGeometri för att uppdatera materialindexen påGeometri för att uppdatera valet avGeometri som används för hårsnodden (prioritet)Geometri vars element itereras överGeometri vars instanser är (delvis) realiseradeGeometriNoderGeorgiska - ქართულიTyska - DeutschSkaffa paketartikelSkaffa tilläggSkaffa geometripaketetHämta listobjektFå namngivet rutnätGå bort från det tilldelade objektet eller den högsta tilldelade signalkällan.Skaffa geometripaketetHämta nodträdets sökväg som en strängHämta volymrutnät från en volymgeometri med angivet namnKomma igångSpökeSpökenGigawattGimbalGe åtkomst till möjliga händelsevärden för denna modala tangentkartläggnings objekt (#KeyMapItem.propvalue) för API-introspektion.Föda till slut oreagerade partiklarGe banlängden en slumpmässig variationGe slumpmässighet till den modifierade F-kurvanGe partikelns liv en slumpmässig variationGe partikelstorleken en slumpmässig variationGe startfarten en slumpmässig variationGizmoGizmo AGizmo BGizmo Group FastigheterGizmo-höjdpunktGizmo PrimärGizmo-egenskaperGizmo SekundärGizmo StorlekGizmo Visa JusteraGizmo-gruppen '%s' har alternativet 'PERSISTENT' inställt!Gizmo-gruppen '%s' hittades inte!Gizmo-gruppen Denna gizmo är medlem iGizmo-grupptyp '%s' hittades inte!Gizmo-målet '%s.%s' förväntar sig '%s', '%s.%s' är '%s'Gizmo-målproperties "%s.%s" förväntar sig en array med längden %dGizmo-målproprieteten '%s.%s' förväntar sig en array med längden %d, hittade %dGizmo-målobjektet '%s.%s' hittades inteGizmo-målegenskapen '%s.%s', index %d måste vara lägre än %dGizmo för att justera kamerans brännvidd eller ortografisk skalaGizmo för att justera kamerans fokusavstånd (beroende på gränsdisplayen)Gizmo för att justera bildens storlek och positionGizmo för att justera platsenGizmo för att justera rotationGizmo för att justera skalanGizmo för att justera punkt- och områdesstorlekGizmo för att justera ljusets riktningGizmo för att justera kraftfältetGizmoType '%s' är för en 3D-gizmo-grupp. Callback-funktionen 'draw_select' är inställd så att endast 'test_select' kommer att användas.GizmoTyp '%s' okändGizmosGizmos för den aktiva modifierarenGizmos gömda i denna vyGizmos:BländningGlas (krossat)Glas (massivt)Glas BSDFGlasliknande shader som blandar refraktion och reflektion vid sneda vinklarGlobfilterGlobaltGlobal +X-axelGlobal +Y-axelGlobal +Z-axelGlobal -X-axelGlobal -Y-axelGlobal -Z-axelGlobala koordinaterGlobal gravitationGlobalt hårGlobal belysningGlobalt inflytande:Global omvandlingGlobal typGlobalt ångraGlobal XGlobal YGlobal ZGlobal bar längst ner på skärmen för allmän statusinformationGlobal bar längst upp på skärmen för globala inställningar per fönsterGlobal andel barnpartiklarProcentandel globala barnpartiklar under renderingGlobal tyngdkraftsviktGlobalt index för objektet bland alla objekt i gränssnittetGlobal påverkan av aktuella modifieringar på vgroupGlobal maximal subdivisionsnivåGlobal maximal subdivisionsnivå under renderingGlobala preferenserGlobalt scenramnummer vid vilket denna film börjar spelas upp (påverkar all data som är associerad med ett klipp)Globalt avstånd mellan teckenGlobal startbildruta för filmen/sekvensen, förutsatt att den första bilden har nummer 1.Global startbildruta för sekvensen, förutsatt att den första har nummer 1.Global ångra fungerar genom att behålla en fullständig kopia av själva filen i minnet, vilket kräver extra minne.Justera detaljerna för volymrendering globalt, utöver automatiskt uppskattad stegstorlek. Högre värden minskar renderningstiden, lägre värden renderar med mer detaljer.Inaktivera globalt i plana ljusproberInaktivera globalt i renderingarInaktivera globalt i renderingar • Ctrl för att isolera samling • Skift för att ställa in inom samlingar och objektInaktivera globalt i renderingar • Skift för att ställa in underordnadeInaktivera globalt i sfäriska ljusproberInaktivera globalt i visningsvyInaktivera globalt i visningsvy • Ctrl för att isolera samling • Skift för att ställa in inom samlingar och objektInaktivera globalt i visningsvy • Skift för att ställa in underordnadeInaktivera globalt i volymproberGlansGlansigGlansig BSDFGlansiga studsarGlansig färgGlansigt djupGlänsande direktGlansig indirektGlansig synlighetGlansig refraktion med skarp eller mikrofacetterad fördelning, används vanligtvis för material som släpper igenom ljus.GlödGlödande färgGlödande effektLysande remsaGlöd underGlödeffektLysande lägeLys endast områden med alfa (stöds inte med vanligt blandningsläge)LimningslägeLimma ihop styva kropparGå till tilldelat objekt eller högsta tilldelade signalkällaGå till närmaste fiende och attackera när du är inom räckhåll.Gå till överordnad nodträdGå till poseringsläget för att kopiera poseringsbenens färgerMålMål (hörnpunktens målposition) friktionMål (hörnpunktens målposition) fjäderstyvhetMåldämpningMål StandardMål MaximumMål MinimumMål StelhetMål Vertex GroupMålavstånd mellan kurvrötter för täthetspenselnMålmaximum, vertexgruppvikter skalas för att matcha detta intervallMålmaximum, vertexvikter skalas för att matcha detta intervallMinst mål, vertexgruppvikter skalas för att matcha detta intervallMinst mål, vertexvikter skalas för att matcha detta intervallMålobjektGuldGuldGyllene snittetGyllene triangeln AGyllene triangeln BBraBra för att återimportera glTF-filer som exporterats från Blender och återexportera glTF-filer till glTF-filer efter redigering i Blender. Benändarna placeras på sin lokala +Y-axel (i glTF-utrymmet).Bra smidighet och hastighetGpencil-inställningarGripTa aktiv vertexGrab-markörTa tag i silhuettenFånga UV-strålningFångar försök att automatiskt maskera objektets silhuettGradientGradientfärgerGradientfyllningslägeGradient hög/avLåg lutningGradientmappningGradientavståndGradientstrecklägeGradientstrukturGradienttypGradientbreddGradient från mitten av punkt- och rutsstreck (ställ in på 1 för ett heltäckande streck)Gradientfärgade färgerGramGranit (trasig)Granit (massiv)GrafredigerareGrafisk redigerare 2D-värdecursor – X-värdekomponentGrafredigerare 2D-värdecursor – Y-värdekomponentGrafeditörinstansen har några spökkurvor lagradeGrafredigerare rymddataGrafikredigerare/drivrutinerGrafisk definition av utjämningGrafisk definition i 2 avsnittGrafisk definition i 3 avsnittGrafikdrivrutin och operativsysteminställningarGraferGrave Accent / Tilde ActionGrusGravitationGravitationGravitationsfaktorGravitationsavtagandeGravitation i X-, Y- och Z-riktningenGravitation eller yttre kraftvektorGråskalaGråskalaGråskalig bildtextur som används för att ta bort spridda instanserFettpennaInställningar för fettpennaFettpenna FärgFettpenna färgmodifierareFettpenna-streckmodifierareFettpenna-teckningFettpenna-teckningFettpenna-redigeringslägeFettpenna-kuvertmodifierareRadie för radergummi för fettpennaFettpenna Euklidiskt avståndFettpenna BildrutaFettpenna-bildrutorFettpenna-gruppenFettpenna InterpoleraInställningar för interpolering av fettpennaFettpenna KeyframeFettpenna-gittermodifierareFettpenna-lagerFettpenna-lagergruppFettpenna-lagerFettpenna Manhattan AvståndFettpenna Mask LagerFettpenna-maskeringslagerFettpenna MaterialfackFettpenna SpegelmodifierareFettpenna-brusmodifierareFettpennaobjekt stöder inte denna inställning av ursprungsposition.FettpennaobjektFettpenna Offset-modifierareFettpenna OpacitetFettpenna OpacitetsmodifierareAlternativ för fettpennaFettpennafärgFettpenna-renderingFettpenna SkulpturGuide till skulptering med fettpennaFettpenna SkulpteringslägeFettpenna Skulptera MålaInställningar för fettpennaFettpenna TexturmodifierareModifierare för fetpenna-tjocklekFettpenna TidsmodifierareFettpenna färgmodifierareFettpenna VertexFettpenna Vertex PaintFettpenna Vertex-penseldragFettpenna Vertex SelectFettpenna VertexstorlekFettpenna ViktmålningFettpenna Vikt FärgstreckFettpenna TrådredigeringModifierare för att bygga fettpennaFärginställningar för fettpenna för materialFettpenna-komponent som innehåller lager- och kurvdataFettpenna-data som ska konverteras till kurvorFettpenna-data för att slå samman lager avFettpenna-datablockFettpenna-datablockFettpenna bildrutorFettpenna från kurv- eller nätobjektFettpenna-lagergrupperFettpenna-lagret är synligt i visningsfönstretFettpenna-lager som tilldelas de genererade streckenFettpenneskiktModifierare för fettpennans längdFettpenna-material tilldelat de genererade streckenFettpenna-nod i lagerträdet. Antingen ett lager eller en gruppInställningar för fettpenna för scenenModifierare för underindelning av fettpennaFettpenna till kurvorFettpenna för att ändra färgen påFettpenna för att ställa in djupordningen förFettpenna för att ställa in mjukheten hosFärg på fettpenna-trådmodell i redigeringslägeFettpenna(or)Fettpenna: {} lagerFettpennaStörreStörre änStörre än-lägeStörre än eller lika medGrekiska - ΕλληνικάGrönGrön kanalGrön kanalGrön komponent i färgfältetGrön-magentaGrön:GråGråskalaNätRutnät 1Rutnät 2Rutnätets färgGrid CurlRutnätet utvidgas och urholkasRutnätsvisningNätavvikelseRutnätfyllningRutnätets lutningNätinformationGrid LaplacianNätnivåerRutnätNätets medelvärdeNätets medianvärdeNätets namnRutnät över bildGrid-slumpmässighetNätverksskalaNätverksskalanhetKällan till rutnätets formNätdelningarRutnätet anpassas efter bildens pixlarGrid tillåter horisontella och vertikala linjerGrid tillåter isometriska och vertikala linjerGridcellstorlek skalad efter inställningar för scenens enhetssystemRutnät i volymobjektet som konverteras till ett nätRutnät till nätRutnät till punkterGrid-trädet laddas i minnetGridtyp stöds inteRutnätNätMarkalbedoGrundfärg som subtilt reflekteras i himlenGruppGrupp '{}' ({})Grupplägg tillGrupp-IDGruppindexGruppens synpunkterGruppnamnGruppnodGruppens produktionGrupp Ta bortGrupputtagsknutpunktGrupputtagGruppera efter NLA-spårGruppen vänds mot regioner som omges av de valda gränskanternaGrupp av fettpennlagerGrupp av ID-egenskaperGrupp av geometriattributGrupp av hörnpunkter, används för armaturdeformation och andra ändamålGruppera utvalda remsor till en metaremsaGrupperingGrupperingsmetodGrupperingar av F-kurvor för visningsändamål, t.ex. i dopesheet och grafredigerarenGrupperGrupper av F-kurvorVäxaGrow Face SetVäxa maskÖka synlighetenÖka eller minska kurvor genom att ändra deras storlek enhetligt istället för att använda trimning eller extrapolering.Öka urvalet med en poängÖka synligheten med ett ansikte baserat på nätverkstopologiÖkar ansiktsgränsen med ett ansikte baserat på nätets topologi.Gissa originalbindningsställningGuideGuidkurvorGuide Direkt ljusGuideavståndGuide Grupp-IDStyrstrånGuideindexGuide KartaGuide MaskGuidelägeGuide FörälderGuidevalGuide uppGuidehastighetStyrkurvor eller punkter som används för val av styrkurvorGuideindexkarta som användes för operationenGuideindexkarta som ska användas. Denna inmatning har prioritet.GuideavståndVägledande hastighetsfält för fluiddomänenGuidefri tid från partikelns livsslutGuidad diffus BSDF-komponent baserad på den inkommande ljusfördelningen och cosinusprodukten (sluten formprodukt)GuiderGuider för ritningVägledningVägledande distributionstypRiktlinjerVägledande gränsvärde för grovhetGuidningslägeVägledande storlek (högre värde ger större virvlar)Vägledande källaStyrande hastighetsfaktor (högre värde ger högre styrande hastigheter)Styrande vikt (högre värde ger större fördröjning)HH.264H.265 / HEVCH264 i MP4H264 i MatroskaH264 i Matroska för skrubbningHDRHDR-skärm stöds inteHDR kräver 10 eller 12 bitarHDR kräver H.265 eller AV1HDRIsHDTV 1080pHDTV 720pHDV 1080pHDV NTSC 1080pHDV PAL 1080pHIPHIP RTHIP RT möjliggör AMD-hårdvaruraytracing på RDNA2 och högreHP Reverb G2HSLHSVHSV (färgton, mättnad, värde) färgrymdHSV-gränskanalHTC Vive CosmosHTC Vive FokusHTJ2KHårInformation om hårförlängningarHår BSDFHår BSDF-komponent att användaHårkurvorHårkurvor BrusHårdynamikFörinställningar för hårdynamikHårgaller MaximumHårgaller MinimumHårgallerupplösningHårlängdHårmaterialHårradieHårformHårbandHårbandets ingångstypHårbandsskalaHårkurvdata-blockHårdatablock för hårkurvorHårdynamik inaktiveradHårnycklar finns i det globala koordinatsystemetHårpigment. Ange dess absoluta kvantitet mellan 0 och 1.Hårens grovhet. Ett lågt värde ger ett metalliskt utseende.Hårstyvhet för effektorerHårstrånHalvHalvflytande precisionHaloHandtagHandtag 1Handtag 1 PositionHandtag 1 TypHandtag 1 valtHantera 1 valstatusHandtag 2Handtag 2 PositionHandtag 2 TypHantera 2 valdaHantera 2 valstatusHantera alla händelserHandtagets längdHantera överlappande kanterHandtagets utjämningHandtagstypVal av handtagstypNod för val av handtagstypHantera vertexHantera vertexvalHantera vertexstorlekHantera åtgärdsområden för musåtgärder/gesterHantera klick för att välja NLA-remsorHantera klick för att välja NLA-spårHantera borttagning av en förlängnings-URLHantera varje pixel färg som en individuell vektor för förskjutning (endast områdesplanmappning)Hantera musklick över animationskanalerHantera musklick för att välja och aktivera objektHantera textens beteende när den inte passar in i textrutornaHandtagstypHandtagstyp för handtag på nya nyckelrutorHandtagstyperHandtagHaptisk amplitudHaptisk varaktighetHaptisk frekvensHaptiska matchningsanvändarvägarHaptiskt namnHaptisk applikationslägeHaptisk varaktighet i sekunder. 0,0 är den minsta varaktighet som stöds.Haptisk lägeHaptisk vibrationsutgång, som ska tillämpas med en varaktighet, frekvens och amplitudHårtHårt ljusHårdkodad icke-linjär, gamma: 1,7HärdaHärda normalerHårdhetHårdhetsfaktorHarmoniskHarmonisk dämpningHarmonisk effektviktHarmonisk triangel AHarmonisk triangel BHarmoniHar ackumuleratHar AlphaHar automatisk utjämningHar automatisk tryckutjämningHar paketHar färgHar veck/klämfaktorHar anpassade normalerHar dataHar datablockeringHar riktningHar DyntopoHar spökkurvorHar gravitationHar hårdhetHar hårdhetstryckHar längdHar IKHar JitterHar lagerHar linjärt färgområdeHar maximaltHar minimumHar rörelsebanorHar granneHar normal radieHar överläggHar uthållighetHar klämfaktorHar planets djupHar planhöjdHar planförskjutningHar radieHar Rake-faktorHar slumpmässig texturvinkelHar skulpteringsplanHar sekundär färgHar storlekspressHar smidig dragningHar rymdförsvagningHar avståndHar speglande höjdpunktHar styrka TryckHar texturvinkelkällaHar lutningHar topologirakeHar vyHar viktHar exportkollektionerHar osparade ändringarHaschHashvärdeHash av kompilerad bytecode, för snabb jämförelse av likhetHash av den kompilerade byte-koden för den anpassade shadern, för snabb jämförelse av likhet.Hash-tabell som innehåller nodinstansdataHash: {:s}HuvudVälj huvudHuvud/SvansRubrikRubrikbakgrundRubrikpositionRubriktextRubriktextmarkeringVisningsalternativ för rubrik- och sidfältHuvuduppsökning misslyckadesHuvudenHälsaVärmeVärmenätHebreiska - תירִבְעִHektogramHeel IK-inflytandeHöjdHöjd (i domänrutnätets enheter) för vätskeutsläpp ovanför nätytan. Högre värden resulterar i utsläpp längre bort från nätytan. Om detta värde och utsläppets storlek är mindre än domänrutnätets enhet kommer ingen vätska att skapas.Höjd MinHöjd över ytan. Anslut höjdkartans textur till denna ingång.Höjd över havetMarkörens mönsterhöjd i skärmkoordinaterMarkörens sökningshöjd i skärmkoordinaterHöjd på det skapade planetHöjd på den genererade konenNodens höjdVågens höjdHöjd:HelikopterlägeHjälpHjälpmedel för att rita jämna och rena linjer. Tryck på Skift för att invertera effekten (även om detta alternativ inte är aktivt).HjälpareHenyey-GreensteinHenyey-Greenstein, standardfasfunktion för ljusets spridningHeptagonalHertzHetero TerrängHeuristik för placering av ben. Försöker göra benen snygga.HexHex-triplett för färg (#RRGGBB).Hex-triplett för färg med alfa (#RRGGBBAA).SexkantigSexkantigt rutnätDoldDold %dDöljDölj (av)markerade UV-hörnDölj (av)markerade kontrollpunkterDölj (av)markerade metaball-elementDölj (av)markerade hörn, kanter eller ytorDölj .blend-filer som inte är datablock med tillgångsmetadataDölj aktiv ansiktsuppsättningDölj listan över snabbtangenterDölj tangentbordskartaDölj lagerDölj mixnoderDölj operatörsegenskaperDölj panelerDölj VäljDölj värdeDölj aktiva/inaktiva Grease Pencil-materialDölj alla utom denna samling och dess överordnade samlingarDölj alla ansiktsuppsättningar utom den aktivaDölj alla objekt och samlingar i samlingenDölj alla paneler (fokusläge)Dölj elementDölj filtreringsalternativDölj bildrutor utanför det angivna ramområdetDölj i modifierareDölj i visningsfönstretDölj inaktiva material istället för aktivaDölj eller visa hörnpunkter inom markeringenDölj eller visa hörn utanför markeringenDölj eller visa regionenDölj punkter från slutet av varje streck till början (t.ex. för att animera linjer som raderas)Dölj punkter i den ordning de förekommer i varje streck (t.ex. för att animera bläck som bleknar eller försvinner efter att det ritats).Dölj valda kurvor från grafredigeringsvynDölj valda ytorDölj valda objekt och samlingarDölj valda partiklarDölj valda spårDölj valda hörnpunkterDölj valda/icke valda Grease Pencil-lagerDölj små geometriska primitiver för att förbättra prestandanDölj den aktiva ytanDölj samlingen i detta visningslagerDölj uttagetDölj värdet för uttagsingångenDölj värdet för uttagsingången även när uttaget inte är anslutetDölj det solida nätet och förskjut överlägget mot vyn. Valet blockeras av inaktiv geometri, såvida inte röntgen är aktiverat.Dölj denna kurva i redigeringslägetDölj icke markerade istället för markeradeDölj icke valda kurvor istället för valda kurvorDölj icke valda lager istället för valda lagerDölj icke valda objekt istället för valda objektDölj icke valda istället för valda hörnDölj icke valda renderobjekt av samma typ som aktiva genom att ställa in flaggan för att dölja rendering.Dölj icke valda spårDölj hörnpunkterDölj/visa alla maskerade hörnpunkter över ett tröskelvärdeDölj/visa alla hörnDölj/visa vissa hörnDöljer alla F-kurvor utom de som ramas in.HierarkierHierarkiHierarki Rot-IDHögHög färgHög kontrastHög precisionHög kvalitetHögkvalitativa normalerLösare för hög viskositetHög prestandaHög kvalitetHögkvalitativ pixelinterpoleringÖvre gräns för tidssteg i sekunder vid automatiska delstegHögre frekvenskontrast med hjälp av en oskarp maskHögre värdeökning mot synpunktenHögre värden ger en jämnare rörelseHögre värden gör förändringen mer abruptHögre värden ger en hårdare frekvensavgränsning.HögstaHögsta dimensionHögsta frekvensHögsta tillåtna X-värdeHögsta tillåtna Y-värdeHögsta tillåtna Z-värdeHögsta fraktaldimensionHögsta möjliga partikel livslängdMarkeraMarkera vinkelMarkera nyckelrutorMarkera radMarkera intervallMarkera endast celler av typen TomMarkera endast celler av typen FluidMarkera endast celler av typen InflödeMarkera endast celler av typen ObstacleMarkera endast celler av typen UtflödeMarkera valda filerMarkera cellerna oavsett typMarkera aktuell radMarkera voxlarna med värden i det färgkartlagda fältet inom intervalletHöjdpunkterHindi - हिन्दीGångjärnHintningHistogramHistogram för visning av bildstatistikHistoriaHit färgTräffavståndSlå normaltTräffpositionHållHåll Alt intryckt för att använda det aktiva verktyget när gizmo normalt skulle krävas. Oförenligt med inmatningsinställningen "Emulera 3-knappsmus" när Alt-tangenten används.Håll Alt-LMB intryckt för att placera markören (istället för LMB), så att verktygen aktiveras när du trycker på dem istället för att dra. Kompatibelt med inställningen "Emulera 3-knappsmus" när Alt-tangenten används.Håll framåtHåll varje interpolerat värde från F-kurvan i flera bildrutor utan att ändra tidsinställningen.Håll kvar den första bilden om det inte finns några tidigare remsor i spåret, och håll alltid kvar den sista bilden.Håll ned denna modifierare för att emulera mittmusknappen.Behåll värden för slutpunktens nyckelrutorUteslutningHållerHåletolerantHålHemHonungKrokKrokcenterKrokmodifierareKrokmodifierare för att ändra placeringen av streckpunkterKrokmodifierare för att ändra placeringen av hörnpunkterKoppla valda hörnpunkter till ett nyskapade objektKoppla valda hörn till det första valda objektetKrokarHorisontellHorisontell justeringHorisontellt avstånd från Z-axeln vid spiralens ändeHorisontellt avstånd från Z-axeln vid spiralens börjanHorisontellt synfältHorisontell listaHorisontell delningHorisontellt bildförhållande (används endast för kameraprojektorer)Horisontellt bildförhållande – för anamorfisk eller icke-kvadratisk pixelutmatningBakningskartans horisontella dimensionBakningskartans horisontella dimension (endast extern)Fönstrets horisontella placeringHorisontell förskjutning från objektets ursprungTextrutans horisontella position i förhållande till platsenSfärens horisontella upplösningHorisontell skala (används endast för kameraprojektorer)Bildsensorns horisontella storlek i millimeterHorisontell textjusteringFörvränger bilden horisontellt för att skapa en kanal-/färgskiftningseffekt.Hosek / WilkieHosek/Wilkie 2012 (Arv)VärdnamnÖppettiderHur vågformer visasHur anteckningsstreck orienteras i 3D-utrymmetHur nära penselns falloff börjar från penselns kantHur dominerande höjdpunkter är jämfört med skuggorHur faktorvärden visasHur långt längs kontrollpunkten ligger längs dess kurvaHur långt i bildrutor ska animationen förskjutasHur långt åt varje håll operatören kommer att beräkna genomsnittet av nyckelvärdenaHur snabbt färger blandas i våt färgHur snabbt krympningseffekten rör sig på dukens ytaHur snabbt spridningseffekten rör sig på dukens ytaHur snabbt hastighetens riktning slumpasHur platta håren ärHur okomprimerbart vätskan är (ljudhastighet)Hur intensiv (ljusstark) spegelreflektionen ärHur högt ljudet ärHur många boids i en radHur många ben ingår i IK-effekten – 0 använder alla benHur många kollisionsiterationer ska göras (ju fler desto bättre kvalitet men desto långsammare)Hur många kopior av slag ska visasHur många bildrutor Map Old kommer att hållaHur många bildrutor ska tonas utHur många partiklar är effektorer (0 är alla partiklar)Hur många sampel som ska beräknas per bildruta, hjälper till med subframe-dataHur många stegvägar visas med (potens av 2)Hur många stegvägar renderas med (potens av 2)Hur många steg krävs för att visa sökvägen medHur många gånger densitetsborsten försöker lägga till en ny kurvaHur mycket färgförändringar påverkar maskgenereringenHur mycket klump påverkar kinkamplitudenHur mycket veck och dalar förstärksHur mycket skum som ackumuleras över tid (endast bakat hav)Hur mycket grepp kommer att följa markörens rotationHur mycket grepp kommer att dra ut vertikaler från ytan under ett greppHur stor inverkan viktningskartan har på viktad parametrisering, där 0 innebär ingen inverkan.Hur mycket nya mellanliggande kanter krymps/expanderasHur mycket av genererade normaler som ska blandas med befintligaHur jämn den resulterande formen är, utan hänsyn till högfrekventa detaljerHur mycket utjämning tillämpas på polerade ytorHur mycket styrka avtar utöver streckets opacitetHur mycket styrka försvinner utöver streckets tjocklekHur mycket ytacceleration påverkar droppbildningHur mycket ythastigheten påverkar droppandetHur mycket de applicerade krafterna fortplantas genom tygetHur mycket tyget behåller sin ursprungliga form och fungerar som en mjuk kroppHur mycket borsten klämmer åtHur mycket kraften minskar när den verkar parallellt med en yta, t.ex. tygHur mycket materialet motstår böjningHur mycket materialet motstår kompressionHur mycket materialet motstår skjuvningHur mycket materialet motstår töjningHur mycket den nya decimerade kurvan får avvika från originaletHur mycket objektet "väger" oberoende av tyngdkraftenHur mycket varje enskild vertex position påverkar det slutliga resultatetHur mycket strålarna som används för att koppla samman de interna punkterna kan avvika från toppunktens normalHur mycket fjädern måste sträckas/komprimeras för att ändra dess vilolängdHur mycket fjäderns vilolängd kan förändras efter att elasticitetsgränsen överskriditsHur mycket pennans lutning påverkar penseln. Negativa värden indikerar att lutningsriktningarna inverteras.Hur mycket vågorna är inriktade mot varandraHur mycket ska blandas till standardvärdetHur mycket ska blandas till den utjämnade kurvanHur mycket man ska prioritera regelbundna rutnät av fyrkanter samt fyrkanter som berör befintliga fyrkanterHur mycket förenkling av bakade värden (0,0 för att inaktivera, ju högre desto mer förenklat)Hur mycket av hastighetens z-komponent hålls konstantHur normaler beräknas under importHur ofta raderna förskjuts. Värdet 2 ger ett jämnt/ojämnt mönster av rader.Hur ofta rader består av "klämda" tegelstenarHur ofta ska animerade värden utvärderas (i bildrutor)Hur partiklar visas i visningsfönstretHur partiklar återgesHur partiklar som lämnat domänen behandlasHur flygplan är orienterade i förhållande till varandras lokala axlarHur kraftfull effekten av borsten är när den applicerasHur snabbt styrkan avtar med avståndet från kraftfältetHur rullningsvinkeln beräknasHur smidigt boiderna landarHur stabilt planet är under hela slaget. Värdet 0 motsvarar användning av det aktuella centrumet och värdet 1 motsvarar användning av det ursprungliga centrumet.Hur stabil planet normal är under hela slaget. Värdet 0 motsvarar användning av den aktuella normal, och värdet 1 motsvarar användning av den initiala normal.Hur slag byggs uppHur starkt avståndet påverkar volymen, beroende på avståndsmodellHur starkt vätskan försöker undvika att klumpa sig (styvhetsfaktor)Hur attributen som ska tas bort väljs utHur penselns avklingning tillämpas över gränsenHur geometrin för locket ska exponerasHur borstens deformation påverkar objektetHur bilden passar in i kamerans bildramHur geometriinmatningen ska exponerasHur bilden passar in i kamerans bildramHur bilden extrapoleras bortom sina ursprungliga gränserHur instansgeometridatablocket ska exponerasHur instansgeometrin ska exponerasHur nätet kommer att delas upp för att skapa en ny nivåHur profilgeometrin ska exponerasHur reglerna i listan utvärderasHur tentakelns sträckning styrsHur textureffekten beräknas (RGB och Curl behöver en RGB-textur, annars används Gradient istället)Hur omvandlingen kommer att tillämpas på måletHur omvandlingen specificerasHur voxelstorleken specificerasHur denna post har hanterats av tilläggsoperationen. Ange endast om data har lagts till.Hur man adaptivt delar upp nätetHur man påverkar (genererar) normalerHur man påverkar målet element med källvärdenHur man justerar planenHur man tillämpar anpassade och enhetsskalningar i genererade FBX-filer (Blender använder FBX-skalan för att upptäcka enheter vid import, men många andra program hanterar inte detta på samma sätt)Hur man väljer antal hörn på filetenHur man skapar vägledande hastigheterHur man definierar koordinater för att peka anpassade normaler motHur man bestämmer rotation runt polenHur man visar objekt i visningsfönstretHur man fördelar partiklar på valt elementHur man exporterar Blender-scenen till Hydra-renderingsmotornHur man exporterar vertexfärgHur man hittar ändpunkter för den trimmade splinenHur man hittar den punkt på ytan som man ska fästa vidHur man genererar punkter från ingångskurvanHur man genererar bildenHur man hanterar ansikten vid polernaHur man hanterar namnskollisioner vid import av materialHur man interpolerar värdena mellan angränsande voxlarHur man matchar käll- och mållagerHur man blandar genererade normaler med befintligaHur man löser överlappning efter transformationHur man samplar bakgrundsbelysningenHur man förenklar slagetHur man löser konflikter på grund av skillnader i intern och extern textHur man anger detaljnivån för det nya nätetHur man anger mängden sampelHur man anger antalet sampelHur man lagrar proxyservrar för detta projektHur man delar upp fyrkantiga hörn (allt annat än rak skärning förhindrar n-goner)Hur man synkroniserar uppspelningHur man packar uppHur man använder exempelinställningar per visningslagerHur man använder denna samling i Line Art-beräkningarHur man använder detta objekt i Line Art-beräkningenHur vikter mappas till sina nya värdenHur vikter från vgroup B påverkar vikter från vgroup AHur brett det utsända ljuset sprids, som i fallet med en softbox med galler.Hur zoomning till bildruta fokuserar på aktuell bildrutaHuangHuaweiFärgtonFärgkorrigeringFärgskiftningFärglägeModifierare för färgkorrigering för sekvensremsaFärgtonnivåFärgtonrotationsförskjutning, från 0 (-180°) till 1 (+180°). Observera att 0 och 1 ger samma resultat.Färgton, mättnad, ljushetFärgton, mättnad, värdeFärgton/mättnadFärgton/Mättnad/VärdeFärgton:HuffYUVSkrovfelMänskligt läsbart namnUngerska - MagyarHybrid multifraktalHydraHydra DebugHydra Render EngineHydra StormHydra Storm-egenskaperHydra Storm renderingsmotorHydra-inställningar för scenenHypHyperHyper-tangenten nedtryckt, -1 för alla tillståndHyper-tangenten tryckt ned. En extra modifierare som kan konfigureras i Linux, vanligtvis som ersättning för CapsLock.Hyperbolisk kosinusmodHyperbolisk sinuslägeHyperbolisk tangentlägeI18n-grenarI18n-uppdatering ÖversättningICO-sfärenIDÅtgärdActionklippAnkareArmaturerOskärpaBenBenbegränsningarBenBorsteBorstarCachefilKameraKamerorSamlingSamlingarFärgläggBegränsningarKurvaKurvorDataDatablockstypEffekterTomFiltrera efter typVändTeckensnittGlödFettpennaFettpenna v3FettpennorHårkurvorID-typBildNyckelGallerGallerBibliotekLjusLjusprobLjusproberLjusLinjestilMaskMaterialMaterialNätMaskorMetaballMetabollarModifierareFilmklippNodträdNoderObjektObjektUtgångMålningskurvaPalettPartikelPartiklarFysikPixeleraPunktmolnRenderaFälgScenScenerSkärmSekvensremsorShader-typSkuggaLjudTalareHögtalareStripStrip-modifierareYtaVirvelMål-ID-typTextTexturTexturtypVerktygTypOspecificeratVisa lagerVolymVolymspridningVolymerVågförvrängningFönsterhanterareArbetsytaVärldenID %s har felaktig lib-pekare!ID %s har en null-lib-pekare medan den befinner sig i biblioteket %s!ID %s finns i den lokala databasen samtidigt som det är länkat från biblioteket %s!ID %s finns inte längre i biblioteket %s!ID %s använder shapekey %s, men dess "från"-pekare är ogiltig (%p), åtgärdar...ID '%s' är länkat, kan inte redigera dess överskrivningarID '%s' är inte en överskrivningID / IndexID-uppgifterID-datahanteringID frånID-objekt Använd ID-pekareID-bibliotekets överskrivningID-bibliotekets överskrivningsegenskapID-bibliotekets överskrivningsegenskapID-maskID-materialID NamnID-egendomID FastighetsgruppID-typID har hållits länkatID-namnID-namn på artikelnID-namn på menyn som detta anropades frånID för varje kurvaID för katalogen som ska raderasID för artikelnID eller indexID- eller indexfältID för att gruppera kurvor för skapande av vägledande kartaID-typ '%s' är inte giltig för ett objektID-typ för artikelnID-värdeID-blockID-block som representerar källdata, vanligtvis ID_SCE (dvs. scen)ID-Block som nyckelrutor för Keying Set ska läggas till (endast för Absolute Keying Sets)ID-blockering:ID-block som den specifika egenskapen som används kan hittas från (egenskapen id_type måste först ställas in)ID-block som maskeringselementet skulle vara kopplat till eller till dess egenskapID-kortIES-textIES-texturIES-ljusvägIKIK-kontrollIK Lin ViktIK Linjär styrningIK Lokal platsIK ParamIK RotationskontrollIK RotationsviktIK-lösareIK StretchIK-typIK HandledspivotIK X GränsIK X LåsIK X MaximalIK X MinimumIK X StelhetIK Y-gränsIK Y-låsIK Y MaximalIK Y MinimumIK Y StelhetIK Z-gränsIK Z-låsIK Z MaximumIK Z MinimumIK Z StyvhetIK-lösare för vilken dessa parametrar är definieradeIK-styvhet runt X-axelnIK-styvhet runt Y-axelnIK-styvhet runt Z-axelnIK->FK ({:s})IORIOR-nivåIRISISO-kod (t.ex. "fr_FR")OBJEKT_INTE_VISASITU 601ITU 709Is (krossad)Is (fast)Ico-sfärIkonIkon AlphaIkonramIkonfärgerIkon-IDIkonpixelIkonmättnadIkonstorlekIkon synligIkonpixelkomponenter, som flytande värden (RGBA-sammankopplade värden)Ikonpixlar, som byte (alltid 32-bitars RGBA)Perfekt för fulldomes, ignorera sensorns måttIdentifierade {:d} problematiska spårIdentifierareIdentifierare (inte nödvändigtvis unik) för tillgångsbiblioteketIdentifierare FallbackIdentifierare för en uppsättning kanaler i denna åtgärd, som kan användas av ett datablock för att ange vad som ska animeras.Identifierare för katalogen med Python-skriptIdentifierare för tillgångens katalog, som används av Blender för att söka efter tillgångens katalogväg. Måste vara en UUID enligt RFC4122.Identifierare för denna bakning som förblir oförändrad även när bakningsnoden döps om, grupperas eller avgrupperas.Identifierare för uppringaren (om ett tillägg anropar denna exportör). Kan vara användbart om tillägget har lagts till av andra tillägg.Identifierare för operatör som ska anropas vid händelseIdentifierare för operatör som ska anropas vid ingångshändelseIdentifierare för den tillgångshylla som ska visasIdentifierare för objektet som ska tas bortIdentifierare för objektet som ska återställasIdentifierare för listan, om någon överfördes till parametern "list_id" i "template_list()"Identifierare för uttagetVerktygets identifierareIdentifierare per element som används för randomiseringIdentifierare för att hänvisa till tillgångsbiblioteketIdentifieringstyp för ID-blockOm 0, globalt; om 1, baserat på pixelintensitetOm 0, samma för alla kanaler; om 1, varje oberoendeOm en fil med samma namn redan finns, använd den istället för att kopiera.Om ett material med samma namn redan finns, hänvisa till det istället för att importera det.Om en textur finns i WebP-format laddas WebP-texturen istället för reservtexturen i PNG/JPEG-format.Om en vertex ligger längre bort från offsetplanet än detta påverkas den inte.Om alla nyckelrutor är identiska för objekttransformationer, tvinga att behålla den minimala animationen.Om alla nyckelrutor är identiska i en rigg, tvinga fram minimal animering. När denna funktion är avstängd exporteras alla möjliga kanaler för benen, även om de är tomma (minimal animering, 2 nyckelrutor).Om det finns några, visa markörer i en separat rad längst ner i redigeraren.Om detta är markerat uppdateras scenens start- och slutbild så att de matchar Alembic-arkivets.Om denna funktion är aktiverad ignoreras kanter som ligger utanför synfältet.Om denna funktion är aktiverad kommer scenens start- och slutbild att användas för att bestämma bakningsområdet.Om denna funktion är aktiverad kommer skärmdumpen att ha samma höjd som bredd.Om funktionen är aktiverad kan spillstyrkan för varje färgkanal anges. Om funktionen är inaktiverad kommer spillkanalen att ha en enhetsskala, medan andra kanaler kommer att vara noll.Om du exporterar smoothgroups, generera 'bitflags'-värden för grupperna istället för unika heltal. Samma bitflag-värde kan återanvändas för olika grupper av släta ytor, så länge de inte har några gemensamma skarpa kanter eller hörn.Om falskt, kommer ansikten att avmarkerasOm falskt, kommer vertikaler att avmarkerasOm värdet är mindre än noll blir bilden mörkare, annars blir den ljusare.Om laddningen av rutnät misslyckades, felmeddelande med detaljerOm värdet är större än noll, det maximala avståndet vid vilket andra ytor bidrar till den snabba GI-approximationen.Om värdet är större än noll, det maximala värdet för ett direktprov, kommer högre värden att skalas ned för att undvika för mycket brus och långsam konvergens på bekostnad av noggrannheten.Om värdet är större än noll, det maximala värdet för ett indirekt prov, kommer högre värden att skalas ned för att undvika för mycket brus och långsam konvergens på bekostnad av noggrannheten.Om inte noll, det maximala värdet för indirekt belysning i volymer. Högre värden skalas ned för att undvika för mycket brus och långsam konvergens på bekostnad av noggrannheten. Används av ljusprober.Om värdet är större än noll, det maximala värdet för indirekt belysning på ytan. Högre värden skalas ned för att undvika för mycket brus och långsam konvergens på bekostnad av noggrannheten. Används av strålspårning och ljusprober.Om värdet är större än noll, det maximala värdet för ljusets bidrag i volymer. Högre värden skalas ned för att undvika för mycket brus och långsam konvergens på bekostnad av noggrannheten. Används av ljusobjekt.Om värdet är större än noll, det maximala värdet för ljusets bidrag på en yta. Högre värden skalas ned för att undvika för mycket brus och långsam konvergens på bekostnad av noggrannheten. Används av ljusobjekt.Om värdet är större än noll, är det det maximala värdet för världsbidrag som registreras i världsljusproben. Det överskjutande bidraget omvandlas till solljus. Detta minskar ljusläckaget som orsakas av mycket starka ljuskällor.Om inte None, objektinstansieringsmetod som ska användasOm inget anges kommer renderingar att brusreduceras på plats.Om inte används, ställ in på 1Om inte noll, raden i UI-panelen där knappen för denna samling visas.Om inte noll, avståndet från kroken där påverkan upphör.Om så anges kommer alla utdata som har olika namn att döljas.Om du tar bort frånkopplade delar, minimistorlek på komponenter som ska bevaras som ett förhållande mellan antalet polygoner i den största komponentenOm inställt, lägg till en transformeringsprimitiv med den angivna sökvägen till scenen som överordnad för all exporterad data.Om inställt, lägg till det angivna namnområdet som prefix till exporterade anpassade egenskapsnamn. Detta gäller endast egenskapsnamn som inte redan har ett prefix (t.ex. skulle det gälla namnet "bar" men inte "foo:bar") och gäller inte blenderobjekt och datanamn som alltid exporteras i namnområdet "userProperties:blender".Om inställd, hämtas kontrollorienteringen från det angivna benet.Om alternativet Importera USD-förhandsgranskning är aktiverat kommer materialblandningsmetoden automatiskt att ställas in baserat på shaderns opacitet och opacityThreshold-inmatningar.Om vinkeln mellan färgen och nyckelfärgen i CrCb-rummet är större än denna maximala vinkel, är den inte nycklad.Om vinkeln mellan färgen och nyckelfärgen i CrCb-rummet är mindre än denna minimivinkel, är den nycklad.Om den genomsnittliga färgskillnaden mellan de två bilderna är mindre än detta tröskelvärde, är den nycklad.Om den genomsnittliga färgskillnaden mellan de två bilderna är mindre än detta tröskelvärde är den delvis nyckelad, annars är den inte nyckelad.Om skillnaden i nyans mellan färgen och nyckelfärgen är mindre än detta tröskelvärde, är den nycklad.Om skillnaden i mättnad mellan färgen och nyckelfärgen är mindre än detta tröskelvärde, är den nycklad.Om skillnaden i värde mellan färgen och nyckelfärgen är mindre än detta tröskelvärde, är den nycklad.Om avståndet mellan färgen och nyckelfärgen i det givna färgrymden är mindre än detta tröskelvärde, är den nycklad.Om avståndet mellan färgen och nyckelfärgen i det givna färgrymden är mindre än detta tröskelvärde, är den delvis nycklad, annars är den inte nycklad.Om filen innehåller flera ljudkanaler renderas de till en enda.Om objektet är en instans, det överordnade objekt som genererade det.Om profilsplinen är cyklisk, fyll ändarna av det genererade nätet med N-goner.Om markeringen ska roteras för att matcha markörenOm markeringen ska snäppas som en helhet eller efter varje objekts centrumOm verktyget använder penslar och är begränsat till en viss penseltyp, identifieraren för penseltypenOm det finns en angränsande kant som har en kontrastgräns som är gånger större än den aktuella kanten, kommer den aktuella kanten att kasseras. Detta gör det möjligt att eliminera falska korsande kanter.Om detta är inställt får Keying Set ett anpassat ID, annars tar det namnet på klassen som används för att definiera Keying Set (till exempel, om klassnamnet är "BUILTIN_KSI_location" och bl_idname inte är inställt av skriptet, då är bl_idname = "BUILTIN_KSI_location").Om detta är inställt får tillgången ett anpassat ID, annars får den namnet på klassen som används för att definiera tillgången (till exempel, om klassnamnet är "OBJECT_AST_hello" och bl_idname inte är inställt av skriptet, då är bl_idname = "OBJECT_AST_hello").Om detta är inställt får filhanteraren ett anpassat ID, annars tar den namnet på klassen som används för att definiera filhanteraren (till exempel, om klassnamnet är "OBJECT_FH_hello" och bl_idname inte är inställt av skriptet, då är bl_idname = "OBJECT_FH_hello").Om detta är inställt får uilist ett anpassat ID, annars tar det namnet på klassen som används för att definiera uilist (till exempel, om klassnamnet är "OBJECT_UL_vgroups" och bl_idname inte är inställt av skriptet, då är bl_idname = "OBJECT_UL_vgroups").Om detta språk ska användas i den aktuella operatörenOm sant, delas kedjor av funktionskanter vid materialgränser.Om sant, endast kanter av samma objekt sammanfogas.Om sant kommer korrigeringen att tillämpas på den blå kanalen.Om sant, kommer korrigeringen att tillämpas på den gröna kanalen.Om sant kommer korrigeringen att tillämpas på den röda kanalen.Om true visas gizmo i skärmutrymmet. Annars finns den i objektutrymmet.Om detta stämmer är gränssnittet för närvarande låst av ett pågående jobb och data bör inte modifieras från applikationstimers. Annars kan det pågående jobbet komma i konflikt med hanteraren, vilket kan orsaka oväntade resultat eller till och med krascher.Om detta stämmer, uppvisar det rumsliga bruset ingen koherens.Om detta stämmer är det rumsliga bruset jämnt.Om en nod har flera angränsande kanter, kopplas den direkt till dem.Om du litar på källan, lägg till arkivet och försök igen.Om du vill använda VC för något annat ändamål än vertexfärg bör du använda anpassade attribut.IgnoreraIgnorera bakgrundsklickIgnorera anslutningarIgnorera bladbenIgnorera materialspärrningIgnorera dämpade remsorIgnorera valIgnorera skärpaIgnorera SnapIgnorera ljudremsorIgnorera transparentIgnorera alfakanalen från filen och gör bilden helt ogenomskinligIgnorera ansikten som vänder bort från vyn (snabbare)Ignorera bildrutor utanför förhandsgranskningsområdetIgnorera genererade tidskoder, sök i filmströmmen baserat på beräknad tidsstämpelIgnorera föräldraskalning utan att kompensera för föräldraskjuvning. Replikerar effekten av att inaktivera den ursprungliga kryssrutan Ärva skala.Ignorera antal sampel per renderingslagerIgnorera punkter på strecket som avviker från sina grannar med mer än denna vinkel när extrapoleringsformen bestäms.Ignorera axelriktningen, använd den kortaste rotationen för att justeraIgnorera tangentbordskartan för denna prylIgnorera det sista benet i slutet av varje kedja (används för att markera längden på det föregående benet).Ignorera benens relativa längd när du anpassar dem till kurvan.Ignorera valet när elementet redan är valtIgnorerade utdataIgnorerad {}Ignorerad {} (inte av samma typ som {})Ljuskälla ALjuskälla BLjuskälla CLjuskälla D50Ljuskälla D55Ljuskälla D65Ljuskälla D75Ljuskälla D93Ljuskälla ELjuskälla F1Ljuskälla F10Ljuskälla F11Ljuskälla F12Ljuskälla F2Ljuskälla F3Ljuskälla F4Ljuskälla F5Ljuskälla F6Ljuskälla F7Ljuskälla F8Ljuskälla F9Belysningskälla LED-B1Ljuskälla LED-B2Belysningskälla LED-B3Belysningskälla LED-B4Belysningskälla LED-B5Belysningskälla LED-BH1Belysningskälla LED-RGB1Belysningskälla LED-V1Belysningskälla LED-V2BelysningsfiltreringBildTillbakaBådaLådaKontrollantKlippKlippkubKubKanterTom bildsidaFörlängFörlängningFyllPlattVändFramsidaGenereradBildsekvensKartläggningSpegelBlandaFilmNyNy...ProjektionUpprepaEnkel bildKällaSfärRörUDIM-plattorVisareBilden '%s' kunde inte sparas i '%s'Bilden '%s' har inga bilddata.Bilden '%s' kunde inte laddas i bildbuffertBild '%s' hoppades över, packning av filmer eller bildsekvenser stöds inteBild 1Bild 2BildkantBildkantskärningBildkoordinaterBildvisningsmetodBildkanterBildredigerareBildredigeraren hittades inteBildredigerareBildfilerBildformatBild-IDBildinformationBildmaskBildnamnBildnoduttagBildnoduttaggränssnittBildens opacitetBildöversiktBildmålningBildmålningsfunktionerBildmålning har ingen schablonBildmålning har ingen textur att måla påBildpinneBildpixlarBildförhandsgranskningBildkvalitetBildsökningBildsekvensBildstorlekBildremsaBildtexturBildtexturerBildtröskelBildplattorBildanvändareBild- och UV-redigeringsutrymme dataBild och inställningar för visning i 3D-vyns bakgrundBildbitdjupBildens ljusstyrka skalaBildbuffertpixlar i flyttalsvärdenBilden kan inte sparas, ingen giltig filväg: "%s"Bilden kan inte sparas, använd ett annat filformat: "%s"Bilden kunde inte hittasBilddata kunde inte hittasBilddatablocksnamnNamn på bilddatablock som ska packas uppBilddatablock som refererar till en extern eller packad bildBilddatablockBild som visas och redigeras i detta utrymmeBild som visas i spåret under redigering i klippredigerarenBildredigeraren kunde inte startas. Kontrollera att sökvägen i Användarinställningar > Fil är giltig och att Blender har rättigheter att starta den.Bildfilens sökväg som ska användas vid extern lagringBildformat är inte ett filmformatBilden har ändrats och sparas inteBilden har vänster- och högervy.Bilden har mer än en vyBildhöjdBilden kan inte redigerasBilden är komprimerad, packa upp den innan du redigerar den.Bilden projiceras plant med hjälp av texturvektorns X- och Y-koordinater.Bilden projiceras från röret med Z-axeln som centrum.Bilden projiceras sfäriskt med Z-axeln som centrum.Bilden projiceras med hjälp av olika komponenter för varje sida av objektets rumsbegränsningsram.BildnodBilden är inte komprimeradBildobjekt kan endast läggas till i objektläget.Bildens opacitet för att blanda bilden mot bakgrundsfärgenBild eller filmBildväg inte angivenBildsökvägen {!r} hittades inte, bilden kan vara packad eller inte sparadBildpixelkomponenter, som flyttal (RGBA-sammankopplade värden)Bildpixlar, som byte (alltid 32-bitars RGBA)Bildprojektdata ogiltigBilden kräver 4 färgkanaler för att målasBilden kräver 4 färgkanaler för att målas: %sBildsparning misslyckades: ogiltig ytaBildsparning misslyckades: otillräckligt med ledigt minneBilduttag för en nodBildremsaBilden är för litenBild som används som dukBild som används som klonkällaBild som används som mål för målningBild som används som schablonBildbreddBild-/färginmatning på vilken RGB-färgkonvertering kommer att tillämpasBild-/filmfilnamnBild-/filmfilnamn (utan uppdatering av data)Bild-/UV-redigerareBilderBilder och ljudBilderna visas i en maximerad bildredigerare.Bilderna visas i ett nytt fönster.Bilderna redigeras i ett bildredigeringsprogram.Bilderna renderas utan att användargränssnittet ändras.Bilder sparas med RGB-data (färgdata)Bilder sparas med RGB- och alfadata (om detta stöds).Bilder kan inte kopieras under renderingBilder sparas i 8-bitars gråskala (endast PNG, JPEG, TGA, TIF)Imaginär del av ledarens brytningsindex, ofta kallad kOmedelbarDirekta barnImperialImplicit typkonvertering vid utvärdering av stängningImplicit typkonvertering vid separering av buntarImpliceraImporteraImportera allt materialImportera animeringImportera somImportera CSVImportera enummer som strängarImportera FBX-animationImportera FBX-fil till aktuell scenImportera FBX-subdivisionsinformation som modifierare för subdivisionsytorImportinformationImportmetodImportera OBJImportera OBJ-grupper som vertexgrupperImportera OpenVDB-volymfilImportera PLYImportvägarImportera inställningar från tidigare versionImportera STLImportera SVG som kurvorImportera SVG till Grease PencilImportera scen-extramaterialImportera scen som samlingImportera inställningarImportdelningssystemImportera textImportera texturerImportera USD FörhandsgranskaImportera USD-attribut i namnområdet "userProperties" som anpassade egenskaper i Blender. Namnområdet kommer att tas bort från egenskapsnamnen.Importera USD-scengrafinstanser som samlingsinstanserImportera USD-scenen till aktuell scenImportera oanvända material och bilderImportera VDBImportera WebP-texturerImportera en mesh från en STL-filImportera en punktmoln från en PLY-filImportera en sträng från en textfilImportera alla USD-anpassade attribut som anpassade egenskaper i Blender. Namnrymderna behålls i egenskapsnamnen.Importera alla valda bilder som en enda bildsekvens. Bildsekvensen behöver inte matcha Blenders numrerade sekvensmönster, så platshållare kan inte härledas.Importera en PLY-fil som ett objektImportera en STL-fil som ett objektImportera anpassade normaler, om tillgängliga (annars beräknar Blender dem).Importera anpassade normaler, om tillgängliga (annars kommer Blender att beräkna dem på nytt)Importera anpassade vertexattributImportera varje FBX-material som ett unikt Blender-materialImportera varje OBJ 'g' som ett separat objektImportera varje OBJ 'o' som ett separat objektImportera varje USD-material som ett unikt Blender-materialImportera slutlig renderingsgeometriImportera geometri från en CSV-filImportera geometri från en OBJ-filImportera översättningsdata för tillägget från PO-filerImportguide geometriImportera nyckelkonfiguration från ett Python-skriptImportera material och bilder som inte är tilldelade något nätImportera endast definierade USD-primitiv. När denna funktion är inaktiverad kan USD-primitiv som inte är definierade importeras, till exempel sådana med en överskrivningsspecifikator.Importera endast primitivet på den angivna sökvägen och dess underordnade objekt. Flera sökvägar kan anges i en lista avgränsad med kommatecken eller semikolon.Importera alternativkategorierImportera proxygeometriImportera scenen och ställ in den som aktiv i fönstret.Importera scenstatister som anpassade egenskaper. Befintliga anpassade egenskaper kommer att skrivas över.Importera sekventiellt numrerade bilder som en animerad bildsekvens istället för separata plan.ImportmålstypImportera texturer som packade dataImportera tillgången som kopierad datablock och undvik samtidigt flera kopior av inbäddade, vanligtvis tunga data. Till exempel behöver texturerna för en materialtillgång eller nätet för en objekttillgång inte kopieras varje gång denna tillgång importeras. Istället delar instanserna av tillgången data.Importera tillgången som kopierat datablock, utan länk till det ursprungliga datablocket för tillgången.Importera tillgången som länkad datablock och packa den i den aktuella filen (säkerställer att den förblir oförändrad om biblioteksdata modifieras, inte längre är tillgänglig etc.).Importera tillgångarna som kopierade datablock och undvik samtidigt flera kopior av inbäddade, vanligtvis tunga data. Till exempel behöver texturerna för en materialtillgång eller nätet för en objekttillgång inte kopieras varje gång denna tillgång importeras. Istället delar instanserna av tillgången data.Importera tillgångarna som kopierade datablock, utan länk till det ursprungliga tillgångsdatablocket.Importera tillgångarna som länkade datablockImportera scenen som en samlingImportera användaregenskaper som anpassade egenskaperImportera vertexfärgattributImportera volymdata från en .vdb-filImportera {} filerImport och exportImportera-exportera BVH från armaturerImport-export som glTF 2.0Viktning av betydelseViktighetskartans storlek är upplösning x upplösning/2; högre värden ger potentiellt mindre brus, men på bekostnad av minne och hastighet.Importerad IDImporterar Alembic...Importerar USD...Omöjligt att synkronisera om datablock %s och dess beroenden, eftersom dess länkade referens saknas.Förbättra och stabilisera den förbättrade formenFörbättrad PerlinImpulsklämningImpulströskel som måste nås för att begränsningen ska brytasI %s: den upplösta sökvägen %s överskrider sökvägsbuffertens längd.I aktiv gruppI luftenFramförInom räckviddI XI ZI en lokal överstyrningskamera, oavsett om denna bakgrundsbild kommer från den länkade referenskameran eller är lokal för överstyrningen.I lokala överskrivningsdata, oavsett om detta NLA-spår kommer från länkade referensdata eller är lokalt för överskrivningen.I ett lokalt överskrivningsobjekt, oavsett om denna begränsning kommer från det länkade referensobjektet eller är lokal för överskrivningen.I ett lokalt överskrivningsobjekt, oavsett om denna modifierare kommer från det länkade referensobjektet eller är lokal för överskrivningen.Förutom att växla mellan redigerbarhet påverkar det även synligheten.I boxbladläge, stäng luckor mellan skurna remsor, rippla senare remsor på samma kanalI boxbladläge ska du skära alla remsor, även om de inte är markerade.Hur storleken på nätdetaljer beräknas i dynamiskt topologilägeI dynamisk topologiläge, hur man lägger till eller tar bort nätdetaljerI offset-läge, avståndet mellan varje sockel på varje axel. I ändpunktsläge, positionen för den sista hörnpunkten.PågårI tweak-läget visas effekterna av spåren ovanför tweak-remsan.MellanliggandeInaktivTumTumHändelseInkluderaInkludera aktivInkludera alla benpåverkningarInkludera redigeratInkludera brännviddInkludera handtagInkludera etiketterInkludera saknad NLAInkludera kapslade samlingarInkludera oredigeratInkludera en "self"-variabel i namnområdet, så att drivrutinerna enkelt kan referera till de data som modifieras (objekt, ben etc.).Inkludera en anpassad anteckning i bild-/videometadataInkludera aktiv samling och kapslade samlingarInkludera alla typer av nyckelrutorInkludera alla UV-kartor för nät i exportenInkludera alla scenramarInkludera alla synliga objektInkludera alfa för den andra ingången i denna operationInkludera animationsdatablock utan NLA-data (endast NLA-redigerare)Inkludera benets svans som sista element i kedjanInkludera kanaler från objekt/ben som inte är synligaInkludera samling i det aktiva visningslagretInkludera drivrutiner som förlitar sig på reservvärden för sin utvärdering i filtret Visa endast fel, även om drivrutinsutvärderingen lyckades.Inkludera brännvidd i förinställningenInkludera nyckelrutors handtag vid beräkning av omfattningInkludera nätfärgsattribut i exportenInkludera normaler för exporterade nät i exportenInkludera endast aktiva bildrutorInkludera endast det aktiva objektetInkludera valda blockerare för att kasta skuggor från den aktiva sändarenInkludera valda bildrutorInkludera valda objektInkludera valda mottagare för att ta emot ljus från den aktiva sändarenInkludera filnamnet .blend i bild-/videometadataInkludera den aktiva kamerans objektiv i bildmetadataInkludera aktuellt datum i bild-/videometadataInkludera ramnumret i bildens metadataInkludera värdnamnet på den maskin som renderade bildrutan.Inkludera maskeringarna när du renderar visningslagretInkludera namnet på den aktiva kameran i bildmetadataInkludera namnet på det aktiva objektet och det aktuella bildnumret i textinfoöverlägget.Inkludera namnet på den aktiva scenen i bild-/videometadataInkludera namnet på förgrundssekvensremsan i bildmetadataInkludera namnet på den sista markören i bildens metadataInkludera namnet på vyorienteringen i textinfo-överläggetInkludera antalet bildrutor som visas per sekund i textinfoöverlägget medan animeringen spelas upp.Inkludera toppminnesanvändningen i bildmetadataInkludera renderingsiden i bildmetadataInkludera det renderade bildintervallet i bild-/videometadataInkludera den renderade bildrutans tidskod som HH:MM:SS.FF i bildmetadata.Inkludera solen själv i resultatetInkludera denna samling men generera inte skärningslinjerInkludera detta objekt men generera inte skärningslinjerInkludera detta urval när du kopierar till urklipp. Om inget anges kopieras alla urval.Inkludera verktygsundergrupperInkludera transformationer inducerade av målföräldrar i målets lokala rumInkludera oanvända länkade datablock i raderingenInkludera oanvända lokala datablock i raderingenInkludera visualisering av animeringsdata och bildrutor relaterade till Grease Pencil.Inkludera visualisering av animeringsdata relaterade till linjestilInkludera visualisering av animationsdata relaterade till datablock kopplade till modifierareInkludera visualisering av armaturrelaterade animationsdataInkludera visualisering av cachefilrelaterade animationsdataInkludera visualisering av kamerarelaterade animationsdataInkludera visualisering av kurvrelaterade animationsdataInkludera visualisering av hårrelaterade animationsdataInkludera visualisering av gitterrelaterade animationsdataInkludera visualisering av ljusrelaterade animationsdataInkludera visualisering av animeringsdata relaterade till ljusprobenInkludera visualisering av materialrelaterade animationsdataInkludera visualisering av nätrelaterade animationsdataInkludera visualisering av metaball-relaterade animationsdataInkludera visualisering av filmklippsrelaterade animationsdataInkludera visualisering av nodrelaterade animationsdataInkludera visualisering av animeringsdata på objektnivå (främst transformationer)Inkludera visualisering av partikelrelaterade animationsdataInkludera visualisering av punktmolnrelaterade animationsdataInkludera visualisering av scenrelaterade animationsdataInkludera visualisering av formnyckelrelaterade animationsdataInkludera visualisering av talarrelaterade animationsdataInkludera visualisering av texturrelaterade animationsdataInkludera visualisering av volymrelaterade animationsdataInkludera visualisering av världsrelaterade animationsdataInkluderandeInkommandeInkompatibel utgångsnodInkompatibel, förväntade %sOfullständig inbyggd nyckelsats, verkar sakna typinformationFelaktig ankare för typ '{:s}'Felaktig ankare...Felaktigt sammanhang för att köra falska användarväxlingar för datablockFelaktigt sammanhang för att köra font unlinkFelaktigt sammanhang för att köra objektdata unlinkÖka kontrastenÖka mixfaktorn med 0,01Öka mixfaktorn med 0,1Ökning för enhetligt förskjutningsavståndÖka hopphöjdenÖka eller minska förskjutningsmängdenÖka eller minska värdet på valda tangenter i förhållande till den intilliggande tangenten.Öka segmentenInkrementÖka numret i filnamnetInkrementellOmbyggnad av kurvan stegvis (hög kvalitet)Indrag för markerad textIndrag vald text eller autofullständigaIndrag med mellanslagIndrag med tabbarIndexIndex %d är ogiltigtIndexbaseradIndexfältIndexlagerets namnBrytningsindex för de spridande partiklarnaIndexomkopplareIndexväxlarobjektIndex som motsvarar genvägen, t.ex. siffertangenten 1 motsvarar index 1 osv.Index i kurvaIndex i ansiktetIndex i verktygsfältetIndexnummer för "Färgindex"-passetIndexnummer för "Layer Index"-passetIndexnummer för renderingspasset "Materialindex"Indexnummer för renderingspasset "Objektindex"Indexnummer för cachefilerIndexnummer för vertexgruppenIndex för NLA-åtgärdsspår för att utföra pushdown-operation påIndex över närmasteBrytningsindex (IOR) för spegelreflektion och transmission. För de flesta material ligger IOR mellan 1,0 (vakuum och luft) och 4,0 (germanium). Standardvärdet 1,5 är en bra approximation för glas.Brytningsindex (IOR) som används för strålar som träffar komponenten under ytanIndex över aktiv AOVIndex för aktivt anteckningslagerIndex för aktiva bokmärken (-1 om inga finns)Index över aktiva språk i språksamlingenIndex för aktivt lager i listan över alla maskens lagerIndex för aktiv ljusgruppIndex för aktiv linjesatsplatsIndex för aktivt materialfackIndex över aktiva objektIndex för aktivt partikelsystem-slotIndex över aktiva posmarkörerIndex för aktiv senaste mapp (-1 om ingen)Index för aktivt systembokmärke (-1 om inget finns)Index för aktiv systemmapp (-1 om ingen finns)Index för aktiv texturmålningsslotIndex för aktiv texturplatsIndex för aktivt spår i listan över rotationsstabiliseringsspårIndex för aktivt spår i listan över spår för översättningsstabiliseringIndex över aktivt volymnätIndex för tecken efter slutet av markeringen i markeringens slutradIndex för klontexturens målarplatsIndex för aktuell TextLine i TextLine-samlingenIndex för aktuellt tecken i aktuell rad, samt startindex för tecken i markeringen om sådan finns.Index för varje kurvaIndex för sista TextLine i markeringenIndex för materialplats som används för rendering av partiklarIndex för mesh-yta som triangeln är en del avIndex för närmaste elementIndex för föregående angränsande punkt på segmentetBrytningsindex (IOR) för den tunna filmenBrytningsindex avgör hur mycket strålen böjs. Vid 1,0 passerar strålarna rakt igenom som i ett transparent material; högre värden orsakar större avvikelse i vinkel. Standardvärdet är 1,55 (IOR för keratin).Index för källvikt i aktiv vertexgruppIndex för lagret Grease PencilIndex för det aktiva elementet i den angivna domänenIndex för det aktiva objektetIndex för det aktiva objektetIndex för det tillgångsbibliotek som redigeras i inställningsgränssnittetIndex för den närmaste styrkurvan för varje genererad kurvaIndex för samlingen som valda ben ska tilldelas. När operatören ska skapa en ny bensamling använder du new_collection_name för att definiera samlingens namn och ställer in denna parameter till överordnat index för den nya bensamlingen.Index över samlingen för att ändra synlighetIndex för samlingen som valda ben ska flyttas till. När operatören ska skapa en ny bensamling ska denna parameter inte inkluderas och new_collection_name ska anges.Index för den aktuella iterationen. Börjar räkna från noll.Index för den aktuella aktiva urvalsuppsättningenIndex för elementet i källgeometrin. Observera att samma index kan förekomma mer än en gång när man itererar över flera komponenter samtidigt.Index för tilläggsarkivet som redigeras i inställningsgränssnittetIndex för ansiktsgruppen inom varje gränsområdesregionIndex för den första slingan på denna ytaIndex för den instans som används för varje punkt. Detta används endast när Pick Instances är aktiverat. Som standard används punktindexet.Index för huvudkurvan per kurvaIndex för material som används för genererade streck (0 behåll originalmaterial)Rapportens innehållsförteckningIndex för en kurvas rotpunktIndex för skriptkatalogen som ska tas bortIndex för segmentet som ska tas bortIndex för den tråd i en fläta som varje kurva tillhörIndex för taggen som är inställd för redigeringIndex för kurvans spetsIndex för denna bensamling i arrayen armature.collections_all. Observera att för att hitta detta index krävs en genomsökning av alla bensamlingar, så var försiktig när du använder det.Indexera denna samling i dess överordnade lista över underordnade. Observera att för att hitta detta index krävs en genomsökning av alla bensamlingar, så var försiktig när du använder denna funktion.Index för denna kurvaIndex för denna kantIndex för detta ansikteIndex för denna slingaIndex för denna slingtriangelIndex för denna punktIndex för denna vertexIndex utanför intervalletIndex att ta bortIndex för den specifika egenskap som påverkas av F-kurvan, om tillämpligtIndex till den specifika inställningen, om tillämpligtIndexAnge att etiketten på detta uttag inte är nödvändig för att förstå dess betydelse. Detta kan i vissa fall leda till att etiketten hoppas över.Ange att detta är en korrigerande åtgärd. Korrigerande åtgärder aktiveras baserat på aktiveringen av två andra åtgärder (med hjälp av slutbildruta om båda ingångarna är i sin slutbildruta och startbildruta om någon av dem är i startbildruta).Indikerar att en tangentkonfiguration har definierats av användaren.Indikerar att en tangentbordskarta används för att översätta modala händelser för en operatör.Indikerar att den senaste variabelutvärderingen använde reservvärdet.Indikerar att det finns några synliga förändringar för användaren sedan penseln importerades eller lästes in från filen.Indikerar gestfasenAnger om en extra användare är inställd eller inte (främst för internt bruk/felsökning).IndexIndex och vikter måste ha samma längd.Index kan inte ha dubbletterIndex måste ligga inom intervalletIndex måste sorteras i stigande ordning.Index för maskorna som bildar triangelnIndex för triangelns hörnpunkterIndex för hörnpunkter som är bundna till modifieraren. För Bézier-kurvor räknas handtag som ytterligare hörnpunkter.Index för hörn i fallet med en hörnföräldrarrelationIndirektIndirekt ljusIndirekt ljusstyrkaEndast indirektIndirekt biblioteksdatablock, kan inte göras lokalt, Skift + klicka för att skapa en biblioteksoverridningshierarkiEndast indirektIndividuellEnskilda centerEnskilda bilderIndividuella ursprungIndividuell silhuettIndividuell ansiktsinfällningIndividuella filer för varje vy med prefixet som definieras av scenvyernaIndividuella poseringsben för armeringenIndonesiska - Bahasa indonesiaBranschkompatibelHärledd strukturtypBlås uppBlås upp nätetBlås upp det aktiva objektet med det angivna avståndet för bakning. Detta hjälper till att matcha punkter som ligger närmare utsidan av de valda objektmesharna.Blås upp det aktiva objektet med det angivna avståndet för bakning. Detta hjälper till att matcha punkter närmare utsidan av de valda objektmesharna.Blåser upp tygetInflödeInflödesnivå inställdInfluensPåverkansavståndInfluensskalaInfluensgränsInfluensavstånd från objektetProvens påverkningsavståndPåverkande faktor genom vilken modifieraren ändrar egenskapenInfluens från metaball-elementInverkan av nyanlagd spår på slutlig lösningStabiliseringsalgoritmens inverkan på filmens placeringStabiliseringsalgoritmens inverkan på filmens rotationStabiliseringsalgoritmens inverkan på filmens skalaMåltäthets påverkan på simuleringenInverkan av den tillagda begränsningenDeformationens inverkanKäken påverkar underläppens kedjorKäken påverkar den låsta munnenInverkan av sekundär IK på rotationen av hälkontrollenZoomfaktorens inverkan på rullningshastighetenInverkan av detta spår på 2D-stabiliseringDenna spårets inverkan på en slutlig lösningInfluensinställningen styrs av en F-kurva istället för att bestämmas automatiskt.InformationInfoikon FörgrundInformation om aktuell cache-statusInfo rymddataInformation skriven till %s textdatablock!Information omInformation om ID som har uppdateratsInformation om en enhet som gör det möjligt för tillgångssystemet att hantera enheten som en tillgång.Information om färgrymden som används för datablock i en blend-filÄrvaÄrva slutrulleÄrva rotationArvs skalaÄrva alla effekter av föräldraskalningÄrva skalning, men ta bort skjuvning av barnet i vilolägetÄrva enhetlig skalning som representerar den totala förändringen i volymen hos föräldernInitInit-inställningar för operatörer som uppdaterar i18n-filerInledandeInitial färgUtgångspositionInitial frågaInitial vilolängdInitial temperaturInitial hastighetInitial justering baserad på 2D-markörInitial justering baserad på aktiv UDIMInitial justering baserad på UV-kakelrutnätInitial justering baserad på öarnas begränsningsramInitial hälsa hos boider vid födselnYtans ursprungliga färgInitial nedgång av expansionsoperationenUtgångsposition för att ordna öar frånInitialisera ansiktsuppsättningarInitialisera remsan med denna färgInitialiserar alla ytans uppsättningar i nätetInreInre konvinkelInre hörnInre veckInre maskInre geringsfogInre närhetInre radieInre valtInre tjocklekInre VertInre yttjocklek (används endast av mjuka kroppar)InpaintInmatningIngång 1Ingång 2InmatningsfärgrymdInmatningsfältInmatningsfilvägInmatningspostInmatningsposterIngångsmatrisInmatningsnamnIngångsnodInmatningsproverInmatningstypIngång vitpunktMata in ett bilddatablockInställningar för ingångsfärgrymdAnge färg som ska mappas till svartAnge färg som ska mappas till vittInmatningskonfiguration, inklusive tangentbordskartorIngångskurvorna är inte av Bézier-typ.Indata för simuleringszonenIngången finns inte: "{}"Inmatningen förväntar sig ett fält eller ett enda värdeInput förväntar sig en listaInmatningen förväntar sig ett enda värdeInput förväntar sig ett volymrutnätIngångsgeometrin har inga element i iterationsdomänen.Inmatningsgeometrin har en typ som inte stöds: Ingångsrutnät har inkompatibla transformationerLägg in bild- eller filmfilInmatning av bild eller film från ett filmklippsdatablock, som vanligtvis används för rörelsespårning.Inmatningsrad för den interaktiva konsolenInmatningsmask från ett maskdatablock, skapat i bildredigerarenInmatningsmetod för att generera förskjutningsvektornAnge normaliserade normalvärden till andra noder i trädetAnge numeriska värden till andra noder i trädetIngångs- eller utgångskontakt för en nodTyp av ingångs- eller utgångskontaktInmatning väntar {}Inmatningsegenskaper för en GizmoInmatningsegenskaper för en Gizmo-gruppInmatningsrendering från en scenrenderingTröskelvärde för ingångstillstånd vid användning av snabb vändningAnge målkantlängd i det nya nätetAnge målantalet ytor i det nya nätetAnge texturkoordinaterAnge aktuell scen tid i sekunder eller bildrutorAnge geometrin som en instans. (Vid vidare bearbetning kan det krävas geometri som inte är en instans.)Inmatningströskel för knapp-/axelåtgärderIngångströskel för float/2D-vektoråtgärderIngång som ska användas när uttaget är frånkopplat. Kräver "Dölj värde".Inmatningstyp som ska användas för scenremsanInmatningsvärde som används för icke anslutet uttagIndata med index {} finns inte. För närvarande är det högsta möjliga index {}. Menade du att använda {{:{}}}?In-/utgångstypIndataIndata:InsInfogaInfoga efterInfoga föreInfoga nyckelrutor – endast nödvändigtInfoga nyckelrutor - VisuelltInfoga nyckelrutor för angiven nyckelsats, med meny över tillgängliga nyckelsatser om ingen är definierad.Infoga nyckelrutor är ännu inte implementerat för detta läge.Infoga endast nyckelrutor för egenskaper som redan är animerade.InfogningspunktInfoga punkt i ett kurvsegmentInfoga Unicode-teckenInfoga en tom bildruta i alla redigerbara lagerInfoga en tom bildruta i den aktuella scenramenInfoga en nyckelbildruta för alla element i matrisenInfoga en nyckelruta för alla egenskaper som sannolikt kommer att animeras i en karaktärsrigg (endast valda ben).Infoga en nyckelruta för alla egenskaper som sannolikt kommer att animeras i en karaktärsrigg (användbart när man blockerar en tagning).Infoga en nyckelbildruta för aktuell UI-aktiv egenskapInfoga en nyckelbildruta för var och en av B-Bone-formegenskapernaInfoga en nyckelruta för valda F-kurvor vid markörpunktenInfoga en nyckelbildruta för den aktiva F-kurvan vid markörpunktenInfoga en nyckelbildruta på alla synliga och redigerbara F-kurvor med hjälp av varje kurvas aktuella värde.Infoga en nyckelbildruta på var och en av de redan befintliga F-kurvorna.Infoga en nyckelruta på varje plats- och rotationskanal.Infoga en nyckelruta på varje plats- och rotationskanal, med hänsyn till effekterna av begränsningar och relationer.Infoga en nyckelruta på varje plats- och skalkanal.Infoga en nyckelruta på varje plats- och skalakanal, med hänsyn till effekterna av begränsningar och relationer.Infoga en nyckelruta på var och en av platskanalernaInfoga en nyckelruta på var och en av platskanalerna, med hänsyn till effekterna av begränsningar och relationer.Infoga en nyckelbildruta på varje kanal för placering, rotation och skala, med hänsyn till effekterna av begränsningar och relationer.Infoga en nyckelruta på varje kanal för placering, rotation och skala.Infoga en nyckelruta på varje rotations- och skalningskanal.Infoga en nyckelruta på varje rotations- och skalningskanal, med hänsyn till effekterna av begränsningar och relationer.Infoga en nyckelruta på var och en av rotationskanalernaInfoga en nyckelruta på var och en av rotationskanalerna, med hänsyn till effekterna av begränsningar och relationer.Infoga en nyckelbildruta på var och en av skalkanalernaInfoga en nyckelruta på var och en av skalkanalerna, med hänsyn till effekterna av begränsningar och relationer.Infoga en nyckelbildruta på valda F-kurvor med hjälp av varje kurvas aktuella värde.Infoga en nyckelbildruta på den aktiva F-kurvan med hjälp av kurvans aktuella värde.Infoga en nyckelruta till valda spår vid aktuell rutaInfoga ett nytt objekt i samlingen efter det som refereras till i subitem_reference_name/_id eller _indexInfoga ett nytt objekt i samlingen före det som refereras till i subitem_reference_name/_id eller _index (ANVÄNDS INTE)Infoga efter panelSätt in efter uttagetInfoga före panelenSätt in före uttagetInfoga mellanrum vid aktuell bildruta till första remsorna till höger, oberoende av val eller låst tillstånd för remsornaSätt in i panelenInfoga nyckelrutor baserade på "visuella transformationer"Infoga nyckelrutor för ytterligare platsförskjutningInfoga nyckelrutor för ytterligare rotationsförskjutningInfoga nyckelrutor för ytterligare skalfaktorInfoga nyckelrutor för de angivna kanalernaInfoga nyckelrutor i den aktuella rutan med hjälp av antingen den aktiva nyckelsatsen eller användarinställningarna om ingen nyckelsats är aktiv.Infoga radbrytning vid markörens positionInfoga maskformnyckelbild för aktivt masklagret vid aktuell bildrutaInfoga ny nyckelruta vid markörpositionen för den aktiva F-kurvanInfoga valda noder i en nodgruppInfoga text vid markörens positionInfoga värden i en sträng med hjälp av Python och en formateringssyntax som är kompatibel med sökvägsmallar.Infogning av nyckelrutor misslyckades:Införandet av nycklar på {:d} datablock har hoppats över på grund av saknade åtgärdsslots.Införandet av nycklar i {:d} datablock har hoppats över eftersom RNA-sökvägen inte var giltig för dem.Införandet av nycklar i {:d} datablock har hoppats över eftersom det inte fanns några lager som kunde acceptera nycklarna.Införandet av nycklar på {:d} datablock har hoppats över eftersom det inte fanns några remsor som kunde ta emot nycklarna.Införandet av nycklar i {:d} datablock har hoppats över eftersom de inte är redigerbara.Införandet av nycklar på {:d} datablock har hoppats över eftersom de inte kan animeras.Infällda ansiktsgränserInfoga nya ytor i valda ytorInfoga regionen längs befintliga kanterInutiInuti kommenterat områdeInre stoppningInre avstånd i UI-enheter från kanten av det område inom vilket panoreringen ska startaInuti geringsvinkeln finns en bågeInsidan av geringssågen är vassGranska bilder eller renderingsresultatInspektionsindexInspektionsindexet ligger utanför intervalletInstalleraInstallera en användardefinierad lampaInstallera ett tilläggInstallera en applikationsmallInstallera anpassade HDRIsInstallera anpassade MatCapsInstallera anpassade studiolamporInstallera tillägg från filer i ett lokalt hanterat arkivInstallera den här filenInstalleradInstallationen av tangentbordskartan misslyckades: {:s}InstansInstansgränserInstanssamlingVikter för instansinsamlingInstanssamlingarInstanssamlingar vid tilläggInstanssamlingar vid länkningInstansräkningInstansens tomma storlekInstansens ansikten SkalaInstansindexInstansmodifierareInstansobjektInstansobjektdataInstansförskjutningInstans påInstansens slumpmässiga IDInstansrotationInstansskalaInstansfröInstansomvandlingInstansförvandlingsfältInstans typInstansiera en befintlig samlingInstansgeometrisamlingInstansgeometriinmatningInstansgeometriobjektInstans av samlingen eller instanser av alla barn i samlingenInstans på elementInstans på poängInstansiera valda samlingar till aktiv scenInstanssamlingInstansierade objektInstancerInstanserInstanser ignorerasInstanser som lagerInstanser i ingångsgeometrin ignorerasInstansnummer '%d' matchar inte transformationsstorlek '%d'Instanser av objekt eller samlingarInstanser till poängInstanser att konvertera till poängInstanser som ska roteras individuelltInstanser som kan skalas individuelltExempel på individuell omvandlingExempel på individuella översättningarInstanser: {}InstansieringInstansiera underordnade objekt på alla ytorInstansiera underordnade objekt på alla hörnInstansiera samlingar som tomma, istället för att länka dem till det aktuella visningslagret.Instansiera objektdatadid (dvs. skapa objekt för dem om det behövs)Roterar kameran omedelbart med en fast vinkel istället för att vrida den jämnt.Istället för färg per pensel delas färgen mellan penslarna.Istället för ingångssignaler per pensel delas värdet mellan penslarna.Istället för storlek per pensel delas storleken mellan penslarna.Istället för styrka per pensel delas styrkan mellan penslarna.Istället för vikt per borste delas vikten mellan borstarna.Istället för att välja med musklick, vänta och se om det finns någon dra-händelse. Annars välj när musen släpps.IntInt 2DInt8HeltalHeltal 64-bitarsHeltalsmatrisHeltalsattributHeltalsattributvärdeHeltalfältHeltalsmatematikHeltalsnoduttagHeltalsnodsockelgränssnittHeltalsvärdeHeltalsvektorHeltalsnummeruttag för en nodHeltals-pixelkoordinaterHeltalsvärde i geometriattributIntegreraIntegrera deformation från denna modifierares indata med mesh-cache-koordinaterna (användbart för formnycklar)IntegrationIntegrationsprogramIntegrationstypIntegratorförinställningarIntel-binär kod upptäckt. Förvänta dig minskad prestanda.Intensifiera detaljerIntensitetIntensiteten hos den haptiska vibrationen, från 0,0 till 1,0BrusintensitetIntensiteten hos glansskiktet, som simulerar mycket små fibrer på ytanIntensiteten hos vignetten som visas när man rör sigInteraktionsradieInteraktionsradien är en faktor av 4 * partikelstorlekInteraktiv navigeringInteraktiv Python-konsolInteraktiv programmatisk konsol för avancerad redigering och skriptutvecklingLägg till ett objekt interaktivtÄndra det aktuella bildnumret interaktivtInteraktivt definiera bildruteintervall som används för uppspelningFlyg interaktivt runt i scenenNavigera interaktivt runt i scenen (använder inställningen för läge (gå/flyga))Rikta kameror och belysning interaktivt mot en plats (Ctrl översätter)Ställ in aktuell bildruta och värdecursor interaktivtGå interaktivt runt i scenenGå interaktivt eller navigera fritt runt i scenenAvlyssningGränssnittGränssnittsfontGränssnittsdeklaration för detta nodträdInre bandbreddInre radieInterlaceInterlace-typInterleaveInterntInterna attributInternt fel – AnimData-blocket är ogiltigtInternt fel: fel storlek på kantmatrisen: %u istället för %uInternt fel: felaktig storlek på ansiktsmatris: %u istället för %uInternt fel: loop-array fel storlek: %u istället för %uIntern friktionIntern IES-filInterna länkarIntern fjäder Max avledningIntern fjäder Max längdInre fjädrarInterna fjädrar Vertex GroupInternt urklipp har ingen poseDet interna urklipp är tomt.Det interna klippbordet är inte från ett materialDet interna urklipp är inte från poseringsläget.Internt fel!Internt fel, okänt tillstånd!{:s}Interna ingångs-till-utgångsanslutningar för ljuddämpningIntern ägareInternt fel i posbiblioteket, avbryter operatörInternt shaderskript för att definiera shadernIntern användning (redigera en egenskap data_path)Rendera internt utanför bildens kant för att undvika att skärmutrymmeeffekter försvinner.Internetåtkomst krävs för att installera och uppdatera online-tillägg. Internetåtkomst krävs för att installera tillägg från internet.Internet:Interokulärt avståndInterpoleraInterpolera kurvorInterpolera Grease Pencil-streck mellan bildrutorInterpolera hårkurvorInterpolera längdInterpolera punktantalInterpolera radieInterpolera formInterpolera alla källkanter som träffas av projektionen av destinationen längs dess egen normal (från hörnpunkter)Interpolera alla källpolygoner som skärs av projektionen av destinationspolygonen längs dess egen normal.Interpolera mellan 2×2 sampelInterpolera mellan åtgärdens start- och slutramar med skjutreglaget för utvärderingstid istället för målobjektet/benet.Interpolera mellan nya och ursprungliga normalerInterpolera mellan ursprungliga och nya normalvärdenInterpolera hår med hjälp av B-splinesInterpolera nya partiklar från de befintligaInterpolera pixlar med valt filterInterpolera radier för valda punkterInterpolera attributet från hörnen på träffytaInterpolera lutningen för valda punkterInterpolera vikten för valda punkterInterpoleradInterpolerar mellan bildrutorna för åtgärdens start och slutInterpolerar befintliga anpassade normaler till resulterande nätInterpolerar befintliga styrkurvor på ett ytnätInterpoleringInterpolationskurvaInterpolationsavklingningInterpoleringsguiderInterpoleringstiltInterpolationstypInterpolationstyp UInterpolationstyp VInterpolationstyp WInterpolation UInterpolationsfaktor mellan aktuell borstvikt och tangenternas viktInterpoleringsfallback för samplade animationer, när egenskapen inte är nyckelkodadInterpolationsmetodInterpolationsmetod som ska användas för segmentet av F-kurvan från denna nyckelbildruta till nästa nyckelbildrutaInterpoleringsmetod som ska användas för rök-/brandvolymerInterpolationsmetod som ska användas för rök-/brandvolymer i fast lägeInterpolationsmetod som ska användas för volymerInterpolationsmetod som ska användas för volymer i fast lägeInterpoleringsmetod som ska användas nästa gång "Interpolera sekvens" körsInterpoleringsläge som används för första nyckelbilden på nyligen tillagda F-kurvor (efterföljande nyckelbildrutor tar interpolering från föregående nyckelbildruta)Interpolering som ska användas för subpixelskiftningar och rotationer på grund av stabiliseringInterpolationstyp för absoluta formnycklarInterpolation:IntersectKorsningslägeKorsa befintligt valSkärningspunkt markerad med icke markerade ytorKorsande kanterKorsningEndast korsningKorsningsprioritetKorsningstypKorsning med konturKorsningen som genereras av denna samling kommer att ha detta maskvärdeEndast korsningKorsningarIntervall mellan målningar för AirbrushIntervall för tidsförskjutning vid teleportering i navigeringslägeInfoga jitter/slumpmässighet i streckIntroducerar jitter vid distorsion, vilket kan vara snabbare men kan ge korniga eller brusiga resultat.OgiltigOgiltigt kontextfelOgiltigt avståndOgiltig inmatningOgiltigt inmatningsfelOgiltig utgångslänkOgiltigt UDIM-indexintervall angavsOgiltigt UID för gammal åtgärdOgiltig UV-karta: UV-öar får inte överlappa varandra.Ogiltigt ankare ('%s') hittades, behövs för att skapa biblioteksöverskrivning från datablock '%s'Ogiltigt bur-objekt, burens nät måste ha samma antal ytor som det aktiva objektet.Ogiltigt färgpalettindex: %dOgiltigt sammanhangOgiltigt sammanhang för nyckelsatsOgiltigt sammanhang: "%s", %sOgiltig depsgraphOgiltiga ansiktsdata upptäckta för nätet '%s'. Automatisk korrigering kommer att användas, men vissa data kommer sannolikt att gå förlorade.Ogiltig formatangivelse för sträng: "{}"Ogiltig formatangivelse: "{}"Ogiltigt format: "{}"Ogiltigt bildruteområde (%d - %d)Ogiltigt bildruteområde (%d - %d). Startramen är större än slutramen.Ogiltig bildruta totaltOgiltig rubrikOgiltig hierarkiroot ('%s') hittades, behövs för att skapa biblioteksöverskrivning från datablock '%s'Ogiltig identifierare: "{}"Ogiltigt index %d för B-Bone-segment av '%s'!Ogiltigt nät; mer information på konsolenOgiltigt objekt: verifiera objektets sökvägOgiltigt gammalt/nytt åtgärdspar ('%s' / '%s')Ogiltigt gammalt/nytt ID-par ('%s' / '%s')Ogiltigt originalmodifierarindex '%d'Ogiltig panelidentifierareOgiltig sökvägsmall i filen Output node. Skriver inte filen.Ogiltigt reguljärt uttryck (sök): {:s}Ogiltigt reguljärt uttryck (ersätt): {:s}Ogiltig upplösningOgiltigt val av skärmdumpsområdeOgiltig valordningOgiltigt slotnamn '%s': namnet får inte vara tomt.Ogiltiga yt-UV:er på {} kurvorOgiltigt mål %r (måste vara 'ARMATURE' eller 'OBJECT')Ogiltiga målinställningarOgiltigt mål!Ogiltig transformation för volymrutnätOgiltigt variabelnamn, klicka här för mer informationOgiltigt vertexgruppindexOgiltigt vertexindex %d (förväntas ligga inom intervallet 0 till %d)Ogiltig/osatt axelInversInvers klämdInvers färgInvers förstärkningInvers gammaInvers kinematikInvers lyftInvers matrisInvers förskjutningInvers matrisInvers effektInvers kvadratiskInvers skalaInvers lutningInvers jämn tryckInvers kvadratrotlägeOmvänd kvadratisk avklingningInvers avståndsmodellInvers avståndsmodell med fastspänningInvers av skiktets överordnade transformationsmatrisInversen av objektets överordnade matris vid tidpunkten för överordnandeOmvänd markering (återställer "Markera alla" när True)InversionslägeInverteraInvertera alfaInvertera bågeInvert-kollektionenInvertera samlingsfiltreringInvertera färgInvertera gallringInvertera krökningInvertera förskjutningInvertera sortering av dopningsbladInvertera avklingningInvertera rutnätInvertera lagerInvertera lagerpassInvertera materialInvertera materialpassInvertera matrisVänd pannanInvertera panoreringsaxelnInvertera stigning (X)-axelInvertera tryck för densitetInvertera tryck för flödeInvertera tryck för hårdhetInvertera trycket för våt blandningInvertera trycket för våt beständighetInvertera RGB-värdenInvertera rullningsaxel (Z)Invertera RoteraInvertera rotationInvertera markeringInvertera silhuettfiltreringInvertera sprayInvertera icke markeradeInvertera vertexgruppInvertera vikter AInvertera vikter BInvertera hjulets zoomriktningInvertera XInvertera X-axelnInvertera YInvertera Y-axelnInvertera girningsaxeln (Y)Invertera ZInvertera Z-axelnInvertera zoomriktningInvertera en färg, skapa en negativInvertera åtgärden under hela slagetVänd borstens rörelse under hela slagetInvertera aktiva vertexgruppers vikterInvertera påverkade normalerInvertera alla alfavärden i bildenInvertera alfakanalVänd och rita motsatt bågeInvertera blå kanalInvertera färger, skapa en negativInvertera målslaget så att start och slut matchar källslagetInvertera befintligt valInvertera filtrering av ansiktsmärkenInvertera filtersökningInvertera filtrering (visa dolda objekt och vice versa)Invertera grön kanalInvertera bildens kanalerInvertera lagerfilterInvertera lagerpassfilterInvertera lås för alla vertexgrupper för det aktiva objektetInvertera lås för valda vertexgrupper för det aktiva objektetInvertera lås för icke valda vertexgrupper för det aktiva objektetInvertera maskInvertera materialfilterInvertera materialpassfilterInvertera normaler för negativt skalade objekt.Invertera utgångsviktvärdenInvertera fastsättning för valet istället för att ställa in detInvertera röd kanalInvertera markeringen av alla elementInvertera sorteringsordningen för dopesheet-kanalerInvertera källans vertexgruppsvärdenInvertera stabiliseringen för att återinföra rörelse i bildenInvertera X-positionenInvertera X-rotationenInvertera Y-positionenInvertera Y-rotationenInvertera Z-positionenInvertera Z-rotationenInvertera musens rörelseaxel för zoomningVänd bump mapping-riktningen för att trycka in i ytan istället för ut.Vänd på kurvan för strykningens förlängningInvertera de aktiva elementenVänd ansiktsriktningenInvertera uttoningsriktningen för den linjära mappningenInvertera förstärkningsfärgenInvertera gammafärgenInvertera den genererade maskenInvertera påverkan från vertexgrupp AInvertera påverkan från vertexgrupp BInvertera lyftfärgenInvertera låsstatus för alla vertexgrupperInvertera maskenInvertera masken svart/vitInvertera moduleringen av trycket i densitetenInvertera tryckmoduleringen i flödetInvertera tryckmoduleringen i hårdhetInvertera tryckmoduleringen i våt blandningInvertera tryckmoduleringen vid våt uthållighetInvertera musinmatningenInvertera objektstatusfiltretInvertera offsetfärgenInvertera strömfärgenInvertera den resulterande falloff-viktenInvertera rotationsvinkelnInvertera lutningens färgInvertera sprutriktningskartanInvertera stencilskiktetInvertera vertexgruppens inflytandeInvertera synligheten för alla hörnInvertera vikten för den aktiva vertexgruppenVänd för att skrapa eller fyllaInvertera vertexgruppens inflytandeInvertera vertexgruppens inflytande (endast kollaps)Invertera påverkan från vertexgruppmaskenInvertera vertexgruppvikterInvertera synlighetsinsamling (föråldrad)Vänd på vad som anses vara objekt och vad som inte är detInverteradInverterad kavitetsmaskInverterbarÅberopaAnropa alla konfigurerade exportörer för alla samlingarAnropa alla konfigurerade exportörer i denna samlingStarta exportenInåtgående komponent av virvelkraftenIris (.rgb)JärnIrradiance Atlas-texturen kunde inte skapasIrradians PoolstorlekIrradians Synlighet StorlekÄr aktivÄr arkivÄr attributÄr bakadÄr kamerastråleÄr kontrollgreppÄr dataÄr diffus stråleÄr kantgränsÄr Edge ManifoldÄr redigerbarÄr redigeringslägeÄr tomUtvärderasÄr fyllning synligÄr FloatÄr genererad rutaÄr Glossy RayÄr fettpennaÄr HDRÄr doldÄr HitÄr i hierarkinÄr indirektÄr inspektera utdataÄr instansÄr interntÄr skiktad åtgärdÄr Legacy ActionÄr laddadÄr lokal åsidosättningÄr öppenÄr ortografiskÄr utdataÄr panelen aktiveradÄr perspektivÄr fastnåladÄr PlanarÄr PortalÄr Reflection RayKrävsÄr sekvensÄr Shadow RayÄr Singular RayÄr StrandÄr stroke startÄr kakelÄr överföringsstråleÄr UV-delningÄr giltigtÄr giltig förskjutningÄr ViewportÄr volymspridningsstråleÄr markören tystad för aktuell bildrutaIngår i en IK-kedjaÖÖantalÖindexÖmarginalVal av öÖ som förblir på plats vid sömnad av öarÖars precisionIsoleraIsolera åtgärdIsolera data för flera användareIsolera utvalda ben till en separat armaturIsometriskDet kan inte vara ett reserverat nyckelord i Python.Det får inte lämnas tomt.Det får inte innehålla punkter (t.ex. "a.dot").Det får inte innehålla mellanslag (t.ex. "ett mellanslag").Den får inte innehålla specialtecken (icke-alfabetiska/numeriska tecken).Det kan inte börja med en siffraDet får inte börja med ett specialtecken, inklusive '$', '@', '!', '~', '+', '-', '_', '.' eller ' '.Italienska - ItalianoKursivKursiv vinkel på tecknenArtikelArtikelformatArtikelidentifierareObjekttypObjektet har inga användare och kommer att tas bortObjektet har inga användare och kommer att tas bort. Klicka för att skydda mot radering.Objekt i en nyckelkartaObjekt i ett nodträdgränssnittObjektet är inte skyddat mot raderingObjektet är skyddat från raderingObjektet som ska kopieras till detta gränssnitt är av en icke-stödd socket-typ.ArtiklarUtökade artiklarObjekt hittades inteObjekt i åtgärdskartan, som kopplar en XR-händelse till en operatör, pose eller haptisk utdataObjekt i tangentbordskartan, som kopplar en operator till en inmatningshändelseObjekt i nodgränssnittetObjekt i nodpanelenIterationIterationsindex som används av inspektionsfunktioner som visningsnoden eller socketinspektion.IterationerIterationsinmatningen måste vara ett konstant värde.Iterationer: {:d} .. {:d} (genomsnitt {:d})Iterativ procedur konvergerade inteJ2KJP2JPEGJPEG (.jpg)JPEG 2000 (.jp2)JPEG-format (.jpg)JPEG-kvalitetJPEG-kvalitet på proxybilderJPEG-liknande förlustkomprimering på bildblock med 256 raderJPEG-liknande förlustkomprimering på bildblock med 32 raderJPEG2000Japanska - 日本語JitterJitterkameraJitter-nyckelbildrutaJitter-nyckelbildruta valdJittertryckJitter-enhetJitterpenselfärgSkaka kamerapositionen för att skapa exakt oskärpa med hjälp av renderingsprover (endast för slutlig rendering)Jitterfaktor för penselradie för nya streckJitter i skärmytan eller i förhållande till penselstorlekJittera penselns position i pixlar medan du målarSkaka penselns position medan du målarJitteradSkakiga skuggorJitterade skuggor (viewport)Jittering-beloppJittering uppstår i skärmytan, i pixlar.Jittering uppstår i förhållande till penselstorleken.Gå medGå med i områdenGå med i BundleGå med i DownGå med i GeometryAnslut geometrilägeGå med i LeftAnslut noder i bildrutaGå med i PalettproverGå med i RightAnslut strängarGå med i StrokesGå med i TrianglesGå medFörena kurvans ändpunkter om överlappande kontrollpunkter upptäcks (om denna funktion är inaktiverad kommer inga kurvor att vara cykliska)Sammanfoga grupper av Grease Pencil-lager till ettKoppla ihop flera paketFoga utvalda områden till nytt fönsterFörena utvalda objekt till ett aktivt objektFoga samman utvalda streck till en fyllning för att skapa hålGå med i utvalda spårFoga samman det senast ritade strecket med tidigare streck i det aktiva lagret efter avståndAnslut det nya nätet som separat geometri utan att utföra någon boolesk operation.Foga samman de valda strecken till ett enda streckFörena två kurvor genom deras valda ändpunkterResultatet blir %d hörn, gränsen är %ldGemensamma bindningarLederLeder:%s/%s | Ben:%s/%sHoppaHoppets höjdHoppfartHoppningsenhetHoppa bakåt i tidenHoppa mellan bildrutorHoppa med sekunderHoppa med markören till radHoppa framåt/bakåt med ett visst antal bildrutor eller sekunderHoppa till radnummerHoppa till en annan flik i egenskapsredigerarenGå till en fil för textredigerarenHoppa till slutet av aktuell sökvägHoppa till första/sista bildrutan i bildrutintervalletHoppa till nästa misslyckade bildrutaHoppa till föregående misslyckade bildrutaHoppa till föregående/nästa nyckelbildrutaGå till föregående/nästa markörHoppa till specialramHoppa till början av aktuell sökvägHoppa till den sista bilden i bildintervalletHoppa när du är i gånglägeLägg bara till marginalen och ignorera UV-skalan.MotiveraK0K1K2K3K4KHR_materialvarianter_uiKTX2-komprimeringBehållBehåll ankarepunktBehåll animeringBehåll AxisHåll gränsernaBehåll lockenHåll kontaktenBehåll konturenHåll hörnenHåll hörn, korsningarHåll hörn, korsningar, konkavaBehåll befintligtBehåll hierarkinBehåll ingångarBehåll sista segmentetBehåll längdernaBehåll LoopBehåll modifierareBehåll namngivna noderBehåll normala värdenBehåll förskjutningHåll öppetBehåll originaletHåll avståndBehåll rotHåll formenHåll dig skarpHåll kanterna vassaHåll dig singelHåll ytan renBehåll TransformHåll UV- och redigeringslägets nätval synkroniseradeBehåll användargränssnittetHåll världen i förändringSpara en säkerhetskopia (.blend1) av filerna när du sparar med rensade förhandsvisningar.Spara en säkerhetskopia (.blend1) av filerna när du sparar med genererade förhandsgranskningar.Behåll alla nuvarande texturstorlekarHåll en jämn tjocklek på fördelningen av dubbletterFortsätt att applicera färgeffekten medan du håller musen intryckt (spray)Behåll barnnoderBehåll befintlig rubrikjusteringBehåll bildrutan och ändra inte med tidenUndvik att flyga genom andra fåglarHåll gizmo synligt även när noden inte är markeradBehåll materialet tilldelat borstenBehåll icke-mångfaldiga gränser för ingångsnätet på plats genom att undvika den dubbla transformationen där.Behåll endast bildrutor ovanför bildruta 0Behåll originalfilen efter kopiering till konfigurationsmappenBehåll originalföremål istället för att ersätta demBehåll originalstrecken och skapa en kopia innan du projicerar omBehåll originaltexturfilerna om möjligt. VARNING: om du använder mer än en textur, där pbr-standarden endast kräver en, kommer endast en textur att användas. Detta kan leda till oväntade resultat.Behåll originalspårenHåll banlängderna konstantaFörhindra att banor korsar sändarenSpara renderingsdata för snabbare omrenderingar och animeringsrenderingar, på bekostnad av ökad minnesanvändning.Håll rotnycklarna oförändradeBehåll skarpa kanter som beräknats för standardanpassade normaler, istället för att ställa in en enda viktad normal för varje vertex.Håll storleken på normalerna konstant i förhållande till 3D-vynBehåll bandförskjutningen i förhållande till den aktuella bildrutan när du klistrar inHåll borsten fastsatt på den ursprungliga platsenBehåll locken som de är och platta inte till dem när du raderar.Behåll gruppens underordnade noder och ta bara bort själva gruppen.Behåll den beräknade vykartan och undvik att beräkna om den om nätgeometrin är oförändrad.Behåll det aktuella datablocket visatBehåll ingångslänkarna till duplicerade noderHåll de flytande objekten synliga under renderingBehåll modifieraren i slutet av listanBehåll den ursprungliga inkommande geometrin och sammanfoga den med instansgeometrin.Behåll den ursprungliga inkommande geometrin och sammanfoga den med den spridda geometrin.Behåll den del av rutnäten som är gemensam för alla operander.Behåll den del av nätet som är gemensam för alla operander.Håll positionen för det sista segmentet i IK-kedjan fastHåll rökobjekten synliga under renderingHåll texturen på en konstant längd oavsett längden på varje streck.Behåll värdena för den aktiva gruppen medan du normaliserar andraBehåll världens omvandling av streck från urklipp oförändradBehåll zigzag-bruset i den initiala kedjanBehåll triangulerade ytor som uppstår vid decimering (endast kollaps)Behåll vertikaler tilldelade till minst en grupp vid rengöringBehåll volymens opacitet och detaljrikedom oförändrad oavsett objektets skala.Om du behåller modifierarna ökar antalet polygoner när du återgår till objektläget.Håller färgtonen konstantKelvinKärnaKärndatatypKärnoptimeringKärnradieKärnor kan optimeras baserat på scenens innehåll. Optimerade kärnor begärs i början av en rendering. Om optimerade kärnor inte är tillgängliga fortsätter renderingen med generiska kärnor tills den optimerade uppsättningen finns tillgänglig i cachen. Detta kan resultera i ytterligare CPU-användning under en kort tid (några tiotals sekunder).KerningNyckelNyckelTangent %dTangent Alla benNyckelblockNyckelfärgTangentkonfigurationNyckelkonfigurationViktiga konfigurationerNyckelbildNyckelkartaNyckelkartaNyckelkartorNyckelvinkelhastighetNyckelkonfiguration som kan utökas med tillägg och läggs till den aktiva konfigurationen vid hantering av händelser.NyckelplatsNyckelposition för en partikel över tidNyckelposition/rotation/skala samt anpassade egenskaperTangent kopplad till en viss bildruta som kan flyttas för att ändra uppspelningshastighetenNyckelkartor som konfigurerats som en del av denna konfigurationNyckelrotationskvaternionTangenthastighetTangentbindningInställningar för tangentkonfigurationKeyConfig '%s' kan inte tas bortNyckelkonfigurationerKeyMap "%s" (bas) måste vara en användarkartläggningKeyMap "%s" (övrigt) måste vara ett tillägg eller en aktiv tangentbordskarta.KeyMap "%s" matchar inte "%s"KeyMap "%s" objekt ingår inte i tangentbordskartanKeyMap '%s' hittades inte i KeyConfig '%s'KeyMap-objektKeyMap-objektets resultat kan vara felaktigt eftersom en uppdatering väntar. Använd `context.window_manager.keyconfigs.update()` för att säkerställa att matchningar kan hittas.KeyMapItem '%s' hittades inte i KeyMap '%s'KeyMaps är likaKeyPresetsTangentbordNyckelNyckelstaterNyckeltimingNyckelpartiklarnas mål är giltigtNyckelbildrutaNyckelbildruta AKeyframe-animationsremsaNyckelbildruta BNyckelbildsramNyckelbildsram markeradNyckelbildruta måste infogasInfoga nyckelbildrutaNyckelbildintervallNyckelbildnummerNyckelbildpunkterNyckelbildskalningsfaktorNyckelbildruta valdVal av nyckelbildrutaNyckelbildruta från de slutliga transformationerna (med tillämpade begränsningar)Nyckelbildruta inte i F-kurvaInklistring av nyckelrutor är inte tillgängligt för Grease Pencil eller mask-läge.Inklistring av nyckelrutor är inte tillgängligt för mask-läget.Nyckelbildruta att ställa inNyckelbildrutaNyckelbildsspårNyckelrutorNyckelrutor efterNyckelrutor föreNyckelrutor runt markören som vi zoomar runtNyckelrutor kan inte läggas till i samplade F-kurvor.NyckelbildInställningar för nyckelrutorNyckelInmatningsskärmNyckelsatsNamn på nyckelsatsInställning av nyckelvägKeying Set Paths för att definiera inställningar som får keyframes tillsammansKeying Set definierar specifika banor/inställningar som ska nyckelbildas (dvs. är inte beroende av kontextinformation).Keying Set innehåller inga sökvägarNyckelsatserNyckelsatser AllaNyckelsats '%s' - %d nyckelrutor har lagts tillNyckelsats '%s' hittades inteNyckelsatsen kunde inte läggas tillNyckelsatsen kunde inte infoga några nyckelrutorNyckelsatsen kunde inte ta bort några nyckelrutorNyckelsatsen är aktiv, vilket kanDet gick inte att lägga till nyckeluppsättningsvägenNyckeluppsättningsvägen kunde inte tas bortInställning av nyckelvägarNyckelinställningsvägar kunde inte tas bortKeyingSetTangentbordskartaTangentbordskartan definieras av användarenNycklarNycklar StegKhronos PBR NeutralKhronos PBR neutral bildkodning för sRGB-skärmKhronos PBR Neutral sRGBDöda partiklarDöda kolliderade partiklarKilogramKilohertzKilometerKilometer per timmeKilowattKinematiskKinematisk begränsningKinetisk energipotential MaximumKinkKinkamplitudKinkamplitudfaktorKinkfrekvensKinkfrekvensfaktorKinktypKirschKiteKnutlägeKänd relativ förskjutning av originalbilden kommer att subtraheras (t.ex. för panorering kan animeras)Koreanska - 한국어Kr Derivat EpsilonKr-derivat epsilon för beräkning av suggestiva konturerKuwaharaKirgiziska - Кыргыз тилиLIB: %s: '%s' är direkt länkad från '%s' (förälder '%s'), men är en icke-länkbar datatypLIB: %s: '%s' saknas i '%s', överordnad '%s'LIB: .blend-filen %s verkar vara skadad, ingen ägarinformation för "Bibliotek" hittades för den länkade datablocken "%s". Försök spara filen igen.LIB: .blend-filen %s verkar vara skadad, ingen ägare "Bibliotek" hittades för det packade länkade datablocket %s. Försök spara filen igen.LIB: Data hänvisar till huvudfilen .blend: '%s' från %sLIB: objekt förlorat från scenen: '%s'LMBLZWEtikettEtikettens teckenstorlekEtikettstorlekMärk omdirigeringsnoder baserat på märkningen av anslutna omdirigeringsnoderEtikett som ska visas för socket-undertypen i användargränssnittetEtikett som ska visas för uttagstypen i användargränssnittetLacunaritetLambda-gränsLambda-faktornLambda-faktorLambda-faktor i gränsLambertisk och Oren-Nayar diffus reflektionLambertisk diffus transmissionLambertisk emissionsskuggareLampaMark Personligt utrymmeLandningshäftkraftLandningsmjukhetLandmärkeLandmärkesreglageLandmärkenSpråkSpråk-IDSpråkets namnSpråketikett (t.ex. "Franska (Français)")Språk som används för översättningSpråkSpråk som ska uppdateras i arbetsarkivetLaplaceLaplacianLaplaciansk deformeringLaplacian deformationsmodifierareLaplacian Smooth ModifierareLaplacian-utjämning av valda hörnpunkterLaplacianDeformLaplacianSmoothStorStörst till minstaSistaSenaste åtgärdsslotidentifierareSista bildrutanSista QI-värdet i QI-intervalletSista bildruta från åtgärd som ska användasSista bildrutan i åtgärden som ska användasSista bildrutan i händelseförloppets tidslinjeSegmentets sista bildrutaSista bildruta att överföraSenast kända position för betraktarens pose (mitt mellan ögonen) i världsrummetSenast kända rotation av betraktarens position (mitt mellan ögonen) i världsrummetSenast valt elementSenast vald hittades inteSvarva runt en axel och behandla ingångsnätet som en profilLatitud MinGallerNyGitterdeformeringGittermodifierareGitterdatablock som definierar ett rutnät för deformation av andra objektGitterdatablockModifierare för gitterdeformationGitterobjekt att deformera medGitterupplösning i U-riktningGitterupplösning i V-riktningGitterupplösning i W-riktningGallerGallerStarta Blender utan --offline-modeStartad med "--offline-mode", kan inte ändrasLagerLager '%s' hittades inte i objekt '%s'Lager ovanförLager underLagerkollektionAntal lagerLagergruppLagergruppen är låst eller inte synligLagringsgrupperLagerindexLagerkartläggningLagerlägeLagerobjektLageropacitetLagerpassLagerskiktLagervalLagerstegLager ViktLager ovanför aktivtLager redan tillagtLager under aktivtLagerkollektionLagerkollektion barnLager i flerlagersbildLager är redan tillagt som maskLager är låst eller inte synligtLager är valt för redigering i Dope Sheet.LagnamnLager hittades inte i anteckningsdataCachelager, används för att ladda eller åsidosätta data från det första lagret.Lager av vertexfärger i ett Mesh-datablockLagerpassfilterSkiktadLagerinspelningLagerLagerfärgningLager som instanserLager för FK-kontrollerna ska vara påLager för valfria IK-kontroller som ska vara aktivaLager för de primära kontrollerna ska vara påLager för sekundära kontroller som ska vara påLager för justeringskontrollerna ska vara påLager som ingår i interpoleringenCacheminneslagerLager som används som gränserLager:%s | Bildrutor:%s | Streck:%s | Punkter:%sLayoutLayoutpaneler kan inte användas i detta sammanhang.Lazy ConnectLazy Connect med Socket-menynLazy MixLata källor!Lata mål!BlyLedarknapp som funktionalitet för åtkomst till verktygLedandeBladvoxlarLäderLämna som det ärLämna i nuvarande tillståndLämna orienteringen oförändradVänsterVänster ögaVänster handtagVänster handtagfältVänster handtag förskjutetVänster handtag valtVänster handtagstypVänster tangentVänster granneVänster ortografiskVänsterperspektivVälj status för vänster handtagVänstra singulära vektorerVänstra nedre hörnet av sökområdet i normaliserade koordinater relativt markörens positionVänster/HögerVänster ramförskjutning av det högra handtaget från slutet av remsans innehålletBenLegacy-tilläggÄldre tilläggÄldre beteendeÄldre datortypArvsljudArv NormalÖverskrivning av äldre versionerÄldre målvägÄldre spårningsbegränsning som är benägen att förvränga artefakterÄldre unik nodtypidentifierare, redundant med egenskapen bl_idnameÄldre vertexfärglager. Föråldrat, använd istället färgattribut.Modellens juridiska rättigheter och villkorLängdLängd GenomsnittLängdfaktorLängdlägeLängdmodifierareLängdenhetLängd ViktLängd i vilolägeLängd i geometriskt utrymmeLängd i förhållande till slaglängdenLängd på ALängden på en streckcykel mätt i slagproverLängd på underordnade sökvägarLängd på visningsväg, i bildrutorLängden på varje kurvaLängd på varje kurva som ska rullasLängd på varje bildrutaLängden på varje enskild kantLängd på varje segmentKantlängd i 3D-rummetLängd på första Bézier-handtaget (endast för B-ben)Längden på nyinlagda kurvor när de inte interpoleras från andra kurvorStrålornas längd, definierar hur långt bort andra ytor ger ocklusions effektLängden på ombeställningsindex måste vara densamma som antalet kurvor.Längd på andra Bézier-handtaget (endast för B-Bones)Längden på storlekarna måste vara densamma som den valda storleken.Längden på den första strecken för streckade linjerLängd på första streck för delningLängd på det första mellanrummet för streckade linjerLängd på det första mellanrummet för delningLängden på den andra strecken för streckade linjerLängden på den andra strecken för delningLängd på det andra mellanrummet för streckade linjerLängd på det andra mellanrummet för delningLängden på den tredje strecken för streckade linjerLängden på den tredje strecken för delningLängd på det tredje mellanrummet för streckade linjerLängd på det tredje mellanrummet för delningBågens längdBenets längdBenets längd. Förändringar påverkar svansänden.Längden på det djup som läggs till i den lokala Z-riktningen längs kurvan, vinkelrätt mot dess normalerLängden på flänsen i änden av flätanLängden på de genererade hårkurvornaHårets längdLängden på linans huvudLängden på linans svansLängden på remsan i bildrutor från vänster handtag till höger handtagLängden på remsan i bildrutor, eller längden på varje remsa om flera har lagts tillLängden på den underliggande remskällan i bildrutor, exklusive handtagLängd på tips som ska tas bortLängd för att passa in i matrisenLängd för att skapa Bézier-handtag för valda nyckelrutorLennard-JonesLennard-Jones effektviktLinsLinsdispersionLinsförvrängningLinsenhetObjektivets brännvidd (mm)MindreMindre änMindre än-lägeMindre än eller lika medMindre än 90 begränsar vinkeln som används i tonområdet.Låt röken försvinna med tidenLåt drivrutinen bestämma värdet på denna egenskapLåt emitterobjektets orientering ge partikeln en starthastighetLåt musen röra sig utanför vygränserna så att musrörelserna inte begränsas av skärmstorleken (används vid transformation, dragning av UI-kontroller etc.).Låt objektet ge partikeln en starthastighetLåt ytnormalen ge partikeln en starthastighetLåt yttangenten ge partikeln en starthastighetLåt målpartikeln ge partikeln en starthastighetLåt texten flöda utanför textrutornaLåt vektorn bort från målpartikelns position ge partikeln en starthastighetNivåNivå SlutNivåuppsättningNivå StartDetaljnivå i det tillagda turbulenta brusetUtjämningsnivå på rullbanan för att inkludera formvariationerSubdivisionsnivåNivåinställningsrepresentation av vätskanNivåinställningsrepresentation av inflödetNivåinställd representation av hindrenNivåinställningsrepresentation av utflödetNivåerNivåer VisningsvyLib Reload: Ersättning av alla referenser till det gamla datablocket '%s' med det omladdade misslyckades, det gamla (%d återstående användare) måste behållas och döptes om till '%s'.BibliotekBibliotekBiblioteket "%s" behöver överskrivningar synkroniseringBibliotek '%s' ('%s') är ett arkiv för packade data, men har ingen verklig biblioteksparent.Biblioteket '%s' verkar vara skadat, det innehåller ogiltiga ID-namn. Detta kan orsaka att länkade data saknas.Biblioteket '%s' skapades av en framtida version av Blender och innehåller ID-namn som är längre än vad som för närvarande stöds. Detta kan orsaka att länkade data saknas. Överväg att öppna och spara om biblioteket med den aktuella versionen av Blender.Biblioteket '%s', '%s' hade flera instanser, spara och ladda om!Bibliotek (objektdata)Bibliotek (blendfile) referens i BlendImportContext-data. För närvarande endast tillgänglig som skrivskyddad data för pre/post blendimport-hanterare.BibliotekswebbläsareBibliotek RedigerbartBiblioteks-ID %s i bibliotek %s, detta borde inte hända!Biblioteks-ID %s hittades inte på förväntad sökväg %s!Biblioteks-ID som representerar den blendfil från vilken ID:t importerades. Inget tills ID:t har länkats eller lagts till.Bibliotekets namnBiblioteksdriftBibliotek som kan åsidosättasBibliotekets överskrivna IDBibliotekets åsidosättandeBibliotekets överskrivningsfunktionFelsökning av biblioteksöverskrivningBibliotekets överskrivningslägeBibliotekets åsidosättandenBibliotekets överskrivningar måste synkroniseras omBibliotekets sökvägBibliotekets svaga referensBiblioteksdatablockBiblioteksdatabas med null-pekare för biblioteksdatablock!Biblioteksfil som datablocket är länkat frånBiblioteksfil, laddar tom scenBibliotekets överskrivnings-ID som används som rot i överskrivningshierarkin som detta ID är en del av.Bibliotekets överskrivningsdataBibliotekets överskrivningsdatablock stöder endast lagring i diskcache.Bibliotekets överskrivning av länkat datablock, klicka för att göra det helt lokalt, Skift + klicka för att rensa bibliotekets överskrivning och växla om det kan redigerasBibliotekets överskrivningsmallar har tagits bort: alla överskrivningsdata har tagits bort från datablocket '%s'.Bibliotekssökvägen '%s' finns inte, korrigera detta innan du sparar.Bibliotekssökvägen '%s' är nu giltig. Ladda om biblioteket.Bibliotekets sökväg kan inte redigeras, använd funktionen Flytta.Bibliotek att ladda omBiblioteket flyttarLicensLicensierad under GNU General Public LicenseLivetLivstidLivstidsfaktorPartiklarnas livslängdLivstidLivslång slumpmässighetVågens livslängd i bildrutor, noll betyder oändligHissLyftkraftLyft/Gamma/FörstärkningLjusOmrådeAutoTillbakaUtsläppsprovtagningFramsidaFramsida och baksidaLjusLightProbeMatCapNyIngenFlygplanPunktEffektSfärSpotljusStyrkaStudioSolTypAnvändningstemperaturVolymVärldenLjusadaptationLjusvinkel: %.3fLjusa färgerLjus konturLjusriktningLjusavbrottLjusgruppLjusgrupperLjusintensitetsskalaLjuslänkningLjuslänkspecialerLjuslänkning för %sLjusoobjektLjusflödeLjusvägLjusvägarLjusstyrka: %.3fLjusprobLjusprovens volymLjusprobsvolym bakre yta cullingLjusprobsdatablock för belysningsfångande objektLjusprobsdatablockLjusprob(er)LjusproberLjusprober VolympoolLjusradie: %.3fLjusreferensLjusprovtagningströskelLjusstorlek X: %.3fLjusstorlek Y: %.3fLjusstorlek: %.3fLjuströskelLjusträdLjusstypLjus färgLjusets färgtemperatur i KelvinLätt datablock för belysning av en scenLätta datablockLjusenergi som avges över hela ljusets yta i alla riktningar, i enheter av strålningskraft (W)Ljuslänk väljer blockerare till det aktiva sändarobjektetLjuslänk väljer mottagare till det aktiva sändarobjektetInställningar för ljuslänkarLjuslänkningsinställningar för objekt och underordnade samlingar i en samlingLjuslänkningsinställningar för samlingenLjuslänkningsinställningar för samlingsobjektetLjus- eller skuggmottagande tillstånd för objektet eller samlingenLjusprob som fångar upp inkommande ljus från en enda riktning på ett planLjussond som fångar upp lågfrekvent belysning inuti ett volymLjusprob som fångar exakt belysning från alla riktningar vid en enda punkt i rummetLjusstrålningsfördelning på grov ytaLjusstorlek för strålskuggsampling (strålspårningsskuggor)Ljusstyrka före tillämpning av falloff-modifieringLjus som används för studiobelysning i fast skuggninglägeLjusLightProbeNyLättaLjusare lägeLättare tryck ger mer utjämningLjusgruppLjuskonsern SynkroniseringLjuskälla som objektet tillhörLjuskåpa som världen tillhörBelysningBelysningsmetod för skuggning av solid/textur-viewportBelysningslägeBelysning för ett World-datablockLätthetLätthet:LjusLjus påverkar Grease Pencil-objektLjus som används för att visa objekt i solidritningslägeLjus som används för att visa objekt i fast skuggningLemdelarLemtypLimbNodeKalksten (krossad)Kalksten (fast)GränsBegränsa avståndBegränsning av avståndBegränsa F-modifierareBegränsa bildrutans intervallBegränsa platsBegränsa platsbegränsningGränsvärdesmetodenBegränsat lägeBegränsa radienBegränsa rotationBegränsa rotationsbegränsningenGränsskalaBegränsa storlekBegränsning av storlekGränsstyrkaBegränsa ytaBegränsa visningen till innehålletBegränsa XBegränsa YBegränsa ZGräns under vilken vertikaler ska slås sammanBegränsa penselappliceringen till det avstånd som anges av avståndetBegränsa till en enda kanalBegränsa med genomsnittet av de andra två kanalernaBegränsa kollisioner till denna samlingBegränsa kollisioner till denna samlingBegränsa deformationsvikter associerade med en vertex till ett angivet antal genom att ta bort de lägsta vikterna.Begränsa avståndet i normaliserade koordinaterBegränsa effektorer till denna samlingBegränsa flytande objekt till denna samlingBegränsa mittpunkterna för snäpp till axelns centrumBegränsa krafterna till denna samlingBegränsa maximalt antal lamporBegränsa maximal lutning på vågsluttningen mellan simuleringspunkterna (använd högre värden för jämnare vågor på bekostnad av minskad detaljrikedom)Begränsa sammanfogning av geometriBegränsa rörelsen runt X-axelnBegränsa rörelsen runt Y-axelnBegränsa rörelsen runt Z-axelnBegränsa rörelsen till betraktarens ursprungliga riktningBegränsa rotation runt X-axelnBegränsa rotation runt Y-axelnBegränsa rotation runt Z-axelnBegränsa spårningshastigheten för att underlätta visuell återkoppling (detta påverkar inte spårningskvaliteten)Begränsa texturstorleken till 1024 pixlarBegränsa texturstorleken till 128 pixlarBegränsa texturstorleken till 2048 pixlarBegränsa texturstorleken till 256 pixlarBegränsa texturstorleken till 4096 pixlarBegränsa texturstorleken till 512 pixlarBegränsa texturstorleken till 8192 pixlarBegränsa texturstorleken som används vid slutlig renderingBegränsa texturstorleken som används vid rendering av visningsfönstretBegränsa mängden automatisk skalningBegränsa visningen av kurvhandtag i redigeringslägetBegränsa avståndet till måletBegränsa avståndet från offsetplanet som en vertex kan påverkas avBegränsa avståndet som används för projektion (noll inaktiverar)Begränsa placeringen av det begränsade objektetBegränsa radien maximalt för att undvika överlappande fileter.Begränsa antalet samtidiga internetanslutningar som online-operationer kan göra samtidigt. Noll inaktiverar begränsningen.Begränsa renderningstiden (exklusive synkroniseringstid). Noll inaktiverar begränsningen.Begränsa upplösningen till 1 enhet från ljusets ursprung istället för relativt till den skuggade pixeln.Begränsa rotationen av det begränsade objektetBegränsa skalningen av det begränsade objektetBegränsa texturstorleken för att spara grafikminneBegränsa tids-/värdeintervallen för den modifierade F-kurvanBegränsa tidslinjens höjd till maximalt använt kanalslotBegränsa tillBegränsa till bildintervallBegränsa uppspelningsområdetBegränsa till segmentBegränsa till visningsområdetBegränsa valet av färg för glödeffektBegränsa översättningen på X-axelnBegränsa översättningen på Y-axelnBegränsa översättning på Z-axelnBegränsad global belysningBegränsareBegränsande strategi för att förhindra numeriska artefakterGränserBegränsar skjutreglaget för fastighetsvärde till ett intervall. Värden utanför intervallet måste anges numeriskt.Lin-felLinjeLinjekonstLinjekonstmodifierareInställningar för linjekonstLinjekonstinställningar för materialLinjekonstinställningar för objektetLinjekonstpenselkälltypLinje BörjanRadbrytningLinjefärgLinjefärg AlfaLinjefärg BlåLinjefärg GrönLinjefärg RödLinje slutLinjefelLinjeinformationLinjeingångRadnummerRadnummer BakgrundLinjeutgångLinjeprioritetLinjeradiusLinjeexempelLinjeset-kollektionLinjesatsnamnLinjesatserRadavståndLinjestilLinjestil Alfa-modifierareLinjestilens färgmodifierareLinjestil Geometri modifierareLinjestilmodifierareLinjestilutdataModifierare för linjestilens tjocklekLinjestil-datablockLinjestilarLinjens tjocklekLinjetjocklekslägeLinjetypLinjebreddLinjevinkel där bilden ska delasLinjefärg som används för Freestyle-linjerenderingRadnummer att hoppa tillTextrad i ett textdatablockLinjeposition där bilden ska delasLinjesatsen '%s' kunde inte tas bortLinjeset för att koppla samman linjer och stilparametrarLinjesetnamnLinjesatser för att koppla samman linjer och stilparametrarInställningar för linjestilLinjens tjocklek baserad på slumpmässigt brusLinjens tjocklek baserad på vinkeln mellan två intilliggande ytorLinjens tjocklek baserad på den radiella krökningen av 3D-nätets ytorLinjens tjocklek för rörelsebananLinjens tjocklek i pixlarLinjetjockleksläge för Freestyle-linjeteckningRad att hoppa tillLineSetLinjesats %iLinjestilLinjestil TexturplatsLinjärLinjära 3D-kurvorLinjär AP0 med ACES-vitpunktLineär AP1 med ACES-vitpunktLinjär BT.2020 med ljuskälla D65 vitpunktLinjär BT.709 med ljuskälla D65 vitpunktLinjär CIE-XYZ D65Linjär CIE-XYZ ELinjär klämmaLinjär DCI-P3 D65Linjär DCI-P3 med ljuskälla D65 vitpunktLinjär dämpningLinjär dragkraftLinjär E-Gamut med belysningskälla D65 vitpunktLinjär extrapoleringLineär FilmLight E-GamutLinjär GizmoLinjär gradientLinjär interpolationLinjär belysningLinjärt ljuslägeLinjära modifierareLinjärmotorLinjär Rec.2020Linjär Rec.709Tröskelvärde för avaktivering av linjär hastighetLinjär hastighet under vilken simuleringen slutar simulera objektetLinjär avståndsmodellLinjär avståndsmodell med fastspänningLinjär avklingningLinjär interpolationLinjär interpolering mellan värdena Från min och Från maxLinjär interpolering mellan nyckelrutorLinjär förinställningLinjär viskositetBlanda de jämna uppgifterna linjärt till valets kantramar.Skalas linjärt längs Z-axeln i modifierarens utrymmeLineartLinjerEndast linjerTextraderLinjeset SpecialerbjudandenLänkLänk aktiv till valdLänk aktiv till vald (ersätt inte länkar)Länk aktiv till vald (ersätt inte länkar, nodnamn)Länk aktiv till vald (ersätt inte länkar, utdatamärken)Länk aktiv till vald (meny)Länk aktiv till vald (ersätt länkar)Länk aktiv till vald (ersätt länkar, nodnamn)Länk aktiv till vald (ersätt länkar, utdatamärken)Länk till animationsdataLänksamlingarLänka teckensnitt till textLänk till instanssamlingLänkbegränsningLänk till materialLänka material tillLänka objektdataLänk DriftindexLänksstatusLänka aktiv nod till valda noder baserat på olika kriterierLänk efter insamlingLänka alla till benLänka alla till objektLänk före insamlingLänk mellan samlingarLänk mellan noder i ett nodträdLänk från en bibliotekets .blend-filLänk från denna utdataLänk i samlingarna från den aktuella scenen (ytlig kopia)Länk inom samlingenLänken är dold på grund av osynliga uttagLänken är tystad och kan ignorerasLänken är giltigLänka material till objekt eller objektets dataLänka nod till gruppen eller nodträdets utdataLänka objekt till en samlingLänka objekt till en ny samlingLänkoperationsindex utanför intervalletLänkoperation som ska utföras på kontextsockelnLänka valda samlingar till aktiv scenLänka valda remsor för att förenkla gruppvaletLänka valet till en annan scenLänk mål: {}Länka objekten eller datablocken istället för att lägga till demLänk till samlingLänk till samling RekursivLänk till ny kollektionLänk till utgångsnodLänk till visningsnodLänk till visningsnodLänk {}Länk/överför dataLänkadLänkad kopiaLänkade dataLänkade datablockLänkat handtagLänkad ID-session UIDLänkad ID som används som referens av denna överskrivningLänkade paketLänkad tidLänkade åtgärder kommer att dupliceras för varje vald remsa.Länkade bensamlingar kan inte redigeras.Länkade datablock kan inte döpas om.Länkade datablock tillåter inte redigering av cacheminnen.För att kunna baka länkade objekt måste Disk Cache vara aktiverat.Länkade eller biblioteksöverskrivande datablock tillåter inte att cacheminnen läggs till eller tas bort.Vid länkning eller tillägg från ett mycket gammalt .blend-filformat (%d.%d) kommer ingen animeringskonvertering att göras! Du kanske vill spara om din lib-fil med den aktuella versionen av Blender.LänkarLänkar kan endast gå in i en zon, men inte ut ur den.VätskaFlytande domänFlytande domänmaterialListaLista innehållet i .blend-filerListobjektListobjektets färgerListlängdListnamnLista innehållet i alla underkataloger, en nivå av rekursionLista innehållet i alla underkataloger, tre nivåer av rekursionLista innehållet i alla underkataloger, två nivåer av rekursionLista alla operatörer i ett textblock, användbart för skriptningLista objekt under musen (endast i objektläge)Lista över AOV:erLista över ljusgrupperLista över mask-lagerLista över maskeringslagerFörteckning över alla benfragment från armeringenLista över modifierare för alfatransparensLista över bakgrundsbilderLista över kedjade animationssegmentLista över prylar i Gizmo MapLista över rutnät och metadata laddas i minnetLista över benkategorier för enkel valbarhetLista över bibliotek att söka och importera det ID:t från. ID:t importeras från den första filen i listan som innehåller det.Lista över linjefärgmodifierareLista över modifierare för linjens tjocklekLista över objekt- och materialkrypto-ID:n som ska inkluderas i matteLista över överskrivna egenskaperLista över överordnade operationer för en egenskapLista över modifierare för strokegeometriListar bidragsgivare till Blenders källkodLitauiska - LietuviškaiLive-redigeringLive UnwrapSträng för livefiltreringSträng för filtrering av live-sökningLastLadda fabriksinställningar "{}".Ladda fabriksinställningar "{}" Startfil och inställningarLadda fabriksinställningar för mixerLadda fabriksinställd startfil och inställningarLadda fabrik {:s} InställningarLadda OptiX-modulen i felsökningsläge: sänk loggningsnivån, aktivera valideringar och sänk optimeringsnivån.Ladda användargränssnittLadda en BVH-rörelsefångstfilLadda en FBX-filLadda en SVG-filLadda en Wavefront OBJ-scenLadda en cachefilLadda en glTF 2.0-filLadda ett nytt teckensnitt från en filLadda en förinställningLadda en sekvens av bildrutor eller en filmfilLadda en ljudfilLadda en ljudfil som monoLadda ett Alembic-arkivLadda och tillämpa en Blender XML-temafilLadda fabriksinställningarna. För att göra ändringarna permanenta, använd "Spara inställningar".Ladda fabriksinställda startfiler och inställningar. För att göra ändringarna permanenta, använd "Spara startfil" och "Spara inställningar".Ladda senast sparade inställningarLadda onlinehandbokenLadda ljud med filmenLadda standardblandningsfilen (fabriksinställning). Detta är oberoende av den normala startfilen som användaren kan spara.Ladda översättningsinställningar från en permanent JSON-filLadda inställningar för användargränssnitt från .blend-filenLadda inställningar för användargränssnittet i .blend-filenLadda användargränssnittets inställningar när .blend-filer laddasEn blandningsfil från före version 2.50 har laddats, men animationsdata har inte laddats. Öppna och spara filen med Blender v4.5 för att konvertera animationsdata.Laddning av "%s" misslyckades: Laddar tillgångsbibliotekDet gick inte att ladda exportinställningarna. Korrupta inställningar har tagits bort.Laddningen misslyckades: Laddar förhandsvisningar...Laddar texturer ({} kvar)Laddar...LokalLokal +X TangentLokal +Z TangentLokal -X TangentLokal -Z TangentLokal kameraLokala samlingarLokala datablockLokal platsLokal matrisLokal poseLokalt utrymmeLokalt utrymme (ägarorientering)Lokal upp/nerLokal vyLokal med överordnadLokal rotation av gizmo. Används endast om lokala transformationer används i 3D-vyn.Lokala rymdenheters längd anpassade normala vektorer för hörnen på denna triangelLokal rymdenhetens längd normalvektor för denna ytaLokal rymdenhetens längd normalvektor för denna triangelLokal rymdenhetens längd tangentvektor för denna vertex för denna yta (måste beräknas i förväg med hjälp av calc_tangents)Lokal transformationsmatris för skiktetLokalkod: ab. Översättningsförlopp: 0 %Lokalkod: ar_EG. Översättningsförlopp: 23 %Lokalkod: be. Översättningsförlopp: 0 %Lokalkod: bg_BG. Översättningsförlopp: 1 %Lokalkod: ca_AD. Översättningsförlopp: 100 %Lokalkod: cs_CZ. Översättningsförlopp: 27 %Lokalkod: da. Översättningsförlopp: 3 %Lokalkod: de_DE. Översättningsförlopp: 37 %Lokalkod: el_GR. Översättningsförlopp: 1 %Lokalkod: en_GB. Översättningsförlopp: 99 %Lokalkod: en_US. Översättningsförlopp: 100 %Lokalkod: eo. Översättningsförlopp: 0%Lokalkod: es. Översättningsförlopp: 100 %Lokalkod: eu_EU. Översättningsförlopp: 1 %Lokalkod: fa_IR. Översättningsförlopp: 3 %Lokalkod: fi_FI. Översättningsförlopp: 11 %Lokalkod: he_IL. Översättningsförlopp: 2 %Lokalkod: hi_IN. Översättningsförlopp: 4 %Lokalkod: hu_HU. Översättningsförlopp: 11 %Lokalkod: id_ID. Översättningsförlopp: 21 %Lokalkod: it_IT. Översättningsförlopp: 44 %Lokalkod: ka. Översättningsförlopp: 100 %Lokalkod: ko_KR. Översättningsgrad: 98 %Lokalkod: ky_KG. Översättningsförlopp: 2 %Lokalkod: lt. Översättningsförlopp: 3 %Lokalkod: ml. Översättningsförlopp: 0 %Lokalkod: nb. Översättningsförlopp: 4 %Lokalkod: nl_NL. Översättningsförlopp: 8 %Lokalkod: pl_PL. Översättningsförlopp: 100 %Lokalkod: pt_BR. Översättningsförlopp: 43 %Lokalkod: ro_RO. Översättningsförlopp: 2 %Lokalkod: ru_RU. Översättningsgrad: 100 %Lokalkod: sk_SK. Översättningsförlopp: 100 %Lokalkod: sl. Översättningsförlopp: 51 %Lokalkod: sr_RS. Översättningsförlopp: 16 %Lokalkod: sr_RS@latin. Översättningsframsteg: 16 %Lokalkod: sw. Översättningsförlopp: 72 %Lokalkod: th_TH. Översättningsförlopp: 5 %Lokalkod: tr_TR. Översättningsförlopp: 78 %Lokalkod: uk_UA. Översättningsförlopp: 57 %Lokalkod: ur. Översättningsförlopp: 86 %Lokalkod: vi_VN. Översättningsförlopp: 93 %Lokalkod: zh_HANS. Översättningsstatus: 100 %Lokalkod: zh_HANT. Översättningsstatus: 62 %Lokalisera allaLokalisera alla bifogade data, inklusive sådana som är indirekt länkade från andra bibliotek.PositionPlacering och rotationPosition och omfattningPosition (objektutrymme)PositionaxelPositionens inflytandePositionmixlägePosition XPosition YPosition ZPosition för att lägga till nya noderPosition för det nyligen tillagda objektetMasscentrumets lägePosition för anpassad proxyfilBenets huvudändas placeringBenets huvudändas läge i förhållande till armaturenBenets huvudändas läge i förhållande till dess moderbenPlacering av kanalens benhuvudMarkörens placering på bildrutanPosition för ny primitivBenets bakre ändes placeringBenets bakre ändes läge i förhållande till armaturenPlacering av benets bakre ände i förhållande till dess överordnade benPlacering av kanalens benets bakre delPosition för mål som objektet inte kommer att passera igenomPlacering av åtgärdens motsvarande kontrollers mål i världsrummetPosition för tillägget som ska installerasHårnyckelns position i sitt lokala koordinatsystem, relativt den avgivande ytanHårnyckelns placering i objektutrymmetNodens placering på hela arbetsytanNodens placering inom sin överordnade bildrutaObjektets placeringTextens placeringPlacering av detta tecken i textdata (endast för textkurvor)Placering av vertex i arearummetPlacering av vertex i normaliserat utrymmePositionförskjutning som ska tillämpas på baspositionen när betraktarens position bestämsPosition på disken där bakningsdata lagrasEndast platsPosition till DeltasPosition för att lägga till ny vertex vidPosition för att justera öarna påPosition för lagring av proxyfilernaPlacering, rotation och skalaPlacering, rotation, skala och anpassade egenskaperPosition:PositionerLåsLås aktivtLåsjusteringLåsa axelLås gränserLås kameran för att visaLåsriktningLåsriktning (Alt)Lås höjdLås höjd (Alt)LåsändarLåsramVal av låsramLås horisontLock Horizon tvingar horisonten att hållas i samma nivå som den är för närvarande.Lås IK XLåsgränssnittLåsplatsLåsmarkörerLås nätgränsvertikalerLåsmetodLås objektlägenLås orderLåsta fastnade öarLås polygonnormalerLåsrötterLåsrotationLåsrotation (4D-vinkel)Lås rotation vid skalningLåsrotationer (4D)LåsskalaLåsformLåstipsLås spårbegränsningLås upp orienteringLåsvärdeLås XLås X PosLås X RotationLås YLås Y-positionLås Y-rotationLås ZLås Z-positionLås Z-rotationLås åtgärd för att utföraLås åtgärd för att utföra på vertexgrupperLås alla Grease Pencil-lager för att förhindra att de ändras av misstag.Lås alla Grease Pencil-material för att förhindra att de ändras av misstag.Lås alla formnycklarLås alla formnycklar för det aktiva objektetLås alla vertexgrupperLås alla vertexgrupper för det aktiva objektetLås och dölj allt material som inte användsLås allt material som inte används i någon vald streckningLås kantpunkter under förenkling för att undvika luckor i sammankopplade nät.Lås kanalLås aktuell bildruta som visas per lagerLås kurvvisningen till tidmarkören under uppspelning och spårningLås redigering av "vinkel"-komponenten i fyrkomponentrotationer vid transformationLås redigering av fyra komponentrotationer efter komponenter (istället för som Eulers)Lås redigering av plats vid transformationLås redigering av rotation vid transformationLås redigering av skala vid transformationLås gränssnittet under rendering för att ge mer minne till renderaren.Lås rörelsen till den rekonstruerade kamerarörelsenLås rörelse till det rekonstruerade objektets rörelseLås rörelsen till målrörelsespåretLås rörelsen till målbananLåset hålls inte!Lås arkiv - för att testa låsningLås rotationen till axeln mellan kurvans ändpunkterLås valda och lås upp icke valda vertexgrupper för det aktiva objektetLås valda spårLås valda vertexgrupper för det aktiva objektetLås remsan så att den inte kan förvandlasLås remsorna så att de inte kan förvandlasLås ordningen på visade objekt (användaren kan inte ändra den)Lås rotpunkternas positionLås positionen för hörnpunkterna i simuleringens avklingningsområde för att undvika artefakter och skapa en mjukare övergång med opåverkade områden.Lås vyn till det aktiva objektet/benetLås spetsens position vid utjämningLås till benLås till markörenLås till objektLås till valLås till tidskursornLås icke valda vertexgrupper för det aktiva objektetLås vyrotationen för sidovyarna till Övre/Framre/HögraLås visningsfönstret till valda markörer under uppspelningLåsrelateratLås/Ljud avLås/låsa upp alla lagerLås/låsa upp valda spårLåstLåst axelLåst inflytandeLåst markörLåst spårLåst spårbegränsningLåsta spårLåsta {:d} repo(er)LåsLogga inLog-kodning med Chroma-insats och rotation av primärfärger, samt med 25 steg i dynamiskt omfångLoggnivåLogbaserad filmisk shaper med 16,5 stegs latitud och 25 stegs dynamiskt omfångLogkonvertering gammaReferenssvartpunkt för logkonverteringLogkonvertering referensvitpunktLogg över operationer, varningar och felmeddelandenLogga kanallistinformationen i terminalen. Denna operator är endast tillgänglig i debug-versioner av Blender.Logaritm Bas BLogaritmlägeLogaritmisk övertoningLogisk ANDLogisk ELLERLångt hårLång tangentLong Key valdLång listaLängstaLängsta diagonalenLongitud MinUtseendeSe framåtTitta påLeta upp det mest lämpliga verktyget för den aktuella penseltypen och aktivera det.Sök upp transformationsmatrisen från en extern filSök efter transformation från en extern filSlingaLoopfärgerLoopräkningLoop CutLoop-parLoop SlideLoop StartLoop TotaltLoop-trianglarLoop och InvertLoop fram och tillbakaGå fram och tillbaka med omvänd startLoop cut fungerar inte bra på deformerad redigeringsnätvisningLoop i ett Mesh-datablockInvolvera föräldrarnaLoopa uppspelningen av animationenSlingorLoops är inte kopplade med tråd/gränskanterÖglor i nätet (hörn på ytan)Öglor på varje sida av profilenLösLös som konturLösa kanterLösa kanter som konturLösa poängLösa kanter kommer att ha konturtypFörlustfriFörlustfri utgångFörlustfri komprimering baserad på JPEG 2000-kodning med hög genomströmning. Den ger mindre filer, men är ny och stöds ännu inte av andra program.Förlustfri komprimering med löpande längdkodningFörlustfri wavelet-komprimering, effektiv för brusiga/korniga bilderFörlustfri zip-komprimering av 16 rader bildblockFörlustfri zip-komprimering, varje bildrad komprimeras separatFörlustkomprimering för 16-bitars flytande bilder, med fast förhållande 2,3:1Förlustkomprimering för 32-bitars flytande bilder (lagrar 24 bitar av varje flytande tal)LågLåg färgLåg kontrastLåg kvalitetLågupplöst nätLågfrekvent kontrast med hjälp av en oskarp maskLägreNedre (inklusiv) gräns för en vertikals vikt som ska läggas till vgruppenNedre gränsGemenerLägre konkavitetNedre vänstra hörnetLägre minneNedre högra hörnetNedre X-vinkelgränsNedre X-gränsLägre X-vinkelgränsNedre Y-vinkelgränsLägre Y-gränsLägre Y-vinkelgränsLägre Z-vinkelgränsLägre Z-gränsLägre Z-vinkelgränsNedre gräns för tidssteg i sekunder vid automatiska delstegNedre gräns för omslaget vid denna kontrollpunktNedre gräns för markeringsområdetNedre gräns för det inmatningsintervall som mappningen tillämpas påLägre klämtröskel för att markera vätskeceller som vågtoppar (lägre värde resulterar i fler markerade celler)Lägre klämtröskel för markering av vätskeceller där luft är instängd (lägre värde resulterar i fler markerade celler)Lägre klämtröskel som anger den vätskehastighet vid vilken cellerna börjar avge partiklar (lägre värden resulterar i allmänhet i fler partiklar)Lägre avstånd från referensvärdet för 1:1 standardpåverkanLägre för fler projektionsgrupper, högre för mindre distorsionDen nedre halvan av texturen är för penseldragens spetsar.Nedre gräns för X-axelns rotationNedre gräns för X-axelns förskjutningNedre gräns för Y-axelns rotationNedre gräns för Y-axelns förskjutningNedre gräns för Z-axelns rotationNedre gräns för Z-axelns förskjutningNedre gräns för lutningen bort från +Z-riktningenLägre gräns för konkavitet i nätet (höga värden tenderar att jämna ut och fylla ut konkava områden)Gemener eller versalerLägre värden ger en jämnare kurvaLägre värden minskar bakgrundsblödningen på förgrundselementen.Nedre/övre gränser för deformationLägstaLägsta frekvensLägsta kvalitetLägsta tillåtna X-värdeLägsta tillåtna Y-värdeLägsta tillåtna Z-värdeParallaxbegränsningsrutans nedre hörnLägsta möjliga partikellivslängdLumaLuma-vågformLuminansLuminanskanalLuminansnyckelLuminansbrusMAC-rutnätMB4MB5MB6MB7MDDMFTMKVMMBMMB-åtgärdMP2MP3MPEG-1MPEG-1 ljudlager IIMPEG-2MPEG-2 ljudlager IIIMPEG-4MPEG-4 (divx)MPlayerMacCormackMacCormack-schema med implicit diffusionskontroll. Minskar numerisk dissipation samtidigt som stabiliteten bibehålls.MagiMagisk texturMagnetiskMagnetisk effektviktFörstoraMagnitudStorleken på AHuvudsakligHuvudtangenterna 1 till 0 fungerar som numeriska tangenter (användbart för bärbara datorer)Huvudsakliga åtgärderHuvudsakliga kommentarerHuvudarmaturerHuvudaxelHuvudborstarHuvudsakliga cachefilerHuvudkamerorHuvudsamlingarHuvudkurvorHuvudtypsnittHuvudgeometriHuvudsakliga fettpennorHuvudsakliga hårkurvorHuvudbilderHuvudpunkterHuvudgitterHuvudbibliotekHuvudljusproberHuvudbelysningHuvudsakliga linjestilarHuvudmaskerHuvudsakliga materialHuvudnätHuvudsakliga metabollarHuvudsakliga filmklippHuvudnodträdHuvudsakliga objektHuvudsakliga färgkurvorHuvudpaletterHuvudsakliga partikelinställningarHuvudsakliga punktmolnHuvudscenerHuvudskärmarHuvudljudHuvudtalareHuvudtexterHuvudtexturerHuvudvolymerHuvudfönsterhanterareHuvudsakliga arbetsytorHuvudvärldarHuvudsaklig rörelseaxelHuvudsakliga grundinställningarHuvuddatastruktur som representerar en .blend-fil och alla dess datablockVågornas huvudriktning när de är (delvis) inriktadeBehåll volymenBehåll volymbegränsningenBehåll en konstant volym längs en enda skalningsaxelBehåll relationer mellan föräldrar och barnBehåll hastighet, flyghöjd eller svängBehåll symmetri på en axelBehåll objektets volym när det sträcks utBehåll den ursprungliga tonhöjden på ljudet när du ändrar uppspelningshastighetenBehåll de relativa vikterna för gruppenBehåll tjockleken genom att justera för skarpa hörn (långsamt, inaktivera när det inte behövs)Underhålls av communityutvecklareUnderhållsansvarigHuvudsakliga rutnätlinjerStor radieHuvudsakliga segmentHuvudämne/biämneMajorantVolymens majoranta transmittansMajoritetenGörGör cyklisk (F-modifierare)Gör data till en användareGör hålGör interntGör lokaltLåt verktygen i skulpteringsläget deformera basnätet medan du förhandsgranskar förskjutningen av högre subdivisionsnivåer.Gör valda objekt till enkelanvändareGör valda remsor till enkelanvändareGör singelGör till enskild användareGör enhetligSkapa uniktGör en kopia av alla valda nyckelrutorGör en kopia av alla valda nyckelrutor och flytta demGör en kopia av den aktiva Grease Pencil-bildrutan/bildrutorna.Gör en kopia av det aktiva Grease Pencil-lagretSkapa en kopia av det aktiva Grease Pencil-lagret till det valda objektetGör en kopia av den aktiva vertexgruppenGör en fullständig kopia av den aktuella scenenSkapa en länk mellan valda utgångs- och ingångskontakterSkapa en länk från ett uttag till ett annatGör en spline cyklisk genom att klicka på ändpunkternaGör aktiv kurva stängd/öppen slingaGör aktiv spline sluten/öppen slingaGör aktiv textfil internGör alla berörda normaler parallellaGör alla sökvägar till externa filer absolutaGör alla sökvägar till externa filer relativa till aktuell .blendGör så att alla användare av valda datablock istället använder ett nytt valt block.Gör så att alla användare av valda datablock använder istället det aktuella (klickade)Skapa en extra IK-handkontroll som svänger runt handens spets.Skapa en bild från den största 3D-vyn för omprojektionGör anteckningar på den aktiva informationenGör alla ändringar i kataloger permanenta genom att skriva den aktuella inställningen till tillgångsbiblioteket.Gör kanterna mellan locken och rörformen släta istället för vassa.Gör så att rutan väljer att gå vidare till sekvensbilden när markören hålls över en remsa.Gör kanaler som är grupperade under denna kanal synligaGör kopior av nodgrupper när du duplicerar noder i nodredigerarenGör kopior av valda element och flytta demGör kopior av de valda Grease Pencil-strecken och flytta demGör kopior av de valda benen inom samma armaturGör kopior av de valda benen inom samma armatur och flytta dem.Gör kopior av de valda metaball-elementen och flytta demFå kurvbanans barn att rotera längs bananGör snitt även om remsan inte är markerad och behåll markeringen efter snittet.Gör data till enkelanvändare, tillämpa modifierare och ta bort den från listan.Få kanterna att "segla"Gör så att ansikts- och vertexnormaler pekar antingen utanför eller inuti nätet.Gör så att ytor använder den minimala vertexvikt som tilldelats deras vertexer (säkerställer att nya ytor förblir parallella med sina ursprungliga, långsamt, inaktivera när det inte behövs)Skapa grupp från valda noderGör håret mindre fluffigtGör håret längreGör håret längre eller kortareGör håret mer fylligtGör håret kortareFå håret att stå uppGör bilden transparent utanför radienGör instansierade objekt som är kopplade till detta objekt verkligaGör instanser synliga i visningsfönstretGör instanser synliga vid renderingGör interntGör bibliotekets länkade datablock lokala för den här filenGör länkad åtgärd lokal för varje remsaGör länkade data lokala för varje objektGör material lokalt för varje datablockGör modulfilen intern efter laddningSkapa mer utrymme för stora scener genom att fördela minnet mellan sammankopplade enheter (t.ex. via NVLink) istället för att duplicera det.Gör objektanimationsdata lokala för varje objektGör objektdata (mesh, kurva etc.) och animationsdata lokala för varje objekt.Gör endast det aktiva lagret synligt/redigerbartGör sökvägar till använda bibliotekets blendfiler relativa till aktuell blendfilGör tidigare dolda kurvor synliga igen i grafredigeringsvynGör det markerade håret lika långtFå valda objekt att visas i NLA Editor genom att lägga till animationsdataFå valda objekt att exploderaGör valda objekt flytandeGör formnycklar relativa, annars spela upp formerna som en sekvens med hjälp av utvärderingstiden.Gör så att simuleringen respekterar deformationer i basnätetSkapa data för enskilda användarobjektSkapa objekt för en enda användareGör hudradierna för valda hörn lika på varje axelSe till att den aktiva färgen exporteras först. Detta kan vara viktigt eftersom vissa andra program kan kasta bort andra färgattribut än det första.Gör målet till den "avtagbara" föräldern till ägarenGör textfilen intern efter laddningGör texten internGör texten intern (separat kopia)Gör HDR-rotationen fast och följ inte kameranGör den aktiva booleska sockeln till en växlingsknapp för dess överordnade panel.Gör kontrollbenet till ett mekanismben som är osynligt för användaren och endast påverkas av begränsningar.Gör den aktuella filen till standardstartfilGör den aktuella posen mer lik sin nedbrytningsposeGör den aktuella posen mer lik, eller mer olik, vilopositionen.Gör de aktuella inställningarna till standardinställningarAnpassa kantöglan efter formen på den intilliggande kantöglan.Gör så att bilden renderas bakom alla objektGör så att lagret visas framför objektenGör belysningen fast och följ inte kameranGör så att objektet visas framför andraFå objektet att spåra ett annat objekt med hjälp av olika metoder/begränsningar.Gör objektets data till enkelanvändare om det behövsGör panelen till ett fristående uttagGör lagringen av ett volymnät mer effektiv genom att komprimera data till rutor eller inre noder.Gör ytan tjockGör värdena för de valda nyckelrutornas handtag samma som deras respektive nyckelrutor.Gör så att denna Blender-version öppnar blend-filer för alla användare. Kräver utökade behörigheter.Gör detta till en nodbaserad texturGör denna pensel för att sudda ut befintlig färg när den rör sigAktivera denna samlingGör denna kurva eller yta till en sluten slinga i U-riktningen.Få denna NURBS-kurva eller yta att fungera som en Bézier-spline i U-riktningen.Gör så att denna NURBS-kurva eller yta möter ändpunkterna i U-riktningen.Få denna NURBS-yta att fungera som en Bézier-spline i V-riktningen.Gör så att denna NURBS-yta möter ändpunkterna i V-riktningen.Gör denna formnyckel till den nya basnyckeln och tillämpa den på nätet. Observera att detta tillämpar formnyckeln till dess värde på 100 %.Gör denna spline till en sluten slingaGör denna spline fylldGör denna yta till en sluten slinga i V-riktningen.Skapa widgets för vänster och höger sida ben länkade dubbletter med negativ X-skala för höger sida, baserat på benets namn symmetriGör vägledningen deterministisk, vilket innebär att renderingarna blir reproducerbara med samma pixelvärden varje gång. Denna funktion saktar ner träningen.Malayalam - മലയാളംHanteraHantera översättningar av användargränssnittetHantera oanvända dataHantera tillägg som installerats via ExtensionsHantera tillgångar i den aktuella filen och få åtkomst till länkade tillgångsbibliotekObligatorisktManövrera för att undvika kollisioner med andra boider och deflektorobjekt i den nära framtiden.ManhattanManhattan-avståndManifestvalidering misslyckades: {:s}ManifoldManipulera både streck- och fyllningstexturkoordinaterManipulera hur ljusintensiteten minskar med avståndet. Används vanligtvis för icke-fysiska effekter; i verkligheten avtar ljuset alltid kvadratiskt.Manipulera objekt i en 3D-miljöManipulera endast fyllnadstexturkoordinaterManipulera endast strykningens texturkoordinaterHandbokManuell kalibreringManuell detaljManuellt bildruteområdeManuell orienteringManuellt intervallManuell skalaManuell squash & stretchManuell justeringSkapa manuellt senareSkapa manuellt senare (enstaka)Lägg till ORG, MCH eller DEF manuellt efter behov.Bestäm antalet trådar manuelltManuellt bestämt bildruteområdeStäll in rutnätets indelningar manuelltManuellt inställbart handtag med rotation låst tillsammans med sitt parStäll in sökvägen för tillägg manuellt. När funktionen är inaktiverad skapas en katalog för användarens tillägg.Ställ in upplösningen för samplingskartan manuellt. Högre värden är långsammare och kräver mer minne, men minskar bruset.Ange manuellt det avsedda uppspelningsramintervallet för åtgärden (detta intervall används av vissa verktyg, men påverkar inte animeringens utvärdering).KartaKarta frånKartområdeKartupplösningKartförminskningKarta tillKarta till X FrånKarta till Y FrånKarta till Z frånKarttypKarta UVKartlägg UV-värden med hänsyn till bildförhållandet för den bild som är associerad med materialet.Kartlägg UV:er som tar vertexposition efter att modifieraren Subdivision Surface har tillämpatsMappa UV:er till kameraregionen med hänsyn till upplösning och bildformatKarta X- och Y-koordinater direktMappa en textur med hjälp av UV-koordinater för att applicera en textur på objekt i kompositioner.Mappa alla värden under 0,5 till 0,0 och alla andra till 1,0.Mappa en åtgärd till transformeringsaxlarna för ett benMappa en ingångsfloat till en kurva och mata ut ett floatvärdeMappa effekten av det avsmalnande objektet till den fasade delen av kurvanKartlägga vektorers komponenter med kurvorMappa en uppsättning färger till en annan för att approximera utseendet på högt dynamiskt omfång.Mappa tablettryck till kurvradieMappa geometrifaktorn till längden på ett segment och till antalet subdivisionar i ett segment.Mappa geometrifaktorn till längden på en splineMappa geometrifaktorn till antalet subdivisionar av en spline (U-upplösning)Mappa texturintensiteten till färgskalan. Observera att alfa-värdet används för bildtexturer. Aktivera "Beräkna alfa" för bilder utan alfakanal.Karttransformationer av målet till objektetKarta med hjälp av normalvektornMappa värden till intervallet 0 till 1, baserat på minimi- och maximivärden för pixlar.Mappa värden till färger med hjälp av en gradientKarta med Z som central axelKartläggningKartläggningskurvaKartläggning StartKartläggningstypKartläggning XKartläggning från målgeometrin till träffpunkterMarmorMarmor (trasig)Marmor (massiv)MarmorstrukturMarginalMarginalspaltMarginalmetodenMarginal TypMarginal tillagd runt vätskan för att minimera gränsinterferensMarginal för kamerans utrymmesgallringMarginal för att minska blödning från angränsande öarMarginal att ta hänsyn till vid fixering av UV-sömmar under målning. Ett högre tal förbättrar sömfixeringen för mipmaps, men minskar prestandan.MärkMark LooseMark RootMarkeringarMarkera sömmar längs fasade kanterMark SharpMarkera åtgärder utan F-kurvor för radering efter att filen har sparats och laddats om, så att "åtgärdsbiblioteken" bevaras.Markera fasade kanter som vassaMarkera gränskanter som sömmarMarkera gränskanter som skarpaMarkera nyckelrutor där nyckelvärdet ändrar riktning, baserat på jämförelse med intilliggande nycklar.Markera valda UV-kanter som sömmarMarkera valda hörnpunkter som lösaMarkera valda hörn som rötterMarkera/rensa valda hörn som lösaMarkörMarkör %.2f förskjutning %sMarkör %d förskjutning %sMarkörvisningMarkörnamnMarkörnamnMarkörens konturMarkör valdMarkörinställningarMarkör för att markera punkter i tidslinjenMarkören är inaktiverad vid aktuell bildrutaMarkören är aktiverad vid aktuell bildrutaMarkörförskjutning %sMarkörposition vid bildruta i normaliserade koordinaterMarkörvalets statusMarkörerMarkörerna är låstaMarkörer specifika för denna åtgärd, för märkning av poserMarkörer som används i alla tidslinjer för den aktuella scenenMaskRitaÄvenFjäderförskjutningFyllMaskverktygNyJämnMaskgränsMasken färgMaskdisplayMaskredigeringMask-ID som används som mask-inmatning för modifierarenMaskering av inmatningMaskens lagerMasklagerMaskeringMaskmodifierareMask noduttagMask noduttagsgränssnittDölj icke-gruppvertexerMask FörälderMasktryckslägeMaskinställningarMask krympa/fetaMaskens splinepunktMaskens splinepunkterMask Spline UW-punktMask-splinesMaskens mallmåttMaskens schablonpositionMaskremsaMasken TexturMasken Textur OpacitetMaskstrukturöverlägg AlphaMasktextur-platsMaskens tidMask till SDFMaskeringsverktygMask UV Loop-lagerMask UV Loop LagerindexMask UV-looplagerindexMasks värdeMask Vertex-gruppMaskera aktivt lager med lager ovanför eller underMaskanimationen är synkroniserad med scenramen.Maskanimationen förskjuts till början av remsanMaskbitar som ska matchas från inställningarna för Collection Line ArtMaskbitar som ska matchas från inställningarna för Material Line ArtMaskinsamling i det aktiva visningslagretMaskeringsdatablock som definierar maskering för kompositionMask visas och redigeras i detta utrymmeMask för vilka kurvor som kan väljas som riktlinjerMasklager '%s' innehåller inte angiven splineMasklager '%s' hittades inte i masken '%s'Masklagrets namnMasklager hittades inte för given splineMasknivå som ska användas när läget är "Värde"; noll betyder ingen maskering och ett betyder fullständig maskering.Maskmodifierare för sekvensremsaMaskmodifierare för att dölja delar av nätetMasken hittades inteMaskera endast sammanhängande färgområdenDölj objekt i samlingen från visningslagretDölj objekt i samlingen från visningslagret • Ctrl för att isolera samlingen • Skift för att ställa in inuti samlingarMasköverläggets opacitet är för närvarande inställd på 0.Maskmålning enligt maskgeometrisk hålighetMasksockel för en nodMasksplineMask som denna remsa använderMask för att blanda den totala effektenMask för att multiplicera densiteten medMaskera till ena sidan av en linje som definieras av markörenMaskera inom en rektangel som definieras av markörenMaskera inom en form som definieras av markörenMaskLagerMaskeringMaskeringstextMaskering av texturDölja namnet på vertexgruppenMaskerMaskerar datablockMässaMassanhetMass Vertex-gruppenMassa från storlekMassa för varje simuleringspartikelPartiklarnas massaMästareHuvudkontrollMatCapMatCapsMatchningMatcha fallMatchindexMatchning av skärningspunkterMatchmaskerMatchutgångMatchpunktstäthetMatchreferensMatcha strängMatchtypMatcha absolut/relativ inställning med ingångsvägInställningar för matchning av rörelserMatcha normaler för nya ytor med angränsande ytorMatcha utgångsvertexgrupp baserat på namnJämför sökvägar mot detta värdeMatcha verkliga ljus med IES-filer, som lagrar ljuskällornas riktade intensitetsfördelning.Matcha mål datalager för att påverka efter namnMatcha mål datalager för att påverka efter ordning (index)Anpassa texturutrymmet till objektets begränsningsramMatcha början av vertexgruppnamn från meshobjekt, matcha alla när fältet lämnas tomtAnpassa kameran till 1:1 till renderingsutdataMatcha ytnormalenMatchande kameradata för spårningMatch-moving-data för spårningMatch-moving dopesheet-dataMatch-moving-markördata för spårningMatchande objekt-spårning och rekonstruktionsdataMatchande planmarkördata för spårningMatch-moving-planets spårdata för spårningMatch-moving rekonstruerade kameradata från trackerMatch-moving-rekonstruktionsdata från trackerMatch-moving-spårdata för spårningMatchande ljus typerMaterialAlfablendAlfaklämmaAlfa-hashadBlandningslägeTygKubPlattVätskaHårNyOgenomskinligFörhandsgranska renderings typShader bollSfärTjocklekMaterial %s kunde inte konverteras på grund av olika blandningsläge och skuggläge (kräver manuell justering).Material %s kunde inte konverteras på grund av icke-trivial alfabländning (kräver manuell justering)Materialet '%s' kunde inte hittasMaterialegenskapMaterialgränserMaterialgränserMaterialgränsMaterialgrupperMaterialindexMaterialskiktstypMaterial LinjekonstMaterial Länk tillMaterialmaskMateriallägeMaterialnamnMaterialnamn KollisionMaterialnoduttagMaterialnoduttagssnittMaterialförskjutningMaterialproduktionMaterialöverskrivningMaterialpassMaterialförinställningMaterialförinställningarMaterialförhandsgranskningMaterialegenskaperMaterialets syfteMaterialvalMaterialval-nodMaterialplatsMaterialplatserSpecialmaterialMaterialstegMaterialvarianterMaterialdatablock för att definiera utseendet på geometriska objekt för renderingMaterialdatablock som används av denna materialplatsMaterialdatablockMaterial för fasade ytor (-1 betyder att angränsande ytor används)Materialindex för genererade ytor, -1 för automatiskMaterialet tilldelas objektdata, som är länkat/packat och därför inte kan redigeras. Ändra så att detta materialfält istället länkas till objektet, eller gör objektdata lokalt.Materialskiktstyp för ny färgfickaMaterialet i de genererade hårkurvornaMaterialpassMaterialinställningarMaterialskuggknutpunktMaterialfack i ett objektMaterialplatsindex för denna karaktärMaterialspårindex för denna kurvaMaterialspårindex för denna ytaMaterialspårindex för denna triangelMaterialplatsens namnMaterialplats som används för att återge partiklarMaterialplatser i objektetMaterialuttag för en nodMaterial som åsidosätter alla andra material i detta visningslagerMaterial som används för filtreringMaterial som används för konturstreckMaterial som används för sekundära användningsområden för denna borsteMaterial som används för streck ritade med denna penselMaterialvärde som inte ger någon förskjutningMaterialMaterialX-nätverketMaterialMaterial och texturerMatematikMatematiknodMatrisMatrisattributvärdeMatrisdeterminantMatrisfältMatrisnoduttagMatrisnoduttaggränssnittMatrisobjektMatrisorienteringMatris SVDMatrisvärldenMatrisåtkomst till position, rotation och skala (inklusive deltas), innan begränsningar och föräldraskap tillämpasMatris som kombinerar benets placering och rotation (huvudets position, riktning och vridning) i armeringsutrymmet (inkluderar/stöder inte benets längd/storlek)Matris som kombinerar markörens position och rotationMatrisen har en skjuvningMatris som representerar benets läge, rotation och skalegenskaperMatris att dekomponera, endast 3x3-delen användsMatrisvärde i geometriattributMatrisvärdesockel för en nodMatroskaMattMatt ID:Matt nodMatt objektMatt objekt:MattorMaxMaximal 2D-vinkelMaximal 2D-längdMaximal luftaccelerationMaximal luftvinkelhastighetMaximal hastighetMaxvinkelMax B-bildrutorMax B-bildrutorMaximal böjningMax BlurMax studsarMax antal barnpartiklarMaximal kompressionMax Skapande AvledningMaximal krökningMax djupMax förskjutningMax avståndMax elementavståndMaximal felmarginalMaximal ansiktsvinkelMaximal höjdMax impulsMaximal markaccelerationMaximal vinkelhastighetMaximal hastighet på landMaximal latitudMax ljusMaximal longitudMax grannarMaximal hastighetMaximal strålningsavståndMax antal sampelMaximal sömningskraftMaximal formvinkelMax ShearingMax krympningMaximal storlekMaxhastighetMaximal fjäderlängdMax stegMax antal stegMaximal indelningMax antal subdivisionarMaximal spänningMax texturminne per fältMaximal tjocklekMaximal tröskelMax hastighetMaximalt antal hörnpunkter för förhandsgranskning av geodetisk förflyttningMaximal vertexförskjutningMax XMax X:Max YMax Y:Max ZMax ZenithMaximal minskning av tyget medMaximalt antal länkar som tillåts för denna socketMaximal storlek på bokeh-formen för skärpedjupet (lägre är snabbare)MaximalMaximalt antal lösningssteg/bildrutaMaximal skalaMaximal fjäderlängd * BollstorlekMaximal hastighet per cell (högre CFL-värden minimerar antalet simuleringssteg och beräkningstiden).MaximeraMaximera ytaMaximerad ytaMaximaltMaximal 2D-vinkel för klyvkedjorMaximal krökningMaximal avståndMaximalt felMaximal luckaMaximalt höjdvärde för den centrala cylindriska linsenMaximalt antal iterationerMaximal kinetisk energipotentialMaximal livslängdMaximalt longitudvärde för den centrala cylindriska linsenMaximal lägeMaximalt radiellt avståndMaximal radieMaximal upplösningMaximal potential för instängd luftMaximalt värdeMaximal volymMaximal våghöjdspotentialMaximal XMaximalt X-index för klippningsramenMaximalt X-värde för renderingsområdetMaximalt X-värde för att beskära bildenMaximal YMaximal Y-index för klippningens begränsningsramMaximalt Y-värde för renderingsområdetMaximalt Y-värde för att beskära bildenMaximal ZMaximal Z-index för beskärningsramenMaximal acceleration i luft (i förhållande till maximal hastighet)Maximal acceleration på land (i förhållande till maximal hastighet)Maximalt tillåtet avstånd mellan käll- och måletelement för mappningar utan topologiMaximalt antal nära styrkurvor som beaktas för interpoleringMaximal vinkel mellan ytnormaler som kommer att betraktas som jämnMaximal vinkel mellan normal och mål som ska inkluderas i urvaletMaximal vinkel mellan gamla och nya normalerMaximal vinkel för visningMaximal vinkel för att ändra tjocklekMaximala vinklar för IK-gränsMaximal vinkelimpuls för motorMaximal vinkelhastighet i luft (relativt 180 grader)Maximal vinkelhastighet på land (relativt 180 grader)Maximalt värde för böjstyvhetMaximal oskärpaavstånd som en pixel kan sprida sig överGränsen för rutnätet (världsutrymmet)Maximal volymgränsMaximal ljusstyrka att beakta vid avvisande av bokeh-sprites baserat på närhet (lägre är snabbare)Maximal skada per sekund vid attackMaximalt värde för kompressionsstyvhetMaximal krökt 2D-längd för val av kedjorMaximal dämpningskoefficient när singulärvärdet är nära 0 (högre värden ger resultat med större stabilitet och mindre reaktivitet)Maximal hårtäthetMaximalt tillåtet avstånd mellan den nya Bézier-kurvan och den ursprungliga ryggradsgeometrinMaximalt avstånd mellan element som ska slås sammanMaximalt avstånd mellan den ursprungliga linjen och dess polygonala approximationMaximalt avstånd mellan svetsade hörnMaximalt avstånd för snäppning i pixlarMaximalt avstånd för fältet att fungeraMaximalt avstånd för volymberäkning, oavsett hur långt bort objektet befinner sigMaximalt avstånd från borsten till nätytan för att påverka färgenMaximalt avstånd från vilket en boid kan attackeraElementets maximala avstånd från urvalscentrumMaximalt avstånd som objekten kan spridas över varje axelMaximalt avstånd för att söka efter lösa delar som lossnat i nätetMaximal kantlängd för dynamisk topologiskulptering (som delare av Blender-enhet – högre värde innebär mindre kantlängd)Maximal kantlängd för dynamisk topologiskulptering (i penselprocent)Maximal kantlängd för dynamisk topologiskulptering (i pixlar)Maximalt fel under delstegMaximal ansiktsvinkel för släta kanterMaximalt för mätning av tjocklekMaximalt för skjutreglagetMaximal höjd för ett hoppMaximalt antal iterationer under delstegMaximal ledhastighet i radianer/sekundMaximal latitud (vertikal vinkel) för ekvirektangulärt objektivPartikelfärgvektorns maximala längdMaximal nivå för djupkorsning i objektutrymmet (använd 0,0 för att inaktivera)Maximal nivå för ytintryck som används för att påverka vågor (använd 0,0 för att inaktivera)Maximal ljusinsläpp, minskar brusMaximal linjär motorimpulsMaximal longitud (horisontell vinkel) för ekvirektangulär linsMaximalt minne för en volymfältstruktur i Mb (om inte överskrivet av fältprim)Maximal minnesanvändning i megabyte (0 betyder obegränsad)Maximalt antal B-bildrutor mellan icke-B-bildrutor; påverkar filstorlek och sökbarhetMaximalt antal CPU-kärnor som kan användas samtidigt under rendering (för system med flera kärnor/CPU:er)Maximalt antal extra cellerMaximalt antal studsar som bakgrundsbelysningen bidrar till renderingenMaximalt antal studsar som ljuset bidrar till renderingenMaximalt antal cycles som tillåts efter sista nyckelbildruta (0 = oändligt)Maximalt antal cycles som tillåts före första nyckelbilden (0 = oändligt)Maximalt antal deformationsvikterMaximalt antal diffusa reflektionsstudsar, begränsat av totalt maximumMaximalt antal fluidpartiklar som tillåts i denna simuleringMaximalt antal bildrutor som byggnadseffekten kan köras under (om inte en annan GP-nyckelbildruta inträffar innan denna tid har förflutit)Maximalt antal bildrutor som ska visas efter aktuell bildrutaMaximalt antal bildrutor som ska visas efter aktuell bildruta (0 = visa inga bildrutor efter aktuell bildruta)Maximalt antal bildrutor som ska visas före aktuell bildrutaMaximalt antal bildrutor som ska visas före aktuell bildruta (0 = visa inga bildrutor före aktuell bildruta)Maximalt antal glansiga reflektionsstudsar, begränsat av totalt maximalt antalMaximalt antal iterationer för konvergens vid upprepningMaximalt antal rader som kan lagras i konsolbuffertMaximalt antal ocklusioner för de genererade slagenMaximalt antal partiklar som genereras per instängd luftcell per bildrutaMaximalt antal partiklar som genereras per vågtoppcell per bildrutaMaximalt antal partiklar per cell (säkerställer att varje cell har högst detta antal partiklar)Maximalt antal nyligen öppnade filer som ska sparasMaximalt antal simuleringssteg som ska utföras för en bildrutaMaximalt antal lösningsiterationerMaximalt antal steg genom volymen innan man ger upp, för att undvika extremt långa rendertider med stora objekt eller små stegstorlekar.Maximalt antal texturer som lagts till %dMaximalt antal överföringsstudsar, begränsat av totalt maximalt antalMaximalt antal transparenta studsar. Detta är oberoende av maximalt antal andra studsar.Maximalt antal vertikaler i nätet för användning av geodetisk avklingning vid flyttning av expansionsursprunget. Om det totala antalet vertikaler är större än detta värde kommer avklingningen att ställas in på sfärisk vid flyttning.Maximalt antal volymetriska spridningshändelserMaximal vikt för V-grupp A och V-grupp BMaximal opacitet för ben i trådramvisningslägeMappningens maximala utgångsvärdeMaximalt radiellt avstånd för fältet att fungeraMaximal vinkel mellan rot och topp (avstånd mellan topp och rot för långt hår)Maximal rotationMaximal rotation över varje axelMaximal grovhet för användning av spårningspipeline. Ytor med högre grovhet använder snabb GI-approximation. Värdet 1 inaktiverar snabb GI-approximation.Maximal skalrandomisering över varje axelMaximal sömningskraftMaximalt skjuvskalningsvärdeMaximal storlek på en skuggkarta-pixel. Högre värden använder mindre minne på bekostnad av skuggkvaliteten.Maximal hastighet för hoppMaximal hastighet i UI-enheter per sekundMaximal hastighet i luftenMaximal hastighet på landMaximal stödd skalningsfaktor för spline-kontrollbenenMaximalt antal ytors skärningspunkter som används av den exakta volymskärningsmetoden. Skapar artefakter om det överskrids. Högre antal ökar VRAM-användningen.Flammornas maximala temperatur (högre värde ger snabbare stigande flammor)Maximalt värde för spänningsstyvhetMaximal tjocklekMaximal tjocklek i huvudriktningenMaximalt värdeMaximalt värde för klippningMaximalt värde för målkanalens intervallMaximal volymsträckningsfaktorMaximal volym, oavsett hur nära objektet ärKan fungera dåligt med render-tilingMballMedelvärdeGenomsnittlig vinkelvikt:Medelveck:Medelradie X:Medelradie Y:Medelradie:Genomsnittlig lutning:Medelvärde för vertexvecket:Genomsnittlig vikt:ÅtgärdMät penselstorleken i förhållande till scenenMät penselstorlek i förhållande till vynMät penselstorleken i förhållande till vyn eller scenenMät avstånd och vinklar • {:s} var som helst för ny mätning • Dra linjalsegmentet för att mäta en vinkel • {:s} för att ta bort den aktiva linjalen • Ctrl medan du drar för att snäppa • Shift medan du drar för att mäta yttjocklekMätningMedietypMediaspelare för video och PNG/JPEG/SGI-bildsekvenserMedianMedian CenterMedianpunktMedian ansiktscentrumMedian:MediumMedelhög kontrastMedelhög kontrastMedelhög kontrastMedelhög kvalitetMediumformat (Hasselblad)MegawattMelaninMelankoncentrationMelanin RodnadMinne: %dM, Topp: %dMMinneMinne och begränsningarGräns för minnescacheMinnecachegräns (i megabyte)Minne: %sMenyMenyn "%s" hittades inteMeny BakgrundsfärgerMeny BakgrundMenyfelMeny utökadMeny-ID NamnMenyalternativMenyalternativens färgerMenyalternativMenyn saknas:MenynamnMenynoduttagMenynoduttaggränssnittMenyväxlareMeny odefinieradMenywidgetens färgerMenyvalMenyobjektvalMenyuttag för en nodMeny att söka iMenyvärdet måste vara ett konstant värde.MenyerSammanfogaSammanfoga Lägg tillSammanfoga animationSammanfoga animationerSammanfoga avståndSammanfoga ändpunkterSammanslagningsfaktorSammanfoga lagerSlå ihop materialplatser när det är möjligtSammanfoga noder (lägg till)Sammanfoga noder (Alpha Over)Sammanfoga noder (automatiskt)Sammanfoga noder (färg, lägg till)Sammanfoga noder (färg, dela)Sammanfoga noder (färg, multiplicera)Sammanfoga noder (färg, subtrahera)Sammanfoga noder (djupkombinera)Sammanfoga noder (dela)Sammanfoga noder (större än)Sammanfoga noder (mindre än)Sammanfoga noder (matematik, lägg till)Sammanfoga noder (matematik, dividera)Sammanfoga noder (matematik, större än)Sammanfoga noder (matematik, mindre än)Sammanfoga noder (matematik, multiplicera)Sammanfoga noder (matematik, subtrahera)Sammanfoga noder (multiplicera)Sammanfoga noder (subtrahera)Sammanfoga överlappandeSlå ihop överordnad rotation och skalaSammanfoga valda noderSammanfoga valda noder med hjälp av geometrinoderSammanfoga valda noder med hjälp av matematikSammanfoga valda noder med MixSammanfoga valda noder med hjälp av shadersSammanfoga SubtraheraSammanfoga tröskelvärdeSammanfognings typSlå ihop USD-primitiv med deras Xform-förälder om möjligt. USD tillåter inte kapslade UsdGeomGprims, mellanliggande Xform-primitiv kommer att definieras för att hålla USD-filen giltig när objekt hierarkier påträffas.Slå ihop UV-koordinater som delar en vertex för att kompensera för imprecision i vissa modifierare.Sammanfoga UV:erSammanfoga hörnSlå ihop aktiva verktygsegenskaper vid aktivering (skriver inte över befintliga)Slå ihop intilliggande trianglar till fyrkanterSammanfoga intilliggande hörn (skruvförskjutningen måste vara noll)Slå samman alla markerade punkter, oavsett om de är sammankopplade eller inte.Sammanfoga all geometri från skärningspunktenSlå samman alla ljudkanaler till enSammanfoga efter åtgärderSammanfoga efter avståndSammanfoga efter NLA-spårnamnSlå ihop anpassade normaler för valda hörnpunkterSlå ihop första/sista när vinkeln är en hel varvSlå ihop materialplatser när det är möjligtSammanfogningsmetod att användaSlå ihop överlappande punkter efter deras avstånd. (Realize Instances måste vara aktiverat)Sammanfoga överordnad XformSammanfoga punkter efter avståndSlå ihop istället för att skapa ytorSlå ihop valda gruppinmatningsnoder till en om möjligtSammanfoga valda noderSammanfoga valda till andra icke valda hörnSammanfoga valda hörnSlå samman separat genererade geometrier till en endaSlå ihop animeringen av de valda objekten med det aktiva objektets åtgärd. Åtgärder raderas inte av detta, men kan sluta med noll användare.Slå ihop trianglar till fyrkantiga polygoner där det är möjligt.Sammanfoga med Add eller Mix ShaderSammanfoga med hjälp av Alpha Over-noderSammanfoga med hjälp av Depth Combine-noderSammanfoga med hjälp av matematiska noderSammanfoga med noderna Mesh Boolean eller Join GeometrySammanfoga med Mix-noderSlå ihop hörnpunkter baserat på deras närhetSlå ihop hörn i intilliggande dubbletterSlå ihop hörnpunkter i första och sista dubbletternaSammanfoga hörn eller punkter inom ett visst avståndSammanfoga hörn inom sammanfogningsgränsenSammanfoga:Sammanslagna %d ID:n från '%s' Main till '%s' Main; %d ID:n och %d bibliotek fanns redan som en del av destinations-Main, och %d ID:n som saknades i destinations-Main frigjordes tillsammans med käll-Main.Sammanfogad animationsnamnSammanslagning av hörnpunkter efter avståndNätAntal angränsande ytorAntal anslutande kanterAntal ytor runt en kantAntal ansikten på önVinkelVinkelinställningOmrådeOmråde 3DGenomsnittAvfasningBådaGränsformCirkelKlippningKollapsKonKoplanarKornischlistVeckKronlisterKubCylinderRiktningVisningssträckningstypAvståndAnsiktsvinklarFyllFyllningsfärgPlattPlatt/SlätFreestyle Edge-märkenFreestyle-ansiktsmärkenNätIcosphereLängdLängd 3DLinjeMaterialMätningarLägeModifieradNyIngenNormalObjektObjektindexOmkretsFästPlanarFlygplanPolygonsidorFörinställdRelativFälgRundaSkärmSömSkärpaJämnSfärSprayStegSupportlooparSuzanneTypAvdelningVertex-veckVertexgrupperSlingrandeMesh %s har ogiltiga ytor, vilket troligen orsakas av verktyget för manifold extrude i version 2.90.0. Problemet bör lösas genom att öppna och spara filen i en version före 5.1.Mesh '%s' har inga hudvertexdataMesh '%s' har polygoner med fler än 4 hörn, kan inte beräkna/exportera tangentrum för denMesh '%s', attribut '%s' (domän %d, typ %d) kan inte konverteras till USDNät 1Nät 2NätanalysMesh-attributMesh-booleskNätgränsAutomatisk maskering av nätgränserMesh-cacheMesh cirkelNätdeformeringNätkantNätkanterRedigeringsläge för nätÖverläggningar i redigeringsläget för nätNätgeneratorMesh IslandNätlinjeMesh LoopMesh Loop TriangelTrianglar med nätöglaMesh-öglorNätlägeMesh normal vektorMesh-normalerMesh-polygonMesh-polygonerMesh-skulpturVälj nätlägeNätvalets lägeMesh-sekvenscacheFörenklingsgrad för nätMesh Hud VertexlagerMesh-källaVisualisering av nätstatistikMesh-texturmålningMesh UV-lagerMesh UV-karta krävsMesh-vertexMesh-vertexfärgMesh-vertexfärglagerMesh Vertex FärgNätverkets hörnpunkterMesh Visualisera statistikNätvolymNätvolym + närhetMesh-viktmålningMeshkomponent som innehåller punkt-, hörn-, kant- och ytdataNät bestående av endast trianglar, vilket möjliggör mer detaljerade interaktioner än konvexa skrov.Mesh-datablock som definierar geometriska ytorMesh-datablockModifierare för nätdeformationModifierare för meshdeformation för att deformera med andra mesharMesh-detaljerna ändras inte vid varje drag, utan endast när du använder Flood Fill.Mesh-detaljer är konstanta i världsrummet enligt detaljstorlekMesh-detaljer är relativa till penselstorlekenMesh-detaljer är relativa till penselstorleken och detaljstorleken.Mesh har inte ett aktivt färgattribut "%s"Mesh-ytor och hörn omordnade rumsligtNät från kurv-, yt-, metaball-, text- eller punktmolnobjektNätgeneratorMesh har inga UV-dataMesh har inga VCol-dataMesh har inget ansiktsområdeMesh har inga ytor för materialtilldelningMesh-objekt som kurvorna kan fästas vidMesh-objekt att deformera medNätkonstruktion som ska användas som startlockNätkonstruktion som ska användas som ändlockMesh-objekt som ska användas för boolesk operationMesh-objekt har inga aktiva hörn/kanter/ytorNät på vars ytor poäng ska fördelasNät på vars ansikten man ska sprida utNät eller punktmoln för att hitta närmaste punkt påNätvågNätinställningarMesh bör packas upp innan multires-data bakas.Mesh-mål att krympa tillNät som subtraheras från det första nätetMesh till kurvaMesh till densitetsrutnätMesh till punkterMesh till SDF-rutnätMesh till volymModifierare för nät till volymNät för att beräkna dualen tillNät för att konvertera det inre volymen till en dimvolymgeometriMesh för att konvertera till kurvorNät för att extrudera element avNät för att hitta den närmaste ytpunkten påNät för att vända ytor avMesh för att åsidosätta ansiktsattributet påMesh för att ställa in anpassade normaler påNät för att dela uppNät för trianguleringMesh vars UV-karta användsNät vars kanter ska delasNät vars element konverteras till punkterNät vars inre volym omvandlas till ett densitetsrutnätNät vars inre volym omvandlas till ett tecknat avståndsfältnätNätMesh(es) har inga formnycklarNät: {} hörn, {} kanter, {} ytorMeshCacheMeshDeformMeshDeform-modifierareMeshSequenceCacheMeshUVLoop (föråldrad)MaskorNät för att förena eller skära varandraMeddelandeMeddelandeutdragningsprocessen misslyckades!MetaMeta StackMeta StripMeta-remsorMeta Strips ValdaMetastripstack, den sista är för närvarande redigerad metastripMetaStripMetaballNyMetaball '%s' innehåller inte given splineMetaball-elementMetaball-elementMetaball-datablock för att definiera klumpiga ytorMetaball-datablockMetaball-redigeringsuppdateringsbeteendeMetaball-elementMetaball-typMetaboll(er)MetabollarMetadataMetadata BakgrundMetadata-inmatningMetadata TextMetallMetalRTMetalRT för strålspårning använder mindre minne för scener som använder kurvor i stor utsträckning och kan ge bättre prestanda i specifika fall.MetalliskMetallisk BSDFMetallisk reflektion med mikrofacettfördelning och metallisk fresnelMetarig-prov skrivet till textdatablock {:s}Metarig skrivet till textdatablock {:s}MätareMätareMeter per enhetMeter per sekundMeter per sekund i kvadratMetodMetodfyrhjulingarMetod för beräkning av booleska värdenMetod för beräkning av planets storlekMetod för att styra hur remsan kombineras med andra remsorMetod för styrning av förskjutningen längs hörnetMetod för att utvidga UV-vertexvalMetod för att rendera texten i användargränssnittet skarpMetod för att läsa in tidskodenMetod för att återge spridning under ytanMetod för provtagning av ingångssignalerMetod för provtagning av högupplöst flödeMetod för att placera material på de nya ytornaMetod för utjämning av värden mellan pixlarMetod för att dela upp n-hörningar i trianglarMetod för att dela upp fyrkanter i trianglarMetod för att generera kartans X-koordinat längs huvudkurvanMetod för att generera kartans Y-koordinat längs profilkurvanMetod för hur barninstansen väljs per elementMetod för anti-aliasing i 3D-viewportMetod för anti-aliasing vid rendering av 3D-viewportMetod för anti-aliasing vid rendering av slutlig bildMetod för att blanda masklagMetod för att överbrygga flera slingorMetod för beräkning av aerodynamisk interaktionMetod för beräkning av inriktningspositionenMetod för att slå samman klistrade nycklar och befintligaMetod för att modifiera geometriMetod för att modifiera den befintliga F-kurvanMetod för att projicera djupMetod som ska användas för att sortera kanaler i dopesheet-vynMetod för beräkning av rotationsvinkelMetod för att välja antalet dubbletterMetod för att styra uppspelningstidenMetod för att definiera antalet spridda instanserMetod för att visa/skugga objekt i 3D-vynMetod för att anpassa bild och synfältvinkel inuti sensornMetod för tolkning av offsetparametrarnaMetod för att projicera en 2D-bild på ett objekt med en 3D-texturvektorMetod för att skala planet med kameraramenMetod för att ställa in rotationsursprung för penselns segmentMetod för att placera UV-kantlooparMetod för tilldelning av vikterMetod för att använda för spridningspunkterMetod för delningMetod som ska användas för förskjutningenMetod för användning av tangentenMetod som används för att ordna dubbletternaMetod som används för att kombinera resultatet från Active Action med resultatet från NLA-stackenMetod som används för att kombinera remsans resultat med ackumulerat resultatMetod för att radera Grease Pencil-bildrutorMetod som används för att radera nätdataMetod som används för att bestämma skalningen av benens X- och Z-axlarMetod som används för att bestämma skalningen av benens Y-axel, utöver formen och skalningen av själva kurvan.Metod för att visa bilder på skärmenMetod som används för att lösa upp strokepunkterMetod som används för att utvärdera värdet på F-kurvan utanför första och sista nyckelrutanMetod som används för att packa UV-öarMetod som används för att förenkla strokepunkterMetod som används för utjämningMetod som används för att bygga start- och slutgeometrinMetod som används för att konvertera flyttalet till ett heltalMetod som används för att definiera profilformenMetod som används för att definiera vilket gruppnamn som ska användasMetod som används för att beskriva rotationenMetod som används för att bestämma färgen på F-kurvan i grafredigerarenMetod för att bestämma kontrollhandtagMetod för att bestämma radie och placeringMetod som används för att avgöra när spridningen av poser till nyckelrutor ska avslutasMetod som används för att mappa källkanter till målkanterMetod som används för att mappa källans ansikten till målets ansiktenMetod som används för att mappa källans hörn till målets hörnMetod som används för att mappa källhörn till målhörnMetod som används för att matcha mål- och drivna egenskaperMetod som används för att referera till sökvägarMetod som används för att lagra dataMetriskYtans mikrofacettråhet (0,0 är en perfekt spegelreflektion, 1,0 är helt grov)MikrofiberMikroflakbaserad modell för multipel spridning mellan normalt orienterade fibrerMikrometrarMikrosekunderInstallation av Microsoft StoreMikrowattMellannivåMittenMittre kontrollpositionMellankontrollerMittmusåtgärdMellannivåMittpunktMittpunktssnapMittpunkterMellantonerMellantoner SlutMellantoner StartMieKan se bättre ut än Temperance, men kan också innehålla fel. Ett ben med ett barn har sin spets placerad vid barnets rot. Ojämna skalningar kan dock bli felaktiga, så var försiktig.MilesMil per timmeMilligramMillimeterMillisekunderMilliwattMinMin 2D-vinkelMinsta 2D-längdMin luftfartMin vinkelMin kurvaturMin distansMinsta höjdMin latitudMin ljus studsarMin längdgradMin MaxMinsta prisMinsta antal sampelMin stegMin tjocklekMin transparenta studsarMin VoxelMin XMin X:Min YMin Y:Min ZMin ZenithMin- och maxvärdena är desamma!Min/MaxMiniMini Axes LjusstyrkaMiniyxor StorlekMiniyxor TypMinimaltMinsta antal lösningssteg/bildrutaMinimal informationMinimal fjäderlängd * KullstorlekMinsta avstånd som accepteras mellan två objektMinimivärde för korrelation mellan matchat mönster och referens som fortfarande behandlas som framgångsrik spårningMinimeraMinimera sträckning. Blanda %.2fMinimumMinsta 2D-vinkel för delningskedjorMinsta antal AA-sampel för adaptiv provtagning, för att upptäcka brusiga egenskaper innan provtagningen avbryts. Noll för automatisk inställning baserad på brusgränsvärde.Minsta antal AA-prov för adaptiv provtagning, för att upptäcka störande egenskaper innan provtagningen avbryts. Noll för automatisk inställning baserad på brusgräns, för visningsfönsterrenderingar.Minsta krökningMinsta avståndMinsta felMinsta rutavståndMinsta höjdvärde för den centrala cylindriska linsenMinsta antal iterationerMinsta kinetiska energipotentialMinsta längdMinsta livslängdMinsta longitudvärde för den centrala cylindriska linsenMinimilägeMinsta radiellt avståndMinsta sträckningMinsta risk för luftfickorMinsta vridningMinimivärdeMinsta antal hörnMinsta volymMinsta vågtoppspotentialMinimum XMinsta X-index för klippningens begränsningsramMinsta X-värde för renderingsområdetMinsta X-värde för att beskära bildenMinimum YMinsta Y-index för beskärningsramenMinsta Y-värde för renderingsområdetMinsta Y-värde för att beskära bildenMinimum ZMinsta Z-index för beskärningsramenMinsta tillåtna avstånd mellan centrum för två spridda instanser. Öka värdet för en mer lokal jämn fördelning.Minsta mängd vätskevärden (röktäthet, bränsle och värme) som en cell kan innehålla innan den anses vara tom.Minsta amplitudvärde som krävs för att påverka höljetMinsta vinkel för visningMinsta vinkel för att ändra tjocklekMinsta vinklar för IK-gränsMinsta gräns för rutnätet (världsutrymmet)Minsta volymgränsMinsta koordinat på X-axeln (rutnätindexutrymme)Minsta koordinat på Y-axeln (rutnätsindexutrymme)Minsta koordinat i Z-axeln (rutnätsindexutrymme)Minsta krökta 2D-längd för val av kedjorMinsta densitet för en volymcell för att innehålla en rutnätspunktMinsta densitet för en voxel för att innehålla en rutnätspunktMinsta avstånd mellan tygytorna innan kollisionsresponsen träder i kraftMinsta avstånd mellan kollisionsobjekt innan kollisionsresponsen träder i kraftMinsta avstånd mellan noder för automatisk förskjutning av noderMinsta avstånd mellan två styrningarMinsta avstånd mellan två guider för ny guidekartaMinsta avstånd för fältets avklingningMinsta avstånd från sista punkten innan valet fortsätterMinsta avstånd från sista punkten innan slaget fortsätterMinsta fel under delstegMinimum för mätning av tjocklekMinimum för skjutreglageMinsta intensitet för att utlösa ett skenMinsta antal iterationer under delstegMinsta latitud (vertikal vinkel) för ekvirektangulärt objektivMinsta ljusintensitet för att en lampa ska bidra till belysningenMinsta longitud (horisontell vinkel) för ekvirektangulärt objektivMinsta maskvärde för att betrakta vertexen som giltig för att extrahera en yta från det ursprungliga nätetMinsta antal ljusreflektioner. Om du ställer in ett högre värde minskar bruset i de första reflektionerna, men det kan också bli mindre effektivt för mer komplex geometri som kurvor och volymer.Minsta antal ocklusioner för de genererade slagenMinsta antal partiklar per cell (säkerställer att varje cell har minst denna mängd partiklar)Minsta antal pixlar mellan varje rutnätlinje i 2D-vyportarMinsta antal simuleringssteg som ska utföras för en bildrutaMinsta antal transparenta studsar. Om du ställer in ett högre värde minskar bruset i de första studsarna, men det kan också bli mindre effektivt för mer komplex geometri som kurvor och volymer.Minsta vikt för V-grupp A och V-grupp BMinsta utgångsvärde för mappningenMinsta radiella avstånd för fältets avklingningMinsta radie när minimaltrycket appliceras (även minimaltrycket vid avsmalning)Minsta vinkel mellan rot och topp (avstånd mellan topp och rot för långt hår)Minsta storlek på en skuggkarta-pixel. Högre värden använder mindre minne på bekostnad av skuggkvaliteten.Minsta hastighet i luften (i förhållande till maximal hastighet)Minimitemperatur för lågorna (högre värde ger snabbare stigande lågor)Minsta tjocklekMinsta tjocklek i riktning vinkelrätt mot huvudriktningenMinsta värdeMinsta värde för klippningMinimivärde för målkanalens intervallMinimivärde för slumpmässigt urvalMinimivärde för vertexviktMinimivärde för att betrakta ett visst attribut som en gräns när man skapar ytuppsättningarMinsta volymsträckningsfaktorMinsta volym, oavsett hur långt bort objektet befinner sigMinkowskiMinkowski 1/2Minkowski 4Minkowski-exponentMinkowskis avståndMinkowski-exponentMindre radieMindre segmentMinoritetProtokollSpegelSpegel som ben NamnSpegelaxelSpegelbollSpegelbenSpegelredigeringSpegelmodifierareSpegelobjektSpegel av kontrollSpegla Rigify-typ och parametrar för valda ben till motsatt sida. Namnen ska sluta på L/R.SpegeltransformationSpegel USpegel UDIMSpegel VSpegel-VR-sessionSpegelvertexgrupperSpegelpunkterSpegelvikterSpegelwidgetsSpegel med föräldrarSpegel XSpegel YSpegla alla kontrollpunkter utan att invertera gitterdeformationenSpegla alla vertexgruppers vikterSpegla längs de lokala X-, Y- och/eller Z-axlarna, över objektets ursprungSpegelbollsmappning för miljökartorSpegelborste över X-axelnSpegelborste över Y-axelnSpegelborste över Z-axelnSpegelgruppen är låst, avbryterSpegla valda objekt runt en eller flera axlarSpegla U-texturkoordinaten runt vändpunktens förskjutningspunktSpegla V-texturkoordinaten runt vändpunktens förskjutningSpegla X-axelnSpegla Y-axelnSpegla Z-axelnSpegla valet av benSpegla den aktuella formnyckeln längs den lokala X-axelnSpegla bildupprepningen i X-riktningenSpegla bildens upprepning i Y-riktningenSpegla vänster/höger vertexgrupper när du målar. Symmetriaxeln bestäms av symmetriinställningarna.Spegla rörelsen från det ena handtaget till det andraSpegla de nya formnyckelvärdenaSpegla texturkoordinaten runt varje kakelcentrumSpegla vertexgrupp, vänd vikter och/eller namn, redigera endast valda vertexer, vänd när båda sidorna är valda, annars kopiera från icke valda.Spegelvända vertexgrupper (t.ex. .R->.L)SpegelvikterSpegel%sSpeglad UV-förskjutning på U-axelnSpeglad UV-förskjutning på V-axelnSpeglade parametrar för {:d} benSpeglingsmodifierareÖvrigtÖvrigtMiss ColorSaknar %s%s%s komponent(er) av Euler-rotation för ID='%s' och RNA-Path='%s'Saknat "fönster" i sammanhangetSaknade tilläggSaknade inbyggda tilläggSaknade dataSaknad geometriSaknade materialSaknad meny: %sSaknad OpenColorIO-konfigurationSaknad panelSaknad schablonSaknad texturSaknad UV-karta för att fästa kurvor på utvärderad ytaSaknad UV-karta för att fästa kurvor på originalytanSaknade UV-strålarSaknat bennamnSaknad rubrikSaknad bibliotekSaknad nodverktygsidentifierare ({})Saknad operatörsidentifierareSaknad utdataSaknad egenskap för ingångskontakt "%s"Saknade skriptfilerSaknad ytmeshSaknade %s%s%s%s upptäckta!Saknas: %sSaknas: %s.%sDimmaDimpassDimma-inställningar för ett världsdatablockMitchGeringsvinkelMitre YtterGeringsprofilformGeringsformBlandaMix (äldre version)Blanda färgMixfaktorBlanda faktor till 1,0Blanda platsBlandningslägeMix-nodBlanda nodpositionBlanda rotationBlanda skalaBlanda shaderBlanda slaglängdsfaktorBlanda vektorBlanda attributvärden för angränsande elementBlandningsfaktorBlandningsfaktor för hörnpunkters placeringarBlandningslägeBlanda källvärdet med destinationsvärdet, med angivet tröskelvärde som faktor.Mixa scenens ljud till en ljudfilBlanda vikterna för två vertexgrupperBlanda två ingångsfärgerBlanda två shader. Används vanligtvis för materialskiktning.Blanda värden med en faktorMixa ner ljudet till monoBlandningsbuffertModalModala händelserModal tangentbordskartaModala operatorerModala tangentkartor stöds inte för tilläggstangentkonfigurationLägeLäge (Alt)ModetypLäget definierar sammanslagningsregelnLäge för beräkning av rotationskanalvärdenLäge för utvärdering av kurvans normalLäge för att anpassa bilden till dukenLäge för hur önskad voxelstorlek specificerasLäge för import av valda bilderLäge för automatisk infogning av nyckelrutor för objekt och ben (standardinställning som används för nya scener)FärgbehandlingslägeFyllningskurvans formFunktionssätt för projektionsmålningLäge för tonhöjdsförskjutningVerktygens sätt att ta emot indata från gränssnittetLäge för att definiera längdLäge för visning av bildrutorLäge för att rita gränserLäge för att ladda bildvisningarLäge för att ladda filmvisningarLäge som används vid skapande av streckLäge som används för att applicera texturenLäge som används för att blanda med texturens utgångsfärgModellera alla tre fysiska processer i en volym, representerade av deras koefficienter.LägenModifieradÄndrad datumModifierade kanterModifierade animationen av {:d} armaturerModifierad: {}{}{}ModifierareBlockKonstantLägeSkarpJämnTillVoxelModifieraren "%s" finns inte i objektets modifierarlista.Modifieraren "%s" finns inte i modifierarlistan för remsan.Modifieraren '%s' finns inte i objektet '%s'Modifieraren '%s' kopierades inte till några objekt.ModifieringsverktygModifieringsnamnModifieringsoperationModifieraregenskaperModifierartypModifierare UIDModifierare som påverkar geometridata för ett objektModifierare som påverkar/genererar anpassade normalerModifierare kan endast läggas till en gång till objektet '%s'Modifieraren kan inte tillämpas på ett nät med formnycklar.Modifieraren som innehåller noden är inaktiveradModifieraren kunde inte läggas till (se konsolen för mer information)Modifieraren kunde inte läggas till (%s : %s) (se konsolen för mer information)Modifierare inaktiveradModifierare för sekvensremsaModifierare för värden i F-kurvanModifieraren har bakat dataModifieraren är inaktiveradModifieraren är inaktiverad eller returnerade ett fel, hoppar över tillämpningenModifieraren är inaktiverad, hoppar över tillämpningModifierarnamnModifierar nodgruppstillgångar som inte är tilldelade till en katalog. Kataloger kan tilldelas i tillgångsbläddraren.Modifieringsnummer att tilldelaModifieringsnummer att ta bortModifieraren kräver mer än 3 ingångsytorModifieraren kräver originaldataModifieraren kräver originaldata, felaktig stapelpositionModifierar tillståndModifierare för att omvandla till andra formerModifierare som överför vissa data från ett källnätModifieraren hittades inte i stackenModifierareModifierare som påverkar alla F-kurvor i den refererade åtgärdenModifierare som påverkar objektets geometriska dataModifierare som påverkar formen på F-kurvanModifierare som påverkar denna remsaModifierare kan inte läggas till objektet '%s'Modifierare kan inte läggas till objekt: {:s}Modifierare kan inte tillämpas i redigeringsläget.Modifierare kan inte tillämpas på överskrivningsdata.Modifierare kan inte tillämpas på data för flera användare.Modifierar hela nätet med hjälp av elastisk deformationÄndraÄndra aktivÄndra kurvans böjningÄndra doldÄndra maskstencilÄndra nodetiketterÄndra pose-tillgångÄndra skärpaÄndra antingen den primära eller maskens stencilÄndra fyllnings- och konturfärgerÄndra endast fyllningsfärgÄndra etiketter för alla valda noderÄndra vikterna för en vertexgruppÄndra egenskaper såsom kurvans toppunktradie, teckenstorlek och benhölje.Ändra endast streckfärgÄndra slaghårdhetÄndra den aktiva ytan istället för att skapa en nyModifiera basnätet så att det överensstämmer med det förskjutna nätet.Ändra detaljstorleken för dyntopo interaktivtÄndra riktningen på ytnormalernaÄndra riktningen på ytnormalerna med hjälp av en viktningsmetodÄndra intensiteten på belysningen som fångas upp av denna sondÄndra den interaktiva voxelstorleken som används i voxelremeshernÄndra streckets geometri så att den motsvarar dess huvudriktningslinje.Ändra streckets geometri så att det ser mer "polygonalt" ut.ModulärModulerar färgerna på strimmor och spökbilder för en spektral dispersionseffektModulModulfelsökningModulnamnModulens namnModulnamn på tillägget som ska inaktiverasModulnamn på tillägget som ska aktiverasModulnamn på tillägget som ska utökasModulnamn på tillägget som ska tas bortModuler installerade ({:s}) från {!r} till {!r}ModulolägeModulo som är periodisk för både negativa och positiva operanderModulo som är resten av A / BMonoMonospaced-teckensnittMer avancerad algoritm baserad på ögonfysiologi, av Reinhard och DevlinMer än en samling är valdMer än ett objekt är markeratMer än en renderingsmotor är tillgängligMer ojämnt resultat (varierar beroende på plats), mer likt en verklig terrängMer...Mer/MindreFörvandla till sfärMurbrukMurbruksstorlekMurbruk SlätBeräkning av grundläggande tjocklekDen mest kompakta representationen, använder '+' som separator för bildnummer under en sekund, med avkortning av tidskoden till vänster och höger efter behov.RörelseRörelseoskärpaRörelseoskärpa PositionRörelseoskärpa StegRörelsemodellRörelsebanaRörelsebana CachepunktRörelsebanepunkterInställningar för rörelsebanaRörelsebana för detta elementInställningar för rörelsebana för animeringsvisualiseringInställningar för rörelsebana för visualiseringRörelsebanorRörelsestegRörelsetröskelRörelsespårningRörelsespårningsbegränsning som ska konverteras hittades inteObjekt för rörelsespårning hittades inteRörelsebanans ramutsträckning ogiltig för %s (%d till %d)%sRörelsebanans punkter kommer att bakas in i kamerarummet för den aktiva kameran. Det innebär att de endast kommer att se rätt ut när man tittar genom den kameran. Det går inte att byta kamera med hjälp av markörer.RörelsestegVerktyg för rörelsespårningMotorMusMusens riktningsbegränsningTröskelvärde för musdragningMus-händelseMusens positionMusens position XMusens position YMusväljMusens känslighetMus XMus YMusknapp som används för valMuspekarstil som ska användas under den modala operatörenMusens placeringMusens position i normaliserade koordinater, 0,0 till 1,0 ligger inom bildens gränserMusens placering för att välja kanalMusens position för att välja närmaste enhetMusens vägvärden för operatörer som registrerar sådana vägarFlyttaFlytta aktuell markörRörelseriktningFlytta hela punktenFlytta punktFlytta segmentFlytta remsorFlyttypFlytta UV:er enligt sammanslagningFlytta UV:er på en axelFlytta en nod för att koppla bort länkarFlytta en punkt eller dess handtagFlytta aktivt objektFlytta efter upphämtningFlytta alla valda element till första plats, med bibehållen relativ ordning. Varning: Detta påverkar även index för icke valda element.Flytta alla platser för åtgärden på det aktiva objektet till nyskapade, separata åtgärder. Alla användare av dessa platser kommer att omfördelas till de nya åtgärderna. Den aktuella åtgärden kommer inte att raderas, men kommer att vara tom och kan i slutändan ha noll användare.Flytta längs X-axelnFlytta längs Y-axelnFlytta längs styrenhetens främre axelFlytta längs navigeringens bakre axelFlytta navigeringen längs nedåtgående axelFlytta längs navigeringsaxeln framåtFlytta längs navigeringens vänstra axelFlytta längs navigeringens högra axelFlytta längs navigering uppåt-axelnFlytta längs betraktarens bakre axelFlytta längs betraktarens främre axelFlytta längs betraktarens vänstra axelFlytta längs betraktarens högra axelFlytta en post i listan uppåt eller nedåtFlytta ett befintligt kurvsegmentFlytta och fästFlytta området hitFlytta tillgångar från valfri katalogFlytta tillgång till katalogFlytta tillgångar från valfri katalogFlytta tillgångar till katalogenFlytta innan upphämtningFlytta mellan samlingarFlytta boid-regeln nedåt i listanFlytta boid-regeln uppåt i listanFlytta boid-status nedåt i listanFlytta boid-status uppåt i listanFlytta ben till en samlingFlytta med UDIMFlytta med dynamiskt rutnätFlytta per pixelFlytta katalog {} till {}Flytta katalog {} till trädets översta nivåFlytta begränsningen nedåt i begränsningsstackenFlytta begränsningen uppåt i begränsningsstackenFlytta aktuell bildram framåt/bakåt med ett angivet antalFlytta markören i textenFlytta markörens positionFlytta markören till positionstypFlytta kurvorna så att den första punkten ligger exakt på ytmeshen.RörelseriktningFlytta effekten nedåt i stapelnFlytta effekten uppåt i stapelnFlytta exportören uppåt eller nedåt i exportörslistanRör dig snabbare (gå eller flyga)Flytta framåt några enheter åt gångenFlytta bildrutan till nästa eller föregående redigeringspunktFlytta rutnätsvärden genom ett hastighetsfält med hjälp av numerisk integration. Stöder flera integrationsscheman för olika avvägningar mellan noggrannhet och prestanda.Flytta handtaget för den nyligen tillagda punkten frittFlytta handtagen efter att splinen har stängtsFlytta in- och utgångar från modifieraren till en ny nodgruppFlytta inom samlingen (Ctrl för att länka)Flytta inom samlingen (Ctrl för att länka, Skift för överordnad)Flytta instansobjektet nedåt i listanFlytta instansobjektet uppåt i listanFlyttningen påverkas av snäppinställningarnaFlytta lager i listan, lager längre ner i listan kommer att skriva över data från lagren högre upp.Flytta modifieraren nedåt i stapelnFlytta modifieraren uppåt och nedåt i stapelnFlytta modifieraren uppåt i stapelnFlytta nodbakgrundFlytta noder och fäst vid bildrutanFlytta objektets geometri till objektets ursprungFlytta objektets ursprung till 3D-markörens positionFlytta objekt till en samlingFlytta objekt till en ny samlingFlytta partikelmålet nedåt i listanFlytta partikelmålet uppåt i listanFlytta punkterna ur vägen, som om du kammar dem.Flytta markerade områdeskanterFlytta valda filer till papperskorgen eller återvinningskorgenFlytta valda objektFlytta valda objekt utåt i en sfärisk form runt det geometriska centrumetFlytta valda nyckelrutor till en mellanposition i förhållande till intilliggande nycklarFlytta valda noder till mitten av nodredigerarenFlytta valda objekt ur lokal vyFlytta valda scenmarkörer till den aktiva åtgärden som lokala "posemarkörer"Flytta valda formnycklar uppåt/nedåt i listanFlytta valda remsor nedåt på ett spår om det finns utrymmeFlytta valda remsor uppåt i spåret om det finns utrymmeFlytta valda streck till ett annat lagerFlytta markerade tidsmarkörerFlytta markeringen till ett nytt lagerRör dig långsammare (gå eller flyga)Flytta startpunkten för remsorna till angiven tidpunktFlytta remsorna så att de transformerade remsorna passarFlytta strecken något mot kameran för att undvika klippning samtidigt som djupet för visningsfönstret bevaras.Flytta texturplatser uppåt och nedåtFlytta 3D-markören till det valda VR-landmärketFlytta det aktiva anteckningslagret uppåt/nedåt i listanFlytta den aktiva färgen uppåt/nedåt i listanFlytta det aktiva Grease Pencil-lagret eller gruppenFlytta den aktiva markeringen uppåt/nedåt i listan över uppsättningarFlytta det aktiva bokmärket uppåt/nedåt i listanFlytta det aktiva strecksegmentet uppåt eller nedåtFlytta den aktiva posten nedåtFlytta den aktiva posten uppåtFlytta det aktiva lagret uppåt/nedåt i listanFlytta det aktiva materialet uppåt/nedåt i listanFlytta det aktiva tidssegmentet uppåt eller nedåtFlytta den aktiva vertexgruppen uppåt/nedåt i listanFlytta kameran så att valda objekt hamnar i bildFlytta klonkällbildenFlytta det närmaste handtaget för den intilliggande hörnpunktenFlytta kontrollpunktens aktuella handtag frittFlytta den/de valda raderna uppåt/nedåtFlytta markören medan du väljerFlytta hela punkten med hjälp av dess handtagFlytta handtaget längs dess aktuella vinkelFlytta instanserna mot ansiktets centrumFlytta nyckelrutorna längs med medietFlytta modifieraren inom listan över modifierareFlytta musen för att ändra storleken på dyntopo-detaljerna. LMB: bekräfta storlek, ESC/RMB: avbryt, SHIFT: precisionsläge, CTRL: provstorlekFlytta de valda platserna till en nyåtgärdFlytta vynFlytta vyn för att rama in de valda objektenFlytta vyn till den aktuella bildrutanFlytta vyn till urvalscentretFlytta till samlingFlytta till samling RekursivFlytta till förstaFlytta till sistFlytta till lagerFlytta till ny beninsamlingFlytta till ny samlingFlytta till nytt lagerFlytta till mitten av grannarna och anpassa din hastighet efter derasGå till nästa mappFlytta till överordnad katalogFlytta till överordnad nodträd, ta bort från gruppFlytta till föregående mappFlytta geometriinstanser på högsta nivå i lokalt eller globalt utrymmeFlytta omvandlade remsor till närmaste lediga utrymme för att lösa överlappningen.Flytta hörnpunkter på X-axelnFlytta hörnpunkter på Y-axelnFlytta hörnpunkter till tyngdpunkten för det duplicerade klustret, annars används den hörnpunkt som ligger närmast tyngdpunkten.Flytta {} ovanför {}Flytta {} under {}Flytta {} till {}Flytta {} {} ovanför {}Flytta {} {} under {}Flytta {} {} till {}Flytta/anslut/dockningsområdeFlytta/dela områdeFlytta/vrid i förhållande till VR-visaren eller kontrollenhetenFlyttade %i plats(er) till det aktiva objektets åtgärdFlyttad remsa finns redan inuti den angivna metaremsanFlyttad remsa är överordnad till den angivna metaremsanRörelseFlyttar alla F-kurvor för egenskapen `hide` för valda armaturer till objektets åtgärd. Detta fungerar endast på det första lagret och den första remsan i åtgärden.Flyttar fångstpunkter bort från ytor för att förhindra artefakterFilmFilmklippFilmklippsredigerareFilmklipp ProxyFilmklippsanvändareFilmklippets datablockFilmklipp för att hämta spårningsdata frånFilmklippFilmförvrängningFilmfilFilmfilerFilmformatFilmobjektFilmplanets spårFilmremsaFilmspårningsdopesheetFilmspårningsmarkörerFilmspårningsplanmarkördataFilmspårningsmarkörer för flygplanFilmspårFilmklipp som visas och redigeras i detta utrymmeFilmklipp hittades inteFilmklipp som denna serie använderFilmklipp som ska användas för spårningsdata är inte inställtFilmfilFilmremsaFilmspårningskameradataFilmspårningsdataFilmspårningsmarkördataFilmspårningsobjektdataFilmspårningsobjekt att följaFilmspårningsobjekt att följa (om tomt används kameraobjektet)Filmspårningsplanets spårningsdataFilmspårning rekonstruerade kameradataData för rekonstruktion av filmspårningInställningar för filmspårningData för stabilisering av filmspårningFilmspårningsdataFilmspårning att följaFilmklippAktiv spårningAnnotationskällaPaketKlippDope-arkGrafBehåll originaletMarkörMarkörerMaskLägeFlygspårEffektSpårSpårningVisaFilmklippremsaMovieClip-datablock som refererar till en extern filmfilMovieTracking '%s' kan inte tas bortFilmer eller bildsekvenser stöder inte packning.Flytta hållFlytta hållnyckelbildFlytta hållnyckelruta valdFlytta objekt med musen och bekräfta genom att släppa musknappen.MsMovMsPanMsRotMsSmartZoomMsSubMovMsZoomMtex hittades inte för denna typFlera bildrutorFlera ingångarMulti Input Sortera IDMulti-modifierareMulti ReactMultikamerasystem, justera kamerorna individuelltMulti-begränsning, tillståndsberoende IK-lösareFlerlagers EXRMulti-PaintMulti-ViewFuzzyfilter för flera ordSökning efter flera ordRedigering av flera bildrutorMultiskalig hårspridningsmodell av Huang et al. 2022, lämplig för visning både på nära håll och på avstånd, stöder elliptiska tvärsnitt och har mer precis belysning i framåtriktade spridningsriktningar.Multitouch-gesterMultikamera-väljareMultikamera-källkanalMultifraktalMultiframeFlera lagerMultipaint-gruppen är låst, avbryterFlera cacherFlera motorerFlera ansiktenFlera viktiga faktorerFlera viktiga exempelMultipel viktningssamplingMultipel spridningFlera fjädrarFlera slagFlera vyerFlera tillägg med samma namn hittades!Flera filhanterare kan användas, släpp för att välja vilken som ska användasFlera bildfiler, som en sekvensFlera bilder kan inte sparas på samma sökväg: "%s"Multiplast viktighetsprovtagning används för att kombinera direkta ljusbidrag från nästa händelseuppskattning och framåtsträckning.Modell för multipel spridning i himlen (mer exakt)Flera streck visas/försvinner samtidigtMultiplikationsfaktor vid användning av modifierarna snabb eller långsamMultiplikativt åsidosättandeMultiplicerat med Start/Slut för det totala antalet tillagda poängMultiplikatorMultiplikator för dicing-hastigheten för geometri utanför kameravyn. Dicing-hastigheten för objekt ökar gradvis ju längre bort de är från kameravyn. Lägre värden ger högre kvalitet på reflektioner och skuggor för objekt utanför skärmen, medan högre värden använder mindre minne.Multiplikator för adaptiv subdivisionsstorlek per objektMultiplikator för adaptiv subdivisionsstorlek per objekt i visningsfönstretMultiplikator för skalning av det valda fältet till färgkartaMultiplikator för skalning av vektorernaMultiplikator för avståndet mellan rutnätlinjerna i 3D-vynMultiplikator för höjdvärdet för att styra det totala avståndet för bump mappingMultiplikator för styrkan hos de nya slagenMultiplikator för tjockleken på de nya streckenMultiplikator för vågpåverkan av denna borsteMultiplikator för diameteregenskaperMultiplikator för hinderhastighetMultiplikator för källhastighet som överförs till vätska (källhastigheten är endast icke-noll om objektet rör sig)Multiplikator som används för att styra storleken på hastighetsvektorerna för tidseffekterMultipliceraMultiplicera Lägg till-lägeMultiplicera AlphaMultiplicera B-Bone-skalan i kanalerna med de lokala skalvärdena för startgreppet. Detta görs efter alternativet Scale Easing och påverkas inte av det.Multiplicera B-Bone Scale Out-kanaler med de lokala skalvärdena för ändhandtaget. Detta görs efter alternativet Scale Easing och påverkas inte av det.Multiplicera färgerMultiplicera djupMultiplikationsfaktorMultiplicera massa med storlekMultiplicera matriserMultipliceringslägeMultipliceringsmodifierareMultiplicera normaltMultiplicera RMultiplicera remsaMultiplicera V-grupp A:s vikter med V-grupp B:s vikter.Multiplicera vertexgrupp med kuvertMultiplicera vikterMultiplicera alfa tillsammans med färgkanalerMultiplicera penselens påverkan med hastighetsfärgrampens alfaMultiplicera penselns skärningsdjup (förskjutning, vågor) med hastighetsrampens alfaMultiplicera färg med alfa (rekommenderas för Blender-inmatning)Multiplicera färgkanaler från två videorMultiplicera komponentvärdena med varandraMultiplicera kraften med 1/avstånd²Multiplicera linjelängden med partikelhastighetenMultiplicera massan med partikelstorlekenMultiplicera normalvektorn med urvaletMultiplicera position och kontur med intensitetMultiplicera den registrerade ritningshastigheten med en faktorMultiplicera källvärdet med destinationsvärdet ett, med angiven tröskel som faktor.Multiplicera B-Bone Ease In-kanalen med det lokala Y-skalvärdet för startgreppet. Detta görs efter alternativet Scale Easing och påverkas inte av det.Multiplicera B-Bone Ease Out-kanalen med det lokala Y-skalvärdet för ändhandtaget. Detta görs efter alternativet Scale Easing och påverkas inte av det.Multiplicera de beräknade vikterna med de befintliga värdena i vertexgruppen.Multiplicera den aktuella scenramen med denna faktorMultiplicera remans aktuella hastighet med detta tal eller ommappa aktuell bildruta till denna bildruta.Multiplicera filterstorleken som används vid interpoleringMultiplicera de slutliga mjukningsvärdena med skalningsfaktorerna för in/ut Y.Multiplicera RGBA-kanalerna i den inmatade bilden med alfa-inmatningsvärdet.Multiplicera instansskalan med en faktor för att kalibrera den aktuella ytan.Multiplicera intensiteten för varje pixelMultiplicera den ursprungliga längden med en faktorMultiplicera splinepunktens radie med konradien.Multiplicera transformationsmatriserMultiplicera vikterna med omslaget för alla ben, istället för att fungera som Vertex Group-baserad blandning. De angivna vikterna används fortfarande, och endast de listade benen beaktas.Multiplicera med hastighetsfaktornMultiresMultires-modifierareMultires-databakning kräver objekt med flera upplösningarMultires-modifieraren returnerade ett fel, hoppar över tillämpningenMultiresolutionModifierare för nät med flera upplösningarMultiscatter GGXMusgraveMusikMåste vara i vertexval-lägeMåste ha ett aktivt ben för att lägga till IK-begränsning tillMåste ha fler kontrollpunkter än OrderStäng av ljudetDämpa (av)markerade remsorStäng av ljudetStäng av ljudet på kanalenStäng av utökade inställningar för modifierarenStäng av ljudet och visa svart bakgrund iställetStäng av eller slå på ljudet för valda spårStäng av högtalarenStäng av denna modifierareStäng av ljudet för icke markerade istället för markerade remsorDämpadDämpade remsorMux-paketstorlekMux-hastighetMux-paketstorlek (byte)Muxhastighet (bitar/sekund)N-GonN-sfärradieN-gon-metodenN-gonerN-tangenten öppnar ett cirkelmeny för att växla mellan regioner.NDOFNDOF Lås horisontNDOF-rörelsedataNDOF Visa NavigeraNDOF-rörelsedata för fönsterhanterarhändelserNGon-ansikteNGon-ansiktsvertexNLANLA-utvärdering aktiveradNLA-remsaNLA-remsa "övergångar" mellan intilliggande remsorNLA-remsreglageNLA-remsans namnNLA Strip fungerar som en behållare för intilliggande remsor.NLA Strip är aktivNLA Strip spelas upp i omvänd ordning (endast när tidpunkten bestäms automatiskt)NLA Strip är valdNLA Strip refererar till viss actionNLA-remsa som representerar ett ljudevenemang för högtalareNLA-remsorNLA-remsor på detta NLA-spårNLA Strips som denna strip fungerar som behållare för (om den är av typen Meta)NLA-spårNLA-spårnamnNLA Track är aktivtNLA Track utvärderas själv (dvs. aktiv Action och alla andra NLA Tracks i samma AnimData-block inaktiveras)NLA-spåret är låstNLA Track är valtNLA Track är den enda som utvärderas i detta animationsdatablock, medan alla andra är avstängda.NLA-spårNLA-spår (dvs. animationslager)NLA-justeringslägeNLA-redigeringsutrymme dataNLA-stacken utvärderas när detta block utvärderas.NLA-remsan '%s' hittades inte i spåret '%s'NLA-remsa F-kurvorNURBSNURBS aktiva U-linjerNURBS aktiva V-linjerNURBS U-linjerNURBS V-linjerNURBS-ordning i U-riktningen. Högre värden gör att varje punkt påverkar ett större område, men har sämre prestanda.NURBS-ordning i V-riktningen. Högre värden gör att varje punkt påverkar ett större område, men har sämre prestanda.NURBS-viktNablaNamnNamn (id) på operatören som ska anropasNamn efterNamnkonfliktNamnfilterNamnge efter objektkälla med ett suffixNamnkonflikter: Namnfilter med hjälp av '*', '?' och '[abc]' jokertecken i Unix-stilNamn för nytt mesh-objekt och materialNamn för ny färgkällaNamn för ny förinställningNamn på den nya penselresursenNamn på den nya posenNamn från laddad bildNamn i bruk. Det andra datablocket döptes om till "%s".Namn på åtgärdsgrupp som ska tilldela inställningar för denna sökvägNamn på ID-block som ska packas uppNamn på överordnat ben för krok (om tillämpligt), beräknar också om och rensar förskjutningenNamn på PoseBone som ska användas som målNamn på formnyckelNamn på UV-kartaNamn på Vertex-gruppen som bestämmer ankareNamn på Vertex-grupp som bestämmer modifierarens inflytande per punktNamn på Vertex-färglagerNamn på en fil eller katalog i en fillistaNamn på en benuppsättning som ska läggas till. Ange endast detta om du vill skapa en ny benuppsättning och tilldela de valda benen till den. För att tilldela en befintlig uppsättning, inkludera inte denna parameter och använd istället collection_index.Namn på en benuppsättning som ska läggas till. Ange endast detta om du vill skapa en ny benuppsättning och flytta de valda benen till den. För att flytta till en befintlig uppsättning, inkludera inte denna parameter och använd istället collection_index.Namn på färgattributNamn på modifierare som ska omdefinierasNamn på modifierare som ska tas bortNamn på nytt attributNamn på nytt färgattributNamn på ny katalogNamn på ny maskNamn på nytt mask-lagerNamn på nybildad gruppNamn på nybildad ljusgruppNamn på operatör (översatt) som ska anropas vid händelseNamn på operatör (översatt) som ska anropas vid ingångshändelseNamn på överordnat ben vid benföräldraskapNamn på överordnat ben. Används endast när det överordnade objektet är en armatur.Namn på överordnat objekt i angivet datablock som överordnad tilldelasNamn på överordnat underobjekt i angivet datablock till vilket överordnande skerNamn på enskild glTF-animation som ska exporterasNamn på hudlagerNamn på AOVNamnet på AOV som denna utdata skriver tillNamnet på Alembic-attributet som används för att generera rörelseoskärpa-dataAttributets namnNamn på ljusgruppenNamn på palettenNamn på UV-kartattributet som ska genererasNamnet på Vertex-gruppen som bestämmer modifierarens inflytande per punktNamn på åtgärdskartanNamn på åtgärdskartans bindningNamn på åtgärdskartobjektetNamn på den aktiva Shader AOVNamnet på attributet från vilket transformeringen ska hämtasNamnet på den bensamling som detta ben ska tilldelas; lämna tomt för att tilldela det aktiva bensamlingen.Namn på benkollektionen som ska skapasNamnet på den bensamling som detta ben ska avmarkeras från; lämna tomt för att avmarkera från den aktiva bensamlingen.Namnet på benet som ska hämtasNamnet på benet som ska avmarkeras från samlingen; lämna tomt för att använda det aktiva benetNamn på den samling som ska väljasNamn på begränsningen som ska redigerasNamn på skaparen av tillgångenNamn på den anpassade transformeringsorienteringenNamn på strecksegmentetNamnet på det datablock som operatören ska användaEnhetens namnFilens namnNamnet på rutnätet för X-axelkomponenten i hastighetsfältet om det delades upp i flera rutnät.Namnet på rutnätet för Y-axelkomponenten i hastighetsfältet om det delades upp i flera rutnät.Namnet på rutnätet för Z-axelkomponenten i hastighetsfältet om det delades upp i flera rutnät.Namn på den haptiska åtgärden som ska tillämpas när denna åtgärd utförsNamn på nyckelkonfigurationenNamn på tangentbordskartanNamn på lagretMaterialets namnMenyns namnNamn på modifierarenNamnet på modifieraren som innehåller nodenNamn på modifieraren som ska redigerasNamn på modifieraren som ska bearbetasNamnet på den nya kollektionenNamn på den nya anpassade orienteringenNamn på det nya lagretNamn på den nya lagergruppenNamn på den nyinlagda samlingenNamnet på det nybildade benetNamn på pie-menynNamn på förinställningen, används för att skapa sökvägsnamnetNamn på den refererade bensamlingenNamn på riggtypen som ska generera ett prov avNamnet på shaderfx som ska redigerasNamn på spelautomatenNamnet på slottet, för visning i användargränssnittet. Detta namn i kombination med slottets datablocktyp är unikt inom dess åtgärd.Namn på uttagetNamn på uttagstypNamn på källfilenNamnet på den remsa modifierare som ska redigerasTematets namnNamnet på hastighetsfältet, eller basnamnet om hastigheten är uppdelad i flera rutnät.Namn på det färglager som används för skumNamn på det vertexfärglager som används för sprutriktningskartanNamnet på arbetsytan som ska läggas till och aktiverasNamn på denna lagerkollektion (samma som dess samling)Namn på vertexfärg som ska exporterasNamn på vertexgrupp som bestämmer ytans emissionshastighetNamn- eller taggfilterNamn som kan visas i användargränssnittet för detta elementNamn som är mappat till det refererade datablocketNamn som ska användas i skriptade uttryck/funktioner (inga mellanslag eller punkter är tillåtna, och namnet måste börja med en bokstav)Namn som används för att spara utdata från denna ytaNamn: {:s}Namngiven attributNamngivna attributNamngiven gruppNamngiven lagervalNamngiven lager-nodNamnNamnområdeNamnge komponenter för AO-kartorNamnge komponenter för alfakartorNamnge komponenter för basfärgkartorNamnge komponenter för bump mapsNamnge komponenter för förskjutningskartorNamnge komponenter för utsläppskartorNamnge komponenter för glansiga kartorNamnge komponenter för metalliska kartorNamnge komponenter för normala kartorNamnge komponenter för grovhetskartorNamnge komponenter för speglingskartorNamnge komponenter för överföringskartorNanometerNanowattSmal bandbreddSmalhetNaturligNaturlig ritningshastighetNaturlig logaritmNaturlig rullningsriktningNavigeraNavigera GizmoNavigera Gizmo-storlekNavigera till mappar genom att klicka på dem en gång istället för två gånger.Navigera i VR-scenen genom att greppa med kontrollernaNavigeringTillbakaKontrollant FramåtNedFramåtVänsterLägeHögerSväng vänsterSväng högerUppVisningsbakgrundVisningsframåtVisa vänsterVisningsrättNavigeringsfältNavigationskontrollerNavigering PositionNavigeringslägeNavigering RotationNavigationsskalaNavigering/flikar BakgrundNdof+Ndof-NdofB1NdofB10NdofB11NdofB12NdofB2NdofB3NdofB4NdofB5NdofB6NdofB7NdofB8NdofB9NdofTillbakaNdofDomNdofFitNdofFrontNdofIso1NdofIso2NdofMenuNdofMovNdofPanZoomNdofRCCWNdofRCWNdofRotNdofSCCWNdofSCWNdofSaveView1NdofSaveView2NdofSaveView3NdofTCCWNdofTCWNdofView1NdofView2NdofView3Ndof←Ndof↑Ndof→Ndof↓NäraNära planetNärliggande tjocklekNära klippavstånd för skuggkameraNärfältsmodell för hårspridning av Chiang et al. 2016, lämplig för närbilder, men mer störande vid betraktande på avstånd.NärmasteNärmaste hörn och bäst matchande ytnormalNärmaste hörn och bäst matchande normalNärmaste hörn på närmaste ytaNärmaste kantNärmaste kant interpoleradNärmaste kantvertexNärmaste ansikteNärmaste ansiktskantNärmaste ansiktsinterpoleringNärmaste ansiktsvertexNärmaste granneNärmaste pixelNärmaste ytpunktNärmaste vertexNärmaste hörnNackpositionStartposition för nackenMinst 4 valda punktspår krävs för att skapa ett planBehövsNålBehöver minst ett par intilliggande valda remsor med ett mellanrum mellan demNegera volymNegera påverkan inuti volymenNegera inriktningsaxelnNegera effekten av klumpens vertexgruppNegera effekten av densitetsvertexgruppenNegera effekten av fältets vertexgruppNegera effekten av kink-vertexgruppenNegera effekten av längdverksgruppenNegera effekten av rotationsvertexgruppenNegera effekten av ojämnheten 1 vertexgruppNegera effekten av ojämnheten 2 vertexgruppNegera effekten av ojämnheten i ändvertexgruppenNegera effekten av storleksvertexgruppenNegera effekten av tangentens vertexgruppNegera effekten av vridningsvertexgruppenNegera effekten av hastighetsvertexgruppenNegationNegativNegativt axelNegativa bildrutorNegativa bildrutor skjuts eller beskärsNegativa sidorNegativ X-axelNegativ Y-axelNegativ Z-axelNegativ exponent för viskositetsvärdet (för att förenkla inmatningen av små värden, t.ex. 5*10^-6)Negativ nätutjämningNegativt vertexindex i vertex_indices_setGrannindexNaboavvisandeGrannens tröskelIngen av noderna har utgångar.NästadNästlad nod-id för nodenDet är inte tillåtet att kapsla en nodgrupp inuti sig själv.NätverkBegränsning av nätverksanslutningNätverkstidsgränsNeutralNeutralt förskjutningsvärde som inte orsakar någon förskjutning. Lägre värden gör att ytan rör sig inåt, högre värden trycker ytan utåt.AldrigAldrig IngenÄndra aldrig flikar när du klickar på en ikon i en översiktsvy.Kollapsa aldrig de nya sammanslagningsnodernaNyNy katalogNytt kurvutjämningslägeNya kurververktygNya dataNya F-kurvfärger – XYZ till RGBNya funktionerNy filNy gruppNya handtagstyperNytt IDOmdirigera alla valda ID:ns användare till det nya ID:ts sessions-uid.Ny bildNy artikelNy typ av nyckelbildrutaNytt lagerNytt objektNya objektNy vägNy förinställningNy UV-kartaNytt fönsterDet nya benets namn kolliderar med ett befintligt vertexgruppnamn, vertexgruppnamnen förblir oförändrade. (%s::%s)Ny förskjutning läggs kumulativt ovanpå befintligNy effekt kräver mindre eller mer inputNy implementering tillgänglig sedan 2.8Nya tangenter kommer att vara BézierNya nycklar kommer att vara konstantaNya nycklar kommer att vara linjäraNya linjer stöds inte, ring denna operatör flera gångerNytt namn för markörNytt provtagningsvärde som ska användas för efterföljande modifierareNy hastighet för omtaktat segmentNy streck från valda punkter/streckNya streck ritas under alla streck i lagret.Nybildad vertex skjutsasNewtonskNästaNästa teckenNästa Edge-indexNästa misslyckadeNästa nyckelbildrutaNästa radNästa markörNästa nodNästa sidaNästa remsaNästa vertexindexNästa ordNästa blandningstyp/åtgärdNästa element är doltNästa eller ValNästa inmatade tecken kommer att stryka över det föregående, för inmatning av specialtecken.Uppskattning av nästa händelseNlaStripNlaTrackNlaTrack '%s' kan inte tas bortInga "anslutningar" hittades i filen %rIngen "GlobalSettings" hittades i filen %rInga "objekt" hittades i filen %rInget objekt av typen "Relative To" hittades. Ange ett explicit eller kontrollera att det finns ett aktivt objekt.Ingen (ofäst) egenskapsredigerare hittades för att visa textur iIngen 3D-vy hittades för att skapa bild frånIngen åtgärdsslot är tilldelad, så det finns inget att avtilldela.Inga åtgärder i .blend-filenIngen aktiv åtgärdInget aktivt sammanhangInga AnimData-block i tweak-läge att avsluta frånInga AnimData-block för att gå in i justeringsläge förIngen kantutjämningIngen dragning av tillgångarIngen tillgångsindexeringInget ljudInget benaktivtIngen förändringInga anslutna regionerIngen konvergensIngen kurva valdInga cyclesIngen datablockeringIngen datablockpackningIngen upplösningInga Euler-rotations-F-kurvor att fixaInga Euler-rotationer kunde korrigerasInga Euler-rotationer kunde korrigeras. Se till att varje rotation har nycklar för alla komponenter och att F-kurvorna för dessa är i konsekutiv XYZ-ordning och markerade.Ingen F-kurva att lägga till nyckelrutor tillInga F-modifierare tillgängliga för kopieringInga F-modifierare att klistra inIngen vändningIngen gimbal-låsningInga Grease Pencil-dataIngen Grease Pencil-bildruta att rita påIngen fettpenna-bildruta att rita vikt påInga noder för grupputdata eller filutdata i scenenInget ID-block och/eller AnimData för att ta bort nyckelbildruta frånIngen korsningInga artiklarInga artiklar tillgängligaIngen nyckeluppsättning aktivInga biblioteksöverskrivningarIngen gränsInga materialIngen sammanslagningInga nya begränsningarIngen förskjutningIngen utgångIngen åsidosättning Automatisk omsynkroniseringInga fastigheterIngen RNA-pekare tillgänglig för att hämta värden för nyckelbildsinställning frånIngen RNA-pekare tillgänglig för att hämta värden för denna F-kurvaInga senaste filerIngen omprojektionIngen Rigid Body World att lägga till Rigid Body Constraint tillIngen Rigid Body World att exporteraIngen Rigid Body World att ta bortInga texturerInga UDIM-plattor skapadesInga UV-data på dukInget UV-lager med namnet "%s" hittades i objektet "%s"Inga UV-skiktIngen UV-karta hittades i det utvärderade objektet "%s"Ingen videoIngen åtgärd för att ta bort nyckelrutor från för ID = %sInget aktivt AnimData-block att använda (välj först en datablockexpander eller ställ in lämpliga flaggor på ett AnimData-block)Inget aktivt kurvobjektIngen aktiv F-kurva att lägga till en nyckelbildruta till. Välj först en redigerbar F-kurva.Inget aktivt Grease Pencil-lagerInget aktivt Grease Pencil-lager att klistra in iIngen aktiv nyckeluppsättningIngen aktiv tangent Ställ in sökväg för borttagningIngen aktiv nyckeluppsättning för att lägga till tom sökväg tillIngen aktiv nyckelinställning att ta bortIngen aktiv nyckeluppsättning för att ta bort en sökväg frånIngen aktiv tangent inställd för att ta bort egenskap frånIngen aktiv nyckeluppsättning att användaInget aktivt UV-skikt hittades i objektet "%s"Ingen aktiv åtgärd att utföraIngen aktiv åtgärd för att trycka nerIngen aktiv och vald bildtexturnod hittades i material "%s" (%d) för objekt "%s"Inga aktiva tillgångarInget aktivt attributInget aktivt benIngen aktiv beninsamlingIngen aktiv benuppsättningInget aktivt ben att kopiera frånInget aktivt ben med begränsningar för kopieringIngen aktiv borsteIngen aktiv kameraIngen aktiv kamera i scenenIngen aktiv kamera inställdIngen aktiv insamlingInget aktivt färgattribut att baka tillInget aktivt redigerbart objektInget aktivt element hittades!Inget aktivt ansikteIngen aktiv bildruta att ta bortIngen aktiv gruppIngen aktiv bild hittades i materialplatsen (%d) för objekt "%s"Ingen aktiv bild hittades, lägg till ett material eller baka till en extern filIngen aktiv bild hittades, lägg till ett material eller baka utan alternativet Dela material.Inget aktivt objektInget aktivt objekt att byta namn påIngen aktiv nyckelbildruta på F-kurvanInget aktivt lagerInget aktivt lager att dupliceraIngen aktiv linjestil i den aktuella scenenIngen aktiv linjesats och tillhörande linjestil för att manipulera modifierarenIngen aktiv linjesats att lägga till en ny linjestil tillIngen aktiv markörInget aktivt nätobjektIngen aktiv filmklippIngen aktiv nod.Inget aktivt objektInget aktivt objekt hittadesInget aktivt objekt att lägga till begränsning förInget aktivt objekt, eller det aktiva objektet är inte ett Grease Pencil-objekt.Inget aktivt objekt, kan inte tillämpa åtgärden före renderingInget aktivt plan spårInget aktivt pose-ben att lägga till en begränsning tillIngen aktiv remsa!Inga aktiva remsor för att gå in i tweak-lägeInget aktivt spårInget aktivt spår att ansluta tillInga aktiva spår att lägga till remsan till, välj ett befintligt spår eller lägg till ett innan du försöker igen.Ingen aktiv vertexgruppIngen aktiv vertexgrupp för målning, avbryterIngen aktiv vy hittades i scenen "%s"Inget aktivt fönster i sammanhanget!Inget tilläggsmodul angivet!Inga ytterligare valda nät med samma antal hörnpunkter att sammanfogaIngen vinkelinställningInget animerbart datablock, rapportera som buggInga animerade armaturer valdaInga animationsdata hittades för att skapa tillgång frånInga animationsdata att konvertera på objektet: {!r}Inget animationsspår hittades vid index %dIngen källa för anteckningenIngen armaturanimation modifieradesInga tillgångskatalogerInga tillgångsdatablock från den aktuella filen är markerade (tillgångar måste lagras i den aktuella filen för att kunna redigeras eller rensas).Inga tillgångsdatablock valda/markeradeIngen tillgång hittades på sökvägen "%s"Ingen tillgång i sammanhangetIngen tillgång valdInga attribut på objekt med detta materialIngen tillgänglig kanal för den aktuella bildrutan.Ingen benuppsamling med namnet '%s'Inga bensamlingar har tilldelade UI-knappar – kontrollera underpanelen Bone Collections UI (Bensamlingar UI).Inga ben valda, inget att tilldela bensamlingenInga ben valda, inget att avmarkera från bensamlingenInget gränsområde valtIngen pensel valdIngen signatur för paketet hittadesIngen kamera hittadesIngen kamera hittades på platsen "%s"Ingen kamera hittades i scen "%s" (används vid komposition av scen "%s")Inga ändringar ska sparasInga kanaler att lägga till nyckelrutor tillInga kanaler att arbeta medInga underordnade lager att slå sammanIngen urklippsscen för att klistra in Video Sequencer-data frånIngen avslutningssignatur hittadesIngen samling valdInga kollisionsinställningar tillgängligaIngen färgöverläggningInga kompatibla GPU:er hittades för CyclesDet finns inga kompatibla bilder i urklipp.Ingen komprimeringInga begränsningar för kopieringIngen kontrollpunkt valdInga kontrollpunkter är valdaIngen gallringInga kurvdata i indataInga kurvdata att sammanfogaInga anpassade HDRIs konfigureradeInga anpassade MatCaps konfigureradeInga anpassade studiolampor konfigureradeIngen anpassning {:s} konfigureradInga data i det interna urklipp att klistra inInga data att klistra inInga data, boolesk mask av aktiva voxlarInget datablock valt eller aktivtIngen datablock markerad som tillgång har valtsInget datablock som stöder tillgångsoperationer har valts – välj minst en pensel, samling, nodgrupp, objekt, poseringsåtgärd, scen eller värld.Inga datablock för att skapa tillgångar för hittade (eller stöder inte användning som tillgångar)Ingen enhet – det kommer inte att finnas någon ljudutgångIngen displayIngen avståndsdämpningIngen drivrutin att kopiera variabler frånInga drivrutinsvariabler i det interna urklippet att klistra inInga drivrutiner har raderatsInga kantringar hittadesIngen kant valdInga kanter valdaInget redigerbart Grease Pencil-lagerInget redigerbart resursbibliotek att spara iInga redigerbara objekt att konverteraIngen exportInga ansiktsområden valdaInget ansikte valtInga ansikten fylldaInga ansikten hittades i objektet "%s"Ingen fil valdInga filhanterare tillgängligaIngen filväg för "%s"Inget filnamn angivetIngen filväg angivenInga filer valdaInga filer valda för öppningInget flippandeIngen mapp valdInga bildrutor renderade, hoppade över för att inte skriva överInga bildrutor valda i objektet Grease PencilInga bildrutor att bakaInga fria ingångar för nod {}Inga helskärmsområden hittadesIngen glTF-animeringInget hår anslutet (det går inte att ansluta hår om partikelsystemmodifieraren är inaktiverad)Ingen bild valdInga bilder tillgängligaInga bilder konverteradeInga bilder hittades att ladda om i denna nodträdstruktur.Inga bilder har ändrats.Inget ingångsnätverk hittades som kan bestämma topologin.Inga installerbara paket markeradeInga installerade paket markeradeInga installerade paket att uppdateraIngen interpoleringIngen interpolering (närmaste texel)Ingen interpolering mellan nyckelrutorIngen interpolering, använd närmaste pixelIngen interpolering, värdet på A behålls tills B påträffas.Inga korsningar hittadesIngen invers korrigering är inställd, så det finns inget att rensa.Inga problem upptäcktaInga artiklarInga artiklar är valdaInga fogar valdaInga nyckelbildsposer att sprida tillInga nyckelrutor kopierade till det interna urklippInga nyckelrutor har tagits bort från %d objekt.Inga nyckelrutor har tagits bort från {} remsa(or)Inga nyckelrutor att fokusera påInga nyckelrutor att glida mellanInga nycklar har satts in och inga fel har rapporterats.Inga tangenter eller remsor valdaInget lager hittadesInga lager att lägga tillIngen begränsning tillämpas. Snabbaste men kan ge artefakter i högordnade scheman.Inga markörer är valdaInga matchande ansiktsområden hittadesInga matchande bilder hittadesInget material att ta bortInga menyalternativ hittadesInga nätdata att anslutaInget nät i aktivt objektInget nätobjektInga nät med vertexgrupper hittadesInga saknade filerInga fler nyckelrutor att hoppa till i denna riktningInga fler markörer att hoppa till i denna riktningHögst 16 lokala visningarInga namn matchar mellan valda objekt och formnycklarInget namn angivetInga namngivna attribut användsInga nya filer har packatsIngen ny överskrivningsoperation skapad, operationen finns redanIngen ny överskrivningsegenskap skapad, egenskapen finns redanInget nodträd hittades i den aktuella nodredigeraren.Inga noder valda.Inget objekt hittades att utföra åtgärden påInget objekt valtInget objekt valt, använder markörenInget objekt att tillämpa orientering påInget objekt, eller inte uteslutande i poseringslägeInga objekt hittades att baka frånInga objekt valdaInga objekt valda för kopieringInga objekt att klistra inInga objekt med bound-box markeradeInget öppet fönster för Graph Editor hittadesIngen operatör i sammanhangetInga alternativInga övergivna datablock att rensa bortInga andra ben väljs ut.Inga andra objekt är markerade.Inga andra objekt valdaInga andra valda objekt har tråd- eller gränskanter som kan användas för projektion.Ingen utgångsnodIngen packad filInga packade filer att packa uppIngen överordnad katalog angivenInga behörigheter angivnaInga punktmolnsdata att sammanfogaIngen punkt valdesInga poäng valdesIngen pose att kopieraIngen förfiltrering, använd när styrpassningarna är brusfriaIngen förhandsgranskning tillgänglig att ta bortIngen projektion när den är bakom ansiktetIngen projektion när den är framför ansiktetIngen referens tillgänglig {!r}, uppdatera informationen i '_rna_manual_reference.py' eller återkoppla till bpy.utils.manual_map()Ingen regionvy3d tillgängligInga arkiv tillgängligaInga resultat hittadesInga resultat matchar sökfiltretIngen rullande slutareffekt användsInga scenresurser.Inga valda F-kurvor att lägga till nyckelrutor tillInga valda F-kurvor att klistra in iIngen vald tillgångInga valda ben att kopiera tillInga valda datablock att kopieraInga redigerbara objekt valda att arbeta medInga markerade ytorInga valda bildrutor hittadesInga valda tangenter, klistrar över förhandsgranskningsområdetInga valda tangenter, klistrar över scenområdetInget valt objekt är aktivtInget objekt valt att kopiera frånIngen vald pose-resursIngen vald vertexIngen sequencer-scen med videoremsor att renderaIngen formkorrigeringIngen nästa artikel hittadesInga platser i denna åtgärd.Inga källnätsobjekt valdaInga remsor valdaInga remsor att klistra inInga undertexter (textremsor) att exporteraIngen lämplig kontextinformation för aktiv nyckelsättningInga lämpliga valda ben att kopiera tillInga objekt som stöds har valtsInga målben har lagts tillInget målobjekt att överföra läget tillIngen text eller fil angiven i noden, inget att kompileraIngen begränsning av texturstorlekIngen texturanvändare hittadesInga texturer i sammanhangetInga användbara spår valdaInga användararkivIngen giltig åtgärd att lägga tillInget giltigt bur-objektInga giltiga data att läsa!Inga giltiga förardata för att skapa kopia avInget giltigt länkat ID angivet för omplaceringInga giltiga format hittadesInget giltigt bildformat valtInga giltiga noder i urvaletIngen giltig rotvertex hittades (du behöver en per mesh-ö som du vill skinnlägga)Inga giltiga objekt valdaInga giltiga subdivisionar hittades för att återuppbygga en lägre nivå.Inga giltiga subdivisionar hittades för att återuppbygga lägre nivåerInget giltigt målnätIngen vertexgrupp bland de valda vertexernaInga vertexgruppdataInga vertexgrupper tilldelade till nätetInga vertexgrupper hittadesInga vertexgrupper att arbeta medIngen vertex valdInga hörn var bundnaInga synliga taggar.Inga vikter/vertexgrupper på objektetInga vikter/vertexgrupper på objektInga {:s} modifierare hittadesIngen operationNodNodbakgrundNodfärgsspecialerNodredigerareNodredigeringsöverläggNodredaktörerNodformatNodgruppNodgrupperNod-IDNodidentifierareNodens ingångarNodinstanshashNodetikettNodlänkarNodnamnNodöversiktNodutgångNodutgångarFörhandsgranskning av nodupplösningNod valdNoduttagNodverktygsidentifierareNodträdNodträdgränssnittNodträdgränssnittsobjektNodträdgränssnittsuttagNodträdgränssnitt SpecialerbjudandenNodträdets sökvägNodträdets undertypNodträdstyp (föråldrad, bl_idname är den faktiska identifieraren för nodträdstypen)NodträdNodtypNod stöds inteNodbreddNode WranglerNode Wrangler (meny)Nodredigerare rymddataNodgruppstillgångar som inte har tilldelats en katalog. Kataloger kan tilldelas i tillgångsbläddraren.Nodgruppens datablockNodgruppen har olika typerNodgruppen måste vara ett geometrinodträd.Nodgruppen måste ha ett färgutgångsuttagNodgruppen måste ha en geometriutgångNodgruppen måste ha en grupputgångsnodNodgruppen måste ha ett utgångsuttagNodgrupp som styr vad denna modifierare görNodgrupp att redigeraNodgruppens mask-ingång ska vara av typen Färg.Nodgruppens första utdata måste vara en färgutdata.Nodgruppens första utdata måste vara en geometri.Nodgruppens geometriinmatning måste vara den förstaNodgruppens huvudsakliga bildinmatning ska vara av typen Färg.Nodgrupper stöder inte automatiska förhandsvisningar.Noden har inget attribut {:s}Färgkod för nodrubrikNod i ett nodträdNoden måste köras som verktygNod fungerar endast för kurvobjektNod som äger denna socketNodvalets statusNodskuggare att användaDatatyp för noduttagNodträdet '%s' har odefinierad typ %sNodträdet '%s' är inte en sammansatt nodgrupp.Nodträdet visas och redigerasNodträd bestående av länkade noder som används för kompositionNodträd bestående av länkade noder som används för geometrierNodträd bestående av länkade noder som används för material (och andra skuggdatablock)Nodträd bestående av länkade noder som används för skuggning, texturer och kompositionNodträd bestående av länkade noder som används för texturerNodträd för nodbaserade lamporNodträd för nodbaserade materialNodträd för nodbaserade världarNodträd för nodbaserade shadersNodträd för nodbaserade texturerNodträdstyp %s odefinieradNodträdstyp att visa och redigeraNodträdet hittades inte i den aktiva nodredigeraren.NodtypNodtyp %s odefinieradNod {} raderadNod(er)NodgruppAAbsolutLägg tillArccosinArcsinusArctan2ArctangentPilBBottenLådaCeilTakStängningFärg på kappaFärgFärgbränningFärg undvikandeJämförJämförelseKonstantKonverteringCosinusKorsKorsproduktNuvarandeMörkareSkillnadAvståndDelaDela takDela golvDela upp omgångenSkalarproduktRitstilExponentFramåtblickandeGolvGolvbelagd ModuloFör varje elementBråkdelBildrutaFunktionerStörre änStörsta gemensamma delareFärgtonHyperbolisk cosinusHyperbolisk sinusHyperbolisk tangentIntersectOmvänd kvadratrotGå med i GeometryNyckelMinsta gemensamma multiplumLängdMindre änLättaLinjär belysningLogaritmMaximaltMedianMinimumSaknad datablockBlandaLägeModuloMultipliceraMultiplicera AdderaNegeraNyNästaNormaliseraDriftÖverläggPingisPingpongPlanarEffektFöregåendeProjektReflekteraBrytaUpprepaRotationerRundaAvrundningAvrundningslägeMättnadSkalaSkärmGlansfärgad nyansTeckenSimuleringSinusJämn maximalJämn minimumFästMjukt ljusSpeglande färgtonKvadratrotSubtraheraTangentFärgtonTill graderTill radianerToppTrigonometriskTrunkaTrunkerad moduloUnionOkändVärdeOmslagNoderNoder ModifierareNoder Modifierare BakaModifieringspanel för noderVarning om nodmodifierareBrusBrusmängdBrusbasBrusbas 2BrusdjupBrusförvrängningBrus F-modifierareBrusintensitetBruskompensationBrus skalaBrusfröBrusstorlekBrustexturBrusgränsBrustypBrusalgoritm – Blender original: Jämn interpolerad brusBrusalgoritm – Cellbrus: Kvadratisk celltessellationBrusalgoritm – Förbättrad Perlin: Jämn interpolerad brusBrusalgoritm – Original Perlin: Jämnt interpolerat brusBrusalgoritm – Voronoi Crackle: Voronoi-tessellation med skarpa kanterBrusalgoritm – Voronoi F1-F2Brusalgoritm – Voronoi F1: Returnerar avståndet till närmaste karakteristiska punktBrusalgoritm – Voronoi F2: Returnerar avståndet till den näst närmaste karakteristiska punkten.Brusalgoritm – Voronoi F3: Returnerar avståndet till den tredje närmaste karakteristiska punkten.Brusalgoritm – Voronoi F4: Returnerar avståndet till den fjärde närmaste karakteristiska punkten.Brusgrund för distorsionenBrusbas som används för turbulensModifierare för ljudeffektLjudnivå vid vilken sampling avbryts. Lägre värden minskar bruset på bekostnad av renderingshastigheten. Noll för automatisk inställning baserad på antalet AA-samplingar.Ljudnivå vid vilken samplingen avbryts. Lägre värden minskar ljudet på bekostnad av renderings tiden. Noll för automatisk inställning baserad på antalet AA-samplingar, för renderings av visningsvy.Icke sammanhängandeIcke-booleskt värde hittades: {:s}[ ].{:s}Icke-tillgångarIcke-färgIcke-tomt objekt '%s' kan inte längre duplicera samlingen '%s' i Blender 2.80 och senare, instansiering har tagits bort.Icke-tangentbordsgenvägIcke-shaderOenhetligIcke-nollIcke-instanskurvor ignorerasIcke-linjär redigerare för att arrangera och mixa scener, video, ljud och effekterIcke-negativt värde av A, abs(A)Icke-fysisk belysning utan enheter. Användbar när exponeringskontroller inte är tillgängliga.IngenIngen (äldre version)Ingen för Enum/BooleanIngen av bensamlingarna är märkta med "solo".Inget av objekten är kompatibelt med en konvertering till "%s".Inget av de utvalda benen tilldelades denna samling.Ingen av de valda kanalerna är en Action Slot.Inget av de valda datablocken stöder förhandsgranskning.Ingen, fullständig renderingIcke-linjär animeringNudlarnas böjningInte hellerNormalNormal biasNormal domänNormal redigeringNormal redigeringsmodifierareNormal avklingningNormalt fältNormalkartaNormal förskjutningNormala kvantiseringsbitarNormal radieNormal skärmstorlekNormal markeringNormal storlekNormal SlätNormalt utrymmeNormalvektorNormalviktNormal riktning för ytmasken vid fästpunktenNormal riktningsvektor. • Klicka med vänster musknapp och dra på sfären för att ställa in normalens riktning. • Håll ned Ctrl-tangenten medan du drar för att snäppa till 45 graders rotationssteg.Normal nyckelbildruta, t.ex. för nyckelpositionerNormal kartan använder DirectX-konventionen, med Y-axeln i den gröna kanalen pekande nedåt.Normal mappning använder OpenGL-konventionen, med Y-axeln i den gröna kanalen pekande uppåt.Normalt pass som används av brusreducerareNormal till ytaNormalvektor som används för att kopiera, lägga till eller multipliceraNormal-TangentNormal/tangentiell kvantiseringNormalRedigeraNormaliseringNormaliseraNormalisera ANormalisera kärnaNormalisera vikterNormalisera aktiva vertexers vikterNormalisera alla vikter för alla vertexgrupper så att summan av alla vikter för varje vertex blir 1,0.Normaliserar intensiteten efter ljusområdet för en jämn total ljusproduktion oavsett storlek och form.Normalisera ljusintensiteten under spårning (långsammare)Normalisera utgångsavståndet till intervallet 0,0 till 1,0Normalisera utdata till intervallet 0,0 till 1,0Normalisera X-koordinaten för segmentkoordinaterna till intervallet [0, 1] och förskjut Y-koordinaten till intervallet [0, oändlighet). När denna ruta är markerad sträcks texturerna så att de passar in i varje vinkelsegment. När denna ruta inte är markerad beskärs de delar av texturerna som inte passar in i varje vinkelsegment.Normalisera färgerna och öka kontrastenNormalisera de resulterande vikterna (annars begränsas de endast till intervallet 0,0 till 1,0).Normalisera vikterna för alla vertexgrupper så att summan av alla vikter för varje vertex blir 1,0.Normalisera vikterna för aktiva hörn (om berörda grupper är olåsta)Normalisera vikterna för alla målbenNormalisera vikterna för den aktiva vertexgruppenNormalisera vikterna för den aktiva vertexgruppen så att de högsta nu är 1,0.NormaliseradNormaliserad sinusNormaliserade koordinater med halvpixelavvikelserNormaliserad kvaternionrotationNormaliserar kärnan så att den integreras till ettNormalt alltid 1, men kan användas som en extra kontroll för att ändra ljusstyrkekurvan.NormalaNormala "spårar" (pekar mot) målobjektetEndast normalaNorrNordöstNordvästNorska (bokmål) - Norsk bokmålInteInte ochInte likaInte lika medEj inställtStöds inteInte ett kompositornodträdInte ett geometriträdInte ett geometri- eller kompositörnodträdInte ett bibliotekInte en modal tangentbordskartaInte en icke-modal tangentbordskartaInte ett shader-nodträdInte ett shader- eller geometrinodträdInte ett shader-, geometri- eller kompositornodträdInte ett texturnodträdInget giltigt val för extruderingInte alla armaturer har en åtgärd och plats tilldelad.Inte ett redigerbart namnInte tilldelad någon benkollektion.Ej tillgängligt för installationer från Microsoft StoreTar inte bort nyckelbildruta för låst F-kurva '%s', objekt '%s'Tar inte bort nyckelbildruta för låst F-kurva '%s', scen '%s'Radera inte nyckelbildruta för låst F-kurva för NLA Strip-påverkan på %s - %s '%s'Otillräckligt med tillgängligt videominne för att baka "{}" ({} / {} MB). Försök att minska surfupplösningen eller inspelningsavståndet för att minska storleken på allokeringen.Inte tillräckligt med innehåll för att klämma fast remsorOtillräckligt med ledigt minneInte tillräckligt med hörn för hörn-förälderIngen filtrering av linjer baserat på belysningsområdeEj implementeratInte implementerat för maskerInte inom nodgruppenKör inte med '--enable-event-simulate' aktiveratStöds inte i dynamiskt topologilägeStöds inte i dynamisk topologisk skulpteringStöds inte i dyntopoStöds inte i multiresolutionslägeStöds inte i skulpteringslägeÄnnu inte definieratÄnnu inte funktionsdugligÄnnu inte implementeratÄnnu inte specificerat. När denna plats först tilldelas ett datablock kommer detta att ställas in på typen av det datablocket.AnmärkningObservera att en helt kompatibel glTF 2.0-motor/visare kommer att använda den som multiplikationsfaktor för basfärgen.Anteckning/lager för att lägga till anteckningsstreck tillAnmärkning:Observera: denna kombinerade rigg är föråldrad.AnmärkningarIngentingIngenting indikeradeInget valtIngenting valt till tangentInget att bakaInget att raderaInget att raderaInget att bearbeta: {:s}[ ].{:s}Inget att visa ännu...Ingenting under markörenNuIngenstans att spara Grease Pencil-dataKärnvapenNuke-distorsionsmodellNollIngen åtgärdNull-tygobjektAntal stegAntalNummerfältAntal WidgetfärgerAntal B-Bone-segmentAntal oskärpaexempelAntal oskärpaexempel (noll, inaktivera oskärpa)Antal snittAntal ansiktenAntal bildrutorAntal tangenterAntal styckenAntal poängAntal projektorerAntal hörnAntal ytterligare sampel som ska tas mellan bildrutorna för att förbättra kvaliteten på snabbt rörliga effektorföremålAntal ytterligare sampel som ska tas mellan bildrutorna för att förbättra kvaliteten på snabbt rörliga flödenAntal vinkelsegment för kakel. Ett icke-heltal resulterar i ett oregelbundet segment.Antal blad i bländaren för polygonal bokeh (minst 3)Antal kanaler i pixelbuffertAntal kanaler i buffertminnet för bildrutans pixlarAntal barn per förälderAntal barn per förälder för renderingAntal beräknade punkter i U-riktningen mellan varje par kontrollpunkterAntal koncentriska ringar som används för att fylla den runda ytanAntal iterationer av begränsningslösaren per simuleringssteg (högre värden är mer exakta men långsammare)Antal kontrollpunkter i en nyinlagd kurvaAntal kontrollpunkter i kurvanAntal kurvor som lagts till med penseln Lägg tillAntalet anpassade normaler är inte antalet slingor (%f / %d)Antalet anpassade normaler är inte antalet vertikaler (%f / %d)Antal cykelupprepningarAntal avmarkerade element i den repetitiva sekvensenAntal dimensioner för datatypen gridAntal dimensioner för utmatning av brus förAntal dubbletter som ska görasAntal kanter eller punkter i ytanAntal element som kommer att grupperasAntal tillägg med tillgänglig uppdateringAntal extra spline-kontrollpunkter kopplade till ändkontrollenAntal extra spline-kontrollpunkter kopplade till startkontrollenAntal ytor som innehåller hörnpunktenAntal ytor som delar en kant med ytanAntal bildrutor efter varje GP-nyckelbildruta innan modifieraren har någon effektAntal bildrutor vid början av remsan som påverkar inbländningenAntal bildrutor mellan cachade bildrutorAntal bildrutor mellan genererade interpolerade bildrutorAntal bildrutor mellan visade banor (gäller inte för metoden "On Keyframes" Onion-skinning)Antal bildrutor mellan randomiseringsstegenAntal cachelagrade bildrutorAntalet bildrutor för in-/utbländning bestäms automatiskt utifrån överlappande remsor.Antal bildrutor från slutbildrutan för inflytande på uttoningAntal bildrutor från startbildrutan för att påverkan ska träda i kraftAntal bildrutor där vågen dämpas efter att den dött utAntal bildrutor i sekvensen som ska användasAntal bildrutor eller sekunder att hoppa framåt eller bakåtAntal bildrutor som animeringen ska taAntal bildrutor som ska bläddras igenom. Påverkas inte av hastigheten.Antal bildrutor för att hålla varje värdeAntal bildrutor som ska ignoreras från slutet av den underliggande källan. Källinnehållet trimmas och framtida bildrutor omvandlas till pauser.Antal bildrutor som ska ignoreras från början av den underliggande källan. Källinnehållet trimmas och tidigare bildrutor förvandlas till pauser.Antal bildrutor som ska förskjutasAntal bildrutor för att kompensera för ursprungligt nyckelbildnummer eller bildruta som ska korrigerasAntal bildrutor som ska visas efter den aktuella bildrutan (endast för onion-skinning-metoden "Runt bildruta")Antal bildrutor som ska visas före den aktuella bildrutan (endast för metoden "Runt bildruta" Onion-skinning)Antal bildrutor som ska hoppas över framåt vid bakning av varje bildrutaAntal bildrutor som ska hoppas över framåt vid rendering/uppspelning av varje bildrutaAntal använda frekvenserAntal graferAntal rutnätskolumnerAntal rutnätlinjer som ska visas i perspektivvyAntal rutnätenheter i UV-utrymmet som utgör en UV-enhetAntal hårsegmentAntal horisontella pixlar i den renderade bildenAntal bilder från en film som ska användasAntal ingångsprover som ska sammanräknas för att jämna ut penseldragenAntal installerade tillägg som är blockeradeAntal artiklarAntal iterationer för att tillämpa filtretAntal iterationer för att köra SLIM-lösaren förAntal iterationer som ska köras, 0 är obegränsat vid interaktiv körningAntal iterationer för att jämna ut nätetAntal iterationer när metoden "Minimum Stretch" användsAntal nivåer av kapslade instanser som ska realiseras för varje instans på högsta nivåAntal lemmarAntal rader att bläddraAntal slingor som används av denna ytaAntal speglade regioner runt en central axelAntal rörelseoskärpaexempelAntal oktaver (dvs. detaljrikedomen i Perlin-bruset)Antal oktaver (dvs. mängden detaljer i det rumsliga bruset)Antal pixlar för oskärpa kant (ställ in på 0 för att inaktivera)Antal pixlar för oskärpa av skugga (ställ in på 0 för att inaktivera)Antal pixlar per tum eller Blender-enhetAntal pixlar innan markören anses ha flyttats (används för att bläddra mellan valda objekt vid på varandra följande klick)Antal pixlar som ska beskäras från bottenAntal pixlar som ska beskäras från vänster sidaAntal pixlar som ska beskäras från höger sidaAntal pixlar som ska beskäras från toppenAntal pixlar som måste dras innan en dra-händelse utlöses för tangentbord och andra inmatningsmetoder än mus/surfplatta (annars detekteras klickhändelser).Antal pixlar som måste dras innan en dra-händelse utlöses för mus-/trackpad-inmatning (annars detekteras klickhändelser)Antal pixlar som måste dras innan en dra-händelse utlöses för tablettinmatning (annars detekteras klickhändelser)Antal pixlar för att expandera eller kontrahera fyllningsområdetAntal punkter i en rotation av spiralenAntal punkter på var och en av cirklarnaAntal punkter på cirkelnAntal punkter på cirkeln längst upp och längst nerAntal punkter på profilcirkeln. Definierar även upplösningen för den runda kåpan.Antal poäng för att betrakta slaget som löstAntal punkter som ska provtas per volymenhetAntal poäng att välja från baksidanAntal poäng att välja från slutetAntal poäng att välja från framsidanAntal poäng att välja från börjanAntal projektorer som ska användasAntal strålriktningar som ska utvärderas vid bakningAntal strålar som ska spåras per shader-utvärderingAntal rundor i en skissartad multipelberöringAntal varv i konturstreckAntal provpunkter på kurvanAntal sampelAntal sampel längs volymens x-axelAntal sampel längs volymens y-axelAntal sampel längs volymens z-axelAntal sampel per pixel för renderingAntal prov per pixel som tagits, dividerat med det maximala antalet prov. För att analysera adaptiv provtagningAntal sampel för beräkning av volymskuggningAntal sampel som ska renderas för varje pixelAntal sampel som ska renderas i visningsfönstret, obegränsat om 0Antal sampel som ska testas per ytaAntal sampel som används av ljudmixningsbuffertAntal sampel, obegränsat om 0Antal sekunder mellan varje körning av GL-texturens skräpinsamlareAntal sekunder mellan varje körning av GL-vertexbuffertobjektets skräpinsamlareAntal segment för rundade kanter/hörnAntal segment för torusens huvudringAntal segment för torusens mindre ringAntal segment i den inversa kinematikkedjan som kommer att deformera nätetAntal valda element i den repetitiva sekvensenAntal halvtoner som tonhöjden ska flyttas.Antal shader-kompileringstrådar eller underprocesser, begränsat till det maximala antalet trådar som stöds av CPU:n (kräver omstart av Blender för att ändringarna ska träda i kraft). Ett högre antal ökar RAM-användningen samtidigt som kompileringstiden minskar. Värdet 0 innebär automatisk konfiguration. (Endast OpenGL)Antal sidor i hålet som måste fyllas (noll fyller alla hål)Antal förenklingssteg (stora värden minskar fyllningsnoggrannheten)Antal simuleringssteg per bildruta (högre värden är mer exakta men långsammare)Antal utjämningsiterationer per penselstegAntal tecken som ska visas i flikarnaAntal spline-kontrollpunkter i mittenAntal steg mellan 0 och 1Antal steg i revolutionenAntal steg för att bryta omvandlingen till närmaste ansikteAntal steg för att beräkna volymetriska effekter. Ett högre antal steg ökar VRAM-användningen och kvaliteten.Antal steg som den totala förskjutningen ska delas upp i. Fält, inklusive normal och position, omvärderas före varje steg.Antal subdivisionarAntal subdivisionar mellan rutnätets linjerAntal subdivisionar för prickrutnätet som visas i bakgrundenAntal subdivisionar för vilka förskjutningar lagrasAntal subdivisionar av ben (endast för B-ben)Antal subdivisionar ovanpå den grundläggande ikosaedernAntal subdivisionar per segmentAntal subdivisionar som måste utföras innan vertikalernas positioner och normaler extraherasAntal subdivisionar som ska utföras i 3D-vyfönstretAntal subdivisionar som ska utföras vid renderingAntal subdivisionar som ska användas i skulpteringslägetAntal subdivisionar som ska användas i visningsfönstretAntal subdivisionar som används i kardinal kurvskärningspunkt (potens av 2)Antal supersampling-anti-aliasing-samplingar per pixel för slutlig renderingAntal surflar som ska spawn i en lokal enhets avstånd (högre värden förbättrar kvaliteten)Antal texturer som används av den kaskadbaserade skuggkartanNumret på den position som denna bricka täckerAntal gånger per bildruta objektdata samplasAntal gånger per bildruta som transformationer samplasAntal gånger geometrin reduceras (endast osubdividering)Antal gånger som filtret kommer att tillämpasAntal gånger tangenterna slåsAntal gånger ljuset återinförs i ljusrutnät, 0 inaktivera indirekt diffust ljusAntal gånger spiralen gör en fullständig rotationAntal gånger detta datablock refereras tillAntal gånger att tillämpa förenklaAntal gånger som smooth ska appliceras (höga siffror kan minska FPS)Antal gånger som ska appliceras jämnt (höga siffror kan minska fps)Antal gånger skruvoperationen ska utförasAntal gånger färgerna ska suddas ut (ju högre siffra, desto mer suddas ut)Antal gånger att expandera eller erodera de aktiva voxlarnaAntal gånger att rita omAntal gånger åtgärden ska upprepasAntal gånger som nyskapade streck ska jämnas utAntal gånger nätet ska jämnas utAntal gånger som nyskapade streck ska delas upp för att få mindre ojämna streckAntal gånger att avdelaAntal spårpartiklarAntal varv runt föräldern längs strängenAntal tillgängliga ångra-steg (lägre värden sparar minne)Antal användareAntal vertikala pixlar i den renderade bildenAntal hörn för formens X-sidaAntal hörn för formen Y-sidanAntal hörn för formens Z-sidaAntal hörn i X-riktningenAntal hörn i Y-riktningenAntal hörn på cirkelnAntal hörn på linjenAntal voxlar på X-axelnAntal voxlar i X-riktningen för rutan, eller 1 om fältet utvärderas på en voxel.Antal voxlar på Y-axelnAntal voxlar i Y-riktningen för rutan, eller 1 om fältet utvärderas på en voxel.Antal voxlar i Z-axelnAntal voxlar i Z-riktningen för rutan, eller 1 om fältet utvärderas på en voxel.Nummer som är specifikt för denna slot, unikt inom åtgärden. Detta används till exempel på en ActionKeyframeStrip för att söka efter ActionChannelbag för denna slot.Siffra för att öka eller minska teckenkoden medAntal dirtree-nivåer som ska visas samtidigtNumeriskt IDNumeriskt ID (endast läsbart!)Numeriska inmatningspilarUtvärdering av numerisk inmatningNumeriskt problemNumerisk integrationsmetod för advektionOBJ-export: Det går inte att skapa en mtl-fil för '%s'OBJ-export: Kan inte öppna filen '%s'OBJ-export: Ingen information att skrivaOBJ-export: Det går inte att hitta samlingen '%s'OBJ-import: Kan inte öppna filen '%s'AVOKPÅOPEN_EXROSOS-tangentOS-loopOS-tangentOSL-frågan kunde inte öppnas %sOSL-skriptkompilering misslyckades, se konsolen för felmeddelandenOSL-shaderkompilering lyckadesOSL-stöd inaktiverat i denna versionObjektBoidAvgiftKurvaGuideDraFältFluidFieldKraftHarmoniskBehåll originaletLennard-JonesMagnetNyTexturfältTurbulensVirvelVindObjektet "%s" har en icke-inverterbar transformationsmatris, tillämpar inte transformationenObjekt "%s" är inte ett nätObjektet "%s" är inte ett nät eller kan inte konverteras till ett nät (kurva, text, yta eller metaboll).Objekt "%s" är inte aktiverat för renderingObjektet "%s" finns inte i visningslagretObjekt "%s" hittades inte i den utvärderade scenen, det kan vara dolt.Objekt %s har ingen pose, kan inte tillämpa åtgärden före renderingObjekt %s förlorade dataObjekt %s syns inte i visningslagret %sObjektet '%s' har redan en rigid kroppsbegränsning.Objektet '%s' finns redan i samlingen '%s'Objektet '%s' kan inte döljas eftersom det inte finns i visningslagret '%s'!Objektet '%s' kan inte väljas eftersom det inte finns i visningslagret '%s'!Objektet '%s' kunde inte skapa interna data för att hitta närmaste punkt.Objektet '%s' stöder inte %s modifierareObjektet '%s' stöder inte formerObjektet '%s' har inga utvärderade kurv- eller fettpennadata.Objektet '%s' har inga utvärderade Grease Pencil- eller Curves-data.Objektet '%s' har inga utvärderade kurvdata.Objektet '%s' har inga utvärderade nätdata.Objektet '%s' har inga utvärderade mesh- eller kurvdata.Objektet '%s' finns inte i samlingen '%s'Objekt (fäst kurvor till yta)Objekt (Behåll transformation utan inversion)Objekt (Behåll transformering)Objekt (utan invers)Objekt 1Objekt 2ObjektåtgärdObjekt justeratObjektanimationObjektbasObjektcentrumObjekt BarnObjektkollisionerObjektfärgObjektbegränsningsegenskaperObjektbegränsningarObjektets innehållObjektdataObjektdata-animeringObjektdatagenskaperObjektvisningObjektutvärderingstillståndObjekt ExtrasObjektteckensnittObjekt frånObjektgizmosObjektgrupperObjektindexObjektinfoObjektinstanserObjektljuskopplingObjektlinjekonstInställningar för objektlinjekonstObjektets platsObjektlägeObjektmodifierareObjektnamnObjektnoduttagObjektnodens socketgränssnittObjektförskjutningObjektoperationObjektets ursprungliga storlekObjektets ursprungObjektvägObjektbanorObjektets pivotpunktObjektets egenskaperObjektrotationObjektskalaObjekt SkruvObjekt valtObjekt-shadereffekterObjektlösareObjektlösare BegränsningObjektutrymmeObjektstatusfilterObjekt TillObjekttransformeringObjekttyperObjektets hastighetObjekt XObjekt YObjekt ZObjekt som kameraObjektbaserat urvalslägeObjektgränsvisningstypObjekt kastar skuggor i 3D-vynObjektbarn kommer att använda relativ transformation, som deformering.Objektets färgObjektfärg och alfa, används när läget Objektfärg är aktiveratObjektet kommer från en bakgrundsuppsättningObjektet kommer från en instansObjektet kunde inte duplicerasObjektdataObjektdatablock som definierar ett objekt i en scenObjektdatablockObjekt som definierar förskjutningObjektdetaljer, inklusive tom kabel, kameror och andra visuella guiderObjektvisningsinställningar för 3D-viewportObjektet har inga geometridataObjektfilformat (.obj)Objekt för anpassat utrymmeObjekt för polrotationObjektets geometri uppdaterasObjektet har negativ skala, skulpteringen kan vara oförutsägbarObjektet har negativ skala, unwrap kommer att fungera på en icke-vänd version av nätet.Objektet har ingen stel kroppsbegränsning att ta bortObjektet har inga inställningar för stel kropp som kan tas bort.Objektet har ingen poseObjektet har inga vertexgrupperObjektet har ojämn skala, skulpteringen kan vara oförutsägbarObjektet har ojämn skala, unwrap kommer att fungera på en icke-skalad version av nätet.ObjektinteraktionslägeObjektet är en lokal biblioteksöverskrivningObjektet styrs direkt av animationssystemetObjektet styrs direkt av simuleringsresultatenObjektet är inte en kurva eller en textObjektet är inte ett nätObjektet är inte en armaturObjektet är inte framförObjektet skalas efter kurvradienObjektet visas framförObjektet används för kameraspårningObjektet måste vara i objektlägeObjektnamn att placera (använder det aktiva objektet när detta och 'session_uid' inte är inställda)Objektet hittades inteObjekt i en samling med dess samlingsrelaterade inställningarObjektvägObjekt som tillhandahåller instansgeometrin som används för spridningObjektinställningarObjektets skuggning uppdaterasObjektet ska vara av nät-typObjektuttag för en nodObjektutrymme normal mappningObjektutrymmesnormal mappning, kompatibel med Blender render bakingObjektutrymmesvektorsförskjutningskartläggningObjekt som definierar anpassad visningsform för detta benObjekt som har partikelsystemetObjekt som denna bas länkar tillObjekt att undvikaObjekt för att beräkna avstånd mellan hörnpunkter frånObjekt för att definiera skruvaxelnObjekt för att bestämma centrumets lägeObjekt för att bestämma rotationscentrumObjekt att spegla över. Lämna tomt och namnge ett ben för att alltid spegla över det benet på den aktiva armeringen.Objekt för att ställa in texturkoordinaternaObjekt för att ta den position och rotation som translations- och rotationsdelta från VR-headsetet ska tillämpas på.Objekt för överföring av data frånObjekt att transformera frånObjekt att omvandla tillObjekt som ska användas som bur istället för att beräkna buren från det aktiva objektet med burutskjutningObjekt att använda som bur, istället för att beräkna buren från det aktiva objektet med burutskjutningFöremål att använda som spegelObjekt att använda som projektortransformatorObjekt som ska användas som ingångsgeometriObjekt att använda för kartläggning med objekttexturkoordinaterObjekt att använda för texturmappningObjekt som matriser är relaterade tillObjekttransformationen uppdaterasObjekttyp "%s" har inga redigerbara data.Objekttypen stöder inte automatiska förhandsvisningarObjekttypen stöder inte vertexgrupperObjekttyp stöds inteObjekttypstridighet, Alembic-objektets sökväg pekade på kameran vid import, men gör det inte längre.Objekttypstridighet, Alembic-objektets sökväg pekade på Curves vid import, men gör det inte längre.Objekttyp stämmer inte överens, Alembic-objektets sökväg pekade på NURBS vid import, men gör det inte längre.Objekttyp stämmer inte överens, Alembic-objektets sökväg pekade på Points vid import, men gör det inte längre.Objekttypstridighet, Alembic-objektets sökväg pekade på PolyMesh vid import, men gör det inte längre.Objekttypstridighet, Alembic-objektets sökväg pekade på SubD vid import, men gör det inte längre.Objekttypstridighet, Alembic-objektets sökväg pekade på XForm vid import, men gör det inte längre.Objekttyp stämmer inte överens, Alembic-objektets sökväg pekar på kameraObjekttyp stämmer inte överens, Alembic-objektets sökväg pekar på Curves.Objekttyp stämmer inte överens, Alembic-objektets sökväg pekar på NURBSObjekttyp stämmer inte överens, Alembic-objektets sökväg pekar på Points.Objekttyp stämmer inte överens, Alembic-objektets sökväg pekar på PolyMeshObjekttyp stämmer inte överens, Alembic-objektets sökväg pekar på SubDObjekttyp stämmer inte överens, Alembic-objektets sökväg pekar på XFormObjekttypen för källobjektet stöds inteObjekt som används som startposition för byggandetObjekt som används som centrumObjekt som används som avståndsreferensObjekt som används för kameraspårning kan inte raderasObjekt som används som referenspunktObjekt som används för gradientriktningenObjekt som används för hårsnoddenObjekt som används för att definiera djup i kamerarummet genom att projicera på ytan av detta objekt.Objekt som används för att definiera förskjutningsutrymmetObjektets synlighet för kamerastrålarObjektets synlighet för diffusa strålarObjektets synlighet för glansiga strålarObjektets synlighet för skuggrålarObjektets synlighet för transmissionsstrålarObjektets synlighet för volymspridande strålarObjektet har ännu inte utvärderatsObjekt som definierar vågcentrumObjekt vars Z-axel definierar tyngdkraftens riktningObjektet följer kurvans riktning och lutning.Objektet förblir låst till en enda punkt någonstans längs kurvan, oavsett tid.Objekt {!r} har redan ett partikelsystemObjekt {!r} har redan {!r} F-kurva(or). Ta bort dessa innan du försöker igen.Objektets begränsningsram i objektutrymmeskoordinater, alla värden är -1,0 när de inte är tillgängliga.ObjektObjekt-rymdavstånd för att kompensera SDF-ytanObjekt: {:s}, Mesh: '{:s}' har inga UV-koordinaterObjekt: {:s}, Mesh: '{:s}' har {:d} slingor (för {:d} ytor), förväntat {:d}ObjektFöremål och samlingarAntal valda objektObjekt kan uppdateras individuellt, men det tar längre tid att rendera.Objekten har inte samma antal hörn.Objekt har inga data att omvandlaObjekt i samlingen bidrar endast indirekt (genom skuggor och reflektioner) i visningslagret.Objekt i samlingen bidrar endast indirekt (genom skuggor och reflektioner) i visningslagret • Ctrl för att isolera samlingen • Shift för att ställa in inuti samlingarObjekt som ingår i aktivt nyckelsetObjekt kopplade till %sObjekt flyttade till %sObjekt i samlingen med sina överordnade samlingsspecifika inställningarObjekt delar texturutrymme, mappa alla objekt till en enda UV-kartaObjekt som finns direkt i denna samlingObjekt som finns i denna samling och dess underordnade samlingarHinderHinderavståndHinder nivå inställningHindergränsOckluderaOckluderande radergummiOckludera geometriOckludera objekt med omgivningens färg när de är längre bortOcklusionOcklusionsavståndEndast ocklusionHavHavsmodifierareOcean är cachadÅttkantigOktaedriskOktaverOctree-djupUddaUdda schackbrädesbrickorAvUtanför axelnOff-axis frustums som konvergerar i ett planOfficiellOfficiellt stödSkala för skärning utanför skärmenSkala utanför skärmenFörskjutningOffset (äldre version)OffsetbeloppOffsetvinkelOffsethörn i ansiktetOffsetriktningOffsetavståndOffset kantloopOffset JämnOffsetfaktorOffsetfrekvensOffsetmatrisOffsetmetodOffsetobjektOffsetplanOffsetpunkt i kurvaOffset RelativOffsetskalaOffsetstartOffset mot anpassad kameraOffset UOffset giltigOffsetvektorOffset XOffset YFörskjut ett kontrollpunktsindex inom dess kurvaKompensera en signerad avståndsfältyta med ett avstånd i världsrummet. Dilaterar (positivt) eller eroderar (negativt) samtidigt som den signerade avståndsegenskapen bibehålls.Förskjutning längs normalvektorn vid ritning på ytorFörskjut en bildBågens förskjutningsvinkelOffsetklämma baserad på geometrisk skalaOffset kantloop slideFörskjut var N:te radFörskjutning för slutartidens tidsintervall, gör det möjligt att ändra rörelseoskärpaFörskjutning från objektets centrumFörskjutning från remsans ände i bildrutorFörskjutning från grundplanetFörskjutning från ursprunget som ska användas vid instansieringFörskjutning från den position som motsvarar tidsramenFörskjutning från början av remsan i bildrutorFörskjutning från startpunktenFörskjutning i flyttalsenheter, 1,0 är bildens bredd och höjdFörskjutning i slumptalstabellen för barnpartiklar, för att få ett annat slumpmässigt resultatFörskjutning i slumptalstabellen för att få ett annat slumpmässigt resultatOffsetindex för den första punkten på varje kurvaFörskjutning i varje slag före början av genereringen av streckade segmentFörskjutna nyckelrutorFörskjut lager med samma faktorOffsetmaterialindex för genererade ytorOffsetmaterialindex för genererade kantytorKompensera material med samma faktorOffset för dubbletter, -1 till 1 (inre till yttre)Förskjutning av varje klump i slumpmässig riktningFörskjutning av golv från objektets ursprungFörskjutning av filmens första bildruta i förhållande till dess filnamn (påverkar endast hur filmen laddas, ändrar inte data som är kopplade till klippet)Förskjutning av noder från markören när de läggs tillFörskjutning av pivot från mål (när inställt) eller från ägarens position (när fast position är avstängd) eller den absoluta pivotpunktenFörskjutning av gränsursprunget i förhållande till borstradienFörskjutning av kurvorna för att runda spetsenFörskjutning av posens ursprung i förhållande till penselns radieOffset på fälgenSkuggans förskjutningSpårets förskjutning från föräldrapunktenFörskjutning per kurvaFörskjut plan från varandra. Om denna funktion är inaktiverad skapas flera plan på samma plats.Förskjut strålar från ytan för att minska skuggtillskott på lågpolygeometri. Påverkar endast trianglar som påverkas av geometriförskjutningen.Förskjuter strålar från ytan för att minska skugga-terminator-artefakter på lågpolygeometri. Påverkar endast trianglar i sneda vinklar mot ljuset.Offset-sampling av irradiansrutnätet i ytans normala riktning för att minska ljusläckageOffset-sampling av irradiansrutnätet i betraktningsriktningen för att minska ljusläckageFörskjuten startpunktFörskjut slag med samma faktor baserat på slagets dragningsordningFörskjutna slag från fyllningFörskjut slag mot vald kamera istället för den aktiva kameranFörskjut kopiorna slumpmässigtFörskjut hela kedjan i förhållande till rotledenKompensera hela slaget istället för endast valda punkterFörskjut instanserna på ytans hörn till respektive yta.Kompensera instanserna slumpmässigtKompensera för bruset längs streckenOffset för antalet bildrutor som ska användas i animeringenKompensera deformationens ursprung och orienteringFörskjut revolutionen längs dess axelFörskjut rullen längs den ursprungliga kurvan för att behålla formen.Kompensera slaget från ytanKompensera tjockleken från mittenOffset som ska läggas till den aktuella scenramen. Kan även vara negativt.Offset som ska tillämpas på animering under import, i bildrutorOffset som ska tillämpas på animationens tidsstämplar, i bildrutorFörskjutning av bandets dataOffset används för att rita redigeringsnät framför annan geometriOffsetvärde som ska läggas till stroke-UV:erOffsetvektorFörskjutna hörnpunkter baserade på en texturOffset kommer att vara en absolut punkt i rymden istället för relativ till målet.Offset med måltransformeringOffset/Effekt/Lutning (ASC-CDL)Offset:Offset: %.3fKompensationerOggOgg TheoraOljaGammalGammal åtgärdOld Action-sessionens uid att ersättaGammal IDGammal ID '%s' är länkad från ett bibliotek, indirekt användning av detta datablock kommer inte att ommappas.Gamla ID:s sessions-uid för att ommappa data frånGamla objektets ytaGammalt kartläggningsvärde i bildrutorUtelämna sparsam åtkomst om data är tommaUtelämna Sparse Accessor om data är tommaOmnidirektionellt punktljusOmnidirektionell punktljuskällaPåOm CageVid klickPå aktuell bildrutaPå landPå pressenPå utvalda nyckelrutorOm utvalda markörerEndast på utvalda produkterPå ytanPå bildsekvensremsor returnerar den en remsa för varje bild.Ett ansikteEn nivåEn av noderna har inga utgångarEn av de tre punkterna på cirkeln. Punktens ordning avgör cirkelns riktning.En eller flera F-kurvor är inte synliga på grund av filterinställningarna.Ett eller flera objekt som används som prototyper i noder av typen "Instance on Points" har antingen inte "As Instance" aktiverat i sina "Object Info"-noder, eller så är prototypen själva basgeometrin. Båda fallen förhindrar giltig export av punktinstanser. Om det är det förstnämnda, aktivera "As Instance" för att undvika felaktiga självreferenser.En unik grafisk definitionOneDriveLökens opacitetLökhudLökflåsningLök skalOnline-åtkomstOnline-tilläggOnlineåtkomst krävs för att kontrollera om det finns uppdateringar.Onlineåtkomst krävs för installation eller uppdatering.Onlineåtkomst krävs för installation eller uppdatering. Aktivera onlineåtkomst i Systeminställningar.Onlineåtkomst krävs för installation eller uppdatering. Starta Blender utan --offline-modeOnlineåtkomst krävs för att installera uppdateringar.Onlinekatalog med gratis och öppen källkodsutvidgningarEndast 90 graders rotationer är tillåtna.Aktivera endast om valtEndast aktivEndast aktiv F-kurvaEndast aktivt nyckelsetEndast tillgångarEndast axelriktadEndast BoostEndast Bézier-kurvor stödsEndast Bézier-splines kan läggas tillEndast kanalEndast kurvorEndast deformera benEndast kanter och ytorEndast slutpunkterEndast ansiktenEndast fyllerEndast förstaEndast infoga tillgängligtEndast insats behövsEndast inuti ytterEndast lokaltEndast platserEndast lösa kanterEndast granngeometriEndast kantBara sekunderVälj endast icke markeradeEndast utvaldaEndast utvalda benEndast utvalda kanalerEndast valda nyckelrutorEndast valda nyckelrutor hanterasVisa endast felVisa endast valdaVisa endast valda F-kurva-nyckelrutorVisa endast plats för aktivt objektEndast jämnEndast slagEndast oanvändaAnvänd endast AlphaEndast X-axeltransformationer påverkasEndast Y-axeltransformationer påverkasEndast Z-axeltransformationer påverkasEndast huvudbild och mask-ingångar stöds, övriga stöds inte och returnerar noll.Endast ett enda tecken stödsAktivera endast när musen inte är över en nod (användbart för justeringsgester)Endast aktivt lagerLägg endast till F-modifierare till aktiv F-kurvaLägg endast till en F-modifierare av den angivna typen till den aktiva remsan.Lägg bara till skarpa kanter istället för att först ta bort befintliga taggar.Lägg endast till kanten till originaldataPåverkar endast valda elementPåverkar endast hörn som inte skyms av andra ytor (långsammare prestanda)Tillåt endast angivet densitetsvärde i emitterområdet och lägg inte till någotLåt endast valbara objekt påverka raycast-resultatetTillåt endast inmatning av ett enda värde istället för fält. Föråldrat. Kommer att tas bort i 5.0.Tillämpa endast de valda benen (med spridning till barn)Endast armaturer stödsEndast tillgångar från den aktuella filen kan flyttas mellan kataloger.Endast tillgängligt i punktvalslägeEndast tillgänglig med vinklade böjfjädrar.Baka endast nyckelrutor inom ett visst bildruteintervallBaka endast valda ljusprobenvolymerBaka endast den aktiva ljussondens volymEndast fasade kanter med tillräckligt skarpa vinklar mellan ytornaEndast booleanska ingångar stöds.Endast boolean-, int-, float- och enum-egenskaper stödsEndast boolean-, int-, float- och enum-egenskaper stödsBeräkna endast intensitetEndast tydliga rörelsebanor för valda benEndast tydliga rörelsebanor för valda objektBeakta endast remsor på samma kanal som den aktivaBeakta endast objektet självt vid beräkning av AO.Skär endast vald geometriSkär endast den främsta geometrinDeformera endast hörnpunkter inom detta avstånd från effektens centrum (lämna som 0 för oändligt).Endast deformerande modifierare kan tillämpas på former.Ta bara bort valda nyckelrutorTa endast bort bakade belysningsdata för valda ljusproberTa endast bort den aktiva ljussondens bakade belysningsdata.Endast kataloger kan väljas för den aktuella åtgärden.Visa och ta endast hänsyn till de yttre hörnpunkternaVisa endast var n:te bildrutaVisa endast bilden när den är i linje med vyaxelnLös endast upp vinklar under detta (endast plan)Endast kanter på den inre masken som ligger inom den yttre masken kommer att beaktas. I annat fall kommer alla kanter på den inre masken att beaktas.Redigera endast objektets aktiva lagerEndast tomma objekt stöder insamlingsinstanserExportera endast deformationsben och deras föräldrarExportera endast valda objekt. Icke valda överordnade objekt till valda objekt exporteras som tomma transformationer.Endast funktioner som ligger längre än marginalpixlar från bildkanterna beaktas.Vänd endast de anpassade slingnormalerna för de valda elementen.Generera endast skärningslinjer för denna samlingBehåll endast sista bildrutanEndast i MultiframeInkludera endast F-kurvor och drivrutiner som är inaktiverade eller har fel.Inkludera endast lager i denna vy Lagerrendering (lämna tomt för att alltid inkludera)Inkludera endast kanaler som är relaterade till valda objekt och dataInkludera endast rader som motsvarar valda elementÖka endast alfa-värdet om färgens alfa är högre än det befintliga.Infoga endast nyckelrutor där de behövs i relevanta F-kurvor.Endast heltal kan användas som dynamisk precision: "{}"Endast heltal kan användas som dynamisk bredd: "{}"Endast utvalda nyckelben (endast pose baking)Endast kortkommandon kan redigeras på det sättet. Använd annars användarinställningarna.Endast nyckelrutor för valda F-kurvor är synliga och redigerbara.Endast den sista regionen kan delas upp i fyra delar.Endast länka data, istället för att lägga till denEndast länkade ID:n kan packasVisa endast innehållet i den aktuella katalogen, utan rekursion.Bara sammanfoga längs kanternaSlå endast samman mesh-hörnpunkter längs befintliga kanter. Denna metod kan vara mycket snabbare.Spegla endast rigify-parametrar till valda ben som har samma rigify-typ som det aktiva benet.Ändra endast streck under det angivna bildintervalletEndast på den ände som ligger närmast den första nyckelrutanEndast på den ände som ligger närmast nästa nyckelbildrutaEndast ett * stöds i mönstret.Endast en effekt av denna typ är tillåten.Endast en modifierare av denna typ är tillåten.Operera endast på det aktiva benetMåla endast på ytorna direkt under penseln (långsammare)Måla endast valda streckpunkterMåla endast valda streckpunkter mellan andra streckMåla endast valda streckKlistra endast in F-modifierare på aktiv F-kurvaKlistra endast in F-modifierare på aktiv remsaKlistra endast in den lagrade posen på valda ben i den aktuella posen.Endast raycast mot själva objektetLäs endast färgramp alfaSpela endast in bindningsdata för vertikaler som matchar vertikalgruppen vid tidpunkten för bindningen.Uppdatera endast det aktiva arkivetRendera endast skuggor och reflektioner på detta objekt för att komponera renderingar till verkliga filmsekvenser. Objekt med denna inställning anses redan finnas i filmsekvensen, medan objekt utan denna inställning är syntetiska objekt som komponeras in i den.Rendera endast det aktiva lagret. Påverkar endast rendering från gränssnittet, ignoreras för rendering från kommandoraden.Ersätt endast måletelement där data ligger över angiven tröskel (det exakta beteendet beror på datatyp)Ersätt endast måletelement där data ligger under angiven tröskel (det exakta beteendet beror på datatyp)Skulptera endast valda streckpunkterSkulptera endast valda streckpunkter mellan andra streckSkulptera endast valda streckVälj endast kvarvarande trianglar som inte har slagits samman.Endast valda kanterEndast valda nyckelrutorVälj endast linjer från upplysta områdenVälj endast rader från skuggade områdenVisa endast tilläggVisa och redigera endast handtag för valda nyckelrutorVisa endast penslar som är tillämpliga för det verktyg som för närvarande är aktivt i tillgångshyllan. Lagras i inställningarna, som kan behöva sparas manuellt om automatisk sparning av inställningar är inaktiverad.Visa endast aktiverade tillägg. Avmarkera för att se alla installerade tillägg.Visa endast tillägg från detta arkivVisa endast objekt som matchar detta namn (använd '*' som jokertecken)Visa endast den aktiva formnyckeln vid fullt värdeVisa endast platsen för det aktiva objektet. Annars visa alla åtgärdens platser.Visa endast temanStöds endast för regioner av typen "TEMPORÄR" (popup-fönster)Stöds endast i multiresolutionslägeStöds endast i objektlägeSynkronisera endast den aktiva längden för den aktiva remsanSynkronisera endast det aktiva arkivetEndast den första utdata beaktas medan resten ignoreras.Endast de positiva skillnaderna i amplituderna sammanfattas för att producera utdata.Överför endast aktivt datalagerFörändra endast objektens placering utan att påverka rotation eller skalning.Endast oanvända (endast falska användare) åtgärder beaktas.Uppgradera endast det aktiva arkivetAnvänd endast penselobjekt från denna samlingAnvänd endast skiftlägeskänsliga matchningar av söksträngenAnvänd endast fullständiga träffar av söksträngenAnvänd endast given geometri för vätskaAnvänd endast samlingen för att skapa ocklusion.Använd endast den första och sista delen av slaget för att snäppa.Använd endast objektdata för att skapa ocklusion.Används endast för bakning. Steg=1 skapar en tangent på varje bildruta, steg=2 bakar på 2 sekunder, osv.Endast visningstransformering och utseende kan redigeras för dessa inställningar.Endast synlig för kameran och reflektionerEndast synliga/valda benEndast fönsterområdet kan delas upp i fyra delar.Skriv endast deformerande ben (och icke-deformerande ben när de har deformerande barn).Skriv endast ut översättningskanaler för rotbenetOpacitetOpacitet (alfa) för kamerornas frustumvolymOpacitet (alfa) för konvergensplanetOpacitet (alfa) för det mörkare överlägget i kameravynOpacitetsfaktorOpacitet StyrkaOpacitet för redigering av vertikalerOpacitet för streckade linjer i ledningarOpacitet hos UV-överläggOpacitet för visning av klonbildOpacitet för kanter i UV-överläggOpacitet för ytor i UV-överläggOpacitet för UV Stretch-överläggetOpacitet för det attribut som för närvarande visualiserasOpacitet för buröverlägget i kurvskulpteringslägetOpacitet för det mörkare överlägget utanför renderingsområdetOpacitet för de visade kanterna (1,0 för opakt)Bildens opacitetPunkternas opacitetOpacitet för texturmålningläget stencilmasköverläggOpacitet för överlägget i färgläget för viktOpacitet som ska användas för val av benOpacitet: %3fOpacitet: %sÖppenÖppna allaÖppen pilÖppna gränserÖppna mappÖppna mappar med ett enda klickÖppen slingaÖppna senasteÖppet skuggingsspråkÖppna en Blender-filÖppna en kommandotolk härÖppna en katalogbläddrar, håll ned Skift för att öppna filen, Alt för att bläddra i den innehållande katalogen.Öppna en katalog när du väljer denÖppna en filbläddrar, håll ned Skift för att öppna filen, Alt för att bläddra i den innehållande katalogen.Öppna ett nytt textdatablockÖppna en sökväg i en filbläddrarenÖppna ett popup-fönster för att ställa in felsökningsnivånÖppna en fördefinierad tillgångshylla i ett popup-fönsterÖppna en fördefinierad menyÖppna en fördefinierad panelÖppna ett fördefinierat cirkelmenyÖppna en förinställd webbplats i webbläsarenÖppna en stilmodulfilerÖppna en vy för användning med virtual reality-headset, eller stäng den om den redan är öppen.Öppna en webbplats i webbläsarenÖppna ett fönster för att hantera oanvända dataÖppna ett fönster med information om BlenderÖppna alla objektposter och stäng alla andraÖppna en automatiskt sparad fil för att återställa denÖppna en bildfilbläddrar, håll ned Skift för att öppna filen, Alt för att bläddra i den innehållande katalogen.Öppna blandningsfiler med denna Blender-versionÖppna inställningar för tilläggÖppna bildÖppna bilderÖppna menyknappar och rullgardinsmenyer automatiskt när musen hålls över demÖppna ny katalogÖppna vid muspekningÖppna referensdokument online i en webbläsareÖppen källkodsramspelareÖppna blend-filen som innehåller den aktiva resursen.Öppna standardfilenÖppna filenÖppna mappenÖppna den senast stängda filen ("quit.blend")Öppna popup-fönstret för operatörssökningÖppna popup-verktygsfältet eller popup-fönstret för penselresurser När du håller ned mellanslagstangenten för att öppna verktygsfältet: • Om du trycker på en verktygsgenväg växlar du omedelbart till det verktyget. • Om du drar markören över ett verktyg och släpper den aktiveras det (som ett cirkelmeny). För Play använder du Shift-mellanslag.Öppna startskärmen med information om lanseringenÖppna den tillfälliga redigeraren i maximerad skärmÖppna den tillfälliga redigeraren i ett nytt fönsterÖppna trädet och justera vyn så att det aktiva objektet visas centrerat.Öppna fönsterÖppna fönsterOpenEXROpenEXR (.exr)OpenEXR MultiLayer (.exr)OpenGLOpenGL eller DirectXOpenVDBOpenVDB (.vdb)Öppna VDB-filOpenVDB-fel: {}OpenVDB-filformat (.vdb)OpenVDB-volymOpenXR-komponentvägOpenXR-komponentvägarOpenXR-interaktionsprofilens sökvägOpenXR-användarvägOpenXR-användarvägarÖppningsradie för flänsen vid flätans spetsOperandtypOperativsystemets inställningarOperativsystemets tangent nedtrycktOperativsystemets tangent intryckt, -1 för alla tillståndDriftDriftlägeÅtgärden kan inte utföras i redigeringsläge.Drift är inte tillåten i redigeringslägeFunktionen kräver ett aktivt benFunktionen kräver en aktiv nyckelsatsOperation som kommer att tillämpas på nätetÅtgärd som ska utföras på den valda filen eller sökvägenVerksamhetÅtgärder för delning och sammanslagningOperatör(Av)markera alla(Av)markera alla filer(Av)markera alla markörer(Av)markera alla streck(Av)markera Första(Av)markera Senaste(Av)markera alla markörer3D-markörer till nätOm BlenderAccepteraÅtgärdAktivera penselresursAktivera KeyconfigAktivera samma typ nästaAktivera samma typ Nästa/FöregåendeAktivera samma typ som föregåendeAktivera VR LandmarkAktivera visningsnodAktiv kameraAktiv fettpenna-gruppAktivt fettpenna-lagerLägg tillLägg till (med mål)...Lägg till AOVLägg till ovanstående valdaLägg till åtgärdsfältLägg till aktivLägg till alla i nyckelsatsenLägg till alfatransparensmodifierareLägg till armaturLägg till tillgångsbibliotekLägg till tillgångstaggLägg till attributLägg till automatisk körningsvägLägg till grundläggande människa (metarig)Lägg till grundläggande fyrfoting (metarig)Lägg till fågel (metarig)Lägg till Boid-regelLägg till Boid-statusLägg till benLägg till beninsamlingLägg till referens för beninsamlingLägg till benbegränsningLägg till ben i urvaletLägg till bokmärkeLägg till penselLägg till BézierLägg till Bézier-cirkelLägg till kameraLägg till kamerabakgrundsbildLägg till kamerainställningLägg till kamera och VR-landmärke från sessionLägg till CanvasLägg till katt (metarig)Lägg till cirkelLägg till stängningszonLägg till tygförinställningLägg till samlingLägg till samlingsinstansLägg till färgLägg till färgattributLägg till färgrampstoppLägg till konLägg till begränsningLägg till begränsning (med mål)Lägg till Cryptomatte-uttagLägg till kubLägg till kurvpunkt och skjutLägg till anpassad tangentbordskonfigurationLägg till anpassade normaldataLägg till cylinderLägg till drivrutinLägg till drivrutinsvariabelLägg till drivrutin...Lägg till drivrutiner för valdaLägg till dubblettLägg till kantmarkeringar till nyckelsatsenLägg till effektLägg till effektremsaLägg till effektLägg till tomtLägg till tomma kurvorLägg till tom gruppLägg till tom bild/släpp bild till tomLägg till tomt tangentsetLägg till tomt tangentsättningsspårLägg till postLägg till exportörLägg till tilläggsarkivLägg till extern funktionsuppsättningLägg till F-kurvmodifierareLägg till F-modifierareLägg till ansiktsmärken till nyckelsatsenLägg till toningarLägg till falsk användareLägg till fjädervertexLägg till fjädervertex och skjutLägg till vätskeförinställningLägg till för varje geometrielementzonLägg till Freestyle-modulLägg till stillbildLägg till stillbild och bildspelLägg till från temaLägg till fettpennaLägg till förinställning för fettpennaLägg till fettpenna-materialLägg till förinställning för fettpennaLägg till rutnätLägg till gruppinmatningsnodLägg till förinställning för hårdynamikLägg till häst (metarig)Lägg till människa (metarig)Lägg till IK till benLägg till Ico SphereLägg till bildLägg till bildremsaLägg till bild som nodLägg till importnodLägg till integratorförinställningLägg till artikelLägg till nyckelkartobjektLägg till Lattice DeformerLägg till ljusLägg till ljusprobeLägg till ljusgruppLägg till linjefärgmodifierareLägg till linjesatsLägg till linjens tjockleksmodifierareLägg till markörLägg till markör och flyttaLägg till markör och bildLägg till markör vid klickLägg till mask-lagerLägg till masknodLägg till maskremsaLägg till materialLägg till materialplatsLägg till materialvariantLägg till metaremsorLägg till MetaballLägg till Metarig-provLägg till modifierareLägg till MonkeyLägg till filmremsaLägg till MovieClip StripLägg till nytt anteckningslagerLägg till ny cacheLägg till ny gruppLägg till nytt lagerLägg till ny lagergruppLägg till nytt mask-lagerLägg till ny färgkurvaLägg till ny färgkurvpunktLägg till ny palettLägg till nodLägg till nodsamlingLägg till förinställd nodfärgLägg till nodgruppLägg till nodgruppstillgångLägg till nodobjektLägg till Nurbs-cirkelLägg till Nurbs-kurvaLägg till objektLägg till objektbegränsningLägg till objektdatainstansLägg till överskrivningLägg till överskrivningarLägg till färgplatsLägg till partikelsystemplatsLägg till passivLägg till sökvägLägg till prestandainställningLägg till planLägg till punktmolnLägg till primitivt objektLägg till principiell texturinställningLägg till fastighetLägg till Python-skriptkatalogLägg till slumpmässiga kurvorLägg till Raytracing-förinställningLägg till renderingsförinställningLägg till renderingsplatsLägg till renderingsvyLägg till upprepningszonLägg till arkiv...Lägg till omdirigeringLägg till omdirigeringarLägg till omtaktningsnyckelLägg till styva kropparLägg till stel kroppLägg till styv kroppsbegränsningLägg till Rigid Body WorldLägg till radfilterLägg till förinställning för säker zonLägg till provtagningsförinställningLägg till scenresursLägg till scenremsaLägg till segmentLägg till valda benLägg till valda ben till samlingenLägg till valda ben till ny samlingLägg till valda till aktiva objekts samlingLägg till formnyckelLägg till haj (metarig)Lägg till enkla UV-strålarLägg till simuleringszonLägg till enkel överskrivningLägg till singel till nyckelsatsLägg till huddataLägg till ljudklippLägg till ljudremsaLägg till högtalareLägg till hastighetsövergångLägg till hastighetsövergång och glidningLägg till fyrkantLägg till stabiliseringsrotationsspårLägg till stabiliseringsspårLägg till standardLägg till remsa-modifierareLägg till remsa med en ny scenLägg till modifierare för streckgeometriLägg till ytcirkelLägg till ytkurvaLägg till ytcylinderLägg till ytplåsterLägg till ytslotLägg till ytskivaLägg till ytorusLägg till målLägg till målbenLägg till textLägg till textrutaLägg till textredigeringsförinställningLägg till texturinställningLägg till temaLägg till kakelLägg till tidsmarkörLägg till TorusLägg till spårLägg till spår ovanför valtLägg till spårfärgförinställningLägg till spårningsobjektLägg till förinställda spårningsinställningarLägg till spårLägg till övergångLägg till UV-kartaLägg till UV-sfärLägg till UV-strålarLägg till använda ljusgrupperLägg till VR-landmärkeLägg till VR-landmärke från kameraLägg till 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kameran för att visaJustera noderJustera objektJustera rotationJustera för att ändra orienteringAllaAlla transformationerTillåt onlineåtkomstAlfa överAlpha UnderAnimera banaAnimerade transformationer till deltorAnimeringstegKommenteraKommentera radergummiKommentera radKommentera polygonKommentar Lägg till nyAnnotation RitaKommentar AvkopplaLägg tillLägg till och aktivera arbetsytaLägg till...AnsökTillämpa (aktiv nyckelruta)Tillämpa allaAnvänd kamerabildTillämpa begränsningTillämpa standardinställningarTillämpa modifierareTillämpa modifierare som formnyckelTillämpa objekttransformeringTillämpa omvänd förälderTillämpa PoseTillämpa Pose AssetTillämpa vändad poseAnvända pose som viloposeTillämpa skalaTillämpa vald som vilopositionTillämpa lösningsskalaTillämpa transformationTillämpa visuell transformationTillämpa visuell transformation på poseTillämpa som formnyckelAnsök till BasisAnsök till Basis KeyBågeOmrådesalternativAnkareOrdnaOrdna/justera öarPilarTilldelaTilldela åtgärdTilldela tillgångskatalogTilldela attributnamnTilldela automatisk från benTilldela anpassade egenskapsvärden som standardTilldela rutnätsnamnTilldela lagernamnTilldela materialTilldela materialplatsTilldela ny geometrinodgruppTilldela valda benTilldela genväg...Tilldela variantTilldela värde som standardTilldela som originalTilldela från benhöljenTilldela till aktiv gruppTilldela till samlingTilldela till krokTilldela till ny samlingTilldela till ny gruppTilldela till Vertex-gruppPå CenterPå CursorBifoga noderAutoAutoanimera banaAutomatisk sparning...Automatisk namngivning fram/bakAutomatisk namngivning vänster/högerAutomatisk namngivning överst/nederstAutomatisk namngivning av AxisAutomatisk kompletteringPacka resurser automatisktTillgängligGenomsnittGenomsnittlig öskalaGenomsnittliga normalvärdenGenomsnittliga spårTillbakaTillbaka till föregåendeTillbaka till föregående skärmBakgrundsförflyttningBakgrund Zoom inBakgrund Zoom utAnpassa bakgrundsbildBakgrundsbild FlyttaBakgrundsbild 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till bildrutaBeräkna...Ring upp popup-fönstret för tillgångshyllanSamtalsmenySamtalspanelRing Pie-menynKameraAnpassa kameran till vald bildrutaKameralinsens skalaAvbryt animeringAvbryt filåtgärdAvbryt renderingsvyTa skärmdump FörhandsgranskaMitt aktuell bildrutaCentrera markören och rama in alltMittre sista slagCenternoderMittvy till markörenMittvy till musenÄndra aktivÄndra Armature's Active Bone CollectionÄndra karaktärÄndra kollisionsformÄndra data/filerÄndra effekttypFörändringsfaktorÄndra bildrutaÄndra tangentuppsättning...Ändra sökväg/filerÄndra scenByt scen...Ändra formÄndra genväg...Ändra avståndÄndra synlig datakällaÄndra låset på formnycklarÄndra låset på vertexgrupperMarkera AvmarkeraBarnCirkelCirkelväljareCirkelmarkering (avmarkering)Cirkelvälj (utöka)Cirkel •RengörRena kanalerRensa nyckelrutorRengör lösa kontakterRengör lösa kontakter...Rena spårRensa operatörens förinställningarRensa upp rymddataRena Vertex-gruppvikterRensa upp I18n-arbetsarkivetRensa upp arbetsförvaretRengöringRensa bokmärkenTydligtRensa aktiv gruppRensa alltRensa alla markerade paketRensa alla begränsningar RenderaTydlig animationRensa animeringsdataTydlig tillgångRensa tillgångar (ställ in falsk användare)Tydlig bakad linjekonstTydliga benbanorRensa knappsträngRensa anpassade normalvärdenRensa förhandsgranskningar av datablockRensa förhandsgranskningar av datablock...Rensa drivrutinerRensa RedigeradRensa FK-åtgärdTydlig toningTydliga övergångarRensa falska användareTydlig fjäderviktRensa filterClear Freestyle EdgeKlar freestyle-ansikteRensa spökkurvorTydlig motståndareRensa IK-åtgärdEndast tydlig indirektTydlig inversTydlig tangentRensa nyckelbildruta (knappar)Rensa nyckelrutorRensa nyckelrutor...Tydlig etikettRensa biblioteksöverskrivningTydlig linjeRensa platsTydligt märkt paketKlar maskTydliga rörelsebanorTydliga objektbegränsningarTydliga objektmodifierareTydliga objektvägarTydligt ursprungRensa överskrivna dataRensa föräldrarTydlig omvänd transformation av föräldrarRensa poseringsbegränsningarRensa poseringsplatsTydlig poseringTydlig poseskalaTydlig pose förvandlasRensa förhandsgranskningsintervallRensa listan över senaste filerRensa senaste objektRensa renderingsområdeRensa renderingsplatsRensa begränsad vyKlar rulleTydlig rotationRensa skalaRensa data för skulpteringsmaskTydlig sömTydlig formnyckelTydliga formtangenterKlar och skarpRensa Sharp från VerticesTydlig enskild tillgångRensa enskilda nyckelrutorTydliga huddataTydlig lösningRensa statusTydlig remsa OffsetClear Strip TransformTydligt temaTydlig lutningTydlig spårningRensa spårvägenRensa bort onödiga åtgärderRensa användartransformationerTydlig visareRensa visningsområdetKlickaKlicka på Infoga nyckelrutorKlippKlipp...KlippningsområdeKlippningsområde...KlonStängStäng områdeStäng fönsterTygfilterKollapsKollapsade kanalerKollapsar kanter och ytorKollaps och dölj oanvända uttagSamlingsinstansSamlingsinstans...Samlingslinje konstFärgFärgfilterFärgblandningKolumn om aktuell bildrutaKolumner på valda tangenterKolumner på valda markörerKamKonAnslutAnslut allaAnslut hårAnslut styva kropparAnslutningsremsorAnslut vertexparAnslut Vertex PathAnslut till utgångKonsolens autofullständiga funktionKonsolbannerKonsol ExekveraKonsolspråkBegränsningsmålBegränsningsoperationBegränsning till F-kurvaKontext Array CykelKontextinsamling Boolesk uppsättningKontext Enum CykelKontext Enum-menyKontext Enum PieKontext Int CykelKontextmenyKontextmodal musKontext Skala FlytandeKontext Skala IntKontextuppsättningKontextuppsättning BooleskKontextuppsättning EnumKontextinställning FlytandeKontextuppsättningssträngKontextinställningsvärdeKontextväxlingKontextväxlingsvärdenFortsättFortsätt offlineKontrollpunktradKonvertera attributKonvertera färgattributKonvertera kurvtypKonvertera kurvor till partikelsystemKonvertera tom bild till nätplanKonvertera partikelsystem till kurvorKonvertera partiklar till nätKonvertera rotationslägenKonvertera tillKonvertera typKonvertera volymKonvertera blankstegKonvertera till kurvorKonvertera till nätKonvertera till nätplanKonvertera till partikelsystemKonvex skalKopieraKopiera aktivKopiera aktivt till valda objektKopiera alla drivrutiner till valdaKopiera alla lager till valdaKopiera allt material till valtKopiera allt till markeradeKopiera allt till valda objektKopiera färgKopiera färger till valdaKopiera begränsning till valtKopiera begränsningar till valda benKopiera begränsningar till valda objektKopiera datavägKopiera drivrutinKopiera drivrutinsvariablerKopiera drivrutin till valdKopiera drivrutiner till valdaKopiera effektKopiera F-modifierareKopiera hela datavägenKopiera global transformationKopiera bildKopiera nyckelrutorKopiera etikettKopiera lager till valtKopiera raduppsättningKopiera markörer till scenKopiera materialKopiera material till valtKopiera material till valt objektKopiera speglade UV-koordinaterKopiera modifierareKopiera modifierare till valtKopiera modifierare till valda objektKopiera objektKopiera endast parametrarKopiera alternativ till valda riggarKopiera partikelinstansobjektKopiera partikelsystemKopiera poseKopiera pose som tillgångKopiera tidigare inställningarKopiera Python-kommandoKopiera relativ transformationKopiera rapporter till urklippKopiera inställningar för styva kropparKopiera Rigify-parametrar till valdaKopiera valda uppsättningarKopiera inställningarKopiera inställningar till standardinställningarKopiera enstaka till valdaKopiera splinesKopiera streckKopiera studioljusinställningarKopiera textKopiera texturplatsinställningarKopiera spårinställningarKopiera spårKopieringstyp och parametrarKopiera UV-kartorKopiera UV:erKopiera vektorKopiera Vertex Group till valtKopiera som ny drivrutinKopiera som skriptKopiera från AktivKopiera från Active TrackKopiera från objektKopiera till tillgångsbiblioteketKopiera till urklippKopiera till urklipp (som skript)Kopiera till valdaKopiera till valda remsorKopiera till valda remsor...Upphovsrätt ©HörnvinkelKorrigerande jämn bindningSkapa ansiktsuppsättningSkapa material för frisimSkapa spökkurvorSkapa maskSkapa ny samlingSkapa ny katalogSkapa orienteringSkapa planbanaSkapa pose-tillgång...Skapa urvalsuppsättningSkapa och lägg till ben i urvalssatsenKrediterCrossfadeCrossfade-ljudKubKubprojektionAktuell cache att bakaMarkörMarkör till mittvyMarkörvärde till valMarkör till aktivMarkör till rutnätMarkör till ursprungMarkör till pixlarMarkör till valtMarkör till valMarkör till VR-landmärkeMarkör till världens ursprungKurvaKurvpennaVäxla mellan kurvskulpteringslägeCurveMap-verktygCurves PennaAnpassad kamerauppdateringAnpassad NormalAnpassad...KlippKlipp länkarKlipp ut textCykelrenderingsplatsCykelutrymme KontextCykelutrymme TypuppsättningCykelarbetsplatsCylinderCylinderprojektionDOF-avstånd (välj)Datastack-dropInaktivera visningsnodFelsökningskanallistaFelsökningsmenyDecimera (tillåten förändring)Decimera (förhållande)Decimera kurvaDecimera geometriDecimera nyckelrutorMinska kontrastenMinska kerningMinska antalDegenererad upplösningGrad °Avinterlacera filmerRaderaTa bort aktiv bildrutaTa bort aktiva bildrutorTa bort aktiv nyckelruta (aktivt lager)Ta bort aktiv nyckelruta (alla lager)Ta bort aktiva nyckelrutor (alla lager)Ta bort allaTa bort alla bakningarTa bort alla grupperTa bort alla fysikbakningarTa bort alla uppsättningarTa bort alla olåsta grupperTa bort tillgångTa bort tillgångskatalogRadera BakeTa bort benuppsättningTa bort bokmärkeTa bort uppdelningsramarTa bort penselresursTa bort cachad simuleringTa bort kanalerTa bort färgrampstoppTa bort begränsningRadera aktuell cacheTa bort kurvaTa bort datablockTa bort drivrutinTa bort drivrutinsvariabelTa bort drivrutinerTa bort drivrutiner för valdaTa bort dubbla bildrutorTa bort kantloopTa bort kanterRadera RedigeraTa bort F-kurvmodifierareTa bort ansiktenTa bort bildrutaTa bort genererade nycklarTa bort geometrinod BakeRadera globaltTa bort grupp med fettpennorTa bort fettpennskiktTa bort gruppTa bort hierarkiTa bort högre nivåerTa bort ogiltiga drivrutinerTa bort nyckelbildrutaTa bort nyckelbildruta (knappar)Ta bort nyckelrutorTa bort nyckelrutor...Ta bort nyckelbildruta för nyckelsatsTa bort nyckelbildruta (efter namn)Ta bort knutTa bort bibliotekRadera ljuscacheTa bort LöstTa bort markörTa bort markörerTa bort nästa ordTa bort nodgränssnittsobjektTa bort orienteringTa bort andra arbetsytorTa bort överskrivna datahierarkierTa bort palettfärgTa bort fysikbakningRadera punktTa bort pose-tillgångTa bort föregående ordTa bort proxyRadera rapporterTa bort omtidsinställningsnycklarTa bort scenTa bort scen(er)Radera skärmTa bort segmentTa bort valda benTa bort valda filerTa bort valuppsättningTa bort formnyckelTa bort enstaka drivrutinTa bort enstaka nyckelbildrutaTa bort remsa och dataTa bort remsorRadera textTa bort spårTa bort spårTa bort oanvända noderTa bort hörnTa bort viktTa bort arbetsytaTa bort med kopiering och återanslutningRadera med återanslutningBrusreducering i animationerDensitetDensitetslägeAvmarkeraAvmarkera (lista)Avmarkera allaAvmarkera beninsamlingAvmarkera benAvmarkera materialplatsAvmarkera objektAvmarkera objektAvmarkera Pose BonesAvmarkera valetAvmarkera Vertex GroupLossaTa bort länkarLossa noderKoppla bort utgångarLossa och flyttaDetalj FyllningUpptäck funktionerUtvecklingsgemenskapUtvecklardokumentationSmutsiga vertexfärgerInaktivera tilläggInaktivera kanalinställningInaktivera insamlingInaktivera insamling i RenderInaktivera markörerInaktivera och behåll transformeringInaktivera tilläggInaktivera från visningslagerInaktivera i RenderInaktivera i visningsvyInaktivera temautvidgningKoppla bort allaKoppla bort hårKopplingsremsorDiskontinuitet (Euler) FilterVisningsvariantUpplösLös upp benUpplös kanterUpplös ansiktenLös upp valda benUpplös markeringUpplös vertikalerFördela stopp jämntFördela stopp från vänsterErsätt inte länkarDokumentationDolly-visningDolly View...DoneraDonera till BlenderDraDra och släppRitaRita kurvaRita kurvorRita ansiktsuppsättningarSläpp aktiv formnyckelDrop CollectionSläpp färgSläpp förlängnings-URLSläpp geometrinodgruppen på objektetSläpp material i materialfackenSläpp material på objektSläpp namnSläpp namngivet material på objektSläpp objekt till scenenDrop-scenDrop WorldSläpp för att rensa överordnad (håll Alt intryckt för att inte behålla transformationer)Släpp för att importera filSläpp för att ställa in överordnad (håll Alt intryckt för att inte behålla transformationer)DuplikatDuplicera aktiva bildrutorDuplicera aktiv nyckelbildruta (aktivt lager)Duplicera aktiv nyckelruta (alla lager)Duplicera område till nytt fönsterDuplicera tillgång...Duplicerad samlingDuplicera färgattributDupliceringsbegränsningDuplicera aktuellDuplicera kurvaDuplicera tomma nyckelrutorDuplicerat objektDuplicera nyckelrutorDuplicera lagerDuplicera lager till nytt objektDuplicerad radDuplicerad länkadDuplicerad länkad samlingDuplicerad markörDuplicera markör till scenDuplicera markör till scen...Duplicera maskDuplicera Metaball-elementDuplicerade noderDuplicera objektDuplicerat partikelsystemDuplicera valda benDuplicera formnyckelDuplicerade remsorDuplicerade dragDuplicera tidsmarkörDuplicera vertexgruppDynamisk färgbakningDynamisk topologiDynamisk topologi VäxlaLätthetEnkla nyckelrutorLättnadslägeLättnadstypKantKantfasviktKantveckKantlooparKantring VäljKantringarKantglidningKantsprickRedigera katalogvägRedigera drivrutinRedigera drivrutin...Redigera Dyntopo-detaljstorlekRedigera externtRedigera ansiktsuppsättningRedigera gruppRedigera metadataRedigera metadata...Redigera minsta avståndRedigeringslägeRedigera förhandsgranskningsbild...Redigera egendomRedigera egenskapsvärdeRedigera källaRedigera textRedigera värdeRedigera voxelstorlekRedigera benoperationTomTomt hårTom bildAktivera tilläggAktivera kanalinställningAktivera insamlingAktivera insamling i RenderAktivera markörerAktivera arkiv från DropAktivera i RenderAktivera i visningslagerAktivera i visningsvyAktivera temautvidgningKodning av Mesh Widget till PythonKodning av MetarigKodning av Metarig-provKodning av Metarig till PythonKodning av exempel till PythonSlutpunkterFörbättra detaljerGå till justeringslägetGå in/ut ur gruppenUtjämningshandtagRaderaRadera förskjutningEuler diskontinuitetsfilterEuro € €Kör filFönstret Kör filKör en Python-förinställningLämna gruppenAvsluta tweak-lägeExpanderaExpandera aktivt ansiktsuppsättningExpandera kanalerExpandera ansiktsuppsättning efter topologiExpandera mask med normalerExpandera mask efter topologiExpandera/minimera allaExpandera/minimera rubrikmenyerExplodera UppdateraExporteraExportera AlembicExportera allaExportera alla samlingarExportera BVHExportera FBXExportera nyckelkonfiguration...Exportera nyckelsats...Exportera PLYExportera PO...Exportera STLExportera undertexterExport USDExportera UV-layoutExportera Wavefront OBJExportera glTF 2.0Exportera till filExportera till PDFExportera till SVGExportera...Ext-paket installerat markeratAvinstallera Ext-paketExt-paket avinstallera markeradeExt Repo SynkroniseringFörlängFörläng barnUtöka överordnadFörläng hörnpunkterExtern filhanteringExtrahera ansiktsuppsättningExtrahera palettExtrahera palett från bildExtrapoleringslägeExtruderaExtrudera längs normalerExtrudera kontextExtrudera kurva och flyttaExtrudera kanterExtrudera ytorExtrudera ytor längs normalerExtrudera gaffelExtrudera enskiltExtrudera enskilda ytorExtrudera enskilda ytor och flyttaExtrudera enskilt och flyttaExtrudera manifoldExtrudera manifold längs normalerExtrudera endast kanterExtrudera endast kanter och flyttaExtrudera endast hörnpunkterExtrudera endast hörnpunkter och flyttaExtrudera regionExtrudera region och flyttaExtrudera region och krympa/breddaExtrudera upprepningExtrudera slagpunkterExtrudera hörnpunkterExtrudera och flytta på enskilda normalerExtrudera och flytta på normalerExtrudera vid markörförflyttningExtrudera till markörenExtrudera till markören eller lägg tillPipettÖgondroppare BenÖgondroppare FärgbandÖgondroppare Färgband (Poäng)PipettdatablockPipettens djupÖgondroppsdrivrutinFBX (.fbx)FBX (.fbx) (äldre version)FK2IKFK2IK ÅtgärdFK2IK PoseAnsikteAnsiktsområdeAnsiktsnormals styrkaAnsiktsregionerAnsiktsval DöljAnsiktsuppsättning Box GestAnsiktsuppsättningsextraktAnsiktsinställning Lasso-gestAnsiktsuttryck Linje GestAnsiktsuppsättning från val i redigeringslägetAnsiktsuppsättning från MaskedAnsiktsuppsättning från VisibleAnsiktsuppsättningar SynlighetAnsikte vid markörrörelseAnsikten efter sidorFadeRättvisa positionerRättvis tangensFalska användareFallback-verktygspajmenySnabb förhandsgranskningFjäderåterställningsanimationFilväljare DropFyllFyll mellan fogarnaFyll hålFyll maskFyll intervall efter valFyll kakelFilterFilterkanalerFilterdukFilterfärgFilter nätFiltrera spårFiltertypHittaSök och ersätt...Hitta och ställ in valHitta saknade filerHitta saknade filer...Hitta nästaHitta nodHitta nod...Hitta...FörstPassformAnpassa bakgrunden till tillgängligt utrymmePassform-kolumnAnpassa förhandsgranskning i fönsterFixa till scenkameraPlattPlatta ansiktenPlatta handtagVändFlip (distorsionsfri)Flip (topologi)Vänd färgrampVänd horisontelltVänd bildVändbar mattaVänd namnVänd normalerVänd fyrkantig tessellationVänd kvaternionerVänd regionVänd vertikaltGolvFlorin ƒSpola redigeringarFlygnavigeringFokuslägeFölj Active QuadsFölj Active Quads...KraftfältTvinga upplåsning av aktivt arkivTvinga upplåsning av arkiv...FramåtFramåt i historienAnfallareBildruta AllBildruta All FitBildruta bakåtRamkamera gränserRamkanal under markörenBildruta FramåtRamförskjutningRamförhandsgranskningsområdeRamscenområdeRamscen/FörhandsgranskningsområdeBildruta valdBildruta vald (fyrdubbel vy)Bildruta för valda kanalerGratisGratis AlltGratis dataGratis guiderGratis nätFri brusFria partiklarFrån Active Nodes etikettFrån länkad nods etikettFrån länkad utdatas namnPälsGamma-övertoningGaussisk oskärpaGaussisk utjämningAllmäntSkapa förhandsgranskningSkapa förhandsgranskning 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maskeradDölj materialDölj objektDölj en nivåDölj andra samlingarDölj andraDölj valdaDölj valda kurvorDölj spårDölj spår RensaDölj icke markeradeDölj icke valda kurvorDölj/VisaDölj/Visa allaDölj/visa LassoDölj/visa linjeDölj/Visa maskeradDölj/visa polylinjeMarkera filHistoria TilläggHistoria CykelKoppla till nytt objektKoppla till valt objektKoppla till valt objektbenHorisontell delningFärgton/Mättnad/VärdeI18n-tilläggsexportI18n-tilläggsimportI18n-laddningsinställningarI18n Spara inställningarIK2FKIK2FK ÅtgärdIK2FK PoseIco-sfärBildformatBildredigering externtBildmålningBildsekvensBild från ViewBild/Sekvens...Importera AlembicImportera BVHImportera Blender {:d}.{:d} InställningarImportera FBXImportera bildsekvensImportera bilder som planImportera nyckelkonfiguration...Importera OpenVDB-volymImportera OpenVDB...Importera PLYImportera PO...Importera STLImportera SVGImportera SVG som Grease PencilImportera USDImportera Wavefront OBJImportera glTF 2.0Importera...Inkludera valda objektÖka kontrastenÖka kerningÖka antalInkrementera nummer i filnamnIndragIndrag eller autofullbordaBlås uppInit ansiktsuppsättningarInit I18n Uppdatering Välj språkInit I18n Uppdatera inställningarInit MaskInit-inställningarVäxla inmatningsattributInfogaInfoga tom bildrutaInfoga tom nyckelruta (aktivt lager)Infoga tom nyckelruta (alla lager)Infoga mellanrumInfoga i gruppInfoga tangentInfoga nyckelbildrutaInfoga nyckelbildruta (knappar)Infoga nyckelbildruta (efter namn)Infoga nyckelbildmenyInfoga nyckelbildruta med nyckeluppsättning...Infoga nyckelrutorInfoga radbrytningInfoga förskjutningInfoga formnyckelInfoga enstaka nyckelbildrutaInfoga textInfoga UnicodeInfoga nodgruppsobjektInset AnsiktenInstalleraInstallera tilläggInstallera applikationsmall...Installera tillgängliga uppdateringarInstallera tilläggInstallera funktionsuppsättning från fil...Installera ljusInstallera markeradeInstallera mall från fil...Installera tema...Installera från diskInstallera från disk...Installera...InstanssamlingInstans till scenInteraktiv ljusspår till markörenInteraktiv spegelInre ytorInterpoleraInterpolera sekvensInterpoleringslägeIntersect (boolesk)Intersect (kniv)Ogiltigt variabelnamnInversInverteraInvertera alfakanalInvertera blå kanalInvertera kanalerInvertera grön kanalInvertera bildfärgerInvertera låsInvertera maskInvertera stiftInvertera röd kanalInvertera markeringInvertera vertexgruppInvertera synlighetInvertera synligtInvertera viktInverterat utropstecken ¡Inverterat frågetecken ¿IsoleraIsolatsamlingIsolera lagerIsolera materialKursivGå medGå med i områdetGå med i FillsGå med i gruppdiskussionerAnslut noderAnslut noder i bildrutaGå med i PalettproverGå med i urvaletGå med i TracksGå med som ShapesDelta i namngiven bildrutaGå med i New FrameHoppaJump Time av DeltaGå till...Gå till Action SlotHoppa till slutpunktHoppa till fil vid punktHoppa till bildrutaHoppa till nyckelbildrutaHoppa till nyckelrutorHoppa till markörHoppa till nästa markörGå till nästa serieGå till nästa remsa (mitten)Gå till föregående markörGå till föregående remsaHoppa till föregående remsa (mitten)Hoppa till valtGå till serienHoppa till målNyckelbildstypNyckelsats Lägg till valdaNyckelsats Ta bort markeradeNycklar till sampelKnivKnivprojektKnivtopologiverktygLaplacian Deform BindLaplacianska jämna hörnLasso Lägg tillLasso ansiktssetLasso DöljLasso-maskLasso-markeringLasso Välj UVLasso VisaLasso TrimSistaSenaste sessionGallerGitter Deformera valtLazy ConnectLäs merVänsterVänster granneLängdMindreNivåerLicensLjusplatspaketLjusmapp-paket...Begränsa antalet vikter per vertexBegränsa totaltBegränsa totala vertexgrupperBegränsad upplösningLinjeLinje BörjanRadbrytningLinje slutLinjeansiktsuppsättningLinje DöljLinjemaskRadnummerLinjeprojektLinjeshowLinjetrimningLänkLänka aktiv nod till valdLänkblockerare till sändareLänksamlingTest av länkdragningLänk tom till spårLänk noderLänka objekt till scenLänka objekt till scen...Länka mottagare till sändareLänkvisareLänk till samlingLänk till scenLänk till visningsprogramLänk till visningsnodLänk...Länk/överför dataLänkadLänkade dubbletterLänkade plana ytorLänk frånLänkad tillLänkar borttagnaLista FilterLastLadda anpassad förhandsgranskningLadda fabriksinställningar för mixerLadda fabriksinställningar för mixerLadda fabriksinställningarLadda fabriksinställningarLadda fabriksinställningar {:s}Ladda beständigt från...Ladda inställningarLadda förhandsgranskningsbildLokal vyLokaliserade dataPositionLås allaLås alla lagerLås alla materialLås alla arkiv (testning)Lås invertera allaLås endast markeradeLås endast icke markeradeLås valtLåsremsorLåsspårLås avmarkeratLås icke valda materialLås oanväntLås oanvända materialLoop CutLoop Cut och SlideVälj slingaLös geometriGörSkapa basAktivera insamlingSkapa kant/ytaSkapa gruppSkapa instansansikteGör instanser verkligaGör interntGör bibliotekets överskrivningSkapa länkSkapa länkarGör lokaltGör markörer lokalaSkapa MetaSkapa Meta StripSkapa panelväxlingGör förälderSkapa förälder utan inversSkapa överordnad utan invers (behåll transformation)Gör sökvägar absolutaGör sökvägar relativaSkapa plana ytorGör regelbundetSkapa segmentGör formnyckeln till basnyckelnGör till enskild användareSkapa spårGör Vertex till överordnadSkapa och ersätt länkarHantera oanvända dataHantera oanvända data...HandbokMarkera allaMarkera alla paketMark Freestyle EdgeMarkera Freestyle-ansikteMarkera paketMark SeamMark SharpMark Sharp från VerticesMarkera som tillgångMarkera som enskild tillgångMarkeringsruta VäljMaskMaskbox-gestMaskutdragMaskeringsfilterMask FlödesfyllningMask från gränsMask från kavitetMask Lasso-gestMasklinje-gestMaskera polylinje-gestMask SkivaMaskera skärning och fyll hålMaskera skiva till nytt objektMask efter färgMask från CavityMask från ansiktsset gränsMask från nätgränsMask med lager ovanpåMask med lager ovanför/underMask med lager underMask...Matcha nyckelbildrutaMatcha filmens längdMatcha föregåendeMatcha lutningMatcha 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kantlooparMulti Select Edge-ringarMultikamera-väljareFlera bilderMultiplikation ×MultipliceraMultires Applicera basMultires förskjutningsraderareMultires-förskjutningssmearMultires Pack ExterntMultires omformningMultires Spara externtMultires-underindelningStäng av ljudetStäng av ljudet på kanalerStäng av ljudlänkarDämpningsremsorDämpa icke valda remsorNDOF-banaNDOF-bana med zoomNDOF Pan-vyNDOF Pan/ZoomNDOF Transformera vyNyNy åtgärdNy tillgångskatalogNy benkollektionNy kamera från VR LandmarkNy kollektionNy kombineradNy kompositnodgruppNy nodgrupp för kompositörsekvenserareNy kant/yta från hörnpunkterNytt ansikte från EdgesNy mappNy geometri-nodgruppNy geometri-nodmodifierareNy geometri-nodverktygsgruppNy bildNy bild från flygmarkörNy artikelNytt lagerNy ljuslänksamlingNy linjestilNytt huvudfönsterNy maskNytt materialNy nodträdNy palettfärgNy panelväxlingNya partikelinställningarNy partikelmålNy scenNy skärmNytt urvalssetNy sekvenserscenNy spelautomatNy textNy texturNytt fönsterNy arbetsplatsNya världenNytt från ObjectsNytt från Objects FlippedNästa aktivaNästa blockNästa teckenNästa mappNästa radNästa ordNästa arbetsytaInga samlingar till instansNodalternativNodförhandsgranskningÄndra nodinmatningIcke-mångfaldigIngenNormaliseraNormalisera aktivNormalisera allaNormalisera alla vertexgrupperNormalisera vertexgruppNormalisera vikterNormala vektorverktygNurbs-cirkelNurbs-kurvaNurbs-cylinderNurbs-sfärNurbs-ytaNurbs TorusObjektObjekt och dataObjekt, data och materialObjektanimationObjektdata-animeringObjektlinjekonstObjektlägesmenyFöråldrad markeradOffset kantloopOffset kantloopskärningOffsetkantglidningPå utvalda nyckelrutorOm utvalda markörerEtt objektEtt objekt per radOnlinehandbokOnline-referens för PythonEndast fyllerEndast slagOpacitetÖppenÖppna blandningsfilÖppna cache-filÖppna cachad renderingÖppna klippÖppna drivrutinsredigerarenÖppna fil externtÖppna filens platsÖppen fontÖppna bildÖppna bilderÖppna plats externtÖppna Inställningar...Öppna förinställd webbplatsÖppet ljudÖppet ljud monoÖppna stilmodulfilÖppen textÖppna...Öppna/StängOperatörens kom-ihåg-listaOperatör Enum PieOperatörsinställningOperatörssökning...Motsatt banaUrsprungÖversiktOutliner-animationsdataoperationOutliner-begränsningsoperationOutliner-dataoperationVäxla till redigeringsläge för dispositionOutliner ID-datakopiaOutliner ID-dataoperationOutliner ID-data klistra inOmfördelning av Outliner-ID-dataOutliner-bibliotekets funktionÖverskrivning av Outliner-bibliotekFelsökning av överskrivning av Outliner-bibliotekOutliner-modifierarens funktionOutliner-objektets funktionVäxla mellan utkastläge och poselägeOutliner-scenens funktionOutliner-uppsättning ÅtgärdÅsidosatt datahierarkiPaketPacka geometrinod BakePacka bildPacköarnaPacka länkade bibliotekPacka resurserPacka ljudFärgPanoramavyPanoreringsriktningPanelväxlingFörälderÖvergripande katalogÖvergripande nodträdPartikelredigering VäxlaPartikelsystemKlistra inKlistra in datablockKlistra in drivrutinKlistra in drivrutinsvariablerKlistra in F-modifierareKlistra in filKlistra in vändKlistra in global transformationKlistra in bildKlistra in nyckelrutorLimlinjesatsKlistra in materialKlistra in objektKlistra in PoseKlistra in vänd poseKlistra in valda uppsättningarKlistra in splinesKlistra in streckKlistra in textInställningar för texturplatsKlistra in spårKlistra in UV-värdenKlistra in vektorKlistra in vikt till valtKlistra in X-vänd poseKlistra in och bakaKlistra in som ny tillgångKlistra in per lagerKlistra in från urklippKlistra in till valda tangenterSökvägSökväg/FilerPausa bakningPennaPer ansiktssetPer lös delPromille ‰Per vertexPerspektiv/OrtografiskVälj kortaste vägenStiftFäst scen i arbetsytanNypKläm UV-strålarPivot till aktiv vertexPivot till maskgränsPivot till ursprungPivota till ytan under markörenPivot till UnmaskedPlacera markörenPlacera objekt under musenVanliga yxorFlygplanSpela upp animeringSpela upp renderad animationPunktmolnPeka normaler mot måletPeka på målet...PoängPoke-ansiktenPolacker efter grevePolyPoly-byggnadPoly Build Ta bort vid markörenPoly Build Upplös vid markörenPoly Build Face vid markörenPoly Build Split vid markörenPoly Build Transform vid markörenPolylinjePolyline Lägg tillPolyline-ansiktssatsDölj polylinjePolylinjemaskPolylinje VisaPolylinje-trimningUppdelning av poserPoseChannel-driftPund £Inställningar...FörhämtningFörhämta bildrutorTryck på knappenTidigare aktivFöregående blockFöregående karaktärFöregående mappFöregående radFöregående ordTidigare arbetsytaProjekt AnsökProjektredigeringProjektbildProjektlinje GestProjekt från vyProjekt från vy (gränser)Propagera PoseSprid till formerSkydda kanalerPuffRensaRensa allaRensa bort oanvända data...TryckTryck nedåt-åtgärdPush Pose från BreakdownPush PullPush Pull-nyckelrutorTryck/DraPython API-referensFyrdubbla vyer Ändra storlekQuadriFlow RemeshKvantiseraKvantisera vertexvikterSnabbredigeringSnabb explosionSnabb pälsSnabb vätskaSnabb rökningAvslutaAvsluta BlenderRadiell styrningRadieSlumpmässigSlumpmässigtSlumpmässiga färgerSlumpmässigt välja färger för ansiktsuppsättningarSlumpmässig transformeringSlumpmässiga hörnÅtergenerera riggOmnyckla punkter för valda formerOmforma nyckelpunkterOmforma tidsnycklarLäs Visa lagerOmfördela ingångarÅteruppbyggnadÅteruppbygga BVHÅteruppbygg nedre subdivisionarÅteruppbygg proxy- och tidskodindexBeräkna om handtagBeräkna om inutiBeräkna om normalerBeräkna om utanförBeräkna om rullningOmcentrera krokÅterställ automatisk sparningÅterställ senaste sessionenOmdefiniera equalizerdiagramGör omGör om katalogändringarGör om senasteRita om timerReferens...Förfina markörerUppdateraUppdatera allaUppdatera arkivUppdatera tillgångsbiblioteketUppdatera förhandsgranskningar av datablockUppdatera drivrutinerUppdatera fillistaUppdatera I18n-data...Uppdatera instansobjektUppdatera lokaltUppdatera fjärrkontrollUppdatera sekvenserareUppdatera åtgärdslistaRegionRegion AlfaRegistreraRegistrera filassociationRegistrerat varumärke ®RegelbundenRekeyKoppla avAvslappnande ansiktspaketAvslappningsställning för att bryta nerKoppla av UV-strålarReleaseanteckningarLadda omLadda om klippLadda om historikfilenLadda om bildLadda om bilderLadda om biblioteketLadda om skriptLadda om startfilenLadda om remsorLadda om remsor och justera längdenLadda om översättningFlyttaFlytta bibliotekFlytta länkad IDRemeshTa bortTa bort AOVTa bort aktiv gruppTa bort aktivt nyckelsetTa bort aktiv nyckeluppsättningTa bort tilläggTa bort alla grupperTa bort allt materialTa bort alla partikelsystemTa bort animeringTa bort anteckningslagerTa bort tillgångsbibliotekTa bort tillgångsetikettTa bort attributTa bort sökvägen för automatisk körningTa bort Boid-regelTa bort Boid-statusTa bort benresterTa bort beninsamlingsreferensTa bort ben från bensamlingenTa bort ben från urvaletTa bort penselTa bort kamerans bakgrundsbildTa bort dukTa bort samlingTa bort färgattributTa bort Cryptomatte-uttagTa bort strecksegmentTa bort dubbletterTa bort drivrutinTa bort tomma animationsdataTa bort exportörTa bort tilläggsarkivTa bort extern funktionsuppsättningTa bort filassociationTa bort fyllningsguiderTa bort Freestyle-modulenTa bort från Light Linking-samlingenTa bort luckorTa bort luckor (alla)Ta bort fettpennseffektenTa bort krokTa bort IKTa bort objektTa bort nyckelkonfigurationTa bort nyckelkartobjektTa bort tangentbordskonfigurationTa bort lagerTa bort lagergruppTa bort ljusgruppTa bort linjesatsTa bort mask-lagerTa bort materialplatsTa bort MetaTa bort metaremsorTa bort modifierareTa bort åsidosättandeTa bort överskrivningarTa bort färgkurvpunktTa bort partikelinstansobjektTa bort partikelsystemplatsTa bort partikelmålTa bort förhandsgranskningTa bort egendomTa bort Python-skriptkatalogenTa bort renderingsplatsTa bort renderingsvyTa bort arkivTa bort arkiv och filerTa bort styva kropparTa bort stel kroppTa bort begränsningen för styva kropparTa bort Rigid Body WorldTa bort radfilterTa bort segmentTa bort valda benTa bort valda ben från alla uppsättningarTa bort vald postTa bort valda objektTa bort valda från aktiv samlingTa bort valda från bensamlingarTa bort formnyckelTa bort genvägTa bort enskild åsidosättningTa bort stabiliseringsrotationsspårTa bort stabiliseringsspårTa bort remsa modifierareTa bort ytspåretTa bort målTa bort textrutaTa bort temaTa bort kakelTa bort spårningsobjektTa bort UV-kartaTa bort oanvändaTa bort oanvända bensamlingarTa bort oanvända samlingarTa bort oanvända ljusgrupperTa bort oanvända materialplatserTa bort oanvända platserTa bort VR-landmärkeTa bort vertexgruppTa bort visningslagerTa bort från aktiv gruppTa bort från allaTa bort från alla samlingarTa bort från alla grupperTa bort från samlingenTa bort från bildrutaTa bort från tangentuppsättningTa bort från lokal vyTa bort från snabbfavoriterTa bort från Vertex-gruppenByt namnByt namn på åtgärdsslotByt namn på aktivt ben...Byt namn på aktivt objekt...Byt namn på aktivt objekt...Byt namn på anteckningslagerByt namn på 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DöljVertex-bildspelVertikal delningVisa alla i grafredigerarenVisa animationVisa axelVisa kameraVisa centrumVisa detaljerVisa dokumentationVisa DropVisa kantpanelenVisa filterVisa i grafredigerarenVisa låscenterVisa lås RensaVisa lås till aktivtVisa manualenVisa navigering (gå/flyga)Visa onlinehandbokenVisa banaVisa perspektiv/ortografiskVisa renderingVisa rulleVisa rullningVisa valdaVisa singel i grafredigerarenVisa zoomVisa zoomförhållandeVisa i grafredigerarenVisningsregionVisningsvy RenderingSynlighetsfilterBesök Extensions PlatformBesök webbplatsenVisuell geometri till objektVoxel-remeshGångnavigeringVälj promenadVälj/avmarkera filVäggVridningVågfront (.obj)SvagViktViktsgradientViktmålningViktmålningslägeViktmålningprovgruppVikt Färgprovets viktViktmålning Växla riktningViktsetVikt från benSvetsSvetsa kanter i ytorVad är nyttTorka avTrådramOrdArbetsytan Ordna om till bakgrundArbetsyta Ordna om till framsidanX-axelnXR-navigering FlyXR-navigering GrabXR-navigering återställningXR-navigering Byt händerXR-navigering TeleportY-axelnYen ¥Zooma 1:1Zooma 2D-vyZoomkamera 1:1Zooma inZooma utZooma region...ZoomvyZooma till kantZooma för att passaglTF 2.0 (.glb/.gltf)glTF-materialutdataOperatorn '%s' har inte registret aktiverat, felaktig anropningsfunktionOperatorn '%s' har inte ångra aktiverat, felaktig anropningsfunktionOperatorn '%s' hittades inte!OperatörsfillisteelementOperatörsikonens bakgrundOperatörsikon FörgrundOperatörslägeOperatörens musvägOperatörens namnOperatörsalternativOperatörens förinställningarOperatörsegenskaperOperatörens slaglängdOperatören kan inte göra omOperatörens exekveringslägeOperatorn har aktiverats med hjälp av en klick-dra-händelse.Operatören är redan registreradOperatören är fryst, ändringar av dess inställningar träder inte i kraft förrän du låser upp den.Operatör saknas srnaOperatörsnamn (i Python som sträng)Operatör hittades inte: bpy.ops.{:s}Operator redo '%s' har inte registret aktiverat, felaktig anropningsfunktionOperatörens omtagning '%s': fel sammanhangOperatörsregisterOperatör som gör det möjligt för filhanterare att ta emot filöverföringarOperatör som kan hantera export för filer med de tillägg som anges i bl_file_extensionsOperatör som kan hantera import av filer med de filändelser som anges i bl_file_extensionsOperatör att ringa när ett objekt med tillgångsreferensegenskaper aktiverasOperatör som ska anropas när ett objekt med tillgångsreferensegenskaper drasOperatörerMotsatsen till ingångenOptiXOptiX-modulens felsökningOptiskt centrumLinsens optiska centrumLinsens optiska centrum i pixlarOptimal visningOptimera animeringens storlekOptimera animationerOptimera formnycklarOptimera alla kärnor. Snabbaste rendering, kan resultera i extra CPU-användning i bakgrunden.Optimera endast skärningskärnor. Snabbare rendering, försumbar extra CPU-användning i bakgrunden.Optimerad åtkomst till formnycklarnas punktdata vid användning av åtkomstfunktionerna foreach_get/foreach_set. Varning: Stöder inte äldre kurvformnycklar.Optimering av shaders ({} återstående)AlternativAlternativ WidgetfärgerAlternativ för kurvdeformering: Använd nätgränserna för att begränsa deformationen.Alternativ för kurvdeformering: gör så att det deformerade barnet sträcker sig längs hela bananAlternativ för banor och kurvdeformering: tillämpa kurvradien på objekt som följer den och på deformerade objektValfritt argumentValfri etikettValfri bakåtkompatibilitet för icke-standardiserade renderingsmotorer. Gäller belysning.Valfri anpassad nodetikettValfri faktor för modulering av den komponent som överförs till håret, reflekteras från hårets baksida och sedan överförs ut ur håret. Denna komponent är orienterad ungefär runt den inkommande riktningen och fångar upp färgen på pigmentet inuti håret. Behåll detta på 1,0 för fysikalisk korrekthet.Valfri faktor för modulering av den första ljusreflexen från hårets yta. Färgen på denna komponent är alltid vit. Behåll värdet 1,0 för fysikalisk korrekthet.Valfri faktor för modulering av transmissionskomponenten. Plockar upp färgen på pigmentet inuti håret. Behåll detta på 1,0 för fysikalisk korrekthet.Valfri identifierare för den nod som ska bearbetasValfri sökväg som anger var den nya katalogen ska placerasValfri regionstyp keymap är associerad medValfri rymdtyp-keymap är associerad medValfri kakeletikettValfri uppåtgående vektor som vanligtvis är en ytnormalValfritt. Om detta anges kommer namnet att användas för den nygenererade riggen, widget-samlingen och skriptet. Annars genereras ett namn baserat på namnet på metarig-objektet genom att ersätta "metarig" med "rig", "META" med "RIG" eller lägga till prefixet "RIG-". När en redan genererad rigg uppdateras ändras aldrig dess namn.Alternativt kan du åsidosätta kontexten med en modulAlternativAlternativen är inaktiverade tills filen har sparats.Alternativ för denna typ av tillgångshyllaAlternativ för denna import av blend-filAlternativ för denna operatörstypAlternativ:OpusEllerBanaOrbit & PanOrbit runt markeringBanans axelOrbit CenterOrbit nerOrbit vänsterOrbitmetodenOrbit högerOrbitalkänslighetOrbit uppOrbiterar och zoomar vyn med hjälp av 3D-musenOrbit-metoden i visningsfönstretOrbitera vynVrid vyn åt vänsterVrid vyn åt högerOrbita vyn nedåtOrbitera vyn uppåtRotera vyn med hjälp av 3D-musenBeställningBeställ UBeställ VÖarnas ordningOrienter en rotation längs den angivna riktningenOrienter en Euler-rotation längs den angivna riktningenOrientera dig efter den aktuella transformatorinställningenOrientera mot visningsfönstretOrientera med normalerOrientera y-axeln motOrienteringOrientering AxelOrientering BenOrientering SlotOrientering ViktOrientering av axeln för att begränsa filterförskjutningenAxelns orientering för att begränsa filterkraftenRiktar vektorn A bort från ytan B enligt dess normal C. Returnerar (dot(B, C) < 0) ? A : -AOrig FPSUrsprunglig höjdUrsprunglig breddUrsprungUrsprungsförskjutningBildens ursprung för transformationUrsprung för skalningen för varje element. Om flera element är anslutna beräknas deras centrum som ett genomsnitt.UrsprungsförskjutningsavståndUrsprung till 3D-markörUrsprung till tyngdpunkt (yta)Ursprung till tyngdpunkt (volym)Ursprung till geometriOriginalOriginalbasOriginalkoordinaterUrsprungligt IDOriginal IK-lösareUrsprunglig längdOriginallägeOriginal NormalOriginal PerlinOriginalplanUrsprunglig begränsningsramUrsprungligt bildruteintervall: {:d}-{:d} ({:d})Ursprungliga bildrutor per sekundOriginalbildens höjdOriginalbildens breddBenets ursprungliga längdDen ursprungliga scenberoendegrafen är byggd förOriginalytans nät är tomtOriginalytan saknar UV-karta: "{}"Ursprunglig transformation av benet i armeringsutrymmet, definierat i redigeringslägeUrsprunglig odeformerad plats som används för att beräkna styrkan hos deformeringseffekten (redigera/animera istället den deformerade platsen)Ursprunglig vertex-antal-diskrepans: %u till %uDen ursprungliga beroendegrafiken för visningslagret är skapad förUrsprungUrsprung (Alla)Orphan Orphan-biblioteksobjekt som lagts till i den aktuella scenen för att undvika förlustOrtografiskOrtografisk kameraskala (liknar zoom)Ortografisk skalaOrtografisk kameraskala (liknar zoom)ÖvrigtAnnan interpoleringAndra remsorAndra geometrityper, såsom kurvor, metabollar etc. (konverterade till nät)Andra objekt har ingen formnyckelAndra remsor som påverkas av den aktiva (delar viss tid och ligger under eller har tilldelats effekt)Förutom att lägga till limbegränsningar till kontrollen fungerar riggen som en enkel deformationskedja med ett segment.Annan användarväg, för tvåhandiga åtgärder. T.ex. "/user/hand/right"ÖvrigaUnserUteMinne fullt-felUt XUt ZMinnet är fulltMinnet räcker inte till för att allokera tygobjektMinnet räcker inte till för att allokera trianglarMinnet räcker inte till för att allokera vertikalerYtterYttre konvinkelYttre konvolymYttre hörnYttre veckYttermaskYttre geringsfogYttre punkterYtterradieYttertjocklekYttre yttjocklekYttre form som ska användas för verktygUtflödeUtflödesnivå inställdÖversiktKonturfärgÖversiktsmaterialKonturmodifierareÖversikt ValdaKonturbreddKonturfärg för aktiva poserbensKonturfärg för valda poserbensÖversikt över modifieraren Strokes från kameravynOutline kräver en aktiv kameraOutlinerOutliner SynkroniseringOutliner-rymddataUtgångUtgång AUtgångsattributUtgång BUtgångsfilsvägUtgångsartikelUtgångsposterUtgångsnamnUtgångsnodUtgångsvägUtgångsvägarUtdataegenskaperUtdragskvalitetUtgångsväxelUtgångsverksgrupperUtgång VertexgruppUtgångens vitpunktSkapa en blockig yta utan utjämningSkriv ut ett färgvärde som valts med färgväljarenSkapa ett manifold-nät även om basnätet inte är manifold, där kanterna har tre eller fler anslutande ytor. Denna metod är långsammare.Skapa ett nät som motsvarar volymen hos det ursprungliga nätet.Skriv ut ett slumpmässigt värdeSkriv ut ett urval av ett Grease Pencil-lagerSkriv ut ett urval av kanter genom att följa banor över nätkanterSkriv ut en enda samlingSkriv ut ett enda materialSkriv ut ett enda objektSkapa en jämn yta utan detektering av skarpa detaljerSkapa en solidifierad version av ett nät genom enkel extruderingSkapa en yta som återger skarpa kanter och hörn från ingångsnätet.Inställningar för utskriftsfärgrymdUtgångskurvor som följer banor över nätkanterUtdata från insidan av en nodgruppUtdata från simuleringszonenSkriv ut varje barn i samlingen som en separat instans, sorterade i alfabetisk ordning.Utmatningsytor med mjuk skuggning istället för platt skuggningUtdatafilbehållareUtdataformat för bilder. PNG är förlustfritt och generellt att föredra, men JPEG kan vara att föredra för webbapplikationer på grund av den mindre filstorleken. Alternativt kan de utelämnas om de inte behövs.Utdataformat. Binärt är mest effektivt, men JSON kan vara lättare att redigera senare.Utgångsrutnät med utvärderade fältvärdenUtdata i AVIF-formatUtdata i Cineon-formatExportera bild i DPX-formatUtdata i JPEG 2000-formatUtdata i JPEG-formatUtdata i OpenEXR-formatUtdata i PNG-formatUtgångsbild i Radiance HDR-formatUtmatningsbild i SGI IRIS-formatUtdata i TIFF-formatUtdata i Targa-formatExportera bild i WebP-formatUtdata i bitmapformatUtdata i flerlagers OpenEXR-formatExportera bild i okomprimerat Targa-formatUtskriftsbildens upplösningSkicka information om ljusets färg till scenens WorldSkicka ljusinformation till ett ljusobjektUtdata med utvärderade fältvärdenUtgångsnoden får inte befinna sig i zonenUtgångsnormaler för bump mapping – inaktivering kan öka prestandan om det inte behövsUtgångsuttagen kan inte vara fleringångar.Skriv ut tecken som inte kan skrivas direkt med tangentbordetInformation om utgångsytmaterial för användning vid renderingSkriv ut benets position i förhållande till armeringsobjektets transformationSkriv ut hela objektet som en enda instans. Detta möjliggör instansiering av icke-geometriska objekttyper.Skriv ut geometrin relativt samlingsförskjutningenSkriv ut geometrin relativt ingångsobjektets transformation, samt position, rotation och skala relativt världens origo.Skriv ut handtagets positioner relativt motsvarande kontrollpunkt istället för i geometrins lokala utrymme.Skriv ut de utvärderade punkterna för ingångssplinen, baserat på upplösningsattributet för NURBS- och Bézier-splines. Polysplines är oförändrade.Skriv ut de normala värdena och rotationsvärdena som har skrivits ut innan noden började ta hänsyn till jämna normaler.Skriv ut antalet tecken i den angivna strängenResultatResultat:OutsetUtskjutande istället för infälldUtanförUtanför det markerade områdetUtvändig stoppningYttre ytaYttersta avstånd i UI-enheter från kanten av det område där panoreringen ska stoppasUtanför geringssågen finns en bågeUtanför geringssågen är vassUtanför geringsfogen finns en kvadratisk lapp.Utgående hastighetÖverÖver bildÖverblurringÖvergripande brusreduceringskvalitet vid användning av OpenImageDenoiseTotal avståndsfaktor för deformationenTotal faktor för deformationenTotal minsta intensitet för dimmaeffektenFläckarnas totala radieLockarnas totala radie3D-musens totala känslighet för rotation3D-musens totala känslighet för översättningÖvergripande texturskalaÖvergripande texturskala. Skalan är en faktor av ansiktets begränsningsram dividerat med skalvärdet.ÖverblurÖverflödÖverhängÖverhäng maxÖverhäng MinÖverlappningÖverlappningslägeÖverlappningströskelÖverlappande kanttyperÖverlappande kanter som konturÖverlappande kurvor med samma lindningsriktning fylls som en union.Överlappande öar håller ihopÖverlappande tidÖverläggÖverläggslåsÖverläggningslägeÖverlagringsförskjutningÖverläggningsinställningarÖverlägg med släta trådarÖverlagringstypLägg en förgrundsbild över en bakgrundsbildÖverlagringsblandningsfaktor för rasteriserad maskÖverlagringsfärg på varannan radÖverlagringsvisningsmetodÖverlagra befintliga med nya nycklarÖverlagringsläge för rasteriserad maskÖverläggÖverstyrbarÅsidosattÅsidosatt ValdaÖverskrivna datablocksnamn kan inte redigeras.ÅsidosättÅsidosätt bakgrundsbildÅsidosätt samlingÅsidosätt begränsningÅsidosätt veckÅsidosätt bildrutaÅsidosätt standardinställningen för infoga nyckelrutor - VisuelltÅsidosätt standardinställningen för infoga nyckelrutor – endast nödvändigtÅsidosätt iterationerÅsidosätt lagerÅsidosätt platsÅsidosätt modifierareÅsidosätt nodformatÅsidosätt normalerÅsidosättningsåtgärderÅsidosätt överlappande blandningsbeteendeÅsidosätt överläggÅsidosätt egenskaperÅsidosätt sceninställningarÅsidosätt lösarens iterationerÅsidosätt spårÅsidosätt transformationÅsidosätt alla värden som lagrats för inaktiva voxlar ocksåÅsidosätt standardinställningen för att infoga nyckelrutor baserade på "visuella transformationer"Åsidosätt standardinställningen för att endast infoga nyckelrutor där de behövs i relevanta F-kurvor.Åsidosätt antalet renderingsprover för detta visningslager. 0 använder sceninställningen.Åsidosätt objektets och samlingens prioritetsvärde för skärningspunktÅsidosättningsåtgärden kan inte tas bortÖverstyrningsegenskapen kan inte tas bortÅsidosätt den angivna "location"-matrisen genom att beräkna om objektets positioner i rymden utifrån de angivna "mouse_event"-positionerna.Åsidosätt antalet lösningsiterationer för denna begränsningÅsidosätt radien för splinepunkten med konradienÅsidosätt scenens aktiva kameraÅsidosätt simuleringsramens intervall från scenenÅsidosätt världen i detta visningslagerÅsidosätter vissa av den aktiva penselns inställningarÖverskanningÖverskanningsstorlekÖverskridandeÖverskridning inaktiveradÖverskridning inaktiveradÖversikt över scenografen och alla tillgängliga datablockSkriv överSkriv över %sSkriv över allaSkriv över aktuell åtgärdSkriv över hela intervalletSkriv över befintlig:Skriv över materialÖverskrivningslägeSkriv över föregåendeSkriv över intervallSkriv över startfilenSkriv över mallens startfilSkriv över texturerSkriv över widgetnätSkriv över alla elementens dataSkriv över tecken när du skriver istället för att infoga demSkriv över befintliga bakningsdata?Skriv över befintliga filerSkriv över befintliga filer vid export av texturerSkriv över befintliga filer under renderingSkriv över befintligt material med samma namnSkriv över befintliga proxyfiler vid kompileringSkriv över filen med en äldre version av Blender?Skriv över filen med aktuell OpenColorIO-konfiguration?Överskrivning är inte markerat för %s, hoppar överSkriv över nycklar i det klistrade områdetSkriv över nycklar i det klistrade området med hjälp av alla kopierade nycklar.Skriv över tidigare skapad orientering med samma namnÄgareÄgarutrymmeOzonP1P2PBR-tilläggPC2PCMPIC/FLIP-förhållande. Ett värde på 1,0 resulterar i en helt FLIP-baserad simulering. Använd ett lägre värde för simuleringar som ska ge mindre stänk.PIZPLY Export: Kan inte öppna filen '%s'PLY Export: Kan inte hitta samlingen '%s'PLY-importör: %s: %sPLY-importör: import misslyckades, inga hörnpunkterPLY Importer: import misslyckades, okänt felPNGPNG (.png)PNG-bild (.png)PO Blender-filens sökvägPO-arbetsfilens sökvägPOT-filens sökvägPPM-basPPM-faktorPaketPackbitarPack ExternPacka bilderPacköarnaFörpackningens kvalitetPack UV-öarPacka UV-öar FältPacka alla ytor i nätetPacka alla bilder i en .blend-filPacka alla använda externa filer i denna .blend-fil.Packa alla använda externa filer i denna .blend-fil.Packa en bild som inbäddad data i .blend-filenPacka bakade data från disken i .blend-filenPacka förskjutningar från en extern filPacka varje ytas UV-värden i UV-gränsernaPacka öar till aktiv UDIM-bildruta eller UDIM-rutnät där 2D-markören befinner sigPacka öar till närmaste UDIMPacka öar till anpassad regionPacka endast valda ytorPacka de bakade data i .blend-filenPacka ljudet i den aktuella blend-filenPacka tillPacka till startramen för öarnaPaket {}Paket-IDPaket-ID ej angivetFullpackadPackade %d filerPackad filPackad fil, klicka för att packa uppPackade filerPackade MultiLayer-filer kan inte målasPackade MultiLayer-filer kan inte målas: %sPackade datablock kan inte döpas om.Packad biblioteksdatablock, klicka för att packa upp och göra lokalPackad biblioteksbild kan inte sparas: "%s" från "%s"Packad till minnesbild "%s"Packar UV-strålar...Pad*Pad+Pad-.Pad.Pad/Pad0Pad1Pad2Pad3Pad4Pad5Pad6Pad7Pad8Pad9PadEnterSidaFärgMåla AlphaFärgfärgFärgfärgskalaMålningskurvaMåla kurvorMåla kurvor datablockFärgfelsökningMåla med fettpennaMålningsmaskMålningslägeFärgkällaMåla ytanLista över målade ytorFärgens fuktighetMåla en färg på streckpunkterMåla en streck i det aktiva färgattributlagretMåla en streck i den aktuella vertexgruppens vikterMåla en streck i bildenMåla över vikterna för alla valda ben och behåll deras relativa inflytande.MålningsalfaMåla bilder i 2DMåla mest på ansikten som pekar mot utsiktenMåla mest på ansikten som pekar mot utsikten enligt denna vinkel.Måla slot-ikonLista över målade ytorMåla materialet med ett färgattributMåla med den aktiva materialets grundfärgFärgvikt i aktiv vertexgruppFärgens fuktighet, synlig i wetmap (vissa effekter påverkar endast våt färg)Måla med en gradientMåla med en enda färgPaintCurveNyMålningskarta-lagerMålningskartorParvis utgångPalettNyPaletten '%s' innehåller inte den angivna färgenPalettfärgPalettsplinesPalett skapadPalettdatablockPalett. Använd vänster musknapp för att välja fler färger.PaletterHandflatan rotationsaxelPanoreraPanorera/zooma kameravynPan-vinkelPanera nerPanorerar åt vänsterPanera åt högerPan-känslighetPanera uppPanoramavyPanorera och rotera vyn med 3D-musenPanorera vynPanorera vyn nedåtPanorera vyn i en viss riktningPanorera vyn åt vänsterPanorera vyn åt högerPanorera vyn uppåtPanorera vyn när musen hålls vid en kantPanorera vyn med 3D-musenPanorera/zooma kameravyn istället för att lämna kameravyn när du kretsar runtPanelPanelen "%s" hittades intePanelens bakgrundPanelrubrikPanelidentifierarePanelöversiktPanelrundhetPaneltextPanelens titelPanelens titeltypsnittPanelväxlingPanelen har redan en växlingsknappPanel som innehåller UI-elementPanelbeskrivningPanel från vilken man kan lägga till uttag till den tillagda gruppen ingång/utgångsnodPanelen är stängd som standard på nya noderPanelen väljs i gränssnittetPanelens namnPanel som innehåller objektetPanel/Meny SkuggstyrkaPanel/meny Skugga breddPanelerPanoreringPanorama TypPanoramiskPapperParadPunktParallaxParallaxradieParallaxmedveten VMMParallellParallella normalerParallella kameror utan konvergensParallella linjerParallellogramParameterredigerareParameter från 0 till 1 längs facklanParametrarParametrar och inställningar för filbläddrarenParametrar som definierar hur ett MovieClip-datablock används av ett annat datablockParametrar som definierar hur ett bilddatablock används av ett annat datablockParametrar som definierar bildens varaktighet, förskjutning och relaterade inställningarParametrar som definierar renderingsplatsenParametrar som definierar vilken bildruta i filmklippet som visasParametrar som definierar vilket lager, pass och bildruta av bilden som visasParametrar för IK-lösareParametrar för anpassade (OSL-baserade) kamerorParametrar för iTaSC IK-lösarenParametriskParametrisk position längs kurvans längd som objekt som "följer" den ska befinna sig på (positionen beräknas genom att dividera med värdet "Path Length" (banlängd)).FörälderFöräldraarkivbibliotekModerbenFöräldraindexFörälder InversFöräldramatrisens inversFöräldra invers transformationFöräldralagretÖverordnat objekt för hook, beräknar också om och rensar offsetFöräldrapartiklarFöräldrabanaFöräldrataggarFöräldratypFöräldravertexFöräldravertikalerFöräldrafönsterÖverordnat ben (i samma armatur)Föräldra-bensamling. Observera att för att komma åt detta krävs en genomsökning av alla bensamlingar för att hitta föräldern.Redigera överordnat ben (i samma skelett)Föräldraindex i kontextvägFörälder ingår inte i gränssnittetFöräldra nyskapade objekt till den ursprungliga instansenÖverordnat objektFörälder till denna pose-benFöräldra-relativ transformationsmatris. Varning: Tar endast hänsyn till objektföräldraskap, så i fallet med benföräldraskap får du en matris som är relativ till Armature-objektet, inte till det faktiska föräldrabenet.Förälder valde objekt till de valda vertikalernaFörälder som denna nod är kopplad tillFörälder till oförvrängd position för 2D-spårFörälder:Föräldrainställningar för maskeringselementFöräldraskap:FöräldrarParseringsfel i %sDel av Mesh IslandsDel av geometrin för att visa data frånDen del av nätet som kommer att simuleras när slaget är aktivt.PartiellPartiell överlagring ovanpå sequencern med ramförskjutningPartikelPartikel (smal) bandbredd (högre värde ger tjockare band och fler partiklar)PartikelmängdPartikelborstePartikelredigeringPartikelhårnyckelPartikelinformationPartikelinstansPartikelinstansobjektets viktPartikelnyckelPartikel livslängd MaximalPartikelpositionPartikeloffsetPartikelegenskaperPartikelradiePartikelrenderingPartikelinställningarPartikelinställningar TexturplatsPartikel-specialerbjudandenPartikelsystemPartikelsystemnummerPartikelsystem som denna modifierare styrPartikelsystemPartikelmålPartikelverktygPartikel UVPartikeluppdateringsradiePartikelhastighetPartikelantalPartikel-datablockPartikelredigeringspenselPartikeleffektorer påverkar sig självaPartikel i ett partikelsystemPartikelinstansobjektets namnPartikelnyckel för hårpartikelsystemPartikelantalfaktor (högre värde ger fler partiklar)Partikelorienteringsaxel (påverkar inte resultaten för modifieraren Explodera)PartikelfysiktypPartikelradiefaktor (högre värde ger större (maskhastiga) partiklar). Måste justeras efter ändring av maskstorleken.Partikelradiefaktor. Öka detta värde om simuleringen verkar läcka volym, minska det om simuleringen verkar vinna volym.Partikelrotationer påverkas av kollisioner och effektorerPartikelskalaPartikelval och visningslägePartikelinställningar, återanvändbara av flera partikelsystemPartikelstorlek i simuleringscellerPartikelsystemet kan redigeras i partikelägePartikelsystemet har redigerats i partikelläge.Partikelsystemet har flera punktcacherPartikelsystem i ett objektPartikelsystemets instansmodifierarePartikelsystemets namnPartikelsysteminställningarPartikelsystemsimuleringsmodifierarePartikelsystem som avges från objektetPartikelmålsnamnPartikeltypPartikelinstansPartikelinstansmodifierarePartikelinställningarAxisFlätBarnCirkelKorsCurlEmissionKinkNyIngenIngentingFöräldrarPartikelvisningPunktEffektRadiellRenderadRullaRotationGrovhetSpiralVågPartikelsystemPartikel-systemmodifierarePartiklarPartiklar MaximaltPartikelinställningarPartiklar och instanseringPartiklar dör när de kolliderar med ett avledande objekt.Partiklar genererade av partikelsystemetPartiklar i gränsområdetPartiklar som ingår i objektet ska vara synliga i renderingen.Partiklarna skapades genom en vätskesimulering.Partiklar/AnsikteAvskedDelningsfaktorMaximal avståndMinsta avståndAvsked inte möjligt med virtuella föräldrarPasseraPassfilterPassindexPassera igenomGenomgång på remskivhandtagPass med skuggor och ljus som ska multipliceras till bakgrundSkicka in flerlagersbildLåt vågor passera genom nätkanternaPassepartoutPassepartout AlfaPassPass som inte stödsPass som ska inkluderas i det aktiva bakningspassetPass som används av brusreduceraren för att skilja brus från shader och geometridetaljerPassivGenomströmningPassthrough inte tillgängligtKlistra inKlistra in fettpennspetsar eller streck från det interna urklipp till det aktiva lagretKlistra in-metodenKlistra in normaltKlistra in per lagerKlistra in innehåll från filKlistra in kopior av strecken som lagrats i det interna urklippKlistra in datablock från det interna urklippKlistra in drivrutin: ingen drivrutin att klistra inKlistra in förväntade 3 siffror, formaterade: '[n, n, n]'Klistra in förväntade 4 siffror, formaterade: '[n, n, n, n]'Klistra in nyckelrutor från speglade ben om sådana finnsKlistra in nyckelrutor från det interna urklipp för de valda kanalerna, med start från den aktuella rutan.Klistra in tangenter som slutar vid aktuell bildrutaKlistra in nycklar från ursprunglig tidKlistra in tangenter relativt markörens Y-positionKlistra in tangenter relativt den aktuella bildrutan vid kopieringKlistra in tangenter i förhållande till värdet på kurvan under markörenKlistra in tangenter från aktuell bildrutaKlistra in nycklar med ett värdeoffsetKlistra in tangenter med den första tangenten som matchar tangenten till vänster om markörenKlistra in tangenter med den sista tangenten som matchar tangenten till höger om markörenKlistra in nycklar med samma värde som när de kopieradesKlistra in ny bild från urklippKlistra in noder från det interna urklipp till det aktiva nodträdetKlistra in normalt från det interna urklippKlistra in objekt från det interna urklippKlistra in på baksidanKlistra in på alla bildrutor mellan den första och sista valda nyckeln och skapa nya nyckelrutor om det behövs.Klistra in på bildrutor som har en vald tangent, vilket eventuellt skapar nya nycklar på dessa bildrutor.Klistra in endast på de aktuella värdena och manipulera endast animationsdata om automatisk nyckelning är aktiverad.Klistra in valda UV-hörnKlistra in splines från det interna urklippKlistra in remsor från det interna klippbordetKlistra in text från urklippKlistra in text som valts någon annanstans istället för kopierad (endast X11/Wayland)Klistra in tillgången som tidigare kopierades med Kopiera som tillgångKlistra in drivrutinen i det interna urklippet till den markerade knappenKlistra in innehållet i det interna urklipp till den aktiva linjen.Klistra in materialinställningarna och nodernaKlistra in den lagrade posen spegelvänd på den aktuella posenKlistra in den lagrade posen på den aktuella posenKlistra in texturinställningarna och nodernaKlistra in tidsförskjutning för tangenterKlistra in i aktivt fönsterKlistra in spår från det interna urklippKlistrade in %d tillgångarKlistrade in %d ben och hoppade över %d icke valda benKlistrade in alla %d benKlistrade in endast %d av de %d kopierade benenKlistrade in endast %d av de %d kopierade benen och hoppade över %d icke valda ben.Klistrar in matrisen från urklipp till det för närvarande aktiva poserbens eller objektet. Använder världsrumsmatriser.PatchSökvägSökvägen '%s' kan inte göras absolut.Sökvägen '%s' kan inte göras absolut för %s '%s'Sökvägen '%s' kan inte göras relativ för %s '%s'Sökvägen '%s' hittades inte (ingen känd ägarens datablock)Sökvägen '%s' hittades inte, från länkad datablock '%s' (från biblioteket '%s')Sökvägen '%s' hittades inte, från lokalt datablock '%s'Vägen efterBananimeringVägen föreSökväg JämförBanbegränsningVäglängdSlut på stigenVägledningBana nyckelbildruta efterBana nyckelbildruta föreVäglängdSökvägmaskSökvägslägeSökväg UtgångRelativ sökvägSökvägsavgränsareSökväg StartSteg i processenSökvägskonflikt: %d cachar inställda på sökväg %sRedigeringsläge för sökvägSökväg från datablocket till det nodträd som för närvarande redigerasBaninterpolering vid denna punktSökvägen är redan animeradSökvägen redigerasSökvägen är tom, kan inte sparaSökväg till ID som används för att generera en bild för kontrollenEn objekts väg inuti ett Alembic-arkivSökväg till egenskap som ska ställas in med djupetSökväg för egenskap att välja mellan primär och sekundär datavägBana för egenskap som används för att rotera texturvisningenSökväg till egenskap som används för att ställa in kontrollens färgSökväg till egenskap som används för att ställa in kontrollens fyllningsfärgSökväg till egenskap som används för att ställa in zoomnivån för kontrollenSökvägspunkten är markerad för redigeringSökväg relativt den katalog som för närvarande visas i filbläddraren (inkluderar filnamnet)Vägval kräver att två matchande element väljsBanans timing är i absoluta bildrutorSökväg till en CSV-filSökväg till en OBJ-filSökväg till en OpenVDB-filSökväg till en PLY-filSökväg till en STL-filSökväg till en anpassad animering/bildsekvensspelareSökväg till en katalog med .blend-filer som ska användas som resursbibliotekSökväg till en mapp för lagring av externa bakade bilderSökväg till en inställning för användning i en nyckelsatsSökväg till en textfilSökväg till en alternativ startfilSökväg till en bildredigerareSökvägen till tillgångsbiblioteket finns inte:Sökväg till data som visasSökväg till extern förskjutningsfilSökväg till filSökväg till gltfpackSökväg till gltfpack-binärfilSökväg till bildfilSökväg för installation av äldre tilläggspaket tillSökväg till gränssnittets teckensnittSökväg till gränssnittet monospaced FontSökväg till egenskapsinställningSökväg till .blend-filenSökvägen till arkivetSökväg till de data som visasSökväg till data som visas i kalkylbladetSökväg till katalogen där importerade texturer kommer att kopierasVägen till biblioteketSökväg till bibliotekets .blend-filSökväg till objektet i Alembic-arkivet som används för att söka geometriska dataSökväg till objektet i Alembic-arkivet som används för att söka efter transformationsmatrisenSökväg till mallfilen för pottenSökväg till relevant po-fil i Blenders källkodsarkivSökväg till relevant po-fil i arbetsarkivetSökväg till den sparade inställningsfilenSökväg till shadern som definierar den anpassade kameranSökvägen är för lång, kan inte sparasSökväg: {!r}Sökväg: {:s}VägarJämför vägarVägar OmrådeVägar TypSökvägar till objekten i Alembic-arkivetVägar:MönsterMönsterområde:MönsterbegränsningsrutaMönsterhörnMönsterjämförelseMönsterlägeMönsterstorlekMönsterområdets begränsningsram i normaliserade koordinaterMönster att använda för insidan av geringsfogarMönster att använda för utsidan av geringsfogarMönster som används för att koppla samman objektMönsterPausPausa bakningPaus FörhandsgranskaPausa alla förhandsvisningar av visningsfönstretTassToppskärpning för modellerna "JONSWAP" och "TMA"Jordnötter (oskalade)Jordnötter (skalade)Penna FlipPennans tryck gör att texturen får mindre inflytandePenntilt från bakåt (-1,0) till framåt (+1,0)Penntilt från vänster (-1,0) till höger (+1,0)FemkantigPer kurvaPer dimensionPer vertexförskjutningPer komponentfaktorPer renderlager antal sampel åsidosätter scenproverAntal sampel per pixelSkin-data per vertex för användning med Skin-modifierarenProcentProcentandelProcentuell faktorProcentandel längs varje kurva för att blanda deformation från rotenProcentandel av beloppet som används för visningsområdetProcentandel av hur mycket remsans färger påverkar andra remsorProcentandel av ingångsremsans längdProcentandel av maximal hastighetProcentandel partiklar som ska visas i 3D-vyProcentandel av renderingsstorlek som ska läggas till som överskanning till de interna renderingsbuffertarnaProcentandel av ingångsremsans längdProcentuell skala för renderingsupplösningProcentvärde som definierar målpositionen längs kurvans längdPerceptuellPerceptuellt förlustfrittPerceptuellt enhetliga värden som matchar färgväljarenUtför RIS-sampling för att styra baserat på produkten av den inkommande ljusfördelningen och BSDF.Utför en jämförelse mellan de två givna ingångarna.Utför en logisk operation på de givna booleska ingångarnaUtför en matrismultiplikation på två ingångsmatriserUtför en enda skiva av domänobjektetUtför bitvisa operationer på 32-bitars heltalUtför både chroma keying (för att ta bort bakgrunden) och despill (för att korrigera färgskiftningar från bakgrunden).Utför kromatisk anpassning från en annan vitpunktUtför brusreducering på GPU-enheter som konfigurerats under fliken System i användarinställningarna. Detta är betydligt snabbare än på CPU, men kräver ytterligare GPU-minne. När stora scener kräver mer GPU-minne kan detta alternativ inaktiveras.Utför extern åtgärd på en fil eller mappUtför fuzzy/flerordsmatchning. Varning: Kan vara långsamt.Utför nivåjusteringar på varje färgkanal i en bildUtför matematiska operationerUtför operationer separat för varje geometrielement (t.ex. hörn, kanter etc.).Utför den aktuella åtgärden för filen under markören (t.ex. öppna filen).Utför olika matematiska operationer på de givna heltaliga ingångsvärdena.Utför vektormatematiska operationerPrestandaFörinställda prestandaPeriodVågens periodBrusperiodPerlinbrus 1DPerlinbrus 2DPermanent deformationTillåt permanent körning av skriptTa bort penselresursens blandningsfil permanent. Detta kan inte ångras.Ta bort penseln permanent. Detta kan inte ångras.Vill du permanent radera blend-filen för pose-tillgången? Detta kan inte ångras.Permanent dolda samlingar:PermeabilitetBehörigheterPersiska - ﯽسرافIhållandePersistent dataPersistent datavägBeständig IDBeständig identifierareBeständig UIDPersistenta data associerade med en kolumn i ett kalkylbladPersistenta data associerade med en tabellPermanenta data för tabellerna som visas i denna kalkylbladsredigerareBeständig identifierare för matchning mellan bildrutor av objekt med rörelseoskärpaPersonlig åtkomsttoken kan krävas av vissa arkiv.PerspektivPerspektiv Kameraens brännvidd i millimeterPerspektivmatrisPerspektivkameraens brännviddPgDownPgUpFasFasflerfaldigFasförskjutningFasskiftning av vågFasfunktion för det spridda ljusetFas av sinusförskjutningenPhiFysiksimulering för tygFysisk ledareFysiska egenskaperFysiska ljuskällorFysisk modell för simulering av böjkrafterFysiskt baserade glTF-belysningsenheter (cd, lx, nt)Fysikbaserad, lättanvänd shader för rendering av hår och pälsFysikbaserad, lättanvänd shader för rendering av ytmaterial, baserad på OpenPBR-modellen.FysikFysiska egenskaperFysik TypFysiksimulering för vätskor, såsom vatten, olja och rökPlockaVälj instansVälj instans är aktiverat, men det finns inga instanser att välja mellan. Återgår till att använda inmatningen som instans.Välj slumpmässigtVälj en egenskap som ska användas som drivrutinsmålVälj objekt från samlingen slumpmässigtDet valda benet tillhör inte den redan valda armeringen.Att plocka ett ben misslyckadesPikometerBilderPajmenyPajmenyns färgerPie-meny vid dragningPajmenyerOm du håller ned pie-menyknappen längre än så stängs menyn när du släpper den (på 1/100 sekund).Pie-menyns storlek i pixlarPie-menyerna använder den initiala muspositionen som centrum under denna tid (i 1/100-delar av sekunden).StiftStift (hörnpunktens målposition) fjäderstyvhetPin-gränserPin GizmoPin-målstyrkaPin-gruppPin-IDPin-materialPin-metodenPin-lägePin-scenFäst simuleringsgränsStiftets styvhetPin Vertex-gruppenFäst vid parameterFäst varje kurva vid en viss punkt för operationenFäst i grafredigerarenFäst läget på borstenFäst till sistNypKläm UV-strålarPingisPingpong-lägeFästFäst armatur är inte aktiv i 3D-vyportenFasta öar är låsta på platsFasta öar kommer endast att översättasFasta öar kan inte skalas omFasta öar roterar inteFästa hörn kan endast väljas i hörnläget.RörledningKolvTonhöjdTonhöjdsfaktor för beräkning av DopplereffektenPivotpunktPivotaxelPivotbegränsningPivotkontrollPivotförskjutningPivotpunktPivot XPivot YPivera runt aktivt objektPivera runt mittpunkten för det valda objektets (de valda objektens) begränsningsrutaPivota runt varje objekts egen ursprungPivota runt varje vald ö:s egen medianpunktPivota runt 2D-markörenPivera runt 3D-markörenPivota runt mittpunkten för valda objektPivotcentrum för rotation/skalningPivot i termer av slagpunktsparametern u (0 <= u <= 1)Pivotplatsen är vid det aktiva objektets positionPivotplatsen är vid den valda objektpositionenPivotplatsen ligger mellan de begränsade styva kropparna.Pivot för skalnings- och rotationsoperationerPixelPixelkonstPixelaspektPixelbildförhållandePixel Aspect XPixelaspekt YPixelkoordinaterPixeltäthetFörinställningar för pixeltäthetPixel-filterPixelstorlekPixelbildförhållandePixel filter typPixel filterbreddPixelstorlekPixelstorlek för rendering av visningsvyPixelstorlek skalad efter scenprocentPixeleraPixeleringseffektPixeleringseffektPixelera bildPixlarPixlar betraktas som tillhörande det oskärpaområdet om den genomsnittliga skillnaden mellan deras determinator och determinatorn för den centrala pixeln är mindre än detta tröskelvärde.Pixlar betraktas som en del av kanterna om mer än 10% of av de angränsande pixlarna har mattvärden som skiljer sig från pixelens mattvärde med denna tolerans.Pixlar rensas endast om antalet pixlar i deras omgivning som är olika överskrider detta tröskelvärde i förhållande till det totala antalet grannar. Grannar anses vara olika om de överskrider det angivna färgtröskelvärdet.Pixlarna blir bara fläckfria om deras färgskillnad från den genomsnittliga färgen hos deras grannar överskrider detta tröskelvärde.Pixlar som flyttas med musen per axel vid ritning av streckPixlar per blandarenhetPixlar per tumPixlar vars luminansvärden är högre än detta maximum är inte nyckelbelagda.Pixlar vars luminansvärden är lägre än detta minimum är nyckelade.Pixlar/centimeterPixlar/tumPixlar/meterPixlar/{:s}Placera markörPlacera nästa streckpunktPlacera markörenPlacera markörer över hela bildrutanPlacera markörer endast inom områden som markerats med anteckningsverktyget.Placera markörer endast utanför områden som markerats med anteckningsverktyget.Placera ny markör på angiven platsPlacera en ny markör på önskad (klickad) position.Placera Mix-noden på samma höjd som den lägsta noden.Placera Mix-noden mellan de två nodernaPlacera markören på mittpunkten av valda nyckelrutorPlacera markörvärdet på medelvärdet för valda nyckelrutor.Placera markören utan att "hoppa" till den nya platsen (när låsning till markören används)Placera hörnpunkter på ytan som skulle skapas med oändliga nivåer av underindelning (smidigast möjliga form)PlatshållarePlatshållarePlaceringPlacering för upptäckta funktionerVanligVanliga yxorVanlig kedjekopplingPlanarPlanarprobFlygplanPlan AlphaPlanvinkelPlanets axelPlan NormalPlanförskjutningPlan offset-tryckFlygplansspetsFlygspårPlan spårdeformeringFlygspårbildspecialerFlygspårPlan TrimPlan för projicerad slaglängdPlan som ska användas för orienteringPlanets spår "%s" hittades inte i spårningsobjektet %sFlygspår är valtPlan warp-transformation med hjälp av explicita hörnvärdenGipsPlastPlasticitetSpelaSpela upp ljudSpela varje bildrutaSpela iSpellägeSpela upp animeringSpela upp med normal hastighet oavsett scenens FPSSpela upp ljud från sekvensredigeraren medan du skrubbarSpela upp ljud från sekvensredigeraren, annars stäng av ljudetSpela upp renderade bildrutor/filmer med en extern spelareSpela upp baklängesSpela upp den här filenUppspelningUppspelningskontrollerUppspelningshastighet (FPS)Endast uppspelningUppspelningsskalaPanorering av ljudet vid uppspelning (endast för monokällor)Ljudets uppspelningshöjdLjudets uppspelningsvolymSpelareSpelhuvudSpelhuvudets förskjutningSkapa först en variantInaktivera/aktivera "åtgärdsfilter" för att uppdatera listan.Redigera inställningarna för tillägget UI Translate.Aktivera onlineåtkomst från systeminställningarna.Vänligen skicka in en felrapport.Välj minst en bildVälj endast 1 bildruta för att återställaVälj två remsorSkarpPunktPunkt 1Punkt 2Punkt 3Punkt 4PunktcachePunktcache-listaPunktcacherPunktmolnPunktmoln från nätobjektPunktmoln: {} punkterPunktmolnPoängräkningPunktkurvindexPunkttäthetPunktgrupp-IDPunktindexPunktindex i kurvaPunktinfoPunktljusPoängspårPeka uppåtPunktcache för fysiksimuleringarPunktcache måste bakasPunktmolnkomponent som endast innehåller punktdataPunktmolnsdatablockPunktmolnsdatablockPunktmolnobjektet stöder inte denna operation för att ange ursprung.Punktmoln eller nät för att slå samman punkter avPunktmoln stöder endast ett enda material; valet kan inte vara ett fält.PunktkoordinaterPunkt i en punktmolnPeka på en formnyckelPeka på en formnyckel för Bézier-kurvorPeka på en formnyckel för kurvorPunkt i rutnätetPunkten finns inte i den angivna splinenKurvans punktPunkt på en kurva som används för kurvkartläggningPunkt på en bana som används för att definiera en profilPeka på källan som ska fästas vid måletPunktvalslägeVald punktPeka utvalda anpassade normaler mot angivet målPeka för att rotera runtPeka mot målet genom att ta den kortaste rotationsvägenRikta mot målet längs banans axel, medan du låser den andra axeln.Peka mot ett mål genom att utföra den minsta nödvändiga rotationen.Ta ett punktprov av ett färgbandPoäng:PointCloudNyPekarePekaren från sökvägen image_id är inte ett IDSpetsighetPoängPoäng (ej stödda)Poäng UPoäng VPunkter som definierar fjäderPoängtabell, stöds för närvarande inte av volymobjektPunkter i U-riktning (kan inte ändras när det finns formnycklar)Punkter i V-riktning (kan inte ändras när det finns formnycklar)Punkter i W-riktning (kan inte ändras när det finns formnycklar)Kurvans punkterPunkter i gitteretPoäng per kurvaPunkter som konverteras till hörn i ett nätPunkter till kurvorPoäng till SDF GridPunkter till hörnpunkterPoäng till volymPunkter för att beräkna det konvexa höljet avPunkter för att generera kurvor frånPunkter att nämnaPunkter för att ändra positionerna förPunkter för att ställa in radien förPoäng som omvandlas till volymPunkter vars volym konverteras till ett tecknat avståndsfältnätPoäng:%sPoäng: %s/%sPoisson-skivaPoisson-tal för elastisk deformation. Högre värden bevarar volymen bättre, men leder också till mer utbuktning.Poke CenterPoke-förskjutningBeräkning av mittpunkten för poke facePolar 0 är XPolar 0 är YPolar ZXPolar ZYStångPolvinkelStångräkningStångens sammanfogningsvinkel StartStångsammanfogningsvinkelStångens sammanfogningsstartvinkelPolens delmålStångmålRotationsaxelPolrotationsförskjutningPolska - PolskiPolyPoly Build Face vid markörenPoly Build Split vid markörenPoly Build Transform vid markörenPoly datatyperPolygonPolygonområdePolygoncenterPolygon NormalPolygonnormalerPolygon i ett Mesh-datablockPolygoniseringPolygoniseringPolygoniseringsupplösning vid renderingPolygoniseringsupplösning i 3D-visningsfönstretPolygonerPolygoner i nätetPolylinjePolynomPolynomisk ordningPolystyrenPoppa upp en sökning efter en meny i aktuellt sammanhangÖppna en sökning över alla tillgängliga operatörer i aktuellt sammanhangÖppna en sökning över alla menyer i det aktuella sammanhangetPortalPortalens djupDel av artiklar att välja slumpmässigtPortugisiska (Brasilien) - Português brasileiroPortugisiska (Portugal) - Português europeuPosPosePose Asset kopierad, använd Klistra in som ny tillgång i valfri tillgångsbläddraren för att klistra inPose BenPose BenfärgPose BenPose huvudpositionPose IK-segmentPoseringsbibliotekPoseringsbibliotek baserat på tillgångssystemet.Pose-platsförskjutningPosemarkörerPoseringsmatrisPoseringslägePosens namnPoseringsalternativPoseringsursprung OffsetPose PositionPose Rotation OffsetPoseringsutrymmePose SvanspositionPose-tillgångar kan endast modifieras från Pose Mode.Pose lib är endast för armeringar i poseläge.PoseBone-begränsningarPositionPosition 1Position 2PositionsfaktorPosition FältPositionslägePositionskvantiseringPositionskvantiseringsbitarPosition XPosition längs bananPosition och översiktPosition för bunt rekonstruerad från denna spårningMasken stencilens position i visningsfönstretPosition för omtaktningsnyckel i tidslinjenStencils position i visningsfönstretPosition för kurvans slutkontrollpunktPosition för ändhandtaget som används för att definiera kurvans form. I förskjutningsläge, relativt slutpunkten.Position för den första kontrollpunktenDen första hörnpunktens positionObjektets position i sin överordnade panelPositionen för den sista kontrollpunktenMittkontrollpunktens positionMittkontrollens läge, inaktiverad om nollMusens position som används för lägena "Yta" och "Aktiv vertex"Position för en kurvas rotpunktDen andra kontrollpunktens positionSkivans positionStartkontrollpunktens position på kurvanStarthandtagets position som används för att definiera kurvans form. I offset-läge, relativt startpunkten.Position för kurvans spetsPosition för överkroppskontroll och vridpunktVågens position längs bandriktningen. Detta kan användas som indata för att få bättre kontroll över distorsionen.Placera scenkameran vid det valda landmärketPosition att hoppa tillPosition, kontur och intensitetPosition:PositionsbestämdPositionsspårningPositivPositivt axelPositiva sidorPositiv X-axelPositiv Y-axelPositiv Z-axelPositiv nätutjämningMöjlig dataförlust vid sparande av denna fil! %s modifieraren är föråldrad (Objekt: %s)EfterbearbetningProcess efter delstegEfterbearbetningPosteriseraSkjut upp körningen tills verktygsoperatören kör (vid användning med ett verktyg)EfterbearbetningPotentiell radiePundEffektStrömlägePrecisionPrecisionslägePrecisionsvinkel som används för rotationssteg i 2D-redigerarePrecisionsvinkel som används för rotationssteg i 3D-redigerarePrecisionslägeKonvergensens precision vid upprepningPrecision vid strykningsprovtagning. Låga värden innebär ett mer precist resultat, och noll inaktiverar provtagningen.Precisionen hos den snabba GI-strålmarschenPrecisionsgraden för skärmrumsstrålspårningFördefinierade tröghetsövergångar, användbara för rörlig grafik (från minst till mest "dramatiska")Fördefinierad nodfärgFördefinierad spårfärgFördefinierade spårningskamerans intrinsicsFördefinierade spårningsinställningarFörutsägaFörutse målets rörelsePreethamPreetham 1999 (Arv)Föredrar DEF-föräldraskapFöredrar att glida längs kanterna till jämna bredderFöredrar att glida längs kanterna framför att ha jämna bredderInställningar3D-vyTillgänglighetLägg till kurvaLägg till nätAllaAnimeringBakaKameraFärggladKomponeringKärnaMörkUtvecklingFörlängningÅterkopplingSpelmotorGeometrinoderFettpennaHög kontrastImport och exportInspirerad avArv (Övrigt)Arv (användare)LjusBelysningMaterialNätModelleringNodObjektFärgFysikRörledningSkriv utRenderaRiggningScenSkulpteraSekvenserareSystemetTextredigerareSpårningÖversättUVAnvändargränssnittInställningar VisningstypInställningar NavigeringPreferenserna har förändratsInställningar relaterade till visning av dataInställningar sparadeInställningar som endast fungerar för apparFöredragen enhet att välja under detektering (kräver omstart av Blender för att ändringarna ska träda i kraft)Föredrar att ansluta bakgrundskomponenterFöredrar att ansluta förgrundskomponenterFöredrar att koppla samman den färg som förekommer minst frekvent i det lokala området kring den aktuella positionen.Föredrar att koppla samman den färg som förekommer oftast i det lokala området kring den aktuella positionen.Förhämta bildrutorFörhämta bildrutor från disken för snabbare uppspelning/spårningFörhämtning...FörfilterFörfilter för brusig guidning (albedo och normal) passerar för att förbättra brusreduceringskvaliteten vid användning av OpenImageDenoiseFörfilterar brusiga guidningspass innan brusreducering av färg. Förbättrar kvaliteten när guidningspass är brusiga genom att använda extra bearbetningstid.Förfilterar brusiga guidningspass innan bilden brusreduceras. Förbättrar kvaliteten när guidningspass är brusiga genom att använda extra bearbetningstid.PrefixFörmultipliceradFörmultiplicera alfaFörbered extra animationerFörbered oanvända texturerFörbered scenen för att komponera 3D-objekt i detta filmmaterialFörpassFörbehandlingFörvald läge vid användning av denna penselBevaraBevara attributBevara färgerBevara detaljerBevara längdBevara nätgränsBevara tonhöjdBevara tidigareBevara tidigare maskBevara sömmarBevara skärpanBevara UTF-8-kodade tecken när du skriver USD-prim- och egenskapsnamn (kräver programvara som använder USD 24.03 eller senare när du öppnar de resulterande filerna)Bevara vokala formanterBevara volymBevara konturlinjerna vid filtreringBevara hörn som har skarpare vinkel än detta tröskelvärdeBevara varje kurvas längd under deformationBevara filvägarna till texturer från redan importerade USD-filer. Exportera återstående texturer till en mapp med namnet "textures" bredvid USD-filen.Bevara öns inriktningBevara ordningen på önBevara sömmar längs fasade kanterBevara skarpa kanter längs fasade kanterBevara kurvornas längd på segmentbasisBevara den tidigare masken och lägg till eller dra ifrån den nya som genereras av färgerna.Bevara måldatans tidigare tillståndBevara världen genom föräldraskapBevara volymen när rotationer användsBevarar den befintliga geometrin längs skärplanetFörinställdFörinställt namnFörinställda konfigurationer för externa animationsspelareFörinställd vy att användaFörinställningarTryck påTryck på "Enter" för att ta ett prov utanför ett Blender-fönster.Tryck på + och -, eller scrollhjulet för att ställa in blandningen.PressmeddelandeTryck på en tangentTryck aktiverar omedelbart och förhindrar att klicket vidarebefordras till verktyget.Trycker på aktiv knappTryckTryckvariationskartläggningTryckmaskeringTryck SlumpmässighetTryckskalaTryckstorlekskartläggningKartläggning av tryckstyrkaTryck Vertex-gruppenTryckfältet i fluiddomänenFörhindra ändringar av inställningar för att köra operatören igen, praktiskt för att ändra flera saker samtidigt med tung geometriFörhindra ändringar av betraktarens höjdFörhindra ändringar av betraktarens platsFörhindra ändringar av betraktarens rotationFörhindra ändringar av visningsskalanFörhindra ändringar av visningsorienteringenFörhindra att fjädrar korsar varandraFörhindra att UV-lampor vänds, vändning kan minska distorsionen beroende på stiftens position.Förhindra redigering av markörerFörhindra att hörnpunkter passerar genom spegeln under transformationenFörhindrar att UV-strålar reflekterasFörhindrar användaren från att ändra den överskrivande åtgärden (ANVÄNDS INTE)FörhandsgranskaFörhandsgranska bakgrundFörhandsgranska under omvandlingFörhandsgranska inställningar för överläggFörhandsgranska överläggFörhandsgranska kvalitetFörhandsgranska sortimentFörhandsgranska slutbildrutaFörhandsgranska intervallets startbildrutaFörhandsgranska upplösningFörhandsgranska formFörhandsgranska storlekFörhandsgranska snäppningFörhandsgranska världenFörhandsgranska zoomFörhandsgranska alla kanaler som är mindre än eller lika med detta värde. 0 visar alla kanaler, och negativa värden klättrar upp så många metabandnivåer som tillämpligt, och visar alla kanaler där.Förhandsgranska bild och ikonFörhandsgranska bild och ikon för detta datablock (alltid Ingen om det inte stöds för denna typ av data)Förhandsgranska material med fördefinierade omgivningsljusFörhandsgranska form som används av nodförhandsgranskningarnaFörhandsgranska den slutliga scenen med hjälp av den aktiva renderingsmotorn.Förhandsgranska skrapplanet i markören under strecketFörhandsgranska den här filenFörhandsvisningarFörhandsgranskningen av filen '{:s}' misslyckades!Förhandsgranskningsgenereringen misslyckades för filen '{:s}'!FöregåendeTidigare vinkelhastighetFöregående karaktärFöregående kantindexTidigare misslyckadeFöregående nyckelbildrutaFöregående radFöregående nodFöregående sidaTidigare partikelpositionTidigare partikelhastighetTidigare rotationFöregående ordTidigare blandningstyp/operationFöregående bildrutaFöregående eller ValPrewittPrimärPrimäraxelnPrimär benaxelPrimärfärgPrimära kontrollnivåerPrimär datavägPrimär rotationsaxelPrimärfärg i rutmönster som indikerar transparenta områdenPrimär väg för egenskap som ska ställas in med den radiella kontrollenPrimär rotationsaxel:PrimitivPrimitiv booleskPrimitiv flytande punktPrimitiv IntPrimitivaPrimvar '%s' (interpolation %s, typ %s) kan inte konverteras till BlenderHuvudpunktPrincipiellPrincipiell BSDFPrincipiell hår BSDFPrincipiell volymPrincipiell shaderSkriv utSkriv ut prestanda till konsolenSkriv ut ett meddelande när terminalen startarSkriv ut minnesstatistik till konsolenSkriv ut den här filenPrioritera aktiv färgPrioritera konsistens vid dynamiska tonhöjdsförändringarPrioritera högkvalitativ tonhöjdsbearbetningPrioritera hastighet framför ljudkvalitetPrioritetProResProRes 422ProRes 422 HQProRes 422 LTProRes 422-proxyProRes 4444ProRes 4444 XQProRes-profilAvsluta ljusprover probabilistiskt när ljusbidraget ligger under denna tröskel (mer brus men snabbare rendering). Noll inaktiverar testet och ignorerar aldrig ljus.SannolikhetSannolikhetstäthet per färgkanal för en utstrålningshändelse som inträffar per avståndsenhetSannolikhetstäthet per färgkanal för att ljus absorberas per enhet avstånd som färdas i medietSondProbeklämmans ände, bortom vilken föremål inte kommer att synas i reflektionerProbeklämmans startpunkt, under vilken objekt inte visas i reflektionerProblem med bakning av objekt "%s"Problem med att spara bakad karta i "%s"Problem med att spara bakningskartan internt för objekt "%s"Procedural - färgtextur baserad på trigonometriska funktionerProcedural - skapa en molnliknande fraktal brusstrukturProcedural - skapa en fraktal brustexturProcedur - skapa en ramptexturProcedural - skapa celliknande mönster baserade på Worley-brusProcedural – mycket flexibel fraktal brusstrukturProcedural – marmorliknande ljudtextur med våggenererade bandProcedural - brustextur förvrängd av två brusalgoritmerProcedural - slumpmässigt brus, ger ett annat resultat varje gång, för varje bildruta, för varje pixelProcedural - våggenererade band eller ringar, med valfritt brusProcedural färgblandningstexturProcedurbaserad förvrängd brusstrukturProcedural musgrave-texturProcedural brusstrukturProcedural voronoi-texturBearbeta benegenskaperProcessdataegenskaperProcessdroppeffekt (droppa våt färg i tyngdkraftens riktning)Processkrympningseffekt (krympa färgytor)Processspridningseffekt (sprid våt färg över ytan)Bearbeta renderingsresultatet (och det sammansatta resultatet) genom videosequensredigerarens pipeline, om sekvenser finns.Bearbeta renderingsresultatet genom kompositionspipeline, om en kompositionsnodgrupp är tilldelad scenen.Skapa en blandningsfaktor beroende på vinkeln mellan ytnormalen och visningsriktningen med hjälp av Fresnel-ekvationer. Används vanligtvis för att blanda reflektioner vid sneda vinklar.Skapa en blandningsfaktor beroende på vinkeln mellan ytnormalen och visningsriktningen. Används vanligtvis för att lägga lager på shaders med Mix Shader-noden.Skapa en ritning med cirkulära, elliptiska och fyrkantiga konturstreck.Skapa en matta som isolerar förgrundsinnehållet genom att jämföra det med en referensbakgrundsbild.Producerar färre poler och ett bättre topologiflödeProfilProfilkurvaProfilfaktorProfilgeometriProfilinmatningProfil-lägeProfilobjektProfilvägsredigerare som används för att skapa en profilvägProfilpunktProfilupplösningProfilformProfiltypProfilkontrollpunkterProgramProgrammeringsfel: saknad funktion för att rensa transformation eller namn på nyckelsatsFramstegFörloppsindikatorFärger för förloppsindikatorwidgetProgressionProjektProjicera A på BProjekt AxisProjektavståndProjektets enskilda delarProjektgränsProjektlägeProjekt på utvaldaProjektet OppositeProjektpunktProjicera en punkt med hjälp av en matris, med hjälp av position, rotation, skala och perspektivdelning.Projicera en redigerad rendering från den aktiva kameran tillbaka på objektetProjektera konturlinjer med hjälp av ett ljuskällaobjektProjektredigerad bild tillbaka på objektetProjekt i både angivna och motsatta riktningarProjicera på ytanProjektstreck till plan låst till XProjektstreck till plan låst till YProjektstreck till plan låst till ZProjicera UV-kartkoordinaterna från den negativa Z-axeln för ett annat objektProjicera UV-hörnpunkterna i nätet som de visas i den aktuella 3D-vyn.Projicera UV-hörnpunkterna i nätet över den böjda ytan på en sfär.Projicera UV-hörnpunkterna i nätet över den böjda väggen på en cylinder.Projicera UV-hörnpunkterna i nätet över de sex ytorna på en kub.Projicera det extraherade nätet på den ursprungliga skulpturenProjicera geometrin på ett plan definierat av en linjeProjicera formen på ett annat objektProjicera strecken endast på valda objektProjekt för skulpturPrognosProjicerad (2D)Projicerad kantinterpoleradProjicerat ansikte interpoleratProjicerad XPrognos YProjicerad från vyProjektionProjektionsblandningProjektionsmatrisProjektionslägeProjektionstypProjektion XProjektion från ett ortografiskt foto av en spegelbollProjektion av den inmatade bildenProjektion på en virtuell cylinder från dess centrum, liknande en roterande panoramakamera.Projektionen vecklar ut de valda ytorna på nätobjekten.ProjektorerProjicerar nätet för att bevara volymen och detaljerna i det ursprungliga nätet.UppmaningBe om bekräftelseRekvisita:FörökaFöröka skalaSprid till kontrollerPropagera TwistSprid all information, alla felmeddelanden och varningsmeddelanden uppströmsSprid instansattribut till punktdomänen istället för kurvdomänen. Denna egenskap finns för kompatibilitet med 5.0 och tidigare versioner.Sprid endast fel- och varningsmeddelanden uppströmsSprid endast felmeddelanden uppströmsSprid posen till alla nyckelrutor mellan aktuell ruta och egenskapen "Ruta"Sprid posen till alla nyckelrutor från aktuell ruta tills inga fler finnsSprid posen till alla nyckelrutor som förekommer i rutor med scenmarkörer efter den aktuella rutan.Sprid posen till alla valda nyckelrutorSprid posen till första nyckelbilden efter den aktuella bildenSprid posen endast till den sista nyckelrutan (dvs. gör åtgärden cyklisk)Sprid skala från huvudkontroller genom hela kedjanSprid vridningen från huvudkontrollerna genom hela kedjanSprid:SpridningsstegEgenskaperEgenskaper UtrymmeEgenskaper som fungerar som ingångar för denna drivrutinEgenskaper och sidofältEgenskaper associerade med den konfigurerade exportörenEgenskaper från överskrivningsdata kan inte redigerasEgenskaper för bild- och texturmålningslägeEgenskaper för färglägeEgenskaper för partikelredigeringslägetEgenskaper hos UDIM-kakelEgenskaper för vertex- och viktmålningslägeEgenskaper rymddataEgenskaper som ska ställas in när operatören anropasFastighetEgenskapen '%s.%s' hittades inteFastighetsdefinitionFastighetsredigeringFastighetsredaktörerFastighetsikon BakgrundFastighetsikon FörgrundFastighetsnamnFastighetsvikterEgenskap tillagd till nyckelsats: '%s'Egenskapen kan inte vara både boolesk och flytande.Fastighetsdata_path redigeraEgenskapen från sökvägen '%s' har längden %d istället för %dEgenskapen från sökvägen '%s' är inte ett flyttalEgenskapen har skapats dynamiskt vid körningstillfället.Egenskapen är ett filnamn, en filväg eller en katalogutdata.Egenskapen är en sökväg som stöder prefixet "//", vilket anger platsen relativt till ".blend"-filens katalog.Egenskapen är en sökväg som stöder syntaxen för variabeluttrycket "{variable_name}", som ersätter värdet för den refererade variabeln i stället för uttrycket.Fastigheter kan animeras genom RNAEgenskaperna kan redigeras från länkade instanser (ändringar sparas inte)Fastigheten kan redigeras via RNA.Egenskapen kan inte redigerasEgenskapen kan inte redigeras: %sFastigheten registreras valfritt som en del av typregistreringen.Egendom kan åsidosättas genom RNAFastigheten registreras som en del av typregistreringen.Egenskapen måste vara none, distance, factor, percentage, angle eller pixel.Egenskapen måste vara ett heltal eller ett flyttal.Fastighetsnamn (som sträng)Redigera fastighetsnamnEgenskapen med namnet '%s' hittades inteObjekt borttaget från nyckelsatsenEgenskap som lagrar godtyckliga, användardefinierade egenskaperFastighetstyp stämmer inte överens med ingångskontakt "(%s)"Fastighetsvärde inte i uppräkningenAndel av originalbildens källpixelrader i förhållande till provetProportionell redigeringProportionella redigeringsåtgärderProportionell redigering av F-kurvorProportionell redigering FalloffProportionell redigering av objektProportionell redigering med endast sammankopplad geometriProportionell redigering med hjälp av skärmutrymmespositionerProportionell storlekProportionellt redigeringslägeProportionell redigering i F-kurva-redigerarenProportionell redigering i actionredigerarenProportionellt redigeringsmasklägeProportionellt redigeringsobjektlägeSkyddaSkydda färgen från ytterligare redigering och/eller bildändringarSkydda lagret från ytterligare redigering och/eller ramändringarSkydda formnyckeln från oavsiktlig skulptering och redigeringSkydda trädnod från redigeringSkyddad från åsidosättandePrototyperAnge ett sant/falskt värde som kan kopplas till andra noder i trädet.Ange ett anpassat grupp-ID för varje lager så slås alla lager med samma ID samman till ett.Ange ett rotationsvärde som kan kopplas till andra noder i trädet.Tillhandahåll ett urval baserat på handtagstyperna för Bézier-kontrollpunkterAnge ett val för ett godtyckligt antal ändpunkter i varje spline.Tillhandahåll ett urval av ytor som använder det angivna materialet.Ange ett strängvärde som kan kopplas till andra noder i trädet.Ange ett vektorvärde som kan kopplas till andra noder i trädet.Ange ett heltal som kan kopplas till andra noder i trädet.Ge information om rörelsespårningspunkter, såsom x- och y-värden.Ange separat placering, rotation och skalaProxies har tagits bort från Blender (%d proxies konverterades automatiskt till biblioteksöverskrivningar, %d proxies kunde inte konverteras och raderades). Överväg att spara om alla biblioteksfiler med .blend-ändelse med den senaste versionen av Blender.NärhetNärhetsavståndNärhetsgeometriNärhetslägeNärhetsavtagande tillämpas inuti volymenNärhetsavklingningstypProxyAnpassad proxy-katalogAnpassad proxyfilProxy-katalogProxy-renderingstorlekProxyinställningarProxyinställningarProxy-storlekProxy är inte aktiverat för %s, hoppar överProxy förlorad från objekt %s lib %sProxy förlorad från objekt %s lib Proxyparametrar för en filmklippProxyparametrar för en sekvensremsaProxy/tidskodBeskärningsrutnätPufflägePuffvolymDraDra punkterna mot borstens mittpunkt.PulldownPulldown-widgets färgerDrar ihop lösa kanterDrar tyget till markörens startpositionPulsmodulering (RAW)KraftfullPunktliga lamporRen slumpRensa bort oanvända data från den här filenTryckTryck utPush-ställningSkjut åtgärden nedåt till NLA-stacken som en ny remsaSkjut åtgärden nedåt till toppen av NLA-stacken som en ny remsa.Tryck på ett ångra-steg efter varje användning av gizmoSkjut tillbaka sekundära partiklar som lämnat domänen tillbaka in i domänen.Skjut skuggterminatorn mot ljuset för att dölja artefakter på lågpolygeometri.Tryck/DraSkjut/dra valda objektTryck/drag: %.4f%s %sPush/Pull: %s%s %sLägg in bakgrundLägg till nya objekt i den aktiva samlingenPlacera klistrade objekt i den aktiva samlingenLägg tillbaka innehållet i en metastrip i sequencernPxr24 (förlustrik)PythonPython API-referensPython-konsolPython-skriptPython-skriptkatalogerPython-skriptkatalogPython-verktygstipsPython-tillägg som ska laddas automatisktSpråkPython inaktiverat i denna versionPython-utvärdering misslyckades: Python-utvärdering misslyckades: {:s}Python-uttryck som ska utvärderas som den initiala nodinställningenPython begränsat av säkerhetsskälPython-skript för att definiera en stilmodulPython-värde för icke-stödda anpassade egenskapstyperPython: {}Python: {}.{}FyrhjulingFyrhörnstypFyrkantmetodenFyrdelad delningFyrbildsvyFyrdelad vy RegionerFyrdubbla buffertar stöds inte av systemetFyrdubbelt buffertfönster skapades framgångsriktKvadratiskKvadratisk BézierKvadratisk dragkraftKvadratisk sfärKvadratisk lättnadQuadriFlow Återuppbygg det valda nätetQuadriFlow: Omnätning avbrutenQuadriFlow: Omnätning slutfördQuadriFlow: Omnätning misslyckadesQuadriFlow: Nätet måste vara mångfaldigt och ha ytnormaler som pekar i en konsekvent riktning.FyrkantKvalitetKvalitetsstegKvalitet för bildformat som stöder förlustkomprimeringKvalitet på JPEG-exportKvaliteten på anisotropisk filtreringKvalitet på bildexportKvaliteten på proxyservrar att byggaFörpackningens kvalitet. Högre värden är långsammare men tar mindre plats.Kvaliteten på tonhöjdsförändringenSimuleringens kvalitet i steg per bildruta (ju högre desto bättre kvalitet men långsammare)Kvalitetsalternativ för raytracing-pipelineKvantitativ osynlighetMängden sot i vätskanKvantiseringsbitar för färgvärden (0 = ingen kvantisering)Kvantiseringsbitar för generiska värden som vikter eller leder (0 = ingen kvantisering)Kvantiseringsbitar för normala värden (0 = ingen kvantisering)Kvantiseringsbitar för positionsvärden (0 = ingen kvantisering)Kvantiseringsbitar för texturkoordinatvärden (0 = ingen kvantisering)Kvantisera positionKvartalKvartisk lättnadKvaternionKvaternion (WXYZ)KvaternionattributKvaternionattributvärdeKvaternionrotationQuaternion-datatyp, påverkar rotationKvaternionrotationKvaternionrotation (påverkar NLA-blandning)Kvaternion till rotationSökfråga att infoga i sökrutanKöstorlekSnabba effekterSnabbfavoriterSnabb installationQuickTimeQuickTime-animationStäll snabbt in Line Art för den aktiva samlingenStäll snabbt in linjekonst för det aktiva objektetStäll snabbt in Line Art för hela scenenKvintisk avrundningAvsluta BlenderRR/D FotoreceptorRED Dragon 5KRED Dragon 6KRED Helium 8KRED Monstro 8KRGBRGB (rött, grönt, blått) färgrymdRGB-kurvorRGB-begränsningskanalRGB-paradRGB-kanaler i transparenta pixlar multipliceras med alfakanalen.RGB-kanaler i transparenta pixlar påverkas inte av alfakanalen.RGB-färgrymdRGB-kurvmodifierare för sekvensremsaRGB till BWRGB till XYZRGB-värdenRGBARGBA-färg 32-bitars flyttalsvärdenRGBA-färg i sRGB-färgrymdRGBA-färg i scenens linjära färgrymdRGBA-färguttag för en nodRGBA-färg med 32-bitars flyttalsvärdenRGBA-färg med 8-bitars positiva heltalRK4RLERMBRNA-arrayindexRNA-vägRNA-väg (från ID-block) till egenskap som användsRNA-väg till egendom som påverkas av F-kurvanRNA-samlingar av endast ID:n, referensen till objektet använder också själva ID-pekaren, inte bara dess namn.RNA-väg som leder till den egenskapen, från att äga IDDefinition av RNA-egenskapRNA-typ som används för pekare till alla möjliga dataRNA-omslutet booleskt värdeRNA-omsluten flottörRNA insvept iRNA-omsluten stränghusbilRadiellRadiell distorsionRadial avklingningseffektRadiell ojämnhetRadial symmetri-räkningRadiell kakelRadial distorsionsmodell som passar vanliga kamerorRadiell avtagande kraft (verklig gravitationell avtagning = 2)Radiellt fält mot objektets centrumRadiell tangent runt X-, Y- eller Z-axelnFörvränger bilden radiellt för att skapa en tunnformad eller kuddformad förvrängning.Strålning HDR (.hdr)RadianerRadianer: {}RadioknapparRadio-widgets färgerRadieRadius (förälder)Radius - Vektorns längdRadie 1Radie 2RadiusbottenRadiusavklingningRadiushuvudRadiusinterpoleringRadius MaxRadius MinRadiusförskjutningRadiusskalaRadiusskalningRadius ToppRadius X:Radie Y:Radiusändring som ska tillämpas på aktuella streckRadius för fasningRadien från origo till tvärsnittens centrumRadie i rutnätsprov för att söka efter giltiga rutnätsprov att kopiera till ogiltiga rutnätsprovRadie inom vilken de dubbla kurvorna är förskjutna från guidernaRadien för boids personliga utrymme i luften (% of partikelstorlek)Radien för boids personliga utrymme på land (% of partikelstorlek)Radien av barn runt föräldernRadien för kurvans kontrollpunkterRadien på radergummiets "pensel"Glödeffektens radieBenets huvudradie (endast för kuvertdeformation)Radien för kärnan som används för att mjuka upp och skärpa i pixlarBegränsande sfärs radieRadien för nyligen tillagda kurvor när den inte interpoleras från andra kurvorBenets svansradie (endast för kuvertdeformation)Radius för fasgeometrin, exklusive extruderingRadien på konens nedre cirkelPenselns radie i pixlarInre cirkelns radie; kan vara större än yttre radienYttercirkelns radie; kan vara mindre än innerradienRullarnas radieHudens radieRadien för sfären eller cylindernRadien för konens övre cirkelRadien för torusens tvärsnittRadius för den virtuella cylindernRadie som kommer att målas heltäckandeRadius att tillämpaRadius för att beräkna positionsuppdatering för varje partikel (högre värden är långsammare men partiklarna rör sig mindre kaotiskt)Radie för att beräkna potentialen för varje cell (högre värden är långsammare men skapar jämnare potentialrutnät)Radie för att välja grannar för blandningRadius som ska användas när maximalt tryck appliceras (eller när en tablett inte används)Radie som används för att beräkna normalarean vid första klicket, i procent av penselradienRadie:Höj målets skala till angiven effektRakeRampSlumpmässigSlumpmässig vinkelSlumpmässig ryggradSlumpmässig böjstyvhetSlumpmässigt centrumSlumpmässig barnstorlekSlumpmässig färgSlumpmässig kurvaSlumpmässig dämpningSlumpmässig slutfaktorSlumpmässig friktionSlumpmässig längdSlumpmässig maskSlumpmässig brusförskjutningSlumpmässig förskjutningSlumpmässig ordningSlumpmässig orienteringSlumpmässig per öSlumpmässig fasSlumpmässig positionSlumpmässig radieSlumpmässig rotationSlumpmässig grovhetSlumpmässigt fröSlumpmässigt utsäde för operationenSlumpmässiga inställningarSlumpmässig storlekSlumpmässig startfaktorSlumpmässigt värdeSlumpmässig promenadSlumpmässig promenad (Skin)Slumpmässiga penselinställningarSlumpmässig faktor för automatiskt genererad UV-rotationSlumpmässig faktor för att ändra originalfärgtonSlumpmässig faktor för att ändra originalets mättnadSlumpmässig faktor för att ändra originalvärdetSlumpmässig avklingningSlumpmässigt id för denna instans, vanligtvis för slumpmässig skuggningSlumpmässig förskjutning av brusstruktur för varje kurvaSlumpmässig förskjutning av rotationsvinkeln per kurvaSlumpmässig per ansiktssetSlumpmässig per lös delSlumpmässig per vertexSlumpmässiga rotationer som resulterar i jämnt fördelade riktningar. Rotationen runt Z-axeln är helt slumpmässig.Slumpmässigt urvalsmönster som används av integratornSlumpmässigt fröSlumpmässigt utsäde för operationenSlumpmässigt utsäde att använda med lösaren. Olika utsäden kommer att göra att remeshern kommer fram till olika kvadratiska layouter på nätet.Hårstrånas slumpmässiga styvhetSlumpmässig variation av dämpningSlumpmässig variation av friktionSlumpmässig variation av amplitudenSlumpmässig variation av orienteringenSlumpmässig variation i storleken på barnpartiklarnaSlumpmässig vektor för varje kurvaSlumpmässigtSlumpmässig amplitudSlumpmässig axelSlumpmässig färgSlumpmässig vändningSlumpmässig placeringSlumpmässig förskjutningSlumpmässig fasSlumpmässig rotationSlumpmässig skalaSlumpmässig skala axlarSlumpmässigt utsädeSlumpmässig storlekSlumpmässiga transformationerSlumpmässigt delta-transformationvärden istället för regelbunden transformSlumpmässigt ordna varje antal bildrutorSlumpmässigt ordna befintligt urval eller skapa nytt slumpmässigt urvalSlumpmässigt omvandla instanser i deras individuella lokala utrymmeSlumpmässigt placera objekt, rotation och skalaSlumpmässigt endast på nyckelrutorSlumpmässig ordning av valda elementSlumpmässig partikelorienteringSlumpmässig placering längs bananSlumpmässig rotation runt bananSlumpmässig rotation runt den valda orienteringsaxelnSlumpmässig förskjutning av streckSlumpmässigt placera UV-öns läge, rotation och skalaSlumpmässigt placera ytor eller kanter under byggandetSlumpmässigt placera platsvärdenaSlumpmässigt ordna geometrielementen (t.ex. hörn eller kanter) efter vissa operationer där det inte finns några garantier om ordningen. Detta undviker att man av misstag blir beroende av något som kan komma att ändras i framtiden.Slumpmässigt rotationsvärdeSlumpmässigt fördela rotationsvärdenaSlumpmässigt skala värdenSlumpmässig omvandling av instanserSlumpmässiga transformationer mellan alla kopiorSlumpmässiga transformationer mellan alla spridda instanserSlumpmässigt placera vertexpositionerSlumpmässigt placera hörnpunkterSlumpmässigt ordna befintligt urval eller skapa nytt slumpmässigt urvalVälj UVW-kontrollpunkter slumpmässigtVälj slumpmässigt metaball-elementVälj slumpmässigt några kontrollpunkterVälj slumpmässigt ut hörnpunkterSlumpmässighetSlumpmässig faktor för partikelprovtagningSlumpmässig faktor för tryck vid nya slagSlumpmässig faktorstyrka i nya slagSlumpmässighet i ryggradens sträckningSlumpmässigheten i centrumRadieens slumpmässighetOmfattningRäckvidd MaxOmråde MinOmrådesvalMarkering av flaggornas räckvidd är inte tillgänglig!BetygHastighetskontroll: buffertstorlek (kb)Hastighetskontroll: maximal hastighet (kbit/s)Hastighetskontroll: min hastighet (kbit/s)FörhållandeFörhållandet mellan borstradien och den radie som kommer att användas för att ta prov från områdets centrum.Förhållandet mellan penselradien och den radie som kommer att användas för att ta prov på färgen som ska blandas in i våt färg.Förhållandet mellan borstens radie och den radie som kommer att användas för att sampla normalvektorn.Förhållandet mellan minsta och högsta flyghastighetFörhållandet mellan minsta och högsta varvtalFörhållandet mellan tegelstenens radhöjd och texturskalanFörhållandet mellan tegelstenens bredd och texturskalanFörhållandet mellan träffar på framsidan under vilka ett rutnätprov inte kommer att beaktas för belysningFörhållandet mellan träffar på framsidan under vilka ett rutnätsprov återanvänder belysningen från angränsande rutnätsprov.Förhållandet mellan proverna i en cykel där borsten är aktiveradFörhållandet mellan sfäriserad normal och ursprunglig normalFörhållande mellan trianglar som ska reduceras (endast komprimering)RåRå (föråldrad)Rå cacheRå cache-storlekRåbilderRådata (bytes, exakt innehåll i den inbäddade filen)Rått filformat (.raw)Rått ingångstryckvärde som tolkas som 100 % av BlenderStrålningsräkningStråldjupStrålriktningStrålens längdStrålbreddRay Portal BSDFStrålradieStrålens synlighetStrålriktning som ska användas för projektion (om penselobjektet befinner sig i den riktningen målas det)RaycastRayleighRayleigh-fasfunktion, används främst för partiklar som är mindre än ljusets våglängd, till exempel spridning av solljus i jordens atmosfär.StrålarRaytrace Max GrovhetRaytrace-överföringRaytrace mot djupbuffert. Fallback till ljusprober för ogiltiga strålar.Raytraced-överföringRaytracingFörinställningar för raytracingÅteranvänd lokala dataFäst kurvorna på nytt till en deformerad yta med hjälp av befintlig fästinformation. Detta fungerar endast om ytmeshets topologi inte har ändrats.Ta ett nytt prov på slaget med segment av angiven längd.Omprovtagning av viktighetsprovtagningReagera påReagera flera gångerReaktionshastighetReaktorReaktormålobjektReaktormålpartikelsystemLäsLäs dataSkrivskyddadLäs USD Primvars som mesh-attributLäs om vad som är nytt i den här versionen av BlenderLäs alla renderlager för alla använda scenerLäs alla aktuella scenens visningslager från cacheminnet, efter behovLäs cache från en extern platsLäs bibliotek: '%s', '%s', överordnat '%s'Läs mesh UV-koordinaterLäs mesh-färgattributLäsbart område på denna ytaLäs packad bibliotek: '%s', överordnad '%s'Läs volymdataattribut från volymrutnätSkrivskyddad vektorSkrivskyddat heltalSkrivskyddad extern referens till ett länkat datablock och dess biblioteksfilSkrivskyddad flagga som indikerar att det finns minst en bensamling markerad som "solo".Skrivskyddade indikationer på stödda operationerSkrivskyddade indikationer på vilka penselfunktioner som stöds av det aktuella skulpteringsverktygetSkrivskyddat arkiv som tillhandahålls av systemetLäsningsresultat: dimensionerna stämmer inte överens, förväntat %dx%dLäsning av renderingsresultat: förväntad kanal "%s.%s" hittades inteLäsning av renderingsresultat: förväntad kanal "%s.%s" eller "%s" hittades inteLäser bifogad information om ett ytmeshLäser information om varje kurvaLäser information om varje kurvas rotpunktLäser information om varje kurvas spetsLäser information om varje punkts föregående kurvsegmentDen reella delen av ledarens brytningsindex, ofta kallad n.Förverkliga alltRealiserade instanserRealiserar alla nivåer av kapslade instanser för en instans på högsta nivå. Åsidosätter värdet för ingången Depth.Förverkliga till punktdomänRealiserade kurvdata har för många element.Realiserade data i ingångsgeometrin ignorerasRealiserad geometri används inte när pick instances är sant.Det färdiga fettpennan har för många lager.Det realiserade nätet har för många element.Den realiserade punktmolnen har för många punkter.RealtidUppdateringar i realtidApplicera om och uppdatera förinställningen, ta bort ändringarOmordna geometrielement och ändra deras indexOrdna om valda animationskanalerOmordna några ytor för att försöka få mindre degenererad geometri.Omfördela ingångarna för effektremsanÅteruppbygga subdivisionarÅteruppbygg en lägre subdivisionsnivå av det aktuella basnätetÅteruppbygg alla valda proxyservrar och tidskodindexÅteruppbygg alla valda proxyservrar och tidskodindex i bakgrundenÅteruppbygg de valda lokala överskrivningarna från deras länkade referenser, samt deras beroendehierarkier.Återuppbygg de valda lokala överskrivningarna från deras länkade referenser, samt deras beroendehierarkier, och se till att dessa hierarkier matchar de länkade uppgifterna (dvs. ignorera befintliga överskrivningar på datablockens pekaregenskaper).Återuppbygger alla möjliga subdivisionsnivåer för att generera ett basnät med lägre upplösning.Rec RunRec.1886Rek. 2020Rec.2100-HLGRec.2100-HLG 1000 nits toppskärm med referensvitt på 100 nitsRec.2100-PQRec.2100-PQ 10000 nits toppskärm med referensvitt på 100 nitsBeräkna om alla synliga rörelsebanor för objekt och poserBeräkna om och rensa offset-transformationBeräkna om animeringsdata på valda punkter för bildrutor som valts i dopesheetBeräkna om handtagets längdBeräkna om rörelsebanor för valda objektBeräkna om banor för ben som redan har demBeräkna om riktningen för valda handtagBeräkna om skulpturens BVH för att förbättra prestandanOmarbetningTa emot skuggkaustikTa emot ungefärliga kaustiker från refraktiva material i skuggor på detta objekt. Ljus-, kastare- och mottagareobjekt måste ha skuggkaustikalternativ inställda för att aktivera detta.MottagarkollektionSenasteSenaste filerSenaste mapparSenaste artiklar SpecialerbjudandenSenaste sökningarCentrera omOmcentrera TimeoutRekommenderas för snabb kodningRekommenderas om du har gott om tid och vill ha bästa möjliga komprimeringseffektivitet.Beräkna om ID-användarantal vid sparandeBeräkna om alla ID-användarräkningar innan du sparar till en blend-fil. Gör det möjligt att kringgå ogiltig hantering av användarräkningar i kod som kan leda till dataförlust på grund av felaktigt upptäckta oanvända datablock.Beräkna bindningen dynamiskt ovanpå andra deformatorer (långsammare och mer minneskrävande)RekonstrueradRekonstruerade kamerorÅteruppbyggnadRekordkörningRekordkörning utan luckorÅterställÅterskapa filRektangelÅtervändaRekursionRekursion upptäckt i videosequencer. Strip %s vid bildruta %d kommer inte att renderas.Rekursion upptäckt, kan inte använda denna remsaRekursionerRekursiv raderingRekursiv stängning är inte tillåtenRekursiva slutningar stöds inteKontrollera rekursivt om det finns indirekt oanvända datablock och se till att inga övergivna datablock finns kvar efter exekveringen.Duplicera samlingen, alla dess underordnade objekt och objekt, med länkade objektdata rekursivt.Duplicera samlingen, alla dess underordnade objekt, objekt och objektdata rekursivt.RödRöd kanalRöd Grön BlåRöd kanalRöd komponent i färgfältetRöd-cyanRöd:Omdefiniera equalizer-diagramOmfördela kurvpunkterOmfördela den kopierade volymförändringen jämnt mellan ägarens tre axlar.Omfördelar befintliga kontrollpunkter jämnt längs varje kurvaGör omGör om föregående åtgärdGör om den senaste ångrade redigeringen av tillgångskatalogerna.Minska blandningsfaktorn med 0,01Minska mixfaktorn med 0,1Minska rörelseMinska UV-sträckning genom att slappna av vinklarnaMinska borstens tjocklek med denna faktor när slaget är vinkelrätt mot riktningen för "Vinkel".Minska detaljerna i en bild genom att göra enskilda pixlar mer framträdande, för ett blockigt eller mosaikliknande utseende.Minska storleken på exporterade filer genom att ta bort dubbla nyckelrutorMinska extra hastighet som kan byggas upp när objekt kolliderar (minskar simuleringens stabilitet något, så använd endast när det är nödvändigt)Minska antalet färger i en bild och konvertera mjuka övergångar till skarpa övergångar.Minska slumpmässigheten mellan pixlar för att förbättra GPU-renderingens prestanda, på bekostnad av möjliga renderingsartefakter om inställningen är för låg.Minska skjuvningen inom öarnaMinska geometridensitetenMinska bullret på en nätyta med minimala förändringar av dess formMinska penselns styrka där den överlappar symmetriska penseldrag.Minskar det slutliga antalet ytor genom att förenkla geometrin där detaljer inte behövs.Minskar det slutliga antalet ytor genom att förenkla geometrin där detaljer inte behövs, vilket genererar trianglar. Ett värde större än 0 inaktiverar Fix Poles.Reduktionsfaktor för varje nivå av sekundära munloopsReferensReferensdimensionReferensavståndReferens BefintligReferensfärgskala KomprimeringReferens-IDReferensnyckelReferenspunktReferenspositionReferensuppsättningReferenssfärens storlekReferenssfärerReferensvärdeReferenskurvaobjekt för matrisReferensavstånd vid vilket volymen är 100 %Referens från ett RigifyParameters-fält till en bensamling.Referensplats att anpassa tillReferensnummer för bildrutor innan bildrutor hålls (används för att hålla fast vid '1-3' kontra '5-7' hållmönster)Referensobjekt för att definiera den ackumulerade transformeringenReferenspunkt för förankring av stabilisering (andra bildrutor kommer att justeras i förhållande till denna bildrutaposition)Referensposition före deformationFörfinaFörfina brännviddFörfina metodFörfina huvudpunktFörfina radialFörfina tangentielltFörfina brännvidden under kamerainställningenFörfina huvudpunkt under kameraresolutionFörfina radiella koefficienter för distorsionsmodellen under kamerauppgörelsenFörfina valda markörers positioner genom att köra spåraren från spårets referens till aktuell bildruta.Förfina tangentiella koefficienter för distorsionsmodellen under kamerauppgörelsenFörfina:OmbyggnadReflektera A runt normal B. B behöver inte normaliseras.ReflektionAlternativ för reflektionsspårningReflektions- och transmissionsskuggare optimerade för hårrenderingReflektion för material som tyg. Blandas vanligtvis med andra shader (som en diffus shader) och är inte särskilt användbar på egen hand.Reflektion med mikrofacettfördelning, används för material som metall eller speglarReflekterandeReflekterande kaustikRefraktion BSDFRefraktionsdjupRefraktivRefraktiva kaustikerUppdateraUppdatera drivrutinerUppdatera data i modifieraren ExplodeUppdatera tillägg och äldre tillägg, ladda om moduler och metadata (liknande omstart)Uppdatera lista över åtgärderUppdatera lista över instansobjekt och deras vikterUppdatera fillistanUppdatera listan över tillägg för alla fjärrförvaringarUppdatera listan över tillägg för det aktiva arkivetUppdatera sequencer-redigerarenRegion DataRegion HöjdRegion Maximalt XRegion Maximalt YRegion Minsta XRegion Minsta YRegionöverlappningRegion Position XRegion Position YRegion VäxlaRegion Växla cirkeldiagramRegionstypRegionens breddRegionkoordinater för provtagningRegionen kunde inte ritas!Regionen flyter på skärmen, använder ingen fast justeringRegionens höjdRegion i ett underindelat skärmområdeRegionen är uppdelad horisontellt och vertikaltRegion hittades inte i rymdtypRegionsspecifika data (typen beror på regiontypen)Regionens breddRegionerRegionernas synlighet VäxlaRegioner för snabb åtkomst till tillgångarRegioner som detta område är indelat iRegistreraRegistrera förälderRegistrera alla användareRegistrera kontrollen som en omkopplingsbar överordnad kandidatRegistreradRegistrerad valfrittRegistrerade nyckelkonfigurationerRegistrering av tillgångsklass: '%s' har registrerats tidigare, avregistrering av tidigare registreringRegistrering av tillgångsklass: '%s' är för långt, maximal längd är %dRegistrering av filhanterarklass: '%s' är för lång, maximal längd är %dRegistrering av id-egenskapsklass: '%s' är för lång, maximal längd är %dRegistrering av nodklass: '%s' är för lång, maximal längd är %dRegistrering av nodklass: '%s', bl_idname '%s' kunde inte avregistrerasRegistrerar nodklass: '%s', bl_idname '%s' har registrerats tidigare, avregistrerar tidigareRegistrerar nodklass: '%s', bl_idname '%s' är en inbyggd nodRegistrering av noduttagsklass: '%s' är för lång, maximal längd är %dRegistrering av nodträdklass: '%s' är för långt, maximal längd är %dRegistrering av nodträdklass: '%s', bl_idname '%s' kunde inte avregistrerasRegistrerar nodträdsklass: '%s', bl_idname '%s' har registrerats tidigare, avregistrerar tidigareRegistrering av panelklass:Registrering är inte möjlig från installationer från Microsoft Store.ÅterväxtÅterväxt hår för varje bildrutaRegelbundenSökning med reguljära uttryckErsätt med reguljärt uttryckVanliga widgetfärgerVanlig tangent som modifieringstangentUpprepningRelation Linjens positionRelationerRelationRelationslinjerRelativRelativ tillgångsidentifierareRelativ detaljRelativ kantRelativt ansikteRelativ bildrutaRelativ tangentRelativ spegelRelativt objektRelativ förskjutningRelativ förskjutningRelativt föräldraskapRelativ sökvägRelativa sökvägarRelativt utrymmeRelativ startRelativt tillRelativt till pixelRelativ andel virtuella föräldrarKrokens relativa kraftRelativ blandningsvikt för angränsande elementRelativt antal ytor jämfört med det aktuella nätetRelativ förskjutning av partiklar som ska användas för instansering, för att undvika överlappning av flera instanserRelativa formpositioner till den nya formmetodenRelativ storlek på området som ska mörkläggasRelativ tid för tangent över hårlängdRelativ översättning av område som ska mörknaRelativ bredd för varje vinkelsegment. Kan användas för att skala texturer så att de passar in i varje segment.Avslappnande ansiktspaketAvslappningsmetodAvslappningspositionAvslappnings-topologiKoppla av UV-strålarKoppla av meshSläppRelease bekräftarReleaseanteckningarSläpptidÅterkoppla begränsningarLadda omLadda om bilderLadda om startfilen för att återställa inställningarnaLadda om aktivt textdatablock från dess filLadda om aktiv textfil?Ladda om alla data från detta bibliotekLadda om magasinLadda om aktuell bild från diskLadda om filen med aktiverad körning av Python-skriptLadda om från diskLadda om från disk (ignorera lokala ändringar)Ladda om inställningarna från det senast sparade tillståndetLadda om skriptLadda om remsor i sekvenserarenLadda om det angivna biblioteketLadda om den sparade filenOmladdade {:d} bild(er)Laddar om historik och bokmärkenFlyttaFlytta ett länkat ID, dvs. välj ett annat ID att länka och omdirigera dess lokala användningar till det nyinkopplade datablocket. För närvarande endast utformat som en intern operatör, inte direkt exponerad för användaren.Flytta det angivna biblioteket till ett eller flera andraFlytta biblioteket under markörenÅterstodÅterstående hörn som separerar kantpar bevaras om deras kantvinkel överskrider detta tröskelvärde.OmkartläggningOmkartlägga data-IDOmkartläggning RelativOmdirigera användareOmfördela ett värde från ett intervall till ett målintervallOmdirigera relativa sökvägar när du sparar i en annan katalogKom ihåg exportinställningarKom ihåg den senast använda scenen för det aktuella arbetsområdet och växla till den när detta arbetsområde aktiveras igen.Kom ihåg den senast använda scenen för arbetsytan och växla till den när denna arbetsyta aktiveras igen.RemeshRemesh-lägeRemesh-modifierareOmnätning med QuadriFlow...Fjärr-URL till tilläggsarkivet, filsystemet kan refereras till med hjälp av fil-URI-schemat: "file://"Ta bortTa bort aktiv AOVTa bort aktiv ljusgruppTa bort tillägg: {!r}?Ta bort armeringsobjektTa bort Armature-objektet om möjligt. Om Armature har flera rotben kommer objektet inte att tas bort.Ta bort kryptolagerTa bort anpassadTa bort Cycles F-Modifier om det inte längre behövsTa bort frånkoppladTa bort dubbletterTa bort tilläggsarkivTa bort F-modifierare från F-kurvan för att lägga till nyckelrutorTa bort filerTa bort luckorTa bort Grease Pencil-lagergruppen i det aktiva objektetTa bort ingångarTa bort lagermaskTa bort lösa punkterTa bort namngivet attributTa bort utdataTa bort utanför intervalletTa bort paketTa bort färgkurvpunktTa bort arkivTa bort arkiv och filerTa bort begränsningen för styv kropp från objektetTa bort inställningarna för stel kropp från objektetTa bort Rigid Body-simuleringsvärlden från den aktuella scenenTa bort valda benTa bort valet Ställ in ben från aktuellt valTa bort målpartiklarTa bort målskjuvningTa bort tröskelvärdeTa bort UV-kartaTa bort vikterTa bort en valuppsättning från denna armaturTa bort en bakgrundsbild från kameranTa bort en anpassad tangentbordskonfiguration från listan med förinställningarTa bort ett anpassat tema från listan med förinställningarTa bort en effekt från det aktiva Grease Pencil-objektetTa bort en krok från det aktiva objektetTa bort en modifierare från det aktiva objektetTa bort en modifierare från remsanTa bort en sökväg till en .blend-fil så att Asset Browser inte längre försöker visa den.Ta bort en bit av strecket i början och slutet av streckets ryggrad.Ta bort en del av nätet på ena sidan av en linjeTa bort ett radfilter från reglernaTa bort användningen av ett datablock och rensa tilldelningenTa bort aktivt anteckningslagerTa bort aktiv sökväg från aktiv nyckeluppsättningTa bort aktiv färg från palettenTa bort aktivt objektTa bort alla IK-begränsningar från valda benTa bort alla urvalssatser från denna armaturTa bort alla attribut som matchar mönstret som får innehålla ett enda jokertecken (*).Ta bort alla baksidor för att påskynda beräkningen. Detta skapar kanter i olika ocklusionsnivåer än när funktionen är inaktiverad.Ta bort alla bensamlingar som varken har ben eller barn. Detta görs rekursivt, så bensamlingar som endast har oanvända barn tas också bort.Ta bort alla begränsningar från objekt/ben med tangent. För att få en korrekt bakning med denna inställning bör Visual Keying vara aktiverat.Ta bort alla filer i:Ta bort alla nyckelbildsanimationer för valda objektTa bort alla nyckelbildsanimationer för valda remsorTa bort alla länkar till valda noder och försök att koppla samman angränsande noder.Ta bort allt materialTa bort alla partikelsystem inom det aktiva objektetTa bort alla valda nyckelrutorTa bort alla formnycklarTa bort alla streck som skapades med fyllningsverktyget som riktlinjer.Ta bort alla olåsta vertexgrupperTa bort alla oanvända ljusgrupperTa bort alla vertexgrupperTa bort en tillgångskatalog från tillgångsbiblioteket (innehållna tillgångar påverkas inte och visas som otilldelade)Ta bort en befintlig nyckelordstagg från den aktiva resursenTa bort ett tilläggsarkivTa bort ett objekt från indexomkopplarenTa bort ett överlagringslager från arkivetTa bort en åsidosättningsåtgärdTa bort animering från valda objekt?Ta bort animering från valda remsor?Ta bort alla nyckelrutor som är dubbletter av den föregående.Ta bort attribut från geometriTa bort nedbrytningsramar som genererats genom interpolering mellan två Grease Pencil-bildrutorTa bort kanaler från urvalet från pose-resursenTa bort färgattribut från geometriTa bort färger från en blå eller grön skärm genom att minska en RGB-kanal jämfört med de andra.Ta bort begränsning från begränsningsstackenTa bort aktuell UI-aktiv egenskap från aktuell nyckelsatsTa bort kurvor vars rotpunkter ligger för nära varandraTa bort dubbletter i historikenTa bort element vid avbrytandeTa bort befintliga tillägg med samma IDTa bort befintlig mall med samma IDTa bort befintlig temafil om den finnsTa bort exportören från exportörslistanTa bort exportören?Ta bort tilläggsfiler när du tar bort arkivetTa bort externa funktioner (riggar, metariggar, UI-mallar)Ta bort fält från videofilmerTa bort från alla grupperTa bort från urvaletTa bort från det aktuella lägetTa bort från urvaletTa bort mellanrummet vid aktuell bildruta till första remsan till höger, oberoende av val eller låst tillstånd för remsorna.Ta bort geometri bakom planetTa bort geometri framför planetTa bort nyckelkonfigurationTa bort nyckelkartobjektTa bort nyckelrutor på aktuell ruta för valda objekt och benTa bort nyckelrutor på aktuell ruta för valda remsorTa bort lager från en Cryptomatte-nodTa bort linsförvrängning från filmen med hjälp av inställningar för rörelsespårande kameralinser.Ta bort lösa kanterTa bort lösa ytorTa bort lösa punkterTa bort lösa hörnTa bort mask-lagretTa bort maskformens nyckelbildruta för aktivt masklagret vid aktuell bildrutaTa bort noder och återanslut noder som om raderingen var avstängdTa bort noder som är anslutna till ingångenTa bort objekt för spårningTa bort objekt från alla scenerTa bort objekt eller material från mattan genom att välja en färg från Pick-utgången.Ta bort vid avbrytTa bort originalansiktenTa bort originalgeometriTa bort föråldrade operatörsegenskaper från förinställningar som kan orsaka problem.Ta bort partikelsystem på målopjektenTa bort sökvägen för att undanta från automatisk körningTa bort valda F-kurvor från deras nuvarande grupperTa bort valda ben från valuppsättningenTa bort valda ben från den aktiva bensamlingenTa bort valda ben från armeringenTa bort valda kontrollpunkter eller kurvorTa bort valda element i en geometriTa bort valda objekt (blågrå rader) från aktivt nyckeluppsättningTa bort valda objekt från gränssnittetTa bort valda noderTa bort valda objekt från simuleringen av styva kropparTa bort valda objekt från en samlingTa bort valda objekt från alla samlingarTa bort valda partiklar som ligger tillräckligt nära varandraTa bort valda punkterTa bort valt spår från rotationsstabiliseringTa bort valt spår från översättningsstabiliseringTa bort formnyckel från objektetTa bort skjuvning från måltransformationen innan du kombinerarTa bort gleshet från ett volymrutnät genom att göra de aktiva rutorna till voxlar.Ta bort det aktiva Grease Pencil-lagretTa bort den aktiva bensamlingenTa bort den aktiva nyckelsatsenTa bort den aktiva linjesatsen från listan över linjesatserTa bort det aktiva objektet från denna samlingTa bort det aktiva segmentet från dash-modifierarenTa bort det aktiva segmentet från tidsmodifierarenTa bort färgen under denna streckning genom att använda den som en mask.Ta bort den aktuella renderingsplatsenTa bort det anpassade normalskiktet, om det finns.Ta bort drivrutinen/drivrutinerna för den/de anslutna enheten/enheterna som representeras av den markerade knappen.Ta bort objektet automatiskt när det kopplas bortTa bort modifieraren från listan över modifierareTa bort objektet från en objektsamling som innehåller det aktiva objektet.Ta bort det enda attributet med det angivna namnetTa bort föräldra-barn-relationen mellan valda ben och deras föräldrarTa bort förhandsgranskningen av detta datablockTa bort låset på arkivets filsystemTa bort de markerade benen från alla markeringsuppsättningarTa bort den valda posten från listanTa bort det valda instansobjektetTa bort det valda materialfacketTa bort det valda partikelsystemetTa bort det valda partikelmåletTa bort den valda renderingsvynTa bort den valda ytslitsenTa bort de valda hörnpunkterna från aktiva eller alla hörnpunktsgrupperTa bort det valda visningslagretTa bort stilmodulen från stapelnTa bort målet från begränsningenTa bort textrutanTa bort denna animeringsdatakontrollTa bort denna installations kopplingar till .blend-filerTa bort detta objekt eller denna samling från samlingen med ljuslänkarTa bort denna rad från referenslistan för beninsamlingTa bort oanvända materialplatserTa bort oanvända inställningar för osynliga redigerareTa bort tilldelningar av vertexgrupper som inte behövsTa bort hörn från grupper som har nollvikt efter inversionTa bort hörn vars vikt är mindre än eller lika med denna gräns.Ta bort vertikaler med vikt under tröskelvärdet från vgroupTa bort, behåll lokala filer.Ta bort, lokala filer hittades inte.Borttagna %d dubbla partiklarBorttagna %d materialBorttagna %d platserBorttagen %d vertexBorttagna %d hörnAntal borttagna redaktörer: %dBorttagen begränsning: %sBorttagen effekt: %sBorttagen modifierare: %sBorttagna {:d} tomma och/eller falska användare Endast åtgärderBorttagen {:d} av {:d} bensamlingarBorttagna: %d hörn, %d kanter, %d ytorTar bort en ruta från bildenTar bort övertoningsanimering från valda remsorTar bort nycklar utanför det angivna intervallet och lämnar endast de nyligen bakade kvar.Att ta bort paketet från geometrin kan vara fördelaktigt för att undvika onödiga datakopior.Byt namnByt namn på aktivt objektByt namn på markörByt namn på vald tidsmarkörByt namn på UV-kartorByt namn på aktiv render UV-karta till "st" för att matcha USD-konventionerByt namn på animationskanal under musenByt namn på fil eller filkatalogByt namn på den första valda tidsmarkörenByt namn på flera objekt samtidigtByt namn på det aktiva elementetByt namn på det aktiva objektet i datauppsättningsvynByt namn på det aktiva objektet, inte det som muspekaren befinner sig över.Byt namn på {:d} {:s}Attributet '%s' har bytt namn till '%s' i objektet '%s' på lager '%s' i bildruta %d!Omdöpt {:d} av {:d} {:s}RenderaRendera omgivande ocklusion i detta lagerRendera beloppRendera kantutjämningRendera somRendera studsarRendera cacheRendera cache-sökvägRendera dataRendera visningstypRenderingsmotorRendera Grease Pencil på detta lagerRendera iRenderingsinstansRendera endast nyckelrutorRendera lagerAOVOmgivande ocklusionKombineradKryptoassetKryptomaterialKryptoobjektDataDiffus färgDiffust ljusEmissionMiljöAllmäntLjusDimmaNormalPositionRenderingspassShader AOVSkuggaSpeglande färgSpeglande ljusTransparentVolymljusRendera lagerRendernivåerRendera flytande objektRenderingmetodRendera opacitetRendera utdataRendera utdatakatalogRenderingspassRenderingspass som ska visas i visningsfönstretRenderingspassFörhandsgranska renderingRenderingsegenskaperRendera regionRenderingsupplösningRendera upplösning URendera upplösning VRendera resultatRenderingsresultat och visningsnoder kan inte packasRendera exempelRendera ett lagerRenderingstorlekRendera himlen i detta lagerRendera slotRendera slotsRendera rökobjektRendera solida ytor i detta lagerRenderingstegRendera strängar i detta lagerRendera texturgränsRenderingstidRendera URendera utan förvrängningRendera vyRendera vyerRendera ett simuleringsfält medan dess voxelvärden mappas till färgerna i en ramp eller med hjälp av en fördefinierad färgkod.Rendera en delmängd av de angivna maximala proverna. Används vanligtvis för distribuerad rendering över flera enheter.Rendera ett användardefinierat renderingsområde inom ramstorlekenRendera aktiv scenRendera aktiv sekvenserscenRendera alternativa ögon (även känt som sidvändning, kräver stöd för fyrdubbla buffertar i grafikkortet)Rendera och visa ytor jämnt med hjälp av interpolerade vertexnormaler.Rendera och visa ytor som enhetliga med hjälp av ytnormalerRendera med 12,5% rupplösningRendera med 25% rupplösningRendera med 50% rupplösningRendera i full upplösningRendera cryptomatte asset pass för att isolera grupper av objekt med samma överordnade objekt.Rendera Cryptomatte-materialpass för att isolera material i kompositionerRendera Cryptomatte-objektpass för att isolera objekt i kompositionerRendera aktuell scen när ingångsnodens lager har ändratsRendera kurvor som cirkulär 3D-geometri för exakta resultat vid närmare betraktande.Rendera kurvor som cirkulär 3D-geometri, med linjär interpolering mellan kontrollpunkter, för snabb rendering.Rendera kurvor som platta band med rundade normaler för snabb rendering.Renderingsfel (%s) kan inte sparas: '%s'Rendera varje pixel genom att rotera kameran runt mitten av avståndet mellan ögonen.Rendera filer från animationsintervallet för denna scenRendera bildrutor före aktuell bildruta i bakgrunden för snabbare uppspelningRenderinghöjden måste vara 480 pixlar för DV-NTSC!Renderinghöjden måste vara 576 pixlar för DV-PAL!Rendera högupplösta bilder i rutor av denna storlek för att minska minnesanvändningen. Rutorna cachelagras på disken under renderingen för att spara minne.Rendera ljus och ljusprober i scenenRendera saknade bilder/filmer med en enfärgad magenta färgRendera rörelseoskärpa i detta lager, om det är aktiverat i scenenRendera flera transparenta lager (kan orsaka problem med sortering av transparens)Rendera flera transparenta lager (kan orsaka problem med sortering av transparens) (Föråldrat: använd 'use_tranparency_overlap')Rendera objekt som en holdout eller matte, skapa ett hål i bilden med noll alfa, för att fylla i kompositionen med verkliga bilder eller annan rendering.Rendera endast de bildrutor där valda objekt har en tangent i sina animationsdata. Används endast vid rendering av animationer.Rendera överordnade partiklarRenderingspassindexRendera pass för visning i 3D-vyfönstretRenderpass i Viewport-kompositorn stöds endast i EEVEE.Gör polygonen transparent, beroende på texturens alfakanal.Rendera förhandsgranskning med oförvrängd proxyRenderinginställningarRenderingsstorlek för stor för GPU, använd istället CPU-kompositörRendera slotnamnRendera bildens slitsarRendera speglande höjdpunkterRendera stiliserade streck i detta lagerRendera yta utan transparensRendera text för optimal horisontell placeringRendera samlingenRendera sequencer-scenen istället för den aktiva scenenRendera stämpelinformationstexten i den renderade bildenRendera visningsfönstret för animeringsområdet i denna scenRendera visningsfönstret för animeringsområdet i denna scen, men rendera endast nyckelrutor för valda objekt.Rendera denna effekt med en upplösning på 12,5% render.Rendera denna effekt med en upplösning på 25% render.Rendera denna effekt med 50% render-upplösningRendera denna effekt med en upplösning på 6,25% render.Rendera genomskinliga ytor som transparenta för att komponera glas över en annan bakgrund.Rendera med hjälp av sequencerens OpenGL-displayRenderingsvy '%s' kunde inte tas bort från scenen '%s'Rendera visningsnamnRendera vy för 3D-stereo och multivy-renderingRendera vyer för vänster och höger öga som två olika filtrerade färger i en enda bild (anaglykglasögon krävs)Rendera vyer för vänster och höger öga sammanflätade i en enda bild (3D-kompatibel bildskärm krävs)Rendera vyer för vänster och höger öga ovanför varandraRendera vyer för vänster och höger öga sida vid sidaRendera volymer i detta lagerRenderbredden måste vara 720 pixlar för DV!RenderViewRenderbara objektRenderadRenderade barnRenderingsekvens...Renderinginställningar för ett scen-datablockRendering av visningsvy...Rendering...RenderingarRenderar Freestyle-utdata till ett separat pass istället för att lägga det över det kombinerade passet.OmordnaOmordna ingångarOmordna utdataOmordningsindex måste vara giltigaOmordningsindex får inte innehålla dubbletter.Ordna om meshytor och hörn baserat på deras rumsliga position för bättre BVH-byggande och skulpteringsprestanda.Ordna om det aktiva Grease Pencil-mask-lagret uppåt/nedåt i listanOrdna om arbetsytan så att den hamnar först i listanOrdna om arbetsytan så att den hamnar sist i listanUpprepaUpprepa samtalUpprepa bildUpprepa inmatningUpprepa artikelUpprepa objektUpprepa speglatUpprepa rörelseUpprepa utdataUpprepa utgångsnod-IDUpprepa XUpprepa YUpprepa zonUpprepa nyckelbildintervallet som det ärUpprepa nyckelbildintervall, men med förskjutning baserad på gradient mellan start- och slutvärdenUpprepa senaste åtgärdenUpprepa bildrutorna och vänd uppspelningsriktningen varannan cykel.Upprepa startramen före och slutramen efter ramintervallet.Upprepa värdena för den modifierade F-kurvanUpprepa med förskjutningVänd bilden upprepade gånger horisontellt och vertikalt.Repetitionsmultiplikator i X-riktningenRepetitionsmultiplikator i Y-riktningenRepetitioner av den genererade ytan i XRepetitioner av den genererade ytan i YErsättErsätt åtgärdErsätt allaErsätt AlphaErsätt färgErsätt befintligErsätt Free-handtag med Align och alla Align med Free-handtag.Ersätt fettpennseffekterErsätt längdByt ut materialErsätt modifierareErsätt originalErsätt radieErsätt valErsätt strängErsätt textErsätt textobjektets teckensnittErsätt VGroup A:s vikter med VGroup B:s vikter.Ersätt ett visst strängsegment med ett annatErsätt aktiv nod med en tom gruppByt ut alla nycklarErsätt alla förekomsterErsätt tilldelade animationsdataErsätt tilldelad insamlingsinstansErsätt tilldelade samlingarErsätt tilldelade materialErsätt tilldelade objektdataErsätt penselfärg med hastighetsfärgrampErsätt komponentvärdenErsätt aktuell bild med en annan från diskenByt ut effektremsan mot en annan som har samma antal ingångar.Ersätt befintliga F-modifierare istället för att bara lägga till dem i slutet av den befintliga listan.Ersätt befintliga drivrutinsvariabler istället för att bara lägga till dem i slutet av den befintliga listan.Ersätt plana ytor i filmmaterial med en annan bild, som detekteras av plan spår från rörelsespårning.Ersätt global belysning med omgivande ocklusion efter ett angivet antal studsar.Ersätt inaktiva rutor med inaktiva noder. Snabbare än toleransbaserad beskärning, användbart för fall som smalbandiga SDF-rutnät med endast inre eller yttre bakgrundsvärden.Ersätt modifierare i destinationenErsätt uttagsanslutningarna med de nya länkarnaErsätt streckets ryggradsgeometri med en Bézier-kurva som approximerar den ursprungliga ryggradsgeometrin.Ersätt text i namnetErsätt text med angiven text och ställ in som markeradErsätt texten med den angivna textenErsätt det aktiva länkade ID:t (och dess eventuella beroenden) med ett annat, från samma eller ett annat bibliotek.Ersätt färgen på streckpunkter som redan har en färg tillämpadErsätt den inkommande geometrin med den valda ingångsgeometrinErsätt ingångsbildens alfakanal med alfainmatningsvärdet.Ersätt den ursprungliga radienErsätt den ursprungliga rotationen med den kopieradeErsätt den ursprungliga transformationen med den kopieradeErsätt den ursprungliga omvandlingen med åtgärdskanalernaErsätt den ursprungliga transformationen med transformationen från attributet.Ersätt föräldern med ett annat ben efter att alla ben har skapats. Genom att helt enkelt använda CTRL, DEF eller MCH ersätts prefixet istället.Ersätt de valda noderna med den angivna typenErsätt streckets opacitet istället för att modulera varje punktErsätt streckets tjocklekErsätt detta områdeErsätt referensvärdet genom att åsidosätta ettErsätt vertexkoordinater med cachade värdenErsätt vertexgrupper för valda objekt med vertexgrupper för aktiva objektErsätt medErsätt med valErsättningsåtgärdSpela omSpela upp valda rapporterRepo-katalogRepoindexRapportRapportera ett fel med förifylld versionsinformationRapportera alla saknade externa filerRapporterRapporterar tid per pixel i millisekunder. Stöds endast på CPU-renderingsenheter.Omplacera pivotFlytta om skulpturens transformeringspunkt till gränsen för det aktiva expansionsområdet.ArkivArkivFörvaringsplats "{:s}": {:s}{:s}Förvaringsvarning:Repositoriets URLRepository som hanteras av användaren, lagras i användarkatalogerRepository inte inställtRepositoriet kräver en åtkomsttokenArkiv: {:s}Representation av alfa i bildfilen, för konvertering till och från vid sparande och laddning av bilden.Representation av alfa-information i RGBA-pixlarnaRepresenterar den "ortografiska skalan" för en ortografisk kamera. Om kameran placeras på ljusets plats med denna skala kommer den att representera täckningen för skuggkameran.Reprojektera attribut på det nya nätetProjicera om de valda strecken från den aktuella vypunkten som om de hade ritats på nytt (t.ex. för att åtgärda problem från oavsiktliga 3D-markörrörelser eller oavsiktliga vyportändringar, eller för att matcha deformerad geometri).Projicera strecken på scenens geometri, som om de ritats med placeringen "Yta".Projicera om strecken så att de hamnar på samma plan, som om de ritats från den aktuella synvinkeln med hjälp av "Cursor" Stroke Placement.Reprojektera strecken med hjälp av X-Y-planetProjicera om strecken med hjälp av X-Z-planetReprojektera strecken med hjälp av Y-Z-planetReprojektera strecken med hjälp av 3D-markörens orienteringReprojektionsfelRepulsionsfaktorRepulsion är en faktor som påverkar styvhetenKräv att alla korsningsmasker matchar istället för bara enKräv att alla materialmasker matchar istället för bara enKräv att de punkter som de interna fjädrarna ansluter till har motsatta normala riktningar.ObligatorisktKrävd renderingsstorlek ({}px) är större än rapporterad texturstorleksgräns ({}px).Kräver AMD GPU med RDNA-arkitekturKräver åtkomsttokenKräver Apple Silicon med macOS %s eller nyareKräver Intel GPU med Xe-HPG-arkitekturKräver Intel GPU med Xe-HPG-arkitektur ochKräver NVIDIA GPU med beräkningskapacitet %sKräver minst tre hörnKräver valda hörn eller aktiv hörngruppLäs om tillgångar och tillgångskataloger från tillgångsbiblioteket på diskenOmdirigeraOmdirigera automatiska etiketterOmprovtagningAntal omprovtagningarOmprovtagning av kurvaOmprovlängdOmprovtagningslägeOmprovtagning skalaOmprovtag inmatningskurvan innan nätgenereringReservera platshållarramar för saknade bildrutor i bildsekvensenÅterställÅterställ bakgrundsbildens zoomÅterställ barnÅterställ färgrampÅterställ kurvaÅterställ noderÅterställ normalÅterställ pose-ben mellan åtgärderÅterställ formnycklar mellan åtgärderÅterställ transformeringÅterställ UV-projektionÅterställ UV-transformationen till standardvärdenÅterställ VR-navigeringsdelta i förhållande till sessionens baspositionÅterställ värdenÅterställ vyÅterställ färgmarkeringÅterställ kurvor och svart-/vitpunktÅterställ fjädervikter på alla valda punkter i animationsvärdenaÅterställ bildtransformationen till standardvärdetÅterställ begränsningsavstånd för begränsningsavståndsbegränsningÅterställ platsdifferenserÅterställ plats, rotation och skalning av valda ben till deras standardvärdenÅterställ platserna för valda ben till deras standardvärdenÅterställ normalvärden till initiala värdenÅterställ operatörens standardinställningarÅterställ benets ursprungliga längd för Stretch To ConstraintÅterställ pose-benet till nyckelbildslägeÅterställ pose-ben mellan varje exporterad åtgärd. Detta behövs när vissa ben inte är nyckelade i vissa animationer.Återställ senaste filerÅterställ rotationsdeltaÅterställ rotationerna för valda ben till deras standardvärdenÅterställ skalningsdifferenserÅterställ skalningen av valda ben till deras standardvärdenÅterställ skalning av valda remsorÅterställ formnycklar mellan varje exporterad åtgärd. Detta behövs när vissa SK-kanaler inte är nycklade på vissa animationer.Återställ remsa omtimingÅterställ remsans transformeringsplatsÅterställ remsans transformeringsplats, skala och rotationÅterställ remsa transformera rotationÅterställ remsa transformera skalaÅterställ kopian av nätet som skulpteras påÅterställ fjädervikten till nollÅterställ den horisontella vyn till det aktuella scenramområdet, med hänsyn till förhandsgranskningsområdet om det är aktivt.Återställ det interna urklipp och/eller normal för valt elementÅterställ den valda lokala överskrivningen till dess länkade referensvärdenÅterställ de valda lokala överskrivningarna till deras länkade referensvärdenÅterställ stencilens transformation till standardinställningenÅterställ de transformeringskorrigeringar som tillämpas på föräldrarelationen, tar inte bort föräldraskapet i sigÅterställ transformationerna för varje enskild underinstansÅterställ transformationerna för varje underordnad instans i utdata. Används endast när Separate Children är aktiverat.Återställ vynÅterställ vikterna för alla formnycklar till 0 eller till det närmaste värdet som respekterar gränserna.Återställ zoom och position för bakgrundsbildenÅterställ denna egenskaps värde till standardvärdetÅterställ alla element i matrisen till standardvärdenÅterställ till standardtematets färgerÅterställ till standardtemat om detta tema är aktivtÅterställ vertexfärg för alla eller valda streckÅterställ synligt område för att visa hela nyckelbildintervalletÅterställ synligt område för att visa hela remsornaÅterställ synligt område för att visa valt nyckelbildsintervallÅterställ synligt område för att visa valt nyckelbildsintervallÅterställ synligt område för att visa valt bandintervallÅterställ synligt område för att visa kanalen under markörenÅterställ synligt område för att visa valda kanalerÅterställer tidsinställningen för absoluta formnycklarOmformaOmforma F-kurvans värden, t.ex. ändra rörelsernas amplitudReshape kan endast fungera med högre nivåer av subdivisionar.Objektets motstånd mot rörelseÄndra storlekÄndra storlek på Quad View-områdenÄndra storlek på kvadranterÄndra storlek på regionÄndra storlek på en nodÄndra storlek på en kolumn i ett kalkylbladÄndra storlek på en kolumn i kalkylbladet till bredden på dataÄndra storlek på redigeringsprogram genom att dra i kanternaÄndra storlek på gitter för att passa valda deformerbara objektÄndra storlek på bildenÄndra storleken på objekten så att begränsningsrutan hålls under detta värde. Värdet 0 inaktiverar klämning.Ändra storlek till maximalt 1024 pixlarÄndra storlek till maximalt 2048 pixlarÄndra storlek till maximalt 256 pixlarÄndra storlek till maximalt 4096 pixlarÄndra storlek till maximalt 512 pixlarÄndra storlek på vyn så att du kan se alla noderÄndra storlek på vyn så att du kan se valda noderUpplösningUpplösningsavdelningarUpplösningsgränsUpplösningslägeFörhandsgranskning av upplösning UUpplösningsskalaUpplösning UUpplösning VUpplösning VisningsområdeUpplösning XUpplösning YUpplösning ZUpplösningen stämmer inte överensUpplösning är inte vald för %s, hoppar överUpplösningen måste vara högre än 1.Resolutionen måste vara positivUpplösning av genererade streckUpplösning av den genererade ytan för rendering och bakingUpplösning av okträdet; högre värden ger finare detaljerUpplösningsprocent för skuggkartorUpplösningsprocent för volymobjekt i visningsfönstretUpplösning som används för förhandsgranskning av Shader-noder (bör ändras för bättre prestanda)Upplösning som används för fluiddomänen. Värdet motsvarar den längsta domänsidan (upplösningen för andra domänsidor beräknas automatiskt).Upplösning när den bakas till en texturResolutionerVila & OmrådenVila TäthetVila LängdVilopositionVilopositionVila FormnyckelVila KällaVila längd av den harmoniska kraftenStarta om från startramen när cykellängden har uppnåttsÅterbetalningÅterställningsområdenÅterställ kurvsegmentets längdÅterställ bildrutaÅterställ val av handtagÅterställ packade länkade data till deras ursprungliga platserÅterställ alla tangentbordskartor till standardinställningarnaÅterställ alla packade länkade datablock till sina ursprungliga platserÅterställ handtagsvalet efter justeringÅterställ nyckelkartobjektÅterställ tangentbordskarta(or)Återställ bildrutan när animeringen initialiseradesÅterställer längden på varje kurvsegment med hjälp av ett tidigare tillstånd efter deformation.BegränsaBegränsa bildruteintervallBegränsa renderingBegränsa valBegränsa visningBegränsa synliga punkterBegränsa redigering av streck och nyckelrutor i detta lagerBegränsa maximala och minimala värden för F-kurvanBegränsa modifieraren så att den endast aktiveras efter sin "start"-bildrutaBegränsa modifieraren så att den endast verkar före dess "slut"-bildrutaBegränsa rörelsen längs varje axel inom givna intervallBegränsa rörelserna så att de ligger längs en kurva genom att ommappa platsen längs kurvans längsta axel.Begränsa rörelser till ytan av målnätetBegränsa rörelser till ett visst avstånd från ett mål (endast vid utvärdering av begränsningar)Begränsa objekt som är synliga för denna sond (föråldrat)Begränsa målningen till hörnpunkter i gruppenBegränsa renderbarhetBegränsa stel kroppsrotation till en axelBegränsa stel kroppsförflyttning och rotation till en axelBegränsa stel kroppsförflyttning till en axelBegränsa rotation längs varje axel inom angivna intervallBegränsa skalningen längs varje axel med angivna intervallBegränsa valet i 3D-vyn • Skift för att ställa in underordnade objektBegränsa valet i visningsfönstretBegränsa valet till objekt som använder samma läge som det aktiva objektet, för att förhindra oavsiktlig lägesväxling vid val.Begränsa viss optimering för att behålla namngivna noder och nät kopplade till namngivna noder så att namngivna noder kan transformeras externt.Begränsa rigglistan till en specifik uppsättning anpassade funktionerBegränsa översättning och rotation till angivna axlarBegränsa översättning och rotation till angivna axlar med fjädrarBegränsa synligheten i 3D-vynBegränsa synligheten i 3D-vyn • Skift för att ställa in underordnade objektBegränsa synligheten i visningsfönstretBegränsningsknapparBegränsningarResultatResultat av iteration av tyglösarenResultat av sammanfogning av genererade geometrier från varje iterationResultat av rendering, inklusive alla lager och passagerÅterupptagbarÅtergå till normal hastighetSynkronisera omSynkronisera igenBehåll den övergripande formenRetimeOmtaktningOmtidsinställningsnyckelOmställning av nyckelvalstatusOmställningsnycklarOmtidsinställning av slutramar och flyttning till animationens början för att behålla loopOmställningsnyckel måste väljasRetopologiRetopologi OffsetHämta en UV-karta från geometrin eller standardfallbacken om ingen anges.Hämta ett paketobjekt efter sökväg.Hämta ett färgattribut eller standardalternativet om inget är angivet.Hämta ett punktindex inom en kurvaHämta ett stabilt slumpmässigt identifieringsvärde från attributet "id" på punktdomänen, eller indexet om attributet inte finns.Hämta en enhetslängdvektor som anger riktningen bort från geometrin vid varje element.Hämta ett värde från en listaHämta en vektor som anger platsen för varje elementHämta ett heltal som anger positionen för varje element i listan, med början från noll.Hämta attribut kopplade till objekt eller geometriHämta hörn i samma yta som en annanHämta hörn som utgör en ytaHämta data från en punkt på en kurva på ett visst avstånd från dess startpunktHämta data för andra element i kontextens geometriHämta ansiktshörn som är kopplade till kanterHämta ansiktshörn som är kopplade till hörnpunkterHämta geometrisk information om den aktuella skuggpunktenHämta geometriinstanser från en samlingHämta information om hårkurvanHämta hur långt längs varje spline en kontrollpunkt befinner sigHämta information om ett volymrutnätHämta information om en bildHämta information om punkter i en punktmolnHämta information om separata anslutna regioner i ett nätverkHämta information om kameran och hur den förhåller sig till den aktuella skuggpunktens position.Hämta information om objektinstansenHämta information från ett kameraobjektHämta information från ett objektHämta information om armaturbenHämta flera typer av texturkoordinater. Används vanligtvis som indata för texturnoder.Hämta vinkeln vid varje kontrollpunkt som används för att vrida kurvans normal runt dess tangent.Hämta aktuell tid i scenens animering i sekunder eller bildrutor.Hämta kurvan som en kontrollpunkt ingår iHämta data för ett angivet attributHämta data för partikeln som skapade objektinstansen, till exempel för att ge variation till flera instanser av ett objekt.Hämta kurvornas riktning vid varje kontrollpunktHämta kanterna som är anslutna till varje hörnpunktHämta kanterna på ett objekt så som det visas i Cycles. Obs: eftersom meshar trianguleras innan de bearbetas av Cycles kommer topologin alltid att visas triangulerad.Hämta kanterna på båda sidor av ett hörn på en ytaHämta det ansikte som varje ansiktshörn är en del avHämta den fullständiga transformationen av varje instans i geometrinHämta index för det material som används för varje element i geometrins materiallista.Hämta heltalskoordinaterna för den voxel som fältet utvärderas på.Hämta längden på alla splines tillsammansHämta antalet element i en geometri för varje attributdomänHämta antalet utvärderade punkter som kommer att genereras för varje kontrollpunkt på kurvorna.Hämta antalet ytor som använder varje kant som en av sina sidor.Hämta objektet som innehåller geometrinodmodifieraren som för närvarande exekveras.Hämta positionen för varje Bézier-kontrollpunkts handtagHämta muspekarens positionHämta kvaternionkomponenterna som representerar en rotationHämta radien vid varje punkt på kurvan eller punktmolngeometrinHämta rotationen för varje instans i geometrinHämta skalan för varje instans i geometrinHämta scenens aktiva kameraHämta den totala längden på varje spline, som ett avstånd eller som ett antal punkter.Hämta typen av inkommande stråle för vilken shadern exekveras. Används vanligtvis för icke-fysikbaserade trick.Hämta den vertex som varje hörn på ytan är kopplad tillHämta visningsriktningen och platsen för 3D-visningsfönstretHämta topologiinformation relaterad till varje kant i ett nätverkHämta topologiinformation relaterad till varje yta i ett nätHämta topologiinformation relaterad till varje vertex i ett nätHämta transformation från målgeometriattributdataHämta värden från ett fält på en annan domän än domänen från kontextenHämta värden från specifika geometrielementHämta värden från det angivna volymrutnätetHämta volymrutnätsvärden vid specifika voxlarHämta information om alla trianglar i en yta ligger på samma plan, dvs. om de har samma normal.Hämta information om varje kant är markerad för jämna eller delade normaler.Hämta information om varje yta är markerad för släta eller skarpa normaler.Hämta information om varje spline-ändpunkt är kopplad till börjanHämta information om noderna utvärderas för visningsområdet snarare än för den slutliga renderingen.ÅterlämningReturnera tecknet för A, tecken(A)Återgå till föregående lägeÅtergå till föregående lägeReturnerar om detta är en lagerindelad åtgärd. Vid denna tidpunkt är alla åtgärder lagerindelade genom versionshantering och denna funktion returnerar alltid true.Returnerar om detta är en äldre åtgärd. Äldre åtgärder har inga lager eller platser. Sedan Blender 4.4 uppdateras åtgärder automatiskt till lagerbaserade åtgärder. Detta returnerar endast true för tomma åtgärder.Returnerar ett urval av gränskanterReturnerar ett urval av kanter som bildar en söm i de angivna UV-uppgifterna. En söm definieras som en diskontinuitet i uppgifterna mellan anslutna ytkanter.Returnerar ett urval av lösa kanterReturnerar ett urval av manifoldkanterReturnerar en jämnt fördelad slumpmässig rotationReturnerar ett värde där endast en bit från A och B är inställd.Returnerar ett värde där bitarna i A och B båda är inställda.Returnerar ett värde där bitarna i antingen A eller B är inställda.Returnerar information om en bildReturnerar information om modifierarens aktiva remsa.Returnerar vinkeln mellan de två flankande kanterna på ett ytans hörn inuti ytan.Returnerar koordinaterna för bildens pixlarReturnerar längden på en kantReturnerar motsatt bitvärde för A, i decimalform motsvarar det A = -A - 1.Returnerar markörens position och hastighet i den aktuella scenramen i förhållande till positionen för den första icke-inaktiverade markören i spåret.Returnerar markörens position och hastighet i den aktuella scenramen i förhållande till markörens position i den aktuella scenramen plus den relativa bildruta som användaren angett.Returnerar markörens position och hastighet i den aktuella scenramen relativt spårningsutrymmets nollpunkt.Returnerar markörens position och hastighet vid den angivna absoluta bildrutan.Returnerar tecknet för AÅteranvändbart lokalt IDÅteranvänd grannpixelers strålarVisa alla ben som är dolda i redigeringslägetVisa alla ben som är dolda i poseringslägetVisa alla dolda UV-hörnVisa alla dolda metaball-elementVisa alla dolda hörn, kanter och ytorVisa alla renderobjekt genom att ställa in flaggan för att dölja renderingVisa dolda kontrollpunkterVisa dolda ytor och hörnVisa tillfälligt dolda maskeringarVisa tillfälligt dolda objektOmvändOmvänd kurvaOmvända bildrutorOmvänd musOmvänd vägOmvänd sorteringOmvänd överföringOmvänd strömordning för valda elementOmvänd cykelhistorikOmvänd ramordningOmvänd ordningVänd riktningen på de valda kurvornaVänd på ordningen för visade objektVänd ordningen på hörnen och kanterna på valda ytor och vänd deras normala riktning.Omvänd sorteringseffektenÅterställ omvandlingen mellan detta objekt och dess målOmvänd den vertikala rörelsen hos musenOmvändVänder rotationsriktningenÅterställÅtergå till den ursprungliga skärmlayouten, innan helskärmsområdet överlagrades.Återställ noder till standardläget, men behåll anslutningarnaÅterställ de aktiva penselinställningarna till standardvärdena från tillgångsbiblioteket.Återgå till första ordningens integration när klämning skulle tillämpas. Mer konservativt än klämning.Återgå till sparade inställningarÅtergå till den sparade filenRota kanterRh EnkelRidgeRidge & ValleyRäfflad multifraktalÅsar och dalarRiggnamnRig UI-skriptRiggen som äger detta objekt och kan radera eller skriva över det vid återgenereringRiggtypRiggtyp för detta benRiggningHögerHöger ögaHöger handtagHöger handtagfältHögerhandtagets förskjutningHöger handtag valtHögerhandtagstypRätt tangentHöger musknapp Välj åtgärdHögra granneRätt ortografiskRätt perspektivHögerklicka på knapparna för att lägga till dem i denna meny.Höger öga ska se vänster bild och vice versa.Status för val av höger handtagHöger musknapp justerar alltidHöger musknapp använder markeringsverktygetHögra singulära vektorerHögra nedre hörnet av sökområdet i normaliserade koordinater relativt markörens positionHöger ramförskjutning av det vänstra handtaget från början av remsans innehålletStel kroppRigid Body-begränsningTyp av styv kroppsbegränsningStyv kroppsobjektInställningar för styva kropparStel kroppsformStyv kroppstypDen styva kroppens världRigid Body World har inga associerade fysikdata att exportera.Rigid Body deltar aktivt i simuleringenStyv kropp deformeras under simuleringStyv kroppRigidbody-världen initialiserades inte korrekt, simuleringen måste först köras igenom.RigifyRigify Active-kollektionRigify Aktiv typRigify AnimeringsverktygRigify färgset SpecialerbjudandenRigify UtvecklingsverktygRigify Meta-RigsRigify Ägare RigRigify Rig NamnRigifiera målriggRigify Target Rig UIRigify TypFälgFälgfärgKantveckFelkants-effektFälgmaterial OffsetRim Vertex-gruppenRandeffektRingarRingarnas riktningRingar längs X-axelnRingar längs Y-axelnRingar längs Z-axelnRingar längs sfärisk avståndRingarna måste vara minst 3RipRippningen misslyckadesRip är inte kompatibelt med vertex sticky selectionRip är endast kompatibel med synkroniseringsval med val av hörnpunkt/kant.Riv polygoner och flytta resultatetRippa valda hörn eller ett valt områdeRotation av det område som ska mörkasObjektets roll i simuleringar av styva kropparRullaRullningsvinkelRullningsvinkel KällaRullens djupRullningsriktningRulla hårböjarRulla inRulla åt vänsterRullängdRulla utRullradieRulla åt högerRullkonRullförskjutning för änden av B-Bone, justerar vridningenRullförskjutning för starten av B-Bone, justerar vridningenRulla vynRulla vyn åt vänsterRulla vyn åt högerRulla vyn med hjälp av ett vinkelvärdeRulle: %.2fRulle: %sRulljalusiRulljalusins varaktighetRullar upp hårlockar från topparnaRumänska - RomânRotRotdiameterRotriktningRotindexRotnoderGrundlägeRotpositionerRotprimRotvalRottexturkoordinaterEndast rotöversättningRotfallRot i samlingshierarkin för detta visningslager, dess pekaregenskap "samling" är densamma som scenens huvudsamling.Rotvägen för alla filer som listas i samlingen ``files``RotförinställningRoteraVrid 180 grader medursRotera 270 grader medursVrid 90 grader medursRotera efterRotera EulerRotera hårkurvorRotera instanserRotera RotationRotera källaRotera UV-koordinater inuti ytorRotera vektorRotera en punkt med hjälp av X-axelnRotera en punkt med hjälp av XYZ-ordningenRotera en punkt med hjälp av Y-axelnRotera en punkt med hjälp av Z-axelnRotera en punkt med hjälp av axelvinkelnRotera en vektor runt en pivotpunkt (centrum)Rotera runt en annan punktRotera runt en axel med en vinkelRotera runt bildens centrumRotera runt lokal X, sedan ZRotera runt lokal Z, sedan XRotera runt X-, Y- och Z-axlarnaRotera runt Z-axeln i modifierarens utrymmeRotera runt den lokala X-axelnRotera runt den lokala Y-axelnRotera runt den lokala Z-axelnRotera runt den angivna ('låsta') axeln för att peka mot ett målRotera kopior baserat på matrisens formRotera anpassad normal för valda objektRotera ansiktshörnets färgattribut inuti ansiktenRotera geometriinstanser i lokalt eller globalt utrymmeRotera bilden med angiven vinkelRotera det ursprungliga valet för att få en bättre formRotera instans enligt vertexnormalRotera instanser baserat på formen på den inkommande geometrinRotera instanser baserat på ytgeometrins formRotera påverkas av inställningarna för snäppningRotera öarna för bästa passformRotera öarna så att de ligger i horisontell linjeRotera öarna så att de ligger vertikalt i linje med varandra.Rotera öar för att förbättra layoutenRotera ojämn skalning av överordnad objekt för att anpassa till underordnat objekt, genom att tillämpa överordnad X-skalning på underordnad X-axel, och så vidare.Rotera punkter runt penselns mittpunktRotera relativt den aktuella orienteringenRotera vald kant eller angränsande ytorRotera valda objektRotera kopiorna slumpmässigtRotera bildenRotera ingångsrotationen i det globala utrymmetRotera ingångsrotationen i dess lokala utrymmeRotera ingångsrotationen i objektets lokala utrymmeRotera instanserna slumpmässigtRotera yttangentenRotera vynRotera/vridaRoterade kameror som riktas mot samma punkt på konvergensavståndetRoterad till en minimal rektangel, antingen vertikal eller horisontellRotera varje hårkurva runt en axelRotera bitvärdena för A med det angivna skiftvärdet. Positiva värden roterar åt vänster, negativa värden roterar åt höger.Rotera riktningen för anisotropi, där 1,0 motsvarar en hel cirkel.RotationRotation och skalaRotationsvinkelRotationsaxelRotationsfältRotationsinkrementRotationens inflytandeRotationsmatrisRotationsmetodRotationsblandningslägeRotationslägeRotationsnoduttagRotationsnoduttagets gränssnittRotationens ursprungRotationsbanaRotationsprecisionens ökningRotationsområdeRotationsspår SpecialerbjudandenRotationsspårRotationsenheterRotation WRotation XRotation YRotation ZRotation ackumulerad för varje kopiaRotationsmängd per pixel för att styra hur snabbt visningsfönstret roterarRotation och skalaRotationsvinkelRotationsvinkel runt Z-axeln för att tillämpa rotationsdelta från VR-headsetet påRotation runt centrum eller objektRotation runt banaRotation runt den valda orienteringsaxelnRotationsaxel (standard: tangent vid roten)RotationsomvandlingRotationsfelRotation för varje stegRotation för bakgrundsbilden (endast ortografisk vy)Rotation för det nyligen tillagda objektetRotation i EulersRotation i kvaternionerRotation i kvaternioner (håll normaliserad)Rotation stöds inte i Dope Sheet Editor.Rotationsläge. Påverkar endast hur rotationen visas, själva rotationen påverkas inte.Rotation av blad i bländareSolens rotation runt zenitRotation av åtgärdens motsvarande kontrollers sikte i världsrummetEffektens rotationRotation av instansernaRotation av studioljuset runt Z-axelnRotationsförskjutning som ska tillämpas på baspositionen vid bestämning av betraktarens rotationEndast rotationRotation eller skalning av vridpunktRotation som finns på originalbilden kommer att kompenseras (t.ex. för avsiktlig lutning).Rotationsområde där svängningen ska skeRotationssteg för numeriska tangenter (2 4 6 8)Rotation till axelvinkelRotation till DeltasRotation till EulerRotation till kvaternionRotationsvärde i geometriattributRotationsvärdesuttag för en nodRotationsvärden kan endast visas med textöverlägget i 3D-vyn.Rotation/skalning PivotRotation: %.2f%s %sRotation: %s %s %sRotationsskillnadRotationerGrovGrovhetsfaktorGrovhetGrovhet 1Grovhet 2GrovhetskurvaGrovhet SlutGrovhetens slutpunktGrovhetströskelMaterialets grovhetGrovhet hos glansskiktet. Låga och höga grovhetsvärden ger ett suddigt respektive dammigt utseende.GrovhetsbaseradGrovhetUGrovhetVRundaAvrunda A till det största heltal som är en multipel av B och mindre än eller lika med A.Avrunda A till närmaste heltal. Avrunda uppåt om decimaldelen är 0,5.RundlägeRunda UV-värden till pixlar under redigeringRund kåpa (halvcirkel)Runda hörn genom att generera cirkelbågar på varje kontrollpunktAvrunda konkava inre hörn i ett signerat avståndsfält. Påverkar endast områden med negativ huvudkrökning, vilket skapar mjukare övergångar mellan ytor.Rund öppen omkretsformRund förinställningAvrunda flytande tal nedåt till närmaste mindre heltalAvrunda flytande tal till närmaste heltal i riktning mot noll (nedåt om positivt, uppåt om negativt).Avrunda flytande tal uppåt eller nedåt till närmaste heltal.Avrunda flytande tal uppåt till närmaste större heltalAvrunda till pixlarAvrunda till pixelcentrumAvrunda till pixelhörnRundadRundade bandRundhetBarnens närhet till föräldrarnaRundhet på borstens spetsRundhet på hörnen på paneler och underpanelerRundhet hos segmentkoordinatsystemenRunderRadRadfilterRadhöjdRadinterfolieradRader:GummiRegelutvärderingRegeloklarhetRegel som används för att avgöra vilka regioner som ligger inom eller utanförLinjalReglerna går igenom från topp till botten (endast den första regeln vars effekt ligger över gränsvärdet för oklarhet utvärderas).Kör som användareKör Python-filKör Python medan du redigerarKör skriptKör en nodlänksdragningsoperation för testningKör aktivt skriptKör som bakgrundsuppgiftKör som specifik användareKör i Geometry Nodes EditorKör detta skript efter genereringen för att tillämpa användarspecifika ändringar.Kör denna text som ett Python-skript vid laddningRunge-Kutta 3Runge-Kutta 4Körning i offline-lägeKörtidKörtidsdataKörningsalternativInformation om VR-sessionens körningstillståndRyska - РусскийSSDFSDF-nätSDF-rutnät BooleskSDF-rutnätfiléSDF-rutnät LaplacianSDF-nätets medelvärdeSDF-rutnätets medelkurvaturSDF-rutnätets medianSDF-rutnätsförskjutningSDLSSMAA-tröskelvärdeSMAA-tröskelvärdeSMAA-tröskelvärde för visningsvySMPTE (kompakt)SMPTE (fullständig)SMPTE-tidskod som endast visar minuter, sekunder och bildrutor – timmar visas också vid behov, men inte som standard.SPH-vätskeinställningarSPH-lösareSSAA-sampelSSAO-inställningarSSE42STL (.stl)STL-export: Kan inte öppna filen '%s'STL-export: Det går inte att hitta samlingen '%s'STL-import: Kan inte öppna filen '%s'STL-import: Det gick inte att importera nätet från filen '%s'STL-import: Det gick inte att läsa filen '%s'SVG som kurvorSVG har gradienter, Grease Pencil-färgen kommer att approximerasSäkra områdenSäker zon för allmänna elementSäker zon för allmänna element i ett annat bildförhållandeSäker yta för text och grafikSäker yta för text och grafik i ett annat bildförhållandeSäkra områden som används i 3D-vy och sekvenserarenSamma kanalSamma objektSamma som frame_end, förutom att vilket värde som helst kan anges, inklusive sådana som skapar ett ogiltigt tillstånd.Samma som frame_start, förutom att vilket värde som helst kan anges, inklusive sådana som skapar ett ogiltigt tillstånd.Samma ben valt...Samma samlingar som det aktiva benetSamma färg som det aktiva benetSamma in-/utgångsriktning för uttagenExempelExempel på bilaga UVUrvalsfelAntal sampelExempelkurvaExempel på jämna längderExempelformatExempel på rutnätExempel på rutnätindexProvgrupp-IDExempelindexProvets längdExempelradExempel på sammanslagningProvlägeNärmaste provExempel på närmaste ytaExempel på positionProvradieSamplingsfrekvensProvstorlekExempel på raka kanterExempel på delmängdLängd på delmängd av provExempel på delmängd OffsetProv UVProv UV-ytaVälj ett ben från 3D-vyn eller Outliner för att lagra i en egenskap.Prova ett färgbandVälj en färg från Blender-fönstret och skapa Grease Pencil-material.Välj en färg från Blender-fönstret för att lagra i en egenskapTa ett urval av ett datablock från 3D-vyn för att lagra i en egenskapProva en linje och visa den i Scope-panelernaProvnoggrannhet, viktigt för animationsdata (ju lägre värde, desto mer noggrann)Sampla en bildfil som texturSampla en bildfil som en miljötextur. Används vanligtvis för att belysa scenen med bakgrundsnoden.Provfärg för %sProvdjup från 3D-vynExempel på dyntopo-detaljProva varje spline genom att fördela det angivna antalet punkter jämnt.Prova varje spline genom att dela upp den i segment med angiven längd.Provkanter med jämna längderProvkanter med vektorhandtagProva varje pixel i bildenExempelformatProvlängder baserade på den totala längden av alla kurvor, snarare än att använda en längd inuti varje vald kurva.Exempel på voxelstorlek för nätProva flera ljus mer effektivt baserat på uppskattat bidrag vid varje skuggpunktExempel på pixelvärden under markörenProvpunkt för F-kurvaSamplingsfrekvens i samplingsfrekvens/sSamplingsfrekvens för ljudet i HzProva nätdetaljen på den klickade punktenProva utskriftsfärgenProva det angivna antalet punkter längs varje splineProva ytans UV-karta vid fästpunktenExempel för att börja brusreducering av förhandsvisningen vidExempelvärden från en bildtexturSamplade punkterSamplade animationsdataSamplade färger längs linjenSampelSampel TransformeraSampel per bildrutaProvtagningSampling-animationerSampling Interpolation FallbackProvtagningsmetodProvtagningsmönsterFörinställda provtagningarSamplingsfrekvensProvtagningsstegFärgprov för palettProvtagningsmetod som ska användas för volymerProvtagningsstrategi för emitterande ytorMätta bildenMättnadMättnadsjitterMättnadslägeMättnadsnivåMättnad av ikoner i gränssnittetMättnad, värde, nyansMättnad:SparaSpara %u modifierade bilderSpara och laddaSpara som renderingSpara som...Spara säkerhetskopiorSpara kopiaSpara externt...Spara-lägeSpara PNG-filer som PNG, JPEG-filer som JPEG och WebP-filer som WebP. För andra format, använd PNG.Spara inställningarSpara promptSpara versionerSpara en BVH-rörelsefångstfil från en armaturSpara en kopia av den aktiva penselresursen i standardresursbiblioteket och gör den till den aktiva penseln.Spara en kopia av det aktuella arbetsläget, men gör inte den sparade filen aktiv.Spara ett anpassat tema i listan över förinställningarSpara en bildsekvensSpara aktivt textdatablockSpara aktiv textfil med alternativSpara alla modifierade bilderSpara en bild som är packad i .blend-filen på diskenSpara som renderingSpara cachefiler på disk (.blend-filen måste sparas först)Spara ändringar innan du stänger?Spara anpassad studioljus från inställningarna i studioljusredigerarenSpara förskjutningar till en extern filSpara bilden med färghantering. För bildformat som PNG, använd visnings- och displaytransformation. För mellanliggande bildformat som OpenEXR, använd standardfärgrymden för renderingsutdata.Spara bilder som JPEG-filer. (Bilder som behöver alfa sparas dock som PNG-filer.) Var medveten om att kvaliteten kan försämras.Spara bilder som WebP-filer som huvudbild (ingen fallback)Spara luminans-krominans-krominanskanaler istället för RGB-färgerSpara vid avslutningSpara inställningar vid avslutning när de har ändrats (om inte fabriksinställningarna har laddats)Spara renderingscache till EXR-filer (användbart för tung komposition, Obs: påverkar indirekt renderade scener)Spara bakningskartan i en extern filSpara bakningskartan i ett internt bilddatablockSpara den aktuella Blender-filenSpara den aktuella Blender-filen med ett numeriskt inkrementerat namn som inte skriver över några befintliga filer.Spara den aktuella filen på önskad platsSpara den aktuella filen på önskad plats, men gör inte den sparade filen aktiv.Spara den aktuella visningsnoden till en bildfilSpara bilden med ett annat namn och/eller andra inställningarSpara bilden med aktuellt namn och inställningarSpara den renderade bilden till utdatapathen (används endast när animering är inaktiverad)Spara scenen i en PLY-filSpara scenen som en Wavefront OBJ-filSpara scenen i en STL-filSpara detta datablock även om det inte har några användare.Spara detta utskriftslagerSpara på disk (ignorera externa ändringar)Spara översättningsinställningarna i en permanent JSON-filSparad "%s"Sparad %sSparad som "%s"Sparad kopia som "%s"Sparad bild "%s"Sparad inkrementellt som "%s"Sparad packad fil till: %sSparad text "%s"SparaSparandet misslyckadesOm du sparar den med denna Blender (%s) kan det leda till dataförlust.Om du sparar den med denna OpenColorIO-konfiguration kan det leda till dataförlust.Det gick inte att spara inställningarnaSågSkalbar vektorgrafik (.svg)Scalable Vector Graphics (SVG) 1.1-formatSkalärSkalaSkala (ändra storlek) på valda objektSkalanxlarSkalanläggningSkalanpassningSkalaelementSkala jämntSkala FPSSkalningsfaktorSkalningsfaktor för texturSkala bilden till ny storlekSkala inSkalanvändningSkala instanserSkalamatrisSkala blandningslägeSkalamodSkala OffsetSkalningSkala slumpmässighetSkalanstyvhetSkalan SlagtjocklekSkalan TjocklekSkala U och V oberoende av varandraSkala UV-koordinater till gränser efter uppackningSkala UniformSkala XSkala X: %s Y: %s Z: %s%s %sSkala X: %s Y: %s%s %sSkala YSkala ZSkala ett flytande kontextvärdeSkala ackumulerad för varje kopiaSkala alla data (Vissa importörer stöder inte skalade armaturer!)Skala alla bildens UDIM-rutorSkala längs kurvaSkala längs X-axelnSkala längs Y-axelnSkala ett int-kontextvärdeSkala baserad på pixlar per Blender-enhetSkala baserad på pixlar per tumSkala efter ansiktsareaSkala efter ansiktsarea-multiplikatorSkala efter ansiktsstorlekFörminska texten så att den får plats i textrutorna.Skala varje kurva jämnt för att nå mållängden.Skalera element med samma faktor i alla riktningarSkala element i en enda riktningSkalningsfaktor som tillämpas på den automatiskt härledda omprovlängdenSkalfaktor som bestämmer funktionens "hastighet"Skalfaktor som bestämmer maximi-/minimivärdenaSkalningsfaktor för justering av höjden på nyckelrutorSkalfaktor för benformerSkala för radien för spridning under ytanSkalfaktorer för änden av B-Bone, justerar tjockleken (för avsmalnande effekter)Skalfaktorer för starten av B-Bone, justerar tjockleken (för avsmalnande effekter)SkalanpassningsmetodSkala för intensiteten hos importerade ljusSkala för det nyligen tillagda objektetSkalgeometriinstanser i lokalt eller globalt utrymmeSkala grupper av sammankopplade kanter och ytorSkala enskilda kanter eller angränsande kantöarSkala enskilda ytor eller angränsande ytorSkala instans baserat på ansiktsstorlekSkalan är 0Skalan påverkas av snäppinställningarnaSkala öar på en UV-karta och flytta dem så att de fyller UV-utrymmet så mycket som möjligt.Skala öar för att fylla enhetskvadratSkalanätSkalan för distorsionsbrusBrusgrad (högre värde ger större virvlar)Skalan för brusets struktur längs varje kurvaSkala för objektlösning i kamerarummetSkala för små bokstäverSkalan på X- och Z-axlarna justeras för att bevara benens volym.Skalan för X- och Z-axlarna är den omvända av Y-skalan.Skalan för basbrusets oktavSkalan för penselspetsen på X-axelnSkalan för förskjutningseffektenSkalan för de sista streckenSkala för hårsnoddenInstansernas omfattningSkalan för instanserna på varje lokal axelSkiktets skalaSkala för brusets struktur efter grundtonens positionProfilens skala vid varje punktSkuggans skalaSkalan för det rumsliga bullretTexturens skalaEndast skalaSkala valt områdeSkala vald böjbar ben display storlekSkala utvalda nyckelvärden efter deras sammanlagda genomsnittSkala utvalda vertikalers hudradierSkalanstyvhet istället för radieSkala BVH med detta värdeSkalera Z-ingången när du inte använder en z-buffert, styr maximal oskärpa som anges av färgen vit eller ingångsvärdet 1.Skala bakgrundsbildenSkala benen så att de passar hela kurvans längd.Skala bidraget från direkt belysningSkala bidraget från indirekt belysningSkala kopiorna slumpmässigtSkalera kopiorna slumpmässigt per axelSkala det anpassade objektet efter benlängdenSkala avståndet mellan volymskuggproverna när volymen renderas (lägre värden ger mer exakta och detaljerade resultat, men också längre rendertid).Skalera ansiktsinstansobjektenSkala bildfrekvensen från BVH till aktuella scener, annars mappar varje BVH-bild direkt till en Blender-bild.Skala bilden så att den passar helt i bildrutan, utan tomma utrymmen i hörnen.Skala instanserna baserat på ytan på den inkommande geometrin.Skala ner instanserna slumpmässigtSkala ned instanserna slumpmässigt per axelSkala instanserna på varje lokal axelSkala instanserna slumpmässigtSkala instanserna slumpmässigt per axelSkala musrörelsen med detta värde innan du tillämpar deltaSkala brusfrekvensenSkala förskjutningen efter omgivande geometriSkalera offsetmatrisen (används för att tillämpa offset i skärmrummet)Skala förskjutningen för att få en jämnare tjocklek.Skala scenobjekten efter USD-scenens meter per enhetsvärde. Denna skalning tillämpas utöver det värde som anges i alternativet Skala.Skala strecktjockleken när streck transformerasSkala texturen så att den passar längden på varje streck.Skala värdena för den modifierade F-kurvanSkala till benlängdSkala till gränserSkala till kameraramenSkala till deltasSkala efter ansiktsstorlekSkala för att fyllaSkala för att passaSkala för att passa eller fylla kameraramenSkala för att respektera zoom (annars zoomoberoende visningsstorlek)Skala som ska användas vid konvertering mellan Blender-enheter och dimensioner. Vid arbete i mikroskopisk eller astronomisk skala kan en liten respektive stor enhetsskala användas för att undvika problem med numerisk precision.Skala trackballens känslighetSkalevektorer med sina storlekarSkalera, översätt och rotera en bildSkala/ÖversättSkala: %s : %s : %s%s %sSkala: %s : %s%s %sSkala: %s%s %sSkala B X: %s Y: %s Z: %s%s %sSkalaB: %s : %s : %s%s %sSkalaB: %s%s %sSkalaX: %sSkaladSkalera bilden så att den passar helt i bildrutan utan att lämna tomma utrymmen i hörnen.Skalas intensiteten av brusetSkalerar nätet som en mjuk kropp med hjälp av objektets ursprung som skala.Skalerar ljusets styrka exponentiellt och multiplicerar intensiteten med 2^exponeringSkalningSkalning (i tid) av brusetSkalningsfaktor som tillämpas ovanpå scenens skala för justeringar av VR-vyn. När det är möjligt, ändra helst scenens skala istället.Skalningsfaktor för åtgärdSkalningsfaktor som tillämpas längs X-axelnSkalningsfaktor som tillämpas längs Y-axelnSkalning för brusinmatningSkalning av objektetSök igenom tilläggskataloger efter nya modulerScanline "exponeringstid" för rullande slutareffektSpridningSpridningskoefficienterSprid ljuset när det passerar genom volymen, används ofta för att lägga till dimma i en scen.Spridning på instanserSpridning på ytanSprid refererad geometri på ett ytnätSpridningsmodellSpridningsradie per färgkanal (RGB), multiplicerad med skalaScenKopiera inställningarFullständig kopiaLänkad kopiaNyObjektindexRymdenTypScenen '%s' hade en ogiltig rotsamling som inte har lästs.Scenen '%s' är länkad, instansiering av objekt är inaktiveradScenen '%s' är den sista lokala scenen och kan inte tas bort.ScenkameraScensamlingScensamlingarScenvisningScens längdScenbildsintervallScenegrafScengravitationScen HydraInställningar för Scene Hydra-renderingsmotorSceninstansieringScensbelysningScen noduttagScen noduttag gränssnittScenobjektScenens funktionScenalternativScens ursprungScenegenskaperScenerenderingsvySceneuppsättningScens storlekScensstatistikScenremsaScene Strip-displayScene Strip-sortimentScenremsa...Scens tidScenenhetScenvärldScenresurser som inte är tilldelade en katalog. Kataloger kan tilldelas i resursbläddraren.Scenen i sitt utvärderade tillståndScenens datablock, bestående av objekt och definierande tids- och renderingsrelaterade inställningarScen-datablockInställningar för scenvisning för 3D-viewportBildfrekvens inställd på %.4g (konverterad från %.4g)Scene från vilken den aktiva kameran ska väljas (rendera scen om odefinierad)Scenen har inga animationsdata eller aktiva åtgärder.Scenen har ingen kameraScenen har ingen kamera, kan inte rendera förhandsgranskning av %s utan den.Scene keying-uppsättningarScene-linjära värden i arbetsfärgrymdenScene meter per enhet till 0,001Scene meter per enhet till 0,01Scene meter per enhet till 0,0254Scene meter per enhet till 0,3048Scene meter per enhet till 0,9144Scene meter per enhet till 1,0Scene meter per enhet till 1000,0Scenläget använder full bake-läge:Scenen hittades inteScenrotkollektion som äger alla objekt och andra kollektioner som instansieras i scenen.Scens storlekScene socket för en nodScenen som denna serie använderScene to render, aktuell scen om inget annat angesScenen kommer att renderas med 11 anti-aliasing-samplingar.Scenen kommer att renderas med 16 anti-aliasing-samplingar.Scenen kommer att renderas med 32 anti-aliasing-samplingar.Scenen kommer att renderas med hjälp av 5 anti-aliasing-samplingar.Scenen kommer att renderas med 8 anti-aliasing-samplingar.Scenen kommer att renderas med hjälp av en enkelpass-anti-aliasing-metod (FXAA).Scenen kommer att renderas utan någon kantutjämning.ScenerScenerScener utan kamera stöder inte förhandsgranskningar.Schema = Catmull-Clark, när det är möjligt. Återgår till att exportera det indelade nätet för den enkla indelningstypen.Schema = Inget. Exportera basnät utan underindelningSchema = Inget. Exportera underindelad meshOmfattning Region BakgrundOmfattningOmfattning för statistisk visning av ett filmklippOmfattning för statistisk visning av en bildOmråden för att visualisera bildstatistikOmfattning för att visualisera statistik för filmklippKrypteringsavståndViewport för avståndsklassificeringSkärmNyPrecisionSkärmSkärmbildens storlekSkärmlägeSkärmutrymmeSkärmspårningSkärmkoordinater för provtagningSkärmdatablock, som definierar layouten för områden i ett fönsterSkärmdatablockSkärmlayouter för en arbetsytaSkärmstorlek för normaler i 3D-vynSkärmrums vinkelinställningSkärmspårningSkärmspårningsprecisionSkärmspårningstjocklekSkärmarSkärmdumpSkärmdumpen får inte vara mindre än %i pixlar på en sida.SkruvSkruvmodifierareSkruvaxelManusSkriptkatalogerSkriptfilerSkriptnodSkriptkällaSkriptkatalogen hittades inteSkriptbaserat uttryckSkriptRullningslistRullningsriktningRullningslistens färgerBläddra och zooma för ett 2D-områdeRullningsriktning (endast Wayland)Bläddra ner en sidaBläddra uppåt eller nedåt på sidanBläddra fram de valda filernaBläddra nedåt i vynBläddra åt vänster i vynBläddra åt höger i vynRulla upp vynBläddra upp en sidaBläddra genom att klicka och dra med musenRulla vyn så att aktuell bild centrerasRullningslistSkrubbningSkrubbning och markeringar RegioninställningarSkrubbning / MarkörerSkulpteraSkulptera alla öarSkulptera basnätSkulptera kapacitetSkulptera kurvorSkulptera kurvor BurSkulptera ansiktet Ställ in opacitetSkulptera fettpennaSkulptera med fettpennstreckSkulptera nivåerSkulptera maskens opacitetSkulpteringslägeSkulptera läge överläggSkulptera överläggsfärgSkulptera planSkulptera Set PivotSkulptera ansiktsuppsättningarSkulpturutställning MaskSkulptera texturmålningSkulptera en streck i geometrinSkulptera kurvor med en penselSkulptera på ett beständigt lager av nätetSkulptera streck i det aktiva Grease Pencil-objektetSkulptera/måla överläggsfärgSkulpteraSömSömkantSömkant för UV-uppackningSömmarSökSök tilläggSökområde:SökavståndSökförlängningarSök MatchSök MaxSök MinSökstorlekSök igen från början av filen när du når slutetSök efter tangentbindningSök efter namnSök efter en nod efter namn och fokus och välj denSök efter filer av denna typSök efter objekt i den här mappenSök efter markörer som är affin-deformerade (t, r, k och skevhet) mellan bildrutorSök efter markörer som är perspektiviskt deformerade (homografi) mellan bildrutorSök efter markörer som översätts och roteras mellan bildrutorSök efter markörer som översätts och skalas mellan bildrutorSök efter markörer som översätts mellan bildrutorSök efter markörer som översätts, roteras och skalas mellan bildrutorSök i alla textdatablock, istället för bara det aktiva.Söksträngen är känslig för stora och små bokstäver.Sök i underkataloger efter associerade bilder (VARNING: kan ta lång tid)Sökterm för filtrering i användargränssnittetAndraAndra grundenAndra handtagstypAndra styva kroppsobjekt som ska begränsasAndra stegetAndra koefficienten av fjärde ordningen Brown-Conrady radiell distorsionAndra koefficienten av andra ordningens Brown-Conrady tangentiell distorsionAndra koefficienten av andra ordningens Nuke-förvrängningAndra koefficienten för andra ordningens divisionsförvrängningAndra koefficienten för tangentiell Nuke-förvrängningAndra koefficienten för tredje ordningens polynomisk radiell distorsionAndra färgen som används för effektAndra kubiska spline-kontrollpunkten mellan min-/maxhastigheterAndra ingången för effektremsanAndra nyckelbilden som används för initialisering av rekonstruktionAndra punkten på skärmdumpen i skärmytanAndra valda nätobjekt som krävs för att kopiera formen frånAndra vertexgruppens namnSekundärSekundär axelSekundär benaxelSekundärfärgSekundära kontrollskiktSekundär datavägSekundär påverkan av avtagande inflytandeSekundär reflektionSekundär texturSekundärfärg i rutmönster som indikerar transparenta områdenSekundär väg för egenskap som ska ställas in med den radiella kontrollenSekunderSekunder runt markören som vi zoomar runtSekunder för att köra testet (åsidosätta iterationer)HemlighetAvsnitt som ska aktiveras i inställningarnaSe '%s' i den externa redigerarenSe "%s" i textredigeraren.Se panelen Modifierare nedan.Se textblocket OperatorList.txtFröFrö för slumpmässig användning om det användsStartvärde för generering av slumptal (om negativt används tiden istället som startvärde)Frö för slumpmässiga operationerFrö för brusgenereringFrö för slumptalsgeneratornBruskällanFröet till slumptalsgeneratornFrö som används av slumptalsgeneratorn för att generera slumpmässiga punkterFrövärde för integratorn för att få olika brusmönsterFrövärde för randomiseringStartvärde för slumptalsgeneratornSök baserat på tidsstämplar som läses från filmströmmen, vilket ger den bästa matchningen mellan scen- och filmtider.SegmentSegmentkoordinaterSegmentriktningSegment-IDSegmentets inflytandeSegmentlängdSegmentrotationSegmentbreddSegment mellan båda nyckelrutornaSegmentkoordinater för texturmappning inom varje vinkelsegmentSegmentSegment för böjda kanterSegmenten måste vara minst 3Segment som samplats från kontrollpunkterSegment med ett avstånd mellan bilderna som är mindre än detta kommer att kopplas ihop.VäljVälj och justeraVälj 2 ljudremsorVälj 2D- eller 3D-kurvtypVälj justerat enkelhandtagVälj allaVälj alla växlarVälj alla efter egenskapVälj ankareVälj områdeVälj bakgrundVälj BiasVälj störreVälj kanalVälj barnVälj barnVälj endast barnVälj samlingVälj färgVälj kontrollpunktVälj kurvorVälj slutlinjeindexVälj ytor som är kopplade till befintligt valVälj grupperadeVälj handtagVälj handtagVälj hierarkiVälj importerade objektVälj lagerVälj vänster handtagVälj länkadVälj listobjektVälj listobjekt (dubbelklicka för att byta namn)Välj platsVälj slingorVälj lägeVälj Mer/MindreVälj musVälj YtterVälj överordnadVälj PassVälj mönsterVälj punktVälj rätt handtagVälj ringVälj SökVälj urvalssetVälj liknandeVälj platsVälj DelaMarkera textVälj UV-hörnVälj UV-hörn med hjälp av rutan för valVälj UV-hörn med cirkelmarkeringVälj UV-koordinater i angiven rutaVälj UV:er som finns på samma plats och delar en mesh-vertex.Välj UV:er som delar en mesh-vertikal, oavsett om de befinner sig på samma plats eller inte.Välj UV-punkter med lassovaletVälj hörn som är kopplade till befintligt valVälj VisaVälj ett ben på den genererade riggen som ska styra denna åtgärd.Välj en bokmärkt katalogVälj en kamera att koppla till en markör på denna bildrutaVälj en kedja av sammanlänkade remsor som ligger närmast muspekaren.Välj en funktionskant om båda dess angränsande ytor är markerade.Välj en funktionskant om någon av dess angränsande ytor är markerad.Välj en slinga av sammankopplade UV-hörnVälj en slinga av sammankopplade kanterVälj en spegelaxel (X, Y)Välj en spegelaxel (X, Y, Z)Välj en ny sökväg för biblioteket och ladda om alla dess data.Välj en nod för att tilldela en genvägVälj en färgkurvpunktVälj en punkt eller dess handtagVälj en slumpmässigt fördelad uppsättning hår eller punkterVälj ett intervall från det aktiva elementetVälj en rad med kontrollpunkter inklusive den aktiva. Upprepad användning på samma punkt växlar mellan U/V-riktningarna.Välj en remsa (den senast valda blir den "aktiva remsan")Välj berörda hörn på nätetMarkera alla UV-ytor som överlappar varandra.Markera alla UV-hörn som är kopplade till den aktiva UV-kartan.Markera alla UV-hörn som är länkade under musenVälj alla animationskanaler inom det angivna områdetMarkera alla mellan klickade och aktiva objektMarkera alla ben som är kopplade genom förälder/barn-relationer från det aktuella valet.Markera alla ben som är kopplade till det aktuella valet genom överordnade/underordnade kopplingar.Markera alla ben som har samma överordnade som de valda benen.Markera alla teckenMarkera alla underordnade element till de valda benenMarkera alla kontrollpunkter som är kopplade till redan markerade punkterMarkera alla kontrollpunkter som är kopplade till det aktuella valetMarkera alla kurvpunkter som är kopplade till redan markerade punkterMarkera alla kurvor i en fyllningMarkera alla data i nätet på en enda axelMarkera alla inaktiverade spårMarkera alla elementVälj alla beräknade spårVälj alla om sant, annars avmarkera allaMarkera alla spår med nyckelrutorMarkera alla nyckelrutor för kanalen under musenMarkera alla nyckelrutor på angivna bildrutorMarkera alla nyckelrutor som förekommer i samma ruta som den under muspekaren.Markera alla nyckelrutor inom det angivna områdetMarkera alla tangenter som är kopplade till redan markerade tangenterMarkera alla låsta spårMarkera alla icke-mångfaldiga hörn eller kanterMarkera alla objekt i samlingenVälj alla objekt som blockerar ljus från denna sändareVälj alla objekt som tar emot ljus från denna emitter.Markera alla sökvägar mellan käll-/målelementenMarkera alla fästa UV-hörnMarkera alla punkter i kurvor med valfri punktmarkeringMarkera alla punkter i kurvan under markörenMarkera alla tillräckligt skarpa kanterMarkera alla remsor som gränsar till det aktuella valetVälj alla remsor grupperade efter olika egenskaperMarkera alla remsor på samma sida av den aktuella bildrutan som muspekaren.Markera alla streckpunkterMarkera alla streckpunkter mellan andra streckVälj alla streck med liknande egenskaperMarkera all textMarkera alla nyckelrutor i kanalen under musen.Markera alla nyckelrutor i kurvanMarkera all textMarkera alla hörn som tilldelats den aktiva hörngruppen.Markera alla tidsmarkörer med hjälp av rutan för markering.Välj alla spårade spårVälj alla spår från angiven gruppVälj alla spår som inte kunde rekonstruerasMarkera alla spår med samma färg som det aktiva spåretMarkera alla hörn som är kopplade till det aktuella valetVälj alla synliga ben grupperade efter liknande egenskaperMarkera alla synliga objekt grupperade efter olika egenskaperMarkera alla synliga objekt som är länkadeMarkera alla synliga objekt av en viss typVälj alternerande punkter i streck med redan valda punkterVälj en kantringVälj en kantring av sammankopplade UV-hörnVälj ett jämnt antal slingor för att överbrygga parVälj först en befintlig NLA-spår eller en tom åtgärdsrad.Välj ett objekt eller ett poserbensVälj och aktivera objektVälj och dra färgkurvans punktVälj och använd nätartikelVälj linjer som motverkar silhuetterVälj minst ett nätobjektVälj minst två kantlooparVälj större regioner istället för mindreVälj ben i aktiv benuppsättningVälj ben som är kopplade genom föräldra-/barnrelationer under muspekaren.Välj ben som är föräldrar till de för närvarande valda benen.Välj ben som används som mål för de valda benenVälj kantlinjer (öppna nätkanter)Välj gränskanter runt de valda ytornaVälj efterVälj efter ansiktsstyrkaVälj efter aktivt materialfackVälj anslutna överordnade/underordnade objektVälj kontur eller silhuettVälj konturer (ytre silhuetter av varje objekt)Välj kontrollpunkter vid gränsen för varje markeringsområde.Välj kontrollpunkter efter redan valda punkter längs kurvornaVälj kontrollpunkter som ligger före redan valda punkter längs kurvorna.Välj veckkanter (de mellan två ytor som bildar en vinkel som är mindre än veckvinkeln)Välj skapade objekt i slutet av importenVälj kurvpunkter med hjälp av rutan för valVälj kurvpunkter med cirkelmarkeringVälj kurvpunkter med lassovalVälj kurvor som ligger nära kurvor som redan är valda.Välj datatyp för attributVälj direkta barn till aktuellt valda benVälj domänobjekt för röksimuleringenVälj kantmarkeringar (kanter som är markerade med Freestyle-kantmarkeringar)Välj kanter vid materialgränserVälj kanter eller ytpar för kantloopar att rotera runtVälj antingen 1 eller 3 hörn att koppla tillVälj antingen hår eller poängVälj elementVälj element baserat på det aktiva booleska attributetVälj kurvornas ändpunkterVälj ändpunkter för streckMarkera allt från den senaste markeringen och framåtMarkera allt utom rader från angiven samlingVälj externa konturer (yttre silhuetter av ockluderande och ockluderade objekt)Välj ansiktsloop under markörenVälj ytor där alla kanter har fler än två användare.Välj funktionskanter baserat på en samling objektVälj funktionskanter baserat på kanttyperVälj funktionskanter baserat på synlighetVälj funktionskanter som tillhör något objekt i gruppenVälj funktionskanter efter ytmarkeringarVälj funktionskanter efter bildens kant (mindre minnesförbrukning)Välj funktionskanter som inte tillhör något objekt i gruppenVälj funktionskanter som inte uppfyller de angivna kanttypsvillkorenVälj funktionskanter som inte uppfyller de angivna villkoren för ytmarkeringar.Välj funktionskanter som uppfyller alla kanttypvillkorVälj funktionskanter som uppfyller minst ett av kanttypsvillkorenVälj funktionskanter som uppfyller de angivna kanttypsvillkorenVälj funktionskanter som uppfyller de angivna villkoren för ytmarkeringar.Välj funktionskanter inom ett intervall av kvantitativa osynlighetsvärden (QI)Välj linjer som kommer från upplysta eller skuggade områden. Påverkar inte kastade skuggor och ljuskonturer eftersom de ligger vid gränsen.Välj bildruta som innehåller de valda nodernaVälj mellan modellen Chiang eller HuangVälj mellan flera ingångar efter namnVälj gizmo-handtag på sidorna av den valda remsanVälj grafkurvorVälj handtag bredvid den aktiva remsanVälj dolda funktionskanterVälj hur objektet ska begränsas till målytanVälj hur hörnpunkter begränsas till målytanVälj om arkivet finns i en användarhanterad eller systemtillhandahållen katalog.Välj direkta föräldrar/barn till valda benVälj skärningspunkt med aktuell bildrutaVälj objekt med hjälp av rutan för valVälj objekt med cirkelmarkeringVälj objekt med lassovalVälj nyckelrutor med cirkelmarkeringVälj nyckelbildpunkter med lassovalVälj nyckelrutor bredvid redan valdaVälj nyckelrutor genom att klicka på dem.Välj nyckelrutor som förekommer i samma F-kurvor som de valda.Välj nyckelrutor till vänster eller höger om den aktuella rutan.Välj nycklar kopplade till gränsvalda nycklar för varje partikelVälj linjetyp för streckVälj länkade ytorVälj sammankopplade ytor efter vinkelVälj länkade ytor under markörenVälj länkade hörnVälj länkade hörn under markörenVälj slingor av sammankopplade kanter från varje vald kantVälj lös geometri baserat på valägetMarkera markörer på och till vänster/höger om den aktuella bildrutanVälj markörer med hjälp av rutan för valVälj markörer med hjälp av cirkelmarkeringVälj markörer med lassovalVälj medlemmar i den valda bildrutanVälj nätobjekt på speglade platserVälj speglade gitterpunkterVälj fler UV-hörn som är kopplade till det ursprungliga valetVälj fler splinepunkter som är kopplade till det ursprungliga valetVälj fler remsor intill det aktuella valetVälj fler hörn, kanter eller ytor som är kopplade till det ursprungliga valet.Välj film eller bildremsorVälj filmspårningskanalVälj närmaste partikel från muspekarenVälj ett nytt aktivt nätelement och använd dess placeringVälj nya objektVälj nod och länka den till en visningsnodVälj noder som är länkade från de valdaVälj noder som är länkade till de valdaVälj noder med hjälp av lassovalVälj noder med liknande egenskaperVälj objekt i samma samlingVälj objekt relativt det aktiva objektets position i hierarkinVälj objekt i samlingenVälj objekt som matchar ett namngivningsmönsterVälj objekt rekursivt från aktivt elementVälj en av de vertexgrupper som finns tillgängliga under den aktuella muspositionen.Välj en eller flera remsorVälj endast helt markerade ytorVälj endast punkterVälj eller avmarkera alla NLA-remsorVälj eller avmarkera alla filerVälj eller avmarkera alla remsorVälj eller avmarkera slumpmässiga synliga objektVälj orientering efter skapandetVälj andra remsor eller handtag samtidigt, eller alla omtaktningsknappar efter den aktuella i omtaktningsläget.Välj infogade objektVälj område av ytor inuti en vald kantloopVälj rapporter efter indexVälj avslöjade objektVälj åsar och dalar (gränslinjer mellan konvexa och konkava ytor)Välj ringar av sammankopplade kanter från varje vald kantVälj rötter för alla synliga partiklarVälj kortaste vägen mellan två benVälj kortaste vägen mellan två valVälj kortaste vägen mellan två hörn/kanter/ytorVälj silhuetter (kanter vid gränsen mellan synliga och dolda ytor)Välj liknande UV:er efter fastighetstypVälj liknande ben efter egenskapstypVälj liknande kurvpunkter efter egenskapstypVälj ansiktsområden som liknar det aktuella valetVälj liknande metabollar efter egenskapstyperVälj liknande hörn, kanter eller ytor efter egenskapstypVälj splinepunkterVälj remhandtagVälj remsor individuellt oavsett om de är sammankopplade eller inte.Välj remsor på den nominerade sidan av de valda remsornaVälj remsor i förhållande till den aktuella bildrutanVälj remsor till vänster eller höger om den aktuella bildrutanVälj remsor med hjälp av rutan för valVälj remsor med cirkelmarkeringVälj remsor med lassovalVälj stil som används för att rita streckVälj stil som används för att fylla streckVälj suggestiva konturer (nästan silhuett/konturkanter)Markera text rad för radMarkera text medan du flyttar markörenVälj kontrolläget FreestyleVälj den aktiva kameranVälj tillgångsbiblioteket och de kataloger som ska visas i tillgångshyllan.Välj axeln för att jämföra varje hörnpunkt påVälj benen från denna urvalsuppsättningVälj kameraVälj närmaste axel när du placerar objekt (ytöverskrivningar)Välj den för närvarande markerade gizmoVälj filformat som ska användas för cachelagring av brusdataVälj filformat som ska användas för cachelagring av partikeldataVälj det filformat som ska användas för cachelagring av ytdata.Välj filformat som ska användas för cachelagring av volymetriska dataVälj filen i förhållande till blandningsfilenVälj ingångstyp för hårsnoddsgeometrin.Välj ingångstyp för ytgeometrin.Välj de lager som ska konverterasVälj mappningstypVälj speglingsobjekten för det valda objektet, t.ex. "L.sword" och "R.sword".Välj de nya infällda ytornaVälj nästa element (enligt valordningen)Välj noden under markörenVälj föräldrarna till de ben som för närvarande är markeradeVälj föregående element (med hjälp av valordningen)Välj egenskapspanelen som ska visasVälj shaderens färgparametriseringVälj formen på konturstrecken i ritningenVälj formen på båda ändarna av streckenVälj sorteringsnyckel för att bestämma staplingsordningen för kedjorna.Välj sorteringsordningVälj källan för vilopositionerVälj remsorna och deras handtagVälj den API för surfplattan som ska användas för tryckkänslighet (det kan krävas att Blender startas om för att ändringarna ska träda i kraft).Välj den spårningsmetod som används för att hitta skärningspunkter mellan scenstrålar.Välj hur funktionskanterna ska sammanfogas för att bilda kedjor.Välj hur sorteringsnyckeln ska beräknas för varje kedjaVälj de ben som är kopplade till det ursprungliga valet.Välj de ben som används i denna position.Välj tidsmarkör(er)Välj spetsarna på alla synliga partiklarVälj till vänster om den aktuella bildrutanVälj till höger om den aktuella bildrutanVälj spårningsmarkörerVälj spår efter gruppVälj spår som används för rotationsstabiliseringVälj spår som används för översättningsstabiliseringVälj transformationsorienteringVälj två kantloopar eller en enda sluten kantloop från vilken två kantloopar kan beräknas.Välj två nätobjektVälj typ av gradient som används för att fylla streckVälj typ av krympningsalgoritm för målpositionVälj typ av subdivisionsalgoritmVälj orena spårVälj vertexslinga under markörenVälj hörn vid poler efter antalet anslutna kanter. I kant- och ytläge väljs geometrin som är ansluten till hörnen.Välj hörn som är direkt kopplade till redan valda hörnVälj hörn eller ytor efter antalet ytsidorVälj hörn utan gruppVälj synliga kantlinjerVälj vilken punkt som är kurvans börjanVälj med musknappenMarkera ordet vid markörens positionVälj ord under markörenVälj/avmarkera alla Grease Pencil-streck med aktuellt materialVälj/avmarkera alla streck eller fyllningarVälj/avmarkera element i denna riktningVälj/avmarkera filer genom att bläddra igenom demValbarhet och synlighetValbarEndast valbartUtvaldaUtvalda & InnehållVald åtgärdskartaUtvalda Action-Clip StripValda bindningarVald fetstilVald kanalValda kanaler vid markörenValt kant totaltValda ansikten totaltUtvalda ansiktenVald filUtvalda höjdpunkterDet valda ID:t '%s' är ett %s och kan inte användas för att flytta det befintliga länkade ID:t '%s', som är ett %s.Det valda ID:t '%s' verkar vara detsamma som det flyttade ID:t '%s'. Använd istället funktionen 'Ladda om'.Vald kursiv stilValda objektValt objekt tvingar bancentrum att endast ta hänsyn till de objekt som för närvarande är valda.Utvalda artiklarValda tangenterUtvalda landmärkenVald radbakgrundVald radtextfärgVald markörVald metarems (för gruppering av relaterade remsor)Vald nodgruppValt objektUtvalda objektEndast utvalda objektUtvalda objekt och dataUtvalda objekt, data och materialEndast utvaldaUtvalda punkterValda poserbensUtvalda småbolagVald ljudremsa (för timing av högtalarens ljud)Utvalda remsorUtvalda StudioLightMarkerad textVald övergångsremsaValt UV-elementUtvalda UV-hörn som ligger inom en radie från varandra svetsas ihop.Valt understrykningValda hörnpunktstotalDen valda resursen %s kunde inte hittas i resursbiblioteket.Den valda tillgången %s är inte en åtgärd.Den valda tillgången finns i en fil som hanteras av tillgångssystemet. Manuella ändringar bör undvikas.Den valda resursen finns i den aktuella filen.Utvalda ben från %sVissa datablock är redan tillgångar (eller stöder inte användning som tillgångar).Antal valda kanter i redigeringslägeValda kanter/ytor krävsAntal valda ytor i redigeringslägeUtvalda ansikten krävsValda slingor måste ha lika många kanterValda nät måste ha lika många hörnpunkter.Valda noder är inte av samma typ som {}Valda noder kan inte sammanfogasNamnen på valda objekt måste ha suffixet .L eller .R.Den valda sökvägen ligger utanför det valda objektbiblioteket.Vald till aktivAntal valda hörn i redigeringslägeValt/Ej valtVälj linjer från upplysta områden och kombinera kontur-, ljus- och skugglinjer till slutna former.Val av kamera stöds endast i objektläge.UrvalUrvalsdomänVal av slutteckenValets slutlinjeUrvalsmaskValslägeValsläget måste vara PoängEndast urvalVal av opacitetUrvalssetUrvalsindexUrvalssatserUrvalsset SpecialerbjudandenUrvalsverktygVal av typVal av åtgärd att utföraUrval efter samlingVal efter kanttyperUrval efter ansiktsmärkenVal efter bildkantUrval efter synlighetUrvalet är inte ett benValet är inte ett ben. Armaturen måste vara i poseringsläge eller redigeringsläge för att kunna väljas i 3D-vyn.Urvalet ligger efter musen och följer en jämnare bana.Val stöds inte i objektlägeVal av IK-lösare för IK-kedjaVal av aktiv kanal till klickad kanalVal av kanter som inte är anslutna till en ytaVal av kanter som ingår i gränsen för en nätytaVal av kanter som förbinder två ytor i en nätstrukturVal av kanter som indikerar en diskontinuitet i ingångsvektorernaVal av element med normaler som matchar en målriktning. (Normalen utvärderas på samma domän som denna valutdata)Val av element inom en sfärVal av instanser att randomiseraVal av punkter som bör förskjutasVal på iterationsdomänenValparet hittades inteValstatus för kurvpunktenValstatus för vägpunktenValstatus för platsenUrvalsstatusValstatus för det justerade enkelhandtagetKontrollpunktens urvalsstatusKontrollpunktens valstatus. (Föråldrad: använd istället Välj kontrollpunkt)Valsstatus för vänster handtagValstatus för höger handtagVal till aktuell bildrutaVal till markörvärdeVal till närmaste bildrutaVal till närmaste markörVal till närmaste sekundSelektiv dämpad minsta kvadratVäljer hur B-Bones ändhandtag beräknasVäljer hur starthandtaget för B-Bone beräknasVäljer hur vertikalerna mappas till B-Bone-segment baserat på deras position.Väljer slumpmässiga punkter från det aktuella streckvaletVäljer algoritmen för gränsjusteringVäljer den använda algoritmenVäljer den använda tjockleksalgoritmenSjälvkollisionSjälvkollisionerSjälveffektSjälvfriktionSjälvträffSjälvskärningSjälvskärningSjälvskärningskontrollSjälv Minsta avståndSjälvobjektSjälvöverlappningSjälvskär valda ytorSjälvständig simuleringsmiljö och inställningar för styva kropparSjälvkollision VertexgruppSemantisk tolkning av egenskapenSemi-lagrangiskHalvtonerSkicka tillbakaSkicka till baksidanKänslighetSensorSensorpassformSensorhöjdSensorbrusSensor breddSensorn skannas från topp till bottenSeparerbarSeparatSeparat paketSeparat paketartikelSeparera barnSeparat färgSeparata komponenterSeparat cylindriskSeparat geometriSeparat IK-tåSeparat matrisSeparat lägeSeparata sekvensbilderSeparat sfäriskSeparat transformeringSeparata enheterSeparera XYZSeparera all geometri från skärningspunkterSeparera efter lagerSortera efter materialSeparera remsorna som hålls av de valda metaremsornaSeparata prognoser för öar som är isolerade av sömmarSeparera vald geometriSeparera vald geometri till ett nytt nätSeparera vald geometri till ett nytt objektSeparera vald geometri till en ny punktmolnSeparera valda noder från nodgruppenSeparera valda punkter från anslutna icke valda punkter till ett nytt objektSeparera den valda geometrin till ett nytt Grease Pencil-objektSeparera de markerade strecken från den aktuella fyllningenSeparerade %s i %i nya åtgärderSeparerade benSepiaSekvensLägg tillJusteringJusteringslagerAlfa överAlpha UnderLjudLådaLjusstyrka/KontrastKlippKlockaFärgFärgbalansFärgblandningCompositorCrossfadeKurvorRiktningDubbelEkoEqualizerGamma-övertoningGaussisk oskärpaGlödHåll delatFärgkorrigeringBildIIrisMaskMetaFilmMultikameraMultikamera-väljareMultipliceraIngenUtePer remsaTonhöjdProjektProxy-lagringScenSingelLjudLjudutjämnareHastighetDeladSubtraheraTextTonkartaTonekartaÖvergångstypTypVitbalansTorka avSekvensredigerareSekvensbildSekvensbild: %s%sSekvensremsans namnSekvensredigeringsdata för ett scendatablockSekvensredigerare rymddataSekvensuppspelningslägeSekvensremsa som tillämpar en effekt på bilderna som skapats av andra remsorSekvensremsa som skapar en gaussisk oskärpaSekvensremsa som skapar en glödeffektSekvensremsa som skapar en övergång med torkningSekvensremsa som skapar en bild fylld med en enda färgSekvensremsa som skapar textSekvensremsdata för en enskild bildrutaSekvensremsa som definierar ett ljud som ska spelas upp under en viss tidsperiodSekvensremsa för att styra hastigheten på andra remsorSekvensremsa för att gruppera andra remsor som en enda sekvensremsaSekvensremsa för att ladda en videoSekvensremsa för att ladda en video från en maskSekvensremsa för att ladda en video från klippredigerarenSekvensremsa för att ladda en eller flera bilderSekvensremsa för att utföra filterjusteringar på lager nedanförSekvensremsa för att utföra multicam-redigeringSekvensremsa med användning av den renderade bilden av en scenSekvenserareSekvenserare och förhandsgranskningInställningar för sekvenserarefärgrymdSekvenserare Compositor NoderSekvensredigerareSekvenseröverläggSekvenserare FörhandsgranskningFörhandsgranskning av sekvenserareSekvenserare ScenSekvenserare SnappingSekvenserare Strip InfoSekvenserare StripsInställningar för sekvenserareSekvensereffekttypSekvenserscenen kan inte redigerasSekvenseraren aktiv remsaSerbiska (kyrilliska) - СрпскиSerbiska (latinska alfabetet) - Srpski latinicaSessionsstatusSessionens UIDSession-UID för samlingen som ska länkas tillSession-UID för samlingen som ska flyttas tillSession-UID för det datablock som operatören ska användaSession-UID för den direktlänkade samlingen som innehåller det valda objektet, för att göra en överskrivning frånSession-UID för den geometrinodgrupp som släppsSessionens UUIDSession UUID för objektet som ska placeras (använder det aktiva objektet när detta och "name" inte är inställt)Ställ inStäll in "Fake User" för bifogade objekt (utom objekt och samlingar)Ställ in 2D-markörens positionStäll in 2D-markören på mitten av vynStäll in åtgärdStäll in index för aktiv åtgärdsslotStäll in alla glTF-animationer så att de startar vid 0Ställ in AlphaStäll in färgmarkeringStäll in aktuellt temaStäll in kurvan NormalStäll in kurvradieStäll in kurvlutningStäll in felsökningsvärdeStäll in standardikonStäll in ansikte Ställ inStäll in ansiktsstyrkaStäll in falsk användareStäll in reservlösningStäll in bildruteintervallStäll in geometripaketAnge geometrins namnStäll in färg på fettpennaStäll in fettpennans djupStäll in mjukheten för fettpennanStäll in rutnätets bakgrundStäll in rutnätstransformeringStäll in hårkurvprofilStäll in handtagspositionerStäll in handtagstypStäll in IDStäll in instansomvandlingStäll in omvänd väntandeMaterialuppsättningStäll in materialblandningStäll in materialindexStäll in mesh-normalStäll in Minkowski-variabeln på 0,5.Ställ in Minkowski-variabeln på 4Ställ in Mix Factor på 0,0Ställ in Mix Factor på 1,0Namn på uppsättningSet Origin stöds inte för %s objektSet Origin stöds inte för tomma objekt.Ställ in överordnad tillStäll in pivotInställningspunktsradieStäll in positionStäll in förhandsgranskningsintervall baserat på omfattningen av valda nyckelrutorStäll in förhandsgranskningsintervall baserat på utsträckningen av valda remsorStäll in förhandsgranskningsintervall baserat på intervallet för valda nyckelrutorStäll in bildfrekvensStäll in valda remsproxyservrarStäll in valStäll in skugga jämnStorlekStäll in snäppbasenStäll in spline cykliskStäll in splineupplösningStäll in splintypStäll in stereo 3DStäll in UVW-kontrollpunkter med ett jämnt avstånd mellan varandraStäll in VR-visarens position till kontrollens raycast-träffpunktStäll in värdeStäll in vyomvandlingStäll in en färgmarkering för de valda samlingarnaStäll in en färgmarkering för de valda remsornaStäll in ett kontextmatrisvärde (användbart för att växla mellan aktiva nätredigeringslägen)Ange ett kontextvärdeStäll in ett kontextvärde (användbart för cykling av aktivt material, formnycklar, grupper etc.)Ställ in ett kontextvärde till ett ID-datablockStäll in en anpassad konstant hastighetsfaktor (CRF).Ställ in ett fast antal bildrutor för alla bygganimationerStäll in en manuell procentandel för att byggaStäll in ett maximalt antal B-bildrutorStäll in en ny aktiv nyckelsatsAnge ett nytt namn eller prefix/suffix till det befintligaStäll in ett nytt valStäll in index för aktiv åtgärd på {}.Ställ in aktiv färg på alla valda hörnStäll in aktiv markör som ursprung genom att flytta kameran (eller dess överordnade objekt, om sådant finns) i 3D-utrymmet.Ställ in aktivt materialStäll in alla glTF-animationer så att de startar vid 0,0 sekunder. Kan vara användbart för loopade animationer.Ställ in alla streckpunkter på samma opacitetStäll in alla streckpunkter på samma tjocklekStäll in alla vertexnormaler efter hörnvinkelStäll in alla vertexnormaler efter ytareaStäll in alfa för vald färgstoppStäll in opacitet för exporterad UV-layoutStäll in och använd 3D-markörenStäll in synlighet för anteckningarStäll in lämplig vyomvandling baserat på mediets färgrymdStäll in som aktiv vertexgruppStäll in som standard avrundatStäll in ljudkanalerna på 4 kanalerStäll in ljudkanalerna på 5.1 surroundljudStäll in ljudkanalerna på 7.1 surroundljudStäll in ljudkanalerna på monoStäll in ljudkanalerna på stereoStäll in buffertstorleken för ljudmixning till 1024 samplingarStäll in buffertstorleken för ljudmixning till 16384 samplingarStäll in buffertstorleken för ljudmixning till 2048 samplingarStäll in buffertstorleken för ljudmixning till 256 samplingarStäll in buffertstorleken för ljudmixning till 32768 samplingarStäll in buffertstorleken för ljudmixning till 4096 samplingarStäll in buffertstorleken för ljudmixning till 512 samplingarStäll in buffertstorleken för ljudmixning till 8192 samplingarStäll in ljudprovformatet till 16-bitars tecknat heltalStäll in ljudprovformatet till 24-bitars signerat heltalStäll in ljudprovformatet till 32-bitars flyttalStäll in ljudprovformatet till 32-bitars signerat heltalStäll in ljudprovformatet till 64-bitars flyttalStäll in ljudprovformatet till 8-bitars osignerat heltalStäll in ljudsamplingsfrekvensen till 192 000 samplings per sekund.Ställ in ljudsamplingsfrekvensen till 44100 samplingar per sekund.Ställ in ljudsamplingsfrekvensen till 48000 samplingar per sekundStäll in ljudsamplingsfrekvensen till 96000 samplingar per sekundStäll in svartpunkt eller vitpunkt för kurvorStäll in booleska värden för en samling objektStäll in kameravyn till aktiv vyStäll in samlingen så att den endast bidrar indirekt (genom skuggor och reflektioner) i visningslagret.Ställ in färg SynlighetStäll in färg- och opacitetsattribut för Grease Pencil-geometriStäll in färgen som helt ogenomskinlig istället för att återanvända befintlig alfa.Ställ in färginterpoleringStäll in färgläge som ska användas för interpoleringStäll in färg för valt färgstoppStäll in aktuell filmklipp som kamerabakgrund i 3D-vyfönstret (fungerar endast när ett 3D-vyfönster är synligt)Ställ in markörens positionStäll in markörens position i textenStäll in markörpositionen till den förskjutning som används för insamlingsinstanserStäll in markörvalStäll in standardfärgattribut som används för renderingStäll in avståndet mellan varje planStäll in easing-typ för F-kurvsegmenten med start från de valda nyckelrutorna.Ställ in kantskärpan baserat på vinkeln mellan angränsande ytorStäll in effektexpansion i användargränssnittetStäll in extrapoleringsläge för valda F-kurvorStäll in ytstyrka på alla ytorStäll in ytstyrka endast på nya och påverkade ytorStäll in ytstyrka endast på nya och modifierade ytorStäll in ytstyrka endast på nya ytorStäll in falsk användare på tillagda ID:nStäll in golvplanStäll in teckenstorlekStäll in teckensnittStäll in bildfrekvensen för den aktuella scenen till filmens bildfrekvens.Ställ in krokscentrum till markörens positionStäll in hur komposition ska utförasAnge om detta biblioteksöverskrivningsdatablock kan redigerasStäll in bild för texturmålning direktStäll in interpolering mellan färgstoppStäll in interpoleringsläget för F-kurvsegmenten med start från de valda nyckelrutorna.Ställ in omvänd korrigering för Child Of-begränsningenStäll in invers korrigering för Object Solver-begränsningStäll in nyckelbildruta som används av lösarenStäll in maskens synlighetStäll in masken till den nivå som anges av egenskapen "värde"Ställ in masken till den nivå som anges av den inverterade egenskapen "värde".Ställ in meshnålarna enligt ökonfigurationen i UV-redigeraren.Ställ in metaball som negativ ettModifieraren för inställningar utökad i användargränssnittetStäll in negativa RGB- och intensitetsvärden för texturen till noll. För vissa användningsområden, såsom förskjutning, kan detta alternativ inaktiveras för att få fullt utnyttjande av hela intervallet.Ställ in ny 3D-markörposition och använd denStäll in objektets skalning med hjälp av avståndet mellan två valda spårUppsättning egenskaper som påverkasOffset som används för insamlingsinstanser baserat på markörens positionStäll in förskjutning som används för insamlingsinstanser baserat på det aktiva objektets positionStäll in ursprung till medianpunkten för valda buntarStäll in partikelstorlek i simuleringsceller eller använd närmaste cellStäll in radien per punkt som används för fasningStäll in plan baserat på 3 valda buntar genom att flytta kameran (eller dess överordnade om sådan finns) i 3D-utrymmet.Ställ in position för vald färgstoppStäll in renderingsstorlek och bildformat från aktiv remsaStäll in upplösningen för valda kurvorStäll in scenens skala genom att skala kameran (eller dess överordnade objekt, om sådant finns).Ställ in skalning för texturens X-, Y- och Z-storlekarStäll in scenens start- och slutbildruta så att de matchar klippets startbildruta och längd.Ställ in skulpterade ansiktsvärden för ansiktenStäll in valda hörn som inte lösaStäll in valet av den redigerade geometrin för verktygsutförandeStäll in skuggningen på plattStäll in skuggning på jämnStäll in slutarkurvaStäll in mjuk kroppens målvikt för valda punkterStäll in mjukhetsattribut på Grease Pencil-geometriStäll in någon storleksegenskap (t.ex. penselstorlek) med mushjulet.Ställ in hastigheten för omtidsinställt segmentStäll in start- och slutbild från scenenStäll in textvalStäll in önskad djupordning för fettpennanStäll in USD-stegmätarna per enhet på det valda måttet eller ett anpassat värde.Ställ in UV-kartan som aktiv för renderingStäll in tillgänglighetsbeskrivningen för den exporterade scenens standardprimStäll in tillgänglighetsetiketten för den exporterade scenens standardprimStäll in det aktiva Grease Pencil-lagretStäll in det aktiva benet som överordnat för de valda benen.Ställ in det aktiva objektet som den aktiva kameran för denna vy eller scen.Ställ in den aktiva operatören på standardvärdenaStäll in den aktiva scenen och tiden baserat på den aktuella scenremsanStäll in den aktiva vertexgruppenStäll in bakgrundsvärdet som används för inaktiva voxlar och brickorStäll in gränser för tittarens åtgärder (ej implementerat)Ställ in gränserna för kantrenderingen och aktivera kantrenderingStäll in gränserna för den kant som används för förskjuten vyStäll in gränserna för renderingsområdet och aktivera renderingsområdetStäll in gränserna för användarregionenStäll in geometrins buntStäll in klippets interaktionslägeStäll in färg och opacitet för streckets punkterStäll in färg och opacitet för konturfyllningarnaStäll in konsolvaletStäll in hörntypen för de valda punkternaStäll in den aktuella bildrutan som förhandsgranskningsram eller scenens slutbildrutaStäll in den aktuella bildrutan som förhandsgranskning eller scenens startbildrutaStäll in den aktuella bildrutan till det genomsnittliga ramvärdet för valda nyckelbildrutor.Ställ in aktuellt språk för denna konsolStäll in den aktuella transformeringsgizmonStäll in markörens position, dra för att transformeraStäll in anpassade normaler från de valda ytornaStäll in riktningen för en scenaxel genom att rotera kameran (eller dess överordnade objekt, om sådant finns). Detta förutsätter att det valda spåret ligger på en verklig axel som förbinder det med origo.Ställ in visningsstorleken för punktmolnspunkterStäll in avståndet mellan ögonen – stereoplanets avstånd / 30 bör vara tillräckligt.Ställ in utvärderingsläget för kurvnormalerStäll in reservverktyget istället för det primäraStäll in reservverktyget istället för det primära verktygetAnge filvägen relativt blandningsfilen, om möjligt.Ställ in ramområdet till de valda remsornas början och slut.Ställ in handtagstyp för Bézier-kurvorStäll in handtagstyp för bezierkurvorStäll in handtagstypen för kontrollpunkterna på en Bézier-kurvaStäll in id-attributet på ingångsgeometrin, används främst internt för randomisering.Ställ in bildens bildruteområde så att det matchar videons längd.Ställ in påverkan av denna begränsning till noll samtidigt som du försöker behålla objektets transformation. Andra aktiva begränsningar kan fortfarande påverka den slutliga transformationen.Ange platsen för varje punktStäll in platsen för 3D-markörenStäll in kartan som aktiv för kloningStäll in kartan som aktiv för visning och redigeringStäll in mask-lagret från UV-kartknapparnaStäll in maskens föräldraskapStäll in materialindex för varje valt geometrielementStäll in materialet på nya ytor baserat på ordningen i materialplatslistorna. Om ett material inte finns på modifieringsobjektet kommer ytan att använda samma materialplats eller den första om objektet inte har tillräckligt med platser.Ange namnet på en geometri för enklare felsökningStäll in objektets ursprung genom att antingen flytta data, ställa in det till datans centrum eller använda 3D-markören.Ställ in objektets överordnade objektStäll in objektets föräldraskap utan att ställa in omvänd föräldrakorrigeringStäll in utgångsnätets normaler på jämnaStäll in positionerna för handtagen på Bézier-kurvornaStäll in förhandsgranskningsintervallet iställetStäll in kurvans radie vid varje kontrollpunktStäll in rotationsrepresentationen som används av valda benStäll in scenens bildfrekvens till den i BVH-filen (observera att detta ogiltigförklarar alternativet "Scale FPS", eftersom skalan blir 1:1).Ställ in det valda streckmaterialet som aktivt materialStäll in skärpan på nätkanterna baserat på vinkeln mellan angränsande ytor.Ställ in rymdtyp eller cykelundertypeStäll in strecktypen (streck, fyllning eller båda) för de valda strecken.Ställ in ytmasken i viloläge innan du fäster den.Ställ in lutningsvinkeln vid varje kurvkontrollpunktStäll in verktyget efter index (för tangentkartor)Ställ in verktyget efter namn (för tangentkartor)Ställ in transformeringen för rutnätet från indexutrymmet till objektutrymmet.Ställ in transformationsmatrisen för varje instansStäll in värdet för alla taggarStäll in vertexgruppens vikter baserat på avståndet till ett annat målobjekt.Ställ in vyaxeln så att varje musriktning alltid mappar till samma axelStäll in vyaxeln där varje musriktning mappas till en axel relativt den aktuella orienteringen.Ställ in vyens beskärningsområdeStäll in vikten för valda tangenterStäll in vikten för ritverktyget till vikten för hörnpunkten under muspekaren.Ställ in vikterna för grupperna som matchar de valda benen i den bifogade armeringen, med hjälp av avståndet mellan hörnpunkterna och benen.Ställ in vikterna för hörnpunkter i en grupp utifrån avståndet till ett målobjektStäll in bredden baserat på den överordnade gruppnoden i det aktuella sammanhanget.Ställ in zoomförhållandet (baserat på klippstorlek)Ställ in denna pose-åtgärd som aktiv åtgärd på det aktiva objektet.Ange den här egenskapens aktuella värde som nytt standardvärdeStäll in spetsradien till nollStäll in på 0 för att använda uppskattning från inmatad bildStäll in på true om cachen är uppdelad i separata filer.Ställ in på true för att begära omberäkning av den inversa matrisen.Ställ in synlighet för trädnodStäll in typ av aktiv splineStäll in typ av handtag för valda nyckelrutorStäll in typ av handtag för valda kontrollpunkterStäll in typ av nyckelbildruta för de valda nyckelbildernaStäll in typ av valda kurvorKonfigurera proxyservrar manuelltStäll in värdet för ytorStäll in värdena för valda nyckelrutor till markörvärdet (Y/horisontell komponent)Ange värden för det aktiva attributet för valda elementStäll in väggplanStäll in vikter till ett fast antal stegStäll in zoomförhållandet för vynStäll in {} som aktivStäll in/hämta styrka för yta (används i modifieraren Weighted Normal)Ställ in/ta bort valda UV-hörn som förankrade mellan flera unwrap-operationerStäller in en nivå för subdivisionsytan (1 till 5)Ställer in hur många unika objekt som kan urskiljas per pixel.Ställer in områden utanför beskärningsområdet som transparenta istället för att faktiskt beskära bildens storlek.Ställer in lagret som aktivt för visning och redigeringStäller in lagret som aktivt för renderingStäller in objektets interaktionslägeStäller in pivotpositionen till den aktiva vertexpositionenStäller in pivotpositionen till den genomsnittliga positionen för de omaskade vertikalerna.Ställer in pivotpositionen till mitten av maskens kant.Ställer in pivotpositionen till ytan under markören.Ställer in pivotpunkten till skulpturens ursprungStäller in radieattributet för hårkurvor enligt en profilformStäller in rotationsursprunget automatiskt med hjälp av topologin och formen på nätet som riktlinje.Ställer in skulpturens transformeringspivotpositionOm du ställer in Inställningar > System > Shader-kompileringsmetod till Underprocess kan kompilerings tiden förbättras.InställningarInställningarna finns under fliken Partiklar.Inställningarna finns under fliken Fysik.Inställningar för Grease Pencil-penselInställningar för interpoleringsverktyg för fettpennaInställningar för boid-fysikInställningar för visning av överläggInställningar för visning av överlägg i 3D-vynInställningar för visning av överlägg i Movie Clip-redigerarenInställningar för visning av överlägg i nodredigerarenInställningar för visning av överlägg i UV/BildredigerarenInställningar för tilläggInställningar för funktioner som fortfarande befinner sig i ett tidigt utvecklingsstadiumInställningar för filtrering av animationsdataInställningar för filtrering av kanaler som visas i animationsredigerareInställningar för bildformatInställningar för inmatningsenheterInställningar för interaktion med Blender-dataInställningar för navigering i XRInställningar för objekt som deltar i simulering av styva kropparInställningar för partikelfluidfysikInställningar för simulering av styva kropparInställningar för skuggning i 3D-vyfönstretInställningar för mjuk kroppssimuleringInställningar för utrymmeInställningar för stereo 3DInställningar för stereo 3D-visningInställningar för stereo 3DInställningar för stereoutgångInställningar för verktyg och penslar för strokeskulpteringInställningar för filval i Asset Browser-lägetInställningar för visualisering av rörelseInställningar för att använda objektet som kollisionsdetektor i fysiksimuleringInställningar för att använda objektet som ett fält i fysiksimuleringInställningar för gångnavigeringslägeInställningarna här kan ha en betydandeInställningarna för färgrymdsekvenseraren fungerar iInställningarna för den sparade bilden visas påInställningar som bör keyframas tillsammansInställningar som ska tillämpas på den nyskapade nodenInställningar för att definiera ett återanvändbart bibliotek för Asset Browsers att användaInställningar för att definiera ett tilläggsarkivInställningar som används för vätskaInställningar/information om ett språkStäll in stereolägeSy tygSömnadSömstyrka MaxSkugga nerSkugga SmoothSkuggtoppSkugga för ben som motsvarar en låst viktgrupp under målningenSkuggadSkuggfriShaderShader AOVShader AOV-namnMetod för kompilering av shadersShader-kompileringsarbetareAnpassad grupp för shaderShader-redigerareTillägg till Shader EditorShader-effekterShader-nodFörhandsgranskning av shader-noderShader-noduttagShader Node Socket-gränssnittShader-nodträdShader-bollShader som definierar den anpassade kameranShader-noderShader-skriptets sökvägShader-uttag för en nodShader till RGBSkuggningSkuggning OffsetInställningar för skuggningSkugginställningar för OpenGL-renderingsmotorSkuggningstyp att växla mellanSkuggaSkugga AlfaSkuggevinkelSkuggbakgrundsrensningSkuggblurSkuggans ljusstyrkaSkuggbuffertklippstartSkuggkamera långt bortSkuggkamera näraSkuggkameraens storlekSkuggfångareSkuggkaustikSkugga färgSkuggeffektSkuggfiltersradieSkuggfokusSkuggintensitetSkuggflimmerSkuggflimmer ÖverblurringSkuggkopplingSpecialerbjudanden för skugglänkarSkuggkoppling för %sSkugga OffsetSkugga Offset XSkuggpoolSkuggpoolens storlekSkuggråstråleantalSkugginställningarSkuggförskjutningSkuggstorlekSkugga Mjuk StorlekSkuggstegräkningSkuggterminatorSkuggterminatorgeometri OffsetSkuggterminator Normal förskjutningSkuggterminator SkuggförskjutningSkuggans synlighetSkuggbreddSkugga X FörskjutningSkugga Y-förskjutningSkugga färg i gråskalaSkuggeffektSkuggfaktorhårdhetSkuggkarta klippstart, under vilken objekt inte genererar skuggorSkuggförskjutning i pixlarSkugganslutningsvinkelSkuggtyp (0 ingen, 3, 5 suddig, 6 kontur)SkuggorSkuggors upplösningsgränsSkuggupplösningsskalaGrunt vattenFormFormasymmetriFormnyckelFormnyckelanimationerFormnyckel Bézier-punktForma nyckelkurvpunktFormnyckelredigeringslägeFormnyckelredigerareFormnyckelnormalerFormnyckelpunktFormnyckel SpecialerbjudandenFormnyckeltangenterFormnyckel-kontextmenyForm tangent-datablockFormnycklarFormnyckelanimationFormmetodenForma objektFormorienteringFormparametrarFormbevarandeFormjustering av trådens tjocklek för flätornaFormvinkelgränsForma som definierar en sektion av röret med hjälp av XY-planetFormnyckel i ett formnyckeldatablockForm nyckelvalstillståndFormnyckel som ska användas för blandningFormnyckel för att använda de återstående fjäderlängderna frånFormnycklarFormnyckeldatablock som innehåller olika former av geometriska datablockForm på beloppet längs varje kurva (0 = konstant, 0,5 = linjär)Form av klumpbildningForm på fördelningen från centrum till kanten runt guidenForm på ändpunktens ojämnhetOmrådets form LjusFormen på flätans radie längs varje kurvaForm på påverkan längs kurvor (0=konstant, 0,5=linjär)Profilens formRadieform längs kurvanForm som används som relativ tangentForm som används i borsten för att applicera kraft på tygetShapeKeyShapeKey %s har en ogiltig 'from'-pekare (%p), den kommer att raderasShapeKey hittades inteFormerDela texturutrymmeDelade åtkomstfunktionerDelad platsDelade regionegenskaperDelad vertexDelade animeringstemaegenskaperDelad samlingDelade kurvatemegenskaperDelade data (scen, bild, ljud etc.)Delade effekterDelad objekttypDelad förälderDelad strip-effekttyp (om den aktiva stripen inte är en effektstrip, välj alla icke-effektstrips)Delad remsaSkarpVassa kanterSkarp tröskelSkarp kant för skuggningVassa kanter eller anpassade normaler upptäckta, inaktivering av GPU-underindelningKraftig nedgångSkarp förinställningVässaSkärpa hörnSkärpa maskSkärpa toppSkärpa en bild genom att öka kontrasten längs kanterna.Skärpa effekten av penselnSlipa håligheterna i nätetSkärpa:SkärpaSkärpa MaxSkärpa MinSkärningSkjuvningsaxelSkjuvfaktorShear-gruppenSkjuvfjäderdämpningSkjuvstyvhetSkjuvstyvhet, maximalSkjuvstyvhet Vertex GroupKlipp ut valda objekt längs den angivna axelnKlipp av nycklarna med den vänstra nyckeln som referens.Klipp av nycklarna med hjälp av den rätta nyckeln som referens.Skärkraft: %.3f° %sSkärkraft: %s %sGlansSheen BSDFGlans och grovhetSheenviktSheen-skuggmodellSkalShell Vertex-koncernenSkiftSkift - Håll ned för precisionSkift ljudtonhöjdSkift vänster musFörskjut textur i 2D-rummetSkift XSkift YSkift-tangenten nedtrycktSkift-tangenten intryckt, -1 för valfritt tillståndSkiftsteg med direkt förhållandeSkift tonhöjd med halvtoner och centFlytta valda nycklar till värdet för angränsande nycklar som ett blockFlytta formen mot en fördefinierad primitivFlytta underliggande bandinnehåll utan att påverka handtagenShiftLShiftRSkiftar bitvärdena för A med det angivna skiftvärdet. Positiva värden skiftas åt vänster, negativa värden skiftas åt höger.Förskjuter värdet på valda nycklar i tidenKort listaGenväg Cykel: {}Genvägsinställningar för tangentbord och andra inmatningsenheterGenväg {:d} är ännu inte tilldelad till en Viewer-nod.Genväg: {}Förkorta kurvor genom att ta bort delar i början eller slutetKortaste diagonalenKortaste kantvägarKortaste kantvägar KostnadsfältKortaste kantvägar Nästa hörnfältKortaste rotationKortaste tillåtna våglängdVisaVisa .blend-filerVisa .blend-filobjekt (objekt, material osv.)Visa filerna .blend1, .blend2 osv.Visa 2D-markörVisa 3D-markörVisa 3D-markörnamnVisa 3D-volymfilerVisa åtgärdsdatablockVisa aktivaVisa aktivt ansiktssetVisa aktiva pixlarVisa allaVisa alla Visa lagerVisa AlphaVisa Alpha i förhandsgranskningVisa anteckningVisa anteckningsdatablockVisa anteckningar i OpenGL-förhandsvisningarVisa armaturdatablockVisa armatur i bindande poseringstillstånd (ingen posering möjlig)Visa armaturerVisa varning om automatisk tangentVisa tillgängliga tilläggVisa BVH-noderVisa baksidanVisa bakgrundsbildVisa blandad poseVisa Blender-filer i filbläddrarenVisa Blenders minnesanvändningVisa Blender-versionssträngVisa blå kanalVisa röntgenbild av benVisa benVisa penselVisa pensel på ytanVisa penseldata-blockVisa paketVisa cacheVisa cachefilens datablockVisa kamerans fokuseringsavståndVisa kameraguiderVisa kameralinsVisa kamerabanaVisa kameradatablockVisa kamerorVisa Canvas-rutnätet framförVisa hålrumVisa säkra områden i mittenVisa samlingsdatablockVisa samlingarVisa färgmarkeringarVisa konVisa kontroll-F-kurvorVisa styrenheterVisa markörenVisa förhandsgranskning av markörenVisa kurvans extremvärdenVisa kurvdata-blockVisa anpassade överläggVisa data-blockfilterVisa felsökningVisa inaktiveradeVisa varaktighetVisa Redigera raderVisa endast redigeringslinjer i multiframeVisa redigeringslinjer vid redigering av streckVisa sändareVisa tommaVisa tomt kraftfältVisa tom bildVisa felVisa utökad versionVisa tillägg UppdateringsantalVisa extrapoleringVisa F-kurvorVisa fyllningVisa fyllningsfärg under ritningVisa filterVisa filterVisa teckensnittsdata-blockVisa sidfotVisa bildnummerVisa bildrutorVisa Freestyles linjestil-datablockVisa GPU-videominneanvändningVisa GizmoVisa prylarVisa fettpennaVisa Grease Pencil-datablockVisa Grease Pencil-objektVisa Green ChannelVisa rutnätVisa handtagVisa handtag och interpoleringVisa rubrikVisa doldaVisa dolda filer/datablockVisa dold regionVisa listan över snabbtangenterVisa vid muspekningVisa bilddatablockVisa iVisa framförVisa informationVisa installerade tilläggVisa instanserareVisa interna attributVisa jitterkurvaVisa nyckelbildsnummerVisa landmärkenVisa LassoVisa Lattice-datablockVisa ljus Look-AtVisa data-block för ljusprobenVisa ljusstorlekVisa ljusdatablockVisa belysningVisa gränserVisa radVisa linjeteckningspenna framför allt annatVisa linjerVisa lokala markörerVisa platserVisa hanteringspanelenVisa marginalVisa markörmönsterVisa markörsökningVisa markörerVisa maskredigerarenVisa masköverläggVisa maskens splineVisa maskdata-blockVisa egenskaper relaterade till maskredigeringVisa materialdatablockVisa minneVisa menyerVisa Mesh-datablockVisa nätVisa Metaball-datablockVisa metadataVisa saknade medierVisa dimmaVisa modal AllaVisa läge-kolumnVisa filmklippets datablockVisa namnVisa namngivna attributVisa namnVisa nodgruppVisa nodförhandsgranskningarVisa nodträdets datablockVisa numeriska inmatningspilarVisa OS-egenskaper för detta objektVisa objektets underordnade objektVisa objektets innehållVisa objektets extrafunktionerVisa objektets platsVisa objektets konturerVisa objektrotationVisa objektskalaVisa objektdatablockVisa förskjutningarVisa i förgrundenVisa endast valdaVisa operatörVisa alternativVisa banaxelguideVisa Orbit Center GuideVisa originalposenVisa andra objektVisa överexponeratVisa överläggVisa överläggVisa färgVisa data-block för färgkurvaVisa palettdatablockVisa partikelinställningar data-blockVisa partiklarVisa PassepartoutVisa genomgångVisa prestandaVisa posmarkörerVisa förhandsgranskningVisa principer för namngivningVisa Python-referenser i verktygstipsVisa senaste platserVisa lista över senaste platser i filbläddrarenVisa rekonstruktionVisa röd kanalVisa renderingVisa omdirigering av automatiska etiketterVisa omställningsnycklarVisa säkra områdenVisa samma materialVisa scenens längdVisa scenremsans utsträckningVisa scen-datablockVisa urvalVisa självVisa sensorns storlekVisa sekvenserscenVisa inställningarVisa skuggaVisa storlekskurvaVisa skjutreglageVisa ljuddatablockVisa källaVisa talardatablockVisa SplashVisa stabilVisa startbildrutaVisa statistikVisa statusfältVisa stereoVisa styrkekurvaVisa slagVisa underbildrutaVisa systemplatserVisa systemöverskrivningarVisa lista över systemplatser i filbläddrarenVisa TV-titelns säkra område och actionens säkra område i kameravynVisa TV-titelns säkra områden och åtgärdssäkra områden i förhandsgranskningenVisa felsökningsvärden för surfplattaVisa taggarVisa textVisa textdatablockVisa texturVisa texturdatablockVisa miniatyrbilderVisa tidpunktVisa små markörerVisa verktygsinställningarVisa spårvägVisa spårVisa spårfelVisa spårrörelserVisa trädstrukturVisa UI-nyckelkonfigurationVisa UI-lista över spår som deltar i stabiliseringVisa UV-redigerareVisa egenskaper relaterade till UV-redigeringVisa VR-kameraVisa VR-kontrollerVisa VR-kontroller (kräver VR-åtgärder för kontrollerns positioner)Visa VRAMVisa värdeVisa versionVisa betraktareVisa varningVisa varningVisa viktkonturerVisa vikterVisa trådVisa ledningsfärgerVisa World-datablockVisa röntgenbildVisa X-komponenten i MAC-rutnätetVisa Y-komponenten i MAC-rutnätetVisa Z-komponenten i MAC-rutnätetVisa en kolumn med datum och tid för ändring för varje filVisa en kolumn med storleken på varje filVisa ett mörkt överlägg utanför bildområdet i kameravynVisa en ratt i visningsfönstret för ett värdeVisa en linjär gizmo i visningsfönstret för ett värdeVisa en lista över använd text i det öppna dokumentetVisa en förhandsgranskning av start- eller slutramen för en remsa medan du transformerar dess respektive handtagVisa en transformeringsgizmo i visningsfönstretVisa lokala markörer på remsorna, användbart vid synkronisering av timing mellan remsorna.Visa aktivt färgattributVisa tilläggsinställningarVisa ytterligare alternativ i skuggmenyn ('Z')Visa alla Grease Pencil-lagerVisa alla benskärnorVisa alla utom denna grupp under interaktionVisa alla förlängningstyperVisa alla nyckelrutor under animeringens uppspelning och aktivera alla rutor för redigering (avmarkera för att endast använda den aktuella nyckelrutan under animeringens uppspelning och redigering)Visa alla objekt i visningslagretVisa alla objekt och samlingar i samlingenVisa alla visningslagerVisa alla medan du interagerar, samt denna grupp när en annan interagerar medVisa maskens alfakanalVisa en indikator för det aktuella värdet medan du drarVisa en konturmarkering runt markerade objektVisa animationsdataVisa anteckningsdatablock som tillhör aktivt spårVisa anteckningsdatablock som tillhör filmklippetVisa anteckningar för denna vyVisa armaturen i bindande pose eller slutlig poseringVisa armatur i poserat tillståndVisa armaturerVisa armaturerVisa tillgångar från alla listade tillgångsbibliotekVisa tillgångar från de tillgångsbibliotek som konfigurerats i InställningarVisa attributöverlägg för aktiv visningsnodVisa attributvärden som text i visningsfönstretVisa blå kanal i bildrutanVisa både avstånd och vinklarVisa kamerans kompositionsguiderVisa kameraobjektVisa kamera passepartoutVisa kamerorVisa barnVisa samlingarVisa kompakt lista över färger istället för miniatyrbilderVisa konturlinjer som bildas av punkter med samma interpolerade viktVisa endast aktuell bildrutaVisa markören i visningsfönstretVisa kurva för genomsnittligt fel per bildruta (kamerarörelsen bör lösas först)Visa kurvorVisa kurvor, gitter, ljussonder, teckensnitt, ...Visa anpassade VR-överläggVisa snitt som döljs av geometrinVisa streckade linjer som anger överordnade eller begränsande relationerVisa datablock med namn som börjar med punkt i sökmenyernaVisa inaktiverade spår från filmenVisa drivrutinsredigeraren i ett separat fönsterVisa förhandsgranskning av redigeringsklippVisa tomma flaskorVisa tomma objektVisa tillägg efter typVisa tillägg från alla arkivVisa kanttrådarVisa filer och datablock som normalt är doldaVisa filtreringsalternativVisa filter för grafredigerarenVisa mapparVisa mappar i filbläddrarenVisa teckensnittsfilerVisa bildrutenummer för nyckelbildrutor på rörelsebanorVisa bildrutenummer på rörelsebanorVisa framsida/baksidaVisa spöken av nyckelrutorna före och efter den aktuella rutanVisa prylar av alla slagVisa grafvy för aktivt elementVisa grön kanal i bildrutanVisa rutnät i ortografisk sidovyVisa rutnät som visar linsförvrängningVisa rutnätVisa styrhårVisa hårkurvorVisa hårsimuleringsrutnätVisa handtag för Bézier-kontrollpunkterVisa hjälplinjer för ifyllning för att se gränserVisa hjälplinjer för slagförlängningVisa dolda dot-filerVisa dolda partiklarVisa bildfilerVisa bilder, filmklipp, ljud och maskerVisa i drivrutinsredigerarenVisa i GhostsVisa i informationsloggenVisa inflytande F-kurvor på remsorVisa informationsloggen i ett separat fönsterVisa exempel på när partiklar är levandeVisa exempel när partiklar är dödaVisa exempel när partiklar är oföddaVisa endast vinkelmätningarVisa endast avståndsmätningarVisa nyckelkarta, händelse- och egenskapsinformation i användargränssnittetVisa gallerVisa ljusa färgerVisa ljusa objektVisa ljusproberVisa belysningVisa radnummer bredvid textenVisa markörer som tillhör den aktiva åtgärden istället för scenmarkörer (endast åtgärds- och formnyckelredigerare)Visa markörer på ett mer kompakt sättVisa verktyg för redigering av maskerVisa materialets färgVisa materialnamn som tilldelats varje streckVisa material, nodträd, texturer och Freestyles linjestilarVisa menyer i rubrikenVisa nätobjektVisa nät när partiklar är aktivaVisa nät när partiklarna är dödaVisa nät när partiklar är oföddaVisa data för nät, kurvor, gitter, armeringar och metabollarVisa metabollarVisa metadata för klippVisa metadata för första synliga remsaVisa filmfilerVisa namn för rekonstruerade spårsobjektVisa navigeringskontroller i 2D- och 3D-vyer som inte har rullningslisterVisa inga måttVisa objektets mittpunkterVisa objektets färgVisa objektets färg på trådramenVisa objektets extrafunktioner, inklusive tomma objekt, belysning och kamerorVisa objektVisa objekt och samlingarVisa objekt i denna samling istället för partiklarVisa endast datablock av en typVisa endast snabbtangenter som har denna text i sitt namnVisa endast objekt i samlingen (Skift för att utöka)Visa endast valbara objektVisa endast det aktiva objektetVisa endast lökskalen för det aktiva objektetVisa endast denna benskörd och andra som också är markerade som "solo"Visa alternativ för egenskapsredigerarenVisa alternativ för om kanaler relaterade till vissa typer av data ska inkluderasVisa originalkurvor som för närvarande redigerasVisa andra datatyperVisa överexponerade områden med zebraränderVisa färgrelaterade egenskaperVisa partikelantalVisa partikelstorlekVisa partikelhastighetVisa partiklar efter att de har döttVisa partiklar innan de släpps utVisa banan för hur spåret rör sigVisa mönsterram för markörerVisa punktmolnVisa punkter i den ordning de förekommer i varje streck (t.ex. för att animera linjer som ritas).Visa tryckvärden vid användning av en färgoperatörVisa projektion av 3D-markörer i filmmaterialVisa slumpmässig objektfärgVisa slumpmässig objektfärg på trådramVisa rekonstruerad kamerabanaVisa rektangulärt överläggVisa röd kanal i bildrutanVisa endast referensramVisa referenssfärer med neutral skuggning som reagerar på belysningen för att underlätta utseendets utveckling.Visa renderingsrelaterade egenskaperVisa omtaktningsnycklar i valda remsorVisa omställningsknappar så att de kan flyttasVisa höger marginalVisa säkra områden för att anpassa innehållet till ett annat bildförhållandeVisa scenens längdVisa scen i en enda anpassad färgVisa scenstatistikVisa scenens wireframes med temats wirefärgVisa scenerVisa skriptfilerVisa sökruta för markörerVisa valda objektVisa urvalets konturerVisa sensorns storlek (filmgate) i kameravynVisa skjutreglage bredvid F-kurvakanalerVisa små roterande 3D-axlar i det övre högra hörnet av 3D-vynVisa ljudfilerVisa högtalareVisa stabiliserade bilder i redigeraren (om stabilisering är aktiverat)Visa statusfältVisa miniatyrbilder av serierVisa streckets riktning med en större grön punkt (start) och en mindre röd punkt (slut).Visa streckfyllningar för detta materialVisa strecklinjer för detta materialVisa ytorVisa systeminställningarna "Nätverk" för att tillåta onlineåtkomstVisa textfilerVisa textobjektVisa textur i fliken TexturVisa textur i visningsfönstretVisa renderingspasset för omgivande ocklusionVisa bakgrundsrenderingVisa det kombinerade renderingspassetVisa renderingspasset Diffuse ColorVisa renderingspasset Diffuse DirectVisa diffus indirekt renderingspassVisa renderingspasset för utsläppVisa överlägget för ansiktsorienteringVisa renderingspasset Glossy ColorVisa Glossy Direct-renderingVisa den glansiga indirekta renderingspassetVisa Mist-renderingpassetVisa överlägget för rörelsebanorVisa normal renderingspassVisa överlägget för lökskalningVisa positionens renderingspassVisa Shadow Catcher-renderingpassetVisa renderingspasset för överföringsfärgVisa direkt renderingspasset för TransmissionVisa överföringen Indirekt renderingspassVisa UV-renderingVisa volym Direkt renderingspassVisa volym Indirekt renderingspassVisa X-axelnVisa Y-axelnVisa Z-axelnVisa namnet på den aktiva kameran i kameravynVisa den aktiva ansiktsuppsättningenVisa det aktiva objektets cache för dynamisk målningVisa det aktiva objektets Rigid Body-cacheVisa det aktiva objektets tygpunkterVisa det aktiva objektets partikelpunktscacheVisa det aktiva objektets simuleringsnoder, cache och bakningsdataVisa det aktiva objektets rökcacheVisa det aktiva objektets softbody-punktcacheVisa tillgångens namn tillsammans med förhandsvisningen. Annars visas endast förhandsvisningen.Visa de tillgångar som för närvarande är tillgängliga i denna Blender-sessionVisa panelen med tillgängliga tilläggVisa de grundläggande byggstenarna och verktygen som medföljer BlenderVisa överlägget för benvalVisa klippavstånden i 3D-vynVisa samlingen i detta visningslagerVisa datablockselektorn i modifierarenVisa datablockselektorn i nodenVisa detaljerna i användargränssnittetVisa endast glödbuffertVisa rutnätets bakgrund och kanterVisa rutnätet över bildenVisa markplanets rutnätVisa inflytandevolymen i 3D-vynVisa panelen med installerade tilläggVisa vänster och höger kameraVisa lägeskolumnen för lägesväxling och aktiveringVisa objektets ursprungscentrumpunkt för alla (valda och icke valda) objektVisa panelen för alternativ för alfatransparensVisa panelen för linjefärgsalternativVisa panelen för alternativ för linjens tjocklekVisa panelen för strokekonstruktionVisa panelen för alternativ för strykningsgeometriVisa panelen för alternativ för stroketexturVisa parallaxkorrigeringsvolymen i 3D-vynVisa genomgångsvyVisa status för cachade bildrutor i tidslinjenVisa stereoskopisk 3D-konvergensplanVisa stereoskopisk 3D-frustumvolymVisa studioljuset i bakgrundenVisa texturen från den aktiva bildtexturnoden med hjälp av de aktiva UV-kartkoordinaterna.Visa de underliggande BVH-noderna som olika färgade ytorVisa den här filenVisa denna bild som bakgrundVisa denna bild framför objekt i visningsfönstretVisa detta objekt istället för partiklarVisa tidpunkten som en tidskod istället för bildrutorVisa spårnamn och statusVisa spårnings- och lösningsverktygVisa transparenta linjer som gräns för fyllningVisa vertikala rutnätlinjerVisa hörnpunkterVisa vertikaler utan vikt i någon gruppVisa hörn utan vikt i den aktiva gruppenVisa synliga hörnhandtag för underhållVisa synliga objektVisa volymerVisa varningsindikatorer när objekt och ben transformeras om automatisk nyckelning är aktiveradVisa vad som finns inuti objektens elementVisa när noder använder namngivna attributVisa medan du drarVisa hela scenen transparentVisa arbetsytans datablockVisa världar, ljus, kameror och högtalareVisa {} inställningarVisa/DöljVisa/dölj ansiktenVisa/dölj kurvdata-blockVisa/dölj punktmolnsdatablockVisa/dölj volymdatablockKrympKrympa ansikte uppsättningKrympningsfaktorKrympningsfaktor maxKrympmaskKrympningshastighetKrymp vertexgruppMinska synlighetenMinska det aktuella urvalet av intilliggande markerade remsorMinska bildrutan till minsta begränsningsrutaMinska platsen till närmaste målytaMinska platsen till närmaste målyta längs en given axelKrymp platsen till närmaste målyta längs de interpolerade vertexnormalerna för målet.Minska platsen till närmaste målpunktKrymp nätet till närmaste målytaKrymp nätet till närmaste målyta längs en given axel.Krymp nätet till närmaste målyta längs de interpolerade vertexnormalerna för målet.Krymp nätet till närmaste målvertexMinska markeringen med en punktMinska synligheten med en yta baserat på nätets topologiModifierare för krympplast för att krympplasta ett objekt till ett målKrympplastmodifierare för att krympa plast och objekt till ett målKrymp/FetaKrymp/Feta: Krymp/Feta: %3fKrymp/Feta: %sKrymp/feta utvalda hörn längs normalerKrympningsfaktorKrympande gruppKrymper ansiktsgränsen med ett ansikte baserat på nätets topologi.KrympplastKrympplastbegränsningKrympplast HårkurvorKrympplastmodifierareKrympplasttypKrympplastar hårböjar till en nätyta underifrån och valfritt ovanifrånBlandaSlutareStäng slutareSlutarkurvaÖppen slutareSlutartypSyskonSidaSida (Y-Z)SidosegmentSidosegmenten måste vara minst 1Sida vid sida till vänsterSida vid sida till högerSida vid sida, nedåtSida vid sida, uppåtSidlängd längs varje axelSidans längd på planet i X-riktningenSidlängden på planet i Y-riktningenSida av bildrutaObjektets sida som ska användas för inriktningSidan av nyckelramarnas Bézier-handtag som påverkarSidan av remsan som ska bytas utSida att väljaSida vid sidaSidomenyInställningar för sidofält och verktygsfältSidorSigmaSigneringslägeTecken på bitangentvektorn för denna vertex för denna yta (måste beräknas i förväg med hjälp av calc_tangents, bitangent = bitangent_sign * cross(normal, tangent))Signerad vinkelSignerat vinkelfältBetydligt snabbare metod som approximerar tangenter interpolerade över ytans hörn med matchande UV-koordinater. För ett värde som faktiskt är tangentiellt till ytan, använd vektorprodukten med normalvektorn.SilhuettSilhuettfiltreringSilhuetter och kantlinjer centreras längs streckgeometrinSilhuetter och kantlinjer ritas inuti streckgeometrin.Silhuetter och kantlinjer ritas utanför streckgeometrin.Silhuetter och kantlinjer förskjuts med ett användardefinierat förhållande.SilkeSilverLiknar Hybrid Multifractal och skapar en heterogen terräng, men med likheter med flodkanaler.Liknar SMPTE (Compact), förutom att decimaldelen av sekunden visas istället för bildrutor.Liksom de flesta moderna fisheye-objektiv tar det hänsyn till sensorns dimensioner.Liknar multifraktalLiknar Principled BSDF-noden men använder speglande arbetsflöde istället för metalliskt, vilket fungerar genom att ange reflektionsfärgen (längs normal). Energin bevaras inte, så resultatet är kanske inte fysiskt korrekt.EnkelEnkla yxorEnkel blandningEnkel deformationEnkel uttryckEnkelt namnEnkel stjärnaEnkel deformationsmodifierare för att tillämpa effekter som vridning och böjningEnkel interpolering mellan intilliggande pixlarEnkelt namn på tillgångens katalog, för felsökning och dataåterställning.Enkla fysikinspirerade mjukgörande effekterEnkel omritningstimer för att testa hastigheten på uppdateringen av gränssnittetEnkel lösare med bra prestanda, utan stöd för överlappande geometriEnkel tidslinjevy med uppspelningskontroller i rubriken, utan kanallista, sidopanel eller sidfot.Enkel deformeringSimpleDeform-modifierareEnklare fotografisk algoritm av ReinhardFörenklaFörenklaFörenkla underordnade partiklarFörenkla F-kurvor och ta bort tomma eller överflödiga kanaler.Förenkla F-kurvor genom att ta bort tätt placerade nyckelrutorFörenkla ritning med fettpennaFörenkla Grease Pencil endast under animeringsuppspelningFörenkla modifierareFörenkla strokFörenkla modifieraren StrokeFörenkla indelningenFörenkla volymerFörenkla geometrin genom att dölja kanterFörenkla nät med fokus på triangelns antalFörenkla valda kurvorFörenkla valda streckFörenkla strykning genom att minska antalet punkterFörenkla strecket genom att slå ihop hörnpunkter som ligger närmare varandra än ett visst avstånd.Förenkla strykningsuppsättningenSimulera en glänsande yta genom att minska grovheten till den angivna faktorn endast för den första ljusreflexionen (diffus). Intervallet [0, 1] motsvarar en minskning på [0 %, 100 %] av den ursprungliga grovheten.Simulera en intern volymstruktur genom att skapa fjädrar som förbinder motsatta sidor av nätet.Simulera en havsytanSimulera distorsion och spridning från kameralinserSimulera vätskor med hög viskositet med hjälp av en speciell lösareSimulera trycket inuti ett slutet tygskyddSimulera mjuka, deformerbara objektSimulera exekveringen av noder över en tidsperiodSimulerade bildrutorSimulerar en FK-deformation med hjälp av ytan under markören som kontroll.Simulerar färgfransar orsakade av kromatisk aberration i linsenSimulerar endast ett specifikt område runt borsten begränsat av en fast radie.Simulerar hela nätetSimulerar det slumpmässiga pixelbruset som produceras av en kamerasensor.Simulering av hav...SimuleringBorsteCacheCanvasDjupförändringUpplösKraftHinderEndast reflektionSkalanvändningTypVågtypSimuleringsområdeSimuleringsbakningskatalogSimuleringsavklingningSimuleringsramens ändeSimuleringsram StartSimuleringsinmatningSimuleringsobjektSimuleringsgränsSimuleringsmetodSimuleringsnoderSimuleringsresultatSimuleringsutgångsnod-IDSimuleringsområdeSimulering startSimuleringsstatusSimuleringszonSimuleringens slutbildrutaSimuleringsfält till färgkartaSimuleringsfält för färgkartläggning på rutnätSimuleringen får inte vara i en loop eller en closure.SimuleringsstartramSimuleringen kommer att utvärderasSimuleringszon stöds inteSyndSinusSinuslägeSingelEnkel pilEnkel axelEnfärgadEnkel bildEnkelpass-anti-aliasingEnskild fastighetEnkel spridningEnkel sidaEnkeltsidigEnstaka värdeEnkel ljudkanalEnkel sida av en likvinklig kubkartaEn enda fil med alla vyerEnkel fil med ett kodat stereoparSingel från TargetEnkel bildfilEnskikt som används för att maskera pixlarEnkel punkt i splinesegment som definierar fjäderEnkelpunkt i spline som används för att definiera maskEnkel precision flytandeEnstaka renderingslager för omrendering (används endast när animering är inaktiverad)Enkel spridningsmodell för himlenEnkel spline som används för att definiera maskens formEnkel stereokamerasystem, justera stereoinställningarna i kamerapanelenEnkelspår med bunt bör väljas för att definiera axelnEnkelelementgeometri för den aktuella iterationen. Observera att det kan vara ganska ineffektivt att dela upp stora geometrier i många små geometrier.Singulärt värde under vilket dämpning tillämpas progressivt (högre värden ger resultat med större stabilitet och mindre reaktivitet)Singulära värdenSinusförskjutningSinusformad avmattning (svagast, nästan linjär men med en lätt krökning)WebbplatsStorlekStorlek 1Storlek 2Storlek AvböjningStorleksfaktorStorlekslägeStorlek TryckStorlek KällaStorlek EnhetStorlek XStorlek YStorlek ZStorlek från radieStorleksmultiplikator som används vid visning av anpassade användargränssnittselement, så att de skalas korrekt på skärmar med olika DPI. Detta värde baseras på operativsystemets DPI-inställningar och Blenders visningsskala.Storlek på rutmönster som indikerar transparenta områdenStorlek på klumpbrusStorlek på derivatkompensation som används för att beräkna normalvärdetStorlek på visningen för tomma objekt i visningsfönstretElementets storlek och användningen av komponenter beror på elementtypen.Storlek på varje kubkartaStorlek på cacheminnet för slutliga renderade bilder i megabyteStorlek på platsberoende ojämnhetStorlek på ny primitivStorlek på packad fil i byteStorlek på partiklar i visningsfönstretStorlek på mönsterområdet för nyskapade spårStorlek på projektionsformen (lämna som 0 för automatisk inställning)Storlek på slumpmässig längd som läggs till i slutet av varje streckStorlek på slumpmässig längd som läggs till i början av varje streckStorlek på slumpmässig ojämnhetStorlek på cacheminnet för råa källbilder i megabyteStorlek på sökområdet för nyskapade spårSolskivans storlekStorlek på texturmappningStorlek på områdets ljus i Y-riktningen för rektangulära formerStorlek på områdets yta, storlek i X-riktningen för rektangulära formerStorlek på förhandsgranskningsminiatyrerna för tillgången i pixlarStorleken på oskärpan längs X-axelnStorlek på oskärpan längs Y-axelnStorlek på kamerasensornStorlek på kuben som ska projiceras påEffektens storlekStorleken på fyllningen mellan tegelstenarna (kallas "murbruk"). 0 betyder ingen murbruk.Storlek på teckensnittet som används vid återgivning av stämpeltextStorleken på irradianspoolen. En större pool möjliggör fler irradiansrutnät i scenen, men kanske inte får plats i GPU-minnet och minskar prestandan.Marginalens storlek som en del av UVStorleken på utfyllnaden runt varje redigerare.Storleken på sökfönstret som används för att identifiera kanter. En större sökstorlek motsvarar mindre brus och kanter av högre kvalitet, inte nödvändigtvis större kanter. Kanttolerans kan användas för att utöka storleken på kanterna.Storleken på skuggkartan som tillämpas på varje irradiansprovStorleken på skuggpoolen. En större pool gör det möjligt att ha fler skuggor i scenen, men kanske inte får plats i GPU-minnet.Storlek på simuleringsdomänen (i meter) och på den genererade geometrin (i BU)Textens storlekTurbulensens storlekStorlek på voxelrutnätets celler för interaktionseffekterStorleken på voxeln i objektutrymmet som används för volymutvärdering. Lägre värden bevarar finare detaljer.Storlek för att fånga bilden för återprojektionStorlek:Storlek: {:s}Storlek: {}Storlek: {} ({} byte)Storlekarna måste vara större än noll.Skisser för detta lager på olika bildrutorSkissartadSketchy kedjning med flera beröringarHudHudmodifierareÄndra storlek på skärmenHudrotHud VertexHudens hörnpunkterHudljusHudskuggaSkinningHoppa överHoppa över DeprimeradHoppa över låsta eller tystade kanalerHoppa över POTHoppa över generering av POT-filHoppa över förinställningHoppa över SparaHoppa över segmentHoppa över beräkning av anpassade normaler och ytkanalnormaler för visning av nät i visningsfönstretHoppa över visning av indelade kanter i interiörenHoppa över ritning/rendering av indelade kanter i interiörenHoppa över skrovstrianglar som täcks av en befintlig ytaHoppa över objektet från att visas i listanHoppa över %d låsta formnycklarHoppade över %d av %d ö(ar), geometrin var för komplicerad för att hitta en matchningRedigering av biblioteksobjektdata hoppades överHoppa över vissa samlingar på grund av upptäckt cykelVersionshanteringsmaterial för objektet '%s' hoppades över eftersom '%s' redan hade konverterats. Manuell åtgärd kan krävas!Hoppa över '{:s}', inte ett nätHoppar över '{:s}', antalet hörn skiljer sig åtHoppa över befintlig bildruta "%s"Objektet '%s' har hoppats över, data '%s' har redan bearbetats med ett tidigare objekt.Objektet '%s' kan inte hoppas över, länkade eller överskrivna data '%s' kan inte ändras.Hoppar över sökvägen i nyckelsatsen, eftersom den inte har något ID (KS = '%s', sökväg = '%s[%d]')HimmelHimmelstrukturHimmelstypPlattaSkivaSkiva per voxelSkiva strängSkär längs X-axelnSkär längs Y-axelnSkär längs Z-axelnSkär till nytt objektSkär ut färgmasken från nätetBildGlidriktningGlidfjäderSkjut in ny punktSkjutmålarens kurvpunktBildpunktDra en punkt på splinen för att definiera dess krökning.Skjut in en sekvensremsa i tidSkjut en vertex längs ett nätSkjut en kantloop längs ett nätAnimerad bildspel startar vid bildruta 0SkjutreglageMarkera områden med bildspelMarkera områden med glidplanSkjutreglageSkjutreglage MaxSkjutreglage MinSlider-widgets färgerSkjutverktygLättSlip-nyckelrutorSlip Offset: Bildrutor: %dSlip Offset: Bildrutor: %d Ljudförskjutning: %.3fSlip Offset: Bildrutor: %sPlacera remsor under muspekaren istället för alla markerade remsorSkjut in innehållet i valda remsorLutningPlatsPlats %dSlot VisningsnamnSpelautomatens handtagSlotidentifierareSlottypSlot kan inte vara IngenSlot har en giltig bild och UV-kartaSlot för åtgärden som ska användas för åtgärdsbegränsningarnaSlot som innehåller information om texturmålningPlats {:d}SpelautomaterSlovakiska - SlovenčinaSlovensk - SlovenščinaLångsamLångsam Python-uttryckLångsammare kartläggning som ger bättre deformation för B-Bones som är kraftigt böjda i viloposition.Långsammare lösare med bästa resultat för koplanära ytorLångsammasteLitenSmå kapitalSkala för små bokstäverMindreMindre heltal med ett intervall från -128 till 127Mindre värden ger en högre upplösningLägre värden ger bättre prestanda men kan minska volymen.Minsta vågMinsta till störstaSmartSmart UV-projektSmearSmear-vikt i aktiv vertexgruppRökRök & EldRökfärgRökdomänenRökdomänmaterialRökgridsupplösningRökstilInställningar för rök kollisionRökfärgskalaRökdensitetsrutnätRökflamgallerRökvärmegallerRök temperatur grid, intervall 0 till 1 representerar 0 till 1000KRökhastighetsrutnätJämnJämn korrigerandeJämna ändpunkterSmidiga ändarJämn F-modifierareSmidig F1SmidighetsfaktorJämn geometriJämna streck med fettpennaSmidiga gruppbitflaggorJämna grupperJämna hårkurvorJämn Hermite-kantinterpolering mellan värdena Från min och Från maxJämna iterationerJämn LaplacianSlät maskJämn maximal lägeJämn minimilägeJämn modifierareJämna normalerJämn radieJämn kvotJämn skuggningSmidigt stegJämn dragningJämn strykningsfaktorJämn slaglängdJämn toleransSmidig typSmidig visningSlät trådJämn X-axelJämn Y-axelJämn Z-axelJämna ut längs X-axelnJämna ut längs Y-axelnJämn längs Z-axelnJämna ut en F-kurva samtidigt som kurvans allmänna form bibehållsJämna ut områden i en bild där brus är märkbart, medan komplexa områden lämnas orörda.Jämna ut ojämna kanterJämna kanter, men hörnen är skarpaJämna kanter, inklusive hörnSmooth av AngleJämna färgerJämna färger över hörnpunkterJämn komplex geometri runt grenarJämna sammankopplade delar av en geometriJämn kurva med hjälp av Gaussisk utjämningJämna anpassade normaler baserade på angränsande vertexnormalerJämn effektfaktorJämn effektmodifierareJämna slut på streckJämn avklingningJämn avklingning tillagd efter fast radieSlät hårJämn ljusintensitet nära ljuskällor. Detta kan undviga hårda högdagrar och minska det globala belysningsbruset. 0,0 motsvarar ingen utjämning; högre värden ger mer utjämning.Jämn interpolering mellan A och B, med viss kontroll över kurvans formJämna iterationer tillämpas efter beräkning av posfaktorn för varje vertexJämna iterationer tillämpade på det extraherade nätetJämna ut ojämna kanter i användargränssnittets textSlät nätvävJämna ut objekt längs X-axelnJämna ut objekt längs Y-axelnJämna ut objekt längs Z-axelnJämna endast ut valda punkter i strecketJämna ut färgerna med den genomsnittliga färgen under penselnJämna ut färgerna på intilliggande streckpunkterJämn förinställningJämn rullning för att göra redigerbara filer synligaJämna valda streckJämna streckpunkterJämna ut kurvan med hjälp av ett Gaussiskt filterJämna ut detaljerna, men behåll den övergripande formenJämna ut kanterna på alla ansiktsdelarJämna ut belysningen från denna lampaJämna ut nätet genom att platta till vinklarna mellan intilliggande ytor.Jämna ut nätet samtidigt som volymen bevarasJämna ut ytans normaler eller fasade kurvorJämna ut ytanJämna ut ytan på nätet och bevara volymen.Jämna ut vikterna för den aktiva vertexgruppenJämna vikter för valda hörnUtjämnad interpolering av hög kvalitet, men långsammareUtjämnad version av F1. Viktad summa av närliggande voronoiceller.Jämna ut NegJämna ut PosJämnare Hermite-kantinterpolering mellan värdena Från min och Från maxJämnare stegJämnare interpolering av irradians men med lätt blödningJämnar ut hårets formUtjämningUtjämningsgrupperUtjämnande positivUtjämningsstegModifierare för utjämnande effektUtjämningsfaktorUtjämningsiteration för tangenterJämna ut varje slags slumpmässiga värdeJämnhetJämnhetsfaktorJämn övergång mellan mörka och ljusa områdenJämnar ut streckens kanterJämnar ut ytan och volymenJämnar ut ytan på nätet och bevarar volymenSmudgeSmudge-styrkaSudda ut färger genom att dra och släppa demSmudge-effektens styrkaFästFäst 3D-markören på det aktiva objektetFäst 3D-markören i mitten av det/de valda objektet/objektenFäst 3D-markören till närmaste rutnätindelningFäst 3D-markören till världens ursprungSnapvinkelSnap-basFäst aktuell bildruta på remsorSnapavståndSnap-elementSnap-inkrementSnap InvertSnapöarnaSnap-lägeSnap Node under transformeringSnap-paketinstallationSnap Peel-objektSnap SideSnap-målFästmål för enskilda elementFäst vidSnabb svängSnap Turn-tröskelvärdeSnap UV-elementSnap UV under omvandlingSnap-hörnFäst aktivt på måletKnäpp vid mittpunktenKnipsa genom att projicera på ansiktenFäst närmaste punkt på måletFäst aktuell bildruta till början eller slutet av remsanFäst markören i mitten av valda punkterFäst markören på måltypenKnäpp under omvandlingKoppla ihop öar (i kantstygnsläge roteras även öarna)Fäst medianen på måletFäst mittpunkter till axelns centrumKlicka endast på objekt som kan väljasFånga endast den källa som ursprungligen var närmast (endast "Närmaste ansikte")Klicka på AktivKlicka på RedigeradKlicka på Icke redigeradKlicka på Endast valbartFäst endast på sig själv om funktionen är aktiverad (endast i redigeringsläge)Fäst på inaktiva objekt i redigeringsläge (endast redigeringsläge)Fäst på objekt som inte är i redigeringsläge (endast redigeringsläge)Fäst spelhuvudet vid skrubbningFäst scenramen i stegFäst valda UV-hörn till måltypFäst valda objekt till 3D-markörenFäst valda objekt till det aktiva objektetFäst valda objekt till musens positionFäst valda objekt till närmaste rutnätindelningFäst valda nyckelrutor till valda tidpunkter/värdenFäst valda nyckelrutor till den aktuella rutanFäst valda nyckelrutor till närmaste (hela) ruta (används för att korrigera oavsiktliga förskjutningar av delrutor)Fäst valda nyckelrutor till närmaste markörFäst valda nyckelrutor till närmaste sekundFäst valda nyckelrutor till angivna tidpunkterFäst valda punkter till närmaste rutnätspunkterFäst valda punkter/streck till markörenKnäppremsor under omvandlingFäst remsorna till den aktuella bildrutan med den aktiva remsan som förankring och muspekaren i förhållande till uppspelningshuvudet för att bestämma vilken sida av uppspelningshuvudet som remsan ska fästas vid.Vik handtaget till 45 grader.Fäst roten av varje kurva till närmaste ytpunkt.Fäst vidFäst vid elementFäst vid samma målFäst på remsorFäst vid ytaFäst vid all geometriFäst vid alla punkterFäst vid kanter och ursprung för avmarkerade, synliga remsorFäst vid aktuell bildrutaFäst vid kanterFäst vid första och sista punkten och interpoleraFäst vid första punktenFäst vid bildrutaFäst vid bildrutestegFäst vid fulla värdenFäst vid rutnätetFäst för att öka, fäst(A,B)Fäst vid stegFäst vid rutnätets stegFäst vid nyckelrutorFäst vid markörerFäst vid närmaste markörFäst vid närmaste punkt på ytorFäst för att förhandsgranska kanterFäst vid förhandsgranskningscentrumFäst vid förhandsgranskning eller scenens start- och slutbildrutaFäst vid omtimningsknapparFäst vid andra stegFäst till sekunderFäst i mitten av kanternaFäst i mitten av ytornaFäst vid närmaste punkt på en kantFäst vid underliggande remsans innehålls början och slut i fall där remsans längd sträcker sig utanför detta intervall, vilket ger hållpunkter.Fäst vid hörnpunkterFäst vid volymFäst transformationscentret på måletJustera värden till närmaste rutnätsteg, t.ex. för en stop-motion-effektFäst vertexpar till deras speglade positionerSnappingSnappningsavståndSnaps FK-lem på IKFäster FK-lem på IK-lem vid aktuell bildrutaSnaps IK-gaffel på FKFäster IK-lem på FK-lem vid aktuell bildrutaSobelSobol-BurleySockelSockelidentifierareSockelvalSockelmallSockeltypSockeltyp NamnSockeln kan fungera med olika typer av strukturerSockelbeskrivningSocket förväntar sig ett fältSocket förväntar sig ett rutnätSocket förväntar sig en listaSocket förväntar sig ett enda värdeSockeln ritas som en interaktiv ikon i nodredigeraren.Sockeln är gråmarkerad eftersom den har upptäckts inte ha någon effekt på utgången.Sockeln väljs i gränssnittetSockellänkarna expanderas i användargränssnittetUttaget måste finnas i en panelSockelnamnSockelformSockel som ska inkluderas i den tillagda gruppen ingång/utgångsnodVerktygstips för uttagSockel_2Sockel_3MjukMjuk kroppMjuk kroppsmodifierareMjuk kroppsplasticitetMjuk kroppspunktscacheInställningar för mjuk kroppMjuk avtagningMjukt ljusMjukt ljuslägeMjuka gränserMjuk MaxMjuk MinModifierare för mjuk kroppssimuleringInställningar för mjuk kroppssimulering för ett objektMjuk kroppMjuk kropp och tygMjuk kropp, målviktMjukgöraMjukna upp detaljer längs axlarnaMjukhetSolidFast ljusFasta lamporFast radieSolidifieraSolidify-modifierareSoloSolo AktivSolo Aktiv formnyckelLösLös kamerarörelser från spårLös fel: {:.2f} pxLösareLösarens iterationerLösningsalternativLösningsresultatSolver kräver ett manifoldnätLösningLöser kamera...Val av lösningsmetod: automatisk dämpning eller manuell dämpningVissa anslutningar har gått förlorade på grund av olika antal utgångskontakter.Vissa kurvor kunde inte konverteras eftersom de inte var kopplade till ytan.Vissa data kunde inte rekonstrueras (se konsolen för mer information)Vissa bildrutor hoppades över under bakning/sparning av cacheminnet.Vissa strängar har korrigerats. Glöm inte att spara .blend-filen för att behålla ändringarna.SorteraSortera alfabetisktSortera efterSortera efter:Sortera barn efter namnSortera datablockSortera elementSortera indexSorteringsnyckelSorteringsordningSortera palettfärgerSorteringstypSortera viktSortera efter senasteSortera efter namnSortera efter krökt 2D-längd (längre linjer ligger ovanpå kortare linjer)Sortera efter avstånd från kameran (närmare linjer ligger ovanpå längre linjer)Sortera efter det projicerade X-värdet i bildkoordinatsystemetSortera efter det projicerade Y-värdet i bildkoordinatsystemetSortera kanaler efter genomsnittligt reprojiceringsfel för spår efter lösningSortera kanaler efter första bildnummerSortera kanaler efter senaste bildnummerSortera kanaler efter längsta spårade segmentSortera kanaler efter totalt antal spårade segmentSortera kanaler efter namnSortera filer efter ändringstidSortera filer efter storlekSortera öarna från största till minstaSortera öarna från minsta till störstaSortera objekt alfabetisktSortera objekt efter namnSortera objekt i fallande ordning, från högsta till lägsta värdeSortera valda element från längst bort till närmast i aktuell vySortera valda element från vänster till höger i aktuell vySortera valda element från närmast till längst bort från 3D-markörenSortera valda ytor från minsta till största materialindexSortera tillgångslistan alfabetisktSortera tillgångslistan så att tillgångar i samma katalog hålls tillsammans. Inom en enskild katalog sorteras tillgångarna efter namn. Katalogerna är ordnade efter den platta kataloghierarkin.Sortera barnen för varje ben i alfabetisk ordning.Sortera fillistan alfabetisktSortera fillistan efter filändelse/typSortera de senast sökta artiklarna högst uppSorteringstypSortera vertexgrupperSorteringLjudStäng av ljudetNyPanoreraTonhöjdLjudförskjutningStripvolymVolymLjudfilerLjudnamnLjudnoduttagLjudnoduttaggränssnittLjudremsaLjudremsorLjudremsor valdaLjuddatablocknamn att packa uppLjuddatablock som refererar till en extern eller packad ljudfilLjuddatablock som används av denna högtalareLjuddatablock som används av denna remsaLjuddatablockLjudet kan inte redigerasLjudet är inte komprimeratLjudprovfil som används av detta ljuddatablockLjuduttag för en nodLjudremsaLjudspårLjudLjudkatalogKällaKällkanalKälla KlonbildKälla Klona platsKälla Klona UV-kartaKällsamlingKällbildVal av källagerKällbibliotekKällbibliotekKällförteckningKällista RegioninställningarKällobjektKällpositionKällrotKälluttag!KällträdKälltypKälla: Vertex GroupKälla och destination för symmetrize-operatornKäll- och målnät har inte samma antal kanter, därför kan inte topologikartläggning användas i detta fall.Käll- och målnät har inte samma antal hörn, därför kan inte topologikartläggning användas i detta fall.Käll- och målmesharna har inte samma antal ytor, därför kan inte 'Topology'-mappning användas i detta fall.Käll- och målnät har inte samma antal hörn, därför kan inte topologikartläggning användas i detta fall.KällfärgKällelementen måste befinna sig närmare än angivet avstånd från destination ett.Källfilen finns i tilläggets sökväg: {!r}Källbibliotek från vilket detta arkiv med packade ID:n genereradesKällbibliotek: {} {}Källans platsKällnätet har inga kanter, ingen av "Edge"-mappningarna kan användas i detta fall.Källnätet har inga ytor, ingen av "Face"-mappningarna kan användas i detta fall.Källa för ingångsvärden för drivrutinsvariablerKälla till etikettens namnKälla till slumpmässighetKälla för reflektionsstrålens riktningarKälla till nätet som används för att skapa kollisionsformenKäll- eller målnät har inga kanter och kan inte överföra kantdata.Käll- eller målnät har inga ytor och kan inte överföra hörndata.Käll- eller målnät har inga ytor och kan inte överföra ytdata.Käll- eller målnät har inga hörnpunkter och kan inte överföra hörnpunktsdata.Källa för att välja duk frånKällor till indata för utvärdering av denna variabelSöderSydöstSydvästRymdenRymdklipsredigerareRymdkonsolRedigerare för Space Dope SheetRymdfilsbläddrarenRymdgrafredigerareRymdbildredigerareRymdinformationRymdmatrisSpace Nla EditorRymdnodredigerareRymdutkastareRymdpreferenserRymdsekvensredigerareRymdberäkningsbladRymdtextredigerareRymdtypUV-redigerare för rymdenFördela alla UV-strålar jämntAvstånd mellan öarnaUtrymme som för närvarande visas i detta områdeRymddata för ett skärmområdeRymddatatypRymdkladdar enligt ytans orientering istället för skärmutrymmeUtrymme för projektionsaxelnUtrymme där transformationer användsUtrymme för inmatningshöjdUtrymme för ingångsnormenUtrymme som ägaren utvärderas iUtrymme som målet utvärderas iUtrymme att konvertera frånUtrymme att konvertera tillUtrymme för kopiering av nätdataRymdtransformation för kopiering från ett objekt till ett annatMellanslagstangentMellanslagstangentens funktionUtrymmenUtrymmen som ingår i detta område, varav det första är det aktiva utrymmet (OBS: Användbart till exempel för att återställa ett tidigare använt 3D-vyutrymme i ett visst område för att få den gamla vyorienteringen).AvståndAvstånd längs med slagetAvståndAvståndstryckAvstånd innan penselgradienten går full cirkelAvstånd mellan penseldrag som procentandel av penselns diameterAvstånd mellan teckenAvstånd mellan rutnätpunkterAvstånd mellan ordAvstånd för texturer längs streckets längdAvstånd: {:g}SpännviddSpanska - EspañolGles bindningRumsligt brusRumslig återanvändningRumslig storlekSpawna partiklar från formenTalareNyVolym MinHögtalardatablock för 3D-ljudhögtalareHögtalardatablockTalareHögtalareSpecialteckenAnger energiabsorption per längdenhet när ljus passerar genom håret. Ett högre värde ger en mörkare färg.Anger hur mycket skarpa hörn ska rundas av.Anger hur rund bokeh är, maximal rundhet ger en cirkulär bokeh.Anger hur benet ärver skalning från det överordnade benet.Anger hur limbenet är riggat till kontrollen vid benhuvudets placering.Anger om tonmappningen ska utföras på hela bilden eller per pixel. 0 betyder hela bilden, 1 betyder per pixel och värden däremellan är en blandning av båda.Anger om tonmappningen ska utföras på luminansen eller på varje kanal separat. 0 betyder att luminansen används, 1 betyder att det är per kanal och värden däremellan blandar mellan båda.Anger mikrofaceternas grovhet för den diffusa basen (0,0 är perfekt lambertisk reflektion, 1,0 är helt grov).Anger ytans mikrofacettruhet för spegelreflektion och transmission (0,0 är en perfekt spegelreflektion, 1,0 är helt grov).Anger graden av färgförskjutning. 1 betyder maximal förskjutning mot blått, medan -1 betyder maximal förskjutning mot rött.Anger den ingångsnod som används av den skapade zonen.Anger gränskanalens gränskraftAnger den luminans vid vilken bildens mellantoner slutar och högdagrarna börjar.Anger den luminans vid vilken bildens mellantoner börjar och skuggorna slutar.Anger den utgångsnod som används av den skapade zonen.Anger storleken på den katadioptriska irisen, noll betyder ingen iris.Anger hur jämn nyckelskärmen ska vara.Anger spridningsstyrkan för varje färgkanalAnger styrkan på despillAnger tröskelvärdet eller känsligheten för kanter. Om du sänker detta värde kommer du att kunna upptäcka fler kanter på bekostnad av prestandan.Anger värdet för alternativet Lokal placering för IK-kontroller, som avgör om placeringskanalerna ska anpassas efter den lokala kontrollorienteringen eller världsorienteringen.Anger vikt för slät jämfört med original normalAnger om den nyupptäckta geometrin ska väljas.Ange ett anpassat värde för meter per enhet för scenenAnge en anpassad storlekAnge ett villkor för val av kantfunktion baserat på ytmarkeringarAnge en logisk kombination av urvalsvillkor för egenskapskanttyperAnge ett nytt samplingsvärde som bestämmer upplösningen för streckpolylinjer.Ange en sökväg där de bakade uppgifterna ska lagras manuellt.Ange en exakt andel av den slutliga UV-effektenAnge om egenskapskanter som tillhör en samling objekt ska inkluderas eller exkluderas.Ange om egenskapskanter som valts ut efter kanttyp ska inkluderas eller exkluderas.Ange om egenskapskanter som valts med ytmarkeringar ska inkluderas eller exkluderas.Ange objektivets brännvidd i millimeterAnge hur befintliga transformationer och åtgärdskanaler kombinerasAnge hur kopierade och befintliga rotationer ska kombinerasAnge hur de kopierade och befintliga transformationerna ska kombinerasAnge hur modifierarvärdet blandas in i basvärdetAnge hur den nya platsen ska kombineras med originaletAnge hur den nya rotationen ska kombineras med originaletAnge hur den nya skalan ska kombineras med originaletAnge orientering och skala istället för att använda inbäddade data i FBX-filen.Ange källa för rutnätets formAnge målantalet ytor i förhållande till det aktuella nätetAnge det ungefärliga antalet voxlar längs diagonalen.Ange avståndet mellan hörnpunkternaAnge linsen som synfältets vinkelAnge linjens start- och slutpunkterAnge antalet kopior för varje kurva separatAnge avståndet mellan två hörnAnge det totala antalet hörnAnge vilken typ av rotationskanaler som ska användasAnge voxelns sidlängdAnge enhetens linjetjocklek i pixlarAnge volymdatans precision. Lägre värden minskar minnesförbrukningen på bekostnad av detaljer.Ange volymdensitet och stegstorlek i objekt- eller världsutrymmetAnge volymstegstorlek och densitet i världsrummetAnge vilka element som ska användas för instansering. (Flyttalvärden resulterar i ett slumpmässigt val)Ange vilket materialattribut som användsAnge vilka delar av posen som ska skrivas överSpektrumSpektrum att användaSpeglandeSpeglande BSDFSpeglande färgSpeglande färg BlåSpeglande färg GrönSpeglande färg RödSpegelfaktorSpegelhårdhetSpeglande höjdpunkterSpeglande IOR-nivåSpeglande belysningMaterialets spegelfärgSpegelreflektionsmultiplikatorHastighetHastighetskontrollHastighetsfaktorHastighetsinterpolering 0Hastighetsinterpolering 1HastighetsmultiplikatorHastighetsrampHastighetsvektorerHastighetsregleringsmetodHastighetsfaktor för när du tittar runt, höga värden innebär snabbare musrörelserLjudets hastighetLjudets hastighet för beräkning av DopplereffektenBrännreaktionens hastighet (högre värde ger mindre lågor)Vågens hastighet, mot startpunkten när den är negativSpeedControl-remsaStavningscacheSfärSfärradieSfärvalSfärradie för beräkning av krökningarSfärer UpplösningSfäriskSfärisk avklingningSfärisk sondSfärisk stereoSfärisk kamera för omgivningskartor, även känd som Lat Long-panoramaSfärisk avklingningSfäriskt kraftfält baserat på partiklarnas laddning påverkar endast andra laddningskraftfält.SfäriseraSfärisera styrkaSpillstyrkaSpiralSpiralformad kraft som vrider kraftobjektets lokala Z-axelSplashStartskärmSplineSpline Bézier-punkterAntal splinesSpline IKSpline IK-begränsningSplineindexSpline-längdSpline-längd-nodSplineparameterSpline-parameternodSplinepunktantalSplinepunkterSplineupplösningSpline stängs vid frigörande om den inte drasSplinepunkt utan handtagSplintypSpline:SplinesDeladDelad vinkelDela animering efter objektDela upp BVH-primitiv efter detta antal tidssteg för att påskynda renderningstiden på bekostnad av minne.Dela upp efter gruppDela efter objektDelad instrumentpanel 1Delad instrumentpanel 2Delad instrumentpanel 3Delade kanterDelade kanter och ytorDelat ögonlock Följ skjutreglagetDelat mellanrum 1Delat mellanrum 2Delat mellanrum 3Delad impulsDelningslängdDelade linjerDelade materialDelat mönsterDelad toningDela upp en 4x4-matris i dess enskilda värdenDela upp ett paket i flera socklar.Dela upp en färg i dess enskilda komponenter med hjälp av flera modellerDela upp en färg i separata kanaler, baserat på en viss färgmodellDela upp en yta i en fläktDela upp en geometri i separata utdata för varje typ av data i geometrin.Dela upp en geometri i två geometriutdata baserat på ett valDela upp en transformationsmatris i en translationsvektor, en rotation och en skalvektorDela upp en vektor i dess X-, Y- och Z-komponenterDela upp alla punkter i kurvan efter grupp-ID och ordna om efter vikt.Dela upp en bild i dess sammansatta färgkanalerDela och kopieraDela och sammanfoga redigerare genom att dra från hörnenDela vid markörens position istället för aktuell bildrutaDela upp sammanfogade ytor vid kanternaDela upp bakade kartor per material och använd materialnamnet i utdatafilen (endast externt)Dela kedjor vid punkter med vinklar större än den maximala 2D-vinkelnDela kedjor vid punkter med vinklar som är mindre än den minsta 2D-vinkelnDelade kanalerDela konkava ytor genom att koppla samman hörnpunkter för att göra dem konvexa.Dela anpassade normaler för valda hörnDelade kanter som är markerade som vassaDelade kanter med stor vinkel mellan ytornaDela externa bilder per material (endast externt)Dela ytor längs valda kanterDela ytor och kanter som är kopplade till valda hörnpunkterDela multicam-remsa och välj kameraDela icke-planära ytor som överskrider vinkelgränsenDela av ytans hörn istället för att slå samman ytorDela av hörn på ytan för att behålla omgivande geometriDela upp valda ben från anslutna icke valda benDela upp vald geometri från ansluten icke vald geometriDela upp valda punkter från anslutna icke valda punkterDela upp det markerade området i kamera-, fram-, höger- och toppvyDela upp valt område i nya fönsterDela valda kanter så att varje angränsande yta får sin egen kopiaDela valda punkterDela valda punkter till en ny streckDela valda remsor på mittenDela kurvan tills toleransen uppfylls (snabbt)Dela upp ytorna i mindre delar för att få ett jämnare utseende.Dela polygonerna med en algoritm för öronklippningDela fyrkanterna längs deras längsta diagonalDela fyrkanterna längs deras kortaste diagonalDela upp fyrkanterna i fina trianglar, långsammare metodDela fyrkanterna på den andra och fjärde hörnpunktenDela fyrkanterna på den första och tredje hörnpunktenDela den valda punkten till en ny streckningDela de valda remsorna i två delarDela upp i instanserDela/dockaDelar upp guider i separata grupper. Nya kurvor interpolerar befintliga kurvor från en enda grupp.Delar upp elementen i ingångsgeometrin i grupper som kan samplas individuellt.Delar upp ytorna i ingångsnätet i grupper som kan samplas individuellt.DelningSpotblandningSpotblandning: %.2fSpotlightSpraySpray + BubblorSpray + SkumSpray + Skum + BubblorSpraykartaSpray- och bubbelpartiklar sparas i samma partikelsystem.Spray- och skumpartiklar sparas i samma partikelsystem.SpridningSpridningslängdSpridningshastighetSpridningsavstånd för inre geringsbågarKalkylbladKalkylblads kolumnKalkylblads kolumn-IDKalkylbladsredigerareKalkylbladsradfilterKalkylbladstabellKalkylbladstabell-IDKalkylbladstabellerSpreadsheet-utrymmesdataVårVårkraftFjäderramarFjäderlängdFjädertypSpring Vertex GroupFjäderkraftFjäderkraft som drar tillbaka vattennivån till nollFjäderimplementering som används i Blender 2.7. Dämpningen är begränsad till 1,0.Fjäderns vilolängd (faktor för partikelradie)Fjäderns vilolängd är en faktor av 2 * partikelstorlekFjädrarSprite-tröskelvärdeTorgKvadrat (HS + V)Kvadrat (HV + S)Kvadrat (SV + H)KvadratcentimeterKvadratiska kedjorKvadratdecenimeterKvadratdekameterKvadratfotKvadratfurlongsKvadrathektometerKvadrattumKvadratkilometerKvadratmeterKvadratmikrometerKvadratmilKvadratmillimeterKvadratrotKvadratrotslägeKvadratisk ThouKvadratisk tröskelKvadratmeterFyrkantig mössa (platt och förlängd)Endast kvadrat: alla värden med en absolut amplitud som är lägre än det resulterar i 0Kvadratroten av AKvadrat med inre punktKvadraterSquashTryck & sträckSquashbeloppSquashfrekvensKrossa var N:te radSqueeze-värde (äldre version)Pressad bildrutaStabviktStabiliseringStabilisera 2DStabilisera 2D-klippStabilisera centrumStabilisera normaltStabilisera rotationStabilisera skalaStabilisera strokeStabilisera upptäckt rotation runt bildrutans centrumStabilisera filmmaterial med hjälp av inställningar för 2D-stabilisering och rörelsespårningStabilisatorns slaglängdsfaktorStabilisatorns slaglängdStaplade ovanpå varandraStaplade nedanförStämpelkameraStämplingsdatumStämpel FilnamnStämpelramStämpla värdnamnStämpeletiketterStämpelobjektivStämpelmarkörStämpelnotStämpeltextStämpelutmatningStämpel Peak MemoryStämpelrenderingstidStämpel ScenStämpelsekvensremsaStämpel tidStandardStandardavvikelseStandardövergångar mellan nyckelrutorStanford PLY (.ply)StjärnaStartStart- och slutmappningStart (Faktor)Start (Längd)StartvinkelStartpilstilBörja vid aktuell bildrutaStartkåpaStart avaktiveradStarta brusreduceringStartfaktorStartbildrutaStartbildruta (manipulerad från användargränssnittet)Startbildruta (råvärde)Startbildruta (när Begränsa bildruteområde är aktiverat)Start HandtagStart Handtag EnkelhetStart Handtag SkalaStartplatsBörja kartläggningstypStartförskjutningStartpositionStartpositionsobjektStartposition XStartposition YStartradieStarta provStartstorlekStarta VR-sessionStartpunkterStart- och slutramen får inte vara samma!Startavstånd för den volymetriska effektenBörja redigera katalogfältetBörja skriva in filtertextBörja skriva in filtertext för den aktuella datamängdenBörja skriva in filtertext för listan i fokusBörja skriva in text som filtrerar de visade kanalerna så att endast de med matchande namn visas.Startbildruta fastklämd till giltigt renderingsområdeStartbildruta som visas i sekvensredigeraren efter att förskjutningar har tillämpats. Att ställa in detta motsvarar att flytta handtaget, inte den faktiska startramen.Startbildruta för bakningStartramen är större än slutramenStartbildruta för NLA-remsan. Obs! Om du ändrar det här värdet uppdateras även värdet för remsans slutbildruta. Om endast startramen ska ändras, se istället egenskapen "frame_start".Effektens startbildrutaStartbildruta för exporten, använd standardvärdet för att ta startramen för den aktuella scenenStartbildruta för havsbakningStartbildruta för remsanBörja på bildrutaStarta placeringen med en punkt som projiceras på orienteringsaxeln vid 3D-markörens position.Börja placeringen med en punkt som projiceras på vyplanet vid 3D-markörens position.Börja placera på ytan med 3D-markörens position som reserv.Börja placera mittpositionenBörja placera kantpositionenStartpunktBörja söka i textenStarta transformeringsoperatören efter att noden har infogatsStart/SlutStartStartmusBågens startvinkelDimmaens startavstånd, mätt från kameranStartbildruta för animeringenStartbildruta för intervall av banor som ska visas/beräknas (gäller inte för "Around Frame"-metoden för onion-skinning)Startbildruta för det lagrade intervalletStartbildruta för exportStarttid för bananBörjar medStartfil sparadStatStatens färgerStat AnnatStatus för alla paneler som definieras av nodgruppenLjusförbindelsens tillståndStatus för den andra användarens sökväg för tvåhandsåtgärderLäget för skuggkopplingStatisk lösare som körs i realtid och ignorerar åtgärder och icke-IK-begränsningarStateless solver-beräkning av position utifrån aktuell åtgärd och icke-IK-begränsningarStatisk BVHStatisk öStatisk typStatistisk vy av färgnivåerna i en bildStatistikStatus förStatusfältStatusflaggorStatus för lösarens iterationStatus:StålSchablonStencilfärgStencilens måttStencilbildStencilskiktStencilmaskStencilmaskens opacitetStencilens positionStencilfärg i visningsfönstretStegStegräknareStegfrekvensStegfrekvensrenderingStegstorlekStegstorlek BlixtStegstorlek MinSteg mellan genererade bildrutorStegstorlek vid raymarching-volymStegstorlek vid raymarching-volym för belysningsberäkningSteg genom animering efter positionStegvis interpolering F-modifierareStegvis linjärStegvis linjär interpolering mellan värdena Från min och Från maxStegSteg MinSteg VisningsvyStereoStereo 3DStereo 3D-skärmStereo 3D-formatStereo 3D-läge kräver att fönstret är i helskärmsläge.StereoögaStereo FXStereo LFEStereolägeStereoutgångStereoljudkanalerStereo med LFE-kanalStereoskopiStereoskopiinställningar för ett kameradatablockStickHåll slag till andra slagFäst slaget på ytornaHåll dig till bildenHåll dig till utsiktenKlibbighetFast val-lägeVal av klibbiga hörn inaktiveratStela lårmusklerStyv viskositetStel viskositet är en faktor av normal viskositetStyvhetStyvhet XStyvhet definierar hur mycket av elementet som ska fyllasStyvhet på X-axelnStyvhet på X-rotationsaxelnStyvhet på Y-axelnStyvhet på Y-rotationsaxelnStyvhet på Z-axelnStyvhet på Z-rotationsaxelnFortfarandeStitch Förhandsgranskning Aktiv öFörhandsgranska sömkantStygnförhandsgranskning AnsikteStygnförhandsgranskning StygnbartFörhandsgranska sömmar som inte kan sys uppStygnförhandsgranskning VertexSy UV-strålar inom ett angivet avståndSy valda UV-hörn efter närhetSömmar fungerar endast med färre än %i objekt markerade (%i markerat)StenSten (krossad)StenarStoppAvsluta VR-sessionStoppa uppspelning av animationAvbryt val av gräns vid n-hörningarStoppa gränsval vid hörn med mer än tre kanterStoppa gränsvalet vid hörnpunkter med två kanter när de delar en yta som inte är en n-gon.Sluta trycka på hoppaSluta dela upp när denna nivå nås, även om delningshastigheten skulle ge finare tessellation.Avbryt detta jobbStoppa hörn från att projiceras till en yta på målet när de vänds mot/bort frånLagringLagringsläge för anpassade normala dataLagring av en operatör som exekveras eller registreras efter exekveringLagring för att tillfälligt hålla huvudaktionsplatsen medan du är i justeringslägeLagring för att tillfälligt hålla huvudåtgärden medan du är i justeringslägetLagra paketartikelLagra brusreduceringspassSpara aktiverade kataloger i inställningarnaButik med namngivet attributButik med namnet GridLagra RGB- och alfakanaler separat med alfa som mask, även känt som icke-associerad alfa. Används ofta av bildredigeringsprogram och filformat som PNG.Lagra RGB-kanaler med alfa multiplicerat, även känt som associerad alfa. Det naturliga formatet för renderingar och används av filformat som OpenEXR.Lagra ett paketobjekt efter sökväg och datatyp.Lagra en normalvektor för varje nätelementLagra ett enda värde för hela domänenLagra ett värde för varje elementLagra alla datablock som är länkade från andra .blend-filer i den aktuella .blend-filen. Biblioteksreferenser bevaras så att de länkade datablocken kan packas upp igen.Lagra anpassade normaler som enkla vektorer i meshens lokala utrymme. Värdena uppdateras inte nödvändigtvis automatiskt senare när meshen deformeras.Lagra anpassade egenskapsuppräkningsvärden som strängarLagra uppräkningsvärden som strängarLagra flytande punktvalvärden. För nätgeometri lagras de inverterade som skulpteringslägesmask.Spara glTF-exportinställningar i Blender-projektetLagra rutnätsdata i en volymgeometri med det angivna namnetLagra multires-förskjutningar utanför .blend-filen för att spara minne.Lagra normaler i ett deformationsberoende anpassat transformationsutrymme. Denna metod är långsammare, men kan vara bättre när efterföljande operationer ändrar nätet utan att hantera normaler specifikt.Lagra proxyservrar med inställningar per remsaLagra proxyservrar med hjälp av projektkatalogenLagra de bakade uppgifterna i en katalog på diskenLagra det aktuella tillståndet för tillgångskatalogerna i ångra-buffertenLagra passagen för brusreducering och den brusiga bilden. Passagen anpassas till den brusreducerare som valts för rendering.Lagra de beräknade transformationerna i inställningarna för mjuka kroppar.Lagra resultatet av ett fält på en geometri och mata ut data som en nodsockel. Gör det möjligt att komma ihåg eller interpolera data när geometrin förändras, till exempel positioner före deformation.Lagra resultatet av ett fält på en geometri som ett attribut med det angivna namnet.Lagra skärpan för varje yta eller kant. Liknar operatorerna "Shade Smooth" och "Shade Flat".Lagra hyllans aktiverade kataloger i inställningarna istället för i de lokala inställningarna för tillgångshyllan.Lagra denna åtgärd i NLA-stacken som en icke-bidragande remsa för senare användning.Lagra denna åtgärd i NLA-stacken som en icke-bidragande remsa för senare användning och skapa en ny åtgärd.Lagra sanna eller falska valvärden i redigeringslägetLagrad driftslägeLagras som ett enda värdeLagra och tillämpa skillnaden mellan referensvärdet och det lokala värdet (ANVÄNDS INTE)Lagrar och tillämpar multiplikationsfaktor mellan referensvärde och lokalt värde (ANVÄNDS INTE)Lagrar stilen för varje teckenStoryboardRakRak alfaRak skärningRakt linjär interpolering mellan A och B (dvs. ingen in-/utjämning)Raka segmentens lutning förlängs bortom slutpunktens nyckelrutor.Räta utRäta ut hårböjarRäta ut XRäta ut YRäcker ut hårböjar mellan rot och toppSträngStrandindexStrandlängderStrand RenderStrandformStrandstegenStranddiameterbredd vid rotenStranddiameterbredd vid spetsenStrandformsparameterStreak-uttoningsfaktorStreckStreaks VinkelStrömindexStrömlinjeformarStyrkaStyrkafaktorStyrka TryckStyrka SlumpmässighetSolens styrkaFörskjutningsstyrka när den appliceras på nätetEmissionsstyrkaStyrkan hos kraftfältetStyrka hos modifierande deformationerModifierarens styrkaBrusstyrkaStyrka hos utjämning som tillämpas på ojämna kedjorStyrkan hos bump mapping-effekten, interpolering mellan ingen bump mapping och full bump mappingFörskjutningens styrkaStyrkan hos det utsända ljusetStyrkan hos det utsända ljuset. Ett värde på 1,0 säkerställer att objektet i bilden har exakt samma färg som emissionsfärgen.Styrkan hos fade-effektenLjuskällans styrkaStyrkan hos normal mapping-effektenStudiolightens styrkaStyrka hos volymsträckande klämmaStyrka som används för att tilldela eller välja ansiktsinflytande för viktad normalmodifierareStyrkorSträckSträck opacitetSträck tillSträck till begränsningSträck för att passaStretch USträck UV:erStretch VSträck längs Y-axeln för att peka mot ett målSträck eller krymp streckSträck U-koordinaterna mellan 0 och 1 när UV-koordinater finnsSträck V-koordinaterna mellan 0 och 1 när UV-koordinater finnsSträck ut början och slutet av ryggradens rörelseSträck objektet längs modifieringsutrymmets Z-axel.Sträck för att fyllaSträck dig för att nå måletSträcker bildgränserna till duken utan att bevara bildförhållandetStriktSteg vid vilket kaklade streck kopierasSträngSträngattributSträngattributvärdeSträngfältStränglängdSträngnoduttagSträngnoduttaggränssnittSträngvärdeStränguttag för en nodSträng till kurvorSträng till värdeSträng som ska infogas vid markörens positionSträngvärde i geometriattributSträngarStripStrip '%s' finns inte i scen '%s'Strip-karaktärerStripfärgStripfärgbalansStripfärgbalansdataFärgmärken för remsorStripskördStripens varaktighetStrip-elementStrip FrånStripmodifierareEgenskaper för remsa-modifierareStrip-modifierareStripnamnStrip IngenStripnummerStripdelFörhandsgranska serierStrip-egenskaperStrip-proxyStrip Proxy & TidskodStriptidStrip-transformeringStreifen kan inte flyttas in i sig självStrip-effekttypStrip har inget inflytande utanför sina gränserTa bort text före/efter namnetStripnamn kan inte redigeras från Outliner.Strip behöver två ingångar för att bytaStrip-tiden styrs av en F-kurva istället för att bestämmas automatiskt.Strip-transformationsegenskap som ska återställasStrip-typen stöder inte modifierareStrip-typ är inte inställd.Strip-typen måste vara 'META'Strip som används som mask-inmatning för modifierarenStrip med en uppsättning F-kurvor för varje åtgärdsslotStrip(s)StripElements.pop: kan inte ta bort det sista elementetStripElements.pop: index utanför intervalletRemsorValda remsorRemsorna måste ha samma längd.Strips måste ha samma antal ingångarRemsor inbäddade i metaremsorRemsorna var inte kompatiblaStrips.new_effect: effekten förväntar sig mer än två ingångar (%d, bör aldrig inträffa!)Strips.new_effect: effekten tar 1 ingångsremsaStrips.new_effect: effekten tar 2 ingångsremsorStrips.new_effect: ogiltig längdStrips.new_sound: kan inte öppna ljudfilenStroboskopPenseldragStreck och fyllningStroke & Fill är helt transparentaStroke CenterStrokefärgStroke djupförskjutningStroke djupordningStrokeriktningStroke slutStroke Fit-metodenSlaglängdStroke MaterialnamnStrokeförskjutningEndast strokeStroke OpacitetStrokeplaceringStrokeplacering (2D-vy)Strokeplacering (3D-vy)Strokeplacering:Stroke Point-parameterStroke-poängStroke SlumpmässigStroke SnapStroke StartStroke-stegStrykningstjocklekStroke och fyllningStroke-datapunkterStroke-slutstilStroke är helt transparentStroke-förskjutning för modifieraren Line ArtStroke startstilPenseldragStrokes KollisionStrokes visas/försvinner en efter en, men endast en ändras åt gången.Strokes slutar förlängningen för att stänga luckor, använd noll för att inaktiveraStarkStrukturdefinition som används för egenskaper som tilldelats detta objektStruktur som samlar all data som behövs av överskrivna länkade ID:nStrukturerStrukturellStrukturgruppenStrukturell styvhet Vertex GroupStrukturStrukturtypStucciStucci-strukturStudioStudioljusStudiolamporStudioljusStudio light-bildfilen har separata "diffusa" och "speglande" passager.StudiobelysningsuppsättningStudioLight installerat {!r} i {!r}StudioljusStudioljusrotationStilStilmodulStilmodulerStil StartStilmodulen '%s' kunde inte tas bortKonfiguration av stilmodul för att ange en stilmodulStilmodulen kunde inte tas bortStil för färgblandningStil för att ställa in valet tillStil att använda när man ritar VR-kontrollerStilarÄmneUndernivåFördröjning vid öppning av undermenyUnderordnad förälderUnderpanelUnderpanelens bakgrundDelstegDelmålUnderkanalerDela uppDela upp DöljDela upp kurvaDela upp kanterDela upp nätDela upp streckDela upp modifieraren StrokeDela upp mellan kontinuerligt valda punkter i strecket genom att lägga till en punkt mitt emellan dem.Dela upp ytor utan att ändra formenDela upp långa kanter för att lägga till nätdetaljer där det behövsDela upp vinkelräta kanter till den valda kantringenDela upp polygoner för att uppnå en angiven pixelstorlek på skärmenDela upp valda kurvsegmentDela upp valda kanterDela upp valda partikelsegment (lägger till nycklar)Dela upp valda segmentDela upp streck och jämna ut demDela upp nätet på ett sätt som gör det möjligt att redigera de högre indelningsnivåerna.Dela upp för att nå en angiven kantlängd i objektutrymmet. Detta krävs för att använda adaptiv uppdelning för instansierade nät.IndelningUnderindelning CreaseSubdivisionsdataSubdivisionsnivåerSubdivisionslägeSubdivisionsmodifierareSubdivisionsstegSubdivisionsytaModifierare för subdivisionsytaModifieraren Subdivision Surface måste vara den första som används för att kunna arbeta med unwrap.Typ av subdivisionSubdivisionsnivå tillämpad före deformationModifierare för subdivisionsytaSubdivisionarSubramens förskjutning av ljudkällans start uttryckt i sekunderUnderramarUnderramar att simulera för förbättrad stabilitet och simuleringar med finare granularitet (dt = tidssteg / (underramar + 1))Underpunkt Lokalt IDUnderrubrik Lokalt indexUnderrubrik Lokalt namnUnderpunkt Referens-IDUnderpunkt ReferensindexUnderpunkt ReferensnamnSubpixel-anti-aliasingDelprocessDelprocesserDelmängdDelmängd av prober som ska uppdaterasDelmängd av taggar (definierade i överordnad struktur) som är inställda för denna egenskapDelstegDelsteg <1 betyder att processen inte utförs.Delsteg per bildrutaUnder ytanAnisotropi under ytanFärg under ytanDirekt under ytanUnderjordisk IORUnderjordisk indirektMetod under ytanUnderjordisk radieUnderjordisk skalaUnderjordisk spridningGenomskinlighet under ytanVikt under ytanSubsurface multiple scattering shader för att simulera ljus som träffar ytan och studsar internt. Används vanligtvis för material som hud, vax, marmor eller mjölk.SubtraheraSubtrahera färgSubtraheringslägeSubtrahera remsaSubtrahera VGroup B:s vikter från VGroup A:s vikter.Subtrahera effekten av penselnSubtrahera befintligt valSubtrahera en remsas färg från en annanSubtrahera källvärdet från destinationsvärdet med angivet tröskelvärde som faktor.Subtraheras från den aktuella bildrutan för att söka efter data i cachefilen eller för att avgöra vilken fil som ska användas i en filsekvens.Subtraheras från texturfärgen för att få en förskjutningsvektorSubtraktiv överskrivningSubtypSubtypbeteckningUndertyp av standardvärdetFramgångLade framgångsrikt till %d nyckelrutor för nyckeluppsättningen '%s'Attribut kopierade framgångsrikt från {} till {}Genererat framgångsrikt: "{:s}"%d nyckelrutor för nyckeluppsättningen '%s' har tagits bort.Återställning lyckades {}SuffixSuffix tillagt till renderingsbilderna för denna vySuffix för att identifiera vilka kameror som ska användas, och läggs till i renderingsbilderna för denna vy.Rekommenderad linjetjocklek och punktstorlek i pixlar för tillägg som visar anpassade användargränssnittselement, baserat på operativsystemets inställningar och Blenders UI-skala.Suggestiv konturSuggestiva konturerSummaSumma värdenSammanfattningSolSolens vinkelSolstrålarSolens riktningSoldiskSolens höjdSolintensitetSolljusSolens positionSolens rotationSolens storlekSoltröskelSolens vinkel från horisontenSoldisken är inte tillgänglig i EEVEESolstrålningens styrka i watt per kvadratmeter (W/m²)SuperellipsStödStöd för emuleringStöd för HDR-färgStöd för enhetlig skalningStödja ansiktsgränserStöd för lagring av anpassade buntar i en geometri i Geometry NodesStöd för enhetlig skalning av lemmen via växelkontrollen vid basenStöder förhandsgranskningarStöder valfri kombination av grepp, rotation och skalning samtidigtStöder utgallrad djup av andra objekt i vynStöder urvalUndertryck kontrollSurfYtaYtkurvaYtdeformationYtemissionYtformatYtgeometriYtstyrningYtstyrningssannolikhetYtans ingångstypYtmodifierareYtnormalYtnormalt avståndYtobjekt att fästa vid (måste ha matchande transformationer)YtförskjutningYtplockningYtprojektMetod för ytåtergivningYtresponsYtans vilolägeYta SlätYtspänningYtjocklekYttypYt-UVYtans UV-koordinatYt-UV-kartaYtans UV-koordinater vid fästpunktenYtans UV-karta är inte definieradYt-UV-karta som används för fastsättningYt-UV-karta som används för att sampla normal för förskjutningYtans fästpunkter UV-koordinater lagrade på varje kurvaYtdensitet för genererade hårkurvorYtgeometri för genereringYtgeometri för kurvans fästeYtgeometri för att fästa hårkurvor påYtgeometri som används för krympplastYtgeometri som används för att ta prov på normal för förskjutningYtan har inget nätYtmodifierare som definierar modifierarens stapelposition som används för ytfältYtanamnYtnormal vid fästpunktenYtobjekt för generering (kräver matchande transformationer)Ytobjekt som används för krympplastYtobjekt som används för att sampla normalvektorn för förskjutningYtopplösning i U-riktning som används vid rendering (noll använder förhandsgranskningsupplösning)Ytopplösning i V-riktning som används vid rendering (noll använder förhandsgranskningsupplösning)Ytskala (påverkar inte vågornas höjd)Ytunderindelningar per segmentYtspänning hos vätska (högre värde ger större hydrofobt beteende)Yttjocklek som används för att upptäcka skärningspunkter vid användning av skärmspårningYtan/ytorna har ingen aktiv punktYtDeformSurfaceDeform-modifierareYtorSurfel-resolutionSwahili - KiswahiliBytByt ut 2 sequencer-remsorByt områdenByt axlarByt höjd och djupByt vänster/högerByt länkarByt VR-navigeringskontroller mellan vänster/höger kontrollerByt aktiv remsa med remsan till höger eller vänsterByt alla användare av en åtgärd till en ny åtgärd. Detta ignorerar NLA och åtgärdsbegränsningar.Byt alla användare av en åtgärd till en annan. De normala reglerna för tilldelning av åtgärdsslots gäller. Detta ignorerar NLA och åtgärdsbegränsningar.Byt vänster och höger stereokanalerByt ut ett material mot ett annatByt ordning på valda remsor inom spårByt ut primär- och sekundärpenselfärgerByt plats på valda områden på skärmenByt ut valda noder med den angivna nodgruppstillgångenByt zoomriktning för mushjuletByt utgångsanslutningarna för de två valda noderna eller två liknande ingångar på en enskild nod.Byt plats på höjd och djup.Byt plats på de två ingångarna på effektremsanSvenskaSvepvinkelSvepande linjeDra en övergångslinje över bildrutanSwingSwing och X TwistSwing och Y TwistSwing och Z TwistVirvelVirveleffektVirveleffektVäxelSwitch IslandVäxla stereovisningVäxla vyÅtergå till föregående åtgärd efter att ha skapat en pose-resurs.Växla mellan ett attribut och ett enskilt värde för att definiera data för varje element.Växla mellan den aktuella och den tilldelade borsten vid upprepade användningar.Växla mellan två bilder med hjälp av en kryssrutaVäxla mellan två ingångarByt riktning på valda splinesVäxla mellan perspektivvy och ortografisk projektionByt riktning från medurs till motursVäxla till Pose- eller ObjektlägeByt till raderingspensel under streckets längdByt till maskpensel under streckets varaktighetByt till mjuk borste under hela borstningenByt till målobjektet eller benetVäxla till detta objektläge när du aktiverar arbetsytanOmkopplingsbar förälderVäxlar det aktiva objektet och tilldelar samma läge till ett nytt objekt under muspekaren, medan det aktiva läget förblir det aktuella.Swizzle RSymmetriskSymmetrisk ({:s})SymmetriseraSymmetrisera topologimodifieringarnaSymmetriSymmetri FeatheringSymmetri XSymmetri YSymmetri ZSynkroniseraSynkronisera åtgärdens längdSynkroniseringslängdSynkroniseringsmarkörerSynkronisera markörer med redigeringar av nyckelrutorSynkroniseringslägeSynkronisera Outliner-valSynkronisera scenens tidSynkronisera valSynkronisera synligt områdeSynkronisera zoom/panoreringSynkronisera valet av översiktsfönster med andra redigerareSynkronisera med ljudSynkronisera med ljuduppspelning, tappa bildrutorSynkronisera vyposition mellan sidovyerSynkronisera med OutlinerSynkroniseringSynkronisera längden på den refererade åtgärden med längden som används i remsan.Synkronisera arkivet med en fjärr-URLSynkronisera betraktarens perspektiv i virtual reality-sessioner med denna 3D-viewport.Synkronisera det synliga tidslinjeområdet med andra tidsbaserade redigerareInbyggd syntaxSyntaxkommentarSyntaxmarkeringSyntaxnummerSyntaxförbehandlareSyntax reserveradSyntax SpecialSyntaxsträngSyntaxsymbolerSyntaxmarkering för skriptSystemetSystem & OpenGLSystembokmärkenSystemmapparSysteminstallationSystemets maximala kapacitetSystemminneSystemöverskrivningarSystemtillägg är skrivskyddade och kan inte avinstalleras.Systemets bokmärkenSystemets mappar (vanligtvis rot, tillgängliga hårddiskar etc.)TARGATEMA01TEMA02TEMA03TEMA04TEMA05TEMA06TEMA07TEMA08TEMA09TEMA 10TEMA 11TEMA12TEMA 13TEMA 14TEMA15TEMA16TEMA17TEMA18TEMA19TEMA20TIFFTIFF (.tif)TIPS: Använd F-kurvor för proceduranimering istället.TIPS: Använd variabler istället för bpy.data-sökvägar (se nedan)TIPS: bpy.context är inte säkert för användning i renderfarmar.TV NTSC 16:9TV NTSC 4:3TV PAL 16:9TV PAL 4:3FlikFärger på flikarFlik SökresultatFlikbreddFlik för cirkeldiagrammenyTabellen innehåller geometridataTabellerSurfplattaAPI för surfplattaTröskelvärde för att dra tabletterTabletttryckFlikar som mellanslagTabellerad SobolTaggTaggen '%s' finns redan för den angivna tillgångenTaggen '%s' hittades inte i den angivna resursenTagga avfasningTagg veckTagg Freestyle Edge MarkTagg sömTagga SharpMarkera valda ben så att de inte syns i redigeringslägetMarkera valda ben så att de inte syns i poseringsläget.TaggarSvansSvansens positionSvansvalSvansarVälj Grease Pencil Layer eller Layer Group som urvalsfältTa en ögonblicksbild av den aktiva visningsrutanTa medelvärdet av hastigheterna från föregående bildruta och de nya hastigheterna från aktuell bildruta.Ta medelvärdet av vertexnormalernaTa hänsyn till ansiktets jämnhet vid beräkning av vykartaTa hänsyn till hanteringsinformationen vid konverteringenTa hänsyn till bildens bildförhållandeTa hänsyn till aktuella inställningar för Blender-enheter (om dessa inte är inställda används råa Blender-enhetsvärden som de är).Ta bort länken från nodgruppen för att ansluta till rot trädets utgångsnodAnvänd referensgeometri som indataTamil - தமிழ்TangentTangentfältTangentlägeTangent NormalTangentfasTangentutrymmeTangent från UV-kartaTangentnodTangentrummet kan endast beräknas för tris/quads, avbryterTangentrumsberäkning kräver en UV-karta, "%s" hittades inte, avbryterTangentrummets normalmappningTangentrumsvektorförskjutningskartläggningTangent till ytaTangentiell distorsionTangenterTryck på tangentens tidsgränsAvfasat objektKonisk radieTaper StartAvfasningsfaktor för radien för varje punkt längs kurvanRullens avsmalningOm du trycker på Alt (utan att trycka på några andra tangenter) visas en uppmaning i statusfältet om att trycka på en andra tangent för att aktivera verktyget.Targa (.tga)Targa Raw (.tga)MålMålbenMålkurvaobjektMåltäthetMåldensitetstyrkaMålramMålgeometriMålfettpennaMål Greasepenna LagerMål-ID-blockRikta in dig lokalt med föräldrarMålmesh-objektMål Nytt tomt objektMål Normalt projektMålobjektMålobjekt (endast kurvor)Målobjekt, som definierar pivotens position när den definierasMålpartikelsystemMålvägMålriggMålvalet benMålvalet objektMålvalMålområdeMåltransformeringMålhastighetMålvolymMål ZMål längs benets längd: Huvudet är 0, svansen är 1Målvinkelhastighet för motorMålarmaturMålbenMålben för begränsningar med flera målMålet innehåller konkava polygonerMålet innehåller ogiltiga polygonerMålet innehåller överlappande hörnpunkterMålriktning för att jämföra normal tillMålkantlängd i det nya nätetMålgeometriobjektMålet har kanter med mer än två polygonerMålet har inga ansiktenMålet finns inte med i listan över begränsningsmål.Mållängd för operationenMålhastighet för linjär motorMålplatsMålplats som normalerna kommer att peka motMålobjektMålobjekt för begränsningar med flera målMålobjekt från vilket avståndet mätsMålobjektbibliotek-data, ignorera!Målobjektet är inte en Grease Pencil, ignoreras!Målobjekt ej specificeratMålobjektets formMålobjektets kantlängd för adaptiv underindelningMålobjekt för att definiera strokens startpunktMålobjekt som används för att påverka normalerMålpartikelsystemMålpartikelsystemMålpixelstorlek för adaptiv underindelningMålpolygoner ändrades från %u till %uMålscenen har låsta markörerMålskulpteringsarbetsflöde som kommer att använda den samplade storlekenMål för att fästa de valda UV:erna tillMålhörn ändrades från %u till %uMålets Z-axel, inte världens Z-axel, kommer att begränsa uppåtriktningen.Mål: Uteslut icke-valbaraMål: Inkludera aktivaMål: Inkludera redigeraMål: Inkludera oredigeratMålRiktar alla ctrls y-axlar mot definierad axel (globalt utrymme)Riktar anpassade WGT:er mot definierad axel (globalt utrymme)TårgränsTeleporteraTeleporteringens varaktighetTemp-MetaMåttlighet (genomsnitt)TemperaturTemperaturattributTemperatur FärgTemperaturskillnadTemperaturrutnätTemperatur MaximalTemperaturenhetTemperaturskillnad jämfört med omgivningstemperaturenVätskans temperaturMallen "{}" kommer att starta nästa gång som den är nu.Mall installerad ({:s}) från {!r} till {!r}MallarTidsmässig ackumuleringTidsmässig reprojiceringInaktivera tillfälligt NLA-stackutvärdering (dvs. endast den aktiva åtgärden utvärderas)Dölj tillfälligt i visningsfönstretDölj tillfälligt i visningsfönstret • Ctrl för att isolera samling • Skift för att ställa in inom samlingar och objektDölj tillfälligt i visningsfönstret • Skift för att ställa in underordnadeDölj mask-lager tillfälligtDölj objekt tillfälligt från visningsfönstretTillfälligTillfällig katalogTillfälliga redaktörerTillfälliga filerObjektets tendens att studsa efter kollision med ett annat objekt (0 = förblir stilla, 1 = perfekt elastiskt)SpänningSpännfjäderdämpningSpänning StelhetSpänning Styvhet MaximalTältAvsluta lägeTessellateMosaikmönstrad triangel i ett Mesh-datablockTessellering av nätpolygoner till trianglarTesta nyckelkonfigurationen för konflikterTex CoordTexcoord-kvantiseringsbitarTextFallSiffrorIndragningLinjeLinjerLägreModifieradNyMönsterInterpunktionUtrymmenStrip-karaktärerFlikFlikarÖvreViktOrdText '%s'Text (.txt)Textanti-aliasingText BörjanTextrutaTextrutans höjdTextrutans breddTextrutorTexttecknformatTextfärgTextmarkörTextkurvaTextredigerareTextredigerare ArgsFörinställningar för textredigerareText slutTextfilerTextmarkeringTextoptimeringTextinfoTextinfo-överläggTextinmatningTextradTextnoduttagTextnod-sockelgränssnittTextåtergivningMarkerad textTextremsaTextremsa MarkörTextstilText-subpixel-anti-aliasingTextvärdeTextwidgets färgerTextram för layoutInställningar för formatering av textteckenTextfärgTextfärg för markerad radTextdatablock som refererar till en extern eller packad textfilTextdatablockText som visas och redigeras i detta utrymmeTextredigerare rymddataTextfilen har redigerats sedan den senast sparades.Textfilen finns i minnet, utan motsvarande fil på disken.Textfilen på disken skiljer sig från den i minnetHorisontell textjustering från objektets eller textrutans mittpunktText i radenText hittades inte: %sText som inte används av någon nod eller kamera, ingen uppdatering gjordTextobjekt kan endast ha sin skala tillämpad: "%s"Text på kurvaTextuttag för en nodTextsträngTextremsredigeringsmarkörRedigering av textremsorText som kommer att visasText till 3D-objektText att ersättaText som ska visas i rubriken under skalanText som ska infogas vid markörens positionText för att ersätta markerad text med hjälp av ersättningsverktygetText att söka efter med sökverktygetText som ska användas på UI-panelens knapp (redigerar inte samlingens namn)Text som ska användas på UI-panelens knapp istället för samlingens namnTexten är för långVertikal textjustering från objektets mittpunktText: ExternText: InterntTextrutans höjdTextrutans överflödTextrutans breddTextruta X-förskjutningTextrutans Y-förskjutningTextrutorTexterTexturLångt slagBandbrusBandMåttGenereradGlobaltKartläggningNyObjektMönsterPlastRingljudRingarSkarpSkarpareMjukStrand / PartikelTexturkoordinaterUVVägg InVägg utFönsterTexturinsamlingsfrekvensTexturkoordinatTexturkoordinatbenTexturkoordinatobjektTexturkoordinatkvantiseringTexturkoordinaterTexturförvrängningTexturkodningskvalitetTexturfältTexturgränsTexturmappningTexturmappningslägeTexturmaskTextur MeshTextur Mellan nivåTexturlägeTextur-nodTexturnodredigerareTexturnoduttagTexturnod-uttagsgränssnittTexturnodträdTextur OpacitetTexturorienteringsvinkelTexturoverlägg AlphaTexturmålningTexturmålningöverläggTexturmålningsslotTexturmålning/modifierare UVTextur Pixelstorlek längs strecketTexturens egenskaperTexturprovbiasTexturprovets radieTexturplatsTexturplatsbilderTexturplatserTexturutrymmeTexturutrymmesplatsTexturutrymmesnätTexturutrymmets storlekTextur AvståndTexturspecialerTextur Time OutInställningar för texturkoordinatmappningTexturkoordinater från 0 till 1Texturkoordinater från rotpartiklarnas positionerTexturkoordinater som används för att mappa bilden på ytanTexturkoordinater som används för att mappa texturen på bakgrundenTexturdatablock som används av material, ljus, världar och penslarTexturdatablock som används av denna texturplatsTexturdatablockTextureffektviktTexturkodningskvalitetMetod för export av texturTexturfiltertypTexturbilder som används för texturmålningTexturinterpoleringTexturmappning är inte inställd på 3D, resultatet kan bli oförutsägbart.TexturmappningstypTexturnoderTexturplats som definierar mappningen och påverkan av en texturTexturplats för texturer i ett penseldatablockTexturplats för texturer i ett LineStyle-datablockTexturplats för texturer i ett datablock för partikelinställningarTexturplatsens namnTexturplatser som definierar texturernas mappning och inflytandeTexturuttag för en nodTexturutrymmesplatsTexturutrymmets storlekTextur som styr emissionsstyrkanTextur att använda som kraftTexturmappningStruktureradTexturerTexturförteckningThailändska - ภาษาไทยDenna post representerar ett ID som också används som liboverride-beroende (antingen direkt, som en liboverride-referens, eller indirekt, som data som används av en liboverride-referens). Den ska aldrig göras direkt lokal. Ömsesidigt uteslutande med `LIBOVERRIDE_DEPENDENCY_ONLY`.Denna post representerar ett ID som endast används som liboverride-beroende (antingen direkt eller indirekt, se `LIBOVERRIDE_DEPENDENCY` för mer information). Den ska inte beaktas under processen 'make local' (append) och förblir rent länkad data. Ömsesidigt uteslutande med `LIBOVERRIDE_DEPENDENCY`.Den posten lades till för ett indirekt importerat ID, som en beroende av ett annat datablock.Attributet "id" om det finns, annars indexetDen "slitsade" normala riktningen för varje ytans hörn, påverkad av vertexnormaler, skarpa ytor, skarpa kanter och anpassade normaler. Kan vara tom."Stroken" kan inte vara tom.Datablocket "%s" %s är länkat och kan inte redigeras. Använd "Gör lokal" för att göra det redigerbart.Datablocket "%s" %s är packat och kan inte redigeras. Använd "Gör lokal" för att göra det redigerbart.Samlingen '{:s}' kommer att läggas till vid generering.2D-vyplatsen för centrum av de nya noderna, eller oförändrad om den inte är inställdAPI-referenshandboken för denna version av BlenderBVH-filen innehåller inte bildvaraktighet i MOTION-sektionen, förutsatt att BVH och Blender-scenen har samma bildfrekvens.Blenders källkodsrotkatalogDen version av Blender där detta förväntas tas bortDenna version av Blender är föråldrad.Benförsamlingarna i denna armaturBensamlingarna som innehåller detta benCryptomatte-noden i renderingsläge stöds endast för scenkomponering.Drivrutinerna/uttrycken för detta datablockNoden File Output stöds endast för scenkomponering.FriBidi C-kompilerade biblioteket (.so under Linux, .dll under Windows...), du kommer troligen behöva redigera det om du använder Windows, t.ex. genom att använda det som ingår i Blender-bibliotekets arkiv.Gabor-brusvärdet med både slumpmässig intensitet och fas. Detta är lika med sinus fas multiplicerat med intensiteten.ID-pekaren som åsidosätts av denna operation förväntas matcha referenshierarkin.Brytningsindex (IOR) för pälsskiktet (påverkar dess reflektionsförmåga samt pälsens färgförändring)Nyckelsatsen som ska användasStorleken på Navigate GizmoSträngens RGB-färg. Används endast vid direktfärgning.Noden Render Layers stöds endast för scenkomponering.Runge-Kutta ODE-lösarens felgräns, låga värden ger högre precision, höga värden ger högre hastighetScenen behöver en kameraSlot som Channelbags animationsdata är avsedd förStrip Info-noden stöds endast för sekvenserkomposition.UUID för katalogen som visas i webbläsarenUV-koordinaterna vid vilka texturen ska samplas. Z-komponenten antas innehålla en alfakanal.Voronoi-funktionen som noden kommer att beräknaFormens X-axelstorlekX-positionen för det nedre vänstra hörnet av beskärningsområdetFormens Y-axelstorlekY-positionen för det nedre vänstra hörnet av beskärningsområdetÅtgärden %s kan inte redigeras.Åtgärden beror på tillstånden/positionerna för båda användarvägarna.Åtgärden är avsedd att användas som en cykel som loopar över det manuellt inställda uppspelningsramintervallet (att aktivera detta gör inte att det automatiskt loopar).Actionposerna kommer att användas för VR-kontrollerns sikte.Actionposerna kommer att användas för VR-kontrollernas grepp.Åtgärden när man drar med mittmusen i visningsfönstret. Skift-mittmus används för den andra åtgärden. Detta gäller även för styrplattan.Den aktiva Vertex-gruppenDet aktiva attributet har en typ som inte stöds.Det aktiva attributet måste finnas på vertex-, kant- eller ytdomänen.Det aktiva attributet måste ha en boolesk typ.Det aktiva datablocket '%s' är inte ett giltigt länkat block.Det aktiva datablocket '%s' används av andra länkade data.Den aktiva ytan för detta nätDen aktiva linjesatsen har ingen linjestil (vilket indikerar datakorruption).Den aktiva modifieraren i listanDet aktiva objektet matchar inte armeringenDet aktiva objektet måste vara en armatur.Det aktiva arkivet har ogiltiga inställningarDen aktiva formnyckeln för %s är låst.Det aktiva simuleringsområdet flyttas med penselnDen aktiva remsa-modifieraren i listanDen aktiva vertexgruppen är låstDet aktiva arbetsytans visningslager som visas i fönstretJusteringen av det nya objektetDet redan befintliga lokala ID som kan återanvändas i fallet med tillägg och återanvändning. Inget tills det har hittats.Mängden kromatisk aberration som ska läggas till distorsionenMängden färgbrusAntalet kopior är för stort, vi kan inte generera den mängd geometri som skulle krävas.Mängden diamantslipningGraden av distorsion. 0 betyder ingen distorsion, -1 betyder full nålkuddeformning och 1 betyder full tunnformning.Mängden jitter som ska införas vid beräkning av strålar. Högre jitter kan vara snabbare men kan ge korniga eller brusiga resultat.Antalet punkter som kan väljas från slutet av varje splineAntalet punkter som ska väljas från början av varje splineRotationsvinkeln längs varje axel, XYZ-ordningRotationsgraden på varje axel, runt X-, Y- och Z-axlarna i den ordningen.Den rotation som oskärpan sträcker sig överSkalningsgraden längs varje axelHur mycket oskärpan sträcker sigSkärpningsgradenDen mängd skjuvning som ska tillämpasAvståndet mellan nodernaÖversättningsmängden längs varje axelDen mängd förskjutning som oskärpan sträcker sig i den angivna riktningen i förhållande till bildens storlek. Negativa värden indikerar förskjutning i motsatt riktning.Mängden värdebaserat brusOffsetets amplitudAmplituderna för omslaget sammanfattas (eller, när Accumulate är aktiverat, ackumuleras både positiva och negativa skillnader).Vinkeln längs cirkelbågen mellan kopiornaVinkeln mellan normalerna för sammankopplade manifoldytorVinkeln mellan planen ändras under strecket för att passa ytan under markören.Bokehens vinkelVinkelinkrementet som används i begränsat vinkellägeVinkeln som definierar översättningens riktningVinkeln som den första strecken bildar med den horisontella axelnArmaturen måste vara i Pose-läge eller Edit-läge.Resursen är lokal för filen. Om du tar bort den raderas bara resursstatusen.Asset-hyllan är inte tillgänglig i det aktuella sammanhanget (försök att ändra aktivt läge eller verktyg).Tillgångens katalogvägAttributdomänen som ger tillräcklig information för att representera nätets normalerAttributet är associerat med det visningslager, den scen eller den värld som renderas.Attributet är associerat med instanspartikelsystemet eller objektet och faller tillbaka till objektläget om attributet inte hittas eller om objektet inte är instansierat.Attributet är associerat med objektets geometri, och dess värde varierar från vertex till vertex, eller inom objektets volym.Attributet är associerat med själva objektet eller nätdatablocket, och dess värde är enhetligt.Attributet är avsett för internt bruk av Blender.Attributnamnet får inte vara tomt.Det attributnamn som används som standard när nodgruppen används av en geometrinodmodifierare.Attribututmatningen kan inte användas utan geometriutmatningen.Ljudet återges med en bithastighet på 240 kbit/s per kanal, vilket är den maximala bithastighet som Vorbis stöder.Ljudet återges med en bithastighet på 256 kbit/s per kanal, vilket är den maximala bithastighet som Opus stöder.Ljudet återges med en bithastighet på 320 kbit/s, den maximala bithastighet som MP3 stöder.Ljudet återges med en bithastighet på 384 kbit/s, den maximala bithastigheten som MP2 stöder.Ljudet återges med en bithastighet på 640 kbit/s, den maximala bithastighet som AC3 stöder.Ljudet återges med en bithastighet på cirka 250 kbit/s per kanal, vilket är den maximala bithastigheten som AAC stöder.Axelns ikonstorlekDen axel längs vilken kurvan deformerasDen axel som används för att placera basområdetFilens basnamn. Annan information kan inkluderas i det slutliga filnamnet beroende på nodalternativen.Basenheten för pixlar per meter.BF-översättningsarkivetBlandningsfaktorn där 0 är den aktuella bildrutanDen ljusstyrka vid vilken pixlar betraktas som en del av de höjdpunkter som ger bländning.Penseln påverkar punktens UV-rotation.Penseln påverkar färgstyrkan på punktenPenseln påverkar punktens positionPenseln påverkar punktens tjocklekPenseln är av den typ som används för att rita streck.Borsten är av den typ som används för att fylla ut ytor.Penseln är av den typ som används för att tona streck.Penseln används för att radera streck.Cachen är bakadCachen bakas just nuKameran som används för att återge scenenCentrum för cirkeln som beskrivs av de tre punkternaUrklipp innehåller ingen valuppsättningKoden som används för att beräkna inre krafter på partiklarSamlingen för att lägga till andra valda objekt tillSamlingen för att ta bort andra valda objekt frånSamlingen för att ta bort detta objekt frånFärgen för objekt efter den aktuella bildrutan (för onion skinning, rörelsebanor etc.)Färgen för objekt före den aktuella bildrutan (för lökskalning, rörelsebanor etc.)Färgvariationen mellan Color1 och Color2. Värdena -1 och 1 använder endast en av de två färgerna. Värden däremellan blandar färgerna.Den färg som mappas till vitt (konverteras automatiskt till/från temperatur och nyans)Den färg som blir vit mappas till (konverteras automatiskt till/från temperatur och nyans)Det kombinerade ramområdet för alla F-kurvor inom denna åtgärdCompositoren är alltid aktiverad oavsett vy.Compositoren är inaktiveradCompositoren är endast aktiverad i kameravyn.Villkor för att nära spline ska aktiverasDen begränsande åtgärdenBegränsningen tillämpas i Pose Space, objektets transformation ignoreras.Begränsningen tillämpas i det lokala utrymmet för ett anpassat objekt/ben/vertexgrupp.Begränsningen tillämpas i förhållande till objektets lokala koordinatsystem.Begränsningen tillämpas i förhållande till benets lokala koordinatsystem i viloposition, vilket innebär att den inkluderar den överordnade transformationen.Begränsningen tillämpas i förhållande till världskoordinatsystemet.Kontrasten hos kavitetsmaskenKontrollpunkten för att hämta data frånKonvergenspunkten för stereokamerorna (ofta avståndet mellan en projektor och projektionsskärmen)Koordinaterna vid vilka Gabor-bruset kommer att utvärderas. Z-komponenten ignoreras i 2D-fallet.Koordinaterna för provtagning inom UV-kartanHörnet från vilket data ska hämtas. Standardinställningen är hörnet från kontexten.Den inre punkternas rotation motursDen aktuella aktiva panelkategorin kan vara Null om regionen inte stöder denna funktion (OBS: dessa kategorier genereras vid körning, så listan kan vara tom vid initialisering, innan någon ritning har ägt rum).Det aktuella radnumretDen aktuella positionen (förskjutningen) för vyn för detta nodträdDet aktuella antalet ytor i det decimerade nätetDen aktuella simuleringens tidsstegstorlek, som en bråkdel av en bildrutaDen aktuella textrutanKurvgruppen som ska interpoleras iKurvans normalvärde vid varje kontrollpunkt på kurvanKurvan som kontrollpunkten ingår iKurvan från vilken data ska hämtas. Standardinställningen är kurvan från kontexten.Kurvtypen för att ändra de valda kurvorna tillDe anpassade benfärgerna, som används när paletten är inställd på "CUSTOM"Det anpassade intervallet inom vilket nya nycklar ska skapas. Används endast när scenintervallet inte används.Datavägen från varje itererbart till värdet (int eller float)Datavägen relativt kontexten måste peka på en iterabel.Datatypen för motsvarande kolumn som visas i kalkylbladetDen datatyp som attributet konverteras till innan resultaten beräknas.Datatypen som används för att läsa attributvärdenaDatablocket %s kunde inte överskrivas.Datablocket %s kan inte åsidosättas.Standardjusteringen för objekt som läggs till från ett 3D-vyportmenyStandardinställningen och rekommenderad för de flesta applikationerStandardkatalogen för rendering av utdata, för nya scenerStandardkatalogen för att söka efter teckensnitt som ska laddasStandardkatalogen för att söka efter ljudStandardkatalogen för att söka efter texturerEffektens fördröjning i sekunderEnheten som ska användas för att bearbeta brusreduceringsnoderna i kompositörenSkillnaden mellan skalan för två på varandra följande oktaver. Större värden motsvarar större skala för högre oktaver.Bildens dimensioner i pixlar med tillämpade transformationerDe direkta barnen i denna lagergrupp. Ordnade efter stapelordning, vilket innebär att det första barnet är det nedersta barnet i lagerträdet.Riktningen (gäller endast draghändelser)Riktningen för det anisotropa Gabor-brusetDen riktning planet pekar motRiktningen för Gabor-brus. 1 betyder att bruset är helt riktat, medan 0 betyder att bruset är rundstrålande.Katalogen för lagring av tillfälliga sparade filer. Sökvägen måste hänvisa till en befintlig katalog, annars ignoreras den.Katalogen där bilden kommer att skrivasDisplay- och visningstransformationen stöder automatisk emulering för en annan bildskärm, med hjälp av mekanismen för bildskärmens färgrymder i OpenColorIO v2-konfigurationer.Display- och visningstransformationen stöder färger med högt dynamiskt omfång.Det avstånd en punkt kan befinna sig från ytan innan ytan inte längre betraktas som plan.Avståndet längs kurvan mellan kopiornaAvståndet mellan bottenpunkten och X-axelnAvståndet mellan den övre punkten och X-axelnDet avstånd från vilket partiklarna påverkas fullt utAvståndet i pixlar till närmaste pixel vid maskens gräns. Avståndet är negativt inuti masken.Avståndsmåttet som används för att beräkna texturenDet avstånd som de resulterande punkterna får ligga inomDonationsprogrammet för att stödja underhåll och förbättringarDen borttagna tillägget kommer från ett inaktiverat arkiv.Den borttagna tillägget kommer från ett okänt arkiv.Den duplicerade geometrin, exklusive den ursprungliga geometrinKanten efter hörnet i ansiktet, i riktning mot ökande indexKanten före hörnet i ansiktet, i riktning mot minskande indexKantflaggan som ska markeras när den kortaste vägen väljsKanten från vilken data ska hämtas. Standardinställningen är kanten från kontexten.Bildens kanter som skär den yttre masken kommer att betraktas som kanter på den yttre masken. I annat fall kommer den yttre masken att betraktas som öppen.Kanterna som ligger på gränserna mellan de olika ytgruppernaDet redigerade objektetAnimationens slutbildrutaSlutramen för det manuellt inställda avsedda uppspelningsintervalletDen energi som detta ljus skulle avge över hela sitt område om det inte begränsades av strålningsvinkeln, i enheter av strålningseffekt (W)Hela Scene/Preview-sortimentetEnumdefinitionen kan nu nås direkt på noden. Detta finns för bakåtkompatibilitet.Händelsen då målpartiklarna reagerar påDen exakta platsen för den punkt som ska användasExekveringstiden från nodträdets senaste utvärdering. För bildruta- och gruppnoder, tiden för alla underordnade noder.Den förväntade kvadratiska avvikelsen från medelvärdet för varje gruppDet experimentella alternativet för denna nod är inaktiverat.Tillägget är inte kompatibelt med detta system: {:s}Förlängningsläget som tillämpas på X-axelnFörlängningsläget som tillämpas på Y-axelnDe extraherade höjdpunkterna från vilka bländningen genereradesAnsiktsindex för varje slingtriangelAnsiktet från vilket data ska hämtas. Standardinställningen är ansiktet från kontexten.Den faktor som ska tillämpas på den ursprungliga punktens opacitet för de nya punkternaDen faktor som ska tillämpas på den ursprungliga punktens radie för de nya punkternaFaktorn för att skala nycklar medNamnet på arkivbasens funktionsuppsättning är inte en giltig identifierare: '{:s}'Funktionsarkivet har inga riggar eller metariggar, eller saknar __init__.py.Funktionsarkivet måste innehålla en baskatalog.Återkopplingen av effektenFiländelsen som används för att spara renderingarFilhanterarens etikettFilen är inte en giltig Blender-fil.Filvägen som används för exportFilen har sparats med en nyare version. Öppna den med Blender %s eller senare.Den första bildrutan som ska exporterasDen första utgången måste vara ett geometrisockel.De fem boxningsmästarna hoppar snabbt! 0123456789Foten roterar runt tåns bas.Foten vrids vid fotledenFoten vrids vid fotleden, med extra tåvridningFörgrunden läggs över bakgrunden enligt förgrundens alfa.Förgrunden läggs över bakgrunden enligt förgrundens alfa, men förgrunden täcker bakgrunden helt om den är mer ogenomskinlig.Förgrunden läggs över bakgrunden enligt förgrundens alfa, samtidigt som bakgrunden antas hållas tillbaka av förgrunden.Framåtriktningen längs arrayformenFraktalförskjutningenBråkdelen av ABråkdelen av A per postBildnumret i scenenBildrutan där tidslinjemarkören visasBildrutan på vilken denna skiss visasBildrutan som ska utvärderas (börjar på 0)Objektets fria skalningsaxelOffsetfrekvensen (1/total längd)FörstärkningsmultiplikatornDen genererade bländningenDet genererade slumptalet är detsamma för varje kontrollpunkt på en kurva.Geometrin kan inte extraheras med dyntopo aktiverat.Geometriens normala riktningGizmos är avsedda för användning i virtual reality-sessioner och kräver särskild hantering av omritning.glTF-formatet kräver att diskontinuerliga normaler, UV:er och andra vertexattribut lagras som separata vertexer, vilket krävs för rendering på vanlig grafikhårdvara. Det här alternativet försöker kombinera samlokaliserade vertexer där det är möjligt. För närvarande går det inte att kombinera vertexer med olika normaler.Limbenet blir ett barn till kontrollbenetLimbenet blir ett syskon till kontrollbenet med Kopiera transformationerLimbenet behåller sin överordnade, men använder Copy Transforms för att gruppera både lokal och överordnad inducerad rörelse av kontrollen i det lokala utrymmet.Grafikbackend kan ändras i avsnittet System under Inställningar.Rutnätets storlek för bindningNätets värde vid varje voxelGrupp-ID för varje gruppinstansHandtaget kan flyttas var som helst och påverkar inte punktens andra handtag.Höjden på skördeområdetCylinderns höjdHöjden vinkelrätt mot spiralens basDen högsta potensen av 'x' för detta polynom (antal koefficienter - 1)Det högsta värdet i varje gruppIdentifieraren för den senast tilldelade åtgärdsslotsen. Slotsen identifierar vilken delmängd av åtgärden som anses gälla för denna begränsning, och dess identifierare används för att hitta rätt slot när en åtgärd tilldelas.Identifieraren för den senast tilldelade åtgärdsslotsen. Slotsen identifierar vilken delmängd av åtgärden som anses gälla för detta datablock, och dess identifierare används för att hitta rätt slot när en åtgärd tilldelas.Identifieraren för den senast tilldelade åtgärdsslotsen. Slotsen identifierar vilken delmängd av åtgärden som anses gälla för denna remsa, och dess identifierare används för att hitta rätt slot när en åtgärd tilldelas.Den identifierare som utgör denna taggBilden med den genererade bländningen tillagdDet importerade ID:t. Inget tills det har länkats eller lagts till. Kan vara samma som ``reusable_local_id`` när det läggs till.Indexet från sammanhangetPartikelsystemets index på målobjektetIndex för armaturens aktiva bensamling; -1 när det inte finns någon aktiv samling. Observera att detta indexerar den underliggande matrisen av bensamlingar, som kanske inte är i den ordning du förväntar dig. Rotkollektioner listas först, och syskon är alltid sekventiella. Bortsett från det kan bensamlingar vara i valfri ordning, och därför kan ökning eller minskning av detta index få den aktiva bensamlingen att hoppa runt på oväntade sätt. För ett mer förutsägbart gränssnitt, använd ``active`` eller ``active_name``.Index för färgattributet som används som reserv för renderingKontrollpunktens index plus förskjutningen inom hela kurvdatablocketIndex för kontrollpunkten som ska utvärderas. Standardvärdet är det aktuella indexet.Index för hörnet som börjar från det första hörnet i ytanMarkörens indexIndex för varje vertikals ö. Index baseras på det lägsta vertikalindex som finns i varje ö.Indexet för ansiktet hörnet är en del avIndex för den första hörnpunkten i kantenIndex för förskjutningshörnanIndex för den andra hörnpunkten i kantenIndex för denna kurvas första kontrollpunktIndex för att flytta begränsningen tillIndex för att flytta effekten tillIndex för att flytta modifieraren tillIndex för dubbletterna för varje elementDe enskilda F-kurvorna som animerar slitsenInfluensen av ett Voronoi-lager i förhållande till det föregående lagretDen initiala aspekten inställningDet initiala djupet som används när markören placerasDen initiala positionen för placeringIngångsrutnätet måste ha en enhetlig voxelskala för att kunna advekteras.Indata är ogiltiga eller algoritmen har anropats på felaktigt sätt.Heltalskoordinaterna för den närmaste pixeln vid maskens gränsHeltalsdelen av A, borttagning av decimalerDet avsedda uppspelningsramintervallet för denna åtgärd, med det manuellt inställda intervallet om det finns tillgängligt, eller det kombinerade ramintervallet för alla F-kurvor inom denna åtgärd om det inte finns (tilldelning ställer in det manuella ramintervallet)Intensiteten hos Gabor-bruset, som inte har någon slumpmässig fasIntensiteten hos aberrationseffektenInterpolationstypen för detta kurvelementSkärningslinjen kommer att inkluderas i objektet med det högre skärningsprioritetvärdet.Den inverterade matrisen eller identitetsmatrisen om indata inte är inverterbarKärnan är en färg och varje kanal i kärnan kommer att konvolveras med respektive kanal i ingången.Kärnan är en flytande punkt och kommer att konvolveras med alla ingångskanaler.Vilken typ av arkiv som ska läggas tillDen typ av rotation som ska tillämpas, värden från andra rotationslägen används inte.Vilken typ av streck eller fyllningar som ska tas bortDe typer av meddelanden som ska spridas från denna nod till den överordnade gruppnodenDet största heltalet som är mindre än eller lika med ADet största positiva heltalet som delar upp vart och ett av värdena A och B, t.ex. GCD(8,12) = 4Det sista benet i kedjan styrs direkt, precis som handen i en IK-arm, och mitten sträcker sig för att nå det.Den sista bildrutan som ska exporterasLagret gruppen är expanderad i UILagerträdsknuten efter (dvs. ovanför) dennaLagerträdets nod före (dvs. under) dennaDen vänstra Bézier-kontrollpunktens handtag från sammanhangetLängden på innehållet i denna remsa efter att handtagen har appliceratsLängden på innehållet i denna remsa innan handtagen applicerasLängden på avståndet i axiella riktningarLängden på den längsta Axial-resanBibliotekets överskrivning av det länkade ID:t. Inget tills det har skapats.Ljuset som reflekteras från hårets ytaLjuset som passerar genom håret och kommer ut på andra sidanLinjefärgen med högre prioritet används vid materialgränser.Den länkade ID:n hade andra, icke relaterade användningsområden, så den har duplicerats till en lokal kopia.Länkarna bildar en cykel som inte stöds.Länkarna måste vara syskonListan över åtgärdsslots som är lämpliga för denna NLA-remsaListan över lager som ingår i denna åtgärdListan över platser i denna åtgärdListan över platser i detta animationsdatablockListan över remsor som finns på detta animationslagerDen lokala datablocken som denna tillgång representerar; endast giltig om det är en datablock i denna fil.Den lokala katalogen som innehåller tilläggPlaceringen och orienteringen av benet Custom Shape Transform kommer att användas för transformeringsgizmos och andra transformeringsoperatorer i 3D-vyfönstret. När funktionen är inaktiverad kommer 3D-vyfönstret fortfarande att använda den faktiska bentransformeringen för dessa, även när den anpassade bentransformeringen åsidosätts.Platsen beräknas automatiskt för att bli jämn.Platsen beräknas så att den pekar på nästa/föregående kontrollpunkt.Placeringen är begränsad till att peka i motsatt riktning som det andra handtaget.Placeringen av scenens 3D-markör i det modifierade objektets lokala utrymmeDet lägsta värdet i varje gruppLuminansen som kommer att mappas till den logaritmiska genomsnittliga luminansen, vanligtvis inställd på det mellersta gråvärdet.Massan av varje hörnpunkt på tygmaterialetMaterialet som ska användas för de nya streckenMattan ommappas så att mattvärden som är högre än vitnivån blir vita. Pixlar vid de identifierade kanterna undantas från ommappningen för att bevara detaljerna.Mattan ommappas så att mattvärden som är lägre än svartnivån blir svarta. Pixlar vid de identifierade kanterna undantas från ommappningen för att bevara detaljerna.Det maximala avståndet som en vertex kan förskjutas. Förskjutningar över denna tröskel kan orsaka synlighetsproblem.Det maximala avståndet ovanför planet för berörda hörnpunkter. Om höjden ökas påverkas hörnpunkter som ligger längre ovanför planet.Det maximala avståndet under planet för berörda hörnpunkter. Om du ökar djupet påverkas hörnpunkter längre ned under planet.Maximalt värde från A och BMaximalt värde från A och B med utjämning CMaximal gap mellan slag i sekunderDen maximala längd som en intern fjäder kan ha vid skapandet. Om avståndet mellan interna punkter är större än detta kommer ingen intern fjäder att skapas mellan dessa punkter. En längd på noll innebär att det inte finns någon längdbegränsning.Det maximala antalet sampel som används för träning av vägledning. Fler sampel leder till mer exakt vägledning, men kan också onödigt sakta ner renderingen när vägledningen är tillräckligt exakt. Ett värde på 0 fortsätter träningen tills det sista samplet.Det maximala strålavståndet för matchande punkter mellan aktiva och valda objekt. Om värdet är noll finns det ingen gräns.Det maximala strålningsavståndet för matchande punkter mellan aktiva och valda objekt. Om värdet är noll finns det ingen gräns.Det högsta värdet från A och B, max(A,B)UV-kartan för nätet som ska samplas. Bör inte ha överlappande ytor.Nätet saknar materialNätverkssimuleringen skalas upp med denna faktor (jämfört med domänens basupplösning). För bästa nätverkssimulering rekommenderas att nätverkspartikelradien justeras tillsammans med detta värde.Den nätvolym där det inre/yttre trycket kommer att vara detsamma. Om den ställs in på noll kommer volymförändringen inte att påverka trycket.Metoden för att bestämma storleken på fasningenMetoden med tangenter för att aktivera verktyg som flytta, rotera och skala (G, R, S)Metoden som används för att skapa nät vid korsningarMetoden som ska användas för att skapa nätet vid korsningarMetoden som används för att beräkna fjäderförskjutningenDet mellersta värdet i varje grupp när alla värden sorteras från lägsta till högsta.Det minsta grovhetsvärdet för ett material som ska appliceras som vägledningMinimum från A och BMinimum från A och B med utjämning CMinimivärdet från A och B, min(A,B)Modifieraren påverkar punktens UV-rotationsfaktor.Modifieraren påverkar punktens färgstyrka.Modifieraren påverkar punktens positionModifieraren påverkar punktens tjocklek.Den modifierare som används stöder inte deformerade platser.Namnet '{:s}' är inte tillåtet för funktionsuppsättningar.Namnet på en json-fil som lagrar dessa inställningar (tyvärr fungerar inte Blenders system här)Namnet på Armaturets aktiva benuppsättning; tomt när det inte finns någon aktiv uppsättning.Namnet på det Curve-objekt som definierar fasningens form.Namnet på det aktiva färgattributet för visning och redigeringNamnet på den aktiva nyckelkonfigurationenNamnet på attributet på ytmeshen som används för att definiera fästet för varje kurva.Namnet på det standardfärgattribut som används som reserv för rendering.Namnet på trädnodenDen nya transformeringen från rutnätsindexutrymme till objektutrymme.Den nya transformeringen är giltig och har tillämpats på rutnätet.Det nykopplade ID:t har gjorts lokalt.Nodgruppen används som geometrimodifierare.Nodgruppen används som ett verktygNodgruppen används för Grease Pencil.Nodgruppen används för kurvorNodgruppen används för nät.Nodgruppen används för punktmoln.Nodgruppen används i redigeringsläget.Nodgruppen används i objektlägeNodgruppen används i mållägeNodgruppen används i skulpteringslägetNodgruppen måste ha ett geometriutgångsuttag.NodetikettenNoduttagets standardvärdeNodträdets etikettBrus simuleringen skalas upp med denna faktor (jämfört med domänens basupplösning)Den normala riktningen för varje yta, definierad av lindningsordningen och positionen för dess hörnpunkterDen normala riktningen för varje hörnpunkt, definierad som genomsnittet av de omgivande ytnormalerna.Den normala riktningen för ansiktshörnet, med hänsyn till skarpa ytor, skarpa kanter och anpassade normala dataDen normala riktningen för planet som beskrivs av de tre punkterna, pekande mot den positiva Z-axeln.Antalet Voronoi-lager som ska summerasAntalet animeringsramar. Om det är en enda bild, då 1.Antalet beräknade punkter i V-riktningen mellan varje par av kontrollpunkterAntalet koncentriska ringar som används för att fylla de runda ytornaAntalet på varandra följande punkter från den ursprungliga strecken som ska inkluderas i detta segmentAntalet kontrollpunkter längs kurvan som ska passerasAntalet kontrollpunkter som ska skapas på segmentet efter varje punktAntalet kopior som ska genererasAntalet hörn i ansiktetAntalet hörn som måste flyttas runt ansiktet innan resultatet hittas, om nödvändigt genom att cirkulera runt ansiktets början.Antalet dubbletter som ska skapas för varje elementAntalet kanter som är anslutna till varje hörnpunktAntalet kanter på kurvanAntalet kanter som löper vertikalt längs sidan av konenAntalet element i listanAntalet utvärderade punkter på kurvanAntalet ytor eller hörn som är anslutna till varje kantAntalet ytor eller hörn som är kopplade till varje hörnpunktAntalet ytor som använder varje kant som en av sina sidorAntalet flikar i bokehAntalet bildrutor som behövs för att genomgå sökvägen, vilket definierar det maximala värdet för inställningen "Utvärderingstid".Antalet bildrutor som ska genomsnittsberäknas runt varje nyckelbildruta. Högre värden ger en jämnare bild, men minskar prestandan.Antalet bildrutor som ska användas för att beräkna FPS-genomsnittet. Noll för att beräkna detta automatiskt, där antalet sampel matchar mål-FPS.Antalet genererade segment som ska hoppas över för att minska komplexitetenAntalet spöken för Ghost glare eller kvaliteten och spridningen av Glare för Streaks och Simple StarAntalet horisontella ringarAntalet nyckelrutor som denna ritning används avAntalet oktaver i bruset. Högre värden ger mer detaljerat brus men ökar renderningstiden.Antalet gamla versioner som ska behållas i den aktuella katalogen vid manuell sparningAntalet pixlar som motsvarar samma utgångspixelAntalet punkter i kurvanAntalet punkter på bågenAntalet poäng som hoppas över efter detta segmentAntalet poäng att skapaAntalet punkter som ska hoppas över för att skapa raka segmentAntalet rektangulära segment längs varje sidaAntalet sampel som ska renderas i denna delmängdAntalet sampel som används för att approximera rörelseoskärpanAntalet sampel som används för att beräkna oskärpan. Ju fler sampel, desto jämnare blir resultatet, men det tar längre tid att beräkna. Det faktiska antalet sampel är två upphöjt till denna ingångsvärde, så det ökar exponentiellt.Antalet sampel som används för att beräkna oskärpan. Ju fler sampel, desto jämnare blir resultatet, men det tar längre tid att beräkna. Det faktiska antalet sampel är två upphöjt till denna ingångsvärde, så det ökar exponentiellt.Antalet segment i varje kvartscirkel av fasningenAntalet streckAntalet gånger kavitetsmasken är suddigAntalet gånger detta objekt upprepas i förhållande till andra objektAntalet hörn som är kopplade till detta hörn med en kant, lika med antalet kopplade kanterAntalet hörn på de övre och nedre cirklarnaObjektet %s har låsta formnycklarObjektets geometri bör vara synlig i renderingen.Objektet har bara ett lagerObjektet har endast ett materialObjektet begränsas inom en virtuell sfär runt målobjektet, med en radie som definieras av gränsavståndet.Objektet är begränsat till ytan av en virtuell sfär runt målobjektet, med en radie som definieras av gränsavståndet.Objektet begränsas utanför en virtuell sfär runt målobjektet, med en radie som definieras av gränsavståndet.Objektet är kopplat till ett benObjektet är kopplat till ett gitter.Objektet är kopplat till en vertex.Objektet är kopplat till ett objektObjektet som har målpartikelsystemet (tomt om samma objekt)Objektet som datapekaren refererar till är inte en giltig modifierare.Förskjutningen är för liten, vi kan inte generera den mängd geometri som krävs.Opaciteten hos icke valda F-kurvor mot bakgrunden i grafeditornOrdningen på valda hörn/kanter/ytor modifieras utifrån en given metod.Den ursprungliga ingångsgeometrin med potentiellt nya attribut som matas ut av zonen.Bildens ursprungliga upplösning i pixlar före eventuella transformationerUtgången är en kvadratisk kurva (negativa värden ger alltid -1 och positiva värden ger 1).Utgångsnoden %s är redan ihopkopplad med %s.Ägaren av denna begränsningDen överordnade gruppen för denna lagerträdsknutPartikelsimuleringen skalas upp med denna faktor (jämfört med domänens basupplösning).Partikelsystemet att måla medDelarna av geometrin i markeringenDe delar av geometrin som inte ingår i markeringenDe delar av geometrin som ingår i den första utmatningenDe delar av geometrin som ska raderasSökvägen till kurvans anpassade profilSökvägen för den anpassade profilenSökvägen till katalogen "/branches" i din lokala svn-översättningskopia, för att möjliggöra översättning från användargränssnittet.Sökvägen till den förinställning som laddats in i detta tema (om någon)Modifierarens beständiga UIDFasen av Gabor-bruset, som inte har någon slumpmässig intensitetMetadata för pixeltäthet som skrivs till bildformat som stöds. Detta värde multipliceras med PPM-basen som definierar enheten (vanligtvis tum eller meter).Pixelradien för skärpningsmaskenPunkten är begränsad till att ligga inom målobjektet.Punkten är begränsad till att ligga utanför målobjektet.Punkten är begränsad till ytan på målobjektet, med avståndsförskjutning alltid utåt, mot eller bort från den ursprungliga platsen.Punkten är begränsad till ytan på målobjektet, med avståndsförskjutning som tillämpas exakt längs målets normal.Punkten är begränsad till ytan på målobjektet, med avståndsförskjutning mot den ursprungliga punktens läge.Punkten representerar en ruta (flera voxlar) snarare än en enskild voxel.Den position där transformationerna roterar kring. Definieras i normaliserade koordinater, så 0 betyder nedre vänstra hörnet och 1 betyder övre högra hörnet av bilden.Axlarnas position på benet. Om värdet ökas flyttas det närmare spetsen; om värdet minskas flyttas det närmare roten.Positionen utifrån sammanhangetDen första hörnpunktens position i kantenMuspekarens position vid operationens börjanDen andra hörnpunktens position i kantenStrålningens källas position i normaliserade koordinater. 0 betyder nedre vänstra hörnet och 1 betyder övre högra hörnet.Den position som transformationerna kretsar kring, i normaliserade koordinater. 0 betyder det nedre vänstra hörnet och 1 betyder det övre högra hörnet av bilden.De nya punkternas positionerPrecisionen hos kompositörens mellanresultatDen primära och sekundära axeln måste vara olika.Sannolikheten för att styra en riktning inuti en volymSannolikheten för att styra en riktning på en ytaProfilen kan vara en konkav eller konvex kurva.Profilen kan vara vilken godtycklig väg som helst mellan dess ändpunkter.Profilformen (0,5 = rund)Egenskapen är föråldradDe tillhandahållna uppgifterna uppfyllde inte kraven.Den kvalitet som används av brusreduceringsnoder under kompositeringen av slutliga renderingar om nodernas kvalitetsalternativ är inställt på Följ scen.Den kvalitet som används av brusreduceringsnoder under visningsvy och interaktiv komposition om nodernas kvalitetsalternativ är inställt på Följ scen.De nya punkternas radierRadien för de genererade streckenRadien för cirkeln som beskrivs av de tre punkternaCylinderns radieDet intervall av vinklar som kommer att påverkasDen hastighet med vilken Gabor-bruset förändras över rymden. Detta skiljer sig från skalningsinmatningen genom att det endast skalar vinkelrätt mot Gabor-brusets riktning.Förhållandet mellan nyckelrutor som ska tas bortFörhållandet mellan modellens största dimension och rutnätets storlekFörhållandet mellan den korta axeln och den långa axeln i ett elliptiskt tvärsnitt. Rekommenderade värden är 0,8–1 för asiatiskt hår, 0,65–0,9 för kaukasiskt hår och 0,5–0,65 för afrikanskt hår. Den långa axeln är i linje med kurvans normal, vilket inte stöds i partikelhår.Referenshandboken för denna version av BlenderOmrådet där bilden kommer att mörknaDen region där panelen kommer att användas iMusens X-position i regionutrymmet, i pixlar, ökande från 0 till vänsterMusens Y-position i regionutrymmet, i pixlar, ökande från 0 längst nedDet relativa avståndet som en partikel kan röra sig innan fler underramar krävs (mål-Courant-tal); 0,01 till 0,3 är det rekommenderade intervallet.Resten av golvdivisionenResten av avkortad division med fmod(A,B)Remesher kan inte köras från redigeringsläget.Remesher kan inte köras med en Multires-modifierare i modifierarstacken.Remesher kan inte köras med dyntopo aktiverat.Remesher kan inte arbeta med länkade eller överskrivna data.Ersättningsåtgärdens sessions-uid för att ommappa alla valda åtgärdsanvändare tillMasken upplösning längs X-riktningenMasken upplösning längs Y-riktningenPartikelgallerets upplösningUpplösningen som ska användas för varje kurvsegmentDen högra Bézier-kontrollpunktshandtaget från sammanhangetRotnoderna i lagerträdet. Ordnade efter stapelordning, vilket innebär att den första noden är den nedersta noden i lagerträdet.Rotationskanalen filtreradesRotationen av scenens 3D-markör, i det modifierade objektets lokala utrymmeRotationstyp och axelordning som ska användasPälsens grovhetDen löpande summan av värdena i motsvarande grupp, med start vid det första värdet.Den löpande summan av värdena i motsvarande grupp, med start från noll.Skala som tillämpas på kurvsegmentenSkalan för ett Voronoi-lager i förhållande till det föregående lagretSkalan för Gabor-bruset3D-markörens placering och rotation i scenenDet skriptade uttrycket kan utvärderas utan att använda hela Python-tolken.Den valda riggsamlingenDen valda riggtypenDe valda remsorna överlappar inte varandra.Valet av början och slutet på splines baserat på ingångsstorlekarnaUrvalet innehöll %d objekttyp(er) som inte stöder konvertering till "%s".Valet av varje element som ett flyttalvärdeValet av varje element som ett sant eller falskt värdeInställningen för filbläddrarläget för att ladda en .blend-fil, ett bibliotek eller en specialfilFormen på Gaussfördelningen i bildrutor. Lägre värden ökar skärpan över filterbredden.Formen på den gaussiska fördelningen, lägre värden gör den skarpareStroken början och slutets formDen kortaste vinkeln i radianer mellan två ytor där de möts vid en kant. Plana kanter och icke-mångfaldiga kanter har en vinkel på noll. Beräkningen av detta värde går snabbare än den signerade vinkeln.Slutaren stängs vid aktuell bildrutaSlutaren är öppen under den aktuella bildrutanSlutaren öppnas vid den aktuella bildenDen sida av handtaget som är valdDen sida som förblir vald efter delningenDen sida som valet tillämpas påDen signerade vinkeln arctan(A / B)Den signerade vinkeln i radianer mellan två ytor där de möts vid en kant. Platta kanter och icke-mångfaldiga kanter har en vinkel på noll. Konkava vinklar är positiva och konvexa vinklar är negativa. Beräkningen av detta värde är långsammare än den osignerade vinkeln.Simuleringens tidssteg per bildruta (sekunder per bildruta)Storleken på dilatation/erosion i pixlar. Positiva värden dilaterar och negativa värden eroderar.Storleken på oskärpan i pixlarStorleken på avtagningen från kanterna i pixlar. Om den är mindre än två pixlar kommer kanterna att bli kantutjämnade.Filterstorleken i pixlarGeometriens storlek avgör avståndet mellan de uppställda objekten.Storleken på bländningen i förhållande till bilden. 1 betyder att bländningen täcker hela bilden, 0,5 betyder att bländningen täcker halva bilden, och så vidare.Storleken på inpaint i pixlarPartiklarnas storlekStorleken på kakelplattan eller voxeln. För enskilda voxlar är detta 1, för kakelplattor representerar detta kakelplattans kubiska storlek.Slot identifierar vilken delmängd av åtgärden som anses gälla för detta datablock, och dess namn används för att hitta rätt slot när en åtgärd tilldelas.Slot identifierar vilken delmängd av åtgärden som anses gälla för denna remsa, och dess namn används för att hitta rätt slot när en annan åtgärd tilldelas.Det minsta heltalet som är större än eller lika med ADet minsta positiva heltalet som är delbart med både A och B, t.ex. LCM(6,10) = 30Jämnheten hos de extraherade höjdpunkternaSpotlight-kantens mjukhetLösaren upprepar inte, inte ens på första bildrutan (börjar från viloposition).Lösaren upprepar (konvergerar) på alla bildrutorLösaren upprepar (konvergerar) på den första bildrutan men inte på efterföljande bildrutor.Ljudfilen avkodas och laddas in i RAM-minnet.Källaxelns begränsade objekts X-axel använderKällaxelns begränsade objekts Y-axel använderKällaxelns begränsade objekts Z-axel använderKällfärgen innehåller en alfakomponent.Källfärgen är gammakorrigerad.Källgeometrin måste innehålla ett nät eller en punktmoln.Källnätet måste ha ytorKällan till detta kraftfält är nollpunkten för en harmonisk oscillator.Källan där maskens storlek hämtasDet utrymme där tillgångshyllan kommer att visas. Ignoreras för popup-tillgångshyllor som kan visas i vilket utrymme som helst.Det utrymme där panelen ska användasKvadratroten av variansen för varje gruppDet standardmässiga fraktala Perlin-brusetStart- och slutpunkterna är fasta positioner.Start- och slutpunkterna är förskjutningar från spline-kurvans kontrollpunkter.StartramenStartramen för det manuellt inställda avsedda uppspelningsintervalletStartpositionen för relationslinjerna från föräldra- till barnbenStyrkevärdet för genererade slagSträngen som ska sökas i inmatningssträngenSträngen som ska ersätta varje matchning medSträngvärdet som ska läggas in i knappenStreakvärdena kombineras med ackumulerade resultat genom att på lämpligt sätt använda addition, multiplikation eller kvaternionmatematik, baserat på kanaltyp.Stripvärdena ersätter de ackumulerade resultaten med det belopp som anges av inflytande.Subdivisionsnivån är för storDen subdivisionsnivå som är synlig vid renderingsögonblicketSumman av alla värden i varje grupp dividerat med storleken på nämnda grupp.Ytan på varje sida av nätetSystemet hittade ingen lösning.Målmeshen måste ha ytorMålrotationslägetMålet att använda vid snäppningTentakelns skalning styrs manuellt med hjälp av vridreglage.Tentakeln sträcker sig för att passa kurvanTexturen påverkar streckets grundfärg.Texturen påverkar alfavärdetLutningsvinkeln på hårstråets yttre del (cuticula). Den lutar alltid mot hårroten. Värdet ligger vanligtvis mellan 2 och 4 för människohår.Tiden (i minuter) som ska vänta mellan automatiska tillfälliga sparningarDen tid i sekunder som man ska vänta på online-operationer innan en anslutning kan misslyckas med ett timeout-fel. Noll använder systemets standardinställning.Den tid som ska användas för att söka efter data i cachefilen eller för att avgöra vilken fil som ska användas i en filsekvens.Regionens totala X-storlek i pixlarRegionens totala Y-storlek i pixlarDet totala antalet mesh-öarSumman av alla värden i motsvarande gruppOmvandlingen av instansernas utdata. Påverkar inte den interna geometrin.Omvandlingen av målbenet utvärderas i förhållande till dess lokala koordinatsystem, följt av en korrigering för skillnaden i mål- och ägarens vilopositioner. När det tillämpas som lokal omvandling på ägaren ger det samma globala rörelse som målet om föräldrarna fortfarande befinner sig i viloposition.Omvandlingen av målbenet utvärderas i förhållande till dess lokala koordinatsystem i viloläge, vilket därmed inkluderar den överordnade inducerade omvandlingen.Omvandlingen av målet utvärderas i förhållande till ett anpassat objekt/ben/vertexgrupp.Omvandlingen av målet utvärderas i förhållande till dess lokala koordinatsystem.Målets transformation utvärderas i förhållande till världskoordinatsystemet.Omvandlingen av målet utvärderas endast i poseringsutrymmet, omvandlingen av målets armeringsobjekt ignoreras.Omvandlingen av vektor- och geometriutdataDen transformationstyp som påverkar det begränsade objektetDen transformationstyp som ska användas från måletÖversättningen av denna rörelsehändelse. Intervallet på varje axel är [-1 till 1], innan det multipliceras med känslighetsinställningen. Detta skalas vanligtvis efter tidsdifferensen före användning.Den typ av Gabor-brus som ska utvärderasTyp av dataDatablocket %s är ännu inte implementerat.Den typ av licens som denna tillgång distribueras under. Ett tomt licensnamn innebär inte nödvändigtvis att det inte finns några licensvillkor. Kontakta upphovsmannen om du behöver någon förtydligande.Typ av media som ska sparasTyp av radieinterpolering för Bézier-kurvorDen typ av form som används för att återuppbygga en fasad sektionTyp av delningsoperation som ska utföras på remsorDen typ av strategi som används för att sampla direkta ljusbidragTyp av datablock, om tillgången representerar ett (annars 'NONE')Typ av tabellidentifierareTyp av lutningsberäkning för 3D-kurvorTyp av lutningsinterpolering för 3D, Bézier-kurvorTyp av transformeringsoperatorer att skrivaTyp av viktinterpolering för splineDet enhetliga tryck som konstant appliceras på nätet, i enheter av tryckskala. Kan vara negativt.Enhetssystemet som ska användas för användargränssnittets kontrollerUppåtgående riktning längs arrayformenDen uppåtgående riktningen för cirkelformenAnvändaren har fått se meddelandet "Online Access" och gjort ett val.Användararkivet för installation av tilläggDet värde som beräknas för kedjan är det högsta av de värden som erhållits för kedjans hörnpunkter.Värdet som beräknas för kedjan är medelvärdet av de värden som erhållits för kedjans hörnpunkter.Det värde som beräknas för kedjan är det minsta av de värden som erhållits för kedjans hörnpunkter.Det värde som beräknas för kedjan är det värde som erhålls för den första kedjans hörnpunkt.Det värde som beräknas för kedjan är det värde som erhålls för den sista kedjans hörnpunkt.Värdet är relativt för var och en av bildens dimensioner separat.Värdet är relativt till bildens X-dimension.Värdet är relativt till bildens Y-dimension.Värdet är relativt till bildens diagonal.Värdet är relativt till bildens större dimension.Värdet är relativt till bildens minsta dimension.Värdet på den reserverade bitflaggan 'FILTER_ITEM' (i filter_flags-värden)Det värde som den genomsnittliga luminansen mappas tillDet värde som denna händelse översätts till i en modal tangentbordskartaVärdet som ska användas om datavägen inte kan lösasVärdet som används för att mappa på färgövergången. 0,0 ger den färg som ligger längst till vänster, medan 1,0 ger den färg som ligger längst till höger.Värdena från attributet "id" på punkter, eller indexet om det attributet inte finns.Värdena medelvärde och median kommer att beräknas utifrånVärdena minimum och maximum kommer att beräknas utifrånVärdena standardavvikelsen och variansen kommer att beräknas utifrånDe värden som ska ackumulerasVektorn som ska transformerasDen topppunkt som hörnet är fäst vidDen vertex från vilken data ska hämtas. Standardinställningen är vertex från kontexten.Visaren fungerar inte eftersom modifieraren är inaktiverad.Visaren fungerar inte eftersom nodgruppen som används av modifieraren inte har någon utgång.Synligheten för ritningar i denna trädnod påverkas av lagren i masklistan.Hur begränsningen behandlar ursprunglig icke-fri axelskalningEffektens våt/torra blandningFuktighetsnivån när färgerna börjar övergå till bakgrundenBredden för nyskapade gruppnoderBredden på kolumner i horisontella listvyerBredden på beskärningsområdetFönstret har en HDR-grafikbuffert som kan skriva till färger med bred färgskala och högt dynamiskt omfång, i utökat sRGB-färgområde.Fönstrets relativa horisontella placering i områdetFönstrets relativa horisontella placering i regionenFönstrets relativa vertikala placering i områdetFönstrets relativa vertikala placering i regionenTidigare renderades världens volym av EEVEE Legacy. Konvertering krävs för att den ska kunna renderas korrekt.TemaTemat "{:s}" är redan installerat!Tema 3D-vyTema bakgrundsfärgTema BenfärgssetTema Clip EditorTemasamling FärgTemakonsolTema Dope SheetTema FilbläddrarenTemagrafredigerareTema BildredigerareTeminformationTemaknutredigerareTema Icke-linjär animationTemaöversiktTema InställningarTemaegenskaperTemasequensredigerareTemautrymmeTeman RumsinställningarTema KalkylbladTemat statusfältTema Strip FärgTematextredigerareTema Övre fältTema AnvändargränssnittTema Widget FärgsetTema Widget StatusfärgTematfärg eller anpassad färg för ett benTemaegenskaper för vanliga redigeringsområdenTemaegenskaper som delas av olika redigerareTemaninställningar för teckensnittTemaninställningar för InfoTemaninställningar för tillgångshyllorTemaninställningar för bakgrundsfärger och gradientTemaninställningar för benfärgssatserTemaninställningar för samlingsfärgerTemaninställningar för regioner som är gemensamma för redaktörerTemaninställningar för remsa färgerTemaninställningar för stilsatserTemaninställningar för 3D-visningsfönstretTemaninställningar för Blender-inställningarnaTemaninställningar för konsolenTemaninställningar för Dope SheetTemaninställningar för filbläddrarenTemaninställningar för bildredigerarenTemaninställningar för Movie Clip EditorTemaninställningar för NLA EditorTemaninställningar för nodredigerarenTemaninställningar för OutlinerTemaninställningar för egenskapernaTemaninställningar för sekvensredigerarenTemaninställningar för kalkylbladetTemaninställningar för statusfältetTemaninställningar för textredigerarenTemaninställningar för den övre fältetTemaninställningar för grafeditornTemaninställningar för användargränssnittselementTemaninställningar för widgetfärgsetTemaninställningar för widgetens färgerTemanTheoraDet finns flera grupputgångsnoder och den här är inte aktiv.Det finns inga ingångar.Det finns inga aktiva datablock.Det finns inga animationsdata att bearbeta.Det finns inget tillgångsbibliotek att ta bort.Det finns inget tilläggsarkiv att ta bort.Det finns inget lager '%s'Det finns ingen överordnad gruppnod i detta sammanhang.Det måste finnas ett aktivt attributDet måste finnas minst ett användararkiv inställt för att installera tillägg i.Det uppstod {:d} nyckelfel av okänd anledning.Dessa kräver automatisk tangent:ThetaTjockTjockare linjer än standardinställningenTjocklekTjockleksklämmaTjockleksfaktorTjocklek från skuggaTjocklek maxTjocklek MinTjocklekslägeTjockleksmodifierareTjocklek NäraTjocklek YtterTjocklek PositionTjockleksprofilTjockleksförhållandeTjocklek FormTjocklek StyrkaTjocklek baserad på strykningens riktningTjockleksberäkning med hjälp av begränsningar, mest avanceradTjockleksfaktorTjockleksfaktor som ska användas för noll påverkan från vertexgruppenTjockleksmodifieraren '%s' kunde inte tas bortTyp av tjockleksmodifierareTjockleksmodifierare för att ändra linjens tjocklekTjocklek på anteckningsstreckTjocklek på varje hårstråTjocklek på rökanvisningen i visningsfönstretFilmens tjocklek i nanometerTjockleken på konturstrecket i förhållande till aktuell penseltjocklekTjocklek på omkretsstrecketSkalkens tjocklekTjocklek på volymvisning i visningsfönstretSilhuetters och kanters tjockleksposition (gäller när vanlig kedjning används med alternativet Samma objekt)Tjocklek: %s, Djup: %sTunnTunn filmTunnfilm IORTunn filmtjocklekTunnare linjer än standardinställningenTredjeTredje koefficienten av fjärde ordningens Brown-Conrady radiell distorsionTredje koefficienten för tredje ordningens polynomisk radiell distorsionTredjedelarDenna tillgång lagras i den aktuella blend-filen.Detta attribut kan inte nås i ett procedurmässigt sammanhang.Denna benskolektion utökas i trädvyn för benskolektioner.Denna kanalväska hör inte hemma i denna remsa.Denna samling ägs av en lokal Armature, eller har lagts till via en biblioteksöverskrivning i den aktuella blandningsfilen.Denna samling lades till via en biblioteksöverskrivning i den aktuella blandningsfilen.Denna färg definierar vitt i remsan.Dessa data stöder inte sammanfogning i redigeringsläge.Denna datablock har ingen åtgärdsslot tilldelad.Denna datablock är en platshållare för saknade länkade data (dvs. den är [en överskrivning av] länkade data som inte längre kunde hittas).Denna datablock kan redigeras i användargränssnittet. Länkade datablock kan inte redigeras, förutom om de har laddats som redigerbara tillgångar.Denna datablock är länkad och packad i .blend-filen.Denna datablock är inte en självständig enhet, utan är i själva verket en underdata till ett annat ID (typiskt exempel: rotnodsträd eller huvudsamlingar).Denna datablock är runtime-data, dvs. den sparas inte i .blend-filen. Observera att t.ex. utvärderade ID:n alltid är runtime, så detta värde är endast redigerbart för datablock i huvuddatabasen.Denna funktionsuppsättning är beroende av följande funktionsuppsättning för att fungera korrekt:Denna funktionsuppsättning kunde inte laddas korrekt.Denna funktionsuppsättning kräver Blender {:s} eller nyare för att fungera korrekt.Denna fil hanteras av Blenders tillgångssystem och kan inte åsidosättas.Denna fil hanteras av Blenders tillgångssystem. Den kan endastDenna fil hanteras av tillgångssystemet och kan inte skrivas över (det går dock att använda "Spara som").Denna fil är offlineDenna fil är skrivskyddad.Denna fil har sparats med en nyare version av Blender (%s).Detta är en begränsad systemfil.Detta är ett speciellt linjallager.Detta är avståndet från en läkust, kallat fetch, eller det avstånd över vilket vinden blåser med konstant hastighet. Används av modellerna "JONSWAP" och "TMA".Detta är den minst effektiva av de tillgängliga formerna och bör endast användas när det är nödvändigt.Detta lager tillhör inte denna åtgärd.Detta bibliotek är ett "arkiv" för packade länkade ID:n som ursprungligen länkats från dess "arkivföräldrabibliotek".Detta kan leda till oväntat beteende.Denna metarig innehåller gamla riggtyper som kan uppgraderas automatiskt för att dra nytta av nya rigify-funktioner.Denna metarig kräver uppgradering till Bone Collections.Denna metarig använder den gamla ansiktsriggen.Denna metod ger en bra 2D-representation av ett nät.Det här läget är som att sträcka sig in i skärmen och hålla modellen i handen. Tryck 3D-musens lock åt vänster så flyttas modellen åt vänster. Tryck åt höger så flyttas modellen åt höger.Det här läget kräver automatisk tangenttryckning för att fungera korrekt.Denna modifierare kan endast deformera kontrollpunkter, inte den fyllda kurvan/ytan.Denna modifierare kan endast deformera fyllda kurvor/ytor, inte kontrollpunkterna.Denna modifierare har bakade dataDenna modifierare är aktivDenna modifieringsåtgärd är inte tillåten från redigeringsläget.Denna monolitiska ansiktsrigg är föråldrad.Detta kräver en lokal armatur eller en överstyrning.Denna nod definierar en bunt-signatur som ska användas av andra noder.Denna nod definierar en stängningssignatur som ska användas av andra noder.Denna nod har inga ingångsanslutningar att byta.Denna nod har inga ingångar att byta.Denna nod bör kopplas till gruppens utgångsnod.Detta objekt är en del av en sammansatt form.Denna åtgärd stöds inte i redigeringsläget.Denna operator fungerar endast i poseringsläge och armeringsredigeringsläge.Denna operator kräver en aktiv vertex (senast vald)Detta överskrivningsdatablock behövs inte längre, men upptäcktes som användarredigerat.Detta överskrivningsdatablock används inte.Denna överskrivningsegenskap finns inte i aktuella data och kommer att tas bort nästa gång .blend-filen sparas.Denna pose-resurs är tom och har därför ingen pose.Denna egenskap kan inte animeras eftersom den inte uppdateras korrekt.Denna egenskap är endast avsedd för internt bruk och kan inte redigeras.Denna egenskap används endast för att cacha objektområdet för senare beräkningar.Denna region stöder inte panelkategorier.Denna riggtyp lägger inte till prefixet ORG.Detta skript är skrivet för Blender version {:d}.{:d}.{:d} och kanske inte fungerar (korrekt), även om det är aktiverat.Denna plats (%s) tillhör inte den tilldelade åtgärden.Denna plats (%s) är inte lämplig för denna typ av datablock (%c%c).Denna plats tillhör inte denna åtgärd.Denna plats är inte lämplig för denna typ av datablock (%c%c)Detta uttag är avsett att användas som omkopplare i panelens rubrik.Denna remsa tillhör inte detta lager.Denna remsa kan inte omsynkroniseras.Denna text har inte sparats.Denna zon definierar en stängningssignatur som ska användas av andra noder.DuTrådTrådarTrådlägeTre nivåerTre spår med buntar behövs för att orientera golvetTröskelTröskelvärde över vilket fyllningen inte spridsTröskelvärde under vilket ingen skärpning utförsTröskelavstånd för automatisk sammanslagningTröskelavstånd inom vilket partiklar avlägsnasTröskelvärde för kontroll av överlappande geometriTröskelvärde för kantdetekteringsalgoritm (högre värden kan göra att vissa delar av bilden blir för suddiga)Tröskelvärde för kantdetekteringsalgoritm (högre värden kan rendera att vissa delar av bilden blir för suddiga). Gäller endast slutlig rendering.Tröskelvärde för stroke-korsningarTröskelvärde i skärmytan som används för förenklingsalgoritmen. Punkter inom detta tröskelvärde behandlas som om de låg på en rak linje.Tröskelnivå för att betrakta funktionen som tillräckligt bra för spårningGreningsgränsTröskelvärde för avstånd nära ytan där kollisioner fortfarande beaktas (bästa resultat när värdet är större än noll)Tröskelvärde för initial rörelse som krävs från enhetens vilolägeTröskelvärde för att betrakta färg som transparent för fyllningTröskelvärde för olika vikter som ska betraktas som likaMiniatyrbilderTilde-åtgärdKakelKakelrutnätets formKakelnummerKakeloffsetRutstorlekKakel XKakel YKakel ZKakel längs X-axelnKakel längs Y-axelnKakel längs Z-axelnKakel i kakelbildKakeletikettPlacera kakel för att välja UV-koordinaterKakelKakelbelagd UDIM-bildtexturKakelBildens kakelplattorKakelKakelkompensation för X-axelnLutningTiltinterpoleringTiltstyrkaTilt XTilt YTilt i 3D-vyLutning av kurvkontrollpunkterLuta valda kontrollpunkter på 3D-kurvanLutning:TimmerTidNyGammalTidsjusteringTidskurvaTidsdeltaFörläng tidTidsförskjutningTidshopp DeltaTidsgränsTidslägeTidsmodifieringssegmentTidsförskjutningTime OutÅterstående tid: {} Förfluten tid: {}TidsomläggningTidsskalaTidssekvensTidsslidaTidstegTidsförlängningÖversätt tidTidsenhetTidpunkt då slutaren stängsTidpunkt då slutaren är öppenTid mellan studsar för elastisk dämpningTid mellan slutaren öppnas och stängs i bildrutorTidsfördröjning på 1/10 sekunder innan undermenyerna öppnas automatisktTidsfördröjning på 1/10 sekund innan toppmenyerna öppnas automatisktTid i sekunder som modifieraren tog för att utvärdera. Detta ställs endast in på utvärderade objekt. Om flera modifierare körs parallellt är exekveringstiden inte ett tillförlitligt mått.Tid som behövs för att animera cirkeln till utfällt tillstånd (i 1/100-delar av sekunden)Tid för tangent över simuleringenTidpunkt för musens positionTidsförskjutning för ljudeffektenTid sedan senaste åtkomst av en GL-textur i sekunder, varefter den frigörs (ställ in på 0 för att behålla texturerna allokerade)Tid sedan senaste åtkomst av ett GL-vertexbuffert-objekt i sekunder, varefter det frigörs (ställ in på 0 för att behålla VBO-allokeringen)Tid sedan senaste steg i sekunderTid sedan föregående rörelsehändelse (i sekunder)Tid sedan timern startade sekunderTid angiven i bildrutor, omräknad till sekunder baserat på scenens bildfrekvensTid angiven i sekunderTid angiven i sekunder, oberoende av scenenTidsteg för advektion i sekunderTidsstegsintervall som styr teleporteringsbågens parabelTid i bildrutor mellan slutaren öppnas och stängsTid för att animera vyn i millisekunder, noll för att inaktiveraDags att blicka framåt i sekunderTid att använda för mask-animationenTid/fördröjning (i ms) för ett dubbelklickTid:Tid: %.3f %sTid: %s %sTid: +%.3f %sTid: +%s %sTidsskillnadTidsglidning: %sTidskodTidskodindexTidskodstilTidslinjeTidslinjeTidslinjemarkörerInställningar för tidslinjeöverläggTidslinje för vänster handtag och startbildruta för remsanTidslinje för det högra handtaget, vilket är den första bildrutan där remsan inte längre bidrar till utmatningen.Tidslinje där den underliggande remskällan börjarTidslinje där den underliggande remskällan slutarTidslinjemarkören '%s' hittades inte i åtgärden '%s'Tidslinjemarkören '%s' hittades inte i scenen '%s'TimerTimer (minuter)TidsplanTidsstämpelLäsning av tidsstämpel misslyckadesTidstegTidssteg MaximaltTimewarp-videoremsor, ändra uppspelningshastighetTidpunktTidpunkterFärgtonFärgtonFärgfaktorFärglägeTint dielektrisk reflektion vid normal infall för konstnärlig kontroll och metallisk reflektion vid nära sned infall för att simulera komplex brytningsindex.Färgreflektion vid nära sned infallsvinkel för att simulera komplex brytningsindexTona färgen på streckenFärgar höjdpunkter och skuggor med separata färger.Toner glansen. Överväg att minska glansen för att få en mer exakt toning.LitenLiten prim-gallringTipsTips KontrollSpetsdiameterTipsriktningTipsindexSpetslängdTipspositionTipsborttagareTips RundhetTipsvåg XTipsvalTips SpridningTips välj lägeTitelTitelfallTitel Säker marginalTitel för filbläddrarenTmrTmr0Tmr1Tmr2TmrJobTmrRegTmrRapportTmrSaveTillTill 3D-markörTill allaTill alla utvaldaTill bottenTill kontrollerTill aktuell bildrutaTill grader-lägeTill sista nyckelbildrutaTill LinkedAtt förloraTill MaxTill Maximum XTill Maximum YTill Maximum ZTill MinTill minimum XTill minimum YTill Minimum ZTill nästa nyckelbildrutaBeställningFörförstärktTill radianlägeTill uttagTill utrymmenTill sfärenTill sfären: %.4f %sTill sfären: %s %sTill rakTill flikarTill toppenFör att göra ändringarna i inställningarna permanenta, använd "Spara inställningar".För att göra ändringarna i Inställningar permanenta, använd "Spara inställningar".För att göra ändringar i inställningarna permanenta, använd "Spara inställningar". Varning: Din fil är inte sparad! Om du fortsätter kommer dina ändringar att raderas.För att matcha renderingar så nära som möjligt med det tidigare arbetsområdet måste färger i alla material, ljus och geometri konverteras. Vissa nodgrafer kan inte konverteras exakt och kan behöva manuella korrigeringar.Till nodAtt socklaIdagTåTåspetsrullningTå-inVäxlaVäxla mellan 3D-stereostöd för aktuellt fönster (eller ändra visningsläge)Växla mellan lägg till/dra ifrån för verktyget för viktmålningVisa allaVäxla mellan benalternativVisa kommentarerVäxla slutVäxla mellan fri/justeraVäxla mellan alternativet Låsval för den aktuella klippredigerarenVäxla mellan överläggVäxla profilklippningVäxla mellan renderingsalternativVäxla mellan valVäxla valVäxla mellan snäppningVäxla StartVäxla systemkonsolVäxla vektorVäxla visningsvy AnvändVäxla synlighetVäxla widgetfärgerVäxla ett kontextvärdeVäxla mellan metaremsor (för att redigera inneslutna remsor)Växla mellan specifika visningsnoder med tangenterna 1, 2, ... 9.Växla mellan animeringens uppspelning (Shift-Mellanslag för verktyg eller popup-fönster för penselresurser)Växla mellan vektor- och autohandtagVäxla mellan rutornaVäxla mellan att visa och dölja katalogen i tillgångshyllanVäxla mellan flaggan för överlappande klämmorVisa/dölj hopfällbara noder och dölj oanvända uttagVäxla mellan att dölja och visa valda noderVäxla mellan färgrampoperationerVäxla cykliskt för valda splinesVäxla inaktiverad flagga för valda markörerVäxla mellan att visa valda objekt separat och centrerat i vynVäxla mellan att visa det valda området i helskärmsläge/maximerat lägeVäxla mellan redigerbarhet för valda kanalerVäxla mellan uppräkningVäxla mellan att tona ut Grease Pencil-lager utom det aktivaVäxla teckenstorlekVäxla teckensnittVäxla mellan geometrisk randomisering för felsökningsändamålVäxla gravitationseffektVäxla flaggan för härdade normalerVisa/dölj dolda dot-filerVäxla inversion av påverkade normalerVäxla mellan val av nyckelrutor istället för att endast behålla de nyvalda nyckelrutornaVäxla mellan låst flagga för valda spårVäxla lås för alla och invertera icke valda vertexgrupper för det aktiva objektetVäxla lås för alla vertexgrupper för det aktiva objektetVäxla lås för valda vertexgrupper för det aktiva objektetVäxla lås för icke valda vertexgrupper för det aktiva objektetVäxla mellan markera sömflaggaVäxla mellan markera skarp flaggaVäxla mellan förhandsgranskning av materialskuggningVäxla mellan att stänga av ljudet för valda noderVäxla objektets redigeringslägeVäxla objektets kraftfältVisa/dölj hierarkiVisa alternativknappar för valda noderVäxla mellan att skriva över och skriva medan du skriverVäxla mellan partikelredigeringslägeVäxla förhandsgranskning för valda noderVäxla mellan renderad skuggningVäxla mellan skulpteringsläge i 3D-vyVäxla mellan vald visningsnod i kompositör- och geometrinoderVäxla val för alla elementVäxla mellan val av alla animationskanalerVäxla mellan val av alla nyckelrutorVäxla valstatus för alla benVäxla mellan olika skuggningstyper i 3D-vynVisa/dölj renderingsvyVäxla mellan fast skuggningVäxla mellan angivna inställningar på alla valda animationskanalerVäxla mellan bandanslutningarVäxla mellan textredigeringVäxla mellan texturmålarläge i 3D-vyVäxla mellan val av objekt i OutlinerVäxla kameravynVäxla det aktuella fönstret till helskärmslägeVäxla regionens placering (vänster/höger eller överst/nederst)Växla mellan valenVäxla mellan urvalslägenVäxla mellan vertexmålningsläget i 3D-vynVäxla denna formnyckelVäxla mellan att visa eller dölja oanvända noduttagVäxla synlighetVäxla mellan att visa och dölja kanaler i grafredigeraren för redigeringVäxla mellan viktmålningsläge i 3D-vyVäxla mellan om en viss typ är aktiv eller inteVäxla mellan om objektet under markören är öppet eller stängtVäxla mellan om ytan ska bearbetas eller ignorerasVäxla mellan om det aktiva materialet är det enda som är redigerbart och/eller synligt.Växla mellan om materialet är kopplat till objektdata eller objektblocket.Växla mellan trådmodellskuggningVäxlar mellan rotation och polmål i IK-kedjanDet är inte tillåtet att växla mellan regioner i den övre fältet.ToleransTolerans för att hitta dubbla hörnpunkterTolerans för avvikande värden; lägre värden filtrerar bort brus medan högre värden återger kanter som ligger närmare ingångsvärdet.TonintervallTonTonmappningsalgoritmTonmappningsmodifierareKurvans tonTonekartaTonekarttypTonTonFör få kluster av remsor valda i NLA Track (%s): exakt 2 måste väljasFör få val för att slå sammanFör många kluster av remsor valda i NLA Track (%s): exakt 2 måste väljasFör många punkter valda: %dFör många potentiella rotsamlingar (%d) för överskrivningshierarkin, använd istället Outliner.VerktygVerktyg GizmoVerktygshuvudVerktygsinitieringVerktygstangentbord:VerktygstangenterVerktygslägeVerktygsegenskaperVerktygsegenskap InitVerktygsinställningarVerktygswidgets färgerVerktyget kan inte ställas in med ett tomt utrymmeVerktygsnodgruppens tillgångar som inte är tilldelade en katalog. Kataloger kan tilldelas i tillgångsbläddraren.Verktyg {!r} hittades inte för utrymmet {!r}VerktygsfältVerktygsfält / SidopanelVerktygsfältets objektVerktygsfältets widgetfärgerVerktygslåda KolumnlayoutVerktygVerktyg kan använda detta för att märka data för egna ändamål (initialt tillstånd är odefinierat).VerktygstipsVerktygstipsfärgerVerktygstipsstilVerktygstipsToon BSDFToon BSDF-komponent att användaToppTopp (X-Y)Övre fältÖvre baslinjeToppens höjdHögsta nivåÖppningsfördröjning för toppmenynÖvre linjeTopp ortografiskTopperspektivÖvre högra hörnetToppbreddÖvre kant anpassad efter belastningÖvre linje synligHögst upp på listanÖvre intervall för X-axelns destinationsrörelseÖvre intervall för X-axelns källrörelseÖvre intervall för Y-axelns destinationsrörelseÖvre intervall för Y-axelns källrörelseÖvre intervall för Z-axelns destinationsrörelseÖvre intervall för Z-axelns källrörelseTopp-botten3D-redigerare uppe till vänsterEndast remsor på högsta nivåÖvre högra hörnet av förpackningens gränserÖvre/nedreTopologiTopologiska diagonalerTopologisk avståndTopologins inflytandeTopologikartläggningTopologispegelTopologi RakeTopologi StegTopologin har ändrats, kanske genom triangulering av nätet. Endast hörnpunkter kommer att läsas!TorusTotaltTotal kostnadTorusens totala yttre radieTorusens totala inre radieTotalt antal nivåerTotal vinkel som används för att sprida kopiorna i en cirkelbågeTotalt antal filer %d | Ändrade %d | Misslyckade %dTotalt maximalt antal studsarTotalt antal partiklarTotalt antal punkter för kurvan eller ytan i U-riktningenTotalt antal poäng för ytan i V-riktningenTotal tid som byggnadseffekten kräverPekplattaRullningsriktning för pekplattaMot anpassad kameraSpårSpårramSpåra bild med start i aktuell bildramSpårprecisionSpåra hela sekvensenSpåra strålar mot objektets insidaSpåra bildens aktuella bildrutaSpårareSpårningSpårningsmetodSpårar bild...SpårSpår "%s" hittades inte i spårningsobjektet %sSpåra axelSpårkameraSpårindexSpåra rörelseSpårpositionSpårsekvensSpårtröskelSpåra tillSpår till begränsningSpåra så snabbt som möjligtSpåret är doltSpåret är låstSpåret är låst och alla ändringar av det är inaktiverade.Spår är valtSpårmarkör under bildsekvens istället för enskild bildSpårläget använder fullt bakningsläge:Spårmönster från aktuell bildruta till nästa bildrutaSpårmönster från given bildruta vid spårning av markör till nästa bildrutaSpåra mönster från nyckelbildruta till nästa bildSpåra valda markörerSpåra de valda markörerna bakåt med en bildrutaSpåra de valda markörerna bakåt för hela klippetSpåra de valda markörerna framåt med en bildrutaSpåra de valda markörerna framåt för hela klippetSpår till begränsningSpår med dubbel hastighetSpåra med halva realtidshastighetenSpåra med en fjärdedel av realtidshastighetenSpåra med realtidshastighetSpårets förankringspunkt är valdSpårets mönsterområde är markeratSpårets sökområde är valtSpår:TrackballMed trackball kan du vrida vyn i valfri vinkel.Rotation av valda objekt i trackball-stilStyrkula: %.2f %.2f %sStyrkula: %s %s %sSpårade bildrutorSpårade spårSpårningSpårningsaxelSpårning av objektSpårningsförinställningarSpårningsinställningarSpårningsinställningar ExtraSpårningsinställningar ExtrasSpårningsmarkörer...SpårSpår VisningstypSpårstorlekSpår för platsSpår för rotation/skalningSpår för stabiliseringSpår med samma färgAvvägning mellan kodningshastighet och komprimeringsgradTraditionellTraditionell rullningsriktningAntal spårEfterföljandeTräningsproverÖverföringÖverför FK-animering till IK-benÖverför Freestyle-kantmarkeringÖverför Freestyle-ansiktsmärkeÖverför IK-animering till FK-benÖverför endast valdaÖverför UV-kartor från aktiva till valda objekt (kräver matchande geometri)Överför UV-lagerÖverför UV-sömmarÖverför aktiva eller alla vertexgrupperÖverför alla attribut till det nya nätetÖverför alla datalagerÖverför alla vertexgrupper som används av deformationsbenÖverför alla vertexgrupper som används av valda poserbensÖverför fasade vikterÖverför färgattributÖverför veckvärdenÖverför anpassade normalerÖverför data från aktivt objekt till valda objektÖverför datalager (vikter, kantskärpa etc.) från aktiva till valda nät.Överför datalager (vikter, kantskärpa etc.) från valda nät till det aktiva nätet.Överföring av platt/slät markeringÖverföring från valda objekt till aktiva objektÖverför layouten för datalagret/datalagren från aktiva till valda nätÖverföringsplatsen förändras endastÖverför plats-, rotations- och skalningstransformationerÖverför material från icke-tomma platser till resultatnätet och lägg till nya material efter behov. För tomma platser, använd samma materialindex som operandnätet.Överför rörelse från ett annat nätÖverföringsrotation transformerar endastÖverföringsskalan transformerar endastÖverför endast valda benÖverför flera typer av data (vertexgrupper, UV-kartor, vertexfärger, anpassade normaler) från ett nät till ett annat.Överför skarp markeringÖverför värden för delningsveckÖverför FK-animering till IKTransformeraOmvandla cacheOmvandla cachebegränsningTransformera kanalTransformera koordinatsystem för radiell kakelOmvandla markörenTransformera DeltaOmvandla riktningTransformera geometriTransformera GizmoTransformationsmatrisTransformera lägeFörvandla navigering med AltTransformera objektTransformera orienteringsplatserTransformera orienteringarTransformera ursprungFörvandla föräldrarOmvandla pivotpunktTransformationspunktFörvandla poseFörvandla förhandsgranskningTransformera referensOmvandla sampelFörvandla utrymmetTransformera en riktningsvektorTransformera en riktningsvektor (plats ignoreras)Transformera en normalvektor med enhetslängdOmvandla en punktOmvandla en textur genom att invertera texturkoordinatenTransformera en enhetsnormalvektor (Position ignoreras)Omvandla alla öar så att de fyller UV/UDIM-utrymmet så mycket som möjligt.Transformera axel för att begränsa effekter tillOmvandla kanalOmvandla duplicerade nyckelrutorOmvandla från rutnätsindexutrymme till objektutrymmeTransform är inställd på att endast påverka platsenOmvandla markörer och remsorTransformera objektets ursprung, medan formen lämnas på platsTransformera parametrar för en sekvensremsaOmvandla valda objekt efter läges typTransformera stroketexturkoordinater ModifierareTransformera UV-kartan med hjälp av skillnaden mellan två objektTransformera benet som om det vore ett barn till benet Custom Shape Transform. Detta kan vara användbart när man kombinerar formnycklar och armaturdeformationer.Transformera ingången i förhållande till huvudgeometrinTransformera ingångsvektorn genom att tillämpa translation, rotation och skalning.Förändra föräldrarna, låt barnen vara kvarTransformationsverktyg påverkas också av denna begränsning.Transformera:OmvandlingTransformationsbegränsningTransformationslägeTransformationskanal från målet som används för att aktivera åtgärdenTransformationsmatris som innehåller objektets position, rotation och skalaTransformationsmatris från voxelindex till objektutrymmeTransformationsmatris att tillämpa föreTransformation av varje instans från geometrikontextenTransformationsorienteringTransformerarTransformationer påverkas också av denna begränsning.Transformationer inkluderar inte föräldraskap/restpose eller begränsningar.Transformationer inkluderar effekter av begränsningar men inte föräldraskap/viloposition.Transformationer inkluderar effekter av föräldraskap/restpose och begränsningarOmvandlar punkter från objektutrymmet till visningsutrymmet med hjälp av visningsfönstrets placering och rotation.Omvandlar punkter i visningsutrymmet till regionutrymmet ("klipputrymme" eller "normaliserade enhetskoordinater")ÖvergångÖvergångsremsaÖvergångarÖvergångar ValdaÖversättÖversätt instanserÖversätt gränssnittÖversätt nya namnÖversätt OriginÖversätt rapporterÖversätt RootsÖversätt verktygstipsÖversätt XÖversätt YÖversätt ytterligare information, såsom felmeddelandenÖversätt alla etiketter i menyer, knappar och paneler (observera att detta kan göra det svårt att följa handledningar eller manualen)Översätt och rotera kurvor baserat på förändringar mellan objektets ursprungliga och utvärderade ytmesh.Översätt ursprunget istället för markeringenÖversätt rotben (dvs. ben utan överordnade ben) till armeringens ursprungÖversätt beskrivningarna när du håller muspekaren över UI-element (rekommenderas)Översätt namnen på nya datablock (objekt, material...)Översätt den uppsättning punkter som ursprungligen ligger inom penselcirkeln.Översätt, orientera, skalaÖversätt, rotera, skalaÖversätt, rotera eller skala geometrinÖversättningÖversättningsavdelningar KatalogÖversättningssammanhangÖversättning RotÖversättning Track SpecialsÖversättningsspårÖversättning ackumulerad för varje exemplarÖversättningskontext för fastighetens namnÖversättning av lagretGenomskinlig BSDFÖverföringÖverföringsstudsarÖverföringsfärgÖverföringsdjupDirekt överföringÖverföringsfaktorIndirekt överföringÖverföringssynlighetTransmissionsviktTransmissionsljusmultiplikatorSändaÖppenhetÖverlappande transparensTransparens för ikoner i gränssnittet, för att minska kontrastenTransparens utan brytning, som passerar rakt igenom ytan som om det inte fanns någon geometri.TransparentTransparent BSDFTransparent bakgrundTransparent schackbrädeTransparent djupTransparent glasTransparent Max studsarTransparent grovhetströskelTransparenta skuggorTransparent scenvisning. Tillåt val genom objektTransponera matrisTrapezProvtagning av instängda luftpartiklarMaximal potential för instängd luftProvtagning av instängd luftKorsa sammankopplade ytor (inklusive diagonaler och kantringar)Behandla alla linjer som samma linjetyp så att de kan kopplas ihop.Behandla kurvan som en cyklisk kurva (ingen fastspänning till kurvans begränsningsruta)Behandla bilden som icke-färgdata utan färghantering, som vanliga kartor eller förskjutningskartor.Behandla skärningspunkter och konturlinjer som om de vore av samma typ så att de kan kopplas ihop.Behandla material med alfa som dekaler (ingen skuggkastning)Behandla endast baksidan av ytan som ett ljus för provtagning.Behandla endast framsidan av ytan som ljus, vanligtvis för slutna nät vars insida inte är synlig.Behandla ytan som ett ljus för provtagning, som avges från både fram- och baksidan.Behandla detta objekt som ett plant och oavslutat nät. Vätska kommer endast att avges från nätets yta och baseras på ytans emissionsvärde.Behandla detta objekt som ett plant, oavslutat nät.TrädnodTrädtypTränod är markeradTriTriangelTriangel ATriangelområdetTriangel BTriangelansiktenTriangelventilatorTriangel NormalTrianglarTrianglar med alla hörn i denna grupp används inte vid objektkollisioner.Trianglar med alla hörn i denna grupp används inte vid självkollisioner.TriangulärTrianguleraTriangulera ytorTriangulera nätTriangulera nätTriangulera modifierareTriangulera nät under exportTriangulera endast polygoner med ett antal hörnpunkter som är större än eller lika med detta tal.Triangulera valda ytorTriangulerat nätTrianguleringslösare för att fylla 2D-kurvorTrigger ATrigger BTrilineärTrimkurvaTrimma hårkurvorTrimningslägeTrimma slaglängdTrimma alla kanter precis vid bildens gräns (inklusive överskanningsområdet)Trimma hårkurvor slumpmässigt upp till en viss mängdTrimma korsande slaglängderKlipp eller dela remsorna för att lösa överlappningenTrimma/Lägg tillTrimmar eller jämnar ut hårkurvor till en viss längdTriplettStativStativrörelseStativlösareTriquadratiskSantSann normalSant om ett aktivt element finns i nätet, falskt i annat fallSant om kurvan inte bidrar med någon animering på grund av brist på nyckelrutor eller användbara modifierare, och bör raderas.Sant om fältet utvärderas på en ruta, dvs. på flera voxlar samtidigt. Om detta är falskt är omfattningen alltid 1.Sant om bilddata är laddade i minnetSant om ingångsmatrisen är inverterbarSant om modifieringsfliken är utvidgadSant om sockeln kan acceptera flera ordnade ingångslänkarSant om sockeln är en utgång, annars ingångSant om uttaget är anslutetSant om uttaget är valtSant om uttaget inte är tillgängligtSant om det finns anpassade normala data för denna meshSant om den här bilden har något namngivet lagerSant om denna bild har flera vyerSant om denna bild är lagrad i flyttalsbuffertSant om detta alternativ väljs i menyvalet.Sant om detta bibliotek innehåller biblioteksöverskrivningar som är länkade i den aktuella blendfilen och som måste synkroniseras om rekursivt vid laddning (det rekommenderas att öppna och spara om biblioteksblendfilen då).Sant om detta material har Grease Pencil-dataSant om denna nod används som aktiv grupputgångSant om denna nod används som aktiv utgångSant om denna förhandsgranskningsikon har modifierats av py-skriptet och inte längre genereras automatiskt av Blender.Sant om denna förhandsgranskningsbild har modifierats av py-skript och inte längre genereras automatiskt av Blender.Sant om spåret har ett giltigt paketSant eller falsktSant om inte den första ingången är sann och den andra är falsk.Sant när alla förfäder till denna benskolektion är markerade som synliga; alltid sant för rotbenskolektioner.Sant när minst en ingång är falskSant när minst en ingång är sannSant när båda ingångarna är ungefär lika storaSant när båda ingångarna är olika (exklusivt eller)Sant när båda ingångarna är lika (exklusiv nor)Sant när båda ingångarna är falskaSant när båda ingångarna inte är ungefär lika stora.Sant när båda ingångarna är sannaSant när det anropas (även om endast exekveringsåterkopplingarna är tillgängliga)Sant när flera uppräkningarSant när opaciteten för fyllningen är inställd tillräckligt hög för att vara synlig.Sant när streckets opacitet är inställd på en tillräckligt hög nivå för att vara synlig.Sant när det körs från panelen "Justera senaste åtgärd"Sant när det körs från operatören "Repeat Last" (Upprepa senaste)Sant när markören är markeradSant när den första inmatningen innehåller den andra som en delsträng.Sant när den första inmatningen slutar med den andraSant när den första ingången är ljusareSant när den första ingången är mörkareSant när den första ingången är större än den andra ingångenSant när den första ingången är större än den andra ingången eller lika med denSant när den första ingången är mindre än den andra ingångenSant när den första ingången är mindre än den andra ingången eller lika med den.Sant när den första ingången är sann och den andra är falsk (inte underförstått)Sant när den första inmatningen börjar med den andraSant när egenskapen är doldSant när egenskapen inte sparas i förinställningarSant när egenskapen är valfri i en Python-funktion som implementerar en RNA-funktion.Sant när egenskapen använder spökvärdenSant när användaren bläddrar igenom tidenSant när denna egenskap är ett utdatavärde från en RNA-funktion.Sant när detta värde inte kan ställas in på NoneSant när det används i redigeringslägeTrunkaTrunkeringslägeKorta av texten som skulle hamna utanför textrutornaBetrodda blandningsfilerPålitlig källaPålitlig källa [Opålitlig sökväg]Försök att rikta in den huvudsakliga benaxeln med benbarnen.Försök hitta saknade externa filerFörsök att vända på benens namn, om möjligt, istället för att lägga till en sifferförlängning.Försök gissa den ursprungliga bindningspositionen för skinnade meshar från de inversa bindningsmatriserna. När den är avstängd, använd standard-/viloposition som bindningsposition.Försök att behålla den globala formenFörsök att bevara anpassade normaler. Varning: Beroende på vald trianguleringsmetod kan skuggningen eventuellt inte bevaras fullständigt. Metoden "Fast" ger vanligtvis bäst resultat här.Försök att bevara nätgränsen på nätetFörsök att bevara skarpa detaljer på nätet.Försök att återanvända tidigare tillagda matchande ID:n när du lägger till dem igen, istället för att skapa lokala dubbletter.Försök att återanvända tidigare matchande tillagda datablock istället för att lägga till en ny kopia.Försök att ta bort den högra punkten från de vända namnen. Varning: Kan i vissa fall resultera i inkonsekvent namngivning.Prova att använda Sparse Accessor om det sparar utrymme.Försöker ladda om biblioteket '%s' från ogiltig sökväg '%s'Försöker ladda om eller flytta biblioteket '%s' till ogiltig sökväg '%s'RörRörnätJustera bildGrumlighetTurbulensTurbulenseffektviktTurbulens av typen bandbrus och ringbrusTurbulens i bullretTurbulent havTurkiska - TürkçeVändningsbeloppSväng vänsterVändningspolicySväng högerVridhastighetVridhastighetsfaktorVrid medurs runt navigering uppåt-axelnVrid moturs runt navigering uppåt-axelnFörvandla inaktiva voxlar och brickor till inaktiva bakgrundsbrickorFörvandla objekt till målardukar och penslar, skapa färgattribut, bildsekvenser eller förskjutningarStäng av detta tilläggStäng av detta tilläggAktivera SB-diagnostik konsolutskrifterAktivera eller inaktivera fastsättningAktivera alternativet för att visa hanteringspanelen när du skapar en modifierare.Aktivera detta tilläggAktivera detta temaFörvandla regioner där alla voxlar har samma värde och aktivt tillstånd (inom en toleransgräns) till inaktiva bakgrundskakel.Vridhastighet i grader per sekundOmvandla utdata till en enda geometri istället för instanser (krävs av många andra modifierare)VändningarSkivspelareSkivspelaren håller Z-axeln upprätt medan den roterarJusteraJustera flaggan för dubbletterJusteringsläge Åtgärd SlotslagringJusteringsläge ÅtgärdslagringJustera sekundärpensel/masktexturJustera gest från tomt utrymme för val av rutaJustera den aktiva gizmoJustera fysikens timing för att kontrollera frekvens och hastighetVridningVridkurvaTwistfaktorTwist-metodenTwist SmidigVridningsförskjutning för slutna slingorTvå nivåerTvå eller flera kanaler behövs under denna remsa.Två spår med buntar bör väljas för att ställa in skalaTxtInTypTypen "{:s}" kan inte hittasTypen "{}" kan inte formaterasTyp 1Typ 2TypinfoTyp EtikettTyp och standardvärde för en nodsockelTypidentifierare för detta datablockTyp av ID-block som kan användasTyp av sammanslagning som ska användasTyp av NLA-remsaTyp av styv kroppsbegränsningTyp av kontextberoende datablock för åtkomst till egenskap frånTyp av vinkelinmatningTyp av bakgrund i 3D-visningsfönstretTyp av inbyggd funktion som ska användasTyp av jämförelse som ska görasTyp av kurva som ska användas för nya streckTyp av data som lagras i attributetTyp av data som samlas inTyp av data som resultaten beräknas utifrånTyp av data som ska byta namnTyp av data som shadern ska hämtas frånTyp av data som texturen ska hämtas frånTyp av data som ska visualiseras/kontrollerasTyp av datablock som denna plats är avsedd att animera; kan ställas in när 'UNSPECIFIED' men är annars skrivskyddadTyp av element som enskilda transformerade element ska fästas vidTyp av element som "Snap Base" ska fästas påTyp av element som attributet lagras påTyp av element att fästa vidTyp av evenemangTyp av händelsekartläggningTyp av fältTyp av filter som ska användas för bildtransformationTyp av genererad begränsningTyp av generator som ska användasTyp av nätdataTyp av inflytande volymTyp av information som ska visasTyp av indata som används för maskTyp av gränssnittsobjektTyp av nyckelbildrutaTyp av nyckelbildruta (för filtrering)Typ av nyckelbildruta (endast för visuella ändamål)Typ av nyckelrutor som ska skapas när nyckelrutor infogasTyp av ljusTyp av ljussondTyp av material som föremålen är tillverkade av (avgör materialets densitet)Typ av ny färgplatsTyp av objektTyp av objekt som ska konverteras tillTyp av parallaxvolymTyp av föräldrarelationTyp av föräldraskapTyp av pass för bakningTyp av pass att baka, vissa av dem kanske inte stöds av den aktuella renderingsmotornTyp av periodisk förskjutning på kurvanTyp av periodisk förskjutning på bananTyp av förhandsgranskningTyp av intervall som ska beräknas för rörelsebanorTyp av intervall som ska visas för rörelsebanorTyp av omordningsoperation som ska tillämpasTyp av representation för vägledande distributionTyp av rulljalusieffekt som matchar CMOS-baserade kamerorTyp av formTyp av uttagTyp av hastighetsguideTyp av sträckning som ska visasTyp av filredigeringsvy (vanlig filbläddring eller tillgångsbläddring)Typ av brusstrukturTyp av sekvenservisning (sekvenserare, förhandsgranskning eller båda)Typ av klippredigeringsvyTyp av riktad provtagning som används för vägledningTyp av extruderat handtagTyp av objekt som ska skapasTyp av modifierareTyp av modifierare som ska bearbetasTyp av sökvägselementTyp av region att växla mellanTyp av uttag som genereras av denna gränssnittskomponentTyp av denna regionTyp av övergång som används för att tona ut dimmaTyp av enheter för denna fastighetTyp av vektor som mappningen transformerarTyp av blanksteg som ska konverteras tillTyp av trådmodellvisningTyp överlappande cachadTyp som ska användas för attribut för vertexpositionerTyp som inte stöds för attributet "%s"Typ: PaketTyp: FörslutningTyp: GeometrisetTyp: ListaTyperTyper av slaglängdsförlängningar som används för att täppa till luckorUU (X)-axelnU-förskjutningU-koordinat för punkt längs splinesegmentetU-axelUDIM-kakelUDIM-plattorUDIM-nummer för kakelplattanUI-layoutUI-linjebreddUI-namnUI-radUI-skalaUI-taggUI-taggarUI-titelUI-lista som innehåller elementen i en samling",;=AActionZone-områdetActionZone HelskärmActionZone QuadActionZone-regionenAltAnsökanBTillbakaBakåtBottenKnapp 1Knapp 10Knapp 11Knapp 12Knapp 2Knapp 3Knapp 4Knapp 5Knapp 6Knapp 7Knapp 8Knapp 9Knapp 4Knapp 4 MusKnapp 5Knapp 5 MusKnapp 6Knapp 6 MusKnapp7Knapp 7 MusCCtrlDRaderaDominantNedåtpilESlutAngeRadergummiEscFF1F10F11F12F13F14F15F16F17F18F19F2F20F21F22F23F24F3F4F5F6F7F8F9PassformFramsidaGGrlessHHemHyperIMellanflyttInfogaIsometrisk 1Isometrisk 2JKNyckelmodifierareLVänsterVänster AltVänsterpilVänster CtrlVänster musknappVänster skiftRadmatningMMedia förstMedia SenastMedia Spela upp/PausaMedieuppehållMenyMittenMellanmusMinusRörelseMusrörelseMus/Trackpad PanMus/Trackpad RoteraMus/Trackpad Smart ZoomMus/Trackpad-zoomFlyttaNNDOF TillbakaNDOF BottenNDOF-knapp 1NDOF-knapp 10NDOF-knapp 11NDOF-knapp 12NDOF-knapp 2NDOF-knapp 3NDOF-knapp 4NDOF-knapp 5NDOF-knapp 6NDOF-knapp 7NDOF-knapp 8NDOF-knapp 9NDOF DominerandeNDOF-anpassningNDOF-framsidaNDOF Isometrisk 1NDOF Isometrisk 2NDOF VänsterNDOF-menyNDOF minusNDOF-motionNDOF Pan/ZoomNDOF PlusNDOF HögerNDOF-rulle CCWNDOF-rulle CWNDOF RoteraNDOF Spara vy 1NDOF Spara vy 2NDOF Spara vy 3NDOF Snurra motursNDOF Snurr CWNDOF-lutning motursNDOF Tilt CWNDOF ToppNDOF Visa 1NDOF Visa 2NDOF Visa 3Numeriskt tangentbord *Numeriskt tangentbord +Numeriskt tangentbord -Numeriskt tangentbord .Numeriskt tangentbord /Numeriskt tangentbord 0Numeriskt tangentbord 1Numeriskt tangentbord 2Numeriskt tangentbord 3Numpad 4Numeriskt tangentbord 5Numeriskt tangentbord 6Numeriskt tangentbord 7Numeriskt tangentbord 8Numeriskt tangentbord 9Numeriskt tangentbord EnterOOS-tangentPSida nedåtSida uppPanorera/zoomaPausPennaPlusQRÅterlämningHögerHöger AltHögerpilHöger CtrlHöger musknappHöger skiftRulla motursRulla CWRoteraSSkiftRymdenMellanslagstangentSnurra motursSnurra medursTFlikTextinmatningLuta motursLuta medursTimerTimer 0Timer 1Timer 2Timer AutosparaTimerjobbTimerregionTimerrapportToppTypUUppåtpilVVisa 1Visa 2Visa 3WHjul nedHjul inHjul vänsterHjul utHjul högerHjul uppFönster AvaktiveraXXR-åtgärdYZ[]`UNIX-skal-liknande filnamnsmönster som matchar, stöder jokertecken ('*') och lista med mönster separerade med ';'UPURLURL att öppnaURL: {:s}USDUSD Export: Det gick inte att flytta den nya usdz-filen från den tillfälliga platsen %s till %s.USD Export: Det går inte att ta bort befintlig usdz-fil %sUSD Export: Det går inte att hitta samlingen '%s'USD Export: kunde inte skapa relativ filväg för .vdb-fil, absolut sökväg kommer att användas iställetUSD-export: kunde inte lösa .vdb-fil för objekt: %sUSD Export: ogiltig söksträng '%s': %sUSD Export: sökvägen '%s' är inte en absolut sökvägUSD Export: sökvägssträngen '%s' är inte en primär sökvägUSD-export: det går inte att hitta ett lämpligt USD-plugin för att skriva %sUSD-krokUSD-import: UV-attributvärdet '%s' stämmer inte överens med interpoleringstypenUSD Import: kunde inte lägga till UV-attributet '%s'USD Import: kan inte öppna scenen för att läsa %sUSD Förhandsgranskning Surface NetworkUSD-formerUSD Skeleton Import: benmatriser med negativa determinanter som upptäckts i prim %s. Sådana matriser kan indikera negativa skalor, möjligen på grund av speglingsoperationer, och kan för närvarande inte konverteras till Blenders benrepresentation. Skelettanimeringen kommer inte att importeras.USD stöder inte animering av kurvtyper. Kurvtypen ändras från %s till %s i bildruta %f.USD-export: Enkel underindelning stöds inte, exporterar underindelad meshUSD-export: kunde inte kopiera textur från %s till %sUSD-export: kunde inte kopiera texturplatta från %s till %sUSD-export: kunde inte exportera textur i minnet till %sUSD:s högpresterande rasteriseringsrenderareUSDZ Anpassad nedskalningsstorlekUSDZ-texturens nedprovtagningUUIDUVUV längs slaglängdenUV-centerUV-koordinaterUV-anpassad regionUV-kantens opacitetUV-redigerareUV-ansiktsopacitetUV-faktorUV-rutnätVal av UV-öUV-skiktUV-layoutUV Lokal vyUV-looplagerUV-kartaUV-kartlagerUV-kartnamnUV-karta behövsUV-kartparameter UUV-kartparameter VUV-karta för tangent genererad från UVUV-karta för tangentutrymmeskartorUV-mappningUV-kartorUV-offsetUV-opacitetUV-stiftUV-fästUV-projektUV-projektmodifierareUV SlumpmässigUV-rivningUV-skalaUV-skulpturUV-skulpteringUV-sömUV-väljarlägeUV-valägeUV SmoothUV-sfärUV-stretchUV-synkroniseringsvalUV-tangentUV-testUV-texturUV-uppackningUV-uppackning av ytorUV-uppackningsfältUV-vertexUV-förvrängningUV-koordinater mellan 0 och 1 för varje hörn i de valda ytornaUV-koordinater i överordnat objektutrymmeUV-koordinater på ansiktshörnUV-koordinater som kartlägger en textur längs streckets längdUV-koordinater som ska användas för kartläggningUV-redigeringsdata för bildredigeringsutrymmetUV-redigeringsinställningarUV-lager för att åsidosätta aktivtUV-loopskikt som ska användas som kloningskällaUV-loopskikt för att maskera det målade områdetUV-karta '%s' hittades inteUV-kartnamnUV-karta eller ytanslutning är ogiltigUV-karta som förändras med partiklarnas ålderUV-karta som ska användas för kartläggning med UV-texturkoordinaterUV-fastnat tillstånd i UV-redigerarenUV-projektionsmodifierare för att ställa in UV från en projektorUV-projektor som används av UV-projektmodifierarenUV-val och visningslägeUV/BildredigerareUV-kartaUV-projektUVTILEUVWarpUVWarp-modifierareUV-strålningUV-värden och gränser jämnas utUV-strålar sprids vid polernaUV-ytor är inte utjämnade, gränserna hålls skarpaUV-strålarna bryts vid polernaUV-ytor jämnas ut, gränserna förblir skarpaUV-koordinaterna jämnas ut, hörn på diskontinuerliga gränser och korsningar mellan tre eller fler regioner behålls skarpa.UV-värden utjämnas, hörn på diskontinuerliga gränser förblir skarpaUV-koordinaterna jämnas ut, hörn på diskontinuerliga gränser, korsningar mellan tre eller fler områden samt veck och konkava hörn behålls skarpa.UV-koordinaterna är sammanfogade vid mittpunkten istället för vid en statisk ö.Ukrainska - УкраїнськаAvkommenteraAvaktivera åtgärdsslottet från denna NLA-remsa, vilket gör den icke-animerad.Avaktivera åtgärdsslottet från denna begränsningAvaktivera åtgärdsslottet, vilket gör att detta datablock inte animeras.Avaktivera den tilldelade åtgärdsslotsen från en åtgärdsbegränsning. Observera att vilken begränsning som ska få denna slot avaktiverad måste anges i "begränsningskontextpekaren" med hjälp av: >>> layout.context_pointer_set("constraint", constraint)Avaktivera den tilldelade åtgärdsslotsen från ett ID. Observera att _vilket_ ID som ska få denna slot avaktiverad måste anges i kontextpekaren "animated_id" med hjälp av: >>> layout.context_pointer_set("animated_id", animated_id)Avaktivera den tilldelade åtgärdsslotsen från en NLA-remsa. Observera att vilken NLA-remsa som ska få denna slot avaktiverad måste anges i kontextpekaren "nla_strip" med hjälp av: >>> layout.context_pointer_set("nla_strip", nla_strip)Dela upp valda kanter och ytorKan inte ladda filenKan inte komma åt 3D-vyfönstretKan inte komma åt djupbuffert, använder visningsplanKan inte komma åt storleken på källsökvägen '%s'Det går inte att aktivera penseln, fel objektlägeDet går inte att aktivera den just sparade penselresursenDet går inte att lägga till element i färgbandet (gräns %d)Det går inte att lägga till remsa (spåret har inte tillräckligt med utrymme för den nya remsan)Det går inte att tillämpa modifieraren "Generera"Det går inte att ändra objektläge under transformationen.Området kan inte stängasDet går inte att kopiera paketet på grund av %zu externa beroenden. Mer information finns på konsolen.Det går inte att kopiera paketet på grund av extern beroende: "%s"Det går inte att kopiera objektetDet går inte att skapa app-mallens användarinställningssökvägDet går inte att skapa attribut i redigeringsläget.Det går inte att skapa konfigurationskatalogen för att skriva bokmärken.Det går inte att skapa objekt med denna typ av uttag.Det går inte att skapa ett nytt objekt.Det går inte att skapa en ny remsaKan inte skapa orienteringDet går inte att skapa panelKan inte skapa socketDet går inte att skapa användarkonfigurationssökvägenDet går inte att skapa sökvägen userpref.Det går inte att fastställa längden på ABC-sekvensen.Det går inte att duplicera %d av de valda samlingarna. Det gick inte att hitta en giltig överordnad samling för den nya dupliceringen, de kommer inte att länkas till något visningslager.Kan inte utföra '%s', fel vid byte av lägeDet går inte att exportera PDF-filerDet går inte att förlänga scenens längd, eftersom BVH-filen inte innehåller antalet bildrutor i MOTION-sektionen.Kan inte fylla ofullständiga områdenDet går inte att hitta ett tillgängligt inkrementerat filnamn.Kan inte hitta någon körande processDet går inte att hitta något lager att lägga till.Kan inte hitta verktygsfältgruppenDet går inte att hitta ett giltigt 3D-vyområde.Det går inte att importera '%s'Det går inte att installera en katalogDet går inte att installera från disken, inga sökvägar har definierats.Kan inte installera från relativ sökvägKan inte ladda %s från %sDet går inte att hitta objektet '%s' i noden.Det går inte att hitta objektet i nodenKan inte hitta länken i nodträdetDet går inte att hitta noden '%s' i nodträdet.Det går inte att hitta uttaget '%s' i noden.Kan inte skapa versionskopiaKan inte skapa versionskopia: filnamnet är för kortKan inte spegla, inget speglingsobjekt/ben konfigureratDet går inte att flytta socklar i inbyggd nodKan inte öppnasDet går inte att öppna '%s': %sKan inte öppna blandningen Det går inte att öppna eller skriva bokmärkesfilen "%s".Det går inte att skriva över förinställningen: {:s}Det går inte att packa filen, källsökvägen '%s' hittades inte.Det går inte att packa filer som är större än 2 GB, källsökvägen '%s'Kan inte tolka XML, %s:%s för fil %rKan inte läsaDet går inte att ta bort kurvpunktenDet går inte att ta bort standardinställningarnaDet går inte att ta bort katalogen: %sDet går inte att ta bort filer för "System"-arkivDet går inte att ta bort materialplatsen i redigeringsläget.Det går inte att ta bort vägpunktDet går inte att ta bort förinställningen: {!r}Det går inte att ta bort sockeln från den inbyggda noden.Det går inte att ta bort socklar från inbyggd nodKan inte rotera %d kant(er)Det går inte att spara '%s': %sDet går inte att spara en osparad fil med en tom eller osatt "filepath"-egenskap.Det går inte att ställa in genväg, den valda noden är inte en visningsnod eller stöder inte visning.Kan inte ange '%s': %sOm det inte går att överföra läget kan käll- och/eller målopjekten inte redigeras.Det går inte att uppdatera scenens bildfrekvens, eftersom BVH-filen innehåller en bildvaraktighet på noll i MOTION-sektionen.Det går inte att skriva till kopieringsbuffert på disken.Avmarkera det namngivna benet från denna bensamlingOtilldeladOtilldelade nodverktygEj tillgängligLossa bindningenOföddaOdefinieradOdefinierad nodträdstypOdefinierad socket-typOdefinierad typOdefinierad typ av noder (kan inträffa t.ex. när ett länkat nodträd försvinner)Odeformerad platsUnderstrykningUnderstrykning av positionUnderstrykningens tjocklekUndistortKorrigera klippOförvrängd klippÅngraÅngra historikÅngra arvÅngra minnesbegränsningÅngra minnesstorlekÅngra meddelandeÅngra stegÅngra alla ändringar som gjorts i partikelsystemetÅngra och gör omÅngra och gör om föregående åtgärdÅngra inaktiverat vid start i bakgrundsläge (använd `ed.undo_push()` för att explicit initialisera ångrasystemet)Ångra eller gör om specifika åtgärder i historikenÅngra föregående åtgärdÅngra den senaste ändringen i tillgångskatalogernaÅngra/Gör omOväntat fel, samlingen hittades inteOväntad bibliotekstyp. Det gick inte att skapa pose-resursen.Oväntad modifierartyp: {:s}Oväntat användarantal som inte är noll för tillgången, rapportera detta som ett fel.Avgruppera valda noderOhanterad Gprim-typ: %s (%s)Visa alla dolda Grease Pencil-materialVisa alla objekt och samlingarVisa tillgångshyllan när den är tillgänglig för första gången, annars kommer den att döljas.Uni CacheUni-filformatUni-filformat (.uni)Unicode-kodpunktens hexadecimala värdeEnhetliga färginställningarEnhetliga valbara/aktiva färgerUniformEnhetlig avtagningEnhetlig opacitetEnhetlig skalaEnhetlig tjocklekEnhetlig breddEnhetlig skala som ska tillämpas på VR-vyEnhetlighetAvmarkera vald textOinitierad fillistaOinitialiserad bild "%s" från objekt "%s"Oinitierad bild %sUnionUnion-lägeUnikUnikt IDUnikt ID för varje vinkelsegment som börjar på 0 och ökar moturs med 1Unikt datablock-ID-namn (inom samma typ och bibliotek)Unikt datablock-ID-namn, inklusive biblioteks-ID om sådant finnsUnikt identifieringsnummer för vanliga färgrymder, enligt definitionen av Color Interop Forum. Kan vara tomt om det inte finns något interoperabilitets-ID för arbetsytan. Vanliga värden är lin_rec709_scene, lin_rec2020_scene och lin_ap1_scene (för ACEScg).Unik identifierare för mappning av socklarUnikt identifieringsnummer för denna panel inom denna nodstrukturUnikt identifieringsnummer för enhetenUnikt heltal som identifierar förhandsvisningen av denna fil som en ikon (noll betyder ogiltig)Unikt heltal som identifierar denna förhandsgranskning som en ikon (noll betyder ogiltig)Unik modulidentifierareUnikt namn på lagerObjektets unika namnUnikt namn på spårUnikt namn som används i koden och skriptetUnikt namn som används i koden och skriptet, kan omdefinieras i Python-underklasser om det behövs.Unik nodidentifierareUnikt operatörs-ID för nodverktygetUnikt namngivet arkivUnik runtime-identifierare för det länkade ID:t som ska flyttasUnikt inom ArmatureIdentifierar unikt modifieraren inom modifierarstacken som den ingår i.EnhetAccelerationVinkelOmrådeAxelvinkelByte-strängKameraKamerans avståndFärgtemperaturKoordinaterStandardRiktningKatalogvägAvståndEulers vinklarFaktorFilnamnFilvägBildrutaRamverkFrekvensGammakorrigerad färgNyckelrutorLagerLagermedlemLängdLinjär färgMarkörerMässaMatrisNärmaste markörIngenLösenordProcentandelPixelPixelstorlekVanliga dataEffektKvaternionKvaternionrotationRotationAndraSekunderSnap-animationselementSnap Playhead-elementRemsorSubtypTemperaturTidTid (absolut)Tid (scenrelaterad)TidsförflyttningsenhetÖversättningEnhetOsigneradHastighetHastighetsenhetVolymVåglängdXYZXYZ LängdsRGB-färgEnhetsskalaEnhetsinställningarEnhetssystemInställningar för redigering av enheterEnhetslinjens tjocklek skalas efter proportionen mellan den aktuella vertikala bildupplösningen och 480 pixlar.Enhet som kommer att användas för att visa längdvärdenEnhet som kommer att användas för att visa massvärdenEnhet som kommer att användas för att visa temperaturvärdenEnhet som kommer att användas för att visa tidsvärdenEnhet för att redigera linser i användargränssnittetEnhet som ska användas för att visa/redigera rotationsvärdenEnhetslösEnheterEnheter som används för kamerans brännviddOkändOkänd boolesk felOkänd egendomOkända tilläggOkänd typ av alfa-transparensmodifierareOkänd boolesk felOkänd fel vid laddning av "%s"Okänd fel vid öppning av filOkänd filtyp: {!r}Okänd typ av linjefärgmodifierareOkänd typ av linjetjockleksmodifierareOkänd operatörOkänd socket-typOkänd modifierartyp för strykningens geometriKoppla bortAvkoppla åtgärdKoppla bort aktivt anteckningsdatablockKoppla bort aktivt teckensnittsdatablockKoppla bort aktivt textdatablockKoppla bort datablock (Skift + Klicka för att ställa in användare till noll, data sparas då inte)Koppla bort valda remsor så att de kan väljas individuelltKoppla bort samlingen från alla objektKoppla bort denna åtgärd från den aktiva åtgärdsplatsen (och/eller avsluta Tweak Mode)Lås uppLås upp bildförhållandeLås upp alla Grease Pencil-material så att de kan redigerasLås upp alla formnycklarLås upp alla formnycklar för det aktiva objektetLås upp alla vertexgrupperLås upp alla vertexgrupper om det finns minst en låst grupp, lås alla i annat fall.Lås upp alla vertexgrupper för det aktiva objektetLås upp arkiv – för att testa upplåsningLås upp valda och lås olagda vertexgrupper för det aktiva objektetLås upp valda spårLås upp valda vertexgrupper för det aktiva objektetLås upp remsorna så att de kan omvandlasLås upp icke valda vertexgrupper för det aktiva objektetOlåstLåsta {:d} repo(er)Låst upp: {:s}AvslöjadTa bort ljuddämpning från (av)markerade remsorAvaktivera ljudet för icke valda istället för valda remsorPacka uppPacka upp - Filer: {}, Bakverk: {}Packa upp filPacka upp alla filer som är packade i denna .blend till externa filer.Packa upp bakade data från .blend-filen till diskenPacka upp ljudet till filnamnet på samplingenPacka upp den här filen till en extern filPacka upp filmer eller bildsekvenser som inte stödsOprojekterad storlekOläst Blender-biblioteksfil:Okänd filformat '%s'Avregistrering är inte möjlig från installationer från Microsoft Store.OsparadAvmarkera streckOmarkerbart ben i kedjanIcke valdOmarkerad åtgärdsklämremsaOmarkerad F-kurva OpacitetOmarkerad metaremsa (för gruppering av relaterade remsor)Ovaldad opacitetOmarkerad ljudremsa (för timing av högtalarens ljud)Omarkerad övergångsremsaAvmarkerar texten på den aktiva knappenOskarp maskOsignerad vinkelOsignerat vinkelfältTa bort UV-koordinaterna och flytta resultatetOuppdeladIcke-stödda ingångarIcke-stödda ljudformatKolumntypen stöds inteIcke-stödd kontextIcke-stödd kontextlägeDatatyp som inte stödsIcke-stödd förskjutningsmetodTangent som inte stöds: CapsLockIcke-stödd tangent: OkändIcke-stödd läge: {!r}Nodträdstyp som inte stödsObjekttyp som inte stöds för texturrymdtransformationUtan titelOanvända dataOanvända bilderOanvänd utgångOanvända texturer och bilderOanvänd men behålls av kompatibilitetsskäl. Använd gränser för visningsnoder och sammansatt bakgrund.Packa uppUnwrap kunde inte lösa några öar, kantfogar kan behöva läggas till.Unwrap kunde inte lösa %d av %d ö(ar), kantfogar kan behöva läggas tillPacka upp nätet för objektet som redigerasUppackningsmetod (vinkelbaserad ger vanligtvis bättre resultat än konform, men är något långsammare)UppUppåtgående axelUpp/NedUppdateringUppdatera allaUppdatera automatisktUppdatera beroendenUppdatera befintligUppdatera inaktivUppdatera radieUppdatera scenens längdUppdatera scenens FPSUppdatera alla bildnoder så att de matchar sina filer på disken.Uppdatera animationsflaggorUppdatering baserad på länkad buntsignaturUppdatering baserad på länkad stängningssignaturUppdatera aktuell bild som används av planmarkören från innehållet i planmarkörenUppdatera anpassad kamera med nya parametrar från shadernUppdatera befintliga kanaler i pose-resursen, men ta inte bort eller lägg till några kanaler.Uppdatera befintliga po-filer, om sådana finns, istället för att skriva över dem.Uppdatera befintliga formnycklar med vertexpositionerna för valda objekt med matchande namn.Uppdatera f-kurvor/drivrutiner som påverkar transformeringsbegränsningar (används med filer från 2.70 och tidigare)Uppdatera bildintervall för rörelsebanor från scenens aktuella bildintervallUppdatera bildruteintervall för scenremsaUppdatera tilläggets översättningsdata (finns som en py-tupel i tilläggets källkod)Uppdatera i18n-data (po-filer) i Blenders källkodsarkivUppdatera i18n-arbetsarkivet (po-filer)Uppdatera objektens sökvägsförteckning med nya data från arkivetUppdatering om redigeringUppdatera andra berörda fönsterutrymmen automatiskt för att återspegla ändringar under interaktiva operationer, såsom transformation.Uppdatera intervallet för bildrutor som refereras från åtgärden efter att ha justerat remsan och dess nyckelbildrutorUppdatera shader-skriptnoden med nya uttag och alternativ från skriptetUppdatera uttag så att de stämmer överens med vad som faktiskt användsUppdatera den aktiva penselresursen i resursbiblioteket med aktuella inställningar.Uppdatera cacheminnet för ljudanimationerUppdatera den aktuella transformeringen, valda nyckelrutor eller skapa till och med nya nycklar.Uppdatera visningen av rapporter i Blender UI (intern användning)Uppdatera geometrin när den kommer in i vyn, vilket ger snabbare navigering i vyn.Uppdatera objektmarkeringen baserat på den aktuella muspositionenUppdatera scenens start- och slutbildruta så att de stämmer överens med dem i USD-arkivet.Uppdatera det valda landmärket från den aktuella betraktarpositionen i VR-sessionenUppdatera den valda posen i tillgångsbiblioteket från de för närvarande valda benen. Läget definierar hur tillgången uppdateras.Uppdatera användare av denna shader, såsom anpassade kameror och skriptnoder, med dess nya uttag och alternativ.Uppdaterade %d formnycklarUppdaterad datablockUppdateringarUppdateringar av datablockAtt uppdatera GPU-drivrutinerna kan lösa problemet.Uppgradera alla tillägg till den senaste versionen för det aktiva arkivet.Uppgradera installerade tillägg till deras senaste version från fjärrlagringsplatserUppgradering stöds inte för lokala arkiv.Uppgradera Rigify-typerna på den aktiva metarig-armaturenUppgradera den äldre super_face-riggtypen till den nya modulära ansiktsriggenUppgradera metariggen från benlager till bensamlingarUppgraderar den äldre riggtypen super_face till den nya modulära ansiktsriggen. Detta bevarar kompatibiliteten med befintlig viktmålning, men inte animeringUppgraderar metariggen från benlager till bensamlingarÖvreÖvre (inklusive) gräns för en vertikals vikt som ska tas bort från vgruppenÖvre gränsVersalerÖvre konkavitetÖvre vänstra hörnetÖvre högra hörnetÖvre X-vinkelgränsÖvre X-gränsÖvre X-vinkelgränsÖvre Y-vinkelgränsÖvre Y-gränsÖvre Y-vinkelgränsÖvre Z-vinkelgränsÖvre Z-gränsÖvre Z-vinkelgränsÖvre gräns för kuvertet vid denna kontrollpunktÖvre gräns för markeringsområdetÖvre gräns för det inmatningsintervall som mappningen tillämpas påÖvre klämtröskel för att markera vätskeceller som vågtoppar (högre värde resulterar i färre markerade celler)Övre klämtröskel för märkning av vätskeceller där luft är instängd (högre värde resulterar i färre märkta celler)Övre klämtröskel som anger vätskehastigheten vid vilken cellerna inte längre avger fler partiklar (högre värde resulterar i generellt färre partiklar)Övre avstånd från referensvärde för 1:1 standardpåverkanÖvre gräns för X-axelns rotationÖvre gräns för X-axelns förskjutningÖvre gräns för Y-axelns rotationÖvre gräns för Y-axelns förskjutningÖvre gräns för Z-axelns rotationÖvre gräns för Z-axelns förskjutningÖvre gräns för lutningen bort från +Z-riktningenÖvre meshkonkavitetsgräns (höga värden tenderar att jämna ut och fylla ut konkava områden)Upres-faktorUrdu - وُدرُاAnvändningAnvändningAnvänd %s (skiljer sig)Använd %s (identisk)Använd transformeringsläget "Time_Translate" istället för "Translation" för att översätta nyckelrutor i Dope Sheet Editor.Använd (importera) fasettnormaler (observera att detta fortfarande ger platt skuggning)Använd 16 bitar per kanal för att minska minnesanvändningen under renderingAnvänd 16-bitars flyttal för alla dataAnvänd 2D-stabiliseringAnvänd 2D-stabilisering för filmmaterialAnvänd 32-bitars flyttal för alla dataAnvänd 3D-vyAnvänd spårets 3D-position för att koppla tillAnvänd 5× multisampling för att jämna ut målareggarnaAnvänd 8-bitars flyttal där det är möjligt, annars använd 16-bitars.Använd APIC som simuleringsmetod (mer energiskt och stabilt beteende)Använd AktivAnvänd adaptiv samplingAnvänd adaptiv indelningAnvänd Lägg till blandningsläge medan du målarAnvänd additiv ritningAnvändning efter skapandeAnvänd AlphaAnvänd animerat fröAnvänd anisotropisk interpoleringAnvänd anteckningarAnvänd antialiasing för att jämna ut streckkanterAnvänd som pivotAnvänd tillgångslagretAnvänd Auto-PackAnvänd BVH-rumsliga uppdelningar: längre byggtid, snabbare renderingAnvänd bilineär interpoleringAnvänd Blue ChannelAnvänd benkuvertAnvänd Bone HeadsAnvänd brute forceAnvänd CPU för att transformera och visa bild med 2D-texturAnvänd CPU för renderingAnvänd CUDA för GPU-accelerationAnvänd cacheAnvänd kamerautvalAnvänd kedjeantalAnvänd klippplanAnvänd klumpkurvaAnvänd klumpbrusAnvänd kollisionerAnvänd blandningsläget Color Burn när du målarAnvänd blandningsläget Color Dodge när du målarAnvänd färgflimmerAnvänd färgrampAnvänd färgblandningsläge när du målarAnvänd Compact BVHAnvänd ContourAnvänd kontrollåtgärderAnvänd koordinaterAnvändningsantalAnvänd veckAnvänd veckAnvänd Cryptomatte-pass från en renderingAnvänd Cryptomatte-pass från en bildAnvänd kubisk B-spline-interpoleringAnvänd aktuell bildruta som objektets resttransformationerAnvänd aktuell platsAnvänd marköroverläggAnvänd markörpositionAnvänd markören för djupAnvänd CurvatureAnvänd kurvaAnvänd kurvradieAnvänd kurvorAnvänd kurvor BVHAnvänd anpassad kameraAnvänd anpassad färgAnvänd anpassad kurvaAnvänd anpassade spökfärgerAnvänd anpassade normalerAnvänd anpassad parallaxAnvänd anpassad volymAnvänd blandningsläget Mörkare när du målarAnvänd standardtoningAnvänd endast deformeringAnvänd deformationsrörelseAnvänd brusreduceringAnvänd skärpedjupAnvänd blandningsläget Skillnad när du målarAnvänd diffusionAnvänd riktade fyrkantsträd som riktad distributionAnvänd avståndssorteringAnvänd DripAnvänd dubbletterAnvänd kantvinkelAnvänd kantmarkeringAnvänd kanterAnvänd kanter som fjädrarAnvänd EffectorAnvänd slutbildrutaAnvänd kuvertAnvänd utvärderingstidAnvänd blandningsläget Exclusion när du målarAnvänd befintligAnvänd befintliga ansiktenAnvänd FLIP som simuleringsmetod (mer stänkande beteende)Använd ansiktsuppsättningarAnvänd FadingAnvänd reservlösningAnvänd FalloffAnvänd filterAnvänd slutindexAnvänd FlowAnvändning för hårväxtAnvänd FreestyleAnvänd framsidanAnvänd frontfalloffAnvänd GLSL-shader för att transformera och visa bilder med 2D-textur.Använd GPUAnvänd GPU-accelererad brusreducering om det stöds, för bästa prestanda. Använd OpenImageDenoise framför OptiX.Använd GPU-beräkningsenhet för rendering, konfigurerad under fliken System i användarinställningarna.Använd geometrisk (kotangent) avkoppling, så att UV-strålarna följer den underliggande 3D-geometrin.Använd geometrinoderAnvänd geometriutrymmeAnvänd globala koordinaterAnvänd GltfpackAnvänd målAnvänd Green ChannelAnvänd rutnätAnvänd gruppgränssnittAnvändarhandböckerAnvändning av vägledningAnvänd HC-metoden för avkopplingAnvänd HIP för GPU-accelerationAnvänd HSL (Hue, Saturation, Lightness) färgbehandlingAnvänd HSV-färgbehandling (Hue, Saturation, Value)Använd handtagsskalanAnvänd blandningsläget Hard Light när du målarAnvänd huvudAnvänd blandningsläget Hue när du målarAnvänd inflytandeAnvänd instansieringAnvänd Intel OpenImageDenoise AI-brusreduceringAnvänd korsningAnvänd korsningsmaskerAnvänd korsningsprioritetAnvänd Laplacian-metoden för avkopplingAnvänd lagerpassAnvänd bibliotekets sökvägAnvänd ljusAnvänd ljus konturAnvänd blandningsläget Ljusare när du målarAnvänd belysningAnvändningsgränsAnvänd gränsytaAnvänd blandningsläget Linear Burn när du målarAnvänd blandningsläget Linjärt ljus när du målarAnvänd linjära modifierareAnvänd lokal kameraAnvänd lokal filAnvänd plats för kamerafixeringAnvänd LooseAnvänd MIS-vikterAnvänd maskAnvänd maskerAnvänd masker i renderingAnvänd materialAnvänd materialmaskAnvänd materialpassAnvänd materialskiktAnvänd matematiska noderAnvänd MaxAnvänd Max 2D-vinkelAnvänd maximal 2D-längdAnvänd maximal vinkelAnvänd Max B-FramesAnvänd maximaltAnvänd medianvärdeAnvänd MeshAnvänd mesh-symmetriAnvänd metadataAnvänd Metal-backendAnvänd metall för GPU-accelerationAnvänd MinAnvänd minsta 2D-vinkelAnvänd minsta 2D-längdAnvänd minsta vinkelAnvända MinimumAnvänd MistAnvänd Mix-noderAnvänd blandningsläget Mix när du målarAnvänd modifierarstackAnvänd modifierare RenderinginställningAnvänd rörelseoskärpaAnvänd musens positionAnvänd Multi-ViewAnvänd flera vyer (om tillgängligt)Använd blandningsläget Multiply när du målarAnvänd N-bitskvantisering för färgerAnvänd N-bit kvantisering för normaler och tangenterAnvänd N-bitskvantisering för positionerAnvänd N-bitskvantisering för texturkoordinaterAnvänd NLA Tweak-lägeAnvänd närmaste interpoleringAnvänd nodnamn/etikettAnvänd noderAnvänd brusAnvänd normal dataAnvänd normaliseringAnvänd objektAnvänd objektförskjutningAnvänd objektlagerAnvänd ocklusionsintervallAnvänd Open Shading LanguageAnvänd OpenGL-backendAnvänd OpenJPEG Cinema PresetAnvänd OpenJPEG Cinema Preset (48 fps)Använd OptiX för GPU-accelerationAnvänd originalfilAnvänd originalskalaAnvänd originalstorlekAnvänd utdataAnvänd utdatamärkenAnvänd överläggningsblandningsläge när du målarAnvänd PaintAnvänd Paint CanvasAnvänd parallaxmedvetna von Mises-Fisher-modeller som riktningsfördelningAnvänd partikelradieAnvänd Particle's RadiusAnvänd Perlin-brus som grundAnvänd Perlin-brus som grund, med utökade kontrollerAnvänd Perlin-brus med inflektion som grundAnvänd blandningsläget Pin Light när du målarAnvänd PivotAnvänd platshållareAnvänd plan trimningAnvänd Poisson-diskfördelningsmetoden för att hålla ett minimavståndAnvänd Pole MergeAnvänd inställningar för efterbehandlingAnvänd före/efter rotationAnvänd tryckAnvänd tryckjitterAnvänd tryckstyrkaAnvänd tryck för densitetAnvänd tryck för flödeAnvänd tryck för hårdhetAnvänd tryck för våt blandningAnvänd tryck för våt beständighetAnvänd förhandsgranskningsintervallAnvänd proxyservrarAnvänd proxy/tidskodAnvänd RGB-färgbehandling (rött, grönt, blått)Använd RGB-kurvad för förhandsvisningstransformationAnvänd radieAnvänd Ray-TracingAnvänd röd kanalAnvänd relativ förskjutningAnvänd relativ klistra inAnvänd fjärrkontrollAnvänd renderingsinställningar för objektsynlighet, modifieringsinställningar etc.Använd UpprepaAnvänd vilolägesarmaturAnvänd rotationAnvänd Rotation XAnvänd rotation YAnvänd rotation ZAnvänd rotation för kamerakorrigeringAnvänd grovhetskurvaAnvänd provundergruppAnvänd blandningsläget Mättnad när du målarAnvänd skalaAnvänd skala XAnvänd skala YAnvänd skala ZAnvänd skala för kamerakorrigeringAnvänd skala:Använd scenintervallAnvänd schemaAnvänd skrap- eller fyllningspenseln när du inverterar denna pensel istället för att invertera dess förskjutningsriktning.Använd skärmblandningsläge när du målarAnvänd SculptAnvänd Sculpt CollisionAnvänd sekundärAnvänd urvalAnvänd självAnvänd sekvenserscenAnvänd inställningar förAnvänd ShadersAnvänd skuggaAnvänd vassa kanterAnvänd krympningAnvänd SimplifyAnvänd simuleringscacheAnvänd Snap för rotationAnvänd Snap för skalningAnvänd Snap för översättningAnvänd snäppningAnvänd snäppningsalternativAnvänd blandningsläget Mjukt ljus när du målarAnvänd rymdtransformationAnvänd Sparse Accessor om det är bättreAnvänd rumsliga uppdelningarAnvänd sfärisk stereoAnvänd spillstyrkaAnvänd delningslängdAnvänd delat mönsterAnvänd spridningAnvänd stabilisatorAnvänd startbildrutaAnvänd Strip CenterAnvänd subdivisionsschemaAnvänd subdivisionsytaAnvänd blandningsläget Subtrahera när du målarAnvänd TailAnvänd Tail TargetAnvänd texturAnvänd texturoverlayAnvänd texturerAnvänd tjockleksprofilAnvänd tidskodAnvänd timingAnvändningstipsAnvänd verktygstipsAnvänd TransformAnvänd översättning XAnvänd översättning YAnvänd översättning ZAnvänd transparensöverlappningAnvänd Twist CurveAnvänd UDIM-detekteringAnvänd UI-taggarAnvänd UV SculptAnvänd UV-koordinater för texturkoordinaterAnvänd UV-koordinater för texturkoordinaternaAnvänd UV-lager för texturkoordinaterAnvänd ÅngraAnvänd Unified ColorAnvänd enhetliga ingångssignalerAnvänd enhetlig storlekAnvänd enhetlig styrkaAnvänd enhetlig viktAnvänd blandningsläget Värde när du målarAnvänd VertexAnvänd vertexfärgAnvänd vertexgrupperAnvänd VisaAnvänd Viewport DenoisingAnvänd Viewport-inställningar för objektsynlighet, modifieringsinställningar etc.Använd viskositetAnvänd automatisk visuell tangent för begränsade objektAnvänd blandningsläget Vivid Light när du målarAnvänd volymvariation maximaltAnvänd volymvariation MinimumAnvänd Vulkan-backendAnvänd WXYZ-axelfärger för kvaternion-/axelvinkelrotationer, XYZ-axelfärger för andra transformerings- och färgegenskaper och automatisk regnbåge för resten.Använd viktAnvänd viktfärgintervallAnvänd vikt som faktorAnvänd vitbalansAnvänd jokerteckenAnvänd Windows "Standardappar" för att koppla ihop med blend-filerAnvänd Wintab-drivrutinen för äldre surfplattor och Windows-versionerAnvänd X Position för förälderAnvänd X-rotation av överordnadAnvänd X-skalan för föräldrarAnvänd Y-position för förälderAnvänd Y-rotation av överordnadAnvänd Y-skalan för överordnadAnvänd YCbCr (Y - luma, Cb - blåfärgskroma, Cr - rödfärgskroma) färgbehandlingAnvänd YUV (Y - luma, U V - chroma) färgbehandlingAnvänd Z-position för överordnadAnvänd Z-rotation av överordnadAnvänd Z-skalan för föräldernAnvänd Z-buffertAnvänd Z-Up-axeln för att beräkna kurvans vridning vid varje punkt.Använd en 3D-mus för att panorera/zooma vynAnvänd ett Grease Pencil-datablock som mask för att endast använda angivna områden av mönstret vid spårning.Använd en Ramer-Douglas-Peucker-algoritm för att förenkla strecket och bevara huvudformen.Använd ett blått brusmönster för det första samplet och sedan Tabulated Sobol för de återstående proverna för slumpmässig provtagning.Använd ett blått brusmönster, som optimerar frekvensfördelningen av brus, för slumpmässig sampling.Använd ett blåbrus-samplingsmönster, som optimerar frekvensfördelningen av brus, för slumpmässig sampling. För rendering av visningsvy, optimera först samplingskvaliteten för interaktiv förhandsgranskning.Använd en blåbrussekvens med en längd avrundad till närmaste potens av 2 för slumpmässig samplingAnvänd endast brute-force-översättning före förfiningAnvänd en brute-force-initialisering som endast omfattar översättning vid spårning.Använd en cirkel för att definiera profilenAnvänd en samling nätobjekt som operand för den booleska operationen.Använd en kolumnlayout för verktygslådanAnvänd en kurva för att definiera klumpens avsmalningAnvänd en kurva för att definiera grovhetAnvänd en kurva för att definiera vridningenAnvänd en anpassad färg som endast är begränsad till denna viewportAnvänd en anpassad kurva för att definiera en faktor längs streckenAnvänd en anpassad katalog för att lagra dataAnvänd en anpassad fil för att läsa proxydata frånAnvänd ett anpassat objekt för att definiera profilenAnvänd en anpassad profil för varje kvartal av kurvans fasgeometri.Använd en boolesk operationsskillnadAnvänd ett annat format istället för nodformatet för den här filen.Använd ett fast bildförhållande på 1:1Använd en fluiddomän för styrning (domänen måste redan vara bakad så att hastigheter kan extraheras). Styrdomänen kan vara av vilken typ som helst (dvs. gas eller vätska).Använd en halvcirkel för varje lock.Använd en lokal kamera i denna vy, istället för scenens aktiva kameraAnvänd ett maximalt avstånd för att fältet ska fungeraAnvänd ett maximalt radiellt avstånd för att fältet ska fungeraAnvänd ett nätobjekt som operand för den booleska operationen.Använd ett minimiavstånd för fältets avklingningAnvänd ett minimalt radiellt avstånd för fältets avklingningAnvänd en procentfaktor för att bestämma de synliga punkternaAnvänd en procentandel för att ange hur många nyckelrutor du vill ta bort.Använd en förinställd vypunktAnvänd en förhandsgranskningsproxy och/eller tidskodindex för denna remsa.Använd en förhandsgranskningsproxy och/eller tidskodindex för detta klippAnvänd en radiell gradient som bakgrund i visningsfönstretAnvänd ett område inom ramstorleken för renderad visningsyta (när du inte tittar genom kameran)Använd en sågvåg för att producera bandAnvänd en sågtandsprofilAnvänd en vertikal linjär gradient i skärmutrymmet som bakgrund för visningsområdet.Använd ett simuleringsintervall som skiljer sig från scenintervallet för simuleringsnoder som inte själva åsidosätter ramintervallet.Använd en sinusvåg för att producera bandAnvänd en enda Ngon för lockenAnvänd en enda faktor för alla komponenterAnvänd en enfärgad bakgrund i visningsfönstretAnvänd en standard sinusprofilAnvänd en textur för att styra emissionsstyrkanAnvänd en transformationsmatrisAnvänd en triangulär profilAnvänd en triangulär våg för att producera bandAnvänd en union-boolesk operationAnvänd absolut storlekAnvänd korrekt omvandlingAnvänd aktiv Viewer Node-utdata som bakgrund för kompositnoderAnvänd aktiv klipp definierad i scenAnvänd aktiv vertexgrupp som inflytandeAnvänd addition istället för multiplikation för att kombinera skala (2.7-kompatibilitet)Använd albedo och normala pass för brusreduceringAnvänd albedo-pass för brusreduceringAnvänd alfabländning istället för alfaprovning (kan ge sorteringsartefakter)Använd alfakanal för transparensAnvänd alltid läget Vertex Color (Vertexfärg)Använd alltid materialägeAnvänd omgivande ocklusion istället för full global belysningAnvänd ett alternativt start-/slutbildintervall för uppspelning av animationer och visning av renderingar.Använd ett automatiskt antal iterationer baserat på antalet hörn i skulpturen.Använd en felmarginal för att ange hur mycket kurvan får avvika från den ursprungliga banan.Använd ett befintligt objekt för att definiera VR-vyns basposition och rotation.Använd ett objekt för delen av kurvans fasgeometrisegmentAnvänd en obegränsad aspektAnvänd animeringskanalgruppens färger; detta används vanligtvis för att visa bengruppens färger.Använd en annan tangentuppsättning, eftersom den aktiva beror på de valda objekten eller inte kan hitta några mål på grund av olämpligt sammanhang.Använd en annan nyckelsats, eftersom den aktiva beror på de objekt som för närvarande är markerade eller inte kan hitta några mål på grund av olämpligt sammanhang.Använd en annan UV-karta som klonkälla, annars använd 3D-markören som källa.Använd ett annat nät för texturindex (vertexindex måste vara justerade)Använd en annan form för att klippa, kombinera eller utföra en skillnadsoperation.Använd valfri axelregion för operatörsutförandeAnvänd som skärpedjupAnvänd axelfärger för transformerings- och färgegenskaper och automatisk regnbåge för resten.Använd axeljusterade begränsningsrutor för packning (snabbaste, minst utrymmeseffektivt)Använd bakre ytavskärmning för att dölja baksidan av ytorAnvänd bakgrundsrensning när du kastar skuggorAnvänd backface culling för att dölja baksidan av ytorAnvänd bake från aktuell katalog (skapa vid behov)Använd bake på ursprunglig plats (skapa vid behov)Använd basnätets vertexkoordinater som vilopositionAnvänd bästa trianguleringsuppdelningAnvänd fasvikter för att bestämma hur mycket fas som ska appliceras i kantläget.Använd bindningspunktskoordinater för vilopositionAnvänd svartkroppstemperatur för att definiera en naturlig ljusfärgAnvänd blå kanal från filmmaterialet för spårningAnvänd båda effekterna samtidigtAnvänd både synliga streck och redigeringslinjer som fyllningsgränserAnvänd rutan för att välja NLA-remsorAnvänd rutan för att välja noderAnvänd rutan för att välja trädkomponenterAnvänd cachade scendata från den första Line Art-modifieraren i stapeln. Vissa inställningar kommer inte att vara tillgängliga.Använd cirkel för den del av kurvans fasgeometriAnvänd cirkelmarkering för att markera noderAnvänd sluten pilstilAnvänd färgramp för att mappa BW-genomsnittet till en RGB-färg.Använd kompakt BVH-struktur (använder mindre RAM men renderar långsammare)Använd anslutna föräldrar och barn för att beräkna handtagetAnvänd kontrollskalning för att skala B-BoneAnvänd konvex skalapproximation av öar (bra balans mellan hastighet och utrymmeseffektivitet)Använd koordinater från ett UV-lagerAnvänd koordinater från detta objekt (för utdata av objektets texturkoordinater)Använd det aktuella redigerade objektets platsAnvänd nuvarande lägeAnvänd aktuella koordinater för rotations-/skalningspivotpunktAnvänd markören som referenspunktAnvänd markörens position och radie för dimensionerna och positionen för trimningsformen.Använd kurvkartläggningAnvänd kurva för att definiera primitiv strecktjocklekAnvänd kurvvikter för att påverka partiklarnas inflytande längs kurvan.Använd anpassat dämpningsavstånd istället för globalt ljusgränsvärdeAnvänd anpassad kamera istället för den aktiva kameranAnvänd anpassad kollisionsmarginal (vissa former kommer att ha ett synligt mellanrum runt sig)Använd anpassad färg för nodenAnvänd anpassad färg för denna rörelsebanaAnvänd anpassad färg istället för temadefinieradAnvänd anpassade färger för spökramarAnvänd anpassade färger för onion skinning istället för tematAnvänd anpassad kurvaAnvänd anpassad handplockad färg för F-kurvaAnvänd anpassad korsningsmask för ansikten i denna samlingAnvänd anpassade objekt för att definiera lockens formerAnvänd anpassad referenspunktAnvänd data från helt eller delvis utvärderade objektAnvänd data från originalobjektet utan några modifierare tillämpadeAnvänd deformationsrörelseoskärpa för detta objektAnvänd grader för att mäta vinklar och rotationerAnvänd skärpedjup i visningsfönstret med värdena från den aktiva kameranAnvänd enhet för renderingAnvänd olika startvärden (och därmed olika brusmönster) vid olika bildrutor.Använd diffus BSDFAnvänd visningsläge från armatur (standard)Använd avståndet mellan påverkade objekt och målopjektAnvänd avståndet mellan det berörda objektets hörn och målet, eller målets geometri.Använd avståndsampling, bäst för täta volymer med ljus långt bortAnvänd ritningshastighet, antal bildrutor eller en manuell faktor för att skapa streck.Använd kantkollapsningAnvänd redigeringslinjer som fyllnadsgränserAnvänd effekt under renderingAnvänd effektorkoordinater/globala koordinater för turbulensAnvänd ekvivalenta provtagningar, vilket är bäst för volymer med låg densitet med ljus inuti eller nära volymen.Använd jämn fördelning från ytor baserat på ytans area eller kantlängderAnvänd exakt geometri för mest effektiv packning (långsamt)Använd befintlig fil (istället för packad): %sAnvänd befintligt material med samma namn istället för att skapa nytt.Använd extern .ies-filAnvänd extern .osl- eller .oso-filAnvänd extern filAnvänd reservverktygens tangentbordskartaAnvänd falloff-effekten när du redigerar i multiframe-läge för att beräkna penseleffekten per bildruta.Använd snabbare approximation genom att oskärpa längs horisontella och vertikala riktningar oberoende av varandra.Använd snabbare global belysningsteknik för ytor med hög grovhetAnvänd fjäderinformation från maskenAnvänd filformatet som användes före Blender 5.0. Detta format är mer begränsat men kan ha bättre kompatibilitet med verktyg som ännu inte stöder det nya formatet.Använd fil från aktuell katalog (skapa vid behov)Använd filen på den ursprungliga platsen (skapa vid behov)Använd filer i aktuell katalog (skapa vid behov)Använd filer på ursprunglig plats (skapa vid behov)Använd flyttalsattribut för positionerAnvänd flygdynamik för att navigera i scenenAnvändning för renderingAnvänds för stora områden, etablerade hav (Pierson-Moskowitz-metoden)Används för etablerade hav (JONSWAP, Pierson-Moskowitz-metoden) med toppskärpning.Användning för grunt vatten (”JONSWAP”, ”TMA” – Texel-Marsen-Arsloe-metoden)Används vid turbulent sjö med skumAnvänd kraftfält när du odlar hårAnvänd fullständiga fysikberäkningar för hårväxtAnvänd geometrisk avstånd för kedjning istället för bildutrymmeAnvänd globala koordinaterAnvänd globala koordinater för texturkoordinaternaAnvänd global gravitation för all dynamikAnvänd glansig BSDFAnvänd gltfpack för att förenkla nätet och/eller komprimera dess texturer.Använd den gröna kanalen från filmen för spårningAnvänd styrande (effektor)objekt för att skapa flytande styrning (styrande objekt bör animeras och bakas när de är helt inställda).Använd vägledning när du samplar riktningar inuti en volymAnvänd vägledning när du provtar riktningar på en ytaAnvänd handtag när du konverterar Bézier-kurvor till polygonerAnvänd tangentutrymme av hög kvalitet på bekostnad av lägre prestandaAnvänd RGB-värden för normal mappningAnvänd förbättrad partikelnivåinställning (långsammare men mer precis och med alternativ för utjämning av nätet)Användning i 3D-vyAnvänd ansiktets inflytande för viktningAnvänd input från gamepad (Microsoft Xbox Controller) istället för rörelsekontrollerAnvänd instanser som ingår i den inkommande geometrin som bas för spridningAnvänd heltalattribut för positionerAnvänd mellanliggande data från visningsnodenAnvänd internt textdatablockAnvänd omvänd kvadratisk progressionAnvänd nyckeltiderAnvänd lagerpassfilterAnvänd vänster musknapp för att välja. Standardinställningen som fungerar bra för mus, styrplatta och surfplatta.Använd äldre interfolierad lagring av vyer, lager och pass för kompatibilitet med applikationer som inte stöder mer effektiva OpenEXR-filer med flera delar.Använd äldre ångra-funktion (långsammare än den nya standardfunktionen, men kan vara mer stabil i vissa fall)Använd längden på kurvorna i nära närhetAnvänd ljussonder för att hitta skärningspunkten mellan scenerAnvänd belysning för detta Grease Pencil-objektAnvänd linjär mappningAnvänd linjär progressionAnvänd länkade objekts koordinater för texturkoordinaterAnvänd lokalt genererade koordinaterAnvänd lokalt genererade koordinater för ett annat objektAnvänd logaritmisk övertoning (gör att höga värden tonas ut snabbare än låga värden)Använd logaritmisk torkning (gör att höga värden torkar snabbare än låga värden)Använd förlustfri utdata för videoströmmarAnvänd nedre gräns för volymvariationAnvänd manuella kalibreringshjälpmedelAnvänd mask-ID som mask-inmatningAnvänd materiella masker för att filtrera bort ockluderade streckAnvänd materialpassfilterAnvänd information om nätveck för att skärpa kanter eller hörnAnvänd nätöar i ytgeometrin för delningAnvänd mesh-objekt i denna samling för boolesk operationAnvänd metadata från den aktuella scenenAnvänd metadata från remsorna i sequencerAnvänd millimeter för brännviddenheterAnvänd modal exekvering (endast modala operatorer)Använd modifierare under renderingAnvänd mer tydligt definierad marmorAnvänd rörelseoskärpa för detta objektAnvänd musenAnvänd musen för att välja en färg i den aktuella bilden.Använd musen för att ta ett prov på bakgrundsbildenAnvänd musen för att välja färg i aktuell bildrutaAnvänd filmklipp från aktiv scenkameraAnvänd multisamplade 3D-scener med rörelseoskärpaAnvänd multisamplade rörelseoskärpa för maskenAnvänd multisamplade rörelseoskärpa för planetAnvänd multitouch-gester för navigering med pekplattan istället för scrollhjulssimulering.Använd flera viktiga provtagningar för ljuset, minskar brus för områdesbelysning och skarpa glansiga material.Använd flera operatörer på ett interaktivt sätt för att lägga till, ta bort eller flytta geometri • {:s} – Lägg till geometri genom att flytta markören nära ett element • {:s} – Extrudera kanter genom att flytta markören • {:s} – Ta bort nätelementAnvänd flera vyer i scenenAnvänd n-gonerAnvänd Windows Ink API för moderna surfplattor och pennanordningar. Kräver Windows 8 eller senare.Använd närmaste provAnvänd endast negativ axelregion för operatörsutförandeAnvänd nodgrupper för att återanvända samma meny flera gångerAnvänd brus för att dithera den binära synligheten (fungerar bra med multisampling).Använd normaliserade attribut för positionerAnvänd normaliserad strängtexturkoordinat (1D) eller partikellälder (X) och spårposition (Y)Använd objekt som rotationscentrumAnvänd objektet som referenspunktAnvänd objekt flera gånger i samma samlingAnvänd objektval (endast i redigeringsläge)Använd objekttransformering för att styra projektionsformenAnvänd objektets globala koordinater för dupliceringAnvänd objektets rotation för duplicering (den globala x-axeln är i linje med partikelns rotationsaxel)Använd objektets skala för dupliceringAnvänd objekt-/globala koordinater för texturAnvänd objekt som teckensnittstecken (ge teckensnittsobjekt ett gemensamt namn följt av det tecken de representerar, t.ex. "family-a", "family-b" osv., ställ in denna inställning på "family-" och aktivera Vertex Instancing).Använd förskjutning från partikelobjektet i instansobjektetAnvänd Owen-scrambled Sobol som beräknas i realtid för slumpmässig sampling.Använd en transformeringsegenskap från målet för att styra en annan (eller samma) egenskap på ägaren.Använd oneAPI för GPU-accelerationAnvänd endast deformationsmodifierare (inaktivera tillfälligt alla konstruktiva modifierare utom multiresolution).Använd endast utvalda streck för interpoleringAnvänd öppen pilstilAnvänd optimerade filer för snabbare skrubbning när det är möjligtAnvänd texturernas ursprungliga placeringAnvänd ortografisk projektionAnvänd andra objekters konturer och gränser för att projicera knivskär.Använd partikelstorlek för splitterAnvänd partikelstorlek för att skala instansernaAnvänd partikelstorlek vid avböjningAnvänd vägledning för provtagningsvägar. Vägledningen lär sig stegvis ljusfördelningen i scenen och leder vägen i riktningar med hög direkt och indirekt ljusinsats.Använd vinkelrät segmentstilAnvänd pixelstorlek för buffertAnvänd pixlar för brännviddenheterAnvänd pixlar från intilliggande ytor över UV-skarvarAnvänd platshållare för saknade rutor i serienAnvänd målets position (och eventuellt rotation) för att definiera en "vägg" eller "golv" som ägaren inte kan passera.Använd position plus en kontur baserad på F2-F1Använd endast positiv axelregion för operatörsutförandeAnvänd förberäknade tabeller med Owen-scrambled Sobol för slumpmässigt urval.Använd pre/post-rotation från FBX-transformering (i vissa fall kan du behöva inaktivera den).Använd precisionsrörelser för förlängningslinjerAnvänd tryck för att modulera densitetenAnvänd tryck för att modulera flödetAnvänd tryck för att modulera hårdhetenAnvänd tryck för att modulera slumpmässighetenAnvänd tryck för att modulera våt blandningAnvänd tryck för att modulera våtbeständighetAnvänd projicerad eller sfärisk avklingningAnvänd kvadratisk progressionAnvänd radien som storlek på projektionsformen (0 = automatisk)Använd radie från partikelinställningarAnvänd radien på kurvorna i närhetenAnvänd slumpmässiga värden över tidAnvänd slumpmässighet på strecknivåAnvänd raytracing för att bestämma överförd färg istället för att endast använda ljusprober. Detta förhindrar att ytan bidrar till belysningen av ytor som inte använder denna inställning.Använd raytracing för att bestämma överförd färg istället för att endast använda ljusprober. Detta förhindrar att ytan bidrar till belysningen av ytor som inte använder denna inställning. Föråldrad: använd 'use_raytrace_refraction'.Använd registrerad hastighet multiplicerad med en faktorAnvänd den röda kanalen från filmmaterialet för spårningAnvänd reflekterande kaustik, vilket ger en ljusare bild (mer brus men ökad realism)Använd refraktiva kaustiker, vilket ger en ljusare bild (mer brus men ökad realism)Använd reguljära uttryck för ersättningstexten (stödgrupper)Använd reguljära uttryck för att matcha text i fältet "Sök".Använd relativa filvägarAnvänd relativ sökvägAnvänd relativ sökväg när du länkar tillgångar från detta tillgångsbibliotekAnvänd relativa sökvägar för att referera till externa filer (t.ex. texturer, volymer) i USD, annars använd absoluta sökvägar.Använd endast relativa sökvägar med underkatalogerAnvänd relativt utrymme för ingångsgeometrin så att transformationerna av båda ingångarna i relation beaktas.Använd renderingsinställningar när du tillämpar modifierare på meshobjekt (INAKTIVERAT i Blender 2.8)Använd upprepade mappningsvärdenAnvänd upplösningen för volymrutnätetAnvänd höger musknapp för att välja och vänster musknapp för att utföra åtgärder. Detta fungerar främst bra för tangentbord och mus.Använd regel när boid flygerAnvänd regel när boid är på landAnvänd samma riktning för alla normaler, från ursprung till målets centrum (endast riktningsläge)Använd samma ingång som föregående modifierare och blanda resultaten med hjälp av den övergripande vgruppen.Använd skalan för befintliga UV-strålar för att multiplicera marginalenAnvänd skala vid beräkning av matrisenAnvänd scenorientering istället för en anpassad inställningAnvänd scenvärlden för belysningAnvänd scenens aktuella aktiva kamera för att definiera VR-vyns basposition och rotation.Använd skärmkoordinater som texturkoordinaterAnvänd skärmens pixelstorlek istället för världsenheterAnvänd valda objekt som rökutsläppareAnvänd sekvensdetekteringAnvänd sequencer-remsan som mask-ingångAnvänd inställning från modifierarenAnvänd inställningar från penselnAnvänd inställningarna härifrånAnvänd inställningar från operatörsegenskaperAnvänd inställningar från scenAnvänd inställningar från överordnad samlingAnvänd shader-noder för linjestilenAnvänd shader-noder för att rendera ljusetAnvänd shader-noder för att rendera materialetAnvänd shader-noder för att rendera världenAnvänd shaders för Cycles-renderareAnvänd shaders för EEVEE-renderarenAnvänd shaders för alla renderare och visningsvy, såvida det inte finns en mer specifik utdata.Använd formen på kurvorna i närhetenAnvänd enkel funktionsmedvetenhet för att behålla funktionsdefinitionenAnvänd enkel interpolering av rutnätets hörnpunkterAnvänd enfärgat eller gradient när du målarAnvänd en enda punkt som riktningAnvänd en enda punkt för att skapa ringarAnvänd lutningen på kurvan som leder in/ut ur slutpunktens nyckelrutorAnvänd släta vertexnormaler istället för ytnormaler för resultatnätet.Använd mjuk marmorAnvänd en speciell lösare för att spåra en stabil kameraposition, till exempel ett stativ.Använd specialtyp BVH optimerad för kurvor (använder mer RAM men renderar snabbare)Använd angivet kameraobjekt för att generera linjekonststreckAnvänd fyrkantig stilAnvänd standardstucciAnvänd standardvågstruktur i bandAnvänd standardträstruktur i bandAnvänd statiska koordinater (definierade på olika sätt)Använd raka linjer mellan nyckelrutpunkterAnvänd slaglängd för texturkoordinaterAnvänd delprocesser för att kompilera shadersAnvänd tabletttryckAnvänd tablettens tryck för färgstyrkaAnvänd tablettryck för jitterAnvänd tabbar eller mellanslag för indragAnvänd texturmålning i skulpteringslägetAnvänd texturskalvärdenAnvänd istället noden "Justera rotation till vektor"Använd istället noden "Rotera rotation".Använd den 2D-stabiliserade versionen av klippet.Använd 2D-vektorn (X, Y) som indata. Z-komponenten ignoreras.Använd 3D-markören som position för de valda objekten som ska justeras.Använd 3D-markörens orientering för det nya objektetAnvänd 3D-vektorn (X, Y, Z) som indataAnvänd 4D-vektorn (X, Y, Z, W) som indataAnvänd CPU:n för att bearbeta brusreduceringsnodenAnvänd GPU:n för att bearbeta brusreduceringsnoden om den är tillgänglig, annars fall tillbaka på CPU:n.Använd MIS-vikten för att väga bidraget från direkt synliga ljuskällor under guidning.Använd Minkowski-funktionen för att beräkna avstånd (exponentialvärdet bestämmer gränsernas form)Använd OptiX AI-brusreducering med GPU-acceleration, endast tillgänglig på NVIDIA-GPU:er när den konfigureras på fliken System i användarinställningarna.Använd scenens 3D-kamera som indataAnvänd scenens sekvenserare-tidslinje som indataAnvänd parametern Målvolym som initialvolym istället för att beräkna den från själva nätet.Använd den aktiva samlingen i det aktuella visningslagret för att instansiera importerade samlingar och objekt.Använd den aktiva kamerans position för att kasta strålarAnvänd det aktiva objektet som yta för valda kurvobjekt och ställ in det som överordnat objekt.Använd det aktiva objektet som position för de valda objekten som ska justeras.Använd det aktiva partikelsystemet från kontextenAnvänd alfakanalinformationen i bildenAnvänd alfa för den första ingången som blandningsfaktor och returnera den mer opaka alfa av de två ingångarna.Använd alfatröskeln för att klippa synligheten (binär synlighet)Använd vinkeln mellan två benAnvänd attributvärdet för det närmaste nätelementetAnvänd genomsnittet av intilliggande kanthörnAnvänd genomsnittet av angränsande kanthörn viktade efter deras längd.Använd den kompakta, enradiga layoutenAnvänd den aktuella 3D-vyn för rendering, annars använd sceninställningarna.Använd den aktuella benpositionen för kuvert och välj B-Bone-segment istället för viloposition.Använd aktuella snäppinställningarAnvänd den aktuella transformeringsorienteringenAnvänd den aktuella vyn istället för det aktiva objektet för att skapa den nya orienteringen.Använd den aktuella världsbakgrunden för att belysa förhandsgranskningenAnvänd standardförhandsvisningarnaAnvänd standardlayouten med flera raderAnvänd djupet under musen för att förbättra funktionen för panorering/rotation/zoomning.Använd avståndet mellan objekten för att göra en skruvAnvänd det befintliga attributet för översiktskarta om det finns tillgängligt.Använd de yttre/inre radierna för torusdimensionernaAnvänd reservvärdet om datavägen inte kan lösas, istället för att misslyckas med att utvärdera drivrutinen.Använd de slutliga utvärderade indexen istället för de ursprungliga nätindexen.Använd den globala axeln för att begränsa förskjutningenAnvänd den globala axeln för att begränsa kraften och ställa in tyngdkraftens riktning.Använd det globala koordinatsystemet för texturkoordinaterna.Använd importmetoden som är inställd i inställningarna för detta tillgångsbibliotek, åsidosätt den inte för denna tillgångsbläddraren.Använd den initiala längden som fjädervilolängd istället för 2 * partikelstorlek.Använd minsta möjliga vridning över hela kurvan.Använd de vänstra handtagenAnvänd det gamla sättet att generera brus. Har problemet att det kan producera värden utanför -1/1.Använd längdinmatningen för att helt ersätta den ursprungliga längden.Använd det länkade objektets lokala koordinatsystem för texturkoordinaterna.Använd den lokala axeln för att begränsa förskjutningenAnvänd den lokala axeln för att begränsa kraften och ställa in tyngdkraftens riktning.Använd det lokala koordinatsystemet för texturkoordinaterna.Använd placeringen och rotationen av ett annat objekt för att bestämma avståndet och rotationsförändringen mellan arrangerade objekt.Använd huvud-/minorradierna för torusdimensionernaAnvänd materialförhandsvisningsscenen för nodförhandsvisningarnaAnvänd det maximala X-värdetAnvänd det maximala Y-värdetAnvänd det maximala Z-värdetAnvänd det minsta X-värdetAnvänd det minsta Y-värdetAnvänd det minsta Z-värdetAnvänd modifierarens egen tidsutvärderingAnvänd musen för att skapa en länk mellan två noder.Använd musen för att klippa bort (ta bort) vissa länkar.Använd musen för att stänga av ljudet på länkarAnvänd musen för att välja en färg i bilden.Använd musen för att ta ett prov på en vikt i 3D-vyn.Använd antalet punkter från kurvorna i närhetenAnvänd objektets centrum vid val, i redigeringsläge används det för att utöka objektvalet.Använd förskjutningen av det angivna benet från viloposition för att beräkna handtaget.Använd det gamla halvtrasiga beteendet som inte förstår att rotationer går i loop.Använd orienteringen för det angivna benet för att beräkna handtaget, utan att ta hänsyn till placeringen.Använd benets ursprungliga Y-skala.Använd benens ursprungliga skalningAnvänd objektets ursprungliga, oförändrade koordinater.Använd verktygsinställningarna för overlap_mode för att bestämma hur överlappande remsor ska blandas.Använd om möjligt instansobjektets överordnade objekt.Använd den fästa kontextenAnvänd den fästa nodträdetAnvänd vridpunkten vid varje rotationAnvänd vridpunkten i det negativa rotationsområdet runt X-axeln.Använd vridpunkten i det negativa rotationsområdet runt Y-axeln.Använd vridpunkten i det negativa rotationsområdet runt Z-axeln.Använd vridpunkten i det positiva rotationsområdet runt X-axeln.Använd pivotpunkten i det positiva rotationsområdet runt Y-axeln.Använd vridpunkten i det positiva rotationsområdet runt Z-axeln.Använd plusknappen för att lägga till poster i listan.Använd positionen för det angivna benet för att beräkna handtaget.Använd fyrhjuliga remesherAnvänd resultaten av denna begränsningAnvänd rätt handtagAnvänd rotationsordningen som definieras i BVH-filen.Använd samma enhet som kompositören använde för att bearbeta brusreduceringsnoden.Använd samma slumpmässiga utgångsvärde för varje skalaxel för en enhetlig skala.Använd samma skalvärde för alla axlarAnvänd samma skalvärde för båda axlarnaAnvänd skalärvärdet W som indataAnvänd scenorienteringenAnvänd scenens ursprung som position för de valda objekten som ska justeras.Använd scenens inställning för brusreduceringAnvänd sökfunktionen i Tillägg.Använd sökfunktionen i Extensions.Använd de valda objekten som position för de valda objekten som ska justeras.Använd markeringen (eller den senaste streckpunkten i målarlägena) som pivotpunkt för att kretsa runt.Använd skuggkartorna från skuggkastande ljus för att förfina tjockleken som definieras av materialnodträdet.Använd det kortaste beräknade avståndet till målopjektets geometri som vikt.Använd den minsta enkelaxliga rotationen, liknande Damped Track.Använd början av slaget för djupetAnvänd det lagrade anpassade normalattributet som slutliga normaler.Använd strängprimitivet för renderingAnvänd ytans djup för placering av markörenAnvänd ytnormalen (med transformeringsorienteringen som reserv)Använd ytnormalen för att orientera trimningsformen.Använd tangenten för att beräkna vridningenAnvänd målobjektet för platsbegränsningAnvänd målets rotation för att bestämma golvAnvänd texturens RGB-värden för att förskjuta nätet i XYZ-riktningen.Använd texturens intensitetsvärde för att förskjuta längs den (genomsnittliga) anpassade normalvektorn (faller tillbaka till vertex).Använd texturens intensitetsvärde för att förskjuta längs vertexnormalAnvänd texturens intensitetsvärde för att förskjuta i X-riktningen.Använd texturens intensitetsvärde för att förskjuta i Y-riktningen.Använd texturens intensitetsvärde för att förskjuta i Z-riktningen.Använd temat för bakgrundsfärgAnvänd tiden från scenenAnvänd tidslinjen för att baka scenenAnvänd den oförvrängda versionen av klippet.Använd värdet från någon RNA-egenskapAnvänd värdet från någon RNA-egenskap inom det aktuella utvärderingssammanhanget.Använd visningsaxeln för att begränsa förskjutningenAnvänd visningsaxeln för att begränsa kraften och ställa in tyngdkraftens riktning.Använd vyn för att orientera trimningsformenAnvänd voxel-remesherAnvänd världen som bakgrundsfärgAnvänd detta områdesljus för att styra provtagningen av bakgrunden. Observera att detta gör ljuset osynligt.Använd detta armaturben för att definiera skärpedjupets fokuspunkt.Använd denna pensel i ritläget Fettpenna.Använd denna pensel i Grease Pencil-vertexfärgläge.Använd denna pensel i UV-skulpteringslägeAnvänd denna pensel i läget Skulptera kurvor.Använd denna pensel i skulpteringslägeAnvänd denna pensel i texturmålarlägeAnvänd denna pensel i vertexmålningslägeAnvänd denna pensel i viktmålningslägeAnvänd den här filens sökväg för diskcachen när biblioteket länkas till en annan fil (inaktivera det här alternativet för lokala bakningar per scenfil).Använd detta index på genererat segment. -1 betyder att befintligt material används.Använd denna installation för .blend-filer och för att visa miniatyrbilder.Använd detta ljusobjekt för att generera ljus konturAnvänd detta objekt för att definiera skärpedjupets fokuspunkt.Använd detta objekts koordinatsystem istället för det globala koordinatsystemet.Använd detta objekts vikningsinställning för att skriva över scenens globala inställning.Använd detta objekts skärningsprioritet för att åsidosätta samlingsinställningenAnvänd trådar för att kompilera shadersAnvänds för att animera ett objekt/ben som följer en banaAnvänd verktygstips när du håller muspekaren över denna gizmoAnvänd topologibaserad spegling (när båda sidor av nätverket har matchande, unik topologi)Använd transformeringsverktyg som standardAnvänd målets transformeringsegenskap för att söka efter ägarens pose från en åtgärd.Använd transparenta skuggor för detta material om det innehåller en transparent BSDF. Om du inaktiverar funktionen kommer renderingen att gå snabbare, men skuggorna blir inte korrekta.Använd triangelfläktarAnvänd endast verklig förskjutning av ytan, kräver fin indelningAnvänd reduktion av icke-underindelade ytorAnvänd union partikelnivåuppsättning (snabbare men lägre kvalitet)Använd övre gräns för volymvariationAnvänd variabel bitkvantiseringAnvänd hastigheter för automatiska stegstorlekarAnvänd hastigheter från detta objekt för styrningseffekten (objektet måste ha en fluidmodifierare och vara av typen domän).Använd vertexgruppens vikt som faktor istället för inflytandeAnvänd vertexgruppvikter för att skära ytor vid viktkonturenAnvänd vertexgruppvikter för att välja om vertex eller kant ska fasas.Använd kant- eller kantstygnAnvänd hörn som inte ingår i den definierade regionenAnvänd mycket tydligt definierad marmorAnvänd visningslager för renderingAnvänd viskoelastiska fjädrar istället för Hookes fjädrarAnvänd synliga streck som fyllnadsgränserAnvänd von Mises-Fisher-modeller som riktningsfördelningAnvänd gångnavigering för att välja trädkomponenterAnvänd vågeffektAnvänd vågstruktur i ringarAnvänd vikten för att modulera effektenAnvänd hela samlingen på en gångAnvänd hela strecket, inte bara utvalda punkterAnvänd trådmodellvisning i målningslägenAnvänd med skillnadskorsning för att byta vilken sida som behållsAnvänd trästruktur i ringarAnvänd arbetsbänkens renderingsinställningar från sekvensscenen istället för varje enskild scen som används i remsan.Använd världsutrymmesförskjutning i instansobjektetAnvänd längdAnvänds för att definiera en profils sökvägAnvänds för att hantera ändringar i samlingenAnvänds för att sortera flera länkar som kommer in till samma ingång. Det högsta ID-numret ligger överst.Används för att spåra endast en bildruta i bildsekvensen, ställ in på noll för att spåra alla.Används när en åtgärd kopplas till ett datablock för att hitta rätt slot-handtag. Detta är visningsnamnet, med två tecken som prefix, som bestäms av slotens ID-typ.Används när datablocket inte finns lokalt i den aktuella .blend-filen utan är länkat från något bibliotek.AnvändareAnvändartilläggAnvändarresursbibliotekAntal användareAnvändardefinieradAnvändarutvidgningsarkivAnvändargränssnittKonfiguration av användarkodAnvändarbibliotekAnvändarhandbokAnvändarmodifieradAnvändarortografiAnvändarvägAnvändarväg AnnatAnvändarvägarAnvändarperspektivAnvändararkivAnvändarverktygstipsAnvändardefinierad anteckning för renderstämplingAnvändardefinierad tagg (namntoken)Användargränssnittets utseende och färginställningarAnvändaren skrubbarAnvändarens väg till åtgärden. T.ex. "/user/hand/left"Användarens val av redigerad geometri för verktygsutförandeAnvändarens bokmärkenAnvändarredigerbara nyckelrutorAnvändare:AnvändareAnvändare: {}Användar penslarAnvänder LSCM (Least Squares Conformal Mapping). Detta ger vanligtvis en mindre exakt UV-mappning än vinkelbaserad, men fungerar bättre för enklare objekt.Använder SLIM (Scalable Locally Injective Mapping). Minimerar förvrängning i områden och vinklar.Använder en mer precis men långsammare metod. Används om utdata innehåller oönskat brus.Använder begränsningsrutorAnvänder konvex skalAnvänder exakt geometriAnvänder värdet för Scrambling Distance för visningsfönstret. Snabbare men kan flimra.Använder vektorhastighetsrendering för att sudda ut bildpixlarna i 2D.Använda Active Scene CameraAnvändning av både CPU- och GPU-underindelningAllmännyttiga tjänsterVerktygVV (Y)-axelnV OffsetV-axelVBO-insamlingsgradVBO Time OutVFXV-grupp AGrupp A och BV-grupp A eller BGrupp BVMMVRVR-kontrollens positionsindikatorVR-informationVR-landmärkeVR-landmärkesindikatorerVR-navigeringVR-omritningarVR-sceninspektionVR-sessionVR-visningsindikatorVR-navigeringsinställningarVR-vyfönstrets avskärningsavståndVR-vyfönster nära klippavståndVRAM: %.1f GiB ledigtVRAM: %.1f/%.1f GiBValGiltigValidera nätValidera nätValidera referenser från riggkomponentinställningar till bensamlingar. Kör alltid detta både före och efter att du har sammanfogat två metarig-armaturer till en för att undvika fel.Validerar referenser från riggkomponentinställningar till bensamlingarGiltighetströskelDalVärdeVärde inverteratVärdejitterVärdelager NamnVärde MaxVärde MinVärdelägeVärdekompensationVärdesliderMervärde till texturproverVärde med vilket objektet ska förstoras eller förminskas i förhållande till världens ursprung (gäller endast genom en Transform Cache-begränsning)Värde med vilket objekten ska förstoras eller förminskas i förhållande till världens ursprungVärdeförändringar kompenserasVärdeförändringsprofilVärdeförändringssegmentVärde för förändringar i platsVärde för förändringar i rotationVärde för förändringar i skalaVärde för anpassade egenskapstyper som endast kan redigeras som ett Python-uttryckVärde för nyckelbildruta vidVärde för avståndet mellan uppradade objektVärde för avståndet mellan objektVärde för beräkningen av omslaget som anger hur snabbt omslaget kan falla (ju lägre värde, desto brantare kan det falla)Värde för beräkningen av amplituden som anger hur snabbt amplituden kan stiga (ju lägre värde, desto brantare kan den stiga)Värde för voxlar utanför kubenVärdenivåVärdet kan konverteras implicit om typen inte stämmer överens.Värde hittades inte i paketet: "{}"Värdet 0 tar bort färgen från bilden och gör den svartvit. Ett värde större än 1,0 ökar mättnaden.Värdet på formnyckeln vid aktuell bildrutaVärdet på den första färginmatningenVärdet på den första inmatade flyttalssiffranVärdet på den första vektorinmatningenVärdet på föremåletVärdet på den andra färginmatningenVärdet på den andra flytande talinmatningenVärdet på den andra vektorindataVärdeförändring. 0 gör färgen svart, 1 behåller den oförändrad och högre värden gör den ljusare.Värdet som kuvertets inflytande är centrerat kring/baserat påVärde som transformationsvärdet måste nå för att placera åtgärdens tidslinje i den första bildrutan. Rotationer anges i grader.Värde som transformationsvärdet måste nå för att placera åtgärdens tidslinje i den sista bildrutan. Rotationer anges i grader.Värde till normaltVärde till strängVärde att lägga till färgerVärde att lägga till vikternaVärde för att multiplicera färger medVärde för att multiplicera vikter medVärde som ska användas för Ref, Spec, Amb, Emit, Alpha, RayMir, TransLu och HardVärde under vilket voxlar betraktas som tomt utrymme för att optimera renderingenVärde som används som utgångspunkt i 1D- och 4D-dimensionerVärde, nyans, mättnadVärde:Värde: IngetVärde: Okänt (ej utvärderat)Värde: måste vara 'NOTHING' för rörelseVärde: måste vara 'PRESS' när unicode är inställtVärde: måste vara 'PRESS/RELEASE' för tangentbord/knapparVärde: endast 'PRESS/RELEASE/NOTHING' stödsVärde: {}VärdenVärden för ändring av platsVärden för förändringar i rotationVärden för förändringar i skalaVärden som genereras av denna modifierare läggs till de befintliga värdena istället för att skriva över dem.Värden som är större än tröskelvärdet ligger inom det genererade nätet.Värden på slutpunktens nyckelrutor behållsVärden som sorterar hörnen som är fästa vid kantenVärden som används för att sortera hörn som är kopplade till vertex. Använder index som standard.Värden som används för att sortera kurvans punkter. Använder index som standard.Värden som används för att sortera kanterna som är kopplade till hörnpunkten. Använder index som standard.Värden som används för att sortera ansiktets hörn. Använder index som standard.Värden:Värden: IngaFörsvinnVariabelStöd för variabla uttryckVariabel fallback som felVariabeln finns inte i den här drivrutinen.Variabel från någon källa/mål för förarrelationVariablerVariabler: {:d}VariansVariantVariationsnivåOlika statusuppgifter om en artikel efter att den har importeratsOlika verktyg för att förbättra och påskynda nodbaserade arbetsflödenVariera grovhetsvärden för varje strängVariera melaninkoncentrationen för varje strängVektorVektorsuddighetVektorkurvorVektorförskjutningVektordisplayVektorfontVektorfontVektorhandtagVektorhantera valtVektormatematikVektornodVektornoduttagVektornoduttagsgränssnittVektorrotationVektortransformeringVektorvärdeVektor med vilken varje punkt försköts under deformationenVektordatatyp, påverkar positionenVektorfält som ska representeras av visningsvektorernaVektorfontdatablockVektorfont för textobjektVektor för förskjutningVektorhandtagVektor i en nätnormalmatrisVektorvärdeVektorvärde i geometriattributVektor som skulle mappas till kurvanVektor, punkt eller normal som kommer att användas för konvertering mellan utrymmenVektor2DVektorer för att jämföra skillnader mellan anslutna hörn på en kant. (Stöder 3D-vektorer)VektorskopVektorskop-lägeVektorskopets opacitetHastighetHastighet / HårHastighetsattributHastighetsfärgrampHastighetsfaktorHastighetsrutnätLinjär hastighetHastighetsskalaHastighetskällaVelocity X-rutnätHastighet Y-rutnätVelocity Z-rutnätHastighet betraktad som maximal påverkan (Blender-enheter per bildruta)Hastighetsfältet i fluiddomänenHastighetskraft som styr teleporteringsbågens parabel i m/sVerletVersionVersion %r stöds inte, måste vara %r eller senareSäkerhetskopiering av version misslyckades (fil sparad med @)Version av Blender som biblioteket .blend sparades medVersion av Blender som userpref.blend sparades medVersion:Version: {:s}Versionshantering: Noden Map Value har tagits bortVersionshantering: Använda noder har tagits bortVertexVertex (triangel)VertexattributVertexfärgVertexfärgfaktorVertexfärgnamnVertexfärgkvantiseringVertexfärg påverkar endast fyllningVertexfärg påverkar kontur och fyllningVertexfärg påverkar endast konturenVertexfärgerVertex hörnräkningVertexantalFält för antal hörnVertex-veckVertex-veck:Vertex-dataVertex-datatyperVertex-data:Fält för antal toppytorVertex fettpennaVertex-koncernenVertex Group "%s" finns inteVertex Group "%s" är låstVertex-gruppen AVertex-gruppen BVertex-gruppen KlumpVertex-gruppklump NegeraVertexgruppens densitetVertexgrupptäthet NegeraVertex-gruppelementVertex-gruppfaktorVertex Group-fältVertex Group Fält NegeraInvertera vertexgruppVertex Group KinkVertex Group Kink NegateVertexgruppens längdVertexgruppens längd NegeraVertex Group LåsVertex-gruppens rotationVertexgrupp Rotation NegeraVertexgruppens grovhet 1Vertexgruppens grovhet 1 NegeraVertexgruppens grovhet 2Vertexgruppens grovhet 2 NegeraVertex-gruppens grovhet SlutVertexgruppens grovhet slut negeraVertex-gruppstorlekVertexgruppstorlek NegeraVertex Group SpecialerbjudandenVertex-gruppen TangentVertexgrupp Tangent NegeraVertex Group TwistVertexgrupp Twist NegateVertex Group OrefereradVertex-gruppens hastighetVertex Group Hastighet NegeraVertex-gruppens viktVertex-gruppens vikterVertex Group för fastsättning av hörnpunkterVertex Group för krympande tygVertexgrupp för var trycket ska appliceras. Nollvikt innebär inget tryck, medan en vikt på ett innebär fullt tryck. Ytor med en vertex som har nollvikt kommer att exkluderas från volymberäkningen.Vertex Group är låstVertex-grupp(er)VertexgrupperVertexgrupper tilldelade deformationsbenVertexgrupper tilldelade icke-deformerade benVertexindexVertexindex 1Vertexindex 2VertexindexVertexinterpoleringVertexmappningVertexmassaVertex Mesh-metodenVertexgrannarVertex NormalVertexnormalerVertex opacitetVertexfärgVertex Paint-funktionerVertex-färgöverläggVertex Paint mixfaktorVertexpositionsattributVälj vertexVal av vertexVertex-uppsättningVertexstorlekVertex Slide: VertexviktVertexviktvinkelRedigera vertexviktVertex viktblandningVertexviktnärhetVertex viktöverföringVertexvikterVertexfärgerna i filen finns i linjärt färgrymdVertexfärgerna i filen är i sRGB-färgrymd.Läsning av vertexkoordinat misslyckadesVertexantalet stämmer inte överensVertexgruppen '%s' är ogiltig eller kanske tomVertexgrupp för finjustering av böjstyvhetVertexgrupp för finjustering av skjuvstyvhetVertexgrupp för finjustering av strukturell styvhetVertex-grupp för finjustering av den interna fjäderstyvhetenVertex-gruppen är låstVertex-gruppnamnVertex-gruppnamn (endast komprimera)Vertexgruppnamn för viktningsfaktorer (modulerar deformationen)Vertexgruppnamn för att ändra de valda områdenaVertexgruppnamn för modulering av deformationenVertex-gruppnamn för modulering av vågenVertexgruppnamn för valda streckVertex-gruppnamn för val av berörda områdenVertexgruppnamn för val/viktning av de drabbade områdenaVertex-gruppens styrkaVertexgrupp som den genererade kantgeometrin kommer att viktas tillVertexgrupp som den genererade skalgeometrin kommer att viktas tillVertex-gruppen för att tillämpa gitterets inflytandeVertex-gruppen kontrollerar klumpenVertex-grupp för att kontrollera densitetVertex-gruppen ska kontrollera fältetVertex-gruppen kontrollerar knutenVertex-grupp för att kontrollera längdVertex-grupp för att styra rotationVertexgrupp för att kontrollera grovhet 1Vertexgrupp för att kontrollera grovhet 2Vertex-gruppen kontrollerar grovheten i ändenVertex-grupp för att kontrollera storlekVertexgrupp för att styra tangentVertex-gruppen kontrollerar vridningenVertex-gruppen för att kontrollera hastighetenVertex-grupp som ska anges som aktivObjektets vertexgrupperVertex i ett Mesh-datablockVertexindexVertexindexVertex är en rot för rotationsberäkningar och armeringsgenerering. Om du markerar denna flagga raderas inte andra rötter i samma mesh-ö.Vertex-loopfärger i ett nätVertex inte i gruppenHörnets toppunktVertexpositionerVälj toppunkt – Skift-klicka för flera lägen, Ctrl-klicka för att minska valetVertex select måste vara aktiverat i viktmålningsläget.Vertexvalmaskering för målningVertex-valslägeVertex som är hörnet av rutnätetVertexviktgrupp, för att smälta samman med basformenVertexvikt som används av Bevel-modifierarenVertexvikt när penseln applicerasVertex:VertexGroup '%s' hittades inte i objektet '%s'VertexGroup.add(): kan inte anropas medan objektet är i redigeringslägeVertexGroup.remove(): kan inte anropas medan objektet är i redigeringslägeVertexWeightEditVertexWeightMixVertexViktNärhetVertikalVertikal justeringVertikalt synfältVertikal listaVertikal delningVertikalt bildförhållande (används endast för kameraprojektorer)Vertikalt bildförhållande – för anamorfisk eller icke-kvadratisk pixelutmatningVertikal dimension på bakningskartanVertikal dimension på bakningskartan (endast extern)Fönstrets vertikala placeringVertikal förskjutning från objektets ursprungRemsans vertikala positionTextrutans vertikala position i förhållande till platsenVertikal position för understrykningVertikal skala (används endast för kameraprojektorer)Bildsensorns vertikala storlek i millimeterVertikalerVertices-data:Vertikaler XVertikaler YVertikaler ZVertikalerna ändrades från %d till %dVertikalerna ändrades från %u till %uVertikaler som förbinder flera ytorVertikaler måste vara minst 1Vertikalerna måste vara minst 3Nätets hörnpunkterVertikaler:%s | Ansikten:%sVertikaler:%s | Ytor:%s | Tris:%sVerts:%s | Tris:%sVerts:%s/%sVertikaler:%s/%s | Kanter:%s/%s | Ytor:%s/%s | Tris:%sMycket hög kontrastMycket låg kontrastMycket låg kvalitetVibrationerVideonVideokodekVideominneVideosekvenserareVideobitrate (kbit/s)VideoredigeringVideorVietnamesiska - Tiếng ViệtVisaVisning och kontrollerVisa JusteraVisa attributtextVisa axelVisa fördomarVisa centrumVisa sammanhangVisningsavståndUtsikt frånVisa höjdVisa indexVisa lagerVisa lager '%s' hittades inte i scenen '%s'Visa lageregenskaperVisa lagerinställningar för EEVEEVisa lagerVisa platsVisa låsVisa lås 3D-vyportens kameratransformation påverkar istället objektets överordnade objekt.Visa karta CacheVisa matrisVisa namnVisa navigeringVisa normaltVisa normal avklingningVisa normalgränsVisa överläggVisa procentandelVisa perspektivVisa planVisa regionerVisa rotationVisa skalaVisa inställningarVisa typVisa vektorVisa X-axelnVisa Z-axelnVisa Z-djupVisa en kontextbaserad onlinehandbok i en webbläsareVisa alla kurvor i redigerarenVisa alla objekt i scenenVisa alla valda UV:erVisa alla valda elementVisa alla remsor i sekvenserarenVisa och redigera UV:erVisa och redigera bilder och UV-kartorVisa och redigera maskerVisa som renderingSe avståndet från golvet när du gårVy från baksidanUtsikt från bottenVy framifrånVy från vänsterVy från högerUtsikt från toppenVisa i flerlagersbildVisa lagerVisningslagret '%s' kunde inte tas bort från scenen '%s'Visa lager i dess utvärderade tillståndVisa lagernamnVisa lagerinställningar för EEVEEVisningsläge som ska användas för att visa sequencer-utdataVyn hittades inte, kan inte sortera efter vyaxelVisa på ekvatornVisa på polerVisa operationer (användbart för tangentbord utan numeriskt tangentbord)Visa pivotplatsVisa val för alla regionerVisa skift i kameravynVisa hela bildenVisa resultatet av studioljusredigeraren i visningsfönstretVisa vyfönstret med virtual reality-glasögon (head-mounted displays)Visa transformering inställd på %s (konverterad från %s)Vy som används vid konvertering av bild till visningsutrymmeVisa hela bilden med markörerVisa 2DAktivera GizmoAktivt verktygTillbakaBakgrundBådaBottenKameraHålrumstypAnpassadDraGolvFramsidaVänsterBlandaTryck påHögerSkärmVäljTemaToppVisaVärldenVylagerVylager '%s' innehåller inte objektet '%s'VisareVisningsattribut OpacitetVisningsbakgrundTittardataVisningsframåtVisningsindexVisningsobjektVisningsobjektVisa vänsterVisningsnodVisningsvägVisningsvägselementVisningspositionVisa betraktarens poseringVisningsregionVisningsrättBilden hittades inte.Visningsreferensskala associerad med denna landmärkenSynpunktVisningsvyVisningsområdeViewport-anti-aliasingVisningsvy BVHVisningsvy BVH-typViewport-studsarFönsterdebuggingViewport-brusreducerareBildrutans brusreduceringViewport-brusreducering av ingångspassFörfilter för brusreducering i visningsfönstretKvalitet på brusreducering i visningsfönstretVisningsfönstrets delningsfrekvensVisningsvyFeedback om visningsfönstretVisningsvy-gizmosÖverläggningar i visningsfönstretVisningsfönstrets upplösningExempel på visningsvyFörinställningar för visningsfönsterprovtagningSkuggning av visningsvyVisningsfönstrets storlekBegränsning av textur i visningsfönstretVyportstransformeringVisningsfönstrets synlighetVisningsstorlek för visningsfönstret för de samplade uppgifternaVisningsstil för tomma objekt i visningsfönstretVisningsstil för spår i visningsfönstretVinkel på visningsfönstrets linsNavigeringsverktyg för visningsvyVisningsvy i icke-renderat lägeVisningsfönstret är inte i lokal vyViewport-överlägg är inaktiveradeVisningsfönstrets upplösning för den genererade ytanVisningsvyVyerVisningsformatVisningsformat:VignettVignettintensitetVirtuell nodsockelVirtuella föräldrarVirtuellt uttag för en nodFyll praktiskt taget hålen i nätet innan du packar upp det, för att undvika överlappningar och bevara symmetrin.Viskoelastiska fjädrarViskositetViskositetsbasViskositetsexponentVätskans viskositet (högre värden ger mer viskösa vätskor, ett värde på 0 ger fortfarande viss viskositet)Viskositetsinställning: värde som multipliceras med 10 upphöjt till (exponent*-1)SynlighetSynlighet ÅtgärdSynlighetsområdeSynlighetsbiasSynlighet BlödningsbiasSynlighetsoskärpaSynlighetssamlingSynlighetsikonSynlighetsstatusSynligSynliga linjerSynliga objektEndast synliga primitiverSynliga flikarSynlig som standardSynliga avstånds- och vinkelmätningarSynliga lagerVisuellVisuella hjälpmedelEgenskaper för visuella effekterVisuell geometri till nätVisuell tangentVisuell platsVisuell placering och rotationVisuell placering och skalaVisuell placering, rotation och skalaVisuell rotationVisuell rotation och skalningVisuell skalaVisual Studio-kodVisuell transformationVisuell bredd på träffdestinationsindikatornTeleporteringsstrålens synliga breddVisualisera cachade kompletta bildrutorVisualisera cachade bilder på tidslinjenVisualisera cachade råbilderVisualisera data från en nodgraf, i bildredigeraren eller som bakgrund.Visualisera vektorfältVolymBooleskKlippDatatypUpplösDubbelDubbelvektorTomFörlängFlytaHeltalHeltal 64-bitarsHeltalsvektorMaskNyPingisPoäng (ej stödda)UpprepaSekvenslägeOkändVektorVolym "%s" innehåller punkter, endast voxelrutnät stödsVolym "%s" kunde inte laddas: %sVolymabsorptionVolym AlfaVolymstudsarVolymkoefficienterVolymkubVolym Anpassat intervallVolym DirektVolymförskjutningVolymförskjutningsmodifierareVolymvisningVolymutsläppVolymfaktorVolymfilerVolymrutnätVolymrutnätVolymstyrningVolymstyrande sannolikhetVolym IndirektVolyminformationVolyminterpoleringVolymskärningVolymkorsningsmetodVolymljusVolymmajorantVolym Max strålningsdjupVolym MinVolymbevarandeVolymprobVolym Raymarching StegstorlekVolym Raymarching Stegstorlek BelysningVolymrenderingVolymupplösningVolymprovtagningVolymspridningVolymspridningssynlighetVolymskuggorVolymöverföringVolymvariationVolymvariation MaximalVolymvariation MinimumVolymvariationens jämnhetVolymdatablock för 3D-volymrutnätVolymdatablockVolymdensitet per voxelVolymvisningsinställningar för 3D-vyVolymfil som används av detta volymdatablockVolymfil som används för att ladda volymen vid den aktuella bildrutan. Tom om volymen inte har laddats eller om bildrutan endast finns i minnet.Volymgeometri för att lägga till ett rutnät tillVolymrutnätets namnVolymen bevaras när objektet endast skalas på den fria axeln. Skalning på den icke-fria axeln passerar igenom.Volymen bevaras när objektet skalas enhetligt. Avvikelser från enhetlig skala på icke-fria axlar överförs.Volymen bevaras strikt och åsidosätter skalningen av icke-fria axlar.VolymljusmultiplikatorInställningar för visning av volymobjekt för 3D-viewportInställningar för rendering av volymobjektBenvolymen i vilaVolym utanför den yttre konenVolymrenderinginställningar för 3D-viewportVolymskalan är lägre än vad som tillåts av OpenVDBVolym till nätVolym till nätmodifierareVolym att konvertera till ett nätVolym för att ta bort ett namngivet rutnätVolym med dimnät där punkter är utspridda iVolym(er)Volym: {} rutnätVolymerVolymer stöder endast ett enda material; valet kan inte vara ett fält.Volymetriska dataVolymetriska skuggproverVolymetriska skuggorVolymetrisk approximation till fysikaliskt baserad volymspridning, med användning av den angivna spridningsradienVolymetrisk approximation till fysikbaserad volymspridning, med spridningsradie som automatiskt justeras för att matcha färgtexturer. Utformad för hudskuggning.VorbisVoronoiVoronoi CrackleVoronoi F1Voronoi F2Voronoi F2-F1Voronoi F3Voronoi F4Voronoi-texturVoronoi-funktionens vikt 1Voronoi-funktionens vikt 2Voronoi-funktionens vikt 3Voronoi-funktionens vikt 4VirvelVortex-effektviktVorticitetVoxelVoxelantalVoxelkoordinatVoxelomfångVoxelrutnätets cellstorlekVoxelindexVoxelstorlekVoxel remesher kan inte köras med en voxelstorlek på 0,0.Voxel remesher kunde inte skapa nätVoxelstorlek på %f för liten för att kunna lösasVoxelize-rutnätVoxlarVoxlar med ett större värde finns inuti det genererade nätet.VulkanWW (Z)-axelnW-axelnW RotationW-axeln för kvaternion- och axelvinkelrotationerW1W2W3W4W:VARNING: Driveruttrycket kanske inte fungerar korrekt.VARNING: Denna metarig innehåller föråldrade Rigify-riggtyper och kan inte uppgraderas automatiskt.VARNING: stöds inte i dupli/gruppinstanserVARNING: inställningarna går förlorade när tillägget inaktiveras, se till att använda "Spara permanent" om du vill behålla dina inställningar!WEBPVänta på klickVänta på inmatningVänta på första klicket istället för att måla direktVänta på musklick innan du kör operatören från en menyVänta med att avmarkera andraPromenadGångriktningGångnavigeringGånghastighetInställningar för gångnavigeringGå med tyngdkraften eller navigera frittVäggVandraVarningsmeddelande Msgid inte versalerVarna för meddelanden som inte börjar med versal (med några få undantag!).VarningVarningsikon FörgrundVarningsspridningVarningstypVarning skapad under utvärdering av en geometrinodmodifierareVarning! Innan du låser upp, se till att ingen annan instans av Blender körs.Varning, filen finns redan. Vill du skriva över den befintliga filen?Varnings-/felindikatorfärg för remsor som hänvisar till den remsa som justerasVarning:Varning: Det gick inte att allokera ljusprobervolympoolen på {} MB, använder istället {} MB.Varning: Flera objekt delar samma data. Skapa en enda användare och tillämpa sedan transformationer?Varning: Vissa funktioner kan ändras efter generering.Varning: Vissa bilder är modifierade och dessa ändringar kommer att gå förlorade.Varning: Det finns osparade externa bilder.Varning: Volymrenderingdata kunde inte allokeras. Använder nu en upplösning på 1:{} istället för 1:{}.Varning: det relativa sökvägs prefixet "//" för blend-filer stöds inte för denna egenskap.VarningarVridningVridningsvinkelVridningsmodifierareVridningsmodifierareFörvräng delar av ett nät till en ny plats på ett mycket flexibelt sätt tack vare två specificerade objekt.Vrid hörnpunkter runt markörenVattenWattVågVågjusteringVågklämmaVågkronpartikelprovtagningVågkronans maximala potentialVågkronprovtagningVågdeformationseffektVågdeformationseffektVågriktningVåg-effektVågmodifierareVågprofilVågskalaVågtexturVågtypVågdämpningsfaktorVåg effekt modifierareVågens utbredningshastighetVågtidsskalningsfaktorVågförvrängningVågformWaveform Audio File FormatVågformsvisningVågformslägeVågformens opacitetVågformsstilVågformerVågfront (.obj)VåglängdSinusförskjutningens våglängdVågorSätt att visa bakgrundenSätt att visa skuggningen av hålighetenHur man tolkar musrörelserSvagSvag referens till ett datablock i en annan biblioteksfil (.blend) (används för att återanvända redan bifogade data istället för att bifoga nya kopior)Svag hänvisning till vissa tillgångarWebMWebM (VP9+Opus)WebM / VP9WebP (.webp)WebP-fallbackWebP-formatWebbplatsViktVikt 1Vikt 2Vikt 3Vikt 4ViktvinkelVikt FärgskalaViktfaktorVikt FettpennaViktgruppViktindexViktinterpoleringViktmodifieringsvinkelViktmodifierare NärhetViktutgångViktmålningViktmålning Automatisk normaliseringViktmålningsfunktionerViktmålninglås-relativViktmålning Multi-PaintViktmålning OpacitetViktmålningöverläggViktpositionVikt NärhetVikt per ytaViktdata för nya streck läggs till enligt den aktuella vertexgruppen och vikten. Om ingen vertexgrupp är vald läggs ingen vikt till.Vikt för tygsimuleringVikt hårpartiklarVikt för ett partikelinstansobjekt i en samlingVikt på fjäderpunktenRotationsbegränsningens vikt för IKViktbegränsning för IKKaraktärernas vikt. 100–900, 400 är normalt.Vikt för den närmaste styrkurvan för varje genererad kurvaPunktens viktViktprojektionens vektor efter ytor med större arealVikt att tilldela i vertexgrupperVikt som används av modifieraren Subdivision SurfaceVikt som används för mjuk kroppsmålVikt som används för utjämningVärdet på en nod i en nodgruppVikt:Vikt: {:.3f}ViktVG Redigera modifierareViktVG Mix ModifierViktVG NärhetsmodifierareViktadViktad medianViktad normalViktad median ansiktscentrumDet viktade resultatet för remsan läggs till de ackumulerade resultaten.Det viktade resultatet för remsan multipliceras med de ackumulerade resultaten.Det viktade resultatet för remsan tas bort från de ackumulerade resultaten.Viktad vertexnormalmod att användaViktad normalViktad normal modifierareViktningslägeViktningsfaktor för vilken nyckelbildruta som föredras merVikterVikter för alla objekt i instanssamlingenVikter för de vertexgrupper som denna punkt tillhörVikter för de vertexgrupper som denna vertex tillhörVikter från kuvert med användardefinierad radieVikter över denna tröskel kvarstårSvetsSvetsmodifierareSvetsa UV-punkter baserat på delade hörnSvetsa lösa kanter till ytor (dela upp dem i nya ytor)SvetsmodifierareSvetsa utvalda UV-hörn ihopvästVåt blandningVåtfärgsradieVåt beständighetWetmap-lagerVåtkartorFuktighetWhDownWhInWhLeftWhOutWhRightWhUpVilken åsidosättningsåtgärd utförsHur man klarar föräldraskapetHjulHjul Invertera zoomNär du lägger tillNär Even-läget är aktivt växlar det mellan de två intilliggande kantlooparna.Vid länkningNär en typ av "array/vektor" väljs (plats, rotation, färg etc.) ska hela arrayen användas.När och hur fullmakter skapasNär ett ben inte har någon överordnad får det cykliska förskjutningseffekter (föråldrat).När benet har en förälder, sitter benets huvud fast vid förälderns svans.När du beräknar benbanor, använd huvud eller spetsar.I kombination med varje voxels värde bestämmer detta antalet punkter som ska samplas per volymenhet.När kontroller slås samman med sådana som ägs av andra kedjor, inkludera rotations-/skalningsskillnader som orsakas av överordnade element i handtagsrörelsen. Annars används endast den lokala rörelsen hos kontrollbenet.När du skapar nya bildrutor inkluderas strecken från den föregående/aktiva bildrutan som grund för den nya.När du deformerar ben, multiplicera effekterna av Vertex Group-vikter med Envelope-inflytande.När funktionen är inaktiverad begränsas nybildade ytor till 3- och 4-sidiga ytor.När du duplicerar remsor, tilldela nya kopior av de åtgärder de använderNär funktionen är aktiverad appliceras posen speglad över X-axeln.När funktionen är aktiverad skapas en länk mellan geometrisocklarna i denna zon.När du anger siffror under omvandlingen, använd avancerat läge som standard för fullständig utvärdering av matematiska uttryck.När du exporterar animationer, inaktivera visningsfönstret för andra objekt för att förbättra prestandan.När extern text är osynkroniserad, lösa konfliktenNär händerna byts, begränsa rörelsen till betraktarens ursprungliga riktning.När händerna byts ut, förhindra ändringar av betraktarens höjdNär den är markerad, vidarebefordra inte händelser som ska hanteras av andra tangentbordskartor.När du befinner dig i en 3D-vy, använd lager och kamera i vyn.När du matar in manuellt, hoppa över att infoga tangenter som inte påverkar animeringen.När den är låst, fortsätt att använda den normala ytan där slaget initierades.När den är låst, fortsätt att använda planet för ytan där slaget initierades.Vid sammanslagning av kontroller vinner alltid kedjor med högre prioritet.När du sammanfogar noder med snabbtangenten Ctrl+Numpad0 (och liknande) anger du positionen för de nya noderna.När du slår samman noder med snabbtangenten Ctrl+Numpad0 (och liknande) anger du om de ska döljas eller om hela noden ska visas med utökade alternativ.När funktionen är aktiverad blir flera åtgärder en del av samma glTF-animation om de läggs till i NLA-spår med samma namn. När funktionen är inaktiverad blir alla aktuella tilldelade åtgärder en enda glTF-animation.Vid klistring, anta att den klistrade matrisen är relativ till ett annat objekt (inställt i användargränssnittet)När du klistrar in, spegla transformationen relativt ett specifikt objekt eller ben.Vid projicering i negativ riktning inverterar du ansiktsgallringsläget.När du projicerar i motsatt riktning, invertera ansiktsgallringsläget.När du renderar animationer, spara JPG-förhandsgranskningsbilder i samma katalog.När du sparar en kaklad bild måste sökvägen '%s' innehålla en giltig UDIM-markör.När du skapar ett snabbmeny för en tillgång, aktivera tillgången och anropa `bl_activate_operator` om det finns, istället för att bara markera tillgången.När det inte finns något material på objektet, exportera aktiv vertexfärgNär detta är inaktiverat låses alfa medan du målar.När nyckelrutor transformeras överförs ändringarna i animationsdata till andra vyer.När remsor omvandlas överförs ändringar i animationsdata till andra vyer.När sant är formatet en filmVid användning av adaptiv sampling markera pixlar som samplasNär du använder en bildtextur, justera stencilstorleken så att den passar bildens bildförhållande.När du använder scensynkronisering i sekvensredigeraren, visa intervallet för den aktuella scenremsan.Var Cryptomatte-passningarna laddas frånVarifrån anteckningen kommerVarifrån klippet kommerVarifrån bilden kommerVar svansen börjarOm en surfplattas raderingsläge användsOm tvåhandsinteraktion förekommerOm geometrin har kopplats till ankareOm geometrin har varit bunden till kontrollburenOm geometrin har kopplats till målmeshOm varje synlig flik har ett sökresultat eller inteHuruvida de slutliga basnätpositionerna kommer att ändras något för att ta hänsyn till att en ny subdivisionsmodifierare läggs till.Oavsett om IES-filen laddas från disken eller från ett textdatablockOm attributet kan tas bort eller byta namnOm cachen är uppdelad i en serie filerOm kameran använder ortografisk projektionOm kopiorna ska spridas ut i en full cirkel eller en bågeOm den aktuella vyn är inriktad mot en axel (kontrollerar inte om vyn är ortografisk, använd "is_perspective" för det). Om du ställer in detta roteras vyn till närmaste axel.Om bilden har en alfakanalOm ingångskontrollpunkten plus förskjutningen är ett giltigt index för den ursprungliga kurvanOm det vänstra handtaget är valtOm noden kunde hitta en enda yta att sampla vid UV-koordinatenOm nodredigerarens typ stöder visning av nodförhandsgranskningarOavsett om havet använder cachade data eller simulerarOavsett om panelen är utvidgad eller stängdOm markörens position är nyckelbildruta eller spåradOm rätt handtag är valtOm provtagningen var framgångsrik. Den kan misslyckas när den provtagna gruppen är tom.Om den markerade texten är fetstilOm den markerade texten är kursivOm den markerade texten är versalerOm den markerade texten är understrukenOm valet ska göras som en helhet eller för varje enskild remsaOm den lagrade bilagans UV-koordinat är giltigOm remsan är valdOm spårningsdata innehåller giltig rekonstruktionsinformationOm visningsfönstret använder ortografisk projektionOm det finns någon åtgärd som NLA hänvisar till som redigeras (strikt skrivskyddad)Om det finns någon text markeradOavsett om dessa inställningar redan har ställts in automatiskt eller inteOavsett om denna ID endast är runtime, utvärderad datablock eller faktisk data från .blend-filenOm denna blenderinstallation är en sandboxad Microsoft Store-versionOm denna bensamling är synlig i visningsfönstret. Detta är sant när denna bensamling och alla dess förfäder är synliga, eller när den är markerad som "solo".Oavsett om denna samling är synlig för visningslagret, ta hänsyn till samlingens överordnade objekt.Oavsett om denna funktionsuppsättning är registrerad eller inteOm detta är den aktiva platsen kan ställas in genom att tilldela action.slots.active.Om denna biblioteksöverskrivning endast finns för överskrivningshierarkin eller om den faktiskt kan redigeras av användaren.Oavsett om denna biblioteksöverskrivning definieras som en del av en bibliotekshierarki eller som en enskild, isolerad och autonom överskrivning.Oavsett om denna sökväg sparas i bokmärken eller genereras från operativsystemetOm slumpmässig skala ska tillämpas enhetligt eller per axelOm man ska kontrollera typen av vänster- och högerhandtagOm valet ska raderas efter kopieringenOm tweak-läget ska aktiveras eller inaktiveras i NLAOm man ska tona in eller utOm man ska dölja eller visa hörnpunkterOm man ska bevara röstformanterna när tonhöjden ändras.Om man ska markera eller avmarkera länkade hörn under markörenOm man ska välja medan man flyttarOm ansiktsstyrka ska ställas in, och vilka ansikten som ska ha ansiktsstyrkaOm man ska ställa in ansiktsstyrka och vilka ansikten man ska ställa in den påOm viktningsfaktorer per vertex ska beaktasOm vänster och höger handtag ska uppdaterasOm man ska använda en anpassad bildruta för att söka efter data i cachefilen, istället för att använda den aktuella scenramen.Om maximalt klippvärde ska användasOm minimiklippningsvärde ska användasOm vi kan bläddra i innehållet i Blender-filer eller inteVilka åtgärder som påverkarVilka ID-typer som ska visas/döljas när man bläddrar i ett bibliotekVilken urvalsuppsättning som ska väljas; -1 använder den aktiva urvalsuppsättningenVilka tillgångstyper som ska visas/döljas när man bläddrar i ett tillgångsbibliotekVilken axel som ska justeras efter ytgeometrins normalVilken axel som ska användas för förskjutningVilka ben som påverkasVilken boolesk operation som ska tillämpasVilka kanaler ska man bakaVilken barninstans ska väljas per element efter indexVilka datatransformationer ska bakasVilka förhandsvisningar av datablock som ska rensasVilka avstånd till målet ska användasVilken domän ska raderas iVilken domän ska separeras påVilka kantdataskikt som ska överförasVilket element man ska hämta ett värde från på geometrinVilka element som ska påverkas (hörn, kanter och/eller ytor)Vilken ände av segmentet som ska användas som referens för skalning frånVilken ände av segmentet ska användas som referens för skärning frånVilka ändar av segmentet mellan föregående och efterföljande Grease Pencil-bildrutor som interpolering tillämpas påVilka ändar av segmentet mellan denna och nästa nyckelbildruta tillämpas interpolering påVilka ansiktshörndata-lager som ska överförasVilka ansiktsdataskikt som ska överförasVilka ansikten ska spridas påVilken bildruta som ska användas för videor. Observera att olika bildrutor i videor kan ha olika upplösningar.Vilka bildrutor som ska inkluderas i exportenVilket geometrielement attributet ska flyttas tillVilken typ av objekt som ska exporterasVilka lager som ska överföras, vid flerlagersmodellerVilket val av nätelement fungerar påVilket läge ska användas för decimeringVilka objekt som ska inkluderas i exportenVilka av de sorterade hörnen som ska matas ut. Negativ indexering stöds.Vilka av de sorterade kanterna som ska matas ut. Negativ indexering stöds.Vilka av de sorterade punkterna som ska matas ut. Negativ indexering stöds.Vilken utgångsnod som ska användas för nodbaserade texturerVilken partikelnivågenerator som ska användasVilka delar av nätkomponenten som ska tas bortVilket relativt lager (ovanför eller under) som ska användas som maskVilka renderare och visningsvy-shaderstyper som ska använda shaderarna förVilken sida av spelhuvudets remsor ska fästas vid när inga handtag är valdaVilka sidor ska kopieras från och tillVilka sidor som ska kopieras från och till (när båda är markerade)Vilken texturkanal som ska användas för maskeringVilka texturkoordinater som ska användas för mappningVilket omvandlas till överföringVilka vertexdataskikt som ska överförasVilka hörn ska döljas eller visasUnder redigering ska du inte uppdatera metaballen alls.Under redigering, uppdatera alltid metaballUnder redigering uppdateras metaballen i halv upplösning.Uppdatera metaball utan polygonisering under redigeringNär du är offline använder du istället "Installera från disk".VitVitbalansFörinställda vitbalansinställningarVit nivåVit brusstrukturVit punktVitt värdeVitbalansmodifierare för sekvensremsaHela karaktärenHela karaktären (endast utvalda ben)Hela samlingenHela bildrutanWidgetWidget präglaWidget-förskjutningWidgetstilWidgettypWidgetsamlingBreddBreddprocentBredd TypBredd och höjd i pixlarBredd och höjd i pixlar, noll när bilddata inte kan laddasBildbuffertens bredd och höjd i pixlar, noll när bilddata inte kan laddasBredd och höjd på kakelbuffert i pixlar, noll när bilddata inte kan laddasCCD-sensorns bredd i millimeterMarkörens mönsterbredd i skärmkoordinaterBredd på markörens sökning i skärmkoordinaterBredd på panel- och menyskuggor, ställ in på noll för att inaktiveraBredden på den aktiva voxelytan, i voxlarBredden på oskärpan för övergången, i procent i förhållande till bildstorlekenBredden på gradienten inuti nätetNodens breddBredden på zonen i UI-enheter där hastigheten ökar med avståndet från kantenBredd över vilken rekonstruktionsfiltret kombinerar sampelBredd:JokerteckenKommer att fastna i läsram {:d}!Skapar kataloger så att alla sökvägar är giltiga.VinstVindVindfaktorVindhastighetVindpåverkande viktVindhastighetFönsterFönsterbakgrundFönsterhanterareFönsterhanterareFönstermatrisFönsterhändelsetimerFönsterhöjdFönsterhanteringsdatablock som definierar öppna fönster och annan användargränssnittsdataFönsterhanteringsdatablockFönsterbredd3D-vy3D-vy Generisk3D-visningsverktyg: Markör3D-visningsverktyg: Markör (fallback)3D-visningsverktyg: Redigera armatur, benhölje3D-visningsverktyg: Redigera armatur, benhölje (fallback)3D-visningsverktyg: Redigera armatur, benstorlek3D-visningsverktyg: Redigera armatur, benstorlek (fallback)3D-visningsverktyg: Redigera armering, extrudera3D-visningsverktyg: Redigera armering, extrudera (fallback)3D-visningsverktyg: Redigera armering, extrudera till markören3D-visningsverktyg: Redigera armering, extrudera till markören (fallback)3D-visningsverktyg: Redigera armering, rulla3D-visningsverktyg: Redigera armering, rulla (fallback)3D-visningsverktyg: Redigera kurva, kurvpenna3D-visningsverktyg: Redigera kurva, kurvpenna (fallback)3D-visningsverktyg: Redigera kurva, rita3D-visningsverktyg: Redigera kurva, rita (fallback)3D-visningsverktyg: Redigera kurva, extrudera3D-visningsverktyg: Redigera kurva, Extrudera (fallback)3D-visningsverktyg: Redigera kurva, extrudera till markören3D-visningsverktyg: Redigera kurva, extrudera till markören (fallback)3D-visningsverktyg: Redigera kurva, radie3D-visningsverktyg: Redigera kurva, radie (fallback)3D-visningsverktyg: Redigera kurva, slumpmässigt3D-visningsverktyg: Redigera kurva, slumpmässigt (fallback)3D-visningsverktyg: Redigera kurva, luta3D-visningsverktyg: Redigera kurva, lutning (fallback)3D-visningsverktyg: Redigera nät, fasning3D-visningsverktyg: Redigera nät, fasning (fallback)3D-visningsverktyg: Redigera nät, halvera3D-visningsverktyg: Redigera nät, halvera (fallback)3D-visningsverktyg: Redigera nät, kantglidning3D-visningsverktyg: Redigera nät, kantglidning (fallback)3D-visningsverktyg: Redigera nät, extrudera längs normaler3D-visningsverktyg: Redigera nät, extrudera längs normaler (fallback)3D-visningsverktyg: Redigera nät, extrudera enskilda delar3D-visningsverktyg: Redigera nät, extrudera enskilt (fallback)3D-visningsverktyg: Redigera nät, extrudera manifold3D-visningsverktyg: Redigera nät, extrudera manifold (fallback)3D-visningsverktyg: Redigera nät, extrudera region3D-visningsverktyg: Redigera nät, extrudera region (fallback)3D-visningsverktyg: Redigera nät, extrudera till markören3D-visningsverktyg: Redigera nät, extrudera till markören (fallback)3D-visningsverktyg: Redigera nät, infoga ytor3D-visningsverktyg: Redigera nät, infoga ytor (fallback)3D-visningsverktyg: Redigera nät, kniv3D-visningsverktyg: Redigera nät, kniv (fallback)3D-visningsverktyg: Redigera nät, loopklipp3D-visningsverktyg: Redigera nät, loop cut (fallback)3D-visningsverktyg: Redigera nät, förskjuta kantloopskärning3D-visningsverktyg: Redigera nät, förskjut kantloopskärning (fallback)3D-visningsverktyg: Redigera nät, Poly Build3D-visningsverktyg: Redigera nät, Poly Build (fallback)3D-visningsverktyg: Redigera nät, tryck/dra3D-visningsverktyg: Redigera nät, tryck/dra (fallback)3D-visningsverktyg: Redigera nät, slumpmässigt3D-visningsverktyg: Redigera nät, slumpmässigt (fallback)3D-visningsverktyg: Redigera nät, riva kant3D-visningsverktyg: Redigera nät, riva kant (fallback)3D-visningsverktyg: Redigera nät, riva region3D-visningsverktyg: Redigera nät, riva region (fallback)3D-visningsverktyg: Redigera nät, krympa/bredda3D-visningsverktyg: Redigera nät, krympa/bredda (fallback)3D-visningsverktyg: Redigera nät, jämna ut3D-visningsverktyg: Redigera nät, jämna ut (fallback)3D-visningsverktyg: Redigera nät, snurra3D-visningsverktyg: Redigera nät, snurra (fallback)3D-visningsverktyg: Redigera nät, till sfär3D-visningsverktyg: Redigera nät, till sfär (fallback)3D-visningsverktyg: Redigera nät, vertexskjutning3D-visningsverktyg: Redigera nät, vertexskjutning (fallback)3D-visningsverktyg: Redigera text, markera text3D-visningsverktyg: Redigera text, markera text (fallback)3D-visningsverktyg: Mäta3D-visningsverktyg: Mäta (fallback)3D-visningsverktyg: Flytta3D-visningsverktyg: Flytta (fallback)3D-visningsverktyg: Objekt, Lägg till primitiv3D-visningsverktyg: Objekt, Lägg till primitiv (fallback)3D-visningsverktyg: Färgvikt, gradient3D-visningsverktyg: Färgvikt, gradient (fallback)3D-visningsverktyg: Färgvikt, provvertexgrupp3D-visningsverktyg: Färgvikt, provvertexgrupp (fallback)3D-visningsverktyg: Färgvikt, provvikt3D-visningsverktyg: Färgvikt, provvikt (fallback)3D-visningsverktyg: Pose, Breakdowner3D-visningsverktyg: Pose, Breakdowner (fallback)3D-visningsverktyg: Posera, tryck3D-visningsverktyg: Posera, trycka (fallback)3D-visningsverktyg: Posera, slappna av3D-visningsverktyg: Pose, Relax (fallback)3D-visningsverktyg: Rotera3D-visningsverktyg: Rotera (fallback)3D-visningsverktyg: Skala3D-visningsverktyg: Skala (fallback)3D-visningsverktyg: Skulptera, Box Face Set3D-visningsverktyg: Skulptera, Box Face Set (fallback)3D-visningsverktyg: Skulptera, dölj ruta3D-visningsverktyg: Skulptera, dölj ruta (fallback)3D-visningsverktyg: Skulptera, boxmask3D-visningsverktyg: Skulptera, boxmask (fallback)3D-visningsverktyg: Skulptera, box trim3D-visningsverktyg: Skulptera, Box Trim (fallback)3D-visningsverktyg: Skulptera, tygfilter3D-visningsverktyg: Skulptera, tygfilter (fallback)3D-visningsverktyg: Skulptera, färgfilter3D-visningsverktyg: Skulptera, färgfilter (fallback)3D-visningsverktyg: Skulptera, redigera ansiktsinställningar3D-visningsverktyg: Skulptera, redigera ansiktsinställningar (fallback)3D-visningsverktyg: Skulptera, Lasso Face Set3D-visningsverktyg: Skulptera, Lasso Face Set (fallback)3D-visningsverktyg: Skulptera, Lasso Dölj3D-visningsverktyg: Skulptera, Lasso Hide (fallback)3D-visningsverktyg: Skulptera, Lasso-mask3D-visningsverktyg: Skulptera, Lasso-mask (fallback)3D-visningsverktyg: Skulptera, Lasso Trim3D-visningsverktyg: Skulptera, Lasso Trim (fallback)3D-visningsverktyg: Skulptera, Linjeansikte3D-visningsverktyg: Skulptera, Linjeansikte (fallback)3D-visningsverktyg: Skulptera, dölja linjer3D-visningsverktyg: Skulptera, dölja linjer (fallback)3D-visningsverktyg: Skulptera, linjemask3D-visningsverktyg: Skulptera, linjemask (fallback)3D-visningsverktyg: Skulptera, linjeprojektion3D-visningsverktyg: Skulptera, linjeprojekt (fallback)3D-visningsverktyg: Skulptera, linjetrimning3D-visningsverktyg: Skulptera, Linjetrimning (fallback)3D-visningsverktyg: Skulptera, maskera efter färg3D-visningsverktyg: Skulptera, maskera efter färg (fallback)3D-visningsverktyg: Skulptera, nätfilter3D-visningsverktyg: Skulptera, nätfilter (fallback)3D-visningsverktyg: Skulptera, Polyline Face Set3D-visningsverktyg: Skulptera, polyline-ytuppsättning (fallback)3D-visningsverktyg: Skulptera, dölj polylinje3D-visningsverktyg: Skulptera, dölj polylinje (fallback)3D-visningsverktyg: Skulptera, polylinjemask3D-visningsverktyg: Skulptera, polylinjemask (fallback)3D-visningsverktyg: Skulptera, trimma polylinjer3D-visningsverktyg: Skulptera, trimma polylinje (fallback)3D-visningsverktyg: Markeringsruta3D-visningsverktyg: Välj ruta (fallback)3D-visningsverktyg: Välj cirkel3D-visningsverktyg: Välj cirkel (fallback)3D-visningsverktyg: Välj Lasso3D-visningsverktyg: Välj Lasso (fallback)3D-visningsverktyg: Skjuvning3D-visningsverktyg: Skjuvning (fallback)3D-visningsverktyg: Transformera3D-visningsverktyg: Transformera (fallback)3D-visningsverktyg: Justera3D-visningsverktyg: Justera (fallback)AccelereraLägg tillLägg till klippLägg till Klipp StängLägg till nyttLägg till snäppunktJustera proportionellt inflytandeJusteraAnimeringAnimationskanalerAnsökOmrådeAnkareFäst/ta bort bildrutaAutomatisk begränsningAutomatisk begränsningsplanAxis SnapAxis Snap (Av)BakåtBörjaBevel Modal KartaBlender stängs nu.AvbrytMittpunktspivot avMittpunkt påÄndra påverkanstypÄndra inre geringsvinkelÄndra korsningsmetodÄndra förskjutningÄndra offsetlägeÄndra opacitetÄndra yttre geringsfogÄndra profilÄndra radieÄndra segmentKlämremsorTydliga begränsningarKlippKlipp Dopesheet EditorKlippredigerareKlippdiagramredigerareKollidera tilläggBekräftaBekräfta provtagningKonsolVeckKurvaKurvpenna Modal kartaKurvorAnpassad normalmodal kartaCykelvinkel som snäpper fast relativ kantBläddra mellan profiltyperBromsaMinska hopphöjdenMinska maximal AutoIK-kedjelängdMinska proportionellt inflytandeMinska segmentMinska subdivisionenAvmarkeraDiagonaler FalloffInaktivera precisionInaktivera SnapDopesheetDopesheet GeneriskNedDra tilläggAktivera precisionAktivera SnapAvsluta strömavbrottExtruderaPipett Färgramp Punktsampling KartaÖgondroppar Modal kartaSnabbSnabb (Av)FilbläddrarenFilbläddringsknapparFilbläddrarens huvudfönsterFyll verktygsmodal kartaFast aspekt avstängdFast aspekt påVändTeckensnittFramåtRamverkFri justering växlaGenerisk prylGenerisk Gizmo Klicka DraGenerisk Gizmo DragGenerisk Gizmo Kanske DraGenerisk Gizmo SelectGenerisk Gizmo Tweak Modal MapGeneriskt verktyg: KommenteraGeneriskt verktyg: Kommentera (fallback)Generiskt verktyg: AnteckningsraderareGeneriskt verktyg: Anteckningsraderare (reserv)Generiskt verktyg: Kommentera linjeGeneriskt verktyg: Kommentera linje (fallback)Generiskt verktyg: Kommentera polygonGeneriskt verktyg: Kommentera polygon (fallback)Geodetisk avklingningGeodetisk rekursionsstegGesterboxGester Raka linjerGester för zoomning av kantGripGrafredigerareGrafisk redigerare GeneriskGrafikkort:FettpennaFettpenna PenseldragFettpenna-ritlägeFettpenna-redigeringslägeFyllningsverktyg för fettpennaFettpenna SkulpteringslägeFettpenna Vertex PaintFettpenna ViktmålningIgnorera avbrytandeIgnorera snäppning påBildBildredigeringsverktyg: ExempelBildredigeringsverktyg: Exempel (fallback)Bildredigeringsverktyg: Uv, markörBildredigeringsverktyg: Uv, markör (fallback)Bildredigeringsverktyg: Uv, GrabBildredigeringsverktyg: Uv, Grab (fallback)Bildredigeringsverktyg: Uv, FlyttaBildredigeringsverktyg: Uv, Flytta (fallback)Bildredigeringsverktyg: Uv, PinchBildredigeringsverktyg: Uv, Pinch (fallback)Bildredigeringsverktyg: Uv, RelaxBildredigeringsverktyg: Uv, Relax (fallback)Bildredigeringsverktyg: Uv, Rip RegionBildredigeringsverktyg: Uv, Rip Region (fallback)Bildredigeringsverktyg: Uv, RoteraBildredigeringsverktyg: Uv, Rotera (fallback)Bildredigeringsverktyg: Uv, skalaBildredigeringsverktyg: Uv, skala (fallback)Bildredigeringsverktyg: Uv, markeringsrutaBildredigeringsverktyg: Uv, markeringsruta (fallback)Bildredigeringsverktyg: Uv, välj cirkelBildredigeringsverktyg: Uv, välj cirkel (fallback)Bildredigeringsverktyg: Uv, Välj LassoBildredigeringsverktyg: Uv, Välj Lasso (fallback)Bildredigeringsverktyg: Uv, TweakBildredigeringsverktyg: Uv, Tweak (fallback)Bild GeneriskBildmålningBildvyIÖka hopphöjdenÖka maximal AutoIK-kedjelängdÖka proportionellt inflytandeÖka segmentenÖka subdivisionenInformationInverteraHoppaHoppa (av)NyckelKnivverktyg Modal kartaSpråkGallerVänsterFörläng förlängningarBegränsat plattformsstödLänkhandtagLokal nedgångLokalt uppLåsvinkelMinskning av antalet slingorÖkning av antalet slingorMarkörerMaskredigeringNätMeshfilter Modal kartaMetaballFlyttaFlytta intilliggande handtagFlytta aktuell markörFlytta hela punktenFlytta ursprungNLA-redigerareNLA GeneriskNLA-spårNavigeraNyNyare grafikdrivrutiner kan finnas tillgängliga med bättre kompatibilitet med Blender.Ingen åtgärdNodanslutningNodanslutning (av)NodredigerareGenerisk nodNodverktyg: MarkeringsrutaNodverktyg: Välj ruta (fallback)Nodverktyg: Välj cirkelNodverktyg: Välj cirkel (fallback)Nodverktyg: Välj LassoNodverktyg: Välj Lasso (fallback)Nodverktyg: JusteraNodverktyg: Justera (fallback)Numinput Öka nedåtNuminput Öka uppåtObjektlägeObjekt Icke-modaltUteOutlinerMålningskurvaMåla ansiktsmask (vikt, vertex, textur)MålningsmodalMåla vertexval (vikt, vertex)PanoreraPan (Av)PanoreringPartikelPennverktyg Modal kartaPlattform stöds intePunktmolnPosePrecisionPrecision (AV)Precision (Av)PrecisionslägeFörhandsgranskaFörhandsgranskningsverktyg: MarkörFörhandsgranskningsverktyg: Markör (fallback)Förhandsgranskningsverktyg: FlyttaFörhandsgranskningsverktyg: Flytta (fallback)Förhandsgranskningsverktyg: RoteraFörhandsgranskningsverktyg: Rotera (fallback)Förhandsgranskningsverktyg: ExempelFörhandsgranskningsverktyg: Exempel (fallback)Förhandsgranskningsverktyg: SkalaFörhandsgranskningsverktyg: Skala (fallback)Förhandsgranskningsverktyg: Välj rutaFörhandsgranskningsverktyg: Välj ruta (fallback)Förhandsgranskningsverktyg: Välj cirkelFörhandsgranskningsverktyg: Välj cirkel (reserv)Förhandsgranskningsverktyg: Välj LassoFörhandsgranskningsverktyg: Välj Lasso (fallback)Förhandsgranskningsverktyg: JusteraFörhandsgranskningsverktyg: Tweak (fallback)Primitivt verktyg Modal kartaFastighetsredaktörFastighetsvärdeRegionkontextmenyTa bort senaste snäppunktenÅterställÅterställ provtagningÄndra storlekHögerRoteraRotera normalerRotationRotation (Av)Prova en punktSkalaSkärmSkärmredigeringSkulpteraSkulptera kurvorSkulptera Expandera ModalSökVäljVälj och använd nätobjektSekvenserareSekvenserare: BladeSekvenserare: Blade (reserv)Sekvenserare: Välj rutaSekvenserare: Välj ruta (fallback)Sekvenserare: Välj cirkelSekvenserare: Välj cirkel (fallback)Sekvenserare: Välj LassoSekvenserare: Välj Lasso (fallback)Sekvenserare: SlipSekvenserare: Slip (fallback)Ställ in snäppbasenStäll in snäppbas (av)Ställ in och använd 3D-markörenSkiftFörkorta förlängningarStorlekLångsamLångsam (Av)FästSnap (AV)SnapvinkelSnap InvertSnap Invert (Av)Snap OffSnap OnSnap ToggleSnabb expanderar till ansiktsuppsättningarFäst vid mittpunkter AvFäst vid mittpunkter PåSfärisk avklingningSfäriseraGeneriskt kalkylbladStandardmodal kartaBörja provtagningenSluta gå bakåtStanna Gå vidareStoppa global nedgångStoppa global uppgångStopp Flytta åt vänsterStoppa flyttning lokalt nedåtStopp Flytta Lokalt UppStopp Flytta åt högerSubtraheraVäxla till FlyttaVäxla till RoteraByt till ZoomTeleporteraTextText GeneriskMinskning av texturförvrängningÖkning av texturförvrängningVäxla vinkelinställningVäxla penselgradientVäxla klämma överlappningVäxla mellan genomskärningVäxla djupkontrollVäxla riktning för automatisk förskjutning av nodVäxla mellan avstånds- och vinkelmätningarVäxla till tilläggslägeVäxla gradientVäxla gravitationVäxla mellan härda normalerVäxla mellan markering och sömVäxla Mark SharpVäxla mellan bevara tillståndTopologi FalloffTopologirekursion StegTrackballTransformera modal kartaUV-redigerareUV-skulpturÅngraUppUppgradering till den senaste versionen av macOS kan förbättra stödet för Blender.Använd musenAnvänd objektAnvänd PivotAnvändargränssnittVertikal/kantglidningVertexfärgVideosequenzredigerareVisa 2DVisa 2D-knappar ListaView3D Dolly ModalVisa 3D Fly ModalView3D Gest CircleVisa 3D-flyttmodalVisa 3D-placering ModalVisa 3D-rotationsmodalView3D Walk ModalVisa 3D-zoommodalViktmålningFönsterX-axelnX-axelkorrigeringX-axeln låsningX-planY-axelnY-axelns låsningY-planDitt grafikkort stöds inteDitt grafikkort eller din drivrutinsversion har begränsat stöd. Det kan fungera, men med problem.Ditt grafikkort eller din drivrutinsversion stöds inte.Ditt grafikkort eller din version av macOS stöds inte.Z-axelnZ-axelkorrigeringZ-axelns låsningZ-planetFönstermiljö: {:s}FönsterEndast Windows- och Linux-operatörWindows bläckWintabTorkremsaTrådTrådfärgTrådens färgtypLedningsfärgerTrådredigeringTrådväljareTrådbreddTrådkanterTrådramTrådramfärgWireframe-detaljWireframe-modifierareTrådmodellens opacitetTrådramströskelWireframe-effektmodifierareLedningarMed förskjutningMed målMed refraktiva material genereras ungefärliga kaustiker i skuggorna av detta objekt. Upp till 10 studsar inuti detta objekt beaktas. Ljus-, kastare- och mottagareobjekt måste ha inställningar för skuggkaustik aktiverade för att detta ska fungera.Utan målTräTrästrukturOrdavståndOrdbrytningOrdbrytningsbredd som faktor, noll inaktiverarArbetsplatsverktygArbetsytans användargränssnitt Tagg2D-animation2D Full CanvasAnimeringKomponeringGeometrinoderLayoutMaskeringModelleringRörelsespårningNyRenderingSkriptSkulpteraSkuggningStoryboardTexturmålningUV-redigeringVideoredigeringWorkSpace UI-taggarArbetsbänkArbetsbänkens rendering av scenenArbetsutrymmeArbetsutrymme Interop IDArbetsfärgrymd för den aktuella filenArbetsytaArbetsytans datablock, som definierar arbetsmiljön för användarenArbetsytans datablockArbetsytorVärldenNyVärldenVärldskupolbelysningVärldsdimmaVärldens opacitetVärldens produktionVärldsöverskridandeVärldens fastigheterVärldsrymdenVärldens rymdbelysningVärldsbakgrunden är transparent, för att kunna komponera renderingen över en annan bakgrund.Världsdatablock som beskriver miljön och omgivande belysning i en scenVärldsdata-blockInställningar för världsbelysningInställningar för världsdimmaNormal mappning av världsrummetVärldsrymdens normala kartläggning, kompatibel med Blender render bakingVektormappning av världsrummetVärld som används för att rendera scenenVärldssynlighet för kamerastrålarVärldssynlighet för diffusa reflektionsstrålarVärldsomspännande synlighet för glansiga reflektionsstrålarVärldssynlighet för skuggråstrålarVärldsomspännande synlighet för överföringsstrålarVärldsomspännande synlighet för volymspridda strålarVärldsrumsriktningVärldsrumsriktningsvektor för förlängning av hörnpunkterVärldsrumsstrålens ursprung för förlängning av hörnpunkterVärldarVärldsrums-transformationsmatrisOmslagWrap AroundWrap-metodenWrap-lägeOmvikningsbreddÅtergå till första/sista värdetOmge noder med en sluten kod som kan exekveras på en annan del av nodträdet.Omvandla värde till intervall, wrap(A,B)Bryt ord om det inte finns tillräckligt med horisontellt utrymmeWrapper-operator som anropar given op efter att ha ställt in dess module_nameOmsluter ett värde och vänder varannan cykel (A,B)SkrivSkriv bildSkriv Legacy Blend-filformatSkriv lokal fil (skriv över befintlig)Skriv originalfil (skriv över befintlig)Skriv en FBX-filSkriv alla tangentbordskartor (inte bara de som användaren har ändrat)Skriv bake till aktuell katalog (skriv över befintlig bake)Skriv tillbaka till ursprunglig plats (skriv över befintlig fil)Skriv komprimerad .blend-filSkriv kantutjämningSkrivfel: kan inte spara %sSkriv ansiktsutjämningSkriv ansiktsutjämningsgrupperSkriv filen till aktuell katalog (skriv över befintlig fil)Skriv filen till den ursprungliga platsen (skriv över befintlig fil)Skriv endast filnamnSkriv filer till aktuell katalog (skriv över befintliga filer)Skriv filer till ursprunglig plats (skriv över befintliga filer)Skriv bildfil till diskSkriv länkoperationsnamn för kontextsockeln egenskapen "link_operation_names" i nodträdetSkriv relativa sökvägar där det är möjligtFelaktig bildinmatningstypFelaktig maskintypFelaktig utdatatypXX-vinkelX Vinkel fjäderX VinkelstyvhetX-axelnX-axelns styvhetX SlutX ForceX FramåtX PositionX LägreX-kartläggningX MaxX MinX SpegelX NormalX-förskjutningX-planX-positionX-rotationX-skalaX-källaxelX VårX StartX StyvhetX SubdivisionarX UppX HastighetX-axelnX-axelkorrigering (växla)X-axelns rörelseX-komponenten i kraftfältetX-komponenten i hastighetsfältetX-koordinat för startpositionenX-koordinaten för voxeln i indexutrymmet, eller den minsta X-koordinaten för en rutaX-manualX-position där remsan börjarX-radie som används av Skin-modifierarenX-axelnX-axelns spegelX-GlobalRöntgenRöntgenopacitetRöntgen är inte tillgängligt i nuvarande lägeX-axelns handtagförskjutning för slutet av B-Bones kurva, justerar krökningenX-axelns handtagförskjutning för början av B-Bones kurva, justerar krökningenX-koordinat (skärmutrymme) för att placera det nya objektet underX-förskjutning till överordnad punktMarkörens X-position vid bildruta i skärmkoordinaterX-position för sökning i bildruta relativt markörens positionX/Y-koordinater för kurvpunktenX/Y-koordinater för banpunktenX/Y pixlar per meter, för bildbuffertX:XRXR-åtgärdskartaXR Action Map-bindningXR Action Map-bindningarXR-åtgärdskarta ObjektXR-åtgärdskarta ObjektXR-åtgärdskartorXR-komponentvägXR-komponentvägarXR-data för fönsterhanteringshändelseXR-navigeringXR-sessionens inställningarXR-sessionens statusXR-användarvägXR-användarvägarXR-åtgärdsnamnXR-aktionsnamnXR-åtgärdstypXR-åtgärdsvärden som motsvarar typenXYZ EulerXYZ-rotationsordning – benägen för gimbal lock (standard)XYZ-rotationer är inte lika nycklade för ID='%s' och RNA-Path='%s'XYZ till RGBXZXZ-skalningslägeXZY EulerXZY-rotationsordning – benägen för gimbal lockXform OpsXiph.Org Ogg-behållareXiph.Org Vorbis-kodekXvidYY-vinkelY-vinkel fjäderY-vinkelstyvhetY-axelnY-axelns styvhetY-ändeY-kraftY FramåtY PositionY LägreY-kartläggningY MaxY MinY NormalY-förskjutningY-planY-positionY-rotationY-skalaY-skalningslägeY-källaxelY-fjäderY StartY-styvhetY-subdivisionarY UppY-hastighetY-axelnY-axelns rörelseY-komponenten i kraftfältetY-komponenten i hastighetsfältetY-koordinaten för startpositionenY-koordinaten för voxeln i indexutrymmet, eller den minsta Y-koordinaten för en rutaY-manualY-radie som används av Skin-modifierarenY-axelnY-GlobalY-koordinat (skärmutrymme) för att placera det nya objektet underY-förskjutning till överordnad punktMarkörens Y-position vid bildruta i skärmkoordinaterY-position för sökning vid bildruta relativt markörens positionY:YCCYCbCrYCbCr (ITU 601)YCbCr (ITU 709)YCbCr (JPEG)YCbCr (Y - luma, Cb - blåfärgskroma, Cr - rödfärgskroma) färgrymdYCbCr-nyckelkanalYCbCr-gränskanalYCbCr-färgrymdYUVYUV (Y - luma, U V - kroma) färgrymdYUV-nyckelkanalYUV-begränsningskanalYXZ EulerYXZ-rotationsordning – benägen för gimbal lockYZX EulerYZX-rotationsordning – benägen för gimbal lockYardsGul-BlåIgårDu kan justera detta senare från inställningarna under "System".Du måste också välja en sträng av sammankopplade hörn.Du måste välja en riggtyp för att skapa ett prov avDu behöver minst två tangenter till vänster om markeringen.Du behöver minst två tangenter till höger om markeringen.Du bör ha aktiv textur för att kunna använda multires baker.ZZ-vinkelZ-vinkel fjäderZ-vinkelstyvhetZ-axelnZ-axelkorrigeringZ-axelns styvhetZ-riktningZ-styrkanZ FramåtZ PositionZ NedreZ-kartläggningZ MinZ NormalZ-planetZ-rotationZ-skalaZ-källaxelZ-fjäderZ-styvhetZ UppZ-hastighetZ-axelnZ-axelkorrigeringZ-axelkorrigering (växla)Z-komponenten i kraftfältetZ-komponenten i hastighetsfältetZ-koordinaten för voxeln i indexutrymmet, eller den minsta Z-koordinaten för en rutaZ-manualZ-, index-, normal-, UV- och vektorpass påverkas endast av ytor med alfatransparens som är lika med eller högre än detta tröskelvärde.Z-axelnZ-buffertZ-GlobalZ-skalaZ-UpZ-axelns handtagförskjutning för slutet av B-Bones kurva, justerar krökningenZ-axelns handtagförskjutning för början av B-Bones kurva, justerar krökningenZ-förskjutning av texturmappningZ:ZIPZIP-paketet är felaktigt packat; __init__.py ska finnas i en katalog, inte på högsta nivån.ZIPSZXZXY EulerZXY-rotationsordning – benägen att drabbas av gimbal lockZYX EulerZYX Rotationsordning – benägen för gimbal lockZenith - Vinkel från markplanetNollvikterNollcentrerade koordinater normaliseras längs den större dimensionen för enhetlig skalning.Noll normalt givetNollskalan kan inte lösasNoll voxelstorlek kan inte lösasNollversioner av paket, användbara för utveckling – för att testa uppgraderingZipZonutgångsnod-IDZonutgångsnod som denna ingångsnod är kopplad tillZoomaZoomaxelZoomfaktor XZoomfaktor YZoom-inflytandeZoom-nyckelrutorZoommetodenZooma utZoom-sökvägZoom SekunderZoomstilZooma genom att dra 3D-musens lock uppåt eller trycka locket nedåt.ZoomriktningZoomfaktorZoomfaktor i kameravynZoomfaktor, värden högre än 1,0 zoomar in, lägre värden zoomar utZooma inZooma in och ut som om du skalade vyn, musrörelser relativt centrumZooma in och ut baserat på horisontella musrörelserZooma in och ut baserat på musrörelser längs den inställda zoomaxeln.Zooma in och ut baserat på vertikala musrörelserZooma in bilden (centrerad runt 2D-markören)Zooma in vynZooma in vyn till det närmaste objektet som finns i ramen.Zooma in vyn till det närmaste objektet som finns inom gränsen.Zooma in mot muspekarens position i 3D-vyn, istället för mitt i 2D-fönstret.Zooma in/ut i vynZooma in/ut bakgrundsbildenZooma in/ut bildenZooma in/ut vynZooma utZooma ut bilden (centrerad runt 2D-markören)Zooma ut vynZoomprocentZooma förhandsgranskningen så att den passar in i områdetZoomfaktor, 1,0 är 1:1, högre är inzoomat, lägre är utzoomatZooma sekvenseraren på de valda remsornaZooma för att passaZooma till ramtypZooma till muspositionen[Action Stash][E] - Inaktivera överskjutning[E] - Aktivera överskridning[Skift] - Precision aktiv`Collection.bones` är inte tillgängligt i armeringsredigeringsläget.längs %s Xlängs %s Ylängs %s Zlängs Xlängs Ylängs Zlängs lokal Zoch AMD Adrenalin-drivrutin %s eller nyareoch NVIDIA-drivrutinsversion %s eller nyareoch ROCm HIP Runtime %s eller nyareoch Windows-drivrutinsversion %s eller nyareanteckningararccos(A)arcsin(A)arctan(A)armaturerattributbItascblandare standardblandare:hlg_rec2020_display_203nitsblandare:pq_rec2020_display_203nitsborstarbytecache_filerkamerakamerorkategoriklippbordsamlingarfärgväljarecolor_index är ogiltigtkonstruktiv modifierarekontext "fönster" är Ingencos(A)cosh(A)markörkurvoranpassaddbl-dra-exp(A)fBMfilertypsnittfps: %.2ffps: %igimbalprylarglTFglTF 2.0glTF 2.0-formatglTF-animationerglTF Binär (.glb)glTF Embedded (.gltf)glTF-materialvarianterglTF separat (.gltf + .bin + texturer)glTF-varianterglTFpack-filens sökvägglobalgltfpackfettpennorhårkurvoriScaleiTaSCi minnet för att möjliggöra redigering!branschkompatibla datagallervänsterbibliotekljusproberljuslinjestilarlänk_platshållarelokallåsa %s Xlåsning %s Ylåst %s Zmaskermaterialmatrisermaskormetabollarmikrofonmmfilmklippmulti-res modifierarenamnnätverkinga prylaringa matriseringa positionernodgruppericke-triangulärt ansiktenormalobjektfärgobjektoneAPIeller AMD Radeon Pro %s-drivrutin eller nyareeller AMD-drivrutinsversion %s eller nyareannars bör det undvikas.p0målningskurvorpaletterförälderpartiklarprestandaeffekt!pivot_positionpunktmolnomröstningen misslyckadespositionerpxläsaminska effekten av ovanstående alternativta bortresrättsRGBsRGB IEC 61966-2-1 sammansatt (styckvis) kodningsRGB-visningsutrymme med filmisk visningstransformeringsparas som en ny, vanlig fil.skärmskärmarformnycklarsin(A)sin(x) / xsinh(A)ljudhögtalaresqrt(x*x+y*y+z*z)tan(A)tanh(A)template_popup_confirm används utanför en popuptextertexturerkan inte ladda filmklippkan inte ladda textkan inte öppna filenOkänd fel vid läsning av filOkänd fel vid start av filokänt fel vid skrivning av filicke-stödda teckensnittsformatformat som inte stödsicke-stödda bildformatfilmklippformat som inte stödsuv_on_emitter() kräver en modifierare från ett utvärderat objektvyvolymerfönsterhanteraremed en äldre version av Blender?wmOwnerID '%s' finns inte i arbetsytan '%s'arbetsutrymmenvärldarskrivay = (Ax + B){:.4g} fps{:d} F-kurvor kan inte användas som nyckelrutor. De kan vara låsta eller samplade.{:d} MB{:d} fluidpartiklar för denna bildruta{:d} bild(er) konverterade till nätplan(er){:d} noder är valda, men denna operator kan endast fungera på {:d}.{:s} • {:s} växlar mellan snäppning och dragning • {:s} växlar mellan dragning från mitten • {:s} växlar mellan fast bildformat{:s} (Globalt){:s} (ej tillgänglig){:s} ({:s} tillgänglig){:s} stöds inte{:s} → {:s}{:s}: {:s}{} ({} på disk){} ({} packad){} Bilder @ {} FPS{} finns inte{} verkar inte vara en del av en sekvens{} sekunder{} remsor har framgångsrikt fått {} nyckelrutor borttagna|%i länkade biblioteksobjekt|%i objekt med flera användare× (Ax + B)• Windows på ARM kräver drivrutin 31.0.112.0 eller högre←↑→↓⏭⏮⏯⏹