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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%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 object transforms to exported verticesApply offset cumulatively (previous points affect points after)Apply offset in reverse animation directionApply offset in usual animation directionApply on SplineApply paint on each mouse move stepApply puff to unselected end-points (helps maintain hair volume when puffing root)Apply relative to the current value (delta)Apply relative transformations in X-mirror mode (not supported with Auto IK)Apply render part of display transform when saving byte imageApply render part of display transformation when displaying this image on the screenApply sampling to all animationsApply scale on solution itself to make distance between selected tracks equals to desiredApply scaling of selected strips to their referenced ActionsApply selected vertex locations to all other shape keysApply shadow tracing to each jittered sample to reduce under-sampling artifactsApply sinusoidal deformationApply smoothing filter that preserves edges, for stylized and painterly effectsApply smoothing without reconstructing the surfaceApply the action based on vertex group selectionApply the action channels after the original transformation, as if applied to an imaginary child in Aligned Inherit Scale mode. This effectively uses Full for location and Split Channels for rotation and scale.Apply the action channels after the original transformation, as if applied to an imaginary child in Full Inherit Scale mode. Will create shear when combining rotation and non-uniform scale.Apply the action channels after the original transformation, handling location, rotation and scale separatelyApply the action channels before the original transformation, as if applied to an imaginary parent in Aligned Inherit Scale mode. This effectively uses Full for location and Split Channels for rotation and scale.Apply the action channels before the original transformation, as if applied to an imaginary parent in Full Inherit Scale mode. Will create shear when combining rotation and non-uniform scale.Apply the action channels before the original transformation, handling location, rotation and scale separatelyApply the current pose as the new rest poseApply the deformation in the selected axisApply the edit operation to hidden geometryApply the filter only to the face set under the cursorApply the force in the selected axisApply the gesture action only to the area that is contained within the segment without extending its effect to the entire lineApply the given Pose Action to the rigApply the maximum grab strength to the active vertex instead of the cursor locationApply the object's parent inverse to its dataApply the object's transformation to its dataApply the object's visual transformation to its dataApply the operation over content of the selected items only (the data-blocks in their sub-tree)Apply the operation over selected data-blocks and all their dependenciesApply the operation over selected data-blocks onlyApply the opposite of Lock/Unlock to unselected vertex groupsApply the relative positional offsetApply the same setup but mirrored to the opposite side control, shown in parentheses. Bones will only be affected by the control with the same side (eg., .L bones will only be affected by the .L control). Bones without a side in their name (so no .L or .R) will be affected by both controls with 0.5 influence eachApply the subdivision surface level as an offset relative to the current levelApply the target object's world transform on top of the attribute's transformApply this and all preceding deformation modifiers on splines' points rather than on filled curve/surfaceApply to all keyframesApply to selected vertex groupsApply to unselected vertex groupsApply track's mask on displaying previewApply transformation before parentingApply two-dimensional scaling and rotation to stroke backbone geometryApply volume preservation after smoothApply volume preservation over the original scalingApply weight-blended transformation from multiple bones like the Armature modifierApply weighted moving means to make selected F-Curves less bumpyApply weights symmetrically along X axis, for Envelope/Automatic vertex groups creationApproximate diffuse indirect light with background tinted ambient occlusion. This provides fast alternative to full global illumination, for interactive viewport rendering or final renders with reduced qualityApproximate number of faces (quads) in the new meshApproximate number of voxels along one axisApproximate the object as a sphere whose diameter is equal to the thickness defined by the node treeApproximate the object as an infinite slab of thickness defined by the node treeApproximate the thickness of the object to compute two refraction events (0 is disabled) (Deprecated)Approximately in how many frames should dissolve happenApproximately in how many frames should drying happenApproximation of Mie scattering in water droplets, used for scattering in clouds and fogApproximation to physically based volume scatteringApproximation used to model the light interactions inside the objectAppsArabic - ﺔﻴﺑﺮﻌﻟﺍArbitrary Output Variables. Provide custom render passes for arbitrary shader node outputsArcArccosine ModeArchive LibrariesArchive libraries of packed IDs, generated (and owned) by this source libraryArcminutesArcsecondsArcsine ModeArctan2 ModeArctangent ModeAre handles tested individually against the selection criteria, independently from their keys. When unchecked, handles are (de)selected in unison with their keysAre there any bone paths that will need updating (read-only)Area LightArea Lights can only have scale applied: "%s"Area NormalArea Normal FalloffArea Normal LimitArea PlaneArea RadiusArea Radius PressureArea SpacesArea WeightArea distortion between UV and 3D facesArea heightArea in a subdivided screen, containing an editorArea not found in the active screenArea of face in 3D spaceArea of this triangleArea to apply deformation falloff to the effects of the simulationArea widthAreasAreas in the core matte mask are included in the matteAreas in the garbage matte mask are excluded from the matteAreas outside of the image are filled with repetitions of the imageAreas outside of the image are filled with the closest boundary pixel in the imageAreas outside of the image are filled with zeroAreas the screen is subdivided intoArgumentsArmArmatureArmatureEaseArmatureEase InArmatureEase OutArmatureNewArmatureOutArmatureSamplesArmature '%s' does not contain bone '%s'Armature '%s' not in edit mode, cannot add an editboneArmature '%s' not in edit mode, cannot remove an editboneArmature Bone CollectionsArmature BonesArmature ConstraintArmature DefinedArmature DeformArmature Deform Constraint TargetsArmature EditBonesArmature FBXNode TypeArmature ModifierArmature OverlaysArmature bone, mesh or lattice vertex group, ...Armature data-block containing a hierarchy of bones, usually used for rigging charactersArmature data-blocksArmature deformation modifierArmature has no active bone collection, select one firstArmature has no active object boneArmature object to deform withArmature object to retrieve the bone information fromArmature to use as source of bones to maskArmature's active boneArmature's active bone collectionArmature(s)Armature-Relative HeadArmature-Relative TailArmature-related settingsArmaturesArmatures active edit boneAround FrameArrange selected UV islands on a lineArrange the new triangles evenly (slow)Arrange the stacking order of strokesArrayArray (Legacy)Array All ItemsArray LengthArray ModifierArray duplication modifierArray length calculation methodArray length mismatch (expected %d, got %d)Array length mismatch (got %d, expected more)Array of coordinates which represents UI rectangle corners in frame normalized coordinatesArray of coordinates which represents pattern's corners in normalized coordinates relative to marker positionArri Alexa 65Arri Alexa LFArri Alexa Mini & SXTArrowArrow SizeArrowsArtificial buoyancy force in negative gravity direction based on pressure differences inside the fluidAs 'Clear Parent', but keep the current visual transformations of the objectAs InstanceAs NURBSAs Render PassAshikhminAshikhmin-ShirleyAsk for confirmation when quitting with unsaved changesAspectAspect RatioAspect XAspect YAsphalt (Crushed)AssetAsset ('%s') is not an action data-blockAsset Blend PathAsset BrowserAsset Browser must be set to the Current File libraryAsset CatalogAsset Catalog:Asset CatalogsAsset DataAsset Debug InfoAsset DetailsAsset LibrariesAsset Libraries are local directories that can contain .blend files with assets inside. Manage Asset Libraries from the File Paths section in PreferencesAsset LibraryAsset Library IdentifierAsset Library ReferenceAsset Library TypeAsset Library not foundAsset Library: Current FileAsset Library: EssentialsAsset MetadataAsset RepresentationAsset Select ParametersAsset ShelfAsset Shelf HeaderAsset Shelf NameAsset Shelf PanelAsset Shelf Region ThemeAsset TagAsset TagsAsset Weak ReferenceAsset blend file is not editableAsset cannot be modified from this fileAsset catalogs cannot be edited in this asset libraryAsset data can only be assigned to assets. Use asset_mark() to mark as an asset.Asset data cannot be NoneAsset data, valid if the file represents an assetAsset file is not editableAsset is not a geometry node groupAsset library is not editableAsset library used to store the new brushAsset library used to store the new poseAsset loading is unfinishedAsset metadata from external asset libraries cannot be edited, only assets stored in the current file canAsset metadata from external libraries cannot be edited. Only assets stored in the current file can be edited.Asset not foundAsset not found: '%s'Asset shelf popover panel type not foundAssetsAssets in the current file cannot be individually savedAssets in the current file cannot be revertedAssignAssign Fk CollectionsAssign IK Constraint with targets derived from the select bones/objectsAssign MaterialAssign Primary CollectionsAssign Secondary CollectionsAssign Tweak CollectionsAssign a crease to inner edgesAssign a crease to outer edgesAssign a crease to the edges making up the rimAssign a material to geometry elementsAssign action "%s" to "%s" before calling this functionAssign active material slot to selectionAssign all selected bones to a collection, or unassign them, depending on whether the active bone is already assigned or notAssign intersection priority value for this collectionAssign no color tag to the collectionAssign the active material slot to the selected strokesAssign the current values of custom properties as their defaults, for use as part of the rest pose state in NLA track mixingAssign the hook to the hook object's active boneAssign the selected vertices to a hookAssign the selected vertices to a new vertex groupAssign the selected vertices to the active vertex groupAssign valueAssigned shortcut {:d} to {:s}Assignment valueAssignment value (as a string)AsymmetricAsymmetry of the shape adjustment of the strand thicknessAtAt CenterAt CursorAt FirstAt LastAt least 8 common tracks on both keyframes are needed for reconstructionAt least one Collection in this View Layer has an exporterAt least one node must be selected.At least one track with bundle should be selected to define origin positionAt least two points requiredAt least {:d} nodes must be selected.At which interval to add keysAt which interval to snap to framesAt which interval to snap to secondsAtmospheric turbidityAttach Hair Curves to SurfaceAttach ModeAttach NodesAttach active node to a frameAttach selected nodesAttach selected nodes to a new common frameAttaches hair curves to a surface meshAttachment UVAttachment is ValidAttachment surface UV coordinates of each curveAttack TimeAttack boids at max this distanceAttempt to bind from inactive dependency graphAttempt to delete scenes as part of a purge operation, should never happenAttempt to import 'allPurpose' materials.Attempt to import 'full' materials. Load 'allPurpose' or 'preview' materials, in that order, as a fallbackAttempt to import 'preview' materials. Load 'allPurpose' materials as a fallbackAttempt to import materials with the given purpose. If no material with this purpose is bound to the primitive, fall back on loading any other bound materialAttempt to select a point handle before transformAttempt to set action on non-animatable IDAttempt to unbind from inactive dependency graphAttempted to set slot identifier to "%s", but the type prefix does not match the slot's 'target_id_type' "%s". Setting to "%s" instead.AttenuationAttenuation constantAttributeAttribute '%s' (Blender domain %d, type %d) cannot be converted to USDAttribute Data DetectedAttribute DomainAttribute Domain TypeAttribute GroupAttribute NameAttribute NodeAttribute SpecialsAttribute StatisticAttribute TextAttribute TypeAttribute does not exist: "{}"Attribute domainAttribute domain for the Selection and Group ID inputsAttribute domain not supported by this geometry typeAttribute domain to displayAttribute domain to store free custom normalsAttribute domain used by the geometry nodes modifier to create an attribute outputAttribute domain where the attribute is stored in the baked dataAttribute domain where the attribute is stored in the simulation stateAttribute is not part of this geometryAttribute is required and cannot be removedAttribute name cannot be emptyAttribute name for edge weightAttribute name for vertex weightAttribute on Grease Pencil layerAttribute on instanceAttribute on mesh edgeAttribute on mesh face cornerAttribute on mesh facesAttribute on pointAttribute on splineAttribute on the geometry aboveAttribute per point/vertexAttribute value that will be stored for the current element on the main geometryAttributesAttributes to modifyAttributes with these names used within the group may conflict with existing attributesAudioAudio ChannelsAudio CodecAudio DeviceAudio Mixing BufferAudio Sample FormatAudio Sample RateAudio ScrubbingAudio StripAudio bitrate (kb/s)Audio channel countAudio channelsAudio output deviceAudio sample formatAudio sample format unsupportedAudio sample rateAudio sample rate (samples/s)Audio volumeAuthenticationAuthorAuthor USD custom attributes containing the original Blender object and object data namesAuthor:AutoAuto Align EndAuto Align Extremity BoneAuto Align {:s}Auto AxisAuto Blend In/OutAuto ClampedAuto Close Character PairsAuto CreateAuto DepthAuto DetectAuto EulerAuto Fly SpeedAuto HandleAuto Handle SelectedAuto Handle SmoothingAuto Handle Smoothing mode used for newly added F-CurvesAuto IKAuto IK Length: %dAuto Iteration CountAuto KeyframeAuto Keyframe Insert AvailableAuto Keyframe Insert Keying SetAuto KeyframingAuto KeyingAuto Keying EnableAuto Keying IndicatorAuto Keying ModeAuto Keying OnAuto MergeAuto Merge & SplitAuto Merge VerticesAuto NormalizationAuto NormalizeAuto PerspectiveAuto RainbowAuto RefreshAuto RemoveAuto Run Python ScriptsAuto Save Temporary FilesAuto Save TimeAuto SmoothAuto StepAuto Texture SpaceAuto TileAuto TransformAuto UpdateAuto VelocityAuto WXYZ to YRGBAuto XYZ to RGBAuto ZoomAuto clampedAuto detect best GPU for running BlenderAuto handleAuto sets the orbit center dynamically. When the complete model is in view, the center of volume of the whole model is used as the rotation point. When you move closer, the orbit center will be set on an object close to your center of the view.Auto-Clamped HandleAuto-Clamped Handle SelectedAuto-DetectAuto-Execution PathsAuto-KeyframingAuto-Keying ModeAuto-Keying will skip inserting keys that don't affect the animationAuto-Lock Key AxisAuto-Lock LayersAuto-MaskingAuto-Masking LayerAuto-Masking MaterialAuto-Masking StrokesAuto-Merge KeyframesAuto-OffsetAuto-RefreshAuto-Remove Fill GuidesAuto-SaveAuto-Save PreferencesAuto-SmoothAuto-StepAuto-VelocityAuto-offsetAuto-offset DirectionAuto-offset MarginAuto-offset direction: %sAutoPack is enabled, so image will be packed again on file saveAutocompleteAutokey Insert NeededAutolock Inactive LayersAutomaskingAutomaticAutomatic Bone OrientationAutomatic EasingAutomatic NameAutomatic Scrambling DistanceAutomatic SubframesAutomatic handles are adjusted to avoid jumps in acceleration, resulting in smoother curves. However, key changes may affect interpolation over a larger stretch of the curve.Automatic handles only take immediately adjacent keys into accountAutomatic handles that create smooth curvesAutomatic handles that create smooth curves which only change direction at keyframesAutomatic handles that create straight linesAutomatic keyframe insertion for Objects and Bones (default setting used for new Scenes)Automatic keyframe insertion using active Keying Set onlyAutomatic keyframe insertion when moving plane cornersAutomatic line width based on UI scaleAutomatic output type detectionAutomatic pixel size, depends on the user interface scaleAutomatic rigging from building-block componentsAutomatic saving of temporary files in temp directory, uses process ID. Warning: Sculpt and edit mode data won't be savedAutomatic weights from bonesAutomatically add lattice modifiers to selected objectsAutomatically adjust strength to give consistent results for different spacingsAutomatically adjusts fly navigation speed based on the distance of objects near the center of the viewport, making it easier to navigate complex scenes. Speed is recalculated each time movement starts.Automatically align edges to the brush direction to generate cleaner topology and define sharp features. Best used on low-poly meshes as it has a performance impact.Automatically begin translating strips with the mouse after adding them to the timelineAutomatically calculate mass values for Rigid Body Objects based on volumeAutomatically choose Wintab or Windows Ink depending on the deviceAutomatically choose filter based on scaling factorAutomatically choose method based on GPU and imageAutomatically choose the direction on which there is most alignment alreadyAutomatically choose the system-defined language if available, or fall-back to English (US)Automatically close relevant character pairs when typing in the text editorAutomatically compute transformation to get the best possible match between source and destination meshes. Warning: Results will never be as good as manual matching of objectsAutomatically convert all new tabs into spaces for new and loaded text filesAutomatically decide when to perform multiple simulation steps per frameAutomatically detect a good structure type based on how the socket is usedAutomatically detect animated sequences in selected images (based on file names)Automatically detect animated sequences in selected volume files (based on file names)Automatically detect features and place markers to trackAutomatically detect the best rotation axis to rotate towards the vectorAutomatically determine display type for filesAutomatically determine if the surface should be treated as a light for sampling, based on estimated emission intensityAutomatically determine sort method for filesAutomatically determine the number of threads, based on CPUsAutomatically determine the optimal number of steps for best performance/accuracy trade offAutomatically fix alignment of select bones' axesAutomatically 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 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 Armature-Relative MatrixBone CollectionBone Collection MembershipsBone Collection SpecialsBone Collection UIBone CollectionsBone Collections (All)Bone Collections (Roots)Bone Collections that contain this boneBone ColorBone Color SetsBone ColorsBone Constraint PropertiesBone ConstraintsBone DirBone EnvelopeBone Envelope DistanceBone EnvelopesBone FromBone Heat Weighting: failed to find solution for one or more bonesBone HierarchyBone InfluencesBone InfoBone Locked WeightBone MatrixBone NameBone OriginalBone Pose ActiveBone Pose SelectedBone PropertiesBone RelativeBone RollBone SelectionBone Selection SetBone SettingsBone Shape ScaleBone SizeBone SolidBone ToBone VisibilityBone Wireframe OpacityBone already has an IK constraintBone associated with this PoseBoneBone collection %s is not editable, maybe add an override on the armature Data?Bone collection '%s' not found in Armature '%s'Bone collection in an Armature data-blockBone collection with index %d not found on Armature %sBone collections can only be edited on an ArmatureBone colors were synced; for {:d} bones this will not be visible due to pose bone color overridesBone defining offsetBone deformation distance (for Envelope deform only)Bone deformation weight (for Envelope deform only)Bone in an Armature data-blockBone inherits rotation or scale from parent boneBone is able to be selectedBone is always displayed in wireframe regardless of viewport shading mode (useful for non-obstructive custom bone shapes)Bone is not able to be transformed when in Edit ModeBone is not visible except for Edit ModeBone is not visible when in Edit ModeBone is not visible when it is in Edit ModeBone is selected in Pose ModeBone location is set in local spaceBone not added to a collection and hidden because solo bone collection(s) exist.Bone not foundBone not found: {:s}Bone roll alignmentBone rotation around head-tail axisBone selection count errorBone selection during paintingBone that defines the display transform of this custom shapeBone that serves as the end handle for the B-Bone curveBone that serves as the start handle for the B-Bone curveBone to set the texture coordinatesBone to transform fromBone to use for the mirroringBone was added to a hidden collection '%s'Bone {:s} has a broken reference to {:s} collection '{:s}'Bone {:s} selected on both sides, mirroring would be ambiguous, aborting. Only select the left or right side, not bothBone(s)BonesBones & SkinBones assigned to this bone collection. In armature edit mode this will always return an empty list of bones, as the bone collection memberships are only synchronized when exiting edit mode.Bones for different objects selectedBones in this collection will be visible in pose/object modeBones only: apply the object's transformation channels of the action to the constrained bone, instead of bone's channelsBones which are children of this boneBones:%s/%sBookmarksBookmarks SpecialsBool AttributeBool Attribute ValueBool value in geometry attributeBooleanBoolean ArrayBoolean FieldBoolean MathBoolean ModifierBoolean Node SocketBoolean Node Socket InterfaceBoolean OperationBoolean ValueBoolean grid defining the topology/active regionsBoolean operations modifierBoolean result is too big for solver to handleBoolean selection of curve root pointsBoolean selection of curve tip pointsBoolean solver not available (compiled without it)Boolean value socket of a nodeBoost FactorBorderBorder CollisionsBorder WidthBorder rendering is not supported by sequencerBorder select pinned UVs onlyBordersBothBoth FacesBoth NeighborsBoth SidesBoth ZBoth objects must be meshesBoth subdivide long edges and collapse short edges to refine mesh detailBottomBottom BaselineBottom HeightBottom LeftBottom Lip InfluenceBottom OrthographicBottom PerspectiveBottom WidthBottom align on load (except for property editors)Bottom of the listBottom range of X axis destination motionBottom range of X axis source motionBottom range of Y axis destination motionBottom range of Y axis source motionBottom range of Z axis destination motionBottom range of Z axis source motionBottom-left corner of packing boundsBouncinessBoundBound per render layer number of samples by global samplesBoundariesBoundaryBoundary EdgesBoundary Face SetBoundary FalloffBoundary Origin OffsetBoundary Shape (Convex)Boundary SmoothBoundary TopologyBoundary edgesBoundary type to maskBoundedBounding BoxBounding Box CenterBounding box volume must be greater than 0BoundsBounds CenterBounds ClampBounds MaxBounds MinBoxBox Backdrop ColorsBox ColorBox MarginBox MaskBox RoundnessBox SelectionBox SharpenBox corner radius as a factor of box heightBox filterBox margin as factor of image widthBox-like shapes (i.e. cubes), including planes (i.e. ground planes)BoxesBraid Hair CurvesBraid StartBranch SmoothingBranch: {:s}BrassBreak apart the mesh faces and let them follow particlesBreak selected bones into chains of smaller bonesBreakableBreakdownBreakdown KeyframeBreakdown Keyframe SelectedBreaking ThresholdBrick (Common)Brick (Pressed)Brick (Soft)Brick TextureBrick WidthBricksBricks 1Bricks 2Bright/contrast modifier data for sequence stripBrighterBrightnessBrightness correction value. An additive-type factor by which to increase the overall brightness of the image. Use a negative number to darken an image, and a positive number to brighten itBrightness limit of intensityBrightness multiplierBrightness of the iconBrightness threshold for using sprite base depth of fieldBrightness/ContrastBring ForwardBring the bone pose into the modified objectBring the input collection geometry into the modified object, maintaining the relative position between the objects in the sceneBring the input object geometry, location, rotation and scale into the modified object, maintaining the relative position between the two objects in the sceneBring to FrontBroadcast actionsBroadcast all compatible actions to all objects. Animated objects will get all actions compatible with them, others will get no animation at allBronzeBrownBrown-Conrady distortion modelBrownianBrowseBrowse Action to be linkedBrowse Armature data to be linkedBrowse Brush to be linkedBrowse Cache Files to be linkedBrowse Camera Data to be linkedBrowse Curve Data to be linkedBrowse Curves Data to be linkedBrowse Grease Pencil Data to be linkedBrowse ID data to be linkedBrowse Image to be linkedBrowse Lattice Data to be linkedBrowse Light Data to be linkedBrowse LightProbe to be linkedBrowse Line Style Data to be linkedBrowse Mask to be linkedBrowse Material to be linkedBrowse Mesh Data to be linkedBrowse Metaball Data to be linkedBrowse Movie Clip to be linkedBrowse Node Tree to be linkedBrowse Object to be linkedBrowse Paint Curve Data to be linkedBrowse Palette Data to be linkedBrowse Particle Settings to be linkedBrowse Point Cloud Data to be linkedBrowse Scene to be linkedBrowse Sound to be linkedBrowse Speaker Data to be linkedBrowse Text to be linkedBrowse Texture to be linkedBrowse Volume Data to be linkedBrowse Workspace to be linkedBrowse World Settings to be linkedBrowse for files and assetsBrowse this fileBrowse, install and manage extensions from remote and local repositoriesBrowsing ModeBrushBrushAddBrushBendBrushBi-Scale GrabBrushBlobBrushBlurBrushBoundaryBrushBrush TypeBrushClayBrushClay StripsBrushClay ThumbBrushClockwiseBrushCloneBrushClothBrushColor RampBrushConstantBrushCounter-ClockwiseBrushCreaseBrushDeflateBrushDeformationBrushDirectionBrushDragBrushDrawBrushDraw Face SetsBrushDraw SharpBrushElastic DeformBrushEnhance DetailsBrushEraseBrushExpandBrushFalloffBrushFillBrushGrabBrushInflateBrushInvertedBrushJitterBrushLayerBrushMagnifyBrushMaskBrushMulti-plane ScrapeBrushMultires Displacement EraserBrushMultires Displacement SmearBrushNewBrushNormalBrushNudgeBrushPaintBrushPinchBrushPinch PerpendicularBrushPinch PointBrushPlaneBrushPoseBrushPushBrushRotateBrushScaleBrushSharpenBrushSimplifyBrushSlide RelaxBrushSmearBrushSmoothBrushSnake HookBrushSoftenBrushSubtractBrushSurfaceBrushThumbBrushTintBrushTri-Scale GrabBrushTwistBrush AssetBrush Asset (Unsaved)Brush Asset ReferenceBrush CapabilitiesBrush CollectionBrush DetailBrush FalloffBrush GradientBrush HeightBrush MaskBrush NormalBrush PresetsBrush RadiusBrush SettingsBrush SizeBrush SpecialsBrush Texture SlotBrush TypeBrush blending modeBrush data-block for storing brush settings for painting and sculptingBrush data-blocksBrush deformation displaces the vertices of the meshBrush deforms the mesh by deforming the constraints of a cloth simulationBrush is projected to canvas from defined direction within brush proximityBrush lags behind mouse and follows a smoother pathBrush only affects vertices that face the viewerBrush operates on all islandsBrush settingsBrush size in screen spaceBrush stepsBrush strengthBrush texture random angleBrush texture rotationBrush to use for duration of strokeBrush type identifier for which the most appropriate tool will be looked upBrush's capabilitiesBrush(es)Brush. Use Left Click to sample for palette insteadBrushesBrushes do not support automatic previewsBubbleBubble BuoyancyBubble DragBubblesBufferBuffersizeBugBuildBuild 100% proxy resolutionBuild 25% proxy resolutionBuild 50% proxy resolutionBuild 75% proxy resolutionBuild ModifierBuild Original:Build Undistorted:Build a rotation from an axis and a rotation around that axisBuild a rotation from quaternion componentsBuild a rotation from separate angles around each axisBuild custom normals on the caps for more continuous shading borders with the tube shapeBuild effect modifierBuild proxies for added movie and image strips in each preview sizeBuild proxy resolution 100% of the original footage dimensionBuild proxy resolution 100% of the original undistorted footage dimensionBuild proxy resolution 25% of the original footage dimensionBuild proxy resolution 25% of the original undistorted footage dimensionBuild proxy resolution 50% of the original footage dimensionBuild proxy resolution 50% of the original undistorted footage dimensionBuild proxy resolution 75% of the original footage dimensionBuild proxy resolution 75% of the original undistorted footage dimensionBuild record run time code indexBuilding proxies...Builds only new strokes (assuming 'additive' drawing)Built without Fluid modifierBuilt without Ocean modifierBuilt without Remesh modifierBuilt without SLIM, falling back to conformal methodBuilt without VR/OpenXR featuresBuilt-In Function F-ModifierBuilt-inBuilt-in AssetBuilt-in animation playerBuilt-in file manager for opening, saving, and linking dataBuilt-in fonts cannot be renamedBuilt-in keymap configurations cannot be removedBuilt-in themes cannot be overwrittenBuilt-in themes cannot be removedBulgarian - БългарскиBumpBump Map CorrectionBump OnlyBump mapping to simulate the appearance of displacementBundleBundle ItemsBundle Node SocketBundle Node Socket InterfaceBundle SolidBundle dataBundle in GeometryBundle socket of a nodeBundles to join together on the top level for each bundle. When there are duplicates, only the first occurrence is usedBuoyancyBuoyancy DensityBuoyancy HeatBuoyant force based on smoke density (higher value results in faster rising smoke)Buoyant force based on smoke heat (higher value results in faster rising smoke)Burn Into ImageBurn ModeBusy Drawing!ButtButt cap (flat)Button does not appear to have any property information attached (ptr.data = %p, prop = %p)By Active ToolBy Group IDBy LayerBy Loose PartsBy MaterialBy NameBy OrderBy Times Over Current FrameBy Times Over First Selected MarkerBy Times Over Zero TimeBy Values Over Cursor ValueBy Values Over Zero ValueBy how much to grow the selectionByte ColorByte Color (sRGB encoded): {} {} {} {}Byte Color AttributeByte Color Attribute ValueBytecodeBytecode HashBézierBézier CurveBézier Curve PointBézier PointsBézier SegmentBézier UBézier VBézier curve point with two handlesBézier curve point with two handles defining a Keyframe on an F-CurveBézier spline cannot have points addedCCFLCFL NumberCINEONCPUCPU raytracing performance will be poorCRFCSV (.csv)CSV Import: Cannot open file '%s'CSV Import: empty file '%s'CSV import: failed to parse file '%s'CUDACacheCache FileCache FilesCache Files data-blocksCache FinalCache IndexCache InfoCache Is OutdatedCache LayerCache LayersCache MeshCache ModifierCache Overlay SettingsCache PathCache RawCache ResultCache SettingsCache StepCache directoryCache file pathCache final image for each frameCache frames during simulation nodes playbackCache has to be enabledCache is disabled until the file is savedCache nameCache of the world-space positions of an element over a frame rangeCache raw images read from disk, for faster tweaking of strip parameters at the cost of memory usageCache the incoming data so that it can be used without recomputationCache the sound in memoryCacheFileBake TargetCacheFileDiskCacheFileInherit from ModifierCacheFilePackedCached RangeCached from the first Line Art modifierCached from the first Line Art modifier.Cached location on pathCached positions per frameCaches velocities of mesh vertices. These will be used (automatically) when rendering with motion blur enabled.CachingCageCage ExtrusionCage ObjectCage OpacityCage object "%s" not found in evaluated scene, it may be hiddenCage vertices changed from %d to %dCalculateCalculate AlphaCalculate HolesCalculate Object Motion PathsCalculate OrderCalculate OverlapCalculate Paths for the Selected BonesCalculate Selected to FrameCalculate Vertex Weight dynamicallyCalculate a random value or color based on an input seedCalculate all selected objects instead of just the active objectCalculate an alpha channel based on RGB values in the imageCalculate bone paths from headsCalculate bone paths from tailsCalculate brush spacing relative to the scene using the stroke locationCalculate brush spacing relative to the viewCalculate children that suit long hair wellCalculate even feather offsetCalculate feather offset as a second curveCalculate heights against unsubdivided low resolution meshCalculate holes when filling overlapping curvesCalculate modifiers in linear space instead of sequencer's spaceCalculate normals perpendicular to the Z axis and the curve tangent. If a series of points is vertical, the X axis is used.Calculate normals which result in more even thickness (slow, disable when not needed)Calculate normals with the smallest twist around the curve tangent across the whole curveCalculate particle rotationsCalculate paths for the selected bonesCalculate point velocities automaticallyCalculate position bounds of each instance's geometry setCalculate relative position (using edges)Calculate relative position (using faces)Calculate self intersections and overlap before fillingCalculate sharp edges using custom normal data (when available)Calculate simulations in geometry nodes modifiers from the start to current frameCalculate statistics about a data set from a field evaluated on a geometryCalculate the boundary mask based on disconnected mesh topology islandsCalculate the boundary mask between face setsCalculate the brush spacing using view or scene distanceCalculate the center of geometry based on the current pivot point (median, otherwise bounding box)Calculate the center of mass from the surface areaCalculate the center of mass from the volume (must be manifold geometry with consistent normals)Calculate the direction and magnitude of the change in values of a scalar gridCalculate the flow into and out of each point of a directional vector gridCalculate the interpolated value of a mesh attribute on the closest point of its surfaceCalculate the interpolated values of a mesh attribute at a UV coordinateCalculate the limits of a geometry's positions and generate a box mesh with those dimensionsCalculate the magnitude and direction of circulation of a directional vector gridCalculate the mean and median of a given fieldCalculate the minimum and maximum of a given fieldCalculate the number of samples by splitting each spline into segments with the specified lengthCalculate the order of edges (needed for meshes, but not curves)Calculate the proximity to the target's edgesCalculate the proximity to the target's facesCalculate the proximity to the target's points (faster than the other modes)Calculate the standard deviation and variance of a given fieldCalculate the surface area of a mesh's facesCalculate to FrameCalculates a new manifold mesh based on the volume of the current mesh. All data layers will be lostCalculating simulation...Calculation RangeCalculation TypeCalculation using the MikkTSpace library, consistent with tangents used elsewhere in BlenderCalibrationCall PanelCallback function defines for built-in Keying SetsCalligraphyCameraCameraBackCameraCloseCameraDepthCameraEndCameraFixCameraFrontCameraLensCameraNewCamera "%s" is not a multi-view cameraCamera & Lens EffectsCamera BoundsCamera ClipCamera Cull MarginCamera CullingCamera CustomCamera DataCamera Focal Length: %.1fmmCamera Focal Length: %.1f°Camera GuidesCamera InfoCamera Lens Scale: %.3fCamera ObjectCamera OffsetCamera OrthographicCamera OverrideCamera PanoramicCamera Parent LockCamera PassepartoutCamera PathCamera PerspectiveCamera PresetsCamera SolverCamera Solver ConstraintCamera SuffixCamera ViewCamera VisibilityCamera ZoomCamera data-block for storing camera settingsCamera data-blocksCamera far clipping distanceCamera horizontal shiftCamera lens field of viewCamera lens horizontal field of viewCamera lens vertical field of viewCamera near clipping distanceCamera projection matrixCamera shiftCamera that becomes active on this frameCamera to ViewCamera to use as reference point when subdividing geometry, useful to avoid crawling artifacts in animations when the scene camera is movingCamera to which motion is parented (if empty active scene camera is used)Camera typesCamera vertical shiftCamera's Main AxisCamera's focal lengthCamera(s)CamerasCan 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 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'. 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' 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' is not an original IDCollection '%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 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.DisplacementDisplacement MethodDisplacement OnlyDisplacement SpaceDisplacement and BumpDisplacement directionDisplacement is in object space, affected by object scaleDisplacement is in world space, not affected by object scaleDisplacement modifierDisplacement offset vectorDisplacement that is applied from the beginning of the strokeDisplacement that is applied from the end of the strokeDisplacement that is applied to the X coordinates of stroke verticesDisplacement that is applied to the Y coordinates of stroke verticesDisplacement that is applied to the main direction line along its normalDisplaces hair curves by a vector based on various optionsDisplayDisplay 2D cursorDisplay 3D Cursor OverlayDisplay 3D curve normals in Edit ModeDisplay All EdgesDisplay AmountDisplay ArmatureDisplay AsDisplay AspectDisplay Aspect for this clip, does not affect renderingDisplay Aspect for this image, does not affect renderingDisplay AxesDisplay BackgroundDisplay Background ImagesDisplay Bevel WeightsDisplay Bone ColorsDisplay BoundsDisplay Bounds TypeDisplay Cache FilesDisplay CameraDisplay ChannelDisplay ChannelsDisplay ColorDisplay CreasesDisplay CursorDisplay CurveDisplay Custom Bone ShapesDisplay Custom NormalsDisplay DataDisplay Data (Deprecated)Display Data SizeDisplay EmulationDisplay Face CenterDisplay FacesDisplay File SelectorDisplay FilterDisplay FramesDisplay Freestyle Edge MarksDisplay Freestyle Face MarksDisplay Freestyle edge marks, used with the Freestyle rendererDisplay Freestyle face marks, used with the Freestyle rendererDisplay GraphicsDisplay Grease PencilDisplay GridDisplay Grid FloorDisplay HairDisplay HandlesDisplay HiddenDisplay InstancerDisplay LatticesDisplay LightDisplay Light ProbeDisplay Line StyleDisplay MaterialDisplay MeshesDisplay MetaballDisplay ModeDisplay Modified EdgesDisplay Modifier DataDisplay Movie ClipsDisplay NameDisplay NamesDisplay NodeDisplay NormalsDisplay Object InfoDisplay Only Axis AlignedDisplay P3Display ParticleDisplay ParticlesDisplay Paths of poses within a fixed number of frames around the current frameDisplay Paths of poses within specified rangeDisplay Playback Frame Rate (FPS)Display Point CloudDisplay PurposeDisplay RGBDisplay RepeatedDisplay SceneDisplay SeamsDisplay SettingsDisplay Shader EffectsDisplay Shape KeysDisplay SharpDisplay SizeDisplay Size XDisplay SpeakerDisplay StretchDisplay SummaryDisplay TextureDisplay Texture SpaceDisplay ThinDisplay TransformsDisplay TransparentDisplay TypeDisplay UV coordinates in pixels rather than from 0.0 to 1.0Display UV unwrapping seamsDisplay UVsDisplay Vertex NormalsDisplay View NameDisplay VolumeDisplay WaveformDisplay WireDisplay WorldDisplay X AxisDisplay Y AxisDisplay Z AxisDisplay Z-buffer associated with image (mapped from camera clip start to end)Display a different set of collections in this viewportDisplay a face selection overlayDisplay a grid over Grease Pencil paperDisplay a line from the Camera to indicate the mist areaDisplay a region with assets that may currently be relevant (such as brushes in paint modes, or poses in Pose Mode)Display action without any time remapping (when unpinned)Display actual particlesDisplay additional particle data as a colorDisplay advanced settings and tools for developersDisplay all edges for mesh objectsDisplay all local override data-blocks with their overridden properties and buttons to edit themDisplay alpha transparency channelDisplay an additional 'summary' line (Dope Sheet editors only)Display an asset shelf in a popover panelDisplay an isolated subset of objects, apart from the scene visibilityDisplay and allow setting fractional frame values for the current frameDisplay annotation onion skins before and after the current frameDisplay arrows in numeric input fields for increasing or decreasing valuesDisplay attributes with names starting with a period that are meant for internal useDisplay black edgesDisplay boid healthDisplay bone axesDisplay bone colorsDisplay bone namesDisplay bone-deforming groups as if all locked deform groups were deleted, and the remaining ones were re-normalizedDisplay bones (disable to show motion paths only)Display bones as boxes, showing subdivision and B-SplinesDisplay bones as extruded spheres, showing deformation influence volumeDisplay bones as octahedral shapeDisplay bones as octahedral shape (default)Display bones as simple 2D lines with dotsDisplay bones as thin wires, showing subdivision and B-SplinesDisplay bones with their custom shapesDisplay bounding boxes for nodes in the volume treeDisplay bounds as boxDisplay bounds as capsuleDisplay bounds as coneDisplay bounds as cylinderDisplay bounds as sphereDisplay box for each leaf node containing 8×8 voxelsDisplay breadcrumbs for the editor's contextDisplay center composition guide inside the camera viewDisplay channel regardless of object selectionDisplay collections and objects in the view layerDisplay colored box behind textDisplay creases created for Subdivision Surface modifierDisplay current image regardless of object selectionDisplay curves in normalized range from -1 to 1, for easier editing of multiple curves with different rangesDisplay dashed black-white edgesDisplay data belonging to the Video SequencerDisplay data of current file and linked librariesDisplay data that is unused and/or will be lost when the file is reloadedDisplay data-blocks with library overrides and list their overridden propertiesDisplay debug reporting infoDisplay diagonal center composition guide inside the camera viewDisplay each node's last execution timeDisplay each node's preview if node is toggledDisplay edges after modifiers are appliedDisplay effect in Edit modeDisplay effect in viewportDisplay error textDisplay face center when face selection is enabled in solid shading modesDisplay face normals as linesDisplay faces colored according to the difference in shape between UVs and their 3D coordinates (blue for low distortion, red for high distortion)Display faces flatDisplay faces over the imageDisplay faces smooth (using vertex normals)Display factors as percentagesDisplay factors as values between 0 and 1Display files as a detailed listDisplay files as a horizontal listDisplay files as a vertical listDisplay files as short listDisplay files as thumbnailsDisplay fill strokes in the viewportDisplay frame in grayscale modeDisplay frames rather than secondsDisplay full waveformDisplay general informationDisplay glTF UI to manage animationsDisplay golden ratio composition guide inside the camera viewDisplay golden triangle A composition guide inside the camera viewDisplay golden triangle B composition guide inside the camera viewDisplay harmony A composition guide inside the camera viewDisplay harmony B composition guide inside the camera viewDisplay image at its original sizeDisplay image in orthographic modeDisplay image in perspective modeDisplay image with RGB colorsDisplay image with RGB colors and alpha transparencyDisplay images consistent with most other applications, to preview images and video for export. A best effort is made to emulate the chosen display on the actual display device.Display in Orthographic ModeDisplay in Perspective ModeDisplay information and preferences for this add-onDisplay keyframe handle types and non-Bézier interpolation modesDisplay layer tintDisplay library override relationshipsDisplay lines rather than filled shapesDisplay low level Blender data and its propertiesDisplay material transparency in the objectDisplay menu for previous actions performedDisplay metadata properties of the imageDisplay method used in the sequencer viewDisplay mode for the file listDisplay modifier in Edit modeDisplay modifier in viewportDisplay modifiersDisplay name. For viewing, this is the display device that will be emulated by limiting the gamut and HDR colors. For image and video output, this is the display space used for writing.Display node in viewport textured shading modeDisplay non-final geometry from viewer nodesDisplay number of users of this data (click to make a single-user copy)Display objects with flat lighting and basic surface shadingDisplay one box or point for each intermediate tree nodeDisplay onion keyframes for looping animationsDisplay onion keyframes with a fade in color transparencyDisplay onion skins before and after the current frameDisplay only edges of geometry without surface shadingDisplay only faces with the currently displayed image assignedDisplay outline around textDisplay overlay of UV layerDisplay overlay textDisplay overlaysDisplay overlays like UV Maps and MetadataDisplay overlays like colored or dashed wiresDisplay overlays like cursor and annotationsDisplay overlays like gizmos and outlinesDisplay parameters for last action performedDisplay path to source file, or name of source data-blockDisplay percentage makes dynamics inaccurate without bakingDisplay points for nodes in the volume treeDisplay preview using full resolution or different proxy resolutionsDisplay properties editor context_menuDisplay reconstruction data from active movie clipDisplay reference images behind objects in the 3D ViewDisplay region context menuDisplay retiming keys on top of stripsDisplay rule of thirds composition guide inside the camera viewDisplay sampled data in the viewport to debug captured lightDisplay scene statistics overlay textDisplay scenes and their view layers, collections and objectsDisplay selected edge angle, using global values when set in the transform panelDisplay selected edge lengths, using global values when set in the transform panelDisplay shadow behind textDisplay shape keys in edit mode (for meshes only)Display sharp edges, used with the Edge Split modifierDisplay single bounding box for the entire gridDisplay size for normals in the 3D viewDisplay size for proportional editing circleDisplay size of the empty when new collection instances are createdDisplay size of tracks from reconstructed dataDisplay speed curves for the selected tracksDisplay splash screen on startupDisplay stamp labels ("Camera" in front of camera name, etc.)Display statistical information about the meshDisplay steps of the particle pathDisplay strip in/out offsetsDisplay strip opacity/volume curveDisplay strokes using Grease Pencil layer order and stroke order to define depthDisplay strokes using Grease Pencil layers to define orderDisplay strokes using real 3D position in 3D spaceDisplay strokes using this color when showing onion skinsDisplay style for UV edgesDisplay support levelDisplay text as boldDisplay text as italicDisplay the angles in the selected edges, using global values when set in the transform panelDisplay the area of selected faces, using global values when set in the transform panelDisplay the audio waveform inside the stripDisplay the bounds of the objectDisplay the center and axis during rotationDisplay the clipping range and focus point on the cameraDisplay the image in Stereo 3DDisplay the image repeated outside of the main viewDisplay the index numbers of selected vertices, edges, and facesDisplay the input data in the Spreadsheet EditorDisplay the object as a solid (if solid drawing is enabled in the viewport)Display the object as a wireframeDisplay the object with textures (if textures are enabled in the viewport)Display the object's boundsDisplay the object's nameDisplay the object's origin and axesDisplay the object's texture spaceDisplay the object's wireframe over solid shadingDisplay the operator logDisplay the orbit center during rotationDisplay the region of the final renderDisplay the render result for the sequencer scene instead of the active sceneDisplay the reprojection error curve for selected tracksDisplay the strip color tags in the sequencerDisplay tool/property regions over the main regionDisplay tooltips (when disabled, hold Alt then hover to force display)Display transparent cone in 3D view to visualize which objects are contained in itDisplay type for mask splinesDisplay under or over everythingDisplay units in pairs (e.g. 1m 0cm)Display unweighted verticesDisplay upper half of the absolute value waveformDisplay using flat lightingDisplay using matcap material and lightingDisplay using studio lightingDisplay vector field as MAC gridDisplay vectors as needlesDisplay vectors as streamlinesDisplay vertex normals as linesDisplay vertex-per-face normals as linesDisplay viewport performance timings: • Evaluation: Time to evaluate the dependency graph. • Synchronization: Time to build the GPU buffers.Display warningsDisplay waveforms depending on strip settingDisplay waveforms for all sound stripsDisplay weights created for the Bevel modifierDisplay weights in editmodeDisplay what the tracking algorithm sees in the previewDisplay white edgesDisplay white edges with black outlineDisplays glTF Material Output node in Shader Editor (Menu Add > Output)Displays glTF UI to manage material variantsDisplays global valuesDisplays local valuesDisplays, views or color spaces in this file were missing and have been changedDisplays, views or color spaces in this file were missing and have been changed.Dissolve Orthogonal EdgesDissolve SmokeDissolve SpeedDissolve TimeDissolve VerticesDissolve all muted nodes with reconnectDissolve all unselected pointsDissolve all vertices in between face boundariesDissolve all vertices in between face boundaries (planar only)Dissolve and IntersectDissolve edges, merging facesDissolve facesDissolve geometry based on the selection modeDissolve geometry to form planar polygonsDissolve points between selected pointsDissolve remaining vertices which connect to only two edgesDissolve selected bones from the armatureDissolve selected edges and vertices, limited by the angle of surrounding geometryDissolve selected pointsDissolve smoke in a logarithmic fashion. Dissolves quickly at first, but lingers longer.Dissolve vertices, merge edges and facesDissolve zero area faces and zero length edgesDissolves adjacent faces and intersects new geometryDistanceDistance CullingDistance FalloffDistance KeyDistance MetricDistance MinDistance ModelDistance ReferenceDistance SquaredDistance ThresholdDistance after which it fades outDistance around each guide to spawn interpolated curvesDistance around the probe volume that will be considered during the bakeDistance at which the light influence will be set to 0Distance behind leader to followDistance below which points will be mergedDistance below which segments will be mergedDistance between A and BDistance between checker tilesDistance between key frames, also known as GOP size; influences file size and seekabilityDistance between lines of textDistance between pointsDistance between selected tracksDistance between the top and the base of a wave, the higher the value, the more narrow the waveDistance between the two pointsDistance between the wavesDistance between two bones or objectsDistance between two bundles used for object scalingDistance between two bundles used for scene scalingDistance between two sample points along the curveDistance between volume samples. Lower values render more detail at the cost of performance. If set to zero, the step size is automatically determined based on voxel size.Distance between volume shader samples when rendering the volume (lower values give more accurate and detailed results, but also increased render time)Distance factor multiplied with the curve's radius attribute to define the resulting tube radiusDistance from CameraDistance from ObjectDistance from center needed before a selection can be madeDistance from image boundary at which marker stops trackingDistance from the bisect plane within which vertices are removedDistance from the generated points to the originDistance from the ground planeDistance from the surface used for shrinkwrapDistance mapping to 0.0 weightDistance mapping to 1.0 weightDistance mapping to weight 0.0Distance mapping to weight 1.0Distance model for distance attenuation calculationDistance moved by mouse when drawing stroke to includeDistance of duplicationsDistance of object that contribute to the ambient occlusion effectDistance of object that contribute to the cavity/edge effectDistance of random spread at the curve tipsDistance of the displacement offset in normal directionDistance of the instances from the originDistance of the points from the originDistance of the vertices from the originDistance over which the mist effect fades inDistance threshold after which selection is made (zero to disable)Distance threshold for the falloff around the guideDistance to EdgeDistance to GuidesDistance to TargetDistance to displace the surface along the normalDistance to keep from the targetDistance to keep particles away from the emitterDistance to keep the curves away from the surfaceDistance to move UVsDistance to move the curve parallel to its normalsDistance to offsetDistance to offset each instance along the normal of the incoming geometryDistance to offset each instance along the normal of the surface geometryDistance to offset the instances from the face cornerDistance to previous point on curveDistance to search for valid capture positions to prevent lighting artifactsDistance to the focus point for depth of fieldDistance to the view locationDistance where boundary edge automasking is going to protect vertices from the fully masked edgeDistance within which degenerated geometry is mergedDistance within which matching vertices are searchedDistance within which mirrored vertices are mergedDistance within which symmetrical vertices are mergedDistances in relation to sphere of influence to allowDistortDistort MaxDistort MinDistort NodeDistorted NoiseDistortionDistortion AmountDistortion GridDistortion ModelDistortion model used for camera lensesDistortion to simulate anamorphic lens bokehDistortion to use for the calculationDistribute Points in GridDistribute Points in VolumeDistribute Points on FacesDistribute Stops EvenlyDistribute Stops from LeftDistribute memory across devicesDistribute more samples closer to the cameraDistribute points randomly inside of the volumeDistribute points randomly on the surfaceDistribute the points in a grid pattern inside of the volumeDistribute the points randomly on the surface while taking a minimum distance between points into accountDistributionDistribution MaskDistribution MethodDistribution ShapeDistribution TypeDitherDither IntensityDitheredDivergenceDivideDivide ModeDivide VGroup A's weights by VGroup B's onesDivide and ceil result, the smallest integer greater than or equal ADivide and floor result, the largest integer smaller than or equal ADivide and round result toward zeroDivide mesh faces into smaller ones without changing the shape or volume, using linear interpolation to place the new verticesDivide mesh faces to form a smooth surface, using the Catmull-Clark subdivision methodDivide the frame interval into this many stepsDividing each curve segment into a specified number of piecesDivision distortion model which better represents wide-angle camerasDivisionsDo Legacy ReplaceDo Not Merge AnimationsDo SmudgeDo a case sensitive compareDo all gaps to right of current frameDo backwards trackingDo channels contribute to result (toggle channel muting)Do cross-fading volume animation of two selected sound stripsDo crossfade blending between current and next frameDo extra frames between scene frames to ensure smooth motionDo not affect non manifold boundary edgesDo not affect vertices on peaks, based on the surface curvatureDo not affect vertices that belong to a face set boundaryDo not affect vertices within crevices, based on the surface curvatureDo not allow beveled edges/vertices to overlap each otherDo not allow deformation along the X axisDo not allow deformation along the Y axisDo not allow deformation along the Z axisDo not change selection if the item under the cursor is already selected, only activate itDo not collapse curves to single points if they are shorter than the given length. The collapsing behavior exists for compatibility reasons.Do not create blend previewsDo not create bone shapesDo not display fill color while drawing the strokeDo not export color attributesDo not export materials, and combine mesh primitive groups, losing material slot informationDo not export materials, but write multiple primitive groups per mesh, keeping material slot informationDo not export vertex colorDo not flip polygons when their normals are not consistent with their newly computed custom vertex normalsDo not follow drawing path or object rotation and keeps aligned with viewportDo not import USD custom attributesDo not import color attributesDo not import invisible USD primitives. Only applies to primitives with a non-animated visibility attribute. Primitives with animated visibility will always be importedDo not import/export color attributesDo not load data from this layerDo not modify image in an artistic mannerDo not perform any color transform on display, use old non-color managed technique for displayDo not perform any color transform on load, treat colors as in scene linear space alreadyDo not preserve objects' parent/children relationshipDo not propagate any messages upstreamDo not remove the modifier from stackDo not render this collectionDo not repeat texture and clamp to one instance onlyDo not rotate the segment when using the scale deform modeDo not set face strengthDo not set sharp edges to faceDo not slip connected strips if using cursor positionDo not sync, play every frameDo not use any compressionDo not use compute deviceDo not use this surface as a light for samplingDo self-union or self-intersectionDo you want to install the following {:s}?Doc IDDocumentsDodge ModeDoes F-Curve contribute to resultDoes not support Individual Origins as pivotDoes nothing, prevents adding actual overrides (NOT USED)Does this tool use a painting canvasDolby Digital ATRAC 3DollyDolly in/out in the viewDomainDomain ObjectDomain SettingsDomain SizeDomain TypeDomain and geometry type combination is unsupportedDomain dataDomain of the AttributeDomain that the field is evaluated onDomain the field is evaluated inDomain to evaluate fields onDomain unsupported for "%s" attributeDon't SaveDon't add asset meta-data or tags from the original data-blockDon't add new constraintsDon't allow frame to be selected with mouse outside of frame rangeDon't calculate cleans for convex areasDon't correct overlap on new stripsDon't display volume in wireframe modeDon't display waveforms for any sound stripsDon't do anythingDon't export imagesDon't fill at allDon't fill polygons while editingDon't import texturesDon't propagate split to connected stripsDon't remove sharp edges, which are redundant with faces shaded smoothDon't remove sharp edges. Tagged edges will remain sharpDon't round to pixelsDon't sample the background, faster but might cause noise for non-solid backgroundsDon't scale in the Y axisDon't scale the X and Z axesDon't show overlay during a strokeDon't show the input value in the geometry nodes modifier interfaceDon't snap to hidden stripsDon't snap to sound stripsDon't stretch the objectDon't use any arrow/style in cornerDon't use any fixed alignment, fill available spaceDon't use this collection in Line ArtDon't use this object for Line Art renderingDon't use utility passes for denoisingDon't write into the depth bufferDope SheetDope Sheet OverlaysDope Sheet space dataDope Sheet view for tracking dataDope Sheet/TimelineDopesheet Sort FieldDoppler FactorDoppler SpeedDotDot DashDot ProductDotsDoubleDouble ClickDouble Click SpeedDouble Click TimeoutDouble Edge MaskDouble VectorDouble precisionDouble-DensityDownDownload and install the extensionDownloaded package files are deleted after installationDownloading "{:s}"Downloading...DownloadsDraco Mesh CompressionDragDrag OperatorDrag StartDrag ThresholdDrag allows click events to pass through to the tool, adding a small delayDrag anchor brush from edge-to-edgeDrag and drop element to another placeDrag and drop onto a data-set or item within the data-setDrag component proportional to the square of velocityDrag component proportional to velocityDrag effector weightDrag material to Material slots in PropertiesDrag material to object in OutlinerDrag object to scene in OutlinerDrag to clear parent in OutlinerDrag to continue sampling, release when doneDrag to move to collection in OutlinerDrag to parent in OutlinerDragging {} filesDraineDraine phase functions, mostly used for the scattering of light in interstellar dustDrawDraw Cut LineDraw F-Curves using Anti-Aliasing (disable for better performance)Draw FreehandDraw Grease PencilDraw ModeDraw NormalsDraw Poly LineDraw RegionDraw Region & SwapDraw Straight LinesDraw Strokes on BackDraw WindowDraw Window & SwapDraw a blueprint using circular contour strokesDraw a blueprint using elliptic contour strokesDraw a blueprint using square contour strokesDraw a box around the parts of strips you want to cut awayDraw a freehand curveDraw a freehand splineDraw a line to apply a weight gradient to selected verticesDraw a line to set the fill material gradient for the selected strokesDraw a line with dabs separated according to spacingDraw a new stroke in the active Grease Pencil objectDraw curveDraw dark controllerDraw dark controller with aiming axis rayDraw freehand stroke(s)Draw in a plane aligned to the viewportDraw in a plane perpendicular to the surfaceDraw in the surface planeDraw light controllerDraw light controller with aiming axis rayDraw lines with a delay to allow smooth strokes (press Shift key to override while drawing)Draw on vertex colors in the active Grease Pencil objectDraw regionDraw region and swapDraw straight line segment(s)Draw stroke at 3D cursor locationDraw stroke at Object originDraw strokes using a continuous lineDraw strokes using separated dotsDraw strokes using separated squaresDraw strokes using textureDraw strokes with solid colorDraw stylized strokes using FreestyleDraw the menu socket as an expanded drop-down menuDraw the relationship line from the parent head to the child headDraw the relationship line from the parent tail to the child headDraw weight on stroke points in the active Grease Pencil objectDraw windowDraw window and swapDraw:DrawingDrawing PlaneDrawing typeDripDrive all components of this property using the target pickedDrive rigid body around or along an axisDrive this component of this property using the target pickedDrivenDriven PropertyDriven Property:Driven SelectedDriverDriver '%s[%d]' already existsDriver TargetDriver Value:Driver VariableDriver could not be evaluated in past, so should be skippedDriver for the value of a setting based on an external valueDriver has no variables to copyDriver not found in this animation dataDriver typeDriver variable typeDriver:Driver: {:s} ({:s})DriversDrivers:DroneDrop XDrop YDrop a world into the sceneDrop colors to buttonsDrop frames if playback is too slowDrop frames to maintain framerateDrop name to buttonDrop {} on slot {} (active slot) of {}Drop {} on slot {} (replacing {}) of {}Drop {} on slot {} of {}Drop {} on {} (slot {})Drop {} on {} (slot {}, replacing {})DryDry TimeDual MeshDue to the NLA stack setup, {:d} keyframe(s) have not been inserted.Due to the setting 'Only Insert Needed', {:d} keyframe(s) have not been inserted.DummyDuotoneDuplicateDuplicate ActionDuplicate ArmatureDuplicate CameraDuplicate CurveDuplicate CurvesDuplicate ElementsDuplicate Grease PencilDuplicate Hair CurvesDuplicate IndexDuplicate KeyframesDuplicate LatticeDuplicate LightDuplicate Light ProbeDuplicate Linked selected NLA-Strips, adding the new strips to new track(s)Duplicate MaskDuplicate MaterialDuplicate MeshDuplicate MetaballDuplicate Metaball ElementsDuplicate Node TreeDuplicate NodesDuplicate ObjectsDuplicate ParticleDuplicate Point CloudDuplicate Selected Bone(s)Duplicate SettingsDuplicate SpeakerDuplicate StripsDuplicate SurfaceDuplicate TextDuplicate VolumeDuplicate active keyframes of all layerDuplicate allDuplicate and extrude selected vertices, edges or faces towards the mouse cursorDuplicate and mirror the selected particles along the local X axisDuplicate color attributeDuplicate constraint at the same position in the stackDuplicate curve and moveDuplicate effect at the same position in the stackDuplicate index %d in vertex_indices_setDuplicate into WindowDuplicate keysDuplicate mask and moveDuplicate mesh and moveDuplicate mesh at the location of particlesDuplicate mesh edges and break connections with the surrounding facesDuplicate modifier at the same position in the stackDuplicate node but not node trees, linking to the original dataDuplicate object but not object data, linking to the original dataDuplicate particle system within the active objectDuplicate selected NLA-Strips, adding the new strips to new track(s)Duplicate selected area into new windowDuplicate selected control pointsDuplicate selected control points and segments between themDuplicate selected metaball element(s)Duplicate selected nodesDuplicate selected nodes and move themDuplicate selected nodes keeping input links and move themDuplicate selected nodes, but not their node trees, and move themDuplicate selected objectsDuplicate selected strips and move themDuplicate selected strips, but not their data, and move themDuplicate selected time marker(s)Duplicate selected vertices, edges or facesDuplicate settings as well, so the new particle system uses its own settingsDuplicate strip but not strip data, linking to the original dataDuplicate strokes into an arrayDuplicate strokes like a mirrorDuplicate the active geometry node group and assign it to the active modifierDuplicate the active shape keyDuplicate the current instance objectDuplicate the current lineDuplicate the currently assigned compositing node group.Duplicate the modifier within the list of modifiersDuplicate the object a certain number of timesDuplicate the object as many times as fits in a certain lengthDuplicate the selected objects and move themDuplicate the selected objects, but not their object data, and move themDuplicate the selected pointsDuplicate the selected stripsDuplicated %sDuplicated KeyframesDuplicatesDuplicates hair curves a certain number of times within a radiusDuplicates: {}DurationDuration (in frames) of the image (1 when not a video/sequence)Duration of freeze frame segmentDuration of the fade in secondsDuration: %s (Frame %i/%i)During resync of data-block %s, %d obsolete overrides were deleted, that had local changes defined by userDuring the Face Attributes correction, merge attributes connected to the same vertexDuring transformations, use Alt to navigate in the 3D View. Note that if disabled, hotkeys for Proportional Editing, Automatic Constraints, and Auto IK Chain Length will require holding AltDutch - NederlandsDyingDynamicDynamic BVHDynamic Base MeshDynamic Grid SizeDynamic MeshDynamic ModeDynamic PaintDynamic Paint ModifierDynamic Paint canvas settingsDynamic Paint modifierDynamic Topology SculptingDynamic Topology found: %s, disabledDynamic gridDynamic topology alters the mesh topology while sculptingDynamicPaint: Bake complete! (%.2f)DynamicPaint: Bake failed: %sDynamically hide vertices based on a vertex group or armatureDynamicsDyntopoDyntopo will not preserve colors, UVs, or other attributesEEVEEEEVEE DebugEEVEE Raytrace OptionsEEVEE SettingsEEVEE settings for the sceneEEVEE settings for tracing reflectionsEQCurveMappingDataERROR: Driver is useless without any inputsERROR: Invalid Python expressionERROR: Invalid target channel(s)ERROR: type "{:s}" does not exist!ESC/RMB to cancel, Enter/LMB to confirm, WHEEL/MOVE to adjust factorEach channel will be rendered into a mono fileEach collection (data-block ones) as a file, does not include content of children collectionsEach collection (including master, non-data-block one) of the active scene as a file, including content from children collectionsEach collection (including master, non-data-block ones) of each scene as a file, including content from children collectionsEach control point's index on its splineEach face is considered as a medium interface. Gives correct results for manifold geometry that contains no inner parts.Each face's sculpt face set valueEach input geometry is turned into a separate instanceEach output field has to correspond to a geometry that is above itEach scene as a fileEaseEase InEase In and OutEase OutEasingEasing type is chosen automatically based on what the type of interpolation used (e.g. Ease In for transitional types, and Ease Out for dynamic effects)EastEccentricityEdgeEdge AngleEdge Angle TextEdge CenterEdge CollisionEdge Corner CountEdge CostEdge CountEdge CreaseEdge DataEdge Data TypesEdge Data:Edge DetectionEdge Display TypeEdge IndexEdge LengthEdge Length ModeEdge Length TextEdge MappingEdge MarkEdge MarksEdge Mode SelectionEdge Neighbor Count FieldEdge NeighborsEdge PanEdge Paths to CurvesEdge Paths to SelectionEdge PerpendicularEdge Position FieldEdge RailEdge ResizeEdge Ring DelimitEdge SelectEdge SelectionEdge SharpnessEdge SlideEdge Slide: Edge SplitEdge TagEdge TintEdge TypeEdge Type CombinationEdge Type NegationEdge TypesEdge VerticesEdge Vertices FieldEdge WeightEdge WidthEdge bevel weight to be added to outside edgesEdge in a Mesh data-blockEdge indexEdge is not connected to any facesEdge length in UV spaceEdge length of box selectionEdge of VertexEdge select - Shift-Click for multiple modes, Ctrl-Click expands/contracts selection depending on the current modeEdge selection modeEdge splitting modifier to create sharp edgesEdge spring frictionEdge spring stiffness when longer than rest lengthEdge spring stiffness when shorter than rest lengthEdge thresholdEdge to EdgeEdge weight used by Bevel modifierEdge-ring pair isn't connectedEdge-rings are not connectedEdge-to-EdgeEdgeSplitEdgeSplit ModifierEdgesEdges Data:Edges between faces pointing in alternate directionsEdges changed from %d to %dEdges collide tooEdges of CornerEdges of VertexEdges of the meshEdges receive a drag force from surrounding mediaEdges receive a lift force when passing through surrounding mediaEdges shared by more than two facesEdges to Face GroupsEdges to convert to curvesEdges to mark where the mesh is "cut" for the purposes of unwrappingEdges used to split faces into separate groupsEditEdit BoneEdit Bone MatrixEdit Bone(s)Edit BonesEdit Curve MapEdit FormatEdit Grease PencilEdit Grease Pencil StrokesEdit LinesEdit MetadataEdit MethodsEdit ModeEdit Mode Smooth WiresEdit PathEdit Studio LightEdit Texture SpaceEdit TreeEdit UI source code of the active buttonEdit a Python value directly, for unsupported property typesEdit a constraint on the active boneEdit a constraint on the active objectEdit a snapshot of the 3D Viewport in an external image editorEdit all keyframes in sceneEdit and save themes installed via ExtensionsEdit animation/keyframes displayed as 2D curvesEdit any geometry node group for use as an operatorEdit asset information like the catalog, preview image, tags, or authorEdit compositing node group for Sequencer strip modifiersEdit compositing node group for the current sceneEdit drivers and keyframe interpolationEdit image in an external applicationEdit keyframes in active object's Object-level actionEdit keyframes in active object's Shape Keys actionEdit materials, lights, and world shading using nodesEdit mode bone in an armature data-blockEdit node groupEdit node group from active object's active modifierEdit object data texture spaceEdit persistent configuration settingsEdit properties of active object and related data-blocksEdit scripts and in-file documentationEdit selected Grease Pencil strokesEdit shader nodes from Line StyleEdit shader nodes from ObjectEdit shader nodes from WorldEdit tags for auto texture detection in Principled BSDF setupEdit texture nodes from BrushEdit texture nodes from Line StyleEdit texture nodes from WorldEdit textures using nodesEdit the drivers for the connected property represented by the highlighted buttonEdit the fileEdit the value of a custom propertyEdit the visibility of the current meshEdit the weights of vertices in a groupEdit timings for Cache File data-blocksEdit timings for Mask Editor splinesEdit timings for all Grease Pencil sketches in fileEdit user preferences and system settingsEdit: {}, {}, {}Editability of NLA Strips in this trackEditability of keyframes for this channelEditableEditable cavity curveEditable falloff curveEditedEdited ObjectEditingEditing TypeEditing context being displayedEditing hairEditing settings character formattingEditmode lattice is not supported yetEditorEditor BorderEditor OutlineEditor TypeEditor for node-based shading and compositing toolsEditor header containing UI elementsEditor menu containing buttonsEditorsEdits the current active face setEevee material conversion problem. Error in consoleEffectEffect '%s' not in object '%s'Effect FaderEffect Fader PositionEffect OpacityEffect Solid RadiusEffect StripEffect Strip colorEffect TypeEffect affecting the Grease Pencil objectEffect cannot be added to object '%s'Effect in full or only positive/negative Z directionEffect modeEffect nameEffect on the key itselfEffect on the left handleEffect on the right handleEffect on tracks which are tracked less than the specified amount of framesEffect on tracks which have a larger re-projection errorEffect/LinkedEffective RangeEffective VisibilityEffective but slow compressionEffectively convert movie to an image sequence, ignoring incomplete or dropped frames, and changes in frame rateEffectivenessEffectorEffector AmountEffector CollectionEffector NumberEffector SettingsEffector TypeEffector WeightsEffector weights for physics simulationEffectsEffects affecting display of objectEither a curve or instance selectionEither add or remove curves depending on the minimum distance of the curves under the cursorEither pass through the input value or output the fallback valueEither plain curves or curve instancesEither the starting frame (for positive speed) or ending frame (for negative speed)ElasticElastic LimitElementElement IndexElement defining a color at a position in the color rampElement not found in element collection or last elementElement of a curve, either NURBS, Bézier or Polyline or a character with text objectsElement of a viewer pathElement of the node space tree pathElement of the target geometry to calculate the distance fromElement type to transformElement-WiseElementsElements inside the boxEllipseEllipse MaskEllipsesEllipsoidEmbed TexturesEmbed textures in FBX binary file (only for "Copy" path mode!)Embedded DataEmbreeEmbree on GPUEmbree on GPU enables the use of hardware ray tracing on Intel GPUs, providing better overall performanceEmissionEmission CoefficientsEmission ColorEmission StrengthEmission TimeEmission Time FactorEmission locations per face (0 = automatic)Emission shaderEmissive ColorEmitEmit FromEmit fluid from mesh surface or volumeEmit in random order of elementsEmit particles from mesh with modifiers applied (must use same subdivision surface level for viewport and render for correct results)Emit smoke from particlesEmitted radiance per color channel that is added to a ray per unit distanceEmitterEmitter DistanceEmphasize position of keyframes on Motion PathsEmptiesEmptyEmpty Display SizeEmpty Display Size: %.3fEmpty Display TypeEmpty FillEmpty GridEmpty Image DepthEmpty KeyframesEmpty MaterialEmpty SceneEmpty SpaceEmpty identifier cannot be used when explicit identifier was used before. For example, "{} {x}" is ok but "{x} {}" is not.Emulate 3 Button ModifierEmulate 3 Button MouseEmulate Middle Mouse with Alt+Left MouseEmulate NumpadEnableEnable 'solo' on the NLA Track containing the active strip, to edit it without seeing the effects of the NLA stackEnable Add-onEnable Asset Browser editor and operators to manage regular data-blocks as assets, not just posesEnable Bone OptionsEnable Bone to deform geometryEnable CollisionEnable Cycles Render Engine add-on to use CyclesEnable Cycles debugging options for developersEnable DeactivationEnable EEVEE debugging options for developersEnable F-Curve modifier evaluationEnable F-Curve modifiersEnable GPU acceleration for evaluating the last subdivision surface modifiers in the stackEnable Grid Display to use range highlighting!Enable Guides first! Defaulting to Fluid VelocityEnable IK StretchingEnable MetalRT for intersection queriesEnable Multi-ViewEnable OutputEnable Python evaluation for selected filesEnable Self CollisionEnable a fresnel effect on edit mesh overlays. It improves shape readability of very dense meshes, but increases eye fatigue when modeling lower polyEnable add-on for workspaceEnable additional features for the new curves data blockEnable after installingEnable angular motorEnable axis mirrorEnable bindings for the HP Reverb G2 controllers. Note that this may not be supported by all OpenXR runtimesEnable bindings for the HTC Vive Cosmos controllers. Note that this may not be supported by all OpenXR runtimesEnable bindings for the HTC Vive Focus 3 controllers. Note that this may not be supported by all OpenXR runtimesEnable bindings for the Huawei controllers. Note that this may not be supported by all OpenXR runtimesEnable catalog, making contained assets visible in the asset shelfEnable chain splitting by curvilinear 2D lengthEnable chain splitting by dashed line patternsEnable chaining of feature edgesEnable collection instancingEnable collision with the surface while sculptingEnable collisions with back domain borderEnable collisions with bottom domain borderEnable collisions with front domain borderEnable collisions with left domain borderEnable collisions with other objectsEnable collisions with right domain borderEnable collisions with top domain borderEnable color range used for weight visualization in weight painting modeEnable custom settings for the parallax correction volumeEnable custom start and end clip distances for volume computationEnable cyclic on individual stroke dashesEnable deactivation of resting rigid bodies (increases performance and stability but can cause glitches)Enable default VR controller actions, including controller poses and hapticsEnable displacement along the X normalEnable displacement along the Y normalEnable displacement along the Z normalEnable easier reuse of a data-block through the Asset Browser, with the help of customizable metadata (like previews, descriptions and tags)Enable easier reuse of selected data-blocks through the Asset Browser, with the help of customizable metadata (like previews, descriptions and tags)Enable edge data transferEnable edge panning in 2D viewEnable edit mode edge smoothing, reducing aliasing (requires restart)Enable face corner data transferEnable face data transferEnable file compression when saving .blend filesEnable filtering of filesEnable filtering of files in the File BrowserEnable fluid diffusion settings (e.g. viscosity, surface tension)Enable fluid guidingEnable fluid mesh (using amplification)Enable fluid noise (using amplification)Enable hair dynamics using cloth simulationEnable in New ScenesEnable jittered shadows on the viewport. (Jittered shadows are always enabled for final renders).Enable jittered soft shadows to increase shadow precision (disabled in viewport unless enabled in the render settings). Has a high performance impact.Enable linear motorEnable material boundariesEnable mesh symmetry in the X axisEnable mesh symmetry in the Y axisEnable mesh symmetry in the Z axisEnable multi-frame editingEnable naive vertex ball self collisionEnable new list types and nodesEnable nodes on a lightEnable noise reduction techniques for raytraced effectsEnable offsetEnable on InstallEnable online access in System preferencesEnable or disable all tagsEnable or disable dashed lineEnable or disable posing/selecting bonesEnable or disable rendering of this View LayerEnable or disable textured strokesEnable or disable this line set during stroke renderingEnable or disable this modifier during stroke renderingEnable or disable this style module during stroke renderingEnable overlay smooth wires, reducing aliasingEnable paint & sculpt debugging options for developersEnable ridges and valleysEnable scriptsEnable selected markersEnable selected proxies on all selected Movie and Image stripsEnable self collisionsEnable shadow casting from lightsEnable simplification of scene for quicker preview rendersEnable snappingEnable snapping to guides angle or spacing optionsEnable snapping when transforming keyframesEnable snapping when transforming keys in the Driver EditorEnable some extra fields in the Asset Browser to aid in debuggingEnable specified setting on all selected animation channelsEnable speed guidesEnable spring on X axisEnable spring on X rotational axisEnable spring on Y axisEnable spring on Y rotational axisEnable spring on Z axisEnable spring on Z rotational axisEnable suggestive contoursEnable sun shadow castingEnable symmetry in the X axisEnable symmetry in the Y axisEnable symmetry in the Z axisEnable tablet pressure sensitivity for area radiusEnable tablet pressure sensitivity for jitterEnable tablet pressure sensitivity for offsetEnable tablet pressure sensitivity for sizeEnable tablet pressure sensitivity for spacingEnable tablet pressure sensitivity for strengthEnable the Color Ramp firstEnable the asset libraryEnable the compositing node group.Enable the curve to become a translation pathEnable the ray-tracing moduleEnable the repositoryEnable the repository and try again.Enable the selection modeEnable the selection of chains by a maximum 2D lengthEnable the selection of chains by a minimum 2D lengthEnable the selection of first N chainsEnable the socketEnable the use of lights on stroke and fill materialsEnable this constraintEnable this light in solid shading modeEnable this modifierEnable this object as a collider for physics systemsEnable this to run the export in the background, disable to block Blender while exporting. This option is deprecated; EXECUTE this operator to run in the foreground, and INVOKE it to run as a background jobEnable this to run the import in the background, disable to block Blender while importing. This option is deprecated; EXECUTE this operator to run in the foreground, and INVOKE it to run as a background jobEnable to make surface changes disappear over timeEnable to make surface wetness dry over timeEnable to use the region under the cursor for modal executionEnable vertex data transferEnable view navigation within the camera viewEnable viewport debugging options for developers in the overlays pop-overEnable viewport display in the view layersEnable wildcard globbingEnable/Disable ConstraintEnabledEnabled Add-ons OnlyEnabled OnlyEnabled Rotation RangeEnabled on startup, overriding the preference.Enables a Fly Mode navigation but pushing the cap forward while looking down will not change the altitude of the camera.Enables high quality but slow calculation of the bounding box for perfect results on complex shape meshes with rotation/scaleEnables previews in the shader node editorEnables using the 3D Mouse as if it is a camera. Push into the scene and the camera moves forward into the scene. You are entering the scene as if flying around in it. This also inverts pan & zoom for 2D viewsEncapsulated PostScript (.eps)Enclose selected vertices in a convex polyhedronEncodingEncoding SpeedEncountered unhandled error during keyframingEndEnd (Factor)End (Length)End Arrow StyleEnd CapEnd FactorEnd FrameEnd Frame (manipulated from UI)End Frame (raw value)End Frame (when Restrict Frame Range is enabled)End HandleEnd Handle EaseEnd Handle ScaleEnd LocationEnd Mapping TypeEnd OffsetEnd PointsEnd RadiusEnd SizeEnd VertexEnd distance of the cascaded shadow map (only in perspective view)End distance of the volumetric effectEnd frame clamped to valid rendering rangeEnd frame displayed in the sequence editor after offsets are appliedEnd frame for bakingEnd frame of range of paths to display/calculate (not for 'Around Frame' Onion-skinning method)End frame of the NLA strip. Note: changing this value also updates the value of the strip's repeats or its action's end frame. If only the end frame should be changed, see the "frame_end" property instead.End frame of the export, use the default value to take the end frame of the current sceneEnd frame of the ocean bakingEnd frame of the stored rangeEnd frame to exportEnd line of selectionEnd on FrameEnd time of pathEndpointEndpoint SelectionEndpoint Selection nodeEndpoint UEndpoint VEnds WithEnemyEnforce symmetry (both form and topological) across an axisEnforce symmetry, make copies of the selection or use existingEngineEngine '%s' not available for scene '%s' (an add-on may need to be installed or enabled)Engine to use for renderingEnglish (UK)English (US)Enhance DetailsEnhance the high frequency surface detailEnhance the surface detailEnhances contrast, color, clarity, and sharpness.Ensure ModifierEnsure all bone-deforming vertex groups add up to 1.0 while weight painting or assigning to verticesEnsure data-block gets saved even if it isn't in use (e.g. for motion and material libraries)Ensure data-block previews are available and up-to-date (to be saved in .blend file, only for some types like materials, textures, etc.)Ensure selected keyframes' handles have equal length, optionally making them horizontal. Automatic, Automatic Clamped, or Vector handle types will be converted to AlignedEnsure the data is valid (when disabled, data may be imported which causes crashes displaying or editing)Ensure the data-block is saved, even when it is no longer marked as assetEnterEnter Edit ModeEnter a Unicode codepoint hex valueEnter edit mode automatically after adding a new objectEnter edit mode when adding this objectEnter or exit node group based on cursor locationEnter tweaking mode for the action referenced by the active strip to edit its keyframesEnter/Exit paint mode for Grease Pencil strokesEnter/Exit sculpt mode for Grease Pencil strokesEnter/Exit sculpt mode for curvesEnter/Exit vertex paint mode for Grease Pencil strokesEnter/Exit weight paint mode for Grease Pencil strokesEntire ArrayEntry IndexEntry-wise absoluteEntry-wise ceilEntry-wise cos(A)Entry-wise divideEntry-wise floorEntry-wise maximumEntry-wise minimumEntry-wise modulo using fmod(A,B)Entry-wise multiplyEntry-wise powerEntry-wise round to the nearest integer. Round upward if the fraction part is 0.5Entry-wise signEntry-wise sin(A)Entry-wise tan(A)Entry-wise wrap(A,B)Enum Definition (deprecated)Enum Definition ItemsEnum FlagEnum ItemEnum Item DefinitionEnumerateEnumerationEnums As StringsEnvelopeEnvelope Control PointEnvelope Deform DistanceEnvelope Deform WeightEnvelope DistanceEnvelope F-ModifierEnvelope Head RadiusEnvelope MultiplyEnvelope Tail RadiusEnvelope WeightEnvelope stroke effect modifierEnvelope: %3fEnvelope: %sEnvironmentEnvironment TextureEpsilonEqualEqual AxesEqual ToEqualize RadiiEqualize audioEqualize both of a keyframe's handlesEqualize selected keyframes' left handlesEqualize selected keyframes' right handlesEquiangularEquiangular Cubemap FaceEquirectangularEquirectangular or latitude-longitude projectionEraseErase / remove paint instead of adding itErase Annotation strokesErase Multires DisplacementErase PaintErase alpha while paintingErase entire strokesErase only strokes visible and not occludedErase points in the box regionErase points in the lasso regionErase stroke pointsErase strokes, fading their points strength and thicknessEraserEraser Brush Asset ReferenceEraser ModeEraser RadiusErrorError (see console)Error Icon ForegroundError LimitError MarginError MessageError baking from object "%s"Error creating file '%s'Error deleting '%s' (ignored)Error distance threshold (in object units)Error during file write for "%s"Error evaluating number, see Info editor for detailsError handling selected objectsError initializing audio streamError initializing video streamError reading mesh sample; more detail on the consoleError reading points sample; more detail on the consoleError registering node tool "%s", %d duplicate(s)Error registering node tool "%s", %sError registering node tool "%s", operator is already registeredError rendering Scene %s preview: %s.Error restoring temp file (check files '%s' '%s')Error writing file '%s'Error writing frameError writing render result, %s (see console)Error writing to destination asset %sError:Error: Could not allocate irradiance staging textureError: Could not allocate shadow atlas. Most likely out of GPU memory.Error: Curves object contains too many points. Reduce curve resolution or curve count to fix this issue.Error: Irradiance grid allocation failedError: Malformed irradiance grid dataError: Not enough memory to bake {}.Error: Reached max shadow updates.Error: Shadow buffer full, may result in missing shadows and lower performance. ({} / {})Error: Too many AOVsError: Too many grid visibleError: Too many irradiance grids in the sceneError: Too many lights in the scene.Error: Too many shadow updates, some shadows might be incorrect.Error: {:.5f} .. {:.5f} (avg. {:.5f})Error: {:s}ErrorsErrors and WarningsErrors during render. See the System Console for more info.EscEsperanto - EsperantoEssentialsEstablished OceanEstablished Ocean (Sharp Peaks)Estimate TransformsEstimated TracksEstimated rotation matrixEstimated scale matrixEuclideanEuclidean distanceEulerEuler (Native)Euler (XYZ)Euler (XZY)Euler (YXZ)Euler (YZX)Euler (ZXY)Euler (ZYX)Euler OrderEuler RotationEuler rotation 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 '%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: %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 complete (%.2fs)Fluid: Could not create cache directory '%s', reset to default '%s'Fluid: Could not use default cache directory '%s', please define a valid cache path manuallyFluid: Empty cache path, reset to default '%s'FlushFlush edit data from active editing modesFlyFly & WalkFly SpeedFly Speed FactorFly modeFly mode when hands are swappedFly speed in meters per secondFoamFoam + BubblesFoam CoverageFoam FadeFoam Layer NameFoam and bubbles particles are saved in the same particle systemFocal LengthFocusFocus BoneFocus DistanceFocus Distance: %.3fFocus ModeFocus ObjectFocus RegionFocus on BoneFocus on ObjectFog GlowFog VolumeFolder to place texture files in. Relative to the .gltf fileFolder to search in for image filesFoldersFollowFollow B-BoneFollow Current FrameFollow CurveFollow LeaderFollow PathFollow Path ConstraintFollow Path constraint not foundFollow PreferencesFollow SceneFollow Surface NormalFollow TrackFollow Track ConstraintFollow UVs from active quads along continuous face loopsFollow XFollow ZFollow a boid or assigned objectFollow a custom transformation to define the VR view's base poseFollow current frame in editorsFollow forks in the parents chainFollow leader in a lineFollow mouse cursorFollow mouse cursor positionFollow object rotation onlyFollow shape of B-Bone segments when calculating Head/Tail positionFollow stroke drawing path and object rotationFollow the active scene camera to define the VR view's base poseFollow the curvature of the strokeFollow the transformation of an object to define the VR view's base poseFollow this object instead of a boidFontFont BoldFont Bold ItalicFont FilesFont ItalicFont Node SocketFont Node Socket InterfaceFont SizeFont StyleFont is not editableFont not packedFont not specifiedFont of the text. Falls back to the UI font by default.Font size in pointsFont size to use for displaying the labelFont size to use for displaying the textFont socket of a nodeFontsFonts DirectoryFoot PivotFootageFootage SettingsFooterFor All UsersFor Each ElementFor Each Element {} GeneratedFor Each Element {} MainFor Each Geometry ElementFor Each Geometry Element InputFor Each Geometry Element ItemFor Each Geometry Element OutputFor Each Geometry Element ZoneFor Grease Pencil objects, apply the modifier to all the keyframesFor Parallelogram, the relative X difference between the top and bottom edges. For Trapezoid, the amount to move the top edge in the positive X axisFor PoseBone paths, use the bone head location when calculating this pathFor RGB curves, the color that black is mapped toFor RGB curves, the color that white is mapped toFor Tree-IK: Weight of orientation control for this targetFor Tree-IK: Weight of position control for this targetFor a given incident vector A, surface normal B and ratio of indices of refraction, Ior, refract returns the refraction vector, RFor all WebP textures, create a PNG fallback textureFor backwards compatibility onlyFor bone motion paths, search whole Action for keyframes instead of in group with matching name only (is slower)For box projection, amount of blend to use between sidesFor channels with cyclic extrapolation, keyframe insertion is automatically remapped inside the cycle time range, and keeps ends in sync. Curves newly added to actions with a Manual Frame Range and Cyclic Animation are automatically made cyclic.For colliders participating in physics simulation, control which level in the modifier stack is used as the collision surfaceFor constraints with names formed like 'base@bonename', use the part after '@' as the new subtarget after all bones are created. Use '@CTRL', '@DEF' or '@MCH' to simply replace the prefixFor curves, point clouds, and Grease Pencil, take the radius attribute into account when computing the bounds.For each action slot, a list of animation channels that are meant for that slotFor files with several movie streams, use the stream with the given indexFor libraries with overrides created, show the overridden values that are defined/controlled automatically (e.g. to make users of an overridden data-block point to the override data, not the original linked data)For mesh objects, merge UV coordinates that share a vertex to account for imprecision in some modifiersFor meshes with modifiers applied, the coordinate of the vertex with no deforming modifiers applied, as used for generated texture coordinatesFor meshes, outputs normals without custom normal attributes taken into accountFor multires, show low resolution while navigating the viewFor node-based textures, which output node to useFor points, the distance along the control point's spline, For splines, the distance along the entire curveFor points, the portion of the spline's total length at the control point. For Splines, the factor of that spline within the entire curveFor reactor systems, index of particle system on the target objectFor reactor systems, the object that has the target particle system (empty if same object)For security reasons, automatic execution of Python scripts in this file was disabled:For selected keyframes, select/deselect any combination of the key itself and its handlesFor templates, prevents the user from removing predefined operation (NOT USED)For transparent transmission, keep surfaces with roughness above the threshold opaqueForceForce AxisForce Backface CullingForce CollectionForce Connect ChildrenForce DeleteForce FalloffForce FieldForce Field 1Force Field 2Force Field SettingsForce FieldsForce IntersectionForce Keeping Channel for ObjectsForce Keeping Channels for BonesForce ReloadForce SquareForce Start/End KeyingForce a full reload of UI translationForce connection of children bones to their parent, even if their computed head/tail positions do not match (can be useful with pure-joints-type armatures)Force effector weightForce exporting animation on every object. Can be useful when using constraints or driver. Also useful when exporting only selectionForce exporting at least one key of animation for all bones (needed with some target applications, like UE4)Force field based on a textureForce field of the fluid domainForce gets absorbed by collision objectsForce loaded ID to be tagged as indirectly linked (used in reload context only)Force reload the image if it is already opened elsewhere in BlenderForce the curve view to fit a defined boundaryForce the path view to fit a defined boundaryForce unlock failed: {:s}Force unlocking may be necessary in the case of a crash or power failure,Force updates of dependencies - Only use this if drivers are not updating correctlyForce using this center value (when set)Forcefield based on the Lennard-Jones potentialForcefield depends on the speed of the particlesForcesForces Rigify to delete and rebuild all of the rig widget objects. By default, already existing widgets are reused as-is to facilitate manual editingForces all linked data to be considered as directly linked. Workaround for current issues/limitations in BAT (Blender studio pipeline tool)Forces the use of Auto Merge and SplitForegroundForeground color of Debug iconForeground color of Error iconForeground color of Info iconForeground color of Operator iconForeground color of Property iconForeground color of Warning iconForkedForm of curvesFormatFormat ItemsFormat PresetsFormat StringFormat String ItemFormat contains unsupported "{}" character: "{}"Format of multiview mediaFormat of timecode displayed when not displaying timing in terms of framesFormat specifier is not closed: "{}"Format string using a Python and path template compatible syntax. For example, "Count: {}" would replace the {} with the first input value.Format used for re-saving this fileFormat uses more inputs than provided.Formatted string of file extensions supported by the file handler, each extension should start with a "." and be separated by ";". For Example: ``".blend;.ble"``Fortune (may look better, less accurate)ForwardForward AxisForward Path TracingForward the output of the simulation input node directly to the output node and ignore the nodes in the simulation zoneForward/BackwardFound conflicting bundle signaturesFound conflicting closure signaturesFournier-ForandFournier-Forand phase function, used for the scattering of light in underwater environmentsFourthFourth coefficient of fourth order Brown-Conrady radial distortionFoveon (Sigma)FractalFractal Brownian Motion, use Brownian noise as a basisFractal noise algorithmFractal randomness factorFractionFraction ModeFraction of light that is scattered backwardsFraction of pheomelanin in melanin, gives yellowish to reddish color, as opposed to the brownish to black color of eumelaninFractional ObstaclesFractional obstacles improve and smoothen the fluid-obstacle boundaryFrameFrame %dFrame %d / %dFrame %d: %sFrame '%s' not found, animation must be completeFrame Based SpeedFrame CountFrame DroppingFrame EndFrame File PathFrame InterpolationFrame LockedFrame Map NewFrame Map OldFrame MethodFrame NodeFrame NumberFrame NumbersFrame OffsetFrame OverlayFrame RangeFrame Range BeforeFrame Range StartFrame RateFrame Rate PresetsFrame RelativeFrame ScaleFrame SelectedFrame Selected NodesFrame Selection in the Dope SheetFrame StartFrame StepFrame TypeFrame already exists on frame number %dFrame already exists on this frame number %dFrame at which simulations endFrame at which simulations startFrame currently being displayed for this layerFrame does not exist on frame number %dFrame for absolute keysFrame is selected for editing in the Dope SheetFrame not found in annotation layerFrame number marker is keyframed onFrame number of input stripFrame number of keyframe immediately after the current frameFrame number of keyframe immediately before the current frameFrame number of the input stripFrame number that volume grids will be loaded at, based on scene time and volume parametersFrame number to start emitting particlesFrame number to stop emitting particlesFrame of referenced Action to evaluateFrame offset that is used when loading the simulation from the cache. It is not considered when baking the simulation, only when loading it.Frame on which the simulation startsFrame on which the simulation starts (first frame baked)Frame on which the simulation stopsFrame on which the simulation stops (last frame baked)Frame player from IRIDASFrame player from Tweak SoftwareFrame start/end specified in a non-animation renderFrame that modifier's influence ends (if Restrict Frame Range is in use)Frame that modifier's influence ends (if applicable)Frame that modifier's influence starts (if Restrict Frame Range is in use)Frame that modifier's influence starts (if applicable)Frame the property under the cursor in the Graph EditorFrame the whole array property instead of only the index under the cursorFrame this control-point occurs onFrame to end rendering animation at. If not specified, the scene end frame will be assumed. This should only be specified if doing an animation renderFrame to insert keyframe onFrame to start rendering animation at. If not specified, the scene start frame will be assumed. This should only be specified if doing an animation renderFrame to stop propagating frames to (for 'Before Frame' mode)Frame where key will be addedFrame where selected strips will be snappedFrame where selected strips will be splitFrame where the baking endsFrame where the baking startsFrame:Frame: %dFrame: %d / %dFrame: - / %dFrame: {:d} ({:s})FrameCyclerFramerate baseFramerate, expressed in frames per secondFramesFrames AfterFrames BeforeFrames LimitFrames in absolute range of the scene frameFrames in relative range of the Grease Pencil keyframesFrames per secondFrames to insert after current stripFrames {} - {}Frames: {}FreeFree AxisFree Entire Fluid SimulationFree Fluid DataFree Fluid GuidingFree Fluid MeshFree Fluid NoiseFree Fluid ParticlesFree HandleFree Handle SelectedFree LookFree Lossless Audio CodecFree the bake, rather than generating itFreehand annotation sketchbookFreehand curve defining part of a sketchFreehand curves defining the sketch on this frameFreeing fluid...FreestyleFreestyle AlphaFreestyle AnimationFreestyle ColorFreestyle GeometryFreestyle LineFreestyle Line SetFreestyle Line StyleFreestyle LinestylesFreestyle MarkFreestyle ModuleFreestyle SettingsFreestyle StrokesFreestyle TextureFreestyle ThicknessFreestyle line style, reusable by multiple line setsFreestyle settings for a ViewLayer data-blockFreestyle: Mesh loadingFreestyle: Stroke renderingFreestyle: View map creationFreestyleLineStyleNewFreestyleLineStyleSmoothFreeze CullingFreeze OperatorFreeze view culling boundsFrench - FrançaisFrequencyFrequency Cutoff (Hz)Frequency factor of the braidsFrequency factor of the curlsFrequency of the Perlin noiseFrequency of the haptic vibration in hertz. 0.0 specifies the OpenXR runtime's default frequency.FresnelFresnel TypeFresnel conductor based on the complex refractive index per color channelFresnel method used to tint the metalFribidi LibraryFrictionFriction FactorFriction for cloth collisionsFriction force if a collision happened (higher = less movement)Friction with self contactFriendFrizzFrizz Hair CurvesFromFrom ActiveFrom Current FrameFrom EnvelopesFrom InstancerFrom LeftFrom MaxFrom Maximum XFrom Maximum YFrom Maximum ZFrom MinFrom Minimum XFrom Minimum YFrom Minimum ZFrom MixFrom ModeFrom NodeFrom RightFrom ShadowFrom SocketFrom active nodeFrom an ellipsoid (shape defined by the boundbox's dimensions, target is optional)From nodeFrom node linked to selected nodeFrom socketFrom socket linked to selected nodeFrom the first keyframe to the lastFrom the first selected keyframe to the lastFrontFront (X-Z)Front Faces OnlyFront OrthographicFront PerspectiveFront-Face FalloffFront/BackFuelFuel fieldFullFull Collection HierarchyFull CopyFull Global IlluminationFull ID name in the library .blend file (including the two leading 'id type' chars)Full Library PathFull NameFull PathFull SMPTE timecode (format is HH:MM:SS:FF)Full SampleFull merge by distanceFull path to the Blender file containing the active assetFull precisionFull precision for final renders, half precision otherwiseFull resolutionFullframeFunction NodeFur MaterialFurlongsFuzziness while on collision, high values make collision handling faster but less stableFuzzyGGXGGX with additional correction to account for multiple scattering, preserve energy and prevent unexpected darkening at high roughnessGL Texture LimitGLSLGPUGPU BackendGPU ComputeGPU InstancesGPU SubdivisionGPU backend to use (requires restarting Blender for changes to take effect)GP_LayerGP_PaletteGPencilAdditiveGPencilAirbrushGPencilAllGPencilAnchoredGPencilAutomatic EasingGPencilBackGPencilBothGPencilBounceGPencilBoundaryGPencilBreakdownGPencilBrush TypeGPencilCaps TypeGPencilCast ShadowGPencilCircularGPencilCloneGPencilClosure ModeGPencilConcurrentGPencilCubicGPencilCurveGPencilCustomGPencilDissolveGPencilDissolve BetweenGPencilDissolve UnselectGPencilDotsGPencilDrag DotGPencilDynamic EffectsGPencilEase InGPencilEase In and OutGPencilEase OutGPencilEasingGPencilEasing (by strength)GPencilElasticGPencilExponentialGPencilExtendGPencilExtremeGPencilFillGPencilFill StyleGPencilFilter by TypeGPencilFlatGPencilGPencilGPencilGeneratedGPencilGrabGPencilGradientGPencilIlluminatedGPencilIlluminated (Enclosed Shapes)GPencilInterpolationGPencilJitterGPencilKeyframeGPencilKeyframe TypeGPencilKeyframesGPencilLineGPencilLineArtGPencilLinearGPencilMaterial ModeGPencilMixGPencilModeGPencilMoving HoldGPencilNewGPencilNoneGPencilPinchGPencilPointGPencilPushGPencilQuadraticGPencilQuarticGPencilQuinticGPencilRadiusGPencilRandomizeGPencilRoundGPencilSequentialGPencilShadedGPencilShadow Region FilteringGPencilSinusoidalGPencilSmoothGPencilSolidGPencilSpaceGPencilStepsGPencilStrengthGPencilStrokeGPencilStroke MethodGPencilStroke ModeGPencilStroke StyleGPencilSuzanneGPencilTextureGPencilThicknessGPencilTwistGPencilTypeGPencilWaveGPencil Interpolation: GPencil Sculpt SettingsGabor TextureGainGamepadGammaGamma CorrectedGamma Crossfade StripGamma correctedGamma correction factor applied after tone mappingGamma correction value, applied as color^gamma. Gamma controls the relative intensity of the mid-tones compared to the full black and full whiteGapGap 1Gap 2Gap 3Gap ClosureGap between successive frequenciesGap between successive frequencies. Depth needs to be greater than 0 for this to have an effectGarbageGarbage Collection RateGarbage MatteGasGaussianGaussian Blur EffectGaussian Blur StripGaussian Blur effectGaussian filterGeneralGeneral InfoGeneral Mass valueGeneral OverrideGeneral data-block management operationsGeneral media friction for point movementsGeneral properties for Grease Pencil stroke sculpting toolsGeneral settingsGeneral type of the attributeGenerateGenerate 'in-betweens' to smoothly interpolate between Grease Pencil framesGenerate 'internal' previews (materials, textures, images, etc.)Generate ControlGenerate Data LayersGenerate Deform BoneGenerate FoamGenerate Gabor noiseGenerate Hair CurvesGenerate Line Art from scene geometriesGenerate Line Art strokes from selected sourceGenerate NormalsGenerate SkinGenerate Spray MapGenerate UV attribute data on the curve geometryGenerate UVsGenerate Worley noise based on the distance to random points. Typically used to generate textures such as stones, water, or biological cellsGenerate a 2D Bézier spline from the given control points and handlesGenerate a MaterialX network representation of the materialsGenerate a UV map based on seam edgesGenerate a blank imageGenerate a bokeh type blur similar to Defocus. Unlike defocus an in-focus region is defined in the compositorGenerate a checkerboard textureGenerate a circular ring of edgesGenerate a cone meshGenerate a cuboid mesh with variable side lengths and subdivisionsGenerate a curve from a meshGenerate a curve using a factorized or expanded polynomialGenerate a curve using standard math functions such as sin and cosGenerate a cylinder meshGenerate a default UV mapGenerate a dense volume with a field that controls the density at each grid voxel based on its positionGenerate a dirt map gradient based on cavityGenerate a factor value (from 0.0 to 1.0) between scene start and end time, using a curve mappingGenerate a fog volume sphere around every pointGenerate a input node socketGenerate a mesh on the "surface" of a volumeGenerate a mesh on the "surface" of a volume gridGenerate a mesh on the XY plane with faces on the inside of input curvesGenerate a mesh vertex for each point cloud pointGenerate a more accurate cryptomatte passGenerate a moving ocean surfaceGenerate a new surface with regular topology that follows the shape of the input meshGenerate a normal vector and a dot productGenerate a output node socketGenerate a paragraph of text with a specific font, using a curve instance to store each characterGenerate a perturbed normal from a height texture for bump mapping. Typically used for faking highly detailed surfacesGenerate a perturbed normal from an RGB normal map image. Typically used for faking highly detailed surfacesGenerate a placeholder (empty ID) if not found in any library filesGenerate a planar mesh on the XY planeGenerate a point cloud by sampling positions along curvesGenerate a point cloud from a mesh's verticesGenerate a point cloud from a volume grid's active voxelsGenerate a point cloud with positions and radii defined by fieldsGenerate a poly spline arcGenerate a poly spline circleGenerate a poly spline for each input splineGenerate a poly spline in a parabola shape with control points positionsGenerate a poly spline in a spiral shapeGenerate a poly spline in a star pattern by connecting alternating points of two circlesGenerate a poly spline line with two pointsGenerate a polygon with four pointsGenerate a procedural sky textureGenerate a procedural texture producing bricksGenerate a psychedelic color textureGenerate a randomized integer using the given input value as a seedGenerate a reference to geometry at each of the input points, without duplicating its underlying dataGenerate a rig from the active metarig armatureGenerate a separate IK toe control for better IK/FK snappingGenerate a slider to pivot forward heel roll on the tip rather than the base of the toeGenerate a spherical mesh that consists of equally sized trianglesGenerate a spherical mesh with quads, except for triangles at the top and bottomGenerate a string representation of the given input valueGenerate a tangent direction for the Anisotropic BSDFGenerate an FK control chainGenerate an FK control chain for the tentacleGenerate an OBJ group for each part of a geometry using a different materialGenerate an OSL shader from a file or text data-block. Note: OSL shaders are not supported on all GPU backendsGenerate an approximate USD Preview Surface shader representation of a Principled BSDF node networkGenerate an arbitrary number copies of each selected input elementGenerate and export Mantaflow script from current domain settings during bake. This is only needed if you plan to analyze the cache (e.g. view grids, velocity vectors, particles) in Mantaflow directly (outside of Blender) after baking the simulation.Generate approximate caustics in shadows of refractive surfaces. Lights, caster and receiver objects must have shadow caustics options set to enable thisGenerate collections' previewsGenerate corner angle weighted normalsGenerate dot-dash styled strokesGenerate face area weighted normalsGenerate feature lines for this collectionGenerate feature lines for this object's dataGenerate floating-point bufferGenerate foam mask as a vertex color channelGenerate fractal Perlin noiseGenerate hard noise (sharp transitions)Generate image with bokeh shape for use with the Bokeh Blur filter nodeGenerate interpolated color and intensity values based on the input vectorGenerate intersection lines even with objects that disabled intersectionGenerate light/shadow separation lines from a reference light objectGenerate map of spray direction as a vertex color channelGenerate matte for individual objects and materials using Cryptomatte render passesGenerate motion paths for the selected objectsGenerate multiple strokes around original strokesGenerate multiple strokes from one strokeGenerate new curves on points by interpolating between existing curvesGenerate new keys to fix the selected object/bone to the camera on unkeyed framesGenerate new mesh topology based on the current shapeGenerate new vertices, edges, or faces from selected elements and move them based on an offset while keeping them connected by their boundaryGenerate noise wobble in Grease Pencil strokesGenerate objects' previewsGenerate ocean surface geometry at the specified resolutionGenerate points at the origins of instances. Note: Nested instances are not affected by this nodeGenerate points inside a volumeGenerate points inside a volume gridGenerate points spread out on the surface of a meshGenerate procedural bands or rings with noiseGenerate scenes' previewsGenerate selected .blend file's previewsGenerate sloped corners by adding geometry to the mesh's edges or verticesGenerate smooth groups identifiers for each group of smooth faces, as unique integer values by defaultGenerate soft noise (smooth transitions)Generate strokes from Freestyle marked edgesGenerate strokes from a range of occlusion levelsGenerate strokes from borders between materialsGenerate strokes from contours linesGenerate strokes from creased edgesGenerate strokes from intersectionsGenerate strokes from loose edgesGenerate strokes from the objects in this collectionGenerate strokes from this objectGenerate system information, saved into a text fileGenerate tangent directions based on a UV mapGenerate values using a built-in functionGenerate vertex weights based on distance to objectGenerate vertex weights based on stroke angleGenerate vertices in a line and connect them with edgesGeneratedGenerated CoordinatesGenerated GeometryGenerated HeightGenerated KeyframeGenerated Keyframe SelectedGenerated MatrixGenerated TypeGenerated WidthGenerated coordinates centered to flow objectGenerated coordinates in parent object spaceGenerated grid to test UV mappingsGenerated imageGenerated image heightGenerated image typeGenerated image widthGenerated improved UV grid to test UV mappingsGenerated intermediate points for very fast mouse movements (Set to 0 to disable)Generated normals weighted by both face area and angleGenerated transform matrix in world spaceGenerates a new set of random colors to render the face sets in the viewportGenerates a symmetrical mesh using the mesh symmetry configurationGenerates new hair curves on a surface meshGenerates normals with round corners. Note: only supported in Cycles, and may slow down rendersGenerating Cycles/EEVEE compatible material, but won't be visible with {:s} engineGenerating StudioLight icon...Generating icon preview...Generating shader preview...Generating shader previews...Generating strip previews...Generating strip thumbnails...GenerationGeneration ItemsGeneration has thrown an exception: Generative Modifiers Detected!Generator F-ModifierGenericGeneric Quantization BitsGeneric SpringGeneric data that is not color, will not apply any color transform (e.g. normal maps)Generic sculpt expand operatorGeodesicGeodesic StepGeometric thickness of the surfaces when computing fast GI and ambient occlusion. Reduces light leaking and missing contact occlusion.Geometries to merge together by concatenating their elementsGeometryGeometry AttributeGeometry Attribute ConstraintGeometry ComponentGeometry Custom GroupGeometry DataGeometry End FactorGeometry InputGeometry Item TypeGeometry ModifiersGeometry NodeGeometry Node EditorGeometry Node SocketGeometry Node Socket InterfaceGeometry Node TreeGeometry NodesGeometry Nodes Instances (Experimental)Geometry Nodes ListsGeometry OffsetGeometry ProcessingGeometry ProximityGeometry SamplesGeometry SetGeometry SpaceGeometry Start FactorGeometry ThresholdGeometry attributeGeometry attribute that stores 2D integer vectorsGeometry attribute that stores 8-bit integersGeometry attribute that stores RGBA colors as floating-point values using 32-bits per channelGeometry attribute that stores RGBA colors as positive integer values using 8-bits per channelGeometry attribute that stores a 4 by 4 float matrixGeometry attribute that stores booleansGeometry attribute that stores floating-point 2D vectorsGeometry attribute that stores floating-point 3D vectorsGeometry attribute that stores floating-point valuesGeometry attribute that stores integer valuesGeometry attribute that stores rotationGeometry attribute that stores stringsGeometry attributesGeometry cannot be retrieved from the edited object itselfGeometry cannot be retrieved from the modifier objectGeometry color attributesGeometry components:Geometry domain that is iterated overGeometry element type to instance onGeometry generated in the current iteration. Will be joined with geometries from all other iterationsGeometry modifier '%s' could not be removedGeometry modifiers for changing line geometriesGeometry nodesGeometry process to apply after each displacement stepGeometry socket of a nodeGeometry that is instanced on the pointsGeometry that is instanced on the scattered pointsGeometry to InstanceGeometry to OriginGeometry to add to the end of each curveGeometry to add to the start of each curveGeometry to assign a material toGeometry to cast rays ontoGeometry to compute the bounding box of. Instances have to be realized before the full bounding box can be computedGeometry to delete elements fromGeometry to duplicate elements ofGeometry to evaluate the given fields and store the resulting attributes on. All geometry types except volumes are supportedGeometry to find the closest point onGeometry to get the bundle ofGeometry to get the domain sizes of. Only the root geometry is considered, not nested instancesGeometry to get the statistics fromGeometry to override the bundle ofGeometry to override the name ofGeometry to remove attributes fromGeometry to replace materials onGeometry to sample a value onGeometry to scale elements ofGeometry to set the smoothness ofGeometry to sort the elements ofGeometry to split into instancesGeometry to split into separate componentsGeometry to split into two partsGeometry to store a new attribute with the given name onGeometry to transformGeometry to update the ID attribute onGeometry to update the material indices onGeometry to update the selection ofGeometry used for the hair tie instance (priority)Geometry whose elements are iterated overGeometry whose instances are (partially) realizedGeometryNodesGeorgian - ქართულიGerman - DeutschGet Bundle ItemGet ExtensionsGet Geometry BundleGet List ItemGet Named GridGet away from assigned object or loudest assigned signal sourceGet the bundle of a geometryGet the node tree path as a stringGet volume grid from a volume geometry with the specified nameGetting StartedGhostGhostsGigawattsGimbalGive access to the possible event values of this modal keymap's items (#KeyMapItem.propvalue), for API introspectionGive birth to unreacted particles eventuallyGive path length a random variationGive randomness to the modified F-CurveGive the particle life a random variationGive the particle size a random variationGive the starting velocity a random variationGizmoGizmo AGizmo BGizmo Group PropertiesGizmo HighlightGizmo PrimaryGizmo PropertiesGizmo SecondaryGizmo SizeGizmo View AlignGizmo group '%s' has 'PERSISTENT' option set!Gizmo group '%s' not found!Gizmo group this gizmo is a member ofGizmo group type '%s' not found!Gizmo target '%s.%s' expects '%s', '%s.%s' is '%s'Gizmo target property '%s.%s' expects an array of length %dGizmo target property '%s.%s' expects an array of length %d, found %dGizmo target property '%s.%s' not foundGizmo target property '%s.%s', index %d must be below %dGizmo to adjust camera focal length or orthographic scaleGizmo to adjust camera focus distance (depends on limits display)Gizmo to adjust image size and positionGizmo to adjust locationGizmo to adjust rotationGizmo to adjust scaleGizmo to adjust spot and area sizeGizmo to adjust the direction of the lightGizmo to adjust the force fieldGizmoType '%s' is for a 3D gizmo-group. The 'draw_select' callback is set where only 'test_select' will be used.GizmoType '%s' not knownGizmosGizmos for the active modifierGizmos hidden in this viewGizmos:GlareGlass (Broken)Glass (Solid)Glass BSDFGlass-like shader mixing refraction and reflection at grazing anglesGlob FilterGlobalGlobal +X AxisGlobal +Y AxisGlobal +Z AxisGlobal -X AxisGlobal -Y AxisGlobal -Z AxisGlobal CoordinatesGlobal GravityGlobal HairGlobal IlluminationGlobal Influence:Global TransformGlobal TypeGlobal UndoGlobal XGlobal YGlobal ZGlobal bar at the bottom of the screen for general status informationGlobal bar at the top of the screen for global per-window settingsGlobal child particles percentageGlobal child particles percentage during renderingGlobal gravity weightGlobal index of the item among all items in the interfaceGlobal influence of current modifications on vgroupGlobal maximum subdivision levelGlobal maximum subdivision level during renderingGlobal preferencesGlobal scene frame number at which this movie starts playing (affects all data associated with a clip)Global spacing between charactersGlobal starting frame of the movie/sequence, assuming first picture has a #1Global starting frame of the sequence, assuming first has a #1Global undo works by keeping a full copy of the file itself in memory, so takes extra memoryGlobally adjust detail for volume rendering, on top of automatically estimated step size. Higher values reduce render time, lower values render with more detailGlobally disable in planar light probesGlobally disable in rendersGlobally disable in renders • Ctrl to isolate collection • Shift to set inside collections and objectsGlobally disable in renders • Shift to set childrenGlobally disable in spherical light probesGlobally disable in viewportsGlobally disable in viewports • Ctrl to isolate collection • Shift to set inside collections and objectsGlobally disable in viewports • Shift to set childrenGlobally disable in volume probesGlossGlossyGlossy BSDFGlossy BouncesGlossy ColorGlossy DepthGlossy DirectGlossy IndirectGlossy VisibilityGlossy refraction with sharp or microfacet distribution, typically used for materials that transmit lightGlowGlow ColorGlow EffectGlow StripGlow UnderGlow effectGlow modeGlow only areas with alpha (not supported with Regular blend mode)Glue ModeGlue rigid bodies togetherGo to assigned object or loudest assigned signal sourceGo to closest enemy and attack when in rangeGo to parent node treeGo to pose mode to copy pose bone colorsGoalGoal (vertex target position) frictionGoal (vertex target position) spring stiffnessGoal DampingGoal DefaultGoal MaximumGoal MinimumGoal StiffnessGoal Vertex GroupGoal distance between curve roots for the Density brushGoal maximum, vertex group weights are scaled to match this rangeGoal maximum, vertex weights are scaled to match this rangeGoal minimum, vertex group weights are scaled to match this rangeGoal minimum, vertex weights are scaled to match this rangeGoal objectGoldGoldenGolden RatioGolden Triangle AGolden Triangle BGoodGood for re-importing glTFs exported from Blender, and re-exporting glTFs to glTFs after Blender editing. Bone tips are placed on their local +Y axis (in glTF space)Good smoothness and speedGpencil SettingsGrabGrab Active VertexGrab CursorGrab SilhouetteGrab UVsGrabs trying to automask the silhouette of the objectGradientGradient ColorsGradient Fill ModeGradient High/OffGradient LowGradient MappingGradient SpacingGradient Stroke ModeGradient TextureGradient TypeGradient WidthGradient from the center of Dot and Box strokes (set to 1 for a solid stroke)Gradient tinting colorsGramsGranite (Broken)Granite (Solid)Graph EditorGraph Editor 2D-Value cursor - X-Value componentGraph Editor 2D-Value cursor - Y-Value componentGraph Editor instance has some ghost curves storedGraph Editor space dataGraph Editor/DriversGraphical definition equalizationGraphical definition in 2 sectionsGraphical definition in 3 sectionsGraphics driver and operating system settingsGraphsGrave Accent / Tilde ActionGravelGravitationGravityGravity FactorGravity FalloffGravity in X, Y and Z directionGravity or external force vectorGray ScaleGrayscaleGrayscale image texture used to remove scattered instancesGrease PencilGrease Pencil Brush SettingsGrease Pencil ColorGrease Pencil Color ModifierGrease Pencil Dash ModifierGrease Pencil DrawGrease Pencil DrawingGrease Pencil Edit ModeGrease Pencil Envelope ModifierGrease Pencil Eraser RadiusGrease Pencil Euclidean DistanceGrease Pencil FrameGrease Pencil FramesGrease Pencil GroupGrease Pencil InterpolateGrease Pencil Interpolate SettingsGrease Pencil KeyframeGrease Pencil Lattice ModifierGrease Pencil LayerGrease Pencil Layer GroupGrease Pencil LayersGrease Pencil Manhattan DistanceGrease Pencil Mask LayersGrease Pencil Masking LayersGrease Pencil Material SlotsGrease Pencil Mirror ModifierGrease Pencil Noise ModifierGrease Pencil Object does not support this set origin operationGrease Pencil ObjectsGrease Pencil Offset ModifierGrease Pencil OpacityGrease Pencil Opacity ModifierGrease Pencil OptionsGrease Pencil PaintGrease Pencil RenderGrease Pencil SculptGrease Pencil Sculpt GuideGrease Pencil Sculpt ModeGrease Pencil Sculpt PaintGrease Pencil SettingsGrease Pencil Texture ModifierGrease Pencil Thickness ModifierGrease Pencil Time ModifierGrease Pencil Tint ModifierGrease Pencil VertexGrease Pencil Vertex PaintGrease Pencil Vertex Paint StrokesGrease Pencil Vertex SelectGrease Pencil Vertex SizeGrease Pencil Weight PaintGrease Pencil Weight Paint StrokesGrease Pencil Wire EditGrease Pencil build modifierGrease Pencil color settings for materialGrease Pencil component containing layers and curves dataGrease Pencil data to convert to curvesGrease Pencil data to merge layers ofGrease Pencil data-blockGrease Pencil data-blocksGrease Pencil framesGrease Pencil from Curve or Mesh objectsGrease Pencil layer groupsGrease Pencil layer is visible in the viewportGrease Pencil layer to which assign the generated strokesGrease Pencil layersGrease Pencil length modifierGrease Pencil material assigned to the generated strokesGrease Pencil node in the layer tree. Either a layer or a groupGrease Pencil settings for the sceneGrease Pencil subdivide modifierGrease Pencil to CurvesGrease Pencil to change the color ofGrease Pencil to set the depth order ofGrease Pencil to set the softness ofGrease Pencil wireframe color when in edit modeGrease Pencil(s)Grease Pencil: {} layersGreasePencilGreaterGreater ThanGreater Than ModeGreater Than or EqualGreek - ΕλληνικάGreenGreen ChannelGreen channelGreen component of the color fieldGreen-MagentaGreen:GreyGreyscaleGridGrid 1Grid 2Grid ColorGrid CurlGrid Dilate & ErodeGrid DisplayGrid DivergenceGrid FillGrid GradientGrid InfoGrid LaplacianGrid LevelsGrid LinesGrid MeanGrid MedianGrid NameGrid Over ImageGrid RandomnessGrid ScaleGrid Scale UnitGrid Shape SourceGrid SubdivisionsGrid aligns with pixels from imageGrid allows horizontal and vertical linesGrid allows isometric and vertical linesGrid cell size scaled by scene unit system settingsGrid in the volume object that is converted to a meshGrid to MeshGrid to PointsGrid tree is loaded in memoryGrid type not supportedGridlinesGridsGround AlbedoGround color that is subtly reflected in the skyGroupGroup '{}' ({})Group AddGroup IDGroup IndexGroup InputGroup NameGroup NodeGroup OutputGroup RemoveGroup Socket NodeGroup SocketsGroup by NLA TrackGroup faces into regions surrounded by the selected boundary edgesGroup of Grease Pencil layersGroup of ID propertiesGroup of geometry attributesGroup of vertices, used for armature deform and other purposesGroup selected strips into a meta-stripGroupingGrouping MethodGroupings of F-Curves for display purposes, in e.g. the dopesheet and graph editorGroupsGroups of F-CurvesGrowGrow Face SetGrow MaskGrow VisibilityGrow or shrink curves by changing their size uniformly instead of using trimming or extrapolationGrow the selection by one pointGrow the visibility by one face based on mesh topologyGrows the face set boundary by one face based on mesh topologyGuess Original Bind PoseGuideGuide CurvesGuide Direct LightGuide DistanceGuide Group IDGuide HairsGuide IndexGuide MapGuide MaskGuide ModeGuide ParentGuide SelectionGuide UpGuide VelocityGuide curves or points used for the selection of guide curvesGuide index map that was used for the operationGuide index map to be used. This input has priorityGuide spacingGuide velocity field of the fluid domainGuide-free time from particle life's endGuided diffuse BSDF component based on the incoming light distribution and the cosine product (closed form product)GuidesGuides for drawingGuidingGuiding Distribution TypeGuiding LinesGuiding Roughness ThresholdGuiding modeGuiding size (higher value results in larger vortices)Guiding sourceGuiding velocity factor (higher value results in greater guiding velocities)Guiding weight (higher value results in greater lag)HH.264H.265 / HEVCH264 in MP4H264 in MatroskaH264 in Matroska for scrubbingHDRHDR display not supportedHDR needs 10 or 12 bitsHDR needs H.265 or AV1HDRIsHDTV 1080pHDTV 720pHDV 1080pHDV NTSC 1080pHDV PAL 1080pHIPHIP RTHIP RT enables AMD hardware ray tracing on RDNA2 and aboveHP Reverb G2HSLHSVHSV (Hue, Saturation, Value) color spaceHSV Limit ChannelHTC Vive CosmosHTC Vive FocusHTJ2KHairHair Attachment InfoHair BSDFHair BSDF component to useHair CurvesHair Curves NoiseHair DynamicsHair Dynamics PresetsHair Grid MaximumHair Grid MinimumHair Grid ResolutionHair LengthHair MaterialHair RadiusHair ShapeHair TieHair Tie Input TypeHair Tie ScaleHair curve data-blocksHair data-block for hair curvesHair dynamics disabledHair keys are in global coordinate spaceHair pigment. Specify its absolute quantity between 0 and 1Hair roughness. A low value leads to a metallic lookHair stiffness for effectorsHair strandsHalfHalf Float PrecisionHaloHandleHandle 1Handle 1 LocationHandle 1 TypeHandle 1 selectedHandle 1 selection statusHandle 2Handle 2 LocationHandle 2 TypeHandle 2 selectedHandle 2 selection statusHandle All EventsHandle LengthHandle Overlapping EdgesHandle SmoothingHandle TypeHandle Type SelectionHandle Type Selection nodeHandle VertexHandle Vertex SelectHandle Vertex SizeHandle area action zones for mouse actions/gesturesHandle clicks to select NLA StripsHandle clicks to select NLA tracksHandle dropping an extension URLHandle each pixel color as individual vector for displacement (area plane mapping only)Handle mouse clicks over animation channelsHandle mouse clicks to select and activate itemsHandle the text behavior when it does not fit in the text boxesHandle typeHandle type for handles of new keyframesHandle typesHandlesHaptic AmplitudeHaptic DurationHaptic FrequencyHaptic Match User PathsHaptic NameHaptic application modeHaptic duration in seconds. 0.0 is the minimum supported duration.Haptic modeHaptic vibration output action, to be applied with a duration, frequency, and amplitudeHardHard LightHard coded Non-Linear, Gamma:1.7HardenHarden NormalsHardnessHardness FactorHarmonicHarmonic DampingHarmonic effector weightHarmonious Triangle AHarmonious Triangle BHarmonyHas AccumulateHas AlphaHas Auto SmoothHas Auto-Smooth PressureHas BundleHas ColorHas Crease/Pinch FactorHas Custom NormalsHas DataHas Data-BlockHas DirectionHas DyntopoHas Ghost CurvesHas GravityHas HardnessHas Hardness PressureHas HeightHas IKHas JitterHas LayersHas Linear Color SpaceHas MaximumHas MinimumHas Motion PathsHas NeighborHas Normal RaidusHas OverlayHas PersistenceHas Pinch FactorHas Plane DepthHas Plane HeightHas Plane OffsetHas RadiusHas Rake FactorHas Random Texture AngleHas Sculpt PlaneHas Secondary ColorHas Size PressureHas Smooth StrokeHas Space AttenuationHas SpacingHas Specular HighlightHas Strength PressureHas Texture Angle SourceHas TiltHas Topology RakeHas ViewHas WeightHas export collectionsHas the current session been saved to disk as a .blend fileHas unsaved changesHashHash ValueHash of compile bytecode, for quick equality checkingHash of the compiled bytecode of the custom shader, for quick equality checkingHash table containing node instance dataHash: {:s}Have recent edits been saved to diskHeadHead SelectHead/TailHeaderHeader BackgroundHeader PositionHeader TextHeader Text HighlightHeader and side bars visibility togglesHeader seek failedHeadsHealthHeatHeat GridHebrew - תירִבְעִHectogramsHeel IK InfluenceHeightHeight (in domain grid units) of fluid emission above the mesh surface. Higher values result in emission further away from the mesh surface. If this value and the emitter size are smaller than the domain grid unit, fluid will not be createdHeight MinHeight above surface. Connect the height map texture to this inputHeight from sea levelHeight of marker's pattern in screen coordinatesHeight of marker's search in screen coordinatesHeight of the created planeHeight of the generated coneHeight of the nodeHeight of the waveHeight:Helicopter ModeHelpHelper to draw smooth and clean lines. Press Shift for an invert effect (even if this option is not active)HelpersHenyey-GreensteinHenyey-Greenstein, default phase function for the scattering of lightHeptagonalHertzHetero TerrainHeuristic for placing bones. Tries to make bones prettyHexHex triplet for color (#RRGGBB).Hex triplet for color with alpha (#RRGGBBAA).HexagonalHexagonal GridHiddenHidden %dHideHide (un)selected UV verticesHide (un)selected control pointsHide (un)selected metaball element(s)Hide (un)selected vertices, edges or facesHide .blend files items that are not data-blocks with asset metadataHide Active Face SetHide Hotkey ListHide KeymapHide LayerHide Mix NodesHide Operator PropertiesHide PanelsHide SelectHide ValueHide active/inactive Grease Pencil material(s)Hide all but this collection and its parentsHide all face sets except for the active oneHide all the objects and collections inside the collectionHide all the panels (Focus Mode)Hide elementHide filtering optionsHide frames outside the specified frame rangeHide in ModifierHide in ViewportHide inactive materials instead of the active oneHide or show vertices inside the selectionHide or show vertices outside the selectionHide or unhide the regionHide points from the end of each stroke to the start (e.g. for animating lines being erased)Hide points in the order they occur in each stroke (e.g. for animating ink fading or vanishing after getting drawn)Hide selected curves from Graph Editor viewHide selected facesHide selected objects and collectionsHide selected particlesHide selected tracksHide selected verticesHide selected/unselected Grease Pencil layersHide small geometry primitives to improve performanceHide the active face setHide the collection in this view layerHide the socketHide the socket input valueHide the socket input value even when the socket is not connectedHide the solid mesh and offset the overlay towards the view. Selection is occluded by inactive geometry, unless X-Ray is enabledHide this curve in Edit modeHide unselected rather than selectedHide unselected rather than selected curvesHide unselected rather than selected layersHide unselected rather than selected objectsHide unselected rather than selected verticesHide unselected render objects of same type as active by setting the hide render flagHide unselected tracksHide verticesHide/show all masked vertices above a thresholdHide/show all verticesHide/show some verticesHides all F-Curves other than the ones being framedHierarchiesHierarchyHierarchy Root IDHighHigh ColorHigh ContrastHigh PrecisionHigh QualityHigh Quality NormalsHigh Viscosity SolverHigh performanceHigh qualityHigh quality pixel interpolationHigher bound for timestep in second in case of automatic substepsHigher frequency contrast using an unsharp maskHigher value increase resolution towards the viewpointHigher values give a smoother strokeHigher values make the change more abruptHigher values produce a harder frequency cutoffHighestHighest DimensionHighest FrequencyHighest X value to allowHighest Y value to allowHighest Z value to allowHighest fractal dimensionHighest possible particle lifetimeHighlightHighlight AngleHighlight KeyframesHighlight LineHighlight RangeHighlight only the cells of type EmptyHighlight only the cells of type FluidHighlight only the cells of type InflowHighlight only the cells of type ObstacleHighlight only the cells of type OutflowHighlight selected file(s)Highlight the cells regardless of their typeHighlight the current lineHighlight the voxels with values of the color mapped field within the rangeHighlightsHindi - हिन्दीHingeHintingHistogramHistogram for viewing image statisticsHistoryHit ColorHit DistanceHit NormalHit PositionHoldHold Alt to use the active tool when the gizmo would normally be required Incompatible with the input preference "Emulate 3 Button Mouse" when the "Alt" key is usedHold Alt-LMB to place the Cursor (instead of LMB), allows tools to activate on press instead of drag. Incompatible with the input preference "Emulate 3 Button Mouse" when the "Alt" key is usedHold ForwardHold each interpolated value from the F-Curve for several frames without changing the timingHold the first frame if no previous strips in track, and always hold last frameHold this modifier to emulate the middle mouse buttonHold values of endpoint keyframesHoldoutHoldsHole TolerantHolesHomeHoneyHookHook CenterHook ModifierHook modifier to modify the location of stroke pointsHook modifier to modify the location of verticesHook selected vertices to a newly created objectHook selected vertices to the first selected objectHooksHorizontalHorizontal AlignmentHorizontal Distance from the Z axis at the end of the spiralHorizontal Distance from the Z axis at the start of the spiralHorizontal FOVHorizontal ListHorizontal SplitHorizontal aspect ratio (only used for camera projectors)Horizontal aspect ratio - for anamorphic or non-square pixel outputHorizontal dimension of the baking mapHorizontal dimension of the baking map (external only)Horizontal location of the windowHorizontal offset from the object originHorizontal position of the text box relative to LocationHorizontal resolution of the sphereHorizontal scale (only used for camera projectors)Horizontal size of the image sensor area in millimetersHorizontal text alignmentHorizontally distorts the image to create a channel/color shifting effectHosek / WilkieHosek / Wilkie 2012 (Legacy)HostnameHoursHow Waveforms are displayedHow annotation strokes are orientated in 3D spaceHow are strokes animated (i.e. are they appearing or disappearing)How close float values need to be to be equalHow close the brush falloff starts from the edge of the brushHow dominant highlights are compared to shadowsHow factor values are displayedHow far along the control point is along its curveHow far in frames to offset the animationHow far to each side the operator will average the key valuesHow fast colors get mixed within wet paintHow fast shrink effect moves on the canvas surfaceHow fast spread effect moves on the canvas surfaceHow fast velocity's direction is randomizedHow flat the hairs areHow incompressible the fluid is (speed of sound)How intense (bright) the specular reflection isHow loud the sound isHow many boids in a lineHow many bones are included in the IK effect - 0 uses all bonesHow many bones are included in the chainHow many collision iterations should be done (higher is better quality but slower)How many copies of strokes be displayedHow many degrees path has to curve to make another render segmentHow many frames the Map Old will lastHow many frames to fadeHow many keys to make new particles withHow many particles are effectors (0 is all particles)How many pixels path has to cover to make another render segmentHow many samples to calculate per frame, helps with subframe dataHow many slices per voxel should be generatedHow many steps paths are displayed with (power of 2)How many steps paths are rendered with (power of 2)How many steps to display the path withHow many tiles to addHow many tiles will be shown in the backgroundHow many times the Density brush tries to add a new curveHow many times to blur the values for all elementsHow many times to repeat the filterHow many times to repeat the smoothing stepHow much changes in color affect the mask generationHow much clump affects kink amplitudeHow much creases and valleys are intensifiedHow much foam accumulates over time (baked ocean only)How much grab will follow cursor rotationHow much grab will pull vertices out of surface during a grabHow much influence the weightmap has for weighted parameterization, 0 being no influenceHow much intermediary new edges are shrunk/expandedHow much of effector force gets lost during collision with this object (in percent)How much of generated normals to mix with existing onesHow much of the original shape is preserved when smoothingHow much smooth the resulting shape is, ignoring high frequency detailsHow much smoothing is applied to polished surfacesHow much strength fading applies on top of stroke opacityHow much strength fading applies on top of stroke thicknessHow much surface acceleration affects drippingHow much surface velocity affects drippingHow much the applied forces are propagated through the clothHow much the cloth preserves the original shape, acting as a soft bodyHow much the crease brush pinchesHow much the force is reduced when acting parallel to a surface, e.g. clothHow much the material resists bendingHow much the material resists compressionHow much the material resists shearingHow much the material resists stretchingHow much the new decimated curve is allowed to deviate from the originalHow much the object 'weighs' irrespective of gravityHow much the position of each individual vertex influences the final resultHow much the rays used to connect the internal points can diverge from the vertex normalHow much the spring has to be stretched/compressed in order to change its rest lengthHow much the spring rest length can change after the elastic limit is crossedHow much the tilt of the pen will affect the brush. Negative values indicate inverting the tilt directions.How much the waves are aligned to each otherHow much to blend to the default valueHow much to blend to the smoothed curveHow much to prioritize regular grids of quads as well as quads that touch existing quadsHow much to simplify baked values (0.0 to disable, the higher the more simplified)How much velocity's z-component is kept constantHow normals are computed during importHow often rows are offset. A value of 2 gives an even/uneven pattern of rows.How often rows consist of "squished" bricksHow often to evaluate animated values (in frames)How particles are displayed in viewportHow particles are renderedHow particles that left the domain are treatedHow planes are oriented relative to each others' local axisHow powerful the effect of the brush is when appliedHow quickly strength falls off with distance from the force fieldHow roll angle is calculatedHow should strokes start to appear/disappearHow smooth is the transition between each cascadeHow smoothly the boids landHow stable the plane center is over the course of the stroke. A value of 0 corresponds to using the current center, and a value of 1 corresponds to using the initial center.How stable the plane normal is over the course of the stroke. A value of 0 corresponds to using the current normal, and a value of 1 corresponds to using the initial normal.How strokes are being builtHow strong a force must be to start effecting a boid on landHow strong the distance affects volume, depending on distance modelHow strongly the fluid tries to keep from clustering (factor of stiffness)How the attributes to remove are chosenHow the brush falloff is applied across the boundaryHow the cap geometry input should be exposedHow the deformation of the brush will affect the objectHow the footage fits in the camera frameHow the geometry input should be exposedHow the image fits in the camera frameHow the image is extrapolated past its original boundsHow the instance geometry data-block should be exposedHow the instance geometry input should be exposedHow the mesh is going to be subdivided to create a new levelHow the profile geometry input should be exposedHow the rules in the list are evaluatedHow the stretching of the tentacle is controlledHow the texture effect is calculated (RGB and Curl need a RGB texture, else Gradient will be used instead)How the transformation is going to be applied to the targetHow the transformation is specifiedHow the voxel size is specifiedHow this item has been handled by the append operation. Only set if the data has been appendedHow to adaptively subdivide the meshHow to affect (generate) normalsHow to affect destination elements with source valuesHow to align the planesHow to apply custom and units scalings in generated FBX file (Blender uses FBX scale to detect units on import, but many other applications do not handle the same way)How to choose number of vertices on filletHow to create guiding velocitiesHow to define coordinates to point custom normals toHow to determine rotation around the poleHow to display object in viewportHow to distribute particles on selected elementHow to export the Blender scene to the Hydra render engineHow to export vertex colorHow to find endpoint positions for the trimmed splineHow to find the point on the surface to attach toHow to generate points from the input curveHow to generate the imageHow to handle faces at the polesHow to handle naming collisions when importing materialsHow to interpolate the values between neighboring voxelsHow to match source and destination layersHow to mix generated normals with existing onesHow to resolve overlap after transformationHow to sample the background lightHow to simplify the strokeHow to solve conflict due to differences in internal and external textHow to specify the amount of detail for the new meshHow to specify the amount of samplesHow to specify the number of samplesHow to store proxies for this projectHow to subdivide quad corners (anything other than Straight Cut will prevent n-gons)How to sync playbackHow to unpackHow to use per view layer sample settingsHow to use this collection in Line Art calculationHow to use this object in Line Art calculationHow weights are mapped to their new valuesHow weights from vgroup B affect weights of vgroup AHow widely the emitted light fans out, as in the case of a gridded softboxHow zooming to frame focuses around current frameHuangHuaweiHueHue CorrectHue JitterHue ModeHue correction modifier for sequence stripHue levelHue rotation offset, from 0 (-180°) to 1 (+180°). Note that 0 and 1 have the same resultHue, Saturation, LightnessHue, Saturation, ValueHue/SaturationHue/Saturation/ValueHue:HuffYUVHull errorHuman readable nameHungarian - MagyarHybrid MultifractalHydraHydra DebugHydra Render EngineHydra StormHydra Storm propertiesHydra Storm render engineHydra settings for the sceneHypHyperHyper key pressed, -1 for any stateHyper key pressed. An additional modifier which can be configured on Linux, typically replacing CapsLockHyperbolic Cosine ModeHyperbolic Sine ModeHyperbolic Tangent ModeI18n BranchesI18n Update TranslationICO SphereIDIDActionIDAction ClipsIDArmatureIDArmaturesIDBlurIDBoneIDBone ConstraintsIDBonesIDBrushIDBrushesIDCache FileIDCameraIDCamerasIDCollectionIDCollectionsIDColorizeIDConstraintsIDCurveIDCurvesIDDataIDData-block TypeIDEffectsIDEmptyIDFilter by TypeIDFlipIDFontIDGlowIDGrease PencilIDGrease Pencil v3IDGrease PencilsIDHair CurvesIDID TypeIDImageIDKeyIDLatticeIDLatticesIDLibraryIDLightIDLight ProbeIDLight ProbesIDLightsIDLine StyleIDMaskIDMaterialIDMaterialsIDMeshIDMeshesIDMetaballIDMetaballsIDModifiersIDMovie ClipIDNode TreeIDNodesIDObjectIDObjectsIDOutputIDPaint CurveIDPaletteIDParticleIDParticlesIDPhysicsIDPixelateIDPoint CloudIDRenderIDRimIDSceneIDScenesIDScreenIDSequence StripsIDShader TypeIDShadowIDSoundIDSpeakerIDSpeakersIDStripIDStrip ModifiersIDSurfaceIDSwirlIDTarget ID TypeIDTextIDTextureIDTexture TypeIDToolIDTypeIDUnspecifiedIDView LayerIDVolumeIDVolume ScatterIDVolumesIDWave DistortionIDWindow ManagerIDWorkspaceIDWorldID %s has mismatched lib pointer!ID %s has null lib pointer while being in library %s!ID %s is in local database while being linked from library %s!ID %s not found in library %s anymore!ID %s uses shapekey %s, but its 'from' pointer is invalid (%p), fixing...ID '%s' is linked, cannot edit its overridesID '%s' isn't an overrideID / IndexID DataID Data OperationID FromID Item Use ID PointerID Library OverrideID Library Override PropertyID Library Override Property OperationID MaskID MaterialsID NameID PropertyID Property GroupID TypeID has been kept linkedID nameID name of the itemID name of the menu this was called fromID of each curveID of the catalog to deleteID of the itemID or IndexID or Index FieldID to group curves together for guide map creationID type '%s' is not valid for an objectID type of the itemID valueID-BlockID-Block representing source data, usually ID_SCE (i.e. Scene)ID-Block that keyframes for Keying Set should be added to (for Absolute Keying Sets only)ID-Block:ID-block that the specific property used can be found from (id_type property must be set first)ID-block to which masking element would be parented to or to its propertyIDsIES TextIES TextureIES light pathIKIK ControlIK Lin WeightIK Linear ControlIK Local LocationIK ParamIK Rotation ControlIK Rotation WeightIK SolverIK StretchIK TypeIK Wrist PivotIK X LimitIK X LockIK X MaximumIK X MinimumIK X StiffnessIK Y LimitIK Y LockIK Y MaximumIK Y MinimumIK Y StiffnessIK Z LimitIK Z LockIK Z MaximumIK Z MinimumIK Z StiffnessIK solver for which these parameters are definedIK stiffness around the X axisIK stiffness around the Y axisIK stiffness around the Z axisIK->FK ({:s})IORIOR LevelIRISISO code (eg. "fr_FR")ITEM_NEVER_SHOWITU 601ITU 709Ice (Crushed)Ice (Solid)Ico SphereIconIcon AlphaIcon BorderIcon ColorsIcon IDIcon PixelsIcon SaturationIcon SizeIcon VisibleIcon pixels components, as floats (RGBA concatenated values)Icon pixels, as bytes (always 32-bit RGBA)Ideal for fulldomes, ignore the sensor dimensionsIdentified {:d} problematic tracksIdentifierIdentifier (not necessarily unique) for the asset libraryIdentifier FallbackIdentifier for a set of channels in this Action, that can be used by a data-block to specify what it gets animated byIdentifier for the Python scripts directoryIdentifier for the asset's catalog, used by Blender to look up the asset's catalog path. Must be a UUID according to RFC4122.Identifier for this bake which remains unchanged even when the bake node is renamed, grouped or ungroupedIdentifier of caller (in case of add-on calling this exporter). Can be useful in case of Extension added by other add-onsIdentifier of operator to call on action eventIdentifier of operator to call on input eventIdentifier of the asset shelf to displayIdentifier of the item to removeIdentifier of the item to restoreIdentifier of the list, if any was passed to the "list_id" parameter of "template_list()"Identifier of the socketIdentifier of the toolIdentifier per element used for randomizationIdentifier to refer to the asset libraryIdentifier type of ID blockIf 0, global; if 1, based on pixel intensityIf 0, same for all channels; if 1, each independentIf a file with the same name already exists, use that instead of copyingIf a material with the same name already exists, reference that instead of importingIf a texture exists in WebP format, loads the WebP texture instead of the fallback PNG/JPEG oneIf a vertex is further away from offset plane than this, then it is not affectedIf all keyframes are identical for object transformations, force keeping the minimal animationIf all keyframes are identical in a rig, force keeping the minimal animation. When off, all possible channels for the bones will be exported, even if empty (minimal animation, 2 keyframes)If any exists, show markers in a separate row at the bottom of the editorIf checked, update scene's start and end frame to match those of the Alembic archiveIf enabled, out-of-view edges are ignoredIf enabled, the scene start and end frame will be used to determine the bake rangeIf enabled, the screenshot will have the same height as widthIf enabled, the spill strength for each color channel can be specified. If disabled, the spill channel will have a unit scale, while other channels will be zeroIf exporting smoothgroups, generate 'bitflags' values for the groups, instead of unique integer values. The same bitflag value can be re-used for different groups of smooth faces, as long as they have no common sharp edges or verticesIf false, faces will be deselectedIf false, vertices will be deselectedIf less than zero, darkens image; otherwise, makes it brighterIf loading grids failed, error message with detailsIf non-zero, the maximum distance at which other surfaces will contribute to the fast GI approximationIf non-zero, the maximum value for a direct sample, higher values will be scaled down to avoid too much noise and slow convergence at the cost of accuracyIf non-zero, the maximum value for an indirect sample, higher values will be scaled down to avoid too much noise and slow convergence at the cost of accuracyIf non-zero, the maximum value for indirect lighting in volumes. Higher values will be scaled down to avoid too much noise and slow convergence at the cost of accuracy. Used by light-probes.If non-zero, the maximum value for indirect lighting on surface. Higher values will be scaled down to avoid too much noise and slow convergence at the cost of accuracy. Used by ray-tracing and light-probes.If non-zero, the maximum value for lights contribution in volumes. Higher values will be scaled down to avoid too much noise and slow convergence at the cost of accuracy. Used by light objects.If non-zero, the maximum value for lights contribution on a surface. Higher values will be scaled down to avoid too much noise and slow convergence at the cost of accuracy. Used by light objects.If non-zero, the maximum value for world contribution that will be recorded inside the world light probe. The excess contribution is converted to a sun light. This reduces the light bleeding caused by very bright light sources.If not None, object instancing method to useIf not specified, renders will be denoised in-placeIf not used, set to 1If not zero, row of the UI panel where the button for this collection is shownIf not zero, the distance from the hook where influence endsIf provided, all outputs that are named differently will be hiddenIf removing disconnected pieces, minimum size of components to preserve as a ratio of the number of polygons in the largest componentIf set, add a transform primitive with the given path to the stage as the parent of all exported dataIf set, add the given namespace as a prefix to exported custom property names. This only applies to property names that do not already have a prefix (e.g., it would apply to name 'bar' but not 'foo:bar') and does not apply to blender object and data names which are always exported in the 'userProperties:blender' namespaceIf set, control orientation is taken from the specified boneIf the Import USD Preview option is enabled, the material blend method will automatically be set based on the shader's opacity and opacityThreshold inputsIf the angle between the color and the key color in CrCb space is larger than this maximum angle, it is not keyedIf the angle between the color and the key color in CrCb space is less than this minimum angle, it is keyedIf the average color difference between the two images is less than this threshold, it is keyedIf the average color difference between the two images is less than this threshold, it is partially keyed, otherwise, it is not keyedIf the difference in hue between the color and key color is less than this threshold, it is keyedIf the difference in saturation between the color and key color is less than this threshold, it is keyedIf the difference in value between the color and key color is less than this threshold, it is keyedIf the distance between the color and the key color in the given color space is less than this threshold, it is keyedIf the distance between the color and the key color in the given color space is less than this threshold, it is partially keyed, otherwise, it is not keyedIf the file contains multiple audio channels they are rendered to a single oneIf the object is an instance, the parent object that generated itIf the profile spline is cyclic, fill the ends of the generated mesh with N-gonsIf the selection should be rotated to match the cursorIf the selection should be snapped as a whole or by each object centerIf the tool uses brushes and is limited to a specific brush type, the identifier of the brush typeIf there is an neighbor edge that has a Contrast Limit times bigger contrast than current edge, current edge will be discarded. This allows to eliminate spurious crossing edgesIf this is set, the Keying Set gets a custom ID, otherwise it takes the name of the class used to define the Keying Set (for example, if the class name is "BUILTIN_KSI_location", and bl_idname is not set by the script, then bl_idname = "BUILTIN_KSI_location")If this is set, the asset gets a custom ID, otherwise it takes the name of the class used to define the asset (for example, if the class name is "OBJECT_AST_hello", and bl_idname is not set by the script, then bl_idname = "OBJECT_AST_hello")If this is set, the file handler gets a custom ID, otherwise it takes the name of the class used to define the file handler (for example, if the class name is "OBJECT_FH_hello", and bl_idname is not set by the script, then bl_idname = "OBJECT_FH_hello")If this is set, the uilist gets a custom ID, otherwise it takes the name of the class used to define the uilist (for example, if the class name is "OBJECT_UL_vgroups", and bl_idname is not set by the script, then bl_idname = "OBJECT_UL_vgroups")If this language should be used in the current operatorIf true, chains of feature edges are split at material boundariesIf true, only feature edges of the same object are joinedIf true, the correction will be applied on the blue channelIf true, the correction will be applied on the green channelIf true, the correction will be applied on the red channelIf true, the gizmo is displayed in screen space. Otherwise it's in object spaceIf true, the interface is currently locked by a running job and data should not be modified from application timers. Otherwise, the running job might conflict with the handler causing unexpected results or even crashes.If true, the spatial noise does not show any coherenceIf true, the spatial noise is smoothIf vertex has multiple adjacent edges, it is hulled to them directlyIf you trust its source, add the repository and try again.If you want to use VC for any other purpose than vertex color, you should use custom attributes.IgnoreIgnore Background ClickIgnore ConnectionsIgnore Leaf BonesIgnore Material LockingIgnore Muted StripsIgnore SelectionIgnore SharpnessIgnore SnapIgnore Sound StripsIgnore TransparentIgnore alpha channel from the file and make image fully opaqueIgnore faces pointing away from the view (faster)Ignore frames outside of the preview rangeIgnore generated timecodes, seek in movie stream based on calculated timestampIgnore parent scaling without compensating for parent shear. Replicates the effect of disabling the original Inherit Scale checkbox.Ignore per render layer number of samplesIgnore points on the stroke that deviate from their neighbors by more than this angle when determining the extrapolation shapeIgnore the axis direction, use the shortest rotation to alignIgnore the key-map for this gizmoIgnore the last bone at the end of each chain (used to mark the length of the previous bone)Ignore the relative lengths of the bones when fitting to the curveIgnore the select action when the element is already selectedIgnored OutputsIgnored {}Ignored {} (not of the same type as {})Illuminant AIlluminant BIlluminant CIlluminant D50Illuminant D55Illuminant D65Illuminant D75Illuminant D93Illuminant EIlluminant F1Illuminant F10Illuminant F11Illuminant F12Illuminant F2Illuminant F3Illuminant F4Illuminant F5Illuminant F6Illuminant F7Illuminant F8Illuminant F9Illuminant LED-B1Illuminant LED-B2Illuminant LED-B3Illuminant LED-B4Illuminant LED-B5Illuminant LED-BH1Illuminant LED-RGB1Illuminant LED-V1Illuminant LED-V2Illumination FilteringImageImageBackImageBothImageBoxImageCheckerImageClipImageClip CubeImageCubeImageEdgesImageEmpty Image SideImageExtendImageExtensionImageFillImageFlatImageFlipImageFrontImageGeneratedImageImage SequenceImageMappingImageMirrorImageMixImageMovieImageNewImageNew...ImageProjectionImageRepeatImageSingle ImageImageSourceImageSphereImageTubeImageUDIM TilesImageViewerImage '%s' could not be saved to '%s'Image '%s' does not have any image dataImage '%s' failed to load image bufferImage '%s' skipped, packing movies or image sequences not supportedImage 1Image 2Image BorderImage Boundary TrimmingImage CoordinatesImage Display MethodImage EdgesImage EditorImage Editor not foundImage EditorsImage FilesImage FormatImage IDImage InfoImage MaskImage NameImage Node SocketImage Node Socket InterfaceImage OpacityImage OutlineImage PaintImage Paint CapabilitiesImage Painting does not have a stencilImage Painting does not have a texture to paint onImage PinImage PixelsImage PreviewImage QualityImage SearchImage SequenceImage SizeImage StripImage TextureImage TexturesImage ThresholdImage TilesImage UserImage and UV editor space dataImage and settings for display in the 3D View backgroundImage bit depthImage brightness scaleImage buffer pixels in floating-point valuesImage cannot be saved, no valid file path: "%s"Image cannot be saved, use a different file format: "%s"Image could not be foundImage data could not be foundImage data-block nameImage data-block name to unpackImage data-block referencing an external or packed imageImage data-blocksImage displayed and edited in this spaceImage displayed in the track during editing in clip editorImage editor could not be launched, ensure that the path in User Preferences > File is valid, and Blender has rights to launch itImage filepath to use when saving externallyImage format is not a movie formatImage has changed and is not savedImage has left and right viewsImage has more than one viewImage heightImage is not editableImage is packed, unpack before editingImage is projected flat using the X and Y coordinates of the texture vectorImage is projected from the tube using the Z axis as centralImage is projected spherically using the Z axis as centralImage is projected using different components for each side of the object space bounding boxImage nodeImage not packedImage objects can only be added in Object ModeImage opacity to blend the image against the background colorImage or MovieImage path not setImage path {!r} not found, image may be packed or unsavedImage pixels components, as floats (RGBA concatenated values)Image pixels, as bytes (always 32-bit RGBA)Image project data invalidImage requires 4 color channels to paintImage requires 4 color channels to paint: %sImage save failed: invalid surfaceImage save failed: not enough free memoryImage socket of a nodeImage stripImage too smallImage used as canvasImage used as clone sourceImage used as painting targetImage used as stencilImage widthImage/Color input on which RGB color transformation will be appliedImage/Movie file nameImage/Movie file name (without data refreshing)Image/UV EditorImagesImages & SoundsImages are rendered in a maximized Image EditorImages are rendered in a new windowImages are rendered in an Image EditorImages are rendered without changing the user interfaceImages are saved with RGB (color) dataImages are saved with RGB and Alpha data (if supported)Images cannot be copied while renderingImages get saved in 8-bit grayscale (only PNG, JPEG, TGA, TIF)Imaginary part of the conductor's refractive index, often called kImmediateImmediate ChildrenImperialImplicit type conversion when evaluating closureImplicit type conversion when separating bundleImplyImportImport All MaterialsImport AnimationImport AsImport CSVImport Enums As StringsImport FBX animationImport FBX file into current sceneImport FBX subdivision information as subdivision surface modifiersImport InfoImport MethodImport OBJImport OBJ groups as vertex groupsImport OpenVDB volume fileImport PLYImport PathsImport Preferences From Previous VersionImport STLImport SVG as curvesImport SVG into Grease PencilImport Scene ExtrasImport Scene as CollectionImport SettingsImport Subdivision SchemeImport TextImport TexturesImport USD PreviewImport USD attributes in the 'userProperties' namespace as Blender custom properties. The namespace will be stripped from the property namesImport USD scene graph instances as collection instancesImport USD stage into current sceneImport Unused Materials & ImagesImport VDBImport WebP TexturesImport a mesh from an STL fileImport a point cloud from a PLY fileImport a string from a text fileImport all USD custom attributes as Blender custom properties. Namespaces will be retained in the property namesImport all selected images as a single image sequence. The sequence of images does not have to match Blender's numbered sequence pattern, so placeholders cannot be inferredImport an PLY file as an objectImport an STL file as an objectImport custom normals, if available (otherwise Blender will compute them)Import custom normals, if available (otherwise Blender will recompute them)Import custom vertex attributesImport each FBX material as a unique Blender materialImport each OBJ 'g' as a separate objectImport each OBJ 'o' as a separate objectImport each USD material as a unique Blender materialImport final render geometryImport geometry from an CSV fileImport geometry from an OBJ fileImport given add-on's translation data from PO filesImport guide geometryImport key configuration from a Python scriptImport materials & Images not assigned to any meshImport only defined USD primitives. When disabled this allows importing USD primitives which are not defined, such as those with an override specifierImport only the primitive at the given path and its descendants. Multiple paths may be specified in a list delimited by commas or semicolonsImport options categoriesImport proxy geometryImport scene and set it as the active one in the windowImport scene extras as custom properties. Existing custom properties will be overwrittenImport sequentially numbered images as an animated image sequence instead of separate planesImport target typeImport textures as packed dataImport the asset as copied data-block while avoiding multiple copies of nested, typically heavy data. For example the textures of a material asset, or the mesh of an object asset, don't have to be copied every time this asset is imported. The instances of the asset share the data insteadImport the asset as copied data-block, with no link to the original asset data-blockImport the asset as linked data-block, and pack it in the current file (ensures that it remains unchanged in case the library data is modified, is not available anymore, etc.)Import the assets as copied data-block while avoiding multiple copies of nested, typically heavy data. For example the textures of a material asset, or the mesh of an object asset, don't have to be copied every time this asset is imported. The instances of the asset share the data instead.Import the assets as copied data-block, with no link to the original asset data-blockImport the assets as linked data-blockImport the scene as a collectionImport user properties as custom propertiesImport vertex color attributesImport volume data from a .vdb fileImport {} filesImport-ExportImport-Export BVH from armature objectsImport-Export as glTF 2.0Importance WeightsImportance map size is resolution x resolution/2; higher values potentially produce less noise, at the cost of memory and speedImported IDImporting Alembic...Importing USD...Impossible to resync data-block %s and its dependencies, as its linked reference is missingImprove and stabilize the enhanced shapeImproved PerlinImpulse ClampingImpulse threshold that must be reached for the constraint to breakIn %s: resolved path %s exceeds path buffer length.In Active GroupIn AirIn FrontIn RangeIn XIn ZIn a local override camera, whether this background image comes from the linked reference camera, or is local to the overrideIn a local override data, whether this NLA track comes from the linked reference data, or is local to the overrideIn a local override object, whether this constraint comes from the linked reference object, or is local to the overrideIn a local override object, whether this modifier comes from the linked reference object, or is local to the overrideIn addition to toggling the editability, also affect the visibilityIn box blade mode, close gaps between cut strips, rippling later strips on the same channelIn box blade mode, make cuts to all strips, even if they are not selectedIn dynamic-topology mode, how mesh detail size is calculatedIn dynamic-topology mode, how to add or remove mesh detailIn offset mode, the distance between each socket on each axis. In end points mode, the position of the final vertexIn progressIn tweak mode, display the effects of the tracks above the tweak stripIn-BetweensInactiveInchInchesIncidentIncludeInclude ActiveInclude All Bone InfluencesInclude EditedInclude Focal LengthInclude HandlesInclude LabelsInclude Missing NLAInclude Nested CollectionsInclude Non-EditedInclude a 'self' variable in the name-space, so drivers can easily reference the data being modified (object, bone, etc...)Include a custom note in image/video metadataInclude active collection and nested collectionsInclude all Keyframe typesInclude all mesh UV maps in the exportInclude all scene framesInclude all visible objectsInclude alpha of second input in this operationInclude animation data-blocks with no NLA data (NLA editor only)Include bone's tail as last element in chainInclude channels from objects/bone that are not visibleInclude collection in the active view layerInclude drivers that relied on any fallback values for their evaluation in the Only Show Errors filter, even if the driver evaluation succeededInclude focal length into the presetInclude handles of keyframes when calculating extentsInclude mesh color attributes in the exportInclude normals of exported meshes in the exportInclude only active frameInclude only the active objectInclude selected blockers to cast shadows from the active emitterInclude selected framesInclude selected objectsInclude selected receivers to receive light from the active emitterInclude the .blend filename in image/video metadataInclude the active camera's lens in image metadataInclude the current date in image/video metadataInclude the frame number in image metadataInclude the hostname of the machine that rendered the frameInclude the mask layers when rendering the view-layerInclude the name of the active camera in image metadataInclude the name of the active object and the current frame number in the text info overlayInclude the name of the active scene in image/video metadataInclude the name of the foreground sequence strip in image metadataInclude the name of the last marker in image metadataInclude the name of the view orientation in the text info overlayInclude the number of frames displayed per second in the text info overlay while animation is played backInclude the peak memory usage in image metadataInclude the render time in image metadataInclude the rendered frame range in image/video metadataInclude the rendered frame timecode as HH:MM:SS.FF in image metadataInclude the sun itself in the outputInclude this collection but do not generate intersection linesInclude this object but do not generate intersection linesInclude this selection set when copying to the clipboard. If none are specified, all sets will be copied.Include tool subgroupsInclude transformations induced by target parents into target local spaceInclude unused linked data-blocks into deletionInclude unused local data-blocks into deletionInclude visualization of Grease Pencil related animation data and framesInclude visualization of Line Style related Animation dataInclude visualization of animation data related to data-blocks linked to modifiersInclude visualization of armature related animation dataInclude visualization of cache file related animation dataInclude visualization of camera related animation dataInclude visualization of curve related animation dataInclude visualization of hair related animation dataInclude visualization of lattice related animation dataInclude visualization of light related animation dataInclude visualization of lightprobe related animation dataInclude visualization of material related animation dataInclude visualization of mesh related animation dataInclude visualization of metaball related animation dataInclude visualization of movie clip related animation dataInclude visualization of node related animation dataInclude visualization of object-level animation data (mostly transforms)Include visualization of particle related animation dataInclude visualization of point cloud related animation dataInclude visualization of scene related animation dataInclude visualization of shape key related animation dataInclude visualization of speaker related animation dataInclude visualization of texture related animation dataInclude visualization of volume related animation dataInclude visualization of world related animation dataInclusiveIncomingIncompatible output nodeIncompatible, expected a %sIncomplete built-in keying set, appears to be missing type infoIncorrect armature for type '{:s}'Incorrect armature...Incorrect context for running data-block fake user togglingIncorrect context for running font unlinkIncorrect context for running object data unlinkIncrease ContrastIncrease Mix Factor by 0.01Increase Mix Factor by 0.1Increase for uniform offset distanceIncrease jump heightIncrease or decrease the amount of displacementIncrease or decrease the value of selected keys in relationship to the neighboring oneIncrease segmentsIncrementIncrement number in filenameIncrementalIncrementally refit the curve (high quality)Indent selected textIndent selected text or autocompleteIndent using spacesIndent using tabsIndexIndex %d is invalidIndex BasedIndex FieldIndex Layer NameIndex Of Refraction of the scattering particlesIndex SwitchIndex Switch ItemIndex corresponding to the shortcut, e.g. number key 1 corresponds to index 1 etc..Index in CurveIndex in FaceIndex in ToolbarIndex number for the "Color Index" passIndex number for the "Layer Index" passIndex number for the "Material Index" render passIndex number for the "Object Index" render passIndex number of cache filesIndex number of the vertex groupIndex of NLA action track to perform pushdown operation onIndex of NearestIndex of Refraction (IOR) for specular reflection and transmission. For most materials, the IOR is between 1.0 (vacuum and air) and 4.0 (germanium). The default value of 1.5 is a good approximation for glassIndex of Refraction (IOR) used for rays that enter the subsurface componentIndex of active AOVIndex of active annotation layerIndex of active bookmark (-1 if none)Index of active language in langs collectionIndex of active layer in list of all mask's layersIndex of active lightgroupIndex of active line set slotIndex of active material slotIndex of active objectIndex of active particle system slotIndex of active pose markerIndex of active recent folder (-1 if none)Index of active system bookmark (-1 if none)Index of active system folder (-1 if none)Index of active texture paint slotIndex of active texture slotIndex of active track in rotation stabilization tracks listIndex of active track in translation stabilization tracks listIndex of active volume gridIndex of character after end of selection in the selection end lineIndex of clone texture paint slotIndex of current TextLine in TextLine collectionIndex of current character in current line, and also start index of character in selection if one existsIndex of each CurveIndex of last TextLine in selectionIndex of material slot used for rendering particlesIndex of mesh face that the triangle is a part ofIndex of nearest elementIndex of previous neighboring point on segmentIndex of refraction (IOR) of the thin filmIndex of refraction determines how much the ray is bent. At 1.0 rays pass straight through like in a transparent material; higher values cause larger deflection in angle. Default value is 1.55 (the IOR of keratin)Index of source weight in active vertex groupIndex of the Grease Pencil layerIndex of the active element in the specified domainIndex of the active itemIndex of the active objectIndex of the asset library being edited in the Preferences UIIndex of the closest guide curve for each generated curveIndex of the collection to assign selected bones to. When the operator should create a new bone collection, use new_collection_name to define the collection name, and set this parameter to the parent index of the new bone collectionIndex of the collection to change visibilityIndex of the collection to move selected bones to. When the operator should create a new bone collection, do not include this parameter and pass new_collection_nameIndex of the current iteration. Starts counting at zeroIndex of the currently active selection setIndex of the element in the source geometry. Note that the same index can occur more than once when iterating over multiple components at onceIndex of the extensions repository being edited in the Preferences UIIndex of the face group inside each boundary edge regionIndex of the first loop of this faceIndex of the instance used for each point. This is only used when Pick Instances is on. By default the point index is usedIndex of the main guide curve per curveIndex of the material used for generated strokes (0 keep original material)Index of the reportIndex of the root point of a curveIndex of the script directory to removeIndex of the segment to removeIndex of the strand within a braid that each curve belongs toIndex of the tag set for editingIndex of the tip point of a curveIndex of this bone collection in the armature.collections_all array. Note that finding this index requires a scan of all the bone collections, so do access this with care.Index of this collection into its parent's list of children. Note that finding this index requires a scan of all the bone collections, so do access this with care.Index of this curveIndex of this edgeIndex of this faceIndex of this loopIndex of this loop triangleIndex of this pointIndex of this vertexIndex out of rangeIndex to removeIndex to the specific property affected by F-Curve if applicableIndex to the specific setting if applicableIndexesIndicate that the label of this socket is not necessary to understand its meaning. This may result in the label being skipped in some casesIndicate that this is a corrective action. Corrective actions will activate based on the activation of two other actions (using End Frame if both inputs are at their End Frame, and Start Frame if either is at Start Frame)Indicates that a keyconfig was defined by the userIndicates that a keymap is used for translate modal events for an operatorIndicates that the most recent variable evaluation used the fallback valueIndicates that there are any user visible changes since the brush has been imported or read from the fileIndicates the gesture phaseIndicates whether an extra user is set or not (mainly for internal/debug usages)IndicesIndices and weights must have the same lengthsIndices cannot have duplicatesIndices must be in rangeIndices must be sorted in ascending orderIndices of mesh loops that make up the triangleIndices of triangle verticesIndices of vertices bound to the modifier. For Bézier curves, handles count as additional vertices.Indices of vertices in case of a vertex parenting relationIndirectIndirect LightIndirect Light StrengthIndirect OnlyIndirect library data-block, cannot be made local, Shift + Click to create a library override hierarchyIndirect onlyIndividualIndividual CentersIndividual ImagesIndividual OriginsIndividual SilhouetteIndividual face insetIndividual files for each view with the prefix as defined by the scene viewsIndividual pose bones for the armatureIndonesian - Bahasa indonesiaIndustry CompatibleInferred Structure TypeInflateInflate meshInflate the active object by the specified distance for baking. This helps matching to points nearer to the outside of the selected object meshesInflate the active object by the specified distance for baking. This helps matching to points nearer to the outside of the selected object meshes.Inflates the clothInflowInflow Level SetInfluenceInfluence DistanceInfluence ScaleInfluence ThresholdInfluence distance from the objectInfluence distance of the probeInfluence factor by which the modifier changes the propertyInfluence of metaball elementsInfluence of newly created track on a final solutionInfluence of stabilization algorithm on footage locationInfluence of stabilization algorithm on footage rotationInfluence of stabilization algorithm on footage scaleInfluence of target density on the simulationInfluence of the added constraintInfluence of the deformationInfluence of the jaw on the bottom lip chainsInfluence of the jaw on the locked mouthInfluence of the secondary IK on the heel control rotationInfluence of the zoom factor on scroll speedInfluence of this track on 2D stabilizationInfluence of this track on a final solutionInfluence setting is controlled by an F-Curve rather than automatically determinedInfoInfo Icon ForegroundInfo on current cache statusInfo space dataInformationInformation about ID that was updatedInformation about an entity that makes it possible for the asset system to deal with the entity as assetInformation about the color space used for data-blocks in a blend fileInheritInherit End RollInherit RotationInherit ScaleInherit all effects of parent scalingInherit scaling, but remove shearing of the child in the rest orientationInherit uniform scaling representing the overall change in the volume of the parentInitInit settings for i18n files update operatorsInitialInitial ColorInitial PositionInitial QueryInitial Rest LengthInitial 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 mesh; more detail on the consoleInvalid object: verify object pathInvalid old/new Action pair ('%s' / '%s')Invalid old/new ID pair ('%s' / '%s')Invalid original modifier index '%d'Invalid panel identifierInvalid path template in File Output node. Skipping writing file.Invalid regular expression (find): {:s}Invalid regular expression (replace): {:s}Invalid resolutionInvalid screenshot area selectionInvalid selection orderInvalid slot name '%s': name must not be empty.Invalid surface UVs on {} curvesInvalid target %r (must be 'ARMATURE' or 'OBJECT')Invalid target settingsInvalid target!Invalid transformation for volume gridsInvalid variable name, click here for detailsInvalid vertex group indexInvalid vertex index %d (expected to be within 0 to %d range)Invalid/unset axisInverseInverse ClampedInverse ColorInverse GainInverse GammaInverse KinematicsInverse LiftInverse MatrixInverse OffsetInverse Parent MatrixInverse PowerInverse QuadraticInverse ScaleInverse SlopeInverse Smooth PressureInverse Square Root ModeInverse Square falloffInverse distance modelInverse distance model with clampingInverse of layer's parent transformation matrixInverse of object's parent matrix at time of parentingInverse selection (overrides 'Select All' when True)Inversion ModeInvertInvert AlphaInvert ArcInvert CollectionInvert Collection FilteringInvert ColorInvert CullInvert CurvatureInvert DisplacementInvert Dopesheet SortInvert FalloffInvert GridInvert LayerInvert Layer PassInvert MaterialInvert Material PassInvert MatrixInvert PanInvert Pan AxisInvert Pitch (X) AxisInvert Pressure for DensityInvert Pressure for FlowInvert Pressure for HardnessInvert Pressure for Wet MixInvert Pressure for Wet PersistenceInvert RGB valuesInvert Roll (Z) AxisInvert RotateInvert RotationInvert SelectionInvert Silhouette FilteringInvert SprayInvert UnselectedInvert Vertex GroupInvert Weights AInvert Weights BInvert Wheel Zoom DirectionInvert XInvert X AxisInvert YInvert Y AxisInvert Yaw (Y) AxisInvert ZInvert Z AxisInvert Zoom DirectionInvert a color, producing a negativeInvert action for the duration of the strokeInvert action of brush for duration of strokeInvert active vertex group's weightsInvert affected normalsInvert all the alpha values in the imageInvert alpha channelInvert and draw opposite arcInvert blue channelInvert colors, producing a negativeInvert destination stroke to match start and end with source strokeInvert existing selectionInvert face mark filteringInvert filter searchInvert filtering (show hidden items, and vice versa)Invert green channelInvert image's channelsInvert layer filterInvert layer pass filterInvert locks of all vertex groups of the active objectInvert locks of selected vertex groups of the active objectInvert locks of unselected vertex groups of the active objectInvert maskInvert material filterInvert material pass filterInvert normals for negative scaled objects.Invert output weight valuesInvert pinning for the selection instead of setting itInvert red channelInvert selection of all elementsInvert sort order of dopesheet channelsInvert source vertex group valuesInvert stabilization to reintroduce motion to the imageInvert the X locationInvert the X rotationInvert the Y locationInvert the Y rotationInvert the Z locationInvert the Z rotationInvert the axis of mouse movement for zoomingInvert the bump mapping direction to push into the surface instead of outInvert the curvature of the stroke's extensionInvert the expand active elementsInvert the face directionInvert the fade-out direction of the linear mappingInvert the gain colorInvert the gamma colorInvert the generated maskInvert the influence of vertex group AInvert the influence of vertex group BInvert the lift colorInvert the lock state of all vertex groupsInvert the maskInvert the mask black/whiteInvert the modulation of pressure in densityInvert the modulation of pressure in flowInvert the modulation of pressure in hardnessInvert the modulation of pressure in wet mixInvert the modulation of pressure in wet persistenceInvert the mouse inputInvert the object state filterInvert the offset colorInvert the power colorInvert the resulting falloff weightInvert the rotation angleInvert the slope colorInvert the spray direction mapInvert the stencil layerInvert the vertex group influenceInvert the visibility of all verticesInvert the weight of active vertex groupInvert to Scrape or FillInvert vertex group influenceInvert vertex group influence (collapse only)Invert vertex group mask influenceInvert vertex group weightsInvert visibility collection (Deprecated)Invert what is considered object and what is notInvertedInverted Cavity MaskInvertibleInvokeInvoke all configured exporters for all collectionsInvoke all configured exporters on this collectionInvoke the export operationInwards component of the vortex forceIris (.rgb)IronIrradiance Atlas texture could not be createdIrradiance Pool SizeIrradiance Visibility SizeIs ActiveIs ArchiveIs AttributeIs Axis AlignedIs BakedIs Camera RayIs Controller AimIs Controller GripIs DataIs Diffuse RayIs Edge BoundaryIs Edge LooseIs Edge ManifoldIs Edge SmoothIs EditableIs EditmodeIs EmptyIs EvaluatedIs Face PlanarIs Face SmoothIs Fallback UsedIs Fill VisibleIs FloatIs Generated TileIs Glossy RayIs Grease PencilIs HDRIs HiddenIs HitIs In HierarchyIs IndirectIs Inspect OutputIs InstanceIs Interface LockedIs InternalIs Layered ActionIs Legacy ActionIs LoadedIs Local OverrideIs Microsoft Store InstallIs Name ValidIs OpenIs OrthographicIs OutputIs Panel ToggleIs PerspectiveIs PinnedIs PlanarIs PortalIs Reflection RayIs RequiredIs SequenceIs Shadow RayIs Singular RayIs Spline CyclicIs StrandIs Stroke StartIs Stroke VisibleIs System OverrideIs TileIs Transmission RayIs UV SplitIs ValidIs Valid OffsetIs ViewportIs Volume Scatter RayIs marker muted for current frameIs part of an IK chainIs the name of the AOV conflictingIs this ID block linked indirectlyIs this a valid name for a driver variableIs this image tile generatedIs this keymap item modified by the userIs this keymap item user defined (does not just replace a builtin item)IslandIsland CountIsland IndexIsland MarginIsland selectionIsland that stays in place when stitching islandsIslands PrecisionIsolateIsolate ActionIsolate Multi User DataIsolate selected bones into a separate armatureIsometricIt cannot be a reserved keyword in PythonIt cannot be left blankIt cannot contain dots (e.g. 'a.dot')It cannot contain spaces (e.g. 'a space')It cannot contain special (non-alphabetical/numeric) charactersIt cannot start with a numberIt cannot start with a special character, including '$', '@', '!', '~', '+', '-', '_', '.', or ' 'Italian - ItalianoItalicItalic angle of the charactersItemItem FormatItem IdentifierItem TypeItem has no users and will be removedItem has no users and will be removed. Click to protect from deletionItem in a Key MapItem in a node tree interfaceItem is not protected from deletionItem is protected from deletionItem to be copied to this interface is of an unsupported socket typeItemsItems ExpandedItems Not FoundItems in the action map, mapping an XR event to an operator, pose, or haptic outputItems in the keymap, linking an operator to an input eventItems in the node interfaceItems in the node panelIterationIteration index that is used by inspection features like the viewer node or socket inspectionIterationsIterations input has to be a constant valueIterations: {:d} .. {:d} (avg. {:d})Iterative procedure did not convergeJ2KJP2JPEGJPEG (.jpg)JPEG 2000 (.jp2)JPEG Format (.jpg)JPEG QualityJPEG quality of proxy imagesJPEG-like lossy compression on 256 row image blocksJPEG-like lossy compression on 32 row image blocksJPEG2000Japanese - 日本語JitterJitter CameraJitter KeyframeJitter Keyframe SelectedJitter PressureJitter UnitJitter brush colorJitter camera position to create accurate blurring using render samples (only for final render)Jitter factor of brush radius for new strokesJitter in screen space or relative to brush sizeJitter the position of the brush in pixels while paintingJitter the position of the brush while paintingJitteredJittered ShadowsJittered Shadows (Viewport)Jittering AmountJittering happens in screen space, in pixelsJittering happens relative to the brush sizeJoinJoin AreasJoin BundleJoin DownJoin GeometryJoin Geometry ModeJoin LeftJoin Nodes in FrameJoin Palette SwatchesJoin RightJoin StringsJoin StrokesJoin TrianglesJoin UpJoin curve endpoints if overlapping control points are detected (if disabled, no curves will be cyclic)Join groups of Grease Pencil layers into oneJoin multiple bundles togetherJoin selected areas into new windowJoin selected objects into active objectJoin selected strokes into one fill to create holesJoin selected tracksJoin the last drawn stroke with previous strokes in the active layer by distanceJoin the new mesh as separate geometry, without performing any boolean operationJoin the selected strokes into one strokeJoin two curves by their selected endsJoining results in %d vertices, limit is %ldJoint BindingsJointsJoints:%s/%s | Bones:%s/%sJumpJump HeightJump SpeedJump UnitJump backwards in timeJump by framesJump by secondsJump cursor to lineJump forward/backward by a given number of frames or secondsJump to Line NumberJump to a different tab inside the properties editorJump to a file for the text editorJump to end of current pathJump to first/last frame in frame rangeJump to next failed frameJump to previous failed frameJump to previous/next keyframeJump to previous/next markerJump to special frameJump to start of current pathJump to the last frame of the frame rangeJump when in walk modeJust add the margin, ignoring any UV scaleJustifyK0K1K2K3K4KHR_materials_variants_uiKTX2 CompressionKeepKeep Anchor PointKeep AnimationKeep AxisKeep BoundariesKeep CapsKeep ConnectedKeep ContourKeep CornersKeep Corners, JunctionsKeep Corners, Junctions, ConcaveKeep ExistingKeep HierarchyKeep InputsKeep Last SegmentKeep LengthsKeep LoopKeep ModifierKeep Named NodesKeep NormalsKeep OffsetKeep OpenKeep OriginalKeep RangeKeep RootKeep ShapeKeep SharpKeep Sharp EdgesKeep SingleKeep SurfaceKeep TransformKeep UV and edit mode mesh selection in syncKeep User InterfaceKeep World TransformKeep a backup (.blend1) version of the files when saving with cleared previewsKeep a backup (.blend1) version of the files when saving with generated previewsKeep all current texture sizesKeep an even thickness of the distribution of duplicatesKeep applying paint effect while holding mouse (spray)Keep children nodesKeep existing header alignmentKeep frame and do not change with timeKeep from going through other boidsKeep gizmo visible even when the node is not selectedKeep material assigned to brushKeep non-manifold boundaries of the input mesh in place by avoiding the dual transformation thereKeep only frames above frame 0Keep original file after copying to configuration folderKeep original objects instead of replacing themKeep original strokes and create a copy before reprojectingKeep original textures files if possible. WARNING: if you use more than one texture, where pbr standard requires only one, only one texture will be used. This can lead to unexpected resultsKeep original tracksKeep path lengths constantKeep paths from intersecting the emitterKeep render data around for faster re-renders and animation renders, at the cost of increased memory usageKeep root keys unmodifiedKeep sharp edges as computed for default custom normals, instead of setting a single weighted normal for each vertexKeep size of normals constant in relation to 3D viewKeep strip offset relative to the current frame when pastingKeep the brush anchored to the initial locationKeep the caps as they are and don't flatten them when erasingKeep the children nodes of the group and only delete the group itselfKeep the computed view map and avoid recalculating it if mesh geometry is unchangedKeep the current data-block displayedKeep the input links to duplicated nodesKeep the liquid objects visible during renderingKeep the modifier at the end of the listKeep the original incoming geometry and join it with the instance geometryKeep the original incoming geometry and join it with the scattered geometryKeep the part of the grids that is common between all operandsKeep the part of the mesh that is common between all operandsKeep the position of the last segment in the IK chain fixedKeep the smoke objects visible during renderingKeep the texture at a constant length regardless of the length of each strokeKeep the values of the active group while normalizing othersKeep the world transform of strokes from the clipboard unchangedKeep the zig-zag "noise" in initial chainingKeep triangulated faces resulting from decimation (collapse only)Keep verts assigned to at least one group when cleaningKeep volume opacity and detail the same regardless of object scaleKeeping the modifiers will increase polycount when returning to object modeKeeps the hue constantKelvinKernelKernel Data TypeKernel OptimizationKernel RadiusKernels can be optimized based on scene content. Optimized kernels are requested at the start of a render. If optimized kernels are not available, rendering will proceed using generic kernels until the optimized set is available in the cache. This can result in additional CPU usage for a brief time (tens of seconds)KerningKeyKeyKeyKey %dKey All BonesKey BlocksKey ColorKey ConfigKey ConfigurationKey ConfigurationsKey FrameKey MapKey Map ItemKey MapsKey angular velocityKey configuration that can be extended by add-ons, and is added to the active configuration when handling eventsKey locationKey location for a particle over timeKey location/rotation/scale as well as custom propertiesKey mapped to particular frame that can be moved to change playback speedKey maps configured as part of this configurationKey rotation quaternionKey velocityKey-BindingKey-Config PreferencesKeyConfig '%s' cannot be removedKeyConfigsKeyMap "%s" (base) must be a user keymapKeyMap "%s" (other) must be an add-on or active keymapKeyMap "%s" does not match "%s"KeyMap "%s" item not part of the keymapKeyMap '%s' not found in KeyConfig '%s'KeyMap ItemsKeyMap item result may be incorrect since an update is pending, call `context.window_manager.keyconfigs.update()` to ensure matches can be found.KeyMapItem '%s' not found in KeyMap '%s'KeyMaps are equalKeyPresetsKeyboardKeyedKeyed StatesKeyed TimingKeyed particles target is validKeyframeKeyframe AKeyframe Animation StripKeyframe BKeyframe BorderKeyframe Border SelectedKeyframe Insert NeededKeyframe Insert PieKeyframe IntervalKeyframe NumbersKeyframe PointsKeyframe Scale FactorKeyframe SelectedKeyframe SelectionKeyframe from the final transformations (with constraints applied)Keyframe not in F-CurveKeyframe pasting is not available for Grease Pencil or mask modeKeyframe pasting is not available for mask modeKeyframe to setKeyframedKeyframed TracksKeyframesKeyframes AfterKeyframes BeforeKeyframes around cursor that we zoom aroundKeyframes cannot be added to sampled F-CurvesKeyframingKeyframing SettingsKeyingKeying ScreenKeying SetKeying Set NameKeying Set PathKeying Set Paths to define settings that get keyframed togetherKeying Set defines specific paths/settings to be keyframed (i.e. is not reliant on context info)Keying Set does not contain any pathsKeying SetsKeying Sets AllKeying set '%s' - successfully added %d keyframesKeying set '%s' not foundKeying set could not be addedKeying set failed to insert any keyframesKeying set failed to remove any keyframesKeying set is active, which mayKeying set path could not be addedKeying set path could not be removedKeying set pathsKeying set paths could not be removedKeyingSetKeymapKeymap is defined by the userKeysKeys StepKhronos PBR NeutralKhronos PBR Neutral Image Encoding for sRGB DisplayKhronos PBR Neutral sRGBKill ParticlesKill collided particlesKilogramsKilohertzKilometersKilometers per hourKilowattsKinematicKinematic ConstraintKinetic Energy Potential MaximumKinkKink AmplitudeKink Amplitude FactorKink FrequencyKink Frequency FactorKink TypeKirschKiteKnot ModeKnown relative offset of original shot, will be subtracted (e.g. for panning shot, can be animated)Korean - 한국어Kr Derivative EpsilonKr derivative epsilon for computing suggestive contoursKuwaharaKyrgyz - Кыргыз тилиLIB: %s: '%s' is directly linked from '%s' (parent '%s'), but is a non-linkable data typeLIB: %s: '%s' missing from '%s', parent '%s'LIB: .blend file %s seems corrupted, no owner 'Library' data found for the linked data-block '%s'. Try saving the file again.LIB: .blend file %s seems corrupted, no owner 'Library' data found for the packed linked data-block %s. Try saving the file again.LIB: Data refers to main .blend file: '%s' from %sLIB: object lost from scene: '%s'LMBLZWLabelLabel Font SizeLabel SizeLabel reroute nodes based on the label of connected reroute nodesLabel to display for the socket subtype in the UILabel to display for the socket type in the UILacunarityLambda BorderLambda FactorLambda factorLambda factor in borderLambertian and Oren-Nayar diffuse reflectionLambertian diffuse transmissionLambertian emission shaderLampLand Personal SpaceLand Stick ForceLanding SmoothnessLandmarkLandmark ControlsLandmarksLanguageLanguage IDLanguage NameLanguage label (eg. "French (Français)")Language used for translationLanguagesLanguages to update in work repositoryLaplaceLaplacianLaplacian DeformLaplacian Deform ModifierLaplacian Smooth ModifierLaplacian smooth of selected verticesLaplacianDeformLaplacianSmoothLargeLargest to SmallestLastLast Action Slot IdentifierLast FrameLast QI value of the QI rangeLast frame from action to useLast frame of the Action to useLast frame of the action's timelineLast frame of the segmentLast frame to transferLast known location of the viewer pose (center between the eyes) in world spaceLast known rotation of the viewer pose (center between the eyes) in world spaceLast selected elementLast selected not foundLathe around an axis, treating the input mesh as a profileLatitude MinLatticeLatticeNewLattice DeformLattice ModifierLattice data-block defining a grid for deforming other objectsLattice data-blocksLattice deformation modifierLattice object to deform withLattice resolution in U directionLattice resolution in V directionLattice resolution in W directionLattice(s)LatticesLaunch Blender without --offline-modeLaunched with "--offline-mode", cannot be changedLayerLayer '%s' not found in object '%s'Layer AboveLayer BelowLayer CollectionLayer CountLayer GroupLayer Group is locked or not visibleLayer GroupsLayer IndexLayer MappingLayer ModeLayer ObjectsLayer OpacityLayer PassLayer SamplesLayer SelectionLayer StepLayer WeightLayer above activeLayer already addedLayer below activeLayer collectionLayer collection childrenLayer in multilayer imageLayer is already added as a maskLayer is locked or not visibleLayer is selected for editing in the Dope SheetLayer nameLayer not found in annotation dataLayer of the cache, used to load or override data from the first the first layerLayer of vertex colors in a Mesh data-blockLayer pass filterLayeredLayered RecordingLayersLayers TintingLayers as InstancesLayers for the FK controls to be onLayers for the optional IK controls to be onLayers for the primary controls to be onLayers for the secondary controls to be onLayers for the tweak controls to be onLayers included in the interpolationLayers of the cacheLayers used as boundariesLayers:%s | Frames:%s | Strokes:%s | Points:%sLayoutLayout panels can not be used in this contextLazy ConnectLazy Connect with Socket MenuLazy MixLazy Source!Lazy Target!LeadLeader key like functionality for accessing toolsLeadingLeaf VoxelsLeatherLeave as isLeave at current stateLeave orientation unchangedLeftLeft EyeLeft HandleLeft Handle FieldLeft Handle OffsetLeft Handle SelectedLeft Handle TypeLeft KeyLeft NeighborLeft OrthographicLeft PerspectiveLeft handle selection statusLeft singular vectorsLeft-bottom corner of search area in normalized coordinates relative to marker positionLeft/RightLeftward frame offset of the right handle from the end of the strip contentLegLegacy Add-onLegacy Add-onsLegacy BehaviorLegacy Compute Device TypeLegacy NoiseLegacy NormalLegacy OverwriteLegacy Target PathLegacy tracking constraint prone to twisting artifactsLegacy unique node type identifier, redundant with bl_idname propertyLegacy vertex color layers. Deprecated, use color attributes instead.Legal rights and conditions for the modelLengthLength AverageLength FactorLength ModeLength ModifierLength UnitLength WeightLength at rest positionLength in geometry spaceLength in ratio to the stroke's lengthLength of ALength of a dash cycle measured in stroke samplesLength of child pathsLength of displaying path, in framesLength of each curveLength of each curve to be rolledLength of each frameLength of each individual edgeLength of each segmentLength of edge in 3D spaceLength of first Bézier Handle (for B-Bones only)Length of newly added curves when it is not interpolated from other curvesLength of rays, defines how far away other faces give occlusion effectLength of reorder indices must be the same as the number of curvesLength of second Bézier Handle (for B-Bones only)Length of sizes must be the same as the selection sizeLength of the 1st dash for dashed linesLength of the 1st dash for splittingLength of the 1st gap for dashed linesLength of the 1st gap for splittingLength of the 2nd dash for dashed linesLength of the 2nd dash for splittingLength of the 2nd gap for dashed linesLength of the 2nd gap for splittingLength of the 3rd dash for dashed linesLength of the 3rd dash for splittingLength of the 3rd gap for dashed linesLength of the 3rd gap for splittingLength of the arcLength of the boneLength of the bone. Changing moves the tail end.Length of the depth added in the local Z direction along the curve, perpendicular to its normalsLength of the flare at the end of the braidLength of the generated hair curvesLength of the hairLength of the line's headLength of the line's tailLength of the strip in frames from left handle to right handleLength of the strip in frames, or the length of each strip if multiple are addedLength of the underlying strip source in frames, excluding handlesLength of tips to be removedLength to fit array withinLength to make selected keyframes' Bézier handlesLennard-JonesLennard-Jones effector weightLensLens DispersionLens DistortionLens UnitLens focal length (mm)LessLess ThanLess Than ModeLess Than or EqualLess than 90 limits the angle used in the tonal rangeLet smoke disappear over timeLet the driver determine this property's valueLet the emitter object orientation give the particle a starting velocityLet the mouse wrap around the view boundaries so mouse movements are not limited by the screen size (used by transform, dragging of UI controls, etc.)Let the object give the particle a starting velocityLet the surface normal give the particle a starting velocityLet the surface tangent give the particle a starting velocityLet the target particle give the particle a starting velocityLet the text overflow outside the text boxesLet the vector away from the target particle's location give the particle a starting velocityLevelLevel EndLevel SetLevel StartLevel of detail in the added turbulent noiseLevel of smoothing on the roll path to include shape variationLevel of subdivisionLevel set representation of the fluidLevel set representation of the inflowLevel set representation of the obstaclesLevel set representation of the outflowLevelsLevels ViewportLib Reload: Replacing all references to old data-block '%s' by reloaded one failed, old one (%d remaining users) had to be kept and was renamed to '%s'LibrariesLibraryLibrary "%s" needs overrides resyncLibrary '%s' ('%s') is an archive storage for packed data, but has no real library parent.Library '%s' appears corrupted, it contains invalid ID names. This may cause missing linked data.Library '%s' was created by a future version of Blender and contains ID names longer than currently supported. This may cause missing linked data, consider opening and re-saving that library with the current Blender version.Library '%s', '%s' had multiple instances, save and reload!Library (Object Data)Library (blendfile) reference in a BlendImportContext data. Currently only exposed as read-only data for the pre/post blendimport handlersLibrary BrowserLibrary EditableLibrary ID %s in library %s, this should not happen!Library ID %s not found at expected path %s!Library ID representing the blendfile from which the ID was imported. None until the ID has been linked or appendedLibrary NameLibrary OperationLibrary OverridableLibrary Overridden IDLibrary OverrideLibrary Override OperationLibrary Override Troubleshoot OperationLibrary Override View ModeLibrary OverridesLibrary Overrides Need resyncLibrary PathLibrary Weak ReferenceLibrary data-blocksLibrary database with null library data-block pointer!Library file the data-block is linked fromLibrary file, loading empty sceneLibrary override ID used as root of the override hierarchy this ID is a member ofLibrary override dataLibrary override data-blocks only support Disk Cache storageLibrary override of linked data-block, click to make fully local, Shift + Click to clear the library override and toggle if it can be editedLibrary override templates have been removed: removing all override data from the data-block '%s'Library path '%s' does not exist, correct this before savingLibrary path '%s' is now valid, please reload the libraryLibrary path is not editable, use the Relocate operationLibrary to reloadLibrary to relocateLicenseLicensed under the GNU General Public LicenseLifeLife TimeLife Time FactorLife span of the particlesLifetimeLifetime RandomnessLifetime of the wave in frames, zero means infiniteLiftLift ForceLift/Gamma/GainLightLightAreaLightAutoLightBackLightEmission SamplingLightFrontLightFront and BackLightLightLightLightProbeLightMatCapLightNewLightNoneLightPlaneLightPointLightPowerLightSphereLightSpotLightStrengthLightStudioLightSunLightTypeLightUse TemperatureLightVolumeLightWorldLight AdaptationLight Angle: %.3fLight ColorsLight ContourLight DirectionLight FalloffLight GroupLight GroupsLight Intensity ScaleLight LinkingLight Linking SpecialsLight Linking for %sLight ObjectLight OutputLight PathLight PathsLight Power: %.3fLight ProbeLight Probe VolumeLight Probe Volume Backface CullingLight Probe data-block for lighting capture objectsLight Probe data-blocksLight Probe(s)Light ProbesLight Probes Volume PoolLight Radius: %.3fLight ReferenceLight Sampling ThresholdLight Size X: %.3fLight Size Y: %.3fLight Size: %.3fLight ThresholdLight TreeLight TypeLight colorLight color temperature in KelvinLight data-block for lighting a sceneLight data-blocksLight energy emitted over the entire area of the light in all directions, in units of radiant power (W)Light link selected blockers to the active emitter objectLight link selected receivers to the active emitter objectLight linking settingsLight linking settings of objects and children collections of a collectionLight linking settings of the collectionLight linking settings of the collection objectLight or shadow receiving state of the object or collectionLight probe that captures incoming light from a single direction on a planeLight probe that captures low frequency lighting inside a volumeLight probe that captures precise lighting from all directions at a single point in spaceLight scattering distribution on rough surfaceLight size for ray shadow sampling (Raytraced shadows)Light strength before applying falloff modificationLight used for Studio lighting in solid shading modeLight(s)LightProbeLightProbeNewLightenLighten ModeLighter pressure causes more smoothing to be appliedLightgroupLightgroup SyncLightgroup that the object belongs toLightgroup that the world belongs toLightingLighting Method for Solid/Texture Viewport ShadingLighting ModeLighting for a World data-blockLightnessLightness:LightsLights affect Grease Pencil objectLights used to display objects in solid draw modeLights used to display objects in solid shading modeLimb SegmentsLimb TypeLimbNodeLimestone (Broken)Limestone (Solid)LimitLimit DistanceLimit Distance ConstraintLimit F-ModifierLimit Frame RangeLimit LocationLimit Location ConstraintLimit MethodLimit ModeLimit RadiusLimit RotationLimit Rotation ConstraintLimit ScaleLimit SizeLimit Size ConstraintLimit StrengthLimit SurfaceLimit View to ContentsLimit XLimit YLimit ZLimit below which to merge verticesLimit brush application to the distance specified by spacingLimit by a single channelLimit by the average of the other two channelsLimit colliders to this CollectionLimit colliders to this collectionLimit deform weights associated with a vertex to a specified number by removing lowest weightsLimit distance in normalized coordinatesLimit effectors to this collectionLimit fluid objects to this collectionLimit for snap middle vertices to the axis centerLimit forces to this collectionLimit maximum number of lightsLimit maximum steepness of wave slope between simulation points (use higher values for smoother waves at expense of reduced detail)Limit merging geometryLimit movement around the X axisLimit movement around the Y axisLimit movement around the Z axisLimit movement to viewer's initial directionLimit rotation around X axisLimit rotation around Y axisLimit rotation around Z axisLimit speed of tracking to make visual feedback easier (this does not affect the tracking quality)Limit texture size to 1024 pixelsLimit texture size to 128 pixelsLimit texture size to 2048 pixelsLimit texture size to 256 pixelsLimit texture size to 4096 pixelsLimit texture size to 512 pixelsLimit texture size to 8192 pixelsLimit texture size used by final renderingLimit texture size used by viewport renderingLimit the amount of automatic scalingLimit the display of curve handles in Edit ModeLimit the distance from target objectLimit the distance from the offset plane that a vertex can be affectedLimit the distance used for projection (zero disables)Limit the location of the constrained objectLimit the maximum value of the radius in order to avoid overlapping filletsLimit the number of simultaneous internet connections online operations may make at once. Zero disables the limit.Limit the render time (excluding synchronization time). Zero disables the limitLimit the resolution at 1 unit from the light origin instead of relative to the shadowed pixelLimit the rotation of the constrained objectLimit the scaling of the constrained objectLimit the texture size to save graphics memoryLimit the time/value ranges of the modified F-CurveLimit timeline height to maximum used channel slotLimit toLimit to Frame RangeLimit to Playback RangeLimit to SegmentLimit to ViewportLimit to select color for glow effectLimit translation on X axisLimit translation on Y axisLimit translation on Z axisLimited Global IlluminationLimiterLimiting strategy to prevent numerical artifactsLimitsLimits the Property Value slider to a range, values outside the range must be inputted numericallyLin errorLineLine ArtLine Art ModifierLine Art SettingsLine Art settings for materialLine Art settings for the objectLine Art stroke source typeLine BeginLine BreakLine ColorLine Color AlphaLine Color BlueLine Color GreenLine Color RedLine EndLine ErrorLine InfoLine InputLine NumbersLine Numbers BackgroundLine OutputLine PriorityLine RadiusLine SampleLine Set CollectionLine Set NameLine SetsLine SpacingLine StyleLine Style Alpha ModifierLine Style Color ModifierLine Style Geometry ModifierLine Style ModifierLine Style OutputLine Style Thickness ModifierLine Style data-blocksLine StylesLine ThicknessLine Thickness ModeLine TypeLine WidthLine angle where the image should be splitLine color used for Freestyle line renderingLine number to jump toLine of text in a Text data-blockLine position where the image should be splitLine set '%s' could not be removedLine set for associating lines and style parametersLine set nameLine sets for associating lines and style parametersLine style settingsLine thickness based on random noiseLine thickness based on the angle between two adjacent facesLine thickness based on the radial curvature of 3D mesh surfacesLine thickness for motion pathLine thickness in pixelsLine thickness mode for Freestyle line drawingLine to jump toLineSetLineSet %iLineStyleLineStyle Texture SlotLinearLinear 3D CurvesLinear AP0 with ACES white pointLinear AP1 with ACES white pointLinear BT.2020 with illuminant D65 white pointLinear BT.709 with illuminant D65 white pointLinear CIE-XYZ D65Linear CIE-XYZ ELinear ClampedLinear DCI-P3 D65Linear DCI-P3 with illuminant D65 white pointLinear DampingLinear DragLinear E-Gamut with illuminant D65 white pointLinear ExtrapolationLinear FilmLight E-GamutLinear GizmoLinear GradientLinear InterpolationLinear LightLinear Light ModeLinear ModifiersLinear MotorLinear Rec.2020Linear Rec.709Linear Velocity Deactivation ThresholdLinear Velocity below which simulation stops simulating objectLinear distance modelLinear distance model with clampingLinear falloffLinear interpolationLinear interpolation between From Min and From Max valuesLinear interpolation between keyframesLinear presetLinear viscosityLinearly blend the smooth data to the border frames of the selectionLinearly scale along Z axis of the modifier spaceLineartLinesLines OnlyLines of textLineset SpecialsLinkLink Active to SelectedLink Active to Selected (Don't Replace Links)Link Active to Selected (Don't Replace Links, Node Names)Link Active to Selected (Don't Replace Links, Output Names)Link Active to Selected (Menu)Link Active to Selected (Replace Links)Link Active to Selected (Replace Links, Node Names)Link Active to Selected (Replace Links, Output Names)Link Animation DataLink CollectionsLink Fonts to TextLink Instance CollectionLink LimitLink MaterialsLink Materials ToLink Object DataLink Operation IndexLink StateLink active node to selected nodes basing on various criteriaLink after collectionLink all to boneLink all to objectLink before collectionLink between collectionsLink between nodes in a node treeLink from a Library .blend fileLink from this outputLink in the collections from the current scene (shallow copy)Link inside collectionLink is hidden due to invisible socketsLink is muted and can be ignoredLink is validLink material to object or the object's dataLink node to the group or node tree outputLink objects to a collectionLink objects to a new collectionLink operation index out of rangeLink operation to execute on the context socketLink selected collections to active sceneLink selected strips together for simplified group selectionLink selection to another sceneLink target: {}Link the objects or data-blocks rather than appendingLink to CollectionLink to Collection RecursiveLink to New CollectionLink to Output NodeLink to Viewer NodeLink to viewer nodeLink {}Link/Transfer DataLinkedLinked CopyLinked DataLinked Data-blocksLinked HandleLinked ID Session UIDLinked ID used as reference by this overrideLinked PackedLinked TimeLinked actions will be duplicated for each selected strip.Linked bone collections are not editableLinked data-blocks cannot be renamedLinked data-blocks do not allow editing cachesLinked object baking requires Disk Cache to be enabledLinked or library override data-blocks do not allow adding or removing cachesLinking or appending from a very old .blend file format (%d.%d), no animation conversion will be done! You may want to re-save your lib file with current BlenderLinksLinks can only go into a zone but not outLiquidLiquid DomainLiquid Domain MaterialListList .blend files' contentList ItemList Item ColorsList LengthList NameList all sub-directories' content, one level of recursionList all sub-directories' content, three levels of recursionList all sub-directories' content, two levels of recursionList all the operators in a text-block, useful for scriptingList objects under the mouse (object mode only)List of AOVsList of LightgroupsList of Mask LayersList of Masking LayersList of all bone collections of the armatureList of alpha transparency modifiersList of background imagesList of chained animation segmentsList of gizmos in the Gizmo MapList of grids and metadata are loaded in memoryList of groups of bones for easy selectionList of libraries to search and import that ID from. The ID will be imported from the first file in that list that contains itList of line color modifiersList of line thickness modifiersList of object and material crypto IDs to include in matteList of overridden propertiesList of overriding operations for a propertyList of stroke geometry modifiersLists committers to Blender's source codeLithuanian - LietuviškaiLive EditLive UnwrapLive filtering stringLive search filtering stringLoadLoad Factory "{}" Preferences.Load Factory "{}" Startup File and PreferencesLoad Factory Blender PreferencesLoad Factory Default Startup File and PreferencesLoad Factory {:s} PreferencesLoad OptiX module in debug mode: lower logging verbosity level, enable validations, and lower optimization levelLoad UILoad a BVH motion capture fileLoad a FBX fileLoad a SVG fileLoad a Wavefront OBJ sceneLoad a cache fileLoad a glTF 2.0 fileLoad a new font from a fileLoad a presetLoad a sequence of frames or a movie fileLoad a sound fileLoad a sound file as monoLoad an Alembic archiveLoad and apply a Blender XML theme fileLoad factory default preferences. To make changes to preferences permanent, use "Save Preferences"Load factory default startup file and preferences. To make changes permanent, use "Save Startup File" and "Save Preferences"Load last saved preferencesLoad online manualLoad sound with the movieLoad the default ('factory startup') blend file. This is independent of the normal start-up file that the user can saveLoad translations' settings from a persistent JSON fileLoad user interface setup from the .blend fileLoad user interface setup in the .blend fileLoad user interface setup when loading .blend filesLoaded a pre-2.50 blend file, animation data has not been loaded. Open & save the file with Blender v4.5 to convert animation data.Loading "%s" failed: Loading Asset LibrariesLoading export settings failed. Removed corrupted settingsLoading failed: Loading previews...Loading textures ({} remaining)Loading...LocalLocal +X TangentLocal +Z TangentLocal -X TangentLocal -Z TangentLocal CameraLocal CollectionsLocal Data-blocksLocal LocationLocal MatrixLocal PoseLocal SpaceLocal Space (Owner Orientation)Local Up/DownLocal ViewLocal With ParentLocal rotation of the gizmo. Only used if the local transforms are used in the 3D viewLocal space unit length custom normal vectors of the face corners of this triangleLocal space unit length normal vector for this faceLocal space unit length normal vector for this triangleLocal space unit length tangent vector of this vertex for this face (must be computed beforehand using calc_tangents)Local transformation matrix of the layerLocale code: ab. Translation progress: 0%Locale code: ar_EG. Translation progress: 23%Locale code: be. Translation progress: 0%Locale code: bg_BG. Translation progress: 1%Locale code: ca_AD. Translation progress: 100%Locale code: cs_CZ. Translation progress: 27%Locale code: da. Translation progress: 3%Locale code: de_DE. Translation progress: 37%Locale code: el_GR. Translation progress: 1%Locale code: en_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: 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 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 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' 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 (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 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 CoordsOriginal IDOriginal IK solverOriginal LengthOriginal ModeOriginal NormalOriginal PerlinOriginal PlaneOriginal bounding boxOriginal frame range: {:d}-{:d} ({:d})Original frames per secondOriginal image heightOriginal image widthOriginal length of the boneOriginal scene dependency graph is built forOriginal surface mesh is emptyOriginal surface missing UV map: "{}"Original transform of the bone in armature space, defined in edit modeOriginal undeformed location used to calculate the strength of the deform effect (edit/animate the Deformed Location instead)Original vertex count mismatch: %u to %uOriginal view layer dependency graph is built forOriginsOrigins (All)Orphan Orphan library objects added to the current scene to avoid lossOrthographicOrthographic Camera scale (similar to zoom)Orthographic ScaleOrthographic camera scale (similar to zoom)OtherOther InterpolationOther StripsOther geometry types, like curve, meta-ball, etc. (converted to meshes)Other object has no shape keyOther strips affected by the active one (sharing some time, and below or effect-assigned)Other than adding glue constraints to the control, the rig acts as a one segment basic deform chainOther user path, for bimanual actions. E.g. "/user/hand/right"OthersOuncesOutOut Of Memory ErrorOut XOut ZOut of memoryOut of memory on allocating cloth objectOut of memory on allocating trianglesOut of memory on allocating verticesOuterOuter Cone AngleOuter Cone VolumeOuter CornersOuter CreaseOuter MaskOuter MiterOuter PointsOuter RadiusOuter ThicknessOuter face thicknessOuter shape to use for toolsOutflowOutflow Level SetOutlineOutline ColorOutline MaterialOutline ModifierOutline SelectedOutline WidthOutline color of active pose bonesOutline color of selected pose bonesOutline of Strokes modifier from camera viewOutline requires an active cameraOutlinerOutliner SyncOutliner space dataOutputOutput AOutput AttributesOutput BOutput FilepathOutput ItemOutput ItemsOutput NameOutput NodeOutput PathOutput PathsOutput PropertiesOutput QualityOutput ToggleOutput Vertex GroupsOutput Vertex groupOutput White PointOutput a blocky surface with no smoothingOutput a color value chosen with the color picker widgetOutput a manifold mesh even if the base mesh is non-manifold, where edges have 3 or more connecting faces. This method is slower.Output a mesh corresponding to the volume of the original meshOutput a randomized valueOutput a selection of a Grease Pencil layerOutput a selection of edges by following paths across mesh edgesOutput a single collectionOutput a single materialOutput a single objectOutput a smooth surface with no sharp-features detectionOutput a solidified version of a mesh by simple extrusionOutput a surface that reproduces sharp edges and corners from the input meshOutput color space settingsOutput curves following paths across mesh edgesOutput data from inside of a node groupOutput data from the simulation zoneOutput each child of the collection as a separate instance, sorted alphabeticallyOutput faces with smooth shading rather than flat shadedOutput file containerOutput format for images. PNG is lossless and generally preferred, but JPEG might be preferable for web applications due to the smaller file size. Alternatively they can be omitted if they are not neededOutput format. Binary is most efficient, but JSON may be easier to edit laterOutput grid with evaluated field valuesOutput image in AVIF formatOutput image in Cineon formatOutput image in DPX formatOutput image in JPEG 2000 formatOutput image in JPEG formatOutput image in OpenEXR formatOutput image in PNG formatOutput image in Radiance HDR formatOutput image in SGI IRIS formatOutput image in TIFF formatOutput image in Targa formatOutput image in WebP formatOutput image in bitmap formatOutput image in multilayer OpenEXR formatOutput image in uncompressed Targa formatOutput image resolutionOutput light color information to the scene's WorldOutput light information to a light objectOutput list with evaluated field valuesOutput node must not be in zoneOutput normals for bump mapping - disabling can speed up performance if it's not neededOutput sockets cannot be multi-inputOutput string characters that cannot be typed directly with the keyboardOutput surface material information for use in renderingOutput the bone pose relative to the armature object transformOutput the entire object as single instance. This allows instancing non-geometry object typesOutput the geometry relative to the collection offsetOutput the geometry relative to the input object transform, and the location, rotation and scale relative to the world originOutput the handle positions relative to the corresponding control point instead of in the local space of the geometryOutput the input spline's evaluated points, based on the resolution attribute for NURBS and Bézier splines. Poly splines are unchangedOutput the normal and rotation values that have been output before the node started taking smooth normals into accountOutput the number of characters in the given stringOutputsOutputs:OutsetOutset rather than insetOutsideOutside Annotated AreaOutside PaddingOutside SurfaceOutside distance in UI units from the edge of the region at which to stop panningOutside of miter is arcOutside of miter is sharpOutside of miter is squared-off patchOutwards VelocityOverOver ImageOver which part of the tree items to apply the operationOver-blurOverall denoising quality when using OpenImageDenoiseOverall distance factor for the deformationOverall factor for the deformationOverall minimum intensity of the mist effectOverall radius of the braidsOverall radius of the curlsOverall sensitivity of the 3D Mouse for rotationOverall sensitivity of the 3D Mouse for translationOverall texture scaleOverall texture scale. The scale is a factor of the bounding box of the face divided by the Scale valueOverblurOverflowOverhangOverhang MaxOverhang MinOverlapOverlap ModeOverlap ThresholdOverlapping Edge TypesOverlapping Edges As ContourOverlapping curves with the same winding direction are filled as a unionOverlapping islands stick togetherOverlapping timeOverlayOverlay LockOverlay ModeOverlay OffsetOverlay SettingsOverlay Smooth WiresOverlay TypeOverlay a foreground image onto a background imageOverlay blending factor of rasterized maskOverlay color on every other rowOverlay display methodOverlay existing with new keysOverlay mode of rasterized maskOverlaysOverridableOverriddenOverridden SelectedOverridden data-blocks names are not editableOverrideOverride Background ImageOverride CollectionOverride ConstraintOverride CreaseOverride FrameOverride Insert Keyframes Default - VisualOverride Insert Keyframes Default- Only NeededOverride IterationsOverride LayersOverride LocationOverride ModifierOverride Node FormatOverride NormalsOverride OperationsOverride Overlap Shuffle BehaviorOverride OverlayOverride PropertiesOverride Scene SettingsOverride Solver IterationsOverride TrackOverride TransformOverride all values stored for inactive voxels as wellOverride default setting to insert keyframes based on 'visual transforms'Override default setting to only insert keyframes where they're needed in the relevant F-CurvesOverride number of render samples for this view layer, 0 will use the scene settingOverride object and collection intersection priority valueOverride operation cannot be removedOverride property cannot be removedOverride the given "location" array by recalculating object space positions from the provided "mouse_event" positionsOverride the number of solver iterations for this constraintOverride the radius of the spline point with the taper radiusOverride the scene's active cameraOverride the simulation frame range from the sceneOverride world in this view layerOverrides for some of the active brush's settingsOverscanOverscan SizeOvershootOvershoot DisabledOvershoot disabledOverview of scene graph and all available data-blocksOverwriteOverwrite %sOverwrite AllOverwrite Current ActionOverwrite Entire RangeOverwrite Existing:Overwrite MaterialOverwrite ModeOverwrite PreviousOverwrite RangeOverwrite Startup FileOverwrite Template Startup FileOverwrite TexturesOverwrite Widget MeshesOverwrite all elements' dataOverwrite characters when typing rather than inserting themOverwrite existing bake data?Overwrite existing filesOverwrite existing files when exporting texturesOverwrite existing files while renderingOverwrite existing material with the same nameOverwrite existing proxy files when buildingOverwrite file with an older Blender version?Overwrite file with current OpenColorIO configuration?Overwrite is not checked for %s, skippingOverwrite keys in pasted rangeOverwrite keys in pasted range, using the range of all copied keysOverwrite previously created orientation with same nameOwnerOwner SpaceOzoneP1P2PBR ExtensionsPC2PCMPIC/FLIP Ratio. A value of 1.0 will result in a completely FLIP based simulation. Use a lower value for simulations which should produce smaller splashes.PIZPLY Export: Cannot open file '%s'PLY Export: Unable to find collection '%s'PLY Importer: %s: %sPLY Importer: failed importing, no verticesPLY Importer: failed importing, unknown errorPNGPNG (.png)PNG Image (.png)PO Blender File PathPO Work File PathPOT File PathPPM BasePPM FactorPackPack BitsPack ExternalPack ImagesPack IslandsPack QualityPack UV IslandsPack UV Islands FieldPack all faces in the meshPack all images into .blend filePack all used external files into this .blendPack all used external files into this .blend filePack an image as embedded data into the .blend filePack baked data from disk into the .blend filePack displacements from an external filePack each face's UVs into the UV boundsPack islands to active UDIM image tile or UDIM grid tile where 2D cursor is locatedPack islands to closest UDIMPack islands to custom regionPack only selected facesPack the baked data into the .blend filePack the sound into the current blend filePack toPack to starting bounding box of islandsPack {}Package IDPackage ID not setPackedPacked %d file(s)Packed FilePacked File, click to unpackPacked FilesPacked MultiLayer files cannot be paintedPacked MultiLayer files cannot be painted: %sPacked data-blocks cannot be renamedPacked library data-block, click to unpack and make localPacked library image cannot be saved: "%s" from "%s"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 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, 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 modifier: %sRemoved {:d} empty and/or fake-user only ActionsRemoved {:d} of {:d} bone collectionsRemoves 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 {: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 & 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 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 copied attributes from {} to {}Successfully generated: "{: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 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.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 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 TypeView3DCustomView3DDragView3DFloorView3DFrontView3DLeftView3DMixView3DPressView3DRightView3DScreenView3DSelectView3DThemeView3DTopView3DViewView3DWorldViewLayerViewerViewer Attribute OpacityViewer BackViewer DataViewer ForwardViewer IndexViewer ItemViewer ItemsViewer LeftViewer NodeViewer PathViewer Path ElementViewer Pose LocationViewer Pose RotationViewer RegionViewer RightViewer image not found.Viewer reference scale associated with this landmarkViewpointViewportViewport AmountViewport Anti-AliasingViewport BVHViewport BVH TypeViewport BouncesViewport DebugViewport DenoiserViewport DenoisingViewport Denoising Input PassesViewport Denoising PrefilterViewport Denoising QualityViewport Dicing RateViewport DisplayViewport FeedbackViewport GizmosViewport OverlaysViewport ResolutionViewport SamplesViewport Sampling PresetsViewport ShadingViewport SizeViewport Texture LimitViewport TransformViewport VisibilityViewport display size of the sampled dataViewport display style for emptiesViewport display style for tracksViewport lens angleViewport navigation gizmoViewport non-rendered modeViewport not in local viewViewport overlays are disabledViewport resolution of the generated surfaceViewportsViewsViews FormatViews Format:VignetteVignette IntensityVirtual Node SocketVirtual ParentsVirtual socket of a nodeVirtually fill holes in mesh before unwrapping, to better avoid overlaps and preserve symmetryViscoelastic SpringsViscosityViscosity BaseViscosity ExponentViscosity of liquid (higher values result in more viscous fluids, a value of 0 will still apply some viscosity)Viscosity setting: value that is multiplied by 10 to the power of (exponent*-1)VisibilityVisibility ActionVisibility AreaVisibility BiasVisibility Bleed BiasVisibility BlurVisibility CollectionVisibility IconVisibility statusVisibleVisible LinesVisible ObjectsVisible Primitives OnlyVisible TabsVisible by DefaultVisible distance and angle measurementsVisible layersVisualVisual AidsVisual Effects PropertiesVisual Geometry to MeshVisual KeyingVisual LocationVisual Location & RotationVisual Location & ScaleVisual Location, Rotation & ScaleVisual RotationVisual Rotation & ScaleVisual ScaleVisual Studio CodeVisual TransformVisual width of the hit destination indicatorVisual width of the teleportation ray lineVisualize cached complete framesVisualize cached images on the timelineVisualize cached raw imagesVisualize data from inside a node graph, in the image editor or as a backdropVisualize vector fieldsVolumeVolumeBooleanVolumeClipVolumeData TypeVolumeDissolveVolumeDoubleVolumeDouble VectorVolumeEmptyVolumeExtendVolumeFloatVolumeIntegerVolumeInteger 64-bitVolumeInteger VectorVolumeMaskVolumeNewVolumePing-PongVolumePoints (Unsupported)VolumeRepeatVolumeSequence ModeVolumeUnknownVolumeVectorVolume "%s" contains points, only voxel grids are supportedVolume "%s" failed to load: %sVolume AbsorptionVolume AlphaVolume BouncesVolume CoefficientsVolume CubeVolume Custom RangeVolume DirectVolume DisplaceVolume Displace ModifierVolume DisplayVolume EmissionVolume FactorVolume FilesVolume GridVolume GridsVolume GuidingVolume Guiding ProbabilityVolume IndirectVolume InfoVolume InterpolationVolume IntersectionVolume Intersection MethodVolume LightVolume MajorantVolume Max Ray DepthVolume MinVolume PreservationVolume ProbeVolume Raymarching Step SizeVolume Raymarching Step Size LightingVolume RenderVolume ResolutionVolume SamplingVolume ScatterVolume Scatter VisibilityVolume ShadowsVolume TransmitVolume VariationVolume Variation MaximumVolume Variation MinimumVolume Variation SmoothnessVolume data-block for 3D volume gridsVolume data-blocksVolume density per voxelVolume display settings for 3D viewportVolume file used by this Volume data-blockVolume file used for loading the volume at the current frame. Empty if the volume has not be loaded or the frame only exists in memory.Volume geometry to add a grid toVolume grid nameVolume is preserved when the object is scaled only on the free axis. Non-free axis scaling is passed through.Volume is preserved when the object is scaled uniformly. Deviations from uniform scale on non-free axes are passed through.Volume is strictly preserved, overriding the scaling of non-free axesVolume light multiplierVolume object display settings for 3D viewportVolume object render settingsVolume of the bone at restVolume outside the outer coneVolume render settings for 3D viewportVolume scale is lower than permitted by OpenVDBVolume to MeshVolume to Mesh ModifierVolume to convert to a meshVolume to take a named grid out ofVolume with fog grids that points are scattered inVolume(s)Volume: {} gridsVolumesVolumes only support a single material; selection input cannot be a fieldVolumetric DataVolumetric Shadow SamplesVolumetric ShadowsVolumetric approximation to physically based volume scattering, using the scattering radius as specifiedVolumetric approximation to physically based volume scattering, with scattering radius automatically adjusted to match color textures. Designed for skin shading.VorbisVoronoiVoronoi CrackleVoronoi F1Voronoi F2Voronoi F2-F1Voronoi F3Voronoi F4Voronoi TextureVoronoi feature weight 1Voronoi feature weight 2Voronoi feature weight 3Voronoi feature weight 4VortexVortex effector weightVorticityVoxelVoxel AmountVoxel CoordinateVoxel ExtentVoxel Grid Cell SizeVoxel IndexVoxel SizeVoxel remesher cannot run with a voxel size of 0.0Voxel remesher failed to create meshVoxel size of %f too small to be solvedVoxelize GridVoxelsVoxels with a larger value are inside the generated meshVulkanWW (Z) AxisW AxisW RotationW-axis for quaternion and axis-angle rotationsW1W2W3W4W:WARNING: Driver expression may not work correctlyWARNING: This metarig contains deprecated Rigify rig-types and cannot be upgraded automatically.WARNING: not supported in dupli/group instancesWARNING: preferences are lost when add-on is disabled, be sure to use "Save Persistent" if you want to keep your settings!WEBPWait for ClickWait for InputWait for first click instead of painting immediatelyWait for mouse click input before running the operator from a menuWait to Deselect OthersWalkWalk DirectionWalk NavigationWalk SpeedWalk navigation settingsWalk with gravity, or free navigateWallWanderWarn Msgid Not CapitalizedWarn about messages not starting by a capitalized letter (with a few allowed exceptions!)WarningWarning Icon ForegroundWarning PropagationWarning TypeWarning created during evaluation of a geometry nodes modifierWarning! Before unlocking, ensure another instance of Blender is not running.Warning, file already exists. Overwrite existing file?Warning/error indicator color for strips referencing the strip being tweakedWarning:Warning: Could not allocate light probes volume pool of {} MB, using {} MB instead.Warning: Multiple objects share the same data. Make single user and then apply transformations?Warning: Some features may change after generationWarning: Some images are modified and these changes will be lost.Warning: There are unsaved external image(s).Warning: Volume rendering data could not be allocated. Now using a resolution of 1:{} instead of 1:{}.Warning: the blend-file relative path prefix "//" is not supported for this property.WarningsWarpWarp AngleWarp ModifierWarp modifierWarp parts of a mesh to a new location in a very flexible way thanks to 2 specified objectsWarp vertices around the cursorWaterWattsWaveWave AlignmentWave ClampWave Crest Particle SamplingWave Crest Potential MaximumWave Crest SamplingWave Deformation EffectWave Deformation effectWave DirectionWave EffectWave ModifierWave ProfileWave ScaleWave TextureWave TypeWave damping factorWave effect modifierWave propagation speedWave time scaling factorWaveDistortionWaveformWaveform Audio File FormatWaveform DisplayWaveform ModeWaveform OpacityWaveform StyleWaveformsWavefront (.obj)WavelengthWavelength of the sinus displacementWavesWay to display the backgroundWay to display the cavity shadingWay to interpret mouse movementsWeakWeak reference to a data-block in another library .blend file (used to re-use already appended data instead of appending new copies)Weak reference to some assetWebMWebM (VP9+Opus)WebM / VP9WebP (.webp)WebP FallbackWebP FormatWebsiteWeightWeight 1Weight 2Weight 3Weight 4Weight AngleWeight Color RangeWeight FactorWeight Grease PencilWeight GroupWeight IndexWeight InterpolationWeight Modifier AngleWeight Modifier ProximityWeight OutputWeight PaintWeight Paint Auto-NormalizeWeight Paint CapabilitiesWeight Paint Lock-RelativeWeight Paint Multi-PaintWeight Paint OpacityWeight Paint OverlaysWeight PositionWeight ProximityWeight applied per faceWeight data for new strokes is added according to the current vertex group and weight. If no vertex group selected, weight is not added.Weight for cloth simulationWeight hair particlesWeight of a particle instance object in a collectionWeight of feather pointWeight of rotation constraint for IKWeight of scale constraint for IKWeight of the characters. 100-900, 400 is normal.Weight of the closest guide curve for each generated curveWeight of the pointWeight projection's vector by faces with larger areasWeight to assign in vertex groupsWeight used by the Subdivision Surface modifierWeight used for Soft Body GoalWeight used for smoothingWeight value of a vertex in a vertex groupWeight:Weight: {:.3f}WeightVG Edit ModifierWeightVG Mix ModifierWeightVG Proximity ModifierWeightedWeighted MedianWeighted NormalWeighted median face centerWeighted result of strip is added to the accumulated resultsWeighted result of strip is multiplied with the accumulated resultsWeighted result of strip is removed from the accumulated resultsWeighted vertex normal mode to useWeightedNormalWeightedNormal ModifierWeighting ModeWeighting factor for which keyframe is favored moreWeightsWeights for all of the objects in the instance collectionWeights for the vertex groups this point is member ofWeights for the vertex groups this vertex is member ofWeights from envelopes with user defined radiusWeights over this threshold remainWeldWeld ModifierWeld UVs based on shared verticesWeld loose edges into faces (splitting them into new faces)Weld modifierWeld selected UV vertices togetherWestWet MixWet Paint RadiusWet PersistenceWetmap LayerWetmapsWetnessWhDownWhInWhLeftWhOutWhRightWhUpWhat Cryptomatte layer is usedWhat axis is used to change particle rotation with timeWhat distance Width measuresWhat kind of higher order types are expected to flow through this socketWhat override operation is performedWhat type of blend preview to createWhat way to clear parentingWheelWheel Invert ZoomWhen AppendingWhen Even mode is active, flips between the two adjacent edge loopsWhen LinkingWhen an 'array/vector' type is chosen (Location, Rotation, Color, etc.), entire array is to be usedWhen and how proxies are createdWhen bone does not have a parent, it receives cyclic offset effects (Deprecated)When bone has a parent, bone's head is stuck to the parent's tailWhen calculating Bone Paths, use Head or TipsWhen combined with each voxel's value, determines the number of points to sample per unit volumeWhen controls are merged into ones owned by other chains, include parent-induced rotation/scale difference into handle motion. Otherwise only local motion of the control bone is usedWhen creating new frames, the strokes from the previous/active frame are included as the basis for the new oneWhen deforming bone, multiply effects of Vertex Group weights with Envelope influenceWhen disabled, newly created faces are limited to 3 and 4 sided facesWhen duplicating strips, assign new copies of the actions they useWhen enabled, applies the pose flipped over the X-axisWhen enabled, create a link between geometry sockets in this zoneWhen entering numbers while transforming, default to advanced mode for full math expression evaluationWhen exporting animations, disable viewport for other objects, for performanceWhen external text is out of sync, resolve the conflictWhen hands are swapped, limit movement to viewer's initial directionWhen hands are swapped, prevent changes to viewer elevationWhen highlighted, do not pass events through to be handled by other keymapsWhen inside a 3D viewport, use layers and camera of the viewportWhen keying manually, skip inserting keys that don't affect the animationWhen locked keep using normal of surface where stroke was initiatedWhen locked keep using the plane origin of surface where stroke was initiatedWhen merging controls, chains with higher priority always winWhen merging nodes with the Ctrl+Numpad0 hotkey (and similar) specify the position of the new nodesWhen merging nodes with the Ctrl+Numpad0 hotkey (and similar) specify whether to collapse them or show the full node with options expandedWhen on, multiple actions become part of the same glTF animation if they're pushed onto NLA tracks with the same name. When off, all the currently assigned actions become one glTF animationWhen pasting, assume the pasted matrix is relative to another object (set in the user interface)When pasting, mirror the transform relative to a specific object or boneWhen projecting in the negative direction invert the face cull modeWhen projecting in the opposite direction invert the face cull modeWhen rendering animations, save JPG preview images in same directoryWhen saving a tiled image, the path '%s' must contain a valid UDIM markerWhen spawning a context menu for an asset, activate the asset and call `bl_activate_operator` if present, rather than just highlighting the assetWhen there is no material on object, export active vertex colorWhen this is disabled, lock alpha while paintingWhen to preview the compositor output inside the viewportWhen transforming keyframes, changes to the animation data are flushed to other viewsWhen transforming strips, changes to the animation data are flushed to other viewsWhen true the format is a movieWhen using adaptive sampling highlight pixels which are being sampledWhen using an image texture, adjust the stencil size to fit the image aspect ratioWhen using scene time synchronization in the sequence editor, display the range of the current scene stripWhere the Cryptomatte passes are loaded fromWhere the annotation comes fromWhere the clip comes fromWhere the image comes fromWhere the tail startsWhere to cache raw render resultsWhere to emit particles fromWhere to move cursor toWhere to move cursor to, to make a selectionWhere to output the baked mapWhere to perform randomizationWhere to save baked image texturesWhere to store the baked dataWhere to take the metadata fromWhether a tablet's eraser mode is being usedWhether bimanual interaction is occurringWhether geometry has been bound to anchorsWhether geometry has been bound to control cageWhether geometry has been bound to target meshWhether or not each visible tab has a search resultWhether or not the final base mesh positions will be slightly altered to account for a new subdivision modifier being addedWhether the IES file is loaded from disk or from a text data-blockWhether the attribute can be removed or renamedWhether the cache is separated in a series of filesWhether the camera is using orthographic projectionWhether the copies should fan out in a full circle or an arcWhether the current view is aligned to an axis (does not check whether the view is orthographic, use "is_perspective" for that). Setting this will rotate the view to the closest axisWhether the image has an alpha channelWhether the input control point plus the offset is a valid index of the original curveWhether the left handle is selectedWhether the node could find a single face to sample at the UV coordinateWhether the node editor's type supports displaying node previewsWhether the ocean is using cached data or simulatingWhether the panel is expanded or closedWhether the position of the marker is keyframed or trackedWhether the right handle is selectedWhether the sampling was successful. It can fail when the sampled group is emptyWhether the selected text is boldWhether the selected text is italicsWhether the selected text is small capsWhether the selected text is underlinedWhether the selection should be snapped as a whole or by each individual stripWhether the stored attachment UV coordinate is validWhether the strip is selectedWhether the tracking data contains valid reconstruction informationWhether the viewport is using orthographic projectionWhether there is any action referenced by NLA being edited (strictly read-only)Whether there is any text selectedWhether these settings have already been auto-set or notWhether this ID is runtime-only, evaluated data-block, or actual data from .blend fileWhether this blender installation is a sandboxed Microsoft Store versionWhether this bone collection is effectively visible in the viewport. This is True when this bone collection and all of its ancestors are visible, or when it is marked as 'solo'.Whether this collection is visible for the view layer, take into account the collection parentWhether this feature-set is registered or notWhether this is the active slot, can be set by assigning to action.slots.activeWhether this library override exists only for the override hierarchy, or if it is actually editable by the userWhether this library override is defined as part of a library hierarchy, or as a single, isolated and autonomous overrideWhether this path is saved in bookmarks, or generated from OSWhether to apply random scale uniformly or per axisWhether to check the type of left and right handlesWhether to delete the selection after copyingWhether to enable or disable tweak mode in NLAWhether to fade in or outWhether to hide or show verticesWhether to preserve the vocal formants when shifting the pitch.Whether to select or deselect linked vertices under the cursorWhether to select while movingWhether to set face strength, and which faces to set face strength onWhether to set face strength, and which faces to set it onWhether to take into account per-vertex importance weightsWhether to update left and right handlesWhether to use a custom frame for looking up data in the cache file, instead of using the current scene frameWhether to use maximum clipping valueWhether to use minimum clipping valueWhether we may browse Blender files' content or notWhich Actions to affectWhich Boolean solver to useWhich ID types to show/hide, when browsing a libraryWhich Intersect solver to useWhich Selection Set to select; -1 uses the active Selection SetWhich algorithm to use to generate the marginWhich asset types to show/hide, when browsing an asset libraryWhich axis of the 3D Mouse cap zooms the viewWhich axis to align with the normal of the surface geometryWhich axis to use for offsetWhich bone to take texture coordinates fromWhich bones to affectWhich boolean operation to applyWhich channels to bakeWhich channels to insert keys at when no keying set is activeWhich child instance to pick per element by indexWhich color management settings to use for file savingWhich data to transferWhich data's transformations to bakeWhich data-block previews to clearWhich direction is used to calculate the effector forceWhich distances to target object to useWhich domain to delete inWhich domain to duplicateWhich domain to read the data fromWhich domain to separate onWhich domain to store the data inWhich edge data layers to transferWhich element to retrieve a value from on the geometryWhich elements to affect (vertices, edges and/or faces)Which elements to deleteWhich end of the segment to use as a reference to scale fromWhich end of the segment to use as a reference to shear fromWhich ends of the segment between the preceding and following Grease Pencil frames easing interpolation is applied toWhich ends of the segment between this and the next keyframe easing interpolation is applied toWhich face corner data layers to transferWhich face data layers to transferWhich faces to scatter onWhich frame to use for videos. Note that different frames in videos can have different resolutionsWhich frames to include in the exportWhich geometry element to move the attribute toWhich implementation of spring to useWhich kind of object to exportWhich layers to transfer, in case of multi-layers typesWhich mesh elements selection works onWhich method to use for viewport navigationWhich mode to use for decimationWhich object to take texture coordinates fromWhich objects to include in the exportWhich of the sorted corners to output. Negative indexing is supportedWhich of the sorted edges to output. Negative indexing is supportedWhich of the sorted points to output. Negative indexing is supportedWhich output node to use, for node-based texturesWhich part of the text to deleteWhich part to snap onto the targetWhich particle level set generator to useWhich parts of the mesh component to deleteWhich point on the bones is used when calculating pathsWhich relative layer (above or below) to use as a maskWhich renderer and viewport shading types to use the shaders forWhich side of the playhead strips should snap to when no handles are selectedWhich sides to copy from and toWhich sides to copy from and to (when both are selected)Which sky model should be usedWhich style to use for viewport scalingWhich texture channel to use for maskingWhich texture coordinates to use for mappingWhich top-level instances to realizeWhich transforms to transferWhich unit to use for time jumps in the timelineWhich vertex data layers to transferWhich vertices should be affectedWhich vertices to hide or showWhile editing, don't update metaball at allWhile editing, update metaball alwaysWhile editing, update metaball in half resolutionWhile editing, update metaball without polygonizationWhile offline, use "Install from Disk" instead.WhiteWhite BalanceWhite Balance PresetsWhite LevelWhite Noise TextureWhite PointWhite ValueWhite balance modifier for sequence stripWhole CharacterWhole Character (Selected Bones Only)Whole CollectionWhole FrameWidgetWidget EmbossWidget OffsetWidget StyleWidget TypeWidgets CollectionWidthWidth PercentWidth TypeWidth and height in pixelsWidth and height in pixels, zero when image data cannot be loadedWidth and height of the image buffer in pixels, zero when image data cannot be loadedWidth and height of the tile buffer in pixels, zero when image data cannot be loadedWidth of CCD sensor in millimetersWidth of marker's pattern in screen coordinatesWidth of marker's search in screen coordinatesWidth of panel and menu shadows, set to zero to disableWidth of the active voxel surface, in voxelsWidth of the blur for the transition, in percentage relative to the image sizeWidth of the gradient inside of the meshWidth of the nodeWidth of the zone in UI units where speed increases with distance from the edgeWidth over which the reconstruction filter combines samplesWidth:WildcardWill be stuck reading frame {:d}!Will create directories so that all paths are valid.WinWindWind FactorWind VelocityWind effector weightWind speedWindowWindow BackgroundWindow ManagerWindow ManagersWindow MatrixWindow event timerWindow heightWindow manager data-block defining open windows and other user interface dataWindow manager data-blocksWindow widthWindowManager3D ViewWindowManager3D View GenericWindowManager3D View Tool: CursorWindowManager3D View Tool: Cursor (fallback)WindowManager3D View Tool: Edit Armature, Bone EnvelopeWindowManager3D View Tool: Edit Armature, Bone Envelope (fallback)WindowManager3D View Tool: Edit Armature, Bone SizeWindowManager3D View Tool: Edit Armature, Bone Size (fallback)WindowManager3D View Tool: Edit Armature, ExtrudeWindowManager3D View Tool: Edit Armature, Extrude (fallback)WindowManager3D View Tool: Edit Armature, Extrude to CursorWindowManager3D View Tool: Edit Armature, Extrude to Cursor (fallback)WindowManager3D View Tool: Edit Armature, RollWindowManager3D View Tool: Edit Armature, Roll (fallback)WindowManager3D View Tool: Edit Curve, Curve PenWindowManager3D View Tool: Edit Curve, Curve Pen (fallback)WindowManager3D View Tool: Edit Curve, DrawWindowManager3D View Tool: Edit Curve, Draw (fallback)WindowManager3D View Tool: Edit Curve, ExtrudeWindowManager3D View Tool: Edit Curve, Extrude (fallback)WindowManager3D View Tool: Edit Curve, Extrude to CursorWindowManager3D View Tool: Edit Curve, Extrude to Cursor (fallback)WindowManager3D View Tool: Edit Curve, RadiusWindowManager3D View Tool: Edit Curve, Radius (fallback)WindowManager3D View Tool: Edit Curve, RandomizeWindowManager3D View Tool: Edit Curve, Randomize (fallback)WindowManager3D View Tool: Edit Curve, TiltWindowManager3D View Tool: Edit Curve, Tilt (fallback)WindowManager3D View Tool: Edit Mesh, BevelWindowManager3D View Tool: Edit Mesh, Bevel (fallback)WindowManager3D View Tool: Edit Mesh, BisectWindowManager3D View Tool: Edit Mesh, Bisect (fallback)WindowManager3D View Tool: Edit Mesh, Edge SlideWindowManager3D View Tool: Edit Mesh, Edge Slide (fallback)WindowManager3D View Tool: Edit Mesh, Extrude Along NormalsWindowManager3D View Tool: Edit Mesh, Extrude Along Normals (fallback)WindowManager3D View Tool: Edit Mesh, Extrude IndividualWindowManager3D View Tool: Edit Mesh, Extrude Individual (fallback)WindowManager3D View Tool: Edit Mesh, Extrude ManifoldWindowManager3D View Tool: Edit Mesh, Extrude Manifold (fallback)WindowManager3D View Tool: Edit Mesh, Extrude RegionWindowManager3D View Tool: Edit Mesh, Extrude Region (fallback)WindowManager3D View Tool: Edit Mesh, Extrude to CursorWindowManager3D View Tool: Edit Mesh, Extrude to Cursor (fallback)WindowManager3D View Tool: Edit Mesh, Inset FacesWindowManager3D View Tool: Edit Mesh, Inset Faces (fallback)WindowManager3D View Tool: Edit Mesh, KnifeWindowManager3D View Tool: Edit Mesh, Knife (fallback)WindowManager3D View Tool: Edit Mesh, Loop CutWindowManager3D View Tool: Edit Mesh, Loop Cut (fallback)WindowManager3D View Tool: Edit Mesh, Offset Edge Loop CutWindowManager3D View Tool: Edit Mesh, Offset Edge Loop Cut (fallback)WindowManager3D View Tool: Edit Mesh, Poly BuildWindowManager3D View Tool: Edit Mesh, Poly Build (fallback)WindowManager3D View Tool: Edit Mesh, Push/PullWindowManager3D View Tool: Edit Mesh, Push/Pull (fallback)WindowManager3D View Tool: Edit Mesh, RandomizeWindowManager3D View Tool: Edit Mesh, Randomize (fallback)WindowManager3D View Tool: Edit Mesh, Rip EdgeWindowManager3D View Tool: Edit Mesh, Rip Edge (fallback)WindowManager3D View Tool: Edit Mesh, Rip RegionWindowManager3D View Tool: Edit Mesh, Rip Region (fallback)WindowManager3D View Tool: Edit Mesh, Shrink/FattenWindowManager3D View Tool: Edit Mesh, Shrink/Fatten (fallback)WindowManager3D View Tool: Edit Mesh, SmoothWindowManager3D View Tool: Edit Mesh, Smooth (fallback)WindowManager3D View Tool: Edit Mesh, SpinWindowManager3D View Tool: Edit Mesh, Spin (fallback)WindowManager3D View Tool: Edit Mesh, To SphereWindowManager3D View Tool: Edit Mesh, To Sphere (fallback)WindowManager3D View Tool: Edit Mesh, Vertex SlideWindowManager3D View Tool: Edit Mesh, Vertex Slide (fallback)WindowManager3D View Tool: Edit Text, Select TextWindowManager3D View Tool: Edit Text, Select Text (fallback)WindowManager3D View Tool: MeasureWindowManager3D View Tool: Measure (fallback)WindowManager3D View Tool: MoveWindowManager3D View Tool: Move (fallback)WindowManager3D View Tool: Object, Add PrimitiveWindowManager3D View Tool: Object, Add Primitive (fallback)WindowManager3D View Tool: Paint Weight, GradientWindowManager3D View Tool: Paint Weight, Gradient (fallback)WindowManager3D View Tool: Paint Weight, Sample Vertex GroupWindowManager3D View Tool: Paint Weight, Sample Vertex Group (fallback)WindowManager3D View Tool: Paint Weight, Sample WeightWindowManager3D View Tool: Paint Weight, Sample Weight (fallback)WindowManager3D View Tool: Pose, BreakdownerWindowManager3D View Tool: Pose, Breakdowner (fallback)WindowManager3D View Tool: Pose, PushWindowManager3D View Tool: Pose, Push (fallback)WindowManager3D View Tool: Pose, RelaxWindowManager3D View Tool: Pose, Relax (fallback)WindowManager3D View Tool: RotateWindowManager3D View Tool: Rotate (fallback)WindowManager3D View Tool: ScaleWindowManager3D View Tool: Scale (fallback)WindowManager3D View Tool: Sculpt, Box Face SetWindowManager3D View Tool: Sculpt, Box Face Set (fallback)WindowManager3D View Tool: Sculpt, Box HideWindowManager3D View Tool: Sculpt, Box Hide (fallback)WindowManager3D View Tool: Sculpt, Box MaskWindowManager3D View Tool: Sculpt, Box Mask (fallback)WindowManager3D View Tool: Sculpt, Box TrimWindowManager3D View Tool: Sculpt, Box Trim (fallback)WindowManager3D View Tool: Sculpt, Cloth FilterWindowManager3D View Tool: Sculpt, Cloth Filter (fallback)WindowManager3D View Tool: Sculpt, Color FilterWindowManager3D View Tool: Sculpt, Color Filter (fallback)WindowManager3D View Tool: Sculpt, Face Set EditWindowManager3D View Tool: Sculpt, Face Set Edit (fallback)WindowManager3D View Tool: Sculpt, Lasso Face SetWindowManager3D View Tool: Sculpt, Lasso Face Set (fallback)WindowManager3D View Tool: Sculpt, Lasso HideWindowManager3D View Tool: Sculpt, Lasso Hide (fallback)WindowManager3D View Tool: Sculpt, Lasso MaskWindowManager3D View Tool: Sculpt, Lasso Mask (fallback)WindowManager3D View Tool: Sculpt, Lasso TrimWindowManager3D View Tool: Sculpt, Lasso Trim (fallback)WindowManager3D View Tool: Sculpt, Line Face SetWindowManager3D View Tool: Sculpt, Line Face Set (fallback)WindowManager3D View Tool: Sculpt, Line HideWindowManager3D View Tool: Sculpt, Line Hide (fallback)WindowManager3D View Tool: Sculpt, Line MaskWindowManager3D View Tool: Sculpt, Line Mask (fallback)WindowManager3D View Tool: Sculpt, Line ProjectWindowManager3D View Tool: Sculpt, Line Project (fallback)WindowManager3D View Tool: Sculpt, Line TrimWindowManager3D View Tool: Sculpt, Line Trim (fallback)WindowManager3D View Tool: Sculpt, Mask by ColorWindowManager3D View Tool: Sculpt, Mask by Color (fallback)WindowManager3D View Tool: Sculpt, Mesh FilterWindowManager3D View Tool: Sculpt, Mesh Filter (fallback)WindowManager3D View Tool: Sculpt, Polyline Face SetWindowManager3D View Tool: Sculpt, Polyline Face Set (fallback)WindowManager3D View Tool: Sculpt, Polyline HideWindowManager3D View Tool: Sculpt, Polyline Hide (fallback)WindowManager3D View Tool: Sculpt, Polyline MaskWindowManager3D View Tool: Sculpt, Polyline Mask (fallback)WindowManager3D View Tool: Sculpt, Polyline TrimWindowManager3D View Tool: Sculpt, Polyline Trim (fallback)WindowManager3D View Tool: Select BoxWindowManager3D View Tool: Select Box (fallback)WindowManager3D View Tool: Select CircleWindowManager3D View Tool: Select Circle (fallback)WindowManager3D View Tool: Select LassoWindowManager3D View Tool: Select Lasso (fallback)WindowManager3D View Tool: ShearWindowManager3D View Tool: Shear (fallback)WindowManager3D View Tool: TransformWindowManager3D View Tool: Transform (fallback)WindowManager3D View Tool: TweakWindowManager3D View Tool: Tweak (fallback)WindowManagerAccelerateWindowManagerAddWindowManagerAdd CutWindowManagerAdd Cut ClosedWindowManagerAdd NewWindowManagerAdd Snap PointWindowManagerAdjust Proportional InfluenceWindowManagerAlignWindowManagerAnimationWindowManagerAnimation ChannelsWindowManagerApplyWindowManagerAreaWindowManagerArmatureWindowManagerAttach/Detach FrameWindowManagerAutomatic ConstraintWindowManagerAutomatic Constraint PlaneWindowManagerAxis SnapWindowManagerAxis Snap (Off)WindowManagerBackwardWindowManagerBeginWindowManagerBevel Modal MapWindowManagerBlender will now close.WindowManagerCancelWindowManagerCenter Pivot OffWindowManagerCenter Pivot OnWindowManagerChange Affect TypeWindowManagerChange Inner MiterWindowManagerChange Intersection MethodWindowManagerChange OffsetWindowManagerChange Offset ModeWindowManagerChange OpacityWindowManagerChange Outer MiterWindowManagerChange ProfileWindowManagerChange RadiusWindowManagerChange SegmentsWindowManagerClamp StripsWindowManagerClear ConstraintsWindowManagerClipWindowManagerClip Dopesheet EditorWindowManagerClip EditorWindowManagerClip Graph EditorWindowManagerCollide ExtensionsWindowManagerConfirmWindowManagerConfirm SamplingWindowManagerConsoleWindowManagerCreaseWindowManagerCurveWindowManagerCurve Pen Modal MapWindowManagerCurvesWindowManagerCustom Normals Modal MapWindowManagerCycle Angle Snapping Relative EdgeWindowManagerCycle through profile typesWindowManagerDecelerateWindowManagerDecrease Jump HeightWindowManagerDecrease Max AutoIK Chain LengthWindowManagerDecrease Proportional InfluenceWindowManagerDecrease SegmentsWindowManagerDecrease SubdivisionWindowManagerDeselectWindowManagerDiagonals FalloffWindowManagerDisable PrecisionWindowManagerDisable SnapWindowManagerDopesheetWindowManagerDopesheet GenericWindowManagerDownWindowManagerDrag ExtensionsWindowManagerEnable PrecisionWindowManagerEnable SnapWindowManagerEnd Current CutWindowManagerExtrudeWindowManagerEyedropper ColorRamp PointSampling MapWindowManagerEyedropper Modal MapWindowManagerFastWindowManagerFast (Off)WindowManagerFile BrowserWindowManagerFile Browser ButtonsWindowManagerFile Browser MainWindowManagerFill Tool Modal MapWindowManagerFixed Aspect OffWindowManagerFixed Aspect OnWindowManagerFlipWindowManagerFontWindowManagerForwardWindowManagerFramesWindowManagerFree-Align ToggleWindowManagerGeneric GizmoWindowManagerGeneric Gizmo Click DragWindowManagerGeneric Gizmo DragWindowManagerGeneric Gizmo Maybe DragWindowManagerGeneric Gizmo SelectWindowManagerGeneric Gizmo Tweak Modal MapWindowManagerGeneric Tool: AnnotateWindowManagerGeneric Tool: Annotate (fallback)WindowManagerGeneric Tool: Annotate EraserWindowManagerGeneric Tool: Annotate Eraser (fallback)WindowManagerGeneric Tool: Annotate LineWindowManagerGeneric Tool: Annotate Line (fallback)WindowManagerGeneric Tool: Annotate PolygonWindowManagerGeneric Tool: Annotate Polygon (fallback)WindowManagerGeodesic FalloffWindowManagerGeodesic recursion stepWindowManagerGesture BoxWindowManagerGesture Straight LineWindowManagerGesture Zoom BorderWindowManagerGrabWindowManagerGraph EditorWindowManagerGraph Editor GenericWindowManagerGraphics card:WindowManagerGrease PencilWindowManagerGrease Pencil Brush StrokeWindowManagerGrease Pencil Draw ModeWindowManagerGrease Pencil Edit ModeWindowManagerGrease Pencil Fill ToolWindowManagerGrease Pencil Sculpt ModeWindowManagerGrease Pencil Vertex PaintWindowManagerGrease Pencil Weight PaintWindowManagerIgnore Snapping OffWindowManagerIgnore Snapping OnWindowManagerImageWindowManagerImage Editor Tool: SampleWindowManagerImage Editor Tool: Sample (fallback)WindowManagerImage Editor Tool: Uv, CursorWindowManagerImage Editor Tool: Uv, Cursor (fallback)WindowManagerImage Editor Tool: Uv, GrabWindowManagerImage Editor Tool: Uv, Grab (fallback)WindowManagerImage Editor Tool: Uv, MoveWindowManagerImage Editor Tool: Uv, Move (fallback)WindowManagerImage Editor Tool: Uv, PinchWindowManagerImage Editor Tool: Uv, Pinch (fallback)WindowManagerImage Editor Tool: Uv, RelaxWindowManagerImage Editor Tool: Uv, Relax (fallback)WindowManagerImage Editor Tool: Uv, Rip RegionWindowManagerImage Editor Tool: Uv, Rip Region (fallback)WindowManagerImage Editor Tool: Uv, RotateWindowManagerImage Editor Tool: Uv, Rotate (fallback)WindowManagerImage Editor Tool: Uv, ScaleWindowManagerImage Editor Tool: Uv, Scale (fallback)WindowManagerImage Editor Tool: Uv, Select BoxWindowManagerImage Editor Tool: Uv, Select Box (fallback)WindowManagerImage Editor Tool: Uv, Select CircleWindowManagerImage Editor Tool: Uv, Select Circle (fallback)WindowManagerImage Editor Tool: Uv, Select LassoWindowManagerImage Editor Tool: Uv, Select Lasso (fallback)WindowManagerImage Editor Tool: Uv, TweakWindowManagerImage Editor Tool: Uv, Tweak (fallback)WindowManagerImage GenericWindowManagerImage PaintWindowManagerImage ViewWindowManagerInWindowManagerIncrease Jump HeightWindowManagerIncrease Max AutoIK Chain LengthWindowManagerIncrease Proportional InfluenceWindowManagerIncrease SegmentsWindowManagerIncrease SubdivisionWindowManagerInfoWindowManagerInvertWindowManagerJumpWindowManagerJump (Off)WindowManagerKeyingWindowManagerKnife Tool Modal MapWindowManagerLanguageWindowManagerLatticeWindowManagerLeftWindowManagerLengthen ExtensionsWindowManagerLimited Platform SupportWindowManagerLink HandlesWindowManagerLocal DownWindowManagerLocal UpWindowManagerLock AngleWindowManagerLoop Count DecreaseWindowManagerLoop Count IncreaseWindowManagerMarkersWindowManagerMask EditingWindowManagerMeshWindowManagerMesh Filter Modal MapWindowManagerMetaballWindowManagerMoveWindowManagerMove Adjacent HandleWindowManagerMove Current HandleWindowManagerMove Entire PointWindowManagerMove OriginWindowManagerNLA EditorWindowManagerNLA GenericWindowManagerNLA TracksWindowManagerNavigateWindowManagerNewWindowManagerNewer graphics drivers might be available with better Blender compatibility.WindowManagerNo OperationWindowManagerNode AttachmentWindowManagerNode Attachment (Off)WindowManagerNode EditorWindowManagerNode GenericWindowManagerNode Tool: Select BoxWindowManagerNode Tool: Select Box (fallback)WindowManagerNode Tool: Select CircleWindowManagerNode Tool: Select Circle (fallback)WindowManagerNode Tool: Select LassoWindowManagerNode Tool: Select Lasso (fallback)WindowManagerNode Tool: TweakWindowManagerNode Tool: Tweak (fallback)WindowManagerNuminput Increment DownWindowManagerNuminput Increment UpWindowManagerObject ModeWindowManagerObject Non-modalWindowManagerOutWindowManagerOutlinerWindowManagerPaint CurveWindowManagerPaint Face Mask (Weight, Vertex, Texture)WindowManagerPaint Stroke ModalWindowManagerPaint Vertex Selection (Weight, Vertex)WindowManagerPanWindowManagerPan (Off)WindowManagerPanningWindowManagerParticleWindowManagerPen Tool Modal MapWindowManagerPlatform UnsupportedWindowManagerPoint CloudWindowManagerPoseWindowManagerPrecisionWindowManagerPrecision (OFF)WindowManagerPrecision (Off)WindowManagerPrecision ModeWindowManagerPreviewWindowManagerPreview Tool: CursorWindowManagerPreview Tool: Cursor (fallback)WindowManagerPreview Tool: MoveWindowManagerPreview Tool: Move (fallback)WindowManagerPreview Tool: RotateWindowManagerPreview Tool: Rotate (fallback)WindowManagerPreview Tool: SampleWindowManagerPreview Tool: Sample (fallback)WindowManagerPreview Tool: ScaleWindowManagerPreview Tool: Scale (fallback)WindowManagerPreview Tool: Select BoxWindowManagerPreview Tool: Select Box (fallback)WindowManagerPreview Tool: Select CircleWindowManagerPreview Tool: Select Circle (fallback)WindowManagerPreview Tool: Select LassoWindowManagerPreview Tool: Select Lasso (fallback)WindowManagerPreview Tool: TweakWindowManagerPreview Tool: Tweak (fallback)WindowManagerPrimitive Tool Modal MapWindowManagerProperty EditorWindowManagerProperty ValueWindowManagerRegion Context MenuWindowManagerRemove Last Snap PointWindowManagerResetWindowManagerReset SamplingWindowManagerResizeWindowManagerRightWindowManagerRotateWindowManagerRotate NormalsWindowManagerRotationWindowManagerRotation (Off)WindowManagerSample a PointWindowManagerScaleWindowManagerScreenWindowManagerScreen EditingWindowManagerSculptWindowManagerSculpt CurvesWindowManagerSculpt Expand ModalWindowManagerSearchWindowManagerSelectWindowManagerSelect and Use Mesh ItemWindowManagerSequencerWindowManagerSequencer Tool: BladeWindowManagerSequencer Tool: Blade (fallback)WindowManagerSequencer Tool: Select BoxWindowManagerSequencer Tool: Select Box (fallback)WindowManagerSequencer Tool: Select CircleWindowManagerSequencer Tool: Select Circle (fallback)WindowManagerSequencer Tool: Select LassoWindowManagerSequencer Tool: Select Lasso (fallback)WindowManagerSequencer Tool: SlipWindowManagerSequencer Tool: Slip (fallback)WindowManagerSet Snap BaseWindowManagerSet Snap Base (Off)WindowManagerSet and Use 3D CursorWindowManagerShiftWindowManagerShorten ExtensionsWindowManagerSizeWindowManagerSlowWindowManagerSlow (Off)WindowManagerSnapWindowManagerSnap (OFF)WindowManagerSnap AngleWindowManagerSnap InvertWindowManagerSnap Invert (Off)WindowManagerSnap OffWindowManagerSnap OnWindowManagerSnap ToggleWindowManagerSnap expand to Face SetsWindowManagerSnap to Midpoints OffWindowManagerSnap to Midpoints OnWindowManagerSpherical FalloffWindowManagerSpherizeWindowManagerSpreadsheet GenericWindowManagerStandard Modal MapWindowManagerStart SamplingWindowManagerStop Move BackwardWindowManagerStop Move ForwardWindowManagerStop Move Global DownWindowManagerStop Move Global UpWindowManagerStop Move LeftWindowManagerStop Move Local DownWindowManagerStop Move Local UpWindowManagerStop Move RightWindowManagerSubtractWindowManagerSwitch to MoveWindowManagerSwitch to RotateWindowManagerSwitch to ZoomWindowManagerTeleportWindowManagerTextWindowManagerText GenericWindowManagerTexture Distortion DecreaseWindowManagerTexture Distortion IncreaseWindowManagerToggle Angle SnappingWindowManagerToggle Brush GradientWindowManagerToggle Clamp OverlapWindowManagerToggle Cut ThroughWindowManagerToggle Depth TestingWindowManagerToggle Direction for Node Auto-OffsetWindowManagerToggle Distance and Angle MeasurementsWindowManagerToggle Extension ModeWindowManagerToggle GradientWindowManagerToggle GravityWindowManagerToggle Harden NormalsWindowManagerToggle Mark SeamWindowManagerToggle Mark SharpWindowManagerToggle Preserve StateWindowManagerTopology FalloffWindowManagerTopology recursion StepWindowManagerTrackballWindowManagerTransform Modal MapWindowManagerUV EditorWindowManagerUV SculptWindowManagerUndoWindowManagerUpWindowManagerUpgrading to the latest macOS version may improve Blender supportWindowManagerUse MouseWindowManagerUse ObjectWindowManagerUse PivotWindowManagerUser InterfaceWindowManagerVert/Edge SlideWindowManagerVertex PaintWindowManagerVideo Sequence EditorWindowManagerView2DWindowManagerView2D Buttons ListWindowManagerView3D Dolly ModalWindowManagerView3D Fly ModalWindowManagerView3D Gesture CircleWindowManagerView3D Move ModalWindowManagerView3D Placement ModalWindowManagerView3D Rotate ModalWindowManagerView3D Walk ModalWindowManagerView3D Zoom ModalWindowManagerWeight PaintWindowManagerWindowWindowManagerX AxisWindowManagerX Axis CorrectionWindowManagerX Axis LockingWindowManagerX PlaneWindowManagerY AxisWindowManagerY Axis LockingWindowManagerY PlaneWindowManagerYour graphics card is not supportedWindowManagerYour graphics card or driver version has limited support. It may work, but with issues.WindowManagerYour graphics card or driver version is not supported.WindowManagerYour graphics card or macOS version is not supportedWindowManagerZ AxisWindowManagerZ Axis CorrectionWindowManagerZ Axis LockingWindowManagerZ PlaneWindowing Environment: {:s}WindowsWindows & Linux only operatorWindows InkWintabWipe StripWireWire ColorWire Color TypeWire ColorsWire EditWire SelectWire WidthWire edgesWireframeWireframe ColorWireframe DetailWireframe ModifierWireframe OpacityWireframe ThresholdWireframe effect modifierWiresWith OffsetWith TargetsWith refractive materials, generate approximate caustics in shadows of this object. Up to 10 bounces inside this object are taken into account. Lights, caster and receiver objects must have shadow caustics options set to enable thisWithout TargetWoodWood TextureWord SpacingWord WrapWord wrap width as factor, zero disablesWork Space ToolWork Space UI TagWorkSpace2D AnimationWorkSpace2D Full CanvasWorkSpaceAnimationWorkSpaceCompositingWorkSpaceGeometry NodesWorkSpaceLayoutWorkSpaceMaskingWorkSpaceModelingWorkSpaceMotion TrackingWorkSpaceNewWorkSpaceRenderingWorkSpaceScriptingWorkSpaceSculptingWorkSpaceShadingWorkSpaceStoryboardingWorkSpaceTexture PaintWorkSpaceUV EditingWorkSpaceVideo EditingWorkSpace UI TagsWorkbenchWorkbench render of sceneWorking SpaceWorking Space Interop IDWorking color space of the current fileWorkspaceWorkspace data-block, defining the working environment for the userWorkspace data-blocksWorkspacesWorldWorldNewWorldWorldWorld Dome LightWorld MistWorld OpacityWorld OutputWorld OverrideWorld PropertiesWorld SpaceWorld Space LightingWorld background is transparent, for compositing the render over another backgroundWorld data-block describing the environment and ambient lighting of a sceneWorld data-blocksWorld lighting settingsWorld mist settingsWorld space normal mappingWorld space normal mapping, compatible with Blender render bakingWorld space vector displacement mappingWorld used for rendering the sceneWorld visibility for camera raysWorld visibility for diffuse reflection raysWorld visibility for glossy reflection raysWorld visibility for shadow raysWorld visibility for transmission raysWorld visibility for volume scatter raysWorld-space directionWorld-space direction vector for extending verticesWorld-space ray origin for extending verticesWorldsWorldspace transformation matrixWrapWrap AroundWrap MethodWrap ModeWrap WidthWrap back to the first/last valuesWrap nodes inside a closure that can be executed at a different part of the node-treeWrap value to range, wrap(A,B)Wrap words if there is not enough horizontal spaceWrapper operator which will invoke given op after setting its module_nameWraps a value and reverses every other cycle (A,B)WriteWrite ImageWrite Legacy Blend File FormatWrite Local File (overwrite existing)Write Original File (overwrite existing)Write a FBX fileWrite all keymaps (not just user modified)Write bake to current directory (overwrite existing bake)Write bake to original location (overwrite existing file)Write compressed .blend fileWrite edge smoothingWrite error: cannot save %sWrite face smoothingWrite face smoothing groupsWrite file to current directory (overwrite existing file)Write file to original location (overwrite existing file)Write filename onlyWrite files to current directory (overwrite existing files)Write files to original location (overwrite existing files)Write image file to diskWrite link operation names for the context socket the "link_operation_names" property of the node treeWrite relative paths where possibleWrong Image Input TypeWrong Mask Input TypeWrong Output TypeXX AngleX Angle SpringX Angle StiffnessX AxisX Axis StiffnessX EndX ForceX ForwardX LocationX LowerX MappingX MaxX MinX MirrorX NormalX OffsetX PlaneX PositionX RotationX ScaleX Source AxisX SpringX StartX StiffnessX SubdivisionsX UpX VelocityX axisX axis correction (toggle)X axis motionX component of the force fieldX component of the velocity fieldX coordinate of the start positionX coordinate of the voxel in index space, or the minimum X coordinate of a tileX manualX position where the strip beginsX radius used by Skin modifierX-AxisX-Axis MirrorX-GlobalX-RayX-Ray OpacityX-Ray not available in current modeX-axis handle offset for end of the B-Bone's curve, adjusts curvatureX-axis handle offset for start of the B-Bone's curve, adjusts curvatureX-coordinate (screen space) to place the new object underX-offset to parenting pointX-position of marker at frame in screen coordinatesX-position of search at frame relative to marker's positionX/Y coordinates of the curve pointX/Y coordinates of the path pointX/Y pixels per meter, for the image bufferX:XRXR Action MapXR Action Map BindingXR Action Map BindingsXR Action Map ItemXR Action Map ItemsXR Action MapsXR Component PathXR Component PathsXR Data for Window Manager EventXR NavigationXR Session SettingsXR Session StateXR User PathXR User PathsXR action nameXR action set nameXR action typeXR action values corresponding to typeXYZ EulerXYZ Rotation Order - prone to Gimbal Lock (default)XYZ 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?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: 2026-02-24 05:12+0000 Last-Translator: தமிழ்நேரம் Language-Team: Tamil Language: ta 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 கருவி அமைப்புகளின் தலைப்பில் பொருந்தாத கூடுதல் விருப்பங்களைச் சேர்ப்பதற்கான பாப்ஓவர் பேனல் இடைமுகம் பட்டியல் உருப்படி சூழல் பட்டியல் வரையறை. ச்கிரிப்ட்கள் இதைச் சேர்க்கலாம்/முன்னிறுத்தலாம் சூழல் பட்டியலில் சொந்த ஆபரேட்டர்களைச் சேர்க்கவும். அவர்கள் சூழலை சரிபார்க்க வேண்டும், எனவே அவற்றின் உருப்படிகள் சரியான சூழலில் மற்றும் சரியான இடைமுகம் பட்டியலுக்காக மட்டுமே வரையப்படும். இடைமுகம் பொத்தான் சூழல் பட்டியல் வரையறை. ச்கிரிப்ட்கள் இதைச் சேர்க்கலாம்/முன்னிறுத்தலாம் சூழல் பட்டியலில் சொந்த ஆபரேட்டர்களைச் சேர்க்கவும். அவர்கள் சூழலை சரிபார்க்க வேண்டும், எனவே அவற்றின் உருப்படிகள் சரியான சூழலில் மற்றும் சரியான பொத்தான்களுக்கு மட்டுமே வரையப்படும். பெயரால் வடிகட்டவும் %s அல்லது புதியவை தானியங்கி எடையுடன் வெற்று குழுக்களுடன் உறை எடையுடன் -இன்டெல்-லெவல்-சீரோ-சிபியு அல்லது இன்டெல்-கணினி-இயக்க நேர பதிப்பு - ஒனீப் லெவல்-சீரோ ஏற்றி • "{}": (சொருகப்பட்டது) (நீக்கப்பட்டது) (உள்ளக) (மீட்கப்பட்டது) (உகந்த செயல்திறன்) (பார்வையாளர்) (டெல்டா) (நிறுவப்படவில்லை) மூலப்பொருட்கள், பெயரிடப்பட்ட பண்புக்கூறு பெயரிடப்பட்ட பண்புக்கூறுகள் விருப்பத்தேர்வுகள் விகிதாசார அளவு: %.2f ஆர்சிபி பைட் ஆர்சிபி மிதவை rgba பைட் rgba மிதவை ச்டென்சில், கட்டமைப்புகள் (அல்லது இணைக்கப்பட்டவை), புறஊதாஎச், %s ஃச் அச்சுடன் %s ஒய் அச்சுடன் %s சட் அச்சுடன் ஃச் அச்சில் ஒய் அச்சில் %s ஃச் அச்சு பூட்டுதல் %s ஒய் அச்சு பூட்டுதல் %s சட் அச்சு பூட்டுதல் | கட்டுப்பாடு - அதிகரிப்புகளுக்கு வைத்திருங்கள் | பொருள்கள்:%s/%s | [ctrl] - செயலில் அதிகரிக்கிறது"%s" அதிரடி "%s" ஐப் பயன்படுத்துகின்றன, இது "%s" அல்லது "%s" என்ற அடையாளங்காட்டியுடன் ஒரு ச்லாட் இல்லை. கைமுறையாக சரியான செயல் இடத்தை "%s" க்கு ஒதுக்கவும்."%s" சொத்தை அனிமேசன் செய்ய முடியாதுவடிவவியலில் இருந்து "{}" பண்புக்கூறு{} இலிருந்து "{}"%d %s பிரதிபலித்தது%d %s பிரதிபலித்தது, %d தோல்வியுற்றது%d ஏற்கனவே சமச்சீர், %d சோடிகள் பிரதிபலித்தன%d ஏற்கனவே சமச்சீர், %d சோடிகள் பிரதிபலித்தன, %d தோல்வியுற்றது%d எலும்புகள் எலும்புடன் '%s' உடன் இணைக்கப்பட்டுள்ளன%d வளைவு (களை) பிரிக்க முடியவில்லை%d வளைவுகள் பிரிவுகளை உருவாக்க முடியவில்லை%d தரவு-தொகுதி (கள்) ஒட்டப்பட்டது%d மெச்(கள்) இல் காணப்படும் %d பிரதிகள், கண்ணாடி முழுமையடையாமல் இருக்கலாம்%d மிதவை சேனல் (கள்)%d படம் (கள்) %s இல் சேமிக்கப்படும்%d உருப்படிகள்%d நூலகங்கள் மற்றும் %d இணைக்கப்பட்ட தரவு-தொகுதிகள் காணவில்லை ( %d objectData உட்பட), தயவுசெய்து விவரங்களுக்கு செய்தி மற்றும் வெளிப்புற ஆசிரியர்களைச் சரிபார்க்கவும்%d நூலகங்கள் மறுசீரமைப்பு தேவைப்படுவதை மீறிவிட்டன (ஆட்டோ %.0fm %.2fs இல் ஒத்திருக்கிறது), விவரங்களுக்கு செய்தி எடிட்டரைச் சரிபார்க்கவும்பெசியருக்கு தேவையான %d அதிக %s வரிசை (கள்)பெசியருக்கு %d அதிக புள்ளி (கள்) தேவை%d புதிய நிலைகள் மீண்டும் கட்டப்பட்டன%d பொருள் (கள்) ஒட்டப்பட்டது%d பொருள் (கள்) வெற்றிகரமாக %d கீஃப்ரேம்கள் அகற்றப்பட்டன%d சுழற்சி சேனல்களின் %d வடிகட்டப்பட்டது (விவரங்களுக்கு செய்தி சாளரத்தைப் பார்க்கவும்)%d ஐ விட பெரிய சேனலில் இருந்ததால் %d வரிசை கீற்றுகள் படிக்கப்படவில்லை%d கீற்றுகள் ஒட்டப்பட்டன%d வெர்டெக்ச் எடைகள் வரையறுக்கப்பட்டுள்ளன%d ஃச் %d%d × %d, %d × %s: %.4f ms, சராசரி: %.8f ms%i செல்கள் + உயர் தெளிவுத்திறன் தற்காலிக சேமிப்பு%i செல்கள் தற்காலிக சேமிப்பு%i தரவு-தொகுதிகள் இனி சொத்துக்கள் அல்ல%i தரவு-தொகுதிகள் இப்போது சொத்துக்கள்%i பிரேம்கள் கிடைத்தன!வட்டில் %i பிரேம்கள்%i பொருள்(அது) மையப்படுத்தப்படவில்லை, %i மாற்றப்பட்டது:%i புள்ளிகள் கிடைத்தன!%s '%s'%s '%s' வகை '%s'%s '%s' முதன்மையான தரவுத்தளத்திற்கு வெளியே உள்ளது, அதிலிருந்து அகற்ற முடியாது%s ' %s' மிக நீளமானது, அதிகபட்ச நீளம் %d ஆகும்%s ' %s' சுழிய பயனர்களை அகற்ற வேண்டும், %d (do_unlink = உண்மையான அளவுருவுடன் முயற்சிக்கவும்)%s '%s' காணப்படவில்லை%s '%s', bl_idname '%s'%s%s '%s', bl_idname '%s' பதிவு செய்யப்படவில்லை%s '%s', bl_idname '%s' இதற்கு முன்பு பதிவு செய்யப்பட்டுள்ளது, முந்தைய பதிவு செய்யப்படவில்லைகாலாவதியான சுருக்க முறையைப் பயன்படுத்துவதால் பொருள் %s இல் %s கேச் படிக்க முடியாது. நீங்கள் தற்காலிக சேமிப்புகளை நீக்கி மீண்டும் சுட வேண்டும்.%s ஏற்கனவே %s இல் உள்ளது%s பரப்பு வகை கிச்மோசை ஆதரிக்காது%s ஒரு தொகுதி சேடரைக் கொண்டுள்ளது, இது பொருளாக மாற்றப்பட வேண்டும் (உலக தொகுதி பேனலைப் பார்க்கவும்)%s ஐ திருத்து பயன்முறையிலிருந்து அமைக்க முடியவில்லை, எனவே ஏற்றுமதி செய்ய முடியாதுநினைவகத்தில்%s பிரேம்கள் (%s)%s இல் உள்ள %s திருத்து பயன்முறையிலிருந்து அமைக்க முடியாது, எனவே ஏற்றுமதி செய்ய முடியாது%s ஒரு அடைவு அல்ல%s எந்த 'புதுப்பிப்பு' விருப்பங்களுடனும் பொருந்தாது%s குறிப்பிட்ட 'புதுப்பிப்பு' விருப்பங்களுடன் பொருந்தாது'%s' பொருள்களுக்கு%s ஆதரிக்கப்படவில்லை%s ஆதரிக்கப்படவில்லை, எலும்பு, போச்போன் அல்லது எடிட்போன் கடந்து செல்லவில்லை%s %s உடன் இணைக்கப்பட்டுள்ளன%s %s க்கு நகர்ந்தன%s கிடைக்கவில்லை'%s' க்கு%s பெற்றோர் '%s' காணப்படவில்லை%s %s, %s%s, கேச் காலாவதியானது!%s, பிரேம் %i முதல் துல்லியமாக இல்லை%s: %.*s%s: %.*s இடம்: %s:%d%s: %s%s: %s ஐ நகலெடுக்க முடியாது. மூலமும் சேருமிடப் பாதைகளும் ஒன்றே%s: அநாமதேய நிலைக்கான டெக்ச்சர்ச் டைரக்டரி பாதையை உருவாக்க முடியாது%s: நிலைக்கான பாதையைத் தீர்க்க முடியவில்லை%s: எழுதுவதற்கு இலக்கு சொத்தை %s ஐ திறக்க முடியாது%s: %s சொத்தை திறக்க முடியாது%s: பாதை %s ஐ தீர்க்க முடியாது%s: எழுதுவதற்கான பாதை %s ஐ தீர்க்க முடியாது%s: சொத்து %sக்கு எழுத முடியாது: %s%s: கூட்டு %s க்கு எலும்பு சேர்க்க முடியவில்லை%s: இலக்கு சொத்து %s மூட முடியவில்லை%s: %s க்கு சியோம் பிணைப்பு உருமாற்றத்தை கணக்கிட முடியவில்லை%s: %s முதல் %s க்கு கோப்பை நகலெடுக்க முடியவில்லை%s: புறஊதா வரைபடத்திற்கான அமெரிக்க டாலர் சேடரை உருவாக்க முடியவில்லை%s: மேப்பிங் முனைக்கு அமெரிக்க டாலர் சேடரை உருவாக்க முடியவில்லை%s: அமைப்பு இறக்குமதி அடைவு %s ஐ உருவாக்க முடியவில்லை%s: பாதை %s இலிருந்து தொகுப்பு-தொடர்புடைய கோப்பு பெயரை தீர்மானிக்க முடியவில்லை%s: யு.எச்.டி ச்கெல்ரூட்டுக்கு மாற்றுவதற்கு தோல் ப்ரிம் %s மற்றும் எலும்புக்கூடு %s ஆகியவற்றிற்கான பொதுவான எக்ச்ஃபார்ம் மூதாதையரைக் கண்டுபிடிக்க முடியவில்லை. ஏற்றுமதி விருப்பங்களில் வேர் பழமையானதை அமைப்பதன் மூலம் இதை நிவர்த்தி செய்யலாம்%s: அமெரிக்க டாலர் எலும்புக்கூடு %s உடன் தொடர்புடைய ஆர்மேச்சர் பொருளை கண்டுபிடிக்க முடியவில்லை%s: ப்ரிம் %s கலப்பு இலக்குகளை பெற முடியவில்லை%s: கலப்பு வடிவத்திற்கான ஆஃப்செட்களைப் பெற முடியவில்லை %s%s: ப்ரிம் %s மேடை பெற முடியவில்லை%s: எலும்புக்கூடு %s க்கு உலக பிணைப்பு மாற்றங்களை பெற முடியவில்லை%s: எலும்புக்கூட்டை %s ஐ வினவ முடியவில்லை%s: யுடிம் வடிவத்தை பிரிக்க முடியவில்லை %s%s: மெச் %s க்கான சிதைவு குழு தரவை உருவாக்குவது பிழை%s: இலக்கு சொத்துக்கு பிழை எழுதுதல் %s%s: பிழை: முனை %s க்கு உள்ளீட்டு சாக்கெட் %s பெற முடியவில்லை%s: கூட்டு எடைகள் மற்றும் கூட்டு குறியீடுகள் முதன்மை %s க்கான உறுப்பு அளவு பொருந்தாது%s: கூட்டு எடைகள் மற்றும் கூட்டு குறியீடுகளின் அளவு பொருந்தாதது ப்ரிம் %s%s: ப்ரிம் %s க்கான நிலையான இடைக்கணிப்புக்கான எதிர்பாராத அளவின் கூட்டு எடைகள்%s: ப்ரிம் %s க்கான வெர்டெக்ச் இடைக்கணிப்புக்கான எதிர்பாராத அளவின் கூட்டு எடைகள்%s: பிணைப்பு எக்ச்ஃபார்ம்களில் பொருந்தாத தன்மை மற்றும் எலும்புக்கூடு %s க்கான கூட்டு எண்ணிக்கைகள்%s: எலும்பில் பொருந்தாத தன்மை மற்றும் எலும்புக்கூடு %s க்கான கூட்டு எண்ணிக்கைகள்%s: கலப்பு வடிவத்திற்கான ஆஃப்செட்டுகள் இல்லை %s%s: மூல சொத்துக்கான சுழிய இடையகம் %s%s: பிணைப்பு உருமாற்றங்களின் எண்ணிக்கை எலும்புக்கூடு %sக்கான மூட்டுகளின் எண்ணிக்கையுடன் பொருந்தவில்லை%s: ப்ரிம் %sக்கான கலப்பு வடிவ இலக்குகளின் எண்ணிக்கையுடன் கலப்பு வடிவங்களின் எண்ணிக்கை பொருந்தவில்லை%s: கலவை வடிவத்திற்கான கண்ணி செங்குத்துகளின் எண்ணிக்கையை விட அதிகமான ஆஃப்செட்களின் எண்ணிக்கை %s%s: அமைப்பு இறக்குமதி அடைவு பாதை காலியாக, %s ஐ இறக்குமதி செய்ய முடியவில்லை%s: எலும்புக்கூடு %s க்கான இடவியல் மற்றும் கூட்டு வரிசை அளவு பொருந்தவில்லை%s: அமெரிக்க டாலர் கூட்டு வரிசை வரிசையில் எலும்புக்கூடு %s க்கு தவறான அல்லது நகல் பாதைகள் உள்ளன%s: எதிர்பாராத கூட்டு எடைகள் இடைக்கணிப்பு வகை %s firm %s%s: சுழிய அளவு மூல சொத்து %s ஐ நகலெடுக்காது%s: இருக்கும் சொத்து %s ஐ மேலெழுதாது%s: ஒரு உட்பொதிக்கப்பட்ட ஐடியை ஒரு ஐட்ரோபர்ட்டிக்கு ஒதுக்க முடியாது%s: எதிர்பார்க்கப்படும் %s வகை, %s அல்ல%s: எதிர்பார்க்கப்படும் ஐடி வகை, %s அல்ல%s: கிளிப் பஃப்பரை '%s' ஒதுக்குவதில் தோல்வி%s: '%s' ஏற்றுவதில் தோல்வி%s: இறக்குமதி கோப்பகம் தொடர்புடையது ஆனால் கலப்பு கோப்பு பாதை காலியாக உள்ளது. USD ஐ இறக்குமதி செய்வதற்கு முன் கலப்பு கோப்பை சேமிக்கவும் அல்லது முழுமையான இறக்குமதி அடைவு பாதையை வழங்கவும். %s ஐ இறக்குமதி செய்ய முடியாது%s: பகுதியளவு நகலுக்கான தவறான பரிமாணங்கள் '%s'%s: '%s' வழங்குதல் லேயரில் ஒருங்கிணைந்த பாச் இல்லை%saction%sஅடையாளங்காட்டி மிக நீளமானது, அதிகபட்ச நீளம் %d%u பொருள் (கள்) மறைக்கப்பட்டுள்ளது'%s' அடுக்கு பூட்டப்பட்டுள்ளது'%s' முன்னொட்டு மற்றும் பின்னொட்டுடன் '%s' ஐக் கொண்டிருக்கவில்லை'%s' இல் எண்ணெழுத்து பின்னொட்டு இல்லை'%s' இல் பெரிய எழுத்து எண்ணெழுத்து முன்னொட்டு இல்லை'%s' கொடுக்கப்பட்ட பாதை os-invalid, அதற்கு பதிலாக '%s' பாதையை உருவாக்குகிறது'%s' செல்லுபடியாகும் நூலக கோப்பு முறை அல்ல'%s' திருத்தக்கூடியது அல்ல'%s' என்பது ஒரு சொத்தாக இருக்க முடியாது'%s': தற்போதைய கோப்பை நூலகமாகப் பயன்படுத்த முடியாது'%s': ஒரு நூலகம் அல்ல'%s': எதுவும் குறிக்கப்படவில்லை'Ctrl: ...' கட்டுப்பாடுகள் கட்டுப்பாட்டு எலும்புக்கு நகர்த்தப்படுகின்றன.'டெஃப்: ...' தடைகள் சிதைவு எலும்புக்கு நகர்த்தப்படுகின்றன.கண்ணி பொருள்களுக்கு மட்டுமே செல்லுபடியாகும் 'ஒருங்கிணைப்பு'அசல் மெச் வெர்டெக்ச் பொருந்தாத 'ஒருங்கிணைப்பு''ஒருங்கிணைந்த' முகங்கள் தேவை'லிம்ப்னோட்' fbx முனை, இரண்டு எலும்புகளுக்கு இடையில் ஒரு வழக்கமான கூட்டு ...'சுழிய' fbx முனை, கலப்பானின் காலியாக (இயல்புநிலை) போன்றது'வேர்' எஃப்பிஎக்ச் முனை, எலும்புகளின் சங்கிலிகளின் வேராக இருக்க வேண்டும்...'சுருக்கம்/ஃபாட்டன்' மெச்கள் திருத்து பயன்முறையில் மட்டுமே ஆதரிக்கப்படுகின்றனமோதல் இலக்குக்குள் 'பாகுத்தன்மை'கதிர்களின் 'அகலம்' (குறிப்பாக செங்குத்துகள் அல்லது விளிம்புகளுக்கு எதிராக ரேச்கேட்டிங் செய்யும்போது பயனுள்ளதாக இருக்கும்)தனிப்பயன் இடம் வழங்கப்படாதபோது 'from_space' '%s' தவறானது!போச் எலும்பு எதுவும் கொடுக்கப்படாதபோது 'from_space' '%s' தவறானது!'%s' திருத்திக்கு 'show_locked_time' ஆதரிக்கப்படவில்லைதனிப்பயன் இடம் வழங்கப்படாதபோது 'to_space' '%s' தவறானது!போச் எலும்பு எதுவும் கொடுக்கப்படாதபோது 'to_space' '%s' தவறானது!(மாறிலி)ஐ18ன் கோப்புகளின் புதுப்பிப்பு ஆபரேட்டர்களுக்கான அனைத்து மொழிகளையும் தேர்ந்தெடு (அல்லது தலைகீழாக) தேர்ந்தெடுக்கவும்(அனைத்து தெரிவுகளையும் நிராகரி(டி) அனைத்து கட்டுப்பாட்டு புள்ளிகளையும் தேர்ந்தெடுக்கவும்(டி) அனைத்து முனைகளையும் தேர்ந்தெடுக்கவும்(டி) அனைத்து துகள்களின் விசைகளையும் தேர்ந்தெடுக்கவும்(டி)அனைத்து புள்ளிகளையும் தேர்ந்தெடுக்கவும்(டி) சுட்டி கர்சரின் கீழ் வளைவுடன் இணைக்கப்பட்ட அனைத்து புள்ளிகளையும் தேர்ந்தெடுக்கவும்(டி) சுட்டி கர்சரின் கீழ் விளிம்பில் இணைக்கப்பட்ட அனைத்து செங்குத்துகளையும் தேர்ந்தெடுக்கவும்(டி) அனைத்து செங்குத்துகள், விளிம்புகள் அல்லது முகங்களைத் தேர்ந்தெடுக்கவும்(டி) புலப்படும் அனைத்து பக்கவாதங்களையும் தேர்ந்தெடுக்கவும்(டி) சுட்டி கர்சரின் கீழ் பெற்றோர்/குழந்தை இணைப்புகளால் இணைக்கப்பட்ட எலும்புகளைத் தேர்ந்தெடுக்கவும்(டி) ஒவ்வொரு நர்ப்சின் புலப்படும் பகுதியை முதலில் தேர்ந்தெடுக்கவும்(டி) ஒவ்வொரு நர்ப்சின் புலப்படும் பகுதியின் கடைசி பகுதியைத் தேர்ந்தெடுக்கவும்(டி) ஒவ்வொரு பக்கத்தின் முதல் மற்றும் கடைசி புள்ளியைத் தேர்ந்தெடுக்கவும்(நீக்கப்பட்ட) ஒரு கண்ணி தரவு-தடுப்பில் புறஊதா ஆயங்களின் அடுக்கு(அனுபவம் வாய்ந்த பயனர்கள் மட்டும்) சங்கிலியின் மூட்டுகளின் ஒப்பீட்டு நிலைகள், சதவீதமாக(வடிவியல்)(infsquare)(விசை) (அடுக்கு)(நேரியல்)(நிமிடம்+அதிகபட்சம்)/2 * பந்து அளவு(விரைவு அணுகல்: Shift+W)(சீரற்ற)(வேர்)(கூர்மையானது)(பலவற்றை தேர்ந்தெடுக்க சிப்ட்-கிளிக்கில்/இழுக்கவும்)(மென்மையான)(கோளம்)(ஐ.நா) தேர்ந்தெடுக்கப்பட்ட விளிம்புகளை ஃப்ரீபாணி அம்ச விளிம்புகளாக குறிக்கவும்(ஐ.நா) தேர்ந்தெடுக்கப்பட்ட விளிம்புகளை ஒரு மடிப்புகளாகக் குறிக்கவும்(ஐ.நா) தேர்ந்தெடுக்கப்பட்ட விளிம்புகளை கூர்மையாகக் குறிக்கவும்(ஐ.நா) ஃப்ரீபாணி நற்பொருத்தம் விளிம்பில் கண்டறிதலில் இருந்து விலக்க தேர்ந்தெடுக்கப்பட்ட முகங்களைக் குறிக்கவும்(ஒதுக்கப்படாதது)(சேமிக்கப்படாதது)(பார்வையாளர்)(காலியாக)(ஆவணமற்ற ஆபரேட்டர்)(x*x+y*y+z*z)({:s} எலும்பில் {:s})* படம்* காணாமல் போன பாதைகள் *+ குழுவற்ற கீஃப்ரேம்கள்+எக்ச்+x முதல் -x வரை+y+y up+y to -y+z+z to -z, %.2f பஒநொ, %d மிதவை சேனல் (கள்), %s, சி.டி.ஆர்.எல்: பக்கவாதம், சிப்ட்: நிரப்பு, சிப்ட்+சி.டி.ஆர்.எல்: இரண்டும், ஆர்சிபி பைட், ஆர்சிபி மிதவை, rgba byte, rgba மிதவை, ஒற்றை-சட்ட பாதைகள் இருக்க முடியாது, தோல்வியடைந்தது, ஏற்றுவதில் தோல்வி, சில செயல்கள் தோல்வியடைந்தன- காட்சி பிரேம் வரம்பைப் பயன்படுத்துதல்- அனைத்து பொருட்களையும் சுடுவது செயலில் உள்ளது- மாதிரி செயலில் உள்ளது-A-எக்ச்-x அச்சு-x முன்னோக்கி-x சுழற்சி-x up-X கையேடு-x to +x-ஒய்-y அச்சு-y முன்னோக்கி-y சுழற்சி-ஆம்மற்றும் கையேடு-y to +y-இசட்-z அச்சு-z முன்னோக்கி-z சுழற்சி-z அப்-Z கையேடு-z to +z.கலப்பு கோப்புகள்வழங்குதல் தொடங்க மாதிரியின் 0 அடிப்படையிலான குறியீடு01 - கரு நிறத் தொகுப்பு02 - கரு நிறத் தொகுப்பு03 - கரு நிறத் தொகுப்பு04 - கரு நிறத் தொகுப்பு05 - கரு நிறத் தொகுப்பு06 - கரு நிறத் தொகுப்பு07 - கரு நிறத் தொகுப்பு08 - கரு நிறத் தொகுப்பு09 - கரு நிறத் தொகுப்பு1 / சதுர வேர் a1 சிபி1 என்றால் (a == b) சகிப்புத்தன்மைக்குள் c வேறு 01 என்றால் ஒரு b வேறு 01 அங்குலம்1/1.8 அங்குலம்1/2.3 அங்குலம்1/2.5 அங்குலம்1/2.7 அங்குலம்1/3.2 அங்குலம்10 - கரு நிறத் தொகுப்பு10 சென்டிமீட்டர்10 கிராம்10 மீட்டர்10-பிட் வண்ண சேனல்கள்100 கிலோகிராம்100 மீட்டர்1024 மாதிரிகள்1024 பக்ச்11 - கரு நிறத் தொகுப்பு11 மாதிரிகள்12 - கரு நிறத் தொகுப்பு12-பிட் வண்ண சேனல்கள்128 எம்பி128 பக்ச்13 - கரு நிறத் தொகுப்பு14 - கரு நிறத் தொகுப்பு14: 9 இல் 16: 915 - கரு நிறத் தொகுப்பு16 - கரு நிறத் தொகுப்பு16 எம்பி16 மாதிரிகள்16 பி.எக்ச்16-பிட் கையொப்பமிடப்பட்டது16-பிட் வண்ண சேனல்கள்16-bit color channels. தகவல்கள் passes like Depth will still be saved using full 32-bit precision.16-பிட் கையொப்பமிடப்பட்டது16-பிட் கையொப்பமிடப்பட்ட முழு எண் திசையன்16384 மாதிரிகள்16: 916 ×17 -கரு நிறத் தொகுப்பு18 - கரு நிறத் தொகுப்பு180 டிகிரி19 - கரு நிறத் தொகுப்பு192 கிலோஎர்ட்ச்1931 cie xyz தரநிலை கருதப்பட்ட ஒளிரும் மின் வெள்ளை புள்ளியுடன்1931 cie xyz தழுவிய வெளிச்சம் d65 வெள்ளை புள்ளியுடன்1: 11:161: 21: 41: 81 வது வரிசை அரை-லக்ராஞ்சியன் ஒருங்கிணைப்பு. வேகமான ஆனால் குறைவான துல்லியமானது, எளிமையான சேர்க்கைக்கு ஏற்றது1 ×2/3 அங்குலம்20 - கரு நிறத் தொகுப்பு2048 மாதிரிகள்2048 பக்ச்24-பிட் கையொப்பமிடப்பட்டது24-பிட் கையொப்பமிடப்பட்டது256 எம்பி256 மாதிரிகள்256 பி.எக்ச்270 டிகிரி2 டி2 டி 16-பிட் முழு எண்2 டி 16-பிட் முழு எண் திசையன்2 டி 16-பிட் முழு எண் திசையன் பண்புக்கூறு2 டி 16-பிட் முழு எண் திசையன் பண்புக்கூறு மதிப்பு2 டி கர்சர்2 டி கர்சர் இடம்2டி முழுஎண் திசையன்2 டி முழுஎண் திசையன் பண்புக்கூறு2 டி முழுஎண் திசையன் பண்புக்கூறு மதிப்பு2 டி அடுக்குகள்2 டி நீளம்2 டி ஆஃப்செட்போருக்கு 2 டி ஆஃப்செட்போருக்கு 2 டி சுழற்சிபோருக்கு 2 டி அளவு2 டி உறுதிப்படுத்தல்2 டி உறுதிப்படுத்தப்பட்ட கிளிப்2 டி அமைப்பு2 டி உருமாற்றம்2 டி திசையன்2 டி திசையன் மதிப்புவடிவியல் பண்புக்கூறில் 2 டி திசையன் மதிப்பு2 டி குறைந்தபட்ச கட்டம் இடைவெளி2 டி ஃச் முழுமையான மையத்தின் ஒருங்கிணைப்பு2d ஒய் முழுமையான முன்னிலை ஒருங்கிணைப்புஇந்த பார்வைக்கு 2 டி கர்சர் இடம்2 டி மிதவை திசையன் நடவடிக்கை, ஒரு கட்டைவிரல் அல்லது டிராக்பேட்டைக் குறிக்கும்கண்காணிப்பு குறிப்பான்களின் அடிப்படையில் 2 டி உறுதிப்படுத்தல்வடிவியல் பண்புக்கூறில் 2 டி மதிப்பு2 டி திசையன்மிதக்கும்-புள்ளி மதிப்புகளுடன் 2 டி திசையன்மண்டலத்தின் 2 டி பார்வை2 டி அனிமேசன்2வது வரிசை நடுப்புள்ளி ஒருங்கிணைப்பு. பெரும்பாலான சந்தர்ப்பங்களில் விரைவு மற்றும் துல்லியம் இடையே நல்ல சமநிலை2 ×3 செங்குத்துகள்3 பக்கங்கள்32 எம்பி32 மாதிரிகள்32 பக்ச்32-பிட் மிதவை32-பிட் கையொப்பமிடப்பட்டது32-பிட் வண்ண சேனல்கள்32-பிட் மிதக்கும் புள்ளி32-இருமம் முழுஎண்32-பிட் கையொப்பமிடப்பட்டது32-பிட் கையொப்பமிடப்பட்ட முழுஎண் திசையன்32768 மாதிரிகள்3 டி3 டி கர்சர்3 டி வளைவுகள்3 டி மிதவை திசையன்3 டி மிதவை திசையன் புலம்3 டி உள்ளக பார்வை 3 டி இடம்3d குறிப்பான்கள்3D மவுச் வழிசெலுத்தல் பயன்முறை3d சுட்டி அமைப்புகள்3 டி நிலை3டி மண்டலம்3D வெக்டர் மதிப்பு3 டி பார்வை3 டி பார்வை 3d பார்வை மேலடுக்கு அமைப்புகள்3d பார்வை மண்டலம்3d பார்வை நிழல் அமைப்புகள்3d பார்வை இடம்3 டி வியூ சென்டர் கர்சரின் நிலைக்கு பூட்டப்பட்டுள்ளதுஇந்த எலும்பின் நிலைக்கு 3 டி வியூ நடுவண் பூட்டப்பட்டுள்ளது3d பார்வை நடுவண் இந்த பொருளின் நிலைக்கு பூட்டப்பட்டுள்ளது3d பார்வை தொலைதூர கிளிப்பிங் தூரம்கிளிப்பிங் தூரத்திற்கு அருகில் 3d பார்வை (முன்னோக்கு பார்வை மட்டும்)3d பார்வை மண்டல தரவு3d பார்வை விண்வெளி தரவு3d வியாபோர்ட்3டி வியூபோர்ட் அச்சுகள்3 டி இரட்டை திசையன்3 டி மிதவை திசையன்3d முழுஎண் திசையன்3d போச் நடவடிக்கை, ஒரு கட்டுப்படுத்தியின் இருப்பிடம் மற்றும் சுழற்சியைக் குறிக்கிறதுஇந்த இடத்திற்கு 3 டி மண்டலம். இடம் குவாட் வியூவில் இருக்கும்போது, கேமரா மண்டலம்3டி மண்டலங்கள் (மூன்றாவது ஒன்று குவாட் வியூ அமைப்புகளை வரையறுக்கிறது, நான்காவது ஒன்று 'மண்டல_3டி' போன்றது)3d சுழற்சி3 டி வெக்டர்ஒரு முனையின் 3 டி திசையன் சாக்கெட்மிதக்கும்-புள்ளி மதிப்புகளுடன் 3 டி திசையன்3 டி பார்வை பூமத்திய ரேகையில் உள்ளது3 டி பார்வை துருவங்களில் உள்ளது3 டி தொகுதி கட்டம்3 டி தொகுதி கட்டங்கள்3வது வரிசை ரன்ச்-குட்டா ஒருங்கிணைப்பு. மிதமான கணக்கீட்டு செலவில் அதிக துல்லியம்3 × 3 எலும்பு அணி4 சேனல்கள்4 ஆல் 4 மிதவை மேட்ரிக்ச்4 சேனல் சரவுண்ட் ஒலி4 பக்கங்கள்4096 மாதிரிகள்4096 பி.எக்ச்44.1 கிலோஎர்ட்ச்48 கிலோஎர்ட்ச்4: 3 இல் 16: 94 கே டி.சி.ஐ 2160 பி4k uhdtv 2160p4k uw 1600p4 எல்4வது வரிசை ரன்ச்-குட்டா ஒருங்கிணைப்பு. அதிக துல்லியமான ஒற்றை-படி முறை ஆனால் மெதுவாக4x4 மிதவை மேட்ரிக்ச்4x4 மேட்ரிக்ச்4x4 மேட்ரிக்ச் பண்புக்கூறு4x4 மேட்ரிக்ச் தரவு வகை, மாற்றத்தை பாதிக்கிறது4 ×ஆர்மேச்சருடன் தொடர்புடைய 4 × 4 எலும்பு அணிஎலும்பின் இருப்பிடம்/சுழற்சி/அளவிலான சேனல்கள் (அனிமேசன் மற்றும் இயக்கிகள் உட்பட) மற்றும் எலும்பு கட்டுப்பாடுகளின் விளைவு 4 × 4 அணி5 சேனல்கள்5 மாதிரிகள்5 சேனல் சரவுண்ட் ஒலி5 பக்கங்கள்5.1 சரவுண்ட்5.1 ஒலி ஒலி512 எம்பி512 மாதிரிகள்512 பக்ச்6 பக்கங்கள்6.1 சரவுண்ட்6.1 சரவுண்ட் ஒலி64 எம்பி64 பக்ச்64-பிட் மிதவை64-பிட் மிதக்கும் புள்ளி64-பிட் முழுஎண்7 பக்கங்கள்7.1 சரவுண்ட்7.1 சரவுண்ட் ஒலி8 மாதிரிகள்8 பி.எக்ச்8 பக்கங்கள்8-பிட் முழுஎண்8-பிட் முழுஎண் மதிப்பு8-பிட் முழுஎண் பண்புக்கூறு8-பிட் முழுஎண் பண்புக்கூறு மதிப்பு8-பிட் கையொப்பமிடப்படவில்லை8-பிட் வண்ண சேனல்கள்8-பிட் கையொப்பமிடப்படவில்லைவடிவியல் பண்புக்கூறில் 8-பிட் மதிப்பு8192 மாதிரிகள்8 ×90 டிகிரி96 கிலோஎர்ட்ச்:: சைக்கிள் எட்ச்<நடவடிக்கை இல்லை><ஐடி சுட்டிக்காட்டி இல்லை><இல்லை ஐடி><அறியப்படாத மாற்றியமைப்பாளர்><செல்லாத><பாதை இல்லை>Aa * ba * b + ca + bப - பிa / bஒரு அடிப்படை மாறுபட்ட தோற்றம்ஒரு கருப்பு வெள்ளை தோற்றம்ஒரு கிரீச் பென்சில் வரைதல்ஒரு கிரீச் பென்சில் கீஃப்ரேம்ஒரு உயர் மாறுபட்ட தோற்றம்ஒரு குறைந்த மாறுபட்ட தோற்றம்ஒரு மீடியம் ஐ கான்ட்ராச்ட் தோற்றம்ஒரு நடுத்தர குறைந்த மாறுபட்ட தோற்றம்கண்ணி மீது ஒரு புறஊதா அடுக்கு இல்லைமிக உயர்ந்த மாறுபட்ட தோற்றம்மிகக் குறைந்த கான்ட்ராச்ட் தோற்றம்ஒரு முறிவு போச், எ.கா. முக்கிய போச்களுக்கு இடையிலான மாற்றங்களுக்குமீண்டும் எழுத்துப்பிழை சரிபார்ப்பதைத் தவிர்க்க, சரிபார்க்கப்பட்ட msgids களை சேமிக்கும் ஒரு தற்காலிக சேமிப்புஒரு கேன்வாச் மேற்பரப்பு அடுக்குஒரு நூறு என்பது அரை தொனியில் நூறில் ஒரு பங்கு.இந்த ச்லாட்டுக்கான ஒரு சேனல் பேக் ஏற்கனவே உள்ளதுஒரு வட்ட சாயல்/செறிவு வண்ண சக்கரம், லேசான ச்லைடருடன்மதிப்பு ச்லைடருடன் ஒரு வட்ட சாயல்/செறிவு வண்ண சக்கரம்அனிமேசனுக்கான எஃப்-வளைவுகளின் தொகுப்புஎந்த அம்ச விளிம்புகள் தேர்ந்தெடுக்கப்படுகின்றன என்பதை அடிப்படையாகக் கொண்ட பொருட்களின் தொகுப்புஎலும்புகளை அனிமேசன் செய்வதற்கான அமைப்புகள் உட்பட போச் சேனல்களின் தொகுப்புகருப்பொருள் வரையறுக்கப்பட்ட ஒன்றைப் பயன்படுத்துவதற்குப் பதிலாக, வண்ணத் தட்டு பயனர் வரையறுக்கப்பட்டுள்ளதுஒரு வண்ண தேர்வாளர்ஒரு வண்ண இடம், காட்சி அல்லது காட்சி கிடைக்கவில்லை, அதாவது இந்த கலவை கோப்பை உருவாக்க பயன்படுத்தப்படும் OpenColorIO கட்டமைப்பு காணவில்லை.ஏற்கனவே உள்ள செயலைக் குறிக்கும் கொள்கலன்முகத்துடன் இணைக்கப்பட்ட ஒரு மூலையில், வரிசை குறியீட்டால் தேர்ந்தெடுக்கப்படுகிறதுமுகத்தின் ஒரு மூலையில், வரிசை குறியீட்டால் தேர்ந்தெடுக்கப்பட்டதுஉள்ளீட்டு விளிம்பின் ஒரு மூலையில் அதன் முகத்தின் முறுக்கு வரிசையில், வரிசை குறியீட்டால் தேர்ந்தெடுக்கப்படுகிறதுஒரு குறுக்கு ஆஉள்ளீட்டு வடிவவியலை உள்ளடக்கிய ஒரு கன நாற்கைஒவ்வொரு தனித்துவமான குழு ஐடிக்கும் ஒரு வளைவு உருவாக்கப்படுகிறது. ஒரே ஐடியுடன் கூடிய அனைத்து புள்ளிகளும் ஒரே வளைவில் வைக்கப்படுகின்றனகுறுக்குவெட்டுக்கு முன் ஒவ்வொரு சுயவிவரத்தின் முடிவிலும் ஒரு கட்-ஆஃப்குறுக்குவெட்டுக்கு முன் ஒவ்வொரு சுயவிவரத்தின் முடிவிலும் ஒரு வெட்டுஇருட்டடிப்பு குத்தும் தோற்றம்தரவு-தொகுதி மதிப்புபயனருக்காக காட்டப்பட வேண்டிய சொத்தின் விளக்கம்இரண்டு புள்ளிகளுக்கு இடையிலான தூரம்இரண்டு புள்ளிகளுக்கு இடையிலான தூரம், குறிப்பாக விட்டம் மதிப்பைக் குறிக்கிறதுதிரையில் தூரம்திரையில் உள்ள தூரம், குறிப்பாக விட்டம் மதிப்பைக் குறிக்கிறதுஒரு புள்ளி ஆ0.0 முதல் 1.0 வரை ஒரு காரணிபேக் செய்ய முடியாத அளவுக்கு கோப்பு பெரிதாக உள்ளது (>2சிபி).கோப்பு உலாவியில் காணக்கூடிய கோப்புஒரு நிரப்பு அல்லது வேகவைத்த கீஃப்ரேம், அல்லது தேவைக்கேற்ப வேறு சில நோக்கங்கள்ஒரு கருவி மூலம் தானாக உருவாக்கப்படும் ஒரு விசை, கைமுறையாக உருவாக்கப்படவில்லைநகரும் பிடிப்பின் ஒரு பகுதியாக இருக்கும் ஒரு கீஃப்ரேம்ஒரு அடுக்குக்கு ஒன்றுக்கு மேற்பட்ட துண்டுகள் இருக்காதுதற்போது இயங்கும் மோடல் ஆபரேட்டர்களின் பட்டியல்பாணி பகுதிகளின் பட்டியல் (மேலிருந்து கீழாக பயன்படுத்தப்பட வேண்டும்)படத்தின் விளிம்பில் திடீரென வீச்சுகள் முடிவடைவதைத் தடுக்க ஒரு விளிம்புகாட்சி அலகு அமைப்புகளின் அடிப்படையில் ஒரு நிறைஒரு கண்ணி போன்ற மேற்பரப்பு அனைத்து செங்குத்துகளையும் உள்ளடக்கியது (அதாவது சுருக்கமாக) (குறைவான செங்குத்துகளைக் கொண்ட சிறந்த முடிவுகள்)மிதமான கூர்மைப்படுத்தும் வடிகட்டிமிகவும் உடல் ரீதியான-துல்லியமான தீர்விஅளவால் பெருக்கப்படுகிறதுஇயற்பியல் நேரத்திற்கான பெருக்கி (1.0 என்றால் ஒரு சட்டகம் = 1/25 வினாடிகள்)குழந்தை துகள் அளவிற்கான ஒரு பெருக்கிஒரு குறுகிய கிடைமட்ட பரப்பு இந்த செயல்பாட்டில் தலையிடுகிறதுஒரு குறுகிய செங்குத்து பரப்பு இந்த செயல்பாட்டில் தலையிடுகிறதுஒரு குவிந்த மோதல் வடிவம் செயல்பாட்டிற்கு அனுப்பப்பட்டது, குவிந்த மோதல் வடிவங்களை மட்டுமே பயன்படுத்துங்கள்தேய்மானம் தொடர்பான குறிப்புவீச்சு தடிமன் ஒப்பீட்டு நிலையைக் குறிக்கும் 0 (உள்ளே) மற்றும் 1 (வெளியே) க்கு இடையில் ஒரு எண்பிரிவுகளால் வரையறுக்கப்பட்ட பல படிகள்இந்த செயல் கட்டுப்பாட்டுக்கு செயலின் எந்த துணைத் தொகுப்பு கருதப்படுகிறது என்பதை அடையாளம் காணும் எண்இந்த என்எல்ஏ துண்டுக்கு எந்தத் துணைத் தொகுப்பு செயலாகக் கருதப்படுகிறது என்பதைக் குறிக்கும் எண்இந்த தரவு-தடுப்புக்கு செயலின் எந்த துணைத் தொகுப்பு கருதப்படுகிறது என்பதை அடையாளம் காணும் எண்0 முதல் 100 வரை ஒரு விழுக்காடுஒரு படப்புள்ளி அதன் ஆல்பா மதிப்பு இந்த வாசலுக்கு மேலே இருந்தால் மட்டுமே வழங்கப்படுகிறதுகட்டத்திலுள்ள ஒவ்வொரு செயலில் உள்ள வோக்சல் அல்லது டைலுக்கும் ஒரு புள்ளிவளைவின் ஒரு புள்ளி, வரிசை குறியீட்டால் தேர்ந்தெடுக்கப்படுகிறதுவிமானத்தில் ஒரு புள்ளிஒரு ஆற்றல் ஆஒரு ஆற்றல் b, pow (a, b)ஒவ்வொரு போய்டுக்கும் ஒரு சீரற்ற விதி தேர்ந்தெடுக்கப்படுகிறதுஒலி விளைவுக்கு ஒரு சீரற்ற விதைபிளெண்டரின் மறுதொடக்கம் தேவைரேடியன்களில் குறிப்பிடப்பட்டுள்ள சுழற்சி மதிப்புதரவுத் தொகுதிக்கான அமர்வு அளவிலான தனித்துவமான அடையாளங்காட்டி, மறுபெயரிடுதல் மற்றும் உள் மறு ஒதுக்கீடுகளில் ஒரே மாதிரியாக இருக்கும், கோப்பை மீண்டும் ஏற்றும்போது மாறாதுயு.எச்.டி ஊக்கின் குறுகிய விளக்கம்கீயிங் தொகுப்பின் குறுகிய விளக்கம்வீடியோ சீக்வென்ச் எடிட்டரில் உள்ள உள்ளடக்கத்திற்கான ஒற்றை கொள்கலன்வளைவுகள் தரவு-தடுப்பிலிருந்து ஒற்றை வளைவுஒற்றை மிதக்கும்-புள்ளி மதிப்புஒற்றை முழுஎண்ஒரு உள்ளீடு மற்றும் பல வெளியீடுகளை ஆதரிக்கும் ஒற்றை-சாக்கெட் அமைப்பு கருவிசிறிய கான்ச்டன்ட் ரேட் காரணி (CRF) சிறந்த வீடியோ தகுதி ஆனால் பெரிய கோப்பு அளவு. அனுமதிக்கப்பட்ட CRF மதிப்புகளின் வரம்பு கோடெக்கைப் பொறுத்தது.மதிப்பு ச்லைடருடன் சாயல்/செறிவூட்டலைக் காட்டும் நாற்கைசெறிவு ச்லைடருடன் சாயல்/மதிப்பைக் காட்டும் நாற்கைசாயல் ச்லைடருடன் செறிவு/மதிப்பைக் காட்டும் நாற்கைஒரு நேர் கோடு ஓய்வு வடிவம் சிறப்பாக செயல்படுகிறது.மறைக்கப்பட்ட ஒரு சரம் ('********')ஒரு சரம் மதிப்புஒரு உண்மையான அல்லது தவறான மதிப்புசெல்லுபடியாகும் திருத்து பயன்முறை உள்ளதுபட அளவோடு தொடர்புடைய ஒரு மதிப்பு மற்றும் பிக்சல்களில் மாற்றப்பட வேண்டும்பொருந்தக்கூடிய தூரிகை சொத்துக்கு பலவீனமான குறிப்பு, பயன்படுத்தப்பட்டது எ.கா. கோப்பு சுமையில் கடைசியாக பயன்படுத்தப்பட்ட தூரிகையை மீட்டமைக்கஏஏசிஏசி 3SDR D65 வீடியோவிற்கான ACES 1.0 வெளியீட்டு மாற்றம், Rec.709 வரம்பிற்கு மட்டுமேACES 1.3ACES 1.3 - HDR 1000 nitsACES 1.3 - HDR 2000 nitsACES 1.3 - HDR 4000 nitsACES 1.3 - SDRACES 1.3 sRGB100 nit SDR Rec709க்கான ACES 2 வெளியீடு மாற்றம்ACES 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 sRGBAP1 ப்ரைமரிகளைப் பயன்படுத்தி, கால்விரலுடன் ACES வண்ணத் திருத்த இடம்.AP1 ப்ரைமரிகளைப் பயன்படுத்தி ACES வண்ணத் திருத்த இடம்.aces2065-1ACESccTHISSccacescgaoao பவுன்ச்ao பவுன்ச் வழங்குதல்ao தூரம்ao காரணிதோராயமான உலகளாவிய வெளிச்சத்திற்கு பயன்படுத்தப்படும் ao தூரம் (0 என்றால் உலக அமைப்பைப் பயன்படுத்துங்கள்)aovaov வெளியீடுaov பார்வை-அடுக்கு '%s' இல் காணப்படவில்லைபநிஇ வரையறுக்கப்பட்டுள்ளதுapicaps-caps-c (நியதி)aps-h (நியதி)asc-cdl நிலையான வண்ண திருத்தம்asciiascii fbx கோப்புகள் ஆதரிக்கப்படவில்லை %rascii வடிவம்ஏவி 1அவிAVIF (.avif)ஏவிஎக்ச் 2அசோன் பரப்புஅசோன் ஃபுல்ச்க்ரிஅசோன் குவாட்அசோன் பகுதிஅப்காச் - அப்காசியன் மொழிபற்றிமேலேமேலே தேர்ந்தெடுக்கப்பட்டமேற்பரப்புக்கு மேலேவாசலுக்கு மேலேஅறுதிமுழுமையான 2 டி புள்ளிமுழுமையான ஆல்பாமுழுமையான ஒருங்கிணைப்புகள்முழுமையான அடர்த்திமுழுமையான சட்டகம்முழுமையான அதிகரிப்பு ச்னாப்முழுமையான கீயிங் செட்இந்த காட்சிக்கான முழுமையான கீயிங் தொகுப்புகள்முழுமையான இடம்முழுமையான பயன்முறைமுழுமையான ஆஃப்செட்முழுமையான பாதை நேரம்முழுமையான தீர்மான வரம்புமுழுமையான ச்னாப்முழுமையான நேர ச்னாப்முழுமையான கண்காணிப்புஒவ்வொரு பக்கவாதத்தின் முடிவிலும் முழுமையான சேர்க்கப்பட்ட நீளம்ஒவ்வொரு பக்கவாதத்தின் தொடக்கத்திற்கும் முழுமையான சேர்க்கப்பட்ட நீளம்கைமுறையாக சரிசெய்யப்படாவிட்டால் முழுமையான பந்து அளவு அல்லது காரணிமுனையின் முழுமையான எல்லை பெட்டி பரிமாணங்கள்பொருளின் முழுமையான எல்லை பெட்டி பரிமாணங்கள். எச்சரிக்கை: அதற்கு அல்லது அதன் உறுப்பினர்களுக்கு பல தொடர்ச்சியான முறை சரியாக இயங்காது, ஏனெனில் இதற்கு புதுப்பித்த மதிப்பிடப்பட்ட தரவு தேவைமொழிபெயர்க்கும் போது முழுமையான கட்டம் சீரமைப்பு (பிவோட் மையத்தின் அடிப்படையில்)இந்த சொத்து கொண்ட .கலப்பு கோப்புக்கான முழுமையான பாதைகோப்பின் உள்ளே உள்ள சொத்தின் பாதையுடன் நீட்டிக்கப்பட்ட இந்த சொத்தைக் கொண்ட. கலப்பு கோப்புக்கான முழுமையான பாதைஎல்லா இடங்களிலும் விண்ணப்பிக்க முழுமையான தடிமன்கீஃப்ரேம்களை மாற்றும்போது முழுமையான நேர சீரமைப்புஒளியை அளவிடும்போது அதை உறிஞ்சவும்உறிஞ்சுதல்உறிஞ்சுதல் குணகம்உறிஞ்சுதல் குணகங்கள்உறிஞ்சுதல் நிறம்முடுக்கம்முடுக்கம் அமைப்புஉச்சரிப்பு பயன்முறைபெயரிடப்பட்ட பண்புக்கூறுகள் அணுகப்பட்டன:அணுகல்குவிந்துபுலம் குவிக்கவும்கடைசி தடமறிதல் முடிவுகளை மறுபரிசீலனை செய்வதன் மூலம் மாதிரிகளைக் குவிக்கவும்ஒருவருக்கொருவர் மேல் வீச்சு டவப்களைக் குவிக்கவும்நெருங்கியதாக்குதலின் துல்லியம்மங்கலான விளைவின் துல்லியம்வெர்டெக்ச் நிலைகளின் மதிப்புகளருகில், குறைந்த மதிப்பு வேகமானது, ஆனால் குறைவான துல்லியமானதுதுல்லியமானதுல்லியமான ஆனால் மெதுவான மாறுபாடுஅக்ரிலிக்கிளிக்கில் செயல்படவும்செயல்ஒருஅதிரடி கிளிப்செயலில் உள்ள பாதைbமீண்டும்தரவு சுட்டுக்கொள்ளவும்பவுன்ச்முறிவுஉள்ளமைக்கப்பட்ட செயல்பாடுபெசியர்வட்டமாறிலிகனசுழற்சிகள்மாறும் விளைவுகள்எளிதாக்குதல் (வலிமையால்)மீள்உறைஅதிவேகஎக்ச்ட்ரீம்உருவாக்கப்பட்டதுசெனரேட்டர்இடைக்கணிப்புதவறானதுநடுக்கம்கீஃப்ரேம்வரம்புகள்நேரியல்மெட்டாநகரும் பிடிபுதியபுதிய இடைக்கணிப்பு வகைபுதிய கீஃப்ரேம் வகைஒலிபொருள்செயலில் மட்டுமேபோச்இருபடிநான்கார்டிக்குயின்டிக்சைனூசாய்டல்மென்மையானதுமென்மையான (காசியன்)ஒலி கிளிப்படிஇடைக்கணிப்புமின்தடம்மாற்றம்தட்டச்சு செய்கசெயல் '%s' சேமிக்கப்படாது, போலி பயனரை உருவாக்கவும் அல்லது தக்கவைக்க என்எல்ஏ அடுக்கில் ச்டாசை உருவாக்கவும்செயல் கலத்தல்செயல் கிளிப்செயல் கட்டுப்பாடுசெயல் ஆசிரியர்செயல் இறுதி சட்டகம்செயல் விரிவாக்கம்செயல் வடிகட்டிசெயல் குழுஇந்த எஃப்-வளைவுக்கு சொந்தமான செயல் குழுசெயல் செல்வாக்குசெயல் அடுக்குசெயல் அடுக்குகள்செயல் வரைபடங்கள்செயல் நடிப்பு குறிப்பான்கள்நடவடிக்கை பாதுகாப்பான விளிம்புகள்செயல் தொகுப்புசெயல் அமைப்பு, அதன் செயல்படுத்தல் இந்த அமைப்பை ஒரு திருத்தமாகத் தூண்டும்செயல் ச்லாட்செயல் ச்லாட் கைப்பிடிசெயல் இடங்கள்செயல் தொடக்க சட்டகம்செயல் துண்டுசெயல் கீற்றுகள்செயல் தரவு-தொகுதிகள்முதல் உள்ளீட்டு அச்சுக்கான செயல் செயல்படுத்தல் மண்டலம்இரண்டாவது உள்ளீட்டு அச்சுக்கான செயல் செயல்படுத்தல் மண்டலம்வரைபட எடிட்டரைத் தவிர செயல் குழு விரிவாக்கப்பட்டதுவரைபட திருத்தியில் செயல் குழு விரிவாக்கப்பட்டதுசெயல் குழு பூட்டப்பட்டுள்ளதுசெயல் குழு முடக்கப்பட்டுள்ளதுசெயல் குழு தேர்ந்தெடுக்கப்பட்டுள்ளதுசெயலில் தரவு இல்லை, முன்னோட்டத்தை வழங்க முடியாதுசெயல் திருத்தக்கூடியது அல்லசெயல் பட்டியலில் இல்லைஇந்த துண்டு குறிப்பிடும் செயல்செயல் ச்லாட்அதிரடி ச்லாட் காட்சி பெயர்கள் காலியாக இருக்கக்கூடாதுஆக்சன் ச்லாட் அடையாளங்காட்டிகள் குறைந்தது மூன்று எழுத்துகளாக இருக்க வேண்டும்வண்ணப்பூச்சு வீச்சு செய்யப்படும் போது எடுக்கப்பட்ட நடவடிக்கைகட்டுப்பாடுகள் வழியாக ரிக் விண்ணப்பிக்க நடவடிக்கைசெயலில் உள்ள செயலின் வரம்பைக் கடந்த இடைவெளிகளை எடுக்க நடவடிக்கை (என்எல்ஏ உடன் மதிப்பிடும்போது)துண்டு விரிவாக்கங்களை கடந்த இடைவெளிகளை எடுக்க நடவடிக்கைசெயல் வகை'இடம்' அழுத்தும் போது செயல்'டில்ட்' அழுத்தும் போது செயல்3 டி வியூபோர்ட்டில் alt-mmb இழுக்கும்போது செயல்வியூபோர்ட்டில் இழுக்கும்போது செயல்செயல்(கள்)அதிரடி+ச்லாட் ஏற்கனவே பதிக்கப்பட்டுள்ளதுactionmap '%s' ஐ அகற்ற முடியாதுactionmapbinding '%s' ஐ '%s' இலிருந்து அகற்ற முடியாதுactionmapitem '%s' '%s' இலிருந்து அகற்ற முடியாதுசெயல்கள்இந்த ஆர்மேச்சர் மீதான நடவடிக்கைகள் இந்த புதிய ஓய்வு போச் மூலம் அழிக்கப்படும், ஏனெனில் சேமிக்கப்பட்ட மாற்றங்கள் பழைய ஓய்வு போசுடன் தொடர்புடையவைகிச்மோ நிகழ்வை செயல்படுத்தவும்ஆபரேட்டரை செயல்படுத்தவும்தற்போதைய சிற்பம் மற்றும் வண்ணப்பூச்சு கருவியாக ஒரு தூரிகை சொத்தை செயல்படுத்தவும்செயல்களை உடனடியாக செயல்படுத்தவும்அதே முனை வகையை செயல்படுத்தி காண்க, படிப்படியாக படிப்படியாகஉருப்படியை செயல்படுத்தவும் அல்லது செயலிழக்கச் செய்யுங்கள்தேர்ந்தெடுக்கப்பட்ட பார்வை உருப்படியை செயல்படுத்தவும்தேர்ந்தெடுக்கப்பட்ட பார்வையாளர் முனையை கலவை மற்றும் வடிவியல் முனைகளில் செயல்படுத்தவும்இழுவில் சில பை மெனுக்களை செயல்படுத்தவும், அதே விசையைத் தட்டுவதை இரண்டாம் நிலை நடவடிக்கை எடுக்க அனுமதிக்கிறது. det 3d பார்வையில் தாவலைத் தட்டவும் திருத்து-பயன்முறையை மாற்றுகிறது, பயன்முறை மெனுவுக்கு இழுக்கவும். t 3d பார்வையில் சட் ஐத் தட்டுவது வயர்ஃப்ரேமை மாற்றுகிறது, டிரா முறைகளுக்கு இழுக்கவும். the முதல் நபர் வழிசெலுத்தலுக்கான 3d பார்வையில் டில்டேவைத் தட்டவும், பார்வை அச்சுகளுக்கு இழுக்கவும்சூழலாக பயன்படுத்த மாற்றியமைப்பை செயல்படுத்தவும்சூழலாகப் பயன்படுத்த, உரி மாற்றியை இயக்கவும்கருவிகளை ஆதரிக்கும் ஆசிரியர்களுக்கான கருவியை செயல்படுத்தவும்எல்லையில் உள்ள கோப்பு (களை) செயல்படுத்த/தேர்ந்தெடுக்கவும்இழுவை இயக்கத்தை ஆதரிக்கும் கிச்மோசிற்கான செயல்படுத்தும் நிகழ்வுசெயலில்செயலில் aovசெயலில் aov indexசெயலில் நடவடிக்கைசெயலில் செயல் வரைபடம்இந்த தரவு-தடுப்புக்கான செயலில் நடவடிக்கைசெயலில் சேர்க்கைபணியிட துணை நிரல்கள் வடிப்பானில் செயலில் சேர்க்கைசெயலில் சொத்து நூலகம்செயலில் உள்ள பண்புக்கூறுசெயலில் பண்புக்கூறு அட்டவணைஆக்டிவ் போயிட் விதிஆக்டிவ் போயிட் விதி அட்டவணைஆக்டிவ் போயிட் மாநில அட்டவணைசெயலில் உள்ள எலும்புசெயலில் புக்மார்க்குசெயலில் உள்ள கேமராசெயலில் உள்ள சேனல் குழுகர்சரில் செயலில் உள்ள சேனல்கள்செயலில் உள்ள கிளிப்செயலில் நகலிசெயலில் சேகரிப்புசெயலில் சேகரிப்பு ஏற்றுமதியாளர் அட்டவணைசெயலில் சேகரிப்பு அட்டவணைசெயலில் சேகரிப்பு பெயர்செயலில் நிறம்செயலில் வண்ண பண்புக்கூறுசெயலில் வண்ண அட்டவணைசெயலில் உள்ள கட்டுப்பாடுஆக்டிவ் டாச் பிரிவு அட்டவணைசெயலில் மாறும் பெயிண்ட் மேற்பரப்பு காட்டப்படும்செயலில் உள்ள எடிட்போன்ஆக்டிவ் திருத்திசெயலில் எடிட்டர் அவுட்லைன்செயலில் உள்ள உறுப்புசெயலில் நீட்டிப்பு களஞ்சியம்செயலில் எஃப்-வளைவுசெயலில் எஃப்-வளைவு மாற்றியமைப்பாளர்செயலில் எஃப்-வளைவு திருத்தக்கூடியது அல்லசெயலில் முகம் தொகுப்புசெயலில் உள்ள சட்டகம்செயலில் பசை எழுதுகோல் அடுக்குசெயலில் கிரீச் பென்சில் அடுக்கு குழுசெயலில் கட்டம் அட்டவணைசெயலில் குழுசெயலில் சிறப்பம்சமாகசெயலில் உள்ள பட ஓடுசெயலில் உள்ள அட்டவணைசெயலில் நிகழ்வு பொருள்செயலில் நிகழ்வு பொருள் அட்டவணைசெயலில் உள்ள உருப்படிசெயலில் உள்ள உருப்படி அட்டவணைசெயலில் உள்ள கீன்ஃபிக்செயலில் உள்ள கீஃப்ரேம்செயலில் கீயிங் தொகுப்புஆக்டிவ் கீயிங் தொகுப்பு குறியீட்டுகீஃப்ரேம்களை செருக/நீக்க பயன்படுத்தப்படும் செயலில் கீயிங் தொகுப்புசெயலில் மொழிசெயலில் அடுக்குசெயலில் அடுக்கு சேகரிப்புசெயலில் அடுக்கு குழுசெயலில் அடுக்கு அட்டவணைசெயலில் அடுக்கு முகமூடி அட்டவணைசெயலில் ஒளி குழுசெயலில் ஒளி குழு அட்டவணைசெயலில் வரி தொகுப்புசெயலில் வரி தொகுப்பு குறியீட்டுசெயலில் உள்ள முதன்மை உருப்படி அட்டவணைசெயலில் உள்ள மார்க்கர்செயலில் உள்ள மூலப்பொருள்செயலில் மூலப்பொருள் அட்டவணைசெயலில் உள்ள பொருள் பூட்டப்பட்டுள்ளது அல்லது மறைக்கப்பட்டுள்ளதுசெயலில் மாற்றியமைத்தல்செயலில் உள்ள திரைப்பட கிளிப்மோசன் டிராக்கிங் கட்டுப்பாடுகள் அல்லது கேமராவின் பின்னணி படமாக பயன்படுத்தக்கூடிய செயலில் உள்ள மூவி கிளிப்செயலில் என்எல்ஏ டிராக்செயலில் முனைசெயலில் குறிப்புசெயலில் உள்ள பொருள்செயலில் பொருள் அட்டவணைசெயலில் உள்ள பொருள் மட்டுமேசெயலில் உள்ள பொருள் கட்டுப்பாடுசெயலில் மட்டும்செயலில் உள்ள ஆபரேட்டர்செயலில் வெளியீடுசெயலில் வண்ணப்பூச்சு அமைப்பு அட்டவணைசெயலில் தட்டுசெயலில் தட்டு நிறம்செயலில் உள்ள குழு வகைஆக்டிவ் பேனல் அவுட்லைன்செயலில் துகள் அமைப்புசெயலில் துகள் அமைப்பு அட்டவணைசெயலில் துகள் இலக்குசெயலில் துகள் இலக்கு அட்டவணைசெயலில் பாதை அட்டவணைசெயலில் வானூர்தி டிராக்செயலில் புள்ளிசெயலில் புள்ளி தற்காலிக சேமிப்புஆக்டிவ் பாயிண்ட் கேச் அட்டவணைசெயலில் பலகோணம்செயலில் உள்ள நடிப்பு குறிப்பான்செயல்லில் உள்ள குருப்பானின் குறியீட்டுசெயலில் உள்ள போசெச்சனல் கட்டுப்பாடுசெயலில் அண்மைக் கால கோப்புறைசெயலில் வழங்கல்ஆக்டிவ் வழங்குதல் வண்ண அட்டவணைசெயலில் வழங்கல் பார்வைசெயலில் களஞ்சியம்செயலில் சுழற்சி தட அட்டவணைசெயலில் காட்சிசெயலில் காட்சி சேகரிப்புகள்செயலில் உள்ள பிரிவுசெயலில் தேர்வு தொகுப்புஆக்டிவ் செட் ஓவர்ரைடுசெயலில் வடிவம்செயலில் வடிவ அட்டவணைசெயலில் வடிவ விசைசெயலில் வடிவ விசை குறியீடுசெயலில் ச்லாட்செயலில் மென்மையானதுசெயலில் உள்ள இடம்செயலில் உள்ள ச்ப்லைன்செயலில் துண்டுசெயலில் துண்டு பெயர்செயலில் துண்டு மட்டுமேசெயலில் மேற்பரப்புசெயலில் உள்ள கணினி புக்மார்க்குசெயலில் கணினி கோப்புறைசெயலில் அட்டவணைசெயலில் குறிச்சொல்செயலில் உரை பெட்டிசெயலில் அமைப்புசெயலில் அமைப்பு அட்டவணைசெயலில் உள்ள கருப்பொருள் பரப்புசெயலில் ஓடு அட்டவணைசெயலில் நேர பிரிவு அட்டவணைசெயலில் உள்ள கருவிசெயலில் உள்ள கருவி மற்றும் பணியிட அமைப்புகள்செயலில் உள்ள கருவிகள்ஆக்டிவ் டிராக் இன்டெக்ச்செயலில் உள்ள உடிம்செயலில் உள்ள புறஊதா வரைபட அட்டவணைசெயலில் உள்ள புறஊதா வரைபட அடுக்குசெயலில் உள்ள புறஊதா வரைபட அடுக்குசெயலில் உள்ள புறஊதா வரைபட அட்டவணைசெயலில் உள்ள வெர்டெக்ச்செயலில் உள்ள வெர்டெக்ச் வண்ண அட்டவணைசெயலில் உள்ள வெர்டெக்ச் வண்ண அடுக்குசெயலில் உள்ள வெர்டெக்ச் குழுசெயலில் உள்ள வெர்டெக்ச் குழு அட்டவணைசெயலில் உள்ள வெர்டெக்ச் குழு பூட்டப்பட்டுள்ளதுசெயலில் உள்ள வெர்டெக்ச்/எட்ச்/முகம்செயலில் பார்வை அட்டவணைசெயலில் பார்வை அடுக்குசெயலில் செயல்கள் ஒன்றிணைக்கப்பட்டனசெயலில் உள்ள சொத்து நூலகம் இடைமுகம் இல் காண்பிக்க, சொத்து உலாவியால் பயன்படுத்தப்படவில்லை (இது அதன் சொந்த செயலில் சொத்து நூலகத்தைக் கொண்டுள்ளது)செயலில் உள்ள பண்புக்கூறுசெயலில் உள்ள பண்புக்கூறு குறியீடு அல்லது -1 எதுவும் செயலில் இல்லாதபோதுசெயலில் தூரிகைசெயலில் உள்ள தூரிகைக்கு விரிவாக்க எல்லையை சிதைக்க எந்த அமைப்பும் இல்லைசெயலில் பொத்தான் ஒரு ச்கிரிப்டிலிருந்து அல்ல, மூலத்தைத் திருத்த முடியாதுசெயலில் உள்ள பொத்தானை பொருத்தமாகக் கண்டுபிடிக்க முடியவில்லைசெயலில் பொத்தான் கிடைக்கவில்லைசெயலில் உள்ள கேமரா இந்த காட்சியில் இல்லைஇந்த பார்வையில் பயன்படுத்தப்படும் செயலில் உள்ள கேமரா (காட்சியின் செயலில் உள்ள கேமராவிலிருந்து திறக்கப்படும் போது)செயலில் உள்ள கேமரா, காட்சியை வழங்க பயன்படுகிறதுகாட்சி மற்றும் திருத்துதல் செயலில் வண்ண பண்புக்கூறுசெயலில் வண்ண பண்புக்கூறு அட்டவணைசெயலில் வளைவு ச்ப்லைன்செயலில் எடிட்டர் ஒரு முனை எடிட்டர் அல்ல.ஆபரேட்டரை இயக்க, ஆக்டிவ் எடிட்டர் ஒரு முனை எடிட்டராக இருக்க வேண்டும்கருவி செயல்படுத்தலுக்காக திருத்தப்பட்ட வடிவவியலின் செயலில் உறுப்பு குறியீடுகள்செயலில் உள்ள முகம் ஒரு குவாட் இருக்க வேண்டும்செயலில் முகம் தேர்ந்தெடுக்கப்படவில்லைகோப்பு உலாவியில் செயலில் உள்ள கோப்புசெயலில் உள்ள குழு பூட்டப்பட்டுள்ளது, கருக்கலைப்பு செய்கிறதுஅடுக்கு முகமூடி வரிசையில் செயலில் உள்ள குறியீடுவழங்குதல் பார்வை வரிசையில் செயலில் உள்ள குறியீடுஏற்றுமதியாளர்கள் பட்டியலில் செயலில் உள்ள குறியீடுபிரிவு பட்டியலில் செயலில் உள்ள அட்டவணைஓடுகள் வரிசையில் செயலில் உள்ள குறியீடுவெர்டெக்ச் குழு வரிசையில் செயலில் உள்ள குறியீடுசெயலில் உள்ள உருப்படிசெயலில் உள்ள உருப்படி பேனல் அல்லசெயலில் விசை உள்ளமைவு (முன்னமைக்கப்பட்ட)இந்த பார்வை அடுக்கின் வரிசைக்கு செயலில் அடுக்கு சேகரிப்புஇந்த முகமூடியில் செயலில் அடுக்குசெயலில் அடுக்கு பூட்டப்பட்டுள்ளது அல்லது மறைக்கப்பட்டுள்ளதுசெயலில் அடுக்கு திருத்தக்கூடியது அல்லகேசெஃபைலின் செயலில் அடுக்குசெயலில் வரி தொகுப்பு காட்டப்படும்செயலில் உள்ள மூலப்பொருள் காட்டப்படும்செயலில் உள்ள கண்ணி வடிவ விசைகள் இல்லைஇந்த மரத்தில் செயலில் உள்ள முனைசெயலில் உள்ள முனை {: S fy வகையாக இருக்க வேண்டும்.செயலில் உள்ள முனை {: S fy வகையாக இருக்கக்கூடாது.செயலில் முனை மரத்தில் எந்த முனைகளும் இல்லை.செயலில் முனை மரம் மற்றொரு .blend கோப்பிலிருந்து இணைக்கப்பட்டுள்ளது.செயலில் உள்ள பொருளில் எந்த சேகரிப்பும் இல்லைசெயலில் உள்ள பொருள் இறுதி உருமாற்றம் ஒன்று அல்லது அதற்கு மேற்பட்ட சுழிய அளவிடப்பட்ட அச்சுகளைக் கொண்டுள்ளதுஇந்த அடுக்குக்கான செயலில் உள்ள பொருள்செயலில் உள்ள பொருள் எதிர்மறை அளவைக் கொண்டுள்ளதுசெயலில் உள்ள பொருளுக்கு எந்த நடவடிக்கையும் இல்லைசெயலில் உள்ள பொருளுக்கு மாற்றிகள் இல்லைசெயலில் உள்ள பொருள் ஒரே மாதிரியான அளவைக் கொண்டுள்ளதுஇந்த கண்காணிப்பு தரவு பொருளில் செயலில் உள்ள பொருள்செயலில் உள்ள பொருள் கிரீச் பென்சில் பொருள் அல்லசெயலில் உள்ள பொருள் ஒரு கண்ணி அல்லசெயலில் உள்ள பொருள் தேர்ந்தெடுக்கப்பட்ட கிரீச் பென்சில் அல்லசெயலில் உள்ள பொருள் தேர்ந்தெடுக்கப்பட்ட ஆர்மேச்சர் அல்லசெயலில் உள்ள பொருள் தேர்ந்தெடுக்கப்பட்ட வளைவு அல்லசெயலில் உள்ள பொருள் தேர்ந்தெடுக்கப்பட்ட வளைவுகள் அல்லசெயலில் உள்ள பொருள் தேர்ந்தெடுக்கப்பட்ட கண்ணி அல்லசெயலில் உள்ள பொருள் தேர்ந்தெடுக்கப்பட்ட புள்ளி முகில் பொருள் அல்லசெயலில் உள்ள பொருள் அனிமேசன் செய்யப்படவில்லைசெயலில் உள்ள பொருள் ஒரு ஒளியாக இருக்க வேண்டும்முக்கிய-மீண்டும் நிகழ்வுகளில் செயலில் உள்ளது (ஒரு விசை நடைபெறும் போது)செயலில் வண்ணப்பூச்சு வளைவுசெயலில் உள்ள துகள் அமைப்பு காட்டப்படும்இந்த கண்காணிப்பு தரவு பொருளில் செயலில் வானூர்தி கண்காணிப்பு. நீக்கப்பட்டது, பொருள்களைப் பயன்படுத்துங்கள் [பெயர்] .plane_tracks.activeஇயற்பியல் உருவகப்படுத்துதல்களுக்கான செயலில் புள்ளி கேச்முகமூடி அடுக்கின் செயலில் புள்ளிஇந்த செயலுக்கான செயலில் உள்ள நடிப்பு மார்க்கர்செயலில் உள்ள மண்டலம் அமைக்கப்படவில்லைஆக்டிவ் வழங்குதல் எஞ்சின் கோள ச்டீரியோ வழங்குதல் ஆதரிக்கிறதுபடத்தின் செயலில் வழங்குதல் ச்லாட்செயலில் களஞ்சியம் முடக்கப்பட்டுள்ளதுசெயலில் உள்ள காட்சி '%s' ஆக மாற்றப்பட்டதுசாளரத்தில் திருத்தப்பட வேண்டிய செயலில் காட்சிதாக்கல் செய்ய செயலில் காட்சிஇந்த செயலுக்கான செயலில் ச்லாட்முகமூடி அடுக்கின் செயலில் உள்ள ச்ப்லைன்செயலில் துண்டு ஒரு விளைவு துண்டு அல்லசெயலில் அட்டவணை மற்றும் முன்னர் காட்டப்பட்ட அட்டவணைகளின் தொடர்ச்சியான நிலைசெயலில் உள்ள அமைப்பு ச்லாட் காட்டப்படும்செயலில் கருவி கிச்மோஇந்த கண்காணிப்பு தரவு பொருளில் செயலில் தடம்இந்த கண்காணிப்பு தரவு பொருளில் செயலில் தடம். நீக்கப்பட்டது, பொருள்களைப் பயன்படுத்துங்கள் [பெயர்] .tracks.activeசெயலில் உள்ள வெர்டெக்ச் வண்ண அட்டவணைசெயலில் உள்ள வெர்டெக்ச் வண்ண அடுக்குசெயலில் உள்ள வெர்டெக்ச் குழு பூட்டப்பட்டுள்ளதுசெயலில் பணியிடம் மற்றும் காட்சி இந்த சாளரத்தைப் பின்பற்றுகிறதுசாளரத்தில் செயலில் உள்ள பணியிட திரை காண்பிக்கப்படுகிறதுசாளரத்தில் காண்பிக்கப்படும் செயலில் பணியிடம்உண்மையான தூரம்.கலப்பு கோப்பு (பிரதான தரவுத்தளம்) இலிருந்து உண்மையான தரவு-தடுப்பு ஒன்றை உருவாக்கியதுஉருவகப்படுத்துதல் தீர்மானம் மற்றும் அளவை திரவத்திற்கு மாற்றியமைக்கவும்தழுவல்தகவமைப்புதகவமைப்பு தொகுப்புதகவமைப்பு டொமைன்தகவமைப்பு மணித்துளி மாதிரிகள்தகவமைப்பு வழங்குதல்தகவமைப்பு மாதிரி வாசல்அடாப்டிவ் ச்பேச்தகவமைப்பு இடைவெளிதகவமைப்பு துணைப்பிரிவுதகவமைப்பு சப்ஃப்ரேம் வாசல்தகவமைப்பு நேர படிகள்துல்லியமான செலவில் சத்தத்தைக் குறைக்க, மங்கலான பவுன்ச் செய்தபின் பளபளப்பான சேடர்களை மாற்றியமைக்கவும்கூர்மையான விளிம்புகளைத் தக்க வைத்துக் கொள்ளும்போது, மாற்றாக மங்கலான படத்தை மழுங்கடிக்கவும்கேமரா தூரத்தின் அடிப்படையில் கண்ணியைத் தகவமைத்து உட்பிரிவு செய்யவும்தகவமைப்புசேர்"%s" உள்ளீட்டைச் சேர்க்கவும்"%s" உள்ளீட்டைச் சேர்க்கவும் (பேனலைச் சேர்க்க Ctrl)"%s" பேனலைச் சேர்க்கவும்சேர் & மாற்றவும்சேர் & கழிக்கவும்சேர் -> ஆர்மேச்சர் -> ரிகிஃபை மேவு -ரிக்ச்.3D திசையன் மதிப்புகளைச் சேர்க்கவும்வரி தொடக்கத்தில் 4 இடங்களைச் சேர்க்கவும்பண்புக்கூறு சேர்க்கவும்எல்லை வளையத்தைச் சேர்க்கவும்வண்ணத்தைச் சேர்க்கவும்வண்ண பண்புக்கூறு சேர்க்கவும்கட்டுப்பாட்டைச் சேர்க்கவும்கட்டுப்பாட்டு புள்ளியைச் சேர்க்கவும்மறையீட்டு லேயரைச் சேர்க்கவும்சுழற்சிகள் F-Modifier ஏற்கனவே இல்லை என்றால், அதைச் சேர்க்கவும்ஒன்றிணைவதில் DEF ஐச் சேர்க்கவும்வெற்று கீஃப்ரேம்களைச் சேர்க்கவும்ஏற்றுமதியாளரைச் சேர்க்கவும்கூடுதல் சேர்க்கவும்செயலில்/தேர்ந்தெடுக்கப்பட்ட எஃப்-வளைவுகளுக்கு எஃப்-மோடிஃபையரைச் சேர்க்கவும்செயலில்/தேர்ந்தெடுக்கப்பட்ட என்எல்ஏ-உரிசில் எஃப்-மோடிஃபையரைச் சேர்க்கவும்போலி பயனரைச் சேர்க்கவும்இறகு வெர்டெக்ச் சேர்க்கவும்முடக்கம் சட்டத்தை சேர்க்கவும்வடிவியல் இணைப்பைச் சேர்க்கவும்ஐகே சேர்படத்தைச் சேர்க்கவும்உள்ளீட்டு மாறியைச் சேர்க்கவும்உள்ளீடுகளைச் சேர்க்கவும்உருப்படியைச் சேர்க்கவும்இலை எலும்புகளைச் சேர்க்கவும்உள்ளக களஞ்சியத்தைச் சேர்க்கவும்மேப்பிங் முனைகளைச் சேர்க்கவும்மார்க்கரைச் சேர்க்கவும்முகமூடியைச் சேர்க்கவும்பயன்முறையைச் சேர்க்கவும்மாற்றியமைப்பாளரைச் சேர்க்கவும்மாற்றியமைப்பாளர்களைச் சேர்க்கவும்தேர்ந்தெடுக்கப்பட்ட தடங்களுக்குப் பிறகு/மேலே/என்எல்ஏ-தடங்களைச் சேர்க்கவும்புதிய நீட்டிப்பு களஞ்சியத்தைச் சேர்க்கவும்புதிய கிரீச் பென்சில் லேயரைச் சேர்க்கவும்புதிய பெயிண்ட் வளைவு புள்ளியைச் சேர்க்கவும்சாதாரணத்தைச் சேர்க்கவும்வெளியீடுகளைச் சேர்க்கவும்வண்ணப்பூச்சு ச்லாட் சேர்க்கவும்கொள்கை அமைப்பு அமைப்பைச் சேர்க்கவும்தொலை களஞ்சியத்தைச் சேர்க்கவும்மறுவழி முனைகளைச் சேர்த்து, தேர்ந்தெடுக்கப்பட்ட முனைகளின் வெளியீடுகளுடன் அவற்றை இணைக்கவும்REROUTES ஐச் சேர்க்கவும்மாற்று வழிகளைச் சேர் (மெனு)தீர்மானத்தைச் சேர்க்கவும்ஓய்வு நிலையைச் சேர்க்கவும்செயலில் உள்ள பொருளில் கடுமையான உடல் கட்டுப்பாட்டை சேர்க்கவும்தற்போதைய காட்சியில் கடுமையான உடல் உருவகப்படுத்துதல் உலகத்தைச் சேர்க்கவும்தொடக்க கைப்பிடி எலும்பிலிருந்து ரோல் அவுட் ரோலுக்கு மதிப்பில் ரோலுக்குச் சேர்க்கவும்தேர்ந்தெடுக்கப்பட்ட எலும்புகளைச் சேர்க்கவும்தேர்வு தொகுப்பைச் சேர்க்கவும்இந்தத் தொகுப்பிற்கான தேர்வைச் சேர்க்கவும்சேடரைச் சேர்க்கவும்வேக மாற்றத்தை சேர்க்கவும்துண்டு சேர்க்கவும்அமைப்பு அமைப்பைச் சேர்க்கவும்வாசல் சேர்க்கவும்படத்திற்கு ஓடு சேர்க்கவும்மாற்றத்தைச் சேர்க்கவும்புறஊதா வரைபடத்தைச் சேர்க்கவும்குழு b இன் எடையை v குழு a இன் எடையில் சேர்க்கவும்இயங்கும் வி.ஆர் அமர்வின் பார்வையாளர் போசிலிருந்து வி.ஆர் மைல்கல்லைச் சேர்த்து பட்டியலில் சேர்த்து அதைத் தேர்ந்தெடுக்கவும்வெர்டெக்ச் சேர்க்கவும்எடைகளைச் சேர்க்கவும்பணியிடத்தைச் சேர்க்கவும்வடிவ விசைகள் மற்றும் மாற்றியமைப்பாளர்கள் மதிப்பீடு செய்யப்படுவதற்கு முன்பு நிலை பண்புக்கூறு நகலான "rest_position" பண்புக்கூறு சேர்க்கவும்ஒரு மூடல் மண்டலத்தைச் சேர்க்கவும்இயக்கி பயன்படுத்தும் உள்ளீட்டைக் கண்காணிக்க இயக்கி மாறியைச் சேர்க்கவும்முனைகளை இயக்க அனுமதிக்கும் ஒவ்வொரு வடிவியல் உறுப்பு மண்டலத்திற்கும் A ஐச் சேர்க்கவும் எ.கா. ஒவ்வொரு வெர்டெக்சுக்கும் தனித்தனியாககாட்சிக்கு பசை எழுதுகோல் பொருளைச் சேர்க்கவும்தற்போதைய முனை எடிட்டரில் தேர்ந்தெடுக்கப்பட்ட சாக்கெட்டுகளுடன் குழு உள்ளீட்டு முனையைச் சேர்க்கவும்ஒரு ஒளி குழுவைச் சேர்க்கவும்முனைகளுக்கு இடையில் கோடுகளை ஊடாடும் வகையில் வரைவதன் மூலம் ஒரு கலவை RGB/சேடர் முனையைச் சேர்க்கவும்மாதிரி முன்னமைவைச் சேர்க்கவும்ஒரு சேடர் aov ஐச் சேர்க்கவும்தற்போதைய காட்சியில் இருந்து சேகரிப்புகளில் ஒரு துண்டு மற்றும் இணைப்பைச் சேர்க்கவும் (ஆழமற்ற நகல்)ஒரு துண்டு சேர்த்து தற்போதைய காட்சியின் முழு நகலை உருவாக்கவும்வியூபோர்ட் மாதிரி முன்னமைவைச் சேர்க்கவும்தற்போதைய போயிட் மாநிலத்தில் ஒரு போட் விதியைச் சேர்க்கவும்துகள் அமைப்பில் ஒரு போட் நிலையைச் சேர்க்கவும்தேர்ந்தெடுக்கப்பட்ட/செயலில் உள்ள கோப்பகத்திற்கு ஒரு புக்மார்க்கைச் சேர்க்கவும்காட்சிக்கு கேமரா பொருளைச் சேர்க்கவும்தற்போது தேர்ந்தெடுக்கப்பட்ட பேனலில் தேர்வுப்பெட்டியைச் சேர்க்கவும்தற்போதைய முனை திருத்தியில் சேகரிப்பு செய்தி முனையைச் சேர்க்கவும்சேகரிப்பு உதாரணத்தைச் சேர்க்கவும்சீக்வென்சரில் ஒரு வண்ண கலவை விளைவு துண்டு சேர்க்கவும்தற்போதைய முனை எடிட்டரில் வண்ண முனையைச் சேர்க்கவும்சீக்வென்சரில் ஒரு வண்ண துண்டு சேர்க்கவும்நிலையான ஆஃப்செட்டைச் சேர்க்கவும்உள்ளக இருப்பிடத்தை (உரிமையாளர் நோக்குநிலை) ஆஃப்செட்டுடன் நகலெடுக்க ஒரு தடையைச் சேர்க்கவும். உரிமையாளர் மற்றும் இலக்கு கட்டுப்பாடுகள் வெவ்வேறு ஓய்வு நோக்குநிலைகளைக் கொண்டிருந்தாலும், உலகளாவிய இயக்க திசை ஒரே மாதிரியாக இருக்கும்உள்ளக இருப்பிடத்தை ஆஃப்செட் மூலம் நகலெடுக்க ஒரு தடையைச் சேர்க்கவும். உரிமையாளர் மற்றும் இலக்கு கட்டுப்பாட்டு ஓய்வு நோக்குநிலைகள் வேறுபட்டால், உலகளாவிய இயக்க திசை அதற்கேற்ப மாறும்விமானங்கள் கேமராவைக் கண்காணிக்க ஒரு தடையைச் சேர்க்கவும்செயலில் உள்ள எலும்புக்கு ஒரு தடையைச் சேர்க்கவும்தேர்ந்தெடுக்கப்பட்ட பொருள்கள்/எலும்புகளுக்கு இலக்கு (பொருந்தக்கூடிய இடத்தில்) அமைக்கப்பட்டிருக்கும் செயலில் உள்ள எலும்புக்கு ஒரு தடையைச் சேர்க்கவும்செயலில் உள்ள பொருளுக்கு ஒரு தடையைச் சேர்க்கவும்தேர்ந்தெடுக்கப்பட்ட பொருள்கள்/எலும்புகளுக்கு இலக்கு (பொருந்தக்கூடிய இடங்களில்) அமைக்கப்பட்டிருக்கும் செயலில் உள்ள பொருளுக்கு ஒரு தடையைச் சேர்க்கவும்செயலில் உள்ள உருப்படியின் நகலை இடைமுகத்தில் சேர்க்கவும்வீடியோ உள்ளடக்கத்துடன் தேர்ந்தெடுக்கப்பட்ட இரண்டு கீற்றுகளுக்கு கிராச்ஃபேட் டிரான்சிசன் ச்ட்ரிப்பைச் சேர்க்கவும்காட்சிக்கு சீரற்ற வளைவுகளுடன் வளைவுகள் பொருளைச் சேர்க்கவும்முன்னமைக்கப்பட்ட பட்டியலில் தனிப்பயன் கீமாப் உள்ளமைவைச் சேர்க்கவும்இதுவரை எதுவும் இல்லை என்றால், தனிப்பயன் இயல்பான அடுக்கைச் சேர்க்கவும்முன்னமைக்கப்பட்ட பட்டியலில் தனிப்பயன் கருப்பொருளைச் சேர்க்கவும்சொத்துக்களின் மூலமாக சொத்து உலாவி பயன்படுத்த ஒரு கோப்பகத்தைச் சேர்க்கவும்கர்சரால் வரையறுக்கப்பட்ட செவ்வகத்தில் ஒரு முகத்தை சேர்க்கவும்கர்சரால் வரையறுக்கப்பட்ட வடிவத்தில் ஒரு முகத்தை சேர்க்கவும்கர்சரால் வரையறுக்கப்பட்ட ஒரு வரியின் ஒரு பக்கத்திற்கு ஒரு முகத்தை சேர்க்கவும்காட்டப்படும் தரவிலிருந்து வரிசைகளை அகற்ற வடிகட்டியைச் சேர்க்கவும்தேர்ந்தெடுக்கப்பட்ட பொருள்களுக்கு ஒரு ஃபர் அமைப்பைச் சேர்க்கவும்வீடியோ உள்ளடக்கத்துடன் தேர்ந்தெடுக்கப்பட்ட இரண்டு கீற்றுகளுக்கு காமா கிராச்ஃபேட் டிரான்சிசன் உரி சேர்க்கவும்வீடியோ உள்ளடக்கத்துடன் தேர்ந்தெடுக்கப்பட்ட ஒற்றை துண்டுக்கு காசியன் மங்கலான விளைவு துண்டு சேர்க்கவும்வீடியோ உள்ளடக்கத்துடன் தேர்ந்தெடுக்கப்பட்ட ஒரு பகுதிக்கு ஒரு பளபளப்பான விளைவு துண்டு சேர்க்கவும்வெற்று குழுவுடன் குழு முனையைச் சேர்க்கவும்தற்போதைய முனை எடிட்டருக்கு ஒரு படம்/திரைப்பட கோப்பை முனையாக சேர்க்கவும்ஒரு லட்டியைச் சேர்த்து, தேர்ந்தெடுக்கப்பட்ட பொருட்களை சிதைக்க அதைப் பயன்படுத்தவும்காட்சியில் ஒரு ஒளி பொருளைச் சேர்க்கவும்ஒளி ஆய்வு பொருளைச் சேர்க்கவும்செயலில் உள்ள கோடுகளுடன் தொடர்புடைய வரி பாணியில் ஒரு வரி வண்ண மாற்றியமைப்பைச் சேர்க்கவும்வரி தொகுப்புகளின் பட்டியலில் ஒரு வரியைச் சேர்க்கவும்செயலில் உள்ள கோடுகளுடன் தொடர்புடைய வரி பாணியில் ஒரு வரி தடிமன் மாற்றியமைப்பைச் சேர்க்கவும்தற்போதைய முனை திருத்தியில் முகமூடி முனையைச் சேர்க்கவும்சீக்வென்சரில் ஒரு முகமூடி துண்டு சேர்க்கவும்தற்போதைய முனை திருத்தியில் மூலப்பொருள் முனையைச் சேர்க்கவும்காட்சியில் மெட்டாபால் பொருளைச் சேர்க்கவும்உரிபில் ஒரு மாற்றியமைப்பைச் சேர்க்கவும்சீக்வென்சரில் ஒரு மூவி உரிபைச் சேர்க்கவும்சீக்வென்சரில் ஒரு மூவிக்லிப் உரிபைச் சேர்க்கவும்சீக்வென்சரில் ஒரு மல்டிகாம் செலக்டர் விளைவு துண்டு சேர்க்கவும்வீடியோ உள்ளடக்கத்துடன் தேர்ந்தெடுக்கப்பட்ட இரண்டு கீற்றுகளுக்கு பெருக்கப்பட்ட கலப்பு பயன்முறை விளைவு துண்டுகளைச் சேர்க்கவும்செயலில் உள்ள காட்சியில் புதிய (வெற்று) கீயிங் தொகுப்பைச் சேர்க்கவும்புதிய மாறும் பெயிண்ட் மேற்பரப்பு ச்லாட்டைச் சேர்க்கவும்செயலில் உள்ள பொருளில் புதிய பசை எழுதுகோல் அடுக்கு குழுவைச் சேர்க்கவும்செயலில் உள்ள பொருளில் புதிய பசை எழுதுகோல் அடுக்கைச் சேர்க்கவும்அழிவுகரமான முறுக்கு அனுமதிக்க அனிமேசனில் செய்யப்பட்ட ஒவ்வொரு லூப்/பாசுக்கும் புதிய என்எல்ஏ டிராக் + உரி சேர்க்கவும்தற்போதுள்ள ஒவ்வொரு தேர்ந்தெடுக்கப்பட்ட ஒவ்வொன்றிற்கும் மேலே புதிய என்எல்ஏ பாதையைச் சேர்க்கவும்ஒரு புதிய துண்டு, வெற்று காட்சியுடன் சேர்த்து, தற்போதைய காட்சியில் இருந்து அமைப்புகளை நகலெடுக்கவும்செயலில் உள்ள கேமரா பொருளிலிருந்து ஒரு புதிய வி.ஆர் மைல்கல்லைச் சேர்த்து பட்டியலில் சேர்த்து தேர்ந்தெடுக்கவும்பட்டியலில் ஒரு புதிய வி.ஆர் மைல்கல்லைச் சேர்த்து அதைத் தேர்ந்தெடுக்கவும்செயலில் உள்ள கேமராவில் புதிய பின்னணி படத்தைச் சேர்க்கவும்புதிய எலும்பு சேகரிப்பைச் சேர்க்கவும்3d கர்சரில் அமைந்துள்ள புதிய எலும்பைச் சேர்க்கவும்தேர்ந்தெடுக்கப்பட்ட சேகரிப்புக்குள் புதிய தொகுப்பைச் சேர்க்கவும்வண்ண வளைவில் புதிய வண்ண நிறுத்தம் சேர்க்கவும்புதிய கட்டுப்பாட்டு புள்ளியைச் சேர்க்கவும் (தேர்ந்தெடுக்கப்பட்ட இறுதி வளைவுடன் மட்டுமே இணைக்கப்பட்டுள்ளது, ஏதேனும் இருந்தால்)தற்போதைய சட்டகத்தில் உறைக்கு புதிய கட்டுப்பாட்டு புள்ளியைச் சேர்க்கவும்துகள் அமைப்பின் தற்போதைய நிலையின் அடிப்படையில் ஒரு புதிய வளைவுகள் பொருளைச் சேர்க்கவும்கிரிப்டோமாடே முனையில் புதிய உள்ளீட்டு அடுக்கைச் சேர்க்கவும்இடைமுகத்தில் புதிய உருப்படியைச் சேர்க்கவும்செயலில் உள்ள சொத்தில் புதிய முக்கிய குறிச்சொல்லைச் சேர்க்கவும்புதிய அளவிலான துணைப்பிரிவைச் சேர்க்கவும்இருக்கும் சுழல்களுக்கு இடையில் புதிய வளையத்தைச் சேர்க்கவும்புதிய மூலப்பொருளைச் சேர்க்கவும்புதிய மூலப்பொருள் ச்லாட்டைச் சேர்க்கவும்மேற்பரப்பு பொருளில் புதிய முடி துகள் அமைப்பைப் புதுப்பிக்கவும் அல்லது புதுப்பிக்கவும்புதிய துகள் இலக்கைச் சேர்க்கவும்புதிய வழங்குதல் ச்லாட்டைச் சேர்க்கவும்நீட்டிப்புகளை சேமிக்கப் பயன்படுத்தப்படும் புதிய களஞ்சியத்தைச் சேர்க்கவும்எலும்பு சேகரிப்பு குறிப்பு பட்டியலில் புதிய வரிசையைச் சேர்க்கவும்புதிய திரையைச் சேர்க்கவும்புதிய உரை பெட்டியைச் சேர்க்கவும்புதிய அமைப்பைச் சேர்க்கவும்புதிய நேர மார்க்கரைச் சேர்க்கவும்செயலில் உள்ள பொருளில் புதிய வெர்டெக்ச் குழுவைச் சேர்க்கவும்புதிய பார்வை அடுக்கைச் சேர்க்கவும்முடக்கப்பட்ட அனைத்து சேகரிப்புகளிலும் புதிய பார்வை அடுக்கைச் சேர்க்கவும்புதிய பணியிடத்தைச் சேர்க்கவும்தற்போதைய ஒன்றை நகலெடுப்பதன் மூலம் அல்லது பயனர் உள்ளமைவிலிருந்து ஒன்றை சேர்ப்பதன் மூலம் புதிய பணியிடத்தைச் சேர்க்கவும்இயல்புநிலை அமைப்புகளுடன் புதிய, வெற்று காட்சியைச் சேர்க்கவும்புதிய, வெற்று காட்சியைச் சேர்த்து, தற்போதைய காட்சியில் இருந்து அமைப்புகளை நகலெடுக்கவும்செயலில் உள்ள முனை மரத்தில் ஒரு முனை குழு சொத்தை சேர்க்கவும்செயலில் உள்ள மரத்தில் ஒரு முனை சேர்க்கவும்gltf ஏற்றுமதிக்கு செயலில் உள்ள மரத்தில் ஒரு முனை சேர்க்கவும்ஒரு வண்ணப்பூச்சு ச்லாட் சேர்க்கவும்ஒரு துகள் அமைப்பைச் சேர்க்கவும்காட்சியில் ஒரு புள்ளி மேகக்கணி பொருளைச் சேர்க்கவும்கடைசியாக தேர்ந்தெடுக்கப்பட்ட புள்ளியுடன் இணைக்கப்பட்ட ஒரு புள்ளியைச் சேர்க்கவும்செயலில் உள்ள பொருளுக்கு ஒரு நடைமுறை செயல்பாடு/விளைவைச் சேர்க்கவும்வழங்குதல் பார்வையைச் சேர்க்கவும்முனைகளை இயக்க அனுமதிக்கும் மறுநிகழ்வு மண்டலத்தைச் சேர்க்கவும்வெளிப்புற களஞ்சியத்தைக் குறிப்பிடாமல் கைமுறையாக நிர்வகிக்கப்படும் களஞ்சியத்தைச் சேர்க்கவும்நீட்டிப்புகளை பட்டியலிடுவதற்கும் புதுப்பிப்பதற்கும் ஆதரவுடன் தொலை களஞ்சியத்தைக் குறிக்கும் களஞ்சியத்தைச் சேர்க்கவும்reroute முனையைச் சேர்க்கவும்படத்தில் ஒரு விளிம்பு சேர்க்கவும்கோடு மாற்றியமைப்பாளருக்கு ஒரு பகுதியைச் சேர்க்கவும்நேர மாற்றியமைப்பில் ஒரு பகுதியைச் சேர்க்கவும்ஒரு எளிய வண்ண துண்டு சேர்க்கவும்எளிய உரை துண்டு சேர்க்கவும்சீக்வென்சரில் ஒரு ஒலி துண்டு சேர்க்கவும்காட்சிக்கு ஒரு பேச்சாளர் பொருளைச் சேர்க்கவும்ச்பீக்கர் அதன் ஒலி கிளிப்பை இயக்கும்போது கட்டுப்படுத்த ஒரு துண்டு சேர்க்கவும்இந்தக் காட்சியை ஆதாரமாகக் கொண்டு மீண்டும் ஒரு துண்டு சேர்க்கவும்இந்தக் காட்சிச் சொத்தின் நகலை ஆதாரமாகப் பயன்படுத்தி ஒரு துண்டுகளைச் சேர்க்கவும்புதிய காட்சியை ஆதாரமாகப் பயன்படுத்தி ஒரு துண்டு சேர்க்கவும்செயலில் உள்ள கோடுகளுடன் தொடர்புடைய வரி பாணியில் வீச்சு வடிவியல் மாற்றியைச் சேர்க்கவும்பகுதிகளின் பட்டியலில் ஒரு பாணி பகுதியைச் சேர்க்கவும்வீடியோ உள்ளடக்கத்துடன் தேர்ந்தெடுக்கப்பட்ட இரண்டு கீற்றுகளுக்கு ஒரு கழித்தல் கலப்பு முறை விளைவு துண்டுகளைச் சேர்க்கவும்தடைக்கு ஒரு இலக்கைச் சேர்க்கவும்காட்சியில் ஒரு உரை பொருளைச் சேர்க்கவும்சீக்வென்சரில் ஒரு உரை துண்டு சேர்க்கவும்கொள்கையுடைய BSDFக்கான டெக்ச்சர் நோட் அமைப்பைச் சேர்க்கவும்தேர்ந்தெடுக்கப்பட்ட சேடர்களில் டெக்ச்சர் நோட் அமைப்பைச் சேர்க்கவும்அருகிலுள்ள இரண்டு தேர்ந்தெடுக்கப்பட்ட கீற்றுகளுக்கு இடையில் ஒரு மாற்றம் துண்டு சேர்க்கவும்ஒரு வெர்டெக்ச் தோல் அடுக்கு சேர்க்கவும்வீடியோ உள்ளடக்கத்துடன் தேர்ந்தெடுக்கப்பட்ட ஒற்றை துண்டுக்கு வீடியோ வேக விளைவு துண்டுகளைச் சேர்க்கவும்பார்வை அடுக்கைச் சேர்க்கவும்செயலில் உள்ள பொருளுக்கு காட்சி விளைவைச் சேர்க்கவும்காட்சியில் ஒரு தொகுதி பொருளைச் சேர்க்கவும்வீடியோ உள்ளடக்கத்துடன் தேர்ந்தெடுக்கப்பட்ட இரண்டு கீற்றுகளுக்கு துடைக்கும் மாற்றம் துண்டு சேர்க்கவும்செயலில் உள்ள பொருளை கடினமான உடலாக சேர்க்கவும்வரிசையின் அனைத்து கூறுகளையும் ஒரு கீயிங் தொகுப்பில் சேர்க்கவும்இறக்குமதி செய்யப்பட்ட அனைத்து பொருட்களையும் புதிய சேகரிப்பில் சேர்க்கவும்பயன்படுத்தப்பட்ட அனைத்து ஒளி குழுக்களையும் சேர்க்கவும்ஓவியம் வரைந்தால் ஆல்பா சேர்க்கவும்பரவலான மேற்பரப்புகளுக்கு சுற்றுப்புற இடையூறைச் சேர்க்கவும்செயலில் உள்ள பாதையில் ஒரு அதிரடி-கிளிப் துண்டு (அதாவது ஒரு செயலைக் குறிக்கும் என்எல்ஏ துண்டு) சேர்க்கவும்இந்த பெயருடன் ஒரு பண்புக்கூறு முனையைச் சேர்க்கவும்செயலில் உள்ள எலும்பில் இக் தடையைச் சேர்க்கவும். இலக்கு தேர்ந்தெடுக்கப்பட்ட எலும்பு அல்லது பொருளாக இருக்கலாம்பட வரிசையைச் சேர்க்கவும்ஒரு ஒருங்கிணைப்பாளர் முன்னமைவைச் சேர்க்கவும்செயல்திறன் முன்னமைவைச் சேர்க்கவும்வீடியோ உள்ளடக்கத்துடன் தேர்ந்தெடுக்கப்பட்ட இரண்டு கீற்றுகளுக்கு சேர் கலப்பு பயன்முறை விளைவு துண்டுகளைச் சேர்க்கவும்சீக்வென்சரில் சரிசெய்தல் அடுக்கு விளைவு துண்டு சேர்க்கவும்ஒரு படத்தில் ஆல்பா சேனலைச் சேர்க்கவும்வீடியோ உள்ளடக்கத்துடன் தேர்ந்தெடுக்கப்பட்ட இரண்டு கீற்றுகளுக்கு ஆல்பா ஓவர் கலப்பு பயன்முறை விளைவு துண்டு சேர்க்கவும்செயலில் உள்ள வரிகளுடன் தொடர்புடைய வரி பாணியில் ஆல்பா வெளிப்படைத்தன்மை மாற்றியமைப்பைச் சேர்க்கவும்வீடியோ உள்ளடக்கத்துடன் தேர்ந்தெடுக்கப்பட்ட இரண்டு கீற்றுகளுக்கு கலப்பு பயன்முறை விளைவு ச்ட்ரிப்பின் கீழ் ஆல்பாவைச் சேர்க்கவும்காட்சிக்கு ஒரு ஆர்மேச்சர் பொருளைச் சேர்க்கவும்தேர்ந்தெடுக்கப்பட்ட ஒரு விளிம்பு அல்லது முகத்தை சேர்க்கவும்சீக்வென்சரில் ஒரு விளைவைச் சேர்க்கவும், பெரும்பாலானவை இருக்கும் கீற்றுகளின் மேல் பயன்படுத்தப்படுகின்றனதேர்ந்தெடுக்கப்பட்ட கண்ணி மூலம் காட்சிக்கு வெற்று வளைவு பொருளைச் சேர்க்கவும்தரவு மூலம் காட்சிக்கு வெற்று பட வகையைச் சேர்க்கவும்காட்சிக்கு ஒரு வெற்று பொருளைச் சேர்க்கவும்காட்சிக்கு இயற்பியல் செயல்திறனுடன் ஒரு வெற்று பொருளைச் சேர்க்கவும்பட்டியலில் ஒரு உள்ளீட்டைச் சேர்க்கவும்தற்போதைய செயலில் உள்ள உருப்படியுக்குப் பிறகு பட்டியலில் ஒரு உள்ளீட்டைச் சேர்க்கவும்தற்போதைய முனை திருத்தியில் ஏற்கனவே இருக்கும் முனை குழுவைச் சேர்க்கவும்ஒரு துணைப்பிரிவு மேற்பரப்பு மாற்றியமைப்பைப் பயன்படுத்தும்போது வடிவத்தை சிறப்பாகப் பாதுகாக்க கூடுதல் விளிம்பு வளையத்தைச் சேர்க்கவும்சீக்வென்சரில் ஒரு படம் அல்லது பட வரிசையைச் சேர்க்கவும்முனை மரத்தில் இறக்குமதி முனையைச் சேர்க்கவும்குறியீட்டு சுவிட்சில் ஒரு பொருளைச் சேர்க்கவும்ஒரு பொருள் தரவு நிகழ்வைச் சேர்க்கவும்தற்போதைய முனை திருத்தியில் ஒரு பொருள் செய்தி முனையைச் சேர்க்கவும்புதிய தொகுப்பில் ஒரு பொருளைச் சேர்க்கவும்ஏற்கனவே உள்ள சேகரிப்பில் ஒரு பொருளைச் சேர்க்கவும்காட்சியில் ஒரு பொருளைச் சேர்க்கவும்பொருளின் எல்லை பெட்டியுடன் தொடர்புடைய ஆஃப்செட்டைச் சேர்க்கவும்காப்பகத்திற்கு ஒரு மேலெழுதும் அடுக்கைச் சேர்க்கவும்செயல்தவிர் நிலையைச் சேர்க்கவும் (உள் பயன்பாடு மட்டும்)மொத்த ஆஃப்செட்டில் மற்றொரு பொருளின் மாற்றத்தை சேர்க்கவும்தேர்ந்தெடுக்கப்பட்ட சேகரிப்பின் குழந்தையாக சேர்க்கவும்வடிவவியலுக்கு பண்புக்கூறு சேர்க்கவும்பின்னணி ஒளி உமிழ்வைச் சேர்க்கவும். குறிப்பு: இந்த முனை உலக மேற்பரப்பு வெளியீட்டிற்கு மட்டுமே பயன்படுத்தப்பட வேண்டும்பைனார்மல் மற்றும் தொடுகோடு திசையன்களைச் சேர்க்கவும், இயல்புடன் அவை தொடுகோடு இடத்தை உருவாக்குகின்றன (ட்ரிச்/குவாட்சுடன் மட்டுமே சரியாக வேலை செய்யும்!)ஒளி பகுதிகளுக்கு மங்கலையும் பிரகாசத்தையும் சேர்க்கவும்தேர்ந்தெடுக்கப்பட்ட கூட்டு (கள்) மற்றும்/அல்லது 3d கர்சருக்கு இடையில் எலும்பைச் சேர்க்கவும்இறக்குமதி செய்யப்பட்ட பொருள்களுக்கு அனிமேசன் செய்யப்படாவிட்டாலும் கூட கேச் மாற்றிகள் மற்றும் தடைகளைச் சேர்க்கவும், இதனால் அவை அலெம்பிக் காப்பகத்தை மீண்டும் ஏற்றும்போது புதுப்பிக்கப்படும்கேமரா பின்னணி படத்தைச் சேர்க்கவும்போச் சொத்தில் தேர்வின் சேனல்களைச் சேர்க்கவும். தற்போதுள்ள சேனல்கள் புதுப்பிக்கப்படும்வடிவவியலுக்கு வண்ண பண்புக்கூறு சேர்க்கவும்கூறு மதிப்புகளை ஒன்றாகச் சேர்க்கவும்கண்ணியில் கூம்பு சேர்க்கவும் ஊடாடும்ஒரு வட்ட வளைவுடன் கட்டுப்பாட்டுப் புள்ளிகளைச் சேர்க்கவும் (பேசியர் ச்ப்லைன் என்றால் கைப்பிடி வகை திசையன் ஆகும்)தேர்ந்தெடுக்கப்பட்ட எஃப்-வளைவுகளுக்கு நகலெடுக்கப்பட்ட எஃப்-மாடிஃபையர்களைச் சேர்க்கவும்தேர்ந்தெடுக்கப்பட்ட என்எல்ஏ-உரிசில் நகலெடுக்கப்பட்ட எஃப்-மாடிஃபையர்களைச் சேர்க்கவும்செயலில் இயக்கி நகலெடுக்கப்பட்ட இயக்கி மாறிகள் சேர்க்கவும்மெச் மீது கியூப் வரைபட புறஊதாக்களைச் சேர்க்கவும்கண்ணிக்கு கனசதுரத்தை ஊடாடும் வகையில் சேர்க்கவும்தற்போதைய ui- ஆக்டிவ் சொத்தை தற்போதைய கீயிங் தொகுப்பில் சேர்க்கவும்ஊடாடும் வகையில் கண்ணியில் சிலிண்டரைச் சேர்க்கவும்தேவைப்பட்டால் இலக்கு மெச்களில் தரவு அடுக்குகளைச் சேர்க்கவும்ஏற்கனவே அனிமேசன் செய்யப்படாவிட்டால், கட்டுப்பாடு பயன்படுத்தும் பாதைக்கு இயல்புநிலை அனிமேசனைச் சேர்க்கவும்4-கின்களில் மூலைவிட்ட நீரூற்றுகளைச் சேர்க்கவும்பரவலான பங்களிப்பைச் சேர்க்கவும்நேரடி விளக்கு பங்களிப்பைச் சேர்க்கவும்கர்சரின் கீழ் சொத்துக்கு டிரைவரைச் சேர்க்கவும்தேர்ந்தெடுக்கப்பட்ட உருப்படிகளுக்கு இயக்கிகளைச் சேர்க்கவும்தேர்ந்தெடுக்கப்பட்ட ஒவ்வொரு படத்தையும் தனிப்பட்ட துண்டுகளாகச் சேர்க்கவும்தூரிகையின் விளைவைச் சேர்க்கவும்உமிழ்வு பங்களிப்பைச் சேர்க்கவும்வெற்று படத்தைச் சேர்க்கவும்செயலில் உள்ள கீயிங் தொகுப்பில் வெற்று பாதையைச் சேர்க்கவும்யூலர் கூறு மதிப்புகளை ஒன்றாகச் சேர்க்கவும்ஏற்றுமதியாளர் பட்டியலில் ஏற்றுமதியாளரைச் சேர்க்கவும்வெளிப்புற அம்சத் தொகுப்பைச் சேர்க்கவும் (ரிக், மெட்டாரிக்ச், யுஐ வார்ப்புருக்கள்)இந்த கிச்மோ வகைக்கு குறைவடையும் கருவிகளைச் சேர்க்கவும்உறை உருவாக்க நிரப்பு பிரிவுகளைச் சேர்க்கவும். அசல் பக்கவாதத்தை வைத்திருக்க வேண்டாம்.தீ சேர்க்கவும்தீ மற்றும் புகை சேர்க்கவும்மிதக்கும் புள்ளி மதிப்புகளைச் சேர்க்கவும்உருவகப்படுத்துதலில் திரவத்தைச் சேர்க்கவும்முடக்கம் சட்டத்தை சேர்க்கவும்முடக்கம் சட்டகம் சேர்த்து நகர்த்தவும்பளபளப்பான பங்களிப்பைச் சேர்க்கவும்முடிகள் சேர்க்கவும்கோப்புப் பெயர்கள் பிளெண்டரின் எண்ணிடப்பட்ட வரிசை முறையுடன் பொருந்தாத வரை, படங்களை தனித்தனி பட்டைகளாகச் சேர்க்கவும்.மறைமுக விளக்கு பங்களிப்பைச் சேர்க்கவும்முழு மதிப்புகளைச் சேர்க்கவும்செயலில் உள்ள உருப்படியின் கீழே உள்ள உருப்படியைச் சேர்க்கவும்முக்கிய வரைபட உருப்படியைச் சேர்க்கவும்தேர்ந்தெடுக்கப்பட்ட கீஃப்ரேம்களுக்கு இடையில் ஒவ்வொரு சட்டத்திலும் கீஃப்ரேம்களைச் சேர்க்கவும்படத்தின் பிரகாசமான பகுதிகளைச் சுற்றி லென்ச் எரிப்பு, மூடுபனி மற்றும் ஒளிரும்திரவத்தைச் சேர்க்கவும்லட்டு பரிமாணங்களுக்கு விளிம்பைச் சேர்க்கவும்அண்டை முகங்களுக்கு இடையிலான கோணத்தின் அடிப்படையில் கண்ணி விளிம்புகளின் கூர்மையை தானாக அமைக்க மாற்றியமைப்பாளரைச் சேர்க்கவும்விளிம்பு கூர்மையை தானாக அமைக்க மாற்றியமைப்பைச் சேர்க்கவும்பொருள் "{}" இல் "{}" முனை குழுவுடன் மாற்றியமைப்பைச் சேர்க்கவும்பிரகாசத்துடன் ஒப்பிடும்போது அதிக மாறுபாட்டைச் சேர்க்கவும்பெயரிடப்பட்ட பொருளைச் சேர்க்கவும்புதிய சிறுகுறிப்பு தரவு-தடுப்பைச் சேர்க்கவும்செயலில் உள்ள தரவு-தடுப்புக்கான புதிய சிறுகுறிப்பு அடுக்கு அல்லது குறிப்பைச் சேர்க்கவும்புதிய Bézier வளைவைச் சேர்க்கவும்கிளிப்போர்டிலிருந்து புதிய தேர்வு தொகுப்பு (களை) சேர்க்கவும்இயல்புநிலை அமைப்புகளுடன் புதிய வெற்று காட்சியுடன் புதிய துண்டுகளைச் சேர்க்கவும்புதிய கேச் சேர்க்கவும்புதிய வட்ட வளைவைச் சேர்க்கவும்புதிய வட்டம் வடிவ ச்பைலைச் சேர்க்கவும்செயலில் உள்ள தட்டுக்கு புதிய வண்ணத்தைச் சேர்க்கவும்புதிய வளைவு புள்ளியைச் சேர்த்து சறுக்கவும்இருக்கும் வளைவுகளுக்கு இடையில் புதிய வளைவுகளைச் சேர்க்கவும், குறைந்தபட்ச தூரத்தை கணக்கில் எடுத்துக் கொள்ளுங்கள்முகமூடி என புதிய அடுக்கைச் சேர்க்கவும்புதிய மார்க்கரைச் சேர்த்து திரைப்படத்தில் நகர்த்தவும்புதிய மார்க்கரைச் சேர்த்து சுட்டி பொத்தானை வெளியிடும் வரை சுட்டியுடன் சறுக்கவும்மறைக்க புதிய முகமூடி அடுக்கைச் சேர்க்கவும்தேர்ந்தெடுக்கப்பட்ட கீற்றுகளை உள்ளடக்கிய புதிய மேவு-உரிசைச் சேர்க்கவும்கண்காணிக்க புதிய பொருளைச் சேர்க்கவும்புதிய வண்ணப்பூச்சு வளைவைச் சேர்க்கவும்புதிய தட்டு சேர்க்கவும்புதிய துகள் அமைப்புகளைச் சேர்க்கவும்வகை அடிப்படையில் புதிய காட்சியைச் சேர்க்கவும்வரிசை திருத்தியில் வகைப்படி புதிய காட்சியைச் சேர்த்து, செயலில் உள்ள துண்டுக்கு ஒதுக்குங்கள்சீக்வென்சர் பயன்படுத்த புதிய காட்சியைச் சேர்க்கவும்ஏற்கனவே உள்ள கூர்மையான விளிம்புகளை அழிக்காமல் புதிய கூர்மையான விளிம்புகளைச் சேர்க்கவும்புதிய சதுர வடிவ ச்பைலைச் சேர்க்கவும்புதிய வெர்டெக்சைச் சேர்த்து ச்லைடு செய்யுங்கள்இறகுக்கு புதிய வெர்டெக்சைச் சேர்த்து சறுக்கவும்உள்ளீட்டிற்கு முனை சேர்க்கவும்ரிங்காக்களில் ஒலி சேர்க்கவும்நிலையான மரத்தில் ஒலி சேர்க்கவும்தேர்வுடன் சாதாரண திசையனைச் சேர்க்கவும்தேர்வு வெளியீட்டிலிருந்து ஒரு வண்ணத்தைத் தேர்ந்தெடுப்பதன் மூலம் மேட்டில் பொருள் அல்லது மூலப்பொருளைச் சேர்க்கவும்கட்டுப்பாட்டை வால் இலக்குடன் இணைக்கும் பொதுவான தடைகளில் ஒன்றைச் சேர்க்கவும்வீச்சு முதுகெலும்பு வடிவவியலுக்கு ஒரு பரிமாண பெர்லின் சத்தத்தை சேர்க்கவும்இணைக்கப்பட்ட வெளியீடுகளுக்கு மட்டுமே சேர்க்கவும்தளர்வான வெளியீடுகளில் மட்டுமே சேர்க்கவும்மாறும் பெயிண்ட் வெளியீட்டு தரவு அடுக்கைச் சேர்க்கவும் அல்லது அகற்றவும்கிரீச் பென்சில் பிரச் முன்னமைவைச் சேர்க்கவும் அல்லது அகற்றவும்கிரீச் பென்சில் பொருள் முன்னமைவைச் சேர்க்கவும் அல்லது அகற்றவும்கேமரா முன்னமைவைச் சேர்க்கவும் அல்லது அகற்றவும்கிளிப் டிராக் வண்ண முன்னமைவைச் சேர்க்கவும் அல்லது அகற்றவும்ஒரு துணி முன்னமைவைச் சேர்க்கவும் அல்லது அகற்றவும்ஒரு திரவ முன்னமைவைச் சேர்க்கவும் அல்லது அகற்றவும்முடி இயக்கவியல் முன்னமைவைச் சேர்க்கவும் அல்லது அகற்றவும்ஒரு முனை வண்ண முன்னமைவைச் சேர்க்கவும் அல்லது அகற்றவும்வழங்குதல் முன்னமைவைச் சேர்க்கவும் அல்லது அகற்றவும்பாதுகாப்பான பகுதிகளைச் சேர்க்கவும் அல்லது அகற்றவும்உரை திருத்தி முன்னமைவைச் சேர்க்கவும் அல்லது அகற்றவும்கண்காணிப்பு கேமரா உள்ளார்ந்த முன்னமைவைச் சேர்க்கவும் அல்லது அகற்றவும்முன்னமைக்கப்பட்ட ஒரு இயக்க கண்காணிப்பு அமைப்புகளைச் சேர்க்கவும் அல்லது அகற்றவும்வெள்ளை இருப்பு முன்னமைவைச் சேர்க்கவும் அல்லது அகற்றவும்ஒரு ஈவி ரே-ட்ரேசிங் முன்னமைவைச் சேர்க்கவும் அல்லது அகற்றவும்ஒரு ஆபரேட்டர் முன்னமைவைச் சேர்க்கவும் அல்லது அகற்றவும்கருத்துகளைச் சேர்க்கவும் அல்லது அகற்றவும்ஒரு டொமைன் பொருளில் திரவத்தைச் சேர்க்கவும் அல்லது அகற்றவும்நகலெடுக்கப்பட்ட இடத்தில் அசல் இருப்பிடத்தைச் சேர்க்கவும்வரிசையின் அனைத்து உறுப்புகளுக்கும் மேலெழுதலைச் சேர்க்கவும்அனைத்து பக்கவாதங்களுக்கும் பின்னால் ஒட்டப்பட்ட வீச்சுகள் சேர்க்கவும்ஆட்டோ-பரிசோதனையிலிருந்து விலக்க பாதையைச் சேர்க்கவும்அதே அடர்த்தியை வைத்திருக்க புதிய பிரிவில் புள்ளியைச் சேர்க்கவும்எஃப்-வளைவுகளின் மேல் போலி-சீரற்ற சத்தத்தை சேர்க்கவும்கட்டம் இருப்பிடங்களுக்கு சீரற்ற ஆஃப்செட்டைச் சேர்க்கவும்வடிவங்களுக்கு இடையில் கலப்பதை விட சேர்க்கவும்வெளியீடுகளுக்கு மாற்றுவழிகளைச் சேர்க்கவும்மறுபிரவேச விசையைச் சேர்க்கவும்ஆட்சியாளரைச் சேர்க்கவும்உறை உருவாக்க பிரிவுகளைச் சேர்க்கவும். அசல் பக்கவாதத்தை வைத்திருங்கள்.புதிய குழுவில் தேர்ந்தெடுக்கப்பட்ட எஃப்-வளைவுகளைச் சேர்க்கவும்தேர்வு தொகுப்பில் தேர்ந்தெடுக்கப்பட்ட எலும்புகளைச் சேர்க்கவும்தேர்ந்தெடுக்கப்பட்ட எலும்பு சேகரிப்பில் தேர்ந்தெடுக்கப்பட்ட எலும்புகளைச் சேர்க்கவும்செயலில் உள்ள கீயிங் தொகுப்பில் தேர்ந்தெடுக்கப்பட்ட உருப்படிகளை (நீல-சாம்பல் வரிசைகள்) சேர்க்கவும்தேர்ந்தெடுக்கப்பட்ட பொருட்களை கடினமான உடல்களாக சேர்க்கவும்தேர்ந்தெடுக்கப்பட்ட பொருள்களை சேகரிப்பில் ஒன்றில் சேர்க்கவும். தேர்ந்தெடுக்கப்பட்ட பொருள்கள் செயலில் உள்ள பொருளின் அதே தொகுப்புகளில் சேர்க்கப்பட்டுள்ளதா என்பதை உறுதிப்படுத்த விருப்பமாக "அனைத்து சேகரிப்புகளிலும்" சேர்க்கவும்தேர்ந்தெடுக்கப்பட்ட தடங்களை 2 டி சுழற்சி உறுதிப்படுத்தலில் சேர்க்கவும்2d மொழிபெயர்ப்பு உறுதிப்படுத்தலில் தேர்ந்தெடுக்கப்பட்ட தடங்களைச் சேர்க்கவும்பொருளுக்கு வடிவ விசையைச் சேர்க்கவும்செயலில் உள்ள மரத்தில் உருவகப்படுத்துதல் மண்டல உள்ளீடு மற்றும் வெளியீட்டு முனைகளைச் சேர்க்கவும்வீச்சு முதுகெலும்பு வடிவவியலுக்கு சைனச் இடப்பெயர்வைச் சேர்க்கவும்புகை சேர்க்கவும்2 மறுபரிசீலனை செய்யப்பட்ட பிரிவுகளுக்கு இடையில் மென்மையான மாற்றத்தைச் சேர்க்கவும்2 மறுபரிசீலனை செய்யப்பட்ட பகுதிகளுக்கு இடையில் மென்மையான மாற்றத்தை சேர்த்து அதன் காலத்தை மாற்றவும்சில ஆஃப்செட்டைச் சேர்த்து, செயலில் உள்ள வெர்டெக்ச் குழுவின் எடைகளை சிலவற்றைக் கொண்டு பெருக்கவும்கொடுக்கப்பட்ட வாசலை காரணியாகப் பயன்படுத்தி, இலக்கு ஒன்றில் மூல மதிப்பைச் சேர்க்கவும்வீச்சு முதுகெலும்பு வடிவவியலுக்கு இடஞ்சார்ந்த சத்தத்தை சேர்க்கவும்மெச்சில் கோளத்தைச் சேர்க்கவும் ஊடாடும்திரைப்பட கீற்றுகளைச் சேர்க்கும்போது முடக்கிய அல்லது பூட்டப்பட்ட சேனல்களில் கீற்றுகளைச் சேர்க்கவும்புறஊதா ஆயத்தொலைவுகளில் இலக்கு நிலையைச் சேர்க்கவும்போச் பயன்முறையில் எலும்புகளைப் பிடிக்கும் போது தற்காலிக ஐகே தடைகளைச் சேர்க்கவும்தேர்ந்தெடுக்கப்பட்ட விளிம்புகளின் ஃப்ரீபாணி எட்ச் மார்க் சொத்தில் தரவு பாதைகளை செயலில் உள்ள கீயிங் தொகுப்பில் சேர்க்கவும்தேர்ந்தெடுக்கப்பட்ட பலகோணங்களின் ஃப்ரீபாணி ஃபேச் மார்க் சொத்தில் தரவு பாதைகளை செயலில் உள்ள கீயிங் தொகுப்பில் சேர்க்கவும்இழுக்கப்பட்ட சேகரிப்பை காட்சிக்கு சேர்க்கவும்கைவிடப்பட்ட சேகரிப்பை சேகரிப்பு நிகழ்வாகச் சேர்க்கவும்வழங்கப்பட்ட கோப்பு பெயரில் கோப்பு வடிவமைப்பு நீட்டிப்புகளைச் சேர்க்கவும் (எ.கா.: கோப்பு பெயர் + .jpg)பெவல் பாயிண்டின் ஆரம் டேப்பர் ஆரம் சேர்க்கவும்மதிப்பிடப்பட்ட புலத்தின் மதிப்புகளை ஒன்றாகச் சேர்த்து, ஒவ்வொரு உறுப்புக்கும் இயங்கும் மொத்தத்தை வெளியிடுதேர்ந்தெடுக்கப்பட்ட பொருள்களின் வெர்டெக்ச் நிலைகளை வடிவ விசைகளாகச் சேர்க்கவும் அல்லது பொருந்தக்கூடிய பெயர்களுடன் இருக்கும் வடிவ விசைகளை புதுப்பிக்கவும்இதை தொடக்க சட்டத்தில் சேர்க்கவும்தொடக்கத்தில் சேர்க்கவும்முடிவுக்கு சேர்க்கவும்தட்டில் சேர்க்கவும்பயனர் வரையறுக்கப்பட்ட சூழல் பட்டியலில் சேர்க்கவும் (பயனர் விருப்பங்களில் சேமிக்கப்படுகிறது)அனைத்து வெளியீடுகளிலும் சேர்க்கவும்இணைக்க சேகரிப்பைச் சேர்க்கவும்{fol க்குப் பிறகு சேகரிப்பை இணைக்கச் சேர்க்கவும்{before க்கு முன் சேகரிப்பை இணைப்பதில் சேர்க்கவும்இரண்டு வீடியோக்களிலிருந்து வண்ண சேனல்களை ஒன்றாகச் சேர்க்கவும்மேற்பரப்புக்கு (நீக்கப்பட்ட) ஒளிஊடுருவல் விளைவைச் சேர்க்கவும் (நீக்கப்பட்டது)பரிமாற்ற பங்களிப்பைச் சேர்க்கவும்இரண்டு சேடர்களை ஒன்றாகச் சேர்க்கவும்வீச்சு முதுகெலும்பு வடிவவியலுக்கு இரு பரிமாண பெர்லின் சத்தத்தை சேர்க்கவும்வீச்சு முதுகெலும்பு வடிவவியலுக்கு இரு பரிமாண ஆஃப்செட்களைச் சேர்க்கவும்செயலில் உள்ள ச்ப்லைனில் வெர்டெக்சைச் சேர்க்கவும்இறகுக்கு வெர்டெக்ச் சேர்க்கவும்தலைகீழாக சுழிய எடை கொண்ட குழுக்களிடமிருந்து செங்குத்துகளைச் சேர்க்கவும்vgroup க்கு வாசலுக்கு மேல் எடையுடன் செங்குத்துகளைச் சேர்க்கவும்புதிய பக்கவாதங்களுக்கு எடை தரவைச் சேர்க்கவும்தரவு-தொகுதிக்கு உங்கள் சொந்த சொத்தை சேர்க்கவும்துணை நிரல்கூடுதல் "{:s}" ஏற்கனவே நிறுவப்பட்டுள்ளது!add-on '{}' கிடைக்கவில்லை!கூடுதல் முக்கிய உள்ளமைவுதுணை நிரல் விருப்பத்தேர்வுகள்கூடுதல் குறிச்சொற்கள்துணை நிரல் இனி செல்லுபடியாகாதுகூடுதல் பாதை {! R} கண்டுபிடிக்க முடியவில்லைசெயலாக்க கூடுதல்துணை நிரல்கள்துணை நிரல் வடிகட்டிகூடுதல் அமைப்புகள்முன்னர் பிளெண்டருடன் அனுப்பப்பட்ட துணை நிரல்கள் இப்போது நீட்டிப்புகளிலிருந்து கிடைக்கின்றன. Blender.org.துணை நிரல்கள்:இயக்கி சேர்க்கவும்/திருத்தவும்சேர்க்க/மாற்றவும்%s " %s" சேர்க்கப்பட்டதுமங்கலான அனிமேசனை {:d} {:s} க்கு சேர்க்கப்பட்டதுஒவ்வொரு பக்கவாதத்தின் முடிவிலும் அதன் நீளத்துடன் தொடர்புடையதுஒவ்வொரு பக்கவாதத்தின் தொடக்கத்திற்கும் அதன் நீளத்துடன் தொடர்புடையதுமேலெழுதும் மூலம் சேர்க்கப்பட்டதுசேர்க்கப்பட்டது {:d} பட வானூர்தி (கள்)கூடுதல்முனை குழுக்களைச் சேர்ப்பது தனிப்பயன் (பைதான் வரையறுக்கப்பட்ட) முனை மரங்களுக்கு ஆதரிக்கப்படவில்லைகூடுதல்கூடுதல் துணைப்பிரிவுமுடிக்கு சாயமிட கூடுதல் வண்ணம்ஒரு சொத்து தரவு-தொகுதிக்கான கூடுதல் தரவுஒரு சொத்து தரவு-தொகுதிக்கு கூடுதல் தரவு சேமிக்கப்படுகிறதுகூடுதல் தரவு சேமிக்கப்படும், இதனால் இடைநிறுத்தப்பட்ட பிறகு சுட்டுக்கொள்ளும் வேலைகளை மீண்டும் தொடங்கலாம். அதிக தரவு வட்டுக்கு எழுதப்படும் என்பதால், உயர் தீர்மானங்களில் சுடும்போது இந்த விருப்பத்தை இயக்குவதைத் தவிர்க்க பரிந்துரைக்கப்படுகிறது.செயல்திறனைக் கருத்தில் கொள்ள கண்ணி மேற்பரப்பைச் சுற்றி கூடுதல் தூரம்காட்சி மாற்றத்திற்குப் பிறகு கூடுதல் காமா குறியாக்கம், தனிப்பயன் காமா வெளியீட்டிற்குசொத்து பற்றிய கூடுதல் தகவல்கள்ஃச், ஒய் மற்றும் சட் திசையில் கூடுதல் ஆரம்ப விரைவு (மூல வேகத்தில் சேர்க்கப்பட்டுள்ளது)நிகழ்வுகளின் ஆரம்ப சிதறலுக்குப் பிறகு கூடுதல் முகமூடி பயன்படுத்தப்பட்டதுசுருங்குவதற்கு கூடுதல் கண்ணி இலக்குநிரப்பு uv இன் கூடுதல் ஆஃப்செட்sys.path இல் சேர்க்க கூடுதல் பாதைகள் (';'- அல் பிரிக்கப்பட்டது)புதிய வீச்சுகள் கூடுதல் இடுகை செயலாக்க விருப்பங்கள்புள்ளிகள் மற்றும் சதுர வீச்சுகள் ஆகியவற்றிற்கு கூடுதல் சுழற்சி பயன்படுத்தப்படுகிறதுபக்கவாதம் மற்றும் சதுர அமைப்புக்கு கூடுதல் சுழற்சி பயன்படுத்தப்படுகிறது. அமைப்பு நிழல் பயன்முறையில் மட்டுமே பொருந்தும்.நிரப்பு uv இன் கூடுதல் சுழற்சிபார்வையாளர் அளவை நிர்ணயிக்கும் போது அடிப்படை அளவிற்கு பொருந்தும் கூடுதல் அளவிலான பெருக்கிநிரப்பு uv இன் கூடுதல் அளவுவளைவுகளுடன் கூடுதல் துணைப்பிரிவுகலைத் தேவைகளுக்கான பார்வைக்கு முன் கூடுதல் மாற்றம் பயன்படுத்தப்படுகிறதுதீப்பிழம்புகளுக்கு கூடுதல் சுழல்சேர்க்கைசேர்க்கை மேலெழுதல்துணை குறிச்சொற்கள்அடுக்கில் உறிஞ்சுதலை மாதிரியாக்குவதன் மூலம் கோட் லேயருக்கு ஒரு வண்ண நிறத்தை சேர்க்கிறது. ஆழமற்ற கோணங்களில் செறிவு அதிகரிக்கிறது, ஏனெனில் ஒளி நடுத்தரத்தின் வழியாக பயணிக்கிறது (கோட் ஐஓஆரைப் பொறுத்து)ஒரு பொருளின் வடிவவியலுக்கு சிற்றலை போன்ற இயக்கத்தை சேர்க்கிறதுபடத்திற்கு ஒரு ஓடு சேர்க்கிறதுகாட்சி அல்லது ஆடியோ கீற்றுகளுக்கு மங்கலான அனிமேசனைச் சேர்க்கிறது அல்லது புதுப்பிக்கிறதுஅருகிலுள்ள முகங்கள்அருகிலுள்ள தேர்வு செய்யப்படாததுசரிசெய்யவும்கடைசி செயல்பாட்டை சரிசெய்யவும்நீளத்தை சரிசெய்யவும்பிளேபேக் வீதத்தை சரிசெய்யவும்இடைவெளிக்கு வலிமையை சரிசெய்யவும்பொருளை மாற்றும்போது செயலில் உள்ள பொருளின் அமைப்பு இடத்தை தானாக சரிசெய்யவும்சுட்டி உள்ளீட்டுடன் தன்னிச்சையான மதிப்புகளை சரிசெய்யவும்ஒளி மற்றும் மாறுபாட்டை சரிசெய்யவும்கேமரா வெளிப்பாடு அளவுருவைப் பயன்படுத்தி பிரகாசத்தை சரிசெய்யவும்வண்ணம் மற்றும் மதிப்புகளை சரிசெய்யவும்வீச்சுகள் வண்ண வலிமையை சரிசெய்யவும்மாற்றியமைக்கும் முடிவுக்கு கூண்டைத் திருத்து சரிசெய்யவும்புகை அடர்த்தியின் அடிப்படையில் ஆற்றல் வலிமையை சரிசெய்யவும்ஒரு வளைவுடன் சாயல், செறிவு மற்றும் மதிப்பை சரிசெய்யவும்இந்த மேற்பரப்பில் செல்வாக்கு தூரிகை பொருள்கள் உள்ளனஉள்ளீட்டு பின்னணி வேகத்தை சரிசெய்யவும், எனவே அதன் காலம் துண்டு நீளத்திற்கு பொருந்துகிறதுஅவற்றின் தரவு நீளத்திற்கு கீற்றுகளின் நீளத்தை சரிசெய்யவும்வெர்டெக்ச் வண்ணங்களின் அளவை சரிசெய்யவும்பொருள் மேற்பரப்பில் இருந்து அல்லது விலகி இருக்கும் விமானத்தை சரிசெய்யவும்இந்த மேற்பரப்புக்கு அருகாமையில் தூரிகைகள் அல்லது துகள்களின் ஆரம் சரிசெய்யவும்உருவகப்படுத்துதல் வேகத்தை சரிசெய்யவும்பார்வை திசைக்கு ஏற்ப துண்டு திசையை சரிசெய்யவும்பக்கவாதம் தடிமன் சரிசெய்யவும்விளிம்புகளைக் காண்பிப்பதற்கான கோண வாசலை சரிசெய்யவும் (அனைவருக்கும் 1.0)அமைப்பின் பிரகாசத்தை சரிசெய்யவும்ஒரு படத்தின் நிறத்தை பல டோனல் வரம்புகளில் தனித்தனியாக சரிசெய்யவும் (சிறப்பம்சங்கள், மிடோன்கள் மற்றும் நிழல்கள்)அமைப்பின் மாறுபாட்டை சரிசெய்யவும்பிக்சல்களுக்கு இடையில் ஒளிரும் வேறுபாட்டை சரிசெய்யவும்மூலப்பொருள் கூறுகளின் கடினத்தன்மையின் அடிப்படையில் வழிகாட்டும் நிகழ்தகவை சரிசெய்யவும்உள்ளீட்டின் வண்ணத்தின் தீவிரத்தை சரிசெய்யவும்தனிப்பயன் வடிவங்களின் வரி தடிமன் சரிசெய்யவும்தனிப்பயன் வடிவத்தின் இருப்பிடத்தை சரிசெய்யவும்வண்ணங்களின் ஒளிரும் தன்மையை சரிசெய்யவும்விளிம்புகளுக்கு இன்னும் செங்குத்தாக இருக்க, ஆஃப்செட் தூரத்தை சரிசெய்யவும்ஆஃப்செட்டை தொடக்க/முடிவுக்கு சரிசெய்யவும்தனிப்பயன் வடிவத்தின் சுழற்சியை சரிசெய்யவும்அமைப்பில் வண்ணங்களின் செறிவூட்டலை சரிசெய்யவும்வளைவு முனைகளை நோக்கி ஆரம் மாற்றத்தைப் பின்பற்ற தொப்பியின் வடிவத்தைச் சரிசெய்யவும்தனிப்பயன் வடிவத்தின் அளவை சரிசெய்யவும்வீச்சுகள் தடிமன் சரிசெய்யவும்கீஃப்ரேம்களின் நேரத்தை சரிசெய்யவும்வெர்டெக்ச் வண்ண hsv மதிப்புகளை சரிசெய்யவும்வெர்டெக்ச் வண்ண சாயல்/செறிவு/மதிப்பை சரிசெய்யவும்வெர்டெக்ச் வண்ண பிரகாசம்/மாறுபாட்டை சரிசெய்யவும்சரிசெய்தல் அடுக்கு துண்டுஏகப்பட்ட தீவிரத்தை அதிகரிக்க அல்லது குறைக்க ஒளிவிலகல் குறியீட்டில் சரிசெய்தல் (0.5 என்றால் சரிசெய்தல் இல்லை, 0 அனைத்து பிரதிபலிப்புகளையும் நீக்குகிறது, 1 அவற்றை சாதாரண நிகழ்வுகளில் இரட்டிப்பாக்குகிறது)சரிசெய்தல்காமா வளைவைப் பயன்படுத்தி குறைந்த அழுத்த பதிலின் மென்மையை சரிசெய்கிறதுகண்ணை கூசும் பிரகாசத்தை சரிசெய்கிறதுகண்ணை கூசும் செறிவூட்டலை சரிசெய்கிறதுகாட்சி சட்டத்தை ஆஃப்செட்டிங், ச்கேலிங், லூப்பிங் மற்றும் ச்னாப்பிங் மூலம் நேரத்தைச் சரிசெய்கிறதுமேம்படுத்தபட்டமேம்பட்ட ஆடியோ குறியீட்டு முறைமேம்பட்ட வடிகட்டிமுனைகளைப் பயன்படுத்தி மேம்பட்ட வடிவியல் திருத்துதல் மற்றும் கருவிகளை உருவாக்குதல்பைத்தானில் எழுதப்பட்ட பாணி பகுதிகளைப் பயன்படுத்துவதற்கான மேம்பட்ட பயன்முறைஉடைந்த படிநிலைகளை சரிசெய்ய உதவும் நூலக மேலெழுதும் மேம்பட்ட செயல்பாடுகள்அட்வெக்ட் கட்டம்ஏரோஏரோடைனமிக்ச்ஏரோடைனமிக்ச் வகைஏரோசோல்கள்பாதிக்கிறதுஆல்பாவை பாதிக்கும்குழந்தைகளை பாதிக்கிறதுகிச்மோ ஐ பாதிக்கும்மட்டுமே பாதிக்கிறதுநிலையை பாதிக்கிறதுவலிமையை பாதிக்கிறதுவீச்சு வலிமையை பாதிக்கிறதுவீச்சு தடிமன் பாதிக்கும்தடிமன் பாதிக்கும்உருமாற்றத்தை பாதிக்கும்uv ஐ பாதிக்கிறதுதெரிவுநிலையை பாதிக்கும்அனைத்து இலக்குகளின் செயலில் உள்ள தரவு அடுக்கை பாதிக்கும்செயலில் உள்ள பொருளுக்கு பதிலாக தேர்ந்தெடுக்கப்பட்ட அனைத்து பொருட்களையும் பாதிக்கவும்எல்லா செங்குத்துகளையும் பாதிக்கும் (குழு a இல் சிலவற்றைச் சேர்க்கலாம்)விளிம்புகள் அல்லது செங்குத்துகளை பாதிக்கும்விளிம்புகளை மட்டுமே பாதிக்கும்பார்வையை நோக்கி எதிர்கொள்ளும் முகங்களை மட்டுமே பாதிக்கும்கர்சருக்குக் கீழே வீச்சுகள் மட்டுமே பாதிக்கப்படுகிறதுசெயலில் உள்ள அடுக்கை மட்டுமே பாதிக்கிறதுசெயலில் உள்ள மூலப்பொருளை மட்டுமே பாதிக்கிறதுஇடவியல் ரீதியாக இணைக்கப்பட்ட கூறுகளை மட்டுமே பாதிக்கும்செங்குத்துகளை மட்டுமே பாதிக்கிறதுதூரிகையின் கீழ் செயலில் உள்ள வெர்டெக்சுடன் இணைக்கப்பட்ட செங்குத்துகளை மட்டுமே பாதிக்கும்செயலில் உள்ள வெர்டெக்சுடன் முகத் தொகுப்புகளைப் பகிரும் முனைகளை மட்டும் பாதிக்கும்பார்வையாளரை எதிர்கொள்ளும் இயல்புடன் செங்குத்துகளை மட்டுமே பாதிக்கும்வீச்சு தொடங்கும் இடத்திற்கு ஒத்த இயல்புடன் கூடிய செங்குத்துகளை மட்டுமே பாதிக்கிறதுதுகள் மாறும் சுழற்சியை பாதிக்கும்துகள் இருப்பிடத்தை பாதிக்கும்குழந்தை கிளம்பிங் பாதிக்கும்குழந்தை முடி நீளத்தை பாதிக்கும்குழந்தை கின்க் அலைவீச்சை பாதிக்கும்குழந்தை கின்க் அதிர்வெண்ணை பாதிக்கும்குழந்தையை தோராயமாக பாதிக்கும்குழந்தை திருப்பத்தை பாதிக்கும்துகள்களின் அடர்த்தியை பாதிக்கும்துகள்களின் உமிழ்வு நேரத்தை பாதிக்கும்துகள்களின் வாழ்க்கை நேரத்தை பாதிக்கும்துகள் படை புலங்களை பாதிக்கும்துகள் ஈர்ப்பை பாதிக்கும்துகள் ஆரம்ப வேகத்தை பாதிக்கும்துகள் அளவை பாதிக்கும்துகள் விரைவு ஈரப்பதத்தை பாதிக்கும்விசைகளின் மதிப்பை நேர்கோட்டுடன் பாதிக்கும், இடது அல்லது வலது விசையை குறிப்பாகப் பயன்படுத்தி அவற்றுக்கிடையே அதே உறவை வைத்திருங்கள்குறிப்பிட்ட எண்ணிக்கையிலான பிரேம்களைக் காட்டிலும் குறைவாக கண்காணிக்கப்படும் தடங்களை பாதிக்கிறதுபெரிய மறுபரிசீலனை பிழையைக் கொண்ட தடங்களை பாதிக்கிறதுvgroup a இல் செங்குத்துகளை பாதிக்கிறது aஒரு குழுவில் உள்ள செங்குத்துகளை பாதிக்கும் (குழு a இல் சிலவற்றைச் சேர்க்கலாம்)இரு குழுக்களிலும் குறைந்தபட்சம் செங்குத்துகளை பாதிக்கும் (குழு a க்கு சிலவற்றைச் சேர்க்கலாம்)இரு குழுக்களிலும் செங்குத்துகளை பாதிக்கும்தூரிகையின் பாதிக்கக்கூடிய உயரம் (அதாவது அடுக்கு கருவிக்கான அடுக்கு உயரம்)பாதிக்கப்பட்டதுபாதிக்கப்பட்ட செயல்கள்பாதிக்கப்பட்ட எலும்புகள்மண்டைபிறகுவண்ணத்திற்குப் பிறகுமின்னோட்டத்திற்குப் பிறகுதற்போதைய சட்டத்திற்குப் பிறகுசுழற்சிகளுக்குப் பிறகுபயன்முறைக்குப் பிறகுஅசல் பிறகுஅசலுக்குப் பிறகு (சீரமைக்கப்பட்ட)அசலுக்குப் பிறகு (முழு)அசலுக்குப் பிறகு (பிளவு சேனல்கள்)வளைவுகளை பேக்கிங் செய்த பிறகு, தேவையற்ற விசைகளை அகற்றவும்ஏற்றப்பட்ட பிறகு, காட்சிகள், சாளரங்கள் மற்றும் பணியிடங்களைத் தவிர அனைத்தையும் அகற்றவும். தொடக்க கோப்பை அதன் காட்சி உள்ளமைவு மற்றும் சாளர தளவமைப்புடன் அப்படியே ஏற்றுவதை இது சாத்தியமாக்குகிறது, ஆனால் பொருள்கள், மூலப்பொருட்கள், அனிமேசன்கள் இல்லை ...துண்டுகளை அகற்றிய பின், தொடர்புடைய தரவையும் நீக்கவும்இந்த எண்ணிக்கையிலான ஒளி துள்ளலுக்குப் பிறகு, தோராயமான உலகளாவிய வெளிச்சத்தைப் பயன்படுத்துங்கள். 0 இந்த அம்சத்தை முடக்குகிறதுAgXAgX - HDR 1000 nitsAgX - SDRsrgb காட்சிக்கான agx அடிப்படை பட குறியாக்கம்agx base srgbagx பதிவுஅகவைவயது: {:s}வன்கவர்வுவன்கவர்வு கண்ணி எளிமைப்படுத்தல்இலக்கு விகிதத்தை புறக்கணிக்கும் தரத்தை தீவிரமாக எளிமைப்படுத்துங்கள்கட்டுப்படுத்தப்பட்ட பொருளை இலக்கை நோக்கி நோக்கமாகக் கொள்ளுங்கள்காற்றுகாற்று ஈரமாக்குதல்காற்று இழுவைவிமான தனிப்பட்ட இடம்காற்றின் பாகுத்தன்மைகாற்று பொதுவாக சில தடிமன் கொண்டது, இது விழும் பொருட்களைக் குறைக்கிறதுஆல்பெடோஆல்பிடோ மற்றும் சாதாரணடெனோசர் பயன்படுத்தும் ஆல்பிடோ பாச்அலெம்பிக் ஏற்றுமதி: சேகரிப்பு '%s' கண்டுபிடிக்க முடியவில்லைசுட்ட முடிவை நீட்டிக்க வழிமுறைஉறை உருவாக்க பயன்படுத்த வழிமுறைபுறஊதா தளர்வுக்கு பயன்படுத்தப்படும் வழிமுறைஅம்ச புள்ளிகளுக்கு மாதிரி புள்ளிகளின் தூரத்தைக் கணக்கிட பயன்படுத்தப்படும் வழிமுறைஇயற்பியலைக் கணக்கிடப் பயன்படுத்தப்படும் வழிமுறை, வேகமான முதல் மிகவும் நிலையான மற்றும் துல்லியமான: மிட் பாயிண்ட், யூலர், வெர்லெட், ஆர்.கே 4தானியங்கி கைப்பிடிகளைக் கணக்கிட வழிமுறை பயன்படுத்தப்படுகிறதுசீரமைத்தல்'n' எலும்புகளை ஒரு வளைவுடன் சீரமைக்கவும்செயலில் சீரமைக்கவும்ஆட்டோவை சீரமைக்கவும்அச்சு இயல்பை சீரமைக்கவும்ஒவ்வொரு கட்டுப்பாட்டு புள்ளியிலும் வட்ட வளைவுகளை உருவாக்க பெசியர் கைப்பிடிகளை சீரமைக்கவும்முடிவுக்கு சீரமைக்கவும்யூலரை திசையனுடன் சீரமைக்கவும்கைப்பிடியை சீரமைத்தல்தேர்ந்தெடுக்கப்பட்ட கைப்பிடியை சீரமைக்கவும்கைப்பிடிகளை சீரமைக்கவும்கிடைமட்டமாக சீரமைக்கவும்சீரமை பயன்முறைமுனைகளை சீரமைக்கவும்பொருளை சீரமைக்கவும்சுழற்சியை சீரமைக்கவும்சுழற்சியை இலக்குக்கு சீரமைக்கவும்சுழற்சியை திசையனுடன் சீரமைக்கவும்தொடக்கத்தைத் சீரமைக்கவும்சீரமைக்கவும்ஃச் அச்சில் UV தீவுகளை சீரமைக்கவும்ஒய் அச்சில் UV தீவுகளை சீரமைக்கவும்இறுதி புள்ளிகளால் வரையறுக்கப்பட்ட வரியுடன் புறஊதா செங்குத்துகளை சீரமைக்கவும்கிடைமட்ட கோட்டில் புறஊதா செங்குத்துகளை சீரமைக்கவும்செங்குத்து வரியில் புறஊதா செங்குத்துகளை சீரமைக்கவும்புறஊதா செங்குத்துகளை சீரமைக்கவும், அவற்றை இறுதிப் புள்ளிகளால் வரையறுக்கப்பட்ட வரிக்கு கிடைமட்டமாக நகர்த்தவும்புறஊதா செங்குத்துகளை சீரமைக்கவும், அவற்றை செங்குத்தாக நகர்த்தவும் இறுதி புள்ளிகளால் வரையறுக்கப்பட்ட வரிக்குUVகளை அதிகபட்ச நிலையில் சீரமைக்கவும்UVகளை சராசரி நிலையில் சீரமைக்கவும்UVகளை குறைந்தபட்ச நிலையில் சீரமைக்கவும்செங்குத்தாக சீரமைக்கவும்பார்வையை சீரமைக்கவும்செயலில் பார்வையை சீரமைக்கவும்ஃச் சீரமைக்கவும்ஒய் சீரமைபொருள் மாற்றத்தின் படி சீரமைக்கவும்மூட்டை ஃச் அச்சில் சீரமைக்கவும்மூட்டை ஒய் அச்சில் சீரமைக்கவும்எலும்புகளின் சங்கிலியை ஒரு வளைவுடன் சீரமைக்கவும் (எலும்புகள் மட்டும்)உள்ளீட்டிற்குப் பயன்படுத்தப்படும் ஒவ்வொரு அச்சையும் யூலர் சுழற்சி அச்சில் சீரமைக்கவும்எல்லா விளிம்புகளிலிருந்தும் சீரமைக்கவும்கீஃப்ரேம்களை எளிதாக அல்லது எளிதாக-அவுட் வளைவில் சீரமைக்கவும்3d கர்சரின் சுழற்சியில் புதிதாக சேர்க்கப்பட்ட பொருட்களை சீரமைக்கவும்செயலில் உள்ள 3d பார்வை நோக்குநிலைக்கு புதிதாக சேர்க்கப்பட்ட பொருள்களை சீரமைக்கவும்புதிதாக சேர்க்கப்பட்ட பொருட்களை உலக ஒருங்கிணைப்பு அமைப்பில் சீரமைக்கவும்பொருள்களை சீரமைக்கவும்ஆஃப்செட் திசையை இயல்பானதாக சீரமைக்கவும்சுழற்சியை ச்னாப்பிங் இலக்குடன் சீரமைக்கவும்தேர்ந்தெடுக்கப்பட்ட எலும்புகளை செயலில் உள்ள எலும்புக்கு (அல்லது அவர்களின் பெற்றோருக்கு) சீரமைக்கவும்தேர்ந்தெடுக்கப்பட்ட முனைகளை கட்டம் வடிவத்தில் சீரமைக்கவும்தற்போதைய 3d கர்சர் நோக்குநிலைக்கு வீச்சுகள்தற்போதைய பார்வை விமானத்திற்கு வீச்சுகள்உரையை கீழே சீரமைக்கவும்கீழ் வரியின் அடிப்படைக்கு உரையை சீரமைக்கவும்உரையை இடதுபுறமாக சீரமைக்கவும்உரையை நடுத்தரத்திற்கு சீரமைக்கவும்உரையை வலதுபுறமாக சீரமைக்கவும்உரையை மேலே சீரமைக்கவும்உரையை மேல் வரியின் அடிப்படைக்கு சீரமைக்கவும்புறஊதா தீவின் சுழற்சியை சீரமைக்கவும்ஃச் அச்சை திசையனுடன் சீரமைக்கவும்ஒய் அச்சை திசையனுடன் சீரமைக்கவும்சட் அச்சை திசையனுடன் சீரமைக்கவும்வளைவை மேற்பரப்பு இயல்புக்கு சீரமைக்கவும் (குறிப்பு ஒரு வழிகாட்டி தேவை)இடைக்கணிப்பு வளைவுகளை மேற்பரப்பு இயல்புடன் சீரமைக்கவும்தீவுகளை மிகப்பெரிய தீவின் மையத்தில் சீரமைக்கவும்தீவின் அதிகபட்ச பக்கமாக தீவுகளை சீரமைக்கவும்தீவுகளை தீவின் நிமிடத்திற்கு சீரமைக்கவும்புதிய பொருளை பார்வைக்கு சீரமைக்கவும்புதிய பொருளை உலகத்துடன் சீரமைக்கவும்குறிப்பிட்ட அச்சை மேற்பரப்பு இயல்புக்கு சீரமைக்கவும்நட்சத்திரத்தை குறுக்காக சீரமைக்கவும்உருமாற்ற அச்சுகளை தேர்ந்தெடுக்கப்பட்ட உறுப்புகளின் சராசரி இயல்புக்கு சீரமைக்கவும் (போச் பயன்முறைக்கு எலும்பு ஒய் அச்சு)உருமாற்ற அச்சுகளை 3d கர்சருடன் சீரமைக்கவும்உருமாற்ற அச்சுகளை பொருளின் பெற்றோர் இடத்திற்கு சீரமைக்கவும்உருமாற்ற அச்சுகளை தேர்ந்தெடுக்கப்பட்ட பொருள்களின் உள்ளக இடத்திற்கு சீரமைக்கவும்உருமாற்ற அச்சுகளை சாளரத்துடன் சீரமைக்கவும்உருமாற்ற அச்சுகளை உலக இடத்திற்கு சீரமைக்கவும்வடிவியல் அச்சுக்கு சீரமைக்கவும்இயல்பு நிலைக்கு சீரமைக்கவும்பொருளுடன் சீரமைக்கவும்மேற்பரப்பு இயல்புடன் சீரமைக்கவும்வெர்டெக்ச் இயல்புக்கு சீரமைக்கவும்அச்சுக்கு சீரமைக்கவும்செயலில் உள்ள பொருளின் அச்சுடன் சீரமைக்கவும்இடது மற்றும் வலதுபுறத்தில் சீரமைக்கவும்சமமான எழுத்து இடைவெளியுடன் இடது மற்றும் வலதுபுறத்தில் சீரமைக்கவும்90 டிகிரி கோணங்களைக் கொண்ட ஒரு வடிவத்திற்கு டிரிம் வடிவவியலை ஆர்த்தோகனலாக சீரமைக்கவும்குறுகலான வடிவத்திற்கான தற்போதைய பார்வையின் முன்னோக்குடன் டிரிம் வடிவவியலை சீரமைக்கவும்புள்ளி இயல்புடன் சீரமைக்கவும்சீரமைக்கப்பட்டதுசீரமைக்கப்பட்ட அச்சுசீரமைக்கப்பட்ட இலவச கைப்பிடிகள்சீரமைக்கப்பட்ட ஒற்றைஎலும்பு '%s' பெற்றோருடன் சீரமைக்கப்பட்டுள்ளதுசீரமைப்புசீரமைப்பு அச்சுசீரமைப்பு ஃச்இப்பரப்புக்குள் மண்டலத்தின் சீரமைப்புஉருமாற்றத்தின் போது எதிர் புள்ளி கைப்பிடியை சீரமைக்கிறதுதேர்ந்தெடுக்கப்பட்ட புறஊதா செங்குத்துகளை ஒரு வரியில் சீரமைக்கிறதுஉயிருடன்உயிருள்ள நிலைஅனைத்தும்அனைத்து %d சுழற்சி சேனல்களும் வடிகட்டப்பட்டனஅனைத்து 3d வியாபோர்டுகளும்அனைத்தின் மேலேஅனைத்து செயல் கீஃப்ரேம்களும்அனைத்து செயல்களும்அனைத்து செயலில் உள்ள பிரேம்கள்அனைத்து துணை நிரல்களும்பயனரால் நிறுவப்பட்ட அனைத்து துணை நிரல்களும்அனைத்தும் கீழேஅனைத்து எல்லைகளும்அனைத்து சேனல்களும்அனைத்து வளைவுகளும்அனைத்து வழக்கம்அனைத்து தரவு-தொகுதிகளும்அனைத்து விளிம்புகளும்அனைத்து நீட்டிப்புகளும் புதுப்பித்த நிலையில் உள்ளன{:s}அனைத்து முகங்களும்அனைத்து முட்கரண்டிஅனைத்து பிரேம்களும்அனைத்து இடைவெளிகளும்அனைத்து வடிவியல் வகைகளும்அனைத்து குழுக்களும்அனைத்து முடிஅனைத்து உருப்படிகளும்அனைத்து கீயிங் செட்பயன்பாட்டிற்கு கிடைக்கக்கூடிய அனைத்து கீயிங் தொகுப்புகளும் (இந்த காட்சிக்கான பில்டின்கள் மற்றும் முழுமையான கீயிங் தொகுப்புகள்)அனைத்து கீமாப்களும்அனைத்து விசைகள்அனைத்து அடுக்குகளும்அனைத்து நூலகங்களும்அனைத்து ஒளி ஆய்வுகள்அனைத்து வரி கலை பொருட்களும் இப்போது பேக்சிலிருந்து அகற்றப்பட்டுள்ளனஅனைத்து வரிகளும்அனைத்து இணைக்கப்பட்ட தரவு நேரடியாகஅனைத்து உள்ளகஅனைத்து செய்திகளும்அனைத்து பொருள் தோற்றம்அனைத்து பொருள்கள்அனைத்து புள்ளிகளும்அனைத்து பண்புகளும்அனைத்து நோக்கம்அனைத்து மண்டலங்களும்அனைத்து களஞ்சியங்களும்அனைத்து நிழல் வகைகளும்அனைத்து கீற்றுகளும்அனைத்து உருமாற்றங்களும்அனைத்தும் டெல்டாக்களாக மாற்றப்படுகின்றனஅனைத்து வகைகளும்அனைத்து உடிம் ஓடுகள்அனைத்து புறஊதா லூப் அடுக்குகள்அனைத்து uv களும்அனைத்தும் திறக்கப்பட்டனஅனைத்து வெர்டெக்ச் குழுக்களும்எலும்புகளை சிதைப்பதற்கு ஒதுக்கப்பட்ட அனைத்து வெர்டெக்ச் குழுக்களும்அனைத்து வெர்டெக்ச் குழுக்களும் தேர்வுக்கு ஒதுக்கப்பட்டுள்ளனஅனைத்து செங்குத்துகளும்அனைத்து பார்வை அடுக்குகள்அனைத்து தொகுதிகளும்கிடைக்கக்கூடிய அனைத்து கீயிங் தொகுப்புகளும்அனைத்து அச்சுகளும் பாதிக்கப்படுகின்றனஅனைத்து எலும்பு சேகரிப்புகளும் பயன்பாட்டில் உள்ளனசெயலில் கீயிங் தொகுப்பால் பாதிக்கப்பட்ட அனைத்து எலும்புகளும்அனைத்து தடைகளும் கட்டுப்பாட்டு எலும்புக்கு நகர்த்தப்படுகின்றன.மிட்டர் கோணத்தை விட கூர்மையான அனைத்து மூலைகளும் தட்டையாக வெட்டப்படும்தரவு-தொகுதியில் உள்ள அனைத்து வளைவுகளும்எல்லா தரவும் இறக்குமதி செய்யப்பட்டு, "import_items" பட்டியலில் கிடைக்கும்அனைத்து செயல்திறனின் எடைஅனைத்து மதிப்பிடப்பட்ட தரவு-தொகுதிகள்அனைத்தும் இலக்கிலிருந்துஅனைத்து வடிவியல் குழுக்களும் தனி நிகழ்வுகளாகஅனைத்து குழுக்களும் பூட்டப்பட்டுள்ளனசெயலில் மேலே உள்ள அனைத்து அடுக்குகளும்செயலில் கீழே உள்ள அனைத்து அடுக்குகளும்அனைத்து மாற்றிகளும்நான்கு அல்லது அதற்கு மேற்பட்ட செங்குத்துகளைக் கொண்ட அனைத்து நங்கங்களும் முக்கோணப்படுத்தப்படும். காட்சியில் உள்ள மெச்கள் பாதிக்கப்படாது. ngon-method உடன் முக்கோண மாற்றியமைப்பாளரைப் போல செயல்படுகிறது: "அழகு", குவாட்-மெத்தோட்: "குறுகிய மூலைவிட்டம்", குறைந்தபட்ச செங்குத்துகள்: 4காண்பிக்க அல்லது வழங்குவதற்கான அனைத்து பொருள் நிகழ்வுகளும் (எச்சரிக்கை: இதை ஒரு மறுசீரமைப்பாளராக மட்டுமே பயன்படுத்தவும், ஒருபோதும் ஒரு வரிசையாகவும், அதன் உருப்படிகளைப் பற்றிய எந்த குறிப்புகளையும் வைத்திருக்க வேண்டாம்)காட்சி பொருள்கள் அனைத்தும்சாத்தியமான அனைத்து கலப்பு வகைகள், பூலியன் செயல்பாடுகள் மற்றும் கணித செயல்பாடுகள்உருமாற்றங்கள், வளைந்த எலும்பு வடிவம் மற்றும் தனிப்பயன் பண்புகள் உள்ளிட்ட அனைத்து பண்புகளும்அனைத்து வழங்குதல் அடுக்குகளும் முடக்கப்பட்டுள்ளனஅனைத்து விதிகளும் சராசரியாக உள்ளனதேர்ந்தெடுக்கப்பட்ட அனைத்து எலும்புகளும் ஏற்கனவே இந்த சேகரிப்பின் ஒரு பகுதியாக இருந்தனஅனைத்து தோல் செங்குத்துகளும்ஒரே அடிப்படை வகையின் அனைத்து கீற்றுகளும் (வரைகலை அல்லது ஒலி)அனைத்து கீற்றுகளும், மேவுஉரிகளுக்குள் உள்ளவர்கள் உட்பட மறுநிகழ்வுஅனைத்து பக்கவாதங்களும் ஒரே நேரத்தில் முடிவடையும் (அதாவது குறுகிய வீச்சுகள் பின்னர் தொடங்குகிறது)அனைத்து பக்கவாதங்களும் ஒரே நேரத்தில் தொடங்குகின்றன (அதாவது குறுகிய வீச்சுகள் முன்னதாக முடிக்கப்படுகிறது)தற்போது ஒதுக்கப்பட்ட அனைத்து செயல்களும் ஒரு gltf அனிமேசனாக மாறும்இந்த அடுக்கில் உள்ள அனைத்து பொருள்களும்இந்த அடுக்கின் தேர்ந்தெடுக்கப்பட்ட அனைத்து பொருள்களும்.கலப்பு கோப்பை தானாகவே கைஉரைகளை இயக்க அனுமதிக்கவும், இயல்புநிலை அமைப்பு விருப்பத்தேர்வுகளில் கிடைக்கும்இணையத்தை அணுக பிளெண்டரை அனுமதிக்கவும். இந்த அமைப்பைப் பின்பற்றும் துணை நிரல்கள் இயக்கப்பட்டால் மட்டுமே இணையத்துடன் இணைக்கும். இருப்பினும், மூன்றாம் தரப்பு துணை நிரல்கள் இந்த விதியை மீறுவதைத் தடுக்க முடியாது.வெளியீட்டில் புதுப்பிப்புகளை சரிபார்க்க பிளெண்டரை அனுமதிக்கவும்ஏற அனுமதிக்கவும்சாவுஒறுப்பு அனுமதிக்கவும்விமானத்தை அனுமதிக்கவும்நிலத்தை அனுமதிக்கவும்எதிர்மறை பிரேம்களை அனுமதிக்கவும்நிகழ்நிலை அணுகலை அனுமதிக்கவும்ஒன்றுடன் ஒன்று அனுமதிக்கவும்ஒன்றுடன் ஒன்று வகைகளை அனுமதிக்கவும்வரிசைமுறையில் ஒரே குழந்தையாக இருந்தால், அவர்கள் எக்ச்ஃபார்ம் பெற்றோருடன் ஒன்றிணைக்க யு.எச்.டி ஆதிமனிதர்களை அனுமதிக்கவும்யூனிகோடை அனுமதிக்கவும்சுழற்சிக்கு கூடுதலாக, மெய்நிகர் இடத்தில் இருப்பிடத்தை பாதிக்க வி.ஆர் எட்செட்களை அனுமதிக்கவும்கைமுறையாக வரையறுக்கப்பட்ட நிலை மற்றும் சுழற்சியை வி.ஆர் பார்வை அடிப்படை போசாகப் பயன்படுத்த அனுமதிக்கவும்ஒரு விளிம்பில் பல ஒன்றுடன் ஒன்று வகைகள் இருக்க அனுமதிக்கவும். இது ஒவ்வொரு ஒன்றுடன் ஒன்று வகைக்கும் ஒரு தனி பக்கவாதத்தை உருவாக்கும்.மற்றொரு ஆபரேட்டரை உரி கைப்பிடிகளில் செயல்பட அனுமதிக்கவும்கைஉரைகளை தானாக இயக்க எந்த .கலப்பு கோப்பையும் அனுமதிக்கவும் (நம்பத்தகாத மூலத்திலிருந்து கலப்பு கோப்புகளுடன் பாதுகாப்பற்றது)இலக்கு பொருள்களை ஏற போய்டுகளை அனுமதிக்கவும்போய்டுகளை காற்றில் செல்ல அனுமதிக்கவும்நிலத்தில் செல்ல போய்டுகளை அனுமதிக்கவும்மென்மையான மேற்பரப்புகளுக்குள் காட்ட மடிப்பு விளிம்புகளை அனுமதிக்கவும்கூர்மையான விளிம்புகளில் காண்பிக்க மடிப்பு அனுமதிக்கவும்மென்மையான, குறைவான துல்லியமான வரிக்கு விலகலை அனுமதிக்கவும்விளிம்பு வளையத் தேர்வை சம எண்ணிக்கையிலான பக்கங்களைக் கொண்ட n-gons மீது படிய அனுமதிக்கவும்அதே இடத்தில் விளிம்புகளை (அதாவது எட்ச் பிளவு) சரியாகக் காட்ட அனுமதிக்கவும். மெதுவாக இயங்கக்கூடும்.இந்த வளைவின் சட் அச்சில் திருத்துதல் அனுமதிக்கவும், சாய்வு மற்றும் வளைவு ஆரம் பயன்படுத்தவும் அனுமதிக்கிறதுபூட்டப்பட்ட பொருட்களைப் பயன்படுத்தினாலும் அவை திருத்துதல் பக்கவாதம் அனுமதிக்கவும்அனைத்து கூட்டு வெர்டெக்ச் தாக்கங்களையும் ஏற்றுமதி செய்ய அனுமதிக்கவும். பல பார்வையாளர்களில் மாதிரிகள் தவறாக தோன்றக்கூடும்படங்கள் அல்லது திரைப்படங்களை அமைப்புகளாகப் பயன்படுத்த அனுமதிக்கவும்GLTF உட்பொதிக்கப்பட்ட வடிவமைப்பை அனுமதிக்கவும்இணைய அணுகலை அனுமதிக்கவும். பிளெண்டர் கட்டமைக்கப்பட்ட நிகழ்நிலை நீட்டிப்பு களஞ்சியங்களை அணுகலாம். நிறுவப்பட்ட மூன்றாம் தரப்பு துணை நிரல்கள் தங்கள் சொந்த செயல்பாட்டிற்காக இணையத்தை அணுகலாம்வெர்டெக்ச் நிலைகளின் இடைக்கணிப்பை அனுமதிக்கவும்அருகிலுள்ள/தொலைதூர கிளிப்பிங் விமானத்தால் உருவாக்கப்படும் கோடுகளை காட்ட அனுமதிக்கவும்தளர்வான விளிம்புகளை ஒன்றாக சங்கிலியால் பிணைக்க அனுமதிக்கவும்கேமரா ஃப்ரச்டமின் அடிப்படையில் பொருள்களைத் தணிக்க அனுமதிக்கவும்கேமராவிலிருந்து தூரத்தின் அடிப்படையில் பொருள்களைத் தணிக்க அனுமதிக்கவும்வரி கலையில் காட்ட துகள் பொருள்கள் மற்றும் முகம்/வெர்டெக்ச் நிகழ்வுகளை அனுமதிக்கவும்புள்ளிகள் அல்லது வளைவுகளை ஓரளவு தேர்ந்தெடுக்க அனுமதிக்கவும்கடினமான உடலை அனிமேசன் அமைப்பால் கட்டுப்படுத்த அனுமதிக்கவும்ஐகே க்கு எலும்பு அளவிட அனுமதிக்கவும்வளைவு ஆரம் வழியாக தடிமன் பாதிக்க ச்ப்லைன் கட்டுப்பாட்டு எலும்புகளை அளவிட அனுமதிக்கவும்கணக்கிடப்பட்ட எஃப்-வளைவைத் தேர்ந்தெடுப்பதன் மூலம் வளைவின் அனைத்து கீஃப்ரேம்களையும் தேர்ந்தெடுக்க அனுமதிக்கவும்வளைவைத் தேர்ந்தெடுப்பதன் மூலம் வளைவின் அனைத்து கீஃப்ரேம்களையும் தேர்ந்தெடுக்க அனுமதிக்கவும்கிரீச் பென்சில் பொருள்களைத் தேர்வு செய்ய அனுமதிக்கவும்ஆயுதங்களைத் தேர்ந்தெடுப்பதை அனுமதிக்கவும்கேமராக்களைத் தேர்ந்தெடுப்பதை அனுமதிக்கவும்வளைவுகளைத் தேர்ந்தெடுப்பதை அனுமதிக்கவும்காலியிடங்களைத் தேர்ந்தெடுப்பதை அனுமதிக்கவும்முடி வளைவுகளைத் தேர்வு செய்ய அனுமதிக்கவும்லட்டுகளைத் தேர்ந்தெடுப்பதை அனுமதிக்கவும்ஒளி ஆய்வுகள் தேர்வு செய்ய அனுமதிக்கவும்விளக்குகளைத் தேர்ந்தெடுப்பதை அனுமதிக்கவும்கண்ணி பொருள்களைத் தேர்ந்தெடுப்பதை அனுமதிக்கவும்வளர்சிதை மாற்றங்களைத் தேர்வு செய்ய அனுமதிக்கவும்புள்ளி மேகங்களைத் தேர்ந்தெடுப்பதை அனுமதிக்கவும்பேச்சாளர்களைத் தேர்ந்தெடுப்பதை அனுமதிக்கவும்மேற்பரப்புகளைத் தேர்ந்தெடுப்பதை அனுமதிக்கவும்உரை பொருள்களைத் தேர்ந்தெடுப்பதை அனுமதிக்கவும்தொகுதிகளைத் தேர்ந்தெடுப்பதை அனுமதிக்கவும்ஓபராண்ட்களில் தன்வய குறுக்குவெட்டுக்கு அனுமதிக்கவும்முதன்மை கட்டுப்பாட்டின் பெற்றோரை மாற்ற அனுமதிக்கவும்வி.ஆர் கண்காணிப்பு தோற்றம் எட்செட் இருப்பிடத்திலிருந்து சுயாதீனமாக வரையறுக்க அனுமதிக்கவும்ஆரம்ப சுட்டி நிலையை பயன்படுத்த அனுமதிக்கவும்மாற்று டோக்கன்களைக் கொண்டிருக்க பாதையில் அனுமதிக்கவும்தரவு-தொகுதி இணைக்கப்படும்போது சொத்தை மீற அனுமதிக்கவும்கட்டுப்பாடுகள்/முக்கிய நிலையைக் குறிக்கும் வண்ணங்களைப் பயன்படுத்த அனுமதிக்கவும்தடிமன் சமச்சீரற்ற முறையில் ஒதுக்க அனுமதிக்கவும்இந்த பொருளையும் அதன் நகலெடுப்பாளர்களையும் கேமரா ச்பேச் கலிங் மூலம் அனுமதிக்க அனுமதிக்கவும்இந்த பொருளையும் அதன் டூப்ளிகேட்டர்களையும் கேமராவிலிருந்து தூரத்தினால் அழிக்க அனுமதிக்கவும்அச்சின் எதிர்மறை திசையில் செங்குத்துகளை நகர்த்த அனுமதிக்கவும்அச்சின் நேர்மறை திசையில் செங்குத்துகளை நகர்த்த அனுமதிக்கவும்ஒரு புள்ளியை கவனமாக நிலைநிறுத்த அனுமதிக்கிறதுவண்ண வெளிப்படைத்தன்மையை அனுமதிக்கிறது, ஆனால் வழங்குதல் பாச்கள் மற்றும் கதிர்-தடமறியலுடன் பொருந்தாது. முன்னோக்கி வழங்குதல் என்றும் அழைக்கப்படுகிறது.வண்ண வெளிப்படைத்தன்மையை அனுமதிக்கிறது, ஆனால் வழங்குதல் பாச்கள் மற்றும் ரேட்ரேசிங்குடன் பொருந்தாது. முன்னோக்கி வழங்குதல் என்றும் அழைக்கப்படுகிறது.கிரேச்கேல் ஆசெட் வெளிப்படைத்தன்மையை அனுமதிக்கிறது, மேலும் வழங்குதல் பாச்கள் மற்றும் ரே-ட்ரேசிங் ஆகியவற்றுடன் இணக்கமானது. ஒத்திவைக்கப்பட்ட வழங்குதல் என்றும் அழைக்கப்படுகிறது.கிரேச்கேல் ஆசெட் வெளிப்படைத்தன்மையை அனுமதிக்கிறது, மேலும் வழங்குதல் பாச்கள் மற்றும் ரேட்ரேசிங்குடன் இணக்கமானது. ஒத்திவைக்கப்பட்ட வழங்குதல் என்றும் அழைக்கப்படுகிறது.இடைமுகம் மொழிபெயர்ப்புகளை கலப்பானிலிருந்து நேரடியாக நிர்வகிக்க அனுமதிக்கிறது (மெயின் .po கோப்புகளை புதுப்பிக்கவும், கைஉரைகளின் மொழிபெயர்ப்புகளைப் புதுப்பிக்கவும்)பொதுவாகஇயல்புநிலைகளுடன்வீச்சுஆல்பாஆல்பா சேனல்ஆல்பா மாற்றஆல்பா பயிர்ஆல்பா டெக்கல்கள்ஆல்பா முகம்ஆல்பா காரணிஆல்பா பயன்முறைஆல்பா மாற்றியமைப்பாளர்கள்ஆல்பா ஓவர்முனை மீது ஆல்பாஆல்பா ஓவர் உரிஆல்பா வாசல்ஆல்பா வெளிப்படைத்தன்மைச்ட்ரிப்பின் கீழ் ஆல்பாஆல்பா மாற்றியமைப்பை '%s' அகற்ற முடியவில்லைஆல்பா மாற்றியமைக்கும் வகைவரி ஆல்பாக்களை மாற்றுவதற்கான ஆல்பா மாற்றிகள்சீரற்ற சத்தத்தின் அடிப்படையில் ஆல்பா வெளிப்படைத்தன்மைஅருகிலுள்ள இரண்டு முகங்களுக்கு இடையிலான கோணத்தின் அடிப்படையில் ஆல்பா வெளிப்படைத்தன்மைபக்கவாதத்தின் திசையின் அடிப்படையில் ஆல்பா வெளிப்படைத்தன்மை3d கண்ணி மேற்பரப்புகளின் ரேடியல் வளைவின் அடிப்படையில் ஆல்பா வெளிப்படைத்தன்மைஆல்பா:அகரவரிசை தரவு -தடுப்புகளை வரிசைப்படுத்துகிறது - முக்கியமாக காட்சியில் உள்ள பொருள்கள் (வியூபோர்ட் வேகத்தை அதிகரிக்க முடக்கு)ஏற்கனவே பிரேம் %.6f இல் ஒரு கட்டுப்பாட்டு புள்ளிதெரிவுநிலையையும் பாதிக்கிறதுதேவைப்பட்டால் இலக்கிலிருந்து சில தரவு அடுக்குகளை நீக்கவும், இதனால் அது சரியாக மூலத்துடன் பொருந்துகிறதுஒரு மூலையில் மட்டுமே தொடும் முகங்களையும் தேர்வுநீக்குஎந்தவொரு வடிவவியலும் பயன்படுத்தப்படாத மூலப்பொருட்களையும் இறக்குமதி செய்க. இந்த விருப்பம் தவறானது போது, வடிவியல் மூலம் குறிப்பிடப்பட்ட மூலப்பொருட்கள் இன்னும் இறக்குமதி செய்யப்படும் என்பதை நினைவில் கொள்கஒரு மூலையில் மட்டுமே தொடும் முகங்களையும் தேர்ந்தெடுக்கவும்ஆல்ட்மாற்று சொடுக்கு கருவி வரியில்ஆல்ட் கர்சர் அணுகல்நடுத்தர சுட்டி இழுவை நடவடிக்கைமாற்று கருவி அணுகல்மாற்று விசை அழுத்தியதுமாற்று key அழுத்தப்பட்டது, -1 எந்த மாநிலத்திற்கும்alt-mmb இழுவை நடவடிக்கைaltlமாற்றுப்போக்குமுடக்க வசந்த நீளத்தை மாற்றவும்/ஊதவும் (அலகு %) 0 முடக்கமாற்று வரிசைகள்கீமாப்கள் பயன்படுத்த 'கீஃப்ரேமை நீக்கு' என்பதற்கான மாற்று அணுகல்கீமாப்கள் பயன்படுத்த 'கீஃப்ரேமை செருக' மாற்று அணுகல்கீஃப்ரேம் வரம்பின் முன்னோக்கி மற்றும் தலைகீழ் பின்னணி இடையே மாற்றுகடக்கும் எண்ணிக்கையின் அடிப்படையில் உள்ளே/வெளியே மாற்றுமாற்று கைஉரை பாதை, இயல்புநிலை தளவமைப்பை துணை இயக்குநர்களுடன் பொருத்துதல்: தொடக்க, துணை நிரல்கள், பகுதிகள் மற்றும் முன்னமைவுகள் (மறுதொடக்கம் தேவை)பெற்றோர் மற்றும் சொந்த ஓய்வு எலும்புடன் தொடர்புடைய இடம்/அளவு/சுழற்சிக்கான மாற்று அணுகல்இடைமுகம் பிளேபேக்கிற்கான மாற்று இறுதி சட்டகம்இடைமுகம் பிளேபேக்கிற்கான மாற்று தொடக்க சட்டகம்மாற்றாக, வட்டில் இருந்து நிறுவ நீட்டிப்பைப் பதிவிறக்கவும்.உயரம்எப்போதும்எப்போதும் கேச் வாசகரைச் சேர்க்கவும்எப்போதும் மாதிரி அனிமேசன்கள்எப்போதும் மெனுவைக் காட்டுஎப்போதும் படிஅனிமேசன் செய்யப்பட்ட சேனல்களுக்கான செயல்களின் தொடக்கத்திலும் முடிவிலும் எப்போதும் ஒரு கீஃப்ரேமைச் சேர்க்கவும்'மதிப்பு' 1.0 இல்லாதபோது எப்போதும் மதிப்பை குறைந்தபட்சம் 1 ஆல் சரிசெய்யவும்ஒரு ஐகானைக் சொடுக்கு செய்யும் போது எப்போதும் தாவல்களை மாற்றவும்புதிய ஒன்றிணைக்கும் முனைகளை எப்போதும் உடைக்கவும்பொத்தானை வெளியிடும்போது எப்போதும் செயல்பாட்டை உறுதிப்படுத்தவும்சட்ட மாற்றங்களில் எப்போதும் படத்தைப் புதுப்பிக்கவும்எப்போதும் இடது திருப்பத்தை எடுத்துக் கொள்ளுங்கள்எப்போதும் சரியான திருப்பத்தை எடுத்துக் கொள்ளுங்கள்முகம் மூலையில் உள்ள டொமைனுக்கு எப்போதும் முக இயல்புகளைப் பயன்படுத்துங்கள், முனையின் பழைய நடத்தைக்கு பொருந்தும்எப்போதும் முழுமையான பாதைகளை எழுதுங்கள்ஒவ்வொரு சட்டகத்திற்கும் எப்போதும் புதிய வழிகாட்டி திசைவேகங்களை எழுதுங்கள் (ஒவ்வொரு சட்டத்திலும் வழிகாட்டும் பொருள்களிலிருந்து தற்போதைய வேகங்கள் மட்டுமே உள்ளன)சுற்றுப்புற நிறம்சுற்றுப்புற இடையூறுஇலக்கு அளவைக் கொண்டிருக்கும்போது பொருளின் உள்ளேயும் வெளியேயும் சமநிலைப்படுத்தும் சுற்றுப்புற அழுத்தம் (கேபிஏ)தொகைபரப்புவரிசைஉமிழ்வு வலிமைபிழைஇரட்டைஎண்ஒற்றைமென்மைசேமிப்பக வகைவலிமைதொகை மீண்டும்தொகை முடிவுதொகை முன்தொகை தொடக்கச்னாப் டர்னைப் பயன்படுத்தும் போது ஒரு முறைக்கு டிகிரிகளில் தொகைஅளவு என்பது அருகிலுள்ள விளிம்பில் முழுமையான தூரம்தொகை அசலில் இருந்து புதிய விளிம்புகளை ஈடுசெய்யும்அளவு அருகிலுள்ள விளிம்பு நீளத்தின் விழுக்காடுஅளவு அசல் விளிம்பிலிருந்து முகத்தைத் தூண்டுவதற்கு செங்குத்தாக தூரம்தொகை புதிய முகத்தின் அகலம்ஒவ்வொரு புள்ளிகலுக்கும் கண்டுபிடிக்கச் சிஐ ஒளிகாற்று இழுக்கும் அளவுகாலப்போக்கில் இழக்கப்படும் கோண வேகத்தின் அளவுபிரதிபலிப்புக்கான அனிசோட்ரோபியின் அளவு. உயர் மதிப்புகள் தொடுகோடு திசையில் நீளமான சிறப்பம்சங்களை அளிக்கின்றனஏகப்பட்ட பிரதிபலிப்புக்கான அனிசோட்ரோபியின் அளவு. உயர் மதிப்புகள் தொடுகோடு திசையில் நீளமான சிறப்பம்சங்களை அளிக்கின்றனமுதுகெலும்பு நீட்சி அளவுகுமிழ்களை உயர்த்தும் மிதப்பு சக்தியின் அளவு (அதிக மதிப்பு குமிழி இயக்கத்தில் முக்கியமாக மேல்நோக்கி விளைகிறது)கொத்து அளவுஉருவாக்கப்பட்ட முடி வளைவுகளின் கட்டுப்பாட்டு புள்ளிகளின் அளவுஈரமாக்கும் அளவுமோதலின் போது ஈரப்பதத்தின் அளவுதுகள் மோதலின் போது ஈரப்பதத்தின் அளவுவளைக்கும் நடத்தையில் ஈரப்பதத்தின் அளவுசுருக்க நடத்தையில் ஈரப்பதத்தின் அளவுவெட்டுதல் நடத்தையில் ஈரமாக்கும் அளவுநீட்சி நடத்தையில் ஈரப்பதத்தின் அளவுவயர்ஃப்ரேம் காட்சிக்கான விவரங்களின் அளவுமேற்பரப்பு இயல்புடன் இடப்பெயர்ச்சியின் அளவுவிலகல் அளவுவிலகல் இரைச்சல் விவரம்அலையின் சிதைவின் அளவுபேண்டிங் உடைக்க வழங்கப்பட்ட படத்தில் சேர்க்கப்பட்ட சத்தத்தின் அளவுபைட் படங்களில் ஓவியம் வரைவின் போது டிட்டரிங் அளவுதிரவத்துடன் குமிழ்களை நகர்த்தும் இழுவை சக்தியின் அளவு (அதிக மதிப்பு குமிழி இயக்கத்தில் முக்கியமாக திரவத்துடன் சேர்ந்து) விளைகிறது)ஒரு வளைவுக்கு நகல்களின் அளவுசுற்று தொப்பிகள் உருவாக்கப்படும் விளிம்பு சுழல்களின் அளவுவிளிம்பு ரவுண்டிங் அளவுஎண்ட்பாயிண்ட் கடினத்தன்மையின் அளவுவலிமைக்கு அழிக்கும் அளவுதடிமன் அழிக்கும் அளவுசத்தத்தில் இருக்கும் சிறந்த நிலை விவரங்களின் அளவுகுவிய மங்கலின் அளவு, 128 (முடிவிலி) சரியான கவனம், பாதி மதிப்பு மங்கலான ஆரம் இரட்டிப்பாக்குகிறதுதுகள் மோதலின் போது உராய்வின் அளவுஉருவாக்கப்பட்ட நுரையின் அளவுஒவ்வொரு dab க்குப் பிறகு ஈர்ப்பு அளவுஒரு வளைவுக்கு இடைக்கணிப்புக்கு பயன்படுத்தப்பட வேண்டிய வழிகாட்டிகளின் அளவுஉயர் அதிர்வெண் விவரம் அளவு. இது ஒரு விளைவை ஏற்படுத்த ஆழத்தை விட அதிகமாக இருக்க வேண்டும்செல்வாக்கின் அளவு எஃப்-கர்வ் மாற்றியமைப்பாளரின் அளவு/வெளியே மங்காதபோது இருக்கும்இறுதி தீர்வில் செல்வாக்கு கட்டுப்பாட்டின் அளவு இருக்கும்படத்தின் மீது முனை செலுத்தும் செல்வாக்கின் அளவுவெளியீட்டு நிறத்தில் முனை செலுத்தும் செல்வாக்கின் அளவுவெளியீட்டு திசையன் மீது முனை செலுத்தும் செல்வாக்கின் அளவுமாதிரிக்கு பயன்படுத்தப்படும் நடுக்கத்தின் அளவுகாலப்போக்கில் இழந்த நேரியல் வேகத்தின் அளவுதற்போதைய திருத்தியில் காணக்கூடிய வரிகளின் அளவுஇருப்பிடத்தை சார்ந்த கடினத்தன்மையின் அளவுரேட்ரேசுக்கு கண்ணாடி பிரதிபலிப்பின் அளவுA மற்றும் B உள்ளீடுகளுக்கு இடையில் கலக்கும் அளவுA மற்றும் B திசையன் உள்ளீடுகளுக்கு இடையில் கலக்கும் அளவுகலக்கப் பயன்படும் அயலவர்களின் அளவுபடை வலிமைக்கான சத்தத்தின் அளவுவிண்ணப்பிக்க சத்தத்தின் அளவுபுறஊதா சுழற்சிக்கு பொருந்தக்கூடிய சத்தத்தின் அளவுஒளிபுகாநிலைக்கு பொருந்தக்கூடிய சத்தத்தின் அளவுதடிமன் பொருந்தக்கூடிய சத்தத்தின் அளவுசாதாரண திசை வேகத்தின் அளவுபயன்படுத்த ஒளிபுகா அளவு'பின்' தளர்த்துவதற்கான ஓவர்சூட்டின் அளவுவீச்சு மாதிரிக்கு பயன்படுத்தப்படும் வண்ணப்பூச்சின் அளவுமேற்பரப்பில் இருந்து தூரிகை நிறத்தில் எடுக்கப்படும் வண்ணப்பூச்சின் அளவுகுழந்தைகளின் பாதை நீளத்தால் தீண்டப்படாமல் விடப்பட்ட துகள்களின் அளவுசீரற்ற கடினத்தன்மையால் தீண்டப்படாமல் துகள்களின் அளவுநிறுவலுக்கு பயன்படுத்த வேண்டிய துகள்களின் அளவுதூரிகையால் பாதிக்கப்படவிருக்கும் சீரற்ற கூறுகளின் அளவுஒரு வளைவுக்கு சீரற்ற ஆஃப்செட்டின் அளவுசீரற்ற கடினத்தன்மையின் அளவுசீரற்ற வேகத்தின் அளவுசீரற்ற, ஒழுங்கற்ற துகள் இயக்கத்தின் அளவுரோலின் திசையின் தற்போக்காக்குதலின் அளவுநிலையில் செயல்படும் தடைகளுக்கு கலப்பான் ச்பேச் யூனிட்டில் எஞ்சிய பிழையின் அளவுநோக்குநிலையில் செயல்படும் தடைகளுக்கு ரேடியன்களில் எஞ்சியிருக்கும் பிழையின் அளவுபக்க திசையனைச் சுற்றி சுழற்சியின் அளவுதிருப்பங்களில் திசைவேக திசையனைச் சுற்றியுள்ள சுழற்சியின் அளவுடிகிரிகளில் சுழற்சியின் அளவு (90, 180, 270)ஒரு யூனிட் ச்கொயர்டுக்கு சிதறிய நிகழ்வுகளின் அளவுவியூபோர்ட்டில் காட்டப்படும் சிதறிய நிகழ்வுகளின் எண்ணிக்கைசி.ஐ. கதிருக்கு திரை மாதிரியின் அளவுநிழல் கதவுக்கு நிழல் வரைபட மாதிரியின் அளவுஒவ்வொரு ஒளியையும் கண்டுபிடிக்க நிழல் கதவின் அளவுஎரிபொருளை எரிப்பதன் மூலம் உருவாக்கப்பட்ட புகை அளவுவிண்ணப்பிக்க மென்மையான அளவுமென்மையாக்கும் அளவுமென்மையாக்கும் படிகளின் அளவுவிண்ணப்பிக்க மென்மையான அளவுபுதிதாக உருவாக்கப்பட்ட வீச்சுகள் முடிந்த பிறகு விண்ணப்பிக்க மென்மையான அளவு, நடுக்கம்/சத்தத்தை குறைக்கஇடைக்கணிக்கப்பட்ட வீச்சுகள், நடுக்கம்/சத்தத்தை குறைக்க, இடைக்கணிக்கப்பட்ட வீச்சுகள்ஒவ்வொரு பக்கவாதத்திற்கும் தானாக பொருந்தும் மென்மையான அளவுவரைதல் போது மென்மையாக்கும் அளவுசுருக்கமாகப் பயன்படுத்தப்படும் மென்மையான படிகளின் அளவுமேற்பரப்பு மோதலுக்கு ஒட்டும் அளவுநேராக்கும் அளவுசிறந்த சுருக்கத்தை தீர்மானிக்கும் நேரம்: 0 = வேகமான கோப்பு வெளியீட்டில் சுருக்கம் இல்லை, 100 = மெதுவான கோப்பு வெளியீட்டில் அதிகபட்ச இழப்பற்ற சுருக்கம்கொந்தளிப்பின் அளவு மற்றும் புகையில் சுழற்சிமோதலில் இழந்த வேகத்தின் அளவுமேற்பரப்பில் வண்ணப்பூச்சு பயன்படுத்திய பின் தூரிகையில் இருக்கும் ஈரமான வண்ணப்பூச்சின் அளவுதொகை அமைப்பு ஆல்பாவை பாதிக்கிறதுஅளவு அமைப்பு குழந்தை கிளம்பை பாதிக்கிறதுஅளவு அமைப்பு குழந்தை முடி நீளத்தை பாதிக்கிறதுஅளவு அமைப்பு குழந்தை கின்க் வீச்சுகளை பாதிக்கிறதுஅளவு அமைப்பு குழந்தை கின்க் அதிர்வெண்ணை பாதிக்கிறதுஅளவு அமைப்பு குழந்தை கடினத்தன்மையை பாதிக்கிறதுஅளவு அமைப்பு குழந்தை திருப்பத்தை பாதிக்கிறதுஅளவு அமைப்பு பரவலான நிறத்தை பாதிக்கிறதுஅளவு அமைப்பு துகள் ஈரப்பதத்தை பாதிக்கிறதுஅளவு அமைப்பு துகள் அடர்த்தியை பாதிக்கிறதுஅளவு அமைப்பு துகள் உமிழ்வு நேரத்தை பாதிக்கிறதுஅளவு அமைப்பு துகள் படை புலங்களை பாதிக்கிறதுஅளவு அமைப்பு துகள் ஈர்ப்பை பாதிக்கிறதுஅளவு அமைப்பு துகள் ஆரம்ப வேகத்தை பாதிக்கிறதுஅளவு அமைப்பு துகள் ஆயுட்காலம் பாதிக்கிறதுஅளவு அமைப்பு உடல் துகள் அளவை பாதிக்கிறதுஏற்கனவே இருக்கும் போசின் மேல் போச் பயன்படுத்தப்படும் தொகை. எதிர்மறை மதிப்பு போசை சேர்ப்பதற்கு பதிலாக கழிக்கும்செயலில் உள்ள நடவடிக்கை என்எல்ஏ அடுக்கின் முடிவுக்கு பங்களிக்கிறதுதற்போதைய முடிவுக்கு துண்டு பங்களிக்கிறது'மீள்' தளர்த்தலுக்கான மீள் பவுன்ச் அதிகரிக்கும் அளவுஎழுத்துக்குறி இடைவெளியைக் குறைக்க அல்லது அதிகரிப்பதற்கான அளவுபொருளை சிதைப்பதற்கான தொகைவடிவவியலை இடமாற்றம் செய்வதற்கான தொகைஒவ்வொரு நகலையும் அதன் எல்லைப் பெட்டி அளவுடன் ஒப்பிடும் அளவுu அச்சில் ஆஃப்செட் வரிசை uv களின் அளவுv அச்சில் ஆஃப்செட் வரிசை uv களை ஆஃப்செட் செய்வதற்கான தொகைu அச்சில் 0.5 இலிருந்து ஆஃப்செட் பிரதிபலித்த uv கள் புரட்டும் புள்ளியைவி அச்சில் 0.5 புள்ளியிலிருந்து ஆஃப்செட் பிரதிபலித்த புறஊதா புரட்டும் புள்ளியைமீட்டரில் வளைவுக்கு வளைவை பரப்புவதற்கான தொகைகர்சரைப் பற்றி போரிடுவதற்கான தொகைவீச்சுஅலைவீச்சு கொத்துவீச்சு சீரற்றஅலையின் வீச்சுபெர்லின் சத்தத்தின் வீச்சுசத்தத்தின் வீச்சுசத்தத்தின் வீச்சு - அது அடிப்படை வளைவை மாற்றியமைக்கும் அளவுசைனச் இடப்பெயர்ச்சியின் வீச்சுஇடஞ்சார்ந்த சத்தத்தின் வீச்சுஒரு "தீவிர" போச், அல்லது தேவைக்கேற்ப வேறு ஏதேனும் நோக்கம்ஒரு 'தீவிர' போச், அல்லது தேவைக்கேற்ப வேறு ஏதேனும் நோக்கம்ஒரு செயலில் ஒன்றுக்கு மேற்பட்ட அடுக்குகள் இருக்காதுஒரு செயல் ஒதுக்கப்படும்போது மட்டுமே ஒரு செயல் ச்லாட்டை உருவாக்க முடியும்ஒவ்வொரு ஆக்டேவிற்கும் கூடுதல் ஆஃப்செட், மிக உயர்ந்த ஆக்டேவ் தோன்றும் அளவை தீர்மானிக்கிறதுஒரு தீவிரமான கூர்மைப்படுத்தும் வடிகட்டிஎன்எல்ஏ கீற்றுகள் எனக் குறிப்பிடப்படும் செயல்களைக் கொண்ட அனிமேசன் லேயர்செங்குத்தாக மற்றும் அருகிலுள்ள மேய்ச்சல் (தோராயமாக 82 °) கோணங்களில் உள்ள வண்ணங்களின் அடிப்படையில் ஃப்ரெச்னல் கடத்தி வளைவின் தோராயமானதுஇந்த திரையை நிரப்பும் ஒரு பரப்பு அதிகரிக்கப்படுகிறதுமிதக்கும்-புள்ளி மதிப்புகளின் வரிசைமுழு எண்களின் வரிசைஉண்மையான அல்லது தவறான மதிப்புகளின் வரிசைவலுவான மேற்பரப்பு பதற்றம் விளைவுகளைக் கொண்ட ஒரு கலை தீர்வி (அசல்)வெளிப்புற புள்ளிகளின் தேர்வைக் கொண்ட ஒரு பண்புக்கூறு புலம்முகத்துடன் இணைக்கப்பட்ட ஒரு விளிம்பு, வரிசை குறியீட்டால் தேர்ந்தெடுக்கப்பட்டதுவெர்டெக்ச் அல்லது எட்ச் தேர்வு பயன்முறையுடன் ஒரு திருத்து-கண்ணி தேவையு.எச்.டி ஊக் '%s'யு.எச்.டி ஊக் '%s' ஐத் தூண்டுவதற்கு விதிவிலக்கு ஏற்பட்டது. விவரங்களுக்கு கன்சோலைப் பார்க்கவும்தற்போதுள்ள பொருந்தக்கூடிய உள்ளக ஐடி மீண்டும் பயன்படுத்தப்பட்டுள்ளதுஎண்களின் அளவைக் கட்டுப்படுத்த கூடுதல் பெருக்கிஒவ்வொரு முகத்தின் குழுவிற்கும் ஒரு அடையாளங்காட்டி. ஒரே மதிப்பைக் கொண்ட அனைத்து தொடர்ச்சியான முகங்களும் ஒரே மண்டலத்தில் உள்ளனகுழு வளைவுகளுக்கு ஒன்றாகப் பயன்படுத்தப்படும் ஒரு குறியீடு. ஒவ்வொரு குழுவிற்கும் தனித்தனியாக நிரப்புதல் செய்யப்படுகிறதுபல தனித்தனி திரட்டல்களுக்கு ஒன்றாக குழு மதிப்புகளுக்கு பயன்படுத்தப்படும் ஒரு குறியீடுபல தனித்தனி செயல்பாடுகளுக்கு ஒன்றாக குழு மதிப்புகளுக்கு பயன்படுத்தப்படும் ஒரு குறியீடுஉள்ளீட்டு பெயரை இலக்கத்துடன் தொடங்க முடியாது: "{}"ஒரு உள்ளீடு பன்மடங்கு அல்லமுதல் சுட்டி நிலையை மட்டுமே சேமிக்கப் பயன்படும் உள் சொத்துசோம்பேறி இணைப்பு செயல்பாட்டில் முதல் முனையை சேமிக்கப் பயன்படும் உள் சொத்துசோம்பேறி இணைப்பு செயல்பாட்டில் கடைசி முனையை சேமிக்கப் பயன்படும் உள் சொத்துசோம்பேறி இணைப்பு செயல்பாட்டில் மூல சாக்கெட்டை சேமிக்கப் பயன்படும் உள் சொத்துபிளெண்டிம்போர்ட் கான்டெக்ச்ட் தரவுகளில் ஒரு உருப்படி (தரவு-தடுப்பைக் குறிக்கும்). தற்போது கையாளுபவர்களுக்கு முந்தைய/இடுகை இணைக்கும் முன்/இடுகை மட்டுமே தரவுகளாக மட்டுமே அம்பலப்படுத்தப்படுகிறதுஒரு பார்வை அடுக்கில் ஒரு பொருள் நிகழ்வு (தற்போது பைதான் பநிஇ இல் ஒருபோதும் வெளிப்படுத்தப்படவில்லை)அனக்லிஃப்அனக்லிஃப் வகைஅனலாக் 16 மிமீஅனலாக் 35 மிமீஅனலாக் 65 மிமீஅனலாக்ச் ஐமாக்ச்அனலாக் சூப்பர் 16அனலாக் சூப்பர் 35மூதாதையர்கள் திறம்பட தெரியும்நங்கூரம் சட்டகம்நங்கூர எடைகள்ஆங்கர் ஃச்நங்கூரம் மற்றும்மற்றும்கோணம்கோணம் அடிப்படையிலானதுகோண கவ்வியில்கோணக் கட்டுப்பாடுகோண காரணிகோண வரம்புகோணம் மணித்துளிகோணம் வெளிப்புறம்கோண ச்னாப்கோண ச்னாப் அதிகரிப்புகோணம் பிளவுகோண வாசல்விளிம்புகளைத் தூண்டுவதற்கு மேலே கோணம்விளிம்புகளைப் பிரிக்க மேலே கோணம்சுற்றி சுழற்ற கோணம் மற்றும் அச்சுஊடாடும் தூரம் 0 ஆக இருக்கும் கோணம்ஊடாடும் தூரம் 0 ஆக மங்கத் தொடங்கும் கோணம்முகத்தில் உள்ள ஒரு முகத்தின் மூலையின் அடுத்த மற்றும் முந்தைய விளிம்பிற்கு இடையே உள்ள கோணம்மடிப்பின் விமானங்களுக்கு இடையில் கோணம்ஒரு வீச்சு இரண்டாக பிரிக்கப்பட்ட திரை இடத்தில் கோணம்கோண வரம்புஅச்சு-கோண சுழற்சி பிரதிநிதித்துவத்திற்கான சுழற்சியின் கோணம்சிதைவின் கோணம்புரட்சியின் கோணம்சுழற்சியின் கோணம்உள் கூம்பின் கோணம், டிகிரிகளில், கூம்புக்குள் தொகுதி 100% ஆகும்முக்கிய திசையின் கோணம்வெளிப்புற கூம்பின் கோணம், டிகிரிகளில், இந்த கூம்புக்கு வெளியே தொகுதி வெளிப்புற கூம்பு அளவு, உள் மற்றும் வெளிப்புற கூம்புக்கு இடையில் அளவு இடைக்கணிப்புமாற்றத்தின் கோணம்கோண ச்னாப்பிங்கோண ச்னாப்பிங் பயன்முறைமுந்தைய வெட்டு விளிம்போடு தொடர்புடைய கோணம் ச்னாப்பிங்உள்ளீட்டு திசையனை சுழற்ற கோணம்போரிடுவதற்கான அடிப்படையாக பயன்படுத்த கோணம்2 டி எடிட்டர்களில் சுழற்சி அதிகரிப்புகளுக்கு பயன்படுத்தப்படும் கோணம்3D எடிட்டர்களில் சுழற்சி அதிகரிப்புகளுக்கு பயன்படுத்தப்படும் கோணம்இதற்கு மேலே உள்ள கோணங்கள் மூலைகளாகக் கருதப்படுகின்றனஇதை விட சிறிய கோணங்கள் மடிப்புகளாக கருதப்படும்இதை விட சிறிய கோணங்கள் மடிப்புகளாக கருதப்படும். மடிப்பு கோண முன்னுரிமை: பொருள் வரி கலை மடிப்பு மேலெழுதல்> கண்ணி ஆட்டோ மென்மையான கோணம்> வரி கலை இயல்புநிலை மடிப்பு.கோணகோண அரட்டைகோண தூரம்கோண மின்னோடிகோண விரைவுகோண விரைவு அச்சுகோண விரைவு செயலிழக்க வாசல்உருவகப்படுத்துதல் பொருளை உருவகப்படுத்துவதை கீழே உள்ள கோண விரைவுபூமியிலிருந்து பார்த்தபடி சூரியனின் கோண விட்டம்ச்பாட்லைட் பீமின் கோண விட்டம்புறஊதா மற்றும் 3டி கோணங்களுக்கு இடையில் கோண விலகல்வேகமான சி.ஐ மற்றும் சுற்றுப்புற இடையூறுகளை கணக்கிடும்போது மேற்பரப்புகளின் கோண தடிமன். ஆற்றல் இழப்பைக் குறைக்கிறது மற்றும் தொலைதூர வடிவவியலைக் காணவில்லை.மடிப்பு விளிம்புகளைக் கண்டறிவதற்கான கோண வாசல்கோண விரைவு அளவு (வினாடிக்கு ரேடியன்களில்)அனிம் பிளேயர்விலங்குகள்அனிமேட்டபிள்சொத்தை உயிரூட்டவும்வீச்சுகள் தோன்றும் மற்றும் மறைந்து போகிறதுஅனிமேசன்அனிமேசன் செல்வாக்குஅனிமேசன் தேர்ந்தெடுக்கப்பட்டதுஅனிமேசன் உரி நேரம்இயங்குபடம்அனிமேசன் சேனல் பைஇடங்களுக்கான அனிமேசன் சேனல்கள்அனிமேசன் வளைவுகள்இயங்குபடம் தகவல்கள்அனிமேசன் ஆசிரியர்கள்அனிமேசன் எண்ட் ஆஃப்செட்அனிமேசன் பயன்முறைஅனிமேசன் ஆஃப்செட்அனிமேசன் செயல்பாடுஅனிமேசன் நாடகம்அனிமேசன் பிளேயர்அனிமேசன் பிளேயர் முன்னமைவுஅனிமேசன் விளையாடும்அனிமேசன் சுட்டிக்காட்டி (சோதனை)அனிமேசன் தொடக்க ஆஃப்செட்அனிமேசன் படிஅனிமேசன் நேரம் முடிந்ததுஅனிமேசன் யுஐஅனிமேசன் காட்சிப்படுத்தல்தரவுத் தடுப்பிற்காக இயங்குபடம் தகவல்கள்இந்த தரவு-தடுப்புக்கான அனிமேசன் தரவுஅனிமேசன் டேட்டா-பிளாக் செயலில் செயலில் இல்லைஅனிமேசன் டேட்டா-பிளாக் செயலில் செயலைக் கொண்டுள்ளதுஅனிமேசன் எண்ட் ஆஃப்செட் (டிரிம் முடிவு)அனிமேசன் பின்னோக்கி இயக்கப்படுகிறதுஅனிமேசன் பிளேபேக்அனிமேசன் பிளேபேக் செயலில் உள்ளதுஒரு நொடிக்கு பிரேம்களில் அனிமேசன் பிளேபேக் விரைவு. ஒரு படம் என்றால், 0அனிமேசன் அமைப்புகள்அனிமேசன் ச்டார்ட் ஆஃப்செட் (டிரிம் ச்டார்ட்)அனிமேசன் படிகள்சத்தத்தின் அனிமேசன் நேரம்குறியீட்டு %d இல் அனிமேசன் டிராக் ஒரு என்எல்ஏ 'ஆக்டிவ் ஆக்சன்' டிராக் அல்லஅசைவூட்டம்:அனிமேசன்கள்அனிசோட்ரோபிக்அனிசோட்ரோபிக் வடிகட்டுதல்அனிசோட்ரோபிக் சுழற்சிஅனிசோட்ரோபிகணுக்கால்கணுக்கால் மற்றும் கால்சிறுகுறிசிறுகுறிப்பு இயல்புநிலை நிறம்சிறுகுறிப்பு சட்டகம்சிறுகுறிப்பு பிரேம்கள்சிறுகுறிப்பு அடுக்குசிறுகுறிப்பு அடுக்கு ஒளிபுகாநிலைசிறுகுறிப்பு அடுக்குகள்சிறுகுறிப்பு பக்கவாதம்சிறுகுறிப்பு வீச்சு வேலை வாய்ப்பு (3d பார்வை)சிறுகுறிப்பு பக்கவாதம் புள்ளிசிறுகுறிப்பு வீச்சு தடிமன்சிறுகுறிப்பு தரவுஇந்த முன்னோட்ட பிராந்தியத்திற்கான சிறுகுறிப்பு தரவுஇந்த திரைப்பட கிளிப்பிற்கான சிறுகுறிப்பு தரவுஇந்த இடத்திற்கான சிறுகுறிப்பு தரவுஇந்த பாதைக்கான சிறுகுறிப்பு தரவுசிறுகுறிப்பு தரவு-தொகுதிகள் (மரபு கிரீச் பென்சில்)சிறுகுறிப்பு:சிறுகுறிப்புகள்பெயர் மூலம் அநாமதேய பண்புகளை அணுக முடியாதுஅநாமதேய பண்புகளை இங்கு உருவாக்க முடியாதுமற்றொரு பொருள் இந்த பகிரப்பட்ட தரவு திருத்து பயன்முறையில் உள்ளதுஆன்டிக்கு எதிர்ப்புஎதிர்ப்பு மாற்றுஆன்டிசிங் ஆன்டி மாதிரிகள்அதிக விலையுயர்ந்த செயலாக்க செலவில் மென்மையான எல்லைகளுக்கு இணைவதற்கு முன் உருவாக்கப்பட்ட முகமூடியை ஆன்டி-அலியாச்ஆன்டியாலியாச் படப்புள்ளிகள்ஆன்டிலிசிங்ஏதேனும்எந்த வகைஎந்த கோணமும் சுழற்சிக்கு அனுமதிக்கப்படுகிறதுஎந்த மாற்றியமைக்கும் விசைகள் அழுத்தினஎந்தவொரு பொருள் மாற்றத்திற்கும் முழுமையான பி.வி.எச் மறுகட்டமைப்பு தேவைப்படுகிறது, ஆனால் வேகமாக வழங்குகிறதுசேமிக்கப்படாத மாற்றங்கள் இழக்கப்படும்.துவாரம்செயலி3d பார்வையில் கேமரா பொருளின் வெளிப்படையான அளவுசேர்க்கவும்சேர்க்கவும் (தரவை மறுபயன்பாடு)சேர்க்கவும் (மறுபயன்பாடு) {}பிற நூலகங்களிலிருந்து வரும் சேர்க்கப்பட்ட ஐடிகளின் மறைமுக சார்புகளையும் பிற்சேர் (உள்ளூர் உருவாக்கு). குறிப்பு: ஒரே ஆரம்ப நூலகத்திலிருந்து வரும் அனைத்து ஐடிகளும் (மறைமுகமாக இணைக்கப்பட்டவை உட்பட) எப்போதும் உள்ளக செய்யப்படுகின்றனசெயலைச் சேர்க்கவும்செயலில் உள்ள பசை எழுதுகோலின் மூலப்பொருட்களை மற்ற பொருளுடன் சேர்க்கவும்கடைசி எலும்பு நீளத்தைக் குறிப்பிட ஒவ்வொரு சங்கிலியின் முடிவிலும் இறுதி எலும்பைச் சேர்க்கவும் (ஏற்றுமதி செய்யப்பட்ட தரவுகளிலிருந்து ஆர்மேச்சரைத் திருத்த நீங்கள் விரும்பும் போது இதைப் பயன்படுத்தவும்)ஒரு பணியிடத்தை சேர்த்து, தற்போதைய சாளரத்தில் செயலில் இருக்கும்தேர்ந்தெடுக்கப்பட்ட கீற்றுகளுக்கு செயலில் மாற்றியமைப்பாளர்களைச் சேர்க்கவும்ஒரு நூலகத்திலிருந்து சேர்க்கவும் .கலப்பு கோப்பில்கர்சர் நிலையில் வரலாற்றைச் சேர்க்கவும்மெச் பெயரை பொருள் பெயருடன் சேர்க்கவும், '_' ஆல் பிரிக்கப்படுகிறதுசெயலில் உள்ள மூலப்பொருளை மட்டுமே சேர்க்கவும், எல்லா மூலப்பொருட்களையும் சேர்க்க தேர்வு செய்யவும்வகை மூலம் உருள் உரையை சேர்க்கவும்சேர்க்க {}சேர்க்கப்பட்ட தரவுஎச்ஆர்சிபி கலவை (துண்டு வாரியாக) குறியாக்க பரிமாற்ற செயல்பாட்டுடன் ஆப்பிளின் காட்சி பி3, மேக் சாதனங்களில் பொதுவானதுபயன்பாட்டு வார்ப்புருபயன்பாட்டு வார்ப்புரு "%s" காணப்படவில்லைபயன்பாடுகள்பயன்பாட்டு கட்டுப்பாடு முதலில் இல்லை, முடிவு எதிர்பார்த்தபடி இருக்காதுபயன்பாட்டு கட்டுப்பாடு: %sபயன்படுத்தப்பட்ட மாற்றியமைப்பாளர் சி.வி புள்ளிகளை மட்டுமே மாற்றினார், டெசெலேட்டட்/பெவல் செங்குத்துகள் அல்லபயன்பாட்டு மாற்றியமைப்பாளர் முதலில் இல்லை, முடிவு எதிர்பார்த்தபடி இருக்காதுபயன்பாட்டு மாற்றியமைப்பாளர்: %sவிண்டேச் புகைப்பட டோன்களைப் பிரதிபலிக்க பழுப்பு நிறத்தைப் பயன்படுத்துகிறது.முழு கண்ணி ஒரு துணி உருவகப்படுத்துதல் சிதைவைப் பயன்படுத்துகிறதுசெயலில் உள்ள வண்ண பண்புகளை மாற்ற ஒரு வடிப்பானைப் பயன்படுத்துகிறதுதற்போதைய முகமூடியை மாற்ற ஒரு வடிப்பானைப் பயன்படுத்துகிறதுதற்போதைய கண்ணி மாற்ற ஒரு வடிப்பானைப் பயன்படுத்துகிறதுஉருவகப்படுத்துதலுக்கு ஈர்ப்பு பொருந்தும்ஒரு லூப் வடிவத்தில் தூரிகை வீழ்ச்சியைப் பயன்படுத்துகிறதுதூரிகையின் நுனியில் தூரிகை வீழ்ச்சியைப் பயன்படுத்துகிறதுதூரிகை ஆரம் வரையறுக்கப்பட்ட உள்ளூர்மயமாக்கப்பட்ட பரப்பில் சிதைவைப் பயன்படுத்துகிறதுஒவ்வொரு முறை மறுநிகழ்வின் இடப்பெயர்ச்சி திசையைத் தலைகீழாக மாற்றி, ஒரு வளைய வடிவத்தில் வீழ்ச்சி ஆரம் பயன்படுத்துகிறதுமுழு எல்லையிலும் அதே சிதைவைப் பயன்படுத்துகிறதுகர்சரின் ஆரம் பயன்படுத்தி நெகிழ்ச்சித்தன்மையை உருவகப்படுத்தும் உருமாற்றம் பயன்படுத்துகிறதுகண்ணி உள்ள அனைத்து செங்குத்துகளுக்கும் மாற்றத்தை பயன்படுத்துகிறதுஆர்மேச்சர் மாற்றியமைப்பாளரால் செய்யப்படும் மாற்றங்களைப் பயன்படுத்துகிறதுஇடுவிண்ணப்பிக்கவும் (அனைத்து கீஃப்ரேம்களும்)தளத்தைப் பயன்படுத்துங்கள்அடர்த்தியைப் பயன்படுத்துங்கள்புரட்டப்பட்ட விண்ணப்பிக்கவும்ஆட்சிக்கு காசியன் மங்கலைப் பயன்படுத்துங்கள்முடி வழிகாட்டிகளைப் பயன்படுத்துங்கள்கையொப்பமிடப்பட்ட தூர புலத்தில் லாப்லாசியன் ஓட்டத்தை மென்மையாக்குவதைப் பயன்படுத்துங்கள். வளைவு ஓட்டத்திற்கு கணக்கீட்டு ரீதியாக திறமையான மாற்று, SDF இயல்பாக்கத்துடன் இணைந்தால் சிறந்ததுமுகமூடியைப் பயன்படுத்துங்கள்கலவையைப் பயன்படுத்துங்கள்மாற்றியமைப்பாளரைப் பயன்படுத்துங்கள்மாற்றியமைப்பாளர்களைப் பயன்படுத்துங்கள்பொருள் மாற்றங்களைப் பயன்படுத்துங்கள்முன்னமைவைப் பயன்படுத்துங்கள்பண்புகளைப் பயன்படுத்துங்கள்அளவிடுதல் பயன்படுத்துங்கள்உட்பிரிவு ஊரிச்டிக் விண்ணப்பிக்கவும்துணைப்பிரிவு மேற்பரப்பைப் பயன்படுத்துங்கள்உருமாற்றத்தைப் பயன்படுத்துங்கள்அலகு விண்ணப்பிக்கவும்அலகு மாற்று அளவைப் பயன்படுத்துங்கள்எச்.எச்.வி வண்ண மாதிரியில் வண்ண மாற்றத்தைப் பயன்படுத்துங்கள்ஒரு நிலையான ஆஃப்செட்டைப் பயன்படுத்துங்கள் (ஆரம் மூலம் அளவிட வேண்டாம்)காமா திருத்தத்தைப் பயன்படுத்துங்கள்கொடுக்கப்பட்ட வெக்டருக்கு சுழற்சியைப் பயன்படுத்தவும்கொடுக்கப்பட்ட ஆய்லர் சுழற்சிக்கு இரண்டாம் நிலை ஆய்லர் சுழற்சியைப் பயன்படுத்தவும்கொடுக்கப்பட்ட சுழற்சி மதிப்புக்கு இரண்டாம் நிலை சுழற்சியைப் பயன்படுத்தவும்துகள்களுக்கு தூரிகையின் வீச்சு தடவவும்கொடுக்கப்பட்ட வெக்டருக்கு உருமாற்ற அணி (மொழிபெயர்ப்பைத் தவிர்த்து) பயன்படுத்தவும்கொடுக்கப்பட்ட வெக்டருக்கு உருமாற்ற அணியைப் பயன்படுத்தவும்அனைத்து வெர்டெக்ச் குழுக்களுக்கும் செயலைப் பயன்படுத்துங்கள்மாதிரியின் கீழ் கலைப்பொருட்களைக் குறைக்க ஒவ்வொரு சிதைந்த மாதிரிக்கும் மங்கலைப் பயன்படுத்துங்கள்பார்வையில் இருந்து திட்டமிடப்பட்ட 2 டி வட்டத்தில் தூரிகை செல்வாக்கைப் பயன்படுத்துங்கள்ஒரு கோளத்தில் தூரிகை செல்வாக்கைப் பயன்படுத்துங்கள், மையத்திலிருந்து வெளிப்புறமாகபொதுவாக தூரிகை தடவவும்எக்ச்-அச்சின் எதிர் பக்கத்தில் எலும்புடன் பொருந்தக்கூடிய மாற்றங்களைப் பயன்படுத்துங்கள்சேனல் சுழற்சியை ஐகேநீட்சி இயக்கப்பட்டிருந்தால் ஐகேஒவ்வொரு வண்ண சேனலுக்கும் வண்ண திருத்தங்களைப் பயன்படுத்துங்கள்பொதுவான பட மேம்பாட்டு வடிப்பான்களைப் பயன்படுத்துங்கள்கட்டுப்பாட்டைப் பயன்படுத்துங்கள் மற்றும் அடுக்கிலிருந்து அகற்றவும்கட்டுப்பாடு இலக்கு ஒரு குழந்தை போல, அசலுக்குப் பிறகு நகலெடுக்கப்பட்ட சுழற்சியைப் பயன்படுத்துங்கள்கட்டுப்பாட்டு இலக்கு பெற்றோரைப் போல நகலெடுக்கப்பட்ட சுழற்சியைப் பயன்படுத்துங்கள்அசல் பிறகு நகலெடுக்கப்பட்ட உருமாற்றத்தைப் பயன்படுத்துங்கள், கட்டுப்பாட்டு இலக்கு சீரமைக்கப்பட்ட பரம்பரை அளவிலான பயன்முறையில் ஒரு குழந்தை போல. இது சுழற்சி மற்றும் அளவிற்கு இருப்பிடம் மற்றும் பிளவு சேனல்களுக்கு முழுமையை திறம்பட பயன்படுத்துகிறது.அசல், கையாளுதல் இருப்பிடம், சுழற்சி மற்றும் அளவைக் கையாளுதல் மூன்று நகல் கட்டுப்பாடுகளின் வரிசையைப் போலவே நகலெடுக்கப்பட்ட உருமாற்றத்தைப் பயன்படுத்துங்கள்அசலுக்குப் பிறகு நகலெடுக்கப்பட்ட உருமாற்றத்தைப் பயன்படுத்துங்கள், கட்டுப்பாட்டு இலக்கு முழு பரம்பரை அளவிலான பயன்முறையில் ஒரு குழந்தை என்பது போல எளிய மேட்ரிக்ச் பெருக்கத்தைப் பயன்படுத்துங்கள். சுழற்சி மற்றும் சீரான அல்லாத அளவை இணைக்கும்போது வெட்டு உருவாக்கும்.அசல் முன் நகலெடுக்கப்பட்ட உருமாற்றத்தைப் பயன்படுத்துங்கள், கட்டுப்பாட்டு இலக்கு சீரமைக்கப்பட்ட பரம்பரை அளவிலான பயன்முறையில் பெற்றோராக இருப்பது போல. இது சுழற்சி மற்றும் அளவிற்கு இருப்பிடம் மற்றும் பிளவு சேனல்களுக்கு முழுமையை திறம்பட பயன்படுத்துகிறது.மூன்று நகல் கட்டுப்பாடுகளின் வரிசையைப் போலவே, அசல், கையாளுதல் இருப்பிடம், சுழற்சி மற்றும் அளவைக் கையாளுவதற்கு முன் நகலெடுக்கப்பட்ட உருமாற்றத்தைப் பயன்படுத்துங்கள்அசல் முன் நகலெடுக்கப்பட்ட உருமாற்றத்தைப் பயன்படுத்துங்கள், எளிய மேட்ரிக்ச் பெருக்கலைப் பயன்படுத்தி கட்டுப்பாட்டு இலக்கு முழு பரம்பரை அளவிலான பயன்முறையில் பெற்றோராக இருப்பது போல. சுழற்சி மற்றும் சீரான அல்லாத அளவை இணைக்கும்போது வெட்டு உருவாக்கும்.பம்ப் மேப்பிங்கால் ஏற்படும் நிழல் டெர்மினேட்டர் கலைப்பொருட்களை தீர்க்க திருத்தங்களைப் பயன்படுத்துங்கள்வடிவ விசைகளின் தற்போதைய கலவையை வடிவவியலில் அகற்றுவதற்கு முன் பயன்படுத்தவும்ஏற்றுமதி செய்யப்பட்ட தரவுகளுக்கு தற்போதைய காட்சியின் அலகு (அலகு அளவால் வரையறுக்கப்பட்டுள்ளது) பயன்படுத்தவும்இறக்குமதி செய்யப்பட்ட தரவுகளுக்கு தற்போதைய காட்சியின் அலகு (அலகு அளவால் வரையறுக்கப்பட்டுள்ளது) பயன்படுத்தவும்பொருள் தரவுக்கு தற்போதைய புலப்படும் வடிவத்தைப் பயன்படுத்துங்கள், மேலும் அனைத்து வடிவ விசைகளையும் நீக்கவும்தனிப்பயன் அளவிடுதல் மற்றும் அலகுகள் அளவிடுதல் fbx அளவிற்கு பயன்படுத்தவும்ஒவ்வொரு பொருள் மாற்றத்திற்கும் தனிப்பயன் அளவிடுதல் மற்றும் அலகுகள் அளவிடுதல் ஆகியவற்றைப் பயன்படுத்துங்கள், fbx அளவுகோல் 1.0 ஆக உள்ளதுfbx அளவிற்கு தனிப்பயன் அளவிடலைப் பயன்படுத்துங்கள், மேலும் ஒவ்வொரு பொருள் மாற்றத்திற்கும் அலகுகள் அளவிடுதல்ஒவ்வொரு பொருள் மாற்றத்திற்கும் தனிப்பயன் அளவிடுதல், மற்றும் அலகுகள் fbx அளவிற்கு அளவிடுதல்தேர்ந்தெடுக்கப்பட்ட வடிவ விசைகளின் சிதைவுகளை அடிப்படை விசையில் பயன்படுத்தவும், அவற்றை அகற்றவும்சட் ஆழம் வரைபடம் அல்லது முகமூடியைப் பயன்படுத்தி 2d இல் புலத்தின் ஆழத்தைப் பயன்படுத்துங்கள்வெவ்வேறு சாயல் விளைவுகளைப் பயன்படுத்துங்கள்குழந்தைகளுக்கு விளைவுகளைப் பயன்படுத்துங்கள்ஒளி வடிவியல் மற்ற பொருள்களுடன் வெட்டும்போது கூர்மையான விளிம்புகளைத் தவிர்க்க வீழ்ச்சி தடவவும்போச் எலும்புகளின் இறுதி கட்டுப்படுத்தப்பட்ட நிலையை அவற்றின் மாற்றத்திற்கு பயன்படுத்துங்கள்ஒவ்வொரு புதுப்பிப்பிலும் நிலையான இயக்கம் டெல்டாக்களைப் பயன்படுத்துங்கள்ஃச் அச்சில் சக்தியைப் பயன்படுத்துங்கள்ஒய் அச்சில் சக்தியைப் பயன்படுத்துங்கள்சட் அச்சில் சக்தியைப் பயன்படுத்துங்கள்2d இல் மட்டுமே சக்தியைப் பயன்படுத்துங்கள்இயல்பான இடப்பெயர்ச்சியை மட்டும் பயன்படுத்துங்கள்உலகளாவிய விண்வெளி மாற்றத்தை பொருள் சுழற்சிகளுக்கு பயன்படுத்துங்கள். முடக்கப்பட்டால் மட்டுமே அச்சு இடம் கோப்பில் எழுதப்பட்டு அனைத்து பொருள் மாற்றங்களும் எஞ்சியுள்ளனபுள்ளி இயக்கத்திற்கு ஈர்ப்பு பயன்படுத்துங்கள்பொத்தானை அழுத்தவும்பொத்தானில் ஆப்டிக்சைப் பயன்படுத்துங்கள்பொத்தான் வெளியீட்டில் ஆப்டிக்சைப் பயன்படுத்துங்கள்பொத்தானின் காலத்திற்கு மறுநிகழ்வு ஆப்டிக்சைப் பயன்படுத்துங்கள்ஆப்டிக் செயல் மற்றும் இந்த செயலுக்கான ஒரே பயனர் பாதைகளுக்கு ஆப்டிக்சைப் பயன்படுத்துங்கள்கையொப்பமிடப்பட்ட தூர புலத்தில் சராசரி (பெட்டி) வடிகட்டியை மென்மையாக்குவதைப் பயன்படுத்தவும். தூரப் புலத்தின் பொதுவான மென்மையாக்கலுக்கு வேகமாகப் பிரிக்கக்கூடிய சராசரி வடிகட்டிஒரு வோக்சலுக்கு சராசரி (பெட்டி) வடிகட்டி மென்மையாக்கலைப் பயன்படுத்தவும். ஆரம் வரையறுக்கப்பட்ட பெட்டி வடிவத்தில் சுற்றியுள்ள வோக்சல்களின் சராசரி மதிப்பு வோக்சல் மதிப்பை மாற்றுகிறது.கையொப்பமிடப்பட்ட தூர புலத்திற்கு சராசரி வளைவு ஓட்டத்தை மென்மையாக்குவதைப் பயன்படுத்துங்கள். அதன் சராசரி வளைவின் அடிப்படையில் மேற்பரப்பை உருவாக்குகிறது, இயற்கையாகவே தட்டையான பகுதிகளை விட அதிக வளைவு பகுதிகளை மென்மையாக்குகிறதுஒரு வோக்சலுக்கு மீடியன் (பாக்ச்) வடிகட்டியை மென்மையாக்கவும். ஆரத்தால் வரையறுக்கப்பட்ட பெட்டி வடிவத்தில் சுற்றியுள்ள வோக்சல்களின் சராசரி மதிப்பு வோக்சல் மதிப்பை மாற்றுகிறது.கையொப்பமிடப்பட்ட தூர புலத்தில் சராசரி வடிப்பானைப் பயன்படுத்தவும். தொலைவு புலத்தில் கூர்மையான நற்பொருத்தங்கள் மற்றும் விளிம்புகளைப் பாதுகாக்கும் போது சத்தத்தைக் குறைக்கிறதுமாற்றியமைப்பைப் பயன்படுத்துங்கள் மற்றும் அடுக்கிலிருந்து அகற்றவும்மாற்றியமைப்பை புதிய வடிவ விசையாகப் பயன்படுத்துங்கள் மற்றும் அடுக்கிலிருந்து அகற்றவும்மாற்றியமைப்பை ஒரு புதிய சேப்ச்கேயாகப் பயன்படுத்துங்கள் மற்றும் அதை அடுக்கில் வைக்கவும்மெச் பொருள்களுக்கு மாற்றியமைப்பாளர்களைப் பயன்படுத்துங்கள் (ஆர்மேச்சரைத் தவிர்த்து) -வார்னிங்: ஏற்றுமதி வடிவ விசைகளைத் தடுக்கவும்ஏற்றுமதி செய்யப்பட்ட மெச்களுக்கு மாற்றியமைப்பாளர்களைப் பயன்படுத்துங்கள்கண்ணி பொருள்களுக்கு மாற்றியமைப்பாளர்களைப் பயன்படுத்துங்கள் (ஆர்மேச்சர் தவிர) - எச்சரிக்கை: ஏற்றுமதி வடிவ விசைகளைத் தடுக்கிறதுஅசலுக்குப் பிறகு புதிய சுழற்சியைப் பயன்படுத்துங்கள், அது ஒரு குழந்தையைப் போலபுதிய சுழற்சியை அசலுக்கு முன் பயன்படுத்துங்கள், அது பெற்றோரைப் போலஅசாதாரண விளைவுகளைப் பயன்படுத்துங்கள்ஏற்றுமதி செய்யப்பட்ட செங்குத்துகளுக்கு பொருள் உருமாற்றங்களைப் பயன்படுத்துங்கள்ஆஃப்செட்டை ஒட்டுமொத்தமாகப் பயன்படுத்துங்கள் (முந்தைய புள்ளிகள் புள்ளிகளை பாதிக்கும்)தலைகீழ் அனிமேசன் திசையில் ஆஃப்செட்டைப் பயன்படுத்துங்கள்வழக்கமான அனிமேசன் திசையில் ஆஃப்செட்டைப் பயன்படுத்துங்கள்ச்ப்லைனில் விண்ணப்பிக்கவும்ஒவ்வொரு சுட்டி நகரும் படியிலும் வண்ணப்பூச்சு தடவவும்தேர்வு செய்யப்படாத இறுதி புள்ளிகளுக்கு பஃப் பயன்படுத்துங்கள் (வேர் பஃபிங் செய்யும் போது முடி அளவை பராமரிக்க உதவுகிறது)தற்போதைய மதிப்புடன் (டெல்டா) ஒப்பிடுகையில் பயன்படுத்துங்கள்எக்ச்-மிரர் பயன்முறையில் ஒப்பீட்டு மாற்றங்களைப் பயன்படுத்துங்கள் (ஆட்டோ ஐகே உடன் ஆதரிக்கப்படவில்லை)பைட் படத்தை சேமிக்கும்போது காட்சி மாற்றத்தின் ஒரு பகுதியைப் பயன்படுத்துங்கள்இந்த படத்தை திரையில் காண்பிக்கும் போது காட்சி மாற்றத்தின் ஒரு பகுதியைப் பயன்படுத்துங்கள்அனைத்து அனிமேசன்களுக்கும் மாதிரியைப் பயன்படுத்துங்கள்தேர்ந்தெடுக்கப்பட்ட தடங்களுக்கு இடையில் தூரத்தை உருவாக்க கரைசலில் அளவைப் பயன்படுத்துங்கள்தேர்ந்தெடுக்கப்பட்ட கீற்றுகளின் அளவிடுதல் அவற்றின் குறிப்பிடப்பட்ட செயல்களுக்கு பயன்படுத்துங்கள்தேர்ந்தெடுக்கப்பட்ட வெர்டெக்ச் இருப்பிடங்களை மற்ற அனைத்து வடிவ விசைகளுக்கும் பயன்படுத்துங்கள்ஒவ்வொரு மாதிரியான மாதிரிக்கும் நிழல் தடமறிதல் பயன்படுத்துங்கள்சைனூசாய்டல் சிதைவைப் பயன்படுத்துங்கள்விளிம்புகளைப் பாதுகாக்கும் மென்மையான மற்றும் ஓவிய விளைவுகளுக்கு மென்மையான வடிப்பானைப் பயன்படுத்துங்கள்மேற்பரப்பை புனரமைக்காமல் மென்மையாக்குதல்வெர்டெக்ச் குழு தேர்வின் அடிப்படையில் செயலைப் பயன்படுத்துங்கள்அசல் மாற்றத்திற்குப் பிறகு செயல் சேனல்களைப் பயன்படுத்துங்கள், சீரமைக்கப்பட்ட பரம்பரை அளவிலான பயன்முறையில் ஒரு கற்பனை குழந்தைக்கு பயன்படுத்தப்படுவது போல. இது சுழற்சி மற்றும் அளவிற்கு இருப்பிடம் மற்றும் பிளவு சேனல்களுக்கு முழுமையை திறம்பட பயன்படுத்துகிறது.அசல் உருமாற்றத்திற்குப் பிறகு செயல் சேனல்களைப் பயன்படுத்துங்கள், ஒரு கற்பனை குழந்தைக்கு முழு பரம்பரை அளவிலான பயன்முறையில் பயன்படுத்தப்படுவது போல. சுழற்சி மற்றும் சீரான அல்லாத அளவை இணைக்கும்போது வெட்டு உருவாக்கும்.அசல் மாற்றம், இருப்பிடம், சுழற்சி மற்றும் அளவைக் கையாளுதல் தனித்தனியாக செயல் சேனல்களைப் பயன்படுத்துங்கள்அசல் உருமாற்றத்திற்கு முன் செயல் சேனல்களைப் பயன்படுத்துங்கள், சீரமைக்கப்பட்ட பரம்பரை அளவிலான பயன்முறையில் ஒரு கற்பனை பெற்றோருக்குப் பயன்படுத்தப்படுவது போல. இது சுழற்சி மற்றும் அளவிற்கு இருப்பிடம் மற்றும் பிளவு சேனல்களுக்கு முழுமையை திறம்பட பயன்படுத்துகிறது.அசல் மாற்றத்திற்கு முன் செயல் சேனல்களைப் பயன்படுத்துங்கள், ஒரு கற்பனை பெற்றோருக்கு முழு பரம்பரை அளவிலான பயன்முறையில் பயன்படுத்தப்படுவது போல. சுழற்சி மற்றும் சீரான அல்லாத அளவை இணைக்கும்போது வெட்டு உருவாக்கும்.அசல் மாற்றம், இருப்பிடம், சுழற்சி மற்றும் அளவைக் கையாளுவதற்கு முன் செயல் சேனல்களைப் பயன்படுத்துங்கள்தற்போதைய போசை புதிய ஓய்வு போசாகப் பயன்படுத்துங்கள்தேர்ந்தெடுக்கப்பட்ட அச்சில் சிதைவைப் பயன்படுத்துங்கள்மறைக்கப்பட்ட வடிவவியலுக்கு திருத்து செயல்பாட்டைப் பயன்படுத்துங்கள்கர்சரின் கீழ் அமைக்கப்பட்ட முகத்தில் மட்டும் வடிகட்டியைப் பயன்படுத்தவும்தேர்ந்தெடுக்கப்பட்ட அச்சில் சக்தியைப் பயன்படுத்துங்கள்சைகை நடவடிக்கையை பிரிவுக்குள் உள்ள பரப்புக்கு மட்டுமே அதன் விளைவை முழு வரியிலும் நீட்டிக்காமல் பயன்படுத்துங்கள்கொடுக்கப்பட்ட போச் நடவடிக்கையை ரிக்கில் பயன்படுத்துங்கள்கர்சர் இருப்பிடத்திற்கு பதிலாக செயலில் உள்ள வெர்டெக்சுக்கு அதிகபட்ச கிராப் வலிமையைப் பயன்படுத்துங்கள்பொருளின் பெற்றோர் அதன் தரவுக்கு நேர்மாறாகப் பயன்படுத்துங்கள்பொருளின் மாற்றத்தை அதன் தரவுக்கு பயன்படுத்துங்கள்பொருளின் காட்சி மாற்றத்தை அதன் தரவுக்கு பயன்படுத்துங்கள்தேர்ந்தெடுக்கப்பட்ட உருப்படிகளின் உள்ளடக்கத்தின் மீது மட்டுமே செயல்பாட்டைப் பயன்படுத்துங்கள் (அவற்றின் துணை மரத்தில் தரவு-தொகுதிகள்)தேர்ந்தெடுக்கப்பட்ட தரவு-தொகுதிகள் மற்றும் அவற்றின் அனைத்து சார்புகளிலும் செயல்பாட்டைப் பயன்படுத்துங்கள்தேர்ந்தெடுக்கப்பட்ட தரவு-தொகுதிகள் மீது மட்டுமே செயல்பாட்டைப் பயன்படுத்துங்கள்தேர்வு செய்யப்படாத வெர்டெக்ச் குழுக்களுக்கு பூட்டு/திறப்புக்கு நேர்மாறைப் பயன்படுத்துங்கள்உறவினர் நிலை ஆஃப்செட்டைப் பயன்படுத்துங்கள்அதே அமைப்பைப் பயன்படுத்துங்கள், ஆனால் எதிர் பக்க கட்டுப்பாட்டுக்கு பிரதிபலிக்கிறது, இது அடைப்புக்குறிக்குள் காட்டப்பட்டுள்ளது. எலும்புகள் ஒரே பக்கத்துடன் கட்டுப்பாட்டால் மட்டுமே பாதிக்கப்படும் (எ.கா., .எல் எலும்புகள் .l கட்டுப்பாட்டால் மட்டுமே பாதிக்கப்படும்). அவற்றின் பெயரில் ஒரு பக்கம் இல்லாத எலும்புகள் (எனவே இல்லை .l அல்லது .r) இரு கட்டுப்பாடுகளால் ஒவ்வொன்றும் 0.5 செல்வாக்குடன் பாதிக்கப்படும்தற்போதைய நிலைக்கு ஒப்பிடும்போது துணைப்பிரிவு மேற்பரப்பு அளவை ஆஃப்செட்டாகப் பயன்படுத்துங்கள்பண்புக்கூறின் உருமாற்றத்தின் மேல் இலக்கு பொருளின் உலக உருமாற்றத்தைப் பயன்படுத்தவும்நிரப்பப்பட்ட வளைவு/மேற்பரப்பைக் காட்டிலும் இதையும் அனைத்து முந்தைய சிதைவு மாற்றியமைப்பாளர்களையும் பயன்படுத்துங்கள்அனைத்து கீஃப்ரேம்களுக்கும் பொருந்தும்தேர்ந்தெடுக்கப்பட்ட வெர்டெக்ச் குழுக்களுக்கு விண்ணப்பிக்கவும்தேர்வு செய்யப்படாத வெர்டெக்ச் குழுக்களுக்கு விண்ணப்பிக்கவும்முன்னோட்டத்தைக் காண்பிப்பதில் ட்ராக் முகமூடியைப் பயன்படுத்துங்கள்பெற்றோருக்கு முன் மாற்றத்தைப் பயன்படுத்துங்கள்வீச்சு முதுகெலும்பு வடிவவியலுக்கு இரு பரிமாண அளவிடுதல் மற்றும் சுழற்சியைப் பயன்படுத்துங்கள்மென்மையான பிறகு தொகுதி பாதுகாப்பைப் பயன்படுத்துங்கள்அசல் அளவிடுதல் மீது தொகுதி பாதுகாப்பைப் பயன்படுத்துங்கள்ஆர்மேச்சர் மாற்றியமைத்தல் போன்ற பல எலும்புகளிலிருந்து எடை கலப்பு மாற்றத்தைப் பயன்படுத்துங்கள்தேர்ந்தெடுக்கப்பட்ட எஃப்-வளைவுகளை குறைந்த சமதளமாக்க எடையுள்ள நகரும் வழிகளைப் பயன்படுத்துங்கள்உறை/தானியங்கி வெர்டெக்ச் குழுக்கள் உருவாக்குவதற்கு ஃச் அச்சில் சமச்சீராக எடையை பயன்படுத்துங்கள்பின்னணி நிற சுற்றுப்புற மறுப்புடன் தோராயமான மறைமுக ஒளி. இது முழு உலகளாவிய வெளிச்சத்திற்கு விரைவான மாற்றீட்டை வழங்குகிறது, ஊடாடும் வியூபோர்ட் வழங்குதல் அல்லது குறைக்கப்பட்ட தரத்துடன் இறுதி ரெண்டர்கள்புதிய கண்ணி மீது தோராயமான முகங்களின் (குவாட்ச்)ஒரு அச்சில் வோக்சல்களின் தோராயமான எண்ணிக்கைமுனை மரத்தால் வரையறுக்கப்பட்ட தடிமன் சமமாக இருக்கும் ஒரு கோளமாக பொருளை தோராயமாக மதிப்பிடுங்கள்முனை மரத்தால் வரையறுக்கப்பட்ட தடிமன் எல்லையற்ற அடுக்காக பொருளை தோராயமாக மதிப்பிடுங்கள்இரண்டு ஒளிவிலகல் நிகழ்வுகளை கணக்கிட பொருளின் தடிமன் தோராயமாக (0 முடக்கப்பட்டுள்ளது) (நீக்கப்பட்டது)தோராயமாக எத்தனை பிரேம்கள் கரைந்து போக வேண்டும்ஏறக்குறைய எத்தனை பிரேம்கள் உலர்த்த வேண்டும்மேகங்கள் மற்றும் மூடுபனியில் சிதறுவதற்குப் பயன்படுத்தப்படும் நீர் துளிகளில் மை சிதறலின் தோராயமானதுஉடல் அடிப்படையிலான தொகுதி சிதறலுக்கான தோராயம்பொருளின் உள்ளே ஒளி இடைவினைகளை மாதிரியாகப் பயன்படுத்த பயன்படும் தோராயம்பயன்பாடுகள்அரேபியா -தன்னிச்சையான வெளியீட்டு மாறிகள். தன்னிச்சையான சேடர் முனை வெளியீடுகளுக்கு தனிப்பயன் வழங்குதல் பாச்களை வழங்கவும்வில்ஆர்கோசின் பயன்முறைகாப்பக நூலகங்கள்இந்த ஆதார நூலகத்தால் உருவாக்கப்பட்ட (மற்றும் சொந்தமானது) பேக் செய்யப்பட்ட ஐடிகளின் காப்பக நூலகங்கள்ஆர்க்மினிட்ச்ஆர்க்செகண்ட்ச்ஆர்க்சைன் பயன்முறைArctan2 பயன்முறைஆர்க்டாங்கென்ட் பயன்முறைதேர்வு அளவுகோல்களுக்கு எதிராக தனித்தனியாக சோதனை செய்யப்படுகின்றன, அவற்றின் விசைகளிலிருந்து சுயாதீனமாக. தேர்வு செய்யப்படும்போது, கைப்பிடிகள் (டி) அவற்றின் சாவியுடன் ஒற்றுமையாக தேர்ந்தெடுக்கப்படுகின்றனபுதுப்பித்தல் தேவைப்படும் எலும்பு பாதைகள் ஏதேனும் உள்ளதா (படிக்க மட்டும்)பரப்பு ஒளிபரப்பு விளக்குகள் மட்டுமே பயன்படுத்த முடியும்: "%s"இயல்பான பரப்புபரப்பு சாதாரண வீழ்ச்சிபரப்பு சாதாரண வரம்புபரப்பு வானூர்திபரப்பு ஆரம்பரப்பு ஆரம் அழுத்தம்பரப்பு இடங்கள்பரப்பு எடைபுறஊதா மற்றும் 3டி முகங்களுக்கு இடையில் பரப்பு விலகல்பரப்பு உயரம்உட்பிரிவு திரையில் உள்ள பரப்பு, ஒரு ஆசிரியர் கொண்டவர்செயலில் உள்ள திரையில் காணப்படாத பரப்பு3D இடத்தில் முகத்தின் பகுதிஇந்த முக்கோணத்தின் பரப்புஉருவகப்படுத்துதலின் விளைவுகளுக்கு சிதைவு வீழ்ச்சியைப் பயன்படுத்துவதற்கான பரப்புபரப்பு அகலம்பகுதிகள்கோர் மேட் முகமூடியில் உள்ள பகுதிகள் மேட்டில் சேர்க்கப்பட்டுள்ளனகுப்பை மேட் முகமூடியில் உள்ள பகுதிகள் மேட்டிலிருந்து விலக்கப்பட்டுள்ளனபடத்திற்கு வெளியே உள்ள பகுதிகள் படத்தின் மறுநிகழ்வுகளால் நிரப்பப்பட்டுள்ளனபடத்திற்கு வெளியே உள்ள பகுதிகள் படத்தில் உள்ள மிக நெருக்கமான எல்லை பிக்சலால் நிரப்பப்பட்டுள்ளனபடத்திற்கு வெளியே உள்ள பகுதிகள் பூச்சியத்தால் நிரப்பப்பட்டுள்ளனதிரை பிரிக்கப்பட்ட பகுதிகள்வாதங்கள்கைஆர்மேச்சர்தொல்லையின்மைஎளிதாகஎளிதாக்குங்கள்புதியவெளியேமாதிரிகள்ஆர்மேச்சர் '%s' எலும்பு '%s' கொண்டிருக்கவில்லைஆர்மேச்சர் '%s' திருத்து பயன்முறையில் இல்லை, ஒரு எடிட்போனைச் சேர்க்க முடியாதுஆர்மேச்சர் '%s' திருத்து பயன்முறையில் இல்லை, ஒரு எடிட்போனை அகற்ற முடியாதுஆர்மேச்சர் எலும்பு வசூல்ஆர்மேச்சர் எலும்புகள்ஆர்மேச்சர் கட்டுப்பாடுஆர்மேச்சர் வரையறுக்கப்பட்டுள்ளதுஆர்மேச்சர் சிதைவுஆர்மேச்சர் சிதைவு கட்டுப்பாட்டு இலக்குகள்ஆர்மேச்சர் எடிட்ட்போன்கள்ஆர்மேச்சர் fbxnode வகைஆர்மேச்சர் மாற்றியமைப்பாளர்ஆர்மேச்சர் மேலடுக்குகள்ஆர்மேச்சர் எலும்பு, கண்ணி அல்லது லட்டு வெர்டெக்ச் குழு, ...எலும்புகளின் வரிசைமுறையைக் கொண்ட ஆர்மேச்சர் டேட்டா-பிளாக், பொதுவாக எழுத்துக்களை மோசடி செய்ய பயன்படுத்தப்படுகிறதுஆர்மேச்சர் டேட்டா-பிளாக்ச்ஆர்மேச்சர் சிதைவு மாற்றியமைப்பாளர்ஆர்மேச்சருக்கு செயலில் எலும்பு சேகரிப்பு இல்லை, முதலில் ஒன்றைத் தேர்ந்தெடுக்கவும்ஆர்மேச்சருக்கு செயலில் பொருள் எலும்பு இல்லைஆர்மேச்சர் பொருள் சிதைக்கஎலும்புத் தகவலைப் பெறுவதற்கான ஆர்மேச்சர் பொருள்முகமூடியுக்கு எலும்புகளின் மூலமாக பயன்படுத்த ஆர்மேச்சர்ஆர்மேச்சரின் செயலில் உள்ள எலும்புஆர்மேச்சரின் செயலில் எலும்பு சேகரிப்புமின்னகம்(கள்)ஆர்மேச்சர்-தொடர்புடைய தலைஆர்மேச்சர்-தொடர்புடைய வால்ஆர்மேச்சர் தொடர்பான அமைப்புகள்ஆயுதங்கள்அர்மேச்சர்ச் செயலில் திருத்து எலும்புசட்டகம் சுற்றிதேர்ந்தெடுக்கப்பட்ட UV தீவுகளை ஒரு வரியில் வரிசைப்படுத்துங்கள்புதிய முக்கோணங்களை சமமாக (மெதுவாக) ஏற்பாடு செய்யுங்கள்வீச்சுகள் அடுக்கி வைக்கும் வரிசையை ஏற்பாடு செய்யுங்கள்வரிசைவரிசை (மரபு)வரிசை அனைத்து உருப்படிகளையும் வரிசைப்படுத்தவும்வரிசை நீளம்வரிசை மாற்றியமைப்பாளர்வரிசை நகல் மாற்றியமைப்பாளர்வரிசை நீள கணக்கீட்டு முறைவரிசை நீளம் பொருந்தாத தன்மை (எதிர்பார்க்கப்படும் %d, கிடைத்தது %d)வரிசை நீள பொருந்தாத தன்மை (கிடைத்தது %d, மேலும் எதிர்பார்க்கப்படுகிறது)பிரேம் இயல்பாக்கப்பட்ட ஆயத்தொகுதிகளில் இடைமுகம் செவ்வக மூலைகளை குறிக்கும் ஆயங்களின் வரிசைமார்க்கர் நிலைக்கு ஒப்பிடும்போது இயல்பாக்கப்பட்ட ஆயத்தொகுதிகளில் வடிவத்தின் மூலைகளை குறிக்கும் ஆயங்களின் வரிசைஅரி அலெக்சா 65அரி அலெக்சா எல்.எஃப்அரி அலெக்சா மினி & எச்எக்ச்டிஅம்புஅம்புக்குறி அளவுஅம்புகள்திரவத்தின் உள்ளே அழுத்தம் வேறுபாடுகளின் அடிப்படையில் எதிர்மறை ஈர்ப்பு திசையில் செயற்கை மிதப்பு ஆற்றல்'தெளிவான பெற்றோர்', ஆனால் பொருளின் தற்போதைய காட்சி மாற்றங்களை வைத்திருங்கள்உதாரணமாகnurbs எனவழங்குதல் பாச் எனஆசிக்மின்ஆசிக்மின்-செர்லிசேமிக்கப்படாத மாற்றங்களுடன் வெளியேறும்போது உறுதிப்படுத்தலைக் கேளுங்கள்நற்பொருத்தம்தோற்ற விகிதம்நற்பொருத்தம் ஃச்நற்பொருத்தம் ஒய்நிலக்கீல் (நொறுக்கப்பட்ட)சொத்துசொத்து ('%s') ஒரு செயல் தரவு-தடுப்பு அல்லசொத்து கலப்பு பாதைசொத்து உலாவிசொத்து உலாவி தற்போதைய கோப்பு நூலகத்திற்கு அமைக்கப்பட வேண்டும்சொத்து பட்டியல்சொத்து பட்டியல்:சொத்து பட்டியல்கள்சொத்து தரவுசொத்து பிழைத்திருத்த செய்திசொத்து விவரங்கள்சொத்து நூலகங்கள்சொத்து நூலகங்கள் உள்ளக கோப்பகங்களாகும், அவை .கலப்பு உள்ளே உள்ள சொத்துக்களைக் கொண்ட கோப்புகளைக் கொண்டிருக்கலாம். கோப்பு பாதைகள் பிரிவில் இருந்து சொத்து நூலகங்களை விருப்பங்களில் நிர்வகிக்கவும்சொத்து நூலகம்சொத்து நூலக அடையாளங்காட்டிசொத்து நூலக குறிப்புசொத்து நூலக வகைசொத்து நூலகம் காணப்படவில்லைசொத்து நூலகம்: தற்போதைய கோப்புசொத்து நூலகம்: அத்தியாவசியங்கள்சொத்து மேனிலை தரவுசொத்து பிரதிநிதித்துவம்சொத்து தேர்ந்தெடுக்கப்பட்ட அளவுருக்கள்சொத்து அலமாரிசொத்து அலமாரியில் தலைப்புசொத்து அலமாரியின் பெயர்சொத்து அலமாரியில் குழுஅசெட் செல்ஃப் பிராந்திய கருப்பொருள்சொத்து குறிச்சொல்சொத்து குறிச்சொற்கள்சொத்து பலவீனமான குறிப்புசொத்து கலப்பு கோப்பு திருத்தக்கூடியது அல்லஇந்தக் கோப்பிலிருந்து சொத்தை மாற்ற முடியாதுஇந்த சொத்து நூலகத்தில் சொத்து பட்டியல்களைத் திருத்த முடியாதுசொத்து தரவை சொத்துக்களுக்கு மட்டுமே ஒதுக்க முடியும். சொத்தாக குறிக்க சொத்து_மார்க் () ஐப் பயன்படுத்தவும்.சொத்து தரவு எதுவும் இருக்க முடியாதுசொத்து தரவு, கோப்பு ஒரு சொத்தை குறிக்கும் என்றால் செல்லுபடியாகும்சொத்து கோப்பு திருத்தக்கூடியது அல்லசொத்து என்பது ஒரு வடிவியல் முனை குழு அல்லசொத்து நூலகம் திருத்தக்கூடியது அல்லபுதிய தூரிகையை சேமிக்க சொத்து நூலகம் பயன்படுத்தப்படுகிறதுபுதிய போசை சேமிக்க சொத்து நூலகம் பயன்படுத்தப்படுகிறதுசொத்து ஏற்றுதல் முடிக்கப்படவில்லைவெளிப்புற சொத்து நூலகங்களிலிருந்து சொத்து மீத்தரவுகளைத் திருத்த முடியாது, தற்போதைய கோப்பில் சேமிக்கப்பட்ட சொத்துக்கள் மட்டுமே திருத்த முடியும்வெளிப்புற நூலகங்களிலிருந்து சொத்து மெட்டாடேட்டாவைத் திருத்த முடியாது. தற்போதைய கோப்பில் சேமிக்கப்பட்ட சொத்துக்களை மட்டுமே திருத்த முடியும்.சொத்து கிடைக்கவில்லைசொத்து கிடைக்கவில்லை: '%s'சொத்து அலமாரியில் போபோவர் பேனல் வகை கிடைக்கவில்லைசொத்துக்கள்தற்போதைய கோப்பில் உள்ள சொத்துக்களை தனித்தனியாக சேமிக்க முடியாதுதற்போதைய கோப்பில் உள்ள சொத்துக்களை மாற்ற முடியாதுஒதுக்கFK சேகரிப்புகளை ஒதுக்குங்கள்தேர்ந்தெடுக்கப்பட்ட எலும்புகள்/பொருள்களிலிருந்து பெறப்பட்ட இலக்குகளுடன் ஐகேமூலப்பொருள் ஒதுக்கமுதன்மை சேகரிப்புகளை ஒதுக்கவும்இரண்டாம் நிலை சேகரிப்புகளை ஒதுக்குங்கள்மாற்ற சேகரிப்புகளை ஒதுக்குங்கள்உள் விளிம்புகளுக்கு ஒரு மடிப்பு ஒதுக்குங்கள்வெளிப்புற விளிம்புகளுக்கு ஒரு மடிப்பு ஒதுக்குங்கள்விளிம்பை உருவாக்கும் விளிம்புகளுக்கு ஒரு மடிப்புகளை ஒதுக்குங்கள்வடிவியல் கூறுகளுக்கு ஒரு மூலப்பொருளை ஒதுக்குங்கள்இந்த செயல்பாட்டை அழைப்பதற்கு முன் "%s" க்கு "%s" க்கு ஒதுக்குங்கள்தேர்வுக்கு செயலில் உள்ள மூலப்பொருள் ச்லாட்டை ஒதுக்குங்கள்தேர்ந்தெடுக்கப்பட்ட அனைத்து எலும்புகளையும் ஒரு சேகரிப்புக்கு ஒதுக்குங்கள், அல்லது செயலில் உள்ள எலும்பு ஏற்கனவே ஒதுக்கப்பட்டுள்ளதா இல்லையா என்பதைப் பொறுத்து அவற்றை ஒதுக்கவும்இந்த சேகரிப்புக்கு குறுக்குவெட்டு முன்னுரிமை மதிப்பை ஒதுக்குங்கள்சேகரிப்புக்கு எந்த வண்ண குறிச்சொல்லையும் ஒதுக்க வேண்டாம்தேர்ந்தெடுக்கப்பட்ட வீச்சுகள் செயலில் உள்ள மூலப்பொருள் ச்லாட்டை ஒதுக்கவும்தனிப்பயன் பண்புகளின் தற்போதைய மதிப்புகளை அவற்றின் இயல்புநிலையாக ஒதுக்குங்கள், என்எல்ஏ டிராக் கலவையில் மீதமுள்ள ஒரு பகுதியாக பயன்படுத்தஊக் பொருளின் செயலில் உள்ள எலும்புக்கு கொக்கி ஒதுக்கவும்தேர்ந்தெடுக்கப்பட்ட செங்குத்துகளை ஒரு கொக்கிக்கு ஒதுக்குங்கள்தேர்ந்தெடுக்கப்பட்ட செங்குத்துகளை புதிய வெர்டெக்ச் குழுவிற்கு ஒதுக்குங்கள்தேர்ந்தெடுக்கப்பட்ட செங்குத்துகளை செயலில் உள்ள வெர்டெக்ச் குழுவிற்கு ஒதுக்குங்கள்மதிப்பை ஒதுக்கஒதுக்கப்பட்ட குறுக்குவழி {:d} முதல் {:s}ஒதுக்கீட்டு மதிப்புஒதுக்கீட்டு மதிப்பு (ஒரு சரமாக)சமச்சீரற்றச்ட்ராண்ட் தடிமன் வடிவ சரிசெய்தலின் சமச்சீரற்ற தன்மைஇல்மையத்தில்கர்சரில்முதலில்கடைசியாகபுனரமைப்புக்கு இரண்டு கீஃப்ரேம்களிலும் குறைந்தது 8 பொதுவான தடங்கள் தேவைஇந்த பார்வை அடுக்கில் குறைந்தது ஒரு சேகரிப்பில் ஏற்றுமதியாளர் இருக்கிறார்குறைந்தது ஒரு முனை தேர்ந்தெடுக்கப்பட வேண்டும்.தோற்றம் நிலையை வரையறுக்க மூட்டையுடன் குறைந்தது ஒரு தடத்தைத் தேர்ந்தெடுக்க வேண்டும்குறைந்தது இரண்டு புள்ளிகள் தேவைகுறைந்தது {:d} முனைகள் தேர்ந்தெடுக்கப்பட வேண்டும்.சாவியைச் சேர்க்க எந்த இடைவெளியில்எந்த இடைவெளியில் பிரேம்களுக்கு ஒடிப்பதுஎந்த இடைவெளியில் விநாடிகள் வரைவளிமண்டல கொந்தளிப்புமுடி வளைவுகளை மேற்பரப்பில் இணைக்கவும்பயன்முறையை இணைக்கவும்முனைகளை இணைக்கவும்செயலில் உள்ள முனையை ஒரு சட்டத்துடன் இணைக்கவும்தேர்ந்தெடுக்கப்பட்ட முனைகளை இணைக்கவும்தேர்ந்தெடுக்கப்பட்ட முனைகளை புதிய பொதுவான சட்டத்துடன் இணைக்கவும்முடி வளைவுகளை மேற்பரப்பு கண்ணி இணைக்கிறதுஇணைப்பு புறஊதாஇணைப்பு செல்லுபடியாகும்ஒவ்வொரு வளைவின் இணைப்பு மேற்பரப்பு புற ஊதா ஆயத்தொலைவுகள்தாக்குதல் நேரம்இந்த தூரத்தில் அதிகபட்சமாக போய்ட்ச் தாக்குதல்செயலற்ற சார்பு வரைபடத்திலிருந்து பிணைக்க முயற்சிதூய்மைப்படுத்தும் நடவடிக்கையின் ஒரு பகுதியாக காட்சிகளை நீக்கும் முயற்சி, ஒருபோதும் நடக்கக்கூடாது'ALLPURPOSE' பொருட்களை இறக்குமதி செய்ய முயற்சி.'முழு' பொருட்களை இறக்குமதி செய்ய முயற்சி. அந்த வரிசையில், குறைவடையும் என 'AllPurpose' அல்லது 'முன்னோட்டம்' பொருட்களை ஏற்றவும்'முன்னோட்டம்' பொருட்களை இறக்குமதி செய்ய முயற்சி. 'ALLPURPOSE' பொருட்களை ஒரு குறைவடையும்கொடுக்கப்பட்ட நோக்கத்துடன் பொருட்களை இறக்குமதி செய்ய முயற்சி. இந்த நோக்கத்துடன் எந்த பொருளும் பழமையானதாக இல்லை என்றால், வேறு எந்த பிணைப்பு பொருளையும் ஏற்றுவதில் பின்வாங்கவும்உருமாற்றத்திற்கு முன் ஒரு புள்ளி கைப்பிடியைத் தேர்ந்தெடுக்க முயற்சிக்கவும்அனிமேசன் செய்ய முடியாத ஐடியில் நடவடிக்கை அமைக்க முயற்சிசெயலற்ற சார்பு வரைபடத்திலிருந்து கட்டாயப்படுத்த முயற்சிச்லாட் அடையாளங்காட்டியை "%s" க்கு அமைக்க முயற்சிக்கப்பட்டது, ஆனால் வகை முன்னொட்டு ச்லாட்டின் 'target_id_type' "%s" உடன் பொருந்தவில்லை. அதற்கு பதிலாக "%s" என அமைக்கிறது.விழிப்புணர்வுவிழிப்புணர்வு மாறிலிபண்புக்கூறுபண்புக்கூறு ' %s' (பிளெண்டர் டொமைன் %d, வகை %d) அமெரிக்க டாலராக மாற்ற முடியாதுபண்புக்கூறு தரவு கண்டறியப்பட்டதுபண்புக்கூறு டொமைன்பண்புக்கூறு டொமைன் வகைபண்புக்கூறு குழுபண்புக்கூறு பெயர்பண்புக்கூறு முனைபண்புக்கூறு சிறப்புபண்புக்கூறு புள்ளிவிவரம்பண்புக்கூறு உரைபண்புக்கூறு வகைபண்புக்கூறு இல்லை: "{}"பண்புக் களம்தேர்வு மற்றும் குழு ஐடி உள்ளீடுகளுக்கான பண்புக்கூறு டொமைன்இந்த வடிவியல் வகையால் ஆதரிக்கப்படாத பண்புக்கூறு டொமைன்காண்பிக்க பண்புக்கூறு டொமைன்இலவச தனிப்பயன் இயல்புகளைச் சேமிக்க டொமைன் டொமைன்பண்புக்கூறு வெளியீட்டை உருவாக்க வடிவியல் முனைகள் மாற்றியமைப்பாளரால் பயன்படுத்தப்படும் பண்புக்கூறு டொமைன்சுட்டுக் கொல்லப்பட்ட தரவுகளில் பண்புக்கூறு சேமிக்கப்படும் பண்புக்கூறு டொமைன்பண்புக்கூறு டொமைன் உருவகப்படுத்துதல் நிலையில் சேமிக்கப்படுகிறதுபண்புக்கூறு இந்த வடிவவியலின் ஒரு பகுதியாக இல்லைபண்புக்கூறு தேவை மற்றும் அகற்ற முடியாதுபண்புக்கூறு பெயர் காலியாக இருக்க முடியாதுவிளிம்பு எடைக்கு பண்புக்கூறு பெயர்வெர்டெக்ச் எடைக்கு பண்புக்கூறு பெயர்பசை எழுதுகோல் லேயரில் பண்புக்கூறுஉதாரணமாக பண்புக்கூறுகண்ணி விளிம்பில் பண்புக்கூறுகண்ணி முகம் மூலையில் பண்புக்கூறுகண்ணி முகங்களில் பண்புபுள்ளியில் பண்புக்கூறுச்ப்லைனில் பண்புக்கூறுமேலே உள்ள வடிவவியலில் பண்புக்கூறுஒரு புள்ளி/வெர்டெக்சுக்கு பண்புக்கூறுமுக்கிய வடிவவியலில் தற்போதைய உறுப்புக்காக சேமிக்கப்படும் பண்புக்கூறு மதிப்புபண்புக்கூறுகள்மாற்றுவதற்கான பண்புக்கூறுகள்குழுவிற்குள் பயன்படுத்தப்படும் இந்த பெயர்களுடனான பண்புக்கூறுகள் ஏற்கனவே உள்ள பண்புகளுடன் முரண்படலாம்ஆடியோஆடியோ சேனல்கள்ஆடியோ கோடெக்ஆடியோ சாதனம்ஆடியோ கலவை இடையகஆடியோ மாதிரி வடிவம்ஆடியோ மாதிரி வீதம்ஆடியோ ச்க்ரப்பிங்ஆடியோ துண்டுஆடியோ பிட்ரேட் (kb/s)ஆடியோ சேனல் எண்ணிக்கைஆடியோ சேனல்கள்ஆடியோ வெளியீட்டு சாதனம்ஆடியோ மாதிரி வடிவம்ஆடியோ மாதிரி வடிவம் ஆதரிக்கப்படவில்லைஆடியோ மாதிரி வீதம்ஆடியோ மாதிரி வீதம் (மாதிரிகள்/கள்)ஒலி அளவுஏற்புநூலாசிரியர்அசல் பிளெண்டர் பொருள் மற்றும் பொருள் தரவு பெயர்களைக் கொண்ட யு.எச்.டி தனிப்பயன் பண்புக்கூறுகள்நூலாசிரியர்:தானிஆட்டோ சீரமை முடிவுஆட்டோ சீரமை தீவிர எலும்புஆட்டோ சீரமை {:s}வாகன அச்சுஆட்டோ கலவை/வெளியேஆட்டோ பிணைப்புஆட்டோ மூடு எழுத்து சோடிகள்ஆட்டோ உருவாக்குவாகன ஆழம்தானாக கண்டறிதல்ஆட்டோ யூலர்ஆட்டோ பறக்கும் விரைவுஆட்டோ கைப்பிடிஆட்டோ கைப்பிடி தேர்ந்தெடுக்கப்பட்டதுஆட்டோ கைப்பிடி மென்மையானதுபுதிதாக சேர்க்கப்பட்ட எஃப்-வளைவுகளுக்கு பயன்படுத்தப்படும் ஆட்டோ கைப்பிடி மென்மையான பயன்முறைஆட்டோ ஐகேஆட்டோ ஐகே நீளம்: %dஆட்டோ மறு செய்கை எண்ணிக்கைஆட்டோ கீஃப்ரேம்ஆட்டோ கீஃப்ரேம் செருகல் கிடைக்கிறதுஆட்டோ கீஃப்ரேம் செருகும் தொகுப்பு செருகவும்ஆட்டோ கீஃப்ரேமிங்ஆட்டோ கீயிங்ஆட்டோ கீயிங் இயக்குஆட்டோ கீயிங் காட்டிஆட்டோ கீயிங் பயன்முறைஆட்டோ கீயிங் ஆன்ஆட்டோ ஒன்றிணைப்புஆட்டோ ஒன்றிணைப்பு & பிளவுஆட்டோ ஒன்றிணைப்பு செங்குத்துகள்ஆட்டோ இயல்பாக்கம்ஆட்டோ இயல்பாக்குதல்ஆட்டோ முன்னோக்குஆட்டோ ரெயின்போஆட்டோ புதுப்பிப்புதானாக அகற்றுஆட்டோ ரன் பைதான் கைஉரைகள்தற்காலிக கோப்புகளை தானாக சேமிக்கவும்ஆட்டோ சேமிப்பு நேரம்ஆட்டோ மென்மையானவாகன படிஆட்டோ அமைப்பு இடம்ஆட்டோ டைல்ஆட்டோ உருமாற்றம்ஆட்டோ புதுப்பிப்புவாகன விரைவுஆட்டோ wxyz to yrgbஆட்டோ xyz முதல் rgb வரைஆட்டோ சூம்ஆட்டோ இறுகியதுபிளெண்டரை இயக்குவதற்கு சிறந்த சி.பீ.யை ஆட்டோ கண்டறிதல்தானியங்கி கைப்பிடிஆட்டோ சுற்றுப்பாதை மையத்தை மாறும் வகையில் அமைக்கிறது. முழுமையான மாதிரி பார்வையில் இருக்கும்போது, முழு மாதிரியின் அளவின் நடுவண் சுழற்சி புள்ளியாகப் பயன்படுத்தப்படுகிறது. நீங்கள் நெருக்கமாக செல்லும்போது, உங்கள் பார்வையின் மையத்திற்கு நெருக்கமான ஒரு பொருளில் சுற்றுப்பாதை நடுவண் அமைக்கப்படும்.ஆட்டோ-கிளாம்பட் கைப்பிடிஆட்டோ-கிளாம்பட் கைப்பிடி தேர்ந்தெடுக்கப்பட்டதுதானாக கண்டறியவும்ஆட்டோ செயல்படுத்தும் பாதைகள்ஆட்டோ-கீஃப்ராமிங்ஆட்டோ-கீவிங் பயன்முறைஅனிமேசனை பாதிக்காத விசைகள் செருகும் விசைகளை ஆட்டோ-கீனிங் தவிர்க்கும்ஆட்டோ-பூட்டு விசை அச்சுஆட்டோ-பூட்டு அடுக்குகள்ஆட்டோ-மாசிங்ஆட்டோ-மாசிங் லேயர்ஆட்டோ-மாச்கிங் மூலப்பொருள்ஆட்டோ-மாச்கிங் வீச்சுகள்ஆட்டோ-மெர்ச் கீஃப்ரேம்கள்ஆட்டோ-ஆஃப்செட்ஆட்டோ-refreshதானாக அகற்றப்பட்ட வழிகாட்டிகளை நிரப்புதானாக சேமிப்புதானாகச் சேமித்த விருப்பத்தேர்வுகள்ஆட்டோ-மென்மையானஆட்டோ-ச்டெப்ஆட்டோ-வேகம்ஆட்டோ-ஆஃப்செட்ஆட்டோ-ஆஃப்செட் திசைஆட்டோ-ஆஃப்செட் விளிம்புஆட்டோ-ஆஃப்செட் திசை: %sஆட்டோபேக் இயக்கப்பட்டது, எனவே கோப்பு சேமிப்பில் படம் மீண்டும் நிரம்பியிருக்கும்தன்னியக்க வேறுபாடுஆட்டோக்கி செருகல் தேவைஆட்டோலாக் செயலற்ற அடுக்குகள்ஆட்டோமேச்கிங்தானியங்கிதானியங்கி எலும்பு நோக்குநிலைதானியங்கி தளர்த்தல்தானியங்கி பெயர்தானியங்கி துருவல் தூரம்தானியங்கி சப்ஃப்ரேம்கள்முடுக்கம் தாவல்களைத் தவிர்ப்பதற்காக தானியங்கி கைப்பிடிகள் சரிசெய்யப்படுகின்றன, இதன் விளைவாக மென்மையான வளைவுகள் ஏற்படுகின்றன. இருப்பினும், முக்கிய மாற்றங்கள் வளைவின் பெரிய நீளத்தின் மீது இடைக்கணிப்பை பாதிக்கலாம்.தானியங்கி கைப்பிடிகள் உடனடியாக அருகிலுள்ள விசைகளை கணக்கில் எடுத்துக்கொள்ளுங்கள்மென்மையான வளைவுகளை உருவாக்கும் தானியங்கி கைப்பிடிகள்மென்மையான வளைவுகளை உருவாக்கும் தானியங்கி கைப்பிடிகள் கீஃப்ரேம்களில் மட்டுமே திசையை மாற்றும்நேர் கோடுகளை உருவாக்கும் தானியங்கி கைப்பிடிகள்பொருள்கள் மற்றும் எலும்புகளுக்கான தானியங்கி கீஃப்ரேம் செருகல் (புதிய காட்சிகளுக்கு பயன்படுத்தப்படும் இயல்புநிலை அமைப்பு)செயலில் கீயிங் தொகுப்பைப் பயன்படுத்தி தானியங்கி கீஃப்ரேம் செருகல்விமான மூலைகளை நகர்த்தும்போது தானியங்கி கீஃப்ரேம் செருகல்இடைமுகம் அளவின் அடிப்படையில் தானியங்கி வரி அகலம்தானியங்கி வெளியீட்டு வகை கண்டறிதல்தானியங்கி படப்புள்ளி அளவு, பயனர் இடைமுக அளவைப் பொறுத்ததுகட்டிட-தொகுதி கூறுகளிலிருந்து தானியங்கி மோசடிதற்காலிக கோப்புகளை தற்காலிக கோப்புகளை தானாக சேமிப்பது, செயல்முறை ஐடியைப் பயன்படுத்துகிறது. எச்சரிக்கை: சிற்பம் மற்றும் திருத்து பயன்முறை தரவு சேமிக்கப்படாதுஎலும்புகளிலிருந்து தானியங்கி எடைகள்தேர்ந்தெடுக்கப்பட்ட பொருட்களில் லேட்டிச் மாற்றிகளை தானாகச் சேர்க்கவும்வெவ்வேறு இடைவெளிகளுக்கு நிலையான முடிவுகளை வழங்க வலிமையை தானாக சரிசெய்யவும்வியூபோர்ட்டின் மையத்திற்கு அருகில் உள்ள பொருட்களின் தூரத்தின் அடிப்படையில் பறக்கும் வழிசெலுத்தல் வேகத்தை தானாகவே சரிசெய்கிறது, இது சிக்கலான காட்சிகளுக்கு வழிசெலுத்துவதை எளிதாக்குகிறது. ஒவ்வொரு முறை இயக்கம் தொடங்கும் போதும் விரைவு மீண்டும் கணக்கிடப்படுகிறது.தூய்மையான இடவியல் உருவாக்க மற்றும் கூர்மையான அம்சங்களை வரையறுக்க தூரங்களை தூரிகை திசையில் தானாக சீரமைக்கவும். செயல்திறன் தாக்கத்தை ஏற்படுத்துவதால் குறைந்த பாலி மெச்களில் சிறந்தது.டைம்லைனில் சேர்த்த பிறகு, மவுச் மூலம் கீற்றுகளை தானாக மொழிபெயர்க்கத் தொடங்குங்கள்அளவின் அடிப்படையில் கடுமையான உடல் பொருள்களுக்கான வெகுசன மதிப்புகளை தானாக கணக்கிடுங்கள்சாதனத்தைப் பொறுத்து தானாகவே விண்டாப் அல்லது சாளரங்கள் மை தேர்வு செய்யவும்அளவிடுதல் காரணியின் அடிப்படையில் தானாக வடிகட்டியைத் தேர்வுசெய்கசிபியு மற்றும் படத்தின் அடிப்படையில் தானாகவே முறையைத் தேர்வுசெய்கஏற்கனவே பெரும்பாலான சீரமைப்பு உள்ள திசையை தானாகவே தேர்வு செய்யவும்கணினி வரையறுக்கப்பட்ட மொழியை தானாகவே தேர்வுசெய்தால் அல்லது ஆங்கிலத்திற்கு (யுஎச்) வீழ்ச்சி தேர்வு செய்யவும்உரை திருத்தியில் தட்டச்சு செய்யும் போது தானாகவே தொடர்புடைய எழுத்து சோடிகளை மூடுமூலத்திற்கும் இலக்கு மெச்களுக்கும் இடையில் சிறந்த போட்டியைப் பெற தானாகவே மாற்றத்தை கணக்கிடுங்கள். எச்சரிக்கை: பொருள்களின் கையேடு பொருத்தத்தைப் போல முடிவுகள் ஒருபோதும் நல்லதாக இருக்காதுஎல்லா புதிய தாவல்களையும் புதிய மற்றும் ஏற்றப்பட்ட உரை கோப்புகளுக்கான இடைவெளிகளாக தானாக மாற்றவும்ஒரு சட்டத்திற்கு பல உருவகப்படுத்துதல் படிகளை எப்போது செய்ய வேண்டும் என்பதை தானாகவே தீர்மானிக்கவும்சாக்கெட் எவ்வாறு பயன்படுத்தப்படுகிறது என்பதை அடிப்படையாகக் கொண்டு ஒரு நல்ல கட்டமைப்பு வகையை தானாகவே கண்டறியவும்தேர்ந்தெடுக்கப்பட்ட படங்களில் அனிமேசன் காட்சிகளை தானாகவே கண்டறியவும் (கோப்பு பெயர்களின் அடிப்படையில்)தேர்ந்தெடுக்கப்பட்ட தொகுதி கோப்புகளில் (கோப்பு பெயர்களின் அடிப்படையில்) அனிமேசன் காட்சிகளை தானாகவே கண்டறியவும்அம்சங்களைக் கண்டறிந்து, கண்காணிக்க இடம் குறிப்பான்கள்திசையன் நோக்கி சுழல சிறந்த சுழற்சி அச்சை தானாகவே கண்டறியவும்கோப்புகளுக்கான காட்சி வகையை தானாக தீர்மானிக்கவும்மதிப்பிடப்பட்ட உமிழ்வு தீவிரத்தின் அடிப்படையில், மேற்பரப்பு மாதிரிக்கு ஒரு ஒளியாக கருதப்பட வேண்டுமா என்பதை தானாக தீர்மானிக்கவும்கோப்புகளுக்கான வரிசை முறையை தானாக தீர்மானிக்கவும்சிபியு களின் அடிப்படையில் நூல்களின் எண்ணிக்கையை தானாக தீர்மானிக்கவும்சிறந்த செயல்திறன்/துல்லியம் வர்த்தகத்திற்கான உகந்த எண்ணிக்கையை தானாக தீர்மானிக்கவும்தேர்ந்தெடுக்கப்பட்ட எலும்புகளின் அச்சுகளின் சீரமைப்பை தானாக சரிசெய்யவும்தற்செயலான மாற்றங்களைத் தவிர்ப்பதற்கு செயலில் ஒன்றைத் தவிர அனைத்து அடுக்குகளையும் தானாக பூட்டவும்கீஃப்ரேம்களின் இயக்கத்தை ஆதிக்கம் செலுத்தும் அச்சுக்கு தானாக பூட்டுகிறதுஅருகிலுள்ள கீஃப்ரேம்களை தானாக ஒன்றிணைக்கவும்தானாகவே செங்குத்துகளை ஒன்றிணைக்கவும் அதே இடத்திற்கு நகர்த்தவும்பாச் வகையுடன் வெளியீட்டு கோப்பை தானாக பெயரிடுங்கள்பாச் வகையுடன் வெளியீட்டு கோப்பை தானாக பெயரிடுங்கள் (வெளிப்புறம் மட்டும்)செருகலில் முனைகளை தானாக ஈடுசெய்யவும்புதிய முனையைச் செருகும்போது ஒரு சங்கிலியில் பின்வரும் அல்லது முந்தைய முனைகளை தானாக ஈடுசெய்யவும்எல்லா வெளிப்புற தரவையும் தானாகவே .கலப்பு கோப்பில் பேக் செய்யுங்கள்எல்லா வெளிப்புற கோப்புகளையும் .கலப்பு கோப்பில் தானாகவே பொதி செய்யுங்கள்வேகமான குறுக்குவெட்டு முறையைத் தானாகவே தேர்ந்தெடுக்கும்ஒவ்வொரு வளைவு திருத்தத்திலும் வளைவு இயல்பாக்கத்தை தானாகவே மறுபரிசீலனை செய்யுங்கள்மதிப்பிடப்பட்ட இரைச்சல் மட்டத்தின் அடிப்படையில் ஒரு பிக்சலுக்கு மாதிரிகளின் எண்ணிக்கையை தானாகக் குறைக்கும்வியூபோர்ட் ரெண்டர்களுக்காக, மதிப்பிடப்பட்ட இரைச்சல் மட்டத்தின் அடிப்படையில் ஒரு பிக்சலுக்கு மாதிரிகளின் எண்ணிக்கையை தானாகவே குறைக்கவும்சாத்தியமான வழங்குதல் கலைப்பொருட்களின் செலவில், சிபியு வழங்குதல் செயல்திறனை மேம்படுத்த பிக்சல்களுக்கு இடையிலான சீரற்றமயமாக்கலை தானாகவே குறைக்கவும்நிரப்பு செயல்பாட்டிற்குப் பிறகு தானாக நிரப்பு வழிகாட்டி பக்கவாதம் அகற்றவும்தேர்ந்தெடுக்கப்பட்ட எலும்புகளை தானாகவே மறுபெயரிடுகிறது, அவை இலக்கு அச்சின் எந்தப் பக்கத்திற்கு ஏற்ப அவை விழுகின்றனஉறுதிப்படுத்தும் போது நிரப்பப்படாத பகுதிகளை மறைக்க தானாக அளவிலான காட்சிகள்தானாகவே சிறந்த முன்னோட்ட வகையைத் தேர்ந்தெடுக்கவும்இறக்குமதி செய்யப்பட்ட பொருட்களை தானாக தேர்ந்தெடுக்கவும்கேமரா/பொருள் இயக்கத்தை தீர்க்கும்போது தானாக கீஃப்ரேம்களைத் தேர்ந்தெடுக்கவும்தானாகவே சப்ஃப்ரேம்களின் எண்ணிக்கையை அமைக்கவும்தானாகவே விளிம்புகள் மற்றும் முகங்களை பிரிக்கவும்குவாட் டோபாலசியைப் பராமரிக்க முக்கோணங்களில் விளிம்புகளை தானாகவே பிரிக்கவும்மேல்/முன்/பக்க காட்சிகளிலிருந்து மாறும்போது தானாக ஆர்த்தோகிராஃபிக் மற்றும் முன்னோக்குக்கு இடையில் மாறுகிறதுசிறந்த அமைப்பை தீர்மானிக்க தானாக முயற்சிக்கவும்.osl கோப்பு மாறும்போது தானாகவே சேடரை புதுப்பிக்கவும் (வெளிப்புற கைஉரைகள் மட்டும்)மண்டலத்திற்கு முழுமையாக பொருந்தக்கூடிய வகையில் தானாக முன்னோட்டப் படத்தை பெரிதாக்கவும்ஆட்டோமேசன் அச்சுகள்ஆட்டோமெர்ச்ஆட்டோச்கேல்ஆட்டோச்ப்ளிட் வெளியீடு2 சிபி எல்லையில் ஆட்டோச்ப்ளிட் வெளியீடுதுணை இலக்குavminmaxகிடைக்கிறதுசராசரிசராசரி பிழைசராசரி பிழை: {:.2f} pxசராசரி மறு செய்கைகள்சராசரி அளவுசராசரி விரைவுசராசரி வசந்த நீளம் * பந்து அளவுதேர்ந்தெடுக்கப்பட்ட செங்குத்துகளின் சராசரி தனிப்பயன் இயல்புகள்சர்ப்சின் போது சராசரி பிழைமறு திட்டத்தின் சராசரி பிழைபுனரமைப்பின் சராசரி பிழைமூலக்கூறுகளின் போது சராசரி மறு செய்கைகள்எக்ச்இசட் அளவுகோல் பயன்முறையின் மேல், எலும்புகளின் ஃச் மற்றும் சட் அளவை மாற்றுவதற்கு இறுதிப் புள்ளிகளின் சராசரி ஆரம் பயன்படுத்தப்படுகிறதுசராசரி மறு-திட்ட பிழை: %.2f pxதேர்ந்தெடுக்கப்பட்ட சராசரி தடங்கள் செயலில்ஒவ்வொரு வளையத்தின் சராசரி விண்வெளி uvs விளிம்பு நீளம்3d பரப்பில் அவற்றின் பரப்பின் அடிப்படையில் தனித்தனி புறஊதா தீவுகளின் அளவு சராசரியாகv குழு a மற்றும் v குழு b இன் எடையின் சராசரி மதிப்புசெயலில் உள்ள வெர்டெக்ச் குழுவில் சராசரி எடைசராசரிசராசரி மதிப்புஇலக்கு பிக்சலின் கீழ் வரும் மூல பட மாதிரிகள் சராசரிசராசரி முறைதவிர்க்கவும்மோதலைத் தவிர்க்கவும்இடைமுகத்தில் அனிமேசன் மற்றும் பிற இயக்க விளைவுகளைத் தவிர்க்கவும்டிஃப்ளெக்டர் பொருள்களுடன் மோதலைத் தவிர்க்கவும்மற்ற போய்டுகளுடன் மோதுவதைத் தவிர்க்கவும்மடக்கை இடத்தில் வேலை செய்வதன் மூலம் வண்ணக் கிளிப்பிங்கைத் தவிர்க்கவும்ஃச் அச்சு முழுவதும் சமச்சீரற்ற குவாட்களை உருவாக்குவதைத் தவிர்க்கவும்ஒய் அச்சு முழுவதும் சமச்சீரற்ற குவாட்களை உருவாக்குவதைத் தவிர்க்கவும்சட் அச்சு முழுவதும் சமச்சீரற்ற குவாட்களை உருவாக்குவதைத் தவிர்க்கவும்இந்த வாசலுக்கு மேலே இருந்தால் பொருளைத் தவிர்க்கவும்இந்த நீளத்தை விடக் குறைவான வளைவுகளை சுருங்குவதைத் தவிர்க்கவும்அச்சுகள்அச்சுகள் நிலைசுழற்சிக்கு அச்சுகள்அச்சுஅச்சு & கிச்மோ வண்ணங்கள்அச்சு 0 மண்டலம்அச்சு 1 மண்டலம்அச்சு கோணம்அச்சு கோணம் (w+xyz), 3d- திசையன் வரையறுக்கப்பட்ட சில அச்சுகளைச் சுற்றியுள்ள சுழற்சியை வரையறுக்கிறதுசுழற்சிக்கு அச்சு கோணம்அச்சு கட்டுப்பாடுஅச்சு திசைஅச்சு பூட்டுஅச்சு மேப்பிங்அச்சு பயன்முறைஅச்சு பொருள்அச்சு மட்டும்அச்சு ஆர்த்தோஅச்சு சீரற்றஅச்சு வரம்புஅச்சு குறிப்புஅச்சு அடையாளம்அச்சு இடம்அச்சு வாசல்அச்சு uஅச்சு ஃச்ஒவ்வொரு வளைவும் உருட்டப்படும் அச்சுஇதற்கு அச்சுக் கட்டுப்பாடுரேடியல் தொடுகோடுகளுக்கான அச்சுஉலகளாவிய பார்வை இடத்தில் அச்சுபெரிதாக்க அல்லது வெளியே சுட்டி இயக்கத்தின் அச்சுசமச்சீர் அச்சுஅச்சு நோக்குநிலைமுதன்மை அச்சின் சீரமைப்பு கொடுக்கப்பட்டுள்ள அச்சு மற்றும் முடிந்தவரைவழங்கப்பட்ட முதன்மை திசையுடன் சரியாக சீரமைக்கப்பட்ட அச்சுஇயல்புடன் சீரமைக்கப்பட்ட அச்சுபாதையில் முன்னோக்கி சுட்டிக்காட்டும் அச்சு'முன்னோக்கி' திசையில் சுட்டிக்காட்டும் அச்சு (வெர்டெக்ச் இயல்புநிலைக்கு சீரமைக்கும்போது நிகழ்வு செங்குத்துகளுக்கு பொருந்தும்)மேல்நோக்கி திசையில் சுட்டிக்காட்டும் அச்சு (வெர்டெக்ச் இயல்புடன் சீரமைக்கும்போது நிகழ்வு செங்குத்துகளுக்கு பொருந்தும்)இலக்கு பொருளை சுட்டிக்காட்டும் அச்சுமேலே சுட்டிக்காட்டும் அச்சுபுறஊதா இருப்பிடங்களை சீரமைக்க அச்சுஇணைவுதிசையனுடன் சீரமைக்க அச்சுUV தீவுகளை ஏற்பாடு செய்வதற்கான அச்சுநீல சேனலில் சுட அச்சுபச்சை சேனலில் சுட அச்சுசிவப்பு சேனலில் சுட அச்சுUVகளை நகர்த்துவதற்கான அச்சுசுற்றி சுழற்ற அச்சுபெயர்களைக் குறிக்க அச்சுமூட்டையை சீரமைக்க பயன்படுத்த அச்சுஅச்சு-கோண சுழற்சிஅச்சு-சீரமைஅச்சு-சீரமைக்கப்பட்ட (கிடைமட்ட)அச்சு-சீரமைக்கப்பட்ட (செங்குத்து)இந்த இயக்க நிகழ்வின் அச்சு-கோண சுழற்சி. திசையன் அளவு என்பது 1.0 360 டிகிரியைக் குறிக்கும் கோணம். கோணம் பொதுவாக பயன்பாட்டிற்கு முன் நேர-டெல்டாவால் அளவிடப்படுகிறது.அசிமுத் - மேல் அச்சைச் சுற்றியுள்ள கோணம்bபி-எலும்புபி-எலும்பு காட்சி ஃச் அகலம்பி-எலும்பு காட்சி சட் அகலம்பி-எலும்பு இறுதி கைப்பிடிபி-எலும்பு இறுதி கைப்பிடி வகைபி-எலும்பு பிரிவுகள்பி-எலும்பு வடிவம்பி-எலும்பு தொடக்க கைப்பிடிபி-எலும்பு தொடக்க கைப்பிடி வகைபி-எலும்பு வெர்டெக்ச் மேப்பிங் பயன்முறைபி-எலும்பு ஃச் அளவுபி-எலும்பு சட் அளவுபி-ச்பைன்பி / டபிள்யூபி 44 (இழப்பு)b44a (இழப்பு)BFECCபிஎம்பிபி.எச்.டி.எஃப்bssrdfbsplinebt.1886 2.4 அதிவேக eotf டிச்ப்ளே, பொதுவாக தொலைக்காட்சிகளுக்கு பயன்படுத்தப்படுகிறதுbt.2020 2.4 அதிவேக eotf காட்சிபி.வி.எச்பி.வி.எச் தளவமைப்புபி.வி.எச் நேர படிகள்பி.வி.எச் 2bwபின்பின் முகம் குறைத்தல்பின் ஆர்த்தோகிராஃபிக்பின் முன்னோக்குமுன்னும் பின்னும் பிழை இழப்பீடு மற்றும் திருத்தம். சிதறல் மற்றும் பரவலைக் குறைக்கும் மேம்பட்ட திட்டம்முதுகெலும்பு நீளம்முதுகெலும்பு ச்ட்ரெச்சர்பின்னணிபின்னணி ஆஃப்செட்பின்னணி சூம்பின்னணி ஆஃப்செட்பின்னணி சூம் காரணிபின்தளத்தில்பேக்ஃபேச் கலிங்பின்னடைவுபின்னணிபின்னணி நிறம்பின்னணி படம்பின்னணி படங்கள்பின்னணி காட்சிபின்னணி மூலபின்னணி வகைபின்னணி மதிப்புபிழைத்திருத்த ஐகானின் பின்னணி நிறம்ஆபரேட்டர் ஐகானின் பின்னணி நிறம்சொத்து ஐகானின் பின்னணி நிறம்தேர்ந்தெடுக்கப்பட்ட வரியின் பின்னணி நிறம்பின்னணி படத்தை அகற்ற முடியாதுஅகற்ற பின்னணி பட அட்டவணைபின்னணி அமைக்கப்பட்ட காட்சிபேக்ச்கேட்டர்.கலப்பு கோப்புகளை காப்புப் பிரதி எடுக்கவும்பின்னோக்கிமோசமான ஒதுக்கீட்டு முறைபட்டியலில் மோசமான வெர்டெக்ச் அட்டவணைசுட்டுக்கொள்ளும்சுட்டுக்கொள்ள & ஒன்றிணைக்கவும்அனைத்தையும் சுட்டுக்கொள்ளுங்கள்அனைத்து முக்கிய பிரேம்களையும் சுட்டுக்கொள்ளுங்கள்அனைத்து பொருள்களின் அனிமேசன்களையும் சுட்டுக்கொள்ளுங்கள்பி-எலும்பு சேனல்களை சுட்டுக்கொள்ளுங்கள்தரவு சுட்டுக்கொள்ளவும்சுட்டுக்கொள்ள முடிவுமுழு திரவ உருவகப்படுத்துதலையும் சுட்டுக்கொள்ளுங்கள்திரவ தரவை சுட்டுக்கொள்ளுங்கள்திரவ வழிகாட்டுதலை சுட்டுக்கொள்ளுங்கள்திரவ கண்ணி சுட்டுக்கொள்ளவும்திரவ சத்தத்தை சுட்டுக்கொள்ளுங்கள்திரவ துகள்களை சுட்டுக்கொள்ளுங்கள்கிரீச் பென்சில் பொருள் மாற்றத்தை கிரீச் பென்சில் கீஃப்ரேம்களுக்கு சுட்டுக்கொள்ளுங்கள்சுட்டுக்கொள்ள ஐடிஉருப்படி சுட்டுக்கொள்ளவும்சுட்டுக்கொள்ளும் உருப்படிகள்தற்போதைய கிரீச் பென்சில் பொருளுக்கு சுட்டுக்கொள்ள வரி கலைசுட்டுக்கொள்ளும் இடம்சுட்டுக்கொள்ள பயன்முறைசுட்டுக்கொள்ளும் மாற்றிகள்கீஃப்ரேம்களில் மாற்றியமைப்பாளர்களை சுட்டுக்கொள்ளவும், பின்னர் அவற்றை நீக்கவும்கிரீச் பென்சிலுக்கு பொருள் மாற்றத்தை சுட்டுக்கொள்ளுங்கள்சுட்டுக்கொள்ள பேக்சுட்டுக்கொள்ளும் பாதைசுட்டுக்கொள்ள மாதிரிகள்தேர்ந்தெடுக்கப்பட்ட சுட்டுக்கொள்ளுங்கள்சுட்டுக்கொள்ளுங்கள்சுட்டுக்கொள்ளும் நேரம்சுட்டுக்கொள்ள வகைஒரு பிரேம் வரம்பை சுட்டுக்கொள்ளுங்கள்ஒற்றை சுட்டுக்கொள்ளும் முனை அல்லது உருவகப்படுத்துதலை சுட்டுக்கொள்ளுங்கள்ஒற்றை சட்டகத்தை சுட்டுக்கொள்ளுங்கள்அனைத்து வரி கலை மாற்றிகளையும் சுட்டுக்கொள்ளுங்கள்அனைத்து ஒளி ஆய்வு தொகுதிகளையும் சுட்டுக்கொள்ளுங்கள்அனைத்து இயற்பியலையும் சுட்டுக்கொள்ளுங்கள்தேர்ந்தெடுக்கப்பட்ட அனைத்து பொருள்களையும் ஒரு செயலுக்கு சுட்டுக்கொள்ளுங்கள்அனைத்து உருவகப்படுத்துதல் அமைப்புகளையும் ஒரே நேரத்தில் சுட்டுக்கொள்ளுங்கள்கடல் தரவின் பட வரிசையை சுட்டுக்கொள்ளுங்கள்புதிய ஒன்றை உருவாக்குவதற்குப் பதிலாக, தற்போதைய செயலில் அனிமேசனை சுட்டுக்கொள்ளுங்கள் (ஒரு ஆர்மெச்சரில் எலும்புகளின் ஒரு பகுதியை மட்டுமே சுட பயனுள்ளதாக இருக்கும்)பொருளில் அனிமேசனை சுட்டுக்கொள்ளுங்கள் பின்னர் பெற்றோரை அழிக்கவும் (பொருள்கள் மட்டும்)எலும்புகள் மாற்றங்களை சுட்டுக்கொள்ளுங்கள்தேர்ந்தெடுக்கப்பட்ட அனைத்து பொருட்களிலும் கேச் சுட்டுக்கொள்ளுங்கள்தனிப்பயன் பண்புகளை சுட்டுக்கொள்ளுங்கள்ஒரு காட்சி தரவு-தடுப்புக்கான தரவை சுட்டுக்கொள்ளுங்கள்ஒவ்வொரு சுட்டுக்கொள்ளும் முனைக்கும் தரவை சுட்டுக்கொள்ளுங்கள்மல்டைர் பொருளிலிருந்து நேரடியாக சுட்டுக்கொள்ளுங்கள்பொருள் %s, மாற்றியமைக்கும் %s காலியாக உள்ளன, இயல்புநிலை பாதையை அமைக்கின்றனஇடப்பெயர்ச்சி சுட்டுக்கொள்ளவும்மாறும் பெயிண்ட் பட வரிசை மேற்பரப்பை சுட்டுக்கொள்ளுங்கள்மிகவும் துல்லியமான விளக்குகளுக்கு உமிழ்வு மேற்பரப்புகளை சுட்டுக்கொள்ளுங்கள்உருவகப்படுத்துதலின் ஒவ்வொரு கட்டத்தையும் தனித்தனியாக சுட்டுக்கொள்ளுங்கள்பேக் தோல்வியுற்றது: தவறான கேன்வாச்சுட்டுக்கொள்ள தோல்வியுற்றது: தவறான டொமைன்பேக் தோல்வியுற்றது: மாறும் பெயிண்ட் மாற்றியமைப்பாளர் எதுவும் கிடைக்கவில்லைசுட்டுக்கொள்ள தோல்வியுற்றது: திரவ மாற்றியமைப்பாளர் எதுவும் கிடைக்கவில்லைசுட்டுக்கொள்ள இலவசம் தோல்வியுற்றது: தவறான டொமைன்சுட்டுக்கொள்ள இலவசம் தோல்வியுற்றது: திரவ மாற்றியமைப்பாளர் எதுவும் கிடைக்கவில்லைசுட்டுக்கொள்ள இலவசம் தோல்வியுற்றது: நிலுவையில் உள்ள சுட்டுக்கொள்ள வேலைகள் காணப்பட்டனமல்டீசிலிருந்து சுட்டுக்கொள்ளுங்கள்தற்காலிக சேமிப்பிலிருந்து சுட்டுக்கொள்ளுங்கள்தேர்ந்தெடுக்கப்பட்ட பொருட்களின் பட அமைப்புகளை சுட்டுக்கொள்ளுங்கள்மிகவும் துல்லியமான விளக்குகளுக்கான தெரிவுநிலைக்கு பதிலாக உலகத்திலிருந்து உள்வரும் ஒளியை சுட்டுக்கொள்ளுங்கள், ஆனால் சுற்றியுள்ள கதிர்வீச்சு தொகுதிகளுக்கு சரியான கலவையை இழக்கவும்சுட்டுக்கொள்ளும் கதிர்வீச்சு தொகுதி ஒளி தற்காலிக சேமிப்புசுட்டுக்கொள்ள உருப்படி என்பது வடிவவியலில் சேமிக்கப்பட்ட ஒரு பண்புக்கூறுசுட்டுக்கொள்ள ஒளி மிகவும் துல்லியமான விளக்குகளுக்கு ஒளி மூலங்களிலிருந்து துள்ளுகிறதுஇருப்பிட சேனல்களை சுட்டுக்கொள்ளுங்கள்இந்த சுட்டுக்கொள்ளும் முனை அல்லது உருவகப்படுத்துதல் வெளியீட்டு முனை. இந்த முனை மாற்றியமைக்கும் முனை குழுவில் ஆழமாக கூடு கட்டப்படலாம். இணைக்கப்பட்ட தரவுத் தொகுதிகள் காணாமல் போன சில சந்தர்ப்பங்களில் இது எதுவும் இருக்க முடியாது.சுட்டுக்கொள்ளும் இயல்புபொருள் மாற்றங்களை சுட்டுக்கொள்ளுங்கள்முக்கிய வரம்பில் சுட்டுக்கொள்ளுங்கள்எந்தவொரு எலும்புக்கும் ஒரு சாவியைக் கொண்ட ஒவ்வொரு சட்டகத்தையும் சுட்டுக்கொள்ளுங்கள், தொடர்புடையவற்றுக்கு மாறாகபேக் பாசுக்கு நேரடி, மறைமுக அல்லது வண்ண பங்களிப்புகள் இயக்கப்பட வேண்டும்சுடும் இயற்பியல்தேர்ந்தெடுக்கப்பட்ட பொருட்களின் கடுமையான உடல் மாற்றங்களை கீஃப்ரேம்களுக்கு சுட்டுக்கொள்ளுங்கள்சுட்டுக்கொள்ளும் சுழற்சி சேனல்கள்அளவு சேனல்களை சுட்டுக்கொள்ளுங்கள்தேர்ந்தெடுக்கப்பட்ட பொருள்களின் மேற்பரப்பில் செயலில் உள்ள பொருளுக்கு சுட்டுக்கொள்ளுங்கள்வடிவியல் முனைகள் மாற்றியமைப்பாளர்களில் சுட்டுக்கொள்ள உருவகப்படுத்துதல்கள்சுட்டிக்காட்டும் இடம் பொருள் தரவுகளாக மாறுகிறது, இலக்கு இடம் கலப்பானின் இடத்துடன் சீரமைக்கப்படாதபோது பொருள்களுக்கு தேவையற்ற சுழற்சிகளைப் பெறுவதைத் தவிர்க்கிறது (எச்சரிக்கை! சோதனை விருப்பம், சொந்த ஆபத்தில் பயன்படுத்துதல், ஆயுதங்கள்/அனிமேசன்களால் உடைக்கப்படுவதாக அறியப்படுகிறது)பொருள் இடத்தில் இடப்பெயர்ச்சி சுட்டுக்கொள்ளதொடு இடத்தில் இடப்பெயர்ச்சியை சுடவும்பொருள் இடத்தில் இயல்புகளை சுட்டுக்கொள்ளுங்கள்தொடுகோடு இடத்தில் இயல்புகளை சுட்டுக்கொள்ளுங்கள்செயலில் உள்ள கேமராவுக்கு சுட்டுக்கொள்ளுங்கள்வட்டுக்கு சுட்டுக்கொள்ளுங்கள்செயலில் உள்ள கேமராவுக்கு சுட்டுக்கொள்ளுங்கள்மூலப்பொருட்களில் செயலில் உள்ள பட அமைப்பு முனைகளுடன் தொடர்புடைய பட தரவு-தொகுதிகளை சுட்டுக்கொள்ளுங்கள்மெச்களில் செயலில் உள்ள வண்ண பண்புக்கூறுக்கு சுட்டுக்கொள்ளுங்கள்சுட்டுக்கொள்ள திசையன் இடப்பெயர்ச்சிவேகவைத்த அனிமேசன்வேகவைத்த சட்டகம் {}வேகவைத்த பக்கவாதம் அழிக்கப்படுகிறதுவேகவைத்த {} - {}சுட்டுக்கொள்ளும்தேர்ந்தெடுக்கப்பட்ட சேனல்களில் மாதிரிகளுக்கு ஒலி அலைகளை சுடுகிறதுபேக்கிங் மாறும் பெயிண்ட் ...பேக்கிங் லைன் கலை ...பேக்கிங் பன்முகத்தன்மை ...பேக்கிங் ரத்து செய்யப்பட்டது!பேக்கிங் திரவம் ...பேக்கிங் லைட்டிங் ...பேக்கிங் வரைபடம் உள் படத்தில் சேமிக்கப்பட்டது, வெளிப்புறமாக சேமிக்கவும் அல்லது பேக் செய்யவும்பேக்கிங் வரைபடம் "%s" க்கு எழுதப்பட்டதுபேக்கிங் முனைகள் ...பன்முக தரவு பேக்கிங் செயலில் உள்ள கண்ணி பொருளுடன் மட்டுமே வேலை செய்கிறதுபேக்கிங் பாயிண்ட் கேச் ...பட இடையகத்துடன் படத்திற்கு பேக்கிங் நடக்க வேண்டும்பேக்கிங் அமைப்பு ...ஆதரிக்கப்படாத பட வகைக்கு பேக்கிங்இருப்புசமநிலையானதுசெயல்திறன் மற்றும் தரத்திற்கு இடையில் சமநிலையானதுமுதன்மை சேனல் ஒப்பிடுகையில் இரண்டு முதன்மை வண்ண சேனல்களுக்கு இடையிலான நிலுவைகள். 0 என்றால் இரண்டின் பிந்தைய சேனல் பயன்படுத்தப்படுகிறது, 1 என்றால் இரண்டின் முந்தையது பயன்படுத்தப்படுகிறதுகுறைந்த மற்றும் உயர் ஒளிரும் பகுதிகளை சமப்படுத்துகிறது. குறைந்த மதிப்புகள் நிழல்களில் விவரங்களை வலியுறுத்துகின்றன, அதே நேரத்தில் அதிக மதிப்புகள் சுருக்கங்கள் சிறப்பம்சங்கள் மிகவும் சீராகபந்துமண்டை அளவுபந்து உயர்த்தும் அழுத்தம்இசைக்குழு அகலம்பட்டைகள்பட்டைகள் திசைஃச் அச்சு முழுவதும் பட்டைகள்ஒய் அச்சு முழுவதும் பட்டைகள்சட் அச்சு முழுவதும் பட்டைகள்மூலைவிட்ட அச்சு முழுவதும் பட்டைகள்வங்கிபட்டைஅடித்தளம்அடிப்படை நிறம்அடிப்படை மாறுபாடுஅடிப்படை நிரப்பு வகைஅடிப்படை போச் கோணம்அடிப்படை போச் இருப்பிடம்அடிப்படை போச் பொருள்அடிப்படை போச் வகைதள அளவுஅடிப்படை தடிமன்அடிப்படை வெளிப்படைத்தன்மைஅடிப்படை ஆல்பா வெளிப்படைத்தன்மை, ஆல்பா வெளிப்படைத்தன்மை மாற்றிகளால் மாற்றியமைக்கப்படலாம்அமெரிக்க டாலர் ஐட்ரா அடிப்படையிலான ரெண்டரர்களிடமிருந்து அடிப்படை வகுப்புசெயலில் உள்ள சட்டகத்திற்குப் பிறகு பேய்களுக்கான அடிப்படை நிறம்செயலில் உள்ள சட்டத்திற்கு முன் பேய்களுக்கான அடிப்படை நிறம்புதிய வளைவுகள் இடையில் இடைக்கணிக்கப்பட்ட அடிப்படை வளைவுகள்இன்ச்டான்சரிலிருந்து அடிப்படைதொகுப்பிலிருந்து அடிப்படைஅடிப்படை வரி நிறம், வரி வண்ண மாற்றிகளால் மாற்றியமைக்கப்படலாம்அடிப்படை வரி தடிமன், வரி தடிமன் மாற்றியமைப்பாளர்களால் மாற்றியமைக்கப்படலாம்அடிப்படை கண்ணிகாரம் mesh பெறுநர் subtract geometry இருந்துசூழலில் இருந்து அடிப்படை முனை மரம்தனிப்பயன் பதிவு செய்யப்பட்ட முனை குழு வகைகளுக்கான அடிப்படை முனை வகைசுழற்சிக்கான அடிப்படை நோக்குநிலைசுழற்சிக்கான அடிப்படை நோக்குநிலை'ரேடியசை மாற்று' இயக்கப்பட்டிருந்தால் அடிப்படை ஆரம் அமைக்கப்பட வேண்டும்நடைபயிற்சி மற்றும் பறப்பதற்கான அடிப்படை விரைவுஐகே தீர்வி அளவுருக்களுக்கான அடிப்படை வகைதரவு-தொகுதிகளுக்கான அடிப்படை வகை, ஒரு தனித்துவமான பெயரை வரையறுத்தல், பிற நூலகங்களிலிருந்து இணைத்தல் மற்றும் குப்பை சேகரிப்புஆல்பா வெளிப்படைத்தன்மை மாற்றிகளை வரையறுக்க அடிப்படை வகைவரி வண்ண மாற்றிகளை வரையறுக்க அடிப்படை வகைவரி தடிமன் மாற்றிகளை வரையறுக்க அடிப்படை வகைமாற்றியமைப்பாளர்களை வரையறுக்க அடிப்படை வகைவீச்சு வடிவியல் மாற்றிகளை வரையறுக்க அடிப்படை வகைசீரற்ற நிகழ்வு மாறுபாட்டை மீண்டும் உருவாக்கக்கூடிய வழியில் கட்டுப்படுத்த அடிப்படை மதிப்புமறுஉருவாக்கம் வழியில் சீரற்ற மாறுபாட்டைக் கட்டுப்படுத்த அடிப்படை மதிப்புசுட்டி நிலையின் அடிப்படையில்தூரம்/வீழ்ச்சியின் அடிப்படையில் இது முழு பாதையின் ஒரு பகுதியையும் சேர்க்கிறதுஅடிப்படைஊடாடும் பாணி அளவுரு திருத்துதல் அடிப்படை பயன்முறைஅடிப்படைஅடிப்படை அணிபாச்க் - Euskaraதொகுதிதொகுதி மாற்ற கலவை வகைதொகுதி மாற்றம் கலவை வகை (சேர்)தொகுதி மாற்றம் கலவை வகை (தற்போதைய)தொகுதி மாற்றம் கலவை வகை (வகுத்தல்)தொகுதி மாற்றம் கலவை வகை (கலவை)தொகுதி மாற்றம் கலவை வகை (பெருக்கி)தொகுதி மாற்றம் கலவை வகை (அடுத்து)தொகுதி மாற்றம் கலவை வகை (முந்தையது)தொகுதி மாற்றம் கலவை வகை (கழித்தல்)தொகுதி மாற்ற கணித செயல்பாடுதொகுதி தேர்ந்தெடுக்கப்பட்ட முனைகளை மாற்றவும்தொகுதி ஏற்றுமதிதொகுப்பு முறைதொகுதி சொந்த டிர்தொகுதி மாற்றம் கலவை வகை மற்றும் கணித செயல்பாடுபோர்பீம் ஆங்கிள்பீம் கோணம்: %.2fகற்றை வடிவம்பீன்ச் (கோகோ)பீன்ச் (சோயா)அழகுபெக்மேன்பட்டியல் உள்ளீட்டால் தேர்ந்தெடுக்கப்பட்டால், வெளியீட்டு மதிப்பாக மாறும்முன்வண்ணத்திற்கு முன்மின்னோட்டத்திற்கு முன்தற்போதைய சட்டத்திற்கு முன்சுழற்சிகளுக்கு முன்சட்டத்திற்கு முன்கடைசி கீஃப்ரேமுக்கு முன்பயன்முறைக்கு முன்அசலுக்கு முன்அசலுக்கு முன் (சீரமைக்கப்பட்டது)அசலுக்கு முன் (முழு)அசலுக்கு முன் (பிளவு சேனல்கள்)நடத்தை யு.எச்.டி பண்புகளை பிளெண்டர் தனிப்பயன் பண்புகளாக இறக்குமதி செய்யும் போது நடத்தையு.எச்.டி.இசட் காப்பகத்திலிருந்து அமைப்புகளை இறக்குமதி செய்யும் போது நடத்தைநடத்தை இறக்குமதி செய்யப்பட்ட மூலப்பொருளின் பெயர் ஏற்கனவே இருக்கும் மூலப்பொருளுடன் முரண்படும்போதுநடத்தை இறக்குமதி செய்யப்பட்ட அமைப்பு கோப்பின் பெயர் ஏற்கனவே உள்ள கோப்புடன் முரண்படும்போதுபெலாரசியன் - பெலாரச்யன்கீழேவாசலுக்கு கீழேவளைவுவளைவு கோணம்: %.3f, ஆரம்: %.4f, alt: கிளாம்ப் %sவளைவு கோணம்: %s, ஆரம்: %s, alt: கிளாம்ப் %sவளைவு சுழற்சி அச்சு:3 டி கர்சர் மற்றும் சுட்டிக்கு இடையில் தேர்ந்தெடுக்கப்பட்ட பொருட்களை வளைக்கவும்மாற்றியமைக்கும் இடத்தின் சட் அச்சுக்கு மேல் கண்ணி வளைக்கவும்வளைவு பொருளைப் பயன்படுத்தி கண்ணி வளைக்கவும்வளைத்தல்வளைக்கும் குழுவளைக்கும் மாதிரிவளைக்கும் வசந்த ஈரப்பதம்வளைக்கும் விறைப்புவளைக்கும் விறைப்பு அதிகபட்சம்வளைக்கும் விறைப்பு வெர்டெக்ச் குழுவளைந்த எலும்புவளைந்த எலும்பு வடிவ பண்புகள்வளைந்த எலும்புகள்சிறந்த போட்டிசிறந்த சாதாரண-பொருந்தும்சாக்கெட்டின் சிறந்த அறியப்பட்ட கட்டமைப்பு வகை. இது சாக்கெட் வடிவத்துடன் பொருந்தாது, எ.கா. இணைக்கப்படாத உள்ளீட்டு சாக்கெட்டுகளுக்குதுளைகள் இருக்கும்போது சிறந்த முடிவுகள் (மெதுவாக)நிமிடம்/அதிகபட்சம் தேர்ந்தெடுக்கப்பட்ட குறிப்பான்களுக்கு இடையில்பெவல்பெவல் குவிந்தபெவல் ஆழம்பெவல் பயன்முறைபெவெல் மாற்றியமைப்பாளர்பெவல் பொருள்பெவெல் ஆரம்பெவல் தீர்மானம்பெவெல் எடைபெவெல் எடை:பெவல் தொகைசதவீத முறைக்கு பெவல் தொகைவிளிம்புகள் மற்றும் செங்குத்துகளை மேலும் வட்டமானதாக மாற்ற பெவல் மாற்றியமைப்பாளர்முழு கண்ணி ஒரு நிலையான அளவு மூலம் பெவல்சார்புஇடைக்கணிக்கப்பட்ட வீச்சுகள் மீது சட்டகம் அதிக செல்வாக்கு செலுத்தும் சார்பு காரணிமாறுபாடு நிழல் வரைபடங்களில் ஒளியைக் குறைப்பதற்கான சார்பு (நீக்கப்பட்டது)தன்வய நிழலைக் குறைப்பதற்கான சார்பு (நீக்கப்பட்டது)தன்வய குறுக்குவெட்டு கலைப்பொருட்களைக் குறைக்க நிழல் இயல்பான சார்புபாரபட்சமானபிக்யூபிக்பெரிதாக்கும்போது பிக்யூபிக், வேறு பிலினியர் (ஓஎச்எல் மட்டும்)பெரியதுஇருதரப்பு மங்கலானதுஇருதரப்பு வடிகட்டிபிலினியர்இருசக்கரஇரும பொருள்பைனரி பொருள் கோப்பு வடிவம் (.bobj.gz)கட்டுதல்எலும்பு உறைகளை ஆர்மேச்சர் மாற்றியமைப்பவருடன் பிணைக்கவும்ஒருங்கிணைப்புகளை பிணைக்கவும்பிணைக்கவும்சரியான மென்மையான மாற்றியமைப்பில் அடிப்படை போசை பிணைக்கவும்தற்போதைய வடிவத்தை பிணைக்கவும்தரவு காணவில்லைதேவையான தரவை பிணைக்கவும்மெச் சிதைவு மாற்றியமைப்பில் கூண்டுடன் கண்ணி பிணைக்கவும்லாப்லாசியன் சிதைவு மாற்றியமைப்பில் மெச் அமைப்புடன் பிணைக்கவும்மேற்பரப்பு சிதைவு மாற்றியமைப்பில் இலக்குக்கு கண்ணி பிணைக்கவும்தேர்ந்தெடுக்கப்பட்ட கேமராவை தற்போதைய சட்டகத்தில் ஒரு குறிப்பானுடன் பிணைக்கவும்வெர்டெக்ச் எண்ணிக்கை பொருந்தாத தன்மையை பிணைக்கவும்: %u to %uவெர்டெக்ச் குழுக்களை ஆர்மேச்சர் மாற்றியமைப்பாளருக்கு பிணைக்கவும்எக்ச்ஆர் செயல் வரைபட உருப்படியில் பிணைப்புபிணைப்புகள்செயல் வரைபட உருப்படியுக்கான பிணைப்புகள், செயலை ஒரு எக்ச்ஆர் உள்ளீட்டிற்கு மேப்பிங் செய்தல்பயோவிசன் மோசன் கேப்சர் (பி.வி.எச்) வடிவம்பிறப்பு நேரம்இருஇரு அச்சு அச்சுஇரு தூரம்பிளவு ஃபிளிப் அச்சுசமவெட்டிபிட் கணிதம்திரவ துகள்கள் மற்றும் கட்டங்களுக்கான பிட் ஆழம் (குறைந்த பிட் மதிப்புகள் கோப்பு அளவைக் குறைக்கின்றன)ஒரு சேனலுக்கு பிட் ஆழம்பிட்சென்ட்பிட்சென்ட் அடையாளம்இந்த முகத்திற்கான இந்த வெர்டெக்சின் பிட்சென்ட் திசையன் (calc_tangents ஐப் பயன்படுத்தி முன்பே கணக்கிடப்பட வேண்டும், உண்மையில் தேவைப்பட்டால் மட்டுமே பயன்படுத்தவும், பிடேஞ்சென்ட்_சைனை விட மெதுவான அணுகல்)பிட்ஃப்ளாக்ச் மென்மையான குழுக்கள்பிட்மேப் (.bmp)பிட்ரேட்kbit/s இல் பிட்ரேட்பிட்வைச் %sbkspaceபிகேஎச்பிகருப்புகருப்பு நிலைகருப்பு புள்ளிபிளாக் பாடிபிளாக் பாடி தீவிரம்பிளாக் பாடி டின்ட்பிளாக்மேசிக் பாக்கெட் & ச்டுடியோபிளாக்மேசிக் பாக்கெட் 4 கேபிளாக்மேசிக் பாக்கெட் 6 கேபிளாக்மேசிக் உர்சா 4.6 கேபிளாக்மேன்-ஆரிச்பிளாக்மேன்-ஆரிச் வடிகட்டிகத்திகள்வெற்றுஇரத்தம்இரத்தப்போக்கு சார்புஇரத்தப்போக்கு சார்புகலவைகலப்பு காரணிகோப்பை கலக்கவும்கோப்புகளை கலக்கவும்முடி வளைவுகளை கலக்கவும்கலவை/வெளியே கலக்கவும்கலப்பு பயன்முறைவெளிப்படையான முகங்களுக்கான கலப்பு பயன்முறை (நீக்கப்பட்டது: 'மேற்பரப்பு_ரெண்டர்_மெதோட்' ஐப் பயன்படுத்தவும்)அண்டை நாடுகளை கலக்கவும்ஒளிபுகாநிலையை கலக்கவும்கலக்கவும்கலப்பு பாதைகலவை ஆரம்மேற்பரப்பு கலக்கவும்அமைப்பு கலக்கவும்கலப்பு வகைஎடை கலக்கவும்வளைவுடன் கலக்கவும்மற்றொரு வீடியோவுக்கு கீழே ஆல்பாவை கலக்கவும்மற்றொரு வீடியோவின் மேல் ஆல்பாவை கலக்கவும்மென்மையான ஒலி வடிவத்திற்கு இடையில் கலக்கவும், கூர்மையான சிகரங்களுடன் கடுமையானதுபரவலான மேற்பரப்பு மற்றும் மேற்பரப்பு சிதறல் ஆகியவற்றுக்கு இடையில் கலக்கவும். பொதுவாக பூச்சியமாக அல்லது ஒன்று (முழுமையாக பரவுகிறது அல்லது மேற்பரப்பு) இருக்க வேண்டும்பரிமாற்றம் மற்றும் பிற அடிப்படை அடுக்கு கூறுகளுக்கு இடையில் கலக்கவும்தூரிகை செல்வாக்கை அவர்கள் எவ்வளவு எதிர்கொள்கிறார்கள் என்பதன் மூலம் கலக்கவும்அமைப்பு வெளியீட்டு நிறத்துடன் கலக்க வண்ணத்தை கலக்கவும்வேரிலிருந்து ஒவ்வொரு வளைவிலும் சிதைவைக் கலக்கவும்இன்செட் முழுவதும் முகம் தரவை கலக்கவும்ஒரு ஆக்டேவ் மற்றும் அதன் முந்தைய ஒன்றுக்கு இடையில் கலப்பு காரணி. பூச்சியத்தின் மதிப்பு சுழிய விவரத்திற்கு ஒத்திருக்கிறதுநீட்டிக்கப்பட்ட மற்றும் அசல் இடையே கலப்பு காரணிபிளெண்டரின் பெரிய எண்டியன் பதிப்பால் உருவாக்கப்பட்ட '%s' கலப்பு கோப்பு, இந்த கோப்புகளுக்கான உதவி பிளெண்டர் 5.0 இல் அகற்றப்பட்டுள்ளது, அதைத் திறந்து மாற்ற பிளெண்டரின் பழைய பதிப்பைப் பயன்படுத்தவும்.தற்போதைய நிலையில் இருந்து முந்தைய அல்லது அடுத்த கீஃப்ரேமுடன் கலக்கவும்ஒன்றுடன் ஒன்று மண்டலத்தை கலக்கவும்வடிவ விசையிலிருந்து வடிவத்தில் கலக்கவும்கலப்பு பயன்முறைதேர்ந்தெடுக்கப்பட்ட கீஃப்ரேம்களை அவர்களின் இடது அல்லது வலது அண்டை நாடுகளில் கலக்கவும்தேர்ந்தெடுக்கப்பட்ட விசைகளை அண்டை நாடுகளின் சாய்வுக்கு கலக்கவும்தேர்ந்தெடுக்கப்பட்ட விசைகளை அவற்றின் தற்போதைய நிலையிலிருந்து இயல்புநிலை மதிப்புக்கு கலக்கவும்மேற்பரப்புக்கு மேலே உள்ள புள்ளிகளுக்கு சுருக்கத்தை கலக்கவும்கொடுக்கப்பட்ட போச் செயலை ரிக்கில் கலக்கவும்அண்டை வீட்டாருடன் கலக்கவும்இரண்டு சேடர்களை கலக்க பயன்படுத்த எடை கலக்கவும். பூச்சியத்தில் இது முதல் சேடரை முழுவதுமாக பயன்படுத்துகிறது மற்றும் இரண்டாவது சேடரைப் பயன்படுத்துகிறதுகலப்பு-கோப்பு வண்ண இடம்கலப்பு-கோப்பு தரவுகலக்கப்பட்டதுகலப்பான்கலப்பான் (இறக்குமதி/ஏற்றுமதி சுற்று பயணத்திற்கு சிறந்தது)கலப்பான் 2.7கலப்பான் 2.8கலப்பான் 27xபிளெண்டர் தரவுகலப்பான் டிரைவர்கள் ஆசிரியர்பிளெண்டர் நீட்டிப்புகள்கலப்பான் கோப்புகலப்பான் கோப்பு பார்வைகலப்பான் ஐடிகள்கலப்பான் செய்தி பதிவுபிளெண்டர் பெயர்கள்கலப்பான் பொருள் இடம்கலப்பான் அசல்கலப்பான் ஆர்என்ஏகலப்பான் ஆர்என்ஏ கட்டமைப்பு வரையறைகள்கலப்பான் வழங்குதல்கலப்பான் பதிப்புகலப்பான் உலக இடம்ஆடாச்பேச் உதவி இல்லாமல் கலப்பான் தொகுக்கப்பட்டதுமோசன் டிராக்கிங் நூலகம் இல்லாமல் கலப்பான் தொகுக்கப்படுகிறதுகலப்பான் இலவச மென்பொருள்எந்த மாற்றமும் இல்லாமல் கலப்பான் லைட்டிங் பலங்கள்கலப்பான் விருப்பத்தேர்வுகள் விண்வெளி தரவுபிழைக் குறியீட்டைக் கொண்டு வெளியேறும் பிளெண்டர் துணை செயல்முறை {:d}காட்சியகம் டெனோசர் இல்லாமல் பிளெண்டர் தொகுக்கப்பட்டதுஇணைப்பில்லாத பயன்முறையில் பிளெண்டர் தொடங்கப்பட்டது, அதை இயக்க நேரத்தில் மாற்ற முடியாதுபிளெண்டர் இப்போது இருப்பதைப் போல அடுத்த முறை தொடங்கும்.நீட்டிப்புகளை நிறுவ பிளெண்டரின் நீட்டிப்பு களஞ்சியத்தை இயக்க வேண்டும்!பிளெண்டரின் நீட்டிப்பு களஞ்சியத்தை புதுப்பிக்க வேண்டும்!பிளெண்டரின் நீட்டிப்பு களஞ்சியம் கிடைக்கவில்லை!கலப்பானின் அதிகாரப்பூர்வ வலைத் தளம்பிளெண்ட்ஃபைல் '%s' சிதைந்ததாகத் தோன்றுகிறது, அதில் தவறான அடையாளம் பெயர்கள் உள்ளன. இவை துண்டிக்கப்பட்டுள்ளன.Blendfile '%s' ஆனது பிளெண்டரின் எதிர்காலப் பதிப்பால் உருவாக்கப்பட்டது மற்றும் தற்போது ஆதரிக்கப்படுவதை விட நீண்ட அடையாளம் பெயர்களைக் கொண்டுள்ளது. இவை துண்டிக்கப்பட்டுள்ளன.கலப்பு கோப்பு இறக்குமதி சூழல்கலப்பு கோப்பு இறக்குமதி சூழல் உருப்படிகலப்பு கோப்பு இறக்குமதி சூழல் உருப்படிகள்கலப்பு கோப்பு இறக்குமதி சூழல் நூலகங்கள்பிளெண்ட்ஃபைல் இறக்குமதி சூழல் நூலகம்பிளெண்ட்ஃபைல் இறக்குமதி சூழல் துவக்கப்பட்டு இறக்குமதி செய்ய வேண்டிய பொருட்களின் பட்டியலால் நிரப்பப்பட்டுள்ளது, எந்த தரவும் இதுவரை இணைக்கப்படவில்லை அல்லது சேர்க்கப்படவில்லைகலத்தல்கலப்பு காரணிகலப்பு பயன்முறைகலப்பு காரணிகுழு மற்றும் பட்டியல் நிழல்களுக்கான கலப்பு காரணிஉறுதியற்ற மோதலுடன் கலத்தல்இந்த எலும்பின் எடை கலக்கிறதுஒரு மின்கடத்தா மற்றும் உலோக பொருள் மாதிரிக்கு இடையில் கலக்கிறது. 0.0 இல் பொருள் ஒரு பரவலான அல்லது பரிமாற்ற அடிப்படை அடுக்கைக் கொண்டுள்ளது, மேலே ஒரு ஏகப்பட்ட பிரதிபலிப்பு அடுக்கு உள்ளது. 1.0 இன் மதிப்பு, பரவலான பிரதிபலிப்பு அல்லது பரிமாற்றம் இல்லாமல், அடிப்படை நிறத்துடன் கூடிய முழுமையான ஏகப்பட்ட பிரதிபலிப்பை அளிக்கிறதுகீஃப்ரேம்களை தற்போதைய நிலையிலிருந்து எளிதான அல்லது எளிதாக வளைவுக்கு கலக்கிறதுஒரு குறிப்பிட்ட சுற்றளவில் பல முடி வளைவுகளுக்கு இடையில் வடிவத்தை கலக்கிறதுவளர்சிதை மாற்ற தரவு-தடுப்பில் உள்ள குமிழி உறுப்புதடுக்கப்பட்டதுதடுக்கப்பட்டது தடுப்பான் சேகரிப்புபூக்கும்நீலம்நீல சேனல்நீல சேனல்வண்ண புலத்தின் நீல கூறுநீல-இரைச்சல்நீல-இரைச்சல் (முதல்)நீல இரைச்சல் (தூய்மையானது)நீல-இரைச்சல் (சுற்று)நீலம்:புளூபிரிண்ட்மங்கலானதுமங்கலான பண்புக்கூறுமங்கலான தூரம்மங்கலான மறு செய்கைகள்மங்கலான பயன்முறைமங்கலான அளவுமங்கலான படிகள்மங்கலான வலிமைமங்கலான அகலம்மங்கலான ஃச்ஒரு திசையில் ஒரு படத்தை மங்கச் செய்யுங்கள்பல மங்கலான முறைகளைப் பயன்படுத்தி ஒரு படத்தை மங்கச் செய்யுங்கள்தூரிகையின் மங்கலான விளைவுமங்கலான வரம்பு, அதிகபட்ச coc ஆரம்விழுக்காடு நெருக்கமான வடிகட்டலைப் பயன்படுத்தி நிழல் மாற்றுப்பெயர்மறு செய்கைக்கு மங்கலான வலிமைகொடுக்கப்பட்ட அளவின் காசியன் மங்கலைப் பயன்படுத்தி ஒளிரும் தன்மையை அப்படியே விட்டுவிடும்போது, YCC வண்ண இடத்தில் உள்ளீட்டு படத்தின் நிறத்தை மழுங்கடிக்கவும்கொடுக்கப்பட்ட அளவின் காசியன் மங்கலைப் பயன்படுத்தி கணக்கிடப்பட்ட மேட்டை மங்கச் செய்யுங்கள்இருதரப்பு வடிப்பானைப் பயன்படுத்தி தீர்க்கப்பட்ட பிரகாசத்தை மங்கச் செய்யுங்கள்பின்னணியில் ச்டுடியோலைட்டை மங்கச் செய்யுங்கள்புலத்தின் கேமரா ஆழத்தைப் பயன்படுத்தி மங்கலானதுசெயலில் உள்ள வெர்டெக்ச் குழுவில் மங்கலான எடைசாதாரண வீழ்ச்சிக்கான மங்கலான படிகள்மங்கலான காட்சிகள்மின்னோடி மற்றும் செங்கற்களுக்கு இடையில் விளிம்பை மங்கச் செய்கிறது/மென்மையாக்குகிறது. இது ஒரு அமைப்பு மற்றும் இடப்பெயர்ச்சி அமைப்புகளுடன் பயனுள்ளதாக இருக்கும்உடல் உரைபோட்போயிட் மூளைபோயிட் விதிபோட் விதிகள்போட் அமைப்புகள்போயிட் மாநிலம்போயிட் மாநிலங்கள்போயிட் செயல்திறன் எடைதுகள் அளவோடு தொடர்புடைய போட் உயரம்போயிட் விதி பெயர்போயிட் இயற்பியலுக்கான போயிட் நிலைபோயிட் மாநில பெயர்போட் இந்த நேரத்தில் வலுவான எதிரியுடன் போராடுவார்போய்ட்ச்போய்ட்ச் 2 டிபொக்கேபொக்கே மங்கலானதுபொக்கே படம்பொக்கே வகைபொக்கே வகை:பொக்கே வடிவ சுழற்சி ஆஃப்செட்தடிமானதடித்த & சாய்வுஎலும்புஎலும்பு '%s' காலத்திற்கு வெளியே பி -எலும்பு பிரிவு தரவைக் கொண்டுள்ளன - டெப்ச்கிராஃப் புதுப்பிப்பு தேவை!எலும்பு '%s' ஒரு பி-எலும்பு அல்ல!எலும்பு ஆர்மேச்சர்-தொடர்புடைய அணிஎலும்பு சேகரிப்புஎலும்பு சேகரிப்பு உறுப்பினர்கள்எலும்பு சேகரிப்பு சிறப்புஎலும்பு சேகரிப்பு இடைமுகம்எலும்பு வசூல்எலும்பு சேகரிப்புகள் (அனைத்தும்)எலும்பு வசூல் (வேர்கள்)இந்த எலும்பைக் கொண்ட எலும்பு சேகரிப்புகள்எலும்பு நிறம்எலும்பு நிற செட்எலும்பு நிறங்கள்எலும்பு தடை பண்புகள்எலும்பு தடைகள்எலும்பு டிர்எலும்பு உறைஎலும்பு உறை தூரம்எலும்பு உறைகள்இருந்து எலும்புஎலும்பு வெப்ப வெயிட்டிங்: ஒன்று அல்லது அதற்கு மேற்பட்ட எலும்புகளுக்கு தீர்வு காணத் தவறிவிட்டதுஎலும்பு வரிசைமுறைஎலும்பு தாக்கங்கள்எலும்புத் செய்திஎலும்பு பூட்டப்பட்ட எடைஎலும்பு அணிஎலும்பு பெயர்எலும்பு அசல்எலும்பு செயலில் உள்ளதுஎலும்பு போச் தேர்ந்தெடுக்கப்பட்டதுஎலும்பு பண்புகள்எலும்பு உறவினர்எலும்பு ரோல்எலும்பு தேர்வுஎலும்பு தேர்வு தொகுப்புஎலும்பு அமைப்புகள்எலும்பு வடிவ அளவுஎலும்பு அளவுஎலும்பு திடஎலும்புஎலும்பு தெரிவுநிலைஎலும்பு வயர்ஃப்ரேம் ஒளிபுகாநிலைஎலும்பு ஏற்கனவே ஒரு ஐகேஇந்த போச்போனுடன் தொடர்புடைய எலும்புஎலும்பு சேகரிப்பு %s திருத்தக்கூடியவை அல்ல, ஆர்மேச்சர் தரவுகளில் மேலெழுதலைச் சேர்க்கலாமா?எலும்பு சேகரிப்பு '%s' ஆர்மேச்சர் '%s' இல் காணப்படவில்லைஒரு ஆர்மேச்சர் டேட்டா-பிளாக்கில் எலும்பு சேகரிப்புகுறியீட்டு %d உடன் எலும்பு சேகரிப்பு ஆர்மேச்சர் %s இல் காணப்படவில்லைஎலும்பு சேகரிப்புகளை ஒரு ஆர்மெச்சரில் மட்டுமே திருத்த முடியும்எலும்பு வண்ணங்கள் ஒத்திசைக்கப்பட்டன; {:d} எலும்புகளுக்கு இது எலும்பு நிறத்தை மீறுவதால் இது தெரியாதுஎலும்பு வரையறுக்கும் ஆஃப்செட்எலும்பு சிதைவு தூரம் (உறை சிதைவுக்கு மட்டும்)எலும்பு சிதைவு எடை (உறை சிதைவுக்கு மட்டும்)ஒரு ஆர்மேச்சர் டேட்டா-பிளாக்கில் எலும்புபெற்றோர் எலும்பிலிருந்து எலும்பு சுழற்சி அல்லது அளவைப் பெறுகிறதுஎலும்பைத் தேர்ந்தெடுக்க முடியும்வியூபோர்ட் நிழல் பயன்முறையைப் பொருட்படுத்தாமல் எலும்பு எப்போதும் வயர்ஃப்ரேமில் காட்டப்படும் (தடைசெய்யப்படாத தனிப்பயன் எலும்பு வடிவங்களுக்கு பயனுள்ளதாக இருக்கும்)திருத்து பயன்முறையில் இருக்கும்போது எலும்பை மாற்ற முடியாதுதிருத்து மோட் தவிர எலும்பு தெரியவில்லைதிருத்து பயன்முறையில் இருக்கும்போது எலும்பு தெரியவில்லைதிருத்து மோடில் இருக்கும் போது எலும்பு தெரிவதில்லைபோச் பயன்முறையில் எலும்பு தேர்ந்தெடுக்கப்பட்டதுஎலும்பு இருப்பிடம் உள்ளக இடத்தில் அமைக்கப்பட்டுள்ளதுதனி எலும்பு சேகரிப்பு(கள்) இருப்பதால், சேகரிப்பில் எலும்பு சேர்க்கப்படவில்லை மற்றும் மறைக்கப்பட்டுள்ளது.எலும்பு கிடைக்கவில்லைஎலும்பு காணப்படவில்லை: {:s}எலும்பு ரோல் சீரமைப்புதலை-வால் அச்சில் எலும்பு சுழற்சிஎலும்பு தேர்வு எண்ணிக்கை பிழைஓவியத்தின் போது எலும்பு தேர்வுஇந்த தனிப்பயன் வடிவத்தின் காட்சி மாற்றத்தை வரையறுக்கும் எலும்புபி-எலும்பு வளைவுக்கான இறுதி கைப்பிடியாக செயல்படும் எலும்புபி-எலும்பு வளைவுக்கான தொடக்க கைப்பிடியாக செயல்படும் எலும்புஎலும்பு ஒருங்கிணைப்புகளை அமைக்க எலும்புஎலும்புபிரதிபலிப்புக்கு பயன்படுத்த எலும்பு'%s' என்ற மறைக்கப்பட்ட தொகுப்பில் எலும்பு சேர்க்கப்பட்டதுஎலும்புகள்} {:s} சேகரிப்புகள்} 'க்கு உடைந்த குறிப்பு உள்ளதுஎலும்பு {:s} இருபுறமும் தேர்ந்தெடுக்கப்பட்டால், பிரதிபலிப்பது தெளிவற்றதாக இருக்கும், கருக்கலைப்பு செய்யும். இடது அல்லது வலது பக்கத்தை மட்டுமே தேர்ந்தெடுக்கவும், இரண்டையும் அல்லஎலும்பு(கள்)எலும்புகள்எலும்புகள் & தோல்இந்த எலும்பு சேகரிப்புக்கு ஒதுக்கப்பட்ட எலும்புகள். ஆர்மேச்சர் திருத்து பயன்முறையில் இது எப்போதும் எலும்புகளின் வெற்று பட்டியலைத் தரும், ஏனெனில் எலும்பு சேகரிப்பு உறுப்பினர்கள் திருத்து பயன்முறையிலிருந்து வெளியேறும்போது மட்டுமே ஒத்திசைக்கப்படுவார்கள்.தேர்ந்தெடுக்கப்பட்ட வெவ்வேறு பொருள்களுக்கான எலும்புகள்இந்த சேகரிப்பில் உள்ள எலும்புகள் போச்/பொருள் பயன்முறையில் காணப்படும்எலும்புகள் மட்டும்: எலும்பின் சேனல்களுக்கு பதிலாக, செயலின் பொருளின் உருமாற்ற சேனல்களை கட்டுப்படுத்தப்பட்ட எலும்புக்கு பயன்படுத்துங்கள்இந்த எலும்பின் குழந்தைகளாக இருக்கும் எலும்புகள்எலும்புகள்:%s/%sபுக்மார்க்குகள்புக்மார்க்ச் சிறப்புபூல் பண்புக்கூறுபூல் பண்புக்கூறு மதிப்புவடிவியல் பண்புக்கூறில் பூல் மதிப்புபூலியன்பூலியன் வரிசைபூலியன் புலம்பூலியன் கணிதம்பூலியன் மாற்றியமைப்பாளர்பூலியன் முனை சாக்கெட்பூலியன் முனை சாக்கெட் இடைமுகம்பூலியன் செயல்பாடுபூலியன் மதிப்புபூலியன் கட்டம் இடவியல்/செயலில் உள்ள பகுதிகளை வரையறுக்கிறதுபூலியன் செயல்பாட்டு மாற்றியமைப்பாளர்சோல்வர் கையாள பூலியன் முடிவு மிகப் பெரியதுவளைவு வேர் புள்ளிகளின் பூலியன் தேர்வுவளைவு முனை புள்ளிகளின் பூலியன் தேர்வுபூலியன் தீர்வி கிடைக்கவில்லை (அது இல்லாமல் தொகுக்கப்பட்டது)ஒரு முனையின் பூலியன் மதிப்பு சாக்கெட்பூச்ட் காரணிஎல்லைஎல்லை மோதல்கள்எல்லை அகலம்எல்லை வழங்குதல் சீக்வென்சரால் ஆதரிக்கப்படவில்லைஎல்லை தேர்ந்தெடுக்கப்பட்ட uvs ஐ மட்டுமே தேர்ந்தெடுக்கவும்எல்லைகள்இரண்டும்இரண்டு முகங்களும்அண்டை நாடுகள்இருபுறமும்இரண்டும் சட்இரண்டு பொருட்களும் கண்ணிகளாக இருக்க வேண்டும்கண்ணி விவரங்களைச் செம்மைப்படுத்த நீண்ட விளிம்புகள் மற்றும் குறுகிய விளிம்புகளை வீழ்த்துங்கள்கீழேகீழே அடிப்படைமேல் உயரம்கீழே இடதுகீழ் உதடு செல்வாக்குகீழே ஆர்த்தோகிராஃபிக்கீழ் முன்னோக்குகீழே அகலம்சுமைக்கு கீழே சீரமை (சொத்து ஆசிரியர்களைத் தவிர)பட்டியலின் கீழேஃச் அச்சு இலக்கு இயக்கத்தின் கீழ் வரம்புஃச் அச்சு மூல இயக்கத்தின் கீழ் வரம்புஒய் அச்சு இலக்கு இயக்கத்தின் கீழ் வரம்புஒய் அச்சு மூல இயக்கத்தின் கீழ் வரம்புசட் அச்சு இலக்கு இயக்கத்தின் கீழ் வரம்புசட் அச்சு மூல இயக்கத்தின் கீழ் வரம்புபேக்கிங் எல்லைகளின் கீழ்-இடது மூலைதுள்ளல்கட்டுப்பட்டஉலகளாவிய மாதிரிகள் மூலம் மாதிரிகளின் வழங்குதல் லேயருக்கு பிணைக்கப்பட்டுள்ளதுஎல்லைகள்எல்லைஎல்லை விளிம்புகள்எல்லை முகம் தொகுப்புஎல்லை வீழ்ச்சிஎல்லை தோற்றம் ஆஃப்செட்எல்லை வடிவம் (குவிந்த)எல்லை மென்மையானதுஎல்லை இடவியல்எல்லை விளிம்புகள்முகமூடியுக்கு எல்லை வகைஎல்லைக்குட்பட்டதுஎல்லை பெட்டிஎல்லை பெட்டி நடுவண்எல்லை பெட்டி அளவு 0 ஐ விட அதிகமாக இருக்க வேண்டும்எல்லைகள்எல்லைகள் நடுவண்எல்லைகள் கிளாம்ப்வரம்புகள் அதிகபட்சம்எல்லைகள் மணித்துளிபெட்டிபெட்டி பின்னணி வண்ணங்கள்பெட்டி நிறம்பெட்டி விளிம்புபெட்டி முகமூடிபெட்டி சுற்றுபெட்டி தேர்வுபெட்டி கூர்மைப்படுத்தப்படுகிறதுபெட்டி உயரத்தின் காரணியாக பெட்டி மூலையில் ஆரம்பெட்டி வடிகட்டிபட அகலத்தின் காரணியாக பெட்டி விளிம்புபெட்டி போன்ற வடிவம் (i.c.e. க்யூப்ச்), விமானங்கள் உட்பட (i.n. தரை விமானம்)பெட்டிகள்பின்னல் முடி வளைவுகள்பின்னல் தொடக்ககிளை மென்மையானகிளை: {:s}பித்தளைகண்ணி முகங்களை உடைத்து, அவை துகள்களைப் பின்பற்றட்டும்தேர்ந்தெடுக்கப்பட்ட எலும்புகளை சிறிய எலும்புகளின் சங்கிலிகளாக உடைக்கவும்உடைக்கக்கூடியதுமுறிவுமுறிவு கீஃப்ரேம்முறிவு கீஃப்ரேம் தேர்ந்தெடுக்கப்பட்டதுநுழைவு முறிவுசெங்கல் (பொதுவான)செங்கல் (அழுத்தப்பட்டது)செங்கல் (மென்மையான)செங்கல் அமைப்புசெங்கல் அகலம்செங்கற்கள்செங்கற்கள் 1செங்கல் 2வரிசை துண்டுக்கான பிரகாசமான/மாறுபட்ட மாற்றியமைக்கும் தரவுபிரகாசமானஒளியளவுஒளி திருத்தும் மதிப்பு. படத்தின் ஒட்டுமொத்த பிரகாசத்தை அதிகரிக்க ஒரு சேர்க்கை வகை காரணி. ஒரு படத்தை கருமையாக்க எதிர்மறை எண்ணையும், அதை பிரகாசமாக்க நேர்மறையான எண்ணையும் பயன்படுத்தவும்தீவிரத்தின் ஒளி வரம்புஒளி பெருக்கிஐகானின் ஒளிபுலத்தின் ச்பிரிட் பேச் ஆழத்தைப் பயன்படுத்துவதற்கான பிரகாசமான வாசல்பிரகாசம்/மாறுபாடுமுன்னோக்கி கொண்டு வாருங்கள்மாற்றியமைக்கப்பட்ட பொருளில் எலும்பு போசைக் கொண்டு வாருங்கள்உள்ளீட்டு சேகரிப்பு வடிவவியலை மாற்றியமைக்கப்பட்ட பொருளில் கொண்டு வாருங்கள், காட்சியில் உள்ள பொருள்களுக்கு இடையில் தொடர்புடைய நிலையை பராமரித்தல்உள்ளீட்டு பொருள் வடிவியல், இருப்பிடம், சுழற்சி மற்றும் அளவிலான மாற்றியமைக்கப்பட்ட பொருளில் கொண்டு வாருங்கள், காட்சியில் உள்ள இரண்டு பொருள்களுக்கு இடையில் தொடர்புடைய நிலையை பராமரித்தல்முன்னால் கொண்டு வாருங்கள்ஒளிபரப்பு செயல்கள்அனைத்து பொருள்களுக்கும் இணக்கமான அனைத்து செயல்களையும் ஒளிபரப்பவும். அனிமேசன் செய்யப்பட்ட பொருள்கள் அனைத்து செயல்களையும் அவர்களுடன் இணக்கமாகப் பெறும், மற்றவர்களுக்கு எந்த அனிமேசனும் கிடைக்காதுவெண்கலம்பழுப்புபிரவுன்-கான்ராடி விலகல் மாதிரிபிரவுனியன்உலாவுஇணைக்கப்பட வேண்டிய செயலை உலாவுகஇணைக்கப்பட வேண்டிய ஆர்மேச்சர் தரவை உலாவுகஇணைக்கப்பட வேண்டிய தூரிகையை உலாவுகஇணைக்கப்பட வேண்டிய கேச் கோப்புகளை உலாவுகஇணைக்கப்பட வேண்டிய கேமரா தரவை உலாவுகஇணைக்கப்பட வேண்டிய வளைவு தரவை உலாவுகஇணைக்கப்பட வேண்டிய வளைவுகள் தரவை உலாவுகஇணைக்கப்பட வேண்டிய பசை எழுதுகோல் தரவை உலாவுகஇணைக்கப்பட வேண்டிய ஐடி தரவை உலாவுகஇணைக்கப்பட வேண்டிய படத்தை உலாவுகஇணைக்கப்பட வேண்டிய லட்டு தரவை உலாவுகஇணைக்கப்பட வேண்டிய ஒளி தரவை உலாவுகஇணைக்க லேசான புரோப் உலாவுகஇணைக்கப்பட வேண்டிய வரி பாணி தரவை உலாவுகஇணைக்கப்பட வேண்டிய முகமூடியை உலாவுகஇணைக்கப்பட வேண்டிய மூலப்பொருளை உலாவுகஇணைக்கப்பட வேண்டிய கண்ணி தரவை உலாவுகஇணைக்கப்பட வேண்டிய வளர்சிதை மாற்ற தரவை உலாவுகஇணைக்கப்பட வேண்டிய மூவி கிளிப்பை உலாவுகஇணைக்கப்பட வேண்டிய முனை மரம் உலாவுகஇணைக்கப்பட வேண்டிய பொருளை உலாவுகஇணைக்கப்பட வேண்டிய வண்ணப்பூச்சு வளைவு தரவை உலாவுகஇணைக்கப்பட வேண்டிய தட்டு தரவை உலாவுகஇணைக்கப்பட வேண்டிய துகள் அமைப்புகளை உலாவுகபுள்ளி முகில் தரவு இணைக்கப்பட வேண்டும்இணைக்கப்பட வேண்டிய காட்சியை உலாவுகஇணைக்க ஒலியை உலாவுகஇணைக்கப்பட வேண்டிய ச்பீக்கர் தரவை உலாவுகஇணைக்கப்பட வேண்டிய உரையை உலாவுகஇணைக்கப்பட வேண்டிய அமைப்பை உலாவுகஇணைக்கப்பட வேண்டிய தொகுதி தரவை உலாவுகஇணைக்கப்பட வேண்டிய பணியிடத்தை உலாவுகஇணைக்கப்பட வேண்டிய உலக அமைப்புகளை உலாவுககோப்புகள் மற்றும் சொத்துக்களுக்கு உலாவுகஇந்த கோப்பை உலாவுகதொலைநிலை மற்றும் உள்ளக களஞ்சியங்களிலிருந்து நீட்டிப்புகளை உலாவவும், நிறுவவும் நிர்வகிக்கவும்உலாவல் பயன்முறைதூரிகைகூட்டுவளைவுஇரு அளவிலான கிராப்குமிழ்தெளிவின்மைஎல்லைதூரிகை வகைகளிமண்களிமண் கீற்றுகள்களிமண் கட்டைவிரல்கடிகார திசையில்நகலிதுணிவண்ண வளைவுமாறிலிஎதிர்-கடிகார திசையில்மடிப்புஊதப்படுத்துசிதைவுதிசைபின்னிழுப்பு, பின்னிழுவிசைவரைமுகத் தொகுப்புகளை வரையவும்கூர்மையாக வரையவும்மீள் சிதைவுவிவரங்களை மேம்படுத்தவும்அழிக்கவும்விரிவாக்குவீழ்ச்சிநிரப்பவும்பிடுங்கஉயர்த்தவும்தலைகீழ்ஆனதுநடுக்கம்அடுக்குபெரிதாக்கவும்முகமூடிமல்டி-பிளேன் ச்க்ராப்இடப்பெயர்ச்சி அழிப்பான்இடப்பெயர்ச்சி ச்மியர் பன்முகத்தன்மை கொண்டதுபுதியஇயல்பானமுரட்டுத்தனமானவண்ணப்பூச்சுகிள்ளுதல்செங்குத்தாக பிஞ்ச்பிஞ்ச் பாயிண்ட்தளம்போச்புச்சுழற்றுங்கள்அளவுகூர்மைப்படுத்துஎளிமைப்படுத்துங்கள்ச்லைடு ஓய்வெடுங்கள்ச்மியர்மென்மையானபாம்பு கொக்கிமென்மையாக்கவும்கழிக்கவும்மேற்பரப்புகட்டைவிரல்நிறம்முத்தரப்பு அளவிலான கிராப்திருப்பம்சொத்து துலக்கவும்தூரிகை சொத்து (சேமிக்கப்படாதது)துலக்குதல் சொத்து குறிப்புதூரிகை திறன்கள்தூரிகை சேகரிப்புதூரிகை விவரம்தூரிகை வீழ்ச்சிதூரிகை சாய்வுதூரிகை உயரம்தூரிகை முகமூடிபொதுவாக துலக்குங்கள்முன்னமைவுகளை துலக்கவும்தூரிகை ஆரம்அமைப்புகளை துலக்கவும்தூரிகை அளவுதூரிகை சிறப்புஅமைப்பு ச்லாட்டை துலக்கவும்தூரிகை வகைதூரிகை கலத்தல் பயன்முறைஓவியம் மற்றும் சிற்பம் செய்வதற்காக தூரிகை அமைப்புகளை சேமிக்க தரவு-தொகுப்பை துலக்குங்கள்தரவு-தொகுதிகளை துலக்கவும்தூரிகை சிதைவு கண்ணி செங்குத்துகளை இடமாற்றம் செய்கிறதுதுணி உருவகப்படுத்துதலின் தடைகளை சிதைப்பதன் மூலம் தூரிகை கண்ணி சிதைக்கிறதுதூரிகை அருகாமையில் வரையறுக்கப்பட்ட திசையிலிருந்து தூரிகை கேன்வாசுக்கு திட்டமிடப்பட்டுள்ளதுதூரிகை சுட்டிக்கு பின்னால் பின்தங்கியிருக்கிறது மற்றும் மென்மையான பாதையைப் பின்பற்றுகிறதுதூரிகை பார்வையாளரை எதிர்கொள்ளும் செங்குத்துகளை மட்டுமே பாதிக்கிறதுஅனைத்து தீவுகளிலும் தூரிகை இயங்குகிறதுஅமைப்புகளை துலக்கவும்திரை இடத்தில் அளவு துலக்கவும்படிகள் தூரிகைதூரிகை வலிமைதூரிகை அமைப்பு சீரற்ற கோணம்அமைப்பு சுழற்சியை துலக்கவும்பக்கவாதத்தின் காலத்திற்கு பயன்படுத்த தூரிகைதூரிகை வகை அடையாளங்காட்டி, அதற்காக மிகவும் பொருத்தமான கருவி மேலே பார்க்கப்படும்தூரிகையின் திறன்கள்தூரிகை(கள்)தூரிகை. அதற்கு பதிலாக தட்டுக்கு மாதிரி செய்ய இடது கிளிக்கைப் பயன்படுத்தவும்தூரிகைகள்தூரிகைகள் தானியங்கி மாதிரிக்காட்சிகளை ஆதரிக்காதுகுமிழிகுமிழி மிதப்புகுமிழி இழுத்தல்குமிழ்கள்இடையகஇடையூறுபிழைஉருவாக்கு100% பதிலாள் தீர்மானத்தை உருவாக்குங்கள்25% பதிலாள் தீர்மானத்தை உருவாக்குங்கள்50% பதிலாள் தீர்மானத்தை உருவாக்குங்கள்75% பதிலாள் தீர்மானத்தை உருவாக்குங்கள்மாற்றியமைப்பாளரை உருவாக்குங்கள்அசலை உருவாக்குங்கள்:சிதைக்கப்படாததை உருவாக்குங்கள்:ஒரு அச்சில் இருந்து ஒரு சுழற்சியையும் அந்த அச்சைச் சுற்றி ஒரு சுழற்சியையும் உருவாக்குங்கள்குவாட்டர்னியன் கூறுகளிலிருந்து சுழற்சியை உருவாக்கவும்ஒவ்வொரு அச்சிலும் தனித்தனி கோணங்களில் இருந்து ஒரு சுழற்சியை உருவாக்கவும்டியூப் வடிவத்துடன் கூடிய தொடர்ச்சியான நிழல் பார்டர்களுக்கு தொப்பிகளில் தனிப்பயன் இயல்புகளை உருவாக்கவும்விளைவு மாற்றியமைப்பை உருவாக்குங்கள்ஒவ்வொரு முன்னோட்ட அளவிலும் சேர்க்கப்பட்ட திரைப்படம் மற்றும் பட கீற்றுகளுக்கான ப்ராக்சிகளை உருவாக்குங்கள்அசல் காட்சிகள் பரிமாணத்தின் 100% பதிலாள் தீர்மானத்தை உருவாக்குங்கள்அசல் பட்டியலிடப்படாத காட்சிகள் பரிமாணத்தின் 100% பதிலாள் தீர்மானத்தை உருவாக்குங்கள்அசல் காட்சிகள் பரிமாணத்தில் 25% பதிலாள் தீர்மானத்தை உருவாக்குங்கள்அசல் பட்டியலிடப்படாத காட்சிகள் பரிமாணத்தின் 25% பதிலாள் தீர்மானத்தை உருவாக்குங்கள்அசல் காட்சிகள் பரிமாணத்தின் 50% பதிலாள் தீர்மானத்தை உருவாக்குங்கள்அசல் பட்டியலிடப்படாத காட்சிகள் பரிமாணத்தின் 50% பதிலாள் தீர்மானத்தை உருவாக்குங்கள்அசல் காட்சிகள் பரிமாணத்தில் 75% பதிலாள் தீர்மானத்தை உருவாக்குங்கள்அசல் பட்டியலிடப்படாத காட்சிகள் பரிமாணத்தின் 75% பதிலாள் தீர்மானத்தை உருவாக்குங்கள்பதிவு ரன் நேர குறியீடு குறியீட்டை உருவாக்குங்கள்கட்டிட பிரதிநிதிகள் ...புதிய வீச்சுகள் மட்டுமே உருவாக்குகிறது ('சேர்க்கை' வரைபடத்தை கருதி)திரவ மாற்றியமைப்பாளர் இல்லாமல் கட்டப்பட்டதுகடல் மாற்றியமைப்பாளர் இல்லாமல் கட்டப்பட்டதுremesh மாற்றியமைப்பாளர் இல்லாமல் கட்டப்பட்டதுமெலிதாக இல்லாமல் கட்டப்பட்டது, மீண்டும் இணக்க முறைக்கு விழும்VR/OpenXR நற்பொருத்தங்கள் இல்லாமல் கட்டப்பட்டதுஉள்ளமைக்கப்பட்ட செயல்பாடு எஃப்-மாடிஃபயர்உள்ளமைக்கப்பட்டஉள்ளமைக்கப்பட்ட சொத்துஉள்ளமைக்கப்பட்ட அனிமேசன் பிளேயர்தரவைத் திறப்பதற்கும், சேமிப்பதற்கும், இணைப்பதற்கும் உள்ளமைக்கப்பட்ட கோப்பு மேலாளர்உள்ளமைக்கப்பட்ட எழுத்துருக்களை மறுபெயரிட முடியாதுஉள்ளமைக்கப்பட்ட கீமாப் உள்ளமைவுகளை அகற்ற முடியாதுஉள்ளமைக்கப்பட்ட கருப்பொருள்களை மேலெழுத முடியாதுஉள்ளமைக்கப்பட்ட கருப்பொருள்களை அகற்ற முடியாதுபல்கேரிய - பல்கேரியன்வீக்கம்பம்ப் வரைபட திருத்தம்பம்ப் மட்டும்இடப்பெயர்ச்சியின் தோற்றத்தை உருவகப்படுத்த பம்ப் மேப்பிங்மூட்டைமூட்டை உருப்படிகள்மூட்டை முனை சாக்கெட்மூட்டை முனை சாக்கெட் இடைமுகம்மூட்டை திடதொகுப்பு தரவுவடிவவியலில் மூட்டைஒரு முனையின் மூட்டை சாக்கெட்ஒவ்வொரு மூட்டைக்கும் மேல் மட்டத்தில் ஒன்றாக இணைவதற்கான மூட்டைகள். நகல்கள் இருக்கும்போது, முதல் நிகழ்வு மட்டுமே பயன்படுத்தப்படுகிறதுமிதப்புமிதப்பு அடர்த்திமிதப்பு வெப்பம்புகை அடர்த்தியை அடிப்படையாகக் கொண்ட மிதவை ஆற்றல் (அதிக மதிப்பு வேகமாக உயரும் புகை விளைவிக்கும்)புகை வெப்பத்தை அடிப்படையாகக் கொண்ட மிதவை ஆற்றல் (அதிக மதிப்பு வேகமாக அதிகரித்து வரும் புகை)படத்தில் எரிக்கவும்எரியும் முறைபிசியான வரைதல்!பட்பட் தொப்பிபட்டனில் சொத்துத் செய்தி எதுவும் இணைக்கப்பட்டதாகத் தெரியவில்லை (ptr.data = %p, prop = %p)செயலில் உள்ள கருவி மூலம்குழு ஐடி மூலம்மூலம் அடுக்குதளர்வான பகுதிகளால்மூலப்பொருள் மூலம்பெயரால்கட்டளை படிதற்போதைய சட்டகத்திற்கு மேல்முதலில் தேர்ந்தெடுக்கப்பட்ட மார்க்கர்சுழிய நேரத்திற்கு மேல்கர்சர் மதிப்புக்கு மேல் மதிப்புகள் மூலம்சுழிய மதிப்புக்கு மேல் மதிப்புகள்தேர்வை எவ்வளவு வளர்க்க வேண்டும் என்பதன் மூலம்பைட் நிறம்பைட் நிறம் (எச்.ஆர்.சி.பி குறியாக்கப்பட்டது): {} {} {} {}பைட் வண்ண பண்புக்கூறுபைட் வண்ண பண்புக்கூறு மதிப்புபைட்கோட்பைட்கோட் ஆச்பெசியர்பெசியர் வளைவுபெசியர் வளைவு புள்ளிபெசியர் புள்ளிகள்பெசியர் பிரிவுபெசியர் யுபெசியர் விஇரண்டு கைப்பிடிகளுடன் பெசியர் வளைவு புள்ளிஎஃப்-வளைவில் ஒரு கீஃப்ரேமை வரையறுக்கும் இரண்டு கைப்பிடிகளுடன் பெசியர் வளைவு புள்ளிபெசியர் ச்ப்லைன் புள்ளிகள் சேர்க்கப்பட முடியாதுcசி.எஃப்.எல்cfl எண்சினியன்சிபியூசிபியு ரேட்ரேசிங் செயல்திறன் மோசமாக இருக்கும்CRFகாபிம (.csv)காபிம இறக்குமதி: '%s' ஐ திறக்க முடியாதுகாபிம இறக்குமதி: வெற்று கோப்பு '%s'காபிம இறக்குமதி: கோப்பை '%s' அலசில் தோல்வியுற்றதுகுடாகேச்கேச் கோப்புகேச் கோப்புகள்தரவு-தொகுதிகளை கேச் கோப்புகள்கேச் இறுதிகேச் அட்டவணைகேச் செய்திகேச் காலாவதியானதுகேச் லேயர்கேச் அடுக்குகள்கேச் மெச்கேச் மாற்றியமைப்பாளர்கேச் மேலடுக்கு அமைப்புகள்கேச் பாதைகேச் ராகேச் முடிவுதற்காலிக சேமிப்பு அமைப்புகள்தற்காலிக சேமிப்பு அடிதற்காலிக சேமிப்பு அடைவுதற்காலிக கோப்பு சேமிப்பு பாதைஒவ்வொரு சட்டத்திற்கும் இறுதிப் படத்தைத் தற்காலிக சேமிப்புஉருவகப்படுத்துதல் முனைகள் பின்னணியின்போது கேச் பிரேம்கள்தற்காலிக சேமிப்பை இயக்க வேண்டும்கோப்பு சேமிக்கப்படும் வரை தற்காலிக சேமிப்பு முடக்கப்பட்டுள்ளதுகேச் பெயர்ஒரு பிரேம் வரம்பில் ஒரு உறுப்பின் உலக-விண்வெளி நிலைகளின் தற்காலிக சேமிப்புநினைவக பயன்பாட்டு செலவில் துண்டு அளவுருக்களை விரைவாக மாற்றுவதற்காக, வட்டில் இருந்து படித்த மூல படங்களை கேச்உள்வரும் தரவை மறுசீரமைப்பு இல்லாமல் பயன்படுத்தலாம்நினைவகத்தில் ஒலியை கேச்சுட இலக்குவட்டுமாற்றியமைப்பாளரிடமிருந்து மரபுரிமைநிரம்பியதுதற்காலிக சேமிப்பு வரம்புமுதல் வரி கலை மாற்றியமைப்பிலிருந்து தற்காலிகமாக சேமிக்கப்பட்டதுமுதல் வரி கலை மாற்றியமைப்பிலிருந்து தற்காலிகமாக சேமிக்கப்பட்டது.பாதையில் தற்காலிக சேமிப்பு இடம்ஒரு சட்டகத்திற்கு தற்காலிக சேமிப்பு நிலைகள்கண்ணி செங்குத்துகளின் விரைவு. இயக்க மங்கலான இயக்கப்பட்டிருக்கும்போது இவை பயன்படுத்தப்படும் (தானாகவே).கேச்சிங்கூண்டுகூண்டு எக்ச்ட்ரூசன்கூண்டு பொருள்கூண்டு ஒளிபுகாநிலைகூண்டு பொருள் "%s" மதிப்பிடப்பட்ட காட்சியில் காணப்படவில்லை, அது மறைக்கப்படலாம்கூண்டு செங்குத்துகள் %d இலிருந்து %d ஆக மாற்றப்பட்டனகணக்கிடுஆல்பாவைக் கணக்கிடுங்கள்துளைகளைக் கணக்கிடுங்கள்பொருள் இயக்க பாதைகளைக் கணக்கிடுங்கள்வரிசையை கணக்கிடுங்கள்ஒன்றுடன் ஒன்று கணக்கிடுங்கள்தேர்ந்தெடுக்கப்பட்ட எலும்புகளுக்கான பாதைகளைக் கணக்கிடுங்கள்சட்டகத்திற்கு தேர்ந்தெடுக்கப்பட்டதைக் கணக்கிடுங்கள்வெர்டெக்ச் எடையை மாறும் வகையில் கணக்கிடுங்கள்உள்ளீட்டு விதையின் அடிப்படையில் சீரற்ற மதிப்பு அல்லது நிறத்தைக் கணக்கிடுங்கள்செயலில் உள்ள பொருளுக்கு பதிலாக தேர்ந்தெடுக்கப்பட்ட அனைத்து பொருட்களையும் கணக்கிடுங்கள்படத்தில் உள்ள rgb மதிப்புகளின் அடிப்படையில் ஆல்பா சேனலைக் கணக்கிடுங்கள்தலையிலிருந்து எலும்பு பாதைகளை கணக்கிடுங்கள்வால்களிலிருந்து எலும்பு பாதைகளை கணக்கிடுங்கள்வீச்சு இருப்பிடத்தைப் பயன்படுத்தி காட்சியுடன் தொடர்புடைய தூரிகை இடைவெளியைக் கணக்கிடுங்கள்பார்வையுடன் தொடர்புடைய தூரிகை இடைவெளியைக் கணக்கிடுங்கள்நீண்ட கூந்தலுக்கு ஏற்ற குழந்தைகளை கணக்கிடுங்கள்இறகு ஆஃப்செட் கூட கணக்கிடுங்கள்இரண்டாவது வளைவாக இறகு ஆஃப்செட்டை கணக்கிடுங்கள்கட்டுப்பாடற்ற குறைந்த தெளிவுத்திறன் கண்ணுக்கு எதிராக உயரங்களைக் கணக்கிடுங்கள்ஒன்றுடன் ஒன்று வளைவுகளை நிரப்பும்போது துளைகளைக் கணக்கிடுங்கள்சீக்வென்சரின் இடத்திற்கு பதிலாக நேரியல் இடத்தில் மாற்றியமைப்பாளர்களைக் கணக்கிடுங்கள்சட் அச்சு மற்றும் வளைவு தொடுகோடு செங்குத்தாக நார்மல்களைக் கணக்கிடுங்கள். புள்ளிகளின் தொடர் செங்குத்தாக இருந்தால், ஃச் அச்சு பயன்படுத்தப்படுகிறது.மேலும் தடிமன் விளைவிக்கும் இயல்புகளைக் கணக்கிடுங்கள் (மெதுவாக, தேவையில்லை போது முடக்கு)முழு வளைவு முழுவதும் வளைவு தொடுகோட்டைச் சுற்றியுள்ள சிறிய திருப்பத்துடன் இயல்புகளைக் கணக்கிடுங்கள்துகள் சுழற்சிகளைக் கணக்கிடுங்கள்தேர்ந்தெடுக்கப்பட்ட எலும்புகளுக்கான பாதைகளைக் கணக்கிடுங்கள்புள்ளி வேகங்களை தானாக கணக்கிடுங்கள்ஒவ்வொரு நிகழ்வின் வடிவியல் தொகுப்பின் நிலை வரம்புகளைக் கணக்கிடுங்கள்உறவினர் நிலையை கணக்கிடுங்கள் (விளிம்புகளைப் பயன்படுத்தி)உறவினர் நிலையை கணக்கிடுங்கள் (முகங்களைப் பயன்படுத்துதல்)தன்வய குறுக்குவெட்டுகளைக் கணக்கிட்டு, நிரப்புவதற்கு முன் ஒன்றுடன் ஒன்றுதனிப்பயன் இயல்பான தரவைப் பயன்படுத்தி கூர்மையான விளிம்புகளைக் கணக்கிடுங்கள் (கிடைக்கும்போது)தொடக்கத்திலிருந்து தற்போதைய சட்டகத்திற்கு வடிவியல் முனைகள் மாற்றியமைப்பாளர்களில் உருவகப்படுத்துதல்களைக் கணக்கிடுங்கள்ஒரு வடிவவியலில் மதிப்பிடப்பட்ட ஒரு புலத்திலிருந்து ஒரு தரவு தொகுப்பு பற்றிய புள்ளிவிவரங்களைக் கணக்கிடுங்கள்துண்டிக்கப்பட்ட மெச் இடவியல் தீவுகளின் அடிப்படையில் எல்லை முகமூடியைக் கணக்கிடுங்கள்முகத் தொகுப்புகளுக்கு இடையில் எல்லை முகமூடியைக் கணக்கிடுங்கள்பார்வை அல்லது காட்சி தூரத்தைப் பயன்படுத்தி தூரிகை இடைவெளியைக் கணக்கிடுங்கள்தற்போதைய பிவோட் புள்ளியின் அடிப்படையில் வடிவவியலின் மையத்தைக் கணக்கிடுங்கள் (சராசரி, இல்லையெனில் எல்லை பெட்டி)மேற்பரப்பு பரப்பிலிருந்து வெகுசன மையத்தை கணக்கிடுங்கள்அளவிலிருந்து வெகுசன மையத்தைக் கணக்கிடுங்கள் (நிலையான இயல்புடன் பன்மடங்கு வடிவவியலாக இருக்க வேண்டும்)அளவிடல் கட்டத்தின் மதிப்புகளில் ஏற்படும் மாற்றத்தின் திசை மற்றும் அளவைக் கணக்கிடவும்ஒரு திசை திசையன் கட்டத்தின் ஒவ்வொரு புள்ளியின் உள்ளேயும் வெளியேயும் ஓட்டத்தைக் கணக்கிடுங்கள்அதன் மேற்பரப்பின் மிக நெருக்கமான புள்ளியில் ஒரு கண்ணி பண்புக்கூறின் இடைக்கணிப்பு மதிப்பைக் கணக்கிடுங்கள்புறஊதா ஒருங்கிணைப்பில் ஒரு கண்ணி பண்புக்கூறின் இடைக்கணிப்பு மதிப்புகளைக் கணக்கிடுங்கள்ஒரு வடிவவியலின் நிலைகளின் வரம்புகளைக் கணக்கிட்டு, அந்த பரிமாணங்களுடன் ஒரு பெட்டி கண்ணி உருவாக்கவும்ஒரு திசை திசையன் கட்டத்தின் சுழற்சியின் அளவு மற்றும் திசையைக் கணக்கிடுங்கள்கொடுக்கப்பட்ட புலத்தின் சராசரி மற்றும் சராசரியைக் கணக்கிடுங்கள்கொடுக்கப்பட்ட புலத்தின் குறைந்தபட்ச மற்றும் அதிகபட்சத்தைக் கணக்கிடுங்கள்ஒவ்வொரு ச்ப்லைனையும் குறிப்பிட்ட நீளத்துடன் பிரிவுகளாகப் பிரித்து மாதிரிகளின் எண்ணிக்கையைக் கணக்கிடுங்கள்விளிம்புகளின் வரிசையைக் கணக்கிடுங்கள் (மெச்களுக்கு தேவை, ஆனால் வளைவுகள் அல்ல)இலக்கின் விளிம்புகளுக்கு அருகாமையில் கணக்கிடுங்கள்இலக்கின் முகங்களுக்கு அருகாமையில் இருப்பதைக் கணக்கிடுங்கள்இலக்கின் புள்ளிகளுக்கு அருகாமையைக் கணக்கிடுங்கள் (மற்ற முறைகளை விட வேகமாக)கொடுக்கப்பட்ட புலத்தின் நிலையான விலகல் மற்றும் மாறுபாட்டைக் கணக்கிடுங்கள்ஒரு கண்ணி முகங்களின் மேற்பரப்பு பரப்பைக் கணக்கிடுங்கள்சட்டகத்திற்கு கணக்கிடுங்கள்தற்போதைய கண்ணி அளவின் அடிப்படையில் புதிய பன்மடங்கு கண்ணி கணக்கிடுகிறது. அனைத்து தரவு அடுக்குகளும் இழக்கப்படும்உருவகப்படுத்துதலைக் கணக்கிடுதல் ...கணக்கீடு வரம்புகணக்கீடு வகைMikkTSpace நூலகத்தைப் பயன்படுத்தி கணக்கிடுதல், பிளெண்டரில் மற்ற இடங்களில் பயன்படுத்தப்படும் தொடுகோடுகளுடன் ஒத்துப்போகிறதுஅளவுத்திருத்தம்அழைப்பு குழுஉள்ளமைக்கப்பட்ட கீயிங் தொகுப்புகளுக்கு திரும்பப்பெறுதல் செயல்பாடு வரையறுக்கிறதுகையெழுத்துபுகைப்பட கருவிபின்மூடுஆழம்முடிவுசரிசெய்யவும்முன்லென்ச்புதியகேமரா "%s" பல பார்வை கேமரா அல்லகேமரா & லென்ச் விளைவுகள்கேமரா வரம்புகள்கேமரா கிளிப்கேமரா குல் விளிம்புகேமரா குறைத்தல்கேமரா தனிப்பயன்கேமரா தரவுகேமரா குவிய நீளம்: %.1fmmகேமரா குவிய நீளம்: %.1f °கேமரா வழிகாட்டிகள்கேமரா செய்திகேமரா லென்ச் அளவு: %.3fகேமரா பொருள்கேமரா ஆஃப்செட்கேமரா ஆர்த்தோகிராஃபிக்கேமரா மேலெழுதும்கேமரா பரந்தகேமரா பெற்றோர் பூட்டுகேமரா பாச்பார்ட்அவுட்கேமரா பாதைகேமரா முன்னோக்குகேமரா முன்னமைவுகள்கேமரா தீர்விகேமரா தீர்வி கட்டுப்பாடுகேமரா பின்னொட்டுகேமரா பார்வைகேமரா தெரிவுநிலைகேமரா சூம்கேமரா அமைப்புகளை சேமிப்பதற்கான கேமரா தரவு-தொகுதிகேமரா தரவு-தொகுதிகள்கேமரா தூர கிளிப்பிங் தூரம்கேமரா கிடைமட்ட மாற்றம்கேமரா லென்ச் பார்வை புலம்கேமரா லென்ச் கிடைமட்ட பார்வை புலம்கேமரா லென்ச் செங்குத்து பார்வைகிளிப்பிங் தூரத்திற்கு அருகில் கேமராகேமரா ப்ரொசெக்சன் மேட்ரிக்ச்கேமரா சிப்ட்இந்த சட்டகத்தில் செயலில் இருக்கும் கேமராபார்க்க கேமராவடிவவியலை உட்பிரிவு செய்யும் போது குறிப்பு புள்ளியாகப் பயன்படுத்த கேமரா, காட்சி கேமரா நகரும் போது அனிமேசன்களில் கலைப்பொருட்களை ஊர்ந்து செல்வதைத் தவிர்க்க பயனுள்ளதாக இருக்கும்எந்த இயக்கம் பெற்றோராக உள்ளது (வெற்று செயலில் உள்ள காட்சி கேமரா பயன்படுத்தப்பட்டால்)கேமரா வகைகள்கேமரா செங்குத்து மாற்றம்கேமராவின் முதன்மையான அச்சுகேமராவின் குவிய நீளம்கேமரா(கள்)கேமராக்கள்மதிப்பிடப்பட்ட தரவை மதிப்பிடப்பட்ட பொருளுக்கு மட்டுமே ஒதுக்க முடியும், அல்லது அசல் தரவை அசல் பொருளுக்கு மட்டுமே ஒதுக்க முடியும்ஒரு தனிப்பயன் இயல்பான, வெர்டெக்ச் இயல்பான அல்லது முகம் இயல்பை மட்டுமே நகலெடுக்க முடியும்3 டி வியூபோர்ட் அல்லது அவுட்லைனரிலிருந்து மட்டுமே எடுக்க முடியும்பட வரிசைகளில் மட்டுமே வரிசையைச் சேமிக்க முடியும்ஒரு செயல் மண்டலத்திலிருந்து மண்டல அளவை மட்டுமே அளவிட முடியும்செயல் மண்டலத்திலிருந்து குவாட் காட்சியை மட்டுமே அளவிட முடியும்தற்போதைய .blend கோப்பு சேமிக்கப்பட்டால் மட்டுமே சுட்டுக்கொள்ள முடியும்வேலைகள் இயங்கும் போது பணியிடத்தை மாற்ற முடியாதுமாற்றியமைக்கப்பட்ட படங்களுடன் பணியிடத்தை மாற்ற முடியாது, முதலில் அவற்றைச் சேமிக்கவும்இயக்கப்படும் எண் மதிப்பைத் திருத்த முடியாது, இயக்கி அமைப்பிற்கு இயக்கி எடிட்டரைப் பார்க்கவும்ரத்துசெய்ஒரு பக்கவாதத்தை ரத்துசெய்து செயல்தவிர்க்கவும்அனிமேசனை ரத்துசெய், அசல் சட்டத்திற்குத் திரும்புகிறதுபெவலை ரத்துசெய்கோப்பு செயல்பாட்டை ரத்துசெய்வழங்குதல் காட்சியைக் காட்டுவதை நீக்கறல்ரத்துசெய்தல் ...இந்த பக்கவாதத்தை ரத்து செய்வது ஆதரிக்கப்படவில்லைஇணைக்கப்பட்ட பொருளில் எலும்புகளைத் தேர்ந்தெடுக்க முடியாது, அதற்கு ஒரு மேலெழுதும் தேவைப்படும்படத்தை ஏற்ற முடியவில்லைசேகரிப்பு வடிவவியலை அணுக முடியவில்லை, ஏனெனில் இது இன்னும் மதிப்பீடு செய்யப்படவில்லை. சார்பு சுழற்சி இருக்கும்போது இது நிகழலாம்பொருளின் வடிவவியலை அணுக முடியாது, ஏனெனில் அது இன்னும் மதிப்பீடு செய்யப்படவில்லை. சார்பு சுழற்சி இருக்கும்போது இது நிகழலாம்பொருளின் உருமாற்றங்களை அணுக முடியாது, ஏனெனில் அது இன்னும் மதிப்பீடு செய்யப்படவில்லை. சார்பு சுழற்சி இருக்கும்போது இது நிகழலாம்கோப்பு தேர்வாளர் உரையாடலை செயல்படுத்த முடியாது, ஒன்று ஏற்கனவே திறக்கப்பட்டுள்ளதுகண்ணி அல்லாத பொருளில் ரிசிட் பாடியைச் சேர்க்க முடியாதுஇணைக்கப்பட்ட/மேலெழுதும் சேகரிப்பு/காட்சியில் ஒரு தொகுப்பைச் சேர்க்க முடியாதுஇணைக்கப்பட்ட சேகரிப்பில் வண்ணக் குறிச்சொல்லைச் சேர்க்க முடியாது'%s' கேசெஃபைலில் ஒரு அடுக்கைச் சேர்க்க முடியாதுஇணைக்கப்பட்ட/ஓவர்ரைடு காட்சியில் புதிய தொகுப்பைச் சேர்க்க முடியாதுசெயலில் அடுக்கை முகமூடியாக சேர்க்க முடியாதுஇணைக்கப்பட்ட ஆர்மேச்சரில் எலும்பு சேகரிப்புகளை ஒரு அமைப்பு மேலெழுதலுடன் சேர்க்க முடியாது; ஆர்மேச்சர் தரவுகளில் ஒரு மேலெழுதலை வெளிப்படையாக உருவாக்கவும்ஆர்மேச்சர் தரவுகளில் மேலெழுதாமல் இணைக்கப்பட்ட ஆர்மெச்சரில் எலும்பு சேகரிப்புகளைச் சேர்க்க முடியாதுதிருத்து பயன்முறையில் விளிம்புகளைச் சேர்க்க முடியாதுதிருத்து பயன்முறையில் முகங்களைச் சேர்க்க முடியாதுஆர்மேச்சர் அல்லாத பொருளுக்கு கொக்கி எலும்பைச் சேர்க்க முடியாதுதேர்ந்தெடுக்கப்பட்ட வேறு எந்த பொருளும் இல்லாமல் கொக்கி சேர்க்க முடியாதுதிருத்து பயன்முறையில் சுழல்களைச் சேர்க்க முடியாது%i uv வரைபடங்களுக்கு மேல் சேர்க்க முடியாதுமுனை மரம் %s இல் முனை %s ஐ சேர்க்க முடியாதுமுனை மரம் %s இல் முனை %s ஐ சேர்க்க முடியாது: %sஒரு குழுவில் '%s' முனை சேர்க்க முடியாதுஒரு குழுவில் '%s' முனை சேர்க்க முடியாது: %s'%s' இல் '%s' இல் முனை குழுவைச் சேர்க்க முடியாது'%s' க்கு '%s' என்ற முனை குழுவைச் சேர்க்க முடியாது: %sமுனை மரத்தில் ' %s' என்ற வகை %s இன் முனையைச் சேர்க்க முடியாதுமுனை மரத்தில் ' %s' என்ற வகை %s இன் முனையைச் சேர்க்க முடியாது %sஒரு நூலக மேலெழுத அல்லது இணைக்கப்பட்ட சேகரிப்பில் பொருட்களைச் சேர்க்க முடியாதுதரவை மேலெழுத பண்புகளைச் சேர்க்க முடியாதுகீயிங் தொகுப்பில் கட்டப்பட்ட சொத்தை சேர்க்க முடியாதுஉள்ளமைக்கப்பட்ட முனைக்கு சாக்கெட் சேர்க்க முடியாதுதிருத்து பயன்முறையில் செங்குத்துகளைச் சேர்க்க முடியாதுஒரு குழுவிற்கு அதன் இணை வெளியீடு '%s' இல்லாமல் மண்டல உள்ளீட்டு முனை '%s' ஐ சேர்க்க முடியாதுஒரு குழுவில் அதன் இணை உள்ளீடு '%s' இல்லாமல் மண்டல வெளியீட்டு முனை '%s' ஐ சேர்க்க முடியாதுFFmpeg வடிவமைப்பு சூழலை ஒதுக்க முடியாது"{}" ({} / {} Mbytes) சுட போதுமான வீடியோ நினைவகத்தை ஒதுக்க முடியாது. ஒதுக்கீட்டின் அளவைக் குறைக்க சர்ஃபெல் தெளிவுத்திறனைக் குறைக்க அல்லது கைப்பற்றும் தூரத்தை முயற்சிக்கவும்.தரவு-தடுப்பு '%s' வகை '%s' ஐச் சேர்க்க முடியாதுவளைவில் ஆக்கபூர்வமான மாற்றிகளைப் பயன்படுத்த முடியாது. விண்ணப்பிக்க வளைவை மெச் ஆக மாற்றவும்இந்த பொருள் வகைக்கு மாற்றியமைப்பைப் பயன்படுத்த முடியாதுலிப்-இணைக்கப்பட்ட ஆர்மேச்சருக்கு போச் பயன்படுத்த முடியாதுகிரீச் பென்சில் வடிவவியலுக்கு இந்த மாற்றியமைப்பைப் பயன்படுத்த முடியாதுபல பயனர் ஆயுதத்திற்கு விண்ணப்பிக்க முடியாதுபொருள் '%s' ஐ ஒதுக்க முடியாது, இதை ஏற்கனவே கிரீச் பென்சில் பொருளால் பயன்படுத்த வேண்டும்இணைக்கப்பட்ட எலும்பு சேகரிப்பு %s க்கு ஒதுக்க முடியாதுமண்டலத்தில் சுட முடியாதுவழங்குதல் செய்யும் போது லைட் ப்ரோப்பை சுட முடியாதுimage அல்லாத வரிசை 'வடிவங்களை சுட முடியாதுநீரூற்றுகளை உருவாக்க முடியாது'ஓய்வு நிலை' இயக்கப்பட்டால் போசை மாற்ற முடியாதுசெயலை மாற்ற முடியாது, ஏனெனில் இது இன்னும் என்எல்ஏபழைய கோப்பை மாற்ற முடியாது (கோப்பு @உடன் சேமிக்கப்பட்டது)உட்பொதிக்கப்பட்ட நூலகத்தை '%s' மீறுவதை அழிக்க முடியாது, உண்மையான தரவு-தொகுதிகளை மட்டுமே நேரடியாக அழிக்க முடியும்இணைக்கப்பட்ட நூலகத்தை '%s' மீறுவதை அழிக்க முடியாது, உள்ளக மேலெழுதல்களை மட்டுமே நேரடியாக அழிக்க முடியும்தேர்ந்தெடுக்கப்பட்ட பொருள்கள் திருத்தப் பயன்முறையில் இருக்கும்போது அவற்றை மாற்ற முடியாதுதேர்ந்தெடுக்கப்பட்ட வகைக்கு மாற்ற முடியாதுபேக் செய்யப்பட்ட தரவை நகலெடுக்க/ஒட்ட முடியாதுதிடமான உடல் உலகத்தை உருவாக்க முடியாதுஎடிட்மோட் ஆர்மேச்சரை உருவாக்க முடியாதுமுடக்கம் சட்டத்தை உருவாக்க முடியாதுவேக மாற்றத்தின் உள்ளே விசையை உருவாக்க முடியாதுமதிப்பிடப்பட்ட தரவு தரவு-தடுப்பு மூலம் முதன்மையான தரவுத்தளத்தில் பொருளை உருவாக்க முடியாதுஏற்கனவே பெயர் உள்ளதால், முன்னமைக்கப்பட்ட "{:s}" ஐ உருவாக்க முடியாதுவசன கோப்பை உருவாக்க முடியாதுஅனிமேசன் சூழலை உருவாக்க முடியாதுஇணைக்கப்பட்ட தரவுகளில் மாற்றத்தை உருவாக்க முடியாதுமாற்றத்தை உருவாக்க முடியாதுமுதல் அல்லது கடைசி விசையிலிருந்து மாற்றத்தை உருவாக்க முடியாதுசேகரிப்பை '%s' நீக்க முடியாது, இது மற்ற இணைக்கப்பட்ட காட்சிகள்/சேகரிப்புகளால் பயன்படுத்தப்படும் இணைக்கப்பட்ட ஒன்றாகும், அல்லது நூலகத்தை மீறுகிறதுதற்போது புலப்படும் பணியிட ஐடி '%s' ஐ நீக்க முடியாதுஐடியை '%s' நீக்க முடியாது, மறைமுகமாக பயன்படுத்தப்பட்ட தரவு-தொகுதிகளுக்கு குறைந்தது ஒரு பயனராவது தேவைமறைமுகமாக இணைக்கப்பட்ட ஐடி '%s' ஐ நீக்க முடியாதுமறைமுகமாக இணைக்கப்பட்ட நூலகத்தை '%s' நீக்க முடியாதுமறைமுகமாக இணைக்கப்பட்ட பொருளை '%s' நீக்க முடியாதுஐடியை மீறுதல் ஐடியை '%s' மீற முடியாது, இது ஒரு மேலெழுத வரிசைக்கு ஒரு பகுதியாகும்பூட்டிய அடுக்குகளை நீக்க முடியாதுமேலெழுதும் சேகரிப்புகளால் பயன்படுத்தப்படுவதால் பொருள் '%s' ஐ நீக்க முடியாதுகாட்சியில் இருந்து '%s' ஐ நீக்க முடியாது '%s', மறைமுகமாகப் பயன்படுத்தப்படும் பொருள்களுக்கு குறைந்தது ஒரு பயனராவது தேவைவட்டில் சுடும் இடத்தை தீர்மானிக்க முடியாது. பேக் செய்யப்பட்ட சுடுவதற்கு மீண்டும் விழுகிறது.பயன்முறையில் எதையும் செய்ய முடியாது {! R}பார்வை ஆஃப்செட் பூட்டப்படும்போது டோலி முடியாதுவெளியீட்டு சாக்கெட்டை இழுக்க முடியாதுஉள்ளீடுகள் இல்லாமல் பேனலை இழுக்க முடியாதுதற்போதைய தேர்வை நகலெடுக்க முடியாதுகலப்பு அல்லாத தரவு-தொகுதிகளின் 'இயக்க நேர' நிலையைத் திருத்த முடியாது, ஏனெனில் அவை எப்போதும் இயக்க நேரம்இணைக்கப்பட்ட ஆர்மேச்சரில் எலும்பு சேகரிப்புகளை ஒரு அமைப்பு மேலெழுதலுடன் திருத்த முடியாது; ஆர்மேச்சர் தரவுகளில் ஒரு மேலெழுதலை வெளிப்படையாக உருவாக்கவும்இணைக்கப்பட்ட ஆயுதங்களில் எலும்பு சேகரிப்புகளை மீறாமல் திருத்த முடியாதுமற்றொரு கலப்பு கோப்பிலிருந்து இணைக்கப்பட்ட எலும்பு சேகரிப்புகளைத் திருத்த முடியாதுநூலக மேலெழுதல்களுக்கான எலும்புக் குழுக்களைத் திருத்த முடியாதுஒரு நூலகத்தில் இணைக்கப்பட்ட தரவுகளிலிருந்து வரும் தடைகளைத் திருத்த முடியாதுவெளிப்புற நூலகத் தரவைத் திருத்த முடியாதுமறைக்கப்பட்ட பொருளைத் திருத்த முடியாதுநூலகத் தரவைத் திருத்த முடியாதுநூலக இணைக்கப்பட்ட அல்லது திருத்தப்படாத மேலெழுத பொருளைத் திருத்த முடியாதுநூலகத்துடன் இணைக்கப்பட்ட அல்லது திருத்த முடியாத மேலெழுந்த பொருள்(களை) திருத்த முடியாதுநூலகத்தைத் திருத்த முடியாது அல்லது திருத்த முடியாத மேலெழுதத் தரவைத் திருத்த முடியாதுநூலகத்தைத் திருத்தவோ அல்லது தரவை மீறவோ முடியாதுஇணைக்கப்பட்ட மெச் அல்லது வளைவுத் தரவைத் திருத்த முடியாதுஇணைக்கப்பட்ட முனை மரத்தைத் திருத்த முடியாதுஒரு நூலகத்தில் இணைக்கப்பட்ட தரவுகளிலிருந்து வரும் மாற்றிகளைத் திருத்த முடியாதுமேலெழுதும் சேகரிப்புகளால் பயன்படுத்தப்படுவதால் பொருள் '%s' திருத்த முடியாதுமேலெழுதும் சேகரிப்புகளால் பயன்படுத்தப்படும் பொருளைத் திருத்த முடியாதுமேலெழுதப்பட்ட நூலகத் தரவின் மாதிரிக்காட்சிகளைத் திருத்த முடியாதுமேலெழுதும் தரவிலிருந்து பண்புகளைத் திருத்த முடியாதுஒரு நூலகத்தில் இணைக்கப்பட்ட தரவுகளிலிருந்து வரும் சேடர்ஃப்எக்ச் -ஐத் திருத்த முடியாதுஒரு நூலகத்தில் சேடர்ஃப்எக்ச் -ஐத் திருத்த முடியாதுஇணைக்கப்பட்ட தரவுத் தொகுதியிலிருந்து இந்த சொத்தை திருத்த முடியாதுசிச்டம் ஓவர்ரைடு டேட்டா-பிளாக்கில் இருந்து இந்த சொத்தை திருத்த முடியாதுமேலெழுதப்பட்ட தரவுத் தொகுதியிலிருந்து இந்தச் சொத்தை திருத்த முடியாதுகோப்பகத்தை உறுதிப்படுத்த முடியாது: %sமுனை குழுவை மதிப்பீடு செய்ய முடியாதுபூலியன் செயல்பாட்டை செயல்படுத்த முடியாதுசெயல்படுத்த முடியாது, சரியான தீர்வைப் பயன்படுத்தி மட்டுமே கிடைக்கும்செயல்படுத்த முடியாது, தேர்வு செய்யாத தீர்வி மற்றும் வெற்று சேகரிப்புசெயல்படுத்த முடியாது, பன்மடங்கு அல்லாத உள்ளீடுகள்செயல்படுத்த முடியாது, தேர்ந்தெடுக்கப்பட்ட சேகரிப்பில் கண்ணி அல்லாத பொருள்கள் உள்ளனசெயல்படுத்த முடியாது, அறியப்படாத பிழைஅதே வளைவுகள் பொருளில் கலப்பு வளைவு வகைகளை ஏற்றுமதி செய்ய முடியாதுஒரே வளைவுகள் பொருளில் கலப்பு சுழற்சி மற்றும் சைக்ளிக் அல்லாத வளைவுகளை ஏற்றுமதி செய்ய முடியாதுஇந்த எலும்பு எந்த பொருளைச் சேர்ந்தது என்பதைக் கண்டுபிடிக்க முடியாது.'%s' கட்டத்தைக் கண்டுபிடிக்க முடியவில்லைசெயலில் நீக்கப்பட்ட '%s' ஐ மாற்றுவதற்கான காட்சியைக் கண்டுபிடிக்க முடியவில்லைசெயலில் உள்ளதை மாற்றுவதற்கான காட்சியைக் கண்டறிய முடியவில்லை, இது நீக்கப்பட வேண்டிய நூலகமான '%s' க்கு சொந்தமானதுசெயலில் உள்ள சுத்திகரிக்கப்பட்ட '%s' ஐ மாற்றுவதற்கான காட்சியைக் கண்டறிய முடியவில்லை{:s} இல் வகுப்பைக் கண்டுபிடிக்க முடியவில்லைசெயல்பட விசைகளைக் கண்டுபிடிக்க முடியவில்லைலிப் '%s' கண்டுபிடிக்க முடியவில்லை%s லிப் %s இன் பொருள் தரவைக் கண்டறிய முடியவில்லைகட்டுப்பாடுகளுடன் ஒரு பொருளை பறக்க முடியாதுபார்வை ஆஃப்செட் பூட்டப்படும்போது பறக்க முடியாதுஅறியப்படாத {:s} வழங்குதல் எஞ்சினுக்கான பொருட்களை உருவாக்க முடியாதுமூட்டையிலிருந்து உள் மதிப்பைப் பெற முடியாதுகூண்டு பொருளிலிருந்து கண்ணி பெற முடியாதுதுணியை துவக்க முடியாதுgpu ஐ துவக்க முடியாது'%s' குழுவை '%s' இல் செருக முடியாதுஆர்மேச்சர் தரவைப் பகிர்ந்து கொள்ளும் பொருள்களில் சேர முடியாது: %sதிருத்து பயன்முறையில் இருக்கும்போது சேர முடியாதுடேட்டா-பிளாக் '%s' வகை '%s'ஐ இணைக்க முடியாதுஇணைக்கப்பட்ட காட்சியில் பொருள்களை இணைக்க முடியாதுபொருள்களை ஒரே காட்சியில் இணைக்க முடியாதுவேகவைத்த தரவை ஏற்ற முடியாதுஎலும்பு சேகரிப்பை ஒரு வழித்தோன்றலாக மாற்ற முடியாதுஉள்ளக பொருளிலிருந்து நூலகத்தை மேலெழுத முடியாதுபிரிவு செய்ய முடியாதுமோடல்/மாதிரி அல்லாத உருப்படிகளை கலக்க முடியாதுதேவையான வடிவியல் பண்புக்கூறு பெயரை மாற்ற முடியாதுஅசல் தரவு தேவைப்படும் மாற்றியமைப்பிற்கு மேலே நகர்த்த முடியாதுஅடிப்படை வடிவ விசையை மேலே நகர்த்த முடியாதுசிதைக்காத மாற்றியமைப்பைத் தாண்டி நகர முடியாதுகுறியீட்டு '%d' இலிருந்து '%d' க்கு சேகரிப்பை நகர்த்த முடியாதுஅடுக்கின் முடிவைத் தாண்டி விளைவை நகர்த்த முடியாதுபட்டியலின் முடிவிற்கு அப்பால் மாற்றியமைப்பை நகர்த்த முடியாதுச்டேக்கின் முடிவைத் தாண்டி மாற்றியமைப்பை நகர்த்த முடியாதுபட்டியலின் தொடக்கத்திற்கு அப்பால் மாற்றியமைப்பை நகர்த்த முடியாதுதுண்டுகளை வெவ்வேறு காட்சிக்கு நகர்த்த முடியாதுமேவு அல்லாத துண்டுக்கு துண்டு நகர்த்த முடியாதுவெளிப்புற நூலகத்திலிருந்து அல்லது திருத்தப்படாத மேலெழுதலிலிருந்து கேமராவுக்கு செல்ல முடியாதுகட்டுப்பாடுகளுடன் ஒரு பொருளை வழிநடத்த முடியாதுபார்வை ஆஃப்செட் பூட்டப்படும்போது செல்ல முடியாதுஎழுதுவதற்கு இலக்கு சொத்தை %s ஐ திறக்க முடியாதுஎழுதுவதற்கு %s ஐத் திறக்க முடியாது: %sகோப்பைத் திறக்க முடியாது: {}சொத்து கணினி கோப்புகளை மேலெழுத முடியாது. புதிய கோப்பாக சேமிக்கவும்சொத்து கணினி கோப்புகளை மேலெழுத முடியாது. புதிய கோப்பாக சேமிக்கவா?ஏற்றுமதி கோப்பை மேலெழுத முடியாதுசொத்து அமைப்பால் நிர்வகிக்கப்படும் கோப்புகளை மேலெழுத முடியாதுபயன்படுத்திய நூலகமான '%.240s' மேலெழுத முடியாதுமுழுமையான கோப்பை பொதி செய்ய முடியாது: '%s'தற்போது மூல தரவுகளிலிருந்து மல்டிவியூ படங்களை பேக் செய்ய முடியாது ...தற்போது மூல தரவுகளிலிருந்து ஓடுகட்டப்பட்ட படங்களை பொதி செய்ய முடியாது ...வீச்சு வண்ணம் தீட்ட முடியாதுமண்டல உள்ளீட்டு முனை %s ஐ %s உடன் இணைக்க முடியாது, ஏனெனில் அது ஒரே மண்டல வகையைக் கொண்டிருக்கவில்லைஇயக்கி இல்லாமல் இயக்கி மாறிகள் ஒட்ட முடியாதுஒரு மூலப்பொருள் இல்லாமல் ஒட்ட முடியாதுலிப்டாட்டாவை போச் செய்ய முடியாதுதிருத்தப்படாத தரவை முன்வைக்க முடியாதுஒரு உரிபின் செயலை முறுக்கும்போது செயல்களை கீழே தள்ள முடியாது, முதலில் ட்வீக் பயன்முறையில் இருந்து வெளியேறவும்அதே காட்சியில் குறிப்பான்களை மீண்டும் இணைக்க முடியாது%s ' %s' ஐப் படிக்க முடியாது: %s' %s' ஐப் படிக்க முடியாது: %s{!r} இல் முனையில் சேமிக்க OSO பைட்கோடு படிக்க முடியாதுமாற்று தொடக்கக் கோப்பைப் படிக்க முடியவில்லை: "%s"கலப்பு கோப்பை '%s', முழுமையற்ற தலைப்பு, பிளெண்டரின் புதிய பதிப்பிலிருந்து படிக்க முடியாது" %s" கோப்பை படிக்க முடியாது: %sஉள்ளீடுகளை மறுசீரமைக்க முடியாது: மறுநிகழ்வு கண்டறியப்பட்டதுஉள்ளீடுகளை மறுசீரமைக்க முடியாது: உரிபிற்கு உள்ளீடுகள் இல்லைஇயங்கும் மாதிரி ஆபரேட்டர்களுடன் மீண்டும் ஏற்ற முடியாதுமறைமுகமாக இணைக்கப்பட்ட நூலகத்தை '%s' இடமாற்றம் செய்ய முடியாதுதற்போதைய கலப்பு கோப்பு '%s' க்கு நூலகத்தை '%s' இடமாற்றம் செய்ய முடியாதுஇணைக்கப்பட்ட அல்லது நூலகத்தை மேலெழுதும் சேகரிப்பிலிருந்து ஒரு பொருளை அகற்ற முடியாதுகீயிங் செட்டில் கட்டமைக்கப்பட்டதை அகற்ற முடியாதுஉள்ளமைக்கப்பட்ட பண்புகளை அகற்ற முடியாது: {}திருத்து பயன்முறையில் விளிம்புகளை அகற்ற முடியாதுதிருத்து பயன்முறையில் சுழல்களை அகற்ற முடியாதுகண்ணி இருப்பதை விட அதிக விளிம்புகளை அகற்ற முடியாதுகண்ணி இருப்பதை விட அதிகமான சுழல்களை அகற்ற முடியாதுகண்ணி இருப்பதை விட அதிகமான பாலிசை அகற்ற முடியாதுகண்ணி இருப்பதை விட அதிக செங்குத்துகளை அகற்ற முடியாதுதிருத்து பயன்முறையில் பாலிசை அகற்ற முடியாதுமேலெழுதும் தரவிலிருந்து பண்புகளை அகற்ற முடியாதுகீயிங் தொகுப்பில் கட்டப்பட்ட சொத்தை அகற்ற முடியாதுதிருத்து பயன்முறையில் செங்குத்துகளை அகற்ற முடியாதுவழங்க முடியாது, கேமரா இல்லைஎழுதுவதற்கான பாதை %s ஐ தீர்க்க முடியாதுச்லாட் எதுவும் இல்லாதபோது சேனல் பேக்கைத் திருப்ப முடியாதுமுகங்களை கிழிக்க முடியாதுதுண்டிக்கப்பட்ட பல செங்குத்துகளை கிழிக்க முடியாதுபன்மடங்கு அல்லாத செங்குத்துகள் அல்லது விளிம்புகளை கிழித்தெறிய முடியாதுகலப்பான் கோப்பு சேமிக்கப்படுவதற்கு முன்பு சொத்து பட்டியல்களைச் சேமிக்க முடியாதுகலப்பு கோப்பை சேமிக்க முடியாது, பாதை "%s" என்பது ஒரு அடைவுகலப்பு கோப்பை சேமிக்க முடியாது, பாதை "%s" எழுத முடியாதுவழங்குதல் செய்யும் போது படத்தைச் சேமிக்க முடியாதுபடத்தை சேமிக்க முடியாது, பாதை "%s" எழுத முடியாதுமல்டிலேயர் காட்சிகளை சேமிக்க முடியாதுசொத்து கணினி கோப்பாக சாதாரண கோப்பை (%s) சேமிக்க முடியாதுஉரை கோப்பை சேமிக்க முடியாது, பாதை "%s" எழுத முடியாதுதற்போதைய தேர்வை பிரிக்க முடியாதுவடிவ விசைகளுடன் வளைவுகளை பிரிக்க முடியாதுமுனைகளை பிரிக்க முடியாதுஎதிர்மறை வரம்பை அமைக்க முடியாதுசேமிக்கப்படாத கலப்பு கோப்புடன் முழுமையான பாதைகளை அமைக்க முடியாதுசாக்கெட் மற்றும் பேனல் அடையாளங்காட்டி இரண்டையும் அமைக்க முடியாதுபொருள்-சேகரிப்பை அமைக்க முடியாது, ஏனெனில் பொருள் சேகரிப்பில் உள்ளது, இதனால் ஒரு சுழற்சியை ஏற்படுத்துகிறதுசேமிக்கப்படாத கலப்பு கோப்புடன் உறவினர் பாதைகளை அமைக்க முடியாதுஒதுக்கப்பட்ட நடவடிக்கை இல்லாமல் ச்லாட்டை அமைக்க முடியாது.சுழல முடியாதுதற்போதைய தேர்வைப் பிரிக்க முடியாது"Sync Select" மற்றும் "Shared Vertex" தேர்வு இயக்கப்பட்டிருப்பதன் மூலம் தேர்வைப் பிரிக்க முடியாது'%s' மற்றும் '%s' ஆகியவற்றை ஒன்று அல்லது இரண்டுமே தங்கள் புதிய இடங்களில் பொருத்த முடியாதுபல உள்ளீட்டு சாக்கெட்டின் உள்ளீடுகளை மாற்ற முடியாதுதேர்ந்தெடுக்கப்பட்ட கீற்றுகளை மாற்ற முடியாது, ஏனெனில் அவை புதிய இடங்களில் பொருந்தாதுதேர்ந்தெடுக்கப்பட்ட கீற்றுகளை இடமாற்றம் செய்ய முடியாது, ஏனென்றால் அவை புதிய இடங்களில் ஒருவருக்கொருவர் ஒன்றுடன் ஒன்று இருக்கும்அதன் மேலெழுத வரிசைக்கு வேர் இல்லாத ஒரு நூலகத்தை மீற முடியாது'%s' செயலை அவிழ்க்க முடியாது. எந்த பொருள் அல்லது பொருள்-தரவு அதை இணைக்க வேண்டும் என்பது தெளிவாக இல்லை, வெளிப்புற மரத்தில் பெற்றோராக எந்த பொருளும் அல்லது பொருள்-தரவு இல்லை'%s' சேகரிப்பை இணைக்க முடியாது. எந்த காட்சி, சேகரிப்பு அல்லது நிகழ்வு காலியாக்குகிறது என்பது தெளிவாகத் தெரியவில்லை, இது அவுட்லைனர் மரத்தில் பெற்றோராக எந்த காட்சியும், சேகரிப்பும் அல்லது நிகழ்வு காலியாக இல்லைமூலப்பொருள் '%s' ஐ இணைக்க முடியாது. எந்த பொருள் அல்லது பொருள்-தரவு அதை இணைக்க வேண்டும் என்பது தெளிவாக இல்லை, வெளிப்புற மரத்தில் பெற்றோராக எந்த பொருளும் அல்லது பொருள்-தரவு இல்லைமற்றொரு இணைக்கப்பட்ட பொருளுக்கு '%s' செலுத்தப்பட்ட பொருளை இணைக்க முடியாது '%s''%s' அமைப்பை இணைக்க முடியாது. எந்த ஃப்ரீச்டைல் லைன் பாணியிலிருந்து அதை இணைக்க வேண்டும் என்பது தெளிவாக இல்லை, வெளிப்புற மரத்தில் பெற்றோராக ஃப்ரீச்டைல் லைன் பாணி இல்லைஇணைக்கப்பட்ட பொருள் தரவிலிருந்து '%s' என்ற பொருளை அவிழ்க்க முடியாதுஇந்த பொருள் தரவின் இணைப்பை நீக்க முடியாதுஒளி இணைக்கும் சேகரிப்பிலிருந்து '%s' ஆதரிக்கப்படாத '%s' ஐ இணைக்க முடியாதுஉலக '%s' ஐ இணைக்க முடியாது. எந்த காட்சியில் இருந்து இணைக்கப்பட வேண்டும் என்பது தெளிவாக இல்லை, அவுட்லைனர் மரத்தில் பெற்றோராக எந்த காட்சியும் இல்லைதனிப்பட்ட நூலகக் கோப்பை திறக்க முடியாது, '%s'கணினி மேலெழுதலுடன் இணைக்கப்பட்ட ஆர்மேச்சரை புதுப்பிக்க முடியாது; ஆர்மேச்சர் தரவுகளில் ஒரு மேலெழுதலை வெளிப்படையாக உருவாக்கவும்பின்னணி பயன்முறையில் opengl ரெண்டரைப் பயன்படுத்த முடியாது (opengl சூழல் இல்லை)தனிப்பயன் எலும்பு வடிவமாக ஆர்மேச்சர் பொருளை பயன்படுத்த முடியாதுசுழிய நீள இயல்பான வெர்டெக்சைப் பயன்படுத்த முடியாதுசுழிய பரப்பு முகத்தைப் பயன்படுத்த முடியாதுசுழிய நீள எலும்பைப் பயன்படுத்த முடியாதுசுழிய நீள வளைவைப் பயன்படுத்த முடியாதுசுழிய நீள விளிம்பைப் பயன்படுத்த முடியாதுஉருவாக்கப்பட்ட ரிக் இல்லாமல் எலும்பு பெயரை சரிபார்க்க முடியாதுதேர்ந்தெடுக்கப்பட்ட அனிமேசன் வடிவத்துடன் ஒரு கோப்பை எழுத முடியாதுகோப்பை எழுத முடியாது: %s%s: %s சொத்துக்கு எழுத முடியாதுகேன்வாச்கேன்வாச் இயல்பானதுகேன்வாச் அமைப்புகள்கேன்வாச் மேற்பரப்புகள்கேன்வாச் எக்ச்ரேகேன்வாச் கட்டம் நிறம்கேன்வாச் கிரிட் ஆஃப்செட்கேன்வாச் கட்டம் ஒளிபுகாநிலைகேன்வாச் கட்டம் அளவுகேன்வாச் கட்டம் துணைப்பிரிவுகள்கேன்வாச் மெச் புதுப்பிக்கப்படவில்லைதொப்பி இறுதிப் புள்ளிதொப்பி நிரப்பு வகைதொப்பி தொடக்கதொப்பிகள்தொப்பிகள் இயல்புகளை சீரமைக்கின்றனகேப்ச் எண்ட்கேப்ச் எக்ச்ட்ராபோலேட் ஆரம்கேப்ச் உள்ளீடுகேப்ச் மெர்ச்கேப்ச் தீர்மானம்தொப்பிகள் மென்மையானவைகேப்ச் ச்டார்ட்caps வகைகாப்ச்யூல்பிடிப்புபண்புக்கூறு பிடிப்புபண்புக்கூறு உருப்படியைப் பிடிக்கவும்படப்பிடிப்பு தூரம்உமிழ்வைப் பிடிக்கவும்மறைமுகமாக பிடிக்கவும்உருப்படிகளைப் பிடிக்கவும்உலகத்தைப் பிடிக்கவும்ஒரு ஆசிரியரின் படத்தைப் பிடிக்கவும்முழு கலப்பான் சாளரத்தின் படத்தைப் பிடிக்கவும்தேர்ந்தெடுக்கப்பட்ட சொத்துக்கான முன்னோட்டமாக பயன்படுத்த திரை சாட்டைப் பிடிக்கவும்முழு சாளரத்தையும் பிடிக்கவும்கார்பன் (திட)அட்டைகார்டினல்அடுக்கை எண்ணிக்கைஅடுக்கை மங்கிவிடும்அடுக்கை அதிகபட்ச தூரம்வழக்குவழக்கு உணர்திறன்வழக்கு உணர்திறன் போட்டிகள் மட்டுமேநடிகர்கள்வார்ப்பிரும்புகாச்ட் மாற்றியமைப்பாளர்நிழல் வார்ப்புநடிகர்கள் நிழல் காச்டிக்ச்ஒரு சதுர ச்பாட் ஒளி வடிவத்தை செலுத்துங்கள்கதிர்களை வீசி, தாக்கப்பட்ட இடத்தில் இருந்து தகவலைப் பெறவும்மேற்பரப்புக்கு மேலே இருந்து கதிர்கள்சூழல் வடிவவியலில் இருந்து கதிர்களை இலக்கு வடிவவியலுக்கு அனுப்பவும், ஒவ்வொரு அடி புள்ளியிலிருந்தும் தகவல்களை மீட்டெடுஒரு கூண்டிலிருந்து செயலில் உள்ள பொருளுக்கு கதிர்களை வாருங்கள்வால்யூமெட்ரிக் பொருட்களிலிருந்து நிழல்களை அளவீட்டு பொருட்களின் மீது (மிகவும் விலை உயர்ந்தது)கேடடியோப்ட்ரிக் அளவுஆங்கிலம் - கற்றலான்அட்டவணைஅட்டவணை ஐடிபட்டியல் தேர்வாளர்பட்டியல் எளிய பெயர்அட்டவணை uuidபட்டியலை தனக்குள்ளேயே கைவிட முடியாதுபட்டியல் ஏற்கனவே மிக உயர்ந்த மட்டத்தில் வைக்கப்பட்டுள்ளதுஇந்த பட்டியலுக்குள் பட்டியல் ஏற்கனவே வைக்கப்பட்டுள்ளதுபுதிய சொத்துக்கு பயன்படுத்த பட்டியல்இந்த சொத்து நூலகத்தில் பட்டியல்களைத் திருத்த முடியாதுவகைகேட்மல் ரோம்கேட்மல்-கிளார்க்கேட்மல்-ரோம்வெட்டும்கண்ணி பொருளின் முகங்கள் காலப்போக்கில் ஒன்றன் பின் ஒன்றாக தோன்றும் அல்லது மறைந்துவிடும்படம் கிடைமட்டமாகவும் செங்குத்தாகவும் மீண்டும் செய்ய காரணமாகிறதுசெக்கர் போர்டு வடிவத்தில் படம் மீண்டும் செய்ய காரணமாகிறதுகிரீச் பென்சில் தரவு பொருளுடன் நகலெடுக்கப்படுவதற்கு காரணமாகிறதுதரவு-தடுப்புகளுடன் செயல்களை நகலெடுக்க காரணமாகிறதுஆர்மேச்சர் தரவை பொருளுடன் நகலெடுக்க காரணமாகிறதுகேமரா தரவை பொருளுடன் நகலெடுக்க காரணமாகிறதுவளைவு தரவை பொருளுடன் நகலெடுக்க காரணமாகிறதுவளைவுகளின் தரவு பொருளுடன் நகலெடுக்கப்படுகிறதுலட்டு தரவை பொருளுடன் நகலெடுக்க காரணமாகிறதுஒளி தரவை பொருளுடன் நகலெடுக்க காரணமாகிறதுஒளி ஆய்வு தரவு பொருளுடன் நகலெடுக்கப்படுகிறதுமூலப்பொருள் தரவை பொருளுடன் நகலெடுக்க காரணமாகிறதுமெச் தரவை பொருளுடன் நகலெடுக்க காரணமாகிறதுவளர்சிதை மாற்ற தரவை பொருளுடன் நகலெடுக்க காரணமாகிறதுதுகள் அமைப்புகள் பொருளுடன் நகலெடுக்க காரணமாகின்றனபுள்ளி மேகக்கணி தரவு பொருளுடன் நகலெடுக்கப்படுகிறதுதேர்வு-தேர்வு-தேர்ந்தெடுக்கப்பட்டால், ஒரு தேர்வு இருந்தால் தேர்வு செய்யப்படுகிறதுபேச்சாளர் தரவு பொருளுடன் நகலெடுக்கப்படுகிறதுமேற்பரப்பு தரவை பொருளுடன் நகலெடுக்க காரணமாகிறதுபை மெனுவைத் திறக்க தாவல் (ச்வாப்ச் 'தாவல்' / 'ctrl-tab')உரை தரவு பொருளுடன் நகலெடுக்கப்படுகிறதுதொகுதி தரவை பொருளுடன் நகலெடுக்க காரணமாகிறதுகாச்டிக்ச்குழிகுழி (தலைகீழ்)குழி (தலைகீழாக)குழி வளைவுகுழி காரணிகுழி முகமூடிகுழி ரிட்ச்குழி பள்ளத்தாக்குஉலக இடத்தில் கணக்கிடப்பட்ட குழி நிழல், பெரிய அளவிலான மறைவுக்கு பயனுள்ளதாக இருக்கும்சிபிசீல் பயன்முறைசெல் ஒலிசெல் அளவுசெல் வகைசெல் வகை முன்னிலைப்படுத்தப்பட வேண்டும்செல்சியச்சிமென்ட்நடுவண்மைய நடவடிக்கை பாதுகாப்பான விளிம்புகள்மைய மூலைவிட்டநடுவண் மேலெழுதும்மைய பிவோட்மைய தலைப்பு பாதுகாப்பான விளிம்புகள்உலகளாவிய பார்வை இடத்தில் நடுவண்வெகுசன நடுவண்ஊக்கின் நடுவண், வீழ்ச்சி மற்றும் காட்சிக்கு பயன்படுத்தப்படுகிறதுஇந்த முகத்தின் நடுவண்சட்டகத்தின் நடுவண்சுழற்சி/அளவிற்கான மைய புள்ளிபெட்டி தேர்வின் மைய நிலைகோளத் தேர்வின் மைய நிலைமைய உரைகேமரா காட்சியை மையமாகக் கொண்டு, பார்வையை அதன் எல்லைக்கு ஏற்றவாறு மறுஅளவிடுகிறதுபார்வை பூட்டு ஆஃப்செட்டை மையப்படுத்தவும்கர்சர் பார்வையின் நடுவில் இருக்கும் வகையில் பார்வையை மையமாகக் கொள்ளுங்கள்மவுச் கர்சரின் கீழ் z-ஆழமான நிலைக்கு பார்வையை மையப்படுத்தவும்மைய-கட் பாதுகாப்பான பகுதிகள்மையங்கள்சென்டிமீட்டர்சென்டிமீட்டர்நடு அச்சுநடு உருளைசென்ட்ராய்டு மெர்ச்சதங்கள்சென்டம் எடைகள்சங்கிலிசங்கிலி எண்ணிக்கைசங்கிலி நீளம்சங்கிலி தளர்வான விளிம்புகள்சங்கிலி ஆஃப்செட்சங்கிலி முன்னுரிமைசங்கிலி அளவிடுதல்தூரத்தால் சங்கிலிமுதல் n சங்கிலிகளைத் தேர்ந்தெடுப்பதற்கான சங்கிலி எண்ணிக்கைசங்கிலி இலக்கின் நிலையைப் பின்பற்றுகிறதுசங்கிலி இலக்கின் சுழற்சியைப் பின்பற்றுகிறதுசங்கிலிசங்கிலி முறைசங்கிலிகள்சுண்ணாம்புதேர்வில் ஒவ்வொரு புள்ளியும் சேர்க்கப்படுவதற்கான வாய்ப்புதேர்வில் ஒவ்வொரு புள்ளி அல்லது வளைவு சேர்க்கப்படுவதற்கான வாய்ப்புதுகள் கண்ணி வழியாக செல்லும் வாய்ப்புமாற்றம்செயலில் அடுக்கை மாற்றவும்மாற்றத்தை மாற்றவும்விளைவு வகையை மாற்றவும்உள்ளீடுகளை மாற்றவும்வெளியீடுகளை மாற்றவும்துண்டுக்கு ஒதுக்கப்பட்ட காட்சியை மாற்றவும்அளவை மாற்றவும்புறஊதா தேர்வு பயன்முறையை மாற்றவும்தனிப்பயன் சொத்தின் வகையை மாற்றவும் அல்லது இடைமுகத்தில் அது எவ்வாறு காட்டப்படும் என்பதை சரிசெய்யவும்பக்கவாதத்துடன் ஆல்பா வெளிப்படைத்தன்மையை மாற்றவும்மூலப்பொருள் பண்புக்கூறு அடிப்படையில் ஆல்பா வெளிப்படைத்தன்மையை மாற்றவும்ஒரு பொருளிலிருந்து தூரத்தின் அடிப்படையில் ஆல்பா வெளிப்படைத்தன்மையை மாற்றவும்கேமராவிலிருந்து தூரத்தின் அடிப்படையில் ஆல்பா வெளிப்படைத்தன்மையை மாற்றவும்நீல சேனலை மாற்றவும்பிரகாசத்தை மாற்றவும்தூரிகை அளவை அளவிடுதல் மூலம் மாற்றவும்ஒவ்வொரு பெயரின் வழக்கை மாற்றவும்தேர்ந்தெடுக்கப்பட்ட கடுமையான உடல் பொருள்களுக்கு மோதல் வடிவங்களை மாற்றவும்அனைத்து தரவுத் தொகுதிகளிலும் உள்ள வண்ணங்களை புதிய பணியிடத்திற்கு மாற்றவும்மாறுபாட்டை மாற்றவும்வளைவு தொப்பிகளை மாற்றவும் (வட்டமான அல்லது தட்டையானது)தேர்ந்தெடுக்கப்பட்ட பக்கங்களின் புள்ளிகளின் திசையை மாற்றவும்உருவகப்படுத்துதலின் டொமைன் வகையை மாற்றவும்கலவை முனைகளின் காரணிகளை மாற்றி, நிழல் முனைகளை கலக்கவும்காட்டப்பட்ட வெங்காய பிரேம்களின் மங்கலான ஒளிபுகாநிலையை மாற்றவும்உருவகப்படுத்துதலில் ஓட்ட நடத்தை மாற்றவும்எழுத்துரு எழுத்து குறியீட்டை மாற்றவும்எழுத்துரு இடைவெளியை மாற்றவும்பச்சை சேனலை மாற்றவும்திரவம் எவ்வாறு வெளியேற்றப்படுகிறது என்பதை மாற்றவும்பண்புக்கூறு எவ்வாறு சேமிக்கப்படுகிறது என்பதை மாற்றவும்வண்ண பண்புக்கூறு எவ்வாறு சேமிக்கப்படுகிறது என்பதை மாற்றவும்சாயலை மாற்றவும்பக்கவாதங்களின் சாயல்/செறிவு/மதிப்பை மாற்றவும்அடுக்கு குழு ஐகானை மாற்றவும்பக்கவாதத்துடன் வரி நிறத்தை மாற்றவும்மூலப்பொருள் பண்புக்கூறு அடிப்படையில் வரி வண்ணத்தை மாற்றவும்சீரற்ற சத்தத்தின் அடிப்படையில் வரி வண்ணத்தை மாற்றவும்பக்கவாதத்தின் திசையின் அடிப்படையில் வரி நிறத்தை மாற்றவும்ஒரு பொருளிலிருந்து தூரத்தின் அடிப்படையில் வரி நிறத்தை மாற்றவும்கேமராவிலிருந்து தூரத்தின் அடிப்படையில் வரி நிறத்தை மாற்றவும்3d கண்ணி மேற்பரப்புகளின் ரேடியல் வளைவின் அடிப்படையில் வரி நிறத்தை மாற்றவும்அடிப்படை மடிப்பு கோணத்தின் அடிப்படையில் வரி வண்ணத்தை மாற்றவும்பக்கவாதத்துடன் வரி தடிமன் மாற்றவும்மூலப்பொருள் பண்புக்கூறு அடிப்படையில் வரி தடிமன் மாற்றவும்ஒரு பொருளிலிருந்து தூரத்தின் அடிப்படையில் வரி தடிமன் மாற்றவும்கேமராவிலிருந்து தூரத்தின் அடிப்படையில் வரி தடிமன் மாற்றவும்வரி தடிமன் மாற்றவும், இதனால் வீச்சு ஒரு கையெழுத்து பேனாவுடன் தயாரிக்கப்படுகிறதுஒவ்வொரு சட்டகத்திலும் சத்தத்தை மாற்றவும்உருமாற்றங்களுக்கான பிவோட் புள்ளியை மாற்றவும் (தரமற்ற)எலும்பு சேகரிப்புகளின் பட்டியலில் செயலில் எலும்பு சேகரிப்பின் நிலையை மாற்றவும்சிவப்பு சேனலை மாற்றவும்செறிவூட்டலை மாற்றவும்எல்லா முகங்களுக்கும் தேர்வை மாற்றவும்எல்லா செங்குத்துகளுக்கும் தேர்வை மாற்றவும்தேர்வு பயன்முறையை மாற்றவும்அனைத்து புறஊதா செங்குத்துகளின் தேர்வை மாற்றவும்அனைத்து uvw கட்டுப்பாட்டு புள்ளிகளின் தேர்வை மாற்றவும்அனைத்து வளைவு புள்ளிகளின் தேர்வை மாற்றவும்செயலில் உள்ள பாதையின் அனைத்து குறிப்பான்களின் தேர்வை மாற்றவும்அனைத்து வளர்சிதை மாற்ற கூறுகளின் தேர்வை மாற்றவும்எல்லா நேர குறிப்பான்களின் தேர்வை மாற்றவும்அனைத்து கண்காணிப்பு குறிப்பான்களின் தேர்வை மாற்றவும்காட்சியில் காணக்கூடிய அனைத்து பொருட்களின் தேர்வையும் மாற்றவும்புலப்படும் அனைத்து அறிக்கைகளின் தேர்வையும் மாற்றவும்கர்சரின் கீழ் நெடுவரிசையைப் பயன்படுத்த வரிசையாக்கத்தை மாற்றவும்வீச்சு புறஊதா அமைப்பு மதிப்புகளை மாற்றவும்பக்கவாதம் இருப்பிடம், சுழற்சி அல்லது அளவை மாற்றவும்வீச்சு தடிமன் மாற்றவும்இந்த ஆசிரியர் ஒரு வெளிப்புறத்துடன் ஒரு எல்லையைப் பகிர்ந்து கொள்ளும்போது மட்டுமே தாவல்களை மாற்றவும்பயன்படுத்தப்படும் செயலில் உள்ள செயலை மாற்றவும்விளிம்புகளின் பெவல் எடையை மாற்றவும்உருவகப்படுத்துதலின் கேச் வகையை மாற்றவும்பட்டியலில் உள்ள கட்டுப்பாட்டின் நிலையை மாற்றவும், எனவே இது மற்றவர்களின் எண்ணிக்கையை மதிப்பீடு செய்கிறதுவிளிம்புகளின் மடிப்புகளை மாற்றவும்செங்குத்துகளின் மடிப்புகளை மாற்றவும்வளைவுகளின் தொடக்க மற்றும் இறுதி தரவை மாற்றுவதன் மூலம் வளைவுகளின் திசையை மாற்றவும்எலும்புகளின் சங்கிலி சுட்டிக்காட்டும் திசையை மாற்றவும் (தலை மற்றும் வால் இடமாற்று)தேர்ந்தெடுக்கப்பட்ட பக்கவாதம் காட்சி வரிசையை மாற்றவும்பட்டியலில் விளைவின் நிலையை மாற்றவும், எனவே இது மற்றவர்களின் நிர்ணயிப்பிற்குப் பிறகு மதிப்பீடு செய்கிறதுசெயலில் உள்ள பொருளின் அனைத்து அல்லது சில வெர்டெக்ச் குழுக்களின் பூட்டு நிலையை மாற்றவும்செயலில் உள்ள பொருளின் அனைத்து வடிவ விசைகளின் பூட்டு நிலையை மாற்றவும்அடர்த்தி தூரிகை பயன்படுத்தும் குறைந்தபட்ச தூரத்தை மாற்றவும்வளைவுகள் சிற்பம் பயன்முறையில் தேர்வு மறைப்பதற்குப் பயன்படுத்தப்படும் பயன்முறையை மாற்றவும்மாற்றியமைப்பாளரின் குறியீட்டை அடுக்கில் மாற்றவும், எனவே இது மற்றவர்களின் தொகுப்பு எண்ணுக்குப் பிறகு மதிப்பீடு செய்கிறதுதேர்ந்தெடுக்கப்பட்ட துகள்களின் விசைகளின் எண்ணிக்கையை மாற்றவும் (வேர் மற்றும் முனை விசைகள் சேர்க்கப்பட்டுள்ளன)தற்போதைய பயன்முறையில் பொருளை மாற்றவும்தற்போதைய பயன்முறையில் பொருளை மாற்றவும் Pood தற்போதைய பயன்முறையில் சேர்க்க கட்டுப்பாடுபக்கவாதங்களின் ஒளிபுகாநிலையை மாற்றவும்நெடுவரிசைகளின் வரிசையை மாற்றவும்வரி தொகுப்புகளின் பட்டியலில் செயலில் உள்ள வரியின் நிலையை மாற்றவும்பாணி பகுதிகளின் பட்டியலில் பாணி பகுதியின் நிலையை மாற்றவும்பசை எழுதுகோல் வீச்சுகள் தேர்வு பயன்முறையை மாற்றவும்படத்தின் அளவை மாற்றவும்சிறுபடங்களின் அளவை மாற்றவும்சிறுபடங்களின் அளவை தனித்துவமான படிகளில் மாற்றவும்பட்டியல் காட்சிகளில் சிறு உருவங்களின் அளவை மாற்றவும்உருவகப்படுத்துதலின் வேகத்தை மாற்றவும்ச்டேக்கில் உள்ள உரி மாற்றியரின் குறியீட்டை மாற்றவும், அதனால் அது மற்றவர்களின் தொகுப்பு எண்ணிக்கைக்குப் பிறகு மதிப்பிடும்வளைவுகளின் வகையை மாற்றவும்அடிப்படை உருவகப்படுத்துதல் முறையை மாற்றவும்சிற்பத்தின் முகத் தொகுப்புகளின் தெரிவுநிலையை மாற்றவும்இந்த கலப்பு கோப்பில் அனைத்து வண்ணங்களின் வேலை செய்யும் வண்ண இடத்தை மாற்றவும்வெளிப்புற தரவு சின்னங்கள் சொடுக்கு செய்யப்படும்போது தொடர்புடைய தாவலுக்கு மாற்றவும்பட்டியலிலிருந்து தேர்ந்தெடுக்கப்பட்ட வி.ஆர் மைல்கல்லுக்கு மாற்றவும்உருவகப்படுத்துதலில் செயல்திறனை மாற்றவும்உருவகப்படுத்துதலில் திரவ வகையை மாற்றவும்மதிப்பை மாற்றவும்விரிதாளில் புலப்படும் தரவு மூலத்தை மாற்றவும்செயல்பாடு, விளிம்புகள் அல்லது செங்குத்துகளை பாதிக்கும் வடிவியல் வகையை மாற்றவும்சீக்வென்சர் முன்னோட்டத்தின் சூம் விகிதத்தை மாற்றவும்மாற்றப்பட்டதுதேர்ந்தெடுக்கப்பட்ட மாற்றப்பட்டதுஇடைமுகத்தில் எழுத்துருக்கள் மற்றும் விட்செட்களின் அளவை மாற்றுகிறதுஇடைமுகத்தில் உள்ள விட்செட் வெளிப்புறங்கள், கோடுகள் மற்றும் புள்ளிகளின் தடிமன் மாற்றுகிறதுஎட்ச் சீம்களை மாற்றுவது uv unwrap ஐ மறுபரிசீலனை செய்கிறதுசேனல்சேனல் %dசேனல் நிறம்செல்வழி இயக்கி ( எஃப்-வளைவுகள் இயக்கிக்கு மட்டுமே அமை)சேனல் குழுசேனல் குழு வண்ணங்கள்சேனல் விசைசேனல் அணிசேனல் நிரம்பியுள்ளதுஅனிமேசன் விருப்பத்தேர்வுகளில் சேனல் வண்ணங்கள் முடக்கப்பட்டுள்ளனஒரு போசில் எலும்புக்கு போச் தரவை வரையறுக்கும் சேனல்துண்டு வெட்டப்படும் சேனல்சேனல் எண்இந்த துண்டு வைக்க சேனல்இந்த அதிகபட்சத்தை விட அதிகமான சேனல் மதிப்புகள் விசை இல்லைஇந்த குறைந்தபட்சத்தை விடக் குறைவான சேனல் மதிப்புகள் விசைசேனல் டிரைவர் மாறிகள்சேனல்கள்காண்பிக்க படத்தின் சேனல்கள்வரைய படத்தின் சேனல்கள்காண்பிக்க முன்னோட்டத்தின் சேனல்கள்இச்டோகிராமில் காண்பிக்க சேனல்கள்எழுத்து அட்டவணைஎழுத்து செய்திகேரக்டர் இடைவெளிஎழுத்து எடைபொருள்களின் பெயரை படிநிலை கட்டமைப்பில் பிரிக்கப் பயன்படுத்தப்படும் எழுத்துஎழுத்துக்கள்கரிகட்டணம்சார்ச் செயல்திறன் எடைசெபிசேவ்செபிசேவ் தூரம்தற்போதுள்ள சரிபார்க்கவும்உள் வசந்த இயல்புகளை சரிபார்க்கவும்மேற்பரப்பு இயல்புகளை சரிபார்க்கவும்செல்லுபடியாகும் utf-8 யூனிகோடாக இருக்க தற்போதைய .கலப்பு கோப்பில் உள்ள அனைத்து சரங்களையும் சரிபார்த்து சரிசெய்யவும் (சில பழைய, 2.4x பரப்பு கோப்புகளுக்கு தேவை)இருக்கும் கோப்புகளை மேலெழுதும் குறித்து சரிபார்த்து எச்சரிக்கவும்தொடக்கத்தின் புதுப்பிப்புகளைச் சரிபார்க்கவும்இடது அல்லது வலதுபுறம் தேர்ந்தெடுக்கப்பட்டால் சரிபார்க்கவும்கொடுக்கப்பட்ட சரம் மற்றொரு சரத்தில் உள்ளதா என சரிபார்க்கவும்நீட்டிப்பு கோடுகள் வீச்சுகள் மூலம் மோதினால் சரிபார்க்கவும்செக்கர்செக்கர் தூரம்செக்கர் கூடசெக்கர் ஒற்றைப்படைசெக்கர் அமைப்புசெக்கர்போர்டு இன்டர்லீவ்செக்கர்போர்டு அளவுநீட்டிப்பு புதுப்பிப்புகளைச் சரிபார்க்கிறதுநீட்டிப்பு புதுப்பிப்புகளைச் சரிபார்க்கிறது{:s}மின்னோட்டத்தின் செல்லுபடியை சரிபார்க்கிறது .கலப்பு கோப்பை *செய்த பிறகு* படிவட்டில் சேமிக்கும் *முன்* தற்போதைய .கலப்பு கோப்பின் செல்லுபடியை சரிபார்க்கிறதுமின்னோட்டத்தின் செல்லுபடியை சரிபார்க்கிறது .கலப்பு கோப்பு *முன்* படிசியாங்குழந்தைகுழந்தை எண்குழந்தைகட்டுப்பாட்டின் குழந்தைகட்டுப்பாட்டு குழந்தைகட்டுப்பாட்டின் குழந்தை காணப்படவில்லைகுழந்தை துகள்குழந்தை துகள்கள்குழந்தை ஆரம்குழந்தை சுற்றுகுழந்தை விதைகுழந்தை அளவுகுழந்தை சேகரிப்பு அதன் சேகரிப்பு தொடர்பான அமைப்புகளுடன்இந்த போச் எலும்பு குழந்தைஉருவகப்படுத்தப்பட்ட அல்லது திருத்தப்பட்ட துகள்களிலிருந்து குழந்தை துகள் இடைக்கணிக்கப்பட்டனதுகள் அமைப்பால் உருவாக்கப்படும் குழந்தை துகள்கள்குழந்தைகள்குழந்தைகள் விரிவடைந்தனர்குழந்தைகள்பெற்றோருக்கு குழந்தைகள்குழந்தைகள் தங்கள் பெற்றோர்-சேகரிப்பு-குறிப்பிட்ட அமைப்புகளுடன் வசூலிக்கிறார்கள்பயனர் இடைமுகத்தில் குழந்தைகள் விரிவடைந்தனர்சீன (எளிமைப்படுத்தப்பட்ட) - எளிமைப்படுத்தப்பட்ட சீனசீன (பாரம்பரிய) - பாரம்பரிய சீனமூச்சுத் திணறல்கிரேச்கேல் படங்களைச் சேமிக்க bw ஐத் தேர்வுசெய்க, சிவப்பு, பச்சை மற்றும் நீல சேனல்களைச் சேமிப்பதற்கான rgb மற்றும் சிவப்பு, பச்சை, நீலம் மற்றும் ஆல்பா சேனல்களைச் சேமிக்க rgbaமோதல் வகையைத் தேர்வுசெய்கதிரை தளவமைப்பைத் தேர்வுசெய்கதேர்வு தொகுப்பைத் தேர்வுசெய்கஏற்றுமதி செய்யப்பட்ட அனைத்து அமைப்புகளுக்கும் அதிகபட்ச அளவைத் தேர்வுசெய்கதூரிகைக்கு முன்னோட்டப் படத்தைத் தேர்வுசெய்கஎலும்பு கட்டுப்பாட்டுக்கு விட்செட்டைத் தேர்வுசெய்கசெயலில் வண்ண நிறுத்தத்தைத் தேர்வுசெய்கதரவு-தொகுதியை பார்வைக்கு அடையாளம் காண உதவும் படத்தைத் தேர்வுசெய்கஒரு குறியீட்டைக் கொண்டு தன்னிச்சையான மதிப்புகளின் எண்ணிக்கைக்கு இடையே தேர்வு செய்யவும்வேகமான புதுப்பிப்புகள் அல்லது வேகமான ரெண்டருக்கு இடையில் தேர்வு செய்யவும்முழு வடிவவியலை நிறுவுவதற்குப் பதிலாக ஒவ்வொரு உறுப்புக்கும் குழந்தை நிகழ்வுகளைத் தேர்ந்தெடுக்கவும்தரவை மேலெழுதும் நூலகத்தின் வெவ்வேறு காட்சிப்படுத்தல்களைத் தேர்வுசெய்கபேக்கிங்கிற்கான இடப்பெயர்ச்சி இடத்தை தேர்வு செய்யவும்ஏற்றுமதிக்கு எத்தனை எலும்பு தாக்கங்கள் என்பதைத் தேர்வுசெய்கஏற்றுமதியின் போது சப்ளை மாற்றிகள் அமெரிக்க டாலர் துணைப்பிரிவு திட்டத்திற்கு எவ்வாறு பொருத்தப்படும் என்பதைத் தேர்வுசெய்கமுழு வடிவவியலையும் நிறுவுவதற்கு பதிலாக ஒவ்வொரு புள்ளியிலும் "நிகழ்வு" உள்ளீட்டிலிருந்து நிகழ்வுகளைத் தேர்வுசெய்கபேக்கிங்கிற்கு சாதாரண இடத்தைத் தேர்வுசெய்கபோலி-சீரற்றதாகத் தேர்வுசெய்கபடத்தில் சுட நிழல் தகவல்களைத் தேர்வுசெய்கசொத்துக்களைக் காட்ட சொத்து நூலகத்தைத் தேர்வுசெய்கஉங்கள் விருப்பத்தின் நிறத்தைத் தேர்வுசெய்க, மேலும் சேடர் தோற்றமளிக்கும் கூந்தலை வழங்க உறிஞ்சுதல் குணகத்தை தோராயமாக மதிப்பிடும்சேமிக்க கோப்பு வடிவமைப்பைத் தேர்வுசெய்கபுதிய விசைகள் சேர்க்கப்படும் இடைக்கணிப்பு வகையைத் தேர்வுசெய்கஉருவாக்க விட்செட்டின் வகையைத் தேர்வுசெய்கபண்புகள் எடிட்டரில் தாவல்களின் தெரிவுநிலையைத் தேர்ந்தெடுக்கவும்வழிகாட்டும் வேகத்தை எங்கிருந்து பெற வேண்டும் என்பதைத் தேர்வுசெய்க[0, 1] வரம்பு அல்லது அனைத்து புறஊதா ஓடுகளையும் மட்டுமே ஏற்றுமதி செய்ய வேண்டுமா என்பதைத் தேர்வுசெய்கஇந்த பயனருக்கு ஒதுக்க {} தரவு-தடுப்பு என்பதைத் தேர்வுசெய்கநச்சுஅலைகளின் முகடுகளின் நறுமணம் (இடப்பெயர்ச்சிக்கு சில கிடைமட்ட கூறுகளை சேர்க்கிறது)கிறிச்டென்சன்-பர்லிகுரோமா விசைகுரோமா ஒலிகுரோமா வெக்டோர்ச்கோப்நிறமாற்றம்வண்ணத் தழுவல்வேறுபட்ட வெள்ளை புள்ளியில் இருந்து நிறமாற்றம்சினிமாசினிமா (48)Cineon (.cin)வட்டம்வட்டம் (எச்.எச்.எல்)வட்டம் (hsv)வட்டப் பிரிவுஉள் புள்ளியுடன் வட்டம்வட்டங்கள்வட்டபொருள் "%s" என்பதிலிருந்து வட்ட சார்பு "%s"வட்ட தளர்த்தல் (வலுவான மற்றும் மிகவும் மாறும்)விளைவின் சுற்றளவுகொத்துகிளம்ப் பவுண்டிங் பாக்ச்கயிறு நேரடிகுண்டு காரணிகயிறு பளபளப்பானதுகெட் மறைமுககிளம்ப் ஆஃப்செட்கிளம்புகள் ஒன்றுடன் ஒன்றுகிளாம்ப் மண்டலம்blamp முடிவுகிளம்ப் மேற்பரப்பு நேரடிகிளம்ப் மேற்பரப்பு மறைமுககிளம்புக்குகட்டுப்பாட்டுக்கு கிளம்ப்கொத்து வகைகிளம்ப் தொகுதி நேரடிகிளம்ப் அளவு மறைமுககயிறு அலைகள்குறைந்தபட்சம் மற்றும் அதிகபட்சம் இடையே ஒரு மதிப்பைக் கட்டுப்படுத்துங்கள்பிரகாசமான சிறப்பம்சங்கள்இந்த மதிப்பை விட அவற்றின் ஒளி பெரிதாக இல்லை என்று பிரகாசமான சிறப்பம்சங்கள்உறுதியற்ற தன்மையைத் தவிர்க்க கிளம்ப மோதல் தூண்டுதல்கள் (கிளம்பிங் முடக்க 0.0)பிரதிபலிப்பு க்யூபேப்சிலிருந்து பளபளப்பான பிரதிபலிப்புகளுக்குள் சத்தத்தைக் குறைக்க படப்புள்ளி தீவிரம் (0 முடக்க)முனை 0.0 முதல் 1.0 வரம்பு வரை கிளம்புகள்வளைவின் சட் அச்சைக் கட்டுப்படுத்துங்கள்வளைவுப் பாதையில் குழந்தைகளால் வளைவின் தொடக்க/முடிவுப் புள்ளியைக் கடந்து பயணிக்க முடியாதுசத்தத்தைக் குறைக்க நேரடி விளக்கு தீவிரத்தை கட்டுப்படுத்தவும் (முடக்க 0)[0,1] வரம்பிற்கு காரணியைக் கட்டுப்படுத்துங்கள்தவறான குறியீடுகளுக்கான இயல்புநிலை மதிப்பை வெளியிடுவதற்கு பதிலாக பண்புக்கூறு களத்தின் அளவிற்கு குறியீடுகளை இணைக்கவும்சத்தத்தைக் குறைக்க மறைமுக விளக்கு தீவிரத்தை கட்டுப்படுத்தவும் (முடக்க 0)முடிவை [0,1] வரம்பிற்கு இழுக்கவும்முடிவை இலக்கு வரம்பில் [நிமிடம், அதிகபட்சம்]ஒவ்வொரு வெர்டெக்ச் அசல் வடிவத்தில் நகரும் தூரத்திற்கு மாற்றத்தை பிணைக்கவும்ஒன்றுடன் ஒன்று தவிர்க்க அகலத்தைக் கட்டுப்படுத்துங்கள்கோணங்களின் அடிப்படையில் தடிமன்அசல் அக்கம்பக்கத்தின் வரம்பிற்கு மதிப்புகளை ஏற்றவும். ஓவர்சூட்டிங் மற்றும் அண்டர்சூட்டிங் தடுக்கிறதுவிளிம்பு நீட்டிப்புகளுக்குள் கிளம்பபிடுங்குதல்தெளிவுவகுப்புவகுப்பு பெயர்கிளாசிக்கிளாசிக் ஆசிக்மின் வெல்வெட் (மரபு மாதிரி)பாரம்பரியதூய்மையான வளைவுகள்நிறுவிய பின் கோப்புகளை தூய்மை செய்யுங்கள்தூய்மை செய்உயர் பிழை மதிப்புகள் அல்லது சில பிரேம்களுடன் தூய்மை செய்யும் தடங்கள்ஐ18ன் வேலை களஞ்சியத்தை தூய்மை செய்யுங்கள் (po கோப்புகள்)தூய்மையான வெர்டெக்ச் குழு விளிம்புகள்செயல்படுத்த தூய்மைப்படுத்தும் நடவடிக்கைதெளிவானஉடைந்த எஃப்-வளைவுகள் மீண்டும் வேலை செய்ய அனைத்து எஃப்-வளைவுகளிலிருந்தும் தெளிவான 'முடக்கப்பட்ட' குறிச்சொல்'உள்' முன்னோட்டங்களை அழிக்கவும் (மூலப்பொருட்கள், கட்டமைப்புகள், படங்கள் போன்றவை)செயலில் அழிக்கவும்அனைத்தையும் அழிஅனிமேசன் தரவை அழிக்கவும்சொத்து தரவை அழிக்கவும்தெளிவான கோட்சாதாரண கோட் இயல்புதெளிவான கோட் கடினத்தன்மைதெளிவான சுழற்சி (எஃப்-மாடிஃபையர்)தெளிவான டெல்டாதெளிவான இயக்கிகள்செயலில் உள்ள வரைபட திருத்திக்கு எஃப்-வளைவு ச்னாப்சாட்களை (பேய்கள்) அழிக்கவும்போலி பயனரை அழிக்கவும்போலி பயனரை அழித்து, இந்த தரவு-பிளாக்கின் என்எல்ஏ அடுக்கில் பதிக்கப்பட்ட நகலை அகற்றவும்படத்தை அழிக்கவும்பேக்கிங்கிற்கு முன் படங்களை அழிக்கவும் (உள் மட்டும்)தடையாக அழிக்கவும்உள் உள்உள்ளக கட்டுப்பாடுகளை அழிக்கவும்தளர்வான அழிமுனை லேபிள்களை அழிக்கவும்வெளிப்புறத்தை அழிக்கவும்பெற்றோர் தெளிவானபெற்றோர் தலைகீழ்பெற்றோர் தெளிவானஅண்மைக் கால கோப்புகள் பட்டியலை அழிக்கவும்அண்மைக் கால கோப்புகள் பட்டியலை அழிக்கவும் ...தெளிவான எஞ்சியிருந்ததுதெளிவான சீம்கள்தெளிவான பாதையைதெளிவான உருமாற்றம்தெளிவான வகைவரை அழிக்கவும்தெளிவான பார்வையாளர்செயல்படுத்த தெளிவான நடவடிக்கைதேர்ந்தெடுக்கப்பட்ட அனைத்து தடங்களுக்கும் பதிலாக செயலில் உள்ள பாதையை அழிக்கவும்அனைத்து வரி கலை மாற்றியமைக்கும் பேக்குகளையும் அழிக்கவும்கணக்கிடப்பட்ட அனைத்து தரவையும் அழிக்கவும்தேர்ந்தெடுக்கப்பட்ட எலும்புகளிலிருந்து அனைத்து தடைகளையும் அழிக்கவும்தேர்ந்தெடுக்கப்பட்ட பொருட்களிலிருந்து அனைத்து தடைகளையும் அழிக்கவும்தற்போது செயலில் உள்ள சொத்தில் அனைத்து கீஃப்ரேம்களையும் அழிக்கவும்தேர்ந்தெடுக்கப்பட்ட பொருட்களிலிருந்து அனைத்து மாற்றிகளையும் அழிக்கவும்கோப்பிலிருந்து பயனர்கள் இல்லாமல் அனைத்து அனாதை தரவு-தொகுதிகளையும் அழிக்கவும்தற்போதைய கிரீச் பென்சில் பொருளில் அனைத்து பக்கவாதங்களையும் அழிக்கவும்அனைத்து பார்வை பூட்டுதலையும் அழிக்கவும்தெளிவான மற்றும் மாற்றத்தை வைத்திருங்கள்அழி மற்றும் மாற்றத்தை வைத்திருங்கள் (தெளிவான தடம்)FK மற்றும் இக் எலும்புகளுக்கு தெளிவான அனிமேசன்தெளிவான சேகரிப்பு பார்வை அடுக்கில் மறைமுகமாக மட்டுமே பங்களிக்கிறதுசேகரிப்புகளின் முன்னோட்டங்களை அழிக்கவும்தரவு-தொகுதி முன்னோட்டங்களை அழிக்கவும் (பொருள்கள், மூலப்பொருட்கள், கட்டமைப்புகள் போன்ற சில வகைகளுக்கு மட்டுமே)சாதாரண இருப்பிட உருமாற்றத்தை அழிப்பதோடு கூடுதலாக டெல்டா இருப்பிடத்தை அழிக்கவும்சாதாரண சுழற்சி உருமாற்றத்தை அழிப்பதோடு கூடுதலாக டெல்டா சுழற்சியை அழிக்கவும்சாதாரண அளவிலான உருமாற்றத்தை அழிப்பதோடு கூடுதலாக டெல்டா அளவை அழிக்கவும்தேர்ந்தெடுக்கப்பட்ட தடங்களை மறைக்கவும்பேக்கிங்கிற்கு முன் படங்களை அழிக்கவும் (உள் சேமிப்புக்கு மட்டுமே)சீம்களைக் குறிப்பதற்கு பதிலாக அழிக்கவும்கட்டுப்பாட்டின் குழந்தைக்கு தலைகீழ் திருத்தம்பொருள் தீர்வி கட்டுப்பாட்டுக்கு தலைகீழ் திருத்தம்வரிசையின் அனைத்து கூறுகளிலிருந்தும் கீஃப்ரேம்களை அழிக்கவும்தேர்ந்தெடுக்கப்பட்ட முனைகளில் லேபிள்களை அழிக்கவும்செயலில் உள்ள பார்வை அடுக்கில் சேகரிப்பின் தெளிவான முகமூடிஅனைத்து எலும்புகளின் தெளிவான இயக்க பாதைகள்அனைத்து பொருள்களின் தெளிவான இயக்க பாதைகள்தேர்ந்தெடுக்கப்பட்ட எலும்புகளின் தெளிவான இயக்க பாதைகள்தேர்ந்தெடுக்கப்பட்ட பொருள்களின் தெளிவான இயக்க பாதைகள்பொருள்களின் முன்னோட்டங்களை அழிக்கவும்மீதமுள்ள பிரேம்களில் (மின்னோட்டத்திற்குப் பிறகு) தெளிவான பாதைதற்போதைய சட்டகம் வரை தெளிவான பாதைதேர்வை அமைப்பதற்கு பதிலாக அதை அழிக்கவும்முன்னோட்ட வரம்பை அழிக்கவும்மூலப்பொருட்கள், விளக்குகள், உலகங்கள், கட்டமைப்புகள் மற்றும் படங்களுக்கான முன்னோட்டங்களை அழிக்கவும்காட்சிகள், சேகரிப்புகள் மற்றும் பொருள்களுக்கான முன்னோட்டங்களை அழிக்கவும்தேர்ந்தெடுக்கப்பட்ட எலும்புகளுக்கு தெளிவான ரோல்தெளிவான காட்சிகளின் முன்னோட்டங்கள்தையல் விளிம்புகளின் தெளிவான சீம்கள்தேர்ந்தெடுக்கப்பட்ட .கலப்பு கலப்பான் கோப்பு முன்னோட்டத்தை அழிக்கவும்உள்ளடக்கத்தின் தொடக்கத்திலிருந்தும் முடிவிலிருந்தும் ஆஃப்செட்களில்/வெளியே தெளிவான துண்டுஅதை அமைப்பதை விட தெளிவான பாணிவகை மூலம் உரையை அழிக்கவும்அனைத்து எலும்பு சேகரிப்புகளிலும் 'தனி' அமைப்பை அழிக்கவும்செயலில் உள்ள குழுவை அழிக்கவும்பிற்சேர் இல் சொத்து தரவை அழிக்கவும் (இது எப்போதும் இணைக்கப்பட்ட தரவுக்காக வைக்கப்படுகிறது)பார்வையாளர் செயல்பாடுகளுக்கான எல்லைகளை அழிக்கவும்எல்லை ரெண்டரின் எல்லைகளை அழித்து, எல்லை ரெண்டரை முடக்குவழங்குதல் மண்டலத்தின் எல்லைகளை அழித்து, வழங்குதல் மண்டலத்தை முடக்குகட்டளை வரலாற்றை அழிக்கவும்தற்போது தேர்ந்தெடுக்கப்பட்ட வழங்குதல் ச்லாட்டை அழிக்கவும்வரலாற்றில் கோடு மற்றும் கடையை அழிக்கவும்முகமூடியின் பெற்றோரை அழிக்கவும்பொருளின் இருப்பிடத்தை அழிக்கவும்பொருளின் தோற்றத்தை அழிக்கவும்பொருளின் பெற்றோரை அழிக்கவும்பொருளின் சுழற்சியை அழிக்கவும்பொருளின் அளவை அழிக்கவும்சொத்தை அழித்து, ஆபரேட்டர்களில் இயல்புநிலை அல்லது உருவாக்கப்பட்ட மதிப்பைப் பயன்படுத்தவும்அண்மைக் கால கோப்புகள் பட்டியலை அழிக்கவும்உருள் வரலாற்றை அழிக்கவும்தேடல் வடிப்பானை அழிக்கவும்தேர்ந்தெடுக்கப்பட்ட கட்டுப்பாட்டு புள்ளிகளின் சாய்வை அழிக்கவும்முழு பாதையையும் அழிக்கவும்பொருளிலிருந்து கண்காணிப்பு கட்டுப்பாடு அல்லது கொடியை அழிக்கவும்தற்போதைய நிலைக்குப் பிறகு/முன் தடங்களை அழிக்கவும் அல்லது முழு பாதையையும் அழிக்கவும்டெல்டாக்களுக்கு மாற்றப்பட்ட பிறகு உருமாற்ற மதிப்புகளை அழிக்கவும்கண்ணி இருந்து மெசிலிருந்து முகமூடி தரவை அழிக்கவும்தெளிவான வெர்டெக்ச் தோல் அடுக்குதெளிவான:சொடுக்கு செய்கதொகுப்பைத் தேர்ந்தெடுக்க ஒரு பொத்தானைக் சொடுக்கு செய்க:விவரத்தை அமைக்க கண்ணி சொடுக்கு செய்கநீக்குதலில் இருந்து பாதுகாப்பைச் சேர்க்க சொடுக்கு செய்கஇங்கே பொத்தானை ஒதுக்க சொடுக்கு செய்க:செய்தி எடிட்டரைத் திறக்க சொடுக்கு செய்கநேர் லைன் பிரிவுகளின் இறுதிப் புள்ளிகளை வைக்க சொடுக்கு செய்க (இணைக்கப்பட்டுள்ளது)நீக்குதலில் இருந்து பாதுகாப்பை அகற்ற சொடுக்கு செய்கபின்னணியில் உள்ள கிளிக்குகள் பக்கவாதத்தைத் தொடங்க வேண்டாம்கிளிப்கிளிப் ஆல்பாகிளிப் கேமராகிளிப் உள்ளடக்கங்கள்கிளிப் காட்சிகிளிப் ஆசிரியர்கிளிப் திருத்திகள்கிளிப் முடிவுகிளிப் கட்டம்கிளிப் படம்கிளிப் மேக்ச் ஃச்கிளிப் மேக்ச் ஒய்கிளிப் மணித்துளி ஃச்கிளிப் மணித்துளி ஒய்கிளிப் விமானங்கள்கிளிப் தொடக்ககிளிப் துண்டுகிளிப் வாசல்கிளிப் புறஊதா அவிழ்த்த பிறகு எல்லைக்கு ஒருங்கிணைக்கிறதுகிளிப் பயனர்3d கடினமான பார்வையில் இந்த வாசலுக்கு கீழே ஆல்பாவை கிளிப் செய்யுங்கள்கேமரா பார்வையில் ஏற்றுமதி செய்யும் போது கேமரா அளவிற்கு வரைபடங்களை கிளிப் செய்யுங்கள்கிளிப் திருத்தி விண்வெளி தரவுஎல்லைகளுக்கு கிளிப்படத்தைச் சுற்றியுள்ள கன வடிவ பரப்புக்கு கிளிப் செய்து வெளிப்புற பிக்சல்களை வெளிப்படையானதாக அமைக்கவும்பட அளவிற்கு கிளிப் செய்து வெளிப்புற பிக்சல்களை வெளிப்படையானதாக அமைக்கவும்மறுபுறம் காணக்கூடியவற்றின் அடிப்படையில் கிளிப் பார்வை உள்ளடக்கங்கள்கிளிப்போர்டில் மேட்ரிக்ச் இல்லைகிளிப்போர்டில் ஒரு சொத்து இல்லைகிளிப்போர்டு காலியாக உள்ளதுகிளிப்போர்டு மிக நீளமானதுகிளிப்பிங்கிளிப்பிங் எல்லைஎல்லைகள் கிளிப்பிங்கிளிப்பிங் ஆஃப்செட்கிளிப்பிங் தொடக்கம்கிளிப்பிங் விருப்பங்கள்தேர்ந்தெடுக்கப்பட்ட பிளேபேக் வரம்பிற்கு அனிமேசன்கள் கிளிப்ச்கடிகாரகடிகாரச்சுற்றுநகலி ஆல்பாநகலி படம்நகலி லேயர்நகலி வரைபடம்நகலி ஆஃப்செட்நகலி பெயிண்ட் அமைப்பு அட்டவணைநகலி புறஊதா லூப் லேயர்நகலி யு.வி லூப் லேயர் இன்டெக்ச்நகலி யு.வி லூப் லேயர் இன்டெக்ச்படம்/புறஊதா வரைபடத்திலிருந்து நகலிவண்ணப்பூச்சு ச்லாட்டிலிருந்து நகலிமூடுஅனைத்தையும் மூடுமூடு பகுதிலீவில் மெனுவை மூடுச்ப்லைன் மூடுச்ப்லைன் முறையை மூடுநெருங்கிய உதவிக்குறிப்புசுட்டியை பிராந்தியத்திற்கு வெளியே நகர்த்தும்போது மெனுக்களை மூடு.எல்லா பொருட்களையும் மூடு அல்லது திறக்கவும்கடைசியாக முதல் முதல் புள்ளி வரை ஒரு பகுதியைச் சேர்த்து தேர்ந்தெடுக்கப்பட்ட பக்கவாதத்தை மூடு அல்லது திறக்கவும்தேர்ந்தெடுக்கப்பட்ட பரப்பை மூடுதற்போதைய சாளரத்தை மூடுமுடிந்த சுற்றுவளைவுஇயல்புநிலையாக மூடப்பட்டதுமூடிய சுழல்கள் ஆதரிக்கப்படவில்லைமிக நெருக்கமானநெருங்கிய அட்டவணைநெருங்கிய உடிம்நெருங்கிய எடைமூடல்மூடல் உள்ளீடுமூடல் உள்ளீட்டு உருப்படிமூடல் உள்ளீட்டு உருப்படிகள்மூடல் முனை அடையாளம்மூடல் முனை சாக்கெட்மூடல் முனை சாக்கெட் இடைமுகம்மூடல் வெளியீடுமூடல் வெளியீட்டு உருப்படிமூடல் வெளியீட்டு உருப்படிகள்மூடல் அளவுமூடல் மண்டலம்மூடலுக்கு உள்ளீடு இல்லை: "{}"மூடலுக்கு வெளியீடு இல்லை: "{}"ஒரு முனையின் மூடல் சாக்கெட்துணிதுணி மோதல் அமைப்புகள்துணி ஈரமாக்குதல்துணி நிறைதுணி மாற்றியமைப்பாளர்துணி முன்னமைவுகள்துணி அமைப்புகள்துணி உருவகப்படுத்துதல்மோதல் இயல்புகளைப் பொறுத்து துணி மோதல் செயல்படுகிறது (ஊடுருவல் மீட்பை மேம்படுத்துகிறது)துணி மோதல் தூண்டுதல்கள் மோதல் இயல்பான திசையில் செயல்படுகின்றன (சில சந்தர்ப்பங்களில் மிகவும் நம்பகமானவை)கூந்தலுக்கான துணி இயக்கவியல்கோண வளைக்கும் நீரூற்றுகளுடன் துணி மாதிரிநேரியல் வளைக்கும் நீரூற்றுகளுடன் துணி மாதிரி (மரபு)துணி உருவகப்படுத்துதல் மாற்றியமைப்பாளர்ஒரு பொருளுக்கான துணி உருவகப்படுத்துதல் அமைப்புகள்தன்வய மோதல் மற்றும் பிற பொருட்களுடன் மோதலுக்கான துணி உருவகப்படுத்துதல் அமைப்புகள்துணி விரைவு இந்த மதிப்பால் பெருக்கப்படுகிறதுமேகங்கள்மேகங்களின் அமைப்புகொத்துகொத்து வளைவுகொத்து காரணிகொத்து முடி வளைவுகள்கொத்து ஒலிகொத்து இரைச்சல் அளவுக்ளம்ப் ஆஃப்செட்கொத்துதல்கிளம்பும் தொகைவழிகாட்டி வளைவுகளைப் பயன்படுத்தி இருக்கும் முடி வளைவுகளை ஒன்றாக இணைக்கிறதுகொத்து கட்டுப்பாடுகள்அதே நிலையில் கட்டுப்பாடுகளை கொத்தாக்குங்கள்சி.எம்.டி.கரடுமுரடானகோட்கோட் iorகோட் இயல்பானதுகோட் கடினத்தன்மைகோட் எடைகோடெக்jpeg 2000 க்கான கோடெக் அமைப்புகள்லென்ச் பல்லுறுப்புக்கோலின் குணகம் k0லென்ச் பல்லுறுப்புக்கோலின் குணகம் k1லென்ச் பல்லுறுப்புக்கோலின் குணகம் k2லென்ச் பல்லுறுப்புக்கோலின் குணகம் k3லென்ச் பல்லுறுப்புக்கோலின் குணகம் k4குணகங்கள்'ஃச்' க்கான குணகங்கள் (x^0 இன் மிகக் குறைந்த சக்தியிலிருந்து தொடங்கி)காபி (புதிய/வறுவல்)கோல்சரிவுதேர்ந்தெடுக்கப்பட்ட அனைத்து விரிவாக்கக்கூடிய அனிமேசன் சேனல்களையும் சரிவு (மூடு)விளிம்புகள் சரிவுசுருக்கம் சரிவுஎல்லா சேனல்களையும் உடைக்கவும் (தேர்ந்தெடுக்கப்பட்டவை மட்டுமல்ல)முகங்கள் இல்லாமல் விளிம்புகளை சரிவு, துணி தையல் விளிம்புகள்சேடர்களைத் தவிர எல்லா நிகழ்வுகளிலும் சரிவுதனிமைப்படுத்தப்பட்ட விளிம்பு மற்றும் முக பகுதிகளை சரிவு, புறஊதா மற்றும் வண்ண பண்புக்கூறுகள் போன்ற தரவை ஒன்றிணைத்தல். இது விளிம்பு-மோதிரங்களையும், இணைக்கப்பட்ட முகங்களின் பகுதிகளையும் செங்குத்துகளாக வீழ்த்தும்மெச் விவரங்களை முடிந்தவரை அகற்ற குறுகிய விளிம்புகளை உடைக்கவும்காட்டும் போது சுருக்கம் சுருக்கவும், எனவே மற்ற எல்லா சேனல்களும் மறைக்கப்படுகின்றன (டோப் சீட் திருத்திகள் மட்டுமே)ஆபரேட்டர் அமைப்புகளைக் காண்பிக்கும் மண்டலத்தை சரிவுஒரு பொதுவான பரப்பில் தொடர்புடைய முனைகளை ஒன்றாக சேகரிக்கவும். ஒரு முனை குழுவின் மறு பயன்பாடு தேவையில்லை என்று அமைப்புக்கு பயனுள்ளதாக இருக்கும்சேகரிப்புபுதியசேகரிப்பு %dசேகரிப்பு '%s' (செயலில் உள்ள பொருளால் உடனடிப்படுத்தப்பட்டது) மேலெழுத முடியாதது'%s' சேகரிப்பு அசல் ஐடி அல்ல'%s' சேகரிப்பு காணப்படவில்லைசேகரிப்பு குழந்தைசேகரிப்பு குழந்தைகள்சேகரிப்பு நிறம்சேகரிப்பு வண்ண குறிச்சொல்சேகரிப்பு வண்ணங்கள்சேகரிப்பு ஏற்றுமதி கையாளுபவர்கள்சேகரிப்பு அட்டவணைசேகரிப்பு செய்திசேகரிப்பு நிகழ்வு வெற்று அளவுசேகரிப்பு ஒளி இணைத்தல்சேகரிப்பு முகமூடிசேகரிப்பு முகமூடிகள்சேகரிப்பு பெயர்சேகரிப்பு மறுப்புசேகரிப்பு முனை சாக்கெட்சேகரிப்பு முனை சாக்கெட் இடைமுகம்சேகரிப்பு பொருள்சேகரிப்பு பொருள்கள்சேகரிப்பு பண்புகள்சேகரிப்பு சிறப்புசேகரிப்பு uidஇந்த உருவகப்படுத்துதலில் பங்கேற்கும் பொருள்களைக் கொண்ட சேகரிப்புகடுமையான உடல் கட்டுப்பாட்டு பொருள்களைக் கொண்ட சேகரிப்புசேகரிப்பில் தற்போதைய பொருள் உள்ளதுசேகரிப்பு தரவு-தொகுதிகள்சேகரிப்பில் தானியங்கி முன்னோட்டத்திற்காக வழங்கக்கூடிய பொருள் வகைகள் இல்லைசேர்க்க சேகரிப்பு பெயர்aov களின் சேகரிப்புவண்ண வளைவு கூறுகளின் தொகுப்புவளைவு வரைபட புள்ளிகளின் சேகரிப்புஇயக்கி எஃப்-வளைவுகளின் தொகுப்புமாறும் பெயிண்ட் கேன்வாச் மேற்பரப்புகளின் தொகுப்புஎஃப்-வளைவு மாற்றியமைப்பாளர்களின் தொகுப்புஒரு குறிப்பிட்ட பகுதியில், ஒரு குறிப்பிட்ட செயல் ச்லாட்டுக்கு எஃப்-வளைவுகளின் சேகரிப்புகிரீச் பென்சில் பிரேம்களின் சேகரிப்புகிரீச் பென்சில் அடுக்குகளின் சேகரிப்புகிரீச் பென்சில் முகமூடி அடுக்குகளின் சேகரிப்புகிரீச் பென்சில்களின் சேகரிப்புஐடிஎச் மட்டுமே சேகரிப்பு, வெவ்வேறு நூலகங்களிலிருந்து ஒரே பெயரைக் கொண்ட சாத்தியமான ஐடிகளுக்கு இடையில் வேறுபடுத்தப் பயன்படுகிறதுகீக்கான்ஃபிக்களின் தொகுப்புஒளி குழுக்களின் தொகுப்புஎன்எல்ஏ கீற்றுகளின் தொகுப்புஎன்எல்ஏ தடங்களின் தொகுப்புஎன்எல்ஏ உரி எஃப்-வளைவுகளின் தொகுப்புமுனை இணைப்புகளின் தொகுப்புமுனை சாக்கெட்டுகளின் தொகுப்புமுனைகளின் தொகுப்புபொருள் தரவு-தொகுதிகளின் சேகரிப்புopenxr கூறு பாதைகளின் சேகரிப்புopenxr பயனர் பாதைகளின் தொகுப்புசுயவிவர புள்ளிகளின் சேகரிப்புரீடிமிங்கியின் தொகுப்புச்ட்ரைப்பல்மென்ட் சேகரிப்புகீற்றுகளின் தொகுப்புஉடிம் ஓடுகளின் தொகுப்புபுறஊதா வரைபட அடுக்குகளின் தொகுப்புஎக்ச்ஆர் அதிரடி வரைபட பிணைப்புகளின் தொகுப்புஎக்ச்ஆர் செயல் வரைபட உருப்படிகளின் தொகுப்புஎக்ச்ஆர் அதிரடி வரைபடங்களின் தொகுப்புஅதிரடி இடங்களின் தொகுப்புசெயல்களின் தொகுப்புதுணை நிரல்களின் தொகுப்புஅனிமேசன் சேனல்களின் தொகுப்பு, பொதுவாக ஒரு செயல் இடத்துடன் தொடர்புடையதுஅனிமேசன் அடுக்குகளின் தொகுப்புஅனிமேசன் கீற்றுகளின் தொகுப்புசிறுகுறிப்பு பிரேம்களின் தொகுப்புசிறுகுறிப்பு அடுக்குகளின் சேகரிப்புசிறுகுறிப்புகளின் தொகுப்புஆர்மேச்சர் எலும்புகளின் சேகரிப்புஆர்மேச்சர் திருத்து எலும்புகளின் தொகுப்புஆயுதங்களின் சேகரிப்புபின்னணி படங்களின் தொகுப்புசுட்டுக்கொள்ளும் பொருட்களின் தொகுப்புபிளெண்ட்ஃபைல் இறக்குமதி சூழல் உருப்படிகளின் சேகரிப்புதூரிகைகளின் தொகுப்புகேச் கோப்புகளின் தொகுப்புகேச் அடுக்குகளின் சேகரிப்புகேமராக்களின் தொகுப்புபிடிப்பு பண்புக்கூறு உருப்படிகளின் தொகுப்புசேனல் இயக்கி மாறிகள் சேகரிப்புகுழந்தை வசூல் சேகரிப்புசேகரிப்பு பொருள்களின் சேகரிப்புவசூல் சேகரிப்புகூட்டு மூட்டை உருப்படிகளின் தொகுப்புவளைவு ச்ப்லைன்களின் சேகரிப்புவளைவுகளின் தொகுப்புதனிப்பயன் சொத்து குறிச்சொற்களின் தொகுப்புசுட்ட தரவுகளால் குறிப்பிடக்கூடிய தரவு-தொகுதிகளின் சேகரிப்புஏற்றுமதி கையாளுபவர்களின் சேகரிப்புஎஃப்-வளைவு குழுக்களின் தொகுப்புபுலத்திலிருந்து கட்டம் உருப்படிகளின் சேகரிப்புபட்டியலிடப்பட்ட உருப்படிகளுக்கான புலத்தின் சேகரிப்புகோப்பு வெளியீட்டு உருப்படிகளின் சேகரிப்புபொதுவான `` அடைவு`` மூலத்துடன் கோப்பு பாதைகளின் சேகரிப்புஎழுத்துருக்களின் தொகுப்புவடிவமைப்பு சரம் உருப்படிகளின் சேகரிப்புதலைமுறை பொருட்களின் சேகரிப்புகிச்மோசின் தொகுப்புமுடி வளைவுகளின் தொகுப்புபடங்களின் தொகுப்புindex_switch உருப்படிகளின் தொகுப்புஉள்ளீட்டு உருப்படிகளின் சேகரிப்புஒரு enum ஐ உருவாக்கும் பொருட்களின் தொகுப்புகீஃப்ரேம் புள்ளிகளின் சேகரிப்புகீயிங் செட் பாதைகளின் தொகுப்புகீமாப் பொருட்களின் சேகரிப்புகீமாப்களின் தொகுப்புலட்டுகளின் சேகரிப்புமாச்க் பயன்படுத்தும் அடுக்குகளின் தொகுப்புஇந்த முகமூடியை வரையறுக்கும் அடுக்குகளின் தொகுப்புநூலகங்களின் சேகரிப்புஒளி ஆய்வுகளின் தொகுப்புவிளக்குகளின் தொகுப்புவரி பாணிகளின் தொகுப்புமுக்கிய பொருட்களின் சேகரிப்புமூவி டிராக்கிங் விமான பாதைக்கான குறிப்பான்களின் தொகுப்புமூவி டிராக்கிங் டிராக்குக்கான குறிப்பான்களின் தொகுப்புபாதையில் குறிப்பான்களின் தொகுப்புமறைக்கும் ச்ப்லைன் புள்ளிகளின் தொகுப்புமுகமூடி ச்ப்லைன்களின் தொகுப்புமுகமூடிகளின் தொகுப்புமூலப்பொருட்களின் சேகரிப்புகண்ணி விளிம்புகளின் தொகுப்புகண்ணி சுழல்கள் சேகரிப்புமெச் பலகோணங்களின் தொகுப்புகண்ணி செங்குத்துகளின் தொகுப்புமெச்களின் தொகுப்புவளர்சிதை மாற்ற கூறுகளின் சேகரிப்புவளர்சிதை மாற்றங்களின் சேகரிப்புதிரைப்பட கிளிப்புகள் தொகுப்புதிரைப்பட கண்காணிப்பு பொருள்களின் தொகுப்புதிரைப்பட கண்காணிப்பு விமான தடங்களின் தொகுப்புதிரைப்பட கண்காணிப்பு தடங்களின் தொகுப்புமுனை மரங்களின் தொகுப்புபொருள் கட்டுப்பாடுகளின் சேகரிப்புபொருள் விளைவுகளின் சேகரிப்புபொருள் மாற்றிகளின் தொகுப்புபொருள் பாதைகளின் தொகுப்புபொருட்களின் சேகரிப்புஇந்த கண்காணிப்பு தரவு பொருளில் பொருள்களின் சேகரிப்புமேலெழுதும் செயல்பாடுகளின் தொகுப்புமேலெழுதும் பண்புகளின் தொகுப்புநிரம்பிய படங்களின் தொகுப்புவண்ணப்பூச்சு வளைவுகளின் தொகுப்புதட்டு வண்ணங்களின் தொகுப்புதட்டுகளின் தொகுப்புதுகள் அமைப்புகளின் சேகரிப்புதுகள் அமைப்புகளின் சேகரிப்புபாதைகளின் சேகரிப்புஇந்த கண்காணிப்பு தரவு பொருளில் விமான தடங்களின் சேகரிப்புஇந்த கண்காணிப்பு தரவு பொருளில் விமான தடங்களின் சேகரிப்பு. நீக்கப்பட்டது, பொருள்களைப் பயன்படுத்துங்கள் [பெயர்] .plane_tracksபுள்ளி தற்காலிக சேமிப்புகளின் தொகுப்புபுள்ளி மேகங்களின் தொகுப்புபுள்ளிகளின் சேகரிப்புபெசியர் வளைவுகளுக்கான புள்ளிகளின் சேகரிப்பு மட்டுமேஇந்த பாலி அல்லது நர்ப்ச் ச்ப்லைனை உருவாக்கும் புள்ளிகளின் தொகுப்புபோச் எலும்பு கட்டுப்பாடுகளின் சேகரிப்புதொடர்புடைய வரைபடங்களின் சேகரிப்புதொடர்புடைய ஓவியங்களின் தொகுப்புஒரு குறிப்பிட்ட சட்டகத்தில் தொடர்புடைய ஓவியங்களின் சேகரிப்புவழங்குதல் அடுக்குகளின் சேகரிப்புவழங்குதல் பாச்களின் தொகுப்புவழங்குதல் காட்சிகளின் தொகுப்புமறுநிகழ்வு உருப்படிகளின் சேகரிப்புகாட்சிகளின் தொகுப்புதிரைகளின் தொகுப்புதனி மூட்டை பொருட்களின் சேகரிப்புஉருவகப்படுத்துதல் உருப்படிகளின் சேகரிப்புதீர்க்கப்பட்ட கேமராக்களின் சேகரிப்புஒலிகளின் தொகுப்புமூல நூலகங்களின் சேகரிப்பு, அதாவது பிளெண்ட்ஃபைல் பாதைகள்இடைவெளிகளின் தொகுப்புபேச்சாளர்களின் தொகுப்புச்ப்லைன் பெசியர் புள்ளிகளின் தொகுப்புச்ப்லைன் புள்ளிகளின் சேகரிப்புஇந்த வளைவு தரவு பொருளில் ச்ப்லைன்களின் சேகரிப்புஇந்த அடுக்கை வரையறுக்கும் ச்ப்லைன்களின் தொகுப்புதுண்டு மாற்றிகளின் சேகரிப்புச்டுடியோ விளக்குகளின் தொகுப்புஇலக்கு எலும்புகள் மற்றும் எடைகளின் சேகரிப்புநூல்களின் தொகுப்புஅமைப்பு இடங்களின் தொகுப்புஅமைப்புகளின் தொகுப்புகாலவரிசை குறிப்பான்களின் தொகுப்புகண்காணிப்பு விமான தடங்களின் தொகுப்புஇந்த கண்காணிப்பு தரவு பொருளில் தடங்களின் சேகரிப்புஇந்த கண்காணிப்பு தரவு பொருளில் தடங்களின் சேகரிப்பு. நீக்கப்பட்டது, பொருள்களைப் பயன்படுத்துங்கள் [பெயர்]. டிராக்குகள்2 டி உறுதிப்படுத்தலுக்கு பயன்படுத்தப்படும் தடங்களின் சேகரிப்பு (மொழிபெயர்ப்பு)பயனர் சொத்து நூலகங்களின் தொகுப்புபயனர் நீட்டிப்பு களஞ்சியங்களின் தொகுப்புவெர்டெக்ச் வண்ணங்களின் தொகுப்புவெர்டெக்ச் குழுக்களின் தொகுப்புபார்வையாளர் பொருட்களின் சேகரிப்புதொகுதிகளின் தொகுப்புசாளர மேலாளர்களின் தொகுப்புசன்னல்கள் சேகரிப்புபணியிடங்களின் தொகுப்புஉலகங்களின் தொகுப்புசிதறலுக்குப் பயன்படுத்தப்படும் நிகழ்வு வடிவவியலை வழங்கும் சேகரிப்புஒரு முனையின் சேகரிப்பு சாக்கெட்பொருளை உள்ளடக்கிய சேகரிப்பு உறுப்பினராக இருக்க வேண்டும்சேகரிப்பு இந்த அடுக்கு சேகரிப்பு மடக்குதல்உள்ளீட்டு வடிவவியலாகப் பயன்படுத்த வேண்டிய சேகரிப்புஇந்த உமிழ்ப்பாளரின் ஒளி இணைக்கும் உறவை வரையறுக்கும் சேகரிப்புஇந்த உமிழ்ப்பிலிருந்து ஒளியைத் தடுக்கும் பொருள்களை வரையறுக்கும் சேகரிப்புசேகரிப்பு {:s} அதே uid {:d} அச் {:s}தொகுப்பு(கள்)சேகரிப்புகள்பொருட்களின் தொகுப்புகள்இந்தத் தொகுப்பின் உடனடி குழந்தைகளாக இருக்கும் தொகுப்புகள்உருவகப்படுத்துதலின் போது பொருட்களுடன் மோதுககாட்சியில் உள்ள மற்ற மோதல் பொருட்களுடன் மோதிக் கொள்ளுங்கள்மோதல் உராய்வுமோதல்மோதல் சேகரிப்புமோதல் சேகரிப்புகள்மோதல் விளிம்புமோதல் மாற்றியமைப்பாளர்மோதல் தகுதிமோதல் அமைப்புகள்மோதல் வடிவம்கடுமையான உடல் உருவகப்படுத்துதல்களில் பொருளின் மோதல் வடிவம்மோதல் வகைமோதல் வெர்டெக்ச் குழுமோதல் சேகரிப்புகள் கடுமையான உடல் சொந்தமானதுமோதல் தூரம்மோதல் மாற்றியமைக்கும் மாற்றியமைக்கும் மாற்றியமைக்கும் அடுக்கு நிலைஇயற்பியல் உருவகப்படுத்துதலில் பொருளுக்கான மோதல் அமைப்புகள்மோதல்கள்நிறம்+X+Y+Z-X-Y-ZAகூட்டுஆல்பாவைச் சேர்க்கவும்அகரஆல்பா ஓவர்ஆல்பா அண்டர்Bகலப்பு வகைகலப்பு முறைநீலம்cநிறம்வண்ண எரிப்புகலர் டாட்ச்கட்டுப்படுத்தி டிரா பாணிகுறுக்குமின்னோட்ட்ம், ஓட்டம்இருள்இருண்ட + கதிர்இருட்டடிப்புவேறுபாடுபிரிக்கவும்ஆல்பாவை அழிக்கவும்விலக்குதல்Gகாமா கிராச்பச்சைHSV முக்கிய சேனல்ஆர்ட் லைட்வண்ணச்சாயல்தீவிரம்ஒளிஒளி + கதிர்இலகுவாக்குலேசான தன்மைசேனல் வரம்புலீனியர் பர்ன்நேரியல் ஒளிஒளிர்மைகலக்கவும்பயன்முறைபெருக்கவும்அடுத்ததுமேலடுக்குபின் ஒளிமுந்தையRஆர்சிபிRGB விசை சேனல்சிவப்புமாற்றவும்தெவிட்டல்திரைமென்மையான ஒளிச்பில் சேனல்கழிக்கவும்தெரியவில்லைசேனலைப் பயன்படுத்தவும்மதிப்புமதிப்பு:தெளிவான ஒளிநிறம் & ஆல்பாநிறம் 01நிறம் 02நிறம் 03நிறம் 04நிறம் 05நிறம் 06நிறம் 07நிறம் 08நிறம் 09வண்ண பண்புக்கூறுவண்ண பண்புக்கூறு சிறப்புவண்ண பண்புக்கூறுகள்வண்ண சமநிலைவண்ண பூச்ட்வண்ண எரியும்வண்ண திருத்தம்வண்ண ஆழம்வண்ண டாட்ச்உலர்ந்த நிறம்வண்ண முகம்வண்ண புலம்வண்ண கட்டம்வண்ண கட்டமைப்புகள்வண்ண இடைக்கணிப்புவண்ண விசைகலர் லேயர்வண்ண மேலாண்மைவண்ண மேப்பிங்வண்ண அதிகபட்சம்வண்ண கலவை துண்டுவண்ண பயன்முறைவண்ண மாற்றிகள்வண்ண பண்பேற்றம்வண்ண முனைவண்ண முனை சாக்கெட்வண்ண முனை சாக்கெட் இடைமுகம்வண்ண ஒளிபுகாநிலைவண்ண தட்டுவண்ண அளவுருவண்ண பாதைவண்ண தெரிவுவண்ண பிக்கர் வகைவண்ண இடுகைவண்ணம் முன்வண்ண முன்னமைவுகள்வண்ண அளவீட்டு பிட்கள்வண்ண வளைவுவண்ண வளைவு உறுப்புவண்ண வளைவு கூறுகள்நிறத் தொகுப்புவண்ண தொகுப்பு ஐடிவண்ண தொகுப்பு {:d}வண்ண செட்வண்ண மாற்றம்வண்ண இடம்வண்ண விண்வெளி அமைப்புகள்வண்ண இடம்: வண்ண கசிவுவண்ண பரவல்வண்ண துண்டுவண்ண குறிச்சொல்வண்ண குறிச்சொற்கள்வண்ண வாசல்வண்ண வகைவண்ண மதிப்புகலவை வழிகாட்டி மேலடுக்குகளுக்கான வண்ணம் மற்றும் ஆல்பாவண்ண பண்புக்கூறு பேக்கிங் கண்ணி பொருள்களுக்கு மட்டுமே ஆதரிக்கப்படுகிறதுவண்ண சமநிலை ஆதாயம் (சிறப்பம்சங்கள்)வண்ண இருப்பு காமா (மிடோன்கள்)வண்ண இருப்பு லிப்ட் (நிழல்கள்)வரிசை துண்டுக்கான வண்ண இருப்பு மாற்றிஒரு வரிசை துண்டுக்கான வண்ண சமநிலை அளவுருக்கள்ஒரு வரிசை துண்டு மற்றும் அதன் மாற்றிகளுக்கான வண்ண சமநிலை அளவுருக்கள்நிலை மூலம் வண்ண செல்கள்காட்சி உருமாற்றத்திற்கு முன் வண்ண வளைவு மேப்பிங் பயன்படுத்தப்படுகிறதுஇந்த அடுக்கில் உள்ள அனைத்து பக்கவாதங்களுக்கும் நிறம்தனிப்பயன் பின்னணி வண்ணத்திற்கான நிறம்பிழை உருப்படிகளுக்கு நிறம்ஒவ்வொரு பக்கவாதத்தாலும் எல்லைக்குட்பட்ட மண்டலத்தை நிரப்புவதற்கான நிறம்பசை எழுதுகோல் கீஃப்ரேம்களைக் குறிக்கும் வண்ணம்செய்தி உருப்படிகளுக்கான நிறம்முதன்மை நிரப்புதல் நிறத்துடன் கலக்க வண்ணம்புதிதாக சேர்க்கப்பட்ட உருமாற்றத்திற்கான வண்ணம் எஃப்-வளைவுகள் (இருப்பிடம், சுழற்சி, அளவுகோல்) மற்றும் வண்ணம் உருமாற்ற அச்சை அடிப்படையாகக் கொண்டதுபொருள் அவுட்லைன் வண்ணம்ஒற்றை வண்ண பயன்முறைக்கான நிறம்துண்டு/செயலுக்கான வண்ணம் "மாற்றப்பட்டது" அல்லது திருத்தப்பட்டதுவெற்றிகரமான பொருட்களுக்கான நிறம்பக்கவாதம் வண்ணங்களுக்கு வண்ணம்எச்சரிக்கை பொருட்களுக்கான நிறம்திருத்து பயன்முறையில் இருக்கும்போது வயர்ஃப்ரேமுக்கான வண்ணம், ஆனால் எட்ச் தேர்வு செயலில் உள்ளதுவெப்பநிலையிலிருந்து நிறம்வண்ண சாயல் ஆஃப்செட்srgb வண்ண இடத்தில் வண்ணம்sRGB வண்ண இடத்தில் வண்ணம் (முக்கியமாக பயனர் இடைமுக வண்ணங்களுக்கு)காமா சரிசெய்யப்பட்ட இடத்தில் நிறம்நேரியல் இடத்தில் நிறம்காட்சி நேரியல் வேலை வண்ண இடத்தில் வண்ணம்எச்.எச்.வி வண்ண மாற்றம் பயன்படுத்தப்படும் வண்ண உள்ளீடுஎந்த திருத்தம் பயன்படுத்தப்படும் என்பதன் வண்ண உள்ளீடுதலைகீழ் பயன்படுத்தப்படும் வண்ண உள்ளீடுசாயலில் வண்ண நடுக்கம் விளைவுசெறிவூட்டலில் வண்ண நடுக்கம் விளைவுமதிப்பில் வண்ண நடுக்கம் விளைவுவண்ண மேலாண்மை காட்சி சாதன அமைப்புகள்சேமிப்பதற்கு முன் படத்தில் வண்ண மேலாண்மை அமைப்புகள் பயன்படுத்தப்படுகின்றனகாட்சியில் படங்களைக் காண்பிக்கப் பயன்படுத்தப்படும் வண்ண மேலாண்மை அமைப்புகள்சாதனத்தைக் காண்பிக்க வண்ண மேலாண்மை குறிப்பிட்டதுவண்ண மேலாண்மை காட்சி மாற்றும் அமைப்புகள்வண்ண மேப்பிங் அமைப்புகள்வண்ண மாற்றியமைப்பை '%s' அகற்ற முடியவில்லைவண்ண மாற்றியமைக்கும் வகைவரி வண்ணங்களை மாற்றுவதற்கான வண்ண மாற்றிகள்அவை இணைக்கப்பட்ட சாக்கெட்டுகளின் அடிப்படையில் வண்ண முனை இணைப்புகள்இயக்கப்பட்டபோது ஆட்டோ கீயிங் காட்டி நிறம்செயலில் உள்ள மார்க்கரின் நிறம்முறிவு கீஃப்ரேமின் நிறம்சேர்க்கும்போது கர்சரின் நிறம்கழிக்கும்போது கர்சரின் நிறம்ஊனமுற்ற மார்க்கரின் நிறம்தீவிர கீஃப்ரேமின் நிறம்கோப்பு உலாவியில் கோப்புறைகளின் நிறம்உருவாக்கப்பட்ட கீஃப்ரேமின் நிறம்நடுக்கம் கீஃப்ரேமின் நிறம்கீஃப்ரேம் எல்லையின் நிறம்தற்போதைய சட்டகத்திற்குப் பிறகு ஒரு பாதையில் கீஃப்ரேம்களின் நிறம்தற்போதைய சட்டகத்திற்கு முன் ஒரு பாதையில் கீஃப்ரேம்களின் நிறம்மேற்பரப்பில் இருந்து ஒளி உமிழ்வின் நிறம்நிலையான இடைக்கணிப்பு பயன்முறையைக் காட்டும் கோடுகளின் நிறம்தளர்வுகள் & மாறும் இடைக்கணிப்பு பயன்முறையைக் காட்டும் கோடுகளின் நிறம்நேரியல் இடைக்கணிப்பு பயன்முறையைக் காட்டும் கோடுகளின் நிறம்பூட்டப்பட்ட மார்க்கரின் நிறம்மார்க்கரின் நிறம்மார்க்கரின் வெளிப்புறத்தின் நிறம்நகரும் வண்ணம் கீப்ரேமின் நிறம்புதிய சிறுகுறிப்பு அடுக்குகளின் நிறம்தற்போதைய சட்டத்திற்குப் பிறகு பாதையின் நிறம்தற்போதைய சட்டத்திற்கு முன் பாதையின் நிறம்முன்னோட்ட வரம்பு மேலடுக்கு நிறம்ஒரு ஃபால்பேக் கேச் வெற்றிபெறும் போது ரேகாச்டின் நிறம்ரேகாச்ட் தவறும்போது அதன் நிறம்அது வெற்றியடையும் போது ரேகாச்ட் நிறம்வழக்கமான கீஃப்ரேமின் நிறம்காட்சித் துண்டு வரம்பு மேலடுக்கின் நிறம்தேர்ந்தெடுக்கப்பட்ட முறிவு கீஃப்ரேமின் நிறம்தேர்ந்தெடுக்கப்பட்ட தீவிர கீஃப்ரேமின் நிறம்தேர்ந்தெடுக்கப்பட்ட உருவாக்கப்பட்ட கீஃப்ரேமின் நிறம்தேர்ந்தெடுக்கப்பட்ட நடுக்கம் கீஃப்ரேமின் நிறம்தேர்ந்தெடுக்கப்பட்ட கீஃப்ரேமின் நிறம்தேர்ந்தெடுக்கப்பட்ட கீஃப்ரேம் எல்லையின் நிறம்தேர்ந்தெடுக்கப்பட்ட மார்க்கரின் நிறம்தேர்ந்தெடுக்கப்பட்ட நகரும் ஓல்ட் கீஃப்ரேமின் நிறம்புகையின் நிறம்எரிபொருளை எரிப்பதில் இருந்து வெளிப்படும் புகையின் நிறம்சுருக்க சேனலின் நிறம்அமைப்பு மேலடுக்கின் நிறம்விட்செட்களுக்கு அடிப்படையான 1px நிழல் வரியின் நிறம்வரைபட திருத்தியில் எஃப்-வளைவின் நிறம்காட்சியை ஒரே மாதிரியாக ஏற்றும் சுற்றுப்புற ஒளியின் நிறம்செங்கற்களுக்கு இடையிலான பகுதியின் நிறம்பின்னணியின் நிறம்ஆசிரியர்களுக்கிடையேயான எல்லையின் நிறம்டோப் தாளில் சேனலின் நிறம்முனை திருத்தியில் தொடர்புடைய சாக்கெட் வகையின் நிறம்உமிழும் ஒளியின் நிறம்முதல் செக்கரின் நிறம்முதல் குறிப்பு செங்கலின் நிறம்ஒளியின் பரவலான சிறப்பம்சத்தின் நிறம்ஒளியின் ஏகப்பட்ட சிறப்பம்சத்தின் நிறம்பொருளின் நிறம்பரவல், மேற்பரப்பு, உலோக மற்றும் பரிமாற்றத்திற்கு பயன்படுத்தப்படும் பொருளின் நிறம்செயலில் உள்ளதைத் தவிர, ஒவ்வொரு எடிட்டரின் வெளிப்புறத்தின் வண்ணம்செயலில் உள்ள எடிட்டரின் வெளிப்புறத்தின் நிறம்உயர்மட்ட பேனல்களின் வெளிப்புறத்தின் நிறம்செயலில் உள்ள மேல்-நிலை பேனல்களின் வெளிப்புறத்தின் நிறம்வண்ணப்பூச்சின் நிறம்இரண்டாவது செக்கரின் நிறம்இரண்டாவது குறிப்பு செங்கலின் நிறம்சீன் பிரதிபலிப்பின் நிறம்உரை செருகும் கர்சரின் நிறம் (கேரட்)மூவி கிளிப் திருத்தியில் பாதையின் நிறம் மற்றும் ஒரு தீர்க்கப்பட்ட பிறகு 3 டி வியூபோர்ட்பயன்படுத்த வண்ண தட்டுவண்ண தேர்வாளர்வண்ண வளைவில் ஒரு வண்ணத்திற்கு அளவிடக்கூடிய மதிப்பை மேப்பிங் செய்வதுவரி நிறத்தை மாற்ற வண்ண வளைவில் பயன்படுத்தப்படுகிறதுதூரிகை திசைவேக விளைவை வரையறுக்க வண்ண வளைவு பயன்படுத்தப்படுகிறதுஅருகாமையில் உள்ள வீழ்ச்சியை வரையறுக்க கலர் வளைவு பயன்படுத்தப்படுகிறதுஎடை ஓவியம் பயன்முறையில் எடை காட்சிப்படுத்தலுக்குப் பயன்படுத்தப்படும் வண்ண வரம்புவண்ண செறிவு காரணிபளபளப்பைப் பயன்படுத்த தேர்ந்தெடுக்கப்பட்ட வண்ணம்நிறத் தொகுப்பு என்பது நிலையான கரு நிறத் தொகுப்பிற்குப் பதிலாக பயனர் வரையறுக்கப்பட்டதாகும்இந்த குழுவிற்கு எலும்பு வண்ணங்களைக் குறிப்பிடும் வண்ண தொகுப்புபடக் கோப்பில் வண்ண இடம், படத்தை சேமித்து ஏற்றும்போது மாற்றவும்உள்ளீட்டு படத்தின் வண்ண இடம்வெளியீட்டு படத்தின் வண்ண இடம்சீக்வென்சர் செயல்படும் வண்ண இடம்அமைக்க வண்ண இடம்ycbcra செயலாக்கத்திற்கு பயன்படுத்தப்படும் வண்ண இடம்இந்தக் கோப்பில் உள்ள அனைத்து காட்சி நேரியல் வண்ணங்களுக்கும், தொகுத்தல், சேடர் மற்றும் வடிவியல் முனைகள் செயலாக்கத்திற்கும் வண்ண இடைவெளி பயன்படுத்தப்படுகிறது.புதிய வீச்சுகள் வண்ண வலிமை (வண்ணத்தின் ஆல்பா காரணியை பாதிக்கும்)வண்ண குறிச்சொல் 1வண்ண குறிச்சொல் 2வண்ண குறிச்சொல் 3வண்ண குறிச்சொல் 4வண்ண குறிச்சொல் 5வண்ண குறிச்சொல் 6வண்ண டேக் 7வண்ண குறிச்சொல் 8ஒரு தொகுப்புக்கான வண்ண குறிச்சொல்ஒரு துண்டுக்கான வண்ண குறிச்சொல்தலைப்பு நிறத்தை பாதிக்கும் முனை குழுவின் வண்ணக் குறிச்சொல்உள்ளீட்டின் வெள்ளை புள்ளியின் வண்ண வெப்பநிலைவெளியீட்டின் வெள்ளை புள்ளியின் வண்ண வெப்பநிலைகாட்சியின் வெள்ளை புள்ளியின் வண்ண வெப்பநிலைகுறிப்பிட்ட இடத்தில் சாதாரண வரைபடத்தை குறியீடாக்கும் வண்ணம்வைக்கப்பட வேண்டிய வண்ணம்பாச் வண்ணம்உள்ளீட்டின் வெள்ளை புள்ளியின் வண்ண நிறம் (10 இன் இயல்புநிலை பகல் வெளிச்சம்)வெளியீட்டின் வெள்ளை புள்ளியின் வண்ண நிறம் (10 இன் இயல்புநிலை பகல் நேரத்துடன்)காட்சியின் வெள்ளை புள்ளியின் வண்ண நிறம் (10 போட்டிகளின் இயல்புநிலை பகல்)முத்திரை உரையின் பின்னால் பயன்படுத்த வண்ணம்முத்திரை உரைக்கு பயன்படுத்த வண்ணம்விளிம்புக்கு பயன்படுத்தப்படும் வண்ணம்நிழலுக்கு பயன்படுத்தப்படும் வண்ணம்செயலில் உள்ள எலும்புகளுக்கு பயன்படுத்தப்படும் வண்ணம்உருவாக்கப்பட்ட பளபளப்புக்கு பயன்படுத்தப்படும் வண்ணம்தேர்ந்தெடுக்கப்பட்ட எலும்புகளுக்கு பயன்படுத்தப்படும் வண்ணம்எலும்புகளின் மேற்பரப்புக்கு பயன்படுத்தப்படும் வண்ணம்வண்ணம் வண்ணம்வரம்பை முன்னிலைப்படுத்த வண்ணம்வண்ண மதிப்பு காரணிவடிவியல் பண்புக்கூறில் வண்ண மதிப்புநிறம் {:d}வண்ணம் 1வண்ணம் 2வண்ண தடைகள்வண்ணம்வண்ணமயமாக்கல்விளைவு விளைவுவிளைவு விளைவுநிறங்கள்நெடுவரிசைநெடுவரிசை 1நெடுவரிசை 1 வரிசை 1நெடுவரிசை 1 வரிசை 2நெடுவரிசை 1 வரிசை 3நெடுவரிசை 1 வரிசை 4நெடுவரிசை 2நெடுவரிசை 2 வரிசை 1நெடுவரிசை 2 வரிசை 2நெடுவரிசை 2 வரிசை 3நெடுவரிசை 2 வரிசை 4நெடுவரிசை 3நெடுவரிசை 3 வரிசை 1நெடுவரிசை 3 வரிசை 2நெடுவரிசை 3 வரிசை 3நெடுவரிசை 3 வரிசை 4நெடுவரிசை 4நெடுவரிசை 4 வரிசை 1நெடுவரிசை 4 வரிசை 2நெடுவரிசை 4 வரிசை 3நெடுவரிசை 4 வரிசை 4நெடுவரிசை ஒன்றோடொன்றுநெடுவரிசை பெயர்நெடுவரிசை தேர்ந்தெடுக்கவும்நெடுவரிசை அளவுசரியான விளிம்பைக் காட்ட நெடுவரிசை எண்செல்ல நெடுவரிசைநெடுவரிசைகள்நெடுவரிசை அளவுஅட்டவணைக்குள் உள்ள நெடுவரிசைகள்நெடுவரிசைகள்:சீப்பு முடிகள்இயைபுஉண்மையான இடப்பெயர்ச்சி மற்றும் சிறந்த விவரங்களுக்கு பம்ப் மேப்பிங் ஆகியவற்றின் சேர்க்கைஇணைக்கவும்மூட்டை இணைக்கவும்மூட்டை உருப்படியை இணைக்கவும்வண்ணத்தை இணைக்கவும்உருளையை இணைக்கவும்மேட்ரிக்சை இணைக்கவும்வெவ்வேறு மாதிரி வரம்புகளுடன் வழங்கப்பட்ட openexr மல்டி-லேயர் படங்களை ஒரு படமாக குறைத்த சத்தத்துடன் இணைக்கவும்கோள வடிவத்தை இணைக்கவும்உருமாற்றத்தை இணைக்கவும்xyz ஐ இணைக்கவும்ஒரு மொழிபெயர்ப்பு திசையன், ஒரு சுழற்சி மற்றும் ஒரு அளவிலான திசையன் ஆகியவற்றை உருமாற்ற அணியாக இணைக்கவும்அனைத்து அடுக்குகளையும் ஒற்றை அடுக்கில் இணைக்கவும்ஒரே பெயரைக் கொண்ட அனைத்து அடுக்குகளையும் இணைக்கவும்அனைத்து தொகுதி நிழல் கூறுகளையும் ஒற்றை பயன்படுத்த எளிதான முனையாக இணைக்கவும்ஒரு படத்தை அதன் கலப்பு வண்ண சேனல்களிலிருந்து இணைக்கவும்ஒன்றிணை மற்றும் அடுக்கு செயல்கள்எந்தவொரு உள்ளீட்டு சரங்களையும் இணைக்கவும்இரண்டு காட்சிகளையும் ஒரு அழுத்தும் படத்தில் இணைக்கவும்எந்தவொரு முறையும் சிறந்ததாக இல்லாத தொகுதிகளுக்கு தூரம் மற்றும் ஈக்வி-ஆங்குலர் மாதிரியை இணைக்கவும்ஒரு குறிப்பிட்ட வண்ண மாதிரியின் அடிப்படையில் நான்கு சேனல்களை ஒரே வண்ணத்தில் இணைக்கவும்கட்டங்களை கழித்தல் வழியில் இணைக்கவும்கட்டங்களை ஒரு சேர்க்கை வழியில் இணைக்கவும்பயன்முறையை அடிப்படையாகக் கொண்ட அடுக்குகளை ஒரு அடுக்கில் இணைக்கவும்செயலில் உள்ள குழுவில் உள்ள அடுக்குகளை ஒற்றை அடுக்கில் இணைக்கவும்மெச்களை கழித்தல் வழியில் இணைக்கவும்மெச்களை ஒரு சேர்க்கை வழியில் இணைக்கவும்பல சாக்கெட் மதிப்புகளை ஒன்றாக இணைக்கவும்.அசல் அளவை நகலெடுக்கப்பட்ட அளவோடு இணைக்கவும்அசல் ஆஃப்செட் தேர்வுப்பெட்டி போன்ற சுழற்சிகளை இணைக்கவும். பல அச்சு சுழற்சிகளுக்கு நன்றாக வேலை செய்யாது.விண்வெளி பின்னணி படத்தை முகமூடியுடன் இணைக்கவும்செயலில் உள்ள அடுக்கை கீழே உள்ள அடுக்குடன் இணைக்கவும் (அது இருந்தால்)தொப்பி வடிவவியலை அடிப்படை கண்ணியுடன் இணைக்கவும் (நிகழ்வுகளை உணர்ந்து செங்குத்துகளை இணைத்தல்)பார்வைகளை (இடது மற்றும் வலது) ஒற்றை ச்டீரியோ 3D வெளியீட்டில் இணைக்கவும்பக்கவாட்டு காட்சிக்கு இரண்டு படங்களை இணைக்கவும். பொதுவாக பார்வையாளர் முனையுடன் இணைந்து பயன்படுத்தப்படுகிறதுஆழமான வரைபடங்களைப் பயன்படுத்தி இரண்டு படங்களை இணைக்கவும்கலப்பு முறைகளைப் பயன்படுத்தி இரண்டு கீற்றுகளை இணைக்கவும்இணைக்கப்பட்டதுஒருங்கிணைந்த ஏற்றுமதிஒருங்கிணைந்த RGBஒருங்கிணைந்த பேக் பாசுக்கு உமிழ்வு தேவை, அல்லது நேரடி அல்லது மறைமுக பங்களிப்புகள் இயக்கப்பட்ட லைட் பாச்ஒருங்கிணைந்த சேனல்கள்ஒருங்கிணைந்த வளைவு ஒவ்வொரு சேனலுக்கும் தனித்தனியாகப் பயன்படுத்தப்படுகிறது, இது சாயல் மாற்றத்தை ஏற்படுத்தக்கூடும்ஒருங்கிணைப்புஅதன் நேரடி கடினமான உடல் குழந்தைகள் அனைத்தையும் ஒரு கடினமான பொருளாக இணைக்கிறதுபதிவுசெய்யப்பட்ட பெற்றோருக்கு பயன்படுத்த கமாவால் பிரிக்கப்பட்ட குறிச்சொற்கள்கட்டளை வரியில் இங்கேகட்டளை வரலாறுகட்டளை குறுக்கிட்டதுகட்டளை வரி வரியில்கட்டளை வரி உடனடி மொழிகட்டளை வெளியீடுஉரை எடிட்டரைத் தொடங்க கட்டளை, ஒரு முழு பாதை அல்லது கட்டளை $ பாதையில். காலியாக இருக்கும்போது உள் எடிட்டரைப் பயன்படுத்தவும்கருத்துபொதுபொதுவான அனிமேசன் பண்புகள்பொதுவான வளைவு பண்புகள்பொதுவான கருப்பொருள் பண்புகள்சமூகசிறிய தளவமைப்புசிறிய பட்டியல்தசமங்களுடன் கச்சிதமானஒப்பிடுகவண்ண பண்புகளை ஒப்பிடுகமூலப்பொருட்களை ஒப்பிடுகபயன்முறையை ஒப்பிடுகமடிப்புகளை ஒப்பிடுககூர்மையான ஒப்பிட்டுப் பாருங்கள்uvs ஐ ஒப்பிடுகஉள்ளீட்டு திசையன்களின் ஒவ்வொரு உறுப்புகளையும் ஒப்பிடுகஉள்ளீட்டு திசையன்கள் உறுப்புகளின் சராசரியை ஒப்பிடுகஉள்ளீட்டு திசையன்களின் திசையை ஒப்பிடுகஉள்ளீட்டு திசையன்களின் புள்ளி தயாரிப்புகளை ஒப்பிடுகஉள்ளீட்டு திசையன்களின் நீளத்தை ஒப்பிடுகமுந்தைய சட்டகத்தின் வேகத்தை தற்போதைய சட்டத்திலிருந்து புதிய வேகங்களுடன் ஒப்பிட்டு அதிகபட்சத்தை வைத்திருங்கள்முந்தைய சட்டகத்திலிருந்து வேகத்தை தற்போதைய சட்டகத்திலிருந்து புதிய வேகங்களுடன் ஒப்பிட்டு குறைந்தபட்சம் வைத்திருங்கள்சுழற்சியின் மையத்துடன் தொடர்புடைய எந்த அளவிலான மாற்றங்களையும் ஈடுசெய்கஒரே மாதிரியான பொருள் அளவிற்கு ஈடுசெய்யவும்பிற மாற்றிகளால் பயன்படுத்தப்படும் அளவிற்கு ஈடுசெய்யவும்மற்ற இரண்டு அச்சுகளுக்கு பொருத்தமான அளவிடுதலைப் பயன்படுத்துவதன் மூலம் ஒரு அச்சை அளவிடுவதற்கு ஈடுசெய்யவும்இணையாக சேடர்களை தொகுக்கப் பயன்படுத்தப்படும் தொகுப்பு முறை. துணை செயலாக்கத்திற்கு ஒவ்வொரு தொழிலாளிக்கும் நிறைய ரேம் தேவைப்படுகிறது, ஆனால் சில அமைப்புகளில் சேடர்களை வேகமாக தொகுக்கலாம். மாற்றங்கள் நடைமுறைக்கு வருவதற்கு பிளெண்டரை மறுதொடக்கம் செய்ய வேண்டும். (Opengl மட்டும்)சேடர் கைஉரை முனைக்கு பைட்கோடை தொகுக்கவும்தற்போதைய காட்சிக்குத் தேவையான அம்சத் தொகுப்போடு மட்டுமே சுழற்சிகள் சி.பீ.யூ கர்னலை தொகுக்கவும்தனிப்பயன் சேடரின் பைட்கோட் தொகுக்கப்பட்டதுபுல்லட் இயற்பியல் இயந்திரம் இல்லாமல் தொகுக்கப்பட்டதுGMP இல்லாமல் தொகுக்கப்பட்டது, "float" கரைப்பான் பயன்படுத்திதிறந்தவிடிபி இல்லாமல் தொகுக்கப்பட்டதுஒலி உதவி இல்லாமல் தொகுக்கப்பட்டதுஈவி என்சின் சேடர்களை தொகுத்தல்சேடர்களை தொகுக்கும் ({} மீதமுள்ள)முழுமையான போட்டிகள் மட்டுமே'{:s}' உரை data-block இல் முழுமையான அறிக்கை கிடைக்கிறதுசம்பந்தப்பட்ட மாற்றியமைப்பாளர்கள் ஏதேனும் இருந்தால் பெற்றோருக்குரிய உறவை முற்றிலுமாக அழிக்கவும்பெற்றோர் அளவிடுதலை முற்றிலும் புறக்கணிக்கவும்முற்றிலும் சுயாதீனமான கைமுறையாக கைப்பிடியை அமைக்கவும்போச் சொத்தில் உள்ள அனைத்து சேனல்களையும் தற்போதைய தேர்வோடு முழுமையாக மாற்றவும்சிக்கலானகூறுகூறு பாதைகள்கூறு வகைகூறுகள்கூட்டுதொகுத்தல்முனை பார்வையாளர்கட்டும் முனைகள்கட்டமைத்தல் ...கலவைகலவை வழிகாட்டி நிறம்கலவை வழிகாட்டிகள்தொகுப்பாளர்தொகுப்பாளர் தனிப்பயன் குழுஇசையமைப்பாளர் டெனோயிச் முனை சாதனம்கூட்டு சாதனம்இசையமைப்பாளர் இறுதி டெனோயிச் தகுதிகலவை மாற்றிகலவை முனைகலவை முனை மரம்கலவை முனைகள்கலவை துல்லியம்இசையமைப்பாளர் முன்னோட்டம் டெனோயிச் தகுதிகம்போசிட்டர் முனை குழுவில் சுழற்சி இணைப்புகள் உள்ளன.கூட்டு பெற்றோர்சுருக்ககோப்பை சுருக்கவும்டிராக்கோவைப் பயன்படுத்தி கண்ணி சுருக்கவும்பொதுவான கேமராக்களிலிருந்து காட்சி-குறிப்பிடப்பட்ட மதிப்புகளை ACEScg வரம்பில் சுருக்கவும்சுருக்கசுருக்க நிலைசுருக்க வசந்த ஈரப்பதம்சுருக்க விறைப்புசுருக்க விறைப்பு அதிகபட்சம்OpenExr க்கான சுருக்க கோடெக் அமைப்புகள்சுருக்க நிலை (0 = அதிக விரைவு, 6 = பெரும்பாலான சுருக்க, அதிக மதிப்புகள் தற்போது ஆதரிக்கப்படவில்லை)பயன்படுத்த வேண்டிய சுருக்க முறைtiff க்கான சுருக்க முறைகணக்கீட்டு வரம்புகணக்கீடு வெற்றிகரமாக இருந்ததுகணக்கிடும் சாதனத்தின் வகைபடப்புள்ளி மதிப்புகளின் சராசரி மற்றும் நிலையான விலகலைக் கணக்கிடுங்கள்அருகிலுள்ள விளிம்பிற்கு தூரத்தை கணக்கிடுங்கள்அருகிலுள்ள முகத்திற்கு தூரத்தை கணக்கிடுங்கள்அருகிலுள்ள வெர்டெக்சுக்கு தூரத்தை கணக்கிடுங்கள்உலகளாவிய வெளிச்சத்தை கணக்கிடுங்கள்நிழல் புள்ளிக்கு மேலே உள்ள அரைக்கோளம் எவ்வளவு மறைந்துவிட்டது என்பதைக் கணக்கிடுங்கள், எடுத்துக்காட்டாக மூலைகளில் வானிலை விளைவுகளைச் சேர்க்க. குறிப்பு: சுழற்சிகளைப் பொறுத்தவரை, இது ரெண்டர்களை கணிசமாகக் குறைக்கும்இலக்கு வடிவவியலில் மிக நெருக்கமான இடத்தைக் கணக்கிடுங்கள்கொடுக்கப்பட்ட மேட்ரிக்சின் தீர்மானிப்பதைக் கணக்கிடுங்கள்உள்ளீட்டு கட்டத்தின் சாய்வின் வேறுபாட்டைக் கணக்கிடுங்கள்கொடுக்கப்பட்ட மேட்ரிக்ச் இருந்தால், அதன் தலைகீழ் கணக்கீடுகொடுக்கப்பட்ட சுழற்சியின் தலைகீழ் கணக்கீடுமேட்ரிக்சின் 3x3 பகுதியின் ஒற்றை மதிப்பு சிதைவைக் கணக்கிடவும்கொடுக்கப்பட்ட முகமூடியிலிருந்து கையொப்பமிடப்பட்ட தொலைவுப் புலத்தைக் கணக்கிடுகிறதுமிக நெருக்கமான இடத்திற்கும் அதன் நிலை மற்றும் வண்ணத்திற்கும் தூரத்தை கணக்கிடுகிறதுவோரோனோய் கலத்தின் விளிம்பிற்கு தூரத்தை கணக்கிடுகிறதுஇரண்டாவது மிக நெருக்கமான புள்ளியுக்கும் அதன் நிலை மற்றும் வண்ணத்திற்கும் தூரத்தை கணக்கிடுகிறதுவோரோனோய் கலத்தில் பொறிக்கப்பட்ட என்-ச்பியர் ஆரம் கணக்கிடுகிறதுகுழிவு மேல்கான்கிரீட்நிலைகூம்புஒற்றை கோடு பிரிவுக்கான உள்ளமைவுசிதறிய நிகழ்வுகளின் கட்டமைப்புஒவ்வொரு நிகழ்வின் மாற்றம் தொடர்பான கட்டமைப்புநிலையான வெளியீட்டு தரத்தை விட நிலையான பிட் வீதத்தை உள்ளமைக்கவும்சிதறிய நிகழ்வுகளின் மாற்றத்தை உள்ளமைக்கவும்உறுதிப்படுத்தவும்வெளியீட்டில் உறுதிப்படுத்தவும்வாசலை உறுதிப்படுத்தவும்பெவலை உறுதிப்படுத்தவும்வெளியீட்டில் உறுதிப்படுத்தவும்மற்றொரு render உடன் முரண்பாடுகள் அதே பெயரில் கடந்து செல்கின்றனகன்ஃபார்ம் பேச்சமநிலைஇணைந்த ஓவர்இணைக்க மையத்தை இணைக்கவும்சுழல்களை இணைக்கவும்பொருந்தும் முனைகளை இணைக்கவும்கண்ணாடியை இணைக்கவும்:மூவி கீற்றுகளை இயல்பாக இணைக்கவும்அடுத்து இணைக்கவும்:கண்ணாடியுடன் இணைக்கவும்புதிய சாக்கெட்டை உருவாக்க இணைப்பை இணைக்கவும்.முனை மரத்தின் செயலில் வெளியீட்டு முனைக்கு செயலில் உள்ள முனையை இணைக்கவும்அனைத்து முடி அமைப்புகளையும் உமிழ்ப்பான் கண்ணி உடன் இணைக்கவும்சங்கிலியை இணைக்கவும்ஒன்றாக நெருக்கமாக இருக்கும் இறுதிப் புள்ளிகளை இணைக்கவும்உமிழ்ப்பான் கண்ணி உடன் முடியை இணைக்கவும்பல சேனல்கள் இருந்தால் இயல்பாக புதிதாக சேர்க்கப்பட்ட திரைப்பட கீற்றுகளை இணைக்கவும்செயலில் உள்ள பொருளில் தொடங்கி, தூரத்தை அடிப்படையாகக் கொண்ட ஒரு சங்கிலியாக பொருள்களை இணைக்கவும்தேர்ந்தெடுக்கப்பட்ட பொருள்களை செயலில் உள்ள பொருளுடன் இணைக்கவும்முகங்களின் தேர்ந்தெடுக்கப்பட்ட செங்குத்துகளை இணைக்கவும், முகத்தைப் பிரிக்கவும்பி-எலும்பு சங்கிலியை பெற்றோர் ரிக் உடன் இணைக்கவும்மையத்தில் வளைவை இணைக்கவும்ஒரு குறிப்பிட்ட சாக்கெட் சொடுக்கு செய்யாமல் இரண்டு முனைகளை இணைக்கவும் (தானாகவே தீர்மானிக்கப்படுகிறது)செங்குத்துகளை அவற்றின் தேர்வு வரிசையால் இணைக்கவும், விளிம்புகளை உருவாக்குதல், முகங்களைப் பிரித்தல்இணைக்கப்பட்டுள்ளதுமட்டுமே இணைக்கப்பட்டுள்ளதுஇணைக்கப்பட்ட முகங்கள் (விளிம்புகளுக்கு பதிலாக)எட்ச் சுழல்கள் ஒன்றுடன் ஒன்று இணைக்கிறதுஇணைப்பு வரம்புஇணைப்பு முறைஇணைப்புவளைவு ஆரம் கருதுங்கள்ஒளி ஆய்வு தொகுதி பிடிப்புக்கு பொருள் ஒற்றை பக்கத்தைக் கவனியுங்கள். கூடுதலாக ஒளி கசிவைத் தவிர்க்க பொருளுக்குள் ஆய்வுகளை நிராகரிக்க உதவுகிறது.தொகுதி மையத்தைக் கண்டறியும்போது பொருள்களை முழுவதுமாகக் கவனியுங்கள்வழிகாட்டும் போது நேரடியாகக் காணக்கூடிய ஒளி மூலங்களின் பங்களிப்பைக் கவனியுங்கள்சுயவிவர வளைவின் நீள அளவுருவின் மூலம் V கூறுகளை மேப்பிங் செய்யும் போது முக்கிய வளைவின் ஆரம் பண்புக்கூறை ஒரு காரணியாகக் கருதுங்கள்எந்த விளிம்புகளை (அன்) குறிச்சொல்லுக்கு கூர்மையாகத் தேர்ந்தெடுக்க விளிம்புகளுக்கு பதிலாக செங்குத்துகளைக் கவனியுங்கள்சீரானஉருப்படிக்கு பயன்படுத்தப்படும் நிலையான அடையாளங்காட்டிகன்சோல்உள்ளக உள்ளீடுஉருட்டல் கோடுகள் கன்சோல்உருட்டலில் பயன்படுத்தும்போது கன்சோல் வரி வகைகன்சோல் வெளியீட்டு வகைகான்ச்ட்மாறிலிநிலையான பிட்ரேட்நிலையான விவரம்நிலையான விரிவாக்கம்நிலையான இடைச்செருகல்நிலையான நீளம்நிலையான ஆஃப்செட்நிலையான ஆஃப்செட் இடப்பெயர்ச்சிநிலையான வீத காரணி (சி.ஆர்.எஃப்); வீடியோ தகுதி மற்றும் கோப்பு அளவு இடையே பரிமாற்றம்நிலையான திரை அளவு இயல்புகொடுக்கப்பட்ட திசையில் நிலையான முடுக்கம்நிலையான திசை இணை கதிர் ஒளிநிலையான திசை இணை கதிர் ஒளி மூலசெயல்பாட்டிற்கு நேரத்தை ஈடுசெய்ய நிலையான காரணிமதிப்புகளை ஈடுசெய்ய நிலையான காரணிநிலையான வீழ்ச்சிபடை பொருளின் உள்ளக சட் அச்சில் நிலையான ஆற்றல்ஒரு வளைவுக்கு மாறிலிநிலையான முன்னமைவுஒரு பொருளின் இருப்பிடத்தை இலக்கு பாதையில் அருகிலுள்ள இடத்திற்கு கட்டுப்படுத்துங்கள்போய்டுகளை ஒரு மேற்பரப்பில் கட்டுப்படுத்துங்கள்எந்தவொரு பொருத்தப்பட்ட புறஊதா கொண்ட தீவுகளை கட்டுப்படுத்துகிறதுபொதுவான பிவோட் புள்ளியைச் சுற்றி செல்ல கடுமையான உடல்களைக் கட்டுப்படுத்துங்கள்பட எல்லைகளுக்கு கட்டுப்படுத்துதல்மின் மற்றும் அதிகபட்சம் இடையே மதிப்பைக் கட்டுப்படுத்துங்கள்மின் மற்றும் அதிகபட்சம் இடையே மதிப்பைக் கட்டுப்படுத்துதல், மின்> அதிகபட்சம் போது வாதங்களை மாற்றுகிறதுகட்டுப்படுத்தப்பட்ட டெலானே முக்கோணம் (சிடிடி), சுய-குறுக்குதலுக்கான ஆதரவுடன் வலுவானதுகட்டுப்பாடுசேர்க்கைகூட்டுகலவை முறைஆற்றல்மின்தடம்'%s' என்பது பொருள் '%s' இல் காணப்படவில்லைபோச் எலும்பில் '%s' காணப்படவில்லை '%s'கட்டுப்பாட்டு அச்சுகட்டுப்பாட்டு செயல்பாடுதடை இலக்குகட்டுப்பாட்டு இலக்கு எலும்புஎலும்பு அல்லது இலக்கு குறிப்புடன் தொடர்புடைய அச்சு பூட்டு விருப்பங்கள்வாசலுக்கு மேலே ஒரு தூண்டுதலைப் பெற்றால் கட்டுப்பாட்டை உடைக்க முடியும்கடுமையான உடல்களைக் கட்டுப்படுத்தும் கட்டுப்பாடுகட்டுப்பாடு செல்லுபடியாகும் அமைப்புகளைக் கொண்டுள்ளது மற்றும் மதிப்பீடு செய்யலாம்கடுமையான உடல் உருவகப்படுத்துதலுக்குள் பொருள்களை பாதிக்கும் கட்டுப்பாடுகட்டுப்பாடு என்பது திருத்தப்பட்டதுபொருள்கள் மற்றும் எலும்புகளின் மாற்றத்தை மாற்றியமைத்தல்கட்டுப்பாட்டு பெயர்கட்டுப்பாட்டு பெயர்கள் சிறப்பு அர்த்தங்களைக் கொண்டுள்ளன.கட்டுப்பாட்டு பிவோட் இருப்பிடம்ஃச் அச்சில் கட்டுப்பாட்டு நிலைஒய் அச்சுடன் கட்டுப்பாட்டு நிலைசட் அச்சில் கட்டுப்பாட்டு நிலைஃச் அச்சில் கட்டுப்பாட்டு சுழற்சிஒய் அச்சில் கட்டுப்பாட்டு சுழற்சிசட் அச்சில் கட்டுப்பாட்டு சுழற்சிதிருத்துதல் செய்யும் போது பட எல்லைக்குள் இருக்க தடைஇடைமுகம் இல் கட்டுப்பாடு குழு விரிவாக்கப்பட்டுள்ளதுதடைகள்பொருளின் மாற்றத்தை பாதிக்கும் தடைகள்இந்த போச் சேனலில் செயல்படும் தடைகள்அதன் தனிப்பட்ட மதிப்புகளிலிருந்து 4x4 மேட்ரிக்சை உருவாக்குங்கள்பெசியர் வட்டத்தை உருவாக்குங்கள்பெசியர் வளைவை உருவாக்குங்கள்NURBS மேற்பரப்பு வட்டத்தை உருவாக்கவும்NURBS மேற்பரப்பு வளைவை உருவாக்கவும்NURBS மேற்பரப்பு சிலிண்டரை உருவாக்கவும்NURBS மேற்பரப்பு இணைப்பு ஒன்றை உருவாக்கவும்NURBS மேற்பரப்புக் கோளத்தை உருவாக்கவும்NURBS மேற்பரப்பு டோரசை உருவாக்கவும்ஒரு நர்ப்ச் வட்டத்தை உருவாக்குங்கள்ஒரு நர்ப்ச் வளைவை உருவாக்குங்கள்ஒரு பாதையை உருவாக்குங்கள்சுசேன் கிரீச் பென்சில் பொருளை உருவாக்குங்கள்ஒரு சுசேன் கண்ணி கட்டவும்ஒரு வட்டம் கண்ணி கட்டவும்ஒரு கோனிக் கண்ணி கட்டவும்ஒரு கியூப் கண்ணி கட்டவும்ஆறு சதுர முகங்களைக் கொண்ட ஒரு கியூப் கண்ணி கட்டவும்ஒரு சிலிண்டர் கண்ணி கட்டவும்நிரப்பப்பட்ட பிளானர் கண்ணி 4 செங்குத்துகளுடன் உருவாக்குங்கள்சமமான அளவிலான முக்கோணங்களைக் கொண்ட ஒரு கோளக் கண்ணி கட்டமைக்கவும்மேல் மற்றும் கீழ் முக்கோண முகங்களைத் தவிர, குவாட் முகங்களுடன் ஒரு கோளக் கண்ணி கட்டவும்உட்பிரிவு செய்யப்பட்ட விமான கண்ணி கட்டவும்டோரச் கண்ணி கட்டவும்Bézier வளைவுகளை உருவாக்கி திருத்தவும்ச்ப்லைன்களை உருவாக்கி திருத்தவும்சிற்பம் பயன்முறையில் மல்டி-ரெச் தரவுகளுக்கு ஆக்கபூர்வமான மாற்றியமைப்பைப் பயன்படுத்த முடியாதுஆக்கபூர்வமான மாற்றிகளைப் பயன்படுத்த முடியாதுகொள்கலன்திரவ உருவகப்படுத்துதலின் கொள்கலன்கொண்டுள்ளதுஇணைக்கப்பட்ட நூலக மேலெழுதல்களைக் கொண்டுள்ளது, இது மறுசீரமைக்கப்பட வேண்டும், நூலகத்தை புதுப்பிப்பது பரிந்துரைக்கப்படுகிறதுஉள்ளடக்கம்உள்ளடக்க காலம்உள்ளடக்க முடிவுஉள்ளடக்க தொடக்கம்உள்ளடக்க டிரிம் எண்ட்உள்ளடக்க டிரிம் தொடக்கம்இந்த உரை பொருளின் உள்ளடக்கம்சூழல்சூழல் பண்புக்கூறுகள்சூழல் கிச்மோசூழல் பட்டியல்சூழல் பாதைசூழல் சொத்துசூழல் தரவு-பாதை (மின்னோட்டத்தில் புலப்படும் சாளரங்களைப் பயன்படுத்தி விரிவாக்கப்பட்டது .கலப்பு கோப்பில்)சூழல் தவறானது, படம் காணப்படவில்லைஉருப்படி செயல்பாடுகளுக்கான சூழல் பட்டியல்காட்சி செயல்பாடுகளுக்கான சூழல் பட்டியல்செயலில் உள்ள பொருளைக் காணவில்லைசூழல் காணவில்லை சீக்வென்சர் காட்சிசூழல் பாதை பொருத்தப்பட்டுள்ளதுசெயலில் உள்ள முனைக்கு சூழல் உணர்திறன் கிச்மோசெயலில் உள்ள உருப்படிக்கு சூழல் உணர்திறன் கிச்மோச்சூழல் சாளரம் அமைக்கப்படவில்லைஒரு பிளெண்ட்ஃபைல் நூலகம்/இணைக்கப்பட்ட-தரவு தொடர்பான செயல்பாட்டிற்கான சூழ்நிலை தரவு. தற்போது முன்/போச்ட் பிளெண்டிம்போர்ட் கையாளுபவர்களுக்கான படிக்க மட்டும் தரவுகளாக மட்டுமே அம்பலப்படுத்தப்பட்டுள்ளதுதொடர்ச்சியானதொடரவும்தீர்வு இல்லாமல் தொடரவும்ஒரு தன்னிச்சையான புதிய நிலைப்பாட்டிலிருந்தும் புதிய திசையிலும் தொடர்ந்து தடவவும்பைதான் கைஉரைகள் இல்லாமல் கோப்பைப் பயன்படுத்துவதைத் தொடரவும்தொடர்ச்சியான முடுக்கம்தொடர்ச்சியான கிராப்தொடர்ச்சியான பெரிதாக்குதல். சூம் திசை மற்றும் விரைவு செட் சூம் அச்சில் சுட்டி எவ்வளவு தூரம் நகர்ந்தது என்பதைப் பொறுத்தது.பின் செய்யப்பட்ட செங்குத்துகளை மாற்றும் போது தேர்ந்தெடுக்கப்பட்ட புறஊதா தீவை தொடர்ந்து அவிழ்த்து விடுங்கள்விளிம்புமாறுபாடுமாறுபட்ட வரம்புமாறுபட்ட திருத்தம் மதிப்பு. பிரகாசமான பிக்சல்களை பிரகாசமாக மாற்றுவதற்கான ஒரு அளவிடுதல் வகை காரணி, ஆனால் இருண்ட பிக்சல்களை இருட்டாக வைத்திருக்கும். மாறுபாட்டைக் குறைக்க எதிர்மறை எண்ணைப் பயன்படுத்தவும், அதை அதிகரிக்க நேர்மறை எண்ணைப் பயன்படுத்தவும்முதன்மைக் கதிரின் அளவுகளில் சிதறிய பாதைகளின் பங்களிப்புமுதன்மைக் கதிரில் ஒலியளவு வழியாகப் பரவும் பாதைகளின் பங்களிப்புபங்களிப்புகள்கட்டுப்பாடுஎலும்பைக் கட்டுப்படுத்துங்கள்கட்டுப்பாட்டு வீழ்ச்சிகட்டுப்பாட்டு முறைகட்டுப்பாட்டு புள்ளிகட்டுப்பாட்டு புள்ளி தேர்ந்தெடுக்கப்பட்டதுகட்டுப்பாட்டு புள்ளி:கட்டுப்பாட்டு புள்ளிகள்கட்டுப்பாட்டு சுழற்சிஇறுதிப்புள்ளி இலக்கைக் குறிப்பிடுவதன் மூலம் எலும்புகளின் சங்கிலியைக் கட்டுப்படுத்தவும் (எலும்புகள் மட்டும்)இயக்க மங்கலின் கட்டுப்பாட்டு துல்லியம், மேலும் படிகள் அதிக நினைவக பயன்பாட்டைக் கொடுக்கும் (உண்மையான படிகளின் எண்ணிக்கை 2^(படிகள் - 1))செயலில் உள்ள கேமரா கோணங்களைக் கட்டுப்படுத்தவும்விசைகளை எவ்வளவு தூரம் தள்ளுவது அல்லது இழுக்க வேண்டும் என்பதைக் கட்டுப்படுத்தவும்ஆய்வு செல்வாக்கு எவ்வளவு வேகமாக குறைகிறது என்பதைக் கட்டுப்படுத்தவும்தேர்ந்தெடுக்கப்பட்ட காட்சியில் உள்ள படங்கள் எவ்வாறு இயற்பியல் காட்சிக்கு வரைபடமாக்கப்படுகின்றன என்பதைக் கட்டுப்படுத்தவும்ஒவ்வொரு வளைவு பிரிவிலும் எத்தனை மதிப்பிடப்பட்ட புள்ளிகள் உருவாக்கப்பட வேண்டும் என்பதைக் கட்டுப்படுத்தவும்உயரத்துடன் எவ்வளவு மூடுபனி அடர்த்தி குறைகிறது என்பதைக் கட்டுப்படுத்தவும்கட்டுப்பாட்டு விசை அழுத்தியதுகட்டுப்பாட்டு விசை அழுத்தியது, -1 எந்த மாநிலத்திற்கும்கட்டுப்பாட்டு பொருள்: கிடைத்தால், அதன் இருப்பிடம் விளைவின் மையத்தை தீர்மானிக்கிறதுபிரேம்-எண் பயன்படுத்தி பிளேபேக்கைக் கட்டுப்படுத்தவும் (நேர fps ஐ புறக்கணித்தல் மற்றும் கோப்பிலிருந்து சட்டத்தைத் தொடங்குதல்)0 மற்றும் 1 க்கு இடையில் ஒரு மதிப்பைப் பயன்படுத்தி பிளேபேக்கைக் கட்டுப்படுத்தவும்வினாடிகளில் நேரத்தைப் பயன்படுத்தி பிளேபேக்கைக் கட்டுப்படுத்தவும்கட்டுப்பாட்டு புள்ளி மற்றொரு ச்ப்லைனுக்கு சொந்தமானதுஉறை எஃப்-மாடிஃபையருக்கான கட்டுப்பாட்டு புள்ளிகட்டுப்பாட்டு புள்ளி வெகுசன மதிப்புகள்கட்டுப்பாட்டு புள்ளி உறை எஃப்-மாடிஃபையரில் இல்லைகட்டுப்பாட்டு புள்ளி தேர்வு நிலைகட்டுப்பாட்டு புள்ளி வசந்த வலிமை மதிப்புகள்கட்டுப்பாட்டு புள்ளி எடை மதிப்புகள்உறைகளின் வடிவத்தை வரையறுக்கும் கட்டுப்பாட்டு புள்ளிகள்அனைத்து வளைவுகளின் கட்டுப்பாட்டு புள்ளிகள்வளைவின் கட்டுப்பாட்டு புள்ளிகள்உள்ளீட்டு நிறத்தின் பிரகாசத்தையும் மாறுபாட்டையும் கட்டுப்படுத்தவும்கருப்பொருள்கள் படவுருகளைச் சுற்றியுள்ள எல்லையின் தீவிரத்தை கட்டுப்படுத்தவும்வரி பாணிகளின் அடிப்படை நிறத்தில் அமைப்புத் தகவலைக் கலப்பதைக் கட்டுப்படுத்தவும்வேகமான தொஒ விளக்குகளின் தரத்தை கட்டுப்படுத்தவும். உயர் தெளிவுத்திறன் அதிக நினைவகத்தைப் பயன்படுத்துகிறது.அளவீட்டு விளைவுகளின் தரத்தை கட்டுப்படுத்தவும். உயர் தெளிவுத்திறன் அதிக நினைவகத்தைப் பயன்படுத்துகிறது."நிழல் மென்மையான" பண்புகளை மாற்றுவதன் மூலம் ஒவ்வொரு முகத்தைச் சுற்றியுள்ள கண்ணி இயல்புகளின் மென்மையை கட்டுப்படுத்தவும்ச்டென்சில் தூரிகையை கட்டுப்படுத்தவும்கட்டுப்பாட்டு உருமாற்ற கிச்மோசை கட்டுப்படுத்தவும்திரவ ஓட்டத்தை எப்போது பயன்படுத்த வேண்டும் என்பதைக் கட்டுப்படுத்தவும்செயல்திறனைப் பயன்படுத்தும்போது கட்டுப்படுத்தவும்"சுழற்சி" பண்பை மாற்றுவதன் மூலம் ஒவ்வொரு ச்ப்லைன் தன்னைத் தானே சுழற்றுகிறதா என்பதைக் கட்டுப்படுத்தவும்எந்த விசையை நோக்கி ஈடுசெய்ய வேண்டும், எவ்வளவு தூரம்கட்டுப்படுத்தி முன்னோக்கிகட்டுப்படுத்தி இடம்கட்டுப்படுத்தி இருப்பிடம் மற்றவைகட்டுப்படுத்தி சுழற்சிகட்டுப்படுத்தி சுழற்சி மற்றவைகட்டுப்படுத்தி நடைகட்டுப்படுத்தி நோக்கம் இரு பயனர் பாதையின் இருப்பிடம்கட்டுப்பாட்டாளர் நோக்கம் இருதரப்பு செயல்களுக்கான பிற பயனர் பாதையின் சுழற்சிகட்டுப்படுத்திகள்கட்டுப்பாடுகள்இயக்க மங்கலின் துல்லியத்தை கட்டுப்படுத்துகிறது, மேலும் படிகள் என்பது நீண்ட நேரம் வழங்குவதாகும்இயக்க மங்கலின் துல்லியத்தை கட்டுப்படுத்துகிறது, மேலும் படிகள் நீண்ட நேரம் வழங்குகின்றன. இயக்க மங்கலான இயக்கப்பட்டால் மட்டுமே பயன்படுத்தப்படுகிறது. கிரீச் பென்சிலுக்கு இயக்க மங்கலை முடக்க 0 என அமைக்கவும்கண்ணிக்குள் இருந்து திரவ உமிழ்வைக் கட்டுப்படுத்துகிறது (அதிக மதிப்பு கண்ணி உள்ளே இருந்து அதிக உமிழ்வை ஏற்படுத்துகிறது)குழாய் சுயவிவரத்தின் வடிவத்திற்கான கட்டுப்பாடுகள்வடிகட்டி எவ்வளவு திசை கொண்டது என்பதைக் கட்டுப்படுத்துகிறது. 0 என்றால் வடிகட்டி முற்றிலும் எல்லாம் வல்லமையுள்ளது, 2 என்றால் அது படத்தின் விளிம்புகளுடன் அதிகபட்சமாக இயக்கப்படுகிறதுஅருகிலுள்ள பலகோணங்கள் சிதைவை எவ்வளவு பாதிக்கின்றன என்பதைக் கட்டுப்படுத்துகிறதுதிறந்த எல்லைகள் எவ்வாறு மென்மையாக்கப்படுகின்றன என்பதைக் கட்டுப்படுத்துகிறதுuvs க்கு மென்மையானது எவ்வாறு பயன்படுத்தப்படுகிறது என்பதைக் கட்டுப்படுத்துகிறதுசுயவிவர வடிவத்தை கட்டுப்படுத்துகிறது (0.5 = சுற்று)கலப்பு மற்றும் சில அம்சங்களுடன் பொருந்தக்கூடிய தன்மையைக் கட்டுப்படுத்துகிறதுமுழு படத்தின் மாறுபாட்டைக் கட்டுப்படுத்துகிறதுசிறப்பம்சங்களின் மாறுபாட்டைக் கட்டுப்படுத்துகிறதுபடத்தின் மாறுபாட்டைக் கட்டுப்படுத்துகிறது. சிறந்த ஒளிரும் விநியோகத்திற்கான அதன் உலகளாவிய வரம்பின் அடிப்படையில் பூச்சியம் தானாகவே மாறுபாட்டை அமைக்கிறதுமிடோன்களின் மாறுபாட்டைக் கட்டுப்படுத்துகிறதுநிழல்களின் மாறுபாட்டைக் கட்டுப்படுத்துகிறதுவிசை மற்றும் முக்கியமற்ற மதிப்புகளுக்கு இடையிலான வீழ்ச்சியைக் கட்டுப்படுத்துகிறது. 0 என்றால் முற்றிலும் கூர்மையானது மற்றும் 1 என்பது முற்றிலும் மென்மையானதுமுழு படத்தின் ஆதாயத்தையும் கட்டுப்படுத்துகிறதுசிறப்பம்சங்களின் ஆதாயத்தை கட்டுப்படுத்துகிறதுமிடோன்களின் ஆதாயத்தை கட்டுப்படுத்துகிறதுநிழல்களின் ஆதாயத்தை கட்டுப்படுத்துகிறதுமுழு படத்தின் கம்மாவைக் கட்டுப்படுத்துகிறதுசிறப்பம்சங்களின் கம்மாவைக் கட்டுப்படுத்துகிறதுமிடோன்களின் காமா கட்டுப்படுத்துகிறதுநிழல்களின் கம்மாவைக் கட்டுப்படுத்துகிறதுகோட் அடுக்கின் தீவிரத்தை கட்டுப்படுத்துகிறது, பிரதிபலிப்பு மற்றும் சாயல் ஆகிய இரண்டையும் கட்டுப்படுத்துகிறது. பொதுவாக பூச்சியமாக அல்லது உடல் சார்ந்த மூலப்பொருட்களுக்கு ஒன்றாக இருக்க வேண்டும்படத்தின் தீவிரத்தை கட்டுப்படுத்துகிறது, குறைந்த மதிப்புகள் இருட்டாகின்றன, அதே நேரத்தில் அதிக மதிப்புகள் அதை இலகுவாக ஆக்குகின்றனமுழு படத்தின் ஆஃப்செட்டையும் கட்டுப்படுத்துகிறதுசிறப்பம்சங்களின் ஆஃப்செட்டைக் கட்டுப்படுத்துகிறதுமிட்டோன்களின் ஆஃப்செட்டைக் கட்டுப்படுத்துகிறதுநிழல்களின் ஆஃப்செட்டைக் கட்டுப்படுத்துகிறதுமுழு படத்தின் செறிவூட்டலையும் கட்டுப்படுத்துகிறதுசிறப்பம்சங்களின் செறிவூட்டலைக் கட்டுப்படுத்துகிறதுமிடோன்களின் செறிவூட்டலைக் கட்டுப்படுத்துகிறதுநிழல்களின் செறிவூட்டலைக் கட்டுப்படுத்துகிறதுவடிகட்டியின் கூர்மையை கட்டுப்படுத்துகிறது. 0 என்பது முற்றிலும் மென்மையானது, 1 என்றால் முற்றிலும் கூர்மையானதுஅனிசோட்ரோபிக்கான தொடுகோடு திசையை கட்டுப்படுத்துகிறது1.0 முழுமையாக ஒளிபுகாத நிலையில், மேற்பரப்பின் வெளிப்படைத்தன்மையைக் கட்டுப்படுத்துகிறதுவடிகட்டியின் திசையின் சீரான தன்மையைக் கட்டுப்படுத்துகிறது. அதிக மதிப்புகள் அதிக சீரான திசைகளை உருவாக்குகின்றனசிறப்பம்சங்கள் மற்றும் நிழல்களுக்கு இடையிலான மாற்றத்தைக் கட்டுப்படுத்துகிறதுகுவிப்பு எலும்புஒன்றிணைந்த வானூர்தி தூரம்குவிப்பு எலும்புமாற்றம் ஆதரிக்கப்படவில்லைமூடலை மதிப்பிடும்போது மாற்றம் ஆதரிக்கப்படவில்லைமூட்டையை பிரிக்கும்போது மாற்றம் ஆதரிக்கப்படவில்லைமாற்றவும்பண்புக்கூறு களத்தை மாற்றவும்வண்ண பண்புக்கூறு களத்தை மாற்றவும்அனைத்து தரவுத் தொகுதிகளிலும் வண்ணங்களை மாற்றவும்வண்ணங்களை மாற்றவும்முகங்களை செங்குத்துகளாகவும் செங்குத்துகளாகவும் முகங்களாக மாற்றவும்மிதவை மாற்றவும்இருந்து மாற்றவும்கிரீச் பென்சில் அடுக்குகளை வளைவு நிகழ்வுகளாக மாற்றவும்நோக்குநிலையை மாற்றவும்ஒளிரும் பயன்படுத்தி RGB உள்ளீட்டை கிரேச்கேலில் மாற்றவும்டி.ஆர்.எச்/எடைகளை அனிமேசன் சுட்டிக்காட்டி என மாற்றவும்மாற்றusdpreviewsurface சேடர்களை கொள்கை ரீதியான bsdf சேடர் நெட்வொர்க்குகளாக மாற்றவும்பிளாக் பாடி வெப்பநிலையை ஒரு rgb மதிப்பாக மாற்றவும்ஒரு வண்ணத்தின் ஒளியை கிரேச்கேல் மதிப்புக்கு மாற்றவும்சுழற்சியை அச்சு கோணக் கூறுகளாக மாற்றவும்நிலையான சுழற்சி மதிப்பை யூலர் சுழற்சியாக மாற்றவும்உலகம், கேமரா மற்றும் பொருள் ஒருங்கிணைப்பு இடத்திற்கு இடையில் ஒரு திசையன், புள்ளி அல்லது இயல்பை மாற்றவும்அலைநீள மதிப்பை ஒரு rgb மதிப்புக்கு மாற்றவும்செயலில் எடையை சாம்பல் அளவிலான வெர்டெக்ச் வண்ணங்களாக மாற்றவும்அனைத்து முகங்களையும் ஒரு கண்ணி இல் முக்கோண முகங்களாக மாற்றவும்எல்லா முகங்களையும் முக்கோணங்களாக மாற்றவும்அனைத்து பலகோணங்களையும் முக்கோணங்களாக மாற்றவும்அனைத்து அமைப்புகளையும் ktx2 ஆக ktx2 ஆக மாற்றவும்அனிமேசனை எந்த சுழற்சி பயன்முறையிலிருந்தும் வேறு எந்த இடத்திற்கும் மாற்றவும்வண்ண இடைவெளிகளுக்கு இடையில் மாற்றவும்வளைவு வடிவவியலை குழாய் மெச்களாக மாற்றவும்வளைவுகளால் வரையறுக்கப்பட்ட தனிப்பயன் சுயவிவர வடிவத்துடன் விருப்பமாக வளைவுகளை ஒரு கண்ணிமையாக மாற்றவும்ஒவ்வொரு உள்ளீட்டு வடிவவியலையும் ஒரு நிகழ்வாக மாற்றவும், இது உள்ளீடுகள் பெரியதாக இருக்கும்போது சாக் வடிவியல் முனையை விட மிக வேகமாக இருக்கும்ஒவ்வொரு கண்ணி முகத்தையும் ஒரு சுழற்சி வளைவுக்கு மாற்றவும். முக பண்புக்கூறுகள் வளைவுகளுக்கு பிரச்சாரம் செய்யப்படுகின்றன.செயல்திறன் சக்தியை காற்று ஓட்ட வேகமாக மாற்றவும்சுழற்சிகளை பாதிக்கும் எஃப்-வளைவுகள்/ஓட்டுநர்களை ரேடியன்களாக மாற்றவும். எச்சரிக்கை: இதை ஒரு முறை மட்டுமே பயன்படுத்தவும்முகங்களை தடிமனான விளிம்புகளாக மாற்றவும்டிகிரியில் இருந்து ரேடியன்களாக மாற்றவும்காட்சிக்கு பதிலாக காட்சி நேரியல் நிலைக்கு மாற்றவும். எல்லா காட்சி மாற்றங்களையும் சரியாக தலைகீழாக மாற்ற முடியாது, மேலும் இதன் முடிவு அசல் காட்சி நேரியல் படத்துடன் பொருந்தாமல் போகலாம்ரேடியன்களிலிருந்து டிகிரிக்கு மாற்றவும்காட்சி மாற்றத்துடன் காட்சியை நேரியல் நிறத்தில் இருந்து காட்சிக்கு மாற்றவும் மற்றும் டோன் மேப்பிங்கைப் பார்க்கவும்வடிவியல் மற்றும் நிகழ்வுகளை திருத்தக்கூடிய பொருள்கள் மற்றும் சேகரிப்புகளாக மாற்றவும்உள்ளீட்டை மிதக்கும் தரவுக்கு மாற்றவும்நிகழ்வுகளை உண்மையான வடிவியல் தரவுகளாக மாற்றவும்கண்ணி விளிம்புகளை வளைவு பிரிவுகளாக மாற்றவும். பண்புக்கூறுகள் வளைவு புள்ளிகளுக்கு பரப்பப்படுகின்றன.சாதாரண பொருள் மாற்றங்களை டெல்டா உருமாற்றங்களுக்கு மாற்றவும், தற்போதுள்ள எந்த டெல்டா மாற்றங்களும் சேர்க்கப்படும்இயல்பான மாற்றங்களுக்கான பொருள் அனிமேசனை டெல்டா உருமாற்றங்களுக்கு மாற்றவும்பொருட்களை நிறுவப்பட்ட முகங்களாக மாற்றவும்தேர்ந்தெடுக்கப்பட்ட கீஃப்ரேம்களை மட்டுமே மாற்றவும்மற்ற பயன்பாடுகளுடன் பொருந்தக்கூடிய வகையில் நோக்குநிலை அச்சை வேறு மாநாட்டாக மாற்றவும்துகள்களை ஒரு கண்ணி பொருளாக மாற்றவும்முன் பெருக்கத்தை நேராக மாற்றவும்வழங்குதல் விளைவை (ஒளி மற்றும் நிழல் போன்றவை) வண்ணமாக மாற்றவும். பொதுவாக பி.எச்.டி.எஃப்.எச் இன் வெளியீட்டில் கூடுதல் விளைவுகளைப் பயன்படுத்த, ஃபோட்டோரிச்டிக் ரெண்டரிங்கிற்கு பொதுவாகப் பயன்படுத்தப்படுகிறது. குறிப்பு: ஈவியில் மட்டுமே ஆதரிக்கப்படுகிறதுசுழற்சிகளை யூலர் xyz ஆக மாற்றவும்சுழற்சியை யூலர் xyz ஆக மாற்றவும்சுழற்சிகளை யூலர் yxz ஆக மாற்றவும்சுழற்சிகளை யூலர் yzx ஆக மாற்றவும்சுழற்சிகளை யூலர் zxy ஆக மாற்றவும்சுழற்சிகளை யூலர் சைக்சாக மாற்றவும்சுழற்சிகளை குவாட்டர்னியன்களாக மாற்றவும்தேர்ந்தெடுக்கப்பட்ட சேனல்களை மாதிரிகளிலிருந்து கீஃப்ரேம்களாக மாற்றவும்சேமிப்பக இடத்தை சேமிக்க தேர்ந்தெடுக்கப்பட்ட சேனல்களை ஒரு படிக்காத மாதிரிகளாக மாற்றவும்தேர்ந்தெடுக்கப்பட்ட பொருட்களை மற்றொரு வகைக்கு மாற்றவும்தேர்ந்தெடுக்கப்பட்ட குறிப்பு படங்களை கடினமான கண்ணி விமானத்திற்கு மாற்றவும்தேர்ந்தெடுக்கப்பட்ட பக்கவாதம் சுற்றளவுக்கு மாற்றவும்நேராக முன் பெருக்கத்திற்கு மாற்றவும்பக்கவாதத்தை அவுட்லைன் மாற்றவும்ஒவ்வொரு உயர் மட்ட நிகழ்விலும் உள்ள வளைவுகளை கிரீச் பென்சில் அடுக்காக மாற்றவும்முதல் கண்டுபிடிக்கப்பட்ட யு.எச்.டி டோம் ஒளியை உலக பின்னணி சேடருக்கு மாற்றவும்கொடுக்கப்பட்ட மிதக்கும்-புள்ளி எண்ணை ஒரு முழு எண்ணாக மாற்றவும்ஒரு உலகத்தின் அளவை ஒரு கண்ணி என மாற்றவும். உலகின் தொகுதி ஈவி மரபு மூலம் வழங்கப்பட்டது. அதை ஒழுங்காக வழங்க மாற்றம் தேவைஉலகப் பொருட்களை ஒரு அமெரிக்க டோம் ஒளியாக மாற்றவும். தற்போது எளிய பொருட்களுக்காக வேலை செய்கிறது, இதில் பின்னணி நிழலுடன் இணைக்கப்பட்ட சுற்றுச்சூழல் அமைப்பைக் கொண்டுள்ளது, அமைப்பு வண்ணத்தின் விருப்ப திசையன் பெருக்கத்துடன்காட்சிக்கு மாற்றவும்மிதவையாக மாற்றவும்ரேடியன்களாக மாற்றவும்முன்கூட்டியே (தொடர்புடைய) ஆல்பாவுக்கு மாற்றவும்மடக்கை வண்ண இடத்திற்கு மாற்றவும்தேர்ந்தெடுக்கப்பட்ட வளைவுகளின் வகைவகை மூலம் வெள்ளை நிறங்களை மாற்றவும்மாற்றப்பட்ட அடுக்குமாற்றிமாற்றி முனைசில திருத்தப்படாத பொருள்/பொருள் தரவை மாற்றுவது, 'அசல்' விருப்பத்தை உண்மைக்கு அமல்படுத்துதல்பட அளவோடு தொடர்புடைய மதிப்புகளை பிக்சல்களின் அடிப்படையில் மாற்றுகிறதுகுவிந்த அல்கன்வால்வ்கர்னலுடன் ஒரு படத்தை சுருட்டுகிறதுஒருங்கிணைப்பு 1ஒருங்கிணைப்பு 2ஒருங்கிணைப்பு இடம்ஒருங்கிணைப்பு அமைப்புஉருமாற்றத்தின் இருப்பிட பகுதியை பிரதிபலிக்க பயன்படுத்தப்படும் ஒருங்கிணைப்பு அச்சுஉருமாற்றத்தின் சுழற்சி பகுதியை பிரதிபலிக்க பயன்படுத்தப்படும் ஒருங்கிணைப்பு அச்சுஒருங்கிணைப்புகள்இந்த அச்சில் ஒருங்கிணைப்புகள் புரட்டப்படுகின்றனகட்டுப்பாட்டு புள்ளியின் ஒருங்கிணைப்புகள்கட்டுப்பாட்டு புள்ளியின் ஒருங்கிணைப்புகள். குறிப்பு: இந்த மதிப்பை மாற்றுவது வரைபட திருத்தி உருமாற்ற ஆபரேட்டரைப் பயன்படுத்துவதைப் போன்ற கைப்பிடிகளையும் புதுப்பிக்கிறதுமுதல் கைப்பிடியின் ஒருங்கிணைப்புகள்இடது கைப்பிடியின் ஆயத்தொலைவுகள் (கட்டுப்பாட்டு புள்ளிக்கு முன்)வலது கைப்பிடியின் ஒருங்கிணைப்புகள் (கட்டுப்பாட்டு புள்ளிக்குப் பிறகு)இரண்டாவது கைப்பிடியின் ஒருங்கிணைப்புகள்இடத்தை ஒருங்கிணைக்கிறதுவி.ஆர் எட்செட்டிலிருந்து மொழிபெயர்ப்பு டெல்டாக்களைப் பயன்படுத்த ஒருங்கிணைப்புகள்நகலெடுக்கப்பட்ட %d தேர்ந்தெடுக்கப்பட்ட வளைவு (கள்)நகலெடுக்கப்பட்ட %d தேர்ந்தெடுக்கப்பட்ட தரவு-தொகுதி (கள்)%d தேர்ந்தெடுக்கப்பட்ட முனை(கள்) நகலெடுக்கப்பட்டதுநகலெடுக்கப்பட்ட %d தேர்ந்தெடுக்கப்பட்ட பொருள் (கள்)நகலெடுக்கப்பட்ட %d தேர்ந்தெடுக்கப்பட்ட புள்ளி (கள்)இடைநிலைப்பலகைக்கு தேர்வு தொகுப்பு (களை) நகலெடுத்ததுநகலெடுக்கப்பட்ட கட்டுப்பாடு: %sஉள் கிளிப்போர்டுக்கு மூலப்பொருள் நகலெடுக்கப்பட்டதுஉள் கிளிப்போர்டுக்கு போச் நகலெடுக்கப்பட்டதுதேர்ந்தெடுக்கப்பட்ட வீடியோ சீக்வென்சர் கீற்றுகள் மற்றும் அதனுடன் தொடர்புடைய விளைவு சங்கிலியை உள் இடைநிலைப்பலகைக்கு நகலெடுத்தார்தேர்ந்தெடுக்கப்பட்ட வீடியோ சீக்வென்சர் கீற்றுகளை உள் கிளிப்போர்டுக்கு நகலெடுத்ததுமதிப்பை {:d} எலும்புகளுக்கு நகலெடுத்தார்நகலெடுக்கப்பட்டது {:s} அளவுருக்கள் {:d} எலும்புகளுக்குதற்போது செயலில் உள்ள பொருளின் மேட்ரிக்சை நகலெடுக்கிறது அல்லது எலும்பை இடைநிலைப்பலகைக்கு போச் செய்கிறது. ஒரு குறிப்பிட்ட பொருள் அல்லது செயலில் உள்ள காட்சி கேமராவுடன் தொடர்புடைய மெட்ரிக்சைப் பயன்படுத்துகிறதுதற்போது செயலில் உள்ள பொருளின் மேட்ரிக்சை நகலெடுக்கிறது அல்லது எலும்பை கிளிப்போர்டுக்கு போச் செய்கிறது. உலக-விண்வெளி மெட்ரிக்குகளைப் பயன்படுத்துகிறதுதாமிரம்நகலெடுசாதாரண திசையனின் முழுமையான ஆயங்களை நகலெடுக்கவும்செயலில் உள்ள எலும்பிலிருந்து எலும்பு வண்ணங்களை தேர்ந்தெடுக்கப்பட்ட அனைத்து எலும்புகளுக்கும் நகலெடுக்கவும்சொத்து நூலகத்திற்கு மூட்டை நகலெடுக்கவும் ...பசை எழுதுகோல் விளைவுகளை நகலெடுக்கவும்நகல் சிட்டைஇருப்பிடத்தை நகலெடுக்கவும்இருப்பிடத்தை நகலெடுக்கவும் (உள்ளூர்)இருப்பிடத்தை நகலெடுக்கவும் (உள்ளூர், உரிமையாளர் நோக்குநிலை)இருப்பிட கட்டுப்பாட்டை நகலெடுக்கவும்நகலெடு மாற்றிகள்இயல்பை நகலெடுக்கவும்நகல் போச்தேர்ந்தெடுக்கப்பட்ட அனைத்து போச் எலும்புகளுக்கும் செயலில் உள்ள போச் எலும்பிலிருந்து எலும்பு வண்ணங்களை நகலெடுங்கள்செயலில் உள்ள பொருளிலிருந்து தேர்ந்தெடுக்கப்பட்ட கடினமான உடல் அமைப்புகளை நகலெடுக்கவும்ரிகிஃபை வகை மற்றும் அளவுருக்களை செயலில் இருந்து தேர்ந்தெடுக்கப்பட்ட எலும்புகளுக்கு நகலெடுக்கவும்நகல் சுழற்சிநகல் சுழற்சி கட்டுப்பாடுநகல் அளவுஅளவிலான கட்டுப்பாட்டை நகலெடுக்கவும்அமைப்புகளை நகலெடுக்கவும்ச்டுடியோ லைட் அமைப்புகளை ச்டுடியோ லைட் திருத்திக்கு நகலெடுக்கவும்உருமாற்றங்களை நகலெடுக்கவும்நகலெடுக்கும் மாற்றங்கள்ஃச் நகல்ஒய் நகல்சட் நகல்தேர்ந்தெடுக்கப்பட்ட பிற செங்குத்துகளுக்கு செயலில் உள்ள வெர்டெக்சை நகலெடுக்கவும் (பாதிக்கப்பட்ட குழுக்கள் திறக்கப்பட்டால்)ஒரு இலக்கின் அனைத்து மாற்றங்களையும் நகலெடுக்கவும், இதனால் அவை ஒன்றாக நகரும்இலக்கின் அனைத்து மாற்றங்களையும் நகலெடுக்கவும்தேர்ந்தெடுக்கப்பட்ட அனைத்து முனைகளுக்கும் வண்ணத்தை நகலெடுக்கவும்தேர்ந்தெடுக்கப்பட்ட அனைத்து தடங்களுக்கும் வண்ணத்தை நகலெடுக்கவும்இருக்கும் எலும்புகளுக்கு வண்ணங்களை நகலெடுக்கவும்தேர்ந்தெடுக்கப்பட்ட பிற பொருள்கள்/எலும்புகளுக்கு கட்டுப்பாட்டை நகலெடுக்கவும்தேர்ந்தெடுக்கப்பட்ட பிற எலும்புகளுக்கு தடைகளை நகலெடுக்கவும்தேர்ந்தெடுக்கப்பட்ட பிற பொருள்களுக்கு தடைகளை நகலெடுக்கவும்கட்டமைப்புகள் கோப்பகத்திற்கு கோப்புகளை நகலெடுக்கவும்நெருங்கிய விளிம்பிலிருந்து நகலெடுக்கவும் (நடுப்பகுதிகளைப் பயன்படுத்துதல்)நெருங்கிய முகத்தின் நெருங்கிய விளிம்பிலிருந்து நகலெடுக்கவும் (நடுப்பகுதிகளைப் பயன்படுத்துதல்)நெருங்கிய வெர்டெக்சிலிருந்து நகலெடுக்கவும்நெருங்கிய விளிம்பின் நெருங்கிய உச்சியில் இருந்து நகலெடுக்கவும்நெருங்கிய முகத்தின் நெருங்கிய உச்சியில் இருந்து நகலெடுக்கவும்ஒரே மாதிரியான இடவியல் மெச்களிலிருந்து நகலெடுக்கவும்அருகிலுள்ள மூல முகத்தின் இடைக்கணிப்பு மூலைகளிலிருந்து நகலெடுக்கவும்மூலமான சாதாரண திட்டத்தால் தாக்கப்பட்ட மூல முகத்தின் இடைக்கணிப்பு மூலைகளிலிருந்து நகலெடுக்கவும்நெருங்கிய விளிம்பில் நெருங்கிய புள்ளியிலிருந்து செங்குத்துகளின் இடைக்கணிக்கப்பட்ட மதிப்புகளிலிருந்து நகலெடுக்கவும்நெருங்கிய முகத்தில் நெருங்கிய புள்ளியிலிருந்து செங்குத்துகளின் இடைக்கணிக்கப்பட்ட மதிப்புகளிலிருந்து நகலெடுக்கவும்இயல்பான-திட்டத்தால் தாக்கப்பட்ட நெருங்கிய முகத்தின் புள்ளியிலிருந்து செங்குத்துகளின் இடைக்கணிக்கப்பட்ட மதிப்புகளிலிருந்து நகலெடுக்கவும்மிகவும் ஒத்த விளிம்பிலிருந்து நகலெடுக்கவும் (விளிம்புகள் எந்த செங்குத்துகள் இலக்கு விளிம்பில் மிக நெருக்கமானவை)அருகிலுள்ள முகத்தின் அருகிலுள்ள மூலையிலிருந்து நகலெடுக்கவும்சிறந்த பொருந்தக்கூடிய இயல்பைக் கொண்ட அருகிலுள்ள மூலையிலிருந்து நகலெடுக்கவும்இலக்கு மூலையின் முகத்திற்கு சிறந்த பொருந்தக்கூடிய இயல்பான முகத்தைக் கொண்ட அருகிலுள்ள மூலையிலிருந்து நகலெடுக்கவும்அருகிலுள்ள முகத்திலிருந்து நகலெடுக்கவும் (மைய புள்ளிகளைப் பயன்படுத்தி)இலக்கு ஒன்றுக்கு மிக நெருக்கமான மூல முகத்திலிருந்து நகலெடுக்கவும்முழு தரவு பாதையை நகலெடுக்கவும்உலக இடத்தில் நகலெடுக்கவும்ஒவ்வொரு பொருளின் உள்ளக இடத்திற்குள் நகலெடுக்கவும்செயலில் இருந்து தேர்ந்தெடுக்கப்பட்ட லேபிளை நகலெடுக்கவும்செயலில் இருந்து தேர்ந்தெடுக்கப்பட்ட முனைகளுக்கு லேபிளை நகலெடுக்கவும்தேர்ந்தெடுக்கப்பட்ட மூலப்பொருள்களுக்கு பொருள் நகலெடுக்கவும்பிரதிபலித்த கண்ணி அடிப்படையில் ஃச் அச்சில் கண்ணாடி புறஊதா ஆயங்களை நகலெடுக்கவும்தேர்ந்தெடுக்கப்பட்ட அனைத்து கீற்றுகளுக்கும் செயலில் உள்ள உரிபின் மாற்றிகளை நகலெடுக்கவும்தேர்ந்தெடுக்கப்பட்ட பிற பொருட்களுக்கு மாற்றியமைப்பாளர்களை நகலெடுக்கவும்புதிய இயல்புகளை நகலெடுக்கவும் (மேலெழுதும்)புதிய இயல்பான மைனச் பழைய இயல்புகளை நகலெடுக்கவும்இடைநிலைப்பலகைக்கு முனைகளை நகலெடுத்து, அவற்றை அகற்றி மீண்டும் இணைக்கவும்.உள் கிளிப்போர்டுக்கு இயல்பை நகலெடுக்கவும்குழுவின் நிறத் தொகுப்புடன் தொடர்புடைய நிறங்களின் நகல்நகல் நகலெடுக்கவும்செயலில் உள்ள அடுக்கை மட்டுமே நகலெடுக்கவும், அனைத்து அடுக்குகளையும் சேர்க்க தேர்வு செய்யவும்மாற்றியமைப்பாளர்கள், கட்டுப்பாடுகள் மற்றும் விளைவுகளை நகலெடுக்கவும் அல்லது மறுவரிசைப்படுத்தவும்செயலில் உள்ள பொருளிலிருந்து தேர்ந்தெடுக்கப்பட்ட பொருள்களுக்கு துகள் அமைப்புகளை நகலெடுக்கவும்தேர்ந்தெடுக்கப்பட்ட துகள் அமைப்புகளை நகலெடுக்கவும்: %d முடிந்தது, %d தோல்வியுற்றதுபழைய மற்றும் புதிய இயல்பான தயாரிப்புகளை நகலெடுக்கவும் (குறுக்கு தயாரிப்பு அல்ல)தேர்ந்தெடுக்கப்பட்ட புறஊதா செங்குத்துகளை நகலெடுக்கவும்தற்போதைய போசின் தேர்ந்தெடுக்கப்பட்ட அம்சங்களை அடுத்தடுத்த போச்களுக்கு நகலெடுக்கவும்தேர்ந்தெடுக்கப்பட்ட கீஃப்ரேம்களை உள் கிளிப்போர்டுக்கு நகலெடுக்கவும்தேர்ந்தெடுக்கப்பட்ட குறிப்பான்களை மற்றொரு காட்சிக்கு நகலெடுக்கவும்தேர்ந்தெடுக்கப்பட்ட புள்ளிகளை நகலெடுக்கவும்தேர்ந்தெடுக்கப்பட்ட புள்ளிகள் அல்லது வளைவுகளை நகலெடுக்கவும்தேர்ந்தெடுக்கப்பட்ட அறிக்கைகளை கிளிப்போர்டுக்கு நகலெடுக்கவும்தேர்ந்தெடுக்கப்பட்ட உரையை கிளிப்போர்டுக்கு நகலெடுக்கவும்அமைப்புகளை செயலில் இருந்து தேர்ந்தெடுக்கப்பட்ட முனைகளுக்கு நகலெடுக்கவும்முந்தைய பதிப்பிலிருந்து அமைப்புகளை நகலெடுக்கவும்தற்போதைய பார்வை அடுக்கின் அமைப்புகளை நகலெடுக்கவும்புதிய மற்றும் பழைய இயல்புகளின் தொகையை நகலெடுக்கவும்இடைநிலைப்பலகைக்கு உரையை நகலெடுக்கவும்செயலில் உள்ள எஃப்-வளைவின் எஃப்-மாடிஃபைஃபையரை (களை) நகலெடுக்கவும்செயலில் உள்ள என்எல்ஏ-உரிபின் எஃப்-மோடிஃபையரை (களை) நகலெடுக்கவும்இந்த பொத்தானை பொருத்தும் பைதான் கட்டளையை நகலெடுக்கவும்இந்த சொத்துக்கான ஆர்என்ஏ தரவு பாதையை கிளிப்போர்டுக்கு நகலெடுக்கவும்செயலில் உள்ள வரியை உள் கிளிப்போர்டுக்கு நகலெடுக்கவும்தேர்ந்தெடுக்கப்பட்ட மற்றொரு பொருளின் செயலில் உள்ள வடிவ விசையை இதில் நகலெடுக்கவும்செயலில் உள்ள எலும்பின் எலும்பு நிறத்தை தேர்ந்தெடுக்கப்பட்ட அனைத்து எலும்புகளுக்கும் நகலெடுக்கவும்கைஉரைடில் பயன்படுத்த கன்சோல் உள்ளடக்கங்களை நகலெடுக்கவும்தற்போதைய .கலப்பு கோப்பை ஒரு சொத்து நூலகத்தில் நகலெடுக்கவும். முழுமையான .கலப்பு கோப்புகளில் மட்டுமே வேலை செய்கிறது (அதாவது வேறு எந்த கோப்புகளும் குறிப்பிடப்படாதபோது)தேர்ந்தெடுக்கப்பட்ட எலும்புகளின் தற்போதைய போசை உள் கிளிப்போர்டுக்கு நகலெடுக்கவும்சிறப்பம்சமாக பொத்தானை நகலெடுக்கவும்செயலில் இயக்கி இயக்கி மாறிகள் நகலெடுக்கவும்கோப்பை இலக்கு பாதையில் நகலெடுக்கவும்கோப்பை இலக்கு பாதையில் நகலெடுக்கவும் (அல்லது துணை அடைவு)படத்தை கிளிப்போர்டுக்கு நகலெடுக்கவும்ஒரு இலக்கின் இருப்பிடத்தை நகலெடுக்கவும் (விருப்ப ஆஃப்செட்டுடன்), அவை ஒன்றாக நகரும்இலக்கின் இருப்பிடத்தை நகலெடுக்கவும்மூலப்பொருள் அமைப்புகள் மற்றும் முனைகளை நகலெடுக்கவும்மூலப்பொருள் அமைப்பு அமைப்புகள் மற்றும் முனைகளை நகலெடுக்கவும்செயலில் உள்ள பொருளிலிருந்து மாற்றியமைப்பை தேர்ந்தெடுக்கப்பட்ட அனைத்து பொருள்களுக்கும் நகலெடுக்கவும்அதே சொத்து இருந்தால், தேர்ந்தெடுக்கப்பட்ட அனைத்து பொருட்களின் அதே சொத்துக்கு சொத்தின் ஓட்டுநரை நகலெடுக்கவும்அதே சொத்து இருந்தால், தேர்ந்தெடுக்கப்பட்ட அனைத்து பொருட்களின் அதே சொத்துக்கு சொத்தின் மதிப்பை செயலில் உள்ள பொருளிலிருந்து நகலெடுக்கவும்ஒரு இலக்கின் சுழற்சியை நகலெடுக்கவும் (விருப்ப ஆஃப்செட்டுடன்), இதனால் அவை ஒன்றாக சுழல்கின்றனஇலக்கின் சுழற்சியை நகலெடுக்கவும்இலக்கின் அளவிலான காரணிகளை நகலெடுக்கவும் (விருப்ப ஆஃப்செட்டுடன்), அவை அதே அளவால் அளவிடப்படுகின்றனஇலக்கின் அளவை நகலெடுக்கவும்தேர்ந்தெடுக்கப்பட்ட கிரீச் பென்சில் புள்ளிகள் அல்லது பக்கவாதம் உள் இடைநிலைப்பலகைக்கு நகலெடுக்கவும்தேர்ந்தெடுக்கப்பட்ட தேர்வு தொகுப்பு (களை) இடைநிலைப்பலகைக்கு நகலெடுக்கவும்தேர்ந்தெடுக்கப்பட்ட தரவு-தொகுதிகளை உள் கிளிப்போர்டுக்கு நகலெடுக்கவும்தேர்ந்தெடுக்கப்பட்ட முனைகளை உள் கிளிப்போர்டுக்கு நகலெடுக்கவும்தேர்ந்தெடுக்கப்பட்ட பொருள்களை உள் கிளிப்போர்டுக்கு நகலெடுக்கவும்தேர்ந்தெடுக்கப்பட்ட புள்ளிகளை புதிய ச்ட்ரோக்கிற்கு நகலெடுக்கவும்தேர்ந்தெடுக்கப்பட்ட ச்ப்லைன்களை உள் கிளிப்போர்டுக்கு நகலெடுக்கவும்தேர்ந்தெடுக்கப்பட்ட கீற்றுகளை உள் கிளிப்போர்டுக்கு நகலெடுக்கவும்தேர்ந்தெடுக்கப்பட்ட தடங்களை உள் கிளிப்போர்டுக்கு நகலெடுக்கவும்இலக்கின் ஃச் இருப்பிடத்தை நகலெடுக்கவும்இலக்கின் ஃச் சுழற்சியை நகலெடுக்கவும்இலக்கின் ஃச் அளவை நகலெடுக்கவும்இலக்கின் ஒய் இருப்பிடத்தை நகலெடுக்கவும்இலக்கின் ஒய் சுழற்சியை நகலெடுக்கவும்இலக்கின் ஒய் அளவை நகலெடுக்கவும்இலக்கின் சட் இருப்பிடத்தை நகலெடுக்கவும்இலக்கின் சட் சுழற்சியை நகலெடுக்கவும்இலக்கின் சட் அளவை நகலெடுக்கவும்இந்த குழுவின் எடையை தேர்ந்தெடுக்கப்பட்ட பிற செங்குத்துகளுக்கு நகலெடுக்கவும் (வெர்டெக்ச் குழு பூட்டப்பட்டால் முடக்கப்பட்டது)பொருத்தமான வகையின் தேர்ந்தெடுக்கப்பட்ட அனைத்து ரிக்சுக்கும் இந்த சொத்து மதிப்பை நகலெடுக்கவும்இடைநிலைப்பலகைக்கு நகலெடுக்கவும்தேர்ந்தெடுக்கப்பட்டவருக்கு நகலெடுக்கவும்தேர்ந்தெடுக்கப்பட்ட (மெனு) க்கு நகலெடுஎலும்புக்கு நகலெடுக்கவும்பொருளுக்கு நகலெடுக்கவும்பெற்றோர் முனை மரத்திற்கு நகலெடுக்கவும், குழுவை அப்படியே வைக்கவும்வரிசையின் அனைத்து கூறுகளுக்கும் தேர்ந்தெடுக்கப்பட்ட நகலெடுக்கவும்வரிசையின் அனைத்து உறுப்புகளின் இயக்கிகளையும் தேர்ந்தெடுக்க நகலெடுக்கவும்கண்காணிப்பு அமைப்புகளை செயலில் தடத்திலிருந்து இயல்புநிலை அமைப்புகளுக்கு நகலெடுக்கவும்கண்காணிப்பு அமைப்புகளை ஆக்டிவ் டிராக்கிலிருந்து தேர்ந்தெடுக்கப்பட்ட தடங்களுக்கு நகலெடுக்கவும்மற்ற பொருளிலிருந்து வெர்டெக்ச் ஆயங்களை நகலெடுக்கவும்தேர்ந்தெடுக்கப்பட்ட வெர்டெக்ச் குழுக்களை நகலெடுக்கவும்: %d முடிந்தது, %d தோல்வியுற்றது (பொருள் தரவு வெர்டெக்ச் குழுக்களை ஆதரிக்க வேண்டும் மற்றும் பொருந்தக்கூடிய குறியீடுகளைக் கொண்டிருக்க வேண்டும்)செயலில் இருந்து தேர்ந்தெடுக்கப்பட்ட எடையை நகலெடுக்கவும்'%s' ஐடியை நகலெடுப்பது சாத்தியமில்லை, '%s' வகை தரவுத் தொகுதிகள் ஆதரிக்கப்படவில்லைமாற்றியமைப்பாளரை நகலெடுப்பது '%s' '%s' தோல்வியுற்றதுபதிப்புரிமைஇந்த சொத்துக்கான பதிப்புரிமை அறிவிப்பு. வெற்று பதிப்புரிமை அறிவிப்பு இது பதிப்புரிமை இல்லாதது என்பதைக் குறிக்கவில்லை. ஏதேனும் தெளிவுபடுத்தல் தேவைப்பட்டால் ஆசிரியரைத் தொடர்பு கொள்ளுங்கள்.கோர் மேட்கார்க்மூலையில்மூலையில் கோணம்மூலை நடுவண்மூலையில் முகம் அட்டவணைகார்னர் கைப்பிடிகள்மூலையில் அட்டவணைமுகத்தில் மூலையில் குறியீடுமூலையில் அடுத்த விளிம்பில்மூலையில் இயல்புகார்னர் ஆஃப்செட்கார்னர் ஆஃப்செட் தூரம்கார்னர் ஆஃப்செட் காரணிகார்னர் ஆஃப்செட் முறைமூலையில் முள்மூலையில் முந்தைய விளிம்பில்மூலையில் ரவுண்டிங்மூலை வட்டமானதுமூலையில் பிளவுமூலையில் துணைப்பிரிவுகள்மூலை வகைகார்னர் வெர்டெக்ச்விளிம்பின் மூலையில்முகத்தின் மூலையில்வெர்டெக்சின் மூலையில்மூலைகள்விளிம்பின் மூலைகள்முகத்தின் மூலைகள்வெர்டெக்சின் மூலைகள்சரியான நற்பொருத்தம்சரியான முக பண்புக்கூறுகள்மாற்றும் போது சரியான புறஊதா ஆயத்தொலைவுகள்சரியான புறஊதாமாற்றும் போது புறஊதா மற்றும் வண்ண பண்புக்கூறுகள் போன்ற சரியான தரவுசிதைவால் ஏற்படும் சரியான விலகல்திருத்தும் முறைமுழு டோனல் வரம்பிற்கான திருத்தம்சிறப்பம்சங்களுக்கான திருத்தம்மிடோன்களுக்கான திருத்தம்நிழல்களுக்கான திருத்தம்திருத்தகரெக்டிவ் ஃபிளிப் நார்மல்ச்சரியான மென்மையான மாற்றியமைப்பாளர்முகங்களின் எடைக்கு பயன்படுத்தப்படும் சரியான காரணி, 50 நடுநிலை, குறைந்த மதிப்புகள் பலவீனமான முகங்களின் எடையை அதிகரிக்கும், அதிக மதிப்புகள் வலுவான முகங்களின் எடையை அதிகரிக்கின்றனதிருத்தங்கள்தொடர்புகொசைன்கொசைன் பயன்முறைபருத்திCould not (un)link the collection '%s' because the collection '%s' is linked'%s' சேகரிப்பை (un) இணைக்க முடியவில்லை, ஏனெனில் '%s' சேகரிப்பு மேலெழுதப்பட்டுள்ளது'%s' என்ற பொருளை '%s' இணைக்கப்பட்டுள்ளதால் (அன்) இணைக்க முடியவில்லை'%s' என்ற பொருளை (அன்) இணைக்க முடியவில்லை, ஏனெனில் '%s' சேகரிப்பு மேலெழுதப்பட்டுள்ளதுவண்ண முனையைச் சேர்க்க முடியவில்லைகேச் கோப்பில் லேயரைச் சேர்க்க முடியவில்லைமுகமூடி முனையைச் சேர்க்க முடியவில்லைபுதிய புற ஊதா வரைபடத்தை '{:s}' (கண்ணி '{:s}') சேர்க்க முடியவில்லை'%s' என்ற வகையைச் சேர்க்க முடியவில்லை, ஏனெனில் இது '%s' வகையின் ஐடி-தொகுதிகளுடன் ஒப்பிடும்போது பயன்படுத்த முடியாதுபட முனையைச் சேர்க்க முடியவில்லைகொடுக்கப்பட்ட ஐடியுக்கு ஆர்என்ஏ பாதை செல்லாது என்பதால், இயக்கியைச் சேர்க்க முடியவில்லை (ஐடி = %s, பாதை = %s)வடிவியல் முனைகள் மாற்றியமைப்பை சேர்க்க முடியவில்லைபடத்தைச் சேர்க்க முடியவில்லை. ஒரு முனை மரம் உருவாக்கப்படவில்லை அல்லது ஒதுக்கப்படவில்லைமூலப்பொருள் சேர்க்க முடியவில்லைமுனை சேகரிப்பைச் சேர்க்க முடியவில்லைமுனை குழுவைச் சேர்க்க முடியவில்லைமுனை பொருளைச் சேர்க்க முடியவில்லைசேகரிப்பு இணைக்கப்பட்டுள்ளதால் சேர்க்க முடியவில்லைசேகரிப்பை மீறப்பட்டதால் சேர்க்க முடியவில்லைசார்பு சுழற்சி கண்டறியப்பட்டதால் சேகரிப்பைச் சேர்க்க முடியவில்லை%sக்கு புதிய செயலை ஒதுக்க முடியவில்லைசெயல் %s க்கு நடவடிக்கை %s ஐ ஒதுக்க முடியவில்லைNLA உரி %s க்கு நடவடிக்கை %s ஐ ஒதுக்க முடியவில்லைசெயலை மாற்ற முடியவில்லைகொடுக்கப்பட்ட ஐடிக்கு ஆர்என்ஏ பாதை செல்லாது என்பதால், கீஃப்ரேமை அழிக்க முடியவில்லை (ஐடி = %s, பாதை = %s)செல்லுபடியாகும் தரவு பாதையை கணக்கிட முடியவில்லைமுகத் தேர்வை இணைக்க முடியவில்லைகலப்பு தேர்வு வகைகளை இணைக்க முடியவில்லைசெங்குத்துகளை இணைக்க முடியவில்லைநூலகத்தில் எழுத '%s' ஐடியின் நகலை உருவாக்க முடியவில்லைகோப்பு %s க்கு கேச் ரீடரை உருவாக்க முடியவில்லைதரவு-தடுப்பு '%s' இலிருந்து நூலகத்தை மேலெழுத முடியவில்லை, ஏனெனில் இது மேலெழுத முடியாததுதரவு-தடுப்பு '%s' இலிருந்து நூலகத்தை மேலெழுத முடியவில்லை, அதன் பெற்றோரில் ஒருவர் மேலெழுத முடியாது ('%s')தேர்ந்தெடுக்கப்பட்ட ஒன்று அல்லது அதற்கு மேற்பட்ட தரவு-தொகுதிகளிலிருந்து நூலகத்தை மேலெழுத முடியவில்லைபுதிய கோப்புறை பெயரை உருவாக்க முடியவில்லைபுதிய கோப்புறையை உருவாக்க முடியவில்லை: %sகோப்பு %s க்கு வாசகரை உருவாக்க முடியவில்லைநகல் பேச்ட் கோப்பை உருவாக்க முடியவில்லை!{:d} f-curve (கள்) ஐ உருவாக்க முடியவில்லை. கிடைக்கக்கூடிய எஃப்-வளைவுகளுக்கு மட்டுமே செருகும்போது இது நிகழலாம்.%d பூட்டப்பட்ட வடிவ விசை(களை) நீக்க முடியவில்லைகொடுக்கப்பட்ட ஐடியுக்கு ஆர்என்ஏ பாதை செல்லாது என்பதால் (ஐடி = %s, பாதை = %s) கீஃப்ரேமை நீக்க முடியவில்லைகுழு முனையின் வகையை தீர்மானிக்க முடியவில்லை'%s' இல் '%s' கண்டுபிடிக்க முடியவில்லைதற்போதைய காட்சியில் திருத்தக்கூடிய தொகுப்பைக் கண்டறிய முடியவில்லை, இறக்குமதி செய்யப்பட்ட தரவு உடனடியாகத் தரப்படாதுபொருள் '%s' க்கு மிகைப்படுத்தக்கூடிய வேர் வரிசைமுறையைக் கண்டுபிடிக்க முடியவில்லைசுழலக்கூடிய தேர்ந்தெடுக்கப்பட்ட விளிம்புகளைக் கண்டுபிடிக்க முடியவில்லைஎலும்பு '%s' கண்டுபிடிக்க முடியவில்லைகுழந்தைகளின் தலைகீழ் அமைப்பிற்கான கட்டுப்பாட்டு தரவைக் கண்டுபிடிக்க முடியவில்லைஆப்செக்ட்சால்வர் செட் தலைகீழான கட்டுப்பாட்டு தரவைக் கண்டுபிடிக்க முடியவில்லைகொடுக்கப்பட்ட ஐடிக்கு ஆர்என்ஏ பாதை செல்லாது என்பதால், நகலெடுக்க டிரைவரைக் கண்டுபிடிக்க முடியவில்லை (ஐடி = %s, பாதை = %s)%s என்ற பெயரில் கட்டத்தைக் கண்டறிய முடியவில்லைகொக்கி மாற்றியமைப்பைக் கண்டுபிடிக்க முடியவில்லைபடத்தைக் கண்டுபிடிக்க முடியவில்லை '{:s}'சேடர் முனை மரத்தைப் பயன்படுத்தி பொருள் அல்லது ஒளியைக் கண்டுபிடிக்க முடியவில்லை - {:s}முனை சேகரிப்பு சாக்கெட் கண்டுபிடிக்க முடியவில்லைமுனை வண்ண சாக்கெட் கண்டுபிடிக்க முடியவில்லைகாட்சியைக் கண்டுபிடிக்க முடியவில்லைஇசையமைப்பாளர் முனை மரத்தைப் பயன்படுத்தி காட்சியைக் கண்டுபிடிக்க முடியவில்லை - {:s}உதவி சாக்கெட் வகையை கண்டுபிடிக்க முடியவில்லைகட்டத்திலிருந்து கண்ணி உருவாக்க முடியவில்லைசெல்லுபடியாகும் மதிப்பிடப்பட்ட கண்ணி பெற முடியவில்லைமொழிகளின் தரவை தொடங்க முடியவில்லை!தேர்ந்தெடுக்கப்பட்ட எந்தவொரு பொருளிலும் தையலை துவக்க முடியவில்லைச்ட்ரீம்களைத் தொடங்க முடியவில்லை, அநேகமாக ஆதரிக்கப்படாத கோடெக் சேர்க்கைசுழிய என்எல்ஏ செல்வாக்கு, அடிப்படை மதிப்பு அல்லது மதிப்பு மறுபிரவேசம் தோல்வியுற்றதால் %i கீஃப்ரேம் (களை) செருக முடியவில்லை: குறியீடுகளுக்கு %s. %s [ %s]கொடுக்கப்பட்ட ஐடியுக்கு ஆர்என்ஏ பாதை செல்லாது என்பதால் (ஐடி = %s, பாதை = %s)இந்த வகை அனிமேசன் தரவை (ஐடி = %s) ஆதரிக்காததால், கீஃப்ரேமை செருக முடியவில்லைசெயலில் உள்ள சொத்துக்கான செயலை ஏற்ற முடியவில்லைஎழுதுவதற்கு அளவை ஏற்ற முடியவில்லைபுதிய படத்தை உருவாக்க முடியவில்லைபுதிய பிரிவுகளை உருவாக்க முடியவில்லைசேகரிப்பு ஏற்றுமதியாளரை குறியீட்டிலிருந்து '%d' இலிருந்து '%d' க்கு நகர்த்த முடியவில்லைகுறியீட்டிலிருந்து '%d' க்கு '%d' க்கு கட்டுப்பாட்டை நகர்த்த முடியவில்லைஅடுக்கை குறியீட்டிலிருந்து '%d' க்கு '%d' க்கு நகர்த்த முடியவில்லைபடிக்க அலெம்பிக் காப்பகத்தைத் திறக்க முடியவில்லை, விவரங்களுக்கு கன்சோலைப் பார்க்கவும்எச்.வி.சி திறக்க முடியவில்லைவாசிப்புக்கு அமெரிக்க டாலர் காப்பகத்தைத் திறக்க முடியவில்லை, விவரங்களுக்கு கன்சோலைப் பார்க்கவும்எழுதுவதற்கு கோப்பைத் திறக்க முடியவில்லை'%s' கோப்பகத்தைத் திறக்க முடியவில்லைகொடுக்கப்பட்ட ஐடியுக்கு ஆர்என்ஏ பாதை செல்லாது என்பதால் (ஐடி = %s, பாதை = %s) இயக்கி ஒட்ட முடியவில்லை"%s" படிக்க முடியவில்லைshapekey ஐ அகற்ற முடியவில்லைசேகரிப்பில் இல்லாததால் F-Curve Groupஐ சேகரிப்பில் இருந்து அகற்ற முடியவில்லைமறுபெயரிட முடியவில்லை: %sகோப்பை மீண்டும் திறக்க முடியவில்லைபாதையை '%s' தீர்க்க முடியவில்லைபாதையை தீர்க்க முடியவில்லை (%s)பேக் செய்யப்பட்ட கோப்பை வட்டில் '%s' என்று சேமிக்க முடியவில்லைதேர்ந்தெடுக்கப்பட்ட வளைவு (களை) பிரிக்க முடியவில்லைமேற்பரப்பில் சில வளைவுகளை எடுக்க முடியவில்லை%s இலிருந்து செயலை ஒதுக்க முடியவில்லைசெயலில் உள்ள செயலை ஒதுக்க முடியவில்லைஇந்த எஃப்-வளைவுக்கான கொடிகளை புதுப்பிக்க முடியவில்லை, ஏனெனில் கொடுக்கப்பட்ட ஐடியுக்கு ஆர்என்ஏ பாதை தவறானது (ஐடி = %s, பாதை = %s)படத்தை எழுத முடியவில்லை: %sபடத்தை எழுத முடியவில்லை: {}தொகுதி எழுத முடியவில்லை: %svdb கோப்பை எழுதுவது தெரியாத பிழைஇலக்கு சொத்து %s மூட முடியவில்லைபொருந்தக்கூடிய அடுக்கைக் கண்டுபிடிக்க முடியவில்லை, செயலில் உள்ள அடுக்கில் ஒட்டுகிறதுகோப்பு %r ( %s) ஐ திறக்க முடியவில்லைகட்டளையுடன் வெளிப்புற அனிமேசன் பிளேயரை இயக்க முடியவில்லை {! R} {:s}எண்ணுங்கள்எண்ணிக்கை அதிகபட்சம்எண்ணும் முறைஎண்ணிக்கை பயன்முறைகொடுக்கப்பட்ட பட்டியலில் எத்தனை உருப்படிகள் உள்ளன என்பதைக் கணக்கிடுங்கள்தொகைவலைவாய்தீர்மானம் முறைஅளவுகடிகார திசையில் எதிர்எதிர்-கடிகார திசையில்ஒவ்வொரு பிரிவு ஆய அமைப்புகளின் எதிரெதிர் திசையில் சுழற்சி. ஒவ்வொரு பிரிவின் அமைப்புகளின் சுழற்சியை சீரமைக்க பயன்படுத்தப்படலாம்பாதுகாப்புசிஆர்கிரேசிச்பேச் மாற்றம் கண்ணி வகை பொருள்களுக்கு மட்டுமே கிடைக்கிறதுமடிப்புமடிப்பு (கோணம் தற்காலிக சேமிப்பு)மடிப்பு கோணம்மடிப்பு தூரிகை பிஞ்ச் காரணிமடிப்பு விளிம்புகள்மடிப்பு உள்கூர்மையான மடிப்புகூர்மையான விளிம்புகளில் மடிப்புமென்மையான மடிப்புமென்மையான மேற்பரப்புகளில் மடிப்புமடிப்பு வாசல்மடிப்பு எடைமேம்பட்ட துணைப்பிரிவு மேற்பரப்புக்கான மடிப்பு மைய விளிம்புகள்மேம்பட்ட துணைப்பிரிவு மேற்பரப்புக்கான மடிப்பு மைய விளிம்புகள்மடிப்பு எடை (செயலில் இருந்தால்)மடிப்பு:உருவாக்கு%s ஐ உருவாக்குசெயலில் உள்ள உரை தரவு-தடுப்பிலிருந்து 3d உரை பொருளை உருவாக்கவும்பாதைகளில் உருவாக்கவும்ஆர்மேச்சரை உருவாக்கவும்சேகரிப்பை உருவாக்கவும்தரவை உருவாக்கவும்டிம்பிள்சை உருவாக்கவும்இந்த கட்டுப்பாட்டால் ஏற்படும் பொருளின் இயக்கத்தை நகலெடுக்கும் பொருளுக்கு எஃப்-வளைவுகளை உருவாக்கவும்சோதனைக்கு ஃப்ரீபாணி ச்ட்ரோக் மூலப்பொருளை உருவாக்கவும்வழிகாட்டி குறியீட்டு வரைபடத்தை உருவாக்கவும்நிகழ்வுகளை உருவாக்கவும்உள் நீரூற்றுகளை உருவாக்கவும்காட்சி கேமராவை சரிசெய்யும்போது இருப்பிட விசைகளை உருவாக்கவும்வண்ணப்பூச்சு முகமூடியிலிருந்து கண்ணி உருவாக்கவும்என்-கோன்களை உருவாக்கவும்புதிய செயலை உருவாக்கவும்புதிய விருப்பங்களை உருவாக்கவும்3dview சூழலில் மட்டுமே செல்லுபடியாகும் ஓரியண்டேசனின் 'பயன்பாடு' அளவுருவை உருவாக்குங்கள்போச் சொத்தை உருவாக்கவும்தேர்ந்தெடுக்கப்பட்ட மெட்டரிக் உருவாக்கும் பைதான் குறியீட்டை உருவாக்கவும்தேர்ந்தெடுக்கப்பட்ட மெட்டரிக் ஒரு மாதிரியாக உருவாக்கும் பைதான் குறியீட்டை உருவாக்கவும்குவாட்சை உருவாக்கவும்முகடுகளை உருவாக்குங்கள்காட்சி கேமராவை சரிசெய்யும்போது சுழற்சி விசைகளை உருவாக்கவும்காட்சி கேமராவை சரிசெய்யும்போது அளவிலான விசைகளை உருவாக்கவும்வலை உருவாக்கவும்சுழிய ஆல்பா வெளிப்படைத்தன்மையுடன் படத்தில் ஒரு "துளை" ஐ உருவாக்கவும், இது தொகுக்க பயனுள்ளதாக இருக்கும். குறிப்பு: பட அமைப்புகளில் வெளிப்படைத்தன்மை இயக்கப்பட்டால் மட்டுமே ஓல்டவுட் சேடர் ஆல்பாவை உருவாக்க முடியும்ஒரு காத்தாடி / டார்ட் உருவாக்கவும்புதிய படத்தை உருவாக்கவும்ஃபீல்டு டு கிரிட் முனையுடன் பயன்படுத்த, கொடுக்கப்பட்ட பரிமாணங்களுடன் பூலியன் கட்டம் இடவியல் உருவாக்கவும்ஒரு பெட்டி தேர்வை உருவாக்கவும்இரண்டு அல்லது அதற்கு மேற்பட்ட தேர்ந்தெடுக்கப்பட்ட விளிம்பு சுழல்களுக்கு இடையில் முகங்களின் பாலத்தை உருவாக்கவும்பல மாதிரிகளைப் பயன்படுத்தி தனிப்பட்ட கூறுகளிலிருந்து ஒரு வண்ணத்தை உருவாக்கவும்வடிவவியலில் இருந்து ஒரு பண்புடன் கட்டுப்பாடு அடிப்படையிலான உறவை உருவாக்கவும்நகலுக்கான கட்டுப்பாட்டு எலும்பை உருவாக்கவும்நகலுக்கான சிதைவு எலும்பை உருவாக்கவும்ஒரு மூலைவிட்ட முன்னேற்றத்தை உருவாக்கவும்ஏற்றுமதி செய்யப்பட்ட ஒவ்வொரு கோப்பிற்கும் ஒரு dir ஐ உருவாக்கவும்திருத்து பயன்முறை முகத் தேர்விற்கு ஏற்ப முக அமைப்பை உருவாக்கவும்தனிமைப்படுத்தப்பட்ட முக அமைப்புக்கு ஒரு முக அமைப்பை உருவாக்கவும்கண்ணியில் ஒரு தளர்வான பகுதிக்கு ஒரு முக அமைப்பை உருவாக்கவும்பொருள் ச்லாட்டுக்கு ஒரு முக அமைப்பை உருவாக்கவும்ஒரு கண்ணி இருந்து நிரப்பப்பட்ட தொகுதி கட்டத்தை உருவாக்கவும்உள்ளீட்டு கண்ணி மேற்பரப்பின் வடிவத்துடன் ஒரு மூடுபனி அளவை உருவாக்கவும்ஒரு வளைவு பொருளுடன் ஒரு சக்தியை உருவாக்கவும்திரவ உருவகப்படுத்துதல் வேகத்தின் அடிப்படையில் ஒரு சக்தியை உருவாக்கவும்போயிட் வேட்டையாடுபவர்கள் அல்லது இலக்காக செயல்படும் ஒரு சக்தியை உருவாக்கவும்இயக்கத்தை குறைக்கும் ஒரு சக்தியை உருவாக்கவும்ஒரு பளபளப்பான விளைவை உருவாக்கவும்இரண்டு முகமூடிகளுக்கு இடையில் ஒரு சாய்வு உருவாக்கவும்ஒரு நேரியல் முன்னேற்றத்தை உருவாக்கவும்மதிப்புகளின் பட்டியலை உருவாக்கவும்தேர்ந்தெடுக்கப்பட்ட இணைக்கப்பட்ட தரவு-தொகுதி மற்றும் அதன் சார்புகளின் வரிசைமுறையின் உள்ளக மேலெழுதலை உருவாக்கவும்தேர்ந்தெடுக்கப்பட்ட இணைக்கப்பட்ட தரவு-தொகுதிகளின் உள்ளக மேலெழுதலையும், அவற்றின் சார்புகளின் வரிசைமுறையையும் உருவாக்கவும்தேர்ந்தெடுக்கப்பட்ட இணைக்கப்பட்ட பொருள்களின் உள்ளக மேலெழுதையும், அவற்றின் சார்புகளின் வரிசைமுறையையும் உருவாக்கவும்ஒளிர்வு (பிரகாசம்) வேறுபாட்டின் அடிப்படையில் ஒரு மேட்டை உருவாக்கவும்ஒரு பொருள் அல்லது பொருள் குறியீட்டு பாசிலிருந்து ஒரு மேட்டை உருவாக்கவும்கோணம் இந்த மதிப்புக்கு கீழே இருக்கும்போது இணைக்கப்பட்ட மூலையை கூர்மைப்படுத்த ஒரு பொறிமுறையை உருவாக்கவும்உள்ளீட்டு வடிவவியலில் உள்ள அனைத்து புள்ளிகளையும் மிகச்சிறிய எண்ணிக்கையிலான புள்ளிகளுடன் இணைக்கும் ஒரு கண்ணி உருவாக்கவும்ஐடிக்கு புதிய அதிரடி ச்லாட்டை உருவாக்கவும். _which_ அடையாளம் இந்த ச்லாட்டைப் பெற வேண்டும் என்பதை 'அனிமேசன்_ஐடி' சூழல் சுட்டியில் அமைக்க வேண்டும், இதைப் பயன்படுத்தி: >>> layout.context_pointer_set("animated_id", animated_id) ஐடிக்கு ஏற்கனவே ச்லாட் ஒதுக்கப்பட்டிருந்தால், புதிதாக உருவாக்கப்பட்ட ச்லாட் இருக்கும் அதன் பெயரிடப்பட்டது (எண்ணியல் பின்னொட்டுடன் தனித்துவத்தை உறுதிசெய்தல்) மற்றும் ஏதேனும் ஒதுக்கப்பட்ட ச்லாட்டின் அனிமேசன் தரவு புதிய ச்லாட்டிற்கு நகலெடுக்கப்படும்.இயங்கும் வி.ஆர் அமர்வின் பார்வையாளர் போசிலிருந்து ஒரு புதிய கேமரா மற்றும் வி.ஆர் மைல்கல்லை உருவாக்கி அதைத் தேர்ந்தெடுக்கவும்தேர்ந்தெடுக்கப்பட்ட வி.ஆர் லேண்ட்மார்க்கிலிருந்து புதிய கேமராவை உருவாக்கவும்தற்போது தேர்ந்தெடுக்கப்பட்ட எலும்புகளுடன் புதிய தேர்வு தொகுப்பை உருவாக்கவும்நிரம்பிய ஒவ்வொரு கண்ணி வரைபடத்திற்கும் புதிய புறஊதா வரைபடத்தை உருவாக்கவும்ஒரு புதிய செயலை உருவாக்கவும்தற்போதுள்ள ஒன்று பாதுகாப்பாக சேமிக்கப்பட்டவுடன் புதிய செயலை உருவாக்கவும்இந்த தரவு-தடுப்புக்கு ஒரு புதிய செயல் ச்லாட்டை உருவாக்கவும், அதன் அனிமேசனை வைத்திருக்ககாட்சியில் தேர்ந்தெடுக்கப்பட்ட எலும்புகளிலிருந்து ஒரு புதிய சொத்தை உருவாக்கவும்புதிய எலும்பு சேகரிப்பை உருவாக்கி, தேர்ந்தெடுக்கப்பட்ட அனைத்து எலும்புகளையும் ஒதுக்கவும்கடைசியாக தேர்ந்தெடுக்கப்பட்ட மூட்டு முதல் சுட்டி நிலைக்கு செல்லும் புதிய எலும்பை உருவாக்கவும்சொத்துக்களை வைக்க புதிய பட்டியலை உருவாக்கவும்புதிய தொகுக்கும் முனை குழுவை உருவாக்கி இயல்புநிலை முனைகளுடன் துவக்கவும்சீக்வென்சருக்காக புதிய கம்போசிட்டர் முனை குழுவை உருவாக்கவும்புதிய கோப்பகத்தை உருவாக்கவும்இந்த சொத்துடன் ஒரு புதிய இயக்கியை உள்ளீடாக உருவாக்கி, அதை உள் கிளிப்போர்டில் நகலெடுக்கவும். பேச்ட் டிரைவரை இலக்கு சொத்தில் சேர்க்க, அல்லது ஏற்கனவே இருக்கும் இயக்கியை நீட்டிக்க இயக்கி மாறிகள் ஒட்டவும்புதிய வெற்று தேர்வு தொகுப்பை உருவாக்கவும்புதிய முக அமைப்பை உருவாக்கவும்முகமூடி அணிந்த முகங்களிலிருந்து புதிய முக அமைப்பை உருவாக்கவும்காணக்கூடிய முனைகளிலிருந்து புதிய முக அமைப்பை உருவாக்கவும்இந்த வகை புதிய கோப்பை உருவாக்கவும்தேர்ந்தெடுக்கப்பட்ட முனைகளைச் சுற்றி ஒரு புதிய பிரேம் முனையை உருவாக்கி உடனடியாக பெயரிடுங்கள்ஒரு புதிய வடிவியல் முனை குழுவை உருவாக்கி, செயலில் மாற்றியமைப்பிற்கு ஒதுக்கவும்ஒரு கருவிக்கு புதிய வடிவியல் முனை குழுவை உருவாக்கவும்புதிய படத்தை உருவாக்கவும்கலப்பானில் தற்போதைய படத்தை மாற்றாமல் புதிய படக் கோப்பை உருவாக்கவும்ரெண்டரர்களால் நுகரப்படும் புதிய இன்லைன் சேடர் முனை மரத்தை உருவாக்கவும்கேட்மல்-கிளார்க் துணைப்பிரிவுகளைப் பயன்படுத்தி புதிய நிலையை உருவாக்கவும்செதுக்கப்பட்ட இடப்பெயர்ச்சியின் நேரியல் இடைக்கணிப்பைப் பயன்படுத்தி புதிய நிலையை உருவாக்கவும்எளிய உட்பிரிவுகளைப் பயன்படுத்தி புதிய நிலையை உருவாக்கவும்பல வரி தொகுப்புகளால் மீண்டும் பயன்படுத்தக்கூடிய புதிய வரி பாணியை உருவாக்கவும்அதன் சொந்த பணியிடம் மற்றும் காட்சி தேர்வுடன் ஒரு புதிய முதன்மையான சாளரத்தை உருவாக்கவும்தற்போதைய வண்ணப்பூச்சு முகமூடியிலிருந்து புதிய கண்ணி பொருளை உருவாக்கவும்தேர்ந்தெடுக்கப்பட்ட முக தொகுப்பிலிருந்து புதிய மெச் பொருளை உருவாக்கவும்புதிய வடிவியல் முனை குழுவுடன் புதிய மாற்றியமைப்பை உருவாக்கவும்புதிய முனை மரத்தை உருவாக்கவும்வெட்டப்பட்ட முகமூடியிலிருந்து ஒரு புதிய பொருளை உருவாக்கவும்கிளிப்போர்டில் ஒரு புதிய போச் சொத்தை உருவாக்கவும், ஒரு சொத்து உலாவியில் ஒட்ட வேண்டும்தற்போதைய கண்ணி மேற்பரப்பு தரவைப் பயன்படுத்தி புதிய குவாட் அடிப்படையிலான கண்ணி உருவாக்கவும். அனைத்து தரவு அடுக்குகளும் இழக்கப்படும்புதிய உரை தரவு-தொகுதியை உருவாக்கவும்புதிய சாளரத்தை உருவாக்கவும்புதிய உலக தரவு-தொகுதியை உருவாக்கவும்செயல்பாட்டிற்குப் பிறகு அறிவிப்பை உருவாக்கவும்ஒரு இணையான வரைபடத்தை உருவாக்கவும்தேர்ந்தெடுக்கப்பட்ட ஒவ்வொரு விளிம்பிற்கும் புள்ளி மேகத்தில் ஒரு புள்ளியை உருவாக்கவும்தேர்ந்தெடுக்கப்பட்ட ஒவ்வொரு முகத்திற்கும் புள்ளி மேகத்தில் ஒரு புள்ளியை உருவாக்கவும்தேர்ந்தெடுக்கப்பட்ட ஒவ்வொரு முகம் மூலையிலும் புள்ளி மேகத்தில் ஒரு புள்ளியை உருவாக்கவும்தேர்ந்தெடுக்கப்பட்ட ஒவ்வொரு வெர்டெக்சிற்கும் புள்ளி மேகத்தில் ஒரு புள்ளியை உருவாக்கவும்செயலில் உள்ள பொருளை வழங்குவதன் மூலம் இந்த சொத்துக்கான முன்னோட்டத்தை உருவாக்கவும்ஒரு படியில் இருந்து அடுத்த கட்டத்திற்கு தளர்த்தும் முன்னேற்றத்தை உருவாக்கவும்ஒரு இருபடி முன்னேற்றத்தை உருவாக்கவும்ஒரு கோள வடிவத்தில் ஒரு இருபடி முன்னேற்றத்தை உருவாக்கவும்நான்கு புள்ளிகளிலிருந்து ஒரு நாற்காலியை உருவாக்கவும்ஒரு ரேடியல் முன்னேற்றத்தை உருவாக்கவும்ஒரு செவ்வகத்தை உருவாக்கவும்சுழற்சி விலகலை உருவாக்கவும்ஒரு முதன்மை மற்றும் (வெறுமனே ஆர்த்தோகனல்) இரண்டாம் நிலை அச்சிலிருந்து ஒரு சுழற்சியை உருவாக்கவும்தன்னிச்சையாக மாற்றக்கூடிய ஒரு சுழற்சி பிவோட் கட்டுப்பாட்டை உருவாக்கவும்இறுதி ரிக்கை உருவாக்குவதற்கு முன் மாற்றியமைக்க ஒரு மாதிரி மெட்டாரிக் உருவாக்கவும்வழக்கமான தேர்வை உருவாக்கவும்ஒவ்வொரு அடுக்குக்கும் ஒரு தனி வளைவு உதாரணத்தை உருவாக்கவும்ஒவ்வொரு பக்கவாதத்திற்கும் தனித்தனி நிரப்புதலை உருவாக்கவும்ஒவ்வொரு நிகழ்விற்கும் ஒரு தனி அடுக்கை உருவாக்கவும்ஒவ்வொரு இரண்டாம் நிலை துகள் வகைக்கும் ஒரு தனி துகள் அமைப்பை உருவாக்கவும்நிழல் விளைவை உருவாக்கவும்ஒரு கண்ணி இருந்து கையொப்பமிடப்பட்ட தூர தொகுதி கட்டத்தை உருவாக்கவும்புள்ளிகளிலிருந்து கையொப்பமிடப்பட்ட தூர தொகுதி கட்டத்தை உருவாக்கவும்அடிப்படை வண்ணங்களுடன் எளிய பக்கவாதத்தை உருவாக்கவும்சங்கிலியின் முடிவு அதே திசையில் செல்லும் மற்றொரு சங்கிலியை சந்தித்தால் மென்மையான பி-எலும்பு மாற்றத்தை உருவாக்கவும்சங்கிலியின் முடிவு அதன் கண்ணாடியை சந்தித்தால் மென்மையான பி-எலும்பு மாற்றத்தை உருவாக்கவும்கேட்மல்-கிளார்க் துணைப்பிரிவு திட்டத்தைப் பயன்படுத்தி மென்மையான வளைந்த மேற்பரப்பை உருவாக்கவும்தடிமன் வரையறுக்க வெர்டெக்ச் ஆரம் பயன்படுத்தி, செங்குத்துகள் மற்றும் விளிம்புகளிலிருந்து ஒரு திட வடிவத்தை உருவாக்கவும்வெளியேற்றுவதன் மூலம் திடமான சருமத்தை உருவாக்கவும், கூர்மையான கோணங்களுக்கு ஈடுசெய்யவும்ஒரு திடமான சருமத்தை உருவாக்கி, கூர்மையான கோணங்களுக்கு ஈடுசெய்யும்முகங்களிலிருந்து ஒரு திட வயர்ஃப்ரேமை உருவாக்கவும்ஒரு கோள முன்னேற்றத்தை உருவாக்கவும்ஒரு கோளத் தேர்வை உருவாக்கவும்தற்போதைய சட்டகத்தில் பொருத்தமான முறிவு போசை உருவாக்கவும்டைல்ட் படத்தை உருவாக்கவும்ஒரு ட்ரெப்சாய்டை உருவாக்கவும்சிற்பத்தில் உள்ள அனைத்து முகங்களையும் கொண்ட தனித்துவமான முக அமைப்பை உருவாக்கவும்ஃச், ஒய் மற்றும் சட் கூறுகளிலிருந்து ஒரு திசையனை உருவாக்கவும்அதன் உருளை கூறுகளிலிருந்து ஒரு திசையன் உருவாக்கவும்.அதன் கோள கூறுகளிலிருந்து ஒரு திசையன் உருவாக்கவும்.ctrl+1,2,..9 ஐ அழுத்துவதன் மூலம் தேர்ந்தெடுக்கப்பட்ட முனைக்கு பார்வையாளர் குறுக்குவழியை உருவாக்கவும்செயலில் உள்ள பாதையின் இயக்கத்தை நகலெடுக்கும் ஒரு வெற்று பொருளை உருவாக்கவும்தோல் தளவமைப்புக்கு இணையான ஒரு ஆர்மேச்சரை உருவாக்கவும்தேர்ந்தெடுக்கப்பட்ட தரவு-தொகுதிக்கு தானியங்கி முன்னோட்டத்தை உருவாக்கவும்வெற்று கிரீச் பென்சில் பொருளை உருவாக்கவும்உறை வடிவத்தை உருவாக்கவும்ஆல்பா சேனலுடன் ஒரு படத்தை உருவாக்கவும்இடது மற்றும் வலது காட்சிகளுடன் ஒரு படத்தை உருவாக்கவும்தேர்ந்தெடுக்கப்பட்ட பொருட்களிலிருந்து ஒரு பொருள் சேகரிப்பை உருவாக்கவும்கண் மேற்பரப்பில் இருந்து கண் இமைகளை பிரிக்க ஒரு விருப்பத்தை உருவாக்கவும்விருப்பமான ஐ.கே கட்டுப்பாட்டை உருவாக்கவும்விருப்ப கட்டுப்பாட்டை உருவாக்கவும்விருப்பமான சிதைவு எலும்பை உருவாக்கவும்மேலெழுதல் செயல்பாட்டை உருவாக்கவும்குமிழி துகள் அமைப்பை உருவாக்கவும்குழந்தை துகள்களை உருவாக்கவும்மோதல் பொருளை உருவாக்கவும்கட்டுப்பாட்டு அடிப்படையிலான பெற்றோர்-குழந்தை உறவை உருவாக்கவும்கட்டுப்பாட்டு அடிப்படையிலான சுருக்கம் உறவை உருவாக்கவும்உருவாக்கப்பட்ட ரிக்கில் இந்த செயலுக்கான தடைகளை உருவாக்குங்கள்நகலுக்கான கட்டுப்பாட்டு எலும்புகளை உருவாக்கவும்உள்ளங்கையின் இருபுறமும் கட்டுப்பாடுகளை உருவாக்கவும்அமைப்புக்கான ஒருங்கிணைப்பு மற்றும் மேப்பிங் முனைகளை உருவாக்கவும் (தேர்ந்தெடுக்கப்பட்ட அமைப்பு முனைகளுக்கு புறக்கணிக்கப்படுகிறது)வடிவியல் கூறுகளில் குறிப்பிடப்பட்ட வடிவவியலின் நகல்களை உருவாக்கவும்ஒட்டுமொத்த ஆஃப்செட்டின் வெவ்வேறு முறைகளுடன் வடிவவியலின் நகல்களை உருவாக்கவும்ஆஃப்செட்களுடன் வடிவத்தின் நகல்களை உருவாக்கவும்முனை குழுக்களில் தனிப்பயன் எச்சரிக்கைகளை உருவாக்கவும்நகலுக்கான சிதைவு எலும்புகளை உருவாக்கவும்வாயுக்களுக்கான டொமைனை உருவாக்கவும்திரவங்களுக்கான டொமைனை உருவாக்கவும்பக்கவாதங்களுக்கு டாட்-டாச் விளைவை உருவாக்கவும்இந்த சொத்துக்கான இயக்கியை மட்டுமே உருவாக்கவும், இதுவரை எந்த இலக்குகளையும் ஒதுக்காமல்இதுவரை எந்த இலக்குகளையும் ஒதுக்காமல் அனைத்து பண்புகளுக்கும் இயக்கிகளை உருவாக்கவும்ஒவ்வொரு இணை தொடர்புடைய கூறுகளுக்கும் இயக்கிகளை உருவாக்கவும்முக விளிம்புகளில் உள் மற்றும் வெளிப்புற மேற்பரப்புகளுக்கு இடையில் விளிம்பு சுழல்களை உருவாக்கவும் (மெதுவாக, தேவையில்லை போது முடக்கு)விளைவுகள் மற்றும் பிந்தைய செயல்முறை ரெண்டர்கள், படங்கள் மற்றும் 3D வியூபோர்ட் ஆகியவற்றை உருவாக்கவும்ஒரு எளிய மேட் அல்லது விக்னெட் முகமூடியாக பயன்படுத்த ஏற்ற நீள்வட்ட முகமூடியை உருவாக்கவும்பிரேம்களை வழங்குதல் செய்யும் போது வெற்று ஒதுக்கிடக் கோப்புகளை உருவாக்கவும் (யூனிக்ச் 'டச்' போன்றது)ஒரே மாதிரியான இயல்பான முகங்களைக் கொண்ட முக அமைப்புகளை உருவாக்கவும்புற ஊதா சீம்களை எல்லைகளாகப் பயன்படுத்தி முகத் தொகுப்புகளை உருவாக்கவும்பெவல் எடைகளை எல்லைகளாகப் பயன்படுத்தி முகத் தொகுப்புகளை உருவாக்கவும்விளிம்பு மடிப்புகளை எல்லைகளாகப் பயன்படுத்தி முகத் தொகுப்புகளை உருவாக்கவும்கூர்மையான விளிம்புகளை எல்லைகளாகப் பயன்படுத்தி முகத் தொகுப்புகளை உருவாக்கவும்நுரை துகள் அமைப்பை உருவாக்கவும்நகல் நிகழ்வுகளின் கட்டத்தை உருவாக்கவும்வழிகாட்டி பொருளை உருவாக்கவும்தலை மற்றும் கழுத்து எலும்புகளை உருவாக்கவும்32-பிட் மிதக்கும்-புள்ளி பிட் ஆழத்துடன் படத்தை உருவாக்கவும்துகள் பாதைகளில் நிகழ்வுகளை உருவாக்கவும்காட்சிக்கு நேரடியாகச் சேர்ப்பதை விட, சேகரிப்புகளுக்கான நிகழ்வுகளை உருவாக்கும்போது உருவாக்கவும்சேகரிப்புகளுக்கான நிகழ்வுகளை இணைக்கும்போது அவற்றை நேரடியாக காட்சியில் சேர்ப்பதை விட உருவாக்கவும்காட்சியில் நேரடியாகச் சேர்ப்பதை விட, சேகரிப்புகளுக்கான நிகழ்வுகளை உருவாக்கவும்எந்தவொரு பொருளும் குறிப்பிடப்படாத பொருள் தரவுகளுக்கான நிகழ்வுகளை உருவாக்கவும்குழந்தை துகள்களிலிருந்து நிகழ்வுகளை உருவாக்கவும்சாதாரண துகள்களிலிருந்து நிகழ்வுகளை உருவாக்கவும்தேர்ந்தெடுக்கப்பட்ட சேனல்களின் எஃப்-வளைவுகளின் தற்போதைய வடிவத்தைத் தொடர்ந்து கீஃப்ரேம்களை உருவாக்கவும்திரவ துகள் அமைப்பை உருவாக்கவும்காட்சி கேமராவில் பொருத்தும்போது இருப்பிட விசைகளை உருவாக்கவும்வண்ணங்களுக்கு இடையில் 3D தூரத்தின் அடிப்படையில் மேட்டை உருவாக்கவும்குரோமா மதிப்புகளின் அடிப்படையில் MATTE ஐ உருவாக்கவும்வண்ண சேனல்களில் உள்ள வேறுபாடுகளின் அடிப்படையில் MATTE ஐ உருவாக்கவும்கொடுக்கப்பட்ட வண்ணத்தைப் பயன்படுத்தி மேட்டை உருவாக்கவும், பச்சை அல்லது நீல திரை காட்சிகளுக்குபொருத்தமான விகித விகிதத்துடன் படக் கோப்புகளிலிருந்து கண்ணி வானூர்தி (களை) உருவாக்கவும்புதிய செயலை உருவாக்கவும்தேர்ந்தெடுக்கப்பட்ட மூட்டுகளிலிருந்து புதிய எலும்புகளை உருவாக்கவும்தேர்ந்தெடுக்கப்பட்ட மூட்டுகளிலிருந்து புதிய எலும்புகளை உருவாக்கி அவற்றை நகர்த்தவும்புதிய கோப்பகத்தை உருவாக்கவா?ஏற்கனவே உள்ள வால்யூம் கிரிட் டோபாலசியில் புதிய மதிப்புகளை மதிப்பிடுவதன் மூலம் புதிய கட்டங்களை உருவாக்கவும்விமான மார்க்கரின் உள்ளடக்கத்திலிருந்து புதிய படத்தை உருவாக்கவும்செயலில் உள்ள உமிழ்ப்பான் பயன்படுத்தும் புதிய ஒளி இணைக்கும் சேகரிப்பை உருவாக்கவும்புதிய முகமூடியை உருவாக்கவும்ஒவ்வொரு OBJ கோப்பிற்கும் தனித்துவமான பெயர்களுடன் புதிய பொருட்களை உருவாக்கவும்தேவைப்பட்டால் புதிய பொருள்-தரவு பயனர்களை உருவாக்கவும்தேர்ந்தெடுக்கப்பட்ட புள்ளி தடங்களிலிருந்து புதிய விமான தடத்தை உருவாக்கவும்பொருள்-தரவுகளிலிருந்து பொருள் உதாரணத்தை உருவாக்கவும்தற்போதைய தேர்விலிருந்து ஆஃப்செட் எட்ச் லூப்பை உருவாக்கவும்உரையில் ஒரு வரிக்கு ஒரு பொருளை உருவாக்கவும்மூன்று இரண்டாம் நிலை துகள் வகைகளையும் கொண்ட ஒரு துகள் அமைப்பை உருவாக்கவும்'i18n_info.txt' உரை தரவு பிளாக்கை உருவாக்கவும் அல்லது நீட்டிக்கவும்பெற்றோர் இழைகளின் அடிப்படையில் குழந்தைகளில் பிரிந்து செல்லுங்கள்வெவ்வேறு கரடுமுரடான மதிப்புகளுடன் சிகரங்களையும் பள்ளத்தாக்குகளையும் உருவாக்கவும்கீயிங் முனைகளுக்கான வண்ண குறிப்பாக பயன்படுத்த தட்டுகளை உருவாக்கவும்வளைவின் மதிப்பிடப்பட்ட புள்ளிகளிலிருந்து புள்ளிகளை உருவாக்கவும், இது nurbs மற்றும் bézier splines க்கான தெளிவுத்திறன் பண்புக்கூறு அடிப்படையில்முன் வரையறுக்கப்பட்ட கிரீச் பென்சில் ச்ட்ரோக் வளைவுகளை உருவாக்கவும்முன் வரையறுக்கப்பட்ட கிரீச் பென்சில் ச்ட்ரோக் பெட்டிகளை உருவாக்கவும்முன் வரையறுக்கப்பட்ட கிரீச் பென்சில் ச்ட்ரோக் வட்டங்களை உருவாக்கவும்முன் வரையறுக்கப்பட்ட கிரீச் பென்சில் ச்ட்ரோக் வளைவு வடிவங்களை உருவாக்கவும்முன் வரையறுக்கப்பட்ட கிரீச் பென்சில் ச்ட்ரோக் கோடுகளை உருவாக்கவும்முன் வரையறுக்கப்பட்ட கிரீச் பென்சில் ச்ட்ரோக் பாலிலைன்களை உருவாக்கவும்தனிப்பயன் கோப்பகத்தில் பதிலாள் படங்களை உருவாக்கவும் (இயல்புநிலை என்பது திரைப்பட இருப்பிடம்)பெற்றோரைச் சுற்றி சீரற்ற கிளம்புகளை உருவாக்கவும்எளிய மேட்டாக பயன்படுத்த ஏற்ற செவ்வக முகமூடியை உருவாக்கவும்தேர்ந்தெடுக்கப்பட்ட கடுமையான உடல்களுக்கு இடையில் கடுமையான உடல் தடைகளை உருவாக்குங்கள்காட்சி கேமராவில் பொருத்தும்போது சுழற்சி விசைகளை உருவாக்கவும்காட்சி கேமராவில் பொருத்தும் போது அளவுகோல் கீகளை உருவாக்கவும்ஃச் மற்றும் சட் ஆகியவற்றிற்கான தனி கண் இமை பின்தொடர்பை ச்லைடர்களைப் பின்தொடரவும்ஒரே குழுவிலிருந்து உறுப்புகளைக் கொண்ட தனி வடிவவியல்களை உருவாக்கவும்கூர்மையான சிகரங்களை உருவாக்கவும்செயலில் உள்ள வரைபட திருத்திக்கான பின்னணி உதவியாக தேர்ந்தெடுக்கப்பட்ட எஃப்-வளைவுகளின் ச்னாப்சாட்டை (பேய்கள்) உருவாக்கவும்தெளிப்பு துகள் அமைப்பை உருவாக்கவும்இந்த எண்ணிக்கையிலான பிரேம்களுக்கு நீரூற்றுகளை உருவாக்குங்கள் துகள்கள் பிறக்கின்றன (0 எப்போதும் இருக்கும்)யு.எச்.டி துணைப்பிரிவுகள் அமைச்சர் பண்புக்கூறு அடிப்படையில் துணைப்பிரிவு மேற்பரப்பு மாற்றிகளை உருவாக்கவும்வால் எலும்புகளை உருவாக்கவும்தொடர்புடைய மாற்றியமைப்பை உருவாக்கவில்லை என்றால் அதை உருவாக்கவும்ஒரு அறுகோண வடிவத்தில் கட்டத்தை உருவாக்கவும்தற்போதுள்ள விசைகளின் கலவையிலிருந்து புதிய வடிவ விசையை உருவாக்கவும்ட்ரேசர் துகள் அமைப்பை உருவாக்கவும்தேர்விலிருந்து உருமாற்ற நோக்குநிலையை உருவாக்கவும்ஒலி புலத்துடன் கொந்தளிப்பை உருவாக்கவும்புனரமைக்கப்பட்ட தடங்களின் ஒருங்கிணைப்புகளைப் பயன்படுத்தி வெர்டெக்ச் கிளவுட்டை உருவாக்கவும்நூலகத்தை உருவாக்கவும், மீட்டமைக்கவும் அல்லது அழிக்கவும் படிநிலைகளை மேலெழுதும்ஒவ்வொரு அமைப்பிற்கும் வலை அமைப்புகளை உருவாக்குகிறது. ஏற்கனவே வலை அமைப்புகளுக்கு, எதுவும் நடக்காதுசெயலில் உள்ள வண்ண பண்புக்கூறு அடிப்படையில் ஒரு முகமூடியை உருவாக்குகிறதுமேற்பரப்பின் எல்லைகளின் அடிப்படையில் ஒரு முகமூடியை உருவாக்குகிறதுமேற்பரப்பின் வளைவின் அடிப்படையில் ஒரு முகமூடியை உருவாக்குகிறதுமுழு கண்ணி ஒரு புதிய முகமூடியை உருவாக்குகிறதுசெயலில் உள்ள முகத் தொகுப்பிலிருந்து தொடங்கி, ஒரு முகத் தொகுப்பிற்கு ஒரு போச் பிரிவை உருவாக்குகிறதுஒவ்வொரு வளைவையும் குறியீட்டு வழியாக அதன் அருகிலுள்ள வழிகாட்டிக்கு வரைபடமாக்கும் ஒரு பண்புகளை உருவாக்குகிறதுஉச்சி நிலைகளில் ஏற்படும் மாற்றங்களைக் குறைக்கும் முகத் தொகுப்பிலிருந்து மென்மையான சாத்தியமான வடிவியல் இணைப்புகளை உருவாக்குகிறதுவெர்டெக்ச் டேன்சென்ட்களில் ஏற்படும் மாற்றங்களைக் குறைக்கும் முகத் தொகுப்பிலிருந்து சாத்தியமான மென்மையான வடிவியல் இணைப்புகளை உருவாக்குகிறதுதிரவத்தை விரிவாக்குவதற்கான பாகுத்தன்மையை உருவாக்குகிறதுஇணைக்கப்பட்ட செயலில் புதிய ச்லாட்டை உருவாக்குவது சாத்தியமில்லைபடைப்பாற்றல்வரவுசிக்கலான கலவை-கோப்பு ஊழல்: மோதல்கள் மற்றும்/அல்லது வேறுவிதமாக தவறான தரவு-தடுப்பு பெயர்கள் (விவரங்களுக்கு கன்சோலைப் பார்க்கவும்)முக்கியமான தரவு ஊழல்: மோதல்கள் மற்றும்/அல்லது வேறுவிதமாக தவறான தரவு-தடுப்பு பெயர்கள் (விவரங்களுக்கு கன்சோலைப் பார்க்கவும்)பயிர்பயிர் அதிகபட்ச ஃச்பயிர் அதிகபட்ச ஒய்பயிர் குறைந்தபட்ச ஃச்பயிர் குறைந்தபட்ச ஒய்வரையறுக்கப்பட்ட வழங்குதல் மண்டல அளவிற்கு வழங்கப்பட்ட சட்டகத்தை பயிர்மண்டலத்தை வழங்க பயிர்ஒரு வரிசை துண்டுக்கான பயிர் அளவுருக்கள்பயிர்கள் ஒரு சிறிய பிராந்தியத்திற்கு படம், பயிரிடப்பட்ட பகுதியை வெளிப்படையானவை அல்லது படத்தை மறுஅளவிடுகின்றனகுறுக்கு கண்கள்கிராச்ஃபேட் துண்டுவண்ண திருத்தம் கொண்ட கிராச்ஃபேட்மறையீட்டு 00கிரிப்டோமாடேகிரிப்டோமாட்டே (மரபு)கிரிப்டோமாடே துல்லியமானதுகிரிப்டோமாடே சொத்துகிரிப்டோமாடே லேயர்கிரிப்டோமாடே அளவுகள்கிரிப்டோமாடே மூலப்பொருள்கிரிப்டோமாடே பொருள்கட்டுப்பாடுctrllctrlrகனகியூப் கிரிட் டோபாலசிகியூப் அளவுக்யூப்மேப் அளவுகனகன பி-ச்பைன்4 × 4 மாதிரிகளில் க்யூபிக் பி-ச்ப்லைன் வடிகட்டி (மங்கலான ஆனால் ரிங்கிங் இல்லை)கன சென்டிமீட்டர்கன சங்கிலிகள்கன டெகிமீட்டர்கள்கியூபிக் டெக்காமீட்டர்கள்கன அடிகன ஃபர்லாங்ச்கன எக்டோமீட்டர்கள்கன அங்குலங்கள்கன கிலோமீட்டர்கன மீட்டர்கன மைக்ரோமீட்டர்கள்கன மைல்கள்கன மில்லிமீட்டர்கியூபிக் மிட்செல்4 × 4 மாதிரிகளில் கியூபிக் மிட்செல் வடிகட்டிகன நீகன கெசம்கன தளவைஓவர்சூட் மற்றும் செட்டில் மூலம் கன எளிதாக்குதல்கன இடைக்கணிப்புகியூபாய்டுகுல்குல் தூரம்இந்த தூரத்தை விட கேமராவிலிருந்து மேலும் விலகி இருக்கும் பொருள்களை க்யூல்வெட்டுதல்ஒட்டுமொத்த ஆஃப்செட்சுருட்டைமுடி வளைவுகளை சுருட்டுங்கள்சுருட்டை தொடக்கநடப்புதற்போதைய கேச் அளவுதற்போதைய எழுத்துதற்போதைய கோப்புதற்போதைய சட்டகம்தற்போதைய சட்ட இறுதிதற்போதைய சட்ட மதிப்புதற்போதைய கீயிங் தொகுப்பு குறியீட்டுதற்போதைய கீயிங் தொகுப்பு குறியீட்டு ('பில்டின்' க்கு எதிர்மறை மற்றும் 'முழுமையான' க்கு நேர்மறை)தற்போதைய வரிதற்போதைய வரி அட்டவணைதற்போதைய சப்ஃப்ரேம்தற்போதைய உருமாற்றம்தற்போதைய உருமாற்ற நோக்குநிலைதற்போதைய வல்கன் பின்தளத்தில் வரம்புகள்:தற்போதைய ஆசிரியர் ஒரு முனை எடிட்டர் அல்ல.தற்போதைய ஆசிரியர் ஒரு சொத்து உலாவி அல்லஇந்த பகுதிக்கான தற்போதைய ஆசிரியர் வகைதற்போதைய சட்டகம் உரி ஃப்ரேமரேஞ்சிற்குள் இல்லைதற்போதைய பிரேம் எண்ணை கைமுறையாக எதிர்மறை மதிப்புக்கு அமைக்கலாம்பட வரிசை அல்லது திரைப்படத்தில் தற்போதைய பிரேம் எண்திரைப்பட அல்லது பட வரிசையில் தற்போதைய பிரேம் எண்சப்ஃப்ரேம் மற்றும் நேர மறுசீரமைப்புடன் தற்போதைய சட்டகம் பயன்படுத்தப்பட்டதுதற்போதைய சட்டகம், அதற்கு பதிலாக பைதான் பிரேம்_செட் () இலிருந்து அனிமேசன் தரவை புதுப்பிக்கதற்போதைய வரி, மற்றும் ஒன்று இருந்தால் தேர்வின் தொடக்க வரிமூல பொருளின் தற்போதைய முறை '%s' இலக்கு பொருள் '%s' உடன் பொருந்தாதுதற்போதைய முனைக்கு புலப்படும் வெளியீடுகள் இல்லை.தற்போதைய முனை மரத்தில் எந்த முனைகளும் இல்லை.தற்போதைய முனை மரம் மற்றொரு .blend கோப்பிலிருந்து இணைக்கப்பட்டுள்ளது.தற்போதைய முனை மரம் வகை ஆதரிக்கப்படவில்லை. {:s} இல் ஒன்றாக இருக்க வேண்டும்.தற்போதைய முன்னோக்கு மேட்ரிக்ச் (`` சாளரம்_மாட்ரிக்ச் * view_matrix``)ஆயுதங்களுக்கான தற்போதைய போச்தற்போதைய வழங்குதல் எஞ்சின் பேக்கிங்கை ஆதரிக்காதுதற்போதைய வடிவ விசைதற்போதைய வடிவ விசை குறியீடுஇறக்குமதி செயல்முறையின் தற்போதைய நிலைதற்போதைய ச்டீரியோ கண் காட்டப்படும்உருவகப்படுத்துதலின் தற்போதைய நேரம்தற்போதைய பார்வை அணிதற்போதைய சாளர மேட்ரிக்ச்நடப்பு: தற்போது காட்சியை மதிப்பீடு செய்கிறதுதற்போது பார்வை அடுக்கை மதிப்பீடு செய்கிறதுதற்போது தேர்ந்தெடுக்கப்பட்ட பிணைப்புகர்சர்கர்சர் (ஆஃப்செட்)கர்சர் நிறம்கர்சர் தூரம்கர்சர் இடம்கர்சர் பூட்டு சரிசெய்தல்கர்சர் வானூர்திகர்சர் மேற்பரப்பு திட்டம்கர்சர் மதிப்புதேர்வுக்கு கர்சர் மதிப்புகர்சர் பார்வைகர்சர் ஃச்கர்சர் எக்ச்-மதிப்புகர்சர் ஒய்-மதிப்புஇயல்பாக்கப்பட்ட (0.0 முதல் 1.0 வரை) ஒருங்கிணைப்புகளில் கர்சர் இருப்பிடம்இயல்பாக்கப்பட்ட கிளிப் ஒருங்கிணைப்புகளில் கர்சர் இருப்பிடம்இயல்பாக்கப்பட்ட முன்னோட்ட ஆயத்தொகுதிகளில் கர்சர் இருப்பிடம்திரை ஒருங்கிணைப்புகளில் கர்சர் இருப்பிடம்கர்சர் மேற்பரப்பு கண்ணிக்கு மேல் இருக்க வேண்டும்தேர்வுக்கு கர்சர்வளைவுவளைவு 3dவளைவு மணித்துளிவளைவு ரிட்ச்வளைவு மென்மையான மறு செய்கைகள்வளைவு பள்ளத்தாக்குவளைவு அடிப்படையிலான நிழல், சிறந்த விவரங்களை மேலும் புலப்படும்வளைவுbéziercirclebéziercurveமாறிலிவளைவுவளைவு பாதைதனிப்பயன்தனிப்பயன் வளைவுநீட்டிஎக்ச்ட்ராபோலேட்டட்வீழ்ச்சிஃபாலோஃப் வளைவு முன்னமைவுவீழ்ச்சி வகைஇறகு வீழ்ச்சிகிடைமட்டமாகதலைகீழ் நாற்கைவரிநேரியல்அதிகபட்சம்சராசரி படிபயன்முறைபுதியவீழ்ச்சி இல்லைnurbscirclenurbscurvenurbspathசுயவிவர வடிவம்விகிதாசார திருத்துதல் வீழ்ச்சிவிகிதாசார வீழ்ச்சிசீரற்றவேர்சுற்றுகூர்மையானகூர்மையானதுமென்மையானமென்மையானதுகோளம்சர்ஃப்சர்க்சர்ஃபுர்வ்சர்ஃபைலைண்டர்சர்பாட்ச்சர்ப்ச்பியர்சர்போரச்மேற்பரப்புவளைவு '%s' கொடுக்கப்பட்ட ச்ப்லைன் இல்லைவளைவு 2 டிவளைவு வளைவுவளைவு வட்டம்வளைவு தரவுவளைவு சிதைவுவளைவு திருத்து பயன்முறைவளைவு திருத்து முறை மேலடுக்குகள்வளைவு வீழ்ச்சிவளைவு சட்ட வரம்புவளைவு குழு ஐடிவளைவு வழிகாட்டிவளைவு கைப்பிடி நிலைகள்வளைவு ஐடிவளைவு ஙீ இல்வளைவு அட்டவணைவளைவு செய்திவளைவு நிகழ்வுகள்வளைவு நடுக்கம்வளைவு நீளம்வளைவு நீள முனைவளைவு வரிவளைவு வரைபட புள்ளிவளைவு மேப்பிங்வளைவு மாற்றியமைப்பாளர்வளைவு பொருள்வளைவு ஆஃப்செட்டுகள்வளைவு அவுட் ஃச்வளைவு வண்ணப்பூச்சு அமைப்புகள்வளைவு அளவுரு வீழ்ச்சிவளைவு புள்ளிவளைவு புள்ளி எண்ணிக்கைவளைவு சுயவிவர விட்செட்வளைவு ஆரம்வளைவு வேர்வளைவு சிற்பம்வளைவு சிற்பம் மேலடுக்குகள்வளைவு பிரிவுவளைவு உணர்திறன்வளைவு வடிவம்வளைவு சுருக்கம்/கொழுப்புவளைவு துண்டுவளைவு ச்ப்லைன்ச்வளைவு வலிமைவளைவு துணைப்பிரிவுகள்வளைவு தொடுகோடுவளைவு சாய்வுவளைவு உதவிக்குறிப்புவளைவு விட்செட் நிறங்கள்ச்ப்லைன் மற்றும் கட்டுப்பாட்டு புள்ளி தரவைக் கொண்ட வளைவு கூறுவளைவு கட்டுப்பாட்டு புள்ளிவளைவுகள், ச்ப்ளைன்கள் மற்றும் நர்ப்ச் ஆகியவற்றை சேமிக்கும் தரவு-தொகுதிமேற்பரப்புகளை சேமிக்கப் பயன்படுத்தப்படும் வளைவு தரவு-தொகுதிஉரையை சேமிக்கப் பயன்படுத்தப்படும் வளைவு தரவு-தொகுதிவளைவு தரவு-தொகுதிகள்க்ளம்ப் டேப்பரிங் வரையறுக்கும் வளைவுகரடுமுரடான வளைவு வரையறுக்கும்காலப்போக்கில் சட்டரின் திறந்த தன்மையை வரையறுக்கும் வளைவுவளைவு வரையறுக்கும் திருப்பம்வளைவு சிதைவு மாற்றியமைப்பாளர்வளைவு சிதைக்கும் உரை பொருள்வளைவு பொருத்தும் முறைகண்ணி அல்லது உரை பொருள்களிலிருந்து வளைவுவளைவு வடிவியல் வளைவு பாதையை வரையறுக்கிறதுவளைவு வழிகாட்டி செயல்திறன் எடைவளைவு மேப்பிங்கில் வளைவுஇந்த கட்டத்தில் வளைவு இடைக்கணிப்பு: பெசியர் அல்லது திசையன்பயனர் வரையறுக்கப்பட்ட வளைவைப் பயன்படுத்தி பிற மதிப்புகளுக்கு வண்ணம், திசையன் மற்றும் அளவிடுதல் மதிப்புகளை வரைபடமாக்குவதற்கான வளைவு மேப்பிங்வளைவு பொருள் பெயர் டேப்பரை வரையறுக்கிறது (அகலம்)வளைவு பொருள் சிதைக்கவரிசை நீளத்திற்கு பொருந்தும் பொருள்புள்ளி வளைவுஒரு பிரிவுக்கு வளைவு அல்லது மேற்பரப்பு உட்பிரிவுகள்வளைவு அளவுகள் பூச்சியத்தை விட அதிகமாக இருக்க வேண்டும்இந்த உறவைக் கட்டுப்படுத்தும் வளைவுமெச் வரை வளைவுபுள்ளிகளுக்கு வளைவுகுழாய்க்கு வளைவுநீளத்தை கணக்கிட வளைவுகொடுக்கப்பட்ட சுயவிவரத்தைப் பயன்படுத்தி ஒரு கண்ணிக்கு மாற்ற வளைவுவளைவு வகைவிளைவை மாற்றியமைக்கப் பயன்படுத்தப்படும் வளைவுவளைவு மேப்பிங்கிற்கு பயன்படுத்தப்படும் வளைவுவளைவு விளைவுக்கு பயன்படுத்தப்படும் வளைவுஉணர்திறனுக்குப் பயன்படுத்தப்படும் வளைவுவலிமைக்கு பயன்படுத்தப்படும் வளைவுநடுக்கத்தை துலக்க அழுத்தத்தை வரைபடமாக்க வளைவு பயன்படுத்தப்படுகிறதுவளைவு அழுத்தம் தூரிகை அளவு வரை வரைபட பயன்படுத்தப்படுகிறதுவளைவு வலிமையை துலக்க அழுத்தத்தை வரைபடமாக்க பயன்படுகிறதுவளைவு அகல அளவு அமெரிக்க டாலர் இடைக்கணிப்புக்கு ஆதரிக்கப்படவில்லைவளைவு(கள்)வளைவு (கள்) செயலில் புள்ளி இல்லைவளைவு: {} புள்ளிகள், {} splinesவளைவு மேப்பிங் வளைவு வரைபடத்தை வைத்திருக்காதுவளைவு பிரோஃபைல் அட்டவணை துவக்கப்படவில்லை, துவக்க () ஐ அழைக்கவும்வளைந்தவளைவுகள்கூட்டுதூரிகை வகைசீப்புவளைவுகள் வடிவ வகைகலன்அழிஅடர்த்திவளர / சுருக்கவும்புதியபெயிண்ட் தேர்வுகிள்ளுதல்பஃப்ச்லைடுமென்மையானபாம்பு கொக்கிச்ட்ராண்ட்ஆடை அவிழ்ப்புவளைவுகள் திருத்து பயன்முறைவளைவுகள் திருத்து முறை மேலடுக்குகள்வளைவுகள் வளரும்/சுருக்கவும்வளைவுகள் செய்திவளைவுகள் பொருள் இந்த தொகுப்பு தோற்றம் செயல்பாட்டை ஆதரிக்காதுவளைவுகள் சிற்பம்வளைவுகள் சிற்பம் வளைவு விருப்பங்களைச் சேர்க்கவும்வளைவுகள் சிற்பம் தூரிகை அமைப்புகள்வளைவுகள் சிற்பக் கூண்டு ஒளிபுகாநிலையைவளைவுகள் சிற்பம் வண்ணப்பூச்சுவளைவுகள் சிற்பம் அளவுரு வீழ்ச்சிவளைவுகள் சிற்ப அமைப்புகள்எந்த புறஊதா வரைபடத்திலும் வளைவுகள் இணைக்கப்படவில்லைமெச் என வளைவுகள்வளைவுகள் nurbsவளைவுகளுக்கு சிதைவுக்கு பயன்படுத்தக்கூடிய இணைப்பு தகவல்கள் இல்லைவளைவுகளுக்கு மேற்பரப்பு இணைப்பு செய்தி இல்லைமதிப்பிடப்பட்ட வளைவு தரவுகளிலிருந்து வளைவுகள்வளைவுகளில் ஒரு கண்ணி மேற்பரப்பு பொருள் தொகுப்பு இருக்க வேண்டும்வளைவுகள் ஒரு மேற்பரப்பில் இணைக்கப்படவில்லைவளைவுகள் ஒரு பொருளை மட்டுமே ஆதரிக்கின்றன; தேர்வு உள்ளீடு ஒரு புலமாக இருக்க முடியாதுவளைவுகள் வடிவ வகைமுதன்மையான வளைவுடன் அடித்துச் செல்லப்படும் வளைவுகள்பென்சில் கிரீச் செய்ய வளைவுகள்சுழற்சி நிலையை மாற்ற வளைவுகள்கைப்பிடிகளை மாற்ற வளைவுகள்இயல்புகளை மாற்ற வளைவுகள்தீர்மானத்தை மாற்ற வளைவுகள்வகையை மாற்ற வளைவுகள்புள்ளிகளாக மாற்ற வளைவுகள்சிதைக்க வளைவுகள்நிரப்ப வளைவுகள். அனைத்து வளைவுகளும் சுழற்சியாகக் கருதப்பட்டு XY விமானத்திற்கு திட்டமிடப்படுகின்றனவட்டமான மூலைகளை உருவாக்க வளைவுகள்மறுசீரமைக்க வளைவுகள்மாதிரி நிலைகளுக்கு வளைவுகள்Curves பெறுநர் கணம் கையாளுகிறது of control பிரிவகம் onஆரம் அமைக்க வளைவுகள்சாய்வை அமைக்க வளைவுகள்சுருக்க வளைவுகள்துணைப்பிரிவுக்கு வளைவுகள்தொடக்க மற்றும் முடிவை மாற்ற வளைவுகள்சங்கிலி பிரிப்பதற்கான வளைவு 2 டி நீளம்நூடுல் வளைவுதனிப்பயன்தனிப்பயன் ({:.4g} fps)தனிப்பயன் விழிப்புணர்வுதனிப்பயன் பைட்கோட்தனிப்பயன் பைட்கோட் ஆச்தனிப்பயன் கேமராதனிப்பயன் கேமரா சேடர் தொகுப்பு தோல்வியடைந்தது, பிழைகளுக்கான கன்சோலைப் பார்க்கவும்தனிப்பயன் குழி வளைவுதனிப்பயன் நிறம்தனிப்பயன் வண்ண முன்னமைவுகள்தனிப்பயன் நிறத் தொகுப்புதனிப்பயன் வண்ணங்கள்பைதான் முனைகளுக்கான தனிப்பயன் இசையமைப்பாளர் குழு முனைதனிப்பயன் வளைவுதனிப்பயன் அடைவுதனிப்பயன் தூரம்தனிப்பயன் கோப்பு பாதைபைதான் முனைகளுக்கான தனிப்பயன் வடிவியல் குழு முனைதனிப்பயன் சாய்வுதனிப்பயன் குழுதனிப்பயன் நான் முன்னிலைதனிப்பயன் படவுருதனிப்பயன் படம்தனிப்பயன் சிட்டைதனிப்பயன் இடம்தனிப்பயன் இயல்பானதுதனிப்பயன் இயல்புதனிப்பயன் இயல்புநிலைகள் மட்டுமேதனிப்பயன் பொருள்விருப்ப அடைப்புதனிப்பயன் வெங்காய தோல் வண்ணங்கள்தனிப்பயன் மேலடுக்குகள்தனிப்பயன் இடமாறுதனிப்பயன் பாதைதனிப்பயன் பிவோட் கட்டுப்பாடுதனிப்பயன் போச்தனிப்பயன் சுயவிவர பாதைதனிப்பயன் பண்புகள்தனிப்பயன் பதிலாள்தனிப்பயன் தகுதிதனிப்பயன் வரம்புதனிப்பயன் பகுதிதனிப்பயன் சேடர்பைதான் முனைகளுக்கான தனிப்பயன் சேடர் குழு முனைதனிப்பயன் வடிவம்தனிப்பயன் வடிவ சுழற்சிதனிப்பயன் வடிவ அளவுதனிப்பயன் வடிவ மாற்றம்தனிப்பயன் வடிவ மொழிபெயர்ப்புதனிப்பயன் உருவகப்படுத்துதல் பிரேம் வரம்புதனிப்பயன் உருவகப்படுத்துதல் வரம்புதனிப்பயன் இடம்தனிப்பயன் பார்வைவிருப்ப தொகுதிதனிப்பயன் விட்செட் ஓரியண்ட்தனிப்பயன் அனிமேசன் பிளேயர் இயங்கக்கூடிய பாதைதற்போதைய சட்டகத்திற்குப் பிறகு இயக்க பாதைக்கான தனிப்பயன் நிறம்தற்போதைய சட்டகத்திற்கு முன் இயக்க பாதைக்கான தனிப்பயன் நிறம்முனை உடலின் தனிப்பயன் நிறம்பயன்படுத்தத் தனிப்பயன் நிறத் தொகுப்புவிளைவைப் பயன்படுத்த தனிப்பயன் வளைவுபசை எழுதுகோல் பிரேம்களுக்கு இடையில் 'வரிசை' இடைக்கணிப்பைக் கட்டுப்படுத்த தனிப்பயன் வளைவுபசை எழுதுகோல் பிரேம்களால் தூரிகை விளைவின் வீழ்ச்சியைக் கட்டுப்படுத்த தனிப்பயன் வளைவுபழமையான தடிமன் கட்டுப்படுத்த தனிப்பயன் வளைவுகுறியீட்டுக்கான தனிப்பயன் தரவு அடுக்கு பெயர்சீரற்ற மதிப்புக்கு தனிப்பயன் தரவு அடுக்கு பெயர்தனிப்பயன் வரையறுக்கப்பட்ட பகுதிசாக்கெட்டுக்கான தனிப்பயன் மாறும் வரையறுக்கப்பட்ட இடைமுகம் சிட்டை. விருப்பத்தேர்வுகளில் மொழிபெயர்ப்பு இயக்கப்பட்டிருந்தால் மொழிபெயர்க்கலாம்தனிப்பயன் மங்கலான மதிப்புதனிப்பயன் வீழ்ச்சி வளைவுதனிப்பயன் வடிகட்டிவளைவு வரைபடத்தைப் பயன்படுத்தி தனிப்பயன் இடைக்கணிப்பு வரையறுக்கப்பட்டுள்ளதுதனிப்பயன் மேப்பிங் வளைவுதனிப்பயன் முனைகள்இடைமுகம் இன் சாதாரண திசையனைப் பயன்படுத்தி தனிப்பயன் இயல்பான கருவிகள்தனிப்பயன் பண்புகள்வழிகாட்டிகளுக்கான தனிப்பயன் குறிப்பு புள்ளிதனிப்பயன் சேடர் மூலஏற்றுமதி செய்யப்பட்ட அமைப்புகளை குறைப்பதற்கான தனிப்பயன் அளவுவடிகட்டுதல் மற்றும் பொது சொத்து நிர்வாகத்திற்கு பயன்படுத்தப்படும் சொத்துக்கான தனிப்பயன் குறிச்சொற்கள் (பெயர் டோக்கன்கள்)முத்திரைக் குறிப்பில் தோன்றும் தனிப்பயன் உரைஅமெரிக்க டாலர் கட்டத்தில் ஒரு யூனிட்டுக்கு மீட்டர் தனிப்பயன் மதிப்புவெட்டுவெட்டு விளிம்புகள்வடிவத்திற்கு துகள்களை வெட்டுங்கள்முழுவதையும் வெட்டுகட் டுமுகங்களில் ஒரு குறுக்குவெட்டை வெட்டுங்கள்நல்ல சிறு துண்டுக்கு முக விளிம்புகளை வெட்டுங்கள்ஒரு விமானத்துடன் வடிவவியலை வெட்டுங்கள் (விமானத்தை வரையறுக்க கிளிக்-இழுவை)தொகுப்பு வடிவ பொருளுக்கு இணங்க முடியை வெட்டுங்கள்முடிகளை வெட்டுங்கள்ஒவ்வொரு பக்கத்தையும் தனித்தனியாக வைத்திருக்கும் வடிவவியலில் வெட்டு (தேர்ந்தெடுக்கப்பட்ட/தேர்வு செய்யப்படாதது மட்டும்)பெவல் அல்லது சேம்பர் உருவாக்க ஒரு கோணத்தில் தேர்ந்தெடுக்கப்பட்ட உருப்படிகளாக வெட்டவும்கண்ணி வளையத்தை வெட்டி ச்லைடு செய்யுங்கள்புதிய இடவியல் வெட்டுதேர்ந்தெடுக்கப்பட்ட உரையை கிளிப்போர்டுக்கு வெட்டுங்கள்தேர்ந்தெடுக்கப்பட்ட முதல் தேர்ந்தெடுக்கப்படாத வரை திட வடிவவியலை வெட்டுங்கள்இடைநிலைப்பலகைக்கு உரையை வெட்டுங்கள்எல்லா முகங்களையும் வெட்டுங்கள், புலப்படும்வை மட்டுமல்லபல SDF தொகுதி கட்டம் உள்ளீடுகளை வெட்டவும், கழிக்கவும் அல்லது சேரவும்பல கண்ணி உள்ளீடுகளை வெட்டவும், கழிக்கவும் அல்லது சேரவும்வெட்டுவெட்டு தூரம்ஆடியோ தரவுக்கு பயன்படுத்தப்படும் உயர்-பாச் வடிப்பானின் வெட்டு அதிர்வெண்ஆடியோ தரவுக்கு பயன்படுத்தப்படும் குறைந்த பாச் வடிப்பானின் வெட்டு அதிர்வெண்வெட்டுக்கள்கண்ணாடியின் விமானத்தின் குறுக்கே கண்ணி வெட்டுகிறதுவெட்டுக்கள்: %s, மென்மையானது: %sமிதிவண்டிசுழற்சி கைப்பிடி வகைசுழற்சி நீளம்பின்னோக்கி சுழற்சிநான்கு கைப்பிடி வகைகளுக்கும் இடையில் சுழற்சிதலைகீழாக சுழற்சிஅதிரடி தொடக்கத்திற்குள் அனிமேசன் நேரத்தை சுழற்சி செய்யுங்கள்வரிசையில் பிரேம்களை சுழற்சி செய்யுங்கள்படத்தில் படங்களை சுழற்சி செய்யுங்கள்அனைத்து வெற்றிடமற்ற வழங்குதல் ச்லாட்டுகள் மூலம் சுழற்சிகிடைக்கக்கூடிய திரைகள் மூலம் சுழற்சிவரலாறு மூலம் சுழற்சிஉள் மிட்டர் வகைகள் மூலம் சுழற்சிகுறுக்குவெட்டு முறைகள் மூலம் சுழற்சிஆஃப்செட் முறைகள் மூலம் சுழற்சிவெளிப்புற மிட்டர் வகைகள் மூலம் சுழற்சிஅடுத்த/முந்தைய ஒன்றை செயல்படுத்துவதன் மூலம் திருத்தி சூழல் மூலம் சுழற்சிவானவில் வழியாக சுழற்சி, ஒவ்வொரு வளைவுக்கும் ஒரு தனித்துவமான வண்ணத்தை கொடுக்க முயற்சிக்கிறதுஇந்த குழுவில் உள்ள கருவிகள் மூலம் சுழற்சிபணியிடங்கள் மூலம் சுழற்சிசுழற்சி-விழிப்புணர்வு கீயிங்சுழற்சிகள்சுழற்சிகள் வளைவுகள் அமைப்புகளை வழங்குகின்றனசுழற்சிகள் தனிப்பயன் கேமரா அமைப்புகள்சுழற்சிகள் பிழைத்திருத்தம்சுழற்சிகள் எஃப்-மாடிஃபயர்சுழற்சிகள் ஒளி அமைப்புகள்சுழற்சிகள் மூலப்பொருள் அமைப்புகள்சுழற்சிகள் கண்ணி அமைப்புகள்சுழற்சிகள் பொருள் அமைப்புகள்சுழற்சிகள் சாதனங்களை வழங்குகின்றனசுழற்சிகள் இயந்திரத்தை வழங்குகின்றனசுழற்சிகள் அமைப்புகளை வழங்குகின்றனசுழற்சிகள் அமைப்புகள்சுழற்சிகள் வியூலேயர் அமைப்புகள்சுழற்சிகள் தெரிவுநிலை அமைப்புகள்சுழற்சிகள் உலக அமைப்புகள்எம்பிரீ உதவி இல்லாமல் கட்டப்பட்ட சுழற்சிகள்சுழற்சிகள் வளைவுகள் அமைப்புகளை வழங்குகின்றனஇந்த கட்டமைப்பில் சுழற்சிகள் முடக்கப்பட்டுள்ளனசுழற்சிகள் ஒளி அமைப்புகள்சுழற்சிகள் மூலப்பொருள் அமைப்புகள்சுழற்சிகள் கண்ணி அமைப்புகள்சுழற்சிகள் பொருள் அமைப்புகள்சுழற்சிகள் அமைப்புகளை வழங்குகின்றனசுழற்சிகள் ரெண்டரர் ஒருங்கிணைப்புசுழற்சிகள் தெரிவுநிலை அமைப்புகள்சுழற்சிகள் உலக அமைப்புகள்சுழற்சிசுழற்சி அனிமேசன்சுழற்சி ஆஃப்செட்சுழற்சி துண்டு நேரம்சுழற்சி யுசுழற்சி விசுழற்சி நீட்டிப்பு/மீண்டும் கீஃப்ரேம் வரிசைசுழற்சி அலை விளைவுகடைசி கீஃப்ரேமுக்குப் பிறகு பயன்படுத்த சைக்கிள் ஓட்டுதல் முறைமுதல் கீஃப்ரேமுக்கு முன் பயன்படுத்த சைக்கிள் ஓட்டுதல் முறைசிலிண்டர்சிலிண்டர் ஆரம்செக் - செக்நீக்கப்பட்டது: நகலெடுக்கப்பட்ட சுழற்சியில் அசல் சுழற்சியைச் சேர்க்கவும்டி.சே.வி.டி.எல்.எச்dnxhdகீழ்டிபிஎக்ச்DPX (.dpx)டி.வி.டிவிசிபிஆர்ஓ எச்டி 1080பிடிவிசிபிஆர்ஓ எச்டி 720பிடிவிடி (குறிப்பு: இந்த மாற்றங்கள் தீர்மானத்தை வழங்குகின்றன)dwaa (இழப்பு)dwab (இழப்பு)ஈரமானஈரமான காரணிஈரமான பிரதிபலித்த அலைகள் காற்றுக்கு எதிர் திசையில் செல்கின்றனஎண் வடிகட்டலுடன் குறைந்தது சதுரத்தை நனைத்ததுதணிக்கப்பட்ட பாதையில்தடமறியும் தட கட்டுப்பாடுஅடித்தல்டம்பிங்எப்சிலான் தணித்தல்டம்பிங் காரணிதணிக்கும் அதிகபட்சம்குறைக்கும் நேரம்தணிக்கும் மொழிபெயர்ப்புஃச் டம்பிங்ஃச் கோணத்தை குறைத்தல்ஒதுக்கும் ஒய்ஒய் கோணத்தை குறைத்தல்டம்பிங் சட்சட் கோணம் ஆறுதல்இணக்கமான சக்தியை குறைத்தல்ஃச் அச்சில் குறைகிறதுஃச் சுழற்சி அச்சில் குறைகிறதுஒய் அச்சில் குறைகிறதுஒய் சுழற்சி அச்சில் குறைகிறதுசட் அச்சில் குறைகிறதுசட் சுழற்சி அச்சில் குறைகிறதுதொங்கும் REROUTE முனைகள் புறக்கணிக்கப்படுகின்றன.டேனிச் - டேனிச்இருட்டடிஇருண்ட ஃபேசன்விளிம்புகளை இருட்டாக்குகிறது.இருண்டநிழல்களின் இருள்கோடுடாச் 1டாச் 2டாச் 3கோடு நீளம்டாச் மாற்றியமைக்கும் பிரிவுகோடு விகிதம்கோடிட்ட வரிகோடு கோடுகள் ஒளிபுகாநிலைதகவல்கள்தரவு பநிஇதரவு ஆழம்தரவு அடுக்குதரவு செயல்பாடுதரவு பாதைதரவு முன்னோட்டங்கள்தரவு தொகுப்புதரவு மூலம்:தரவு இலக்குதரவு பரிமாற்றதரவு பரிமாற்ற மாற்றிதரவு வகைதரவு ஊழல்: தரவு-தொகுதி '%s' மற்றொரு உள்ளக தரவு-தடுப்பானை ('%s') நூலகத்தை மேலெழுதும் குறிப்பாக பயன்படுத்துகிறது, இது அனைத்து மேலெழுத தரவையும் நீக்குகிறதுதரவு ஊழல்: தரவு-தொகுதி '%s' தன்னை நூலக மேலெழுதும் குறிப்பாகப் பயன்படுத்துகின்றன, மேலும் அனைத்து மேலெழுத தரவையும் நீக்குகிறதுதரவு ஊழல்: தரவு-தொகுதி `%s` ஆர்.என்.ஏ பாதை இல்லாத சொத்தை மேலெழுதும் நூலகத்தைக் கொண்டுள்ளதுதரவு பாதை அமைக்கப்படவில்லைஃப்ரீஏண்ட் ச்ட்ரோக் வளைவுக்கான தரவு புள்ளிபின்னணிக்கு பயன்படுத்தப்படும் தரவு மூலவிரிவாக்க செயல்பாட்டில் மாற்றப்படப் போகும் தரவுதற்காலிக சேமிப்பிலிருந்து படிக்க வேண்டிய தரவுதரவு வகைஇடவியல் கட்டத்திற்கான தரவு வகைaovயின் செய்திசொத்தின் தரவு வகைசாக்கெட்டின் தரவு வகைவோக்சல் மதிப்புகளின் தரவு வகைவிரிதாள் நெடுவரிசையை அடையாளம் காண பயன்படுத்தப்படும் தரவுவிரிதாள் அட்டவணையை அடையாளம் காண பயன்படுத்தப்படும் தரவுதரவு மூலத்திலிருந்து தொடர்புடைய தரவை அடையாளம் காண பயன்படுத்தப்படும் தரவுஅட்டவணையை அடையாளம் காண பயன்படுத்தப்படும் தரவுசிறப்பு நடத்தை இல்லாமல் தரவு மதிப்புகள்தரவு-தடுப்புதரவு-தொகுதி பெயர்தரவு-தொகுதி குறிப்புகள்தரவு-தொகுதி வகைதரவு-தொகுதிகள்தரவுத் தொகுதி '%s' ஆனது தவறான உட்பொதிக்கப்பட்ட முனைக் குழுவைக் கொண்டிருந்தது, அது படிக்கப்படவில்லைதரவு-தொகுதி '%s' என்பது ஒரு நூலகத்தை மீறுவது அல்ல, அல்லது நூலகத்தின் ஒரு பகுதியாக இல்லைதரவு-தொகுதி '%s' இனி ஒரு சொத்து அல்லதரவு-தொகுதி '%s' இப்போது ஒரு சொத்துடேட்டா-பிளாக் சொத்து செயல்பாடுகளை ஆதரிக்காது - ஒரு தூரிகை, சேகரிப்பு, முனை குழு, பொருள், போச் ஆக்சன், காட்சி அல்லது உலகமாக இருக்க வேண்டும்டேட்டா-பிளாக் முன்னோட்டங்களை ஆதரிக்காதுதிருத்தப்பட்ட தரவு-தொகுதி இணைக்கப்பட்ட தரவு-தடுப்புதரவு-தொகுதி சொத்து என குறிக்கப்படவில்லைடேட்டா-பிளாக் '%s' என மறுபெயரிடப்பட்டது, அதை '%s' என மறுபெயரிட மீண்டும் முயற்சிக்கவும்தரவு-தொகுதி வகை தானியங்கி முன்னோட்டங்களை ஆதரிக்காதுதரவு-தொகுதி வகை போலி பயனரை ஆதரிக்காதுகாண்பிக்க தரவு-தொகுதி வகை3D பார்வையில் சிறுகுறிப்புகளுக்குப் பயன்படுத்தப்படும் தரவு-தொகுதிஇந்த வடிவ விசைகளைப் பயன்படுத்தி தரவு-தடுப்புஇந்த நிரம்பிய கோப்பைப் பயன்படுத்தி தரவு-தொகுதி திருத்தக்கூடியது அல்லதரவு-தடுப்பு அதன் முனைகள் திருத்தப்படுகின்றனஇந்த நூலகத்தில் உள்ள தரவுத் தொகுதிகள் இணைக்கப்பட்டிருந்தாலும் திருத்தக்கூடியவை. தூரிகை சொத்துக்கள் மற்றும் அவற்றின் சார்புகளால் பயன்படுத்தப்படுகிறது.உலகளாவிய முதன்மை தரவுத்தளத்தில் இல்லாத தரவுத் தொகுதிகளை மறுபெயரிட முடியாதுதரவு பரிமாற்றதேதிதேதி மாற்றியமைக்கப்பட்டதுதேதி: {:s} {:s}நாட்களில்வெற்று இடத்தில் சொடுக்கு செய்யும் போது வடிவியல் முனைகள் பார்வையாளரை செயலிழக்கச் செய்யுங்கள்குறைந்தபட்ச மற்றும் அதிகபட்ச ஆயத்தொலைவுகளுக்கு வெளியே கிரிட் வோக்சல்களை செயலிழக்கச் செய்து, அவற்றை பின்னணி மதிப்பிற்கு அமைக்கவும்.உருவகப்படுத்துதலின் தொடக்கத்தில் கடுமையான உடலை செயலிழக்கச் செய்யுங்கள்வடிவியல் முனைகளில் தேர்ந்தெடுக்கப்பட்ட பார்வையாளர் முனையை செயலிழக்கச் செய்யுங்கள்செயலிழக்கச் செய்தல்இறந்துவிட்டார்டெட்சோன்இறப்புபிழைத்திருத்தம்பிழைத்திருத்த படவுரு பின்னணிபிழைத்திருத்த படவுரு முன்புறம்மாதிரி எண்ணிக்கையை பிழைத்திருத்தபிழைத்திருத்த மதிப்புபிழைத்திருத்த விருப்பங்கள், '-d' உடன் தொடங்கும்போது மட்டுமேடெக்கால் ஆஃப்செட்ஒழுக்கமான ஆல்ரவுண்ட் உத்தி. ஒரு குழந்தையுடன் ஒரு எலும்பு அதன் குழந்தைக்கு மிக நெருக்கமான உள்ளக அச்சில் அதன் முனை வைக்கப்பட்டுள்ளதுதசமங்கள்அழிவுவளைவு வடிவத்தை பாதிக்கும் கீஃப்ரேம்களை அகற்றுவதன் மூலம் எஃப்-வளைவுகளை அழிக்கவும்அசல் வளைவிலிருந்து எவ்வளவு விலக முடியும் என்பதைக் குறிப்பிடுவதன் மூலம் எஃப்-வளைவுகளை அழிக்கவும்டெக்மேட் மாற்றியமைப்பாளர்Decimate: அல்லாத நேரியல்/பெசியர் கீஃப்ரேம்களைத் தவிர்ப்பது!அழிவு மாற்றியமைப்பாளர்ஒரு முனை குழுவின் அறிவிப்புஒரு முனை சாக்கெட் அறிவிப்புஒரு முனை குழுவின் சாக்கெட்டுகள் மற்றும் யுஐ பேனல்கள் அறிவிப்புஃச் அச்சை குறிவைக்க ஒரு ச்விங் சுழற்சியாக சிதைந்துவிடும், அதைத் தொடர்ந்து அதைச் சுற்றி திருப்புகிறதுஒய் அச்சை குறிவைக்க ஒரு ச்விங் சுழற்சியாக சிதைந்துவிடும், அதைத் தொடர்ந்து அதைச் சுற்றி திருப்புகிறதுசட் அச்சைக் குறிவைக்க ஒரு ச்விங் சுழற்சியாக சிதைந்துவிடும், அதைத் தொடர்ந்து அதைச் சுற்றி திருப்புகிறதுஅதன் உருளை கூறுகளாக சிதைந்துவிடும்.அதன் கோளக் கூறுகளாக சிதைகின்றன.கண்ணி கட்டுவதற்கு பதிலாக அதை மறுகட்டமைக்கவும்மாறுபாட்டைக் குறைக்கவும்சம்ப் உயரத்தைக் குறைக்கவும்பிரிவுகளைக் குறைக்கவும்இயல்புநிலைஇயல்புநிலை பண்புக்கூறுஇயல்புநிலை மூடப்பட்டதுஇயல்புநிலை நிறம்இயல்புநிலை வண்ண பண்புக்கூறுஇயல்பான நிறங்கள்இயல்புநிலை அழிப்பான் தூரிகைஇயல்புநிலை மங்கல்இயல்புநிலை சட்டகம்: {:.02f} (முழு எண்ணாக இருக்க வேண்டும்!)இயல்புநிலை சட்டகம்: {:.0f}இயல்புநிலை இலக்கு (வெர்டெக்ச் இலக்கு நிலை) மதிப்புஇயல்புநிலை இலக்கு (வெர்டெக்ச் இலக்கு நிலை) மதிப்பு, எந்த வெர்டெக்ச் குழுவும் பயன்படுத்தப்படாதபோதுஇயல்புநிலை குழு முனை அகலம்இயல்புநிலை கைப்பிடிகள்இயல்புநிலை இறக்குமதி முறைஇயல்புநிலை உள்ளீடுஇயல்புநிலை இடைக்கணிப்புஇயல்புநிலை விசை சேனல்கள்இயல்புநிலை விசை உள்ளமைவுஇயல்புநிலை தளவமைப்புஇயல்புநிலை அதிகபட்சம்இயல்புநிலை குறைந்தபட்சம்இயல்புநிலை முன்னோட்ட அளவுஇயல்புநிலை மென்மையான பயன்முறைஇயல்புநிலைஇயல்புநிலை மதிப்புஇயல்புநிலை எடைஇயல்புநிலை எடை aஇயல்புநிலை எடை bவலது சுட்டி பொத்தானுக்கான இயல்புநிலை செயல்இயல்புநிலை பில்டின் விசை உள்ளமைவுrgb ஐத் தராத அமைப்புகளுக்கான இயல்புநிலை வண்ணம் அல்லது rgb தீவிரத்திற்கு இயக்கப்பட்டிருக்கும் போதுஎலும்புகளின் திட வடிவங்களின் இயல்புநிலை நிறம்புதிய முனைகள் மற்றும் முனை குழுக்களுக்கான இயல்புநிலை வண்ண குறிச்சொல்மார்க்கர் கண்காணிப்பதை நிறுத்தும் பட எல்லையிலிருந்து இயல்புநிலை தூரம்முதன்மையான தூரிகையுடன் விரைவாக மாற்றுவதற்கான இயல்புநிலை அழிப்பான் தூரிகைஇயல்புநிலை நிரப்பு நிறம்புதிய விண்வெளி வகைகளுக்கான இயல்புநிலை தலைப்பு நிலைவழங்கப்பட்ட படங்கள் காண்பிக்கப்படும் இயல்புநிலை இடம்கோப்பு திருத்தி காண்பிக்கப்படும் இயல்புநிலை இடம்விருப்பத்தேர்வுகள் காட்டப்படும் இயல்புநிலை இடம்பொருந்திய வடிவத்திற்கும் குறிப்புக்கும் இடையிலான தொடர்புகளின் இயல்புநிலை குறைந்தபட்ச மதிப்பு இன்னும் வெற்றிகரமான கண்காணிப்பாக கருதப்படுகிறதுகண்காணிப்புக்கு பயன்படுத்த இயல்புநிலை இயக்க மாதிரிவரிசை விசையின் இயல்புநிலை வரிசைவெளிப்புற கோப்புகளுக்கான இயல்புநிலை பாதைகள்இயல்புநிலை வடிவமைக்கப்பட்ட நிரப்புகோப்பு தேர்வாளருக்கான இயல்புநிலை உறவினர் பாதை விருப்பம், எந்த பாதையும் இன்னும் வரையறுக்கப்படாதபோதுகண் இமைகளுக்கான இயல்புநிலை அமைப்பு ச்லைடர்களைப் பின்தொடரவும் (x மற்றும் z)பிக்சல்களில் சொத்து முன்னோட்ட சிறு உருவங்களின் இயல்புநிலை அளவுமேம்பட்ட எண் உள்ளீட்டிற்கு இயல்புநிலைதுகள் பயன்முறைக்கான இயல்புநிலை கருவிகள்கட்டம் வோக்சல்களுக்கு வெளியே இயல்புநிலை மதிப்புஇயல்புநிலை வால்யூம் வழங்குதல் சுழிய சிதறலைப் பயன்படுத்துகிறது, இது பக்கச்சார்பற்றது மற்றும் குறைவான கலைப்பொருட்களைக் கொண்டுள்ளது, ஆனால் சத்தமாக இருக்கலாம். பக்கச்சார்பான விருப்பம் படிகளின் அளவு மற்றும் அதிகபட்ச படிகளுக்கான கட்டுப்பாடுகளுடன் ரே அணிவகுப்பைப் பயன்படுத்துகிறதுஇயல்புநிலை எடை ஒரு வெர்டெக்ச் முதலில் ஒரு vgroup இல் இல்லாவிட்டால் இருக்கும்இயல்புநிலை எடை இரண்டாவது பி vgroup இல் இல்லாவிட்டால் ஒரு வெர்டெக்ச் இருக்கும்இயல்புநிலை எடை vgroup இல் இல்லாவிட்டால் ஒரு வெர்டெக்ச் இருக்கும்இயல்புநிலைஅடித்தளத்தை வரையறுக்கவும்ஆழத்தை வரையறுக்கவும்கையொப்பத்தை வரையறுக்கவும்மாற்றியமைப்பில் பயன்படுத்த தனிப்பயன் பிரேம்களின் வரம்பை வரையறுக்கவும்தொடக்க புள்ளி, திசை மற்றும் நீளத்துடன் ஒரு வரியை வரையறுக்கவும்தனிப்பயன் செயல்பாடுகள் அல்லது பிற தரவுகளுடன் பண்புகளை இணைக்கும் இயக்கிகளை வரையறுத்து திருத்தவும்வட்டத்தில் 3 புள்ளிகளால் வளைவை வரையறுக்கவும். தொடக்க மற்றும் இறுதி புள்ளிகளுக்கு இடையில் arc கணக்கிடப்படுகிறதுஅனிமேசன் நிலைக்கு ஒட்டிக்கொள்ள செங்குத்துகளுக்கான சக்திகளை வரையறுக்கவும்விரைவு திசையன்கள் நேரத்தைப் பொறுத்தவரை எவ்வாறு விளக்கப்படுகின்றன என்பதை வரையறுக்கவும், 'பிரேம்' என்றால் டெல்டா நேரம் 1 சட்டகம், 'இரண்டாவது' என்றால் டெல்டா நேரம் 1 / fps ஆகும்ஆரம் ஒரு மிதவையுடன் வரையறுக்கவும்மிகவும் யதார்த்தமான தோற்றமுள்ள தலைமுடியைப் பெற கீழே உள்ள மெலனின் செறிவுகளை வரையறுக்கவும் (ஆன்லைனில் பல்வேறு வகையான தலைமுடிக்கான செறிவுகளைப் பெறலாம்)ஆரம் மற்றும் இருப்பிடத்தை மூன்று புள்ளிகளுடன் வரையறுக்கவும்ஆரம் ஒரு மிதவையுடன் வரையறுக்கவும்வரியின் தொடக்க மற்றும் இறுதி புள்ளிகளை வரையறுக்கவும்பக்கவாதம் வளைவை ஒரு பெசியர் வளைவுடன் வரையறுக்கவும் (இடைவெளியின் படி dab கள் பிரிக்கப்படுகின்றன)உருமாற்றத்தை உள்நாட்டில் அல்லது ஒரு பொருளின் உருமாற்றத்துடன் வரையறுக்கவும்வளைவு வடிவியல் முடிவடையும் இடத்தை வரையறுக்கவும் (தொடக்கத்திற்கு 0, முடிவுக்கு 1)வளைவு வடிவியல் தொடங்கும் இடத்தை வரையறுக்கவும் (தொடக்கத்திற்கு 0, முடிவுக்கு 1)வி.ஆர் பார்வைக்கான இருப்பிடம் மற்றும் சுழற்சி எங்கிருந்து வருகிறது என்பதை வரையறுக்கவும், வி.ஆர் எட்செட்டிலிருந்து எந்த மொழிபெயர்ப்பு மற்றும் சுழற்சி டெல்டாக்கள் பயன்படுத்தப்படும் என்பதை வரையறுக்கவும்குழுக்களின் எந்த துணைக்குழு பயன்படுத்தப்படும் என்பதை வரையறுக்கவும்வரையறுக்கப்பட்ட ஆதிமனிதர்கள் மட்டுமேusd io ஐ நீட்டிக்க அழைப்பு செயல்பாடுகளை வரையறுக்கிறதுவரைதல் பாதை மற்றும் பொருள் சுழற்சியுடன் புள்ளிகள் மற்றும் பெட்டிகளை எவ்வாறு சீரமைக்க வேண்டும் என்பதை வரையறுக்கிறதுவீச்சு எவ்வளவு/வெளியே மங்குகிறது என்பதை வரையறுக்கிறதுவீச்சு எவ்வளவு தெரியும் என்பதை வரையறுக்கிறதுசெயலில் உள்ள அடுக்கில் தேர்வில் ஆபரேட்டர் எவ்வாறு செயல்படுவார் என்பதை வரையறுக்கிறது3d இடத்தில் வீச்சுகள் எவ்வாறு ஆர்டர் செய்யப்படுகிறது என்பதை வரையறுக்கிறது ('முன்' காட்டப்படாத பொருள்களுக்கு)வெர்டெக்ச் நிறம் வீச்சுகள் எவ்வாறு பாதிக்கிறது என்பதை வரையறுக்கிறதுவிசைகள் ஒரு எளிமை அல்லது எளிதான வளைவில் சீரமைக்கப்பட வேண்டுமா என்பதை வரையறுக்கிறதுஎதுவுமில்லை, முதல் அல்லது அனைத்து பிரேம்களிலும் தீர்வி மீண்டும் வலியுறுத்த அனுமதிக்கப்பட்டால் வரையறுக்கிறது (துல்லியத்தை நிறைவு செய்யும் வரை ஒன்றிணைக்கவும்)சாய்வு மற்றும் சுருட்டைக் கணக்கிட பயன்படுத்தப்படும் வழித்தோன்றல் ஆஃப்செட்டின் அளவை வரையறுக்கிறதுமேலெழுதும் இடைமுகம் ஐ வரையறுக்கிறது. அமைக்கப்படாவிட்டால், புதியது உருவாக்கப்பட்டு ரிக்கின் பெயரின் அடிப்படையில் பெயரிடப்படும்இழிவுபடுத்துவதற்கு பயன்படுத்தப்படும் சேனலை வரையறுக்கிறது. முதன்மை சேனல் ஒப்பிடுகையில் இரண்டு முதன்மை வண்ண சேனல்களுக்கு இடையிலான நிலுவைகள். 0 என்றால் இரண்டின் பிந்தைய சேனல் பயன்படுத்தப்படுகிறது, 1 என்றால் இரண்டின் முந்தையது பயன்படுத்தப்படுகிறதுஉறவினர் மதிப்பு குறிப்பிடப்பட்டுள்ள படத்தின் பரிமாணத்தை வரையறுக்கிறதுஉண்மையான உலக கேமரா லென்ச்கள் பிரதிபலிக்க அனுமதிக்க லென்ச் திட்டத்தை பல்லுறுப்புக்கோவை என வரையறுக்கிறதுஉரை திருத்தி கோப்புகளைத் திறக்கும் வாதங்களின் குறிப்பிட்ட வடிவமைப்பை வரையறுக்கிறது. ஆதரிக்கப்பட்ட விரிவாக்கங்கள் பின்வருமாறு: $ கோப்பு கோப்பின் முழுமையான பாதை. ((விரும்பினால்) திறக்க வரி வரி. $ நெடுவரிசை வரியின் தொடக்கத்திலிருந்து திறக்க நெடுவரிசை (விரும்பினால்). $ line0 & column0 பூச்சியத்தில் தொடங்கவும். எடுத்துக்காட்டு: -f $ filepath -l $ line -c $ நெடுவரிசைநீட்டிப்பைக் கணக்கிடுவதற்கு பக்கவாதத்தின் எந்த பகுதி பயன்படுத்தப்படுகிறது என்பதை வரையறுக்கிறதுமுன்புறம் நேராக ஆல்பா வடிவத்தில் உள்ளதா என்பதை வரையறுக்கிறது, இது சரியான ஆல்பா கலவையை அறிய தேவை. இசையமைப்பாளரில் உள்ள படங்கள் இயல்பாகவே முதன்மையான ஆல்பா வடிவத்தில் உள்ளன, எனவே இது பெரும்பாலான சந்தர்ப்பங்களில் தவறாக இருக்க வேண்டும். ஆனால், முன்புறம் சில காரணங்களால் நேராக ஆல்பா வடிவமாக மாற்றப்பட்டால், இது உண்மைக்கு அமைக்கப்பட வேண்டும்விட்செட் பொருள்களை எந்த சேகரிப்பை வைக்க வேண்டும் என்பதை வரையறுக்கிறது. அமைக்கப்படாவிட்டால், ரிக் பெயரின் அடிப்படையில் புதியது உருவாக்கப்படும்எந்த விசைகளை சாய்வாக பயன்படுத்த வேண்டும், அவற்றை எவ்வளவு கலக்க வேண்டும் என்பதை வரையறுக்கிறதுஎந்த ரிக் மேலெழுத வேண்டும் என்பதை வரையறுக்கிறது. அமைக்கப்படாவிட்டால், ரிக் பெயர் விருப்பம் அல்லது மெட்டாரிக் பெயரின் அடிப்படையில் பெயருடன் புதியது உருவாக்கப்படும்வரையறைஒரு ஆர்என்ஏ எனும் சொத்தில் ஒரு தேர்வின் வரையறைஆடியோ சேனல்களின் வரையறைகாற்றை வெளியேற்றுஉமிழ்ப்பாளரைத் திசைதிருப்பவும்திரவங்களைத் திசைதிருப்பி திரவ ஓட்டத்தை பாதிக்கிறதுவிலகல்டிஃப்ளெக்டர்கள்டிஃபோகச்சிதைந்து கொள்ளுங்கள்சிதைவு அச்சுஎலும்பு சிதைவுமேற்பரப்பில் வளைவுகளை சிதைக்கவும்சிதைவு பயன்முறைபோச் எலும்புகளை சிதைக்கவும்உள்ளக அச்சில் சிதைவுதொடர்ச்சியான நங்கூர புள்ளிகளை அடிப்படையாகக் கொண்டதுஃச் அச்சில் சிதைவுஒய் அச்சில் சிதைவுசட் அச்சில் சிதைவுகுவாட்டர்னியர்களுடன் சிதைவு இடைக்கணிப்புமற்றொரு பொருளைப் பயன்படுத்தி குறிப்பிட்ட புள்ளிகளை சிதைக்கவும்ஆர்மேச்சர் பொருளைப் பயன்படுத்தி வீச்சு புள்ளிகளை சிதைக்கவும்பொருள்களைப் பயன்படுத்தி வீச்சு புள்ளிகளை சிதைக்கவும்ஒரு லட்டு பொருளைப் பயன்படுத்தி பக்கவாதம்அலெம்பிக் வடிவத்தில் வெளிப்புற கண்ணி தற்காலிக சேமிப்பைப் பயன்படுத்தி கண்ணி அல்லது வளைவை சிதைக்கவும்வெளிப்புற பிரேம்-பை-பிரேம் வெர்டெக்ச் டிரான்ச்ஃபார்ம் கேச் பயன்படுத்தி கண்ணி சிதைக்கவும்முறுக்குதல், வளைத்தல், தட்டுதல் அல்லது நீட்சி மூலம் வடிவத்தை சிதைக்கவும்ஆர்மேச்சர் பொருளைப் பயன்படுத்தி வடிவத்தை சிதைக்கவும்உறை வடிவத்துடன் பொருத்தமாக பக்கவாதத்தை சிதைக்கவும்வேறுபட்ட கண்ணி பயன்படுத்துதல், இது சிதைவு கூண்டாக செயல்படுகிறதுஒரு லட்டு பொருளின் வடிவத்தைப் பயன்படுத்தி சிதைக்கவும்ஒலி அல்லது பிற திசையன் புலங்களின் அடிப்படையில் சிதைவு அளவுDeformgroup '%s' பொருள் '%s' 'சிதைவுசிதைவு பாலம்சிதைவு இலக்குதூரிகையில் பயன்படுத்தப்படும் சிதைவு வகைசிதைவுகள் (வடிவ விசைகள், சிதைவு மாற்றியமைப்பாளர்களை)சிதைந்த இடம்சிதைத்தல்வழிகாட்டி வளைவுகளைப் பயன்படுத்தி இருக்கும் முடி வளைவுகளை சடைகளுக்குள் சிதைக்கிறதுவழிகாட்டி வளைவுகளைப் பயன்படுத்தி இருக்கும் முடி வளைவுகளை சுருட்டைகளில் சிதைக்கிறதுஒலி அமைப்பைப் பயன்படுத்தி முடி வளைவுகளை சிதைக்கிறதுமுடி வளைவுகளை ஒரு புள்ளிக்கு ஒரு சீரற்ற திசையனைப் பயன்படுத்தி சிதைக்கிறதுடிகிரிடிஇன்டர்லேச்தேர்ந்தெடுக்கப்பட்ட அனைத்து திரைப்பட ஆதாரங்களும்சுமை மீது டீன்டர்லேச் மூவி கோப்புடெல்டெலானேநேரந்தவறுகைவியூபோர்ட் புதுப்பிப்புகளை தாமதப்படுத்துங்கள்அதிகபட்ச வேகத்தை அடைவதற்கு முன் விநாடிகளில் நேரந்தவறுகைஅழிவரி தொடக்கத்திலிருந்து 4 இடங்களை நீக்குசுட்டுக்கொள்ள நீக்குதூரிகை சொத்தை நீக்குபட்டியலை நீக்குதரவை நீக்குவெற்று பிரேம்களை நீக்குவடிவவியலை நீக்குஉலகளவில் நீக்குபசை எழுதுகோல் சட்டகம் (களை) நீக்குஅதிகமாக நீக்குமாற்றியமைப்பை நீக்குமுடக்கப்பட்டதை நீக்குபுள்ளியை நீக்குபோச் சொத்தை நீக்குகுறிப்பு பொருளை நீக்குபிரிவுகளை நீக்குதேர்வை நீக்குச்டுடியோ ஒளியை நீக்குதடத்தை நீக்குபயன்படுத்தப்படாததை நீக்குபயன்படுத்தப்படாத முனைகளை நீக்கவும்ஒரு முழு துகள் அல்லது விசைகளை மட்டுமே நீக்கவும்தற்போதைய சட்டத்தில் தேர்ந்தெடுக்கப்பட்ட தடங்களிலிருந்து ஒரு கீஃப்ரேமை நீக்கவும்அனைத்து அடுக்குகளுக்கும் செயலில் உள்ள பிரேம்களை நீக்குஅனைத்து அடுக்குகளின் செயலில் உள்ள கீஃப்ரேம்களை நீக்கவும்செயலில் உள்ள காட்சியை நீக்குசெயலில் உள்ள திரையை நீக்குசெயலில் உரை கோப்பை நீக்கவா?அனைத்தையும் நீக்குஅனைத்து சொத்து மேவுடேட்டாவையும் நீக்கி, சொத்து தரவு-தொகுதியை மீண்டும் சாதாரண தரவு-தடுப்பாக மாற்றவும்அனைத்து சொத்து மேவுடேட்டாவையும் நீக்கி, தேர்ந்தெடுக்கப்பட்ட சொத்து தரவு-தொகுதிகளை மீண்டும் சாதாரண தரவு-தொகுதிகளாக மாற்றவும்அனைத்து சொத்து மேவுடேட்டாவையும் நீக்கவும், தேர்ந்தெடுக்கப்பட்ட சொத்து தரவு-தொகுதிகளை மீண்டும் சாதாரண தரவு-தொகுதிகளாக மாற்றவும், தரவு-தொகுதிகள் இன்னும் சேமிக்கப்படுவதை உறுதிசெய்ய போலி பயனரை அமைக்கவும்தற்போதைய காட்சியில் உள்ள அனைத்து பொருட்களின் அனைத்து சுடப்பட்ட தற்காலிக சேமிப்புகளையும் நீக்குபுலப்படும் தரவு-தொகுதிகளிலிருந்து அனைத்து வெற்று அனிமேசன் தரவு கொள்கலன்களையும் நீக்கவும்அவர்களுக்குள் முனைகள் இல்லாத அனைத்து பிரேம்களையும் நீக்குஅனைத்து தவறான புக்மார்க்குகளையும் நீக்கு'காட்சி கேமரா' ஆபரேட்டரால் உருவாக்கப்பட்ட அனைத்து விசைகளையும் நீக்குஅனைத்து ஒளி ஆய்வுகளின் வேகவைத்த லைட்டிங் தரவை நீக்கவும்பயன்படுத்தப்படாத வெளியீடுகளுடன் அனைத்து முனைகளையும் நீக்கவும்தேர்ந்தெடுக்கப்பட்ட அனைத்து அனிமேசன் சேனல்களையும் நீக்குதேர்ந்தெடுக்கப்பட்ட அனைத்து பக்கவாதம் அல்லது புள்ளிகளையும் நீக்கவும்தவறானதாகக் கருதப்படும் அனைத்து காணக்கூடிய இயக்கிகளையும் நீக்குஇதைத் தவிர அனைத்து பணியிடங்களையும் நீக்கவும்உச்சநிலையைத் தவிர, பக்கவாதத்தில் மாற்று செங்குத்துகளை நீக்கவும்ஒரு வடிவவியலிலிருந்து ஒரு குறிப்பிட்ட பெயருடன் ஒரு பண்புக்கூறு நீக்கவும். செயல்திறனை மேம்படுத்த பொதுவாகப் பயன்படுகிறதுஒவ்வொரு பக்கத்திலும் முகங்களை இணைப்பதன் மூலம் ஒரு விளிம்பு வளையத்தை நீக்கவும்ஏற்கனவே உள்ள புள்ளியை நீக்கவும்ஒற்றை சுட்டுக்கொள்ளும் முனை அல்லது உருவகப்படுத்துதலின் வேகவைத்த தரவை நீக்குதேர்ந்தெடுக்கப்பட்ட அனைத்து பொருட்களிலும் தற்காலிக சேமிப்பை நீக்குதற்காலிக சேமிப்பு மறைமுக விளக்குகளை நீக்குவடிவியல் முனைகள் மாற்றியமைப்பாளர்களில் தற்காலிக சேமிப்பு/சுட்ட உருவகப்படுத்துதல்களை நீக்குகுழந்தை பொருள்கள் மற்றும் சேகரிப்புகளை நீக்கவும்தற்போதைய போயிட் விதியை நீக்குதற்போதைய போயிட் நிலையை நீக்குதற்போதைய தற்காலிக சேமிப்பை நீக்குதற்போதைய ui- செயலில் உள்ள சொத்தின் தற்போதைய கீஃப்ரேமை நீக்குவளைவு முடிச்சுகளை நீக்குதேர்ந்தெடுக்கப்பட்ட பொருட்களுக்கு ஒதுக்கப்பட்ட இயக்கிகளை நீக்குவரிசையின் அனைத்து கூறுகளுக்கும் இயக்கிகளை நீக்குகண்ணி வானூர்தி உருவாக்கப்பட்டதும் வெற்று பட பொருளை நீக்குஉறை கட்டுப்பாட்டு புள்ளியை நீக்குஉருவகப்படுத்துதலில் இருந்து திரவத்தை நீக்கவும்தடைகளுக்குள் திரவத்தை நீக்குதடையாக நீக்குவரிசையின் அனைத்து கூறுகளிலிருந்தும் கீஃப்ரேம்களை நீக்கவும்தேர்ந்தெடுக்கப்பட்ட பொருட்களிலிருந்து கீஃப்ரேம்களை நீக்கவா?தேர்ந்தெடுக்கப்பட்ட கீற்றுகளிலிருந்து கீஃப்ரேம்களை நீக்கவா?குறிப்பிட்ட கீயிங் தொகுப்பில் உள்ள அனைத்து பண்புகளுக்கும் தற்போதைய சட்டகத்தில் கீஃப்ரேம்களை நீக்குதளர்வான செங்குத்துகள், விளிம்புகள் அல்லது முகங்களை நீக்கவும்தேர்ந்தெடுக்கப்பட்ட தடங்களிலிருந்து தற்போதைய சட்டத்திற்கான மார்க்கரை நீக்குதேர்ந்தெடுக்கப்பட்ட தடங்களிலிருந்து தற்போதைய சட்டத்திற்கான மார்க்கரை நீக்கவா?வன்விலிருந்து மூவி கிளிப் பதிலாள் கோப்புகளை நீக்குதீர்க்க ஒவ்வொரு சோடியிலும் ஒன்றை நீக்கு:ஃபில்சை மட்டும் நீக்கு, ச்ட்ரோக்குகளை அல்லச்ட்ரோக்குகளை மட்டும் நீக்கவும், நிரப்புகளை அல்லஇயற்பியல் சுட்டுக்கொள்ளுங்கள்புள்ளிகளை நீக்குதடைகளுக்குள் இருக்கும் அல்லது களத்தை விட்டு வெளியேறிய இரண்டாம் நிலை துகள்களை நீக்கவும்தேர்ந்தெடுக்கப்பட்ட என்எல்ஏ-தடங்கள் மற்றும் அவை கொண்டிருக்கும் கீற்றுகளை நீக்குதேர்ந்தெடுக்கப்பட்ட எலும்புகளை நீக்கவா?தேர்ந்தெடுக்கப்பட்ட புத்தகக்குறியை நீக்குதேர்ந்தெடுக்கப்பட்ட சேகரிப்பு வரிசைமுறைகளை நீக்குதேர்ந்தெடுக்கப்பட்ட கட்டுப்பாட்டு புள்ளிகள் மற்றும் ச்ப்லைன்களை நீக்கவா?தேர்ந்தெடுக்கப்பட்ட கட்டுப்பாட்டு புள்ளிகள் அல்லது பிரிவுகளை நீக்கவும்தேர்ந்தெடுக்கப்பட்ட கட்டுப்பாட்டு புள்ளிகள் அல்லது ச்ப்லைன்களை நீக்குதேர்ந்தெடுக்கப்பட்ட கட்டுப்பாட்டு புள்ளிகளை நீக்கவும், சுற்றியுள்ள கைப்பிடிகளை சரிசெய்யவும்அல் பயன்படுத்தாத தேர்ந்தெடுக்கப்பட்ட கூறுகளை நீக்குஅல் பயன்படுத்தும் தேர்ந்தெடுக்கப்பட்ட முகங்களை நீக்குதேர்ந்தெடுக்கப்பட்ட கோப்புகளை நீக்கவா?தேர்ந்தெடுக்கப்பட்ட கீஃப்ரேம்களை நீக்கவா?தேர்ந்தெடுக்கப்பட்ட பட்டியல் உருப்படியை நீக்கவும்தேர்ந்தெடுக்கப்பட்ட குறிப்பான்களை நீக்கவா?தேர்ந்தெடுக்கப்பட்ட வளர்சிதை மாற்ற உறுப்பு (களை) நீக்குதேர்ந்தெடுக்கப்பட்ட வளர்சிதை மாற்ற கூறுகளை நீக்கவா?தேர்ந்தெடுக்கப்பட்ட பொருட்களை நீக்குதேர்ந்தெடுக்கப்பட்ட பொருள்கள் மற்றும் சேகரிப்புகளை நீக்கவும்தேர்ந்தெடுக்கப்பட்ட பொருள்களை நீக்கவா?தேர்ந்தெடுக்கப்பட்ட துகள்கள் அல்லது விசைகளை நீக்குவீச்சுகள் பிரிக்காமல் தேர்ந்தெடுக்கப்பட்ட புள்ளிகளை நீக்கவும்தேர்ந்தெடுக்கப்பட்ட அறிக்கைகளை நீக்குசீக்வென்சரிலிருந்து தேர்ந்தெடுக்கப்பட்ட மறுபயன்பாட்டு விசைகளை நீக்குதேர்ந்தெடுக்கப்பட்ட கீற்றுகளை நீக்குசீக்வென்சரிலிருந்து தேர்ந்தெடுக்கப்பட்ட கீற்றுகளை நீக்கவும்தேர்ந்தெடுக்கப்பட்ட வீச்சுகள் அல்லது புள்ளிகளை நீக்கவும்தேர்ந்தெடுக்கப்பட்ட நேர மார்க்கரை (கள்) நீக்குதேர்ந்தெடுக்கப்பட்ட தடங்களை நீக்குதேர்ந்தெடுக்கப்பட்ட தடங்களை நீக்கவா?தேர்ந்தெடுக்கப்பட்ட செங்குத்துகள், விளிம்புகள் அல்லது முகங்களை நீக்கவும்குறுக்குவெட்டு பக்கங்களுக்கு இடையில் பக்கவாதம் புள்ளிகளை நீக்குஇலக்கு மாறியை நீக்குகர்சர் நிலையில் உரையை நீக்குகர்சர் நிலை மூலம் உரையை நீக்கவும்கர்சரின் கீழ் ஐடியை நீக்கவும்செயலில் உள்ள கிரீச் பென்சில் சட்டகத்தை (கள்) நீக்கவும்செயலில் உள்ள தூரிகை சொத்தை நீக்குசெயலில் சிறுகுறிப்பு அடுக்குக்கான செயலில் உள்ள சட்டத்தை நீக்கவும்செயலில் உள்ள அல்லது அனைத்து வெர்டெக்ச் குழுக்களையும் செயலில் உள்ள பொருளிலிருந்து நீக்கவும்செயலில் உள்ள நிலையை நீக்கவும்செயலில் உள்ள பணியிடத்தை நீக்குகோப்பு முறைமையிலிருந்து சேர்க்கையை நீக்கவும்தேர்ந்தெடுக்கப்பட்ட போச் சொத்தை நீக்குதேர்ந்தெடுக்கப்பட்ட வி.ஆர் மைல்கல்லை பட்டியலிலிருந்து நீக்கவும்தேர்ந்தெடுக்கப்பட்ட உள்ளக மேலெழுதலை நீக்கிவிட்டு, முடிந்தால் அதன் பயன்பாடுகளை இணைக்கப்பட்ட தரவு-தொகுதிக்கு மறுபரிசீலனை செய்யுங்கள், இல்லையெனில் அதை மீட்டமைத்து திருத்த முடியாததாகக் குறிக்கவும்தேர்ந்தெடுக்கப்பட்ட உள்ளக மேலெழுதல்களை (மேலெழுதும் சார்புகளின் படிநிலைகள் உட்பட) நீக்கவும், அவற்றின் பயன்பாடுகளை இணைக்கப்பட்ட தரவு-தொகுதிகளுக்கு மறுபரிசீலனை செய்யவும்தேர்ந்தெடுக்கப்பட்ட உள்ளக மேலெழுதல்களை நீக்கிவிட்டு, முடிந்தால் அவற்றின் பயன்பாடுகளை இணைக்கப்பட்ட தரவு-தொகுதிகளுக்கு மறுபரிசீலனை செய்யுங்கள், இல்லையெனில் அவற்றை மீட்டமைத்து அவற்றை திருத்தாதது எனக் குறிக்கவும்இந்த நூலகத்தையும் அதன் அனைத்து பொருட்களையும் நீக்குஇந்த எடையை வெர்டெக்சிலிருந்து நீக்கவும் (வெர்டெக்ச் குழு பூட்டப்பட்டால் முடக்கப்பட்டது)தேர்ந்தெடுக்கப்பட்ட வளைவுடன் தொடர்புடைய தடத்தை நீக்குதேர்ந்தெடுக்கப்பட்ட வளைவுடன் தொடர்புடைய தடத்தை நீக்கவா?உருமாற்ற நோக்குநிலையை நீக்குதடங்களின் அசுத்தமான பிரிவுகளை நீக்குஅசுத்தமான தடங்களை நீக்குமீண்டும் இணைப்பதன் மூலம் நீக்குநீக்கப்பட்டது %d தரவு-தொகுதி (கள்)நீக்கப்பட்டது %u இயக்கிகள்நீக்கப்பட்டது %u பொருள் (கள்)1 முனை நீக்கப்பட்டதுநீக்கப்பட்டது {} முனைகள்செயலில் உள்ள அடுக்கில் தற்போதைய சட்டகத்தை நீக்குகிறதுபன்முக மாற்றியமைப்பின் இடப்பெயர்ச்சியை நீக்குகிறதுமுக அமைப்புக்கு ஒதுக்கப்பட்ட முகங்களை நீக்குகிறதுஅதிக தெளிவுத்திறன் கண்ணி நீக்குகிறது, விவரம் இழப்புடிலிமிட்புறஊதா ஆயத்தொலைவுகளால் வரையறுக்கப்படுகிறதுஎட்ச் சீம்களால் வரையறுக்கப்படுகிறதுமுக திசைகளால் வரையறுக்கவும்முகப் மூலப்பொருளால் வரையறுக்கப்படுகிறதுகூர்மையான விளிம்புகளால் டிலிமிட்டிலிமிட் கரைந்து செயல்பாடுவிளிம்பு வளையத் தேர்வை வரையறுக்கவும்சீம்களில் விளிம்பு வளைய தேர்வை வரையறுக்கவும்கூர்மையான விளிம்புகளில் விளிம்பு வளையத் தேர்வை வரையறுக்கவும்விளிம்பு வளையத் தேர்வை வரையறுக்கவும்பொருள் எல்லைகளில் விளிம்பு வளையத் தேர்வை வரையறுக்கவும்சீம்களில் விளிம்பு வளையத் தேர்வை வரையறுக்கவும்கூர்மையான விளிம்புகளில் விளிம்பு வளையத் தேர்வை வரையறுக்கவும்ஃபேச் லூப் தேர்வை வரையறுக்கவும்பொருள் எல்லைகளில் முக வளையத் தேர்வை வரையறுக்கவும்சீம்களில் ஃபேச் லூப் தேர்வை வரையறுக்கவும்கூர்மையான விளிம்புகளில் ஃபேச் லூப் தேர்வை வரையறுக்கவும்தேர்ந்தெடுக்கப்பட்ட மண்டலம்பிரிப்பான்டிலிமிட்டர் ஒரு எழுத்துக்குறியாக இருக்க வேண்டும்பிரிப்பான் \n, \r, " அல்லது \ ஆக இருக்கக் கூடாதுசுற்றுப்புற மறுப்பு மொழி வழங்குங்கள்கிரீச் பென்சில் வழங்குதல் முடிவை ஒரு தனி பாசில் வழங்கவும்ஆல்பா கலப்பு மேற்பரப்புகளை ஒரு தனி பாசில் வழங்கவும்ப்ளூம் மொழி வழங்கவும் (நீக்கப்பட்டது)ஆழமான மதிப்புகள் கடந்து செல்கபரவலான வண்ண மொழி வழங்கவும்பரவலான நேரடி மொழி வழங்கவும்பரவலான மறைமுக மொழி வழங்குங்கள்நேரடி அளவீட்டு சிதறல் மொழி வழங்கவும்உமிழ்வு மொழி வழங்கவும்சுற்றுச்சூழல் விளக்கு மொழி வழங்குங்கள்முழு ஒருங்கிணைந்த rgba இடையகத்தை வழங்கவும்பளபளப்பான வண்ண மொழி வழங்குங்கள்பளபளப்பான நேரடி மொழி வழங்குங்கள்பளபளப்பான மறைமுக மொழி வழங்குங்கள்மறைமுக அளவீட்டு சிதறல் மொழி வழங்கவும்மூலப்பொருள் குறியீட்டு மொழி வழங்குங்கள்மூடுபனி காரணி மொழி வழங்கவும் (0.0 முதல் 1.0 வரை)சாதாரண மொழி வழங்குங்கள்பொருள் குறியீட்டு மொழி வழங்குங்கள்நிலை மொழி வழங்கவும்நிழல் மொழி வழங்குங்கள்வேக திசையன் மொழி வழங்கவும்மேற்பரப்பு வண்ண மொழி வழங்கவும்மேற்பரப்பு நேரடி மொழி வழங்கவும்மேற்பரப்பு மறைமுக மொழி வழங்கவும்அமைப்பு uv மொழி வழங்கவும்டிரான்ச்மிசன் கலர் மொழி வழங்கவும்டிரான்ச்மிசன் டைரக்ட் மொழி வழங்குங்கள்டிரான்ச்மிசன் மறைமுக மொழி வழங்குங்கள்தொகுதி நேரடி ஒளி மொழி வழங்கவும்டெல்டாடெல்டா இடம்டெல்டா சுழற்சிடெல்டா சுழற்சி (யூலர்)டெல்டா சுழற்சி (குவாட்டர்னியன்)டெல்டா அளவுடெல்டா நேரம்டெல்டா உருமாற்றம்டெல்டா ஃச்டெல்டா ஒய்0.0 முதல் 1.0 ஆயத்தொகுதிகளில் நகலி படத்தின் டெல்டா ஆஃப்செட்டெல்டாக்ச்: %sடெமோடெனிம்டெனோயிச்முனைகள்சி.பீ.யுவில் டெனோயிச் முன்னோட்டம்வண்ணம் மற்றும் வழிகாட்டுதல் ஆகியவை ஒன்றாக செல்கின்றன. வழிகாட்டும் பாச்கள் குறைந்த பட்சம் கூடுதல் செயலாக்க நேரத்தைப் பயன்படுத்தி சத்தமாக இருக்கும்போது தரத்தை மேம்படுத்துகிறதுடெனாய்ச் படமும் வழிகாட்டுதலும் ஒன்றாக செல்கிறது. குறைந்தபட்ச கூடுதல் செயலாக்க நேரத்தைப் பயன்படுத்தி வழிகாட்டுதல் பாச்கள் சத்தமாக இருக்கும்போது தரத்தை மேம்படுத்துகிறது.தற்காலிக மறுபிரவேசத்தைப் பயன்படுத்தி படம் (சில பேய்களை விட்டுவிடலாம்)சி.பீ.யுவில் டெனோயிச்தற்போதைய காட்சி மற்றும் பார்வை அடுக்கு அமைப்புகளைப் பயன்படுத்தி டெனோயிச் அனிமேசன் வரிசையை வழங்கியது. openexr மல்டிலேயர் கோப்புகளுக்கு தரவு பாச்கள் மற்றும் வெளியீட்டை டெனோயிங் செய்ய வேண்டும்டெனோயிச் சுழற்சிகள் மற்றும் பிற கதிர் தடமறிதல் ரெண்டரர்களிடமிருந்து வழங்கப்படுகிறதுதேர்ந்தெடுக்கப்பட்ட டெனோசருடன் ஒவ்வொரு முன்னோட்ட புதுப்பிப்புக்குப் பிறகு படத்தை டெனோச் செய்யுங்கள்3d வியாபோர்ட்டில் படத்தை மறுக்கவும்தேர்ந்தெடுக்கப்பட்ட டெனோசருடன் படத்தை மறுக்கவும். வழங்குதல் செய்தபின் படத்தை டெனோங் செய்வதற்குவழங்கப்பட்ட படத்தை டெனோயிச் செய்யுங்கள்டெனோவர்டெனோயிங்ஆல்பிடோவை டெனோயிங்தரவை டெனோயிங்சாதனம்உள்ளீடு கடந்து செல்கிறதுஇயல்பானதைத் தூண்டுகிறதுமுன்னுரிமைஇரைச்சல் நீக்கும் தரம்டெனோயிங் முடிந்ததுபொருள் மற்றொரு பொருளால் உருவாக்கப்பட்டால் குறிக்கிறதுஅடர்த்திஉட்புற திரவத்தின் எடையை உருவகப்படுத்தும் ஒரு ஐட்ரோச்டேடிக் பிரசர் சாய்வு உருவாக்கப் பயன்படுகிறது, அல்லது எதிர்மறையாக இருந்தால் சுற்றியுள்ள திரவத்திலிருந்து மிதப்புஅடர்த்தி முயற்சிகளைச் சேர்க்கவும்அடர்த்தி பண்புக்கூறுஅடர்த்தி காரணிஅடர்த்தி கட்டம்அடர்த்தி முகமூடிஅடர்த்தி அதிகபட்சம்அடர்த்தி முறைஅடர்த்தி வலிமைஅடர்த்தி இலக்குஅடர்த்தி இயல்புநிலை அடர்த்தியின் காரணியாக கணக்கிடப்படுகிறது (துகள் அளவைப் பொறுத்தது)காற்று மூலக்கூறுகளின் அடர்த்தி. 0 என்றால் காற்று இல்லை, 1 என்றால் நகர்ப்புற காற்றுதூசி, மாசுபாடு மற்றும் நீர் துளிகளின் அடர்த்தி. 0 என்றால் ஏரோசோல்கள் இல்லை, 1 என்றால் நகர்ப்புற நகர ஏரோசோல்கள்ஓசோன் படலத்தின் அடர்த்தி. 0 என்றால் ஓசோன் இல்லை, 1 என்றால் நகர்ப்புற நகரமான ஓசோன்புதிய தொகுதியின் அடர்த்திஅடர்த்தி மதிப்பு (kg/m^3), 'தனிப்பயன்' முன்னமைவு பயன்படுத்தப்பட்டால் தனிப்பயன் மதிப்பை அனுமதிக்கிறதுகாட்சி தரவுகளில் சார்புநிலைகள்சார்பு வரைபடம்சார்பு வரைபட பொருள் நிகழ்வுசார்பு வரைபட புதுப்பிப்புசார்பு வளையம்மதிப்பீட்டின் போது கோரப்பட்ட சார்பு வரைபட புதுப்பிப்புமதிப்பிடப்பட்டதுமதிப்பிடப்பட்ட குறிப்புநீக்கப்பட்ட நீக்குதல் பதிப்புமதிப்பிடப்பட்ட பதிப்புநீக்கப்பட்ட ஆபரேட்டர், அதற்கு பதிலாக ச்கிரீன்.கேஃப்ரேம்_சம்பைப் பயன்படுத்தவும்நிராகரிக்கப்பட்டது, டைலிங் எப்போதும் இயக்கப்படும்நீக்கப்பட்டது, 'uv', 'vertex_select', 'edge_select' அல்லது அதற்கு பதிலாக 'முள்' பண்புகளைப் பயன்படுத்தவும்நீக்கப்பட்டது, அதற்கு பதிலாக use_data_display ஐப் பயன்படுத்தவும்மதிப்பிடப்பட்டது. அதற்கு பதிலாக கிரிப்டோமாடே முனையைப் பயன்படுத்தவும்ஆழம்ஆழம் 3 டிஆழம் aஆழம் ஆஆழம் இணைத்தல்ஆழம் கூட்டு முனைஆழமான பொருள்வயலின் ஆழம்ஆழ ஆஃப்செட்ஆழ வரிசைதேர்வுக்கு பயன்படுத்தப்படும் ஆழம் சார்புவயலின் ஆழம்புல அமைப்புகளின் ஆழம்மேகக்கணி கணக்கீட்டின் ஆழம்சத்தத்தின் ஆழம்நீர் மேற்பரப்புக்கு கீழே உள்ள திட நிலத்தின் ஆழம்ரோலின் ஆழம் ஆஃப்செட்ஆழம் மிகப் பெரியதுகொடுக்கப்பட்ட சரம் பிரதிநிதித்துவத்திலிருந்து எண் மதிப்பைப் பெறவும்மற்றொரு கண்ணி இருந்து அமைப்பு ஆயத்தொலைவுகளைப் பெறுங்கள்விளக்கம்மீறப்பட்ட சொத்தின் விளக்கம்மீறப்பட்ட சொத்தின் மீது மேலெழுதும் செயல்பாட்டின் விளக்கம்உருப்படியின் நோக்கம் பற்றிய விளக்கம்முனை மரத்தின் விளக்கம்உதவிக்குறிப்புகளுக்கான சொத்தின் விளக்கம்விளக்கம்:தேர்வுநீக்குதேர்வு முடிவுகள்ஏற்கனவே உள்ள தேர்வோடு இணைக்கப்பட்ட முகங்களை தேர்வுசெய்கசேர்த்தது இணைந்ததுஎதையும் தேர்வுநீக்குஒவ்வொரு தேர்வு மண்டலத்தின் எல்லையில் புறஊதா செங்குத்துகளைத் தேர்வுசெய்கஇருக்கும் தேர்வுடன் இணைக்கப்பட்ட செங்குத்துகளைத் தேர்வுசெய்கஎல்லா எழுத்துக்களையும் தேர்வுநீக்குஎல்லா கூறுகளையும் தேர்வுநீக்குசெயலில் உள்ள வெர்டெக்ச் குழுவிற்கு ஒதுக்கப்பட்ட அனைத்து தேர்ந்தெடுக்கப்பட்ட செங்குத்துகளையும் தேர்வு செய்யவும்கர்சரின் கீழ் எதுவும் இல்லைசெயலில் எலும்பு சேகரிப்பின் எலும்புகளைத் தேர்வுசெய்கஒவ்வொரு துகள் தேர்ந்தெடுக்கப்பட்ட விசைகளைத் தேர்வுசெய்கசெயலில் உள்ள மூலப்பொருள் ச்லாட் மூலம் தேர்வுநீக்குஒவ்வொரு தேர்வு மண்டலத்தின் எல்லையிலும் கட்டுப்பாட்டு புள்ளிகளைத் தேர்வுசெய்கசெயலில் உள்ள வெர்டெக்ச், எட்ச் அல்லது முகத்திலிருந்து தொடங்கும் ஒவ்வொரு nth உறுப்புகளையும் தேர்வு செய்யவும்செயலில் இருந்து தொடங்கி ஒவ்வொரு nth புள்ளியையும் தேர்வு செய்யுங்கள்தேர்வு தீவுகளின் முனைகளில் கீஃப்ரேம்களைத் தேர்வுசெய்கஇணைக்கப்பட்ட புறஊதா செங்குத்துகளைத் தேர்ந்தெடுப்பதை விட அவற்றைத் தேர்வுசெய்கஇணைக்கப்பட்ட கட்டுப்பாட்டு புள்ளிகளைத் தேர்ந்தெடுப்பதை விட அவற்றைத் தேர்வுசெய்கஇணைக்கப்பட்ட விசைகளைத் தேர்ந்தெடுப்பதை விட அவற்றைத் தேர்வுசெய்கபெற்றோர்/குழந்தை உறவுகளின் எல்லைகளில் பொருட்களைத் தேர்வுசெய்கசேகரிப்பில் பொருள்களைத் தேர்வுசெய்கஆட் ஆபரேசன் முடிந்ததும் முன்பு தேர்ந்தெடுத்த கீற்றுகளைத் தேர்வுநீக்கவும்தேர்ந்தெடுக்கப்பட்ட உருப்படிகளை விட தேர்வுநீக்குஒவ்வொரு தேர்வு மண்டலத்தின் எல்லையிலும் ச்ப்லைன் புள்ளிகளைத் தேர்வுசெய்கஒவ்வொரு தேர்வு மண்டலத்தின் எல்லையில் அந்த எலும்புகளைத் தேர்வுசெய்கஇந்த போசில் பயன்படுத்தப்படும் எலும்புகளைத் தேர்வுசெய்கஒவ்வொரு தேர்வு மண்டலத்தின் எல்லையிலும் செங்குத்துகளைத் தேர்வுசெய்கஒவ்வொரு தேர்வு மண்டலத்தின் எல்லையிலும் செங்குத்துகள், விளிம்புகள் அல்லது முகங்களைத் தேர்வுசெய்கதேர்வுப்பட்டது%s இலிருந்து அனுப்பப்பட்ட எலும்புகள்ஒரு அச்சில் விரும்பிய வோக்சல்களின் எண்ணிக்கைவிரும்பிய வோக்சல் பக்க நீளம்டெச்க்டாப்சர்வாதிகாரம்இழிவுபடுத்தும்வலிமையைக் குறைக்கவும்இலக்கு காட்டி அகலம்இலக்கு அடுக்குகள் பொருந்துகின்றனஇலக்கு சட்டகம்பிரிக்கஇணைப்புகளைப் பிரிக்கவும்முனைகளை பிரிக்கவும்வெளியீடுகளை பிரிக்கவும்இருக்கும் இணைப்புகளை பிரித்து திருப்பி விடுங்கள்முனைகளைப் பிரித்து, நகர்த்தவும் மற்றும் சட்டத்துடன் இணைக்கவும்தேர்ந்தெடுக்கப்பட்ட முனையின் வெளியீடுகளைப் பிரிக்கவும். உள்ளீடுகள் இணைக்கப்பட்டுள்ளனபெற்றோரிடமிருந்து தேர்ந்தெடுக்கப்பட்ட முனைகளைப் பிரிக்கவும்விவரம்விவரம் பயன்முறைவிவரம் விழுக்காடுவிவரம் சுத்திகரிப்பு முறைவிவரம் கடினத்தன்மைவிவரம் அளவுவிவரம் அளவுவிவரம் வகை முறைவிவரம்மூலைகளைக் கண்டறியவும்சுழற்சி வளைவுகளைக் கண்டறியவும்பட காட்சிகளைக் கண்டறியவும்காட்சிகளைக் கண்டறிதல்udim களைக் கண்டறியவும்மூலைகளைக் கண்டறிந்து சீரமைக்கப்படாத கைப்பிடிகளைப் பயன்படுத்துங்கள்மூலப்பொருளிலிருந்து பட இடங்களைக் கண்டறியவும்தேர்ந்தெடுக்கப்பட்ட யுடிம் கோப்புகளைக் கண்டறிந்து பொருந்தக்கூடிய அனைத்து ஓடுகளையும் ஏற்றவும்பிரேம்களில் மூவி கிளிப்பின் காலம் கண்டறியப்பட்டதுதிரைப்பட கிளிப்பின் பிரேம் வீதம் ஒரு நொடிக்கு பிரேம்களில் கண்டறியப்பட்டதுஅணிக்கோவைதீர்மானிப்பவர்புகை எவ்வளவு விரைவாக கரைந்து போகிறது என்பதைத் தீர்மானிக்கவும் (குறைந்த மதிப்பு புகை வேகமாக மறைந்துவிடும்)சொத்து எவ்வாறு இறக்குமதி செய்யப்படும் என்பதை தீர்மானிக்கவும்சொத்து உலாவியால் மீறப்படாவிட்டால், சொத்து எவ்வாறு இறக்குமதி செய்யப்படும் என்பதை தீர்மானிக்கவும்ஒரு டேப்பர் பொருள் குறிப்பிடப்படும்போது ச்ப்லைன் புள்ளியின் பயனுள்ள ஆரம் எவ்வாறு கணக்கிடப்படுகிறது என்பதை தீர்மானிக்கவும்வடிவியல் இறுதி காரணி ஒரு ச்ப்லைனுக்கு எவ்வாறு மாற்றப்படுகிறது என்பதை தீர்மானிக்கவும்வடிவியல் தொடக்க காரணி ஒரு ச்ப்லைனுக்கு எவ்வாறு பொருத்தப்பட்டுள்ளது என்பதை தீர்மானிக்கவும்வளைவின் பெவல் வடிவவியலை எவ்வாறு உருவாக்குவது என்பதைத் தீர்மானிக்கவும்அம்ச விளிம்பு தேர்வுக்கு தெரிவுநிலையை எவ்வாறு பயன்படுத்துவது என்பதைத் தீர்மானிக்கவும்பயன்படுத்தப்படும் வழங்குதல் நூல்களின் அளவை தீர்மானிக்கவும்எந்த வீச்சுகள் உருவாக்கப்படுகிறது என்பதை மேலே லேசான வாசலைத் தீர்மானிக்கவும்ஒலி கிரேச்கேல் அல்லது ஆர்சிபி மதிப்புகளைத் தருகிறதா என்பதைத் தீர்மானிக்கவும்எந்த பிற பொருள்கள் படத்தை மறைக்கும் என்பதை தீர்மானிக்கவும்திரவம் மற்றும் தடைகள் எவ்வளவு தொலைவில் உள்ளன என்பதை தீர்மானிக்கிறது (அதிக மதிப்புகள் திரவம் தடைகளிலிருந்து மேலும் விலகி இருக்கும், சிறிய மதிப்புகள் திரவத்தை தடைகளின் உட்புறத்தை நோக்கி நகர்த்த அனுமதிக்கும்)ஒரு தடையாக கலத்தில் எவ்வளவு திரவம் அனுமதிக்கப்படுகிறது என்பதை தீர்மானிக்கிறது (அதிக மதிப்புகள் ஒரு எல்லை கலத்தை ஒரு தடையாக எளிதாக குறிக்கும் மற்றும் எல்லை மென்மையாக்கும் விளைவைக் குறைக்கும்)எந்த அடுக்குகள் ஒன்றிணைக்கப்படுகின்றன என்பதை எவ்வாறு தேர்வு செய்வது என்பதை தீர்மானிக்கிறதுபிட்மேப்ச் பாதைகளில் சிதைவின் போது தெளிவற்ற தன்மைகளை எவ்வாறு தீர்ப்பது என்பதை தீர்மானிக்கிறதுஎளிய படம் அல்லது முழு வரிசையை நிலைநிறுத்தினால் தீர்மானிக்கிறதுபொருள் தெரிவுநிலை, மாற்றியமைப்பாளர்கள் போன்ற பண்புகளை தீர்மானிக்கிறது, அங்கு அவை வழங்குதல் மற்றும் காட்சியமைப்புக்கு வேறுபடுகின்றனபல்வேறு வரிசைகளின் செங்கல் ஆஃப்செட்டை தீர்மானிக்கிறதுஒரு பிக்சலுக்கு கதிர்களின் எண்ணிக்கையை தீர்மானிக்கிறது. உயர் தெளிவுத்திறன் அதிக நினைவகத்தைப் பயன்படுத்துகிறது.ஒவ்வொரு வளைவிலும் புள்ளிகளின் வரிசையை தீர்மானிக்கிறதுமுனை குழுக்கள் தொடர்பான சில இடைமுகம் கூறுகளின் தெரிவுநிலையை தீர்மானிக்கிறதுவியூபோர்ட் மற்றும் ரெண்டரிங்கிற்கு வெவ்வேறு அமைப்புகள் உள்ள பொருள்கள், மாற்றியமைக்கும் அமைப்புகள் மற்றும் பிற பகுதிகளின் தெரிவுநிலையை தீர்மானிக்கிறதுதூரிகை வளைவுகளைச் சேர்க்கிறதா அல்லது நீக்குகிறதா என்பதை தீர்மானிக்கிறதுகண்ணி எந்த உள் பகுதி அளவீட்டு விளைவை உருவாக்கும் என்பதை தீர்மானிக்கிறதுஇரண்டாம் நிலை துகள்களிலிருந்து எந்த துகள் அமைப்புகள் உருவாக்கப்படுகின்றன என்பதை தீர்மானிக்கிறதுநிர்ணயிக்கப்பட்டமாற்றியமைக்கப்பட்ட எஃப்-வளைவுக்கான மதிப்புகளை நிர்ணயித்தல்உருவாக்குபவர் கூடுதல்உருவாக்குபவர் கருவிகள்வளர்ச்சிமேம்பாட்டு பொருள்சாதனம்கணக்கீட்டிற்கு பயன்படுத்த வேண்டிய சாதனம் (சுழற்சிகளுடன் வழங்குதல்)ரெண்டரிங்கிற்கு பயன்படுத்த வேண்டிய சாதனம்சாதனம் மேல்/கீழ் 3d காட்சியின் சட் நிலையை நேரடியாகக் கட்டுப்படுத்துகிறதுபரிசோதனைமூலைவிட்டமூலைவிட்டங்கள்கிச்மோவை டயல் செய்யுங்கள்விட்டம்விட்டம் வேர்விட்டம் அளவுபொருள்/ஒளி தோற்றம் காட்சிக்கு பிக்சல்களில் விட்டம்பிளெண்டர் அலகுகளில் தூரிகையின் விட்டம்புதிய புள்ளிகளின் விட்டம்HDRI குறிப்பு கோளங்களின் விட்டம்தூரிகையின் விட்டம்பிக்சல்களில் தூரிகையின் விட்டம்கிச்மோவின் விட்டம்மைக்ரோமீட்டர்களில், நீர் துளிகளின் விட்டம்வைரடயமண்ட் சார்பன்உள் புள்ளியுடன் வைரம்டைசிங் கேமராடிசிங் வீதம்டைசிங் வீத வழங்கல்கிளிப்போர்டில் எந்த சொத்துக்களையும் கண்டுபிடிக்கவில்லைஎழுதவில்லை, மல்டிலேயர் படம் இல்லைச்டீரியோ படத்தை சேமிக்கும்போது எழுதவில்லை, எதிர்பாராத பிழைஇறக்க நேரம்அடியில் இறக்கவும்இறந்தார்வேறுபாடுவேறுபாடு விசைவேறுபாடு பயன்முறைகுழு a கள் மற்றும் v குழு b இன் எடைக்கு இடையிலான வேறுபாடுதாய் எலும்புடன் ஒப்பிடும் போச் மற்றும் ஓய்வு போச் இடையே உள்ள வேறுபாடுவெவ்வேறு படங்கள் RGB மற்றும் ஆல்பா சேனல்களில் நிரம்பியுள்ளன, அவை ஒருவருக்கொருவர் பாதிக்கக்கூடாது. சேனல் பேக்கிங் பொதுவாக நினைவகத்தை சேமிக்க விளையாட்டு இயந்திரங்களால் பயன்படுத்தப்படுகிறது.மாறுபாடுகளின் வெவ்வேறு பாணிகள்வண்ண பிக்கர் விட்செட்டைக் காண்பிக்கும் வெவ்வேறு பாணிகள்வேறுபாடுபரவுகிறதுbsdf பரவுதல்பரவல் பவுன்ச்வண்ணம்வண்ண நீலத்தை பரப்பவும்வண்ண காரணி பரவுகிறதுவண்ண பச்சை நிறத்தை பரப்புகிறதுவண்ண சிவப்பு நிறத்தை பரப்புகிறதுஆழமான ஆழம்நேரடி பரவுதல்பரவலான காரணிமறைமுக பரவுகிறதுதயாரிப்பு தவறான பரவல்பரவாயில்லை கடினத்தன்மைபரவல் தெரிவுநிலைகார்ட்டூன் ஒளி விளைவுகளுடன் பரவக்கூடிய மற்றும் பளபளப்பான சேடர்கள்மூலப்பொருளின் வண்ணம்பரவலான பிரதிபலிப்பு பெருக்கிபரவல்அளவுஒரு கட்டத்தின் செயலில் உள்ள பகுதிகளை விரிவுபடுத்தவும் அல்லது அரிக்கவும். இது எந்த வோக்சல்கள் செயலில் உள்ளது என்பதை மாற்றுகிறது ஆனால் அவற்றின் மதிப்புகளை மாற்றாது.குறிப்பிட்ட அளவின் வட்ட கட்டமைப்பு உறுப்பைப் பயன்படுத்தி கணக்கிடப்பட்ட மேட்டை நீர்த்துப்போகச் செய்யுங்கள். எதிர்மறை அளவுகள் என்பது அரிப்பு என்று பொருள், நேர்மறை என்றால் நீர்த்தல்குறிப்பிட்ட அளவின் கொடுக்கப்பட்ட வீழ்ச்சியில் மதிப்பிடப்பட்ட தலைகீழ் தூர செயல்பாட்டைப் பயன்படுத்தி கணக்கிடப்பட்ட மேட்டை நீர்த்துப்போகச் செய்யுங்கள். எதிர்மறை அளவுகள் என்பது அரிப்பு என்று பொருள், நேர்மறை என்றால் நீர்த்தல்நீர்த்த/ஒப்பந்தம்நீர்த்த/அரிப்புடைலேசன் ஆரம்டைலேசன் த்ரெசோல்ட்பரிமாணம்பரிமாணங்கள்பரிமாணங்கள் பயன்முறைவியாபோர்ட்டில் மாச்க் ச்டென்சிலின் பரிமாணங்கள்வியாபோர்ட்டில் ச்டென்சிலின் பரிமாணங்கள்ஏற்றுமதி செய்யப்பட்ட கோப்பின் பரிமாணங்கள்திசையன் சாக்கெட்டின் பரிமாணங்கள்பரிமாணங்கள்:நேரடிநேரடி வண்ணம்நேரடி ஒளிநேரடி ஒளி மாதிரிநேரடி ஒளி வலிமைநேரடி உதவிக்குறிப்பு கட்டுப்பாடுபிரேம் எண்களை வினாடிகளுக்கு நேரடி மாற்றநேரடி சாவுஒறுப்பு ஆதரிக்கப்படவில்லைநேரடி ஒளி பங்களிப்புகள் முன்னோக்கி பாதை தடமறிப்பைப் பயன்படுத்தி மட்டுமே மாதிரி செய்யப்படுகின்றனநேரடி ஒளி பங்களிப்புகள் அடுத்த நிகழ்வு மதிப்பீட்டைப் பயன்படுத்தி மட்டுமே மாதிரி செய்யப்படுகின்றனநேரடி இணைக்கப்பட்ட நூலக தரவு-தடுப்பு, உள்ளக, சிப்ட் + ஐ உருவாக்க சொடுக்கு செய்க ஒரு நூலகத்தை உருவாக்க சொடுக்கு செய்கடைரக்ட்எக்ச்திசையில்திசை (y அச்சு)பிரிவில் முந்தைய அண்டை புள்ளியிலிருந்து திசைஒவ்வொரு வளைவின் வேர் முதல் நுனி வரை திசைசூரியன் பிரகாசிக்கும் திசைஉறுப்பை அளவிடுவதற்கான திசைஉலகளாவிய ஒருங்கிணைப்புகளில் திசை வரையறுக்கப்படுகிறதுஉள்ளக ஒருங்கிணைப்புகளில் திசை வரையறுக்கப்படுகிறதுபார்வை சுற்றுப்பாதையின் திசைபார்வை பான் திசைகோடுகளின் திசைபிறழ்வு விளைவின் திசைநிரப்புதலின் திசைநிழல்கள் மற்றும் சிறப்பம்சங்களுக்கான ஒளியின் திசைஒரு வளைவின் ரூட் பிரிவின் திசைகோளத்தின் அல்லது சிலிண்டரின் திசைதூரிகை அதிகபட்ச தடிமன் கொடுக்கும் பக்கவாதத்தின் திசையின் திசை (கிடைமட்டத்திற்கு 0 °)ஒரு வளைவின் முனை பிரிவின் திசைஅலையின் திசைஒளி பிரகாசிக்கும் திசைவரி உள்ளே செல்லும் திசை. இந்த திசையனின் நீளம் ஒரு பொருட்டல்லமூலம் சுழற்சிக்கான திசைமேற்பரப்பு சுழற்சியை உருவாக்குவதற்கான திசைசெயலில் உள்ள எலும்பு சேகரிப்பை நோக்கி நகர்த்துவதற்கான திசைசெயலில் உள்ள தேர்வு தொகுப்பை நகர்த்துவதற்கான திசை: மேலே (இயல்புநிலை) அல்லது கீழ்செயலில் உள்ள புத்தகக்குறியை நோக்கி நகர்த்துவதற்கான திசைசெயலில் ஏற்றுமதியாளரை நகர்த்துவதற்கான திசைசெயலில் அடுக்கை நகர்த்துவதற்கான திசைசெயலில் உள்ள அடுக்கை நோக்கி நகர்த்துவதற்கான திசைஅமைக்கப்பட்ட செயலில் உள்ள வரியை நகர்த்துவதற்கான திசைசெயலில் உள்ள மூலப்பொருளை நோக்கி நகர்த்துவதற்கான திசைசெயலில் உள்ள வெர்டெக்ச் குழுவை நோக்கி நகர்த்துவதற்கான திசைதேர்ந்தெடுக்கப்பட்ட மாற்றியமைப்பை நோக்கி நகர்த்துவதற்கான திசைதேர்ந்தெடுக்கப்பட்ட பாணி பகுதியை நோக்கி நகர்த்துவதற்கான திசைசெருகலில் முனைகளை ஈடுசெய்ய திசைவரிசைமுறையில் தேர்ந்தெடுக்க திசைதிசைதிசை மங்கலானதுதிசை குவாட் மரம்திசை மாதிரி வகைதிசை பரப்பு ஒளிதிசை பரப்பு ஒளி மூலதிசை கூம்பு ஒளிதிசை கூம்பு ஒளி மூலமுகத்தின் மூலையின் அடுத்த மற்றும் முந்தைய விளிம்பிற்கு இடையே மையமாக இருக்கும் திசை திசையன்சிதறலின் திசை. பூச்சியம் ஐசோட்ரோபிக், எதிர்மறை பின்தங்கியமானது, நேர்மறை முன்னோக்கி உள்ளதுமேற்பரப்பு ஊடகத்திற்குள் தொகுதி சிதறலின் திசை. சுழிய அனைத்து திசைகளிலும் ஒரே மாதிரியாக சிதறுகிறது, அதிக மதிப்புகள் மிகவும் வலுவாக முன்னோக்கி சிதறடிக்கப்படுகின்றன. எடுத்துக்காட்டாக, தோல் 0.8 இன் அனிசோட்ரோபியைக் கொண்டிருப்பதாக அளவிடப்பட்டுள்ளதுOpenColorIO ஆல் தயாரிக்கப்பட்ட படத்தை நேரடியாக வெளியிடுகிறது. இது பொதுவாக சரியல்ல, ஆனால் கணினி உள்ளமைவு மற்றும் உண்மையான காட்சி சாதனம் தேர்ந்தெடுக்கப்பட்ட காட்சியுடன் பொருந்துவதாகத் தெரிந்தால் பயன்படுத்தப்படலாம்.உறிஞ்சுதல் குணகத்தை "சிக்மா_ஏ" நேரடியாக அமைக்கவும் (இது முடியை வண்ணமயமாக்க மிகவும் உள்ளுணர்வு வழி அல்ல)அடைவுஅடைவு பாதைகோப்பு உலாவியில் கோப்பகம் காட்டப்படும்கோப்பின் அடைவுதிரவ கேச் கோப்புகளைக் கொண்ட அடைவுஅமைப்புகளைச் சேமிப்பதற்கான அடைவுஅனிமேசனைச் சேமிக்க அடைவு/பெயர், # எழுத்து முதன்மையான எண்களின் நிலை மற்றும் திணிப்பை வரையறுக்கவும்அழுக்கு கோணம்அழுக்கு மட்டுமேஅழுக்குமுடக்குவிசயங்களை இயல்பு நிலைக்குத் திரும்பப் பெற ட்யூக் பயன்முறையிலிருந்து வெளியேறிய பிறகு எந்த என்எல்ஏ தடங்களிலும் 'சோலோ' ஐ முடக்குஎலும்பு விருப்பங்களை முடக்குஎலும்பு வடிவத்தை முடக்குமோதல்களை முடக்குf-curve மதிப்பீட்டை முடக்குமெட்டல்ஆர்டியை முடக்கு (குறுக்குவெட்டு வினவல்களுக்குப் பி.வி.எச் 2 தளவமைப்பைப் பயன்படுத்துகிறது)என்எல்ஏ துண்டு மதிப்பீட்டை முடக்குஎன்எல்ஏ டிராக் மதிப்பீட்டை முடக்குஅளவீட்டை முடக்குதேர்வை முடக்குச்டுடியோ லைட் திருத்தத்தை முடக்குபிற பொருள்களுக்கான காட்சியை முடக்குசெயல்படுத்த செயலை முடக்குபணியிடத்திற்கான துணை நிரலை முடக்குநீட்டிப்பை முடக்கி நிறுவல் நீக்கவும்ஆட்டோ பேக்கை முடக்கு, நிரம்பிய அனைத்து கோப்புகளையும் வைத்திருங்கள்கட்டுப்படுத்தப்பட்ட கடுமையான உடல்களுக்கு இடையில் மோதல்களை முடக்குஎல்லை விளிம்புகளின் திருத்துதல் முடக்குபிளானர் லைட் ஆய்வுகளில் முடக்குரெண்டர்களில் முடக்குகோள ஒளி ஆய்வுகளில் முடக்குமேற்பரப்பு எடுப்பதில் முடக்குவியாபோர்ட்சில் முடக்குதொகுதி ஆய்வுகளில் முடக்குகர்னல் மேம்பாட்டை முடக்கு. மெதுவான வழங்குதல், கூடுதல் பின்னணி சிபியு பயன்பாடு இல்லைதானாக மறுஒத்திசைவு கண்டறிதல் மற்றும் கோப்பு ஏற்றத்தில் செயலாக்கத்தை நூலகம் மேலெழுதுவதை முடக்கு (உடைந்த கோப்புகளை சரிசெய்வதற்கு பயனுள்ளதாக இருக்கும்). "--disable-liboverride-auto-resync" கட்டளை வரி விருப்பத்தையும் பார்க்கவும்வழங்குதல் பார்வையை முடக்கு அல்லது இயக்கவும்அளவீட்டை முடக்கு; நீட்டிப்புகள் இல்லாத மிகப் பெரிய சி.எல்.டி.எஃப் கோப்புகளை உருவாக்குகிறதுதேர்ந்தெடுக்கப்பட்ட குறிப்பான்களை முடக்குவியூபோர்ட்டில் தேர்வை முடக்குவியூபோர்ட்டில் தேர்வை முடக்கு சேகரிப்பை தனிமைப்படுத்த கட்டுப்பாடு சேகரிப்புகள் மற்றும் பொருள்களுக்குள் அமைக்க மாற்றம்வியூபோர்ட்டில் தேர்வை முடக்கு Childre குழந்தைகளை அமைப்பதற்கான மாற்றம்தேர்ந்தெடுக்கப்பட்ட அனைத்து அனிமேசன் சேனல்களிலும் குறிப்பிட்ட அமைப்பை முடக்குஆல்பா மூலப்பொருட்களுடன் ச்டென்சில் முடக்கு மற்றும் தன்வய குறுக்குவெட்டுகளை ஒன்றுடன் ஒன்றுஎந்த வெளியீட்டையும் பங்களிக்காதபடி ச்ட்ரிப்பை முடக்கவும்தேர்வு, ச்னாப்பிங் மற்றும் ஆழம்-தேர்வு ஆபரேட்டர்களின் போது மேற்பரப்பு செல்வாக்கை முடக்கவும். பொதுவாக காட்சி வழிசெலுத்தலைப் பாதிக்க அரை-வெளிப்படையான பொருட்களைத் தவிர்க்கப் பயன்படுகிறதுசொத்து குறியீட்டை முடக்கு, ஒவ்வொரு சொத்து நூலக புதுப்பிப்பையும் வட்டில் இருந்து சொத்துக்களை முழுவதுமாக மீண்டும் படிக்க கட்டாயப்படுத்தவும்இழுவை நிகழ்வுகளில் இயல்புநிலை சொத்து இழுப்பதை முடக்கு. தனிப்பயன் விசை-வரைபட உருப்படிகள் வழியாக தனிப்பயன் இழுவை செயல்படுத்த பயனுள்ளதாக இருக்கும்.தேர்வு பயன்முறையை முடக்குபார்வை அடுக்குகளில் வியூபோர்ட் காட்சியை முடக்குஉண்மையான இசட்-பஃபருக்கு பதிலாக ஒரு படத்தை உள்ளீடாகப் பயன்படுத்தும் போது முடக்கு (முனை படத்தை அடிப்படையாகக் கொண்டிருந்தால் ஆட்டோ இயக்கப்பட்டது, எ.கா. நேர முனை)தேர்ந்தெடுக்கப்பட்ட குறிப்பான்களை முடக்கு/இயக்கவும்முடக்கப்பட்டதுமுடக்கப்பட்ட மார்க்கர்முடக்கப்பட்ட தடங்கள்தொடக்கத்தில் முடக்கப்பட்டது, விருப்பத்தை மீறுகிறது.முடக்கப்பட்ட, கலப்பான் புல்லட் இல்லாமல் தொகுக்கப்பட்டார்முடக்கப்பட்ட, பிளெண்டர் OBJ I/O இல்லாமல் தொகுக்கப்பட்டதுமுடக்கப்பட்ட, கலப்பான் ஓபன்சுப்டிவ் இல்லாமல் தொகுக்கப்பட்டதுமுடக்கப்பட்ட, கலப்பான் திறந்தவிடிபி இல்லாமல் தொகுக்கப்பட்டதுமுடக்கப்பட்டது, பிளெண்டர் பிளை I/O இல்லாமல் தொகுக்கப்பட்டதுமுடக்கப்பட்டது, பிளெண்டர் STL I/O இல்லாமல் தொகுக்கப்பட்டதுமுடக்கப்பட்டுள்ளது, OpenVDB பதிப்பு மிகவும் பழையதுமுடக்கப்பட்டது, ஓபன்கோலோரியோ இல்லாமல் கட்டப்பட்டதுமுடக்கப்பட்டது, ஓபன்சுப்டிவ் இல்லாமல் கட்டப்பட்டதுமுடக்கப்பட்டது. திறந்த உருவமின்றி கட்டப்பட்டதுமுடக்கப்பட்டது. தளம் ஆதரிக்கப்படவில்லைமுடக்கப்பட்டது: {}வீடியோ மட்டும் ரெண்டர்களுக்கு ஆடியோ வெளியீட்டை முடக்குகிறதுஆடியோ மட்டும் ரெண்டர்களுக்கு வீடியோ வெளியீட்டை முடக்குகிறதுகருப்பொருள்களை முடக்குவது இன்னும் ஆதரிக்கப்படவில்லைசெங்குத்துகளின் ஃச் அச்சுக்கு மாற்றங்களை அனுமதிக்காதீர்கள்செங்குத்துகளின் ஒய் அச்சில் மாற்றங்களை அனுமதிக்காதீர்கள்செங்குத்துகளின் சட் அச்சுக்கு மாற்றங்களை அனுமதிக்காதீர்கள்ஃச் அச்சைச் சுற்றி இயக்கத்தை அனுமதிக்காதீர்கள்ஒய் அச்சைச் சுற்றி இயக்கத்தை அனுமதிக்காதீர்கள்சட் அச்சைச் சுற்றி இயக்கத்தை அனுமதிக்காதீர்கள்நிராகரிக்கவும்விநியோகத்திற்குப் பிறகு முகமூடி அமைப்பின் அடிப்படையில் புள்ளிகளை நிராகரிக்கவும்துண்டிக்கவும்எலும்பு துண்டிக்கவும்உமிழ்ப்பான் கண்ணி இருந்து அனைத்து முடி அமைப்புகளையும் துண்டிக்கவும்உமிழ்ப்பான் கண்ணி இருந்து முடி துண்டிக்கவும்உள்ளீட்டுடன் இணைக்கப்பட்ட முனைகளை துண்டிக்கவும்இணைக்கப்பட்ட வடிவவியலில் இருந்து செங்குத்துகள் அல்லது விளிம்புகளைத் துண்டிக்கவும்Disjoint வீச்சலகுவட்டுவட்டு தற்காலிக சேமிப்புசிதறல்இடமாற்றம்காரணி இடமாற்றம்டிச்ப்ளேச் சியோமெட்ரிமுடி வளைவுகளை இடமாற்றம் செய்யுங்கள்மாற்றியமைப்பாளரை இடமாற்றம் செய்யுங்கள்இடப்பெயர்ச்சி வகைதிசையனை இடமாற்றம் செய்யுங்கள்இயல்புநிலைகளுடன் இடமாற்றம் செய்யுங்கள்உருவகப்படுத்துதலின் படி இருக்கும் வடிவவியலை இடமாற்றம் செய்யுங்கள்வடிவவியலை மீண்டும் ஒரு ஆஃப்செட் மூலம் இடமாற்றவும்ஆல்பா மெச்களின் வடிவவியலை இடமாற்றம் செய்யுங்கள்ஆஃப்செட் திசையனைப் பயன்படுத்தி படப்புள்ளி நிலையை இடமாற்றம் செய்யுங்கள்மேற்பரப்பை தன்னிச்சையான திசையில் இடமாற்றம் செய்யுங்கள்மேற்பரப்பு இயல்புடன் மேற்பரப்பை இடமாற்றம் செய்யுங்கள்விமானத்திலிருந்து செங்குத்துகளை இடமாற்றம் செய்யுங்கள்.இடம்பெயர்வுஇடப்பெயர்ச்சி முறைஇடப்பெயர்ச்சி மட்டுமேஇடப்பெயர்ச்சி இடம்இடப்பெயர்ச்சி மற்றும் பம்ப்இடப்பெயர்ச்சி திசைஇடப்பெயர்ச்சி பொருள் இடத்தில் உள்ளது, இது பொருள் அளவால் பாதிக்கப்படுகிறதுஇடப்பெயர்ச்சி உலக இடத்தில் உள்ளது, பொருள் அளவால் பாதிக்கப்படாதுஇடப்பெயர்ச்சி மாற்றியமைப்பாளர்இடப்பெயர்ச்சி ஆஃப்செட் திசையன்பக்கவாதத்தின் தொடக்கத்திலிருந்து பயன்படுத்தப்படும் இடப்பெயர்ச்சிபக்கவாதத்தின் முடிவில் இருந்து பயன்படுத்தப்படும் இடப்பெயர்ச்சிவீச்சு செங்குத்துகளின் ஃச் ஆயத்தொகுப்புகளுக்குப் பயன்படுத்தப்படும் இடப்பெயர்ச்சிவீச்சு செங்குத்துகளின் ஒய் ஆயத்தொகுப்புகளுக்குப் பயன்படுத்தப்படும் இடப்பெயர்ச்சிஅதன் இயல்புடன் முதன்மையான திசை வரிக்கு பயன்படுத்தப்படும் இடப்பெயர்ச்சிமுடி வளைவுகளை பல்வேறு விருப்பங்களின் அடிப்படையில் ஒரு திசையன் மூலம் இடமாற்றம் செய்கிறதுகாட்சி2D கர்சரைக் காண்பி3d கர்சர் மேலடுக்கைக் காண்பிதிருத்து பயன்முறையில் 3D வளைவு இயல்புகளைக் காண்பிஅனைத்து விளிம்புகளையும் காண்பிகாட்சித் தொகைஆர்மேச்சரைக் காண்பிஎனக் காண்பிகாட்சி நற்பொருத்தம்இந்த கிளிப்பிற்கான காட்சி நற்பொருத்தம், வழங்குதல் பாதிக்காதுஇந்த படத்திற்கான காட்சி நற்பொருத்தம், வழங்குதல் பாதிக்காதுஅச்சுகள் காட்சிகாட்சி பின்னணிபின்னணி படங்களைக் காண்பிபெவெல் எடைகளைக் காண்பிஎலும்பு வண்ணங்களைக் காண்பிகாட்சி வரம்புகள்காட்சி வரம்புகள் வகைகேச் கோப்புகளைக் காண்பிகேமரா காட்சிகாட்சி சேனல்சேனல்களைக் காண்பிவண்ணத்தைக் காண்பிமடிப்புகளைக் காண்பிகாட்சி கர்சர்காட்சி வளைவுதனிப்பயன் எலும்பு வடிவங்களைக் காண்பிதனிப்பயன் இயல்புகளைக் காண்பிதரவைக் காண்பிதரவைக் காண்பி (நீக்கப்பட்டது)தரவு அளவைக் காண்பிகாட்சி எமுலேசன்முக மையத்தைக் காண்பிகாட்சி முகங்கள்கோப்பு தேர்வாளரைக் காண்பிகாட்சி வடிகட்டிபிரேம்களைக் காண்பிஃப்ரீபாணி எட்ச் மதிப்பெண்களைக் காண்பிஃப்ரீபாணி முக அடையாளங்களைக் காண்பிஃப்ரீபாணி ரெண்டரருடன் பயன்படுத்தப்படும் ஃப்ரீபாணி எட்ச் மதிப்பெண்களைக் காண்பிஃப்ரீபாணி ரெண்டரருடன் பயன்படுத்தப்படும் ஃப்ரீபாணி முக அடையாளங்களைக் காண்பிகிராபிக்ச் காட்சிபசை எழுதுகோலைக் காண்பிகாட்சி கட்டம்கட்டம் தளத்தைக் காண்பிமுடி காண்பிகாட்சி கைப்பிடிகள்மறைக்கப்பட்ட காட்சிஇன்ச்டான்சர் காட்சிலட்டுகளைக் காண்பிஒளியைக் காண்பிஒளி ஆய்வைக் காண்பிகாட்சி வரி பாணிகாட்சி மூலப்பொருள்மெச்களைக் காண்பிவளர்சிதை மாற்றத்தைக் காண்பிகாட்சி முறைமாற்றியமைக்கப்பட்ட விளிம்புகளைக் காண்பிமாற்றியமைக்கும் தரவைக் காண்பிதிரைப்பட கிளிப்களைக் காண்பிகாட்சி பெயர்பெயர்களைக் காண்பிமுனை காட்சிஇயல்புகளைக் காண்பிபொருள் தகவலைக் காண்பிசீரமைக்கப்பட்ட அச்சு மட்டும் காண்பிபி 3 காட்சிகாட்சி துகள்துகள்களைக் காண்பிதற்போதைய சட்டகத்தைச் சுற்றியுள்ள ஒரு குறிப்பிட்ட எண்ணிக்கையிலான பிரேம்களுக்குள் போச்களின் பாதைகளைக் காண்பிகுறிப்பிட்ட வரம்பிற்குள் போச்களின் பாதைகளைக் காண்பிபிளேபேக் பிரேம் வீதத்தைக் காண்பி (fps)காட்சி புள்ளி முகில்காட்சி நோக்கம்காட்சி RGBமறுநிகழ்வு காட்சிகாட்டப்பட்ட காட்சிசீம்களைக் காண்பிகாட்சி அமைப்புகள்சேடர் விளைவுகளைக் காண்பிவடிவ விசைகளைக் காண்பிகூர்மையான காட்சிகாட்சி அளவுடிச்பிலே சைச் ஃச்ச்பீக்கர் காட்சிகாட்சி நீட்சிகாட்சி சுருக்கம்அமைப்பைக் காண்பிஅமைப்பு இடத்தைக் காண்பிடிச்ப்ளே மெல்லியகாட்சி மாற்றங்கள்வெளிப்படையானதைக் காண்பிகாட்சி வகைபுறஊதா ஆயங்களை 0.0 முதல் 1.0 வரை இல்லாமல் பிக்சல்களில் காண்பிபுறஊதா அவிழ்க்கும் சீம்களைக் காண்பிUV களைக் காண்பிவெர்டெக்ச் இயல்புகளை காண்பிகாட்சி பார்வை பெயர்காட்சி தொகுதிஅலைவடிவத்தைக் காண்பிகாட்சி கம்பிகாட்சி உலகம்ஃச் அச்சு காட்சிஒய் அச்சைக் காண்பிசட் அச்சைக் காண்பிபடத்துடன் தொடர்புடைய இசட்-பஃபரைக் காண்பி (கேமரா கிளிப்பிலிருந்து வரைபடமாக்கப்பட்டது தொடங்குகிறது)இந்த பார்வையில் வேறுபட்ட தொகுப்புகளைக் காண்பிமுகம் தேர்வு மேலடுக்கைக் காண்பிகிரீச் பென்சில் காகிதத்தின் மீது ஒரு கட்டத்தைக் காண்பிமூடுபனி பரப்பைக் குறிக்க கேமராவிலிருந்து ஒரு வரியைக் காண்பிதற்போது தொடர்புடைய சொத்துகள் கொண்ட பகுதியைக் காண்பிஎந்த நேரமும் இல்லாமல் செயலைக் காண்பி (கட்டப்படாதபோது)உண்மையான துகள்களைக் காண்பிகூடுதல் துகள் தரவை வண்ணமாகக் காண்பிடெவலப்பர்களுக்கான மேம்பட்ட அமைப்புகள் மற்றும் கருவிகளைக் காண்பிகண்ணி பொருள்களுக்கான அனைத்து விளிம்புகளையும் காண்பிஅனைத்து உள்ளக மேலெழுதும் தரவு-தொகுதிகளையும் அவற்றின் மேலெழுதப்பட்ட பண்புகள் மற்றும் பொத்தான்களுடன் திருத்தவும் அவற்றைத் திருத்தவும்ஆல்பா வெளிப்படைத்தன்மை சேனலைக் காண்பிகூடுதல் 'சுருக்கம்' வரியைக் காண்பி (டோப் சீட் திருத்திகள் மட்டும்)ஒரு போபோவர் பேனலில் ஒரு சொத்து அலமாரியைக் காண்பிகாட்சி தெரிவுநிலையைத் தவிர, பொருட்களின் தனிமைப்படுத்தப்பட்ட துணைக்குழுவைக் காண்பிதற்போதைய சட்டகத்திற்கான பகுதியளவு பிரேம் மதிப்புகளை அமைப்பதைக் காண்பி அனுமதிக்கவும்தற்போதைய சட்டத்திற்கு முன்னும் பின்னும் சிறுகுறிப்பு வெங்காய தோல்களைக் காண்பிமதிப்புகளை அதிகரிக்க அல்லது குறைக்க, எண் உள்ளீட்டு புலங்களில் அம்புகளைக் காண்பிஉள் பயன்பாட்டிற்காக ஒரு காலகட்டத்தில் தொடங்கி பெயர்களைக் கொண்ட பண்புகளைக் காண்பிகருப்பு விளிம்புகளைக் காண்பிபோயிட் ஆரோக்கியத்தைக் காண்பிஎலும்பு அச்சுகளைக் காண்பிஎலும்பு வண்ணங்களைக் காண்பிஎலும்பு பெயர்களைக் காண்பிஅனைத்து பூட்டப்பட்ட சிதைவு குழுக்களும் நீக்கப்பட்டதைப் போல எலும்பு சிதைக்கும் குழுக்களைக் காண்பி, மீதமுள்ளவை மீண்டும் இயல்பாக்கப்பட்டனஎலும்புகளைக் காண்பி (இயக்க பாதைகளை மட்டுமே காட்ட முடக்கு)எலும்புகளை பெட்டிகளாகக் காண்பி, துணைப்பிரிவு மற்றும் பி-ச்ப்லைன் ஆகியவற்றைக் காட்டுகிறதுஎலும்புகளை வெளியேற்றப்பட்ட கோளங்களாகக் காண்பி, சிதைவு செல்வாக்கு அளவைக் காட்டுகிறதுஎலும்புகளை ஆக்டோஎட்ரல் வடிவமாகக் காட்டுங்கள்எலும்புகளை ஆக்டோஎட்ரல் வடிவமாகக் காண்பிக்கவும் (இயல்புநிலை)எலும்புகளை புள்ளிகளுடன் எளிய 2 டி வரிகளாகக் காண்பிக்கவும்எலும்புகளை மெல்லிய கம்பிகளாகக் காண்பி, துணைப்பிரிவு மற்றும் பி-ச்ப்லைன்களைக் காட்டுகிறதுஎலும்புகளை அவற்றின் தனிப்பயன் வடிவங்களுடன் காண்பிக்கவும்தொகுதி மரத்தில் முனைகளுக்கான எல்லை பெட்டிகளைக் காண்பிஎல்லைகளை பெட்டியாகக் காட்டுங்கள்எல்லைகளை காப்ச்யூல் எனக் காண்பிஎல்லைகளை கூம்பு எனக் காட்டுங்கள்சிலிண்டராக வரம்புகளைக் காண்பிஎல்லைகளை கோளமாகக் காட்டுங்கள்8 × 8 வோக்சல்களைக் கொண்ட ஒவ்வொரு இலை முனைக்கும் காட்சி பெட்டிதிருத்தியின் சூழலுக்காக பிரட்தூள்களில் நனைக்கப்பட்டுகேமரா பார்வைக்குள் சென்டர் கலவை வழிகாட்டியைக் காண்பிபொருள் தேர்வைப் பொருட்படுத்தாமல் சேனலைக் காண்பிகாட்சி அடுக்கில் சேகரிப்புகள் மற்றும் பொருள்களைக் காண்பிஉரையின் பின்னால் வண்ண பெட்டியைக் காண்பிதுணைப்பிரிவு மேற்பரப்பு மாற்றியமைப்புக்காக உருவாக்கப்பட்ட மடிப்புகளைக் காண்பிபொருள் தேர்வைப் பொருட்படுத்தாமல் தற்போதைய படத்தைக் காண்பிவெவ்வேறு வரம்புகளைக் கொண்ட பல வளைவுகளை எளிதாக திருத்துவதற்கு, இயல்பாக்கப்பட்ட வரம்பில் வளைவுகளை இயல்பாக்கப்பட்ட வரம்பில் காண்பிகோடு கருப்பு-வெள்ளை விளிம்புகளைக் காண்பிவீடியோ சீக்வென்சருக்கு சொந்தமான தரவைக் காண்பிதற்போதைய கோப்பு மற்றும் இணைக்கப்பட்ட நூலகங்களின் தரவைக் காண்பிகோப்பு மீண்டும் ஏற்றப்படும் போது பயன்படுத்தப்படாத மற்றும்/அல்லது இழக்கப்படும் தரவைக் காண்பிநூலக மேலெழுதல்களுடன் தரவு-தொகுதிகளைக் காண்பி, அவற்றின் மேலெழுதப்பட்ட பண்புகளை பட்டியலிடுங்கள்பிழைத்திருத்த அறிக்கையிடல் தகவலைக் காண்பிகேமரா பார்வைக்குள் மூலைவிட்ட மைய அமைப்பு வழிகாட்டியைக் காண்பிஒவ்வொரு முனையின் கடைசி செயல்பாட்டு நேரத்தையும் காண்பிமுனை மாற்றப்பட்டால் ஒவ்வொரு முனையின் முன்னோட்டத்தையும் காண்பிமாற்றியமைப்பாளர்கள் பயன்படுத்தப்பட்ட பிறகு காட்சி விளிம்புகள்திருத்து பயன்முறையில் விளைவைக் காண்பிவியூபோர்ட்டில் விளைவைக் காண்பிபிழை உரையைக் காண்பிதிடமான நிழல் முறைகளில் முகம் தேர்வு இயக்கப்படும் போது முக மையத்தைக் காண்பிமுக இயல்புகளை கோடுகளாகக் காண்பிபுறஊதாக்களுக்கும் அவற்றின் 3 டி ஆயத்தொலைவுகளுக்கும் இடையிலான வடிவத்தின் வேறுபாட்டிற்கு ஏற்ப காட்சி முகங்கள் (குறைந்த விலகலுக்கு நீலம், அதிக விலகலுக்கு சிவப்பு)காட்சி முகங்கள் தட்டையானவைபடத்தின் மீது முகங்களைக் காண்பிகாட்சி முகங்கள் மென்மையானவை (வெர்டெக்ச் இயல்புகளைப் பயன்படுத்தி)காரணிகளைக் காண்பி சதவீதமாக0 மற்றும் 1 க்கு இடையிலான மதிப்புகளாக காரணிகளைக் காண்பிகோப்புகளை விரிவான பட்டியலாகக் காண்பிகோப்புகளை கிடைமட்ட பட்டியலாகக் காண்பிகோப்புகளை செங்குத்து பட்டியலாகக் காண்பிகோப்புகளை குறுகிய பட்டியலாகக் காண்பிகோப்புகளை சிறுபடங்களாகக் காண்பிவியூபோர்ட்டில் நிரப்பு வீச்சுகள்கிரேச்கேல் பயன்முறையில் சட்டத்தைக் காண்பிவிநாடிகளை விட பிரேம்களைக் காண்பிமுழு அலைவடிவத்தைக் காண்பிபொதுவான தகவல்களைக் காண்பிஅசைவுட்டங்களை நிர்வகிக்க gltf இடைமுகத்தைக் காண்பிகேமரா பார்வைக்குள் தங்க விகித கலவை வழிகாட்டியைக் காண்பிகேமரா பார்வைக்குள் கோல்டன் முக்கோணத்தை ஒரு கலவை வழிகாட்டியைக் காண்பிகேமரா பார்வைக்குள் தங்க முக்கோண பி கலவை வழிகாட்டியைக் காண்பிஇணக்கத்தைக் காண்பி கேமரா பார்வைக்குள் ஒரு கலவை வழிகாட்டியைக் காண்பிகேமரா பார்வைக்குள் ஆர்மனி பி கலவை வழிகாட்டியைக் காண்பிபடத்தை அதன் அசல் அளவில் காட்டவும்ஆர்த்தோகிராஃபிக் பயன்முறையில் படத்தைக் காண்பிபடத்தை முன்னோக்கு பயன்முறையில் காண்பிrgb வண்ணங்களுடன் படத்தைக் காண்பிrgb வண்ணங்கள் மற்றும் ஆல்பா வெளிப்படைத்தன்மையுடன் படத்தைக் காண்பிஏற்றுமதிக்கான படங்கள் மற்றும் வீடியோவை முன்னோட்டமிட, பெரும்பாலான பிற பயன்பாடுகளுடன் இணக்கமான படங்களைக் காண்பிக்கவும். உண்மையான காட்சி சாதனத்தில் தேர்ந்தெடுக்கப்பட்ட காட்சியைப் பின்பற்ற சிறந்த முயற்சி மேற்கொள்ளப்படுகிறது.ஆர்த்தோகிராஃபிக் பயன்முறையில் காண்பிமுன்னோக்கு பயன்முறையில் காண்பிஇந்த துணை நிரலுக்கான செய்தி மற்றும் விருப்பங்களைக் காண்பிகீஃப்ரேம் கைப்பிடி வகைகள் மற்றும் பெசியர் அல்லாத இடைக்கணிப்பு முறைகளைக் காண்பிஅடுக்கு அடுக்கு காட்சிநூலகம் உறவுகளை மீறுவதைக் காண்பிநிரப்பப்பட்ட வடிவங்களை விட கோடுகளைக் காண்பிகுறைந்த அளவிலான கலப்பான் தரவு மற்றும் அதன் பண்புகளைக் காண்பிபொருளில் மூலப்பொருள் வெளிப்படைத்தன்மையைக் காண்பிநிகழ்த்தப்பட்ட முந்தைய செயல்களுக்கான பட்டியல்படத்தின் மேனிலை தரவு பண்புகளைக் காண்பிசீக்வென்சர் பார்வையில் பயன்படுத்தப்படும் காட்சி முறைகோப்பு பட்டியலுக்கான காட்சி பயன்முறைதிருத்து பயன்முறையில் மாற்றியமைப்பைக் காண்பிவியூபோர்ட்டில் மாற்றியமைப்பைக் காண்பிமாற்றியமைப்பாளர்களைக் காண்பிகாட்சி பெயர். பார்ப்பதற்கு, வரம்பு மற்றும் HDR வண்ணங்களைக் கட்டுப்படுத்துவதன் மூலம் பின்பற்றப்படும் காட்சி சாதனம் இதுவாகும். படம் மற்றும் வீடியோ வெளியீட்டிற்கு, இது எழுதுவதற்குப் பயன்படுத்தப்படும் காட்சி இடம்.கட்ச்போர்ட் கடினமான நிழல் பயன்முறையில் முனையைக் காண்பிபார்வையாளர் முனைகளிலிருந்து இறுதி அல்லாத வடிவவியலைக் காண்பிஇந்த தரவின் பயனர்களின் எண்ணிக்கையைக் காண்பி (ஒற்றை பயனர் நகலை உருவாக்க சொடுக்கு செய்க)தட்டையான விளக்குகள் மற்றும் அடிப்படை மேற்பரப்பு நிழல் கொண்ட பொருள்களைக் காண்பிஒவ்வொரு இடைநிலை மர முனைக்கும் ஒரு பெட்டி அல்லது புள்ளியைக் காண்பிஅனிமேசன்களை வளையுவதற்கு வெங்காய கீஃப்ரேம்களைக் காண்பிவண்ண வெளிப்படைத்தன்மையில் மங்கலுடன் வெங்காய கீஃப்ரேம்களைக் காண்பிதற்போதைய சட்டத்திற்கு முன்னும் பின்னும் வெங்காய தோல்களைக் காண்பிமேற்பரப்பு நிழல் இல்லாமல் வடிவவியலின் விளிம்புகளை மட்டுமே காண்பிதற்போது காட்டப்பட்டுள்ள படத்துடன் மட்டுமே முகங்களை காண்பிக்கவும்உரையைச் சுற்றி அவுட்லைன் காண்பிபுற ஊதா அடுக்கின் மேலடுக்கைக் காண்பிமேலடுக்கு உரையைக் காண்பிமேலடுக்குகளைக் காண்பிபுறஊதா வரைபடங்கள் மற்றும் மேனிலை தரவு போன்ற மேலடுக்குகளைக் காண்பிவண்ண அல்லது கோடு கம்பிகள் போன்ற மேலடுக்குகளைக் காண்பிகர்சர் மற்றும் சிறுகுறிப்புகள் போன்ற மேலடுக்குகளைக் காண்பிகிச்மோச் மற்றும் அவுட்ல்ச் போன்ற மேலடுக்குகளைக் காண்பிகடைசியாக நிகழ்த்தப்பட்ட செயலுக்கான அளவுருக்களைக் காண்பிமூலக் கோப்பிற்கான பாதை அல்லது மூல தரவுத் தொகுதியின் பெயரைக் காண்பிகாட்சி விழுக்காடு பேக்கிங் இல்லாமல் இயக்கவியலை துல்லியமற்றதாக்குகிறதுதொகுதி மரத்தில் முனைகளுக்கான புள்ளிகளைக் காண்பிமுழு தெளிவுத்திறன் அல்லது வெவ்வேறு பதிலாள் தீர்மானங்களைப் பயன்படுத்தி முன்னோட்டத்தைக் காண்பிபண்புகள் திருத்தி சூழல்_மெனுவைக் காண்பிஆக்டிவ் மூவி கிளிப்பிலிருந்து புனரமைப்பு தரவைக் காண்பி3d பார்வையில் பொருள்களுக்குப் பின்னால் குறிப்பு படங்களைக் காண்பிமண்டல சூழல் மெனுவைக் காண்பிகீற்றுகளின் மேல் மறுபரிசீலனை செய்யும் விசைகளைக் காண்பிநிழற்படக் கருவி பார்வைக்குள் மூன்றில் ஒரு காட்சி விதிகைப்பற்றப்பட்ட ஒளியை பிழைத்திருத்தத்திற்கு காட்சிப் பகுதியில் மாதிரி தரவைக் காண்பிகாட்சி புள்ளிவிவர மேலடுக்கு உரையைக் காண்பிகாட்சிகள் மற்றும் அவற்றின் பார்வை அடுக்குகள், சேகரிப்புகள் மற்றும் பொருள்கள் ஆகியவற்றைக் காண்பிஉருமாற்ற பேனலில் அமைக்கும்போது உலகளாவிய மதிப்புகளைப் பயன்படுத்தி தேர்ந்தெடுக்கப்பட்ட விளிம்பு கோணத்தைக் காண்பிஉருமாற்ற பேனலில் அமைக்கும்போது உலகளாவிய மதிப்புகளைப் பயன்படுத்தி தேர்ந்தெடுக்கப்பட்ட விளிம்பு நீளங்களைக் காண்பிஉரையின் பின்னால் நிழலைக் காண்பிதிருத்து பயன்முறையில் வடிவ விசைகளை காண்பி (மெச்களுக்கு மட்டும்)எட்ச் பிளவு மாற்றியமைப்புடன் பயன்படுத்தப்படும் கூர்மையான விளிம்புகளைக் காண்பிமுழு கட்டத்திற்கும் ஒற்றை எல்லை பெட்டியைக் காண்பி3d பார்வையில் இயல்பான காட்சியைக் காண்பிவிகிதாசார திருத்துதல் வட்டத்திற்கு காட்சி அளவுபுதிய சேகரிப்பு நிகழ்வுகள் உருவாக்கப்படும்போது காலியாக இருக்கும் அளவின் காட்சி அளவுபுனரமைக்கப்பட்ட தரவுகளிலிருந்து தடங்களின் அளவைக் காண்பிதேர்ந்தெடுக்கப்பட்ட தடங்களுக்கான வேக வளைவுகளைக் காண்பிதொடக்கத்தில் ச்பிளாச் திரையை காண்பிகாட்சி முத்திரை சிட்டைகளைக் காண்பி (கேமரா பெயருக்கு முன்னால் "கேமரா" போன்றவை)கண்ணி பற்றிய புள்ளிவிவர தகவல்களைக் காண்பிதுகள் பாதையின் படிகளைக் காண்பிஆஃப்செட்களில்/அவுட் உரிஉரி ஒளிபுகா/தொகுதி வளைவைக் காண்பிஆழத்தை வரையறுக்க கிரீச் பென்சில் அடுக்கு வரிசை மற்றும் பக்கவாதம் வரிசையைப் பயன்படுத்தி பக்கவாதம் காண்பிஒழுங்கை வரையறுக்க கிரீச் பென்சில் அடுக்குகளைப் பயன்படுத்தி பக்கவாதம் காண்பி3d இடத்தில் உண்மையான 3d நிலையைப் பயன்படுத்தி வீச்சுகள் காண்பிவெங்காய தோல்களைக் காண்பிக்கும் போது இந்த வண்ணத்தைப் பயன்படுத்தி வீச்சுகள் காண்பிபுறஊதா விளிம்புகளுக்கான காட்சி நடைஉதவி நிலை காட்சிஉரையை தைரியமாகக் காண்பிஉரையை சாய்வாகக் காட்டுங்கள்உருமாற்ற பேனலில் அமைக்கப்பட்டிருக்கும் போது உலகளாவிய மதிப்புகளைப் பயன்படுத்தி, தேர்ந்தெடுக்கப்பட்ட விளிம்புகளில் உள்ள கோணங்களைக் காண்பிஉருமாற்ற பேனலில் அமைக்கப்பட்டிருக்கும் போது உலகளாவிய மதிப்புகளைப் பயன்படுத்தி தேர்ந்தெடுக்கப்பட்ட முகங்களின் பரப்பைக் காண்பிஉரிபிற்குள் ஆடியோ அலைவடிவத்தைக் காண்பிபொருளின் எல்லைகளைக் காண்பிசுழற்சியின் போது நடுவண் மற்றும் அச்சைக் காண்பிகிளிப்பிங் வரம்பைக் காண்பி, கேமராவில் கவனம் செலுத்துங்கள்படத்தை ச்டீரியோ 3d இல் காண்பிமுக்கிய பார்வைக்கு வெளியே மறுநிகழ்வு படத்தைக் காண்பிதேர்ந்தெடுக்கப்பட்ட செங்குத்துகள், விளிம்புகள் மற்றும் முகங்களின் குறியீட்டு எண்களைக் காண்பிஉள்ளீட்டுத் தரவைக் காண்பி விரிதாள் திருத்தியில்பொருளை ஒரு திடமாகக் காண்பி (காட்சியமைப்பில் திட வரைதல் இயக்கப்பட்டிருந்தால்)பொருளை வயர்ஃப்ரேமாகக் காட்டுங்கள்அமைப்புகளுடன் பொருளைக் காண்பி (காட்சியமைப்பில் கட்டமைப்புகள் இயக்கப்பட்டிருந்தால்)பொருளின் எல்லைகளைக் காண்பிபொருளின் பெயரைக் காண்பிபொருளின் தோற்றம் மற்றும் அச்சுகளைக் காண்பிபொருளின் அமைப்பு இடத்தைக் காண்பிதிட நிழல் மீது பொருளின் வயர்ஃப்ரேமை காண்பிஆபரேட்டர் பதிவைக் காண்பிசுழற்சியின் போது சுற்றுப்பாதை மையத்தைக் காண்பிஇறுதி ரெண்டரின் பகுதியைக் காண்பிசெயலில் உள்ள காட்சிக்கு பதிலாக சீக்வென்சர் காட்சிக்கான வழங்குதல் முடிவைக் காட்டுதேர்ந்தெடுக்கப்பட்ட தடங்களுக்கு மறுபரிசீலனை பிழை வளைவைக் காண்பிசீக்வென்சரில் உரி வண்ண குறிச்சொற்களைக் காண்பிமுதன்மையான மண்டலத்தில் கருவி/சொத்து மண்டலங்களைக் காண்பிடிச்பிளே டூல்டிப்ச் (முடக்கப்படும் போது, Alt ஐ அழுத்திப் பிடித்து, காட்சியைக் கட்டாயப்படுத்த வட்டமிடுங்கள்)3d பார்வையில் வெளிப்படையான கூம்பைக் காண்பி, அதில் எந்த பொருள்கள் உள்ளன என்பதைக் காணலாம்முகமூடி ச்ப்லைன்களுக்கான காட்சி வகைஎல்லாவற்றின் கீழ் அல்லது அதற்கு மேல் காண்பிசோடிகளாக காட்சி அலகுகள் (எ.கா. 1 மீ 0cm)கவனிக்கப்படாத செங்குத்துகளைக் காண்பிமுழுமையான மதிப்பு அலைவடிவத்தின் மேல் பாதியைக் காண்பிதட்டையான விளக்குகளைப் பயன்படுத்தி காண்பிmatcap மூலப்பொருள் மற்றும் விளக்குகளைப் பயன்படுத்தி காண்பிச்டுடியோ லைட்டிங் பயன்படுத்தி காண்பிதிசையன் புலத்தை மேக் கட்டமாகக் காண்பிதிசையன்களை ஊசிகளாகக் காண்பிதிசையன்களை நெறிப்படுத்தலாகக் காண்பிவெர்டெக்ச் இயல்புகளை கோடுகளாகக் காண்பிஒரு முகத்திற்கு ஒரு-முக இயல்புகளை கோடுகளாகக் காண்பிகாட்சிப் பகுதியின் செயல்திறன் நேரங்கள்: • மதிப்பீடு: சார்பு வரைபடத்தை மதிப்பிடுவதற்கான நேரம். • ஒத்திசைவு: GPU இடையகங்களை உருவாக்குவதற்கான நேரம்.எச்சரிக்கைகளைக் காண்பிதுண்டு அமைப்பைப் பொறுத்து அலைவடிவங்களைக் காண்பிஅனைத்து ஒலி கீற்றுகளுக்கும் அலைவடிவங்களைக் காண்பிபெவல் மாற்றியமைப்பிற்கு உருவாக்கப்பட்ட எடைகளைக் காண்பிஎடிட்டில் எடையைக் காண்பிமுன்னோட்டத்தில் கண்காணிப்பு வழிமுறை என்ன பார்க்கிறது என்பதைக் காண்பிவெள்ளை விளிம்புகளைக் காண்பிகருப்பு அவுட்லைன் மூலம் வெள்ளை விளிம்புகளைக் காண்பிசேடர் திருத்தியில் சி.எல்.டி.எஃப் மூலப்பொருள் வெளியீட்டு முனையைக் காட்டுகிறது (மெனு சேர்> வெளியீடு)மூலப்பொருள் மாறுபாடுகளை நிர்வகிக்க gltf இடைமுகம் ஐக் காட்டுகிறதுஉலகளாவிய மதிப்புகளைக் காட்டுகிறதுஉள்ளக மதிப்புகளைக் காட்டுகிறதுஇந்தக் கோப்பில் காட்சிகள், காட்சிகள் அல்லது வண்ண இடைவெளிகள் காணவில்லை, மேலும் அவை மாற்றப்பட்டுள்ளனஇந்தக் கோப்பில் காட்சிகள், காட்சிகள் அல்லது வண்ண இடைவெளிகள் காணவில்லை, மேலும் அவை மாற்றப்பட்டுள்ளன.ஆர்த்தோகனல் விளிம்புகளை கரைக்கவும்புகையை கரைக்கவும்வேகத்தை கரைக்கவும்நேரத்தை கரைக்கவும்செங்குத்துகளை கரைக்கவும்மீண்டும் இணைப்பதன் மூலம் அனைத்து முடக்கிய முனைகளையும் கலைக்கவும்தேர்வு செய்யப்படாத அனைத்து புள்ளிகளையும் கரைக்கவும்முக எல்லைகளுக்கு இடையில் அனைத்து செங்குத்துகளையும் கரைக்கவும்முக எல்லைகளுக்கு இடையில் அனைத்து செங்குத்துகளையும் கரைக்கவும் (பிளானர் மட்டும்)கரைந்து குறுக்கிடவும்விளிம்புகளைக் கரைக்கவும், முகங்களை ஒன்றிணைக்கவும்முகங்களை கரைக்கவும்தேர்வு பயன்முறையின் அடிப்படையில் வடிவவியலை கரைக்கவும்பிளானர் பலகோணங்களை உருவாக்க வடிவவியலை கரைக்கவும்தேர்ந்தெடுக்கப்பட்ட புள்ளிகளுக்கு இடையில் புள்ளிகளைக் கரைக்கவும்இரண்டு விளிம்புகளுடன் மட்டுமே இணைக்கும் மீதமுள்ள செங்குத்துகளை கரைக்கவும்தேர்ந்தெடுக்கப்பட்ட எலும்புகளை ஆர்மெச்சரிலிருந்து கரைக்கவும்சுற்றியுள்ள வடிவவியலின் கோணத்தால் வரையறுக்கப்பட்ட தேர்ந்தெடுக்கப்பட்ட விளிம்புகள் மற்றும் செங்குத்துகளை கரைக்கவும்தேர்ந்தெடுக்கப்பட்ட புள்ளிகளைக் கரைக்கவும்புகையை ஒரு மடக்கை பாணியில் கரைக்கவும். முதலில் விரைவாக கரைந்து போகிறது, ஆனால் நீண்ட காலம் நீடிக்கிறது.செங்குத்துகளை கரைத்து, விளிம்புகள் மற்றும் முகங்களை ஒன்றிணைக்கவும்சுழிய பரப்பை முகங்களையும் சுழிய நீள விளிம்புகளையும் கரைக்கவும்அருகிலுள்ள முகங்களை கரைத்து புதிய வடிவவியலை வெட்டுகிறதுதூரம்தூரம் குறைத்தல்தூர வீழ்ச்சிதூர விசைதூர மெட்ரிக்தூரம் மணித்துளிதூர மாதிரிதூர குறிப்புதூரம் ச்கொயர்தூர வாசல்அது மங்கிவிடும் தூரம்இடைச்செருகல் வளைவுகளை உருவாக்க ஒவ்வொரு வழிகாட்டியையும் சுற்றியுள்ள தூரம்சுட்டுக்கொள்ளும் போது பரிசீலிக்கப்படும் ஆய்வு அளவைச் சுற்றியுள்ள தூரம்ஒளி செல்வாக்கு 0 ஆக அமைக்கப்படும் தூரம்பின்பற்றத் தலைவரின் பின்னால்எந்தப் புள்ளிகள் இணைக்கப்படும் என்பதற்குக் கீழே உள்ள தூரம்எந்த பிரிவுகள் ஒன்றிணைக்கப்படும் என்பதை கீழேa மற்றும் b க்கு இடையிலான தூரம்செக்கர் ஓடுகளுக்கு இடையிலான தூரம்முக்கிய பிரேம்களுக்கு இடையிலான தூரம், gop அளவு என்றும் அழைக்கப்படுகிறது; கோப்பு அளவு மற்றும் தேடும் தன்மையை பாதிக்கிறதுஉரையின் வரிகளுக்கு இடையில் தூரம்புள்ளிகளுக்கு இடையிலான தூரம்தேர்ந்தெடுக்கப்பட்ட தடங்களுக்கு இடையிலான தூரம்ஒரு அலையின் மேல் மற்றும் அடித்தளத்திற்கு இடையிலான தூரம், அதிக மதிப்பு, அலை மிகவும் குறுகியதுஇரண்டு புள்ளிகளுக்கு இடையிலான தூரம்அலைகளுக்கு இடையிலான தூரம்இரண்டு எலும்புகள் அல்லது பொருள்களுக்கு இடையிலான தூரம்பொருள் அளவிடுதலுக்குப் பயன்படுத்தப்படும் இரண்டு மூட்டைகளுக்கு இடையிலான தூரம்காட்சி அளவிடுவதற்கு பயன்படுத்தப்படும் இரண்டு மூட்டைகளுக்கு இடையிலான தூரம்வளைவில் இரண்டு மாதிரி புள்ளிகளுக்கு இடையே உள்ள தூரம்தொகுதி மாதிரிகளுக்கு இடையிலான தூரம். குறைந்த மதிப்புகள் செயல்திறன் செலவில் அதிக விவரங்களை வழங்குகின்றன. பூச்சியமாக அமைக்கப்பட்டால், வோக்சல் அளவின் அடிப்படையில் படி அளவு தானாகவே தீர்மானிக்கப்படும்.ஒலியளவை வழங்கும்போது வால்யூம் சேடர் மாதிரிகளுக்கு இடையே உள்ள தூரம் (குறைந்த மதிப்புகள் மிகவும் துல்லியமான மற்றும் விரிவான முடிவுகளைத் தரும், ஆனால் வழங்குதல் நேரத்தை அதிகரிக்கின்றன)இதன் விளைவாக வரும் குழாய் ஆரத்தை வரையறுக்க வளைவின் ஆரம் பண்புடன் தொலைவு காரணி பெருக்கப்படுகிறதுகேமராவிலிருந்து தூரம்பொருளிலிருந்து தூரம்ஒரு தேர்வு செய்யப்படுவதற்கு முன்பு தேவையான மையத்திலிருந்து தூரம்மார்க்கர் கண்காணிப்பதை நிறுத்தும் பட எல்லையிலிருந்து தூரம்செங்குத்துகள் அகற்றப்படும் பிளவுபட்ட விமானத்திலிருந்து தூரம்உருவாக்கப்பட்ட புள்ளிகளிலிருந்து தோற்றம் வரை தூரம்தரை விமானத்திலிருந்து தூரம்சுருங்குவதற்குப் பயன்படுத்தப்படும் மேற்பரப்பிலிருந்து தூரம்தூர மேப்பிங் 0.0 எடைக்குதூரம் மேப்பிங் 1.0 எடை வரைஎடை 0.0 க்கு தூர மேப்பிங்எடை 1.0 க்கு தூர மேப்பிங்தூர விழிப்புணர்வு கணக்கீட்டிற்கான தூர மாதிரிசேர்க்க வீச்சு வரும்போது சுட்டியால் தூரம் நகர்த்தப்படும்நகல்களின் தூரம்சுற்றுப்புற மறுப்பு விளைவுக்கு பங்களிக்கும் பொருளின் தூரம்குழி/விளிம்பு விளைவுக்கு பங்களிக்கும் பொருளின் தூரம்வளைவு உதவிக்குறிப்புகளில் சீரற்ற பரவலின் தூரம்இடப்பெயர்ச்சியின் தூரம் சாதாரண திசையில் ஈடுசெய்யப்பட்டதுதோற்றத்திலிருந்து நிகழ்வுகளின் தூரம்தோற்றத்திலிருந்து புள்ளிகளின் தூரம்தோற்றத்திலிருந்து செங்குத்துகளின் தூரம்மூடுபனி விளைவு மங்கிவிடும் தூரம்தேர்வு செய்யப்படும் தூர வாசல் (முடக்க பூச்சியம்)வழிகாட்டியைச் சுற்றியுள்ள வீழ்ச்சிக்கான தூர வாசல்விளிம்பிற்கு தூரம்வழிகாட்டிகளுக்கான தூரம்இலக்குக்கான தூரம்இயல்புடன் மேற்பரப்பை இடமாற்றம் செய்வதற்கான தூரம்இலக்கிலிருந்து வைத்திருக்க வேண்டிய தூரம்உமிழ்ப்பாளரிடமிருந்து துகள்களை விலக்கி வைக்க தூரம்வளைவுகளை மேற்பரப்பில் இருந்து விலக்கி வைக்க தூரம்UVகளை நகர்த்துவதற்கான தூரம்வளைவை அதன் இயல்புகளுக்கு இணையாக நகர்த்துவதற்கான தூரம்ஈடுசெய்ய தூரம்உள்வரும் வடிவவியலின் இயல்புடன் ஒவ்வொரு நிகழ்வையும் ஈடுசெய்வதற்கான தூரம்மேற்பரப்பு வடிவவியலின் இயல்புடன் ஒவ்வொரு நிகழ்வையும் ஈடுசெய்வதற்கான தூரம்முகத்தின் மூலையில் இருந்து நிகழ்வுகளை ஈடுசெய்வதற்கான தூரம்வளைவில் முந்தைய புள்ளிக்கான தூரம்லைட்டிங் கலைப்பொருட்களைத் தடுக்க செல்லுபடியாகும் பிடிப்பு நிலைகளைத் தேடுவதற்கான தூரம்புலத்தின் ஆழத்திற்கான கவனம் புள்ளிக்கான தூரம்பார்வை இருப்பிடத்திற்கான தூரம்எல்லை விளிம்பு ஆட்டோமேச்கிங் முழுமையாக முகமூடி அணிந்த விளிம்பிலிருந்து செங்குத்துகளைப் பாதுகாக்கப் போகும் தூரம்சீரழிந்த வடிவியல் ஒன்றிணைக்கப்படும் தூரம்பொருந்தக்கூடிய செங்குத்துகள் தேடப்படும் தூரம்பிரதிபலித்த செங்குத்துகள் ஒன்றிணைக்கப்படும் தூரம்சமச்சீர் செங்குத்துகள் ஒன்றிணைக்கப்படும் தூரம்அனுமதிக்க செல்வாக்கின் கோளம் தொடர்பாக தூரங்கள்அழிஅதிகபட்சம்டிச்டார்ட் மணித்துளிமுனை சிதைவுசிதைந்த ஒலிசிதைவுசிதைவு அளவுவிலகல் கட்டம்சிதைவு மாதிரிகேமரா லென்ச்கள் பயன்படுத்தப்படும் விலகல் மாதிரிஅனமார்பிக் லென்ச் பொக்கேவை உருவகப்படுத்த விலகல்கணக்கீட்டிற்கு பயன்படுத்த விலகல்கட்டத்தில் புள்ளிகளை விநியோகிக்கவும்அளவிலான புள்ளிகளை விநியோகிக்கவும்முகங்களில் புள்ளிகளை விநியோகிக்கவும்சமமாக நிறுத்துகிறதுஇடமிருந்து நிறுத்தங்களை விநியோகிக்கவும்சாதனங்கள் முழுவதும் நினைவகத்தை விநியோகிக்கவும்கேமராவுக்கு நெருக்கமான கூடுதல் மாதிரிகளை விநியோகிக்கவும்தொகுதியின் உள்ளே புள்ளிகளை தோராயமாக விநியோகிக்கவும்புள்ளிகளை தோராயமாக மேற்பரப்பில் விநியோகிக்கவும்அளவின் உள்ளே ஒரு கட்ட வடிவத்தில் புள்ளிகளை விநியோகிக்கவும்புள்ளிகளுக்கு இடையில் குறைந்தபட்ச தூரத்தை கணக்கில் எடுத்துக்கொள்ளும் போது புள்ளிகளை தோராயமாக மேற்பரப்பில் விநியோகிக்கவும்வழங்கல்விநியோக முகமூடிவிநியோக முறைவிநியோக வடிவம்விநியோக வகைஇன்றுதீவிரம்டைவ்விரிதல்பிரிபயன்முறை பிரிக்கவும்குழு b இன் எடையை குழு b இன் எடையை வகுக்கவும்பிரித்தல் மற்றும் கூர் முடிவு, மிகச்சிறிய முழு எண் அல்லது சமமான ஒருபிரித்தல் மற்றும் மாடி முடிவு, மிகப் பெரிய முழு எண்ணை விட சிறிய அல்லது சமமான aபூச்சியத்தை நோக்கி முடிவை பிரித்து வட்டமிடுங்கள்புதிய செங்குத்துகளை வைக்க நேரியல் இடைக்கணிப்பைப் பயன்படுத்தி, வடிவத்தை அல்லது அளவை மாற்றாமல் மெச் முகங்களை சிறியதாக பிரிக்கவும்கேட்மல்-கிளார்க் துணைப்பிரிவு முறையைப் பயன்படுத்தி, மென்மையான மேற்பரப்பை உருவாக்க கண்ணி முகங்களை பிரிக்கவும்பிரேம் இடைவெளியை இந்த பல படிகளில் பிரிக்கவும்ஒவ்வொரு வளைவு பிரிவையும் ஒரு குறிப்பிட்ட எண்ணிக்கையிலான துண்டுகளாக பிரிக்கிறதுபரந்த-கோண கேமராக்களை சிறப்பாகக் குறிக்கும் பிரிவு விலகல் மாதிரிபிரிவுகள்மரபு மாற்றவும்அனிமேசன்களை ஒன்றிணைக்க வேண்டாம்ச்கேச் செய்யுங்கள்ஒரு வழக்கு உணர்திறன் ஒப்பிட்டுப் பாருங்கள்தற்போதைய சட்டகத்தின் வலதுபுறத்தில் அனைத்து இடைவெளிகளையும் செய்யுங்கள்பின்னோக்கி கண்காணிப்பு செய்யுங்கள்டூ சேனல்கள் முடிவுக்கு பங்களிக்கின்றன (சேனல் முடிச்சு மாற்றவும்)தேர்ந்தெடுக்கப்பட்ட இரண்டு ஒலி கீற்றுகளின் குறுக்கு மங்கலான தொகுதி அனிமேசனைச் செய்யுங்கள்தற்போதைய மற்றும் அடுத்த சட்டத்திற்கு இடையில் கிராச்ஃபேட் கலப்பதைச் செய்யுங்கள்மென்மையான இயக்கத்தை உறுதிப்படுத்த காட்சி பிரேம்களுக்கு இடையில் கூடுதல் பிரேம்களைச் செய்யுங்கள்அல்லாத பன்மடங்கு எல்லை விளிம்புகளை பாதிக்காதீர்கள்மேற்பரப்பு வளைவின் அடிப்படையில் சிகரங்களில் செங்குத்துகளை பாதிக்காதீர்கள்முகத்தை அமைக்கும் எல்லைக்கு உட்பட்ட செங்குத்துகளை பாதிக்காதீர்கள்மேற்பரப்பு வளைவின் அடிப்படையில் பிளவுகளுக்குள் செங்குத்துகளை பாதிக்காதீர்கள்ஒருவருக்கொருவர் ஒன்றுடன் ஒன்று சேரும் விளிம்புகள்/செங்குத்துகளை அனுமதிக்காதீர்கள்ஃச் அச்சில் சிதைவை அனுமதிக்க வேண்டாம்ஒய் அச்சில் சிதைவை அனுமதிக்க வேண்டாம்சட் அச்சில் சிதைவை அனுமதிக்க வேண்டாம்கர்சரின் கீழ் உள்ள உருப்படி ஏற்கனவே தேர்ந்தெடுக்கப்பட்டால், அதை செயல்படுத்தவும்கொடுக்கப்பட்ட நீளத்தை விடக் குறைவாக இருந்தால் வளைவுகளை ஒற்றை புள்ளிகளுக்கு உடைக்க வேண்டாம். இணைந்த நடத்தை பொருந்தக்கூடிய காரணங்களுக்காக உள்ளது.கலப்பு மாதிரிக்காட்சிகளை உருவாக்க வேண்டாம்எலும்பு வடிவங்களை உருவாக்க வேண்டாம்பக்கவாதத்தை வரையும்போது நிரப்பு நிறத்தைக் காட்ட வேண்டாம்வண்ண பண்புகளை ஏற்றுமதி செய்ய வேண்டாம்மூலப்பொருட்களை ஏற்றுமதி செய்யாதீர்கள், மற்றும் கண்ணி பழமையான குழுக்களை இணைக்கவும், மூலப்பொருள் ச்லாட் தகவல்களை இழக்கவும்மூலப்பொருட்களை ஏற்றுமதி செய்யாதீர்கள், ஆனால் ஒரு கண்ணி பல பழமையான குழுக்களை எழுதுங்கள், மூலப்பொருள் ச்லாட் தகவல்களை வைத்திருங்கள்வெர்டெக்ச் வண்ணத்தை ஏற்றுமதி செய்ய வேண்டாம்பலகோணங்கள் அவற்றின் இயல்பானவை புதிதாக கணக்கிடப்பட்ட தனிப்பயன் வெர்டெக்ச் இயல்புகளுடன் ஒத்துப்போகாதபோது புரட்ட வேண்டாம்வரைதல் பாதை அல்லது பொருள் சுழற்சியைப் பின்பற்ற வேண்டாம் மற்றும் காட்சியமைப்புடன் இணைந்திருக்கிறதுஅமெரிக்க டாலர் தனிப்பயன் பண்புகளை இறக்குமதி செய்ய வேண்டாம்வண்ண பண்புகளை இறக்குமதி செய்ய வேண்டாம்கண்ணுக்கு தெரியாத அமெரிக்க டாலர் ஆதிமனிதர்களை இறக்குமதி செய்ய வேண்டாம். அனிமேசன் செய்யப்படாத தெரிவுநிலை பண்புக்கூறுடன் ஆதிமனிதர்களுக்கு மட்டுமே பொருந்தும். அனிமேசன் தெரிவுநிலையுடன் கூடிய பழமையானவர்கள் எப்போதும் இறக்குமதி செய்யப்படுவார்கள்வண்ண பண்புகளை இறக்குமதி செய்ய வேண்டாம்/ஏற்றுமதி செய்ய வேண்டாம்இந்த அடுக்கிலிருந்து தரவை ஏற்ற வேண்டாம்படத்தை ஒரு கலை முறையில் மாற்ற வேண்டாம்காட்சிக்கு எந்த வண்ண உருமாற்றத்தையும் செய்ய வேண்டாம், காட்சிக்கு பழைய வண்ணமற்ற நிர்வகிக்கப்பட்ட நுட்பத்தைப் பயன்படுத்தவும்சுமையில் எந்த வண்ண உருமாற்றத்தையும் செய்ய வேண்டாம், காட்சி நேரியல் இடத்தில் ஏற்கனவே வண்ணங்களுக்கு சிகிச்சையளிக்கவும்பொருள்களின் பெற்றோர்/குழந்தைகள் உறவைப் பாதுகாக்க வேண்டாம்எந்த செய்தியையும் அப்ச்ட்ரீமில் பரப்ப வேண்டாம்ச்டேக்கிலிருந்து மாற்றியமைப்பை அகற்ற வேண்டாம்இந்த தொகுப்பை வழங்க வேண்டாம்அமைப்பை மீண்டும் செய்ய வேண்டாம், ஒரு நிகழ்வுக்கு மட்டும் கவ்விக் கொள்ளுங்கள்அளவிலான சிதைவு பயன்முறையைப் பயன்படுத்தும் போது பகுதியை சுழற்ற வேண்டாம்முக வலிமையை அமைக்க வேண்டாம்கூர்மையான விளிம்புகளை எதிர்கொள்ள வேண்டாம்கர்சர் நிலையைப் பயன்படுத்தினால் இணைக்கப்பட்ட கீற்றுகளை நழுவ விடாதீர்கள்ஒத்திசைக்க வேண்டாம், ஒவ்வொரு சட்டத்தையும் இயக்கவும்எந்த சுருக்கத்தையும் பயன்படுத்த வேண்டாம்கம்ப்யூட் சாதனத்தைப் பயன்படுத்த வேண்டாம்இந்த மேற்பரப்பை மாதிரிக்கு ஒரு வெளிச்சமாகப் பயன்படுத்த வேண்டாம்தன்வய இணைப்பு அல்லது தன்வய குறுக்குவெட்டு செய்யுங்கள்பின்வரும் {:s} ஐ நிறுவ விரும்புகிறீர்களா?டாக் ஐடிஆவணங்கள்டாட்ச் பயன்முறைஎஃப்-வளைவு முடிவுக்கு பங்களிக்கிறதுதனிப்பட்ட தோற்றத்தை மையமாக ஆதரிக்காதுஎதுவும் செய்யாது, உண்மையான மேலெழுதல்களைச் சேர்ப்பதைத் தடுக்கிறது (பயன்படுத்தப்படவில்லை)இந்த கருவி ஓவிய கேன்வாசைப் பயன்படுத்துகிறதாடால்பி டிசிட்டல் அட்ராக் 3டோலிபார்வையில் டோலி/அவுட்களம்டொமைன் பொருள்டொமைன் அமைப்புகள்டொமைன் அளவுடொமைன் வகைடொமைன் மற்றும் வடிவியல் வகை சேர்க்கை ஆதரிக்கப்படவில்லைடொமைன் தரவுபண்புக்கூறின் களம்புலம் மதிப்பீடு செய்யப்படும் டொமைன்டொமைன் புலம் மதிப்பீடு செய்யப்படுகிறதுகளங்களை மதிப்பிடுவதற்கான டொமைன்"%s" பண்புக்கூறுக்கு ஆதரிக்கப்படாத டொமைன்சேமிக்க வேண்டாம்அசல் தரவு-தடுப்பிலிருந்து சொத்து மேவு-தரவு அல்லது குறிச்சொற்களைச் சேர்க்க வேண்டாம்புதிய தடைகளைச் சேர்க்க வேண்டாம்பிரேம் வரம்பிற்கு வெளியே சுட்டியுடன் பிரேம் தேர்ந்தெடுக்க அனுமதிக்க வேண்டாம்குவிந்த பகுதிகளுக்கு சுத்தங்களை கணக்கிட வேண்டாம்புதிய கீற்றுகளில் ஒன்றுடன் ஒன்று சரி செய்ய வேண்டாம்வயர்ஃப்ரேம் பயன்முறையில் அளவைக் காட்ட வேண்டாம்எந்தவொரு ஒலி கீற்றுகளுக்கும் அலைவடிவங்களைக் காண்பிக்க வேண்டாம்எதுவும் செய்ய வேண்டாம்படங்களை ஏற்றுமதி செய்ய வேண்டாம்நிரப்ப வேண்டாம்திருத்தும் போது பலகோணங்களை நிரப்ப வேண்டாம்அமைப்புகளை இறக்குமதி செய்ய வேண்டாம்இணைக்கப்பட்ட கீற்றுகளுக்கு பிளவுகளை பரப்ப வேண்டாம்கூர்மையான விளிம்புகளை அகற்ற வேண்டாம், அவை முகங்களுடன் தேவையற்றவைகூர்மையான விளிம்புகளை அகற்ற வேண்டாம். குறிக்கப்பட்ட விளிம்புகள் கூர்மையாக இருக்கும்பிக்சல்களுக்குச் செல்ல வேண்டாம்பின்னணியை மாதிரியாக, வேகமாக மாதிரி செய்யாதீர்கள், ஆனால் திடமற்ற பின்னணிக்கு சத்தத்தை ஏற்படுத்தக்கூடும்ஒய் அச்சில் அளவிட வேண்டாம்ஃச் மற்றும் சட் அச்சுகளை அளவிட வேண்டாம்பக்கவாதத்தின் போது மேலடுக்கு காட்ட வேண்டாம்வடிவியல் முனைகள் மாற்றியமைக்கும் இடைமுகத்தில் உள்ளீட்டு மதிப்பைக் காட்ட வேண்டாம்மறைக்கப்பட்ட கீற்றுகளுக்கு ஒடுக்க வேண்டாம்ஒலி கீற்றுகளுக்கு ஒடுக்க வேண்டாம்பொருளை நீட்ட வேண்டாம்மூலையில் எந்த அம்பு/பாணியையும் பயன்படுத்த வேண்டாம்எந்தவொரு நிலையான சீரமைப்பையும் பயன்படுத்த வேண்டாம், கிடைக்கக்கூடிய இடத்தை நிரப்பவும்இந்தத் தொகுப்பை வரி கலையில் பயன்படுத்த வேண்டாம்லைன் ஆர்ட் ரெண்டரிங்கிற்கு இந்த பொருளை பயன்படுத்த வேண்டாம்டெனோயிங் செய்வதற்கு பயன்பாட்டு பாச்களைப் பயன்படுத்த வேண்டாம்ஆழமான இடையகத்தில் எழுத வேண்டாம்டோப் தாள்டோப் சீட் மேலடுக்குகள்டோப் தாள் விண்வெளி தரவுதரவைக் கண்காணிப்பதற்கான டோப் தாள் பார்வைடோப் தாள்/காலவரிசைdopeshet வரிசைப்படுத்தல் புலம்டாப்ளர் காரணிடாப்ளர் விரைவுபுள்ளிடாட் டாச்டாட் தயாரிப்புபுள்ளிகள்இரட்டைஇரட்டை சொடுக்குஇரட்டை சொடுக்கு விரைவுஇரட்டை சொடுக்கு நேரம் முடிந்ததுஇரட்டை விளிம்பு முகமூடிஇரட்டை திசையன்இரட்டை மதிப்புகளருகில்இரட்டை அடர்த்திகீழ்நீட்டிப்பை பதிவிறக்கம் செய்து நிறுவவும்பதிவிறக்கம் செய்யப்பட்ட தொகுப்பு கோப்புகள் நிறுவலுக்குப் பிறகு நீக்கப்படும்"{:s}" ஐ பதிவிறக்குகிறதுபதிவிறக்கம் ...பதிவிறக்கங்கள்டிராக்கோ கண்ணி சுருக்கம்இழுத்தல்இழுவை ஆபரேட்டர்இழுத்தல் தொடக்கவாசலை இழுக்கவும்இழுவை ஒரு சிறிய தாமதத்தை சேர்த்து, கருவிக்கு அனுப்ப நிகழ்வுகளை சொடுக்கு செய்ய அனுமதிக்கிறதுநங்கூர தூரிகையை விளிம்பில் இருந்து விளிம்பில் இருந்து இழுக்கவும்உறுப்பை மற்றொரு இடத்திற்கு இழுத்து விடுங்கள்தரவு-தொகுப்பிற்குள் தரவு-தொகுப்பு அல்லது உருப்படியை இழுத்து விடுங்கள்வேகத்தின் சதுரத்திற்கு விகிதாசார கூறு இழுக்கவும்வேகத்திற்கு விகிதாசாரத்தை இழுக்கவும்செயல்திறன் எடையை இழுக்கவும்பண்புகளில் மூலப்பொருள் இடங்களுக்கு மூலப்பொருளை இழுக்கவும்அவுட்லைனரில் ஆட்சேபிக்க மூலப்பொருளை இழுக்கவும்அவுட்லைனரில் காட்சிக்கு பொருளை இழுக்கவும்அவுட்லைனரில் பெற்றோரை அழிக்க இழுக்கவும்மாதிரியைத் தொடர இழுக்கவும், முடிந்ததும் விடுவிக்கவும்அவுட்லைனரில் சேகரிப்புக்கு செல்ல இழுக்கவும்அவுட்லைனரில் பெற்றோருக்கு இழுக்கவும்{} கோப்புகளை இழுக்கிறதுவடிகட்டியடிரெய்ன் கட்ட செயல்பாடுகள், பெரும்பாலும் விண்மீன் தூசியில் ஒளியை சிதறடிக்கப் பயன்படுகிறதுவரைவெட்டு கோட்டை வரையவும்ஆன்டி-மாற்றுப் பொருளைப் பயன்படுத்தி எஃப்-வளைவுகளை வரையவும் (சிறந்த செயல்திறனுக்காக முடக்கு)ஃப்ரீஏண்ட் வரையவும்பசை எழுதுகோல் வரையவும்இழுவை பயன்முறைஇயல்புகளை வரையவும்பாலி கோட்டை வரையவும்மண்டலம் வரைமண்டலம் மற்றும் இடமாற்று வரைதல்நேர் கோடுகளை வரையவும்பின்புறத்தில் வீச்சுகள் வரையவும்சாளரத்தை வரையவும்சாளரம் மற்றும் இடமாற்று வரையவும்வட்ட விளிம்பு வீச்சுகள் பயன்படுத்தி ஒரு வரைபடத்தை வரையவும்நீள்வட்ட விளிம்பு வீச்சுகள் பயன்படுத்தி ஒரு வரைபடத்தை வரையவும்சதுர விளிம்பு வீச்சுகள் பயன்படுத்தி ஒரு வரைபடத்தை வரையவும்நீங்கள் வெட்ட விரும்பும் கீற்றுகளின் பகுதிகளைச் சுற்றி ஒரு பெட்டியை வரையவும்ஃப்ரீஏண்ட் வளைவை வரையவும்ஒரு ஃப்ரீஏண்ட் ச்ப்லைனை வரையவும்தேர்ந்தெடுக்கப்பட்ட செங்குத்துகளுக்கு எடை சாய்வு பயன்படுத்த ஒரு வரியை வரையவும்தேர்ந்தெடுக்கப்பட்ட பக்கவாதம் நிரப்பப்பட்ட பொருள் சாய்வை அமைக்க ஒரு வரியை வரையவும்இடைவெளியின் படி பிரிக்கப்பட்ட dab களுடன் ஒரு கோட்டை வரையவும்செயலில் உள்ள பசை எழுதுகோல் பொருளில் புதிய பக்கவாதத்தை வரையவும்வளைவு இழுக்கவும்இருண்ட கட்டுப்படுத்தியை வரையவும்இலக்கு அச்சு கதிர் மூலம் இருண்ட கட்டுப்படுத்தியை வரையவும்ஃப்ரீஏண்ட் ச்ட்ரோக் (களை) வரையவும்காட்சியமைப்புடன் சீரமைக்கப்பட்ட விமானத்தில் வரையவும்மேற்பரப்புக்கு செங்குத்தாக ஒரு விமானத்தில் வரையவும்மேற்பரப்பு விமானத்தில் வரையவும்ஒளி கட்டுப்படுத்தியை வரையவும்இலக்கு அச்சு கதிர் மூலம் ஒளி கட்டுப்படுத்தியை வரையவும்மென்மையான பக்கவாதம் அனுமதிக்க தாமதத்துடன் கோடுகளை வரையவும் (வரைதல் போது மேலெழுத சிப்ட் விசையை அழுத்தவும்)செயலில் உள்ள கிரீச் பென்சில் பொருளில் வெர்டெக்ச் வண்ணங்களை வரையவும்மண்டலம் வரைதல்மண்டலம் வரைந்து இடமாற்றுநேர் கோடு பிரிவு (களை) வரையவும்3d கர்சர் இடத்தில் வீச்சு வரையவும்பொருள் தோற்றத்தில் வீச்சு வரையவும்தொடர்ச்சியான வரியைப் பயன்படுத்தி வீச்சுகள் வரையவும்பிரிக்கப்பட்ட புள்ளிகளைப் பயன்படுத்தி வீச்சுகள் வரையவும்பிரிக்கப்பட்ட சதுரங்களைப் பயன்படுத்தி வீச்சுகள் வரையவும்அமைப்பைப் பயன்படுத்தி வீச்சுகள் வரையவும்திட நிறத்துடன் வீச்சுகள் வரையவும்ஃப்ரீச்டைலைப் பயன்படுத்தி பகட்டான வீச்சுகள் வரையவும்விரிவாக்கப்பட்ட கீழ்தோன்றும் மெனுவாக பட்டியல் சாக்கெட்டை வரையவும்பெற்றோர் தலையிலிருந்து குழந்தை தலைக்கு உறவு வரியை வரையவும்பெற்றோர் வால் முதல் குழந்தை தலைக்கு உறவு வரியை வரையவும்செயலில் உள்ள கிரீச் பென்சில் பொருளில் பக்கவாதம் புள்ளிகளில் எடை வரையவும்சாளரத்தை வரையவும்சாளரத்தை வரைந்து இடமாற்றுவரை:வரைதல்வரைதல் வானூர்திவரைதல் வகைசொட்டுதேர்ந்தெடுக்கப்பட்ட இலக்கைப் பயன்படுத்தி இந்த சொத்தின் அனைத்து கூறுகளையும் இயக்கவும்கடினமான உடலை ஒரு அச்சில் அல்லது வழியாக இயக்கவும்தேர்ந்தெடுக்கப்பட்ட இலக்கு பயன்படுத்தி இந்த சொத்தின் இந்த கூறுகளை இயக்கவும்உந்துதல்இயக்கப்படும் சொத்துஇயக்கப்படும் சொத்து:இயக்கப்படும் தேர்ந்தெடுக்கப்பட்டதுஇயக்கிடிரைவர் '%s [%d]' ஏற்கனவே உள்ளதுஇயக்கி இலக்குஇயக்கி மதிப்பு:இயக்கி மாறிகடந்த காலத்தில் டிரைவரை மதிப்பீடு செய்ய முடியவில்லை, எனவே தவிர்க்கப்பட வேண்டும்வெளிப்புற மதிப்பின் அடிப்படையில் ஒரு அமைப்பின் மதிப்புக்கு இயக்கிடிரைவரை நகலெடுக்க எந்த மாறிகள் இல்லைஇந்த அனிமேசன் தரவில் இயக்கி காணப்படவில்லைஇயக்கி வகைஇயக்கி மாறி வகைஇயக்கி:டிரைவர்: {:s} ({:s})ஓட்டுநர்கள்இயக்குநிரல்கள்:ட்ரோன்டிராப் ஃச்ஒய் ஐ கைவிடுங்கள்ஒரு உலகத்தை காட்சிக்கு விடுங்கள்பொத்தான்களுக்கு வண்ணங்களை விடுங்கள்பிளேபேக் மிகவும் மெதுவாக இருந்தால் பிரேம்களை கைவிடவும்பிரேம்ரேட்டை பராமரிக்க பிரேம்களை கைவிடுங்கள்பெயரை பொத்தானை விடுங்கள்} of இன் ச்லாட் {} (செயலில் ச்லாட்) இல் {} ஐ விடுங்கள்} of இன் ச்லாட் {} ({} ஐ மாற்றுதல்) இல் {} ஐ விடுங்கள்} of இன் ச்லாட்} on இல்}} ஐ விடுங்கள்{} (ச்லாட் {}) இல் {} ஐ விடுங்கள்{} (ச்லாட் {}, {}) இல் {} ஐ விடுங்கள்உலர்வறண்ட நேரம்இரட்டை கண்ணிஎன்.எல்.ஏ அடுக்கு அமைப்பு காரணமாக, {:d} கீஃப்ரேம் (கள்) செருகப்படவில்லை.'மட்டுமே தேவைப்படும்' அமைப்பின் காரணமாக, {:d} keyframe (கள்) செருகப்படவில்லை.போலிடியூட்டோன்நகல்நகல் நடவடிக்கைநகல் ஆர்மேச்சர்நகல் கேமராநகல் வளைவுநகல் வளைவுகள்நகல் கூறுகள்கிரீச் பென்சில் நகல்முடி வளைவுகளை நகல்நகல் அட்டவணைகீஃப்ரேம்களை நகல்நகல் லட்டுநகல் ஒளிநகல் ஒளி ஆய்வுஇணைக்கப்பட்ட தேர்ந்தெடுக்கப்பட்ட என்எல்ஏ-உரிசை நகல், புதிய டிராக்கில் (கள்) புதிய கீற்றுகளைச் சேர்க்கிறதுநகல் முகமூடிநகல் மூலப்பொருள்நகல் கண்ணிநகல் வளர்சிதை மாற்றநகல் வளர்சிதை மாற்ற கூறுகள்நகல் முனை மரம்நகல் முனைகள்நகல் பொருள்கள்நகல் துகள்நகல் புள்ளி முகில்தேர்ந்தெடுக்கப்பட்ட எலும்பு (கள்) நகல்நகல் அமைப்புகள்நகல் பேச்சாளர்நகல் கீற்றுகள்நகல் மேற்பரப்புநகல் உரைநகல் தொகுதிஅனைத்து அடுக்குகளின் செயலில் உள்ள கீஃப்ரேம்களை நகலெடுக்கவும்அனைத்தையும் நகல்மவுச் கர்சரை நோக்கி தேர்ந்தெடுக்கப்பட்ட செங்குத்துகள், விளிம்புகள் அல்லது முகங்களை நகல் மற்றும் வெளியேற்றவும்உள்ளக ஃச் அச்சில் தேர்ந்தெடுக்கப்பட்ட துகள்களை நகலெடுத்து பிரதிபலிக்கவும்நகல் வண்ண பண்புக்கூறுஅடுக்கில் அதே நிலையில் நகல் கட்டுப்பாடுநகல் வளைவு மற்றும் நகர்த்தவும்அடுக்கில் அதே நிலையில் நகல் விளைவுvertex_indices_set இல் நகல் குறியீட்டு %dசாளரத்தில் நகல்நகல் விசைகள்முகமூடி மற்றும் நகர்த்தவும்கண்ணி நகல் மற்றும் நகர்த்தவும்துகள்களின் இடத்தில் நகல் கண்ணிகண்ணி விளிம்புகளை நகல் மற்றும் சுற்றியுள்ள முகங்களுடன் இணைப்புகளை உடைக்கவும்அடுக்கில் அதே நிலையில் நகல் மாற்றியமைப்பைநகல் முனை ஆனால் முனை மரங்கள் அல்ல, அசல் தரவுகளுடன் இணைகிறதுநகல் பொருள் ஆனால் பொருள் தரவு அல்ல, அசல் தரவுடன் இணைகிறதுசெயலில் உள்ள பொருளுக்குள் துகள் அமைப்பை நகல்தேர்ந்தெடுக்கப்பட்ட என்எல்ஏ-உரிசை நகலெடுத்து, புதிய கீற்றுகளை புதிய பாதையில் (கள்) சேர்க்கிறதுதேர்ந்தெடுக்கப்பட்ட பரப்பை புதிய சாளரத்தில் நகல்தேர்ந்தெடுக்கப்பட்ட கட்டுப்பாட்டு புள்ளிகளை நகல்தேர்ந்தெடுக்கப்பட்ட கட்டுப்பாட்டு புள்ளிகள் மற்றும் அவற்றுக்கிடையேயான பிரிவுகளை நகல்தேர்ந்தெடுக்கப்பட்ட மேவுபல் உறுப்பு (கள்) நகல்தேர்ந்தெடுக்கப்பட்ட முனைகளை நகல்தேர்ந்தெடுக்கப்பட்ட முனைகளை நகலெடுத்து அவற்றை நகர்த்தவும்உள்ளீட்டு இணைப்புகளை வைத்து தேர்ந்தெடுக்கப்பட்ட முனைகளை நகலெடுத்து அவற்றை நகர்த்தவும்தேர்ந்தெடுக்கப்பட்ட முனைகளை நகலெடுக்கவும், ஆனால் அவற்றின் முனை மரங்கள் அல்ல, அவற்றை நகர்த்தவும்தேர்ந்தெடுக்கப்பட்ட பொருள்களை நகல்தேர்ந்தெடுக்கப்பட்ட கீற்றுகளை நகலெடுத்து அவற்றை நகர்த்தவும்தேர்ந்தெடுக்கப்பட்ட கீற்றுகளை நகலெடுக்கவும், ஆனால் அவற்றின் தரவு அல்ல, அவற்றை நகர்த்தவும்தேர்ந்தெடுக்கப்பட்ட நேர மார்க்கர் (கள்) நகல்தேர்ந்தெடுக்கப்பட்ட செங்குத்துகள், விளிம்புகள் அல்லது முகங்களை நகல்நகல் அமைப்புகளும், எனவே புதிய துகள் அமைப்பு அதன் சொந்த அமைப்புகளைப் பயன்படுத்துகிறதுஅசல் தரவுடன் இணைக்கும் டூப்ளிகேட் உரி ஆனால் உரி டேட்டா அல்லபக்கவாதம் ஒரு வரிசையில் நகல்கண்ணாடி போன்ற நகல் வீச்சுகள்செயலில் உள்ள வடிவியல் முனை குழுவை நகலெடுத்து, செயலில் உள்ள மாற்றியமைப்பிற்கு ஒதுக்கவும்செயலில் வடிவ விசையை நகலெடுக்கவும்தற்போதைய நிகழ்வு பொருளை நகலெடுக்கவும்தற்போதைய வரியை நகலெடுக்கவும்தற்போது ஒதுக்கப்பட்டுள்ள தொகுத்தல் முனை குழுவை நகலெடுக்கவும்.மாற்றியமைப்பாளர்களின் பட்டியலில் மாற்றியமைப்பை நகலெடுக்கவும்ஒரு குறிப்பிட்ட எண்ணிக்கையிலான முறை பொருளை நகலெடுக்கவும்ஒரு குறிப்பிட்ட நீளத்தில் பொருந்தக்கூடிய அளவுக்கு பொருளை நகலெடுக்கவும்தேர்ந்தெடுக்கப்பட்ட பொருட்களை நகலெடுத்து அவற்றை நகர்த்தவும்தேர்ந்தெடுக்கப்பட்ட பொருள்களை நகலெடுக்கவும், ஆனால் அவற்றின் பொருள் தரவு அல்ல, அவற்றை நகர்த்தவும்தேர்ந்தெடுக்கப்பட்ட புள்ளிகளை நகலெடுக்கவும்தேர்ந்தெடுக்கப்பட்ட கீற்றுகளை நகலெடுக்கவும்நகல் %sநகல் கீஃப்ரேம்கள்நகல்கள்முடி வளைவுகளை ஒரு சுற்றளவில் ஒரு குறிப்பிட்ட எண்ணிக்கையிலான முறை நகலெடுக்கிறதுபிரதிகள்: {}காலம்படத்தின் காலம் (பிரேம்களில்) (1 வீடியோ/வரிசை இல்லாதபோது)முடக்கம் பிரேம் பிரிவின் காலம்நொடிகளில் மங்கலின் காலம்காலம்: %s (பிரேம் %i/ %i)தரவு-தொகுதி %s இன் மறுசீரமைப்பின் போது, %d வழக்கற்றுப் போன மேலெழுதல்கள் நீக்கப்பட்டன, அவை உள்ளக மாற்றங்களைக் கொண்டிருந்தன, அவை பயனரால் வரையறுக்கப்பட்டுள்ளனமுகம் பண்புக்கூறு திருத்தம் போது, ஒரே வெர்டெக்சுடன் இணைக்கப்பட்ட பண்புகளை ஒன்றிணைக்கவும்மாற்றங்களின் போது, 3d பார்வையில் செல்ல மாற்று ஐப் பயன்படுத்தவும். முடக்கப்பட்டால், விகிதாசார திருத்துதல், தானியங்கி கட்டுப்பாடுகள் மற்றும் ஆட்டோ ஐகே சங்கிலி நீளத்திற்கான ஆட்கீக்கள் மாற்று ஐ வைத்திருக்க வேண்டும் என்பதை நினைவில் கொள்கடச்சு - நெடர்லேண்ட்ச்இறக்கும்மாறும்மாறும் பி.வி.எச்மாறும் பேச் மெச்மாறும் கிரிட் அளவுமாறும் மெச்மாறும் பயன்முறைமாறும் வண்ணப்பூச்சுமாறும் பெயிண்ட் மாற்றியமைப்பாளர்மாறும் பெயிண்ட் கேன்வாச் அமைப்புகள்மாறும் பெயிண்ட் மாற்றியமைப்பாளர்மாறும் டோபாலசி சிற்பம்மாறும் டோபாலசி காணப்படுகிறது: %s, முடக்கப்பட்டனமாறும் கட்டம்மாறும் டோபாலசி சிற்பம் செய்யும் போது கண்ணி டோபாலசியை மாற்றுகிறதுமாறும் பெயிண்ட்: பேக் முடிந்தது! (%.2f)மாறும் பெயிண்ட்: பேக் தோல்வி: %sஒரு வெர்டெக்ச் குழு அல்லது ஆர்மேச்சரின் அடிப்படையில் செங்குத்துகளை மாறும்இயக்கவியல்டைன்டோபோடைன்டோபோ வண்ணங்கள், புறஊதா அல்லது பிற பண்புகளை பாதுகாக்காதுஈவிஈவி பிழைத்திருத்தம்ஈவி ரேட்ரேச் விருப்பங்கள்ஈவி அமைப்புகள்காட்சிக்கான ஈவி அமைப்புகள்பிரதிபலிப்புகளைக் கண்டுபிடிப்பதற்கான அமைப்புகள்eqcurvemappingdataபிழை: எந்த உள்ளீடுகளும் இல்லாமல் இயக்கி பயனற்றதுபிழை: தவறான பைதான் வெளிப்பாடுபிழை: தவறான இலக்கு சேனல் (கள்)பிழை: "{:s}" வகை இல்லை!ரத்து செய்ய esc/rmb, உறுதிப்படுத்த, வீல்/காரணி சரிசெய்ய நகர்த்த/lmb ஐ உள்ளிடவும்ஒவ்வொரு சேனலும் ஒரு மோனோ கோப்பில் வழங்கப்படும்ஒவ்வொரு சேகரிப்பும் (தரவு-தொகுதி) ஒரு கோப்பாக, குழந்தைகள் சேகரிப்புகளின் உள்ளடக்கம் இல்லைசெயலில் உள்ள காட்சியின் ஒவ்வொரு தொகுப்பும் (மாச்டர், டேட்டா-பிளாக் அல்லாத ஒன்று உட்பட) ஒரு கோப்பாக, குழந்தைகள் சேகரிப்பிலிருந்து உள்ளடக்கம் உட்படஒவ்வொரு காட்சியின் ஒவ்வொரு தொகுப்பும் (மாச்டர், டேட்டா-பிளாக் அல்லாதவை உட்பட) ஒரு கோப்பாக, குழந்தைகள் சேகரிப்பிலிருந்து உள்ளடக்கம் உட்படஒவ்வொரு கட்டுப்பாட்டு புள்ளியின் குறியீட்டும் அதன் ச்ப்லைனில்ஒவ்வொரு முகமும் ஒரு நடுத்தர இடைமுகமாக கருதப்படுகிறது. உள் பாகங்கள் இல்லாத பன்மடங்கு வடிவவியலுக்கு சரியான முடிவுகளைத் தருகிறது.ஒவ்வொரு முகத்தின் சிற்பமான முகம் தொகுப்பு மதிப்புஒவ்வொரு உள்ளீட்டு வடிவவியலும் ஒரு தனி நிகழ்வாக மாற்றப்படுகிறதுஒவ்வொரு வெளியீட்டு புலமும் அதற்கு மேலே உள்ள ஒரு வடிவவியலுடன் ஒத்திருக்க வேண்டும்ஒவ்வொரு காட்சியும் ஒரு கோப்பாகஎளிதானதுஎளிதாகஉள்ளேயும் வெளியேயும் எளிதாக்குங்கள்எளிதாக்குங்கள்எளிதாக்குதல்இடைக்கணிப்பு வகை பயன்படுத்தப்படுவதன் அடிப்படையில் தளர்த்தல் வகை தானாகவே தேர்ந்தெடுக்கப்படுகிறது (எ.கா. இடைக்கால வகைகளுக்கு எளிதானது, மற்றும் மாறும் விளைவுகளை எளிதாக்குகிறது)கிழக்குவிசித்திரத்தன்மைவிளிம்புவிளிம்பு கோணம்விளிம்பு கோண உரைவிளிம்பு நடுவண்விளிம்பு மோதல்விளிம்பு மூலையில் எண்ணிக்கைவிளிம்பு செலவுவிளிம்பு எண்ணிக்கைவிளிம்பு மடிப்புவிளிம்பு தரவுவிளிம்பு தரவு வகைகள்விளிம்பு தரவு:விளிம்பு கண்டறிதல்விளிம்பு காட்சி வகைவிளிம்பு அட்டவணைவிளிம்பு நீளம்விளிம்பு நீள பயன்முறைவிளிம்பு நீள உரைஎட்ச் மேப்பிங்விளிம்பு குறிவிளிம்பு மதிப்பெண்கள்எட்ச் பயன்முறை தேர்வுஎட்ச் அண்டை எண்ணிக்கை புலம்எட்ச் அயலவர்கள்எட்ச் பான்வளைவுகளுக்கு விளிம்பு பாதைகள்தேர்வுக்கான விளிம்பு பாதைகள்விளிம்பு செங்குத்தாகவிளிம்பு நிலை புலம்விளிம்பு ரயில்விளிம்பு மறுஅளவிடுதல்எட்ச் ரிங் எல்லைவிளிம்பு தேர்ந்தெடுக்கவும்விளிம்பு தேர்வுவிளிம்பு கூர்மையானதுஎட்ச் ச்லைடுஎட்ச் ச்லைடு: விளிம்பு பிளவுவிளிம்பு குறிச்சொல்எட்ச் டின்ட்விளிம்பு வகைவிளிம்பு வகை சேர்க்கைவிளிம்பு வகை மறுப்புவிளிம்பு வகைகள்விளிம்பு செங்குத்துகள்எட்ச் செங்குத்துகள் புலம்விளிம்பு எடைவிளிம்பு அகலம்எட்ச் பெவல் எடை வெளிப்புற விளிம்புகளில் சேர்க்கப்பட வேண்டும்ஒரு கண்ணி தரவு-தடுப்பில் விளிம்புவிளிம்பு அட்டவணைஎட்ச் எந்த முகங்களுடனும் இணைக்கப்படவில்லைபுற ஊதா இடத்தில் விளிம்பு நீளம்பெட்டித் தேர்வின் விளிம்பு நீளம்வெர்டெக்சின் விளிம்புஎட்ச் தேர்ந்தெடு-பல முறைகளுக்கு சிப்ட்-கிளிக், சி.டி.ஆர்.எல்-கிளிக் தற்போதைய பயன்முறையைப் பொறுத்து தேர்வை விரிவுபடுத்துகிறது/ஒப்பந்தங்கள்எட்ச் தேர்வு முறைகூர்மையான விளிம்புகளை உருவாக்க எட்ச் பிளவு மாற்றியமைப்பைவிளிம்பு வசந்த உராய்வுஓய்வு நீளத்தை விட நீளமாக இருக்கும்போது எட்ச் ச்பிரிங் விறைப்புஓய்வு நீளத்தை விடக் குறைவாக இருக்கும்போது எட்ச் ச்பிரிங் விறைப்புவிளிம்பு வாசல்எட்ச் டு எட்ச்பெவெல் மாற்றியமைப்பாளரால் பயன்படுத்தப்படும் விளிம்பு எடைஎட்ச்-ரிங் இணை இணைக்கப்படவில்லைஎட்ச்-மோதிரங்கள் இணைக்கப்படவில்லைவிளிம்பு-க்கு-விளிம்புedegesplitஎட்ச்ச்பிளிட் மாற்றியமைப்பாளர்விளிம்புகள்விளிம்புகள் தரவு:மாற்று திசைகளில் சுட்டிக்காட்டும் முகங்களுக்கு இடையில் விளிம்புகள்விளிம்புகள் %d இலிருந்து %d ஆக மாற்றப்பட்டனவிளிம்புகளும் மோதுகின்றனமூலையின் விளிம்புகள்வெர்டெக்சின் விளிம்புகள்கண்ணி விளிம்புகள்விளிம்புகள் சுற்றியுள்ள ஊடகங்களிலிருந்து ஒரு இழுவை சக்தியைப் பெறுகின்றனசுற்றியுள்ள ஊடகங்களைக் கடந்து செல்லும்போது விளிம்புகள் ஒரு லிப்ட் சக்தியைப் பெறுகின்றனஇரண்டு முகங்களுக்கு மேல் பகிரப்பட்ட விளிம்புகள்குழுக்களை எதிர்கொள்ள விளிம்புகள்வளைவுகளாக மாற்ற விளிம்புகள்அவிழ்க்கும் நோக்கங்களுக்காக கண்ணி "வெட்டப்பட்ட" இடத்தைக் குறிக்க விளிம்புகள்முகங்களை தனி குழுக்களாகப் பிரிக்கப் பயன்படுத்தப்படும் விளிம்புகள்தொகுஎலும்பைத் திருத்துஎலும்பு மேட்ரிக்சைத் திருத்துஎலும்பு(கள்) திருத்துஎலும்புகளைத் திருத்தவும்வளைவு வரைபடத்தைத் திருத்துவடிவமைப்பைத் திருத்துபசை எழுதுகோல் திருத்துபசை எழுதுகோல் வீச்சுகள் திருத்துவரிகளைத் திருத்துமெட்டாடேட்டாவைத் திருத்துமுறைகளைத் திருத்துதிருத்து பயன்முறைபயன்முறை மென்மையான கம்பிகளைத் திருத்துபாதையைத் திருத்துச்டுடியோ ஒளியைத் திருத்தவும்அமைப்பு இடத்தைத் திருத்தவும்மரத்தைத் திருத்துசெயலில் உள்ள பொத்தானின் இடைமுகம் மூலக் குறியீட்டைத் திருத்தவும்ஆதரிக்கப்படாத சொத்து வகைகளுக்கு, பைதான் மதிப்பை நேரடியாகத் திருத்தவும்செயலில் உள்ள எலும்பில் ஒரு தடையைத் திருத்தவும்செயலில் உள்ள பொருளில் ஒரு தடையைத் திருத்தவும்வெளிப்புற பட திருத்தியில் 3d வியாபோர்ட்டின் ச்னாப்சாட்டைத் திருத்தவும்காட்சியில் உள்ள அனைத்து கீஃப்ரேம்களையும் திருத்தவும்நீட்டிப்புகள் வழியாக நிறுவப்பட்ட கருப்பொருள்களைத் திருத்தி சேமிக்கவும்2 டி வளைவுகளாகக் காட்டப்படும் அனிமேசன்/கீஃப்ரேம்களைத் திருத்தவும்ஆபரேட்டராகப் பயன்படுத்த எந்த வடிவியல் முனைக் குழுவையும் திருத்தவும்பட்டியல், முன்னோட்ட படம், குறிச்சொற்கள் அல்லது ஆசிரியர் போன்ற சொத்து தகவல்களைத் திருத்தவும்சீக்வென்சர் ச்டிரிப் மாற்றிகளுக்கான கம்போசிட்டிங் நோட் குழுவைத் திருத்தவும்தற்போதைய காட்சிக்கான தொகுத்தல் முனைக் குழுவைத் திருத்தவும்இயக்கிகள் மற்றும் கீஃப்ரேம் இடைக்கணிப்பைத் திருத்தவும்வெளிப்புற பயன்பாட்டில் படத்தைத் திருத்தவும்செயலில் உள்ள பொருளின் பொருள்-நிலை செயலில் கீஃப்ரேம்களைத் திருத்தவும்செயலில் உள்ள பொருளின் வடிவ விசைகள் செயலில் கீஃப்ரேம்களைத் திருத்தவும்முனைகளைப் பயன்படுத்தி பொருட்கள், விளக்குகள் மற்றும் உலக நிழலைத் திருத்தவும்ஆர்மேச்சர் டேட்டா-பிளாக்கில் பயன்முறை எலும்பைத் திருத்துமுனை குழுவைத் திருத்துசெயலில் உள்ள பொருளின் செயலில் உள்ள மாற்றியிலிருந்து முனைக் குழுவைத் திருத்தவும்பொருள் தரவு அமைப்பு இடத்தைத் திருத்தவும்தொடர்ச்சியான உள்ளமைவு அமைப்புகளைத் திருத்தவும்செயலில் உள்ள பொருள் மற்றும் தொடர்புடைய தரவு-தொகுதிகளின் பண்புகளைத் திருத்தவும்ச்கிரிப்டுகள் மற்றும் கோப்பு ஆவணங்களைத் திருத்தவும்தேர்ந்தெடுக்கப்பட்ட பசை எழுதுகோல் வீச்சுகள் திருத்துவரி பாணியில் இருந்து சேடர் முனைகளைத் திருத்தவும்பொருளிலிருந்து சேடர் முனைகளைத் திருத்தவும்உலகத்திலிருந்து சேடர் முனைகளைத் திருத்தவும்கொள்கை ரீதியான பி.எச்.டி.எஃப் அமைப்பில் ஆட்டோ அமைப்பு கண்டறிதலுக்கான குறிச்சொற்களைத் திருத்தவும்தூரிகையிலிருந்து அமைப்பு முனைகளைத் திருத்தவும்வரி பாணியில் இருந்து அமைப்பு முனைகளைத் திருத்தவும்உலகத்திலிருந்து அமைப்பு முனைகளைத் திருத்தவும்முனைகளைப் பயன்படுத்தி அமைப்புகளைத் திருத்தவும்சிறப்பம்சமாக பொத்தானால் குறிப்பிடப்பட்ட இணைக்கப்பட்ட சொத்துக்கான இயக்கிகளைத் திருத்தவும்கோப்பைத் திருத்தவும்தனிப்பயன் சொத்தின் மதிப்பைத் திருத்தவும்தற்போதைய கண்ணி தெரிவுநிலையைத் திருத்தவும்ஒரு குழுவில் செங்குத்துகளின் எடையைத் திருத்தவும்கேச் கோப்பு தரவு-தடுப்புகளுக்கான நேரங்களைத் திருத்தவும்மாச்க் திருத்தி ச்ப்லைன்களுக்கான நேரங்களைத் திருத்தவும்கோப்பில் உள்ள அனைத்து பசை எழுதுகோல் ஓவியங்களுக்கான நேரங்களைத் திருத்தவும்பயனர் விருப்பத்தேர்வுகள் மற்றும் கணினி அமைப்புகளைத் திருத்தவும்திருத்து: {}, {}, {}இந்த பாதையில் என்எல்ஏ கீற்றுகளின் திருத்தக்கூடிய தன்மைஇந்த சேனலுக்கான கீஃப்ரேம்களின் திருத்தக்கூடிய தன்மைதிருத்தக்கூடியதிருத்தக்கூடிய குழி வளைவுதிருத்தக்கூடிய வீழ்ச்சி வளைவுதிருத்தப்பட்டதுதிருத்தப்பட்ட பொருள்திருத்துதல்திருத்துதல் வகைசூழல் காண்பிக்கப்படும்முடி திருத்துதல்அமைப்புகள் எழுத்து வடிவமைப்பைத் திருத்துதல்எடிட்மோட் லட்டு இன்னும் ஆதரிக்கப்படவில்லைதிருத்திஆசிரியர் எல்லைஆசிரியர் அவுட்லைன்ஆசிரியர் வகைமுனை அடிப்படையிலான நிழல் மற்றும் தொகுத்தல் கருவிகளுக்கான ஆசிரியர்இடைமுகம் கூறுகளைக் கொண்ட ஆசிரியர் தலைப்புபொத்தான்களைக் கொண்ட திருத்தி பட்டியல்ஆசிரியர்கள்தற்போதைய செயலில் உள்ள முக அமைப்பைத் திருத்துகிறதுஈவி மூலப்பொருள் மாற்று சிக்கல். கன்சோலில் பிழைவிளைவுவிளைவு '%s' பொருள் '%s'விளைவு ஃபேடர்விளைவு மங்கலான நிலைவிளைவு ஒளிபுகாநிலைவிளைவு திண்ம ஆரம்விளைவு துண்டுவிளைவு துண்டு நிறம்விளைவு வகைகிரீச் பென்சில் பொருளை பாதிக்கும் விளைவு'%s' என்ற பொருளில் விளைவைச் சேர்க்க முடியாதுமுழு அல்லது நேர்மறை/எதிர்மறை சட் திசையில் விளைவுவிளைவு பயன்முறைவிளைவு பெயர்விசையில் விளைவுஇடது கைப்பிடியில் விளைவுவலது கைப்பிடியில் விளைவுகுறிப்பிட்ட அளவு பிரேம்களைக் காட்டிலும் குறைவாக கண்காணிக்கப்படும் தடங்களின் விளைவுபெரிய மறு-திட்ட பிழையைக் கொண்ட தடங்களில் விளைவுவிளைவு/இணைக்கப்பட்டபயனுள்ள வரம்புபயனுள்ள தெரிவுநிலைபயனுள்ள ஆனால் மெதுவான சுருக்கதிரைப்படத்தை ஒரு பட வரிசைக்கு திறம்பட மாற்றவும், முழுமையற்ற அல்லது கைவிடப்பட்ட பிரேம்களை புறக்கணித்து, பிரேம் வீதத்தில் மாற்றங்கள்செயல்திறன்செயல்பாடுவிளைவு தொகைசெயல்திறன் சேகரிப்புசெயல்திறன் எண்செயல்திறன் அமைப்புகள்செயல்திறன் வகைசெயல்திறன் எடைகள்இயற்பியல் உருவகப்படுத்துதலுக்கான செயல்திறன் எடைகள்விளைவுகள்பொருளின் காட்சியை பாதிக்கும் விளைவுகள்ஒரு வளைவு அல்லது நிகழ்வு தேர்வுகர்சரின் கீழ் வளைவுகளின் குறைந்தபட்ச தூரத்தைப் பொறுத்து வளைவுகளைச் சேர்க்கவும் அல்லது அகற்றவும்உள்ளீட்டு மதிப்பைக் கடந்து செல்லவும் அல்லது வீழ்ச்சி மதிப்பை வெளியிடவும்வெற்று வளைவுகள் அல்லது வளைவு நிகழ்வுகள்தொடக்க சட்டகம் (நேர்மறை வேகத்திற்கு) அல்லது முடிவு சட்டகம் (எதிர்மறை வேகத்திற்கு)மீள்மீள் வரம்புதனிமம்உறுப்பு அட்டவணைவண்ண வளைவில் ஒரு நிலையில் ஒரு வண்ணத்தை வரையறுக்கும் உறுப்புஉறுப்பு சேகரிப்பு அல்லது கடைசி உறுப்பில் காணப்படவில்லைஒரு வளைவின் உறுப்பு, நர்ப்ச், பெசியர் அல்லது பாலிலைன் அல்லது உரை பொருள்களைக் கொண்ட ஒரு எழுத்துபார்வையாளர் பாதையின் உறுப்புமுனை விண்வெளி மர பாதையின் உறுப்புஇலக்கு வடிவவியலின் உறுப்பு தூரத்தைக் கணக்கிடமாற்றுவதற்கான உறுப்பு வகைஉறுப்பு வாரியாககூறுகள்பெட்டியின் உள்ளே உள்ள கூறுகள்நீள்வட்டம்நீள்வட்ட முகமூடிநீள்வட்டங்கள்நீள்வட்டஅமைப்புகள் உட்பொதிக்கவும்fbx பைனரி கோப்பில் அமைப்புகளை உட்பொதிக்கவும் ("நகல்" பாதை பயன்முறைக்கு மட்டுமே!)உட்பொதிக்கப்பட்ட தரவுஎம்பிரீGPU மேல் எம்ப்ரீசிபியில் எம்பிரீ இன்டெல் சிபியுகளில் வன்பொருள் கதிர் தடமறிதலைப் பயன்படுத்த உதவுகிறது, இது சிறந்த ஒட்டுமொத்த செயல்திறனை வழங்குகிறதுஉமிழ்வுஉமிழ்வு குணகங்கள்உமிழ்வு நிறம்உமிழ்வு வலிமைஉமிழ்வு நேரம்உமிழ்வு நேர காரணிஒரு முகத்திற்கு உமிழ்வு இருப்பிடங்கள் (0 = தானியங்கி)உமிழ்வு சேடர்உமிழ்வு நிறம்உமிழ்இருந்து வெளியேறவும்கண்ணி மேற்பரப்பு அல்லது அளவிலிருந்து திரவத்தை வெளியிடுங்கள்உறுப்புகளின் சீரற்ற வரிசையில் வெளியிடுங்கள்பயன்படுத்தப்பட்ட மாற்றியமைப்பாளர்களுடன் கண்ணி இருந்து துகள்களை வெளியேற்றுங்கள் (வியூபோர்ட்டுக்கு ஒரே துணைப்பிரிவு மேற்பரப்பு அளவைப் பயன்படுத்த வேண்டும் மற்றும் சரியான முடிவுகளுக்கு வழங்க வேண்டும்)துகள்களிலிருந்து புகையை வெளியிடுங்கள்ஒரு வண்ண சேனலுக்கு உமிழப்படும் ஒளி ஒரு யூனிட் தூரத்திற்கு ஒரு கதிரில் சேர்க்கப்படுகிறதுஉமிழ்ப்பான்உமிழ்ப்பான் தூரம்இயக்க பாதைகளில் கீஃப்ரேம்களின் நிலையை வலியுறுத்துங்கள்காலிகள்வெறுமைவெற்று காட்சி அளவுவெற்று காட்சி அளவு: %.3fவெற்று காட்சி வகைவெற்று நிரப்புவெற்று கட்டம்வெற்று பட ஆழம்வெற்று கீஃப்ரேம்கள்வெற்று பொருள்வெற்றுக் காட்சிவெறுமை இடம்வெளிப்படையான அடையாளங்காட்டி முன்பு பயன்படுத்தப்பட்டபோது வெற்று அடையாளங்காட்டியைப் பயன்படுத்த முடியாது. எடுத்துக்காட்டாக, "{} {x}" சரி ஆனால் "{x} {}" இல்லை.3 பொத்தான் மாற்றியமைப்பைப் பின்பற்றுங்கள்3 பொத்தான் சுட்டியைப் பின்பற்றுங்கள்alt+இடது சுட்டியுடன் நடுத்தர சுட்டியை பின்பற்றுங்கள்நம்புலேட் நம்ப்இயக்குஎன்எல்ஏ அடுக்கின் விளைவுகளைக் காணாமல் அதைத் திருத்த, செயலில் உள்ள என்எல்ஏ பாதையில் 'சோலோ' ஐ இயக்கவும்செருகு நிரலை இயக்கவும்வழக்கமான தரவு-தொகுதிகளை சொத்துகளாக நிர்வகிக்க சொத்து உலாவி திருத்தி மற்றும் ஆபரேட்டர்களை இயக்கவும்எலும்பு விருப்பங்களை இயக்கவும்வடிவவியலை சிதைக்க எலும்பு இயக்கவும்மோதலை இயக்கவும்சுழற்சிகளைப் பயன்படுத்த என்சின் கூடுதல் வழங்க சுழற்சிகளை இயக்கவும்டெவலப்பர்களுக்கான சுழற்சிகளை பிழைத்திருத்த விருப்பங்களை இயக்கவும்செயலிழக்கச் செய்யுங்கள்டெவலப்பர்களுக்கான eevee பிழைத்திருத்த விருப்பங்களை இயக்கவும்f-curve மாற்றியமைக்கும் மதிப்பீட்டை இயக்கவும்f-curve மாற்றியமைப்பாளர்களை இயக்கவும்அடுக்கில் கடைசி உட்பிரிவு மேற்பரப்பு மாற்றிகளை மதிப்பிடுவதற்கு gpu முடுக்கம் இயக்கவும்வரம்பு ஐலைட்டிங்கைப் பயன்படுத்த கிரிட் டிச்ப்ளேவை இயக்கு!முதலில் வழிகாட்டிகளை இயக்கு! திரவ வேகத்திற்கு இயல்புநிலைஐகே நீட்சியை இயக்கவும்குறுக்குவெட்டு வினவல்களுக்கு மெட்டல்ஆர்ட்டை இயக்குபல பார்வையை இயக்கவும்வெளியீட்டை இயக்குதேர்ந்தெடுக்கப்பட்ட கோப்புகளுக்கான பைதான் மதிப்பீட்டை இயக்கவும்தன்வய மோதலை இயக்கவும்திருத்து கண்ணி மேலடுக்குகளில் ஃப்ரெச்னல் விளைவை இயக்கவும். இது மிகவும் அடர்த்தியான மெச்களின் வடிவ வாசிப்புத்திறனை மேம்படுத்துகிறது, ஆனால் குறைந்த பாலி மாதிரியை மாடலிங் செய்யும் போது கண் சோர்வு அதிகரிக்கிறதுபணியிடத்திற்கான சேர்க்கையை இயக்கவும்புதிய வளைவுகள் தரவுத் தொகுதிக்கான கூடுதல் அம்சங்களை இயக்கவும்நிறுவிய பின் இயக்கவும்கோண மோட்டாரை இயக்கவும்அச்சு கண்ணாடியை இயக்கவும்எச்பி ரெவெர்ப் சி 2 கட்டுப்படுத்திகளுக்கான பிணைப்புகளை இயக்கவும். இது அனைத்து openxr runtimes ஐ ஆதரிக்காது என்பதை நினைவில் கொள்கhtc விவ் காச்மோச் கட்டுப்படுத்திகளுக்கான பிணைப்புகளை இயக்கவும். இது அனைத்து openxr runtimes ஐ ஆதரிக்காது என்பதை நினைவில் கொள்கhtc விவ் கவனம் 3 கட்டுப்படுத்திகளுக்கான பிணைப்புகளை இயக்கவும். இது அனைத்து openxr runtimes ஐ ஆதரிக்காது என்பதை நினைவில் கொள்கஅவாய் கட்டுப்படுத்திகளுக்கான பிணைப்புகளை இயக்கவும். இது அனைத்து openxr runtimes ஐ ஆதரிக்காது என்பதை நினைவில் கொள்கபட்டியலை இயக்கவும், சொத்து அலமாரியில் காணக்கூடிய சொத்துக்கள் உள்ளனவளைவு 2 டி நீளத்தால் சங்கிலி பிளவுகளை இயக்கவும்கோடுள்ள வரி வடிவங்களால் சங்கிலி பிளவுகளை இயக்கவும்அம்ச விளிம்புகளின் சங்கிலியை இயக்கவும்சேகரிப்பு நிறுவனத்தை இயக்கவும்சிற்பம் செய்யும் போது மேற்பரப்புடன் மோதலை இயக்கவும்பின் டொமைன் எல்லையுடன் மோதல்களை இயக்கவும்கீழ் டொமைன் எல்லையுடன் மோதல்களை இயக்கவும்முன் டொமைன் எல்லையுடன் மோதல்களை இயக்கவும்இடது டொமைன் எல்லையுடன் மோதல்களை இயக்கவும்பிற பொருட்களுடன் மோதல்களை இயக்கவும்சரியான டொமைன் எல்லையுடன் மோதல்களை இயக்கவும்சிறந்த டொமைன் எல்லையுடன் மோதல்களை இயக்கவும்எடை ஓவியம் பயன்முறையில் எடை காட்சிப்படுத்தலுக்குப் பயன்படுத்தப்படும் வண்ண வரம்பை இயக்கவும்இடமாறு திருத்தம் தொகுதிக்கு தனிப்பயன் அமைப்புகளை இயக்கவும்தொகுதி கணக்கீட்டிற்கான தனிப்பயன் தொடக்க மற்றும் இறுதி கிளிப் தூரங்களை இயக்கவும்தனிப்பட்ட வீச்சு கோடுகளில் சுழற்சியை இயக்கவும்கடுமையான உடல்களை ஓய்வெடுப்பதை இயக்கவும் (செயல்திறன் மற்றும் ச்திரத்தன்மையை அதிகரிக்கிறது, ஆனால் குறைபாடுகளை ஏற்படுத்தும்)கட்டுப்பாட்டு போச்கள் மற்றும் ஆப்டிக்ச் உள்ளிட்ட இயல்புநிலை வி.ஆர் கட்டுப்பாட்டு செயல்களை இயக்கவும்ஃச் இயல்புடன் இடப்பெயர்ச்சியை இயக்கவும்ஒய் இயல்புடன் இடப்பெயர்ச்சியை இயக்கவும்சட் இயல்புடன் இடப்பெயர்ச்சியை இயக்கவும்தனிப்பயனாக்கக்கூடிய மேவுடேட்டாவின் உதவியுடன் (முன்னோட்டங்கள், விளக்கங்கள் மற்றும் குறிச்சொற்கள் போன்றவை) சொத்து உலாவி வழியாக தரவு-தொகுப்பை எளிதாக மறுபயன்பாடு செய்யுங்கள்)தனிப்பயனாக்கக்கூடிய மேவுடேட்டாவின் உதவியுடன் (முன்னோட்டங்கள், விளக்கங்கள் மற்றும் குறிச்சொற்கள் போன்றவை) சொத்து உலாவி வழியாக தேர்ந்தெடுக்கப்பட்ட தரவு-தடுப்புகளை எளிதாக மறுபயன்பாடு செய்யுங்கள்விளிம்பு தரவு பரிமாற்றத்தை இயக்கவும்2 டி பார்வையில் எட்ச் பனிங்கை இயக்கவும்திருத்து பயன்முறை விளிம்பு மென்மையாக்குதல், மாற்றுப்பெயரைக் குறைத்தல் (மறுதொடக்கம் தேவை)முகம் மூலையில் தரவு பரிமாற்றத்தை இயக்கவும்முக தரவு பரிமாற்றத்தை இயக்கவும்.கலப்பு கோப்புகளைச் சேமிக்கும்போது கோப்பு சுருக்கத்தை இயக்கவும்கோப்புகளின் வடிகட்டலை இயக்கவும்கோப்பு உலாவியில் கோப்புகளை வடிகட்டுவதை இயக்கவும்திரவ பரவல் அமைப்புகளை இயக்கவும் (எ.கா. பாகுத்தன்மை, மேற்பரப்பு பதற்றம்)திரவ வழிகாட்டலை இயக்கவும்திரவ கண்ணி (பெருக்கத்தைப் பயன்படுத்தி) இயக்கவும்திரவ சத்தத்தை இயக்கவும் (பெருக்கத்தைப் பயன்படுத்துதல்)துணி உருவகப்படுத்துதலைப் பயன்படுத்தி முடி இயக்கவியலை இயக்கவும்புதிய காட்சிகளில் இயக்கவும்காட்சியமைப்பில் துண்டிக்கப்பட்ட நிழல்களை இயக்கவும். (இறுதி ரெண்டர்களுக்கு எப்போதும் நிழல்கள் இயக்கப்பட்டிருக்கும்).நிழல் துல்லியத்தை அதிகரிக்க துண்டிக்கப்பட்ட மென்மையான நிழல்களை இயக்கவும் (ரெண்டர் அமைப்புகளில் இயக்கப்படாவிட்டால் வியூபோர்ட்டில் முடக்கப்பட்டுள்ளது). அதிக செயல்திறன் தாக்கத்தை ஏற்படுத்துகிறது.நேரியல் மோட்டாரை இயக்கவும்மூலப்பொருள் எல்லைகளை இயக்கவும்ஃச் அச்சில் கண்ணி சமச்சீரை இயக்கவும்ஒய் அச்சில் கண்ணி சமச்சீரை இயக்கவும்சட் அச்சில் கண்ணி சமச்சீரை இயக்கவும்மல்டி-ஃபிரேம் திருத்துதல் இயக்கவும்அப்பாவியாக வெர்டெக்ச் பந்து தன்வய மோதலை இயக்கவும்புதிய பட்டியல் வகைகள் மற்றும் முனைகளை இயக்கவும்ஒளியில் முனைகளை இயக்கவும்கதிர்வீச்சு விளைவுகளுக்கான ஒலி குறைப்பு நுட்பங்களை இயக்கவும்ஆஃப்செட்டை இயக்கவும்நிறுவலில் இயக்கவும்கணினி விருப்பங்களில் நிகழ்நிலை அணுகலை இயக்கவும்எல்லா குறிச்சொற்களையும் இயக்கவும் அல்லது முடக்கவும்கோடு கோட்டை இயக்கவும் அல்லது முடக்கவும்எலும்புகளை ஏற்படுத்தும்/தேர்ந்தெடுப்பது அல்லது முடக்குஇந்த பார்வை அடுக்கின் வழங்குதல் இயக்கவும் அல்லது முடக்கவும்கடினமான வீச்சுகள் இயக்கவும் அல்லது முடக்கவும்வீச்சு வழங்குதல் போது இந்த வரித் தொகுப்பை இயக்கவும் அல்லது முடக்கவும்வீச்சு வழங்குதல் போது இந்த மாற்றியமைப்பை இயக்கவும் அல்லது முடக்கவும்வீச்சு வழங்குதல் போது இந்த பாணி பகுதியை இயக்கவும் அல்லது முடக்கவும்மேலடுக்கு மென்மையான கம்பிகளை இயக்கவும், மாற்றுப்பெயரைக் குறைக்கும்டெவலப்பர்களுக்கான பெயிண்ட் & சிற்ப பிழைத்திருத்த விருப்பங்களை இயக்கவும்முகடுகளையும் பள்ளத்தாக்குகளையும் இயக்கவும்கைஉரைகளை இயக்கவும்தேர்ந்தெடுக்கப்பட்ட குறிப்பான்களை இயக்கவும்தேர்ந்தெடுக்கப்பட்ட அனைத்து திரைப்படம் மற்றும் பட கீற்றுகளிலும் தேர்ந்தெடுக்கப்பட்ட ப்ராக்சிகளை இயக்கவும்தன்வய எல்லைகளை இயக்கவும்விளக்குகளிலிருந்து நிழல் வார்ப்பை இயக்கவும்விரைவான முன்னோட்ட ரெண்டர்களுக்கான காட்சியின் எளிமைப்படுத்தலை இயக்கவும்ச்னாப்பிங்கை இயக்குவழிகாட்டிகளின் கோணம் அல்லது இடைவெளி விருப்பங்களுக்கு ச்னாப்பிங் இயக்கவும்கீஃப்ரேம்களை மாற்றும்போது ச்னாப்பிங்கை இயக்கவும்டிரைவர் எடிட்டரில் விசைகளை மாற்றும்போது ச்னாப்பிங்கை இயக்கவும்பிழைத்திருத்தத்திற்கு உதவ சொத்து உலாவியில் சில கூடுதல் புலங்களை இயக்கவும்தேர்ந்தெடுக்கப்பட்ட அனைத்து அனிமேசன் சேனல்களிலும் குறிப்பிட்ட அமைப்பை இயக்கவும்வேக வழிகாட்டிகளை இயக்கவும்ஃச் அச்சில் வசந்தத்தை இயக்கவும்ஃச் சுழற்சி அச்சில் வசந்தத்தை இயக்கவும்ஒய் அச்சில் வசந்தத்தை இயக்கவும்ஒய் சுழற்சி அச்சில் வசந்தத்தை இயக்கவும்சட் அச்சில் வசந்தத்தை இயக்கவும்சட் சுழற்சி அச்சில் வசந்தத்தை இயக்கவும்பரிந்துரைக்கும் வரையறைகளை இயக்கவும்சூரிய நிழல் வார்ப்பை இயக்கவும்ஃச் அச்சில் சமச்சீர் இயக்கவும்ஒய் அச்சில் சமச்சீர் இயக்கவும்சட் அச்சில் சமச்சீர் இயக்கவும்பரப்பு ஆரம் மாத்திரை அழுத்தம் உணர்திறனை இயக்கவும்நடுக்கத்திற்கு டேப்லெட் அழுத்தம் உணர்திறனை இயக்கவும்ஆஃப்செட்டுக்கு டேப்லெட் அழுத்தம் உணர்திறனை இயக்கவும்அளவிற்கு டேப்லெட் அழுத்தம் உணர்திறனை இயக்கவும்இடைவெளிக்கு டேப்லெட் அழுத்தம் உணர்திறனை இயக்கவும்வலிமைக்கு டேப்லெட் அழுத்தம் உணர்திறனை இயக்கவும்முதலில் வண்ண வளைவை இயக்கவும்சொத்து நூலகத்தை இயக்கவும்தொகுத்தல் முனை குழுவை இயக்கவும்.வளைவை மொழிபெயர்ப்பு பாதையாக மாற்றவும்கதிர்-தடமறியும் பகுதியை இயக்கவும்களஞ்சியத்தை இயக்கவும்களஞ்சியத்தை இயக்கி மீண்டும் முயற்சிக்கவும்.தேர்வு பயன்முறையை இயக்கவும்அதிகபட்சம் 2 டி நீளத்தால் சங்கிலிகளைத் தேர்ந்தெடுப்பதை இயக்கவும்சங்கிலிகளைத் தேர்ந்தெடுப்பதை குறைந்தபட்சம் 2 டி நீளத்தால் இயக்கவும்முதல் n சங்கிலிகளின் தேர்வை இயக்கவும்சாக்கெட்டை இயக்கவும்வீச்சு மற்றும் மூலப்பொருட்களை நிரப்புவதற்கு விளக்குகளின் பயன்பாட்டை இயக்கவும்இந்த கட்டுப்பாட்டை இயக்கவும்திட நிழல் பயன்முறையில் இந்த ஒளியை இயக்கவும்இந்த மாற்றியை இயக்கவும்இயற்பியல் அமைப்புகளுக்கான மோதலாக இந்த பொருளை இயக்கவும்பின்னணியில் ஏற்றுமதியை இயக்க இதை இயக்கவும், ஏற்றுமதி செய்யும் போது கலப்பானைத் தடுக்க முடக்கு. இந்த விருப்பம் நீக்கப்பட்டது; முன்புறத்தில் இயங்க இந்த ஆபரேட்டரை இயக்கவும், பின்னணி வேலையாக இயக்கவும் அதை அழைக்கவும்இறக்குமதியை பின்னணியில் இயக்க இதை இயக்கவும், இறக்குமதி செய்யும் போது கலப்பானைத் தடுக்க முடக்கு. இந்த விருப்பம் நீக்கப்பட்டது; முன்புறத்தில் இயங்க இந்த ஆபரேட்டரை இயக்கவும், பின்னணி வேலையாக இயக்கவும் அதை அழைக்கவும்மேற்பரப்பு மாற்றங்கள் காலப்போக்கில் மறைந்துவிடும்காலப்போக்கில் மேற்பரப்பு ஈரப்பதத்தை உலர வைக்கவும்மோடல் மரணதண்டனைக்கு கர்சரின் கீழ் மண்டலத்தைப் பயன்படுத்தவும்வெர்டெக்ச் தரவு பரிமாற்றத்தை இயக்கவும்கேமரா பார்வைக்குள் பார்வை வழிசெலுத்தலை இயக்கவும்மேலடுக்குகளில் டெவலப்பர்களுக்கான வியூபோர்ட் பிழைத்திருத்த விருப்பங்களை இயக்கவும்பார்வை அடுக்குகளில் viewport காட்சியை இயக்கவும்காட்டு அட்டை குளோபிங்கை இயக்கவும்கட்டுப்பாட்டை இயக்கவும்/முடக்கவும்இயக்கப்பட்டதுஇயக்கப்பட்ட துணை நிரல்கள் மட்டுமேஇயக்கப்பட்டது மட்டுமேஇயக்கப்பட்ட சுழற்சி வரம்புதொடக்கத்தில் இயக்கப்பட்டது, விருப்பத்தை மீறுகிறது.ஃப்ளை மோட் வழிசெலுத்தலை இயக்குகிறது ஆனால் கீழே பார்க்கும்போது தொப்பியை முன்னோக்கி தள்ளுவது கேமராவின் உயரத்தை மாற்றாது.சுழற்சி/அளவுடன் சிக்கலான வடிவ மெச்களில் சரியான முடிவுகளுக்கு எல்லை பெட்டியின் உயர் தரமான ஆனால் மெதுவான கணக்கீட்டை செயல்படுத்துகிறதுசேடர் முனை திருத்தியில் முன்னோட்டங்களை இயக்குகிறது3டி மவுசை கேமராவாகப் பயன்படுத்துவதை இயக்குகிறது. காட்சிக்குள் தள்ள, கேமரா காட்சிக்கு முன்னோக்கி நகர்கிறது. அதில் பறப்பது போல் காட்சிக்குள் நுழைகிறீர்கள். இது 2D காட்சிகளுக்கு பான் & சூம் மாற்றும்இணைக்கப்பட்ட போச்ட்கைஉரை (.eps)ஒரு குவிந்த பாலிஎட்ரானில் தேர்ந்தெடுக்கப்பட்ட செங்குத்துகளை இணைக்கவும்குறியாக்கம்குறியீட்டு விரைவுகீஃப்மிங்கின் போது தடையற்ற பிழை ஏற்பட்டதுமுடிவுமுடிவு (காரணி)முடிவு (நீளம்)அம்பு பாணியை முடிக்கவும்இறுதி தொப்பிஇறுதி காரணிஇறுதி சட்டகம்இறுதி சட்டகம் (ui இலிருந்து கையாளப்படுகிறது)இறுதி சட்டகம் (மூல மதிப்பு)இறுதி சட்டகம் (கட்டுப்படுத்தப்பட்ட பிரேம் வரம்பு இயக்கப்பட்டிருக்கும் போது)இறுதி கைப்பிடிஇறுதி கைப்பிடி எளிமைஇறுதி கைப்பிடி அளவுஇறுதி இடம்மேப்பிங் வகை முடிவுஆஃப்செட் முடிவுஇறுதி புள்ளிகள்ஆரம் இறுதிஇறுதி அளவுவெர்டெக்ச் இறுதிஅடுக்கு நிழல் வரைபடத்தின் இறுதி தூரம் (முன்னோக்கு பார்வையில் மட்டுமே)அளவீட்டு விளைவின் இறுதி தூரம்இறுதி சட்டகம் செல்லுபடியாகும் வழங்குதல் வரம்பிற்கு பிணைக்கப்பட்டுள்ளதுஆஃப்செட்டுகள் பயன்படுத்தப்பட்ட பிறகு வரிசை திருத்தியில் காட்டப்படும் இறுதி சட்டகம்பேக்கிங்கிற்கான இறுதி சட்டகம்காண்பிக்க/கணக்கிடுவதற்கான பாதைகளின் வரம்பின் இறுதி சட்டகம் ('பிரேம்' வெங்காயம்-தோல் முறைக்கு அல்ல)என்.எல்.ஏ துண்டின் இறுதி சட்டகம். குறிப்பு: இந்த மதிப்பை மாற்றுவது ச்ட்ரிப்பின் மறுபடியும் அல்லது அதன் செயலின் இறுதி சட்டகத்தின் மதிப்பையும் புதுப்பிக்கிறது. இறுதி சட்டத்தை மட்டுமே மாற்ற வேண்டும் என்றால், அதற்கு பதிலாக "பிரேம்_எண்ட்" சொத்தைப் பார்க்கவும்.ஏற்றுமதியின் இறுதி சட்டகம், தற்போதைய காட்சியின் இறுதி சட்டத்தை எடுக்க இயல்புநிலை மதிப்பைப் பயன்படுத்தவும்கடல் பேக்கிங்கின் இறுதி சட்டகம்சேமிக்கப்பட்ட வரம்பின் இறுதி சட்டகம்ஏற்றுமதி செய்ய இறுதி சட்டகம்தேர்வின் இறுதி வரிசட்டகத்தில் முடிவுபாதையின் இறுதி நேரம்இறுதிப்புள்ளிஇறுதிப்புள்ளி தேர்வுஎண்ட்பாயிண்ட் தேர்வு முனைஎண்ட்பாயிண்ட் யுஇறுதிப்புள்ளி விஉடன் முடிகிறதுஎதிரிஒரு அச்சு முழுவதும் சமச்சீர்மையை (வடிவம் மற்றும் இடவியல் இரண்டும்) செயல்படுத்தவும்சமச்சீர்நிலையை அமல்படுத்துங்கள், தேர்வின் நகல்களை உருவாக்கவும் அல்லது ஏற்கனவே பயன்படுத்தவும்இயந்திரம்எஞ்சின் '%s' காட்சிக்கு கிடைக்கவில்லை '%s' (ஒரு துணை நிரல் நிறுவப்பட வேண்டும் அல்லது இயக்கப்பட வேண்டும்)ரெண்டரிங்கிற்கு பயன்படுத்த இயந்திரம்ஆங்கிலம் (யுகே)ஆங்கிலம் (எங்களுக்கு)விவரங்களை மேம்படுத்தவும்உயர் அதிர்வெண் மேற்பரப்பு விவரத்தை மேம்படுத்தவும்மேற்பரப்பு விவரங்களை மேம்படுத்தவும்மாறுபாடு, நிறம், தெளிவு மற்றும் கூர்மை ஆகியவற்றை மேம்படுத்துகிறது.மாற்றியமைப்பை உறுதி செய்யுங்கள்அனைத்து எலும்பு-சிதைக்கும் வெர்டெக்ச் குழுக்களும் 1.0 வரை சேர்க்கும்போது எடை ஓவியம் அல்லது செங்குத்துகளுக்கு ஒதுக்குதல்பயன்பாட்டில் இல்லாவிட்டாலும் தரவு-தொகுதி சேமிக்கப்படுவதை உறுதிசெய்க (எ.கா. இயக்கம் மற்றும் மூலப்பொருள் நூலகங்களுக்கு)தரவு-தொகுதி முன்னோட்டங்கள் கிடைக்கின்றன மற்றும் புதுப்பித்த நிலையில் உள்ளன என்பதை உறுதிப்படுத்தவும் (.கலப்பு கோப்பில் சேமிக்கப்பட வேண்டும், மூலப்பொருட்கள், கட்டமைப்புகள் போன்ற சில வகைகளுக்கு மட்டுமே)தேர்ந்தெடுக்கப்பட்ட கீஃப்ரேம்களின் கைப்பிடிகள் சம நீளத்தைக் கொண்டிருக்கின்றன என்பதை உறுதிப்படுத்தவும், விருப்பமாக அவற்றை கிடைமட்டமாக்குகிறது. தானியங்கி, தானியங்கி பிணைப்பு அல்லது திசையன் கைப்பிடி வகைகள் சீரமைக்கப்பட்டதாக மாற்றப்படும்தரவு செல்லுபடியாகும் என்பதை உறுதிப்படுத்தவும் (முடக்கப்படும்போது, தரவு இறக்குமதி செய்யப்படலாம், இது செயலிழப்புகளை காண்பிக்கும் அல்லது திருத்துகிறது)தரவு-தொகுதி சேமிக்கப்படுவதை உறுதிசெய்க, அது இனி சொத்தாக குறிக்கப்படவில்லை என்றாலும்உள்ளிடவும்திருத்து பயன்முறையை உள்ளிடவும்யூனிகோட் கோட் பேயண்ட் ஃச் மதிப்பை உள்ளிடவும்புதிய பொருளைச் சேர்த்த பிறகு தானாகத் திருத்து பயன்முறையை உள்ளிடவும்இந்த பொருளைச் சேர்க்கும்போது திருத்து பயன்முறையை உள்ளிடவும்கர்சர் இருப்பிடத்தின் அடிப்படையில் முனை குழுவை உள்ளிடவும் அல்லது வெளியேறவும்அதன் கீஃப்ரேம்களைத் திருத்த ஆக்டிவ் உரி மூலம் குறிப்பிடப்பட்ட செயலுக்கான முறுக்கு பயன்முறையை உள்ளிடவும்பசை எழுதுகோல் வீச்சுகள் வண்ணப்பூச்சு பயன்முறையை உள்ளிடவும்/வெளியேறவும்பசை எழுதுகோல் வீச்சுகள் சிற்பம் பயன்முறையை உள்ளிடவும்/வெளியேறவும்வளைவுகளுக்கு சிற்பம் பயன்முறையை உள்ளிடவும்/வெளியேறவும்பசை எழுதுகோல் வீச்சுகள் வெர்டெக்ச் பெயிண்ட் பயன்முறையை உள்ளிடவும்/வெளியேறவும்பசை எழுதுகோல் வீச்சுகள் எடை வண்ணப்பூச்சு பயன்முறையை உள்ளிடவும்/வெளியேறவும்முழு வரிசைநுழைவு அட்டவணைநுழைவு வாரியாக முழுமையானதுநுழைவு வாரியான சீல்நுழைவு வாரியான காச் (அ)நுழைவு வாரியாக பிளவுநுழைவு வாரியான தளம்நுழைவு வாரியாக அதிகபட்சம்நுழைவு வாரியாக குறைந்தபட்சம்fmod (a, b) ஐப் பயன்படுத்தி நுழைவு வாரியான மாடுலோநுழைவு வாரியாக பெருகும்நுழைவு வாரியான ஆற்றல்நுழைவு வாரியான சுற்றுக்கு அருகிலுள்ள முழு எண்ணுக்கு. பின்னம் பகுதி 0.5 ஆக இருந்தால் மேல்நோக்கி வட்டமிடுங்கள்நுழைவு வாரியான அடையாளம்நுழைவு வாரியான ஊழ்கம் (அ)நுழைவு வாரியான டான் (அ)நுழைவு வாரியான மடக்கு (ஏ, பி)Enum வரையறை (நீக்கப்பட்டது)enum வரையறை உருப்படிகள்enum கொடிenum உருப்படிபொருள் வரையறைகணக்கிடுங்கள்கணக்கீடுசரங்களாக எண்ணிகள்உறைஉறை கட்டுப்பாட்டு புள்ளிஉறை சிதைவு தூரம்உறை எடை சிதைவுஉறை தூரம்உறை எஃப்-மாடிஃபையர்உறை தலை ஆரம்உறை பெருக்கிஉறை வால் ஆரம்உறை எடைஉறை வீச்சு விளைவு மாற்றியமைத்தல்உறை: %3fஉறை: %sசூழல்சுற்றுச்சூழல் அமைப்புஎப்சிலன்சமமானசம அச்சுகள்சமமாகஆரத்தை சமப்படுத்தவும்ஆடியோவை சமப்படுத்தவும்கீஃப்ரேம் கைப்பிடிகள் இரண்டையும் சமப்படுத்தவும்தேர்ந்தெடுக்கப்பட்ட கீஃப்ரேம்களின் இடது கைப்பிடிகளை சமப்படுத்தவும்தேர்ந்தெடுக்கப்பட்ட கீஃப்ரேம்களின் வலது கைப்பிடிகளை சமப்படுத்தவும்சமமானசமமான க்யூபேப் முகம்சமநிலைசமநிலை அல்லது அட்சரேகை-நீண்ட திட்டம்அழிக்கவும்வண்ணப்பூச்சியைச் சேர்ப்பதற்கு பதிலாக அழிக்கவும் / அகற்றவும்சிறுகுறிப்பு வீச்சுகள் அழிக்கவும்பன்முக இடப்பெயர்ச்சியை அழிக்கவும்வண்ணப்பூச்சு அழிக்கவும்ஓவியம் வரையில் ஆல்பாவை அழிக்கவும்முழு பக்கவாதங்களையும் அழிக்கவும்வீச்சுகள் மட்டுமே தெரியும், மறைக்கப்படவில்லைபெட்டி பிராந்தியத்தில் புள்ளிகளை அழிக்கவும்லாசோ பிராந்தியத்தில் புள்ளிகளை அழிக்கவும்வீச்சு புள்ளிகளை அழிக்கவும்வீச்சுகள் அழிக்கவும், அவற்றின் புள்ளிகள் வலிமையையும் தடிமனையும் மங்கச் செய்கிறதுஅழிப்பான்அழிப்பான் தூரிகை சொத்து குறிப்புஅழிப்பான் பயன்முறைஅழிப்பான் ஆரம்பிழைபிழை (கன்சோலைப் பார்க்கவும்)பிழை படவுரு முன்புறம்பிழை வரம்புபிழை விளிம்புபிழைப்பற்றி செய்தி"%s" என்ற பொருளிலிருந்து பிழை பேக்கிங்'%s' கோப்பை உருவாக்கும் பிழை'%s' (புறக்கணிக்கப்பட்டது) நீக்குவதில் பிழைபிழை தூர வாசல் (பொருள் அலகுகளில்)"%s"க்கான கோப்பு எழுதும் போது பிழைஎண்ணை மதிப்பிடுவதில் பிழை, விவரங்களுக்கு செய்தி எடிட்டரைப் பார்க்கவும்தேர்ந்தெடுக்கப்பட்ட பொருள்களைக் கையாளுதல்ஆடியோ ச்ட்ரீமைத் தொடங்குவதில் பிழைவீடியோ ச்ட்ரீமைத் தொடங்குவதில் பிழைகண்ணி மாதிரியைப் படிப்பதில் பிழை; கன்சோலில் மேலும் விவரம்பிழை வாசிப்பு புள்ளிகள் மாதிரி; கன்சோலில் மேலும் விவரம்முனை கருவி "%s", %d நகல்(கள்) பதிவு செய்வதில் பிழைமுனை கருவி "%s", %s ஐ பதிவு செய்வதில் பிழைமுனை கருவி "%s" ஐ பதிவு செய்வதில் பிழை, ஆபரேட்டர் ஏற்கனவே பதிவு செய்யப்பட்டுள்ளதுபிழை வழங்குதல் காட்சி %s முன்னோட்டம்: %s.தற்காலிக கோப்பை மீட்டெடுப்பதில் பிழை (கோப்புகளை சரிபார்க்கவும் '%s' '%s')'%s' கோப்பு எழுதுதல் பிழைபிழை எழுதும் சட்டகம்பிழை எழுதுதல் வழங்குதல் முடிவு, %s (கன்சோலைப் பார்க்கவும்)இலக்கு சொத்து %s க்கு பிழை எழுதுதல்பிழை:பிழை: கதிரியக்க நிலை அமைப்பை ஒதுக்க முடியவில்லைபிழை: நிழல் அட்லசை ஒதுக்க முடியவில்லை. பெரும்பாலும் சி.பீ.யூ நினைவகத்திற்கு வெளியே.பிழை: வளைவுப் பொருளில் பல புள்ளிகள் உள்ளன. இந்தச் சிக்கலைச் சரிசெய்ய வளைவுத் தீர்மானம் அல்லது வளைவு எண்ணிக்கையைக் குறைக்கவும்.பிழை: கதிர்வீச்சு கட்டம் ஒதுக்கீடு தோல்வியடைந்ததுபிழை: தவறான கதிர்வீச்சு கட்டம் தரவுபிழை: சுட போதுமான நினைவகம் இல்லை {}.பிழை: அதிகபட்ச நிழல் புதுப்பிப்புகளை அடைந்தது.பிழை: நிழல் இடையக முழு, நிழல்கள் காணாமல் போனது மற்றும் குறைந்த செயல்திறன் ஏற்படலாம். ({} / {})பிழை: பல AOV கள்பிழை: அதிகமான கட்டம் தெரியும்பிழை: காட்சியில் பல கதிரியக்க கட்டங்கள்பிழை: காட்சியில் அதிகமான விளக்குகள்.பிழை: பல நிழல் புதுப்பிப்புகள், சில நிழல்கள் தவறாக இருக்கலாம்.பிழை: {:.5f} .. {:.5f} (avg. {:.5f})பிழை: {:s}பிழைகள்பிழைகள் மற்றும் எச்சரிக்கைகள்ரெண்டரின் போது பிழைகள். மேலும் தகவலுக்கு கணினி கன்சோலைப் பார்க்கவும்.எச்கேஎச்பெராண்டோ - எச்பெராண்டோஅத்தியாவசியங்கள்நிறுவப்பட்ட கடல்நிறுவப்பட்ட கடல் (கூர்மையான சிகரங்கள்)மதிப்பீட்டு மாற்றங்கள்மதிப்பிடப்பட்ட தடங்கள்மதிப்பிடப்பட்ட சுழற்சி அணிமதிப்பிடப்பட்ட அளவிலான அணியூக்ளிடியன்யூக்ளிடியன் தூரம்ஆய்லர்யூலர் (பூர்வீகம்)யூலர் (xyz)யூலர் (xyz)euler (yxz)euler (yzx)euler (zxy)euler (zyx)யூலர் ஆர்டர்யூலர் சுழற்சிரேடியன்களில் யூலர் சுழற்சி கோணங்கள்அடுக்கின் யூலர் சுழற்சிசுழற்சிக்கு யூலர்xyz சுழற்சி வரிசையைப் பயன்படுத்தி யூலர்xzy சுழற்சி வரிசையைப் பயன்படுத்தி யூலர்yxz சுழற்சி வரிசையைப் பயன்படுத்தி யூலர்yzx சுழற்சி வரிசையைப் பயன்படுத்தி யூலர்zxy சுழற்சி வரிசையைப் பயன்படுத்தி யூலர்சிக்ச் சுழற்சி வரிசையைப் பயன்படுத்தி யூலர்இயல்புநிலை சுழற்சி வரிசையைப் பயன்படுத்தி யூலர்இலக்கின் சுழற்சி வரிசையைப் பயன்படுத்தி யூலர்மூடலை மதிப்பீடு செய்யுங்கள்முனை ஐடியை மதிப்பீடு செய்யுங்கள்மேல் அடுக்கை மதிப்பீடு செய்யுங்கள்குறியீட்டில் மதிப்பீடு செய்யுங்கள்டொமைனில் மதிப்பீடு செய்யுங்கள்உலகளாவிய இடத்தில் மூல மற்றும் இலக்கு மெச்களை மதிப்பீடு செய்யுங்கள்கர்சர் வரை பெயர்வெளியை மதிப்பிட்டு, விருப்பங்களின் பட்டியலைக் கொடுங்கள் அல்லது ஒன்று இருந்தால் பெயரை முடிக்கவும்மதிப்பீடுமதிப்பீடு செய்யப்பட்டதுதற்போதைய உறுப்புக்கான புல மதிப்பு மதிப்பீடு செய்யப்பட்டதுஆர்மேச்சர் இடத்தில் எலும்பின் இறுதி மாற்றம் மதிப்பிடப்பட்டதுமாற்றியமைப்பிலிருந்து மதிப்பிடப்பட்ட வடிவவியலில் கிரீச் பென்சில் வடிவியல் இல்லைமாற்றியமைப்பிலிருந்து மதிப்பிடப்பட்ட வடிவவியலில் ஒரு கண்ணி இல்லைமாற்றியமைப்பிலிருந்து மதிப்பிடப்பட்ட வடிவவியலில் ஒரு புள்ளி முகில் இல்லைமாற்றியமைப்பிலிருந்து மதிப்பிடப்பட்ட வடிவவியலில் வளைவுகள் இல்லைமதிப்பிடப்பட்ட பொருள் மறு செய்கை சுட்டிக்காட்டுகிறதுஇந்த மறுசீரமைப்பாளரால் நிறுவப்படும் மதிப்பிடப்பட்ட பொருள்சார்பு வரைபடத்தில் மதிப்பிடப்பட்ட பொருள்கள்இந்த பொருள் நிறுவப்பட்டதாக மதிப்பிடப்பட்ட துகள் அமைப்புமதிப்பிடப்பட்ட மேற்பரப்பு கண்ணி காலியாக உள்ளதுமதிப்பிடப்பட்ட மேற்பரப்பு காணாமல் போன புறஊதா வரைபடம்: "{}"மதிப்பீடு செய்யப்பட்ட மேற்பரப்பு காணாமல் போன பண்புக்கூறு: "rest_position"மதிப்பீடுமதிப்பீட்டு காரணிமதிப்பீட்டு சட்டகம்மதிப்பீட்டு நேரம்மதிப்பீட்டு முறைமுழுமையான வடிவ விசைகளுக்கான மதிப்பீட்டு நேரம்மதிப்பீட்டு நேரம் நொடிகளில்இரட்டைகூட வழங்கல்கூட பிளவுகள்கூட எட்ச் தூரம்கூட தடிமன்கூட தடிமன் தலைகீழ்செக்கர் ஓடுகள் கூடவெற்றிகரமான மரணதண்டனையில் கூட, நிகழ்வை கடந்து செல்லுங்கள், எனவே மற்ற ஆபரேட்டர்கள் அதை இயக்க முடியும்முகங்களுக்கு இடையிலான கோணத்தை கணக்கில் எடுக்கும் தடிமன் கணக்கீடு கூடசம-ஒற்றைப்படைஒவ்வொரு புள்ளிஒவ்வொரு புள்ளியும் பல நீரூற்றுகளால் பாதிக்கப்படுகிறதுஒவ்வொரு கண்காணிப்பு சுழற்சியும், இந்த எண்ணிக்கையிலான பிரேம்கள் கண்காணிக்கப்படுகின்றனசரியானகச்சிதமான பொருத்தம்சரியான வடிவம்சரியான வடிவம் (குழிவானது)மறைப்பதற்கு முன் சிதறிய நிகழ்வுகளின் சரியான எண்ணிக்கைசரியான தீர்வி, மெதுவாக, அதிக வழக்குகளை கையாளுகிறதுதேர்ந்தெடுக்கப்பட்ட விசைகளின் மதிப்பை மிகைப்படுத்தவும் அல்லது குறைக்கவும்முறிவு போச் குறித்து தற்போதைய போசை மிகைப்படுத்தவும்விலக்குமுறிவுகளை விலக்கவும்முதலில் விலக்குகடைசியை விலக்குமோடலை விலக்குஅல்லாத பன்மடங்கு விலக்குதேர்ந்தெடுக்கப்படாததை விலக்குச்னாப்பிங்கிலிருந்து வடிவவியலை எதிர்கொள்ளும்எல்லை விளிம்புகளை விலக்குசெயலில் பார்வை அடுக்கிலிருந்து சேகரிப்பை விலக்குவரையறைகளை விலக்கவும்மடிப்பு விளிம்புகளை விலக்குஎட்ச் மதிப்பெண்களை விலக்குமூலப்பொருள் எல்லைகளில் விளிம்புகளை விலக்கவும்ஏற்கனவே உள்ள முறிவுகளை கீஃப்ரேம்களை இடைக்கணிப்பு உச்சநிலைகளாக விலக்கவும்வெளிப்புற வரையறைகளை விலக்குபார்வை அடுக்கிலிருந்து விலக்குபார்வை அடுக்கிலிருந்து விலக்குபன்மடங்கு அல்லாத துருவங்களை விலக்கவும்முகடுகளையும் பள்ளத்தாக்குகளையும் விலக்கவும்செயலில் உள்ள உமிழ்ப்பாளரிடமிருந்து நிழல்களை அனுப்புவதிலிருந்து தேர்ந்தெடுக்கப்பட்ட தடுப்பான்களை விலக்குங்கள்செயலில் உள்ள உமிழ்ப்பாளரிடமிருந்து ஒளியைப் பெறுவதிலிருந்து தேர்ந்தெடுக்கப்பட்ட பெறுநர்களை விலக்குங்கள்நிழல் விளிம்புகளை விலக்குபரிந்துரைக்கும் வரையறைகளை விலக்குசீரற்றமயமாக்கலில் இருந்து முதல் (அசல்) நகலை விலக்கவும்சீரற்றமயமாக்கலில் இருந்து கடைசி நகலை விலக்கவும்விலக்கப்பட்ட பாதைகள்விலக்கப்பட்ட பாதை இனி செல்லுபடியாகாதுஎல்லை செங்குத்துகளை மென்மையாக்குவதிலிருந்து விலக்குகிறதுவிலக்குபிரத்தியேகபிரத்தியேக அல்லதுபொத்தான்களை இயக்கவும்கண்ணி மீது பூலியன் செயல்பாட்டையும், கர்சரால் வரையறுக்கப்பட்ட பலகோண வடிவத்தையும் இயக்கவும்கண்ணி மீது ஒரு பூலியன் செயல்பாட்டையும் கர்சரால் வரையறுக்கப்பட்ட ஒரு செவ்வகத்தையும் இயக்கவும்கண்ணி மீது பூலியன் செயல்பாட்டையும் கர்சரால் வரையறுக்கப்பட்ட வடிவத்தையும் இயக்கவும்கொடுக்கப்பட்ட மூடுதலை இயக்கவும்மாறும் எண்ணிக்கையிலான மறுமுறைகளுடன் முனைகளை இயக்கவும்ஆபரேட்டர் ஆன் பொத்தானை அழுத்தவும் (மாதிரி அல்லாத ஆபரேட்டர்கள் மட்டும்)பொத்தான் வெளியீட்டில் ஆபரேட்டரை இயக்கவும் (மாதிரி அல்லாத ஆபரேட்டர்கள் மட்டும்)தேர்ந்தெடுக்கப்பட்ட கோப்பை இயக்கவும்தற்போதைய கன்சோல் வரியை பைதான் வெளிப்பாடாக இயக்கவும்சாவுஒறுப்பு நேரம்தற்போதுள்ள வழிகாட்டி வரைபடம்உள்ளதுவெளியேறுசேமித்த பிறகு கலப்பானை விட்டு வெளியேறவும்செயலில் உள்ள துண்டுகளால் குறிப்பிடப்பட்ட செயலுக்கான முறுக்கு பயன்முறையிலிருந்து வெளியேறவும்விரிவாக்குதேர்ந்தெடுக்கப்பட்ட அனைத்து விரிவாக்கக்கூடிய அனிமேசன் சேனல்களை விரிவாக்குங்கள் (திறந்த)நேரியல் வீழ்ச்சியைப் பயன்படுத்தி விரிவாக்குங்கள்எல்லா சேனல்களையும் விரிவாக்குங்கள் (தேர்ந்தெடுக்கப்பட்டவை மட்டுமல்ல)அனைத்து உள்ளீடுகளையும் ஒரு நிலை ஆழமாக விரிவாக்குங்கள்முகமூடிகளை விரிவுபடுத்தி சுருக்கவும்தலைப்பு இழுக்கும் மெனுக்களை விரிவாக்கவும் அல்லது உடைக்கவும்தேர்ந்தெடுக்கப்பட்ட வளைவு புள்ளிகளின் ஆரம் விரிவாக்கவும் அல்லது சுருக்கவும்கொள்கை அமைப்பு அமைப்பிற்கான அனைத்து பெயரிடும் குறிச்சொற்களின் பட்டியலில் இந்தப் பெட்டியை விரிவாக்கவும்இந்த கூடுதல் செயல்பாடுகளுக்கான அனைத்து ஆட்கீசின் பட்டியலாக இந்த பெட்டியை விரிவாக்குங்கள்எல்லா பொருட்களையும் விரிவாக்கு/சரிவுவிரிவாக்கு/ஒப்பந்தம்அனைத்து உள்ளீடுகளையும் ஒரு மட்டத்தில் விரிவுபடுத்தவும்/சரிவது/சரிவதுஎடைகளை விரிவாக்கு/ஒப்பந்தவிரிவாக்கப்பட்டதுவிரிவாக்கப்பட்ட பல்லுறுப்புறுப்புவரைபட திருத்தியில் விரிவாக்கப்பட்டதுபயனர் இடைமுகத்தில் விரிவாக்கப்பட்டதுச்லாட்டின் விரிவாக்கப்பட்ட நிலைதுணி பரிமாணங்களை விரிவாக்குங்கள்நேரியல் வண்ண இடத்தில் கோப்பு வண்ணங்களை எதிர்பார்க்கலாம்srgb வண்ண இடத்தில் கோப்பு வண்ணங்களை எதிர்பார்க்கலாம்எதிர்பார்க்கப்படும் நிலைஎதிர்பார்க்கப்படும் சுழற்சிஎதிர்பார்க்கப்படும் அளவுஎண்ணை எதிர்பார்த்தேன்காலவரிசை/அனிமேசன் பகுதி செயலில் இருக்கும் என எதிர்பார்க்கப்படுகிறதுஒரு view3d பகுதி எதிர்பார்க்கப்படுகிறதுஒரு view3d பகுதி & திருத்து வளைவு எதிர்பார்க்கப்படுகிறதுஒரு view3d பகுதி & எடிட்மெச் எதிர்பார்க்கப்படுகிறதுஒரு சிப்-கோப்பு {! R} என்று எதிர்பார்க்கப்படுகிறதுஒரு வெளிப்புற பகுதி எதிர்பார்க்கப்படுகிறதுசெயலில் உள்ள அவுட்லைன் எதிர்பார்க்கப்படுகிறதுசெயலில் உள்ள எடிட்-எழுத்து பொருள் எதிர்பார்க்கப்படுகிறதுஅனிமேசன் பரப்பு செயலில் இருக்கும் என்று எதிர்பார்க்கப்படுகிறதுஎண்களின் வரிசை எதிர்பார்க்கப்படுகிறது: [n, n, ...]தேர்ந்தெடுக்கப்பட்ட மற்றொரு கண்ணி பொருள் நகலெடுக்க எதிர்பார்க்கப்படுகிறதுசோதனைசோதனை நற்பொருத்தங்கள்அசல் சாட்டின் பெரிதாக்கத்தை ஈடுசெய்ய வெளிப்படையாக அளவிடப்படும் சட்டகம்யூலர் சுழற்சி வரிசையை வெளிப்படையாகக் குறிப்பிடவும்வெளியீட்டு யூலர் சுழற்சி வரிசையை வெளிப்படையாகக் குறிப்பிடவும்வெடிக்கும்வெடிக்கும் மங்கலானதுவெடிக்கும் மாற்றியமைப்பாளர்வெடிக்கும் நடைவெடிக்கும் மங்கலானதுஒரு அட்டவணையில் வடிவியல் தரவை ஆராயுங்கள்ஒரு துகள் அமைப்பின் அடிப்படையில் வெடிப்பு விளைவு மாற்றிஅடுக்குஅதிவேக பயன்முறைஅதிவேகஅதிவேக பிணைப்புஅதிவேக வழங்கல்அதிவேக மாதிரிஅதிவேக தூர மாதிரிகிளம்பிங் உடன் அதிவேக தூர மாதிரிஅதிவேக எளிதாக்குதல் (வியத்தகு)பொருள்கள் மோதுகையில், அதிவேக சிதைந்த பரவளைய பவுன்ச்ஒரு மீள் இசைக்குழு போல, அதிவேகமாக சிதைந்துபோகும் சைன் அலைஏற்றுமதிஒரு பானை கோப்பையும் ஏற்றுமதி (உருவாக்கு)உரை கீற்றுகளைக் கொண்ட .srt கோப்பை ஏற்றுமதி செய்யுங்கள்எந்த பொருளும் இல்லாதபோது செயலில் உள்ள வெர்டெக்ச் வண்ணத்தை ஏற்றுமதி செய்யுங்கள்அனைத்து வெர்டெக்ச் வண்ணங்களையும் ஏற்றுமதி செய்யுங்கள்ஏற்றுமதி அனிமேசன்ஏற்றுமதி அனிமேசன் சுட்டிக்காட்டி (சோதனை)அனிமேசன் பயன்முறையை ஏற்றுமதி செய்யுங்கள்ஏற்றுமதி பண்புக்கூறுகள் (அடிக்கோடிட்டு தொடங்கும் போது)ஏற்றுமதி வண்ணங்கள்வளைவுகளை nurbs ஆக ஏற்றுமதி செய்யுங்கள்தனிப்பயன் பண்புகளை ஏற்றுமதி செய்யுங்கள்ஏற்றுமதி சிதைவு எலும்புகள் மட்டுமேஏற்றுமதி சிதைவு எலும்புகள் மட்டுமேஏற்றுமதி முகங்கள்ஏற்றுமதி வடிவியல் முனைகள் நிகழ்வு மெச்கள்கிரீச் பென்சில் PDF க்கு ஏற்றுமதி செய்யுங்கள்எச்.வி.சி.க்கு கிரீச் பென்சில் ஏற்றுமதி செய்யுங்கள்முடி ஏற்றுமதிஏற்றுமதி கையாளுபவர்கள்சேகரிப்புக்காக ஏற்றுமதி கையாளுபவர்கள் கட்டமைக்கப்பட்டுள்ளனர்பைதான் ச்கிரிப்டுக்கு அமைக்கப்பட்ட கீயிங் கீயிங்பிபிஆர் நீட்டிப்புகளைப் பயன்படுத்தி எம்டிஎல் நூலகத்தை ஏற்றுமதி செய்யுங்கள் (கடினத்தன்மை, உலோக, சீன், கோட், அனிசோட்ரோபி, டிரான்ச்மிசன்)எம்டிஎல் நூலகத்தை ஏற்றுமதி செய்யுங்கள். பட அமைப்புகளை mtl கோப்பில் ஏற்றுமதி செய்ய ஒரு கொள்கை-பி.எச்.டி.எஃப் முனை இருக்க வேண்டும்மாண்டாஃப்ளோ ச்கிரிப்டை ஏற்றுமதி செய்யுங்கள்ஏற்றுமதி மூலப்பொருள் குழுக்கள்ஏற்றுமதி மூலப்பொருட்கள்பிபிஆர் நீட்டிப்புகளுடன் ஏற்றுமதி மூலப்பொருட்கள்ஏற்றுமதி முறைஏற்றுமதி இயல்புபொருள் குழுக்கள் ஏற்றுமதிஏற்றுமதி விருப்பங்கள்அசல் பிபிஆர் ஏகப்பட்ட ஏற்றுமதிஏற்றுமதி பானைஏற்றுமதி துகள்கள்பண்புகளுக்காக பகிரப்பட்ட அணுகல்களைப் பயன்படுத்தி ஆதிமனிதர்களை ஏற்றுமதி செய்யுங்கள்ஏற்றுமதி பண்புகள்வியூபோர்ட்டில் காணப்படுவது போல் ஏற்றுமதி காட்சி, ஆனால் பொருள் மூலம் அனிமேசனைப் பிரிக்கவும்தேர்ந்தெடுக்கப்பட்ட பொருட்களை ஏற்றுமதி செய்யுங்கள்மென்மையான குழுக்களை ஏற்றுமதி செய்யுங்கள்ஏற்றுமதி உட்பிரிவு மேற்பரப்புஅனிமேசன் சுட்டிக்காட்டி என TR கள் மற்றும் எடைகளை ஏற்றுமதி செய்யுங்கள். KHR_ANIMATION_POINTER நீட்டிப்பைப் பயன்படுத்துதல்ஏற்றுமதி அமைப்புகள்ஓடுகளை ஏற்றுமதி செய்யுங்கள்ஏற்றுமதி முக்கோண கண்ணிஏற்றுமதி புற ஊதா ஆயத்தொலைவுகள்தாக்கல் செய்ய புறஊதா தளவமைப்பை ஏற்றுமதி செய்யுங்கள்uv களை ஏற்றுமதி செய்யுங்கள்மெச்களுடன் uv களை (அமைப்பு ஒருங்கிணைப்புகள்) ஏற்றுமதி செய்யுங்கள்ஏற்றுமதி வெர்டெக்ச் பண்புக்கூறுகள்வெர்டெக்ச் வண்ணங்களை ஏற்றுமதி செய்யுங்கள்வெர்டெக்ச் குழுக்களை ஏற்றுமதி செய்யுங்கள்ஏற்றுமதி வெர்டெக்ச் இயல்புதனித்தனி அனிமேசன்களாக ஏற்றுமதி நடவடிக்கைகள் (ஆக்டிவ்ச் மற்றும் என்எல்ஏ தடங்களில்)செயலில் உள்ள காட்சியை மட்டுமே ஏற்றுமதி செய்யுங்கள்செயலில் உள்ள வெர்டெக்ச் வண்ணத்தை ஏற்றுமதி செய்யுங்கள்கூடுதல் அனிமேசன்களை ஏற்றுமதி செய்யுங்கள். இந்த நற்பொருத்தம் நிலையானது அல்ல, மேலும் GLTF கோப்பில் சேர்க்க வெளிப்புற நீட்டிப்பு தேவைஅனைத்து ஆர்மேச்சர் செயல்களையும் ஏற்றுமதி செய்யுங்கள்இந்த கண்ணி அனைத்து புறஊதாக்களையும் ஏற்றுமதி செய்யுங்கள் (புலப்படும்வை மட்டுமல்ல)ஒரு ஆர்மெச்சருக்கு பிணைக்கப்பட்ட அனைத்து செயல்களையும் ஏற்றுமதி செய்யுங்கள். எச்சரிக்கை: பல ஆயுதங்கள் உள்ளிட்ட ஏற்றுமதியை விருப்பம் ஆதரிக்காதுஅனைத்து கேமராக்களையும் ஏற்றுமதி செய்யுங்கள்அனைத்து வளைவுகளையும் ஏற்றுமதி செய்யுங்கள்தற்போதைய சட்டகத்தை விட, வழங்குதல் பிரேம் வரம்பில் அனைத்து பிரேம்களையும் ஏற்றுமதி செய்யுங்கள்அனைத்து விளக்குகளையும் ஏற்றுமதி செய்யுங்கள்சேர்க்கப்பட்ட பொருள்களால் பயன்படுத்தப்படும் அனைத்து மூலப்பொருட்களையும் ஏற்றுமதி செய்யுங்கள்அனைத்து மெச்களையும் ஏற்றுமதி செய்யுங்கள்அனைத்து புள்ளி மேகங்களையும் ஏற்றுமதி செய்யுங்கள்எந்தவொரு பொருளையும் பயன்படுத்தாவிட்டாலும் கூட, அனைத்து வெர்டெக்ச் வண்ணங்களையும் ஏற்றுமதி செய்யுங்கள். கண்ணி பொருட்களில் எந்த வெர்டெக்ச் வண்ணமும் பயன்படுத்தப்படாவிட்டால், பொருள் மாறாமல் இருக்க, போலி வண்ணம்_0 உருவாக்கப்படும்அனைத்து தொகுதிகளையும் ஏற்றுமதி செய்யுங்கள்பயன்படுத்தப்பட்ட எலும்புக்கூடுகள் மற்றும் தோல் மெச்கள் என ஆர்மேச்சர் மாற்றியமைப்பாளருடன் ஆர்மேச்சர் மற்றும் கண்ணி ஏற்றுமதி செய்யுங்கள்rest நிலையைப் பயன்படுத்தி மூட்டுகளின் ஓய்வு போல ஏற்றுமதி. அணைக்கும்போது, தற்போதைய பிரேம் போச் ஓய்வு போசாக பயன்படுத்தப்படுகிறதுசேகரிப்பு மையத்தில் ஏற்றுமதிசேகரிப்பின் வேர் பொருள்களின் வெகுசன சேகரிப்பு மையத்தில் ஏற்றுமதிஏற்றுமதி சுட்ட கீஃப்ரேம் அனிமேசன்வேகவைத்த காட்சியை ஒற்றை அனிமேசனாக ஏற்றுமதி செய்யுங்கள்ஏற்றுமதி கேமராக்கள்ஏற்றுமதி வண்ண பண்புக்கூறுகள்நேரியல் வண்ண இடத்தில் வண்ணங்களை ஏற்றுமதி செய்யுங்கள்எச்ஆர்சிபி வண்ண இடத்தில் வண்ணங்களை ஏற்றுமதி செய்யுங்கள்தற்போதைய காட்சியை அமெரிக்க டாலர் காப்பகத்தில் ஏற்றுமதி செய்யுங்கள்தற்போதைய காட்சியை ஒரு அலெம்பிக் காப்பகத்தில் ஏற்றுமதி செய்யுங்கள்வளைவுகள் மற்றும் நர்ப்ச் மேற்பரப்புகளை மெச்களாக ஏற்றுமதி செய்கமெச் என ஏற்றுமதி செய்வதற்கு பதிலாக அளவுரு வடிவத்தில் வளைவுகளை ஏற்றுமதி செய்யுங்கள்தனிப்பயன் பண்புகளை ஏற்றுமதி செய்யுங்கள்தனிப்பயன் பண்புகளை அமெரிக்க டாலர் பண்புகளாக ஏற்றுமதி செய்யுங்கள்தனிப்பயன் பண்புகளை gltf கூடுதல் என ஏற்றுமதி செய்யுங்கள்தனிப்பயன் பண்புகளை அலெம்பிக் .செர்பிரோபர்டீச் ஏற்றுமதி செய்யுங்கள்தனிப்பயன் வெர்டெக்ச் பண்புகளை ஏற்றுமதி செய்யுங்கள்நகல் பொருள்களின் ஏற்றுமதி தரவு அலெம்பிக் நிகழ்வுகளாக; ஏற்றுமதியை விரைவுபடுத்துகிறது மற்றும் பிற மென்பொருளுடன் பொருந்தக்கூடிய வகையில் முடக்கப்படலாம்ஏற்றுமதி திசை, புள்ளி மற்றும் ச்பாட் விளக்குகள். "khr_lights_punctual" gltf நீட்டிப்பைப் பயன்படுத்துகிறதுஉலகளாவிய காட்சி அனிமேசனுக்குப் பதிலாக ஒவ்வொரு செயலையும் பிரிக்கப்பட்ட fbx இன் அனிம்ச்டேக்காக ஏற்றுமதி செய்யுங்கள் (அனிமேசன் செய்யப்பட்ட பொருள்கள் அனைத்து செயல்களையும் அவர்களுடன் இணக்கமாகப் பெறும் என்பதை நினைவில் கொள்க, மற்றவர்களுக்கு அனிமேசன் எதுவும் கிடைக்காது)உலகளாவிய காட்சி அனிமேசனுக்கு பதிலாக, ஒவ்வொரு முடக்கப்படாத என்எல்ஏஒவ்வொரு பொருளையும் ஒரு தனி கோப்பில் ஏற்றுமதி செய்யுங்கள்முகங்களை நிரப்பப்பட்ட வீச்சுகள் என ஏற்றுமதிascii வடிவத்தில் கோப்பு ஏற்றுமதி, இல்லையெனில் பைனரியாக ஏற்றுமதி செய்யுங்கள்இடைநிலை சேகரிப்புகள் உட்பட முழு வரிசைக்கு ஏற்றுமதி செய்யுங்கள்கொடுக்கப்பட்ட கூடுதல் மொழிபெயர்ப்பு தரவை po கோப்புகளாக ஏற்றுமதி செய்யுங்கள்முடி துகள் அமைப்புகளை அமெரிக்க டாலர் வளைவுகளாக ஏற்றுமதி செய்யுங்கள்எந்தவொரு மூலப்பொருளுக்கும் ஒதுக்கப்படாத பட அமைப்பு முனைகளை ஏற்றுமதி செய்யுங்கள். இந்த நற்பொருத்தம் நிலையானது அல்ல, மேலும் gltf கோப்பில் சேர்க்க வெளிப்புற நீட்டிப்பு தேவைஎந்தவொரு மூலப்பொருளுக்கும் ஒதுக்கப்படாத படங்களை ஏற்றுமதி செய்யுங்கள்தனிப்பட்ட என்எல்ஏ தடங்களை தனி அனிமேசனாக ஏற்றுமதி செய்யுங்கள்உண்மையான பொருள்களைக் காட்டிலும் அமெரிக்க டாலரில் உள்ள குறிப்புகளாக நிறுவப்பட்ட பொருட்களை ஏற்றுமதி செய்யுங்கள்முக்கிய உள்ளமைவை பைதான் ச்கிரிப்டுக்கு ஏற்றுமதி செய்யுங்கள்தளர்வான விளிம்புகளை ஏற்றுமதி செய்யுங்கள் (இரண்டு உராய்வு பலகோணங்களாக)முதல் மூலப்பொருள் ச்லாட்டிலிருந்து மூலப்பொருளைப் பயன்படுத்தி தளர்வான விளிம்புகளை கோடுகளாக ஏற்றுமதி செய்யுங்கள்முதல் மூலப்பொருள் ச்லாட்டிலிருந்து மூலப்பொருளைப் பயன்படுத்தி, தளர்வான புள்ளிகளை சி.எல்.டி.எஃப் புள்ளிகளாக ஏற்றுமதி செய்யுங்கள்அனிமேசன் சுட்டிக்காட்டி என ஏற்றுமதி பொருள், ஒளி மற்றும் கேமரா அனிமேசன். வேகவைத்த அனிமேசன் பயன்முறைக்கு மட்டுமே கிடைக்கிறது 'என்எல்ஏ தடங்கள்' மற்றும் 'காட்சி'ஏற்றுமதி மூலப்பொருட்கள்ஏற்றுமதி மேட்ரிக்ச் ஆபரேட்டர்அலெம்பிக்கின் துணைப்பிரிவு திட்டத்தைப் பயன்படுத்தி மெச்களை ஏற்றுமதி செய்யுங்கள்வியூபோர்ட் காட்சி பண்புகளில் வரையறுக்கப்பட்டுள்ளபடி குறைந்தபட்ச பொருட்களை ஏற்றுமதி செய்யுங்கள்தற்போதைய சட்டகத்திற்கு பதிலாக பல பிரேம்களை ஏற்றுமதி செய்யுங்கள்ஏற்றுமதி இயல்புரெண்டரில் தோன்றும் பொருள்களை ஏற்றுமதி செய்யுங்கள்காட்சிகள் காட்சியகத்தில் தோன்றும் போது ஏற்றுமதி செய்யுங்கள்செயலில் உள்ள சேகரிப்பில் மட்டுமே பொருட்களை ஏற்றுமதி செய்யுங்கள்[0, 1] வரம்பில் uv களை மட்டுமே ஏற்றுமதி செய்யுங்கள்அனிமேசனை மாதிரி செய்யாதபோது ஏற்றுமதி மட்டும் சிதைவு எலும்புகள் சாத்தியமில்லைவிளிம்பை எழுதுவதற்கு பதிலாக அல்லது முகம் மென்மையான தரவை மட்டும் ஏற்றுமதி செய்யுங்கள்செயலில் உள்ள சேகரிப்பிலிருந்து (மற்றும் அதன் குழந்தைகள்) பொருட்களை மட்டுமே ஏற்றுமதி செய்யுங்கள்இந்த சேகரிப்பிலிருந்து (மற்றும் அதன் குழந்தைகள்) பொருட்களை மட்டும் ஏற்றுமதி செய்யுங்கள்தேர்ந்தெடுக்கப்பட்ட பொருட்களை மட்டுமே ஏற்றுமதி செய்யுங்கள்அனைத்து ஆதரிக்கப்பட்ட பொருட்களுக்கும் பதிலாக தேர்ந்தெடுக்கப்பட்ட பொருட்களை மட்டுமே ஏற்றுமதி செய்யுங்கள்அசல் சி.எல்.டி.எஃப் பிபிஆர் ஏகப்பட்ட ஏற்றுமதி, கலப்பான் கொள்கை ரீதியான சேடர் ஏகப்பட்டருக்கு பதிலாகமுகம் நிழல் குழு பணிகளுக்கு ஏற்றுமதிமுகம் தட்டையான-நிழலாடப்பட்டிருந்தால், முகம்-கார்னர் இயல்பானதாக இருந்தால், ஒரு முகத்திற்கு இயல்பான ஏற்றுமதிபெர்டெக்ச் வண்ணங்களை ஏற்றுமதி செய்யுங்கள்பலகோணங்களை (குவாட்ச் மற்றும் என்-கோன்ச்) முக்கோணங்களாக ஏற்றுமதி செய்யுங்கள்வழங்கக்கூடிய பொருள்களை மட்டுமே ஏற்றுமதி செய்யுங்கள்gltf 2.0 கோப்பாக காட்சியை ஏற்றுமதி செய்யுங்கள்அமெரிக்க டாலர் கோப்பு ஏற்றுமதியுடன் துல்லியமான ஒப்பீட்டிற்காக, அமெரிக்க டாலர் கோப்பு மூலம் காட்சியை ஏற்றுமதி செய்யுங்கள்தேர்ந்தெடுக்கப்பட்ட மற்றும் புலப்படும் பொருள்களை மட்டுமே ஏற்றுமதி செய்யுங்கள்தேர்ந்தெடுக்கப்பட்ட பொருட்களை மட்டுமே ஏற்றுமதி செய்யுங்கள்ஏற்றுமதி அமைப்பு வகைகள்ஏற்றுமதி வடிவ விசைகள் (மோர்ப் இலக்குகள்)ஏற்றுமதி வடிவ விசைகள் அனிமேசன்கள் (மார்ப் இலக்குகள்)usd கலப்பு வடிவங்களாக வடிவ விசைகளை ஏற்றுமதி செய்யுங்கள்ச்கின்னிங் (ஆர்மேச்சர்) தரவை ஏற்றுமதி செய்யுங்கள்மென்மையான தகவல்களை ஏற்றுமதி செய்யுங்கள் (உங்கள் இலக்கு இறக்குமதியாளர் தனிப்பயன் இயல்புகளைப் புரிந்து கொண்டால் 'இயல்பான மட்டும்' விருப்பத்தை விரும்புங்கள்)குறிப்பிட்ட வெர்டெக்ச் இயல்புகளை ஏற்றுமதி செய்தால், கணக்கிடப்பட்ட இயல்புகளை ஏற்றுமதி செய்யுங்கள்நிரப்பப்பட்ட வீச்சுகள்சீரான அகலத்துடன் பக்கவாதம்துணைப்பிரிவு மேற்பரப்புகளை மெச்களாக ஏற்றுமதி செய்யுங்கள்அமெரிக்க டாலர் கோப்புக்கு அடுத்த 'அமைப்பு' கோப்புறையில் அமைப்புகளை ஏற்றுமதி செய்யுங்கள்புறஊதா தளவமைப்பை 2 டி கிராஃபிக் என ஏற்றுமதி செய்யுங்கள்uv தளவமைப்பை பிட்மேப் படத்திற்கு ஏற்றுமதி செய்யுங்கள்uv தளவமைப்பை ஒரு திசையன் eps கோப்பில் ஏற்றுமதி செய்யுங்கள்uv தளவமைப்பை ஒரு திசையன் svg கோப்பில் ஏற்றுமதி செய்யுங்கள்கடைசி கேட்மல்-ரோம் துணைப்பிரிவு மாற்றியமைப்பை fbx துணைப்பிரிவாக ஏற்றுமதி செய்யுங்கள் ('விண்ணப்பதாரர்களைப் பயன்படுத்துகையில்' இயக்கப்பட்டிருந்தாலும் மாற்றியமைப்பைப் பயன்படுத்தாது)ஒரு முகத்தின் வெர்டெக்ச் குழுவின் பெயரை ஏற்றுமதி செய்யுங்கள். இது ஒரு முகத்தின் செங்குத்துகளில் அதிக உறுப்பினர்களைக் கொண்ட வெர்டெக்ச் குழுவைத் தேர்ந்தெடுப்பதன் மூலம் தோராயமாக மதிப்பிடப்படுகிறதுதற்போதைய அனிமேசன் சட்டத்தில் காட்சியை ஏற்றுமதி செய்யுங்கள். முடக்கும்போது, பிரேம் 0 பொருள்களுக்கான ஓய்வு மாற்றங்களாக பயன்படுத்தப்படுகிறதுயுடிம் எண் திட்டத்தில் ஓடுகளை ஏற்றுமதி செய்யுங்கள்: 1001 + u_tile + 10*v_tileuvtile எண் திட்டத்தில் ஓடுகளை ஏற்றுமதி செய்யுங்கள்: u (u_tile + 1) _v (v_tile + 1)ஏற்றுமதி செய்யப்படாத கண்ணி வெர்டெக்ச் ஆயத்தொகுதிகளை ஏற்றுமதி செய்யுங்கள்ext_mesh_gpu_instancing ஐப் பயன்படுத்தி ஏற்றுமதி செய்யுங்கள். கொடுக்கப்பட்ட காலியாக உள்ள குழந்தைகளுக்கு மட்டுமே. பல மூலப்பொருட்கள் தவிர்க்கப்படலாம்gltf மாநாட்டைப் பயன்படுத்தி ஏற்றுமதி, +y upவெர்டெக்ச் வண்ண பண்புகளை ஏற்றுமதி செய்யுங்கள்பொருளால் பயன்படுத்தும்போது வெர்டெக்ச் வண்ணத்தை ஏற்றுமதி செய்யுங்கள்இந்த பெயருடன் வெர்டெக்ச் வண்ணத்தை ஏற்றுமதி செய்யுங்கள்மெச்களுடன் வெர்டெக்ச் இயல்புகளை ஏற்றுமதி செய்யுங்கள்வடிவ விசைகளுடன் (மோர்ப் இலக்குகள்) ஏற்றுமதி வெர்டெக்ச் இயல்பானவை ஏற்றுமதி செய்யுங்கள்மெச்களுடன் வெர்டெக்ச் தொடுகோடுகளை ஏற்றுமதி செய்யுங்கள்வடிவ விசைகளுடன் (மோர்ப் இலக்குகள்) ஏற்றுமதி வெர்டெக்ச் தொடுகோடுகள்அமெரிக்காவின் முன்னோட்டப் மூலப்பொருட்களாக மூலப்பொருட்களின் ஏற்றுமதி காட்சியக அமைப்புகள், மற்றும் வடிவியல் துணைக்குழுக்களாக ஏற்றுமதி மூலப்பொருள் பணிகள்புலப்படும் பொருள்களை மட்டுமே ஏற்றுமதி செய்யுங்கள்மொழிபெயர்ப்பு, ஓரியண்ட் குவாட்டர்னியன் மற்றும் அளவிலான எக்ச்ஃபார்ம் ஆபரேட்டர்களுடன் ஏற்றுமதி செய்யுங்கள்மொழிபெயர்ப்பு, சுழற்றுதல் மற்றும் எக்ச்ஃபார்ம் ஆபரேட்டர்களைக் கொண்டு ஏற்றுமதி செய்யுங்கள்%d சேகரிப்புகளிலிருந்து %d கோப்புகளை ஏற்றுமதி செய்தது'%s' ஏற்றுமதி செய்யப்பட்டதுஏற்றுமதியாளர் அட்டவணைஏற்றுமதியாளர்கள்அலெம்பிக் ஏற்றுமதி ...USD ஏற்றுமதி ...மாற்றியமைக்கப்பட்ட கண்ணி இருந்து uv களை ஏற்றுமதி செய்கிறதுசாதொபொகு இல் அனைத்து தரவும் நிரம்பிய ஒரு கோப்பை ஏற்றுமதி செய்கிறது. பைனரியை விட குறைவான செயல்திறன், ஆனால் பின்னர் திருத்துவது எளிதுபைனரி வடிவத்தில் அனைத்து தரவும் நிரம்பிய ஒரு கோப்பை ஏற்றுமதி செய்கிறது. மிகவும் திறமையான மற்றும் எடுத்துச் செல்லக்கூடியது, ஆனால் பின்னர் திருத்துவது மிகவும் கடினம்செயலில் உள்ள செயல்கள் மற்றும் என்எல்ஏ தடங்களை சி.எல்.டி.எஃப் அனிமேசன்களாக ஏற்றுமதி செய்கிறதுமுடி துகள் அமைப்புகளை அனிமேசன் வளைவுகளாக ஏற்றுமதி செய்கிறதுதனித்தனி JSON, பைனரி மற்றும் டெக்ச்சர் தரவுகளுடன் பல கோப்புகளை ஏற்றுமதி செய்கிறது. பின்னர் திருத்துவது எளிதுமுடி அல்லாத துகள் அமைப்புகளை ஏற்றுமதி செய்கிறதுஒரு முனை குழுவிற்குள் இருந்து இணைக்கப்பட்ட தரவை அதன் இடைமுகத்திற்கு உள்ளீடுகளாக அம்பலப்படுத்துங்கள்ஒன்றிணைக்கும் பெற்றோர் சுழற்சி மற்றும் அளவைப் பயன்படுத்தி பசை அல்லது பிற சங்கிலிகளால் பெற்றோர் இயக்கமாகக் காணக்கூடிய மாற்றக் கட்டுப்பாடுகளுக்கு பரப்பப்பட்ட அளவு மற்றும்/அல்லது திருப்பத்தை அம்பலப்படுத்துங்கள். இல்லையெனில் அது இந்த சங்கிலிக்குள் உள்நாட்டில் மட்டுமே பரப்பப்படுகிறதுநேரிடுவதுகாட்சி உருமாற்றத்திற்கு முன் வெளிப்பாடு (நிறுத்தங்கள்) பயன்படுத்தப்படுகின்றன, 2^வெளிப்பாடு மூலம் பெருக்கப்படுகின்றனfps இன் காரணியாக இயக்க மங்கலுக்கான வெளிப்பாடுவெளிப்பாடுகைஉரை செய்யப்பட்ட வெளிப்பாட்டிற்கு பயன்படுத்த வெளிப்பாடுவெளிப்பாடு:வெளிப்பாடு: {:s}வெளிப்பாடு: {}நீட்டிக்கஎல்லைகளை நீட்டிக்கவும்எக்ச்ட்ராபோலேட்டட் நீட்டிக்கவும்கிடைமட்டமாக நீட்டவும்வரம்பை நீட்டிக்கவும்தேர்ந்தெடுக்கவும்தேர்வை நீட்டிக்கவும்செங்குத்துகளை நீட்டிக்கவும்எல்லை பிக்சல்களை வெளிப்புறமாக நீட்டிக்கவும்ஒரு படத்தின் எல்லைகளை வெளிப்படையான அல்லது முகமூடி அணிந்த பகுதிகளாக நீட்டிக்கவும்படத்தின் விளிம்பு பிக்சல்களை மீண்டும் செய்வதன் மூலம் நீட்டிக்கவும்தற்போதைய புலப்படும் சேகரிப்புகளை நீட்டிக்கவும்இருக்கும் தேர்வை நீட்டிக்கவும்இறுதி புள்ளிகளைச் சுற்றி வளையத்தை நீட்டிக்கவும்சீம்களைக் குறைக்க முகங்களின் யு.வி.க்களுக்கு அப்பால் வண்ணப்பூச்சுகளை நீட்டிக்கவும் (பிக்சல்களில், மெதுவாக)அறிக்கை தேர்வை நீட்டிக்கவும்தேர்வை நீட்டிக்கவும்செயல்படுத்துவதற்கான தேர்வை நீட்டிக்கவும்முதலில் எல்லாவற்றையும் தேர்வு செய்வதற்குப் பதிலாக தேர்வை நீட்டிக்கவும்நடைப்பயணத்தில் தேர்வை நீட்டிக்கவும்தற்போதுள்ள தேர்வை அழிப்பதை விட தேர்வை நீட்டிக்கவும்நட்பான கோடுகளில் வீச்சுகள் நீட்டிக்கவும்கோண வரம்பை ஒரு வீழ்ச்சி சாய்வு மூலம் நீட்டிக்கவும்தற்போதுள்ள தேர்வை நீட்டிக்கவும்காட்சியின் காலத்தை பி.வி.எச் காலத்திற்கு நீட்டிக்கவும் (ஒருபோதும் காட்சியைக் குறைக்காது)தேர்வை நீட்டிக்கவும்கர்சருக்கு மிக நெருக்கமான விளிம்பில் செங்குத்துகளை நீட்டிக்கவும்செங்குத்துகளை நீட்டித்து முடிவை நகர்த்தவும்தெரிவுநிலையை நீட்டிக்கவும்நீட்டிக்கப்பட்ட சொத்து உலாவிசார்பு வரைபட பொருள் மாற்றி பற்றிய விரிவாக்கப்பட்ட தகவல்கள் (எச்சரிக்கை: இங்கே எல்லா தரவுகளும் 'மதிப்பீடு செய்யப்பட்டவை' ஒன்று, அசல் அல்ல .கலப்பு ஐடிஎச்)இழுவை மற்றும் வீழ்ச்சி ஆதரவைச் சேர்ப்பது போன்ற கோப்புகளை நிர்வகிக்கும் ஆபரேட்டர்களுக்கு செயல்பாட்டை விரிவுபடுத்துகிறதுசுட்ட முடிவை ஒரு பிந்தைய செயல்முறை வடிப்பானாக விரிவுபடுத்துகிறதுநீட்டிப்புநீட்டிப்பு வடிகட்டிநீட்டிப்பு உருப்படிநீட்டிப்பு களஞ்சியங்கள்நீட்டிப்பு களஞ்சியம்நீட்டிப்பு அமைப்புகள்நீட்டிப்பு குறிச்சொற்கள்நீட்டிப்பு புதுப்பிப்பு உள்ளது ({:d}){:s}நீட்டிப்பு புதுப்பிப்புகள் உள்ளன ({:d}){:s}எக்ச்டென்சன் ஃச்நீட்டிப்பு ஒய்நீட்டிப்பு ஆபரேட்டர் "%s" காணப்படவில்லைநீட்டிப்பு களஞ்சியம் காணப்படவில்லைதொலைநிலை களஞ்சியங்களுக்கான நீட்டிப்பு களஞ்சிய உதவிநீட்டிப்புகள்நீட்டிப்புகள் தடுக்கப்பட்டனநீட்டிப்புகள் பிழைத்திருத்தம்நீட்டிப்புகள் இயங்குதளம்நீட்டிப்புகள் குறிச்சொற்கள் & களஞ்சிய வடிகட்டி அமைப்புகள்நீட்டிப்புகள் புதுப்பிப்புகள்அளவுஎக்ச்டெண்ட் ஃச்அளவு ஒய்அளவு சட்வெளிப்புற ஆரம்வெளிப்புறம்/உள்துறைவெளிப்புறம்வெளிப்புற .கலப்பு தரவு இணைக்கப்பட்டுள்ள கோப்புவெளிப்புற விளிம்புவெளிப்புற தரவு.கலப்பு கோப்பில் வெளிப்புற கோப்பு நிரம்பியுள்ளதுவெளிப்புற நூலக தரவுவெளிப்புற நூலகத் தரவு திருத்தக்கூடியது அல்லவெளிப்புற நிழல் ச்கிரிப்டில் .osl அல்லது .oso நீட்டிப்பு இருக்க வேண்டும், அல்லது ஒரு பகுதி பெயராக இருக்க வேண்டும்அழிவுகூடுதல்கூடுதல் அனிமேசன்கள்கூடுதல் கட்டுப்பாடுகூடுதல் சிதைவுகூடுதல் இறுதி கட்டுப்பாடுகள்கூடுதல் FK கட்டுப்பாடுகள்கூடுதல் நான் கட்டுப்படுத்துகிறேன்கூடுதல் நான் அடுக்குகள்கூடுதல் விருப்பங்கள்கூடுதல் நிழல் பை பட்டியல் உருப்படிகள்கூடுதல் தொடக்க கட்டுப்பாடுகள்கூடுதல் படிகள்கூடுதல் பயனர்கூடுதல் பிழைத்திருத்த செய்தி மற்றும் உருவாக்குபவர் நீட்டிப்புகளுக்கான பயன்பாடுகள்பொருளின் சுழற்சியில் கூடுதல் சுழற்சி சேர்க்கப்பட்டது (யூலர் சுழற்சிகளைப் பயன்படுத்தும் போது)பொருளின் சுழற்சியில் கூடுதல் சுழற்சி சேர்க்கப்பட்டது (குவாட்டர்னியன் சுழற்சிகளைப் பயன்படுத்தும் போது)பொருளின் அளவிற்கு கூடுதல் அளவிடுதல் சேர்க்கப்பட்டதுசிறப்பு கின்க் அம்சங்களைத் தீர்ப்பதற்கான கூடுதல் படிகள்பொருளின் இருப்பிடத்தில் கூடுதல் மொழிபெயர்ப்பு சேர்க்கப்பட்டுள்ளதுபிரித்தெடுக்கவும்படத்திலிருந்து பசை எழுதுகோல் வீச்சுகள் பிரித்தெடுக்கவும்ஒரு பெரிய சரத்திலிருந்து ஒரு சரம் பிரிவைப் பிரித்தெடுக்கவும்படத்தில் பயன்படுத்தப்படும் அனைத்து வண்ணங்களையும் பிரித்தெடுத்து ஒரு தட்டு உருவாக்கவும்திடமாக பிரித்தெடுக்கவும்ஒரு திடமான மாற்றியமைப்புடன் ஒரு திடமான பொருளாக முகமூடியைப் பிரித்தெடுக்கவும்எக்ச்ட்ராபோலேட்எக்ச்ட்ராபோலேட் இயக்கம்எக்ச்ட்ராபோலேட் வரம்புகள்வளைவை விரிவுபடுத்துங்கள் அல்லது கிடைமட்டமாக நீட்டிக்கவும்எக்ச்ட்ராபோலேசன்கூடுதல்எக்ச்ட்ரீம்எக்ச்ட்ரீம் கீஃப்ரேம்எக்ச்ட்ரீம் கீஃப்ரேம் தேர்ந்தெடுக்கப்பட்டதுஎக்ச்ட்ரூட்எக்ச்ட்ரூட் சூழல்எக்ச்ட்ரூட் கைப்பிடி வகைதனிப்பட்ட முகங்களை வெளியேற்றும்எக்ச்ட்ரூட் மெச்எக்ச்ட்ரூட் பயன்முறைஎக்ச்ட்ரூட் விளிம்புகள் மட்டுமேஎக்ச்ட்ரூட் மட்டுமே செங்குத்துகள்எக்ச்ட்ரூட் பாயிண்ட்எக்ச்ட்ரூட் மண்டலம்எக்ச்ட்ரூட் ச்ட்ரோக் புள்ளிகள்எக்ச்ட்ரூட் வளைவு மற்றும் நகரும் முடிவுஒவ்வொரு தனிப்பட்ட முகத்தையும் உள்ளக இயல்புகளுடன் தனித்தனியாக வெளியேற்றவும்எக்ச்ட்ரூட் விளிம்புகள் மற்றும் நகரும் முடிவுசுதந்திரமாக அல்லது ஒரு அச்சில்தனிப்பட்ட விளிம்புகளை மட்டும் வெளியேற்றவும்தனிப்பட்ட முகங்களை மட்டுமே வெளியேற்றவும்தனிப்பட்ட செங்குத்துகளை மட்டும் வெளியேற்றவும்இயல்பான பன்மடங்கு மண்டலம்எக்ச்ட்ரூட் மண்டலம் மற்றும் நகரும் முடிவுமுகங்களின் எக்ச்ட்ரூட் மண்டலம்உள்ளக இயல்புடன் ஒன்றாக மண்டலம்சராசரி இயல்புடன் ஒன்றாக மண்டலம்பிவோட் பாயிண்ட் மற்றும் தற்போதைய பார்வை அச்சில் தேர்ந்தெடுக்கப்பட்ட எல்லை வரிசையில் எக்ச்ட்ரூட்தேர்ந்தெடுக்கப்பட்ட கட்டுப்பாட்டு புள்ளி (கள்)தேர்ந்தெடுக்கப்பட்ட புள்ளிகளை வெளியேற்றி அவற்றை நகர்த்தவும்சுட்டிக்காட்டப்பட்ட காட்சியமைப்பில் கர்சரைச் சுற்றி ஒரு வட்டத்தில் தேர்ந்தெடுக்கப்பட்ட செங்குத்துகள் எக்ச்ட்ரூட்சுட்டிக்காட்டப்பட்ட காட்சியமைப்பில் கர்சரைச் சுற்றி திருகு வடிவ சுழற்சியில் தேர்ந்தெடுக்கப்பட்ட செங்குத்துகள் எக்ச்ட்ரூட்தேர்ந்தெடுக்கப்பட்ட செங்குத்துகள், விளிம்புகள் அல்லது முகங்கள் மறுநிகழ்வுஎக்ச்ட்ரூட் தேர்வுதேர்ந்தெடுக்கப்பட்ட புள்ளிகளை வெளியேற்றவும்எக்ச்ட்ரூட் செங்குத்துகள் மற்றும் நகர்த்து முடிவுஎக்ச்ட்ரூட், கரைந்த விளிம்புகள் அதன் முகங்கள் ஒரு தட்டையான மேற்பரப்பை உருவாக்கி புதிய விளிம்புகளை வெட்டுகின்றனஎக்ச்ட்ரூட்: %.3fவெளியேற்றம்கண் இமை மற்றும் கருவிழி சிதைகின்றனகண்கண் இமை பிரித்தல் விருப்பம்கண் இமைகள் இணைக்கப்பட்டுள்ளன {}கண் இமைகள் இயல்புநிலையைப் பின்பற்றுகின்றனகண் இமைகள் பின்பற்றப்படுகின்றன {}கண்கள்எஃப்-வளைவுஇந்த சேனல் பேக்கில் ஏற்கனவே எஃப்-வளைவு '%s [%d]' உள்ளதுf-வளைவு குழுவாக்கம்எஃப்-வளைவு குழுக்கள்எஃப்-வளைவு உயர் தரமான வரைதல்எஃப்-வளைவு மாற்றியமைக்கும் வகைஎஃப்-கர்வ் மாற்றியமைப்பாளர் தவறான அமைப்புகளைக் கொண்டுள்ளது மற்றும் மதிப்பீடு செய்யப்படாதுஎஃப்-கர்வ் மாற்றியமைப்பாளர் குறிப்பிட்ட பிரேம் வரம்பிற்கு மட்டுமே பயன்படுத்தப்படுகிறதுஎஃப்-வளைவு மாற்றியமைக்கும் பெயர்எஃப்-கர்வ் மாற்றியமைப்பின் விளைவுகள் இயல்புநிலை காரணியால் மென்மையாக்கப்படும்எஃப்-கர்வ் மாற்றியமைப்பாளரின் குழு இடைமுகம் இல் விரிவாக்கப்பட்டுள்ளதுஎஃப்-வளைவு மாற்றியமைப்பாளர்கள்எஃப்-வளைவு பெயர் வடிகட்டிஎஃப்-வளைவு மாதிரிஎஃப்-கர்வ் ஏற்கனவே கீஃப்ரேம்களைக் கொண்டுள்ளதுஎஃப்-வளைவு ஏற்கனவே மாதிரி புள்ளிகளைக் கொண்டுள்ளதுஎஃப்-வளைவு மற்றும் அதன் கீஃப்ரேம்கள் வரைபட திருத்தி வரைபடங்களில் மறைக்கப்பட்டுள்ளனஎஃப்-வளைவு தரவு பாதை வெற்று, தவறான உரையாடல்ஒரு காலத்தின் மதிப்புகளை வரையறுக்கும் எஃப்F-Curve இல் எந்த கீஃப்ரேம்களும் இல்லை, ஏனெனில் இது மாதிரி புள்ளிகளை மட்டுமே கொண்டுள்ளதுஎஃப்-வளைவுக்கு கீஃப்ரேம்கள் இல்லைஎஃப்-வளைவுக்கு மாதிரி புள்ளிகள் இல்லைஎஃப்-வளைவு திருத்துதல் தேர்வு செய்யப்படுகிறதுஎஃப்-வளைவு நேரடி வடிகட்டுதல் சரம்எஃப்-கர்வ் மாற்றியமைப்பாளர் '%s' எஃப்-வளைவில் காணப்படவில்லைF-Curve modifier ஆனது '%s[%d]' இல் தொலைந்தது, ஏனெனில் அது அறியப்படாத வகையைக் கொண்டுள்ளதுஎஃப்-கர்வ் மாற்றியமைப்பாளர் திருத்தியில் அமைப்புகளைக் காண்பிக்கும்எஃப்-வளைவு காணப்படவில்லைஎஃப்-வளைவுக்கு எஃப்-மாடிஃபையர்கள் மட்டுமே உள்ளனவரைபட திருத்தியில் எஃப்-வளைவு தெரிவுநிலைஎஃப்-வளைவின் அமைப்புகளைத் திருத்த முடியாதுஎஃப்-வளைவுகள்உரிபின் செல்வாக்கு மற்றும் நேரத்தைக் கட்டுப்படுத்த எஃப்-வளைவுகள்எஃப்-வளைவுகளுக்கு சரியான அளவு இல்லைஇந்த குழுவில் f-வளைவுகள்எஃப்-மாடிஃபையர்எஃப்-மாடிஃபையர்கள் அவர்களுக்கும் வளைவுகளை உருவாக்க முடியும்எஃப்-ச்டாப்எஃப்-ச்டாப் விகிதம் (குறைந்த எண்கள் அதிக டிஃபோகசைக் கொடுக்கும், அதிக எண்கள் கூர்மையான படத்தைக் கொடுக்கும்)எஃப் 1எஃப் 2F82 நிறம்fbx அனைத்துfbx தனிப்பயன் அளவுfbx io மெச்கள், புறஊதாஎச், வெர்டெக்ச் வண்ணங்கள், மூலப்பொருட்கள், கட்டமைப்புகள், கேமராக்கள், விளக்குகள் மற்றும் செயல்கள்FBX இறக்குமதி: '%s' ஐ இறக்குமதி செய்ய முடியாது: '%s'FBX இறக்குமதி: '%s' ஐ திறக்க முடியாதுfbx அலகுகள் அளவுfbx வடிவம்கலப்பானின் ஆயுதங்களைக் குறிக்கப் பயன்படுத்தப்படும் fbx வகை முனை (பொருள்) (மற்ற பயன்பாட்டுடன் சிக்கல்களை நீங்கள் அனுபவிக்காவிட்டால் சுழிய வகையைப் பயன்படுத்தவும், ஏனெனில் மற்ற தேர்வுகள் கலப்பானில் சரியாக இறக்குமதி செய்யாது ...)ffmpeg முன்னமைவுகள்ffmpeg அமைப்புகள்ffmpeg வீடியோபயன்படுத்த ffmpeg ஆடியோ கோடெக்வீடியோ வெளியீட்டிற்கு பயன்படுத்த ffmpeg கோடெக்ffmpeg டி.வி.க்கு 48khz / ச்டீரியோ ஆடியோவை மட்டுமே ஆதரிக்கிறது!காட்சிக்கான ffmpeg தொடர்பான அமைப்புகள்ffmpeg வீடியோ கோடெக் #1வடிகட்டி_ஐடிஎம்எஃப்.கே கட்டுப்பாடுகள்flacபுரட்டுதல்ஃபிளிப் விகிதம்fpsfps சராசரி மாதிரிகள்fps அடிப்படைமுகம்முகப்புமுகம் கோணம்முகம் கோண உரைமுகம் கோணங்கள்முகம் பரப்புமுகம் பரப்பு மற்றும் கோணம்முகம் பரப்பு புலம்முகம் பரப்பு உரைமுகம் கேமராமுக நடுவண்முகம் மோதல்முகம் மூலையில்முக மூலை கோணம்முகம் மூலையில் எண்ணிக்கைமுகம் மூலையில் தரவுமுகம் மூலையில் தரவு வகைகள்முகம் மூலையில் மேப்பிங்முக எண்ணிக்கைமுக எண்ணிக்கை: %sமுகம் காளைமுகத்தை முகம்முகம் புள்ளி அளவுகுழு எல்லைகளை முகம்முகம் குழு ஐடிமுகம் அட்டவணைமுகம் செல்வாக்குஃபேச் லூப் டிலிமிட்முகம் மேப்பிங்முகம் குறி நிலைமுகம் குறி வடிகட்டுதல்முகம் மறுப்புமுகம் மதிப்பெண்கள்முகம் முறை தேர்வுமுகம் அருகில்அருகிலுள்ள படிகளை எதிர்கொள்ளுங்கள்முகம் அண்டை எண்ணிக்கை புலம்அண்டை வீட்டாரை எதிர்கொள்ளுங்கள்முகம் இயல்பானதுமுகம் நோக்குநிலைமுகம் நோக்குநிலை மீண்டும்முகம் நோக்குநிலை முன்முகம் திட்டம்முகம் ரெடோபாலசிமுகம் தேர்வுமுகம் தொகுப்புமுகம் முழு கண்ணி அமைக்கவும்திருத்து பயன்முறை தேர்விலிருந்து முகம் தொகுப்புமுகமூடியிலிருந்து முகம் அமைக்கப்பட்டுள்ளதுகாணக்கூடிய முகம் அமைக்கப்பட்டுள்ளதுமுகம் செட்முகம் எல்லை அமைக்கிறதுமுகம் எல்லை ஆட்டோமேச்கிங்கை அமைக்கிறதுமுகம் தொகுப்புகள் திருத்துமுகம் fk ஐ அமைக்கிறதுமுகம் தொடங்குகிறதுபெவெல் எடையிலிருந்து முகம் அமைக்கிறதுஎட்ச் மடிப்புகளிலிருந்து முகம் அமைக்கிறதுமுகம் அமைக்கப்பட்ட எல்லைகளிலிருந்து முகம் செட்தளர்வான பகுதிகளிலிருந்து முகம் அமைக்கிறதுமூலப்பொருள் இடங்களிலிருந்து முகம் செட்கண்ணி இயல்புகளிலிருந்து முகம் செட்கூர்மையான விளிம்புகளிலிருந்து முகம் செட்புறஊதா சீம்களிலிருந்து முகம் செட்முக அமைப்புகளின் மேலடுக்கு ஒளிபுகாநிலை தற்போது 0 ஆக அமைக்கப்பட்டுள்ளதுகூர்மையை எதிர்கொள்ளுங்கள்முகம் மென்மையாகும்முகம் பிளவுமுகம் படிமுகம் அடியெடுத்து வைக்கிறதுமுகம் வலிமைமுகம் வலிமை பயன்முறைமுகம் கோண வரம்புUV இடத்தில் முகம் பகுதிமுகம் எல்லைகள் நடுவண்கடிகார திசையில் அல்லது எதிர் கடிகார முறுக்கினால் முகத்தின் திசை வரையறுக்கப்படுகிறது (மேலே எதிர்கொள்ளும் அல்லது கீழே எதிர்கொள்ளும்)மூலையின் முகம்முகம் தேர்ந்தெடு-பல முறைகளுக்கு சிப்ட்-கிளிக், சி.டி.ஆர்.எல்-கிளிக் தேர்வை விரிவுபடுத்துகிறதுஓவியத்திற்கான முகம் தேர்வு முகமூடிமுகம் தேர்வு முறைமுகங்கள்செங்குத்துகளால் முகங்கள் மற்றும் விளிம்புகள்முகங்கள் வெவ்வேறு தொடர்ச்சியான எதிர்கொள்ளும் போது மட்டுமே நடுத்தர இடைமுகமாக கருதப்படுகின்றன. அதிகபட்ச கதிர் ஆழத்தை மீறாத வரை சரியான முடிவுகளைத் தருகிறது. வேகமான முறையுடன் ஒப்பிடும்போது குறிப்பிடத்தக்க நினைவக மேல்நிலை உள்ளது.விளிம்புகளால் முகங்கள்முகங்களும் மோதுகின்றன, மிகவும் மெதுவாக இருக்கும்தீவுகளை பொதி செய்யும் போது கருத்தில் கொள்ள வேண்டிய முகங்கள்unwrap செயல்பாட்டில் பங்கேற்க முகங்கள்இந்த மூலப்பொருளைக் கொண்ட முகங்கள் அடுக்குகளின் எண்ணிக்கையை நிர்ணயித்ததைப் போல செயல்படும்முக இயல்புகள்எதிர்கொள்ளும்எதிர்கொள்ளும் சார்புஎதிர்கொள்ளும் கேமராஎதிர்மறை ஃச் ஐ எதிர்கொள்வதுஎதிர்மறை ஒய் ஐ எதிர்கொள்வதுஎதிர்மறை சட் ஐ எதிர்கொள்ளும்நேர்மறை ஃச் ஐ எதிர்கொள்வதுநேர்மறை ஒய் ஐ எதிர்கொள்வதுநேர்மறை சட் ஐ எதிர்கொள்வதுகேமராவின் ஆதிக்க அச்சை எதிர்கொள்கிறதுகாரணிகாரணி (ஒரே மாதிரியானது)காரணி நீலம்காரணி அடர்த்திகாரணி காட்சி வகைகாரணி முடிவுகாரணி பச்சைகாரணி சிறப்பம்சங்கள்காரணி அதிகபட்சம்காரணி மணித்துளிகாரணி பயன்முறைகாரணி ஆரம்காரணி சிவப்புகாரணி விரட்டல்காரணி ஓய்வு நீளம்காரணி நிழல்கள்காரணி தொடக்கம்காரணி கடினமான பாகுத்தன்மைதுணி உருவகப்படுத்துதல் விளைவுகளை கட்டுப்படுத்த ஆரம் அளவோடு தொடர்புடைய காரணி சேர்க்கப்பட்டதுவளைவு விநியோகத்திற்கான அடர்த்தியில் பயன்படுத்தப்படும் காரணிகாட்சியமைப்புக்கான அடர்த்தியில் காரணி பயன்படுத்தப்படுகிறதுதொகுதி மாறுபாடு மற்றும் நீட்சி ஆகியவற்றுக்கு இடையிலான காரணிஆடியோ பிட்ச் அளவிடப்படும் காரணி.துணியை சுருக்க வேண்டிய காரணிதீவுகள் கையாளுதலின் துல்லியத்தை கட்டுப்படுத்தும் காரணி (அதிகமாக, சிறந்த முடிவுகள்)தீவுகளின் கையாளுதலின் துல்லியத்தை கட்டுப்படுத்தும் காரணி (பொதுவாக, 0.1 போதுமானதாக இருக்க வேண்டும், அதிக மதிப்புகள் விசயங்களை மிகவும் மெதுவாகச் செய்யும்)சுற்றுப்புற மறுப்பு கலப்புக்கான காரணிநிரப்பு எல்லை துல்லியத்திற்கான காரணி, அதிக மதிப்புகள் மிகவும் துல்லியமானவை ஆனால் மெதுவாக உள்ளனகுழி முகடுகளுக்கான காரணிகுழி பள்ளத்தாக்குகளுக்கான காரணிவளைவு முகடுகளுக்கான காரணிவளைவு பள்ளத்தாக்குகளுக்கான காரணிசுருட்டை முடிவில் ஆரம் காரணிசுருட்டை தொடக்கத்தில் ஆரம் காரணிசாயலுக்கான காரணிமங்கலான காரணிஎளிமைப்படுத்தும் காரணிதகவமைப்பு வழிமுறையைப் பயன்படுத்தி எளிமைப்படுத்தும் காரணிஒளிபுகாநிலையின் காரணிவீச்சு கடினத்தன்மையின் காரணிசடைகளின் அதிகபட்ச ஆரம் காரணிசடைகளின் குறைந்தபட்ச ஆரம் காரணிபெருமத்தில் ஆரத்தின் காரணிகுறைந்தபட்சம் ஆரத்தின் காரணிவண்ணமயமான வண்ணத்தின் காரணிஇடப்பெயர்ச்சி பெருக்கப்படும் காரணிஆஃப்செட் அதிர்வெண்ணால் தீர்மானிக்கப்படும் குறிப்பிட்ட வரிசைகளுக்கு செங்கலின் அகலத்தை சரிசெய்ய காரணிஒட்டுமொத்த விளைவைக் கலக்க காரணிஇயக்க மங்கலின் அளவைக் கட்டுப்படுத்த காரணிதனிப்பட்ட பிரிவுகளின் நீளம் இறுதி கணக்கிடப்பட்ட வளைவை எவ்வளவு பாதிக்க வேண்டும் என்பதை தீர்மானிக்க காரணி. அதிக காரணிகள் சிறிய பிரிவுகள் ஒட்டுமொத்த வளைவை குறைவாக பாதிக்கின்றன.சுழற்சி கோணத்தை பாதிக்கும் காரணிதடிமன் பெருக்க காரணிதூரிகை அளவை அளவிட காரணிஒட்டுமொத்த இடப்பெயர்ச்சியை அளவிடுவதற்கான காரணிuv களை அளவிடுவதற்கான காரணிஇலக்குக்கு தரவைப் பயன்படுத்தும்போது பயன்படுத்த வேண்டிய காரணி (சரியான நடத்தை கலவை பயன்முறையைப் பொறுத்தது)இலக்குக்கு தரவைப் பயன்படுத்தும்போது பயன்படுத்த வேண்டிய காரணி (சரியான நடத்தை கலவை பயன்முறையைப் பொறுத்தது, வரையறுக்கப்படும்போது வெர்டெக்ச் குழுவிலிருந்து எடையுடன் பெருக்கப்படுகிறது)இறுதி நிறத்தைப் பெற வெர்டெக்ச் வண்ணத்தை கலக்கப் பயன்படும் காரணிகாரணியாக்கப்பட்ட பல்லுறுப்புறுப்புதொழிற்சாலை தொடக்கதொழிற்சாலை தொடக்க ஆப்-டெம்ப்ளேட் மட்டுமேமங்கல்மங்கும் தூரம்மங்கலான காலம்மங்கலான காரணிமங்கலான வடிவியல்பசை எழுதுகோல் பொருள்களை மங்கச் செய்யுங்கள்செயலில் உள்ளதைத் தவிர, பசை எழுதுகோல் பொருள்களை மங்கச் செய்யுங்கள்மங்கவும்உள்ளேயும் வெளியேயும் மங்கிவிடும்செயலற்ற வடிவவியலை மங்கச் செய்யுங்கள்செயலற்ற அடுக்குகளை மங்கச் செய்யுங்கள்செயலற்ற பொருள்களை மங்கச் செய்யுங்கள்மங்கலான அடுக்குகள்பொருள்களை மங்கச் செய்யுங்கள்மங்கிவிடும்மங்கலான நேரம்மங்கலான வகைதெரிவுநிலையை மேம்படுத்த முழு வண்ண அடுக்குடன் அனைத்து வியூபோர்ட் பொருட்களையும் மங்கச் செய்யுங்கள்மங்கலான நடுவண்உள்ளமைக்கப்பட்ட இயல்புநிலையைப் பயன்படுத்தி மங்கல் விளைவு (வழக்கமாக விளைவு துண்டு வரை மாற்றத்தை ஏற்படுத்துகிறது)மங்கலான காரணிநேர கர்சரின் கீழ் கீற்றுகளின் தொடக்கத்திலிருந்து தற்போதைய சட்டகத்திற்கு மங்கிவிடும்நேர கர்சரிலிருந்து ஒன்றுடன் ஒன்று கீற்றுகளின் இறுதி வரை மங்கிவிடும்தேர்ந்தெடுக்கப்பட்ட கீற்றுகளில் மங்கிவிடும்தற்போதைய சட்டகத்திலிருந்து, வெளியே, வெளியே, அல்லது அல்லது மங்கிவிடும். இயல்புநிலை இரண்டும் உள்ளேயும் வெளியேயும் உள்ளனவியூபோர்ட் பின்னணி நிறத்தைப் பயன்படுத்தி செயலற்ற வடிவவியலை மங்கச் செய்யுங்கள்பக்கவாதத்தின் ஒளிபுகாநிலையின் செல்வாக்குபக்கவாதத்தின் தடிமன் செல்வாக்குகொடுக்கப்பட்ட வெட்டு கோணத்திற்குப் பிறகு 0 க்கு இடைநிலை தூரத்தை மங்கச் செய்யுங்கள்செயலில் உள்ளதைத் தவிர பசை எழுதுகோல் அடுக்குகளுக்கான மங்கலான அடுக்கு ஒளிபுகாநிலைஒரு வீடியோவிலிருந்து மங்க, மற்றொரு வீடியோவில் மங்கிவிடும்தேர்ந்தெடுக்கப்பட்ட கீற்றுகளை மங்கச் செய்யுங்கள்நேரடியாக வெட்டுவதற்கு பதிலாக வீச்சுகள் மங்கிவிடும்தற்போதைய சட்டத்திலிருந்து மேலும் தொலைவில் பாதைகள் மற்றும் விசைகள் மங்கிவிடும்தேர்ந்தெடுக்கப்பட்ட கீற்றுகளை உள்ளேயும் வெளியேயும் மங்கச் செய்யுங்கள்காலப்போக்கில் துண்டுகளை மங்கச் செய்யுங்கள்உருவாக்கப்பட்ட ஒவ்வொரு பக்கவாதத்திற்கும் வீச்சு தடிமன் மங்கவும்குன்றல்பாரன்ஈட்தோல்வியுற்ற தடங்கள்தோல்வியுற்றது நினைவகத்திற்கு வெளியே, வழங்குதல் முடிவை ஒதுக்கவும்பொருள் "%s" இலிருந்து கண்ணி அணுகத் தவறிவிட்டது, வழங்குதல் போது அது தெரியும் என்பதை உறுதிப்படுத்தவும்ஆல்பா மாற்றியமைப்பைச் சேர்க்கத் தவறிவிட்டதுவண்ண மாற்றியமைப்பைச் சேர்க்கத் தவறிவிட்டதுவடிவியல் மாற்றியமைப்பைச் சேர்க்கத் தவறிவிட்டதுதடிமன் மாற்றியமைப்பைச் சேர்க்கத் தவறிவிட்டதுநினைவகத்தை ஒதுக்க தவறிவிட்டதுசில பொருள்களுக்கு சுழற்சியைப் பயன்படுத்துவதில் தோல்விமதிப்பை ஒதுக்குவதில் தோல்வி: {:s}ஓபன்சிஎல் ஆஃப்-ச்கிரீன் பஃப்பரை உருவாக்குவதில் தோல்வி, %sopengl off-screen இடையகத்தை உருவாக்குவதில் தோல்வி: %sச்டுடியோ லைட் பாதையை உருவாக்கத் தவறிவிட்டதுநேர வரிசை காட்சி முறையுடன் இணக்கமான சாளரத்தை உருவாக்குவதில் தோல்விகுவாட்-பஃபர் உதவி இல்லாமல் ஒரு சாளரத்தை உருவாக்கத் தவறிவிட்டது, நீங்கள் ஒளிரும் அனுபவத்தை அனுபவிக்கலாம்சொத்தை சேமிக்க சொத்து நூலக கோப்பகத்தை உருவாக்கத் தவறிவிட்டதுமுன்னமைவு பாதையை உருவாக்கத் தவறிவிட்டதுச்டீரியோ பட இடையகத்தை உருவாக்குவதில் தோல்விமேலெழுதும் செயல்பாட்டை உருவாக்கத் தவறிவிட்டதுசாளரத்தை உருவாக்குவதில் தோல்விசொத்து நூலகக் கோப்பை நீக்கத் தவறிவிட்டதுமுன்னமைவைச் செயல்படுத்துவதில் தோல்வி: {:s}'%s'ஐக் கண்டறிய முடியவில்லைஅதிரடி ச்லாட்டைக் கண்டறிய முடியவில்லை.சிறுகுறிப்பு தரவைக் கண்டுபிடிக்கத் தவறிவிட்டதுபிணைப்பு தீர்வைக் கண்டுபிடிக்கத் தவறிவிட்டது (துல்லியத்தை அதிகரிக்கவா?)ச்டுடியோ லைட் பாதையைப் பெறுவதில் தோல்விதுணை நிரல்கள் பாதையைப் பெறுவதில் தோல்விகருப்பொருள்கள் பாதையைப் பெறுவதில் தோல்விஎஃப்-வளைவில் விசைகளைச் செருகுவதில் தோல்வி '%s [%d]', அது பூட்டப்படவில்லை அல்லது மாதிரி செய்யப்படவில்லை என்பதை உறுதிசெய்து, எஃப்-மாற்றியமைப்பாளர்களை அகற்ற முயற்சிக்கவும்சொத்து நூலகத்தை ஏற்றுவதில் தோல்விபட அமைப்பை '%s' ஏற்றுவதில் தோல்விஅதற்கு பதிலாக ஓபன்ச்லைப் பயன்படுத்தி வல்கனைப் பயன்படுத்தி ஏற்றுவதில் தோல்வி.ஒலியளவை ஏற்றுவதில் தோல்வி:எந்த அனிமேசனையும் ஒன்றிணைக்கத் தவறிவிட்டது. என்.எல்.ஏ கீற்றுகளை இணைக்க முடியாது என்பதை நினைவில் கொள்ககோப்பை '%s' திறக்கத் தவறிவிட்டதுகோப்பு உலாவியைத் திறக்க முடியவில்லை!சாளரத்தைத் திறக்கத் தவறிவிட்டது!கலப்பு கோப்பை ' %s' படிக்கத் தவறிவிட்டது: %s'%s' கோப்பைப் படிக்கத் தவறிவிட்டது, ஒரு கலப்பு கோப்பு அல்லசட்டத்தைப் படிக்கத் தவறிவிட்டதுblobs அடைவு %s ஐ அகற்றுவதில் தோல்விமேனிலை தரவு அடைவு %s ஐ அகற்றுவதில் தோல்விசொத்துக்கான பாதையைத் தீர்க்கத் தவறிவிட்டது, அதற்கு பதிலாக ஒரு கீயிங் தொகுப்பைப் பயன்படுத்தி இதை கைமுறையாகக் குறிப்பிட முயற்சிக்கவும்சட்டத்தைத் தேடுவதில் தோல்விமுன்னோட்டத்தை அமைப்பதில் தோல்வி: சூழலில் ஐடி இல்லை (தவறான சூழல்?)தற்காலிக நடவடிக்கையை அமைக்க முடியவில்லைபுதிய கட்ட மாற்றத்தை அமைப்பதில் தோல்வி.மதிப்பை அமைப்பதில் தோல்விமுழுத் திரையில் இருக்கும்போது நேர தொடர்ச்சியான பயன்முறைக்கு மாறுவதில் தோல்விகண்ணி தரவை %d பொருள்களுக்கு மாற்றுவதில் தோல்விவெளிப்புற .osl கோப்பிற்கு அடுத்துள்ள .oso கோப்பை {:s} இல் எழுத முடியவில்லைசொத்து நூலகத்திற்கு எழுதத் தவறிவிட்டது"{}" டொமைன் "{}" உடன் "{}" என்ற பண்புக்கு எழுதத் தவறிவிட்டது மற்றும் "{}""%s" இல் வெளிப்புற கோப்பு செயல்பாட்டைச் செய்யத் தவறியதுநியாயமான நிலைகள்நியாயமான தொடுநிலைபோலி பயனர்டேட்டா-பிளாக்குகளை பேக்கிங் செய்வதற்குப் பதிலாக சேர்ப்பதில் பின்னடைவுதவறாவீழ்ச்சி நிறம்குறைவடையும் கருவிவீழ்ச்சிசங்கிலி வளைவுடன் வீழ்ச்சிவீழ்ச்சி கோணம்வீழ்ச்சி வளைவுவீழ்ச்சி சாய்வுவீழ்ச்சி ஒளிபுகாநிலைவீழ்ச்சி ஆற்றல்வீழ்ச்சி ஆரம்வீழ்ச்சி வளைவுவீழ்ச்சி வடிவம்வீழ்ச்சி அளவுவீழ்ச்சி வகைஃபாலோஃப் வளைவு குணகம்: 0 நேரியல், மற்றும் அதிக மதிப்பு பரந்த செல்வாக்கு. செல்வாக்கை முழுமையாக முடக்க -10 ஆக அமைக்கவும்பல்லாஃப் வளைவு ஒரு பரபோலாவுக்கு பதிலாக +1 இல் ஒரு வட்டத்தை உருவாக்க முயற்சிக்கிறதுகொத்து விளைவுக்கான வீழ்ச்சி தூரம் (0 என்றால் வீழ்ச்சி இல்லை)தொடக்க மற்றும் இறுதி புள்ளிகளை இணைக்கும் அச்சில் திட்டமிடப்படுவதற்குப் பதிலாக, சங்கிலியின் வளைவுடன் வீழ்ச்சி கணக்கிடப்படுகிறதுநுனியில் இருந்து ஒவ்வொரு வளைவின் வேர் வரை பயன்படுத்தப்படும் வீழ்ச்சிவிகிதாசார திருத்துதல் பயன்முறைக்கு வீழ்ச்சி வகைஇறகின் வீழ்ச்சி வகைவீழ்ச்சி:தவறுதவறான நிறம்கடந்த காலங்களில் எஃப்-வளைவை மதிப்பீடு செய்ய முடியாதபோது தவறு, எனவே மதிப்பீடு செய்யும் போது தவிர்க்கப்பட வேண்டும்ஏதேனும் அடுக்கு, ச்லாட் அல்லது மரபு எஃப்-வளைவுகள் இருக்கும்போது பொய்இந்த சொத்து ஒரு ஆர்என்ஏ செயல்பாட்டில் விருப்பமான வாதமாக இருக்கும்போது பொய்விசிறிஇதுவரைதொலைதூர வானூர்திதூர தடிமன்நிழல் கேமராவின் தூர கிளிப்பிங் தூரம்வேகமாகவேகமான திருத்துதல்வேகமான சி தோராயமானதுவேகமான சி.ஐ முறைவேகமான சி தோராய முறைவேகமான காசியன்வேகமான உலகளாவிய வெளிச்சம்வேகமான இயக்கம்வேகமாக செல்லவும்வேகமான ஆனால் குறைவான துல்லியமான மாறுபாடுசொந்த ஐட்ரா ஒருங்கிணைப்பு மூலம் வேகமான ஊடாடும் திருத்துதல்பெரும்பாலான சூழ்நிலைகளுக்கு நல்லது, ஆனால் மீதமுள்ளவற்றை புறக்கணிக்கிறது பி-எலும்பு வளைவை புறக்கணிக்கிறதுதன்வய வெட்டுக்கு உதவி இல்லாமல் வேகமாகவேகமான வழங்குதல்வேகமான தீர்வி, சில வரம்புகள்வேகமானபன்மடங்கு மெச்களில் மட்டுமே செயல்படும் ஆனால் சிறந்த முடிவுகளைத் தரும் வேகமான தீர்விஅசல் தரவு அல்லது எளிதான வளைவை ஆதரிக்கவும்இடது அல்லது வலது விசையை ஆதரிக்கவும்பயத்துக்கான காரணிஇறகுஇறகு புள்ளிகள்இறகு சுருக்கம்/ஃபாட்டன்: %sஇறகு அளவுஅம்ச விழிப்புணர்வுஅம்ச வெளியீடுநற்பொருத்தம் தொகுப்புஅம்சத் தொகுப்புகள்:அம்ச எடைகள்அம்சக் கண்டறிதலுக்கு செல்லுபடியாகும் கிளிப் சட்டகம் தேவைநற்பொருத்தம் தொகுப்பு அடைவு ஏற்கனவே உள்ளது: '{:s}'பின்னூட்டம்பிழை திருத்தத்திற்கான பின்னூட்டக் குணகம், சராசரி மறுமொழி நேரம் 1/கருத்துஅடிஒரு நொடிக்கு அடிஒரு நொடிக்கு அடிபெறுங்கள்புலம்வயல் உறிஞ்சுதல்புலம் சராசரிபுல காரணிபுலம் மின் & மேக்ச்புல அமைப்புகள்புல மாறுபாடுபுலம் எடைகள்புலம் பொறுத்து:பார்வை புலம்ஃபிசே லென்சிற்கான பார்வை புலம்புலம் பொருளின் அனைத்து செங்குத்துகளிலிருந்தும் உருவாகிறதுபுலம் பொருளின் உள்ளக xy விமானத்திலிருந்து உருவாகிறதுபுலம் பொருளின் உள்ளக சட் அச்சிலிருந்து உருவாகிறதுபுலம் பொருள் மையத்திலிருந்து உருவாகிறதுபுலம் பொருளின் மேற்பரப்பில் இருந்து உருவாகிறதுஇயற்பியல் உருவகப்படுத்துதலில் ஒரு பொருளுக்கான புல அமைப்புகள்மறு செய்கை களத்தில் மதிப்பீடு செய்யப்படும் புலம்மேலே உள்ள வடிவவியலில் பண்புக்கூறாக சேமிக்கப்படும் புலம்ஃபீல்டு டு கிரிட்ஃபீல்டு டு கிரிட் உருப்படிபட்டியலுக்கான புலம்புலம் பட்டியலிடப்பட்ட உருப்படிபுலங்கள்சண்டைதூரத்தை எதிர்த்துப் போராடுங்கள்கோப்பு'%s' கோப்பு திறக்க முடியாது'%s' ஐ ஏற்ற முடியவில்லைகோப்பு '{:s}' கிடைக்கவில்லைகோப்பு கீழேகோப்பு உலாவிகோப்பு உலாவி காட்சி வகைகோப்பு உலாவி பயன்முறைகலப்பானுக்கு வெளியே கோப்பு நீக்கப்பட்டதுகோப்பு நீட்டிப்புகள்கோப்பு கோப்புறைகள்கோப்பு வகைகோப்பு கையாளுதல் வகைகோப்பு சேமிக்கப்படாத மாற்றங்களைக் கொண்டுள்ளதுகோப்பு மாற்றும் தேதிகோப்பு மாற்றியமைக்கப்பட்ட கலப்பானுக்கு வெளியேகோப்பு வெளியே மற்றும் உள்ளே கலப்பானுக்குள் மாற்றியமைக்கப்பட்டதுகோப்பு பெயர்கோப்பு பெயர் மோதல்கோப்பு கிடைக்கவில்லைகோப்பு வெளியீடுகோப்பு வெளியீடு உருப்படிகோப்பு பாதைகோப்பு பாதை:கோப்பு பாதைகள்கோப்பு முன்னோட்டம் வகைகோப்பு குறிப்புகள்கோப்பு சொத்து வடிகட்டியைத் தேர்ந்தெடுக்கவும்கோப்பு உள்ளீட்டைத் தேர்ந்தெடுக்கவும்கோப்பு ஐடி வடிகட்டியைத் தேர்ந்தெடுக்கவும்கோப்பு அளவுருக்களைத் தேர்ந்தெடுக்கவும்கோப்பின் அளவுகோப்பு பின்னொட்டுகோப்பு மேல்கோப்பு ஏற்கனவே {! R} க்கு நிறுவப்பட்டுள்ளதுகோப்பு சங்கம் தொகுப்பு மேலாளரால் கையாளப்படுகிறதுகோப்பு சங்கம் பதிவு செய்யப்பட்டதுகோப்பு சங்கம் பதிவு செய்யப்படவில்லைதனி, சார்பிலாதானிநகலெடுதனிப்பயன் அடைவுஅடைவுநிரப்பவும்போட்டிபாதைபாதை முறைஉறவினர்துண்டுமுகவரிதொகுதிகள்உலாவி விண்வெளி தரவு கோப்புகோப்பில் தவறான UTF-8 எழுத்துக்கள் உள்ளனகோப்பைப் படிக்க முடியவில்லை, முக்கியமான தரவு ஊழல் கண்டறியப்பட்டதுகோப்பு இல்லைகோப்பு வெற்றிகரமாக ஏற்றுமதி செய்யப்பட்டதுகோப்பு வகைகோப்பு வடிவம் நேரியல் வண்ண இடத்தை எதிர்பார்க்கிறதுகோப்பு வடிவம் "%s" கோப்பில் ஆதரிக்கப்படவில்லைபுறஊதா தளவமைப்பை ஏற்றுமதி செய்ய கோப்பு வடிவம்வழங்கப்பட்ட படங்களை சேமிக்க கோப்பு வடிவம்கோப்பு வடிவமைப்பு பதிப்பு .கலப்பு கோப்பு சேமிக்கப்பட்டதுகோப்பு கையாளுபவர் '%s' காணப்படவில்லைகோப்பு handler not foundகோப்பு ஏண்ட்லர் ஆபரேட்டர் '%s' கண்டுபிடிக்கப்படவில்லைகோப்பு சேமிக்கப்படுகிறதுகோப்பு பெயர்கோப்பு பெயர், இருப்பதை மேலெழுதவும்கோப்பு கிடைக்கவில்லைகோப்பு '%s' காணப்படவில்லைகோப்பு பாதைகோப்பு பாதை "%s" தவறானதுகோப்பு பாதை '%s' என்பது சரியான கோப்பு அல்லபடத்திற்கான கோப்பு பாதை. குறிப்பிடப்படாவிட்டால், காட்சியில் இருந்து வழங்குதல் கோப்பு பாதை மற்றும் பிரேம் வரம்பைப் பயன்படுத்துகிறதுபடம் ஒன்றிணைக்க கோப்பு பாதைஇணைக்கப்பட்ட படத்திற்கான கோப்பு பாதைகோப்பு பாதை சொத்து அமைக்கப்படவில்லைகோப்பு பாதை அமைக்கப்படவில்லைகோப்பு புதிய பிளெண்டரால் சேமிக்கப்பட்டது ({}), தரவு இழப்பை எதிர்பார்க்கலாம்கோப்பு வரிசையாக்க பயன்முறைமிக நீண்ட %s கோப்புபுதிய கலப்பான் பைனரி (%d.%d) எழுதிய கோப்பு, தரவு இழப்பை எதிர்பார்க்கலாம்!கோப்பு {! R} கிடைக்கவில்லைகோப்பு/சொத்து உலாவிகோப்பு:கோப்பு: %sகோப்பு: *{:s} (சேமிக்கப்படாதது)கோப்பு: {:s}FileHandler Idnamefilebrowser அளவுருகோப்புப்பெயர்கோப்புப் பெயர் '%s' மிக நீளமானது (அதிகபட்ச நீளம் %zu, %zu)திரைப்படம் அல்லது வரிசை கோப்பின் கோப்பு பெயர்உரை கோப்பின் கோப்பு பெயர்கோப்பு பெயர் மட்டுமேகோப்பு பாதைfilepath அமைக்கப்படவில்லைகோப்பை ஏற்றுமதி செய்ய filepath பயன்படுத்தப்படுகிறதுகோப்பை இறக்குமதி செய்ய filepath பயன்படுத்தப்படுகிறதுகோப்புகள்நிரப்பவும்தொப்பிகளை நிரப்பவும்நிறத்தை நிரப்பவும்வண்ண மேலெழுதல் பாதையை நிரப்பவும்வண்ண மேலெழுதல் சோதனையை நிரப்பவும்வண்ண பாதையை நிரப்பவும்வளைவு நிரப்பவும்துளைகளை நிரப்பவும்பயன்முறை நிரப்புஆஃப்செட்டை நிரப்பவும்மட்டும் நிரப்பவும்ஒளிபுகாநிலையை நிரப்பவும்மண்டலம் நிரப்பவும்விளிம்பு நிரப்பவும்சுழற்சியை நிரப்பவும்விதியை நிரப்பவும்அளவு நிரப்புபிரிவுகளை நிரப்பவும்நிரப்பு பிரிவுகள் குறைந்தது 1 ஆக இருக்க வேண்டும்தீர்வை நிரப்பவும்வாசலை நிரப்பவும்உருவாக்கப்பட்ட படத்துடன் ஓடு நிரப்பவும்வகை நிரப்புதேர்ந்தெடுக்கப்பட்ட விளிம்பு வளையத்தை முகங்களுடன் நிரப்பவும்சாய்வு நிறத்துடன் பரப்பை நிரப்பவும்பட அமைப்புடன் பரப்பை நிரப்பவும்ரேடியல் சாய்வு கொண்டு பரப்பை நிரப்பவும்திட நிறத்துடன் பரப்பை நிரப்பவும்கேமரா சட்டகத்தை நிரப்பவும், சட்டகத்திற்கு வெளியே கொட்டவும்பெவெல் வளைவுகளுக்கான தொப்பிகளை நிரப்பவும்உருவாக்கப்பட்ட படத்திற்கான வண்ணத்தை நிரப்பவும்இரண்டு சுழல்களிலிருந்து கட்டத்தை நிரப்பவும்முகமூடியை வெட்டிய பின் துளைகளை நிரப்பவும்துளைகளை நிரப்பவும் (எல்லை விளிம்பு சுழல்கள்)ஏற்கனவே எதுவும் மறைக்கப்படாவிட்டால் முகமூடியை நிரப்பவும்வெட்டு நிரப்பவும்உள் பரப்பை நிரப்பவும்தலைகீழ் பரப்பை நிரப்பவும்நிரப்புதல் முற்றிலும் வெளிப்படையானதுஉருவாக்கப்பட்ட படத்துடன் புதிய ஓடு நிரப்பவும்வியூபோர்ட்டில் புலப்படும் பகுதிகளை மட்டுமே நிரப்பவும்Delaunay நிரப்பு தீர்வுக்கான விதியை நிரப்பவும்தேர்ந்தெடுக்கப்பட்ட கண்ணி பொருள்களுக்கும் மூலப் பொருளுக்கும் இடையிலான நிமிடம்/அதிகபட்ச தூரத்தால் (பயனர் குறிப்பிட்ட பொருள் அல்லது செயலில் உள்ள கேமரா) வரம்பு மின்/அதிகபட்ச உள்ளீடுகளை நிரப்பவும்தற்போதைய வண்ணப்பூச்சு வண்ணத்துடன் செயலில் உள்ள வெர்டெக்ச் வண்ண அடுக்கை நிரப்பவும்தற்போதைய வண்ணப்பூச்சு எடையுடன் செயலில் உள்ள வெர்டெக்ச் குழுவை நிரப்பவும்உருவாக்கப்பட்ட படத்துடன் தற்போதைய ஓடு நிரப்பவும்குழாயின் முனைகளில் உள்ள துளைகளை தொப்பி வடிவவியலால் நிரப்பவும்புறஊதா வரைபட சோதனைக்கான கட்டத்துடன் படத்தை நிரப்பவும்கிழிந்த மண்டலத்தை நிரப்பவும்கொடுக்கப்பட்ட மதிப்புடன் முழு முகமூடியையும் நிரப்பவும் அல்லது அதன் மதிப்புகளைத் தலைகீழாக மாற்றவும்நிரப்பு கருவி செயலில் உள்ள மூலப்பொருள் தேவைஒரு குறிப்பிட்ட வண்ணத்தை நிரப்பவும்வீச்சுகள் மூலம் உருவாகும் வடிவத்தை வண்ணத்துடன் நிரப்பவும்ஃபில்லட் வளைவுநிரப்புகிறதுவிகிதத்தை பராமரிக்கும் போது, கேன்வாச் விளிம்பில் இருந்து விளிம்பை நிரப்புகிறது, தேவைப்பட்டால் செதுக்குகிறதுபடம்திரைப்படம்திரைப்பட பதிவுதிரைப்பட எச்ஆர்சிபிதிரைப்படம்போன்றதுவடிகட்டிவடிகட்டி .கலப்பு கோப்புகள்வடிகட்டி செயல்கள்ஏற்றுமதி செய்ய வேண்டிய நடவடிக்கைகள்துணை நிரல்களை வடிகட்டவும்அலெம்பிக் கோப்புகளை வடிகட்டவும்வடிகட்டி கோணம்சொத்து வகைகளை வடிகட்டவும்வடிகட்டி கலப்பான்கலப்பான் காப்பு கோப்புகளை வடிகட்டவும்கலப்பான் ஐடிகளை வடிகட்டவும்கருவி மூலம் தூரிகைகளை வடிகட்டவும்வடிகட்டி நீட்டிப்புகள்குறிச்சொற்கள் & களஞ்சியத்தின் மூலம் நீட்டிப்புகளை வடிகட்டவும்முக அடையாளங்களை வடிகட்டவும்கோப்புகளை வடிகட்டவும்கோப்புறை வடிகட்டிகோப்புறைகளை வடிகட்டவும்எழுத்துருக்களை வடிகட்டவும்பளபளப்பான வடிகட்டிஐடி வகைகளை வடிகட்டவும்படங்களை வடிகட்டவும்வடிகட்டி பொருத்தம்திரைப்படங்களை வடிகட்டவும்வடிகட்டி முனைobj கோப்புகளை வடிகட்டவும்பொருள்களை வடிகட்டவும்திறந்தவிடிபி தொகுதி கோப்புகளை வடிகட்டவும்வடிகட்டி வரிசைபைதனை வடிகட்டவும்பைதான் கோப்புகளை வடிகட்டவும்ச்கிரிப்டை வடிகட்டவும்அமைப்புகளை வடிகட்டவும்வடிகட்டி அளவுஒலி வடிகட்டவும்வடிகட்டி மூலஉரையை வடிகட்டவும்சிக்கலான தடங்களைத் தேர்ந்தெடுக்க வாசலை வடிகட்டவும்வடிகட்டி வகைஅமெரிக்க டாலர் கோப்புகளை வடிகட்டவும்காட்சிக்கு வெர்டெக்ச் குழுக்களை வடிகட்டவும்வடிகட்டி தொகுதிவடிகட்டி அகலம்வகை மூலம் துணை நிரல்களை வடிகட்டவும்காப்பக கோப்புகளை வடிகட்டவும்பெயரால் சொத்துக்களை வடிகட்டவும்வடிகட்டி காப்புப்பிரதி .பிளண்ட் கோப்புகள்முக்கிய பிணைப்புகளின் அடிப்படையில் வடிகட்டவும்ஆபரேட்டர் பெயரின் அடிப்படையில் வடிகட்டிbtx கோப்புகளை வடிகட்டவும்பெயரால் வடிகட்டவும்களஞ்சியத்தின் மூலம் வடிகட்டவும்வகை மூலம் வடிகட்டவும்வகை வாரியாக வடிகட்டவும்:கூடுதல் பெயர், ஆசிரியர் மற்றும் வகை மூலம் வடிகட்டவும்நீட்டிப்பு பெயர், ஆசிரியர் மற்றும் வகை மூலம் வடிகட்டவும்அடுக்கு குழு பெயரால் வடிகட்டவும்பெயர் அல்லது குறிச்சொல்லால் வடிகட்டவும், '*' வைல்டு கார்டை ஆதரிக்கிறதுகளஞ்சியத்தின் மூலம் நீட்டிப்புகளை வடிகட்டவும்முக குறி எல்லைகளின் அடிப்படையில் அம்ச வரிகளை வடிகட்டவும்ஃப்ரீச்டைல் முக அடையாளங்களைப் பயன்படுத்தி அம்ச வரிகளை வடிகட்டவும்கோப்புறைகளை வடிகட்டவும்எழுத்துரு கோப்புகளை வடிகட்டவும்படக் கோப்புகளை வடிகட்டவும்கர்னல் ஆரத்தை வோக்சல்களில் வடிகட்டவும்வடிகட்டி முறைதிரைப்பட கோப்புகளை வடிகட்டவும்தெரிவுநிலை மங்கலின் வடிகட்டி அளவு (நீக்கப்பட்டது)ஒலி கோப்புகளை வடிகட்டவும்வடிகட்டி வலிமைஉரையை வடிகட்டவும்உரை கோப்புகளை வடிகட்டவும்முகமூடியில் பயன்படுத்தப்படவிருக்கும் வடிகட்டிகுறிச்சொற்களால் இடைமுகம் ஐ வடிகட்டவும்ஒருங்கிணைந்த, பரவல், பளபளப்பான, பரிமாற்றம் மற்றும் மேற்பரப்பு பாச்களுக்கு வடிகட்டவும்இயக்க வளைவுகளில் கூர்முனைகளை வித்தியாசமாகப் பார்க்கும் தடங்களை வடிகட்டவும்பிக்சல்களில் அகலத்தை வடிகட்டவும், பம்ப் மேப்பிங் திசையை கணக்கிட பயன்படுகிறது. பெரும்பாலான அமைப்புகளுக்கு 0.1 இன் இயல்புநிலை மதிப்பு நிலையான முடிவுகளுக்கு சப் படப்புள்ளி வடிகட்டலை செயல்படுத்துகிறது. படிப்படியான அமைப்புகளுக்கு விளிம்புகளில் விளைவு போன்ற ஒரு பெவலைப் பெற ஒரு பெரிய வடிகட்டி அகலம் பயன்படுத்தப்படலாம்வடிகட்டுதல் சேகரிப்புவடிப்பான்கள்காட்டப்படும் தரவுகளிலிருந்து வரிசைகளை அகற்ற வடிப்பான்கள்இறுதிஆர்மேச்சர் பொருள் இடத்தில், தடைகள் மற்றும் இயக்கிகள் பயன்படுத்தப்பட்ட பிறகு இறுதி 4 × 4 மேட்ரிக்ச்இறுதி கேச் அளவுஇறுதி படங்கள்இறுதி தகுதிஇறுதி வழங்கல்இறுதி உலக அணிமுகமூடியின் இறுதி சட்டகம் (சீக்வென்சருக்கு பயன்படுத்தப்படுகிறது)பிளேபேக்/ரெண்டரிங் வரம்பின் இறுதி சட்டகம்வரம்பின் இறுதி சட்டகம்செயலில் மற்றும் கூடுதல் உள்ளமைவுகளிலிருந்து கீமாப்களை இணைக்கும் இறுதி விசை உள்ளமைவு, பயனரால் திருத்தப்படலாம்பொருள் அல்லது எலும்பின் இறுதி உருமாற்ற மதிப்புச்கிரிப்டை இறுதி செய்யுங்கள்கண்டுபிடிகண்டுபிடித்து மாற்றவும்அனைத்தையும் கண்டுபிடிகோப்பைக் கண்டறியவும்இணைப்பு செயல்பாடுகளைக் கண்டறியவும்உரையைக் கண்டறியவும்மடக்கு கண்டுபிடிக்கவும்தேடல் பாதையில் உள்ள எல்லா கோப்புகளையும் கண்டறியவும் (காணவில்லை)நிரப்பப்பட்ட பகுதிகளுக்கு பதிலாக நிரப்பப்படாத எல்லையைக் கண்டறியவும்ஒரே ஐடி மதிப்பைக் கொண்ட முகங்களின் குழுக்களுக்கு இடையிலான எல்லைகளில் விளிம்புகளைக் கண்டறியவும்மாவட்டத்தை விட நெருக்கமான செங்குத்துகளின் குழுக்களைக் கண்டுபிடித்து அவற்றை ஒன்றாக இணைக்கவும்கோப்புறையில் காணலாம்சரத்தில் காணலாம்அதன் தொடக்கத்திலிருந்து தூரத்தைப் பயன்படுத்தி வளைவில் மாதிரி நிலைகளைக் கண்டறியவும்அதன் மொத்த நீளத்தின் காரணியைப் பயன்படுத்தி வளைவில் மாதிரி நிலைகளைக் கண்டறியவும்குறிப்பிட்ட உரையைக் கண்டறியவும்குறிப்பிட்ட உரையைக் கண்டுபிடித்து தேர்ந்தெடுக்கப்பட்டபடி அமைக்கவும்ஒவ்வொரு வளைவின் வேர் புள்ளிக்கான மேற்பரப்பில் மிக நெருக்கமான புள்ளியைக் கண்டுபிடித்து அங்கு வேரை நகர்த்தவும்எலும்பு வால் இருப்பிடத்தில் கட்டுப்பாட்டைக் கண்டுபிடித்து, இலக்கு அல்லது எந்த தடைகளையும் ஒதுக்கப்பட்ட சப்டார்செட் அல்லது ரிலின்க் ச்பெக் இல்லாமல் பயன்படுத்தவும்ஒரு நிலைக்கு மிக நெருக்கமான வடிவவியலின் உறுப்பைக் கண்டறியவும். "அருகிலுள்ள" குறியீட்டைப் போன்றதுஒவ்வொரு ச்ப்லைனின் நீளத்தின் ஒரு காரணியைப் பயன்படுத்தி எண்ட்பாயிண்ட் நிலைகளைக் கண்டறியவும்ஒவ்வொரு ச்ப்லைனின் தொடக்கத்திலிருந்தும் ஒரு நீளத்தைப் பயன்படுத்தி எண்ட்பாயிண்ட் நிலைகளைக் கண்டறியவும்இடஞ்சார்ந்த தூரத்தை புறக்கணித்து, குறைந்தபட்ச படிகளின் எண்ணிக்கையைக் கண்டறியவும்ஒரு குழுவில் அருகிலுள்ள உறுப்பைக் கண்டறியவும். "மாதிரி அருகிலுள்ள" முனைக்கு ஒத்ததாகும்கொடுக்கப்பட்ட சரம் மற்றொரு சரத்தில் எத்தனை முறை நிகழ்கிறது மற்றும் முதல் பொருத்தத்தின் நிலையைக் கண்டறியவும்ஒரு விளிம்பிற்கு தனிப்பயனாக்கக்கூடிய செலவில், தேர்ந்தெடுக்கப்பட்ட இறுதி செங்குத்துகளுக்கு கண்ணி விளிம்புகளுடன் குறுகிய பாதைகளைக் கண்டறியவும்கண்டுபிடி/மாற்றவும்தண்டம்ஃச், ஒய் மற்றும் சட் இருப்பிடங்களின் அமைப்பு மேப்பிங் சிறந்த டியூன்முக்கிய வெளியீட்டில் செயல்பாட்டை முடிக்கவும்முடித்தல்வரையறுக்கப்பட்ட தொகுதிஃபின்னிச் - பின்லாந்துதீதீ + புகைமுதல்முதலில் கிடைத்ததுமுதல் கைப்பிடி வகைமுதல் புள்ளிமுதல் புள்ளி அட்டவணைqi வரம்பின் முதல் qi மதிப்புகட்டுப்படுத்தப்பட வேண்டிய முதல் கடுமையான உடல் பொருள்முதல் மற்றும் கடைசி பிரதிகள்நான்காவது வரிசையின் முதல் குணகம் பிரவுன்-கான்ராடி ரேடியல் விலகல்இரண்டாவது வரிசையின் முதல் குணகம் பிரவுன்-கான்ராடி தொடு சிதைவுஇரண்டாவது வரிசையின் முதல் குணகம் அணுசக்தி விலகல்இரண்டாவது வரிசை பிரிவு விலகலின் முதல் குணகம்தொடுநிலை அணு சிதைவின் முதல் குணகம்மூன்றாம் வரிசை பல்லுறுப்புறுப்பு ரேடியல் விலகலின் முதல் குணகம்விளைவுக்கு பயன்படுத்தப்படும் முதல் வண்ணம்புதிய இடைக்கணிப்பு வளைவுகளுக்கான முதல் கட்டுப்பாட்டு புள்ளி நிலைகள்நிமிடம்/அதிகபட்ச வேகத்திற்கு இடையில் முதல் கன ச்ப்லைன் கட்டுப்பாட்டு புள்ளிபயன்படுத்த செயலிலிருந்து முதல் சட்டகம்பாதை அனிமேசனின் முதல் சட்டகம்பயன்படுத்த நடவடிக்கையின் முதல் சட்டகம்செயலின் காலவரிசையின் முதல் சட்டகம்முகமூடியின் முதல் சட்டகம் (சீக்வென்சருக்கு பயன்படுத்தப்படுகிறது)பிளேபேக்/ரெண்டரிங் வரம்பின் முதல் சட்டகம்வரம்பின் முதல் சட்டகம்பிரிவின் முதல் சட்டகம்மாற்ற முதல் சட்டகம்விளைவு துண்டுக்கான முதல் உள்ளீடுபுனரமைப்பு துவக்கத்திற்கு பயன்படுத்தப்படும் முதல் கீஃப்ரேம்படத்தின் முதல் நிரம்பிய கோப்புதிரை சாட்டின் முதல் புள்ளி ச்கிரீன்ச்பேசில்முதலில் வெர்டெக்சுக்கு பதிலாக இறகு சறுக்க முயற்சிக்கவும்முதல் வெர்டெக்ச் குழு பெயர்ஃபிசே சமமானஃபிசே ஈக்விசோலிட்ஃபிசே லென்ச்ஃபிசே லென்ச் பல்லுறுப்புக்கோவைஃபிசே பல்லுறுப்புறுப்பு k0ஃபிசே பல்லுறுப்புறுப்பு கே 1ஃபிசே பல்லுறுப்புறுப்பு கே 2ஃபிசே பல்லுறுப்புறுப்பு கே 3ஃபிசே பல்லுறுப்புறுப்பு கே 4பொருத்தம்வளைவு பொருத்துபொருந்தும் நீளம்பொருத்தம் முறைபொருத்தம் வகைபார்வைகேமரா சட்டகத்திற்குள் முழு படத்தையும் பொருத்துங்கள்வியூபோர்ட்டுக்கு பொருத்தமாக இருக்கும்பின்னணி படத்தை பார்வைக்கு பொருத்துங்கள்நகல் பொருள்களை ஒரு வளைவுக்கு பொருத்துங்கள்தேர்ந்தெடுக்கப்பட்டவற்றுக்குப் பொருந்தும்சென்சார் உயரத்திற்கு பொருந்தும்சென்சார் அகலத்திற்கு பொருந்தும்படத் தெளிவுத்திறனைப் பொறுத்து சென்சார் அகலம் அல்லது உயரத்திற்கு பொருந்தும்காட்சி விகிதத்தைப் பராமரிக்கும் போது பயிர்களைத் தவிர்த்து, கேன்வாசின் உள்ளே பட எல்லைகளுக்குப் பொருந்துகிறதுபொருத்திதுருவங்களை சரிசெய்யவும்வெட்டு சரிசெய்யவும்தேர்ந்தெடுக்கப்பட்ட யூலர் சுழற்சியில் பெரிய தாவல்கள் மற்றும் புரட்டுகளை சரிசெய்யவும் எஃப்-வளைவுகள் சுழற்சி மதிப்புகளிலிருந்து எழும் இயற்பியல் போது கிளிப் செய்யப்படுகின்றனகேமராவை சரிசெய்யவும்சரிநிலையான மாற்றுநிலையான நற்பொருத்தம்நிலையான எண்ணிக்கைநிலையான சட்டகம்நிலையான நிலைநிலையான உட்பிரிவுகள்ப்ரிமிற்கான நிலையான கண்ணி: %sநிலையான/காட்சிதிரவ களத்தின் கொடி கட்டம்கொடிகள்சுடர்சுடர் கட்டம்சுடர் வீதம்சுடர் புகைசுடர் புலம்மடிப்புகள்விரிவடைய நீளம்விரிவடைய திறப்புவிரிவடைய அளவுருஃபிளாச்பரிமாற்றத்தில் ஃபிளாச்ஃபிளாச் வீடியோபயன்முறையை மாற்றும்போது இலக்கு பொருளை ஒளிரச் செய்யுங்கள்தட்டையானதுதட்டையான மூலையில் இயல்புகள்தட்டையான முகங்கள்தட்டையான நிழல்பிளாட் xy வானூர்திதட்டையான திறந்த சுற்றளவு வடிவம்தட்டையானதுதட்டையானதுஎலும்பு வரிசைக்கு தட்டையானதுஎலும்பு வரிசைமுறை தட்டையானது. சிதைக்க முடியாத உருமாற்ற மேட்ரிக்சின் விசயத்தில் பயனுள்ளதாக இருக்கும்தட்டையான கைப்பிடிகள்தட்டையான வரிசைமுறைபொருள் வரிசைமுறை தட்டையானதுபொருள் வரிசைமுறை தட்டையானது. சிதைக்க முடியாத உருமாற்ற மேட்ரிக்சின் விசயத்தில் பயனுள்ளதாக இருக்கும்தேர்ந்தெடுக்கப்பட்ட புள்ளிகளின் தட்டையான கோணங்கள்தேர்ந்தெடுக்கப்பட்ட செங்குத்துகளின் தட்டையான கோணங்கள்மென்மையான மாற்றத்திற்காக தட்டையான கையாளுதல்கள்தேர்ந்தெடுக்கப்பட்ட முகங்களைத் தட்டையானதுதூரத்தை விட்டு வெளியேறவும்இந்த தூரத்திற்கு தப்பி ஓடுங்கள்புரட்டுதல்ஃபிளிப் அச்சுகள்புரட்டு அச்சுஃபிளிப் கலர் ராம்ப்ஃபிளிப் நிறங்கள்புரட்டுதல் விளைவுமுகங்கள்குழு பெயர்களை புரட்டவும்கிடைமட்டமாக புரட்டவும்matcap ஐ புரட்டவும்திருப்பு பயன்முறைபெயர்களை புரட்டவும்இயல்பான புரட்டுதல்போச்u ஆஃப்செட்udim ஐ புரட்டுகிறதுv ஆஃப்செட்செங்குத்தாக புரட்டவும்ஃபிளிப் ஃச்ஒய்நகல்களின் ஒரு பகுதியை தனிப்பட்ட அச்சில் புரட்டவும்தனிப்பட்ட அச்சுகளில் ஒரு பகுதியை புரட்டவும்ஒரு மேட்ரிக்சை அதன் மூலைவிட்டத்தின் மேல் புரட்டவும், நெடுவரிசைகளை வரிசைகளாகவும், நேர்மாறாகவும் மாற்றவும்வரையறுக்கப்பட்ட அச்சில் ஒரு படத்தை புரட்டவும்புறஊதா ஒருங்கிணைப்புகளின் புரட்டுதல் முகங்களுக்குள்முகங்களுக்குள் முகம் மூலையில் வண்ண பண்புக்கூறு திசை புரட்டுகிறதுபுரட்டுதல் விளைவுநிரப்பும் வண்ணங்களை புரட்டவும்படத்தை புரட்டவும்படத்தை கிடைமட்டமாக புரட்டவும்படத்தை செங்குத்தாக புரட்டவும்லாவ் முகங்களின் இயல்பான தன்மைகளை புரட்டுகிறதுஃச் அச்சில் புரட்டவும்ஒய் அச்சில் புரட்டவும்அதே நோக்குநிலைகளை பராமரிக்கும் போது, விரும்பிய சுழற்சிகளை அடைய குவாட்டர்னியன் மதிப்புகளை புரட்டவும்தேர்ந்தெடுக்கப்பட்ட கண்ணாடியின் மீது தேர்ந்தெடுக்கப்பட்ட கீஃப்ரேம்களை புரட்டவும்பின்னணி படத்தை கிடைமட்டமாக புரட்டவும்பின்னணி படத்தை செங்குத்தாக புரட்டவும்தேர்ந்தெடுக்கப்பட்ட முகங்களின் இயல்பு (மற்றும் அவற்றின் செங்குத்துகளின்) திசையை புரட்டவும்படத்தை புரட்டவும்படத்தை கிடைமட்டமாக புரட்டவும்படத்தை செங்குத்தாக புரட்டவும்அமைப்பின் ஃச் மற்றும் ஒய் அச்சை புரட்டவும்தற்போதைய சட்டகத்தை கண்ணாடிக் கோட்டாகப் பயன்படுத்தி தேர்ந்தெடுக்கப்பட்ட கீஃப்ரேம்களின் திருப்பங்கள்முதலில் தேர்ந்தெடுக்கப்பட்ட மார்க்கரை குறிப்பு புள்ளியாகப் பயன்படுத்தி தேர்ந்தெடுக்கப்பட்ட கீஃப்ரேம்களின் புரட்டுதேர்ந்தெடுக்கப்பட்ட கீஃப்ரேம்களின் புரட்டு நேரங்கள், அவை தோன்றும் வரிசையை திறம்பட மாற்றியமைக்கின்றனகீழே புரட்டவும்இடதுபுறம் புரட்டவும்வலதுபுறம் புரட்டவும்மேலே புரட்டவும்தேர்ந்தெடுக்கப்பட்ட கீஃப்ரேம்களின் புரட்டு மதிப்புகள் (அதாவது எதிர்மறை மதிப்புகள் நேர்மறையாகின்றன, நேர்மாறாக)கர்சர் மதிப்பை (y/கிடைமட்ட கூறு) கண்ணாடிக் கோட்டாகப் பயன்படுத்தி தேர்ந்தெடுக்கப்பட்ட கீஃப்ரேம்களின் மதிப்புகள்வெர்டெக்ச் குழு பெயர்களை புரட்டவும்புரட்டப்பட்டதுஎக்ச்-அச்சில் புரட்டப்பட்டதுபுரட்டுகிறதுடாப்-பட்டியில் உள்ள மண்டலங்களை புரட்டுவது அனுமதிக்கப்படாதுதேர்ந்தெடுக்கப்பட்ட எலும்புகளின் பெயர்களின் அச்சு பின்னொட்டுகளை புரட்டுகிறது (மற்றும் சரிசெய்கிறது)துண்டின் திசையை புரட்டுகிறதுதேர்ந்தெடுக்கப்பட்ட குவாட்களின் டெசெல்லேசனை புரட்டுகிறதுமிதவைமிதவை (முழு)Float (Half)மிதவை வரிசைமிதவை பண்புக்கூறுமிதவை பண்புக்கூறு மதிப்புமிதவை இடையகமிதவை நிறம்மிதவை வண்ண பண்புக்கூறுமிதவை வண்ண பண்புக்கூறு மதிப்புமிதவை வளைவுமிதவை புலம்மிதவை படவுரு படப்புள்ளிகள்பட படப்புள்ளிகள் மிதவைமிதவை முனை சாக்கெட்மிதவை முனை சாக்கெட் இடைமுகம்மிதவை வாசல்மிதவை மதிப்புமிதவை திசையன் பண்புக்கூறுமிதவை திசையன் பண்புக்கூறு மதிப்புமிதவை நடவடிக்கை, டிசிட்டல் அல்லது அனலாக் பொத்தானைக் குறிக்கிறதுமுழுஎண்ணுக்கு மிதக்கவும்மிதவை மதிப்புமிதவை 2float2 பண்புக்கூறுfloat2 பண்புக்கூறு மதிப்புமிதவை 3மிதக்கும் பகுதிமிதக்கும் புள்ளி அணிமிதக்கும் புள்ளி குவாட்டர்னியன் சுழற்சிஒரு முனையின் மிதக்கும்-புள்ளி எண் சாக்கெட்மிதக்கும்-புள்ளி மதிப்புவடிவியல் பண்புகளில் மிதக்கும்-புள்ளி மதிப்புமந்தைதேர்ந்தெடுக்கப்பட்ட விவரம் அமைப்பால் வெள்ளம் கண்ணி நிரப்பவும்தரைதரை கட்டுப்பாடுமாடி இடம்தரையில் பயன்முறைஓட்டம்ஓட்ட நடத்தைஓட்ட அமைப்புகள்ஓட்ட மூலஓட்ட வகைதிரவம்திரவ சேகரிப்புதிரவ அடர்த்திதிரவ ஓட்டம்திரவ ஓட்டம் செயல்திறன் எடைதிரவ தொடர்புதிரவ நிலை தொகுப்புதிரவ மாற்றியமைப்பாளர்திரவ முன்னமைவுகள்திரவ விரைவுதிரவ டொமைன் அமைப்புகள்திரவ ஓட்ட அமைப்புகள்உமிழ்க்கும்போது திரவம் சில ஆரம்ப வேகத்தைக் கொண்டுள்ளதுதிரவ தொடர்பு ஆரம்திரவ ஓய்வு அடர்த்திதிரவ உருவகப்படுத்துதல் மாற்றியமைப்பாளர்திரவம்: %s முடிந்தது (%.2fs)திரவம்: கேச் கோப்பகத்தை '%s' உருவாக்க முடியவில்லை, இயல்புநிலை '%s' க்கு மீட்டமைக்கவும்திரவம்: இயல்புநிலை கேச் அடைவு '%s' ஐப் பயன்படுத்த முடியவில்லை, தயவுசெய்து செல்லுபடியாகும் கேச் பாதையை கைமுறையாக வரையறுக்கவும்திரவம்: வெற்று கேச் பாதை, இயல்புநிலை '%s' க்கு மீட்டமைக்கவும்பறிப்புசெயலில் திருத்துதல் முறைகளிலிருந்து தரவைத் திருத்துஈபறந்து நடக்கபறக்கும் விரைவுபறக்கும் வேக காரணிபறக்க பயன்முறைகைகள் மாற்றப்படும் போது பறக்கும் முறைநொடிக்கு மீட்டரில் பறக்கும் விரைவுநுரைநுரை + குமிழ்கள்நுரை பாதுகாப்புநுரை மங்கல்நுரை அடுக்கு பெயர்நுரை மற்றும் குமிழ்கள் துகள்கள் ஒரே துகள் அமைப்பில் சேமிக்கப்படுகின்றனகுவியத்தூரம்குவிஎலும்பு கவனம்கவனம் தூரம்கவனம் தூரம்: %.3fகவனம் பயன்முறைகவனம் பொருள்கவனம் மண்டலம்எலும்பில் கவனம் செலுத்துங்கள்பொருளில் கவனம் செலுத்துங்கள்மூடுபனி பளபளப்புமூடுபனி தொகுதிஅமைப்பு கோப்புகளை வைக்க கோப்புறை. .gltf கோப்புடன் தொடர்புடையதுபடக் கோப்புகளைத் தேட கோப்புறைகோப்புறைகள்பின்தொடர்பி-எலும்பு பின்தொடரவும்தற்போதைய சட்டகத்தைப் பின்பற்றவும்வளைவைப் பின்தொடரவும்தலைவரைப் பின்தொடரவும்பாதையைப் பின்பற்றுங்கள்பாதை கட்டுப்பாட்டைப் பின்பற்றுங்கள்பாதை கட்டுப்பாடு கிடைக்கவில்லைவிருப்பங்களை பின்பற்றவும்காட்சியைப் பின்தொடரவும்மேற்பரப்பு இயல்பைப் பின்பற்றவும்பாதையைப் பின்தொடரவும்ட்ராக் கட்டுப்பாட்டைப் பின்தொடரவும்தொடர்ச்சியான முக சுழல்களுடன் செயலில் உள்ள குவாட்களிலிருந்து uv களைப் பின்தொடரவும்ஃச் ஐப் பின்தொடரவும்சட் ஐப் பின்தொடரவும்போட் அல்லது ஒதுக்கப்பட்ட பொருளைப் பின்பற்றவும்வி.ஆர் பார்வையின் அடிப்படை போசை வரையறுக்க தனிப்பயன் மாற்றத்தைப் பின்பற்றவும்ஆசிரியர்களில் தற்போதைய சட்டத்தைப் பின்பற்றவும்பெற்றோர் சங்கிலியில் முட்கரண்டிகளைப் பின்தொடரவும்ஒரு வரியில் தலைவரைப் பின்தொடரவும்மவுச் கர்சரைப் பின்தொடரவும்மவுச் கர்சர் நிலையைப் பின்பற்றவும்பொருள் சுழற்சியை மட்டும் பின்பற்றவும்தலை/வால் நிலையை கணக்கிடும்போது பி-எலும்பு பிரிவுகளின் வடிவத்தைப் பின்பற்றவும்வீச்சு வரைதல் பாதை மற்றும் பொருள் சுழற்சியைப் பின்பற்றுங்கள்வி.ஆர் வியூவின் அடிப்படை போசை வரையறுக்க செயலில் உள்ள காட்சி கேமராவைப் பின்தொடரவும்பக்கவாதத்தின் வளைவைப் பின்பற்றுங்கள்வி.ஆர் பார்வையின் அடிப்படை போசை வரையறுக்க ஒரு பொருளின் மாற்றத்தைப் பின்பற்றவும்போயிட்டுக்கு பதிலாக இந்த பொருளைப் பின்பற்றுங்கள்எழுத்துருஎழுத்துரு தைரியமானதுஎழுத்துரு தைரியமான சாய்வுஎழுத்துரு கோப்புகள்எழுத்துரு சாய்வுஎழுத்துரு முனை சாக்கெட்எழுத்துரு முனை சாக்கெட் இடைமுகம்எழுத்துரு அளவுஎழுத்துரு வகைஎழுத்துரு திருத்தக்கூடியது அல்லஎழுத்துரு நிரம்பவில்லைஎழுத்துரு குறிப்பிடப்படவில்லைஉரையின் எழுத்துரு. இயல்பாகவே இடைமுகம் எழுத்துருவுக்கு மீண்டும் விழுகிறது.புள்ளிகளில் எழுத்துரு அளவுலேபிளைக் காண்பிக்க பயன்படுத்த எழுத்துரு அளவுஉரையைக் காண்பிக்க பயன்படுத்த எழுத்துரு அளவுஒரு முனையின் எழுத்துரு சாக்கெட்எழுத்துருக்கள்எழுத்துருக்கள் அடைவுகால் முன்னணிகாட்சிகள்காட்சிகள் அமைப்புகள்அடிக்குறிப்புஅனைத்து பயனர்களுக்கும்ஒவ்வொரு உறுப்புக்கும்ஒவ்வொரு உறுப்புக்கும் {} உருவாக்கப்படும்ஒவ்வொரு உறுப்புக்கும் {} முதன்மைஒவ்வொரு வடிவியல் உறுப்புக்கும்ஒவ்வொரு வடிவியல் உறுப்பு உள்ளீட்டிற்கும்ஒவ்வொரு வடிவியல் உறுப்பு உருப்படிக்கும்ஒவ்வொரு வடிவியல் உறுப்பு வெளியீட்டிற்கும்ஒவ்வொரு வடிவியல் உறுப்பு மண்டலத்திற்கும்கிரீச் பென்சில் பொருள்களுக்கு, அனைத்து கீஃப்ரேம்களுக்கும் மாற்றியமைப்பைப் பயன்படுத்துங்கள்இணையான வரைபடத்திற்கு, மேல் மற்றும் கீழ் விளிம்புகளுக்கு இடையிலான தொடர்புடைய ஃச் வேறுபாடு. ட்ரெப்சாய்டைப் பொறுத்தவரை, நேர்மறை ஃச் அச்சில் மேல் விளிம்பை நகர்த்துவதற்கான அளவுபோச்போன் பாதைகளுக்கு, இந்த பாதையை கணக்கிடும்போது எலும்பு தலை இருப்பிடத்தைப் பயன்படுத்தவும்rgb வளைவுகளுக்கு, கருப்பு வரைபடமாக்கப்படும் நிறம்rgb வளைவுகளைப் பொறுத்தவரை, வெள்ளை வரைபடமாக இருக்கும் நிறம்மரம்-ஐக்கிற்கு: இந்த இலக்குக்கான நோக்குநிலை கட்டுப்பாட்டின் எடைமரம்-ஐக்கிற்கு: இந்த இலக்குக்கான நிலை கட்டுப்பாட்டின் எடைகொடுக்கப்பட்ட சம்பவ திசையன் a, மேற்பரப்பு இயல்பான பி மற்றும் ஒளிவிலகல் குறியீடுகளின் விகிதம், ஐஓஆர், ஒளிவிலகல் திசையன், ஆர்அனைத்து வலை அமைப்புகளுக்கும், ஒரு பி.என்.சி குறைவடையும் அமைப்பை உருவாக்கவும்பின்னோக்கி பொருந்தக்கூடிய தன்மைக்கு மட்டுமேஎலும்பு இயக்க பாதைகளுக்கு, பொருந்தக்கூடிய பெயருடன் மட்டுமே குழுவிற்கு பதிலாக கீஃப்ரேம்களுக்கான முழு செயலையும் தேடுங்கள் (மெதுவாக உள்ளது)பெட்டி திட்டத்திற்கு, பக்கங்களுக்கு இடையில் பயன்படுத்த கலவையின் அளவுசுழற்சி எக்ச்ட்ராபோலேசன் கொண்ட சேனல்களுக்கு, கீஃப்ரேம் செருகல் தானாகவே சுழற்சி நேர வரம்பிற்குள் மாற்றியமைக்கப்படுகிறது, மேலும் ஒத்திசைவில் முடிவடைகிறது. கையேடு பிரேம் வரம்பு மற்றும் சுழற்சி அனிமேசன் கொண்ட செயல்களில் புதிதாக சேர்க்கப்படும் வளைவுகள் தானாக சுழற்சி செய்யப்படுகின்றன.இயற்பியல் உருவகப்படுத்துதலில் பங்கேற்கும் கோலிடர்களுக்கு, மாற்றியமைக்கும் அடுக்கில் எந்த நிலை மோதல் மேற்பரப்பாக பயன்படுத்தப்படுகிறது என்பதைக் கட்டுப்படுத்துங்கள்'பேச்@போனன்ம்' போன்ற பெயர்களைக் கொண்ட தடைகளுக்கு, எல்லா எலும்புகளும் உருவாக்கப்பட்ட பிறகு புதிய சப்டார்கெட்டாக '@' க்குப் பிறகு பகுதியைப் பயன்படுத்தவும். முன்னொட்டை மாற்றுவதற்கு '@ctrl', '@def' அல்லது '@mch' ஐப் பயன்படுத்தவும்வளைவுகள், புள்ளி மேகங்கள் மற்றும் கிரீச் பென்சில் ஆகியவற்றைப் பொறுத்தவரை, எல்லைகளை கணக்கிடும்போது ஆரம் பண்புக்கூறுகளை கணக்கில் எடுத்துக்கொள்ளுங்கள்.ஒவ்வொரு அதிரடி ச்லாட்டுக்கும், அந்த ச்லாட்டுக்காக இருக்கும் அனிமேசன் சேனல்களின் பட்டியல்பல திரைப்பட ச்ட்ரீம்களைக் கொண்ட கோப்புகளுக்கு, கொடுக்கப்பட்ட குறியீட்டுடன் ச்ட்ரீமை பயன்படுத்தவும்மேலெழுதல்களைக் கொண்ட நூலகங்களுக்கு, தானாக வரையறுக்கப்பட்ட/கட்டுப்படுத்தப்படும் மேலெழுதப்பட்ட மதிப்புகளைக் காட்டுங்கள் (எ.கா. மேலெழுதப்பட்ட தரவு-தடுப்பு புள்ளியின் பயனர்களை மேலெழுதும் தரவுக்கு மாற்றுவதற்கு, அசல் இணைக்கப்பட்ட தரவு அல்ல)கண்ணி பொருள்களைப் பொறுத்தவரை, சில மாற்றியமைப்பாளர்களில் துல்லியமற்றதாகக் கணக்கிட ஒரு வெர்டெக்சைப் பகிர்ந்து கொள்ளும் புறஊதா ஆயங்களை ஒன்றிணைக்கவும்மாற்றியமைப்பாளர்களைக் கொண்ட மெச்களுக்கு, உருவாக்கப்பட்ட அமைப்பு ஆயத்தொலைவுகளுக்குப் பயன்படுத்தப்படும் விதமாக, சிதைந்த மாற்றியமைப்பாளர்கள் பயன்படுத்தப்படாத வெர்டெக்சின் ஒருங்கிணைப்புமெசைப் பொறுத்தவரை, தனிப்பயன் சாதாரண பண்புகளை கணக்கில் எடுத்துக்கொள்ளாமல் வெளியீடு இயல்பானதுபலன்களைப் பொறுத்தவரை, பார்வைக்கு செல்லும்போது குறைந்த தெளிவுத்திறனைக் காட்டுங்கள்முனை அடிப்படையிலான அமைப்புகளுக்கு, எந்த வெளியீட்டு முனை பயன்படுத்த வேண்டும்புள்ளிகளைப் பொறுத்தவரை, கட்டுப்பாட்டு புள்ளியின் ச்ப்லைன் வழியாக தூரம், ச்ப்லைன்களுக்கு, முழு வளைவுடன் தூரம்புள்ளிகளைப் பொறுத்தவரை, கட்டுப்பாட்டு புள்ளியில் ச்ப்லைனின் மொத்த நீளத்தின் பகுதி. ச்ப்லைன்களைப் பொறுத்தவரை, முழு வளைவுக்குள் அந்த ச்ப்லைனின் காரணிஉலை அமைப்புகளுக்கு, இலக்கு பொருளின் துகள் அமைப்பின் குறியீடுஉலை அமைப்புகளுக்கு, இலக்கு துகள் அமைப்பைக் கொண்ட பொருள் (அதே பொருள் என்றால் காலியாக)பாதுகாப்பு காரணங்களுக்காக, இந்த கோப்பில் பைதான் கைஉரைகளை தானாக செயல்படுத்துவது முடக்கப்பட்டது:தேர்ந்தெடுக்கப்பட்ட கீஃப்ரேம்களுக்கு, விசையின் எந்தவொரு கலவையையும் அதன் கைப்பிடிகளையும் தேர்ந்தெடுக்கவும்/தேர்வு செய்யவும்வார்ப்புருக்களுக்கு, பயனரை முன் வரையறுக்கப்பட்ட செயல்பாட்டை அகற்றுவதைத் தடுக்கிறது (பயன்படுத்தப்படவில்லை)வெளிப்படையான பரிமாற்றத்திற்கு, வாசல் ஒளிபுகாவிற்கு மேலே கடினத்தன்மையுடன் மேற்பரப்புகளை வைத்திருங்கள்ஆற்றல்ஆற்றல் அச்சுபேக்ஃபேச் குறட்டை கட்டாயப்படுத்துங்கள்ஆற்றல் சேகரிப்புபடை குழந்தைகளை இணைக்கவும்கட்டாய நீக்குதல்கட்டாய வீழ்ச்சிபடை புலம்படை புலம் 1படை புலம் 2புலம் அமைப்புகள்படை புலங்கள்குறுக்குவெட்டுபொருள்களுக்கான சேனலை வைத்திருத்தல்எலும்புகளுக்கான சேனல்களை வைத்திருத்தல்படை மறுஏற்றம்படை சதுக்கம்படைப்பு தொடக்க/முடிவு கீயிங்இடைமுகம் மொழிபெயர்ப்பின் முழு மறுஏற்றம் கட்டாயப்படுத்தவும்குழந்தைகளின் எலும்புகளை அவர்களின் பெற்றோருக்கு கட்டாயப்படுத்துங்கள், அவற்றின் கணக்கிடப்பட்ட தலை/வால் நிலைகள் பொருந்தவில்லை என்றாலும் (தூய-மூடு வகை ஆயுதங்களுடன் பயனுள்ளதாக இருக்கும்)ஆற்றல் செயல்திறன் எடைஒவ்வொரு பொருளிலும் அனிமேசனை ஏற்றுமதி செய்ய கட்டாயப்படுத்துங்கள். கட்டுப்பாடுகள் அல்லது இயக்கி பயன்படுத்தும் போது பயனுள்ளதாக இருக்கும். தேர்வை மட்டுமே ஏற்றுமதி செய்யும் போது பயனுள்ளதாக இருக்கும்அனைத்து எலும்புகளுக்கும் அனிமேசனின் குறைந்தபட்சம் ஒரு விசையை ஏற்றுமதி செய்ய கட்டாயப்படுத்துதல் (ue4 போன்ற சில இலக்கு பயன்பாடுகளுடன் தேவை)ஒரு அமைப்பின் அடிப்படையில் படை புலம்திரவ களத்தின் படை புலம்மோதல் பொருள்களால் ஆற்றல் உறிஞ்சப்படுகிறதுஃபோர்ச் ஏற்றப்பட்ட ஐடி மறைமுகமாக இணைக்கப்பட்டுள்ளதாகக் குறிக்கப்பட வேண்டும் (மறுஏற்றம் சூழலில் மட்டுமே பயன்படுத்தப்படுகிறது)படத்தை ஏற்கனவே வேறு இடங்களில் திறக்கப்பட்டிருந்தால் மீண்டும் ஏற்றவும்வரையறுக்கப்பட்ட எல்லைக்கு ஏற்றவாறு வளைவு பார்வையை கட்டாயப்படுத்துங்கள்வரையறுக்கப்பட்ட எல்லைக்கு ஏற்றவாறு பாதை பார்வையை கட்டாயப்படுத்துங்கள்படை திறத்தல் தோல்வியடைந்தது: {:s}விபத்து அல்லது மின்சாரம் செயலிழந்தால் ஆற்றல் திறத்தல் தேவை,சார்புகளின் புதுப்பிப்புகளை கட்டாயப்படுத்துங்கள் - இயக்கிகள் சரியாக புதுப்பிக்கவில்லை என்றால் மட்டுமே இதைப் பயன்படுத்தவும்இந்த மைய மதிப்பைப் பயன்படுத்தி ஆற்றல் (அமைக்கும்போது)லெனார்ட்-சோன்ச் திறனை அடிப்படையாகக் கொண்ட ஃபோர்ச்ஃபீல்ட்ஃபோர்ச்ஃபீல்ட் துகள்களின் வேகத்தைப் பொறுத்ததுபடைகள்அனைத்து ரிக் விட்செட் பொருட்களையும் நீக்கவும் மீண்டும் உருவாக்கவும் ரிகிஃபை கட்டாயப்படுத்துகிறது. இயல்பாக, ஏற்கனவே இருக்கும் விட்செட்டுகள் கையேடு திருத்துதல் எளிதாக்குவதற்காக மீண்டும் பயன்படுத்தப்படுகின்றனஇணைக்கப்பட்ட அனைத்து தரவுகளும் நேரடியாக இணைக்கப்பட்டதாக கருதப்பட வேண்டும். bat இல் தற்போதைய சிக்கல்கள்/வரம்புகளுக்கான பணித்தொகுப்பு (கலப்பான் ச்டுடியோ பைப்லைன் கருவி)ஆட்டோ ஒன்றிணைப்பு மற்றும் பிளவு பயன்பாட்டை கட்டாயப்படுத்துகிறதுமுன்புறம்பிழைத்திருத்த ஐகானின் முன்புற நிறம்பிழை ஐகானின் முன்புற நிறம்செய்தி ஐகானின் முன்புற நிறம்ஆபரேட்டர் ஐகானின் முன்புற நிறம்சொத்து ஐகானின் முன்புற நிறம்எச்சரிக்கை ஐகானின் முன்புற நிறம்முட்கரண்டிவளைவுகளின் வடிவம்வடிவம்வடிவமைப்பு உருப்படிகள்முன்னமைவுகளை வடிவமைக்கவும்வடிவமைப்பு சரம்சரம் உருப்படியை வடிவமைத்தல்வடிவத்தில் ஆதரிக்கப்படாத "{}" எழுத்து: "{}"மல்டிவியூ மீடியாவின் வடிவம்பிரேம்களின் அடிப்படையில் நேரத்தைக் காட்டாதபோது நேரக் குறியீடு காட்சியின் வடிவம்வடிவமைப்பு விவரக்குறிப்பு மூடப்படவில்லை: "{}"பைதான் மற்றும் பாதை வார்ப்புரு இணக்கமான தொடரியல் பயன்படுத்தி வடிவமைப்பு சரம். எடுத்துக்காட்டாக, "எண்ணிக்கை: {}" முதல் உள்ளீட்டு மதிப்புடன் {} ஐ மாற்றும்.இந்த கோப்பை மீண்டும் சேமிக்க பயன்படுத்தப்படுகிறதுவடிவம் வழங்கப்பட்டதை விட அதிக உள்ளீடுகளைப் பயன்படுத்துகிறது.கோப்பு கையாளுநரால் ஆதரிக்கப்படும் கோப்பு நீட்டிப்புகளின் வடிவமைக்கப்பட்ட சரம், ஒவ்வொரு நீட்டிப்பும் "." உடன் தொடங்க வேண்டும். மற்றும் ";" மூலம் பிரிக்கப்படும். எடுத்துக்காட்டாக: ``".blend;.ble"``அதிர்ச்டம் (நன்றாக இருக்கும், குறைவான துல்லியமாக இருக்கலாம்)முன்னோக்கிமுன்னோக்கி அச்சுமுன்னோக்கி பாதை தடமறிதல்உருவகப்படுத்துதல் உள்ளீட்டு முனையின் வெளியீட்டை நேரடியாக வெளியீட்டு முனைக்கு அனுப்பி, உருவகப்படுத்துதல் மண்டலத்தில் உள்ள முனைகளை புறக்கணிக்கவும்முன்னோக்கி/பின்தங்கியமுரண்பட்ட மூட்டை கையொப்பங்கள் காணப்பட்டனமுரண்பட்ட மூடல் கையொப்பங்கள் காணப்பட்டனஃபோர்னியர்-ஃபோராண்ட்ஃபோர்னியர்-ஃபோராண்ட் கட்ட செயல்பாடு, நீருக்கடியில் சூழலில் ஒளியை சிதறடிக்கப் பயன்படுகிறதுநான்காவதுநான்காவது வரிசையின் நான்காவது குணகம் பிரவுன்-கான்ராடி ரேடியல் விலகல்foveon (சிக்மா)பின்னம்ஃப்ராக்டல் பிரவுனியன் இயக்கம், பிரவுனியன் சத்தத்தை ஒரு அடிப்படையாகப் பயன்படுத்துங்கள்ஃப்ராக்டல் ஒலி வழிமுறைஃப்ராக்டல் சீரற்ற காரணிபின்னம்பின்னம் பயன்முறைபின்னோக்கி சிதறடிக்கப்பட்ட ஒளியின் பின்னம்மெலனினில் பியோமெலனினின் பின்னம், மஞ்சள் நிறத்திற்கு சிவப்பு நிறத்தை அளிக்கிறது, இது பழுப்பு நிறத்தில் இருந்து யூமெலனின் கருப்பு நிறத்திற்கு மாறாகபகுதியளவு தடைகள்பகுதியளவு தடைகள் திரவ-தடுப்பு எல்லையை மேம்படுத்தி மென்மையாக்குகின்றனசட்டகம்பிரேம் %dபிரேம் %d / %dபிரேம் %d: %sபிரேம் '%s' கண்டுபிடிக்கப்படவில்லை, அனிமேசன் முழுமையானதாக இருக்க வேண்டும்சட்ட அடிப்படையிலான விரைவுசட்ட எண்ணிக்கைபிரேம் கைவிடுதல்சட்ட முடிவுபிரேம் கோப்பு பாதைபிரேம் இடைக்கணிப்புசட்டகம் பூட்டப்பட்டுள்ளதுபிரேம் வரைபடம் புதியதுபிரேம் வரைபடம் பழையதுசட்ட முறைசட்ட முனைசட்ட எண்பிரேம் எண்கள்பிரேம் ஆஃப்செட்பிரேம் மேலடுக்குசட்ட வரம்புமுன் பிரேம் வரம்புபிரேம் ரேஞ்ச் ச்டார்ட்பிரேம் வீதம்பிரேம் வீத முன்னமைவுகள்பிரேம் உறவினர்சட்ட அளவுபிரேம் தேர்ந்தெடுக்கப்பட்டதுஃபிரேம் தேர்ந்தெடுக்கப்பட்ட முனைகள்டோப் தாளில் பிரேம் தேர்வுபிரேம் தொடக்கசட்டப்படிசட்ட வகைசட்டகம் ஏற்கனவே பிரேம் எண் %dஇந்த பிரேம் எண் %d இல் சட்டகம் ஏற்கனவே உள்ளதுஉருவகப்படுத்துதல்கள் முடிவடையும் சட்டகம்உருவகப்படுத்துதல்கள் தொடங்கும் சட்டகம்இந்த அடுக்குக்கு தற்போது காண்பிக்கப்படுகிறதுசட்ட எண் %d இல் சட்டகம் இல்லைமுழுமையான விசைகளுக்கான சட்டகம்டோப் தாளில் திருத்துவதற்கு பிரேம் தேர்ந்தெடுக்கப்பட்டதுசிறுகுறிப்பு அடுக்கில் சட்டகம் காணப்படவில்லைபிரேம் எண் மார்க்கர் கீஃப்ரேட் ஆன்உள்ளீட்டு துண்டின் பிரேம் எண்தற்போதைய சட்டத்திற்குப் பிறகு உடனடியாக கீஃப்ரேமின் பிரேம் எண்தற்போதைய சட்டத்திற்கு முன் உடனடியாக கீஃப்ரேமின் பிரேம் எண்உள்ளீட்டு துண்டின் பிரேம் எண்காட்சி நேரம் மற்றும் தொகுதி அளவுருக்களின் அடிப்படையில் தொகுதி கட்டங்கள் ஏற்றப்படும் பிரேம் எண்பிரேம் எண் உமிழும் துகள்களைத் தொடங்கதுகள்களை உமிழ்வதை நிறுத்த பிரேம் எண்மதிப்பீடு செய்ய குறிப்பிடப்பட்ட செயலின் சட்டகம்தற்காலிக சேமிப்பிலிருந்து உருவகப்படுத்துதலை ஏற்றும்போது பயன்படுத்தப்படும் பிரேம் ஆஃப்செட். உருவகப்படுத்துதலை சுடும்போது இது கருதப்படுவதில்லை, அதை ஏற்றும்போது மட்டுமே.உருவகப்படுத்துதல் தொடங்கும் சட்டகம்உருவகப்படுத்துதல் தொடங்கும் சட்டகம் (முதல் சட்டகம் சுடப்பட்டது)உருவகப்படுத்துதல் நிறுத்தப்படும் சட்டகம்உருவகப்படுத்துதல் நிறுத்தப்படும் சட்டகம் (கடைசி சட்டகம் சுடப்பட்டது)இரிடாசிலிருந்து பிரேம் பிளேயர்ட்யூக் மென்பொருளிலிருந்து பிரேம் பிளேயர்அனிமேசன் அல்லாத ரெண்டரில் ஃபிரேம் தொடக்கம்/முடிவு குறிப்பிடப்பட்டுள்ளதுமாற்றியமைப்பாளரின் செல்வாக்கு முடிவடைகிறது (கட்டுப்படுத்தப்பட்ட பிரேம் வரம்பு பயன்பாட்டில் இருந்தால்)மாற்றியமைப்பாளரின் செல்வாக்கு முடிவடைகிறது (பொருந்தினால்)மாற்றியமைப்பாளரின் செல்வாக்கு தொடங்குகிறது (கட்டுப்படுத்தப்பட்ட பிரேம் வரம்பு பயன்பாட்டில் இருந்தால்)மாற்றியமைப்பாளரின் செல்வாக்கு தொடங்குகிறது (பொருந்தினால்)வரைபட திருத்தியில் கர்சரின் கீழ் சொத்தை வடிவமைக்கவும்கர்சரின் கீழ் குறியீட்டுக்கு பதிலாக முழு வரிசை சொத்தையும் வடிவமைக்கவும்இந்த கட்டுப்பாட்டு புள்ளி ஏற்படுகிறதுஃபிரேம் டு எண்ட் வழங்குதல் அனிமேசனில். குறிப்பிடப்படவில்லை என்றால், காட்சி முடிவு சட்டகம் கருதப்படும். அனிமேசன் ரெண்டரைச் செய்தால் மட்டுமே இது குறிப்பிடப்பட வேண்டும்கீஃப்ரேமை செருக சட்டகம்அனிமேசனை வழங்கத் தொடங்குவதற்கான சட்டகம். குறிப்பிடப்படவில்லை எனில், காட்சி தொடக்க சட்டகம் கருதப்படும். அனிமேசன் ரெண்டரைச் செய்தால் மட்டுமே இது குறிப்பிடப்பட வேண்டும்பிரேம்களை பரப்புவதை நிறுத்த பிரேம் ('பிரேம் முன்' பயன்முறைக்கு)விசை சேர்க்கப்படும் இடத்தில் சட்டகம்தேர்ந்தெடுக்கப்பட்ட கீற்றுகள் துண்டிக்கப்படும் இடத்தில் சட்டகம்தேர்ந்தெடுக்கப்பட்ட கீற்றுகள் பிரிக்கப்படும் இடத்தில் சட்டகம்பேக்கிங் முடிவடையும் இடத்தில் சட்டகம்பேக்கிங் தொடங்கும் இடத்தில் சட்டகம்சட்டகம்:சட்டகம்: %dசட்டகம்: %d / %dசட்டகம்: - / %dசட்டகம்: {:d} ({:s})framecyclerஅடிப்படைபிரேம்ரேட், நொடிக்கு பிரேம்களில் வெளிப்படுத்தப்படுகிறதுபிரேம்கள்பிறகு பிரேம்கள்முன் பிரேம்கள்பிரேம்கள் வரம்புகாட்சி சட்டத்தின் முழுமையான வரம்பில் பிரேம்கள்பசை எழுதுகோல் கீஃப்ரேம்களின் ஒப்பீட்டு வரம்பில் பிரேம்கள்நொடிக்கு பிரேம்கள்தற்போதைய துண்டுக்குப் பிறகு செருக பிரேம்கள்பிரேம்கள் {} - {}சட்டங்கள்: {}இலவசம்இலவச அச்சுஇலவச முழு திரவ உருவகப்படுத்துதல்இலவச திரவ தரவுஇலவச திரவ வழிகாட்டுதல்இலவச திரவ கண்ணிஇலவச திரவ ஒலிஇலவச திரவ துகள்கள்இலவச கைப்பிடிஇலவச கைப்பிடி தேர்ந்தெடுக்கப்பட்டதுஇலவச தோற்றம்இலவச இழப்பற்ற ஆடியோ கோடெக்சுட்டுக்கொள்ளுவதை விட, சுட்டுக்கொள்ளுங்கள்ஃப்ரீஏண்ட் சிறுகுறிப்பு ச்கெட்ச்புக்ஃப்ரீஏண்ட் வளைவு ஒரு ஓவியத்தின் ஒரு பகுதியை வரையறுக்கிறதுஇந்த சட்டகத்தின் ஓவியத்தை வரையறுக்கும் ஃப்ரீஏண்ட் வளைவுகள்இலவச திரவம் ...ஃப்ரீபாணிஃப்ரீபாணி ஆல்பாஃப்ரீச்டைல் அனிமேசன்ஃப்ரீபாணி நிறம்ஃப்ரீபாணி வடிவியல்ஃப்ரீபாணி வரிஃப்ரீபாணி வரி தொகுப்புஃப்ரீபாணி லைன் பாணிஃப்ரீபாணி லைன்பாணிகள்ஃப்ரீபாணி குறிஃப்ரீபாணி பகுதிஃப்ரீபாணி அமைப்புகள்ஃப்ரீபாணி வீச்சுகள்ஃப்ரீபாணி அமைப்புஃப்ரீபாணி தடிமன்ஃப்ரீபாணி லைன் பாணி, பல வரி தொகுப்புகளால் மீண்டும் பயன்படுத்தக்கூடியதுவியூ பிளேயர் தரவு-தொகுதிக்கான ஃப்ரீபாணி அமைப்புகள்ஃப்ரீபாணி: கண்ணி ஏற்றுதல்ஃப்ரீபாணி: ச்ட்ரோக் வழங்குதல்ஃப்ரீபாணி: வரைபடத்தை உருவாக்குவதைக் காண்கபுதியமென்மையானஃப்ரீச் கலிங்முடக்கம் ஆபரேட்டர்ஃப்ரீச் வியூ எல்லைகளைபிரஞ்சு - பிரஞ்சுஅதிர்வெண்அதிர்வெண் வெட்டுசடைகளின் அதிர்வெண் காரணிசுருட்டைகளின் அதிர்வெண் காரணிபெர்லின் சத்தத்தின் அதிர்வெண்எர்ட்சில் ஆப்டிக் அதிர்வுகளின் அதிர்வெண். 0.0 Openxr இயக்க நேரத்தின் இயல்புநிலை அதிர்வெண்ணைக் குறிப்பிடுகிறது.ஃப்ரெச்னல்ஃப்ரெச்னல் வகைஒரு வண்ண சேனலுக்கு சிக்கலான ஒளிவிலகல் குறியீட்டின் அடிப்படையில் ஃப்ரெச்னல் கடத்திஉலோகத்தை சாய்க்கப் பயன்படுத்தப்படும் ஃப்ரெச்னல் முறைfribidi தொகுப்புஉராய்வுஉராய்வு காரணிதுணி மோதல்களுக்கான உராய்வுஒரு மோதல் நடந்தால் உராய்வு ஆற்றல் (அதிக = குறைவான இயக்கம்)தன்வய தொடர்புடன் உராய்வுநண்பர்ஃப்ரிச்முடி வளைவுகள்இருந்துசெயலில் இருந்துதற்போதைய சட்டத்திலிருந்துஉறைகளிலிருந்துஇன்ச்டான்சரிடமிருந்துஇடமிருந்துஅதிகபட்சத்திலிருந்துஅதிகபட்ச ஃச் இலிருந்துஅதிகபட்ச ஒய் இலிருந்துஅதிகபட்ச சட் இலிருந்துமணித்துளி இருந்துகுறைந்தபட்ச ஃச் இலிருந்துகுறைந்தபட்ச ஒய் இலிருந்துகுறைந்தபட்ச சட் இலிருந்துகலவையிலிருந்துபயன்முறையிலிருந்துமுனையிலிருந்துவலதுபுறத்திலிருந்துநிழலிலிருந்துசாக்கெட்டிலிருந்துசெயலில் உள்ள முனையிலிருந்துஒரு நீள்வட்டத்திலிருந்து (பவுண்ட்பாக்சின் பரிமாணங்களால் வரையறுக்கப்பட்ட வடிவம், இலக்கு விருப்பமானது)முனையிலிருந்துதேர்ந்தெடுக்கப்பட்ட முனைக்கு இணைக்கப்பட்ட முனையிலிருந்துசாக்கெட்டிலிருந்துதேர்ந்தெடுக்கப்பட்ட முனையுடன் இணைக்கப்பட்ட சாக்கெட்டிலிருந்துமுதல் கீஃப்ரேமிலிருந்து கடைசி வரைதேர்ந்தெடுக்கப்பட்ட முதல் கீஃப்ரேமில் இருந்து கடைசி வரைமுன்முன் (எக்ச்-இசட்)முன் முகங்கள் மட்டுமேமுன் ஆர்த்தோகிராஃபிக்முன் முன்னோக்குமுன் முகம் வீழ்ச்சிமுன்னால் பின்னால்எரிபொருள்எரிபொருள் புலம்முழுமுழு சேகரிப்பு வரிசைமுறைமுழு நகல்முழு உலகளாவிய வெளிச்சம்நூலகத்தில் முழு ஐடி பெயர் .கலப்பு கோப்பு (இரண்டு முன்னணி 'ஐடி வகை' எழுத்துக்கள் உட்பட)முழு நூலக பாதைமுழு பெயர்முழு பாதைமுழு smpte timecode (வடிவம் hh: mm: ss: ff)முழு மாதிரிமுழு தூரத்தில் ஒன்றிணைக்கவும்செயலில் உள்ள சொத்துக்களைக் கொண்ட கலப்பான் கோப்புக்கு முழு பாதைமுழு மதிப்புகளருகில்இறுதி ரெண்டர்களுக்கான முழு மதிப்புகளருகில், இல்லையெனில் பாதி துல்லியமானதுமுழு தெளிவுத்திறன்ஃபுல்ஃப்ரேம்செயல்பாட்டு முனைஃபர் மூலப்பொருள்ஃபர்லாங்ச்குழப்பத்தில் இருக்கும்போது தெளிவின்மை, உயர் மதிப்புகள் மோதல் கையாளுதலை வேகமாக ஆனால் குறைவாக நிலையானதாக ஆக்குகின்றனதெளிவில்லாமல்சி.சி.எக்ச்பல சிதறல்களைக் கணக்கிட கூடுதல் திருத்தம் கொண்ட சிசிஎக்ச், ஆற்றலைப் பாதுகாத்தல் மற்றும் அதிக கடினத்தன்மையில் எதிர்பாராத இருட்டைத் தடுக்கிறதுசி.எல் அமைப்பு வரம்புசி.எல்.எச்.எல்சிபியுgpu பின்தளத்தில்சிபியு கம்ப்யூட்சிபியு நிகழ்வுகள்சிபியு துணைப்பிரிவுபயன்படுத்த சிபியு பின்தளத்தில் (மாற்றங்கள் நடைமுறைக்கு வருவதற்கு கலப்பானை மறுதொடக்கம் செய்ய வேண்டும்)gp_layergp_paletetசேர்க்கைஏர்பிரச்அனைத்தும்தொகுக்கப்பட்டதுதானியங்கி தளர்த்தல்மீண்டும்இரண்டும்பவுன்ச்எல்லைமுறிவுதூரிகை வகைதொப்பிகள் வகைநிழல் வார்ப்புவட்டநகலிமூடல் முறைஒரே நேரத்தில்கனவளைவுதனிப்பயன்கரைக்கவும்இடையில் கரைக்கவும்அறியாமல் கரைக்கவும்புள்ளிகள்இழுவை புள்ளிமாறும் விளைவுகள்எளிதாகஉள்ளேயும் வெளியேயும் எளிதாக்குங்கள்எளிதாக்குங்கள்எளிதாக்குதல்எளிதாக்குதல் (வலிமையால்)மீள்அதிவேகநீட்டிஎக்ச்ட்ரீம்நிரப்பவும்பாணி நிரப்புவகை மூலம் வடிகட்டவும்தட்டையானதுgpencilஉருவாக்கப்பட்டதுபிடுங்கசாய்வுஒளிரும்ஒளிரும் (மூடப்பட்ட வடிவங்கள்)இடைக்கணிப்புநடுக்கம்கீஃப்ரேம்கீஃப்ரேம் வகைமுக்கியசட்டங்கள்வரிகோட்டு ஓவியம்நேரியல்பொருள் முறைகலக்கபயன்முறைநகரும் பிடிபுதியஎதுவுமில்லைகிள்ளுதல்புள்ளியம்புச்இருபடிநான்கார்டிக்குயின்டிக்ஆரம்சீரற்றசுற்றுதொடர்ச்சியானநிழல்நிழல் பகுதி வடிகட்டுதல்சைனூசாய்டல்மென்மையானதிடமானஇடைவெளிபடிகள்வலிமைவீச்சுபக்கவாதம் முறைபக்கவாதம் முறைவீச்சு நடைசுசேன்அமைப்புதடிமன்திருப்பம்தட்டச்சு செய்கஅலைgpencil இடைக்கணிப்பு: gpencil சிற்பம் அமைப்புகள்காபோர் அமைப்புஆதாயம்கேம்பேட்காமாகாமா சரி செய்யப்பட்டதுகாமா கிராச்ஃபேட் துண்டுகாமா சரி செய்யப்பட்டதுடோன் மேப்பிங்கிற்குப் பிறகு காமா திருத்தும் காரணி பயன்படுத்தப்படுகிறதுகாமா திருத்தம் மதிப்பு, வண்ணமாக பயன்படுத்தப்படுகிறது^காமா. முழு கருப்பு மற்றும் முழு வெள்ளை நிறத்துடன் ஒப்பிடும்போது மிட்-டோன்களின் ஒப்பீட்டு தீவிரத்தை காமா கட்டுப்படுத்துகிறதுஇடைவெளிஇடைவெளி 1இடைவெளி 2இடைவெளி 3இடைவெளி மூடல்அடுத்தடுத்த அதிர்வெண்களுக்கு இடையில் இடைவெளிஅடுத்தடுத்த அதிர்வெண்களுக்கு இடையில் இடைவெளி. இது ஒரு விளைவை ஏற்படுத்த ஆழத்தை விட அதிகமாக இருக்க வேண்டும்குப்பைகுப்பை சேகரிப்பு வீதம்குப்பை மேட்காற்றுகாசியன்காசியன் மங்கலான விளைவுகாசியன் மங்கலான துண்டுகாசியன் மங்கலான விளைவுகாசியன் வடிகட்டிபொதுபொதுவான செய்திபொது வெகுசன மதிப்புபொது மீறல்பொது தரவு-தொகுதி மேலாண்மை செயல்பாடுகள்புள்ளி இயக்கங்களுக்கான பொது ஊடக உராய்வுபசை எழுதுகோல் ச்ட்ரோக் சிற்பக் கருவிகளுக்கான பொதுவான பண்புகள்பொது அமைப்புகள்பண்புக்கூறின் பொது வகைஉருவாக்குபசை எழுதுகோல் பிரேம்களுக்கு இடையில் சீராக இடைக்கணிக்க 'இன்-பெட்வீன்ச்' ஐ உருவாக்கவும்'உள்' முன்னோட்டங்களை (மூலப்பொருட்கள், கட்டமைப்புகள், படங்கள் போன்றவை) உருவாக்குங்கள்கட்டுப்பாட்டை உருவாக்குங்கள்தரவு அடுக்குகளை உருவாக்குங்கள்சிதைவு எலும்பை உருவாக்குங்கள்நுரை உருவாக்குகபோர் சத்தத்தை உருவாக்குங்கள்முடி வளைவுகளை உருவாக்குங்கள்காட்சி வடிவவியலிலிருந்து வரி கலையை உருவாக்குங்கள்தேர்ந்தெடுக்கப்பட்ட மூலத்திலிருந்து வரி கலை பக்கவாதம் உருவாக்குங்கள்இயல்புகளை உருவாக்குதல்தோலை உருவாக்குங்கள்தெளிப்பு வரைபடத்தை உருவாக்குங்கள்வளைவு வடிவவியலில் UV பண்புக்கூறு தரவை உருவாக்கவும்uv களை உருவாக்குங்கள்சீரற்ற புள்ளிகளுக்கான தூரத்தின் அடிப்படையில் வொர்லி சத்தத்தை உருவாக்குங்கள். பொதுவாக கற்கள், நீர் அல்லது உயிரியல் செல்கள் போன்ற அமைப்புகளை உருவாக்க பயன்படுகிறதுகொடுக்கப்பட்ட கட்டுப்பாட்டு புள்ளிகள் மற்றும் கைப்பிடிகளிலிருந்து 2 டி பெசியர் ச்ப்லைனை உருவாக்கவும்பொருட்களின் பொருள் ஃச் பிணையம் பிரதிநிதித்துவத்தை உருவாக்குங்கள்மடிப்பு விளிம்புகளின் அடிப்படையில் புறஊதா வரைபடத்தை உருவாக்குங்கள்வெற்று படத்தை உருவாக்குங்கள்டிஃபோகசைப் போன்ற ஒரு பொக்கே வகை மங்கலை உருவாக்குங்கள். டிஃபோகசைப் போலன்றி ஒரு-மையப் பகுதி இசையமைப்பில் வரையறுக்கப்படுகிறதுசெக்கர்போர்டு அமைப்பை உருவாக்கவும்விளிம்புகளின் வட்ட வளையத்தை உருவாக்குங்கள்ஒரு கூம்பு கண்ணி உருவாக்குங்கள்மாறி பக்க நீளம் மற்றும் துணைப்பிரிவுகளுடன் ஒரு க்யூபாய்டு கண்ணி உருவாக்கவும்ஒரு கண்ணி இருந்து ஒரு வளைவை உருவாக்குங்கள்காரணி அல்லது விரிவாக்கப்பட்ட பல்லுறுப்புக்கோவைப் பயன்படுத்தி வளைவை உருவாக்கவும்ஊழ்கம் மற்றும் காச் போன்ற நிலையான கணித செயல்பாடுகளைப் பயன்படுத்தி ஒரு வளைவை உருவாக்குங்கள்ஒரு சிலிண்டர் மெச் உருவாக்குஇயல்புநிலை புறஊதா வரைபடத்தை உருவாக்கவும்அதன் நிலையின் அடிப்படையில் ஒவ்வொரு கட்டம் வோக்சலிலும் அடர்த்தியைக் கட்டுப்படுத்தும் ஒரு புலத்துடன் அடர்த்தியான அளவை உருவாக்குங்கள்குழியின் அடிப்படையில் ஒரு அழுக்கு வரைபட சாய்வை உருவாக்குங்கள்வளைவு மேப்பிங்கைப் பயன்படுத்தி, காட்சி தொடக்க மற்றும் இறுதி நேரத்திற்கு இடையில் ஒரு காரணி மதிப்பை (0.0 முதல் 1.0 வரை) உருவாக்குங்கள்ஒவ்வொரு புள்ளியையும் சுற்றி ஒரு மூடுபனி தொகுதி கோளத்தை உருவாக்குங்கள்உள்ளீட்டு முனை சாக்கெட்டை உருவாக்கவும்ஒரு தொகுதியின் "மேற்பரப்பில்" ஒரு கண்ணி உருவாக்கவும்ஒரு தொகுதி கட்டத்தின் "மேற்பரப்பில்" ஒரு கண்ணி உருவாக்கவும்உள்ளீட்டு வளைவுகளின் உட்புறத்தில் முகங்களுடன் xy விமானத்தில் ஒரு கண்ணி உருவாக்கவும்ஒவ்வொரு புள்ளி முகில் பாயிண்டிற்கும் ஒரு கண்ணி வெர்டெக்சை உருவாக்கவும்மிகவும் துல்லியமான கிரிப்டோமாடே மொழி உருவாக்கவும்நகரும் கடல் மேற்பரப்பை உருவாக்குங்கள்உள்ளீட்டு கண்ணி வடிவத்தைப் பின்பற்றும் வழக்கமான இடவியலுடன் புதிய மேற்பரப்பை உருவாக்கவும்ஒரு சாதாரண திசையன் மற்றும் புள்ளி தயாரிப்பை உருவாக்குங்கள்வெளியீட்டு முனை சாக்கெட்டை உருவாக்கவும்ஒவ்வொரு எழுத்தையும் சேமிக்க ஒரு வளைவு நிகழ்வைப் பயன்படுத்தி, ஒரு குறிப்பிட்ட எழுத்துருவுடன் உரையின் பத்தியை உருவாக்குங்கள்பம்ப் மேப்பிங்கிற்கான உயர அமைப்பிலிருந்து ஒரு குழப்பமான இயல்பை உருவாக்கவும். பொதுவாக மிகவும் விரிவான மேற்பரப்புகளை போலியாகப் பயன்படுத்தப்படுகிறதுrgb சாதாரண வரைபடப் படத்திலிருந்து ஒரு குழப்பமான இயல்பை உருவாக்கவும். பொதுவாக மிகவும் விரிவான மேற்பரப்புகளை போலியாகப் பயன்படுத்தப்படுகிறதுஎந்த நூலகக் கோப்புகளிலும் காணப்படாவிட்டால் ஒரு ஒதுக்கிடத்தை (வெற்று ஐடி) உருவாக்குங்கள்xy விமானத்தில் ஒரு பிளானர் கண்ணி உருவாக்கவும்வளைவுகளுடன் நிலைகளை மாதிரி செய்வதன் மூலம் ஒரு புள்ளி மேகத்தை உருவாக்குங்கள்ஒரு கண்ணி செங்குத்துகளிலிருந்து ஒரு புள்ளி மேகத்தை உருவாக்குங்கள்வால்யூம் கிரிட்டின் செயலில் உள்ள வோக்சல்களிலிருந்து புள்ளி மேகத்தை உருவாக்கவும்புலங்களால் வரையறுக்கப்பட்ட நிலைகள் மற்றும் கதிர்கள் கொண்ட ஒரு புள்ளி மேகத்தை உருவாக்குங்கள்பாலி ச்ப்லைன் வளைவை உருவாக்குங்கள்பாலி ச்ப்லைன் வட்டத்தை உருவாக்குங்கள்ஒவ்வொரு உள்ளீட்டு ச்ப்லைனுக்கும் பாலி ச்ப்லைனை உருவாக்கவும்கட்டுப்பாட்டு புள்ளிகள் நிலைகளுடன் ஒரு பரபோலா வடிவத்தில் பாலி ச்ப்லைனை உருவாக்குங்கள்சுழல் வடிவத்தில் பாலி ச்ப்லைனை உருவாக்குங்கள்இரண்டு வட்டங்களின் மாற்று புள்ளிகளை இணைப்பதன் மூலம் ஒரு நட்சத்திர வடிவத்தில் பாலி ச்ப்லைனை உருவாக்குங்கள்இரண்டு புள்ளிகளுடன் பாலி ச்ப்லைன் வரியை உருவாக்கவும்நான்கு புள்ளிகளுடன் பலகோணத்தை உருவாக்குங்கள்ஒரு நடைமுறை வான அமைப்பை உருவாக்குங்கள்செங்கற்களை உருவாக்கும் ஒரு நடைமுறை அமைப்பை உருவாக்குங்கள்ஒரு சைகடெலிக் வண்ண அமைப்பை உருவாக்குங்கள்கொடுக்கப்பட்ட உள்ளீட்டு மதிப்பை விதையாகப் பயன்படுத்தி சீரற்ற முழு எண்ணை உருவாக்கவும்அதன் அடிப்படை தரவை நகலெடுக்காமல், ஒவ்வொரு உள்ளீட்டு புள்ளிகளிலும் வடிவவியலைப் பற்றிய குறிப்பை உருவாக்கவும்செயலில் உள்ள மெட்டாரிக் ஆர்மேச்சரிலிருந்து ஒரு ரிக் உருவாக்குங்கள்சிறந்த I/FK ச்னாப்பிங்கிற்கான ஒரு தனி நான் கட்டுப்பாட்டில் இருக்கிறேன்கால்விரலின் அடிப்பகுதியைக் காட்டிலும் நுனியில் முன்னோக்கி குதிகால் ரோலை முன்னிலைப்படுத்த ஒரு ச்லைடரை உருவாக்கவும்சமமான அளவிலான முக்கோணங்களைக் கொண்ட ஒரு கோளக் கண்ணி உருவாக்குங்கள்மேல் மற்றும் கீழ் முக்கோணங்களைத் தவிர, குவாட்சுடன் ஒரு கோளக் கண்ணி உருவாக்குங்கள்கொடுக்கப்பட்ட உள்ளீட்டு மதிப்பின் சரம் பிரதிநிதித்துவத்தை உருவாக்கவும்அனிசோட்ரோபிக் பி.எச்.டி.எஃப் -க்கு ஒரு தொடர்ச்சியான திசையை உருவாக்கவும்ஒரு FK கட்டுப்பாட்டு சங்கிலியை உருவாக்குங்கள்கூடாரத்திற்கு ஒரு FK கட்டுப்பாட்டு சங்கிலியை உருவாக்கவும்வெவ்வேறு மூலப்பொருளைப் பயன்படுத்தி வடிவவியலின் ஒவ்வொரு பகுதிக்கும் ஒரு obj குழுவை உருவாக்கவும்ஒரு கோப்பு அல்லது உரை தரவு-தடுப்பிலிருந்து osl சேடரை உருவாக்கவும். குறிப்பு: அனைத்து சிபியு பின்தளத்தில் osl சேடர்கள் ஆதரிக்கப்படவில்லைகொள்கை ரீதியான பி.எச்.டி.எஃப் முனை நெட்வொர்க்கின் தோராயமான யு.எச்.டி முன்னோட்ட மேற்பரப்பு நிழல் பிரதிநிதித்துவத்தை உருவாக்கவும்தேர்ந்தெடுக்கப்பட்ட ஒவ்வொரு உள்ளீட்டு உறுப்பின் தன்னிச்சையான எண் நகல்களை உருவாக்கவும்சுட்டுக்கொள்ளும் போது தற்போதைய டொமைன் அமைப்புகளிலிருந்து மாண்டாஃப்ளோ ச்கிரிப்டை உருவாக்கி ஏற்றுமதி செய்யுங்கள். உருவகப்படுத்துதலை சுடிய பின் நேரடியாக மாண்டாஃப்ளோவில் உள்ள தற்காலிக சேமிப்பை (எ.கா. கட்டங்கள், திசைவேக திசையன்கள், துகள்கள்) பகுப்பாய்வு செய்ய திட்டமிட்டால் மட்டுமே இது தேவைப்படுகிறது.ஒளிவிலகல் மேற்பரப்புகளின் நிழல்களில் தோராயமான காச்டிக்சை உருவாக்குங்கள். விளக்குகள், காச்டர் மற்றும் ரிசீவர் பொருள்களில் இதை இயக்க நிழல் காச்டிக்ச் விருப்பங்கள் அமைக்கப்பட வேண்டும்தொகுப்புகளின் முன்னோட்டங்களை உருவாக்குங்கள்மூலையில் கோண எடையுள்ள இயல்புகளை உருவாக்குங்கள்டாட்-டாச் பாணியிலான வீச்சுகள் உருவாக்குங்கள்முகம் பரப்பு எடையுள்ள இயல்புகளை உருவாக்குங்கள்இந்த சேகரிப்புக்கான அம்ச வரிகளை உருவாக்கவும்இந்த பொருளின் தரவுகளுக்கான அம்ச வரிகளை உருவாக்குங்கள்மிதக்கும்-புள்ளி இடையகத்தை உருவாக்குங்கள்நுரை முகமூடியை வெர்டெக்ச் வண்ண சேனலாக உருவாக்குங்கள்ஃப்ராக்டல் பெர்லின் சத்தத்தை உருவாக்குங்கள்கடினமான சத்தத்தை உருவாக்குங்கள் (கூர்மையான மாற்றங்கள்)பொக்கே மங்கலான வடிகட்டி முனையுடன் பயன்படுத்த பொக்கே வடிவத்துடன் படத்தை உருவாக்குங்கள்உள்ளீட்டு திசையனின் அடிப்படையில் இடைக்கணிப்பு வண்ணம் மற்றும் தீவிரம் மதிப்புகளை உருவாக்குங்கள்குறுக்குவெட்டு முடக்கப்பட்ட பொருள்களுடன் கூட குறுக்குவெட்டு வரிகளை உருவாக்கவும்குறிப்பு ஒளி பொருளிலிருந்து ஒளி/நிழல் பிரிப்பு கோடுகளை உருவாக்குங்கள்தெளிப்பு திசையின் வரைபடத்தை வெர்டெக்ச் வண்ண சேனலாக உருவாக்கவும்கிரிப்டோமாடே வழங்குதல் பாச்களைப் பயன்படுத்தி தனிப்பட்ட பொருள்கள் மற்றும் பொருட்களுக்கு மேட் உருவாக்குங்கள்தேர்ந்தெடுக்கப்பட்ட பொருள்களுக்கான இயக்க பாதைகளை உருவாக்குங்கள்அசல் பக்கவாதம் சுற்றி பல பக்கவாதம் உருவாக்குங்கள்ஒரு பக்கவாதத்திலிருந்து பல வீச்சுகள் உருவாக்குங்கள்இருக்கும் வளைவுகளுக்கு இடையில் இடைக்கணிப்பதன் மூலம் புள்ளிகளில் புதிய வளைவுகளை உருவாக்குங்கள்தேர்ந்தெடுக்கப்பட்ட பொருள்/எலும்பை கேமராவில் சரிசெய்ய புதிய விசைகளை உருவாக்கவும்தற்போதைய வடிவத்தின் அடிப்படையில் புதிய கண்ணி இடவியல் உருவாக்கவும்தேர்ந்தெடுக்கப்பட்ட கூறுகளிலிருந்து புதிய செங்குத்துகள், விளிம்புகள் அல்லது முகங்களை உருவாக்கி, அவற்றை ஆஃப்செட்டின் அடிப்படையில் நகர்த்தவும், அவற்றை அவற்றின் எல்லையால் இணைக்கவும்கிரீச் பென்சில் பக்கங்களில் ஒலி தள்ளாடுவதை உருவாக்குங்கள்பொருள்களின் முன்னோட்டங்களை உருவாக்குங்கள்குறிப்பிட்ட தீர்மானத்தில் கடல் மேற்பரப்பு வடிவவியலை உருவாக்குங்கள்நிகழ்வுகளின் தோற்றத்தில் புள்ளிகளை உருவாக்குங்கள். குறிப்பு: உள்ளமைக்கப்பட்ட நிகழ்வுகள் இந்த முனையால் பாதிக்கப்படவில்லைஒரு தொகுதிக்குள் புள்ளிகளை உருவாக்குங்கள்ஒரு தொகுதி கட்டத்திற்குள் புள்ளிகளை உருவாக்குங்கள்ஒரு கண்ணி மேற்பரப்பில் பரவிய புள்ளிகளை உருவாக்குங்கள்நடைமுறை பட்டைகள் அல்லது மோதிரங்களை சத்தத்துடன் உருவாக்குங்கள்காட்சிகளின் முன்னோட்டங்களை உருவாக்குங்கள்தேர்ந்தெடுக்கப்பட்ட .கலப்பு கலப்பான் கோப்பு முன்னோட்டத்தை உருவாக்குங்கள்மெசின் விளிம்புகள் அல்லது செங்குத்துகளுக்கு வடிவவியலைச் சேர்ப்பதன் மூலம் சாய்வான மூலைகளை உருவாக்குங்கள்மென்மையான முகங்களின் ஒவ்வொரு குழுவிற்கும் மென்மையான குழுக்கள் அடையாளங்காட்டிகளை உருவாக்குங்கள், இயல்புநிலையாக தனித்துவமான முழு மதிப்புகள்மென்மையான சத்தத்தை உருவாக்குங்கள் (மென்மையான மாற்றங்கள்)ஃப்ரீச்டைல் குறிக்கப்பட்ட விளிம்புகளிலிருந்து பக்கவாதம் உருவாக்குங்கள்பலவிதமான மறைவு நிலைகளிலிருந்து வீச்சுகள் உருவாக்குங்கள்மூலப்பொருட்களுக்கு இடையிலான எல்லைகளிலிருந்து வீச்சுகள் உருவாக்குங்கள்விளிம்பு கோடுகளிலிருந்து வீச்சுகள் உருவாக்குங்கள்மடிந்த விளிம்புகளிலிருந்து வீச்சுகள் உருவாக்குங்கள்குறுக்குவெட்டுகளிலிருந்து வீச்சுகள் உருவாக்குங்கள்தளர்வான விளிம்புகளிலிருந்து வீச்சுகள் உருவாக்குங்கள்இந்த சேகரிப்பில் உள்ள பொருட்களிலிருந்து வீச்சுகள் உருவாக்குங்கள்இந்த பொருளிலிருந்து வீச்சுகள் உருவாக்குங்கள்கணினி தகவல்களை உருவாக்கி, உரை கோப்பில் சேமிக்கப்படுகிறதுUV வரைபடத்தின் அடிப்படையில் தொடு திசைகளை உருவாக்கவும்உள்ளமைக்கப்பட்ட செயல்பாட்டைப் பயன்படுத்தி மதிப்புகளை உருவாக்குங்கள்பொருளின் தூரத்தின் அடிப்படையில் வெர்டெக்ச் எடைகளை உருவாக்குங்கள்பக்கவாதம் கோணத்தின் அடிப்படையில் வெர்டெக்ச் எடைகளை உருவாக்குங்கள்ஒரு வரியில் செங்குத்துகளை உருவாக்கி அவற்றை விளிம்புகளுடன் இணைக்கவும்உருவாக்கப்பட்டதுஉருவாக்கப்பட்ட ஆயத்தொலைவுகள்உருவாக்கப்பட்ட வடிவியல்உருவாக்கப்பட்ட உயரம்உருவாக்கப்பட்ட கீஃப்ரேம்உருவாக்கப்பட்ட கீஃப்ரேம் தேர்ந்தெடுக்கப்பட்டதுஉருவாக்கப்பட்ட மேட்ரிக்ச்உருவாக்கப்பட்ட வகைஉருவாக்கப்பட்ட அகலம்ஃப்ளோ பொருளுக்கு மையமாக உருவாக்கப்பட்ட ஆயத்தொகுப்புகள்பெற்றோர் பொருள் இடத்தில் உருவாக்கப்பட்ட ஆயத்தொலைவுகள்புறஊதா வரைபடங்களை சோதிக்க உருவாக்கப்பட்ட கட்டம்உருவாக்கப்பட்ட படம்உருவாக்கப்பட்ட பட உயரம்உருவாக்கப்பட்ட பட வகைஉருவாக்கப்பட்ட பட அகலம்புறஊதா வரைபடங்களை சோதிக்க மேம்பட்ட புறஊதா கட்டத்தை உருவாக்கியதுமிக விரைவான சுட்டி இயக்கங்களுக்கு உருவாக்கப்பட்ட இடைநிலை புள்ளிகள் (முடக்க 0 என அமைக்கவும்)முகம் பரப்பு மற்றும் கோணம் இரண்டாலும் எடையுள்ள இயல்பான இயல்புகள்உலக இடத்தில் உருமாறும் மேட்ரிக்ச் உருவாக்கப்பட்டதுவியூபோர்ட்டில் முக அமைப்புகளை வழங்க, சீரற்ற வண்ணங்களின் புதிய தொகுப்பை உருவாக்குகிறதுகண்ணி சமச்சீர் உள்ளமைவைப் பயன்படுத்தி ஒரு சமச்சீர் கண்ணி உருவாக்குகிறதுமேற்பரப்பு கண்ணி மீது புதிய முடி வளைவுகளை உருவாக்குகிறதுவட்ட மூலைகளுடன் இயல்பானவற்றை உருவாக்குகிறது. குறிப்பு: சுழற்சிகளில் மட்டுமே ஆதரிக்கப்படுகிறது, மேலும் ரெண்டர்களை மெதுவாக்கலாம்சுழற்சிகள்/ஈவி இணக்கமான பொருளை உருவாக்குதல், ஆனால் {:s} எஞ்சின் உடன் தெரியாதுச்டுடியோலைட் ஐகானை உருவாக்குதல் ...படவுரு முன்னோட்டத்தை உருவாக்குகிறது ...சேடர் முன்னோட்டத்தை உருவாக்குதல் ...சேடர் மாதிரிக்காட்சிகளை உருவாக்குதல் ...துண்டு முன்னோட்டங்களை உருவாக்குதல் ...துண்டு சிறு உருவங்களை உருவாக்குதல் ...தலைமுறைதலைமுறை உருப்படிகள்தலைமுறை ஒரு விதிவிலக்கை எறிந்தது: உருவாக்கும் மாற்றிகள் கண்டறியப்பட்டன!செனரேட்டர் எஃப்-மாடிஃபயர்பொதுவானபொதுவான அளவீட்டு பிட்கள்பொதுவான வேனில்வண்ணம் இல்லாத பொதுவான தரவு, எந்த வண்ண உருமாற்றத்தையும் பயன்படுத்தாது (எ.கா. சாதாரண வரைபடங்கள்)பொதுவான சிற்பம் விரிவாக்க ஆபரேட்டர்சியோடெசிக்புவிசார் படிவேகமான சி.ஐ மற்றும் சுற்றுப்புற மறுப்பைக் கணக்கிடும்போது மேற்பரப்புகளின் வடிவியல் தடிமன். ஒளி கசிவு மற்றும் காணாமல் போன தொடர்பு மறைவைக் குறைக்கிறது.அவற்றின் கூறுகளை ஒன்றிணைப்பதன் மூலம் ஒன்றாக இணைக்க வடிவியல்வடிவியல்வடிவியல் பண்புவடிவியல் பண்புக் கட்டுப்பாடுவடிவியல் கூறுவடிவியல் தனிப்பயன் குழுவடிவியல் தரவுவடிவியல் இறுதி காரணிவடிவியல் உள்ளீடுவடிவியல் பொருள் வகைவடிவியல் மாற்றிகள்வடிவியல் முனைவடிவியல் முனை ஆசிரியர்வடிவியல் முனை சாக்கெட்வடிவியல் முனை சாக்கெட் இடைமுகம்வடிவியல் முனை மரம்வடிவியல் முனைகள்வடிவியல் முனைகள் நிகழ்வுகள் (சோதனை)வடிவியல் முனைகள் பட்டியல்கள்வடிவியல் ஆஃப்செட்வடிவியல் செயலாக்கம்வடிவியல் அருகாமைவடிவியல் மாதிரிகள்வடிவியல் தொகுப்புவடிவியல் இடம்வடிவியல் தொடக்க காரணிவடிவியல் வாசல்வடிவியல் பண்புக்கூறு2 டி முழுஎண் திசையன்களை சேமிக்கும் வடிவியல் பண்புக்கூறு8-பிட் முழு எண்களை சேமிக்கும் வடிவியல் பண்புக்கூறுஒரு சேனலுக்கு 32-பிட்களைப் பயன்படுத்தி rgba வண்ணங்களை மிதக்கும்-புள்ளி மதிப்புகளாக சேமிக்கும் வடிவியல் பண்புக்கூறுஒரு சேனலுக்கு 8-பிட்களைப் பயன்படுத்தி rgba வண்ணங்களை நேர்மறை முழுஎண் மதிப்புகளாக சேமிக்கும் வடிவியல் பண்புக்கூறு4 ஆல் 4 மிதவை மேட்ரிக்சை சேமிக்கும் வடிவியல் பண்புக்கூறுபூலியன்சை சேமிக்கும் வடிவியல் பண்புக்கூறுமிதக்கும்-புள்ளி 2 டி திசையன்களை சேமிக்கும் வடிவியல் பண்புக்கூறுமிதக்கும்-புள்ளி 3d திசையன்களை சேமிக்கும் வடிவியல் பண்புக்கூறுமிதக்கும்-புள்ளி மதிப்புகளை சேமிக்கும் வடிவியல் பண்புக்கூறுமுழுஎண் மதிப்புகளை சேமிக்கும் வடிவியல் பண்புக்கூறுசுழற்சியை சேமிக்கும் வடிவியல் பண்புக்கூறுசரங்களை சேமிக்கும் வடிவியல் பண்புவடிவியல் பண்புக்கூறுகள்திருத்தப்பட்ட பொருளிலிருந்து வடிவவியலை மீட்டெடுக்க முடியாதுமாற்றியமைக்கும் பொருளிலிருந்து வடிவவியலை மீட்டெடுக்க முடியாதுவடிவியல் வண்ண பண்புக்கூறுகள்வடிவியல் கூறுகள்:வடிவியல் டொமைன் மீண்டும் செயல்படுத்தப்படுகிறதுஉதாரணத்திற்கு வடிவியல் உறுப்பு வகைதற்போதைய மறு செய்கையில் உருவாக்கப்பட்ட வடிவியல். மற்ற எல்லா மறு செய்கைகளிலிருந்தும் வடிவவியலுடன் இணைக்கப்படும்வடிவியல் மாற்றியமைப்பாளர் '%s' அகற்ற முடியவில்லைவரி வடிவவியல்களை மாற்றுவதற்கான வடிவியல் மாற்றிகள்வடிவியல் முனைகள்ஒவ்வொரு இடப்பெயர்ச்சிப் படிக்குப் பிறகும் பயன்படுத்த வேண்டிய வடிவியல் செயல்முறைஒரு முனையின் வடிவியல் சாக்கெட்புள்ளிகளில் நிறுவப்பட்ட வடிவியல்சிதறிய புள்ளிகளில் உதாரணமாகக் காட்டப்படும் வடிவியல்உதாரணத்திற்கு வடிவியல்தோற்றத்திற்கு வடிவியல்ஒவ்வொரு வளைவின் முடிவிலும் சேர்க்க வடிவியல்ஒவ்வொரு வளைவின் தொடக்கத்திலும் சேர்க்கும் வடிவியல்ஒரு பொருளை ஒதுக்க வடிவியல்கதிர்களை நடிக்க வடிவியல்எல்லைப்புற பெட்டியைக் கணக்கிட வடிவியல். முழு எல்லை பெட்டியைக் கணக்கிடுவதற்கு முன்பு நிகழ்வுகளை உணர வேண்டும்உறுப்புகளை நீக்க வடிவியல்நகல் கூறுகளின் வடிவியல்கொடுக்கப்பட்ட புலங்களை மதிப்பிடுவதற்கும், இதன் விளைவாக வரும் பண்புகளை சேமிப்பதற்கும் வடிவியல். தொகுதிகளைத் தவிர அனைத்து வடிவியல் வகைகளும் ஆதரிக்கப்படுகின்றனமிக நெருக்கமான புள்ளியைக் கண்டறிய வடிவியல்என்ற மூட்டையைப் பெற வடிவியல்டொமைன் அளவுகளைப் பெற வடிவியல். ரூட் வடிவியல் மட்டுமே கருதப்படுகிறது, உள்ளமைக்கப்பட்ட நிகழ்வுகள் அல்லபுள்ளிவிவரங்களைப் பெற வடிவியல்என்ற மூட்டை மேலெழுத வடிவியல்பெயரை மேலெழுத வடிவியல்பண்புகளை அகற்ற வடிவியல்பொருட்களை மாற்ற வடிவியல்ஒரு மதிப்பை மாதிரியாக மாற்ற வடிவியல்அளவீட்டு கூறுகளுக்கு வடிவியல்மென்மையை அமைக்க வடிவியல்கூறுகளை வரிசைப்படுத்த வடிவியல்நிகழ்வுகளாகப் பிரிக்க வடிவியல்தனித்தனி கூறுகளாகப் பிரிக்க வடிவியல்இரண்டு பகுதிகளாகப் பிரிக்க வடிவியல்கொடுக்கப்பட்ட பெயருடன் புதிய பண்புக்கூறு சேமிக்க வடிவியல்மாற்ற வடிவியல்அடையாளம் பண்புகளை புதுப்பிக்க வடிவியல்பொருள் குறியீடுகளைப் புதுப்பிக்க வடிவியல்தேர்வைப் புதுப்பிக்க வடிவியல்ஏர் டை உதாரணத்திற்கு பயன்படுத்தப்படும் வடிவியல் (முன்னுரிமை)வடிவியல் அதன் கூறுகள் மீண்டும் செய்யப்படுகின்றனவடிவியல் அதன் நிகழ்வுகள் (ஓரளவு) உணரப்படுகின்றனவடிவியல் அறிவிப்புசார்சியன் - சார்சியன்செர்மன் - செர்மன்மூட்டை உருப்படியைப் பெறுங்கள்நீட்டிப்புகளைப் பெறுங்கள்வடிவியல் தொகுப்பைப் பெறுங்கள்பட்டியல் உருப்படியைப் பெறுங்கள்பெயரிடப்பட்ட கட்டத்தைப் பெறுங்கள்ஒதுக்கப்பட்ட பொருள் அல்லது சத்தமாக ஒதுக்கப்பட்ட சமிக்ஞை மூலத்திலிருந்து விலகிச் செல்லுங்கள்வடிவவியலின் தொகுப்பைப் பெறுங்கள்முனை மர பாதையை ஒரு சரமாக பெறுங்கள்குறிப்பிட்ட பெயருடன் தொகுதி வடிவவியலில் இருந்து தொகுதி கட்டத்தைப் பெறுங்கள்தொடங்குதல்பேய்பேய்கள்கிகாவாட்கிம்பல்பநிஇ உள்நோக்கத்திற்காக, இந்த மோடல் கீமாப்பின் உருப்படிகளின் (#keymapitem.propvalue) சாத்தியமான நிகழ்வு மதிப்புகளுக்கு அணுகல் கொடுங்கள்இறுதியில் பதிலளிக்கப்படாத துகள்களைப் பெற்றெடுக்கவும்பாதை நீளத்திற்கு ஒரு சீரற்ற மாறுபாட்டைக் கொடுங்கள்மாற்றியமைக்கப்பட்ட எஃப்-வளைவுக்கு சீரற்ற தன்மையைக் கொடுங்கள்துகள் வாழ்க்கைக்கு ஒரு சீரற்ற மாறுபாட்டைக் கொடுங்கள்துகள் அளவை ஒரு சீரற்ற மாறுபாட்டைக் கொடுங்கள்தொடக்க வேகத்திற்கு ஒரு சீரற்ற மாறுபாட்டைக் கொடுங்கள்கிச்மோகிச்மோ அகிச்மோ ஆகிச்மோ குழு பண்புகள்கிச்மோ சிறப்பம்சமாககிச்மோ முதன்மைகிச்மோ பண்புகள்கிச்மோ இரண்டாம் நிலைகிச்மோ அளவுகிச்மோ பார்வை சீரமைகிச்மோ குழுமம் '%s' 'விடாமுயற்சியுடன்' விருப்பத்தேர்வு தொகுப்பைக் கொண்டுள்ளது!கிச்மோ குழுமம் '%s' கண்டுபிடிக்கப்படவில்லை!கிச்மோ குழு இந்த கிச்மோ ஒரு உறுப்பினர்கிச்மோ குழு வகை '%s' கண்டுபிடிக்கப்படவில்லை!கிச்மோ இலக்கு '%s.%s'%s ','%s.%s 'என்பது'%s 'கிச்மோ இலக்கு சொத்து '%s.%s' நீளம்%d இன் வரிசையை எதிர்பார்க்கிறதுகிச்மோ இலக்கு சொத்து ' %s. %s' நீளம் %d இன் வரிசையை எதிர்பார்க்கிறது, %d காணப்படுகிறதுகிச்மோ இலக்கு சொத்து '%s.%s' காணப்படவில்லைகிச்மோ இலக்கு சொத்து ' %s. %s', குறியீட்டு %d %d க்கும் குறைவாக இருக்க வேண்டும்கேமரா குவிய நீளம் அல்லது ஆர்த்தோகிராஃபிக் அளவை சரிசெய்ய கிச்மோகேமரா கவனம் தூரத்தை சரிசெய்ய கிச்மோ (வரம்புகள் காட்சியைப் பொறுத்தது)பட அளவு மற்றும் நிலையை சரிசெய்ய கிச்மோஇருப்பிடத்தை சரிசெய்ய கிச்மோசுழற்சியை சரிசெய்ய கிச்மோஅளவை சரிசெய்ய கிச்மோச்பாட் மற்றும் பரப்பு அளவை சரிசெய்ய கிச்மோஒளியின் திசையை சரிசெய்ய கிச்மோபடை புலத்தை சரிசெய்ய கிச்மோகிச்மோடைப் '%s' என்பது 3D கிச்மோ-குழுவிற்கு. 'DEST_SELECT' மட்டுமே பயன்படுத்தப்படும், 'draw_select' திரும்பப்பெறுதல் அமைக்கப்பட்டுள்ளது.கிச்மோடைப் '%s' தெரியவில்லைகிச்மோச்செயலில் மாற்றியமைப்பாளருக்கான கிச்மோச்இந்த பார்வையில் கிச்மோச் மறைக்கப்பட்டுள்ளதுகிச்மோச்:கண்ணை கூசும்கண்ணாடி (உடைந்தது)கண்ணாடி (திட)கண்ணாடி பி.எச்.டி.எஃப்கண்ணாடி போன்ற சேடர் கலப்பு ஒளிவிலகல் மற்றும் மேய்ச்சல் கோணங்களில் பிரதிபலிப்புகுளோப் வடிகட்டிஉலகளாவியஉலகளாவிய +x அச்சுஉலகளாவிய +ஒய் அச்சுஉலகளாவிய +இசட் அச்சுஉலகளாவிய -எக்ச் அச்சுஉலகளாவிய அச்சுஉலகளாவிய -இசட் அச்சுஉலகளாவிய ஒருங்கிணைப்புகள்உலகளாவிய ஈர்ப்புஉலகளாவிய முடிஉலகளாவிய வெளிச்சம்உலகளாவிய செல்வாக்கு:உலகளாவிய மாற்றம்உலகளாவிய வகைஉலகளாவிய செயல்தவிர்உலகளாவிய ஃச்உலகளாவிய ஒய்உலகளாவிய சட்பொது நிலை தகவல்களுக்காக திரையின் அடிப்பகுதியில் உலகளாவிய பட்டிஉலகளாவிய பெர்-விண்டோ அமைப்புகளுக்கான திரையின் உச்சியில் உலகளாவிய பட்டிஉலகளாவிய குழந்தை துகள்கள் விழுக்காடுவழங்குதல் போது உலகளாவிய குழந்தை துகள்கள் விழுக்காடுஉலகளாவிய ஈர்ப்பு எடைஇடைமுகத்தில் உள்ள அனைத்து பொருட்களிடையேயும் உருப்படியின் உலகளாவிய குறியீடுvgroup இல் தற்போதைய மாற்றங்களின் உலகளாவிய செல்வாக்குஉலகளாவிய அதிகபட்ச துணைப்பிரிவு நிலைவழங்குதல் போது உலகளாவிய அதிகபட்ச துணைப்பிரிவு நிலைஉலகளாவிய விருப்பத்தேர்வுகள்இந்த திரைப்படம் விளையாடத் தொடங்கும் உலகளாவிய காட்சி பிரேம் எண் (ஒரு கிளிப்புடன் தொடர்புடைய எல்லா தரவையும் பாதிக்கிறது)கதாபாத்திரங்களுக்கு இடையில் உலகளாவிய இடைவெளிதிரைப்படம்/வரிசையின் உலகளாவிய தொடக்க சட்டகம், முதல் படத்திற்கு #1 இருப்பதாகக் கருதிவரிசையின் உலகளாவிய தொடக்க சட்டகம், முதலில் #1 இருப்பதாகக் கருதுகிறதுகோப்பின் முழு நகலையும் நினைவகத்தில் வைத்திருப்பதன் மூலம் உலகளாவிய செயல்தவிர் செயல்படுகிறது, எனவே கூடுதல் நினைவகத்தை எடுக்கும்தானாக மதிப்பிடப்பட்ட படி அளவின் மேல், வால்யூம் ரெண்டரிங்கிற்கான விவரங்களை உலகளவில் சரிசெய்யவும். அதிக மதிப்புகள் வழங்குதல் நேரத்தை குறைக்கின்றன, குறைந்த மதிப்புகள் அதிக விவரத்துடன் வழங்குகின்றனபிளானர் லைட் ஆய்வுகளில் உலகளவில் முடக்குரெண்டர்களில் உலகளவில் முடக்குரெண்டர்களில் உலகளவில் முடக்கு சேகரிப்பை தனிமைப்படுத்த கட்டுப்பாடு சேகரிப்புகள் மற்றும் பொருள்களுக்குள் அமைக்க மாற்றம்ரெண்டர்களில் உலகளவில் முடக்கு Childre குழந்தைகளை அமைப்பதற்கான மாற்றம்கோள ஒளி ஆய்வுகளில் உலகளவில் முடக்குவியூபோர்ட்டுகளில் உலகளவில் முடக்குவியூபோர்ட்டுகளில் உலகளவில் முடக்கு சேகரிப்பை தனிமைப்படுத்த கட்டுப்பாடு சேகரிப்புகள் மற்றும் பொருள்களுக்குள் அமைக்க மாற்றம்வியூபோர்ட்டுகளில் உலகளவில் முடக்கு Childre குழந்தைகளை அமைப்பதற்கான மாற்றம்தொகுதி ஆய்வுகளில் உலகளவில் முடக்குபளபளப்புபளபளப்பானபளபளப்பான பி.எச்.டி.எஃப்பளபளப்பான பவுன்ச்பளபளப்பான நிறம்பளபளப்பான ஆழம்பளபளப்பான நேரடிபளபளப்பான மறைமுகபளபளப்பான தெரிவுநிலைகூர்மையான அல்லது மைக்ரோஃபாசெட் விநியோகத்துடன் பளபளப்பான ஒளிவிலகல், பொதுவாக ஒளியை கடத்தும் மூலப்பொருட்களுக்கு பயன்படுத்தப்படுகிறதுபளபளப்புபளபளப்பான நிறம்பளபளப்பான விளைவுபளபளப்பான துண்டுகீழ் பளபளப்புபளபளப்பான விளைவுபளபளப்பான பயன்முறைஆல்பாவுடன் மட்டுமே ஒளிரும் பகுதிகள் (வழக்கமான கலப்பு பயன்முறையுடன் ஆதரிக்கப்படவில்லை)பசை பயன்முறைபசை கடினமான உடல்கள் ஒன்றாகஒதுக்கப்பட்ட பொருள் அல்லது சத்தமாக ஒதுக்கப்பட்ட சமிக்ஞை மூலத்திற்குச் செல்லவும்நெருங்கிய எதிரிக்குச் சென்று வரம்பில் இருக்கும்போது தாக்கவும்பெற்றோர் முனை மரத்திற்குச் செல்லுங்கள்போச் எலும்பு வண்ணங்களை நகலெடுக்க போச் பயன்முறைக்குச் செல்லுங்கள்இலக்குஇலக்கு (வெர்டெக்ச் இலக்கு நிலை) உராய்வுஇலக்கு (வெர்டெக்ச் இலக்கு நிலை) வசந்த விறைப்புஇலக்கு ஈரமாக்குதல்இலக்கு இயல்புநிலைஇலக்கு அதிகபட்சம்இலக்கு குறைந்தபட்சம்இலக்கு விறைப்புகோல் வெர்டெக்ச் குழுஅடர்த்தி தூரிகைக்கான வளைவு வேர்களுக்கு இடையிலான இலக்கு தூரம்இலக்கு அதிகபட்சம், வெர்டெக்ச் குழு எடைகள் இந்த வரம்பை பொருத்த அளவிடப்படுகின்றனஇலக்கு அதிகபட்சம், இந்த வரம்பை பொருத்த வெர்டெக்ச் எடைகள் அளவிடப்படுகின்றனஇலக்கு குறைந்தபட்சம், இந்த வரம்போடு பொருந்தக்கூடிய வெர்டெக்ச் குழு எடைகள் அளவிடப்படுகின்றனஇலக்கு குறைந்தபட்சம், இந்த வரம்பை பொருத்த வெர்டெக்ச் எடைகள் அளவிடப்படுகின்றனஇலக்கு பொருள்தங்கம்கோல்டன்தங்க விகிதம்கோல்டன் முக்கோணம் அகோல்டன் முக்கோணம் ஆநல்லகலப்பானிலிருந்து ஏற்றுமதி செய்யப்பட்ட சி.எல்.டி.எஃப்-களை மீண்டும் இறக்குமதி செய்வதற்கும், கலப்பான் திருத்துதல் பிறகு சி.எல்.டி.எஃப்.எச்-க்கு சி.எல்.டி.எஃப்.எச். எலும்பு உதவிக்குறிப்புகள் அவற்றின் உள்ளக +y அச்சில் வைக்கப்படுகின்றன (gltf இடத்தில்)நல்ல மென்மையான மற்றும் விரைவுgpencil அமைப்புகள்பிடுங்கசெயலில் உள்ள வெர்டெக்சைப் பிடிக்கவும்கர்சரைப் பிடிக்கவும்சில்அவுட்டைப் பற்றிக் கொள்ளுங்கள்uv களைப் பிடிக்கவும்பொருளின் நிழற்படத்தை தானியக்கமாக்க முயற்சிக்கிறதுசாய்வுசாய்வு வண்ணங்கள்சாய்வு நிரப்பு முறைசாய்வு உயர்/ஆஃப்சாய்வு குறைந்தசாய்வு மேப்பிங்சாய்வு இடைவெளிசாய்வு வீச்சு முறைசாய்வு அமைப்புசாய்வு வகைசாய்வு அகலம்புள்ளி மற்றும் பெட்டி வீச்சுகள் மையத்திலிருந்து சாய்வு (திட பக்கவாதத்திற்கு 1 ஆக அமைக்கவும்)சாய்வு சாயல் வண்ணங்கள்கிராம்கிரானைட் (உடைந்தது)கிரானைட் (திட)வரைபட ஆசிரியர்வரைபட திருத்தி 2 டி-மதிப்பு கர்சர்-எக்ச்-மதிப்பு கூறுவரைபட திருத்தி 2 டி-மதிப்பு கர்சர்-ஒய்-மதிப்பு கூறுவரைபட திருத்தி உதாரணத்தில் சில பேய் வளைவுகள் சேமிக்கப்பட்டுள்ளனவரைபட திருத்தி விண்வெளி தரவுவரைபட ஆசிரியர்/இயக்கிகள்வரைகலை வரையறை சமன்பாடு2 பிரிவுகளில் வரைகலை வரையறை3 பிரிவுகளில் வரைகலை வரையறைகிராபிக்ச் இயக்கி மற்றும் இயக்க முறைமை அமைப்புகள்வரைபடங்கள்கல்லறை உச்சரிப்பு / டில்ட் நடவடிக்கைசரளைஈர்ப்புஈர்ப்புஈர்ப்பு காரணிஈர்ப்பு வீழ்ச்சிஃச், ஒய் மற்றும் சட் திசையில் ஈர்ப்புஈர்ப்பு அல்லது வெளிப்புற ஆற்றல் திசையன்சாம்பல் அளவுகிரேச்கேல்கிரேச்கேல் பட அமைப்பு சிதறிய நிகழ்வுகளை அகற்ற பயன்படுகிறதுபசை எழுதுகோல்பசை எழுதுகோல் தூரிகை அமைப்புகள்பசை எழுதுகோல் நிறம்கிரீச் பென்சில் வண்ண மாற்றியமைப்பாளர்கிரீச் பென்சில் டாச் மாற்றியமைப்பாளர்பசை எழுதுகோல் டிராகிரீச் பென்சில் வரைதல்பசை எழுதுகோல் திருத்து பயன்முறைகிரீச் பென்சில் உறை மாற்றிபசை எழுதுகோல் அழிப்பான் ஆரம்பசை எழுதுகோல் யூக்ளிடியன் தூரம்பசை எழுதுகோல் சட்டகம்பசை எழுதுகோல் பிரேம்கள்கிரீச் பென்சில் குழுபசை எழுதுகோல் இடைக்கணிப்புபசை எழுதுகோல் இடைக்கணிப்பு அமைப்புகள்பசை எழுதுகோல் கீஃப்ரேம்கிரீச் பென்சில் லட்டு மாற்றியமைப்பாளர்பசை எழுதுகோல் அடுக்குகிரீச் பென்சில் அடுக்கு குழுபசை எழுதுகோல் அடுக்குகள்பசை எழுதுகோல் மன்ஆட்டன் தூரம்பசை எழுதுகோல் முகமூடி அடுக்குகள்பசை எழுதுகோல் முகமூடி அடுக்குகள்பசை எழுதுகோல் மூலப்பொருள் இடங்கள்கிரீச் பென்சில் மிரர் மாற்றியமைப்பாளர்கிரீச் பென்சில் ஒலி மாற்றியமைத்தல்கிரீச் பென்சில் பொருள் இந்த தொகுப்பு தோற்றம் செயல்பாட்டை ஆதரிக்கவில்லைபசை எழுதுகோல் பொருள்கள்கிரீச் பென்சில் ஆஃப்செட் மாற்றியமைப்பாளர்பசை எழுதுகோல் ஒளிபுகாநிலைகிரீச் பென்சில் ஒளிபுகா மாற்றிகிரீச் பென்சில் விருப்பங்கள்பசை எழுதுகோல் பெயிண்ட்பசை எழுதுகோல் வழங்குதல்பசை எழுதுகோல் சிற்பம்கிரீச் பென்சில் சிற்பம் வழிகாட்டிபசை எழுதுகோல் சிற்பம் பயன்முறைபசை எழுதுகோல் சிற்பம் வண்ணப்பூச்சுபசை எழுதுகோல் அமைப்புகள்கிரீச் பென்சில் அமைப்பு மாற்றியமைப்பாளர்கிரீச் பென்சில் தடிமன் மாற்றியமைத்தல்கிரீச் பென்சில் நேர மாற்றிகிரீச் பென்சில் டின்ட் மாற்றியமைப்பாளர்பசை எழுதுகோல் வெர்டெக்ச்பசை எழுதுகோல் வெர்டெக்ச் பெயிண்ட்பசை எழுதுகோல் வெர்டெக்ச் பெயிண்ட் வீச்சுகள்பசை எழுதுகோல் வெர்டெக்ச் தேர்ந்தெடுபசை எழுதுகோல் வெர்டெக்ச் அளவுபசை எழுதுகோல் எடை வண்ணப்பூச்சுபசை எழுதுகோல் எடை வண்ணப்பூச்சு வீச்சுகள்கிரீச் பென்சில் கம்பி திருத்தம்கிரீச் பென்சில் பில்ட் மாற்றியமைப்பாளர்கிரீச் பென்சில் வண்ண அமைப்புகள்அடுக்குகள் மற்றும் வளைவுகள் தரவைக் கொண்ட கிரீச் பென்சில் கூறுவளைவுகளாக மாற்ற பென்சில் தரவை கிரீச் செய்யவும்அடுக்குகளை ஒன்றிணைக்க கிரீச் பென்சில் தரவுபசை எழுதுகோல் தரவு-தொகுதிபசை எழுதுகோல் தரவு-தொகுதிகள்கிரீச் பென்சில் பிரேம்கள்வளைவு அல்லது கண்ணி பொருள்களிலிருந்து பசை எழுதுகோல்கிரீச் பென்சில் அடுக்கு குழுக்கள்பசை எழுதுகோல் அடுக்கு காட்சியமைப்பில் தெரியும்பசை எழுதுகோல் அடுக்கு உருவாக்கப்பட்ட வீச்சுகள்கிரீச் பென்சில் அடுக்குகள்கிரீச் பென்சில் நீள மாற்றியமைப்பாளர்பசை எழுதுகோல் மூலப்பொருள் உருவாக்கப்பட்ட பக்கங்களுக்கு ஒதுக்கப்பட்டுள்ளதுஅடுக்கு மரத்தில் கிரீச் பென்சில் முனை. ஒரு அடுக்கு அல்லது ஒரு குழுகாட்சிக்கு பசை எழுதுகோல் அமைப்புகள்கிரீச் பென்சில் துணைப்பிரிவு மாற்றியமைப்பாளர்வளைவுகளுக்கு கிரீச் பென்சில்கிரீச் பென்சில் வண்ணத்தை மாற்றஆழமான வரிசையை அமைக்க பென்சில் கிரீச் செய்யவும்மென்மையை அமைக்க கிரீச் பென்சில்திருத்து மோடில் இருக்கும் போது பென்சில் வயர்ஃப்ரேம் நிறத்தை கிரீச் செய்யவும்பசை எழுதுகோல்(கள்)கிரீச் பென்சில்: {} அடுக்குகள்க்ரீசெப்சில்பெரியவிட பெரியதுபயன்முறையை விட பெரியதுபெரிய அல்லது சமமானகிரேக்கம் - கிரேக்கம்பச்சைபசுமை சேனல்பச்சை சேனல்வண்ண புலத்தின் பச்சை கூறுபச்சை-மாகெண்டாபச்சை:சாம்பல்கிரேச்கேல்கட்டம்கட்டம் 1கட்டம் 2கட்டம் நிறம்கிரிட் கர்ல்கிரிட் டைலேட் மற்றும் ஈரோடுகட்டம் காட்சிகிரிட் டைவர்சென்ச்கட்டம் நிரப்புகட்டம் சாய்வுகட்டம் செய்திகிரிட் லாப்லாசியன்கட்ட நிலைகள்கட்டம் கோடுகள்கட்டம் சராசரிகிரிட் மீடியன்கட்டம் பெயர்படத்தின் மேல் கட்டம்கட்டம் சீரற்ற தன்மைகட்ட அளவுகட்ட அளவிலான அலகுகட்ட வடிவ மூலகட்டம் துணைப்பிரிவுகள்கட்டம் படத்திலிருந்து பிக்சல்களுடன் ஒருங்கிணைக்கிறதுகட்டம் கிடைமட்ட மற்றும் செங்குத்து கோடுகளை அனுமதிக்கிறதுகட்டம் ஐசோமெட்ரிக் மற்றும் செங்குத்து கோடுகளை அனுமதிக்கிறதுகிரிட் செல் அளவு காட்சி அலகு அமைப்பு அமைப்புகளால் அளவிடப்படுகிறதுஒரு கண்ணி என மாற்றப்படும் தொகுதி பொருளில் கட்டம்கண்ணி வரை கட்டம்புள்ளிகளுக்கு கட்டம்கட்டம் மரம் நினைவகத்தில் ஏற்றப்படுகிறதுகட்டம் வகை ஆதரிக்கப்படவில்லைகட்டமைப்புகள்கட்டங்கள்தரை அல்பெடோவானத்தில் நுட்பமாக பிரதிபலிக்கும் தரை நிறம்குழுகுழு '{}' ({})குழு சேர்க்கவும்குழு ஐடிகுழு அட்டவணைகுழு உள்ளீடுகுழு பெயர்குழு முனைகுழு வெளியீடுகுழு அகற்றுகுழு சாக்கெட் முனைகுழு சாக்கெட்டுகள்குழு என்எல்ஏ டிராக்தேர்ந்தெடுக்கப்பட்ட எல்லை விளிம்புகளால் சூழப்பட்ட பகுதிகளில் குழு முகங்கள்கிரீச் பென்சில் அடுக்குகளின் குழுஐடி பண்புகளின் குழுவடிவியல் பண்புகளின் குழுசெங்குத்துகளின் குழு, ஆர்மேச்சர் சிதைவு மற்றும் பிற நோக்கங்களுக்காகப் பயன்படுத்தப்படுகிறதுகுழு தேர்ந்தெடுக்கப்பட்ட கீற்றுகள் ஒரு மேவு-உரிபில்தொகுத்தல்தொகுத்தல் முறைகாட்சி நோக்கங்களுக்காக எஃப்-வளைவுகளின் குழுக்கள், எ.கா. டோப்சீட் மற்றும் வரைபட எடிட்டர்குழுக்கள்f-வளைவுகளின் குழுவளரமுகம் தொகுப்பை வளர்க்கவும்முகமூடி வளரதெரிவுநிலை வளரடிரிம்மிங் அல்லது எக்ச்ட்ராபோலேசனைப் பயன்படுத்துவதற்குப் பதிலாக அவற்றின் அளவை ஒரே மாதிரியாக மாற்றுவதன் மூலம் வளைவுகளை வளர்க்கவும் அல்லது சுருக்கவும்தேர்வை ஒரு கட்டத்தில் வளர்க்கவும்கண்ணி இடவியலின் அடிப்படையில் ஒரு முகத்தால் தெரிவுநிலையை வளர்க்கவும்மெச் டோபோலசியின் அடிப்படையில் ஒரு முகத்தால் முகத்தை அமைக்கும் எல்லையை வளர்க்கிறதுஅசல் பிணைப்பு போசை யூகிக்கவும்வழிகாட்டிவழிகாட்டி வளைவுகள்நேரடி ஒளியை வழிநடத்துங்கள்வழிகாட்டி தூரம்குழு ஐடி வழிகாட்டிமுடிகளை வழிகாட்டிவழிகாட்டி அட்டவணைவழிகாட்டி வரைபடம்வழிகாட்டி முகமூடிவழிகாட்டி முறைவழிகாட்டி பெற்றோர்வழிகாட்டி தேர்வுவழிகாட்டிவழிகாட்டி விரைவுவழிகாட்டி வளைவுகள் அல்லது வழிகாட்டி வளைவுகளைத் தேர்ந்தெடுப்பதற்கு பயன்படுத்தப்படும் புள்ளிகள்செயல்பாட்டிற்கு பயன்படுத்தப்பட்ட வழிகாட்டி குறியீட்டு வரைபடம்வழிகாட்டி குறியீட்டு வரைபடம் பயன்படுத்தப்பட வேண்டும். இந்த உள்ளீட்டில் முன்னுரிமை உள்ளதுவழிகாட்டி இடைவெளிதிரவ களத்தின் வழிகாட்டும் திசைவேக புலம்துகள் வாழ்க்கையின் முடிவிலிருந்து வழிகாட்டி இல்லாத நேரம்உள்வரும் ஒளி வழங்கல் மற்றும் கொசைன் தயாரிப்பு (மூடிய வடிவ தயாரிப்பு) ஆகியவற்றின் அடிப்படையில் வழிகாட்டப்பட்ட பரவலான பி.எச்.டி.எஃப் கூறுவழிகாட்டிகள்வரைவதற்கான வழிகாட்டிகள்வழிகாட்டும்வழிகாட்டும் விநியோக வகைவழிகாட்டும் கோடுகள்கரடுமுரடான வாசலை வழிகாட்டும்வழிகாட்டும் முறைவழிகாட்டும் அளவு (அதிக மதிப்பு பெரிய சுழல்களில் முடிவுகள்)வழிகாட்டும் மூலவழிகாட்டும் விரைவு காரணி (அதிக மதிப்பு அதிக வழிகாட்டுதல் வேகத்தில் விளைகிறது)எடையை வழிநடத்தும் (அதிக மதிப்பு அதிக பின்னடைவை ஏற்படுத்துகிறது)மஎச்.264H.265 / HEVCmp4 இல் h264மேட்ரோச்காவில் h264ச்க்ரப்பிங் செய்ய மேட்ரோச்காவில் h264எச்.டி.ஆர்HDR காட்சி ஆதரிக்கப்படவில்லைHDRக்கு 10 அல்லது 12 பிட்கள் தேவைHDRக்கு H.265 அல்லது AV1 தேவைhdrishdtv 1080pஎச்டிடிவி 720pஎச்டிவி 1080 பிhdv ntsc 1080pஎச்.டி.வி பால் 1080 பிஇடுப்புஇப் ஆர்டிHIP RT ஆனது RDNA 2 மற்றும் அதற்கு மேல் உள்ள AMD ஆர்டுவேர் ரே டிரேசிங்கை செயல்படுத்தியதுஎச்பி ரெவெர்ப் சி 2எச்.எச்.எல்எச்.எச்.வி.HSV (சாயல், செறிவு, மதிப்பு) வண்ண இடம்HSV வரம்பு சேனல்htc விவ் காச்மோச்htc விவ் கவனம்HTJ2Kமுடிமுடி இணைப்பு செய்திமுடி பி.எச்.டி.எஃப்பயன்படுத்த முடி பி.எச்.டி.எஃப் கூறுமுடி வளைவுகள்முடி வளைவுகள் ஒலிமுடி இயக்கவியல்முடி இயக்கவியல் முன்னமைவுகள்ஏர் கிரிட் அதிகபட்சம்ஏர் கிரிட் குறைந்தபட்சம்ஏர் கிரிட் தீர்மானம்முடி நீளம்முடி மூலப்பொருள்முடி ஆரம்முடி வடிவம்முடி டைமுடி டை உள்ளீடு வகைமுடி டை அளவுமுடி வளைவு தரவு-தொகுதிகள்முடி வளைவுகளுக்கான முடி தரவு-தொகுதிமுடி இயக்கவியல் முடக்கப்பட்டதுமுடி விசைகள் உலகளாவிய ஒருங்கிணைப்பு இடத்தில் உள்ளனமுடி நிறமி. அதன் முழுமையான அளவைக் 0 மற்றும் 1 க்கு இடையில் குறிப்பிடவும்முடி கடினத்தன்மை. குறைந்த மதிப்பு ஒரு உலோக தோற்றத்திற்கு வழிவகுக்கிறதுவிளைவுகளுக்கு முடி விறைப்புமுடி இழைகள்பாதிஅரை மிதவை மதிப்புகளருகில்ஒளிவட்டம்கைப்பிடிகைப்பிடி 11 இருப்பிடத்தைக் கையாளவும்1 வகையை கையாளவும்தேர்ந்தெடுக்கப்பட்ட 1 ஐக் கையாளுங்கள்1 தேர்வு நிலையைக் கையாளுங்கள்கைப்பிடி 22 இருப்பிடத்தைக் கையாளவும்கையாள 2 வகைதேர்ந்தெடுக்கப்பட்ட 2 ஐக் கையாளுங்கள்2 தேர்வு நிலையைக் கையாளுங்கள்எல்லா நிகழ்வுகளையும் கையாளவும்நீளத்தை கையாளவும்ஒன்றுடன் ஒன்று விளிம்புகளைக் கையாளவும்மென்மையான கையாளுதல்கைப்பிடி வகைவகை தேர்வைக் கையாளவும்வகை வகை தேர்வு முனைவெர்டெக்சைக் கையாளவும்வெர்டெக்ச் தேர்ந்தெடுக்கவும்வெர்டெக்ச் அளவைக் கையாளவும்சுட்டி நடவடிக்கைகள்/சைகைகளுக்கு பரப்பு செயல் மண்டலங்களைக் கையாளவும்என்எல்ஏ கீற்றுகளைத் தேர்ந்தெடுக்க கிளிக்குகளை கையாளவும்என்எல்ஏ தடங்களைத் தேர்ந்தெடுக்க கிளிக்குகளை கையாளவும்நீட்டிப்பு முகவரி ஐ கைவிடுவதைக் கையாளுங்கள்இடப்பெயர்ச்சிக்கான ஒவ்வொரு படப்புள்ளி வண்ணத்தையும் தனிப்பட்ட திசையனாக கையாளவும் (பகுதி விமான மேப்பிங் மட்டும்)அனிமேசன் சேனல்களில் மவுச் கிளிக்குகளை கையாளவும்உருப்படிகளைத் தேர்ந்தெடுத்து செயல்படுத்த மவுச் கிளிக்குகளை கையாளவும்உரை பெட்டிகளில் பொருந்தாத போது உரை நடத்தையை கையாளவும்கைப்பிடி வகைபுதிய கீஃப்ரேம்களின் கையாளுதல்களுக்கான வகை வகைவகைகளை கையாளவும்கையாளுகிறதுஆப்டிக் வீச்சுஆப்டிக் காலம்ஆப்டிக் அதிர்வெண்ஆப்டிக் பொருந்தும் பயனர் பாதைகள்ஆப்டிக் பெயர்ஆப்டிக் பயன்பாட்டு முறைநொடிகளில் ஆப்டிக் காலம். 0.0 என்பது குறைந்தபட்ச உதவி காலம்.ஆப்டிக் பயன்முறைஆப்டிக் அதிர்வு வெளியீட்டு நடவடிக்கை, காலம், அதிர்வெண் மற்றும் வீச்சு மூலம் பயன்படுத்தப்பட வேண்டும்கடினமானதுகடினமான ஒளிகடின குறியீட்டு நேரியல் அல்லாத, காமா: 1.7ஆர்டன்ஆர்டன் நார்மல்ச்கடினத்தன்மைகடினத்தன்மை காரணிஆர்மோனிக்ஆர்மோனிக் ஈரப்பதம்ஆர்மோனிக் செயல்திறன் எடைஇணக்கமான முக்கோணம் aஇணக்கமான முக்கோணம் ஆஇணக்கம்குவிந்துள்ளதுஆல்பா உள்ளதுஆட்டோ மென்மையானதுதானாக மென்மையான அழுத்தம் உள்ளதுமூட்டை உள்ளதுநிறம் உள்ளதுமடிப்பு/பிஞ்ச் காரணி உள்ளதுதனிப்பயன் இயல்புகள் உள்ளனதரவு உள்ளதுதரவு-தடுப்பு உள்ளதுதிசையைக் கொண்டுள்ளதுடைன்டோபோ உள்ளதுபேய் வளைவுகள் உள்ளனஈர்ப்பு விசையைக் கொண்டுள்ளதுகடினத்தன்மை கொண்டதுகடினத்தன்மை அழுத்தம் உள்ளதுஉயரம் உள்ளதுஐகேநடுக்கம் உள்ளதுஅடுக்குகள் உள்ளனநேரியல் வண்ண இடத்தைக் கொண்டுள்ளதுஅதிகபட்சம் உள்ளதுகுறைந்தபட்சம் உள்ளதுஇயக்க பாதைகள் உள்ளனஅண்டை வீட்டார்இயல்பான ஆரம் கொண்டதுமேலடுக்கு உள்ளதுவிடாமுயற்சி உள்ளதுபிஞ்ச் காரணி உள்ளதுவிமான ஆழம் உள்ளதுவிமானத்தின் உயரம் உள்ளதுவானூர்தி ஆஃப்செட் உள்ளதுஆரம் உள்ளதுரேக் காரணி உள்ளதுசீரற்ற அமைப்பு கோணத்தைக் கொண்டுள்ளதுசிற்பம் வானூர்தி உள்ளதுஇரண்டாம் நிலை நிறம் உள்ளதுஅளவு அழுத்தம் உள்ளதுமென்மையான வீச்சு உள்ளதுவிண்வெளி விழிப்புணர்வு உள்ளதுஇடைவெளி உள்ளதுஏகப்பட்ட சிறப்பம்சத்தைக் கொண்டுள்ளதுவலிமை அழுத்தம் உள்ளதுஅமைப்பு கோண மூலத்தைக் கொண்டுள்ளதுசாய்வு உள்ளதுடோபாலசி ரேக் உள்ளதுபார்வை உள்ளதுஎடை உள்ளதுஏற்றுமதி வசூல் உள்ளதுதற்போதைய அமர்வு வட்டில் ஒரு .கலப்பு கோப்பாக சேமிக்கப்பட்டுள்ளதாசேமிக்கப்படாத மாற்றங்கள் உள்ளனஆச்ஆச் மதிப்புவிரைவான சமத்துவ சோதனைக்கு, தொகுக்கும் பைட்கோடின் ஆச்விரைவான சமத்துவ சோதனைக்கு, தனிப்பயன் சேடரின் தொகுக்கப்பட்ட பைட்கோடின் ஆச்முனை நிகழ்வு தரவைக் கொண்ட ஆச் அட்டவணைஆச்: {:s}அண்மைக் கால திருத்தங்கள் வட்டில் சேமிக்கப்பட்டுள்ளனதலைதலை தேர்ந்தெடுக்கவும்தலை/வால்தலைப்புதலைப்பு பின்னணிதலைப்பு நிலைதலைப்பு உரைதலைப்பு உரை சிறப்பியல்புதலைப்பு மற்றும் பக்கப்பட்டி தெரிவுநிலை மாற்றுதலைப்பு தேடல் தோல்வியுற்றதுதலைகள்உடல்நலம்சூடுவெப்ப கட்டம்எபிரேய - சரிஎக்டோகிராம்நான் செல்வாக்கு செலுத்துகிறேன்உயரம்கண்ணி மேற்பரப்புக்கு மேலே திரவ உமிழ்வின் உயரம் (டொமைன் கட்டம் அலகுகளில்). அதிக மதிப்புகள் கண்ணி மேற்பரப்பில் இருந்து உமிழ்வை ஏற்படுத்துகின்றன. இந்த மதிப்பு மற்றும் உமிழ்ப்பான் அளவு டொமைன் கட்டம் அலகு விட சிறியதாக இருந்தால், திரவம் உருவாக்கப்படாதுஉயரம் மணித்துளிமேற்பரப்புக்கு மேலே உயரம். இந்த உள்ளீட்டுடன் உயர வரைபட அமைப்பை இணைக்கவும்கடல் மட்டத்திலிருந்து உயரம்திரை ஆயக்கட்டுகளில் மார்க்கரின் வடிவத்தின் உயரம்திரை ஆயக்கட்டுகளில் மார்க்கரின் தேடலின் உயரம்உருவாக்கப்பட்ட விமானத்தின் உயரம்உருவாக்கப்பட்ட கூம்பின் உயரம்முனையின் உயரம்அலையின் உயரம்உயரம்:எலிகாப்டர் பயன்முறைஉதவிமென்மையான மற்றும் தூய்மையான கோடுகளை வரையலாம். தலைகீழ் விளைவுக்கு மாற்றத்தை அழுத்தவும் (இந்த விருப்பம் செயலில் இல்லாவிட்டாலும் கூட)உதவியாளர்கள்என்றி-கிரீன்ச்டீன்என்றி-கிரீன்ச்டைன், ஒளியை சிதறடிப்பதற்கான இயல்புநிலை கட்ட செயல்பாடுஎப்டகோனல்எர்ட்ச்ஈட்டோ நிலப்பரப்புஎலும்புகளை வைப்பதற்கான ஊரிச்டிக். எலும்புகளை அழகாக மாற்ற முயற்சிக்கிறதுஃச்நிறத்திற்கான ஃச் ட்ரிப்லெட் (#RRGGBB).ஆல்ஃபாவுடன் (#RRGGBBAA) நிறத்திற்கான ஃச் ட்ரிப்பிள்.அறுகோணஅறுகோண கட்டம்மறைக்கப்பட்டமறைக்கப்பட்ட %dமறைமறைக்க (ஐ.நா) தேர்ந்தெடுக்கப்பட்ட புறஊதா செங்குத்துகள்(ஐ.நா) தேர்ந்தெடுக்கப்பட்ட கட்டுப்பாட்டு புள்ளிகளை மறைக்கவும்மறை (தேர்வு செய்யப்படாத வளர்சிதை மாற்ற கூறுகள்)(அன்) தேர்ந்தெடுக்கப்பட்ட செங்குத்துகள், விளிம்புகள் அல்லது முகங்களை மறைக்கவும்மறைக்க .கலப்பு சொத்து மேவுடேட்டாவுடன் தரவு-தொகுதிகள் இல்லாத உருப்படிகளை அனுப்பவும்செயலில் உள்ள முக அமைப்பை மறைஆட்கி பட்டியலை மறைகீமாப்பை மறைக்கவும்அடுக்கு மறைக்ககலவை முனைகளை மறைஆபரேட்டர் பண்புகளை மறைக்கவும்பேனல்களை மறைக்கவும்தேர்ந்தெடுக்கவும்மதிப்பை மறைக்கவும்செயலில்/செயலற்ற பசை எழுதுகோல் மூலப்பொருள்(கள்) மறைக்கவும்இந்த சேகரிப்பு மற்றும் அதன் பெற்றோரைத் தவிர மற்ற அனைத்தையும் மறைக்கவும்செயலில் உள்ளதைத் தவிர அனைத்து முக அமைப்புகளையும் மறைக்கவும்சேகரிப்புக்குள் அனைத்து பொருட்களையும் சேகரிப்புகளையும் மறைக்கவும்அனைத்து பேனல்களையும் மறைக்கவும் (ஃபோகச் பயன்முறை)உறுப்பு மறைவடிகட்டுதல் விருப்பங்களை மறைக்கவும்குறிப்பிட்ட பிரேம் வரம்பிற்கு வெளியே பிரேம்களை மறைக்கவும்மாற்றியமைப்பில் மறைக்கவும்வியூபோர்ட்டில் மறைக்கவும்செயலில் உள்ள ஒன்றுக்கு பதிலாக செயலற்ற மூலப்பொருட்களை மறைக்கவும்தேர்வுக்குள் செங்குத்துகளை மறைக்கவும் அல்லது காட்டவும்தேர்வுக்கு வெளியே செங்குத்துகளை மறைக்கவும் அல்லது காட்டவும்மண்டலத்தை மறைக்க அல்லது மறைக்கவும்ஒவ்வொரு பக்கவாதத்தின் முடிவிலிருந்தும் தொடக்கத்திற்கு புள்ளிகளை மறைக்கவும் (எ.கா. அனிமேசன் கோடுகளை அழிக்க)ஒவ்வொரு பக்கவாதத்திலும் அவை நிகழும் வரிசையில் புள்ளிகளை மறைக்கவும் (எ.கா. மை மங்குவதை அனிமேசன் செய்வதற்கு அல்லது வரையப்பட்ட பிறகு மறைந்துவிடும்)வரைபட திருத்தி பார்வையில் தேர்ந்தெடுக்கப்பட்ட வளைவுகளை மறைக்கவும்தேர்ந்தெடுக்கப்பட்ட முகங்களை மறைக்கவும்தேர்ந்தெடுக்கப்பட்ட பொருள்கள் மற்றும் சேகரிப்புகளை மறைக்கவும்தேர்ந்தெடுக்கப்பட்ட துகள்களை மறைக்கவும்தேர்ந்தெடுக்கப்பட்ட தடங்களை மறைக்கவும்தேர்ந்தெடுக்கப்பட்ட செங்குத்துகளை மறைக்கவும்தேர்ந்தெடுக்கப்பட்ட/தேர்வு செய்யப்படாத பசை எழுதுகோல் அடுக்குகளை மறைக்கவும்செயல்திறனை மேம்படுத்த சிறிய வடிவியல் ஆதிமனிதர்களை மறைக்கவும்செயலில் உள்ள முக அமைப்பை மறைஇந்த பார்வை அடுக்கில் சேகரிப்பை மறைக்கவும்சாக்கெட்டை மறைக்கவும்சாக்கெட் உள்ளீட்டு மதிப்பை மறைக்கவும்சாக்கெட் இணைக்கப்படாதபோது கூட சாக்கெட் உள்ளீட்டு மதிப்பை மறைக்கவும்திடமான கண்ணி மறைத்து, மேலடுக்கை பார்வையை நோக்கி ஈடுசெய்யவும். எக்ச்ரே இயக்கப்பட்டாலன்றி, செயலற்ற வடிவவியலால் தேர்வு மறைக்கப்படுகிறதுஇந்த வளைவை திருத்து பயன்முறையில் மறைக்கவும்தேர்ந்தெடுக்கப்பட்டதை விட தேர்வு செய்யப்படாததை மறைக்கவும்தேர்ந்தெடுக்கப்பட்ட வளைவுகளை விட தேர்வு செய்யப்படாததை மறைக்கவும்தேர்ந்தெடுக்கப்பட்ட அடுக்குகளை விட தேர்வு செய்யப்படாததை மறைக்கவும்தேர்ந்தெடுக்கப்பட்ட பொருள்களைக் காட்டிலும் தேர்வு செய்யப்படாததை மறைக்கவும்தேர்ந்தெடுக்கப்பட்ட செங்குத்துகளை விட தேர்வு செய்யப்படாததை மறைக்கவும்மறைக்கப்படாத வழங்குதல் கொடியை அமைப்பதன் மூலம் செயலில் உள்ள அதே வகையின் தேர்வு செய்யப்படாத வழங்குதல் பொருள்களை மறைக்கவும்தேர்வு செய்யப்படாத தடங்களை மறைக்கவும்செங்குத்துகளை மறைக்கவும்முகமூடி அணிந்த அனைத்து செங்குத்துகளையும் ஒரு வாசலுக்கு மேலே மறைக்க/காட்டுஎல்லா செங்குத்துகளையும் மறைக்க/காட்டுசில செங்குத்துகளை மறைக்க/காட்டுகட்டமைக்கப்பட்டதைத் தவிர அனைத்து எஃப்-வளைவுகளையும் மறைக்கிறதுபடிநிலைகள்படிநிலைவரிசைமுறை வேர் ஐடிஉயர்ந்தஉயர் நிறம்உயர் மாறுபாடுஅதிக துல்லியம்உயர் தகுதிஉயர் தரமான இயல்புஉயர் பாகுத்தன்மை தீர்விHigh performanceஉயர் தகுதிஉயர் தரமான படப்புள்ளி இடைக்கணிப்புதானியங்கி மூலக்கூறுகளின் விசயத்தில் இரண்டாவது நேரத்திற்கு அதிக கட்டுப்பாடுகூர்மையற்ற முகமூடியைப் பயன்படுத்தி அதிக அதிர்வெண் மாறுபாடுஅதிக மதிப்பு கண்ணோட்டத்தை நோக்கிய தீர்மானத்தை அதிகரிக்கும்அதிக மதிப்புகள் மென்மையான பக்கவாதத்தை அளிக்கின்றனஅதிக மதிப்புகள் மாற்றத்தை மிகவும் திடீரென ஆக்குகின்றனஅதிக மதிப்புகள் கடினமான அதிர்வெண் வெட்டுக்களை உருவாக்குகின்றனஅதிகபட்சம்மிக உயர்ந்த பரிமாணம்அதிக அதிர்வெண்அனுமதிக்க அதிக ஃச் மதிப்புஅனுமதிக்க அதிக ஒய் மதிப்புஅனுமதிக்க அதிக சட் மதிப்புமிக உயர்ந்த பின்னம் பரிமாணம்மிக உயர்ந்த துகள் வாழ்நாள்முன்னிலைப்படுத்தகோணம் முன்னிலைப்படுத்தவும்கீஃப்ரேம்களை முன்னிலைப்படுத்தவும்சிறப்பம்சமாக வரிசிறப்பம்சமாக வரம்புவகையின் செல்களை மட்டுமே முன்னிலைப்படுத்தவும்வகை திரவத்தின் செல்களை மட்டுமே முன்னிலைப்படுத்தவும்வகை வரத்து செல்களை மட்டுமே முன்னிலைப்படுத்தவும்வகை தடையின் செல்களை மட்டுமே முன்னிலைப்படுத்தவும்வகை வெளிச்செல்லும் செல்களை மட்டுமே முன்னிலைப்படுத்தவும்தேர்ந்தெடுக்கப்பட்ட கோப்பு (களை) முன்னிலைப்படுத்தவும்செல்கள் அவற்றின் வகையைப் பொருட்படுத்தாமல் முன்னிலைப்படுத்தவும்தற்போதைய வரியை முன்னிலைப்படுத்தவும்வரம்பிற்குள் வண்ண வரைபட புலத்தின் மதிப்புகளுடன் வோக்சல்களை முன்னிலைப்படுத்தவும்சிறப்பம்சங்கள்இந்தி - இந்திகீல்குறிப்புஇச்டோகிராம்பட புள்ளிவிவரங்களைப் பார்ப்பதற்கான இச்டோகிராம்வரலாறுஇட் கலர்தூரத்தை அடியுங்கள்பொதுவாக அடியுங்கள்நிலைபிடிக்ககிச்மோ பொதுவாக தேவைப்படும்போது செயலில் உள்ள கருவியைப் பயன்படுத்த ஆல்ட் வைத்திருங்கள் "மாற்று" விசை பயன்படுத்தப்படும்போது உள்ளீட்டு விருப்பத்துடன் "3 பொத்தானை சுட்டியை பின்பற்றுங்கள்"கர்சரை வைக்க ஆல்ட்-எல்எம்பியை வைத்திருங்கள் (எல்.எம்.பிக்கு பதிலாக), கருவிகளை இழுப்பதற்கு பதிலாக பத்திரிகைகளில் செயல்படுத்த அனுமதிக்கிறது. "மாற்று" விசை பயன்படுத்தப்படும்போது உள்ளீட்டு விருப்பத்துடன் "3 பொத்தானை சுட்டியை பின்பற்றுங்கள்"முன்னோக்கி பிடித்துக் கொள்ளுங்கள்நேரத்தை மாற்றாமல் பல பிரேம்களுக்கு எஃப்-வளைவிலிருந்து ஒவ்வொரு இடைக்கணிப்பு மதிப்பையும் வைத்திருங்கள்முந்தைய கீற்றுகள் இல்லை என்றால் முதல் சட்டகத்தை வைத்திருங்கள், எப்போதும் கடைசி சட்டகத்தை வைத்திருங்கள்நடுத்தர சுட்டி பொத்தானைப் பின்பற்ற இந்த மாற்றியமைப்பை வைத்திருங்கள்எண்ட்பாயிண்ட் கீஃப்ரேம்களின் மதிப்புகளை வைத்திருங்கள்ஓல்டவுட்வைத்திருக்கிறதுதுளை சகிப்புத்தன்மைதுளைகள்வீடுதேன்கொக்கிகொக்கி நடுவண்கொக்கி மாற்றியமைப்பாளர்வீச்சு புள்ளிகளின் இருப்பிடத்தை மாற்ற ஊக் மாற்றியமைப்பாளர்செங்குத்துகளின் இருப்பிடத்தை மாற்ற ஊக் மாற்றியமைப்பாளர்புதிதாக உருவாக்கப்பட்ட பொருளுக்கு கொக்கி தேர்ந்தெடுக்கப்பட்ட செங்குத்துகள்முதல் தேர்ந்தெடுக்கப்பட்ட பொருளுக்கு கொக்கி தேர்ந்தெடுக்கப்பட்ட செங்குத்துகள்கொக்கிகள்கிடைமட்டமாககிடைமட்ட சீரமைப்புசுழல் முடிவில் சட் அச்சிலிருந்து கிடைமட்ட தூரம்சுழல் தொடக்கத்தில் சட் அச்சிலிருந்து கிடைமட்ட தூரம்கிடைமட்ட fovகிடைமட்ட பட்டியல்கிடைமட்ட பிளவுகிடைமட்ட விகித விகிதம் (கேமரா ப்ரொசெக்டர்களுக்கு மட்டுமே பயன்படுத்தப்படுகிறது)கிடைமட்ட விகித விகிதம் - அனமார்பிக் அல்லது சதுரமற்ற படப்புள்ளி வெளியீட்டிற்குபேக்கிங் வரைபடத்தின் கிடைமட்ட பரிமாணம்பேக்கிங் வரைபடத்தின் கிடைமட்ட பரிமாணம் (வெளிப்புறம் மட்டும்)சாளரத்தின் கிடைமட்ட இடம்பொருள் தோற்றத்திலிருந்து கிடைமட்ட ஆஃப்செட்இருப்பிடத்துடன் தொடர்புடைய உரை பெட்டியின் கிடைமட்ட நிலைகோளத்தின் கிடைமட்ட தீர்மானம்கிடைமட்ட அளவு (கேமரா ப்ரொசெக்டர்களுக்கு மட்டுமே பயன்படுத்தப்படுகிறது)மில்லிமீட்டரில் பட சென்சார் பரப்பின் கிடைமட்ட அளவுகிடைமட்ட உரை சீரமைப்புசேனல்/வண்ண மாற்ற விளைவை உருவாக்க படத்தை கிடைமட்டமாக சிதைக்கிறதுஓசெக் / வில்கிஓசெக் / வில்கி 2012 (மரபு)புரவலன்பெயர்மணிஅலைவடிவங்கள் எவ்வாறு காட்டப்படுகின்றன3d இடத்தில் சிறுகுறிப்பு வீச்சுகள் எவ்வாறு நோக்குநிலை கொண்டதுவீச்சுகள் எவ்வாறு அனிமேசன் செய்யப்படுகிறது (அதாவது அவை தோன்றுகின்றன அல்லது காணாமல் போகின்றன)மிதவை மதிப்புகள் எவ்வளவு சமமாக இருக்க வேண்டும்தூரிகையின் விளிம்பிலிருந்து தூரிகை வீழ்ச்சி எவ்வளவு நெருக்கமாக தொடங்குகிறதுஆதிக்கம் செலுத்தும் சிறப்பம்சங்கள் நிழல்களுடன் எவ்வாறு ஒப்பிடப்படுகின்றனகாரணி மதிப்புகள் எவ்வாறு காட்டப்படும்கட்டுப்பாட்டு புள்ளியில் அதன் வளைவுடன் எவ்வளவு தூரம் உள்ளதுஅனிமேசனை ஈடுசெய்ய பிரேம்களில் எவ்வளவு தூரம்ஒவ்வொரு பக்கத்திற்கும் ஆபரேட்டர் எவ்வளவு தூரம் முக்கிய மதிப்புகளை சராசரியாக மாற்றுவார்ஈரமான வண்ணப்பூச்சுடன் எவ்வளவு வேகமான வண்ணங்கள் கலக்கப்படுகின்றனகேன்வாச் மேற்பரப்பில் எவ்வளவு வேகமாக சுருக்க விளைவு நகர்கிறதுகேன்வாச் மேற்பரப்பில் எவ்வளவு வேகமாக பரவுகிறதுவேகத்தின் திசை எவ்வளவு வேகமாக சீரற்றதுமுடிகள் எவ்வளவு தட்டையானவைதிரவம் எவ்வளவு பொருத்தமற்றது (ஒலியின் வேகம்)ஏகப்பட்ட பிரதிபலிப்பு எவ்வளவு தீவிரமானது (பிரகாசமானது)ஒலி எவ்வளவு சத்தமாக இருக்கிறதுஒரு வரியில் எத்தனை போய்டுகள்ஐகே விளைவில் எத்தனை எலும்புகள் சேர்க்கப்பட்டுள்ளன - 0 அனைத்து எலும்புகளையும் பயன்படுத்துகிறதுசங்கிலியில் எத்தனை எலும்புகள் சேர்க்கப்பட்டுள்ளனஎத்தனை மோதல் மறு செய்கைகள் செய்யப்பட வேண்டும் (உயர்ந்தது சிறந்த தகுதி ஆனால் மெதுவாக)வீச்சுகள் எத்தனை பிரதிகள் காட்டப்படும்மற்றொரு வழங்குதல் பிரிவை உருவாக்க எத்தனை டிகிரி பாதை வளைவு செய்ய வேண்டும்பழைய வரைபடம் எத்தனை பிரேம்கள் நீடிக்கும்எத்தனை பிரேம்கள் மங்க வேண்டும்புதிய துகள்களை உருவாக்க எத்தனை விசைகள்எத்தனை துகள்கள் விளைவுகளாக இருக்கின்றன (0 அனைத்து துகள்கள்)மற்றொரு வழங்குதல் பிரிவை உருவாக்க எத்தனை படப்புள்ளிகள் பாதை மறைக்க வேண்டும்ஒரு சட்டகத்திற்கு எத்தனை மாதிரிகள் கணக்கிட, சப்ஃப்ரேம் தரவுக்கு உதவுகிறதுவோக்சலுக்கு எத்தனை துண்டுகள் உருவாக்கப்பட வேண்டும்எத்தனை படிகள் பாதைகள் காட்டப்படுகின்றன (2 சக்தி)எத்தனை படிகள் பாதைகள் வழங்கப்படுகின்றன (2 சக்தி)பாதையை காட்சிப்படுத்த எத்தனை படிகள்எத்தனை ஓடுகள் சேர்க்க வேண்டும்பின்னணியில் எத்தனை ஓடுகள் காண்பிக்கப்படும்அடர்த்தி தூரிகை எத்தனை மடங்கு புதிய வளைவைச் சேர்க்க முயற்சிக்கிறதுஅனைத்து உறுப்புகளுக்கும் மதிப்புகளை மங்கச் செய்ய எத்தனை முறைவடிகட்டியை மீண்டும் செய்ய எத்தனை முறைமென்மையாக்கும் படியை எத்தனை முறை மீண்டும் செய்ய வேண்டும்வண்ணத்தில் எவ்வளவு மாற்றங்கள் முகமூடி தலைமுறையை பாதிக்கின்றனகின்க் அலைவீச்சை எவ்வளவு க்ளம்ப் பாதிக்கிறதுஎவ்வளவு மடிப்புகள் மற்றும் பள்ளத்தாக்குகள் தீவிரமடைகின்றனகாலப்போக்கில் எவ்வளவு நுரை குவிகிறது (வேகவைத்த கடல் மட்டும்)கர்சர் சுழற்சியை எவ்வளவு கிராப் பின்பற்றும்ஒரு கிராப் போது எவ்வளவு கிராப் மேற்பரப்பில் இருந்து செங்குத்துகளை வெளியே இழுக்கும்எடையுள்ள அளவுருவாக்கத்திற்கு வெயிட்மேப்பில் எவ்வளவு செல்வாக்கு உள்ளது, 0 செல்வாக்கு இல்லைஎவ்வளவு இடைத்தரகர் புதிய விளிம்புகள் சுருங்குகின்றன/விரிவாக்கப்படுகின்றனஇந்த பொருளுடன் மோதலின் போது எவ்வளவு செயல்திறன் ஆற்றல் தொலைந்து போகிறது (சதவீதம்)ஏற்கனவே உள்ளவற்றுடன் கலக்க எவ்வளவு உருவாக்கப்பட்டதுமென்மையாக்கும் போது அசல் வடிவம் எவ்வளவு பாதுகாக்கப்படுகிறதுஇதன் விளைவாக வரும் வடிவம் எவ்வளவு மென்மையானது, அதிக அதிர்வெண் விவரங்களை புறக்கணிக்கிறதுமெருகூட்டப்பட்ட மேற்பரப்புகளுக்கு எவ்வளவு மென்மையாக்கப்படுகிறதுவீச்சு ஒளிபுகாநிலைக்கு மேல் எவ்வளவு வலிமை மங்குவது பொருந்தும்வீச்சு தடிமன் மேல் எவ்வளவு வலிமை மங்குவது பொருந்தும்எவ்வளவு மேற்பரப்பு முடுக்கம் சொட்டுகளை பாதிக்கிறதுஎவ்வளவு மேற்பரப்பு விரைவு சொட்டுவதை பாதிக்கிறதுபயன்படுத்தப்பட்ட சக்திகள் துணி மூலம் எவ்வளவு பரப்பப்படுகின்றனதுணி அசல் வடிவத்தை எவ்வளவு பாதுகாக்கிறது, மென்மையான உடலாக செயல்படுகிறதுமடிப்பு தூரிகை பிஞ்சுகள் எவ்வளவுஒரு மேற்பரப்புக்கு இணையாக செயல்படும்போது ஆற்றல் எவ்வளவு குறைக்கப்படுகிறது, எ.கா. துணிமூலப்பொருள் எவ்வளவு வளைவதை எதிர்க்கிறதுமூலப்பொருள் சுருக்கத்தை எவ்வளவு எதிர்க்கிறதுமூலப்பொருள் வெட்டுவதை எவ்வளவு எதிர்க்கிறதுமூலப்பொருள் எவ்வளவு நீட்டிக்கிறதுபுதிய அழிக்கப்பட்ட வளைவு அசலில் இருந்து விலக எவ்வளவு அனுமதிக்கப்படுகிறதுஈர்ப்பு விசையைப் பொருட்படுத்தாமல் பொருள் எவ்வளவு 'எடை'ஒவ்வொரு தனிப்பட்ட வெர்டெக்சின் நிலையும் இறுதி முடிவை எவ்வளவு பாதிக்கிறதுஉள் புள்ளிகளை இணைக்க கதிர்கள் எவ்வளவு பயன்படுத்தப்படுகின்றன என்பது வெர்டெக்சிலிருந்து இயல்பாக இருந்து வேறுபடலாம்அதன் ஓய்வு நீளத்தை மாற்ற வசந்தத்தை எவ்வளவு நீட்ட வேண்டும்/சுருக்க வேண்டும்மீள் வரம்பைக் கடந்த பிறகு வசந்த ஓய்வு நீளம் எவ்வளவு மாறக்கூடும்பேனாவின் சாய்வு தூரிகையை எவ்வளவு பாதிக்கும். எதிர்மறை மதிப்புகள் சாய்வு திசைகளை தலைகீழாகக் குறிக்கின்றன.அலைகள் ஒருவருக்கொருவர் எவ்வளவு சீரமைக்கப்படுகின்றனஇயல்புநிலை மதிப்புடன் எவ்வளவு கலக்க வேண்டும்மென்மையான வளைவுடன் எவ்வளவு கலக்க வேண்டும்குவாட்சின் வழக்கமான கட்டங்களுக்கும், இருக்கும் குவாட்களைத் தொடும் குவாட்களுக்கும் எவ்வளவு முன்னுரிமை அளிக்க வேண்டும்சுட்ட மதிப்புகளை எவ்வளவு எளிமைப்படுத்த வேண்டும் (முடக்க 0.0, அதிக எளிமைப்படுத்தப்பட்டவை)எவ்வளவு வேகத்தின் இசட்-கூறு மாறாமல் வைக்கப்படுகிறதுஇறக்குமதியின் போது இயல்புகள் எவ்வாறு கணக்கிடப்படுகின்றனவரிசைகள் எத்தனை முறை ஈடுசெய்யப்படுகின்றன. 2 இன் மதிப்பு வரிசைகளின் சம/சீரற்ற வடிவத்தை அளிக்கிறது.வரிசைகள் எத்தனை முறை "ச்குவிச்" செங்கற்களைக் கொண்டிருக்கின்றனஅனிமேசன் மதிப்புகளை எவ்வளவு அடிக்கடி மதிப்பீடு செய்வது (பிரேம்களில்)வியூபோர்ட்டில் துகள்கள் எவ்வாறு காட்டப்படுகின்றனதுகள்கள் எவ்வாறு வழங்கப்படுகின்றனடொமைனை விட்டு வெளியேறிய துகள்கள் எவ்வாறு சிகிச்சையளிக்கப்படுகின்றனHow planes அரே oriented relative பெறுநர் each others' local axisபயன்படுத்தும்போது தூரிகையின் விளைவு எவ்வளவு ஆற்றல் வாய்ந்ததுபடை புலத்திலிருந்து தூரத்துடன் எவ்வளவு விரைவாக வலிமை விழுகிறதுரோல் கோணம் எவ்வாறு கணக்கிடப்படுகிறதுவீச்சுகள் எவ்வாறு தோன்றும்/மறைந்துவிடும்ஒவ்வொரு அடுக்குக்கும் இடையிலான மாற்றம் எவ்வளவு மென்மையானதுபோய்ட்ச் எவ்வளவு சுமூகமாக இறங்குகிறதுபக்கவாதத்தின் போது விமான நடுவண் எவ்வளவு நிலையானது. 0 இன் மதிப்பு தற்போதைய மையத்தைப் பயன்படுத்துவதற்கு ஒத்திருக்கிறது, மேலும் 1 இன் மதிப்பு ஆரம்ப மையத்தைப் பயன்படுத்துவதற்கு ஒத்திருக்கிறது.பக்கவாதத்தின் போது வானூர்தி எவ்வளவு நிலையானது. 0 இன் மதிப்பு தற்போதைய இயல்பைப் பயன்படுத்துவதற்கு ஒத்திருக்கிறது, மேலும் 1 இன் மதிப்பு ஆரம்ப இயல்பைப் பயன்படுத்துவதற்கு ஒத்திருக்கிறது.வீச்சுகள் எவ்வாறு கட்டமைக்கப்படுகிறதுநிலத்தில் ஒரு போய்டை செயல்படுத்தத் தொடங்க ஒரு ஆற்றல் எவ்வளவு வலுவாக இருக்க வேண்டும்தூர மாதிரியைப் பொறுத்து தூரம் எவ்வளவு வலுவாக உள்ளதுகிளச்டரிங்கிலிருந்து (விறைப்புத்தன்மையின் காரணி) திரவம் எவ்வளவு வலுவாக முயற்சிக்கிறதுஅகற்ற வேண்டிய பண்புக்கூறுகள் எவ்வாறு தேர்ந்தெடுக்கப்படுகின்றனஎல்லை முழுவதும் தூரிகை வீழ்ச்சி எவ்வாறு பயன்படுத்தப்படுகிறதுதொப்பி வடிவியல் உள்ளீடு எவ்வாறு வெளிப்பட வேண்டும்தூரிகையின் சிதைவு பொருளை எவ்வாறு பாதிக்கும்கேமரா சட்டகத்தில் காட்சிகள் எவ்வாறு பொருந்துகின்றனவடிவியல் உள்ளீடு எவ்வாறு வெளிப்பட வேண்டும்கேமரா சட்டகத்தில் படம் எவ்வாறு பொருந்துகிறதுபடம் எவ்வாறு அதன் அசல் எல்லைகளை கடந்ததுநிகழ்வு வடிவியல் தரவுத் தொகுதி எவ்வாறு வெளிப்படுத்தப்பட வேண்டும்நிகழ்வு வடிவியல் உள்ளீடு எவ்வாறு வெளிப்படுத்தப்பட வேண்டும்ஒரு புதிய நிலையை உருவாக்க கண்ணி எவ்வாறு பிரிக்கப் போகிறதுசுயவிவர வடிவியல் உள்ளீடு எவ்வாறு வெளிப்படுத்தப்பட வேண்டும்பட்டியலில் உள்ள விதிகள் எவ்வாறு மதிப்பீடு செய்யப்படுகின்றனகூடாரத்தின் நீட்சி எவ்வாறு கட்டுப்படுத்தப்படுகிறதுஅமைப்பு விளைவு எவ்வாறு கணக்கிடப்படுகிறது (rgb மற்றும் சுருட்டை ஒரு rgb அமைப்பு தேவை, அதற்கு பதிலாக சாய்வு பயன்படுத்தப்படும்)மாற்றத்தை இலக்குக்கு எவ்வாறு பயன்படுத்தப் போகிறதுமாற்றம் எவ்வாறு குறிப்பிடப்பட்டுள்ளதுவோக்சல் அளவு எவ்வாறு குறிப்பிடப்பட்டுள்ளதுஇந்த உருப்படி பிற்சேர் செயல்பாட்டால் எவ்வாறு கையாளப்பட்டது. தரவு சேர்க்கப்பட்டிருந்தால் மட்டுமே அமைக்கவும்கண்ணியை எவ்வாறு தகவமைப்பு முறையில் உட்பிரிவு செய்வதுஇயல்புகளை எவ்வாறு பாதிப்பது (உருவாக்குவது)மூல மதிப்புகளுடன் இலக்கு கூறுகளை எவ்வாறு பாதிப்பதுவிமானங்களை எவ்வாறு சீரமைப்பதுஉருவாக்கப்பட்ட fbx கோப்பில் தனிப்பயன் மற்றும் அலகுகள் அளவிடுதல் எவ்வாறு பயன்படுத்துவது (இறக்குமதியில் அலகுகளைக் கண்டறிய கலப்பான் fbx அளவைப் பயன்படுத்துகிறது, ஆனால் பல பயன்பாடுகள் அதே வழியில் கையாளாது)ஃபில்லட்டில் செங்குத்துகளின் எண்ணிக்கையை எவ்வாறு தேர்வு செய்வதுவழிகாட்டும் திசைவேகங்களை எவ்வாறு உருவாக்குவதுதனிப்பயன் இயல்புகளை சுட்டிக்காட்ட ஆயங்களை எவ்வாறு வரையறுப்பதுதுருவத்தைச் சுற்றி சுழற்சியை எவ்வாறு தீர்மானிப்பதுவியூபோர்ட்டில் பொருளை எவ்வாறு காண்பிப்பதுதேர்ந்தெடுக்கப்பட்ட உறுப்பில் துகள்களை எவ்வாறு விநியோகிப்பதுஐட்ரா வழங்குதல் எஞ்சினுக்கு கலப்பான் காட்சியை எவ்வாறு ஏற்றுமதி செய்வதுவெர்டெக்ச் வண்ணத்தை எவ்வாறு ஏற்றுமதி செய்வதுடிரிம் செய்யப்பட்ட ச்ப்லைனுக்கான இறுதிப் புள்ளிகளைக் கண்டுபிடிப்பது எப்படிஇணைக்க மேற்பரப்பில் புள்ளியை எவ்வாறு கண்டுபிடிப்பதுஉள்ளீட்டு வளைவிலிருந்து புள்ளிகளை எவ்வாறு உருவாக்குவதுபடத்தை எவ்வாறு உருவாக்குவதுதுருவங்களில் முகங்களை எவ்வாறு கையாள்வதுபொருட்களை இறக்குமதி செய்யும் போது பெயரிடும் மோதல்களை எவ்வாறு கையாள்வதுஅண்டை வோக்சல்களுக்கு இடையிலான மதிப்புகளை எவ்வாறு இடைக்கணிப்பதுமூல மற்றும் இலக்கு அடுக்குகளை எவ்வாறு பொருத்துவதுஏற்கனவே உள்ளவற்றுடன் உருவாக்கப்பட்ட இயல்புகளை எவ்வாறு கலப்பதுமாற்றத்திற்குப் பிறகு ஒன்றுடன் ஒன்று தீர்ப்பது எப்படிபின்னணி ஒளியை எவ்வாறு மாதிரி செய்வதுபக்கவாதத்தை எவ்வாறு எளிமைப்படுத்துவதுஉள் மற்றும் வெளிப்புற உரையில் உள்ள வேறுபாடுகள் காரணமாக மோதலை எவ்வாறு தீர்ப்பதுபுதிய கண்ணி விவரங்களின் அளவை எவ்வாறு குறிப்பிடுவதுமாதிரிகளின் அளவைக் குறிப்பிடுவது எப்படிமாதிரிகளின் எண்ணிக்கையை எவ்வாறு குறிப்பிடுவதுஇந்த திட்டத்திற்கான ப்ராக்சிகளை எவ்வாறு சேமிப்பதுகுவாட் மூலைகளை எவ்வாறு பிரிப்பது (நேராக வெட்டுவதைத் தவிர வேறு எதுவும் என்-கோன்களைத் தடுக்கும்)பிளேபேக்கை எவ்வாறு ஒத்திசைப்பதுதிறக்க எப்படிபார்வை அடுக்கு மாதிரி அமைப்புகளுக்கு எவ்வாறு பயன்படுத்துவதுவரி கலை கணக்கீட்டில் இந்த தொகுப்பை எவ்வாறு பயன்படுத்துவதுவரி கலை கணக்கீட்டில் இந்த பொருளை எவ்வாறு பயன்படுத்துவதுஅவர்களின் புதிய மதிப்புகளுக்கு எடைகள் எவ்வாறு வரைபடமாக்கப்படுகின்றனv குழு b இலிருந்து எடைகள் குழு a இன் எடையை எவ்வாறு பாதிக்கின்றனஒரு கட்டப்பட்ட சாப்ட்பாக்சின் விசயத்தைப் போலவே, உமிழும் ஒளி ரசிகர்கள் எவ்வளவு பரவலாக வெளியேறுகிறார்கள்ஃபிரேமுக்கு பெரிதாக்குவது தற்போதைய சட்டகத்தை சுற்றி கவனம் செலுத்துகிறதுஉவாங்ஊவாய்சாயல்சாயல் சரியானதுசாயல் நடுக்கம்சாயல் பயன்முறைவரிசை துண்டுக்கான சாயல் திருத்தம் மாற்றியமைத்தல்சாயல் நிலைசாயல் சுழற்சி ஆஃப்செட், 0 (-180 °) முதல் 1 (+180 °) வரை. 0 மற்றும் 1 ஆகியவை ஒரே முடிவைக் கொண்டுள்ளன என்பதை நினைவில் கொள்கசாயல், செறிவு, லேசான தன்மைசாயல், செறிவு, மதிப்புசாயல்/செறிவுசாயல்/செறிவு/மதிப்புசாயல்:அஃபியூவ்அல் பிழைமனிதப் படிக்கக்கூடிய பெயர்- அங்கேரியன்கலப்பின மல்டிஃபிராக்டல்ஐட்ராஐட்ரா பிழைத்திருத்தம்ஐட்ரா வழங்குதல் எஞ்சின்ஐட்ரா புயல்ஐட்ரா புயல் பண்புகள்ஐட்ரா புயல் வழங்குதல் எஞ்சின்காட்சிக்கான ஐட்ரா அமைப்புகள்ஐப்ஐப்பர்ஐப்பர் கீ அழுத்தப்பட்டது, -1 எந்த மாநிலத்திற்கும்ஐப்பர் விசை அழுத்தியது. லினக்சில் கட்டமைக்கக்கூடிய கூடுதல் மாற்றி, பொதுவாக கேப்ளாக் மாற்றும்ஐபர்போலிக் கொசைன் பயன்முறைஐபர்போலிக் சைன் பயன்முறைஐபர்போலிக் டேன்சென்ட் பயன்முறைஐ18ன் கிளைகள்ஐ18ன் புதுப்பிப்பு மொழிபெயர்ப்புஐ.சி.ஓ கோளம்ஐடிசெயல்செயல் கிளிப்புகள்ஆர்மேச்சர்வலுவூட்டல்மங்கலானதுஎலும்புஎலும்பு தடைகள்எலும்புகள்தூரிகைதூரிகைகள்கேச் கோப்புபுகைப்பட கருவிகேமராக்கள்சேகரிப்புசேகரிப்புகள்வண்ணமயமாக்கல்கட்டுப்பாடுகள்வளைவுவளைவுகள்தகவல்கள்தரவு-தொகுதி வகைவிளைவுகள்வெறுமைவகை மூலம் வடிகட்டவும்புரட்டுதல்எழுத்துருபளபளப்புபசை எழுதுகோல்பசை எழுதுகோல் வி 3கிரீச் பென்சில்கள்முடி வளைவுகள்ஐடி வகைபடம்விசைநட்டுலட்டுகள்நூலகம்ஒளிஒளி ஆய்வுஒளி ஆய்வுகள்விளக்குகள்வரி நடைமுகமூடிமூலப்பொருள்பொருட்கள்கண்ணிமெச்கள்வளர்சிதை மாற்றவளர்சிதை மாற்றங்கள்மாற்றியமைப்பாளர்கள்திரைப்பட கிளிப்முனை மரம்முனைகள்பொருள்பொருள்கள்வெளியீடுபெயிண்ட் வளைவுதட்டுதுகள்துகள்கள்இயற்பியல்பிக்சலேட்புள்ளி முகில்வழங்கவும்ரிம்காட்சிகாட்சிகள்திரைவரிசை கீற்றுகள்சேடர் வகைநிழல்ஒலிஅவைத்தலைவர்பேச்சாளர்கள்துண்டுஉரி மாற்றிகள்மேற்பரப்புசுழல்இலக்கு ஐடி வகைஉரைஅமைப்புஅமைப்பு வகைகருவிதட்டச்சு செய்ககுறிப்பிடப்படாதஅடுக்கு காண்ககனஅளவுதொகுதி சிதறல்தொகுதிகள்அலை விலகல்விண்டர் மேலாளர்பணியிடம்உலகம்ஐடி %s பொருந்தாத லிப் சுட்டிக்காட்டி!ஐடி %s நூலக %s இருக்கும்போது சுழிய லிப் சுட்டிக்காட்டி உள்ளது!ஐடி %s உள்ளக தரவுத்தளத்தில் உள்ளன, அதே நேரத்தில் நூலக %s!ஐடி %s இனி நூலகத்தில் காணப்படவில்லை %s!அடையாளம் %s ஆனது சேப்கீ %s ஐப் பயன்படுத்துகிறது, ஆனால் அதன் 'இருந்து' சுட்டிக்காட்டி தவறானது (%p), சரிசெய்கிறது...ஐடி '%s' இணைக்கப்பட்டுள்ளது, அதன் மேலெழுதல்களைத் திருத்த முடியாதுஐடி '%s' ஒரு மேலெழுதும் அல்லஐடி / குறியீட்டுஅடையாளம் தரவுஐடி தரவு செயல்பாடுஇருந்து ஐடிசுட்டிக்காட்டி பயன்படுத்தப்படும் ஐடி உருப்படிகள்ஐடி நூலகம் மேலெழுதும்ஐடி நூலகம் சொத்தை மேலெழுதும்ஐடி நூலகம் சொத்து செயல்பாட்டை மீறுகிறதுஐடி முகமூடிஐடி மூலப்பொருட்கள்ஐடி பெயர்ஐடி சொத்துஐடி சொத்து குழுஐடி வகைஐடி இணைக்கப்பட்டுள்ளதுஐடி பெயர்உருப்படியின் ஐடி பெயர்மெனுவின் ஐடி பெயர் இது அழைக்கப்பட்டதுஒவ்வொரு வளைவின் ஐடிநீக்க பட்டியலின் ஐடிஉருப்படியின் ஐடிஐடி அல்லது குறியீட்டுஅடையாளம் அல்லது குறியீட்டு புலம்வழிகாட்டி வரைபடத்தை உருவாக்குவதற்கு குழு வளைவுகளுக்கு ஐடிஐடி வகை '%s' ஒரு பொருளுக்கு செல்லுபடியாகாதுஉருப்படியின் ஐடி வகைஐடி மதிப்புஐடி-பிளாக்மூல தரவைக் குறிக்கும் ஐடி-பிளாக், பொதுவாக ஐடி_ச் (அதாவது காட்சி)கீயிங் தொகுப்பிற்கான கீஃப்ரேம்களைச் சேர்க்க வேண்டும் (முழுமையான கீயிங் தொகுப்புகளுக்கு மட்டுமே)ஐடி-பிளாக்:பயன்படுத்தப்பட்ட குறிப்பிட்ட சொத்தை ஐடி-பிளாக் காணலாம் (ஐடி_ டைப் சொத்து முதலில் அமைக்கப்பட வேண்டும்)ஐடி-பிளாக் எந்த முகமூடி உறுப்பு அதன் சொத்துக்கு அல்லது ஊடுருவும்ஐடிஎச்அதாவது உரைஅதாவது அமைப்புஅதாவது ஒளி பாதைஐகேநான் கட்டுப்படுத்துகிறேன்ஐகே lin எடைஐகே நேரியல் கட்டுப்பாடுஉள்ளக இடம்ஐகே paramஐகே சுழற்சி கட்டுப்பாடுஐகே சுழற்சி எடைஐகே தீர்விஐகே நீட்சிஐகே வகைநான் மணிக்கட்டு பிவோட்ஐகே ஃச் வரம்புஐகே ஃச் பூட்டுஐகே ஃச் அதிகபட்சம்ஐகே ஃச் குறைந்தபட்சஐகே ஃச் விறைப்புஐகே ஒய் வரம்புஐகே ஒய் lockஐகே ஒய் அதிகபட்சம்ஐகே ஒய் குறைந்தபட்சம்ஐகே ஒய் விறைப்புஐகே சட் வரம்புஐகே சட் lockஐகே சட் அதிகபட்சம்ஐகே சட் குறைந்தபட்சஐகே சட் விறைப்புஇந்த அளவுருக்கள் வரையறுக்கப்பட்ட ஐகே தீர்விஃச் அச்சில் ஐகேஒய் அச்சைச் சுற்றியுள்ள விறைப்புசட் அச்சில் ik விறைப்புMe-> fk ({:s})iorior நிலைகருவிழிஐஎச்ஓ குறியீடு (எ.கா. "fr_fr")Item_never_showஐடியு 601ஐடியு 709பனி (நொறுக்கப்பட்ட)பனி (திட)ஐ.சி.ஓ கோளம்படவுருபடவுரு ஆல்பாபடவுரு எல்லைபடவுரு வண்ணங்கள்படவுரு ஐடிபடவுரு படப்புள்ளிகள்படவுரு செறிவுபடவுரு அளவுபடவுரு தெரியும்படவுரு படப்புள்ளிகள் கூறுகள், மிதவைகளாக (ஆர்சிபிஏ ஒருங்கிணைந்த மதிப்புகள்)படவுரு படப்புள்ளிகள், பைட்டுகளாக (எப்போதும் 32-பிட் ஆர்சிபிஏ)முழுமைகளுக்கு ஏற்றது, சென்சார் பரிமாணங்களை புறக்கணிக்கவும்அடையாளம் காணப்பட்டது {:d} சிக்கலான தடங்கள்அடையாளங்காட்டிசொத்து நூலகத்திற்கு அடையாளங்காட்டி (அவசியமாக இல்லை)அடையாளங்காட்டி குறைவடையும்இந்த செயலில் சேனல்களின் தொகுப்பிற்கான அடையாளங்காட்டி, இது அனிமேசன் செய்யப்படுவதைக் குறிப்பிட ஒரு தரவு-தொகுதி மூலம் பயன்படுத்தப்படலாம்பைதான் கைஉரைச் கோப்பகத்திற்கான அடையாளங்காட்டிசொத்தின் பட்டியலுக்கான அடையாளங்காட்டி, சொத்தின் பட்டியல் பாதையைப் பார்க்க பிளெண்டர் பயன்படுத்தினார். RFC4122 இன் படி ஒரு UUID ஆக இருக்க வேண்டும்.சுட்டுக்கொள்ளும் முனை மறுபெயரிடப்படும்போது கூட மாறாமல் இருக்கும் இந்த சுட்டுக்கொள்ள அடையாளங்காட்டி, குழுவாக அல்லது குழுவாக இல்லைஅழைப்பாளரின் அடையாளங்காட்டி (இந்த ஏற்றுமதியாளரை அழைக்கும் கூடுதல் விசயத்தில்). பிற துணை நிரல்களால் சேர்க்கப்பட்ட நீட்டிப்பு ஏற்பட்டால் பயனுள்ளதாக இருக்கும்அதிரடி நிகழ்வை அழைக்க ஆபரேட்டரின் அடையாளங்காட்டிஉள்ளீட்டு நிகழ்வை அழைக்க ஆபரேட்டரின் அடையாளங்காட்டிகாண்பிக்க சொத்து அலமாரியின் அடையாளங்காட்டிஅகற்ற உருப்படியின் அடையாளங்காட்டிமீட்டமைக்க உருப்படியின் அடையாளங்காட்டிபட்டியலின் அடையாளங்காட்டி, "வார்ப்புரு_ பட்டியல் ()" இன் "பட்டியல்_ஐடி" அளவுருவுக்கு ஏதேனும் அனுப்பப்பட்டால்சாக்கெட்டின் அடையாளங்காட்டிகருவியின் அடையாளங்காட்டிரேண்டமைசேசன் செய்ய பயன்படுத்தப்படும் ஒரு உறுப்புக்கான அடையாளங்காட்டிசொத்து நூலகத்தைக் குறிக்க அடையாளங்காட்டிஐடி தொகுதியின் அடையாள வகை வகை0, குளோபல்; 1 என்றால், படப்புள்ளி தீவிரத்தின் அடிப்படையில்0 என்றால், எல்லா சேனல்களுக்கும் ஒரே மாதிரியானது; 1 என்றால், ஒவ்வொன்றும் சுயாதீனமானவைஅதே பெயரைக் கொண்ட ஒரு கோப்பு ஏற்கனவே இருந்தால், நகலெடுப்பதற்கு பதிலாக அதைப் பயன்படுத்தவும்அதே பெயரைக் கொண்ட ஒரு மூலப்பொருள் ஏற்கனவே இருந்தால், இறக்குமதி செய்வதற்கு பதிலாக குறிப்பிடவும்வெப் வடிவத்தில் ஒரு அமைப்பு இருந்தால், குறைவடையும் png/jpeg ஒன்றுக்கு பதிலாக வலை அமைப்பை ஏற்றும்இதை விட ஆஃப்செட் விமானத்திலிருந்து ஒரு வெர்டெக்ச் மேலும் தொலைவில் இருந்தால், அது பாதிக்கப்படாதுஅனைத்து கீஃப்ரேம்களும் பொருள் மாற்றங்களுக்கு ஒத்ததாக இருந்தால், குறைந்தபட்ச அனிமேசனை வைத்திருக்க கட்டாயப்படுத்துங்கள்அனைத்து கீஃப்ரேம்களும் ஒரு ரிக்கில் ஒரே மாதிரியாக இருந்தால், குறைந்தபட்ச அனிமேசனை வைத்திருக்க கட்டாயப்படுத்துங்கள். வெளியேறும்போது, எலும்புகளுக்கான சாத்தியமான அனைத்து சேனல்களும் காலியாக இருந்தாலும் ஏற்றுமதி செய்யப்படும் (குறைந்தபட்ச அனிமேசன், 2 கீஃப்ரேம்கள்)ஏதேனும் இருந்தால், திருத்தியின் அடிப்பகுதியில் ஒரு தனி வரிசையில் குறிப்பான்களைக் காட்டுசரிபார்க்கப்பட்டால், அலெம்பிக் காப்பகத்துடன் பொருந்தக்கூடிய காட்சியின் தொடக்க மற்றும் இறுதி சட்டகத்தை புதுப்பிக்கவும்இயக்கப்பட்டிருந்தால், பார்வைக்கு வெளியே விளிம்புகள் புறக்கணிக்கப்படும்இயக்கப்பட்டால், பேக் வரம்பை தீர்மானிக்க காட்சி தொடக்கம் மற்றும் முடிவு சட்டகம் பயன்படுத்தப்படும்இயக்கப்பட்டிருந்தால், திரைக்காட்சி அகலத்தின் அதே உயரத்தைக் கொண்டிருக்கும்இயக்கப்பட்டால், ஒவ்வொரு வண்ண சேனலுக்கும் கசிவு வலிமையைக் குறிப்பிடலாம். முடக்கப்பட்டால், கசிவு சேனலில் ஒரு யூனிட் அளவைக் கொண்டிருக்கும், மற்ற சேனல்கள் பூச்சியமாக இருக்கும்மென்மையான குழுக்களை ஏற்றுமதி செய்தால், தனித்துவமான முழு மதிப்புகளுக்கு பதிலாக, குழுக்களுக்கான 'பிட்ஃப்ளாக்ச்' மதிப்புகளை உருவாக்குங்கள். மென்மையான முகங்களின் வெவ்வேறு குழுக்களுக்கு அதே பிட்ஃப்ளாக் மதிப்பை மீண்டும் பயன்படுத்தலாம், அவற்றில் பொதுவான கூர்மையான விளிம்புகள் அல்லது செங்குத்துகள் இல்லாத வரைதவறு என்றால், முகங்கள் தேர்வு செய்யப்படும்தவறு எனில், செங்குத்துகள் தேர்வுநீக்கப்படும்பூச்சியத்தை விட குறைவாக இருந்தால், படத்தை கருமையாக்குகிறது; இல்லையெனில், அதை பிரகாசமாக்குகிறதுகட்டங்களை ஏற்றினால் தோல்வியுற்றால், விவரங்களுடன் பிழை செய்திபூச்சியமற்றதாக இருந்தால், மற்ற மேற்பரப்புகள் வேகமான தொஒ தோராயத்திற்கு பங்களிக்கும் அதிகபட்ச தூரம்பூச்சியமற்றதாக இருந்தால், ஒரு நேரடி மாதிரியின் அதிகபட்ச மதிப்பு, அதிக ஒலி மற்றும் துல்லிய செலவில் மெதுவாக ஒன்றிணைவதைத் தவிர்க்க அதிக மதிப்புகள் அளவிடப்படும்பூச்சியமற்றதாக இருந்தால், ஒரு மறைமுக மாதிரியின் அதிகபட்ச மதிப்பு, துல்லியத்தின் செலவில் அதிக ஒலி மற்றும் மெதுவாக ஒன்றிணைவதைத் தவிர்க்க அதிக மதிப்புகள் அளவிடப்படும்பூச்சியமற்றதாக இருந்தால், தொகுதிகளில் மறைமுக விளக்குகளுக்கான அதிகபட்ச மதிப்பு. துல்லியத்தின் செலவில் அதிக ஒலி மற்றும் மெதுவாக ஒன்றிணைவதைத் தவிர்க்க அதிக மதிப்புகள் அளவிடப்படும். ஒளி-புரோப்களால் பயன்படுத்தப்படுகிறது.பூச்சியமற்றதாக இருந்தால், மேற்பரப்பில் மறைமுக விளக்குகளுக்கான அதிகபட்ச மதிப்பு. துல்லியத்தின் செலவில் அதிக ஒலி மற்றும் மெதுவாக ஒன்றிணைவதைத் தவிர்க்க அதிக மதிப்புகள் அளவிடப்படும். ரே-ட்ரேசிங் மற்றும் லைட்-ப்ராப்களால் பயன்படுத்தப்படுகிறது.பூச்சியமற்றதாக இருந்தால், தொகுதிகளில் விளக்குகள் பங்களிப்புக்கான அதிகபட்ச மதிப்பு. துல்லியத்தின் செலவில் அதிக ஒலி மற்றும் மெதுவாக ஒன்றிணைவதைத் தவிர்க்க அதிக மதிப்புகள் அளவிடப்படும். ஒளி பொருள்களால் பயன்படுத்தப்படுகிறது.பூச்சியமற்றதாக இருந்தால், மேற்பரப்பில் விளக்குகள் பங்களிப்புக்கான அதிகபட்ச மதிப்பு. துல்லியத்தின் செலவில் அதிக ஒலி மற்றும் மெதுவாக ஒன்றிணைவதைத் தவிர்க்க அதிக மதிப்புகள் அளவிடப்படும். ஒளி பொருள்களால் பயன்படுத்தப்படுகிறது.பூச்சியமற்றதாக இருந்தால், உலக ஒளி ஆய்வுக்குள் பதிவு செய்யப்படும் உலக பங்களிப்புக்கான அதிகபட்ச மதிப்பு. அதிகப்படியான பங்களிப்பு சூரிய ஒளியாக மாற்றப்படுகிறது. இது மிகவும் பிரகாசமான ஒளி மூலங்களால் ஏற்படும் ஒளி இரத்தப்போக்கைக் குறைக்கிறது.இல்லை என்றால், பயன்படுத்த பொருள் நிறுவல் முறைகுறிப்பிடப்படாவிட்டால், ரெண்டர்கள் இடத்தில் மறுக்கப்படும்பயன்படுத்தப்படாவிட்டால், 1 ஆக அமைக்கவும்பூச்சியமாக இல்லாவிட்டால், இந்த சேகரிப்புக்கான பொத்தான் காண்பிக்கப்படும் இடைமுகம் பேனலின் வரிசைபூச்சியமாக இல்லாவிட்டால், செல்வாக்கு முடிவடையும் கொக்கினிலிருந்து தூரம்வழங்கப்பட்டால், வித்தியாசமாக பெயரிடப்பட்ட அனைத்து வெளியீடுகளும் மறைக்கப்படும்துண்டிக்கப்பட்ட துண்டுகளை அகற்றினால், மிகப்பெரிய கூறுகளில் உள்ள பலகோணங்களின் எண்ணிக்கையின் விகிதமாக பாதுகாக்க குறைந்தபட்ச அளவு கூறுகள்அமைக்கப்பட்டால், ஏற்றுமதி செய்யப்பட்ட அனைத்து தரவுகளின் பெற்றோராக மேடைக்கு கொடுக்கப்பட்ட பாதையுடன் ஒரு உருமாற்றம் பழமையானதைச் சேர்க்கவும்அமைக்கப்பட்டால், ஏற்றுமதி செய்யப்பட்ட தனிப்பயன் சொத்து பெயர்களுக்கு முன்னொட்டாக கொடுக்கப்பட்ட பெயர்வெளியைச் சேர்க்கவும். இது ஏற்கனவே ஒரு முன்னொட்டு இல்லாத சொத்து பெயர்களுக்கு மட்டுமே பொருந்தும் (எ.கா., இது 'பார்' என்ற பெயருக்கு பொருந்தும், ஆனால் 'ஃபூ: பார்' அல்ல) மற்றும் பிளெண்டர் பொருள் மற்றும் தரவு பெயர்களுக்கு எப்போதும் பொருந்தாது, அவை எப்போதும் 'பயனர் ப்ரோபர்ட்டிச்: பிளெண்டர்' பெயர்வெளியில் ஏற்றுமதி செய்யப்படுகின்றனஅமைக்கப்பட்டால், குறிப்பிட்ட எலும்பிலிருந்து கட்டுப்பாட்டு நோக்குநிலை எடுக்கப்படுகிறதுஇறக்குமதி யு.எச்.டி முன்னோட்ட விருப்பம் இயக்கப்பட்டிருந்தால், மூலப்பொருள் கலப்பு முறை தானாகவே சேடரின் ஒளிபுகாநிலை மற்றும் ஒளிபுகாழு உள்ளீடுகளின் அடிப்படையில் அமைக்கப்படும்CRCB இடத்தின் வண்ணத்திற்கும் முக்கிய வண்ணத்திற்கும் இடையிலான கோணம் இந்த அதிகபட்ச கோணத்தை விட பெரியதாக இருந்தால், அது விசை இல்லைCRCB இடத்தில் வண்ணத்திற்கும் முக்கிய வண்ணத்திற்கும் இடையிலான கோணம் இந்த குறைந்தபட்ச கோணத்தை விட குறைவாக இருந்தால், அது முக்கியமானதுஇரண்டு படங்களுக்கிடையிலான சராசரி வண்ண வேறுபாடு இந்த வாசலை விட குறைவாக இருந்தால், அது திறமையாக இருக்கும்இரண்டு படங்களுக்கிடையிலான சராசரி வண்ண வேறுபாடு இந்த வாசலை விட குறைவாக இருந்தால், அது ஓரளவு முக்கியமானது, இல்லையெனில், அது முக்கியமல்லவண்ணத்திற்கும் முக்கிய வண்ணத்திற்கும் இடையிலான சாயலில் உள்ள வேறுபாடு இந்த வாசலை விட குறைவாக இருந்தால், அது திறமையாக இருக்கும்வண்ணத்திற்கும் முக்கிய நிறத்திற்கும் இடையிலான செறிவூட்டலில் உள்ள வேறுபாடு இந்த வாசலை விட குறைவாக இருந்தால், அது திறமையாக இருக்கும்வண்ணத்திற்கும் முக்கிய நிறத்திற்கும் இடையிலான மதிப்பில் உள்ள வேறுபாடு இந்த வாசலை விட குறைவாக இருந்தால், அது திறமையாக இருக்கும்கொடுக்கப்பட்ட வண்ண இடத்தின் வண்ணத்திற்கும் முக்கிய நிறத்திற்கும் இடையிலான தூரம் இந்த வாசலை விட குறைவாக இருந்தால், அது திறமையாக இருக்கும்கொடுக்கப்பட்ட வண்ண இடத்தின் வண்ணத்திற்கும் முக்கிய நிறத்திற்கும் இடையிலான தூரம் இந்த வாசலை விட குறைவாக இருந்தால், அது ஓரளவு முக்கியமானது, இல்லையெனில், அது முக்கியமல்லகோப்பில் பல ஆடியோ சேனல்கள் இருந்தால் அவை ஒற்றை ஒன்றுக்கு வழங்கப்படுகின்றனபொருள் ஒரு நிகழ்வு என்றால், அதை உருவாக்கிய பெற்றோர் பொருள்சுயவிவர ச்ப்லைன் சுழற்சியாக இருந்தால், உருவாக்கப்பட்ட கண்ணி முனைகளை n- கோன்களுடன் நிரப்பவும்கர்சருடன் பொருந்தக்கூடிய தேர்வை சுழற்ற வேண்டும் என்றால்தேர்வு முழுவதுமாகவோ அல்லது ஒவ்வொரு பொருள் மையத்திலோ துண்டிக்கப்பட வேண்டும் என்றால்கருவி தூரிகைகளைப் பயன்படுத்தினால் மற்றும் ஒரு குறிப்பிட்ட தூரிகை வகைக்கு மட்டுப்படுத்தப்பட்டால், தூரிகை வகையின் அடையாளங்காட்டிதற்போதைய விளிம்பை விட மாறுபட்ட வரம்பு நேரங்களைக் கொண்ட ஒரு அண்டை விளிம்பு இருந்தால், தற்போதைய விளிம்பு நிராகரிக்கப்படும். இது போலி குறுக்கு விளிம்புகளை அகற்ற அனுமதிக்கிறதுஇது அமைக்கப்பட்டால், கீயிங் தொகுப்பு தனிப்பயன் ஐடியைப் பெறுகிறது, இல்லையெனில் அது கீயிங் தொகுப்பை வரையறுக்கப் பயன்படுத்தப்படும் வகுப்பின் பெயரை எடுக்கும் (எடுத்துக்காட்டாக, வகுப்பு பெயர் "பில்டின்_க்சி_லோகேசன்", மற்றும் பி.எல்_ஐடி பெயர் ச்கிரிப்டால் அமைக்கப்படவில்லை என்றால், பின்னர், பின்னர் bl_idname = "பில்டின்_க்சி_லோகேசன்")இது அமைக்கப்பட்டால், சொத்து ஒரு தனிப்பயன் ஐடியைப் பெறுகிறது, இல்லையெனில் அது சொத்தை வரையறுக்கப் பயன்படுத்தப்படும் வகுப்பின் பெயரை எடுக்கும் (எடுத்துக்காட்டாக, வர்க்கப் பெயர் "object_ast_hello", மற்றும் bl_idname ச்கிரிப்டால் அமைக்கப்படவில்லை என்றால், bl_idname = "object_ast_hello")இது அமைக்கப்பட்டால், கோப்பு கையாளுபவர் தனிப்பயன் ஐடியைப் பெறுகிறார், இல்லையெனில் அது கோப்பு கையாளுதலை வரையறுக்கப் பயன்படுத்தப்படும் வகுப்பின் பெயரை எடுக்கும் (எடுத்துக்காட்டாக, வகுப்பு பெயர் "பொருள்_எஃப்எச்_எல்லோ", மற்றும் பி.எல்_ஐடி பெயர் ச்கிரிப்டால் அமைக்கப்படவில்லை என்றால், பின்னர், bl_idname = "object_fh_hello")இது அமைக்கப்பட்டால், uilist ஒரு தனிப்பயன் ஐடியைப் பெறுகிறது, இல்லையெனில் அது uilist ஐ வரையறுக்கப் பயன்படுத்தப்படும் வகுப்பின் பெயரை எடுக்கும் (எடுத்துக்காட்டாக, வர்க்கப் பெயர் "object_ul_vgroups" என்றால், மற்றும் bl_idname ச்கிரிப்டால் அமைக்கப்படவில்லை, பின்னர் bl_idname = "object_ul_vgroups")இந்த மொழி தற்போதைய ஆபரேட்டரில் பயன்படுத்தப்பட வேண்டும் என்றால்உண்மை என்றால், அம்ச விளிம்புகளின் சங்கிலிகள் மூலப்பொருள் எல்லைகளில் பிரிக்கப்படுகின்றனஉண்மை என்றால், அதே பொருளின் அம்ச விளிம்புகள் மட்டுமே இணைக்கப்படுகின்றனஉண்மை என்றால், திருத்தம் நீல சேனலில் பயன்படுத்தப்படும்உண்மை என்றால், பச்சை சேனலில் திருத்தம் பயன்படுத்தப்படும்உண்மை என்றால், திருத்தம் சிவப்பு சேனலில் பயன்படுத்தப்படும்உண்மை என்றால், கிச்மோ திரை இடத்தில் காட்டப்படும். இல்லையெனில் அது பொருள் இடத்தில் உள்ளதுசரி எனில், தற்போது இயங்கும் வேலையால் இடைமுகம் பூட்டப்பட்டுள்ளது மற்றும் பயன்பாட்டு டைமர்களில் இருந்து தரவு மாற்றப்படக்கூடாது. இல்லையெனில், இயங்கும் வேலை ஏண்ட்லருடன் முரண்படக்கூடும், இதனால் எதிர்பாராத முடிவுகள் அல்லது செயலிழப்புகள் கூட ஏற்படலாம்.உண்மை என்றால், இடஞ்சார்ந்த ஒலி எந்த ஒத்திசைவையும் காட்டாதுஉண்மை என்றால், இடஞ்சார்ந்த ஒலி மென்மையானதுவெர்டெக்சில் பல அருகிலுள்ள விளிம்புகள் இருந்தால், அது அவர்களுக்கு நேரடியாகத் தூண்டப்படுகிறதுநீங்கள் அதன் மூலத்தை நம்பினால், களஞ்சியத்தைச் சேர்த்து மீண்டும் முயற்சிக்கவும்.வெர்டெக்ச் வண்ணத்தைத் தவிர வேறு எந்த நோக்கத்திற்காகவும் நீங்கள் வி.சி.யைப் பயன்படுத்த விரும்பினால், நீங்கள் தனிப்பயன் பண்புகளைப் பயன்படுத்த வேண்டும்.புறக்கணிக்கவும்பின்னணி சொடுக்கு புறக்கணிக்கவும்இணைப்புகளை புறக்கணிக்கவும்இலை எலும்புகளை புறக்கணிக்கவும்பொருள் பூட்டுவதை புறக்கணிக்கவும்முடக்கிய கீற்றுகளை புறக்கணிக்கவும்தேர்வை புறக்கணிக்கவும்கூர்மையை புறக்கணிக்கவும்ச்னாப்பை புறக்கணிக்கவும்ஒலி கீற்றுகளை புறக்கணிக்கவும்வெளிப்படையான புறக்கணிக்கவும்கோப்பிலிருந்து ஆல்பா சேனலைப் புறக்கணித்து படத்தை முழுமையாக ஒளிபுகாதமாக்குங்கள்பார்வையில் இருந்து விலகிச் செல்லும் முகங்களை புறக்கணிக்கவும் (வேகமாக)முன்னோட்ட வரம்பிற்கு வெளியே பிரேம்களை புறக்கணிக்கவும்உருவாக்கப்பட்ட நேரக் குறியீடுகளை புறக்கணிக்கவும், கணக்கிடப்பட்ட நேர முத்திரையின் அடிப்படையில் மூவி ச்ட்ரீமில் தேடுங்கள்பெற்றோர் வெட்டுக்கு ஈடுசெய்யாமல் பெற்றோர் அளவீடுகளை புறக்கணிக்கவும். அசல் பரம்பரை அளவிலான தேர்வுப்பெட்டியை முடக்குவதன் விளைவை பிரதிபலிக்கிறது.மாதிரிகளின் வழங்குதல் லேயருக்கு எண் புறக்கணிக்கவும்எக்ச்ட்ராபோலேசன் வடிவத்தை நிர்ணயிக்கும் போது இந்த கோணத்தை விட தங்கள் அண்டை நாடுகளிலிருந்து விலகிச் செல்லும் பக்கவாதத்தின் புள்ளிகளைப் புறக்கணிக்கவும்அச்சு திசையை புறக்கணித்து, சீரமைக்க குறுகிய சுழற்சியைப் பயன்படுத்தவும்இந்த கிச்மோவிற்கான விசை-வரைபடத்தை புறக்கணிக்கவும்ஒவ்வொரு சங்கிலியின் முடிவிலும் கடைசி எலும்பைப் புறக்கணிக்கவும் (முந்தைய எலும்பின் நீளத்தைக் குறிக்கப் பயன்படுகிறது)வளைவுக்கு பொருந்தும்போது எலும்புகளின் ஒப்பீட்டு நீளங்களை புறக்கணிக்கவும்உறுப்பு ஏற்கனவே தேர்ந்தெடுக்கப்பட்டால் தேர்ந்தெடுக்கப்பட்ட செயலை புறக்கணிக்கவும்புறக்கணிக்கப்பட்ட வெளியீடுகள்புறக்கணிக்கப்பட்டது {}புறக்கணிக்கப்பட்டது {} ({} போன்ற அதே வகை அல்ல)ஒளிரும்ஒளிரும்ஒளிரும் சிஒளிரும்ஒளிரும் D55ஒளிரும் D65ஒளிரும் D75ஒளிரும் D93விசாரிக்கும் இஒளிரும் F1ஒளிரும் F10ஒளிரும் F11ஒளிரும் F12ஒளிரும் F2ஒளிரும் F3வெளிச்சம் F4ஒளிரும் F5ஒளிரும் F6ஒளிரும் F7ஒளிரும் F8ஒளிரும் F9LED-B1 ஒளிரும்வெளிச்சம் எல்.ஈ.டி-பி 2LED-B3 ஒளிரும்வெளிச்சம் எல்.ஈ.டி-பி 4வெளிச்சம் LED-B5LED-BH1 ஒளிரும்வெளிச்சம் LED-RGB1LED-V1 ஒளிரும்வெளிச்சம் LED-V2வெளிச்சம் வடிகட்டுதல்படம்மீண்டும்இரண்டும்பெட்டிசெக்கர்கிளிப்கிளிப் கியூப்கனவிளிம்புகள்வெற்று பட பக்கம்நீட்டிக்கநீட்டிப்புநிரப்பவும்தட்டையானதுபுரட்டுதல்முன்உருவாக்கப்பட்டதுபட வரிசைவிவரணையாக்கம்கண்ணாடிகலக்கபடம்புதியபுதியது ...திட்டம்மீண்டும்ஒற்றை படம்மூலம்கோளம்குழாய்UDIM ஓடுகள்பார்வையாளர்'%s' ஐ '%s' க்கு சேமிக்க முடியவில்லைபட '%s' எந்த படத் தரவையும் கொண்டிருக்கவில்லைபட இடையகத்தை ஏற்றுவதில் படம் '%s' தோல்வியுற்றதுபடம் '%s' தவிர்க்கப்பட்டது, திரைப்படங்கள் அல்லது பட காட்சிகளை ஆதரிக்கவில்லைபடம் 1படம் 2பட எல்லைபட எல்லை ஒழுங்கமைத்தல்பட ஒருங்கிணைப்புகள்பட காட்சி முறைபடத்தின் விளிம்புகள்பட ஆசிரியர்பட எடிட்டர் கிடைக்கவில்லைபட ஆசிரியர்கள்படக் கோப்புகள்பட வடிவம்பட ஐடிபட செய்திபட முகமூடிபடத்தின் பெயர்பட முனை சாக்கெட்பட முனை சாக்கெட் இடைமுகம்பட ஒளிபுகாநிலைபட அவுட்லைன்உருவ வண்ணப்பூச்சுபட வண்ணப்பூச்சு திறன்கள்பட ஓவியம் ச்டென்சில் இல்லைபட ஓவியம் வண்ணம் தீட்ட ஒரு அமைப்பு இல்லைஉருவ முள்பட படப்புள்ளிகள்பட முன்னோட்டம்பட தகுதிபட தேடல்பட வரிசைபட அளவுபட துண்டுபட அமைப்புபட அமைப்புகள்பட வாசல்பட ஓடுகள்பட பயனர்படம் மற்றும் புறஊதா திருத்தி விண்வெளி தரவு3d பார்வை பின்னணியில் காட்சிக்கான படம் மற்றும் அமைப்புகள்பட பிட் ஆழம்பட பிரகாச அளவுமிதக்கும்-புள்ளி மதிப்புகளில் பட இடையக படப்புள்ளிகள்படத்தைச் சேமிக்க முடியாது, சரியான கோப்பு பாதை இல்லை: "%s"படத்தைச் சேமிக்க முடியாது, வேறு கோப்பு வடிவத்தைப் பயன்படுத்தவும்: "%s"படத்தைக் கண்டுபிடிக்க முடியவில்லைபடத் தரவைக் கண்டுபிடிக்க முடியவில்லைபட தரவு-தொகுதி பெயர்திறக்க பட தரவு-தொகுதி பெயர்வெளிப்புற அல்லது நிரம்பிய படத்தைக் குறிக்கும் பட தரவு-தொகுதிபட தரவு-தொகுதிகள்இந்த இடத்தில் படம் காட்டப்பட்டு திருத்தப்பட்டதுகிளிப் திருத்தியில் திருத்துதல் போது பாதையில் காட்டப்படும் படம்பட எடிட்டரைத் தொடங்க முடியவில்லை, பயனர் விருப்பத்தேர்வுகள்> கோப்பில் பாதை செல்லுபடியாகும் என்பதை உறுதிப்படுத்தவும், அதைத் தொடங்க கலப்பானுக்கு உரிமை உண்டுவெளிப்புறமாக சேமிக்கும்போது பயன்படுத்த வேண்டிய பட கோப்புபட வடிவம் ஒரு திரைப்பட வடிவம் அல்லபடம் மாறிவிட்டது மற்றும் சேமிக்கப்படவில்லைபடத்திற்கு இடது மற்றும் வலது காட்சிகள் உள்ளனபடத்திற்கு ஒன்றுக்கு மேற்பட்ட பார்வைகள் உள்ளனபட உயரம்படம் திருத்தக்கூடியது அல்லபடம் நிரம்பியுள்ளது, திருத்துவதற்கு முன் திறக்கவும்அமைப்பு திசையனின் ஃச் மற்றும் ஒய் ஆயத்தொகுதிகளைப் பயன்படுத்தி படம் தட்டையானது என்று திட்டமிடப்பட்டுள்ளதுசட் அச்சை மையமாகப் பயன்படுத்தி குழாயிலிருந்து படம் திட்டமிடப்பட்டுள்ளதுசட் அச்சை மையமாகப் பயன்படுத்தி படம் கோள ரீதியாக திட்டமிடப்பட்டுள்ளதுபொருள் விண்வெளி எல்லை பெட்டியின் ஒவ்வொரு பக்கத்திற்கும் வெவ்வேறு கூறுகளைப் பயன்படுத்தி படம் திட்டமிடப்பட்டுள்ளதுபட முனைபடம் நிரம்பவில்லைபடப் பொருள்களை பொருள் பயன்முறையில் மட்டுமே சேர்க்க முடியும்பட ஒளிபுகாநிலை பின்னணி நிறத்திற்கு எதிராக படத்தை கலக்கபடம் அல்லது திரைப்படம்பட பாதை அமைக்கப்படவில்லைபட பாதை {! R} காணப்படவில்லை, படம் நிரம்பியிருக்கலாம் அல்லது சேமிக்கப்படவில்லைபட படப்புள்ளிகள் கூறுகள், மிதவைகளாக (rgba ஒருங்கிணைந்த மதிப்புகள்)பட படப்புள்ளிகள், பைட்டுகளாக (எப்போதும் 32-பிட் ஆர்சிபிஏ)பட திட்ட தரவு தவறானதுபடத்திற்கு வர 4 வண்ண சேனல்கள் தேவைபடத்திற்கு வண்ணம் தீட்ட 4 வண்ண சேனல்கள் தேவை: %sபட சேமிப்பு தோல்வியுற்றது: தவறான மேற்பரப்புபட சேமிப்பு தோல்வியுற்றது: போதுமான இலவச நினைவகம் இல்லைஒரு முனையின் பட சாக்கெட்பட துண்டுபடம் மிகவும் சிறியதுகேன்வாசாக பயன்படுத்தப்படும் படம்நகலி மூலமாகப் பயன்படுத்தப்படும் படம்ஓவியம் இலக்காக பயன்படுத்தப்படும் படம்படம் ச்டென்சிலாக பயன்படுத்தப்படுகிறதுபட அகலம்படம்/வண்ண உள்ளீடு எந்த RGB வண்ண மாற்றம் பயன்படுத்தப்படும்படம்/திரைப்பட கோப்பு பெயர்படம்/திரைப்பட கோப்பு பெயர் (தரவு புத்துணர்ச்சி இல்லாமல்)படம்/புறஊதா ஆசிரியர்படங்கள்படங்கள் & ஒலிகள்படங்கள் அதிகபட்ச பட திருத்தியில் வழங்கப்படுகின்றனபடங்கள் புதிய சாளரத்தில் வழங்கப்படுகின்றனபடங்கள் ஒரு பட திருத்தியில் வழங்கப்படுகின்றனபயனர் இடைமுகத்தை மாற்றாமல் படங்கள் வழங்கப்படுகின்றனபடங்கள் rgb (வண்ணம்) தரவுடன் சேமிக்கப்படுகின்றனபடங்கள் ஆர்சிபி மற்றும் ஆல்பா தரவு மூலம் சேமிக்கப்படுகின்றன (ஆதரிக்கப்பட்டால்)வழங்குதல் போது படங்களை நகலெடுக்க முடியாதுபடங்கள் 8-பிட் கிரேச்கேலில் சேமிக்கப்படுகின்றன (png, jpeg, tga, tif மட்டுமே)நடத்துனரின் ஒளிவிலகல் குறியீட்டின் கற்பனை பகுதி, பெரும்பாலும் கே என்று அழைக்கப்படுகிறதுஉடனடியாகஉடனடி குழந்தைகள்ஏகாதிபத்தியமூடலை மதிப்பிடும்போது மறைமுக வகை மாற்றம்மூட்டையை பிரிக்கும்போது மறைமுக வகை மாற்றம்குறிக்கவும்இறக்குமதிஅனைத்து மூலப்பொருட்களையும் இறக்குமதி செய்யுங்கள்அனிமேசனை இறக்குமதி செய்யுங்கள்என இறக்குமதி செய்யவும்சி.எச்.வி இறக்குமதிenms ஐ சரங்களாக இறக்குமதி செய்கfbx அனிமேசனை இறக்குமதி செய்யுங்கள்தற்போதைய காட்சியில் FBX கோப்பை இறக்குமதி செய்யுங்கள்fbx துணைப்பிரிவு தகவல்களை உட்பிரிவு மேற்பரப்பு மாற்றிகளாக இறக்குமதி செய்யுங்கள்செய்தி இறக்குமதிஇறக்குமதி முறைஇறக்குமதி OBJobj குழுக்களை வெர்டெக்ச் குழுக்களாக இறக்குமதி செய்யுங்கள்திறந்தவிடிபி தொகுதி கோப்பை இறக்குமதி செய்கஇறக்குமதி செய்யஇறக்குமதி பாதைகள்முந்தைய பதிப்பிலிருந்து விருப்பங்களை இறக்குமதி செய்யுங்கள்இறக்குமதி stlஎச்.வி.சி வளைவுகளாக இறக்குமதி செய்யுங்கள்பசை எழுதுகோலில் எச்விசி இறக்குமதிகாட்சி கூடுதல் இறக்குமதிகாட்சியை சேகரிப்பாக இறக்குமதி செய்யுங்கள்அமைப்புகளை இறக்குமதி செய்யுங்கள்துணைப்பிரிவு திட்டத்தை இறக்குமதி செய்யுங்கள்உரை இறக்குமதிஅமைப்புகளை இறக்குமதி செய்யுங்கள்usd முன்னோட்டத்தை இறக்குமதி செய்க'USERPROPERTIES' பெயர்வெளியில் பிளெண்டர் தனிப்பயன் பண்புகளாக USD பண்புகளை இறக்குமதி செய்யுங்கள். பெயர்வெளி சொத்து பெயர்களிலிருந்து அகற்றப்படும்யு.எச்.டி காட்சி வரைபட நிகழ்வுகளை சேகரிப்பு நிகழ்வுகளாக இறக்குமதி செய்கதற்போதைய காட்சியில் அமெரிக்க டாலர் கட்டத்தை இறக்குமதி செய்யுங்கள்பயன்படுத்தப்படாத பொருட்கள் மற்றும் படங்களை இறக்குமதி செய்கVDB ஐ இறக்குமதி செய்யுங்கள்வலை அமைப்புகளை இறக்குமதி செய்யுங்கள்ஒரு எச்.டி.எல் கோப்பிலிருந்து ஒரு கண்ணி இறக்குமதி செய்யுங்கள்ஒரு பிளை கோப்பிலிருந்து ஒரு புள்ளி மேகத்தை இறக்குமதி செய்யுங்கள்உரை கோப்பிலிருந்து ஒரு சரத்தை இறக்குமதி செய்யுங்கள்அனைத்து அமெரிக்க டாலர் தனிப்பயன் பண்புகளையும் பிளெண்டர் தனிப்பயன் பண்புகளாக இறக்குமதி செய்க. பெயர்வெளிகள் சொத்து பெயர்களில் தக்கவைக்கப்படும்தேர்ந்தெடுக்கப்பட்ட அனைத்து படங்களையும் ஒரே பட வரிசையாக இறக்குமதி செய்யவும். படங்களின் வரிசையானது பிளெண்டரின் எண்ணிடப்பட்ட வரிசை முறையுடன் பொருந்தவில்லை, எனவே ஒதுக்கிடங்களை ஊகிக்க முடியாதுஒரு பிளை கோப்பை ஒரு பொருளாக இறக்குமதி செய்யுங்கள்ஒரு stl கோப்பை ஒரு பொருளாக இறக்குமதி செய்யுங்கள்கிடைத்தால் தனிப்பயன் இயல்புகளை இறக்குமதி செய்யுங்கள் (இல்லையெனில் கலப்பான் அவற்றைக் கணக்கிடும்)கிடைத்தால் தனிப்பயன் இயல்புகளை இறக்குமதி செய்யுங்கள் (இல்லையெனில் கலப்பான் அவற்றை மீண்டும் தொகுக்கும்)தனிப்பயன் வெர்டெக்ச் பண்புகளை இறக்குமதி செய்யுங்கள்ஒவ்வொரு FBX பொருளையும் தனித்த பிளெண்டர் பொருளாக இறக்குமதி செய்யவும்ஒவ்வொரு obj 'g' ஐ ஒரு தனி பொருளாக இறக்குமதி செய்கஒவ்வொரு obj 'o' ஐ ஒரு தனி பொருளாக இறக்குமதி செய்கஒவ்வொரு யு.எச்.டி மூலப்பொருளையும் ஒரு தனித்துவமான கலப்பான் மூலப்பொருளாக இறக்குமதி செய்யுங்கள்இறுதி வழங்குதல் வடிவவியலை இறக்குமதி செய்யுங்கள்ஒரு காபிம கோப்பிலிருந்து வடிவவியலை இறக்குமதி செய்யுங்கள்OBJ கோப்பிலிருந்து வடிவவியலை இறக்குமதி செய்யுங்கள்po கோப்புகளிலிருந்து கொடுக்கப்பட்ட கூடுதல் மொழிபெயர்ப்பு தரவை இறக்குமதி செய்யுங்கள்இறக்குமதி வழிகாட்டி வடிவியல்பைதான் ச்கிரிப்டிலிருந்து முக்கிய உள்ளமைவை இறக்குமதி செய்யுங்கள்எந்தவொரு கண்ணியத்திற்கும் ஒதுக்கப்படாத பொருட்கள் மற்றும் படங்கள் இறக்குமதி செய்கின்றனஇறக்குமதி USD ஆதிமனிதர்களை மட்டுமே வரையறுக்கிறது. முடக்கப்பட்டால் இது ஒரு மேலெழுதக் குறிப்பான்கள் போன்ற வரையறுக்கப்படாத அமெரிக்க டாலர் ஆதிமனிதர்களை இறக்குமதி செய்ய அனுமதிக்கிறதுகொடுக்கப்பட்ட பாதையிலும் அதன் சந்ததியினரையும் மட்டுமே இறக்குமதி செய்க. காற்புள்ளிகள் அல்லது அரைக்காற்புள்ளிகளால் பிரிக்கப்பட்ட பட்டியலில் பல பாதைகள் குறிப்பிடப்படலாம்விருப்பங்கள் வகைகளை இறக்குமதி செய்யுங்கள்பதிலாள் வடிவவியலை இறக்குமதி செய்யுங்கள்காட்சியை இறக்குமதி செய்து சாளரத்தில் செயலில் உள்ளவராக அமைக்கவும்தனிப்பயன் பண்புகளாக காட்சி கூடுதல் இறக்குமதி. தற்போதுள்ள தனிப்பயன் பண்புகள் மேலெழுதப்படும்தனித்தனி விமானங்களுக்கு பதிலாக அனிமேசன் செய்யப்பட்ட பட வரிசையாக தொடர்ச்சியாக எண்ணப்பட்ட படங்களை இறக்குமதி செய்யுங்கள்இலக்கு வகையை இறக்குமதி செய்கநிரம்பிய தரவுகளாக அமைப்புகளை இறக்குமதி செய்கஉள்ளமைக்கப்பட்ட, பொதுவாக கனமான தரவின் பல நகல்களைத் தவிர்த்து, சொத்தை நகலெடுத்த தரவுத் தொகுதியாக இறக்குமதி செய்யவும். எடுத்துக்காட்டாக, ஒரு பொருள் சொத்தின் அமைப்புமுறைகள் அல்லது ஒரு பொருளின் சொத்தின் மெச், ஒவ்வொரு முறையும் இந்தச் சொத்தை இறக்குமதி செய்யும் போது நகலெடுக்க வேண்டியதில்லை. சொத்தின் நிகழ்வுகள் தரவைப் பகிரும்அசல் சொத்து தரவுத் தொகுதிக்கு இணைப்பு இல்லாமல், சொத்தை நகலெடுத்த தரவுத் தொகுதியாக இறக்குமதி செய்யவும்சொத்தை இணைக்கப்பட்ட தரவுத் தொகுதியாக இறக்குமதி செய்து, தற்போதைய கோப்பில் பேக் செய்யவும் (நூலகத் தரவு மாற்றப்பட்டாலும், இனி கிடைக்காது, முதலியன ஏற்பட்டாலும் அது மாறாமல் இருப்பதை உறுதிசெய்கிறது)உள்ளமைக்கப்பட்ட, பொதுவாக கனமான தரவுகளின் பல நகல்களைத் தவிர்த்து, நகலெடுக்கப்பட்ட தரவு-தடுப்பாக சொத்துக்களை இறக்குமதி செய்யுங்கள். எடுத்துக்காட்டாக, இந்த சொத்து இறக்குமதி செய்யப்படும் ஒவ்வொரு முறையும் ஒரு பொருள் சொத்தின் அமைப்புகள் அல்லது ஒரு பொருள் சொத்தின் கண்ணி நகலெடுக்க வேண்டியதில்லை. சொத்தின் நிகழ்வுகள் அதற்கு பதிலாக தரவைப் பகிர்ந்து கொள்கின்றன.அசல் சொத்து தரவு-தொகுதிக்கு எந்த தொடர்பும் இல்லாமல், சொத்துக்களை நகலெடுத்த தரவு-தடுப்பாக இறக்குமதி செய்கஇணைக்கப்பட்ட தரவு-தடுப்பாக சொத்துக்களை இறக்குமதி செய்யுங்கள்காட்சியை ஒரு தொகுப்பாக இறக்குமதி செய்யுங்கள்பயனர் பண்புகளை தனிப்பயன் பண்புகளாக இறக்குமதி செய்யுங்கள்வெர்டெக்ச் வண்ண பண்புகளை இறக்குமதி செய்க.Vdb கோப்பிலிருந்து தொகுதி தரவை இறக்குமதி செய்யுங்கள்}} கோப்புகளை இறக்குமதி செய்யுங்கள்இறக்குமதி ஏற்றுமதிஆர்மேச்சர் பொருட்களிலிருந்து இறக்குமதி-ஏற்றுமதி பி.வி.எச்இறக்குமதி-ஏற்றுமதி gltf 2.0 ஆகமுக்கியத்துவம் எடைகள்முக்கியத்துவம் வாய்ந்த வரைபட அளவு தீர்மானம் ஃச் தீர்மானம்/2; அதிக மதிப்புகள் நினைவகம் மற்றும் வேகத்தின் செலவில் குறைந்த சத்தத்தை உருவாக்குகின்றனஇறக்குமதி செய்யப்பட்ட ஐடிஅலெம்பிக் இறக்குமதி ...USD ஐ இறக்குமதி செய்கிறது ...தரவு-தடுப்பு %s மற்றும் அதன் சார்புகளை மீண்டும் ஒத்திசைக்க இயலாது, ஏனெனில் அதன் இணைக்கப்பட்ட குறிப்பு இல்லைமேம்படுத்தப்பட்ட வடிவத்தை மேம்படுத்தவும் உறுதிப்படுத்தவும்மேம்படுத்தப்பட்ட பெர்லின்உந்துதல் கிளம்பிங்தடையை உடைக்க அடைய வேண்டிய உந்துவிசை வாசல்%s இல்: தீர்க்கப்பட்ட பாதை %s பாதை இடையக நீளத்தை மீறுகிறது.செயலில் உள்ள குழுவில்காற்றில்முன்னால்எல்லைக்குள்ஃச் இல்சட் இல்உள்ளக மேலெழுத கேமராவில், இந்த பின்னணி படம் இணைக்கப்பட்ட குறிப்பு கேமராவிலிருந்து வந்ததா, அல்லது மேலெழுதலுக்கு உள்ளகஉள்ளக மேலெழுத தரவுகளில், இந்த என்எல்ஏ டிராக் இணைக்கப்பட்ட குறிப்பு தரவுகளிலிருந்து வந்ததா, அல்லது மேலெழுதத்திற்கு உள்ளகஒரு உள்ளக மேலெழுதப் பொருளில், இந்த கட்டுப்பாடு இணைக்கப்பட்ட குறிப்பு பொருளிலிருந்து வந்ததா, அல்லது மேலெழுதலுக்கு உள்ளகஉள்ளக மேலெழுதப் பொருளில், இந்த மாற்றியமைப்பாளர் இணைக்கப்பட்ட குறிப்பு பொருளிலிருந்து வந்ததா, அல்லது மேலெழுதலுக்கு உள்ளகதிருத்தக்கூடிய தன்மையை மாற்றுவதோடு மட்டுமல்லாமல், தெரிவுநிலையையும் பாதிக்கிறதுபாக்ச் பிளேடு பயன்முறையில், வெட்டப்பட்ட கீற்றுகளுக்கு இடையே உள்ள இடைவெளிகளை மூடவும், அதே சேனலில் பிந்தைய கீற்றுகளை ரீப்பிங் செய்யவும்பாக்ச் பிளேடு பயன்முறையில், அவை தேர்ந்தெடுக்கப்படாவிட்டாலும், அனைத்து கீற்றுகளிலும் வெட்டுக்களை உருவாக்கவும்டைனமிக்-டோபாலசி பயன்முறையில், கண்ணி விவரம் அளவு எவ்வாறு கணக்கிடப்படுகிறதுடைனமிக்-டோபாலசி பயன்முறையில், கண்ணி விவரத்தை எவ்வாறு சேர்ப்பது அல்லது அகற்றுவதுஆஃப்செட் பயன்முறையில், ஒவ்வொரு அச்சிலும் ஒவ்வொரு சாக்கெட்டுக்கும் இடையிலான தூரம். இறுதி புள்ளிகள் பயன்முறையில், இறுதி உச்சியின் நிலைமுன்னேற்றத்தில் உள்ளதுமாற்றும் பயன்முறையில், மாற்றங்களின் மேலே உள்ள தடங்களின் விளைவுகளைக் காண்பிஇன்-பெட்வீன்ச்செயலற்றதுஅங்குலம்அங்குலங்கள்நிகழ்வுசேர்க்கிறதுசெயலில் சேர்க்கவும்அனைத்து எலும்பு தாக்கங்களையும் சேர்க்கவும்திருத்தப்பட்டவைகுவிய நீளத்தை சேர்க்கவும்கைப்பிடிகள் அடங்கும்சிட்டைகளைச் சேர்க்கவும்காணாமல் போன என்எல்ஏஉள்ளமைக்கப்பட்ட சேகரிப்புகளைச் சேர்க்கவும்திருத்தப்படாததுபெயர்-விண்வெளியில் ஒரு 'தன்வய' மாறியைச் சேர்க்கவும், எனவே இயக்கிகள் மாற்றியமைக்கப்பட்ட தரவை எளிதாகக் குறிப்பிடலாம் (பொருள், எலும்பு போன்றவை ...)படம்/வீடியோ மேவுடேட்டாவில் தனிப்பயன் குறிப்பைச் சேர்க்கவும்செயலில் சேகரிப்பு மற்றும் உள்ளமைக்கப்பட்ட சேகரிப்புகள் அடங்கும்அனைத்து கீஃப்ரேம் வகைகளையும் சேர்க்கவும்ஏற்றுமதியில் அனைத்து கண்ணி uv வரைபடங்களையும் சேர்க்கவும்அனைத்து காட்சி பிரேம்களையும் சேர்க்கவும்புலப்படும் அனைத்து பொருட்களையும் சேர்க்கவும்இந்த செயல்பாட்டில் இரண்டாவது உள்ளீட்டின் ஆல்பாவைச் சேர்க்கவும்என்எல்ஏ தரவு இல்லாத அனிமேசன் தரவு-தொகுதிகளைச் சேர்க்கவும் (என்எல்ஏ திருத்தி மட்டும்)சங்கிலியின் கடைசி உறுப்பு என எலும்பின் வால் சேர்க்கவும்காணப்படாத பொருள்கள்/எலும்பிலிருந்து சேனல்களைச் சேர்க்கவும்செயலில் உள்ள பார்வை அடுக்கில் சேகரிப்பைச் சேர்க்கவும்இயக்கி மதிப்பீடு வெற்றி பெற்றாலும் கூட, ஒரே காட்சி பிழைகள் வடிகட்டியில் அவர்களின் மதிப்பீட்டிற்காக எந்தவொரு குறைவடையும் மதிப்புகளையும் நம்பியிருக்கும் இயக்கிகளைச் சேர்க்கவும்முன்னமைவில் குவிய நீளத்தை சேர்க்கவும்நீட்டிப்புகளைக் கணக்கிடும்போது கீஃப்ரேம்களின் கைப்பிடிகளைச் சேர்க்கவும்ஏற்றுமதியில் கண்ணி வண்ண பண்புகளை சேர்க்கவும்ஏற்றுமதியில் ஏற்றுமதி செய்யப்பட்ட மெச்களின் இயல்புநிலைகள் அடங்கும்செயலில் உள்ள சட்டகத்தை மட்டுமே சேர்க்கவும்செயலில் உள்ள பொருளை மட்டுமே சேர்க்கவும்செயலில் உள்ள உமிழ்ப்பாளரிடமிருந்து நிழல்களை அனுப்ப தேர்ந்தெடுக்கப்பட்ட தடுப்பான்களைச் சேர்க்கவும்தேர்ந்தெடுக்கப்பட்ட பிரேம்களைச் சேர்க்கவும்தேர்ந்தெடுக்கப்பட்ட பொருள்களைச் சேர்க்கவும்செயலில் உள்ள உமிழ்ப்பாளரிடமிருந்து ஒளியைப் பெற தேர்ந்தெடுக்கப்பட்ட பெறுநர்களைச் சேர்க்கவும்படம்/வீடியோ மேவுடேட்டாவில் .கலப்பு கோப்பு பெயரைச் சேர்க்கவும்பட மேவுடேட்டாவில் செயலில் உள்ள கேமராவின் லென்சைச் சேர்க்கவும்படம்/வீடியோ மேவுடேட்டாவில் தற்போதைய தேதியைச் சேர்க்கவும்பட மேவுடேட்டாவில் பிரேம் எண்ணைச் சேர்க்கவும்சட்டகத்தை வழங்கிய இயந்திரத்தின் ஓச்ட்பெயரைச் சேர்க்கவும்பார்வை-அடுக்கை வழங்கும்போது முகமூடி அடுக்குகளைச் சேர்க்கவும்பட மேவுடேட்டாவில் செயலில் உள்ள கேமராவின் பெயரைச் சேர்க்கவும்செயலில் உள்ள பொருளின் பெயர் மற்றும் உரை செய்தி மேலடுக்கில் தற்போதைய பிரேம் எண்ணைச் சேர்க்கவும்படம்/வீடியோ மேவுடேட்டாவில் செயலில் உள்ள காட்சியின் பெயரைச் சேர்க்கவும்பட மேவுடேட்டாவில் முன்புற வரிசை துண்டின் பெயரைச் சேர்க்கவும்பட மேவுடேட்டாவில் கடைசி மார்க்கரின் பெயரைச் சேர்க்கவும்உரை செய்தி மேலடுக்கில் பார்வை நோக்குநிலையின் பெயரைச் சேர்க்கவும்அனிமேசன் மீண்டும் இயக்கப்படும் போது உரை செய்தி மேலடுக்கில் நொடிக்கு காட்டப்படும் பிரேம்களின் எண்ணிக்கையைச் சேர்க்கவும்பட மேவுடேட்டாவில் உச்ச நினைவக பயன்பாட்டை சேர்க்கவும்பட மேவுடேட்டாவில் வழங்குதல் நேரத்தை சேர்க்கவும்படம்/வீடியோ மேவுடேட்டாவில் வழங்கப்பட்ட பிரேம் வரம்பைச் சேர்க்கவும்வழங்கப்பட்ட பிரேம் டைம்கோடை hh: mm: ssff இல் பட மேவுடேட்டாவில் சேர்க்கவும்வெளியீட்டில் சூரியனைச் சேர்க்கவும்இந்தத் தொகுப்பைச் சேர்க்கவும், ஆனால் குறுக்குவெட்டு வரிகளை உருவாக்க வேண்டாம்இந்த பொருளைச் சேர்க்கவும், ஆனால் குறுக்குவெட்டு வரிகளை உருவாக்க வேண்டாம்கிளிப்போர்டில் நகலெடுக்கும் போது இந்த தேர்வு தொகுப்பை சேர்க்கவும். எதுவும் குறிப்பிடப்படவில்லை என்றால், எல்லா தொகுப்புகளும் நகலெடுக்கப்படும்.கருவி துணைக்குழுக்களைச் சேர்க்கவும்இலக்கு பெற்றோரால் தூண்டப்பட்ட மாற்றங்களை இலக்கு உள்ளக இடமாக சேர்க்கவும்பயன்படுத்தப்படாத இணைக்கப்பட்ட தரவு-தொகுதிகளை நீக்குதலில் சேர்க்கவும்பயன்படுத்தப்படாத உள்ளக தரவு-தொகுதிகளை நீக்குவதில் சேர்க்கவும்பசை எழுதுகோல் தொடர்பான அனிமேசன் தரவு மற்றும் பிரேம்களின் காட்சிப்படுத்தல் சேர்க்கவும்வரி தொடர்பான அனிமேசன் தரவின் காட்சிப்படுத்தல் சேர்க்கவும்மாற்றியமைப்பாளர்களுடன் இணைக்கப்பட்ட தரவு-தொகுதிகள் தொடர்பான அனிமேசன் தரவின் காட்சிப்படுத்தலைச் சேர்க்கவும்ஆர்மேச்சர் தொடர்பான அனிமேசன் தரவின் காட்சிப்படுத்தல் அடங்கும்கேச் கோப்பு தொடர்பான அனிமேசன் தரவின் காட்சிப்படுத்தல் சேர்க்கவும்கேமரா தொடர்பான அனிமேசன் தரவின் காட்சிப்படுத்தல் சேர்க்கவும்வளைவு தொடர்பான அனிமேசன் தரவின் காட்சிப்படுத்தல் சேர்க்கவும்முடி தொடர்பான அனிமேசன் தரவின் காட்சிப்படுத்தல் சேர்க்கவும்லட்டு தொடர்பான அனிமேசன் தரவின் காட்சிப்படுத்தல் சேர்க்கவும்ஒளி தொடர்பான அனிமேசன் தரவின் காட்சிப்படுத்தல் சேர்க்கவும்லைட்ப்ரோப் தொடர்பான அனிமேசன் தரவின் காட்சிப்படுத்தல் சேர்க்கவும்மூலப்பொருள் தொடர்பான அனிமேசன் தரவின் காட்சிப்படுத்தல் சேர்க்கவும்கண்ணி தொடர்பான அனிமேசன் தரவின் காட்சிப்படுத்தல் சேர்க்கவும்வளர்சிதை மாற்ற தொடர்புடைய அனிமேசன் தரவின் காட்சிப்படுத்தல் சேர்க்கவும்மூவி கிளிப் தொடர்பான அனிமேசன் தரவின் காட்சிப்படுத்தல் சேர்க்கவும்முனை தொடர்பான அனிமேசன் தரவின் காட்சிப்படுத்தல் சேர்க்கவும்பொருள்-நிலை அனிமேசன் தரவின் காட்சிப்படுத்தல் (பெரும்பாலும் உருமாற்றங்கள்)துகள் தொடர்பான அனிமேசன் தரவின் காட்சிப்படுத்தல் சேர்க்கவும்புள்ளி முகில் தொடர்பான அனிமேசன் தரவின் காட்சிப்படுத்தல் சேர்க்கவும்காட்சி தொடர்பான அனிமேசன் தரவின் காட்சிப்படுத்தல் சேர்க்கவும்வடிவ விசை தொடர்பான அனிமேசன் தரவின் காட்சிப்படுத்தல் சேர்க்கவும்ச்பீக்கர் தொடர்பான அனிமேசன் தரவின் காட்சிப்படுத்தல் சேர்க்கவும்அமைப்பு தொடர்பான அனிமேசன் தரவின் காட்சிப்படுத்தல் சேர்க்கவும்தொகுதி தொடர்பான அனிமேசன் தரவின் காட்சிப்படுத்தல் சேர்க்கவும்உலக தொடர்பான அனிமேசன் தரவின் காட்சிப்படுத்தல் அடங்கும்உள்ளடக்கியவருகைபொருந்தாத வெளியீட்டு முனைஇணக்கமற்றது, %s எதிர்பார்க்கப்படுகிறதுமுழுமையற்ற உள்ளமைக்கப்பட்ட கீயிங் தொகுப்பு, வகை தகவலைக் காணவில்லை என்று தோன்றுகிறது'{:s}' வகைக்கு தவறான ஆர்மேச்சர்தவறான ஆர்மேச்சர் ...தரவு-தொகுதி போலி பயனர் மாற்றுவதற்கான தவறான சூழல்எழுத்துருவை இயக்குவதற்கான தவறான சூழல்பொருள் தரவை இயக்குவதற்கான தவறான சூழல்மாறுபாட்டை அதிகரிக்கவும்கலவை காரணியை 0.01 ஆல் அதிகரிக்கவும்கலவை காரணியை 0.1 ஆல் அதிகரிக்கவும்சீரான ஆஃப்செட் தூரத்திற்கு அதிகரிப்புசம்ப் உயரத்தை அதிகரிக்கவும்இடப்பெயர்ச்சியின் அளவை அதிகரிக்கவும் அல்லது குறைக்கவும்அண்டை ஒருவருடனான உறவில் தேர்ந்தெடுக்கப்பட்ட விசைகளின் மதிப்பை அதிகரிக்கவும் அல்லது குறைக்கவும்பிரிவுகளை அதிகரிக்கவும்அதிகரிப்புகோப்பு பெயரில் அதிகரிப்பு எண்அதிகரிக்கும்வளைவை அதிகரிக்கும் (உயர் தரம்)தேர்ந்தெடுக்கப்பட்ட உரைஉள்தள்ளப்பட்ட உரை அல்லது தன்னியக்க வேறுபாடுஇடைவெளிகளைப் பயன்படுத்தி உள்தள்ளல்தாவல்களைப் பயன்படுத்தி உள்தள்ளல்குறியீட்டுகுறியீட்டு %d தவறானதுகுறியீட்டு அடிப்படையிலானதுகுறியீட்டு புலம்குறியீட்டு அடுக்கு பெயர்சிதறல் துகள்களின் ஒளிவிலகல் அட்டவணைகுறியீட்டு சுவிட்ச்குறியீட்டு சுவிட்ச் உருப்படிகுறுக்குவழியுடன் தொடர்புடைய குறியீடு, எ.கா. எண் விசை 1 குறியீட்டு 1 போன்றவற்றுடன் ஒத்துள்ளது ..வளைவில் குறியீட்டுமுகத்தில் குறியீட்டுகருவிப்பட்டியில் குறியீட்டு"வண்ண குறியீட்டு" பாசிற்கான குறியீட்டு எண்"லேயர் இன்டெக்ச்" பாசிற்கான குறியீட்டு எண்"மூலப்பொருள் குறியீட்டு" வழங்குதல் பாசிற்கான குறியீட்டு எண்"பொருள் குறியீட்டு" வழங்குதல் பாசிற்கான குறியீட்டு எண்கேச் கோப்புகளின் குறியீட்டு எண்வெர்டெக்ச் குழுவின் குறியீட்டு எண்புச் பேரூர் செயல்பாட்டைச் செய்ய என்எல்ஏ அதிரடி பாதையின் அட்டவணைஅருகிலுள்ள அட்டவணைஏகப்பட்ட பிரதிபலிப்பு மற்றும் பரிமாற்றத்திற்கான ஒளிவிலகல் அட்டவணை (IOR). பெரும்பாலான பொருட்களுக்கு, IOR 1.0 (வெற்றிடம் மற்றும் காற்று) மற்றும் 4.0 (செர்மானியம்) வரை இருக்கும். 1.5 இன் இயல்புநிலை மதிப்பு கண்ணாடிக்கு ஒரு நல்ல தோராயமாகும்மேற்பரப்பு கூறுக்குள் நுழையும் கதிர்களுக்கு பயன்படுத்தப்படும் ஒளிவிலகல் குறியீடு (IOR)செயலில் aov இன் அட்டவணைசெயலில் சிறுகுறிப்பு அடுக்கின் அட்டவணைசெயலில் உள்ள புக்மார்க்கின் அட்டவணை (-1 எதுவுமில்லை)லாங்ச் சேகரிப்பில் செயலில் உள்ள மொழியின் அட்டவணைஅனைத்து முகமூடியின் அடுக்குகளின் பட்டியலில் செயலில் அடுக்கின் அட்டவணைசெயலில் ஒளி குழியின் அட்டவணைஆக்டிவ் லைன் செட் ச்லாட்டின் அட்டவணைசெயலில் உள்ள மூலப்பொருள் ச்லாட்டின் அட்டவணைசெயலில் உள்ள பொருளின் அட்டவணைசெயலில் உள்ள துகள் அமைப்பு ச்லாட்டின் அட்டவணைசெயல்பாட்டில் உள்ளநடிப்பு குறிப்பானின் குறியீட்டுசெயலில் அண்மைக் கால கோப்புறையின் அட்டவணை (-1 எதுவுமில்லை)ஆக்டிவ் சிச்டம் புக்மார்க்கின் அட்டவணை (-1 எதுவுமில்லை)செயலில் உள்ள கணினி கோப்புறையின் அட்டவணை (-1 எதுவுமில்லை)செயலில் உள்ள அமைப்பு வண்ணப்பூச்சு ச்லாட்டின் அட்டவணைசெயலில் உள்ள அமைப்பு ச்லாட்டின் அட்டவணைசுழற்சி உறுதிப்படுத்தல் தடங்கள் பட்டியலில் செயலில் உள்ள பாதையின் அட்டவணைமொழிபெயர்ப்பு உறுதிப்படுத்தல் தடங்கள் பட்டியலில் செயலில் உள்ள பாதையின் அட்டவணைசெயலில் தொகுதி கட்டத்தின் அட்டவணைதேர்வு இறுதிக் கோட்டில் தேர்வு முடிந்தபின் எழுத்துக்குறி அட்டவணைநகலி அமைப்பு வண்ணப்பூச்சு ச்லாட்டின் அட்டவணைஉரை சேகரிப்பில் தற்போதைய உரையின் அட்டவணைதற்போதைய வரியில் தற்போதைய எழுத்தின் குறியீடு, மற்றும் ஒன்று இருந்தால் தேர்வில் எழுத்தின் குறியீட்டைத் தொடங்குங்கள்ஒவ்வொரு வளைவின் அட்டவணைதேர்வில் கடைசி உரையின் அட்டவணைதுகள்களை ஒழுங்கமைக்கப் பயன்படுத்தப்படும் மூலப்பொருள் ச்லாட்டின் அட்டவணைமுக்கோணம் ஒரு பகுதியாகும் என்று கண்ணி முகத்தின் அட்டவணைஅருகிலுள்ள உறுப்பின் அட்டவணைபிரிவில் முந்தைய அண்டை புள்ளியின் அட்டவணைமெல்லிய படத்தின் ஒளிவிலகல் அட்டவணை (IOR)ரேச் எவ்வளவு வளைந்திருக்கிறது என்பதை ஒளிவிலகலின் அட்டவணை தீர்மானிக்கிறது. 1.0 கதிர்கள் ஒரு வெளிப்படையான மூலப்பொருளைப் போல நேராக கடந்து செல்கின்றன; அதிக மதிப்புகள் கோணத்தில் பெரிய விலகலை ஏற்படுத்துகின்றன. இயல்புநிலை மதிப்பு 1.55 (கெராடின் ior)செயலில் உள்ள வெர்டெக்ச் குழுவில் மூல எடையின் அட்டவணைகிரீச் பென்சில் அடுக்கின் அட்டவணைகுறிப்பிட்ட களத்தில் செயலில் உள்ள உறுப்பின் அட்டவணைசெயலில் உள்ள உருப்படியின் அட்டவணைசெயலில் உள்ள பொருளின் அட்டவணைஇடைமுகம் விருப்பத்தேர்வுகளில் திருத்தப்படும் சொத்து நூலகத்தின் அட்டவணைஉருவாக்கப்பட்ட ஒவ்வொரு வளைவுக்கும் மிக நெருக்கமான வழிகாட்டி வளைவின் அட்டவணைதேர்ந்தெடுக்கப்பட்ட எலும்புகளை ஒதுக்க சேகரிப்பின் அட்டவணை. ஆபரேட்டர் ஒரு புதிய எலும்பு சேகரிப்பை உருவாக்கும்போது, சேகரிப்பு பெயரை வரையறுக்க new_collection_name ஐப் பயன்படுத்தவும், இந்த அளவுருவை புதிய எலும்பு சேகரிப்பின் பெற்றோர் குறியீட்டிற்கு அமைக்கவும்தெரிவுநிலையை மாற்ற சேகரிப்பின் அட்டவணைதேர்ந்தெடுக்கப்பட்ட எலும்புகளை நகர்த்த சேகரிப்பின் அட்டவணை. ஆபரேட்டர் ஒரு புதிய எலும்பு சேகரிப்பை உருவாக்கும்போது, இந்த அளவுருவைச் சேர்க்க வேண்டாம் மற்றும் புதிய_சோலெக்சன்_பேனை அனுப்பவும்தற்போதைய மறு செய்கையின் அட்டவணை. பூச்சியத்தில் எண்ணத் தொடங்குகிறதுதற்போது செயலில் உள்ள தேர்வு தொகுப்பின் அட்டவணைமூல வடிவவியலில் உள்ள உறுப்பின் அட்டவணை. ஒரே நேரத்தில் பல கூறுகளை மறுபரிசீலனை செய்யும் போது ஒரே குறியீடு ஒன்றுக்கு மேற்பட்ட முறை ஏற்படலாம் என்பதை நினைவில் கொள்கஇடைமுகம் விருப்பத்தேர்வுகளில் திருத்தப்படும் நீட்டிப்பு களஞ்சியத்தின் அட்டவணைஒவ்வொரு எல்லை விளிம்பு மண்டலத்துக்கும் உள்ள முகக் குழுவின் அட்டவணைஇந்த முகத்தின் முதல் வளையத்தின் அட்டவணைஒவ்வொரு புள்ளிக்கும் பயன்படுத்தப்படும் உதாரணத்தின் அட்டவணை. தேர்வு நிகழ்வுகள் இயங்கும் போது மட்டுமே இது பயன்படுத்தப்படுகிறது. முன்னிருப்பாக புள்ளி குறியீடு பயன்படுத்தப்படுகிறதுஒரு வளைவுக்கு முதன்மையான வழிகாட்டி வளைவின் குறியீடுஉருவாக்கப்பட்ட வீச்சுகள் பயன்படுத்தப்படும் மூலப்பொருளின் குறியீடு (0 அசல் மூலப்பொருளை வைத்திருங்கள்)அறிக்கையின் அட்டவணைஒரு வளைவின் மூல புள்ளியின் அட்டவணைஅகற்ற கைஉரை கோப்பகத்தின் அட்டவணைஅகற்ற பிரிவின் அட்டவணைஒவ்வொரு வளைவும் சொந்தமான ஒரு பின்னலுக்குள் இழையின் அட்டவணைதிருத்துதல் அமைக்கப்பட்ட குறிச்சொல்லின் அட்டவணைஒரு வளைவின் முனை புள்ளியின் அட்டவணைஆர்மேச்சரில் இந்த எலும்பு சேகரிப்பின் அட்டவணை. சேகரிப்புகள்_அல் வரிசை. இந்த குறியீட்டைக் கண்டுபிடிப்பதற்கு அனைத்து எலும்பு சேகரிப்புகளுக்கும் ச்கேன் தேவைப்படுகிறது என்பதை நினைவில் கொள்க, எனவே இதை கவனமாக அணுகவும்.இந்த சேகரிப்பின் குறியீட்டு குழந்தைகளின் பெற்றோரின் பட்டியலில். இந்த குறியீட்டைக் கண்டுபிடிப்பதற்கு அனைத்து எலும்பு சேகரிப்புகளுக்கும் ச்கேன் தேவைப்படுகிறது என்பதை நினைவில் கொள்க, எனவே இதை கவனமாக அணுகவும்.இந்த வளைவின் அட்டவணைஇந்த விளிம்பின் அட்டவணைஇந்த முகத்தின் அட்டவணைஇந்த வளையத்தின் அட்டவணைஇந்த லூப் முக்கோணத்தின் அட்டவணைஇந்த புள்ளியின் அட்டவணைஇந்த வெர்டெக்சின் அட்டவணைவரம்பிற்கு வெளியே குறியீட்டுஅகற்ற அட்டவணைபொருந்தினால் எஃப்-வளைவால் பாதிக்கப்பட்ட குறிப்பிட்ட சொத்துக்கான குறியீடுபொருந்தினால் குறிப்பிட்ட அமைப்பிற்கான அட்டவணைகுறியீடுகள்இந்த சாக்கெட்டின் சிட்டை அதன் பொருளைப் புரிந்து கொள்ள வேண்டிய அவசியமில்லை என்பதைக் குறிக்கவும். இது சில சந்தர்ப்பங்களில் சிட்டை தவிர்க்கப்படுவதற்கு காரணமாக இருக்கலாம்இது ஒரு சரியான நடவடிக்கை என்பதைக் குறிக்கவும். திருத்த நடவடிக்கைகள் மற்ற இரண்டு செயல்களைச் செயல்படுத்துவதன் அடிப்படையில் செயல்படுத்தப்படும் (இரண்டு உள்ளீடுகளும் அவற்றின் இறுதி சட்டகத்தில் இருந்தால் இறுதி சட்டத்தைப் பயன்படுத்துதல், மற்றும் தொடக்க சட்டகத்தில் இருந்தால் சட்டத்தைத் தொடங்கவும்)ஒரு கீகான்ஃபிக் பயனரால் வரையறுக்கப்பட்டது என்பதைக் குறிக்கிறதுஒரு ஆபரேட்டருக்கான மாதிரி நிகழ்வுகளை மொழிபெயர்க்க ஒரு கீமேப் பயன்படுத்தப்படுகிறது என்பதைக் குறிக்கிறதுமிக அண்மைக் கால மாறி மதிப்பீடு குறைவடையும் மதிப்பைப் பயன்படுத்தியது என்பதைக் குறிக்கிறதுதூரிகை இறக்குமதி செய்யப்பட்டதிலிருந்து அல்லது கோப்பிலிருந்து படித்ததிலிருந்து ஏதேனும் பயனர் புலப்படும் மாற்றங்கள் உள்ளன என்பதைக் குறிக்கிறதுசைகை கட்டத்தைக் குறிக்கிறதுகூடுதல் பயனர் அமைக்கப்பட்டுள்ளாரா இல்லையா என்பதைக் குறிக்கிறது (முக்கியமாக உள்/பிழைத்திருத்த பயன்பாடுகளுக்கு)குறியீடுகள்குறியீடுகள் மற்றும் எடைகள் ஒரே நீளங்களைக் கொண்டிருக்க வேண்டும்குறியீடுகளில் நகல் இருக்கக்கூடாதுகுறியீடுகள் வரம்பில் இருக்க வேண்டும்குறியீடுகள் ஏறுவரிசை வரிசையில் வரிசைப்படுத்தப்பட வேண்டும்முக்கோணத்தை உருவாக்கும் கண்ணி சுழல்களின் குறியீடுகள்முக்கோண செங்குத்துகளின் குறியீடுகள்மாற்றியமைப்பாளருடன் பிணைக்கப்பட்ட செங்குத்துகளின் குறியீடுகள். பெசியர் வளைவுகளுக்கு, கையாளுதல்கள் கூடுதல் செங்குத்துகளாக எண்ணப்படுகின்றன.ஒரு வெர்டெக்ச் பெற்றோருக்குரிய உறவின் போது செங்குத்துகளின் குறியீடுகள்மறைமுகமறைமுக ஒளிமறைமுக ஒளி வலிமைமறைமுக மட்டுமேமறைமுக நூலக தரவு-தொகுதி, உள்ளக, சிப்ட் + ஒரு நூலகத்தை உருவாக்க சொடுக்கு செய்ய முடியாதுமறைமுக மட்டுமேதனிப்பட்டதனிப்பட்ட மையங்கள்தனிப்பட்ட படங்கள்தனிப்பட்ட தோற்றம்தனிப்பட்ட நிழல்தனிப்பட்ட முகம் செருகுகாட்சி காட்சிகளால் வரையறுக்கப்பட்டுள்ள முன்னொட்டுடன் ஒவ்வொரு பார்வைக்கும் தனிப்பட்ட கோப்புகள்தனிப்பட்ட போச் எலும்புகள்இந்தோனேசிய - இந்தோனேசியதொழில் இணக்கமானதுஊகிக்கப்பட்ட கட்டமைப்பு வகைஉயர்த்தவும்கண்ணி உயர்த்தும்பேக்கிங்கிற்கான குறிப்பிட்ட தூரத்தால் செயலில் உள்ள பொருளை உயர்த்தவும். இது தேர்ந்தெடுக்கப்பட்ட பொருள் மெச்களின் வெளிப்புறத்திற்கு அருகிலுள்ள புள்ளிகளுடன் பொருந்த உதவுகிறதுபேக்கிங்கிற்கான குறிப்பிட்ட தூரத்தால் செயலில் உள்ள பொருளை உயர்த்தவும். இது தேர்ந்தெடுக்கப்பட்ட பொருள் மெச்களின் வெளிப்புறத்திற்கு அருகிலுள்ள புள்ளிகளுடன் பொருந்த உதவுகிறது.துணியை உயர்த்துகிறதுவரத்துவரத்து நிலை தொகுப்புசெல்வாக்குசெல்வாக்கு தூரம்செல்வாக்கு அளவுசெல்வாக்கு வாசல்பொருளிலிருந்து தூரம் செல்வாக்குஆய்வின் தூரம்மாற்றியமைப்பாளர் சொத்தை மாற்றும் செல்வாக்கு காரணிவளர்சிதை மாற்ற கூறுகளின் தாக்கம்இறுதி தீர்வில் புதிதாக உருவாக்கப்பட்ட பாதையின் தாக்கம்காட்சிகள் இருப்பிடத்தில் உறுதிப்படுத்தல் வழிமுறையின் தாக்கம்காட்சிகள் சுழற்சியில் உறுதிப்படுத்தல் வழிமுறையின் தாக்கம்காட்சிகள் அளவில் உறுதிப்படுத்தல் வழிமுறையின் தாக்கம்உருவகப்படுத்துதலில் இலக்கு அடர்த்தியின் தாக்கம்சேர்க்கப்பட்ட தடையின் செல்வாக்குசிதைவின் தாக்கம்கீழ் உதடு சங்கிலிகளில் தாடையின் தாக்கம்பூட்டிய வாயில் தாடையின் தாக்கம்குதிகால் கட்டுப்பாட்டு சுழற்சியில் இரண்டாம் நிலை ஐகேஉருள் வேகத்தில் சூம் காரணியின் தாக்கம்2 டி உறுதிப்படுத்தலில் இந்த பாதையின் செல்வாக்குஇறுதி தீர்வில் இந்த பாதையின் செல்வாக்குசெல்வாக்கு அமைப்பு தானாகவே தீர்மானிக்கப்படுவதை விட எஃப்-வளைவால் கட்டுப்படுத்தப்படுகிறதுதகவல்செய்தி படவுரு முன்புறம்தற்போதைய கேச் நிலை குறித்த செய்திசெய்தி விண்வெளி தரவுசெய்திபுதுப்பிக்கப்பட்ட ஐடி பற்றிய தகவல்கள்சொத்து அமைப்பு நிறுவனத்தை சொத்தாக கையாள்வதை சாத்தியமாக்கும் ஒரு நிறுவனம் பற்றிய தகவல்கள்கலப்பு கோப்பில் தரவுத் தொகுதிகளுக்குப் பயன்படுத்தப்படும் வண்ண இடைவெளி பற்றிய செய்திமரபுரிமையாகஎண்ட் ரோல் மரபுரிமைசுழற்சியைப் பெறுதல்மரபணு அளவுபெற்றோர் அளவிடுதலின் அனைத்து விளைவுகளையும் பெறுங்கள்அளவிடுதல், ஆனால் மீதமுள்ள நோக்குநிலையில் குழந்தையை வெட்டுவதை அகற்றவும்பெற்றோரின் அளவின் ஒட்டுமொத்த மாற்றத்தைக் குறிக்கும் சீரான அளவிடுதல்அதில் உள்ளதுஐ18ன் கோப்புகளுக்கான தொடக்க அமைப்புகள் ஆபரேட்டர்களைப் புதுப்பிக்கவும்தொடக்கதொடக்க நிறம்ஆரம்ப நிலைஆரம்ப வினவல்ஆரம்ப ஓய்வு நீளம்ஆரம்ப வெப்பநிலைதொடக்க விரைவு2டி கர்சரை அடிப்படையாகக் கொண்ட ஆரம்ப சீரமைப்புஆக்டிவ் யுடிஐஎம் அடிப்படையிலான ஆரம்ப சீரமைப்புUV டைல் கட்டத்தின் அடிப்படையில் ஆரம்ப சீரமைப்புதீவுகளின் எல்லைப் பெட்டியின் அடிப்படையில் ஆரம்ப சீரமைப்புஆரம்ப போயிட் உடல்நலம் பிறக்கும்போதுமேற்பரப்பின் ஆரம்ப நிறம்விரிவாக்க செயல்பாட்டின் ஆரம்ப வீழ்ச்சிதீவுகளை ஏற்பாடு செய்வதற்கான ஆரம்ப நிலைமுகத் தொகுப்புகளைத் தொடங்கவும்இந்த வண்ணத்துடன் துண்டு துவக்கவும்மெசில் உள்ள அனைத்து முக அமைப்புகளையும் துவக்குகிறதுஉள்உள் கூம்பு கோணம்உள் மூலைகள்உள் மடிப்புஉள் முகமூடிஉள் மிட்டர்உள் அருகாமைஉள் ஆரம்உள் தேர்ந்தெடுக்கப்பட்டஉள் தடிமன்உள் செங்குத்துஉள் முக தடிமன் (மென்பொருளால் மட்டுமே பயன்படுத்தப்படுகிறது)இன்பெயிண்ட்உள்ளீடுஉள்ளீடு 1உள்ளீடு 2உள்ளீட்டு வண்ண இடம்உள்ளீட்டு புலங்கள்உள்ளீட்டு filepathஉள்ளீட்டு உருப்படிஉள்ளீட்டு உருப்படிகள்உள்ளீட்டு அணிஉள்ளீட்டு பெயர்உள்ளீட்டு முனைஉள்ளீட்டு மாதிரிகள்உள்ளீட்டு வகைஉள்ளீட்டு வெள்ளை புள்ளிபட தரவு-தொகுதியை உள்ளிடவும்உள்ளீட்டு வண்ண விண்வெளி அமைப்புகள்உள்ளீட்டு வண்ணம் கருப்பு நிறத்தில் பொருத்தப்பட வேண்டும்வெள்ளை நிறத்தில் பொருத்தப்பட வேண்டிய உள்ளீட்டு நிறம்கீமாப்கள் உட்பட உள்ளீட்டு உள்ளமைவுஉள்ளீட்டு வளைவுகளுக்கு பெசியர் வகை இல்லைஉருவகப்படுத்துதல் மண்டலத்திற்கான உள்ளீட்டு தரவுஉள்ளீடு இல்லை: "{}"உள்ளீடு ஒரு புலம் அல்லது ஒற்றை மதிப்பை எதிர்பார்க்கிறதுஉள்ளீடு ஒரு பட்டியலை எதிர்பார்க்கிறதுஉள்ளீடு ஒற்றை மதிப்பை எதிர்பார்க்கிறதுஉள்ளீடு ஒரு தொகுதி கட்டத்தை எதிர்பார்க்கிறதுஉள்ளீட்டு வடிவவியலுக்கு மறு செய்கை களத்தில் எந்த கூறுகளும் இல்லை.உள்ளீட்டு வடிவியல் ஆதரிக்கப்படாத வகையைக் கொண்டுள்ளது: உள்ளீட்டு கட்டங்கள் பொருந்தாத உருமாற்றங்களைக் கொண்டுள்ளனஉள்ளீட்டு படம் அல்லது திரைப்பட கோப்புபொதுவாக மோசன் டிராக்கிங்கிற்குப் பயன்படுத்தப்படும் மூவி கிளிப் டேட்டா-பிளாக்கிலிருந்து படம் அல்லது மூவியை உள்ளிடவும்ஊடாடும் கன்சோலுக்கான உள்ளீட்டு வரிஇமேச் எடிட்டரில் உருவாக்கப்பட்ட மாச்க் டேட்டா-பிளாக்கிலிருந்து உள்ளீடு மாச்க்இடப்பெயர்ச்சி வெக்டரை எவ்வாறு உருவாக்குவது என்பதை உள்ளீட்டு முறைமரத்தின் பிற முனைகளுக்கு இயல்பான மதிப்புகளை உள்ளீடு இயல்பாக்கியதுமரத்தின் பிற முனைகளுக்கு எண் மதிப்புகளை உள்ளிடவும்ஒரு முனையின் உள்ளீடு அல்லது வெளியீட்டு சாக்கெட்உள்ளீடு அல்லது வெளியீட்டு சாக்கெட் வகைஉள்ளீடு நிலுவையில் உள்ளது {}ஒரு கிச்மோவின் உள்ளீட்டு பண்புகள்ஒரு கிச்மோ குழுவின் உள்ளீட்டு பண்புகள்ஒரு காட்சி வழங்கலில் இருந்து உள்ளீட்டு வழங்குதல் பாச்கள்ச்னாப் திருப்பத்தைப் பயன்படுத்தும் போது உள்ளீட்டு நிலை வரம்புபுதிய கண்ணி இலக்கு விளிம்பு நீளத்தை உள்ளிடவும்புதிய கண்ணி இல் உள்ள உள்ளீட்டு இலக்கு எண்ணிக்கைஉள்ளீட்டு அமைப்பு ஒருங்கிணைப்புகள்தற்போதைய காட்சி நேரத்தை நொடிகளில் அல்லது பிரேம்களில் உள்ளிடவும்வடிவவியலை ஒரு உதாரணமாக உள்ளிடவும். (மேலும் செயலாக்கத்திற்கு நிகழ்வு அல்லாத வடிவியல் தேவைப்படலாம்)பொத்தான்/அச்சு செயல்களுக்கான உள்ளீட்டு வாசல்மிதவை/2 டி திசையன் செயல்களுக்கான உள்ளீட்டு வாசல்சாக்கெட் இணைக்கப்படும்போது பயன்படுத்த உள்ளீடு. "மதிப்பை மறை" தேவை.காட்சி துண்டுக்கு பயன்படுத்த உள்ளீட்டு வகைஇணைக்கப்படாத சாக்கெட்டுக்கு பயன்படுத்தப்படும் உள்ளீட்டு மதிப்புகுறியீட்டு} bith உடன் உள்ளீடு இல்லை. தற்போது, அதிகபட்ச சாத்தியமான குறியீடு {}. {{: {}} Bease பயன்படுத்த வேண்டுமா?உள்ளீடு/வெளியீட்டு வகைஉள்ளீடுகள்உள்ளீடுகள்:சொருசெருகவும்பின்னர் செருகவும்முன் செருகவும்கீஃப்ரேம்களைச் செருகவும் - மட்டுமே தேவைகீஃப்ரேம்களை செருகவும் - காட்சிகுறிப்பிட்ட கீயிங் தொகுப்பிற்கான கீஃப்ரேம்களைச் செருகவும், வரையறுக்கப்படாதால் கிடைக்கக்கூடிய கீயிங் தொகுப்புகளின் மெனுவுடன்இந்த பயன்முறைக்கு கீஃப்ரேம்களை செருகவும் இன்னும் செயல்படுத்தப்படவில்லைஏற்கனவே அனிமேசன் செய்யப்பட்ட பண்புகளுக்கு மட்டுமே கீஃப்ரேம்களைச் செருகவும்புள்ளி செருகவும்ஒரு வளைவு பிரிவில் புள்ளியைச் செருகவும்யூனிகோட் எழுத்தை செருகவும்அனைத்து திருத்தக்கூடிய அடுக்குகளிலும் ஒரு வெற்று சட்டத்தை செருகவும்தற்போதைய காட்சி சட்டத்தில் ஒரு வெற்று சட்டத்தை செருகவும்வரிசையின் அனைத்து உறுப்புகளுக்கும் ஒரு கீஃப்ரேமை செருகவும்ஒரு எழுத்து ரிக்கில் அனிமேசன் செய்யப்படக்கூடிய அனைத்து பண்புகளுக்கும் ஒரு கீஃப்ரேமை செருகவும் (தேர்ந்தெடுக்கப்பட்ட எலும்புகள் மட்டுமே)ஒரு எழுத்து ரிக்கில் அனிமேசன் செய்யப்படக்கூடிய அனைத்து பண்புகளுக்கும் ஒரு கீஃப்ரேமை செருகவும் (ஒரு சாட்டைத் தடுக்கும்போது பயனுள்ளதாக இருக்கும்)தற்போதைய ui- செயலில் உள்ள சொத்துக்கு ஒரு கீஃப்ரேமை செருகவும்பி-எலும்பு வடிவ பண்புகள் ஒவ்வொன்றிற்கும் ஒரு கீஃப்ரேமைச் செருகவும்கர்சர் புள்ளியில் தேர்ந்தெடுக்கப்பட்ட எஃப்-வளைவுகளுக்கு ஒரு கீஃப்ரேமை செருகவும்கர்சர் புள்ளியில் செயலில் உள்ள எஃப்-வளைவுக்கு ஒரு கீஃப்ரேமை செருகவும்ஒவ்வொரு வளைவின் தற்போதைய மதிப்பைப் பயன்படுத்தி அனைத்து புலப்படும் மற்றும் திருத்தக்கூடிய எஃப்-வளைவுகளிலும் ஒரு கீஃப்ரேமைச் செருகவும்ஏற்கனவே இருக்கும் எஃப்-வளைவுகள் ஒவ்வொன்றிலும் ஒரு கீஃப்ரேமை செருகவும்ஒவ்வொரு இருப்பிடம் மற்றும் சுழற்சி சேனல்களிலும் ஒரு கீஃப்ரேமை செருகவும்கட்டுப்பாடுகள் மற்றும் உறவுகளின் விளைவுகளை கணக்கில் எடுத்துக்கொண்டு, ஒவ்வொரு இருப்பிடம் மற்றும் சுழற்சி சேனல்களிலும் ஒரு கீஃப்ரேமை செருகவும்ஒவ்வொரு இருப்பிடம் மற்றும் அளவிலான சேனல்களிலும் ஒரு கீஃப்ரேமை செருகவும்ஒவ்வொரு இருப்பிடம் மற்றும் அளவிலான சேனல்களிலும் ஒரு கீஃப்ரேமைச் செருகவும், கட்டுப்பாடுகள் மற்றும் உறவுகளின் விளைவுகளை கணக்கில் எடுத்துக்கொள்ளுங்கள்ஒவ்வொரு இருப்பிட சேனல்களிலும் ஒரு கீஃப்ரேமை செருகவும்ஒவ்வொரு இருப்பிட சேனல்களிலும் ஒரு கீஃப்ரேமைச் செருகவும், கட்டுப்பாடுகள் மற்றும் உறவுகளின் விளைவுகளை கணக்கில் எடுத்துக்கொள்ளுங்கள்ஒவ்வொரு இடம், சுழற்சி மற்றும் அளவிலான சேனல்களில் ஒரு கீஃப்ரேமைச் செருகவும், கட்டுப்பாடுகள் மற்றும் உறவுகளின் விளைவுகளை கணக்கில் எடுத்துக்கொள்ளுங்கள்ஒவ்வொரு இடம், சுழற்சி மற்றும் அளவிலான சேனல்களில் ஒரு கீஃப்ரேமை செருகவும்ஒவ்வொரு சுழற்சி மற்றும் அளவிலான சேனல்களிலும் ஒரு கீஃப்ரேமை செருகவும்ஒவ்வொரு சுழற்சி மற்றும் அளவிலான சேனல்களிலும் ஒரு கீஃப்ரேமைச் செருகவும், கட்டுப்பாடுகள் மற்றும் உறவுகளின் விளைவுகளை கணக்கில் எடுத்துக்கொள்ளுங்கள்ஒவ்வொரு சுழற்சி சேனல்களிலும் ஒரு கீஃப்ரேமை செருகவும்ஒவ்வொரு சுழற்சி சேனல்களிலும் ஒரு கீஃப்ரேமை செருகவும், கட்டுப்பாடுகள் மற்றும் உறவுகளின் விளைவுகளை கணக்கில் எடுத்துக்கொள்ளுங்கள்ஒவ்வொரு அளவிலான சேனல்களிலும் ஒரு கீஃப்ரேமை செருகவும்ஒவ்வொரு அளவிலான சேனல்களிலும் ஒரு கீஃப்ரேமைச் செருகவும், கட்டுப்பாடுகள் மற்றும் உறவுகளின் விளைவுகளை கணக்கில் எடுத்துக்கொள்ளுங்கள்ஒவ்வொரு வளைவின் தற்போதைய மதிப்பைப் பயன்படுத்தி தேர்ந்தெடுக்கப்பட்ட எஃப்-வளைவுகளில் ஒரு கீஃப்ரேமைச் செருகவும்வளைவின் தற்போதைய மதிப்பைப் பயன்படுத்தி செயலில் உள்ள எஃப்-வளைவில் ஒரு கீஃப்ரேமை செருகவும்தற்போதைய சட்டத்தில் தேர்ந்தெடுக்கப்பட்ட தடங்களுக்கு ஒரு கீஃப்ரேமை செருகவும்subitem_reference_name/_id அல்லது _index இல் குறிப்பிடப்பட்ட பிறகு ஒரு புதிய உருப்படியை சேகரிப்பில் செருகவும்subitem_reference_name/_id அல்லது _index இல் குறிப்பிடப்பட்டுள்ள முன் ஒரு புதிய உருப்படியை சேகரிப்பில் செருகவும் (பயன்படுத்தப்படவில்லை)பேனலுக்குப் பிறகு செருகவும்சாக்கெட்டுக்குப் பிறகு செருகவும்பேனலுக்கு முன் செருகவும்சாக்கெட் முன் செருகவும்வலதுபுறத்தில் முதல் கீற்றுகளுக்கு, தேர்விலிருந்து சுயாதீனமாக அல்லது பூட்டிய கீற்றுகளின் நிலைக்கு தற்போதைய சட்டகத்தில் இடைவெளியைச் செருகவும்பேனலில் செருகவும்'காட்சி மாற்றங்கள்' அடிப்படையில் கீஃப்ரேம்களைச் செருகவும்கூடுதல் இருப்பிட ஆஃப்செட்டுக்கு கீஃப்ரேம்களை செருகவும்கூடுதல் சுழற்சி ஆஃப்செட்டுக்கு கீஃப்ரேம்களை செருகவும்கூடுதல் அளவிலான காரணிக்கு கீஃப்ரேம்களைச் செருகவும்குறிப்பிட்ட சேனல்களுக்கு கீஃப்ரேம்களைச் செருகவும்கீயிங் செட் செயலில் இல்லை என்றால் செயலில் உள்ள கீயிங் தொகுப்பு அல்லது பயனர் விருப்பங்களைப் பயன்படுத்தி தற்போதைய சட்டகத்தில் கீஃப்ரேம்களைச் செருகவும்கர்சர் நிலையில் வரி இடைவெளியைச் செருகவும்தற்போதைய சட்டகத்தில் செயலில் உள்ள முகமூடி அடுக்குக்கு முகமூடி வடிவ கீஃப்ரேமை செருகவும்செயலில் உள்ள எஃப்-வளைவுக்கான கர்சர் நிலையில் புதிய கீஃப்ரேமை செருகவும்தேர்ந்தெடுக்கப்பட்ட முனைகளை ஒரு முனை குழுவில் செருகவும்கர்சர் நிலையில் உரையைச் செருகவும்பைதான் மற்றும் பாதை வார்ப்புரு இணக்கமான வடிவமைப்பு தொடரியல் பயன்படுத்தி ஒரு சரத்தில் மதிப்புகளைச் செருகவும்கீஃப்ரேம்களை செருகுவது தோல்வியுற்றது:{:d} தரவு-தொகுதி (கள்) இல் விசைகளைச் செருகுவது அதிரடி இடங்களைக் காணவில்லை என்பதால் தவிர்க்கப்பட்டுள்ளது.{:d} தரவு-தொகுதி (கள்) இல் விசைகளைச் செருகுவது தவிர்க்கப்பட்டுள்ளது, ஏனெனில் ஆர்.என்.ஏ பாதை அவர்களுக்கு செல்லுபடியாகாது.{:d} தரவு-தொகுதி (கள்) இல் விசைகளைச் செருகுவது தவிர்க்கப்பட்டுள்ளது, ஏனெனில் விசைகளை ஏற்றுக்கொள்ளக்கூடிய அடுக்குகள் எதுவும் இல்லை.Inserting விசைகள் on {:d} data-block(s) has been skipped because there were இல்லை strips that could ஏற்றுக்கொள் the keys.{:d} தரவு-தொகுதி (கள்) இல் விசைகளைச் செருகுவது தவிர்க்க முடியாததால் தவிர்க்கப்பட்டுள்ளது.{:d} தரவு-தொகுதி (கள்) இல் விசைகளைச் செருகுவது தவிர்க்கப்பட்டுள்ளது, ஏனெனில் அவை அனிமேசன் செய்யப்படாது.முக எல்லைகளை செருகவும்தேர்ந்தெடுக்கப்பட்ட முகங்களில் புதிய முகங்களை செருகவும்தற்போதுள்ள விளிம்புகளுடன் மண்டலத்தை செருகவும்உள்ளேசிறுகுறிப்பு பரப்பு உள்ளேஉள்ளே திணிப்புமண்டலத்தின் விளிம்பிலிருந்து இடைமுகம் அலகுகளில் உள்ள தூரம் பான்ங்கைத் தொடங்குவதற்குமிட்டரின் உள்ளே வில் உள்ளதுமிட்டரின் உள்ளே கூர்மையானதுபடங்களை ஆய்வு செய்யவும் அல்லது முடிவுகளை வழங்கவும்ஆய்வு அட்டவணைஆய்வுக் குறியீடு வரம்பிற்கு வெளியே உள்ளதுநிறுவுபயனர் வரையறுக்கப்பட்ட ஒளியை நிறுவவும்ஒரு துணை நிரலை நிறுவவும்பயன்பாட்டு வார்ப்புருவை நிறுவவும்தனிப்பயன் hdris ஐ நிறுவவும்தனிப்பயன் மெட்ட்காப்களை நிறுவவும்தனிப்பயன் ச்டுடியோ விளக்குகளை நிறுவவும்கோப்புகளிலிருந்து நீட்டிப்புகளை உள்நாட்டில் நிர்வகிக்கப்பட்ட களஞ்சியத்தில் நிறுவவும்இந்த கோப்பை நிறுவவும்நிறுவப்பட்டதுகீமாப்பை நிறுவுதல் தோல்வியுற்றது: {:s}சான்றுநிகழ்வு எல்லைகள்நிகழ்வு சேகரிப்புநிகழ்வு சேகரிப்பு எடைகள்நிகழ்வு சேகரிப்புகள்சேர்க்கையில் நிகழ்வு சேகரிப்புகள்இணைப்பதில் நிகழ்வு சேகரிப்புகள்நிகழ்வு எண்ணிக்கைசான்று வெற்று அளவுசான்று அளவை எதிர்கொள்கிறதுநிகழ்வு அட்டவணைநிகழ்வு மாற்றியமைத்தல்நிகழ்வு பொருள்நிகழ்வு பொருள் தரவுநிகழ்வு ஆஃப்செட்நிகழ்வு ஆன்நிகழ்வு சீரற்ற ஐடிநிகழ்வு சுழற்சிநிகழ்வு அளவுஉதாரண விதைநிகழ்வு உருமாற்றம்நிகழ்வு உருமாற்ற புலம்நிகழ்வு வகைஉதாரணமாக ஏற்கனவே உள்ள தொகுப்புஉதாரண வடிவியல் சேகரிப்புஉதாரண வடிவியல் உள்ளீடுஉதாரண வடிவியல் பொருள்சேகரிப்பின் நிகழ்வு அல்லது சேகரிப்பில் உள்ள அனைத்து குழந்தைகளின் நிகழ்வுகள்கூறுகள் பற்றிய சான்றுபுள்ளிகளில் நிகழ்வுசெயலில் உள்ள காட்சிக்கு சான்று தேர்ந்தெடுக்கப்பட்ட சேகரிப்புகள்நிறுவப்பட்ட சேகரிப்புநிறுவப்பட்ட பொருள்கள்இன்ச்டான்சர்நிகழ்வுகள்நிகழ்வுகள் புறக்கணிக்கப்படுகின்றனஅடுக்குகளாக நிகழ்வுகள்உள்ளீட்டு வடிவவியலில் நிகழ்வுகள் புறக்கணிக்கப்படுகின்றனநேர்வுகள் எண் '%d' ஆனது உருமாற்ற அளவு '%d' உடன் பொருந்தவில்லைபொருள்கள் அல்லது சேகரிப்புகளின் நிகழ்வுகள்புள்ளிகளுக்கு நிகழ்வுகள்புள்ளிகளாக மாற்ற வேண்டிய நிகழ்வுகள்தனித்தனியாக சுழலும் நிகழ்வுகள்தனித்தனியாக அளவிடுவதற்கான நிகழ்வுகள்தனித்தனியாக மாற்றுவதற்கான நிகழ்வுகள்தனித்தனியாக மொழிபெயர்க்கும் நிகழ்வுகள்நிகழ்வுகள்: {}நிறுவனம்எல்லா முகங்களிலும் குழந்தை பொருட்களை நிறுவுதல்எல்லா செங்குத்துகளிலும் குழந்தை பொருட்களை நிறுவுதல்தற்போதைய பார்வை அடுக்குடன் இணைப்பதற்கு பதிலாக, சேகரிப்புகளை காலியிடுகிறதுபொருள் தரவு ஐடிகளை உடனடிப்படுத்தவும் (அதாவது தேவைப்பட்டால் அவற்றுக்கான பொருள்களை உருவாக்கவும்)கேமராவை சீராகத் திருப்புவதற்குப் பதிலாக ஒரு நிலையான கோணத்தில் உடனடியாகச் சுழற்றுகிறதுபிரச் நிறத்திற்கு பதிலாக, வண்ணம் தூரிகைகள் முழுவதும் பகிரப்படுகிறதுஒரு பிரச் உள்ளீட்டு மாதிரிகளுக்கு பதிலாக, மதிப்பு தூரிகைகள் முழுவதும் பகிரப்படுகிறதுஒவ்வொரு தூரிகை அளவிற்குப் பதிலாக, அளவு தூரிகைகள் முழுவதும் பகிரப்படுகிறதுஒரு பிரச் வலிமைக்கு பதிலாக, தூரிகைகள் முழுவதும் வலிமை பகிரப்படுகிறதுபிரச் எடைக்கு பதிலாக, எடை தூரிகைகள் முழுவதும் பகிரப்படுகிறதுமவுச் பிரச்சில் தேர்ந்தெடுப்பதற்குப் பதிலாக, இழுவை நிகழ்வு உள்ளதா என்பதைப் பார்க்க காத்திருக்கவும். இல்லையெனில் மவுச் வெளியீட்டில் தேர்ந்தெடுக்கவும்intint 2dஇன்டி8முழுஎண்முழு எண் 64-பிட்முழுஎண் வரிசைமுழுஎண் பண்புக்கூறுமுழுஎண் பண்புக்கூறு மதிப்புமுழு எண் புலம்முழு எண் கணிதம்முழுஎண் முனை சாக்கெட்முழுஎண் முனை சாக்கெட் இடைமுகம்முழுஎண் மதிப்புமுழு எண் திசையன்ஒரு முனையின் முழுஎண் எண் சாக்கெட்முழு எண் படப்புள்ளி ஒருங்கிணைப்புகள்வடிவியல் பண்புக்கூறில் முழுஎண் மதிப்புஒருங்கிணைக்கவும்இந்த மாற்றியமைப்பாளரின் உள்ளீட்டிலிருந்து மெச்-கேச் ஆயத்தொலைவுகளுடன் சிதைவை ஒருங்கிணைக்கவும் (வடிவ விசைகளுக்கு பயனுள்ளதாக இருக்கும்)ஒருங்கிணைப்புஒருங்கிணைப்பு திட்டம்ஒருங்கிணைப்பு வகைஒருங்கிணைப்பாளர் முன்னமைவுகள்இன்டெல் பைனரி கண்டறியப்பட்டது. குறைக்கப்பட்ட செயல்திறனை எதிர்பார்க்கலாம்.விவரங்களை தீவிரப்படுத்துங்கள்தீவிரம்0.0 முதல் 1.0 வரை ஆப்டிக் அதிர்வுகளின் தீவிரம்சத்தத்தின் தீவிரம்சீன் அடுக்கின் தீவிரம், இது மேற்பரப்பில் மிகச் சிறிய இழைகளை உருவகப்படுத்துகிறதுநகரும் போது தோன்றும் விக்னெட்டின் தீவிரம்தொடர்பு ஆரம்தொடர்பு ஆரம் 4 * துகள் அளவின் ஒரு காரணியாகும்ஊடாடும் வழிசெலுத்தல்ஊடாடும் பைதான் கன்சோல்மேம்பட்ட திருத்துதல் மற்றும் கைஉரை மேம்பாட்டிற்கான ஊடாடும் நிரல் கன்சோல்ஊடாடும் வகையில் ஒரு பொருளைச் சேர்க்கவும்தற்போதைய பிரேம் எண்ணை ஊடாடும் வகையில் மாற்றவும்பிளேபேக்கிற்குப் பயன்படுத்தப்படும் பிரேம் வரம்பை ஊடாடும் வகையில் வரையறுக்கவும்காட்சியைச் சுற்றி ஊடாடும் வகையில் பறக்கிறதுகாட்சியைச் சுற்றி ஊடாடும் வகையில் செல்லவும் (பயன்முறையை (நடை/பறக்க) விருப்பத்தைப் பயன்படுத்துகிறது)ஒரு இடத்திற்கு ஊடாடும் புள்ளி கேமராக்கள் மற்றும் விளக்குகள் (சி.டி.ஆர்.எல் மொழிபெயர்க்கிறது)தற்போதைய சட்டகம் மற்றும் மதிப்பு கர்சரை ஊடாடும் வகையில் அமைக்கவும்ஊடாடும் காட்சியைச் சுற்றி நடக்ககாட்சியைச் சுற்றி ஊடாடும் வகையில் நடக்க அல்லது இலவசமாக செல்லவும்இடைமறிப்புஇடைமுகம்இடைமுக எழுத்துருஇந்த முனை மரத்திற்கான இடைமுக அறிவிப்புஉள்துறை இசைக்குழு அகலம்உள்துறை ஆரம்இன்டர்லேச்இன்டர்லேச் வகைஇண்டர்லீவ்உள்உள் பண்புக்கூறுகள்உள் பிழை - அனிம்டேட்டா தொகுதி செல்லுபடியாகாதுஉள் பிழை: விளிம்புகள் வரிசை தவறான அளவு: %u க்கு பதிலாக %uஉள் பிழை: வரிசை வரிசை தவறான அளவு: %u க்கு பதிலாக %uஉள் பிழை: சுழல்கள் வரிசை தவறான அளவு: %u க்கு பதிலாக %uஉள் உராய்வுஉள் ies கோப்புஉள் இணைப்புகள்உள் வசந்த அதிகபட்ச திசைதிருப்பல்உள் வசந்த அதிகபட்ச நீளம்உள் நீரூற்றுகள்உள் நீரூற்றுகள் வெர்டெக்ச் குழுஉள் கிளிப்போர்டுக்கு போச் இல்லைஉள் கிளிப்போர்டு காலியாக உள்ளதுஉள் கிளிப்போர்டு ஒரு மூலப்பொருளிலிருந்து அல்லஉள் கிளிப்போர்டு போச் பயன்முறையிலிருந்து அல்லஉள் பிழை!உள் பிழை, தெரியாத நிலை!{:s}முடக்குதலுக்கான உள் உள்ளீடு-க்கு-வெளியீட்டு இணைப்புகள்உள் உரிமையாளர்உள் போச் நூலக பிழை, ரத்துசெய்யும் ஆபரேட்டர்சேடரை வரையறுக்க உள் சேடர் கைஉரைஉள் பயன்பாடு (ஒரு சொத்து தரவு_பாத் திருத்து)திரை-விண்வெளி விளைவுகள் மறைந்து போவதைத் தவிர்ப்பதற்காக பட எல்லையைத் தாண்டி உள்நாட்டில் வழங்கவும்நிகழ்நிலை நீட்டிப்புகளை நிறுவவும் புதுப்பிக்கவும் இணைய அணுகல் தேவை. இணையத்திலிருந்து நீட்டிப்புகளை நிறுவ இணைய அணுகல் தேவை.இணையதளம்:இடைநிலை தூரம்இடைக்கணிப்புவளைவுகள் இடைக்கணிப்புபிரேம்களுக்கு இடையில் கிரீச் பென்சில் பக்கவாதம் இடைக்கணிப்புமுடி வளைவுகளை இடைக்கணிக்கவும்இடைக்கணிப்பு நீளம்இடைக்கணிப்பு புள்ளி எண்ணிக்கைஇடைக்கணிப்பு ஆரம்இடைக்கணிப்பு வடிவம்இலக்கு ஒன்றின் திட்டத்தால் தாக்கப்பட்ட அனைத்து மூல விளிம்புகளையும் அதன் சொந்த இயல்புடன் (செங்குத்துகளிலிருந்து) இடைக்கணிக்கவும்இலக்கு ஒன்றின் திட்டத்தால் வெட்டப்பட்ட அனைத்து மூல பலகோணங்களையும் அதன் சொந்த இயல்புடன் இடைக்கணிக்கவும்2 × 2 மாதிரிகளுக்கு இடையில் இடைக்கணிக்கவும்இலக்கு பொருள்/எலும்புக்கு பதிலாக மதிப்பீட்டு நேர ச்லைடருடன், செயல் தொடக்க மற்றும் இறுதி பிரேம்களுக்கு இடையில் இடைக்கணிப்புபுதிய மற்றும் அசல் இயல்புகளுக்கு இடையில் இடைக்கணிப்புஅசல் மற்றும் புதிய இயல்புகளுக்கு இடையில் இடைக்கணிப்புபி-ச்ப்லைன்களைப் பயன்படுத்தி முடி இடைக்கணிப்புதற்போதுள்ளவற்றிலிருந்து புதிய துகள்களை இடைக்கணிக்கவும்தேர்ந்தெடுக்கப்பட்ட வடிகட்டியைப் பயன்படுத்தி பிக்சல்களை இடைக்கணிக்கவும்தேர்ந்தெடுக்கப்பட்ட புள்ளிகளின் இடைக்கணிப்பு கதிர்கள்செய் முகத்தின் மூலைகளிலிருந்து பண்புக்கூறை இடைக்கணிக்கவும்தேர்ந்தெடுக்கப்பட்ட புள்ளிகளின் இடைக்கணிப்பு சாய்வுதேர்ந்தெடுக்கப்பட்ட புள்ளிகளின் இடைக்கணிப்பு எடைஇடைக்கணிப்புசெயல் தொடக்க மற்றும் இறுதி பிரேம்களுக்கு இடையில் இடைக்கணிக்கிறதுஇதன் விளைவாக வரும் கண்ணி வரை இருக்கும் தனிப்பயன் இயல்புகளை இடைக்கணிக்கிறதுமேற்பரப்பு கண்ணி மீது இருக்கும் வழிகாட்டி வளைவுகளை இடைக்கணிக்கிறதுஇடைக்கணிப்புஇடைக்கணிப்பு வளைவுஇடைக்கணிப்பு வீழ்ச்சிஇடைக்கணிப்பு வழிகாட்டிகள்இடைக்கணிப்பு சாய்வுஇடைக்கணிப்பு வகைஇடைக்கணிப்பு வகை uஇடைக்கணிப்பு வகை vஇடைக்கணிப்பு வகை wஇடைக்கணிப்பு uதற்போதைய தூரிகை எடை மற்றும் விசைகளின் எடைகளுக்கு இடையில் இடைக்கணிப்பு காரணிமாதிரி அனிமேசன்களுக்கான இடைக்கணிப்பு குறைவடையும், சொத்து விசை இல்லாதபோதுஇடைக்கணிப்பு முறைஇந்த கீஃப்ரேமிலிருந்து அடுத்த கீஃப்ரேம் வரை எஃப்-வளைவின் பிரிவுக்கு பயன்படுத்த இடைக்கணிப்பு முறைபுகை/தீ தொகுதிகளுக்கு பயன்படுத்த இடைக்கணிப்பு முறைதிட பயன்முறையில் புகை/தீ தொகுதிகளுக்கு பயன்படுத்த இடைக்கணிப்பு முறைதொகுதிகளுக்கு பயன்படுத்த இடைக்கணிப்பு முறைதிட பயன்முறையில் தொகுதிகளுக்கு பயன்படுத்த இடைக்கணிப்பு முறைஇடைக்கணிப்பு முறை அடுத்த முறை 'இன்டர்போலேட் வரிசை' இயக்கப்படுகிறதுபுதிதாக சேர்க்கப்பட்ட எஃப்-வளைவுகளில் முதல் கீஃப்ரேமுக்கு பயன்படுத்தப்படும் இடைக்கணிப்பு பயன்முறை (அடுத்தடுத்த கீஃப்ரேம்கள் முந்தைய கீஃப்ரேமிலிருந்து இடைக்கணிப்பை எடுக்கின்றன)உறுதிப்படுத்தல் காரணமாக துணை படப்புள்ளி மாற்றங்கள் மற்றும் சுழற்சிகளுக்கு பயன்படுத்த இடைக்கணிப்புமுழுமையான வடிவ விசைகளுக்கான இடைக்கணிப்பு வகைஇடைக்கணிப்பு:வெட்டுகிறதுகுறுக்குவெட்டு பயன்முறைஇருக்கும் தேர்வை வெட்டுகிறதுதேர்வு செய்யப்படாத முகங்களுடன் தேர்ந்தெடுக்கப்பட்ட குறுக்குவெட்டுவெட்டும் விளிம்புகள்குறுக்குவெட்டுகுறுக்குவெட்டு மட்டுமேகுறுக்குவெட்டு முன்னுரிமைகுறுக்குவெட்டு வகைவிளிம்புடன் குறுக்குவெட்டுஇந்த சேகரிப்பால் உருவாக்கப்பட்ட குறுக்குவெட்டு இந்த முகமூடி மதிப்பைக் கொண்டிருக்கும்குறுக்குவெட்டு(பொதுவானவை) மட்டும்குறுக்குவெட்டுகள்ஏர்பிரசிற்கான வண்ணப்பூச்சுகளுக்கு இடையில் இடைவெளிவழிசெலுத்தல் பயன்முறையில் டெலிபோர்ட் செய்யும் போது நேர வார்ப்பின் இடைவெளிச்ட்ரோக்குகளில் நடுக்கம்/சீரற்ற தன்மையை அறிமுகப்படுத்துங்கள்விலகலைச் செய்யும்போது நடுக்கத்தை அறிமுகப்படுத்துகிறது, இது வேகமாக இருக்கக்கூடும், ஆனால் தானிய அல்லது சத்தமில்லாத முடிவுகளை உருவாக்க முடியும்தவறானதுதவறான சூழல் பிழைதவறான தூரம்தவறான உள்ளீடுதவறான உள்ளீட்டு பிழைதவறான வெளியீட்டு இணைப்புதவறான யுடிம் குறியீட்டு வரம்பு குறிப்பிடப்பட்டதுபழைய செயலுக்கான UID தவறானதுதவறான புறஊதா வரைபடம்: புறஊதா தீவுகள் ஒன்றுடன் ஒன்று இருக்கக்கூடாதுதவறான நங்கூரம் ('%s') காணப்பட்டது, தரவு-தடுப்பு '%s' இலிருந்து நூலகத்தை மேலெழுத வேண்டும்தவறான கூண்டு பொருள், கூண்டு கண்ணி செயலில் உள்ள பொருளின் அதே எண்ணிக்கையிலான முகங்களைக் கொண்டிருக்க வேண்டும்தவறான வண்ண தட்டு அட்டவணை: %dதவறான சூழல்கீயிங் செட்டுக்கு தவறான சூழல்தவறான சூழல்: "%s", %sதவறான depsgraphகண்ணி '%s' க்கு தவறான முக தரவு கண்டறியப்பட்டது. தானியங்கி திருத்தம் பயன்படுத்தப்படும், ஆனால் சில தரவு பெரும்பாலும் இழக்கப்படும்சரத்தின் தவறான வடிவமைப்பு விவரக்குறிப்பு: "{}"தவறான வடிவமைப்பு விவரக்குறிப்பு: "{}"தவறான வடிவம்: "{}"தவறான பிரேம் வரம்பு ( %d - %d)தவறான பிரேம் வரம்பு ( %d - %d). தொடக்க சட்டகம் இறுதி சட்டகத்தை விட பெரியதுதவறான பிரேம் மொத்தம்தவறான தலைப்புதரவு-தடுப்பு '%s' இலிருந்து நூலகத்தை மேலெழுதும் செய்ய வேண்டிய தவறான படிநிலை வேர் ('%s') கண்டறியப்பட்டதுதவறான அடையாளங்காட்டி: "{}"தவறான கண்ணி; கன்சோலில் மேலும் விவரம்தவறான பொருள்: பொருள் பாதையை சரிபார்க்கவும்தவறான பழைய/புதிய அதிரடி இணை ('%s' / '%s')தவறான பழைய / புதிய ஐடி இணை ('%s' / '%s')தவறான அசல் மாற்றியமைக்கும் அட்டவணை '%d'தவறான குழு அடையாளங்காட்டிகோப்பு வெளியீட்டு முனையில் தவறான பாதை வார்ப்புரு. எழுதும் கோப்பைத் தவிர்ப்பது.தவறான வழக்கமான வெளிப்பாடு (கண்டுபிடி): {:s}தவறான வழக்கமான வெளிப்பாடு (மாற்று): {:s}தவறான தீர்மானம்தவறான திரைக்காட்சி பகுதி தேர்வுதவறான தேர்வு ஆணைதவறான ச்லாட் பெயர் '%s': பெயர் காலியாக இருக்கக்கூடாது.}} வளைவுகளில் தவறான மேற்பரப்பு uv கள்தவறான இலக்கு %r ('ஆர்மேச்சர்' அல்லது 'பொருள்' ஆக இருக்க வேண்டும்)தவறான இலக்கு அமைப்புகள்தவறான இலக்கு!தொகுதி கட்டங்களுக்கு தவறான மாற்றம்தவறான மாறி பெயர், விவரங்களுக்கு இங்கே சொடுக்கு செய்கதவறான வெர்டெக்ச் குழு அட்டவணைதவறான வெர்டெக்ச் குறியீட்டு %d (0 முதல் %d வரம்பிற்குள் இருக்கும் என்று எதிர்பார்க்கப்படுகிறது)தவறான/மாற்றப்படாத அச்சுதலைகீழ்தலைகீழ் பிணைப்புநேர்மாறு நிறம்தலைகீழ் ஆதாயம்தலைகீழ் காமாதலைகீழ் இயக்கவியல்தலைகீழ் லிப்ட்தலைகீழ் அணிதலைகீழ் ஆஃப்செட்தலைகீழ் பெற்றோர் அணிதலைகீழ் ஆற்றல்தலைகீழ் இருபடிதலைகீழ் அளவுதலைகீழ் சாய்வுதலைகீழ் மென்மையான அழுத்தம்தலைகீழ் சதுர ரூட் பயன்முறைதலைகீழ் சதுர வீழ்ச்சிதலைகீழ் தூர மாதிரிகிளம்பிங் உடன் தலைகீழ் தூர மாதிரிஅடுக்கின் பெற்றோர் உருமாற்ற மேட்ரிக்சின் தலைகீழ்பெற்றோருக்குரிய நேரத்தில் பொருளின் பெற்றோர் மேட்ரிக்சின் தலைகீழ்தலைகீழ் தேர்வு ('அனைத்தையும் தேர்ந்தெடுக்கவும்' உண்மை போது)தலைகீழ் பயன்முறைதலைகீழ்தலைகீழ் ஆல்பாதலைகீழ் வில்தலைகீழ் சேகரிப்புவசூல் வடிகட்டுதல் தலைகீழ்வண்ணத்தை தலைகீழ்தலைகீழ் குல்தலைகீழ் வளைவுஇடப்பெயர்ச்சி தலைகீழ்டோப்சீட் வகை தலைகீழ்தலைகீழ் வீழ்ச்சிதலைகீழ் கட்டம்தலைகீழ் அடுக்குதலைகீழ் அடுக்கு பாச்தலைகீழ் பொருள்தலைகீழ் பொருள் பாச்தலைகீழ் மேட்ரிக்ச்தலைகீழ் பான்தலைகீழ் பான் அச்சுதலைகீழ் சுருதி (x) அச்சுஅடர்த்திக்கான அழுத்தம்ஓட்டத்திற்கான அழுத்தம்கடினத்தன்மைக்கு அழுத்தம்ஈரமான கலவையின் தலைகீழ் அழுத்தம்ஈரமான விடாமுயற்சிக்கான அழுத்தம்rgb மதிப்புகளைத் தலைகீழ்தலைகீழ் ரோல் (z) அச்சுதலைகீழ் சுழற்றுங்கள்தலைகீழ் சுழற்சிதலைகீழ் தேர்வுசில்அவுட் வடிகட்டுதல் தலைகீழ்தலைகீழ் தெளிப்புதேர்வு செய்யப்படாத தலைகீழ்தலைகீழ் வெர்டெக்ச் குழுதலைகீழ் எடைகள் aதலைகீழ் எடைகள் bதலைகீழ் சக்கர சூம் திசைதலைகீழ் ஃச்ஃச் அச்சு தலைகீழ்தலைகீழ் ஒய்ஒய் அச்சு தலைகீழ்தலைகீழ் யா (ஒய்) அச்சுதலைகீழ் சட்சட் அச்சு தலைகீழ்சூம் திசையை தலைகீழ்ஒரு வண்ணத்தை தலைகீழாக மாற்றி, எதிர்மறையை உருவாக்குகிறதுபக்கவாதத்தின் காலத்திற்கு தலைகீழ் நடவடிக்கைவீச்சு காலத்திற்கு தூரிகையின் தலைகீழ் நடவடிக்கைசெயலில் உள்ள வெர்டெக்ச் குழு எடையைத் தலைகீழாக மாற்றவும்பாதிக்கப்பட்ட இயல்பான தலைகீழ்படத்தில் உள்ள அனைத்து ஆல்பா மதிப்புகளையும் தலைகீழாக மாற்றவும்ஆல்பா சேனலை தலைகீழ்தலைகீழ் மற்றும் எதிர் வளைவை வரையவும்ப்ளூ சேனலை தலைகீழ்வண்ணங்களைத் தலைகீழ், எதிர்மறையை உருவாக்குகிறதுதொடக்க மற்றும் முடிவுக்கு இலக்கு வீச்சு மூல வீச்சு மூலம் தலைகீழ் வீச்சுஏற்கனவே உள்ள தேர்வைத் தலைகீழாக மாற்றவும்முகம் குறி வடிகட்டுதல் தலைகீழ்வடிகட்டி தேடலை தலைகீழ்தலைகீழ் வடிகட்டுதல் (மறைக்கப்பட்ட உருப்படிகளைக் காட்டு, மற்றும் நேர்மாறாகவும்)பச்சை சேனலை தலைகீழ்பட சேனல்களை தலைகீழ்அடுக்கு வடிகட்டி தலைகீழ்தலைகீழ் அடுக்கு பாச் வடிகட்டிசெயலில் உள்ள பொருளின் அனைத்து வெர்டெக்ச் குழுக்களின் பூட்டுகளையும் தலைகீழ்செயலில் உள்ள பொருளின் தேர்ந்தெடுக்கப்பட்ட வெர்டெக்ச் குழுக்களின் பூட்டுகளைத் தலைகீழ்செயலில் உள்ள பொருளின் தேர்வு செய்யப்படாத வெர்டெக்ச் குழுக்களின் பூட்டுகளைத் தலைகீழ்தலைகீழ் முகமூடிபொருள் வடிகட்டி தலைகீழ்தலைகீழ் பொருள் பாச் வடிகட்டிஎதிர்மறை அளவிடப்பட்ட பொருள்களுக்கு இயல்புநிலைகளை மாற்றவும்.வெளியீட்டு எடை மதிப்புகளைத் தலைகீழாக மாற்றவும்தேர்வை அமைப்பதற்கு பதிலாக தலைகீழ் பின்னல்சிவப்பு சேனலை தலைகீழ்அனைத்து உறுப்புகளின் தலைகீழ் தேர்வுடோப்சீட் சேனல்களின் வகை வரிசை வரிசைமூல வெர்டெக்ச் குழு மதிப்புகள் தலைகீழ்படத்திற்கு இயக்கத்தை மீண்டும் அறிமுகப்படுத்த உறுதிப்படுத்தும் உறுதிப்படுத்தல்ஃச் இருப்பிடத்தை தலைகீழாக மாற்றவும்ஃச் சுழற்சியை தலைகீழ்ஒய் இருப்பிடத்தை தலைகீழாக மாற்றவும்ஒய் சுழற்சியை தலைகீழாக மாற்றவும்சட் இருப்பிடத்தை தலைகீழாக மாற்றவும்சட் சுழற்சியை தலைகீழாக மாற்றவும்பெரிதாக்குவதற்கான சுட்டி இயக்கத்தின் அச்சைத் தலைகீழாக மாற்றவும்பம்ப் மேப்பிங் திசையை அவுட்டுக்கு பதிலாக மேற்பரப்பில் தள்ள தலைகீழாக மாற்றவும்பக்கவாதத்தின் நீட்டிப்பின் வளைவைத் தலைகீழாக மாற்றவும்விரிவாக்க செயலில் கூறுகளை தலைகீழாக மாற்றவும்முக திசையை தலைகீழாக மாற்றவும்நேரியல் மேப்பிங்கின் மங்கலான திசையை தலைகீழாக மாற்றவும்ஆதாய நிறத்தை தலைகீழாக மாற்றவும்காமா நிறத்தை தலைகீழாக மாற்றவும்உருவாக்கப்பட்ட முகமூடியை தலைகீழாக மாற்றவும்வெர்டெக்ச் குழுவின் செல்வாக்கை தலைகீழ் aவெர்டெக்ச் குழுவின் செல்வாக்கை தலைகீழ் ஆலிப்ட் நிறத்தை தலைகீழாக மாற்றவும்அனைத்து வெர்டெக்ச் குழுக்களின் பூட்டு நிலையை தலைகீழாக மாற்றவும்முகமூடியைத் தலைகீழாக மாற்றவும்முகமூடி கருப்பு/வெள்ளை தலைகீழ்அடர்த்தியில் அழுத்தத்தின் பண்பேற்றத்தை தலைகீழாக மாற்றவும்ஓட்டத்தில் அழுத்தத்தின் பண்பேற்றத்தை தலைகீழாக மாற்றவும்கடினத்தன்மையில் அழுத்தத்தின் பண்பேற்றத்தை தலைகீழாக மாற்றவும்ஈரமான கலவையில் அழுத்தத்தின் பண்பேற்றத்தை தலைகீழாக மாற்றவும்ஈரமான நிலைத்தன்மையில் அழுத்தத்தின் பண்பேற்றத்தை தலைகீழாக மாற்றவும்சுட்டி உள்ளீட்டை தலைகீழாக மாற்றவும்பொருள் நிலை வடிகட்டியை தலைகீழாக மாற்றவும்ஆஃப்செட் வண்ணத்தை தலைகீழ்ஆற்றல் நிறத்தை தலைகீழாக மாற்றவும்இதன் விளைவாக ஏற்படும் வீழ்ச்சி எடையை தலைகீழாக மாற்றவும்சுழற்சி கோணத்தை தலைகீழாக மாற்றவும்சாய்வு நிறத்தை தலைகீழாக மாற்றவும்தெளிப்பு திசை வரைபடத்தை தலைகீழாக மாற்றவும்ச்டென்சில் அடுக்கை தலைகீழாக மாற்றவும்வெர்டெக்ச் குழு செல்வாக்கை தலைகீழாக மாற்றவும்அனைத்து செங்குத்துகளின் தெரிவுநிலையையும் தலைகீழாக மாற்றவும்செயலில் உள்ள வெர்டெக்ச் குழுவின் எடையை தலைகீழாக மாற்றவும்துடைக்க அல்லது நிரப்ப தலைகீழ்தலைகீழ் வெர்டெக்ச் குழு செல்வாக்குதலைகீழ் வெர்டெக்ச் குழு செல்வாக்கு (சரிவு மட்டும்)தலைகீழ் வெர்டெக்ச் குழு முகமூடி செல்வாக்குவெர்டெக்ச் குழு எடைகளை தலைகீழ்தலைகீழ் தெரிவுநிலை சேகரிப்பு (நீக்கப்பட்டது)பொருளாகக் கருதப்படுவதை தலைகீழாக மாற்றவும்தலைகீழ்தலைகீழ் குழி முகமூடிதலைகீழ்inkakeஅனைத்து சேகரிப்புகளுக்கும் கட்டமைக்கப்பட்ட அனைத்து ஏற்றுமதியாளர்களையும் அழைக்கவும்இந்தத் தொகுப்பில் கட்டமைக்கப்பட்ட அனைத்து ஏற்றுமதியாளர்களையும் அழைக்கவும்ஏற்றுமதி செயல்பாட்டைத் தூண்டவும்சுழல் சக்தியின் உள் கூறுஐரிச் (.rgb)இரும்புகதிர்வீச்சு அட்லச் அமைப்பை உருவாக்க முடியவில்லைகதிர்வீச்சு பூல் அளவுகதிர்வீச்சு தெரிவுநிலை அளவுசெயலில் உள்ளதுகாப்பகம்பண்புக்கூறுஅச்சு சீரமைக்கப்பட்டுள்ளதுசுடப்படுகிறதுகேமரா கதிர்கட்டுப்பாட்டு நோக்கம்கட்டுப்படுத்தி பிடியில்தரவுபரவலான கதிர்இது எட்ச் எல்லைஎட்ச் லூச்எட்ச் மேனிஃபோல்ட்விளிம்பு மென்மையானதுதிருத்தக்கூடியதுஎடிட்மோட்காலியாக உள்ளதுமதிப்பீடு செய்யப்படுகிறதுமுகம் பிளானர்முகம் மென்மையானதுகுறைவானது பயன்படுத்தப்படுகிறதுநிரப்பு தெரியும்மிதவைஓடு உருவாக்கப்படுகிறதுபளபளப்பான கதிர்பசை எழுதுகோல்HDR ஆகும்மறைக்கப்பட்டுள்ளதுஅடியாபடிநிலையில் உள்ளதுமறைமுகமானதுவெளியீட்டை ஆய்வு செய்யுங்கள்இது நிகழ்வாஇடைமுகம் பூட்டப்பட்டுள்ளதுஉள்அடுக்கு நடவடிக்கைமரபு நடவடிக்கைஏற்றப்பட்டுள்ளதுஉள்ளக மேலெழுதும்நுண்மென் கடை நிறுவல்பெயர் செல்லுபடியாகும்திறந்துள்ளதுஆர்த்தோகிராஃபிக்வெளியீடுபேனல் மாற்றுமுன்னோக்குபொருத்தப்பட்டுள்ளதுபிளானர்போர்ட்டல்பிரதிபலிப்பு கதிர்தேவைவரிசைநிழல் கதிர்ஒற்றை கதிர்ச்ப்லைன் சுழற்சிச்ட்ராண்ட்வீச்சு தொடக்கமாகும்வீச்சு தெரியும்கணினி மேலெழுதும்டைல் ஆகும்பரிமாற்ற கதிர்UV பிளவுசெல்லுபடியாகும்செல்லுபடியாகும் ஆஃப்செட்காட்சியகம்தொகுதி சிதறல் கதிர்தற்போதைய சட்டகத்திற்கு மார்க்கர் முடக்கப்பட்டதுஒரு ஐகே சங்கிலியின் ஒரு பகுதிaovயின் பெயர் முரண்பாடாக உள்ளதுஇந்த ஐடி தொகுதி மறைமுகமாக இணைக்கப்பட்டுள்ளதாஇது இயக்கி மாறிக்கு சரியான பெயர்இந்தப் படம் ஓடு உருவாக்கப்பட்டதாஇந்த கீமாப் உருப்படி பயனரால் மாற்றியமைக்கப்பட்டதாஇந்த கீமேப் உருப்படி பயனர் வரையறுக்கப்பட்டுள்ளாரா (உள்ளமைக்கப்பட்ட உருப்படியை மட்டும் மாற்றாது)தீவுதீவு எண்ணிக்கைதீவு அட்டவணைதீவு விளிம்புதீவு தேர்வுதீவுகளைத் தைக்கும்போது இருக்கும் தீவுதீவுகள் மதிப்புகளருகில்தனிமைப்படுத்தவும்தனிமைப்படுத்தும் நடவடிக்கைபல பயனர் தரவை தனிமைப்படுத்தவும்தேர்ந்தெடுக்கப்பட்ட எலும்புகளை தனி ஆர்மெச்சரில் தனிமைப்படுத்தவும்ஐசோமெட்ரிக்இது பைத்தானில் ஒதுக்கப்பட்ட முக்கிய சொல்லாக இருக்க முடியாதுஅதை காலியாக விட முடியாதுஇது புள்ளிகளைக் கொண்டிருக்க முடியாது (எ.கா. 'a.dot')இது இடைவெளிகளைக் கொண்டிருக்க முடியாது (எ.கா. 'ஒரு இடம்')இதில் சிறப்பு (அல்பேப்ரிக் அல்லாத/எண்) எழுத்துக்கள் இருக்க முடியாதுஇது ஒரு எண்ணுடன் தொடங்க முடியாது'$', '@', '!', '~', '+', '-', '_', '.', அல்லது '' உள்ளிட்ட ஒரு சிறப்பு எழுத்துடன் இது தொடங்க முடியாதுஇத்தாலியன் - இத்தாலியன்சாய்வுஎழுத்துக்களின் சாய்வு கோணம்உருப்படிபொருள் வடிவம்உருப்படி அடையாளங்காட்டிஉருப்படி வகைஉருப்படிக்கு பயனர்கள் இல்லை மற்றும் அகற்றப்படும்உருப்படிக்கு பயனர்கள் இல்லை மற்றும் அகற்றப்படும். நீக்குவதிலிருந்து பாதுகாக்க சொடுக்கு செய்கமுக்கிய வரைபடத்தில் உருப்படிஒரு முனை மர இடைமுகத்தில் உருப்படிஉருப்படி நீக்குவதிலிருந்து பாதுகாக்கப்படவில்லைஉருப்படி நீக்குவதிலிருந்து பாதுகாக்கப்படுகிறதுஇந்த இடைமுகத்திற்கு நகலெடுக்க வேண்டிய உருப்படியானது ஆதரிக்கப்படாத சாக்கெட் வகையாகும்பொருட்களைஉருப்படிகள் விரிவாக்கப்பட்டனஉருப்படிகள் கிடைக்கவில்லைசெயல் வரைபடத்தில் உள்ள உருப்படிகள், ஒரு எக்ச்ஆர் நிகழ்வை ஒரு ஆபரேட்டருக்கு மேப்பிங் செய்தல், போச் அல்லது ஆப்டிக் வெளியீடுகீமாப்பில் உள்ள உருப்படிகள், ஒரு ஆபரேட்டரை உள்ளீட்டு நிகழ்வோடு இணைக்கிறதுமுனை இடைமுகத்தில் உள்ள உருப்படிகள்முனை பேனலில் உள்ள உருப்படிகள்மறுசெய்கைபார்வையாளர் முனை அல்லது சாக்கெட் ஆய்வு போன்ற ஆய்வு அம்சங்களால் பயன்படுத்தப்படும் மறு செய்கை குறியீடுமறு செய்கைகள்மறு செய்கை உள்ளீடு ஒரு நிலையான மதிப்பாக இருக்க வேண்டும்மறு செய்கைகள்: {:d} .. {:d} (avg. {:d})செயல்பாட்டு செயல்முறை ஒன்றிணைக்கப்படவில்லைசே 2 கேjp2jpegJPEG (.jpg)JPEG 2000 (.jp2)jpeg வடிவம் (.jpg)JPEG தகுதிபதிலாள் படங்களின் jpeg தகுதி256 வரிசை படத் தொகுதிகளில் JPEG போன்ற இழப்பு சுருக்கம்32 வரிசை படத் தொகுதிகளில் JPEG போன்ற இழப்பு சுருக்கம்JPEG2000சப்பானிய - சப்பானியநடுக்கம்நடுக்கம் கேமராநடுக்கம் கீஃப்ரேம்நடுக்கம் கீஃப்ரேம் தேர்ந்தெடுக்கப்பட்டதுநடுக்கம் அழுத்தம்நடுக்கம் அலகுநடுக்கம் தூரிகை நிறம்வழங்குதல் மாதிரிகளைப் பயன்படுத்தி துல்லியமான மங்கலை உருவாக்க நடுக்க கேமரா நிலை (இறுதி ரெண்டருக்கு மட்டுமே)புதிய பக்கவாதங்களுக்கான தூரிகை ஆரம் என்ற நடுக்கம் காரணிதிரை இடத்தில் நடுக்கம் அல்லது தூரிகை அளவுடன் தொடர்புடையதுஓவியம் வரைந்தபோது பிக்சல்களில் தூரிகையின் நிலைஓவியம் வரைந்தபோது தூரிகையின் நிலைஉலுக்கியதுதுண்டிக்கப்பட்ட நிழல்கள்துண்டிக்கப்பட்ட நிழல்கள் (வியூபோர்ட்)நடுங்கும் தொகைதிரை இடத்தில், பிக்சல்களில் நடுக்கம் நடக்கிறதுதூரிகை அளவோடு ஒப்பிடும்போது நடுக்கம் நடக்கிறதுசேரபகுதிகளில் சேரவும்தொகுப்பில் சேரவும்கீழே சேரவும்வடிவவியலில் சேரவும்வடிவியல் பயன்முறையில் சேரவும்இடதுபுறம் சேரவும்ஃப்ரேமில் நோட்களை இணைக்கவும்தட்டு ச்வாட்சுகளில் சேரவும்சரியாக சேருங்கள்சரங்களில் சேரவும்ச்ட்ரோக்சில் சேரவும்முக்கோணங்களில் சேரவும்சேரவும்கட்டுப்பாட்டு புள்ளிகள் ஒன்றுடன் ஒன்று கண்டறியப்பட்டால் வளைவு இறுதிப் புள்ளிகளில் சேரவும் (முடக்கப்பட்டால், எந்த வளைவுகளும் சுழற்சியாக இருக்காது)கிரீச் பென்சில் அடுக்குகளின் குழுக்களில் ஒன்றில் சேரவும்பல மூட்டைகளை ஒன்றாக இணைக்கவும்தேர்ந்தெடுக்கப்பட்ட பரப்புகளில் புதிய சாளரத்தில் சேர்க்கவும்தேர்ந்தெடுக்கப்பட்ட பொருள்களை செயலில் உள்ள பொருளில் சேரவும்துளைகளை உருவாக்க, தேர்ந்தெடுக்கப்பட்ட ச்ட்ரோக்குகளை ஒரு நிரப்பலில் இணைக்கவும்தேர்ந்தெடுக்கப்பட்ட தடங்களில் சேரவும்செயலில் உள்ள அடுக்கில் முந்தைய பக்கவாதம் கொண்டு கடைசியாக வரையப்பட்ட பக்கவாதத்தில் சேரவும்எந்த பூலியன் செயல்பாட்டையும் செய்யாமல், புதிய கண்ணி தனித்தனி வடிவவியலாக சேரவும்தேர்ந்தெடுக்கப்பட்ட ச்ட்ரோக்குகளை ஒரு ச்ட்ரோக்கில் இணைக்கவும்அவற்றின் தேர்ந்தெடுக்கப்பட்ட முனைகளால் இரண்டு வளைவுகளில் சேரவும்%d செங்குத்துகளில் முடிவுகளை இணைத்தல், வரம்பு %ld ஆகும்கூட்டு பிணைப்புகள்மூட்டுகள்மூட்டுகள்:%s/%s | எலும்புகள்:%s/%sதாவுசம்ப் உயரம்சம்ப் விரைவுசம்ப் யூனிட்நேரத்தில் பின்னோக்கி குதிக்கவும்பிரேம்கள் மூலம் குதிக்கவும்வினாடிகள் தாவிகர்சரை வரிக்கு சம்ப்குறிப்பிட்ட எண்ணிக்கையிலான பிரேம்கள் அல்லது வினாடிகளால் முன்னோக்கி/பின்னோக்கிச் செல்லவும்வரி எண்ணுக்கு செல்லவும்பண்புகள் திருத்திக்குள் வேறு தாவலுக்குச் செல்லவும்உரை திருத்திக்கு ஒரு கோப்பில் செல்லவும்தற்போதைய பாதையின் முடிவுக்கு செல்லவும்பிரேம் வரம்பில் முதல்/கடைசி சட்டத்திற்கு செல்லவும்அடுத்த தோல்வியுற்ற சட்டத்திற்கு செல்லவும்முந்தைய தோல்வியுற்ற சட்டகத்திற்கு செல்லவும்முந்தைய/அடுத்த கீஃப்ரேமுக்கு செல்லவும்முந்தைய/அடுத்த மார்க்கருக்கு செல்லவும்சிறப்பு சட்டகத்திற்கு செல்லவும்தற்போதைய பாதையின் தொடக்கத்திற்கு செல்லவும்பிரேம் வரம்பின் கடைசி சட்டத்திற்கு செல்லவும்நடை பயன்முறையில் இருக்கும்போது குதிக்கவும்எந்த புறஊதா அளவையும் புறக்கணித்து விளிம்பைச் சேர்க்கவும்நியாயப்படுத்துங்கள்கே0கே 1கே 2கே 3கே 4khr_மூலப்பொருட்கள்_variants_uiktx2 சுருக்கவைநங்கூர புள்ளியை வைத்திருங்கள்அனிமேசனை வைத்திருங்கள்அச்சு வைத்திருங்கள்எல்லைகளை வைத்திருங்கள்தொப்பிகளை வைத்திருங்கள்தொடர்ந்து இணைக்கப்பட்டுள்ளதுவிளிம்பு வைத்திருங்கள்மூலைகளை வைத்திருங்கள்மூலைகள், சந்திப்புகளை வைத்திருங்கள்மூலைகள், சந்திப்புகள், குழிவானதுஇருக்கும்படிநிலையை வைத்திருங்கள்உள்ளீடுகளை வைத்திருங்கள்கடைசி பகுதியை வைத்திருங்கள்நீளங்களை வைத்திருங்கள்லூப் வைத்திருங்கள்மாற்றியமைப்பாளரை வைத்திருங்கள்பெயரிடப்பட்ட முனைகளை வைத்திருங்கள்இயல்புநிலைகளை வைத்திருங்கள்ஈடுசெய்யவும்திறந்த நிலையில் இருங்கள்அசல் வைத்திருங்கள்வரம்பை வைத்திருங்கள்வேரை வைத்திருங்கள்வடிவத்தை வைத்திருங்கள்கூர்மையாக வைத்திருங்கள்கூர்மையான விளிம்புகளை வைத்திருங்கள்ஒற்றை வைத்திருங்கள்மேற்பரப்பை வைத்திருங்கள்மாற்றத்தைத் தொடருங்கள்யு.வி மற்றும் திருத்து பயன்முறை கண்ணி தேர்வை ஒத்திசைவில் வைத்திருங்கள்பயனர் இடைமுகத்தை வைத்திருங்கள்உலக மாற்றத்தை வைத்திருங்கள்அழிக்கப்பட்ட முன்னோட்டங்களுடன் சேமிக்கும்போது கோப்புகளின் காப்புப்பிரதி (.blend1) பதிப்பை வைத்திருங்கள்உருவாக்கப்பட்ட முன்னோட்டங்களுடன் சேமிக்கும்போது கோப்புகளின் காப்புப்பிரதி (.blend1) பதிப்பை வைத்திருங்கள்அனைத்து தற்போதைய அமைப்பு அளவுகளையும் வைத்திருங்கள்நகல்களின் விநியோகத்தின் இன்னும் தடிமன் வைத்திருங்கள்சுட்டியை (ச்ப்ரே) வைத்திருக்கும் போது வண்ணப்பூச்சு விளைவைப் பயன்படுத்துங்கள்குழந்தைகளின் முனைகளை வைத்திருங்கள்இருக்கும் தலைப்பு சீரமைப்பை வைத்திருங்கள்சட்டகத்தை வைத்திருங்கள், நேரத்துடன் மாற வேண்டாம்மற்ற போய்டுகள் வழியாக செல்லாமல் இருங்கள்முனை தேர்ந்தெடுக்கப்படாவிட்டாலும் கூட கிச்மோவைத் தெரியும்துலக்குவதற்கு ஒதுக்கப்பட்ட மூலப்பொருளை வைத்திருங்கள்அங்குள்ள இரட்டை மாற்றத்தைத் தவிர்ப்பதன் மூலம் உள்ளீட்டு கண்ணி பன்மடங்கு அல்லாத எல்லைகளை வைத்திருங்கள்பிரேம் 0 க்கு மேலே பிரேம்களை மட்டுமே வைத்திருங்கள்உள்ளமைவு கோப்புறையில் நகலெடுத்த பிறகு அசல் கோப்பை வைத்திருங்கள்அசல் பொருள்களை மாற்றுவதற்கு பதிலாக அவற்றை வைத்திருங்கள்அசல் வீச்சுகள் வைத்து, ரெிப்போயிங் செய்வதற்கு முன் ஒரு நகலை உருவாக்கவும்முடிந்தால் அசல் அமைப்பு கோப்புகளை வைத்திருங்கள். எச்சரிக்கை: நீங்கள் ஒன்றுக்கு மேற்பட்ட அமைப்புகளைப் பயன்படுத்தினால், பிபிஆர் ச்டாண்டர்டுக்கு ஒன்று மட்டுமே தேவைப்பட்டால், ஒரே ஒரு அமைப்பு மட்டுமே பயன்படுத்தப்படும். இது எதிர்பாராத முடிவுகளுக்கு வழிவகுக்கும்அசல் தடங்களை வைத்திருங்கள்பாதை நீளத்தை நிலையானதாக வைத்திருங்கள்உமிழ்ப்பாளரை வெட்டாமல் பாதைகளை வைத்திருங்கள்அதிகரித்த நினைவக பயன்பாட்டின் செலவில், வேகமான மறு ரெண்டர்கள் மற்றும் அனிமேசன் ரெண்டர்களுக்கான தரவை வழங்கவும்வேர் விசைகளை மாற்றாமல் வைத்திருங்கள்ஒவ்வொரு வெர்டெக்சிற்கும் ஒற்றை எடையுள்ள இயல்பை அமைப்பதற்கு பதிலாக, இயல்புநிலை தனிப்பயன் இயல்புநிலைகளுக்கு கணக்கிடப்பட்டபடி கூர்மையான விளிம்புகளை வைத்திருங்கள்3d பார்வை தொடர்பாக இயல்புகளின் அளவை நிலையானதாக வைத்திருங்கள்ஒட்டும் போது தற்போதைய சட்டகத்துடன் தொடர்புடைய உரி ஆஃப்செட்டை வைத்திருங்கள்ஆரம்ப இடத்திற்கு தூரிகையை நங்கூரமிடுங்கள்தொப்பிகளைப் போலவே வைத்திருங்கள், அழிக்கும்போது அவற்றை தட்டையாக்க வேண்டாம்குழுவின் குழந்தைகளின் முனைகளை வைத்திருங்கள், குழுவின்தான் நீக்கவும்கணக்கிடப்பட்ட பார்வை வரைபடத்தை வைத்து, கண்ணி வடிவியல் மாறாமல் இருந்தால் அதை மீண்டும் கணக்கிடுவதைத் தவிர்க்கவும்தற்போதைய தரவு-தொகுதி காண்பிக்கப்படும்உள்ளீட்டு இணைப்புகளை நகல் முனைகளுக்கு வைத்திருங்கள்வழங்குதல் போது திரவ பொருட்களைத் தெரியும்மாற்றியமைப்பை பட்டியலின் முடிவில் வைத்திருங்கள்அசல் உள்வரும் வடிவவியலை வைத்து, அதை நிகழ்வு வடிவவியலுடன் இணைக்கவும்அசல் உள்வரும் வடிவவியலை வைத்து, சிதறிய வடிவவியலுடன் இணைக்கவும்அனைத்து செயல்பாடுகளுக்கும் இடையில் பொதுவான கட்டங்களின் பகுதியை வைத்திருங்கள்அனைத்து செயல்பாடுகளுக்கும் இடையில் பொதுவான கண்ணி பகுதியை வைத்திருங்கள்ஐகே சங்கிலியில் கடைசி பிரிவின் நிலையை சரி செய்யுங்கள்வழங்குதல் போது புகை பொருட்களைத் தெரியும்ஒவ்வொரு பக்கவாதத்தின் நீளத்தையும் பொருட்படுத்தாமல் அமைப்பை நிலையான நீளத்தில் வைத்திருங்கள்மற்றவர்களை இயல்பாக்கும்போது செயலில் உள்ள குழுவின் மதிப்புகளை வைத்திருங்கள்கிளிப்போர்டில் இருந்து பக்கவாதங்களின் உலகத்தை மாற்றாமல் வைத்திருங்கள்சிக்-சாக் "சத்தத்தை" ஆரம்ப சங்கிலியில் வைத்திருங்கள்அழிவின் விளைவாக முக்கோண முகங்களை வைத்திருங்கள் (சரிவு மட்டும்)தூய்மை செய்யும் போது குறைந்தது ஒரு குழுவிற்கு ஒதுக்கப்பட்ட வெர்ட்களை வைத்திருங்கள்பொருள் அளவுகோலைப் பொருட்படுத்தாமல் தொகுதி ஒளிபுகாநிலையையும் விவரங்களையும் வைத்திருங்கள்பொருள் பயன்முறைக்குத் திரும்பும்போது மாற்றியமைப்பாளர்களை வைத்திருப்பது பாலிகவுண்ட் அதிகரிக்கும்சாயல் மாறாமல் வைத்திருக்கிறதுகெல்வின்கர்னல்கர்னல் தரவு வகைகர்னல்லை மேம்படுத்தகர்னல் ஆரம்காட்சி உள்ளடக்கத்தின் அடிப்படையில் கர்னல்களை மேம்படுத்தலாம். ரெண்டரின் தொடக்கத்தில் உகந்த கர்னல்கள் மேம்படுத்தபடுகின்றன. மேம்படுத்தப்பட்ட கர்னல்கள் கிடைக்கவில்லை என்றால், கேச்சில் உகந்த செட் கிடைக்கும் வரை வழங்குதல் பொதுவான கர்னல்களைப் பயன்படுத்தி தொடரும். இது ஒரு குறுகிய காலத்திற்கு (பத்துகளில் வினாடிகள்) கூடுதல் சிபியு பயன்பாட்டை ஏற்படுத்தலாம்கெர்னிங்விசைவிசைவிசை %dமுக்கிய அனைத்து எலும்புகளும்முக்கிய தொகுதிகள்முக்கிய நிறம்முக்கிய கட்டமைப்புமுக்கிய உள்ளமைவுமுக்கிய உள்ளமைவுகள்விசை சட்டகம்முக்கிய வரைபடம்முக்கிய வரைபட உருப்படிமுக்கிய வரைபடங்கள்முக்கிய கோண விரைவுதுணை நிரல்களால் நீட்டிக்கக்கூடிய முக்கிய உள்ளமைவு, மற்றும் நிகழ்வுகளைக் கையாளும் போது செயலில் உள்ளமைவில் சேர்க்கப்படுகிறதுமுக்கிய இடம்காலப்போக்கில் ஒரு துகள் முக்கிய இடம்முக்கிய இருப்பிடம்/சுழற்சி/அளவு மற்றும் தனிப்பயன் பண்புகள்பிளேபேக் வேகத்தை மாற்றுவதற்கு நகர்த்தக்கூடிய குறிப்பிட்ட சட்டகத்திற்கு முக்கிய வரைபடமாக்கப்பட்டதுஇந்த உள்ளமைவின் ஒரு பகுதியாக கட்டமைக்கப்பட்ட முக்கிய வரைபடங்கள்முக்கிய சுழற்சி குவாட்டர்னியன்முக்கிய விரைவுவிசை-பிணைப்புமுக்கிய-கான்ஃபிக் விருப்பத்தேர்வுகள்keyconfig '%s' ஐ அகற்ற முடியாதுkeyconfigsகீமாப் "%s" (அடிப்படை) ஒரு பயனர் கீமாப்பாக இருக்க வேண்டும்கீமாப் "%s" (மற்றவை) ஒரு கூடுதல் அல்லது செயலில் உள்ள கீமாப்பாக இருக்க வேண்டும்கீமேப் "%s" ஆனது "%s" உடன் பொருந்தவில்லைகீமாப் "%s" உருப்படி கீமப்பின் ஒரு பகுதியாக இல்லைகீமாப் '%s' கீகான்ஃபிக் '%s' இல் காணப்படவில்லைகீமாப் உருப்படிகள்ஒரு புதுப்பிப்பு நிலுவையில் இருப்பதால் கீமாப் உருப்படி முடிவு தவறாக இருக்கலாம், போட்டிகளைக் காணலாம் என்பதை உறுதிப்படுத்த `context.window_manager.keyconfigs.update ()` ஐ அழைக்கவும்.கீமாபிட்டெம் '%s' கீமாப் '%s' இல் காணப்படவில்லைகீமாப்கள் சமம்முக்கிய பிரதிநிதிகள்விசைப்பலகைவிசைமுக்கிய மாநிலங்கள்முக்கிய நேரம்விசை துகள்கள் இலக்கு செல்லுபடியாகும்கீஃப்ரேம்கீஃப்ரேம் அகீஃப்ரேம் அனிமேசன் துண்டுகீஃப்ரேம் ஆகீஃப்ரேம் எல்லைகீஃப்ரேம் எல்லை தேர்ந்தெடுக்கப்பட்டதுகீஃப்ரேம் செருகல் தேவைகீஃப்ரேம் செருகும் பைகீஃப்ரேம் இடைவெளிகீஃப்ரேம் எண்கள்கீஃப்ரேம் புள்ளிகள்கீஃப்ரேம் அளவிலான காரணிகீஃப்ரேம் தேர்ந்தெடுக்கப்பட்டதுகீஃப்ரேம் தேர்வுஇறுதி மாற்றங்களிலிருந்து கீஃப்ரேம் (தடைகள் பயன்படுத்தப்படுகின்றன)கீஃப்ரேம் எஃப்-வளைவில் இல்லைகிரீச் பென்சில் அல்லது மாச்க் பயன்முறையில் கீஃப்ரேம் ஒட்டுதல் கிடைக்கவில்லைமாச்க் பயன்முறையில் கீஃப்ரேம் ஒட்டுதல் கிடைக்கவில்லைஅமைக்க கீஃப்ரேம்கீஃப்ரேம் செய்யப்பட்டகீஃப்ரேட் டிராக்குகள்கீஃப்ரேம்கள்கீஃப்ரேம்கள் பிறகுகீஃப்ரேம்கள் முன்நாம் பெரிதாக்கும் கர்சரைச் சுற்றியுள்ள கீஃப்ரேம்கள்மாதிரி எஃப்-வளைவுகளில் கீஃப்ரேம்களைச் சேர்க்க முடியாதுகீஃப்ரேமிங்கீஃப்ரேமிங் அமைப்புகள்கீயிங்கீயிங் திரைகீயிங் செட்கீயிங் செட் பெயர்கீயிங் செட் பாதைகீயிங் செட் பாதைகள்கீயிங் தொகுப்பு குறிப்பிட்ட பாதைகள்/அமைப்புகளை கீஃப்ரேமில் வரையறுக்கிறது (அதாவது சூழல் தகவலை நம்பவில்லை)கீயிங் தொகுப்பில் எந்த பாதைகளும் இல்லைகீயிங் செட்கீயிங் அனைத்தையும் அமைக்கிறதுகீயிங் செட் ' %s' - வெற்றிகரமாக %d கீஃப்ரேம்கள் சேர்க்கப்பட்டனகீயிங் செட் '%s' காணப்படவில்லைகீயிங் செட்டை சேர்க்க முடியவில்லைகீயிங் செட் எந்த கீஃப்ரேம்களையும் செருகத் தவறிவிட்டதுகீயிங் செட் எந்த கீஃப்ரேம்களையும் அகற்றத் தவறிவிட்டதுகீயிங் செட் செயலில் உள்ளது, இது இருக்கலாம்கீயிங் செட் பாதையைச் சேர்க்க முடியவில்லைகீயிங் செட் பாதையை அகற்ற முடியவில்லைகீயிங் செட் பாதைகள்கீயிங் செட் பாதைகளை அகற்ற முடியவில்லைகீயிங்செட்கீமாப்கீமாப் பயனரால் வரையறுக்கப்படுகிறதுவிசைகள்விசைகள் படிக்ரோனோச் FBI நடுநிலைஎச்.ஆர்.சி.பி காட்சிக்கு க்ரோனோச் பிபிஆர் நடுநிலை பட குறியாக்கம்க்ரோனோச் எஃப்.பி.ஐ நடுநிலை சி.சி.சி.பிதுகள்களைக் கொல்லுங்கள்மோதிய துகள்களைக் கொல்லுங்கள்கிலோகிராம்கிலோஎர்ட்ச்கிலோமீட்டர்ஒரு மணி நேரத்திற்கு கிலோமீட்டர்கிலோவாட்இயக்கவியல்இயக்கவியல் கட்டுப்பாடுஇயக்க ஆற்றல் மின்னழுத்தம் அதிகபட்சம்கின்க்கசப்பு வீச்சுகிங்க் அலைவீச்சு காரணிகின்க் அதிர்வெண்கின்க் அதிர்வெண் காரணிகின்க் வகைகிர்ச்காத்தாடிமுடிச்சு முறைஅசல் சாட்டின் அறியப்பட்ட உறவினர் ஆஃப்செட் கழிக்கப்படும் (எ.கா. பானிங் சாட்டுக்கு, அனிமேசன் செய்யப்படலாம்)கொரிய -கோரியன்kr வழித்தோன்றல் எப்சிலன்பரிந்துரைக்கும் வரையறைகளை கணக்கிடுவதற்கான kr வழித்தோன்றல் எப்சிலன்குவஆராகிர்கிச் - கிர்கிச் மொழிlib:%s: '%s' நேரடியாக '%s' (பெற்றோர் '%s') இலிருந்து இணைக்கப்பட்டுள்ளது, ஆனால் இது இணைக்க முடியாத தரவு வகைlib:%s: '%s' '%s' இலிருந்து காணவில்லை, பெற்றோர் '%s'LIB: .blend கோப்பு %s சிதைந்ததாகத் தெரிகிறது, இணைக்கப்பட்ட தரவுத் தொகுதி '%s'க்கான உரிமையாளர் 'நூலகம்' தரவு எதுவும் கண்டறியப்படவில்லை. கோப்பை மீண்டும் சேமிக்க முயற்சிக்கவும்.LIB: .blend கோப்பு %s சிதைந்ததாகத் தெரிகிறது, இணைக்கப்பட்ட தரவுத் தொகுதி %sக்கான உரிமையாளர் 'நூலகம்' தரவு எதுவும் கண்டறியப்படவில்லை. கோப்பை மீண்டும் சேமிக்க முயற்சிக்கவும்.lib: தரவு என்பது முக்கிய என்பதைக் குறிக்கிறது .கலப்பு கோப்பு: %s இலிருந்து ' %s'லிப்: காட்சியில் இருந்து இழந்த பொருள்: '%s'எல்எம்பிஎல்இசட்டபிள்யூசிட்டைஎழுத்துரு அளவு சிட்டைசிட்டை அளவுஇணைக்கப்பட்ட REROUTE முனைகளின் லேபிளை அடிப்படையாகக் கொண்ட சிட்டை REROUTE முனையங்கள்இடைமுகம் இல் உள்ள சாக்கெட் துணை வகைக்கு காண்பிக்க சிட்டைஇடைமுகம் இல் சாக்கெட் வகைக்கு காண்பிக்க சிட்டைலாகுனாரிட்டிலாம்ப்டா எல்லைலாம்ப்டா காரணிலாம்ப்டா காரணிஎல்லையில் லாம்ப்டா காரணிலம்பெர்டியன் மற்றும் ஓரன்-நயார் பரவக்கூடிய பிரதிபலிப்புலம்பெர்டியன் பரவக்கூடிய பரிமாற்றம்லம்பெர்டியன் உமிழ்வு சேடர்விளக்குநிலம் தனிப்பட்ட இடம்நில குச்சி ஆற்றல்தரையிறங்கும் மென்மையானதுமைல்கல்மைல்கல் கட்டுப்பாடுகள்அடையாளங்கள்மொழிமொழி ஐடிமொழி பெயர்மொழி சிட்டை (எ.கா. "பிரஞ்சு (ஃபிரான்சாய்ச்)")மொழிபெயர்ப்புக்கு பயன்படுத்தப்படும் மொழிமொழிகள்பணி களஞ்சியத்தில் புதுப்பிக்க மொழிகள்லாப்லேச்லாப்லாசியன்லாப்லாசியன் சிதைவுலாப்லாசியன் சிதைவு மாற்றியமைப்பாளர்லாப்லாசியன் மென்மையான மாற்றிதேர்ந்தெடுக்கப்பட்ட செங்குத்துகளின் லாப்லாசியன் மென்மையானதுlaplaciandeformலாப்லாசியன்ச்மூத்பெரியபெரியது முதல் சிறியதுகடந்தகடைசி செயல் ச்லாட் அடையாளங்காட்டிகடைசி சட்டகம்qi வரம்பின் கடைசி qi மதிப்புபயன்பாட்டிலிருந்து கடைசி சட்டகம்பயன்படுத்த நடவடிக்கையின் கடைசி சட்டகம்செயலின் காலவரிசையின் கடைசி சட்டகம்பிரிவின் கடைசி சட்டகம்இடமாற்றம் செய்ய கடைசி சட்டகம்உலக இடைவெளியில் பார்வையாளரின் கடைசியாக அறியப்பட்ட இடம் (கண்களுக்கு இடையில் மையம்)உலக இடைவெளியில் பார்வையாளரின் கடைசியாக அறியப்பட்ட சுழற்சி (கண்களுக்கு இடையில் மையம்)கடைசியாக தேர்ந்தெடுக்கப்பட்ட உறுப்புகடைசியாக தேர்ந்தெடுக்கப்பட்டதாக இல்லைஒரு அச்சைச் சுற்றி லேத், உள்ளீட்டு கண்ணி ஒரு சுயவிவரமாக சிகிச்சையளித்தல்அட்சரேகை மணித்துளிநட்டுபுதியலட்டு சிதைவுலட்டு மாற்றியமைப்பாளர்மற்ற பொருள்களை சிதைப்பதற்கான ஒரு கட்டத்தை வரையறுக்கும் லட்டு தரவு-தொகுதிலட்டு தரவு-தொகுதிகள்லட்டு சிதைவு மாற்றியமைப்பாளர்சிதைக்க லட்டு பொருள்உ திசையில் லட்டு தீர்மானம்V திசையில் லட்டு தீர்மானம்W திசையில் லட்டு தீர்மானம்அணிக்கோவை(கள்)லட்டுகள்-ஆஃப்லைன்-பயன்முறை இல்லாமல் பிளெண்டரைத் தொடங்கவும்"-ஆஃப்லைன்-மோட்" உடன் தொடங்கப்பட்டது, மாற்ற முடியாதுஅடுக்குஅடுக்கு '%s' பொருள் '%s' இல் காணப்படவில்லைமேலே அடுக்குகீழே அடுக்குஅடுக்கு சேகரிப்புஅடுக்கு எண்ணிக்கைஅடுக்கு குழுஅடுக்கு குழு பூட்டப்பட்டுள்ளது அல்லது தெரியவில்லைஅடுக்கு குழுக்கள்அடுக்கு அட்டவணைஅடுக்கு மேப்பிங்அடுக்கு பயன்முறைஅடுக்கு பொருள்கள்அடுக்கு ஒளிபுகாநிலைஅடுக்கு பாச்அடுக்கு மாதிரிகள்அடுக்கு தேர்வுஅடுக்கு படிஅடுக்கு எடைசெயலில் மேலே அடுக்குஅடுக்கு ஏற்கனவே சேர்க்கப்பட்டதுசெயலில் கீழே அடுக்குஅடுக்கு சேகரிப்புஅடுக்கு சேகரிப்பு குழந்தைகள்மல்டிலேயர் படத்தில் அடுக்குஅடுக்கு ஏற்கனவே முகமூடியாக சேர்க்கப்பட்டுள்ளதுஅடுக்கு பூட்டப்பட்டுள்ளது அல்லது தெரியவில்லைடோப் தாளில் திருத்துவதற்கு அடுக்கு தேர்ந்தெடுக்கப்படுகிறதுஅடுக்கு பெயர்சிறுகுறிப்பு தரவுகளில் அடுக்கு காணப்படவில்லைதற்காலிக சேமிப்பின் அடுக்கு, முதல் அடுக்கிலிருந்து தரவை ஏற்ற அல்லது மேலெழுதப் பயன்படுகிறதுஒரு கண்ணி தரவு-தொகுதியில் வெர்டெக்ச் வண்ணங்களின் அடுக்குஅடுக்கு பாச் வடிகட்டிஅடுக்குஅடுக்கு பதிவுஅடுக்குகள்அடுக்குகள் சாயல்அடுக்குகள் நிகழ்வுகளாகஎஃப்.கே கட்டுப்பாடுகளுக்கான அடுக்குகள் இருக்க வேண்டும்விருப்பமான ஐ.கே கட்டுப்பாடுகளுக்கான அடுக்குகள் இருக்க வேண்டும்முதன்மை கட்டுப்பாடுகளுக்கான அடுக்குகள் இருக்க வேண்டும்இரண்டாம் நிலை கட்டுப்பாடுகளுக்கான அடுக்குகள் இருக்க வேண்டும்மாற்றங்களுக்கான அடுக்குகள் இருக்க வேண்டும்இடைக்கணிப்பில் அடுக்குகள் சேர்க்கப்பட்டுள்ளனதற்காலிக சேமிப்பின் அடுக்குகள்எல்லைகளாகப் பயன்படுத்தப்படும் அடுக்குகள்அடுக்குகள்:%s | பிரேம்கள்:%s | வீச்சுகள்:%s | புள்ளிகள்:%sதளவமைப்புஇந்த சூழலில் தளவமைப்பு பேனல்களை பயன்படுத்த முடியாதுசோம்பேறி இணைப்புசாக்கெட் மெனுவுடன் சோம்பேறி இணைப்புசோம்பேறி கலவைசோம்பேறி மூல!சோம்பேறி இலக்கு!வழி நடத்துகருவிகளை அணுகுவதற்கான செயல்பாடு போன்ற தலைவர் விசைமுன்னணிஇலை வோக்சல்கள்தோல்விடுங்கள்தற்போதைய நிலையில் விடுங்கள்நோக்குநிலை மாறாமல் விடுங்கள்இடதுஇடது கண்இடது கைப்பிடிஇடது கைப்பிடி புலம்இடது கைப்பிடி ஆஃப்செட்இடது கைப்பிடி தேர்ந்தெடுக்கப்பட்டதுஇடது கைப்பிடி வகைஇடது விசைஇடது அண்டைஇடது ஆர்த்தோகிராஃபிக்இடது முன்னோக்குஇடது கைப்பிடி தேர்வு நிலைஇடது ஒருமை திசையன்கள்மார்க்கர் நிலைக்கு தொடர்புடைய இயல்பாக்கப்பட்ட ஆயத்தொகுதிகளில் தேடல் பரப்பின் இடது-கீழ் மூலையில்இடது வலதுஉரி உள்ளடக்கத்தின் முடிவில் இருந்து வலது கைப்பிடியின் இடதுபுற ஃபிரேம் ஆஃப்செட்கால்மரபு சேர்க்கைமரபு துணை நிரல்கள்மரபு நடத்தைமரபு கணக்கீட்டு சாதன வகைமரபு ஒலிமரபு இயல்பானதுமரபு மேலெழுதல்மரபு இலக்கு பாதைமுறுக்குதல் கலைப்பொருட்களுக்கு ஆளாகக்கூடிய மரபு கண்காணிப்பு கட்டுப்பாடுமரபு தனித்துவமான முனை வகை அடையாளங்காட்டி, BL_IDNAME சொத்துடன் தேவையற்றதுமரபு வெர்டெக்ச் வண்ண அடுக்குகள். நீக்கப்பட்டது, அதற்கு பதிலாக வண்ண பண்புகளைப் பயன்படுத்துங்கள்.மாதிரிக்கான சட்ட உரிமைகள் மற்றும் நிபந்தனைகள்நீளம்நீள சராசரிநீள காரணிநீள பயன்முறைநீள மாற்றியமைப்பாளர்நீள அலகுநீள எடைஓய்வு நிலையில் நீளம்வடிவியல் இடத்தில் நீளம்பக்கவாதத்தின் நீளத்திற்கு விகிதத்தில் நீளம்ஒரு நீளம்வீச்சு மாதிரிகளில் அளவிடப்படும் கோடு சுழற்சியின் நீளம்குழந்தை பாதைகளின் நீளம்பிரேம்களில், பாதையைக் காண்பிக்கும் நீளம்ஒவ்வொரு வளைவின் நீளம்உருட்டப்பட வேண்டிய ஒவ்வொரு வளைவின் நீளம்ஒவ்வொரு சட்டத்தின் நீளம்ஒவ்வொரு தனிப்பட்ட விளிம்பின் நீளம்ஒவ்வொரு பிரிவின் நீளம்3D இடத்தில் விளிம்பின் நீளம்முதல் பெசியர் கைப்பிடியின் நீளம் (பி-எலும்புகளுக்கு மட்டும்)புதிதாக சேர்க்கப்பட்ட வளைவுகளின் நீளம் மற்ற வளைவுகளிலிருந்து இடைக்கணிக்கப்படாதபோதுகதிர்களின் நீளம், மற்ற முகங்கள் எவ்வளவு தொலைவில் உள்ளன என்பதை வரையறுக்கிறதுமறுவரிசை குறியீடுகளின் நீளம் வளைவுகளின் எண்ணிக்கையைப் போலவே இருக்க வேண்டும்இரண்டாவது பெசியர் கைப்பிடியின் நீளம் (பி-எலும்புகளுக்கு மட்டும்)அளவுகளின் நீளம் தேர்வு அளவைப் போலவே இருக்க வேண்டும்கோடு கோடுகளுக்கு 1 வது கோடின் நீளம்பிரிப்பதற்கான 1 வது கோடின் நீளம்கோடு கோடுகளுக்கான 1 வது இடைவெளியின் நீளம்பிரிப்பதற்கான 1 வது இடைவெளியின் நீளம்கோடு கோடுகளுக்கு 2 வது கோடின் நீளம்பிரிப்பதற்கான 2 வது கோடின் நீளம்கோடு கோடுகளுக்கான 2 வது இடைவெளியின் நீளம்பிரிப்பதற்கான 2 வது இடைவெளியின் நீளம்கோடு கோடுகளுக்கு 3 வது கோடின் நீளம்பிரிப்பதற்கான 3 வது கோடின் நீளம்கோடு கோடுகளுக்கான 3 வது இடைவெளியின் நீளம்பிரிப்பதற்கான 3 வது இடைவெளியின் நீளம்வளைவின் நீளம்எலும்பின் நீளம்எலும்பின் நீளம். மாற்றுவது வால் முடிவை நகர்த்துகிறது.வளைவுடன் உள்ளக சட் திசையில் சேர்க்கப்பட்ட ஆழத்தின் நீளம், அதன் இயல்புகளுக்கு செங்குத்தாகபின்னலின் முடிவில் விரிவடையின் நீளம்உருவாக்கப்பட்ட முடி வளைவுகளின் நீளம்முடியின் நீளம்வரியின் தலையின் நீளம்வரியின் வால் நீளம்இடது கைப்பிடியிலிருந்து வலது கைப்பிடி வரையிலான பிரேம்களில் துண்டு நீளம்பிரேம்களில் உள்ள துண்டு நீளம் அல்லது பல சேர்க்கப்பட்டால் ஒவ்வொரு துண்டுக்கும் நீளம்கைப்பிடிகளைத் தவிர்த்து ஃப்ரேம்களில் உள்ள அடிப்படை உரி மூலத்தின் நீளம்அகற்றப்பட வேண்டிய உதவிக்குறிப்புகளின் நீளம்வரிசைக்குள் பொருந்தக்கூடிய நீளம்தேர்ந்தெடுக்கப்பட்ட கீஃப்ரேம்களின் பெசியர் கைப்பிடிகளை உருவாக்க நீளம்லெனார்ட்-சோன்ச்லெனார்ட்-சோன்ச் செயல்திறன் எடைலென்ச்லென்ச் சிதறல்லென்ச் விலகல்லென்ச் யூனிட்லென்ச் குவிய நீளம் (மிமீ)குறைவாககுறைவாகபயன்முறையை விட குறைவாககுறைவான அல்லது சமமான90 க்கும் குறைவானது டோனல் வரம்பில் பயன்படுத்தப்படும் கோணத்தை கட்டுப்படுத்துகிறதுகாலப்போக்கில் புகை மறைந்துவிடும்இந்த சொத்தின் மதிப்பை இயக்கி தீர்மானிக்கட்டும்உமிழ்ப்பான் பொருள் நோக்குநிலை துகள் ஒரு தொடக்க வேகத்தைக் கொடுக்கட்டும்பார்வை எல்லைகளைச் சுற்றியுள்ள சுட்டி போர்த்தட்டும், எனவே மவுச் இயக்கங்கள் திரை அளவால் மட்டுப்படுத்தப்படவில்லை (உருமாற்றத்தால் பயன்படுத்தப்படுகிறது, இடைமுகம் கட்டுப்பாடுகளை இழுத்தல் போன்றவை)பொருள் துகள் ஒரு தொடக்க வேகத்தைக் கொடுக்கட்டும்மேற்பரப்பு இயல்பானது துகள் ஒரு தொடக்க வேகத்தைக் கொடுக்கட்டும்மேற்பரப்பு தொடுகோடு துகள் ஒரு தொடக்க வேகத்தைக் கொடுக்கட்டும்இலக்குத் துகள் துகளின் ஒரு தொடக்க வேகத்தைக் கொடுக்கட்டும்உரை பெட்டிகளுக்கு வெளியே உரை நிரம்பி வழிகிறதுஇலக்கு துகள் இருப்பிடத்திலிருந்து திசையன் விலகி துகள் ஒரு தொடக்க வேகத்தை அளிக்கட்டும்நிலைநிலை முடிவுநிலை தொகுப்புநிலை தொடக்ககூடுதல் கொந்தளிப்பான சத்தத்தில் விவரம் நிலைவடிவ மாறுபாட்டைச் சேர்க்க ரோல் பாதையில் மென்மையாக்கலின் நிலைதுணைப்பிரிவின் நிலைதிரவத்தின் நிலை தொகுப்பு பிரதிநிதித்துவம்வரத்துக்கு நிலை தொகுப்பு பிரதிநிதித்துவம்தடைகளின் நிலை தொகுப்பு பிரதிநிதித்துவம்வெளிச்செல்லும் நிலை தொகுப்பு பிரதிநிதித்துவம்நிலைகள்நிலைகள் காட்சியகம்lib மறுஏற்றம்: பழைய தரவு-தொகுதி '%s' க்கு அனைத்து குறிப்புகளையும் மாற்றுவதன் மூலம் தோல்வியுற்றது, பழையது (%d மீதமுள்ள பயனர்கள்) வைக்கப்பட வேண்டும், மேலும் '%s' என மறுபெயரிடப்பட்டதுநூலகங்கள்நூலகம்"%s" தேவைகள் மறுசீரமைப்பை மீறுகின்றனநூலகம் '%s' ('%s') என்பது நிரம்பிய தரவுகளுக்கான காப்பக சேமிப்பகமாகும், ஆனால் உண்மையான நூலக பெற்றோர் இல்லை.நூலகம் '%s' சிதைந்ததாகத் தோன்றுகிறது, அதில் தவறான அடையாளம் பெயர்கள் உள்ளன. இது காணாமல் போன தரவைக் காணக்கூடும்.பிளெண்டரின் எதிர்கால பதிப்பால் நூலகம் '%s' உருவாக்கப்பட்டது மற்றும் தற்போது ஆதரிக்கப்பட்டதை விட நீண்ட அடையாளம் பெயர்களைக் கொண்டுள்ளது. இது காணாமல் போன தரவைக் காணக்கூடும், தற்போதைய பிளெண்டர் பதிப்போடு அந்த நூலகத்தைத் திறந்து மீண்டும் சேமிப்பதைக் கருத்தில் கொள்ளுங்கள்.நூலகம் '%s', '%s' பல நிகழ்வுகளைக் கொண்டிருந்தது, சேமித்து மீண்டும் ஏற்றவும்!நூலகம் (பொருள் தரவு)ஒரு பிளெண்டிம்போர்ட் கான்டெக்ச்ட் தரவில் நூலகம் (பிளெண்ட்ஃபைல்) குறிப்பு. தற்போது முன்/போச்ட் பிளெண்டிம்போர்ட் கையாளுபவர்களுக்கான படிக்க மட்டும் தரவுகளாக மட்டுமே அம்பலப்படுத்தப்பட்டுள்ளதுநூலக உலாவிநூலகம் திருத்தக்கூடியதுநூலக ஐடி %s நூலகம் %s, இது நடக்கக்கூடாது!நூலக ஐடி %s எதிர்பார்த்த பாதையில் காணப்படவில்லை %s!ஐடி இறக்குமதி செய்யப்பட்ட கலப்பைக் குறிக்கும் நூலக ஐடி. ஐடி இணைக்கப்பட்ட அல்லது சேர்க்கப்படும் வரை எதுவும் இல்லைநூலக பெயர்நூலக செயல்பாடுநூலகம் மீறக்கூடியதுநூலகம் மீறப்பட்ட ஐடிநூலகம் மேலெழுதும்நூலகம் மேலெழுதும் செயல்பாடுசரிசெய்தல் செயல்பாட்டை நூலகம் மேலெழுதும்நூலக மேலெழுதும் முறைநூலகம் மீறுகிறதுநூலகம் மீறுவதற்கு மறுசீரமைப்பு தேவைநூலக பாதைநூலகம் பலவீனமான குறிப்புநூலக தரவு-தொகுதிகள்சுழிய நூலக தரவு-தொகுதி சுட்டிக்காட்டி கொண்ட நூலக தரவுத்தளம்!நூலக கோப்பு தரவு-தொகுதி இணைக்கப்பட்டுள்ளதுநூலக கோப்பு, வெற்று காட்சியை ஏற்றுகிறதுமேலெழுதும் வரிசைமுறையின் வேராகப் பயன்படுத்தப்படும் நூலகம் மேலெழுத ஐடி இந்த ஐடி உறுப்பினராக உள்ளதுநூலகம் தரவை மீறுகிறதுநூலகம் தரவு-தொகுதிகள் வட்டு கேச் சேமிப்பிடத்தை மட்டுமே ஆதரிக்கிறதுஇணைக்கப்பட்ட தரவு-தொகுதியின் நூலகம் மேலெழுதவும், முழுமையாக உள்ளக செய்ய சொடுக்கு செய்யவும், சிப்ட் + நூலகத்தை மேலெழுதவும், அதைத் திருத்த முடியுமா என்று தடுமாறவும் சொடுக்கு செய்கநூலக மேலெழுதும் வார்ப்புருக்கள் அகற்றப்பட்டுள்ளன: தரவு-தடுப்பு '%s' இலிருந்து அனைத்து மேலெழுத தரவையும் நீக்குதல்நூலக பாதை '%s' இல்லை, சேமிப்பதற்கு முன் இதை சரிசெய்யவும்நூலக பாதை '%s' இப்போது செல்லுபடியாகும், தயவுசெய்து நூலகத்தை மீண்டும் ஏற்றவும்நூலக பாதை திருத்தக்கூடியது அல்ல, இடமாற்றம் செயல்பாட்டைப் பயன்படுத்தவும்மீண்டும் ஏற்ற நூலகம்இடமாற்றம் செய்ய நூலகம்உரிமம்குனு பொது பொது உரிமத்தின் கீழ் உரிமம் பெற்றதுவாழ்க்கைவாழ்க்கை நேரம்வாழ்க்கை நேர காரணிதுகள்களின் ஆயுட்காலம்வாழ்நாள்வாழ்நாள் சீரற்ற தன்மைபிரேம்களில் அலைகளின் வாழ்நாள், பூச்சியம் என்றால் எல்லையற்றதுஉயர்வுதூக்க ஆற்றல்லிப்ட்/காமா/ஆதாயம்ஒளிபரப்புஆட்டோமீண்டும்உமிழ்வு மாதிரிமுன்முன்னும் பின்னும்ஒளிலேசான ப்ரோப்matcapபுதியஎதுவுமில்லைவானூர்திபுள்ளிஆற்றல்கோளம்ச்பாட்வலிமைச்டுடியோசூரியன்தட்டச்சு செய்கவெப்பநிலையைப் பயன்படுத்துங்கள்கனஅளவுஉலகம்ஒளி தழுவல்ஒளி கோணம்: %.3fஒளி வண்ணங்கள்ஒளி விளிம்புஒளி திசைஒளி வீழ்ச்சிஒளி குழுஒளி குழுக்கள்ஒளி தீவிரம் அளவுஒளி இணைத்தல்ஒளி இணைக்கும் சிறப்பு%s க்கு ஒளி இணைத்தல்ஒளி பொருள்ஒளி வெளியீடுஒளி பாதைஒளி பாதைகள்ஒளி சக்தி: %.3fஒளி ஆய்வுஒளி ஆய்வு தொகுதிஒளி ஆய்வு தொகுதி பேக்ஃபேச் குறைத்தல்லைட்டிங் பிடிப்பு பொருள்களுக்கான ஒளி ஆய்வு தரவு-தொகுதிஒளி ஆய்வு தரவு-தொகுதிகள்ஒளி ஆய்வு(கள்)ஒளி ஆய்வுகள்ஒளி ஆய்வுகள் தொகுதி குளம்ஒளி ஆரம்: %.3fஒளி குறிப்புஒளி மாதிரி வாசல்ஒளி அளவு x: %.3fஒளி அளவு y: %.3fஒளி அளவு: %.3fஒளி வாசல்ஒளி மரம்ஒளி வகைஒளி நிறம்கெல்வினில் ஒளி வண்ண வெப்பநிலைஒரு காட்சியை ஒளிரச் செய்வதற்கான ஒளி தரவு-தொகுதிஒளி தரவு-தொகுதிகள்ஒளியின் முழுப் பகுதியிலும் அனைத்து திசைகளிலும், கதிரியக்க சக்தியின் அலகுகளில் (W) ஒளி ஆற்றல் வெளிப்படும்செயலில் உள்ள உமிழ்ப்பான் பொருளுக்கு தேர்ந்தெடுக்கப்பட்ட தடுப்பான்களை ஒளி இணைப்புசெயலில் உள்ள உமிழ்ப்பான் பொருளுக்கு ஒளி இணைப்பு தேர்ந்தெடுக்கப்பட்ட பெறுநர்கள்ஒளி இணைக்கும் அமைப்புகள்ஒரு தொகுப்பின் பொருட்களின் மற்றும் குழந்தைகளின் சேகரிப்புகளின் ஒளி இணைக்கும் அமைப்புகள்சேகரிப்பின் ஒளி இணைக்கும் அமைப்புகள்சேகரிப்பு பொருளின் ஒளி இணைக்கும் அமைப்புகள்பொருள் அல்லது சேகரிப்பின் ஒளி அல்லது நிழல் பெறும் நிலைஒரு விமானத்தில் ஒரு திசையிலிருந்து உள்வரும் ஒளியைப் பிடிக்கும் ஒளி ஆய்வுஒரு தொகுதிக்குள் குறைந்த அதிர்வெண் விளக்குகளைப் பிடிக்கும் ஒளி ஆய்வுவிண்வெளியில் ஒரே கட்டத்தில் எல்லா திசைகளிலிருந்தும் துல்லியமான விளக்குகளைப் பிடிக்கும் ஒளி ஆய்வுகடினமான மேற்பரப்பில் ஒளி சிதறல் வழங்கல்கதிர் நிழல் மாதிரிக்கான ஒளி அளவு (ரேச்ட்ரேச் நிழல்கள்)வீழ்ச்சி மாற்றத்தைப் பயன்படுத்துவதற்கு முன் ஒளி வலிமைதிட நிழல் பயன்முறையில் ச்டுடியோ விளக்குகளுக்கு ஒளி பயன்படுத்தப்படுகிறதுஒளி(கள்)லேசான ப்ரோப்புதியஒளிரச் செய்யுங்கள்லைட் பயன்முறையைஇலகுவான அழுத்தம் அதிக மென்மையாக்குகிறதுஒளி குழுலைட் குழு ஒத்திசைவுபொருள் சொந்தமானதுஉலகம் சொந்தமானதுலைட்டிங்திட/அமைப்பு காட்சியமைப்புக்கான லைட்டிங் முறைலைட்டிங் பயன்முறைஉலக தரவு-தொகுதிக்கான விளக்குகள்லேசான தன்மைலேசான தன்மை:விளக்குகள்விளக்குகள் கிரீச் பென்சில் பொருளை பாதிக்கின்றனதிட டிரா பயன்முறையில் பொருட்களைக் காண்பிக்கப் பயன்படுத்தப்படும் விளக்குகள்திட நிழல் பயன்முறையில் பொருட்களைக் காண்பிக்கப் பயன்படுத்தப்படும் விளக்குகள்மூட்டு பிரிவுகள்மூட்டு வகைலிம்ப்னோட்சுண்ணாம்புக் கல்சுண்ணாம்புறை (திட)அளவுதூரத்தைக் கட்டுப்படுத்துங்கள்தூரக் கட்டுப்பாட்டைக் கட்டுப்படுத்துங்கள்எஃப்-மாடிஃபையரை கட்டுப்படுத்துங்கள்பிரேம் வரம்பைக் கட்டுப்படுத்துங்கள்இருப்பிடத்தைக் கட்டுப்படுத்துங்கள்இருப்பிடக் கட்டுப்பாட்டைக் கட்டுப்படுத்துங்கள்வரம்பு முறைவரம்பு பயன்முறைஆரம் வரம்புசுழற்சியைக் கட்டுப்படுத்துங்கள்சுழற்சி கட்டுப்பாட்டை கட்டுப்படுத்துங்கள்வரம்பு அளவுஅளவு அளவுஅளவு கட்டுப்பாட்டைக் கட்டுப்படுத்துங்கள்வலிமையைக் கட்டுப்படுத்துங்கள்வரம்பு மேற்பரப்புஉள்ளடக்கங்களுக்கு பார்வையை கட்டுப்படுத்துங்கள்ஃச் ஐ வரம்புஒய் ஐக் கட்டுப்படுத்துங்கள்சட் ஐ வரம்புசெங்குத்துகளை ஒன்றிணைக்க கீழேஇடைவெளி மூலம் குறிப்பிடப்பட்ட தூரத்திற்கு தூரிகை பயன்பாட்டை மட்டுப்படுத்தவும்ஒற்றை சேனல் மூலம் வரம்புமற்ற இரண்டு சேனல்களின் சராசரியால் வரம்புஇந்த சேகரிப்புக்கு மோதல்களைக் கட்டுப்படுத்துங்கள்இந்த சேகரிப்புக்கு மோதல்களைக் கட்டுப்படுத்துங்கள்மிகக் குறைந்த எடையை அகற்றுவதன் மூலம் ஒரு குறிப்பிட்ட எண்ணுடன் ஒரு வெர்டெக்சுடன் தொடர்புடைய சிதைவு எடைகளை மட்டுப்படுத்தவும்இயல்பாக்கப்பட்ட ஆயத்தொகுதிகளில் தூரத்தை கட்டுப்படுத்துங்கள்இந்த சேகரிப்புக்கு விளைவுகளை கட்டுப்படுத்துங்கள்இந்த சேகரிப்புக்கு திரவ பொருள்களைக் கட்டுப்படுத்துங்கள்அச்சு மையத்திற்கு நடுத்தர செங்குத்துகளுக்கான வரம்புஇந்த சேகரிப்புக்கு சக்திகளைக் கட்டுப்படுத்துங்கள்விளக்குகளின் அதிகபட்ச எண்ணிக்கையை கட்டுப்படுத்துங்கள்உருவகப்படுத்துதல் புள்ளிகளுக்கு இடையில் அலை சாய்வின் அதிகபட்ச செங்குத்தைக் கட்டுப்படுத்துங்கள் (குறைக்கப்பட்ட விவரங்களின் இழப்பில் மென்மையான அலைகளுக்கு அதிக மதிப்புகளைப் பயன்படுத்தவும்)இணைக்கும் வடிவவியலை வரம்புஃச் அச்சில் இயக்கத்தை கட்டுப்படுத்துங்கள்ஒய் அச்சைச் சுற்றி இயக்கத்தைக் கட்டுப்படுத்துங்கள்சட் அச்சில் இயக்கத்தை கட்டுப்படுத்துங்கள்பார்வையாளரின் ஆரம்ப திசையில் இயக்கத்தை கட்டுப்படுத்துங்கள்ஃச் அச்சில் சுழற்சியைக் கட்டுப்படுத்துங்கள்ஒய் அச்சில் சுழற்சியைக் கட்டுப்படுத்துங்கள்சட் அச்சில் சுழற்சியைக் கட்டுப்படுத்துங்கள்காட்சி பின்னூட்டத்தை எளிதாக்க கண்காணிப்பின் வேகத்தை கட்டுப்படுத்துங்கள் (இது கண்காணிப்பு தரத்தை பாதிக்காது)அமைப்பு அளவை 1024 பிக்சல்களாகக் கட்டுப்படுத்துங்கள்அமைப்பு அளவை 128 பிக்சல்களாகக் கட்டுப்படுத்துங்கள்அமைப்பு அளவை 2048 பிக்சல்களாகக் கட்டுப்படுத்துங்கள்அமைப்பு அளவை 256 பிக்சல்களாகக் கட்டுப்படுத்துங்கள்அமைப்பு அளவை 4096 பிக்சல்களாகக் கட்டுப்படுத்துங்கள்அமைப்பு அளவை 512 பிக்சல்களாகக் கட்டுப்படுத்துங்கள்அமைப்பு அளவை 8192 பிக்சல்களாகக் கட்டுப்படுத்துங்கள்இறுதி வழங்குதல் மூலம் பயன்படுத்தப்படும் அமைப்பு அளவைக் கட்டுப்படுத்துங்கள்வியூபோர்ட் வழங்குதல் பயன்படுத்தும் அமைப்பு அளவைக் கட்டுப்படுத்துங்கள்தானியங்கி அளவிடுதலின் அளவைக் கட்டுப்படுத்துங்கள்திருத்து பயன்முறையில் வளைவு கைப்பிடிகளின் காட்சியை வரம்பிடவும்இலக்கு பொருளிலிருந்து தூரத்தை கட்டுப்படுத்துங்கள்ஒரு வெர்டெக்ச் பாதிக்கக்கூடிய ஆஃப்செட் விமானத்திலிருந்து தூரத்தை கட்டுப்படுத்துங்கள்திட்டத்திற்கு பயன்படுத்தப்படும் தூரத்தை மட்டுப்படுத்தவும் (சுழிய முடக்கப்பட்டது)கட்டுப்படுத்தப்பட்ட பொருளின் இருப்பிடத்தை கட்டுப்படுத்துங்கள்ஃபில்லெட்டுகளை ஒன்றுடன் ஒன்று தவிர்ப்பதற்காக ஆரம் அதிகபட்ச மதிப்பைக் கட்டுப்படுத்துங்கள்ஒரே நேரத்தில் இணைய இணைப்புகளின் எண்ணிக்கையைக் கட்டுப்படுத்துங்கள் நிகழ்நிலை செயல்பாடுகள் ஒரே நேரத்தில் செய்யக்கூடும். பூச்சியம் வரம்பை முடக்குகிறது.வழங்குதல் நேரத்தைக் கட்டுப்படுத்துங்கள் (ஒத்திசைவு நேரத்தைத் தவிர்த்து). பூச்சியம் வரம்பை முடக்குகிறதுநிழல் பிக்சலுடன் ஒப்பிடுவதற்கு பதிலாக ஒளி தோற்றத்திலிருந்து 1 யூனிட்டில் தீர்மானத்தை கட்டுப்படுத்தவும்கட்டுப்படுத்தப்பட்ட பொருளின் சுழற்சியைக் கட்டுப்படுத்துங்கள்கட்டுப்படுத்தப்பட்ட பொருளின் அளவைக் கட்டுப்படுத்துங்கள்கிராபிக்ச் நினைவகத்தை சேமிக்க அமைப்பு அளவைக் கட்டுப்படுத்துங்கள்மாற்றியமைக்கப்பட்ட எஃப்-வளைவின் நேரம்/மதிப்பு வரம்புகளைக் கட்டுப்படுத்துங்கள்காலவரிசை உயரத்தை அதிகபட்சமாகப் பயன்படுத்திய சேனல் ச்லாட்டுக்கு மட்டுப்படுத்தவும்வரம்புபிரேம் வரம்பிற்கான வரம்புபிளேபேக் வரம்பிற்கு வரம்புபிரிவுக்கு வரம்புவியூபோர்ட்டுக்கு வரம்புபளபளப்பான விளைவுக்கு வண்ணத்தைத் தேர்ந்தெடுக்க வரம்புஃச் அச்சில் மொழிபெயர்ப்பைக் கட்டுப்படுத்துங்கள்ஒய் அச்சில் மொழிபெயர்ப்பைக் கட்டுப்படுத்துங்கள்சட் அச்சில் மொழிபெயர்ப்பைக் கட்டுப்படுத்துங்கள்வரையறுக்கப்பட்ட உலகளாவிய வெளிச்சம்வரம்புஎண்ணியல் கலைப்பொருட்களைத் தடுப்பதற்கான உத்தியைக் கட்டுப்படுத்துதல்வரம்புகள்சொத்து மதிப்பு ச்லைடரை ஒரு வரம்பிற்கு கட்டுப்படுத்துகிறது, வரம்பிற்கு வெளியே உள்ள மதிப்புகள் எண்ணிக்கையில் உள்ளிடப்பட வேண்டும்லின் பிழைவரிகோட்டோவியம்வரி கலை மாற்றியமைப்பாளர்வரி கலை அமைப்புகள்பொருளுக்கான வரி கலை அமைப்புகள்பொருளுக்கான வரி கலை அமைப்புகள்வரி கலை பக்கவாதம் மூல வகைவரி தொடங்குகிறதுவரி இடைவெளிவரி நிறம்வரி வண்ண ஆல்பாவரி நிறம் நீலம்வரி நிறம் பச்சைவரி வண்ணம் சிவப்புவரி முடிவுவரி பிழைவரி செய்திவரி உள்ளீடுவரி எண்கள்வரி எண்கள் பின்னணிவரி வெளியீடுவரி முன்னுரிமைவரி ஆரம்வரி மாதிரிவரி தொகுப்பு சேகரிப்புவரி தொகுப்பு பெயர்வரி தொகுப்புகள்வரி இடைவெளிவரி நடைலைன் பாணி ஆல்பா மாற்றியமைப்பாளர்வரி பாணி வண்ண மாற்றியமைப்பாளர்வரி பாணி வடிவியல் மாற்றிவரி பாணி மாற்றியமைப்பாளர்வரி நடை வெளியீடுவரி பாணி தடிமன் மாற்றியமைத்தல்லைன் பாணி தரவு-தொகுதிகள்வரி பாணிகள்வரி தடிமன்வரி தடிமன் பயன்முறைவரி வகைகோட்டின் அளவுபடத்தைப் பிரிக்க வேண்டிய கோடு கோணம்ஃப்ரீபாணி லைன் ரெண்டரிங்கிற்கு பயன்படுத்தப்படும் வரி வண்ணம்செல்ல வரி எண்உரை தரவு-தடுப்பில் உரையின் வரிபடத்தைப் பிரிக்க வேண்டிய வரி நிலைவரி செட் '%s' அகற்ற முடியவில்லைகோடுகள் மற்றும் பாணி அளவுருக்களை இணைப்பதற்கான வரி அமைக்கப்பட்டுள்ளதுவரி தொகுப்பு பெயர்கோடுகள் மற்றும் பாணி அளவுருக்களை இணைப்பதற்கான வரி தொகுப்புகள்வரி பாணி அமைப்புகள்சீரற்ற சத்தத்தின் அடிப்படையில் வரி தடிமன்அருகிலுள்ள இரண்டு முகங்களுக்கு இடையிலான கோணத்தின் அடிப்படையில் வரி தடிமன்3d கண்ணி மேற்பரப்புகளின் ரேடியல் வளைவின் அடிப்படையில் வரி தடிமன்இயக்க பாதைக்கு வரி தடிமன்பிக்சல்களில் வரி தடிமன்ஃப்ரீபாணி லைன் வரைபடத்திற்கான வரி தடிமன் பயன்முறைசெல்ல வரிகோடுகள்கோடுகள் %iலைன்பாணிலின்பாணி அமைப்பு ச்லாட்நேரியல்நேரியல் 3D வளைவுகள்aces வெள்ளை புள்ளியுடன் நேரியல் ap0aces வெள்ளை புள்ளியுடன் நேரியல் ap1ஒளிரும் டி 65 வெள்ளை புள்ளியுடன் நேரியல் பி.டி .2020ஒளிரும் டி 65 வெள்ளை புள்ளியுடன் நேரியல் பி.டி.709நேரியல் cie-xyz d65நேரியல் cie-xyz eநேரியல் பிணைப்புநேரியல் dci-p3 d65ஒளிரும் டி 65 வெள்ளை புள்ளியுடன் நேரியல் டி.சி.ஐ-பி 3நேரியல் ஈரமாக்குதல்நேரியல் இழுவைஒளிரும் டி 65 வெள்ளை புள்ளியுடன் நேரியல் ஈ-காமட்நேரியல் எக்ச்ட்ராபோலேசன்நேரியல் திரைப்படஒளி இ-காமட்நேரியல் கிச்மோநேரியல் சாய்வுநேரியல் இடைக்கணிப்புநேரியல் ஒளிநேரியல் ஒளி பயன்முறைநேரியல் மாற்றிகள்நேரியல் மின்னோடிநேரியல் ரெக் .2020நேரியல் rec.709நேரியல் விரைவு செயலிழக்க வாசல்உருவகப்படுத்துதல் பொருளை உருவகப்படுத்துவதை நிறுத்தும் நேரியல் விரைவுநேரியல் தூர மாதிரிகிளம்பிங் கொண்ட நேரியல் தூர மாதிரிநேரியல் வீழ்ச்சிநேரியல் இடைக்கணிப்புமணித்துளி மற்றும் அதிகபட்ச மதிப்புகளிலிருந்து நேரியல் இடைக்கணிப்புகீஃப்ரேம்களுக்கு இடையில் நேரியல் இடைக்கணிப்புநேரியல் முன்னமைவுநேரியல் பாகுத்தன்மைமென்மையான தரவை தேர்வின் எல்லை பிரேம்களில் நேர்கோட்டுடன் கலக்கவும்மாற்றியமைக்கும் இடத்தின் சட் அச்சில் நேரியல் அளவுகோல்நேரியல்வரிகள்கோடுகள் மட்டுமேஉரையின் கோடுகள்லைன்செட் ச்பெசல்கள்இணைப்புதேர்ந்தெடுக்கப்பட்டவருக்கு செயலில் உள்ளதுதேர்ந்தெடுக்கப்பட்டவற்றுக்கான இணைப்பு செயலில் உள்ளது (இணைப்புகளை மாற்ற வேண்டாம்)தேர்ந்தெடுக்கப்பட்டவற்றுக்கான இணைப்பு செயலில் உள்ளது (இணைப்புகள், முனை பெயர்களை மாற்ற வேண்டாம்)தேர்ந்தெடுக்கப்பட்டவற்றுக்கான இணைப்பு செயலில் உள்ளது (இணைப்புகள், வெளியீட்டு பெயர்களை மாற்ற வேண்டாம்)தேர்ந்தெடுக்கப்பட்டவற்றுக்கான இணைப்பு செயலில் உள்ளது (மெனு)தேர்ந்தெடுக்கப்பட்டவற்றுக்கான இணைப்பு செயலில் உள்ளது (இணைப்புகளை மாற்றவும்)தேர்ந்தெடுக்கப்பட்டவற்றுக்கான இணைப்பு செயலில் உள்ளது (இணைப்புகள், முனை பெயர்களை மாற்றவும்)தேர்ந்தெடுக்கப்பட்டவற்றுக்கான இணைப்பு செயலில் உள்ளது (இணைப்புகள், வெளியீட்டு பெயர்களை மாற்றவும்)இணைப்பு அனிமேசன் தரவுஇணைப்பு சேகரிப்புகள்எழுத்துருக்களை உரைக்கு இணைக்கவும்இணைப்பு நிகழ்வு சேகரிப்புஇணைப்பு வரம்புஇணைப்பு மூலப்பொருட்கள்இணைப்புப் மூலப்பொருட்கள்இணைப்பு பொருள் தரவுஇணைப்பு செயல்பாட்டு அட்டவணைஇணைப்பு நிலைபல்வேறு அளவுகோல்களின் அடிப்படையில் முனைகளைத் தேர்ந்தெடுக்க செயலில் உள்ள முனையை இணைக்கவும்சேகரிப்புக்குப் பிறகு இணைப்புஅனைத்தையும் எலும்புடன் இணைக்கவும்அனைத்தையும் பொருளுடன் இணைக்கவும்சேகரிப்புக்கு முன் இணைப்புசேகரிப்புகளுக்கு இடையிலான இணைப்புஒரு முனை மரத்தில் முனைகளுக்கு இடையில் இணைப்புஒரு நூலகத்திலிருந்து இணைப்பு .கலப்பு கோப்பைஇந்த வெளியீட்டிலிருந்து இணைப்புதற்போதைய காட்சியில் இருந்து சேகரிப்புகளில் இணைப்பு (ஆழமற்ற நகல்)சேகரிப்பின் உள்ளே இணைப்புகண்ணுக்கு தெரியாத சாக்கெட்டுகள் காரணமாக இணைப்பு மறைக்கப்பட்டுள்ளதுஇணைப்பு முடக்கப்பட்டுள்ளது மற்றும் புறக்கணிக்கப்படலாம்இணைப்பு செல்லுபடியாகும்பொருள் அல்லது பொருளின் தரவுடன் மூலப்பொருள் இணைக்கவும்குழு அல்லது முனை மர வெளியீட்டிற்கு இணைப்பு முனைபொருள்களை ஒரு தொகுப்போடு இணைக்கவும்புதிய சேகரிப்புடன் பொருள்களை இணைக்கவும்இணைப்பு செயல்பாட்டுக் குறியீடு வரம்பிற்கு வெளியே உள்ளதுசூழல் சாக்கெட்டில் இயக்க இணைப்பு செயல்பாடுதேர்ந்தெடுக்கப்பட்ட தொகுப்புகளை செயலில் காட்சிக்கு இணைக்கவும்எளிமைப்படுத்தப்பட்ட குழு தேர்வுக்கு தேர்ந்தெடுக்கப்பட்ட கீற்றுகளை ஒன்றாக இணைக்கவும்மற்றொரு காட்சிக்கு இணைப்பு தேர்வுஇணைப்பு இலக்கு: {}சேர்ப்பதை விட பொருள்கள் அல்லது தரவு-தொகுதிகளை இணைக்கவும்சேகரிப்புக்கான இணைப்புசேகரிப்பு சுழற்சிக்கான இணைப்புபுதிய சேகரிப்புக்கான இணைப்புவெளியீட்டு முனைக்கான இணைப்புபார்வையாளர் முனைக்கு இணைப்புபார்வையாளர் முனைக்கு இணைப்புஇணைப்பு {}இணைப்பு/பரிமாற்ற தரவுஇணைக்கப்பட்டஇணைக்கப்பட்ட நகல்இணைக்கப்பட்ட தரவுஇணைக்கப்பட்ட தரவு-தொகுதிகள்இணைக்கப்பட்ட கைப்பிடிஇணைக்கப்பட்ட அடையாளம் அமர்வு uidஇணைக்கப்பட்ட ஐடி இந்த மேலெழுதலால் குறிப்பாகப் பயன்படுத்தப்படுகிறதுஇணைக்கப்பட்ட பேக்இணைக்கப்பட்ட நேரம்தேர்ந்தெடுக்கப்பட்ட ஒவ்வொரு துண்டுக்கும் இணைக்கப்பட்ட நடவடிக்கைகள் நகல் செய்யப்படும்.இணைக்கப்பட்ட எலும்பு சேகரிப்புகள் திருத்தக்கூடியவை அல்லஇணைக்கப்பட்ட தரவு-தொகுதிகளை மறுபெயரிட முடியாதுஇணைக்கப்பட்ட தரவு-தொகுதிகள் திருத்துதல் தற்காலிக சேமிப்புகளை அனுமதிக்காதுஇணைக்கப்பட்ட பொருள் பேக்கிங்கிற்கு disk cache இயக்கப்பட வேண்டும்இணைக்கப்பட்ட அல்லது நூலகம் தரவு-தடுப்புகளை மேலெழுதும் தற்காலிக சேமிப்புகளைச் சேர்க்கவோ அகற்றவோ அனுமதிக்காதுமிகப் பழமையான .கலப்பு கோப்பு வடிவமைப்பிலிருந்து (%d.%d) இணைத்தல் அல்லது சேர்ப்பது, அனிமேசன் மாற்றங்கள் எதுவும் செய்யப்படாது! தற்போதைய கலப்பான் மூலம் உங்கள் லிப் கோப்பை மீண்டும் சேமிக்க விரும்பலாம்இணைப்புகள்இணைப்புகள் ஒரு மண்டலத்திற்கு மட்டுமே செல்ல முடியும், ஆனால் வெளியே இல்லைதிரவதிரவ களம்திரவ டொமைன் பொருள்பட்டியல்பட்டியல் .கலப்பு கோப்புகளின் உள்ளடக்கம்பட்டியல் உருப்படிஉருப்படி வண்ணங்களை பட்டியலிடுங்கள்பட்டியல் நீளம்பட்டியல் பெயர்அனைத்து துணை இயக்குநர்களின் உள்ளடக்கத்தையும், ஒரு நிலை மறுநிகழ்வையும் பட்டியலிடுங்கள்அனைத்து துணை இயக்குநர்களின் உள்ளடக்கத்தையும், மூன்று நிலைகள் மறுநிகழ்வுகளையும் பட்டியலிடுங்கள்அனைத்து துணை இயக்குநர்களின் உள்ளடக்கத்தையும், இரண்டு நிலைகள் மறுநிகழ்வுகளையும் பட்டியலிடுங்கள்அனைத்து ஆபரேட்டர்களையும் ஒரு உரை-தொகுதியில் பட்டியலிடுங்கள், இது கைஉரைடுக்கு பயனுள்ளதாக இருக்கும்சுட்டியின் கீழ் பொருள்களை பட்டியலிடுங்கள் (பொருள் பயன்முறை மட்டும்)aovகளின் பட்டியல்ஒளி குழுக்களின் பட்டியல்முகமூடி அடுக்குகளின் பட்டியல்முகமூடி அடுக்குகளின் பட்டியல்ஆர்மேச்சரின் அனைத்து எலும்பு சேகரிப்புகளின் பட்டியல்ஆல்பா வெளிப்படைத்தன்மை மாற்றிகளின் பட்டியல்பின்னணி படங்களின் பட்டியல்சங்கிலியால் ஆன அனிமேசன் பிரிவுகளின் பட்டியல்கிச்மோ வரைபடத்தில் கிச்மோசின் பட்டியல்கட்டங்கள் மற்றும் மேவுடேட்டாவின் பட்டியல் நினைவகத்தில் ஏற்றப்படுகிறதுஎளிதாக தேர்வு செய்ய எலும்புகளின் குழுக்களின் பட்டியல்அந்த ஐடியைத் தேடவும் இறக்குமதி செய்யவும் நூலகங்களின் பட்டியல். அந்த பட்டியலில் உள்ள முதல் கோப்பிலிருந்து ஐடி இறக்குமதி செய்யப்படும்வரி வண்ண மாற்றிகளின் பட்டியல்வரி தடிமன் மாற்றிகளின் பட்டியல்மேட்டில் சேர்க்க பொருள் மற்றும் மூலப்பொருள் மறையீட்டு ஐடிகளின் பட்டியல்மீறப்பட்ட பண்புகளின் பட்டியல்ஒரு சொத்துக்கான மேலோட்டமான செயல்பாடுகளின் பட்டியல்வீச்சு வடிவியல் மாற்றிகளின் பட்டியல்blender இன் மூலக் குறியீட்டிற்கு பொறுப்பாளர்களை பட்டியலிடுகிறதுலிதுவேனியன் - லிதுவேனியன்நேரடி திருத்துunwrapநேரடி வடிகட்டுதல் சரம்நேரடி தேடல் வடிகட்டுதல் சரம்சுமைதொழிற்சாலை "{}" விருப்பங்களை ஏற்றவும்.தொழிற்சாலை "{}" தொடக்க கோப்பு மற்றும் விருப்பங்களை ஏற்றவும்தொழிற்சாலை பிளெண்டர் விருப்பங்களை ஏற்றவும்தொழிற்சாலை இயல்புநிலை தொடக்க கோப்பு மற்றும் விருப்பங்களை ஏற்றவும்தொழிற்சாலையை ஏற்றவும் {:s} விருப்பத்தேர்வுகள்பிழைத்திருத்த பயன்முறையில் ஆப்டிக்ச் பகுதியை ஏற்றவும்: குறைந்த பதிவு சொற்களஞ்சியம் நிலை, சரிபார்ப்புகளை இயக்குதல் மற்றும் குறைந்த தேர்வுமுறை நிலைஇடைமுகம் ஐ ஏற்றவும்பி.வி.எச் மோசன் பிடிப்பு கோப்பை ஏற்றவும்ஒரு fbx கோப்பை ஏற்றவும்ஒரு எச்விசி கோப்பை ஏற்றவும்அலைமுனை obj காட்சியை ஏற்றவும்கேச் கோப்பை ஏற்றவும்ஒரு gltf 2.0 கோப்பை ஏற்றவும்ஒரு கோப்பிலிருந்து புதிய எழுத்துருவை ஏற்றவும்முன்னமைவை ஏற்றவும்பிரேம்களின் வரிசையை அல்லது திரைப்பட கோப்பை ஏற்றவும்ஒலி கோப்பை ஏற்றவும்ஒலி கோப்பை மோனோவாக ஏற்றவும்ஒரு அலெம்பிக் காப்பகத்தை ஏற்றவும்கலப்பான் எக்ச்எம்எல் கருப்பொருள் கோப்பை ஏற்றவும் பயன்படுத்தவும்தொழிற்சாலை இயல்புநிலை விருப்பங்களை ஏற்றவும். விருப்பங்களை நிரந்தர மாற்றங்களைச் செய்ய, "விருப்பங்களைச் சேமி" பயன்படுத்தவும்தொழிற்சாலை இயல்புநிலை தொடக்க கோப்பு மற்றும் விருப்பங்களை ஏற்றவும். மாற்றங்களை நிரந்தரமாக்க, "தொடக்க கோப்பைச் சேமி" மற்றும் "விருப்பங்களைச் சேமி" பயன்படுத்தவும்கடைசியாக சேமிக்கப்பட்ட விருப்பங்களை ஏற்றவும்நிகழ்நிலை கையேட்டை ஏற்றவும்திரைப்படத்துடன் ஒலியை ஏற்றவும்இயல்புநிலை ('தொழிற்சாலை தொடக்க') கலப்பு கோப்பை ஏற்றவும். இது பயனர் சேமிக்கக்கூடிய சாதாரண தொடக்க கோப்பிலிருந்து சுயாதீனமாக உள்ளதுதொடர்ச்சியான சாதொபொகு கோப்பிலிருந்து மொழிபெயர்ப்புகளின் அமைப்புகளை ஏற்றவும்.கலப்பு கோப்பிலிருந்து பயனர் இடைமுக அமைப்பை ஏற்றவும்.கலப்பு கோப்பில் பயனர் இடைமுக அமைப்பை ஏற்றவும்.கலப்பு கோப்புகளை ஏற்றும்போது பயனர் இடைமுக அமைப்பை ஏற்றவும்2.50-க்கு முந்தைய கலவை கோப்பு ஏற்றப்பட்டது, அனிமேசன் தரவு ஏற்றப்படவில்லை. அனிமேசன் தரவை மாற்ற பிளெண்டர் v4.5 உடன் கோப்பைத் திறந்து சேமிக்கவும்."%s" ஏற்றுவது தோல்வியுற்றது: சொத்து நூலகங்களை ஏற்றுகிறதுஏற்றுமதி அமைப்புகளை ஏற்றுவது தோல்வியடைந்தது. சிதைந்த அமைப்புகள் அகற்றப்பட்டனஏற்றுதல் தோல்வியுற்றது: முன்னோட்டங்களை ஏற்றுகிறது ...அமைப்புகளை ஏற்றுகிறது ({} மீதமுள்ள)ஏற்றுகிறது ...உள்ளகஉள்ளக +எக்ச் தொடுகோடுஉள்ளக +z தொடுகோடுஉள்ளக -எக்ச் தொடுகோடுஉள்ளக -இசட் தொடுகோடுஉள்ளக கேமராஉள்ளக வசூல்உள்ளக தரவு-தொகுதிகள்உள்ளக இடம்உள்ளக அணிஉள்ளக போச்உள்ளக வெளிஉள்ளக இடம் (உரிமையாளர் நோக்குநிலை)உள்ளக மேல்/கீழ்உள்ளக பார்வைபெற்றோருடன் உள்ளககிச்மோவின் உள்ளக சுழற்சி. 3D பார்வையில் உள்ளக மாற்றங்கள் பயன்படுத்தப்பட்டால் மட்டுமே பயன்படுத்தப்படுகிறதுஉள்ளக விண்வெளி அலகு நீளம் இந்த முக்கோணத்தின் முக மூலைகளின் தனிப்பயன் சாதாரண திசையன்கள்உள்ளக விண்வெளி அலகு நீளம் இந்த முகத்திற்கான சாதாரண திசையன்உள்ளக விண்வெளி அலகு நீளம் இந்த முக்கோணத்திற்கான சாதாரண திசையன்இந்த முகத்திற்கான இந்த வெர்டெக்சின் உள்ளக விண்வெளி அலகு நீளம் தொடுகோடு திசையன் (calc_tanchents ஐப் பயன்படுத்தி முன்பே கணக்கிடப்பட வேண்டும்)அடுக்கின் உள்ளக உருமாற்ற அணிமொழி குறியீடு: ab. மொழிபெயர்ப்பு முன்னேற்றம்: 0%மொழி குறியீடு: ar_EG. மொழிபெயர்ப்பு முன்னேற்றம்: 23%உள்ளக குறியீடு: be. மொழிபெயர்ப்பு முன்னேற்றம்: 0%மொழி குறியீடு: bg_BG. மொழிபெயர்ப்பு முன்னேற்றம்: 1%மொழி குறியீடு: ca_AD. மொழிபெயர்ப்பு முன்னேற்றம்: 100%மொழி குறியீடு: cs_CZ. மொழிபெயர்ப்பு முன்னேற்றம்: 27%மொழி குறியீடு: da. மொழிபெயர்ப்பு முன்னேற்றம்: 3%மொழி குறியீடு: de_DE. மொழிபெயர்ப்பு முன்னேற்றம்: 37%மொழி குறியீடு: el_GR. மொழிபெயர்ப்பு முன்னேற்றம்: 1%மொழி குறியீடு: en_US. மொழிபெயர்ப்பு முன்னேற்றம்: 100%உள்ளக குறியீடு: eo. மொழிபெயர்ப்பு முன்னேற்றம்: 0%உள்ளக குறியீடு: es. மொழிபெயர்ப்பு முன்னேற்றம்: 100%மொழி குறியீடு: eu_EU. மொழிபெயர்ப்பு முன்னேற்றம்: 1%மொழி குறியீடு: fa_IR. மொழிபெயர்ப்பு முன்னேற்றம்: 3%மொழி குறியீடு: fi_FI. மொழிபெயர்ப்பு முன்னேற்றம்: 11%மொழி குறியீடு: he_IL. மொழிபெயர்ப்பு முன்னேற்றம்: 2%மொழி குறியீடு: hi_IN. மொழிபெயர்ப்பு முன்னேற்றம்: 4%மொழி குறியீடு: hu_HU. மொழிபெயர்ப்பு முன்னேற்றம்: 11%மொழி குறியீடு: id_ID. மொழிபெயர்ப்பு முன்னேற்றம்: 21%மொழி குறியீடு: it_IT. மொழிபெயர்ப்பு முன்னேற்றம்: 44%மொழி குறியீடு: கா. மொழிபெயர்ப்பு முன்னேற்றம்: 100%மொழி குறியீடு: ky_KG. மொழிபெயர்ப்பு முன்னேற்றம்: 2%உள்ளக குறியீடு: lt. மொழிபெயர்ப்பு முன்னேற்றம்: 3%மொழி குறியீடு: மில்லி. மொழிபெயர்ப்பு முன்னேற்றம்: 0%மொழி குறியீடு: nb. மொழிபெயர்ப்பு முன்னேற்றம்: 4%மொழி குறியீடு: nl_NL. மொழிபெயர்ப்பு முன்னேற்றம்: 8%மொழி குறியீடு: pl_PL. மொழிபெயர்ப்பு முன்னேற்றம்: 100%மொழி குறியீடு: pt_BR. மொழிபெயர்ப்பு முன்னேற்றம்: 43%மொழி குறியீடு: ro_RO. மொழிபெயர்ப்பு முன்னேற்றம்: 2%மொழி குறியீடு: ru_RU. மொழிபெயர்ப்பு முன்னேற்றம்: 100%மொழி குறியீடு: sk_SK. மொழிபெயர்ப்பு முன்னேற்றம்: 100%மொழி குறியீடு: sl. மொழிபெயர்ப்பு முன்னேற்றம்: 51%மொழி குறியீடு: sr_RS. மொழிபெயர்ப்பு முன்னேற்றம்: 16%மொழி குறியீடு: sr_RS@latin. மொழிபெயர்ப்பு முன்னேற்றம்: 16%மொழி குறியீடு: sw. மொழிபெயர்ப்பு முன்னேற்றம்: 72%மொழி குறியீடு: th_TH. மொழிபெயர்ப்பு முன்னேற்றம்: 5%மொழி குறியீடு: tr_TR. மொழிபெயர்ப்பு முன்னேற்றம்: 78%மொழி குறியீடு: uk_UA. மொழிபெயர்ப்பு முன்னேற்றம்: 57%உள்ளக குறியீடு: ur. மொழிபெயர்ப்பு முன்னேற்றம்: 86%மொழி குறியீடு: vi_VN. மொழிபெயர்ப்பு முன்னேற்றம்: 93%மொழி குறியீடு: zh_HANS. மொழிபெயர்ப்பு முன்னேற்றம்: 100%மொழி குறியீடு: zh_HANT. மொழிபெயர்ப்பு முன்னேற்றம்: 62%அனைத்தையும் உள்ளூர்மயமாக்கவும்பிற நூலகங்களிலிருந்து மறைமுகமாக இணைக்கப்பட்டவை உட்பட அனைத்து சேர்க்கப்பட்ட தரவுகளையும் உள்ளூர்மயமாக்கவும்இடம்இடம் மற்றும் சுழற்சிஇடம் மற்றும் அளவுஇடம் (பொருள் இடம்)இருப்பிட அச்சுஇருப்பிட செல்வாக்குஇருப்பிட கலவை முறைஇடம் ஃச்இடம் ஒய்இடம் சட்புதிய முனைகளைச் சேர்ப்பதற்கான இடம்புதிதாக சேர்க்கப்பட்ட பொருளுக்கான இடம்வெகுசன மையத்தின் இடம்தனிப்பயன் பதிலாள் கோப்பின் இடம்எலும்பின் தலை முடிவின் இடம்ஆர்மேச்சருடன் தொடர்புடைய எலும்பின் தலை முடிவின் இடம்அதன் பெற்றோருடன் தொடர்புடைய எலும்பின் தலை முடிவின் இருப்பிடம்சேனலின் எலும்பின் தலையின் இருப்பிடம்சட்டத்தில் மார்க்கரின் இடம்புதிய பழமையான இடம்எலும்பின் வால் முடிவின் இடம்ஆர்மேச்சருடன் தொடர்புடைய எலும்பின் வால் முடிவின் இடம்எலும்பின் வால் முடிவின் இருப்பிடம் அதன் பெற்றோருடன் தொடர்புடையதுசேனலின் எலும்பின் வால் இருப்பிடம்இலக்கு இருப்பிடம் அந்த பொருள் கடந்து செல்லாதுஉலக இடைவெளியில் செயலின் தொடர்புடைய கட்டுப்பாட்டு நோக்கத்தின் இருப்பிடம்நிறுவ நீட்டிப்பின் இடம்முடி விசையின் இருப்பிடம் அதன் உள்ளக ஒருங்கிணைப்பு அமைப்பில், உமிழும் முகத்துடன் ஒப்பிடும்போதுபொருள் இடத்தில் முடி விசையின் இடம்முழு கேன்வாசிலும் முனையின் இடம்அதன் பெற்றோர் சட்டகத்திற்குள் முனையின் இருப்பிடம்பொருளின் இடம்உரையின் இடம்உரை தரவுகளில் இந்த எழுத்தின் இருப்பிடம் (உரை வளைவுகளுக்கு மட்டுமே)பரப்பு இடத்தில் வெர்டெக்சின் இடம்இயல்பாக்கப்பட்ட இடத்தில் வெர்டெக்சின் இடம்பார்வையாளர் இருப்பிடத்தை நிர்ணயிக்கும் போது அடிப்படை போசுக்கு விண்ணப்பிக்க இருப்பிடம் ஆஃப்செட்சுட்டுக்கொள்ள தரவு சேமிக்கப்படும் வட்டில் இருப்பிடம்இடம் மட்டுமேடெல்டாசுக்கு இடம்புதிய வெர்டெக்சைச் சேர்க்க இடம்தீவுகளை சீரமைப்பதற்கான இடம்பதிலாள் கோப்புகளை சேமிக்க இடம்இடம், சுழற்சி மற்றும் அளவுஇடம், சுழற்சி, அளவு மற்றும் தனிப்பயன் பண்புகள்இடம்:இருப்பிடங்கள்பூட்டுபூட்டு செயலில்பூட்டு சரிசெய்தல்பூட்டு அச்சுபூட்டு எல்லைகள்பார்க்க கேமரா பூட்டுபூட்டு திசைபூட்டு திசை (Alt)பூட்டு உயர்வுபூட்டு உயரம் (Alt)பூட்டு முனைகள்பூட்டு சட்டகம்பூட்டு சட்ட தேர்வுபதிவு அடிவானம்லாக் ஒரைசன் அடிவானத்தை தற்போது சமன் செய்ய கட்டாயப்படுத்துகிறதுபூட்டு ஐகே ஃச்பூட்டு இடைமுகம்பூட்டு இடம்பூட்டு குறிப்பான்கள்பூட்டு கண்ணி எல்லை செங்குத்துகள்பூட்டு முறைபூட்டு பொருள் முறைகள்பூட்டு வரிசைபூட்டு பின் செய்யப்பட்ட தீவுகள்பலகோண இயல்பான பூட்டுபூட்டு வேர்கள்பூட்டு சுழற்சிபூட்டு சுழற்சி (4 டி கோணம்)அளவிடும்போது பூட்டு சுழற்சிபூட்டு சுழற்சிகள் (4 டி)பூட்டு அளவுபூட்டு வடிவம்பூட்டு குறிப்புகள்பூட்டு தடக் கட்டுப்பாடுநோக்குநிலையை பூட்டவும்பூட்டு மதிப்புபூட்டு ஃச்பூட்டு ஃச் போச்பூட்டு ஃச் சுழற்சிபூட்டு ஒய்லாக் ஒய் போச்பூட்டு ஒய் சுழற்சிபூட்டு சட்பூட்டு சட் போச்பூட்டு சட் சுழற்சிசெயல்படுத்த பூட்டு நடவடிக்கைவெர்டெக்ச் குழுக்களில் இயக்க பூட்டு நடவடிக்கைதற்செயலாக மாற்றியமைக்கப்படுவதைத் தடுக்க அனைத்து பசை எழுதுகோல் அடுக்குகளையும் பூட்டவும்தற்செயலாக மாற்றியமைக்கப்படுவதைத் தடுக்க அனைத்து பசை எழுதுகோல் மூலப்பொருட்களையும் பூட்டவும்அனைத்து வடிவ விசைகளையும் பூட்டவும்செயலில் உள்ள பொருளின் அனைத்து வடிவ விசைகளையும் பூட்டவும்அனைத்து வெர்டெக்ச் குழுக்களையும் பூட்டவும்செயலில் உள்ள பொருளின் அனைத்து வெர்டெக்ச் குழுக்களையும் பூட்டவும்பயன்படுத்தப்படாத எந்தவொரு மூலப்பொருளையும் பூட்டி மறைக்கவும்தேர்ந்தெடுக்கப்பட்ட எந்த பக்கவாதத்திலும் பயன்படுத்தப்படாத எந்தவொரு மூலப்பொருளையும் பூட்டவும்இணைக்கப்பட்ட மெச்களில் இடைவெளிகளைத் தவிர்ப்பதற்கு எளிமைப்படுத்தும் போது எல்லை செங்குத்துகளை பூட்டுங்கள்பூட்டு சேனல்லேயரால் காட்டப்படும் தற்போதைய சட்டகத்தை பூட்டுபின்னணி மற்றும் கண்காணிப்பின் போது நேரக் கர்சரை பூட்டு வளைவுகள் காண்கமாற்றும் போது நான்கு-கூறு சுழற்சிகளின் 'கோண' கூறுகளின் பூட்டு திருத்துதல்கூறுகளால் நான்கு கூறு சுழற்சியின் பூட்டு திருத்துதல் (யூலருக்கு பதிலாக)மாற்றும் போது இருப்பிடத்தின் பூட்டு திருத்துதல்மாற்றும் போது சுழற்சியின் பூட்டு திருத்துதல்மாற்றும் போது அளவின் பூட்டு திருத்துதல்ரெண்டரருக்கு அதிக நினைவகத்தை வழங்குவதற்கு ஆதரவாக வழங்குதல் செய்யும் போது பூட்டு இடைமுகம்புனரமைக்கப்பட்ட கேமரா இயக்கத்திற்கு பூட்டு இயக்கம்புனரமைக்கப்பட்ட பொருள் இயக்கத்திற்கு பூட்டு இயக்கம்இலக்கு இயக்க பாதைக்கு பூட்டு இயக்கம்இலக்கு பாதைக்கு பூட்டு இயக்கம்பூட்டு நடத்தப்படவில்லை!களஞ்சியங்களை பூட்டுதல் - பூட்டுதலை சோதிக்கவளைவு முனைகளுக்கு இடையில் அச்சில் பூட்டு சுழற்சிசெயலில் உள்ள பொருளின் தேர்ந்தெடுக்கப்பட்ட மற்றும் தேர்வு செய்யப்படாத வெர்டெக்ச் குழுக்களை பூட்டவும் திறக்கவும்தேர்ந்தெடுக்கப்பட்ட தடங்களை பூட்டுசெயலில் உள்ள பொருளின் தேர்ந்தெடுக்கப்பட்ட வெர்டெக்ச் குழுக்களை பூட்டுபூட்டு துண்டு, அதை மாற்ற முடியாதுபூட்டு கீற்றுகள் அதனால் அவற்றை மாற்ற முடியாதுகாட்டப்பட்ட உருப்படிகளின் வரிசையைப் பூட்டவும் (பயனரால் அதை மாற்ற முடியாது)வேர் புள்ளிகளின் நிலையை பூட்டவும்கலைப்பொருட்களைத் தவிர்ப்பதற்காக உருவகப்படுத்துதல் வீழ்ச்சி பரப்பில் செங்குத்துகளின் நிலையை பூட்டவும், பாதிக்கப்படாத பரப்புகளுடன் மென்மையான மாற்றத்தை உருவாக்கவும்செயலில் உள்ள பொருள்/எலும்புக்கு பார்வையை பூட்டவும்மென்மையாக்கும் போது பூட்டு முனை நிலைஎலும்புக்கு பூட்டவும்கர்சருக்கு பூட்டவும்பொருள் பூட்டுதேர்வுக்கு பூட்டவும்நேர கர்சருக்கு பூட்டவும்செயலில் உள்ள பொருளின் தேர்வு செய்யப்படாத வெர்டெக்ச் குழுக்களை பூட்டவும்பக்கக் காட்சிகளின் பூட்டு பார்வை மேல்/முன்/வலதுபுறம்பிளேபேக்கின் போது தேர்ந்தெடுக்கப்பட்ட குறிப்பான்களுக்கு காட்சியை பூட்டவும்பூட்டு-மகிழ்ச்சிபூட்டு/முடக்குஅனைத்து அடுக்குகளையும் பூட்டவும்/திறக்கவும்தேர்ந்தெடுக்கப்பட்ட தடங்களை பூட்டு/திறக்கவும்பூட்டப்பட்டதுபூட்டப்பட்ட அச்சுபூட்டப்பட்ட செல்வாக்குபூட்டப்பட்ட மார்க்கர்பூட்டப்பட்ட டிராக்பூட்டப்பட்ட தட கட்டுப்பாடுபூட்டப்பட்ட தடங்கள்பூட்டப்பட்டது {:d} ரெப்போ(கள்)பூட்டுகள்பதிவுகுரோமா இன்செட் மற்றும் முதன்மையான சுழற்சியுடன் பதிவு குறியாக்கம், மற்றும் மாறும் வரம்பின் 25 நிறுத்தங்களுடன்பதிவு நிலைஅட்சரேகை 16.5 நிறுத்தங்கள், மற்றும் மாறும் வரம்பின் 25 நிறுத்தங்கள் கொண்ட பதிவு அடிப்படையிலான திரைப்பட சேப்பர்பதிவு மாற்று காமாபதிவு மாற்று குறிப்பு பிளாக் பாயிண்ட்பதிவு மாற்று குறிப்பு வெள்ளை புள்ளிசெயல்பாடுகள், எச்சரிக்கைகள் மற்றும் பிழை செய்திகளின் பதிவுடெர்மினலில் சேனல் பட்டியல் தகவலை பதிவு செய்யுங்கள். இந்த ஆபரேட்டர் பிளெண்டரின் பிழைத்திருத்த கட்டமைப்பில் மட்டுமே கிடைக்கிறதுமடக்கை ஒரு அடிப்படை bமடக்கை பயன்முறைமடக்கை கரைக்கவும்தர்க்கரீதியான மற்றும்தர்க்கரீதியான அல்லதுநீளமான கூந்தல்நீண்ட விசைநீண்ட விசை தேர்ந்தெடுக்கப்பட்டதுநீண்ட பட்டியல்நீளமானதுநீளமான மூலைவிட்டதீர்க்கரேகை மணித்துளிபார்முன்னோக்கிப் பாருங்கள்அதை நோக்குகொடுக்கப்பட்ட தூரிகை வகைக்கு மிகவும் பொருத்தமான கருவியைப் பார்த்து அதை செயல்படுத்தவும்வெளிப்புற கோப்பிலிருந்து உருமாற்ற மேட்ரிக்சைப் பாருங்கள்வெளிப்புற கோப்பிலிருந்து மாற்றத்தைப் பாருங்கள்லூப்லூப் வண்ணங்கள்லூப் எண்ணிக்கைலூப் வெட்டுலூப் சோடிகள்லூப் ச்லைடுலூப் தொடக்கமொத்த மொத்தலூப் முக்கோணங்கள்லூப் மற்றும் தலைகீழ்முன்னும் பின்னுமாக லூப்தலைகீழாக தொடங்கி முன்னும் பின்னுமாக சுழற்சி செய்யுங்கள்சிதைந்த திருத்து மெச் காட்சியில் லூப் வெட்டு சரியாக வேலை செய்யாதுஒரு கண்ணி தரவு-தொகுதியில் லூப்பெற்றோரில் வளையம்அனிமேசன் பிளேபேக்கை லூப் செய்யுங்கள்சுழல்கள்கம்பி/எல்லை விளிம்புகளால் சுழல்கள் இணைக்கப்படவில்லைகண்ணி சுழல்கள் (முகம் மூலைகள்)சுயவிவரத்தின் ஒவ்வொரு பக்கத்திலும் சுழல்கள்தளர்வானவிளிம்பாக தளர்வானதுதளர்வான விளிம்புகள்தளர்வான விளிம்புகள் விளிம்பாகதளர்வான புள்ளிகள்தளர்வான விளிம்புகள் விளிம்பு வகை இருக்கும்இழப்பற்றதுஇழப்பற்ற வெளியீடுஉயர் செயல்திறன் JPEG 2000 குறியாக்கத்தின் அடிப்படையில் இழப்பற்ற சுருக்கம். இது சிறிய கோப்புகளை உருவாக்குகிறது, ஆனால் இது புதியது மற்றும் பிற மென்பொருள்களால் இன்னும் பரவலாக ஆதரிக்கப்படவில்லை.இழப்பற்ற ரன் நீளம் குறியாக்க சுருக்கம்இழப்பு இல்லாத அலைவரிசை சுருக்கமானது, சத்தம்/தானிய படங்களுக்கு பயனுள்ளதாக இருக்கும்16 வரிசை படத் தொகுதிகளின் இழப்பற்ற சிப் சுருக்கஇழப்பற்ற சிப் சுருக்க, ஒவ்வொரு பட வரிசையும் தனித்தனியாக சுருக்கப்பட்டுள்ளன16 பிட் மிதவை படங்களுக்கான இழப்பு சுருக்கமானது, நிலையான 2.3: 1 விகிதத்தில்32 பிட் மிதவை படங்களுக்கான இழப்பு சுருக்க (ஒவ்வொரு மிதவையின் 24 பிட்களையும் சேமிக்கிறது)குறைந்தகுறைந்த நிறம்குறைந்த மாறுபாடுதகுதி குறைந்தகுறைந்த தெளிவுத்திறன் கண்ணிகூர்மையற்ற முகமூடியைப் பயன்படுத்தி குறைந்த அதிர்வெண் மாறுபாடுகுறைஒரு வெர்டெக்சின் எடையை vgroup இல் சேர்க்க குறைந்த (உள்ளடக்கிய) பிணைக்கப்பட்டுள்ளதுகீழ் எல்லைகீழ் வழக்குகீழ் ஒத்திசைவுகீழ் இடதுகுறைந்த நினைவகம்கீழ் வலதுகுறைந்த ஃச் கோண வரம்புலோயர் ஃச் வரம்புகீழ் ஃச் கோணம் பிணைக்கப்பட்டுள்ளதுகுறைந்த ஒய் கோண வரம்புகீழ் ஒய் வரம்புகீழ் ஒய் கோணம் பிணைக்கப்பட்டுள்ளதுகுறைந்த சட் கோண வரம்புகுறைந்த சட் வரம்புகீழ் சட் கோணம் பிணைக்கப்பட்டுள்ளதுதானியங்கி மூலக்கூறுகளின் விசயத்தில் இரண்டாவது நேரத்திற்கான குறைந்த கட்டுப்பாடுஇந்த கட்டுப்பாட்டு புள்ளியில் உறை கீழ் எல்லைசிறப்பம்சமாக வரம்பின் கீழ் எல்லைஉள்ளீட்டு வரம்பின் கீழ் எல்லை மேப்பிங் பயன்படுத்தப்படுகிறதுதிரவ செல்களை அலை முகடுகளாகக் குறிப்பதற்கான குறைந்த கிளம்பிங் வாசல் (குறைந்த மதிப்பு அதிக குறிக்கப்பட்ட கலங்களில் விளைகிறது)காற்று சிக்கியிருக்கும் திரவ செல்களைக் குறிப்பதற்கான குறைந்த கிளம்பிங் வாசல் (குறைந்த மதிப்பு அதிக குறிக்கப்பட்ட கலங்களில் விளைகிறது)செல்கள் துகள்களை வெளியிடத் தொடங்கும் திரவ வேகத்தைக் குறிக்கும் குறைந்த கிளம்பிங் வாசல் (குறைந்த மதிப்புகள் பொதுவாக அதிக துகள்களை விளைவிக்கும்)1: 1 இயல்புநிலை செல்வாக்கிற்கான குறிப்பு மதிப்பிலிருந்து குறைந்த தூரம்அதிக திட்டக் குழுக்களுக்கு குறைவாக, குறைந்த விலகலுக்கு அதிகமாகும்அமைப்பின் கீழ் பாதி பக்கவாதத்தின் உதவிக்குறிப்புகள்ஃச் அச்சு சுழற்சியின் குறைந்த வரம்புஃச் அச்சு மொழிபெயர்ப்பின் குறைந்த வரம்புஒய் அச்சு சுழற்சியின் குறைந்த வரம்புஒய் அச்சு மொழிபெயர்ப்பின் குறைந்த வரம்புசட் அச்சு சுழற்சியின் குறைந்த வரம்புசட் அச்சு மொழிபெயர்ப்பின் குறைந்த வரம்புசாய்வின் கீழ் வரம்பு +Z திசையிலிருந்து விலகிகுறைந்த கண்ணி ஒத்திசைவு பிணைப்பு (உயர் மதிப்புகள் மென்மையாக்கப்பட்டு குழிவான பகுதிகளை நிரப்புகின்றன)கீழ் அல்லது மேல் வழக்குகுறைந்த மதிப்புகள் மென்மையான வளைவைக் கொடுக்கும்குறைந்த மதிப்புகள் பின்னணி இரத்தப்போக்கைக் குறைக்கும்சிதைவுக்கு குறைந்த/மேல் வரம்புகள்மிகக் குறைந்தகுறைந்த அதிர்வெண்குறைந்த தகுதிஅனுமதிக்க குறைந்த ஃச் மதிப்புஅனுமதிக்க குறைந்த ஒய் மதிப்புஅனுமதிக்க மிகக் குறைந்த சட் மதிப்புஇடமாறு எல்லை பெட்டியின் மிகக் குறைந்த மூலையில்மிகக் குறைந்த துகள் வாழ்நாள்லுமாலுமா அலைவடிவம்ஒளிரும்ஒளிர்வு சேனல்ஒளிரும் விசைஒளிர்வு ஒலிமேக் கட்டம்எம்பி4mb5mb6mb7எம்டிடிmftஎம்.கே.வி.எம்எம்பிmmb நடவடிக்கைmp2எம்பி 3எம்பெக்-1mpeg-1 ஆடியோ லேயர் iiஎம்பெக்-2mpeg-2 ஆடியோ லேயர் iiiஎம்பெக்-4mpeg-4 (divx)mplayerமேக்கார்மேக்மறைமுகமான பரவல் கட்டுப்பாட்டுடன் கூடிய MacCormack திட்டம். நிலைத்தன்மையை பராமரிக்கும் போது எண்ணியல் சிதறலை குறைக்கிறதுமந்திரம்மேசிக் அமைப்புகாந்தகாந்த செயல்திறன் எடைபெரிதாக்குஅளவுa இன் அளவுமுக்கியமுதன்மையான 1 முதல் 0 விசைகள் numpad ஆக செயல்படுகின்றன (மடிக்கணினிகளுக்கு பயனுள்ளதாக இருக்கும்)முக்கிய செயல்கள்முக்கிய சிறுகுறிப்புகள்முதன்மையான ஆயுதங்கள்முதன்மை அச்சுமுதன்மையான தூரிகைகள்முதன்மையான கேச் கோப்புகள்முதன்மையான கேமராக்கள்முதன்மையான தொகுப்புகள்முதன்மையான வளைவுகள்முதன்மையான எழுத்துருக்கள்முதன்மை வடிவியல்முதன்மையான பசை எழுதுகோல்கள்முதன்மையான முடி வளைவுகள்முக்கிய படங்கள்முக்கிய உருப்படிகள்முதன்மையான லட்டுகள்முக்கிய நூலகங்கள்முதன்மையான ஒளி ஆய்வுகள்முதன்மை விளக்குகள்முதன்மையான வரி பாணிகள்முதன்மையான முகமூடிகள்முக்கிய மூலப்பொருட்கள்முதன்மையான மெச்கள்முதன்மையான வளர்சிதை மாற்றங்கள்முதன்மையான திரைப்பட கிளிப்புகள்முதன்மையான முனை மரங்கள்முக்கிய பொருள்கள்முதன்மையான வண்ணப்பூச்சு வளைவுகள்முதன்மையான தட்டுகள்முதன்மையான துகள் அமைப்புகள்முதன்மையான புள்ளி மேகங்கள்முக்கிய காட்சிகள்முதன்மையான திரைகள்முக்கிய ஒலிகள்முதன்மையான பேச்சாளர்கள்முக்கிய நூல்கள்முக்கிய அமைப்புகள்முதன்மையான தொகுதிகள்முதன்மையான சாளர மேலாளர்கள்முக்கிய பணியிடங்கள்முதன்மையான உலகங்கள்இயக்கத்தின் முதன்மையான அச்சுமுக்கிய அடிப்படை அமைப்புகள்ஒரு .கலப்பு கோப்பு மற்றும் அதன் அனைத்து தரவு-தொகுதிகளையும் குறிக்கும் முக்கிய தரவு அமைப்பு(ஓரளவு) சீரமைக்கப்படும்போது அலைகளின் முக்கிய திசைதொகுதியை பராமரிக்கவும்தொகுதி கட்டுப்பாட்டை பராமரிக்கவும்ஒற்றை அளவிடுதல் அச்சில் ஒரு நிலையான அளவை பராமரிக்கவும்பெற்றோர் குழந்தை உறவுகளை பராமரிக்கவும்விரைவு, விமான நிலை அல்லது அலையுங்கள்ஒரு அச்சில் சமச்சீர் பராமரிக்கவும்பொருளின் அளவை நீட்டிக்கும்போது பராமரிக்கவும்பின்னணி வேகத்தை மாற்றும்போது ஆடியோவின் அசல் சுருதியைப் பராமரிக்கவும்குழுவிற்கான தொடர்புடைய எடையை பராமரிக்கவும்கூர்மையான மூலைகளுக்கு சரிசெய்வதன் மூலம் தடிமன் பராமரிக்கவும் (மெதுவாக, தேவையில்லை போது முடக்கு)சமூக உருவாக்குநர்களால் பராமரிக்கப்படுகிறதுபராமரிப்பாளர்மேசர் கிரிட் கோடுகள்பெரிய ஆரம்முக்கிய பிரிவுகள்மேசர்/மைனர்பெரியவர்தொகுதியின் முக்கிய பரிமாற்றம்பெரும்பான்மைசெய்யசுழற்சி (எஃப்-மாடிஃபையர்) உருவாக்குங்கள்தரவை ஒற்றை பயனரை உருவாக்குங்கள்துளைகளை உருவாக்குங்கள்உள் செய்யுங்கள்உள்ளக செய்யுங்கள்அதிக உட்பிரிவு நிலைகளின் இடப்பெயர்ச்சியை முன்னோட்டமிடும் போது சிற்பம் பயன்முறை கருவிகள் அடிப்படை கண்ணி சிதைக்கவும்தேர்ந்தெடுக்கப்பட்ட பொருள்களை ஒற்றை பயனராக ஆக்குங்கள்தேர்ந்தெடுக்கப்பட்ட கீற்றுகளை ஒற்றை பயனரை உருவாக்குங்கள்ஒற்றை செய்யுங்கள்ஒற்றை பயனரை உருவாக்குங்கள்சீருடை உருவாக்குங்கள்தனித்துவமானதுதேர்ந்தெடுக்கப்பட்ட அனைத்து கீஃப்ரேம்களின் நகலையும் உருவாக்கவும்தேர்ந்தெடுக்கப்பட்ட அனைத்து கீஃப்ரேம்களின் நகலை உருவாக்கி அவற்றை நகர்த்தவும்செயலில் உள்ள கிரீச் பென்சில் சட்டத்தின் (கள்) நகலை உருவாக்கவும்செயலில் உள்ள பசை எழுதுகோல் அடுக்கின் நகலை உருவாக்கவும்தேர்ந்தெடுக்கப்பட்ட பொருளுக்கு செயலில் உள்ள பசை எழுதுகோல் அடுக்கின் நகலை உருவாக்கவும்செயலில் உள்ள வெர்டெக்ச் குழுவின் நகலை உருவாக்கவும்தற்போதைய காட்சியின் முழு நகலை உருவாக்கவும்தேர்ந்தெடுக்கப்பட்ட வெளியீடு மற்றும் உள்ளீட்டு சாக்கெட்டுகளுக்கு இடையில் ஒரு இணைப்பை உருவாக்கவும்ஒரு சாக்கெட்டிலிருந்து இன்னொரு சாக்கெட்டுக்கு ஒரு இணைப்பை உருவாக்கவும்இறுதிப் புள்ளிகளைக் சொடுக்கு செய்வதன் மூலம் ஒரு ச்ப்லைன் சுழற்சி செய்யுங்கள்செயலில் உள்ள வளைவை மூடிய/திறந்த வளையத்தை உருவாக்கவும்செயலில் உள்ள ச்ப்லைனை மூடிய/திறந்த வளையத்தை உருவாக்கவும்செயலில் உரை கோப்பை உள் செய்யுங்கள்பாதிக்கப்பட்ட அனைத்து இயல்பானவர்களையும் இணையாக ஆக்குங்கள்வெளிப்புற கோப்புகளுக்கான அனைத்து பாதைகளையும் முழுமையாக உருவாக்குங்கள்மின்னோட்டத்துடன் தொடர்புடைய வெளிப்புற கோப்புகளுக்கும் அனைத்து பாதைகளையும் செய்யுங்கள் .கலப்புதேர்ந்தெடுக்கப்பட்ட தரவு-தொகுதிகளின் அனைத்து பயனர்களையும் புதிய தேர்ந்தெடுக்கப்பட்ட ஒன்றைப் பயன்படுத்தவும்தேர்ந்தெடுக்கப்பட்ட தரவு-தொகுதிகளின் அனைத்து பயனர்களும் அதற்கு பதிலாக மின்னோட்டத்தை (கிளிக் செய்யப்பட்டது) பயன்படுத்தவும்கையின் நுனியைச் சுற்றி கூடுதல் ஐகேமறுபரிசீலனைக்கு மிகப்பெரிய 3d பார்வையில் இருந்து ஒரு படத்தை உருவாக்கவும்செயலில் உள்ள தரவுகளில் சிறுகுறிப்புகளைச் செய்யுங்கள்சொத்து நூலகத்திற்கு தற்போதைய அமைப்பை எழுதுவதன் மூலம் எந்தவொரு பட்டியலுக்கும் நிரந்தரமாக எந்த திருத்தங்களையும் செய்யுங்கள்தொப்பிகளுக்கும் குழாய் வடிவத்திற்கும் இடையே உள்ள பார்டர் விளிம்புகளை கூர்மையாக இல்லாமல் மென்மையாக்கவும்கர்சர் ஒரு துண்டில் வட்டமிடும்போது பெட்டியைத் தேர்ந்தெடுக்கவும்இந்த சேனலின் கீழ் தொகுக்கப்பட்ட சேனல்களைத் தெரியும்முனை திருத்தியில் முனைகளை நகலெடுக்கும்போது முனை குழுக்களின் நகல்களை உருவாக்கவும்தேர்ந்தெடுக்கப்பட்ட கூறுகளின் நகல்களை உருவாக்கி அவற்றை நகர்த்தவும்தேர்ந்தெடுக்கப்பட்ட பசை எழுதுகோல் பக்கங்களின் நகல்களை உருவாக்கி அவற்றை நகர்த்தவும்தேர்ந்தெடுக்கப்பட்ட எலும்புகளின் நகல்களை ஒரே ஆயுதத்திற்குள் உருவாக்கவும்ஒரே ஆர்மேச்சருக்குள் தேர்ந்தெடுக்கப்பட்ட எலும்புகளின் நகல்களை உருவாக்கி அவற்றை நகர்த்தவும்தேர்ந்தெடுக்கப்பட்ட வளர்சிதை மாற்ற கூறுகளின் நகல்களை உருவாக்கி அவற்றை நகர்த்தவும்வளைவு பாதையை பாதையில் சுழற்றுங்கள்வெட்டப்பட்ட பிறகு தேர்வு நிலையைப் பாதுகாக்கும் துண்டு தேர்ந்தெடுக்கப்படாவிட்டாலும் வெட்டு செய்யுங்கள்தரவை ஒற்றை பயனரை உருவாக்கி, மாற்றியமைப்பைப் பயன்படுத்துங்கள், பட்டியலிலிருந்து அகற்றவும்.விளிம்புகளை 'படகில்' செய்யுங்கள்முகம் மற்றும் வெர்டெக்ச் இயல்பானவற்றை கண்ணுக்கு வெளியே அல்லது உள்ளே வைக்கவும்முகங்கள் அவற்றின் செங்குத்துகளுக்கு ஒதுக்கப்பட்ட குறைந்தபட்ச வெர்டெக்ச் எடையைப் பயன்படுத்துங்கள் (புதிய முகங்கள் அவற்றின் அசல்வற்றுக்கு இணையாக இருப்பதை உறுதி செய்கிறது, மெதுவாக, தேவையில்லை போது முடக்கு)தேர்ந்தெடுக்கப்பட்ட முனைகளிலிருந்து குழுவை உருவாக்குங்கள்முடி குறைவாக வீங்கியதாக ஆக்குங்கள்முடி நீளமாக்கவும்முடிகளை நீண்ட அல்லது குறுகியதாக மாற்றவும்முடியை மேலும் வீங்கியதாக ஆக்குங்கள்முடிகளை குறுகியதாக்குங்கள்முடிகள் எழுந்து நிற்க வைக்கவும்ஆரம் வெளியே படத்தை வெளிப்படையானதாக்குங்கள்இந்த பொருளுடன் இணைக்கப்பட்ட நிறுவப்பட்ட பொருள்களை உண்மையானதாக ஆக்குங்கள்காட்சியகத்தில் இன்ச்டான்சரை காணச் செய்யுங்கள்வழங்குதல் போது இன்ச்டான்சரைத் தெரியும்உள் செய்யுங்கள்இந்த கோப்பிற்கு நூலக இணைக்கப்பட்ட தரவு-தொகுதிகளை உள்ளக செய்யுங்கள்ஒவ்வொரு துண்டுக்கும் இணைக்கப்பட்ட செயலை உள்ளக செய்யுங்கள்இணைக்கப்பட்ட தரவை ஒவ்வொரு பொருளுக்கும் உள்ளக செய்யுங்கள்ஒவ்வொரு தரவு-தொகுதிக்கும் உள்ளக மூலப்பொருட்களை உருவாக்குங்கள்ஏற்றப்பட்ட பிறகு பகுதி கோப்பை உள் உருவாக்கவும்நினைவகத்தை நகலெடுப்பதற்குப் பதிலாக ஒன்றோடொன்று இணைக்கப்பட்ட சாதனங்களில் (எ.கா. NVLink வழியாக) விநியோகிப்பதன் மூலம் பெரிய காட்சிகளைப் பொருத்துவதற்கு அதிக இடமளிக்கவும்ஒவ்வொரு பொருளுக்கும் பொருள் அனிமேசன் தரவை உள்ளக செய்யுங்கள்ஒவ்வொரு பொருளுக்கும் உள்ளக பொருள் தரவு (கண்ணி, வளைவு போன்றவை) அனிமேசன் தரவை உருவாக்கவும்செயலில் உள்ள அடுக்கு மட்டுமே தெரியும்/திருத்தக்கூடியதாக இருக்கும்தற்போதைய கலப்பு கோப்போடு தொடர்புடைய பயன்படுத்தப்பட்ட நூலக கலப்பு கோப்பின் பாதைகளை உருவாக்குங்கள்வரைபட திருத்தி பார்வையில் முன்னர் மறைக்கப்பட்ட வளைவுகளை மீண்டும் காணச் செய்யுங்கள்தேர்ந்தெடுக்கப்பட்ட முடியை ஒரே நீளமாக மாற்றவும்அனிமேசன் தரவைச் சேர்ப்பதன் மூலம் தேர்ந்தெடுக்கப்பட்ட பொருள்களை என்எல்ஏ திருத்தியில் தோன்றச் செய்யுங்கள்தேர்ந்தெடுக்கப்பட்ட பொருள்கள் வெடிக்கச் செய்யுங்கள்தேர்ந்தெடுக்கப்பட்ட பொருள்களை திரவமாக்குங்கள்வடிவ விசைகளை உறவினரை உருவாக்குங்கள், இல்லையெனில் மதிப்பீட்டு நேரத்தைப் பயன்படுத்தி ஒரு வரிசையாக வடிவங்கள் மூலம் விளையாடுங்கள்அடிப்படை கண்ணி மீது உருவகப்படுத்துதல் மரியாதை சிதைவுகளை உருவாக்குங்கள்ஒற்றை பயனர் பொருள் தரவை உருவாக்குங்கள்ஒற்றை பயனர் பொருள்களை உருவாக்குங்கள்தேர்ந்தெடுக்கப்பட்ட செங்குத்துகளின் தோல் கதிர்கள் ஒவ்வொரு அச்சிலும் சமமாக இருக்கும்செயலில் வண்ணம் முதலில் ஏற்றுமதி செய்யப்படும் என்பதை உறுதிப்படுத்தவும். சில மென்பொருள்கள் முதல் ஒன்றைத் தவிர மற்ற வண்ண பண்புகளை நிராகரிக்க முடியும் என்பதால் முக்கியமானதாக இருக்கும்இலக்கு உரிமையாளரின் 'பிரிக்கக்கூடிய' பெற்றோராக மாற்றவும்ஏற்றப்பட்ட பிறகு உரை கோப்பை உள் உருவாக்கவும்உரையை உள் செய்யுங்கள்உரையை உள் (தனி நகல்) உருவாக்குங்கள்எச்டிஆர் சுழற்சியை சரி செய்யுங்கள் மற்றும் கேமராவைப் பின்பற்ற வேண்டாம்செயலில் உள்ள பூலியன் சாக்கெட்டை அதன் பெற்றோர் பேனலுக்கு மாற்றவும்கட்டுப்பாட்டு எலும்பை பயனருக்கு கண்ணுக்கு தெரியாத மற்றும் கட்டுப்பாடுகளால் மட்டுமே பாதிக்கப்படுகிறதுதற்போதைய கோப்பை இயல்புநிலை தொடக்க கோப்பாக மாற்றவும்தற்போதைய போசை அதன் முறிவு போசுக்கு ஒத்ததாக ஆக்குங்கள்தற்போதைய போசை மீதமுள்ளவை போச் செய்யுங்கள்தற்போதைய விருப்பங்களை இயல்புநிலையாக மாற்றவும்எட்ச் லூப் அருகிலுள்ள விளிம்பு வளையத்தின் வடிவத்துடன் பொருந்தவும்எல்லா பொருட்களுக்கும் பின்னால் படத்தை வழங்கவும்லேயர் டிச்ப்ளே பொருள்களுக்கு முன்னால் உருவாக்குங்கள்லைட்டிங் சரிசெய்யவும், கேமராவைப் பின்பற்றவும் வேண்டாம்பொருள் காட்சியை மற்றவர்களுக்கு முன்னால் செய்யுங்கள்பல்வேறு முறைகள்/தடைகளைப் பயன்படுத்தி, பொருளைக் கண்காணிக்கவும் மற்றொரு பொருளாக மாற்றவும்தேவைப்பட்டால் பொருளின் தரவு ஒற்றை பயனரை உருவாக்குங்கள்பேனலை ஒரு தனித்த சாக்கெட்டை மாற்றச் செய்யுங்கள்டைல்ச் அல்லது உள் முனைகளில் தரவைச் சுருக்குவதன் மூலம் வால்யூம் கிரிட்டின் சேமிப்பகத்தை மிகவும் திறமையானதாக்குங்கள்மேற்பரப்பை தடிமனாக மாற்றவும்தேர்ந்தெடுக்கப்பட்ட கீஃப்ரேம்களின் மதிப்புகளை அந்தந்த கீஃப்ரேம்களைப் போலவே கையாளுகிறதுஇந்த பிளெண்டர் பதிப்பை அனைத்து பயனர்களுக்கும் திறந்த கலப்பு கோப்புகளை உருவாக்கவும். உயர்ந்த சலுகைகள் தேவை.இதை முனை அடிப்படையிலான அமைப்பாக மாற்றவும்இந்த தூரிகையை ஏற்கனவே இருக்கும் வண்ணப்பூச்சு நகரும் போது அதை உருவாக்குங்கள்இந்தத் தொகுப்பை செயலில் செய்யுங்கள்இந்த வளைவு அல்லது மேற்பரப்பை u திசையில் ஒரு மூடிய வளையமாக மாற்றவும்இந்த நர்ப்ச் வளைவு அல்லது மேற்பரப்பு யு திசையில் ஒரு பெசியர் ச்ப்லைன் போல செயல்படுங்கள்இந்த nurbs வளைவு அல்லது மேற்பரப்பு u திசையில் இறுதிப் புள்ளிகளை நிறைவு செய்யுங்கள்இந்த நர்ப்ச் மேற்பரப்பு வி திசையில் ஒரு பெசியர் ச்ப்லைன் போல செயல்படுங்கள்இந்த நர்ப்ச் மேற்பரப்பு வி திசையில் இறுதிப் புள்ளிகளை நிறைவு செய்யுங்கள்இந்த வடிவ விசையை புதிய அடிப்படை விசையாக மாற்றவும், அதை கண்ணி மீது திறம்பட பயன்படுத்தவும். இது வடிவ விசையை அதன் 100% மதிப்பில் பொருந்தும் என்பதை நினைவில் கொள்கஇந்த ச்ப்லைனை ஒரு மூடிய வளையமாக மாற்றவும்இந்த ச்ப்லைன் நிரப்பவும்இந்த மேற்பரப்பை v திசையில் ஒரு மூடிய வளையமாக மாற்றவும்எலும்பு பெயர் சமச்சீர் அடிப்படையில், வலது பக்கத்திற்கு எதிர்மறை ஃச் அளவுடன் இடது மற்றும் வலது பக்க எலும்புகளுக்கு இணைக்கப்பட்ட நகல்களை உருவாக்கவும்பாதை வழிகாட்டுதல் தீர்மானிப்பதைச் செய்கிறது, அதாவது ரெண்டரிங்ச் ஒவ்வொரு முறையும் ஒரே படப்புள்ளி மதிப்புகளுடன் இனப்பெருக்கம் செய்யப்படும். இந்த நற்பொருத்தம் பயிற்சியைக் குறைக்கிறதுமலையாளம் - ஆங்கிலம்நிர்வகிக்கவும்இடைமுகம் மொழிபெயர்ப்புகளை நிர்வகிக்கவும்பயன்படுத்தப்படாத தரவை நிர்வகிக்கவும்நீட்டிப்புகள் வழியாக நிறுவப்பட்ட துணை நிரல்களை நிர்வகிக்கவும்தற்போதைய கோப்பில் உள்ள சொத்துக்களை நிர்வகிக்கவும் மற்றும் இணைக்கப்பட்ட சொத்து நூலகங்களை அணுகவும்கட்டாயமாகும்எதிர்காலத்தில் பிற போய்டுகள் மற்றும் டிஃப்ளெக்டர் பொருட்களுடன் மோதல்களைத் தவிர்ப்பதற்காக சூழ்ச்சிமன்ஆட்டன்மன்ஆட்டன் தூரம்மேனிஃபெச்ட் சரிபார்ப்பு தோல்வியடைந்தது: {:s}பன்மடிமம்வீச்சு இரண்டையும் கையாளவும், அமைப்பு ஒருங்கிணைப்புகளை நிரப்பவும்தூரத்தை விட ஒளி தீவிரம் எவ்வாறு குறைகிறது என்பதைக் கையாளவும். பொதுவாக உடல் அடிப்படையிலான விளைவுகளுக்கு பயன்படுத்தப்படுகிறது; உண்மையில் ஒளி எப்போதும் நாற்புறமாக விழும்3d சூழலில் பொருட்களைக் கையாளவும்அமைப்பு ஒருங்கிணைப்புகளை மட்டுமே கையாளவும்வீச்சு அமைப்பு ஒருங்கிணைப்புகளை மட்டுமே கையாளவும்கையேடுகையேடு அளவுத்திருத்தம்கையேடு விவரம்கையேடு பிரேம் வரம்புகையேடு நோக்குநிலைகையேடு வரம்புகையேடு அளவுகையேடு ச்குவாச் & நீட்சிகையேடு சரிசெய்தல்கைமுறையாக பின்னர் உருவாக்கவும்கைமுறையாக பின்னர் உருவாக்கவும் (ஒற்றை)தேவைக்கேற்ப org, MCH அல்லது DEF ஐ கைமுறையாக சேர்க்கவும்.நூல்களின் எண்ணிக்கையை கைமுறையாக தீர்மானிக்கவும்கைமுறையாக தீர்மானிக்கப்பட்ட பிரேம் வரம்புகட்டம் பிரிவுகளை கைமுறையாக அமைக்கவும்அதன் சோடியுடன் பூட்டப்பட்ட சுழற்சியுடன் கைமுறையாக கைப்பிடியை அமைக்கவும்நீட்டிப்புகளை சேமிக்க கைமுறையாக பாதையை அமைக்கவும். முடக்கப்பட்டபோது பயனரின் நீட்டிப்பு அடைவு உருவாக்கப்படுகிறது.மாதிரி வரைபடத்தின் தீர்மானத்தை கைமுறையாக அமைக்கவும், அதிக மதிப்புகள் மெதுவாகவும், அதிக நினைவகம் தேவை, ஆனால் சத்தத்தைக் குறைக்கவும்செயலுக்கான நோக்கம் கொண்ட பிளேபேக் பிரேம் வரம்பை கைமுறையாகக் குறிப்பிடவும் (இந்த வரம்பு சில கருவிகளால் பயன்படுத்தப்படுகிறது, ஆனால் அனிமேசன் மதிப்பீட்டை பாதிக்காது)வரைபடம்இருந்து வரைபடம்வரைபட வரம்புவரைபடத் தீர்மானம்வரைபட டேப்பர்வரைபடம்வரைபடத்திலிருந்து ஃச் க்குவரைபடம் ஒய் இலிருந்துவரைபடம் சட் முதல்வரைபட வகைவரைபடம் புறஊதாMAP UV கள் பொருளுடன் தொடர்புடைய படத்தின் விகித விகிதத்தை கணக்கில் கணக்கில் எடுத்துக்கொள்கின்றனதுணைப்பிரிவு மேற்பரப்பு மாற்றி பயன்படுத்தப்பட்ட பிறகு வெர்டெக்ச் நிலையை எடுக்கும் வரைபடம் uv கள் பயன்படுத்தப்பட்டனகேமரா மண்டலத்திற்கு uv களை வரைபடம் தெளிவுத்திறன் மற்றும் அம்சத்தை கணக்கில் எடுத்துக்கொள்கிறதுவரைபடம் ஃச் மற்றும் ஒய் நேரடியாக ஒருங்கிணைக்கிறதுபுற ஊதா ஆயத்தொலைவுகளைப் பயன்படுத்தி ஒரு அமைப்பை வரைபடமாக்கவும், தொகுக்கத்தில் உள்ள பொருள்களுக்கு ஒரு அமைப்பைப் பயன்படுத்தவும்அனைத்து மதிப்புகளையும் 0.5 முதல் 0.0 வரை, மற்ற அனைத்தும் 1.0 ஆக வரைபடமாக்கவும்எலும்பின் உருமாற்ற அச்சுகளுக்கு ஒரு செயலை வரைபடம்ஒரு உள்ளீட்டு மிதவை ஒரு வளைவுக்கு வரைபடம் மற்றும் மிதவை மதிப்பை வெளியிடுகிறதுவளைவின் பெவெல்ட் பகுதிக்கு டேப்பர் பொருளின் வரைபட விளைவுவளைவுகளுடன் உள்ளீட்டு திசையன் கூறுகளை வரைபடமாக்குகிறதுஉயர் மாறும் வரம்பின் தோற்றத்தை தோராயமாக மதிப்பிடுவதற்கு ஒரு வண்ணங்களின் தொகுப்பை மற்றொன்றுக்கு வரைபடமாக்குகிறதுவளைவு ஆரம் வரைபட டேப்லெட் அழுத்தம்வடிவியல் காரணியை ஒரு பிரிவின் நீளத்திற்கும் ஒரு பிரிவின் உட்பிரிவுகளின் எண்ணிக்கையிலும் வரைபடமாக்கவும்வடிவியல் காரணியை ஒரு ச்ப்லைனின் நீளத்திற்கு வரைபடமாக்கவும்வடிவியல் காரணியை ஒரு ச்ப்லைனின் உட்பிரிவுகளின் எண்ணிக்கையில் வரைபடமாக்கவும் (u தீர்மானம்)அமைப்பு வளைவுக்கு அமைப்பு தீவிரத்தை வரைபடமாக்கவும். ஆல்பா மதிப்பு பட அமைப்புகளுக்குப் பயன்படுத்தப்படுகிறது என்பதை நினைவில் கொள்க, ஆல்பா சேனல் இல்லாத படங்களுக்கு "ஆல்பாவை கணக்கிடுங்கள்" என்பதை இயக்கவும்.பொருளின் இலக்கின் மாற்றங்கள்சாதாரண திசையனைப் பயன்படுத்தி வரைபடம்குறைந்தபட்ச மற்றும் அதிகபட்ச படப்புள்ளி மதிப்புகளின் அடிப்படையில் வரைபட மதிப்புகள் 0 முதல் 1 வரம்பை உருவாக்குகின்றனஒரு சாய்வு பயன்பாட்டுடன் வண்ணங்களுக்கு வரைபட மதிப்புகள்நடு அச்சாக சட் உடன் வரைபடம்விவரணையாக்கம்மேப்பிங் வளைவுமேப்பிங் தொடக்கம்மேப்பிங் வகைமேப்பிங் ஃச்புள்ளிகளைத் தாக்க இலக்கு வடிவவியலில் இருந்து மேப்பிங்பளிங்குபளிங்கு (உடைந்தது)பளிங்கு (திட)பளிங்கு அமைப்புவிளிம்புவிளிம்பு நெடுவரிசைவிளிம்பு முறைவிளிம்பு வகைஎல்லை குறுக்கீட்டைக் குறைக்க திரவத்தைச் சுற்றி விளிம்பு சேர்க்கப்பட்டதுகேமரா இடத்தை வெட்டுவதற்கான விளிம்புஅருகிலுள்ள தீவுகளிலிருந்து இரத்தப்போக்கு குறைக்க விளிம்புஓவியத்தின் போது புற ஊதா சீம்களை சரிசெய்யும்போது கணக்கில் எடுத்துக்கொள்ள வேண்டும். அதிக எண்ணிக்கையானது MIPMAP களுக்கான மடிப்பு-சரிசெய்தல்களை மேம்படுத்தும், ஆனால் செயல்திறனைக் குறைக்கிறது.குறிமார்க் லூச்மார்க் வேர்மார்க் சீம்கள்மார்க் சீம்கள் பெவல் விளிம்புகளுடன்மார்க் சார்ப்"செயல் நூலகங்களை" பாதுகாக்கும் கோப்பை சேமித்து மீண்டும் ஏற்றப்பட்ட பிறகு நீக்குவதற்கு எஃப்-வளைவுகள் இல்லாத செயல்களைக் குறிக்கவும்மார்க் கூர்மையான விளிம்புகளைத் தூண்டினார்எல்லை விளிம்புகளை சீம்களாகக் குறிக்கவும்எல்லை விளிம்புகளை கூர்மையாகக் குறிக்கவும்அருகிலுள்ள விசைகளுடன் ஒப்பிடுவதன் அடிப்படையில் முக்கிய மதிப்பு ஓட்டம் திசையை மாற்றும் கீஃப்ரேம்களைக் குறிக்கவும்மார்க் தேர்ந்தெடுக்கப்பட்ட புறஊதா விளிம்புகளை சீம்களாகதேர்ந்தெடுக்கப்பட்ட செங்குத்துகளை தளர்வாக குறிக்கவும்தேர்ந்தெடுக்கப்பட்ட செங்குத்துகளை வேர்களாகக் குறிக்கவும்தேர்ந்தெடுக்கப்பட்ட செங்குத்துகளை தளர்வாக குறிக்கவும்/அழிக்கவும்மார்க்கர்மார்க்கர் %.2f ஆஃப்செட் %sமார்க்கர் %d ஆஃப்செட் %sமார்க்கர் காட்சிமார்க்கர் பெயர்மார்க்கர் பெயர்கள்மார்க்கர் அவுட்லைன்குறிப்பான் தேர்ந்தெடுக்கப்பட்டதுமார்க்கர் அமைப்புகள்காலவரிசையில் புள்ளிகளைக் குறிப்பிடுவதற்கான மார்க்கர்தற்போதைய சட்டத்தில் மார்க்கர் முடக்கப்பட்டுள்ளதுதற்போதைய சட்டத்தில் மார்க்கர் இயக்கப்பட்டதுமார்க்கர் ஆஃப்செட் %sஇயல்பாக்கப்பட்ட ஆயத்தொகுதிகளில் சட்டத்தில் மார்க்கர் நிலைமார்க்கர் தேர்வு நிலைகுறிப்பான்கள்குறிப்பான்கள் பூட்டப்பட்டுள்ளனஇந்த செயலுக்கு குறிப்பிட்ட குறிப்பான்கள், போச்களை லேபிளிடுவதற்குதற்போதைய காட்சிக்கு அனைத்து காலவரிசைகளிலும் பயன்படுத்தப்படும் குறிப்பான்கள்முகமூடிவரைஇரட்டைஇறகு ஆஃப்செட்நிரப்பவும்முகமூடி கருவிபுதியமென்மையானமுகமூடி எல்லைமுகமூடி நிறம்முகமூடி காட்சிமுகமூடி திருத்துமாற்றியமைப்பாளருக்கான முகமூடி உள்ளீடாகப் பயன்படுத்தப்படும் முகமூடி ஐடிமுகமூடி உள்ளீடுமுகமூடி அடுக்குமுகமூடி அடுக்குகள்மாச்க் மேப்பிங்முகமூடி மாற்றியமைப்பாளர்முகமூடி முனை சாக்கெட்முகமூடி முனை சாக்கெட் இடைமுகம்குழு அல்லாத செங்குத்துகளை மறைக்கவும்முகமூடி பெற்றோர்முகமூடி அழுத்தம் பயன்முறைமுகமூடி அமைப்புகள்முகமூடி சுருக்கம்/கொழுப்புமுகமூடி ச்ப்லைன் புள்ளிமுகமூடி ச்ப்லைன் புள்ளிகள்முகமூடி ச்ப்லைன் uw புள்ளிமுகமூடி ச்ப்லைன்ச்முகமூடி ச்டென்சில் பரிமாணங்கள்முகமூடி ச்டென்சில் நிலைமுகமூடி துண்டுமுகமூடி அமைப்புமுகமூடி அமைப்பு ஒளிபுகாநிலைமுகமூடி அமைப்பு மேலடுக்கு ஆல்பாமுகமூடி அமைப்பு ச்லாட்முகமூடி நேரம்SDF க்கு மாச்க்முகமூடி கருவிகள்முகமூடி புறஊதா லூப் லேயர்முகமூடி புறஊதா லூப் லேயர் இன்டெக்ச்முகமூடி புறஊதா லூப் லேயர் குறியீட்டுமுகமூடி மதிப்புமாச்க் வெர்டெக்ச் குழுமேலே அல்லது கீழே அடுக்குடன் செயலில் உள்ள அடுக்கை மறைக்கவும்முகமூடி அனிமேசன் காட்சி சட்டத்துடன் ஒத்திசைவில் உள்ளதுமாச்க் அனிமேசன் உரி தொடங்குவதற்கு ஈடுசெய்யப்பட்டுள்ளதுசேகரிப்பு வரி கலை அமைப்புகளிலிருந்து பொருந்தக்கூடிய முகமூடி பிட்கள்மூலப்பொருள் வரி கலை அமைப்புகளிலிருந்து பொருந்தக்கூடிய முகமூடி பிட்கள்செயலில் பார்வை அடுக்கில் முகமூடி சேகரிப்புமுகமூடி தரவு-தடுப்பு தொகுப்புக்கான முகமூடியை வரையறுக்கிறதுமுகமூடி இந்த இடத்தில் காட்டப்பட்டு திருத்தப்பட்டதுஎந்த வளைவுகள் வழிகாட்டிகளாக தேர்ந்தெடுக்க தகுதியுடையவைமுகமூடி அடுக்கு '%s' கொடுக்கப்பட்ட ச்ப்லைன் இல்லைமாச்க் லேயர் '%s' முகமூடியில் காணப்படவில்லை '%s'முகமூடி அடுக்கு பெயர்கொடுக்கப்பட்ட ச்ப்லைனுக்கு முகமூடி அடுக்கு கிடைக்கவில்லைபயன்முறை 'மதிப்பு' ஆக இருக்கும்போது பயன்படுத்த முகமூடி நிலை; பூச்சியம் என்றால் முகமூடி இல்லை, ஒன்று முழுமையாக மறைக்கப்படுகிறதுவரிசை பட்டைக்கான மாச்க் மாற்றிகண்ணி பகுதிகளை மறைக்க முகமூடி மாற்றிமுகமூடி கிடைக்கவில்லைமுகமூடி தொடர்ச்சியான வண்ண பகுதிகள் மட்டுமேபார்வை அடுக்கிலிருந்து சேகரிப்பில் பொருட்களை மறைக்கவும்பார்வை அடுக்கிலிருந்து சேகரிப்பில் பொருட்களை மறைக்கவும் சேகரிப்பை தனிமைப்படுத்த கட்டுப்பாடு The வசூல் உள்ளே அமைக்க மாற்றம்மாச்க் மேலடுக்கு ஒளிபுகாநிலை தற்போது 0 ஆக அமைக்கப்பட்டுள்ளதுகண்ணி வடிவியல் குழியின் படி முகமூடி ஓவியம்ஒரு முனையின் முகமூடி சாக்கெட்முகமூடி ச்ப்லைன்இந்த துண்டு பயன்படுத்தும் முகமூடிஒட்டுமொத்த விளைவை கலக்க முகமூடிஅடர்த்தியை பெருக்க மாச்க்கர்சரால் வரையறுக்கப்பட்ட ஒரு வரியின் ஒரு பக்கத்திற்கு மறைக்கவும்கர்சரால் வரையறுக்கப்பட்ட ஒரு செவ்வகத்திற்குள் முகமூடிகர்சரால் வரையறுக்கப்பட்ட வடிவத்திற்குள் மறைக்கவும்மாச்க்லேயர்மறைத்தல்மறைக்கும் டெக்ச்மறைக்கும் அமைப்புவெர்டெக்ச் குழு பெயர் மறைத்தல்முகமூடிகள்தரவு-தொகுதிகள் முகமூடிநிறைவெகுசன அலகுமாச் வெர்டெக்ச் குழுஅளவிலிருந்து நிறைஒவ்வொரு உருவகப்படுத்துதல் துகள் நிறைதுகள்களின் நிறைகுருமுதன்மை கட்டுப்பாடுmatcapமேட்ட்காப்ச்பொருத்துகபோட்டி வழக்குபொருந்தும் குறியீடுகள்குறுக்குவெட்டு பொருந்தும்முகமூடிகளை மேட்ச்பொருந்தும் பொருந்தும்போட்டி புள்ளி அடர்த்திபோட்டி குறிப்புபொருந்தும் சரம்போட்டி வகைஉள்ளீட்டு பாதையுடன் முழுமையான/உறவினர் அமைப்பை பொருத்துங்கள்நகரும் அமைப்புகளை பொருத்தவும்அருகிலுள்ள முகங்களுக்கு புதிய முகங்களின் இயல்புநிலைகள் பொருந்துகின்றனபெயரை அடிப்படையாகக் கொண்ட வெளியீட்டு வெர்டெக்ச் குழுவுடன் பொருந்தவும்இந்த மதிப்புக்கு எதிராக பாதைகளை பொருத்தவும்உண்மையான உலக விளக்குகளை IES கோப்புகளுடன் பொருத்துங்கள், இது ஒளி மூலங்களின் திசை தீவிரம் விநியோகத்தை சேமிக்கிறதுபெயரால் பாதிக்க இலக்கு தரவு அடுக்குகளை பொருத்தவும்ஆர்டர் (குறியீடுகள்) மூலம் பாதிக்க இலக்கு தரவு அடுக்குகளை பொருத்தவும்பொருள் எல்லை பெட்டியுடன் அமைப்பு இடத்தை பொருத்துங்கள்கண்ணி பொருள்களிலிருந்து வெர்டெக்ச் குழு பெயர்களின் தொடக்கத்துடன் பொருந்தவும், காலியாக இருக்கும்போது அனைத்தையும் பொருத்தவும்வழங்குதல் வெளியீட்டில் கேமராவை 1: 1 உடன் பொருத்துங்கள்மேற்பரப்புடன் இயல்பு பொருந்தவும்கண்காணிப்புக்கான மேட்ச்-நகரும் கேமரா தரவுகண்காணிப்புக்கு மேட்ச்-நகரும் தரவுமேட்ச்-நகரும் dopesheet தரவுகண்காணிப்புக்கான மேட்ச்-நகரும் மார்க்கர் தரவுமேட்ச்-நகரும் பொருள் கண்காணிப்பு மற்றும் புனரமைப்பு தரவுகண்காணிப்புக்கான மேட்ச்-நகரும் வானூர்தி மார்க்கர் தரவுகண்காணிப்பதற்கான மேட்ச்-நகரும் வானூர்தி தட தரவுடிராக்கரிடமிருந்து மேட்ச்-நகரும் புனரமைக்கப்பட்ட கேமரா தரவுடிராக்கரிடமிருந்து மேட்ச்-நகரும் புனரமைப்பு தரவுகண்காணிப்புக்கான மேட்ச்-நகரும் தட தரவுபொருந்தும் ஒளி வகைகள்மூலப்பொருள்ஆல்பா கலவைஆல்பா கிளிப்ஆல்பா ஆசெட்கலப்பு பயன்முறைதுணிகனதட்டையானதுதிரவம்முடிபுதியஒளிபுகாமுன்னோட்டம் வழங்குதல் வகைசேடர் பந்துகோளம்தடிமன்வெவ்வேறு கலப்பு முறை மற்றும் நிழல் பயன்முறை காரணமாக %s மெட்டீரியலை மாற்ற முடியவில்லை (கைமுறை சரிசெய்தல் தேவை)%s மெட்டீரியலை மாற்ற முடியவில்லை, ஏனெனில் கீழான ஆல்பா கலவை (கைமுறை சரிசெய்தல் தேவை)மூலப்பொருள் '%s' கண்டுபிடிக்க முடியவில்லைமூலப்பொருள் பண்புக்கூறுமூலப்பொருள் எல்லைகள்மூலப்பொருள் எல்லைகள்மூலப்பொருள் எல்லைமூலப்பொருள் குழுக்கள்மூலப்பொருள் அட்டவணைமூலப்பொருள் அடுக்கு வகைமூலப்பொருள் வரி கலைமூலப்பொருள் இணைப்புமூலப்பொருள் மாச்க்மூலப்பொருள் பயன்முறைமூலப்பொருள் பெயர்மூலப்பொருள் பெயர் மோதல்மூலப்பொருள் முனை சாக்கெட்மூலப்பொருள் முனை சாக்கெட் இடைமுகம்மூலப்பொருள் ஆஃப்செட்மூலப்பொருள் வெளியீடுமூலப்பொருள் மேலெழுதல்பொருள் பாச்மூலப்பொருள் முன்னமைவுமூலப்பொருள் முன்னமைவுகள்மூலப்பொருள் முன்னோட்டம்மூலப்பொருள் பண்புகள்பொருள் நோக்கம்மூலப்பொருள் தேர்வுமூலப்பொருள் தேர்வு முனைமூலப்பொருள் ச்லாட்மூலப்பொருள் இடங்கள்மூலப்பொருள் சிறப்புமூலப்பொருள் படிமூலப்பொருள் மாறுபாடுகள்வழங்குதல் செய்வதற்கான வடிவியல் மூலப்பொருட்களின் தோற்றத்தை வரையறுக்க பொருள் தரவு-தொகுதிஇந்த மூலப்பொருள் ச்லாட் பயன்படுத்தும் மூலப்பொருள் தரவு-தொகுதிமூலப்பொருள் தரவு-தொகுதிகள்பெவெல் முகங்களுக்கான மூலப்பொருள் (-1 என்றால் அருகிலுள்ள முகங்களைப் பயன்படுத்துங்கள்)உருவாக்கப்பட்ட முகங்களின் மூலப்பொருள் குறியீடு, தானியங்கி -1பொருள் தரவுக்கு ஒதுக்கப்பட்டுள்ளது, இது இணைக்கப்பட்டுள்ளது/நிரம்பியுள்ளது, எனவே திருத்த முடியாது. இந்த மெட்டீரியல் ச்லாட்டை பொருளுடன் இணைக்க மாற்றவும் அல்லது பொருள் தரவை உள்ளமையாக்கவும்.புதிய வண்ணப்பூச்சு ச்லாட்டின் மூலப்பொருள் அடுக்கு வகைஉருவாக்கப்பட்ட முடி வளைவுகளின் மூலப்பொருள்பொருள் பாச்மூலப்பொருள் அமைப்புகள்மூலப்பொருள் சேடர் முனைஒரு பொருளில் மூலப்பொருள் ச்லாட்இந்த எழுத்தின் மூலப்பொருள் ச்லாட் அட்டவணைஇந்த வளைவின் மூலப்பொருள் ச்லாட் அட்டவணைஇந்த முகத்தின் மூலப்பொருள் ச்லாட் அட்டவணைஇந்த முக்கோணத்தின் மூலப்பொருள் ச்லாட் அட்டவணைமூலப்பொருள் ச்லாட் பெயர்துகள்களை ஒழுங்கமைக்கப் பயன்படுத்தப்படும் மூலப்பொருள் ச்லாட்மூலப்பொருளில் மூலப்பொருள் இடங்கள்ஒரு முனையின் மூலப்பொருள் சாக்கெட்இந்த பார்வை அடுக்கில் உள்ள மற்ற எல்லா மூலப்பொருட்களையும் மேலெழுத மூலப்பொருள்வடிகட்டுவதற்கு பயன்படுத்தப்படும் பொருள்அவுட்லைன் வீச்சுகள் பயன்படுத்தப்படும் மூலப்பொருள்இந்த தூரிகைக்கான இரண்டாம் நிலை பயன்பாடுகளுக்கு பயன்படுத்தப்படும் மூலப்பொருள்இந்த தூரிகையைப் பயன்படுத்தி வரையப்பட்ட வீச்சுகள் பயன்படுத்தப்படும் மூலப்பொருள்எந்த இடப்பெயர்வையும் அளிக்காத மூலப்பொருள் மதிப்புபொருள்(கள்)Materyx பிணையம்மூலப்பொருட்கள்மூலப்பொருட்கள் மற்றும் அமைப்புகள்கணிதம்கணித முனைஅணிமேட்ரிக்ச் பண்புக்கூறு மதிப்புமேட்ரிக்ச் தீர்மானிப்பவர்அணி புலம்மேட்ரிக்ச் முனை சாக்கெட்மேட்ரிக்ச் முனை சாக்கெட் இடைமுகம்மேட்ரிக்ச் பொருள்மேட்ரிக்ச் நோக்குநிலைமேட்ரிக்ச் SVDஅணி உலகம்கட்டுப்பாடுகள் மற்றும் பெற்றோருக்கு முன், இருப்பிடம், சுழற்சி மற்றும் அளவிற்கான மேட்ரிக்ச் அணுகல் (டெல்டாச் உட்பட)ஆர்மேச்சர் ச்பேசில் (தலை நிலை, திசை மற்றும் ரோல்) இருப்பிடம் மற்றும் சுழற்சியை இணைக்கும் மேட்ரிக்ச் (எலும்பின் நீளம்/அளவை ஆதரிக்கவில்லை/ஆதரிக்கவில்லை)கர்சரின் இருப்பிடம் மற்றும் சுழற்சியை இணைக்கும் மேட்ரிக்ச்மேட்ரிக்சில் ஒரு வெட்டு உள்ளதுஎலும்பின் இருப்பிடம், சுழற்சி மற்றும் அளவு பண்புகளைக் குறிக்கும் அணிசிதைவதற்கு மேட்ரிக்ச், 3x3 பகுதி மட்டுமே பயன்படுத்தப்படுகிறதுவடிவியல் பண்புக்கூறில் மேட்ரிக்ச் மதிப்புஒரு முனையின் மேட்ரிக்ச் மதிப்பு சாக்கெட்மரச்காமேட்மேட் ஐடி:மேட் முனைமேட் பொருள்கள்மேட் பொருள்கள்:மேட்ச்அதிகபட்சம்அதிகபட்சம் 2 டி கோணம்அதிகபட்சம் 2 டி நீளம்அதிகபட்ச காற்று முடுக்கம்அதிகபட்ச காற்று கோண விரைவுஅதிகபட்ச காற்று விரைவுஅதிகபட்ச கோணம்அதிகபட்ச பி-பிரேம்கள்அதிகபட்ச பி-பிரேம்கள்மேக்ச் வளைவுஅதிகபட்ச மங்கலானதுஅதிகபட்சம் பவுன்ச்அதிகபட்ச குழந்தை துகள்கள்அதிகபட்ச சுருக்கமேக்ச் உருவாக்கம் திசைதிருப்பல்அதிகபட்ச வளைவுஅதிகபட்ச ஆழம்அதிகபட்ச இடப்பெயர்ச்சிஅதிகபட்ச தூரம்அதிகபட்ச உறுப்பு தூரம்அதிகபட்ச பிழை விளிம்புஅதிகபட்ச முகம் கோணம்அதிகபட்ச உயரம்அதிகபட்ச தூண்டுதல்அதிகபட்ச நில முடுக்கம்அதிகபட்ச நில கோண விரைவுஅதிகபட்ச நில விரைவுஅதிகபட்ச அட்சரேகைஅதிகபட்ச விளக்குகள்அதிகபட்ச தீர்க்கரேகைஅதிகபட்ச அயலவர்கள்அதிகபட்ச வீதம்அதிகபட்ச கதிர் தூரம்அதிகபட்ச மாதிரிகள்அதிகபட்ச தையல் படைஅதிகபட்ச வடிவ கோணம்மேக்ச் சீரிங்அதிகபட்ச சுருங்குதல்அதிகபட்ச அளவுஅதிகபட்ச விரைவுமேக்ச் ச்பிரிங் உருவாக்கம் நீளம்அதிகபட்ச படிஅதிகபட்ச படிகள்அதிகபட்ச துணைப்பிரிவுஅதிகபட்ச துணைப்பிரிவுகள்அதிகபட்ச பதற்றம்ஒரு புலத்திற்கு அதிகபட்ச அமைப்பு நினைவகம்அதிகபட்ச தடிமன்அதிகபட்ச வாசல்அதிகபட்ச விரைவுசியோடெசிக் நகர்வு முன்னோட்டத்திற்கான அதிகபட்ச வெர்டெக்ச் எண்ணிக்கைஅதிகபட்ச வெர்டெக்ச் இடப்பெயர்ச்சிஅதிகபட்சம் ஃச்அதிகபட்ச எக்ச்:மேக்ச் ஒய்அதிகபட்ச ஒய்:அதிகபட்சம் சட்மேக்ச் செனித்துணியை சுருக்க அதிகபட்ச அளவுஇந்த சாக்கெட்டுக்கு அனுமதிக்கப்பட்ட இணைப்புகளின் அதிகபட்ச எண்ணிக்கைபுலத்தின் ஆழத்திற்கான பொக்கே வடிவத்தின் அதிகபட்ச அளவு (குறைந்த வேகமானது)அதிகபட்சம்அதிகபட்ச # தீர்வி படிகள்/சட்டகம்அதிகபட்ச அளவுஅதிகபட்ச வசந்த நீளம் * பந்து அளவுஒரு கலத்திற்கு அதிகபட்ச விரைவு (அதிக சி.எஃப்.எல் எண்கள் உருவகப்படுத்துதல் படிகளின் எண்ணிக்கையையும் கணக்கீட்டு நேரத்தையும் குறைக்கும்.)அதிகரிக்கபரப்பை அதிகரிக்கவும்அதிகபட்ச பரப்புஅதிகபட்சம்சங்கிலிகளைப் பிரிக்க அதிகபட்சம் 2 டி கோணம்அதிகபட்ச வளைவுஅதிகபட்ச தூரம்அதிகபட்ச பிழைஅதிகபட்ச இடைவெளிநடு உருளை லென்சிற்கான அதிகபட்ச உயர மதிப்புஅதிகபட்ச மறு செய்கைகள்அதிகபட்ச இயக்க ஆற்றல் திறன்அதிகபட்ச வாழ்நாள்நடு உருளை லென்சிற்கான அதிகபட்ச தீர்க்கரேகை மதிப்புஅதிகபட்ச முறைஅதிகபட்ச ரேடியல் தூரம்அதிகபட்ச ஆரம்அதிகபட்ச தீர்மானம்அதிகபட்ச சிக்கிய காற்று திறன்அதிகபட்ச மதிப்புஅதிகபட்ச ஒலியளவுஅதிகபட்ச அலை முகடு திறன்அதிகபட்ச ஃச்கிளிப்பிங் எல்லைப் பெட்டியின் அதிகபட்ச ஃச் குறியீடுவழங்குதல் மண்டலத்திற்கான அதிகபட்ச ஃச் மதிப்புபடத்தை பயிர் செய்ய அதிகபட்ச ஃச் மதிப்புஅதிகபட்ச ஒய்கிளிப்பிங் எல்லைப் பெட்டியின் அதிகபட்ச ஒய் இன்டெக்ச்வழங்குதல் மண்டலத்திற்கான அதிகபட்ச ஒய் மதிப்புபடத்தை பயிர் செய்ய அதிகபட்ச ஒய் மதிப்புஅதிகபட்ச சட்கிளிப்பிங் எல்லைப் பெட்டியின் அதிகபட்ச சட் இன்டெக்ச்காற்றில் அதிகபட்ச முடுக்கம் (அதிகபட்ச வேகத்துடன் தொடர்புடையது)நிலத்தில் அதிகபட்ச முடுக்கம் (அதிகபட்ச வேகத்துடன் தொடர்புடையது)மூலத்திற்கும் இலக்கு உறுப்புக்கும் இடையில் அதிகபட்சமாக அனுமதிக்கப்பட்ட தூரம், ஊட்டி அல்லாத வரைபடங்களுக்குஇடைக்கணிப்புக்கு கணக்கில் எடுத்துக்கொள்ளப்படும் நெருக்கமான வழிகாட்டி வளைவுகளின் அதிகபட்ச அளவுமுக இயல்புகளுக்கு இடையில் அதிகபட்ச கோணம் மென்மையானது என்று கருதப்படும்தேர்வில் சேர்க்க வேண்டிய இயல்பான மற்றும் இலக்குக்கு இடையே உள்ள அதிகபட்ச கோணம்பழைய மற்றும் புதிய இயல்புக்கு இடையில் அதிகபட்ச கோணம்காண்பிக்க அதிகபட்ச கோணம்தடிமன் மாற்ற அதிகபட்ச கோணம்ஐகே வரம்புக்கு அதிகபட்ச கோணங்கள்அதிகபட்ச கோண மின்னோடி உந்துவிசைகாற்றில் அதிகபட்ச கோண விரைவு (180 டிகிரிக்கு ஒப்பிடும்போது)நிலத்தில் அதிகபட்ச கோண விரைவு (180 டிகிரிக்கு ஒப்பிடும்போது)அதிகபட்ச வளைக்கும் விறைப்பு மதிப்புஅதிகபட்ச மங்கலான தூரம் ஒரு படப்புள்ளி பரவுகிறதுகட்டத்தின் அதிகபட்ச எல்லை (உலக இடம்)அளவின் அதிகபட்ச எல்லைஅண்டை வீட்டின் அடிப்படையில் பொக்கே உருவங்களை நிராகரிக்கும் போது கருத்தில் கொள்ள வேண்டிய அதிகபட்ச ஒளி (குறைந்த வேகமானது)ஒரு நொடிக்கு தாக்குதலில் அதிகபட்சம் சேதம் ஏற்பட்டதுஅதிகபட்ச சுருக்க விறைப்பு மதிப்புசங்கிலிகளின் தேர்வுக்கு அதிகபட்ச வளைவு 2 டி நீளம்ஒருமை மதிப்பு கிட்டத்தட்ட 0 ஆக இருக்கும்போது அதிகபட்ச ஈரப்பதம் குணகம் (அதிக மதிப்புகள் அதிக நிலைத்தன்மையுடன் முடிவுகளை உருவாக்குகின்றன, குறைந்த வினைத்திறன்)முடியின் அதிகபட்ச அடர்த்திபுதிய பெசியர் வளைவு மற்றும் அசல் முதுகெலும்பு வடிவவியலுக்கு இடையில் அதிகபட்ச தூரம் அனுமதிக்கப்படுகிறதுஒன்றிணைக்க உறுப்புகளுக்கு இடையில் அதிகபட்ச தூரம்அசல் வீச்சு மற்றும் அதன் பலகோண தோராயத்திற்கு இடையிலான அதிகபட்ச தூரம்பற்றவைக்கப்பட்ட செங்குத்துகளுக்கு இடையில் அதிகபட்ச தூரம்பிக்சல்களில் ஒடிப்பதற்கான அதிகபட்ச தூரம்புலம் வேலை செய்ய அதிகபட்ச தூரம்தொகுதி கணக்கீட்டிற்கான அதிகபட்ச தூரம், பொருள் எவ்வளவு தொலைவில் இருந்தாலும் சரிவண்ணப்பூச்சியை பாதிக்க தூரிகை முதல் கண்ணி மேற்பரப்புக்கு அதிகபட்ச தூரம்ஒரு போயிட் தாக்கக்கூடிய அதிகபட்ச தூரம்தேர்வு மையத்திலிருந்து உறுப்புக்கான அதிகபட்ச தூரம்ஒவ்வொரு அச்சிலும் பொருள்கள் பரவக்கூடிய அதிகபட்ச தூரம்கண்ணி துண்டிக்கப்பட்ட தளர்வான பகுதிகளைத் தேட அதிகபட்ச தூரம்மாறும் டோபாலசி சிற்பத்திற்கான அதிகபட்ச விளிம்பு நீளம் (கலப்பான் யூனிட்டின் வகுப்பாளராக - அதிக மதிப்பு என்பது சிறிய விளிம்பு நீளம் என்று பொருள்)மாறும் டோபாலசி சிற்பத்திற்கான அதிகபட்ச விளிம்பு நீளம் (தூரிகை சதவீதத்தில்)மாறும் டோபாலசி சிற்பத்திற்கான அதிகபட்ச விளிம்பு நீளம் (பிக்சல்களில்)சர்ப்சின் போது அதிகபட்ச பிழைமென்மையான விளிம்புகளுக்கான அதிகபட்ச முகக் கோணம்தடிமன் அளவிட அதிகபட்சம்ச்லைடருக்கு அதிகபட்சம்ஒரு தாவலின் அதிகபட்ச உயரம்மூலக்கூறுகளின் போது அதிகபட்ச மறு செய்கைகள்ரேடியன்களில் அதிகபட்ச கூட்டு வேகம்/இரண்டாவதுசமநிலை லென்சுக்கு அதிகபட்ச அட்சரேகை (செங்குத்து கோணம்)துகள் வண்ண திசையனின் அதிகபட்ச நீளம்பொருள் இடத்தில் ஆழம் குறுக்குவெட்டு அதிகபட்ச நிலை (முடக்க 0.0 ஐப் பயன்படுத்தவும்)அலைகளை பாதிக்கப் பயன்படுத்தப்படும் மேற்பரப்பு குறுக்குவெட்டின் அதிகபட்ச நிலை (முடக்க 0.0 ஐப் பயன்படுத்தவும்)அதிகபட்ச ஒளி பங்களிப்பு, சத்தத்தைக் குறைத்தல்அதிகபட்ச நேரியல் மின்னோடி உந்துவிசைசமநிலை லென்சுக்கு அதிகபட்ச தீர்க்கரேகை (கிடைமட்ட கோணம்)mb இல் ஒரு தொகுதி புல அமைப்புக்கான அதிகபட்ச நினைவகம் (புலம் ப்ரிம் மூலம் மீறப்படாவிட்டால்)மெகாபைட்டுகளில் அதிகபட்ச நினைவக பயன்பாடு (0 என்றால் வரம்பற்றது)பி-பிரேம்களுக்கு இடையில் பி-பிரேம்களின் அதிகபட்ச எண்ணிக்கை; கோப்பு அளவு மற்றும் தேடும் தன்மையை பாதிக்கிறதுவழங்குதல் போது ஒரே நேரத்தில் பயன்படுத்த அதிகபட்ச சிபியு கோர்களின் எண்ணிக்கை (மல்டி கோர்/சிபியு அமைப்புகளுக்கு)கூடுதல் கலங்களின் அதிகபட்ச எண்ணிக்கைஅதிகபட்ச பவுன்ச் பின்னணி ஒளி ரெண்டருக்கு பங்களிக்கும்பவுன்ச் அதிகபட்ச எண்ணிக்கையிலான பவுன்ச் ரெண்டருக்கு ஒளி பங்களிக்கும்கடைசி கீஃப்ரேமுக்குப் பிறகு அனுமதிக்க அதிகபட்ச சுழற்சிகளின் எண்ணிக்கை (0 = எல்லையற்றது)முதல் கீஃப்ரேமுக்கு முன் அனுமதிக்க அதிகபட்ச சுழற்சிகளின் எண்ணிக்கை (0 = எல்லையற்ற)அதிகபட்ச சிதைவு எடைகளின் எண்ணிக்கைமொத்த அதிகபட்சத்தால் கட்டுப்படுத்தப்படும் பரவலான பிரதிபலிப்பு பவுன்ச் அதிகபட்ச எண்ணிக்கைஇந்த உருவகப்படுத்துதலில் அனுமதிக்கப்படும் திரவ துகள்களின் அதிகபட்ச எண்ணிக்கைஉருவாக்க விளைவு இயக்கக்கூடிய அதிகபட்ச பிரேம்களின் எண்ணிக்கையிலான பிரேம்கள் (இந்த நேரம் கடந்ததற்கு முன்பு மற்றொரு சிபி கீஃப்ரேம் ஏற்படாவிட்டால்)தற்போதைய சட்டகத்திற்குப் பிறகு காட்ட அதிகபட்ச பிரேம்களின் எண்ணிக்கைதற்போதைய சட்டகத்திற்குப் பிறகு காண்பிக்க அதிகபட்ச பிரேம்கள் (0 = மின்னோட்டத்திற்குப் பிறகு எந்த பிரேம்களையும் காட்ட வேண்டாம்)தற்போதைய சட்டகத்திற்கு முன் காட்ட அதிகபட்ச பிரேம்களின் எண்ணிக்கைதற்போதைய சட்டகத்திற்கு முன் காட்ட அதிகபட்ச பிரேம்களின் எண்ணிக்கை (0 = மின்னோட்டத்திற்கு முன் எந்த பிரேம்களையும் காட்ட வேண்டாம்)மொத்த அதிகபட்சத்தால் கட்டுப்படுத்தப்படும் பளபளப்பான பிரதிபலிப்பு பவுன்ச் அதிகபட்ச எண்ணிக்கைமீண்டும் வலியுறுத்தப்பட்டால் ஒன்றிணைவதற்கான அதிகபட்ச மறு செய்கைகள்கன்சோல் இடையகத்தை சேமிக்க அதிகபட்ச வரிகளின் எண்ணிக்கைஉருவாக்கப்பட்ட பக்கவாதங்களுக்கான அதிகபட்ச மறைமுகங்கள்ஒரு சட்டகத்திற்கு சிக்கிய காற்று கலத்திற்கு உருவாக்கப்படும் துகள்களின் அதிகபட்ச எண்ணிக்கைஒரு சட்டத்திற்கு ஒரு அலை முகடு கலத்திற்கு உருவாக்கப்படும் துகள்களின் அதிகபட்ச எண்ணிக்கைஒரு கலத்திற்கு அதிகபட்ச துகள்கள் (ஒவ்வொரு கலத்திற்கும் இந்த அளவு துகள்கள் இருப்பதை உறுதி செய்கிறது)நினைவில் கொள்ள அண்மைக் காலத்தில் திறக்கப்பட்ட கோப்புகளின் அதிகபட்ச எண்ணிக்கைஒரு சட்டகத்திற்கு செய்ய அதிகபட்ச உருவகப்படுத்துதல் படிகள்தீர்க்கும் மறு செய்கைகளின் அதிகபட்ச எண்ணிக்கைபெரிய பொருள்கள் அல்லது சிறிய படி அளவுகளுடன் மிக நீண்ட வழங்குதல் நேரங்களைத் தவிர்க்க, விட்டுக்கொடுப்பதற்கு முன், ஒலியளத்தின் மூலம் அதிகபட்ச எண்ணிக்கையிலான படிகள்அதிகபட்ச அமைப்புகளின் எண்ணிக்கை %dமொத்த அதிகபட்சத்தால் கட்டுப்படுத்தப்பட்ட அதிகபட்ச பரிமாற்ற பவுன்ச்வெளிப்படையான பவுன்ச் அதிகபட்ச எண்ணிக்கை. இது அதிகபட்ச எண்ணிக்கையிலான பிற பவுன்ச் இருந்து சுயாதீனமாக உள்ளதுவிரிவாக்கத்தின் தோற்றத்தை நகர்த்தும்போது சியோடெசிக் வீழ்ச்சியைப் பயன்படுத்துவதற்கு கண்ணி அதிகபட்ச செங்குத்துகளின் அதிகபட்ச எண்ணிக்கை. இந்த மதிப்பை விட மொத்த செங்குத்துகளின் எண்ணிக்கை அதிகமாக இருந்தால், நகரும் போது வீழ்ச்சி கோளமாக அமைக்கப்படும்அளவீட்டு சிதறல் நிகழ்வுகளின் அதிகபட்ச எண்ணிக்கைகுழு a இன் அதிகபட்சம் மற்றும் v குழு b இன் எடைவயர்ஃப்ரேம் டிச்ப்ளே பயன்முறையில் எலும்புகளின் அதிகபட்ச ஒளிபுகா தன்மைமேப்பிங்கின் அதிகபட்ச வெளியீட்டு மதிப்புபுலம் வேலை செய்ய அதிகபட்ச ரேடியல் தூரம்முனை கோணத்திற்கு அதிகபட்ச வேர் (முனை தூரம்/நீண்ட கூந்தலுக்கான வேர் தூரம்)அதிகபட்ச சுழற்சிஒவ்வொரு அச்சிலும் அதிகபட்ச சுழற்சிதடமறிதல் குழாய்வழியைப் பயன்படுத்த அதிகபட்ச கடினத்தன்மை. அதிக கரடுமுரடான மேற்பரப்புகள் வேகமான தொஒ தோராயத்தைப் பயன்படுத்தும். 1 இன் மதிப்பு வேகமான ஐயா தோராயத்தை முடக்கும்.ஒவ்வொரு அச்சிலும் அதிகபட்ச அளவிலான சீரற்றமயமாக்கல்அதிகபட்ச தையல் ஆற்றல்அதிகபட்ச வெட்டு அளவிடுதல் மதிப்புநிழல் வரைபட பிக்சலின் அதிகபட்ச அளவு. அதிக மதிப்புகள் நிழல் தரத்தின் செலவில் குறைந்த நினைவகத்தைப் பயன்படுத்துகின்றன.குதிப்பதற்கான அதிகபட்ச விரைவுநொடிக்கு இடைமுகம் அலகுகளில் அதிகபட்ச விரைவுகாற்றில் அதிகபட்ச விரைவுநிலத்தில் அதிகபட்ச விரைவுச்ப்லைன் கட்டுப்பாட்டு எலும்புகளுக்கான அதிகபட்ச உதவி அளவிலான காரணிதுல்லியமான தொகுதி குறுக்குவெட்டு முறையால் பயன்படுத்தப்படும் அதிகபட்ச மேற்பரப்பு குறுக்குவெட்டு எண்ணிக்கை. கலைப்பொருளை மீறினால் அதை உருவாக்கும். அதிக எண்ணிக்கை VRAM பயன்பாட்டை அதிகரிக்கிறது.தீப்பிழம்புகளின் அதிகபட்ச வெப்பநிலை (அதிக மதிப்பு வேகமாக உயரும் தீப்பிழம்புகளில் விளைகிறது)அதிகபட்ச பதற்றம் விறைப்பு மதிப்புஅதிகபட்ச தடிமன்முதன்மையான திசையில் அதிகபட்ச தடிமன்அதிகபட்ச மதிப்புகிளிப்பிங்கிற்கான அதிகபட்ச மதிப்புஇலக்கு சேனல் வரம்பிற்கான அதிகபட்ச மதிப்புஅதிகபட்ச தொகுதி நீட்டிக்கும் காரணிஅதிகபட்ச ஒலியளவு, பொருள் எவ்வளவு அருகில் இருந்தாலும் சரிவழங்குதல் டைலிங் மூலம் மோசமாக வேலை செய்யலாம்எம்பால்சராசரிசராசரி பெவல் எடை:சராசரி மடிப்பு:சராசரி ஆரம் x:சராசரி ஆரம் y:சராசரி ஆரம்:சராசரி சாய்வு:சராசரி வெர்டெக்ச் மடிப்பு:சராசரி எடை:அளவீடுகாட்சியுடன் தொடர்புடைய தூரிகை அளவை அளவிடவும்பார்வையுடன் தொடர்புடைய தூரிகை அளவை அளவிடவும்பார்வை அல்லது காட்சியுடன் தொடர்புடைய தூரிகை அளவை அளவிடவும்தூரம் மற்றும் கோணங்களை அளவிடவும் {{:s} புதிய அளவீட்டுக்கு எங்கும் ஒரு கோணத்தை அளவிட ஆட்சியாளர் பிரிவை இழுக்கவும் • {:s} செயலில் உள்ள ஆட்சியாளரை அகற்ற • சி.டி.ஆர்.எல் The மேற்பரப்பு தடிமன் அளவிட இழுக்கும் போது மாற்றவும்அளவீட்டுஊடக வகைவீடியோ மற்றும் பிஎன்சி/சேபிசி/எச்சிஐ பட காட்சிகளுக்கான மீடியா பிளேயர்மேடியன்சராசரி நடுவண்சராசரி புள்ளிசராசரி முக நடுவண்சராசரி:நடுத்தரநடுத்தர மாறுபாடுநடுத்தர உயர் மாறுபாடுநடுத்தர குறைந்த மாறுபாடுநடுத்தர தகுதிநடுத்தர வடிவ (ஆசல்பாட்)மெகாவாட்மெலனின்மெலனின் செறிவுமெலனின் சிவத்தல்மெம்: %d.எம், உச்சநிலை: %d.எம்நினைவுநினைவகம் & வரம்புகள்நினைவக கேச் வரம்புநினைவக கேச் வரம்பு (மெகாபைட்டுகளில்)நினைவகம்: %sபட்டியல்பட்டியல் "%s" கிடைக்கவில்லைபட்டியல் பின்னணி வண்ணங்கள்பட்டி பின்னணிபட்டி பிழைபட்டியல் விரிவாக்கப்பட்டதுபட்டியல் ஐடி பெயர்பட்டி உருப்படிபட்டியல் உருப்படி வண்ணங்கள்பட்டியல் உருப்படிகள்பட்டி இல்லை:பட்டி பெயர்பட்டியல் முனை சாக்கெட்பட்டியல் முனை சாக்கெட் இடைமுகம்பட்டியல் சுவிட்ச்பட்டியல் வரையறுக்கப்படவில்லைபட்டியல் விட்செட் வண்ணங்கள்பட்டி எலும்பு தேர்வுபட்டியல் பொருள் தேர்வுஒரு முனையின் பட்டியல் சாக்கெட்தேட பட்டியல்பட்டியல் மதிப்பு நிலையான மதிப்பாக இருக்க வேண்டும்மெனுக்கள்ஒன்றிணைக்கவும்சேர் ஒன்றிணைக்கவும்அனிமேசனை ஒன்றிணைக்கவும்அனிமேசன்களை ஒன்றிணைக்கவும்தூரத்தை ஒன்றிணைக்கவும்இறுதி செங்குத்துகளை ஒன்றிணைக்கவும்காரணி ஒன்றிணைக்கவும்அடுக்குகளை ஒன்றிணைக்கவும்முடிந்தவரை பொருள் ச்லாட்டை ஒன்றிணைக்கவும்முனைகளை ஒன்றிணைக்கவும் (சேர்க்கவும்)முனைகளை ஒன்றிணைக்கவும் (ஆல்ஃபா ஓவர்)முனைகளை ஒன்றிணைக்கவும் (தானியங்கி)முனைகளை ஒன்றிணைக்கவும் (நிறம், சேர்)முனைகளை ஒன்றிணைத்தல் (நிறம், பிரித்தல்)முனைகளை ஒன்றிணைத்தல் (நிறம், பெருக்கல்)முனைகளை ஒன்றிணைக்கவும் (நிறம், கழித்தல்)முனைகளை ஒன்றிணைத்தல் (ஆழம் இணைத்தல்)முனைகளை ஒன்றிணைக்கவும் (வகுத்தல்)முனைகளை ஒன்றிணைக்கவும் (விடப் பெரியது)முனைகளை ஒன்றிணைக்கவும் (குறைவாக)முனைகளை ஒன்றிணைக்கவும் (கணிதம், சேர்)முனைகளை ஒன்றிணைக்கவும் (கணிதம், வகுத்தல்)முனைகளை ஒன்றிணைக்கவும் (கணிதம், பெரியதை விட)முனைகளை இணைக்கவும் (கணிதம், குறைவாக)முனைகளை ஒன்றிணைக்கவும் (கணிதம், பெருக்கல்)முனைகளை ஒன்றிணைக்கவும் (கணிதம், கழித்தல்)முனைகளை ஒன்றிணைக்கவும் (பெருக்கி)முனைகளை ஒன்றிணைக்கவும் (கழித்தல்)ஒன்றுடன் ஒன்று ஒன்றிணைக்கவும்பெற்றோர் சுழற்சி மற்றும் அளவை ஒன்றிணைக்கவும்தேர்ந்தெடுக்கப்பட்ட முனைகளை ஒன்றிணைக்கவும்வடிவியல் முனைகளைப் பயன்படுத்தி தேர்ந்தெடுக்கப்பட்ட முனைகளை ஒன்றிணைக்கவும்கணிதத்தைப் பயன்படுத்தி தேர்ந்தெடுக்கப்பட்ட முனைகளை ஒன்றிணைக்கவும்கலவையைப் பயன்படுத்தி தேர்ந்தெடுக்கப்பட்ட முனைகளை ஒன்றிணைக்கவும்சேடர்களைப் பயன்படுத்தி தேர்ந்தெடுக்கப்பட்ட முனைகளை ஒன்றிணைக்கவும்கழித்தல் ஒன்றிணைக்கவும்வாசலை ஒன்றிணைக்கவும்ஒன்றிணைத்தல் வகைமுடிந்தால் யு.எச்.டி ஆதிமனிதர்களை அவர்களின் எக்ச்ஃபார்ம் பெற்றோருடன் ஒன்றிணைக்கவும். உள்ளமைக்கப்பட்ட USDGEOMGPRIMS ஐ அமெரிக்க டாலர் அனுமதிக்காது, பொருள் வரிசைமுறைகளை எதிர்கொள்ளும்போது அமெரிக்க டாலர் கோப்பை செல்லுபடியாகும் இடைத்தரகர் எக்ச்ஃபார்ம் ப்ரைம்கள் வரையறுக்கப்படும்.சில மாற்றியமைப்பாளர்களில் துல்லியமற்றதைக் கணக்கிட ஒரு வெர்டெக்சைப் பகிர்ந்து கொள்ளும் புறஊதா ஆயங்களை ஒன்றிணைக்கவும்uv களை ஒன்றிணைக்கவும்செங்குத்துகளை ஒன்றிணைக்கவும்செயலில் உள்ள கருவி பண்புகளை செயல்பாட்டில் ஒன்றிணைக்கவும் (இருப்பதை மேலெழுதாது)அருகிலுள்ள முக்கோணங்களை குவாட்சில் ஒன்றிணைக்கவும்அருகிலுள்ள செங்குத்துகளை ஒன்றிணைக்கவும் (ச்க்ரூ ஆஃப்செட் பூச்சியமாக இருக்க வேண்டும்)இணைக்கப்பட்டிருந்தாலும் இல்லாவிட்டாலும், தேர்ந்தெடுக்கப்பட்ட அனைத்து புள்ளிகளையும் ஒன்றிணைக்கவும்குறுக்குவெட்டிலிருந்து அனைத்து வடிவவியலையும் ஒன்றிணைக்கவும்ஒலியின் எல்லா சேனல்களையும் ஒன்றில் ஒன்றிணைக்கவும்செயல்களால் ஒன்றிணைக்கவும்தூரத்தில் ஒன்றிணைக்கவும்என்.எல்.ஏ டிராக் பெயர்களால் ஒன்றிணைக்கவும்தேர்ந்தெடுக்கப்பட்ட செங்குத்துகளின் தனிப்பயன் இயல்புகளை ஒன்றிணைக்கவும்கோணம் ஒரு முழு புரட்சியாக இருக்கும்போது முதல்/கடைசி ஒன்றிணைக்கவும்முடிந்தவரை பொருள் இடங்களை ஒன்றிணைக்கவும்பயன்படுத்த முறை ஒன்றிணைக்கவும்ஒன்றுடன் ஒன்று புள்ளிகளை அவற்றின் தூரத்தால் இணைக்கவும். (நிகழ்வுகள் இயக்கப்பட வேண்டும் என்பதை உணரவும்)பெற்றோர் எக்ச்ஃபார்மை ஒன்றிணைக்கவும்புள்ளிகளை தூரத்தால் ஒன்றிணைக்கவும்முகங்களை உருவாக்குவதை விட ஒன்றிணைக்கவும்முடிந்தால் தேர்ந்தெடுக்கப்பட்ட குழு உள்ளீட்டு முனைகளை ஒன்றாக இணைக்கவும்தேர்ந்தெடுக்கப்பட்ட முனைகளை ஒன்றிணைக்கவும்தேர்ந்தெடுக்கப்படாத பிற செங்குத்துகளுடன் தேர்ந்தெடுக்கப்பட்ட ஒன்றிணைக்கவும்தேர்ந்தெடுக்கப்பட்ட செங்குத்துகளை ஒன்றிணைக்கவும்தனித்தனியாக உருவாக்கப்பட்ட வடிவவியல்களை ஒற்றை ஒன்றில் ஒன்றிணைக்கவும்தேர்ந்தெடுக்கப்பட்ட பொருள்களின் அனிமேசனை செயலில் உள்ள பொருளின் செயலில் ஒன்றிணைக்கவும். செயல்கள் இதன் மூலம் நீக்கப்படவில்லை, ஆனால் சுழிய பயனர்களுடன் முடிவடையும்சாத்தியமான இடங்களில் முக்கோணங்களை நான்கு பக்க பலகோணங்களாக ஒன்றிணைக்கவும்சேர் அல்லது மிக்ச் சேடரைப் பயன்படுத்தி ஒன்றிணைக்கவும்ஆல்பாவைப் பயன்படுத்தி முனையங்களுக்கு மேல் இணைக்கவும்ஆழமான கூட்டு முனைகளைப் பயன்படுத்தி ஒன்றிணைக்கவும்கணித முனைகளைப் பயன்படுத்தி ஒன்றிணைக்கவும்கண்ணி பூலியனைப் பயன்படுத்தி ஒன்றிணைக்கவும் அல்லது வடிவியல் முனைகளில் சேரவும்கலவை முனைகளைப் பயன்படுத்தி ஒன்றிணைக்கவும்அவற்றின் அருகாமையின் அடிப்படையில் செங்குத்துகளை ஒன்றிணைக்கவும்அருகிலுள்ள நகல்களில் செங்குத்துகளை ஒன்றிணைக்கவும்முதல் மற்றும் கடைசி நகல்களில் செங்குத்துகளை ஒன்றிணைக்கவும்கொடுக்கப்பட்ட தூரத்திற்குள் செங்குத்துகள் அல்லது புள்ளிகளை ஒன்றிணைக்கவும்ஒன்றிணைக்கும் வாசலுக்குள் செங்குத்துகளை ஒன்றிணைக்கவும்இணை:%d ஐடிகள் '%s' முதன்மையிலிருந்து '%s' முதன்மையில் இணைக்கப்பட்டது; %d ஐடிகள் மற்றும் %d லைப்ரரிகள் டெச்டினேசன் மெயின் பகுதியாக ஏற்கனவே இருந்தன, மேலும் %d ஐடிகள் டெச்டினேசன் மெயினில் விடுபட்டன, அவை முதன்மை மூலத்துடன் விடுவிக்கப்பட்டன.இணைக்கப்பட்ட அனிமேசன் பெயர்செங்குத்துகளை தூரத்தால் இணைக்கவும்கண்ணிஅருகிலுள்ள முகங்களின் அளவுஇணைக்கும் விளிம்புகளின் அளவுஒரு விளிம்பைச் சுற்றி முகங்களின் அளவுதீவில் முகங்களின் அளவுகோணம்கோண ச்னாப்பிங்பரப்புபரப்பு 3dசராசரிபெவல்இரண்டும்எல்லை வடிவம்வட்டம்கிளிப்பிங்சரிவுகூம்புகோப்லானார்கார்னிச் மோல்டிங்மடிப்புகிரீடம் மோல்டிங்கனசிலிண்டர்திசையில்காட்சி நீட்டிக்க வகைதூரம்முகம் கோணங்கள்நிரப்பவும்நிறத்தை நிரப்பவும்தட்டையானதுதட்டையான/மென்மையானஃப்ரீபாணி எட்ச் மதிப்பெண்கள்ஃப்ரீபாணி முக மதிப்பெண்கள்கட்டம்ஐகோச்பியர்நீளம்நீளம் 3 டிவரிமூலப்பொருள்அளவீடுகள்பயன்முறைமாற்றியமைக்கப்பட்டபுதியஎதுவுமில்லைசாதாரணபொருள்பொருள் அட்டவணைசுற்றளவுபின்பிளானர்வானூர்திபலகோண பக்கங்கள்முன்னமைவுஉறவினர்ரிம்சுற்றுதிரைசீம்கூர்மையானதுமென்மையானகோளம்தெளிப்புபடிகள்உதவி சுழல்கள்சுசேன்தட்டச்சு செய்கA-supdivideவெர்டெக்ச் மடிப்புவெர்டெக்ச் குழுக்கள்முறுக்குMesh %s இல் தவறான முகங்கள் உள்ளன, பதிப்பு 2.90.0 இல் உள்ள பன்மடங்கு வெளியேற்றும் கருவி காரணமாக இருக்கலாம். 5.1க்கு முந்தைய பதிப்பில் கோப்பைத் திறந்து சேமிப்பது சிக்கலைத் தீர்க்கும்மெச் '%s' தோல் வெர்டெக்ச் தரவு இல்லைமெச் '%s' 4 க்கும் மேற்பட்ட செங்குத்துகளைக் கொண்ட பலகோணங்களைக் கொண்டுள்ளது, அதற்கான தொடுகோடு இடத்தை கணக்கிட/ஏற்றுமதி செய்ய முடியாதுகண்ணி ' %s', ' %s' (டொமைன் %d, வகை %d) ஐ அமெரிக்க டாலராக மாற்ற முடியாதுமெச் 1மெச் 2மெச் பகுப்பாய்வுகண்ணி பண்புக்கூறுகள்மெச் பூலியன்கண்ணி எல்லைமெச் எல்லை ஆட்டோ-மாசிங்கண்ணி கேச்மெச் வட்டம்கண்ணி சிதைவுமெச் எட்ச்கண்ணி விளிம்புகள்கண்ணி திருத்து பயன்முறைகண்ணி திருத்து பயன்முறை மேலடுக்குகள்மெச் செனரேட்டர்மெச் தீவுகண்ணி வரிகண்ணி வளையம்மெச் லூப் முக்கோணம்மெச் லூப் முக்கோணங்கள்கண்ணி சுழல்கள்கண்ணி பயன்முறைமெச் சாதாரண திசையன்கண்ணி இயல்புகள்மெச் பலகோணம்மெச் பலகோணங்கள்கண்ணி சிற்பம்கண்ணி தேர்ந்தெடுக்கப்பட்ட பயன்முறையைத் தேர்ந்தெடுக்கவும்கண்ணி தேர்வு முறைகண்ணி வரிசை தற்காலிக சேமிப்புகண்ணி எளிமைப்படுத்தல் விகிதம்மெச் தோல் வெர்டெக்ச் லேயர்மெச் மூலகண்ணி புள்ளிவிவர காட்சிப்படுத்தல்கண்ணி அமைப்பு வண்ணப்பூச்சுமெச் புறஊதா அடுக்குமெச் புறஊதா வரைபடம் தேவைமெச் வெர்டெக்ச்மெச் வெர்டெக்ச் நிறம்மெச் வெர்டெக்ச் வண்ண அடுக்குமெச் வெர்டெக்ச் பெயிண்ட்கண்ணி செங்குத்துகள்கண்ணி காட்சிப்படுத்தல் புள்ளிவிவரங்கள்கண்ணி தொகுதிகண்ணி தொகுதி + அருகாமைமெச் எடை வண்ணப்பூச்சுபுள்ளி, மூலையில், விளிம்பு மற்றும் முகம் தரவைக் கொண்ட கண்ணி கூறுமுக்கோணங்களை மட்டுமே கொண்ட கண்ணி, குவிந்த அல்களை விட விரிவான தொடர்புகளை அனுமதிக்கிறதுமெச் தரவு-தொகுதி வடிவியல் மேற்பரப்புகளை வரையறுக்கும்கண்ணி தரவு-தொகுதிகள்கண்ணி சிதைவு மாற்றியமைப்பாளர்மற்ற மெச்களுடன் சிதைக்க கண்ணி சிதைவு மாற்றிஒவ்வொரு பக்கவாதத்திலும் கண்ணி விவரம் மாறாது, வெள்ள நிரப்பலைப் பயன்படுத்தும் போது மட்டுமேவிவரம் அளவிற்கு ஏற்ப உலக இடத்தில் கண்ணி விவரம் நிலையானதுமெச் விவரம் தூரிகை அளவுடன் தொடர்புடையதுகண்ணி விவரம் தூரிகை அளவு மற்றும் விவரம் அளவோடு தொடர்புடையதுகண்ணி ஒரு செயலில் வண்ண பண்புக்கூறு "%s" ஐக் கொண்டிருக்கவில்லைகண்ணி முகங்களும் செங்குத்துகளும் இடஞ்சார்ந்த முறையில் மறுவரிசைப்படுத்தப்பட்டனவளைவு, மேற்பரப்பு, வளர்சிதை மாற்ற, உரை அல்லது புள்ளி மேகப் பொருள்களிலிருந்து கண்ணிகண்ணி செனரேட்டர்மெசுக்கு புறஊதா தரவு இல்லைமெசுக்கு vcol தரவு இல்லைமெசுக்கு முகபரப்பு இல்லைமெச் மூலப்பொருள் ஒதுக்கீட்டிற்கு முகங்கள் இல்லைவளைவுகளை இணைக்கக்கூடிய கண்ணி பொருள்மெச் பொருள் சிதைக்கதொடக்க தொப்பியாக பயன்படுத்த கண்ணி பொருள்மெச் பொருள் ஒரு இறுதி தொப்பியாக பயன்படுத்த வேண்டும்பூலியன் செயல்பாட்டிற்கு பயன்படுத்த மெச் பொருள்கண்ணி பொருள்(கள்) செயலில் வெர்டெக்ச்/எட்ச்/முகம் இல்லைபுள்ளிகளை விநியோகிக்க யாருடைய முகங்களில் மெச்யாருடைய முகங்களில் மெச் சிதற வேண்டும்அருகிலுள்ள புள்ளியைக் கண்டுபிடிக்க கண்ணி அல்லது புள்ளி முகில்கண்ணி அளவுகண்ணி அமைப்புகள்பன்முக தரவு பேக்கிங்கிற்கு முன்பு கண்ணி அவிழ்க்கப்பட வேண்டும்சுருங்குவதற்கு கண்ணி இலக்குமுதல் கண்ணி மூலம் கழிக்கப்படும் கண்ணிவளைவுக்கு கண்ணிமெச் முதல் அடர்த்தி கட்டம்புள்ளிகளுக்கு மெச்மெச் முதல் எச்.டி.எஃப் கட்டம்மெச் டு தொகுதிதொகுதி மாற்றியமைப்பாளருக்கு கண்ணிஇரட்டை கணக்கிட கண்ணிஉள் அளவை மூடுபனி தொகுதி வடிவவியலாக மாற்ற மெச்வளைவுகளாக மாற்ற கண்ணிஉறுப்புகளின் வெளியேற்றத்திற்கு கண்ணிநெருங்கிய மேற்பரப்பு புள்ளியைக் கண்டுபிடிக்க கண்ணிமுகங்களை புரட்டுவதற்கு கண்ணிமுகம் தொகுப்பு பண்புக்கூறுகளை மீறுவதற்கு மெச்தனிப்பயன் இயல்புகளை அமைக்க கண்ணிதுணைப்பிரிவுக்கு கண்ணிமுக்கோணத்திற்கு கண்ணிபுற ஊதா வரைபடம் பயன்படுத்தப்படும் மெச்கண்ணி அதன் விளிம்புகள் பிரிக்கமெச் அதன் கூறுகள் புள்ளிகளாக மாற்றப்படுகின்றனகண்ணி அதன் உள் அளவு அடர்த்தி கட்டமாக மாற்றப்படுகிறதுகண்ணி அதன் உள் தொகுதி கையொப்பமிடப்பட்ட தூர புலம் கட்டமாக மாற்றப்படுகிறதுகண்ணி(கள்)கண்ணி (எச்) வடிவ விசைகள் இல்லைகண்ணி: {} செங்குத்துகள், {} விளிம்புகள், {} முகங்கள்மெச்கேச்மெச்டெஃபார்ம்மெச்டெஃபார்ம் மாற்றியமைப்பாளர்கண்ணி வரிசை தற்காலிக சேமிப்புமெசுவ்லூப் (நீக்கப்பட்டது)மெச்கள்தொழிற்சங்கத்திற்கு அல்லது குறுக்குவெட்டுசெய்திசெய்தி பிரித்தெடுத்தல் செயல்முறை தோல்வியடைந்தது!மேவுமேவு அடுக்குமேவு துண்டுமேவு கீற்றுகள்தேர்ந்தெடுக்கப்பட்ட மேவு கீற்றுகள்மேவு உரி அடுக்கு, கடைசியாக தற்போது மேவு துண்டு திருத்தப்பட்டுள்ளதுமெட்டாச்ட்ரிப்வளர்சிதை மாற்றபுதியவளர்சிதை மாற்ற '%s' கொடுக்கப்பட்ட ச்ப்லைன் இல்லைவளர்சிதை மாற்ற உறுப்புவளர்சிதை மாற்ற கூறுகள்ப்ளோபி மேற்பரப்புகளை வரையறுக்க வளர்சிதை மாற்ற தரவு-தொகுதிவளர்சிதை மாற்ற தரவு-தொகுதிகள்மேவுபால் திருத்து புதுப்பிப்பு நடத்தைவளர்சிதை மாற்ற கூறுகள்வளர்சிதை மாற்ற வகைமேவுபால்(கள்)வளர்சிதை மாற்றங்கள்மேனிலை தரவுமேனிலை தரவு பின்னணிமேனிலை தரவு உள்ளீடுமேனிலை தரவு உரைஉலோகம்மெட்டல்ட்வளைவுகளை அதிக அளவில் பயன்படுத்தும் காட்சிகளுக்கு மெட்டல்ஆர்டி குறைந்த நினைவகத்தைப் பயன்படுத்துகிறது, மேலும் குறிப்பிட்ட நிகழ்வுகளில் சிறந்த செயல்திறனைக் கொடுக்க முடியும்உலோகம்உலோக பி.எச்.டி.எஃப்மைக்ரோஃபாசெட் வழங்கல் மற்றும் உலோக ஃப்ரெச்னல் கொண்ட உலோக பிரதிபலிப்புமெட்டாரிக் மாதிரி உரை தரவு பிளாக் {:s} க்கு எழுதப்பட்டதுமெட்டாரிக் உரை தரவு பிளாக் {:s} க்கு எழுதப்பட்டதுஅளவிமீட்டர்ஒரு யூனிட்டுக்கு மீட்டர்நொடிக்கு மீட்டர்நொடிக்கு மீட்டர் சதுரமுறைமுறை குவாட்ச்பூலியன்களைக் கணக்கிடுவதற்கான முறைவிமானத்தின் அளவைக் கணக்கிடுவதற்கான முறைதுண்டு மற்ற கீற்றுகளுடன் எவ்வாறு இணைகிறது என்பதைக் கட்டுப்படுத்துவதற்கான முறைமூலையில் உள்ள ஆஃப்செட்டின் திசைக்கான முறைபுறஊதா வெர்டெக்ச் தேர்வை நீட்டிப்பதற்கான முறைபயனர் இடைமுக உரை வழங்குவதற்கான முறை கூர்மையானதுஉள்ளீடுகள் நேரக் குறியீட்டைப் படிப்பதற்கான முறைமேற்பரப்பு சிதறலைக் காண்பிப்பதற்கான முறைமாதிரி உள்ளீட்டிற்கான முறைஉயர் தெளிவுத்திறன் ஓட்டத்தை மாதிரி செய்வதற்கான முறைபுதிய முகங்களில் மூலப்பொருட்களை அமைப்பதற்கான முறைபிக்சல்களுக்கு இடையில் மதிப்புகளை மென்மையாக்குவதற்கான முறைஎன்-கின்களை முக்கோணங்களாக பிரிப்பதற்கான முறைகுவாட்சை முக்கோணங்களாக பிரிப்பதற்கான முறைமுதன்மையான வளைவில் வரைபடத்தின் ஃச் ஒருங்கிணைப்பை உருவாக்கும் முறைசுயவிவர வளைவில் வரைபடத்தின் ஒய் ஒருங்கிணைப்பை உருவாக்கும் முறைஒரு உறுப்புக்கு குழந்தை நிகழ்வு எவ்வாறு தேர்ந்தெடுக்கப்படுகிறது என்பது முறை3d வியாபோர்ட்டில் எதிர்ப்பு மாற்றுப்பெயர் முறை3 டி வியூபோர்ட்டை வழங்கும்போது ஆன்டிசிங் எதிர்ப்பு முறைஇறுதி படத்தை வழங்கும்போது எதிர்ப்பு மாற்றுப்பெயர் முறைமுகமூடி அடுக்குகளை கலக்கும் முறைபல சுழல்களைக் கட்டுப்படுத்தும் முறைஏரோடைனமிக் தொடர்புகளை கணக்கிடும் முறைசீரமைப்பு நிலையை கணக்கிடும் முறைஒட்டப்பட்ட விசைகள் மற்றும் இருக்கும் முறைவடிவவியலை மாற்றும் முறைதற்போதுள்ள எஃப்-வளைவை மாற்றும் முறைஆழத்தை வெளிப்படுத்தும் முறைடோப்சீட் பார்வையில் சேனல்களை வரிசைப்படுத்த பயன்படுத்த வேண்டிய முறைசுழற்சி கோணத்தைக் கணக்கிடுவதற்கான முறைநகல்களின் எண்ணிக்கையைத் தேர்ந்தெடுக்கும் முறைபின்னணி நேரத்தைக் கட்டுப்படுத்தும் முறைசிதறிய நிகழ்வுகளின் எண்ணிக்கையை வரையறுக்கும் முறை3d பார்வையில் பொருள்களைக் காண்பிக்கும்/நிழலாடும் முறைசென்சாருக்குள் படம் மற்றும் பார்வை கோணத்தை பொருத்துவதற்கான முறைஆஃப்செட் அளவுருக்களை விளக்குவதற்கான முறை3d அமைப்பு திசையன் மூலம் பொருளில் 2d படத்தை திட்டமிடுவதற்கான முறைMethod பெறுநர் scale the தளம் with the camera frameதூரிகையின் பிரிவுகளுக்கான சுழற்சி தோற்றத்தை அமைப்பதற்கான முறைவிண்வெளி புறஊதா விளிம்பு சுழல்கள்எடையை ஒதுக்க பயன்படுத்த வேண்டிய முறைசிதறல் புள்ளிகளுக்கு பயன்படுத்த முறைபிளவுபடுவதற்கு பயன்படுத்த வேண்டிய முறைஇடப்பெயர்ச்சிக்கு பயன்படுத்த வேண்டிய முறைதொடுகோடு பயன்படுத்த வேண்டிய முறைநகல்களை ஒழுங்கமைக்கப் பயன்படுத்தப்படும் முறைசெயலில் செயலின் முடிவை என்எல்ஏ அடுக்கின் விளைவாக இணைக்கப் பயன்படுத்தப்படுகிறதுஉரிபின் முடிவை திரட்டப்பட்ட முடிவுடன் இணைக்கப் பயன்படுத்தப்படும் முறைபசை எழுதுகோல் பிரேம்களை நீக்க பயன்படுத்தப்படும் முறைகண்ணி தரவை நீக்க பயன்படுத்தப்படும் முறைஎலும்புகளின் ஃச் மற்றும் சட் அச்சுகளின் அளவை தீர்மானிக்க பயன்படுத்தப்படும் முறைஎலும்புகளின் ஒய் அச்சின் அளவிடுதலைத் தீர்மானிக்கப் பயன்படுத்தப்படும் முறை, வளைவின் வடிவத்தின் மேல் மற்றும் அளவிடுதல்திரையில் படங்களை காண்பிக்க பயன்படுத்தப்படும் முறைவீச்சு புள்ளிகளைக் கரைக்க பயன்படுத்தப்படும் முறைமுதல் மற்றும் கடைசி கீஃப்ரேம்களுக்கு வெளியே எஃப்-வளைவின் மதிப்பை மதிப்பிடுவதற்கு பயன்படுத்தப்படும் முறைபுற ஊதா தீவுகளை பொதி செய்ய பயன்படுத்தப்படுகிறதுபக்கவாதம் புள்ளிகளை எளிதாக்குவதற்கு பயன்படுத்தப்படும் முறைமென்மையாக்கப் பயன்படுத்தப்படும் முறைதொடக்க மற்றும் முடிவு வடிவவியலை உருவாக்கப் பயன்படுத்தப்படும் முறைமிதவை ஒரு முழுஎண்ணாக மாற்ற பயன்படுத்தப்படும் முறைசுயவிவர வடிவத்தை வரையறுக்கப் பயன்படுத்தப்படும் முறைஎந்த குழு-பெயர் பயன்படுத்த வேண்டும் என்பதை வரையறுக்க பயன்படுத்தப்படுகிறதுசுழற்சியை விவரிக்க பயன்படுத்தப்படும் முறைவரைபட திருத்தியில் எஃப்-வளைவின் நிறத்தை தீர்மானிக்க பயன்படுத்தப்படும் முறைகட்டுப்பாட்டு கைப்பிடிகளை தீர்மானிக்க பயன்படுத்தப்படும் முறைஆரம் மற்றும் வேலைவாய்ப்பை தீர்மானிக்க பயன்படுத்தப்படும் முறைகீஃப்ரேம்களுக்கு போசை பரப்புவதை எப்போது நிறுத்த வேண்டும் என்பதை தீர்மானிக்கப் பயன்படுகிறதுமூல விளிம்புகளை இலக்குக்கு வரைபடமாக்க பயன்படுத்தப்படும் முறைஇலக்கு இடங்களுக்கு மூல முகங்களை வரைபடமாக்க பயன்படும் முறைமூல முகங்களின் மூலைகளை இலக்குகளுக்கு வரைபடமாக்க பயன்படும் முறைஇலக்கு மூலங்களுக்கான மூல செங்குத்துகளை வரைபடமாக்க பயன்படும் முறைஇலக்கு மற்றும் இயக்கப்படும் பண்புகளை பொருத்த பயன்படுத்தப்படுகிறதுபாதைகளைக் குறிப்பிடப் பயன்படுத்தப்படும் முறைதரவை சேமிக்க பயன்படுத்தப்படும் முறைமெட்ரிக்மேற்பரப்பின் மைக்ரோஃபாசெட் கடினத்தன்மை (0.0 ஒரு சரியான கண்ணாடி பிரதிபலிப்பு, 1.0 முற்றிலும் கடினமானதாகும்)மைக்ரோஃபைபர்சாதாரண சார்ந்த இழைகளுக்கு இடையில் பல சிதறல்களின் மைக்ரோஃப்ளேக் அடிப்படையிலான மாதிரிமைக்ரோமீட்டர்கள்மைக்ரோ விநாடிகள்நுண்மென் கடை நிறுவல்மைக்ரோவாட்நடுப்பகுதிநடுத்தரநடுத்தர கட்டுப்பாட்டு நிலைநடுத்தர கட்டுப்பாடுகள்நடுத்தர சுட்டி நடவடிக்கைமிட்லெவல்நடுப்பகுதிமிட் பாயிண்ட் ச்னாப்நடுப்பகுதிமிடோன்கள்மிடோன்கள் முடிவுமிடோன்கள் தொடங்குகின்றனமைநிதானத்தை விட அழகாக இருக்கலாம், ஆனால் பிழைகள் இருக்கலாம். ஒரு குழந்தையுடன் ஒரு எலும்பு அதன் குழந்தையின் வேரில் அதன் நுனி வைக்கப்பட்டுள்ளது. ஒரே மாதிரியான அளவிடுதல் குழப்பமடையக்கூடும், எனவே கவனமாகமைல்கள்ஒரு மணி நேரத்திற்கு மைல்கள்மில்லிகிராம்மில்லிமீட்டர்மில்லி விநாடிகள்மில்லிவாட்ச்மணித்துளிமணித்துளி 2 டி கோணம்மணித்துளி 2 டி நீளம்குறைந்தபட்ச காற்று விரைவுமணித்துளி கோணம்குறைந்தபட்ச வளைவுகுறைந்தபட்ச தூரம்குறைந்தபட்ச உயரம்குறைந்தபட்ச அட்சரேகைமணித்துளி ஒளி பவுன்ச்குறைந்தபட்ச தீர்க்கரேகைமணித்துளி அதிகபட்சம்குறைந்தபட்ச வீதம்மணித்துளி மாதிரிகள்குறைந்தபட்ச படிகுறைந்தபட்ச தடிமன்மின் வெளிப்படையான பவுன்ச்என் வோக்சல்எனது ஃச்மணித்துளி x:குறைந்தபட்ச ஒய்மணித்துளி ஒய்:Min சட்மின் செனித்மணித்துளி மற்றும் அதிகபட்ச மதிப்புகள் ஒன்றே!குறைந்தபட்சம் / அதிகபட்சம்மினிமினி அச்சுகள் ஒளிமினி அச்சுகள் அளவுமினி அச்சுகள் வகைகுறைந்தபட்சகுறைந்தபட்ச # தீர்வி படிகள்/சட்டகம்குறைந்தபட்ச செய்திகுறைந்தபட்ச வசந்த நீளம் * பந்து அளவுஇரண்டு அம்சங்களுக்கு இடையில் குறைந்தபட்ச தூரம் ஏற்றுக்கொள்ளப்பட்டதுபொருந்திய வடிவத்திற்கும் குறிப்புக்கும் இடையிலான தொடர்புகளின் குறைந்தபட்ச மதிப்பு இன்னும் வெற்றிகரமான கண்காணிப்பாக கருதப்படுகிறதுகுறைக்கவும்நீட்டிப்பைக் குறைக்கவும். கலவை %.2fகுறைந்தபட்சம்சங்கிலிகளைப் பிரிக்க குறைந்தபட்சம் 2 டி கோணம்தகவமைப்பு மாதிரிக்கான குறைந்தபட்ச aa மாதிரிகள், மாதிரியை நிறுத்துவதற்கு முன் சத்தமில்லாத அம்சங்களைக் கண்டறிய. ஒலி வாசலின் அடிப்படையில் தானியங்கி அமைப்பிற்கான பூச்சியம்தகவமைப்பு மாதிரிக்கான குறைந்தபட்ச aa மாதிரிகள், மாதிரியை நிறுத்துவதற்கு முன் சத்தமில்லாத அம்சங்களைக் கண்டறிய. viewport renders க்கு, ஒலி வாசலின் அடிப்படையில் தானியங்கி அமைப்பிற்கான பூச்சியம்குறைந்தபட்ச வளைவுகுறைந்தபட்ச தூரம்குறைந்தபட்ச பிழைகுறைந்தபட்ச கட்டம் இடைவெளிநடு உருளை லென்சிற்கான குறைந்தபட்ச உயர மதிப்புகுறைந்தபட்ச மறு செய்கைகள்குறைந்தபட்ச இயக்க ஆற்றல் திறன்குறைந்தபட்ச நீளம்குறைந்தபட்ச வாழ்நாள்நடு உருளை லென்சிற்கான குறைந்தபட்ச தீர்க்கரேகை மதிப்புகுறைந்தபட்ச பயன்முறைகுறைந்தபட்ச ரேடியல் தூரம்குறைந்தபட்ச நீட்சிகுறைந்தபட்ச சிக்கிய காற்று திறன்குறைந்தபட்ச திருப்பம்குறைந்தபட்ச மதிப்புகுறைந்தபட்ச செங்குத்துகள்குறைந்தபட்ச ஒலியளவுகுறைந்தபட்ச அலை முகடு திறன்குறைந்தபட்ச ஃச்கிளிப்பிங் எல்லைப் பெட்டியின் குறைந்தபட்ச ஃச் குறியீடுவழங்குதல் மண்டலத்திற்கான குறைந்தபட்ச ஃச் மதிப்புபடத்தை பயிர் செய்ய குறைந்தபட்ச ஃச் மதிப்புகுறைந்தபட்ச ஒய்கிளிப்பிங் எல்லைப் பெட்டியின் குறைந்தபட்ச ஒய் இன்டெக்ச்வழங்குதல் மண்டலத்திற்கான குறைந்தபட்ச ஒய் மதிப்புபடத்தை பயிர் செய்ய குறைந்தபட்ச ஒய் மதிப்புகுறைந்தபட்ச சட்கிளிப்பிங் எல்லைப் பெட்டியின் குறைந்தபட்ச சட் இன்டெக்ச்இரண்டு சிதறிய நிகழ்வுகளின் மையங்களுக்கு இடையே அனுமதிக்கப்படும் குறைந்தபட்ச தூரம். இன்னும் உள்ளூரில் சீரான விநியோகத்திற்கான மதிப்பை அதிகரிக்கவும்.திரவ கட்டம் மதிப்புகளின் குறைந்தபட்ச அளவு (புகை அடர்த்தி, எரிபொருள் மற்றும் வெப்பம்) ஒரு கலத்தைக் கொண்டிருக்கலாம், அது காலியாகக் கருதப்படுவதற்கு முன்புஉறை பாதிக்க குறைந்தபட்ச வீச்சு மதிப்புகாண்பிக்க குறைந்தபட்ச கோணம்தடிமன் மாற்ற குறைந்தபட்ச கோணம்ஐகே வரம்புக்கு குறைந்தபட்ச கோணங்கள்கட்டத்தின் குறைந்தபட்ச எல்லை (உலக விண்வெளி)அளவின் குறைந்தபட்ச எல்லைஃச் அச்சில் குறைந்தபட்ச ஒருங்கிணைப்பு (கட்டம் குறியீட்டு இடம்)ஒய் அச்சில் குறைந்தபட்ச ஒருங்கிணைப்பு (கட்டம் குறியீட்டு இடம்)சட் அச்சில் குறைந்தபட்ச ஒருங்கிணைப்பு (கட்டம் குறியீட்டு இடம்)சங்கிலிகளைத் தேர்ந்தெடுப்பதற்கான குறைந்தபட்ச வளைவு 2 டி நீளம்ஒரு கட்டம் புள்ளியைக் கொண்டிருக்க ஒரு தொகுதி கலத்தின் குறைந்தபட்ச அடர்த்திஒரு கட்டம் புள்ளியைக் கொண்டிருக்க ஒரு வோக்சலின் குறைந்தபட்ச அடர்த்திமோதல் பதில் நடைமுறைக்கு வருவதற்கு முன்பு துணி முகங்களுக்கு இடையில் குறைந்தபட்ச தூரம்மோதல் பொருள்களுக்கு இடையில் குறைந்தபட்ச தூரம் மோதல் பதில் நடைமுறைக்கு வருவதற்கு முன்ஆட்டோ-ஆஃப்செட்டிங் முனைகளுக்கான முனைகளுக்கு இடையில் குறைந்தபட்ச தூரம்இரண்டு வழிகாட்டிகளுக்கு இடையில் குறைந்தபட்ச தூரம்புதிய வழிகாட்டி வரைபடத்திற்கான இரண்டு வழிகாட்டிகளுக்கு இடையில் குறைந்தபட்ச தூரம்புலத்தின் வீழ்ச்சிக்கான குறைந்தபட்ச தூரம்தேர்வு தொடரும் முன் கடைசி புள்ளியிலிருந்து குறைந்தபட்ச தூரம்வீச்சு தொடரும் முன் கடைசி புள்ளியிலிருந்து குறைந்தபட்ச தூரம்சர்ப்சின் போது குறைந்தபட்ச பிழைதடிமன் அளவிடுவதற்கு குறைந்தபட்சம்ச்லைடருக்கு குறைந்தபட்சம்ஒரு பிரகாசத்தைத் தூண்டுவதற்கு குறைந்தபட்ச தீவிரம்மூலக்கூறுகளின் போது குறைந்தபட்ச மறு செய்கைகள்சமநிலை லென்சுக்கு குறைந்தபட்ச அட்சரேகை (செங்குத்து கோணம்)விளக்குகளுக்கு பங்களிக்க ஒரு ஒளியின் குறைந்தபட்ச ஒளி தீவிரம்சமநிலை லென்சுக்கு குறைந்தபட்ச தீர்க்கரேகை (கிடைமட்ட கோணம்)அசல் மெசிலிருந்து ஒரு முகத்தை பிரித்தெடுக்க வெர்டெக்ச் செல்லுபடியாகும் என்பதை கருத்தில் கொள்ள குறைந்தபட்ச முகமூடி மதிப்புஒளி பவுன்ச் குறைந்தபட்ச எண்ணிக்கை. இதை அதிக அமைப்பது முதல் பவுன்களில் சத்தத்தைக் குறைக்கிறது, ஆனால் வளைவுகள் மற்றும் தொகுதிகள் போன்ற மிகவும் சிக்கலான வடிவவியலுக்கும் குறைந்த செயல்திறன் கொண்டதாக இருக்கும்உருவாக்கப்பட்ட வீச்சுகள் குறைந்தபட்ச எண்ணிக்கைஒரு கலத்திற்கு துகள்களின் குறைந்தபட்ச எண்ணிக்கை (ஒவ்வொரு கலத்திற்கும் குறைந்தபட்சம் இந்த அளவு துகள்கள் இருப்பதை உறுதி செய்கிறது)2 டி வியூபோர்ட்டுகளில் ஒவ்வொரு கட்டத்திற்கும் இடையில் குறைந்தபட்ச படப்புள்ளிகள்ஒரு சட்டகத்திற்கு செய்ய குறைந்தபட்ச உருவகப்படுத்துதல் படிகள்வெளிப்படையான பவுன்ச் குறைந்தபட்ச எண்ணிக்கை. இதை அதிக அமைப்பது முதல் பவுன்களில் சத்தத்தைக் குறைக்கிறது, ஆனால் வளைவுகள் மற்றும் தொகுதிகள் போன்ற மிகவும் சிக்கலான வடிவவியலுக்கும் குறைந்த செயல்திறன் கொண்டதாக இருக்கும்குழு a இன் குறைந்தபட்சம் மற்றும் v குழு b இன் எடைமேப்பிங்கின் குறைந்தபட்ச வெளியீட்டு மதிப்புபுலத்தின் வீழ்ச்சிக்கான குறைந்தபட்ச ரேடியல் தூரம்குறைந்தபட்ச ஆரம் குறைந்தபட்ச அழுத்தம் பயன்படுத்தப்படும்போது (தட்டும்போது குறைந்தபட்சம்)முனை கோணத்திற்கு குறைந்தபட்ச வேர் (முனை தூரம்/நீண்ட கூந்தலுக்கான வேர் தூரம்)நிழல் வரைபட பிக்சலின் குறைந்தபட்ச அளவு. அதிக மதிப்புகள் நிழல் தரத்தின் செலவில் குறைந்த நினைவகத்தைப் பயன்படுத்துகின்றன.காற்றில் குறைந்தபட்ச விரைவு (அதிகபட்ச வேகத்துடன் தொடர்புடையது)தீப்பிழம்புகளின் குறைந்தபட்ச வெப்பநிலை (அதிக மதிப்பு வேகமாக உயரும் தீப்பிழம்புகளில் விளைகிறது)குறைந்தபட்ச தடிமன்முதன்மையான திசைக்கு செங்குத்தாக திசையில் குறைந்தபட்ச தடிமன்குறைந்தபட்ச மதிப்புகிளிப்பிங்கிற்கான குறைந்தபட்ச மதிப்புஇலக்கு சேனல் வரம்பிற்கான குறைந்தபட்ச மதிப்புசீரற்ற தேர்வுக்கான குறைந்தபட்ச மதிப்புவெர்டெக்ச் எடைக்கான குறைந்தபட்ச மதிப்புஃபேச் செட்களை உருவாக்கும் போது ஒரு குறிப்பிட்ட பண்புக்கூறை எல்லையாகக் கருத்தில் கொள்ள வேண்டிய குறைந்தபட்ச மதிப்புகுறைந்தபட்ச தொகுதி நீட்டிக்கும் காரணிகுறைந்தபட்ச அளவு, பொருள் எவ்வளவு தொலைவில் இருந்தாலும் சரிமின்கோவ்ச்கிமின்கோவ்ச்கி 1/2மின்கோவ்ச்கி 4மின்கோவ்ச்கி அதிவேகமின்கோவ்ச்கி தூரம்மின்கோவ்ச்கி அதிவேகசிறிய ஆரம்சிறிய பிரிவுகள்சிறுபான்மைநிமிடங்கள்கண்ணாடிஎலும்பு பெயராக கண்ணாடிகண்ணாடி அச்சுகண்ணாடி பந்துகண்ணாடி எலும்புகண்ணாடி திருத்துதல்கண்ணாடி மாற்றியமைப்பாளர்கண்ணாடி பொருள்கட்டுப்பாட்டு கண்ணாடிதேர்ந்தெடுக்கப்பட்ட எலும்புகளின் வகை மற்றும் அளவுருக்கள் எதிர் பக்கத்திற்கு மிரர் ரிகிஃபிஃபை. பெயர்கள் l/r இல் முடிவடையும்கண்ணாடி உருமாற்றம்மிரர் யுமிரர் உடிம்மிரர் விமிரர் வி.ஆர் அமர்வுமிரர் வெர்டெக்ச் குழுக்கள்கண்ணாடி செங்குத்துகள்கண்ணாடி எடைகள்கண்ணாடி விட்செட்டுகள்பெற்றோருடன் கண்ணாடிமிரர் ஃச்மிரர் ஒய்லட்டு சிதைவை தலைகீழாக மாற்றாமல் அனைத்து கட்டுப்பாட்டு புள்ளிகளையும் பிரதிபலிக்கவும்அனைத்து வெர்டெக்ச் குழுக்களின் எடைகளையும் பிரதிபலிக்கவும்உள்ளக ஃச், ஒய் மற்றும்/அல்லது சட் அச்சுகளுடன், பொருள் தோற்றத்திற்கு மேல் கண்ணாடிசுற்றுச்சூழல் வரைபடங்களுக்கான கண்ணாடி பந்து மேப்பிங்ஃச் அச்சு முழுவதும் கண்ணாடி தூரிகைஒய் அச்சு முழுவதும் கண்ணாடி தூரிகைசட் அச்சு முழுவதும் கண்ணாடி தூரிகைமிரர் குழு பூட்டப்பட்டு, கருக்கலைப்பு செய்கிறதுஒன்று அல்லது அதற்கு மேற்பட்ட அச்சுகளைச் சுற்றி தேர்ந்தெடுக்கப்பட்ட உருப்படிகளை கண்ணாடிஃபிளிப் ஆஃப்செட் புள்ளியைச் சுற்றி யு அமைப்பு ஒருங்கிணைப்பைக் பிரதிபலிக்கவும்ஃபிளிப் ஆஃப்செட் புள்ளியைச் சுற்றி வி அமைப்பு ஒருங்கிணைப்பை பிரதிபலிக்கவும்ஃச் அச்சை பிரதிபலிக்கவும்ஒய் அச்சை பிரதிபலிக்கவும்சட் அச்சை பிரதிபலிக்கவும்எலும்பு தேர்வை பிரதிபலிக்கவும்உள்ளக ஃச் அச்சில் தற்போதைய வடிவ விசையை பிரதிபலிக்கவும்ஃச் திசையில் பட மறுபடியும் மறுபடியும் பிரதிபலிக்கவும்ஒய் திசையில் பட மறுபடியும் மறுபடியும் பிரதிபலிக்கவும்ஓவியம் வரையில் இடது/வலது வெர்டெக்ச் குழுக்களை பிரதிபலிக்கவும். சமச்சீர் அச்சு சமச்சீர் அமைப்புகளால் தீர்மானிக்கப்படுகிறது.ஒரு கைப்பிடியின் இயக்கத்தை மற்றொன்றுக்கு பிரதிபலிக்கவும்புதிய வடிவ முக்கிய மதிப்புகளை பிரதிபலிக்கவும்ஒவ்வொரு ஓடு மையத்தைச் சுற்றி அமைப்பு ஒருங்கிணைப்பைக் பிரதிபலிக்கவும்மிரர் வெர்டெக்ச் குழு, புரட்ட எடைகள் மற்றும்/அல்லது பெயர்கள், தேர்ந்தெடுக்கப்பட்ட செங்குத்துகளை மட்டுமே திருத்துதல், இருபுறமும் தேர்ந்தெடுக்கப்படும்போது புரட்டுதல் இல்லையெனில் தேர்வு செய்யப்படாததிலிருந்து நகலெடுக்கவும்மிரர் வெர்டெக்ச் குழுக்கள் (எ.கா. .ஆர்->. எல்)கண்ணாடி எடைகள்கண்ணாடி%su அச்சில் பிரதிபலித்த புறஊதா ஆஃப்செட்வி அச்சில் பிரதிபலித்த புறஊதா ஆஃப்செட்{:d} எலும்புகளின் பிரதிபலித்த அளவுருக்கள்பிரதிபலிக்கும் மாற்றியமைப்பாளர்இதரமற்றவைமிச் கலர்ஐடி = '%s' மற்றும் ஆர்என்ஏ-பாதை = '%s' க்கான யூலர் சுழற்சியின்%s%s%s கூறு(கள்) காணவில்லைசூழலில் 'சாளரத்தை' காணவில்லைதுணை நிரல்கள் இல்லைஉள்ளமைக்கப்பட்ட துணை நிரல்களைக் காணவில்லைகாணாமல் தரவுவடிவியல் இல்லைகாணாமல் போன மூலப்பொருட்கள்காணாமல் போன மெனு: %sOpenColorIO உள்ளமைவு காணவில்லைகுழு இல்லைச்டென்சில் காணவில்லைஅமைப்பு இல்லைமதிப்பிடப்பட்ட மேற்பரப்பில் வளைவுகளை இணைப்பதற்கான புறஊதா வரைபடத்தைக் காணவில்லைஅசல் மேற்பரப்பில் வளைவுகளை இணைப்பதற்கான புறஊதா வரைபடத்தைக் காணவில்லைபுறஊதாஎச் காணவில்லைஎலும்பு பெயரைக் காணவில்லைதலைப்பு இல்லைநூலகம் இல்லைநோட் கருவி அடையாளங்காட்டியைக் காணவில்லை ({})ஆபரேட்டர் அடையாளங்காட்டி இல்லைவெளியீடு காணவில்லைஉள்ளீட்டு சாக்கெட் "%s" க்கான சொத்தை காணவில்லைகைஉரை கோப்புகளைக் காணவில்லைமேற்பரப்பு கண்ணி இல்லைகாணவில்லை%s%s%s%s கண்டறியப்பட்டது!காணவில்லை: %sகாணவில்லை: %s. %sமூடுபனிமூடுபனி பாச்உலக தரவு-தொகுதிக்கான மூடுபனி அமைப்புகள்மிட்ச்மிட்டர் வெட்டு கோணம்மைட்டர் அவுட்டர்மைட்டர் சுயவிவர வடிவம்மைட்டர் வடிவம்கலக்ககலவை (மரபு)வண்ணம் கலக்கவும்கலவை காரணிகாரணியை 1.0க்கு கலக்கவும்கலவை இடம்கலவை முறைமுனை கலக்கவும்முனை நிலையை கலக்கவும்கலவை சுழற்சிகலவை அளவுசேடரை கலக்கவும்வீச்சு காரணி கலக்கவும்வெக்டரை கலக்கவும்அண்டை உறுப்புகளின் பண்புக்கூறு மதிப்புகளை கலக்கவும்கலவை காரணிசெங்குத்துகளின் இருப்பிடங்களின் கலப்பு காரணிகலவை முறைமூல மதிப்பை இலக்கு ஒன்றில் கலக்கவும், கொடுக்கப்பட்ட வாசலை காரணியாகப் பயன்படுத்துங்கள்காட்சியின் ஆடியோவை ஒலி கோப்பில் கலக்கவும்இரண்டு வெர்டெக்ச் குழுக்களின் எடையை கலக்கவும்இரண்டு உள்ளீட்டு வண்ணங்களை கலக்கவும்இரண்டு சேடர்களை ஒன்றாக கலக்கவும். பொதுவாக மூலப்பொருள் அடுக்குக்கு பயன்படுத்தப்படுகிறதுமதிப்புகளை ஒரு காரணியால் கலக்கவும்மோனோவுக்கு ஒலியைக் கலக்கவும்கலப்பு இடையகமோடல்மாதிரி நிகழ்வுகள்மோடல் கீமாப்மோடல் ஆபரேட்டர்கள்மோடல் விசை-வரைபடங்கள் துணை-கான்ஃபிக்கிற்கு ஆதரிக்கப்படவில்லைபயன்முறைஃபேசன் (எல்லாம்)பயன்முறை வகைஒன்றிணைப்பு விதியை பயன்முறை வரையறுக்கிறதுசுழற்சி சேனல் மதிப்புகளைக் கணக்கிடுவதற்கான பயன்முறைவளைவு இயல்பான மதிப்பீட்டிற்கான பயன்முறைபடத்தை கேன்வாசில் பொருத்துவதற்கான முறைவிரும்பிய வோக்சல் அளவு எவ்வாறு குறிப்பிடப்பட்டுள்ளது என்பதற்கான பயன்முறைதேர்ந்தெடுக்கப்பட்ட படங்களை இறக்குமதி செய்வதற்கான பயன்முறைபொருள்கள் மற்றும் எலும்புகளுக்கான தானியங்கி கீஃப்ரேம் செருகும் முறை (புதிய காட்சிகளுக்கு பயன்படுத்தப்படும் இயல்புநிலை அமைப்பு)வண்ண செயலாக்க முறைவளைவை நிரப்பும் முறைப்ரொசெக்சன் ஓவியத்திற்கான செயல்பாட்டு முறைசுருதி மாற்றத்தின் முறைஇடைமுகத்திலிருந்து உள்ளீட்டை எடுக்கும் கருவிகளின் முறைநீளத்தை வரையறுக்க பயன்முறைபிரேம்களைக் காண்பிப்பதற்கான பயன்முறைஎல்லை வரம்புகளை வரைய முறைபடக் காட்சிகளை ஏற்ற பயன்முறைதிரைப்படக் காட்சிகளை ஏற்ற பயன்முறைபக்கவாதம் உருவாக்கும் போது பயன்படுத்த வேண்டிய பயன்முறைஅமைப்பைப் பயன்படுத்தப் பயன்படுகிறதுஅமைப்பு வெளியீட்டு வண்ணத்துடன் கலக்கப் பயன்படுகிறதுமூன்று இயற்பியல் செயல்முறைகளையும் ஒரு தொகுதியில் மாதிரியாகக் கொள்ளுங்கள், அவற்றின் குணகங்களால் குறிக்கப்படுகிறதுமுறைகள்மாற்றியமைக்கப்பட்டமாற்றியமைக்கப்பட்ட தேதிமாற்றியமைக்கப்பட்ட விளிம்புகள்{:d} ஆர்மேச்சர்களின் அனிமேசனை மாற்றியதுமாற்றப்பட்டது: {}{}{}மாற்றியமைப்பாளர்தொகுதிகள்மாறா, மாறிலிபயன்முறைகூர்மையானமென்மையானபெறுநர்வோக்சல்மாற்றியமைக்கும் "%s" என்பது பொருளின் மாற்றியமைக்கும் பட்டியலில் இல்லை"%s" மாற்றியமைப்பானது ச்ட்ரிப்பின் மாற்றிப் பட்டியலில் இல்லைமாற்றியமைப்பாளர் '%s' பொருள் '%s'மாற்றியமைக்கும் '%s' எந்த பொருளுக்கும் நகலெடுக்கப்படவில்லைமாற்றியமைக்கும் கிச்மோமாற்றியமைக்கும் பெயர்மாற்றியமைக்கும் செயல்பாடுமாற்றியமைக்கும் பண்புகள்மாற்றியமைக்கும் வகைமாற்றியமைக்கும் uidஒரு பொருளின் வடிவியல் தரவை பாதிக்கும் மாற்றிதனிப்பயன் இயல்புகளை பாதிக்கும்/உருவாக்கும் மாற்றிமாற்றியமைப்பை ஒரு முறை மட்டுமே '%s' சேர்க்க முடியும்வடிவ விசைகள் கொண்ட கண்ணிக்கு மாற்றியமைப்பாளரைப் பயன்படுத்த முடியாதுமுனையைக் கொண்ட மாற்றியமைத்தல் முடக்கப்பட்டுள்ளதுமாற்றியமைப்பை சேர்க்க முடியவில்லை (விவரங்களுக்கு கன்சோலைப் பார்க்கவும்)மாற்றியமைப்பை ( %s: %s) இல் சேர்க்க முடியவில்லை (விவரங்களுக்கு கன்சோலைப் பார்க்கவும்)மாற்றி முடக்கப்பட்டுள்ளதுவரிசை துண்டுக்கான மாற்றியமைப்பாளர்எஃப்-வளைவின் மதிப்புகளுக்கான மாற்றியமைப்பாளர்மாற்றியமைப்பாளர் சுட்ட தரவை உள்ளதுமாற்றியமைப்பாளர் முடக்கப்பட்டுள்ளதுமாற்றியமைப்பாளர் முடக்கப்பட்டுள்ளது அல்லது திரும்பிய பிழை, ச்கிப்பிங் பொருந்தும்மாற்றியமைப்பாளர் முடக்கப்பட்டுள்ளது, ச்கிப்பிங் பொருந்தும்மாற்றியமைக்கும் பெயர்மாற்றியமைக்கும் முனை குழு சொத்துக்கள் ஒரு பட்டியலுக்கு ஒதுக்கப்படவில்லை. சொத்து உலாவியில் பட்டியல்களை ஒதுக்கலாம்ஒதுக்க வேண்டிய மாற்றி எண்அகற்ற மாற்றியமைக்கும் எண்மாற்றியமைப்பாளருக்கு 3 க்கும் மேற்பட்ட உள்ளீட்டு முகங்கள் தேவைமாற்றிக்கு அசல் தரவு தேவைமாற்றியமைப்பாளருக்கு அசல் தரவு, மோசமான அடுக்கு நிலை தேவைமாற்றியமைக்கும் நிலைபிற வடிவங்களுக்கு அனுப்ப மாற்றிமாற்றி ஒரு மூல கண்ணி இருந்து சில தரவை மாற்றுகிறதுமாற்றியமைப்பாளர் அடுக்கில் காணப்படவில்லைமாற்றியமைப்பாளர்கள்குறிப்பிடப்பட்ட செயலில் அனைத்து எஃப்-வளைவுகளையும் பாதிக்கும் மாற்றியமைப்பாளர்கள்பொருளின் வடிவியல் தரவை பாதிக்கும் மாற்றியமைப்பாளர்கள்எஃப்-வளைவின் வடிவத்தை பாதிக்கும் மாற்றியமைப்பாளர்கள்இந்த துண்டுகளை பாதிக்கும் மாற்றியமைப்பாளர்கள்மாற்றியமைப்பாளர்களை பொருள் '%s' இல் சேர்க்க முடியாதுபொருளில் மாற்றிகளை சேர்க்க முடியாது: {:s}திருத்து பயன்முறையில் மாற்றியமைப்பாளர்களைப் பயன்படுத்த முடியாதுமேலெழுதும் தரவுகளில் மாற்றியமைப்பாளர்களைப் பயன்படுத்த முடியாதுபல பயனர் தரவுகளுக்கு மாற்றியமைப்பாளர்களைப் பயன்படுத்த முடியாதுமீள் சிதைவைப் பயன்படுத்தி முழு கண்ணியத்தையும் மாற்றியமைக்கிறதுமாற்றவும்செயலில் மாற்றவும்வளைவு வளைவை மாற்றவும்மறைக்கப்பட்டதை மாற்றவும்மாச்க் ச்டென்சிலை மாற்றவும்முனை லேபிள்களை மாற்றவும்போச் சொத்தை மாற்றவும்கூர்மையை மாற்றவும்முதன்மை அல்லது முகமூடி ச்டென்சில் மாற்றவும்நிரப்பு மற்றும் வீச்சு வண்ணங்களை மாற்றவும்நிரப்பு வண்ணத்தை மட்டும் மாற்றவும்தேர்ந்தெடுக்கப்பட்ட அனைத்து முனைகளின் லேபிள்களையும் மாற்றவும்ஒரு வெர்டெக்ச் குழுவின் எடைகளை மாற்றியமைத்தல்வளைவு வெர்டெக்ச் ஆரம், எழுத்துரு அளவு மற்றும் எலும்பு உறை போன்ற பண்புகளை மாற்றவும்வீச்சு நிறத்தை மட்டும் மாற்றவும்வீச்சு கடினத்தன்மையை மாற்றவும்புதிய ஒன்றை உருவாக்குவதற்குப் பதிலாக செயலில் உள்ள முக அமைப்பை மாற்றவும்இடம்பெயர்ந்த கண்ணிக்கு இணங்க அடிப்படை கண்ணி மாற்றவும்டைன்டோபோவின் விவரம் அளவை ஊடாடும் வகையில் மாற்றவும்மேற்பரப்பு இயல்புகளின் திசையை மாற்றவும்ஒரு எடையுள்ள முறையைப் பயன்படுத்தி மேற்பரப்பு இயல்புகளின் திசையை மாற்றவும்இந்த ஆய்வால் கைப்பற்றப்பட்ட விளக்குகளின் தீவிரத்தை மாற்றவும்வோக்சல் ரெமிசரில் ஊடாடும் வகையில் பயன்படுத்தப்படும் கண்ணி வோக்சல் அளவை மாற்றவும்வீச்சு வடிவவியலை மாற்றியமைத்து அதன் முக்கிய திசை வரிக்கு ஒத்திருக்கிறதுவீச்சு வடிவவியலை மாற்றியமைக்கவும், இதனால் அது 'பலகோண' என்று தோன்றுகிறதுமட்டுச்பெக்ட்ரல் சிதறல் விளைவுக்காக கோடுகள் மற்றும் பேய்களின் வண்ணங்களை மாற்றியமைக்கிறதுதொகுதிதொகுதி பிழைத்திருத்தம்தொகுதி பெயர்பகுதி பெயர்முடக்க துணை நிரலின் பகுதி பெயர்செயல்படுத்த கூடுதல் பகுதி பெயர்விரிவாக்க துணை நிரலின் பகுதி பெயர்அகற்றுவதற்கு கூடுதல் பகுதி பெயர்தொகுதிகள் நிறுவப்பட்ட ({:s}) {! R} இலிருந்து {! R}மாடுலோ பயன்முறைஎதிர்மறை மற்றும் நேர்மறை செயல்பாடுகளுக்கு அவ்வப்போது இருக்கும் மட்டுமட்டு இது A / B இன் எஞ்சியதான்மோனோமோனோச்பேச் எழுத்துருரெய்ன்ஆர்ட் மற்றும் டெவ்லின் மூலம் கண் உடலியல் அடிப்படையிலான மேம்பட்ட அல்காரிதம்ஒன்றுக்கு மேற்பட்ட சேகரிப்புகள் தேர்ந்தெடுக்கப்பட்டுள்ளனஒன்றுக்கு மேற்பட்ட உருப்படிகள் தேர்ந்தெடுக்கப்படுகின்றனஒன்றுக்கு மேற்பட்ட வழங்குதல் எஞ்சின் கிடைக்கிறதுமேலும் சீரற்ற முடிவு (இருப்பிடத்துடன் மாறுபடும்), உண்மையான நிலப்பரப்புக்கு ஒத்ததாகும்மேலும் ...அதிகமாக/குறைவாககோளத்தில் உருவாக்குங்கள்மின்னோடிமின்னோடி அளவுமின்னோடி மென்மையானதுமிகவும் அடிப்படை தடிமன் கணக்கீடுபெரும்பாலான கச்சிதமான பிரதிநிதித்துவம், துணை-வினாடி பிரேம் எண்களுக்கு பிரிப்பானாக '+' ஐப் பயன்படுத்துகிறது, நேரக் குறியீட்டின் இடது மற்றும் வலது துண்டுடன் தேவையானதுஇயக்கம்இயக்க மங்கலானதுஇயக்க மங்கலான நிலைஇயக்க மங்கலான படிகள்இயக்க மாதிரிஇயக்க பாதைஇயக்க பாதை கேச் புள்ளிஇயக்க பாதை புள்ளிகள்இயக்க பாதை அமைப்புகள்இந்த உறுப்புக்கான இயக்க பாதைஅனிமேசன் காட்சிப்படுத்தலுக்கான இயக்க பாதை அமைப்புகள்காட்சிப்படுத்தலுக்கான இயக்க பாதை அமைப்புகள்இயக்க பாதைகள்இயக்க படிகள்இயக்க வாசல்இயக்க கண்காணிப்புமாற்றப்பட வேண்டிய இயக்க கண்காணிப்பு கட்டுப்பாடு காணப்படவில்லைஇயக்க கண்காணிப்பு பொருள் காணப்படவில்லைஇயக்க பாதை சட்டகம் %s ( %d முதல் %d வரை) %s க்கு தவறானதுமோசன் பாதை புள்ளிகள் செயலில் உள்ள கேமராவின் கேமரா இடத்தில் சுடப்படும். இதன் பொருள் அந்த கேமரா வழியாக பார்க்கும்போது மட்டுமே அவர்கள் சரியாக இருப்பார்கள். குறிப்பான்களைப் பயன்படுத்தி கேமராக்களை மாற்றுவது ஆதரிக்கப்படவில்லை.இயக்க படிகள்இயக்க கண்காணிப்பு கருவிகள்மின்னோடிசுட்டிசுட்டி திசைக் கட்டுப்பாடுசுட்டி இழுவை வாசல்சுட்டி நிகழ்வுசுட்டி நிலைசுட்டி நிலை ஃச்சுட்டி நிலை ஒய்சுட்டி தேர்ந்தெடுக்கவும்சுட்டி உணர்திறன்சுட்டி ஃச்சுட்டி ஒய்தேர்வுக்கு பயன்படுத்தப்படும் சுட்டி பொத்தான்மோடல் ஆபரேட்டரின் போது பயன்படுத்த மவுச் கர்சர் பாணிசுட்டி இடம்மவுச் இருப்பிடம் இயல்பாக்கப்பட்ட ஆயத்தொகுதிகளில், 0.0 முதல் 1.0 வரை பட எல்லைக்குள் உள்ளதுசேனலைத் தேர்ந்தெடுக்க சுட்டி இருப்பிடம்அருகிலுள்ள நிறுவனத்தைத் தேர்ந்தெடுக்க சுட்டி இருப்பிடம்அத்தகைய பாதைகளை பதிவுசெய்யும் ஆபரேட்டர்களுக்கான சுட்டி பாதை மதிப்புகள்நகர்வுதற்போதைய கைப்பிடியை நகர்த்தவும்திசையை நகர்த்தவும்முழு புள்ளியையும் நகர்த்தவும்நகரும் புள்ளிபிரிவு நகர்த்துகீற்றுகளை நகர்த்தவும்நகர்த்தும் வகைஒன்றிணைப்பின் படி uv களை நகர்த்தவும்UVகளை அச்சில் நகர்த்தவும்இணைப்புகளை பிரிக்க ஒரு முனையை நகர்த்தவும்ஒரு புள்ளி அல்லது அதன் கைப்பிடிகளை நகர்த்தவும்செயலில் உள்ள உருப்படியை நகர்த்தவும்சேகரிப்புக்குப் பிறகு நகர்த்தவும்தேர்ந்தெடுக்கப்பட்ட அனைத்து கூறுகளையும் முதல் இடங்களில் நகர்த்தவும், அவற்றின் உறவினர் ஒழுங்கைப் பாதுகாக்கவும். எச்சரிக்கை: இது தேர்ந்தெடுக்கப்படாத கூறுகளின் குறியீடுகளையும் பாதிக்கும்செயலில் உள்ள செயலின் அனைத்து இடங்களையும் புதிதாக உருவாக்கப்பட்ட, தனி செயல்களாக நகர்த்தவும். அந்த இடங்களின் அனைத்து பயனர்களும் புதிய செயல்களுக்கு மீண்டும் நியமிக்கப்படுவார்கள். தற்போதைய நடவடிக்கை நீக்கப்படாது, ஆனால் காலியாக இருக்கும், மேலும் சுழிய பயனர்களைக் கொண்டிருக்கக்கூடும்ஃச் அச்சில் நகர்த்தவும்ஒய் அச்சில் நகர்த்தவும்கட்டுப்படுத்தியின் முன்னோக்கி அச்சில் நகர்த்தவும்வழிசெலுத்தல் பின் அச்சில் நகர்த்தவும்வழிசெலுத்தல் கீழே அச்சுடன் நகர்த்தவும்வழிசெலுத்தல் முன்னோக்கி அச்சில் நகர்த்தவும்வழிசெலுத்தல் இடது அச்சில் நகர்த்தவும்வழிசெலுத்தல் வலது அச்சில் நகர்த்தவும்வழிசெலுத்தல் அப் அச்சில் நகர்த்தவும்பார்வையாளரின் பின் அச்சில் நகர்த்தவும்பார்வையாளரின் முன்னோக்கி அச்சில் நகர்த்தவும்பார்வையாளரின் இடது அச்சில் நகர்த்தவும்பார்வையாளரின் வலது அச்சில் நகர்த்தவும்பட்டியலில் ஒரு நுழைவை மேலே அல்லது கீழ் நகர்த்தவும்ஏற்கனவே உள்ள வளைவுப் பகுதியை நகர்த்தவும்நகர்த்தவும் இணைக்கவும்இங்கே பகுதியை நகர்த்தவும்எந்தவொரு பட்டியலிலிருந்தும் சொத்தை நகர்த்தவும்பட்டியலுக்கு சொத்தை நகர்த்தவும்எந்தவொரு பட்டியலிலிருந்தும் சொத்துக்களை நகர்த்தவும்சொத்துக்களை பட்டியலிட நகர்த்தவும்சேகரிப்பதற்கு முன் நகர்த்தவும்சேகரிப்புகளுக்கு இடையில் நகர்த்தவும்பட்டியலில் போயிட் விதியை நகர்த்தவும்பட்டியலில் போயிட் விதியை நகர்த்தவும்பட்டியலில் போயிட் மாநிலத்தை நகர்த்தவும்பட்டியலில் போயிட் மாநிலத்தை நகர்த்தவும்எலும்புகளை ஒரு சேகரிப்புக்கு நகர்த்தவும்UDIM மூலம் நகர்த்தவும்மாறும் கட்டம் மூலம் நகர்த்தவும்படப்புள்ளி மூலம் நகர்த்தவும்அட்டவணை {} {to க்கு நகர்த்தவும்அட்டவணை {the மரத்தின் மேல் நிலைக்கு நகர்த்தவும்கட்டுப்பாட்டு அடுக்கில் கட்டுப்பாட்டை நகர்த்தவும்கட்டுப்பாட்டு அடுக்கில் கட்டுப்பாட்டை நகர்த்தவும்கொடுக்கப்பட்ட எண்ணால் தற்போதைய சட்டகத்தை முன்னோக்கி/பின்னோக்கி நகர்த்தவும்கர்சரை உரையில் நகர்த்தவும்கர்சர் நிலையை நகர்த்தவும்கர்சரை நிலை வகைக்கு நகர்த்தவும்முதல் புள்ளி சரியாக மேற்பரப்பு கண்ணி இருக்கும் வகையில் வளைவுகளை நகர்த்தவும்திசையை நகர்த்தவும்அடுக்கில் விளைவை கீழே நகர்த்தவும்அடுக்கில் விளைவை நகர்த்தவும்ஏற்றுமதியாளர் பட்டியலில் ஏற்றுமதியாளரை மேலே அல்லது கீழ் நகர்த்தவும்வேகமாக நகர்த்தவும் (நடக்க அல்லது பறக்க)ஒரே நேரத்தில் சில அலகுகளை முன்னேறவும்சட்டத்தை அடுத்த அல்லது முந்தைய திருத்தப் புள்ளிக்கு நகர்த்தவும்எண் ஒருங்கிணைப்பைப் பயன்படுத்தி ஒரு வேகப் புலத்தின் மூலம் கட்ட மதிப்புகளை நகர்த்தவும். வெவ்வேறு துல்லியம் மற்றும் செயல்திறன் வர்த்தக பரிமாற்றங்களுக்கான பல ஒருங்கிணைப்பு திட்டங்களை ஆதரிக்கிறதுபுதிதாக சேர்க்கப்பட்ட புள்ளியின் கைப்பிடியை சுதந்திரமாக நகர்த்தவும்ச்ப்லைனை மூடிய பிறகு கைப்பிடிகளை நகர்த்தவும்மாற்றியமைப்பில் இருந்து புதிய முனை குழுவிற்கு உள்ளீடுகள் மற்றும் வெளியீடுகளை நகர்த்தவும்சேகரிப்பின் உள்ளே நகர்த்தவும் (சி.டி.ஆர்.எல் இணைக்க)சேகரிப்பின் உள்ளே நகர்த்தவும் (சி.டி.ஆர்.எல் இணைக்க, பெற்றோருக்கு மாற்றவும்)பட்டியலில் நிகழ்வு பொருளை கீழே நகர்த்தவும்பட்டியலில் நிகழ்வு பொருளை நகர்த்தவும்அமைப்புகளை முறிப்பதன் மூலம் நகர்வு பாதிக்கப்படுகிறதுபட்டியலில் அடுக்கை நகர்த்தவும், பட்டியலில் மேலும் அடுக்குகள் அடுக்குகளிலிருந்து தரவை மேலெழுதும்ச்டேக்கில் மாற்றியமைப்பை கீழே நகர்த்தவும்மாற்றியமைப்பை அடுக்கில் மேலும் கீழும் நகர்த்தவும்ச்டேக்கில் மாற்றியமைப்பை நகர்த்தவும்முனை பின்னணியை நகர்த்தவும்முனைகளை நகர்த்தி சட்டத்துடன் இணைக்கவும்பொருள் வடிவவியலை பொருள் தோற்றத்திற்கு நகர்த்தவும்பொருள் தோற்றத்தை 3d கர்சரின் நிலைக்கு நகர்த்தவும்பொருள்களை ஒரு சேகரிப்புக்கு நகர்த்தவும்புதிய சேகரிப்புக்கு பொருள்களை நகர்த்தவும்பட்டியலில் துகள் இலக்கை நகர்த்தவும்பட்டியலில் துகள் இலக்கை நகர்த்தவும்நகர்த்துவது வழியை விட்டு வெளியேறுகிறது, அவற்றை சீப்புவது போலதேர்ந்தெடுக்கப்பட்ட பரப்பு விளிம்புகளை நகர்த்தவும்தேர்ந்தெடுக்கப்பட்ட கோப்புகளை குப்பை அல்லது மறுசுழற்சி தொட்டியில் நகர்த்தவும்தேர்ந்தெடுக்கப்பட்ட பொருட்களை நகர்த்தவும்வடிவியல் மையத்தைச் சுற்றியுள்ள கோள வடிவத்தில் தேர்ந்தெடுக்கப்பட்ட பொருட்களை வெளிப்புறமாக நகர்த்தவும்தேர்ந்தெடுக்கப்பட்ட கீஃப்ரேம்களை அருகிலுள்ள விசைகளுடன் ஒப்பிடும்போது ஒரு நிலைக்கு நகர்த்தவும்தேர்ந்தெடுக்கப்பட்ட முனைகளை முனை திருத்தியின் மையத்திற்கு நகர்த்தவும்தேர்ந்தெடுக்கப்பட்ட பொருட்களை உள்ளக பார்வையில் இருந்து நகர்த்தவும்தேர்ந்தெடுக்கப்பட்ட காட்சி குறிப்பான்களை உள்ளக 'போச்' குறிப்பான்களாக செயலில் உள்ள செயலுக்கு நகர்த்தவும்பட்டியலில் தேர்ந்தெடுக்கப்பட்ட வடிவ விசைகளை மேலே/கீழ் நகர்த்தவும்அறை இருந்தால் தேர்ந்தெடுக்கப்பட்ட கீற்றுகளை ஒரு பாதையில் நகர்த்தவும்அறை இருந்தால் தேர்ந்தெடுக்கப்பட்ட கீற்றுகளை ஒரு பாதையில் நகர்த்தவும்தேர்ந்தெடுக்கப்பட்ட வீச்சுகள் மற்றொரு அடுக்குக்கு நகர்த்தவும்தேர்ந்தெடுக்கப்பட்ட நேர மார்க்கர் (களை) நகர்த்தவும்தேர்வை புதிய அடுக்குக்கு நகர்த்தவும்மெதுவாக நகர்த்தவும் (நடக்க அல்லது பறக்க)குறிப்பிட்ட நேரத்திற்கு கீற்றுகளின் தொடக்கத்தை நகர்த்தவும்கீற்றுகளை நகர்த்தவும், எனவே மாற்றப்பட்ட கீற்றுகள் பொருந்தும்கிளிப்பிங்கைத் தவிர்ப்பதற்காக கேமராவை நோக்கி சற்று வீச்சுகள் நகர்த்தவும்அமைப்பு இடங்களை மேலேயும் கீழேயும் நகர்த்தவும்3 டி கர்சரை தேர்ந்தெடுக்கப்பட்ட வி.ஆர் மைல்கல்லுக்கு நகர்த்தவும்செயலில் உள்ள சிறுகுறிப்பு அடுக்கை பட்டியலில் மேலே/கீழ் நகர்த்தவும்செயலில் உள்ள வண்ணத்தை பட்டியலில் மேலே/கீழ் நகர்த்தவும்செயலில் உள்ள கிரீச் பென்சில் அடுக்கு அல்லது குழுவை நகர்த்தவும்செயலில் உள்ள தேர்வை அமைக்க/கீழே செட் பட்டியலை நகர்த்தவும்செயலில் உள்ள புக்மார்க்கு மேலே/கீழ்நோக்கி நகர்த்தவும்செயலில் உள்ள கோடு பிரிவை மேலே அல்லது கீழ் நோக்கி நகர்த்தவும்செயலில் உள்ள நுழைவை கீழே நகர்த்தவும்செயலில் உள்ள நுழைவை மேலே நகர்த்தவும்செயலில் உள்ள அடுக்கை பட்டியலில் மேலே/கீழ் நகர்த்தவும்செயலில் உள்ள மூலப்பொருளை பட்டியலில் மேலே/கீழ் நகர்த்தவும்செயலில் உள்ள நேரப் பிரிவை மேலே அல்லது கீழ் நோக்கி நகர்த்தவும்செயலில் உள்ள வெர்டெக்ச் குழுவை பட்டியலில் மேலே/கீழ் நகர்த்தவும்கேமராவை நகர்த்தவும், எனவே தேர்ந்தெடுக்கப்பட்ட பொருள்கள் கட்டமைக்கப்படுகின்றனநகலி மூல படத்தை நகர்த்தவும்அருகிலுள்ள வெர்டெக்சின் நெருக்கமான கைப்பிடியை நகர்த்தவும்கட்டுப்பாட்டு புள்ளியின் தற்போதைய கைப்பிடியை சுதந்திரமாக நகர்த்தவும்தற்போது தேர்ந்தெடுக்கப்பட்ட வரி (களை) மேலே/கீழ் நகர்த்தவும்தேர்ந்தெடுக்கும்போது கர்சரை நகர்த்தவும்அதன் கைப்பிடிகளைப் பயன்படுத்தி முழு புள்ளியையும் நகர்த்தவும்கைப்பிடியை அதன் தற்போதைய கோணத்தில் நகர்த்தவும்நிகழ்வுகளை முக மையத்தை நோக்கி நகர்த்தவும்கீஃப்ரேம்களை ஊடகங்களுடன் நகர்த்தவும்மாற்றியமைப்பாளர்களின் பட்டியலில் மாற்றியமைப்பை நகர்த்தவும்டைன்டோபோ விவரம் அளவை மாற்ற சுட்டியை நகர்த்தவும். எல்எம்பி: அளவு, ஈஎச்சி/ஆர்எம்பி: ரத்துசெய், சிப்ட்: துல்லிய பயன்முறை, சிடிஆர்எல்: மாதிரி விவரம் அளவுதேர்ந்தெடுக்கப்பட்ட இடங்களை புதிதாக உருவாக்கிய செயலுக்கு நகர்த்தவும்பார்வையை நகர்த்தவும்தேர்ந்தெடுக்கப்பட்ட பொருள்களை வடிவமைக்க பார்வையை நகர்த்தவும்பார்வையை தற்போதைய சட்டகத்திற்கு நகர்த்தவும்பார்வையை தேர்வு மையத்திற்கு நகர்த்தவும்சேகரிப்புக்கு நகர்த்தவும்சேகரிப்பு சுழற்சிக்கு நகர்த்தவும்முதலில் நகர்த்தவும்கடைசியாக நகர்த்தவும்அடுக்குக்கு நகர்த்தவும்புதிய எலும்பு சேகரிப்புக்கு செல்லுங்கள்புதிய சேகரிப்புக்கு செல்லுங்கள்புதிய அடுக்குக்கு நகர்த்தவும்அண்டை நாடுகளின் மையத்திற்குச் சென்று அவற்றின் வேகத்துடன் பொருந்தவும்அடுத்த கோப்புறைக்கு செல்லுங்கள்பெற்றோர் கோப்பகத்திற்கு செல்லுங்கள்பெற்றோர் முனை மரத்திற்கு நகர்த்தவும், குழுவிலிருந்து அகற்றவும்முந்தைய கோப்புறைக்கு செல்லுங்கள்உள்ளக அல்லது உலகளாவிய இடத்தில் உயர்மட்ட வடிவியல் நிகழ்வுகளை நகர்த்தவும்ஒன்றுடன் ஒன்று தீர்க்க மாற்றப்பட்ட கீற்றுகளை அருகிலுள்ள இலவச இடத்திற்கு நகர்த்தவும்ஃச் அச்சில் செங்குத்துகளை நகர்த்தவும்ஒய் அச்சில் செங்குத்துகளை நகர்த்தவும்டூப்ளிகேட் கிளச்டரின் சென்ட்ராய்டுக்கு செங்குத்துகளை நகர்த்தவும், இல்லையெனில் சென்ட்ராய்டுக்கு மிக நெருக்கமான உச்சி பயன்படுத்தப்படும்.மேலே {} {} ஐ நகர்த்தவும்கீழே {}{} ஐ நகர்த்தவும்{} உள்நுழைதல் {}{} மேலே {} {} நகர்த்தவும்கீழே {} {}}} ஐ நகர்த்தவும்{} {The} {to க்கு நகர்த்தவும்நகர்வு/சேர்/துறைமுகம்பகுதியை நகர்த்தவும்/பிளவுவி.ஆர் பார்வையாளர் அல்லது கட்டுப்படுத்தியுடன் ஒப்பிடும்போது/திரும்பவும்செயலில் உள்ள பொருளின் செயலுக்கு %i ச்லாட் (களை) நகர்த்தியதுநகர்த்தப்பட்ட துண்டு ஏற்கனவே மேவு துண்டு வழங்கப்படுகிறதுநகர்த்தப்பட்ட துண்டு வழங்கப்பட்ட மேவு உரிபின் பெற்றோர்இயக்கம்தேர்ந்தெடுக்கப்பட்ட ஆர்மேச்சர்களின் `மறை` பண்புக்காக எந்த F-வளைவுகளையும் பொருளின் செயல்பாட்டிற்கு நகர்த்துகிறது. இது செயல்பாட்டின் முதல் அடுக்கு மற்றும் துண்டுகளில் மட்டுமே செயல்படும்நகர்வுகள் கலைப்பொருட்களைத் தடுக்க மேற்பரப்புகளிலிருந்து புள்ளிகளைப் பிடிக்கும்படம்திரைப்பட கிளிப்மூவி கிளிப் திருத்திமூவி கிளிப் பதிலாள்மூவி கிளிப் பயனர்மூவி கிளிப் தரவு-தொகுதிகள்கண்காணிப்பு தரவைப் பெற மூவி கிளிப்திரைப்பட கிளிப்புகள்திரைப்பட விலகல்திரைப்பட கோப்புமூவி கோப்புகள்திரைப்பட வடிவம்திரைப்பட பொருள்கள்திரைப்பட விமான தடங்கள்மூவி துண்டுமூவி டிராக்கிங் டோபேசீட்திரைப்பட கண்காணிப்பு குறிப்பான்கள்திரைப்பட கண்காணிப்பு விமான மார்க்கர் தரவுதிரைப்பட கண்காணிப்பு விமான குறிப்பான்கள்திரைப்பட தடங்கள்மூவி கிளிப் இந்த இடத்தில் காட்டப்பட்டு திருத்தப்பட்டதுமூவி கிளிப் கிடைக்கவில்லைஇந்த துண்டு பயன்படுத்தும் மூவி கிளிப்கண்காணிப்பு தரவைப் பயன்படுத்த மூவி கிளிப் அமைக்கப்படவில்லைதிரைப்பட கோப்புமூவி துண்டுமூவி டிராக்கிங் கேமரா தரவுதிரைப்பட கண்காணிப்பு தரவுமூவி டிராக்கிங் மார்க்கர் தரவுமூவி கண்காணிப்பு பொருள் தரவுதிரைப்பட கண்காணிப்பு பொருள் பின்பற்ற வேண்டும்திரைப்பட கண்காணிப்பு பொருள் பின்பற்ற வேண்டும் (காலியாக இருந்தால், கேமரா பொருள் பயன்படுத்தப்படுகிறது)திரைப்பட கண்காணிப்பு விமான தட தரவுதிரைப்பட கண்காணிப்பு புனரமைக்கப்பட்ட கேமரா தரவுதிரைப்பட கண்காணிப்பு புனரமைப்பு தரவுதிரைப்பட கண்காணிப்பு அமைப்புகள்திரைப்பட கண்காணிப்பு உறுதிப்படுத்தல் தரவுமூவி டிராக் டிராக் தரவுபின்தொடர மூவி டிராக்கிங் டிராக்மூவிக்லிப்செயலில் உள்ள பாதைசிறுகுறிப்பு மூலமூட்டைகிளிப்டோப் தாள்வரைபடம்அசல் வைத்திருங்கள்குறிப்பான்குறிப்பான்கள்முகமூடிபயன்முறைவிமான பாதைவிசைடிராக்கண்காணிப்புபார்வைமூவிக்லிப் துண்டுவெளிப்புற திரைப்படக் கோப்பைக் குறிக்கும் movieclip தரவு-தொகுதிmovietracking '%s' ஐ அகற்ற முடியாதுதிரைப்படங்கள் அல்லது படத் தொடர்கள் பேக்கிங்கை ஆதரிக்காதுநகரும் பிடிநகரும் ஓல்ட் கீஃப்ரேம்நகரும் ஓல்ட் கீஃப்ரேம் தேர்ந்தெடுக்கப்பட்டதுபொத்தானை வெளியிடும் போது சுட்டி இழுவுடன் விசயங்களை நகர்த்துவது உறுதிப்படுத்துகிறதுmsmovஎம்ச்பான்msrotmssmartzoommssubmovmszoomஇந்த வகைக்கு mtex கிடைக்கவில்லைபல சட்டகம்பல உள்ளீடுபல உள்ளீட்டு வரிசை ஐடிபல மாற்றியமைப்பாளர்பல எதிர்வினைபல கேமரா அமைப்பு, கேமராக்களை தனித்தனியாக சரிசெய்யவும்பல கட்டுப்பாடு, மாநில ஐகே தீர்விமல்டி லேயர் எக்ச்ஆர்பல வண்ணப்பூச்சுபல பார்வைபல சொல் தெளிவற்ற வடிகட்டிபல சொல் போட்டி தேடல்மல்டி-பிரேம் திருத்துதல்உவாங் மற்றும் பலர் பல அளவிலான முடி சிதறல் மாதிரி. 2022, நெருக்கமாகவும் தூரத்திலிருந்தும் பார்க்க ஏற்றது, நீள்வட்ட குறுக்குவெட்டுகளை ஆதரிக்கிறது மற்றும் முன்னோக்கி சிதறல் திசைகளில் மிகவும் துல்லியமான சிறப்பம்சத்தைக் கொண்டுள்ளது.மல்டி-டச் சைகைகள்மல்டிகாம் தேர்ந்தெடுக்கப்பட்ட துண்டுமல்டிகாம் மூல சேனல்மல்டிஃபிராக்டல்மல்டிஃப்ரேம்மல்டிலேயர்மல்டிபேண்ட் குழு பூட்டப்பட்டுள்ளது, கருக்கலைப்பு செய்கிறதுபல தற்காலிக சேமிப்புகள்பல இயந்திரங்கள்பல முகங்கள்பல முக்கியத்துவம்பல முக்கியத்துவம் வாய்ந்த மாதிரிபல முக்கியத்துவம் வாய்ந்த மாதிரிபல சிதறல்பல நீரூற்றுகள்பல வீச்சுகள்பல காட்சிகள்அதே பெயருடன் பல துணை நிரல்கள் காணப்படுகின்றன!பல கோப்பு கையாளுபவர்களைப் பயன்படுத்தலாம், எதைப் பயன்படுத்த வேண்டும் என்பதைத் தேர்வுசெய்யவும்பல படக் கோப்புகள், ஒரு வரிசையாகபல படங்களை ஒரே மாதிரியான பாதையில் சேமிக்க முடியாது: "%s"அடுத்த நிகழ்வு மதிப்பீடு மற்றும் முன்னோக்கி பாதை தடமறியலில் இருந்து நேரடி ஒளி பங்களிப்புகளை இணைக்க பல முக்கியத்துவம் வாய்ந்த மாதிரி பயன்படுத்தப்படுகிறதுபல சிதறல் வான மாதிரி (மிகவும் துல்லியமானது)பல வீச்சுகள் ஒரே நேரத்தில் தோன்றும்/மறைந்துவிடும்வேகமான அல்லது மெதுவான மாற்றிகளைப் பயன்படுத்தும் போது பெருக்கல் காரணிபெருக்கல் மேலெழுதல்மொத்த கூடுதல் புள்ளி எண்ணிக்கையில் தொடக்க/முடிவால் பெருக்கப்படுகிறதுபெருக்கிகேமரா பார்வைக்கு வெளியே வடிவவியலின் வீதத்திற்கான பெருக்கி. பொருட்களின் டைசிங் வீதம் படிப்படியாக அதிகரிக்கிறது, அவை கேமரா பார்வைக்கு வெளியே உள்ளன. குறைந்த மதிப்புகள் ஆஃப் திரை பொருள்களுக்கு உயர் தரமான பிரதிபலிப்புகள் மற்றும் நிழல்களை வழங்குகின்றன, அதே நேரத்தில் அதிக மதிப்புகள் குறைந்த நினைவகத்தைப் பயன்படுத்துகின்றனஒரு பொருளின் தகவமைப்பு உட்பிரிவு அளவுக்கான பெருக்கிவியூபோர்ட்டில் ஒவ்வொரு பொருளுக்கும் தகவமைப்பு உட்பிரிவு அளவுக்கான பெருக்கிதேர்ந்தெடுக்கப்பட்ட புலத்தை வண்ண வரைபடத்திற்கு அளவிடுவதற்கான பெருக்கிதிசையன்களை அளவிடுவதற்கான பெருக்கி3d பார்வை கட்டம் கோடுகளுக்கு இடையிலான தூரத்திற்கான பெருக்கிபம்ப் மேப்பிங்கிற்கான ஒட்டுமொத்த தூரத்தைக் கட்டுப்படுத்த உயர மதிப்புக்கான பெருக்கிபுதிய வீச்சுகள் வலிமைக்கு பெருக்குதல்புதிய வீச்சுகள் தடிமன் பெருக்கிஇந்த தூரிகையின் அலை செல்வாக்கிற்கான பெருக்கிவிட்டம் பண்புகளின் பெருக்கிதடையாக வேகத்தின் பெருக்கிதிரவத்திற்கு அனுப்பப்பட்ட மூல வேகத்தின் பெருக்கி (பொருள் நகரும் என்றால் மட்டுமே மூல விரைவு பூச்சியமல்லாதது)நேர விளைவுகளுக்கான திசைவேக திசையன்களின் அளவைக் கட்டுப்படுத்தப் பயன்படும் பெருக்கிபெருக்கபயன்முறையைச் சேர் பெருக்கவும்ஆல்பாவைப் பெருக்கவும்தொடக்க கைப்பிடியின் உள்ளக அளவிலான மதிப்புகளால் சேனல்களில் பி-எலும்பு அளவைப் பெருக்கவும். இது அளவிலான தளர்த்தல் விருப்பத்திற்குப் பிறகு செய்யப்படுகிறது, மேலும் இது பாதிக்கப்படாது.இறுதி கைப்பிடியின் உள்ளக அளவிலான மதிப்புகளால் பி-எலும்பு அளவிலான சேனல்களை பெருக்கவும். இது அளவிலான தளர்த்தல் விருப்பத்திற்குப் பிறகு செய்யப்படுகிறது, மேலும் இது பாதிக்கப்படாது.வண்ணங்களை பெருக்கவும்ஆழம் பெருக்கவும்பெருக்க காரணிநிறையை அளவுடன் பெருக்கவும்மெட்ரிக்குகளை பெருக்கவும்பெருக்கப்பட்ட பயன்முறைபெருக்கி மாற்றியமைத்தல்இயல்பான பெருகும்r ஐப் பெருக்கவும்பெருக்கிகுழு a இன் எடையை v குரூப் b களால் பெருக்கவும்வெர்டெக்ச் குழுவை உறை மூலம் பெருக்கவும்எடைகளைப் பெருக்கவும்வண்ண சேனல்களுடன் ஆல்பாவைப் பெருக்கவும்விரைவு வண்ண வளைவு ஆல்பாவால் தூரிகை செல்வாக்கைப் பெருக்கவும்விரைவு வளைவு ஆல்பாவால் தூரிகை குறுக்குவெட்டு ஆழத்தை (இடம்பெயர்வு, அலைகள்) பெருக்கவும்ஆல்பாவால் வண்ணம் பெருக்கவும் (கலப்பான் உள்ளீட்டிற்கு பரிந்துரைக்கப்படுகிறது)இரண்டு வீடியோக்களிலிருந்து வண்ண சேனல்களை பெருக்கவும்கூறு மதிப்புகளை ஒன்றாக பெருக்கவும்சக்தியால் 1/தூரத்தால் பெருக்கவும்வரி வேகத்தை துகள் வேகத்தால் பெருக்கவும்துகள் அளவு மூலம் வெகுசனத்தைப் பெருக்கவும்தேர்வு மூலம் சாதாரண திசையனை பெருக்கவும்நிலை மற்றும் தீவிரத்தால் கோடிட்டுக் காட்டுங்கள்பதிவுசெய்யப்பட்ட வரைதல் வேகத்தை ஒரு காரணியால் பெருக்கவும்மூல மதிப்பை இலக்கு ஒன்றுக்கு பெருக்கவும், கொடுக்கப்பட்ட வாசலை காரணியாகப் பயன்படுத்தவும்தொடக்க கைப்பிடியின் உள்ளக ஒய் அளவிலான மதிப்பால் சேனலில் பி-எலும்பு எளிமையை பெருக்கவும். இது அளவிலான தளர்த்தல் விருப்பத்திற்குப் பிறகு செய்யப்படுகிறது, மேலும் இது பாதிக்கப்படாது.இறுதி கைப்பிடியின் உள்ளக ஒய் அளவிலான மதிப்பால் பி-எலும்பு ஈடுசெய்யும் சேனலைப் பெருக்கவும். இது அளவிலான தளர்த்தல் விருப்பத்திற்குப் பிறகு செய்யப்படுகிறது, மேலும் இது பாதிக்கப்படாது.கணக்கிடப்பட்ட எடைகளை வெர்டெக்ச் குழுவில் இருக்கும் மதிப்புகளுடன் பெருக்கவும்இந்தக் காரணியால் தற்போதைய காட்சி சட்டகத்தை பெருக்கவும்பட்டையின் தற்போதைய வேகத்தை இந்த எண்ணுடன் பெருக்கவும் அல்லது தற்போதைய சட்டகத்தை இந்த சட்டத்திற்கு ரீமேப் செய்யவும்இடைக்கணிப்பு மூலம் பயன்படுத்தப்படும் வடிகட்டி அளவைப் பெருக்கவும்இறுதி தளர்த்தல் மதிப்புகளை/வெளியே ஒய் காரணிகளால் பெருக்கவும்உள்ளீட்டு படத்தின் RGBA சேனல்களை ஆல்பா உள்ளீட்டு மதிப்பால் பெருக்கவும்கருதப்படும் முகப் பகுதியை அளவீடு செய்ய ஒரு காரணியுடன் நிகழ்வு அளவைப் பெருக்கவும்ஒவ்வொரு பிக்சலின் தீவிரத்தையும் பெருக்கவும்அசல் நீளத்தை ஒரு காரணியால் பெருக்கவும்ச்ப்லைன் புள்ளியின் ஆரம் டேப்பர் ஆரம் மூலம் பெருக்கவும்உருமாற்ற மெட்ரிக்குகளை பெருக்கவும்வெர்டெக்ச் குழு அடிப்படையிலான கலப்பு போல செயல்படுவதற்குப் பதிலாக, அனைத்து எலும்புகளுக்கும் உறை மூலம் எடையை பெருக்கவும். குறிப்பிட்ட எடைகள் இன்னும் பயன்படுத்தப்படுகின்றன, மேலும் பட்டியலிடப்பட்ட எலும்புகள் மட்டுமே கருதப்படுகின்றன.வேக காரணியுடன் பெருக்கவும்பலகைகள்பன்முக மாற்றியமைத்தல்பன்முக தரவு பேக்கிங்கிற்கு பல தெளிவுத்திறன் பொருள் தேவைப்படுகிறதுபன்முக மாற்றியமைக்கும் பிழை, ச்கிப்பிங் பொருந்தும்பன்முகத்தன்மைமல்டெர்ச்யூசன் மெச் மாற்றியமைப்பாளர்மல்டிச்கேட்டர் சி.சி.எக்ச்மச்கிரேவ்இசைவெர்டெக்ச் தேர்வு பயன்முறையில் இருக்க வேண்டும்ஐகேஒழுங்கை விட அதிக கட்டுப்பாட்டு புள்ளிகள் இருக்க வேண்டும்முடக்குமுடக்கு (இல்) கீற்றுகளைத் தேர்ந்தெடுக்கவும்முடக்கு காட்சிகள்முடக்கு சேனல்மாற்றியமைப்பாளருக்கான முடக்கு விரிவாக்கப்பட்ட அமைப்புகள்முடக்கு காட்சிகள் மற்றும் அதற்கு பதிலாக கருப்பு பின்னணியைக் காட்டுங்கள்முடக்கு அல்லது மியூட் தேர்ந்தெடுக்கப்பட்ட கீற்றுகள்பேச்சாளரை முடக்கவும்இந்த மாற்றியமைப்பை முடக்கவும்தேர்ந்தெடுக்கப்பட்ட கீற்றுகளை விட முடக்கு தேர்வு செய்யப்படாததுமுடக்கியமுடக்கப்பட்ட கீற்றுகள்mux பாக்கெட் அளவுmux வீதம்மக்ச் பாக்கெட் அளவு (பைட்)mux வீதம் (பிட்கள்/இரண்டாவது)என்-கோன்என்-ச்பியர் ஆரம்என்-கோன் முறைN-buzzn-key மண்டலங்களை மாற்றுவதற்கு பை மெனுவைத் திறக்கிறதுndofNDOF லாக் ஒரைசன்NDOF இயக்க தரவுndof பார்வை செல்லவும்சாளர மேலாளர் நிகழ்வுகளுக்கான NDOF இயக்க தரவுngon முகம்ngon face-vertexஎன்எல்ஏஎன்எல்ஏ மதிப்பீடு இயக்கப்பட்டதுஎன்எல்ஏ உரிஎன்எல்ஏ உரி அருகிலுள்ள கீற்றுகளுக்கு இடையில் 'மாற்றங்கள்'என்எல்ஏ துண்டு கட்டுப்பாடுகள்nla துண்டு பெயர்என்எல்ஏ உரி அருகிலுள்ள கீற்றுகளுக்கான கொள்கலனாக செயல்படுகிறதுஎன்எல்ஏ துண்டு செயலில் உள்ளதுஎன்எல்ஏ உரி தலைகீழ் வரிசையில் மீண்டும் இயக்கப்படுகிறது (நேரம் தானாகவே தீர்மானிக்கப்படும் போது மட்டுமே)என்எல்ஏ துண்டு தேர்ந்தெடுக்கப்பட்டுள்ளதுஎன்எல்ஏ உரி சில செயல்களைக் குறிப்பிடுகிறதுபேச்சாளர்களுக்கான ஒலி நிகழ்வைக் குறிக்கும் என்எல்ஏ துண்டுஎன்எல்ஏ கீற்றுகள்இந்த என்எல்ஏ-தடத்தில் என்எல்ஏ கீற்றுகள்இந்த துண்டு ஒரு கொள்கலனாக செயல்படும் என்எல்ஏ கீற்றுகள் (இது வகை மேவு என்றால்)என்எல்ஏ டிராக்என்.எல்.ஏ டிராக் பெயர்கள்என்எல்ஏ டிராக் செயலில் உள்ளதுஎன்எல்ஏ டிராக் தன்னை மதிப்பீடு செய்யப்படுகிறது (அதாவது செயலில் உள்ள செயல் மற்றும் அதே அனிமடேட்டா தொகுதியில் உள்ள மற்ற அனைத்து என்எல்ஏ தடங்களும் முடக்கப்பட்டுள்ளன)என்எல்ஏ டிராக் பூட்டப்பட்டுள்ளதுஎன்எல்ஏ டிராக் தேர்ந்தெடுக்கப்பட்டதுஇந்த அனிமேசன் தரவு-தடுப்பில் என்எல்ஏ டிராக் மட்டுமே மதிப்பீடு செய்யப்படுகிறது, மற்றவர்கள் அனைவரும் முடக்கினர்என்எல்ஏ தடங்கள்என்எல்ஏ தடங்கள் (அதாவது அனிமேசன் அடுக்குகள்)என்எல்ஏ ட்வீக் பயன்முறைஎன்எல்ஏ திருத்தி விண்வெளி தரவுஇந்த தொகுதியை மதிப்பிடும்போது என்எல்ஏ அடுக்கு மதிப்பீடு செய்யப்படுகிறதுஎன்எல்ஏ உரி '%s' பாதையில் '%s' இல் காணப்படவில்லைஎன்எல்ஏ-உரி எஃப்-வளைவுகள்nurbsnurbs ஆக்டிவ் யு கோடுகள்nurbs ஆக்டிவ் வி கோடுகள்nurbs u கோடுகள்nurbs v கோடுகள்உ திசையில் NURBS ஆணை. அதிக மதிப்புகள் ஒவ்வொரு புள்ளியையும் ஒரு பெரிய பகுதியை பாதிக்கின்றன, ஆனால் மோசமான செயல்திறனைக் கொண்டுள்ளன.V திசையில் NURBS ஆணை. அதிக மதிப்புகள் ஒவ்வொரு புள்ளியையும் ஒரு பெரிய பகுதியை பாதிக்கின்றன, ஆனால் மோசமான செயல்திறனைக் கொண்டுள்ளன.nurbs எடைநாப்லாபெயர்அழைக்க ஆபரேட்டரின் பெயர் (ஐடி)பிறகு பெயர்பெயர் மோதல்பெயர் வடிகட்டிபின்னொட்டுடன் பொருள் மூலத்திற்குப் பிறகு பெயர்பெயர் மோதல்கள்: பெயர் வடிகட்டி '*', '?' மற்றும் '[ஏபிசி]' யூனிக்ச் பாணி காட்டு அட்டைகள்புதிய கண்ணி பொருள் மற்றும் பொருளுக்கு பெயர்புதிய பெயிண்ட் ச்லாட் மூலத்திற்கான பெயர்புதிய முன்னமைவுக்கான பெயர்புதிய தூரிகை சொத்துக்கான பெயர்புதிய போச் சொத்துக்கான பெயர்ஏற்றப்பட்ட படத்திலிருந்து பெயர்பெயர் பயன்பாட்டில் உள்ளது. மற்ற தரவுத் தொகுதி ‘%s’ என மறுபெயரிடப்பட்டது.அமைப்புகளை ஒதுக்க செயல் குழுவின் பெயர்) இந்த பாதைக்கு)திறக்க ஐடி தொகுதியின் பெயர்ஊக்கிற்கான பெற்றோர் எலும்பின் பெயர் (பொருந்தினால்), ஆஃப்செட்டை மறுபரிசீலனை செய்து அழிக்கிறதுஇலக்காக பயன்படுத்த போச்போனின் பெயர்வடிவ விசையின் பெயர்புறஊதா வரைபடத்தின் பெயர்நங்கூரங்களை தீர்மானிக்கும் வெர்டெக்ச் குழுவின் பெயர்ஒரு புள்ளிக்கு மாற்றியமைப்பின் செல்வாக்கை தீர்மானிக்கும் வெர்டெக்ச் குழுவின் பெயர்வெர்டெக்ச் வண்ண அடுக்கின் பெயர்ஒரு கோப்பு பட்டியலில் உள்ள கோப்பு அல்லது கோப்பகத்தின் பெயர்சேர்க்கப்பட்ட எலும்பு சேகரிப்பின் பெயர். நீங்கள் ஒரு புதிய எலும்பு சேகரிப்பை உருவாக்க விரும்பினால் மட்டுமே இதை அனுப்பவும், தேர்ந்தெடுக்கப்பட்ட எலும்புகளை அதற்கு ஒதுக்கவும். ஏற்கனவே உள்ள சேகரிப்புக்கு ஒதுக்க, இந்த அளவுருவைச் சேர்க்க வேண்டாம் மற்றும் சேகரிப்பு_இண்டெக்சைப் பயன்படுத்தவும்சேர்க்கப்பட்ட எலும்பு சேகரிப்பின் பெயர். நீங்கள் ஒரு புதிய எலும்பு சேகரிப்பை உருவாக்கி, தேர்ந்தெடுக்கப்பட்ட எலும்புகளை அதற்கு நகர்த்த விரும்பினால் மட்டுமே இதை கடந்து செல்லுங்கள். ஏற்கனவே உள்ள சேகரிப்புக்கு செல்ல, இந்த அளவுருவைச் சேர்க்க வேண்டாம் மற்றும் சேகரிப்பு_இண்டெக்ச் பயன்படுத்தவும்வண்ண பண்புக்கூறின் பெயர்மறுவரையறை செய்ய மாற்றியமைப்பாளரின் பெயர்அகற்ற மாற்றியமைப்பாளரின் பெயர்புதிய பண்புக்கூறின் பெயர்புதிய வண்ண பண்புக்கூறின் பெயர்புதிய கோப்பகத்தின் பெயர்புதிய முகமூடியின் பெயர்புதிய முகமூடி அடுக்கின் பெயர்புதிதாக உருவாக்கப்பட்ட குழுவின் பெயர்புதிதாக உருவாக்கப்பட்ட லைட்கிரூப்பின் பெயர்அதிரடி நிகழ்வை அழைக்க ஆபரேட்டரின் பெயர் (மொழிபெயர்க்கப்பட்டுள்ளது)உள்ளீட்டு நிகழ்வை அழைக்க ஆபரேட்டரின் பெயர் (மொழிபெயர்க்கப்பட்டுள்ளது)எலும்பு பெற்றோருக்குரிய உறவின் போது பெற்றோர் எலும்பின் பெயர்பெற்றோர் எலும்பின் பெயர். பெற்றோர் பொருள் ஒரு ஆயுதமாக இருக்கும்போது மட்டுமே பயன்படுத்தப்படுகிறது.பெற்றோர் பொருளின் பெயர் குறிப்பிட்ட தரவு-தடுப்பில் பெற்றோருக்குரியதுபெற்றோர் துணை பொருளின் பெயர் குறிப்பிட்ட தரவு-தடுப்பில் பெற்றோருக்குரியதுஏற்றுமதி செய்யப்பட வேண்டிய ஒற்றை gltf அனிமேசனின் பெயர்தோல் அடுக்கின் பெயர்aovயின் பெயர்இந்த வெளியீடு எழுதும் aov இன் பெயர்இயக்க மங்கலான தரவை உருவாக்க பயன்படுத்தப்படும் அலெம்பிக் பண்புக்கூறின் பெயர்பண்புக்கூறின் பெயர்லைட் குழுமத்தின் பெயர்தட்டின் பெயர்உருவாக்கப்பட வேண்டிய UV வரைபடப் பண்புக்கூறின் பெயர்ஒரு புள்ளிக்கு மாற்றியமைப்பின் செல்வாக்கை தீர்மானிக்கும் வெர்டெக்ச் குழுவின் பெயர்செயல் வரைபடத்தின் பெயர்செயல் வரைபட பிணைப்பின் பெயர்செயல் வரைபட உருப்படியின் பெயர்செயலில் உள்ள சேடரின் பெயர்மாற்றத்தை மீட்டெடுப்பதற்கான பண்புக்கூறின் பெயர்இந்த எலும்பை ஒதுக்க எலும்பு சேகரிப்பின் பெயர்; செயலில் உள்ள எலும்பு சேகரிப்புக்கு ஒதுக்க காலியாக உள்ளதுஉருவாக்க எலும்பு சேகரிப்பின் பெயர்இந்த எலும்பை ஒதுக்குவதற்கு எலும்பு சேகரிப்பின் பெயர்; செயலில் உள்ள எலும்பு சேகரிப்பிலிருந்து ஒதுக்கீடு செய்ய காலியாக உள்ளதுமீட்டெடுக்க வேண்டிய எலும்பின் பெயர்சேகரிப்பிலிருந்து ஒதுக்கப்படுவதற்கு எலும்பின் பெயர்; செயலில் உள்ள எலும்பைப் பயன்படுத்த காலியாக உள்ளதுதேர்ந்தெடுக்க சேகரிப்பின் பெயர்திருத்துவதற்கான கட்டுப்பாட்டின் பெயர்சொத்தின் படைப்பாளரின் பெயர்தனிப்பயன் உருமாற்ற நோக்குநிலையின் பெயர்கோடு பிரிவின் பெயர்ஆபரேட்டரால் பயன்படுத்த தரவு-தொகுதியின் பெயர்சாதனத்தின் பெயர்கோப்பின் பெயர்பல கட்டங்களாக பிரிக்கப்பட்டிருந்தால், திசைவேக புலத்தின் ஃச் அச்சு கூறுக்கான கட்டத்தின் பெயர்விரைவு புலத்தின் ஒய் அச்சு கூறுக்கான கட்டத்தின் பெயர் பல கட்டங்களாக பிரிக்கப்பட்டால்பல கட்டங்களாக பிரிக்கப்பட்டிருந்தால், திசைவேக புலத்தின் சட் அச்சு கூறுக்கான கட்டத்தின் பெயர்இந்த செயலைச் செய்யும்போது விண்ணப்பிக்க ஆப்டிக் செயலின் பெயர்முக்கிய உள்ளமைவின் பெயர்முக்கிய வரைபடத்தின் பெயர்அடுக்கின் பெயர்மூலப்பொருளின் பெயர்மெனுவின் பெயர்மாற்றியமைப்பாளரின் பெயர்முனையைக் கொண்ட மாற்றியமைப்பின் பெயர்திருத்த மாற்றியமைப்பின் பெயர்வேலை செய்ய மாற்றியமைப்பாளரின் பெயர்புதிய தொகுப்பின் பெயர்புதிய தனிப்பயன் நோக்குநிலையின் பெயர்புதிய அடுக்கின் பெயர்புதிய அடுக்கு குழுவின் பெயர்புதிதாக சேர்க்கப்பட்ட தொகுப்பின் பெயர்புதிதாக உருவாக்கப்பட்ட எலும்பின் பெயர்பை மெனுவின் பெயர்முன்னமைவின் பெயர், பாதை பெயரை உருவாக்க பயன்படுகிறதுகுறிப்பிடப்பட்ட எலும்பு சேகரிப்பின் பெயர்ஒரு மாதிரியை உருவாக்க ரிக் வகையின் பெயர்திருத்த சேடர்ஃப்சின் பெயர்ச்லாட்டின் பெயர்பயனர் இடைமுகத்தில் காட்சிக்கு ச்லாட்டின் பெயர். இந்த பெயர் ச்லாட்டின் தரவு-தொகுதி வகையுடன் இணைந்து அதன் செயலுக்குள் தனித்துவமானதுசாக்கெட்டின் பெயர்சாக்கெட் வகையின் பெயர்மூல கோப்பின் பெயர்திருத்த வேண்டிய துண்டு மாற்றியின் பெயர்கருப்பொருளின் பெயர்விரைவு புலத்தின் பெயர், அல்லது விரைவு பல கட்டங்களாக பிரிக்கப்பட்டால் அடிப்படை பெயர்நுரைக்கு பயன்படுத்தப்படும் வெர்டெக்ச் வண்ண அடுக்கின் பெயர்தெளிப்பு திசை வரைபடத்திற்கு பயன்படுத்தப்படும் வெர்டெக்ச் வண்ண அடுக்கின் பெயர்சேர்க்கவும் செயல்படுத்தவும் பணியிடத்தின் பெயர்இந்த அடுக்கு சேகரிப்பின் பெயர் (அதன் சேகரிப்பு ஒன்றைப் போன்றது)ஏற்றுமதி செய்ய வெர்டெக்ச் வண்ணத்தின் பெயர்மேற்பரப்பு உமிழ்வு வீதத்தை தீர்மானிக்கும் வெர்டெக்ச் குழுவின் பெயர்பெயர் அல்லது குறிச்சொல் வடிகட்டிஇந்த உறுப்புக்காக இடைமுகம் இல் காட்டக்கூடிய பெயர்குறிப்பிடப்பட்ட தரவு-தொகுதிக்கு மாற்றப்பட்ட பெயர்கைஉரை செய்யப்பட்ட வெளிப்பாடுகள்/செயல்பாடுகளில் பயன்படுத்த வேண்டிய பெயர் (இடங்கள் அல்லது புள்ளிகள் எதுவும் அனுமதிக்கப்படவில்லை, மேலும் ஒரு கடிதத்துடன் தொடங்க வேண்டும்)இந்த மேற்பரப்பில் இருந்து வெளியீட்டைச் சேமிக்கப் பயன்படுத்தப்படும் பெயர்பெயர்: {:s}பெயரிடப்பட்ட பண்புக்கூறுபெயரிடப்பட்ட பண்புகள்குழு பெயரிடப்பட்டதுலேயர் தேர்வு என்று பெயரிடப்பட்டதுஅடுக்கு முனை என்று பெயரிடப்பட்டதுபெயர்கள்பெயர்வெளிAO வரைபடங்களுக்கான கூறுகளை பெயரிடுதல்ஆல்பா வரைபடங்களுக்கான கூறுகளை பெயரிடுதல்அடிப்படை வண்ண வரைபடங்களுக்கான கூறுகளை பெயரிடுதல்பம்ப் வரைபடங்களுக்கான கூறுகளை பெயரிடுதல்இடப்பெயர்ச்சி வரைபடங்களுக்கான கூறுகளை பெயரிடுதல்உமிழ்வு வரைபடங்களுக்கான கூறுகளை பெயரிடுதல்பளபளப்பான வரைபடங்களுக்கான கூறுகளை பெயரிடுதல்உலோகத்தன்மை வரைபடங்களுக்கான கூறுகளை பெயரிடுதல்சாதாரண வரைபடங்களுக்கான கூறுகளை பெயரிடுதல்கடினத்தன்மை வரைபடங்களுக்கான கூறுகளை பெயரிடுதல்ஊக வரைபடங்களுக்கான கூறுகளை பெயரிடுதல்பரிமாற்ற வரைபடங்களுக்கான கூறுகளை பெயரிடுதல்நானோமீட்டர்கள்நானோவாட்ச்குறுகிய இசைக்குழு அகலம்குறுகலானதுஇயற்கைஇயற்கை வரைதல் விரைவுஇயற்கை மடக்கைஇயற்கை உருள் திசைசெல்லவும்கிச்மோவுக்கு செல்லவும்கிச்மோ அளவு செல்லவும்இரண்டு முறை பதிலாக ஒரு முறை அவற்றைக் சொடுக்கு செய்வதன் மூலம் கோப்புறைகளில் செல்லவும்கட்டுப்பாட்டாளர்களைப் பிடுங்குவதன் மூலம் வி.ஆர் காட்சியை வழிநடத்துங்கள்வழிசெலுத்தல்பின்கட்டுப்படுத்தி முன்னோக்கிகீழேமுன்னோக்கிஇடதுபயன்முறைவலதுஇடதுபுறம் திரும்பவும்வலதுபுறம் திரும்பவும்மேலேபார்வையாளர் மீண்டும்பார்வையாளர் முன்னோக்கிபார்வையாளர் வெளியேறினார்பார்வையாளர் சரிவழிநடத்து பட்டைவழிசெலுத்தல் கட்டுப்பாடுகள்வழிசெலுத்தல் இடம்வழிசெலுத்தல் பயன்முறைவழிசெலுத்தல் சுழற்சிவழிசெலுத்தல் அளவுவழிசெலுத்தல்/தாவல்கள் பின்னணிநெ.+நெ.-நெ.b1நெ.b10NDOFB11NDOFB12நெ.b2நெ.b3நெ.b4நெ.b5நெ.b6நெ.b7நெ.b8நெ.b9நெ.பின்நெ.domநெ.fitநெ.முன்நெ.iso1நெ.iso2ndofmenundofmovநெ.panzoomநெ.rccwநெ.rcwநெ.ரோட்நெ.sccwநெ.scwNdofsaveview1Ndofsaveview2Ndofsaveview3நெ.tccwநெ.tcwNdofview1Ndofview2Ndofview3நெ.←நெ.↑நெ.→நெ.↓அருகில்விமானத்திற்கு அருகில்தடிமன் அருகில்நிழல் கேமராவின் கிளிப்பிங் தூரத்திற்கு அருகில்சியாங் மற்றும் பலர் அருகிலுள்ள கள முடி சிதறல் மாதிரி. 2016, நெருக்கமான தோற்றத்திற்கு ஏற்றது, ஆனால் தூரத்திலிருந்து பார்க்கும்போது மிகவும் சத்தமாக இருக்கும்.அருகில்அருகிலுள்ள மூலையில் மற்றும் சிறந்த பொருந்தக்கூடிய முகம் இயல்பானதுஅருகிலுள்ள மூலையில் மற்றும் சிறந்த பொருந்தக்கூடிய இயல்பானதுஅருகிலுள்ள முகத்தின் அருகிலுள்ள மூலையில்அருகிலுள்ள விளிம்புஅருகிலுள்ள விளிம்பு இடைக்கணித்ததுஅருகிலுள்ள எட்ச் வெர்டெக்ச்அருகிலுள்ள முகம்அருகிலுள்ள முகம் விளிம்புஅருகிலுள்ள முகம் இடைக்கணித்ததுஅருகிலுள்ள முகம் வெர்டெக்ச்அருகில் உள்ளவர்அருகிலுள்ள படப்புள்ளிஅருகிலுள்ள மேற்பரப்பு புள்ளிஅருகிலுள்ள வெர்டெக்ச்அருகிலுள்ள செங்குத்துகள்கழுத்து நிலைகழுத்து தொடக்க நிலைஒரு விமானத்தை உருவாக்க குறைந்தது 4 தேர்ந்தெடுக்கப்பட்ட புள்ளி தடங்கள் தேவைதேவைப்படும்ஊசிஅவற்றுக்கிடையே இடைவெளியுடன் குறைந்தபட்சம் ஒரு இணை அருகிலுள்ள தேர்ந்தெடுக்கப்பட்ட கீற்றுகள் தேவைதொகுதிதொகுதிக்குள் செல்வாக்கை மறுக்கவும்சீரமைப்பு அச்சை மறுக்கவும்கிளம்ப் வெர்டெக்ச் குழுவின் விளைவை மறுக்கவும்அடர்த்தி வெர்டெக்ச் குழுவின் விளைவை மறுக்கவும்புலம் வெர்டெக்ச் குழுவின் விளைவை மறுக்கவும்கின்க் வெர்டெக்ச் குழுவின் விளைவை மறுக்கவும்நீள வெர்டெக்ச் குழுவின் விளைவை மறுக்கவும்சுழற்சி வெர்டெக்ச் குழுவின் விளைவை மறுக்கவும்கரடுமுரடான 1 வெர்டெக்ச் குழுவின் விளைவை மறுக்கவும்கரடுமுரடான 2 வெர்டெக்ச் குழுவின் விளைவை மறுக்கவும்கரடுமுரடான எண்ட் வெர்டெக்ச் குழுவின் விளைவை மறுக்கவும்அளவு வெர்டெக்ச் குழுவின் விளைவை மறுக்கவும்டேன்சென்ட் வெர்டெக்ச் குழுவின் விளைவை மறுக்கவும்ட்விச்ட் வெர்டெக்ச் குழுவின் விளைவை மறுக்கவும்விரைவு வெர்டெக்ச் குழுவின் விளைவை மறுக்கவும்எதிர்மறைஎதிர்மறைஎதிர்மறை அச்சுஎதிர்மறை பிரேம்கள்எதிர்மறை பிரேம்கள் சறுக்கப்பட்டவை அல்லது பயிர் செய்யப்படுகின்றனஎதிர்மறை பக்கங்கள்எதிர்மறை ஃச் அச்சுஎதிர்மறை ஒய் அச்சுஎதிர்மறை சட் அச்சுபாகுத்தன்மை மதிப்புக்கான எதிர்மறை அடுக்கு (சிறிய மதிப்புகளை உள்ளிடுவதை எளிதாக்க எ.கா. 5*10^-6)எதிர்மறை கண்ணி மென்மையாக்குதல்vertex_indices_set இல் எதிர்மறை வெர்டெக்ச் அட்டவணைஅண்டை அட்டவணைஅண்டை நிராகரிப்புஅண்டை வாசல்எந்த முனைகளிலும் வெளியீடுகள் இல்லைகூடுமுனையின் உள்ளமை முனை ஐடிஒரு முனை குழுவிற்குள் கூடு கட்டுவது அனுமதிக்கப்படாதுபிணையம்பிணைய இணைப்பு வரம்புபிணைய நேரம் முடிந்ததுநடுநிலைஇடப்பெயர்ச்சியை ஏற்படுத்தாத நடுநிலை இடப்பெயர்ச்சி மதிப்பு. குறைந்த மதிப்புகள் மேற்பரப்பு உள்நோக்கி செல்ல காரணமாகின்றன, அதிக மதிப்புகள் மேற்பரப்பை வெளிப்புறமாக தள்ளுகின்றனஒருபோதும்ஒருபோதும் இல்லைஒரு ஐகானைக் சொடுக்கு செய்யும் போது ஒருபோதும் தாவல்களை மாற்ற வேண்டாம்புதிய ஒன்றிணைக்கும் முனைகளை ஒருபோதும் உடைக்க வேண்டாம்புதியபுதிய பட்டியல்புதிய வளைவு மென்மையான பயன்முறைபுதிய வளைவுகள் கருவிகள்புதிய தரவுபுதிய எஃப் -வளைவு வண்ணங்கள் - xyz to rgbபுதிய நற்பொருத்தங்கள்புதிய கோப்புபுதிய குழுபுதிய கைப்பிடிகள் வகைபுதிய ஐடிதேர்ந்தெடுக்கப்பட்ட அனைத்து ஐடிகளின் பயனர்களையும் ரீமேப் செய்ய புதிய ஐடியின் அமர்வு uidபுதிய படம்புதிய பொருள்புதிய கீஃப்ரேம் வகைபுதிய அடுக்குபுதிய பொருள்புதிய பொருள்கள்புதிய பாதைபுதிய முன்னமைவுபுதிய புறஊதா வரைபடம்புதிய சாளரம்புதிய எலும்பின் பெயர் ஏற்கனவே உள்ள வெர்டெக்ச் குழு பெயருடன் மோதுகிறது, வெர்டெக்ச் குழு பெயர்கள் மாறாமல் இருக்கும். (%s::%s)புதிய இடப்பெயர்ச்சி ஏற்கனவே இருக்கும் மேல் ஒட்டுமொத்தமாக சேர்க்கப்படுகிறதுபுதிய விளைவு குறைவாக அல்லது அதற்கு மேற்பட்ட உள்ளீடுகளை எடுக்கும்புதிய செயல்படுத்தல் 2.8 முதல் கிடைக்கிறதுபுதிய விசைகள் பெசியராக இருக்கும்புதிய விசைகள் நிலையானதாக இருக்கும்புதிய விசைகள் நேரியல்புதிய கோடுகள் ஆதரிக்கப்படவில்லை, இந்த ஆபரேட்டரை பல முறை அழைக்கவும்மார்க்கருக்கு புதிய பெயர்புதிய மாதிரி மதிப்பு அடுத்தடுத்த மாற்றிகளுக்கு பயன்படுத்தப்பட வேண்டும்மறுபரிசீலனை செய்யப்பட்ட பிரிவின் புதிய விரைவுதேர்ந்தெடுக்கப்பட்ட புள்ளிகள்/பக்கவாதம் ஆகியவற்றிலிருந்து புதிய பக்கவாதம்அடுக்கில் உள்ள அனைத்து பக்கங்களுக்கும் கீழே புதிய பக்கவாதம் வரையப்பட்டுள்ளதுபுதிதாக உருவாக்கப்பட்ட வெர்டெக்ச் குறைக்கப்பட்டுள்ளதுநியூட்டனின்அடுத்ததுஅடுத்த எழுத்துஅடுத்த விளிம்பு அட்டவணைஅடுத்து தோல்வியடைந்ததுஅடுத்த கீஃப்ரேம்அடுத்த வரிஅடுத்த மார்க்கர்அடுத்த முனைஅடுத்த பக்கம்அடுத்த துண்டுஅடுத்த வெர்டெக்ச் அட்டவணைஅடுத்த சொல்அடுத்த கலப்பு வகை/செயல்பாடுஅடுத்த உறுப்பு மறைக்கப்பட்டுள்ளதுஅடுத்து அல்லது தேர்வுசிறப்பு எழுத்து உள்ளீட்டிற்காக, அடுத்த தட்டச்சு செய்யப்பட்ட எழுத்து முந்தையது மூலம் வேலைநிறுத்தம் செய்யும்அடுத்த நிகழ்வு மதிப்பீடுnlastripnlatracknlatrack '%s' ஐ அகற்ற முடியாதுகோப்பு %r இல் 'இணைப்புகள்' காணப்படவில்லைகோப்பு %r இல் காணப்படாத 'குளோபால்செட்டிங்ச்' இல்லைகோப்பு %r இல் காணப்படும் 'பொருள்கள்' இல்லைகண்டுபிடிக்கப்பட்ட பொருளுடன் 'தொடர்புடையது' இல்லை, ஒன்றை வெளிப்படையாக அமைக்கவும் அல்லது செயலில் உள்ள பொருள் இருப்பதை உறுதிப்படுத்தவும்இல்லை (இணைக்கப்படாத) பண்புகள் திருத்தி அமைப்பைக் காண்பிக்கக் காணப்படுகிறதுபடத்தை உருவாக்க 3d வியூபோர்ட் இல்லைஎந்த அதிரடி ச்லாட்டும் ஒதுக்கப்படவில்லை, எனவே ஒதுக்குவதற்கு எதுவும் இல்லை.கலப்பு கோப்பில் எந்த செயலும் இல்லைசெயலில் நடவடிக்கை இல்லைசெயலில் சூழல் இல்லைஇலிருந்து வெளியேற மாற்றப்பட்ட பயன்முறையில் அனிம்டேட்டா தொகுதிகள் இல்லைட்வீக் பயன்முறையில் நுழைய அனிமடேட்டா தொகுதிகள் இல்லைஎதிர்ப்பு மாற்று எதிர்ப்புசொத்து இழுத்தல் இல்லைசொத்து அட்டவணைப்படுத்தல் இல்லைஆடியோ இல்லைஎலும்பு செயலில் இல்லைஎந்த மாற்றமும் இல்லைஇணைப்பு பகுதிகள் இல்லைஒன்றிணைவு இல்லைவளைவு எதுவும் தேர்ந்தெடுக்கப்படவில்லைசுழற்சிகள் இல்லைதரவு-தடுப்பு இல்லைடேட்டா-பிளாக் பேக்கிங் இல்லைகரைந்துவிடவில்லைசரிசெய்ய யூலர் சுழற்சி எஃப்-வளைவுகள் இல்லையூலர் சுழற்சிகளை சரிசெய்ய முடியவில்லையூலர் சுழற்சிகளை சரிசெய்ய முடியாது, ஒவ்வொரு சுழற்சிக்கும் அனைத்து கூறுகளுக்கும் விசைகள் இருப்பதை உறுதிசெய்கின்றன, மேலும் இவற்றிற்கான எஃப்-வளைவுகள் தொடர்ச்சியான xyz வரிசையில் உள்ளன மற்றும் தேர்ந்தெடுக்கப்பட்டனகீஃப்ரேம்களைச் சேர்க்க எஃப்-வளைவும் இல்லைநகலெடுக்க எஃப்-மாடிஃபையர்கள் எதுவும் கிடைக்கவில்லைஒட்டுவதற்கு எஃப்-மாற்றியமைப்பாளர்கள் இல்லைஃபிளிப் இல்லைகிம்பல் பூட்டு இல்லைகிரீச் பென்சில் தரவு இல்லைவரைய பசை எழுதுகோல் சட்டகம் இல்லைஎடை குறைக்க கிரீச் பென்சில் சட்டகம் இல்லைகாட்சியில் குழு வெளியீடு அல்லது கோப்பு வெளியீட்டு முனைகள் இல்லைகீஃப்ரேமை நீக்க ஐடி பிளாக் மற்றும்/அல்லது அனிம்டேட்டா இல்லைகுறுக்குவெட்டு இல்லைஉருப்படிகள் இல்லைஉருப்படிகள் எதுவும் கிடைக்கவில்லைகீயிங் செட் ஆக்டிவ் இல்லைஎந்த நூலகமும் மீறவில்லைஎல்லை இல்லாதமூலப்பொருட்கள் இல்லைஒன்றிணைக்கவில்லைபுதிய தடை இல்லைஆஃப்செட் இல்லைவெளியீடு இல்லைஆட்டோ மறுசீரமைப்பு இல்லைபண்புகள் இல்லைகீஃப்மிங்கிற்கான மதிப்புகளை மீட்டெடுக்க ஆர்என்ஏ சுட்டிக்காட்டி எதுவும் கிடைக்கவில்லைஇந்த எஃப்-வளைவுக்கான மதிப்புகளை மீட்டெடுக்க ஆர்என்ஏ சுட்டிக்காட்டி எதுவும் கிடைக்கவில்லைஅண்மைக் கால கோப்புகள் இல்லைஇனிப்பான் இல்லைகடுமையான உடல் தடைகளைச் சேர்க்க கடுமையான உடல் உலகம் இல்லைஏற்றுமதி செய்ய கடுமையான உடல் உலகம் இல்லைஅகற்ற கடுமையான உடல் உலகம் இல்லைஅமைப்புகள் இல்லையுடிம் ஓடுகள் எதுவும் உருவாக்கப்படவில்லைகேன்வாசில் புறஊதா தரவு இல்லை"%s" என்ற பொருளில் "%s" என்று பெயரிடப்படாத புறஊதா அடுக்கு இல்லைபுறஊதா அடுக்குகள் இல்லைமதிப்பிடப்பட்ட பொருளில் "%s" இல் புற ஊதா வரைபடம் இல்லைவீடியோ இல்லைஐடியிலிருந்து கீஃப்ரேம்களை நீக்க எந்த நடவடிக்கையும் இல்லை = %sபயன்படுத்த செயலில் உள்ள அனிமடேட்டா தொகுதி இல்லை (முதலில் தரவு-தொகுதி விரிவாக்கியைத் தேர்ந்தெடுக்கவும் அல்லது அனிமேடேட்டா தொகுதியில் பொருத்தமான கொடிகளை அமைக்கவும்)செயலில் உள்ள வளைவுப் பொருள் இல்லைஒரு கீஃப்ரேமைச் சேர்க்க செயலில் எஃப்-வளைவும் இல்லை. முதலில் திருத்தக்கூடிய எஃப்-வளைவைத் தேர்ந்தெடுக்கவும்செயலில் பசை எழுதுகோல் அடுக்கு இல்லைஒட்டுவதற்கு செயலில் கிரீச் பென்சில் அடுக்கு இல்லைசெயலில் கீயிங் தொகுப்பு இல்லைஅகற்ற செயலில் உள்ள கீயிங் தொகுப்பு பாதை இல்லைவெற்று பாதையைச் சேர்க்க செயலில் கீயிங் அமைக்கப்படவில்லைஅகற்ற செயலில் கீயிங் அமைக்கப்படவில்லைஒரு பாதையை அகற்ற செயலில் கீயிங் அமைக்கப்படவில்லைசொத்தை அகற்ற செயலில் கீயிங் அமைக்கப்படவில்லைபயன்படுத்த செயலில் கீயிங் இல்லை"%s" என்ற பொருளில் செயலில் உள்ள புறஊதா அடுக்கு இல்லைசெயல்பட செயலில் நடவடிக்கை இல்லைகீழே தள்ள செயலில் நடவடிக்கை இல்லைசெயலில் சொத்து இல்லைசெயலில் பண்புக்கூறு இல்லைசெயலில் எலும்பு இல்லைசெயலில் எலும்பு சேகரிப்பு இல்லைசெயலில் எலும்பு தொகுப்பு இல்லைநகலெடுக்க செயலில் எலும்பு இல்லைநகலெடுப்பதற்கான தடைகளுடன் செயலில் எலும்பு இல்லைசெயலில் தூரிகை இல்லைசெயலில் உள்ள கேமரா இல்லைகாட்சியில் செயலில் கேமரா இல்லைசெயலில் உள்ள கேமரா தொகுப்பு இல்லைசெயலில் சேகரிப்பு இல்லைசுட்டுக்கொள்ள செயலில் வண்ண பண்பு இல்லைசெயலில் திருத்தக்கூடிய பொருள் இல்லைசெயலில் உறுப்பு எதுவும் கிடைக்கவில்லை!செயலில் முகம் இல்லைநீக்க செயலில் உள்ள சட்டகம் இல்லைசெயலில் குழு இல்லைமூலப்பொருள் ச்லாட்டில் (%d) "%s" க்கு செயலில் உள்ள படம் காணப்படவில்லைசெயலில் உள்ள படம் எதுவும் கிடைக்கவில்லை, வெளிப்புற கோப்பில் ஒரு மூலப்பொருளைச் சேர்க்கவும் அல்லது சுட்டுக்கொள்ளவும்செயலில் உள்ள படம் எதுவும் கிடைக்கவில்லை, பிளவு மூலப்பொருட்கள் விருப்பம் இல்லாமல் ஒரு மூலப்பொருளைச் சேர்க்கவும் அல்லது சுட்டுக்கொள்ளவும்செயலில் உருப்படி இல்லைமறுபெயரிட செயலில் உள்ள உருப்படி இல்லைஎஃப்-வளைவில் செயலில் கீஃப்ரேம் இல்லைசெயலில் அடுக்கு இல்லைநகல் செய்ய செயலில் அடுக்கு இல்லைதற்போதைய காட்சியில் செயலில் வரி பாணி இல்லைமாற்றியமைப்பைக் கையாள செயலில் உள்ள கோடுகள் மற்றும் அதனுடன் தொடர்புடைய வரி பாணி இல்லைபுதிய வரி பாணியைச் சேர்க்க செயலில் உள்ள கோடுகள் இல்லைசெயலில் மார்க்கர் இல்லைசெயலில் உள்ள கண்ணி பொருள் இல்லைசெயலில் உள்ள மூவி கிளிப் இல்லைசெயலில் முனை இல்லை.செயலில் பொருள் இல்லைசெயலில் உள்ள பொருள் எதுவும் கிடைக்கவில்லைகட்டுப்பாட்டை சேர்க்க செயலில் உள்ள பொருள் இல்லைசெயலில் உள்ள பொருள் அல்லது செயலில் உள்ள பொருள் கிரீச் பென்சில் பொருள் அல்லசெயலில் உள்ள பொருள் இல்லை, வழங்குதல் செய்வதற்கு முன் செயலைப் பயன்படுத்த முடியவில்லைசெயலில் விமானப் பாதை இல்லைஒரு தடையைச் சேர்க்க செயலில் போச் எலும்பு இல்லைசெயலில் துண்டு இல்லை!ட்வீக் பயன்முறையில் நுழைய செயலில் துண்டு (கள்) இல்லைசெயலில் பாதை இல்லைசேர செயலில் தடமில்லைஉரி சேர்க்க, ஏற்கனவே உள்ள பாதையைத் தேர்ந்தெடுக்கவும் அல்லது மீண்டும் முயற்சிக்கும் முன் ஒன்றைச் சேர்க்கவும் செயலில் தடம் (கள்) இல்லைசெயலில் வெர்டெக்ச் குழு இல்லைஓவியம், கருக்கலைப்பு செய்வதற்கான செயலில் வெர்டெக்ச் குழு இல்லை"%s" காட்சியில் செயலில் பார்வை இல்லைசூழலில் செயலில் சாளரம் இல்லை!கூடுதல் பகுதி கொடுக்கப்படவில்லை!சேர சமமான வெர்டெக்ச் எண்ணிக்கையுடன் கூடுதல் தேர்ந்தெடுக்கப்பட்ட மெச்கள் இல்லைகோண ச்னாப்பிங் இல்லைஅனிமேட்டபிள் டேட்டா-பிளாக் இல்லை, தயவுசெய்து பிழையாக புகாரளிக்கவும்அனிமேசன் ஆர்மேச்சர்கள் எதுவும் தேர்ந்தெடுக்கப்படவில்லைஅனிமேசன் தரவு எதுவும் சொத்தை உருவாக்க கிடைக்கவில்லைபொருளை மாற்ற அனிமேசன் தரவு இல்லை: {! R}குறியீட்டு %d இல் அனிமேசன் பாடல் எதுவும் காணப்படவில்லைசிறுகுறிப்பு சான்று இல்லைஆர்மேச்சர் அனிமேசன் எதுவும் மாற்றப்படவில்லைசொத்து பட்டியல்கள் இல்லைதேர்ந்தெடுக்கப்பட்ட தற்போதைய கோப்பிலிருந்து சொத்து தரவு-தொகுதிகள் எதுவும் இல்லை (அவற்றை திருத்த அல்லது அழிக்க சொத்துக்கள் தற்போதைய கோப்பில் சேமிக்கப்பட வேண்டும்)சொத்து தரவு-தொகுதிகள் தேர்ந்தெடுக்கப்படவில்லை/கவனம் செலுத்தவில்லை"%s" பாதையில் எந்த சொத்தும் காணப்படவில்லைசூழலில் சொத்து இல்லைசொத்து எதுவும் தேர்ந்தெடுக்கப்படவில்லைஇந்த பொருள் கொண்ட பொருள்களில் பண்புக்கூறுகள் இல்லைதற்போதைய சட்டத்திற்கு கிடைக்கக்கூடிய சேனல் இல்லை.'%s' என்று பெயரிடப்பட்ட எலும்பு சேகரிப்பு இல்லைஎலும்பு சேகரிப்புகள் எதுவும் இடைமுகம் பொத்தான்கள் ஒதுக்கப்படவில்லை - தயவுசெய்து எலும்பு சேகரிப்புகள் இடைமுகம் துணை பேனலை சரிபார்க்கவும்எலும்புகள் எதுவும் தேர்ந்தெடுக்கப்படவில்லை, எலும்பு சேகரிப்புக்கு ஒதுக்க எதுவும் இல்லைஎலும்புகள் எதுவும் தேர்ந்தெடுக்கப்படவில்லை, எலும்பு சேகரிப்பிலிருந்து ஒதுக்க எதுவும் இல்லைஎல்லைப் பரப்பு எதுவும் தேர்ந்தெடுக்கப்படவில்லைதூரிகை எதுவும் தேர்ந்தெடுக்கப்படவில்லைமூட்டை கையொப்பம் எதுவும் கிடைக்கவில்லைகேமரா எதுவும் கிடைக்கவில்லை"%s" காட்சியில் கேமரா எதுவும் காணப்படவில்லைசேமிக்க எந்த மாற்றங்களும் இல்லைகீஃப்ரேம்களைச் சேர்க்க சேனல்கள் இல்லைசெயல்பட சேனல்கள் இல்லைஒன்றிணைக்க குழந்தை அடுக்குகள் இல்லைவீடியோ சீக்வென்சர் தரவை ஒட்ட கிளிப்போர்டு காட்சி இல்லைமூடல் கையொப்பம் எதுவும் கிடைக்கவில்லைஎந்த சேகரிப்பும் தேர்ந்தெடுக்கப்படவில்லைமோதல் அமைப்புகள் எதுவும் கிடைக்கவில்லைவண்ண மேலடுக்கு இல்லைசுழற்சிகளுக்கு இணக்கமான சிபியுகள் எதுவும் கிடைக்கவில்லைகிளிப்போர்டில் இணக்கமான படங்கள் எதுவும் இல்லைசுருக்கம் இல்லைநகலெடுப்பதற்கான தடைகள் இல்லைகட்டுப்பாட்டு புள்ளி தேர்ந்தெடுக்கப்படவில்லைகட்டுப்பாட்டு புள்ளிகள் எதுவும் தேர்ந்தெடுக்கப்படவில்லைஇல்லைஉள்ளீட்டில் வளைவு தரவு இல்லைசேர வளைவுகள் தரவு இல்லைதனிப்பயன் hdris கட்டமைக்கப்படவில்லைதனிப்பயன் matcaps கட்டமைக்கப்படவில்லைதனிப்பயன் ச்டுடியோ விளக்குகள் கட்டமைக்கப்படவில்லைதனிப்பயன் இல்லை {:s} கட்டமைக்கப்பட்டுள்ளதுஒட்டுவதற்கு உள் கிளிப்போர்டில் தரவு இல்லைஒட்டுவதற்கு தரவு இல்லைதரவு இல்லை, செயலில் உள்ள வோக்சல்களின் பூலியன் முகமூடிதரவு-தொகுதி தேர்ந்தெடுக்கப்பட்ட அல்லது செயலில் இல்லைதரவு எனக் குறிக்கப்பட்ட தரவு-தொகுதி எதுவும் தேர்ந்தெடுக்கப்படவில்லைசொத்து செயல்பாடுகளை ஆதரிக்கும் தரவுத் தொகுதி எதுவும் தேர்ந்தெடுக்கப்படவில்லை - குறைந்தது ஒரு தூரிகை, சேகரிப்பு, முனைக் குழு, பொருள், போச் ஆக்சன், காட்சி அல்லது உலகத்தைத் தேர்ந்தெடுக்கவும்கண்டுபிடிக்கப்பட்டதற்கான சொத்துக்களை உருவாக்க தரவு-தொகுதிகள் இல்லை (அல்லது சொத்துகளாக பயன்பாட்டை ஆதரிக்க வேண்டாம்)சாதனம் இல்லை - ஆடியோ வெளியீடு இருக்காதுகாட்சி இல்லைதூர விழிப்புணர்வு இல்லைமாறிகளை நகலெடுக்க இயக்கி இல்லைஒட்டுவதற்கு உள் கிளிப்போர்டில் இயக்கி மாறிகள் இல்லைஇயக்கிகள் நீக்கப்படவில்லைவிளிம்பு மோதிரங்கள் எதுவும் கிடைக்கவில்லைஎந்த விளிம்பும் தேர்ந்தெடுக்கப்படவில்லைவிளிம்புகள் எதுவும் தேர்ந்தெடுக்கப்படவில்லைதிருத்தக்கூடிய கிரீச் பென்சில் அடுக்கு இல்லைசேமிக்க திருத்தக்கூடிய சொத்து நூலகம் இல்லைமாற்ற திருத்தக்கூடிய பொருள்கள் இல்லைஏற்றுமதி இல்லைமுகம் மண்டலங்கள் தேர்ந்தெடுக்கப்படவில்லைமுகம் தேர்ந்தெடுக்கப்படவில்லைமுகங்கள் நிரப்பப்படவில்லை"%s" என்ற பொருளில் எந்த முகங்களும் காணப்படவில்லைகோப்பு எதுவும் தேர்வு செய்யப்படவில்லைகோப்பு கையாளுபவர்கள் எதுவும் கிடைக்கவில்லை"%s" க்கு கோப்பு பாதை இல்லைகோப்பு பெயர் கொடுக்கப்படவில்லைஎந்த கோப்புக் குழியும் கொடுக்கப்படவில்லைகோப்புகள் எதுவும் தேர்ந்தெடுக்கப்படவில்லைஎந்த கோப்புகளும் திறக்கத் தேர்ந்தெடுக்கப்படவில்லைபுரட்டுவது இல்லைகோப்புறை எதுவும் தேர்ந்தெடுக்கப்படவில்லைஎந்த பிரேம்களும் வழங்கப்படவில்லை, மேலெழுதாமல் தவிர்த்தனகிரீச் பென்சில் பொருளில் பிரேம்கள் எதுவும் தேர்ந்தெடுக்கப்படவில்லைசுட பிரேம்கள் இல்லைமுனைக்கு இலவச உள்ளீடுகள் இல்லை {}முழுத்திரை பகுதிகள் எதுவும் காணப்படவில்லைgltf அனிமேசன் இல்லைமுடி இணைக்கப்படவில்லை (துகள் அமைப்பு மாற்றி முடக்கப்பட்டிருந்தால் முடியை இணைக்க முடியாது)எந்த படமும் காலியாக தேர்ந்தெடுக்கப்படவில்லைபடங்கள் எதுவும் கிடைக்கவில்லைஎந்த படங்களும் மாற்றப்படவில்லைஇந்த முனை மரத்தில் மீண்டும் ஏற்றும் படங்கள் எதுவும் கிடைக்கவில்லைபடங்கள் எதுவும் மாற்றப்படவில்லைஇடவியல் தீர்மானிக்கக்கூடிய உள்ளீட்டு கட்டம் எதுவும் கிடைக்கவில்லைநிறுவக்கூடிய தொகுப்புகள் எதுவும் குறிக்கப்படவில்லைநிறுவப்பட்ட தொகுப்புகள் எதுவும் குறிக்கப்படவில்லைபுதுப்பிக்க நிறுவப்பட்ட தொகுப்புகள் எதுவும் இல்லைஇடைக்கணிப்பு இல்லைஇடைக்கணிப்பு இல்லை (மாதிரி நெருங்கிய டெக்செல்)கீஃப்ரேம்களுக்கு இடையில் இடைக்கணிப்பு இல்லைஇடைக்கணிப்பு இல்லை, அருகிலுள்ள அண்டை பிக்சலைப் பயன்படுத்துங்கள்இடைக்கணிப்பு இல்லை, b ஐ எதிர்கொள்ளும் வரை a இன் மதிப்பு பிடிக்கும்குறுக்குவெட்டுகள் எதுவும் கிடைக்கவில்லைதலைகீழ் திருத்தம் அமைக்கப்படவில்லை, எனவே அழிக்க எதுவும் இல்லைஎந்த பிரச்சினையும் கண்டறியப்படவில்லைஉருப்படிகள் இல்லைஉருப்படிகள் எதுவும் தேர்ந்தெடுக்கப்படவில்லைமூட்டுகள் எதுவும் தேர்ந்தெடுக்கப்படவில்லைஎந்த கீஃப்ரேம் பிரச்சாரம் செய்ய போச் இல்லைஉள் கிளிப்போர்டுக்கு எந்த கீஃப்ரேம்களும் நகலெடுக்கப்படவில்லை%d பொருள் (கள்) இலிருந்து கீஃப்ரேம்கள் அகற்றப்படவில்லை{} ச்ட்ரிப்(களில்) இருந்து கீஃப்ரேம்கள் எதுவும் அகற்றப்படவில்லைகவனம் செலுத்த கீஃப்ரேம்கள் இல்லைஇடையில் சறுக்குவதற்கு கீஃப்ரேம்கள் இல்லைவிசைகள் எதுவும் செருகப்படவில்லை மற்றும் பிழைகள் எதுவும் தெரிவிக்கப்படவில்லை.சாவிகள் அல்லது கீற்றுகள் தேர்ந்தெடுக்கப்படவில்லைஅடுக்கு எதுவும் கிடைக்கவில்லைசேர்க்க அடுக்குகள் இல்லைவரம்பு இல்லை. வேகமானது ஆனால் உயர்-வரிசை திட்டங்களில் கலைப்பொருட்களை உருவாக்கலாம்குறிப்பான்கள் எதுவும் தேர்ந்தெடுக்கப்படவில்லைபொருந்தக்கூடிய முக மண்டலங்கள் எதுவும் காணப்படவில்லைபொருந்தக்கூடிய படங்கள் எதுவும் காணப்படவில்லைஅகற்ற எந்த மூலப்பொருள் இல்லைபட்டியல் உருப்படிகள் இல்லைசேர கண்ணி தரவு இல்லைசெயலில் உள்ள பொருளில் கண்ணி இல்லைகண்ணி பொருள் இல்லைவெர்டெக்ச் குழுக்களுடன் எந்த மெச்களும் காணப்படவில்லைகாணாமல் போன கோப்புகள் இல்லைஇந்த திசையில் செல்ல இன்னும் கீஃப்ரேம்கள் இல்லைஇந்த திசையில் செல்ல இன்னும் குறிப்பான்கள் இல்லை16 உள்ளக பார்வைகள் இல்லைதேர்ந்தெடுக்கப்பட்ட பொருள்களுக்கும் வடிவ விசைகளுக்கும் இடையில் எந்த பெயரும் பொருந்தாதுபெயர் தொகுப்பு இல்லைபெயரிடப்பட்ட பண்புக்கூறுகள் எதுவும் பயன்படுத்தப்படவில்லைபுதிய கோப்புகள் எதுவும் நிரம்பவில்லைபுதிய மேலெழுத செயல்பாடு எதுவும் உருவாக்கப்படவில்லை, செயல்பாடு ஏற்கனவே உள்ளதுபுதிய மேலெழுத சொத்து எதுவும் உருவாக்கப்படவில்லை, சொத்து ஏற்கனவே உள்ளதுதற்போதைய முனை எடிட்டரில் எந்த முனை மரமும் காணப்படவில்லை.முனைகள் எதுவும் தேர்ந்தெடுக்கப்படவில்லை.செயல்பட எந்த பொருளும் இல்லைஎந்த பொருளும் தேர்ந்தெடுக்கப்படவில்லைகர்சரைப் பயன்படுத்தி எந்த பொருளும் தேர்ந்தெடுக்கப்படவில்லைநோக்குநிலையைப் பயன்படுத்த எந்த பொருளும் இல்லைஎந்த பொருளும் இல்லை, அல்லது போச் பயன்முறையில் பிரத்தியேகமாக இல்லைசுட எந்த பொருளும் இல்லைஎந்தவொரு பொருளும் தேர்ந்தெடுக்கப்படவில்லைநகலெடுக்க பொருள்கள் எதுவும் தேர்ந்தெடுக்கப்படவில்லைஒட்டுவதற்கு பொருள்கள் இல்லைபிணைப்பு-பெட்டியுடன் தேர்ந்தெடுக்கப்பட்ட பொருள்கள் எதுவும் இல்லைதிறந்த வரைபட எடிட்டர் சாளரம் இல்லைசூழலில் ஆபரேட்டர் இல்லைவிருப்பங்கள் இல்லைநிராகரிக்க அனாதை தரவு-தொகுதிகள் இல்லைவேறு எலும்புகள் எதுவும் தேர்ந்தெடுக்கப்படவில்லைவேறு எந்த பொருளும் தேர்ந்தெடுக்கப்படவில்லைவேறு எந்த பொருளும் தேர்ந்தெடுக்கப்படவில்லைதேர்ந்தெடுக்கப்பட்ட வேறு எந்த பொருட்களிலும் கம்பி அல்லது எல்லை விளிம்புகள் உள்ளனவெளியீட்டு முனை இல்லைநிரம்பிய கோப்பு இல்லைதிறக்க நிரம்பிய கோப்புகள் இல்லைபெற்றோர் அடைவு எதுவும் கொடுக்கப்படவில்லைஅனுமதிகள் எதுவும் குறிப்பிடப்படவில்லைசேர புள்ளி முகில் தரவு இல்லைஎந்தப் புள்ளியும் தேர்ந்தெடுக்கப்படவில்லைபுள்ளிகள் எதுவும் தேர்ந்தெடுக்கப்படவில்லைநகலெடுக்க போச் இல்லைமுன்னுரிமை இல்லை, பாச்கள் வழிகாட்டும் போது பயன்படுத்தவும் ஒலி இல்லாததுஅகற்ற முன்னோட்டம் கிடைக்கவில்லைமுகத்தின் பின்னால் இருக்கும்போது எந்த திட்டமும் இல்லைமுகத்தின் முன் இருக்கும்போது எந்த திட்டமும் இல்லைஎந்த குறிப்பும் இல்லை {!r}, '_rna_manual_reference.py' இல் தகவலைப் புதுப்பிக்கவும் அல்லது bpy.utils.manual_map() க்கு திரும்ப அழைக்கவும்மண்டல பார்வை 3டி கிடைக்கவில்லைகளஞ்சியங்கள் எதுவும் கிடைக்கவில்லைமுடிவுகள் எதுவும் இல்லைதேடல் வடிப்பானுடன் எந்த முடிவுகளும் பொருந்தவில்லைஉருட்டல் சட்டர் விளைவு எதுவும் பயன்படுத்தப்படவில்லைகாட்சி சொத்துக்கள் இல்லை.கீஃப்ரேம்களைச் சேர்க்க தேர்ந்தெடுக்கப்பட்ட எஃப்-வளைவுகள் இல்லைஒட்டுவதற்கு தேர்ந்தெடுக்கப்பட்ட எஃப்-வளைவுகள் இல்லைதேர்ந்தெடுக்கப்பட்ட சொத்து இல்லைநகலெடுக்க தேர்ந்தெடுக்கப்பட்ட எலும்புகள் இல்லைநகலெடுக்க தேர்ந்தெடுக்கப்பட்ட தரவு-தொகுதிகள் இல்லைதேர்ந்தெடுக்கப்பட்ட திருத்தக்கூடிய பொருள்கள் எதுவும் இயக்கப்படவில்லைதேர்ந்தெடுக்கப்பட்ட முகங்கள் இல்லைதேர்ந்தெடுக்கப்பட்ட பிரேம்கள் எதுவும் கிடைக்கவில்லைதேர்ந்தெடுக்கப்பட்ட விசைகள் இல்லை, முன்னோட்ட வரம்பில் ஒட்டுதல்தேர்ந்தெடுக்கப்பட்ட விசைகள் இல்லை, காட்சி வரம்பில் ஒட்டுதல்தேர்ந்தெடுக்கப்பட்ட பொருள் எதுவும் செயலில் இல்லைநகலெடுக்க தேர்ந்தெடுக்கப்பட்ட பொருள் இல்லைதேர்ந்தெடுக்கப்பட்ட போச் சொத்து இல்லைதேர்ந்தெடுக்கப்பட்ட வெர்டெக்ச் இல்லைவழங்குவதற்கு வீடியோ கீற்றுகளுடன் கூடிய சீக்வென்சர் காட்சி இல்லைவடிவ திருத்தம் இல்லைஅடுத்த அடுத்த உருப்படி எதுவும் கிடைக்கவில்லைஇந்த செயலில் இடங்கள் இல்லை.மூல கண்ணி பொருள்கள் எதுவும் தேர்ந்தெடுக்கப்படவில்லைகீற்றுகள் எதுவும் தேர்ந்தெடுக்கப்படவில்லைஒட்டுவதற்கு கீற்றுகள் இல்லைஏற்றுமதி செய்ய வசன வரிகள் (உரை கீற்றுகள்) இல்லைசெயலில் கீயிங் தொகுப்புக்கு பொருத்தமான சூழல் செய்தி இல்லைநகலெடுக்க பொருத்தமான தேர்ந்தெடுக்கப்பட்ட எலும்புகள் இல்லைஆதரிக்கப்பட்ட பொருள்கள் எதுவும் தேர்ந்தெடுக்கப்படவில்லைஇலக்கு எலும்புகள் எதுவும் சேர்க்கப்படவில்லைபயன்முறையை மாற்ற இலக்கு பொருள் இல்லைமுனையில் குறிப்பிடப்பட்ட உரை அல்லது கோப்பு இல்லை, தொகுக்க எதுவும் இல்லைஅமைப்பு அளவு வரம்பு இல்லைஎந்த அமைப்பு பயனரும் கிடைக்கவில்லைசூழலில் எந்த அமைப்புகளும் இல்லைபயன்படுத்தக்கூடிய தடங்கள் எதுவும் தேர்ந்தெடுக்கப்படவில்லைபயனர் களஞ்சியங்கள் இல்லைசேர்க்க சரியான நடவடிக்கை இல்லைசெல்லுபடியாகும் கூண்டு பொருள் இல்லைபடிக்க சரியான தரவு இல்லை!நகலை உருவாக்க சரியான இயக்கி தரவு இல்லைஇடமாற்றம் செய்ய செல்லுபடியாகும் எந்தவொரு இணைக்கப்பட்ட அடையாளம் வழங்கப்படவில்லைசரியான வடிவங்கள் எதுவும் கிடைக்கவில்லைசெல்லுபடியாகும் பட வடிவம் எதுவும் தேர்ந்தெடுக்கப்படவில்லைதேர்வில் செல்லுபடியாகும் முனை (கள்) இல்லைசெல்லுபடியாகும் வேர் வெர்டெக்ச் எதுவும் கிடைக்கவில்லை (நீங்கள் தோலுக்கு விரும்பும் மெச் தீவுக்கு ஒன்று தேவை)செல்லுபடியாகும் தேர்ந்தெடுக்கப்பட்ட பொருள்கள் இல்லைசெல்லுபடியாகும் துணைப்பிரிவுகள் எதுவும் கீழ் மட்டத்தை மீண்டும் உருவாக்கவில்லைகுறைந்த மட்டங்களை மீண்டும் கட்டியெழுப்ப செல்லுபடியாகும் துணைப்பிரிவுகள் எதுவும் கிடைக்கவில்லைசரியான இலக்கு கண்ணி இல்லைதேர்ந்தெடுக்கப்பட்ட செங்குத்துகளில் வெர்டெக்ச் குழு இல்லைவெர்டெக்ச் குழு தரவு இல்லைகண்ணிக்கு ஒதுக்கப்பட்ட வெர்டெக்ச் குழுக்கள் இல்லைவெர்டெக்ச் குழுக்கள் எதுவும் கிடைக்கவில்லைசெயல்பட வெர்டெக்ச் குழுக்கள் இல்லைஎந்த வெர்டெக்ச் தேர்ந்தெடுக்கப்படவில்லைஎந்த செங்குத்துகளும் பிணைக்கப்படவில்லைபுலப்படும் குறிச்சொற்கள் இல்லை.பொருளில் எடைகள்/வெர்டெக்ச் குழுக்கள் இல்லைபொருள் (கள்) இல் எடைகள்/வெர்டெக்ச் குழுக்கள் இல்லைஇல்லை {:s} மாற்றியமைப்பாளர்கள் காணப்பட்டனர்இல்லை-ஒப்முனைமுனை பின்னணிமுனை வண்ண சிறப்புமுனை ஆசிரியர்முனை ஆசிரியர் மேலடுக்குகள்முனை ஆசிரியர்கள்முனை வடிவம்முனை குழுமுனை குழுக்கள்முனை ஐடிமுனை அடையாளங்காட்டிமுனை உள்ளீடுகள்முனை நிகழ்வு ஆச்முனை சிட்டைமுனை இணைப்புகள்முனை பெயர்முனை அவுட்லைன்முனை வெளியீடுமுனை வெளியீடுகள்முனை முன்னோட்டம் தீர்மானம்முனை தேர்ந்தெடுக்கப்பட்டதுமுனை சாக்கெட்முனை கருவி அடையாளங்காட்டிமுனை மரம்முனை மர இடைமுகம்முனை மர இடைமுக உருப்படிமுனை மர இடைமுக சாக்கெட்முனை மர இடைமுக சிறப்புமுனை மர பாதைமுனை மரம் துணை வகைமுனை மர வகை (நீக்கப்பட்டது, bl_idname என்பது உண்மையான முனை மர வகை அடையாளங்காட்டியாகும்)முனை மரங்கள்முனை வகைமுனை ஆதரிக்கப்படவில்லைமுனை அகலம்முனை ரேங்க்லர்நோட் ரேங்க்லர் (பட்டி)முனை திருத்தி விண்வெளி தரவுமுனை குழு சொத்துக்கள் ஒரு பட்டியலுக்கு ஒதுக்கப்படவில்லை. சொத்து உலாவியில் பட்டியல்களை ஒதுக்கலாம்முனை குழு தரவு-தொகுதிகள்முனை குழு வெவ்வேறு வகைகளைக் கொண்டுள்ளதுமுனை குழு ஒரு வடிவியல் முனை மரமாக இருக்க வேண்டும்முனை குழுவில் வண்ண வெளியீட்டு சாக்கெட் இருக்க வேண்டும்முனை குழுவில் ஒரு வடிவியல் வெளியீடு இருக்க வேண்டும்முனை குழுவில் குழு வெளியீட்டு முனை இருக்க வேண்டும்முனை குழுவில் வெளியீட்டு சாக்கெட் இருக்க வேண்டும்இந்த மாற்றியமைப்பை என்ன செய்கிறது என்பதைக் கட்டுப்படுத்தும் முனை குழுதிருத்துவதற்கான முனை குழுமுனை குழுவின் முகமூடி உள்ளீடு வகை வண்ணமாக இருக்க வேண்டும்நோட் குழுவின் முதல் வெளியீடு வண்ண வெளியீடாக இருக்க வேண்டும்நோட் குழுவின் முதல் வெளியீடு ஒரு வடிவவியலாக இருக்க வேண்டும்நோட் குழுமத்தின் வடிவியல் உள்ளீடு முதல் இருக்க வேண்டும்முனை குழுவின் முக்கிய பட உள்ளீடு வண்ண வகையாக இருக்க வேண்டும்முனை குழுக்கள் தானியங்கி முன்னோட்டங்களை ஆதரிக்காதுமுனைக்கு எந்த பண்புக்கூறு இல்லை {:s}முனை தலைப்பு வண்ண குறிச்சொல்ஒரு முனை மரத்தில் முனைமுனை கருவியாக இயக்கப்பட வேண்டும்முனை வளைவுகள் பொருள்களுக்கு மட்டுமே வேலை செய்கிறதுஇந்த சாக்கெட்டை வைத்திருக்கும் முனைமுனை தேர்வு நிலைபயன்படுத்த முனை சேடர்முனை சாக்கெட் தரவு வகைமுனை மரம் ' %s' வரையறுக்கப்படாத வகை %s ஐக் கொண்டுள்ளதுமுனை மரம் '%s' என்பது ஒரு தொகுக்கும் முனை குழு அல்ல.முனை மரம் காட்டப்பட்டு திருத்தப்படுகிறதுஇணைந்த முனைகளைக் கொண்ட முனை மரம் தொகுக்கப் பயன்படுத்தப்படுகிறதுவடிவவியலுக்கு பயன்படுத்தப்படும் இணைக்கப்பட்ட முனைகளைக் கொண்ட முனை மரம்மூலப்பொருட்களுக்குப் பயன்படுத்தப்படும் இணைக்கப்பட்ட முனைகளைக் கொண்ட முனை மரம் (மற்றும் பிற நிழல் தரவு-தொகுதிகள்)நிழல், கட்டமைப்புகள் மற்றும் தொகுப்புக்கு பயன்படுத்தப்படும் இணைக்கப்பட்ட முனைகளைக் கொண்ட முனை மரம்அமைப்புகளுக்குப் பயன்படுத்தப்படும் இணைக்கப்பட்ட முனைகளைக் கொண்ட முனை மரம்முனை அடிப்படையிலான விளக்குகளுக்கான முனை மரம்முனை அடிப்படையிலான மூலப்பொருட்களுக்கான முனை மரம்முனை அடிப்படையிலான உலகங்களுக்கான முனை மரம்முனை அடிப்படையிலான சேடர்களுக்கான முனை மரம்முனை அடிப்படையிலான அமைப்புகளுக்கான முனை மரம்முனை மரம் வகை %s வரையறுக்கப்படவில்லைகாண்பிக்கவும் திருத்தவும் முனை மரம் வகைசெயலில் உள்ள முனை எடிட்டரில் முனை மரம் காணப்படவில்லை.முனை வகைமுனை வகை %s வரையறுக்கப்படவில்லைமுனை {} நீக்கப்பட்டதுகணு(கள்)நோட்குரூப்ஒருஅறுதிகூட்டுஆர்கோசின்ஆர்க்சைன்ஆர்க்டன்2ஆர்க்டாங்கென்ட்அம்புbகீழேபெட்டிசீல்உச்சவரம்புமூடல்கோட் டின்ட்நிறம்வண்ண எரியும்வண்ண டாட்ச்ஒப்பிடுகஒப்பீடுமாறிலிமாற்றம்கொசைன்குறுக்குகுறுக்கு தயாரிப்புமின்னோட்ட்ம், ஓட்டம்தட்டவும்வேறுபாடுதூரம்பிரிஉச்சவரம்பு பிரிக்கவும்தளத்தை பிரிக்கவும்சுற்று பிரிக்கவும்டாட் தயாரிப்புபாணியை வரையவும்அதிவேகமுகம்தரைமாடி மாடுலோஒவ்வொரு உறுப்புக்கும்பின்னம்சட்டகம்செயல்பாடுகள்விட பெரியதுமிகப் பெரிய பொதுவான வகுப்பான்வண்ணச்சாயல்ஐபர்போலிக் கொசைன்ஐபர்போலிக் சைன்ஐபர்போலிக் தொடுகோடுவெட்டுகிறதுதலைகீழ் சதுர வேர்வடிவவியலில் சேரவும்விசைகுறைந்த பொதுவான பலநீளம்குறைவாகஒளிரச் செய்யுங்கள்நேரியல் ஒளிமடக்கைஅதிகபட்சம்இடைநடுகுறைந்தபட்சம்தரவு-தடுப்பு காணவில்லைகலக்கபயன்முறைமட்டுபெருக்கவும்பெருக்கவும்மறுப்புபுதியஅடுத்ததுஇயல்பாக்குங்கள்செயல்பாடுமேலடுக்குபிங் பாங்பிங்பாங்பிளானர்ஆற்றல்முந்தையதிட்டம்பிரதிபலிக்கவும்ரிஃபாக்ட்மீண்டும்சுழற்சிகள்சுற்றுசுற்றுரவுண்டிங் பயன்முறைதெவிட்டல்அளவுதிரைசீன் டின்ட்அடையாளம்பாவனைசைன்மென்மையான அதிகபட்சம்மென்மையான குறைந்தபட்சச்னாப்மென்மையான ஒளிஏகப்பட்ட நிறம்சதுர வேர்கழிக்கவும்டேன்சென்ட்நிறம்டிகிரிரேடியன்களுக்குமேலேமுக்கோணவியல்துண்டிக்கவும்துண்டிக்கப்பட்ட மட்டுதொழிற்சங்கம்தெரியவில்லைமதிப்புமடக்குமுனைகள்முனைகள் மாற்றியமைத்தல்முனைகள் மாற்றியமைக்கும் சுட்டுக்கொள்ளும்முனைகள் மாற்றியமைக்கும் குழுமுனைகள் மாற்றியமைக்கும் எச்சரிக்கைஒலிஇரைச்சல் அளவுஇரைச்சல் அடிப்படைஒலி அடிப்படை 2இரைச்சல் ஆழம்ஒலி சிதைவுஒலி எஃப்-மாடிஃபையர்இரைச்சல் தீவிரம்ஒலி ஆஃப்செட்இரைச்சல் அளவுஒலி விதைஇரைச்சல் அளவுஒலி அமைப்புஒலி வாசல்இரைச்சல் வகைஒலி அல்காரிதம் - கலப்பான் அசல்: மென்மையான இடைக்கணிப்பு ஒலிஒலி அல்காரிதம் - செல் சத்தம்: சதுர செல் டெசெலேசன்ஒலி அல்காரிதம் - மேம்படுத்தப்பட்ட பெர்லின்: மென்மையான இடைக்கணிப்பு ஒலிஒலி அல்காரிதம் - அசல் பெர்லின்: மென்மையான இடைக்கணிப்பு ஒலிஒலி அல்காரிதம் - வோரோனோய் கிராக்கிள்: கூர்மையான விளிம்புகளுடன் வோரோனோய் டெசெலேசன்ஒலி அல்காரிதம் - வோரோனோய் எஃப் 1 -எஃப் 2ஒலி வழிமுறை - வோரோனோய் எஃப் 1: நெருங்கிய அம்ச புள்ளிக்கு தூரத்தை வழங்குகிறதுஒலி வழிமுறை - வோரோனோய் எஃப் 2: 2 வது நெருங்கிய அம்ச புள்ளிக்கு தூரத்தை வழங்குகிறதுஒலி வழிமுறை - வோரோனோய் எஃப் 3: 3 வது நெருங்கிய அம்ச புள்ளிக்கு தூரத்தை வழங்குகிறதுஒலி வழிமுறை - வோரோனோய் எஃப் 4: 4 வது நெருங்கிய அம்ச புள்ளிக்கு தூரத்தை வழங்குகிறதுவிலகலுக்கான இரைச்சல் அடிப்படைகொந்தளிப்புக்கு பயன்படுத்தப்படும் இரைச்சல் அடிப்படைஒலி விளைவு மாற்றியமைப்பாளர்ஒலி நிலை படி மாதிரியை நிறுத்த, குறைந்த மதிப்புகள் வழங்கும் நேர செலவில் சத்தத்தைக் குறைக்கின்றன. aa மாதிரிகளின் எண்ணிக்கையின் அடிப்படையில் தானியங்கி அமைப்பிற்கான பூச்சியம்ஒலி நிலை படி மாதிரியை நிறுத்த, குறைந்த மதிப்புகள் வழங்கும் நேர செலவில் சத்தத்தைக் குறைக்கின்றன. வியூபோர்ட் ரெண்டர்களுக்காக, aa மாதிரிகளின் எண்ணிக்கையின் அடிப்படையில் தானியங்கி அமைப்பிற்கான பூச்சியம்தொடர்ச்சியாக இல்லைபூலியன் அல்லாத மதிப்பு காணப்படுகிறது: {:s} []. {:s}சொத்துக்கள் அல்லாதவைஅல்லாத வண்ணம்வெற்று அல்லாத பொருள் '%s' கலப்பான் 2.80 இல் சேகரிப்பை '%s' நகலெடுக்க முடியாது, பின்னர், நிறுவலை அகற்றியதுவிசைப்பலகை அல்லாத குறுக்குவழிஅல்லாத சேடர்ஒரே மாதிரியானசுழியம் அல்லாததுநிகழ்வு அல்லாத வளைவுகள் புறக்கணிக்கப்படுகின்றனகாட்சிகள், வீடியோ, ஆடியோ மற்றும் எஃபெக்ட்களை ஒழுங்கமைப்பதற்கும் கலக்குவதற்கும் நேரியல் அல்லாத எடிட்டர்A, ABS (A) இன் எதிர்மறை மதிப்புஉடல் அல்லாத, அலகு இல்லாத விளக்குகள். வெளிப்பாடு கட்டுப்பாடுகள் கிடைக்காதபோது பயனுள்ளதாக இருக்கும்எதுவுமில்லைஎதுவுமில்லை (மரபு)enum/boolean க்கு எதுவும் இல்லைஎலும்பு சேகரிப்புகள் எதுவும் 'தனி' என்று குறிக்கப்படவில்லைஎந்தவொரு பொருளும் "%s" க்கு மாற்றத்துடன் பொருந்தாதுதேர்ந்தெடுக்கப்பட்ட எலும்புகள் எதுவும் இந்த சேகரிப்புக்கு ஒதுக்கப்படவில்லைதேர்ந்தெடுக்கப்பட்ட சேனல்கள் எதுவும் அதிரடி ச்லாட் அல்லதேர்ந்தெடுக்கப்பட்ட தரவு-தொகுதிகள் எதுவும் முன்னோட்டங்களை ஆதரிக்கவில்லைஎதுவுமில்லை, முழு வழங்குதல்நேரியல் அல்லாத அனிமேசன்நூடுல் வளைவுஅல்லதுசாதாரணசாதாரண சார்புசாதாரண களம்சாதாரண திருத்துசாதாரண திருத்து மாற்றியமைப்பாளர்சாதாரண வீழ்ச்சிசாதாரண புலம்சாதாரண வரைபடம்சாதாரண ஆஃப்செட்சாதாரண அளவீட்டு பிட்கள்சாதாரண ஆரம்சாதாரண திரை அளவுஇயல்பான தேர்வுசாதாரண அளவுசாதாரண மென்மையானசாதாரண இடம்சாதாரண திசையன்சாதாரண எடைஇணைப்பு புள்ளியில் மேற்பரப்பு கண்ணி இயல்பான திசைசாதாரண திசை திசையன். • எல்.எம்.பி இயல்பான திசையை அமைக்க கோளத்தில் சொடுக்கு செய்து இழுக்கவும். Sn 45 டிகிரி சுழற்சி அதிகரிப்புகளுக்கு ச்னாப்களை இழுக்கும்போது கட்டுப்பாடு ஐ வைத்திருத்தல்சாதாரண கீஃப்ரேம், எ.கா. முக்கிய போச்களுக்குஇயல்பான வரைபடம் டைரக்ட்எக்ச் மாநாட்டைப் பயன்படுத்துகிறது, பச்சை சேனலில் ஒய் அச்சு கீழே உள்ளதுபச்சை சேனலில் ஒய் அச்சு மேல்நோக்கிக் கொண்டு, இயல்பான வரைபடம் OpenGL மாநாட்டைப் பயன்படுத்துகிறதுடெனோசர் பயன்படுத்தும் சாதாரண பாச்மேற்பரப்புக்கு இயல்பானதுநகலெடுக்க, சேர்க்க அல்லது பெருக்க பயன்படும் சாதாரண திசையன்சாதாரண-தொடர்ச்சியானசாதாரண/தொடுகோடு அளவிடுதல்இயல்பானஇயல்பாக்கம்இயல்பாக்குங்கள்ஒரு இயல்பாக்கு aகர்னலை இயல்பாக்கவும்எடைகளை இயல்பாக்குங்கள்செயலில் உள்ள வெர்டெக்சின் எடையை இயல்பாக்குங்கள்அனைத்து வெர்டெக்ச் குழுக்களின் அனைத்து எடைகளையும் இயல்பாக்குங்கள், இதனால் ஒவ்வொரு வெர்டெக்சிற்கும், அனைத்து எடைகளின் கூட்டுத்தொகை 1.0 ஆகும்அளவு மற்றும் வடிவத்தைப் பொருட்படுத்தாமல் நிலையான மொத்த ஒளி வெளியீட்டிற்கு, ஒளி பகுதியால் தீவிரத்தை இயல்பாக்குங்கள்கண்காணிக்கும் போது ஒளி தீவிரங்களை இயல்பாக்குங்கள் (மெதுவாக)வெளியீட்டு தூரத்தை 0.0 முதல் 1.0 வரம்பிற்கு இயல்பாக்குங்கள்வெளியீடுகளை 0.0 முதல் 1.0 வரம்பிற்கு இயல்பாக்குங்கள்பிரிவு ஆய வெளியீட்டின் ஃச் ஒருங்கிணைப்பை [0, 1] இடைவெளியில் இயல்பாக்குங்கள் மற்றும் ஒய் ஒருங்கிணைப்பை [0, முடிவிலி) இடைவெளியில் ஈடுசெய்க. சரிபார்க்கும் போது, இழைமங்கள் ஒவ்வொரு கோணப் பிரிவிற்கும் பொருந்தும் வகையில் நீட்டிக்கப்படுகின்றன. சரிபார்க்கப்படாத போது, ஒவ்வொரு கோணப் பிரிவிற்கும் பொருந்தாத அமைப்புகளின் பகுதிகள் செதுக்கப்படுகின்றனவண்ணங்களை இயல்பாக்குங்கள், மாறுபாட்டை அதிகரிக்கும்இதன் விளைவாக எடைகளை இயல்பாக்குங்கள் (இல்லையெனில் அவை 0.0 முதல் 1.0 வரம்பிற்குள் மட்டுமே பிணைக்கப்படுகின்றன)அனைத்து வெர்டெக்ச் குழுக்களின் எடைகளை இயல்பாக்குங்கள், இதனால் ஒவ்வொரு வெர்டெக்சிற்கும், அனைத்து எடைகளின் கூட்டுத்தொகை 1.0 ஆகும்செயலில் உள்ள வெர்டெக்சின் எடையை இயல்பாக்கு (பாதிக்கப்பட்ட குழுக்கள் திறக்கப்பட்டால்)அனைத்து இலக்கு எலும்புகளின் எடையை இயல்பாக்குங்கள்செயலில் உள்ள வெர்டெக்ச் குழுவின் எடைகளை இயல்பாக்குங்கள்செயலில் உள்ள வெர்டெக்ச் குழுவின் எடைகளை இயல்பாக்குங்கள், இதனால் மிக உயர்ந்தவை இப்போது 1.0 ஆக இருக்கும்இயல்பாக்கப்பட்டதுஇயல்பாக்கப்பட்ட சைன்அரை படப்புள்ளி ஆஃப்செட்களுடன் இயல்பாக்கப்பட்ட ஆயத்தொகுப்புகள்இயல்பாக்கப்பட்ட குவாட்டர்னியன் சுழற்சிகர்னலை ஒருங்கிணைக்கும் வகையில் இயல்பாக்குகிறதுபொதுவாக எப்போதும் 1, ஆனால் பிரகாச வளைவை மாற்ற கூடுதல் கட்டுப்பாட்டாக பயன்படுத்தலாம்நார்மர்ச்இலக்கு பொருளை இயல்பான பாதையில் '(சுட்டிக்காட்டுங்கள்)இயல்பானவர்கள் மட்டுமேவடக்குவடகிழக்குவடமேற்குநார்வேசியன் (போக்மால்) - நார்வேசியன் போக்மால்இல்லைஇல்லைசமமாக இல்லைசமமாக இல்லைஅமைக்கப்படவில்லைஒத்துழைக்கவில்லைஒரு கலவை முனை மரம் அல்லஒரு வடிவியல் முனை மரம் அல்லஒரு வடிவியல் அல்லது கலவை முனை மரம் அல்லஒரு நூலகம் அல்லஒரு மாதிரி கீமாப் அல்லமாதிரி அல்லாத கீமாப் அல்லஒரு சேடர் முனை மரம் அல்லசேடர் அல்லது வடிவியல் முனை மரம் அல்லஒரு சேடர், வடிவியல் அல்லது இசையமைப்பாளர் முனை மரம் அல்லஒரு அமைப்பு முனை மரம் அல்லவெளியேற்றத்திற்கான சரியான தேர்வு அல்லஅனைத்து ஆர்மேச்சர் பொருட்களுக்கும் ஒரு செயல் மற்றும் ச்லாட் ஒதுக்கப்படவில்லைதிருத்தக்கூடிய பெயர் அல்லஎந்த எலும்பு சேகரிப்புக்கும் ஒதுக்கப்படவில்லை.நுண்மென் கடை நிறுவல்களுக்கு கிடைக்கவில்லைபூட்டப்பட்ட எஃப்-வளைவுக்கான '%s', பொருள் '%s' க்கான கீஃப்ரேமை நீக்கவில்லைபூட்டப்பட்ட F-வளைவு '%s'க்கான கீஃப்ரேமை நீக்கவில்லை, காட்சி '%s'%s - %s ' %s' இல் என்எல்ஏ உரி செல்வாக்கிற்காக பூட்டப்பட்ட எஃப் -வளைவுக்கான கீஃப்ரேமை நீக்கவில்லை"{}" ({} / {} Mbytes) சுட போதுமான வீடியோ நினைவகம் கிடைக்கவில்லை. ஒதுக்கீட்டின் அளவைக் குறைக்க சர்ஃபெல் தெளிவுத்திறனைக் குறைக்க அல்லது கைப்பற்றும் தூரத்தை முயற்சிக்கவும்.துண்டு (களை) கவ்விக்கொள்ள போதுமான உள்ளடக்கம் இல்லைபோதுமான இலவச நினைவகம் இல்லைவெர்டெக்ச்-பெற்றோருக்கு போதுமான செங்குத்துகள் இல்லைவெளிச்ச பகுதியின் அடிப்படையில் எந்த வரிகளையும் வடிகட்டவில்லைசெயல்படுத்தப்படவில்லைமுகமூடிகளுக்கு செயல்படுத்தப்படவில்லைமுனை குழுவிற்குள் இல்லை'--enable-event-simulate' உடன் இயங்கவில்லைமாறும் டோபாலசி பயன்முறையில் ஆதரிக்கப்படவில்லைமாறும் டோபாலசி சிற்பத்தில் ஆதரிக்கப்படவில்லைடைன்டோபோவில் ஆதரிக்கப்படவில்லைபன்முகத்தன்மை பயன்முறையில் ஆதரிக்கப்படவில்லைசிற்பம் பயன்முறையில் ஆதரிக்கப்படவில்லைஇன்னும் வரையறுக்கப்படவில்லைஇன்னும் செயல்படவில்லைஇன்னும் செயல்படுத்தப்படவில்லைஇன்னும் குறிப்பிடப்படவில்லை. இந்த ச்லாட் முதலில் தரவு-தொகுதிக்கு ஒதுக்கப்படும் போது, இது அந்த தரவு-தடுப்பின் வகைக்கு அமைக்கப்படும்குறிப்புமுழுமையாக இணக்கமான சி.எல்.டி.எஃப் 2.0 எஞ்சின்/பார்வையாளர் அதை அடிப்படை நிறத்திற்கான பெருக்க காரணியாகப் பயன்படுத்துவார் என்பதை நினைவில் கொள்க.குறிப்பு/அடுக்கு சிறுகுறிப்பு வீச்சுகள் சேர்க்ககுறிப்பு:குறிப்பு: இந்த ஒருங்கிணைந்த ரிக் நீக்கப்பட்டது.குறிப்புகள்ஒன்றுமில்லைஎதுவும் சுட்டிக்காட்டப்படவில்லைஎதுவும் தேர்ந்தெடுக்கப்படவில்லைவிசைக்கு எதுவும் தேர்ந்தெடுக்கப்படவில்லைசுட எதுவும் இல்லைநீக்க எதுவும் இல்லைஅழிக்க எதுவும் இல்லைசெயல்பட எதுவும் இல்லை: {:s} []. {:s}இன்னும் காட்ட ஒன்னும் இல்ல...கர்சரின் கீழ் எதுவும் இல்லைஇப்போதுகிரீச் பென்சில் தரவு செல்ல எங்கும் இல்லைஅணுசக்திஅணுசக்தி விலகல் மாதிரிஏதுமில்லைசுழிய செயல்சுழிய துணி பொருள்எண் படிகள்எண்எண் புலம்எண் விட்செட் வண்ணங்கள்பி-எலும்பு பிரிவுகளின் எண்ணிக்கைமங்கலான மாதிரிகளின் எண்ணிக்கைமங்கலான மாதிரிகளின் எண்ணிக்கை (பூச்சியம், மங்கலான முடக்கு)வெட்டுக்களின் எண்ணிக்கைமுகங்களின் எண்ணிக்கைபிரேம்களின் எண்ணிக்கைவிசைகளின் எண்ணிக்கைதுண்டுகளின் எண்ணிக்கைபுள்ளிகளின் எண்ணிக்கைப்ரொசெக்டர்களின் எண்ணிக்கைசெங்குத்துகளின் எண்ணிக்கைவேகமாக நகரும் செயல்திறன் பொருள்களின் தரத்தை மேம்படுத்த பிரேம்களுக்கு இடையில் எடுக்க கூடுதல் மாதிரிகளின் எண்ணிக்கைவேகமாக நகரும் ஓட்டங்களின் தரத்தை மேம்படுத்த பிரேம்களுக்கு இடையில் எடுக்க கூடுதல் மாதிரிகளின் எண்ணிக்கைடைலிங் செய்வதற்கான கோணப் பிரிவுகளின் எண்ணிக்கை. ஒரு முழு எண் அல்லாத மதிப்பானது ஒழுங்கற்ற பிரிவில் விளைகிறதுபலகோண பொக்கேவுக்கான துளைகளில் கத்திகளின் எண்ணிக்கை (குறைந்தது 3)படப்புள்ளிகள் இடையகத்தில் சேனல்களின் எண்ணிக்கைஓடு படப்புள்ளிகள் இடையகத்தில் சேனல்களின் எண்ணிக்கைஒரு பெற்றோரின் குழந்தைகளின் எண்ணிக்கைவழங்குதல் செய்வதற்கு பெற்றோரின் குழந்தைகளின் எண்ணிக்கைஒவ்வொரு இணை கட்டுப்பாட்டு புள்ளிகளுக்கும் இடையில் யு திசையில் கணக்கிடப்பட்ட புள்ளிகளின் எண்ணிக்கைவட்ட முகத்தை நிரப்ப பயன்படுத்தப்படும் செறிவு மோதிரங்களின் எண்ணிக்கைஉருவகப்படுத்துதல் படிநிலைக்கு செய்யப்பட்ட கட்டுப்பாட்டு தீர்வி மறு செய்கைகளின் எண்ணிக்கை (அதிக மதிப்புகள் மிகவும் துல்லியமானவை, ஆனால் மெதுவானவை)புதிதாக சேர்க்கப்பட்ட வளைவில் கட்டுப்பாட்டு புள்ளிகளின் எண்ணிக்கைவளைவில் கட்டுப்பாட்டு புள்ளிகளின் எண்ணிக்கைசேர் தூரிகை மூலம் சேர்க்கப்பட்ட வளைவுகளின் எண்ணிக்கைதனிப்பயன் இயல்புகளின் எண்ணிக்கை சுழல்களின் எண்ணிக்கை அல்ல ( %f / %d)தனிப்பயன் இயல்புகளின் எண்ணிக்கை செங்குத்துகளின் எண்ணிக்கை அல்ல ( %f / %d)சுழற்சி மறுபடியும் எண்ணிக்கைமறுநிகழ்வு வரிசையில் தேர்ந்தெடுக்கப்பட்ட கூறுகளின் எண்ணிக்கைகட்டம் தரவு வகையின் பரிமாணங்களின் எண்ணிக்கைவெளியீட்டு சத்தத்திற்கு பரிமாணங்களின் எண்ணிக்கைசெய்ய நகல்களின் எண்ணிக்கைமுகத்தில் விளிம்புகள் அல்லது புள்ளிகளின் எண்ணிக்கைதொகுக்கப்படும் கூறுகளின் எண்ணிக்கைகிடைக்கக்கூடிய புதுப்பிப்புடன் நீட்டிப்புகளின் எண்ணிக்கைஇறுதி கட்டுப்பாட்டுடன் இணைக்கப்பட்ட கூடுதல் ச்ப்லைன் கட்டுப்பாட்டு புள்ளிகளின் எண்ணிக்கைதொடக்க கட்டுப்பாட்டுடன் இணைக்கப்பட்ட கூடுதல் ச்ப்லைன் கட்டுப்பாட்டு புள்ளிகளின் எண்ணிக்கைவெர்டெக்ச் கொண்ட முகங்களின் எண்ணிக்கைமுகத்துடன் ஒரு விளிம்பைப் பகிர்ந்து கொள்ளும் முகங்களின் எண்ணிக்கைமாற்றியமைப்புக்கு முன் ஒவ்வொரு சிபி கீஃப்ரேமுக்குப் பிறகு பிரேம்களின் எண்ணிக்கை எந்த விளைவையும் ஏற்படுத்தும்செல்வாக்கில் மங்குவதற்கு உரிபின் தொடக்கத்தில் பிரேம்களின் எண்ணிக்கைதற்காலிக சேமிப்பு பிரேம்களுக்கு இடையில் பிரேம்களின் எண்ணிக்கைஉருவாக்கப்பட்ட இடைக்கணிப்பு பிரேம்களுக்கு இடையில் பிரேம்களின் எண்ணிக்கைகாட்டப்பட்டுள்ள பாதைகளுக்கு இடையிலான பிரேம்களின் எண்ணிக்கை ('கீஃப்ரேம்களில்' வெங்காயம்-தோல் முறை அல்ல)சீரற்ற படிகளுக்கு இடையில் பிரேம்களின் எண்ணிக்கைதற்காலிக சேமிப்பு பிரேம்களின் எண்ணிக்கை/வெளியே கலப்பதற்கான பிரேம்களின் எண்ணிக்கை தானாகவே ஒன்றுடன் ஒன்று கீற்றுகளிலிருந்து தீர்மானிக்கப்படுகிறதுசெல்வாக்கிற்கான இறுதி சட்டத்திலிருந்து பிரேம்களின் எண்ணிக்கை மங்கிவிடும்செல்வாக்கு நடைமுறைக்கு வருவதற்கு தொடக்க சட்டத்திலிருந்து பிரேம்களின் எண்ணிக்கைஅலை இறந்த பிறகு அது வெளியேறும் பிரேம்களின் எண்ணிக்கைபயன்படுத்த வரிசையின் பிரேம்களின் எண்ணிக்கைமுன்னோக்கி அல்லது பின்னோக்கி குதிப்பதற்கான பிரேம்கள் அல்லது வினாடிகளின் எண்ணிக்கைபாதை அனிமேசன் எடுக்க வேண்டிய பிரேம்களின் எண்ணிக்கைசுழற்சிக்கான பிரேம்களின் எண்ணிக்கை. வேகத்தால் பாதிக்கப்படவில்லைஒவ்வொரு மதிப்பையும் வைத்திருக்க பிரேம்களின் எண்ணிக்கைஅடிப்படை மூலத்தின் முடிவில் இருந்து புறக்கணிக்க வேண்டிய ஃப்ரேம்களின் எண்ணிக்கை. மூல உள்ளடக்கம் டிரிம் செய்யப்பட்டு, எதிர்கால பிரேம்கள் ஓல்டுகளாக மாற்றப்படுகின்றனஅடிப்படை மூலத்தின் தொடக்கத்திலிருந்து புறக்கணிக்க வேண்டிய ஃப்ரேம்களின் எண்ணிக்கை. மூல உள்ளடக்கம் டிரிம் செய்யப்பட்டு, முந்தைய பிரேம்கள் ஓல்டுகளாக மாற்றப்படுகின்றனஈடுசெய்ய பிரேம்களின் எண்ணிக்கைஅசல் கீஃப்ரேம் எண் அல்லது சரிசெய்ய சட்டத்தை ஈடுசெய்ய பிரேம்களின் எண்ணிக்கைதற்போதைய சட்டகத்திற்குப் பிறகு காண்பிக்க வேண்டிய பிரேம்களின் எண்ணிக்கை ('பிரேம்' வெங்காயம்-தோல் முறை மட்டுமே)தற்போதைய சட்டகத்திற்கு முன் காட்ட வேண்டிய பிரேம்களின் எண்ணிக்கை ('பிரேம்' வெங்காயம்-தோல் முறை மட்டுமே)ஒவ்வொரு சட்டத்தையும் பேக்கிங் செய்யும் போது முன்னோக்கி தவிர்க்க பிரேம்களின் எண்ணிக்கைஒவ்வொரு சட்டத்தையும் காட்சிபடுத்தும்/இயக்கும்போது முன்னோக்கி தவிர்க்கப் பிரேம்களின் எண்ணிக்கைபயன்படுத்தப்படும் அதிர்வெண்களின் எண்ணிக்கைவரைபடங்களின் எண்ணிக்கைகட்டம் நெடுவரிசைகளின் எண்ணிக்கைமுன்னோக்கு பார்வையில் காண்பிக்க கட்டம் வரிகளின் எண்ணிக்கைஒரு புறஊதா அலகு உருவாக்கும் புறஊதா இடத்தில் கட்டம் அலகுகளின் எண்ணிக்கைமுடி பிரிவுகளின் எண்ணிக்கைவழங்கப்பட்ட படத்தில் கிடைமட்ட பிக்சல்களின் எண்ணிக்கைபயன்படுத்த ஒரு திரைப்படத்தின் படங்களின் எண்ணிக்கைதூரிகை பக்கவாதத்தை மென்மையாக்க சராசரியாக ஒன்றாக உள்ளீட்டு மாதிரிகளின் எண்ணிக்கைதடுக்கப்பட்ட நிறுவப்பட்ட நீட்டிப்புகளின் எண்ணிக்கைபொருட்களின் எண்ணிக்கைவடிகட்டியைப் பயன்படுத்துவதற்கான மறு செய்கைகளின் எண்ணிக்கைSLIM தீர்வை இயக்குவதற்கான மறு செய்கைகளின் எண்ணிக்கைஇயக்க மறு செய்கைகளின் எண்ணிக்கை, ஊடாடும் வகையில் இயக்கும்போது 0 வரம்பற்றதுகண்ணி மென்மையாக்க மறு செய்கைகளின் எண்ணிக்கை"குறைந்தபட்ச நீட்சி" முறை பயன்படுத்தப்படும்போது மறு செய்கைகளின் எண்ணிக்கைஒவ்வொரு உயர்மட்ட நிகழ்விற்கும் உணர வேண்டிய உள்ளமைக்கப்பட்ட நிகழ்வுகளின் எண்ணிக்கைமூட்டு பிரிவுகளின் எண்ணிக்கைஉருட்ட வரிகளின் எண்ணிக்கைஇந்த முகம் பயன்படுத்தும் சுழல்களின் எண்ணிக்கைமைய அச்சில் பிரதிபலித்த பகுதிகளின் எண்ணிக்கைஇயக்க மங்கலான மாதிரிகளின் எண்ணிக்கைஎண்களின் எண்ணிக்கை (அதாவது, பெர்லின் சத்தத்தின் விவரங்களின் அளவு)எண்களின் எண்ணிக்கை (அதாவது, இடஞ்சார்ந்த சத்தத்தின் விவரம்)மங்கலான விளிம்பிற்கான பிக்சல்களின் எண்ணிக்கை (முடக்க 0 என அமைக்கவும்)மங்கலான நிழலுக்கான பிக்சல்களின் எண்ணிக்கை (முடக்க 0 என அமைக்கவும்)ஒரு அங்குலத்திற்கு பிக்சல்களின் எண்ணிக்கை அல்லது பிளெண்டர் அலகுக்குகர்சர் நகர்த்தப்பட்டதாகக் கருதப்படுவதற்கு முன்பு பிக்சல்களின் எண்ணிக்கை (அடுத்தடுத்த கிளிக்குகளில் தேர்ந்தெடுக்கப்பட்ட உருப்படிகளை சைக்கிள் ஓட்டுவதற்குப் பயன்படுத்தப்படுகிறது)கீழே இருந்து பயிர் செய்ய பிக்சல்களின் எண்ணிக்கைஇடது பக்கத்திலிருந்து பயிர் செய்ய பிக்சல்களின் எண்ணிக்கைவலது பக்கத்திலிருந்து பயிர் செய்ய பிக்சல்களின் எண்ணிக்கைமேலே இருந்து பயிர் செய்ய பிக்சல்களின் எண்ணிக்கைவிசைப்பலகை மற்றும் பிற சுட்டி/டேப்லெட் உள்ளீட்டிற்கு ஒரு இழுவை நிகழ்வு தூண்டப்படுவதற்கு முன்பு இழுக்க பிக்சல்களின் எண்ணிக்கை (இல்லையெனில் நிகழ்வுகள் கண்டறியப்படுகின்றன என்பதைக் சொடுக்கு செய்க)சுட்டி/டிராக்பேட் உள்ளீட்டிற்கு ஒரு இழுவை நிகழ்வு தூண்டப்படுவதற்கு முன்பு இழுக்க பிக்சல்களின் எண்ணிக்கை (இல்லையெனில் நிகழ்வுகள் கண்டறியப்படுகின்றன என்பதைக் சொடுக்கு செய்க)டேப்லெட் உள்ளீட்டிற்கு ஒரு இழுவை நிகழ்வு தூண்டப்படுவதற்கு முன்பு இழுக்க பிக்சல்களின் எண்ணிக்கை (இல்லையெனில் நிகழ்வுகள் கண்டறியப்படுகின்றன என்பதைக் சொடுக்கு செய்க)நிரம்பிய பரப்பை விரிவாக்க அல்லது ஒப்பந்தம் செய்ய பிக்சல்களின் எண்ணிக்கைசுழற்சியின் ஒரு சுழற்சியில் புள்ளிகளின் எண்ணிக்கைஒவ்வொரு வட்டத்திலும் புள்ளிகளின் எண்ணிக்கைவட்டத்தில் புள்ளிகளின் எண்ணிக்கைமேல் மற்றும் கீழ் வட்டத்தில் புள்ளிகளின் எண்ணிக்கைசுயவிவர வட்டத்தில் உள்ள புள்ளிகளின் எண்ணிக்கை. சுற்று தொப்பி தீர்மானத்தையும் வரையறுக்கிறதுவீச்சு தளர்வானதாக கருத வேண்டிய புள்ளிகளின் எண்ணிக்கைஒரு யூனிட் தொகுதிக்கு மாதிரிக்கான புள்ளிகளின் எண்ணிக்கைபின்புறத்திலிருந்து தேர்ந்தெடுக்க புள்ளிகளின் எண்ணிக்கைமுடிவில் இருந்து தேர்ந்தெடுக்க புள்ளிகளின் எண்ணிக்கைமுன் இருந்து தேர்ந்தெடுக்க புள்ளிகளின் எண்ணிக்கைதொடக்கத்திலிருந்து தேர்ந்தெடுக்க வேண்டிய புள்ளிகளின் எண்ணிக்கைபயன்படுத்த ப்ரொசெக்டர்களின் எண்ணிக்கைபேக்கிங் செய்யும் போது மதிப்பீடு செய்ய கதிர் திசைகளின் எண்ணிக்கைசேடர் மதிப்பீட்டிற்கு கண்டுபிடிக்க கதிர்களின் எண்ணிக்கைபல தொடுதலில் சுற்றுகளின் எண்ணிக்கைவிளிம்பு பக்கங்களில் சுற்றுகளின் எண்ணிக்கைவளைவில் உள்ள மாதிரி புள்ளிகளின் எண்ணிக்கைமாதிரிகளின் எண்ணிக்கைதொகுதியின் ஃச் அச்சில் உள்ள மாதிரிகளின் எண்ணிக்கைதொகுதியின் ஒய் அச்சுடன் மாதிரிகளின் எண்ணிக்கைதொகுதியின் சட் அச்சில் உள்ள மாதிரிகளின் எண்ணிக்கைரெண்டரிங்கிற்கான பிக்சலுக்கு மாதிரிகளின் எண்ணிக்கைஎடுக்கப்பட்ட ஒரு பிக்சலுக்கு மாதிரிகளின் எண்ணிக்கை, அதிகபட்ச மாதிரிகளால் வகுக்கப்படுகிறது. தகவமைப்பு மாதிரியை பகுப்பாய்வு செய்யஅளவீட்டு நிழலைக் கணக்கிட மாதிரிகளின் எண்ணிக்கைஒவ்வொரு பிக்சலுக்கும் வழங்க மாதிரிகளின் எண்ணிக்கைவியூபோர்ட்டில் வழங்குவதற்கான மாதிரிகளின் எண்ணிக்கை, வரம்பற்றது என்றால் 0ஒரு முகத்திற்கு சோதிக்க மாதிரிகளின் எண்ணிக்கைஆடியோ கலவை இடையகத்தால் பயன்படுத்தப்படும் மாதிரிகளின் எண்ணிக்கைமாதிரிகளின் எண்ணிக்கை, 0 என்றால் வரம்பற்றதுசி.எல் அமைப்பு குப்பை சேகரிப்பாளரின் ஒவ்வொரு ஓட்டத்திற்கும் இடையில் விநாடிகளின் எண்ணிக்கைசி.எல் வெர்டெக்ச் இடையக பொருள் குப்பை சேகரிப்பாளரின் ஒவ்வொரு ஓட்டத்திற்கும் இடையில் விநாடிகளின் எண்ணிக்கைசுற்று விளிம்புகள்/வெர்ட்டுகளுக்கான பிரிவுகளின் எண்ணிக்கைடோரசின் முதன்மையான வளையத்திற்கான பிரிவுகளின் எண்ணிக்கைடோரசின் சிறிய வளையத்திற்கான பிரிவுகளின் எண்ணிக்கைதலைகீழ் இயக்கவியல் சங்கிலியின் பிரிவுகளின் எண்ணிக்கை, அவை கண்ணி சிதைக்கும்மறுநிகழ்வு வரிசையில் தேர்ந்தெடுக்கப்பட்ட கூறுகளின் எண்ணிக்கைசுருதியை மாற்றுவதற்கான செமிடோன்களின் எண்ணிக்கை.சிபியு ஆல் ஆதரிக்கப்படும் அதிகபட்ச நூல்களில் பிணைக்கப்பட்டுள்ள சேடர் தொகுப்பு நூல்கள் அல்லது துணை செயலாக்கங்களின் எண்ணிக்கை (மாற்றங்கள் நடைமுறைக்கு வருவதற்கு மறுதொடக்கம் செய்ய வேண்டும்). தொகுப்பு நேரத்தைக் குறைக்கும் போது அதிக எண்ணிக்கையானது ரேம் பயன்பாட்டை அதிகரிக்கிறது. 0 இன் மதிப்பு தானியங்கி உள்ளமைவைப் பயன்படுத்தும். (Opengl மட்டும்)நிரப்ப தேவையான துளையின் பக்கங்களின் எண்ணிக்கை (பூச்சியம் அனைத்து துளைகளையும் நிரப்புகிறது)எளிமைப்படுத்தும் படிகளின் எண்ணிக்கை (பெரிய மதிப்புகள் நிரப்பு துல்லியத்தைக் குறைக்கின்றன)ஒரு சட்டகத்திற்கு எடுக்கப்பட்ட உருவகப்படுத்துதல் நடவடிக்கைகளின் எண்ணிக்கை (அதிக மதிப்புகள் மிகவும் துல்லியமானவை, ஆனால் மெதுவானவை)தூரிகை படிக்கு மென்மையான மறு செய்கைகளின் எண்ணிக்கைதாவல்களைக் காண்பிக்க இடங்களின் எண்ணிக்கைநடுவில் ச்ப்லைன் கட்டுப்பாட்டு புள்ளிகளின் எண்ணிக்கை0 மற்றும் 1 க்கு இடையிலான படிகளின் எண்ணிக்கைபுரட்சியில் படிகளின் எண்ணிக்கைமுகத்திற்கு அருகிலுள்ள ச்னாப்பிங் மாற்றத்தை உடைக்க படிகளின் எண்ணிக்கைஅளவீட்டு விளைவுகளை கணக்கிடுவதற்கான படிகளின் எண்ணிக்கை. அதிக படி எண்ணிக்கை VRAM பயன்பாடு மற்றும் தரத்தை அதிகரிக்கும்.முழு இடப்பெயர்ச்சியையும் பிரிப்பதற்கான படிகளின் எண்ணிக்கை. ஒவ்வொரு அடிக்கும் முன் இயல்பான மற்றும் நிலை உட்பட புலங்கள் மறு மதிப்பீடு செய்யப்படுகின்றன.துணைப்பிரிவுகளின் எண்ணிக்கைகட்டம் கோடுகளுக்கு இடையிலான துணைப்பிரிவுகளின் எண்ணிக்கைபின்னணியில் காட்டப்படும் டாட் கட்டத்திற்கான துணைப்பிரிவுகளின் எண்ணிக்கைஇடப்பெயர்வுகள் சேமிக்கப்படும் துணைப்பிரிவுகளின் எண்ணிக்கைஎலும்பின் உட்பிரிவுகளின் எண்ணிக்கை (பி-எலும்புகளுக்கு மட்டும்)அடிப்படை ஐகோசாஎட்ரானுக்கு மேல் துணைப்பிரிவுகளின் எண்ணிக்கைஒரு பிரிவுக்கு துணைப்பிரிவுகளின் எண்ணிக்கைசெங்குத்துகளின் நிலைகள் மற்றும் இயல்பானவற்றைப் பிரித்தெடுப்பதற்கு முன் செய்யப்பட வேண்டிய துணைப்பிரிவுகளின் எண்ணிக்கை3D வியாபோர்ட்டில் செய்ய துணைப்பிரிவுகளின் எண்ணிக்கைவழங்குதல் போது செய்ய வேண்டிய துணைப்பிரிவுகளின் எண்ணிக்கைசிற்பம் பயன்முறையில் பயன்படுத்த துணைப்பிரிவுகளின் எண்ணிக்கைகாட்சியமைப்பில் பயன்படுத்த துணைப்பிரிவுகளின் எண்ணிக்கைகார்டினல் வளைவு குறுக்குவெட்டில் பயன்படுத்தப்படும் துணைப்பிரிவுகளின் எண்ணிக்கை (2 சக்தி)இறுதி ரெண்டருக்கு பிக்சலுக்கு ஒரு பிக்சலுக்கு எதிர்ப்பு மாற்றும் மாதிரிகள் சூப்பர்சாம்ப்ளிங் எண்ணிக்கைஒரு உள்ளக அலகு தூரத்தில் உருவாகும் சர்பல்களின் எண்ணிக்கை (அதிக மதிப்புகள் தரத்தை மேம்படுத்துகின்றன)அடுக்கு நிழல் வரைபடத்தால் பயன்படுத்தப்படும் அமைப்பின் எண்ணிக்கைஇந்த ஓடு உள்ளடக்கிய நிலையின் எண்ணிக்கைபிரேம் பொருள் தரவுக்கு எத்தனை முறை மாதிரி எடுக்கப்படுகிறதுபிரேம் மாற்றங்களுக்கு ஒரு முறை மாதிரி மாதிரிஎண்ணிக்கையிலான முறை வடிவவியலைக் குறைக்கிறது (subdivide மட்டும்)வடிகட்டி எத்தனை முறை பயன்படுத்தப்பட உள்ளதுவிசைகள் எத்தனை முறை சுழல்கின்றனஒளி கட்டங்களுக்குள் ஒளி மறுநிகழ்வு செய்யப்படுகிறது, 0 மறைமுக பரவல் ஒளியை முடக்குசுழல் ஒரு முழு சுழற்சியை உருவாக்குகிறதுஇந்த தரவு-தொகுதி எத்தனை முறை குறிப்பிடப்படுகிறதுஎளிமைப்படுத்த விண்ணப்பிக்க எத்தனை முறைமென்மையான விண்ணப்பிக்க எண்ணிக்கை (அதிக எண்கள் fps ஐக் குறைக்கும்)மென்மையான விண்ணப்பிக்க எண்ணிக்கை (அதிக எண்கள் fps ஐக் குறைக்கும்)திருகு செயல்பாட்டைப் பயன்படுத்த எத்தனை முறைவண்ணங்களை மங்கச் செய்ய எண்ணிக்கை (அதிக மங்கலானது)செயலில் உள்ள வோக்செல்களை விரிவடையச் செய்ய அல்லது அழிக்க வேண்டிய நேரங்களின் எண்ணிக்கைமறுவடிவமைக்க எண்ணிக்கைசெயல் வரம்பை மீண்டும் செய்ய எண்ணிக்கைபுதிதாக உருவாக்கப்பட்ட வீச்சுகள் மென்மையாக்க எத்தனை முறைகண்ணி மென்மையாக்க எண்ணிக்கைபுதிதாக உருவாக்கப்பட்ட வீச்சுகள், குறைந்த துண்டிக்கப்பட்ட வீச்சுகள்un-supdivide க்கு எண்ணிக்கைபாதை துகள்களின் எண்ணிக்கைச்ட்ராண்டில் பெற்றோரைச் சுற்றியுள்ள திருப்பங்களின் எண்ணிக்கைகிடைக்கக்கூடிய செயல்தவிர் படிகளின் எண்ணிக்கை (சிறிய மதிப்புகள் நினைவகத்தைப் பாதுகாக்கின்றன)பயனர்களின் எண்ணிக்கைவழங்கப்பட்ட படத்தில் செங்குத்து பிக்சல்களின் எண்ணிக்கைவடிவத்தின் ஃச் பக்கத்திற்கான செங்குத்துகளின் எண்ணிக்கைவடிவத்தின் ஒய் பக்கத்திற்கான செங்குத்துகளின் எண்ணிக்கைவடிவத்தின் சட் பக்கத்திற்கான செங்குத்துகளின் எண்ணிக்கைஃச் திசையில் செங்குத்துகளின் எண்ணிக்கைஒய் திசையில் செங்குத்துகளின் எண்ணிக்கைவட்டத்தில் செங்குத்துகளின் எண்ணிக்கைவரியில் செங்குத்துகளின் எண்ணிக்கைஃச் அச்சில் வோக்சல்களின் எண்ணிக்கைடைலின் ஃச் திசையில் உள்ள வோக்சல்களின் எண்ணிக்கை அல்லது வோக்சலில் புலம் மதிப்பிடப்பட்டால் 1ஒய் அச்சில் வோக்சல்களின் எண்ணிக்கைடைலின் ஒய் திசையில் உள்ள வோக்சல்களின் எண்ணிக்கை அல்லது வோக்சலில் புலம் மதிப்பிடப்பட்டால் 1சட் அச்சில் வோக்சல்களின் எண்ணிக்கைடைலின் சட் திசையில் உள்ள வோக்சல்களின் எண்ணிக்கை அல்லது வோக்சலில் புலம் மதிப்பிடப்பட்டால் 1இந்த ச்லாட்டுக்கு குறிப்பிட்ட எண், செயலுக்குள் தனித்துவமானது. எடுத்துக்காட்டாக, இந்த ச்லாட்டுக்கான அதிரடி சேனல்பேக்கைப் பார்க்க இது ஒரு ஆக்சன்ச்கேஃப்ரேம்ச்ட்ரிப்பில் பயன்படுத்தப்படுகிறதுஎழுத்துக்குறி குறியீட்டை அதிகரிக்க அல்லது குறைக்க எண்ஒரே நேரத்தில் காண்பிக்க அழுக்கு அளவுகளின் எண்ணிக்கைஎண் ஐடிஎண் ஐடி (மட்டும் படிக்கவும்!)எண் உள்ளீட்டு அம்புகள்எண் உள்ளீட்டு மதிப்பீடுஎண் சிக்கல்சேர்க்கைக்கான எண் ஒருங்கிணைப்பு முறைOBJ ஏற்றுமதி: '%s' க்கு MTL கோப்பை உருவாக்க முடியாதுOBJ ஏற்றுமதி: கோப்பை '%s' ஐ திறக்க முடியாதுOBJ ஏற்றுமதி: எழுத எந்த தகவலும் இல்லைOBJ ஏற்றுமதி: '%s' சேகரிப்பைக் கண்டுபிடிக்க முடியவில்லைOBJ இறக்குமதி: '%s' என்ற கோப்பைத் திறக்க முடியாதுஅணைசரிஆன்Open_exrosos விசைos லூப்os-keyosl வினவல் %s ஐ திறக்கத் தவறிவிட்டதுosl கைஉரை தொகுப்பு தோல்வியுற்றது, பிழைகளுக்கான கன்சோலைப் பார்க்கவும்osl சேடர் தொகுப்பு வெற்றி பெற்றதுஇந்த கட்டமைப்பில் osl உதவி முடக்கப்பட்டுள்ளதுபொருள்போட்கட்டணம்வளைவு வழிகாட்டியாகஇழுத்தல்புலம்ஃப்ளூயிட்ஃபீல்ட்ஆற்றல்ஆர்மோனிக்அசல் வைத்திருங்கள்லெனார்ட்-சோன்ச்காந்தம்புதியடெக்ச்டர்ஃபீல்ட்கொந்தளிப்புசுழல்காற்றுபொருள் "%s" என்பது மாற்ற முடியாத உருமாற்ற மேட்ரிக்சைக் கொண்டுள்ளது, இது உருமாற்றத்தைப் பயன்படுத்தாதுபொருள் "%s" ஒரு கண்ணி அல்லபொருள் "%s" ஒரு கண்ணி அல்ல அல்லது கண்ணியாக மாற்ற முடியாது (வளைவு, உரை, மேற்பரப்பு அல்லது மெட்டாபால்)பொருள் "%s" வழங்குதல் செய்ய இயக்கப்படவில்லைபொருள் "%s" பார்வை அடுக்கில் இல்லைமதிப்பீடு செய்யப்பட்ட காட்சியில் காணப்படாத பொருள் "%s", அது மறைக்கப்படலாம்%s ஆப்செக்ட்டில் போச் இல்லை, வழங்குதல் செய்வதற்கு முன் செயலைப் பயன்படுத்த முடியவில்லைபொருள் %s இழந்த தரவுபொருள் %s பார்வை அடுக்கு %s இல் இல்லைபொருள் '%s' ஏற்கனவே ஒரு கடுமையான உடல் கட்டுப்பாட்டைக் கொண்டுள்ளதுபார்வை அடுக்கு '%s' இல் இல்லாததால் '%s' பொருளை மறைக்க முடியாது!பார்வை அடுக்கு '%s' இல் இல்லாததால் '%s' பொருளைத் தேர்ந்தெடுக்க முடியாது!பொருள் '%s' அருகிலுள்ள புள்ளியைக் கண்டுபிடிப்பதற்கான உள் தரவை உருவாக்க முடியவில்லைபொருள் ' %s' %s மாற்றிகளை ஆதரிக்காதுபொருள் '%s' வடிவங்களை ஆதரிக்காதுபொருள் '%s' மதிப்பீடு செய்யப்பட்ட வளைவு அல்லது கிரீச் பென்சில் தரவு இல்லைபொருள் '%s' மதிப்பீடு செய்யப்பட்ட கிரீச் பென்சில் அல்லது வளைவுகள் தரவு இல்லைபொருள் '%s' மதிப்பிடப்பட்ட வளைவுகள் தரவைக் கொண்டிருக்கவில்லைபொருள் '%s' மதிப்பீடு செய்யப்பட்ட கண்ணி தரவு இல்லைபொருள் '%s' மதிப்பீடு செய்யப்பட்ட கண்ணி அல்லது வளைவுகள் தரவு இல்லைபொருள் (வளைவுகளை மேற்பரப்பில் இணைக்கவும்)பொருள் (தலைகீழ் இல்லாமல் உருமாற்றம்)பொருள் (மாற்றத்தை வைத்திருங்கள்)பொருள் (தலைகீழ் இல்லாமல்)பொருள் 1பொருள் 2பொருள் செயல்பொருள் சீரமைக்கப்பட்டதுபொருள் அனிமேசன்பொருள் அடிப்படைபொருள் நடுவண்பொருள் குழந்தைகள்பொருள் மோதல்கள்பொருள் நிறம்பொருள் கட்டுப்பாட்டு பண்புகள்பொருள் கட்டுப்பாடுகள்பொருள் உள்ளடக்கம்பொருள் தரவுபொருள் தரவு அனிமேசன்பொருள் தரவு பண்புகள்பொருள் காட்சிபொருள் மதிப்பீட்டு நிலைபொருள் கூடுதல்பொருள் எழுத்துருஇருந்து பொருள்பொருள் கிச்மோச்பொருள் குழுக்கள்பொருள் அட்டவணைபொருள் செய்திபொருள் நிகழ்வுகள்பொருள் ஒளி இணைத்தல்பொருள் வரி கலைபொருள் வரி கலை அமைப்புகள்பொருள் இருப்பிடம்பொருள் பயன்முறைபொருள் மாற்றியமைப்பாளர்கள்பொருள் பெயர்பொருள் முனை சாக்கெட்பொருள் முனை சாக்கெட் இடைமுகம்பொருள் ஆஃப்செட்பொருள் செயல்பாடுபொருள் தோற்றம் அளவுபொருள் தோற்றம்பொருள் பாதைபொருள் பாதைகள்பொருள் முன்னிலைபொருள் பண்புகள்பொருள் சுழற்சிபொருள் அளவுகோல்பொருள் திருகுதேர்ந்தெடுக்கப்பட்ட பொருள்பொருள் சேடர் விளைவுகள்பொருள் தீர்விபொருள் தீர்வி கட்டுப்பாடுபொருள் இடம்பொருள் நிலை வடிகட்டிபொருள்பொருள் மாற்றம்பொருள் வகைகள்பொருள் விரைவுபொருள் ஃச்பொருள் ஒய்பொருள் சட்கேமராவாக பொருள்பொருள் அடிப்படை தேர்வு நிலைபொருள் எல்லை காட்சி வகை3d வியாபோர்ட்டில் பொருள் வார்ப்பு நிழல்கள்பொருள் குழந்தைகள் சிதைவு போன்ற உறவினர் உருமாற்றத்தைப் பயன்படுத்துவார்கள்பொருள் நிறம்பொருள் வண்ணம் மற்றும் ஆல்பா, பொருள் வண்ண பயன்முறை இயக்கப்பட்டால் பயன்படுத்தப்படுகிறதுபொருள் பின்னணி தொகுப்பிலிருந்து வருகிறதுபொருள் ஒரு இன்ச்டான்சரிடமிருந்து வருகிறதுபொருளை நகலெடுக்க முடியவில்லைபொருள் தரவுஒரு காட்சியில் ஒரு பொருளை வரையறுக்கும் பொருள் தரவு-தொகுதிபொருள் தரவு-தொகுதிகள்ஆஃப்செட்டை வரையறுக்கும் பொருள்வெற்று கம்பி, கேமராக்கள் மற்றும் பிற காட்சி வழிகாட்டிகள் உள்ளிட்ட பொருள் விவரங்கள்3d வியூபோர்ட்டிற்கான பொருள் காட்சி அமைப்புகள்பொருளுக்கு வடிவியல் தரவு இல்லைபொருள் கோப்பு வடிவம் (.obj)தனிப்பயன் இடத்திற்கான பொருள்துருவ சுழற்சிக்கான பொருள்பொருள் வடிவியல் புதுப்பிக்கப்பட்டதுபொருள் எதிர்மறை அளவைக் கொண்டுள்ளது, சிற்பம் கணிக்க முடியாததாக இருக்கலாம்பொருள் எதிர்மறை அளவைக் கொண்டுள்ளது, unrap கண்ணி அல்லாத பதிப்பில் செயல்படும்அகற்றுவதற்கு பொருளுக்கு கடுமையான உடல் தடைகள் இல்லைஅகற்றுவதற்கு பொருளுக்கு கடுமையான உடல் அமைப்புகள் இல்லைபொருளுக்கு போச் இல்லைபொருளுக்கு வெர்டெக்ச் குழுக்கள் இல்லைபொருள் ஒரே மாதிரியான அளவைக் கொண்டுள்ளது, சிற்பம் கணிக்க முடியாததாக இருக்கலாம்பொருள் ஒரே மாதிரியான அளவைக் கொண்டுள்ளது, unwrap கண்ணி அளவிடப்படாத பதிப்பில் செயல்படும்பொருள் தொடர்பு முறைபொருள் என்பது ஒரு உள்ளக நூலகம் மேலெழுதும்அனிமேசன் அமைப்பால் பொருள் நேரடியாக கட்டுப்படுத்தப்படுகிறதுஉருவகப்படுத்துதல் முடிவுகளால் பொருள் நேரடியாக கட்டுப்படுத்தப்படுகிறதுபொருள் ஒரு வளைவு அல்லது உரை அல்லபொருள் ஒரு கண்ணி அல்லபொருள் ஒரு ஆர்மேச்சர் அல்லபொருள் முன்னால் இல்லைவளைவு ஆரம் மூலம் பொருள் அளவிடப்படுகிறதுபொருள் முன்னால் காட்டப்பட்டுள்ளதுகேமரா கண்காணிப்புக்கு பொருள் பயன்படுத்தப்படுகிறதுபொருள் பொருள் பயன்முறையில் இருக்க வேண்டும்இடத்திற்கு பொருள் பெயர் (இது மற்றும் 'session_uid' ஆகியவை அமைக்கப்படாதபோது செயலில் உள்ள பொருளைப் பயன்படுத்துகிறது)பொருள் கிடைக்கவில்லைஅதன் சேகரிப்பு தொடர்பான அமைப்புகளுடன் ஒரு தொகுப்பின் பொருள்பொருள் பாதைசிதறலுக்குப் பயன்படுத்தப்படும் நிகழ்வு வடிவவியலை வழங்கும் பொருள்பொருள் அமைப்புகள்பொருள் நிழல் புதுப்பிக்கப்பட்டதுபொருள் கண்ணி வகையாக இருக்க வேண்டும்ஒரு முனையின் பொருள் சாக்கெட்பொருள் இடம் சாதாரண மேப்பிங்பொருள் விண்வெளி சாதாரண மேப்பிங், கலப்பான் வழங்குதல் பேக்கிங்குடன் இணக்கமானதுபொருள் விண்வெளி திசையன் இடப்பெயர்வு மேப்பிங்இந்த எலும்புக்கான தனிப்பயன் காட்சி வடிவத்தை வரையறுக்கும் பொருள்துகள் அமைப்பைக் கொண்ட பொருள்இந்த அடிப்படை இணைப்புகளை எதிர்க்கவும்தவிர்க்க வேண்டும்செங்குத்து தூரங்களைக் கணக்கிடுவதற்கு பொருள்திருகு அச்சை வரையறுக்க பொருள்மைய இருப்பிடத்தை தீர்மானிக்க பொருள்சுழற்சியின் மையத்தை தீர்மானிக்க பொருள்கண்ணை மூடிக்கொள்ள எதிர்க்கவும். செயலில் உள்ள ஆர்மேச்சரின் அந்த எலும்புக்கு மேல் எப்போதும் பிரதிபலிக்க ஒரு எலும்புக்கு பெயரிடுங்கள்அமைப்பு ஒருங்கிணைப்புகளை அமைப்பதற்கான பொருள்வி.ஆர் எட்செட்டிலிருந்து எந்த மொழிபெயர்ப்பு மற்றும் சுழற்சி டெல்டாக்கள் பயன்படுத்தப்படும் என்பதற்கு இடம் மற்றும் சுழற்சியை எடுக்க பொருள்இருந்து தரவை மாற்ற வேண்டும்மாற்றுவதற்கான பொருள்மாற்றுவதற்கு பொருள்கூண்டு வெளியேற்றத்துடன் செயலில் உள்ள பொருளிலிருந்து கூண்டைக் கணக்கிடுவதற்குப் பதிலாக கூண்டாக பயன்படுத்த பொருள்கூண்டு வெளியேற்றத்துடன் செயலில் உள்ள பொருளிலிருந்து கூண்டைக் கணக்கிடுவதற்கு பதிலாக, கூண்டாக பயன்படுத்த பொருள்கண்ணாடியாக பயன்படுத்த பொருள்ப்ரொசெக்டர் உருமாற்றமாக பயன்படுத்த பொருள்உள்ளீட்டு வடிவவியலாகப் பயன்படுத்த பொருள்பொருள் அமைப்பு ஒருங்கிணைப்புகளுடன் மேப்பிங்கிற்கு பயன்படுத்த பொருள்அமைப்பு மேப்பிங்கிற்கு பயன்படுத்த பொருள்எந்த மெட்ரிக்குகள் உறவினர் செய்யப்படுகின்றன என்பதற்கு பொருள்பொருள் மாற்றம் புதுப்பிக்கப்பட்டதுபொருள் வகை "%s" இல் திருத்தக்கூடிய தரவு இல்லைபொருள் வகை தானியங்கி முன்னோட்டங்களை ஆதரிக்காதுபொருள் வகை வெர்டெக்ச் குழுக்களை ஆதரிக்காதுபொருள் வகை ஆதரிக்கப்படவில்லைபொருள் வகை பொருந்தாத தன்மை, அலெம்பிக் பொருள் பாதை இறக்குமதி செய்யும் போது கேமராவை சுட்டிக்காட்டியது, ஆனால் இனி இல்லைபொருள் வகை பொருந்தாத தன்மை, அலெம்பிக் பொருள் பாதை இறக்குமதி செய்யும் போது வளைவுகளை சுட்டிக்காட்டியது, ஆனால் இனி இல்லை.பொருள் வகை பொருந்தாத தன்மை, அலெம்பிக் பொருள் பாதை இறக்குமதி செய்யும் போது நர்ப்சை சுட்டிக்காட்டியது, ஆனால் இனி இல்லைபொருள் வகை பொருந்தாத தன்மை, அலெம்பிக் பொருள் பாதை இறக்குமதி செய்யும் போது புள்ளிகளை சுட்டிக்காட்டியது, ஆனால் இனி இல்லைபொருள் வகை பொருந்தாத தன்மை, அலெம்பிக் பொருள் பாதை இறக்குமதி செய்யும் போது பாலிமேசை சுட்டிக்காட்டியது, ஆனால் இனி இல்லைபொருள் வகை பொருந்தாத தன்மை, அலெம்பிக் பொருள் பாதை இறக்குமதி செய்யும் போது துணைக்கு சுட்டிக்காட்டப்பட்டது, ஆனால் இனி இல்லைபொருள் வகை பொருந்தாத தன்மை, அலெம்பிக் பொருள் பாதை இறக்குமதி செய்யும் போது xform ஐ சுட்டிக்காட்டியது, ஆனால் இனி இல்லைபொருள் வகை பொருந்தாத தன்மை, அலெம்பிக் பொருள் பாதை கேமராவுக்கு சுட்டிக்காட்டுகிறதுபொருள் வகை பொருந்தாத தன்மை, அலெம்பிக் பொருள் பாதை வளைவுகளுக்கு சுட்டிக்காட்டுகிறது.பொருள் வகை பொருந்தாத தன்மை, அலெம்பிக் பொருள் பாதை nurbs க்கு சுட்டிக்காட்டுகிறதுபொருள் வகை பொருந்தாத தன்மை, அலெம்பிக் பொருள் பாதை புள்ளிகளுக்கு சுட்டிக்காட்டுகிறது.பொருள் வகை பொருந்தாத தன்மை, அலெம்பிக் பொருள் பாதை பாலிமேசுக்கு சுட்டிக்காட்டுகிறதுபொருள் வகை பொருந்தாத தன்மை, அலெம்பிக் பொருள் பாதை துணைக்கு சுட்டிக்காட்டுகிறதுபொருள் வகை பொருந்தாத தன்மை, அலெம்பிக் பொருள் பாதை xform க்கு சுட்டிக்காட்டுகிறதுமூல பொருளின் பொருள் வகை ஆதரிக்கப்படவில்லைஉருவாக்க தொடக்க நிலையாக பயன்படுத்தப்படும் பொருள்மையமாக பயன்படுத்தப்படும் பொருள்தூரக் குறிப்பாகப் பயன்படுத்தப்படும் பொருள்கேமரா கண்காணிப்புக்கு பயன்படுத்தப்படும் பொருளை நீக்க முடியாதுகுறிப்பு புள்ளிக்கு பயன்படுத்தப்படும் பொருள்சாய்வு திசைக்கு பயன்படுத்தப்படும் பொருள்முடி டை உதாரணத்திற்கு பயன்படுத்தப்படும் பொருள்இந்த பொருளின் மேற்பரப்பில் திட்டமிடுவதன் மூலம் கேமரா இடத்தின் ஆழத்தை வரையறுக்கப் பயன்படுத்தப்படும் பொருள்இடப்பெயர்ச்சி இடத்தை வரையறுக்க பயன்படுத்தப்படும் பொருள்கேமரா கதிர்களுக்கு பொருள் தெரிவுநிலைபரவலான கதிர்களுக்கு பொருள் தெரிவுநிலைபளபளப்பான கதிர்களுக்கு பொருள் தெரிவுநிலைநிழல் கதிர்களுக்கு பொருள் தெரிவுநிலைபரிமாற்ற கதிர்களுக்கு பொருள் தெரிவுநிலைதொகுதி சிதறல் கதிர்களுக்கு பொருள் தெரிவுநிலைபொருள் இன்னும் மதிப்பீடு செய்யப்படவில்லைஅலை மையத்தை வரையறுக்கும் பொருள்சட் அச்சு ஈர்ப்பு நோக்குநிலையை வரையறுக்கும் பொருள்பொருள் வளைவின் தலைப்பு மற்றும் வங்கியைப் பின்பற்றும்நேரத்தைப் பொருட்படுத்தாமல் வளைவின் நீளத்துடன் எங்காவது ஒரு புள்ளியில் பொருள் பூட்டப்படும்பொருள் {! R} ஏற்கனவே ஒரு துகள் அமைப்பைக் கொண்டுள்ளதுபொருள் {! R} ஏற்கனவே {! R} f-CURVE (கள்) உள்ளது. மீண்டும் முயற்சிக்கும் முன் இவற்றை அகற்றவும்பொருள் -விண்வெளி ஒருங்கிணைப்புகளில் பொருள் எல்லை பெட்டி, கிடைக்காதபோது அனைத்து மதிப்புகளும் -1.0 ஆகும்பொருள்(கள்)SDF மேற்பரப்பை ஈடுசெய்ய பொருள்-வெளி தூரம்பொருள்: {:s}, கண்ணி: '{:s}' யு.வி.எச் இல்லைபொருள்: {:s}, கண்ணி: '{:s}' {:d} சுழல்கள் ({:d} முகங்களுக்கு), எதிர்பார்க்கப்படும் {:d}பொருள்கள்பொருள்கள் மற்றும் சேகரிப்புகள்பொருள்கள் தேர்வு எண்ணிக்கைமெதுவான வழங்கும் நேர செலவில், பொருள்களை தனித்தனியாக புதுப்பிக்க முடியும்பொருள்களுக்கு ஒரே எண்ணிக்கையிலான செங்குத்துகள் இல்லைமாற்றுவதற்கு பொருள்களுக்கு தரவு இல்லைசேகரிப்பில் உள்ள பொருள்கள் பார்வை அடுக்கில் மறைமுகமாக (நிழல்கள் மற்றும் பிரதிபலிப்புகள் மூலம்) மட்டுமே பங்களிக்கின்றனசேகரிப்பில் உள்ள பொருள்கள் பார்வை அடுக்கில் மறைமுகமாக (நிழல்கள் மற்றும் பிரதிபலிப்புகள் மூலம்) மட்டுமே பங்களிக்கின்றன சேகரிப்பை தனிமைப்படுத்த கட்டுப்பாடு The வசூல் உள்ளே அமைக்க மாற்றம்செயலில் கீயிங் தொகுப்பில் சேர்க்கப்பட்ட பொருள்கள்%s உடன் இணைக்கப்பட்ட பொருள்கள்பொருள்கள் %s க்கு நகர்ந்தனஅவர்களின் பெற்றோர்-சேகரிப்பு-குறிப்பிட்ட அமைப்புகளுடன் சேகரிப்பின் பொருள்கள்பொருள்கள் அமைப்பு இடத்தைப் பகிர்கின்றன, எல்லா பொருட்களையும் ஒற்றை புறஊதா வரைபடத்தில் வரைபடமாக்குகின்றனஇந்த சேகரிப்பில் நேரடியாக இருக்கும் பொருள்கள்இந்த சேகரிப்பில் உள்ள பொருள்கள் மற்றும் அதன் குழந்தை வசூல்தடையாகதடையாக தூரம்தடையாக நிலை தொகுப்புதடையாக வாசல்மறைவுஅழி அழிப்பான்மறைமுக வடிவியல்சுற்றுச்சூழல் நிறத்துடன் கூடிய பொருள்களை மறைக்கவும்மறைவுஅடைப்பு தூரம்மறைவு மட்டுமேகடல்கடல் மாற்றியமைப்பாளர்கடல் தற்காலிகமாக உள்ளதுஎண்கோணஆக்டோஎட்ரல்ஆக்டேவ்ச்ஆக்ட்ரீ ஆழம்விசித்திரமானஒற்றைப்படை செக்கர் ஓடுகள்அணைஆஃப்-அச்சுஒரு விமானத்தில் ஒன்றிணைகிறதுஅதிகாரிஅதிகாரப்பூர்வமாக ஆதரிக்கப்படுகிறதுஆஃப்ச்கிரீன் டைசிங் அளவுகோல்ஆஃப்ச்கிரீன் அளவுஈடுசெய்யும்ஆஃப்செட் (மரபு)ஆஃப்செட் தொகைஆஃப்செட் கோணம்முகத்தில் ஆஃப்செட் மூலையில்ஆஃப்செட் திசைஆஃப்செட் தூரம்ஆஃப்செட் எட்ச் லூப்ஈடுசெய்யும் கூடஆஃப்செட் காரணிஆஃப்செட் அதிர்வெண்ஆஃப்செட் மேட்ரிக்ச்ஆஃப்செட் முறைஆஃப்செட் மூலப்பொருள்விமானங்கள் ஆஃப்செட்வளைவில் ஆஃப்செட் புள்ளிஉறவினர் ஆஃப்செட்ஆஃப்செட் அளவுஆஃப்செட் தொடக்கதனிப்பயன் கேமராவை நோக்கி ஈடுசெய்யவும்ஆஃப்செட் யுஆஃப்செட் செல்லுபடியாகும்ஆஃப்செட் திசையன்ஆஃப்செட் ஃச்ஆஃப்செட் ஒய்அதன் வளைவுக்குள் ஒரு கட்டுப்பாட்டு புள்ளி குறியீட்டை ஈடுசெய்யவும்கையொப்பமிடப்பட்ட தூர புல மேற்பரப்பை உலக-விண்வெளி தூரத்தால் ஈடுசெய்க. கையொப்பமிடப்பட்ட தூர சொத்தை பராமரிக்கும் போது விரிவடைகிறது (நேர்மறை) அல்லது அரிக்கிறது (எதிர்மறை).மேற்பரப்புகளை வரையும்போது இயல்பை ஈடுசெய்யவும்ஒரு படத்தை ஈடுசெய்யவும்வளைவின் ஆஃப்செட் கோணம்வடிவியல் அளவின் அடிப்படையில் ஆஃப்செட் கிளாம்ப்ஆஃப்செட் எட்ச் லூப் ச்லைடுஒவ்வொரு n வரிசைகளையும் ஈடுசெய்யவும்சட்டரின் நேர இடைவெளியில் ஆஃப்செட், மோசன் மங்கலான பாதைகளை மாற்ற அனுமதிக்கிறதுபொருளின் மையத்திலிருந்து ஈடுசெய்யவும்பிரேம்களில் துண்டு முடிவில் இருந்து ஆஃப்செட்தரை விமானத்திலிருந்து ஆஃப்செட்நிறுவும்போது பயன்படுத்த தோற்றத்திலிருந்து ஈடுசெய்யவும்கால எல்லைக்கு ஒத்த நிலையில் இருந்து ஈடுசெய்யவும்பிரேம்களில் துண்டு தொடக்கத்தில் இருந்து ஆஃப்செட்தொடக்க இடத்திலிருந்து ஈடுசெய்யவும்மிதக்கும்-புள்ளி அலகுகளில் ஆஃப்செட், 1.0 என்பது படத்தின் அகலம் மற்றும் உயரம்குழந்தை துகள்களுக்கான சீரற்ற எண் அட்டவணையில் ஈடுசெய்யவும், வேறுபட்ட சீரற்ற முடிவைப் பெறவும்வேறுபட்ட சீரற்ற முடிவைப் பெற, சீரற்ற எண் அட்டவணையில் ஈடுசெய்யவும்ஒவ்வொரு வளைவின் முதல் புள்ளியின் ஆஃப்செட் குறியீடுகள்கோடு பிரிவு தலைமுறையின் தொடக்கத்திற்கு முன் ஒவ்வொரு பக்கவாதத்திலும் ஈடுசெய்யவும்கீக்ஃப்ரேம்களை ஆஃப்செட்அதே காரணியால் அடுக்குகளை ஈடுசெய்யவும்உருவாக்கப்பட்ட முகங்களின் மூலப்பொருள் குறியீட்டை ஆஃப்செட் செய்யுங்கள்உருவாக்கப்பட்ட விளிம்பு முகங்களின் ஆஃப்செட் மூலப்பொருள் குறியீடுஅதே காரணியால் மூலப்பொருட்களை ஈடுசெய்யவும்நகல்களின் ஆஃப்செட், -1 முதல் 1 வரை (உள் முதல் வெளிப்புறம்)ஒவ்வொரு கிளம்பின் ஆஃப்செட் ஒரு சீரற்ற திசையில்பொருள் தோற்றத்திலிருந்து தரையின் ஆஃப்செட்காட்சிகளின் ஆஃப்செட் அதன் கோப்பு பெயருடன் ஒப்பிடும்போது முதல் சட்டகத்தை (காட்சிகள் எவ்வாறு ஏற்றப்படுகின்றன என்பதை மட்டுமே பாதிக்கிறது, கிளிப்புடன் தொடர்புடைய தரவை மாற்றாது)சேர்க்கும்போது கர்சரிலிருந்து முனைகளின் ஆஃப்செட்இலக்கு (அமைக்கும்போது), அல்லது உரிமையாளரின் இருப்பிடத்திலிருந்து (நிலையான நிலை முடக்கப்பட்டிருக்கும் போது), அல்லது முழுமையான பிவோட் புள்ளி ஆகியவற்றிலிருந்து பிவோட்டின் ஆஃப்செட்தூரிகை ஆரம் தொடர்பாக எல்லை தோற்றத்தின் ஆஃப்செட்நுனியைச் சுற்றுவதற்கு வளைவுகளின் ஆஃப்செட்தூரிகை ஆரம் தொடர்பாக போச் தோற்றத்தின் ஆஃப்செட்விளிம்பின் ஆஃப்செட்நிழலின் ஆஃப்செட்பெற்றோருக்குரிய புள்ளியிலிருந்து பாதையின் ஆஃப்செட்ஒரு வளைவுக்கு ஆஃப்செட்ஒருவருக்கொருவர் விமானங்களை ஈடுசெய்யவும். முடக்கப்பட்டால், ஒரே இடத்தில் பல விமானங்கள் உருவாக்கப்படும்குறைந்த பாலி வடிவவியலில் நிழல் டெர்மினேட்டர் கலைப்பொருளைக் குறைக்க மேற்பரப்பில் இருந்து கதிர்கள் ஆஃப்செட். வடிவியல் ஆஃப்செட் மூலம் பாதிக்கப்படும் முக்கோணங்களை மட்டுமே பாதிக்கிறதுகுறைந்த பாலி வடிவவியலில் நிழல் டெர்மினேட்டர் கலைப்பொருளைக் குறைக்க மேற்பரப்பில் இருந்து கதிர்கள் ஆஃப்செட். மேய்ச்சல் கோணங்களில் ஒளியில் முக்கோணங்களை மட்டுமே பாதிக்கிறதுஒளி இரத்தப்போக்கு குறைக்க மேற்பரப்பு இயல்பான திசையில் கதிரியக்க கட்டத்தின் ஆஃப்செட் மாதிரிஒளி இரத்தப்போக்கு குறைக்க பார்க்கும் திசையில் கதிரியக்க கட்டத்தின் ஆஃப்செட் மாதிரிதொடக்க புள்ளி ஆஃப்செட்ச்ட்ரோக் டிரா வரிசையின் அடிப்படையில் அதே காரணியால் ஆஃப்செட் வீச்சுகள்நிரப்புதலில் இருந்து வீச்சுகள்செயலில் உள்ள கேமராவுக்கு பதிலாக தேர்ந்தெடுக்கப்பட்ட கேமராவை நோக்கி ஆஃப்செட் வீச்சுகள்நகல்களை தோராயமாக ஈடுசெய்கவேர் கூட்டுடன் தொடர்புடைய முழு சங்கிலியையும் ஈடுசெய்யவும்தேர்ந்தெடுக்கப்பட்ட புள்ளிகளுக்கு பதிலாக முழு பக்கவாதத்தையும் ஈடுசெய்யவும்முகத்தின் மூலைகளில் உள்ள நிகழ்வுகளை அந்தந்த முகத்தில் ஈடுசெய்கநிகழ்வுகளை தோராயமாக ஈடுசெய்கவீச்சுகள் மூலம் சத்தத்தை ஈடுசெய்யவும்அனிமேசனில் பயன்படுத்த சட்டத்தின் எண்ணிக்கையை ஈடுசெய்யவும்சிதைவின் தோற்றம் மற்றும் நோக்குநிலையை ஈடுசெய்யவும்புரட்சியை அதன் அச்சில் ஈடுசெய்யவும்வடிவத்தைத் தக்கவைக்க அசல் வளைவுடன் ரோலை ஈடுசெய்யவும்மேற்பரப்பில் இருந்து பக்கவாதத்தை ஈடுசெய்யவும்மையத்திலிருந்து தடிமன் ஈடுசெய்யவும்தற்போதைய காட்சி சட்டத்தில் சேர்க்க ஆஃப்செட். எதிர்மறையாகவும் இருக்கலாம்இறக்குமதியின் போது அனிமேசனுக்கு விண்ணப்பிக்க ஆஃப்செட், பிரேம்களில்அனிமேசன் நேர முத்திரைகளுக்கு, பிரேம்களில் விண்ணப்பிக்க ஆஃப்செட்துண்டின் தரவுக்கு ஈடுசெய்யவும்மற்ற வடிவவியலுக்கு முன்னால் திருத்து மெச் வரைய ஆஃப்செட் பயன்படுத்தப்படுகிறதுவீச்சு uv களில் சேர்க்க ஆஃப்செட் மதிப்புஆஃப்செட் திசையன்ஒரு அமைப்பின் அடிப்படையில் ஆஃப்செட் செங்குத்துகள்ஆஃப்செட் இலக்குடன் ஒப்பிடுவதற்கு பதிலாக விண்வெளியில் ஒரு முழுமையான புள்ளியாக இருக்கும்இலக்கு மாற்றத்துடன் ஆஃப்செட்ஆஃப்செட்/பவர்/சாய்வு (asc-cdl)ஆஃப்செட்:ஆஃப்செட்: %.3fஆஃப்செட்கள்ஓக்ogg தியராஎண்ணெய்பழையபழைய செயல்பழைய செயல்களின் அமர்வு uid மாற்றப்படும்பழைய ஐடிபழைய ஐடி '%s' ஒரு நூலகத்திலிருந்து இணைக்கப்பட்டுள்ளது, இந்த தரவு-தடுப்பின் மறைமுக பயன்பாடுகள் மறுபரிசீலனை செய்யப்படாதுபழைய ஐடியின் அமர்வு uid தரவை மாற்றியமைக்கபழைய பொருள் முகம் பரப்புபிரேம்களில் பழைய மேப்பிங் மதிப்புதரவு காலியாக இருந்தால் சிதறிய அணுகுமுறையைத் தவிர்ப்பதுதரவு காலியாக இருந்தால் சிதறிய அணுகுமுறையைத் தவிர்ப்பதுஓம்னிடிரெக்சன் பாயிண்ட் லைட்ஓம்னிடிரெக்சன் பாயிண்ட் லைட் சோர்ச்துவங்குகூண்டில்சொடுக்கு செய்யவும்தற்போதைய சட்டத்தில்நிலத்தில்பத்திரிகைகளில்தேர்ந்தெடுக்கப்பட்ட கீஃப்ரேம்களில்தேர்ந்தெடுக்கப்பட்ட குறிப்பான்களில்தேர்ந்தெடுக்கப்பட்ட மட்டும்மேற்பரப்பில்பட வரிசை கீற்றுகளில், இது ஒவ்வொரு படத்திற்கும் ஒரு துண்டு வழங்குகிறதுஒரு முகம்ஒரு நிலைமுனைகளில் ஒன்று வெளியீடுகள் இல்லைவட்டத்தில் மூன்று புள்ளிகளில் ஒன்று. புள்ளி வரிசை வட்டத்தின் திசையை தீர்மானிக்கிறதுவடிகட்டி அமைப்புகள் காரணமாக ஒன்று அல்லது அதற்கு மேற்பட்ட எஃப்-வளைவுகள் தெரியவில்லை'புள்ளிகள் சான்று' முனைகளில் முன்மாதிரிகளாகப் பயன்படுத்தப்படும் ஒன்று அல்லது அதற்கு மேற்பட்ட பொருள்கள் அவற்றின் 'பொருள் செய்தி' முனைகளில் 'சான்று' இயக்கப்பட்டிருக்கவில்லை, அல்லது முன்மாதிரி அடிப்படை வடிவியல் உள்ளீடாகும். இரண்டு வழக்குகளும் சரியான புள்ளி இன்ச்டான்சர் ஏற்றுமதியைத் தடுக்கின்றன. இது முந்தையதாக இருந்தால், தவறான சுய-குறிப்பைத் தவிர்க்க 'உதாரணமாக' இயக்கவும்.ஒரு தனித்துவமான வரைகலை வரையறைonedriveவெங்காய ஒளிபுகாநிலைவெங்காய தோல்வெங்காய ச்கின்னிங்வெங்காய தோல்கள்நிகழ்நிலை அணுகல்நிகழ்நிலை நீட்டிப்புகள்புதுப்பிப்புகளை சரிபார்க்க நிகழ்நிலை அணுகல் தேவை.நிறுவ அல்லது புதுப்பிக்க நிகழ்நிலை அணுகல் தேவை.நிறுவ அல்லது புதுப்பிக்க நிகழ்நிலை அணுகல் தேவை. கணினி விருப்பங்களில் நிகழ்நிலை அணுகலை இயக்கவும்நிறுவ அல்லது புதுப்பிக்க நிகழ்நிலை அணுகல் தேவை. -ஆஃப்லைன்-பயன்முறை இல்லாமல் பிளெண்டரைத் தொடங்கவும்புதுப்பிப்புகளை நிறுவ நிகழ்நிலை அணுகல் தேவை.இலவச மற்றும் திறந்த மூல நீட்டிப்புகளின் நிகழ்நிலை அடைவு90 டிகிரி சுழற்சிகள் மட்டுமே அனுமதிக்கப்படுகின்றனதேர்ந்தெடுக்கப்பட்டால் மட்டுமே செயல்படுத்தவும்செயலில் மட்டுமேசெயலில் எஃப்-வளைவு மட்டுமேஆக்டிவ் கீயிங் செட் மட்டும்சொத்துக்கள் மட்டுமேஅச்சு மட்டுமே சீரமைக்கப்பட்டதுமட்டுமே அதிகரிக்கும்பெசியர் வளைவுகள் மட்டுமே ஆதரிக்கப்படுகின்றனபெசியர் ச்ப்லைன்களை மட்டுமே சேர்க்க முடியும்ஒரே சேனல்வளைவுகள் மட்டுமேஎலும்புகளை மட்டுமே சிதைக்கிறதுவிளிம்புகள் மற்றும் முகங்கள் மட்டுமேஇறுதிப் புள்ளிகள் மட்டுமேமுகம் மட்டுமேநிரப்புகிறது மட்டுமேமுதலில் மட்டுமேசெருக மட்டுமேமட்டுமே செருகவும்உள்புறம் மட்டுமேஉள்ளக மட்டுமேஇடங்கள் மட்டுமேதளர்வான விளிம்புகள் மட்டுமேஅண்டை வடிவியல் மட்டுமேவிளிம்பு மட்டுமேவினாடிகள் மட்டுமேதேர்வு செய்யப்படாததை மட்டுமே தேர்ந்தெடுக்கவும்மட்டுமே தேர்ந்தெடுக்கப்பட்டதுதேர்ந்தெடுக்கப்பட்ட எலும்புகள் மட்டுமேதேர்ந்தெடுக்கப்பட்ட சேனல்கள் மட்டுமேதேர்ந்தெடுக்கப்பட்ட கீஃப்ரேம்கள் மட்டுமேதேர்ந்தெடுக்கப்பட்ட கீஃப்ரேம்கள் மட்டுமே கையாளுகின்றனபிழைகளைக் காட்டுங்கள்தேர்ந்தெடுக்கப்பட்ட காட்சி மட்டுமேதேர்ந்தெடுக்கப்பட்ட எஃப்-வளைவு கீஃப்ரேம்களை மட்டுமே காண்பிசெயலில் உள்ள பொருளின் இடத்தை மட்டுமே காட்டுமென்மையானது மட்டுமேச்ட்ரோக்ச் மட்டுமேபயன்படுத்தப்படாதது மட்டுமேஆல்பா மட்டுமே பயன்படுத்தவும்எக்ச்-அச்சு மாற்றங்கள் மட்டுமே பாதிக்கப்படுகின்றனy- அச்சு மாற்றங்கள் மட்டுமே பாதிக்கப்படுகின்றனz- அச்சு மாற்றங்கள் மட்டுமே பாதிக்கப்படுகின்றனஒரு முக்கிய படம் மற்றும் முகமூடி உள்ளீடுகள் மட்டுமே ஆதரிக்கப்படுகின்றன, மீதமுள்ளவை ஆதரிக்கப்படவில்லை மற்றும் பூச்சியத்தை வழங்கும்ஒரு எழுத்து மட்டுமே ஆதரிக்கப்படுகிறதுசுட்டி ஒரு முனைக்கு மேல் இல்லாதபோது மட்டுமே செயல்படுத்தவும் (மாற்ற சைகைக்கு பயனுள்ளதாக இருக்கும்)செயலில் அடுக்கு மட்டுமேசெயலில் எஃப்-வளைவுக்கு மட்டுமே எஃப்-மோடிஃபையரைச் சேர்க்கவும்குறிப்பிட்ட வகையின் எஃப்-மோடிஃபையரை மட்டுமே செயலில் உள்ள துண்டுக்குச் சேர்க்கவும்முதலில் இருக்கும் குறிச்சொற்களை அழிப்பதற்கு பதிலாக கூர்மையான விளிம்புகளை மட்டுமே சேர்க்கவும்அசல் தரவுக்கு விளிம்பைச் சேர்க்கவும்தேர்ந்தெடுக்கப்பட்ட கூறுகளை மட்டுமே பாதிக்கும்மற்ற முகங்களால் மறைக்கப்படாத செங்குத்துகளை மட்டுமே பாதிக்கிறது (மெதுவான செயல்திறன்)உமிழ்ப்பான் பரப்பில் கொடுக்கப்பட்ட அடர்த்தி மதிப்பை மட்டுமே அனுமதிக்காது, மேலும் சேர்க்காதுரெய்காச்ட் முடிவை பாதிக்க தேர்ந்தெடுக்கக்கூடிய பொருள்களை மட்டுமே அனுமதிக்கவும்புலத்தை விட ஒற்றை மதிப்பு உள்ளீடுகளை மட்டுமே அனுமதிக்கவும். மதிப்பிடப்பட்டது. 5.0 இல் அகற்றப்படும்.தேர்ந்தெடுக்கப்பட்ட எலும்புகளை மட்டுமே பயன்படுத்துங்கள் (குழந்தைகளுக்கு பரப்புதலுடன்)ஆர்மேச்சர் பொருள்கள் மட்டுமே ஆதரிக்கப்படுகின்றனஇந்த தற்போதைய கோப்பிலிருந்து சொத்துக்களை மட்டுமே பட்டியல்களுக்கு இடையில் நகர்த்த முடியும்புள்ளி தேர்வு பயன்முறையில் மட்டுமே கிடைக்கும்கோண வளைக்கும் நீரூற்றுகளுடன் மட்டுமே கிடைக்கும்.ஒரு குறிப்பிட்ட பிரேம் வரம்பில் கீஃப்ரேம்களை மட்டுமே சுட்டுக்கொள்ளுங்கள்தேர்ந்தெடுக்கப்பட்ட ஒளி ஆய்வு தொகுதிகளை மட்டுமே சுட்டுக்கொள்ளுங்கள்செயலில் ஒளி ஆய்வு அளவை மட்டுமே சுட்டுக்கொள்ளுங்கள்முகங்களுக்கு இடையில் போதுமான கோணங்களைக் கொண்ட பெவல் விளிம்புகள் மட்டுமேபூலியன் உள்ளீட்டு சாக்கெட்டுகள் மட்டுமே ஆதரிக்கப்படுகின்றனபூலியன், இன்ட், மிதவை மற்றும் எனும் பண்புகள் மட்டுமே ஆதரிக்கப்படுகின்றனபூலியன், இன்ட், ஃப்ளோட் மற்றும் எனம் பண்புகள் மட்டுமே ஆதரிக்கப்படுகின்றனதீவிரத்தை மட்டுமே கணக்கிடுங்கள்தேர்ந்தெடுக்கப்பட்ட எலும்புகளின் தெளிவான இயக்க பாதைகள் மட்டுமேதேர்ந்தெடுக்கப்பட்ட பொருட்களின் தெளிவான இயக்க பாதைகள் மட்டுமேசெயலில் உள்ள அதே சேனலில் உள்ள கீற்றுகளை மட்டுமே கவனியுங்கள்ao ஐ கணக்கிடும்போது மட்டுமே பொருளைக் கவனியுங்கள்தேர்ந்தெடுக்கப்பட்ட வடிவவியலை மட்டுமே வெட்டுங்கள்முன் பெரும்பாலான வடிவவியலை மட்டுமே வெட்டுங்கள்விளைவின் மையத்திலிருந்து இந்த தூரத்திற்குள் செங்குத்துகளை மட்டுமே சிதைக்கவும் (எல்லையற்றதாக 0 ஆக விடுங்கள்.)மாற்றியமைக்கும் மாற்றிகளை மட்டுமே வடிவங்களுக்குப் பயன்படுத்த முடியும்தேர்ந்தெடுக்கப்பட்ட கீஃப்ரேம்களை மட்டுமே நீக்குதேர்ந்தெடுக்கப்பட்ட ஒளி ஆய்வுகளின் வேகவைத்த லைட்டிங் தரவை மட்டுமே நீக்கவும்ஆக்டிவ் லைட் ஆய்வின் வேகவைத்த லைட்டிங் தரவை மட்டும் நீக்கவும்தற்போதைய செயல்பாட்டிற்கு கோப்பகங்களை மட்டுமே தேர்வு செய்ய முடியும்.வெளிப்புற செங்குத்துகளை மட்டுமே காண்பித்து கணக்கில் எடுத்துக்கொள்ளுங்கள்ஒவ்வொரு nth சட்டத்தையும் மட்டுமே காண்பிபார்வை அச்சுடன் சீரமைக்கப்படும்போது மட்டுமே படத்தைக் காண்பிஇதற்கு கீழே உள்ள கோணங்களை மட்டுமே கரைக்கவும் (பிளானர் மட்டும்)வெளிப்புற முகமூடியின் உள்ளே இருக்கும் உள் முகமூடியின் விளிம்புகள் மட்டுமே கருதப்படும். இல்லையெனில், உள் முகமூடியின் அனைத்து விளிம்புகளும் கருதப்படும்பொருளின் செயலில் உள்ள அடுக்கை மட்டுமே திருத்தவும்வெற்று பொருள்கள் மட்டுமே சேகரிப்பு நிகழ்வுகளை ஆதரிக்கின்றனஏற்றுமதி எலும்புகள் மற்றும் அவர்களின் பெற்றோரை மட்டுமே ஏற்றுமதி செய்கிறதுதேர்ந்தெடுக்கப்பட்ட பொருட்களை மட்டுமே ஏற்றுமதி செய்யுங்கள். தேர்ந்தெடுக்கப்பட்ட பொருட்களின் தேர்வு செய்யப்படாத பெற்றோர் வெற்று உருமாற்றமாக ஏற்றுமதி செய்யப்படுகிறார்கள்பட விளிம்புகளிலிருந்து விளிம்பு பிக்சல்களை விட அதிகமான நற்பொருத்தங்கள் மட்டுமே கருதப்படுகின்றனதேர்ந்தெடுக்கப்பட்ட உறுப்புகளின் தனிப்பயன் லூப் இயல்புகளை மட்டுமே புரட்டுகிறதுஇந்த சேகரிப்புக்கு குறுக்குவெட்டு வரிகளை மட்டுமே உருவாக்கவும்கடைசி சட்டகத்தை மட்டுமே வைத்திருங்கள்மல்டிஃப்ரேமில் மட்டுமேமுடக்கப்பட்ட அல்லது பிழைகள் உள்ள எஃப்-வளைவுகள் மற்றும் இயக்கிகளை மட்டுமே சேர்க்கவும்இந்த பார்வை அடுக்கு வழங்குதல் வெளியீட்டில் மட்டுமே அடுக்கைச் சேர்க்கவும் (எப்போதும் சேர்க்க காலியாக விடவும்)தேர்ந்தெடுக்கப்பட்ட பொருள்கள் மற்றும் தரவு தொடர்பான சேனல்களை மட்டுமே சேர்க்கவும்தேர்ந்தெடுக்கப்பட்ட கூறுகளுக்கு ஒத்த வரிசைகளை மட்டுமே சேர்க்கவும்வண்ணப்பூச்சு ஆல்பா இருப்பதை விட அதிகமாக இருந்தால் மட்டுமே ஆல்பா மதிப்பை அதிகரிக்கும்தொடர்புடைய எஃப்-வளைவுகளில் அவை தேவைப்படும் இடத்தில் மட்டுமே கீஃப்ரேம்களைச் செருகவும்முழு எண் உள்ளீடுகளை மட்டுமே மாறும் துல்லியமாகப் பயன்படுத்த முடியும்: "{}"முழு எண் உள்ளீடுகளை மட்டுமே மாறும் அகலமாகப் பயன்படுத்த முடியும்: "{}"விசை தேர்ந்தெடுக்கப்பட்ட எலும்புகள் மட்டுமே (போச் பேக்கிங் மட்டும்)விசைப்பலகை குறுக்குவழிகளை மட்டுமே அந்த வழியில் திருத்த முடியும், இல்லையெனில் பயனர் விருப்பங்களை பயன்படுத்தவும்தேர்ந்தெடுக்கப்பட்ட எஃப்-வளைவுகளின் கீஃப்ரேம்கள் மட்டுமே தெரியும் மற்றும் திருத்தக்கூடியவைகடைசி மண்டலம் மட்டுமே 4-பிளவுகளாக இருக்க முடியும்தரவைச் சேர்ப்பதற்கு பதிலாக மட்டுமே இணைக்கவும்இணைக்கப்பட்ட ஐடிகளை மட்டுமே பேக் செய்ய முடியும்மறுநிகழ்வு இல்லாமல் தற்போதைய அடைவு உள்ளடக்கங்களை மட்டுமே பட்டியலிடுங்கள்விளிம்புகளுடன் மட்டுமே ஒன்றிணைக்கவும்ஏற்கனவே உள்ள விளிம்புகளில் கண்ணி செங்குத்துகளை மட்டும் இணைக்கவும். இந்த முறை மிக வேகமாக இருக்கும்செயலில் உள்ள எலும்பின் அதே ரிகிஃபை வகையைக் கொண்ட தேர்ந்தெடுக்கப்பட்ட எலும்புகளுக்கு மட்டுமே பிரதிபலிப்பு அளவுருக்கள்குறிப்பிட்ட பிரேம் வரம்பின் போது வீச்சுகள் மட்டுமே மாற்றவும்முதல் கீஃப்ரேமுக்கு மிக நெருக்கமான முடிவில் மட்டுமேஅடுத்த கீஃப்ரேமுக்கு மிக நெருக்கமான முடிவில் மட்டுமேஒன்று மட்டுமே * வடிவத்தில் ஆதரிக்கப்படுகிறதுஇந்த வகையின் ஒரே ஒரு விளைவு மட்டுமே அனுமதிக்கப்படுகிறதுஇந்த வகையின் ஒரு மாற்றியமைப்பாளர் மட்டுமே அனுமதிக்கப்படுகிறதுசெயலில் உள்ள எலும்பில் மட்டுமே இயங்குகிறதுதூரிகையின் கீழ் நேரடியாக முகத்தில் மட்டுமே வண்ணம் தீட்டவும் (மலர்)தேர்ந்தெடுக்கப்பட்ட வீச்சு புள்ளிகள் மட்டுமேமற்ற வீச்சுகள் இடையே தேர்ந்தெடுக்கப்பட்ட வீச்சு புள்ளிகள் மட்டுமே வண்ணம் தீட்டவும்தேர்ந்தெடுக்கப்பட்ட பக்கவாதம் மட்டுமே வண்ணம் தீட்டவும்செயலில் எஃப்-வளைவில் எஃப்-மாடிஃபையர்களை மட்டுமே ஒட்டவும்செயலில் உள்ள உரிபில் எஃப்-மாடிஃபையர்களை மட்டுமே ஒட்டவும்தற்போதைய போசில் தேர்ந்தெடுக்கப்பட்ட எலும்புகளுக்கு மட்டுமே சேமிக்கப்பட்ட போசை ஒட்டவும்பொருளுக்கு எதிராக மட்டுமே கதிர்வீச்சுகலர் ராம்ப் ஆல்பாவை மட்டுமே படிக்கவும்பிணைப்பு நேரத்தில் வெர்டெக்ச் குழுவுடன் பொருந்தக்கூடிய செங்குத்துகளுக்கான பிணைப்பு தரவை மட்டுமே பதிவுசெய்கசெயலில் உள்ள களஞ்சியத்தை மட்டுமே புதுப்பிக்கவும்இந்த பொருளின் மீது நிழல்கள் மற்றும் பிரதிபலிப்புகளை மட்டுமே வழங்குகின்றன, இசையமைத்தல் உண்மையான காட்சிகளாக வழங்கப்படுகிறது. இந்த அமைப்பைக் கொண்ட பொருள்கள் ஏற்கனவே காட்சிகளில் இருப்பதாகக் கருதப்படுகின்றன, அது இல்லாத பொருள்கள் செயற்கை பொருள்கள் அதில் தொகுக்கப்படுகின்றன.செயலில் உள்ள அடுக்கை மட்டுமே வழங்கவும். கட்டளை வரியிலிருந்து வழங்குதல் செய்வதற்கு புறக்கணிக்கப்பட்ட இடைமுகத்திலிருந்து ரெண்டரை மட்டுமே பாதிக்கிறது.தரவு மேலே கொடுக்கப்பட்ட வாசலுக்கு மேலே உள்ள இலக்கு கூறுகளை மட்டுமே மாற்றவும் (சரியான நடத்தை தரவு வகையைப் பொறுத்தது)தரவு கொடுக்கப்பட்ட வாசலுக்குக் கீழே உள்ள இலக்கு கூறுகளை மட்டுமே மாற்றவும் (சரியான நடத்தை தரவு வகையைப் பொறுத்தது)தேர்ந்தெடுக்கப்பட்ட வீச்சு புள்ளிகள் மட்டுமே சிற்பம்சிற்பம் மற்ற வீச்சுகள் இடையே தேர்ந்தெடுக்கப்பட்ட வீச்சு புள்ளிகள் மட்டுமேதேர்ந்தெடுக்கப்பட்ட பக்கவாதம் மட்டுமே சிற்பம்இணைக்கப்படாத மீதமுள்ள முக்கோணங்களைத் தேர்ந்தெடுக்கவும்தேர்ந்தெடுக்கப்பட்ட விளிம்புகள் மட்டுமேதேர்ந்தெடுக்கப்பட்ட கீஃப்ரேம்கள் மட்டுமேஒளிரும் பகுதிகளிலிருந்து கோடுகளைத் தேர்ந்தெடுப்பது மட்டுமேநிழலாடிய பகுதிகளிலிருந்து வரிகளைத் தேர்ந்தெடுப்பது மட்டுமேதுணை நிரல்களை மட்டுமே காட்டுதேர்ந்தெடுக்கப்பட்ட கீஃப்ரேம்களின் கைப்பிடிகளை மட்டுமே காண்பிக்கவும் திருத்தவும்சொத்து அலமாரியில் தற்போது செயலில் உள்ள கருவிக்கு பொருந்தக்கூடிய தூரிகைகளை மட்டுமே காண்பி. தானாக சேமிக்கும் விருப்பத்தேர்வுகள் முடக்கப்பட்டிருந்தால், விருப்பத்தேர்வுகளில் சேமிக்கப்பட வேண்டும், இது கைமுறையாக சேமிக்கப்பட வேண்டியிருக்கும்இயக்கப்பட்ட துணை நிரல்களை மட்டுமே காட்டு. நிறுவப்பட்ட அனைத்து துணை நிரல்களையும் காணவும்.இந்தக் களஞ்சியத்திலிருந்து நீட்டிப்புகளை மட்டும் காட்டுஇந்த பெயருடன் பொருந்தக்கூடிய உருப்படிகளை மட்டுமே காண்பி (வைல்டு கார்டாக '*' ஐப் பயன்படுத்தவும்)செயலில் உள்ள வடிவ விசையை முழு மதிப்பில் மட்டுமே காண்பிசெயலில் உள்ள பொருளின் ச்லாட்டை மட்டுமே காட்டுங்கள். இல்லையெனில் அனைத்து செயல்களின் இடங்களையும் காட்டுங்கள்கருப்பொருள்களைக் காட்டு"தற்காலிக" வகை பகுதிகளுக்கு மட்டுமே ஆதரிக்கப்படுகிறது (பாப்-அப்கள்)பன்முகத்தன்மை பயன்முறையில் மட்டுமே ஆதரிக்கப்படுகிறதுபொருள் பயன்முறையில் மட்டுமே ஆதரிக்கப்படுகிறதுசெயலில் உள்ள உரிபிற்கான செயலில் நீளத்தை மட்டுமே ஒத்திசைக்கவும்செயலில் உள்ள களஞ்சியத்தை மட்டுமே ஒத்திசைக்கவும்முதல் வெளியீடு மட்டுமே கருதப்படுகிறது, மீதமுள்ளவை புறக்கணிக்கப்படுகின்றனஉறை பெருக்கங்களின் நேர்மறையான வேறுபாடுகள் மட்டுமே வெளியீட்டை உருவாக்க சுருக்கமாகக் கூறப்படுகின்றனசெயலில் உள்ள தரவு அடுக்கை மட்டுமே மாற்றவும்சுழற்சி அல்லது அளவிடுதலை பாதிக்காமல், பொருள் இருப்பிடங்களை மட்டுமே மாற்றவும்பயன்படுத்தப்படாத (போலி பயனர் மட்டும்) செயல்கள் மட்டுமே கருதப்படுகின்றனசெயலில் உள்ள களஞ்சியத்தை மட்டும் மேம்படுத்தவும்இந்த சேகரிப்பிலிருந்து தூரிகை பொருள்களை மட்டுமே பயன்படுத்தவும்தேடல் சரத்தின் வழக்கு உணர்திறன் பொருத்தங்களை மட்டுமே பயன்படுத்தவும்தேடல் சரத்தின் முழுமையான போட்டிகளை மட்டுமே பயன்படுத்தவும்திரவத்திற்கு கொடுக்கப்பட்ட வடிவவியலை மட்டுமே பயன்படுத்தவும்மறைவை உருவாக்க மட்டுமே சேகரிப்பைப் பயன்படுத்தவும்பக்கவாதத்தின் முதல் மற்றும் கடைசி பகுதிகளை மட்டுமே பயன்படுத்தவும்மறைவை உருவாக்க பொருள் தரவைப் பயன்படுத்தவும்பேக்கிங்கிற்கு மட்டுமே பயன்படுத்தப்படுகிறது. படி = 1 ஒவ்வொரு சட்டகத்திலும் ஒரு விசையை உருவாக்குகிறது, 2s இல் படி = 2 பேக்ச், முதலியனஇந்த அமைப்புகளுக்கு காட்சி மாற்றம் மற்றும் தோற்றத்தை மட்டுமே திருத்த முடியும்கேமரா மற்றும் பிரதிபலிப்புகளுக்கு மட்டுமே தெரியும்தெரியும்/தேர்ந்தெடுக்கப்பட்ட எலும்புகள் மட்டுமேசாளர மண்டலம் மட்டுமே 4-பிளவு இருக்க முடியும்சிதைக்கும் எலும்புகளை மட்டும் எழுதுங்கள் (மற்றும் குழந்தைகளை சிதைக்கும் போது சிதறடிக்காதவை)வேர் எலும்புக்கான மொழிபெயர்ப்பு சேனல்களை மட்டும் எழுதுங்கள்ஒளிபுகாநிலைகேமராக்களின் விரைவான தொகுதியின் ஒளிபுகாநிலை (ஆல்பா)குவிப்பு விமானத்தின் ஒளிபுகாநிலை (ஆல்பா)கேமரா பார்வையில் இருண்ட மேலடுக்கின் ஒளிபுகாநிலை (ஆல்பா)ஒளிபுகா காரணிஒளிபுகா வலிமைதிருத்த செங்குத்துகளுக்கான ஒளிபுகாநிலைகம்பிகளில் கோடு கோடுகளுக்கான ஒளிபுகாநிலைபுறஊதா மேலடுக்குகளின் ஒளிபுகாநிலைநகலி பட காட்சியின் ஒளிபுகாநிலைபுற ஊதா மேலடுக்குகளில் விளிம்புகளின் ஒளிபுகாநிலைபுற ஊதா மேலடுக்குகளில் முகங்களின் ஒளிபுகாநிலைபுற ஊதா நீட்டிப்பு மேலடுக்கு ஒளிபுகாநிலைதற்போது காட்சிப்படுத்தப்பட்ட பண்புக்கூறின் ஒளிபுகாநிலைவளைவுகள் சிற்பம் பயன்முறையில் கூண்டு மேலடுக்கின் ஒளிபுகாநிலைவழங்குதல் பகுதிக்கு வெளியே இருண்ட மேலடுக்கின் ஒளிபுகாநிலைகாட்டப்பட்ட விளிம்புகளின் ஒளிபுகாநிலை (ஒளிபுகாதிற்கு 1.0)படத்தின் ஒளிபுகாநிலைபுள்ளிகளின் ஒளிபுகாநிலைஅமைப்பு வண்ணப்பூச்சு பயன்முறை ச்டென்சில் மாச்க் மேலடுக்கின் ஒளிபுகாநிலைஎடை வண்ணப்பூச்சு முறை மேலடுக்கின் ஒளிபுகாநிலைஎலும்பு தேர்வுக்கு பயன்படுத்த ஒளிபுகாநிலைஒளிபுகாநிலை: %3fஒளிபுகாநிலை: %sதிறஅனைத்தையும் திறக்கவும்திறந்த அம்புதிறந்த எல்லைகள்திறந்த கோப்புறைஒற்றை கிளிக்கில் கோப்புறைகளைத் திறக்கவும்திறந்த வளைவுஅண்மைக் கால திறப்புதிறந்த நிழல் மொழிகலப்பான் கோப்பைத் திறக்கவும்ஒரு கட்டளை வரியில் இங்கே திறக்கவும்ஒரு அடைவு உலாவியைத் திறக்கவும், கோப்பைத் திறக்க சிப்ட், கோப்புறையைக் கொண்ட உலாவுவதற்கு மாற்று ஐத் திறக்கவும்ஒரு கோப்பகத்தைத் தேர்ந்தெடுக்கும்போது அதைத் திறக்கவும்ஒரு கோப்பு உலாவியைத் திறக்கவும், கோப்பைத் திறக்க சிப்ட், கோப்புறையைக் கொண்ட உலாவுவதற்கு ஆல்ட்புதிய உரை தரவு-தொகுதியைத் திறக்கவும்கோப்பு உலாவியில் ஒரு பாதையைத் திறக்கவும்பிழைத்திருத்த அளவை அமைக்க ஒரு பாப்அப்பைத் திறக்கவும்ஒரு முன் வரையறுக்கப்பட்ட சொத்து அலமாரியை ஒரு பாப்அப்பில் திறக்கவும்முன் வரையறுக்கப்பட்ட மெனுவைத் திறக்கவும்முன் வரையறுக்கப்பட்ட பேனலைத் திறக்கவும்முன் வரையறுக்கப்பட்ட பை மெனுவைத் திறக்கவும்வலை உலாவியில் முன்னமைக்கப்பட்ட வலைத்தளத்தைத் திறக்கவும்ஒரு பாணி பகுதி கோப்பைத் திறக்கவும்மெய்நிகர் ரியாலிட்டி எட்செட்களுடன் பயன்படுத்த ஒரு பார்வையைத் திறக்கவும், அல்லது ஏற்கனவே திறந்தால் அதை மூடுவலை உலாவியில் ஒரு வலைத்தளத்தைத் திறக்கவும்பயன்படுத்தப்படாத தரவை நிர்வகிக்க ஒரு சாளரத்தைத் திறக்கவும்கலப்பான் பற்றிய தகவலுடன் ஒரு சாளரத்தைத் திறக்கவும்அனைத்து பொருள் உள்ளீடுகளையும் திறந்து மற்ற அனைத்தையும் மூடுஅதை மீட்டெடுக்க தானாக சேமிக்கப்பட்ட கோப்பைத் திறக்கவும்ஒரு படக் கோப்பு உலாவியைத் திறக்கவும், கோப்பைத் திறக்க சிப்டைப் பிடிக்கவும், கோப்பகத்தைக் கொண்ட உலாவுவதற்கு மாற்று மாற்றுஇந்த கலப்பான் பதிப்பில் கலப்பு கோப்புகளைத் திறக்கவும்திறந்த நீட்டிப்பு விருப்பத்தேர்வுகள்திறந்த படத்தைபடங்களை திறந்தசுட்டி வட்டமிடும்போது தானாக பட்டியல் பொத்தான்கள் மற்றும் இழுக்கல்புதிய கோப்பகத்தைத் திறக்கவும்மவுச் ஓவரில் திறக்கவும்வலை உலாவியில் நிகழ்நிலை குறிப்பு ஆவணங்களைத் திறக்கவும்திறந்த மூல பிரேம் பிளேயர்செயலில் உள்ள சொத்துக்களைக் கொண்ட கலப்பு கோப்பைத் திறக்கவும்இயல்புநிலை கோப்பைத் திறக்கவும்கோப்பைத் திறக்கவும்கோப்புறையைத் திறக்கவும்கடைசி மூடிய கோப்பைத் திறக்கவும் ("quit.blend")ஆபரேட்டர் தேடல் பாப்அப்பைத் திறக்கவும்பாப்அப் கருவி-பட்டி அல்லது தூரிகை சொத்து பாப்அப்பைத் திறக்கவும் கருவி-பார் பாப்அப்பிற்கான 'இடத்தை' வைத்திருக்கும் போது: A ஒரு கருவி குறுக்குவழியை அழுத்துவது உடனடியாக அதற்கு மாறுகிறது. கருவி ஒரு கருவி மீது கர்சரை இழுத்து வெளியிடுவது அதை செயல்படுத்துகிறது (பை பட்டியல் போன்றது). விளையாட்டுக்கு 'சிப்ட்-ச்பேச்'வெளியீட்டு தகவலுடன் ச்பிளாச் திரையைத் திறக்கவும்அதிகபட்ச திரையில் தற்காலிக எடிட்டரைத் திறக்கவும்புதிய சாளரத்தில் தற்காலிக எடிட்டரைத் திறக்கவும்மரத்தைத் திறந்து பார்வையை சரிசெய்யவும், இதனால் செயலில் உள்ள பொருள் மையமாக காட்டப்படும்திறந்த சாளரம்சன்னல்களைத் திறக்கவும்openexrOpenEXR (.exr)OpenEXR மல்டிலேயர் (.exr)openglOpenGL அல்லது DirectXதிறந்தவிடிபிOpenVDB (.vdb)திறந்தவிடிபி கோப்புOpenVDB பிழை: {}திறந்தவிடிபி கோப்பு வடிவம் (.vdb)OpenVDB தொகுதிopenxr கூறு பாதைதிறந்தஎக்ச்ஆர் கூறு பாதைகள்திறந்தஎக்ச்ஆர் தொடர்பு சுயவிவர பாதைopenxr பயனர் பாதைopenxr பயனர் பாதைகள்பின்னலின் நுனியில் திறக்கும் ஆரம்இயக்க வகைஇயக்க முறைமை அமைப்புகள்இயக்க முறைமை விசை அழுத்தியதுஇயக்க முறைமை விசை அழுத்தப்பட்டது, எந்த மாநிலத்திற்கும் -1செயல்பாடுசெயல்பாட்டு பயன்முறைதிருத்து பயன்முறையில் செயல்பாட்டைச் செய்ய முடியாதுதிருத்து பயன்முறையில் செயல்பாடு அனுமதிக்கப்படவில்லைசெயல்பாட்டிற்கு செயலில் உள்ள எலும்பு தேவைப்படுகிறதுசெயல்பாட்டிற்கு செயலில் கீயிங் தொகுப்பு தேவைகண்ணி பயன்படுத்தப் போகும் செயல்பாடுதேர்ந்தெடுக்கப்பட்ட கோப்பு அல்லது பாதையில் செய்ய செயல்பாடுசெயல்பாடுகள்பிரித்தல் மற்றும் ஒன்றிணைப்பதற்கான செயல்பாடுகள்ஆபரேட்டர்(அனைத்து தெரிவுகளையும் நிராகரி(டி) எல்லா கோப்புகளையும் தேர்ந்தெடுக்கவும்(டி) அனைத்து குறிப்பான்களையும் தேர்ந்தெடுக்கவும்(டி) அனைத்து பக்கவாதங்களையும் தேர்ந்தெடுக்கவும்(டி) முதலில் தேர்ந்தெடுக்கவும்(டி) கடைசியாக தேர்ந்தெடுக்கவும்(டி) அனைத்து குறிப்பான்களையும் தேர்ந்தெடுக்கவும்கண்ணி 3 டி குறிப்பான்கள்கலப்பான் பற்றிஏற்றுக்கொள்செயல்தூரிகை சொத்தை செயல்படுத்தவும்keyconfig ஐ செயல்படுத்தவும்அதே வகையை செயல்படுத்தவும் அடுத்துஅடுத்த/முந்தைய அதே வகையைச் செயல்படுத்தவும்முந்தைய வகையைச் செயல்படுத்தவும்வி.ஆர் லேண்ட்மார்க் செயல்படுத்தவும்பார்வையாளர் முனையை செயல்படுத்தவும்செயலில் உள்ள கேமராசெயலில் உள்ள கிரீச் பென்சில் குழுசெயலில் உள்ள கிரீச் பென்சில் அடுக்குகூட்டுசேர் (இலக்குகளுடன்) ...aov ஐச் சேர்க்கவும்மேலே சேர்க்கவும் தேர்ந்தெடுக்கப்பட்டதுஅதிரடி துண்டு சேர்க்கவும்செயலில் சேர்க்கவும்கீயிங் தொகுப்பில் அனைத்தையும் சேர்க்கவும்ஆல்பா வெளிப்படைத்தன்மை மாற்றியமைப்பைச் சேர்க்கவும்ஆர்மேச்சரைச் சேர்க்கவும்சொத்து நூலகத்தைச் சேர்க்கவும்சொத்து குறிச்சொல்லைச் சேர்க்கவும்பண்புக்கூறு சேர்க்கவும்ஆட்டோ செயல்படுத்தும் பாதையைச் சேர்க்கவும்அடிப்படை மனிதரைச் சேர்க்கவும் (மெட்டாரிக்)அடிப்படை நான்கு மடங்கு சேர்க்கவும் (மெட்டாரிக்)பறவை சேர்க்கவும் (மெட்டாரிக்)போயிட் விதியைச் சேர்க்கவும்போயிட் மாநிலத்தைச் சேர்க்கவும்எலும்பு சேர்க்கவும்எலும்பு சேகரிப்பு சேர்க்கவும்எலும்பு சேகரிப்பு குறிப்பைச் சேர்க்கவும்எலும்பு கட்டுப்பாடு சேர்க்கவும்தேர்வு தொகுப்பில் எலும்புகளைச் சேர்க்கவும்புக்மார்க்கைச் சேர்க்கவும்தூரிகை சேர்க்கவும்பெசியரைச் சேர்க்கவும்பெசியர் வட்டம் சேர்க்கவும்கேமராவைச் சேர்க்கவும்கேமரா பின்னணி படத்தைச் சேர்க்கவும்கேமரா முன்னமைவு சேர்க்கவும்அமர்விலிருந்து கேமரா மற்றும் வி.ஆர் மைல்கல் சேர்க்கவும்கேன்வாசைச் சேர்க்கவும்பூனை சேர்க்கவும் (மெட்டாரிக்)வட்டத்தை சேர்க்கவும்மூடல் மண்டலத்தைச் சேர்க்கவும்துணி முன்னமைவு சேர்க்கவும்சேகரிப்பைச் சேர்க்கவும்சேகரிப்பு நிகழ்வைச் சேர்க்கவும்வண்ணத்தைச் சேர்க்கவும்வண்ண பண்புக்கூறு சேர்க்கவும்கலர் ராம்ப் ச்டாப்பைச் சேர்க்கவும்கூம்பு சேர்க்கவும்கட்டுப்பாட்டைச் சேர்க்கவும்கட்டுப்பாட்டைச் சேர்க்கவும் (இலக்குகளுடன்)கிரிப்டோமாடே சாக்கெட் சேர்க்கவும்கியூப் சேர்க்கவும்வளைவு புள்ளி மற்றும் ச்லைடு சேர்க்கவும்தனிப்பயன் கீமாப் உள்ளமைவைச் சேர்க்கவும்தனிப்பயன் இயல்பான தரவைச் சேர்க்கவும்சிலிண்டர் சேர்க்கவும்இயக்கி சேர்க்கவும்இயக்கி மாறியைச் சேர்க்கவும்டிரைவரை சேர்...தேர்ந்தெடுக்கப்பட்ட இயக்கிகளைச் சேர்க்கவும்நகல் சேர்க்கவும்கீயிங் தொகுப்பில் விளிம்பு மதிப்பெண்களைச் சேர்க்கவும்விளைவைச் சேர்க்கவும்விளைவு துண்டு சேர்க்கவும்செயல்திறனைச் சேர்க்கவும்காலியாக சேர்க்கவும்வெற்று வளைவுகளைச் சேர்க்கவும்வெற்று குழுவைச் சேர்க்கவும்வெற்று படத்தைச் சேர்க்கவும்/படத்தை காலியாக சேர்க்கவும்வெற்று கீயிங் செட்டைச் சேர்க்கவும்வெற்று கீயிங் தொகுப்பு பாதையைச் சேர்க்கவும்உள்ளீட்டைச் சேர்க்கவும்ஏற்றுமதியாளரைச் சேர்க்கவும்நீட்டிப்பு களஞ்சியத்தைச் சேர்க்கவும்வெளிப்புற அம்சத் தொகுப்பைச் சேர்க்கவும்எஃப்-கர்வ் மாற்றியமைப்பைச் சேர்க்கவும்எஃப்-மாடிஃபையரைச் சேர்க்கவும்கீயிங் தொகுப்பில் முக அடையாளங்களைச் சேர்க்கவும்மங்கல்களைச் சேர்க்கவும்போலி பயனரைச் சேர்க்கவும்இறகு வெர்டெக்ச் சேர்க்கவும்இறகு வெர்டெக்ச் மற்றும் ச்லைடு சேர்க்கவும்திரவ முன்னமைவைச் சேர்க்கவும்ஒவ்வொரு வடிவியல் உறுப்பு மண்டலத்திற்கும் சேர்க்கவும்ஃப்ரீபாணி பகுதி சேர்க்கவும்முடக்கம் சட்டத்தை சேர்க்கவும்முடக்கம் சட்டகம் மற்றும் ச்லைடு சேர்க்கவும்கருப்பொருளிலிருந்து சேர்க்கவும்பசை எழுதுகோல் சேர்க்கவும்பசை எழுதுகோல் தூரிகை முன்னமைவு சேர்க்கவும்கிரீச் பென்சில் பொருள் சேர்க்கவும்பசை எழுதுகோல் மூலப்பொருள் முன்னமைவு சேர்க்கவும்கட்டம் சேர்க்கவும்குழு உள்ளீட்டு முனையைச் சேர்க்கவும்முடி இயக்கவியல் முன்னமைவு சேர்க்கவும்குதிரையைச் சேர்க்கவும் (மெட்டாரிக்)மனிதரைச் சேர்க்கவும் (மெட்டாரிக்)எலும்புக்கு ஐகே சேர்க்கவும்ஐ.சி.ஓ கோளத்தைச் சேர்க்கவும்படத்தைச் சேர்க்கவும்பட துண்டு சேர்க்கவும்படத்தை முனையாக சேர்க்கவும்இறக்குமதி முனையைச் சேர்க்கவும்ஒருங்கிணைப்பாளர் முன்னமைவைச் சேர்க்கவும்உருப்படியைச் சேர்க்கவும்முக்கிய வரைபட உருப்படியைச் சேர்க்கவும்லட்டு டிஃபார்மரைச் சேர்க்கவும்ஒளி சேர்க்கவும்ஒளி ஆய்வு சேர்க்கவும்லைட் குழு சேர்க்கவும்வரி வண்ண மாற்றியைச் சேர்க்கவும்வரி தொகுப்பு சேர்க்கவும்வரி தடிமன் மாற்றி சேர்க்கவும்மார்க்கரைச் சேர்க்கவும்மார்க்கரைச் சேர்த்து நகர்த்தவும்மார்க்கர் மற்றும் ச்லைடு சேர்க்கவும்கிளிக்கில் மார்க்கரைச் சேர்க்கவும்முகமூடி அடுக்கைச் சேர்க்கவும்முகமூடி முனை சேர்க்கவும்முகமூடி துண்டு சேர்க்கவும்மூலப்பொருள் சேர்க்கவும்மூலப்பொருள் ச்லாட் சேர்க்கவும்மூலப்பொருள் மாறுபாடு சேர்க்கவும்மேவு-உரிசைச் சேர்க்கவும்வளர்சிதை மாற்ற சேர்க்கவும்மெட்டாரிக் மாதிரி சேர்க்கவும்மாற்றியமைப்பாளரைச் சேர்க்கவும்குரங்கைச் சேர்க்கவும்மூவி உரி சேர்க்கவும்movieclip துண்டு சேர்க்கவும்புதிய சிறுகுறிப்பு அடுக்கைச் சேர்க்கவும்புதிய கேச் சேர்க்கவும்புதிய குழுவைச் சேர்க்கவும்புதிய அடுக்கைச் சேர்க்கவும்புதிய அடுக்கு குழுவைச் சேர்க்கவும்புதிய முகமூடி அடுக்கைச் சேர்க்கவும்புதிய வண்ணப்பூச்சு வளைவைச் சேர்க்கவும்புதிய பெயிண்ட் வளைவு புள்ளியைச் சேர்க்கவும்புதிய தட்டு சேர்க்கவும்முனை சேர்க்கவும்முனை சேகரிப்பைச் சேர்க்கவும்முனை வண்ண முன்னமைவு சேர்க்கவும்முனை குழுவைச் சேர்க்கவும்முனை குழு சொத்தை சேர்க்கவும்முனை பொருளைச் சேர்க்கவும்nurbs வட்டத்தை சேர்க்கவும்nurbs வளைவைச் சேர்க்கவும்பொருளைச் சேர்க்கவும்பொருள் தடை சேர்பொருள் தரவு நிகழ்வைச் சேர்க்கவும்மேலெழுதச் சேர்மேலெழுதலைச் சேர்க்கவும்வண்ணப்பூச்சு ச்லாட் சேர்க்கவும்துகள் அமைப்பு ச்லாட் சேர்க்கவும்செயலற்ற சேர்க்கவும்பாதையைச் சேர்க்கவும்செயல்திறன் முன்னமைவைச் சேர்க்கவும்விமானத்தைச் சேர்க்கவும்புள்ளி மேகத்தைச் சேர்க்கவும்பழமையான பொருளைச் சேர்க்கவும்கொள்கை அமைப்பு அமைப்பைச் சேர்க்கவும்சொத்து சேர்க்கவும்பைதான் கைஉரை அடைவு சேர்க்கவும்சீரற்ற வளைவுகளைச் சேர்க்கவும்ரெய்ட்ரேசிங் முன்னமைவைச் சேர்க்கவும்வழங்குதல் முன்னமைவு சேர்க்கவும்வழங்குதல் ச்லாட்டைச் சேர்க்கவும்வழங்குதல் பார்வையைச் சேர்க்கவும்மறுநிகழ்வு மண்டலத்தைச் சேர்க்கவும்களஞ்சியத்தைச் சேர்க்கவும் ...reroute ஐச் சேர்க்கவும்REROUTES ஐச் சேர்க்கவும்மறுபிரவேச விசையைச் சேர்க்கவும்கடினமான உடல்களைச் சேர்க்கவும்கடினமான உடலைச் சேர்க்கவும்கடுமையான உடல் கட்டுப்பாடு சேர்க்கவும்கடுமையான உடல் உலகத்தைச் சேர்க்கவும்வரிசை வடிகட்டியைச் சேர்க்கவும்பாதுகாப்பான பரப்பு முன்னமைவு சேர்க்கவும்மாதிரி முன்னமைவைச் சேர்க்கவும்காட்சிச் சொத்தைச் சேர்க்கவும்காட்சி துண்டு சேர்க்கவும்பிரிவைச் சேர்க்கவும்தேர்ந்தெடுக்கப்பட்ட எலும்புகளைச் சேர்க்கவும்சேகரிப்பில் தேர்ந்தெடுக்கப்பட்ட எலும்புகளைச் சேர்க்கவும்புதிய சேகரிப்பில் தேர்ந்தெடுக்கப்பட்ட எலும்புகளைச் சேர்க்கவும்செயலில் உள்ள பொருளின் சேகரிப்பில் தேர்ந்தெடுக்கப்பட்டதைச் சேர்க்கவும்வடிவ விசையைச் சேர்க்கவும்விளம்பர சுறா (மேட்டிக்)எளிய புறஊதா சேர்க்கவும்உருவகப்படுத்துதல் மண்டலத்தைச் சேர்க்கவும்ஒற்றை மேலெழுதலைச் சேர்க்கவும்கீயிங் தொகுப்பில் ஒற்றை சேர்க்கவும்தோல் தரவைச் சேர்க்கவும்ஒலி கிளிப்பைச் சேர்க்கவும்ஒலி துண்டு சேர்க்கவும்பேச்சாளரைச் சேர்க்கவும்வேக மாற்றத்தை சேர்க்கவும்வேக மாற்றம் மற்றும் ச்லைடு சேர்க்கவும்சதுரத்தைச் சேர்க்கவும்உறுதிப்படுத்தல் சுழற்சி தடங்களைச் சேர்க்கவும்உறுதிப்படுத்தல் தடங்களைச் சேர்க்கவும்தரத்தை சேர்க்கவும்உரி மாற்றியமைப்பாளரைச் சேர்க்கவும்புதிய காட்சியுடன் துண்டு சேர்க்கவும்வீச்சு வடிவியல் மாற்றியமைப்பைச் சேர்க்கவும்மேற்பரப்பு வட்டத்தை சேர்க்கவும்மேற்பரப்பு வளைவைச் சேர்க்கவும்மேற்பரப்பு சிலிண்டரைச் சேர்க்கவும்மேற்பரப்பு இணைப்பு சேர்க்கவும்மேற்பரப்பு ச்லாட் சேர்க்கவும்மேற்பரப்பு கோளத்தைச் சேர்க்கவும்மேற்பரப்பு டோரச் சேர்க்கவும்இலக்கைச் சேர்க்கவும்இலக்கு எலும்பைச் சேர்க்கவும்உரையைச் சேர்க்கவும்உரை பெட்டியைச் சேர்க்கவும்உரை திருத்தி முன்னமைவைச் சேர்க்கவும்அமைப்பு அமைப்பைச் சேர்க்கவும்கருப்பொருள் சேர்க்கவும்ஓடு சேர்க்கவும்நேர மார்க்கரைச் சேர்க்கவும்டோரச் சேர்க்கவும்தடத்தைச் சேர்க்கவும்தேர்ந்தெடுக்கப்பட்ட மேலே தடத்தைச் சேர்க்கவும்ட்ராக் கலர் முன்னமைவு சேர்க்கவும்கண்காணிப்பு பொருளைச் சேர்க்கவும்கண்காணிப்பு அமைப்புகள் முன்னமைக்கப்பட்டவைதடங்களைச் சேர்க்கவும்மாற்றத்தைச் சேர்க்கவும்புறஊதா வரைபடத்தைச் சேர்க்கவும்புறஊதா கோளத்தைச் சேர்க்கவும்uvs ஐச் சேர்க்கவும்பயன்படுத்தப்பட்ட ஒளி குழுக்களைச் சேர்க்கவும்வி.ஆர் லேண்ட்மார்க் சேர்க்கவும்கேமராவிலிருந்து வி.ஆர் மைல்கல் சேர்க்கவும்அமர்விலிருந்து வி.ஆர் மைல்கல் சேர்க்கவும்வெர்டெக்ச் சேர்க்கவும்வெர்டெக்ச் குழுவைச் சேர்க்கவும்வெர்டெக்ச் மற்றும் ச்லைடு சேர்க்கவும்பார்வை அடுக்கைச் சேர்க்கவும்வியாபோர்ட் மாதிரி முன்னமைவைச் சேர்க்கவும்தொகுதி சேர்க்கவும்வெள்ளை இருப்பு முன்னமைவு சேர்க்கவும்ஓநாய் சேர்க்கவும் (மெட்டாரிக்)பணியிடத்தைச் சேர்க்கவும்மண்டலத்தைச் சேர்க்கவும்புதிய மாறுபாடு ச்லாட்டைச் சேர்க்கவும்அடுக்கு சேர்க்கவும்மாதிரி சேர்க்கவும்சேகரிப்பில் சேர்க்கவும்கீயிங் தொகுப்பில் சேர்க்கவும்விரைவான பிடித்தவைகளில் சேர்க்கவும்இணைக்கும் சேகரிப்பில் சேர்க்கவும்கூடுதல் இயக்கப்பட்டதுஇடைமுகம் வரிசைகளைச் சேர்க்கவும்/அகற்றவும்பரப்பு ஒளி அளவை சரிசெய்யவும்பரப்பு ஒளி ஃச் அளவை சரிசெய்யவும்பரப்பு ஒளி ஒய் அளவை சரிசெய்யவும்வெற்று காட்சி அளவை சரிசெய்யவும்வெளியேற்றத்தை சரிசெய்யவும்குவிய நீளத்தை சரிசெய்யவும்கவனம் தூரத்தை சரிசெய்யவும்கடைசி இயக்கத்தை சரிசெய்...ஒளி சக்தியை சரிசெய்யவும்ஒளி ஆரம் சரிசெய்யவும்ஆஃப்செட்டை சரிசெய்யவும்போச் சொத்தை சரிசெய்யவும்ச்பாட் லைட் பீம் கோணத்தைச் சரிசெய்யவும்ச்பாட் லைட் கலவையை சரிசெய்யவும்சூரிய ஒளி கோணத்தை சரிசெய்யவும்சரிசெய்தல் அடுக்குஅஃபீன்பிறகுதற்போதைய சட்டகத்திற்குப் பிறகுஅலெம்பிக் (.abc)அலெம்பிக் இறக்குமதி முடிந்ததுசீரமைத்தல்செயலில் உள்ள கேமராவை தேர்ந்தெடுக்கவும்பார்க்க செயலில் கேமராவை சீரமைக்கவும்எலும்புகளை சீரமைக்கவும்பார்க்க கேமராவை சீரமைக்கவும்முனைகளை சீரமைக்கவும்பொருள்களை சீரமைக்கவும்சுழற்சியை சீரமைக்கவும்உருமாறும் நோக்குநிலைக்கு சீரமைக்கவும்அனைத்தும்அனைத்து உருமாற்றங்களும்நிகழ்நிலை அணுகலை அனுமதிக்கவும்ஆல்பா ஓவர்ஆல்பா கீழ்உயிருள்ள பாதைஅனிமேசன் மாற்றங்கள் டெல்டாசுக்குஅனிமேசன் படிசிறுகுறிப்புஅழிக்கவும் அழிக்கவும்சிறுகுறிப்பு வரிபலகோணத்தை சிறுகுறிப்பு செய்யுங்கள்சிறுகுறிப்பு புதியதைச் சேர்க்கவும்சிறுகுறிப்பு டிராசிறுகுறிப்பு இணைக்கப்படவில்லைசேர்க்கவும்பணியிடத்தை சேர்க்கவும் செயல்படுத்தவும்சேர்க்க ...இடுவிண்ணப்பிக்கவும் (செயலில் கீஃப்ரேம்)அனைத்தையும் விண்ணப்பிக்கவும்கேமரா படத்தைப் பயன்படுத்துங்கள்கட்டுப்பாட்டைப் பயன்படுத்துங்கள்இயல்புநிலை அமைப்புகளைப் பயன்படுத்துமாற்றியமைப்பாளரைப் பயன்படுத்துங்கள்மாற்றியமைப்பை வடிவ விசையாகப் பயன்படுத்துங்கள்பொருள் உருமாற்றத்தைப் பயன்படுத்துங்கள்பெற்றோர் தலைகீழ் பயன்படுத்துங்கள்போச் பயன்படுத்துங்கள்போச் சொத்து பயன்படுத்துங்கள்போச் புரட்டப்பட்டதுபோசைப் பயன்படுத்துங்கள்அளவைப் பயன்படுத்துங்கள்ரெச்ட் போசாக தேர்ந்தெடுக்கப்பட்டதைப் பயன்படுத்துங்கள்தீர்வு அளவைப் பயன்படுத்துங்கள்மாற்றத்தைப் பயன்படுத்துங்கள்காட்சி மாற்றத்தைப் பயன்படுத்துங்கள்காட்சி மாற்றத்தை போச் செய்ய பயன்படுத்துங்கள்வடிவ விசையாக பொருந்தும்அடிப்படையில் விண்ணப்பிக்கவும்அடிப்படை விசைக்கு விண்ணப்பிக்கவும்வில்பரப்பு விருப்பங்கள்ஆர்மேச்சர்ஏற்பாடு செய்யுங்கள்தீவுகளை ஒழுங்கமைக்கவும்/சீரமைக்கவும்அம்புகள்ஒதுக்கசெயலை ஒதுக்குசொத்து பட்டியலை ஒதுக்கவும்பண்புப் பெயரை ஒதுக்கவும்எலும்புகளிலிருந்து தானியங்கி ஒதுக்கவும்தனிப்பயன் சொத்து மதிப்புகளை இயல்புநிலையாக ஒதுக்குங்கள்கிரிட் பெயரை ஒதுக்கவும்லேயர் பெயரை ஒதுக்கவும்மூலப்பொருள் ஒதுக்கமூலப்பொருள் ச்லாட்டை ஒதுக்குங்கள்புதிய வடிவியல் முனை குழுவை ஒதுக்குங்கள்தேர்ந்தெடுக்கப்பட்ட எலும்புகளை ஒதுக்குங்கள்குறுக்குவழியை ஒதுக்கு...மாறுபாட்டிற்கு ஒதுக்குங்கள்மதிப்பை இயல்புநிலையாக ஒதுக்குங்கள்அசலாக ஒதுக்கவும்எலும்பு உறைகளிலிருந்து ஒதுக்கவும்செயலில் உள்ள குழுவிற்கு ஒதுக்குசேகரிப்புக்கு ஒதுக்கவும்ஊக்குக்கு ஒதுக்குங்கள்புதிய சேகரிப்புக்கு ஒதுக்கவும்புதிய குழுவிற்கு ஒதுக்குங்கள்வெர்டெக்ச் குழுவிற்கு ஒதுக்கவும்மையத்தில்கர்சரில்முனைகளை இணைக்கவும்தானிஆட்டோ அனிமேட் பாதைஆட்டோ சேமி...ஆட்டோ-பெயர் முன்/பின்புறம்ஆட்டோ பெயர் இடது/வலதுஆட்டோ-பெயர் மேல்/கீழேஅச்சு மூலம் தானாக பெயர்தன்னியக்க நிறைவுதானாகவே வளங்களை பொதி செய்யுங்கள்கிடைக்கிறதுசராசரிசராசரி தீவுகள் அளவுசராசரி இயல்புசராசரி தடங்கள்முதுகுமீண்டும் முந்தையமுந்தைய திரைக்குத் திரும்புபின்னணி நகர்வுபின்னணி பெரிதாக்குபின்னணி பெரிதாக்குபின்னணி பட பொருத்தம்பின்னணி பட நகர்வுபின்னணி பட பெரிதாக்குதல்பின்னணி...பேக்இம்பேச் மாதிரிவரலாற்றில் பின்தங்கியபின்னோக்கிசுட்டுக்கொள்ளும்சுட்டுக்கொள்ளுங்கள் (வட்டு கேச் கட்டாயம்)சுட்டுக்கொள்ளும் நடவடிக்கைசுட்டுக்கொள்ள நடவடிக்கை ...அனைத்தையும் சுட்டுக்கொள்ளுங்கள்அனைத்து டைனமிக்ச் சுட்டுக்கொள்ளுங்கள்அனைத்து ஒளி ஆய்வு தொகுதிகளையும் சுட்டுக்கொள்ளுங்கள்அனைத்து இயற்பியலையும் சுட்டுக்கொள்ளுங்கள்சேனல்கள்தரவு சுட்டுக்கொள்ளவும்வடிவவியல் முனை சுட்டுக்கொள்ளுங்கள்சுட்டுக்கொள்ளும் வழிகாட்டிகள்பட வரிசையை சுட்டுக்கொள்ளுங்கள்கீஃப்ரேம்களை சுட்டுக்கொள்ளுங்கள்ஒளி தற்காலிக சேமிப்பை சுட்டுக்கொள்ளுங்கள்சுட்டுக்கொள்ள வரி கலைசுட்டுக் கண்ணிசுட்டுக்கொள்ளும் ஒலிபசை எழுதுகோலுக்கு பொருள் மாற்றத்தை சுட்டுக்கொள்ளுங்கள்பசை எழுதுகோலுக்கு சுட்டு பொருள் உருமாற்றம் ...சுட்டுக்கொள்ளும் கடல்துகள்கள் சுடசுடும் இயற்பியல்சுட்டுக்கொள்ள உருவகப்படுத்துதல்தற்காலிக சேமிப்பிலிருந்து சுட்டுக்கொள்ளுங்கள்கீஃப்ரேம்களை சுட்டுக்கொள்ளுங்கள்அனைத்தையும் பேக்கிங் செய்தல் - தப்பி இடைநிறுத்தம்பேக்கிங் தரவு - இடைநிறுத்த தப்பிபேக்கிங் வழிகாட்டிகள் - தப்பி இடைநிறுத்தப்பட வேண்டும்பேக்கிங் மெச் - தப்பி இடைநிறுத்தப்பட வேண்டும்பேக்கிங் ஒலி - தப்பி இடைநிறுத்தப்பட வேண்டும்பேக்கிங் துகள்கள் - தப்பி இடைநிறுத்தப்பட வேண்டும்தொகுதி மாற்றம்தொகுதி மறுபெயரிடுதல்தொகுதி மறுபெயரிடல்...தொகுதி-தெளிவான முன்னோட்டங்கள்தொகுதி-தெளிவான முன்னோட்டங்கள் ...தொகுதி-உருவாக்கும் முன்னோட்டங்கள்தொகுதி-உருவாக்கும் முன்னோட்டங்கள் ...முகங்களை அழகுபடுத்துங்கள்முன்தற்போதைய சட்டகத்திற்கு முன்வளைவுதேர்ந்தெடுக்கப்பட்ட குறிப்பான்களுக்கு இடையில்பெவல்பெவல் விளிம்புகள்பெவெல் செங்குத்துகள்குறிப்பான்களுடன் கேமராவை பிணைக்கவும்இருபிளேடுவெற்றுகலப்புகலவை ஆஃப்செட்ஆஃப்செட் கீஃப்ரேம்களைக் கலக்கவும்போச் கலக்கவும்போச் சொத்தை கலக்கவும்கலப்பு போச் புரட்டப்பட்டதுஓய்வு போசுடன் போச் கலக்கவும்வடிவத்திலிருந்து கலக்கவும்இயல்புநிலை மதிப்புடன் கலக்கவும்எளிதாக கலக்கவும்கீஃப்ரேம்களை எளிதாக்க கலக்கவும்அண்டை வீட்டாருடன் கலக்கவும்கலப்பான் கடைகலப்பான் வலைத்தளம்மங்கலானதுதடிமானஎலும்பு உறைஎலும்பு அளவுஎலும்பு அறுவை மருத்தீடுஎலும்புகள்பார்டர் ஆஃப்செட் பார்வைஇரண்டும்அண்டை வீட்டார் இருவரும்இரு தரப்பும்கீழேபெட்டிபெட்டி சேர்பெட்டி கத்திபெட்டி முகம் தொகுப்புபெட்டி மறைபெட்டி முகமூடிபெட்டி தேர்ந்தெடுக்கவும்பெட்டி தேர்வு (அச்சு வரம்பு)பெட்டி தேர்ந்தெடு (கைப்பிடிகள் அடங்கும்)பெட்டியைத் தேர்ந்தெடுக்கவும் பின் செய்யப்பட்டதுபெட்டி காட்சிபெட்டி டிரிம்முறிவுமுறிவுபாலம் விளிம்பு சுழல்கள்பாலம் முகங்கள்பிரகாசம்/மாறுபாடுபடத்தை உலாவுகமின்தொடிதூரிகை திருத்துப்ராக்சியை உருவாக்குங்கள்பதிலாள் / டைம்கோடை உருவாக்குங்கள்பட்டர்வொர்த் மென்மையானதுபண்புக்கூறு மூலம்தூரம் மூலம்விளிம்பில் பெவெல் எடைவிளிம்பு மடிப்புகளால்முகம் அமைக்கப்பட்ட எல்லைகள் மூலம்தளர்வான பகுதிகளால்மூலப்பொருட்களால்இயல்பானவர்களால்கூர்மையான விளிம்புகள் மூலம்பக்கவாதம் வகை மூலம்புறஊதா சீம்களால்பெசியர்கணக்கிடுங்கள்எலும்பு பாதைகளைக் கணக்கிடுங்கள்வெகுசனத்தைக் கணக்கிடுங்கள்இயக்க பாதைகளைக் கணக்கிடுங்கள்பொருள் இயக்க பாதைகளைக் கணக்கிடுங்கள்உருவகப்படுத்துதலை சட்டகத்திற்கு கணக்கிடுங்கள்சட்டகத்திற்கு கணக்கிடுங்கள்கணக்கிடு...சொத்து அலமாரியை அழைக்கவும்அழைப்பு பட்டியல்அழைப்பு குழுபை மெனுவை அழைக்கவும்புகைப்பட கருவிதேர்ந்தெடுக்கப்பட்ட கேமரா பொருத்தம் சட்டகம்கேமரா லென்ச் அளவுஅனிமேசனை ரத்துசெய்கோப்பு செயல்பாட்டை ரத்துசெய்வழங்குதல் காட்சியை ரத்துசெய்திரைக்காட்சி முன்னோட்டத்தைப் பிடிக்கவும்மைய தற்போதைய சட்டகம்சென்டர் கர்சர் மற்றும் பிரேம் அனைத்தும்சென்டர் லாச்ட் ச்ட்ரோக்மைய முனைகள்கர்சருக்கு மைய பார்வைசுட்டிக்கு மைய பார்வைசெயலில் மாற்றவும்ஆர்மேச்சரின் செயலில் உள்ள எலும்பு சேகரிப்பை மாற்றவும்தன்மையை மாற்றவும்மோதல் வடிவத்தை மாற்றவும்தரவு/கோப்புகளை மாற்றவும்விளைவு வகையை மாற்றவும்காரணி மாற்றவும்சட்டத்தை மாற்றவும்கீயிங் தொகுப்பை மாற்றவும் ...பாதை / கோப்புகளை மாற்றுகாட்சியை மாற்றவும்காட்சியை மாற்று...வடிவத்தை மாற்றவும்குறுக்குவழியை மாற்று...இடைவெளியை மாற்றவும்புலப்படும் தரவு மூலத்தை மாற்றவும்வடிவ விசைகளில் பூட்டை மாற்றவும்வெர்டெக்ச் குழுக்களில் பூட்டை மாற்றவும்செக்கர் தேர்வுநீக்கம்குழந்தைவட்டம்வட்டம் தேர்ந்தெடுக்கவும்வட்டம் தேர்ந்தெடுக்கவும் (தேர்வுநீக்கு)வட்டம் தேர்ந்தெடுக்கவும் (நீட்டிக்கவும்)வட்டம் •தூய்மையானதூய்மையான சேனல்கள்தூய்மை கீஃப்ரேம்கள்தளர்வான புள்ளிகளை சுத்தப்படுத்தவும்லூச் பாயிண்ட்களை தூய்மை செய்யுங்கள்...தூய்மையான தடங்கள்ஆபரேட்டர் முன்னமைவுகளை தூய்மை செய்யுங்கள்விண்வெளி தரவை தூய்மை செய்யுங்கள்தூய்மையான வெர்டெக்ச் குழு எடைகள்ஐ18ன் பணி களஞ்சியத்தை தூய்மை செய்யுங்கள்வேலை களஞ்சியத்தை தூய்மை செய்யுங்கள்துடைப்புதூய்மைப்படுத்தும் புக்மார்க்குகள்தெளிவானசெயலில் உள்ள குழுவை அழிக்கவும்அனைத்தையும் அழிகுறிக்கப்பட்ட அனைத்து தொகுப்புகளையும் அழிக்கவும்அனைத்தையும் கட்டுப்படுத்துங்கள்அனிமேசனை அழிக்கவும்அனிமேசன் தரவை அழிக்கவும்தெளிவான சொத்துclear asset (போலி பயனரை அமைக்கவும்)வேகவைத்த வரி கலைஎலும்பு பாதைகளை அழிக்கவும்பொத்தான் சரத்தை அழிக்கவும்தனிப்பயன் இயல்பான தரவை அழிக்கவும்தரவு-தொகுதி முன்னோட்டங்களை அழிக்கவும்தரவு-தொகுதி முன்னோட்டங்களை அழிக்கவும் ...இயக்கிகளை அழிக்கவும்தெளிவான திருத்தப்பட்டதுதெளிவான FK நடவடிக்கைதெளிவான மங்கல்தெளிவான மங்கல்கள்போலி பயனரை அழிக்கவும்இறகு எடை அழிக்கதெளிவான வடிகட்டிஃப்ரீபாணி விளிம்பை அழிக்கவும்ஃப்ரீபாணி முகத்தை அழிக்கவும்பேய் வளைவுகளை அழிக்கவும்தெளிவான ஓல்டவுட்நான் நடவடிக்கைமறைமுகத்தை மட்டும் அழிக்கவும்தலைகீழ் அழிகீயை அழிக்கவும்கீஃப்ரேமை அழிக்கவும் (பொத்தான்கள்)கீஃப்ரேம்களை அழிக்கவும்கீஃப்ரேம்களை அழிக்கவும் ...தெளிவான சிட்டைதெளிவான நூலகம் மேலெழுதும்தெளிவான வரிதெளிவான இடம்குறிக்கப்பட்ட தொகுப்பை அழிக்கவும்தெளிவான முகமூடிதெளிவான இயக்க பாதைகள்பொருள் தடைகளை அழிக்கவும்பொருள் மாற்றிகளை அழிக்கவும்பொருள் பாதைகளை அழிக்கவும்தெளிவான தோற்றம்மேலெழுதப்பட்ட தரவை அழிக்கவும்பெற்றோர் தெளிவானதெளிவான பெற்றோர் தலைகீழ் மாற்றம்போச் தடைகளை அழிக்கவும்போச் இருப்பிடத்தை அழிக்கவும்தெளிவான போச் சுழற்சிபோச் அளவை அழிக்கவும்தெளிவான போச் உருமாற்றங்கள்முன்னோட்ட வரம்பை அழிக்கவும்அண்மைக் கால கோப்புகள் பட்டியலை அழிக்கவும்அண்மைக் கால உருப்படிகளை அழிக்கவும்தெளிவான வழங்குதல் பகுதிதெளிவான வழங்குதல் ச்லாட்கட்டுப்பாட்டு பார்வைதெளிவான ரோல்தெளிவான சுழற்சிதெளிவான அளவுசிற்பம் முகமூடி தரவை அழிக்கவும்தெளிவான மடிப்புவடிவ விசையை அழிக்கவும்தெளிவான வடிவ விசைகளை அழிக்கவும்கூர்மையான கூர்மையானதுசெங்குத்துகளிலிருந்து கூர்மையான கூர்மையை அழிக்கவும்ஒற்றை சொத்தை அழிக்கவும்ஒற்றை கீஃப்ரேம்களை அழிக்கவும்தோல் தரவை அழிக்கவும்தெளிவான தீர்வுதெளிவான நிலைதெளிவான துண்டு ஆஃப்செட்தெளிவான துண்டு உருமாற்றம்தெளிவான கருப்பொருள்தெளிவான சாய்வுதெளிவான பாதையைடிராக் பாதையை அழிக்கவும்பயனற்ற செயல்களை அழிக்கவும்பயனர் மாற்றங்களை அழிக்கவும்பார்வையாளரை அழிக்கவும்தெளிவான பார்வையாளர் மண்டலம்சொடுக்கு செய்ககிளிக்-ஐசெர்ட் கீஃப்ரேம்கள்கிளிப்கிளிப்...கிளிப்பிங் மண்டலம்கிளிப்பிங் மண்டலம்...நகலிமூடுபரப்பை மூடுசாளரத்தை மூடுதுணி வடிகட்டிசுருக்குசேனல்களை வீழ்த்துங்கள்விளிம்புகள் மற்றும் முகங்களை சரிவுபயன்படுத்தப்படாத சாக்கெட்டுகளை வீழ்த்தி மறைக்கவும்சேகரிப்பு நிகழ்வுசேகரிப்பு நிகழ்வு ...சேகரிப்பு வரி கலைநிறம்வண்ண வடிகட்டிவண்ண கலவைதற்போதைய சட்டகத்தில் நெடுவரிசைதேர்ந்தெடுத்த விசைகளின் நெடுவரிசைகள்தேர்ந்தெடுக்கப்பட்ட குறிப்பான்களின் நெடுவரிசைகள்சீப்புகூம்புஇணைக்கவும்அனைத்தையும் இணைக்கவும்முடி இணைக்கவும்கடினமான உடல்களை இணைக்கவும்கீற்றுகளை இணைக்கவும்வெர்டெக்ச் சோடிகளை இணைக்கவும்வெர்டெக்ச் பாதையை இணைக்கவும்வெளியீட்டோடு இணைக்கவும்கன்சோல் தன்னியக்கவியல்கன்சோல் பேனர்கன்சோல் செயல்படுத்தவும்கன்சோல் மொழிதடை இலக்குகட்டுப்பாடு செயல்பாடுஎஃப்-வளைவுக்கு தடைசூழல் வரிசை சுழற்சிசூழல் சேகரிப்பு பூலியன் தொகுப்புசூழல் எனம் சுழற்சிசூழல் enum பட்டியல்சூழல் enum pieசூழல் எண்ணாக சுழற்சிசூழல் பட்டியல்சூழல் மாதிரி சுட்டிசூழல் அளவிலான மிதவைசூழல் அளவுகோல் இன்ட்சூழல் தொகுப்புசூழல் பூலியன்சூழல் அமைக்கசூழல் அமைக்கப்பட்ட மிதவைசூழல் தொகுப்பு சரம்சூழல் அமைக்கப்பட்ட மதிப்புசூழல் மாறுகிறதுசூழல் மதிப்புகளை மாற்றவும்தொடரவும்ஆஃப்லைனில் தொடரவும்கட்டுப்பாட்டு புள்ளி வரிசைபண்புக்கூறு மாற்றவும்வண்ண பண்புகளை மாற்றவும்வளைவு வகையை மாற்றவும்வளைவுகளை துகள் அமைப்பாக மாற்றவும்படத்தை காலியாக மெச் விமானமாக மாற்றவும்துகள் அமைப்பை வளைவுகளாக மாற்றவும்துகள்களை கண்ணிக்கு மாற்றவும்சுழற்சி முறைகளை மாற்றவும்மாற்றவகை மாற்றதொகுதி மாற்றவைட்ச்பேசை மாற்றவும்வளைவுகளாக மாற்றவும்கண்ணிக்கு மாற்றவும்கண்ணி விமானமாக மாற்றவும்துகள் அமைப்புக்கு மாற்றவும்குவிந்த அல்நகலெடுசெயலில் நகலெடுக்கவும்தேர்ந்தெடுத்த பொருட்களை செயலில் நகலெடுக்கவும்தேர்ந்தெடுக்கப்பட்ட அனைத்து இயக்கிகளையும் நகலெடுக்கவும்அனைத்து அடுக்குகளையும் தேர்ந்தெடுத்த நகலெடுக்கவும்தேர்ந்தெடுக்கப்பட்ட அனைத்து மூலப்பொருட்களையும் நகலெடுக்கவும்தேர்ந்தெடுக்கப்பட்ட அனைத்தையும் நகலெடுக்கவும்தேர்ந்தெடுத்த பொருள்களுக்கு அனைத்தையும் நகலெடுக்கவும்வண்ணத்தை நகலெடுக்கவும்தேர்ந்தெடுக்கப்பட்ட வண்ணங்களை நகலெடுக்கவும்தேர்ந்தெடுக்கப்பட்டதற்கு கட்டுப்பாட்டை நகலெடுக்கவும்தேர்ந்தெடுக்கப்பட்ட எலும்புகளுக்கு தடைகளை நகலெடுக்கவும்தேர்ந்தெடுக்கப்பட்ட பொருள்களுக்கு தடைகளை நகலெடுக்கவும்தரவு பாதையை நகலெடுக்கவும்இயக்கி நகலெடுக்கவும்இயக்கி மாறிகள் நகலெடுக்கவும்தேர்ந்தெடுக்கப்பட்டவருக்கு இயக்கி நகலெடுக்கவும்தேர்ந்தெடுக்கப்பட்ட இயக்கிகளை நகலெடுக்கவும்நகல் விளைவுஎஃப்-மாடிஃபையர்களை நகலெடுக்கவும்முழு தரவு பாதையை நகலெடுக்கவும்உலகளாவிய உருமாற்றத்தை நகலெடுக்கவும்படத்தை நகலெடுகீஃப்ரேம்களை நகலெடுக்கவும்நகல் சிட்டைதேர்ந்தெடுத்த அடுக்கை நகலெடுக்கவும்நகல் வரி தொகுப்புகுறிப்பான்களை காட்சிக்கு நகலெடுக்கவும்நகல் மூலப்பொருள்தேர்ந்தெடுக்கப்பட்ட மூலப்பொருளை நகலெடுக்கவும்தேர்ந்தெடுக்கப்பட்ட பொருளுக்கு மூலப்பொருட்களை நகலெடுக்கவும்நகலெடுக்கப்பட்ட புறஊதா கால்களை நகலெடுக்கவும்நகல் மாற்றியமைப்பாளர்தேர்ந்தெடுக்கப்பட்ட மாற்றியை நகலெடுக்கவும்தேர்ந்தெடுக்கப்பட்ட பொருள்களுக்கு மாற்றியமைப்பாளர்களை நகலெடுக்கவும்பொருள்களை நகலெடுக்கவும்அளவுருக்களை மட்டுமே நகலெடுக்கவும்தேர்ந்தெடுக்கப்பட்ட ரிக்குகளுக்கு விருப்பத்தை நகலெடுக்கவும்துகள் நிகழ்வு பொருளை நகலெடுக்கவும்துகள் அமைப்புகளை நகலெடுக்கவும்நகல் போச்நகல் போச் சொத்தாகமுந்தைய அமைப்புகளை நகலெடுக்கவும்பைதான் கட்டளையை நகலெடுக்கவும்உறவினர் உருமாற்றத்தை நகலெடுக்கவும்கிளிப்போர்டுக்கு அறிக்கைகளை நகலெடுக்கவும்கடுமையான உடல் அமைப்புகளை நகலெடுக்கவும்தேர்ந்தெடுக்கப்பட்ட அளவுருக்களை ரிகிஃபிஃபை நகலெடுக்கவும்தேர்வு தொகுப்பு (கள்) நகலெடுக்கவும்அமைப்புகளை நகலெடுக்கவும்அமைப்புகளை இயல்புநிலைகளுக்கு நகலெடுக்கவும்தேர்ந்தெடுக்கப்பட்டதை நகலெடுக்கவும்நகல் ச்ப்லைன்கள்வீச்சுகள் நகல்ச்டுடியோ லைட் அமைப்புகளை நகலெடுக்கவும்உரையை நகலெடுக்கவும்அமைப்பு ச்லாட் அமைப்புகளை நகலெடுக்கவும்டிராக் அமைப்புகளை நகலெடுக்கவும்டிராக்குகளை நகலெடுக்கவும்வகை மற்றும் அளவுருக்கள் நகலெடுக்கவும்புறஊதா வரைபடங்களை நகலெடுக்கவும்uvs ஐ நகலெடுக்கவும்நகல் திசையன்தேர்ந்தெடுக்கப்பட்ட வெர்டெக்ச் குழுவை நகலெடுக்கவும்புதிய டிரைவராக நகலெடுக்கவும்ச்கிரிப்டாக நகலெடுக்கவும்செயலில் இருந்து நகலெடுக்கவும்active track இலிருந்து நகலெடுக்கவும்பொருள்களிலிருந்து நகல்சொத்து நூலகத்திற்கு நகலெடுக்கவும்கிளிப்போர்டுக்கு நகலெடுக்கவும்கிளிப்போர்டுக்கு நகலெடுக்கவும் (ச்கிரிப்டாக)தேர்ந்தெடுக்கப்பட்டவருக்கு நகலெடுக்கவும்தேர்ந்தெடுக்கப்பட்ட கீற்றுகளுக்கு நகலெடுக்கவும்தேர்ந்தெடுக்கப்பட்ட கீற்றுகளுக்கு நகலெடு...பதிப்புரிமை ©மூலையில் கோணம்சரியான மென்மையான பிணைப்புமுகம் தொகுப்பை உருவாக்கவும்ஃப்ரீபாணி ச்ட்ரோக் மூலப்பொருளை உருவாக்கவும்பேய் வளைவுகளை உருவாக்கவும்முகமூடியை உருவாக்கவும்புதிய தொகுப்பை உருவாக்கவும்புதிய கோப்பகத்தை உருவாக்கவும்நோக்குநிலையை உருவாக்குங்கள்விமான பாதையை உருவாக்கவும்போச் சொத்தை உருவாக்கவும் ...தேர்வு தொகுப்பை உருவாக்கவும்தேர்வு தொகுப்பில் எலும்புகளை உருவாக்கி சேர்க்கவும்வரவுகிராச்ஃபேட்கிராச்ஃபேட் ஒலிகள்கனகியூப் ப்ரொசெக்சன்சுட தற்போதைய தற்காலிக சேமிப்புகர்சர்மையக் காட்சிக்கு கர்சர்தேர்வுக்கு கர்சர் மதிப்புசெயலில் கர்சர்கட்டத்திற்கு கர்சர்தோற்றத்திற்கு கர்சர்பிக்சல்களுக்கு கர்சர்தேர்ந்தெடுக்கப்பட்ட கர்சர்தேர்வுக்கான கர்சர்வி.ஆர் லேண்ட்மார்க் முதல் கர்சர்உலக தோற்றத்திற்கு கர்சர்வளைவுவளைவு பேனாவளைவு சிற்பம் முறை மாற்றவும்கர்வ்மேப் கருவிகள்வளைவுகள் பேனாதனிப்பயன் கேமரா புதுப்பிப்புதனிப்பயன் இயல்பானதுவழக்கம்...வெட்டுஇணைப்புகளை வெட்டுங்கள்உரையை வெட்டுசுழற்சி வழங்கல் ச்லாட்சுழற்சி விண்வெளி சூழல்சுழற்சி விண்வெளி வகை தொகுப்புசுழற்சி பணியிடம்சிலிண்டர்சிலிண்டர் ப்ரொசெக்சன்dof தூரம் (தேர்வு)தரவு அடுக்கு வீழ்ச்சிபார்வையாளர் முனையை செயலிழக்கச் செய்யுங்கள்பிழைத்திருத்த சேனல் பட்டியல்பிழைத்திருத்த பட்டியல்டெசிமேட் (அனுமதிக்கப்பட்ட மாற்றம்)தசமம் (விகிதம்)அழிவு வளைவுடெக்மேட் வடிவியல்கீஃப்ரேம்களை அழிக்கவும்மாறுபாட்டைக் குறைக்கவும்கெர்னிங்கைக் குறைக்கவும்எண்ணிக்கையைக் குறைக்கவும்சிதைந்த கரைபட்டம்deinterlace திரைப்படங்கள்அழிசெயலில் உள்ள சட்டகத்தை நீக்குசெயலில் உள்ள சட்டகம் (களை) நீக்குசெயலில் உள்ள கீஃப்ரேமை நீக்கு (செயலில் அடுக்கு)செயலில் உள்ள கீஃப்ரேமை நீக்கு (அனைத்து அடுக்குகளும்)செயலில் உள்ள கீஃப்ரேம்களை நீக்கு (அனைத்து அடுக்குகளும்)அனைத்தையும் நீக்குஅனைத்து பேக்குகளையும் நீக்கவும்அனைத்து குழுக்களையும் நீக்குஅனைத்து இயற்பியல் சுட்டிகளையும் நீக்குஎல்லா தொகுப்புகளையும் நீக்குதிறக்கப்பட்ட அனைத்து குழுக்களையும் நீக்குசொத்தை நீக்குசொத்து பட்டியலை நீக்குசுட்டுக்கொள்ளுதல் நீக்குஎலும்பு சேகரிப்பை நீக்குபுத்தகக்குறியை நீக்குமுறிவு பிரேம்களை நீக்குதூரிகை சொத்தை நீக்குதற்காலிக சேமிப்பு உருவகப்படுத்துதலை நீக்குசேனல்களை நீக்குவண்ண சாய்வு நிறுத்தத்தை நீக்குகட்டுப்பாட்டை நீக்குதற்போதைய தற்காலிக சேமிப்பை நீக்குவளைவை நீக்குதரவு-தொகுதியை நீக்குடிரைவரை நீக்குஇயக்கி மாறியை நீக்குஇயக்கிகளை நீக்குதேர்ந்தெடுக்கப்பட்ட இயக்கிகளை நீக்குநகல் பிரேம்களை நீக்குஎட்ச் லூப்பை நீக்குவிளிம்புகளை நீக்குநீக்கு திருத்துF-வளைவு மாற்றியை நீக்குமுகங்களை நீக்குசட்டகத்தை நீக்குஉருவாக்கப்பட்ட விசைகளை நீக்குவடிவியல் முனை சுட்டுக்கொள்ள நீக்குஉலகளாவிய நீக்குகிரீச் பென்சில் குழுவை நீக்கவும்கிரீச் பென்சில் லேயரை நீக்கவும்குழுவை நீக்குபடிநிலையை நீக்குஉயர் மட்டங்களை நீக்கவும்தவறான இயக்கிகளை நீக்குகீஃப்ரேமை நீக்குகீஃப்ரேமை நீக்கு (பொத்தான்கள்)கீஃப்ரேம்களை நீக்குகீஃப்ரேம்களை நீக்கு ...கீயிங்-செட் கீஃப்ரேமை நீக்குகீயிங்-செட் கீஃப்ரேமை நீக்கு (பெயரால்)முடிச்சு நீக்குநூலகத்தை நீக்குஒளி தற்காலிக சேமிப்பை நீக்குதளர்வாக நீக்குமார்க்கரை நீக்குகுறிப்பான்களை நீக்குஅடுத்த வார்த்தையை நீக்குமுனை இடைமுக உருப்படியை நீக்குநோக்குநிலையை நீக்குமற்ற பணியிடங்களை நீக்கவும்மேலெழுதப்பட்ட தரவு படிநிலையை நீக்கவும்தட்டு நிறத்தை நீக்குஇயற்பியல் சுட்டுக்கொள்ளுங்கள்புள்ளியை நீக்குபோச் சொத்தை நீக்குமுந்தைய வார்த்தையை நீக்குப்ராக்சியை நீக்குஅறிக்கைகளை நீக்குரீடைமிங் கீகளை நீக்குகாட்சியை நீக்குநீக்கப்பட்ட காட்சிகள்)திரையை நீக்குபிரிவு நீக்குதேர்ந்தெடுக்கப்பட்ட எலும்பு (களை) நீக்குதேர்ந்தெடுக்கப்பட்ட கோப்புகளை நீக்குதேர்வு தொகுப்பை நீக்குவடிவ விசையை நீக்குஒற்றை இயக்கியை நீக்குஒற்றை கீஃப்ரேமை நீக்குதுண்டு & தரவை நீக்குகீற்றுகளை நீக்குதடத்தை நீக்குதடங்களை நீக்குபயன்படுத்தப்படாத முனைகளை நீக்குசெங்குத்துகளை நீக்குஎடையை நீக்குபணியிடத்தை நீக்குநகலெடுத்து மீண்டும் இணைக்கவும்மீண்டும் இணைக்கவும்டெனோயிச் அனிமேசன்அடர்த்திஅடர்த்தி பயன்முறைதேர்வுநீக்குதேர்வுநீக்கு (பட்டியல்)அனைத்து தெரிவுகளையும் நிராகரிஎலும்பு சேகரிப்பைத் தேர்வுசெய்கஎலும்புகளைத் தேர்வுநீக்கவும்மூலப்பொருள் ச்லாட்டைத் தேர்வுசெய்கபொருளைத் தேர்வுசெய்கபொருள்களைத் தேர்வுசெய்கபோச் எலும்புகளைத் தேர்வுசெய்கதேர்வு தொகுப்பைத் தேர்வுசெய்கவெர்டெக்ச் குழுவை டெலிக் செய்யுங்கள்பிரிக்கஇணைப்புகளைப் பிரிக்கவும்முனைகளை பிரிக்கவும்வெளியீடுகளைப் பிரிக்கவும்பிரித்து நகர்த்தவும்விவரம் வெள்ள நிரப்புதல்அம்சங்களைக் கண்டறியவும்படைப்பாளி சமூகம்உருவாக்குபவர் ஆவணப்படுத்தல்அழுக்கு வெர்டெக்ச் வண்ணங்கள்துணை நிரலை முடக்குசேனல் அமைப்பை முடக்குசேகரிப்பை முடக்குரெண்டரில் சேகரிப்பை முடக்குகுறிப்பான்களை முடக்குமுடக்கு மற்றும் உருமாற்றத்தை வைக்கவும்நீட்டிப்பை முடக்குபார்வை அடுக்கிலிருந்து முடக்குரெண்டரில் முடக்குviewports இல் முடக்குகருப்பொருள் நீட்டிப்பை முடக்குஅனைத்தையும் துண்டிக்கவும்முடி துண்டிக்கவும்கீற்றுகளைத் துண்டிக்கவும்தொடர்ச்சியின்மை (ஆய்லர்) வடிகட்டிகாட்சி மாறுபாடுகரைக்கவும்எலும்புகளை கரைக்கவும்விளிம்புகளை கரைக்கவும்முகங்களை கரைக்கவும்தேர்ந்தெடுக்கப்பட்ட எலும்பு (களை) கரைக்கவும்தேர்வைக் கரைக்கவும்செங்குத்துகளை கரைக்கவும்நிறுத்தங்களை சமமாக விநியோகிக்கவும்இடமிருந்து நிறுத்தங்களை விநியோகிக்கவும்இணைப்புகளை மாற்ற வேண்டாம்ஆவணம்டோலி பார்வைடோலி பார்வை ...நன்கொடைபிளெண்டருக்கு நன்கொடை அளிக்கவும்இழுத்தல்இழுத்து விடுங்கள்வரைவளைவு இழுக்கவும்வளைவுகளை வரையவும்முகத் தொகுப்புகளை வரையவும்செயலில் உள்ள வடிவ விசையை கைவிடவும்டிராப் சேகரிப்புவண்ணம்நீட்டிப்பு முகவரி ஐ கைவிடவும்பொருளில் வடிவியல் முனை குழுவை விடுங்கள்மூலப்பொருள் இடங்களில் மூலப்பொருள் கைவிடவும்பொருளில் மூலப்பொருள் கைவிடவும்பெயரை கைவிடுங்கள்பெயரிடப்பட்ட மூலப்பொருளை பொருளில் விடுங்கள்காட்சிக்கு பொருளை விடுங்கள்காட்சி காட்சிஉலகத்தை கைவிடுங்கள்பெற்றோரை அழிக்க கைவிடவும் (உருமாற்றங்களை வைத்திருக்கக்கூடாது என்பதற்காக மாற்று ஐப் பிடித்துக் கொள்ளுங்கள்)கோப்பை இறக்குமதி செய்ய கைவிடவும்பெற்றோரை அமைக்க கைவிடவும் (உருமாற்றங்களை வைத்திருக்க மாற்று ஐ வைத்திருங்கள்)நகல்நகல் செயலில் உள்ள சட்டகம் (கள்)நகல் செயலில் கீஃப்ரேம் (செயலில் அடுக்கு)நகல் செயலில் கீஃப்ரேம் (அனைத்து அடுக்குகளும்)புதிய சாளரத்தில் பரப்பு நகல்நகல் சொத்து ...நகல் சேகரிப்புநகல் வண்ண பண்புக்கூறுநகல் கட்டுப்பாடுநகல் மின்னோட்டம்நகல் வளைவுவெறுமை கீஃப்ரேம்களை நகலெடுக்கவும்நகல் உருப்படிகீஃப்ரேம்களை நகல்நகல் அடுக்குபுதிய பொருளுக்கு நகல் அடுக்குநகல் வரிநகல் இணைக்கப்பட்டுள்ளதுஇணைக்கப்பட்ட சேகரிப்பு நகல்நகல் மார்க்கர்காட்சிக்கு நகல் மார்க்கர்காட்சிக்கு டூப்ளிகேட் மார்க்கர்...நகல் முகமூடிநகல் வளர்சிதை மாற்ற கூறுகள்நகல் முனைகள்நகல் பொருள்கள்நகல் துகள் அமைப்புதேர்ந்தெடுக்கப்பட்ட எலும்பு (கள்) நகல்நகல் வடிவ விசைநகல் கீற்றுகள்நகல் வீச்சுகள்நகல் நேர மார்க்கர்நகல் வெர்டெக்ச் குழுமாறும் பெயிண்ட் சுட்டுக்கொள்ளும்மாறும் இடவியல்மாறும் டோபாலசி மாறுகிறதுதொல்லையின்மைகீஃப்ரேம்களை எளிதாக்குங்கள்தளர்த்தும் பயன்முறைதளர்த்தும் வகைவிளிம்புஎட்ச் பெவல் எடைவிளிம்பு மடிப்புவிளிம்பு சுழல்கள்எட்ச் ரிங் தேர்ந்தெடுக்கவும்விளிம்பு மோதிரங்கள்எட்ச் ச்லைடுவிளிம்பு பிளவுஅடைவு பாதையைத் திருத்துஇயக்கி திருத்துடிரைவரை திருத்து...டைன்டோபோ விவரம் அளவைத் திருத்துவெளிப்புறமாக திருத்தவும்முகத் தொகுப்பைத் திருத்துகுழு திருத்துமெட்டாடேட்டாவைத் திருத்துமெட்டாடேட்டாவைத் திருத்து ...குறைந்தபட்ச தூரத்தைத் திருத்தவும்திருத்து பயன்முறைமுன்னோட்ட படத்தைத் திருத்து ...சொத்தை திருத்தவும்சொத்து மதிப்பைத் திருத்தவும்மூலத்தைத் திருத்துஉரையைத் திருத்துமதிப்பைத் திருத்தவும்வோக்சல் அளவைத் திருத்தவும்EditBone செயல்பாடுவெறுமைவெற்று முடிவெற்று படம்கூடுதல் சேர்க்கவும்சேனல் அமைப்பை இயக்கவும்சேகரிப்பை இயக்குரெண்டரில் சேகரிப்பை இயக்கவும்குறிப்பான்களை இயக்குதுளியிலிருந்து களஞ்சியத்தை இயக்கவும்render இல் இயக்குபார்வை அடுக்கில் இயக்கவும்viewports இல் இயக்கவும்கருப்பொருள் நீட்டிப்பை இயக்கவும்பைதானுக்கு மெச் விட்செட்டை குறியாக்கம் செய்யுங்கள்மெட்டாரிக் குறியாக்கம்மெட்டாரிக் மாதிரி குறியாக்கம்மெட்டாரிக் பைதானுக்கு குறியாக்கம்பைத்தானுக்கு மாதிரியை குறியாக்கம் செய்யுங்கள்முனைப்புள்ளிகள்விவரங்களை மேம்படுத்தவும்ட்வீக் பயன்முறையை உள்ளிடவும்குழுவை உள்ளிடவும்/வெளியேறுகைப்பிடிகளை சமப்படுத்தவும்அழிக்கவும்இடப்பெயர்ச்சியை அழிக்கவும்யூலர் இடைநிறுத்தம் வடிகட்டியூரோ €கோப்பை இயக்கவும்கோப்பு சாளரத்தை இயக்கவும்பைதான் முன்னமைவை இயக்கவும்குழுவிலிருந்து வெளியேறுட்வீக் பயன்முறையில் இருந்து வெளியேறவும்விரிவாக்குசெயலில் முகம் தொகுப்பை விரிவாக்குங்கள்சேனல்களை விரிவாக்குங்கள்இடவியலால் அமைக்கப்பட்ட முகத்தை விரிவாக்குங்கள்இயல்புநிலைகளால் முகமூடியை விரிவாக்குங்கள்இடவியல் மூலம் முகமூடியை விரிவாக்குங்கள்அனைத்தையும் விரிவாக்கு/சரிவுதலைப்பு மெனுக்களை விரிவாக்கு/சரிவுவெடிக்கும் புதுப்பிப்புஏற்றுமதிஏற்றுமதி அலெம்பிக்அனைத்தையும் ஏற்றுமதி செய்யுங்கள்அனைத்து சேகரிப்புகளையும் ஏற்றுமதி செய்யுங்கள்ஏற்றுமதி பி.வி.எச்fbx ஏற்றுமதிஏற்ற ஏற்ற உள்ளமைவு ...ஏற்றுமதி கீயிங் தொகுப்பு ...ஏற்றுமதிஏற்றுமதி போ ...ஏற்றுமதி எச்.டி.எல்ஏற்றுமதி வசன வரிகள்usd ஏற்றுமதிபுறஊதா தளவமைப்பு ஏற்றுமதிஏற்றுமதி அலைமுனை objgltf 2.0 ஏற்றுமதிகோப்பிற்கு ஏற்றுமதி செய்யவும்pdf க்கு ஏற்றுமதிஎச்விசிக்கு ஏற்றுமதிஏற்றுமதி ...Ext தொகுப்பு Install குறிக்கப்பட்டதுEXT தொகுப்பு நிறுவல் நீக்குதல்EXT தொகுப்பு நிறுவல் குறிக்கப்பட்டுள்ளதுExt களஞ்சி ஒத்திசைவுவிரிவுபடுத்துகுழந்தையை நீட்டிக்கவும்பெற்றோரை நீட்டிக்கவும்செங்குத்துகளை நீட்டிக்கவும்வெளிப்புற கோப்பு செயல்பாடுமுகம் தொகுப்பை பிரித்தெடுக்கவும்பிரித்தெடுக்கும் தட்டுபடத்திலிருந்து தட்டு பிரித்தெடுக்கவும்எக்ச்ட்ராபோலேசன் பயன்முறைஎக்ச்ட்ரூட்இயல்புநிலைகளுடன் எக்ச்ட்ரூட்எக்ச்ட்ரூட் சூழல்எக்ச்ட்ரூட் வளைவு மற்றும் நகர்த்தவும்எக்ச்ட்ரூட் விளிம்புகள்எக்ச்ட்ரூட் முகங்கள்இயல்பான முகங்கள்எக்ச்ட்ரூட் முட்கரண்டிஎக்ச்ட்ரூட் தனிநபர்தனிப்பட்ட முகங்களை வெளியேற்றும்தனிப்பட்ட முகங்களை வெளியேற்றி நகர்த்தவும்தனிநபரை வெளியேற்றி நகர்த்தவும்எக்ச்ட்ரூட் பன்மடங்குஇயல்பான பன்மடங்கு பன்மடங்குஎக்ச்ட்ரூட் விளிம்புகள் மட்டுமேவிளிம்புகளை மட்டுமே வெளியேற்றி நகர்த்தவும்எக்ச்ட்ரூட் மட்டுமே செங்குத்துகள்செங்குத்துகளை மட்டுமே வெளியேற்றி நகர்த்தவும்எக்ச்ட்ரூட் மண்டலம்மண்டலம் மற்றும் நகர்த்துஎக்ச்ட்ரூட் மண்டலம் மற்றும் சுருக்கம்/கொழுப்புஎக்ச்ட்ரூட் மீண்டும்எக்ச்ட்ரூட் ச்ட்ரோக் புள்ளிகள்எக்ச்ட்ரூட் செங்குத்துகள்எக்ச்ட்ரூட் மற்றும் தனிப்பட்ட இயல்புகளை நகர்த்தவும்எக்ச்ட்ரூட் மற்றும் இயல்பான மீது நகர்த்தவும்கர்சர் நகர்வில் எக்ச்ட்ரூட்கர்சருக்கு எக்ச்ட்ரூட்கர்சருக்கு எக்ச்ட்ரூட் அல்லது சேர்கண்ஐட்ராப்பர் எலும்புஐட்ராப்பர் கல்பேண்ட்ஐட்ரோப்பர் கல்பேண்ட் (புள்ளிகள்)eyedropper தரவு-தொகுதிஐட்ராப்பர் ஆழம்ஐட்ரோப்பர் டிரைவர்fbx (.fbx)Fbx (.fbx) (மரபு)தாடைFk2ik செயல்Fk2ik போச்முகம்முகபரப்புமுகம் இயல்பான வலிமைமுகம் மண்டலங்கள்முகம் மறைக்க தேர்ந்தெடுக்கவும்முகம் தொகுப்பு பெட்டி சைகைமுகம் தொகுப்பு சாறுமுகம் செட் லச்சோ சைகைமுகம் தொகுப்பு சைகைதிருத்து பயன்முறை தேர்விலிருந்து முகம் தொகுப்புமுகமூடியிலிருந்து முகம் அமைக்கப்பட்டுள்ளதுகாணக்கூடிய முகம் அமைக்கப்பட்டுள்ளதுமுகம் தெரிவுநிலையை அமைக்கிறதுகர்சர் நகர்வில் முகம்பக்கங்களால் முகங்கள்மங்குநியாயமான நிலைகள்நியாயமான தொடுநிலைபோலி பயனர்குறைவடையும் கருவி பை பட்டியல்விரைவான முன்னோட்டம்இறகு அனிமேசனை மீட்டமைகோப்பு தேர்வாளர் துளிநிரப்பவும்மூட்டுகளுக்கு இடையில் நிரப்பவும்துளைகளை நிரப்பவும்முகமூடியை நிரப்பவும்தேர்வு மூலம் வரம்பை நிரப்பவும்ஓடு நிரப்பவும்வடிகட்டிசேனல்களை வடிகட்டவும்துணி வடிகட்டிவடிகட்டி நிறம்கண்ணி வடிகட்டிதடங்களை வடிகட்டவும்வடிகட்டி வகைகண்டுபிடிகண்டுபிடி & மாற்று...கண்டுபிடித்து தேர்வை அமைக்கவும்காணாமல் போன கோப்புகளைக் கண்டறியவும்காணாமல் போன கோப்புகளைக் கண்டறியவும் ...அடுத்ததை தேடுமுனை கண்டுபிடிக்கமுனை கண்டுபிடி ...கண்டுபிடி...முதல்பொருத்துகிடைக்கக்கூடிய இடத்திற்கு பின்னணியை பொருத்தவும்பொருத்தமான நெடுவரிசைசாளரத்தில் முன்னோட்டத்தை பொருத்தவும்காட்சி கேமராவை சரிசெய்யவும்தட்டையானதுதட்டையான முகங்கள்தட்டையான கைப்பிடிகள்புரட்டுதல்புரட்டுதல் (விலகல் இலவசம்)திருப்பு (டோபாலசி)ஃபிளிப் கலர் ராம்ப்கிடைமட்டமாக புரட்டவும்படத்தை புரட்டவும்matcap ஐ புரட்டவும்பெயர்களை புரட்டவும்இயல்பான புரட்டுதல்ஃபிளிப் குவாட் டெசெலேசன்குவாட்டர்னியன்களை புரட்டவும்புரட்டல் மண்டலம்செங்குத்தாக புரட்டவும்தளம்ஃப்ளோரின்பறிப்பு திருத்தங்கள்வழிசெலுத்தல் பறக்ககவனம் பயன்முறைசெயலில் உள்ள குவாட்சைப் பின்தொடரவும்செயலில் உள்ள குவாட்சைப் பின்தொடரவும்...விசை புலம்செயலில் களஞ்சியத்தைத் திறத்தல்படை திறத்தல் களஞ்சியத்தை ...மேலனுப்புவரலாற்றில் முன்னோக்கிமுன்னோக்கிஎல்லாவற்றையும் சட்டகம்பிரேம் ஆல் ஃபிட்பின்னோக்கி சட்டகம்பிரேம் கேமரா எல்லைகள்கர்சரின் கீழ் பிரேம் சேனல்பிரேம் முன்னோக்கிபிரேம் ஆஃப்செட்பிரேம் முன்னோட்ட வரம்புபிரேம் காட்சி வரம்புபிரேம் காட்சி/முன்னோட்ட வரம்புபிரேம் தேர்ந்தெடுக்கப்பட்டதுபிரேம் தேர்ந்தெடுக்கப்பட்டது (குவாட் வியூ)பிரேம் தேர்ந்தெடுக்கப்பட்ட சேனல்கள்விடுவிஅனைவருக்கும் இலவசம்இலவச தரவுஇலவச வழிகாட்டிகள்இலவச மெச்இலவச ஒலிஇலவச துகள்கள்செயலில் உள்ள முனையின் லேபிளிலிருந்துஇணைக்கப்பட்ட முனையின் லேபிளிலிருந்துஇணைக்கப்பட்ட வெளியீட்டின் பெயரிலிருந்துஃப்யூர்காமா கிராச்ஃபேட்காசியன் மங்கல்காசியன் மென்மையானபொதுமுன்னோட்டத்தை உருவாக்குங்கள்பொருளிலிருந்து முன்னோட்டத்தை உருவாக்கவும்ரிக் உருவாக்குசெர்மன் எசெட்பிரேம் வரம்பைப் பெறுங்கள்ஈடுபடுங்கள்கிச்மோகிச்மோ தேர்ந்தெடுகிச்மோ மாற்றங்கள்கிச்மோகிரூப்களைதற்போதைய சட்டத்திற்குச் செல்லவும்பெற்றோரிடம் செல்லுங்கள்பிடுங்ககுளோனைப் பிடுங்கவும்UV களைப் பிடிக்கவும்சாய்வுசாய்வு (நேரியல்)சாய்வு (ரேடியல்)ஈர்ப்புகிரீச் பென்சில் வில் வடிவம்கிரீச் பென்சில் பெட்டி அழிக்கிறதுபசை எழுதுகோல் பெட்டி வடிவம்பசை எழுதுகோல் வட்டம் வடிவம்பசை எழுதுகோல் வளைவு வடிவம்பசை எழுதுகோல் டிராகிரீச் பென்சில் லாசோவை அழிக்கிறதுபசை எழுதுகோல் ஐட்ராப்பர்பசை எழுதுகோல் நிரப்புகிரீச் பென்சில் குழு வண்ண குறிச்சொல்பசை எழுதுகோல் இடைக்கணிப்புகிரீச் பென்சில் லேயர் செயல்பாடுபசை எழுதுகோல் வரி வடிவம்கிரீச் பென்சில் முனை செயல்பாடுகிரீச் பென்சில் பெயிண்ட் வெர்டெக்ச்கிரீச் பென்சில் பெயிண்ட் எடைகிரீச் பென்சில் பேனாபசை எழுதுகோல் பாலிலைன் வடிவம்கிரீச் பென்சில் சிற்பம்கிரீச் பென்சில் டிரிம்pdf ஆக பசை எழுதுகோல்svg ஆக பசை எழுதுகோல்கட்டம்கட்டம் நிரப்புகுழு சேனல்கள்குழு சேனல்கள்...குழு செருகல்முகம் தொகுப்பை வளர்க்கவும்முகமூடி வளரதேர்வு வளரதெரிவுநிலை வளரகில்லெமெட் «கில்லெமெட் »பரப்பு செயல் மண்டலங்களைக் கையாளவும்கைப்பிடி வகைகைப்பிடி கைவிடப்பட்டது .கலப்பு கோப்புமறைசெயலில் முகம் தொகுப்பை மறைக்கவும்செயலில் அடுக்கை மறைக்கவும்அனைத்தையும் உள்ளே மறைசேகரிப்பை மறைக்கவளைவுகளை மறைக்கவும்செயலற்ற அடுக்குகளை மறைக்கவும்உள்ளே சேகரிப்பை மறைக்கவும்அடுக்கு (கள்) மறைக்கமுகமூடி மறைக்கமூலப்பொருட்களை மறைக்கபொருள்களை மறைக்கஒரு நிலையை மறைபிற தொகுப்புகளை மறைக்கவும்மற்றவை மறைதேர்ந்தெடுக்கப்பட்டதை மறைக்கவும்தேர்ந்தெடுத்த வளைவுகளை மறைதடங்களை மறைக்கவும்தடங்களை மறைக்க தெளிவாகதேர்ந்தெடுக்கப்படாததை மறைதேர்ந்தெடுக்கப்படாத வளைவுகளை மறைமறைக்க/காட்டுஅனைத்தையும் மறைக்க/காட்டுலாசோவை மறைக்க/காட்டுவரி மறைக்க/காட்டுமறைக்க/முகமூடிபாலிலைனை மறைக்க/காட்டுகோப்பை முன்னிலைப்படுத்தவும்வரலாறு சேர்க்கும்வரலாற்று சுழற்சிபுதிய பொருளுக்கு இணையாகதேர்ந்தெடுக்கப்பட்ட பொருளுக்கு கொக்கிதேர்ந்தெடுக்கப்பட்ட பொருள் எலும்புக்கு கொக்கிகிடைமட்ட பிளவுசாயல்/செறிவு/மதிப்புஐ18ன் கூடுதல் ஏற்றுமதிஐ18ன் கூடுதல் இறக்குமதிஐ18ன் சுமை அமைப்புகள்ஐ18ன் அமைப்புகளை சேமிக்கவும்Ik2fkIk2fk செயல்Ik2fk பைஐ.சி.ஓ கோளம்பட நற்பொருத்தம்படத் திருத்து வெளிப்புறமாகஉருவ வண்ணப்பூச்சுபட வரிசைபார்வையில் இருந்து படம்படம்/வரிசை...அலெம்பிக் இறக்குமதிபி.வி.எச் இறக்குமதிபிளெண்டரை இறக்குமதி செய்க {:d}. {:d} விருப்பத்தேர்வுகள்fbx ஐ இறக்குமதி செய்கபட வரிசையை இறக்குமதி செய்யுங்கள்படங்களை விமானங்களாக இறக்குமதி செய்யுங்கள்முக்கிய உள்ளமைவை இறக்குமதி செய்யுங்கள் ...திறந்தவிடிபி அளவை இறக்குமதி செய்கதிறந்தவிடிபி ஐ இறக்குமதி செய்யுங்கள் ...இறக்குமதி செய்யஇறக்குமதி போ ...இறக்குமதி stlஇறக்குமதி எச்விசிஎச்.வி.சி கிரீச் பென்சிலாக இறக்குமதி செய்யுங்கள்அமெரிக்க டாலரை இறக்குமதி செய்கஇறக்குமதி அலைமுனை objgltf 2.0 ஐ இறக்குமதி செய்கஇறக்குமதி ...தேர்ந்தெடுக்கப்பட்ட பொருள்களைச் சேர்க்கவும்மாறுபாட்டை அதிகரிக்கவும்கெர்னிங்கை அதிகரிக்கவும்எண்ணிக்கையை அதிகரிக்கவும்கோப்பு பெயரில் அதிகரிப்பு எண்இன்டென்ட்உள்தள்ளல் அல்லது தன்னியக்க வேறுபாடுஉயர்த்தவும்init முகம் செட்init ஐ18ன் புதுப்பிப்பு மொழிகளைத் தேர்ந்தெடுக்கவும்init ஐ18ன் புதுப்பிப்பு அமைப்புகள்init maskதுவக்க அமைப்புகள்உள்ளீட்டு பண்புக்கூறு மாற்றுசெருகவும்வெற்று சட்டத்தை செருகவும்வெற்று கீஃப்ரேமை (செயலில் அடுக்கு) செருகவும்வெற்று கீஃப்ரேமை செருகவும் (அனைத்து அடுக்குகளும்)இடைவெளிகளைச் செருகவும்குழுவில் நுழைக்கவும்செருகு விசைகீஃப்ரேமை செருகவும்கீஃப்ரேமை (பொத்தான்கள்) செருகவும்கீஃப்ரேமை செருகவும் (பெயரால்)கீஃப்ரேம் மெனுவை செருகவும்கீயிங் செட் உடன் கீஃப்ரேமைச் செருகவும்...கீஃப்ரேம்களை செருகவும்வரி இடைவெளியைச் செருகவும்ஆஃப்செட்டை செருகவும்வடிவ விசையை செருகவும்ஒற்றை கீஃப்ரேமை செருகவும்உரையைச் செருகவும்யூனிகோடை செருகவும்முனை குழு உருப்படியைச் செருகவும்முகங்களை செருகவும்நிறுவவும்துணை நிரலை நிறுவவும்பயன்பாட்டு வார்ப்புருவை நிறுவு...கிடைக்கக்கூடிய புதுப்பிப்புகளை நிறுவவும்நீட்டிப்பை நிறுவவும்கோப்பிலிருந்து அமைக்கப்பட்ட அம்சத்தை நிறுவவும் ...ஒளியை நிறுவவும்குறிக்கப்பட்ட நிறுவல்கோப்பிலிருந்து வார்ப்புருவை நிறுவவும் ...கருப்பொருள் நிறுவவும் ...வட்டில் இருந்து நிறுவவும்வட்டில் இருந்து நிறுவவும் ...நிறுவு...நிகழ்வு சேகரிப்புகாட்சிக்கு நிகழ்வுகர்சருக்கு ஊடாடும் ஒளி பாதைஊடாடும் கண்ணாடிஉள்துறை முகங்கள்இடைக்கணிப்புஇடைக்கணிப்பு வரிசைஇடைக்கணிப்பு முறைகுறுக்குவெட்டுகுறுக்குவெட்டுதவறான மாறி பெயர்நேர்மாறுபுரட்டுஇன்வெர்ட் ஆல்பா சேனல்இன்வெர்ட் ப்ளூ சேனல்தலைகீழ் சேனல்கள்தலைகீழ் பச்சை சேனல்தலைகீழ் பட வண்ணங்கள்தலைகீழ் பூட்டுகள்தலைகீழ் முகமூடிதலைகீழ் ஊசிகள்இன்வெர்ட் ரெட் சேனல்தலைகீழ் தேர்வுதலைகீழ் வெர்டெக்ச் குழுதலைகீழ் தெரிவுநிலைதலைகீழ் தெரியும்எடை தலைகீழ்தலைகீழ் ஆச்சரியக் குறி ¡தலைகீழ் கேள்வி குறி ¿தனிமைப்படுத்துதனிமைப்படுத்தல் சேகரிப்புஅடுக்குகளை தனிமைப்படுத்தவும்தனிமைப்படுத்தப்பட்ட மூலப்பொருள்சாய்வுசேரபரப்பை சேர்க்கவும்நிரப்புகளில் சேரவும்குழு உள்ளீடுகளில் சேரவும்முனைகளில் சேரவும்ஃப்ரேமில் நோட்களை இணைக்கவும்தட்டு ச்வாட்சுகளில் சேரவும்தேர்வில் சேரவும்தடங்களில் சேரவும்வடிவங்களாக சேரவும்பெயரிடப்பட்ட சட்டத்தில் சேரவும்புதிய சட்டகத்தில் சேரவும்சம்ப்டெல்டாவின் சம்ப் டைம்தாவிச் செல்லுங்கள்...அதிரடி ச்லாட்டுக்கு செல்லவும்இறுதிப்புள்ளிக்கு செல்லவும்புள்ளியில் கோப்புக்கு செல்லவும்சட்டகத்திற்கு செல்லவும்கீஃப்ரேமுக்கு செல்லவும்கீஃப்ரேம்களுக்கு செல்லவும்மார்க்கருக்கு செல்லவும்அடுத்த மார்க்கருக்குச் செல்லவும்அடுத்த உரிபுக்குச் செல்லவும்அடுத்த துண்டுக்குச் செல்லவும் (மையம்)முந்தைய குறியிடுபவருக்குச் செல்லவும்முந்தைய பகுதிக்குச் செல்லவும்முந்தைய பகுதிக்குச் செல்லவும் (மையம்)தேர்ந்தெடுக்கப்பட்ட என்பதற்குச் செல்லவும்துண்டுக்கு செல்லவும்இலக்குக்கு செல்லவும்கீஃப்ரேம் வகைகீயிங் செட் தேர்ந்தெடுக்கப்பட்டதைச் சேர்க்கவும்கீயிங் செட் தேர்ந்தெடுக்கப்பட்டதை அகற்றுமாதிரிகளின் விசைகள்கத்திகத்தி திட்டம்கத்தி இடவியல் கருவிலாப்லாசியன் சிதைவு பிணைப்புலாப்லாசியன் மென்மையான செங்குத்துகள்லாசோ சேர்லாசோ முகம் தொகுப்புலாசோ மறைலாசோ மாச்க்லாசோ தேர்ந்தெடுக்கவும்லாசோ தேர்ந்தெடுக்கப்பட்ட புறஊதாலாசோ சோலாசோ டிரிம்கடந்தகடந்த கூட்டத்தொடர்நட்டுலட்டு சிதைவு தேர்ந்தெடுக்கப்பட்டதுசோம்பேறி இணைப்புமேலும் அறிகஇடதுஇடது அண்டை வீட்டுக்காரர்நீளம்குறைந்தநிலைகள்உரிமம்லைட்மேப் பேக்லைட்மேப் பேக்...ஒரு வெர்டெக்சுக்கு எடைகளின் எண்ணிக்கையை கட்டுப்படுத்துங்கள்மொத்தம்மொத்த வெர்டெக்ச் குழுக்களை கட்டுப்படுத்துங்கள்வரையறுக்கப்பட்ட கரைவரிவரி துவக்கம்வரி இடைவெளிவரி முடிவுவரி முகம் தொகுப்புவரி மறைவரி முகமூடிவரி எண்வரி திட்டம்வரி காட்சிவரி டிரிம்இணைப்புதேர்ந்தெடுக்கப்பட்ட செயலில் உள்ள முனையை இணைக்கவும்உமிழ்ப்பாளருக்கு இணைப்பு தடுப்பான்கள்இணைப்பு சேகரிப்புஇணைப்பு இழுவை இயக்க சோதனைகண்காணிக்க காலியாக இணைப்புஇணைப்பு முனைகள்பொருள்களை காட்சியுடன் இணைக்கவும்பொருள்களை காட்சிக்கு இணைக்கவும் ...உமிழ்ப்பாளர்களுடன் பெறுநர்களை இணைக்கவும்இணைப்பு பார்வையாளர்சேகரிப்புக்கான இணைப்புகாட்சிக்கான இணைப்புபார்வையாளருக்கான இணைப்புபார்வையாளர் முனைக்கு இணைப்புஇணைப்பு ...இணைப்பு/பரிமாற்ற தரவுஇணைக்கப்பட்டஇணைக்கப்பட்ட நகல்இணைக்கப்பட்ட தட்டையான முகங்கள்இருந்து இணைக்கப்பட்டுள்ளதுஇணைக்கப்பட்டுள்ளதுஇணைப்புகள் வெட்டப்படுகின்றனபட்டியல் வடிகட்டிசுமைதனிப்பயன் முன்னோட்டத்தை ஏற்றவும்தொழிற்சாலை கலப்பான் விருப்பங்களை ஏற்றவும்சுமை தொழிற்சாலை கலப்பான் அமைப்புகள்தொழிற்சாலை விருப்பங்களை ஏற்றவும்தொழிற்சாலை அமைப்புகளை ஏற்றவும்தொழிற்சாலை ஏற்றவும் {:s} அமைப்புகள்இருந்து விடாமுயற்சியுடன் ஏற்றவும் ...விருப்பங்களை ஏற்றவும்முன்னோட்டம் படத்தை ஏற்றவும்உள்ளக பார்வைஉள்ளக தரவுஇடம்அனைத்தையும் பூட்டுஎல்லா அடுக்குகளையும் பூட்டவும்அனைத்து மூலப்பொருட்களையும் பூட்டவும்அனைத்து களஞ்சியங்களையும் பூட்டவும் (சோதனை)அனைத்தையும் தலைகீழாக பூட்டுபூட்டு மட்டுமே தேர்ந்தெடுக்கப்பட்டதுபூட்டு தேர்வு செய்யப்படாமல் மட்டுமேபூட்டு தேர்ந்தெடுக்கப்பட்டதுபூட்டு கீற்றுகள்பூட்டு தடங்கள்பூட்டு தேர்ந்தெடுக்கப்படவில்லைதேர்வு செய்யப்படாத மூலப்பொருட்களை பூட்டுபூட்டு பயன்படுத்தப்படவில்லைபயன்படுத்தப்படாத மூலப்பொருட்களை பூட்டவும்லூப் வெட்டுலூப் வெட்டு மற்றும் ச்லைடுலூப் தேர்ந்தெடுக்கவும்தளர்வான வடிவியல்செய்அடிப்படை செய்யுங்கள்சேகரிப்பை செயலில் செய்யுங்கள்விளிம்பு/முகத்தை உருவாக்குங்கள்குழு செய்யுங்கள்உதாரணமாக முகம் செய்யுங்கள்நிகழ்வுகளை உண்மையானதாக்குங்கள்உள் செய்யுங்கள்நூலகத்தை மேலெழுதவும்இணைப்பு செய்யுங்கள்இணைப்புகளை உருவாக்குங்கள்உள்ளக செய்யுங்கள்குறிப்பான்களை உள்ளக ஆக்குங்கள்மேவுவை உருவாக்கவும்மேவு துண்டு செய்யுங்கள்பேனலை மாற்றவும்பெற்றோரை உருவாக்குங்கள்தலைகீழ் இல்லாமல் பெற்றோரை உருவாக்குங்கள்தலைகீழ் இல்லாமல் பெற்றோரை உருவாக்குங்கள் (உருமாற்றம்)பாதைகளை முழுமையானதாக்குங்கள்பாதைகளை உறவினர் செய்யுங்கள்பிளானர் முகங்களை உருவாக்குங்கள்வழக்கமான செய்யுங்கள்பிரிவு செய்யுங்கள்வடிவ விசையை அடிப்படை விசையாக மாற்றவும்ஒற்றை பயனரை உருவாக்குங்கள்கண்காணிக்கவும்வெர்டெக்ச் பெற்றோரை உருவாக்குங்கள்இணைப்புகளை உருவாக்கி மாற்றவும்பயன்படுத்தப்படாத தரவை நிர்வகிக்கவும்பயன்படுத்தப்படாத தரவை நிர்வகிக்கவும் ...கையேடுஅனைத்தையும் குறிக்கவும்அனைத்து தொகுப்புகளையும் குறிக்கவும்மார்க் ஃப்ரீபாணி எட்ச்மார்க் ஃப்ரீபாணி முகம்குறி தொகுப்புமார்க் மடிப்புமார்க் சார்ப்செங்குத்துகளிலிருந்து சார்ப் மார்க்சொத்தாக குறிக்கவும்ஒற்றை சொத்தாக குறிக்கவும்மார்க்கர் பெட்டி தேர்ந்தெடுக்கவும்முகமூடிமுகமூடி பெட்டி சைகைமுகமூடி சாறுமுகமூடி வடிகட்டிமுகமூடி வெள்ள நிரப்புதல்எல்லையிலிருந்து முகமூடிகுழியிலிருந்து முகமூடிமுகமூடி லச்சோ சைகைமுகமூடி வரி சைகைமுகமூடி பாலிலைன் சைகைமுகமூடி துண்டுமுகமூடி துண்டு மற்றும் துளைகளை நிரப்பவும்புதிய பொருளுக்கு முகமூடி துண்டுவண்ணத்தால் முகமூடிகுழியிலிருந்து முகமூடிமுகத்திலிருந்து முகமூடி எல்லையை அமைக்கிறதுகண்ணி எல்லையிலிருந்து முகமூடிமேலே அடுக்குடன் முகமூடிமேலே/கீழே உள்ள அடுக்குடன் முகமூடிகீழே அடுக்குடன் முகமூடிமுகமூடி...கீஃப்ரேமைப் பொருத்தவும்திரைப்பட நீளத்துடன் பொருந்தவும்போட்டி முந்தையசாய்வு பொருத்தவும்அமைப்பு இடத்துடன் பொருந்தவும்மூலப்பொருட்கள்பகுதியை அதிகரிக்கவும்அளவீடுநடுத்தரநினைவக புள்ளிவிவரங்கள்பட்டியல் தேடல்...ஒன்றிணைக்கவும்அனைத்தையும் ஒன்றிணைஅனிமேசனை ஒன்றிணைக்கவும்ஒன்றிணைக்கவும்குழு ஒன்றிணைக்கவும்படங்களை ஒன்றிணைக்கவும்முனைகளை ஒன்றிணைக்கவும்இயல்புகளை ஒன்றிணைக்கவும்uv களை தூரத்தில் ஒன்றிணைக்கவும்தூரத்தில் ஒன்றிணைக்கவும்கண்ணி சிதைவு பிணைப்புகண்ணி வடிகட்டிகண்ணி விமானம்...நீட்டிப்பைக் குறைக்கவும்கண்ணாடிகண்ணாடி விசைகள்மிரர் ரிகிஃபை அளவுருக்கள்கண்ணாடி வடிவ விசைகண்ணாடி வகை & அளவுருக்கள்மிரர் வெர்டெக்ச் குழுமிரர் வெர்டெக்ச் குழு (இடவியல்)மிரர் ஃச்ஆடி லுபிரதிபலித்ததுமுனைகளை கலக்கவும்கலவைபயன்முறைமாற்றியமைக்கும் செயல்பாடுலேபிள்களை மாற்றவும்போச் சொத்தை மாற்றவும்குரங்குகூடுதலானமேலும்...இயக்க பிடிப்பு (.bvh)சுட்டி சேனல்களைக் சொடுக்கு செய்கசுட்டி என்எல்ஏ தடங்களைக் சொடுக்கு செய்கநகர்வுசெயலில் மாற்றியமைப்பை குறியீட்டுக்கு நகர்த்தவும்ஆக்டிவ் உரி மாற்றியை இன்டெக்சுக்கு நகர்த்தவும்அடிப்படையில் நகர்த்தவும்சிறுகுறிப்பு அடுக்கை நகர்த்தவும்பரப்பு விளிம்புகளை நகர்த்தவும்இடைமுகம் வரிசைகளுக்கு இடையில் நகர்த்தவும்எலும்பு சேகரிப்பை நகர்த்தவும்புத்தகக்குறியை நகர்த்தவும்சேனல்களை நகர்த்தவும்கட்டுப்பாட்டை கீழே நகர்த்தவும்கட்டுப்பாட்டை நகர்த்தவும்கட்டுப்பாட்டை குறியீட்டுக்கு நகர்த்தவும்கர்சரை நகர்த்தவும்டாச் பிரிவை நகர்த்தவும்கீழே நகர்த்தவும்போயிட் விதியை நகர்த்தவும்போயிட் மாநிலத்திற்கு கீழே செல்லுங்கள்விளைவை நகர்த்தவும்நிகழ்வு பொருளை நகர்த்தவும்மாற்றியமைப்பாளரை நகர்த்தவும்இலக்கை நகர்த்தவும்குறியீட்டுக்கு விளைவு நகர்த்தவும்நுழைவு நகர்த்தவும்ஏற்றுமதியாளரை நகர்த்தவும்ஃப்ரீபாணி பகுதியை நகர்த்தவும்உருப்படியை நகர்த்தவும்அடுக்கை நகர்த்தவும்வரி தொகுப்பு நகர்த்தவும்வரி (களை) கீழே நகர்த்தவும்வரி (களை) மேலே நகர்த்தவும்கோடுகளை நகர்த்தவும்மார்க்கரை நகர்த்தவும்மூலப்பொருள் நகர்த்தவும்மாற்றியமைப்பை நகர்த்தவும்தோற்றம் நகர்த்தவும்தட்டு நிறத்தை நகர்த்தவும்பிரிவு நகர்த்தவும்தேர்ந்தெடுக்கவும்பட்டியலில் அமைக்கப்பட்ட தேர்வை நகர்த்தவும்வடிவ விசையை நகர்த்தவும்புதிய செயலுக்கு இடங்களை நகர்த்தவும்துண்டு மாற்றியை நகர்த்தவும்கீற்றுகளை கீழே நகர்த்தவும்மூக்கு கீற்றுகள் மேலேஅமைப்பு ச்லாட்டை நகர்த்தவும்அமைப்பு இடத்தை நகர்த்தவும்நேர மார்க்கரை நகர்த்தவும்மேலே நகர்த்தவும்போயிட் விதியை நகர்த்தவும்போயிட் மாநிலத்தை நகர்த்தவும்தாக்கத்தை நகர்த்தவும்நிகழ்வு பொருளை நகர்த்தவும்மாற்றியமைப்பை நகர்த்தவும்இலக்கை நகர்த்தவும்வெர்டெக்ச் குழுவை நகர்த்தவும்நகர்த்தவும் இணைக்கவும்அடுக்கை நகர்த்தவும்அச்சில் நகர்த்தவும்எலும்பு சேகரிப்புக்கு செல்லுங்கள்கீழேக்கு நகர்த்துசேகரிப்புக்கு நகர்த்தவும்கடைசியாக நகர்த்தவும்அடுக்குக்கு நகர்த்தவும்வரிக்கு நகர்த்து தொடங்குவரி முடிவுக்கு நகர்த்துஅடுத்த வார்த்தைக்கு நகர்த்துமுனைகளுக்கு நகர்த்தவும்முந்தைய சொல்லுக்கு நகர்த்துமேலே செல்லவும்தற்போதைய சட்டகத்திலிருந்து நகர்த்தவும்/நீட்டிக்கவும்திரைப்படம்...மல்டி செலக்ட் எட்ச் லூப்ச்மல்டி செலக்ட் எட்ச் ரிங்க்ச்மல்டிகேம் தேர்வாளர்பல படங்கள்பெருக்கல் ×பெருக்கவும்பன்முகத்தன்மை தளத்தைப் பயன்படுத்துகிறதுஇடப்பெயர்ச்சி அழிப்பான்இடப்பெயர்ச்சி ச்மியர் பன்முகத்தன்மை கொண்டதுபன்முகத்தன்மை கொண்டதுமறுசீரமைப்புபன்முகத்தன்மை வெளிப்புறத்தை சேமிக்கிறதுபன்முகத்தன்மை கொண்ட துணைப்பிரிவுஊமையானசேனல்களை முடக்குமுடக்கு இணைப்புகள்முடக்கு கீற்றுகள்தேர்ந்தெடுக்கப்படாத கீற்றுகளை முடக்குndof சுற்றுப்பாதை பார்வைபெரிதாக்கத்துடன் ndof சுற்றுப்பாதை பார்வைndof பான் பார்வைndof பான்/சூம்ndof உருமாற்ற பார்வைபுதியபுதிய நடவடிக்கைபுதிய சொத்து பட்டியல்புதிய எலும்பு சேகரிப்புவி.ஆர் லேண்ட்மார்க்கிலிருந்து புதிய கேமராபுதிய தொகுப்புபுதிய இணைந்ததுபுதிய இசையமைக்கும் முனை குழுபுதிய கம்போசிட்டர் சீக்வென்சர் நோட் குழுசெங்குத்துகளிலிருந்து புதிய விளிம்பு/முகம்விளிம்புகளிலிருந்து புதிய முகம்புதிய கோப்புறைபுதிய வடிவியல் முனை குழுபுதிய வடிவியல் முனை மாற்றிபுதிய வடிவியல் முனை கருவி குழுபுதிய படம்விமான மார்க்கரிலிருந்து புதிய படம்புதிய பொருள்புதிய அடுக்குபுதிய ஒளி இணைக்கும் சேகரிப்புபுதிய வரி நடைபுதிய முதன்மையான சாளரம்புதிய முகமூடிபுதிய மூலப்பொருள்புதிய முனை மரம்புதிய தட்டு நிறம்புதிய பேனல் நிலைமாற்றுபுதிய துகள் அமைப்புகள்புதிய துகள் இலக்குபுதிய காட்சிபுதிய திரைபுதிய தேர்வு தொகுப்புபுதிய சீக்வென்சர் காட்சிபுதிய ச்லாட்புதிய உரைபுதிய அமைப்புபுதிய சாளரம்புதிய பணியிடம்புதிய உலகம்பொருள்களிலிருந்து புதியதுபுரட்டப்பட்ட பொருள்களிலிருந்து புதியதுஅடுத்த செயலில்அடுத்த தொகுதிஅடுத்த எழுத்துஅடுத்த கோப்புறைஅடுத்த வரிஅடுத்த சொல்அடுத்து பணிநிர்வாகம்உதாரணத்திற்கு வசூல் இல்லைமுனை விருப்பங்கள்முனை முன்னோட்டம்முனை உள்ளீடு மாற்றியமைக்கஅல்லாத பன்மடங்குஎதுவுமில்லைஇயல்பாக்குங்கள்செயலில் இயல்பாக்குங்கள்அனைத்தையும் இயல்பாக்குஅனைத்து வெர்டெக்ச் குழுக்களையும் இயல்பாக்குங்கள்வெர்டெக்ச் குழுவை இயல்பாக்குங்கள்எடைகளை இயல்பாக்குங்கள்இயல்பான திசையன் கருவிகள்nurbs வட்டம்nurbs வளைவுnurbs சிலிண்டர்nurbs coperenurbs மேற்பரப்புநர்ப்ச் டோரச்பொருள்பொருள் & தரவுபொருள் & தரவு & மூலப்பொருட்கள்பொருள் அனிமேசன்பொருள் தரவு அனிமேசன்பொருள் வரி கலைபொருள் பயன்முறை பட்டியல்காலாவதியானது எனக் குறிக்கப்பட்டதுஆஃப்செட் எட்ச் லூப்ஆஃப்செட் எட்ச் லூப் வெட்டுஆஃப்செட் எட்ச் ச்லைடுதேர்ந்தெடுக்கப்பட்ட கீஃப்ரேம்களில்தேர்ந்தெடுக்கப்பட்ட குறிப்பான்களில்ஒரு பொருள்ஒரு வரிக்கு ஒரு பொருள்நிகழ்நிலை கையேடுநிகழ்நிலை பைதான் குறிப்புநிரப்புகிறது மட்டுமேபக்கவாதம் மட்டுமேஒளிபுகாநிலைதிறகலப்பு கோப்பைத் திறக்கவும்கேச் கோப்பைத் திறக்கவும்திறந்த தற்காலிக சேமிப்பு வழங்குதல்திறந்த கிளிப்திறந்த இயக்கிகள் ஆசிரியர்கோப்பை வெளிப்புறமாக திறக்கவும்கோப்பு இருப்பிடத்தைத் திறக்கவும்திறந்த எழுத்துருதிறந்த படம்படங்களை திறந்தஇடத்தை வெளிப்புறமாக திறக்கவும்திறந்த விருப்பத்தேர்வுகள் ...முன்னமைக்கப்பட்ட வலைத்தளத்தைத் திறக்கவும்திறந்த ஒலிதிறந்த ஒலி மோனோதிறந்த பாணி பகுதி கோப்புதிறந்த உரைதிறந்த ...திறந்த/மூடுஆபரேட்டர் ஏமாற்றுத் தாள்ஆபரேட்டர் எனம் பைஆபரேட்டர் முன்னமைவுஆபரேட்டர் தேடல்...எதிர்தோற்றம்அவுட்லைன்வெளிப்புற அனிமேசன் தரவு செயல்பாடுவெளிப்புற கட்டுப்பாட்டு செயல்பாடுவெளிப்புற தரவு செயல்பாடுகள்அவுட்லைனர் திருத்து பயன்முறையை மாற்றுதரவு நகலில் வெளியீட்டாளர்கள்தரவு நடவடிக்கைகளில் வெளியீட்டாளர்கள்தரவு பேச்டில் வெளியீட்டாளர்கள்தரவு மறுவடிவமைப்பில் வெளியீட்டாளர்கள்வெளிப்புற நூலக செயல்பாடுஅவுட்லைனர் நூலகம் செயல்பாட்டை மீறுகிறதுஅவுட்லைனர் நூலகம் சரிசெய்தல் செயல்பாட்டை மீறுகிறதுவெளிப்புற மாற்றியமைக்கும் செயல்பாடுவெளிப்புற பொருள் செயல்பாடுஅவுட்லைனர் போச் பயன்முறையை மாற்றுவெளிப்புற காட்சி செயல்பாடுஅவுட்லைனர் அமைக்கப்பட்ட நடவடிக்கைமேலெழுதப்பட்ட தரவு படிநிலைகட்டுபேக் வடிவியல் முனை சுட்டுக்கொள்ளுங்கள்படத்தை பொதி செய்யுங்கள்பொதி தீவுகள்இணைக்கப்பட்ட நூலகங்களை பேக் செய்யுங்கள்வளங்களை பொதி செய்யுங்கள்பொதி ஒலிவண்ணப்பூச்சுபான் பார்வைபான் பார்வை திசைபேனல் நிலைமாற்றுபெற்றோர்பெற்றோர் அடைவுபெற்றோர் முனை மரம்துகள் திருத்து மாற்றுதுகள் அமைப்புஒட்டுதரவு-தொகுதிகளை ஒட்டவும்டிரைவர் ஒட்டவும்இயக்கி மாறிகள் ஒட்டவும்எஃப்-மாடிஃபையர்களை ஒட்டவும்கோப்பை ஒட்டவும்ஒட்டு புரட்டப்பட்டதுஉலகளாவிய உருமாற்றத்தை ஒட்டவும்படத்தை ஒட்டவும்கீஃப்ரேம்களை ஒட்டவும்வரி தொகுப்பு பேச்ட்மூலப்பொருள் ஒட்டவும்பொருள்களை ஒட்டவும்பேச்ட் போச்பேச்ட் போச் புரட்டப்பட்டதுபேச்ட் தேர்வு தொகுப்பு (கள்)ச்ப்லைன்களை ஒட்டவும்வீச்சுகள் ஒட்டவும்உரையை ஒட்டவும்அமைப்பு ச்லாட் அமைப்புகளை ஒட்டவும்தடங்களை ஒட்டவும்uv களை ஒட்டவும்திசையன் ஒட்டவும்தேர்ந்தெடுக்கப்பட்ட எடையை ஒட்டவும்எக்ச்-ஃப்ளிப்ட் போசை ஒட்டவும்ஒட்டவும் சுட்டுக்கொள்ளவும்புதிய சொத்தாக ஒட்டவும்அடுக்கு மூலம் ஒட்டவும்கிளிப்போர்டிலிருந்து ஒட்டவும்தேர்ந்தெடுக்கப்பட்ட விசைகளுக்கு ஒட்டவும்பாதைபாதை/கோப்புகள்இடைநிறுத்தம் சுட்டுக்கொள்ளுங்கள்பேனாஒரு முகம் தொகுப்புக்குஒரு தளர்வான பகுதிக்குஒரு மில்லிற்குஒரு வெர்டெக்சுக்குமுன்னோக்கு/ஆர்த்தோகிராஃபிக்குறுகிய பாதையைத் தேர்ந்தெடுங்கள்முள்பணியிடத்திற்கு முள்கிள்ளுதல்கிள்ள புறஊதாசெயலில் உள்ள வெர்டெக்சுக்கு முன்னிலைஎல்லை முகமூடி எல்லைக்கு முன்னணிதோற்றத்திற்கு முன்னுரிமைகர்சரின் கீழ் மேற்பரப்புக்கு முன்னிலைஅவிழ்க்க முன்னுரிமைகர்சரை வைக்கவும்சுட்டியின் கீழ் பொருளை வைக்கவும்வெற்று அச்சுகள்வானூர்திஅனிமேசன் விளையாடுங்கள்அனிமேசன் பிரிக்கப்பட்ட அனிமேசன்புள்ளி முகில்இலக்கு வைக்க சுட்டிக்காட்டும் இயல்புஇலக்கு வைக்க புள்ளி ...பிரிவகம்போக் முகங்கள்எண்ணால் துருவங்கள்பாலிபாலி உருவாக்ககர்சரில் பாலி பில்ட் நீக்குபாலி பில்ட் கர்சரில் கரைகிறதுகர்சரில் பாலி உருவாக்க முகம்கர்சரில் பாலி பில்ட் பிளவுகர்சரில் பாலி பில்ட் உருமாற்றம்பாலிலைன்பாலிலைன் சேர்பாலிலின் முகம் தொகுப்புபாலிலைன் மறைபாலிலைன் முகமூடிபாலிலைன் சோபாலிலைன் டிரிம்போச் முறிவுபோச் சேனல் செயல்பாடுபவுண்டுவிருப்பங்கள்...ப்ரீஃபெட்ச்பிரேம்களை முன்னெடுங்கள்பொத்தானை அழுத்தவும்முந்தைய செயலில்முந்தைய தொகுதிமுந்தைய எழுத்துமுந்தைய கோப்புறைமுந்தைய வரிமுந்தைய சொல்முந்தைய பணிநிர்வாகம்திட்ட பொருந்தும்திட்டத் திருத்துதிட்ட படம்திட்ட வரி சைகைபார்வையில் இருந்து திட்டம்பார்வையில் இருந்து திட்டம் (எல்லைகள்)போச் பிரச்சாரம்வடிவங்களுக்கு பிரச்சாரம் செய்யுங்கள்சேனல்களைப் பாதுகாக்கவும்பஃப்சுத்திகரிப்புஅனைத்தையும் தூய்மைப்படுத்துங்கள்பயன்படுத்தப்படாத தரவை தூய்மைப்படுத்துங்கள் ...புச்கீழே செயல்களைத் தள்ளுங்கள்முறிவிலிருந்து போசை தள்ளுங்கள்புச் புல்புச் புல் கீஃப்ரேம்கள்தள்ளு இழுபைதான் பநிஇ குறிப்புகுவாட் வியூ மறுஅளவாக்குகுவாட்ரிப்லோ ரெமெச்அளவிடவும்வெர்டெக்ச் எடையை அளவிடுங்கள்விரைவான திருத்துவிரைவான வெடிப்புவிரைவான ஃபர்விரைவான திரவவிரைவான புகைவெளியேறுகலப்பானை விட்டு வெளியேறவும்ரேடியல் கட்டுப்பாடுஆரம்சீரற்றசீரற்றவண்ணங்களை சீரற்றதாக்குங்கள்முகத்தை சீரற்றதாக்குங்கள் வண்ணங்கள் அமைக்கின்றனஉருமாற்றத்தை சீரற்றதாக்குங்கள்செங்குத்துகளை சீரற்றதாக்குங்கள்ரிக் மீண்டும் உருவாக்கவும்தேர்ந்தெடுக்கப்பட்ட வடிவங்களின் மறு விசை புள்ளிகள்ரீ-கீ சேப் பாயிண்ட்ச்மறு நேர வடிவ விசைகள்பார்வை அடுக்குகளைப் படியுங்கள்உள்ளீடுகளை மீண்டும் இணைக்கவும்மீண்டும் கட்டியெழுப்பபி.வி.எச்குறைந்த துணைப்பிரிவுகளை மீண்டும் உருவாக்குங்கள்பதிலாள் மற்றும் நேரக் குறியீடு குறியீடுகளை மீண்டும் உருவாக்கவும்கைப்பிடிகளை மீண்டும் கணக்கிடுங்கள்உள்ளே மீண்டும் கணக்கிடுங்கள்இயல்பானவற்றை மீண்டும் கணக்கிடுங்கள்வெளியே மீண்டும் கணக்கிடுங்கள்ரோலை மீண்டும் கணக்கிடுங்கள்அண்மைக் கால கொக்கிஆட்டோ சேமிப்பை மீட்டெடுக்கவும்கடைசி அமர்வை மீட்டெடுக்கவும்சமநிலை வரைபடங்களை மறுவரையறை செய்யுங்கள்மீண்டும்செய்மீண்டும் பட்டியல் திருத்தங்கள்கடைசியாக மீண்டும்டைமரை மறுவடிவமைக்கவும்குறிப்பு...குறிப்பான்களைச் செம்மைப்படுத்துங்கள்புதுப்பிப்புஅனைத்தையும் புதுப்பிகாப்பகத்தை புதுப்பிக்கவும்சொத்து நூலகத்தை புதுப்பிக்கவும்தரவு-தொகுதி முன்னோட்டங்களை புதுப்பிக்கவும்இயக்கிகளைப் புதுப்பிக்கவும்கோப்பு பட்டியலைப் புதுப்பிக்கவும்ஐ18ன் தரவைப் புதுப்பிக்கவும் ...நிகழ்வு பொருள்களைப் புதுப்பிக்கவும்உள்ளக புதுப்பிக்கவும்தொலைதூரத்தைப் புதுப்பிக்கவும்சீக்வென்சரை புதுப்பிக்கவும்செயல் பட்டியலைப் புதுப்பிக்கவும்மண்டலம்மண்டலம் ஆல்பாபதிவுகோப்பு சங்கத்தை பதிவு செய்யுங்கள்பதிவு செய்யப்பட்ட வர்த்தக முத்திரை ®வழக்கமானமறுபரிசீலனைஓய்வெடுங்கள்முகத் தொகுப்புகளை தளர்த்தவும்முறிவுக்கு போச் செய்யுங்கள்UV களை தளர்த்தவும்வெளியீட்டு குறிப்புகள்ஏற்றவும்கிளிப்பை மீண்டும் ஏற்றவும்வரலாற்றுக் கோப்பை மீண்டும் ஏற்றவும்படத்தை மீண்டும் ஏற்றவும்படங்களை மீண்டும் ஏற்றவும்நூலகத்தை மீண்டும் ஏற்றவும்கைஉரைகளை மீண்டும் ஏற்றவும்தொடக்க கோப்பை மீண்டும் ஏற்றவும்கீற்றுகளை மீண்டும் ஏற்றவும்கீற்றுகளை மீண்டும் ஏற்றவும் மற்றும் நீளத்தை சரிசெய்யவும்மொழிபெயர்ப்பை மீண்டும் ஏற்றவும்இடமாற்றம்நூலகத்தை இடமாற்றம் செய்யுங்கள்இணைக்கப்பட்ட ஐடியை இடமாற்றம் செய்யுங்கள்ரமேச்அகற்றுaov ஐ அகற்றுசெயலில் உள்ள குழுவை அகற்றுசெயலில் உள்ள கீயிங் தொகுப்பை அகற்றுசெயலில் உள்ள கீயிங் தொகுப்பு பாதையை அகற்றுதுணை நிரலை அகற்றுஅனைத்து குழுக்களையும் அகற்றுஅனைத்து பொருட்களையும் அகற்றவும்அனைத்து துகள் அமைப்புகளையும் அகற்றுஅனிமேசனை அகற்றுசிறுகுறிப்பு அடுக்கை அகற்றுசொத்து நூலகத்தை அகற்றுசொத்து குறிச்சொல்லை அகற்றுபண்புக்கூறு அகற்றுஆட்டோ செயல்படுத்தும் பாதையை அகற்றுபோயிட் விதியை அகற்றுபோயிட் நிலையை அகற்றுஎலும்பு சேகரிப்பை அகற்றுஎலும்பு சேகரிப்பு குறிப்பை அகற்றுஎலும்பு சேகரிப்பிலிருந்து எலும்பை அகற்றவும்தேர்வு தொகுப்பிலிருந்து எலும்புகளை அகற்றுதூரிகையை அகற்றுகேமரா பின்னணி படத்தை அகற்றுகேன்வாசை அகற்றுசேகரிப்பை அகற்றுவண்ண பண்புக்கூறு அகற்றுகிரிப்டோமாடே சாக்கெட்டை அகற்றுடாச் பிரிவை அகற்றுஇரட்டையர் அகற்றவும்டிரைவரை அகற்றுவெற்று அனிமேசன் தரவை அகற்றுஏற்றுமதியாளரை அகற்றுநீட்டிப்பு களஞ்சியத்தை அகற்றுவெளிப்புற அம்ச தொகுப்பை அகற்றுகோப்பு சங்கத்தை அகற்றுநிரப்பு வழிகாட்டிகளை அகற்றுஃப்ரீபாணி பகுதியை அகற்றுஒளி இணைக்கும் சேகரிப்பிலிருந்து அகற்றுஇடைவெளிகளை அகற்றுஇடைவெளிகளை அகற்று (அனைத்தும்)பசை எழுதுகோல் விளைவை அகற்றுகொக்கி அகற்றவும்ஐகே ஐ அகற்றுஉருப்படியை அகற்றுமுக்கிய கட்டமைப்பை அகற்றுமுக்கிய வரைபட உருப்படியை அகற்றுகீமாப் உள்ளமைவை அகற்றுஅடுக்கை அகற்றுஅடுக்கு குழுவை அகற்றுஒளி குழுவை அகற்றவும்வரி தொகுப்பை அகற்றுமுகமூடி அடுக்கை அகற்றுமூலப்பொருள் ச்லாட்டை அகற்றுமேவுவை அகற்றுமேவு-உரிசை அகற்றுமாற்றியமைப்பை அகற்றுமேலெழுதலை அகற்றுமேலெழுதல்களை அகற்றுபெயிண்ட் வளைவு புள்ளியை அகற்றுதுகள் நிகழ்வு பொருளை அகற்றுதுகள் அமைப்பு ச்லாட்டை அகற்றுதுகள் இலக்கை அகற்றுமுன்னோட்டத்தை அகற்றுசொத்தை அகற்றுபைதான் கைஉரை கோப்பகத்தை அகற்றுவழங்குதல் ச்லாட்டை அகற்றுவழங்குதல் பார்வையை அகற்றுகளஞ்சியத்தை அகற்றுகளஞ்சியம் மற்றும் கோப்புகளை அகற்றுகடினமான உடல்களை அகற்றவும்கடினமான உடலை அகற்றுகடுமையான உடல் கட்டுப்பாட்டை அகற்றுகடுமையான உடல் உலகத்தை அகற்றவும்வரிசை வடிகட்டியை அகற்றுபிரிவை அகற்றுதேர்ந்தெடுக்கப்பட்ட எலும்புகளை அகற்றவும்எல்லா செட்களிலிருந்தும் தேர்ந்தெடுக்கப்பட்ட எலும்புகளை அகற்றவும்தேர்ந்தெடுக்கப்பட்ட நுழைவை அகற்றுதேர்ந்தெடுக்கப்பட்ட பொருட்களை அகற்றுசெயலில் சேகரிப்பிலிருந்து தேர்ந்தெடுக்கப்பட்டதை அகற்றுஎலும்பு சேகரிப்புகளிலிருந்து தேர்ந்தெடுக்கப்பட்டதை அகற்றுவடிவ விசையை அகற்றுகுறுக்குவழியை அகற்றுஒற்றை மேலெழுதலை அகற்றவும்உறுதிப்படுத்தல் சுழற்சி பாதையை அகற்றுஉறுதிப்படுத்தல் பாதையை அகற்றுஉரி மாற்றியமைப்பை அகற்றுமேற்பரப்பு ச்லாட்டை அகற்றுஇலக்கை அகற்றுஉரை பெட்டியை அகற்றுகருப்பொருள் அகற்றுஓடு அகற்றுகண்காணிப்பு பொருளை அகற்றுபுறஊதா வரைபடத்தை அகற்றுபயன்படுத்தப்படாததை அகற்றவும்பயன்படுத்தப்படாத எலும்பு சேகரிப்புகளை அகற்றவும்பயன்படுத்தப்படாத சேகரிப்புகளை அகற்றவும்பயன்படுத்தப்படாத ஒளி குழுக்களை அகற்றவும்பயன்படுத்தப்படாத மூலப்பொருள் இடங்களை அகற்றவும்பயன்படுத்தப்படாத இடங்களை அகற்றவும்வி.ஆர் மைல்கல்லை அகற்றவும்வெர்டெக்ச் குழுவை அகற்றுபார்வை அடுக்கை அகற்றுசெயலில் உள்ள குழுவிலிருந்து அகற்றுஎல்லாவற்றிலிருந்தும் அகற்றுஎல்லா சேகரிப்புகளிலிருந்தும் அகற்றுஅனைத்து குழுக்களிலிருந்தும் அகற்றுசேகரிப்பிலிருந்து அகற்றுசட்டகத்திலிருந்து அகற்றுகீயிங் தொகுப்பிலிருந்து அகற்றுஉள்ளக பார்வையில் இருந்து அகற்றுவிரைவான பிடித்தவைகளிலிருந்து அகற்றுவெர்டெக்ச் குழுவிலிருந்து அகற்றுமறுபெயரிடுங்கள்அதிரடி ச்லாட்டை மறுபெயரிடவும்செயலில் உள்ள எலும்பு மறுபெயரிடுங்கள் ...நடப்பு உருப்படியை மறுபெயரிடு...செயலில் உள்ள பொருள் மறுபெயரிடுங்கள் ...சிறுகுறிப்பு லேயரை மறுபெயரிடவும்ஆர்மேச்சர் எலும்பு சேகரிப்பு என மறுபெயரிடவும்எலும்பு என மறுபெயரிடவும்எலும்பு சேகரிப்பு மறுபெயரிடவும்சேனலை மறுபெயரிடுங்கள்டேட்டா-பிளாக்கை மறுபெயரிடவும்திருத்து எலும்பை மறுபெயரிடவும்கோப்பு அல்லது கோப்பகத்தை மறுபெயரிடுங்கள்கிரீச் பென்சில் வரைதல் என மறுபெயரிடவும்கிரீச் பென்சில் லேயரின் பெயரை மாற்றவும்கிரீச் பென்சில் லேயர் குழுவை மறுபெயரிடவும்மார்க்கர் மறுபெயரிடுங்கள்மாற்றியமைப்பிற்கு மறுபெயரிடவும்என்எல்ஏ டிராக்கை மறுபெயரிடவும்பொருளின் பெயரை மாற்றவும்போச் எலும்பை மறுபெயரிடவும்வெர்டெக்ச் குழுவை மறுபெயரிடவும்காட்சி உருப்படியை மறுபெயரிடுங்கள்காட்சி அடுக்குக்கு மறுபெயரிடவும்வடிவ விசையை மறுபெயரிடவும்மறுபெயரிட...வழங்கவும்செயலில் உள்ள பொருளை வழங்குதல்அனிமேசனை வழங்கவும்ஆடியோவை வழங்கு...மாற்றப்பட்ட அடுக்கு வழங்கவும்படத்தை வழங்கவும்பிளேப்ளாச்டை வழங்குதல் செய்யவும்கீஃப்ரேம்களில் பிளேபிளாச்டை வழங்குதல் செய்யவும்பகுதி வழங்கவும்மண்டலத்தை வழங்கவும்...வழங்குதல் வரிசை முன்னோட்டம்சீக்வென்சர் அனிமேசன் வழங்குதல்வழங்குதல் சீக்வென்சர் படத்தைவழங்குதல் ச்லாட் சுழற்சி அடுத்துவழங்குதல் ச்லாட் சுழற்சி முந்தையவழங்குதல் ச்டில் முன்னோட்டம்வழங்குதல் வியூபோர்ட் முன்னோட்டம்மறுவரிசைஆர்மேச்சர் எலும்பு சேகரிப்புகளை மறுவரிசைப்படுத்தவும்நெடுவரிசைகளை மறுவரிசைப்படுத்தவும்F-வளைவு மாற்றியை மறுவரிசைப்படுத்தவும்கிரீச் பென்சில் அடுக்கு முகமூடியை மறுவரிசைப்படுத்தவும்லேயரை மறுவரிசைப்படுத்தவும்அடுக்குகளை மறுவரிசைப்படுத்தவும்கண்ணி இடஞ்சார்ந்த முறையில் மறுவரிசைப்படுத்தவும்பின்னோக்கி மறுவரிசைப்படுத்தவும்முன்புறத்திற்கு மறுவரிசைப்படுத்தவும்வரலாற்றை மீண்டும் செய்யவும்வரலாற்றை மீண்டும் தொடருங்கள்...கடைசியாக மீண்டும் செய்யவும்மாற்றவும்தேர்வு மற்றும் தேர்வை அமைக்கவும்செயலை மாற்றவும்அனைத்தையும் மாற்றவும்படத்தை மாற்றவும்கீஃப்ரேமை மாற்றவும்கீஃப்ரேம்களை மாற்றவும்இணைப்புகளை மாற்றவும்ஒற்றை கீஃப்ரேமை மாற்றவும்புதிய செயலுடன் மாற்றவும்மாற்று...ஆபரேட்டர்களை மீண்டும் இயக்கவும்காணாமல் போன கோப்புகளைப் புகாரளிக்கவும்பிழையைப் புகாரளிகளஞ்சியம்இனப்பெருக்கம்ச்ட்ரோக்சை மறுபரிசீலனை செய்...மீட்டமைஅனைத்தையும் இயல்புநிலை மதிப்புகளுக்கு மீட்டமைக்கவும்பின்னணியை மீட்டமைக்கவும்வண்ண வளைவை மீட்டமைக்கவும்வளைவு சுயவிவரத்தை மீட்டமைக்கவும்தூரத்தை மீட்டமைஇறகு அனிமேசனை மீட்டமைகொக்கி மீட்டமைகெர்னிங்கை மீட்டமைக்கவும்நூலகத்தை மீறுங்கள்முனையை மீட்டமைக்கவும்முனைகளை மீட்டமைக்கவும்முனைகளை சட்டத்தில் மீட்டமைக்கவும்அசல் நீளத்தை மீட்டமைக்கவும்மேலெழுதப்பட்ட தரவை மீட்டமைக்கவும்சுயவிவரத்தை மீட்டமைக்கவும்அண்மைக் கால மீட்டமைமீட்டெடுப்பு மறுபிரவேசம்அமைப்புகளை மீட்டமைக்கவும்இயல்புநிலை மதிப்புக்கு ஒற்றை மீட்டமைக்கவும்அசல் மீட்டமைஉருமாற்றத்தை மீட்டமைUV களை மீட்டமைக்கவும்unkey ஐ மீட்டமைக்கவும்திசையன்களை மீட்டமைக்கவும்வெர்டெக்ச் வண்ணத்தை மீட்டமைக்கவும்பார்வையை மீட்டமைஇயல்புநிலை கருப்பொருளுக்கு மீட்டமைக்கவும்இயல்புநிலை மதிப்புக்கு மீட்டமைக்கவும்மறுஅளவிடுங்கள்நெடுவரிசை மறுஅளவிடுதல்படத்தை மறுஅளவிடுங்கள்விதை முனைமோதலைத் தீர்க்கவும்மீட்டமைபகுதிகளை மீட்டமைமுக்கிய வரைபட உருப்படியை மீட்டெடுக்கவும்முக்கிய வரைபடங்களை மீட்டமைக்கவும்)ஆபரேட்டர் இயல்புநிலைகளை மீட்டமைமுந்தைய செயலை மீட்டெடுக்கவும்வழங்குதல் தேர்வு செய்யப்படாமல் கட்டுப்படுத்துங்கள்ரெச்யூம்மறுசீரமைப்பு மேலெழுதப்பட்ட தரவு படிநிலைமறுஒத்திசைவு மேலெழுதப்பட்ட தரவு படிநிலை அமலாக்கம்மீட்டெடுக்கும் கீற்றுகள்மறுபிரவேசம்வெளிப்படுத்துங்கள்வளைவுகளை வெளிப்படுத்துங்கள்முகங்கள்/செங்குத்துகளை வெளிப்படுத்துங்கள்மறைக்கப்பட்டதை வெளிப்படுத்துங்கள்தேர்ந்தெடுக்கப்பட்டதை வெளிப்படுத்துங்கள்தலைகீழ் வண்ணங்கள்uv களை தலைகீழ்மாற்றியமைக்கவும்தூரிகை சொத்தை மாற்றவும்சொத்துக்கு திரும்பவும்சேமித்த விருப்பங்களுக்குத் திரும்பவும்ஊனமுற்ற எஃப்-வளைவுகளை புதுப்பிக்கவும்வலதுவலது அண்டை வீட்டுக்காரர்ரிகிஃபை கலர் செட்டைச் சேர்க்கவும்கருப்பொருளிலிருந்து வண்ணத் தொகுப்பை ரிகிஃபை சேர்க்கவும்ரிகிஃபை நிலையான வண்ண தொகுப்புகளைச் சேர்க்கவும்ரிகிஃபை பயனர் வரையறுக்கப்பட்ட செயலில்/வண்ணங்களைத் தேர்ந்தெடுக்கவும்ரிகிஃபை குறியாக்கம் மெட்டாரிக்ரிகிஃபை குறியாக்கம் மெட்டாரிக் மாதிரிரிகிஃபை குறியாக்கம் விட்செட்ரிக் உருவாக்கு ரிக்தற்போதைய கருப்பொருளிலிருந்து செயலில்/வண்ணங்களைத் தேர்ந்தெடுக்கவும்அனைத்து வண்ணத் தொகுப்புகளையும் அகற்றவும்வண்ணத் தொகுப்பை அகற்றுமெட்டரிக் அடுக்குகளை மேம்படுத்தவும்மேம்படுத்தல் மெட்டாரிக் வகைகளை ரிகிஃபை செய்யுங்கள்கிழித்தெறியrip விளிம்புrip மண்டலம்rip செங்குத்துகள்rip செங்குத்துகள் மற்றும் நீட்டிப்புrip செங்குத்துகள் மற்றும் நிரப்புதல்ரோல்ரோல் இடதுவலதுபுறம் உருட்டவும்வேர்கள்சுழற்றுங்கள்180 ° சுழற்றுங்கள்90 ° கடிகார திசையில் சுழற்றுங்கள்90 ° எதிர்-கடிகார திசையில் சுழற்றுங்கள்வண்ணங்களை சுழற்றுங்கள்எட்ச் சி.சி.டபிள்யூஎட்ச் சி.டபிள்யூபட ஆர்த்தோகனலை சுழற்றுங்கள்இயல்புநிலைகளை சுழற்றுங்கள்தேர்ந்தெடுக்கப்பட்ட விளிம்பை சுழற்றுங்கள்uvs ஐ சுழற்றுங்கள்பார்வை சுழலும்சுழற்றுங்கள் ...சுழற்சிசுழற்சி - துருவ மாற்றுஆட்சியாளர் சேர்ஆட்சியாளர் அகற்றுபைதான் கோப்பை இயக்கவும்ச்கிரிப்டை இயக்கவும்எச்டிஎல் (.stl)பசை எழுதுகோலாக எச்விசிமாதிரிமாதிரி நிறம்மாதிரி விவரம் அளவுமாதிரி குழுமாதிரி வரிமாதிரி வெர்டெக்ச் குழுமாதிரி எடைவிசைகளுக்கு மாதிரிகள்சேமிஅனைத்து படங்களையும் சேமிக்கவும்மாற்றியமைக்கப்பட்ட அனைத்தையும் சேமிக்கவும்என சேமிசொத்தாக சேமிக்கவும் ...படமாக சேமிக்கவும்என சேமிக்கவும்...சொத்து பட்டியல்களை சேமிக்கவும்கலப்பான் கோப்பை சேமிக்கவும்தூரிகை சொத்தை சேமிக்கவும்சொத்தில் மாற்றங்களைச் சேமிக்கவும்நகலை சேமி...தனிப்பயன் ச்டுடியோ ஒளியை சேமிக்கவும்படத்தை சேமிக்கவும்சேமி அதிகரிக்கும்புதிய விருப்பங்களைச் சேமிக்கவும்தொடர்ந்து சேமிக்கவும் ...விருப்பங்களை சேமிக்கவும்ச்கிரீன்சாட்டை சேமிக்கவும்திரை சாட்டை சேமி (ஆசிரியர்)ச்கிரீன்சாட்டை சேமி (எடிட்டர்)...ச்கிரீன்சாட்டை சேமி...வரிசையை சேமிக்கவும்தொடக்க கோப்பை சேமிக்கவும்கணினி தகவலைச் சேமி...கருப்பொருள் சேமிக்கவும்பார்வையாளர் படத்தை சேமிக்கவும்ஒரு நகலை சேமிக்கவும்...தூரிகை சொத்தாக சேமிக்கவும்வடிவ விசையாக சேமிக்கவும்ச்டுடியோ ஒளியாக சேமிக்கவும்அளவிடக்கூடிய திசையன் கிராபிக்ச் (.svg)அளவுஅளவுகோல் சராசரிஅளவிலான சராசரி கீஃப்ரேம்கள்அளவிலான பி-எலும்புஅளவிலான எலும்புஅளவிலான கூண்டுஅளவு உறை தூரம்செதில் இறகுஅளவிலான ஆரம்அளவிலான மண்டல அளவுசிற்பம்/வண்ணப்பூச்சு தூரிகை அளவுஅமைப்பு இடத்தை அளவிடவும்பொருத்த அளவுகோல்அண்டை வீட்டிலிருந்து அளவுநிரப்ப அளவுகோல்வி.ஆர் லேண்ட்மார்க்குக்கு காட்சி கேமராகாட்சி வரி கலைதிருகுகைஉரை முனை புதுப்பிப்புசுருள்கீழே உருட்டவும்உருள் இடதுஉருள் பக்கம்வலதுபுறம் உருட்டவும்மேலே உருட்டவும்உருட்டல் பயன்பாடுஉருள் பட்டைச்க்ரோலர் செயல்படுத்தவும்சிற்பம்சிற்பம் பயன்முறைதீவுகளிலிருந்து வரும் சீம்கள்தேடல் பட்டியல்தேடல் ஆபரேட்டர்ஒற்றை மெனுவைத் தேடுங்கள்தேடு...தேர்ந்தெடுதேர்ந்தெடுக்கவும் (இணைக்கப்பட்ட கைப்பிடி)தேர்ந்தெடுக்கவும் (இணைக்கப்பட்ட நேரம்)தேர்ந்தெடுக்கவும் (பட்டியல்)தேர்ந்தெடுக்கவும் (சட்டத்தின் பக்கம்)தேர்ந்தெடுக்கவும் (இணைக்கப்படாதது)செயலில் உள்ள கேமராவைத் தேர்ந்தெடுக்கவும்அனைத்தையும் தெரிவுசெய்அனைத்தையும் வகைப்படுத்துங்கள்மாற்று என்பதைத் தேர்ந்தெடுக்கவும்அச்சு தேர்ந்தெடுக்கவும்எலும்புகளைத் தேர்ந்தெடுக்கவும்எலும்பு சேகரிப்பின் எலும்புகளைத் தேர்ந்தெடுக்கவும்எல்லை வளையத்தைத் தேர்ந்தெடுக்கவும்பெட்டியைத் தேர்ந்தெடுக்கவும்துருவ எண்ணிக்கையால் தேர்ந்தெடுக்கவும்ச்ட்ரோக் வகை மூலம் தேர்ந்தெடுக்கவும்கேமராவைத் தேர்ந்தெடுக்கவும்சேனலைத் தேர்ந்தெடுக்கவும்சேனல் கீஃப்ரேம்களைத் தேர்ந்தெடுக்கவும்வட்டத்தைத் தேர்ந்தெடுக்கவும்இணைக்கப்பட்டதைத் தேர்ந்தெடுக்கவும்கட்டுப்பாட்டு இலக்கைத் தேர்ந்தெடுக்கவும்கட்டுப்பாட்டு புள்ளி வரிசையைத் தேர்ந்தெடுக்கவும்கோப்பகத்தைத் தேர்ந்தெடுமுனைகளைத் தேர்ந்தெடுக்கவும்நீட்டிப்பு என்பதைத் தேர்ந்தெடுக்கவும்நீட்டிப்பு என்பதைத் தேர்ந்தெடுக்கவும் (பட்டியல்)பக்கங்களால் முகங்களைத் தேர்ந்தெடுக்கவும்நிரப்பு என்பதைத் தேர்ந்தெடுக்கவும்ஃபிரேம் சில்ட்ரன் என்பதைத் தேர்ந்தெடுக்கவும்குழு என்பதைத் தேர்ந்தெடுக்கவும்குழுவாக்கப்பட்டது என்பதைத் தேர்ந்தெடுக்கவும்...வளரும் என்பதைத் தேர்ந்தெடுக்கவும்கைப்பிடியைத் தேர்ந்தெடுக்கவும்கைப்பிடிகளைத் தேர்ந்தெடுக்கவும்வரிசைமுறையைத் தேர்ந்தெடுக்கவும்கொக்கி தேர்ந்தெடுக்கவும்உள்துறை முகங்களைத் தேர்ந்தெடுக்கவும்தேர்ந்தெடுவிசை / கைப்பிடிகளைத் தேர்ந்தெடுக்கவும்கீஃப்ரேம்களைத் தேர்ந்தெடுக்கவும்லாசோவைத் தேர்ந்தெடுக்கவும்இடது/வலதுபுறம் தேர்ந்தெடுக்கவும்குறைவாக தேர்ந்தெடுக்கவும்ஒளி இணைக்கும் தடுப்பான்களைத் தேர்ந்தெடுக்கவும்ஒளி இணைக்கும் பெறுநர்களைத் தேர்ந்தெடுக்கவும்வரியைத் தேர்ந்தெடுக்கவும்இணைக்கப்பட்டதைத் தேர்ந்தெடுக்கவும்அனைத்தையும் இணைக்கப்பட்ட என்பதைத் தேர்ந்தெடுக்கவும்இணைக்கப்பட்ட தட்டையான முகங்களைத் தேர்ந்தெடுக்கவும்இணைக்கப்பட்டுள்ளது என்பதைத் தேர்ந்தெடுக்கவும்இணைக்கப்பட்ட தேர்வைத் தேர்ந்தெடுக்கவும்இணைக்கப்பட்டதைத் தேர்ந்தெடுக்கவும்இணைக்கப்பட்ட செங்குத்துகளைத் தேர்ந்தெடுக்கவும்இணைக்கப்பட்ட செங்குத்துகள் தேர்வு என்பதைத் தேர்ந்தெடுக்கவும்லூப் தேர்ந்தெடுக்கவும்லூப் உள்-மண்டலத்தைத் தேர்ந்தெடுக்கவும்தளர்வான வடிவவியலைத் தேர்ந்தெடுக்கவும்தற்போதைய சட்டகத்திற்கு முன்/பின் குறிப்பான்களைத் தேர்ந்தெடுக்கவும்மூலப்பொருள் தேர்ந்தெடுக்கவும்மூலப்பொருள் ச்லாட்டைத் தேர்ந்தெடுக்கவும்பட்டியல் என்பதைத் தேர்ந்தெடுக்கவும்கண்ணாடியைத் தேர்ந்தெடுக்கவும்பயன்முறையைத் தேர்ந்தெடுக்கவும்மேலும் தேர்ந்தெடுக்கவும்அடுத்து தேர்ந்தெடுக்கவும்அடுத்த உறுப்பைத் தேர்ந்தெடுக்கவும்பன்மடங்கு அல்லாத என்பதைத் தேர்ந்தெடுக்கவும்பொருளைத் தேர்ந்தெடுக்கவும்பொருள் படிநிலையைத் தேர்ந்தெடுக்கவும்பொருள்களைத் தேர்ந்தெடுக்கவும்சேகரிப்பில் உள்ள பொருள்களைத் தேர்ந்தெடுக்கவும்நோக்குநிலையைத் தேர்ந்தெடுக்கவும்ஒன்றுடன் ஒன்று தேர்ந்தெடுக்கவும்பெயிண்ட் வளைவு புள்ளியைத் தேர்ந்தெடுக்கவும்பெற்றோர் எலும்பைத் தேர்ந்தெடுக்கவும்பெற்றோர் சட்டத்தைத் தேர்ந்தெடுக்கவும்பெற்றோர் அல்லது குழந்தைகளைத் தேர்ந்தெடுக்கவும்வடிவத்தைத் தேர்ந்தெடுக்கவும்வடிவத்தைத் தேர்ந்தெடுக்கவும் ...இணைக்கப்பட்ட தேர்வு என்பதைத் தேர்ந்தெடுக்கவும்பின்னட் என்பதைத் தேர்ந்தெடுக்கவும்போச் எலும்புகளைத் தேர்ந்தெடுக்கவும்முந்தையதைத் தேர்ந்தெடுக்கவும்முந்தைய உறுப்பைத் தேர்ந்தெடுக்கவும்சீரற்ற என்பதைத் தேர்ந்தெடுக்கவும்அறிக்கையைத் தேர்ந்தெடுக்கவும்வேர்களைத் தேர்ந்தெடுக்கவும்அதே தொகுப்பைத் தேர்ந்தெடுக்கவும்தேர்வு தொகுப்பைத் தேர்ந்தெடுக்கவும்கூர்மையான விளிம்புகளைத் தேர்ந்தெடுக்கவும்குறுகிய பாதையைத் தேர்ந்தெடுக்கவும்பக்கத்தைத் தேர்ந்தெடுக்கவும்சட்டகத்தின் பக்கத்தைத் தேர்ந்தெடுக்கவும்ஒத்ததைத் தேர்ந்தெடுக்கவும்ஒத்த மண்டலங்களைத் தேர்ந்தெடுக்கவும்பிளவு என்பதைத் தேர்ந்தெடுக்கவும்உறுதிப்படுத்தல் சுழற்சி தடங்களைத் தேர்ந்தெடுக்கவும்உறுதிப்படுத்தல் தடங்களைத் தேர்ந்தெடுக்கவும்உரையைத் தேர்ந்தெடுக்கவும்ஓடு என்பதைத் தேர்ந்தெடுக்கவும்நேர மார்க்கரைத் தேர்ந்தெடுக்கவும்உதவிக்குறிப்புகளைத் தேர்ந்தெடுக்கவும்மாற்று என்பதைத் தேர்ந்தெடுக்கவும்தேர்ந்தெடு Toggle (List)குழுவைத் தேர்ந்தெடுக்கவும்வெர்டெக்ச் குழுவைத் தேர்ந்தெடுக்கவும்உருப்படியைக் காண்க என்பதைத் தேர்ந்தெடுக்கவும்வார்த்தையைத் தேர்ந்தெடுக்கவும்பண்புக்கூறு மூலம் தேர்ந்தெடுக்கவும்வகை மூலம் தேர்ந்தெடுக்கவும்தேர்ந்தெடுத்த பொருள்கள்தேர்ந்தெடுக்கப்பட்ட பின்அருகிலுள்ள தேர்ந்தெடுக்கப்படாததற்கு தேர்ந்தெடுக்கப்பட்டதுகர்சருக்குத் தேர்ந்தெடுக்கப்பட்டதுகர்சருக்குத் தேர்ந்தெடுக்கப்பட்டது (ஆஃப்செட்)பிக்சல்களுக்கு தேர்ந்தெடுக்கப்பட்டதுதேர்வுதேர்வு வண்ணப்பூச்சுசெயலில் தேர்வுதற்போதைய சட்டகத்திற்கு தேர்வுகர்சருக்கான தேர்வுகர்சருக்கான தேர்வு (ஆஃப்செட் வைத்திருங்கள்)கர்சர் மதிப்புக்கான தேர்வுகட்டத்திற்கு தேர்வு செய்தல்அருகிலுள்ள சட்டகத்திற்கு தேர்வுஅருகிலுள்ள மார்க்கருக்கான தேர்வுஅருகிலுள்ள நொடிக்கு தேர்வுதனிஎலும்புகள் தனிதனி நிரப்புதனித்தனி படங்கள்தனி இடங்கள்வரிசை ச்லைடுசீக்வென்சர் இடமாற்று தரவுசீக்வென்சர் பார்வை சூம் விகிதம்சீக்வென்சர் செயல்பாடு2 டி கர்சரை அமைக்கவும்3d கர்சரை அமைக்கவும்செயலில் உள்ள கேமராவை அமைக்கவும்செயலில் உள்ள கிளிப்பை அமைக்கவும்செயலில் குழுவை அமைக்கவும்செயலில் கீயிங் தொகுப்பை அமைக்கவும்செயலில் அடுக்கை அமைக்கவும்செயலில் உள்ள மூலப்பொருளை அமைக்கவும்செயலில் மாற்றியமைப்பை அமைக்கவும்செயலில் உள்ள பொருளை கேமராவாக அமைக்கவும்செயலில் உள்ள வடிவ விசையை அமைக்கவும்ஆக்டிவ் உரி மாற்றியை அமைக்கவும்செயலில் உள்ள வெர்டெக்ச் குழுவை அமைக்கவும்பண்புக்கூறு அமைக்கவும்அச்சு அமைகலப்பு கோப்பு வேலை செய்யும் வண்ண இடத்தை அமைக்கவும்தொப்பிகளை அமைக்கவும்வழக்கு அமைக்கவும்கிளிப் பயன்முறையை அமைக்கவும்வண்ண பண்புக்கூறு அமைக்கவும்வண்ண குறிச்சொல்லை அமைக்கவும்மூலை வகையை அமைக்கவும்கர்சரை அமைக்கவும்கர்சரை ஈடுசெய்ய அமைக்கவும்வளைவு தொப்பிகளை அமைக்கவும்வளைவு ஆரம் அமைக்கவும்வளைவு தீர்மானத்தை அமைக்கவும்வளைவு வகையை அமைக்கவும்வளைவுகள் புள்ளியை அமைக்கவும்வளைவுகள் மேற்பரப்பு பொருளை அமைக்கவும்சுழற்சி நிலையை அமைக்கவும்இயல்புநிலை குழு முனை அகலத்தை அமைக்கவும்இறுதி சட்டத்தை அமைக்கவும்நீட்டிப்பு குறிச்சொற்களை அமைக்கவும்எஃப்-வளைவு எக்ச்ட்ராபோலேசனை அமைக்கவும்தரையை அமைக்கவும்சட்டத்தை அமைக்கவும் (ச்ட்ரிப் முன்னோட்டம்)ஃபிரேம் வரம்பை கீற்றுகளாக அமைக்கவும்வடிவியல் சீரற்றமயமாக்கலை அமைக்கவும்இலக்கு எடையை அமைக்கவும்கைப்பிடி வகையை அமைக்கவும்ஓல்டவுட் அமைக்கவும்மறைமுக மட்டும் அமைக்கவும்தலைகீழ் அமைக்கவும்கீஃப்ரேம் a ஐ அமைக்கவும்கீஃப்ரேம் b ஐ அமைக்கவும்கீஃப்ரேம் எளிதாக்கும் வகையை அமைக்கவும்கீஃப்ரேம் கைப்பிடி வகையை அமைக்கவும்கீஃப்ரேம் இடைக்கணிப்பை அமைக்கவும்கீஃப்ரேம் வகையை அமைக்கவும்நூலக ஐடியை அமைக்கவும்முகங்களிலிருந்து இயல்புகளை அமைக்கவும்பொருள் பயன்முறையை அமைக்கவும்துணை முறை மூலம் பொருள் பயன்முறையை அமைக்கவும்கர்சரிலிருந்து ஆஃப்செட் அமைக்கவும்பொருளிலிருந்து ஆஃப்செட் அமைக்கவும்தோற்றம்மேலடுக்கு மண்டலத்தை அமைக்கவும்தொடர்ச்சியான தளத்தை அமைக்கவும்பிவோட் நிலையை அமைக்கவும்வானூர்தி அமைக்கவும்முன்னோட்ட வரம்பை அமைக்கவும்தேர்ந்தெடுக்கப்பட்ட முன்னோட்ட வரம்பை அமைக்கவும்முன்னோட்ட வரம்பை கீற்றுகளாக அமைக்கவும்கீற்றுகளுக்கு வரம்பை அமைக்கவும்வழங்குதல் வண்ணத்தை அமைக்கவும்வழங்குதல் மண்டலத்தை அமைக்கவும்வழங்குதல் அளவை அமைக்கவும்தீர்மானத்தை அமைக்கவும்கட்டுப்பாட்டு பார்வையை அமைக்கவும்ரோல் செட்சுழற்சி பயன்முறையை அமைக்கவும்அளவை அமைக்கவும்காட்சி பிரேம்களை அமைக்கவும்திரை அமைக்கவும்தேர்ந்தெடுக்கப்பட்ட பயன்முறையை அமைக்கவும்தேர்ந்தெடுக்கப்பட்ட உரி ப்ராக்சிகளை அமைக்கவும்தேர்வை அமைக்கவும்கோணத்தால் கூர்மையை அமைக்கவும்தீர்வு அளவை அமைக்கவும்தீர்வி கீஃப்ரேமை அமைக்கவும்வேகத்தை அமைக்கவும்ச்ப்லைன் வகையை அமைக்கவும்தொடக்க சட்டகத்தை அமைக்கவும்தொடக்க புள்ளியை அமைக்கவும்ச்டீரியோ 3d ஐ அமைக்கவும்ச்ட்ரோக் வகையை அமைக்கவும்பாணி செட்கருப்பொருள் அமைக்கவும்கருவியை தூரிகை வகை மூலம் அமைக்கவும்குறியீட்டால் கருவியை அமைக்கவும்பெயரால் கருவியை அமைக்கவும்சீரான ஒளிபுகாநிலையை அமைக்கவும்சீரான தடிமன் அமைக்கவும்பயனர் பிராந்தியத்தை அமைக்கவும்வெர்டெக்ச் வண்ணங்களை அமைக்கவும்viewport பின்னணியை அமைக்கவும்சுவர் அமைக்கவும்எடை அமைக்கவும்ஃச் அச்சை அமைக்கவும்ஒய் அச்சை அமைக்கவும்செயலை அமைக்கவும்செயலில் உள்ள செயலை அமைக்கவும்செயலில் உள்ள மூலப்பொருளாக அமைக்கவும்பின்னணியாக அமைக்கவும்முகங்களிலிருந்து அமைக்கவும்செயலில் இருந்து அமைப்புகள்அமைப்புஅமைவு கண்காணிப்பு காட்சிநிழல் ஆட்டோ மென்மையானதுநிழல் தட்டையானதுநிழல் மென்மையானதுகோணத்தால் நிழல் மென்மையானதுசேடர் புதுப்பிப்புவடிவ வெட்டுவடிவம் பிரச்சாரம்கூரான முனைகள்கூர்மையான செங்குத்துகள்கூர்மைப்படுத்துங்கள்கூர்மையான முகமூடிவெட்டுவெட்டு கீஃப்ரேம்கள்வெட்டு விசைகள்குறுகிய பாதைகாட்டுசெயலில் காட்டுஅனைத்தையும் காட்டுஉள்ளே உள்ள அனைத்தையும் காட்டுஅனைத்து அடுக்குகளையும் காட்டுஅனைத்து மூலப்பொருட்களையும் காட்டுசேகரிப்பைக் காட்டுடிரைவர்கள் எடிட்டரைக் காட்டுமறைக்கப்பட்ட பொருட்களைக் காட்டுமறைக்கப்பட்ட கீற்றுகளைக் காட்டுபடிநிலையைக் காட்டுசெய்தி பதிவைக் காட்டுஉள்ளே சேகரிப்பைக் காட்டுபொருள் படிநிலையைக் காட்டுஒரு நிலையைக் காட்டுதொகுப்பைக் காட்டுங்கள்தொகுப்பு தொகுப்பைக் காட்டுரெடைமிங் கீகளைக் காட்டுஅமைப்புகளைக் காட்டுதடங்களைக் காட்டுஒரு நிலையை காட்டவும்/மறைக்கவும்வழங்குதல் காட்சியைக் காட்டு/மறைக்கவும்முகத்தை சுருக்கவும்சுருங்க முகமூடிசுருக்கம் தெரிவுநிலைசுருக்கம்/ஃபாட்டன்சட்டர் வளைவு முன்னமைவுசெயலில் உள்ள பக்கம்சட்டத்தின் பக்கம்எளிமைப்படுத்துங்கள்பக்கவாதத்தை எளிதாக்குங்கள்ஒற்றை அம்புஒற்றை எலும்புஒற்றை-பயனர் செயல்ஒற்றை-பயனர் உலகம்தோல் ஆர்மேச்சர் உருவாக்குகிறதுதோல் குறி/தெளிவான தளர்வானதோல் கதிர்கள் சமப்படுத்துகின்றனதோல் மறுஅளவிடுகிறதுதோல் வேர் குறிச்லைடுச்லைடு மார்க்கர்வண்ணப்பூச்சு வளைவு புள்ளி ச்லைடுவானூர்தி மார்க்கர் ச்லைடுச்லைடு புள்ளிச்லைடு ச்ப்லைன் வளைவுச்லைடு செங்குத்துகள்நழுவும்ச்லிப் உரி உள்ளடக்கங்கள்சீட்டு கீற்றுகள்சிறிய தொப்பிகள்அறிவுள்ள புறஊதா திட்டம்அறிவுள்ள UV திட்டம்...ச்மியர்மென்மையானமென்மையான (காசியன்)மென்மையான (மரபு)மென்மையான வளைவு ஆரம்மென்மையான வளைவு சாய்வுமென்மையான வளைவு எடைமென்மையான விளிம்புகள்மென்மையான முகங்கள்மென்மையான விசைகள்மென்மையான லாப்லாசியன்மென்மையான முகமூடிமென்மையான இயல்பான திசையன்கள்மென்மையான புள்ளிகள்மென்மையான சுருள்மென்மையான வீச்சுமென்மையான திசையன்கள்மென்மையான வெர்டெக்ச் வண்ணங்கள்மென்மையான வெர்டெக்ச் குழுமென்மையான வெர்டெக்ச் எடைகள்மென்மையான செங்குத்துகள்மென்மையான செங்குத்துகள் (லாப்லாசியன்)மென்மையான பார்வைமென்மையான பார்வை 2 டிச்னாப்ச்னாப் கர்சர்தேர்ந்தெடுக்கப்பட்டதற்கு கர்சர் மதிப்புசெயலில் கர்சரை ச்னாப் செய்யுங்கள்கட்டத்திற்கு கர்சரை ச்னாப் செய்யுங்கள்தேர்ந்தெடுக்கப்பட்டதற்கு கர்சரை ச்னாப் செய்யுங்கள்தேர்ந்தெடுக்கப்பட்ட புள்ளிகளுக்கு கர்சரை ச்னாப் செய்யுங்கள்உலக வம்சாவளிக்கு கர்சர்மேற்பரப்புக்கு வளைவுகள்ச்னாப் விசைகள்ச்னாப் தேர்வுசெயலில் தேர்வுகர்சருக்கு தேர்வுகட்டத்திற்கு தேர்வுச்னாப் கீற்றுகள்தற்போதைய சட்டகத்திற்கு கீற்றுகள்சிதைந்த மேற்பரப்புக்கு ஒடுஅருகிலுள்ள மேற்பரப்புக்கு ஒடுங்கள்சமச்சீர்நிலைதிடப்படுத்துங்கள்முகங்களை திடப்படுத்துங்கள்தீர்வுகேமராவை தீர்க்கவும்கேமரா இயக்கத்தை தீர்க்கவும்பொருள் இயக்கத்தை தீர்க்கவும்கூறுகளை வரிசைப்படுத்தவும்கண்ணி கூறுகளை வரிசைப்படுத்துங்கள்தட்டுவெர்டெக்ச் குழுக்களை வரிசைப்படுத்துங்கள்எலும்பு படிநிலை மூலம் வரிசைப்படுத்தவும்பெயரால் வரிசைப்படுத்துநெடுவரிசையிலிருந்து வரிசைப்படுத்துங்கள்ஒலிஒலி கிராச்ஃபேட்மாதிரிகளுக்கு ஒலிஒலி...அவைத்தலைவர்வேகக் கட்டுப்பாடுகோளம்கோளத் திட்டம்சுழல்திரைபிளவுபிளவு பரப்புகுழிவான முகங்களைப் பிரிக்கவும்மல்டிகாம் பிரிக்கவும்பிளானர் அல்லாத முகங்களைப் பிரிக்கவும்இயல்புநிலைகளைப் பிரிக்கவும்கீற்றுகள்கர்சர் நகர்வில் பிரிக்கவும்பிளவு பக்கவாதம்நாற்கைஉறுதிப்படுத்தல் சுழற்சி தடங்கள்உறுதிப்படுத்தல் தடங்கள்ச்டேன்ஃபோர்டு பிஎல்ஒய் (.ply)ச்டாக் செய்யப்பட்ட செயலைத் திருத்தத் தொடங்குங்கள்துண்டு செயல்களை மாற்றத் தொடங்குங்கள் (முழு அடுக்கு)உரி செயல்களை மாற்றத் தொடங்குங்கள் (லோயர் ச்டேக்)ச்டாச் நடவடிக்கைபுள்ளிவிவரங்கள்ச்டென்சில் தூரிகை கட்டுப்பாடுதைத்துதிருத்துதல் நிறுத்தப்பட்ட செயலை நிறுத்துங்கள்துண்டு செயல்களை மாற்றுவதை நிறுத்துங்கள்சொத்து அட்டவணை திருத்தங்களுக்கான snapshot ஐ கடை செயல்தவிர்க்கவும்நீட்டிக்கநிரப்ப நீட்சிஉரி டிரான்ச்ஃபார்ம் செட் பொருத்தம்வீச்சுவீச்சு வளைவுகள் சிற்பம்பக்கவாதம் முறைபக்கவாதம்வீச்சுகள் பெயிண்ட் பயன்முறை மாறுகிறதுவீச்சுகள் சிற்பம் முறை மாறுகிறதுச்ட்ரோக்ச் வெர்டெக்ச் பயன்முறை மாறுகிறதுஎடை பயன்முறை மாற்றுகிறதுவலுவானஉட்பிரிவுதுணைப்பிரிவு விளிம்பு-மோதிரம்துணைப்பிரிவு வீச்சுஉட்பிரிவு மற்றும் மென்மையானஉட்பிரிவு தொகுப்புகழிக்கவும்சூப்பர்கைஉரைசூப்பர்கைஉரைசூப்பர்கைஉரை ¹உதவிமேற்பரப்பு சிதைவு பிணைப்புமேற்பரப்பு மென்மையானதுஇடமாற்றுஇடமாற்று பரப்புகள்வண்ணங்களை மாற்றவும்இடமாற்று தரவுவெற்று குழுவை மாற்றவும்உள்ளீடுகளை மாற்றவும்இணைப்புகளை மாற்றவும்இடமாற்று முனைமுனை குழு சொத்தை மாற்றவும்இடமாற்று துண்டுகீற்றுகளை மாற்றவும்இடமாற்று மண்டலம்திசையை மாற்றவும்துருவத்திற்கு மாறவும்சுழற்சிக்கு மாறவும்சமச்சீர்செயல் நீளத்தை ஒத்திசைக்கவும்சாக்கெட்டுகளை ஒத்திசைக்கவும்சரிவுதற்காலிக தூரிகை மாற்று வகைஇன்லைனிங் சேடர் முனைகளை சோதிக்கவும்மோதல்களுக்கான முக்கிய உள்ளமைவை சோதிக்கவும்உரைஉரை ஆட்டோ முடிந்ததுஅமைப்பு சாய்வுஅமைப்பு வண்ணப்பூச்சு முறைசாய்டைம் ஆஃப்செட்டைம் ஆஃப்செட் கீஃப்ரேம்கள்உதவிக்குறிப்புகள்3d பொருளுக்குஅனைத்து வெளியீடுகளுக்கும்கடைசி கீஃப்ரேமுக்கு (சுழற்சி செய்யுங்கள்)இணைக்கப்பட்ட வெளியீடுகளுக்குவெளியீடுகளை தளர்த்தசிறிய எழுத்துக்குஅடுத்த கீஃப்ரேமுக்குகோளத்திற்குபெரிய எழுத்துக்குதைரியமாக மாறவும்வழக்கு மாற்றவும்சேனல் திருத்தக்கூடிய தன்மையை மாற்றவும்சேனல் அமைப்பை மாற்றவும்கருத்துகளை மாற்றிக் கொள்ளுங்கள்சுழற்சி மாற்றவும்டோப் சீட்டை மாற்றுபோலி பயனரை மாற்றவும்படை புலத்தை மாற்றவும்வரைபட எடிட்டரை மாற்றுமறைக்கப்பட்ட முனை சாக்கெட்டுகளை மாற்றவும்புள்ளி கோப்புகளை மறைக்கவும்சாய்வு மாற்றவும்திருத்தக்கூடிய நூலகத்தை மாற்றவும்உள்ளக பார்வையை நிலைநிறுத்துங்கள்பூட்டு தேர்வை மாற்றவும்பரப்பு அதிகபட்சத்தை மாற்றவும்மேவுவை மாற்றுமேவு துண்டு மாற்றுமுடக்குதல்முனை ஊமியை மாற்றவும்முனை விருப்பங்களை மாற்றவும்முனை முன்னோட்டத்தை மாற்றவும்பொருள் தேர்வை மாற்றவும்வெளியீட்டு அடுக்கை மாற்றவும்மேலெழுதும் மாற்றுமுள் மாற்றவும்முள் ஐடியை மாற்றவும்போச் பயன்முறையை மாற்றவும்குவாட் காட்சியை மாற்றவும்மண்டலம் மாற்றுதேர்ந்தெடுக்கப்பட்ட மாற்றுமாற்று தேர்வுசீக்வென்சர் மாற்று/முன்னோட்டம்நிழல் வகையை மாற்றவும்சிறிய தொப்பிகளை மாற்றவும்பாணியை மாற்றவும்கணினி கன்சோலை மாற்றவும்வகை செயலில் மாற்றவும்அடிக்கோடிட்டுக் காட்டுங்கள்வி.ஆர் அமர்வை மாற்றவும்பார்வையாளர் முனையை நிலைமாற்றுதெரிவுநிலையை மாற்றவும்சாளர முழுதை மாற்றவும்எக்ச்ரே மாற்றுகருவிகருவிப்பட்டிகருவிப்பட்டி வரியில்மேலேடோரச்பென்சிலுக்கு கிரீச் செய்ய படத்தைக் கண்டறியவும்டிராக் குறிப்பான்கள்ட்ராக் ஆர்டர்பாதை பாதைஅமைப்புகளை இயல்புநிலையாகக் கண்காணிக்கவும்டிராக்பால்FK ANM ஐ i க்கு மாற்றவும்நான் அனிமேவை FK க்கு மாற்றுகிறேன்கண்ணி தரவை மாற்றவும்மெச் தரவு தளவமைப்பை மாற்றவும்பரிமாற்ற முறைசிற்பம் பயன்முறையை மாற்றவும்வடிவ விசையை மாற்றவும்uv வரைபடங்களை மாற்றவும்எடையை மாற்றவும்உருமாற்றம்கிச்மோ தொகுப்பை மாற்றவும்கர்சர் நகர்வில் உருமாற்றம்கிச்மோவிலிருந்து உருமாற்றம்பண்புகளை மாற்றும்டெல்டாக்களுக்கு மாற்றுகிறதுமாற்றம்குவாட்சுக்கு முக்கோணங்கள்முக்கோண முகங்கள்ஒழுங்கமைக்கவும்பெட்டி சைகையை ஒழுங்கமைக்கவும்லாசோ சைகை டிரிம்வரி சைகை ஒழுங்கமைக்கவும்பாலிலைன் சைகையை ஒழுங்கமைக்கவும்பழுது நீக்குமாற்றங்கள்திருப்பம்வகைUSD இறக்குமதி முடிந்ததுபுறஊதாபுறஊதாபுறஊதா தேர்ந்தெடுக்கப்பட்ட பயன்முறைபுறஊதா கோளம்un-supdivideஅன்-சோலோ அனைவருமேunmeta stipUNACCIN SLATஇணைக்கப்படாத சாக்கெட்டுகள்அடிக்கோடிட்டுசெயல்தவிர்பட்டியல் திருத்தங்களை செயல்தவிர்க்கவும்வரலாற்றை செயல்தவிர்க்கவும்உந்துதலை செயல்தவிர்க்கவும்செயல்தவிர் மற்றும் மீண்டும்குழுகுழு சேனல்கள்குழுவாக இல்லாத செங்குத்துகள்அனைத்தையும் மறைக்கவும்நீளத்தை ஒன்றிணைக்கவும்indientநிறுவல் நீக்கநிறுவல் நீக்கப்பட்டதுச்டுடியோ லைட் நிறுவல் நீக்குதல்யுனிவர்சல் காட்சி விளக்கம் (.usd*)இணைக்கவும்செயலிழக்கவும்சேகரிப்பு இணைக்கவும்தரவு-தொகுதியை இணைக்கவும்பொருளின் இணைப்பை நீக்குபேனல் மாற்றுஇணைப்பை நீக்கவும்பொருள் இணைப்பை நீக்கவும்அமைப்பை நீக்கவும்உலக இணைப்பை நீக்குஅனைத்தையும் திறத்தல்அனைத்து மூலப்பொருட்களையும் திறக்கவும்அனைத்து களஞ்சியங்களையும் திறக்கவும் (சோதனை)தேர்ந்தெடுக்கப்பட்ட திறத்தல்கீற்றுகளைத் திறக்கவும்தடங்களைத் திறக்கவும்தேர்வு செய்யப்படாததைத் திறக்கவும்அனைத்தையும் குறிக்கவும்சேனல்களை செயல்மறைவு நீக்குதேர்வுநீக்கப்பட்ட கீற்றுகளை ஒலியடக்காமல்ஈடுசெய்யும் கீற்றுகள்திறக்கவும்வடிவியல் முனை சுட்டுக்கொள்ளுங்கள்படத்தைத் திறக்கவும்உருப்படியைத் திறக்கவும்இணைக்கப்பட்ட நூலகங்களைத் திறக்கவும்வளங்களைத் திறக்கவும்ஒலியைத் திறக்கவும்அன்பின்பாதுகாப்பற்ற சேனல்கள்பதிவு செய்யப்படாததுஅமைக்கப்படாத சொத்துsubdivideஅவிழ்த்து விடுங்கள்கோண அடிப்படையிலான அவிழ்த்து விடுங்கள்இணக்கமாக அவிழ்த்து விடுங்கள்குறைந்தபட்ச நீட்டிப்பை அவிழ்த்து விடுங்கள்புதுப்பிப்புஅனைத்து இயக்க பாதைகளையும் புதுப்பிக்கவும்அனைத்து பொருள் பாதைகளையும் புதுப்பிக்கவும்அனைத்து பாதைகளையும் புதுப்பிக்கவும்அனைத்தையும் சட்டகத்திற்கு புதுப்பிக்கவும்அனிமேசன் உருமாற்றக் கட்டுப்பாடுகளைப் புதுப்பிக்கவும்அனிமேசனைப் புதுப்பிக்கவும்அனிமேசன் கேச் புதுப்பிக்கவும்ஆர்மேச்சர் மோசன் பாதைகளைப் புதுப்பிக்கவும்கலப்பான் களஞ்சியத்தைப் புதுப்பிக்கவும்எலும்பு பாதைகளைப் புதுப்பிக்கவும்தனிப்பயன் விஆர் மைல்கல் புதுப்பிக்கவும்சிறப்பம்சமாக புதுப்பிக்கவும்ஐ18ன் கூடுதலைப் புதுப்பிக்கவும்ஐ18ன் கலப்பான் களஞ்சியத்தைப் புதுப்பிக்கவும்ஐ18ன் புள்ளிவிவரங்களைப் புதுப்பிக்கவும்ஐ18ன் பணி களஞ்சியத்தைப் புதுப்பிக்கவும்விமான மார்க்கரிலிருந்து படத்தைப் புதுப்பிக்கவும்பொருள் பாதைகளைப் புதுப்பிக்கவும்பாதையைப் புதுப்பித்தல்காட்சியில் இருந்து புதுப்பிப்பு வரம்புபுதுப்பிப்பு அறிக்கைகள் காட்சிகாட்சி சட்ட வரம்பைப் புதுப்பிக்கவும்பணி களஞ்சியத்தைப் புதுப்பிக்கவும்பொருள்களிலிருந்து புதுப்பிக்கவும்புரட்டப்பட்ட பொருள்களிலிருந்து புதுப்பிப்புமுகம் ரிக் மேம்படுத்தவும்மெட்டரை மேம்படுத்தவும்கணுக்களுக்கு மேல் ஆல்பாவைப் பயன்படுத்தவும்ஆழமான கூட்டு முனைகளைப் பயன்படுத்தவும்முனைகளைப் பயன்படுத்துங்கள்பயனர் சமூகங்கள்.கலப்பு சரங்களை சரிபார்க்கசேகரிப்பு குறிப்புகளை சரிபார்க்கவும்பதிப்பு எலும்பு மறை சொத்துவெர்டெக்ச்எடையிலிருந்து வெர்டெக்ச் நிறம்வெர்டெக்ச் இணைப்புவெர்டெக்ச் இணைப்பு பாதைவெர்டெக்ச் மடிப்புவெர்டெக்ச் குழு நிலைகள்வெர்டெக்ச் பெயிண்ட்வெர்டெக்ச் வண்ணப்பூச்சு பிரகாசம்/மாறுபாடுவெர்டெக்ச் பெயிண்ட் சாயல்/செறிவு/மதிப்புவெர்டெக்ச் பெயிண்ட் தலைகீழ்வெர்டெக்ச் பெயிண்ட் நிலைகள்வெர்டெக்ச் பெயிண்ட் பயன்முறைவெர்டெக்ச் பெயிண்ட் செட் நிறம்வெர்டெக்ச் மறைக்க தேர்ந்தெடுக்கவும்வெர்டெக்ச் ச்லைடுசெங்குத்து பிளவுவரைபட திருத்தியில் பின் செய்யவும்அனிமேசனைக் காண்கஅச்சு அச்சுகேமராவைக் காண்ககாட்சி நடுவண்விவரங்களைக் காண்கஆவணங்களைக் காண்கவீழ்ச்சி காண்கஎட்ச் பான் காண்கவடிகட்டியைக் காண்கவரைபட திருத்தியில் பின் செய்யவும்பூட்டு மையத்தைக் காண்கபூட்டு தெளிவாக காண்கசெயலில் பூட்டைக் காண்ககையேட்டைக் காண்கவழிசெலுத்தலைக் காண்க (நடை/பறக்க)நிகழ்நிலை கையேட்டைக் காண்கசுற்றுப்பாதையைக் காண்கமுன்னோக்கு/ஆர்த்தோகிராஃபிக் காண்கரெண்டரைக் காண்ககாட்சி ரோல்சுருள் காண்கதேர்ந்தெடுக்கப்பட்டதைக் காண்கவரைபட திருத்தியில் பின் செய்யவும்சூம் காண்கசூம் விகிதத்தைக் காண்கவரைபட திருத்தியில் பின் செய்யவும்பார்வையாளர் மண்டலம்வியூபோர்ட் வழங்குதல்பார்வை வடிகட்டிநீட்டிப்பு தளத்தைப் பார்வையிடவும்வலைத்தளத்தைப் பார்வையிடவும்பொருள்களுக்கு காட்சி வடிவியல்வோக்சல் ரெமெச்நடை வழிசெலுத்தல்தேர்ந்தெடுக்கவும்கோப்பைத் தேர்ந்தெடுக்கவும்/தேர்வுநீக்கவும்சுவர்வார்ப்அலைமுகப்பு (.obj)பலவீனமானஎடைஎடை சாய்வுஎடை வண்ணப்பூச்சுஎடை வண்ணப்பூச்சு முறைஎடை வண்ணப்பூச்சு மாதிரி குழுஎடை வண்ணப்பூச்சு மாதிரி எடைஎடை வண்ணப்பூச்சு திசையை மாற்றவும்எடை தொகுப்புஎலும்புகளிலிருந்து எடைபற்றவைப்புமுகங்களில் விளிம்புகளை வெல்ட்புதியது என்னதுடைகம்பி சட்டம்சொல்பணியிடம் மீண்டும் மறுவாழ்வுபணியிடம் முன் மறுவாழ்வுஙீ அச்சுஎக்ச்ஆர் வழிசெலுத்தல் பறக்கஎக்ச்ஆர் வழிசெலுத்தல் கிராப்எக்ச்ஆர் வழிசெலுத்தல் மீட்டமைப்புXR வழிசெலுத்தல் கைகளை மாற்றவும்எக்ச்ஆர் வழிசெலுத்தல் டெலிபோர்ட்ஙு அச்சுயென்பெரிதாக்கு 1:1சூம் 2 டி பார்வைசூம் கேமரா 1: 1பெரிதாக்குசிறிதாக்குசூம் மண்டலம்...சூம் பார்வைஎல்லைக்கு பெரிதாக்குபொருத்த பெரிதாக்கgltf 2.0 (.glb/.gltf)gltf மூலப்பொருள் வெளியீடுஆபரேட்டர் '%s' பதிவு இயக்கப்பட்டிருக்கவில்லை, தவறான invoke செயல்பாடுஆபரேட்டர் '%s' செயல்தவிர்க்கவில்லை, தவறான invoke செயல்பாடுஆபரேட்டர் '%s' கண்டுபிடிக்கப்படவில்லை!ஆபரேட்டர் கோப்பு பட்டியல் உறுப்புஆபரேட்டர் படவுரு பின்னணிஆபரேட்டர் படவுரு முன்புறம்ஆபரேட்டர் பயன்முறைஆபரேட்டர் மவுச் பாதைஆபரேட்டர் பெயர்ஆபரேட்டர் விருப்பங்கள்ஆபரேட்டர் முன்னமைவுகள்ஆபரேட்டர் பண்புகள்ஆபரேட்டர் ச்ட்ரோக் உறுப்புஆபரேட்டர் மீண்டும் செய்ய முடியாதுஆபரேட்டர் சாவுஒறுப்பு முறைகிளிக்-இழுவை நிகழ்வைப் பயன்படுத்தி ஆபரேட்டர் செயல்படுத்தப்பட்டுள்ளதுஆபரேட்டர் ஏற்கனவே பதிவு செய்துள்ளார்ஆபரேட்டர் உறைந்துவிட்டார், நீங்கள் அதை முடக்காத வரை அதன் அமைப்புகளில் மாற்றங்கள் நடைமுறைக்கு வராதுஆபரேட்டர் எச்ஆர்என்ஏ காணவில்லைஆபரேட்டர் பெயர் (பைத்தானில் சரமாக)ஆபரேட்டர் கிடைக்கவில்லை: bpy.ops. {:s}ஆபரேட்டர் மீண்டும் '%s' பதிவு இயக்கப்பட்டிருக்கவில்லை, தவறான invoke செயல்பாடுஆபரேட்டர் மீண்டும் '%s': தவறான சூழல்ஆபரேட்டர் பதிவுகோப்பு கையாளுபவர்களை கோப்பு சொட்டுகளைப் பெற அனுமதிக்கும் ஆபரேட்டர்Bl_file_extensions இல் கொடுக்கப்பட்ட நீட்டிப்புகளுடன் கோப்புகளுக்கான ஏற்றுமதியைக் கையாளக்கூடிய ஆபரேட்டர்Bl_file_extensions இல் கொடுக்கப்பட்ட நீட்டிப்புகளுடன் கோப்புகளுக்கான இறக்குமதியைக் கையாளக்கூடிய ஆபரேட்டர்சொத்து குறிப்பு பண்புகளுடன் ஒரு உருப்படியை செயல்படுத்தும்போது அழைக்க ஆபரேட்டர்சொத்துக் குறிப்புப் பண்புகளைக் கொண்ட உருப்படியை இழுக்கும்போது அழைக்க வேண்டிய ஆபரேட்டர்ஆபரேட்டர்கள்உள்ளீட்டிற்கு எதிரானதுஆப்டிக்ச்ஆப்டிக்ச் பகுதி பிழைத்திருத்தம்ஆப்டிகல் நடுவண்லென்சின் ஒளியியல் நடுவண்பிக்சல்களில் லென்சின் ஒளியியல் நடுவண்உகந்த காட்சிஅனிமேசன் அளவை மேம்படுத்தவும்அனிமேசன்களை மேம்படுத்தவும்வடிவ விசைகளை மேம்படுத்தவும்அனைத்து கர்னல்கள்(kernels) திறன் மேன்படுத்துக்க. rendering வேகமாகவும், அனால் கூடுதலாக சிபியு வின் பின்னணி பயன்பாடு ஏற்படலாம்குறுக்கே சந்திக்கும் கர்னல்கள்(kernels) மட்டும் திறன் மேன்படுத்துக்க. rendering வேகமாகவும், குறைவான அளவு சிபியு வின் பின்னணி பயன்பாடுForeach_get/foreach_set அணுகல்களைப் பயன்படுத்தும் போது, வடிவ விசைகள் புள்ளி தரவிற்கான உகந்த அணுகல். எச்சரிக்கை: மரபு வளைவு வடிவ விசைகளை ஆதரிக்காது.சேடர்களை மேம்படுத்துதல் ({} மீதமுள்ள)விருப்பம்விருப்பம் விட்செட் வண்ணங்கள்வளைவு-டிஃபார்முக்கான விருப்பம்: சிதைவைக் கட்டுப்படுத்த கண்ணி எல்லைகளைப் பயன்படுத்தவும்வளைவு-டிஃபார்முக்கான விருப்பம்: சிதைந்த குழந்தையை முழு பாதையிலும் நீட்டவும்பாதைகள் மற்றும் வளைவு-டிஃபார்முக்கான விருப்பம்: வளைவு ஆரம் அதைப் பின்பற்றும் பொருள்களுக்கும் சிதைந்த பொருள்களுக்கும் பயன்படுத்துங்கள்விருப்ப உரையாடல்விருப்ப சிட்டைதரமற்ற வழங்குதல் என்சின்களுக்கான விருப்பமான பின்னோக்கி பொருந்தக்கூடிய தன்மை. விளக்குகளுக்கு பொருந்தும்விருப்ப தனிப்பயன் முனை சிட்டைகூந்தலுக்குள் பரவும், முடியின் பின்புறத்திலிருந்து பிரதிபலிக்கும், பின்னர் தலைமுடியிலிருந்து பரவும் கூறுகளை மாற்றியமைப்பதற்கான விருப்ப காரணி. இந்த கூறு உள்வரும் திசையைச் சுற்றியுள்ள தோராயமாக நோக்குநிலை கொண்டது, மேலும் முடியுக்குள் நிறமியின் நிறத்தை எடுக்கிறது. உடல் சரியான தன்மைக்கு இதை 1.0 வைத்திருங்கள்முடி மேற்பரப்பில் இருந்து முதல் ஒளியை மாற்றுவதற்கான விருப்ப காரணி. இந்த கூறுகளின் நிறம் எப்போதும் வெள்ளை. உடல் சரியான தன்மைக்கு இதை 1.0 வைத்திருங்கள்டிரான்ச்மிசன் கூறுகளை மாற்றியமைப்பதற்கான விருப்ப காரணி. கூந்தலுக்குள் நிறமியின் நிறத்தை எடுக்கிறது. உடல் சரியான தன்மைக்கு இதை 1.0 வைத்திருங்கள்இயக்க முனையின் விருப்ப அடையாளங்காட்டிபுதிய பட்டியலை கீழ் வைக்க இருப்பிடத்தை வரையறுக்கும் விருப்ப பாதைவிருப்ப மண்டலம் வகை கீமாக் உடன் தொடர்புடையதுவிருப்ப விண்வெளி வகை கீமேப் தொடர்புடையதுவிருப்ப ஓடு சிட்டைபொதுவாக மேற்பரப்பு இயல்பான விருப்பமான திசையன்விரும்பினால். குறிப்பிடப்பட்டால், இந்த பெயர் புதிதாக உருவாக்கப்பட்ட ரிக், விட்செட் சேகரிப்பு மற்றும் ச்கிரிப்டுக்கு பயன்படுத்தப்படும். இல்லையெனில், 'மெட்டாரிக்' ஐ 'ரிக்', 'மேவு' உடன் 'ரிக்' அல்லது 'ரிக்-' உடன் முன்னொட்டுவதன் மூலம் மெட்டாரிக் பொருளின் பெயரின் அடிப்படையில் ஒரு பெயர் உருவாக்கப்படுகிறது. ஏற்கனவே உருவாக்கப்பட்ட ரிக்கைப் புதுப்பிக்கும்போது அதன் பெயர் ஒருபோதும் மாற்றப்படாதுஒரு பகுதி மூலம் சூழலை விருப்பமாக மேலெழுதவும்விருப்பங்கள்கோப்பு சேமிக்கப்படும் வரை விருப்பங்கள் முடக்கப்பட்டுள்ளனஇந்த சொத்து அலமாரி வகைக்கான விருப்பங்கள்இந்த கலப்பு கோப்பு இறக்குமதி செயல்பாட்டிற்கான விருப்பங்கள்இந்த ஆபரேட்டர் வகைக்கான விருப்பங்கள்விருப்பதேர்வு:ஓபச்அல்லதுவட்ட பாதையில் சுற்றிசுற்றுப்பாதை & பான்தேர்வைச் சுற்றி சுற்றுப்பாதைசுற்றுப்பாதை அச்சுசுற்றுப்பாதை நடுவண்கீழே சுற்றுப்பாதைசுற்றுப்பாதை இடதுசுற்றுப்பாதை முறைசுற்றுப்பாதை வலதுசுற்றுப்பாதை உணர்திறன்சுற்றுப்பாதை3d சுட்டியைப் பயன்படுத்தி பார்வையை சுற்றுப்பாதை மற்றும் பெரிதாக்கவும்காட்சியமைப்பில் சுற்றுப்பாதை முறைபார்வையை சுற்றுவதுபார்வையை இடதுபுறமாகச் சுற்றவும்பார்வையை வலதுபுறமாகச் சுற்றவும்பார்வையை குறைக்கிறதுகாட்சியைச் சுற்றுவது3d சுட்டியைப் பயன்படுத்தி காட்சியைச் சுற்றவும்ஆணைஆர்டர் uஒழுங்கு vதீவுகளின் வரிசைகொடுக்கப்பட்ட திசையில் ஒரு சுழற்சியை திசை திருப்பவும்கொடுக்கப்பட்ட திசையில் ஆய்லர் சுழற்சியை திசை திருப்பவும்தற்போதைய உருமாற்ற அமைப்புக்கு ஓரியண்ட்காட்சியமைப்புக்கு ஓரியண்ட்இயல்பான ஓரியண்ட்ஓரியண்ட் ஒய்-அச்சுநோக்குநிலைநோக்குநிலை அச்சுநோக்குநிலை எலும்புநோக்குநிலை ச்லாட்நோக்குநிலை எடைவடிகட்டி இடப்பெயர்வைக் கட்டுப்படுத்த அச்சின் நோக்குநிலைவடிகட்டி சக்தியைக் கட்டுப்படுத்த அச்சின் நோக்குநிலைஅதன் இயல்பான சி வருமானத்தால் வரையறுக்கப்பட்டுள்ளபடி ஒரு மேற்பரப்பு b இலிருந்து சுட்டிக்காட்ட ஒரு திசையன் a a orients? ப: -aதோற்றம் fpsதோற்றம் உயரம்தோற்றம் அகலம்தோற்றம்தோற்றம் ஆஃப்செட்உருமாற்றத்திற்கான படத்தின் தோற்றம்ஒவ்வொரு உறுப்புக்கும் அளவிடுதலின் தோற்றம். பல கூறுகள் இணைக்கப்பட்டிருந்தால், அவற்றின் நடுவண் சராசரியாக இருக்கும்தோற்றம் ஆஃப்செட் தூரம்3d கர்சருக்கு தோற்றம்வெகுசன மையத்திற்கு தோற்றம் (மேற்பரப்பு)வெகுசன மையத்திற்கு தோற்றம் (தொகுதி)வடிவவியலுக்கான தோற்றம்அசல்அசல் கோடுகள்அசல் ஐடிஅசல் ஐகே தீர்விஅசல் நீளம்அசல் பயன்முறைஅசல் இயல்பானதுஅசல் பெர்லின்அசல் வானூர்திஅசல் எல்லை பெட்டிஅசல் பிரேம் வரம்பு: {:d}-{:d} ({:d})நொடிக்கு அசல் பிரேம்கள்அசல் பட உயரம்அசல் பட அகலம்எலும்பின் அசல் நீளம்அசல் காட்சி சார்பு வரைபடம் கட்டப்பட்டுள்ளதுஅசல் மேற்பரப்பு கண்ணி காலியாக உள்ளதுஅசல் மேற்பரப்பு காணாமல் போன புறஊதா வரைபடம்: "{}"ஆர்மேச்சர் இடத்தில் எலும்பின் அசல் மாற்றம், திருத்து பயன்முறையில் வரையறுக்கப்பட்டுள்ளதுசிதைவு விளைவின் வலிமையைக் கணக்கிடப் பயன்படுத்தப்படும் அசல் கட்டுப்படுத்தப்படாத இடம் (அதற்கு பதிலாக சிதைந்த இடத்தைத் திருத்தவும்/உயிரூட்டவும்)அசல் வெர்டெக்ச் எண்ணிக்கை பொருந்தாத தன்மை: %u to %uஅசல் பார்வை அடுக்கு சார்பு வரைபடம் கட்டப்பட்டுள்ளதுதோற்றம்தோற்றம் (அனைத்தும்)அனாதை இழப்பைத் தவிர்க்க தற்போதைய காட்சியில் அனாதை நூலக பொருள்கள் சேர்க்கப்பட்டனஆர்த்தோகிராஃபிக்ஆர்த்தோகிராஃபிக் கேமரா அளவுகோல் (சூம் போன்றது)ஆர்த்தோகிராஃபிக் அளவுஆர்த்தோகிராஃபிக் கேமரா அளவுகோல் (சூம் போன்றது)மற்றொன்றுமற்ற இடைச்செருகல்மற்ற கீற்றுகள்வளைவு, மெட்டா-பால் போன்ற பிற வடிவியல் வகைகள் (மெச்களாக மாற்றப்பட்டது)மற்ற பொருளுக்கு வடிவ விசை இல்லைசெயலில் ஒன்றால் பாதிக்கப்பட்ட பிற கீற்றுகள் (சிறிது நேரம் பகிர்வது, மற்றும் கீழே அல்லது விளைவு-ஒதுக்கப்பட்டவை)கட்டுப்பாட்டில் பசை தடைகளைச் சேர்ப்பதைத் தவிர, ரிக் ஒரு பிரிவு அடிப்படை சிதைவு சங்கிலியாக செயல்படுகிறதுபிற பயனர் பாதை, இருதரப்பு செயல்களுக்கு. எ.கா. "/பயனர்/கை/வலது"மற்றவர்கள்அவுன்ச்வெளியேநினைவக பிழையிலிருந்துஃச்அவுட் சட்நினைவகத்திற்கு வெளியேதுணி பொருளை ஒதுக்குவதில் நினைவகத்திற்கு வெளியேமுக்கோணங்களை ஒதுக்குவதில் நினைவகம் இல்லைசெங்குத்துகளை ஒதுக்குவதில் நினைவகத்திற்கு வெளியேவெளிப்புறம்வெளிப்புற கூம்பு கோணம்வெளிப்புற கூம்பு தொகுதிவெளிப்புற மூலைகள்வெளிப்புற மடிப்புவெளிப்புற முகமூடிவெளிப்புற மிட்டர்வெளிப்புற புள்ளிகள்வெளிப்புற ஆரம்வெளிப்புற தடிமன்வெளிப்புற முக தடிமன்கருவிகளுக்கு பயன்படுத்த வெளிப்புற வடிவம்வெளிச்செல்லும்வெளிச்செல்லும் நிலை தொகுப்புஅவுட்லைன்அவுட்லைன் நிறம்அவுட்லைன் மூலப்பொருள்அவுட்லைன் மாற்றியமைப்பாளர்அவுட்லைன் தேர்ந்தெடுக்கப்பட்டதுஅவுட்லைன் அகலம்செயலில் உள்ள போச் எலும்புகளின் வண்ணம்தேர்ந்தெடுக்கப்பட்ட போச் எலும்புகளின் வண்ணம்கேமரா பார்வையில் இருந்து வீச்சுகள் மாற்றியமைப்பாளரின் அவுட்லைன்அவுட்லைன் செயலில் உள்ள கேமரா தேவைஅவுட்லைனர்வெளிப்புற ஒத்திசைவுவெளிப்புற விண்வெளி தரவுவெளியீடுவெளியீடு aவெளியீட்டு பண்புக்கூறுகள்வெளியீடு bவெளியீடு கோப்புவெளியீட்டு உருப்படிவெளியீட்டு உருப்படிகள்வெளியீட்டு பெயர்வெளியீட்டு முனைவெளியீட்டு பாதைவெளியீட்டு பாதைகள்வெளியீட்டு பண்புகள்வெளியீட்டு தகுதிவெளியீடு மாறுகிறதுவெளியீட்டு வெர்டெக்ச் குழுக்கள்வெளியீட்டு வெர்டெக்ச் குழுவெளியீடு வெள்ளை புள்ளிமென்மையாக்காமல் ஒரு தடுப்பு மேற்பரப்பை வெளியிடுங்கள்கலர் பிக்கர் விட்செட்டுடன் தேர்ந்தெடுக்கப்பட்ட வண்ண மதிப்பை வெளியிடவும்ஒரு பன்மடங்கு கண்ணி ஒரு பன்மடங்கு கண்ணி பஞ்சமற்றதாக இருந்தாலும், விளிம்புகள் 3 அல்லது அதற்கு மேற்பட்ட இணைக்கும் முகங்களைக் கொண்டிருந்தாலும் கூட. இந்த முறை மெதுவாக உள்ளது.அசல் கண்ணி அளவோடு தொடர்புடைய ஒரு கண்ணி வெளியீடுஒரு சீரற்ற மதிப்பை வெளியிடவும்கிரீச் பென்சில் அடுக்கின் தேர்வுகண்ணி விளிம்புகள் முழுவதும் பாதைகளைப் பின்பற்றுவதன் மூலம் விளிம்புகளின் தேர்வை உருவாக்குங்கள்ஒற்றை சேகரிப்பை வெளியிடுங்கள்ஒற்றை மூலப்பொருளை வெளியிடுங்கள்ஒரு பொருளை வெளியிடுங்கள்கூர்மையான நற்பொருத்தங்கள் கண்டறிதல் இல்லாத மென்மையான மேற்பரப்பை வெளியிடுஎளிய வெளியேற்றத்தால் கண்ணி ஒரு திடமான பதிப்பை வெளியீடு செய்யுங்கள்உள்ளீட்டு மெசிலிருந்து கூர்மையான விளிம்புகள் மற்றும் மூலைகளை இனப்பெருக்கம் செய்யும் மேற்பரப்பை வெளியிடுங்கள்வெளியீட்டு வண்ண விண்வெளி அமைப்புகள்கண்ணி விளிம்புகள் முழுவதும் பாதைகளைத் தொடர்ந்து வெளியீட்டு வளைவுகள்ஒரு முனை குழுவின் உள்ளே இருந்து வெளியீட்டு தரவுஉருவகப்படுத்துதல் மண்டலத்திலிருந்து வெளியீட்டு தரவுசேகரிப்பின் ஒவ்வொரு குழந்தையையும் ஒரு தனி உதாரணமாக, அகர வரிசைப்படி வரிசைப்படுத்துங்கள்தட்டையான நிழலைக் காட்டிலும் மென்மையான நிழலுடன் வெளியீட்டு முகங்கள்வெளியீட்டு கோப்பு கொள்கலன்படங்களுக்கான வெளியீட்டு வடிவம். பி.என்.சி இழப்பற்றது மற்றும் பொதுவாக விரும்பப்படுகிறது, ஆனால் சிறிய கோப்பு அளவு காரணமாக வலை பயன்பாடுகளுக்கு jpeg விரும்பத்தக்கதாக இருக்கலாம். மாற்றாக அவை தேவையில்லை என்றால் அவை தவிர்க்கப்படலாம்வெளியீட்டு வடிவம். பைனரி மிகவும் திறமையானது, ஆனால் சாதொபொகு பின்னர் திருத்த எளிதாக இருக்கலாம்மதிப்பிடப்பட்ட புல மதிப்புகளுடன் வெளியீட்டு கட்டம்AVIF வடிவத்தில் வெளியீடு படம்சினியன் வடிவத்தில் வெளியீட்டு படம்டிபிஎக்ச் வடிவத்தில் வெளியீட்டு படம்jpeg 2000 வடிவத்தில் வெளியீட்டு படம்jpeg வடிவத்தில் வெளியீட்டு படம்openexr வடிவத்தில் வெளியீட்டு படம்png வடிவத்தில் வெளியீட்டு படம்ரேடியன்ச் எச்டிஆர் வடிவத்தில் வெளியீட்டு படம்எச்சிஐ ஐரிச் வடிவத்தில் வெளியீட்டு படம்tiff வடிவத்தில் வெளியீட்டு படம்தர்கா வடிவத்தில் வெளியீட்டு படம்வலை வடிவத்தில் வெளியீட்டு படம்பிட்மேப் வடிவத்தில் வெளியீட்டு படம்மல்டிலேயர் ஓபன் எக்ச்ஆர் வடிவத்தில் வெளியீட்டு படம்சுருக்கப்படாத தர்கா வடிவத்தில் வெளியீட்டு படம்வெளியீட்டு படத் தீர்மானம்காட்சியின் உலகிற்கு ஒளி வண்ண தகவல்களை வெளியீடு செய்யுங்கள்ஒளி பொருளுக்கு ஒளி செய்திமதிப்பிடப்பட்ட புல மதிப்புகளுடன் வெளியீட்டு பட்டியல்வெளியீட்டு முனை மண்டலத்தில் இருக்கக்கூடாதுபம்ப் மேப்பிங்கிற்கான வெளியீட்டு இயல்புகள் - முடக்குவது தேவையில்லை என்றால் செயல்திறனை விரைவுபடுத்தும்வெளியீட்டு சாக்கெட்டுகள் பல உள்ளீடாக இருக்க முடியாதுவிசைப்பலகை மூலம் நேரடியாக தட்டச்சு செய்ய முடியாத அவுட்புட் சரம் எழுத்துகள்ரெண்டரிங்கில் பயன்படுத்த மேற்பரப்பு மூலப்பொருள் செய்திஆர்மேச்சர் பொருள் மாற்றத்துடன் தொடர்புடைய எலும்பு போசை வெளியிடவும்முழு பொருளையும் ஒற்றை உதாரணமாக வெளியிடுங்கள். இது காரியோமெட்ரி அல்லாத பொருள் வகைகளை நிறுவ அனுமதிக்கிறதுசேகரிப்பு ஆஃப்செட்டுடன் தொடர்புடைய வடிவவியலை வெளியிடுங்கள்உள்ளீட்டு பொருள் உருமாற்றத்துடன் தொடர்புடைய வடிவவியலையும், உலக தோற்றத்துடன் தொடர்புடைய இருப்பிடம், சுழற்சி மற்றும் அளவுவடிவவியலின் உள்ளக இடத்திற்கு பதிலாக தொடர்புடைய கட்டுப்பாட்டு புள்ளியுடன் தொடர்புடைய கைப்பிடி நிலைகளை வெளியிடுங்கள்NURBS மற்றும் Bézier ச்ப்லைன்களுக்கான தெளிவுத்திறன் பண்புக்கூறின் அடிப்படையில், உள்ளீட்டு ச்ப்லைனின் மதிப்பிடப்பட்ட புள்ளிகளை வெளியிடவும். பாலி ச்ப்லைன்கள் மாறாமல் இருக்கும்முனை மென்மையான இயல்புகளை கணக்கில் எடுத்துக்கொள்ளத் தொடங்குவதற்கு முன்பு வெளியீட்டில் இருந்த இயல்பான மற்றும் சுழற்சி மதிப்புகளை வெளியீடு செய்யுங்கள்கொடுக்கப்பட்ட சரத்தில் உள்ள எழுத்துகளின் எண்ணிக்கையை வெளியிடவும்வெளியீடுகள்வெளியீடுகள்:தொடக்கசெருகுவதை விட முன்னேற்றம்வெளியேசிறுகுறிப்பு பரப்பு வெளியேவெளியே திணிப்புவெளியே மேற்பரப்புமண்டலத்தின் விளிம்பிலிருந்து இடைமுகம் அலகுகளில் வெளியே தூரம்மிட்டருக்கு வெளியே வில் உள்ளதுமிட்டருக்கு வெளியே கூர்மையானதுமிட்டருக்கு வெளியே ச்கொயர்-ஆஃப் ஒட்டு உள்ளதுவெளிப்புற விரைவுவீச்சலகுஓவர் இமேச்செயல்பாட்டைப் பயன்படுத்த மரப் பொருட்களின் எந்தப் பகுதிஓவர்-ப்ளூர்ஓப்பனிமேசெண்டெனோயிசைப் பயன்படுத்தும் போது ஒட்டுமொத்த தரத்தை நீக்குகிறதுசிதைவுக்கான ஒட்டுமொத்த தூர காரணிசிதைவுக்கான ஒட்டுமொத்த காரணிமூடுபனி விளைவின் ஒட்டுமொத்த குறைந்தபட்ச தீவிரம்சடைகளின் ஒட்டுமொத்த ஆரம்சுருட்டைகளின் ஒட்டுமொத்த ஆரம்சுழற்சிக்கான 3D சுட்டியின் ஒட்டுமொத்த உணர்திறன்மொழிபெயர்ப்பிற்கான 3D சுட்டியின் ஒட்டுமொத்த உணர்திறன்ஒட்டுமொத்த அமைப்பு அளவுஒட்டுமொத்த அமைப்பு அளவு. அளவிலான மதிப்பால் வகுக்கப்பட்ட முகத்தின் எல்லைப் பெட்டியின் அளவுகோல் ஒரு காரணியாகும்ஓவர்ப்ளூர்ஓவர்ஃப்ளோஓவர்ஆங்ஓவர்ஆங் மேக்ச்ஓவர்ஆங் மின்ஒன்றுடன் ஒன்றுஒன்றுடன் ஒன்று பயன்முறைஒன்றுடன் ஒன்று வாசல்ஒன்றுடன் ஒன்று விளிம்பு வகைகள்விளிம்புகளை விளிம்பாக ஒன்றுடன் ஒன்றுஒரே முறுக்கு திசையுடன் ஒன்றுடன் ஒன்று வளைவுகள் ஒரு தொழிற்சங்கமாக நிரப்பப்படுகின்றனஒன்றுடன் ஒன்று தீவுகள் ஒன்றாக ஒட்டிக்கொள்கின்றனஒன்றுடன் ஒன்று நேரம்மேலடுக்குமேலடுக்கு பூட்டுமேலடுக்கு முறைமேலடுக்கு ஆஃப்செட்மேலடுக்கு அமைப்புகள்மென்மையான கம்பிகள் மேலடுக்குமேலடுக்கு வகைபின்னணி படத்தில் ஒரு முன்புற படத்தை மேலடுக்குராச்டரைச் முகமூடியின் மேலடுக்கு கலப்பு காரணிஒவ்வொரு வரிசையிலும் மேலடுக்கு வண்ணம்மேலடுக்கு காட்சி முறைபுதிய விசைகளுடன் மேலடுக்குராச்டரைச் முகமூடியின் மேலடுக்கு முறைமேலடுக்குகள்மீறக்கூடியமீறப்பட்டதேர்ந்தெடுக்கப்பட்ட மேலெழுதப்பட்டமேலெழுதப்பட்ட தரவு-தடுப்பு பெயர்கள் திருத்தக்கூடியவை அல்லமேலெழுதவும்பின்னணி படத்தை மீறவும்சேகரிப்பை மீறவும்கட்டுப்பாட்டை மீறவும்ஓவர்ரைடு க்ரீச்சட்டத்தை மீறவும்கீஃப்ரேம்களை செருகவும் இயல்புநிலை - காட்சிkeyframes ஐ செருகவும் இயல்புநிலை- மட்டுமே தேவைமறு செய்கைகளை மீறுங்கள்அடுக்குகளை மீறவும்இருப்பிடத்தை மீறவும்மாற்றியமைப்பை மீறவும்முனை வடிவத்தை மேலெழுதவும்இயல்புகளை மீறவும்செயல்பாடுகளை மீறுங்கள்ஒன்றுடன் ஒன்று கலக்கு நடத்தைமேலெழுதும் மேலெழுதவும்பண்புகளை மீறவும்காட்சி அமைப்புகளை மீறவும்தீர்வி மறு செய்கைகளை மேலெழுதவும்பாதையை மீறவும்ஓவர்ரைடு டிரான்ச்ஃபார்ம்செயலற்ற வோக்சல்களுக்காகச் சேமிக்கப்பட்ட அனைத்து மதிப்புகளையும் மேலெழுதவும்'விசுவல் டிரான்ச்ஃபார்ம்ச்' அடிப்படையில் கீஃப்ரேம்களை செருக இயல்புநிலை அமைப்பை மேலெழுதவும்தொடர்புடைய எஃப்-வளைவுகளில் தேவைப்படும் இடத்தில் மட்டுமே செருகுவதற்கு இயல்புநிலை அமைப்பை மேலெழுதவும்இந்த பார்வை அடுக்குக்கு வழங்குதல் மாதிரிகளின் எண்ணிக்கையை மீறுங்கள், 0 காட்சி அமைப்பைப் பயன்படுத்தும்பொருள் மற்றும் சேகரிப்பு குறுக்குவெட்டு முன்னுரிமை மதிப்பை மீறவும்மேலெழுதும் செயல்பாட்டை அகற்ற முடியாதுமேலெழுதும் சொத்தை அகற்ற முடியாதுவழங்கப்பட்ட "mouse_event" நிலைகளில் இருந்து பொருள் இட நிலைகளை மீண்டும் கணக்கிடுவதன் மூலம் கொடுக்கப்பட்ட "இருப்பிடம்" வரிசையை மேலெழுதவும்இந்த கட்டுப்பாட்டிற்கான தீர்வி மறு செய்கைகளின் எண்ணிக்கையை மீறவும்ச்ப்லைன் புள்ளியின் ஆரம் டேப்பர் ஆரம் மூலம் மேலெழுதவும்காட்சியின் செயலில் உள்ள கேமராவை மேலெழுதவும்காட்சியில் இருந்து உருவகப்படுத்துதல் பிரேம் வரம்பை மீறவும்இந்த பார்வை அடுக்கில் உலகத்தை மீறுங்கள்செயலில் உள்ள சில தூரிகையின் அமைப்புகளுக்கு மேலெழுகிறதுஓவர்ச்கான்அதிகப்படியான அளவுமேல்பாய்வுஓவர்சூட் முடக்கப்பட்டதுஓவர்சூட் முடக்கப்பட்டதுகாட்சி வரைபடத்தின் கண்ணோட்டம் மற்றும் கிடைக்கக்கூடிய அனைத்து தரவு-தொகுதிகள்மேலெழுதும்%s மேலெழுதும்அனைத்தையும் மேலெழுதவும்தற்போதைய செயலை மேலெழுதும்முழு வரம்பையும் மேலெழுதவும்தற்போதுள்ள மேலெழுத:பொருள் மேலெழுதும்மேலெழுதும் பயன்முறைமுந்தையதை மேலெழுதும்மேலெழுதும் வரம்புதொடக்க கோப்பை மேலெழுதும்வார்ப்புரு தொடக்க கோப்பை மேலெழுதும்அமைப்புகளை மேலெழுதும்விட்செட் மெச்களை மேலெழுதும்அனைத்து உறுப்புகளின் தரவை மேலெழுதவும்எழுத்துக்களைச் செருகுவதை விட தட்டச்சு செய்யும் போது அவற்றை மேலெழுதவும்இருக்கும் சுட்டுக்கொள்ளும் தரவை மேலெழுதவா?இருக்கும் கோப்புகளை மேலெழுதவும்அமைப்புகளை ஏற்றுமதி செய்யும் போது இருக்கும் கோப்புகளை மேலெழுதவும்வழங்குதல் செய்யும் போது இருக்கும் கோப்புகளை மேலெழுதவும்அதே பெயருடன் இருக்கும் பொருளை மேலெழுதவும்கட்டும் போது இருக்கும் பதிலாள் கோப்புகளை மேலெழுதவும்பழைய கலப்பான் பதிப்பைக் கொண்டு கோப்பை மேலெழுதவா?தற்போதைய OpenColorIO உள்ளமைவுடன் கோப்பை மேலெழுதவா?ஓவர்ரைட் %s, ச்கிப்பிங் சரிபார்க்கப்படவில்லைஒட்டப்பட்ட வரம்பில் விசைகளை மேலெழுதும்அனைத்து நகலெடுக்கப்பட்ட விசைகளின் வரம்பைப் பயன்படுத்தி ஒட்டப்பட்ட வரம்பில் விசைகளை மேலெழுதவும்அதே பெயருடன் முன்னர் உருவாக்கப்பட்ட நோக்குநிலையை மேலெழுதும்உரிமையாளர்உரிமையாளர் இடம்ஓசோன்பி 1பி 2பிபிஆர் நீட்டிப்புகள்பிசி 2பிசிஎம்படம்/ஃபிளிப் விகிதம். 1.0 இன் மதிப்பு முற்றிலும் ஃபிளிப் அடிப்படையிலான உருவகப்படுத்துதலை ஏற்படுத்தும். உருவகப்படுத்துதல்களுக்கு குறைந்த மதிப்பைப் பயன்படுத்தவும், இது சிறிய ச்ப்ளேச்களை உருவாக்க வேண்டும்.பிச்Ply ஏற்றுமதி: '%s' என்ற கோப்பைத் திறக்க முடியாதுPly ஏற்றுமதி: '%s' சேகரிப்பைக் கண்டுபிடிக்க முடியவில்லைply இறக்குமதியாளர்: %s: %sபிளை இறக்குமதியாளர்: இறக்குமதி தோல்வியுற்றது, செங்குத்துகள் இல்லைபிளை இறக்குமதியாளர்: இறக்குமதி தோல்வியுற்றது, அறியப்படாத பிழைபி.என்.சி.PNG (.png)png படம் (.png)போ கலப்பான் கோப்பு பாதைபோ வேலை கோப்பு பாதைபானை கோப்பு பாதைபிபிஎம் அடிப்படைபிபிஎம் காரணிகட்டுபேக் பிட்கள்வெளிப்புற பொதிபடங்களை பொதி செய்யுங்கள்பொதி தீவுகள்பேக் தகுதிபுறஊதா தீவுகளை பேக் செய்யுங்கள்புறஊதா தீவுகள் புலம்அனைத்து முகங்களையும் கண்ணிக்குள் அடைக்கவும்.கலப்பு கோப்பில் அனைத்து படங்களையும் பேக் செய்யுங்கள்பயன்படுத்தப்பட்ட அனைத்து வெளிப்புற கோப்புகளையும் இதில் பேக் செய்யுங்கள்பயன்படுத்தப்பட்ட அனைத்து வெளிப்புற கோப்புகளையும் இந்த .பிலண்ட் கோப்பில் பேக் செய்யுங்கள்.கலப்பு கோப்பில் உட்பொதிக்கப்பட்ட தரவுகளாக ஒரு படத்தை அடைக்கவும்.BLEND கோப்பில் வட்டத்திலிருந்து சுட்ட தரவை பேக் செய்யுங்கள்வெளிப்புற கோப்பிலிருந்து இடப்பெயர்வுகளை பேக் செய்யுங்கள்ஒவ்வொரு முகத்தின் uv களையும் புறஊதா எல்லைகளில் பேக் செய்யுங்கள்2 டி கர்சர் அமைந்துள்ள இடத்தில் செயலில் உள்ள யுடிம் பட ஓடு அல்லது யுடிம் கிரிட் ஓடு வரை தீவுகளை பேக் செய்யுங்கள்தீவுகளை நெருங்கிய யுடிம் வரை பேக் செய்யுங்கள்தனிப்பயன் பகுதிக்கு தீவுகளை பேக் செய்யவும்தேர்ந்தெடுக்கப்பட்ட முகங்களை மட்டும் பேக் செய்யவும்வேகவைத்த தரவை .blend கோப்பில் அடைக்கவும்தற்போதைய கலப்பு கோப்பில் ஒலியைக் கட்டவும்பேக்தீவுகளின் தொடக்க பெட்டியைத் தொடங்கவும்பேக் {}தொகுப்பு ஐடிதொகுப்பு ஐடி அமைக்கப்படவில்லைநிரம்பியுள்ளதுபேக் செய்யப்பட்ட %d கோப்பு (கள்)நிரம்பிய கோப்புநிரம்பிய கோப்பு, திறக்க சொடுக்கு செய்கநிரம்பிய கோப்புகள்நிரம்பிய மல்டிலேயர் கோப்புகளை வரைய முடியாதுநிரம்பிய மல்டிலேயர் கோப்புகளை வரைய முடியாது: %sபேக் செய்யப்பட்ட தரவுத் தொகுதிகளை மறுபெயரிட முடியாதுபேக் செய்யப்பட்ட லைப்ரரி டேட்டா-பிளாக், திறக்க சொடுக்கு செய்யவும் மற்றும் உள்ளக செய்யவும்தொகுக்கப்பட்ட நூலகப் படத்தைச் சேமிக்க முடியாது: "%s" இலிருந்து "%s"யு.வி.க்களை பொதி செய்தல் ...திண்ணைதிண்டு+திண்டு-திண்டு.திண்டு/பேட்0pad1பேட்2பேட்3பேட்4பேட்5பேட்6பேட் 7pad8பேட்9திணிப்புபக்கம்வண்ணப்பூச்சுபெயிண்ட் ஆல்பாவண்ணப்பூச்சு நிறம்வண்ணம் வளைவை வண்ணம் தீட்டவும்பெயிண்ட் வளைவுவளைவுகள் பெயிண்ட்வளைவுகள் தரவு-தொகுதிகள்பெயிண்ட் பிழைத்திருத்தம்பசை எழுதுகோல் வீச்சுகள் பெயிண்ட்வண்ணப்பூச்சு முகமூடிபெயிண்ட் பயன்முறைவண்ணப்பூச்சு மூலவண்ணப்பூச்சு மேற்பரப்புவண்ணப்பூச்சு மேற்பரப்பு பட்டியல்ஈரப்பதத்தை வண்ணம் தீட்டவும்வீச்சு புள்ளிகளில் ஒரு வண்ணத்தை வரைவதற்குசெயலில் உள்ள வண்ண பண்புக்கூறு அடுக்கில் ஒரு வீச்சு வண்ணம் தீட்டவும்தற்போதைய வெர்டெக்ச் குழு எடையில் ஒரு வீச்சு வரைதல்படத்தில் ஒரு வீச்சு வரை வண்ணம் தீட்டவும்தேர்ந்தெடுக்கப்பட்ட அனைத்து எலும்புகளின் எடையும் முழுவதும் வண்ணம் தீட்டவும், அவற்றின் ஒப்பீட்டு செல்வாக்கைப் பேணவும்பெயிண்ட் ஆல்பாபடங்களை 2டியில் பெயிண்ட் செய்யுங்கள்பார்வையை சுட்டிக்காட்டும் முகங்களில் பெரும்பாலானவை வண்ணம் தீட்டவும்இந்த கோணத்திற்கு ஏற்ப பார்வையை நோக்கி சுட்டிக்காட்டும் முகங்களில் பெரும்பாலானவை வண்ணம் தீட்டவும்ச்லாட் படவுரு பெயிண்ட்வண்ணப்பூச்சு மேற்பரப்பு பட்டியல்வண்ண பண்புக்கூறுடன் மூலப்பொருளை வண்ணம் தீட்டவும்செயலில் உள்ள மூலப்பொருள் அடிப்படை நிறத்தைப் பயன்படுத்தி வண்ணம் தீட்டவும்செயலில் உள்ள வெர்டெக்ச் குழுவில் எடையை வரைவதுஈரப்பதம், ஈரமான வரைபடத்தில் தெரியும் (சில விளைவுகள் ஈரமான வண்ணப்பூச்சியை மட்டுமே பாதிக்கின்றன)ஒரு சாய்வுடன் வண்ணம் தீட்டவும்ஒற்றை நிறத்துடன் வண்ணம் தீட்டவும்பெயிண்ட் கார்வ்புதியபெயிண்ட்மேப் அடுக்குபெயிண்ட்மாப்ச்இணை வெளியீடுதட்டுபுதியதட்டு '%s' கொடுக்கப்பட்ட வண்ணத்தைக் கொண்டிருக்கவில்லைதட்டு நிறம்தட்டு ச்ப்லைன்ச்தட்டு உருவாக்கப்பட்டதுதட்டு தரவு-தொகுதிகள்தட்டு. மேலும் வண்ணங்களை மாதிரி செய்ய இடது கிளிக்கைப் பயன்படுத்தவும்தட்டுகள்பனை சுழற்சி அச்சுபான்பான் / சூம் கேமரா பார்வைபான் கோணம்கீழே பான்பான் இடதுபான் சரிபான் உணர்திறன்பான் அப்பான் பார்வை3d சுட்டியுடன் காட்சியை பான் மற்றும் சுழற்றுங்கள்பார்வையை பான்பார்வையை கீழே பான்கொடுக்கப்பட்ட திசையில் பார்வையை பான்இடதுபுறத்தில் பார்வையை பான்பார்வையை வலதுபுறமாக பான் செய்யுங்கள்பார்க்கவும்சுட்டி ஒரு விளிம்பில் வைத்திருக்கும்போது காட்சியைக் கடைக்கவும்3d சுட்டியுடன் காட்சியைக் கடைக்கவும்சுற்றும் போது கேமரா காட்சியை விட்டு வெளியேறுவதற்குப் பதிலாக கேமரா காட்சியை பான்/பெரிதாக்கவும்பேனல்குழு "%s" காணப்படவில்லைகுழு பின்னணிகுழு தலைப்புகுழு அடையாளங்காட்டிகுழு அவுட்லைன்குழு சுற்றுகுழு உரைகுழு தலைப்புகுழு தலைப்பு எழுத்துருகுழு மாற்றுபேனலில் ஏற்கனவே ஒரு மாற்று உள்ளதுஇடைமுகம் கூறுகளைக் கொண்ட குழுகுழு விளக்கம்சேர்க்கப்பட்ட குழு உள்ளீடு/வெளியீட்டு முனையில் சாக்கெட்டுகளைச் சேர்க்க வேண்டிய குழுபுதிய முனைகளில் இயல்புநிலையாக குழு மூடப்பட்டுள்ளதுபேனல் இடைமுகத்தில் தேர்ந்தெடுக்கப்பட்டதுகுழு பெயர்உருப்படியைக் கொண்ட குழுகுழு/மெனு நிழல் வலிமைகுழு/மெனு நிழல் அகலம்பேனல்கள்Paningபனோரமா வகைபரந்தகாகிதம்அணிவகுப்புபத்திஇடமாறுஇடமாறு ஆரம்இடமாறு-விழிப்புணர்வு வி.எம்.எம்இணையானஇணை இயல்புஒருங்கிணைப்பு இல்லாத இணை கேமராக்கள்இணை கோடுகள்இணைகரம்அளவுரு ஆசிரியர்0 முதல் 1 வரை அளவுருஅளவுருக்கள்filebrowser க்கான அளவுருக்கள் மற்றும் அமைப்புகள்மற்றொரு தரவு-தடுப்பு மூலம் ஒரு moviecleip தரவு-தொகுதி எவ்வாறு பயன்படுத்தப்படுகிறது என்பதை வரையறுக்கும் அளவுருக்கள்ஒரு பட தரவு-தொகுதி மற்றொரு தரவு-தடுப்பால் எவ்வாறு பயன்படுத்தப்படுகிறது என்பதை வரையறுக்கும் அளவுருக்கள்பட காலம், ஆஃப்செட் மற்றும் தொடர்புடைய அமைப்புகளை வரையறுக்கும் அளவுருக்கள்வழங்குதல் ச்லாட்டை வரையறுக்கும் அளவுருக்கள்மூவி கிளிப்பின் எந்த சட்டகம் காட்டப்படுகிறது என்பதை வரையறுக்கும் அளவுருக்கள்படத்தின் எந்த அடுக்கு, பாச் மற்றும் சட்டகம் காட்டப்படும் என்பதை வரையறுக்கும் அளவுருக்கள்ஐகே தீர்வுக்கான அளவுருக்கள்தனிப்பயன் (OSL- அடிப்படையிலான) கேமராக்களுக்கான அளவுருக்கள்itasc ik தீர்வுக்கான அளவுருக்கள்அளவுரு'பின்வரும்' வளைவின் நீளத்துடன் அளவுரு நிலை அது இருக்க வேண்டும் ('பாதை நீளம்' மதிப்பால் பிரிப்பதன் மூலம் நிலை மதிப்பீடு செய்யப்படுகிறது)பெற்றோர்பெற்றோர் காப்பக நூலகம்பெற்றோர் எலும்புபெற்றோர் குறியீடுபெற்றோர் தலைகீழ்பெற்றோர் தலைகீழ் அணிபெற்றோர் தலைகீழ் மாற்றம்பெற்றோர் அடுக்கு குழுஊக்கிற்கான பெற்றோர் பொருள், ஆஃப்செட்டை மறுபரிசீலனை செய்து அழிக்கிறதுபெற்றோர் துகள்கள்பெற்றோர் பாதைபெற்றோர் குறிச்சொற்கள்பெற்றோர் வகைபெற்றோர் வெர்டெக்ச்பெற்றோர் செங்குத்துகள்பெற்றோர் சாளரம்பெற்றோர் எலும்பு (அதே ஆர்மேச்சரில்)பெற்றோர் எலும்பு சேகரிப்பு. இதை அணுகுவதற்கு பெற்றோரைக் கண்டுபிடிக்க அனைத்து எலும்பு சேகரிப்புகளின் ச்கேன் தேவைப்படுகிறது என்பதை நினைவில் கொள்க.பெற்றோர் திருத்து எலும்பு (அதே ஆர்மேச்சரில்)சூழல் பாதையில் பெற்றோர் குறியீடுபெற்றோர் இடைமுகத்தின் ஒரு பகுதியாக இல்லைஅசல் இன்ச்டான்சருக்கு பெற்றோர் புதிதாக உருவாக்கப்பட்ட பொருள்களை உருவாக்கினர்பெற்றோர் பொருள்இந்த போச் எலும்பு பெற்றோர்பெற்றோர் உறவினர் உருமாற்ற மேட்ரிக்ச். எச்சரிக்கை: பொருள் பெற்றோருக்கு மட்டுமே கணக்கில் எடுத்துக்கொள்கிறது, எனவே எ.கா. எலும்பு பெற்றோரின் விசயத்தில் நீங்கள் ஆர்மேச்சர் பொருளுடன் ஒப்பிடும்போது ஒரு மேட்ரிக்சைப் பெறுவீர்கள், உண்மையான பெற்றோர் எலும்புடன் அல்லதேர்ந்தெடுக்கப்பட்ட செங்குத்துகளுக்கு பெற்றோர் தேர்ந்தெடுக்கப்பட்ட பொருள்களைபெற்றோர் இந்த முனை இணைக்கப்பட்டுள்ளதுபெற்றோர் 2 டி டிராக்கின் பட்டியலிடப்படாத நிலைக்குபெற்றோர்:முகமூடி உறுப்புக்கான பெற்றோருக்குரிய அமைப்புகள்குழந்தை வளர்ப்பு:பெற்றோர்%s இல் பாகுபடுத்தல் பிழைமெச் தீவுகள் மூலம் பகுதிதரவைக் காண்பிக்க வடிவவியலின் ஒரு பகுதிவீச்சு செயலில் இருக்கும்போது உருவகப்படுத்தப்படும் கண்ணி ஒரு பகுதிபகுதியளவுஒரு பிரேம் ஆஃப்செட்டுடன் சீக்வென்சரின் மேல் பகுதியளவு மேலடுக்கைதுகள்துகள் (குறுகிய) இசைக்குழு அகலம் (அதிக மதிப்பு தடிமனான இசைக்குழு மற்றும் அதிக துகள்களில் விளைகிறது)துகள் அளவுதுகள் தூரிகைதுகள் திருத்துதுகள் முடி விசைதுகள் செய்திதுகள் நிகழ்வுதுகள் நிகழ்வு பொருள் எடைதுகள் விசைதுகள் ஆயுள் அதிகபட்சம்துகள் இடம்துகள் ஆஃப்செட்துகள் பண்புகள்துகள் ஆரம்துகள் வழங்குதல்துகள் அமைப்புகள்துகள் அமைப்புகள் அமைப்பு ச்லாட்துகள் சிறப்புதுகள் அமைப்புதுகள் அமைப்பு எண்இந்த மாற்றியமைக்கும் துகள் அமைப்புதுகள் அமைப்புகள்துகள் இலக்குதுகள் கருவிதுகள் புறஊதாதுகள் புதுப்பிப்பு ஆரம்துகள் விரைவுதுகள் எண்ணிக்கைதுகள் தரவு-தொகுதிகள்துகள் திருத்துதல் தூரிகைதுகள் விளைவுகள் தங்களை பாதிக்கின்றனஒரு துகள் அமைப்பில் துகள்துகள் நிகழ்வு பொருள் பெயர்முடி துகள் அமைப்புக்கான துகள் விசைதுகள் எண் காரணி (அதிக மதிப்பு அதிக துகள்களில் விளைகிறது)துகள் நோக்குநிலை அச்சு (வெடிக்கும் மாற்றியமைப்பின் முடிவுகளை பாதிக்காது)துகள் இயற்பியல் வகைதுகள் ஆரம் காரணி (அதிக மதிப்பு பெரிய (மெச்) துகள்களில் விளைகிறது). கண்ணி அளவை மாற்றிய பின் சரிசெய்ய வேண்டும்.துகள் ஆரம் காரணி. இந்த மதிப்பை அதிகரிக்கவும் உருவகப்படுத்துதல் அளவைக் கசியத் தோன்றினால், உருவகப்படுத்துதல் அளவைப் பெற்றால் அதைக் குறைக்கவும்.துகள் சுழற்சிகள் மோதல்கள் மற்றும் விளைவுகளால் பாதிக்கப்படுகின்றனதுகள் அளவுதுகள் தேர்ந்தெடுத்து காட்சி பயன்முறைதுகள் அமைப்புகள், பல துகள் அமைப்புகளால் மீண்டும் பயன்படுத்தக்கூடியவைஉருவகப்படுத்துதல் கலங்களில் துகள் அளவுதுகள் அமைப்பை துகள் பயன்முறையில் திருத்தலாம்துகள் அமைப்பு துகள் பயன்முறையில் திருத்தப்பட்டுள்ளதுதுகள் அமைப்பு பல புள்ளி தற்காலிக சேமிப்புகளைக் கொண்டுள்ளதுஒரு பொருளில் துகள் அமைப்புதுகள் அமைப்பு நிறுவல் மாற்றியமைப்பாளர்துகள் அமைப்பு பெயர்துகள் அமைப்பு அமைப்புகள்துகள் அமைப்பு உருவகப்படுத்துதல் மாற்றியமைப்பாளர்பொருளிலிருந்து வெளிப்படும் துகள் அமைப்புகள்துகள் இலக்கு பெயர்துகள் வகைதுகள்துகள் மாற்றிதுகள்கள்அச்சுபின்னல்குழந்தைகள்வட்டம்குறுக்குசுருட்டைஉமிழ்வுகின்க்புதியஎதுவுமில்லைஎதுவும்பெற்றோர்துகள் காட்சிபுள்ளியம்விசைரேடியல்வழங்கப்பட்டதுரோல்சுழற்சிகடினத்தன்மைசுழல்அலைதுகள்கள் அமைப்புதுகள்கள் அமைப்பு மாற்றியமைப்பாளர்துகள்கள்துகள்கள் அதிகபட்சம்துகள்கள் அமைப்புகள்துகள்கள் மற்றும் நிறுவுதல்துகள்கள் ஒரு டிஃப்ளெக்டர் பொருளுடன் மோதும்போது இறக்கின்றனதுகள் அமைப்பால் உருவாக்கப்படும் துகள்கள்எல்லையில் உள்ள துகள்கள்துகள்கள் பொருளின் ஒரு பகுதி ரெண்டரில் காணப்பட வேண்டும்ஒரு திரவ உருவகப்படுத்துதலால் துகள்கள் உருவாக்கப்பட்டனதுகள்கள்/முகம்பிரித்தல்பிரிக்கும் காரணிஅதிகபட்சம் பிரித்தல்குறைந்தபட்சம் பிரித்தல்மெய்நிகர் பெற்றோருடன் பிரிவு கிடைக்கவில்லைபாச்வடிகட்டி பாச்பாச் அட்டவணைகடந்து செல்லுங்கள்உரி கைப்பிடிகள் வழியாக செல்லவும்பின்னணியில் பெருக்கப்பட வேண்டிய நிழல்கள் மற்றும் ஒளியைக் கொண்ட பாச்மல்டிலேயர் படத்தில் கடந்து செல்லுங்கள்கண்ணி விளிம்புகள் வழியாக அலைகளை கடந்து செல்லுங்கள்பாச் பார்ட்அவுட்passepartout ஆல்பாசீட்டுகள்பாச்கள் ஆதரிக்கப்படவில்லைசெயலில் உள்ள பேக்கிங் பாசில் சேர்க்க பாச்சேடர் மற்றும் வடிவியல் விவரங்களிலிருந்து சத்தத்தை வேறுபடுத்த டெனோசர் பயன்படுத்தும் பாச்கள்செயலற்றபாச்ட்ரூபாச்த்ரூ கிடைக்கவில்லைஒட்டுகிரீச் பென்சில் புள்ளிகள் அல்லது பக்கவாதம் உள் கிளிப்போர்டிலிருந்து செயலில் உள்ள அடுக்குக்கு ஒட்டவும்முறை முறைபொதுவாக ஒட்டவும்அடுக்கு மூலம் ஒட்டவும்கோப்பிலிருந்து உள்ளடக்கங்களை ஒட்டவும்உள் கிளிப்போர்டில் சேமிக்கப்பட்ட பக்கங்களின் நகல்களை ஒட்டவும்உள் கிளிப்போர்டிலிருந்து தரவு-தொகுதிகளை ஒட்டவும்பாச்ட் டிரைவர்: ஒட்டுவதற்கு இயக்கி இல்லைஎதிர்பார்க்கப்படும் 3 எண்களை ஒட்டவும், வடிவமைக்கப்பட்டது: '[n, n, n]'எதிர்பார்க்கப்படும் 4 எண்களை ஒட்டவும், வடிவமைக்கப்பட்டது: '[n, n, n, n]'பிரதிபலித்த எலும்புகளிலிருந்து கீஃப்ரேம்கள் இருந்தால் அவற்றை ஒட்டவும்தேர்ந்தெடுக்கப்பட்ட சேனல்களுக்கான உள் கிளிப்போர்டிலிருந்து கீஃப்ரேம்களை ஒட்டவும், தற்போதைய சட்டகத்திலிருந்து தொடங்கிதற்போதைய சட்டத்தில் முடிவடையும் விசைகளை ஒட்டவும்அசல் நேரத்திலிருந்து விசைகளை ஒட்டவும்கர்சரின் ஒய்-நிலைக்கு தொடர்புடைய விசைகளை ஒட்டவும்நகலெடுக்கும் போது தற்போதைய சட்டத்துடன் தொடர்புடைய விசைகளை ஒட்டவும்கர்சரின் கீழ் வளைவின் மதிப்புடன் தொடர்புடைய விசைகளை ஒட்டவும்தற்போதைய சட்டத்தில் தொடங்கி விசைகளை ஒட்டவும்மதிப்பு ஆஃப்செட் கொண்ட விசைகளை ஒட்டவும்கர்சரின் இடதுபுறத்தில் பொருந்தக்கூடிய முதல் விசையுடன் விசைகளை ஒட்டவும்கர்சரின் முக்கிய உரிமையுடன் பொருந்தக்கூடிய கடைசி விசையுடன் விசைகளை ஒட்டவும்அவை நகலெடுக்கப்பட்ட அதே மதிப்புடன் விசைகளை ஒட்டவும்கிளிப்போர்டிலிருந்து புதிய படத்தை ஒட்டவும்உள் கிளிப்போர்டில் இருந்து செயலில் உள்ள முனை மரத்திற்கு முனைகளை ஒட்டவும்உள் கிளிப்போர்டிலிருந்து இயல்பான ஒட்டவும்உள் கிளிப்போர்டிலிருந்து பொருட்களை ஒட்டவும்பின்னால் ஒட்டவும்முதல் மற்றும் கடைசி தேர்ந்தெடுக்கப்பட்ட விசைக்கு இடையில் உள்ள அனைத்து பிரேம்களிலும் ஒட்டவும், தேவைப்பட்டால் புதிய கீஃப்ரேம்களை உருவாக்கவும்தேர்ந்தெடுக்கப்பட்ட விசையைக் கொண்ட பிரேம்களில் ஒட்டவும், அந்த பிரேம்களில் புதிய விசைகளை உருவாக்கும்தற்போதைய மதிப்புகளில் மட்டுமே ஒட்டவும், ஆட்டோ-கீட்டிங் இயக்கப்பட்டிருந்தால் மட்டுமே அனிமேசன் தரவை கையாளுகிறதுதேர்ந்தெடுக்கப்பட்ட புறஊதா செங்குத்துகளை ஒட்டவும்உள் கிளிப்போர்டில் இருந்து பேச்ட் ச்ப்லைன்ச்உள் கிளிப்போர்டிலிருந்து கீற்றுகளை ஒட்டவும்கிளிப்போர்டிலிருந்து உரையை ஒட்டவும்நகலெடுக்கப்படுவதை விட வேறு இடங்களில் தேர்ந்தெடுக்கப்பட்ட உரையை ஒட்டவும் (x11/வேலண்ட் மட்டும்)முன்னர் நகலை சொத்தாகப் பயன்படுத்தி நகலெடுக்கப்பட்ட சொத்தை ஒட்டவும்முன்னிலைப்படுத்தப்பட்ட பொத்தானுக்கு உள் கிளிப்போர்டில் இயக்கியை ஒட்டவும்உள் கிளிப்போர்டு உள்ளடக்கத்தை செயலில் வரி தொகுப்பில் ஒட்டவும்மூலப்பொருள் அமைப்புகள் மற்றும் முனைகளை ஒட்டவும்சேமிக்கப்பட்ட போசை தற்போதைய போசில் புரட்டவும்தற்போதைய போசில் சேமிக்கப்பட்ட போசை ஒட்டவும்அமைப்பு அமைப்புகளையும் முனைகளையும் ஒட்டவும்விசைகளை ஈடுசெய்ய நேரம்செயலில் ஒட்டவும்உள் கிளிப்போர்டிலிருந்து தடங்களை ஒட்டவும்%d சொத்துக்கள் ஒட்டப்பட்டன%d எலும்புகள் ஒட்டப்பட்டன, தேர்ந்தெடுக்கப்படாத %d எலும்புகள் தவிர்க்கப்பட்டனஅனைத்து %d எலும்புகளும் ஒட்டப்பட்டன%d நகலெடுக்கப்பட்ட எலும்புகளில் %d மட்டுமே ஒட்டப்பட்டது%d நகலெடுக்கப்பட்ட எலும்புகளில் %d மட்டுமே ஒட்டப்பட்டது, மேலும் %d தேர்ந்தெடுக்கப்படாத எலும்புகளைத் தவிர்க்கவும்கிளிப்போர்டிலிருந்து தற்போது செயலில் உள்ள போச் எலும்பு அல்லது பொருளுக்கு மேட்ரிக்சை ஒட்டுகிறது. உலக-விண்வெளி மெட்ரிக்குகளைப் பயன்படுத்துகிறதுஇணைப்புபாதைபாதை '%s' முழுமையானதாக மாற்ற முடியாதுபாதை '%s'%s '%s' க்கு முழுமையானதாக மாற்ற முடியாதுபாதை '%s'%s '%s' க்கு உறவினரை உருவாக்க முடியாதுபாதை '%s' காணப்படவில்லை (அறியப்பட்ட உரிமையாளர் தரவு-தொகுதி இல்லை)இணைக்கப்பட்ட தரவு-தொகுதி '%s' (நூலகத்திலிருந்து '%s' இலிருந்து) பாதை '%s' காணப்படவில்லைஉள்ளக தரவு-பிளாக் '%s' இலிருந்து பாதை '%s' கண்டுபிடிக்கப்படவில்லைபின் பாதைபாதை அனிமேசன்முன் பாதைபாதை ஒப்பிடுகபாதை கட்டுப்பாடுபாதை காலம்பாதை முடிவுபாதை வழிகாட்டுதல்பாதை கீஃப்ரேம் பிறகுமுன் கீஃப்ரேம் முன்பாதை நீளம்பாதை முகமூடிபாதை முறைபாதை வெளியீடுபாதை உறவினர்பாதை பிரிப்பான்பாதை தொடக்கபாதை படிகள்பாதை மோதல்: %d தற்காலிக சேமிப்புகள் பாதை %s க்கு அமைக்கப்பட்டனபாதை திருத்து பயன்முறைதரவு-தொகுதியிலிருந்து தற்போது திருத்தப்பட்ட முனை மரத்திற்கு பாதைஇந்த கட்டத்தில் பாதை இடைக்கணிப்புபாதை ஏற்கனவே அனிமேசன் செய்யப்பட்டுள்ளதுபாதை திருத்தப்படுகிறதுபாதை காலியாக உள்ளது, சேமிக்க முடியாதுகட்டுப்பாட்டுக்கு ஒரு படத்தை உருவாக்க பயன்படுத்தப்படும் ஐடியின் பாதைஒரு அலெம்பிக் காப்பகத்தின் உள்ளே ஒரு பொருளின் பாதைஆழத்துடன் அமைக்கப்பட வேண்டிய சொத்தின் பாதைமுதன்மை மற்றும் இரண்டாம் நிலை தரவு பாதைகளுக்கு இடையில் தேர்ந்தெடுக்க சொத்தின் பாதைஅமைப்பு காட்சியை சுழற்ற பயன்படுத்தப்படும் சொத்தின் பாதைகட்டுப்பாட்டின் நிறத்தை அமைக்க பயன்படுத்தப்படும் சொத்தின் பாதைகட்டுப்பாட்டின் நிரப்பு நிறத்தை அமைக்கப் பயன்படுத்தப்படும் சொத்தின் பாதைகட்டுப்பாட்டுக்கு சூம் அளவை அமைக்கப் பயன்படுத்தப்படும் சொத்தின் பாதைதிருத்துதல் செய்ய பாதை புள்ளி தேர்ந்தெடுக்கப்பட்டுள்ளதுதற்போது கோப்பு உலாவியில் காட்டப்படும் கோப்பகத்துடன் தொடர்புடைய பாதை (கோப்பு பெயரை உள்ளடக்கியது)பாதை தேர்வுக்கு இரண்டு பொருந்தக்கூடிய கூறுகள் தேர்ந்தெடுக்கப்பட வேண்டும்பாதை நேரம் முழுமையான பிரேம்களில் உள்ளதுஒரு காபிம கோப்பிற்கான பாதைஒரு OBJ கோப்பிற்கான பாதைOpenVDB கோப்புக்கான பாதைஒரு பிளை கோப்புக்கான பாதைஒரு எச்.டி.எல் கோப்பிற்கான பாதைதனிப்பயன் அனிமேசன்/பிரேம் வரிசை பிளேயருக்கான பாதைஒரு சொத்து நூலகமாக பயன்படுத்த .கலப்பு கோப்புகளை பலப்படுத்தும் கோப்பகத்திற்கான பாதைவெளிப்புற சுட்ட படங்களை சேமிக்க ஒரு கோப்புறையின் பாதைகீயிங் தொகுப்பில் பயன்படுத்த ஒரு அமைப்பிற்கான பாதைஉரை கோப்பிற்கான பாதைமாற்று தொடக்க கோப்பிற்கான பாதைபட திருத்திக்கு பாதைசொத்து நூலகத்திற்கான பாதை இல்லை:பார்க்கப்படும் தரவுகளுக்கான பாதைவெளிப்புற இடப்பெயர்வுகள் கோப்பிற்கான பாதைதாக்கல் செய்வதற்கான பாதைgltfpack க்கு பாதைgltfpack பைனரிக்கு பாதைபடக் கோப்பிற்கான பாதைமரபு சேர்க்கை தொகுப்புகளை நிறுவுவதற்கான பாதைஇடைமுக எழுத்துருவுக்கு பாதைஇடைமுக மோனோச்பேச் எழுத்துருசொத்து அமைப்பிற்கான பாதை.கலப்பு கோப்புக்கான பாதைகாப்பகத்திற்கான பாதைகாட்டப்படும் தரவுகளுக்கான பாதைவிரிதாளில் காட்டப்படும் தரவுகளுக்கான பாதைஇறக்குமதி செய்யப்பட்ட கட்டமைப்புகள் நகலெடுக்கப்படும் கோப்பகத்திற்கான பாதைநூலகத்திற்கான பாதைநூலகத்திற்கான பாதை .கலப்பு கோப்புவடிவியல் தரவைத் தேடுவதற்குப் பயன்படுத்தப்படும் அலெம்பிக் காப்பகத்தில் பொருளுக்கான பாதைஉருமாற்ற மேட்ரிக்சைத் தேடுவதற்குப் பயன்படுத்தப்படும் அலெம்பிக் காப்பகத்தில் பொருளுக்கான பாதைபானை வார்ப்புரு கோப்பிற்கான பாதைகலப்பானின் மூல களஞ்சியத்தில் தொடர்புடைய po கோப்பிற்கான பாதைபணி களஞ்சியத்தில் தொடர்புடைய po கோப்பிற்கான பாதைசேமித்த அமைப்புகள் கோப்பிற்கான பாதைதனிப்பயன் கேமராவை வரையறுக்கும் நிழலுக்கான பாதைபாதை மிக நீளமானது, சேமிக்க முடியாதுபாதை: {! R}பாதை: {:s}பாதைகள்பாதைகள் ஒப்பிடுகின்றனபாதைகள் வரம்புபாதைகள் வகைஅலெம்பிக் காப்பகத்திற்குள் உள்ள பொருட்களின் பாதைகள்பாதைகள்:முறைமுறை பரப்பு:முறை எல்லை பெட்டிமுறை மூலைகள்முறை போட்டிமுறை பயன்முறைமுறை அளவுஇயல்பாக்கப்பட்ட ஆயத்தொகுதிகளில் மாதிரி பரப்பு எல்லை பெட்டிமைட்டர்களின் உள்ளே பயன்படுத்த வேண்டிய முறைமைட்டர்களுக்கு வெளியே பயன்படுத்த வேண்டிய முறைபொருள்களை இணைக்க பயன்படுத்தப்படும் முறைவடிவங்கள்இடைநிறுத்தம்இடைநிறுத்தம் சுட்டுக்கொள்ளுங்கள்இடைநிறுத்தம் முன்னோட்டம்அனைத்து வியூபோர்ட் முன்னோட்ட ரெண்டர்களையும் இடைநிறுத்தவும்பாவ்'jonswap' மற்றும் 'tma' மாதிரிகளுக்கு உச்ச கூர்மைப்படுத்துதல்வேர்க்கடலை (செல் செய்யப்படவில்லை)வேர்க்கடலை (செல்)பேனா புரட்டுபேனா அழுத்தம் அமைப்பு செல்வாக்கை சிறியதாக ஆக்குகிறதுபேனா சாய் பின்னோக்கி (-1.0) முன்னோக்கி (+1.0)இடமிருந்து (-1.0) வலதுபுறம் பேனா சாய் (+1.0)பென்டகோனல்ஒரு வளைவுஒரு பரிமாணத்திற்குஒரு வெர்டெக்ச் இடப்பெயர்ச்சிக்குஒரு கூறு காரணிக்குஒரு வழங்குதல் லேயர் மாதிரிகளின் எண்ணிக்கை காட்சி மாதிரிகளை மீறுகிறதுமாதிரிகளின் படப்புள்ளி எண்தோல் மாற்றியமைப்பாளருடன் பயன்படுத்த பெர்-வெர்டெக்ச் தோல் தரவுவிழுக்காடுசதவிதம்சதவீத காரணிவேரிலிருந்து சிதைவைக் கலக்க ஒவ்வொரு வளைவிலும் விழுக்காடுகாட்சிக்கு பயன்படுத்தப்படும் தொகையின் விழுக்காடுஉரிபின் வண்ணங்கள் மற்ற கீற்றுகளை எவ்வளவு பாதிக்கின்றன என்பதற்கான விழுக்காடுஉள்ளீட்டு துண்டு நீளத்தின் விழுக்காடுஅதிகபட்ச வேகத்தின் விழுக்காடு3d பார்வையில் காண்பிக்க துகள்களின் விழுக்காடுஉள் வழங்குதல் இடையகங்களுக்கு அதிகபட்சமாக சேர்க்க வழங்குதல் அளவின் விழுக்காடுஉள்ளீட்டு துண்டு நீளத்தின் விழுக்காடுவழங்கல் தெளிவுத்திறனுக்கான சதவீத அளவுவளைவின் நீளத்துடன் இலக்கு நிலையை வரையறுக்கும் சதவீத மதிப்புபுலனுணர்வுபுலனுணர்வு இழப்புபுலனுணர்வு ரீதியாக ஒரே மாதிரியான மதிப்புகள், வண்ணத் தேர்வாளருடன் பொருந்தும்உள்வரும் ஒளி வழங்கல் மற்றும் பி.எச்.டி.எஃப் ஆகியவற்றின் அடிப்படையில் வழிகாட்டுதலுக்கு ris மாதிரியைச் செய்யுங்கள்கொடுக்கப்பட்ட இரண்டு உள்ளீடுகளில் ஒப்பீட்டுச் செயல்பாட்டைச் செய்யவும்கொடுக்கப்பட்ட பூலியன் உள்ளீடுகளில் தர்க்கரீதியான செயல்பாட்டைச் செய்யவும்இரண்டு உள்ளீட்டு மெட்ரிக்குகளில் மேட்ரிக்ச் பெருக்கத்தைச் செய்யவும்டொமைன் பொருளின் ஒற்றை துண்டு செய்யுங்கள்32-பிட் முழு எண்களில் பிட்வைச் செயல்பாடுகளைச் செய்யுங்கள்குரோமா கீயிங் (பின்னணியை அகற்ற) மற்றும் டெச்பில் (பின்னணியில் இருந்து வண்ண வார்ப்புகளை சரிசெய்ய) இரண்டையும் செய்யுங்கள்வேறு வெள்ளை புள்ளியிலிருந்து வண்ணத் தழுவல் செய்யுங்கள்பயனர் விருப்பங்களில் கணினி தாவலில் கட்டமைக்கப்பட்ட சி.பீ.யூ சாதனங்களில் டெனோயிங்கை செய்யுங்கள். இது சிபியு ஐ விட கணிசமாக வேகமாக உள்ளது, ஆனால் கூடுதல் GPU நினைவகம் தேவைப்படுகிறது. பெரிய காட்சிகளுக்கு அதிக சி.பீ.யூ நினைவகம் தேவைப்படும்போது, இந்த விருப்பத்தை முடக்கலாம்ஒரு கோப்பு அல்லது கோப்புறையில் வெளிப்புற செயல்பாட்டைச் செய்யுங்கள்தெளிவில்லாத/பல சொல் பொருத்தத்தை செய்யுங்கள். எச்சரிக்கை: மெதுவாக இருக்கலாம்ஒரு படத்தின் ஒவ்வொரு வண்ண சேனலிலும் நிலை மாற்றங்களைச் செய்யுங்கள்கணித செயல்பாடுகளைச் செய்யுங்கள்ஒவ்வொரு வடிவியல் உறுப்புக்கும் தனித்தனியாக செயல்பாடுகளைச் செய்யவும் (எ.கா. முனைகள், விளிம்புகள் போன்றவை)கர்சரின் கீழ் கோப்பிற்கான தற்போதைய செயல்பாட்டு செயலைச் செய்யுங்கள் (எ.கா. கோப்பைத் திறக்கவும்)கொடுக்கப்பட்ட முழு எண் உள்ளீடுகளில் பல்வேறு கணித செயல்பாடுகளைச் செய்யவும்திசையன் கணித செயல்பாட்டைச் செய்யுங்கள்செயல்திறன்செயல்திறன் முன்னமைவுகள்காலம்அலை காலம்சத்தத்தின் காலம்பெர்லின் ஒலி 1 டிபெர்லின் ஒலி 2 டிநிரந்தர சிதைவுகைஉரைகளை செயல்படுத்த நிரந்தரமாக அனுமதிக்கவும்தூரிகை சொத்து கலப்பு கோப்பை நிரந்தரமாக நீக்கு. இதை செயல்தவிர்க்க முடியாது.நிரந்தரமாக தூரிகையை நீக்கு. இதை செயல்தவிர்க்க முடியாது.போச் சொத்து கலப்பு கோப்பை நிரந்தரமாக நீக்கு? இதை செயல்தவிர்க்க முடியாது.நிரந்தரமாக மறைக்கப்பட்ட தொகுப்புகள்:ஊடுருவக்கூடிய தன்மைஅனுமதிகள்பாரசீக - முன்னேற்றம்விடாமுயற்சிதொடர்ச்சியான தரவுநிலையான தரவு பாதைதொடர்ச்சியான ஐடிதொடர்ச்சியான அடையாளங்காட்டிதொடர்ச்சியான யுஐடிவிரிதாள் நெடுவரிசையுடன் தொடர்புடைய தொடர்ச்சியான தரவுஅட்டவணையுடன் தொடர்புடைய தொடர்ச்சியான தரவுஇந்த விரிதாள் எடிட்டரில் காட்டப்பட்டுள்ள அட்டவணைகளுக்கான தொடர்ச்சியான தரவுஇயக்க மங்கலுடன் பொருள்களின் இடை-சட்ட பொருத்தத்திற்கான தொடர்ச்சியான அடையாளங்காட்டிPersonal access token, சி-வைகாசி be required by some repositoriesமுன்னோக்குமில்லிமீட்டரில் முன்னோக்கு கேமரா குவிய நீள மதிப்புமுன்னோக்கு அணிமுன்னோக்கு கேமரா குவிய நீளம்pgdownpgupகட்டம்கட்ட பலகட்ட ஆஃப்செட்அலையின் கட்ட மாற்றம்சிதறிய ஒளிக்கான கட்ட செயல்பாடுசைனச் இடப்பெயர்ச்சியின் கட்டம்ஃபைதுணிகளுக்கான இயற்பியல் உருவகப்படுத்துதல்இயற்பியல் நடத்துனர்இயற்பியல் பண்புகள்உடல் ஒளி மூலங்கள்வளைக்கும் சக்திகளை உருவகப்படுத்துவதற்கான உடல் மாதிரிஉடல் அடிப்படையிலான சி.எல்.டி.எஃப் லைட்டிங் அலகுகள் (சிடி, எல்எக்ச், என்.டி)முடி மற்றும் ரோமங்களை வழங்குவதற்கு உடல் அடிப்படையிலான, பயன்படுத்த எளிதான சேடர்OpenPBR மாதிரியின் அடிப்படையில் மேற்பரப்பு பொருட்களை வழங்குவதற்கு உடல் அடிப்படையிலான, பயன்படுத்த எளிதான சேடர்இயற்பியல்இயற்பியல் பண்புகள்இயற்பியல் வகைநீர், எண்ணெய் மற்றும் புகை போன்ற திரவங்களுக்கான இயற்பியல் உருவகப்படுத்துதல்தேர்ந்தெடுசான்றுபிக் இன்ச்டன்ச் இயக்கத்தில் உள்ளது, ஆனால் எடுக்க வேண்டிய நிகழ்வுகள் எதுவும் இல்லை. உள்ளீட்டை உதாரணமாகப் பயன்படுத்த மீண்டும் வீழ்ச்சி.சீரற்றதைத் தேர்ந்தெடுங்கள்இயக்கி இலக்காக பயன்படுத்த ஒரு சொத்தைத் தேர்ந்தெடுங்கள்சேகரிப்பிலிருந்து பொருட்களை தோராயமாகத் தேர்ந்தெடுக்கவும்தேர்ந்தெடுக்கப்பட்ட எலும்பு ஏற்கனவே தேர்ந்தெடுக்கப்பட்ட ஆர்மேச்சருக்கு சொந்தமானது அல்லஎலும்பைத் தேர்ந்தெடுப்பது தோல்வியடைந்ததுபிகோமீட்டர்கள்படங்கள்பை பட்டியல்பை பட்டியல் வண்ணங்கள்இழுவை பட்டியல்பை மெனுக்கள்இதை விட நீண்ட நேரம் வைத்திருக்கும் பை பட்டியல் பொத்தான் வெளியீட்டில் மெனுவை நிராகரிக்கும் (எச்.இ.சி 1/100 வது இடத்தில்)பிக்சல்களில் பை பட்டியல் அளவுபை மெனுக்கள் ஆரம்ப சுட்டி நிலையை இந்த நேரத்திற்கு மையமாகப் பயன்படுத்தும் (எச்.இ.சி 1/100 வது இடத்தில்)முள்முள் (வெர்டெக்ச் இலக்கு நிலை) வசந்த விறைப்புமுள் எல்லைகள்பின் கிச்மோமுள் இலக்கு வலிமைபின் குழுமுள் ஐடிமுள் மூலப்பொருள்முள் முறைமுள் பயன்முறைமுள் காட்சிமுள் உருவகப்படுத்துதல் எல்லைமுள் விறைப்புமுள் வெர்டெக்ச் குழுஅளவுருவில் பின் செய்யவும்செயல்பாட்டிற்கு ஒரு குறிப்பிட்ட புள்ளியில் ஒவ்வொரு வளைவையும் பின் செய்யவும்வரைபட திருத்தியில் பின் செய்யவும்பயன்முறையை தூரிகைக்கு முள்நீடித்த முள்கிள்ளுதல்பிஞ்ச் புறஊதாபிங் பாங்பிங்பாங் பயன்முறைபின்பின் செய்யப்பட்ட ஆர்மேச்சர் 3D வியாபோர்ட்டில் செயலில் இல்லைபின் செய்யப்பட்ட தீவுகள் இடத்தில் பூட்டப்பட்டுள்ளனபின் செய்யப்பட்ட தீவுகள் மட்டுமே மொழிபெயர்க்கப்படும்பின் செய்யப்பட்ட தீவுகள் மீளாதுபின் செய்யப்பட்ட தீவுகள் சுழலாதுபின் செய்யப்பட்ட செங்குத்துகளை வெர்டெக்ச் பயன்முறையில் மட்டுமே தேர்ந்தெடுக்க முடியும்குழாய்பிச்டன்சுருதிடாப்ளர் விளைவு கணக்கீட்டிற்கான சுருதி காரணிமுன்னிலைபிவோட் அச்சுநடுநிலை கட்டுப்பாடுத்துபிவோட் கட்டுப்பாடுபிவோட் ஆஃப்செட்பிவோட் புள்ளிபிவோட் ஃச்பிவோட் ஒய்செயலில் உள்ள பொருளைச் சுற்றி முன்னணிதேர்ந்தெடுக்கப்பட்ட பொருளின் (கள்) எல்லை பெட்டி மையத்தைச் சுற்றி முன்னணிஒவ்வொரு பொருளின் சொந்த தோற்றத்தையும் சுற்றி முன்னணிதேர்ந்தெடுக்கப்பட்ட ஒவ்வொரு தீவின் சொந்த சராசரி புள்ளியையும் சுற்றி முன்னிலை2 டி கர்சரைச் சுற்றி முன்னிலை3d கர்சரைச் சுற்றி முன்னிலைதேர்ந்தெடுக்கப்பட்ட பொருட்களின் சராசரி புள்ளியைச் சுற்றி முன்னிலைசுழற்சி/அளவிடுதலுக்கான பிவோட் நடுவண்வீச்சு புள்ளி அளவுரு u (0 <= u <= 1) இன் அடிப்படையில் முன்னிலைபிவோட் இருப்பிடம் செயலில் உள்ள பொருள் நிலையில் உள்ளதுபிவோட் இருப்பிடம் தேர்ந்தெடுக்கப்பட்ட பொருள் நிலையில் உள்ளதுபிவோட் இருப்பிடம் கட்டுப்படுத்தப்பட்ட கடுமையான உடல்களுக்கு இடையில் உள்ளதுஅளவிடுதல் மற்றும் சுழற்சி செயல்பாடுகளின் முன்னிலைபடத்துணுக்குபடப்புள்ளி கலைபடப்புள்ளி நற்பொருத்தம்படப்புள்ளி விகித விகிதம்படப்புள்ளி நற்பொருத்தம் ஃச்படப்புள்ளி நற்பொருத்தம் ஒய்படப்புள்ளி ஆயத்தொலைவுகள்படப்புள்ளி அடர்த்திபடப்புள்ளி அடர்த்தி முன்னமைவுகள்படப்புள்ளி வடிகட்டிபடப்புள்ளி அளவுபடப்புள்ளி விகித விகிதம்படப்புள்ளி வடிகட்டி வகைபடப்புள்ளி வடிகட்டி அகலம்படப்புள்ளி அளவுவியூபோர்ட் ரெண்டரிங்கிற்கான படப்புள்ளி அளவுகாட்சி சதவீதத்தால் படப்புள்ளி அளவு அளவிடப்பட்டதுபிக்சலேட்பிக்சலேட் விளைவுபிக்சலேட் விளைவுபிக்சலேட் படம்படப்புள்ளிகள்அவற்றின் தீர்மானிப்பாளருக்கும் மைய பிக்சலின் தீர்மானிப்பாளருக்கும் இடையிலான சராசரி வேறுபாடு இந்த வாசலை விட குறைவாக இருந்தால் படப்புள்ளிகள் மங்கலான பகுதியில் கருதப்படுகின்றனஅண்டை பிக்சல்களில் 10% க்கும் அதிகமானவை மேட் மதிப்புகளைக் கொண்டிருந்தால், இந்த சகிப்புத்தன்மையால் பிக்சலின் மேட் மதிப்பிலிருந்து வேறுபடுகின்றன என்றால் படப்புள்ளிகள் விளிம்புகளின் ஒரு பகுதியாக கருதப்படுகின்றனமொத்த அண்டை நாடுகளின் எண்ணிக்கையுடன் ஒப்பிடும்போது இந்த விகிதத்தில் வேறுபட்ட பிக்சல்களின் எண்ணிக்கை வேறுபட்டால் மட்டுமே படப்புள்ளிகள் வெறுக்கப்படுகின்றன. வண்ண வாசல் உள்ளீட்டை மீறினால் அயலவர்கள் வேறுபட்டதாகக் கருதப்படுகிறார்கள்அண்டை நாடுகளின் சராசரி நிறத்திலிருந்து அவற்றின் வண்ண வேறுபாடு இந்த வாசலை மீறினால் மட்டுமே படப்புள்ளிகள் வெறுக்கப்படுகின்றனவீச்சு வரைதல் போது ஒரு அச்சுக்கு சுட்டி மூலம் படப்புள்ளிகள் நகர்த்தப்படுகின்றனபிளெண்டர் அலகுக்கு படப்புள்ளிகள்ஒரு அங்குலத்திற்கு படப்புள்ளிகள்இந்த அதிகபட்சத்தை விட அதிக ஒளிர்வு மதிப்புகள் முக்கியமாக இல்லைஇந்த குறைந்தபட்சத்தை விட குறைவான ஒளிரும் மதிப்புகள் முக்கியமாக உள்ளனபிக்சல்கள்/சென்டிமீட்டர்பிக்சல்கள்/அங்குலம்பிக்சல்கள்/மீட்டர்பிக்சல்கள்/{:s}இடம் மார்க்கர்அடுத்த பக்கவாதம் வெர்டெக்சை வைக்கவும்கர்சரை வைக்கவும்முழு சட்டகத்திலும் குறிப்பான்களை வைக்கவும்சிறுகுறிப்பு கருவியுடன் கோடிட்டுக் காட்டப்பட்ட பகுதிகளுக்குள் மட்டுமே குறிப்பான்களை வைக்கவும்சிறுகுறிப்பு கருவியுடன் கோடிட்டுக் காட்டப்பட்டுள்ள பகுதிகளுக்கு மட்டுமே குறிப்பான்களை வைக்கவும்குறிப்பிட்ட இடத்தில் புதிய மார்க்கரை வைக்கவும்விரும்பிய (கிளிக் செய்யப்பட்ட) நிலையில் புதிய மார்க்கரை வைக்கவும்கலவை முனையை மிகக் குறைந்த முனையின் அதே உயரத்தில் வைக்கவும்இரண்டு முனைகளுக்கு இடையில் கலவை முனையை வைக்கவும்தேர்ந்தெடுக்கப்பட்ட கீஃப்ரேம்களின் நடுப்பகுதியில் கர்சரை வைக்கவும்தேர்ந்தெடுக்கப்பட்ட கீஃப்ரேம்களின் சராசரி மதிப்பில் கர்சர் மதிப்பை வைக்கவும்கர்சரை புதிய இடத்திற்கு 'குதித்தல்' இல்லாமல் வைக்கவும் (பூட்டு-க்கு-கர்சர் பயன்படுத்தப்படும்போது)எல்லையற்ற அளவிலான துணைப்பிரிவுடன் விளைவாக்கம் செய்யப்படும் மேற்பரப்பில் செங்குத்துகளை வைக்கவும் (மென்மையான சாத்தியமான வடிவம்)இடம் வைத்திருப்பவர்இடம் வைத்திருப்பவர்கள்வேலை வாய்ப்புகண்டறியப்பட்ட அம்சங்களுக்கான இடம்வெற்றுவெற்று அச்சுகள்வெற்று சங்கிலிபிளானர்பிளானர் ஆய்வுவானூர்திவிமான ஆல்பாவானூர்தி கோணம்விமான அச்சுவானூர்தி இயல்பானதுவானூர்தி ஆஃப்செட்வானூர்தி ஆஃப்செட் அழுத்தம்விமான புள்ளிவிமான பாதைவிமான பாதையில் சிதைவுவிமான தடங்கள் பட சிறப்புவிமான தடங்கள்வானூர்தி டிரிம்திட்டமிடப்பட்ட பக்கவாதத்திற்கான வானூர்திவானூர்தி நோக்குநிலைக்கு பயன்படுத்தப்பட வேண்டும்வானூர்தி டிராக் ' %s' கண்காணிப்பு பொருளில் %s இல் காணப்படவில்லைவிமான பாதை தேர்ந்தெடுக்கப்பட்டதுவெளிப்படையான மூலையில் மதிப்புகளைப் பயன்படுத்தி விமானப் போரின் மாற்றம்பூச்சுநெகிழிபிளாச்டிசிட்டிவிளையாடுங்கள்ஆடியோ விளையாடுங்கள்ஒவ்வொரு சட்டகத்தையும் விளையாடுங்கள்உள்ளே விளையாடுப்ளே பயன்முறையில்அனிமேசன் விளையாடுங்கள்காட்சி fps ஐப் பொருட்படுத்தாமல் சாதாரண வேகத்தில் விளையாடுங்கள்ச்க்ரப்பிங் செய்யும் போது வரிசை திருத்தியிலிருந்து ஆடியோவை இயக்கவும்வரிசை எடிட்டரிலிருந்து ஆடியோவை மீண்டும் இயக்கவும், இல்லையெனில் முடக்கு ஆடியோவெளிப்புற பிளேயரைப் பயன்படுத்தி பிரேம்கள்/திரைப்படங்களை மீண்டும் இயக்கவும்தலைகீழாக விளையாடுங்கள்இந்த கோப்பை இயக்கவும்பின்னணிபின்னணி கட்டுப்பாடுகள்பிளேபேக் பிரேம் வீதம் (எஃப்பிஎச்)பின்னணி மட்டுமேபிளேபேக் அளவுஒலியின் பிளேபேக் பானிங் (மோனோ ஆதாரங்களுக்கு மட்டுமே)ஒலியின் பின்னணி சுருதிஒலியின் பின்னணி தொகுதிஆட்டக்காரர்பிளேஎட்பிளேஎட் ஆஃப்செட்முதலில் ஒரு மாறுபாட்டை உருவாக்கவும்பட்டியலைப் புதுப்பிக்க 'செயல் வடிகட்டியை' முடக்க/இயக்கவும்இடைமுகம் மொழிபெயர்ப்பின் விருப்பங்களை add-on இன் விருப்பங்களைத் திருத்தவும்கணினி அமைப்புகளிலிருந்து நிகழ்நிலை அணுகலை இயக்கவும்.பிழை அறிக்கையை தாக்கல் செய்யுங்கள்.குறைந்தது ஒரு படத்தையாவது தேர்ந்தெடுக்கவும்மீட்டமைக்க 1 சட்டகத்தை மட்டும் தேர்ந்தெடுக்கவும்இரண்டு கீற்றுகளைத் தேர்ந்தெடுக்கவும்கூர்மையானபுள்ளிபுள்ளி 1புள்ளி 2புள்ளி 3புள்ளி 4புள்ளி கேச்புள்ளி கேச் பட்டியல்புள்ளி தற்காலிக சேமிப்புகள்புள்ளி முகில்கண்ணி பொருள்களிலிருந்து புள்ளி முகில்புள்ளி மேகம்: {} புள்ளிகள்புள்ளி மேகங்கள்புள்ளி எண்ணிக்கைபுள்ளி வளைவு அட்டவணைபுள்ளி அடர்த்திபுள்ளி குழு ஐடிபுள்ளி அட்டவணைவளைவில் புள்ளி குறியீடுபுள்ளி செய்திபுள்ளி ஒளிபுள்ளி டிராக்சுட்டிக்காட்டவும்இயற்பியல் உருவகப்படுத்துதல்களுக்கான புள்ளி கேச்புள்ளி கேச் சுட வேண்டும்புள்ளி மேகக்கணி கூறு மட்டுமே புள்ளி தரவுபுள்ளி முகில் தரவு-தடுப்புபுள்ளி முகில் தரவு-தொகுதிகள்புள்ளி முகில் பொருள் இந்த தொகுப்பு தோற்ற செயல்பாட்டை ஆதரிக்கவில்லைபுள்ளிகளின் புள்ளிகளை ஒன்றிணைக்க புள்ளி முகில் அல்லது கண்ணிபுள்ளி மேகங்கள் ஒரு பொருளை மட்டுமே ஆதரிக்கின்றன; தேர்வு உள்ளீடு ஒரு புலமாக இருக்க முடியாதுபுள்ளி ஒருங்கிணைப்புகள்ஒரு புள்ளி மேகத்தில் புள்ளிஒரு வடிவ விசையில் புள்ளிபெசியர் வளைவுகளுக்கான வடிவ விசையில் புள்ளிவளைவுகளுக்கான வடிவ விசையை சுட்டிக்காட்டுங்கள்லட்டு கட்டத்தில் புள்ளிகொடுக்கப்பட்ட ச்ப்லைனில் புள்ளி காணப்படவில்லைவளைவின் புள்ளிவளைவு மேப்பிங்கிற்கு பயன்படுத்தப்படும் வளைவின் புள்ளிசுயவிவரத்தை வரையறுக்கப் பயன்படுத்தப்படும் பாதையின் புள்ளிஇலக்கை நோக்கிச் செல்லும் மூலத்தில் புள்ளிபுள்ளி தேர்ந்தெடுக்கப்பட்ட பயன்முறைபுள்ளி தேர்ந்தெடுக்கப்பட்டதுகுறிப்பிட்ட இலக்குக்கு புள்ளி தேர்ந்தெடுக்கப்பட்ட தனிப்பயன் இயல்புநிலைகள்சுற்றி சுழற்ற சுட்டிக்காட்டவும்குறுகிய சுழற்சி பாதையை எடுத்துக்கொள்வதன் மூலம் இலக்கை நோக்கிச் செல்லுங்கள்மற்ற அச்சைப் பூட்டும்போது, டிராக் அச்சில் இலக்கை நோக்கிச் செல்லவும்தேவையான மிகச்சிறிய சுழற்சியைச் செய்வதன் மூலம் இலக்கை நோக்கிச் செல்லுங்கள்புள்ளி-மாதிரி ஒரு வண்ண இசைக்குழுபுள்ளி:பாயிண்ட் முகில்புதியசுட்டிக்காட்டிபாதை image_id இலிருந்து சுட்டிக்காட்டி ஒரு ஐடி அல்லபுள்ளிபுள்ளிகள்புள்ளிகள் (ஆதரிக்கப்படாத)புள்ளிகள் uபுள்ளிகள் vஇறகு வரையறுக்கும் புள்ளிகள்புள்ளிகள் கட்டம், தற்போது தொகுதி பொருள்களால் ஆதரிக்கப்படவில்லைu திசையில் புள்ளிகள் (வடிவ விசைகள் இருக்கும்போது மாற்ற முடியாது)வி திசையில் புள்ளிகள் (வடிவ விசைகள் இருக்கும்போது மாற்ற முடியாது)w திசையில் புள்ளிகள் (வடிவ விசைகள் இருக்கும்போது மாற்ற முடியாது)வளைவின் புள்ளிகள்லட்டியின் புள்ளிகள்ஒரு வளைவுக்கு புள்ளிகள்ஒரு கண்ணி மீது செங்குத்துகளாக மாற்றப்படும் புள்ளிகள்வளைவுகளுக்கு புள்ளிகள்SDF கட்டத்திற்கு புள்ளிகள்செங்குத்துகளுக்கான புள்ளிகள்தொகுதிக்கான புள்ளிகள்குவிந்த மேலோட்டத்தை கணக்கிட புள்ளிகள்வளைவுகளை உருவாக்க புள்ளிகள்உதாரணமாக புள்ளிகள்நிலைகளை மாற்ற புள்ளிகள்ஆரம் அமைக்க புள்ளிகள்புள்ளிகள் ஒரு தொகுதியாக மாற்றப்படுகின்றனகையொப்பமிடப்பட்ட தூர புலம் கட்டமாக மாற்றப்படும் புள்ளிகள்புள்ளிகள்:%sபுள்ளிகள்:%s/%sபாய்சன் வட்டுமீள் சிதைவுக்கான பாய்சன் விகிதம். அதிக மதிப்புகள் அளவை அதிகமாக பாதுகாக்கின்றன, ஆனால் மேலும் வீக்கத்திற்கு வழிவகுக்கும்.போக் நடுவண்போக் ஆஃப்செட்முகம் மையக் கணக்கீடுதுருவ 0 என்பது ஃச்துருவ 0 என்பது ஒய்துருவ zxதுருவ zyமுனைதுருவ கோணம்துருவ எண்ணிக்கைதுருவ இணைப்பு கோணம் தொடக்கம்துருவ ஒன்றிணைப்பு இறுதி கோணம்துருவ ஒன்றிணைப்பு தொடக்க கோணம்துருவ துணை இலக்குதுருவ இலக்குசுழற்சிக்கான துருவ அச்சுதுருவ சுழற்சி ஆஃப்செட்போலிச் - போலந்துபாலிகர்சரில் பாலி உருவாக்க முகம்கர்சரில் பாலி பில்ட் பிளவுகர்சரில் பாலி பில்ட் உருமாற்றம்பாலி தரவு வகைகள்பலகோணம்பலகோண பரப்புபலகோண நடுவண்பலகோணம் இயல்பானதுபலகோண இயல்பானவர்கள்ஒரு கண்ணி தரவு-தடுப்பில் பலகோணம்பலகோணமயமாக்கல்பலகோணமயமாக்கல்ரெண்டரிங்கில் பலகோணமயமாக்கல் தீர்மானம்3d வியாபோர்ட்டில் பலகோணமயமாக்கல் தீர்மானம்பலகோணங்கள்கண்ணி பலகோணங்கள்பாலிலைன்பல்லுறுப்புறுப்புபல்லுறுப்புறுப்பு ஒழுங்குபாலிச்டிரீன்தற்போதைய சூழலில் மெனுவுக்கான தேடலை பாப்-அப் செய்யுங்கள்தற்போதைய சூழலில் கிடைக்கக்கூடிய அனைத்து ஆபரேட்டர்களுக்கும் ஒரு தேடலை பாப்-அப் செய்யுங்கள்தற்போதைய சூழலில் அனைத்து மெனுக்களிலும் ஒரு தேடலை பாப்-அப் செய்யுங்கள்இணைய முகப்புபோர்ட்டல் ஆழம்தோராயமாக தேர்ந்தெடுக்க உருப்படிகளின் பகுதிபோர்த்துகீசியம் (பிரேசில்) - பிரேசிலிய போர்த்துகீசியம்போர்த்துகீசியம் (போர்ச்சுகல்) - ஐரோப்பிய போர்த்துகீசியம்போச்போச்போச் சொத்து நகலெடுக்கப்பட்டது, ஒட்டுவதற்கு எந்த சொத்து உலாவியிலும் பேச்ட்டைப் பயன்படுத்தவும்எலும்பு போச்போச் எலும்பு நிறம்எலும்புகள் போச்தலை நிலை போச்ஐகே பிரிவுகளை போச் செய்யுங்கள்நூலகம் போச்சொத்து அமைப்பின் அடிப்படையில் நூலகத்தை போச் செய்யுங்கள்.இருப்பிட ஆஃப்செட் போச்குறிப்பான்கள் போச்மேட்ரிக்ச் போச்போச் பயன்முறைபெயர்விருப்பங்கள்போச் ஆரிசின் ஆஃப்செட்நிலைபோச் சுழற்சி ஆஃப்செட்இடத்தை போச்வால் நிலை போச்போச் சொத்துக்களை போச் பயன்முறையிலிருந்து மட்டுமே மாற்ற முடியும்போச் நூலகம் போச் பயன்முறையில் ஆர்மேச்சருக்கு மட்டுமேபோச்போன் தடைகள்நிலைநிலை 1நிலை 2நிலை காரணிநிலை புலம்நிலை முறைநிலை அளவுநிலை அளவீட்டு பிட்கள்நிலை ஃச்பாதையில் நிலைநிலை மற்றும் அவுட்லைன்இந்த பாதையில் இருந்து புனரமைக்கப்பட்ட மூட்டை நிலைவியூபோர்ட்டில் மாச்க் ச்டென்சிலின் நிலைகாலவரிசையில் விசையை மறுபரிசீலனை செய்யும் நிலைவியூபோர்ட்டில் ச்டென்சிலின் நிலைவளைவின் இறுதி கட்டுப்பாட்டு புள்ளியின் நிலைவளைவின் வடிவத்தை வரையறுக்க பயன்படுத்தப்படும் இறுதி கைப்பிடியின் நிலை. ஆஃப்செட் பயன்முறையில், இறுதி புள்ளியுடன் தொடர்புடையதுமுதல் கட்டுப்பாட்டு புள்ளியின் நிலைமுதல் வெர்டெக்சின் நிலைஅதன் பெற்றோர் குழுவில் உருப்படியின் நிலைகடைசி கட்டுப்பாட்டு புள்ளியின் நிலைநடுத்தர கட்டுப்பாட்டு புள்ளியின் நிலைநடுத்தர கட்டுப்பாட்டின் நிலை, பூச்சியமாக இருந்தால் முடக்கப்பட்டது"மேற்பரப்பு" மற்றும் "ஆக்டிவ் வெர்டெக்ச்" பயன்முறைக்கு பயன்படுத்தப்படும் சுட்டியின் நிலைஒரு வளைவின் வேர் புள்ளியின் நிலைஇரண்டாவது கட்டுப்பாட்டு புள்ளியின் நிலைதுண்டின் நிலைவளைவின் தொடக்க கட்டுப்பாட்டு புள்ளியின் நிலைவளைவின் வடிவத்தை வரையறுக்கப் பயன்படுத்தப்படும் தொடக்க கைப்பிடியின் நிலை. ஆஃப்செட் பயன்முறையில், தொடக்க புள்ளியுடன் தொடர்புடையதுஒரு வளைவின் முனை புள்ளியின் நிலைஉடல் கட்டுப்பாடு மற்றும் பிவோட் புள்ளியின் நிலைபட்டைகள் திசையில் அலையின் நிலை. விலகலின் மீது கூடுதல் கட்டுப்பாட்டுக்கான உள்ளீடாக இதைப் பயன்படுத்தலாம்காட்சி கேமராவை தேர்ந்தெடுக்கப்பட்ட அடையாளத்தில் வைக்கவும்குதிக்க நிலைநிலை, அவுட்லைன் மற்றும் தீவிரம்நிலை:நிலைநிலை கண்காணிப்புநேர்மறைநேர்மறை அச்சுநேர்மறை பக்கங்கள்நேர்மறை ஃச் அச்சுநேர்மறை ஒய் அச்சுநேர்மறை சட் அச்சுநேர்மறை கண்ணி மென்மையாக்குதல்இந்த கோப்பைச் சேமிக்கும்போது சாத்தியமான தரவு இழப்பு! %s மாற்றியமைத்தல் நீக்கப்பட்டது (பொருள்: %s)பின் செயலாக்கபிந்தைய துணை செயல்முறைபின் செயலாக்கசுவரொட்டிகருவி ஆபரேட்டர் இயங்கும் வரை இயங்குவதை ஒத்திவைக்கவும் (ஒரு கருவியுடன் பயன்படுத்தும்போது)போச்ட்ரோசச்சாத்தியமான ஆரம்பவுண்டுகள்விசைஆற்றல் முறைமதிப்புகளருகில்துல்லிய பயன்முறை2 டி எடிட்டர்களில் சுழற்சி அதிகரிப்புகளுக்கு பயன்படுத்தப்படும் துல்லிய கோணம்3D எடிட்டர்களில் சுழற்சி அதிகரிப்புகளுக்கு பயன்படுத்தப்படும் துல்லிய கோணம்துல்லிய முறைமீண்டும் வலியுறுத்தப்பட்டால் ஒன்றிணைவதற்கான மதிப்புகளருகில்வீச்சு மாதிரியின் மதிப்புகளருகில். குறைந்த மதிப்புகள் மிகவும் மதிப்புகளருகில் முடிவைக் குறிக்கின்றன, மேலும் பூச்சியம் மாதிரியை முடக்குகிறதுவேகமான சி.ஐ. கதிர் அணிவகுப்பின் துல்லியம்திரை விண்வெளியின் மதிப்புகளருகில் கதிர்-தடமறிதல்முன் வரையறுக்கப்பட்ட செயலற்ற மாற்றங்கள், இயக்க கிராபிக்ச் பயனுள்ளவை (குறைந்தது முதல் பெரும்பாலான "வியத்தகு" வரை)முன் வரையறுக்கப்பட்ட முனை நிறம்முன் வரையறுக்கப்பட்ட டிராக் நிறம்முன் வரையறுக்கப்பட்ட கண்காணிப்பு கேமரா உள்ளார்ந்தமுன் வரையறுக்கப்பட்ட கண்காணிப்பு அமைப்புகள்கணிக்கவும்இலக்கு இயக்கத்தை கணிக்கவும்அன்புப்ரீதம் 1999 (மரபு)DEF பெற்றோருக்கு விருப்பத்தை விரும்புங்கள்அகலங்களுக்கு கூட விளிம்புகளில் சறுக்குவதை விரும்புங்கள்அகலங்களைக் கொண்டிருப்பதற்கு விளிம்புகளில் சறுக்குவதை விரும்புங்கள்விருப்பத்தேர்வுகள்3 டி பார்வைஅணுகல்வளைவைச் சேர்க்கவும்மெச் சேர்க்கவும்அனைத்தும்அனிமேசன்சுட்டுக்கொள்கேமராவண்ணமயமானகலப்புவயிரம்இருண்டவளர்ச்சிநீட்டிப்புகருத்துவிளையாட்டு இயந்திரம்வடிவியல் முனைகள்பசை எழுதுகோல்உயர் வேறுபாடுஇறக்குமதி-ஏற்றுமதிஈர்க்கப்பட்டமரபு (மற்றவை)மரபு (பயனர்)ஒளிலைட்டிங்பொருள்மெச்மாடலிங்கணுபொருள்வண்ணப்பூச்சுஇயற்பியல்குழாய்அச்சிடுகவழங்கவும்மோசடிகாட்சிசிற்பம்தொடர்மண்டலம்உரை ஆசிரியர்கண்காணிப்புமொழிபெயர்த்திடுயு.வி.பயனர் இடைமுகம்விருப்பத்தேர்வுகள் காட்சி வகைவிருப்பத்தேர்வுகள் வழிசெலுத்தல்விருப்பத்தேர்வுகள் மாறிவிட்டனதரவைப் பார்ப்பது தொடர்பான விருப்பத்தேர்வுகள்விருப்பத்தேர்வுகள் சேமிக்கப்பட்டனபயன்பாடுகளுக்கு மட்டுமே வேலை செய்யும் விருப்பத்தேர்வுகள்கண்டறிதலின் போது தேர்ந்தெடுக்க விருப்பமான சாதனம் (மாற்றங்கள் நடைமுறைக்கு வருவதற்கு பிளெண்டரை மறுதொடக்கம் செய்ய வேண்டும்)பின்னணி கூறுகளை இணைக்க விரும்புகிறதுமுன்புற கூறுகளை இணைக்க விரும்புகிறதுதற்போதைய நிலையின் உள்ளக சுற்றுப்புறத்தில் குறைந்த அளவில் நிகழும் வண்ணத்தை இணைக்க விரும்புகிறதுதற்போதைய நிலையின் உள்ளக சுற்றுப்புறத்தில் அடிக்கடி நிகழும் வண்ணத்தை இணைக்க விரும்புகிறதுபிரேம்களை முன்னெடுங்கள்வேகமான பின்னணி/கண்காணிப்புக்கு வட்டில் இருந்து பிரேம்களை முன்னெடுங்கள்முன்னுரிமை ...முன்னுரிமைஓபனிமெண்டெனோயிசைப் பயன்படுத்தும் போது தரத்தை மேம்படுத்துவதற்கு ப்ரீஃபில்டர் ஒலி வழிகாட்டுதல் (ஆல்பிடோ மற்றும் சாதாரண) கடந்து செல்கிறதுப்ரீஃபில்டர் ஒலி வழிகாட்டும் முன் கடந்து செல்கிறது. வழிகாட்டும் பாச்கள் கூடுதல் செயலாக்க நேரத்தைப் பயன்படுத்தி சத்தமாக இருக்கும்போது தரத்தை மேம்படுத்துகிறதுபடத்தை நீக்குவதற்கு முன் சத்தமில்லாத வழிகாட்டியை வடிகட்டவும். கூடுதல் செயலாக்க நேரத்தைப் பயன்படுத்தி வழிகாட்டுதல் பாச்கள் சத்தமாக இருக்கும்போது தரத்தை மேம்படுத்துகிறது.முன்னொட்டுமுன்கூட்டியேpreultiply ஆல்பாகூடுதல் அனிமேசன்களைத் தயாரிக்கவும்பயன்படுத்தப்படாத அமைப்புகளைத் தயாரிக்கவும்இந்த காட்சிகளில் 3d பொருள்களைத் தொகுப்பதற்கான காட்சியைத் தயாரிக்கவும்முன்கூட்டியேமுன் செயலாக்கம்இந்த தூரிகையைப் பயன்படுத்தும் போது முன்கூட்டியே தேர்ந்தெடுக்கப்பட்ட பயன்முறைபதனம் செய்பண்புகளை பாதுகாக்கவும்வண்ணங்களைப் பாதுகாக்கவும்விவரங்களை பாதுகாக்கவும்நீளத்தைப் பாதுகாக்கவும்கண்ணி எல்லையைப் பாதுகாக்கவும்சுருதியைப் பாதுகாக்கவும்முந்தையதைப் பாதுகாக்கவும்முந்தைய முகமூடியைப் பாதுகாக்கவும்சீம்களைப் பாதுகாக்கவும்கூர்மையாக பாதுகாக்கவும்யு.எச்.டி ப்ரிம் மற்றும் சொத்து பெயர்களை எழுதும் போது யுடிஎஃப் -8 குறியிடப்பட்ட எழுத்துக்களைப் பாதுகாக்கவும் (இதன் விளைவாக வரும் கோப்புகளைத் திறக்கும்போது 24.03 அல்லது அதற்கு மேற்பட்ட அமெரிக்க டாலர் பயன்படுத்தும் மென்பொருள் தேவைப்படுகிறது)குரல் வடிவங்களைப் பாதுகாக்கவும்அளவைப் பாதுகாக்கவும்வடிகட்டும்போது விளிம்பு கோடுகளைப் பாதுகாக்கவும்இந்த வாசலை விட கூர்மையான கோணத்தைக் கொண்ட மூலைகளை பாதுகாக்கவும்சிதைவின் போது ஒவ்வொரு வளைவின் நீளத்தையும் பாதுகாக்கவும்ஏற்கனவே இறக்குமதி செய்யப்பட்ட அமெரிக்க டாலர் கோப்புகளிலிருந்து அமைப்புகளின் கோப்பு பாதைகளைப் பாதுகாக்கவும். அமெரிக்க டாலர் கோப்புக்கு அடுத்த 'அமைப்பு' கோப்புறையில் மீதமுள்ள அமைப்புகளை ஏற்றுமதி செய்யுங்கள்தீவு சீரமைப்பை பாதுகாக்கவும்தீவின் ஒழுங்கைப் பாதுகாக்கவும்வளைந்த விளிம்புகளில் சீம்களைப் பாதுகாக்கவும்வளைந்த விளிம்புகளுடன் கூர்மையான விளிம்புகளைப் பாதுகாக்கவும்வளைவுகளின் நீளத்தை ஒரு பிரிவு அடிப்படையில் பாதுகாக்கவும்முந்தைய முகமூடியைப் பாதுகாத்து, வண்ணங்களால் உருவாக்கப்பட்ட புதியதைச் சேர்க்கவும் அல்லது கழிக்கவும்இலக்கு தரவின் முந்தைய நிலையைப் பாதுகாக்கவும்பெற்றோர் முழுவதும் உலக மாற்றத்தை பாதுகாக்கவும்சுழற்சிகள் பயன்படுத்தப்படும்போது அளவைப் பாதுகாக்கவும்வெட்டு விமானத்துடன் இருக்கும் வடிவவியலை பாதுகாக்கிறதுமுன்னமைவுமுன்னமைக்கப்பட்ட பெயர்வெளிப்புற அனிமேசன் பிளேயர்களுக்கான முன்னமைக்கப்பட்ட கட்டமைப்புகள்பயன்படுத்த முன்னமைக்கப்பட்ட பார்வைமுன்னமைவுகள்அச்சகம்பிளெண்டர் சாளரத்திற்கு வெளியே மாதிரிக்கு 'Enter' ஐ அழுத்தவும்கலப்பதை அமைக்க + மற்றும் -, அல்லது உருட்டல் சக்கரத்தை அழுத்தவும்செய்தி வெளியீடுஒரு விசையை அழுத்தவும்கருவிக்கு அனுப்பப்படுவதைக் சொடுக்கு செய்வதைத் தடுக்கும், உடனடியாக செயல்படுத்தப்படுவதை அழுத்தவும்செயலில் உள்ள பொத்தானை அழுத்துகிறதுஅழுத்தம்பிரசர் சிட்டர் மேப்பிங்அழுத்தம் மறைத்தல்அழுத்தம் சீரற்ற தன்மைஅழுத்த அளவுஅழுத்த அளவு மேப்பிங்அழுத்தம் வலிமை மேப்பிங்அழுத்தம் வெர்டெக்ச் குழுதிரவ களத்தின் அழுத்தம் புலம்ஆபரேட்டரை மீண்டும் இயக்க அமைப்புகளில் மாற்றங்களைத் தடுக்கவும், கனமான வடிவவியலுடன் ஒரே நேரத்தில் பல விசயங்களை மாற்ற எளிதானதுபார்வையாளர் உயரத்தில் மாற்றங்களைத் தடுக்கவும்பார்வையாளர் இருப்பிடத்தில் மாற்றங்களைத் தடுக்கவும்பார்வையாளர் சுழற்சிக்கான மாற்றங்களைத் தடுக்கவும்பார்வையாளர் அளவில் மாற்றங்களைத் தடுக்கவும்பார்வையாளர் அப் நோக்குநிலைக்கான மாற்றங்களைத் தடுக்கவும்தன்வய குறுக்கீடுகளிலிருந்து இறகு தடுக்கவும்புற ஊதா புரட்டுவதைத் தடுக்கவும், ஊசிகளின் நிலையைப் பொறுத்து புரட்டுவது விலகலைக் குறைக்கலாம்மார்க்கர் திருத்துதல் தடுக்கவும்உருமாற்றத்தின் போது கண்ணாடியின் வழியாக செல்வதைத் தடுக்கவும்புற ஊதாக்களை புரட்டுவதைத் தடுக்கிறதுஅந்த மேலெழுதும் செயல்பாட்டை மாற்றுவதிலிருந்து பயனரைத் தடுக்கிறது (பயன்படுத்தப்படவில்லை)முன்னோட்டமுன்னோட்டம் பின்னணிஉருமாற்றத்தின் போது முன்னோட்டம்முன்னோட்ட மேலெழுதல் அமைப்புகள்முன்னோட்டம் மேலடுக்குகள்முன்னோட்டம் தகுதிமுன்னோட்டம் வரம்புமுன்னோட்ட வரம்பு இறுதி சட்டகம்முன்னோட்ட வரம்பு தொடக்க சட்டகம்முன்னோட்டம் தீர்மானம்முன்னோட்டம் வடிவம்முன்னோட்டம் அளவுமுன்னோட்டம் ச்னாப்பிங்முன்னோட்டம் உலகம்முன்னோட்டம் சூம்இந்த மதிப்பை விட குறைவாகவோ அல்லது சமமாகவோ அனைத்து சேனல்களையும் முன்னோட்டமிடுங்கள். 0 ஒவ்வொரு சேனலையும் காட்டுகிறது, மேலும் எதிர்மறை மதிப்புகள் பொருந்தினால் பல மெட்டா-ச்ட்ரிப் நிலைகள் ஏறும், அங்குள்ள ஒவ்வொரு சேனலையும் காட்டுகின்றன.படம் மற்றும் ஐகானை முன்னோட்டமிடுங்கள்இந்த தரவு-தடுப்பின் படம் மற்றும் ஐகானை முன்னோட்டமிடுங்கள் (இந்த வகை தரவுகளுக்கு எப்போதும் ஆதரிக்கப்படாவிட்டால் எப்போதும் எதுவும் இல்லை)முன் வரையறுக்கப்பட்ட சூழல் விளக்குகளைப் பயன்படுத்தி பொருட்களை முன்னோட்டமிடுங்கள்முனை முன்னோட்டங்களால் பயன்படுத்தப்படும் முன்னோட்ட வடிவம்ஆக்டிவ் வழங்குதல் எஞ்சினைப் பயன்படுத்தி இறுதிக் காட்சியை முன்னோட்டமிடுங்கள்பக்கவாதத்தின் போது கர்சரில் ச்கிராப் விமானங்களை முன்னோட்டமிடுங்கள்இந்த கோப்பை முன்னோட்டமிடுங்கள்முன்னோட்டங்கள்முன்னோட்டங்கள் '{:s}' கோப்புக்கு தெளிவான செயல்முறை தோல்வியுற்றது!முன்னோட்டங்கள் '{:s}' கோப்புக்கு தலைமுறை செயல்முறை தோல்வியுற்றது!முந்தையமுந்தைய கோண விரைவுமுந்தைய எழுத்துமுந்தைய விளிம்பு அட்டவணைமுந்தைய தோல்வியுற்றதுமுந்தைய கீஃப்ரேம்முந்தைய வரிமுந்தைய முனைமுந்தைய பக்கம்முந்தைய துகள் இடம்முந்தைய துகள் விரைவுமுந்தைய சுழற்சிமுந்தைய சொல்முந்தைய கலப்பு வகை/செயல்பாடுமுந்தைய சட்டகம்முந்தைய அல்லது தேர்வுப்ரீவிட்முதன்மைமுதன்மை அச்சுமுதன்மை எலும்பு அச்சுமுதன்மை நிறம்முதன்மை கட்டுப்பாட்டு அடுக்குகள்முதன்மை தரவு பாதைமுதன்மை சுழற்சி அச்சுவெளிப்படையான பகுதிகளைக் குறிக்கும் செக்கர்போர்டு வடிவத்தின் முதன்மை நிறம்ரேடியல் கட்டுப்பாட்டால் அமைக்கப்பட வேண்டிய சொத்தின் முதன்மை பாதைமுதன்மை சுழற்சி அச்சு:சாதாரணபழமையான பூலியன்பழமையான மிதவைப்ரிமிடிவ் இன்ட்ப்ரைமிடிவ்ச்ப்ரிம்வார் ' %s' (இடைக்கணிப்பு %s, வகை %s) பிளெண்டராக மாற்ற முடியாதுமுதன்மை புள்ளிகொள்கை ரீதியானகொள்கை ரீதியான பி.எச்.டி.எஃப்கொள்கை ரீதியான முடி bsdfகொள்கை ரீதியான தொகுதிகொள்கை ரீதியான சேடர்அச்சிடுககன்சோலுக்கு செயல்திறனை அச்சிடுகமுனையம் துவக்கும்போது ஒரு செய்தியை அச்சிடுங்கள்கன்சோலுக்கு நினைவக புள்ளிவிவரங்களை அச்சிடுகஇந்த கோப்பை அச்சிடுகசெயலில் உள்ள வண்ணத்திற்கு முன்னுரிமை கொடுங்கள்மாறும் பிட்ச் மாற்றங்களுக்கான நிலைத்தன்மைக்கு முன்னுரிமை கொடுங்கள்உயர்தர சுருதி செயலாக்கத்திற்கு முன்னுரிமை கொடுங்கள்ஆடியோ தரத்தை விட வேகத்திற்கு முன்னுரிமை கொடுங்கள்முன்னுரிமைProresபுரோரேச் 422PRORES 422 HQProres 422 ltPRORES 422 பதிலாள்புரோரேச் 4444புரோசர் 4444 xqProres சுயவிவரம்ஒளி பங்களிப்பு இந்த வாசலுக்குக் கீழே இருக்கும்போது (அதிக ஒலி ஆனால் வேகமான ரெண்டரிங்) ஒளி மாதிரிகளை நிகழ்தகவு மூலம் நிறுத்தவும். பூச்சியம் சோதனையை முடக்குகிறது மற்றும் ஒருபோதும் விளக்குகளை புறக்கணிக்காதுநிகழ்தகவுஒரு யூனிட் தூரத்திற்கு நிகழும் வெளிப்புற-சிதறல் நிகழ்வின் வண்ண சேனலுக்கு நிகழ்தகவு அடர்த்திஒரு வண்ண சேனலுக்கு நிகழ்தகவு அடர்த்தி ஒரு யூனிட் தூரத்திற்கு ஒளி உறிஞ்சப்படுகிறதுஆய்வுஆய்வு கிளிப் முடிவு, எந்த பொருள்களை பிரதிபலிப்புகளில் தோன்றாதுஆய்வு கிளிப் தொடக்க, கீழே எந்த பொருள்கள் பிரதிபலிப்புகளில் தோன்றாதுசிக்கல் பேக்கிங் பொருள் "%s""%s" இல் சுட்ட வரைபடத்தை சேமிக்கும் சிக்கல்"%s" என்ற பொருளுக்கு உள்நாட்டில் சுட்டுக்கொள்ள வரைபடத்தை சேமிப்பதில் சிக்கல்நடைமுறை - முக்கோணவியல் செயல்பாடுகளின் அடிப்படையில் வண்ண அமைப்புநடைமுறை - முகில் போன்ற ஃப்ராக்டல் இரைச்சல் அமைப்பை உருவாக்கவும்நடைமுறை - ஒரு ஃப்ராக்டல் ஒலி அமைப்பை உருவாக்கவும்நடைமுறை - ஒரு வளைவு அமைப்பை உருவாக்கவும்நடைமுறை - வோர்லி சத்தத்தின் அடிப்படையில் செல் போன்ற வடிவங்களை உருவாக்கவும்நடைமுறை - மிகவும் நெகிழ்வான பின்னம் இரைச்சல் அமைப்புநடைமுறை - அலை உருவாக்கிய பட்டைகள் கொண்ட பளிங்கு போன்ற ஒலி அமைப்புநடைமுறை - இரைச்சல் அமைப்பு இரண்டு இரைச்சல் வழிமுறைகளால் சிதைக்கப்படுகிறதுநடைமுறை - சீரற்ற ஒலி, ஒவ்வொரு முறையும், ஒவ்வொரு சட்டகத்திற்கும், ஒவ்வொரு பிக்சலுக்கும் வித்தியாசமான முடிவை அளிக்கிறதுநடைமுறை - விருப்ப சத்தத்துடன், அலை உருவாக்கப்பட்ட பட்டைகள் அல்லது மோதிரங்கள்நடைமுறை வண்ண கலப்பு அமைப்புநடைமுறை சிதைந்த ஒலி அமைப்புநடைமுறை மச்கிரேவ் அமைப்புநடைமுறை இரைச்சல் அமைப்புநடைமுறை வோரோனோய் அமைப்புஎலும்பு பண்புகளை செயல்முறைதரவு பண்புகளை செயலாக்கவும்செயல்முறை சொட்டு விளைவு (ஈர்ப்பு திசைக்கு ஈரமான வண்ணப்பூச்சு)செயல்முறை சுருக்க விளைவு (சுருக்கம் பெயிண்ட் பகுதிகள்)செயல்முறை பரவல் விளைவு (மேற்பரப்பில் ஈரமான வண்ணப்பூச்சு பரவுகிறது)வரிசைமுறை கீற்றுகள் இருந்தால், வீடியோ வரிசை திருத்தி பைப்லைன் மூலம் வழங்குதல் (மற்றும் தொகுக்கப்பட்ட) முடிவை செயலாக்கவும்காட்சிக்கு ஒரு கலவையான முனை குழு நியமிக்கப்பட்டால், இசையமைக்கும் குழாய் மூலம் வழங்குதல் முடிவை செயலாக்கவும்ஃப்ரெச்னல் சமன்பாடுகளைப் பயன்படுத்தி மேற்பரப்பு இயல்பான மற்றும் பார்வை திசைக்கு இடையிலான கோணத்தைப் பொறுத்து கலப்பு காரணியை உருவாக்குங்கள். மேய்ச்சல் கோணங்களில் பிரதிபலிப்புகளை கலக்க பொதுவாகப் பயன்படுத்தப்படுகிறதுமேற்பரப்பு இயல்பு மற்றும் பார்வை திசைக்கு இடையிலான கோணத்தைப் பொறுத்து கலப்பு காரணியை உருவாக்குங்கள். பொதுவாக மிக்ச் சேடர் முனையுடன் அடுக்குகளை சேடர்களுக்குப் பயன்படுத்தப்படுகிறதுவட்ட, நீள்வட்ட மற்றும் சதுர விளிம்பு வீச்சுகள் ஆகியவற்றைப் பயன்படுத்தி ஒரு வரைபடத்தை உருவாக்கவும்குறிப்பு பின்னணி படத்துடன் ஒப்பிடுவதன் மூலம் முன்புற உள்ளடக்கத்தை தனிமைப்படுத்தும் ஒரு மேட்டை உருவாக்குங்கள்குறைவான துருவங்களையும் சிறந்த இடவியல் ஓட்டத்தையும் உருவாக்குகிறதுசுயவிவரம்சுயவிவர வளைவுசுயவிவர காரணிசுயவிவர வடிவியல்சுயவிவர உள்ளீடுசுயவிவர பயன்முறைசுயவிவர பொருள்சுயவிவர பாதையை உருவாக்க சுயவிவர பாதை திருத்தி பயன்படுத்தப்படுகிறதுசுயவிவர புள்ளிசுயவிவரத் தீர்மானம்சுயவிவர வடிவம்சுயவிவர வகைசுயவிவர கட்டுப்பாட்டு புள்ளிகள்திட்டம்நிரலாக்க பிழை: தெளிவான உருமாற்ற செயல்பாடு அல்லது கீயிங் தொகுப்பு பெயரைக் காணவில்லைமுன்னேற்றம்முன்னேற்றப் பட்டிமுன்னேற்றப் பட்டி விட்செட் வண்ணங்கள்முன்னேற்றம்திட்டம்திட்டத்திற்கு ஒரு திட்டம்திட்ட அச்சுதிட்ட தூரம்திட்ட தனிப்பட்ட கூறுகள்திட்ட வரம்புதிட்ட முறைதேர்ந்தெடுக்கப்பட்ட திட்டத்தில்எதிர் திட்டம்திட்ட புள்ளிஇருப்பிடம், சுழற்சி, அளவு மற்றும் முன்னோக்கு பிளவு ஆகியவற்றைப் பயன்படுத்தி ஒரு மேட்ரிக்சைப் பயன்படுத்தி ஒரு புள்ளியைத் திட்டமிடுங்கள்செயலில் உள்ள கேமராவிலிருந்து திருத்தப்பட்ட ரெண்டரை மீண்டும் பொருளின் மீது திட்டமிடுங்கள்ஒளி மூல பொருளைப் பயன்படுத்தி திட்ட விளிம்பு கோடுகள்திட்டம் திருத்தப்பட்ட படத்தை மீண்டும் பொருளின் மீதுகுறிப்பிட்ட மற்றும் எதிர் திசைகளில் திட்டம்மேற்பரப்பில் திட்டம்ஃச் க்கு பூட்டப்பட்ட விமானத்திற்கு திட்ட வீச்சுகள்ஒய் க்கு பூட்டப்பட்ட விமானத்திற்கு திட்ட வீச்சுகள்சட் க்கு பூட்டப்பட்ட விமானத்திற்கு திட்ட வீச்சுகள்மற்றொரு பொருளின் எதிர்மறை சட் அச்சிலிருந்து புறஊதா வரைபடம் ஒருங்கிணைக்கிறதுதற்போதைய 3d பார்வையில் காணப்படுவது போல் கண்ணி புறஊதா செங்குத்துகளைத் திட்டமிடுங்கள்ஒரு கோளத்தின் வளைந்த மேற்பரப்பில் கண்ணி புறஊதா செங்குத்துகளைத் திட்டமிடுங்கள்ஒரு சிலிண்டரின் வளைந்த சுவருக்கு மேல் கண்ணி புறஊதா செங்குத்துகளைத் திட்டமிடுங்கள்ஒரு கனசதுரத்தின் ஆறு முகங்களுக்கு மேல் கண்ணி புறஊதா செங்குத்துகளைத் திட்டமிடுங்கள்பிரித்தெடுக்கப்பட்ட கண்ணி அசல் சிற்பத்திற்குள் திட்டமிடவும்ஒரு வரியால் வரையறுக்கப்பட்ட விமானத்தில் வடிவவியலை திட்டமிடுங்கள்வடிவத்தை மற்றொரு பொருளின் மீது திட்டமிடுங்கள்தேர்ந்தெடுக்கப்பட்ட பொருள்களில் மட்டுமே பக்கவாதம்சிற்பத்திற்கான திட்டம்திட்டமிடப்பட்டுள்ளதுதிட்டமிடப்பட்ட (2 டி)திட்டமிடப்பட்ட விளிம்பு இடைக்கணிப்புதிட்டமிடப்பட்ட முகம் இடைக்கணிப்புதிட்டமிடப்பட்ட ஃச்திட்டமிடப்பட்ட ஒய்பார்வையில் இருந்து திட்டமிடப்பட்டுள்ளதுதிட்டம்ப்ரொசெக்சன் கலவைப்ரொசெக்சன் மேட்ரிக்ச்திட்ட முறைதிட்ட வகைப்ரொசெக்சன் ஃச்ஒரு கண்ணாடி பந்தின் ஆர்த்தோகிராஃபிக் புகைப்படத்திலிருந்து திட்டம்உள்ளீட்டு படத்தின் திட்டம்சுழலும் பனோரமிக் கேமராவைப் போலவே அதன் மையத்திலிருந்து ஒரு மெய்நிகர் சிலிண்டரில் திட்டம்மெச் பொருள்களின் தேர்ந்தெடுக்கப்பட்ட முகங்களை திட்டம் அவிழ்த்து விடுகிறதுப்ரொசெக்டர்கள்அசல் கண்ணி அளவு மற்றும் விவரங்களை பாதுகாக்க கண்ணி திட்டங்கள்உடனடிஉறுதிப்படுத்தத் தூண்டுதல்முட்டு:பிரச்சாரம்பரப்புதல் அளவுகட்டுப்பாடுகளுக்கு பிரச்சாரம் செய்யுங்கள்திருப்பம்ஒவ்வொரு செய்தி, பிழை மற்றும் முன்னறிவிப்பு செய்தியை அப்ச்ட்ரீமில் பரப்பவும்வளைவு டொமைனைக் காட்டிலும் புள்ளி டொமைனுக்கான நிகழ்வு பண்புகளை பரப்பு. இந்த சொத்து 5.0 மற்றும் அதற்கு முந்தையவற்றுடன் இணக்கமாக உள்ளது.பிழை மற்றும் முன்னறிவிப்பு செய்திகளை மட்டும் மேலோடை பரப்புமேலோடை பிழை செய்திகளை மட்டும் பரப்புதற்போதைய சட்டகம் மற்றும் 'பிரேம்' சொத்துக்கு இடையிலான அனைத்து கீஃப்ரேம்களுக்கும் போச் போச்தற்போதைய சட்டகத்திலிருந்து அனைத்து கீஃப்ரேம்களுக்கும் போச் போச் இல்லைதற்போதைய சட்டகத்திற்குப் பிறகு காட்சி குறிப்பான்களுடன் பிரேம்களில் நிகழும் அனைத்து கீஃப்ரேம்களுக்கும் போச் போச்தேர்ந்தெடுக்கப்பட்ட அனைத்து கீஃப்ரேம்களுக்கும் போச் போச்தற்போதைய சட்டகத்தை மட்டும் பின்பற்றி முதல் கீஃப்ரேமுக்கு போச் போச்கடைசி கீஃப்ரேமுக்கு மட்டுமே போச் போச் (அதாவது செயலைச் செய்வது)சங்கிலி முழுவதும் முதன்மையான கட்டுப்பாடுகளிலிருந்து அளவைப் பரப்புங்கள்சங்கிலி முழுவதும் முதன்மையான கட்டுப்பாடுகளிலிருந்து திருப்பத்தை பரப்பவும்பிரச்சாரம்:பரப்புதல் படிகள்பண்புகள்பண்புகள் இடம்இந்த இயக்கிக்கான உள்ளீடுகளாக செயல்படும் பண்புகள்பண்புகள் மற்றும் பக்கப்பட்டிகள்கட்டமைக்கப்பட்ட ஏற்றுமதியாளருடன் தொடர்புடைய பண்புகள்மேலெழுதும் தரவிலிருந்து பண்புகளை திருத்த முடியாதுபடம் மற்றும் அமைப்பு ஓவியம் பயன்முறையின் பண்புகள்வண்ணப்பூச்சு பயன்முறையின் பண்புகள்துகள் திருத்துதல் பயன்முறையின் பண்புகள்உடிம் ஓடு பண்புகள்வெர்டெக்ச் மற்றும் எடை வண்ணப்பூச்சு பயன்முறையின் பண்புகள்பண்புகள் விண்வெளி தரவுஆபரேட்டர் அழைக்கப்படும் போது அமைக்க வேண்டிய பண்புகள்சொத்துசொத்து '%s.%s' கிடைக்கவில்லைசொத்து வரையறைசொத்து திருத்துசொத்து ஆசிரியர்கள்சொத்து படவுரு பின்னணிசொத்து படவுரு முன்புறம்சொத்தின் பெயர்சொத்து எடைகள்கீயிங் தொகுப்பில் சொத்து சேர்க்கப்பட்டது: '%s'சொத்து பூலியன் மற்றும் மிதவைஎண் இரண்டாக இருக்க முடியாதுசொத்து தரவு_பாத் திருத்துபாதையில் இருந்து ' %s' இலிருந்து சொத்து %d க்கு பதிலாக %d ஐக் கொண்டுள்ளதுபாதையின் '%s' இலிருந்து சொத்து ஒரு மிதவை அல்லஇயக்க நேரத்தில் சொத்து மாறும் வகையில் உருவாக்கப்பட்டுள்ளதுசொத்து என்பது ஒரு கோப்பு பெயர், கோப்பு முறை அல்லது அடைவு வெளியீடுசொத்து என்பது "//" முன்னொட்டை ஆதரிக்கும் ஒரு பாதையாகும், இது ".லெண்ட்" கோப்பின் கோப்பகத்துடன் ஒப்பிடும்போது இருப்பிடத்தை குறிக்கிறதுசொத்து என்பது "{variable_name}" மாறி வெளிப்பாடு தொடரியல் ஆதரிக்கும் ஒரு பாதை, இது வெளிப்பாட்டின் இடத்தில் குறிப்பிடப்பட்ட மாறியின் மதிப்பை மாற்றுகிறதுஆர்என்ஏ மூலம் சொத்து அனிமேசன் செய்யக்கூடியதுஇணைக்கப்பட்ட நிகழ்வுகளிலிருந்து சொத்து திருத்தக்கூடியது (மாற்றங்கள் சேமிக்கப்படவில்லை)ஆர்என்ஏ மூலம் சொத்து திருத்தக்கூடியதுசொத்து திருத்தக்கூடியது அல்லசொத்து திருத்தக்கூடியது அல்ல: %sவகை பதிவின் ஒரு பகுதியாக சொத்து விருப்பமாக பதிவு செய்யப்பட்டுள்ளதுஆர்என்ஏ மூலம் சொத்து மீறக்கூடியதுவகை பதிவின் ஒரு பகுதியாக சொத்து பதிவு செய்யப்பட்டுள்ளதுசொத்து ஒன்றும், தூரம், காரணி, விழுக்காடு, கோணம் அல்லது பிக்சலாக இருக்க வேண்டும்சொத்து ஒரு முழுஎண் அல்லது மிதவைஎண் இருக்க வேண்டும்சொத்து பெயர் (ஒரு சரமாக)சொத்து பெயர் திருத்து'%s' என்று பெயரிடப்படவில்லைகீயிங் தொகுப்பிலிருந்து சொத்து அகற்றப்பட்டதுதன்னிச்சையான, பயனர் வரையறுக்கப்பட்ட பண்புகளை சேமிக்கும் சொத்துசொத்து வகை உள்ளீட்டு சாக்கெட் "(%s)" உடன் பொருந்தவில்லைசொத்து மதிப்பு கணக்கீட்டில் இல்லைஅசல் பட மூல படப்புள்ளி வரிகளின் விகிதம் மாதிரிக்குவிகிதாசார திருத்துதல்விகிதாசார திருத்துதல் நடவடிக்கைகள்விகிதாசார திருத்துதல் எஃப்-வளைவுகள்விகிதாசார திருத்துதல் வீழ்ச்சிவிகிதாசார திருத்துதல் பொருள்கள்இணைக்கப்பட்ட வடிவவியலைப் பயன்படுத்தி விகிதாசார திருத்துதல் மட்டுமேதிரை விண்வெளி இருப்பிடங்களைப் பயன்படுத்தி விகிதாசார திருத்துதல்விகிதாசார அளவுவிகிதாசார திருத்து பயன்முறைஎஃப்-வளைவு திருத்தியில் விகிதாசார திருத்துதல்செயல் திருத்தியில் விகிதாசார திருத்துதல்விகிதாசார திருத்துதல் மாச்க் பயன்முறைவிகிதாசார திருத்துதல் பொருள் பயன்முறைபாதுகாக்கமேலும் திருத்துதல் மற்றும்/அல்லது பிரேம் மாற்றங்களிலிருந்து நிறத்தைப் பாதுகாக்கவும்மேலும் திருத்துதல் மற்றும்/அல்லது பிரேம் மாற்றங்களிலிருந்து அடுக்கைப் பாதுகாக்கவும்தற்செயலான சிற்பம் மற்றும் திருத்துதல் ஆகியவற்றிலிருந்து வடிவ விசையை பாதுகாக்கவும்திருத்துதல் செய்வதிலிருந்து மர முனையை பாதுகாக்கவும்மேலெழுதத்திலிருந்து பாதுகாக்கப்படுகிறதுமுன்மாதிரிகள்மரத்தில் உள்ள மற்ற முனைகளுடன் இணைக்கக்கூடிய உண்மை/தவறு மதிப்பை வழங்கவும்ஒவ்வொரு அடுக்குக்கும் தனிப்பயன் குழு ஐடியை வழங்கவும், ஒரே ஐடியுடன் அனைத்து அடுக்குகளுக்கும் ஒன்றில் இணைக்கப்படும்மரத்தில் உள்ள மற்ற முனைகளுடன் இணைக்கக்கூடிய சுழற்சி மதிப்பை வழங்கவும்பெசியர் கட்டுப்பாட்டு புள்ளிகளின் கைப்பிடி வகைகளின் அடிப்படையில் ஒரு தேர்வை வழங்கவும்ஒவ்வொரு ச்ப்லைனிலும் தன்னிச்சையான எண்ணிக்கையிலான இறுதிப் புள்ளிகளுக்கு ஒரு தேர்வை வழங்கவும்குறிப்பிட்ட மூலப்பொருளைப் பயன்படுத்தும் முகங்களின் தேர்வை வழங்கவும்மரத்தில் உள்ள மற்ற முனைகளுடன் இணைக்கக்கூடிய சர மதிப்பை வழங்கவும்மரத்தில் உள்ள மற்ற முனைகளுடன் இணைக்கக்கூடிய திசையன் மதிப்பை வழங்கவும்மரத்தில் உள்ள மற்ற முனைகளுடன் இணைக்கக்கூடிய ஒரு முழு எண் மதிப்பை வழங்கவும்ஃச் மற்றும் ஒய் மதிப்புகள் போன்ற இயக்க கண்காணிப்பு புள்ளிகள் பற்றிய தகவல்களை வழங்கவும்தனி இடம், சுழற்சி மற்றும் அளவை வழங்கவும்கலப்பானிலிருந்து ப்ராக்சிகள் அகற்றப்பட்டுள்ளன ( %d ப்ராக்சிகள் தானாகவே நூலக மேலெழுதல்களாக மாற்றப்பட்டன, %d ப்ராக்சிகளை மாற்ற முடியவில்லை மற்றும் அழிக்கப்பட்டது). எந்தவொரு நூலகத்தையும் மீண்டும் சேமிப்பதைக் கவனியுங்கள். புதிய கலப்பான் பதிப்பைக் கொண்டு கோப்பைஅருகாமையில்அருகாமையில் தூரம்அருகாமையில் வடிவியல்அருகாமையில் பயன்முறைதொகுதிக்குள் அருகாமையில் வீழ்ச்சி பயன்படுத்தப்படுகிறதுஅருகாமையில் வீழ்ச்சி வகைபதிலாள்பதிலாள் தனிப்பயன் அடைவுபதிலாள் தனிப்பயன் கோப்புபதிலாள் அடைவுபதிலாள் வழங்குதல் அளவுபதிலாள் அமைப்புகள்பதிலாள் அமைப்புபதிலாள் அளவுபதிலாள் %s, ச்கிப்பிங்கிற்கு இயக்கப்படவில்லைபொருள் %s lib %s இலிருந்து இழந்த பதிலாள்பொருளிலிருந்து இழந்த பதிலாள் %s லிப் <இல்லை>ஒரு திரைப்பட கிளிப்பிற்கான பதிலாள் அளவுருக்கள்ஒரு வரிசை துண்டுக்கான பதிலாள் அளவுருக்கள்ப்ராக்சி/நேரக் குறியீடுப்ரூனே கட்டம்பஃப் பயன்முறைபஃப் தொகுதிஇழுக்கவும்தூரிகையின் நடுப்பகுதியை நோக்கி புள்ளிகளை இழுக்கவும்புல்லவுன்புல் பேரூர் விட்செட் வண்ணங்கள்தளர்வான விளிம்புகளை ஒன்றாக இழுக்கிறதுகர்சரின் தொடக்க நிலைக்கு துணியை இழுக்கிறதுதுடிப்பு குறியீடு பண்பேற்றம் (ரா)பஞ்ச்சரியான விளக்குகள்தூய சீரற்றஇந்த கோப்பிலிருந்து பயன்படுத்தப்படாத தரவை தூய்மைப்படுத்துங்கள்புச்வெளியே தள்ளதள்ளல் போச்ஒரு புதிய துண்டாக என்எல்ஏ அடுக்குக்கு நடவடிக்கையை கீழே தள்ளுங்கள்ஒரு புதிய துண்டாக என்எல்ஏ அடுக்கின் மேற்புறத்தில் நடவடிக்கையை கீழே தள்ளுங்கள்டொமைனை மீண்டும் டொமைனுக்கு விட்டுச் சென்ற இரண்டாம் நிலை துகள்களை அழுத்தவும்குறைந்த பாலி வடிவவியலில் கலைப்பொருட்களை மறைக்க நிழல் டெர்மினேட்டரை ஒளியை நோக்கி தள்ளுங்கள்தள்ளு இழுதேர்ந்தெடுக்கப்பட்ட பொருட்களை தள்ள/இழுக்கவும்புச்/இழுத்தல்: %.4f %s %sபுச்/இழுத்தல்: %s %s %sபின்னணியில் வைக்கவும்செயலில் உள்ள சேகரிப்பில் புதிய பொருள்களை வைக்கவும்செயலில் உள்ள சேகரிப்பில் ஒட்டப்பட்ட பொருட்களை வைக்கவும்ஒரு மேவு-உரிபின் உள்ளடக்கங்களை சீக்வென்சரில் மீண்டும் வைக்கவும்pxr24 (இழப்பு)பைதான்பைதான் பநிஇ குறிப்புபைதான் கன்சோல்பைதான் ச்கிரிப்டிங்பைதான் கைஉரை கோப்பகங்கள்பைதான் கைஉரைச் அடைவுபைதான் உதவிக்குறிப்புகள்துணை நிரலான பைத்தான் தானாகவே எடுத்து இணைக்கப்படும்மொழிஇந்த கட்டமைப்பில் பைதான் முடக்கப்பட்டுள்ளதுபைதான் மதிப்பீடு தோல்வியடைந்தது: பைதான் மதிப்பீடு தோல்வியடைந்தது: {:s}பைதான் வெளிப்பாடு ஆரம்ப முனை அமைப்பாக மதிப்பீடு செய்யப்பட வேண்டும்பைதான் பாதுகாப்பிற்காக தடைசெய்யப்பட்டுள்ளதுஒரு பாணி பகுதியை வரையறுக்க பைதான் கைஉரைஆதரிக்கப்படாத தனிப்பயன் சொத்து வகைகளுக்கான பைதான் மதிப்புபைதான்: {}பைதான்: {}. {}குவாட்குவாட் கார்னர் வகைகுவாட் முறைகுவாட் பிளவுகுவாட் பார்வைகுவாட் வியூ மண்டலங்கள்குவாட்-பஃபர் கணினியால் ஆதரிக்கப்படவில்லைகுவாட்-பஃபர் சாளரம் வெற்றிகரமாக உருவாக்கப்பட்டதுஇருபடிஇருபடி பெசியர்இருபடி இழுவைஇருபடி கோளம்இருபடி தளர்த்தல்தேர்ந்தெடுக்கப்பட்ட கண்ணி என்று குவாட்ஃப்ளோ மறுவடிவம்குவாட்ரிப்லோ: ரெலிங் ரத்து செய்யப்பட்டதுகுவாட்ரிப்லோ: ரெலிசிங் முடிந்ததுகுவாட்ரிப்லோ: ரெலிசிங் தோல்வியடைந்ததுகுவாட்ஃப்ளோ: கண்ணி பன்மடங்கு இருக்க வேண்டும் மற்றும் ஒரு நிலையான திசையில் சுட்டிக்காட்டும் முக இயல்புகளைக் கொண்டிருக்க வேண்டும்நாற்கரதகுதிதர படிகள்இழப்பு சுருக்கத்தை ஆதரிக்கும் பட வடிவங்களுக்கான தகுதிjpeg ஏற்றுமதியின் தகுதிஅனிசோட்ரோபிக் வடிகட்டலின் தகுதிபட ஏற்றுமதியின் தகுதிஉருவாக்க ப்ராக்சிகளின் தகுதிபேக்கிங்கின் தகுதி. அதிக மதிப்புகள் மெதுவாக இருக்கும், ஆனால் குறைந்த இடத்தை வீணாக்குகின்றனபிட்ச் மாற்றத்தின் தகுதிஒரு சட்டகத்திற்கு படிகளில் உருவகப்படுத்துதலின் தகுதி (அதிக தகுதி வாய்ந்தது ஆனால் மெதுவாக)ரேட்ரேசிங் பைப்லைனுக்கான தரமான விருப்பங்கள்அளவு கண்ணுக்குத் தெரியாததுதிரவத்தில் சூட்டின் அளவுவண்ண மதிப்புகளுக்கான அளவீட்டு பிட்கள் (0 = அளவீடு இல்லை)எடைகள் அல்லது மூட்டுகள் போன்ற பொதுவான மதிப்புகளுக்கான அளவீட்டு பிட்கள் (0 = அளவீடு இல்லை)சாதாரண மதிப்புகளுக்கான அளவீட்டு பிட்கள் (0 = அளவீடு இல்லை)நிலை மதிப்புகளுக்கான அளவீட்டு பிட்கள் (0 = அளவீடு இல்லை)அமைப்பு ஒருங்கிணைப்பு மதிப்புகளுக்கான அளவீட்டு பிட்கள் (0 = அளவீடு இல்லை)நிலையை அளவிடுங்கள்கால்குவார்டிக் தளர்த்தல்குவாட்டர்னியன்குவாட்டர்னியன் (wxyz)குவாட்டர்னியன் பண்புக்கூறுகுவாட்டர்னியன் பண்புக்கூறு மதிப்புகுவாட்டர்னியன் சுழற்சிகுவாட்டர்னியன் தரவு வகை, சுழற்சியை பாதிக்கிறதுகுவாட்டர்னியன் சுழற்சிகுவாட்டர்னியன் சுழற்சி (என்.எல்.ஏ கலப்பை பாதிக்கிறது)சுழற்சிக்கு குவாட்டர்னியன்தேடல் பெட்டியில் செருக வினவல்வரிசை அளவுவிரைவான விளைவுகள்விரைவான பிடித்தவைவிரைவான அமைப்புவிரைவான நேரம்குயிக்டைம் அனிமேசன்செயலில் சேகரிப்புக்கு வரி கலையை விரைவாக அமைக்கவும்செயலில் உள்ள பொருளுக்கு வரி கலையை விரைவாக அமைக்கவும்முழு காட்சிக்கும் விரைவாக வரி கலையை அமைக்கவும்quintic wesingகலப்பானை விட்டு வெளியேறவும்ஆர்ஆர்/டி ஒளிச்சேர்க்கைரெட் டிராகன் 5 கேரெட் டிராகன் 6 கேசிவப்பு ஈலியம் 8 கேரெட் மான்ச்ட்ரோ 8 கேஆர்சிபிRGB (சிவப்பு, பச்சை, நீலம்) வண்ண இடம்ஆர்சிபி வளைவுகள்RGB வரம்பு சேனல்ஆர்சிபி அணிவகுப்புவெளிப்படையான பிக்சல்களில் உள்ள ஆர்சிபி சேனல்கள் ஆல்பா சேனலால் பெருக்கப்படுகின்றனவெளிப்படையான பிக்சல்களில் உள்ள ஆர்சிபி சேனல்கள் ஆல்பா சேனலால் பாதிக்கப்படாதுRGB வண்ண இடம்வரிசை துண்டுக்கான rgb வளைவுகள் மாற்றியமைப்பாளர்rgb முதல் bwrgb to xyzRGB மதிப்புகள்ஆர்சிபிஏrgba வண்ணம் 32-பிட் மிதக்கும்-புள்ளி மதிப்புகள்srgb வண்ண இடத்தில் rgba நிறம்காட்சி நேரியல் வண்ண இடத்தில் rgba நிறம்ஒரு முனையின் rgba வண்ண சாக்கெட்32-பிட் மிதக்கும்-புள்ளி மதிப்புகளுடன் rgba நிறம்8-பிட் நேர்மறை முழு எண் மதிப்புகளுடன் rgba நிறம்ஆர்.கே 4Rleஆர்எம்பிஆர்என்ஏ வரிசை அட்டவணைஆர்என்ஏ பாதைஆர்என்ஏ பாதை (ஐடி-பிளாக் முதல்) பயன்படுத்தப்படும் சொத்துக்குஎஃப்-வளைவால் பாதிக்கப்பட்ட சொத்துக்கான ஆர்என்ஏ பாதைஐடிகளின் ஆர்என்ஏ சேகரிப்புகள் மட்டுமே, உருப்படியைப் பற்றிய குறிப்பு ஐடி சுட்டிக்காட்டி தானே பயன்படுத்துகிறது, அதன் பெயர் மட்டுமல்லஐடியை சொந்தமாக்குவதிலிருந்து, அந்த சொத்துக்கு வழிவகுக்கும் ஆர்என்ஏ பாதைஆர்என்ஏ சொத்து வரையறைஎந்தவொரு தரவிற்கும் சுட்டிகளுக்கு பயன்படுத்தப்படும் ஆர்என்ஏ வகைஆர்என்ஏ பூலியன் போர்த்தப்பட்டதுஆர்என்ஏ மூடப்பட்ட மிதவைஆர்என்ஏ போர்த்தப்பட்ட இன்ட்ஆர்என்ஏ மூடப்பட்ட சரம்ஆர்.வி.ரேடியல்ரேடியல் விலகல்ரேடியல் வீழ்ச்சி ஆற்றல்ரேடியல் கடினத்தன்மைரேடியல் சமச்சீர் எண்ணிக்கைரேடியல் டைலிங்பொதுவான கேமராக்களுக்கு பொருந்தக்கூடிய ரேடியல் விலகல் மாதிரிரேடியல் வீழ்ச்சி ஆற்றல் (உண்மையான ஈர்ப்பு வீழ்ச்சி = 2)பொருளின் மையத்தை நோக்கி ரேடியல் புலம்ஃச், ஒய் அல்லது சட் அச்சைச் சுற்றி ரேடியல் தொடுகோடுஒரு பீப்பாய் அல்லது ஒரு பின்குசன் சிதைவை உருவாக்க படத்தை கதிரியக்கமாக சிதைக்கிறதுரேடியன்ச் HDR (.hdr)ரேடியன்கள்ரேடியன்கள்: {}ரேடியோ பொத்தான்கள்ரேடியோ விட்செட் வண்ணங்கள்ஆரம்ஆரம் (பெற்றோர்)ஆரம் - திசையன் நீளம்ஆரம் 1ஆரம் 2ஆரம் கீழேஆரம் வீழ்ச்சிஆரம் தலைஆரம் இடைக்கணிப்புஆரம் அதிகபட்சம்ஆரம் மணித்துளிஆரம் ஆஃப்செட்ஆரம் அளவுஆரம் அளவிடுதல்ஆரம் மேல்ஆரம் x:ஆரம் ஒய்:தற்போதைய பக்கவாதம் பொருந்தும் வகையில் ஆரம் மாற்றம்பெவலிங்கிற்கான ஆரம்ஆரம் தோற்றத்திலிருந்து குறுக்குவெட்டுகளின் மையத்திற்குதவறான கட்டம் மாதிரிகளில் நகலெடுக்க செல்லுபடியாகும் கட்டம் மாதிரிகளைத் தேட கட்டம் மாதிரியில் உள்ள ஆரம்நகல் வளைவுகள் வழிகாட்டிகளிலிருந்து ஈடுசெய்யும் ஆரம்காற்றில் போய்ட்ச் தனிப்பட்ட இடத்தின் ஆரம் (துகள் அளவின்%)நிலத்தில் போய்ட்ச் தனிப்பட்ட இடத்தின் ஆரம் (துகள் அளவின்%)பெற்றோரைச் சுற்றியுள்ள குழந்தைகளின் ஆரம்வளைவு கட்டுப்பாட்டு புள்ளிகளின் ஆரம்அழிப்பான் 'தூரிகை' ஆரம்பளபளப்பான விளைவின் ஆரம்எலும்பின் தலையின் ஆரம் (உறை சிதைவுக்கு மட்டும்)கர்னலின் ஆரம் பிக்சல்களில் மென்மையாகவும் கூர்மைப்படுத்தவும் பயன்படுத்தப்படுகிறதுகோளத்தை கட்டுப்படுத்தும் ஆரம்புதிதாக சேர்க்கப்பட்ட வளைவுகளின் ஆரம் மற்ற வளைவுகளிலிருந்து இடைக்கணிக்கப்படாதபோது அதுஎலும்பின் வால் ஆரம் (உறை சிதைவுக்கு மட்டும்)பெவல் வடிவவியலின் ஆரம், வெளியேற்றத்தை உள்ளடக்கியதுகூம்பின் கீழ் வட்டத்தின் ஆரம்பிக்சல்களில் தூரிகையின் ஆரம்உள் வட்டத்தின் ஆரம்; வெளிப்புற ஆரம் விட பெரியதாக இருக்கலாம்வெளிப்புற வட்டத்தின் ஆரம்; உள் ஆரம் விட சிறியதாக இருக்கலாம்சுருள்களின் ஆரம்தோலின் ஆரம்கோளத்தின் ஆரம் அல்லது சிலிண்டர்கூம்பின் மேல் வட்டத்தின் ஆரம்டோரசின் குறுக்குவெட்டின் ஆரம்மெய்நிகர் சிலிண்டரின் ஆரம்திடமான வண்ணம் பூசப்படும் ஆரம்விண்ணப்பிக்க ஆரம்ஒவ்வொரு துகள்களுக்கும் நிலை புதுப்பிப்பை கணக்கிட ஆரம் (அதிக மதிப்புகள் மெதுவாக உள்ளன, ஆனால் துகள்கள் குறைவான குழப்பத்தை நகர்த்துகின்றன)ஒவ்வொரு கலத்திற்கும் திறனைக் கணக்கிடுவதற்கான ஆரம் (அதிக மதிப்புகள் மெதுவாக உள்ளன, ஆனால் மென்மையான சாத்தியமான கட்டங்களை உருவாக்குகின்றன)கலப்புக்கு அயலவர்களைத் தேர்ந்தெடுக்க ஆரம்அதிகபட்ச அழுத்தம் பயன்படுத்தப்படும்போது பயன்படுத்த ஆரம் (அல்லது ஒரு டேப்லெட் பயன்படுத்தப்படாதபோது)ஆரம்பக் கிளிக்கில் இயல்பான பரப்பைக் கணக்கிடுவதற்கு பயன்படுத்தப்படும் ஆரம், தூரிகை ஆரம் சதவீதத்தில்ஆரம்:இலக்கின் அளவை குறிப்பிட்ட சக்திக்கு உயர்த்தவும்ரேக்வளைவுசீரற்றசீரற்ற கோணம்சீரற்ற முதுகெலும்புசீரற்ற வளைக்கும் விறைப்புசீரற்ற நடுவண்சீரற்ற குழந்தை அளவுசீரற்ற நிறம்சீரற்ற வளைவுசீரற்ற ஈரப்பதம்சீரற்ற இறுதி காரணிசீரற்ற உராய்வுசீரற்ற நீளம்சீரற்ற முகமூடிசீரற்ற ஒலி ஆஃப்செட்சீரற்ற ஆஃப்செட்சீரற்ற வரிசைசீரற்ற நோக்குநிலைஒரு தீவுக்கு சீரற்றசீரற்ற கட்டம்சீரற்ற நிலைசீரற்ற ஆரம்சீரற்ற சுழற்சிசீரற்ற கடினத்தன்மைசீரற்ற விதைசெயல்பாட்டிற்கான சீரற்ற விதைசீரற்ற அமைப்புகள்சீரற்ற அளவுசீரற்ற தொடக்க காரணிசீரற்ற மதிப்புசீரற்ற நடைசீரற்ற நடை (தோல்)சீரற்ற தூரிகை அமைப்புகள்தானாக உருவாக்கிய புறஊதா சுழற்சிக்கான சீரற்ற காரணிஅசல் சாயலை மாற்ற சீரற்ற காரணிஅசல் செறிவூட்டலை மாற்ற சீரற்ற காரணிஅசல் மதிப்பை மாற்ற சீரற்ற காரணிசீரற்ற வீழ்ச்சிஇந்த உதாரணத்திற்கு சீரற்ற ஐடி, பொதுவாக சீரற்ற நிழலுக்காகஒவ்வொரு வளைவுக்கும் இரைச்சல் அமைப்பின் சீரற்ற ஆஃப்செட்ஒரு வளைவுக்கு சுழற்சி கோணத்திற்கு சீரற்ற ஆஃப்செட்முகம் தொகுப்புக்கு சீரற்றதளர்வான பகுதிக்கு சீரற்றஒரு வெர்டெக்சுக்கு சீரற்றசீரற்ற சுழற்சிகளின் விளைவாக ஒரே சீராக விநியோகிக்கப்படும் திசைகள். சட் அச்சை சுற்றி சுழற்சி முற்றிலும் சீரற்றது.ஒருங்கிணைப்பாளரால் பயன்படுத்தப்படும் சீரற்ற மாதிரி முறைசீரற்ற விதைசெயல்பாட்டிற்கான சீரற்ற விதைதீர்வுடன் பயன்படுத்த சீரற்ற விதை. வெவ்வேறு விதைகள் மெசில் வெவ்வேறு குவாட் தளவமைப்புகளுடன் ரெமிசர் கொண்டு வரக்கூடும்முடிகளின் சீரற்ற விறைப்புஈரப்பதத்தின் சீரற்ற மாறுபாடுஉராய்வின் சீரற்ற மாறுபாடுவீச்சின் சீரற்ற மாறுபாடுநோக்குநிலையின் சீரற்ற மாறுபாடுகுழந்தை துகள்களின் அளவிற்கு சீரற்ற மாறுபாடுஒவ்வொரு வளைவுக்கும் சீரற்ற திசையன்சீரற்றசீரற்ற வீச்சுதற்போக்காக்கு அச்சுசீரற்ற வண்ணத்தைரேண்டமைச் ஃபிளிப்பிங்இருப்பிடத்தை சீரற்றதாக்குங்கள்ரேண்டமாச் ஆஃப்செட்தற்போக்காக்கு கட்டம்சீரற்ற சுழற்சியைசீரற்ற அளவைரேண்டமாச் அளவுகோல் அச்சுகள்சீரற்ற விதைசீரற்ற அளவுரேண்டமாச் டிரான்ச்ஃபார்ம்ச்வழக்கமான உருமாற்றத்திற்கு பதிலாக டெல்டா உருமாற்ற மதிப்புகளை சீரற்றதாக்குங்கள்ஒவ்வொரு எண்ணிக்கையிலான பிரேம்களையும் சீரற்றதாக்குங்கள்ஏற்கனவே உள்ள தேர்வை சீரமைக்கவும் அல்லது புதிய சீரற்ற தேர்வை உருவாக்கவும்ரேண்டமைச் நிகழ்வுகள் அவற்றின் தனிப்பட்ட உள்ளக இடத்தில் உருமாற்றங்கள்பொருள்களின் இருப்பிடம், சுழற்சி மற்றும் அளவிலான சீரற்றவைகீஃப்ரேம்களில் மட்டுமே சீரற்றதாகும்தேர்ந்தெடுக்கப்பட்ட உறுப்புகளின் வரிசையை சீரற்றதாக்குங்கள்துகள் நோக்குநிலையை சீரற்றதாக்குங்கள்பாதையில் நிலையை சீரற்றதாக்குங்கள்பாதையைச் சுற்றி சுழற்சியை சீரற்றதாக்குங்கள்தேர்ந்தெடுக்கப்பட்ட நோக்குநிலை அச்சில் சுழற்சியை சீரற்றதாக்குங்கள்வீச்சு ஆஃப்செட்டை சீரற்றதாக்குங்கள்புறஊதா தீவின் இருப்பிடம், சுழற்சி மற்றும் அளவை சீரற்றதாக்குங்கள்கட்டமைப்பின் போது முகங்கள் அல்லது விளிம்புகளை சீரற்றதாக்குங்கள்இருப்பிட மதிப்புகளை சீரற்றதாக்குங்கள்ஆர்டர் பற்றி எந்த உத்தரவாதமும் இல்லாத சில செயல்பாடுகளுக்குப் பிறகு வடிவியல் கூறுகளின் வரிசையை (எ.கா. செங்குத்துகள் அல்லது விளிம்புகள்) சீரற்றதாக்குங்கள். இது எதிர்காலத்தில் மாறக்கூடிய ஒன்றைப் பொறுத்து தற்செயலாகத் தவிர்க்கிறதுசுழற்சி மதிப்பை சீரற்றதாக்குங்கள்சுழற்சி மதிப்புகளை சீரற்றதாக்குங்கள்அளவிலான மதிப்புகளை சீரற்றதாக்குங்கள்நிகழ்வுகளின் மாற்றத்தை சீரற்றதாக மாற்றவும்அனைத்து நகல்களுக்கும் இடையில் மாற்றங்களை ரேண்டமாச் செய்யவும்அனைத்து சிதறிய நிகழ்வுகளுக்கும் இடையில் மாற்றங்களை ரேண்டமாச் செய்யவும்வெர்டெக்ச் நிலைகளை சீரற்றதாக்குங்கள்செங்குத்துகளை சீரற்றதாக்குங்கள்ஏற்கனவே உள்ள தேர்வை சீரற்றதாக மாற்றுகிறது அல்லது புதிய சீரற்ற தேர்வை உருவாக்கவும்தோராயமாக uvw கட்டுப்பாட்டு புள்ளிகளைத் தேர்ந்தெடுக்கவும்தோராயமாக வளர்சிதை மாற்ற கூறுகளைத் தேர்ந்தெடுக்கவும்தோராயமாக சில கட்டுப்பாட்டு புள்ளிகளைத் தேர்ந்தெடுக்கவும்தோராயமாக செங்குத்துகளைத் தேர்ந்தெடுக்கவும்சீரற்ற தன்மைதுகள் மாதிரிக்கான சீரற்ற காரணிபுதிய வீச்சுகள் அழுத்தத்திற்கான சீரற்ற காரணிபுதிய பக்கங்களில் சீரற்ற காரணி வலிமைமுதுகெலும்பு நீட்டிப்பின் சீரற்ற தன்மைமையத்தின் சீரற்ற தன்மைஆரம் சீரற்ற தன்மைசரகம்வரம்பு அதிகபட்சம்வரம்பு மணித்துளிவரம்பு தேர்ந்தெடுக்கவும்கொடிகளுக்கான ரேஞ்ச் ஐலைட்டிங் கிடைக்கவில்லை!விகிதம்வீதக் கட்டுப்பாடு: இடையக அளவு (கேபி)வீதக் கட்டுப்பாடு: அதிகபட்ச வீதம் (kbit/s)வீதக் கட்டுப்பாடு: குறைந்தபட்ச வீதம் (kbit/s)விகிதம்பரப்பு மையத்தை மாதிரியாகப் பயன்படுத்தப் பயன்படுத்தப்படும் தூரிகை ஆரம் மற்றும் ஆரம் ஆகியவற்றுக்கு இடையிலான விகிதம்ஈரமான வண்ணப்பூச்சில் கலக்க வண்ணத்தை மாதிரியாகப் பயன்படுத்தப் போகும் தூரிகை ஆரம் மற்றும் ஆரம் இடையே விகிதம்தூரிகை ஆரம் மற்றும் இயல்பை மாதிரியாகப் பயன்படுத்தப் போகும் ஆரம் ஆகியவற்றுக்கு இடையிலான விகிதம்குறைந்தபட்ச மற்றும் அதிகபட்ச பறக்கும் வேகத்திற்கு இடையிலான விகிதம்நிமிடத்திற்கும் அதிகபட்ச சுழற்சி வேகத்திற்கும் இடையிலான விகிதம்அமைப்பு அளவோடு தொடர்புடைய செங்கலின் வரிசை உயரத்தின் விகிதம்அமைப்பு அளவோடு ஒப்பிடும்போது செங்கலின் அகலத்தின் விகிதம்முன் எதிர்கொள்ளும் மேற்பரப்பு வெற்றிகளின் விகிதம், இதன் கீழ் ஒரு கட்டம் மாதிரி விளக்குகளுக்கு கருதப்படாதுமுன் எதிர்கொள்ளும் மேற்பரப்பு வெற்றிகளின் விகிதம், இதன் கீழ் ஒரு கட்டம் மாதிரி அண்டை கட்டம் மாதிரி விளக்குகளை மீண்டும் பயன்படுத்தும்தூரிகை இயக்கப்பட்ட ஒரு சுழற்சியில் மாதிரிகளின் விகிதம்கோளமயமாக்கப்பட்ட இயல்பான விகிதம் அசல் இயல்புகுறைக்க முக்கோணங்களின் விகிதம் (சரிவு மட்டும்)சமைக்கப்படாதமூல (நீக்கப்பட்டது)மூல கேச்மூல கேச் அளவுமூல படங்கள்மூல தரவு (பைட்டுகள், உட்பொதிக்கப்பட்ட கோப்பின் சரியான உள்ளடக்கம்)மூல கோப்பு வடிவம் (.raw)கலப்பான் மூலம் 100% என விளக்கப்படும் மூல உள்ளீட்டு அழுத்த மதிப்புகதிர் எண்ணிக்கைகதிர் ஆழம்கதிர் திசைகதிர் நீளம்ரே லைன் அகலம்ரே போர்டல் பி.எச்.டி.எஃப்ரே ஆரம்கதிர் தெரிவுநிலைதிட்டத்திற்கு பயன்படுத்த கதிர் திசை (தூரிகை பொருள் அந்த திசையில் அமைந்திருந்தால் அது நிறம் பூசப்பட்டுள்ளது)ரெய்காச்ட்ரேலேரேலீ கட்ட செயல்பாடு, பெரும்பாலும் ஒளியின் அலைநீளத்தை விட சிறிய துகள்களுக்கு பயன்படுத்தப்படுகிறது, அதாவது பூமியின் வளிமண்டலத்தில் சூரிய ஒளியை சிதறடிப்பது போன்றவைகதிர்கள்ரேட்ரேச் அதிகபட்ச கடினத்தன்மைரேட்ரேச் பரிமாற்றம்ஆழமான இடையகத்திற்கு எதிராக ரேட்ரேச். தவறான கதிர்களுக்கான ஒளி ஆய்வுகளுக்கு குறைவடையும்.கதிர்வீச்சு பரிமாற்றம்ரேட்ரேசிங்ரெய்ட்ரேசிங் முன்னமைவுகள்உள்ளக தரவை மீண்டும் பயன்படுத்தவும்தற்போதுள்ள இணைப்பு தகவலைப் பயன்படுத்தி சிதைந்த மேற்பரப்பில் வளைவுகளை மீண்டும் இணைக்கவும். மேற்பரப்பு கண்ணி இடவியல் மாறாதபோது மட்டுமே இது செயல்படும்குறிப்பிட்ட நீளத்தின் பிரிவுகளுடன் பக்கவாதத்தை மீண்டும் மாதிரி செய்யுங்கள்மறு மாதிரி முக்கியத்துவம் மாதிரிஎதிர்வினைபல முறை எதிர்வினையாற்றுங்கள்எதிர்வினை விரைவுஉலைஉலை இலக்கு பொருள்உலை இலக்கு துகள் அமைப்புபடிதரவைப் படியுங்கள்படிக்கவும்யு.எச்.டி ப்ரிம்வார்சை கண்ணி பண்புகளாகப் படியுங்கள்கலப்பானின் இந்த பதிப்பில் புதியது பற்றி படியுங்கள்பயன்படுத்தப்பட்ட அனைத்து காட்சிகளின் அனைத்து வழங்குதல் அடுக்குகளையும் படியுங்கள்தேவைக்கேற்ப, தற்காலிக சேமிப்பில் இருந்து தற்போதைய காட்சியின் அனைத்து பார்வை அடுக்குகளையும் படியுங்கள்வெளிப்புற இடத்திலிருந்து கேச் படிக்கவும்நூலகத்தைப் படியுங்கள்: '%s', '%s', பெற்றோர் '%s'மெச் புறஊதா ஆயத்தொலைவுகளைப் படியுங்கள்மெச் வண்ண பண்புகளை படியுங்கள்இந்த முகத்தின் பரப்பை மட்டுமே படியுங்கள்பேக் செய்யப்பட்ட நூலகத்தைப் படியுங்கள்: '%s', பெற்றோர் '%s'தொகுதி கட்டங்களிலிருந்து தொகுதி தரவு பண்புகளைப் படியுங்கள்படிக்க மட்டும் திசையன்படிக்க மட்டும் முழுஎண்இணைக்கப்பட்ட தரவு-தொகுதி மற்றும் அதன் நூலகக் கோப்புக்கு மட்டுமே வெளிப்புற குறிப்பு'தனி' என்று குறிக்கப்பட்ட குறைந்தது ஒரு எலும்பு சேகரிப்பு இருப்பதைக் குறிக்கும் படிக்க மட்டும் கொடிஉதவி செயல்பாடுகளின் வாசிப்பு மட்டும் அறிகுறிகள்தற்போதைய சிற்பக் கருவியால் எந்த தூரிகை செயல்பாடுகள் ஆதரிக்கப்படுகின்றன என்பதற்கான வாசிப்பு மட்டும் அறிகுறிகள்கணினி வழங்கிய வாசிப்பு மட்டும் களஞ்சியம்வழங்குதல் முடிவைப் படித்தல்: பரிமாணங்கள் பொருந்தவில்லை, எதிர்பார்க்கப்படும் %dx %dவழங்குதல் முடிவைப் படித்தல்: எதிர்பார்க்கப்படும் சேனல் "%s.%s" கண்டுபிடிக்கப்படவில்லைவழங்குதல் முடிவைப் படித்தல்: எதிர்பார்க்கப்படும் சேனல் "%s.%s" அல்லது "%s" கிடைக்கவில்லைமேற்பரப்பு கண்ணி தொடர்பான இணைப்பு தகவல்களைப் படிக்கிறதுஒவ்வொரு வளைவையும் பற்றிய தகவல்களைப் படிக்கிறதுஒவ்வொரு வளைவின் வேர் புள்ளியையும் பற்றிய தகவல்களைப் படிக்கிறதுஒவ்வொரு வளைவின் உதவிக்குறிப்பையும் பற்றிய தகவல்களைப் படிக்கிறதுஒவ்வொரு புள்ளியின் முந்தைய வளைவு பிரிவையும் தகவல்களைப் படிக்கிறதுநடத்துனரின் ஒளிவிலகல் குறியீட்டின் உண்மையான பகுதி, பெரும்பாலும் n என அழைக்கப்படுகிறதுஅனைத்தையும் உணருங்கள்நிகழ்வுகளை உணருங்கள்ஒரு உயர்மட்ட நிகழ்வுகளுக்கு அனைத்து நிலை உள்ளமைக்கப்பட்ட நிகழ்வுகளையும் உணருங்கள். ஆழமான உள்ளீட்டின் மதிப்பை மீறுகிறதுபுள்ளி டொமைனை உணருங்கள்உணரப்பட்ட வளைவு தரவு பல கூறுகளைக் கொண்டுள்ளது.உள்ளீட்டு வடிவவியலில் உணரப்பட்ட தரவு புறக்கணிக்கப்படுகிறதுதேர்வு நிகழ்வுகள் உண்மையாக இருக்கும்போது உணரப்பட்ட வடிவியல் பயன்படுத்தப்படாதுஉணரப்பட்ட கிரீச் பென்சில் பல அடுக்குகளைக் கொண்டுள்ளது.உணரப்பட்ட மெச் பல கூறுகளைக் கொண்டுள்ளது.உணரப்பட்ட புள்ளி முகில் பல புள்ளிகளைக் கொண்டுள்ளது.நிகழ்நேரம்நிகழ்நேர புதுப்பிப்புகள்முன்னமைவை மீண்டும் விண்ணப்பித்து புதுப்பித்து, மாற்றங்களை நீக்குகிறதுவடிவியல் கூறுகளை மறுசீரமைத்து, அவற்றின் குறியீடுகளை மாற்றவும்தேர்ந்தெடுக்கப்பட்ட அனிமேசன் சேனல்களை மறுசீரமைக்கவும்குறைவான சீரழிந்த வடிவவியலைப் பெற முயற்சிக்க சில முகங்களை மறுசீரமைக்கவும்விளைவு துண்டுக்கான உள்ளீடுகளை மறுசீரமைக்கவும்துணைப்பிரிவுகளை மீண்டும் உருவாக்குங்கள்தற்போதைய அடிப்படை கண்ணி குறைந்த உட்பிரிவு அளவை மீண்டும் உருவாக்குங்கள்தேர்ந்தெடுக்கப்பட்ட அனைத்து ப்ராக்சிகள் மற்றும் நேரக் குறியீடு குறியீடுகளை மீண்டும் உருவாக்கவும்தேர்ந்தெடுக்கப்பட்ட அனைத்து ப்ராக்சிகள் மற்றும் நேரக் குறியீடு குறியீடுகளை பின்னணியில் மீண்டும் உருவாக்குங்கள்தேர்ந்தெடுக்கப்பட்ட உள்ளக மேலெழுதல்களை அவற்றின் இணைக்கப்பட்ட குறிப்புகளிலிருந்தும், அவற்றின் சார்புகளின் வரிசைகளிலிருந்தும் மீண்டும் உருவாக்குங்கள்தேர்ந்தெடுக்கப்பட்ட உள்ளக மேலெழுதல்களை அவற்றின் இணைக்கப்பட்ட குறிப்புகளிலிருந்தும், அவற்றின் சார்புகளின் வரிசைமுறைகளிலிருந்தும் மீண்டும் உருவாக்குங்கள், இணைக்கப்பட்ட தரவுகளுடன் பொருந்தக்கூடிய வகையில் இந்த வரிசைமுறைகளை அமல்படுத்துகின்றன (அதாவது தரவு-தடுப்பு சுட்டிக்காட்டி பண்புகளில் இருக்கும் மேலெழுதல்களை புறக்கணித்தல்)குறைந்த தீர்மானம் அடிப்படை கண்ணி உருவாக்க சாத்தியமான அனைத்து துணைப்பிரிவுகளின் நிலைகளையும் மீண்டும் உருவாக்குகிறதுரெக் ரன்ரெக்.1886ரெக் .2020Rec.2100-HlgRec.2100-HLG 1000 NITS உச்ச காட்சி 100 NIT களில் குறிப்பு வெள்ளை நிறத்துடன்Rec.2100-PQRec.2100-PQ 10000 NITS உச்ச காட்சி 100 NIT களில் குறிப்பு வெள்ளை நிறத்துடன்பொருள்கள் மற்றும் போச்களுக்கான அனைத்து புலப்படும் இயக்க பாதைகளையும் மீண்டும் கணக்கிடுங்கள்ஆஃப்செட் மாற்றத்தை மீண்டும் கணக்கிடவும் அழிக்கவும்டோப்சீட்டில் தேர்ந்தெடுக்கப்பட்ட பிரேம்களுக்கான தேர்ந்தெடுக்கப்பட்ட புள்ளிகளில் அனிமேசன் தரவை மீண்டும் கணக்கிடுங்கள்கைப்பிடி நீளத்தை மீண்டும் கணக்கிடுங்கள்தேர்ந்தெடுக்கப்பட்ட பொருள்களுக்கான இயக்க பாதைகளை மீண்டும் கணக்கிடுங்கள்ஏற்கனவே வைத்திருக்கும் எலும்புகளுக்கான பாதைகளை மீண்டும் கணக்கிடுங்கள்தேர்ந்தெடுக்கப்பட்ட கைப்பிடிகளின் திசையை மீண்டும் கணக்கிடுங்கள்செயல்திறனை மேம்படுத்த சிற்பம் பி.வி.எச்மறுபரிசீலனை செய்யுங்கள்நிழல் காச்டிக்ச் பெறுங்கள்இந்த பொருளின் நிழல்களில் ஒளிவிலகல் மூலப்பொருட்களிலிருந்து தோராயமான காச்டிக்சைப் பெறுங்கள். விளக்குகள், காச்டர் மற்றும் ரிசீவர் பொருள்களில் இதை இயக்க நிழல் காச்டிக்ச் விருப்பங்கள் அமைக்கப்பட வேண்டும்ரிசீவர் சேகரிப்புஅண்மையில்அண்மைக்கால கோப்புகள்அண்மைக் கால கோப்புறைகள்அண்மைக் கால உருப்படிகள் சிறப்புஅண்மைக் கால தேடல்கள்சமீபத்தியவர்அண்மைக் கால நேரம் முடிந்ததுவேகமான குறியாக்கத்திற்கு பரிந்துரைக்கப்படுகிறதுஉங்களுக்கு நிறைய நேரம் இருந்தால், சிறந்த சுருக்க செயல்திறனை விரும்பினால் பரிந்துரைக்கப்படுகிறதுஅடையாளம் பயனர் எண்ணிக்கையை மீண்டும் கணக்கிடுங்கள்கலப்பு-கோப்பில் சேமிப்பதற்கு முன் அனைத்து அடையாளம் பயனர் எண்ணிக்கையையும் மீண்டும் கணக்கிடவும். தவறாகக் கண்டறியப்பட்ட பயன்படுத்தப்படாத தரவுத் தொகுதிகள் காரணமாக தரவு இழப்புக்கு வழிவகுக்கும் குறியீட்டில் தவறான பயனர் எண்ணிக்கை கையாளுதலைச் சுற்றி வேலை செய்ய அனுமதிக்கிறதுமற்ற சிதைவுகளின் மேல் பிணைப்பை மாறும் வகையில் மீண்டும் இணைக்கவும் (மெதுவான மற்றும் அதிக நினைவக நுகர்வு)புனரமைக்கப்பட்டதுபுனரமைக்கப்பட்ட கேமராக்கள்புனரமைப்புபதிவு ரன்ரெக்கார்ட் ரன் எந்த இடைவெளிகளும் இல்லைமீட்ககோப்பை மீண்டும் உருவாக்கவும்செவ்வகம்மறுபரிசீலனை செய்யுங்கள்மறுநிகழ்வுமறுநிகழ்வு கண்டறியப்பட்டது, இந்த துண்டு பயன்படுத்த முடியாதுரிகர்சன்ச்சுழல்நிலை நீக்குசுழல்நிலை மூடல் அனுமதிக்கப்படவில்லைசுழல்நிலை மூடல்கள் ஆதரிக்கப்படவில்லைமறைமுகமாக பயன்படுத்தப்படாத தரவு-தொகுதிகளை மறுநிகழ்வு சரிபார்க்கவும், அனாதையான தரவு-தொகுதிகள் செயல்படுத்தப்பட்ட பிறகு இருக்காது என்பதை உறுதிசெய்கிறதுஇணைக்கப்பட்ட பொருள் தரவுகளுடன் சேகரிப்பு, அதன் அனைத்து குழந்தைகள் மற்றும் பொருள்களையும் மறுநிகழ்வு நகலெடுக்கவும்சேகரிப்பு, அதன் அனைத்து குழந்தைகள், பொருள்கள் மற்றும் பொருள் தரவுகளை மறுநிகழ்வு நகலெடுக்கவும்சிவப்புசிவப்பு சேனல்சிவப்பு பச்சை நீலம்சிவப்பு சேனல்வண்ண புலத்தின் சிவப்பு கூறுசிவப்பு-சியான்சிவப்பு:சமநிலை வரைபடங்களை மறுவரையறை செய்யுங்கள்வளைவு புள்ளிகளை மறுபகிர்வு செய்யுங்கள்உரிமையாளரின் மூன்று அச்சுகளுக்கு இடையில் அளவின் நகலெடுக்கப்பட்ட மாற்றத்தை மறுபகிர்வு செய்யுங்கள்ஒவ்வொரு வளைவிலும் இருக்கும் கட்டுப்பாட்டு புள்ளிகளை சமமாக மறுபகிர்வு செய்கிறதுமீண்டும்செய்முந்தைய செயலை மீண்டும் செய்யவும்சொத்து பட்டியல்களுக்கு கடைசியாக செயல்தவிர்க்காத திருத்தத்தை மீண்டும் செய்யவும்கலவை காரணியை 0.01 ஆல் குறைக்கவும்கலவை காரணியை 0.1 ஆல் குறைக்கவும்இயக்கத்தைக் குறைக்கவும்கோணங்களை தளர்த்துவதன் மூலம் புறஊதா நீட்டிப்பைக் குறைக்கவும்'கோணம்' திசையில் வீச்சு செங்குத்தாக இருக்கும்போது இந்த காரணியால் தூரிகை தடிமன் குறைக்கவும்ஒரு தடுப்பு அல்லது மொசைக் போன்ற தோற்றத்திற்காக, தனிப்பட்ட பிக்சல்களை மிகவும் முக்கியத்துவம் வாய்ந்ததாக மாற்றுவதன் மூலம் ஒரு படத்தில் விவரங்களைக் குறைக்கவும்நகல் கீஃப்ரேம்களை அகற்றுவதன் மூலம் ஏற்றுமதி செய்யப்பட்ட கோப்பு அளவைக் குறைக்கவும்பொருள்கள் மோதும்போது உருவாக்கக்கூடிய கூடுதல் வேகத்தைக் குறைக்கவும் (உருவகப்படுத்துதல் நிலைத்தன்மையை சிறிது குறைக்கிறது, எனவே தேவைப்படும்போது மட்டுமே பயன்படுத்தவும்)ஒரு படத்தில் வண்ணங்களின் எண்ணிக்கையைக் குறைத்து, மென்மையான சாய்வுகளை கூர்மையான மாற்றங்களாக மாற்றுகிறதுசிபியு வழங்குதல் செயல்திறனை மேம்படுத்த பிக்சல்களுக்கு இடையில் சீரற்றமயமாக்கலைக் குறைக்கவும், சாத்தியமான வழங்குதல் கலைப்பொருட்களின் செலவில் மிகக் குறைவாக அமைக்கப்பட்டால்தீவுகளுக்குள் வெட்டு குறைக்கவும்வடிவியல் அடர்த்தியைக் குறைக்கவும்அதன் வடிவத்தில் குறைந்தபட்ச மாற்றங்களுடன் கண்ணி மேற்பரப்பில் சத்தத்தை குறைக்கவும்சமச்சீர் டவப்களை ஒன்றுடன் ஒன்று சேர்த்து தூரிகையின் வலிமையைக் குறைக்கவும்விவரம் தேவையில்லாத வடிவவியலை எளிமைப்படுத்துவதன் மூலம் இறுதி முக எண்ணிக்கையை குறைக்கிறதுவிவரம் தேவையில்லாத இடத்தில் வடிவவியலை எளிதாக்குவதன் மூலம் இறுதி முக எண்ணிக்கையை குறைக்கிறது, முக்கோணங்களை உருவாக்குகிறது. 0 ஐ விட அதிகமான மதிப்பு பிழைத்திருத்த துருவங்களை முடக்குகிறது.இரண்டாம் நிலை வாய் சுழல்களின் ஒவ்வொரு மட்டத்திற்கும் குறைப்பு காரணிகுறிப்புகுறிப்பு பரிமாணம்குறிப்பு தூரம்குறிப்பு உள்ளதுகுறிப்பு வரம்பு சுருக்கம்குறிப்பு ஐடிகுறிப்பு விசைகுறிப்பு புள்ளிகுறிப்பு நிலைகுறிப்பு தொகுப்புகுறிப்பு கோள அளவுகுறிப்பு கோளங்கள்குறிப்பு மதிப்புவரிசைக்கான குறிப்பு வளைவு பொருள்எந்த தொகுதி 100% என்று குறிப்பு தூரம்ஒரு ரிக்ஃபைபராமீட்டர் புலத்திலிருந்து எலும்பு சேகரிப்புக்கு குறிப்பு.சீரமைக்க குறிப்பு இருப்பிடம்பிரேம்கள் பிடிக்கப்படுவதற்கு முன்பு பிரேம்களின் குறிப்பு எண் ('1-3' vs '5-7' வைத்திருக்கும் வடிவங்களைப் பிடிக்கப் பயன்படுத்தவும்)திரட்டப்பட்ட மாற்றத்தை வரையறுக்க குறிப்பு பொருள்நங்கூரம் உறுதிப்படுத்தலுக்கான குறிப்பு புள்ளி (இந்த சட்டகத்தின் நிலைக்கு ஒப்பிடும்போது பிற பிரேம்கள் சரிசெய்யப்படும்)சிதைவுக்கு முன் குறிப்பு நிலைசுத்திகரிக்ககுவிய நீளத்தை செம்மைப்படுத்துங்கள்சுத்திகரிப்பு முறைமுதன்மை புள்ளியைச் சுத்திகரிக்கவும்ரேடியல் சண்டைதொடுநிலை செம்மைப்படுத்துங்கள்கேமரா தீர்க்கும் போது குவிய நீளத்தை செம்மைப்படுத்தவும்கேமரா தீர்க்கும் போது முதன்மை புள்ளியைச் செம்மைப்படுத்துங்கள்கேமரா தீர்க்கும் போது விலகல் மாதிரியின் ரேடியல் குணகங்களை செம்மைப்படுத்துங்கள்டிராக்கின் குறிப்பிலிருந்து தற்போதைய சட்டத்திற்கு டிராக்கரை இயக்குவதன் மூலம் தேர்ந்தெடுக்கப்பட்ட குறிப்பான்கள் நிலைகளைச் செம்மைப்படுத்தவும்கேமரா தீர்க்கும் போது விலகல் மாதிரியின் உறுதியான குணகங்களை செம்மைப்படுத்துங்கள்செம்மைப்படுத்து:புதுப்பித்தல்சாதாரண B. B ஐச் சுற்றிப் பிரதிபலிக்கவும். B இயல்பாக்கப்பட வேண்டியதில்லை.பிரதிபலிப்புபிரதிபலிப்பு சுவடு விருப்பங்கள்முடி ரெண்டரிங்கிற்கு உகந்ததாக பிரதிபலிப்பு மற்றும் பரிமாற்ற சேடர்கள்துணி போன்ற மூலப்பொருட்களுக்கான பிரதிபலிப்பு. பொதுவாக மற்ற சேடர்களுடன் கலக்கப்படுகிறது (பரவலான சேடர் போன்றவை) மற்றும் அதன் சொந்தமாக குறிப்பாக பயனுள்ளதாக இல்லைமைக்ரோஃபாசெட் விநியோகத்துடன் பிரதிபலிப்பு, உலோகம் அல்லது கண்ணாடிகள் போன்ற மூலப்பொருட்களுக்குப் பயன்படுத்தப்படுகிறதுபிரதிபலிப்புபிரதிபலிப்பு காச்டிக்ச்ஒளிவிலகல் பி.எச்.டி.எஃப்ஒளிவிலகல் ஆழம்ஒளிவிலகல்ஒளிவிலகல் காச்டிக்ச்புதுப்பிப்புடிரைவர்களைப் புதுப்பிக்கவும்வெடிக்கும் மாற்றியமைப்பில் தரவைப் புதுப்பிக்கவும்நீட்டிப்பு & லெகசி ஆட்-ஆன்களைப் புதுப்பித்தல், தொகுதிகள் மற்றும் மேவு டேட்டாவை மீண்டும் ஏற்றுதல் (மறுதொடக்கம் செய்வது போன்றது)செயல்களின் பட்டியலைப் புதுப்பிக்கவும்நிகழ்வு பொருள்களின் பட்டியல் மற்றும் அவற்றின் எடைகள்கோப்பு பட்டியலைப் புதுப்பிக்கவும்அனைத்து தொலை களஞ்சியங்களுக்கும் நீட்டிப்புகளின் பட்டியலைப் புதுப்பிக்கவும்செயலில் களஞ்சியத்திற்கான நீட்டிப்புகளின் பட்டியலை புதுப்பிக்கவும்சீக்வென்சர் எடிட்டரைப் புதுப்பிக்கவும்மண்டலம் தரவுபகுதி உயரம்மண்டலம் அதிகபட்ச ஃச்மண்டலம் அதிகபட்ச ஒய்மண்டலம் குறைந்தபட்ச ஃச்மண்டலம் குறைந்தபட்ச ஒய்மண்டலம் ஒன்றுடன் ஒன்றுமண்டல நிலை ஃச்மண்டல நிலை ஒய்மண்டலம் மாறுகிறதுமண்டலம் பைவை மாற்றுமண்டலம் வகைபகுதி அகலம்மாதிரியின் பிராந்திய ஒருங்கிணைப்புகள்பிராந்தியம் வரைய முடியவில்லை!பிராந்தியம் திரையில் மிதக்கிறது, எந்த நிலையான சீரமைப்பையும் பயன்படுத்தாதுமண்டலம் உயரம்உட்பிரிவு திரை பரப்பில் மண்டலம்மண்டலம் கிடைமட்டமாகவும் செங்குத்தாகவும் பிரிக்கப்பட்டுள்ளதுவிண்வெளி வகைகளில் மண்டலம் காணப்படவில்லைமண்டலம் குறிப்பிட்ட தரவு (வகை மண்டல வகையைப் பொறுத்தது)மண்டலம் அகலம்மண்டலங்கள்மண்டலங்களின் தெரிவுநிலை நிலைநிறுத்துகிறதுசொத்துக்களை விரைவாக அணுகுவதற்கான பகுதிகள்மண்டலங்களாக இந்த பரப்பு பிரிக்கப்பட்டுள்ளதுபதிவுபெற்றோரை பதிவு செய்யுங்கள்அனைத்து பயனர்களுக்கும் பதிவு செய்யுங்கள்மாறக்கூடிய பெற்றோர் வேட்பாளராக கட்டுப்பாட்டை பதிவு செய்யுங்கள்பதிவுசெய்யப்பட்டதுவிருப்பமாக பதிவு செய்யப்பட்டுள்ளதுபதிவுசெய்யப்பட்ட முக்கிய உள்ளமைவுகள்சொத்து அலமாரியை பதிவு செய்தல்: முந்தைய பதிவு செய்யப்படாமல் '%s' முன்பே பதிவு செய்யப்பட்டுள்ளதுசொத்து அலமாரியை பதிவு செய்தல்: ' %s' மிக நீளமானது, அதிகபட்ச நீளம் %dகோப்பு ஏண்ட்லர் வகுப்பைப் பதிவுசெய்தல்: ' %s' மிக நீளமானது, அதிகபட்ச நீளம் %dஐடி சொத்து வகுப்பை பதிவு செய்தல்: ' %s' மிக நீளமானது, அதிகபட்ச நீளம் %dமுனை வகுப்பைப் பதிவுசெய்தல்: ' %s' மிக நீளமானது, அதிகபட்ச நீளம் %dமுனை வகுப்பு: '%s', bl_idname '%s' பதிவு செய்யப்பட முடியாதுமுனை வகுப்பு பதிவுசெய்தல்: '%s', bl_idname '%s' இதற்கு முன்பு பதிவு செய்யப்பட்டுள்ளது, முந்தைய பதிவு செய்யப்படவில்லைமுனை வகுப்பைப் பதிவுசெய்தல்: '%s', bl_idname '%s' என்பது ஒரு பில்டின் முனைமுனை சாக்கெட் வகுப்பை பதிவு செய்தல்: ' %s' மிக நீளமானது, அதிகபட்ச நீளம் %dமுனை மரம் வகுப்பைப் பதிவுசெய்தல்: ' %s' மிக நீளமானது, அதிகபட்ச நீளம் %dமுனை மரம் வகுப்பைப் பதிவுசெய்தல்: '%s', bl_idname '%s' பதிவு செய்ய முடியாதுமுனை மரம் வகுப்பைப் பதிவுசெய்தல்: '%s', bl_idname '%s' இதற்கு முன் பதிவு செய்யப்பட்டுள்ளது, முந்தைய பதிவு செய்யப்படவில்லைகுழு வகுப்பு பதிவு செய்தல்:நுண்மென் கடை நிறுவல்களிலிருந்து பதிவு சாத்தியமில்லைமீண்டும்ஒவ்வொரு சட்டகத்திற்கும் முடி மீண்டும் வளருங்கள்வழக்கமானவழக்கமான வெளிப்பாடு கண்டுபிடிவழக்கமான வெளிப்பாடு மாற்றவும்வழக்கமான விட்செட் வண்ணங்கள்வழக்கமான விசை ஒரு மாற்றியமைப்பாளராக அழுத்தப்படுகிறதுமீண்டும் வலியுறுத்துதல்உறவு வரி நிலைஉறவுகள்உறவுஉறவு கோடுகள்உறவினர்உறவினர் சொத்து அடையாளங்காட்டிஉறவினர் விவரம்உறவினர் விளிம்புஉறவினர் முகம்உறவினர் சட்டகம்உறவினர் விசைஉறவினர் கண்ணாடிஉறவினர் பொருள்உறவினர் ஆஃப்செட்உறவினர் ஆஃப்செட் இடப்பெயர்ச்சிஉறவினர் பெற்றோர்உறவினர் பாதைஉறவினர் பாதைகள்தொடர்புடைய இடம்தொடர்புடைய தொடக்கம்தொடர்புடையபிக்சலுடன் தொடர்புடையதுமெய்நிகர் பெற்றோரின் ஒப்பீட்டு அளவுகொக்கியின் உறவினர் ஆற்றல்அண்டை உறுப்புகளின் ஒப்பீட்டு கலவை எடைதற்போதைய கண்ணி உடன் ஒப்பிடும்போது முகங்களின் எண்ணிக்கைபல நிகழ்வுகளின் மேலெழுதலைத் தவிர்க்க, நிறுவலுக்குப் பயன்படுத்த துகள்களின் ஒப்பீட்டு ஆஃப்செட்புதிய வடிவ முறைக்கு உறவினர் வடிவ நிலைகள்இருட்டாக்கப்பட வேண்டிய பகுதியின் ஒப்பீட்டு அளவுமுடி நீளத்திற்கு மேல் விசையின் ஒப்பீட்டு நேரம்இருட்டாக இருக்க வேண்டிய பகுதியின் தொடர்புடைய மொழிபெயர்ப்புஒவ்வொரு கோணப் பிரிவின் ஒப்பீட்டு அகலம். ஒவ்வொரு பிரிவிற்கும் பொருந்தும் வகையில் அமைப்புகளை அளவிடுவதற்குப் பயன்படுத்தப்படலாம்முகத் தொகுப்புகளை தளர்த்தவும்தளர்வு முறைபோச் ஓய்வெடுங்கள்இடவியலை தளர்த்தவும்uv களை தளர்த்தவும்மெச் தளர்த்தவும்வெளியீடுவெளியீடு உறுதிப்படுத்துகிறதுவெளியீட்டு குறிப்புகள்வெளியீட்டு நேரம்மறுபரிசீலனை கட்டுப்பாடுகள்ஏற்றவும்படங்களை மீண்டும் ஏற்றவும்அமைப்புகளை மீட்டெடுக்க தொடக்க கோப்பை மீண்டும் ஏற்றவும்அதன் கோப்பிலிருந்து செயலில் உரை தரவு-தொகுதியை மீண்டும் ஏற்றவும்செயலில் உரை கோப்பை மீண்டும் ஏற்றவா?இந்த நூலகத்திலிருந்து எல்லா தரவையும் மீண்டும் ஏற்றவும்கிளிப்பை மீண்டும் ஏற்றவும்வட்டில் இருந்து தற்போதைய படத்தை மீண்டும் ஏற்றவும்பைதான் கைஉரைகளை செயல்படுத்துவதன் மூலம் கோப்பை மீண்டும் ஏற்றவும்வட்டில் இருந்து மீண்டும் ஏற்றவும்வட்டில் இருந்து மீண்டும் ஏற்றவும் (உள்ளக மாற்றங்களை புறக்கணிக்கவும்)கடைசியாகச் சேமிக்கப்பட்ட நிலையில் இருந்து விருப்பத்தேர்வுகளை மீண்டும் ஏற்றவும்கைஉரைகளை மீண்டும் ஏற்றவும்சீக்வென்சரில் கீற்றுகளை மீண்டும் ஏற்றவும்கொடுக்கப்பட்ட நூலகத்தை மீண்டும் ஏற்றவும்சேமித்த கோப்பை மீண்டும் ஏற்றவும்மீண்டும் ஏற்றப்பட்ட {:d} படங்கள்)வரலாறு மற்றும் புக்மார்க்குகளை மீண்டும் ஏற்றுகிறதுஇடமாற்றம்இணைக்கப்பட்ட ஐடியை இடமாற்றம் செய்யுங்கள், அதாவது இணைக்க மற்றொரு ஐடியைத் தேர்ந்தெடுத்து, அதன் உள்ளக பயன்பாடுகளை புதிதாக இணைக்கப்பட்ட தரவு-தடுப்புக்கு மாற்றியமைக்கவும்). தற்போது ஒரு உள் ஆபரேட்டராக மட்டுமே வடிவமைக்கப்பட்டுள்ளது, பயனருக்கு நேரடியாக வெளிப்படுத்தப்படவில்லைகொடுக்கப்பட்ட நூலகத்தை ஒன்று அல்லது பலருக்கு இடமாற்றம் செய்யுங்கள்கர்சரின் கீழ் நூலகத்தை இடமாற்றம் செய்யுங்கள்மீதமுள்ளஇந்த வரம்பை மீறினால், விளிம்பு சோடிகள் பிரிக்கப்படக்கூடிய மீதமுள்ள செங்குத்துகள் பாதுகாக்கப்படுகின்றன.மறுபயன்பாடுதரவு ஐடியை மறுபரிசீலனை செய்யுங்கள்ரீமேப் உறவினர்பயனர்களை மறுபரிசீலனை செய்யுங்கள்ஒரு வரம்பிலிருந்து இலக்கு வரம்பிற்கு ஒரு மதிப்பை மறுபரிசீலனை செய்யுங்கள்வேறு கோப்பகத்திற்கு சேமிக்கும்போது உறவினர் பாதைகளை மறுபரிசீலனை செய்யுங்கள்ஏற்றுமதி அமைப்புகளை நினைவில் கொள்கதற்போதைய பணியிடத்திற்கான கடைசியாக பயன்படுத்தப்பட்ட காட்சியை நினைவில் வைத்துக் கொள்ளுங்கள், இந்த பணியிடம் மீண்டும் செயல்படுத்தப்படும் போதெல்லாம் அதை மாற்றவும்பணியிடத்திற்கு கடைசியாக பயன்படுத்தப்பட்ட காட்சியை நினைவில் வைத்துக் கொள்ளுங்கள், இந்த பணியிடம் மீண்டும் செயல்படுத்தப்படும் போதெல்லாம் அதற்கு மாறவும்ரமேச்remesh பயன்முறைremesh மாற்றியமைப்பாளர்குவாட்ரிப்லோவுடன் மறுவாழ்வு ...தொலைநிலை முகவரி நீட்டிப்பு களஞ்சியத்திற்கு, கோப்பு-அமைப்பு யூரி திட்டத்தைப் பயன்படுத்தி குறிப்பிடப்படலாம்: "கோப்பு: //"அகற்றுசெயலில் aov ஐ அகற்றுசெயலில் உள்ள ஒளி குழுவை அகற்றுசேர்க்கை அகற்று: {! R}?ஆர்மேச்சர் பொருளை அகற்றுமுடிந்தால் ஆர்மேச்சர் பொருளை அகற்றவும். ஆர்மேச்சரில் பல வேர் எலும்புகள் இருந்தால், பொருள் அகற்றப்படாதுமறையீட்டு லேயரை அகற்றுவழக்கத்தை அகற்றுஇனி தேவையில்லை என்றால் சுழற்சிகள் எஃப்-மோடிஃபையரை அகற்றவும்துண்டிக்கப்பட்டதை அகற்றுநகல்களை அகற்றவும்நீட்டிப்பு களஞ்சியத்தை அகற்றுகீஃப்ரேம்களைச் சேர்க்க எஃப்-வளைவிலிருந்து எஃப்-மாடிஃபையர்களை அகற்றவும்கோப்புகளை அகற்றுஇடைவெளிகளை அகற்றுசெயலில் உள்ள பொருளில் கிரீச் பென்சில் அடுக்கு குழுவை அகற்றுஉள்ளீடுகளை அகற்றுஅடுக்கு முகமூடியை அகற்றுதளர்வான புள்ளிகளை அகற்றவும்பெயரிடப்பட்ட பண்புக்கூறு அகற்றுவெளியீடுகளை அகற்றுவெளியே வரம்பை அகற்றுபேக் அகற்றுபெயிண்ட் வளைவு புள்ளியை அகற்றுகளஞ்சியத்தை அகற்றுகளஞ்சியம் மற்றும் கோப்புகளை அகற்றுபொருளிலிருந்து கடுமையான உடல் கட்டுப்பாட்டை அகற்றுபொருளிலிருந்து கடுமையான உடல் அமைப்புகளை அகற்றவும்தற்போதைய காட்சியில் இருந்து கடுமையான உடல் உருவகப்படுத்துதல் உலகத்தை அகற்றவும்தேர்ந்தெடுக்கப்பட்ட எலும்புகளை அகற்றவும்தற்போதைய தேர்விலிருந்து தேர்வை அமைக்க எலும்புகளை அகற்றுஇலக்கு துகள்களை அகற்றுஇலக்கு வெட்டு அகற்றவும்வாசலை அகற்றுபுறஊதா வரைபடத்தை அகற்றுஎடையை அகற்றுஇந்த ஆயுதத்திலிருந்து ஒரு தேர்வை அகற்றவும்கேமராவிலிருந்து பின்னணி படத்தை அகற்றவும்முன்னமைக்கப்பட்ட பட்டியலிலிருந்து தனிப்பயன் கீமாப் உள்ளமைவை அகற்றுமுன்னமைக்கப்பட்ட பட்டியலிலிருந்து தனிப்பயன் கருப்பொருளை அகற்றுசெயலில் உள்ள கிரீச் பென்சில் பொருளிலிருந்து ஒரு விளைவை அகற்றுசெயலில் உள்ள பொருளிலிருந்து ஒரு கொக்கி அகற்றவும்செயலில் உள்ள பொருளிலிருந்து ஒரு மாற்றியமைப்பை அகற்றவும்உரிபிலிருந்து ஒரு மாற்றியமைப்பை அகற்றவும்ஒரு .கலப்பு கோப்பிற்கான பாதையை அகற்று, எனவே சொத்து உலாவி இனி அதைக் காட்ட முயற்சிக்காதுஆரம்பத்தில் வீச்சு மற்றும் வீச்சு முதுகெலும்பின் முடிவை அகற்றவும்ஒரு வரியின் ஒரு பக்கத்தில் கண்ணி ஒரு பகுதியை அகற்றவும்விதிகளிலிருந்து வரிசை வடிப்பானை அகற்றவும்தரவு-தொகுதியின் பயன்பாட்டை அகற்று, ஒதுக்கீட்டை அழிக்கவும்செயலில் சிறுகுறிப்பு அடுக்கை அகற்றுசெயலில் உள்ள கீயிங் தொகுப்பிலிருந்து செயலில் உள்ள பாதையை அகற்றுதட்டில் இருந்து செயலில் உள்ள வண்ணத்தை அகற்றுசெயலில் உள்ள உருப்படியை அகற்றுதேர்ந்தெடுக்கப்பட்ட எலும்புகளிலிருந்து அனைத்து ஐகே தடைகளையும் அகற்றவும்இந்த ஆயுதத்திலிருந்து அனைத்து தேர்வு தொகுப்புகளையும் அகற்றுஒற்றை வைல்டு கார்டை (*) வைத்திருக்க அனுமதிக்கப்படும் வடிவத்துடன் பொருந்தக்கூடிய அனைத்து பண்புக்கூறுகளையும் அகற்றவும்கணக்கீட்டை விரைவுபடுத்த அனைத்து முகங்களையும் அகற்றவும், இது முடக்கப்பட்டதை விட வெவ்வேறு மறைமுக மட்டங்களில் விளிம்புகளை உருவாக்கும்எலும்புகளோ குழந்தைகளோ இல்லாத அனைத்து எலும்பு சேகரிப்புகளையும் அகற்றவும். இது மறுநிகழ்வு செய்யப்படுகிறது, எனவே பயன்படுத்தப்படாத குழந்தைகளை மட்டுமே கொண்ட எலும்பு சேகரிப்புகள் அகற்றப்படுகின்றனகீட் பொருள்/எலும்புகளிலிருந்து அனைத்து தடைகளையும் அகற்று. இந்த அமைப்பைக் கொண்டு சரியான சுட்டுக்கொள்ளும் காட்சி கீயிங் இயக்கப்பட வேண்டும்எல்லா கோப்புகளையும் அகற்று:தேர்ந்தெடுக்கப்பட்ட பொருள்களுக்கான அனைத்து கீஃப்ரேம் அனிமேசனையும் அகற்றுதேர்ந்தெடுக்கப்பட்ட கீற்றுகளுக்கான அனைத்து கீஃப்ரேம் அனிமேசனையும் அகற்றவும்தேர்ந்தெடுக்கப்பட்ட முனைகளுக்கான அனைத்து இணைப்புகளையும் அகற்றி, அண்டை முனைகளை ஒன்றாக இணைக்க முயற்சிக்கவும்அனைத்து பொருட்களையும் அகற்றவும்செயலில் உள்ள பொருளுக்குள் அனைத்து துகள் அமைப்பையும் அகற்றவும்தேர்ந்தெடுக்கப்பட்ட அனைத்து கீஃப்ரேம்களையும் அகற்றுஅனைத்து வடிவ விசைகளையும் அகற்றுநிரப்பு கருவியில் இருந்து உருவாக்கப்பட்ட அனைத்து பக்கவாதங்களையும் வழிகாட்டிகளாக அகற்றவும்திறக்கப்படாத அனைத்து வெர்டெக்ச் குழுக்களையும் அகற்றவும்பயன்படுத்தப்படாத அனைத்து ஒளி குழுக்களையும் அகற்றவும்அனைத்து வெர்டெக்ச் குழுக்களையும் அகற்றவும்சொத்து நூலகத்திலிருந்து ஒரு சொத்து பட்டியலை அகற்றவும் (அடங்கிய சொத்துக்கள் பாதிக்கப்படாது மற்றும் ஒதுக்கப்படாததாகக் காட்டப்படும்)செயலில் உள்ள சொத்திலிருந்து ஏற்கனவே உள்ள முக்கிய குறிச்சொல்லை அகற்றவும்நீட்டிப்பு களஞ்சியத்தை அகற்றுகுறியீட்டு சுவிட்சிலிருந்து ஒரு உருப்படியை அகற்றுகாப்பகத்திலிருந்து ஒரு மேலெழுதும் அடுக்கை அகற்றவும்மேலெழுதும் செயல்பாட்டை அகற்றவும்தேர்ந்தெடுக்கப்பட்ட பொருட்களிலிருந்து அனிமேசனை அகற்றவா?தேர்ந்தெடுக்கப்பட்ட கீற்றுகளிலிருந்து அனிமேசனை அகற்றவா?முந்தைய ஒன்றின் நகலாக இருக்கும் எந்த கீஃப்ரேமையும் அகற்றவும்வடிவவியலிலிருந்து பண்புக்கூறு அகற்றுஇரண்டு கிரீச் பென்சில் பிரேம்களுக்கு இடையில் இடைக்கணிப்பதன் மூலம் உருவாகும் முறிவு பிரேம்களை அகற்றவும்போச் சொத்திலிருந்து தேர்வின் சேனல்களை அகற்றவும்வடிவவியலில் இருந்து வண்ண பண்புகளை அகற்றுமற்றவர்களுடன் ஒப்பிடும்போது ஒரு RGB சேனலைக் குறைப்பதன் மூலம், நீல அல்லது பச்சை திரையில் இருந்து வண்ணங்களை அகற்றவும்கட்டுப்பாட்டு அடுக்கிலிருந்து கட்டுப்பாட்டை அகற்றுதற்போதைய கீயிங் தொகுப்பிலிருந்து தற்போதைய ui- ஆக்டிவ் சொத்தை அகற்றுவேர் புள்ளிகள் மிக நெருக்கமாக இருக்கும் வளைவுகளை அகற்றவும்வரலாற்றில் நகல் உருப்படிகளை அகற்றவும்ரத்துசெய்யும் கூறுகளை அகற்றுஅதே ஐடியுடன் இருக்கும் துணை நிரல்களை அகற்றவும்அதே ஐடியுடன் இருக்கும் வார்ப்புருவை அகற்றவும்இருந்தால் ஏற்கனவே உள்ள கருப்பொருள் கோப்பை அகற்றுஏற்றுமதியாளர் பட்டியலிலிருந்து ஏற்றுமதியாளரை அகற்றுஏற்றுமதியாளரை அகற்றவா?களஞ்சியத்தை அகற்றும்போது நீட்டிப்பு கோப்புகளை அகற்றுவெளிப்புற அம்சத் தொகுப்பை அகற்று (ரிக்ச், மெட்டாரிக்ச், யுஐ வார்ப்புருக்கள்)வீடியோ திரைப்படங்களிலிருந்து புலங்களை அகற்றுஅனைத்து குழுக்களிலிருந்தும் அகற்றுதேர்விலிருந்து அகற்றுதற்போதைய பயன்முறையிலிருந்து அகற்றுதேர்விலிருந்து அகற்றுதற்போதைய சட்டகத்தின் இடைவெளியை வலதுபுறத்தில் முதல் துண்டுக்கு, தேர்வு அல்லது பூட்டிய கீற்றுகளிலிருந்து சுயாதீனமாக அகற்றவும்விமானத்தின் பின்னால் வடிவவியலை அகற்றுவிமானத்தின் முன் வடிவவியலை அகற்றுமுக்கிய கட்டமைப்பை அகற்றுமுக்கிய வரைபட உருப்படியை அகற்றுதேர்ந்தெடுக்கப்பட்ட பொருள்கள் மற்றும் எலும்புகளுக்கான தற்போதைய சட்டத்தில் கீஃப்ரேம்களை அகற்றுதேர்ந்தெடுக்கப்பட்ட கீற்றுகளுக்கு தற்போதைய சட்டகத்தில் உள்ள கீஃப்ரேம்களை அகற்றவும்கிரிப்டோமாடே முனையிலிருந்து அடுக்கை அகற்றுமோசன் டிராக்கிங் கேமரா லென்ச் அமைப்புகளைப் பயன்படுத்தி, காட்சிகளிலிருந்து லென்ச் விலகலை அகற்றவும்தளர்வான விளிம்புகளை அகற்றவும்தளர்வான முகங்களை அகற்றவும்தளர்வான புள்ளிகளை அகற்றவும்தளர்வான செங்குத்துகளை அகற்றவும்முகமூடி அடுக்கை அகற்றுதற்போதைய சட்டகத்தில் செயலில் உள்ள முகமூடி அடுக்குக்கான முகமூடி வடிவ கீஃப்ரேமை அகற்றுநீக்குதல் முடக்கப்பட்டதைப் போல முனைகளை அகற்றி முனைகளை மீண்டும் இணைக்கவும்உள்ளீட்டுடன் இணைக்கப்பட்ட முனைகளை அகற்றுகண்காணிப்பதற்கான பொருளை அகற்றுஎல்லா காட்சிகளிலிருந்தும் பொருளை அகற்றுதேர்வு வெளியீட்டிலிருந்து ஒரு வண்ணத்தைத் தேர்ந்தெடுப்பதன் மூலம் மேட்டிலிருந்து பொருள் அல்லது மூலப்பொருளை அகற்றவும்ரத்துசெய்யும்போது அகற்றுஅசல் முகங்களை அகற்றுஅசல் வடிவவியலை அகற்றுசிக்கல்களை ஏற்படுத்தக்கூடிய முன்னமைவுகளிலிருந்து காலாவதியான ஆபரேட்டர் பண்புகளை அகற்றவும்இலக்கு பொருள்களில் துகள் அமைப்புகளை அகற்றவும்ஆட்டோ-பரிசோதனையிலிருந்து விலக்க பாதையை அகற்றுதேர்ந்தெடுக்கப்பட்ட எஃப்-வளைவுகளை அவற்றின் தற்போதைய குழுக்களிலிருந்து அகற்றவும்தேர்ந்தெடுக்கப்பட்ட எலும்புகளை தேர்வு தொகுப்பிலிருந்து அகற்றுசெயலில் உள்ள எலும்பு சேகரிப்பிலிருந்து தேர்ந்தெடுக்கப்பட்ட எலும்புகளை அகற்றவும்தேர்ந்தெடுக்கப்பட்ட எலும்புகளை ஆயுதத்திலிருந்து அகற்றவும்தேர்ந்தெடுக்கப்பட்ட கட்டுப்பாட்டு புள்ளிகள் அல்லது வளைவுகளை அகற்றவும்வடிவவியலின் தேர்ந்தெடுக்கப்பட்ட கூறுகளை அகற்றுதேர்ந்தெடுக்கப்பட்ட உருப்படிகளை (நீல-சாம்பல் வரிசைகள்) செயலில் கீயிங் தொகுப்பிலிருந்து அகற்றுஇடைமுகத்திலிருந்து தேர்ந்தெடுக்கப்பட்ட உருப்படிகளை அகற்றவும்தேர்ந்தெடுக்கப்பட்ட முனைகளை அகற்றுகடுமையான உடல் உருவகப்படுத்துதலில் இருந்து தேர்ந்தெடுக்கப்பட்ட பொருட்களை அகற்றவும்சேகரிப்பிலிருந்து தேர்ந்தெடுக்கப்பட்ட பொருட்களை அகற்றவும்எல்லா சேகரிப்புகளிலிருந்தும் தேர்ந்தெடுக்கப்பட்ட பொருட்களை அகற்றுமற்றவர்களுக்கு நெருக்கமான தேர்ந்தெடுக்கப்பட்ட துகள்களை அகற்றவும்தேர்ந்தெடுக்கப்பட்ட புள்ளிகளை அகற்றுசுழற்சி உறுதிப்படுத்தலில் இருந்து தேர்ந்தெடுக்கப்பட்ட பாதையை அகற்றுமொழிபெயர்ப்பு உறுதிப்படுத்தலில் இருந்து தேர்ந்தெடுக்கப்பட்ட பாதையை அகற்றுபொருளிலிருந்து வடிவ விசையை அகற்றுஇணைப்பதற்கு முன் இலக்கு மாற்றத்திலிருந்து வெட்டு அகற்றவும்செயலில் உள்ள டைல்களை வோக்சல்களாக ஆக்குவதன் மூலம் வால்யூம் கிரிட்டில் இருந்து அரிதான தன்மையை அகற்றவும்செயலில் உள்ள பசை எழுதுகோல் அடுக்கை அகற்றவும்செயலில் உள்ள எலும்பு சேகரிப்பை அகற்றுசெயலில் உள்ள கீயிங் தொகுப்பை அகற்றுவரி தொகுப்புகளின் பட்டியலிலிருந்து செயலில் உள்ள வரியை அகற்றுஇந்த சேகரிப்பிலிருந்து செயலில் உள்ள பொருளை அகற்றவும்dash மாற்றியமைப்பிலிருந்து செயலில் உள்ள பகுதியை அகற்றவும்நேர மாற்றியமைப்பிலிருந்து செயலில் உள்ள பகுதியை அகற்றவும்முகமூடியாகப் பயன்படுத்துவதன் மூலம் இந்த பக்கவாதத்தின் அடியில் இருந்து நிறத்தை அகற்றவும்தற்போதைய வழங்குதல் ச்லாட்டை அகற்றுதனிப்பயன் இயல்பான அடுக்கு இருந்தால் அதை அகற்றவும்சிறப்பம்சமாக பொத்தானால் குறிப்பிடப்பட்ட இணைக்கப்பட்ட சொத்துக்கான (கள்) இயக்கி (களை) அகற்றவும்இணைப்பு துண்டிக்கப்படும் போது தானாகவே உருப்படியை அகற்றவும்மாற்றியமைப்பாளர்களின் பட்டியலிலிருந்து மாற்றியமைப்பை அகற்றவும்செயலில் உள்ள பொருளைக் கொண்ட ஒரு பொருள் சேகரிப்பிலிருந்து பொருளை அகற்றவும்கொடுக்கப்பட்ட பெயருடன் ஒரு பண்புக்கூறை அகற்றவும்தேர்ந்தெடுக்கப்பட்ட எலும்புகளுக்கும் அவர்களின் பெற்றோருக்கும் இடையிலான பெற்றோர்-குழந்தை உறவை அகற்றவும்இந்த தரவு-தொகுதியின் முன்னோட்டத்தை அகற்றுகளஞ்சிய கோப்பு முறைமை பூட்டை அகற்றவும்அனைத்து தேர்வுத் தொகுப்புகளிலிருந்தும் தேர்ந்தெடுக்கப்பட்ட எலும்புகளை அகற்றவும்பட்டியலிலிருந்து தேர்ந்தெடுக்கப்பட்ட நுழைவை அகற்றவும்தேர்ந்தெடுக்கப்பட்ட நிகழ்வு பொருளை அகற்றுதேர்ந்தெடுக்கப்பட்ட மூலப்பொருள் ச்லாட்டை அகற்றவும்தேர்ந்தெடுக்கப்பட்ட துகள் அமைப்பை அகற்றுதேர்ந்தெடுக்கப்பட்ட துகள் இலக்கை அகற்றுதேர்ந்தெடுக்கப்பட்ட வழங்குதல் பார்வையை அகற்றுதேர்ந்தெடுக்கப்பட்ட மேற்பரப்பு ச்லாட்டை அகற்றவும்செயலில் அல்லது அனைத்து வெர்டெக்ச் குழுவிலிருந்து (கள்) தேர்ந்தெடுக்கப்பட்ட செங்குத்துகளை அகற்றவும்தேர்ந்தெடுக்கப்பட்ட பார்வை அடுக்கை அகற்றுஅடுக்கிலிருந்து பாணி பகுதியை அகற்றவும்கட்டுப்பாட்டிலிருந்து இலக்கை அகற்றுஉரை பெட்டியை அகற்றுஇந்த அனிமேசன் தரவு கொள்கலனை அகற்று.கலப்பு கோப்புகளுடன் இந்த நிறுவலின் தொடர்புகளை அகற்றுஒளி இணைக்கும் சேகரிப்பிலிருந்து இந்த பொருள் அல்லது சேகரிப்பை அகற்றுஎலும்பு சேகரிப்பு குறிப்பு பட்டியலிலிருந்து இந்த வரிசையை அகற்றுபயன்படுத்தப்படாத மூலப்பொருள் இடங்களை அகற்றவும்கண்ணுக்கு தெரியாத ஆசிரியர்களுக்கு பயன்படுத்தப்படாத அமைப்புகளை அகற்றவும்தேவையில்லாத வெர்டெக்ச் குழு பணிகளை அகற்றுதலைகீழான பிறகு சுழிய எடை கொண்ட குழுக்களிடமிருந்து செங்குத்துகளை அகற்றவும்இந்த வரம்பிற்கு கீழே அல்லது சமமான செங்குத்துகளை அகற்றவும்vgroup இலிருந்து வாசலுக்குக் கீழே எடையுடன் கூடிய செங்குத்துகளை அகற்றவும்அகற்று, உள்ளக கோப்புகளை வைத்திருத்தல்.அகற்று, உள்ளக கோப்புகள் கிடைக்கவில்லை.அகற்றப்பட்ட %d இரட்டை துகள் (கள்)அகற்றப்பட்ட %d பொருட்கள்அகற்றப்பட்டது %d ச்லாட்டுகள்அகற்றப்பட்டது %d வெர்டெக்ச்அகற்றப்பட்ட %d செங்குத்துகள்ஆசிரியர்களின் அகற்றப்பட்ட அளவு: %dஅகற்றப்பட்ட கட்டுப்பாடு: %sஅகற்றப்பட்ட மாற்றியமைப்பாளர்: %sஅகற்றப்பட்டது {:d} வெற்று மற்றும்/அல்லது போலி-பயனர் மட்டுமே செயல்கள்அகற்றப்பட்டது {:d} of {:d} எலும்பு சேகரிப்புகள்படத்திலிருந்து ஒரு ஓடு நீக்குகிறதுதேர்ந்தெடுக்கப்பட்ட கீற்றுகளிலிருந்து மங்கலான அனிமேசனை நீக்குகிறதுகொடுக்கப்பட்ட வரம்பிற்கு வெளியே விசைகளை அகற்றி, புதிதாக சுடப்பட்டதை மட்டுமே விட்டுவிடுகிறதுதேவையற்ற தரவு நகல்களைத் தவிர்க்க வடிவவியலில் இருந்து மூட்டையை அகற்றுவது பயனுள்ளதாக இருக்கும்மறுபெயரிடுங்கள்செயலில் உள்ள உருப்படி மறுபெயரிடுங்கள்மார்க்கர் மறுபெயரிடுங்கள்தேர்ந்தெடுக்கப்பட்ட நேர மார்க்கரை மறுபெயரிடுங்கள்UV வரைபடங்களை மறுபெயரிடுங்கள்யு.எச்.டி மாநாடுகளுடன் பொருந்தக்கூடிய வகையில் ஆக்டிவ் வழங்குதல் யு.வி வரைபடத்தை "எச்.டி" என மறுபெயரிடுங்கள்மவுசின் கீழ் அனிமேசன் சேனலை மறுபெயரிடுங்கள்கோப்பு அல்லது கோப்பு கோப்பகத்தை மறுபெயரிடுங்கள்முதலில் தேர்ந்தெடுக்கப்பட்ட நேர மார்க்கரை மறுபெயரிடுங்கள்பல பொருட்களை ஒரே நேரத்தில் மறுபெயரிடுங்கள்செயலில் உள்ள உறுப்புக்கு மறுபெயரிடுங்கள்தரவு-தொகுப்பு பார்வையில் செயலில் உள்ள உருப்படியை மறுபெயரிடுங்கள்சுட்டி முடிந்ததை விட, செயலில் உள்ள உருப்படியை மறுபெயரிடுங்கள்மறுபெயரிடுக {:d} {:s}மறுபெயரிடப்பட்டது {:d} of {:d} {:s}வழங்கவும்இந்த அடுக்கில் சுற்றுப்புற இடையூறுகளை வழங்கவும்தொகையை வழங்கவும்எதிர்ப்பு மாற்றுப்பெயர்ச்சி வழங்கவும்என வழங்கவும்வழங்குதல் பவுன்ச்தற்காலிக சேமிப்பை வழங்கவும்கேச் பாதையை வழங்கவும்தரவை வழங்கவும்காட்சி வகை வழங்கவும்வழங்குதல் எஞ்சின்இந்த அடுக்கில் கிரீச் பென்சில் வழங்கவும்வழங்கவும்வழங்குதல் இன்ச்டான்சர்கீஃப்ரேம்களை மட்டும் வழங்குதல் செய்யவும்அடுக்கு வழங்கவும்Aovசுற்றுப்புற மறுப்புஇணைக்கப்பட்டதுகிரிப்டோஅசெட்கிரிக்டோமேட்டரியல்கிரிப்டூப்செக்ட்தகவல்கள்வண்ணம்பரவலான ஒளிஉமிழ்வுசூழல்பொதுஒளிமூடுபனிசாதாரணநிலைபாச் வழங்குதல்சேடர் ஏவ்நிழல்ஏகப்பட்ட நிறம்ஊக ஒளிவெளிப்படையானதுதொகுதி ஒளிஅடுக்குகளை வழங்கவும்நிலைகளை வழங்கவும்திரவ பொருள்களை வழங்கவும்render முறைஒளிபுகாநிலையை வழங்கவும்வெளியீட்டை வழங்கவும்வெளியீட்டு கோப்பகத்தை வழங்கவும்பாச் வழங்குதல்வியூபோர்ட்டில் காண்பிக்க பாச்வழங்குதல் பாச்கள்வழங்குதல் முன்னோட்டம்பண்புகளை வழங்கவும்மண்டலம் வழங்கவும்தீர்மானத்தை வழங்கவும்தெளிவுத்திறன் uதெளிவுத்திறன் vமுடிவை வழங்கவும்வழங்குதல் ரிசல்ட் மற்றும் வியூவர் நோட்களை பேக் செய்ய முடியாதுமாதிரிகள் வழங்கவும்ஒற்றை அடுக்கை வழங்கவும்அளவு வழங்கவும்இந்த அடுக்கில் வானத்தை வழங்கவும்ச்லாட் வழங்கவும்ச்லாட்டுகளை வழங்கவும்புகை பொருள்களை வழங்கவும்இந்த அடுக்கில் திட முகங்களை வழங்கவும்படிகளை வழங்கவும்இந்த அடுக்கில் இழைகளை வழங்கவும்அமைப்பு வரம்பை வழங்கவும்நேரத்தை வழங்கவும்வழங்குதல் யுவழங்கப்படாததுபார்வைகாட்சிகளை வழங்கவும்ஒரு உருவகப்படுத்துதல் புலத்தை ஒரு வளைவின் வண்ணங்களுக்கு மேப்பிங் செய்யும் போது அல்லது முன் வரையறுக்கப்பட்ட வண்ணக் குறியீட்டைப் பயன்படுத்தும் போது ஒரு உருவகப்படுத்துதல் புலத்தை வழங்கவும்குறிப்பிட்ட அதிகபட்ச மாதிரிகளின் துணைக்குழுவை வழங்கவும். பொதுவாக பல சாதனங்களில் விநியோகிக்கப்பட்ட ரெண்டரிங்கிற்கு பயன்படுத்தப்படுகிறதுபிரேம் அளவிற்குள் பயனர் வரையறுக்கப்பட்ட வழங்குதல் மண்டலத்தை வழங்கவும்செயலில் காட்சியை வழங்கவும்செயலில் உள்ள சீக்வென்சர் காட்சியை வழங்குதல் செய்யவும்மாற்று கண்களை வழங்கவும் (பேச் ஃபிளிப் என்றும் அழைக்கப்படுகிறது, கிராஃபிக் கார்டில் குவாட் பஃபர் உதவி தேவை)இடைக்கணிக்கப்பட்ட வெர்டெக்ச் இயல்புகளைப் பயன்படுத்தி, முகங்களை மென்மையாக்கவும் காண்பிக்கவும்முக இயல்பைப் பயன்படுத்தி, சீரான முகங்களை வழங்கவும் காண்பிக்கவும்12.5% தீர்மானத்தில் வழங்கவும்25% தெளிவுத்திறனில் வழங்கவும்50% தெளிவுத்திறனில் வழங்கவும்முழு தெளிவுத்திறனில் வழங்கவும்அதே பெற்றோருடன் பொருட்களின் குழுக்களை தனிமைப்படுத்துவதற்காக கிரிப்டோமாடே அசெட் மொழி வழங்கவும்கிரிப்டோமாடே மூலப்பொருள் மொழி வழங்கவும், தொகுப்பில் மூலப்பொருட்களை தனிமைப்படுத்துவதற்காககிரிப்டோமாடே ஆப்செக்ட் மொழி வழங்கவும், கலவையில் பொருட்களை தனிமைப்படுத்துவதற்காகஉள்ளீட்டு முனையின் அடுக்கு மாற்றப்பட்டபோது, தற்போதைய காட்சியை வழங்கவும்வளைவுகளை வட்ட 3d வடிவவியலாக வழங்கவும், நெருக்கமாக பார்க்கும்போது துல்லியமான முடிவுகளுக்குவளைவுகளை வட்ட 3D வடிவவியலாக வழங்கவும், கட்டுப்பாட்டு புள்ளிகளுக்கு இடையில் நேரியல் இடைக்கணிப்புடன், வேகமாக வழங்குதல் செய்யவளைவுகளை வட்டமான இயல்புடன் தட்டையான ரிப்பன்களாக வழங்கவும், வேகமாக வழங்குதல் செய்யவும்வழங்குதல் பிழை (%s) சேமிக்க முடியாது: '%s'இடைநிலை தூரத்தின் நடுவில் கேமராவை சுழற்றும் ஒவ்வொரு பிக்சலையும் வழங்கவும்இந்த காட்சியின் அனிமேசன் வரம்பிலிருந்து கோப்புகளை வழங்கவும்வேகமான பின்னணியில் பின்னணியில் தற்போதைய சட்டகத்திற்கு முன்னால் பிரேம்களை வழங்கவும்வழங்குதல் உயரம் டி.வி-என்.டி.எச்.சிக்கு 480 படப்புள்ளிகள் இருக்க வேண்டும்!வழங்குதல் உயரம் டி.வி-பாலுக்கு 576 படப்புள்ளிகள் இருக்க வேண்டும்!நினைவகப் பயன்பாட்டைக் குறைக்க, உயர் தெளிவுத்திறன் படங்களை இந்த அளவு டைல்களில் வழங்குதல் செய்யவும். நினைவகத்தை சேமிக்க வழங்குதல் செய்யும் போது டைல்ச் வட்டில் தற்காலிகமாக சேமிக்கப்படும்காட்சியின் விளக்குகள் மற்றும் ஒளி ஆய்வுகளை வழங்கவும்திடமான மெசந்தா வண்ணத்துடன் காணாமல் போன படங்கள்/திரைப்படங்களை வழங்கவும்காட்சியில் இயக்கப்பட்டால், இந்த அடுக்கில் இயக்க மங்கலை வழங்கவும்பல வெளிப்படையான அடுக்குகளை வழங்கவும் (வெளிப்படைத்தன்மை வரிசையாக்க சிக்கல்களை அறிமுகப்படுத்தலாம்)பல வெளிப்படையான அடுக்குகளை வழங்கவும் (வெளிப்படைத்தன்மை வரிசையாக்க சிக்கல்களை அறிமுகப்படுத்தலாம்) (நீக்கப்பட்டது: 'USE_TRANPARENCY_OVERLAP' ஐப் பயன்படுத்தவும்)பொருள்களை ஒரு ஓல்டவுட் அல்லது மேட்டாக வழங்கவும், சுழிய ஆல்பாவுடன் படத்தில் ஒரு துளை உருவாக்கவும், உண்மையான காட்சிகள் அல்லது மற்றொரு ரெண்டருடன் தொகுப்பை நிரப்பவும்தேர்ந்தெடுக்கப்பட்ட பொருள்களின் அனிமேசன் தரவில் விசை இருக்கும் சட்டங்களை மட்டும் வழங்குதல் செய்யவும். அனிமேசனை வழங்கும்போது மட்டுமே பயன்படுத்தப்படுகிறதுபெற்றோர் துகள்களை வழங்கவும்பாச் குறியீட்டை வழங்கவும்3d வியாபோர்ட்டில் காண்பிக்க பாச்வியூபோர்ட் இசையமைப்பாளரில் வழங்குதல் பாச்கள் ஈவியில் மட்டுமே ஆதரிக்கப்படுகின்றனஅமைப்பின் ஆல்பா சேனலைப் பொறுத்து பலகோணத்தை வெளிப்படையான வழங்கவும்பட்டியலிடப்படாத ப்ராக்சியைப் பயன்படுத்தி முன்னோட்டத்தை வழங்கவும்அமைப்புகளை வழங்கவும்gpu க்கு அளவு மிகப் பெரியதாக வழங்கவும், அதற்கு பதிலாக சிபியு இசையமைப்பாளரைப் பயன்படுத்தவும்ச்லாட் பெயரை வழங்கவும்படத்தின் இடங்களை வழங்கவும்ஏகப்பட்ட சிறப்பம்சங்களை வழங்கவும்இந்த அடுக்கில் பகட்டான வீச்சுகள் வழங்கவும்வெளிப்படைத்தன்மை இல்லாமல் மேற்பரப்பை வழங்கவும்உகந்த கிடைமட்ட வேலைவாய்ப்புக்கு உரையை வழங்கவும்சேகரிப்பை வழங்கவும்செயலில் உள்ள காட்சிக்கு பதிலாக சீக்வென்சர் காட்சியை வழங்குதல் செய்யவும்வழங்கப்பட்ட படத்தில் முத்திரை செய்தி உரையை வழங்கவும்இந்த காட்சியின் அனிமேசன் வரம்பிற்கான காட்சியை வழங்கவும்இந்தக் காட்சியின் அனிமேசன் வரம்பிற்கு வியூபோர்ட்டை வழங்குதல் செய்யவும், ஆனால் தேர்ந்தெடுக்கப்பட்ட பொருட்களின் கீஃப்ரேம்களை மட்டும் வழங்குதல் செய்யவும்இந்த விளைவை 12.5% ரெண்டர் தீர்மானத்தில் வழங்கவும்இந்த விளைவை 25% வழங்குதல் தீர்மானத்தில் வழங்கவும்இந்த விளைவை 50% வழங்குதல் தீர்மானத்தில் வழங்கவும்இந்த விளைவை 6.25% வழங்குதல் தீர்மானத்தில் வழங்கவும்பரிமாற்ற மேற்பரப்புகளை வெளிப்படையானதாக வழங்கவும், மற்றொரு பின்னணியில் கண்ணாடியை இணைப்பதற்காகசீக்வென்சரின் ஓபன்சிஎல் காட்சியைப் பயன்படுத்தி வழங்கவும்Render பார்வை '%s' could not be removed இருந்து scene '%s'பார்வை பெயர்3d ச்டீரியோ மற்றும் மல்டிவியூ வழங்குதல் செய்வதற்கான பார்வையை வழங்கவும்ஒரு படத்தில் இரண்டு வித்தியாசமாக வடிகட்டப்பட்ட வண்ணங்களாக இடது மற்றும் வலது கண்களுக்கான காட்சிகளை வழங்கவும் (அனக்லிஃப் கண்ணாடிகள் தேவை)இடது மற்றும் வலது கண்களுக்கான காட்சிகள் ஒரு படத்தில் ஒன்றோடொன்று இணைக்கப்பட்டுள்ளன (3d- ஆயத்தம் மானிட்டர் தேவை)இடது மற்றும் வலது கண்கள் ஒன்றுக்கு மேலே காட்சிகளை வழங்கவும்இடது மற்றும் வலது கண்கள் அருகருகே காட்சிகளை வழங்கவும்இந்த அடுக்கில் தொகுதிகளை வழங்கவும்வழங்குதல் அகலம் டி.வி.க்கு 720 படப்புள்ளிகள் இருக்க வேண்டும்!ரெண்டர்வியூவழங்கக்கூடிய பொருள்கள்வழங்கப்பட்டதுகுழந்தைகள் வழங்கினர்வழங்குதல் வரிசை ...ஒரு காட்சி தரவு-தடுப்புக்கான அமைப்புகளை வழங்குதல்காட்சியகத்தை வழங்குதல் ...வழங்குதல் ...ரெண்டர்ச்ஒருங்கிணைந்த பாசில் மேலெழுததற்கு பதிலாக ஃப்ரீபாணி வெளியீட்டை ஒரு தனி பாசுக்கு வழங்குகிறதுமறுவரிசைஉள்ளீடுகளை மறுவரிசைப்படுத்தவும்வெளியீடுகளை மறுவரிசைப்படுத்தவும்மறுவரிசை குறியீடுகள் செல்லுபடியாகும்மறுவரிசை குறியீடுகளில் நகல்கள் இருக்கக்கூடாதுசிறந்த பி.வி.எச் கட்டிடம் மற்றும் சிற்பக் செயல்திறனுக்கான இடஞ்சார்ந்த நிலையின் அடிப்படையில் கண்ணி முகங்களையும் செங்குத்துகளையும் மறுவரிசைப்படுத்தவும்.செயலில் உள்ள கிரீச் பென்சில் முகமூடி அடுக்கை பட்டியலில் மறுவடிவமைக்கவும்பட்டியலில் முதலிடம் பெற பணியிடத்தை மறுவரிசைப்படுத்தவும்பட்டியலில் கடைசியாக இருக்கும் பணியிடத்தை மறுவரிசைப்படுத்தவும்மீண்டும்அழைப்பு மீண்டும்படத்தை மீண்டும் செய்உள்ளீட்டை மீண்டும் செய்யவும்உருப்படியை மீண்டும் செய்யவும்உருப்படிகளை மீண்டும் செய்யவும்பிரதிபலித்ததை மீண்டும் செய்யவும்இயக்கத்தை மீண்டும் செய்யவும்வெளியீட்டை மீண்டும் செய்யவும்வெளியீட்டு முனை ஐடியை மீண்டும் செய்யவும்ஃச் ஐ மீண்டும் செய்யவும்மீண்டும் ஒய்மீண்டும் மண்டலம்கீஃப்ரேம் வரம்பை மீண்டும் செய்யவும்கீஃப்ரேம் வரம்பை மீண்டும் செய்யவும், ஆனால் தொடக்க மற்றும் இறுதி மதிப்புகளுக்கு இடையில் சாய்வு அடிப்படையில் ஆஃப்செட்டுடன்கடைசி நடவடிக்கையை மீண்டும் செய்யவும்பிரேம்களை மீண்டும் செய்யவும், மற்ற ஒவ்வொரு சுழற்சியையும் பின்னணி திசையை மாற்றியமைக்கவும்தொடக்க சட்டகத்தையும், பிரேம் வரம்பிற்குப் பிறகு இறுதி சட்டத்தையும் மீண்டும் செய்யவும்மாற்றியமைக்கப்பட்ட எஃப்-வளைவின் மதிப்புகளை மீண்டும் செய்யவும்ஆஃப்செட்டுடன் மீண்டும் செய்யவும்படத்தை கிடைமட்டமாகவும் செங்குத்தாகவும் மறுநிகழ்வு புரட்டவும்ஃச் திசையில் மறுபடியும் பெருக்கிஒய் திசையில் மறுபடியும் பெருக்கிஃச் இல் உருவாக்கப்பட்ட மேற்பரப்பின் மறுபடியும் மறுபடியும்ஒய் இல் உருவாக்கப்பட்ட மேற்பரப்பின் மறுபடியும்மாற்றுசெயலை மாற்றவும்அனைத்தையும் மாற்றுஆல்பாவை மாற்றவும்வண்ணத்தை மாற்றவும்இருக்கும்இலவச கைப்பிடிகளை சீரமைப்புடன் மாற்றவும், மேலும் அனைத்தையும் இலவச கைப்பிடிகளுடன் சீரமைக்கவும்பசை எழுதுகோல் விளைவுகளை மாற்றவும்நீளத்தை மாற்றவும்மூலப்பொருளை மாற்றவும்மாற்றியமைப்பாளர்களை மாற்றவும்அசலை மாற்றவும்ஆரம் மாற்றவும்தேர்வை மாற்றவும்சரத்தை மாற்றவும்உரையை மாற்றவும்உரை பொருள் எழுத்துருக்களை மாற்றவும்குழு b இன் எடையை குழு b இன் எடையை மாற்றவும்கொடுக்கப்பட்ட சரம் பிரிவை மற்றொன்றுடன் மாற்றவும்செயலில் உள்ள முனையை வெற்று குழுவுடன் மாற்றவும்எல்லா விசைகளையும் மாற்றவும்அனைத்து நிகழ்வுகளையும் மாற்றவும்ஒதுக்கப்பட்ட அனிமேசன் தரவை மாற்றவும்ஒதுக்கப்பட்ட சேகரிப்பு நிகழ்வை மாற்றவும்ஒதுக்கப்பட்ட தொகுப்புகளை மாற்றவும்ஒதுக்கப்பட்ட மூலப்பொருட்களை மாற்றவும்ஒதுக்கப்பட்ட பொருள் தரவை மாற்றவும்தூரிகை நிறத்தை விரைவு வண்ண வளைவில் மாற்றவும்கூறு மதிப்புகளை மாற்றவும்தற்போதைய படத்தை வட்டில் இருந்து இன்னொன்றால் மாற்றவும்அதே எண்ணிக்கையிலான உள்ளீடுகளை எடுக்கும் மற்றொன்றுடன் விளைவு துண்டுகளை மாற்றவும்இருக்கும் பட்டியலின் முடிவில் சேர்க்கப்படுவதற்குப் பதிலாக, இருக்கும் எஃப்-மாடிஃபையர்களை மாற்றவும்இருக்கும் பட்டியலின் முடிவில் சேர்க்கப்படுவதற்குப் பதிலாக, இருக்கும் இயக்கி மாறிகளை மாற்றவும்மோசன் கண்காணிப்பிலிருந்து விமான தடங்களால் கண்டறியப்பட்ட மற்றொரு படத்தின் மூலம் தட்டையான விமானங்களை காட்சிகளில் மாற்றவும்உலகளாவிய வெளிச்சத்தை ஒரு குறிப்பிட்ட எண்ணிக்கையிலான துள்ளல்களுக்குப் பிறகு சுற்றுப்புற மறுப்புடன் மாற்றவும்செயலற்ற ஓடுகளை செயலற்ற முனைகளுடன் மாற்றவும். சகிப்புத்தன்மை அடிப்படையிலான கத்தரிப்பைக் காட்டிலும் வேகமானது, உள் அல்லது வெளிப்புற பின்னணி மதிப்புகள் கொண்ட குறுகிய-பேண்ட் SDF கட்டங்கள் போன்ற நிகழ்வுகளுக்கு பயனுள்ளதாக இருக்கும்.இலக்கில் மாற்றியமைப்பாளர்களை மாற்றவும்புதிய இணைப்புகளுடன் சாக்கெட் இணைப்புகளை மாற்றவும்அசல் முதுகெலும்பு வடிவவியலின் பெசியர் வளைவு தோராயத்தால் பக்கவாதம் முதுகெலும்பு வடிவவியலை மாற்றவும்பெயரில் உரையை மாற்றவும்குறிப்பிட்ட உரையுடன் உரையை மாற்றி தேர்ந்தெடுக்கப்பட்டபடி அமைக்கவும்குறிப்பிட்ட உரையுடன் உரையை மாற்றவும்செயலில் இணைக்கப்பட்ட ஐடியை (மற்றும் அதன் சார்புநிலைகள் ஏதேனும் இருந்தால்) மற்றொரு அல்லது வேறு நூலகத்திலிருந்து மாற்றவும்ஏற்கனவே ஒரு வண்ணத்தைப் பயன்படுத்திய வீச்சு புள்ளிகளின் நிறத்தை மாற்றவும்உள்வரும் வடிவவியலை தேர்ந்தெடுத்த உள்ளீட்டு வடிவவியலுடன் மாற்றவும்உள்ளீட்டு பட ஆல்பா சேனலை ஆல்பா உள்ளீட்டு மதிப்பால் மாற்றவும்அசல் ஆரத்தை மாற்றவும்அசல் சுழற்சியை நகலெடுத்தால் மாற்றவும்அசல் மாற்றத்தை நகலெடுத்ததுஅசல் மாற்றத்தை செயல் சேனல்களுடன் மாற்றவும்அசல் மாற்றத்தை பண்புக்கூறிலிருந்து மாற்றியமைக்கவும்எல்லா எலும்புகளும் உருவாக்கப்பட்ட பிறகு பெற்றோரை வேறு எலும்புடன் மாற்றவும். வெறுமனே கட்டுப்பாடு ஐப் பயன்படுத்தி, DEF அல்லது MCH அதற்கு பதிலாக முன்னொட்டை மாற்றும்தேர்ந்தெடுக்கப்பட்ட முனைகளை குறிப்பிட்ட வகையுடன் மாற்றவும்ஒவ்வொரு புள்ளியையும் மாற்றியமைப்பதற்கு பதிலாக பக்கவாதம் ஒளிபுகாநிலையை மாற்றவும்வீச்சு தடிமன் மாற்றவும்இந்த பகுதியை மாற்றவும்ஒன்றை மீறுவதன் மூலம் குறிப்பின் மதிப்பை மாற்றவும்தற்காலிக சேமிப்பு மதிப்புகளுடன் வெர்டெக்ச் ஆயங்களை மாற்றவும்தேர்ந்தெடுக்கப்பட்ட பொருள்களின் வெர்டெக்ச் குழுக்களை செயலில் உள்ள பொருளின் வெர்டெக்ச் குழுக்களால் மாற்றவும்மாற்றவும்தேர்வோடு மாற்றவும்மாற்று நடவடிக்கைமறுதேர்ந்தெடுக்கப்பட்ட அறிக்கைகளை மீண்டும் இயக்கவும்ரெப்போ அடைவுரெப்போ குறியீட்டுஅறிக்கைமுன் நிரப்பப்பட்ட பதிப்பு தகவலுடன் ஒரு பிழையைப் புகாரளிக்கவும்காணாமல் போன அனைத்து வெளிப்புற கோப்புகளையும் புகாரளிக்கவும்அறிக்கைகள்ஒரு பிக்சலுக்கான நேரத்தை மில்லி விநாடிகளில் தெரிவிக்கிறது. சிபியு வழங்குதல் சாதனங்களில் மட்டுமே ஆதரிக்கப்படும்முன்னேற்றத்தை மாற்றவும்சிற்பம் மாற்றும் பிவோட்டை விரிவாக்க செயலில் உள்ள பரப்பின் எல்லைக்கு மாற்றவும்களஞ்சியங்கள்களஞ்சியம்களஞ்சியம் "{:s}": {:s} {:s}களஞ்சிய எச்சரிக்கை:களஞ்சிய முகவரிபயனரால் நிர்வகிக்கப்படும் களஞ்சியம், பயனர் கோப்பகங்களில் சேமிக்கப்படுகிறதுகளஞ்சியம் அமைக்கப்படவில்லைகளஞ்சியத்திற்கு அணுகல் கிள்ளாக்கு தேவைகளஞ்சியம்: {:s}படக் கோப்பில் ஆல்பாவின் பிரதிநிதித்துவம், படத்தை சேமித்து ஏற்றும்போது மாற்றவும்rgba பிக்சல்களில் ஆல்பா தகவல்களின் பிரதிநிதித்துவம்ஆர்த்தோகிராஃபிக் கேமராவின் "ஆர்த்தோகிராஃபிக் அளவை" குறிக்கிறது. கேமரா இந்த அளவோடு ஒளியின் இருப்பிடத்தில் நிலைநிறுத்தப்பட்டால், அது நிழல் "கேமரா" இன் கவரேசைக் குறிக்கும்.புதிய கண்ணி மீது இனப்பெருக்கம் பண்புக்கூறுகள்தேர்ந்தெடுக்கப்பட்ட வீச்சுகள் தற்போதைய பார்வையில் இருந்து புதிதாக வரையப்பட்டதைப் போல (எ.கா. தற்செயலான 3 டி கர்சர் இயக்கம் அல்லது தற்செயலான காட்சியகங்கள் மாற்றங்களிலிருந்து சிக்கல்களை சரிசெய்ய அல்லது சிதைக்கும் வடிவவியலுடன் பொருந்துவதற்கு) இனப்பெருக்கம் செய்யுங்கள்)'மேற்பரப்பு' வேலைவாய்ப்பைப் பயன்படுத்தி வரையப்பட்டதைப் போல, காட்சி வடிவவியலுக்கு பக்கவாதங்களை இனப்பெருக்கம் செய்யுங்கள்'கர்சர்' வீச்சு பிளேச்மென்ட்டைப் பயன்படுத்தி தற்போதைய பார்வையில் இருந்து எடுக்கப்பட்டதைப் போல, அதே விமானத்தில் முடிவடைய வீச்சுகள் மீண்டும் செய்யவும்எக்ச்-ஒய் விமானத்தைப் பயன்படுத்தி வீச்சுகள்எக்ச்-இசட் விமானத்தைப் பயன்படுத்தி வீச்சுகள்y-z விமானத்தைப் பயன்படுத்தி வீச்சுகள்3d கர்சரின் நோக்குநிலையைப் பயன்படுத்தி வீச்சுகள்மறுபரிசீலனை பிழைவிரட்டல் காரணிவிரட்டல் என்பது விறைப்புக்கு ஒரு காரணியாகும்ஒன்றுக்கு பதிலாக அனைத்து குறுக்குவெட்டு முகமூடிகளையும் பொருத்த வேண்டும்ஒன்றுக்கு பதிலாக அனைத்து மூலப்பொருள் முகமூடிகளையும் பொருத்த வேண்டும்உள் நீரூற்றுகள் இணைக்கும் புள்ளிகள் இயல்பான திசைகளைக் கொண்டிருக்க வேண்டும்தேவைதேவையான வழங்குதல் அளவு ({} px) அறிக்கையிடப்பட்ட அமைப்பு அளவு வரம்பை ({} px) விட பெரியது.ஆர்.டி.என்.ஏ கட்டமைப்புடன் AMD GPU தேவைஅணுகல் கிள்ளாக்கு தேவைமேகோச் %s அல்லது புதியதாக ஆப்பிள் சிலிக்கான் தேவைxe-hpg கட்டமைப்புடன் இன்டெல் சிபியு தேவைப்படுகிறதுஎக்ச்-எச்பிசி கட்டமைப்புடன் இன்டெல் சிபியு தேவைப்படுகிறதுகணக்கீட்டு திறன் %s உடன் என்விடியா சிபியு தேவைப்படுகிறதுகுறைந்தது மூன்று செங்குத்துகள் தேவைதேர்ந்தெடுக்கப்பட்ட செங்குத்துகள் அல்லது செயலில் உள்ள வெர்டெக்ச் குழு தேவைவட்டில் உள்ள சொத்து நூலகத்திலிருந்து சொத்துக்கள் மற்றும் சொத்து பட்டியல்களை மீண்டும் படிக்கவும்மறுபிரவேசம்ஆட்டோ லேபிள்களை மாற்றவும்மறு மாதிரிமறு மாதிரி எண்ணிக்கைமறுசீரமைப்பு வளைவுமறு மாதிரி நீளம்மறு மாதிரி முறைமறு மாதிரி அளவுகோல்மெசிங் செய்வதற்கு முன் உள்ளீட்டு வளைவை மறு மாதிரி செய்யவும்பட வரிசையின் விடுபட்ட பிரேம்களுக்கு ஒதுக்கிட பிரேம்களை முன்பதிவு செய்யவும்மீட்டமைபின்னணி படத்தை பெரிதாக்கு மீட்டமைகுழந்தைகளை மீட்டமைக்கவும்வண்ண வளைவில் மீட்டமைக்கவும்வளைவை மீட்டமைமுனைகளை மீட்டமைக்கவும்இயல்பை மீட்டமைக்கவும்செயல்களுக்கு இடையில் எலும்புகளை மீட்டமைக்கவும்செயல்களுக்கு இடையில் வடிவ விசைகளை மீட்டமைக்கவும்மாற்றத்தை மீட்டமைக்கவும்புறஊதா திட்டத்தை மீட்டமைக்கவும்இயல்புநிலை மதிப்புகளுக்கு புற ஊதா மாற்றத்தை மீட்டமைக்கவும்அமர்வு அடிப்படை போசுடன் தொடர்புடைய வி.ஆர் வழிசெலுத்தல் டெல்டாக்களை மீட்டமைக்கவும்மதிப்புகளை மீட்டமைபார்வையை மீட்டமைவண்ண குறிச்சொல்லை மீட்டமைக்கவும்வளைவுகள் மற்றும் கருப்பு/வெள்ளை புள்ளியை மீட்டமைக்கவும்தேர்ந்தெடுக்கப்பட்ட அனைத்து புள்ளிகளிலும் இறகு எடையை மீட்டமைக்கவும் அனிமேசன் மதிப்புகள்பட மாற்றத்தை இயல்புநிலை மதிப்புக்கு மீட்டமைக்கவும்வரம்பு தூரக் கட்டுப்பாட்டிற்கான வரம்பைக் கட்டுப்படுத்தும் தூரத்தை மீட்டமைஇருப்பிட டெல்டாக்களை மீட்டமைக்கவும்தேர்ந்தெடுக்கப்பட்ட எலும்புகளின் இருப்பிடம், சுழற்சி மற்றும் அளவிடுதல் ஆகியவற்றை அவற்றின் இயல்புநிலை மதிப்புகளுக்கு மீட்டமைக்கவும்தேர்ந்தெடுக்கப்பட்ட எலும்புகளின் இருப்பிடங்களை அவற்றின் இயல்புநிலை மதிப்புகளுக்கு மீட்டமைக்கவும்இயல்பானவற்றை ஆரம்பத்திற்கு மீட்டமைக்கவும்ஆபரேட்டர் இயல்புநிலைகளை மீட்டமைஎலும்பின் அசல் நீளத்தை நீட்டிக்க நீட்டிக்க மீட்டமைக்கவும்போச் போச் எலும்பு மாற்றங்களை கீஃப்ரேட் நிலைக்கு மீட்டமைக்கவும்ஏற்றுமதி செய்யப்படும் ஒவ்வொரு செயலுக்கும் இடையில் போச் எலும்புகளை மீட்டமைக்கவும். சில அனிமேசன்களில் சில எலும்புகள் முக்கியமாக இல்லாதபோது இது தேவைப்படுகிறதுஅண்மைக் கால கோப்புகளை மீட்டமைக்கவும்சுழற்சி டெல்டாக்களை மீட்டமைக்கவும்தேர்ந்தெடுக்கப்பட்ட எலும்புகளின் சுழற்சிகளை அவற்றின் இயல்புநிலை மதிப்புகளுக்கு மீட்டமைக்கவும்அளவிலான டெல்டாக்களை மீட்டமைக்கவும்தேர்ந்தெடுக்கப்பட்ட எலும்புகளை அவற்றின் இயல்புநிலை மதிப்புகளுக்கு மீட்டமைக்கவும்தேர்ந்தெடுக்கப்பட்ட கீற்றுகளின் அளவை மீட்டமைக்கவும்ஏற்றுமதி செய்யப்பட்ட ஒவ்வொரு செயலுக்கும் இடையிலான வடிவ விசைகளை மீட்டமைக்கவும். சில எச்.கே. சேனல்கள் சில அனிமேசன்களில் முக்கியமாக இல்லாதபோது இது தேவைப்படுகிறதுதுண்டு மறுபிரவேசத்தை மீட்டமைஉரி டிரான்ச்ஃபார்ம் இருப்பிடத்தை மீட்டமைடிரான்ச்ஃபார்ம் இடம், அளவு மற்றும் சுழற்சி ஆகியவற்றை மீட்டமைடிரான்ச்ஃபார்ம் சுழற்சியை மீட்டமைஉரி டிரான்ச்ஃபார்ம் அளவை மீட்டமைசெதுக்கப்பட்ட கண்ணி நகலை மீட்டமைக்கவும்இறகு எடையை பூச்சியமாக மீட்டமைக்கவும்தற்போதைய காட்சி பிரேம் வரம்பிற்கு கிடைமட்ட பார்வையை மீட்டமைக்கவும், முன்னோட்ட வரம்பை செயலில் இருந்தால் கணக்கில் எடுத்துக் கொள்ளுங்கள்தேர்ந்தெடுக்கப்பட்ட உறுப்பின் உள் கிளிப்போர்டு மற்றும்/அல்லது இயல்பை மீட்டமைக்கவும்தேர்ந்தெடுக்கப்பட்ட உள்ளக மேலெழுதலை அதன் இணைக்கப்பட்ட குறிப்பு மதிப்புகளுக்கு மீட்டமைக்கவும்தேர்ந்தெடுக்கப்பட்ட உள்ளக மேலெழுதல்களை அவற்றின் இணைக்கப்பட்ட குறிப்புகள் மதிப்புகளுக்கு மீட்டமைக்கவும்ச்டென்சில் மாற்றத்தை இயல்புநிலைக்கு மீட்டமைக்கவும்பெற்றோருக்குரிய உறவுக்கு பயன்படுத்தப்படும் உருமாற்ற திருத்தங்களை மீட்டமைக்கவும், பெற்றோருக்குரியது நீக்காதுஒவ்வொரு குழந்தை நிகழ்வின் மாற்றங்களை மீட்டமைக்கவும்வெளியீட்டில் ஒவ்வொரு குழந்தை நிகழ்வின் மாற்றங்களையும் மீட்டமைக்கவும். தனி குழந்தைகள் இயக்கப்பட்டால் மட்டுமே பயன்படுத்தப்படுகிறதுபார்வையை மீட்டமைக்கவும்அனைத்து வடிவ விசைகளின் எடைகளையும் 0 அல்லது வரம்புகளை மதிக்கும் மிக நெருக்கமான மதிப்புக்கு மீட்டமைக்கவும்பின்னணி படத்தின் சூம் மற்றும் நிலையை மீட்டமைக்கவும்இந்த சொத்தின் மதிப்பை அதன் இயல்புநிலை மதிப்புக்கு மீட்டமைக்கவும்இயல்புநிலை மதிப்புகளுக்கு மீட்டமைக்கவும் வரிசையின் அனைத்து கூறுகளும்இயல்புநிலை கருப்பொருள் வண்ணங்களுக்கு மீட்டமைக்கவும்இந்த கருப்பொருள் செயலில் இருந்தால் இயல்பு தீமுக்கு மீட்டமைக்கவும்அனைத்து அல்லது தேர்ந்தெடுக்கப்பட்ட பக்கவாதங்களுக்கும் வெர்டெக்ச் வண்ணத்தை மீட்டமைக்கவும்முழு கீஃப்ரேம் வரம்பைக் காட்ட பார்க்கக்கூடிய பரப்பை மீட்டமைக்கவும்முழு கீற்றுகள் வரம்பைக் காட்ட பார்க்கக்கூடிய பரப்பை மீட்டமைக்கவும்தேர்ந்தெடுக்கப்பட்ட கீஃப்ரேம் வரம்பைக் காட்ட பார்க்கக்கூடிய பரப்பை மீட்டமைக்கவும்தேர்ந்தெடுக்கப்பட்ட கீஃப்ரேம்கள் வரம்பைக் காட்ட பார்க்கக்கூடிய பரப்பை மீட்டமைக்கவும்தேர்ந்தெடுக்கப்பட்ட கீற்றுகள் வரம்பைக் காட்ட பார்க்கக்கூடிய பரப்பை மீட்டமைக்கவும்கர்சரின் கீழ் சேனலைக் காட்ட பார்க்கக்கூடிய பரப்பை மீட்டமைக்கவும்தேர்ந்தெடுக்கப்பட்ட சேனல்களைக் காட்ட பார்க்கக்கூடிய பரப்பை மீட்டமைக்கவும்முழுமையான வடிவ விசைகளுக்கான நேரத்தை மீட்டமைக்கிறதுமறுசீரமைப்புஎஃப்-வளைவு மதிப்புகளை மறுவடிவமைக்கவும், எ.கா. இயக்கங்களின் வீச்சுகளை மாற்றவும்மறுசீரமைப்பு அதிக அளவு உட்பிரிவுகளுடன் மட்டுமே வேலை செய்ய முடியும்இயக்கத்திற்கு பொருளின் எதிர்ப்புமறுஅளவிடுங்கள்குவாட் வியூ பகுதிகளின் அளவை மாற்றவும்குவாட்ரன்ட்களை மறுஅளவிடவும்மறுஅளவிடுதல் பகுதிஒரு முனை மறுஅளவிடுங்கள்ஒரு விரிதாள் நெடுவரிசையை அளவை மாற்றவும்தரவின் அகலத்திற்கு ஒரு விரிதாள் நெடுவரிசையை மறுஅளவிடுங்கள்விளிம்புகளிலிருந்து இழுப்பதன் மூலம் ஆசிரியர்களை மறுஅளவிடுங்கள்தேர்ந்தெடுக்கப்பட்ட சிதைக்கக்கூடிய பொருள்களுக்கு ஏற்றவாறு லேட்டிசின் அளவை மாற்றவும்படத்தை மறுஅளவிடுங்கள்இந்த மதிப்பின் கீழ் எல்லை பெட்டியை வைத்திருக்க பொருள்களை மறுஅளவிடுங்கள். மதிப்பு 0 கிளம்பிங் முடக்குகிறதுஅதிகபட்சம் 1024 படப்புள்ளிகள் மறுஅளவிடுகின்றனஅதிகபட்சம் 2048 படப்புள்ளிகள் மறுஅளவிடுகின்றனஅதிகபட்சம் 256 படப்புள்ளிகள் மறுஅளவிடுகின்றனஅதிகபட்சம் 4096 படப்புள்ளிகள் மறுஅளவிடுகின்றனஅதிகபட்சம் 512 படப்புள்ளிகள் மறுஅளவிடுகின்றனமறுஅளவிடுங்கள், எனவே நீங்கள் எல்லா முனைகளையும் காணலாம்மறுஅளவிடுங்கள், எனவே நீங்கள் தேர்ந்தெடுக்கப்பட்ட முனைகளைக் காணலாம்தீர்மானம்தீர்மானப் பிரிவுகள்தெளிவுத்திறன் வரம்புதெளிவுத்திறன் பயன்முறைதீர்மானம் முன்னோட்டம் யுதெளிவுத்திறன் அளவுதீர்மானம் uதீர்மானம் vதீர்மானம் காட்சி துறைமுகம்தீர்மானம் ஃச்தீர்மானம் ஒய்தீர்மானம் சட்தீர்மானம் பொருந்தவில்லை%s, ச்கிப்பிங் ஆகியவற்றிற்கு தீர்மானம் தேர்ந்தெடுக்கப்படவில்லைதீர்மானம் 1 ஐ விட அதிகமாக இருக்க வேண்டும்தீர்மானம் நேர்மறையாக இருக்க வேண்டும்உருவாக்கப்பட்ட வீச்சுகள் தீர்மானம்வழங்குதல் மற்றும் பேக்கிங்கிற்காக உருவாக்கப்பட்ட மேற்பரப்பின் தீர்மானம்ஆக்ட்ரீ தீர்மானம்; அதிக மதிப்புகள் சிறந்த விவரங்களைத் தருகின்றனநிழல் வரைபடங்களின் தெளிவுத்திறன் விழுக்காடுவியாபோர்ட்டில் தொகுதி பொருள்களின் தீர்மானம் விழுக்காடுசேடர் முனை மாதிரிக்காட்சிகளுக்கு பயன்படுத்தப்படும் தீர்மானம் (செயல்திறன் வசதிக்காக மாற்றப்பட வேண்டும்)திரவ களத்திற்கு பயன்படுத்தப்படும் தீர்மானம். மதிப்பு மிக நீண்ட டொமைன் பக்கத்துடன் ஒத்திருக்கிறது (பிற டொமைன் பக்கங்களுக்கான தீர்மானம் தானாக கணக்கிடப்படுகிறது).ஒரு அமைப்புக்கு சுடும்போது தீர்மானம்தீர்மானங்கள்ஓய்வு & வரம்புகள்ஓய்வு அடர்த்திஓய்வு நீளம்ஓய்வு போச்ஓய்வு நிலைஓய்வு வடிவ விசைஓய்வு மூலஆர்மோனிக் சக்தியின் ஓய்வு நீளம்சுழற்சி நீளத்தை அடைந்ததும் தொடக்க சட்டத்திலிருந்து மீண்டும் தொடங்கவும்மறுசீரமைப்புபகுதிகளை மீட்டமைவளைவு பிரிவு நீளத்தை மீட்டமைசட்டத்தை மீட்டமைகைப்பிடி தேர்வை மீட்டமைக்கவும்பேக் செய்யப்பட்ட இணைக்கப்பட்ட தரவை அவற்றின் அசல் இடங்களுக்கு மீட்டெடுங்கள்அனைத்து கீமாப்களையும் இயல்புநிலைக்கு மீட்டெடுக்கவும்நிரம்பிய அனைத்து இணைக்கப்பட்ட தரவு-தொகுதிகளையும் அவற்றின் அசல் இடங்களுக்கு மீட்டெடுக்கவும்முறுக்கு பிறகு கைப்பிடி தேர்வை மீட்டமைக்கவும்முக்கிய வரைபட உருப்படியை மீட்டெடுக்கவும்முக்கிய வரைபடங்களை மீட்டமைக்கவும்)அனிமேசன் துவக்கப்பட்டபோது சட்டகத்தை மீட்டமைக்கவும்சிதைவுக்குப் பிறகு முந்தைய நிலையைப் பயன்படுத்தி ஒவ்வொரு வளைவுத் துண்டின் நீளத்தையும் மீட்டெடுக்கிறதுகட்டுப்படுத்தவும்பிரேம் வரம்பைக் கட்டுப்படுத்துங்கள்ரெண்டரை கட்டுப்படுத்துங்கள்தேர்ந்தெடுப்பதை கட்டுப்படுத்தவும்பார்வையை கட்டுப்படுத்துங்கள்புலப்படும் புள்ளிகளைக் கட்டுப்படுத்துங்கள்இந்த அடுக்கில் வீச்சுகள் மற்றும் கீஃப்ரேம்களின் திருத்துதல் ஆகியவற்றைக் கட்டுப்படுத்துங்கள்எஃப்-வளைவின் அதிகபட்ச மற்றும் குறைந்தபட்ச மதிப்புகளை கட்டுப்படுத்துங்கள்மாற்றியமைப்பை அதன் 'தொடக்க' சட்டத்திற்குப் பிறகு மட்டுமே செயல்பட கட்டுப்படுத்தவும்மாற்றியமைப்பை அதன் 'இறுதி' சட்டத்திற்கு முன் மட்டுமே செயல்பட கட்டுப்படுத்துங்கள்கொடுக்கப்பட்ட வரம்புகளுக்குள் ஒவ்வொரு அச்சிலும் இயக்கத்தை கட்டுப்படுத்தவும்வளைவின் மிக நீளமான அச்சில் இருப்பிடத்தை மறுபரிசீலனை செய்வதன் மூலம் ஒரு வளைவுடன் படுத்துக் கொள்ள இயக்கங்களை கட்டுப்படுத்தவும்இலக்கு கண்ணி மேற்பரப்பில் இயக்கங்களை கட்டுப்படுத்துங்கள்ஒரு இலக்கின் ஒரு குறிப்பிட்ட தூரத்திற்குள் இயக்கங்களை கட்டுப்படுத்துங்கள் (கட்டுப்பாட்டு மதிப்பீட்டின் போது மட்டுமே)இந்த ஆய்வுக்கு தெரியும் பொருள்களைக் கட்டுப்படுத்துங்கள் (நீக்கப்பட்டது)குழுவில் உள்ள செங்குத்துகளுக்கு ஓவியத்தை கட்டுப்படுத்துங்கள்ரெண்டர்பிலிட்டியை கட்டுப்படுத்துங்கள்கடுமையான உடல் சுழற்சியை ஒரு அச்சுக்கு கட்டுப்படுத்துங்கள்கடுமையான உடல் மொழிபெயர்ப்பு மற்றும் சுழற்சியை ஒரு அச்சுக்கு கட்டுப்படுத்துங்கள்கடுமையான உடல் மொழிபெயர்ப்பை ஒரு அச்சுக்கு கட்டுப்படுத்துங்கள்கொடுக்கப்பட்ட வரம்புகளுக்குள் ஒவ்வொரு அச்சிலும் சுழற்சியைக் கட்டுப்படுத்துங்கள்கொடுக்கப்பட்ட வரம்புகளுடன் ஒவ்வொரு அச்சிலும் அளவிடுவதை கட்டுப்படுத்துங்கள்3D பார்வையில் தேர்வை கட்டுப்படுத்தவும் Childre குழந்தைகளை அமைப்பதற்கான மாற்றம்காட்சியமைப்பில் தேர்வை கட்டுப்படுத்துங்கள்செயலில் உள்ள பொருளின் அதே பயன்முறையைப் பயன்படுத்தி பொருள்களுக்கு தேர்வை கட்டுப்படுத்தவும், தேர்ந்தெடுக்கும்போது தற்செயலான பயன்முறை சுவிட்சைத் தடுக்கவும்பெயரிடப்பட்ட முனைகளுடன் பெயரிடப்பட்ட முனைகள் மற்றும் மெச்களை வைத்திருக்க சில தேர்வுமுறையை கட்டுப்படுத்துங்கள், இதனால் பெயரிடப்பட்ட முனைகள் வெளிப்புறமாக மாற்றப்படும்ரிக் பட்டியலை ஒரு குறிப்பிட்ட தனிப்பயன் அம்சத் தொகுப்பிற்கு கட்டுப்படுத்தவும்குறிப்பிட்ட அச்சுகளுக்கு மொழிபெயர்ப்பு மற்றும் சுழற்சியைக் கட்டுப்படுத்துங்கள்நீரூற்றுகளுடன் குறிப்பிட்ட அச்சுகளுக்கு மொழிபெயர்ப்பு மற்றும் சுழற்சியைக் கட்டுப்படுத்துங்கள்3d பார்வையில் தெரிவுநிலையை கட்டுப்படுத்துங்கள்3D பார்வையில் தெரிவுநிலையை கட்டுப்படுத்துங்கள் Childre குழந்தைகளை அமைப்பதற்கான மாற்றம்காட்சியமைப்பில் தெரிவுநிலையை கட்டுப்படுத்துங்கள்கட்டுப்பாடு நிலைமாற்றங்கள்கட்டுப்பாடுகள்விளைவாகதுணி தீர்வு மறு செய்கையின் விளைவாகஒவ்வொரு மறு செய்கையிலிருந்தும் உருவாக்கப்பட்ட வடிவவியல்களில் சேருவதன் விளைவாகஅனைத்து அடுக்குகள் மற்றும் பாச்கள் உட்பட வழங்குதல் முடிவுமீண்டும் தொடங்கக்கூடியதுவழக்கமான வேகத்தை மீண்டும் தொடங்குங்கள்மீண்டும்resync செயல்படுத்துதல்ஒட்டுமொத்த வடிவத்தை தக்க வைத்துக் கொள்ளுங்கள்மறுநேரம்மறுபிரவேசம்மறுபிரவேசம்முக்கிய தேர்வு நிலையை மறுபரிசீலனை செய்தல்விசைகளை மறுபரிசீலனை செய்தல்இறுதி பிரேம்களை மறுபரிசீலனை செய்து, லூப்பை வைத்திருக்க அனிமேசனின் தொடக்கத்திற்கு நகர்த்தவும்மறுபரிசீலனை செய்யும் விசையைத் தேர்ந்தெடுக்க வேண்டும்ரெட்டோபாலசிரெட்டோபாலசி ஆஃப்செட்எதுவும் குறிப்பிடப்படாவிட்டால் வடிவவியலில் இருந்து ஒரு புறஊதா வரைபடத்தை மீட்டெடுக்கவும் அல்லது இயல்புநிலை குறைவடையும்பாதை வழியாக ஒரு மூட்டை உருப்படியை மீட்டெடுக்கவும்.எதுவும் குறிப்பிடப்படவில்லை என்றால் வண்ண பண்புக்கூறு அல்லது இயல்புநிலை குறைவை மீட்டெடுக்கவும்ஒரு வளைவுக்குள் ஒரு புள்ளி குறியீட்டை மீட்டெடுக்கவும்புள்ளி டொமைனில் உள்ள "ஐடி" பண்புக்கூறில் இருந்து நிலையான சீரற்ற அடையாளங்காட்டி மதிப்பை மீட்டெடுக்கவும் அல்லது பண்புக்கூறு இல்லாவிட்டால் குறியீட்டை மீட்டெடுக்கவும்ஒவ்வொரு உறுப்பிலும் வடிவவியலில் இருந்து விலகிச் செல்லும் திசையைக் குறிக்கும் ஒரு அலகு நீள திசையனை மீட்டெடுக்கவும்ஒரு பட்டியலிலிருந்து ஒரு மதிப்பை மீட்டெடுக்கவும்ஒவ்வொரு உறுப்பின் இருப்பிடத்தைக் குறிக்கும் திசையனை மீட்டெடுக்கவும்பூச்சியத்தில் தொடங்கி, பட்டியலில் உள்ள ஒவ்வொரு உறுப்பின் நிலையையும் குறிக்கும் ஒரு முழுஎண் மதிப்பை மீட்டெடுக்கவும்பொருள்கள் அல்லது வடிவவியலுடன் இணைக்கப்பட்ட பண்புகளை மீட்டெடுக்கவும்மற்றொன்றின் அதே முகத்தில் மூலைகளை மீட்டெடுக்கவும்முகத்தை உருவாக்கும் மூலைகளை மீட்டெடுக்கவும்அதன் தொடக்கத்திலிருந்து ஒரு குறிப்பிட்ட தூரத்தில் ஒரு வளைவில் ஒரு புள்ளியிலிருந்து தரவை மீட்டெடுக்கவும்சூழலின் வடிவவியலில் பிற கூறுகளின் தரவை மீட்டெடுக்கவும்விளிம்புகளுடன் இணைக்கப்பட்ட முக மூலைகளை மீட்டெடுக்கவும்செங்குத்துகளுடன் இணைக்கப்பட்ட முக மூலைகளை மீட்டெடுக்கவும்தற்போதைய நிழல் புள்ளி பற்றிய வடிவியல் தகவல்களை மீட்டெடுக்கவும்ஒரு தொகுப்பிலிருந்து வடிவியல் நிகழ்வுகளை மீட்டெடுக்கவும்முடி வளைவு தகவல்களை மீட்டெடுக்கவும்ஒவ்வொரு ச்ப்லைனிலும் ஒரு கட்டுப்பாட்டு புள்ளி எவ்வளவு தூரம் என்பதை மீட்டெடுக்கவும்தொகுதி கட்டம் பற்றிய தகவல்களை மீட்டெடுக்கவும்ஒரு படத்தைப் பற்றிய தகவல்களை மீட்டெடுக்கவும்புள்ளிகள் பற்றிய தகவல்களை ஒரு புள்ளி மேகக்கட்டத்தில் மீட்டெடுக்கவும்தனித்தனி இணைக்கப்பட்ட பகுதிகள் பற்றிய தகவல்களை ஒரு கண்ணி இல் மீட்டெடுக்கவும்கேமரா பற்றிய தகவல்களை மீட்டெடுக்கவும், இது தற்போதைய நிழல் புள்ளியின் நிலைக்கு எவ்வாறு தொடர்புடையதுபொருள் நிகழ்வு பற்றிய தகவல்களை மீட்டெடுக்கவும்கேமரா பொருளிலிருந்து தகவல்களை மீட்டெடுக்கவும்ஒரு பொருளிலிருந்து தகவல்களை மீட்டெடுக்கவும்ஆர்மேச்சர் எலும்புகளின் தகவலை மீட்டெடுக்கவும்பல வகையான அமைப்பு ஒருங்கிணைப்புகளை மீட்டெடுக்கவும். அமைப்பு முனைகளுக்கான உள்ளீடுகளாக பொதுவாகப் பயன்படுத்தப்படுகிறதுவளைவின் இயல்பை அதன் தொடுகோடு திருப்பப் பயன்படுத்தப்படும் ஒவ்வொரு கட்டுப்பாட்டு புள்ளியிலும் கோணத்தை மீட்டெடுக்கவும்காட்சியின் அனிமேசனில் தற்போதைய நேரத்தை விநாடிகள் அல்லது பிரேம்களின் அலகுகளில் மீட்டெடுக்கவும்வளைவை மீட்டெடுக்கவும் ஒரு கட்டுப்பாட்டு புள்ளி ஒரு பகுதியாகும்ஒரு குறிப்பிட்ட பண்புக்கூறு தரவை மீட்டெடுக்கவும்பொருள் உதாரணத்தை உருவாக்கிய துகள் தரவை மீட்டெடுக்கவும், எடுத்துக்காட்டாக ஒரு பொருளின் பல நிகழ்வுகளுக்கு மாறுபாட்டைக் கொடுக்கஒவ்வொரு கட்டுப்பாட்டு புள்ளியிலும் வளைவுகளின் திசையை மீட்டெடுக்கவும்ஒவ்வொரு வெர்டெக்சுடனும் இணைக்கப்பட்ட விளிம்புகளை மீட்டெடுக்கவும்ஒரு பொருளின் விளிம்புகளை சுழற்சிகளுக்குத் தோன்றுகிறது. குறிப்பு: சுழற்சிகளால் செயலாக்கப்படுவதற்கு முன்பு மெச்கள் முக்கோணப்படுத்தப்படுவதால், இடவியல் எப்போதும் முக்கோணமாகத் தோன்றும்முகம் மூலையின் இருபுறமும் விளிம்புகளை மீட்டெடுக்கவும்ஒவ்வொரு முகம் மூலையும் ஒரு பகுதியாகும்வடிவவியலில் ஒவ்வொரு நிகழ்வின் முழு மாற்றத்தையும் மீட்டெடுக்கவும்வடிவவியலின் மூலப்பொருட்களின் பட்டியலில் உள்ள ஒவ்வொரு உறுப்புக்கும் பயன்படுத்தப்படும் மூலப்பொருளின் குறியீட்டை மீட்டெடுக்கவும்புலம் மதிப்பிடப்பட்ட வோக்சலின் முழு எண் ஆயங்களை மீட்டெடுக்கவும்ஒன்றாகச் சேர்க்கப்பட்ட அனைத்து ச்ப்லைன்களின் நீளத்தையும் மீட்டெடுக்கவும்ஒவ்வொரு பண்புக்கூறு களத்திற்கும் ஒரு வடிவவியலில் உறுப்புகளின் எண்ணிக்கையை மீட்டெடுக்கவும்வளைவுகளில் ஒவ்வொரு கட்டுப்பாட்டு புள்ளிக்கும் உருவாக்கப்படும் மதிப்பீடு செய்யப்பட்ட புள்ளிகளின் எண்ணிக்கையை மீட்டெடுக்கவும்ஒவ்வொரு விளிம்பையும் அவற்றின் பக்கங்களில் ஒன்றாகப் பயன்படுத்தும் முகங்களின் எண்ணிக்கையை மீட்டெடுக்கவும்தற்போது செயல்படுத்தப்படும் வடிவியல் முனைகள் மாற்றியமைப்பைக் கொண்ட பொருளை மீட்டெடுக்கவும்ஒவ்வொரு பெசியர் கட்டுப்பாட்டு புள்ளியின் கைப்பிடிகளின் நிலையை மீட்டெடுக்கவும்மவுச் கர்சரின் நிலையை மீட்டெடுக்கவும்சுழற்சியைக் குறிக்கும் குவாட்டர்னியன் கூறுகளை மீட்டெடுக்கவும்வளைவு அல்லது புள்ளி முகில் வடிவவியலில் ஒவ்வொரு புள்ளியிலும் ஆரம் மீட்டெடுக்கவும்வடிவவியலில் ஒவ்வொரு நிகழ்வின் சுழற்சியை மீட்டெடுக்கவும்வடிவவியலில் ஒவ்வொரு நிகழ்வின் அளவை மீட்டெடுக்கவும்காட்சியின் செயலில் உள்ள கேமராவை மீட்டெடுக்கவும்ஒவ்வொரு ச்ப்லைனின் மொத்த நீளத்தையும், தூரமாக அல்லது பல புள்ளிகளாக மீட்டெடுக்கவும்சேடர் செயல்படுத்தப்படும் உள்வரும் கதிரின் வகையை மீட்டெடுக்கவும். பொதுவாக உடல் ரீதியாக அல்லாத தந்திரங்களுக்கு பயன்படுத்தப்படுகிறதுஒவ்வொரு முகம் மூலையில் இணைக்கப்பட்டுள்ள வெர்டெக்சை மீட்டெடுக்கவும்3D காட்சியின் பார்வை திசையையும் இருப்பிடத்தையும் மீட்டெடுக்கவும்ஒரு கண்ணி ஒவ்வொரு விளிம்பிலும் தொடர்புடைய இடவியல் தகவல்களை மீட்டெடுக்கவும்ஒரு கண்ணி ஒவ்வொரு முகமும் தொடர்பான இடவியல் தகவல்களை மீட்டெடுக்கவும்ஒரு கண்ணி ஒவ்வொரு வெர்டெக்ச் தொடர்பான இடவியல் தகவல்களை மீட்டெடுக்கவும்இலக்கு வடிவியல் பண்புக்கூறு தரவிலிருந்து மாற்றத்தை மீட்டெடுக்கவும்சூழலில் இருந்து டொமைனைத் தவிர வேறு களத்தில் ஒரு புலத்திலிருந்து மதிப்புகளை மீட்டெடுக்கவும்குறிப்பிட்ட வடிவியல் கூறுகளிலிருந்து மதிப்புகளை மீட்டெடுக்கவும்குறிப்பிட்ட தொகுதி கட்டத்திலிருந்து மதிப்புகளை மீட்டெடுக்கவும்குறிப்பிட்ட வோக்சல்களில் தொகுதி கட்டம் மதிப்புகளை மீட்டெடுக்கவும்ஒரு முகத்தில் உள்ள அனைத்து முக்கோணங்களும் ஒரே விமானத்தில் இருக்கிறதா என்பதை மீட்டெடுக்கவும், அதாவது அவை இயல்பானதா என்பதைஒவ்வொரு விளிம்பும் மென்மையான அல்லது பிளவுபட்ட இயல்புகளுக்காக குறிக்கப்பட்டுள்ளதா என்பதை மீட்டெடுக்கவும்ஒவ்வொரு முகமும் மென்மையான அல்லது கூர்மையான இயல்புகளுக்காக குறிக்கப்பட்டுள்ளதா என்பதை மீட்டெடுக்கவும்ஒவ்வொரு ச்ப்லைன் இறுதிப்புள்ளி தொடக்கத்துடன் இணைக்கிறதா என்பதை மீட்டெடுக்கவும்இறுதி ரெண்டரைக் காட்டிலும் பார்வைக்கு முனைகள் மதிப்பீடு செய்யப்படுகிறதா என்பதை மீட்டெடுக்கவும்திரும்பA இன் அடையாளத்தைத் தரவும், அடையாளம் (அ)முந்தைய பயன்முறைக்குத் திரும்புமுந்தைய பயன்முறைக்குத் திரும்புஇது அடுக்குச் செயலா என்பதைத் தெரிவிக்கவும். இந்த கட்டத்தில் அனைத்து செயல்களும் பதிப்பு மூலம் அடுக்கப்படுகின்றன, மேலும் இந்த செயல்பாடு எப்போதும் உண்மையாக இருக்கும்இது மரபுவழிச் செயலா என்பதைத் தெரிவிக்கவும். மரபுச் செயல்களுக்கு அடுக்குகள் அல்லது ச்லாட்டுகள் இல்லை. பிளெண்டர் 4.4 செயல்கள் தானாக லேயர்டு செயல்களுக்கு புதுப்பிக்கப்படும் என்பதால். வெற்று செயல்களில் மட்டுமே இது உண்மையாக இருக்கும்எல்லை விளிம்புகளின் தேர்வை வழங்குகிறதுவழங்கப்பட்ட UV தரவில் மடிப்புகளை உருவாக்கும் விளிம்புகளின் தேர்வை வழங்குகிறது. ஒரு மடிப்பு என்பது இணைக்கப்பட்ட முக மூலைகளுக்கு இடையே உள்ள தரவுகளின் தொடர்ச்சியின்மை என வரையறுக்கப்படுகிறதுதளர்வான விளிம்புகளின் தேர்வை வழங்குகிறதுபன்மடங்கு விளிம்புகளின் தேர்வை வழங்குகிறதுசீராக விநியோகிக்கப்படும் சீரற்ற சுழற்சியை வழங்குகிறதுA மற்றும் B இலிருந்து ஒரு பிட் மட்டுமே அமைக்கப்பட்டிருக்கும் ஒரு மதிப்பை வழங்குகிறதுA மற்றும் B இன் பிட்கள் இரண்டும் அமைக்கப்பட்டிருக்கும் மதிப்பை வழங்குகிறதுA அல்லது B இன் பிட்கள் அமைக்கப்பட்டிருக்கும் மதிப்பை வழங்குகிறதுஒரு படத்தைப் பற்றிய தகவல்களைத் தருகிறதுமாற்றியின் செயலில் உள்ள துண்டு பற்றிய தகவலை வழங்குகிறதுமுகத்தின் உள்ளே ஒரு முக மூலையின் இரண்டு பக்கவாட்டு விளிம்புகளுக்கு இடையே உள்ள கோணத்தை வழங்குகிறதுஒரு படத்தின் பிக்சல்களின் ஆயங்களை வழங்குகிறதுவிளிம்பின் நீளத்தை வழங்குகிறதுA இன் எதிர் பிட் மதிப்பை வழங்குகிறது, தசமத்தில் இது a = -a - 1 க்கு சமம்பாதையில் முதன்முதலில் முடக்கப்படாத மார்க்கரின் நிலையுடன் தொடர்புடைய தற்போதைய காட்சி சட்டத்தில் மார்க்கரின் நிலை மற்றும் வேகத்தை வழங்குகிறதுதற்போதைய காட்சி சட்டத்தில் உள்ள மார்க்கரின் நிலை மற்றும் பயனர் கொடுக்கப்பட்ட தொடர்புடைய சட்டகத்துடன் தொடர்புடைய தற்போதைய காட்சி சட்டகத்தில் மார்க்கரின் நிலை மற்றும் வேகத்தை வழங்குகிறதுகண்காணிப்பு இடத்தின் சுழிய தோற்றத்துடன் தொடர்புடைய தற்போதைய காட்சி சட்டகத்தில் மார்க்கரின் நிலை மற்றும் வேகத்தை வழங்குகிறதுகொடுக்கப்பட்ட முழுமையான சட்டத்தில் மார்க்கரின் நிலை மற்றும் வேகத்தை வழங்குகிறதுஒரு அடையாளத்தை வழங்குகிறதுமீண்டும் பயன்படுத்தக்கூடிய உள்ளக ஐடிஅண்டை பிக்சல்களின் கதிர்களை மீண்டும் பயன்படுத்தவும்திருத்து பயன்முறையில் மறைக்கப்பட்ட அனைத்து எலும்புகளையும் வெளிப்படுத்துங்கள்போச் பயன்முறையில் மறைக்கப்பட்ட அனைத்து எலும்புகளையும் வெளிப்படுத்துங்கள்மறைக்கப்பட்ட அனைத்து புறஊதா செங்குத்துகளையும் வெளிப்படுத்துங்கள்மறைக்கப்பட்ட அனைத்து வளர்சிதை மாற்ற கூறுகளையும் வெளிப்படுத்துங்கள்மறைக்கப்பட்ட அனைத்து செங்குத்துகள், விளிம்புகள் மற்றும் முகங்களை வெளிப்படுத்துங்கள்மறை வழங்குதல் கொடியை அமைப்பதன் மூலம் அனைத்து வழங்குதல் பொருட்களையும் வெளிப்படுத்துங்கள்மறைக்கப்பட்ட கட்டுப்பாட்டு புள்ளிகளை வெளிப்படுத்துங்கள்மறைக்கப்பட்ட முகங்களையும் செங்குத்துகளையும் வெளிப்படுத்துங்கள்தற்காலிகமாக மறைக்கப்பட்ட முகமூடி அடுக்குகளை வெளிப்படுத்துங்கள்தற்காலிகமாக மறைக்கப்பட்ட பொருட்களை வெளிப்படுத்துங்கள்தலைகீழ்தலைகீழ் வளைவுதலைகீழ் பிரேம்கள்தலைகீழ் சுட்டிதலைகீழ் பாதைதலைகீழ் வரிசையாக்கம்தலைகீழ் பரிமாற்றம்தேர்ந்தெடுக்கப்பட்ட கூறுகளின் தற்போதைய வரிசையை மாற்றியமைக்கவும்தலைகீழ் சுழற்சி வரலாறுதலைகீழ் பிரேம் ஆர்டர்பின்னோக்கு வரிசைதேர்ந்தெடுக்கப்பட்ட வளைவுகளின் திசையை மாற்றியமைக்கவும்காட்டப்பட்ட உருப்படிகளின் வரிசையை மாற்றியமைக்கவும்தேர்ந்தெடுக்கப்பட்ட முகங்களின் செங்குத்துகள் மற்றும் விளிம்புகளின் வரிசையை மாற்றியமைத்து, அவற்றின் இயல்பான திசையை புரட்டுகிறதுவரிசையாக்க விளைவை மாற்றியமைக்கவும்இந்த பொருளுக்கும் அதன் இலக்குக்கும் இடையிலான மாற்றத்தை மாற்றியமைக்கவும்சுட்டியின் செங்குத்து இயக்கத்தை மாற்றியமைக்கவும்தலைகீழ்சுழற்சி உள்ளீட்டின் திசையை மாற்றுகிறதுமாற்றியமைக்கவும்முழுத்திரை பரப்பு மேலடுக்கு முன், அசல் திரை தளவமைப்புக்கு திரும்பவும்முனைகளை இயல்பு நிலைக்கு மாற்றவும், ஆனால் இணைப்புகளை வைத்திருங்கள்செயலில் உள்ள தூரிகை அமைப்புகளை சொத்து நூலகத்திலிருந்து இயல்புநிலை மதிப்புகளுக்கு மாற்றவும்கிளாம்பிங் பயன்படுத்தப்படும் போது, 1வது வரிசை ஒருங்கிணைப்புக்கு திரும்பவும். பற்றிடல் விட பழமைவாதசேமித்த விருப்பங்களுக்கு மாற்றவும்சேமித்த கோப்பிற்கு திரும்பவும்விளிம்புகளைச் சுழற்றுங்கள்rh எளிமையானதுரிட்ச்ரிட்ச் & பள்ளத்தாக்குரிட்ச் மல்டிஃபிராக்டல்முகடுகள் மற்றும் பள்ளத்தாக்குகள்ரிக் பெயர்ரிக் யுஐ ச்கிரிப்ட்இந்த பொருளை சொந்தமாக வைத்திருக்கும் ரிக் மற்றும் மறு தலைமுறையின் போது அதை நீக்கலாம் அல்லது மேலெழுதலாம்ரிக் வகைஇந்த எலும்புக்கான ரிக் வகைமோசடிவலதுவலது கண்வலது கைப்பிடிவலது கைப்பிடி புலம்வலது கைப்பிடி ஆஃப்செட்வலது கைப்பிடி தேர்ந்தெடுக்கப்பட்டதுவலது கைப்பிடி வகைவலது விசைவலது சுட்டி தேர்ந்தெடுக்கப்பட்ட செயல்சரியான அண்டைசரியான ஆர்த்தோகிராஃபிக்சரியான முன்னோக்குஇந்த பட்டியலில் அவற்றைச் சேர்க்க பொத்தான்களை வலது சொடுக்கு செய்யவும்வலது கண் இடது படத்தையும் நேர்மாறாகவும் பார்க்க வேண்டும்வலது கைப்பிடி தேர்வு நிலைவலது சுட்டி எப்போதும் மாற்றங்கள்வலது சுட்டி தேர்வு கருவியைப் பயன்படுத்துகிறதுவலது ஒருமை திசையன்கள்மார்க்கர் நிலைக்கு ஒப்பிடும்போது இயல்பாக்கப்பட்ட ஆயத்தொகுதிகளில் தேடல் பரப்பின் வலது-கீழ் மூலையில்துண்டு உள்ளடக்கத்தின் தொடக்கத்தில் இருந்து இடது கைப்பிடியின் வலதுபுறம் சட்ட ஆஃப்செட்கடினமான உடல்கடுமையான உடல் கட்டுப்பாடுகடுமையான உடல் கட்டுப்பாட்டு வகைகடுமையான உடல் பொருள்கடுமையான உடல் அமைப்புகள்கடுமையான உடல் வடிவம்கடுமையான உடல் வகைகடுமையான உடல் உலகம்கடுமையான உடல் உலகில் ஏற்றுமதி செய்ய தொடர்புடைய இயற்பியல் தரவு இல்லைகடினமான உடல் உருவகப்படுத்துதலில் தீவிரமாக பங்கேற்கிறதுஉருவகப்படுத்துதலின் போது கடுமையான உடல் சிதைக்கிறதுஉறுதியானரிகிட்போடி உலகம் சரியாக துவக்கப்படவில்லை, முதலில் உருவகப்படுத்துதலை அடியெடுத்து வைக்க வேண்டும்முன்மாதிரிசெயலில் உள்ள சேகரிப்பை ரிகிஃபை செய்யுங்கள்செயலில் உள்ள வகைஅனிமேசன் கருவிகளை ரிகிஃபை செய்யுங்கள்ரிகிஃபை கலர் செட் ச்பெசல்களை அமைக்கிறதுRigify dev கருவிகள்மெட்டா-ரிக்ச் ரிகிஃபைரிகிஃபை உரிமையாளர் ரிக்ரிக் பெயர்இலக்கு ரிக் ரிகிஃபைஇலக்கு ரிக் யுஐரிகிஃபை வகைரிம்விளிம்பு நிறம்விளிம்பு மடிப்புவிளிம்பு விளைவுவிளிம்பு மூலப்பொருள் ஆஃப்செட்ரிம் வெர்டெக்ச் குழுவிளிம்பு விளைவுமோதிரங்கள்மோதிரங்கள் திசைஃச் அச்சில் மோதிரங்கள்ஒய் அச்சுடன் மோதிரங்கள்சட் அச்சுடன் மோதிரங்கள்கோள தூரத்தில் மோதிரங்கள்மோதிரங்கள் குறைந்தது 3 ஆக இருக்க வேண்டும்கிழித்தெறியrip தோல்வியுற்றதுவெர்டெக்ச் ச்டிக்கி தேர்வுக்கு ரிப் இணங்கவில்லைரிப் என்பது வெர்டெக்ச்/எட்ச் தேர்வுடன் ஒத்திசைவு-தேர்ந்தெடுப்புடன் மட்டுமே இணக்கமாக இருக்கும்பலகோணங்களை கிழித்து, முடிவை நகர்த்தவும்rip தேர்ந்தெடுக்கப்பட்ட செங்குத்துகள் அல்லது தேர்ந்தெடுக்கப்பட்ட மண்டலம்இருட்டாக இருக்க வேண்டிய பகுதியின் சுழற்சிகடுமையான உடல் உருவகப்படுத்துதல்களில் பொருளின் பங்குரோல்ரோல் கோணம்ரோல் கோண மூலரோல் ஆழம்ரோல் திசைரோல் ஏர் கர்வ்ச்உருட்டவும்ரோல் இடதுரோல் நீளம்உருட்டவும்ரோல் ஆரம்வலதுபுறம் உருட்டவும்ரோல் டேப்பர்பி-எலும்பின் முடிவுக்கு ரோல் ஆஃப்செட், திருப்பத்தை சரிசெய்கிறதுரோல் ஆஃப்செட் பி-எலும்பு தொடக்கத்திற்கு, திருப்பத்தை சரிசெய்கிறதுபார்வையை உருட்டவும்பார்வையை இடதுபுறமாக உருட்டவும்பார்வையை வலதுபுறமாக உருட்டவும்கோண மதிப்பைப் பயன்படுத்தி காட்சியை உருட்டவும்ரோல்: %.2fரோல்: %sஉருட்டல் சட்டர்உருட்டல் சட்டர் காலம்முடி வளைவுகளை அவற்றின் நுனிகளில் இருந்து சுருட்டுகிறதுருமேனிய - ருமேனியவேர்வேர் விட்டம்வேர் திசைவேர் அட்டவணைவேர் முனைகள்வேர் நிலைவேர் நிலைகள்வேர் ப்ரிம்வேர் தேர்வுவேர் அமைப்பு ஒருங்கிணைப்புகள்வேர் மொழிபெயர்ப்பு மட்டுமேவேர் வீழ்ச்சிசேகரிப்புகளின் வேர் இந்த பார்வை அடுக்கின் வரிசைமுறை, அதன் 'சேகரிப்பு' சுட்டிக்காட்டி சொத்து காட்சியின் முதன்மை சேகரிப்புக்கு சமம்`` கோப்புகள்` சேகரிப்பில் பட்டியலிடப்பட்டுள்ள அனைத்து கோப்புகளின் ரூட் பாதைரூட் முன்னமைவுசுழற்றுங்கள்180 டிகிரி கடிகார திசையில் சுழற்றுங்கள்270 டிகிரி கடிகார திசையில் சுழற்றுங்கள்90 டிகிரி கடிகார திசையில் சுழற்றுங்கள்மூலம் சுழற்றுங்கள்யூலரை சுழற்றுங்கள்முடி வளைவுகளை சுழற்றுங்கள்நிகழ்வுகளை சுழற்றுங்கள்சுழற்சி சுழற்சிமூலத்தை சுழற்றுங்கள்முகங்களுக்குள் புறஊதா ஆயங்களை சுழற்றுங்கள்திசையன் சுழற்றுங்கள்ஃச் அச்சைப் பயன்படுத்தி ஒரு புள்ளியை சுழற்றுங்கள்xyz வரிசையைப் பயன்படுத்தி ஒரு புள்ளியை சுழற்றுங்கள்ஒய் அச்சைப் பயன்படுத்தி ஒரு புள்ளியை சுழற்றுங்கள்சட் அச்சைப் பயன்படுத்தி ஒரு புள்ளியை சுழற்றுங்கள்அச்சு கோணத்தைப் பயன்படுத்தி ஒரு புள்ளியை சுழற்றுங்கள்ஒரு மைய புள்ளியை (மையம்) சுற்றி ஒரு திசையனை சுழற்றுங்கள்வேறு புள்ளியைச் சுற்றி சுழற்றுங்கள்ஒரு கோணத்தில் ஒரு கோணத்தில் சுழற்றுங்கள்பட மையத்தைச் சுற்றி சுழற்றுங்கள்உள்ளக ஃச் ஐச் சுற்றி சுழற்றுங்கள், பின்னர் சட்உள்ளக சட் ஐச் சுற்றி சுழற்றுங்கள், பின்னர் ஃச்ஃச், ஒய் மற்றும் சட் அச்சுகளைச் சுற்றி சுழற்றுங்கள்மாற்றியமைக்கும் இடத்தின் சட் அச்சில் சுழற்றுங்கள்உள்ளக ஃச் அச்சில் சுழற்றுங்கள்உள்ளக ஒய் அச்சில் சுழற்றுங்கள்உள்ளக சட் அச்சில் சுழற்றுங்கள்ஒரு இலக்கை நோக்கி சுட்டிக்காட்ட குறிப்பிட்ட ('பூட்டப்பட்ட') அச்சைச் சுற்றி சுழற்றுங்கள்வரிசை வடிவத்தின் அடிப்படையில் நகல்களைச் சுழற்றுதேர்ந்தெடுக்கப்பட்ட உருப்படிகளின் தனிப்பயன் இயல்பை சுழற்றுங்கள்முகங்களுக்குள் முகம் மூலையில் வண்ண பண்புக்கூறு சுழற்றுங்கள்உள்ளக அல்லது உலகளாவிய இடத்தில் வடிவியல் நிகழ்வுகளை சுழற்றுங்கள்குறிப்பிட்ட கோணத்தால் படத்தை சுழற்றுங்கள்சிறந்த வடிவத்தை அளிக்கும் ஆரம்ப தேர்வை சுழற்றுங்கள்வெர்டெக்ச் இயல்பான படி உதாரணத்தை சுழற்றுங்கள்உள்வரும் வடிவவியலின் வடிவத்தின் அடிப்படையில் நிகழ்வுகளை சுழற்றுமேற்பரப்பு வடிவவியலின் வடிவத்தின் அடிப்படையில் நிகழ்வுகளை சுழற்றுச்னாப்பிங் அமைப்புகளால் சுழற்சி பாதிக்கப்படுகிறதுசிறந்த பொருத்தத்திற்காக தீவுகளை சுழற்றுங்கள்தீவுகளை கிடைமட்டமாக சீரமைக்க வேண்டும்தீவுகளை செங்குத்தாக சீரமைக்க வேண்டும்தளவமைப்பை மேம்படுத்த தீவுகளை சுழற்றுங்கள்குழந்தையுடன் சீரமைக்க ஒரே மாதிரியான அல்லாத பெற்றோர் அளவீடுகளை சுழற்றுங்கள், பெற்றோர் ஃச் அளவை குழந்தை ஃச் அச்சுக்கு பயன்படுத்துதல், மற்றும் பலதூரிகையின் நடுப்பகுதியைச் சுற்றி புள்ளிகளை சுழற்றுங்கள்தற்போதைய நோக்குநிலையுடன் தொடர்புடைய சுழலும்தேர்ந்தெடுக்கப்பட்ட விளிம்பு அல்லது அருகிலுள்ள முகங்களை சுழற்றுங்கள்தேர்ந்தெடுக்கப்பட்ட பொருட்களை சுழற்றுங்கள்நகல்களை சீரற்ற முறையில் சுழற்றுங்கள்படத்தை சுழற்றுங்கள்உலகளாவிய இடத்தில் உள்ளீட்டு சுழற்சியை சுழற்றுங்கள்உள்ளீட்டு சுழற்சியை அதன் உள்ளக இடத்தில் சுழற்றுங்கள்பொருளின் உள்ளக இடத்தில் உள்ளீட்டு சுழற்சியை சுழற்றுங்கள்நிகழ்வுகளை தோராயமாக சுழற்றுமேற்பரப்பு தொடுதலை சுழற்றுங்கள்பார்வையை சுழற்றுங்கள்சுழற்று/திருப்பம்சுழற்றப்பட்ட கேமராக்கள், குவிப்பு தூரத்தில் அதே புள்ளியைப் பார்க்கிறதுசெங்குத்து அல்லது கிடைமட்டமாக குறைந்தபட்ச செவ்வகத்திற்கு சுழற்றப்படுகிறதுஒவ்வொரு முடி வளைவையும் ஒரு அச்சில் சுழற்றுகிறதுகுறிப்பிட்ட மாற்றத் தொகையால் A இன் பிட் மதிப்புகளை சுழற்றுகிறது. நேர்மறை மதிப்புகள் இடதுபுறமாக சுழல்கின்றன, எதிர்மறை மதிப்புகள் வலதுபுறமாக சுழல்கின்றன.அனிசோட்ரோபியின் திசையை சுழற்றுகிறது, 1.0 முழு வட்டத்தில் செல்கிறதுசுழற்சிசுழற்சி மற்றும் அளவுசுழற்சி கோணம்சுழற்சி அச்சுசுழற்சி புலம்சுழற்சி அதிகரிப்புசுழற்சி செல்வாக்குசுழற்சி அணிசுழற்சி முறைசுழற்சி கலவை முறைசுழற்சி முறைசுழற்சி முனை சாக்கெட்சுழற்சி முனை சாக்கெட் இடைமுகம்சுழற்சி தோற்றம்சுழற்சி பாதைசுழற்சி துல்லிய அதிகரிப்புசுழற்சி வரம்புசுழற்சி டிராக் ச்பெசல்கள்சுழற்சி தடங்கள்சுழற்சி அலகுகள்சுழற்சி Wசுழற்சி ஃச்சுழற்சி ஒய்சுழற்சி சட்ஒவ்வொரு நகலுக்கும் சுழற்சி திரட்டப்பட்டதுகாட்சியகம் எவ்வளவு விரைவாக உள்ளது என்பதைக் கட்டுப்படுத்த ஒரு பிக்சலுக்கு சுழற்சி அளவுசுழற்சி மற்றும் அளவுசுழற்சி கோணம்வி.ஆர் எட்செட்டிலிருந்து சுழற்சி டெல்டாக்களைப் பயன்படுத்த z- அச்சைச் சுற்றியுள்ள சுழற்சி கோணம்நடுவண் அல்லது பொருளைச் சுற்றி சுழற்சிபாதையைச் சுற்றி சுழற்சிதேர்ந்தெடுக்கப்பட்ட நோக்குநிலை அச்சில் சுழற்சிசுழற்சி அச்சு (இயல்புநிலை: ரூட்டில் தொடுகோடு)சுழற்சி மாற்றம்சுழற்சி பிழைஒவ்வொரு அடியுக்கும் சுழற்சிபின்னணி படத்திற்கான சுழற்சி (ஆர்த்தோ பார்வை மட்டும்)புதிதாக சேர்க்கப்பட்ட பொருளுக்கான சுழற்சியூலர்களில் சுழற்சிகுவாட்டர்னியன்களில் சுழற்சிகுவாட்டர்னியங்களில் சுழற்சி (இயல்பாக்கப்படுங்கள்)டோப் தாள் திருத்தியில் சுழற்சி ஆதரிக்கப்படவில்லைசுழற்சி முறை. சுழற்சி காட்டப்படும் விதத்தை மட்டுமே பாதிக்கிறது, சுழற்சியே பாதிக்கப்படாது.துளைகளில் கத்திகளின் சுழற்சிசெனித்தைச் சுற்றி சூரியனின் சுழற்சிஉலக இடைவெளியில் செயலின் தொடர்புடைய கட்டுப்பாட்டு நோக்கத்தின் சுழற்சிவிளைவின் சுழற்சிநிகழ்வுகளின் சுழற்சிஇசட்-அச்சைச் சுற்றியுள்ள ச்டுடியோலைட்டின் சுழற்சிபார்வையாளர் சுழற்சியை தீர்மானிக்கும்போது அடிப்படை போசுக்கு விண்ணப்பிக்க சுழற்சி ஆஃப்செட்சுழற்சி மட்டுமேசுழற்சி அல்லது அளவிடுதல் பிவோட் புள்ளிஅசல் சாட்டில் சுழற்சி, ஈடுசெய்யப்படும் (எ.கா. வேண்டுமென்றே சாய்க்க)முன்னிலைப்படுத்தல் ஏற்பட வேண்டிய சுழற்சி வரம்புஎண் பேட் விசைகளுக்கான சுழற்சி படி (2 4 6 8)அச்சு கோணத்திற்கு சுழற்சிடெல்டாக்களுக்கு சுழற்சியூலருக்கு சுழற்சிகுவாட்டர்னியனுக்கு சுழற்சிவடிவியல் பண்புகளில் சுழற்சி மதிப்புஒரு முனையின் சுழற்சி மதிப்பு சாக்கெட்சுழற்சி மதிப்புகள் 3D பார்வையில் உரை மேலடுக்கு மட்டுமே காட்டப்படும்சுழற்சி/அளவிடுதல் பிவோட்சுழற்சி: %.2f %s %sசுழற்சி: %s %s %sசுழற்சி வேறுபாடுசுழற்சிகள்தோராயமானகடினமான காரணிகடினத்தன்மைகடினத்தன்மை 1கடினத்தன்மை 2கரடுமுரடான வளைவுகரடுமுரடான முடிவுகரடுமுரடான இறுதிப்புள்ளிகடினத்தன்மை வாசல்மூலப்பொருளின் கடினத்தன்மைசீன் லேயரின் கடினத்தன்மை. குறைந்த மற்றும் உயர் கடினத்தன்மை மதிப்புகள் முறையே தெளிவற்ற அல்லது தூசி நிறைந்த தோற்றத்தை உருவாக்குகின்றனகடினத்தன்மை அடிப்படையிலானகடினத்தன்மைஆர்ட்ச்வ்சுற்றுa ஐ விட குறைவாகவோ அல்லது சமமாகவோ b இன் மிகப்பெரிய முழுஎண்ணுக்கு aஅருகிலுள்ள முழுஎண்ணுக்கு a சுற்றி. பின்னம் பகுதி 0.5 ஆக இருந்தால் மேல்நோக்கி வட்டமிடுங்கள்சுற்று பயன்முறைதிருத்துதல் செய்யும் போது uv களை பிக்சல்களுக்கு வட்டமிடுங்கள்சுற்று தொப்பி (அரை வட்டம்)ஒவ்வொரு கட்டுப்பாட்டு புள்ளியிலும் வட்ட வளைவுகளை உருவாக்குவதன் மூலம் சுற்று மூலைகள்கையொப்பமிடப்பட்ட தூர புலத்தில் குழிவான உள் மூலைகளை வட்டமிடுங்கள். எதிர்மறையான முதன்மை வளைவு கொண்ட பகுதிகளை மட்டுமே பாதிக்கிறது, மேற்பரப்புகளுக்கு இடையில் மென்மையான மாற்றங்களை உருவாக்குகிறதுசுற்று திறந்த சுற்றளவு வடிவம்சுற்று முன்னமைவுஅடுத்த சிறிய முழுஎண்ணுக்கு மிதவைச் சுற்றிபூச்சியத்தின் திசையில் நெருங்கிய முழுஎண்ணுக்கு மிதவைச் சுற்றி (நேர்மறை என்றால் தளம்; எதிர்மறையாக இருந்தால் உச்சவரம்பு)மிதவை மேலே அல்லது கீழே அருகிலுள்ள முழுஎண்ணுக்குச் சுற்றிமிதவை அடுத்த பெரிய முழுஎண்ணாகச் சுற்றிசுற்று படப்புள்ளிகள்படப்புள்ளி மையங்களுக்கு சுற்றுசுற்று முதல் படப்புள்ளி மூலைகள்வட்டமானவட்டமான ரிப்பன்கள்சுற்றுபெற்றோரைச் சுற்றியுள்ள குழந்தைகளின் சுற்றுதூரிகை நுனியின் சுற்றுபேனல்கள் மற்றும் துணை பேனல்களின் மூலைகளின் சுற்றுபிரிவு ஒருங்கிணைப்பு அமைப்புகளின் வட்டமானதுசுற்றுகள்நிரைவரிசை வடிப்பான்கள்வரிசை உயரம்வரிசை ஒன்றோடொன்றுவரிசைகள்:ரப்பர்விதி மதிப்பீடுதெளிவின்மையை ஆட்சி செய்யுங்கள்எந்தப் பகுதிகள் உள்ளே அல்லது வெளியே உள்ளன என்பதைத் தீர்மானிக்கப் பயன்படுத்தப்படும் விதிஆட்சியாளர்விதிகள் மேலிருந்து கீழாகச் செல்லப்படுகின்றன (தெளிவற்ற வாசலுக்கு மேலே உள்ள முதல் விதி மட்டுமே மதிப்பீடு செய்யப்படுகிறது)பயனராக இயக்கவும்பைதான் கோப்பை இயக்கவும்திருத்துதல் செய்யும் போது பைத்தானை இயக்கவும்ச்கிரிப்டை இயக்கவும்சோதனைக்கு ஒரு முனை இணைப்பு-இழுக்கும் செயல்பாட்டை இயக்கவும்செயலில் ச்கிரிப்டை இயக்கவும்பின்னணி வேலையாக இயக்கவும்குறிப்பிட்ட பயனராக இயக்கவும்வடிவியல் முனைகள் எடிட்டரில் இயக்கவும்பயனர் குறிப்பிட்ட மாற்றங்களைப் பயன்படுத்த இந்த ச்கிரிப்டை தலைமுறைக்குப் பிறகு இயக்கவும்ஏற்றுதல் குறித்து பைதான் ச்கிரிப்டாக இந்த உரையை இயக்கவும்சாயம் பூசப்பட்ட நாய் 3சாயம் பூசப்பட்ட நாய் 4இணைப்பில்லாத பயன்முறையில் இயங்குகிறதுஇயக்க நேரம்இயக்க நேர தரவுஇயக்க நேர விருப்பங்கள்வி.ஆர் அமர்வு பற்றிய இயக்க நேர மாநில செய்திரச்ய - ரச்யகள்SDFஎச்.டி.எஃப் கட்டம்எச்.டி.எஃப் கட்டம் பூலியன்SDF கிரிட் ஃபில்லெட்SDF கிரிட் லாப்லாசியன்SDF கட்டம் சராசரிSDF கட்டம் சராசரி வளைவுSDF கிரிட் மீடியன்SDF கிரிட் ஆஃப்செட்எச்.டி.எல்SMAA வாசல்SMAA வாசல் வழங்குதல்SMAA த்ரெசோல்ட் வியாபோர்ட்smpte (காம்பாக்ட்)smpte (முழு)நிமிடங்கள், விநாடிகள் மற்றும் பிரேம்கள் மட்டுமே காட்டும் smpte நேரக் குறியீடு - தேவைப்பட்டால் மணிநேரங்களும் காண்பிக்கப்படுகின்றன, ஆனால் இயல்பாகவே அல்லsph திரவ அமைப்புகள்sph தீர்விSSAA மாதிரிகள்ssao அமைப்புகள்SSE42STL (.stl)எச்.டி.எல் ஏற்றுமதி: '%s' என்ற கோப்பைத் திறக்க முடியாதுஎச்.டி.எல் ஏற்றுமதி: '%s' சேகரிப்பைக் கண்டுபிடிக்க முடியவில்லைஎச்.டி.எல் இறக்குமதி: '%s' என்ற கோப்பைத் திறக்க முடியாதுஎச்.டி.எல் இறக்குமதி: '%s' கோப்பிலிருந்து கண்ணி இறக்குமதி செய்வதில் தோல்விஎச்.டி.எல் இறக்குமதி: '%s' கோப்பைப் படிக்கத் தவறிவிட்டதுவளைவுகளாக எச்.வி.சி.எச்.வி.சி சாய்வு உள்ளது, கிரீச் பென்சில் நிறம் தோராயமாக இருக்கும்பாதுகாப்பான பகுதிகள்பொது கூறுகளுக்கு பாதுகாப்பான பரப்புவேறுபட்ட விகிதத்தில் பொதுவான கூறுகளுக்கான பாதுகாப்பான பரப்புஉரை மற்றும் கிராபிக்ச் பாதுகாப்பான பரப்புவேறுபட்ட விகிதத்தில் உரை மற்றும் கிராபிக்ச் ஆகியவற்றிற்கான பாதுகாப்பான பரப்பு3d பார்வை மற்றும் சீக்வென்சரில் பயன்படுத்தப்படும் பாதுகாப்பான பகுதிகள்அதே சேனல்அதே பொருள்பிரேம்_எண்டைப் போலவே, தவறான நிலையை உருவாக்கும் எந்தவொரு மதிப்பையும் அமைக்க முடியும் என்பதைத் தவிரபிரேம்_ச்டார்ட் போலவே, தவறான நிலையை உருவாக்கும் எந்தவொரு மதிப்பையும் அமைக்க முடியும் என்பதைத் தவிரஅதே எலும்பு தேர்ந்தெடுக்கப்பட்டது ...செயலில் உள்ள எலும்பின் அதே தொகுப்புகள்செயலில் உள்ள எலும்பின் அதே நிறம்சாக்கெட்டுகளின் அதே உள்ளீடு/வெளியீட்டு திசைமாதிரிமாதிரி இணைப்பு புறஊதாமாதிரி சார்புமாதிரி எண்ணிக்கைமாதிரி வளைவுமாதிரி கூட நீளம்மாதிரி வடிவம்மாதிரி கட்டம்மாதிரி கட்டம் அட்டவணைமாதிரி குழு ஐடிமாதிரி அட்டவணைமாதிரி நீளம்மாதிரி வரிமாதிரி ஒன்றிணைந்ததுமாதிரி முறைமாதிரி அருகிலுள்ளமாதிரி அருகிலுள்ள மேற்பரப்புமாதிரி நிலைமாதிரி ஆரம்மாதிரி விகிதம்மாதிரி அளவுமாதிரி நேரான விளிம்புகள்மாதிரி துணைக்குழுமாதிரி துணைக்குழு நீளம்மாதிரி துணைக்குழு ஆஃப்செட்மாதிரி புறஊதாமாதிரி புறஊதா மேற்பரப்பு3D பார்வையில் இருந்து ஒரு எலும்பு அல்லது ஒரு சொத்தில் சேமிக்க வெளிப்புறத்தை மாதிரி செய்யுங்கள்ஒரு வண்ண இசைக்குழு மாதிரிகலப்பான் சாளரத்திலிருந்து ஒரு வண்ணத்தை மாதிரி செய்து பசை எழுதுகோல் மூலப்பொருளை உருவாக்கவும்ஒரு சொத்தில் சேமிக்க கலப்பான் சாளரத்திலிருந்து ஒரு வண்ணத்தை மாதிரி செய்யுங்கள்ஒரு சொத்தில் சேமிக்க 3d பார்வையில் இருந்து தரவு-தொகுதியை மாதிரி செய்யுங்கள்ஒரு வரியை மாதிரி செய்து ச்கோப் பேனல்களில் காட்டுங்கள்மாதிரி துல்லியம், அனிமேசன் தரவுக்கு முக்கியமானது (குறைந்த மதிப்பு, மிகவும் துல்லியமானது)படக் கோப்பை ஒரு அமைப்பாக மாதிரி செய்யுங்கள்ஒரு படக் கோப்பை சுற்றுச்சூழல் அமைப்பாக மாதிரி. பொதுவாக பின்னணி முனையுடன் காட்சியை ஒளிரச் செய்ய பயன்படுகிறது%s க்கான மாதிரி நிறம்3d பார்வையில் இருந்து மாதிரி ஆழம்மாதிரி டைன்டோபோ விவரம்குறிப்பிட்ட எண்ணிக்கையிலான புள்ளிகளை சமமாக விநியோகிப்பதன் மூலம் ஒவ்வொரு ச்ப்லைனையும் மாதிரிஒவ்வொரு ச்ப்லைனையும் குறிப்பிட்ட நீளத்துடன் பிரிவுகளாகப் பிரிப்பதன் மூலம் மாதிரிகூட அளவுகளுடன் மாதிரி விளிம்புகள்திசையன் கைப்பிடிகளுடன் மாதிரி விளிம்புகள்படத்தின் ஒவ்வொரு பிக்சலையும் மாதிரிமாதிரி வடிவம்தேர்ந்தெடுக்கப்பட்ட ஒவ்வொரு வளைவினுள் நீளத்தைப் பயன்படுத்துவதை விட, அனைத்து வளைவுகளின் மொத்த நீளத்தின் அடிப்படையில் மாதிரி நீளங்கள்மாதிரி கண்ணி வோக்சல் அளவுஒவ்வொரு நிழல் புள்ளியிலும் மதிப்பிடப்பட்ட பங்களிப்பின் அடிப்படையில் பல விளக்குகள் மிகவும் திறமையாககர்சரின் கீழ் மாதிரி படப்புள்ளி மதிப்புகள்எஃப்-வளைவுக்கான மாதிரி புள்ளிமாதிரிகள்/களில் மாதிரி வீதம்hz இல் ஆடியோவின் மாதிரி வீதம்சொடுக்கு செய்யப்பட்ட புள்ளியில் கண்ணி விவரத்தை மாதிரி செய்யுங்கள்வெளியீட்டு காட்சி நிறத்தை மாதிரி செய்யுங்கள்ஒவ்வொரு ச்ப்லைனிலும் குறிப்பிட்ட எண்ணிக்கையிலான புள்ளிகளை மாதிரி செய்யவும்இணைப்பு புள்ளியில் மேற்பரப்பு புறஊதா வரைபடத்தை மாதிரி செய்யுங்கள்முன்னோட்டத்தை மறுக்கத் தொடங்க மாதிரிபட அமைப்பிலிருந்து மாதிரி மதிப்புகள்மாதிரி புள்ளிகள்மாதிரி அனிமேசன் தரவுவரியுடன் மாதிரி வண்ணங்கள்மாதிரிகள்மாதிரிகள் உருமாறும்ஒரு சட்டகத்திற்கு மாதிரிகள்மாதிரிஅனிமேசன்கள் மாதிரிமாதிரி இடைக்கணிப்பு குறைவடையும்மாதிரி முறைமாதிரி முறைமுன்னமைவுகள் மாதிரிமாதிரி விகிதம்மாதிரி துணைப்படிகள்தட்டு மாதிரி வண்ணம்தொகுதிகளுக்கு பயன்படுத்த மாதிரி முறைஉமிழ்வு மேற்பரப்புகளுக்கான மாதிரி உத்திபடத்தை நிறைவு செய்யுங்கள்செறிவூட்டல்செறிவு நடுக்கம்செறிவு முறைசெறிவு நிலைஇடைமுகத்தில் படவுருகளின் செறிவுசெறிவு, மதிப்பு, சாயல்செறிவூட்டல்:சேமிசேமிக்கவும் ஏற்றவும்ரெண்டராக சேமிக்கவும்என சேமி...காப்புப்பிரதிகளைச் சேமிக்கவும்நகலை சேமிக்கவும்வெளிப்புறத்தை சேமிக்கவும் ...பயன்முறையைச் சேமிக்கவும்pngs ஐ pngs ஆக சேமிக்கவும், jpegs jpeg ஆகவும், webp webp ஆகவும் சேமிக்கவும். பிற வடிவங்களுக்கு, png ஐப் பயன்படுத்தவும்விருப்பங்களை சேமிக்கவும்வரியில் சேமிக்கவும்பதிப்புகளைச் சேமிக்கவும்ஒரு ஆர்மேச்சரிலிருந்து பி.வி.எச் மோசன் பிடிப்பு கோப்பை சேமிக்கவும்செயலில் உள்ள தூரிகை சொத்தின் நகலை இயல்புநிலை சொத்து நூலகத்தில் சேமித்து, அதை செயலில் உள்ள தூரிகையாக மாற்றவும்உண்மையான பணி நிலையின் நகலைச் சேமிக்கவும், ஆனால் சேமித்த கோப்பை செயலில் செய்யாதுமுன்னமைக்கப்பட்ட பட்டியலில் தனிப்பயன் கருப்பொருளைச் சேமிக்கவும்படங்களின் வரிசையைச் சேமிக்கவும்செயலில் உள்ள உரை தரவு-தொகுதியைச் சேமிக்கவும்விருப்பங்களுடன் செயலில் உள்ள உரை கோப்பை சேமிக்கவும்மாற்றியமைக்கப்பட்ட அனைத்து படங்களையும் சேமிக்கவும்.கலப்பு கோப்பில் நிரம்பிய படத்தை வட்டுக்கு சேமிக்கவும்ரெண்டராக சேமிக்கவும்கேச் கோப்புகளை வட்டில் சேமிக்கவும் (.கலப்பு கோப்பு முதலில் சேமிக்கப்பட வேண்டும்)மூடுவதற்கு முன் மாற்றங்களைச் சேமிக்கவா?ச்டுடியோ லைட் திருத்தி அமைப்புகளிலிருந்து தனிப்பயன் ச்டுடியோ ஒளியை சேமிக்கவும்வெளிப்புற கோப்பில் இடப்பெயர்வுகளைச் சேமிக்கவும்வழங்குதல் வண்ண நிர்வாகத்துடன் படத்தை சேமிக்கவும். பி.என்.சி போன்ற காட்சி பட வடிவங்களுக்கு, பார்வை மற்றும் காட்சி மாற்றத்தைப் பயன்படுத்துங்கள். openexr போன்ற இடைநிலை பட வடிவங்களுக்கு, இயல்புநிலை வழங்குதல் வெளியீட்டு வண்ண இடத்தைப் பயன்படுத்தவும்படங்களை jpegs ஆக சேமிக்கவும். (ஆல்பா தேவைப்படும் படங்கள் பி.என்.சி.எச் என சேமிக்கப்படுகின்றன.) தரத்தில் சாத்தியமான இழப்பு குறித்து எச்சரிக்கையாக இருங்கள்படங்களை வெப்களை முக்கிய படமாக சேமிக்கவும் (குறைவில்லை)rgb வண்ணங்களுக்கு பதிலாக ஒளிரும்-நிர்ணய-----க்ரோமினன்ச் சேனல்களைச் சேமிக்கவும்வெளியேறும்போது சேமிக்கவும்மாற்றியமைக்கும்போது வெளியேறும்போது விருப்பங்களைச் சேமிக்கவும் (தொழிற்சாலை அமைப்புகள் ஏற்றப்படாவிட்டால்)எக்ச்ஆர் கோப்புகளுக்கு வழங்குதல் கேச் சேமிக்கவும் (கனமான தொகுப்புக்கு பயனுள்ளதாக இருக்கும், குறிப்பு: மறைமுகமாக வழங்கப்பட்ட காட்சிகளை பாதிக்கிறது)பேக்கிங் வரைபடத்தை வெளிப்புற கோப்பில் சேமிக்கவும்பேக்கிங் வரைபடத்தை உள் பட தரவு-தடுப்பில் சேமிக்கவும்தற்போதைய கலப்பான் கோப்பை சேமிக்கவும்தற்போதுள்ள எந்த கோப்புகளையும் மேலெழுதாத எண்ணியல் ரீதியாக அதிகரிக்கும் பெயருடன் தற்போதைய கலப்பான் கோப்பை சேமிக்கவும்தற்போதைய கோப்பை விரும்பிய இடத்தில் சேமிக்கவும்தற்போதைய கோப்பை விரும்பிய இடத்தில் சேமிக்கவும், ஆனால் சேமித்த கோப்பை செயலில் செய்ய வேண்டாம்தற்போதைய பார்வையாளர் முனையை படக் கோப்பில் சேமிக்கவும்மற்றொரு பெயர் மற்றும்/அல்லது அமைப்புகளுடன் படத்தை சேமிக்கவும்தற்போதைய பெயர் மற்றும் அமைப்புகளுடன் படத்தை சேமிக்கவும்வழங்கப்பட்ட படத்தை வெளியீட்டு பாதையில் சேமிக்கவும் (அனிமேசன் முடக்கப்பட்டால் மட்டுமே பயன்படுத்தப்படுகிறது)காட்சியை ஒரு பிளை கோப்பில் சேமிக்கவும்ஒரு அலைமுனை obj கோப்பில் காட்சியை சேமிக்கவும்காட்சியை ஒரு எச்.டி.எல் கோப்பில் சேமிக்கவும்பயனர்கள் இல்லாவிட்டாலும் இந்த தரவு-தொகுதியைச் சேமிக்கவும்இந்த வெளியீட்டு அடுக்கைச் சேமிக்கவும்வட்டில் சேமிக்கவும் (வெளிப்புற மாற்றங்களை புறக்கணிக்கவும்)தொடர்ச்சியான சாதொபொகு கோப்பில் மொழிபெயர்ப்புகளின் அமைப்புகளைச் சேமிக்கவும்"%s" சேமிக்கப்பட்டதுசேமிக்கப்பட்டது %s"%s" என சேமிக்கப்பட்டதுநகல் "%s" என சேமிக்கப்பட்டது"%s" என அதிகரிக்கும்சேமிக்கப்பட்ட நிரம்பிய கோப்பு: %sசேமித்த உரை "%s"சேமிக்கிறேன்சேமிப்பு தோல்வியடைந்ததுஇந்த கலப்பான் (%s) மூலம் சேமிப்பது தரவு இழப்பை ஏற்படுத்தக்கூடும்.இந்த OpenColorIO உள்ளமைவுடன் சேமித்தால் தரவு இழப்பு ஏற்படலாம்.சேமிப்பு விருப்பத்தேர்வுகள் தோல்வியடைந்தனபார்த்தேன்அளவிடக்கூடிய திசையன் கிராஃபிக் (.svg)அளவிடக்கூடிய திசையன் கிராபிக்ச் (எச்.வி.சி) 1.1 வடிவம்ச்காலார்அளவுதேர்ந்தெடுக்கப்பட்ட உருப்படிகள் அளவு (மறுஅளவிடுதல்)அளவிலான அச்சுகள்அளவிலான அடிப்படைஅளவிலான தளர்த்தல்அளவிலான கூறுகள்அளவு கூடஅளவிலான எஃப்பிஎச்அளவிலான காரணிஅமைப்புக்கான அளவிலான காரணிபடத்தை புதிய அளவிற்கு அளவிடவும்இதில்அளவீடுஅளவிலான செல்வாக்குஅளவிலான நிகழ்வுகள்அளவிலான அணிஅளவிலான கலவை முறைஅளவிலான பயன்முறைஅளவிலான ஆஃப்செட்அளவிடஅளவுகோல் சீரற்ற தன்மைஅளவிலான விறைப்புவீச்சு தடிமன்அளவிலான தடிமன்u மற்றும் v ஐ சுயாதீனமாக அளவிடவும்அவிழ்த்துவிட்ட பிறகு வரம்புகளுக்கு uv ஒருங்கிணைப்புகளை ஒருங்கிணைக்கிறதுஅளவிலான சீருடைஅளவிலான ஃச்அளவிலான x: %s y: %s z: %s %s %sஅளவு x: %s y: %s %s %sஒய் அளவு ஒய்அளவிலான சட்மிதவை சூழல் மதிப்பை அளவிடவும்ஒவ்வொரு பிரதிக்கும் திரட்டப்பட்ட அளவுஎல்லா தரவையும் அளவிடவும் (சில இறக்குமதியாளர்கள் அளவிடப்பட்ட ஆயுதங்களை ஆதரிக்கவில்லை!)படத்தின் அனைத்து உடிம் ஓடுகளையும் அளவிடவும்வளைவுடன் அளவிடவும்ஃச் அச்சில் அளவுகோல்ஒய் அச்சில் அளவிடவும்ஒரு எண்ணாக சூழல் மதிப்பை அளவிடவும்பிளெண்டர் அலகுக்கு பிக்சல்களின் அடிப்படையில் அளவுஒரு அங்குலத்திற்கு பிக்சல்களை அடிப்படையாகக் கொண்ட அளவுமுகப் பகுதியின் அடிப்படையில் அளவிடவும்ஃபேச் ஏரியா மல்டிபிளயர் மூலம் அளவுகோல்முகத்தின் அளவு மூலம் அளவுஉரை பெட்டிகளுக்குள் பொருந்தும் வகையில் உரையை அளவிடவும்இலக்கு நீளத்தை அடைய ஒவ்வொரு வளைவையும் சீராக அளவிடவும்ஒவ்வொரு திசையிலும் ஒரே காரணி மூலம் கூறுகளை அளவிடவும்ஒற்றை திசையில் கூறுகளை அளவிடவும்தானாக பெறப்பட்ட மறு மாதிரி நீளத்தில் அளவிடும் காரணி பயன்படுத்தப்பட்டதுசெயல்பாட்டின் 'வேகத்தை' தீர்மானிக்கும் அளவிலான காரணிஅதிகபட்ச/குறைந்தபட்ச மதிப்புகளை தீர்மானிக்கும் அளவிலான காரணிகீஃப்ரேம்களின் உயரத்தை சரிசெய்ய அளவிலான காரணிஎலும்பு வடிவங்களுக்கான அளவிலான காரணிமேற்பரப்பு சிதறல் ஆரம் அளவிலான காரணிபி-எலும்பு முடிவிற்கான அளவிலான காரணிகள், தடிமன் சரிசெய்கின்றன (டேப்பரிங் விளைவுகளுக்கு)பி-எலும்பு தொடக்கத்திற்கான அளவிலான காரணிகள், தடிமன் சரிசெய்கிறது (டேப்பரிங் விளைவுகளுக்கு)அளவிலான பொருத்தம் முறைஇறக்குமதி செய்யப்பட்ட விளக்குகளின் தீவிரத்திற்கான அளவுபுதிதாக சேர்க்கப்பட்ட பொருளுக்கான அளவுஉள்ளக அல்லது உலகளாவிய இடத்தில் வடிவியல் நிகழ்வுகளை அளவிடவும்இணைக்கப்பட்ட விளிம்புகள் மற்றும் முகங்களின் அளவிலான குழுக்கள்தனிப்பட்ட விளிம்புகள் அல்லது அண்டை விளிம்பு தீவுகளை அளவிடவும்தனிப்பட்ட முகங்கள் அல்லது அண்டை முக தீவுகளை அளவிடவும்முகத்தின் அளவை அடிப்படையாகக் கொண்ட அளவிலான நிகழ்வுஅளவுகோல் 0அமைப்புகளை ச்னாப்பிங் செய்வதன் மூலம் அளவுகோல் பாதிக்கப்படுகிறதுபுறஊதா வரைபடத்தின் அளவிலான தீவுகள் மற்றும் அவற்றை நகர்த்தவும், இதனால் அவை புறஊதா இடத்தை முடிந்தவரை நிரப்புகின்றனஅலகு சதுரத்தை நிரப்ப தீவுகள்அளவிலான மெச்விலகல் சத்தத்தின் அளவுசத்தத்தின் அளவு (அதிக மதிப்பு பெரிய சுழல்களில் முடிவுகள்)ஒவ்வொரு வளைவிலும் இரைச்சல் அமைப்பின் அளவுகேமரா இடத்தில் பொருள் தீர்வின் அளவுசிறிய தலைநகரங்களின் அளவுஎலும்புகளின் அளவைப் பாதுகாக்க ஃச் மற்றும் சட் அச்சுகளின் அளவு சரிசெய்யப்படுகிறதுஃச் மற்றும் சட் அச்சுகளின் அளவு y- அளவின் தலைகீழ் ஆகும்அடிப்படை ஒலி ஆக்டேவின் அளவுஃச் அச்சில் தூரிகை நுனியின் அளவுஇடப்பெயர்ச்சி விளைவின் அளவுஇறுதி பக்கங்களின் அளவுமுடி டை உதாரத்தின் அளவுநிகழ்வுகளின் அளவுஒவ்வொரு உள்ளக அச்சிலும் உள்ள நிகழ்வுகளின் அளவுஅடுக்கின் அளவுவேர் நிலை மூலம் இரைச்சல் அமைப்பின் அளவுஒவ்வொரு கட்டத்திலும் சுயவிவரத்தின் அளவுநிழலின் அளவுஇடஞ்சார்ந்த சத்தத்தின் அளவுஅமைப்பின் அளவுஅளவு மட்டும்தேர்ந்தெடுக்கப்பட்ட பகுதிதேர்ந்தெடுக்கப்பட்ட பெண்டி எலும்புகள் காட்சி அளவுதேர்ந்தெடுக்கப்பட்ட முக்கிய மதிப்புகளை அவற்றின் ஒருங்கிணைந்த சராசரியால் அளவிடவும்தேர்ந்தெடுக்கப்பட்ட செங்குத்துகளின் தோல் கதிர்கள்ஆரம் பதிலாக விறைப்புஇந்த மதிப்பால் பி.வி.எச்சட் உள்ளீட்டை அளவிடவும் z-buffer ஐப் பயன்படுத்தாதபோது, வெள்ளை அல்லது உள்ளீட்டு மதிப்பு 1 என்ற வண்ணத்தால் நியமிக்கப்பட்ட அதிகபட்ச மங்கலைக் கட்டுப்படுத்துகிறதுபின்னணி படத்தை அளவிடவும்வளைவின் முழு நீளத்திற்கும் பொருந்தும் வகையில் எலும்புகளை அளவிடவும்நேரடி விளக்குகளின் பங்களிப்பை அளவிடவும்மறைமுக விளக்குகளின் பங்களிப்பை அளவிடவும்நகல்களை தோராயமாக அளவிடவும்ஒரு அச்சுக்கு தோராயமாக நகல்களை அளவிடவும்எலும்பு நீளத்தால் தனிப்பயன் பொருளை அளவிடவும்ஒலியளவை வழங்கும்போது வால்யூம் சேடர் மாதிரிகளுக்கு இடையே உள்ள தூரத்தை அளவிடவும் (குறைந்த மதிப்புகள் மிகவும் துல்லியமான மற்றும் விரிவான முடிவுகளை அளிக்கின்றன, ஆனால் வழங்குதல் நேரத்தை அதிகரிக்கின்றன)முகம் நிகழ்வு பொருள்களை அளவிடவும்BVH இலிருந்து தற்போதைய காட்சிகளுக்கு பிரேம் வீதத்தை அளவிடவும், இல்லையெனில் ஒவ்வொரு BVH சட்டமும் நேரடியாக ஒரு பிளெண்டர் சட்டத்திற்கு வரைபடமாகும்மூலைகளில் வெற்று இடங்களை விடாமல், சட்டத்தில் முழுமையாகப் பொருந்துமாறு படத்தை அளவிடவும்உள்வரும் வடிவவியலின் முகப் பகுதியின் அடிப்படையில் நிகழ்வுகளை அளவிடவும்நிகழ்வுகளை தோராயமாக அளவிடவும்ஒரு அச்சுக்கு தோராயமாக நிகழ்வுகளை அளவிடவும்ஒவ்வொரு உள்ளக அச்சிலும் உள்ள நிகழ்வுகளை அளவிடவும்நிகழ்வுகளை தோராயமாக அளவிடவும்ஒரு அச்சுக்கு தோராயமாக நிகழ்வுகளை அளவிடவும்டெல்டாவைப் பயன்படுத்துவதற்கு முன்பு இந்த மதிப்பால் சுட்டி இயக்கத்தை அளவிடவும்இரைச்சல் அதிர்வெண்ணை அளவிடவும்சுற்றியுள்ள வடிவவியலால் ஆஃப்செட்டை அளவிடவும்ஆஃப்செட் மேட்ரிக்சை அளவிடவும் (ச்கிரீன்-ச்பேச் ஆஃப்செட்டைப் பயன்படுத்த பயன்படுத்தவும்)இன்னும் தடிமன் கொடுக்க ஆஃப்செட்டை அளவிடவும்ஒரு யூனிட் மதிப்புக்கு அமெரிக்க டாலர் நிலை மீட்டர் மூலம் காட்சி பொருள்களை அளவிடவும். இந்த அளவிடுதல் அளவிலான விருப்பத்தில் குறிப்பிடப்பட்டுள்ள மதிப்புக்கு கூடுதலாக பயன்படுத்தப்படுகிறதுவீச்சுகள் மாற்றும்போது வீச்சு தடிமன் அளவிடவும்ஒவ்வொரு பக்கவாதத்தின் நீளத்திற்கும் ஏற்றவாறு அமைப்பை அளவிடவும்மாற்றியமைக்கப்பட்ட எஃப்-வளைவின் மதிப்புகளை அளவிடவும்எலும்பு நீளத்திற்கு அளவுவரம்புகளுக்கு அளவிடவும்கேமரா சட்டகத்திற்கு அளவிடவும்டெல்டாக்களுக்கு அளவுமுகம் அளவுகளுக்கு அளவுகோல்நிரப்ப அளவுபொருத்தமான அளவுகேமரா சட்டகத்தை பொருத்த அல்லது நிரப்ப அளவுசூம் மதிக்க அளவுகோல் (இல்லையெனில் சுயாதீன காட்சி அளவை பெரிதாக்கவும்)கலப்பான் அலகுகள் மற்றும் பரிமாணங்களுக்கு இடையில் மாற்றும்போது பயன்படுத்த வேண்டிய அளவு. நுண்ணிய அல்லது வானியல் அளவில் பணிபுரியும் போது, எண் துல்லிய சிக்கல்களைத் தவிர்க்க முறையே ஒரு சிறிய அல்லது பெரிய அலகு அளவைப் பயன்படுத்தலாம்டிராக்பால் சுற்றுப்பாதை உணர்திறன்திசையன்களை அவற்றின் அளவுகளுடன் அளவிடவும்ஒரு படத்தை அளவிடவும், மொழிபெயர்க்கவும் மற்றும் சுழற்றவும்அளவீடு/மொழிபெயர்ப்புஅளவு: %s: %s: %s %s %sஅளவு: %s: %s %s %sஅளவு: %s %s %sscaleb x: %s y: %s z: %s %s %sscaleb: %s: %s: %s %s %sscaleb: %s %s %sச்காலெக்ச்: %sஅளவிடப்பட்டதுபடத்தை முழுவதுமாக சட்டகத்தில் பொருத்துகிறது, மூலைகளில் வெற்று இடங்கள் இல்லைசத்தத்தின் தீவிரத்தை அளவிடுகிறதுபொருளின் தோற்றத்தை அளவாக பயன்படுத்தி மெச் ஒரு மென்மையான உடலாக அளவிடுகிறதுஒளியின் சக்தியை அதிவேகமாக அளவிடுகிறது, தீவிரத்தை 2^வெளிப்பாடு மூலம் பெருக்குகிறதுஅளவிடுதல்சத்தத்தின் அளவிடுதல் (நேரத்தில்)VR காட்சியில் மாற்றங்களைச் செய்ய, காட்சி அளவின் மேல் அளவிடுதல் காரணி பயன்படுத்தப்பட்டது. முடிந்தால், காட்சி அளவை மாற்றியமைக்க விரும்புங்கள்செயலுக்கான அளவிடுதல் காரணிஃச் அச்சில் பயன்படுத்தப்படும் அளவிடுதல் காரணிஒய் அச்சில் பயன்படுத்தப்படும் அளவிடுதல் காரணிஒலி உள்ளீட்டிற்கான அளவிடுதல்பொருளின் அளவிடுதல்புதிய பகுதிகளுக்கான கூடுதல் கோப்பகங்களை ச்கேன் செய்யுங்கள்ரோலிங் சட்டர் விளைவுக்கான ச்கேன்லைன் "வெளிப்பாடு" நேரம்சிதறல்சிதறல் குணகங்கள்ஒரு காட்சியில் மூடுபனியைச் சேர்க்க பெரும்பாலும் பயன்படுத்தப்படும் அளவைக் கடந்து செல்லும்போது சிதறல் ஒளிநிகழ்வுகளில் சிதறல்மேற்பரப்பில் சிதறல்ஒரு மேற்பரப்பு கண்ணி மீது குறிப்பிடப்பட்ட வடிவவியலை சிதறடிக்கவும்சிதறல் மாதிரிவண்ண சேனலுக்கு (ஆர்சிபி) சிதறல் ஆரம், அளவோடு பெருக்கப்படுகிறதுகாட்சிஅமைப்புகளை நகலெடுக்கவும்முழு நகல்இணைக்கப்பட்ட நகல்புதியபொருள் அட்டவணைஇடைவெளிதட்டச்சு செய்ககாட்சி '%s' இல் தவறான ரூட் சேகரிப்பு இருந்தது, அது படிக்கப்படவில்லைகாட்சி '%s' இணைக்கப்பட்டுள்ளது, பொருள்களை உடனடிப்படுத்துவது முடக்கப்பட்டுள்ளதுகாட்சி '%s' என்பது கடைசி உள்ளக, அகற்ற முடியாதுகாட்சி கேமராகாட்சி சேகரிப்புகாட்சி சேகரிப்புகள்காட்சி காட்டுகாட்சி காலம்காட்சி சட்ட வரம்புகாட்சி வரைபடம்காட்சி ஈர்ப்புகாட்சி ஐட்ராகாட்சி ஐட்ரா வழங்குதல் என்சின் அமைப்புகள்காட்சி நிறுவனம்காட்சி விளக்குகள்காட்சி முனை சாக்கெட்காட்சி முனை சாக்கெட் இடைமுகம்காட்சி பொருள்கள்காட்சி செயல்பாடுகாட்சி விருப்பங்கள்காட்சி தோற்றம்காட்சி பண்புகள்காட்சி வழங்கல்காட்சி அமைப்புகாட்சி அளவுகாட்சி புள்ளிவிவரங்கள்காட்சி துண்டுகாட்சி துண்டு காட்சிகாட்சி கீற்று வரம்புகாட்சிப் பகுதி...காட்சி நேரம்காட்சி அலகுகாட்சி உலகம்காட்சி சொத்துக்கள் அட்டவணைக்கு ஒதுக்கப்படவில்லை. சொத்து உலாவியில் பட்டியல்களை ஒதுக்கலாம்அதன் மதிப்பிடப்பட்ட நிலையில் காட்சிகாட்சி தரவு-தடுப்பு, பொருள்களைக் கொண்டது மற்றும் நேரத்தை வரையறுத்தல் மற்றும் தொடர்புடைய அமைப்புகளை வழங்குதல்காட்சி தரவு-தொகுதிகள்3ப காட்சிப் பகுதிக்கான காட்சி காட்டும் அமைப்புகள்காட்சி பிரேம் வீதம் %.4g ஆக அமைக்கப்பட்டது (%.4g இலிருந்து மாற்றப்பட்டது)செயலில் உள்ள கேமராவைத் தேர்ந்தெடுப்பதற்கான காட்சி (வரையறுக்கப்படவில்லை என்றால் காட்சியை வழங்கவும்)காட்சியில் அனிமேசன் தரவு அல்லது செயலில் செயல் இல்லைகாட்சிக்கு கேமரா இல்லைகாட்சிக்கு கேமரா இல்லை, அது இல்லாமல் %s முன்னோட்டத்தை வழங்க முடியவில்லை.காட்சி கீயிங் செட்வேலை செய்யும் வண்ண இடத்தில் காட்சி நேரியல் மதிப்புகள்ஒரு யூனிட்டுக்கு காட்சி மீட்டர் 0.001ஒரு யூனிட்டுக்கு காட்சி மீட்டர் 0.01ஒரு யூனிட்டுக்கு காட்சி மீட்டர் 0.0254ஒரு யூனிட்டுக்கு காட்சி மீட்டர் 0.3048ஒரு யூனிட்டுக்கு காட்சி மீட்டர் 0.9144ஒரு யூனிட்டுக்கு காட்சி மீட்டர் 1.0ஒரு யூனிட்டுக்கு காட்சி மீட்டர் முதல் 1000.0 வரைகாட்சி முறை முழு சுட்டுக்கொள்ளும் பயன்முறையைப் பயன்படுத்துகிறது:காட்சி கிடைக்கவில்லைகாட்சியில் உடனடிப்படுத்தப்பட்ட அனைத்து பொருள்களையும் பிற தொகுப்புகளையும் வைத்திருக்கும் காட்சி வேர் சேகரிப்புகாட்சி அளவுஒரு முனையின் காட்சி சாக்கெட்இந்த துண்டு பயன்படுத்தும் காட்சிகுறிப்பிடப்படாவிட்டால், தற்போதைய காட்சி வழங்குவதற்கான காட்சி11 எதிர்ப்பு மாற்றுப்பெயர் மாதிரிகளைப் பயன்படுத்தி காட்சி வழங்கப்படும்16 எதிர்ப்பு மாற்றுப்பெயர் மாதிரிகளைப் பயன்படுத்தி காட்சி வழங்கப்படும்32 எதிர்ப்பு மாற்றுப்பெயர் மாதிரிகளைப் பயன்படுத்தி காட்சி வழங்கப்படும்5 எதிர்ப்பு மாற்றுப்பெயர் மாதிரிகளைப் பயன்படுத்தி காட்சி வழங்கப்படும்8 எதிர்ப்பு மாற்றுப்பெயர் மாதிரிகளைப் பயன்படுத்தி காட்சி வழங்கப்படும்ஒற்றை பாச் எதிர்ப்பு மாற்றுப்பெயர் முறையைப் (fxaa) பயன்படுத்தி காட்சி வழங்கப்படும்எந்தவொரு மாற்றுப்பெயரியும் இல்லாமல் காட்சி வழங்கப்படும்காட்சி(கள்)காட்சிகள்கேமரா இல்லாத காட்சிகள் முன்னோட்டங்களை ஆதரிக்காதுதிட்டம் = கேட்மல்-கிளார்க், முடிந்தவரை. எளிய துணைப்பிரிவு வகைக்கு உட்பட்ட கண்ணி ஏற்றுமதி செய்வதற்கு மாற்றுகிறதுதிட்டம் = எதுவுமில்லை. உட்பிரிவு இல்லாமல் அடிப்படை கண்ணி ஏற்றுமதிதிட்டம் = எதுவுமில்லை. ஏற்றுமதி உட்பிரிவு கண்ணிநோக்கம் மண்டல பின்னணிநோக்கங்கள்ஒரு திரைப்பட கிளிப்பின் புள்ளிவிவர பார்வைக்கு நோக்கங்கள்ஒரு படத்தின் புள்ளிவிவர பார்வைக்கு நோக்கங்கள்பட புள்ளிவிவரங்களைக் காட்சிப்படுத்த நோக்கங்கள்மூவி கிளிப் புள்ளிவிவரங்களைக் காட்சிப்படுத்த நோக்கங்கள்துருவல் தூரம்தூரக் காட்சியைத் துடைப்பதுதிரைபுதியதுல்லியம்திரைதிரை கிராப் அளவுதிரை பயன்முறைதிரை இடம்திரை தடமறிதல்மாதிரியின் திரை ஆயத்தொலைவுகள்திரை டேட்டா-பிளாக், ஒரு சாளரத்தில் உள்ள பகுதிகளின் தளவமைப்பை வரையறுத்தல்திரை தரவு-தொகுதிகள்பணியிடத்தின் திரை தளவமைப்புகள்3d பார்வையில் இயல்பான திரை அளவுதிரை விண்வெளி கோண ச்னாப்பிங்ச்கிரீன்-டிரேச்ச்கிரீன்-டிரேச் மதிப்புகளருகில்திரை-பாதை தடிமன்திரைகள்திரை காட்சிதிரைக்காட்சி ஒரு பக்கத்தில் %i பிக்சல்களை விட சிறியதாக இருக்கக்கூடாதுதிருகுதிருகு மாற்றியமைப்பாளர்திருகு அச்சுகையால் எழுதப்பட்ட தாள்கைஉரை கோப்பகங்கள்கைஉரை கோப்புகள்கைஉரை முனைகைஉரை மூலகைஉரை அடைவு காணப்படவில்லைகைஉரை செய்யப்பட்ட வெளிப்பாடுச்கிரிப்டிங்உருள் பட்டைஉருட்டல் திசைசுருள் விட்செட் வண்ணங்கள்2டி மண்டலத்திற்கு உருட்டவும் பெரிதாக்கவும்உருள் திசை (வேலண்ட் மட்டும்)ஒரு பக்கத்தை உருட்டவும்பக்கத்தை மேலே அல்லது கீழ் உருட்டவும்தேர்ந்தெடுக்கப்பட்ட கோப்புகளை பார்வைக்கு உருட்டவும்பார்வையை உருட்டவும்இடதுபுறம் பார்வையை உருட்டவும்பார்வையை சரியாக உருட்டவும்காட்சியை உருட்டவும்ஒரு பக்கத்தை உருட்டவும்மவுச் சொடுக்கு செய்து இழுக்கவும்உருள் பார்வை எனவே தற்போதைய சட்டகம் மையமாக இருக்கும்உருள்ச்க்ரப்பிங்ச்க்ரப்பிங் & மார்க்கர்ச் பிராந்திய அமைப்புகள்ச்க்ரப்பிங் / குறிப்பான்கள்சிற்பம்அனைத்து தீவுகளையும் சிற்பம்சிற்பம் அடிப்படை கண்ணிசிற்ப திறன்கள்சிற்பம் வளைவுகள்சிற்பம் வளைவுகள் கூண்டுசிற்பம் முகம் ஒளிபுகாநிலையை அமைக்கிறதுசிற்பம் பசை எழுதுகோல்சிற்பம் பசை எழுதுகோல் வீச்சுகள்சிற்ப நிலைகள்சிற்பம் மாச்க் ஒளிபுகாநிலைசிற்பம் பயன்முறைசிற்பம் முறை மேலடுக்குகள்சிற்பம் மேலடுக்கு நிறம்சிற்பம் வானூர்திசிற்பம் செட் பிவோட்சிற்பம் காட்சி முகம் செட்சிற்பம் முகமூடியைக் காட்டுகிறதுசிற்பம் அமைப்பு வண்ணப்பூச்சுவடிவவியலில் ஒரு பக்கவாதத்தை சிற்பம் செய்யுங்கள்ஒரு தூரிகையைப் பயன்படுத்தி வளைவுகள்கண்ணி ஒரு தொடர்ச்சியான அடுக்கில் சிற்பம்செயலில் உள்ள கிரீச் பென்சில் பொருளில் சிற்பம் பக்கவாதம்சிற்பம்/வண்ணப்பூச்சு மேலடுக்கு நிறம்சிற்பம்சீம்மடிப்பு விளிம்புபுறஊதா அவிழ்ப்பதற்கான மடிப்பு விளிம்புசீம்கள்தேடல்துணை நிரல்களைத் தேடுங்கள்தேடல் பரப்பு:தேடல் தூரம்நீட்டிப்புகளைத் தேடுங்கள்தேடல் போட்டிஅதிகபட்சம்தேடல் மணித்துளிதேடல் அளவுமுடிவை எட்டும்போது கோப்பின் தொடக்கத்திலிருந்து மீண்டும் தேடுங்கள்விசை-பிணைப்பு மூலம் தேடுங்கள்பெயரால் தேடுங்கள்பெயர் மற்றும் கவனம் செலுத்துவதன் மூலம் ஒரு முனையைத் தேடி அதைத் தேர்ந்தெடுக்கவும்இந்த வகை கோப்புகளைத் தேடுங்கள்இந்த கோப்புறையில் உள்ள பொருட்களைத் தேடுங்கள்பிரேம்களுக்கு இடையில் அஃபைன்-சிதைந்த (t, r, k, மற்றும் skew) குறிப்பான்களைத் தேடுங்கள்பிரேம்களுக்கு இடையில் முன்னோக்கி சிதைந்த (ஓமோகிராஃபி) குறிப்பான்களைத் தேடுங்கள்பிரேம்களுக்கு இடையில் மொழிபெயர்க்கப்பட்டு சுழற்றப்படும் குறிப்பான்களைத் தேடுங்கள்பிரேம்களுக்கு இடையில் மொழிபெயர்க்கப்பட்ட மற்றும் அளவிடப்பட்ட குறிப்பான்களைத் தேடுங்கள்பிரேம்களுக்கு இடையில் மொழிபெயர்க்கப்பட்ட குறிப்பான்களைத் தேடுங்கள்மொழிபெயர்க்கப்பட்ட, சுழற்றப்பட்ட மற்றும் பிரேம்களுக்கு இடையில் அளவிடப்படும் குறிப்பான்களைத் தேடுங்கள்செயலில் உள்ள ஒன்றுக்கு பதிலாக, அனைத்து உரை தரவு-தொகுதிகளிலும் தேடுங்கள்தேடல் சரம் பெரிய எழுத்துக்கள் மற்றும் சிறிய எழுத்துக்களுக்கு உணர்திறன் கொண்டதுதொடர்புடைய எந்தவொரு படங்களுக்கும் துணைப்பிரிவுகளைத் தேடுங்கள் (எச்சரிக்கை: மெதுவாக இருக்கலாம்)இடைமுகம் இல் வடிகட்டுவதற்கான காலத்தைத் தேடுங்கள்நொடிஇரண்டாம் அடிப்படைஇரண்டாவது கை வகைஇரண்டாவது கடினமான உடல் பொருள் கட்டுப்படுத்தப்பட வேண்டும்இரண்டாவது படிநான்காவது வரிசையின் இரண்டாவது குணகம் பிரவுன்-கான்ராடி ரேடியல் விலகல்இரண்டாவது வரிசையின் இரண்டாவது குணகம் பிரவுன்-கான்ராடி தொடு விலகல்இரண்டாவது வரிசையின் இரண்டாவது குணகம் அணுசக்தி விலகல்இரண்டாவது வரிசை பிரிவு விலகலின் இரண்டாவது குணகம்தொடுநிலை அணு சிதைவின் இரண்டாவது குணகம்மூன்றாம் வரிசை பல்லுறுப்புறுப்பு ரேடியல் விலகலின் இரண்டாவது குணகம்விளைவுக்கு பயன்படுத்தப்படும் இரண்டாவது வண்ணம்நிமிடம்/அதிகபட்ச வேகத்திற்கு இடையில் இரண்டாவது கன ச்ப்லைன் கட்டுப்பாட்டு புள்ளிவிளைவு துண்டுக்கான இரண்டாவது உள்ளீடுபுனரமைப்பு துவக்கத்திற்கு பயன்படுத்தப்படும் இரண்டாவது கீஃப்ரேம்திரை சாட்டின் இரண்டாவது புள்ளி ச்கிரீன்ச்பேசில்வடிவத்தை நகலெடுக்க தேவையான இரண்டாவது தேர்ந்தெடுக்கப்பட்ட கண்ணி பொருள்இரண்டாவது வெர்டெக்ச் குழு பெயர்இரண்டாம் நிலைஇரண்டாம் நிலை அச்சுஇரண்டாம் நிலை எலும்பு அச்சுஇரண்டாம் நிலை நிறம்இரண்டாம் நிலை கட்டுப்பாட்டு அடுக்குகள்இரண்டாம் நிலை தரவு பாதைஇரண்டாம் நிலை செல்வாக்கு வீழ்ச்சிஇரண்டாம் நிலை பிரதிபலிப்புஇரண்டாம் நிலை அமைப்புவெளிப்படையான பகுதிகளைக் குறிக்கும் செக்கர்போர்டு வடிவத்தின் இரண்டாம் நிலை வண்ணம்ரேடியல் கட்டுப்பாட்டால் அமைக்கப்பட வேண்டிய சொத்தின் இரண்டாம் நிலை பாதைநொடிகள்நாம் பெரிதாக்கும் கர்சரைச் சுற்றி வினாடிகள்சோதனையை இயக்க வினாடிகள் (மறு செய்கைகளை மேலெழுத)மறைபொருள்விருப்பத்தேர்வுகளில் செயல்படுத்த பிரிவுவெளிப்புற திருத்தியில் '%s' ஐப் பார்க்கவும்உரை திருத்தியில் '%s' ஐப் பார்க்கவும்கீழே உள்ள மாற்றியமைப்பாளர்கள் பேனலைக் காண்கஆபரேட்டர் லிச்ட்.டெக்ச்ட் உரை தொகுதி பார்க்கவும்விதைபயன்படுத்தினால் சீரற்ற விதைசீரற்ற எண் தலைமுறைக்கான விதை (எதிர்மறையாக இருந்தால், நேரம் அதற்கு பதிலாக ஒரு விதையாக பயன்படுத்தப்படுகிறது)சீரற்ற அடிப்படையிலான செயல்பாடுகளுக்கான விதைஒலி உருவாக்குவதற்கான விதைசீரற்ற எண் செனரேட்டருக்கான விதைசத்தத்தின் விதைசீரற்ற செனரேட்டரின் விதைசீரற்ற புள்ளிகளை உருவாக்க சீரற்ற எண் செனரேட்டரால் பயன்படுத்தப்படும் விதைவெவ்வேறு இரைச்சல் வடிவங்களைப் பெற ஒருங்கிணைப்பாளருக்கு விதை மதிப்புசீரற்றமயமாக்கலுக்கான விதை மதிப்புசீரற்ற செனரேட்டருக்கான விதை மதிப்புமூவி ச்ட்ரீமில் இருந்து படித்த நேர முத்திரைகளை அடிப்படையாகக் கொண்டு, காட்சி மற்றும் திரைப்பட நேரங்களுக்கு இடையில் சிறந்த போட்டியைக் கொடுக்கும்பிரிவுபிரிவு ஒருங்கிணைப்புகள்பிரிவு திசைபிரிவு அடையாளம்பிரிவு செல்வாக்குபிரிவு நீளம்பிரிவு சுழற்சிபிரிவு அகலம்இரண்டு கீஃப்ரேம்களுக்கு இடையில் பிரிவுஒவ்வொரு கோணப் பிரிவிலும் அமைப்பு மேப்பிங்கிற்கான பிரிவு ஒருங்கிணைப்புகள்பிரிவுகள்வளைந்த விளிம்பிற்கான பிரிவுகள்பிரிவுகள் குறைந்தது 3 ஆக இருக்க வேண்டும்கட்டுப்பாட்டு புள்ளிகளிலிருந்து மாதிரிஇதை விட சிறிய தூரத்துடன் கூடிய பகுதிகள் ஒன்றாக இணைக்கப்படும்தேர்ந்தெடுதேர்ந்தெடு & மாற்றங்கள்2 ஒலி கீற்றுகளைத் தேர்ந்தெடுக்கவும்2d அல்லது 3d வளைவு வகையைத் தேர்ந்தெடுக்கவும்சீரமைக்கப்பட்ட ஒற்றை கைப்பிடியைத் தேர்ந்தெடுக்கவும்அனைத்தையும் தெரிவுசெய்அனைத்து மாற்றங்களையும் தேர்ந்தெடுக்கவும்அனைத்தையும் பண்பின் மூலம் தேர்ந்தெடுக்கவும்நங்கூரத்தைத் தேர்ந்தெடுக்கவும்பகுதியைத் தேர்ந்தெடுக்கவும்பின்னணியைத் தேர்ந்தெடுக்கவும்சார்புகளைத் தேர்ந்தெடுக்கவும்பெரியதைத் தேர்ந்தெடுக்கவும்சேனலைத் தேர்ந்தெடுக்கவும்குழந்தையைத் தேர்ந்தெடுக்கவும்குழந்தைகளைத் தேர்ந்தெடுக்கவும்குழந்தைகளை மட்டும் தேர்ந்தெடுக்கவும்சேகரிப்பைத் தேர்ந்தெடுக்கவும்வண்ணத்தைத் தேர்ந்தெடுக்கவும்கட்டுப்பாட்டு புள்ளியைத் தேர்ந்தெடுக்கவும்வளைவுகளைத் தேர்ந்தெடுக்கவும்இறுதி வரி குறியீட்டைத் தேர்ந்தெடுக்கவும்இருக்கும் தேர்வுடன் இணைக்கப்பட்ட முகங்களைத் தேர்ந்தெடுக்கவும்குழு என்பதைத் தேர்ந்தெடுக்கவும்கைப்பிடியைத் தேர்ந்தெடுக்கவும்கைப்பிடிகளைத் தேர்ந்தெடுக்கவும்வரிசைமுறையைத் தேர்ந்தெடுக்கவும்இறக்குமதி செய்யப்பட்ட பொருள்களைத் தேர்ந்தெடுக்கவும்அடுக்கைத் தேர்ந்தெடுக்கவும்இடது கைப்பிடியைத் தேர்ந்தெடுக்கவும்இணைக்கப்பட்டதைத் தேர்ந்தெடுக்கவும்பட்டியல் உருப்படியைத் தேர்ந்தெடுக்கவும்பட்டியல் உருப்படியைத் தேர்ந்தெடுக்கவும் (மறுபெயரிட இருமுறை சொடுக்கு செய்க)இருப்பிடத்தைத் தேர்ந்தெடுக்கவும்சுழல்களைத் தேர்ந்தெடுக்கவும்பயன்முறையைத் தேர்ந்தெடுக்கவும்மேலும்/குறைவாக தேர்ந்தெடுக்கவும்சுட்டியைத் தேர்ந்தெடுக்கவும்வெளிப்புறம் தேர்ந்தெடுக்கவும்பெற்றோரைத் தேர்ந்தெடுக்கவும்பாச் தேர்ந்தெடுக்கவும்வடிவத்தைத் தேர்ந்தெடுக்கவும்புள்ளியைத் தேர்ந்தெடுக்கவும்வலது கைப்பிடியைத் தேர்ந்தெடுக்கவும்வளையத்தைத் தேர்ந்தெடுக்கவும்தேடலைத் தேர்ந்தெடுக்கவும்தேர்வு தொகுப்பைத் தேர்ந்தெடுக்கவும்ஒத்ததைத் தேர்ந்தெடுக்கவும்ச்லாட் தேர்ந்தெடுக்கவும்பிளவு என்பதைத் தேர்ந்தெடுக்கவும்உரையைத் தேர்ந்தெடுக்கவும்புறஊதா செங்குத்துகளைத் தேர்ந்தெடுக்கவும்பெட்டி தேர்வைப் பயன்படுத்தி புறஊதா செங்குத்துகளைத் தேர்ந்தெடுக்கவும்வட்ட தேர்வைப் பயன்படுத்தி புறஊதா செங்குத்துகளைத் தேர்ந்தெடுக்கவும்குறிப்பிட்ட ஓடுகளில் UVகளைத் தேர்ந்தெடுக்கவும்ஒரே இடத்தில் இருக்கும் uv களைத் தேர்ந்தெடுத்து கண்ணி வெர்டெக்சைப் பகிரவும்ஒரு கண்ணி வெர்டெக்சைப் பகிர்ந்து கொள்ளும் uv களைத் தேர்ந்தெடுக்கவும், அவை ஒரே இடத்தில் இருந்தாலும் இல்லாவிட்டாலும்லாசோ தேர்வைப் பயன்படுத்தி uvs ஐத் தேர்ந்தெடுக்கவும்இருக்கும் தேர்வுடன் இணைக்கப்பட்ட செங்குத்துகளைத் தேர்ந்தெடுக்கவும்பார்வையைத் தேர்ந்தெடுக்கவும்உருவாக்கப்பட்ட ரிக்கில் ஒரு எலும்பைத் தேர்ந்தெடுக்கவும், இது இந்த செயலை இயக்கும்புக்மார்க்கு செய்யப்பட்ட கோப்பகத்தைத் தேர்ந்தெடுக்கவும்இந்த சட்டகத்தில் ஒரு மார்க்கருடன் பிணைக்க ஒரு கேமராவைத் தேர்ந்தெடுக்கவும்சுட்டி சுட்டிக்காட்டி அருகிலுள்ள இணைக்கப்பட்ட கீற்றுகளின் சங்கிலியைத் தேர்ந்தெடுக்கவும்அதன் அருகிலுள்ள இரண்டு முகங்களும் குறிக்கப்பட்டால் அம்ச விளிம்பைத் தேர்ந்தெடுக்கவும்அதன் அருகிலுள்ள முகங்களில் ஒன்று குறிக்கப்பட்டால் அம்ச விளிம்பைத் தேர்ந்தெடுக்கவும்இணைக்கப்பட்ட புறஊதா செங்குத்துகளின் வளையத்தைத் தேர்ந்தெடுக்கவும்இணைக்கப்பட்ட விளிம்புகளின் வளையத்தைத் தேர்ந்தெடுக்கவும்கண்ணாடி அச்சைத் தேர்ந்தெடுக்கவும் (x, y)ஒரு கண்ணாடி அச்சைத் தேர்ந்தெடுக்கவும் (x, ஒய், z)இந்த நூலகத்திற்கான புதிய பாதையைத் தேர்ந்தெடுத்து, அதன் அனைத்து தரவையும் மீண்டும் ஏற்றவும்குறுக்குவழியை ஒதுக்க ஒரு முனையைத் தேர்ந்தெடுக்கவும்வண்ணப்பூச்சு வளைவு புள்ளியைத் தேர்ந்தெடுக்கவும்ஒரு புள்ளி அல்லது அதன் கைப்பிடிகளைத் தேர்ந்தெடுக்கவும்தோராயமாக விநியோகிக்கப்பட்ட முடி அல்லது புள்ளிகளைத் தேர்ந்தெடுக்கவும்செயலில் உள்ள உறுப்பிலிருந்து ஒரு வரம்பைத் தேர்ந்தெடுக்கவும்செயலில் ஒன்று உட்பட கட்டுப்பாட்டு புள்ளிகளின் வரிசையைத் தேர்ந்தெடுக்கவும். U/V திசைகளுக்கு இடையில் அதே புள்ளியில் அடுத்தடுத்த பயன்பாடுஒரு துண்டைத் தேர்ந்தெடுக்கவும் (கடைசியாக தேர்ந்தெடுக்கப்பட்ட "செயலில் துண்டு" ஆகிறது)கண்ணி மீது பாதிக்கப்பட்ட செங்குத்துகளைத் தேர்ந்தெடுக்கவும்ஒருவருக்கொருவர் ஒன்றிணைக்கும் அனைத்து புறஊதா முகங்களையும் தேர்ந்தெடுக்கவும்செயலில் உள்ள புறஊதா வரைபடத்துடன் இணைக்கப்பட்ட அனைத்து புறஊதா செங்குத்துகளையும் தேர்ந்தெடுக்கவும்சுட்டியின் கீழ் இணைக்கப்பட்ட அனைத்து புறஊதா செங்குத்துகளையும் தேர்ந்தெடுக்கவும்குறிப்பிட்ட மண்டலத்தில் உள்ள அனைத்து அனிமேசன் சேனல்களையும் தேர்ந்தெடுக்கவும்சொடுக்கு செய்யப்பட்ட மற்றும் செயலில் உள்ள உருப்படிகளுக்கு இடையில் அனைத்தையும் தேர்ந்தெடுக்கவும்தற்போதைய தேர்வில் இருந்து இணைக்கப்பட்ட பெற்றோர்/குழந்தை உறவுகளால் இணைக்கப்பட்ட அனைத்து எலும்புகளையும் தேர்ந்தெடுக்கவும்தற்போதைய தேர்வுக்கு பெற்றோர்/குழந்தை இணைப்புகளால் இணைக்கப்பட்ட அனைத்து எலும்புகளையும் தேர்ந்தெடுக்கவும்தற்போது தேர்ந்தெடுக்கப்பட்ட எலும்புகளைப் போலவே பெற்றோரைக் கொண்ட அனைத்து எலும்புகளையும் தேர்ந்தெடுக்கவும்எல்லா எழுத்துகளையும் தேர்ந்தெடுக்கவும்தற்போது தேர்ந்தெடுக்கப்பட்ட எலும்புகளின் அனைத்து குழந்தைகளையும் தேர்ந்தெடுக்கவும்ஏற்கனவே தேர்ந்தெடுக்கப்பட்டவற்றுடன் இணைக்கப்பட்ட அனைத்து கட்டுப்பாட்டு புள்ளிகளையும் தேர்ந்தெடுக்கவும்தற்போதைய தேர்வுடன் இணைக்கப்பட்ட அனைத்து கட்டுப்பாட்டு புள்ளிகளையும் தேர்ந்தெடுக்கவும்ஏற்கனவே தேர்ந்தெடுக்கப்பட்டவற்றுடன் இணைக்கப்பட்ட அனைத்து வளைவு புள்ளிகளையும் தேர்ந்தெடுக்கவும்நிரப்பப்பட்ட அனைத்து வளைவுகளையும் தேர்ந்தெடுக்கவும்கண்ணி இல் உள்ள எல்லா தரவையும் ஒற்றை அச்சில் தேர்ந்தெடுக்கவும்அனைத்து முடக்கப்பட்ட தடங்களையும் தேர்ந்தெடுக்கவும்எல்லா கூறுகளையும் தேர்ந்தெடுக்கவும்மதிப்பிடப்பட்ட அனைத்து தடங்களையும் தேர்ந்தெடுக்கவும்உண்மையாக இருந்தால் அனைத்தையும் தேர்ந்தெடுக்கவும், இல்லையெனில் அனைத்தையும் தேர்வு செய்யவும்அனைத்து கீஃப்ராக்ட் தடங்களையும் தேர்ந்தெடுக்கவும்சுட்டியின் கீழ் சேனலின் அனைத்து கீஃப்ரேம்களையும் தேர்ந்தெடுக்கவும்குறிப்பிட்ட சட்டத்தில் (கள்) அனைத்து கீஃப்ரேம்களையும் தேர்ந்தெடுக்கவும்சுட்டியின் கீழ் உள்ள அதே சட்டகத்தில் நிகழும் அனைத்து கீஃப்ரேம்களையும் தேர்ந்தெடுக்கவும்குறிப்பிட்ட மண்டலத்தில் உள்ள அனைத்து கீஃப்ரேம்களையும் தேர்ந்தெடுக்கவும்ஏற்கனவே தேர்ந்தெடுக்கப்பட்டவற்றுடன் இணைக்கப்பட்ட அனைத்து விசைகளையும் தேர்ந்தெடுக்கவும்பூட்டப்பட்ட அனைத்து தடங்களையும் தேர்ந்தெடுக்கவும்பன்மடங்கு அல்லாத செங்குத்துகள் அல்லது விளிம்புகள் என்பதைத் தேர்ந்தெடுக்கவும்சேகரிப்பில் உள்ள அனைத்து பொருட்களையும் தேர்ந்தெடுக்கவும்இந்த உமிழ்ப்பாளரிடமிருந்து ஒளியைத் தடுக்கும் அனைத்து பொருட்களையும் தேர்ந்தெடுக்கவும்இந்த உமிழ்ப்பாளரிடமிருந்து ஒளியைப் பெறும் அனைத்து பொருட்களையும் தேர்ந்தெடுக்கவும்மூல/இலக்கு கூறுகளுக்கு இடையிலான அனைத்து பாதைகளையும் தேர்ந்தெடுக்கவும்அனைத்து பின் செய்யப்பட்ட புறஊதா செங்குத்துகளையும் தேர்ந்தெடுக்கவும்எந்த புள்ளி தேர்விலும் வளைவுகளில் உள்ள அனைத்து புள்ளிகளையும் தேர்ந்தெடுக்கவும்கர்சரின் கீழ் வளைவில் உள்ள அனைத்து புள்ளிகளையும் தேர்ந்தெடுக்கவும்போதுமான கூர்மையான விளிம்புகள் என்பதைத் தேர்ந்தெடுக்கவும்தற்போதைய தேர்வுக்கு அருகிலுள்ள அனைத்து கீற்றுகளையும் தேர்ந்தெடுக்கவும்பல்வேறு பண்புகளால் தொகுக்கப்பட்ட அனைத்து கீற்றுகளையும் தேர்ந்தெடுக்கவும்மவுச் கர்சரின் தற்போதைய சட்டத்தின் ஒரே பக்கத்தில் உள்ள அனைத்து கீற்றுகளையும் தேர்ந்தெடுக்கவும்அனைத்து வீச்சு புள்ளிகளையும் தேர்ந்தெடுக்கவும்மற்ற வீச்சுகள் இடையே அனைத்து வீச்சு புள்ளிகளையும் தேர்ந்தெடுக்கவும்ஒத்த குணாதிசயங்களுடன் அனைத்து பக்கவாதங்களையும் தேர்ந்தெடுக்கவும்எல்லா உரையையும் தேர்ந்தெடுக்கவும்சுட்டியின் கீழ் சேனலில் உள்ள அனைத்து கீஃப்ரேம்களையும் தேர்ந்தெடுக்கவும்வளைவில் உள்ள அனைத்து கீஃப்ரேம்களையும் தேர்ந்தெடுக்கவும்எல்லா உரையையும் தேர்ந்தெடுக்கவும்செயலில் உள்ள வெர்டெக்ச் குழுவிற்கு ஒதுக்கப்பட்ட அனைத்து செங்குத்துகளையும் தேர்ந்தெடுக்கவும்பெட்டி தேர்வைப் பயன்படுத்தி எல்லா நேர குறிப்பான்களையும் தேர்ந்தெடுக்கவும்கண்காணிக்கப்பட்ட அனைத்து தடங்களையும் தேர்ந்தெடுக்கவும்குறிப்பிட்ட குழுவிலிருந்து அனைத்து தடங்களையும் தேர்ந்தெடுக்கவும்புனரமைக்கத் தவறிய அனைத்து தடங்களையும் தேர்ந்தெடுக்கவும்ஆக்டிவ் டிராக்கின் ஒரே வண்ணத்துடன் அனைத்து தடங்களையும் தேர்ந்தெடுக்கவும்தற்போதைய தேர்வோடு இணைக்கப்பட்ட அனைத்து செங்குத்துகளையும் தேர்ந்தெடுக்கவும்ஒத்த பண்புகளால் தொகுக்கப்பட்ட அனைத்து புலப்படும் எலும்புகளையும் தேர்ந்தெடுக்கவும்பல்வேறு பண்புகளால் தொகுக்கப்பட்ட அனைத்து புலப்படும் பொருட்களையும் தேர்ந்தெடுக்கவும்இணைக்கப்பட்ட அனைத்து புலப்படும் பொருட்களையும் தேர்ந்தெடுக்கவும்ஒரு வகையைச் சேர்ந்த அனைத்து புலப்படும் பொருட்களையும் தேர்ந்தெடுக்கவும்ஏற்கனவே தேர்ந்தெடுக்கப்பட்ட புள்ளிகளுடன் பக்கவாதங்களில் மாற்று புள்ளிகளைத் தேர்ந்தெடுக்கவும்ஒரு விளிம்பு வளையத்தைத் தேர்ந்தெடுக்கவும்இணைக்கப்பட்ட புறஊதா செங்குத்துகளின் விளிம்பு வளையத்தைத் தேர்ந்தெடுக்கவும்பாலம் சோடிகளுக்கு சம எண்ணிக்கையிலான சுழல்களைத் தேர்ந்தெடுக்கவும்முதலில் ஏற்கனவே உள்ள என்எல்ஏ டிராக் அல்லது வெற்று செயல் வரியைத் தேர்ந்தெடுக்கவும்ஒரு பொருளைத் தேர்ந்தெடுக்கவும் அல்லது எலும்பு போச்உருப்படி (களை) தேர்ந்தெடுத்து செயல்படுத்தவும்பெயிண்ட் வளைவு புள்ளியைத் தேர்ந்தெடுத்து ச்லைடு செய்யுங்கள்கண்ணி உருப்படியைத் தேர்ந்தெடுத்து பயன்படுத்தவும்எதிர்ப்பு சில்அவுட் வரிகளைத் தேர்ந்தெடுக்கவும்குறைந்தது ஒரு கண்ணி பொருளைத் தேர்ந்தெடுக்கவும்குறைந்தது இரண்டு விளிம்பு சுழல்களைத் தேர்ந்தெடுக்கவும்சிறியவற்றுக்கு பதிலாக பெரிய மண்டலங்களைத் தேர்ந்தெடுக்கவும்செயலில் எலும்பு சேகரிப்பில் எலும்புகளைத் தேர்ந்தெடுக்கவும்மவுச் கர்சரின் கீழ் இணைக்கப்பட்ட பெற்றோர்/குழந்தை உறவுகளால் இணைக்கப்பட்ட எலும்புகளைத் தேர்ந்தெடுக்கவும்தற்போது தேர்ந்தெடுக்கப்பட்ட எலும்புகளின் பெற்றோர்களான எலும்புகளைத் தேர்ந்தெடுக்கவும்தற்போது தேர்ந்தெடுக்கப்பட்ட எலும்புகளுக்கான இலக்குகளாகப் பயன்படுத்தப்படும் எலும்புகளைத் தேர்ந்தெடுக்கவும்எல்லை விளிம்புகளைத் தேர்ந்தெடுக்கவும் (திறந்த கண்ணி விளிம்புகள்)தேர்ந்தெடுக்கப்பட்ட முகங்களைச் சுற்றி எல்லை விளிம்புகளைத் தேர்ந்தெடுக்கவும்மூலம் தேர்ந்தெடுக்கவும்முக வலிமையால் தேர்ந்தெடுக்கவும்செயலில் உள்ள மூலப்பொருள் ச்லாட் மூலம் தேர்ந்தெடுக்கவும்இணைக்கப்பட்ட பெற்றோர்/குழந்தை பொருள்களைத் தேர்ந்தெடுக்கவும்விளிம்பு அல்லது நிழல் என்பதைத் தேர்ந்தெடுக்கவும்வரையறைகளைத் தேர்ந்தெடுக்கவும் (ஒவ்வொரு பொருளின் வெளிப்புற நிழற்படங்கள்)ஒவ்வொரு தேர்வு மண்டலத்தின் எல்லையிலும் கட்டுப்பாட்டு புள்ளிகளைத் தேர்ந்தெடுக்கவும்வளைவுகளுடன் ஏற்கனவே தேர்ந்தெடுக்கப்பட்டவற்றைத் தொடர்ந்து கட்டுப்பாட்டு புள்ளிகளைத் தேர்ந்தெடுக்கவும்ஏற்கனவே தேர்ந்தெடுக்கப்பட்ட வளைவுகளுடன் முந்தைய கட்டுப்பாட்டு புள்ளிகளைத் தேர்ந்தெடுக்கவும்மடிப்பு விளிம்புகளைத் தேர்ந்தெடுக்கவும் (இரண்டு முகங்களுக்கு இடையில் ஒரு கோணத்தை மடிப்பு கோணத்தை விட சிறியதாக ஆக்குகிறது)இறக்குமதியின் முடிவில் உருவாக்கப்பட்ட பொருள்களைத் தேர்ந்தெடுக்கவும்பெட்டி தேர்வைப் பயன்படுத்தி வளைவு புள்ளிகளைத் தேர்ந்தெடுக்கவும்வட்ட தேர்வைப் பயன்படுத்தி வளைவு புள்ளிகளைத் தேர்ந்தெடுக்கவும்லாசோ தேர்வைப் பயன்படுத்தி வளைவு புள்ளிகளைத் தேர்ந்தெடுக்கவும்ஏற்கனவே தேர்ந்தெடுக்கப்பட்ட வளைவுகளுக்கு நெருக்கமான வளைவுகளைத் தேர்ந்தெடுக்கவும்பண்புக்கூறின் தரவு வகையைத் தேர்ந்தெடுக்கவும்தற்போது தேர்ந்தெடுக்கப்பட்ட எலும்புகளின் நேரடி குழந்தைகளைத் தேர்ந்தெடுக்கவும்புகை உருவகப்படுத்துதலின் டொமைன் பொருளைத் தேர்ந்தெடுக்கவும்எட்ச் மதிப்பெண்களைத் தேர்ந்தெடுக்கவும் (ஃப்ரீபாணி எட்ச் மதிப்பெண்களால் குறிக்கப்பட்ட விளிம்புகள்)மூலப்பொருள் எல்லைகளில் விளிம்புகளைத் தேர்ந்தெடுக்கவும்விளிம்பில் சுழல்களுக்கு விளிம்புகள் அல்லது முகம் சோடிகளைத் தேர்ந்தெடுக்கவும்பெற்றோருக்கு 1 அல்லது 3 செங்குத்துகளைத் தேர்ந்தெடுக்கவும்முடி அல்லது புள்ளிகளைத் தேர்ந்தெடுக்கவும்உறுப்பு தேர்ந்தெடுக்கவும்செயலில் உள்ள பூலியன் பண்புக்கூறு அடிப்படையில் கூறுகளைத் தேர்ந்தெடுக்கவும்வளைவுகளின் இறுதி புள்ளிகளைத் தேர்ந்தெடுக்கவும்வீச்சுகள் இறுதி புள்ளிகளைத் தேர்ந்தெடுக்கவும்கடைசி தேர்வில் தொடங்கி எல்லாவற்றையும் தேர்ந்தெடுக்கவும்குறிப்பிட்ட சேகரிப்பிலிருந்து வரிகளைத் தவிர எல்லாவற்றையும் தேர்ந்தெடுக்கவும்வெளிப்புற வரையறைகளைத் தேர்ந்தெடுக்கவும் (மறைமுக மற்றும் மறைந்த பொருள்களின் வெளிப்புற நிழற்படங்கள்)கர்சரின் கீழ் ஃபேச் லூப்பைத் தேர்ந்தெடுக்கவும்அனைத்து விளிம்புகளும் 2 க்கும் மேற்பட்ட முகம் பயனர்களைக் கொண்ட முகங்களைத் தேர்ந்தெடுக்கவும்பொருள்களின் தொகுப்பின் அடிப்படையில் அம்ச விளிம்புகளைத் தேர்ந்தெடுக்கவும்விளிம்பு வகைகளின் அடிப்படையில் அம்ச விளிம்புகளைத் தேர்ந்தெடுக்கவும்தெரிவுநிலையின் அடிப்படையில் அம்ச விளிம்புகளைத் தேர்ந்தெடுக்கவும்குழுவில் உள்ள சில பொருளுக்கு சொந்தமான அம்ச விளிம்புகளைத் தேர்ந்தெடுக்கவும்முக அடையாளங்களால் அம்ச விளிம்புகளைத் தேர்ந்தெடுக்கவும்பட எல்லையால் அம்ச விளிம்புகளைத் தேர்ந்தெடுக்கவும் (குறைவான நினைவக நுகர்வு)குழுவில் உள்ள எந்தவொரு பொருளுக்கும் சொந்தமில்லாத அம்ச விளிம்புகளைத் தேர்ந்தெடுக்கவும்கொடுக்கப்பட்ட விளிம்பு வகை நிபந்தனைகளை நிறைவு செய்யாத அம்ச விளிம்புகளைத் தேர்ந்தெடுக்கவும்கொடுக்கப்பட்ட முக அடையாள நிலைமைகளை திருப்திப்படுத்தாத அம்ச விளிம்புகளைத் தேர்ந்தெடுக்கவும்அனைத்து விளிம்பு வகை நிபந்தனைகளையும் நிறைவு செய்யும் அம்ச விளிம்புகளைத் தேர்ந்தெடுக்கவும்எட்ச் வகை நிபந்தனைகளில் ஒன்றை திருப்திப்படுத்தும் அம்ச விளிம்புகளைத் தேர்ந்தெடுக்கவும்கொடுக்கப்பட்ட விளிம்பு வகை நிபந்தனைகளை நிறைவு செய்யும் அம்ச விளிம்புகளைத் தேர்ந்தெடுக்கவும்கொடுக்கப்பட்ட முக அடையாள நிலைமைகளை நிறைவு செய்யும் அம்ச விளிம்புகளைத் தேர்ந்தெடுக்கவும்அளவு கண்ணுக்குத் தெரியாத (qi) மதிப்புகளின் வரம்பிற்குள் அம்ச விளிம்புகளைத் தேர்ந்தெடுக்கவும்லிட் அல்லது நிழல் பகுதிகளிலிருந்து வரும் அம்ச வரிகளைத் தேர்ந்தெடுக்கவும். வார்ப்பு நிழல் மற்றும் ஒளி விளிம்பை பாதிக்காது, ஏனெனில் அவை எல்லையில் இருப்பதால்.தேர்ந்தெடுக்கப்பட்ட முனைகளைக் கொண்ட சட்டத்தைத் தேர்ந்தெடுக்கவும்சியாங் அல்லது உவாங் மாதிரியிலிருந்து தேர்ந்தெடுக்கவும்பெயரால் பல உள்ளீடுகளிலிருந்து தேர்ந்தெடுக்கவும்தேர்ந்தெடுக்கப்பட்ட துண்டின் பக்கங்களில் கிச்மோ கைப்பிடிகளைத் தேர்ந்தெடுக்கவும்வரைபட வளைவுகளைத் தேர்ந்தெடுக்கவும்செயலில் உள்ள உரிபிற்கு அடுத்தவற்றைத் தேர்ந்தெடுக்கவும்மறைக்கப்பட்ட அம்ச விளிம்புகளைத் தேர்ந்தெடுக்கவும்இலக்கு மேற்பரப்பில் பொருளை எவ்வாறு கட்டுப்படுத்துவது என்பதைத் தேர்ந்தெடுக்கவும்இலக்கு மேற்பரப்பில் செங்குத்துகள் எவ்வாறு கட்டுப்படுத்தப்படுகின்றன என்பதைத் தேர்ந்தெடுக்கவும்களஞ்சியம் நிர்வகிக்கப்பட்ட பயனர் அல்லது கணினி வழங்கப்பட்ட கோப்பகத்தில் இருந்தால் என்பதைத் தேர்ந்தெடுக்கவும்தேர்ந்தெடுக்கப்பட்ட எலும்புகளின் உடனடி பெற்றோர்/குழந்தைகளைத் தேர்ந்தெடுக்கவும்தற்போதைய சட்டத்துடன் வெட்டுவதைத் தேர்ந்தெடுக்கவும்பெட்டி தேர்வைப் பயன்படுத்தி உருப்படிகளைத் தேர்ந்தெடுக்கவும்வட்ட தேர்வைப் பயன்படுத்தி உருப்படிகளைத் தேர்ந்தெடுக்கவும்லாசோ தேர்வைப் பயன்படுத்தி உருப்படிகளைத் தேர்ந்தெடுக்கவும்வட்டம் தேர்வைப் பயன்படுத்தி கீஃப்ரேம் புள்ளிகளைத் தேர்ந்தெடுக்கவும்லாசோ தேர்வைப் பயன்படுத்தி கீஃப்ரேம் புள்ளிகளைத் தேர்ந்தெடுக்கவும்ஏற்கனவே தேர்ந்தெடுக்கப்பட்டவற்றைத் தவிர கீஃப்ரேம்களைத் தேர்ந்தெடுக்கவும்கீஃப்ரேம்களைக் சொடுக்கு செய்வதன் மூலம் அவற்றைத் தேர்ந்தெடுக்கவும்தேர்ந்தெடுக்கப்பட்ட அதே எஃப்-வளைவுகளில் நிகழும் கீஃப்ரேம்களைத் தேர்ந்தெடுக்கவும்தற்போதைய சட்டத்தின் இடது அல்லது வலதுபுறத்தில் கீஃப்ரேம்களைத் தேர்ந்தெடுக்கவும்ஒவ்வொரு துகள்களின் எல்லை தேர்ந்தெடுக்கப்பட்ட விசைகளுடன் இணைக்கப்பட்ட விசைகளைத் தேர்ந்தெடுக்கவும்வீச்சு கொண்ட வரி வகையைத் தேர்ந்தெடுக்கவும்இணைக்கப்பட்ட முகங்களைத் தேர்ந்தெடுக்கவும்கோணத்தால் இணைக்கப்பட்ட முகங்களைத் தேர்ந்தெடுக்கவும்கர்சரின் கீழ் இணைக்கப்பட்ட முகங்களைத் தேர்ந்தெடுக்கவும்இணைக்கப்பட்ட செங்குத்துகளைத் தேர்ந்தெடுக்கவும்கர்சரின் கீழ் இணைக்கப்பட்ட செங்குத்துகளைத் தேர்ந்தெடுக்கவும்தேர்ந்தெடுக்கப்பட்ட ஒவ்வொரு விளிம்பிலிருந்தும் இணைக்கப்பட்ட விளிம்புகளின் சுழல்களைத் தேர்ந்தெடுக்கவும்தேர்வு பயன்முறையின் அடிப்படையில் தளர்வான வடிவவியலைத் தேர்ந்தெடுக்கவும்தற்போதைய சட்டகத்தின் மற்றும் இடது/வலதுபுறம் குறிப்பான்களைத் தேர்ந்தெடுக்கவும்பெட்டி தேர்வைப் பயன்படுத்தி குறிப்பான்களைத் தேர்ந்தெடுக்கவும்வட்ட தேர்வைப் பயன்படுத்தி குறிப்பான்களைத் தேர்ந்தெடுக்கவும்லாசோ தேர்வைப் பயன்படுத்தி குறிப்பான்களைத் தேர்ந்தெடுக்கவும்தேர்ந்தெடுக்கப்பட்ட சட்டத்தின் உறுப்பினர்களைத் தேர்ந்தெடுக்கவும்பிரதிபலித்த இடங்களில் கண்ணி உருப்படிகளைத் தேர்ந்தெடுக்கவும்பிரதிபலித்த லட்டு புள்ளிகளைத் தேர்ந்தெடுக்கவும்ஆரம்ப தேர்வோடு இணைக்கப்பட்ட மேலும் புறஊதா செங்குத்துகளைத் தேர்ந்தெடுக்கவும்ஆரம்ப தேர்வோடு இணைக்கப்பட்ட மேலும் ச்ப்லைன் புள்ளிகளைத் தேர்ந்தெடுக்கவும்தற்போதைய தேர்வுக்கு அருகிலுள்ள மேலும் கீற்றுகளைத் தேர்ந்தெடுக்கவும்ஆரம்ப தேர்வோடு இணைக்கப்பட்ட மேலும் செங்குத்துகள், விளிம்புகள் அல்லது முகங்களைத் தேர்ந்தெடுக்கவும்மூவி அல்லது பட கீற்றுகளைத் தேர்ந்தெடுக்கவும்மூவி டிராக்கிங் சேனலைத் தேர்ந்தெடுக்கவும்சுட்டி சுட்டிக்காட்டி இருந்து அருகிலுள்ள துகள் தேர்ந்தெடுக்கவும்புதிய செயலில் உள்ள கண்ணி உறுப்பைத் தேர்ந்தெடுத்து அதன் இருப்பிடத்தைப் பயன்படுத்தவும்புதிய பொருள்களைத் தேர்ந்தெடுக்கவும்முனையைத் தேர்ந்தெடுத்து பார்வையாளர் முனையுடன் இணைக்கவும்தேர்ந்தெடுக்கப்பட்டவற்றிலிருந்து இணைக்கப்பட்ட முனைகளைத் தேர்ந்தெடுக்கவும்தேர்ந்தெடுக்கப்பட்டவற்றுடன் இணைக்கப்பட்ட முனைகளைத் தேர்ந்தெடுக்கவும்லாசோ தேர்வைப் பயன்படுத்தி முனைகளைத் தேர்ந்தெடுக்கவும்ஒத்த பண்புகளைக் கொண்ட முனைகளைத் தேர்ந்தெடுக்கவும்அதே தொகுப்பில் பொருளைத் தேர்ந்தெடுக்கவும்வரிசைமுறையில் செயலில் உள்ள பொருளின் நிலைக்கு தொடர்புடைய பொருளைத் தேர்ந்தெடுக்கவும்சேகரிப்பில் உள்ள பொருள்களைத் தேர்ந்தெடுக்கவும்பெயரிடும் வடிவத்துடன் பொருந்தக்கூடிய பொருள்களைத் தேர்ந்தெடுக்கவும்செயலில் உள்ள உறுப்பிலிருந்து மறுநிகழ்வு பொருள்களைத் தேர்ந்தெடுக்கவும்தற்போதைய சுட்டி நிலையின் கீழ் கிடைக்கும் வெர்டெக்ச் குழுக்களில் ஒன்றைத் தேர்ந்தெடுக்கவும்ஒன்று அல்லது அதற்கு மேற்பட்ட கீற்றுகளைத் தேர்ந்தெடுக்கவும்முற்றிலும் தேர்ந்தெடுக்கப்பட்ட முகங்களை மட்டும் தேர்ந்தெடுக்கவும்புள்ளிகளை மட்டும் தேர்ந்தெடுக்கவும்அனைத்து என்எல்ஏ-உரிப்களையும் தேர்ந்தெடுக்கவும் அல்லது தேர்வுநீக்கவும்எல்லா கோப்புகளையும் தேர்ந்தெடுக்கவும் அல்லது தேர்வுநீக்கவும்எல்லா கீற்றுகளையும் தேர்ந்தெடுக்கவும் அல்லது தேர்வுநீக்கவும்சீரற்ற புலப்படும் பொருள்களைத் தேர்ந்தெடுக்கவும் அல்லது தேர்வுநீக்கவும்அதன் உருவாக்கத்திற்குப் பிறகு நோக்குநிலையைத் தேர்ந்தெடுக்கவும்ஒரே நேரத்தில் பிற கீற்றுகள் அல்லது கைப்பிடிகளைத் தேர்ந்தெடுக்கவும் அல்லது மின்னோட்டத்திற்குப் பிறகு அனைத்து விசைகளையும் மறுபரிசீலனை பயன்முறையில் தேர்ந்தெடுக்கவும்ஒட்டப்பட்ட பொருள்களைத் தேர்ந்தெடுக்கவும்தேர்ந்தெடுக்கப்பட்ட விளிம்புகளின் உள்ளே முகங்களின் மண்டலத்தைத் தேர்ந்தெடுக்கவும்குறியீட்டின் அறிக்கைகளைத் தேர்ந்தெடுக்கவும்வெளிப்படுத்தப்பட்ட பொருள்களைத் தேர்ந்தெடுக்கவும்முகடுகள் மற்றும் பள்ளத்தாக்குகளைத் தேர்ந்தெடுக்கவும் (மேற்பரப்பின் குவிந்த மற்றும் குழிவான பகுதிகளுக்கு இடையில் எல்லைக் கோடுகள்)தேர்ந்தெடுக்கப்பட்ட ஒவ்வொரு விளிம்பிலிருந்தும் இணைக்கப்பட்ட விளிம்புகளின் வளையங்களைத் தேர்ந்தெடுக்கவும்புலப்படும் அனைத்து துகள்களின் வேர்களைத் தேர்ந்தெடுக்கவும்இரண்டு எலும்புகளுக்கு இடையில் குறுகிய பாதையைத் தேர்ந்தெடுக்கவும்இரண்டு தேர்வுகளுக்கு இடையில் குறுகிய பாதையைத் தேர்ந்தெடுக்கவும்இரண்டு செங்குத்துகள்/விளிம்புகள்/முகங்களுக்கு இடையே உள்ள குறுகிய பாதையைத் தேர்ந்தெடுக்கவும்நிழற்படங்களைத் தேர்ந்தெடுக்கவும் (புலப்படும் மற்றும் மறைக்கப்பட்ட முகங்களின் எல்லையில் விளிம்புகள்)சொத்து வகைகளால் ஒத்த uv களைத் தேர்ந்தெடுக்கவும்சொத்து வகைகளால் ஒத்த எலும்புகளைத் தேர்ந்தெடுக்கவும்சொத்து வகை மூலம் ஒத்த வளைவு புள்ளிகளைத் தேர்ந்தெடுக்கவும்தற்போதைய தேர்வுக்கு ஒத்த முக மண்டலங்களைத் தேர்ந்தெடுக்கவும்சொத்து வகைகளால் ஒத்த வளர்சிதை மாற்றங்களைத் தேர்ந்தெடுக்கவும்சொத்து வகைகளால் ஒத்த செங்குத்துகள், விளிம்புகள் அல்லது முகங்களைத் தேர்ந்தெடுக்கவும்ச்ப்லைன் புள்ளிகளைத் தேர்ந்தெடுக்கவும்உரி கைப்பிடியைத் தேர்ந்தெடுக்கவும்அவை இணைக்கப்பட்டிருந்தாலும் இல்லாவிட்டாலும் தனித்தனியாக கீற்றுகளைத் தேர்ந்தெடுக்கவும்தேர்ந்தெடுக்கப்பட்ட கீற்றுகளின் பரிந்துரைக்கப்பட்ட பக்கத்தில் கீற்றுகளைத் தேர்ந்தெடுக்கவும்தற்போதைய சட்டத்துடன் தொடர்புடைய கீற்றுகளைத் தேர்ந்தெடுக்கவும்தற்போதைய சட்டகத்தின் இடது அல்லது வலதுபுறத்தில் கீற்றுகளைத் தேர்ந்தெடுக்கவும்பெட்டி தேர்வைப் பயன்படுத்தி கீற்றுகளைத் தேர்ந்தெடுக்கவும்வட்டம் தேர்வைப் பயன்படுத்தி கீற்றுகளைத் தேர்ந்தெடுக்கவும்லாசோ தேர்வைப் பயன்படுத்தி கீற்றுகளைத் தேர்ந்தெடுக்கவும்வீச்சுகள் வரைய பயன்படுத்தப்படும் பாணியைத் தேர்ந்தெடுக்கவும்வீச்சுகள் நிரப்ப பயன்படுத்தப்படும் பாணியைத் தேர்ந்தெடுக்கவும்பரிந்துரைக்கும் வரையறைகளைத் தேர்ந்தெடுக்கவும் (கிட்டத்தட்ட நிழல்/விளிம்பு விளிம்புகள்)வரி மூலம் உரையைத் தேர்ந்தெடுக்கவும்கர்சரை நகர்த்தும்போது உரையைத் தேர்ந்தெடுக்கவும்ஃப்ரீபாணி கட்டுப்பாட்டு பயன்முறையைத் தேர்ந்தெடுக்கவும்செயலில் உள்ள கேமராவைத் தேர்ந்தெடுக்கவும்சொத்து அலமாரியில் காண்பிக்க சொத்து நூலகம் மற்றும் அடங்கிய பட்டியல்களைத் தேர்ந்தெடுக்கவும்ஒவ்வொரு வெர்டெக்சையும் ஒப்பிடுவதற்கு அச்சைத் தேர்ந்தெடுக்கவும்இந்த தேர்வு தொகுப்பிலிருந்து எலும்புகளைத் தேர்ந்தெடுக்கவும்கேமராவைத் தேர்ந்தெடுக்கவும்பொருள்களை வைக்கும்போது மிக நெருக்கமான அச்சைத் தேர்ந்தெடுக்கவும் (மேற்பரப்பு மேலெழுதும்)தற்போது சிறப்பிக்கப்பட்டுள்ள கிச்மோவைத் தேர்ந்தெடுக்கவும்இரைச்சல் தரவை கேச் செய்ய பயன்படுத்த வேண்டிய கோப்பு வடிவமைப்பைத் தேர்ந்தெடுக்கவும்துகள் தரவை கேச் செய்ய பயன்படுத்த வேண்டிய கோப்பு வடிவமைப்பைத் தேர்ந்தெடுக்கவும்மேற்பரப்பு தரவை கேச் செய்ய பயன்படுத்த வேண்டிய கோப்பு வடிவமைப்பைத் தேர்ந்தெடுக்கவும்வால்யூமெட்ரிக் தரவை கேச் செய்ய பயன்படுத்த வேண்டிய கோப்பு வடிவமைப்பைத் தேர்ந்தெடுக்கவும்கலப்பு கோப்போடு தொடர்புடைய கோப்பைத் தேர்ந்தெடுக்கவும்ஏர் டை வடிவவியலுக்கான உள்ளீட்டு வகையைத் தேர்ந்தெடுக்கவும்.மேற்பரப்பு வடிவவியலுக்கான உள்ளீட்டு வகையைத் தேர்ந்தெடுக்கவும்.மாற்ற அடுக்குகளைத் தேர்ந்தெடுக்கவும்மேப்பிங் வகையைத் தேர்ந்தெடுக்கவும்தேர்ந்தெடுக்கப்பட்ட பொருளின் கண்ணாடி பொருள்களைத் தேர்ந்தெடுக்கவும் எ.கா. "எல்.கத்தி" மற்றும் "ஆர்.கத்தி"புதிய இன்செட் முகங்களைத் தேர்ந்தெடுக்கவும்அடுத்த உறுப்பைத் தேர்ந்தெடுக்கவும் (தேர்வு வரிசையைப் பயன்படுத்தி)கர்சரின் கீழ் முனையைத் தேர்ந்தெடுக்கவும்தற்போது தேர்ந்தெடுக்கப்பட்ட எலும்புகளின் பெற்றோரைத் தேர்ந்தெடுக்கவும்முந்தைய உறுப்பைத் தேர்ந்தெடுக்கவும் (தேர்வு வரிசையைப் பயன்படுத்தி)காட்டப்பட வேண்டிய சொத்து பேனலைத் தேர்ந்தெடுக்கவும்சேடரின் வண்ண அளவுருவாக்கத்தைத் தேர்ந்தெடுக்கவும்புளூபிரிண்ட் விளிம்பு வீச்சுகள் வடிவத்தைத் தேர்ந்தெடுக்கவும்வீச்சுகள் இரு முனைகளின் வடிவத்தையும் தேர்ந்தெடுக்கவும்சங்கிலிகளின் குவியலிடுதல் வரிசையை தீர்மானிக்க வரிசை விசையைத் தேர்ந்தெடுக்கவும்வரிசை வரிசையைத் தேர்ந்தெடுக்கவும்ஓய்வு நிலைகளின் மூலத்தைத் தேர்ந்தெடுக்கவும்கீற்றுகள் மற்றும் அவற்றின் கைப்பிடிகளைத் தேர்ந்தெடுக்கவும்அழுத்தம் உணர்திறனைப் பயன்படுத்த டேப்லெட் பநிஇ என்பதைத் தேர்ந்தெடுக்கவும் (மாற்றங்கள் நடைமுறைக்கு வர மறுதொடக்கம் செய்ய வேண்டியிருக்கும்)காட்சி-ரே குறுக்குவெட்டுகளைக் கண்டறிய பயன்படுத்தப்படும் தடமறிதல் முறையைத் தேர்ந்தெடுக்கவும்சங்கிலிகளை உருவாக்க அம்ச விளிம்புகள் எவ்வாறு இணைக்கப்படுகின்றன என்பதைத் தேர்ந்தெடுக்கவும்ஒவ்வொரு சங்கிலிக்கும் வரிசை விசை எவ்வாறு கணக்கிடப்படுகிறது என்பதைத் தேர்ந்தெடுக்கவும்ஆரம்ப தேர்வோடு இணைக்கப்பட்ட அந்த எலும்புகளைத் தேர்ந்தெடுக்கவும்இந்த போசில் பயன்படுத்தப்படும் எலும்புகளைத் தேர்ந்தெடுக்கவும்நேர மார்க்கர் (கள்) தேர்ந்தெடுக்கவும்புலப்படும் அனைத்து துகள்களின் உதவிக்குறிப்புகளையும் தேர்ந்தெடுக்கவும்தற்போதைய சட்டத்தின் இடதுபுறத்தில் தேர்ந்தெடுக்கவும்தற்போதைய சட்டத்தின் வலதுபுறத்தில் தேர்ந்தெடுக்கவும்கண்காணிப்பு குறிப்பான்களைத் தேர்ந்தெடுக்கவும்குழுவின் அடிப்படையில் தடங்களைத் தேர்ந்தெடுக்கவும்சுழற்சி உறுதிப்படுத்தலுக்கு பயன்படுத்தப்படும் தடங்களைத் தேர்ந்தெடுக்கவும்மொழிபெயர்ப்பு உறுதிப்படுத்தலுக்கு பயன்படுத்தப்படும் தடங்களைத் தேர்ந்தெடுக்கவும்உருமாற்ற நோக்குநிலையைத் தேர்ந்தெடுக்கவும்இரண்டு விளிம்பு சுழல்கள் அல்லது ஒரு மூடிய விளிம்பு வளையத்தைத் தேர்ந்தெடுக்கவும், அதில் இருந்து இரண்டு விளிம்பு சுழல்களை கணக்கிட முடியும்இரண்டு கண்ணி பொருள்களைத் தேர்ந்தெடுக்கவும்வீச்சுகள் நிரப்ப பயன்படுத்தப்படும் சாய்வு வகையைத் தேர்ந்தெடுக்கவும்இலக்கு நிலைக்கு சுருக்கம் வழிமுறையின் வகையைத் தேர்ந்தெடுக்கவும்துணைப்பிரிவு வழிமுறையின் வகையைத் தேர்ந்தெடுக்கவும்அசுத்தமான தடங்களைத் தேர்ந்தெடுக்கவும்கர்சரின் கீழ் வெர்டெக்ச் லூப்பைத் தேர்ந்தெடுக்கவும்இணைக்கப்பட்ட விளிம்புகளின் எண்ணிக்கையால் துருவங்களில் செங்குத்துகளைத் தேர்ந்தெடுக்கவும். விளிம்பு மற்றும் முக பயன்முறையில் செங்குத்துகளுடன் இணைக்கப்பட்ட வடிவியல் தேர்ந்தெடுக்கப்படுகிறதுஏற்கனவே தேர்ந்தெடுக்கப்பட்டவற்றுடன் நேரடியாக இணைக்கப்பட்ட முனைகளைத் தேர்ந்தெடுக்கவும்முக பக்கங்களின் எண்ணிக்கையால் செங்குத்துகள் அல்லது முகங்களைத் தேர்ந்தெடுக்கவும்குழு இல்லாமல் செங்குத்துகளைத் தேர்ந்தெடுக்கவும்புலப்படும் அம்ச விளிம்புகளைத் தேர்ந்தெடுக்கவும்வளைவின் துவக்கம் எந்த புள்ளி என்பதைத் தேர்ந்தெடுக்கவும்சுட்டி பொத்தானைத் தேர்ந்தெடுக்கவும்கர்சர் நிலையில் வார்த்தையைத் தேர்ந்தெடுக்கவும்கர்சரின் கீழ் வார்த்தையைத் தேர்ந்தெடுக்கவும்தற்போதைய மூலப்பொருளைப் பயன்படுத்தி அனைத்து பசை எழுதுகோல் பக்கவாதங்களையும் தேர்ந்தெடுக்கவும்/தேர்வு செய்யவும்அனைத்து பக்கவாதம் அல்லது நிரப்புதல்களைத் தேர்ந்தெடுக்கவும்/தேர்வுநீக்கவும்இந்த திசையில் உறுப்பைத் தேர்ந்தெடுக்கவும்/தேர்வுநீக்கவும்கோப்புகளைத் தேர்ந்தெடுக்கவும்/தேர்வுநீக்கவும்தேர்ந்தெடுக்கும் தன்மை மற்றும் தெரிவுநிலைதேர்ந்தெடுக்கக்கூடியதுதேர்ந்தெடுக்கக்கூடியது மட்டுமேதேர்ந்தெடுக்கப்பட்டதுதேர்ந்தெடுக்கப்பட்ட & உள்ளடக்கம்தேர்ந்தெடுக்கப்பட்ட செயல் வரைபடம்தேர்ந்தெடுக்கப்பட்ட அதிரடி-கிளிப் துண்டுதேர்ந்தெடுக்கப்பட்ட பிணைப்புதேர்ந்தெடுக்கப்பட்ட தைரியமானதேர்ந்தெடுக்கப்பட்ட சேனல்கர்சரில் தேர்ந்தெடுக்கப்பட்ட சேனல்கள்தேர்ந்தெடுக்கப்பட்ட விளிம்பு மொத்தம்தேர்ந்தெடுக்கப்பட்ட முகம் மொத்தம்தேர்ந்தெடுக்கப்பட்ட முகங்கள்தேர்ந்தெடுக்கப்பட்ட கோப்புதேர்ந்தெடுக்கப்பட்ட சிறப்பியல்புதேர்ந்தெடுக்கப்பட்ட அடையாளம் ' %s' என்பது ஒரு %s, ஏற்கனவே இணைக்கப்பட்ட அடையாளம் ' %s' ஐ இடமாற்றம் செய்ய பயன்படுத்த முடியாது, இது ஒரு %s ஆகும்தேர்ந்தெடுக்கப்பட்ட அடையாளம் '%s' இடமாற்றம் செய்யப்பட்ட அடையாளம் '%s' போலவே இருப்பதாகத் தெரிகிறது, அதற்கு பதிலாக 'மறுஏற்றம்' செயல்பாட்டைப் பயன்படுத்தவும்தேர்ந்தெடுக்கப்பட்ட சாய்வுதேர்ந்தெடுக்கப்பட்ட உருப்படிதேர்ந்தெடுக்கப்பட்ட உருப்படி தற்போது தேர்ந்தெடுக்கப்பட்ட பொருட்களை மட்டுமே கணக்கில் கொண்டு செல்ல சுற்றுப்பாதை மையத்தை கட்டாயப்படுத்துகிறது.தேர்ந்தெடுக்கப்பட்ட உருப்படிகள்தேர்ந்தெடுக்கப்பட்ட விசைகள்தேர்ந்தெடுக்கப்பட்ட மைல்கல்தேர்ந்தெடுக்கப்பட்ட வரி பின்னணிதேர்ந்தெடுக்கப்பட்ட வரி உரை நிறம்தேர்ந்தெடுக்கப்பட்ட மார்க்கர்தேர்ந்தெடுக்கப்பட்ட மேவு துண்டு (தொடர்புடைய கீற்றுகளை தொகுக்க)தேர்ந்தெடுக்கப்பட்ட முனை குழுதேர்ந்தெடுக்கப்பட்ட பொருள்தேர்ந்தெடுக்கப்பட்ட பொருள்கள்தேர்ந்தெடுக்கப்பட்ட பொருள்கள் மட்டுமேதேர்ந்தெடுக்கப்பட்ட பொருள்கள் மற்றும் தரவுதேர்ந்தெடுக்கப்பட்ட பொருள்கள், தரவு மற்றும் மூலப்பொருட்கள்தேர்ந்தெடுக்கப்பட்டது மட்டுமேதேர்ந்தெடுக்கப்பட்ட புள்ளிகள்தேர்ந்தெடுக்கப்பட்ட போச் எலும்புகள்தேர்ந்தெடுக்கப்பட்ட சிறிய தொப்பிகள்தேர்ந்தெடுக்கப்பட்ட ஒலி துண்டு (நேர ச்பீக்கர் ஒலிகளுக்கு)தேர்ந்தெடுக்கப்பட்ட கீற்றுகள்தேர்ந்தெடுக்கப்பட்ட ச்டுடியோலைட்தேர்ந்தெடுக்கப்பட்ட உரைதேர்ந்தெடுக்கப்பட்ட மாற்றம் துண்டுதேர்ந்தெடுக்கப்பட்ட புறஊதா உறுப்புஒருவருக்கொருவர் சுற்றளவில் இருக்கும் தேர்ந்தெடுக்கப்பட்ட புறஊதா செங்குத்துகள் ஒன்றாக வெல்டிங் செய்யப்படுகின்றனதேர்ந்தெடுக்கப்பட்ட அடிக்கோடிட்டுதேர்ந்தெடுக்கப்பட்ட வெர்டெக்ச் மொத்தம்தேர்ந்தெடுக்கப்பட்ட சொத்து %s சொத்து நூலகத்திற்குள் அமைந்திருக்க முடியாதுதேர்ந்தெடுக்கப்பட்ட சொத்து %s ஒரு செயல் அல்லதேர்ந்தெடுக்கப்பட்ட சொத்து சொத்து அமைப்பால் நிர்வகிக்கப்படும் கோப்பில் உள்ளது, கையேடு திருத்தங்கள் தவிர்க்கப்பட வேண்டும்தேர்ந்தெடுக்கப்பட்ட சொத்து தற்போதைய கோப்பில் உள்ளது%s இலிருந்து தேர்ந்தெடுக்கப்பட்ட எலும்புகள்தேர்ந்தெடுக்கப்பட்ட தரவு-தொகுதிகள் ஏற்கனவே சொத்துக்கள் (அல்லது சொத்துகளாக பயன்பாட்டை ஆதரிக்க வேண்டாம்)எடிட்மோடில் தேர்ந்தெடுக்கப்பட்ட விளிம்பு எண்ணிக்கைதேர்ந்தெடுக்கப்பட்ட விளிம்புகள்/முகங்கள் தேவைஎடிட்மோடில் தேர்ந்தெடுக்கப்பட்ட முக எண்ணிக்கைதேர்ந்தெடுக்கப்பட்ட முகங்கள் தேவைதேர்ந்தெடுக்கப்பட்ட சுழல்கள் சம விளிம்பு எண்ணிக்கையைக் கொண்டிருக்க வேண்டும்தேர்ந்தெடுக்கப்பட்ட மெச்களில் சம எண்ணிக்கையிலான செங்குத்துகள் இருக்க வேண்டும்தேர்ந்தெடுக்கப்பட்ட முனைகள் {to அதே வகையைச் சேர்ந்தவை அல்லதேர்ந்தெடுக்கப்பட்ட முனைகளை இணைக்க முடியாதுதேர்ந்தெடுக்கப்பட்ட பொருட்களின் பெயர்கள் .L அல்லது .R பின்னொட்டைப் பயன்படுத்த வேண்டும்தேர்ந்தெடுக்கப்பட்ட பாதை தேர்ந்தெடுக்கப்பட்ட சொத்து நூலகத்திற்கு வெளியே உள்ளதுசெயலில் தேர்ந்தெடுக்கப்பட்டதுஎடிட்மோடில் தேர்ந்தெடுக்கப்பட்ட வெர்டெக்ச் எண்ணிக்கைதேர்ந்தெடுக்கப்பட்ட/தேர்வு செய்யப்படாதலைட் பகுதிகளிலிருந்து வரிகளைத் தேர்ந்தெடுத்து, விளிம்பு, ஒளி விளிம்பு மற்றும் நிழல் கோடுகளின் கலவையை மூடப்பட்ட வடிவங்களாக மாற்றவும்கேமராவைத் தேர்ந்தெடுப்பது பொருள் பயன்முறையில் மட்டுமே ஆதரிக்கப்படுகிறதுதேர்வுதேர்வு களம்தேர்வு இறுதி எழுத்துதேர்வு இறுதி வரிதேர்வு முகமூடிதேர்வு முறைதேர்வு முறை புள்ளிகளாக இருக்க வேண்டும்தேர்வு மட்டும்தேர்வு ஒளிபுகாநிலைதேர்வு தொகுப்புதேர்வு தொகுப்பு குறியீடுதேர்வு தொகுப்புகள்தேர்வு சிறப்புகளை அமைக்கிறதுதேர்வு கருவிதேர்வு வகைசெயல்படுத்த தேர்வு நடவடிக்கைசேகரிப்பு மூலம் தேர்வுவிளிம்பு வகைகளால் தேர்வுமுக அடையாளங்களால் தேர்வுபட எல்லையால் தேர்வுதெரிவுநிலை மூலம் தேர்வுதேர்வு எலும்பு அல்லதேர்வு எலும்பு அல்ல. 3D காட்சியகத்தில் எடுக்க ஆர்மேச்சர் போச் பயன்முறையில் அல்லது திருத்த பயன்முறையில் இருக்க வேண்டும்தேர்வு சுட்டிக்கு பின்னால் பின்தங்கியிருக்கிறது மற்றும் மென்மையான பாதையைப் பின்பற்றுகிறதுபொருள் பயன்முறையில் தேர்வு ஆதரிக்கப்படவில்லைஐகே சங்கிலிக்கான ஐகே தீர்விசொடுக்கு செய்யப்பட்ட சேனலுக்கு செயலில் உள்ள சேனலின் தேர்வுமுகத்துடன் இணைக்கப்படாத விளிம்புகளின் தேர்வுகண்ணி மேற்பரப்பின் எல்லையின் ஒரு பகுதியாக இருக்கும் விளிம்புகளின் தேர்வுகண்ணி மேற்பரப்பின் இரண்டு முகங்களை இணைக்கும் விளிம்புகளின் தேர்வுஉள்ளீட்டு திசையன்களின் இடைநிறுத்தத்தைக் குறிக்கும் விளிம்புகளின் தேர்வுஇலக்கு திசையுடன் பொருந்தக்கூடிய இயல்பான கூறுகளின் தேர்வு. (இந்தத் தேர்வு வெளியீட்டின் அதே டொமைனில் இயல்பானது மதிப்பிடப்படுகிறது)ஒரு கோளத்திற்குள் உள்ள உறுப்புகளின் தேர்வுரேண்டமைச் செய்வதற்கான நிகழ்வுகளின் தேர்வுஇடமாற்றம் செய்யப்பட வேண்டிய புள்ளிகளின் தேர்வுமறு செய்கை களத்தில் தேர்வுதேர்வு இணை கிடைக்கவில்லைவளைவு புள்ளியின் தேர்வு நிலைபாதை புள்ளியின் தேர்வு நிலைச்லாட்டின் தேர்வு நிலைதேர்வு நிலைசீரமைக்கப்பட்ட ஒற்றை கைப்பிடியின் தேர்வு நிலைகட்டுப்பாட்டு புள்ளியின் தேர்வு நிலைகட்டுப்பாட்டு புள்ளியின் தேர்வு நிலை. (நீக்கப்பட்டது: அதற்கு பதிலாக தேர்ந்தெடுக்கப்பட்ட கட்டுப்பாட்டு புள்ளியைப் பயன்படுத்தவும்)இடது கைப்பிடியின் தேர்வு நிலைவலது கைப்பிடியின் தேர்வு நிலைதற்போதைய சட்டத்திற்கு தேர்வுகர்சர் மதிப்புக்கு தேர்வுஅருகிலுள்ள சட்டகத்திற்கு தேர்வுஅருகிலுள்ள மார்க்கருக்கு தேர்வுஅருகிலுள்ள இரண்டாவது தேர்வுதேர்ந்தெடுக்கப்பட்ட குறைந்த நாற்கைபி-எலும்பின் இறுதி கைப்பிடி எவ்வாறு கணக்கிடப்படுகிறது என்பதைத் தேர்ந்தெடுக்கிறதுபி-எலும்பின் தொடக்க கைப்பிடி எவ்வாறு கணக்கிடப்படுகிறது என்பதைத் தேர்ந்தெடுக்கிறதுசெங்குத்துகள் அவற்றின் நிலைப்பாட்டின் அடிப்படையில் பி-எலும்பு பிரிவுகளுக்கு எவ்வாறு பொருத்தப்படுகின்றன என்பதைத் தேர்ந்தெடுக்கிறதுதற்போதைய வீச்சுகள் தேர்விலிருந்து சீரற்ற புள்ளிகளைத் தேர்ந்தெடுக்கிறதுஎல்லை சரிசெய்தல் வழிமுறையைத் தேர்ந்தெடுக்கிறதுபயன்படுத்தப்பட்ட வழிமுறையைத் தேர்ந்தெடுக்கிறதுபயன்படுத்தப்பட்ட தடிமன் வழிமுறையைத் தேர்ந்தெடுக்கிறதுதன்வய மோதல்தன்வய எல்லைகள்தன்வய விளைவுதன்வய உராய்வுதன்வய செய்தன்வய குறுக்குவெட்டுதன்வய குறுக்குவெட்டுதன்வய குறுக்குவெட்டு சோதனைதன்வய குறைந்தபட்ச தூரம்தன்வய பொருள்தன்வய ஒன்றுடன் ஒன்றுதேர்ந்தெடுக்கப்பட்ட முகங்களை தன்வய குறுக்குவெட்டுதன்னிறைவான கடுமையான உடல் உருவகப்படுத்துதல் சூழல் மற்றும் அமைப்புகள்தன்வய -கொலிசன் வெர்டெக்ச் குழுசொத்தின் சொற்பொருள் விளக்கம்அரை லக்ராஞ்சியன்செமிடோன்கள்பின்தங்கியதை அனுப்புங்கள்திரும்பவும்உணர்திறன்சென்சார்சென்சார் பொருத்தம்சென்சார் உயரம்சென்சார் ஒலிசென்சார் அகலம்சென்சார் மேலிருந்து கீழாக ச்கேன் செய்யப்படுகிறதுபிரிக்கக்கூடியதுதனிதனி மூட்டைதனி மூட்டை உருப்படிகுழந்தைகளை பிரிக்கவும்தனி நிறம்தனி கூறுகள்தனி உருளைதனி வடிவியல்தனி நான்தனி அணிதனி பயன்முறைதனி வரிசை படங்கள்தனி உருண்டைதனி உருமாற்றம்தனி அலகுகள்தனி xyzகுறுக்குவெட்டுகளிலிருந்து அனைத்து வடிவவியலையும் பிரிக்கவும்அடுக்கு மூலம் பிரிக்கவும்பொருள் மூலம் பிரித்தல்தேர்ந்தெடுக்கப்பட்ட மேவு-உரிச் வைத்திருக்கும் கீற்றுகளை பிரிக்கவும்சீம்களால் தனிமைப்படுத்தப்பட்ட தீவுகளின் தனி கணிப்புகள்தேர்ந்தெடுக்கப்பட்ட வடிவவியலைப் பிரிக்கவும்தேர்ந்தெடுக்கப்பட்ட வடிவவியலை புதிய கண்ணி எனப் பிரிக்கவும்தேர்ந்தெடுக்கப்பட்ட வடிவவியலை ஒரு புதிய பொருளாக பிரிக்கவும்தேர்ந்தெடுக்கப்பட்ட வடிவவியலை புதிய புள்ளி மேகமாக பிரிக்கவும்முனை குழுவிலிருந்து தேர்ந்தெடுக்கப்பட்ட முனைகளை பிரிக்கவும்இணைக்கப்பட்ட தேர்வு செய்யப்படாத புள்ளிகளிலிருந்து தேர்ந்தெடுக்கப்பட்ட புள்ளிகளை புதிய பொருளாக பிரிக்கவும்தேர்ந்தெடுக்கப்பட்ட வடிவவியலை புதிய கிரீச் பென்சில் பொருளாக பிரிக்கவும்தேர்ந்தெடுக்கப்பட்ட ச்ட்ரோக்குகளை தற்போதைய நிரப்பலில் இருந்து பிரிக்கவும்%s %i புதிய செயல்களாக பிரிக்கப்பட்டுள்ளதுபிரிக்கப்பட்ட எலும்புகள்செபியாவரிசைகூட்டுசரிசெய்தல்சரிசெய்தல் அடுக்குஆல்பா ஓவர்ஆல்பா கீழ்ஆடியோபெட்டிபிரகாசம்/மாறுபாடுகிளிப்கடிகாரம்நிறம்வண்ண சமநிலைவண்ண கலவைஇசையமைப்பாளர்கிராச்ஃபேட்வளைவுகள்திசையில்இரட்டைஎதிரொலிசமநிலைப்படுத்திகாமா கிராச்ஃபேட்காசியன் மங்கலானதுபளபளப்புபிரித்துப் பிடிக்கவும்சாயல் சரியானதுபடம்இல்ஐரிச்முகமூடிமேவுபடம்மல்டிகாம்மல்டிகாம் தேர்வாளர்பெருக்கவும்எதுவுமில்லைவெளியேஒரு துண்டுக்குகுனிவுதிட்டம்பதிலாள் சேமிப்புகாட்சிஒற்றைஒலிஒலி சமநிலைப்படுத்திவிரைவுபிளவுகழிக்கவும்உரைதொனி வரைபடம்டன்மேப்மாற்றம் வகைதட்டச்சு செய்கவெள்ளை இருப்புதுடைக்கவரிசை ஆசிரியர்வரிசை ச்லைடுவரிசை ச்லைடு: %s %sவரிசை துண்டு பெயர்ஒரு காட்சி தரவு-தடுப்புக்கான வரிசை திருத்துதல்வரிசை ஆசிரியர் விண்வெளி தரவுவரிசை பிளேபேக் பயன்முறைமற்ற கீற்றுகளால் உருவாக்கப்பட்ட படங்களில் விளைவைப் பயன்படுத்தும் வரிசை துண்டுவரிசை துண்டு ஒரு காசியன் மங்கலை உருவாக்குகிறதுவரிசை துண்டு ஒரு பளபளப்பான விளைவை உருவாக்குகிறதுவரிசை துண்டு ஒரு துடைக்கும் மாற்றத்தை உருவாக்குகிறதுஒற்றை வண்ணத்தால் நிரப்பப்பட்ட படத்தை உருவாக்கும் வரிசை துண்டுவரிசை துண்டு உரையை உருவாக்குதல்ஒற்றை சட்டகத்திற்கான வரிசை துண்டு தரவுஒரு குறிப்பிட்ட காலத்திற்குள் இயக்கப்பட வேண்டிய ஒலியை வரையறுக்கும் வரிசை துண்டுமற்ற கீற்றுகளின் வேகத்தைக் கட்டுப்படுத்த வரிசை துண்டுஒற்றை வரிசை துண்டுகளாக மற்ற கீற்றுகளை குழு குழுவாக வரிசைப்படுத்துதல்வீடியோவை ஏற்ற வரிசை துண்டுமுகமூடியிலிருந்து வீடியோவை ஏற்ற வரிசை துண்டுகிளிப் திருத்தியிலிருந்து ஒரு வீடியோவை ஏற்ற வரிசை துண்டுஒன்று அல்லது அதற்கு மேற்பட்ட படங்களை ஏற்ற வரிசை துண்டுகீழே உள்ள அடுக்குகளுக்கு வடிகட்டி மாற்றங்களைச் செய்ய வரிசை துண்டுமல்டிகாம் திருத்துதல் செய்ய வரிசை துண்டுஒரு காட்சியின் வழங்கப்பட்ட படத்தைப் பயன்படுத்தி வரிசை துண்டுதொடர்சீக்வென்சர் & முன்னோட்டம்சீக்வென்சர் வண்ண விண்வெளி அமைப்புகள்சீக்வென்சர் கம்போசிட்டர் முனைகள்சீக்வென்சர் தொகுப்பாளர்கள்சீக்வென்சர் மேலடுக்குகள்சீக்வென்சர் முன்னோட்டம்சீக்வென்சர் முன்னோட்டம் நிழல்சீக்வென்சர் காட்சிசீக்வென்சர் ச்னாப்பிங்சீக்வென்சர் உரி செய்திசீக்வென்சர் கீற்றுகள்சீக்வென்சர் கருவி அமைப்புகள்சீக்வென்சர் விளைவு வகைசீக்வென்சர் காட்சியை திருத்த முடியாதுசீக்வென்சரின் செயலில் துண்டுசெர்பியன் (சிரிலிக்) - செர்பியன்செர்பிய (லத்தீன்) - செர்பிய லத்தீன்அமர்வு நிலைஅமர்வு uidஇணைக்க சேகரிப்பின் அமர்வு uidசேகரிப்பின் அமர்வு uid க்கு செல்லஆபரேட்டரால் பயன்படுத்த தரவு-தொகுதியின் அமர்வு uidதேர்ந்தெடுக்கப்பட்ட பொருளைக் கொண்ட நேரடியாக இணைக்கப்பட்ட சேகரிப்பின் அமர்வு uid, ஒரு மேலெழுதலை உருவாக்கவடிவியல் முனை குழுவின் அமர்வு uid கைவிடப்படுகிறதுஅமர்வு uuidஇடத்திற்கு பொருளின் அமர்வு uuid (இது மற்றும் 'பெயர்' அமைக்கப்படும்போது செயலில் உள்ள பொருளைப் பயன்படுத்துகிறது)அமைக்கவும்சேர்க்கப்பட்ட உருப்படிகளுக்கு "போலி பயனர்" அமைக்கவும் (பொருள்கள் மற்றும் சேகரிப்புகள் தவிர)2 டி கர்சர் இருப்பிடத்தை அமைக்கவும்2டி கர்சரை மையக் காட்சி இடத்திற்கு அமைக்கவும்நடவடிக்கை அமைக்கவும்செயலில் செயல் ச்லாட் குறியீட்டை அமைக்கவும்0 இல் தொடங்கி அனைத்து GLTF அனிமேசனையும் அமைக்கவும்ஆல்பாவை அமைக்கவும்வண்ண குறிச்சொல்லை அமைக்கவும்தற்போதைய கருப்பொருள் அமைக்கவும்வளைவை இயல்பாக அமைக்கவும்வளைவு ஆரம் அமைக்கவும்வளைவு சாய்வை அமைக்கவும்பிழைத்திருத்த மதிப்பை அமைக்கவும்இயல்புநிலை ஐகானை அமைக்கவும்முக தொகுப்பு அமைமுக வலிமையை அமைக்கவும்போலி பயனரை அமைக்கவும்குறைவடையும்பிரேம் வரம்பை அமைக்கவும்வடிவியல் தொகுப்பை அமைக்கவும்வடிவியல் பெயரை அமைக்கவும்கிரீச் பென்சில் நிறத்தை அமைக்கவும்கிரீச் பென்சில் ஆழத்தை அமைக்கவும்கிரீச் பென்சில் மென்மையை அமைக்கவும்கட்டத்தின் பின்னணியை அமைக்கவும்கட்டம் மாற்றத்தை அமைக்கவும்முடி வளைவு சுயவிவரத்தை அமைக்கவும்கைப்பிடி நிலைகளை அமைக்கவும்கைப்பிடி வகையை அமைக்கவும்ஐடி அமைக்கவும்நிகழ்வு மாற்றத்தை அமைக்கவும்தலைகீழ் நிலுவையில் உள்ளதுமூலப்பொருள் அமைக்கவும்மூலப்பொருள் கலவையை அமைக்கவும்மூலப்பொருள் குறியீட்டை அமைக்கவும்கண்ணி இயல்பாக அமைக்கவும்மின்கோவ்ச்கி மாறியை 0.5 ஆக அமைக்கவும்மிங்கோவ்ச்கி மாறியை 4 ஆக அமைக்கவும்கலவை காரணியை 0.0 ஆக அமைக்கவும்கலவை காரணியை 1.0 ஆக அமைக்கவும்பெயரை அமைக்கவும்%s ஆப்செக்ட்(களுக்கு) ஆதாரத்தை அமைக்கவில்லைவெற்றுப் பொருளுக்கு (களுக்கு) ஆதாரத்தை அமைக்காதுபெற்றோரை அமைக்கவும்பிவோட் அமைக்கவும்புள்ளி ஆரம் அமைக்கவும்நிலை அமைக்கவும்தேர்ந்தெடுக்கப்பட்ட கீஃப்ரேம்களின் நீட்டிப்புகளின் அடிப்படையில் முன்னோட்ட வரம்பை அமைக்கவும்தேர்ந்தெடுக்கப்பட்ட கீற்றுகளின் அளவுகளின் அடிப்படையில் முன்னோட்ட வரம்பை அமைக்கவும்தேர்ந்தெடுக்கப்பட்ட கீஃப்ரேம்களின் வரம்பின் அடிப்படையில் முன்னோட்ட வரம்பை அமைக்கவும்காட்சி சட்ட விகிதத்தை அமைக்கவும்தேர்ந்தெடுக்கப்பட்ட உரி ப்ராக்சிகளை அமைக்கவும்தேர்வை அமைக்கவும்நிழலை மென்மையாக அமைக்கவும்அளவு அமைக்கவும்ச்னாப் தளத்தை அமைக்கவும்ச்ப்லைன் சுழற்சி அமைக்கவும்ச்ப்லைன் தீர்மானத்தை அமைக்கவும்ச்ப்லைன் வகையை அமைக்கவும்ச்டீரியோ 3D ஐ அமைக்கவும்uvw கட்டுப்பாட்டு புள்ளிகளை ஒரு சீரான தூரத்தை அமைக்கவும்வி.ஆர் பார்வையாளர் இருப்பிடத்தை கட்டுப்படுத்தி ரெய்காச்ட் இட் இருப்பிடமாக அமைக்கவும்மதிப்பை அமைக்கவும்பார்வை மாற்றத்தை அமைக்கவும்தேர்ந்தெடுக்கப்பட்ட தொகுப்புகளுக்கு வண்ண குறிச்சொல்லை அமைக்கவும்தேர்ந்தெடுக்கப்பட்ட கீற்றுகளுக்கு வண்ண குறிச்சொல்லை அமைக்கவும்சூழல் வரிசை மதிப்பை அமைக்கவும் (செயலில் உள்ள மெச் திருத்து பயன்முறையை சைக்கிள் ஓட்டுவதற்கு பயனுள்ளதாக இருக்கும்)சூழல் மதிப்பை அமைக்கவும்ஒரு சூழல் மதிப்பை அமைக்கவும் (சைக்கிள் ஓட்டுதல் செயலில் உள்ள மூலப்பொருள், வடிவ விசைகள், குழுக்கள் போன்றவை பயனுள்ளவை)ஐடி தரவு-தொகுதிக்கு சூழல் மதிப்பை அமைக்கவும்தனிப்பயன் நிலையான விகித காரணியை (CRF) அமைக்கவும்.அனைத்து உருவாக்க அனிமேசன்களுக்கும் ஒரு குறிப்பிட்ட எண்ணிக்கையிலான பிரேம்களை அமைக்கவும்உருவாக்க ஒரு கையேடு சதவீதத்தை அமைக்கவும்அதிகபட்ச எண்ணிக்கையிலான பி-பிரேம்களை அமைக்கவும்புதிய செயலில் கீயிங் தொகுப்பை அமைக்கவும்ஒரு புதிய பெயரை அமைக்கவும் அல்லது முன்னொட்டு/பின்னொட்டு இருக்கும் ஒன்றைபுதிய தேர்வை அமைக்கவும்செயலில் உள்ள செயல் அமைப்பு அட்டவணையை {}க்கு அமைக்கவும்.தேர்ந்தெடுக்கப்பட்ட அனைத்து முனைகளுக்கும் செயலில் நிறத்தை அமைக்கவும்3d இடத்தில் கேமராவை நகர்த்துவதன் மூலம் (அல்லது அதன் பெற்றோர் இருந்தால்) செயலில் உள்ள மார்க்கரை தோற்றமாக அமைக்கவும்செயலில் உள்ள மூலப்பொருளை அமைக்கவும்0.0 களில் தொடங்கி அனைத்து gltf அனிமேசனையும் அமைக்கவும். அனிமேசன்களை வளையுவதற்கு பயனுள்ளதாக இருக்கும்அனைத்து வீச்சு புள்ளிகளையும் ஒரே ஒளிபுகாநிலைக்கு அமைக்கவும்அனைத்து வீச்சு புள்ளிகளையும் ஒரே தடிமன் வரை அமைக்கவும்அனைத்து வெர்டெக்ச் இயல்புகளையும் மூலையில் கோணத்தால் அமைக்கவும்அனைத்து வெர்டெக்ச் இயல்புகளையும் முகப்பரப்பு மூலம் அமைக்கவும்தேர்ந்தெடுக்கப்பட்ட வண்ண நிறுத்தத்தின் ஆல்பாவை அமைக்கவும்ஏற்றுமதி செய்யப்பட்ட புறஊதா தளவமைப்புக்கான ஒளிபுகாநிலையை அமைக்கவும்3D கர்சரை அமைத்து பயன்படுத்தவும்சிறுகுறிப்பு தெரிவுநிலையை அமைக்கவும்ஊடக வண்ண இடத்தின் அடிப்படையில் பொருத்தமான பார்வை உருமாற்றத்தை அமைக்கவும்செயலில் உள்ள வெர்டெக்ச் குழுவாக அமைக்கவும்இயல்புநிலை வட்டமானதாக அமைக்கவும்ஆடியோ சேனல்களை 4 சேனல்களாக அமைக்கவும்ஆடியோ சேனல்களை 5.1 சரவுண்ட் ஒலிக்கு அமைக்கவும்ஆடியோ சேனல்களை 7.1 சரவுண்ட் ஒலிக்கு அமைக்கவும்ஆடியோ சேனல்களை மோனோவுக்கு அமைக்கவும்ஆடியோ சேனல்களை ச்டீரியோவுக்கு அமைக்கவும்ஆடியோ கலவை இடையக அளவை 1024 மாதிரிகளுக்கு அமைக்கவும்ஆடியோ கலவை இடையக அளவை 16384 மாதிரிகளாக அமைக்கவும்ஆடியோ கலவை இடையக அளவை 2048 மாதிரிகளுக்கு அமைக்கவும்ஆடியோ கலவை இடையக அளவை 256 மாதிரிகளுக்கு அமைக்கவும்ஆடியோ கலவை இடையக அளவை 32768 மாதிரிகளுக்கு அமைக்கவும்ஆடியோ கலவை இடையக அளவை 4096 மாதிரிகளாக அமைக்கவும்ஆடியோ கலவை இடையக அளவை 512 மாதிரிகளுக்கு அமைக்கவும்ஆடியோ கலவை இடையக அளவை 8192 மாதிரிகளாக அமைக்கவும்ஆடியோ மாதிரி வடிவமைப்பை 16-பிட் கையொப்பமிடப்பட்ட முழுஎண்ணாக அமைக்கவும்ஆடியோ மாதிரி வடிவமைப்பை 24-பிட் கையொப்பமிடப்பட்ட முழுஎண் என அமைக்கவும்ஆடியோ மாதிரி வடிவமைப்பை 32-பிட் மிதவைக்கு அமைக்கவும்ஆடியோ மாதிரி வடிவமைப்பை 32-பிட் கையொப்பமிடப்பட்ட முழுஎண்ணாக அமைக்கவும்ஆடியோ மாதிரி வடிவமைப்பை 64-பிட் மிதவைக்கு அமைக்கவும்ஆடியோ மாதிரி வடிவமைப்பை 8-பிட் கையொப்பமிடாத முழுஎண்ணாக அமைக்கவும்ஆடியோ மாதிரி வீதத்தை நொடிக்கு 192000 மாதிரிகளாக அமைக்கவும்ஆடியோ மாதிரி வீதத்தை நொடிக்கு 44100 மாதிரிகளாக அமைக்கவும்ஆடியோ மாதிரி வீதத்தை நொடிக்கு 48000 மாதிரிகளாக அமைக்கவும்ஆடியோ மாதிரி வீதத்தை நொடிக்கு 96000 மாதிரிகளாக அமைக்கவும்வளைவுகளுக்கு கருப்பு புள்ளி அல்லது வெள்ளை புள்ளியை அமைக்கவும்உருப்படிகளின் சேகரிப்புக்கு பூலியன் மதிப்புகளை அமைக்கவும்செயலில் பார்வைக்கு கேமரா காட்சியை அமைக்கவும்பார்வை அடுக்கில் மறைமுகமாக (நிழல்கள் மற்றும் பிரதிபலிப்புகள் மூலம்) மட்டுமே பங்களிக்க சேகரிப்பை அமைக்கவும்வண்ணத் தெரிவுநிலையை அமைக்கவும்கிரீச் பென்சில் வடிவவியலில் வண்ணம் மற்றும் ஒளிபுகா பண்புகளை அமைக்கவும்ஏற்கனவே உள்ள ஆல்பாவை மீண்டும் பயன்படுத்துவதற்கு பதிலாக வண்ணத்தை முற்றிலும் ஒளிபுகாதாக அமைக்கவும்வண்ண இடைக்கணிப்பை அமைக்கவும்இடைக்கணிப்புக்கு பயன்படுத்த வண்ண பயன்முறையை அமைக்கவும்தேர்ந்தெடுக்கப்பட்ட வண்ண நிறுத்தத்தின் நிறத்தை அமைக்கவும்தற்போதைய மூவி கிளிப்பை 3 டி வியூபோர்ட்டில் கேமரா பின்னணியாக அமைக்கவும் (3 டி வியூபோர்ட் தெரியும் போது மட்டுமே வேலை செய்கிறது)கர்சர் நிலையை அமைக்கவும்கர்சர் நிலையை உரையில் அமைக்கவும்சேகரிப்பு நிகழ்வுகளுக்குப் பயன்படுத்தப்படும் ஆஃப்செட்டுக்கு கர்சர் நிலையை அமைக்கவும்கர்சர் தேர்வை அமைக்கவும்ரெண்டரிங்கிற்கு பயன்படுத்தப்படும் இயல்புநிலை வண்ண பண்புக்கூறு அமைக்கவும்ஒவ்வொரு விமானத்திற்கும் இடையில் தூரத்தை அமைக்கவும்தேர்ந்தெடுக்கப்பட்ட கீஃப்ரேம்களிலிருந்து தொடங்கி எஃப்-வளைவு பிரிவுகளுக்கு தளர்த்தும் வகையை அமைக்கவும்அண்டை முகங்களுக்கு இடையிலான கோணத்தின் அடிப்படையில் விளிம்பு கூர்மையை அமைக்கவும்பயனர் இடைமுகத்தில் விளைவு விரிவாக்கத்தை அமைக்கவும்தேர்ந்தெடுக்கப்பட்ட எஃப்-வளைவுகளுக்கு எக்ச்ட்ராபோலேசன் பயன்முறையை அமைக்கவும்எல்லா முகங்களிலும் முக வலிமையை அமைக்கவும்புதிய மற்றும் பாதிக்கப்பட்ட முகங்களில் மட்டுமே முக வலிமையை அமைக்கவும்புதிய மற்றும் மாற்றியமைக்கப்பட்ட முகங்களில் மட்டுமே முக வலிமையை அமைக்கவும்புதிய முகங்களில் மட்டுமே முக வலிமையை அமைக்கவும்சேர்க்கப்பட்ட ஐடிகளில் போலி பயனரை அமைக்கவும்தள விமானத்தை அமைக்கவும்எழுத்துரு வழக்கை அமைக்கவும்எழுத்துரு பாணியை அமைக்கவும்தற்போதைய காட்சியின் பிரேம் வீதத்தை திரைப்படத்தின் பிரேம் வீதத்திற்கு அமைக்கவும்ஊக் சென்டரை கர்சர் நிலைக்கு அமைக்கவும்கலவையானது எவ்வாறு செயல்படுத்தப்படுகிறது என்பதை அமைக்கவும்இந்த நூலகம் தரவு-தொகுதியை மீறினால் திருத்தப்பட்டால் அமைக்கவும்அமைப்பு ஓவியத்திற்கான படத்தை நேரடியாக அமைக்கவும்வண்ண நிறுத்தங்களுக்கு இடையில் இடைக்கணிப்பை அமைக்கவும்தேர்ந்தெடுக்கப்பட்ட கீஃப்ரேம்களிலிருந்து தொடங்கி எஃப்-வளைவு பிரிவுகளுக்கான இடைக்கணிப்பு பயன்முறையை அமைக்கவும்கட்டுப்பாட்டு குழந்தைக்கு தலைகீழ் திருத்தம் அமைக்கவும்பொருள் தீர்வி கட்டுப்பாட்டுக்கு தலைகீழ் திருத்தம் அமைக்கவும்தீர்வி பயன்படுத்தும் கீஃப்ரேமை அமைக்கவும்முகமூடி தெரிவுநிலையை அமைக்கவும்'மதிப்பு' சொத்து மூலம் குறிப்பிடப்பட்ட நிலைக்கு முகமூடியை அமைக்கவும்தலைகீழ் 'மதிப்பு' சொத்து மூலம் குறிப்பிடப்பட்ட நிலைக்கு முகமூடியை அமைக்கவும்புறஊதா திருத்தியில் தீவு அமைப்பின் படி கண்ணி சீம்களை அமைக்கவும்வளர்சிதை மாற்றத்தை எதிர்மறையாக அமைக்கவும்பயனர் இடைமுகத்தில் மாற்றப்பட்ட மாற்றிஎதிர்மறை அமைப்பு rgb மற்றும் தீவிரம் மதிப்புகளை பூச்சியமாக அமைக்கவும், இடப்பெயர்ச்சி போன்ற சில பயன்பாடுகளுக்கு இந்த விருப்பத்தை முழு அளவைப் பெற முடக்கலாம்புதிய 3d கர்சர் நிலையை அமைத்து அதைப் பயன்படுத்தவும்தேர்ந்தெடுக்கப்பட்ட இரண்டு தடங்களுக்கு இடையிலான தூரத்தைப் பயன்படுத்தி பொருள் தீர்வு அளவை அமைக்கவும்பாதிக்கப்பட்ட பண்புகளின் தொகுப்புகர்சர் நிலையின் அடிப்படையில் சேகரிப்பு நிகழ்வுகளுக்கு பயன்படுத்தப்படும் ஆஃப்செட்டை அமைக்கவும்செயலில் உள்ள பொருள் நிலையின் அடிப்படையில் சேகரிப்பு நிகழ்வுகளுக்கு பயன்படுத்தப்படும் ஆஃப்செட்டை அமைக்கவும்தேர்ந்தெடுக்கப்பட்ட மூட்டைகளின் சராசரி புள்ளியாக தோற்றத்தை அமைக்கவும்உருவகப்படுத்துதல் கலங்களில் துகள் அளவை அமைக்கவும் அல்லது அருகிலுள்ள கலத்தைப் பயன்படுத்தவும்பெவல் டேப்பரிங்கிற்கு பயன்படுத்தப்படும் ஒவ்வொரு-புள்ளி ஆரம் அமைக்கவும்3 டி இடத்தில் கேமராவை நகர்த்துவதன் மூலம் (அல்லது அதன் பெற்றோர் இருந்தால்) 3 தேர்ந்தெடுக்கப்பட்ட மூட்டைகளை அடிப்படையாகக் கொண்ட விமானத்தை அமைக்கவும்தேர்ந்தெடுக்கப்பட்ட வண்ண நிறுத்தத்தின் நிலையை அமைக்கவும்செயலில் உள்ள துண்டிலிருந்து வழங்கல் அளவு மற்றும் அம்சத்தை அமைக்கவும்தேர்ந்தெடுக்கப்பட்ட வளைவுகளின் தீர்மானத்தை அமைக்கவும்கேமராவை அளவிடுவதன் மூலம் காட்சியின் அளவை அமைக்கவும் (அல்லது அதன் பெற்றோர் இருந்தால்)அமைப்பின் ஃச், ஒய் மற்றும் சட் அளவுகளுக்கு அளவிடுதல் அமைக்கவும்கிளிப்பின் தொடக்க சட்டத்தையும் நீளத்தையும் பொருத்த காட்சியின் தொடக்க மற்றும் இறுதி சட்டகத்தை அமைக்கவும்முகங்களுக்கான சிற்பமான முகம் தொகுப்பு மதிப்புகளை அமைக்கவும்தேர்ந்தெடுக்கப்பட்ட செங்குத்துகளை தளர்வாக அமைக்கவும்கருவி செயல்படுத்துவதற்கு, திருத்தப்பட்ட வடிவவியலின் தேர்வை அமைக்கவும்நிழலை தட்டையாக அமைக்கவும்நிழலை மென்மையாக அமைக்கவும்சட்டர் வளைவை அமைக்கவும்தேர்ந்தெடுக்கப்பட்ட புள்ளிகளுக்கு சாப்ட்போடி இலக்கு எடையை அமைக்கவும்கிரீச் பென்சில் வடிவவியலில் மென்மையான பண்புகளை அமைக்கவும்சுட்டி சக்கரத்துடன் சில அளவு சொத்தை (எ.கா. தூரிகை அளவு) அமைக்கவும்மறுபயன்பாட்டு பிரிவின் வேகத்தை அமைக்கவும்காட்சியில் இருந்து தொடக்க மற்றும் இறுதி சட்டத்தை அமைக்கவும்உரை தேர்வை அமைக்கவும்பயன்படுத்த கிரீச் பென்சில் ஆழத்தை அமைக்கவும்தேர்ந்தெடுக்கப்பட்ட அளவீட்டுக்கு ஒரு யூனிட்டுக்கு அமெரிக்க டாலர் நிலை மீட்டர் அல்லது தனிப்பயன் மதிப்புக்கு அமைக்கவும்புறஊதா வரைபடத்தை வழங்குதல் செய்வதற்கு செயலில் அமைக்கவும்ஏற்றுமதி செய்யப்பட்ட நிலையின் இயல்புநிலை ப்ரிமிற்கு அணுகல்தன்மை விளக்கத்தை அமைக்கவும்ஏற்றுமதி செய்யப்பட்ட நிலையின் இயல்புநிலை ப்ரிமிற்கு அணுகல்தன்மை லேபிளை அமைக்கவும்செயலில் பசை எழுதுகோல் அடுக்கை அமைக்கவும்தேர்ந்தெடுக்கப்பட்ட எலும்புகளின் பெற்றோராக செயலில் உள்ள எலும்பை அமைக்கவும்இந்த பார்வை அல்லது காட்சிக்கு செயலில் உள்ள பொருளை செயலில் உள்ள கேமராவாக அமைக்கவும்செயலில் உள்ள ஆபரேட்டரை அதன் இயல்புநிலை மதிப்புகளுக்கு அமைக்கவும்தற்போதைய காட்சி துண்டு அடிப்படையில் செயலில் உள்ள காட்சி மற்றும் நேரத்தை அமைக்கவும்செயலில் உள்ள வெர்டெக்ச் குழுவை அமைக்கவும்செயலற்ற வோக்சல்கள் மற்றும் டைல்களுக்குப் பயன்படுத்தப்படும் பின்னணி மதிப்பை அமைக்கவும்பார்வையாளர் செயல்பாடுகளுக்கான எல்லைகளை அமைக்கவும் (செயல்படுத்தப்படவில்லை)எல்லை ரெண்டரின் எல்லைகளை அமைத்து, எல்லை ரெண்டரை இயக்கவும்ஆஃப்செட் பார்வைக்கு பயன்படுத்தப்படும் எல்லையின் எல்லைகளை அமைக்கவும்வழங்குதல் மண்டலத்தின் எல்லைகளை அமைத்து, வழங்குதல் மண்டலத்தை இயக்கவும்பயனர் பிராந்தியத்தின் எல்லைகளை அமைக்கவும்வடிவவியலின் தொகுப்பை அமைக்கவும்கிளிப் தொடர்பு பயன்முறையை அமைக்கவும்பக்கவாதத்தின் புள்ளிகளுக்கான நிறம் மற்றும் ஒளிபுகாநிலையை அமைக்கவும்பக்கவாதம் நிரப்புதலுக்கான வண்ணம் மற்றும் ஒளிபுகாநிலையை அமைக்கவும்கன்சோல் தேர்வை அமைக்கவும்தேர்ந்தெடுக்கப்பட்ட புள்ளிகளின் மூலை வகையை அமைக்கவும்தற்போதைய சட்டத்தை முன்னோட்டம் அல்லது காட்சி இறுதி சட்டமாக அமைக்கவும்தற்போதைய சட்டத்தை முன்னோட்டம் அல்லது காட்சி தொடக்க சட்டமாக அமைக்கவும்தேர்ந்தெடுக்கப்பட்ட கீஃப்ரேம்களின் சராசரி பிரேம் மதிப்புக்கு தற்போதைய சட்டகத்தை அமைக்கவும்இந்த கன்சோலுக்கான தற்போதைய மொழியை அமைக்கவும்தற்போதைய உருமாற்ற கிச்மோவை அமைக்கவும்கர்சர் இருப்பிடத்தை அமைக்கவும், மாற்றுவதற்கு இழுக்கவும்தேர்ந்தெடுக்கப்பட்ட முகங்களிலிருந்து தனிப்பயன் இயல்புகளை அமைக்கவும்கேமராவை சுழற்றுவதன் மூலம் காட்சி அச்சின் திசையை அமைக்கவும் (அல்லது அதன் பெற்றோர் இருந்தால்). தேர்ந்தெடுக்கப்பட்ட பாடல் அதை தோற்றத்துடன் இணைக்கும் உண்மையான அச்சில் உள்ளது என்று இது கருதுகிறதுபுள்ளி முகில் புள்ளிகளின் காட்சி அளவை அமைக்கவும்கண்களுக்கு இடையில் தூரத்தை அமைக்கவும் - ச்டீரியோ வானூர்தி தூரம் / 30 நன்றாக இருக்க வேண்டும்வளைவு இயல்பான மதிப்பீட்டு பயன்முறையை அமைக்கவும்முதன்மைக்கு பதிலாக குறைவடையும் கருவியை அமைக்கவும்முதன்மை கருவிக்கு பதிலாக குறைவடையும் கருவியை அமைக்கவும்கலப்பு கோப்போடு தொடர்புடைய கோப்பு பாதையை முடிந்தால் அமைக்கவும்பிரேம் வரம்பை தேர்ந்தெடுக்கப்பட்ட கீற்றுகள் தொடங்கி முடிவுக்கு அமைக்கவும்Bézier வளைவுகளுக்கு கைப்பிடி வகையை அமைக்கவும்பெசியர் வளைவுகளுக்கு கைப்பிடி வகையை அமைக்கவும்பெசியர் வளைவின் கட்டுப்பாட்டு புள்ளிகளுக்கு கைப்பிடி வகையை அமைக்கவும்உள்ளீட்டு வடிவவியலில் ஐடி பண்புக்கூறு அமைக்கவும், முக்கியமாக சீரற்றமயமாக்கலுக்கு உள்நாட்டில் பயன்படுத்தப்படுகிறதுவீடியோ கால அளவோடு பொருந்துமாறு பட சட்ட வரம்பை அமைக்கவும்பொருளின் மாற்றத்தை பராமரிக்க முயற்சிக்கும்போது இந்த கட்டுப்பாட்டின் செல்வாக்கை பூச்சியமாக அமைக்கவும். பிற செயலில் உள்ள தடைகள் இன்னும் இறுதி மாற்றத்தை பாதிக்கும்ஒவ்வொரு புள்ளியின் இருப்பிடத்தையும் அமைக்கவும்3d கர்சரின் இருப்பிடத்தை அமைக்கவும்வரைபடத்தை குளோனிங்கிற்கு செயலில் அமைக்கவும்காட்சி மற்றும் திருத்துதல் ஆகியவற்றிற்கு வரைபடத்தை செயலில் அமைக்கவும்புறஊதா வரைபட பொத்தான்களிலிருந்து முகமூடி அடுக்கை அமைக்கவும்முகமூடியின் பெற்றோரை அமைக்கவும்தேர்ந்தெடுக்கப்பட்ட ஒவ்வொரு வடிவியல் உறுப்புக்கும் மூலப்பொருள் குறியீட்டை அமைக்கவும்மெட்டீரியல் ச்லாட் பட்டியல்களின் வரிசையின் அடிப்படையில் புதிய முகங்களில் உள்ளடக்கத்தை அமைக்கவும். மாற்றியமைக்கும் பொருளில் ஒரு பொருள் இல்லை என்றால், முகமானது அதே மெட்டீரியல் ச்லாட்டைப் பயன்படுத்தும் அல்லது பொருளுக்குப் போதுமான இடங்கள் இல்லாவிட்டால், முதல் இடத்தைப் பயன்படுத்தும்.எளிதாக பிழைத்திருத்தத்திற்கு வடிவவியலின் பெயரை அமைக்கவும்தரவை நகர்த்துவதன் மூலமாகவோ அல்லது தரவின் மையமாக அமைக்கவோ அல்லது 3d கர்சரைப் பயன்படுத்தவும் பொருளின் தோற்றத்தை அமைக்கவும்பொருளின் பெற்றோரை அமைக்கவும்தலைகீழ் பெற்றோர் திருத்தத்தை அமைக்காமல் பொருளின் பெற்றோரை அமைக்கவும்வெளியீட்டு கண்ணி இயல்புகளை மென்மையாக அமைக்கவும்பெசியர் வளைவுகளின் கைப்பிடிகளுக்கான நிலைகளை அமைக்கவும்அதற்கு பதிலாக முன்னோட்ட வரம்பை அமைக்கவும்ஒவ்வொரு கட்டுப்பாட்டு புள்ளியிலும் வளைவின் ஆரம் அமைக்கவும்தேர்ந்தெடுக்கப்பட்ட எலும்புகள் பயன்படுத்தும் சுழற்சி பிரதிநிதித்துவத்தை அமைக்கவும்காட்சி பிரேம் வீதத்தை BVH கோப்பில் அமைக்கவும் (இது 'அளவுகோல் FPS' விருப்பத்தை ரத்து செய்கிறது, ஏனெனில் அளவுகோல் 1:1 ஆக இருக்கும்)தேர்ந்தெடுக்கப்பட்ட வீச்சு மூலப்பொருளை செயலில் உள்ள மூலப்பொருளாக அமைக்கவும்அண்டை முகங்களுக்கு இடையிலான கோணத்தின் அடிப்படையில் கண்ணி விளிம்புகளின் கூர்மையை அமைக்கவும்விண்வெளி வகை அல்லது சுழற்சி துணை வகையை அமைக்கவும்தேர்ந்தெடுக்கப்பட்ட ச்ட்ரோக்களின் ச்ட்ரோக் வகையை (பக்கவாதம், நிரப்புதல் அல்லது இரண்டும்) அமைக்கவும்இணைப்புக்கு முன் மேற்பரப்பு கண்ணி அதன் ஓய்வு நிலைக்கு அமைக்கவும்ஒவ்வொரு வளைவு கட்டுப்பாட்டு புள்ளியிலும் சாய்வு கோணத்தை அமைக்கவும்கருவியை குறியீட்டால் அமைக்கவும் (விசை-வரைபடங்களுக்கு)கருவியை பெயரால் அமைக்கவும் (விசை-வரைபடங்களுக்கு)கட்டத்திற்கான மாற்றத்தை குறியீட்டு இடத்திலிருந்து பொருள் இடமாக அமைக்கவும்.ஒவ்வொரு நிகழ்வின் உருமாற்ற மேட்ரிக்சையும் அமைக்கவும்எல்லா குறிச்சொற்களின் மதிப்பையும் அமைக்கவும்மற்றொரு இலக்கு பொருளின் தூரத்தின் அடிப்படையில் வெர்டெக்ச் குழு எடைகளை அமைக்கவும்ஒவ்வொரு சுட்டி திசையும் எப்போதும் ஒரே அச்சுக்கு வரைபடமாக்கும் பார்வை அச்சை அமைக்கவும்ஒவ்வொரு சுட்டி திசையும் தற்போதைய நோக்குநிலையுடன் தொடர்புடைய ஒரு அச்சுக்கு வரைபடமாக்கும் பார்வை அச்சை அமைக்கவும்பார்வை கிளிப்பிங் மண்டலத்தை அமைக்கவும்தேர்ந்தெடுக்கப்பட்ட விசைகளின் எடையை அமைக்கவும்டிரா கருவியின் எடையை சுட்டி கர்சரின் கீழ் வெர்டெக்சின் எடைக்கு அமைக்கவும்இணைக்கப்பட்ட ஆர்மேச்சரின் தேர்ந்தெடுக்கப்பட்ட எலும்புகளுடன் பொருந்தக்கூடிய குழுக்களின் எடையை அமைக்கவும், செங்குத்துகளுக்கும் எலும்புகளுக்கும் இடையிலான தூரத்தைப் பயன்படுத்துதல்இலக்கு பொருளின் தூரத்திலிருந்து ஒரு குழுவில் செங்குத்துகளின் எடையை அமைக்கவும்தற்போதைய சூழலில் பெற்றோர் குழு முனையின் அடிப்படையில் அகலத்தை அமைக்கவும்சூம் விகிதத்தை அமைக்கவும் (கிளிப் அளவின் அடிப்படையில்)இந்த போச் செயலை செயலில் உள்ள செயலில் செயலில் செயலாக அமைக்கவும்இந்த சொத்தின் தற்போதைய மதிப்பை புதிய இயல்புநிலையாக அமைக்கவும்முனை ஆரம் பூச்சியமாக அமைக்கவும்உள்ளீட்டு படத்திலிருந்து மதிப்பீட்டைப் பயன்படுத்த 0 என அமைக்கவும்கேச் தனி கோப்புகளாக பிரிக்கப்பட்டால் உண்மை என அமைக்கவும்தலைகீழ் மேட்ரிக்சை மீண்டும் கணக்கிடுமாறு கோர உண்மைக்கு அமைக்கவும்மர முனை தெரிவுநிலையை அமைக்கவும்செயலில் உள்ள ச்ப்லைன் வகையை அமைக்கவும்தேர்ந்தெடுக்கப்பட்ட கீஃப்ரேம்களுக்கான கைப்பிடியை அமைக்கவும்தேர்ந்தெடுக்கப்பட்ட கட்டுப்பாட்டு புள்ளிகளுக்கான கைப்பிடிகளின் வகைதேர்ந்தெடுக்கப்பட்ட கீஃப்ரேம்களுக்கான கீஃப்ரேமின் வகையை அமைக்கவும்தேர்ந்தெடுக்கப்பட்ட வளைவுகளின் வகையை அமைக்கவும்ப்ராக்சிகளை கைமுறையாக அமைக்கவும்முகங்களின் மதிப்பை அமைக்கவும்தேர்ந்தெடுக்கப்பட்ட கீஃப்ரேம்களின் மதிப்புகளை கர்சர் மதிப்புக்கு அமைக்கவும் (y/கிடைமட்ட கூறு)தேர்ந்தெடுக்கப்பட்ட உறுப்புகளுக்கான செயலில் உள்ள பண்புகளின் மதிப்புகளை அமைக்கவும்சுவர் விமானத்தை அமைக்கவும்ஒரு குறிப்பிட்ட எண்ணிக்கையிலான படிகளுக்கு எடையை அமைக்கவும்பார்வையின் சூம் விகிதத்தை அமைக்கவும்செயலில் {} அமைக்கவும்முகத்தின் வலிமையை அமைக்கவும்/பெறவும் (எடையுள்ள சாதாரண மாற்றியமைப்பில் பயன்படுத்தப்படுகிறது)பல அவுட்ராப் செயல்பாடுகளுக்கு இடையில் தொகுக்கப்பட்டுள்ள தேர்ந்தெடுக்கப்பட்ட புறஊதா செங்குத்துகளை அமைக்கவும்/அழிக்கவும்ஒரு துணைப்பிரிவு மேற்பரப்பு அளவை அமைக்கிறது (1 முதல் 5 வரை)ஒரு பிக்சலுக்கு எத்தனை தனித்துவமான பொருள்களை வேறுபடுத்த முடியும் என்பதை அமைக்கிறதுபயிர் பகுதிக்கு வெளியே உள்ள பகுதிகளை படத்தின் அளவை உண்மையில் பயிர் செய்வதற்கு பதிலாக வெளிப்படையானதாக அமைக்கிறதுகாட்சி மற்றும் திருத்துதல் ஆகியவற்றிற்கான செயலில் அடுக்கை அமைக்கிறதுவழங்குதல் செய்வதற்கான செயலில் அடுக்கை அமைக்கிறதுபொருள் தொடர்பு பயன்முறையை அமைக்கிறதுபிவோட் நிலையை செயலில் உள்ள வெர்டெக்ச் நிலைக்கு அமைக்கிறதுபிவோட் நிலையை அவிழ்க்கப்படாத செங்குத்துகளின் சராசரி நிலைக்கு அமைக்கிறதுபிவோட் நிலையை முகமூடியின் எல்லையின் மையத்திற்கு அமைக்கிறதுகர்சரின் கீழ் மேற்பரப்புக்கு பிவோட் நிலையை அமைக்கிறதுசிற்பத்தின் தோற்றத்திற்கு மையத்தை அமைக்கிறதுசுயவிவர வடிவத்தின் படி முடி வளைவுகளின் ஆரம் பண்புக்கூறை அமைக்கிறதுகண்ணியின் இடவியல் மற்றும் வடிவத்தை வழிகாட்டியாகப் பயன்படுத்தி சுழற்சி தோற்றம் தானாகவே அமைக்கிறதுசிற்பம் உருமாற்ற பிவோட் நிலையை அமைக்கிறதுவிருப்பத்தேர்வுகள்> கணினி> துணை செயலாக்கத்திற்கு சேடர் தொகுப்பு முறை தொகுப்பு நேரத்தை மேம்படுத்தலாம்.அமைப்புகள்அமைப்புகள் துகள்கள் தாவலுக்குள் உள்ளனஅமைப்புகள் இயற்பியல் தாவலுக்குள் உள்ளனகிரீச் பென்சில் தூரிகைக்கான அமைப்புகள்பசை எழுதுகோல் இடைக்கணிப்பு கருவிகளுக்கான அமைப்புகள்போயிட் இயற்பியலுக்கான அமைப்புகள்மேலடுக்குகளின் காட்சிக்கான அமைப்புகள்3டி வியூபோர்ட்டில் மேலடுக்குகளைக் காண்பிப்பதற்கான அமைப்புகள்மூவி கிளிப் எடிட்டரில் மேலடுக்குகளைக் காண்பிப்பதற்கான அமைப்புகள்முனை திருத்தியில் மேலடுக்குகளைக் காண்பிப்பதற்கான அமைப்புகள்புறஊதா/பட திருத்தியில் மேலடுக்குகளைக் காண்பிப்பதற்கான அமைப்புகள்நீட்டிப்புகளுக்கான அமைப்புகள்அவற்றின் மேம்பாட்டு கட்டத்தில் இன்னும் ஆரம்பத்தில் இருக்கும் அம்சங்களுக்கான அமைப்புகள்அனிமேசன் தரவை வடிகட்டுவதற்கான அமைப்புகள்அனிமேசன் திருத்திகளில் காட்டப்பட்டுள்ள சேனல்களை வடிகட்டுவதற்கான அமைப்புகள்பட வடிவங்களுக்கான அமைப்புகள்உள்ளீட்டு சாதனங்களுக்கான அமைப்புகள்கலப்பான் தரவுடன் தொடர்புகொள்வதற்கான அமைப்புகள்XR இல் வழிசெலுத்தலுக்கான அமைப்புகள்கடுமையான உடல் உருவகப்படுத்துதலில் பங்கேற்கும் பொருளுக்கான அமைப்புகள்துகள் திரவங்களுக்கான அமைப்புகள் இயற்பியல்கடுமையான உடல் உருவகப்படுத்துதலுக்கான அமைப்புகள்3d வியாபோர்ட்டில் நிழலுக்கான அமைப்புகள்மென்மையான உடல் உருவகப்படுத்துதலுக்கான அமைப்புகள்இடத்திற்கான அமைப்புகள்ச்டீரியோ 3d க்கான அமைப்புகள்ச்டீரியோ 3d டிச்ப்ளேவுக்கான அமைப்புகள்ச்டீரியோ 3d க்கான அமைப்புகள்ச்டீரியோ வெளியீட்டிற்கான அமைப்புகள்வீச்சு சிற்பக் கருவிகள் மற்றும் தூரிகைகளுக்கான அமைப்புகள்சொத்து உலாவி பயன்முறையில் கோப்பு தேர்வுக்கான அமைப்புகள்இயக்கத்தின் காட்சிப்படுத்தலுக்கான அமைப்புகள்இயற்பியல் உருவகப்படுத்துதலில் பொருளை ஒரு மோதலாகப் பயன்படுத்துவதற்கான அமைப்புகள்இயற்பியல் உருவகப்படுத்துதலில் பொருளை ஒரு துறையாகப் பயன்படுத்துவதற்கான அமைப்புகள்நடை வழிசெலுத்தல் பயன்முறைக்கான அமைப்புகள்இங்கே அமைப்புகள் குறிப்பிடத்தக்கதாக இருக்கலாம்வண்ண விண்வெளி சீக்வென்சரின் அமைப்புகள் செயல்படுகின்றனசாதனம் சேமிக்கப்பட்ட படத்தின் அமைப்புகள் காண்பிக்கப்படும்ஒன்றாக கீஃப்ரேட் செய்ய வேண்டிய அமைப்புகள்புதிதாக உருவாக்கப்பட்ட முனையில் பயன்படுத்தப்பட வேண்டிய அமைப்புகள்சொத்து உலாவிகளுக்கு மீண்டும் பயன்படுத்தக்கூடிய நூலகத்தை வரையறுக்க அமைப்புகள்நீட்டிப்பு களஞ்சியத்தை வரையறுக்க அமைப்புகள்திரவத்திற்கு பயன்படுத்தப்படும் அமைப்புகள்ஒரு மொழி பற்றிய அமைப்புகள்/தகவல்ச்டீரியோ பயன்முறையை அமைக்கவும்துணி தைக்கவும்தையல் வேலைதையல் படை அதிகபட்சம்நிழல் கீழேநிழல் மென்மையானதுநிழல் மேல்ஓவியத்தின் போது பூட்டப்பட்ட எடைக் குழுவுடன் தொடர்புடைய எலும்புகளுக்கான நிழல்நிழல்நிழல்சேடர்aov நிழலிசேடர் aov பெயர்சேடர் தொகுப்பு முறைசேடர் தொகுப்பு தொழிலாளர்கள்சேடர் தனிப்பயன் குழுசேடர் ஆசிரியர்சேடர் திருத்தி துணை நிரல்கள்சேடர் விளைவுகள்சேடர் முனைசேடர் முனை முன்னோட்டங்கள்சேடர் முனை சாக்கெட்சேடர் முனை சாக்கெட் இடைமுகம்சேடர் முனை மரம்சேடர் பந்துதனிப்பயன் கேமராவை வரையறுக்கும் சேடர்சேடர் முனைகள்சேடர் கைஉரை பாதைஒரு முனையின் சேடர் சாக்கெட்சேடர் டு ஆர்சிபிநிழல்நிழல் ஆஃப்செட்நிழல் அமைப்புகள்opengl render engine க்கான நிழல் அமைப்புகள்மாற்ற நிழல் வகைநிழல்நிழல் ஆல்பாநிழல் கோணம்நிழல் பேக்ஃபேச் குறைத்தல்நிழல் மங்கலானதுநிழல் ஒளிநிழல் இடையக கிளிப் தொடங்குகிறதுநிழல் கேமரா இதுவரைஅருகில் நிழல் கேமராநிழல் கேமரா அளவுநிழல் கேட்சர்நிழல் காச்டிக்ச்நிழல் நிறம்நிழல் விளைவுநிழல் வடிகட்டி ஆரம்நிழல் கவனம்நிழல் தீவிரம்நிழல் நடுக்கம்நிழல் நடுக்கம் ஓவர்ஃப்ளூர்நிழல் இணைத்தல்நிழல் இணைக்கும் சிறப்பு%s உடன் நிழல் இணைத்தல்நிழல் ஆஃப்செட்நிழல் ஆஃப்செட் ஃச்நிழல் குளம்நிழல் பூல் அளவுநிழல் கதிர் எண்ணிக்கைநிழல் அமைப்புகள்நிழல் மாற்றம்நிழல் அளவுநிழல் மென்மையான அளவுநிழல் படி எண்ணிக்கைநிழல் டெர்மினேட்டர்நிழல் டெர்மினேட்டர் வடிவியல் ஆஃப்செட்நிழல் டெர்மினேட்டர் இயல்பான ஆஃப்செட்நிழல் டெர்மினேட்டர் நிழல் ஆஃப்செட்நிழல் தெரிவுநிலைநிழல் அகலம்நிழல் ஃச் ஆஃப்செட்நிழல் ஒய் ஆஃப்செட்சாம்பல் மதிப்பில் நிழல் நிறம்நிழல் விளைவுநிழல் காரணி கடினத்தன்மைநிழல் வரைபட கிளிப் தொடங்குகிறது, கீழே எந்த பொருள்கள் நிழல்களை உருவாக்காதுபிக்சல்களில் நிழல் ஆஃப்செட்நிழல் முடித்தல் கோணம்நிழல் வகை (0 எதுவுமில்லை, 3, 5 மங்கலான, 6 அவுட்லைன்)நிழல்கள்நிழல்கள் தெளிவுத்திறன் வரம்புநிழல்கள் தெளிவுத்திறன் அளவுகோல்ஆழமற்ற நீர்வடிவம்சமச்சீரற்ற வடிவவடிவ விசைமுக்கிய அனிமேசன்களை வடிவமைக்கவும்விசை பெசியர் புள்ளியை வடிவமைக்கவும்விசை வளைவு புள்ளியை வடிவமைக்கவும்விசை திருத்து பயன்முறையை வடிவமைக்கவும்வடிவ விசை ஆசிரியர்முக்கிய முக்கிய இயல்புகளை வடிவமைக்கவும்வடிவ விசை புள்ளிவடிவ விசை சிறப்புவிசை தொடுகோடுகளை வடிவமைக்கவும்வடிவ விசை சூழல் பட்டியல்முக்கிய தரவு-தொகுதிகளை வடிவமைக்கவும்வடிவ விசைகள்வடிவ விசைகள் அனிமேசன்வடிவ முறைவடிவ பொருள்வடிவ நோக்குநிலைவடிவ அளவுருக்கள்வடிவ பாதுகாப்புசடைகளுக்கான ச்ட்ராண்ட் தடிமன் வடிவ சரிசெய்தல்வடிவ கோண வரம்புXY விமானத்தைப் பயன்படுத்தி குழாயின் ஒரு பகுதியை வரையறுக்கும் வடிவம்வடிவ விசைகள் தரவு-தடுப்பில் வடிவ விசையை வடிவமைக்கவும்முக்கிய தேர்வு நிலையை வடிவமைக்கவும்கலக்க பயன்படுத்த வடிவ விசைமீதமுள்ள வசந்த நீளங்களைப் பயன்படுத்த வடிவ விசைவடிவ விசைகள்வடிவியல் தரவு-தொகுதிகளின் வெவ்வேறு வடிவங்களைக் கொண்ட டேட்டா-பிளாக் வடிவ விசைகள்ஒவ்வொரு வளைவிலும் உள்ள அளவின் வடிவம் (0 = மாறிலி, 0.5 = நேரியல்)கொத்து வடிவம்வழிகாட்டியைச் சுற்றியுள்ள மையத்திலிருந்து விளிம்பிற்கு விநியோகத்தின் வடிவம்எண்ட்பாயிண்ட் கடினத்தன்மையின் வடிவம்பரப்பு ஒளியின் வடிவம்ஒவ்வொரு வளைவிலும் பின்னல் ஆரம் வடிவம்வளைவுகளுடன் செல்வாக்கின் வடிவம் (0 = மாறிலி, 0.5 = நேரியல்)சுயவிவரத்தின் வடிவம்வளைவில் ஆரத்தின் வடிவம்உறவினர் விசையாக பயன்படுத்தப்படும் வடிவம்துணிக்கு சக்தியைப் பயன்படுத்த தூரிகையில் பயன்படுத்தப்படும் வடிவம்சேப்ச்கேவடிவதிறவுகோல் %s இல் தவறான 'இருந்து' சுட்டிக்காட்டி (%p) உள்ளது, அது நீக்கப்படும்சேப்ச்கே கிடைக்கவில்லைவடிவங்கள்அமைப்பு இடத்தைப் பகிரவும்பகிரப்பட்ட அணுகல்கள்பகிரப்பட்ட இடம்பகிரப்பட்ட பிராந்திய பண்புகள்பகிரப்பட்ட வெர்டெக்ச்பகிரப்பட்ட அனிமேசன் கருப்பொருள் பண்புகள்பகிரப்பட்ட சேகரிப்புபகிரப்பட்ட வளைவு கருப்பொருள் பண்புகள்பகிரப்பட்ட தரவு (காட்சி, படம், ஒலி போன்றவை)பகிரப்பட்ட விளைவுகள்பகிரப்பட்ட பொருள் வகைபகிரப்பட்ட பெற்றோர்பகிரப்பட்ட துண்டு விளைவு வகை (செயலில் உள்ள துண்டு ஒரு விளைவு இல்லையென்றால், அனைத்து விளைவு அல்லாத கீற்றுகளையும் தேர்ந்தெடுக்கவும்)பகிரப்பட்ட துண்டு வகைகூர்மையானகூரான முனைகள்கூர்மையான வாசல்நிழலுக்கு கூர்மையான விளிம்புகூர்மையான விளிம்புகள் அல்லது தனிப்பயன் இயல்புகள் கண்டறியப்பட்டன, சி.பீ.யூ துணைப்பிரிவை முடக்குகின்றனகூர்மையான வீழ்ச்சிகூர்மையான முன்னமைவுகூர்மைப்படுத்துங்கள்மூலையில் கூர்மைப்படுத்துங்கள்கூர்மையான முகமூடிகூர்மையான உச்சம்விளிம்புகளில் மாறுபாட்டை அதிகரிப்பதன் மூலம் படத்தைக் கூர்மைப்படுத்தவும்.தூரிகையின் கூர்மையான விளைவுகண்ணி துவாரங்களை கூர்மைப்படுத்துங்கள்கூர்மைப்படுத்துங்கள்:கூர்மையானதுகூர்மையான அதிகபட்சம்கூர்மையான மணித்துளிவெட்டுவெட்டு அச்சுவெட்டு காரணிவெட்டு குழுவெட்டு வேனில் ஈரமாக்குதல்வெட்டு விறைப்புவெட்டு விறைப்பு அதிகபட்சம்வெட்டு விறைப்பு வெர்டெக்ச் குழுகொடுக்கப்பட்ட அச்சில் தேர்ந்தெடுக்கப்பட்ட பொருட்களை வெட்டுஇடது விசையை குறிப்பாகப் பயன்படுத்தி விசைகளை வெட்டுங்கள்சரியான விசையை குறிப்பாகப் பயன்படுத்தி விசைகளை வெட்டுங்கள்வெட்டு: %.3f° %sவெட்டு: %s %sசீன்சீன் பி.எச்.டி.எஃப்சீன் கடினத்தன்மைசீன் எடைசீன் நிழல் மாதிரிஓடுசெல் வெர்டெக்ச் குழுமாற்றம்சிப்ட் - துல்லியமாக வைத்திருங்கள்சிப்ட் ஆடியோ பிட்ச்இடது சுட்டியை மாற்றவும்2 டி இடத்தில் அமைப்பை மாற்றவும்சிப்ட் ஃச்சிப்ட் ஒய்சிப்ட் விசை அழுத்தியதுசிப்ட் விசை அழுத்தியது, -1 எந்த மாநிலத்திற்கும்நேரடி விகிதத்தைப் பயன்படுத்தி சுருதியை மாற்றவும்செமிடோன்கள் மற்றும் சென்ட்களைப் பயன்படுத்தி பிட்சை மாற்றவும்தேர்ந்தெடுக்கப்பட்ட விசைகளை அண்டை விசைகளின் மதிப்புக்கு ஒரு தொகுதியாக மாற்றவும்வடிவத்தை ஒரு முன் வரையறுக்கப்பட்ட பழமையானதை நோக்கி மாற்றவும்கைப்பிடிகளை பாதிக்காமல், அடிப்படை துண்டு உள்ளடக்கத்தை மாற்றவும்shiftlசிஃப்ட்ர்குறிப்பிட்ட மாற்றத் தொகையால் A இன் பிட் மதிப்புகளை மாற்றுகிறது. நேர்மறை மதிப்புகள் இடதுபுறமாக மாறுகின்றன, எதிர்மறை மதிப்புகள் வலதுபுறமாக மாறுகின்றன.தேர்ந்தெடுக்கப்பட்ட விசைகளின் மதிப்பை சரியான நேரத்தில் மாற்றுகிறதுசிறு பட்டியல்குறுக்குவழி சுழற்சி: {}விசைப்பலகைகள் மற்றும் பிற உள்ளீட்டு சாதனங்களுக்கான குறுக்குவழி அமைப்புகுறுக்குவழி {:d} இன்னும் பார்வையாளர் முனைக்கு ஒதுக்கப்படவில்லைகுறுக்குவழி: {}தொடக்க அல்லது முடிவில் பகுதிகளை அகற்றுவதன் மூலம் வளைவுகளை சுருக்கவும்குறுகிய மூலைவிட்டம்குறுகிய விளிம்பு பாதைகள்குறுகிய விளிம்பு பாதைகள் செலவு புலம்குறுகிய விளிம்பு பாதைகள் அடுத்த வெர்டெக்ச் புலம்குறுகிய சுழற்சிகுறுகிய அனுமதிக்கப்பட்ட அலைநீளம்காட்டு.கலப்பு கோப்புகளைக் காட்டு.கலப்பு கோப்புகளின் உருப்படிகளைக் காட்டு(பொருள்கள், மூலப்பொருட்கள், போன்றவை.).கலப்பு1, .கலப்பு2, முதலியன கோப்புகளைக் காட்டு2 டி கர்சரைக் காட்டு3d கர்சரைக் காட்டு3d மார்க்கர் பெயர்களைக் காட்டு3d தொகுதி கோப்புகளைக் காட்டுசெயல் தரவு-தொகுதிகளைக் காட்டுசெயலில் காட்டுசெயலில் முகம் தொகுப்பைக் காட்டுசெயலில் உள்ள பிக்சல்களைக் காட்டுஅனைத்தையும் காட்டுஅனைத்து பார்வை அடுக்குகளையும் காட்டுஆல்பாவைக் காட்டுமுன்னோட்ட ரெண்டரில் ஆல்பாவைக் காட்டுசிறுகுறிப்பைக் காட்டுசிறுகுறிப்பு தரவுத் தொகுதிகளைக் காட்டுopengl மாதிரிக்காட்சிகளில் சிறுகுறிப்புகளைக் காட்டுஆர்மேச்சர் தரவு-தொகுதிகளைக் காட்டுபோச் நிலையை பிணைப்பதில் ஆர்மேச்சரைக் காட்டு (சாத்தியமில்லை)ஆயுதங்களைக் காட்டுஆட்டோ கீயிங் எச்சரிக்கையைக் காட்டுகிடைக்கும் நீட்டிப்புகளைக் காட்டுBVH முனைகளைக் காட்டுபேக்ஃபேசைக் காட்டுபின்னணி படத்தைக் காட்டுகலப்பு போசைக் காட்டுகோப்பு உலாவியில் கலப்பான் கோப்புகளைக் காட்டுகலப்பான் நினைவக பயன்பாட்டைக் காட்டுகலப்பான் பதிப்பு சரம் காட்டுநீல சேனலைக் காட்டுஎலும்பு எக்ச்ரே காட்டுஎலும்புகளைக் காட்டுதூரிகை காட்டுமேற்பரப்பில் தூரிகையைக் காட்டுதூரிகைகள் தரவு-தொகுதிகளைக் காட்டுமூட்டைகளைக் காட்டுகேச் காட்டுகேச் கோப்பு தரவு-தொகுதிகளைக் காட்டுகேமரா கவனம் தூரத்தைக் காட்டுகேமரா வழிகாட்டிகளைக் காட்டுகேமரா லென்சைக் காட்டுகேமரா பாதையைக் காட்டுகேமரா தரவு-தொகுதிகளைக் காட்டுகேமராக்களைக் காட்டுமுன்னால் கேன்வாச் கட்டத்தைக் காட்டுகுழி காட்டுசென்டர்-கட் பாதுகாப்பான பகுதிகளைக் காட்டுசேகரிப்பு தரவு-தொகுதிகளைக் காட்டுசேகரிப்புகளைக் காட்டுவண்ண குறிச்சொற்களைக் காட்டுகோன் காட்டுகட்டுப்பாட்டு எஃப்-வளைவுகளைக் காட்டுகட்டுப்படுத்திகளைக் காட்டுகர்சரைக் காட்டுகர்சர் முன்னோட்டத்தைக் காட்டுவளைவு உச்சநிலையைக் காட்டுவளைவு தரவு-தொகுதிகளைக் காட்டுதனிப்பயன் மேலடுக்குகளைக் காட்டுதரவு-தொகுதி வடிப்பான்களைக் காட்டுபிழைத்திருத்தத்தைக் காட்டுமுடக்கப்பட்டதைக் காட்டுகாலத்தைக் காட்டுதிருத்து வரிகளைக் காட்டுதிருத்து வரிகளை மல்டிஃப்ரேமில் மட்டுமே காட்டுவீச்சுகள் திருத்துதல் போது திருத்து வரிகளைக் காட்டுஉமிழ்ப்பான் காட்டுகாலியாகக் காட்டுவெற்று படை புலத்தைக் காட்டுவெற்று படத்தைக் காட்டுபிழையைக் காட்டுநிகழ்ச்சி விரிவாக்கப்பட்டதுநீட்டிப்புகள் புதுப்பிப்பு எண்ணிக்கையைக் காட்டுவிரிவாக்கத்தைக் காட்டுஎஃப்-வளைவுகளைக் காட்டுநிரப்புவரையும்போது நிறம் நிரப்பு காண்பிவடிகட்டியைக் காட்டுவடிப்பான்களைக் காட்டுஎழுத்துரு தரவு-தொகுதிகளைக் காட்டுஅடிக்குறிப்பைக் காட்டுபிரேம் எண்களைக் காட்டுபிரேம்களைக் காட்டுஃப்ரீச்டைலின் வரி பாணி தரவு-தொகுதிகளைக் காட்டுgpu வீடியோ நினைவக பயன்பாட்டைக் காட்டுகிச்மோவைக் காட்டுகிச்மோசைக் காட்டுபசை எழுதுகோல் காட்டுகிரீச் பென்சில் தரவு-தொகுதிகளைக் காட்டுகிரீச் பென்சில் பொருள்களைக் காட்டுபச்சை சேனலைக் காட்டுகட்டத்தைக் காட்டுகைப்பிடிகளைக் காட்டுகைப்பிடிகள் மற்றும் இடைக்கணிப்பைக் காட்டுதலைப்பைக் காட்டுமறைக்கப்பட்டதைக் காட்டுமறைக்கப்பட்ட கோப்புகள்/தரவு-தொகுதிகளைக் காட்டுமறைக்கப்பட்ட பகுதியைக் காட்டுஆட்ச்கி பட்டியலைக் காட்டுஓவர் காட்டுபட தரவு-தொகுதிகளைக் காட்டுகாண்பிக்கமுன்னால் காட்டுதகவலைக் காட்டுநிறுவப்பட்ட நீட்டிப்புகளைக் காட்டுநிகழ்வைக் காட்டுஉள் பண்புகளைக் காட்டுநடுக்க வளைவைக் காட்டுகீஃப்ரேம் எண்களைக் காட்டுஅடையாளங்களைக் காட்டுலாசோவைக் காட்டுலட்டு தரவு-தொகுதிகளைக் காட்டுஒளி தோற்றத்தைக் காட்டுஒளி ஆய்வு தரவு-தொகுதிகளைக் காட்டுஒளி அளவைக் காட்டுஒளி தரவு-தொகுதிகளைக் காட்டுவிளக்குகளைக் காட்டுவரம்புகளைக் காட்டுவரி காட்டுஎல்லாவற்றிற்கும் முன்னால் வரி கலை கிரீச் பென்சில் காட்டுகோடுகளைக் காட்டுஉள்ளக குறிப்பான்களைக் காட்டுஇருப்பிடங்களைக் காட்டுமேலாண்மை பேனலைக் காட்டுவிளிம்பைக் காட்டுமார்க்கர் வடிவத்தைக் காட்டுமார்க்கர் தேடலைக் காட்டுகுறிப்பான்களைக் காட்டுமாச்க் எடிட்டரைக் காட்டுமுகமூடி மேலடுக்கைக் காட்டுமாச்க் ச்ப்லைன் காட்டுமுகமூடி தரவு-தொகுதிகளைக் காட்டுமுகமூடி திருத்துதல் தொடர்பான பண்புகளைக் காட்டுமூலப்பொருள் தரவு-தொகுதிகளைக் காட்டுநினைவகத்தைக் காட்டுமெனுக்களைக் காட்டுகண்ணி தரவு-தொகுதிகளைக் காட்டுமெச்களைக் காட்டுவளர்சிதை மாற்ற தரவு-தொகுதிகளைக் காட்டுமேவுடேட்டாவைக் காட்டுகாணாமல் போன ஊடகத்தைக் காட்டுமூடுபனி காட்டுமோடல் அனைத்தையும் காட்டுபயன்முறை நெடுவரிசையைக் காட்டுமூவி கிளிப் தரவு-தொகுதிகளைக் காட்டுபெயரைக் காட்டுபெயரிடப்பட்ட பண்புகளைக் காட்டுபெயர்களைக் காட்டுமுனை குழுவைக் காட்டுமுனை முன்னோட்டங்களைக் காட்டுமுனை மரம் தரவு-தொகுதிகளைக் காட்டுஎண் உள்ளீட்டு அம்புகளைக் காட்டுஇந்த உருப்படிக்கான os பண்புகளைக் காட்டுபொருள் குழந்தைகளைக் காட்டுபொருள் உள்ளடக்கங்களைக் காட்டுபொருள் கூடுதல் காட்டுபொருள் இருப்பிடத்தைக் காட்டுபொருள் அவுட்லைன் காட்டுபொருள் சுழற்சியைக் காட்டுபொருள் அளவைக் காட்டுபொருள் தரவு-தொகுதிகளைக் காட்டுஆஃப்செட்களைக் காட்டுமுன்புறத்தைக் காட்டுதேர்ந்தெடுக்கப்பட்டதை மட்டும் காட்டுஆபரேட்டர்விருப்பங்களைக் காட்டுசுற்றுப்பாதை அச்சு வழிகாட்டியைக் காட்டுசுற்றுப்பாதை மைய வழிகாட்டியைக் காட்டுஅசல் போசைக் காட்டுபிற பொருட்களைக் காட்டுமிகைப்படுத்தப்பட்டதைக் காட்டுமேலடுக்கைக் காட்டுமேலடுக்குகளைக் காட்டுவண்ணப்பூச்சு காட்டுபெயிண்ட் வளைவு தரவு-தொகுதிகளைக் காட்டுதட்டு தரவு-தொகுதிகளைக் காட்டுதுகள் அமைப்புகள் தரவு-தொகுதிகளைக் காட்டுதுகள்களைக் காட்டுpassepartout ஐக் காட்டுபாச்ட்ரூக் காட்டுசெயல்திறனைக் காட்டுபோச் குறிப்பான்களைக் காட்டுமுன்னோட்டத்தைக் காட்டுகொள்கைப் பெயரிடும் குறிச்சொற்களைக் காட்டுஉதவிக்குறிப்புகளில் பைதான் குறிப்புகளைக் காட்டுஅண்மைக் கால இடங்களைக் காட்டுகோப்பு உலாவியில் அண்மைக் கால இருப்பிட பட்டியலைக் காட்டுபுனரமைப்பைக் காட்டுசிவப்பு சேனலைக் காட்டுரெண்டரைக் காட்டுஆட்டோ லேபிள்களைக் காண்பிமறுபரிசீலனை செய்யும் விசைகளைக் காட்டுபாதுகாப்பான பரப்புகளைக் காட்டுஅதே மூலப்பொருளைக் காட்டுகாட்சி காலத்தைக் காட்டுகாட்சி பட்டை வரம்பைக் காட்டுகாட்சி தரவு-தொகுதிகளைக் காட்டுதேர்வைக் காட்டுசுயத்தைக் காட்டுசென்சார் அளவைக் காட்டுசீக்வென்சர் காட்சியைக் காட்டுஅமைப்புகளைக் காட்டுநிழலைக் காட்டுஅளவு வளைவைக் காட்டுச்லைடர்களைக் காட்டுஒலி தரவு-தொகுதிகளைக் காட்டுமூலத்தைக் காட்டுச்பீக்கர் தரவு-தொகுதிகளைக் காட்டுச்பிளாச் காட்டுநிலையானதைக் காட்டுதொடக்க சட்டத்தைக் காட்டுபுள்ளிவிவரங்களைக் காட்டுநிலை பட்டியைக் காட்டுச்டீரியோவைக் காட்டுவலிமை வளைவைக் காட்டுவீச்சு காட்டுசப்ஃப்ரேமைக் காட்டுகணினி இருப்பிடங்களைக் காட்டுகணினி மேலெழுதல்களைக் காட்டுகோப்பு உலாவியில் கணினி இருப்பிட பட்டியலைக் காட்டுகேமரா பார்வையில் டிவி தலைப்பு பாதுகாப்பான மற்றும் செயல் பாதுகாப்பான பகுதிகளைக் காட்டுமுன்னோட்டத்தில் டிவி தலைப்பு பாதுகாப்பான மற்றும் செயல் பாதுகாப்பான பகுதிகளைக் காட்டுடேப்லெட் பிழைத்திருத்த மதிப்புகளைக் காட்டுகுறிச்சொற்களைக் காட்டுஉரையைக் காட்டுஉரை தரவு-தொகுதிகளைக் காட்டுஅமைப்பைக் காட்டுஅமைப்பு தரவு-தொகுதிகளைக் காட்டுசிறு உருவங்களைக் காட்டுநேரத்தைக் காட்டுசிறிய குறிப்பான்களைக் காட்டுகருவி அமைப்புகளைக் காட்டுடிராக் பாதையைக் காட்டுதடங்களைக் காட்டுதடங்கள் பிழையைக் காட்டுதடங்கள் இயக்கத்தைக் காட்டுமர பாதையைக் காட்டுஇடைமுகம் விசை-இணைப்பைக் காட்டுஉறுதிப்படுத்தலில் பங்கேற்கும் தடங்களின் இடைமுகம் பட்டியலைக் காட்டுபுறஊதா எடிட்டரைக் காட்டுபுறஊதா திருத்துதல் தொடர்பான பண்புகளைக் காட்டுவி.ஆர் கேமராவைக் காட்டுவி.ஆர் கட்டுப்படுத்திகளைக் காட்டுவி.ஆர் கட்டுப்படுத்திகளைக் காட்டு (கட்டுப்படுத்தி போச்களுக்கு வி.ஆர் நடவடிக்கைகள் தேவை)vram ஐக் காட்டுமதிப்பைக் காட்டுபதிப்பைக் காட்டுபார்வையாளரைக் காட்டுகாட்டு எச்சரிக்கைஎச்சரிக்கையைக் காட்டுஎடை வரையறைகளைக் காட்டுஎடையைக் காட்டுகம்பியைக் காட்டுகம்பி வண்ணங்களைக் காட்டுஉலக தரவு-தொகுதிகளைக் காட்டுஎக்ச்ரே காட்டுமேக் கட்டத்தின் எக்ச்-கூறைக் காட்டுமேக் கட்டத்தின் ஒய்-கூறு காட்டுமேக் கட்டத்தின் இசட்-கூறைக் காட்டுஒவ்வொரு கோப்பிற்கும் மாற்றியமைக்கும் தேதி மற்றும் நேரத்தை பட்டியலிடும் நெடுவரிசையைக் காட்டுங்கள்ஒவ்வொரு கோப்பின் அளவையும் பட்டியலிடும் நெடுவரிசையைக் காட்டுகேமரா பார்வையில் பட பரப்புக்கு வெளியே இருண்ட மேலடுக்கைக் காட்டுங்கள்ஒரு மதிப்பிற்காக காட்சியமைப்பில் டயல் கிச்மோவை காட்டுஒரு மதிப்புக்காக காட்சியமைப்பில் ஒரு நேரியல் கிச்மோவைக் காட்டுதிறந்த ஆவணத்தில் பயன்படுத்தப்பட்ட உரையின் பட்டியலைக் காட்டுஅந்தந்த கைப்பிடியை மாற்றும் போது ஒரு துண்டின் தொடக்க அல்லது இறுதி சட்டத்தின் முன்னோட்டத்தைக் காட்டுவியூபோர்ட்டில் ஒரு உருமாற்ற கிச்மோவை காட்டுகீற்றுகளில் அதிரடி-உள்ளக குறிப்பான்களைக் காட்டு, கீற்றுகள் முழுவதும் நேரத்தை ஒத்திசைக்கும்போது பயனுள்ளதாக இருக்கும்செயலில் வண்ண பண்புக்கூறு காட்டுகூடுதல் விருப்பங்களைக் காட்டுநிழல் பட்டியலில் கூடுதல் விருப்பங்களைக் காண்பி ('z')அனைத்து பசை எழுதுகோல் அடுக்குகளையும் காட்டுஅனைத்து எலும்பு சேகரிப்புகளையும் காட்டுதொடர்பு கொள்ளும்போது இந்த குழுவைத் தவிர அனைத்தையும் காட்டுங்கள்அனைத்து நீட்டிப்பு வகைகளையும் காட்டுஅனிமேசன் பிளேபேக்கின் போது அனைத்து கீஃப்ரேம்களையும் காண்பி, திருத்துதல் செய்வதற்கான அனைத்து பிரேம்களையும் இயக்கவும் (அனிமேசன் பிளேபேக் மற்றும் திருத்துதல் போது தற்போதைய கீஃப்ரேமை மட்டுமே பயன்படுத்த தேர்வு செய்யவும்)பார்வை அடுக்கில் உள்ள அனைத்து பொருட்களையும் காட்டுசேகரிப்புக்குள் அனைத்து பொருள்களையும் சேகரிப்புகளையும் காட்டுங்கள்அனைத்து பார்வை அடுக்குகளையும் காட்டுதொடர்பு கொள்ளும்போது அனைத்தையும் காட்டுங்கள், அதே போல் மற்றொன்று தொடர்பு கொள்ளும்போது இந்த குழுவும்முகமூடியின் ஆல்பா சேனலைக் காட்டுஇழுக்கும் போது தற்போதைய மதிப்புக்கு ஒரு குறிகாட்டியைக் காட்டுதேர்ந்தெடுக்கப்பட்ட பொருள்களைச் சுற்றி ஒரு அவுட்லைன் சிறப்பம்சத்தைக் காட்டுங்கள்அனிமேசன் தரவைக் காட்டுசெயலில் உள்ள பாதைக்கு சொந்தமான சிறுகுறிப்பு தரவு-தொகுதியைக் காட்டுமூவி கிளிப்பிற்கு சொந்தமான சிறுகுறிப்பு தரவு-தொகுதியைக் காட்டுஇந்த பார்வைக்கு சிறுகுறிப்புகளைக் காட்டுபோச் அல்லது இறுதி போச் நிலை ஆகியவற்றில் ஆர்மேச்சரைக் காட்டுபோச் செய்யப்பட்ட நிலையில் ஆர்மேச்சரைக் காட்டுஆர்மேச்சர் பொருள்களைக் காட்டுஆயுதங்களைக் காட்டுபட்டியலிடப்பட்ட அனைத்து சொத்து நூலகங்களிலிருந்தும் சொத்துக்களைக் காட்டுவிருப்பங்களில் கட்டமைக்கப்பட்ட சொத்து நூலகங்களிலிருந்து சொத்துக்களைக் காட்டுசெயலில் உள்ள பார்வையாளர் முனைக்கு பண்புக்கூறு மேலடுக்கைக் காட்டுபண்புக்கூறு மதிப்புகளை வியாபோர்ட்டில் உரையாகக் காட்டுங்கள்சட்டத்தில் நீல சேனலைக் காட்டுதூரங்களையும் கோணங்களையும் காட்டுங்கள்கேமரா கலவை வழிகாட்டிகளைக் காட்டுகேமரா பொருள்களைக் காட்டுகேமரா பாச்செபார்ட்அவுட்டைக் காட்டுகேமராக்களைக் காட்டுகுழந்தைகளைக் காட்டுசேகரிப்புகளைக் காட்டுசிறு உருவங்களுக்கு பதிலாக வண்ணங்களின் சிறிய பட்டியலைக் காட்டுஅதே இடைக்கணிப்பு எடையுடன் புள்ளிகளால் உருவாக்கப்பட்ட விளிம்பு கோடுகளைக் காட்டுதற்போதைய சட்டகத்தை மட்டும் காட்டுவியூபோர்ட்டில் கர்சரைக் காட்டுஒரு சட்ட சராசரி பிழைக்கான வளைவைக் காட்டு (கேமரா இயக்கம் முதலில் தீர்க்கப்பட வேண்டும்)வளைவுகளைக் காட்டுவளைவுகள், லட்டுகள், ஒளி ஆய்வுகள், எழுத்துருக்கள், ...தனிப்பயன் வி.ஆர் மேலடுக்குகளைக் காட்டுவடிவவியலால் மறைக்கப்பட்ட வெட்டுக்களைக் காட்டுபெற்றோர் அல்லது கட்டுப்பாட்டு உறவுகளைக் குறிக்கும் கோடு கோடுகளைக் காட்டுதேடல் மெனுக்களில் புள்ளி முன்னொட்டு பெயர்களைக் கொண்ட தரவுத் தொகுதிகளைக் காட்டுகாட்சிகளிலிருந்து முடக்கப்பட்ட தடங்களைக் காட்டுஒரு தனி சாளரத்தில் இயக்கிகள் எடிட்டரைக் காட்டுதிருத்துதல் கிளிப் முன்னோட்டத்தைக் காட்டுகாலியாகக் காட்டுவெற்று பொருள்களைக் காட்டுவகை அடிப்படையில் நீட்டிப்புகளைக் காட்டுஎல்லா களஞ்சியங்களிலிருந்தும் நீட்டிப்புகளைக் காட்டுமுகம் விளிம்புகள் கம்பிகளைக் காட்டுபொதுவாக மறைக்கப்பட்டுள்ள கோப்புகள் மற்றும் தரவு-தொகுதிகளைக் காட்டுவடிகட்டுதல் விருப்பங்களைக் காட்டுவரைபட திருத்திக்கான வடிப்பான்களைக் காட்டுகோப்புறைகளைக் காட்டுகோப்பு உலாவியில் கோப்புறைகளைக் காட்டுஎழுத்துரு கோப்புகளைக் காட்டுஇயக்க பாதைகளில் கீஃப்ரேம்களின் பிரேம் எண்களைக் காட்டுஇயக்க பாதைகளில் பிரேம் எண்களைக் காட்டுமுன்/பின் பக்கத்தைக் காட்டுதற்போதைய சட்டத்திற்கு முன்னும் பின்னும் கீஃப்ரேம்களின் பேய்களைக் காட்டுஎல்லா வகையான கிச்மோசையும் காட்டுசெயலில் உள்ள உறுப்புக்கான வரைபடக் காட்சியைக் காட்டுசட்டகத்தில் பச்சை சேனலைக் காட்டுஆர்த்தோகிராஃபிக் பக்க பார்வையில் கட்டத்தைக் காட்டுலென்ச் விலகலைக் காட்டும் கட்டத்தைக் காட்டுகிரிட்லைன்களைக் காட்டுவழிகாட்டி முடிகளைக் காட்டுமுடி வளைவுகளைக் காட்டுமுடி உருவகப்படுத்துதல் கட்டத்தைக் காட்டுபெசியர் கட்டுப்பாட்டு புள்ளிகளின் கைப்பிடிகளைக் காட்டுஎல்லைகளைக் காண நிரப்புவதற்கு உதவி வரிகளைக் காட்டுவீச்சு நீட்டிப்புக்கான உதவி வரிகளைக் காட்டுமறைக்கப்பட்ட புள்ளி கோப்புகளைக் காட்டுமறைக்கப்பட்ட துகள்களைக் காட்டுபடக் கோப்புகளைக் காட்டுபடங்கள், திரைப்பட கிளிப்புகள், ஒலிகள் மற்றும் முகமூடிகளைக் காட்டுடிரைவர்கள் திருத்தியில் காட்டுபேய்களில் காட்டுசெய்தி பதிவில் காண்பிகீற்றுகளில் செல்வாக்கு எஃப்-வளைவுகளைக் காட்டுசெய்தி உள்நுழைவைக் காண்பி ஒரு தனி சாளரத்தில்துகள்கள் உயிருடன் இருக்கும்போது நிகழ்வுகளைக் காட்டுதுகள்கள் இறந்தவுடன் நிகழ்வுகளைக் காட்டுதுகள்கள் பிறக்காத போது நிகழ்வுகளைக் காட்டுவெறும் கோண அளவீடுகளைக் காட்டுதூர அளவீடுகளைக் காட்டுங்கள்பயனர் இடைமுகத்தில் முக்கிய வரைபட நிகழ்வு மற்றும் சொத்து விவரங்களைக் காட்டுங்கள்லட்டுகளைக் காட்டுஒளி வண்ணங்களைக் காட்டுஒளி பொருள்களைக் காட்டுஒளி ஆய்வுகள் காட்டுவிளக்குகளைக் காட்டுஉரைக்கு அடுத்ததாக வரி எண்களைக் காட்டுகாட்சி குறிப்பான்களுக்கு பதிலாக செயலில் உள்ள செயலுக்கு சொந்தமான குறிப்பான்களைக் காட்டு (செயல் மற்றும் வடிவ விசை திருத்திகள் மட்டும்)குறிப்பான்களை மிகவும் சிறிய முறையில் காட்டுமுகமூடி திருத்துதல் கருவிகளைக் காட்டுமூலப்பொருள் நிறத்தைக் காட்டுஒவ்வொரு பக்கவாதத்திற்கும் ஒதுக்கப்பட்ட மூலப்பொருள் பெயரைக் காட்டுமூலப்பொருள், முனை மரம், அமைப்பு மற்றும் ஃப்ரீபாணி வரி-பாணிகளைக் காட்டுதலைப்பில் மெனுக்களைக் காட்டுகண்ணி பொருள்களைக் காட்டுதுகள்கள் உயிருடன் இருக்கும்போது கண்ணி காட்டுதுகள்கள் இறந்தவுடன் கண்ணி காட்டுதுகள்கள் பிறக்காதபோது கண்ணி காட்டுமெச்கள், வளைவுகள், லட்டு, ஆயுதங்கள் மற்றும் வளர்சிதை மாற்ற தரவுகளைக் காட்டுவளர்சிதை மாற்றங்களைக் காட்டுகிளிப்பின் மேவுடேட்டாவைக் காட்டுமுதல் புலப்படும் துண்டின் மேவுடேட்டாவைக் காட்டுதிரைப்பட கோப்புகளைக் காட்டுபுனரமைக்கப்பட்ட தடங்கள் பொருள்களுக்கான பெயர்களைக் காட்டுசுருள் பார்கள் இல்லாத 2 டி மற்றும் 3 டி காட்சிகளில் வழிசெலுத்தல் கட்டுப்பாடுகளைக் காட்டுங்கள்அளவீடுகள் இல்லை என்பதைக் காட்டுங்கள்பொருள் மைய புள்ளிகளைக் காட்டுபொருள் நிறத்தைக் காட்டுவயர்ஃப்ரேமில் பொருள் வண்ணத்தைக் காட்டுகாலியிடங்கள், விளக்குகள் மற்றும் கேமராக்கள் உள்ளிட்ட பொருள் கூடுதல் அம்சங்களைக் காட்டுபொருள்களைக் காட்டுபொருள்கள் மற்றும் சேகரிப்புகளைக் காட்டுதுகள்களுக்கு பதிலாக இந்த சேகரிப்பில் பொருள்களைக் காட்டுஒரு வகையின் தரவு-தொகுதிகளை மட்டுமே காட்டுங்கள்இந்த உரையை அவற்றின் பெயரில் வைத்திருக்கும் ஆட்கீசை மட்டும் காட்டுசேகரிப்பில் உள்ள பொருட்களை மட்டும் காட்டு (நீட்டிக்க மாற்றம்)தேர்ந்தெடுக்கப்பட்ட பொருள்களை மட்டும் காட்டுசெயலில் உள்ள பொருளை மட்டும் காட்டுசெயலில் உள்ள பொருளின் வெங்காய தோல்களை மட்டுமே காட்டுங்கள்இந்த எலும்பு சேகரிப்பை மட்டும் காட்டுங்கள், மற்றவர்களும் 'சோலோ' என்றும் குறிக்கப்பட்டுள்ளனர்பண்புகள் திருத்திக்கான விருப்பங்களைக் காட்டுசில வகையான தரவு தொடர்பான சேனல்கள் சேர்க்கப்பட்டுள்ளதா என்பதற்கான விருப்பங்களைக் காட்டுதற்போது திருத்தப்பட்டு வரும் அசல் வளைவுகளைக் காட்டுபிற தரவு வகைகளைக் காட்டுசீப்ரா கோடுகளுடன் அதிகப்படியான பகுதிகளைக் காட்டுங்கள்வண்ணப்பூச்சு தொடர்பான பண்புகளைக் காட்டுதுகள் எண்ணைக் காட்டுதுகள் அளவைக் காட்டுதுகள் வேகத்தைக் காட்டுஅவர்கள் இறந்த பிறகு துகள்கள் காட்டுங்கள்துகள்கள் வெளியேற்றப்படுவதற்கு முன்பு அவற்றைக் காட்டுடிராக் நகரும் பாதையின் பாதையைக் காட்டுகுறிப்பான்களுக்கான பேட்டர்ன் பவுண்ட்பாக்சைக் காட்டுபுள்ளி மேகங்களைக் காட்டுஒவ்வொரு பக்கவாதத்திலும் அவை நிகழும் வரிசையில் புள்ளிகளைக் காட்டு (எ.கா. அனிமேசன் கோடுகள் வரையப்படுகின்றன)பெயிண்ட் ஆபரேட்டரைப் பயன்படுத்தும் போது அழுத்த மதிப்புகளைக் காட்டுகாட்சிகளாக 3d குறிப்பான்களின் திட்டத்தைக் காட்டுசீரற்ற பொருள் நிறத்தைக் காட்டுவயர்ஃப்ரேமில் சீரற்ற பொருள் நிறத்தைக் காட்டுபுனரமைக்கப்பட்ட கேமரா பாதையைக் காட்டுசெவ்வக பரப்பு மேலடுக்கைக் காட்டுசட்டத்தில் சிவப்பு சேனலைக் காட்டுகுறிப்பு சட்டத்தை மட்டும் காட்டுதோற்ற வளர்ச்சிக்கு உதவ விளக்குகளுக்கு எதிர்வினையாற்றும் நடுநிலை நிழலுடன் குறிப்பு கோளங்களைக் காட்டுவழங்குதல் தொடர்பான பண்புகளைக் காட்டுதேர்ந்தெடுக்கப்பட்ட கீற்றுகளில் மறுபரிசீலனை செய்யும் விசைகளைக் காட்டுமறுபரிசீலனை செய்யும் விசைகளைக் காட்டு, எனவே அவற்றை நகர்த்தலாம்சரியான விளிம்பைக் காட்டுவேறுபட்ட விகிதத்தில் உள்ளடக்கத்திற்கு ஏற்றவாறு பாதுகாப்பான பகுதிகளைக் காட்டுகாட்சி காலத்தைக் காட்டுஒற்றை தனிப்பயன் நிறத்தில் காட்சியைக் காட்டுகாட்சி புள்ளிவிவரங்களைக் காட்டுகருப்பொருள் கம்பி நிறத்துடன் காட்சி வயர்ஃப்ரேம்களைக் காட்டுகாட்சிகளைக் காட்டுகைஉரை கோப்புகளைக் காட்டுகுறிப்பான்களுக்கான தேடல் பவுண்ட்பாக்சைக் காட்டுதேர்ந்தெடுக்கப்பட்ட பொருட்களைக் காட்டுதேர்வு திட்டவட்டங்களைக் காட்டுகேமரா பார்வையில் சென்சார் அளவு (திரைப்பட வாயில்) காட்டுஎஃப்-வளைவு சேனல்களுக்கு அருகில் ச்லைடர்களைக் காட்டு3d காட்சியகத்தின் மேல் வலது மூலையில் சிறிய சுழலும் 3d அச்சுகளை காட்டுஒலி கோப்புகளைக் காட்டுபேச்சாளர்களைக் காட்டுதிருத்தியில் நிலையான காட்சிகளைக் காட்டு (உறுதிப்படுத்தல் இயக்கப்பட்டிருந்தால்)நிலை பட்டியைக் காட்டுதுண்டு சிறுபடங்களைக் காட்டுஒரு பெரிய பச்சை புள்ளி (நட்சத்திரம்) மற்றும் சிறிய சிவப்பு புள்ளி (இறுதி) புள்ளிகளுடன் வீச்சு வரைதல் திசையைக் காட்டுஇந்த மூலப்பொருளின் வீச்சு நிரப்புதல்களைக் காட்டுஇந்த மூலப்பொருளின் வீச்சு கோடுகளைக் காட்டுமேற்பரப்புகளைக் காட்டுநிகழ்நிலை அணுகலை அனுமதிக்க கணினி விருப்பத்தேர்வுகள் "பிணையம்" பேனலைக் காட்டுஉரை கோப்புகளைக் காட்டுஉரை பொருள்களைக் காட்டுஅமைப்பு தாவலில் அமைப்பைக் காட்டுவியாபோர்ட்டில் அமைப்பைக் காட்டுசுற்றுப்புற மறைமுக வழங்குதல் பாசைக் காட்டுபின்னணி வழங்குதல் பாசைக் காட்டுஒருங்கிணைந்த வழங்குதல் பாசைக் காட்டுபரவலான வண்ண வழங்குதல் பாசைக் காட்டுபரவலான நேரடி வழங்குதல் பாசைக் காட்டுபரவலான மறைமுக வழங்குதல் பாசைக் காட்டுஉமிழ்வு வழங்குதல் பாசைக் காட்டுமுகம் நோக்குநிலை மேலடுக்கைக் காட்டுபளபளப்பான வண்ண வழங்குதல் பாசைக் காட்டுபளபளப்பான நேரடி வழங்குதல் பாசைக் காட்டுபளபளப்பான மறைமுக வழங்குதல் பாசைக் காட்டுமூடுபனி வழங்குதல் பாசைக் காட்டுமோசன் பாதைகள் மேலடுக்கைக் காட்டுசாதாரண வழங்குதல் பாசைக் காட்டுவெங்காய ச்கின்னிங் மேலடுக்கு காட்டுநிலை வழங்குதல் பாச் என்பதைக் காட்டுநிழல் கேட்சர் வழங்குதல் பாசைக் காட்டுடிரான்ச்மிசன் கலர் வழங்குதல் பாசைக் காட்டுடிரான்ச்மிசன் நேரடி வழங்குதல் பாசைக் காட்டுடிரான்ச்மிசன் மறைமுக வழங்குதல் பாசைக் காட்டுபுறஊதா வழங்குதல் பாசைக் காட்டுதொகுதி நேரடி வழங்குதல் பாசைக் காட்டுமறைமுக வழங்குதல் பாசைக் காட்டுஃச் அச்சு வரியைக் காட்டுஒய் அச்சு வரியைக் காட்டுசட் அச்சு வரியைக் காட்டுசெயலில் உள்ள கேமராவின் பெயரை கேமரா பார்வையில் காட்டுங்கள்செயலில் உள்ள முக அமைப்பைக் காட்டுசெயலில் உள்ள பொருளின் மாறும் பெயிண்ட் தற்காலிக சேமிப்பைக் காட்டுசெயலில் உள்ள பொருளின் கடுமையான உடல் தற்காலிக சேமிப்பைக் காட்டுசெயலில் உள்ள பொருளின் துணி புள்ளி தற்காலிக சேமிப்பைக் காட்டுசெயலில் உள்ள பொருளின் துகள் புள்ளி தற்காலிக சேமிப்பைக் காட்டுசெயலில் உள்ள பொருளின் உருவகப்படுத்துதல் முனைகள் கேச் மற்றும் சுட்டுக்கொள்ள தரவைக் காட்டுசெயலில் உள்ள பொருளின் புகை தற்காலிக சேமிப்பைக் காட்டுசெயலில் உள்ள பொருள் மென்மையான உடல் புள்ளி தற்காலிக சேமிப்பைக் காட்டுமுன்னோட்டத்துடன் சொத்து பெயரை ஒன்றாகக் காட்டுங்கள். இல்லையெனில் முன்னோட்டம் மட்டுமே தெரியும்.இந்த கலப்பான் அமர்வில் தற்போது கிடைக்கும் சொத்துக்களைக் காட்டுகிடைக்கும் நீட்டிப்புகள் பேனலைக் காட்டுகலப்பானுடன் வரும் அடிப்படை கட்டுமானத் தொகுதிகள் மற்றும் பயன்பாடுகளைக் காட்டுங்கள்எலும்பு தேர்வு மேலடுக்கைக் காட்டு3d பார்வையில் கிளிப்பிங் தூரங்களைக் காட்டுங்கள்இந்த பார்வை அடுக்கில் சேகரிப்பைக் காட்டுமாற்றியமைப்பில் தரவுத் தொகுதி தேர்வியைக் காட்டுமுனையில் டேட்டா-பிளாக் தேர்வியைக் காட்டுபயனர் இடைமுகத்தில் விவரங்களைக் காட்டுபளபளப்பான இடையகத்தை மட்டும் காட்டுகட்டம் பின்னணி மற்றும் எல்லைகளைக் காட்டுங்கள்படத்தின் மீது கட்டத்தைக் காட்டுங்கள்தரை வானூர்தி கட்டத்தைக் காட்டு3d பார்வையில் செல்வாக்கு அளவைக் காட்டுங்கள்நிறுவப்பட்ட நீட்டிப்புகள் பேனலைக் காட்டுஇடது மற்றும் வலது கேமராக்களைக் காட்டுபயன்முறை மாற்று மற்றும் செயல்படுத்தலுக்கான பயன்முறை நெடுவரிசையைக் காட்டுஅனைத்து (தேர்ந்தெடுக்கப்பட்ட மற்றும் தேர்ந்தெடுக்கப்படாத) பொருள்களுக்கும் பொருள் தோற்றம் மைய புள்ளியைக் காட்டுஆல்பா வெளிப்படைத்தன்மை விருப்பங்களுக்கான பேனலைக் காட்டுவரி வண்ண விருப்பங்களுக்கான பேனலைக் காட்டுவரி தடிமன் விருப்பங்களுக்கு பேனலைக் காட்டுவீச்சு கட்டுமானத்திற்கான பேனலைக் காட்டுவீச்சு வடிவியல் விருப்பங்களுக்கான பேனலைக் காட்டுவீச்சு அமைப்பு விருப்பங்களுக்கான பேனலைக் காட்டு3d பார்வையில் இடமாறு திருத்தம் அளவைக் காட்டுபாச்ட்ரூ காட்சியைக் காட்டுகாலவரிசையில் தற்காலிக சேமிப்பு பிரேம்களின் நிலையைக் காட்டுங்கள்ச்டீரியோ 3d கன்வர்சென்ச் விமானத்தைக் காட்டுச்டீரியோ 3d ஃப்ரச்டம் தொகுதியைக் காட்டுபின்னணியில் ச்டுடியோலைட்டைக் காட்டுசெயலில் உள்ள புறஊதா வரைபட ஒருங்கிணைப்புகளைப் பயன்படுத்தி செயலில் உள்ள பட அமைப்பு முனையிலிருந்து அமைப்பைக் காட்டுங்கள்அடிப்படை BVH முனைகளை வெவ்வேறு வண்ண முகங்களாகக் காட்டுஇந்த கோப்பைக் காட்டுஇந்த படத்தை பின்னணியாகக் காட்டுங்கள்இந்த படத்தை வியூபோர்ட்டில் உள்ள பொருட்களுக்கு முன்னால் காட்டுங்கள்துகள்களுக்கு பதிலாக இந்த பொருளை காட்டுபிரேம்களுக்கு பதிலாக நேரக் குறியீடாக நேரத்தை காட்டுட்ராக் பெயர்கள் மற்றும் நிலையைக் காட்டுகண்காணிப்பு மற்றும் தீர்க்கும் கருவிகளைக் காட்டுநிரப்புவதற்கான எல்லையாக பயன்படுத்த வெளிப்படையான கோடுகளைக் காட்டுசெங்குத்து கட்டம் கோடுகளைக் காட்டுசெங்குத்துகளைக் காட்டுஎந்தவொரு குழுவிலும் எடை இல்லாத செங்குத்துகளைக் காட்டுசெயலில் உள்ள குழுவில் எடைகள் இல்லாத செங்குத்துகளைக் காட்டுகாணக்கூடிய பகுதி பராமரிப்பு மூலை கைப்பிடிகளைக் காட்டுபுலப்படும் பொருள்களைக் காட்டுதொகுதிகளைக் காட்டுஆட்டோ கீயிங் இயக்கப்பட்டிருந்தால் பொருள்களையும் எலும்புகளையும் மாற்றும்போது எச்சரிக்கை குறிகாட்டிகளைக் காட்டுபொருள்களின் கூறுகளுக்குள் இருப்பதைக் காட்டுங்கள்முனைகள் பெயரிடப்பட்ட பண்புகளைப் பயன்படுத்தும்போது காண்பிஇழுக்கும் போது காட்டுமுழு காட்சியையும் வெளிப்படையானதாகக் காட்டுங்கள்பணியிட தரவு-தொகுதிகளைக் காட்டுஉலகங்கள், விளக்குகள், கேமராக்கள் மற்றும் பேச்சாளர்களைக் காட்டு}} விருப்பங்களைக் காட்டுகாட்டு/மறைக்கமுகங்களைக் காட்டு/மறைக்கவளைவுகள் தரவு-தொகுதிகளைக் காட்டவும்/மறைக்கவும்புள்ளி மேகக்கணி தரவு-தொகுதிகளைக் காட்டு/மறைக்கவும்தொகுதி தரவு-தொகுதிகளைக் காட்டவும்/மறைக்கவும்சுருங்கவும்முகத்தை சுருக்கவும்சுருக்க காரணிசுருக்க காரணி அதிகபட்சம்சுருங்க முகமூடிவிரைவு சுருக்கவும்வெர்டெக்ச் குழுவை சுருக்கவும்சுருக்கம் தெரிவுநிலைஅருகிலுள்ள தேர்ந்தெடுக்கப்பட்ட கீற்றுகளின் தற்போதைய தேர்வை சுருக்கவும்சட்டத்தை குறைந்தபட்ச எல்லை பெட்டியாக சுருக்கவும்இருப்பிடத்தை அருகிலுள்ள இலக்கு மேற்பரப்பில் சுருக்கவும்கொடுக்கப்பட்ட அச்சில் இருப்பிடத்தை அருகிலுள்ள இலக்கு மேற்பரப்பில் சுருக்கவும்இலக்கின் இடைக்கணிக்கப்பட்ட வெர்டெக்ச் இயல்புடன் அருகிலுள்ள இலக்கு மேற்பரப்புக்கு இருப்பிடத்தை சுருக்கவும்இருப்பிடத்தை அருகிலுள்ள இலக்கு வெர்டெக்சுக்கு சுருக்கவும்கண்ணி அருகிலுள்ள இலக்கு மேற்பரப்பில் சுருக்கவும்கொடுக்கப்பட்ட அச்சில் கண்ணி அருகிலுள்ள இலக்கு மேற்பரப்பில் சுருக்கவும்இலக்கின் இடைக்கணிக்கப்பட்ட வெர்டெக்ச் இயல்புடன் அருகிலுள்ள இலக்கு மேற்பரப்பில் கண்ணி சுருக்கவும்கண்ணி அருகிலுள்ள இலக்கு வெர்டெக்சுக்கு சுருக்கவும்தேர்வை ஒரு கட்டத்தில் சுருக்கவும்கண்ணி இடவியலின் அடிப்படையில் ஒரு முகத்தால் தெரிவுநிலையை சுருக்கவும்சுருங்குவதற்கு சுருக்கி சுருக்கி ஒரு பொருளை இலக்குக்கு போர்த்தவும்மடக்கு சுருக்கி சுருக்கி சுருக்கவும், இலக்கை எதிர்க்கவும்சுருக்கம்/ஃபாட்டன்சுருக்கம்/ஃபாட்டன்: சுருக்கம்/ஃபாட்டன்: %3fசுருக்கம்/கொழுத்து: %sஇயல்புடன் தேர்ந்தெடுக்கப்பட்ட செங்குத்துகளை சுருக்கவும்/கொழுக்கவும்சுருங்கும் காரணிசுருங்கும் குழுமெச் டோபாலசியின் அடிப்படையில் முகத்தின் எல்லையை ஒரு முகத்தால் சுருக்குகிறதுசுருக்கம்சுருக்கம் கட்டுப்பாடுசுருக்குமேற்பரப்பு முடி வளைவுகள்சுருக்கம் மாற்றியமைப்பாளர்சுருக்கம் வகைமுடி வளைவுகளை கீழே இருந்து ஒரு கண்ணி மேற்பரப்புக்கு சுருக்குகிறது மற்றும் விருப்பமாக மேலே இருந்து விருப்பமாககலக்குசட்டர்சட்டர் மூடுசட்டர் வளைவுசட்டர் திறந்திருக்கும்சட்டர் வகைஉடன்பிறப்புகள்பக்கபக்க (y-z)பக்க பிரிவுகள்பக்க பிரிவுகள் குறைந்தது 1 ஆக இருக்க வேண்டும்இடதுபுறத்தில் அருகருகேஅருகருகே வலதுபுறம்அருகருகே, கீழ்நோக்கிஅருகருகே, மேல்நோக்கிஒவ்வொரு அச்சிலும் பக்க நீளம்ஃச் திசையில் விமானத்தின் பக்க நீளம்ஒய் திசையில் விமானத்தின் பக்க நீளம்சட்டகத்தின் பக்கம்சீரமைப்புக்கு பயன்படுத்த பொருளின் பக்கம்கீஃப்ரேம்களின் பெசியர் கையாளுதலின் பக்கம் பாதிக்கஇடமாற்றம் செய்ய துண்டின் பக்கம்தேர்ந்தெடுக்க பக்கபக்கவாட்டில்பக்கப்பட்டிபக்கப்பட்டி மற்றும் கருவிப்பட்டி மண்டல அமைப்புகள்பக்கங்களும்சிக்மாகையொப்ப பயன்முறைஇந்த முகத்திற்கான இந்த வெர்டெக்சின் பிட்சென்ட் திசையனின் அடையாளம் (calc_tangents ஐப் பயன்படுத்தி முன்பே கணக்கிடப்பட வேண்டும், பிட்சென்ட் = பிட்சென்ட்_சின் * குறுக்கு (இயல்பான, தொடுகோடு))கையொப்பமிடப்பட்ட கோணம்கையொப்பமிடப்பட்ட கோண புலம்பொருந்தக்கூடிய UVகளுடன் முகத்தின் மூலைகளில் இடைக்கணிக்கப்பட்ட தொடுகோடுகளை தோராயமாக மதிப்பிடும் குறிப்பிடத்தக்க வேகமான முறை. உண்மையில் மேற்பரப்பிற்கு தொடுநிலை மதிப்பிற்கு, குறுக்கு தயாரிப்பைப் பயன்படுத்தவும்.நிழல்நிழல் வடிகட்டுதல்நிழற்படங்கள் மற்றும் எல்லை விளிம்புகள் வீச்சு வடிவவியலுடன் மையமாக உள்ளனவீச்சு வடிவவியலின் உள்ளே நிழற்படங்கள் மற்றும் எல்லை விளிம்புகள் வரையப்படுகின்றனவீச்சு வடிவவியலுக்கு வெளியே நிழற்படங்கள் மற்றும் எல்லை விளிம்புகள் வரையப்படுகின்றனசில்அவுட்டுகள் மற்றும் எல்லை விளிம்புகள் பயனர் வரையறுக்கப்பட்ட விகிதத்தால் மாற்றப்படுகின்றனசில்க்வெள்ளிகலப்பின மல்டிஃபிராக்டல் போன்ற ஒரு பன்முக நிலப்பரப்பை உருவாக்குகிறது, ஆனால் நதி சேனல்களின் ஒற்றுமையுடன்SMPTE (காம்பாக்ட்) போன்றது, பிரேம்களுக்கு பதிலாக இரண்டாவது தசம பகுதி காட்டப்படுகிறது என்பதைத் தவிரபெரும்பாலான ஃபிசே நவீன லென்சைப் போலவே, சென்சார் பரிமாணங்களையும் கவனத்தில் கொள்கிறதுமல்டிஃபிராக்டலுக்கு ஒத்ததாகும்கொள்கை ரீதியான பி.எச்.டி.எஃப் முனையைப் போலவே, ஆனால் உலோகத்திற்கு பதிலாக ஏகப்பட்ட பணிப்பாய்வுகளைப் பயன்படுத்துகிறது, இது எதிர்கொள்ளும் (சாதாரண) பிரதிபலிப்பு நிறத்தைக் குறிப்பிடுவதன் மூலம் செயல்படுகிறது. ஆற்றல் பாதுகாக்கப்படவில்லை, எனவே இதன் விளைவாக உடல் ரீதியாக துல்லியமாக இருக்காதுஎளியஎளிய அச்சுகள்எளிய கலவைஎளிய சிதைவுஎளிய வெளிப்பாடுஎளிய பெயர்எளிய விண்மீன்முறுக்குதல் மற்றும் வளைத்தல் போன்ற விளைவுகளைப் பயன்படுத்த எளிய சிதைவு மாற்றியமைப்பாளர்அருகிலுள்ள பிக்சல்களுக்கு இடையில் எளிய இடைக்கணிப்புபிழைத்திருத்த மற்றும் தரவு மீட்பு நோக்கங்களுக்காக, சொத்தின் பட்டியலின் எளிய பெயர்எளிய இயற்பியல்-ஈர்க்கப்பட்ட தளர்த்தல் விளைவுகள்இடைமுகத்தைப் புதுப்பிக்கும் வேகத்தை சோதிக்க எளிய மறுவடிவமைப்பு நேரங்குறிகருவிநல்ல செயல்திறனுடன் எளிய தீர்வி, வடிவவியலை ஒன்றுடன் ஒன்று ஆதரிப்பதற்கான உதவி இல்லாமல்சேனல் பட்டியல், பக்க பேனல் அல்லது அடிக்குறிப்பு இல்லாமல், எடரில் பிளேபேக் கட்டுப்பாடுகளுடன் எளிய காலவரிசைக் காட்சிஎளிமையானஎளிமையான மாற்றிரெய்ன்ஆர்டின் எளிமையான புகைப்பட அல்காரிதம்எளிமைப்படுத்தல்எளிமைப்படுத்துங்கள்குழந்தை துகள்களை எளிதாக்குங்கள்F-வளைவுகளை எளிதாக்கவும் மற்றும் வெற்று அல்லது தேவையற்ற சேனல்களை அகற்றவும்.நெருக்கமான இடைவெளி கீஃப்ரேம்களை அகற்றுவதன் மூலம் எஃப்-வளைவுகளை எளிமைப்படுத்தவும்பசை எழுதுகோல் வரைபடத்தை எளிதாக்குங்கள்அனிமேசன் பிளேபேக்கின் போது மட்டுமே பசை எழுதுகோலை எளிதாக்குங்கள்மாற்றியமைப்பை எளிதாக்குபக்கவாதத்தை எளிதாக்குங்கள்வீச்சு மாற்றியமைப்பை எளிதாக்குங்கள்துணைப்பிரிவை எளிதாக்குங்கள்தொகுதிகளை எளிதாக்குங்கள்விளிம்புகளை உடைப்பதன் மூலம் வடிவவியலை எளிதாக்குங்கள்முக்கோண எண்ணிக்கை விகிதத்தை குறிவைக்கும் மெச்களை எளிதாக்குங்கள்தேர்ந்தெடுக்கப்பட்ட வளைவுகளை எளிதாக்குங்கள்தேர்ந்தெடுக்கப்பட்ட வீச்சுகள் எளிமைப்படுத்தவும்பக்கவாதத்தை எளிதாக்குங்கள் புள்ளிகளின் எண்ணிக்கையை குறைத்தல்கொடுக்கப்பட்ட தூரத்தை விட அருகில் செங்குத்துகளை இணைப்பதன் மூலம் பக்கவாதத்தை எளிதாக்குங்கள்வீச்சு தொகுப்பை எளிதாக்குங்கள்முதல் ஒளி பவுன்ச் (பரவல்) க்கு மட்டுமே கொடுக்கப்பட்ட காரணிக்கு கடினத்தன்மையைக் குறைப்பதன் மூலம் பளபளப்பான கோட்டை உருவகப்படுத்துங்கள். வரம்பு [0, 1] அசல் கடினத்தன்மையின் [0%, 100%] குறைப்புக்கு சமம்கண்ணி எதிர் பக்கங்களை இணைக்கும் நீரூற்றுகளை உருவாக்குவதன் மூலம் ஒரு உள் தொகுதி கட்டமைப்பை உருவகப்படுத்துங்கள்ஒரு கடல் மேற்பரப்பை உருவகப்படுத்துங்கள்கேமரா லென்ச்களிலிருந்து விலகல் மற்றும் சிதறலை உருவகப்படுத்துங்கள்ஒரு சிறப்பு தீர்வைப் பயன்படுத்தி அதிக பாகுத்தன்மையுடன் திரவங்களை உருவகப்படுத்துங்கள்மூடிய துணி கண்ணி உள்ளே அழுத்தத்தை உருவகப்படுத்துங்கள்மென்மையான சிதைக்கக்கூடிய பொருள்களை உருவகப்படுத்துங்கள்ஒரு நேர இடைவெளியில் கணுக்களின் செயல்பாட்டை உருவகப்படுத்தவும்உருவகப்படுத்தப்பட்ட பிரேம்கள்கர்சரின் கீழ் முக அமைப்பைக் கட்டுப்பாட்டாகப் பயன்படுத்தி FK சிதைவை உருவகப்படுத்துகிறதுலென்ச் குரோமடிக் பிறழ்வு காரணமாக ஏற்படும் வண்ண விளிம்பை உருவகப்படுத்துகிறதுஒரு நிலையான ஆரம் மூலம் வரையறுக்கப்பட்ட தூரிகையைச் சுற்றி ஒரு குறிப்பிட்ட பரப்பை மட்டுமே உருவகப்படுத்துகிறதுமுழு கண்ணி உருவகப்படுத்துகிறதுகேமரா சென்சார் மூலம் உருவாக்கப்படும் சீரற்ற படப்புள்ளி இரைச்சலை உருவகப்படுத்துகிறது.கடல் உருவகப்படுத்துதல் ...உருவகப்படுத்துதல்தூரிகைபதுக்ககம்கேன்வாச்ஆழம் மாற்றம்கரைக்கவும்ஆற்றல்தடையாகபிரதிபலிக்கவும்அளவிலான செல்வாக்குதட்டச்சு செய்கஅலை வகைஉருவகப்படுத்துதல் பரப்புஉருவகப்படுத்துதல் சுட்டுக்கொள்ளும் அடைவுஉருவகப்படுத்துதல் வீழ்ச்சிஉருவகப்படுத்துதல் பிரேம் முடிவுஉருவகப்படுத்துதல் சட்டகம் தொடக்கஉருவகப்படுத்துதல் உள்ளீடுஉருவகப்படுத்துதல் உருப்படிஉருவகப்படுத்துதல் வரம்புஉருவகப்படுத்துதல் முறைஉருவகப்படுத்துதல் முனைகள்உருவகப்படுத்துதல் வெளியீடுஉருவகப்படுத்துதல் வெளியீட்டு முனை ஐடிஉருவகப்படுத்துதல் வரம்புஉருவகப்படுத்துதல் தொடக்கம்உருவகப்படுத்துதல் நிலைஉருவகப்படுத்துதல் மண்டலம்உருவகப்படுத்துதல் இறுதி சட்டகம்வண்ண வரைபடத்திற்கு உருவகப்படுத்துதல் புலம்கிரிட்லைன்சில் வண்ண வரைபடத்திற்கு உருவகப்படுத்துதல் புலம்உருவகப்படுத்துதல் ஒரு சுழற்சியில் அல்லது மூடலில் இருக்கக்கூடாதுஉருவகப்படுத்துதல் தொடக்க சட்டகம்உருவகப்படுத்துதல் மதிப்பீடு செய்யப்படும்உருவகப்படுத்துதல் மண்டலம் ஆதரிக்கப்படவில்லைஊழ்கம்சைன்சைன் பயன்முறைஒற்றைஒற்றை அம்புஒற்றை அச்சுஒற்றை நிறம்ஒற்றை படம்ஒற்றை பாச் எதிர்ப்பு மாற்றுப்பெயர்ச்சிஒற்றை சொத்துஒற்றை சிதறல்ஒற்றை பக்கம்ஒற்றை பக்கஒற்றை மதிப்புஒற்றை ஆடியோ சேனல்ஒரு சமமான க்யூப்மேப்பின் ஒற்றை முகம்எல்லா பார்வைகளுடனும் ஒற்றை கோப்புகுறியிடப்பட்ட ச்டீரியோ சோடியுடன் ஒற்றை கோப்புஇலக்கிலிருந்து ஒற்றைஒற்றை பட கோப்புமுகமூடி பிக்சல்களை மறைக்கப் பயன்படுத்தப்படும் ஒற்றை அடுக்குச்ப்லைன் பிரிவில் ஒற்றை புள்ளி இறகு வரையறுக்கும்முகமூடியை வரையறுக்க பயன்படுத்தப்படும் ச்ப்லைனில் ஒற்றை புள்ளிஒற்றை துல்லியமான மிதவைமீண்டும் வழங்குவதற்கான ஒற்றை வழங்குதல் லேயர் (அனிமேசன் முடக்கப்பட்டால் மட்டுமே பயன்படுத்தப்படுகிறது)ஒற்றைச் சிதறல் வானம் மாதிரிமுகமூடி வடிவத்தை வரையறுக்கப் பயன்படுத்தப்படும் ஒற்றை ச்ப்லைன்ஒற்றை ச்டீரியோ கேமரா அமைப்பு, கேமரா பேனலில் ச்டீரியோ அமைப்புகளை சரிசெய்யவும்அச்சை வரையறுக்க மூட்டையுடன் ஒற்றை பாடல் தேர்ந்தெடுக்கப்பட வேண்டும்தற்போதைய மறு செய்கைக்கான ஒற்றை-உறுப்பு வடிவியல். பெரிய வடிவவியல்களை பல சிறிய வடிவவியல்களாகப் பிரிப்பது மிகவும் திறமையற்றது என்பதை நினைவில் கொள்கஈரப்பதம் படிப்படியாகப் பயன்படுத்தப்படும் ஒற்றை மதிப்பு (அதிக மதிப்புகள் அதிக நிலைத்தன்மையுடன் முடிவுகளை உருவாக்குகின்றன, குறைந்த வினைத்திறன்)ஒற்றை மதிப்புகள்சைனச் இடப்பெயர்ச்சிசைனூசாய்டல் தளர்த்தல் (பலவீனமான, கிட்டத்தட்ட நேரியல் ஆனால் லேசான வளைவுடன்)தளம்அளவுஅளவு 1அளவு 2அளவு விலகல்அளவு காரணிஅளவு பயன்முறைஅளவு அழுத்தம்அளவு மூலஅளவு அலகுஅளவு ஃச்அளவு ஒய்அளவு சட்ஆரம் இருந்து அளவுதனிப்பயன் பயனர் இடைமுக கூறுகளைக் காண்பிக்கும் போது பயன்படுத்த வேண்டிய அளவு பெருக்கி, இதனால் அவை வெவ்வேறு டிபிஐ கொண்ட திரைகளில் சரியாக அளவிடப்படுகின்றன. இந்த மதிப்பு இயக்க முறைமை டிபிஐ அமைப்புகள் மற்றும் பிளெண்டர் டிச்ப்ளே அளவை அடிப்படையாகக் கொண்டது.வெளிப்படையான பகுதிகளைக் குறிக்கும் செக்கர்போர்டு வடிவத்தின் அளவுகொத்து சத்தத்தின் அளவுஇயல்பான கணக்கிட பயன்படுத்தப்படும் வழித்தோன்றல் ஆஃப்செட்டின் அளவுகாட்சியமைப்பில் காலியாக இருப்பதற்கான காட்சியின் அளவுஉறுப்பின் அளவு, கூறுகளின் பயன்பாடு உறுப்பு வகையைப் பொறுத்ததுஒவ்வொரு கியூபேப்புகளின் அளவுமெகாபைட்டுகளில் இறுதி வழங்கப்பட்ட பட கேச் அளவுஇருப்பிடத்தை சார்ந்த கடினத்தன்மையின் அளவுபுதிய பழமையான அளவுபைட்டுகளில் நிரம்பிய கோப்பின் அளவுவியூபோர்ட்டில் துகள்களின் அளவுபுதிதாக உருவாக்கப்பட்ட தடங்களுக்கான மாதிரி பரப்பின் அளவுதிட்ட வடிவத்தின் அளவு (ஆட்டோவிற்கு 0 ஆக விடவும்)ஒவ்வொரு பக்கவாதத்தின் முடிவிலும் சீரற்ற நீளத்தின் அளவு சேர்க்கப்பட்டதுஒவ்வொரு பக்கவாதத்தின் தொடக்கத்திலும் சீரற்ற நீளத்தின் அளவு சேர்க்கப்பட்டதுசீரற்ற கடினத்தன்மையின் அளவுமெகாபைட்டுகளில் மூல மூல படங்களின் கேச்புதிதாக உருவாக்கப்பட்ட தடங்களுக்கான தேடல் பரப்பின் அளவுசன் வட்டின் அளவுஅமைப்பு மேப்பிங்கின் அளவுஒளி பரப்பின் பரப்பு அளவு செவ்வக வடிவங்களுக்கான ஒய் திசையில்ஒளி பரப்பின் பரப்பு அளவு, செவ்வக வடிவங்களுக்கான ஃச் திசை அளவுபிக்சல்களில் சொத்து முன்னோட்ட சிறு உருவங்களின் அளவுஃச் அச்சில் மங்கலின் அளவுஒய் அச்சுடன் மங்கலின் அளவுகேமரா சென்சாரின் அளவுதிட்டத்திற்கு கனசதுரத்தின் அளவுவிளைவின் அளவுசெங்கற்களுக்கு இடையில் நிரப்புதலின் அளவு ("மோட்டார்" என்று அழைக்கப்படுகிறது). 0 என்றால் மின்னோடி இல்லைமுத்திரை உரையை வழங்குதல் செய்யும் போது பயன்படுத்தப்படும் எழுத்துருவின் அளவுகதிர்வீச்சு குளத்தின் அளவு, ஒரு பெரிய பூல் அளவு காட்சியில் அதிக கதிரியக்க கட்டத்தை அனுமதிக்கிறது, ஆனால் சிபியு நினைவகத்துடன் பொருந்தாது மற்றும் செயல்திறனைக் குறைக்கலாம்புறஊதா பிரிவாக விளிம்பின் அளவுஒவ்வொரு எடிட்டரையும் சுற்றி திணிப்பின் அளவு.விளிம்புகளை அடையாளம் காண பயன்படுத்தப்படும் தேடல் சாளரத்தின் அளவு. அதிக தேடல் அளவு குறைந்த ஒலி மற்றும் உயர் தரமான விளிம்புகளுக்கு ஒத்திருக்கிறது, பெரிய விளிம்புகள் அவசியமில்லை. விளிம்புகளின் அளவை செலவழிக்க விளிம்பு சகிப்புத்தன்மை பயன்படுத்தப்படலாம்ஒவ்வொரு கதிர்வீச்சு மாதிரிக்கும் நிழல் வரைபடத்தின் அளவு பயன்படுத்தப்படுகிறதுநிழல் குளத்தின் அளவு, ஒரு பெரிய பூல் அளவு காட்சியில் அதிக நிழல்களை அனுமதிக்கிறது, ஆனால் சிபியு நினைவகத்துடன் பொருந்தாதுஉருவகப்படுத்துதல் களத்தின் அளவு (மீட்டரில்), மற்றும் உருவாக்கப்பட்ட வடிவவியலின் (bu இல்)உரையின் அளவுகொந்தளிப்பின் அளவுதொடர்பு விளைவுகளுக்கான வோக்சல் கட்டம் கலங்களின் அளவுதொகுதி மதிப்பீட்டிற்கு பயன்படுத்தப்படும் பொருள் இடத்தில் வோக்சலின் அளவு. குறைந்த மதிப்புகள் சிறந்த விவரங்களை பாதுகாக்கின்றன.மறு திட்டத்திற்கான படத்தைப் பிடிக்க அளவுஅளவு:அளவு: {:s}அளவு: {}அளவு: {} ({} பைட்டுகள்)அளவுகள் பூச்சியத்தை விட அதிகமாக இருக்க வேண்டும்வெவ்வேறு பிரேம்களில் இந்த அடுக்குக்கான ஓவியங்கள்ச்கெட்ச்பல தொடுதலுடன் ச்கெட்ச் சங்கிலிதோல்தோல் மாற்றியமைப்பாளர்தோல் மறுஅளவிடுகிறதுதோல் வேர்தோல் வெர்டெக்ச்தோல் செங்குத்துகள்தோல்_ஒளிதோல்_நிழல்ச்கின்னிங்தவிர்க்கவும்மனச்சோர்வைத் தவிர்க்கவும்பூட்டப்பட்ட அல்லது முடக்கிய சேனல்களைத் தவிர்க்கவும்பானையைத் தவிர்க்கவும்பானை கோப்பு தலைமுறையைத் தவிர்க்கவும்முன்னமைவைத் தவிர்க்கவும்சேமிக்கவும்பிரிவுகளைத் தவிர்க்கவும்காட்சியகத்தில் மெச்களைக் காண்பிப்பதற்கான தனிப்பயன் இயல்பான மற்றும் முகம் மூலையில் இயல்பானதாக இருக்கும்உள்துறை துணைப்பிரிவு விளிம்புகளைக் காண்பிப்பதைத் தவிர்க்கவும்உள்துறை துணைப்பிரிவு விளிம்புகளின் வரைதல்/ரெண்டரிங் ஆகியவற்றைத் தவிர்க்கவும்முன்பே இருக்கும் முகத்தால் மூடப்பட்டிருக்கும் அல் முக்கோணங்களைத் தவிர்க்கவும்பட்டியலில் காண்பிப்பதில் இருந்து உருப்படியைத் தவிர்க்கவும்%d பூட்டப்பட்ட வடிவ விசைகள் தவிர்க்கப்பட்டன%d தீவு (கள்) %d ஐத் தவிர்த்து, ஒரு போட்டியைக் கண்டறிய வடிவியல் மிகவும் சிக்கலானதுதிருத்துதல் நூலக பொருள் தரவைத் தவிர்த்ததுசுழற்சி கண்டறியப்பட்டதால் சில தொகுப்புகளைத் தவிர்த்தது'%s' ஆப்செக்ட்டின் பதிப்புப் பொருட்கள் தவிர்க்கப்பட்டது, ஏனெனில் '%s' ஏற்கனவே மாற்றப்பட்டது. கைமுறையான தலையீடு தேவைப்படலாம்!'{:s}' ஐத் தவிர்த்து, ஒரு கண்ணி அல்ல'{:s}' ஐத் தவிர்த்து, வெர்டெக்ச் எண்ணிக்கை வேறுபடுகிறதுதற்போதுள்ள சட்டகத்தைத் தவிர்ப்பது "%s"பொருள் '%s', தரவு '%s' ஏற்கனவே முந்தைய பொருளுடன் செயலாக்கப்பட்டுள்ளதுபொருள் '%s', இணைக்கப்பட்ட அல்லது மேலெழுதும் தரவை '%s' மாற்ற முடியாதுகீயிங் தொகுப்பில் பாதையைத் தவிர்ப்பது, ஏனெனில் அதற்கு ஐடி இல்லை (ks = '%s', பாதை = '%s [%d]')வானம்வான அமைப்புவான வகைச்லாப்துண்டுவோக்சலுக்கு ஒரு துண்டுதுண்டு சரம்ஃச் அச்சில் நறுக்கவும்ஒய் அச்சில் நறுக்கவும்சட் அச்சில் நறுக்கவும்புதிய பொருளுக்கு நறுக்கவும்கண்ணி இருந்து வண்ணப்பூச்சு முகமூடியை துண்டிக்கிறதுச்லைடுச்லைடு திசைச்லைடு இறகுபுதிய புள்ளியை ச்லைடுவண்ணப்பூச்சு வளைவு புள்ளி ச்லைடுச்லைடு புள்ளிஅதன் வளைவை வரையறுக்க ச்ப்லைனில் ஒரு புள்ளியை ச்லைடு செய்யுங்கள்சரியான நேரத்தில் ஒரு வரிசை துண்டு ச்லைடுஒரு கண்ணி வழியாக ஒரு வெர்டெக்சை ச்லைடு செய்யுங்கள்ஒரு கண்ணி வழியாக ஒரு விளிம்பு வளையத்தை ச்லைடு செய்யவும்பிரேம் 0 இல் தொடங்க அனிமேசன் ச்லைடுகட்டுப்பாட்டு புள்ளிகள் ச்லைடுச்லைடு மார்க்கர் பகுதிகள்விமான மார்க்கர் பகுதிகளை ச்லைடுச்லைடர்ச்லைடர் மேக்ச்ச்லைடர் மணித்துளிச்லைடர் விட்செட் வண்ணங்கள்நெகிழ்-கருவிலேசானகீஃப்ரேம்களை ச்லிப்ச்லிப் ஆஃப்செட்: பிரேம்கள்: %dச்லிப் ஆஃப்செட்: பிரேம்கள்: %d சவுண்ட் ஆஃப்செட்: %.3fச்லிப் ஆஃப்செட்: பிரேம்கள்: %sதேர்ந்தெடுக்கப்பட்ட அனைத்து கீற்றுகளுக்கும் பதிலாக மவுச் கர்சரின் கீழ் கீற்றுகளை ச்லிப் செய்யவும்தேர்ந்தெடுக்கப்பட்ட கீற்றுகளின் உள்ளடக்கங்களை நழுவுங்கள்சாய்வுச்லாட்ச்லாட் %dச்லாட் காட்சி பெயர்ச்லாட் கைப்பிடிச்லாட் அடையாளங்காட்டிச்லாட் வகைச்லாட் எதுவும் இருக்க முடியாதுச்லாட்டில் செல்லுபடியாகும் படம் மற்றும் புறஊதா வரைபடம் உள்ளதுசெயல் கட்டுப்பாடுகளுக்குப் பயன்படுத்த வேண்டிய செயலின் ச்லாட்அமைப்பு ஓவியம் பற்றிய தகவல்களைக் கொண்ட ச்லாட்ச்லாட் {:d}இடங்கள்ச்லோவாக் - ச்லோவாக்ச்லோவேனியன் - ச்லோவேனியன்மெதுவாகமெதுவான பைதான் வெளிப்பாடுமீதமுள்ள போசில் கூர்மையாக வளைந்திருக்கும் பி-எலும்புகளுக்கு சிறந்த சிதைவைக் கொடுக்கும் மெதுவான மேப்பிங்கோப்லானார் முகங்களுக்கான சிறந்த முடிவுகளுடன் மெதுவான தீர்விமெதுவாகசிறியசிறிய தொப்பிகள்சிறிய தொப்பிகள் அளவுகோல்சிறிய-128 முதல் 127 வரையிலான வரம்பைக் கொண்ட சிறிய முழு எண்சிறிய மதிப்புகள் அதிக தெளிவுத்திறன் வெளியீட்டை விளைவிக்கின்றனசிறிய மதிப்புகள் சிறந்த செயல்திறனை விளைவிக்கின்றன, ஆனால் அளவைக் குறைக்கலாம்சிறிய அலைசிறியது முதல் பெரியதுஅறிவாளிஅறிவுள்ள புற ஊதா திட்டம்ச்மியர்செயலில் உள்ள வெர்டெக்ச் குழுவில் ச்மியர் எடைபுகைபுகை & தீபுகை நிறம்புகை களம்புகை டொமைன் பொருள்புகை கட்டம் தீர்மானம்புகை நடைபுகை மோதல் அமைப்புகள்புகை வண்ண கட்டம்புகை அடர்த்தி கட்டம்புகை சுடர் கட்டம்புகை வெப்ப கட்டம்புகை வெப்பநிலை கட்டம், வரம்பு 0 முதல் 1 வரை 0 முதல் 1000k வரை குறிக்கிறதுபுகை விரைவு கட்டம்மென்மையானமென்மையான திருத்தம்மென்மையான இறுதிப் புள்ளிகள்மென்மையான முனைகள்மென்மையான எஃப்-மாடிஃபையர்மென்மையான எஃப் 1மென்மையான காரணிமென்மையான வடிவியல்மென்மையான கிரீச் பென்சில் பக்கவாதம்மென்மையான குழு பிட்ஃப்ளாக்ச்மென்மையான குழுக்கள்மென்மையான முடி வளைவுகள்மென்மையான எமைட் எட்ச் இடைக்கணிப்பு மணித்துளி மற்றும் அதிகபட்ச மதிப்புகளிலிருந்து இடைக்கணிப்புமென்மையான மறு செய்கைகள்மென்மையான லாப்லாசியன்மென்மையான முகமூடிமென்மையான அதிகபட்ச பயன்முறைமென்மையான குறைந்தபட்ச பயன்முறைமென்மையான மாற்றியமைப்பாளர்மென்மையான இயல்புமென்மையான ஆரம்மென்மையான விகிதம்மென்மையான நிழல்மென்மையான படிமென்மையான வீச்சுமென்மையான வீச்சு காரணிமென்மையான வீச்சு ஆரம்மென்மையான சகிப்புத்தன்மைமென்மையான வகைமென்மையான பார்வைமென்மையான கம்பிகள்மென்மையான ஃச் அச்சுமென்மையான ஒய் அச்சுமென்மையான சட் அச்சுஃச் அச்சில் மென்மையானதுஒய் அச்சுடன் மென்மையானதுசட் அச்சில் மென்மையானதுவளைவின் பொதுவான வடிவத்தை பராமரிக்கும் போது ஒரு எஃப்-வளைவை மென்மையாக்குங்கள்சிக்கலான பகுதிகளைத் தீண்டாமல் விட்டுவிடுகையில், ஒலி கவனிக்கக்கூடிய ஒரு படத்தின் மென்மையான பகுதிகள்துண்டிக்கப்பட்ட விளிம்புகளை மென்மையாக்கவும்மென்மையான எல்லைகள், ஆனால் மூலைகள் கூர்மையாக வைக்கப்படுகின்றனமூலைகள் உட்பட மென்மையான எல்லைகள்கோணத்தால் மென்மையானதுமென்மையான வண்ணங்கள்செங்குத்துகள் முழுவதும் மென்மையான வண்ணங்கள்கிளைகளைச் சுற்றி மென்மையான சிக்கலான வடிவியல்வடிவவியலின் மென்மையான இணைக்கப்பட்ட பகுதிகள்காசியன் மென்மையாக்கத்தைப் பயன்படுத்தி மென்மையான வளைவுஅருகிலுள்ள வெர்டெக்ச் இயல்புகளின் அடிப்படையில் மென்மையான தனிப்பயன் இயல்புகள்மென்மையான விளைவு காரணிமென்மையான விளைவு மாற்றியமைப்பாளர்பக்கவாதம் மென்மையான முனைகள்மென்மையான வீழ்ச்சிதிட ஆரம் பிறகு மென்மையான வீழ்ச்சி சேர்க்கப்பட்டதுமென்மையான முடிஒளி மூலங்களுக்கு அருகில் ஒளியின் மென்மையான தீவிரம். இது கடுமையான சிறப்பம்சங்களைத் தவிர்க்கலாம், மேலும் உலகளாவிய வெளிச்ச சத்தத்தை குறைக்கலாம். 0.0 மென்மையானது இல்லை; அதிக மதிப்புகள் மேலும் மென்மையானவைa மற்றும் b க்கு இடையில் மென்மையான இடைக்கணிப்பு, வளைவு வடிவத்தின் மீது சில கட்டுப்பாட்டுடன்ஒவ்வொரு வெர்டெக்சின் போச் காரணியைக் கணக்கிட்ட பிறகு பயன்படுத்தப்படும் மென்மையான மறு செய்கைகள்பிரித்தெடுக்கப்பட்ட கண்ணிக்கு மென்மையான மறு செய்கைகள் பயன்படுத்தப்படுகின்றனபயனர் இடைமுக உரையின் மென்மையான துண்டிக்கப்பட்ட விளிம்புகள்மென்மையான மெச்ஃச் அச்சில் மென்மையான பொருள்ஒய் அச்சில் மென்மையான பொருள்சட் அச்சில் மென்மையான பொருள்பக்கவாதத்தில் தேர்ந்தெடுக்கப்பட்ட புள்ளிகள் மட்டுமே மென்மையானதுதூரிகையின் கீழ் சராசரி வண்ணத்துடன் வண்ணங்களை மென்மையாக்கவும்அருகிலுள்ள வீச்சு புள்ளிகளின் வண்ணங்களை மென்மையாக்கவும்மென்மையான முன்னமைவுதிருத்தக்கூடிய கோப்பைக் காண மென்மையான சுருள்மென்மையான தேர்ந்தெடுக்கப்பட்ட வீச்சுகள்மென்மையான வீச்சு புள்ளிகள்காசியன் வடிப்பானைப் பயன்படுத்தி வளைவை மென்மையாக்கவும்விவரங்களை மென்மையாக்கவும், ஆனால் ஒட்டுமொத்த வடிவத்தை வைத்திருங்கள்அனைத்து ஃபேச் செட்களின் விளிம்புகளையும் மென்மையாக்குங்கள்இந்த ஒளியிலிருந்து விளக்குகளை மென்மையாக்கவும்அருகிலுள்ள முகங்களுக்கு இடையிலான கோணங்களை தட்டையானது மூலம் கண்ணி மென்மையாக்கவும்அளவைப் பாதுகாக்கும் போது கண்ணி மென்மையாக்கவும்மேற்பரப்பு அல்லது பெவெல் வளைவின் இயல்புகளை மென்மையாக்கவும்மேற்பரப்பை மென்மையாக்குங்கள்கண்ணி மேற்பரப்பை மென்மையாக்கி, அளவைப் பாதுகாக்கிறதுசெயலில் உள்ள வெர்டெக்ச் குழுவின் எடையை மென்மையாக்கவும்தேர்ந்தெடுக்கப்பட்ட செங்குத்துகளுக்கு மென்மையான எடைகள்மென்மையான உயர் தரமான இடைக்கணிப்பு, ஆனால் மெதுவாகF1 இன் மென்மையான பதிப்பு. அண்டை வோரோனோய் கலங்களின் எடையுள்ள தொகை.மென்மையான நெக்மென்மையான போச்மென்மையான எமைட் எட்ச் இடைக்கணிப்பு மணித்துளி மற்றும் அதிகபட்ச மதிப்புகளிலிருந்து இடைக்கணிப்புமென்மையான படிமென்மையான கதிர்வீச்சு இடைக்கணிப்பு ஆனால் ஒளி இரத்தப்போக்கு அறிமுகப்படுத்துகிறதுமுடி வளைவுகளின் வடிவத்தை மென்மையாக்குகிறதுமென்மையானமென்மையான குழுக்கள்மென்மையாக்குதல் நேர்மறைமென்மையாக்கும் படிகள்மென்மையான விளைவு மாற்றியமைப்பாளர்மென்மையான காரணிதொடுகோடுகளுக்கான மென்மையான மறு செய்கைஒவ்வொரு பக்கவாதத்தின் சீரற்ற மதிப்பையும் சீராக ஈடுசெய்யவும்மென்மையானதுமென்மையான காரணிஇருண்ட மற்றும் பிரகாசமான பகுதிகளுக்கு இடையிலான மாற்றத்தின் மென்மையானதுவீச்சுகள் விளிம்புகளை மென்மையாக்குகிறதுமேற்பரப்பு மற்றும் அளவை மென்மையாக்குகிறதுகண்ணி மேற்பரப்பை மென்மையாக்குகிறது, அளவைப் பாதுகாக்கிறதுச்மட்ச்ச்மட்ச் வலிமைஅவற்றைப் பிடித்து இழுத்துச் செல்வதன் மூலம் வண்ணங்களை மங்கச் செய்யுங்கள்ச்மட்ச் விளைவு வலிமைச்னாப்செயலில் உள்ள உருப்படிக்கு 3d கர்சரை ச்னாப் செய்யுங்கள்தேர்ந்தெடுக்கப்பட்ட உருப்படியின் (கள்) நடுவில் 3d கர்சரை ச்னாப் செய்யுங்கள்3d கர்சரை அருகிலுள்ள கட்டம் பிரிவுக்கு ச்னாப் செய்யுங்கள்உலக வம்சாவளிக்கு 3d கர்சரை ச்னாப் செய்யுங்கள்ச்னாப் ஆங்கிள்ச்னாப் பேச்தற்போதைய சட்டகத்தை கீற்றுகளுக்கு ஒடுக்கவும்ச்னாப் தூரம்ச்னாப் உறுப்புச்னாப் அதிகரிப்புநொறுக்குதல் தலைகீழ்ச்னாப் தீவுகள்ச்னாப் பயன்முறைஉருமாற்றத்தின் போது முனையை முடிக்கவும்தொகுப்பு தொகுப்பு நிறுவல்தலாம் பொருளை நொறுக்கவும்ச்னாப் சைட்ச்னாப் இலக்குதனிப்பட்ட கூறுகளுக்கான இலக்குக்கு ச்னாப் செய்யவும்ச்னாப் டர்ன்ச்னாப் டர்ன் த்ரெசோல்ட்uv உறுப்பு ச்னாப்உருமாற்றத்தின் போது புறஊதாச்னாப் செங்குத்துகள்இலக்கு மீது செயலில் உள்ளதுநடுப்பகுதியில் நொறுங்குகிறதுமுகங்களில் திட்டமிடுவதன் மூலம் ஒடிஇலக்கை நோக்கி மிக நெருக்கமான புள்ளியை எடுக்கவும்தொடக்க அல்லது முடிவைத் துண்டிக்க தற்போதைய சட்டகத்தை எடுக்கவும்தேர்ந்தெடுக்கப்பட்ட புள்ளிகளின் மையத்திற்கு கர்சரை ச்னாப் செய்யுங்கள்இலக்கு வகைக்கு கர்சரை ச்னாப் செய்யுங்கள்உருமாற்றத்தின் போது நொறுங்குகிறதுதீவுகளை ஒன்றாக ச்னாப் செய்யுங்கள் (எட்ச் தையல் பயன்முறையில், தீவுகளையும் சுழற்றுகிறது)இலக்கு மீது சராசரிஅச்சு மையத்திற்கு நடுத்தர செங்குத்துகளை நொறுக்கவும்தேர்ந்தெடுக்கக்கூடிய பொருள்களில் மட்டுமே ஒடுங்கள்அந்த மூலத்தை குறிவைக்க மட்டுமே ஒடுங்கள் ஆரம்பத்தில் அருகில் இருந்தன ("முகம் அருகிலுள்ள" மட்டும்)செயலில் ஒடிதிருத்தப்பட்டதைப் பாருங்கள்திருத்தப்படாததுதேர்ந்தெடுக்கப்பட்டதை மட்டும் ஒடுங்கள்இயக்கப்பட்டால் மட்டுமே தன்னைப் பற்றிக் கொள்ளுங்கள் (திருத்து பயன்முறை மட்டும்)திருத்த பயன்முறையில் செயலில் இல்லாத பொருள்களைப் பற்றிக் கொள்ளுங்கள் (திருத்து பயன்முறை மட்டும்)திருத்து பயன்முறையில் இல்லாத பொருள்களைப் பற்றிக் கொள்ளுங்கள் (திருத்து பயன்முறை மட்டும்)துடைக்கும் போது பிளேஎட் ச்னாப்காட்சி சட்டகத்தை அதிகரிப்புக்கு ச்னாப் செய்யவும்snap இலக்கு வகைக்கு தேர்ந்தெடுக்கப்பட்ட புறஊதா செங்குத்துகள்3d கர்சருக்கு தேர்ந்தெடுக்கப்பட்ட உருப்படி (களை) ச்னாப்செயலில் உள்ள உருப்படிக்கு தேர்ந்தெடுக்கப்பட்ட உருப்படி (களை) ச்னாப்தேர்ந்தெடுக்கப்பட்ட உருப்படி (களை) சுட்டி இருப்பிடத்திற்கு ச்னாப் செய்யுங்கள்தேர்ந்தெடுக்கப்பட்ட உருப்படி (களை) அவற்றின் அருகிலுள்ள கட்டம் பிரிவுக்கு ச்னாப்தேர்ந்தெடுக்கப்பட்ட நேரங்கள்/மதிப்புகளுக்கு தேர்ந்தெடுக்கப்பட்ட கீஃப்ரேம்களை ச்னாப்snap தேர்ந்தெடுக்கப்பட்ட கீஃப்ரேம்களை தற்போதைய சட்டகத்திற்குதேர்ந்தெடுக்கப்பட்ட கீஃப்ரேம்களை அருகிலுள்ள (முழு) சட்டகத்திற்கு ச்னாப் (தற்செயலான சப்ஃப்ரேம் ஆஃப்செட்களை சரிசெய்ய பயன்படுத்தவும்)snap தேர்ந்தெடுக்கப்பட்ட கீஃப்ரேம்களை அருகிலுள்ள மார்க்கருக்குச்னாப் தேர்ந்தெடுக்கப்பட்ட கீஃப்ரேம்களை அருகிலுள்ள நொடிக்குகுறிப்பிட்ட நேரங்களுக்கு தேர்ந்தெடுக்கப்பட்ட கீஃப்ரேம்களை ச்னாப்snap தேர்ந்தெடுக்கப்பட்ட புள்ளிகள் அருகிலுள்ள கட்டம் புள்ளிகளுக்குகர்சருக்கு தேர்ந்தெடுக்கப்பட்ட புள்ளிகள்/வீச்சுகள்உருமாற்றத்தின் போது கீற்றுகள்செயலில் உள்ள துண்டுகளை நங்கூரமாகப் பயன்படுத்தி, பிளேஎட்டின் பக்கத்தைத் தீர்மானிக்க, பிளேஎட்டுடன் தொடர்புடைய மவுச் கர்சரைப் பயன்படுத்தி தற்போதைய சட்டகத்திற்கு ச்ட்ரிப்ச் ச்னாப் செய்யவும்.கைப்பிடி கோணத்தை 45 டிகிரிக்கு ச்னாப் செய்யவும்ஒவ்வொரு வளைவின் மூலத்தையும் நெருங்கிய மேற்பரப்பு புள்ளிக்கு ஒடுக்கவும்ச்னாப்உறுப்புகளுக்கு ஒடுஅதே இலக்கை அடையுங்கள்ச்னாப் டு உரிச்மேற்பரப்புக்கு நொறுங்குகிறதுஅனைத்து வடிவவியலுக்கும் ஒடுங்கள்எல்லா புள்ளிகளுக்கும் ஒடுங்கள்எல்லைகள் மற்றும் தேர்ந்தெடுக்கப்பட்ட, புலப்படும் கீற்றுகளின் தோற்றம்தற்போதைய சட்டகத்திற்கு ஒடுவிளிம்புகளுக்கு நொறுக்குதல்முதல் மற்றும் கடைசி புள்ளிகளுக்கு ஒடி மற்றும் இடைக்கணிப்புமுதல் புள்ளிக்கு ஒடுசட்டகத்திற்கு ச்னாப்பிரேம் அதிகரிப்புகளுக்கு நொறுங்குகிறதுமுழு மதிப்புகளுக்கு ஒடுங்கள்கட்டத்திற்கு ச்னாப்அதிகரிப்புக்கு ச்னாப், ச்னாப் (ஏ, பி)அதிகரிப்புகளுக்கு ஒடுகட்டத்தின் அதிகரிப்புகளுக்கு ஒடிகீஃப்ரேம்களுக்கு ஒடிகுறிப்பான்களுக்கு ஒடுஅருகிலுள்ள மார்க்கருக்கு ஒடுங்கள்முகங்களில் அருகிலுள்ள இடத்திற்கு ஒடுங்கள்எல்லைகளை முன்னோட்டமிடுங்கள்முன்னோட்ட மையத்திற்கு ச்னாப்முன்னோட்டம் அல்லது காட்சி தொடக்க மற்றும் இறுதி சட்டகத்திற்கு ஒடிவிசைகளை மறுபரிசீலனை செய்ய ஒடிஇரண்டாவது அதிகரிப்புகளுக்கு ஒடுங்கள்விநாடிகளுக்கு ஒடிவிளிம்புகளின் நடுவில் ஒடிமுகங்களின் நடுவில் படியுங்கள்ஒரு விளிம்பில் அருகிலுள்ள இடத்திற்கு ஒடிஇந்த வரம்பிற்கு அப்பால் உரி நீளம் நீண்டு, ஓல்டுகளை உருவாக்கும் சந்தர்ப்பங்களில், அடிப்படை உரி உள்ளடக்கத்தின் தொடக்க மற்றும் முடிவிற்கு ச்னாப் செய்யவும்செங்குத்துகளுக்கு நொறுங்குகிறதுதொகுதிக்கு நொறுங்குகிறதுடிரான்ச்ஃபார்சன் சென்டர் இலக்கு மீதுஅருகிலுள்ள கட்டம் படிக்கு மதிப்புகள், எ.கா. நிறுத்த-இயக்க தோற்றத்திற்குஅவற்றின் பிரதிபலித்த இடங்களுக்கு வெர்டெக்ச் சோடிகளை ச்னாப் செய்யுங்கள்ச்னாப்பிங்ச்னாப்பிங் தூரம்ஐகே மீது எஃப்கே லிம்பை படம்பிடிக்கிறதுதற்போதைய சட்டத்தில் இக் மூட்டு மீது FK மூட்டு ச்னாப்ச்எஃப்கே மீது ஐகே லிம்பை படம்பிடிக்கிறதுதற்போதைய சட்டத்தில் FK மூட்டு மீது இக் மூட்டு ச்னாப்ச்சோபல்சோபோல்-பர்லிசாக்கெட்சாக்கெட் அடையாளங்காட்டிசாக்கெட் தேர்ந்தெடுக்கவும்சாக்கெட் வார்ப்புருசாக்கெட் வகைசாக்கெட் வகை பெயர்சாக்கெட் பல்வேறு வகையான கட்டமைப்புகளுடன் வேலை செய்யலாம்சாக்கெட் விளக்கம்சாக்கெட் ஒரு புலத்தை எதிர்பார்க்கிறதுசாக்கெட் ஒரு கட்டத்தை எதிர்பார்க்கிறதுசாக்கெட் ஒரு பட்டியலை எதிர்பார்க்கிறதுசாக்கெட் ஒரு மதிப்பை எதிர்பார்க்கிறதுசாக்கெட் முனை எடிட்டரில் ஊடாடும் ஐகானாக வரையப்படுகிறதுசாக்கெட் சாம்பல் நிறமாக உள்ளது, ஏனெனில் இது வெளியீட்டில் எந்த விளைவையும் ஏற்படுத்தாதது கண்டறியப்பட்டுள்ளதுஇடைமுகத்தில் சாக்கெட் தேர்ந்தெடுக்கப்பட்டதுபயனர் இடைமுகத்தில் சாக்கெட் இணைப்புகள் விரிவாக்கப்படுகின்றனசாக்கெட் ஒரு குழுவில் இருக்க வேண்டும்சாக்கெட் பெயர்சாக்கெட் வடிவம்சேர்க்கப்பட்ட குழு உள்ளீடு/வெளியீட்டு முனையில் சேர்க்க சாக்கெட்சாக்கெட் உதவிக்குறிப்புசாக்கெட்_2சாக்கெட்_3மென்மையானமென்மையான உடல்மென்மையான உடல் மாற்றியமைப்பாளர்மென்மையான உடல் பிளாச்டிசிட்டிமென்மையான உடல் புள்ளி தற்காலிக சேமிப்புமென்மையான உடல் அமைப்புகள்மென்மையான வீழ்ச்சிமென்மையான ஒளிமென்மையான ஒளி பயன்முறைமென்மையான வரம்புகள்மென்மையான அதிகபட்சம்மென்மையான மணித்துளிமென்மையான உடல் உருவகப்படுத்துதல் மாற்றிஒரு பொருளுக்கான மென்மையான உடல் உருவகப்படுத்துதல் அமைப்புகள்சாஃப்ட்போடிசாஃப்ட் பாடி & துணிசாப்ட்போடி இலக்கு எடைமென்மையாக்கவும்விவரங்களை அச்சுகளுடன் மென்மையாக்கவும்மிருதுவானதிடமானதிட ஒளிதிட விளக்குகள்திட ஆரம்திடப்படுத்துங்கள்மாற்றியமைப்பை திடப்படுத்துங்கள்தனிதனி செயலில்தனி செயலில் வடிவ விசைதீர்க்கதடங்களிலிருந்து கேமரா இயக்கத்தை தீர்க்கவும்பிழையைத் தீர்க்க: {:.2f} pxதீர்விதீர்வு மறு செய்கைகள்தீர்வி விருப்பங்கள்தீர்வி முடிவுதீர்வுக்கு ஒரு பன்மடங்கு கண்ணி தேவைதீர்க்கும்கேமரா தீர்க்கும் ...முறை தேர்வு: தானியங்கி ஈரப்பதம் அல்லது கையேடு ஈரப்பதம்வெளியீட்டு சாக்கெட்டுகளின் மாறுபட்ட எண்ணிக்கையால் சில இணைப்புகள் இழந்துவிட்டனசில வளைவுகளை மாற்ற முடியவில்லை, ஏனெனில் அவை மேற்பரப்பில் இணைக்கப்படவில்லைசில தரவு புனரமைக்கத் தவறிவிட்டது (விவரங்களுக்கு கன்சோலைப் பார்க்கவும்)அந்த தற்காலிக சேமிப்பை பேக்கிங்/சேமிக்கும்போது சில பிரேம்கள் தவிர்க்கப்பட்டனசில சரங்கள் சரி செய்யப்பட்டன, அந்த மாற்றங்களை வைத்திருக்க .கலப்பு கோப்பை சேமிக்க மறக்காதீர்கள்வகைபடுத்துஅகர வரிசைப்படி வரிசைப்படுத்துங்கள்மூலம் வரிசைப்படுத்துவழங்கியவர்:பெயர் மூலம் குழந்தைகளை வரிசைப்படுத்துங்கள்தரவு-தொகுதிகளை வரிசைப்படுத்துங்கள்கூறுகளை வரிசைப்படுத்துங்கள்வரிசை குறியீட்டை வரிசைப்படுத்துங்கள்விசைவரிசைப்படுத்தும் முறைதட்டு வண்ணங்களை வரிசைப்படுத்துங்கள்வரிசை வகைஎடை வரிசைப்படுத்துங்கள்மிக அண்மைக் கால முறையில் வரிசைப்படுத்துங்கள்பெயரால் வரிசைப்படுத்துங்கள்கர்விலினியர் 2 டி நீளத்தால் வரிசைப்படுத்துங்கள் (நீண்ட கோடுகள் குறுகிய கோடுகளின் மேல் உள்ளன)கேமராவிலிருந்து தூரத்தை வரிசைப்படுத்துங்கள் (மேலும் கோடுகளின் மேல் நெருக்கமான கோடுகள் உள்ளன)பட ஒருங்கிணைப்பு அமைப்பில் திட்டமிடப்பட்ட ஃச் மதிப்பால் வரிசைப்படுத்தவும்பட ஒருங்கிணைப்பு அமைப்பில் திட்டமிடப்பட்ட ஒய் மதிப்பால் வரிசைப்படுத்தவும்தீர்க்கப்பட்ட பின் தடங்களின் சராசரி மறுபரிசீலனை பிழையால் சேனல்களை வரிசைப்படுத்தவும்முதல் பிரேம் எண்ணால் சேனல்களை வரிசைப்படுத்தவும்கடைசி பிரேம் எண்ணால் சேனல்களை வரிசைப்படுத்தவும்நீண்ட கண்காணிக்கப்பட்ட பிரிவின் மூலம் சேனல்களை வரிசைப்படுத்தவும்கண்காணிக்கப்பட்ட பிரிவுகளின் ஒட்டுமொத்த அளவு சேனல்களை வரிசைப்படுத்தவும்சேனல்களை அவற்றின் பெயர்களால் வரிசைப்படுத்தவும்மாற்றியமைக்கும் நேரத்தின் மூலம் கோப்புகளை வரிசைப்படுத்தவும்கோப்புகளை அளவு மூலம் வரிசைப்படுத்தவும்தீவுகளை பெரியது முதல் சிறியது வரை வரிசைப்படுத்துங்கள்தீவுகளை சிறியது முதல் பெரியது வரை வரிசைப்படுத்தவும்பொருட்களை அகரவரிசைப்படி வரிசைப்படுத்தவும்உருப்படிகளை அவற்றின் பெயரால் வரிசைப்படுத்தவும்இறங்கு உருப்படிகளை வரிசைப்படுத்துங்கள், அதிக மதிப்பிலிருந்து மிகக் குறைந்த வரைதேர்ந்தெடுக்கப்பட்ட கூறுகளை தொலைதூரத்திலிருந்து தற்போதைய பார்வையில் அருகிலுள்ள ஒன்றுக்கு வரிசைப்படுத்தவும்தற்போதைய பார்வையில் தேர்ந்தெடுக்கப்பட்ட கூறுகளை இடமிருந்து வலமாக வரிசைப்படுத்தவும்தேர்ந்தெடுக்கப்பட்ட கூறுகளை 3d கர்சரிலிருந்து அருகிலேயே இருந்து தொலைவில் வரிசைப்படுத்துங்கள்தேர்ந்தெடுக்கப்பட்ட முகங்களை மிகச்சிறியவற்றிலிருந்து மிகப் பெரிய மூலப்பொருள் குறியீட்டுக்கு வரிசைப்படுத்தவும்சொத்து பட்டியலை அகர வரிசைப்படி வரிசைப்படுத்தவும்ஒரே பட்டியலில் உள்ள சொத்துக்கள் ஒன்றாக வைக்கப்படும் வகையில் சொத்து பட்டியலை வரிசைப்படுத்துங்கள். ஒரு பட்டியலுக்குள், சொத்துக்கள் பெயரால் ஆர்டர் செய்யப்படுகின்றன. பட்டியல்கள் தட்டையான அட்டவணை வரிசைக்கு வரிசையில் உள்ளன.ஒவ்வொரு எலும்பின் குழந்தைகளையும் அகரவரிசைப்படி வரிசைப்படுத்தவும்கோப்பு பட்டியலை அகர வரிசைப்படி வரிசைப்படுத்தவும்கோப்பு பட்டியலை நீட்டிப்பு/வகை மூலம் வரிசைப்படுத்தவும்அண்மைக் காலத்தில் தேடப்பட்ட உருப்படிகளை மேலே வரிசைப்படுத்தவும்வரிசை வகைவெர்டெக்ச் குழுக்களை வரிசைப்படுத்துங்கள்வரிசைப்படுத்துதல்ஒலிமுடக்குபுதியபான்சுருதிஒலி ஈடுசெய்யும்துண்டு தொகுதிஒலிஅளவுஒலிக் கோப்புகள்ஒலி பெயர்ஒலி முனை சாக்கெட்ஒலி முனை சாக்கெட் இடைமுகம்ஒலி துண்டுஒலி கீற்றுகள்தேர்ந்தெடுக்கப்பட்ட ஒலி கீற்றுகள்திறக்க ஒலி தரவு-தொகுதி பெயர்வெளிப்புற அல்லது நிரம்பிய ஒலி கோப்பைக் குறிக்கும் ஒலி தரவு-தொகுதிஇந்த பேச்சாளர் பயன்படுத்தும் ஒலி தரவு-தொகுதிஇந்த துண்டு பயன்படுத்தும் ஒலி தரவுத் தொகுதிஒலி தரவு-தொகுதிகள்ஒலி திருத்தக்கூடியது அல்லஒலி நிரம்பவில்லைஇந்த ஒலி தரவு-தொகுதி பயன்படுத்தும் ஒலி மாதிரி கோப்புஒரு முனையின் ஒலி சாக்கெட்ஒலி துண்டுஒலிப்பதிவுஒலிகள்அடைவு தெரிகிறதுசான்றுஆதார சேனல்ஆதாரம்: நகலி படம்ஆதாரம்: clone slotசான்று நகலி புறஊதா வரைபடம்மூல சேகரிப்புமூல படம்மூல அடுக்குகள் தேர்வுமூல நூலகங்கள்மூல நூலகம்மூல பட்டியல்மூலப் பட்டியல் பிராந்திய அமைப்புகள்மூல பொருள்மூல நிலைமூல வேர்மூல சாக்கெட்!மூல மரம்மூல வகைமூல வெர்டெக்ச் குழுஆபரேட்டர் சமச்சீர்மை செய்வதற்கான சான்று மற்றும் இலக்குமூல மற்றும் இலக்கு மெச்களில் ஒரே எண்ணிக்கையிலான விளிம்புகள் இல்லை, இந்த விசயத்தில் 'டோபாலசி' மேப்பிங் பயன்படுத்த முடியாதுமூல மற்றும் இலக்கு மெச்களில் ஒரே எண்ணிக்கையிலான முக மூலைகள் இல்லை, இந்த விசயத்தில் 'டோபாலசி' மேப்பிங் பயன்படுத்த முடியாதுமூல மற்றும் இலக்கு மெச்களில் ஒரே எண்ணிக்கையிலான முகங்கள் இல்லை, இந்த விசயத்தில் 'டோபாலசி' மேப்பிங் பயன்படுத்த முடியாதுமூல மற்றும் இலக்கு மெச்களில் ஒரே எண்ணிக்கையிலான செங்குத்துகள் இல்லை, இந்த விசயத்தில் 'டோபாலசி' மேப்பிங் பயன்படுத்த முடியாதுமூல நிறம்இலக்கு ஒன்றிலிருந்து கொடுக்கப்பட்ட தூரத்தை விட மூல கூறுகள் நெருக்கமாக இருக்க வேண்டும்மூல கோப்பு கூடுதல் தேடல் பாதையில் உள்ளது: {! R}பேக் செய்யப்பட்ட ஐடிகளின் இந்தக் காப்பகம் உருவாக்கப்பட்ட மூல நூலகம்மூல நூலகம்: {} {}மூல இடம்மூல கண்ணி எந்த விளிம்புகளும் இல்லை, இந்த விசயத்தில் 'எட்ச்' மேப்பிங் எதுவும் பயன்படுத்த முடியாதுமூல கண்ணி எந்த முகமும் இல்லை, இந்த விசயத்தில் 'முகம்' மேப்பிங் எதுவும் பயன்படுத்த முடியாதுஇயக்கி மாறிகள் உள்ளீட்டு மதிப்புகளின் சான்றுலேபிளின் பெயரின் சான்றுசீரற்ற தன்மையின் சான்றுபிரதிபலிப்பு கதிர் திசைகளின் சான்றுமோதல் வடிவத்தை உருவாக்க பயன்படுத்தப்படும் கண்ணி மூலமூல அல்லது இலக்கு மெச்களில் எந்த விளிம்புகளும் இல்லை, விளிம்பு தரவை மாற்ற முடியாதுமூல அல்லது இலக்கு மெச்களில் எந்த முகமும் இல்லை, மூலையில் தரவை மாற்ற முடியாதுமூல அல்லது இலக்கு மெச்களுக்கு எந்த முகமும் இல்லை, முக தரவை மாற்ற முடியாதுமூல அல்லது இலக்கு மெச்களில் எந்த செங்குத்துகளும் இல்லை, வெர்டெக்ச் தரவை மாற்ற முடியாதுஇருந்து கேன்வாசைத் தேர்ந்தெடுக்க சான்றுஇந்த மாறியை மதிப்பிடுவதற்கான உள்ளீட்டு தரவின் ஆதாரங்கள்தெற்குதென்கிழக்குதென்மேற்குஇடைவெளிவிண்வெளி கிளிப் திருத்திவிண்வெளி கன்சோல்ச்பேச் டோப் தாள் திருத்திவிண்வெளி கோப்பு உலாவிவிண்வெளி வரைபட ஆசிரியர்விண்வெளி பட ஆசிரியர்விண்வெளி செய்திவிண்வெளி அணிவிண்வெளி என்எல்ஏ ஆசிரியர்விண்வெளி முனை ஆசிரியர்விண்வெளி அவுட்லைனர்விண்வெளி விருப்பத்தேர்வுகள்விண்வெளி வரிசை ஆசிரியர்விண்வெளி விரிதாள்விண்வெளி உரை ஆசிரியர்விண்வெளி வகைவிண்வெளி புறஊதா ஆசிரியர்விண்வெளி அனைத்து புறஊதாக்களும் சமமாகதீவுகளுக்கு இடையில் இடைவெளிஇந்த பரப்பில் தற்போது இடம் காட்டப்பட்டுள்ளதுஒரு திரை பரப்புக்கான விண்வெளி தரவுவிண்வெளி தரவு வகைதிரை இடத்திற்கு பதிலாக மேற்பரப்பு நோக்குநிலைக்கு ஏற்ப விண்வெளி டப்கள்திட்ட அச்சுக்கான இடம்உருமாற்றங்கள் பயன்படுத்தப்படும் இடம்உள்ளீட்டு உயரத்தின் இடம்உள்ளீட்டின் இடம் இயல்பானதுஉரிமையாளர் மதிப்பீடு செய்யப்படும் இடம்இலக்கு மதிப்பீடு செய்யப்படுகிறதுமாற்ற வேண்டிய இடம்மாற்ற வேண்டிய இடம்கண்ணி தரவை நகலெடுக்க பயன்படுத்த வேண்டிய இடம்ஒரு பொருளிலிருந்து இன்னொரு பொருளுக்கு நகலெடுப்பதற்கான விண்வெளி மாற்றம்ச்பேச்பார்ச்பேச்பார் நடவடிக்கைவெளிகள்இந்த பரப்பில் உள்ள இடங்கள், முதலாவது செயலில் உள்ள இடம் (குறிப்பு: பழைய பார்வை நோக்குநிலையைப் பெற ஒரு குறிப்பிட்ட பரப்பில் முன்னர் பயன்படுத்தப்பட்ட 3d பார்வை இடத்தை மீட்டெடுக்க பயனுள்ளதாக இருக்கும்)இடைவெளிபக்கவாதத்துடன் இடைவெளிஇடைவெளி தூரம்இடைவெளி அழுத்தம்தூரிகை சாய்வு முன் இடைவெளி முழு வட்டத்திற்கு செல்கிறதுதூரிகை விட்டம் ஒரு சதவீதமாக தூரிகை டப்களுக்கு இடையில் இடைவெளிகதாபாத்திரங்களுக்கு இடையில் இடைவெளிகட்டம் புள்ளிகளுக்கு இடையில் இடைவெளிசொற்களுக்கு இடையில் இடைவெளிவீச்சு நீளத்துடன் அமைப்புகளுக்கான இடைவெளிஇடைவெளி: {:g}இடைவெளிச்பானிச் - எச்பானோல்சிதறிய பிணைப்புஇடஞ்சார்ந்த ஒலிஇடஞ்சார்ந்த மறுபயன்பாடுஇடஞ்சார்ந்த அளவுவடிவத்திலிருந்து துகள்கள்அவைத்தலைவர்புதியதொகுதி மணித்துளி3d ஆடியோ ச்பீக்கர் பொருள்களுக்கான ச்பீக்கர் தரவு-தடுப்புபேச்சாளர் தரவு-தொகுதிகள்சபாநாயகர்(கள்)பேச்சாளர்கள்சிறப்பு எழுத்துக்கள்முடி வழியாக ஒளி கடந்து செல்லும்போது யூனிட் நீளத்திற்கு ஆற்றல் உறிஞ்சுதலைக் குறிப்பிடுகிறது. அதிக மதிப்பு இருண்ட நிறத்திற்கு வழிவகுக்கிறதுஎவ்வளவு கூர்மையான மூலைகள் வட்டமிடப்படும் என்பதைக் குறிப்பிடுகிறதுபொக்கே எவ்வளவு வட்டமானது என்பதைக் குறிப்பிடுகிறது, அதிகபட்ச வட்டமானது ஒரு வட்ட பொக்கேவை உருவாக்குகிறதுபெற்றோர் எலும்பிலிருந்து எலும்பு எவ்வாறு அளவிடுகிறது என்பதைக் குறிப்பிடுகிறதுஎலும்பு தலை இருப்பிடத்தில் பசை எலும்பு எவ்வாறு கட்டுப்பாட்டுக்கு மோசடி செய்யப்படுகிறது என்பதைக் குறிப்பிடுகிறதுடோன் மேப்பிங் முழு படத்திலும் அல்லது ஒரு பிக்சலுக்கும் இயங்குகிறது என்பதைக் குறிப்பிடுகிறது, 0 என்பது முழு படத்தையும் குறிக்கிறது, 1 என்றால் அது பிக்சலுக்கு ஒரு, மற்றும் இரண்டிற்கும் இடையிலான கலவைகளுக்கு இடையில் மதிப்புகள்டோன் மேப்பிங் ஒளிரும் அல்லது ஒவ்வொரு சேனலிலும் சுயாதீனமாக இயங்குகிறது என்பதைக் குறிப்பிடுகிறது, 0 என்றால் அது ஒளிரும் பயன்படுத்துகிறது, 1 என்றால் அது ஒரு சேனலுக்கானது, மற்றும் இரண்டிற்கும் இடையிலான கலவைகளுக்கு இடையில் மதிப்புகள்பரவலான தளத்தின் மைக்ரோஃபாசெட் கடினத்தன்மையைக் குறிப்பிடுகிறது (0.0 சரியான லம்பெர்டியன் பிரதிபலிப்பு, 1.0 முற்றிலும் கடினமானதாகும்)ஊக பிரதிபலிப்பு மற்றும் பரிமாற்றத்திற்கான மேற்பரப்பின் மைக்ரோஃபாசெட் கடினத்தன்மையைக் குறிப்பிடுகிறது (0.0 ஒரு சரியான கண்ணாடி பிரதிபலிப்பு, 1.0 முற்றிலும் கடினமானதாகும்)வண்ண மாற்றத்தின் அளவைக் குறிப்பிடுகிறது. 1 என்றால் அதிகபட்சம் நீலத்தை நோக்கி மாறுகிறது, -1 என்பது சிவப்பு நிறத்தை நோக்கி அதிகபட்சமாக மாறுகிறதுஉருவாக்கப்பட்ட மண்டலத்தால் பயன்படுத்தப்படும் உள்ளீட்டு முனையைக் குறிப்பிடுகிறதுவரம்பு சேனலின் வரம்புக்குட்பட்ட வலிமையைக் குறிப்பிடுகிறதுபடத்தின் மிட்டோன்கள் முடிவடையும் மற்றும் சிறப்பம்சங்கள் தொடங்கும் ஒளிர்வைக் குறிப்பிடுகிறதுபடத்தின் மிட்டோன்கள் தொடங்கும் மற்றும் நிழல்கள் முடிவடையும் ஒளிர்வைக் குறிப்பிடுகிறதுஉருவாக்கப்பட்ட மண்டலத்தால் பயன்படுத்தப்படும் வெளியீட்டு முனையைக் குறிப்பிடுகிறதுகேடடியோப்ட்ரிக் கருவிழியின் அளவைக் குறிப்பிடுகிறது, பூச்சியம் என்றால் கருவிழி இல்லைகீயிங் திரையின் மென்மையைக் குறிப்பிடுகிறதுஒவ்வொரு வண்ண சேனலின் கசிவு வலிமையைக் குறிப்பிடுகிறதுஏமாற்றத்தின் வலிமையைக் குறிப்பிடுகிறதுவிளிம்புகளுக்கான வாசல் அல்லது உணர்திறனைக் குறிப்பிடுகிறது. இந்த மதிப்பைக் குறைத்தல் செயல்திறனின் செலவில் நீங்கள் அதிக விளிம்புகளைக் கண்டறிய முடியும்ஐ.கே. கட்டுப்பாடுகளுக்கான உள்ளக இருப்பிட விருப்பத்தின் மதிப்பைக் குறிப்பிடுகிறது, இது இருப்பிட சேனல்கள் உள்ளக கட்டுப்பாட்டு நோக்குநிலை அல்லது உலகத்துடன் சீரமைக்கப்பட்டுள்ளதா என்பதை தீர்மானிக்கிறதுமென்மையான vs அசல் இயல்பான எடையைக் குறிப்பிடுகிறதுபுதிதாக வெளிப்படுத்தப்பட்ட வடிவவியலைத் தேர்ந்தெடுக்க வேண்டுமா என்பதைக் குறிப்பிடுகிறதுயூனிட் மதிப்புக்கு தனிப்பயன் காட்சி மீட்டர்களைக் குறிப்பிடவும்தனிப்பயன் அளவைக் குறிப்பிடவும்முக மதிப்பெண்களின் அடிப்படையில் அம்ச விளிம்பு தேர்வு நிலையைக் குறிப்பிடவும்அம்ச விளிம்பு வகைகளில் தேர்வு நிலைமைகளின் தர்க்கரீதியான கலவையைக் குறிப்பிடவும்வீச்சு பாலிலின்களின் தீர்மானத்தை தீர்மானிக்கும் புதிய மாதிரி மதிப்பைக் குறிப்பிடவும்சுட்ட தரவை கைமுறையாக சேமிக்க வேண்டிய பாதையை குறிப்பிடவும்இறுதி புறஊதா வெளியீட்டின் துல்லியமான பகுதியைக் குறிப்பிடவும்பொருள்களின் தொகுப்பிற்கு சொந்தமான அம்ச விளிம்புகளைச் சேர்ப்பது அல்லது விலக்குவதைக் குறிப்பிடவும்விளிம்பு வகைகளால் தேர்ந்தெடுக்கப்பட்ட அம்ச விளிம்புகளைச் சேர்ப்பது அல்லது விலக்குவதைக் குறிப்பிடவும்முக அடையாளங்களால் தேர்ந்தெடுக்கப்பட்ட அம்ச விளிம்புகளைச் சேர்ப்பது அல்லது விலக்குவதைக் குறிப்பிடவும்மில்லிமீட்டரில் லென்சின் குவிய நீளத்தைக் குறிப்பிடவும்இருக்கும் மாற்றங்கள் மற்றும் செயல் சேனல்கள் எவ்வாறு இணைக்கப்படுகின்றன என்பதைக் குறிப்பிடவும்நகலெடுக்கப்பட்ட மற்றும் இருக்கும் சுழற்சிகள் எவ்வாறு இணைக்கப்படுகின்றன என்பதைக் குறிப்பிடவும்நகலெடுக்கப்பட்ட மற்றும் ஏற்கனவே உள்ள மாற்றங்கள் எவ்வாறு இணைக்கப்படுகின்றன என்பதைக் குறிப்பிடவும்மாற்றியமைக்கும் மதிப்பு எவ்வாறு அடிப்படை மதிப்பில் கலக்கப்படுகிறது என்பதைக் குறிப்பிடவும்புதிய இருப்பிடத்தை அசல் மூலம் எவ்வாறு இணைப்பது என்பதைக் குறிப்பிடவும்புதிய சுழற்சியை அசலுடன் எவ்வாறு இணைப்பது என்பதைக் குறிப்பிடவும்புதிய அளவை அசலுடன் எவ்வாறு இணைப்பது என்பதைக் குறிப்பிடவும்fbx கோப்பில் உட்பொதிக்கப்பட்ட தரவைப் பயன்படுத்துவதற்குப் பதிலாக, நோக்குநிலை மற்றும் அளவைக் குறிப்பிடவும்கட்டம் வடிவத்திற்கான மூலத்தைக் குறிப்பிடவும்தற்போதைய கண்ணி தொடர்புடைய முகங்களின் இலக்கு எண்ணிக்கையைக் குறிப்பிடவும்மூலைவிட்டத்தில் உள்ள வோக்சல்களின் தோராயமான எண்ணிக்கையைக் குறிப்பிடவும்செங்குத்துகளுக்கு இடையிலான தூரத்தைக் குறிப்பிடவும்லென்சை பார்வைக் கோணமாக குறிப்பிடவும்வரியின் தொடக்க மற்றும் இறுதி புள்ளிகளைக் குறிப்பிடவும்ஒவ்வொரு வளைவுக்குமான பிரதிகளின் எண்ணிக்கையை தனித்தனியாக குறிப்பிடவும்ஆஃப்செட்டை ஒரு வெர்டெக்சிலிருந்து அடுத்த இடத்திற்கு குறிப்பிடவும்மொத்த செங்குத்துகளின் எண்ணிக்கையைக் குறிப்பிடவும்பயன்படுத்த வேண்டிய சுழற்சி சேனல்களின் வகையைக் குறிப்பிடவும்வோக்சல் பக்க நீளத்தைக் குறிப்பிடவும்பிக்சல்களில் அலகு வரி தடிமன் குறிப்பிடவும்தொகுதி தரவு துல்லியத்தைக் குறிப்பிடவும். குறைந்த மதிப்புகள் விவரங்களின் செலவில் நினைவக நுகர்வு குறைக்கின்றன.பொருள் அல்லது உலக இடத்தில் தொகுதி அடர்த்தி மற்றும் படி அளவைக் குறிப்பிடவும்உலக இடைவெளியில் தொகுதி படி அளவு மற்றும் அடர்த்தியைக் குறிப்பிடவும்எந்தெந்த உறுப்புகளை நிறுவுவதற்குப் பயன்படுத்த வேண்டும் என்பதைக் குறிப்பிடவும். (மிதக்கும் புள்ளி மதிப்புகள் சீரற்ற தேர்வில் விளைகின்றன)எந்த மூலப்பொருள் பண்புக்கூறு பயன்படுத்தப்படுகிறது என்பதைக் குறிப்பிடவும்போச் சொத்தின் எந்த பகுதிகள் மேலெழுதப்பட்டுள்ளன என்பதைக் குறிப்பிடவும்நிறமாலைபயன்படுத்த ச்பெக்ட்ரம்மென்ஏகப்பட்ட பி.எச்.டி.எஃப்ஏகப்பட்ட நிறம்ஏகப்பட்ட வண்ண நீலம்ஏகப்பட்ட வண்ண பச்சைஏகப்பட்ட வண்ண சிவப்புஏகப்பட்ட காரணிஏகப்பட்ட கடினத்தன்மைஏகப்பட்ட சிறப்பம்சங்கள்ஏகப்பட்ட ஐஓஆர் நிலைஏகப்பட்ட விளக்குகள்மூலப்பொருளின் ஏகப்பட்ட நிறம்ஏகப்பட்ட பிரதிபலிப்பு பெருக்கிவிரைவுவேக கட்டுப்பாடுவேக காரணிவேக இடைக்கணிப்பு 0வேக இடைக்கணிப்பு 1வேக பெருக்கிவேக வளைவுவேக திசையன்கள்வேக கட்டுப்பாட்டு முறைசுற்றிப் பார்க்கும்போது வேக காரணி, உயர் மதிப்புகள் வேகமான சுட்டி இயக்கத்தைக் குறிக்கின்றனஒலியின் விரைவுடாப்ளர் விளைவு கணக்கீட்டிற்கான ஒலியின் விரைவுஎரியும் எதிர்வினையின் விரைவு (அதிக மதிப்பு சிறிய தீப்பிழம்புகளில் விளைகிறது)அலைகளின் விரைவு, எதிர்மறையாக இருக்கும்போது தொடக்க புள்ளியை நோக்கிச்பீட் கன்ட்ரோல் துண்டுஎழுத்து சேகரிப்புகோளம்கோள ஆரம்கோளம் தேர்வுவளைவுகளை கணக்கிடுவதற்கான கோள ஆரம்கோளத் தீர்மானம்கோளகோள வீழ்ச்சிகோள ஆய்வுகோள ச்டீரியோசுற்றுச்சூழல் வரைபடங்களுக்கான கோள கேமரா, இது லாட் லாங் பனோரமா என்றும் அழைக்கப்படுகிறதுகோள வீழ்ச்சிதுகள்களின் கட்டணத்தை அடிப்படையாகக் கொண்ட கோள ஃபோர்ச்ஃபீல்ட், பிற கட்டண படை புலங்களை மட்டுமே பாதிக்கிறதுகோளங்கள்வலிமைவலிமையைக் கொட்டவும்சுழல்படை பொருளின் உள்ளக சட் அச்சை திருப்பும் சுழல் ஆற்றல்ச்பிளாச்ச்பிளாச் திரைச்ப்லைன்ச்ப்லைன் பெசியர் புள்ளிகள்ச்ப்லைன் எண்ணிக்கைச்ப்லைன் ikச்ப்லைன் ik கட்டுப்பாடுச்ப்லைன் குறியீட்டுச்ப்லைன் நீளம்ச்ப்லைன் நீள முனைச்ப்லைன் அளவுருச்ப்லைன் அளவுரு முனைச்ப்லைன் புள்ளி எண்ணிக்கைச்ப்லைன் புள்ளிகள்ச்ப்லைன் தீர்மானம்இழுக்கப்படாவிட்டால் வெளியீட்டில் ச்ப்லைன் மூடுகிறதுகைப்பிடிகள் இல்லாமல் ச்ப்லைன் புள்ளிச்ப்லைன் வகைச்ப்லைன்:ச்ப்லைன்ச்பிளவுபிளவு கோணம்பொருள் மூலம் அனிமேசனை பிரிக்கவும்நினைவகச் செலவில் நேரத்தை விரைவுபடுத்துவதற்கான இந்த எண்ணிக்கையிலான நேர படிகளால் பி.வி.எச் ஆதிமனிதர்களைப் பிரிக்கவும்குழுவால் பிரிக்கப்படுகிறதுபொருளால் பிரிக்கவும்பிளவு கோடு 1பிளவு கோடு 2பிளவு கோடு 3பிளவு விளிம்புகள்விளிம்புகள் மற்றும் முகங்களைப் பிரிக்கவும்பிளவு கண் இமை ச்லைடரைப் பின்தொடரவும்பிளவு இடைவெளி 1பிளவு இடைவெளி 2பிளவு இடைவெளி 3பிளவு உந்துவிசைபிளவு நீளம்பிளவு கோடுகள்பிளவு மூலப்பொருட்கள்பிளவு முறைச்பிளிட் டோனிங்4x4 மேட்ரிக்சை அதன் தனிப்பட்ட மதிப்புகளாக பிரிக்கவும்ஒரு மூட்டை பல சாக்கெட்டுகளாக பிரிக்கவும்.பல மாதிரிகளைப் பயன்படுத்தி ஒரு வண்ணத்தை அதன் தனிப்பட்ட கூறுகளாக பிரிக்கவும்ஒரு குறிப்பிட்ட வண்ண மாதிரியின் அடிப்படையில் வண்ணத்தை தனி சேனல்களாக பிரிக்கவும்ஒரு முகத்தை ஒரு ரசிகராக பிரிக்கவும்வடிவவியலில் ஒவ்வொரு வகை தரவுகளுக்கும் ஒரு வடிவவியலை ஒரு தனி வெளியீடாக பிரிக்கவும்தேர்வின் அடிப்படையில் ஒரு வடிவவியலை இரண்டு வடிவியல் வெளியீடுகளாக பிரிக்கவும்உருமாற்ற அணியை மொழிபெயர்ப்பு திசையன், சுழற்சி மற்றும் அளவு திசையன் என பிரிக்கவும்ஒரு திசையனை அதன் ஃச், ஒய் மற்றும் சட் கூறுகளாக பிரிக்கவும்அனைத்து புள்ளிகளையும் அதன் குழு ஐடியால் வளைக்கவும், எடையால் மறுவரிசைப்படுத்தவும்ஒரு படத்தை அதன் கலப்பு வண்ண சேனல்களில் பிரிக்கவும்பிரித்து நகலெடுக்கவும்மூலைகளிலிருந்து இழுத்துச் செல்வதன் மூலம் ஆசிரியர்களைப் பிரித்து சேரவும்தற்போதைய சட்டகத்திற்கு பதிலாக கர்சரின் நிலையில் பிரிக்கவும்பிளவு விளிம்புகளில் இணைந்த முகங்கள்வெளியீட்டு கோப்பில் மூலப்பொருள் பெயரைப் பயன்படுத்தி (வெளிப்புறம் மட்டும்) ஒரு மூலப்பொருளுக்கு வேகவைத்த வரைபடங்களை பிரிக்கவும்அதிகபட்ச 2 டி கோணத்தை விட பெரிய கோணங்களுடன் புள்ளிகளில் சங்கிலிகளைப் பிரிக்கவும்குறைந்தபட்ச 2 டி கோணத்தை விட சிறிய கோணங்களுடன் புள்ளிகளில் சங்கிலிகளைப் பிரிக்கவும்பிளவு சேனல்கள்குழிவான முகங்களை குவிந்ததாக மாற்ற செங்குத்துகளை இணைப்பதன் மூலம் பிரிக்கவும்தேர்ந்தெடுக்கப்பட்ட செங்குத்துகளின் தனிப்பயன் இயல்புகளை பிரிக்கவும்கூர்மையானதாகக் குறிக்கப்பட்ட பிளவு விளிம்புகள்முகங்களுக்கு இடையில் அதிக கோணத்தில் விளிம்புகளைப் பிரிக்கவும்ஒரு மூலப்பொருளுக்கு வெளிப்புற படங்களை பிரிக்கவும் (வெளிப்புறம் மட்டும்)தேர்ந்தெடுக்கப்பட்ட விளிம்புகளுடன் முகங்களை பிரிக்கவும்தேர்ந்தெடுக்கப்பட்ட செங்குத்துகளுடன் இணைக்கப்பட்ட பிளவு முகங்கள் மற்றும் விளிம்புகள்மல்டிகாம் துண்டு பிரித்து கேமராவைத் தேர்ந்தெடுக்கவும்கோண வாசலை மீறும் பிளானர் அல்லாத முகங்களை பிரிக்கவும்முகங்களை ஒன்றிணைப்பதற்குப் பதிலாக முகம் மூலைகளை பிரிக்கவும்சுற்றியுள்ள வடிவவியலைப் பராமரிக்க முகம் மூலைகளை பிரிக்கவும்இணைக்கப்பட்ட தேர்ந்தெடுக்கப்படாத எலும்புகளிலிருந்து தேர்ந்தெடுக்கப்பட்ட எலும்புகளை பிரிக்கவும்இணைக்கப்பட்ட தேர்ந்தெடுக்கப்படாத வடிவவியலில் இருந்து தேர்ந்தெடுக்கப்பட்ட வடிவவியலை பிரிக்கவும்இணைக்கப்பட்ட தேர்வு செய்யப்படாத புள்ளிகளிலிருந்து தேர்ந்தெடுக்கப்பட்ட புள்ளிகளைப் பிரிக்கவும்தேர்ந்தெடுக்கப்பட்ட பரப்பை கேமரா, முன், வலது மற்றும் சிறந்த காட்சிகளாக பிரிக்கவும்தேர்ந்தெடுக்கப்பட்ட பரப்பை புதிய சன்னல்களாக பிரிக்கவும்ஒவ்வொரு அண்டை முகமும் அதன் சொந்த நகலைப் பெறும் வகையில் தேர்ந்தெடுக்கப்பட்ட விளிம்புகளை பிரிக்கவும்தேர்ந்தெடுக்கப்பட்ட புள்ளிகளைப் பிரிக்கவும்தேர்ந்தெடுக்கப்பட்ட புள்ளிகளை புதிய பக்கவாதத்திற்கு பிளவுதேர்ந்தெடுக்கப்பட்ட கீற்றுகளை அவற்றின் நடுப்பகுதிகளில் பிரிக்கவும்சகிப்புத்தன்மை நிறைவு செய்யப்படும் வரை வளைவைப் பிரிக்கவும் (வேகமாக)முகங்களை சிறிய பகுதிகளாகப் பிரித்து, மென்மையான தோற்றத்தைக் கொடுக்கும்பலகோணங்களை காது கிளிப்பிங் வழிமுறையுடன் பிரிக்கவும்குவாட்சை அவற்றின் மிக நீளமான மூலைவிட்டத்துடன் பிரிக்கவும்குவாட்சை அவற்றின் குறுகிய மூலைவிட்டத்துடன் பிரிக்கவும்மெதுவான முறை, நல்ல முக்கோணங்களில் குவாட்சைப் பிரிக்கவும்2 வது மற்றும் 4 வது செங்குத்துகளில் குவாட்சைப் பிரிக்கவும்முதல் மற்றும் மூன்றாவது செங்குத்துகளில் குவாட்சைப் பிரிக்கவும்தேர்ந்தெடுக்கப்பட்ட புள்ளியை புதிய பக்கவாதமாக பிரிக்கவும்தேர்ந்தெடுக்கப்பட்ட கீற்றுகளை இரண்டாக பிரிக்கவும்நிகழ்வுகளுக்குப் பிரிக்கவும்பிளவு/கப்பல்துறைவழிகாட்டிகளை தனி குழுக்களாக பிரிக்கிறது. புதிய வளைவுகள் ஒரு குழுவிலிருந்து இருக்கும் வளைவுகளை ஒன்றிணைக்கின்றனஉள்ளீட்டு வடிவவியலின் கூறுகளை தனித்தனியாக மாதிரி செய்யக்கூடிய குழுக்களாக பிரிக்கிறதுஉள்ளீட்டு கண்ணி முகங்களை தனித்தனியாக மாதிரியாகக் கொண்ட குழுக்களாக பிரிக்கிறதுபிளவுச்பாட் கலவைச்பாட் கலவை: %.2fச்பாட் லைட்தெளிப்புதெளிப்பு + குமிழ்கள்தெளிப்பு + நுரைதெளிப்பு + நுரை + குமிழ்கள்வரைபடத்தை தெளிக்கவும்தெளிப்பு மற்றும் குமிழி துகள்கள் ஒரே துகள் அமைப்பில் சேமிக்கப்படுகின்றனஅதே துகள் அமைப்பில் தெளிப்பு மற்றும் நுரை துகள்கள் சேமிக்கப்படுகின்றனபரவுதல்நீளம் பரவவிரைவு பரவுகிறதுஉள் மிட்டர் வளைவுகளுக்கான தூரம் பரப்பவும்விரிதாள்விரிதாள் நெடுவரிசைவிரிதாள் நெடுவரிசை ஐடிவிரிதாள் ஆசிரியர்கள்விரிதாள் வரிசை வடிகட்டிவிரிதாள் அட்டவணைவிரிதாள் அட்டவணை அடையாளம்விரிதாள் அட்டவணைகள்விரிதாள் விண்வெளி தரவுவசந்தவசந்த ஆற்றல்வசந்த பிரேம்கள்வசந்த நீளம்வசந்த வகைச்பிரிங் வெர்டெக்ச் குழுவசந்த ஆற்றல்நீர் மட்டத்தை மீண்டும் பூச்சியத்திற்கு இழுக்கும் வசந்த ஆற்றல்கலப்பான் 2.7 இல் பயன்படுத்தப்படும் வசந்த செயல்படுத்தல். அடர்த்தியானது 1.0 இல் மூடப்பட்டுள்ளதுவசந்த ஓய்வு நீளம் (துகள் ஆரம் காரணி)வசந்த ஓய்வு நீளம் 2 * துகள் அளவின் காரணியாகும்நீரூற்றுகள்ச்பிரிட் வாசல்நாற்கைநாற்கை (hs + v)நாற்கை (எச்.வி + எச்)நாற்கை (எச்.வி + எச்)சதுர சென்டிமீட்டர்சதுர சங்கிலிகள்சதுர டெசிமீட்டர்கள்சதுர டீகமீட்டர்கள்சதுர அடிசதுர ஃபர்லாங்ச்சதுர எக்டோமீட்டர்கள்சதுர அங்குலங்கள்சதுர கிலோ மீட்டர்சதுர மீட்டர்கள்சதுர மைக்ரோமீட்டர்கள்சதுர மைல்கள்சதுர மில்லிமீட்டர்சதுர வேர்சதுர ரூட் பயன்முறைசதுர நீசதுர வாசல்சதுர கெசம்சதுர தொப்பி (தட்டையான மற்றும் நீட்டிக்கப்பட்ட)நாற்கை மட்டும்: ஒரு முழுமையான வீச்சு கொண்ட அனைத்து மதிப்புகளும் அந்த முடிவை விட குறைவாக இருக்கும்ஒரு சதுர வேர்உள் புள்ளியுடன் நாற்கைசதுரங்கள்ச்குவாச்ச்குவாச் & நீட்சிச்குவாச் தொகைச்குவாச் அதிர்வெண்ஒவ்வொரு n வரிசைகளையும் ச்குவாச் செய்யுங்கள்கசக்கி மதிப்பு (மரபு)அழுத்தும் சட்டகம்எடைஉறுதிப்படுத்தல்2d ஐ உறுதிப்படுத்தவும்2 டி கிளிப்பை உறுதிப்படுத்தவும்மையத்தை உறுதிப்படுத்தவும்இயல்பை உறுதிப்படுத்தவும்சுழற்சியை உறுதிப்படுத்தவும்அளவை உறுதிப்படுத்தவும்பக்கவாதத்தை உறுதிப்படுத்தவும்சட்டத்தின் மையத்தை சுற்றி கண்டறியப்பட்ட சுழற்சியை உறுதிப்படுத்தவும்2 டி உறுதிப்படுத்தல் இயக்க கண்காணிப்பு அமைப்புகளைப் பயன்படுத்தி காட்சிகளை உறுதிப்படுத்தவும்நிலைப்படுத்தி வீச்சு காரணிநிலைப்படுத்தி வீச்சு ஆரம்மேலே அடுக்கப்பட்டதுகீழே அடுக்கப்பட்டதுமுத்திரை கேமராமுத்திரை தேதிமுத்திரை கோப்பு பெயர்முத்திரை சட்டகம்முத்திரை ஓச்ட்பெயர்முத்திரை சிட்டைகள்முத்திரை லென்ச்முத்திரை மார்க்கர்முத்திரை குறிப்புமுத்திரை குறிப்பு உரைமுத்திரை வெளியீடுமுத்திரை உச்ச நினைவகம்முத்திரை வழங்கும் நேரம்முத்திரை காட்சிமுத்திரை வரிசை துண்டுமுத்திரை நேரம்தரநிலைதிட்டவிலக்கல், நியம விலகல்கீஃப்ரேம்களுக்கு இடையில் நிலையான மாற்றங்கள்ச்டான்போர்ட் PLY (.ply)விண்மீன்தொடங்குதொடக்க மற்றும் முடிவு மேப்பிங்தொடக்க (காரணி)தொடக்க (நீளம்)தொடக்க கோணம்அம்பு பாணியைத் தொடங்குங்கள்தற்போதைய சட்டத்தில் தொடங்கவும்தொப்பி தொடக்கசெயலிழக்கத் தொடங்குங்கள்டெனோயிங் தொடங்கவும்தொடக்க காரணிதொடக்க சட்டகம்தொடக்க சட்டகம் (ui இலிருந்து கையாளப்படுகிறது)தொடக்க சட்டகம் (மூல மதிப்பு)தொடக்க சட்டகம் (கட்டுப்படுத்தப்பட்ட பிரேம் வரம்பு இயக்கப்பட்டிருக்கும் போது)கைப்பிடியைத் தொடங்கவும்கைப்பிடியைத் தொடங்கவும்கைப்பிடி அளவைத் தொடங்குங்கள்இருப்பிடத்தைத் தொடங்கவும்மேப்பிங் வகையைத் தொடங்குங்கள்ஆஃப்செட் தொடங்கவும்தொடக்க நிலைதொடக்க நிலை பொருள்தொடக்க நிலை ஃச்தொடக்க நிலை ஒய்ஆரம் தொடங்கவும்மாதிரி தொடக்கதொடக்க அளவுவி.ஆர் அமர்வைத் தொடங்கவும்செங்குத்துகளைத் தொடங்கவும்தொடக்க மற்றும் இறுதி சட்டகம் ஒரே மாதிரியாக இருக்க முடியாது!அளவீட்டு விளைவின் தூரம் தொடங்கவும்அடைவு புலத்தைத் திருத்தத் தொடங்குங்கள்வடிகட்டி உரையை உள்ளிடத் தொடங்குங்கள்கவனம் செலுத்தும் தரவு-தொகுப்பிற்கான வடிகட்டி உரையை உள்ளிடத் தொடங்குங்கள்கவனம் செலுத்தும் பட்டியலுக்கு வடிகட்டி உரையை உள்ளிடத் தொடங்குங்கள்பொருந்தக்கூடிய பெயர்களைக் கொண்டவர்களை மட்டுமே சேர்க்கக் காட்டப்படும் சேனல்களின் தொகுப்பை வடிகட்டும் உரையை உள்ளிடத் தொடங்குங்கள்செல்லுபடியாகும் வழங்குதல் வரம்பிற்குள் கட்டப்பட்ட சட்டத்தைத் தொடங்குங்கள்ஆஃப்செட்டுகள் பயன்படுத்தப்பட்ட பிறகு வரிசை திருத்தியில் காண்பிக்கப்படும் தொடக்க சட்டகம், இதை அமைப்பது கைப்பிடியை நகர்த்துவதற்கு சமம், உண்மையான தொடக்க சட்டகம் அல்லபேக்கிங்கிற்கான சட்டத்தைத் தொடங்கவும்தொடக்க சட்டகம் இறுதி சட்டத்தை விட பெரியதுஎன்.எல்.ஏ. குறிப்பு: இந்த மதிப்பை மாற்றுவது ச்ட்ரிப்பின் இறுதி சட்டத்தின் மதிப்பையும் புதுப்பிக்கிறது. தொடக்க சட்டகத்தை மட்டுமே மாற்ற வேண்டும் என்றால், அதற்கு பதிலாக "பிரேம்_ச்டார்ட்" சொத்தைப் பார்க்கவும்.விளைவின் தொடக்க சட்டகம்ஏற்றுமதியின் தொடக்க சட்டகம், தற்போதைய காட்சியின் தொடக்க சட்டத்தை எடுக்க இயல்புநிலை மதிப்பைப் பயன்படுத்தவும்கடல் பேக்கிங்கின் சட்டத்தைத் தொடங்கவும்துண்டுகளின் தொடக்க சட்டகம்சட்டகத்தில் தொடங்கவும்3d கர்சர் நிலையில் நோக்குநிலை அச்சில் திட்டமிடப்பட்ட ஒரு புள்ளியைப் பயன்படுத்தி வேலைவாய்ப்பு தொடங்கவும்3d கர்சர் நிலையில் காட்சி விமானத்தில் திட்டமிடப்பட்ட ஒரு புள்ளியைப் பயன்படுத்தி வேலைவாய்ப்பு தொடங்கவும்3d கர்சர் நிலையை ஒரு குறைவடைப் பயன்படுத்த, மேற்பரப்பில் வைக்கத் தொடங்குங்கள்மைய நிலையை வைக்கத் தொடங்குங்கள்விளிம்பு நிலையை வைக்கத் தொடங்குங்கள்தொடக்க புள்ளிஉரையைத் தேடத் தொடங்குங்கள்முனையை செருகிய பின் உருமாற்ற ஆபரேட்டரைத் தொடங்குங்கள்தொடக்க/முடிவுதொடங்குகிறதுசுட்டி தொடங்குதல்வளைவின் தொடக்க கோணம்மூடுபனியின் தொடக்க தூரம், கேமராவிலிருந்து அளவிடப்படுகிறதுஅனிமேசனுக்கான தொடக்க சட்டகம்காண்பிக்க/கணக்கிடுவதற்கான பாதைகளின் வரம்பின் தொடக்க சட்டகம் ('பிரேம்' வெங்காய-தோல் முறை அல்ல)சேமிக்கப்பட்ட வரம்பின் தொடக்க சட்டகம்ஏற்றுமதி செய்ய சட்டத்தைத் தொடங்குகிறதுபாதையின் தொடக்க நேரம்உடன் தொடங்குகிறதுதொடக்க கோப்பு சேமிக்கப்பட்டதுநிலைமாநில வண்ணங்கள்மற்றவர்கள்முனை குழுவால் வரையறுக்கப்பட்ட அனைத்து பேனல்களின் நிலைஒளியின் நிலைஇருதரப்பு செயல்களுக்கான பிற பயனர் பாதையின் நிலைநிழலின் நிலைநிகழ்நேர சூழலில் இயங்கும் மற்றும் செயல்கள் மற்றும் ஐ.சி அல்லாத தடைகளை புறக்கணித்தல்தற்போதைய செயல் மற்றும் ஐ.சி அல்லாத கட்டுப்பாடுகளிலிருந்து தொடங்கி நிலையற்ற தீர்வி கம்ப்யூட்டிங் போச்நிலையான பி.வி.எச்நிலையான தீவுநிலையான வகைஒரு படத்தில் வண்ண அளவின் புள்ளிவிவர பார்வைபுள்ளிவிவரங்கள்நிலைமைநிலைமை பட்டைநிலை கொடிகள்தீர்வி மறு செய்கையின் நிலைநிலை:எஃகுச்டென்சில்ச்டென்சில் நிறம்ச்டென்சில் பரிமாணங்கள்ச்டென்சில் படம்ச்டென்சில் அடுக்குச்டென்சில் மாச்க்ச்டென்சில் மாச்க் ஒளிபுகாநிலைச்டென்சில் நிலைகாட்சியமைப்பில் ச்டென்சில் நிறம்படிபடி எண்ணிக்கைபடி விகிதம்படி விகிதம் வழங்குதல்படி அளவுபடி அளவு மின்னல்படி அளவு குறைந்தபட்சஉருவாக்கப்பட்ட பிரேம்களுக்கு இடையில் படிஅளவிலான அளவுலைட்டிங் கணக்கீட்டிற்கான ரேமார்ச்சிங் தொகுதி போது படி அளவுநிலை மூலம் அனிமேசன் வழியாக செல்லுங்கள்படிப்படியான இடைக்கணிப்பு எஃப்-மாடிஃபையர்படி நேரியல்மணித்துளி மற்றும் அதிகபட்ச மதிப்புகளிலிருந்து நேரியல் இடைக்கணிப்புபடிகள்படிகள் குறைந்தபட்சபடிகள் காட்சியகம்ச்டீரியோச்டீரியோ 3 டிச்டீரியோ 3d டிச்ப்ளேச்டீரியோ 3d வடிவம்ச்டீரியோ 3d பயன்முறையில் சாளரம் முழுத்திரையாக இருக்க வேண்டும்ச்டீரியோ கண்ச்டீரியோ எஃப்எக்ச்ச்டீரியோ எல்எஃப்இச்டீரியோ பயன்முறைச்டீரியோ வெளியீடுச்டீரியோ ஆடியோ சேனல்கள்எல்.எஃப்.இ சேனலுடன் ச்டீரியோச்டீரியோச்கோபிகேமரா தரவு-தடுப்புக்கான ச்டீரோச்கோபி அமைப்புகள்குச்சிமற்ற பக்கவாதங்களுக்கு ச்ட்ரோக் ச்ட்ரோக்மேற்பரப்புகளுக்கு வீச்சுபடத்திற்கு வீச்சுபார்வைக்கு வீச்சுஒட்டும் தன்மைஒட்டும் தேர்வு முறைஒட்டும் வெர்டெக்ச் தேர்வு முடக்கப்பட்டுள்ளதுகடினமான குவாட்ச்கடினமான பாகுத்தன்மைகடினமான பாகுத்தன்மை சாதாரண பாகுத்தன்மையின் ஒரு காரணியாகும்விறைப்புவிறைப்பு ஃச்உறுப்பு எவ்வளவு நிரப்ப வேண்டும் என்பதை விறைப்பு வரையறுக்கிறதுஃச் அச்சில் விறைப்புஃச் சுழற்சி அச்சில் விறைப்புஒய் அச்சில் விறைப்புஒய் சுழற்சி அச்சில் விறைப்புசட் அச்சில் விறைப்புசட் சுழற்சி அச்சில் விறைப்புஇன்னும்தையல் முன்னோட்டம் செயலில் தீவுதையல் முன்னோட்ட விளிம்புதையல் முன்னோட்டம் முகம்தையல் முன்னோட்டம் தைக்கக்கூடியதுதையல் முன்னோட்டம் கட்ட முடியாததுதையல் முன்னோட்டம் வெர்டெக்ச்ஒரு குறிப்பிட்ட வரம்பு தூரத்திற்குள் uv களை தைக்கவும்தையல் தேர்ந்தெடுக்கப்பட்ட புறஊதா செங்குத்துகள் அருகாமையில்தேர்ந்தெடுக்கப்பட்ட %i க்கும் குறைவான பொருள்களுடன் மட்டுமே தையல் வேலை செய்யும் (%i தேர்ந்தெடுக்கப்பட்டது)கல்கல் (நொறுக்கப்பட்ட)கற்கள்நிறுத்துவி.ஆர் அமர்வை நிறுத்துங்கள்அனிமேசன் பிளேபேக்கை நிறுத்துங்கள்n-gons இல் எல்லைத் தேர்வை நிறுத்துங்கள்மூன்று விளிம்புகளுக்கு மேல் உள்ள செங்குத்துகளில் எல்லைத் தேர்வை நிறுத்துங்கள்n-gon அல்லாத முகத்தைப் பகிரும் போது, இரண்டு விளிம்புகள் கொண்ட செங்குத்துகளில் எல்லைத் தேர்வை நிறுத்துங்கள்சம்ப் தள்ளுவதை நிறுத்துங்கள்இந்த நிலை அடையும் போது, பகடை விகிதமானது நுணுக்கமான டெசெல்லேசனை உருவாக்கினாலும், உட்பிரிவை நிறுத்துங்கள்இந்த வேலையை நிறுத்துங்கள்நோக்கி/விலகி இருக்கும்போது இலக்கை நோக்கி ஒரு முகத்தை முன்வைப்பதில் இருந்து செங்குத்துகளை நிறுத்துங்கள்சேமிப்பகம்தனிப்பயன் சாதாரண தரவுகளுக்கான சேமிப்பக முறைஒரு ஆபரேட்டரின் சேமிப்பு செயல்படுத்தப்படுகிறது, அல்லது செயல்படுத்தப்பட்ட பிறகு பதிவு செய்யப்படுகிறதுமாற்றும் பயன்முறையில் இருக்கும்போது தற்காலிகமாக முக்கிய செயல் இடத்தை வைத்திருக்க சேமிப்புமாற்றும் பயன்முறையில் இருக்கும்போது முக்கிய செயலை தற்காலிகமாக வைத்திருக்க சேமிப்புகடை மூட்டை உருப்படிகடைகளை டெனோயிங் பாச்கள்கடை இயக்கப்பட்ட பட்டியல்கள் விருப்பங்களில்பெயரிடப்பட்ட பண்புக்கூறுகட்டம் என்று பெயரிடப்பட்ட கடைஆர்.சி.பி மற்றும் ஆல்பா சேனல்களை ஆல்பா ஒரு முகமூடியாக செயல்படுவதோடு, இணைக்கப்படாத ஆல்பா என்றும் அழைக்கப்படுகிறது. பட திருத்துதல் பயன்பாடுகள் மற்றும் பி.என்.சி போன்ற கோப்பு வடிவங்களால் பொதுவாகப் பயன்படுத்தப்படுகிறது.அசோசியேட்டட் ஆல்பா என்றும் அழைக்கப்படும் ஆல்பா பெருக்கப்பட்ட RGB சேனல்களை சேமிக்கவும். ரெண்டர்களுக்கான இயற்கையான வடிவம் மற்றும் ஓபன் எக்ச்ஆர் போன்ற கோப்பு வடிவங்களால் பயன்படுத்தப்படுகிறது.பாதை மற்றும் தரவு வகை மூலம் ஒரு மூட்டை உருப்படியைச் சேமிக்கவும்.ஒவ்வொரு கண்ணி உறுப்புக்கும் ஒரு சாதாரண திசையனை சேமிக்கவும்முழு களத்திற்கும் ஒரு மதிப்பை சேமிக்கவும்ஒவ்வொரு உறுப்புக்கும் ஒரு மதிப்பை சேமிக்கவும்மற்ற .கலப்பு கோப்புகளிலிருந்து இணைக்கப்பட்ட அனைத்து தரவு-தொகுதிகளையும் தற்போதைய .கலப்பு கோப்பில் சேமிக்கவும். நூலக குறிப்புகள் பாதுகாக்கப்படுகின்றன, எனவே இணைக்கப்பட்ட தரவு-தொகுதிகள் மீண்டும் திறக்கப்படாதுதனிப்பயன் இயல்புகளை கண்ணி உள்ளக இடத்தில் எளிய திசையன்களாக சேமிக்கவும். கண்ணி சிதைக்கப்படுவதால் மதிப்புகள் தானாகவே பின்னர் புதுப்பிக்கப்படுவதில்லை.தனிப்பயன் சொத்து கணக்கீட்டு மதிப்புகளை சரங்களாக சேமிக்கவும்கணக்கீட்டு மதிப்புகளை சரங்களாக சேமிக்கவும்மிதக்கும் புள்ளி தேர்வு மதிப்புகள் கடை. மெச் வடிவவியலுக்கு, சிற்பம் பயன்முறை முகமூடியாக தலைகீழாக சேமிக்கப்படுகிறதுகலப்பான் திட்டத்தில் சி.எல்.டி.எஃப் ஏற்றுமதி அமைப்புகளை சேமிக்கவும்கட்டம் தரவை குறிப்பிட்ட பெயருடன் தொகுதி வடிவவியலில் சேமிக்கவும்நினைவகத்தை சேமிக்க .கலப்பு கோப்பிற்கு வெளியே பன்முக இடப்பெயர்வுகளை சேமிக்கவும்சிதைவு சார்ந்த தனிப்பயன் உருமாற்ற இடத்தில் இயல்புகளை சேமிக்கவும். இந்த முறை மெதுவாக உள்ளது, ஆனால் அடுத்தடுத்த செயல்பாடுகள் குறிப்பாக இயல்புகளை கையாளாமல் கண்ணி மாற்றும்போது சிறப்பாக இருக்கும்.ஒரு துண்டு அமைப்புகளைப் பயன்படுத்தி கடை ப்ராக்சிகள்திட்ட கோப்பகத்தைப் பயன்படுத்தி கடை ப்ராக்சிகள்வேகவைத்த தரவை வட்டில் ஒரு கோப்பகத்தில் சேமிக்கவும்செயல்தவிர் இடையகத்தில் சொத்து பட்டியல்களின் தற்போதைய நிலையை சேமிக்கவும்டெனோயிசிங் அம்ச பாச்கள் மற்றும் சத்தமில்லாத படத்தை சேமிக்கவும். பாச்கள் ரெண்டரிங்கிற்கு தேர்ந்தெடுக்கப்பட்ட டெனோசருக்கு ஏற்பமதிப்பிடப்பட்ட உருமாற்றங்களை மென்மையான உடல் அமைப்புகளில் சேமிக்கவும்ஒரு புலத்தின் முடிவை ஒரு வடிவவியலில் சேமித்து, தரவை ஒரு முனை சாக்கெட்டாக வெளியிடுங்கள். சிதைவுக்கு முன் நிலைகள் போன்ற வடிவியல் மாறும்போது தரவை நினைவில் கொள்ளவோ அல்லது இடைக்கணிக்கவோ அனுமதிக்கிறதுஒரு புலத்தின் முடிவை குறிப்பிட்ட பெயருடன் ஒரு பண்புக்கூறாக ஒரு வடிவவியலில் சேமிக்கவும்ஒவ்வொரு முகம் அல்லது விளிம்பின் கூர்மையை சேமிக்கவும். "நிழல் மென்மையான" மற்றும் "நிழல் பிளாட்" ஆபரேட்டர்களைப் போன்றது.உள்ளக சொத்து அலமாரியில் அமைப்புகளை விட அலமாரியின் இயக்கப்பட்ட பட்டியல்களை விருப்பங்களில் சேமிக்கவும்இந்த செயலை என்எல்ஏ அடுக்கில் பிந்தைய பயன்பாட்டிற்கு இணக்கமற்ற துண்டாக சேமிக்கவும்இந்த செயலை என்எல்ஏ அடுக்கில் பிற்கால பயன்பாட்டிற்காக பங்களிப்பு செய்யாத துண்டுகளாக சேமித்து, புதிய செயலை உருவாக்கவும்திருத்து பயன்முறையில் உண்மையான அல்லது தவறான தேர்வு மதிப்புகளை சேமிக்கவும்சேமிக்கப்பட்ட செயல்பாட்டு முறைஒற்றை மதிப்பாக சேமிக்கப்படுகிறதுகடைகள் மற்றும் குறிப்பு மற்றும் உள்ளக மதிப்புக்கு இடையில் வேறுபாட்டைப் பயன்படுத்துங்கள் (பயன்படுத்தப்படவில்லை)குறிப்பு மற்றும் உள்ளக மதிப்புக்கு இடையில் பெருக்கல் காரணியை கடைகள் மற்றும் பயன்படுத்துதல் (பயன்படுத்தப்படவில்லை)ஒவ்வொரு கதாபாத்திரத்தின் பாணியையும் சேமிக்கிறதுச்டோரிபோர்டிங்நேராகநேராக ஆல்பாநேராக வெட்டுa மற்றும் b க்கு இடையில் நேர்-வரி இடைக்கணிப்பு (அதாவது/வெளியே எளிதில் இல்லை)இறுதிப் பகுதிகளின் நேர்-வரி சாய்வு எண்ட்பாயிண்ட் கீஃப்ரேம்களைக் கடந்தும்நேராக்கவும்முடி வளைவுகளை நேராக்குங்கள்நேராக்க ஃச்நேராக்க ஒய்வேர் மற்றும் நுனிக்கு இடையில் முடி வளைவுகளை நேராக்குகிறதுச்ட்ராண்ட்ச்ட்ராண்ட் இன்டெக்ச்ச்ட்ராண்ட் நீளம்ச்ட்ராண்ட் வழங்குதல்இழை வடிவம்ச்ட்ராண்ட் படிகள்வேரில் ச்ட்ராண்ட் விட்டம் அகலம்நுனியில் ச்ட்ராண்ட் விட்டம் அகலம்ச்ட்ராண்ட் வடிவ அளவுருச்ட்ரீக் ஃபேட்-அவுட் காரணிகோடுகள்ச்ட்ரீக்ச் கோணம்ச்ட்ரீம் அட்டவணைநெறிப்படுத்துகிறதுவலிமைவலிமை காரணிவலிமை அழுத்தம்வலிமை சீரற்ற தன்மைசூரியனின் வலிமைகண்ணி பயன்படுத்தும்போது இடப்பெயர்வின் வலிமைஉமிழ்வின் வலிமைபடை புலத்தின் வலிமைமாற்றியமைக்கும் சிதைவுகளின் வலிமைமாற்றியமைக்கும் விளைவின் வலிமைசத்தத்தின் வலிமைதுண்டிக்கப்பட்ட சங்கிலிகளில் பயன்படுத்தப்படும் மென்மையான வலிமைபம்ப் மேப்பிங் விளைவின் வலிமை, பம்ப் மேப்பிங் மற்றும் முழு பம்ப் மேப்பிங் இடையே இடைக்கணிப்புஇடப்பெயர்ச்சியின் வலிமைஉமிழும் ஒளியின் வலிமைஉமிழும் ஒளியின் வலிமை. 1.0 இன் மதிப்பு படத்தில் உள்ள பொருள் உமிழ்வு நிறத்தின் அதே நிறத்தைக் கொண்டிருப்பதை உறுதி செய்கிறதுமங்கலான விளைவின் வலிமைஒளி மூலத்தின் வலிமைசாதாரண மேப்பிங் விளைவின் வலிமைச்டுடியோலைட்டின் வலிமைதொகுதி நீட்டிக்கும் கிளம்பிங் வலிமைஎடையுள்ள சாதாரண மாற்றியமைப்பாளருக்கு முக செல்வாக்கை ஒதுக்க அல்லது தேர்ந்தெடுப்பதற்கு பயன்படுத்த வலிமைபலங்கள்நீட்டிக்கஒளிபுகாநிலையை நீட்டவும்நீட்டவும்கட்டுப்பாட்டுக்கு நீட்டவும்பொருத்தமாக நீட்டவும்நீட்டவும்uv களை நீட்டவும்நீட்டிக்க vஒரு இலக்கை நோக்கி சுட்டிக்காட்ட y- அச்சில் நீட்டவும்வீச்சுகள் நீட்டவும் அல்லது சுருக்கவும்uv கள் இருக்கும்போது u ஆயத்தொகுதிகளை 0 முதல் 1 வரை நீட்டவும்புறஊதாக்கள் இருக்கும்போது 0 முதல் 1 வரை வி ஆயங்களை நீட்டவும்வீச்சு முதுகெலும்பின் தொடக்கத்தையும் முடிவையும் நீட்டவும்மாற்றியமைக்கும் இடத்தின் சட் அச்சில் பொருளை நீட்டவும்நிரப்ப நீட்டவும்இலக்கு பொருளை சந்திக்க நீட்டவும்தோற்ற விகிதத்தைப் பாதுகாக்காமல் படத்தின் எல்லைகளை கேன்வாசுக்கு நீட்டிக்கிறதுகண்டிப்பானடைல்ட் ச்ட்ரோக்ச் நகலெடுக்கப்படும் முன்னேற்றம்சரம்சரம் பண்புக்கூறுசரம் பண்புக்கூறு மதிப்புசரம் புலம்சரம் நீளம்சரம் முனை சாக்கெட்சரம் முனை சாக்கெட் இடைமுகம்சரம் மதிப்புஒரு முனையின் சரம் சாக்கெட்வளைவுகளுக்கு சரம்மதிப்புக்கு சரம்கர்சர் நிலையில் செருகப்பட வேண்டிய சரம்வடிவியல் பண்புக்கூறில் சரம் மதிப்புசரங்கள்ஆடை அவிழ்ப்புஉரி '%s' காட்சியில் இல்லை '%s'உரி எழுத்துக்கள்துண்டு நிறம்துண்டு வண்ண சமநிலைவண்ண வண்ண இருப்பு தரவை அகற்றவும்துண்டு வண்ண குறிச்சொற்கள்உரி பயிர்உரி கால அளவுதுண்டு உறுப்புஇருந்து துண்டுஉரி மாற்றியமைப்பாளர்உரி மாற்றிப் பண்புகள்உரி மாற்றியமைப்பாளர்கள்துண்டு பெயர்எதுவும் இல்லைதுண்டு எண்கள்துண்டு பகுதிதுண்டு முன்னோட்டம்துண்டு பண்புகள்உரி பதிலாள்உரி பதிலாள் & டைம்கோட்உரி நேரம்உரி உருமாற்றம்துண்டுகளை தனக்குள் நகர்த்த முடியாதுஉரி விளைவு வகைஉரி அதன் நீட்டிப்புகளைத் தாண்டி எந்த செல்வாக்கையும் கொண்டிருக்கவில்லைபெயரில் இருந்து ச்ட்ரீட் முன்னணி/பின்தங்கிய உரைஉரி பெயர்கள் அவுட்லைனரிலிருந்து திருத்தக்கூடியவை அல்லச்ட்ராப்பை மாற்ற இரண்டு உள்ளீடுகள் தேவைதுண்டு நேரம் தானாகவே தீர்மானிக்கப்படுவதை விட எஃப்-வளைவால் கட்டுப்படுத்தப்படுகிறதுடிரான்ச்ஃபார்ம் சொத்தை மீட்டமைக்க வேண்டும்உரி வகை மாற்றியமைப்பாளர்களை ஆதரிக்காதுதுண்டு வகை அமைக்கப்படவில்லை.துண்டு வகை 'மேவு' ஆக இருக்க வேண்டும்மாற்றியமைப்பாளருக்கான முகமூடி உள்ளீடாக பயன்படுத்தப்படுகிறதுஒவ்வொரு அதிரடி இடத்திற்கும் எஃப்-வளைவுகளின் தொகுப்பைக் கொண்டு துண்டுதுண்டு(கள்)Striplements.pop: கடைசி உறுப்பை பாப் செய்ய முடியாதுStriplements.pop: குறியீட்டு வரம்பிற்கு வெளியேகீற்றுகள்தேர்ந்தெடுக்கப்பட்ட கீற்றுகள்கீற்றுகள் ஒரே நீளமாக இருக்க வேண்டும்கீற்றுகள் ஒரே எண்ணிக்கையிலான உள்ளீடுகளைக் கொண்டிருக்க வேண்டும்மேவு ச்ட்ரிப்பில் கூடு கட்டப்பட்ட கீற்றுகள்கீற்றுகள் இணக்கமாக இல்லைச்ட்ரிப்ச்.நியூ_ஃபெக்ட்: விளைவு 2 க்கும் மேற்பட்ட உள்ளீடுகளை எதிர்பார்க்கிறது (%d, ஒருபோதும் நடக்கக்கூடாது!)ச்ட்ரிப்ச்.நியூ_ஃபெக்ட்: விளைவு 1 உள்ளீட்டு துண்டு எடுக்கும்ச்ட்ரிப்ச்.நியூ_ஃபெக்ட்: விளைவு 2 உள்ளீட்டு கீற்றுகளை எடுக்கும்Strips.new_effect: தவறான நீளம்Grips.new_sound: ஒலி கோப்பைத் திறக்க முடியவில்லைச்ட்ரோப்வீச்சுவீச்சு & நிரப்புபக்கவாதம் மற்றும் நிரப்புதல் முற்றிலும் வெளிப்படையானதுவீச்சு நடுவண்வீச்சு நிறம்வீச்சு ஆழம் ஆஃப்செட்வீச்சு ஆழ வரிசைவீச்சு திசைவீச்சு முடிவுவீச்சு பொருத்தம் முறைவீச்சு நீளம்வீச்சு மூலப்பொருள் பெயர்வீச்சு ஆஃப்செட்வீச்சு மட்டுமேபக்கவாதம் ஒளிபுகாநிலைவீச்சு வேலை வாய்ப்புவீச்சு வேலை வாய்ப்பு (2 டி பார்வை)வீச்சு வேலை வாய்ப்பு (3d பார்வை)வீச்சு வேலைவாய்ப்பு:வீச்சு புள்ளி அளவுருவீச்சு புள்ளிகள்வீச்சு சீரற்றவீச்சு ச்னாப்வீச்சு தொடக்கவீச்சு படிவீச்சு தடிமன்வீச்சு மற்றும் நிரப்பவீச்சு தரவு புள்ளிகள்வீச்சு இறுதி நடைபக்கவாதம் முற்றிலும் வெளிப்படையானதுவரி கலை மாற்றியமைப்பிற்கான பக்கவாதம் ஆஃப்செட்வீச்சு தொடக்க நடைவீச்சுகள்வீச்சுகள் மோதல்வீச்சுகள் ஒன்றன் பின் ஒன்றாக தோன்றும்/மறைந்துவிடும், ஆனால் ஒரு நேரத்தில் ஒரு ஒற்றை மட்டுமே மாறுகிறதுஇடைவெளிகளை மூடுவதற்கு ச்ட்ரோக்ச் இறுதி நீட்டிப்பு, முடக்க பூச்சியத்தைப் பயன்படுத்தவும்வலுவானஇந்த உருப்படிக்கு ஒதுக்கப்பட்ட பண்புகளுக்கு பயன்படுத்தப்படும் கட்டமைப்பு வரையறைமேலெழுதப்பட்ட இணைக்கப்பட்ட ஐடிகளால் தேவையான அனைத்து தரவையும் சேகரித்தல்கட்டமைப்புகள்கட்டமைப்புகட்டமைப்பு குழுகட்டமைப்பு விறைப்பு வெர்டெக்ச் குழுகட்டமைப்புகட்டமைப்பு வகைச்டூசிச்டூசி அமைப்புச்டுடியோச்டுடியோ லைட்ச்டுடியோ விளக்குகள்ச்டுடியோ லைட்ச்டுடியோ லைட் படக் கோப்பில் தனித்தனி "பரவல்" மற்றும் "ஏகப்பட்ட" பாச்கள் உள்ளனச்டுடியோ லைட்டிங் அமைப்புச்டுடியோலைட் நிறுவப்பட்டது {! R} in {! R}ச்டுடியோலைட்ச்டுடியோலைட் சுழற்சிபாணிபாணி பகுதிபாணி பகுதிகள்பாணி ச்டார்ட்பாணி பகுதி '%s' அகற்ற முடியவில்லைஒரு பாணி பகுதியைக் குறிப்பிடுவதற்கான பாணி பகுதி உள்ளமைவுபாணி பகுதியை அகற்ற முடியவில்லைவண்ண கலப்பின் நடைதேர்வை அமைக்க பாணிவி.ஆர் கட்டுப்படுத்திகளை வரையும்போது பயன்படுத்த பாணிபாணிகள்துணைதுணை நிலைதுணை நிலை பட்டியல் திறந்த நேரந்தவறுகைதுணை பெற்றோர்சப்-பேனல்துணை பேனல் பின்னணிதுணை படிகள்துணை இலக்குதுணை சேனல்கள்உட்பிரிவுஉட்பிரிவு சரிவுஉட்பிரிவு வளைவுதுணைப்பிரிவு விளிம்புகள்துணைப்பிரிவு மெச்துணைப்பிரிவு வீச்சுதுணைப்பிரிவு வீச்சு மாற்றியமைத்தல்பக்கவாதத்தின் தொடர்ச்சியான தேர்ந்தெடுக்கப்பட்ட புள்ளிகளுக்கு இடையில் உட்பட்டது அவர்களுக்கு இடையே ஒரு புள்ளியைச் சேர்க்கிறதுவடிவத்தை மாற்றாமல் முகங்களை உட்பிரிவு செய்யுங்கள்தேவைப்படும் இடங்களில் கண்ணி விவரங்களைச் சேர்க்க நீண்ட விளிம்புகளை உட்பிரிவு செய்யுங்கள்தேர்ந்தெடுக்கப்பட்ட விளிம்பு-வளையத்திற்கு செங்குத்தாக விளிம்புகளை உட்பிரிவு செய்யுங்கள்திரையில் ஒரு குறிப்பிட்ட படப்புள்ளி அளவை அடைய பலகோணங்களை உட்பிரிவு செய்யவும்தேர்ந்தெடுக்கப்பட்ட வளைவு பிரிவுகளை உட்பிரிவு செய்யுங்கள்தேர்ந்தெடுக்கப்பட்ட விளிம்புகளை துணைப்பிரிவு செய்யுங்கள்தேர்ந்தெடுக்கப்பட்ட துகள்கள் பிரிவுகளை உட்பிரிவு செய்யுங்கள் (விசைகளைச் சேர்க்கிறது)தேர்ந்தெடுக்கப்பட்ட பிரிவுகளை துணைப்பிரிவுவீச்சுகள் மற்றும் அவற்றை மென்மையாக்கவும்உயர் உட்பிரிவு நிலைகளைத் திருத்த அனுமதிக்கும் வகையில் கண்ணி பிரிக்கவும்பொருள் இடத்தில் ஒரு குறிப்பிட்ட விளிம்பு நீளத்தை அடைய துணைப்பிரிவு. நேர்காணல் கண்ணிகளுக்கு தகவமைப்பு உட்பிரிவைப் பயன்படுத்த இது தேவைப்படுகிறதுஉட்பிரிவுஉட்பிரிவு மடிப்புஉட்பிரிவு தரவுஉட்பிரிவு நிலைகள்துணைப்பிரிவு முறைதுணைப்பிரிவு மாற்றியமைத்தல்உட்பிரிவு படிகள்உட்பிரிவு மேற்பரப்புஉட்பிரிவு மேற்பரப்பு மாற்றியமைத்தல்உட்பிரிவு மேற்பரப்பு மாற்றியமைப்பாளர் முதலில் அவிழ்ப்புடன் வேலை செய்ய வேண்டும்உட்பிரிவு வகைசிதைவுக்கு முன் உட்பிரிவு நிலை பயன்படுத்தப்படுகிறதுஉட்பிரிவு மேற்பரப்பு மாற்றியமைத்தல்துணைப்பிரிவுகள்ஒலி மூல தொடக்கத்தின் சப்ஃப்ரேம் ஆஃப்செட் நொடிகளில் வெளிப்படுத்தப்படுகிறதுசப்ஃப்ரேம்கள்மேம்பட்ட நிலைத்தன்மை மற்றும் சிறந்த கிரானுலாரிட்டி உருவகப்படுத்துதல்களை உருவகப்படுத்த சப்ஃப்ரேம்கள் (dt = timestep / (subframes + 1))துணை உள்ளக ஐடிதுணை உள்ளக குறியீட்டுதுணை உள்ளக பெயர்துணை குறிப்பு ஐடிதுணை குறிப்பு அட்டவணைதுணை குறிப்பு பெயர்சப் படப்புள்ளி எதிர்ப்பு மாற்றுப்பெயர்துணை செயலாக்கம்துணை செயல்முறைகள்துணைக்குழுபுதுப்பிக்க ஆய்வுகளின் துணைக்குழுஇந்த சொத்துக்காக அமைக்கப்பட்ட குறிச்சொற்களின் துணைக்குழு (பெற்றோர் கட்டமைப்பில் வரையறுக்கப்பட்டுள்ளது)துணைப் படிகள்துணைப் படிகள் <1 என்பது செயல்முறை செயல்படுத்தப்படவில்லைஒரு சட்டகத்திற்கு மூலக்கூறுகள்மேற்பரப்புமேற்பரப்பு அனிசோட்ரோபிமேற்பரப்பு நிறம்மேற்பரப்பு நேரடிமேற்பரப்பு iorமறைமுக மேற்பரப்புமேற்பரப்பு முறைமேற்பரப்பு ஆரம்மேற்பரப்பு அளவுமேற்பரப்பு சிதறல்மேற்பரப்பு ஒளிஊடுருவல்மேற்பரப்பு எடைமேற்பரப்பில் நுழையும் ஒளியை உருவகப்படுத்தவும், உள்நாட்டில் துள்ளவும் பல சிதறல் சேடர் மேற்பரப்பு. பொதுவாக தோல், மெழுகு, பளிங்கு அல்லது பால் போன்ற மூலப்பொருட்களுக்கு பயன்படுத்தப்படுகிறதுகழிவண்ணத்தைக் கழிக்கவும்கழித்தல் பயன்முறைகழித்தல் துண்டுvgroup b இன் எடையை vgroup a இலிருந்து கழிக்கவும்தூரிகையின் விளைவுஇருக்கும் தேர்வைக் கழிக்கவும்ஒரு ச்ட்ரிப்பின் நிறத்தை மற்றொன்றிலிருந்து கழிக்கவும்மூல மதிப்பை இலக்கு ஒன்றுக்கு கழிக்கவும், கொடுக்கப்பட்ட வாசலை காரணியாகப் பயன்படுத்துதல்தற்காலிக சேமிப்பில் தரவைப் பார்க்க அல்லது ஒரு கோப்பு வரிசையில் எந்தக் கோப்பைப் பயன்படுத்த வேண்டும் என்பதைத் தீர்மானிக்க தற்போதைய சட்டத்திலிருந்து கழிக்கப்பட்டதுஇடப்பெயர்ச்சி திசையன் பெற அமைப்பு நிறத்திலிருந்து கழிக்கப்பட்டதுகழித்தல் மேலெழுதல்துணை வகைதுணை வகை சிட்டைஇயல்புநிலை மதிப்பின் துணை வகைவெற்றிபண்புகளை {} முதல் {} வரை வெற்றிகரமாக நகலெடுத்ததுவெற்றிகரமாக உருவாக்கப்பட்டது: "{:s}"வெற்றிகரமாக மீட்டமைக்கவும் {}பின்னொட்டுஇந்த பார்வைக்கு வழங்குதல் படங்களில் பின்னொட்டு சேர்க்கப்பட்டுள்ளதுபயன்படுத்த வேண்டிய கேமராக்களை அடையாளம் காண்பதற்கான பின்னொட்டு, மற்றும் இந்த பார்வைக்கு வழங்குதல் படங்களில் சேர்க்கப்பட்டதுஇயக்க முறைமை அமைப்புகள் மற்றும் கலப்பான் இடைமுகம் அளவின் அடிப்படையில் தனிப்பயன் பயனர் இடைமுக கூறுகளைக் காண்பிக்கும் துணை நிரல்களுக்கு, பிக்சல்களில் பரிந்துரைக்கப்பட்ட வரி தடிமன் மற்றும் புள்ளி அளவுபரிந்துரைக்கும் விளிம்புபரிந்துரைக்கும் வரையறைகள்தொகைமொத்த மதிப்புகள்சுருக்கம்சூரியன்சூரிய கோணம்சூரிய விட்டங்கள்சூரிய திசைசன் டிச்க்சூரிய உயர்வுசூரிய தீவிரம்சூரிய ஒளிசூரிய நிலைசூரிய சுழற்சிசூரிய அளவுசூரிய வாசல்அடிவானத்திலிருந்து சூரிய கோணம்சன் டிச்க் ஈவியில் கிடைக்கவில்லைஒரு மீட்டர் சதுரத்திற்கு வாட்சில் சூரிய ஒளி வலிமை (w/m²)சூப்பரெல்லிப்ச்உதவிஉதவி எமுலேசன்HDR நிறத்தை ஆதரிக்கவும்சீரான அளவிடலை ஆதரிக்கவும்முகம் எல்லைகளை ஆதரிக்கவும்வடிவியல் முனைகளில் வடிவவியலில் தனிப்பயன் மூட்டைகளை சேமிப்பதற்கான உதவிஅடிவாரத்தில் கியர் கட்டுப்பாடு வழியாக மூட்டுகளை ஒரே மாதிரியாக அளவிடுவதை ஆதரிக்கவும்முன்னோட்டங்களை ஆதரிக்கிறதுஒரே நேரத்தில் கிராப், சுழற்சி மற்றும் அளவின் எந்தவொரு கலவையையும் ஆதரிக்கிறதுபார்வையில் உள்ள பிற பொருட்களால் ஆழமான ஆழத்தை ஆதரிக்கிறதுதேர்வை ஆதரிக்கிறதுகட்டுப்பாட்டை அடக்கவும்சர்ஃப்மேற்பரப்புமேற்பரப்பு வளைவுமேற்பரப்பு சிதைவுமேற்பரப்பு உமிழ்வுமேற்பரப்பு வடிவம்மேற்பரப்பு வடிவியல்மேற்பரப்பு வழிகாட்டுதல்மேற்பரப்பு வழிகாட்டும் நிகழ்தகவுமேற்பரப்பு உள்ளீட்டு வகைமேற்பரப்பு மாற்றியமைப்பாளர்மேற்பரப்பு இயல்பானதுமேற்பரப்பு இயல்பான தூரம்இணைக்க வேண்டிய மேற்பரப்பு பொருள் (பொருந்தக்கூடிய மாற்றங்களைக் கொண்டிருக்க வேண்டும்)மேற்பரப்பு ஆஃப்செட்மேற்பரப்பு எடுப்பதுமேற்பரப்பு திட்டம்மேற்பரப்பு வழங்கல் முறைமேற்பரப்பு பதில்மேற்பரப்பு ஓய்வு நிலைமேற்பரப்பு மென்மையானதுபரப்பு இழுவிசைமேற்பரப்பு தடிமன்மேற்பரப்பு வகைமேற்பரப்பு புறஊதாமேற்பரப்பு புறஊதா ஒருங்கிணைப்புமேற்பரப்பு புறஊதா வரைபடம்இணைப்பு புள்ளியில் மேற்பரப்பு புற ஊதா ஒருங்கிணைப்புகள்மேற்பரப்பு புறஊதா வரைபடம் வரையறுக்கப்படவில்லைஇணைப்புக்கு பயன்படுத்தப்படும் மேற்பரப்பு புறஊதா வரைபடம்இடப்பெயர்ச்சிக்கு இயல்பை மாதிரியாகப் பயன்படுத்த பயன்படும் மேற்பரப்பு புறஊதா வரைபடம்ஒவ்வொரு வளைவிலும் சேமிக்கப்பட்டுள்ள மேற்பரப்பு இணைப்பு புற ஊதா ஒருங்கிணைப்புகள்உருவாக்கப்பட்ட முடி வளைவுகளின் மேற்பரப்பு அடர்த்திதலைமுறைக்கான மேற்பரப்பு வடிவியல்வளைவு இணைப்பின் மேற்பரப்பு வடிவியல்முடி வளைவுகளை இணைக்க மேற்பரப்பு வடிவியல்சுருங்குவதற்குப் பயன்படுத்தப்படும் மேற்பரப்பு வடிவியல்இடப்பெயர்ச்சிக்கு இயல்பை மாதிரியாகப் பயன்படுத்த பயன்படும் மேற்பரப்பு வடிவியல்மேற்பரப்பில் கண்ணி இல்லைமேற்பரப்பு மாற்றி மேற்பரப்பு புலங்களுக்குப் பயன்படுத்தப்படும் மாற்றியமைக்கும் அடுக்கு நிலையை வரையறுத்தல்மேற்பரப்பு பெயர்இணைப்பு புள்ளியில் மேற்பரப்பு இயல்பானதுதலைமுறைக்கான மேற்பரப்பு பொருள் (பொருந்தும் மாற்றங்கள் தேவை)சுருங்குவதற்குப் பயன்படுத்தப்படும் மேற்பரப்பு பொருள்இடப்பெயர்ச்சிக்கு இயல்பை மாதிரியாகப் பயன்படுத்த பயன்படும் மேற்பரப்பு பொருள்வழங்குதல் போது பயன்படுத்தப்படும் யு திசையில் மேற்பரப்பு தீர்மானம் (சீரோ முன்னோட்டத் தீர்மானத்தைப் பயன்படுத்துகிறது)வழங்குதல் போது பயன்படுத்தப்படும் v திசையில் மேற்பரப்பு தீர்மானம் (பூச்சியம் முன்னோட்டத் தீர்மானத்தைப் பயன்படுத்துகிறது)மேற்பரப்பு அளவிலான காரணி (அலைகளின் உயரத்தை பாதிக்காது)ஒரு பிரிவுக்கு மேற்பரப்பு துணைப்பிரிவுகள்திரவத்தின் மேற்பரப்பு பதற்றம் (அதிக மதிப்பு அதிக ஐட்ரோபோபிக் நடத்தைக்கு காரணமாகிறது)ச்கிரீன்-ட்ரேசிங் பயன்படுத்தும் போது குறுக்குவெட்டைக் கண்டறிய மேற்பரப்பு தடிமன் பயன்படுத்தப்படுகிறதுமேற்பரப்பு (கள்) செயலில் புள்ளி இல்லைவெளிப்படையானதுsurfacedeform மாற்றியமைப்பாளர்மேற்பரப்புகள்சர்ஃபெல் தீர்மானம்சுவாஇலி - சுவாஇலிஇடமாற்றம்2 சீக்வென்சர் கீற்றுகளை மாற்றவும்இடமாற்று பகுதிகள்இடமாற்று அச்சுகள்இடமாற்று உயரம் மற்றும் ஆழம்இடது/வலது இடமாற்றுஇணைப்புகளை மாற்றவும்இடது / வலது கட்டுப்படுத்திகளுக்கு இடையில் VR வழிசெலுத்தல் கட்டுப்பாடுகளை மாற்றவும்வலது அல்லது இடதுபுறத்தில் உரிபுடன் செயலில் உள்ள துண்டுகளை மாற்றவும்ஒரு செயலின் அனைத்து பயனர்களையும் புதிய செயலுக்கு மாற்றவும். இது NLA மற்றும் செயல் கட்டுப்பாடுகளை புறக்கணிக்கிறதுஒரு செயலின் அனைத்து பயனர்களையும் மற்றொரு செயலுக்கு மாற்றவும். இயல்பான செயல் ச்லாட் ஒதுக்கீட்டு விதிகள் பொருந்தும். இது NLA மற்றும் செயல் கட்டுப்பாடுகளை புறக்கணிக்கிறதுஇடது மற்றும் வலது ச்டீரியோ சேனல்களை மாற்றவும்ஒரு மூலப்பொருளை மற்றொன்றுடன் மாற்றவும்தடங்களுக்குள் தேர்ந்தெடுக்கப்பட்ட கீற்றுகளின் இடமாற்று வரிசைமுதன்மை மற்றும் இரண்டாம் நிலை தூரிகை வண்ணங்களை மாற்றவும்தேர்ந்தெடுக்கப்பட்ட பரப்புகள் திரை நிலைகளை மாற்றவும்தேர்ந்தெடுக்கப்பட்ட முனைகளை குறிப்பிட்ட முனை குழு சொத்துடன் மாற்றவும்சுட்டி சக்கர சூம் திசையை மாற்றவும்தேர்ந்தெடுக்கப்பட்ட இரண்டு முனைகளின் வெளியீட்டு இணைப்புகளை மாற்றவும் அல்லது ஒற்றை முனையின் இரண்டு ஒத்த உள்ளீடுகளை மாற்றவும்உயரம் மற்றும் ஆழத்தின் பாத்திரங்களை மாற்றவும்.விளைவு துண்டின் இரண்டு உள்ளீடுகளையும் மாற்றவும்ச்வீடிச் - ச்வீடிச்ஆங்கிள் ச்வீப்ச்வீப் லைன்சட்டத்தின் குறுக்கே ஒரு மாற்றம் கோட்டை துடைக்கவும்ச்விங்ச்விங் மற்றும் ஃச் ட்விச்ட்ச்விங் மற்றும் ஒய் ட்விச்ட்ச்விங் மற்றும் சட் ட்விச்ட்சுழல்சுழல் விளைவுசுழல் விளைவுசொடுக்கிதீவு சுவிட்ச்ச்டீரியோ காட்சியை மாற்றவும்பார்வை சுவிட்ச்போச் சொத்தை உருவாக்கிய பிறகு, முந்தைய செயலுக்கு திரும்பவும்ஒவ்வொரு உறுப்புக்கும் தரவை வரையறுக்க ஒரு பண்புக்கும் ஒற்றை மதிப்புக்கும் இடையில் மாறவும்தொடர்ச்சியான பயன்பாடுகளில் தற்போதைய மற்றும் ஒதுக்கப்பட்ட தூரிகைகளுக்கு இடையில் மாறவும்.தேர்வுப்பெட்டியைப் பயன்படுத்தி இரண்டு படங்களுக்கு இடையில் மாறவும்இரண்டு உள்ளீடுகளுக்கு இடையில் மாறவும்தேர்ந்தெடுக்கப்பட்ட ச்ப்லைன்களின் திசையை மாற்றவும்தற்போதைய பார்வையை முன்னோக்கு/ஆர்த்தோகிராஃபிக் திட்டத்திலிருந்து மாற்றவும்கடிகார திசையில் இருந்து எதிரெதிர் திசையில் திசையை மாற்றவும்போச் அல்லது பொருள் பயன்முறைக்கு மாறவும்பக்கவாதம் ஏற்படும் காலத்திற்கு தூரிகையை அழிக்க மாறவும்பக்கவாதம் ஏற்படும் காலத்திற்கு மாச்க் பிரசுக்கு மாறவும்பக்கவாதம் ஏற்படும் காலத்திற்கு மென்மையான தூரிகைக்கு மாறவும்இலக்கு பொருள் அல்லது எலும்புக்கு மாறவும்பணியிடத்தை செயல்படுத்தும்போது இந்த பொருள் பயன்முறைக்கு மாறவும்மாறக்கூடிய பெற்றோர்செயலில் உள்ள பொருளை மாற்றி, அதே பயன்முறையை மவுச் கர்சரின் கீழ் புதிய ஒன்றிற்கு ஒதுக்குகிறது, மேலும் செயலில் உள்ள பயன்முறையை தற்போதைய ஒன்றில் விட்டுவிடுகிறதுச்விச்ல் ஆர்சமச்சீர்சமச்சீர் ({:s})சமச்சீர்இடவியல் மாற்றங்களை சமச்சீர்சமச்சீர்சமச்சீர் இறகுசமச்சீர் ஃச்சமச்சீர் ஒய்சமச்சீர் சட்ஒத்திசைவுசெயல் நீளத்தை ஒத்திசைக்கவும்ஒத்திசைவு நீளம்ஒத்திசைவு குறிப்பான்கள்கீஃப்ரேம் திருத்தங்களுடன் குறிப்பான்களை ஒத்திசைக்கவும்ஒத்திசைவு பயன்முறைஒத்திசைவு தேர்வுகாட்சி நேரம் ஒத்திசைவுஒத்திசைவு தேர்வுபுலப்படும் வரம்பை ஒத்திசைக்கவும்சூம்/பான் ஒத்திசைவுமற்ற ஆசிரியர்களுடன் ஒத்திசைவு தேர்வுஆடியோவுடன் ஒத்திசைக்கவும்ஆடியோ பிளேபேக்குடன் ஒத்திசைக்கவும், பிரேம்களைக் கைவிடவும்பக்கக் காட்சிகளுக்கு இடையில் காட்சி நிலைஅவுட்லைனருடன் ஒத்திசைக்கவும்ஒத்தியக்கம்குறிப்பிடப்பட்ட செயலின் நீளத்தை உரிபில் பயன்படுத்தப்படும் நீளத்துடன் ஒத்திசைக்கவும்தொலைநிலை முகவரி உடன் களஞ்சியத்தை ஒத்திசைக்கவும்மெய்நிகர் ரியாலிட்டி அமர்வுகளின் பார்வையாளர் முன்னோக்கை இந்த 3d காட்சியகத்துடன் ஒத்திசைக்கவும்புலப்படும் காலவரிசை வரம்பை மற்ற நேர அடிப்படையிலான ஆசிரியர்களுடன் ஒத்திசைக்கவும்தொடரியல் உள்ளமைக்கப்பட்டதொடரியல் கருத்துதொடரியல் சிறப்பம்சமாகதொடரியல் எண்கள்தொடரியல் ப்ராப்ரோசசர்தொடரியல் ஒதுக்கப்பட்டுள்ளதுதொடரியல் சிறப்புதொடரியல் சரம்தொடரியல் சின்னங்கள்ச்கிரிப்டிங்கிற்கான தொடரியல் சிறப்பம்சமாகஅமைப்புசிச்டம் & ஓபன்சிஎல்கணினி புக்மார்க்குகள்கணினி கோப்புறைகள்கணினி நிறுவல்கணினி அதிகபட்சம்கணினி நினைவகம்கணினி மேலெழுதுகிறதுகணினி நீட்டிப்புகள் படிக்க மட்டுமே உள்ளன, அவை நிறுவல் நீக்க முடியாதுஅமைப்பின் புக்மார்க்குகள்கணினியின் கோப்புறைகள் (பொதுவாக வேர், கிடைக்கக்கூடிய ஆர்ட் டிரைவ்கள் போன்றவை)தர்காகருப்பொருள் 01கருப்பொருள் 02கருப்பொருள் 03கருப்பொருள் 04கருப்பொருள் 05கருப்பொருள் 06கருப்பொருள் 07கருப்பொருள் 08கருப்பொருள் 09கருப்பொருள் 10கருப்பொருள் 11கருப்பொருள் 12கருப்பொருள் 13கருப்பொருள் 14கருப்பொருள் 15கருப்பொருள் 16கருப்பொருள் 17கருப்பொருள் 18கருப்பொருள் 19கருப்பொருள் 20டிஃப்TIFF (.tif)உதவிக்குறிப்பு: அதற்கு பதிலாக நடைமுறை அனிமேசனுக்கு எஃப்-வளைவுகளைப் பயன்படுத்தவும்உதவிக்குறிப்பு: bpy.data பாதைகளுக்கு பதிலாக மாறிகளைப் பயன்படுத்தவும் (கீழே காண்க)உதவிக்குறிப்பு: bpy.context ரெண்டர்ஃபார்ம் பயன்பாட்டிற்கு பாதுகாப்பானது அல்லடிவி என்.டி.எச்.சி 16: 9டிவி என்.டி.எச்.சி 4: 3டிவி பால் 16: 9டிவி பால் 4: 3தாவல்தாவல் வண்ணங்கள்தாவல் தேடல் முடிவுகள்தாவல் அகலம்பை மெனுக்கான தாவல்அட்டவணையில் வடிவியல் தரவு உள்ளதுஅட்டவணைகள்டேப்லெட்டேப்லெட் பநிஇடேப்லெட் இழுவை வாசல்டேப்லெட் அழுத்தம்தாவல்கள் இடைவெளிகளாகஅட்டவணைப்படுத்தப்பட்ட சோபோல்குறிச்சொல்கொடுக்கப்பட்ட சொத்துக்காக ஏற்கனவே உள்ளது '%s'கொடுக்கப்பட்ட சொத்தில் '%s' காணப்படவில்லைகுறிச்சொல் பெவல்குறிச்சொல் மடிப்புகுறிச்சொல் ஃப்ரீபாணி எட்ச் குறிகுறிச்சொல் மடிப்புகுறிச்சொல் கூர்மையானதுதிருத்தப்பட்ட பயன்முறையில் தேர்ந்தெடுக்கப்பட்ட எலும்புகளை குறிக்கவும்குறிச்சொல் போச் பயன்முறையில் காணப்படாத எலும்புகள் காணப்படவில்லைகுறிச்சொற்கள்வால்வால் நிலைவால் தேர்ந்தெடுக்கவும்வால்கள்பசை எழுதுகோல் அடுக்கு அல்லது அடுக்கு குழுவை தேர்வு புலமாக எடுத்துக் கொள்ளுங்கள்செயலில் உள்ள காட்சியின் ச்னாப்சாட்டை எடுத்துக் கொள்ளுங்கள்முந்தைய சட்டகத்திலிருந்து வேகத்தின் சராசரியையும் தற்போதைய சட்டத்திலிருந்து புதிய வேகங்களையும் எடுத்துக் கொள்ளுங்கள்வெர்டெக்ச் இயல்பான சராசரியை எடுத்துக் கொள்ளுங்கள்பார்வை வரைபடக் கணக்கீட்டில் முகம் மென்மையை கணக்கில் எடுத்துக் கொள்ளுங்கள்மாற்றத்தில் தகவல்களை கணக்கில் எடுத்துக் கொள்ளுங்கள்பட விகித விகிதத்தை கணக்கில் எடுத்துக் கொள்ளுங்கள்தற்போதைய கலப்பான் அலகுகள் அமைப்புகளை கணக்கில் எடுத்துக்கொள்ளுங்கள் (அமைக்கப்படாவிட்டால், மூல கலப்பான் அலகுகள் மதிப்புகள் பயன்படுத்தப்படுகின்றன)ரூட் மர வெளியீட்டு முனையுடன் இணைக்க முனை குழுவிலிருந்து இணைப்பை எடுத்துக் கொள்ளுங்கள்குறிப்பு வடிவவியலை உள்ளீடாக எடுத்துக் கொள்ளுங்கள்தமிழ் - தமிழ்டேன்சென்ட்தொடு புலம்டேன்சென்ட் பயன்முறைதொடுகோடு இயல்பானதுதொடுகோட்டு நிலைதொடுகோடு இடம்புறஊதா வரைபடத்திலிருந்து தொடுகோடுதொடுகோடு முனைtris/quads க்கு மட்டுமே தொடுகோடு கணக்கிட முடியும், கருக்கலைப்புதொடுகோடு விண்வெளி கணக்கீட்டிற்கு புறஊதா வரைபடம் தேவை, "%s" கண்டுபிடிக்கப்படவில்லை, கருக்கலைப்புதொடுகோடு விண்வெளி சாதாரண மேப்பிங்தொடுகோடு விண்வெளி திசையன் இடப்பெயர்ச்சி மேப்பிங்மேற்பரப்புக்கு தொடுகோடுதொடுகோட்டு விலகல்தொடுகோடுகள்முக்கிய நேரத்தை தட்டவும்taper பொருள்டேப்பர் ஆரம்டேப்பர் ச்டார்ட்வளைவுடன் ஒவ்வொரு புள்ளியின் ஆரம்ரோலின் டேப்பர்ஆல்ட் தட்டுவது (வேறு எந்த விசைகளையும் அழுத்தாமல்) நிலை-பட்டியில் ஒரு வரியில் காட்டுகிறது, இது கருவியை செயல்படுத்த இரண்டாவது கீச்ட்ரோக்கைத் தூண்டுகிறதுதர்கா (.tga)தர்கா ரா (.tga)இலக்குஎலும்புகள் இலக்குஇலக்கு வளைவு பொருள்இலக்கு அடர்த்திஇலக்கு அடர்த்தி வலிமைஇலக்கு சட்டகம்இலக்கு வடிவியல்இலக்கு கிரீச் பென்சில்இலக்கு கிரீச் பென்சில் அடுக்குடார்கெட் ஐடி-பிளாக்பெற்றோருடன் உள்ளக இலக்குஇலக்கு கண்ணி பொருள்புதிய வெற்றுப் பொருளை இலக்குசாதாரண திட்டத்தை குறிவைக்கவும்இலக்கு பொருள்இலக்கு பொருள் (வளைவுகள் மட்டும்)இலக்கு பொருள், வரையறுக்கப்படும்போது பிவோட்டின் நிலையை வரையறுத்தல்இலக்கு துகள் அமைப்புஇலக்கு பாதைஇலக்கு ரிக்இலக்கு தேர்ந்தெடுக்கப்பட்ட எலும்புஇலக்கு தேர்ந்தெடுக்கப்பட்ட பொருள்இலக்கு தேர்வுஇலக்கு வெளிஇலக்கு மாற்றம்இலக்கு விரைவுஇலக்கு தொகுதிஇலக்கு சட்எலும்பின் நீளத்துடன் இலக்கு: தலை 0, வால் 1கோண மின்னோடி வேகத்தை குறிவைக்கவும்இலக்கு ஆர்மேச்சர்இலக்கு ஆர்மேச்சர் எலும்புபல இலக்கு தடைகளுக்கு எலும்பு இலக்குஇலக்கு குழிவான பலகோணங்களைக் கொண்டுள்ளதுஇலக்கு தவறான பலகோணங்களைக் கொண்டுள்ளதுஇலக்கு ஒன்றுடன் ஒன்று செங்குத்துகளைக் கொண்டுள்ளதுஇயல்பை ஒப்பிட இலக்கு திசைபுதிய கண்ணி இலக்கு விளிம்பு நீளம்இலக்கு வடிவியல் பொருள்இலக்கு இரண்டு பலகோணங்களுக்கு மேல் விளிம்புகளைக் கொண்டுள்ளதுஇலக்குக்கு முகங்கள் இல்லைஇலக்கு தடை இலக்கு பட்டியலில் இல்லைசெயல்பாட்டிற்கான இலக்கு நீளம்இலக்கு நேரியல் மின்னோடி விரைவுஇலக்கு இடம்இயல்பானவை சுட்டிக்காட்டும் இலக்கு இருப்பிடம்இலக்கு பொருள்பல இலக்கு தடைகளுக்கான இலக்கு பொருள்தூரம் அளவிடப்படும் இலக்கு பொருள்இலக்கு பொருள் நூலக-தரவு, புறக்கணித்தல்!இலக்கு பொருள் கிரீச் பென்சில் அல்ல, புறக்கணிக்கிறது!இலக்கு பொருள் குறிப்பிடப்படவில்லைஇலக்கு பொருள் வடிவம்தகவமைப்பு உட்பிரிவுக்கான இலக்கு பொருள் இட விளிம்பு நீளம்வீச்சு தொடக்கத்தை வரையறுக்க இலக்கு பொருள்நார்மல்களை பாதிக்கப் பயன்படும் இலக்கு பொருள்இலக்கு துகள் அமைப்புஇலக்கு துகள் அமைப்புகள்தகவமைப்பு துணைப்பிரிவுக்கான இலக்கு பலகோண படப்புள்ளி அளவுஇலக்கு பலகோணங்கள் %u இலிருந்து %u ஆக மாறியதுஇலக்கு காட்சி குறிப்பான்களைப் பூட்டியுள்ளதுமாதிரி அளவைப் பயன்படுத்தப் போகும் இலக்கு சிற்பம் பணிப்பாய்வுதேர்ந்தெடுக்கப்பட்ட uv களை எடுக்க இலக்குஇலக்கு செங்குத்துகள் %u இலிருந்து %u ஆக மாற்றப்பட்டனஇலக்கின் சட் அச்சு, உலக சட் அச்சு அல்ல, மேல் திசையை கட்டுப்படுத்தும்இலக்கு: தேர்ந்தெடுக்கப்படாததை விலக்குஇலக்கு: செயலில் சேர்க்கவும்இலக்கு: திருத்து சேர்க்கவும்இலக்கு: திருத்தப்படாததுஇலக்குகள்அனைத்து Ctrls y- அச்சுகளையும் வரையறுக்கப்பட்ட அச்சுக்கு (உலகளாவிய இடம்) குறிவைக்கிறதுஅச்சை வரையறுக்க தனிப்பயன் விட்செட்களை இலக்கு (உலகளாவிய இடம்)கண்ணீர் எல்லைடெலிபோர்ட்டெலிபோர்ட் காலம்டெம்ப்-மெட்டாபதறாமை (வெப்ப நிலைவெப்பநிலை பண்புக்கூறுவெப்பநிலை நிறம்வெப்பநிலை வேறுபாடுவெப்பநிலை கட்டம்வெப்பநிலை அதிகபட்சம்வெப்பநிலை அலகுசுற்றுப்புற வெப்பநிலைக்கு வெப்பநிலை வேறுபாடுதிரவத்தின் வெப்பநிலை"{}" வார்ப்புரு இப்போது இருப்பதைப் போல அடுத்த முறை தொடங்கும்.வார்ப்புரு நிறுவப்பட்டது ({:s}) {! R} இலிருந்து {! R}வார்ப்புருக்கள்தற்காலிக குவிப்புதற்காலிக மறுசீரமைப்புஎன்எல்ஏ அடுக்கு மதிப்பீட்டை தற்காலிகமாக முடக்கு (அதாவது செயலில் உள்ள நடவடிக்கை மட்டுமே மதிப்பீடு செய்யப்படுகிறது)வியூபோர்ட்டில் தற்காலிகமாக மறைக்கவும்வியூபோர்ட்டில் தற்காலிகமாக மறைக்கவும் சேகரிப்பை தனிமைப்படுத்த கட்டுப்பாடு சேகரிப்புகள் மற்றும் பொருள்களுக்குள் அமைக்க மாற்றம்வியூபோர்ட்டில் தற்காலிகமாக மறைக்கவும் Childre குழந்தைகளை அமைப்பதற்கான மாற்றம்முகமூடி அடுக்குகளை தற்காலிகமாக மறைக்கவும்காட்சியமைப்பிலிருந்து பொருட்களை தற்காலிகமாக மறைக்கவும்தற்காலிகதற்காலிக அடைவுதற்காலிக ஆசிரியர்கள்தற்காலிக கோப்புகளைஇன்னொருவருடன் மோதிய பிறகு பொருள் பவுன்ச் செய்ய வேண்டிய போக்கு (0 = இன்னும் இருக்கும், 1 = செய்தபின் மீள்)பதற்றம்பதற்றம் வேனில் ஈரமாக்குதல்பதற்றம் விறைப்புபதற்றம் விறைப்பு அதிகபட்சம்கூடாரம்பயன்முறையை நிறுத்துங்கள்டெசலேட்ஒரு கண்ணி தரவு-தொகுதியில் டெசெலட் முக்கோணம்கண்ணி பலகோணங்களை முக்கோணங்களாக மாற்றியமைத்தல்மோதல்களுக்கான முக்கிய உள்ளமைவை சோதிக்கவும்டெக்ச் ஒருங்கிணைப்புTexocoord அளவீட்டு பிட்கள்உரைவழக்குஇலக்கங்கள்உள்தள்ளல்வரிவரிகள்கீழ்மாற்றியமைக்கப்பட்டபுதியமுறைநிறுத்தற்குறிஇடங்கள்உரி எழுத்துக்கள்தாவல்தாவல்கள்மேல்எடைசொல்உரை '%s'உரை (.txt)உரை எதிர்ப்பு மாற்றுஉரை தொடங்குகிறதுஉரை பெட்டிஉரை பெட்டி உயரம்உரை பெட்டி அகலம்உரை பெட்டிகள்உரை எழுத்து வடிவம்உரை நிறம்உரை கர்சர்உரை வளைவுஉரை ஆசிரியர்உரை திருத்தி ஆர்க்ச்உரை திருத்தி முன்னமைவுகள்உரை முடிவுஉரை கோப்புகள்உரை சிறப்பியல்புஉரை குறிப்புஉரை செய்திஉரை செய்தி மேலடுக்குஉரை உள்ளீடுஉரை வரிஉரை முனை சாக்கெட்உரை முனை சாக்கெட் இடைமுகம்உரை வழங்குதல்உரை தேர்ந்தெடுக்கப்பட்டதுஉரை துண்டுஉரை துண்டு கர்சர்உரை நடைஉரை துணை படப்புள்ளி எதிர்ப்பு மாற்றுப்பெயர்உரை மதிப்புஉரை விட்செட் வண்ணங்கள்தளவமைப்புக்கான உரை எல்லை பெட்டிஉரை எழுத்து வடிவமைப்பு அமைப்புகள்உரை நிறம்தேர்ந்தெடுக்கப்பட்ட வரியின் உரை நிறம்உரை தரவு-தொகுதி வெளிப்புற அல்லது நிரம்பிய உரை கோப்பைக் குறிக்கிறதுஉரை தரவு-தொகுதிகள்இந்த இடத்தில் உரை காட்டப்பட்டு திருத்தப்பட்டதுஉரை திருத்தி விண்வெளி தரவுகடைசியாக சேமித்ததிலிருந்து உரை கோப்பு திருத்தப்பட்டுள்ளதுஉரை கோப்பு நினைவகத்தில் உள்ளது, வட்டில் தொடர்புடைய கோப்பு இல்லாமல்வட்டில் உள்ள உரை கோப்பு நினைவகத்தில் உள்ளதை விட வேறுபட்டதுபொருள் அல்லது உரை பெட்டி மையத்திலிருந்து கிடைமட்ட சீரமைப்பு உரைவரியில் உரைஉரை கிடைக்கவில்லை: %sஎந்த முனை அல்லது கேமராவாலும் உரை பயன்படுத்தப்படவில்லை, புதுப்பிக்கப்படவில்லைஉரை பொருள்கள் அவற்றின் அளவை மட்டுமே பயன்படுத்த முடியும்: "%s"வளைவில் உரைஒரு முனையின் உரை சாக்கெட்உரை சரம்உரை துண்டு திருத்துதல் கர்சர்உரை துண்டு திருத்துதல் தேர்வுகாண்பிக்கப்படும் உரை3d பொருளுக்கு உரைமாற்ற உரைஅளவின் போது தலைப்பில் காண்பிக்க உரைகர்சர் நிலையில் செருக உரைமாற்று கருவியைப் பயன்படுத்தி தேர்ந்தெடுக்கப்பட்ட உரையை மாற்ற உரைகண்டுபிடி கருவியுடன் தேட உரைஇடைமுகம் பேனல் பொத்தானில் பயன்படுத்த உரை (சேகரிப்பு பெயரைத் திருத்தாது)சேகரிப்பு பெயருக்கு பதிலாக இடைமுகம் பேனல் பொத்தானில் பயன்படுத்த உரைஉரை மிக நீளமானதுபொருள் மையத்திலிருந்து செங்குத்து சீரமைப்பு உரைஉரை: புறம்உரை: அகம்உரைப்பெட்டி உயரம்உரைப்பெட்டி வழிதல்உரைப்பெட்டி அகலம்TextBox ஃச் ஆஃப்செட்உரைப்பெட்டி ஒய் ஆஃப்செட்உரைப்பெட்டிகள்நூல்கள்அமைப்புபக்கவாதம்பேண்ட் ஒலிபட்டைகள்பரிமாணங்கள்உருவாக்கப்பட்டதுஉலகளாவியகோர்ப்புபுதியபொருள்முறைநெகிழிவளைய ஒலிமோதிரங்கள்கூர்மையானகூர்மையானதுமென்மையானச்ட்ராண்ட் / துகள்அமைப்பு ஒருங்கிணைப்புகள்யு.வி.சுவர் உள்ளேசுவர் வெளியேசாளரம்அமைப்பு சேகரிப்பு வீதம்அமைப்பு ஒருங்கிணைப்புஅமைப்பு ஒருங்கிணைப்பு எலும்புஅமைப்பு ஒருங்கிணைப்பு பொருள்அமைப்பு ஒருங்கிணைப்பு அளவீடுஅமைப்பு ஒருங்கிணைப்புகள்அமைப்பு சிதைவுஅமைப்பு குறியாக்க தகுதிஅமைப்பு புலம்அமைப்பு வரம்புஅமைப்பு மேப்பிங்அமைப்பு மேப்பிங் பயன்முறைஅமைப்பு முகமூடிஅமைப்பு மெச்அமைப்பு நடுப்பகுதிஅமைப்பு முறைஅமைப்பு முனைஅமைப்பு முனை திருத்திஅமைப்பு முனை சாக்கெட்அமைப்பு முனை சாக்கெட் இடைமுகம்அமைப்பு முனை மரம்அமைப்பு ஒளிபுகாநிலைஅமைப்பு நோக்குநிலை கோணம்அமைப்பு மேலடுக்கு ஆல்பாஅமைப்பு வண்ணப்பூச்சுஅமைப்பு வண்ணப்பூச்சு மேலடுக்குகள்அமைப்பு வண்ணப்பூச்சு ச்லாட்அமைப்பு வண்ணப்பூச்சு/மாற்றியமைக்கும் uv கள்பக்கவாதத்துடன் அமைப்பு படப்புள்ளி அளவு காரணிஅமைப்பு பண்புகள்அமைப்பு மாதிரி சார்புஅமைப்பு மாதிரி ஆரம்அமைப்பு ச்லாட்அமைப்பு ச்லாட் படங்கள்அமைப்பு இடங்கள்அமைப்பு இடம்அமைப்பு விண்வெளி இருப்பிடம்அமைப்பு விண்வெளி கண்ணிஅமைப்பு இட அளவுஅமைப்பு இடைவெளிஅமைப்பு சிறப்புஅமைப்பு நேரம்அமைப்பு ஒருங்கிணைப்பு மேப்பிங் அமைப்புகள்அமைப்பு 0 முதல் 1 வரை ஒருங்கிணைக்கிறதுவேர் துகள் இருப்பிடங்களிலிருந்து அமைப்பு ஒருங்கிணைக்கிறதுமேற்பரப்பில் உள்ள படத்தை வரைபடமாக்கப் பயன்படுத்தப்படும் டெக்ச்ச்சர் ஆயத்தொகுப்புகள்அமைப்பை பின்னணியில் வரைபடமாக்க பயன்படுத்தப்படும் அமைப்பு ஒருங்கிணைப்புகள்மூலப்பொருட்கள், விளக்குகள், உலகங்கள் மற்றும் தூரிகைகள் பயன்படுத்தும் அமைப்பு தரவு-தொகுதிஇந்த அமைப்பு ச்லாட் பயன்படுத்தும் அமைப்பு தரவு-தொகுதிஅமைப்பு தரவு-தொகுதிகள்அமைப்பு செயல்திறன் எடைஅமைப்பு குறியாக்க தகுதிஅமைப்பு ஏற்றுமதி முறைஅமைப்பு வடிகட்டுதல் வகைஅமைப்பு ஓவியத்திற்கு பயன்படுத்தப்படும் அமைப்பு படங்கள்அமைப்பு இடைக்கணிப்புஅமைப்பு மேப்பிங் 3d ஆக அமைக்கப்படவில்லை, முடிவுகள் கணிக்க முடியாததாக இருக்கலாம்அமைப்பு மேப்பிங் வகைஅமைப்பு முனைகள்ஒரு அமைப்பின் மேப்பிங் மற்றும் செல்வாக்கை வரையறுக்கும் அமைப்பு ச்லாட்தூரிகை தரவு-தொகுதியில் உள்ள அமைப்புகளுக்கான அமைப்பு ச்லாட்ஒரு லைன்பாணி தரவு-தடுப்பில் உள்ள அமைப்புகளுக்கான அமைப்பு ச்லாட்ஒரு துகள் அமைப்புகளின் தரவு-தடுப்பில் உள்ள அமைப்புகளுக்கான அமைப்பு ச்லாட்அமைப்பு ச்லாட் பெயர்அமைப்புகளின் மேப்பிங் மற்றும் செல்வாக்கை வரையறுக்கும் அமைப்பு இடங்கள்ஒரு முனையின் அமைப்பு சாக்கெட்அமைப்பு விண்வெளி இருப்பிடம்அமைப்பு இட அளவுஉமிழ்வு வலிமையைக் கட்டுப்படுத்தும் அமைப்புசக்தியாக பயன்படுத்த அமைப்புடெக்ச்டூர்மேப்பிங்கடினமானகட்டமைப்புகள்அமைப்பு அடைவுதாய் - தாய்அந்த உருப்படி லிபோவர்ரைடு சார்புநிலையாகவும் பயன்படுத்தப்படுகிறது (நேரடியாக, லிபோவர்ரைடு குறிப்பாக அல்லது மறைமுகமாக, லிபோவர்ரைடு குறிப்பால் பயன்படுத்தப்படும் தரவுகளாக). இதை ஒருபோதும் நேரடியாக உள்ளக செய்யக்கூடாது. `Liboverride_dependency_only` உடன் இருவழிஅந்த உருப்படி லிபோவர்ரைடு சார்புநிலையாக மட்டுமே பயன்படுத்தப்படும் ஒரு ஐடியைக் குறிக்கிறது (நேரடியாகவோ அல்லது மறைமுகமாகவோ, துல்லியங்களுக்கு `liboverride_dependency` ஐப் பார்க்கவும்). இது 'மேக் உள்ளக' (அபென்ட்) செயல்முறையின் போது கருதப்படக்கூடாது, மேலும் முற்றிலும் இணைக்கப்பட்ட தரவுகளாக இருக்க வேண்டும். `Liboverride_dependency` உடன் இருவழிஅந்த உருப்படி மறைமுகமாக இறக்குமதி செய்யப்பட்ட ஐடிக்கு சேர்க்கப்பட்டது, மற்றொரு தரவு-தடுப்பின் சார்புநிலையாககிடைத்தால் "ஐடி" பண்புக்கூறு, இல்லையெனில் குறியீடுஒவ்வொரு முகம் மூலையின் "ச்லிட்" இயல்பான திசையானது, வெர்டெக்ச் இயல்பான, கூர்மையான முகங்கள், கூர்மையான விளிம்புகள் மற்றும் தனிப்பயன் இயல்புநிலைகளால் பாதிக்கப்படுகிறது. காலியாக இருக்கலாம்."வீச்சு" காலியாக இருக்க முடியாது'%s' %s தரவுத் தொகுதி இணைக்கப்பட்டுள்ளது மற்றும் திருத்த முடியாது. அதைத் திருத்தக்கூடியதாக மாற்ற, "உள்ளக ஆக்கு" என்பதைப் பயன்படுத்தவும்.'%s' %s தரவுத் தொகுதி நிரம்பியுள்ளது மற்றும் திருத்த முடியாது. அதைத் திருத்தக்கூடியதாக மாற்ற, "உள்ளக ஆக்கு" என்பதைப் பயன்படுத்தவும்.'{:s}' சேகரிப்பு தலைமுறையில் சேர்க்கப்படும்புதிய முனைகளின் மையத்திற்கான 2 டி பார்வை இடம், அல்லது அமைக்கப்படாவிட்டால் மாறாதுகலப்பானின் இந்த பதிப்பிற்கான பநிஇ குறிப்பு கையேடுபி.வி.எச் கோப்பில் அதன் இயக்கப் பிரிவில் பிரேம் கால அளவு இல்லை, பி.வி.எச் மற்றும் கலப்பான் காட்சி ஒரே பிரேம் வீதத்தைக் கொண்டுள்ளன என்று கருதிகலப்பான் மூல வேர் பாதைபிளெண்டர் பதிப்பு இது அகற்றப்படும் என்று எதிர்பார்க்கப்படுகிறதுஇது பிளெண்டர் பதிப்பு நீக்கப்பட்டதுஇந்த ஆயுதத்தின் எலும்பு வசூல்இந்த எலும்பைக் கொண்ட எலும்பு சேகரிப்புகள்வழங்குதல் பயன்முறையில் உள்ள கிரிப்டோமேட் நோட் காட்சி தொகுக்க மட்டுமே துணைபுரிகிறதுஇந்த தரவு-தடுப்புக்கான இயக்கிகள்/வெளிப்பாடுகள்கோப்பு வெளியீட்டு முனை காட்சி தொகுப்பிற்கு மட்டுமே துணைபுரிகிறதுஃப்ரிபிடி சி தொகுக்கப்பட்ட நூலகம் (.so லினக்சின் கீழ், .dll விண்டோசின் கீழ் ...), நீங்கள் விண்டோசின் கீழ் இருந்தால் அதைத் திருத்த வேண்டியிருக்கும், எ.கா. கலப்பான் நூலகங்களின் களஞ்சியத்தில் சேர்க்கப்பட்டதைப் பயன்படுத்துதல்சீரற்ற தீவிரம் மற்றும் கட்டம் ஆகிய இரண்டையும் கொண்ட கபோர் இரைச்சல் மதிப்பு. இது தீவிரத்தால் பெருக்கப்படும் கட்டத்தை சைனுக்கு சமம்இந்த செயல்பாட்டின் மூலம் மீறப்பட்ட ஐடி சுட்டிக்காட்டி குறிப்பு வரிசைக்கு பொருந்தும் என்று எதிர்பார்க்கப்படுகிறதுகோட் லேயரின் ஒளிவிலகல் (ஐஓஆர்) குறியீடு (அதன் பிரதிபலிப்பு மற்றும் கோட் டின்டிங்கின் வீழ்ச்சியை பாதிக்கிறது)பயன்படுத்த கீயிங் அமைக்கப்பட்டுள்ளதுகிச்மோ அளவு செல்லவும்ச்ட்ராண்டின் ஆர்சிபி நிறம். நேரடி வண்ணத்தில் மட்டுமே பயன்படுத்தப்படுகிறதுவழங்குதல் லேயர்ச் நோட் காட்சி தொகுப்பிற்கு மட்டுமே துணைபுரிகிறதுரன்ச்-குட்டா ஓட் தீர்வி பிழை வரம்பு, குறைந்த மதிப்பு அதிக துல்லியத்தை அளிக்கிறது, அதிக மதிப்புகள் வேகத்தை அளிக்கிறதுகாட்சிக்கு ஒரு கேமரா தேவைசேனல் பேக்கின் அனிமேசன் தரவு இருக்கும் ச்லாட்ச்டிரிப் இன்ஃபோ நோட் சீக்வென்சர் தொகுக்க மட்டுமே துணைபுரிகிறதுஉலாவியில் காட்டப்பட்டுள்ள பட்டியலின் uuidபுற ஊதா ஒருங்கிணைப்புகள் அமைப்பை மாதிரியாகக் கொண்டுள்ளன. சட் கூறு ஆல்பா சேனலைக் கொண்டிருப்பதாக கருதப்படுகிறதுமுனை கணக்கிடும் வோரோனோய் நற்பொருத்தம்வடிவத்தின் ஃச் அச்சு அளவுபயிர் பகுதியின் கீழ் இடது மூலையின் ஃச் நிலைவடிவத்தின் ஒய் அச்சு அளவுபயிர் பகுதியின் கீழ் இடது மூலையின் ஒய் நிலைநடவடிக்கை %s திருத்தக்கூடியவை அல்லநடவடிக்கை இரண்டு பயனர் பாதைகளின் மாநிலங்கள்/போச்களைப் பொறுத்ததுசெயல் அதன் கைமுறையாக அமைக்கப்பட்ட பிளேபேக் ஃபிரேம் வரம்பில் சுழற்சி வளையமாகப் பயன்படுத்தப்பட வேண்டும் (இதை இயக்குவது தானாகவே லூப் ஆகாது)வி.ஆர் கட்டுப்பாட்டு நோக்கங்களுக்கு செயல் போச் பயன்படுத்தப்படும்வி.ஆர் கட்டுப்பாட்டு பிடிக்கு நடவடிக்கை போச் பயன்படுத்தப்படும்வியூபோர்ட்டில் நடுத்தர மவுச் இழுக்கும்போது நடவடிக்கை. சிப்ட்-நடுத்தர-சுட்டி மற்ற செயலுக்கு பயன்படுத்தப்படுகிறது. இது டிராக்பேடிற்கும் பொருந்தும்செயலில் உள்ள வெர்டெக்ச் குழுசெயலில் உள்ள பண்புக்கூறு ஆதரிக்கப்படாத வகையைக் கொண்டுள்ளதுசெயலில் உள்ள பண்புக்கூறு வெர்டெக்ச், எட்ச் அல்லது முகக் களத்தில் இருக்க வேண்டும்செயலில் உள்ள பண்புக்கூறு ஒரு பூலியன் வகையைக் கொண்டிருக்க வேண்டும்செயலில் உள்ள தரவு-தொகுதி '%s' சரியான இணைக்கப்பட்ட ஒன்றல்லசெயலில் உள்ள தரவு-தொகுதி '%s' பிற இணைக்கப்பட்ட தரவுகளால் பயன்படுத்தப்படுகிறதுஇந்த கண்ணி செயலில் உள்ள முகம்செயலில் உள்ள கோடுகள் ஒரு வரி பாணியைக் கொண்டிருக்கவில்லை (தரவு ஊழலைக் குறிக்கிறது)பட்டியலில் செயலில் மாற்றியமைத்தல்செயலில் உள்ள பொருள் ஆர்மேச்சருடன் பொருந்தவில்லைசெயலில் உள்ள பொருள் ஒரு ஆயுதமாக இருக்க வேண்டும்செயலில் உள்ள களஞ்சியத்தில் தவறான அமைப்புகள் உள்ளன%s இன் செயலில் வடிவ விசை பூட்டப்பட்டுள்ளதுசெயலில் உருவகப்படுத்துதல் பரப்பு தூரிகையுடன் நகர்கிறதுபட்டியலில் செயலில் உள்ள துண்டு மாற்றிசெயலில் உள்ள வெர்டெக்ச் குழு பூட்டப்பட்டுள்ளதுசாளரத்தில் காண்பிக்கப்படும் செயலில் உள்ள பணியிட பார்வை அடுக்குபுதிய பொருளின் சீரமைப்புஏற்கனவே இருக்கும் உள்ளக ஐடி, அபென்ட் & மறுபயன்பாட்டு வழக்கில் மீண்டும் பயன்படுத்தப்படலாம். அது கண்டுபிடிக்கப்படும் வரை எதுவும் இல்லைசிதைவைச் சேர்க்க வண்ணமயமாக்கலின் அளவுவண்ண இரைச்சல் அளவுநகல்களின் அளவு மிக அதிகமாக உள்ளது, அதற்கு தேவையான வடிவவியலின் அளவை நாம் உருவாக்க முடியாதுவைரம் கூர்மையாக்கும் அளவுவிலகலின் அளவு. 0 என்றால் விலகல் இல்லை, -1 என்றால் முழு பிஞ்சுசன் விலகல், மற்றும் 1 என்றால் முழு பீப்பாய் விலகல்கதிர்களைக் கணக்கிடும்போது அறிமுகப்படுத்த வேண்டிய நடுக்கத்தின் அளவு, அதிக நடுக்கம் வேகமாக இருக்கும், ஆனால் தானியம் அல்லது ஒலி விளைவிக்கும் முடிவுகளைத் தரும்ஒவ்வொரு ச்ப்லைனின் முடிவிலிருந்தும் தேர்ந்தெடுக்க வேண்டிய புள்ளிகளின் அளவுஒவ்வொரு ச்ப்லைனின் தொடக்கத்திலிருந்தும் தேர்ந்தெடுக்க வேண்டிய புள்ளிகளின் அளவுஒவ்வொரு அச்சிலும் சுழற்சியின் அளவு, XYZ வரிசைஒவ்வொரு அச்சிலும் சுழற்சியின் அளவு, ஃச், ஒய், பின்னர் அந்த வரிசையில் சட் அச்சுகள்மங்கலான சுழற்சியின் அளவுஒவ்வொரு அச்சிலும் அளவிடுதல் அளவுமங்கலானது பரவக்கூடிய அளவிடுதல் அளவுகூர்மையாக்கும் அளவுவிண்ணப்பிக்க வெட்டு அளவுமுனைகளுக்கு இடையிலான இடைவெளியின் அளவுஒவ்வொரு அச்சிலும் மொழிபெயர்ப்பின் அளவுபடத்தின் அளவோடு தொடர்புடைய குறிப்பிட்ட திசையில் மங்கலானது பரவியிருக்கும் மொழிபெயர்ப்பின் அளவு. எதிர்மறை மதிப்புகள் எதிர் திசையில் மொழிபெயர்ப்பைக் குறிக்கின்றனமதிப்பு அடிப்படையிலான சத்தத்தின் அளவுஆஃப்செட்டின் வீச்சுஉறைகளின் பெருக்கங்கள் சுருக்கப்பட்டுள்ளன (அல்லது, குவிந்து இயக்கப்பட்டால், நேர்மறை மற்றும் எதிர்மறை வேறுபாடுகள் இரண்டுமே குவிக்கப்படுகின்றன)நகல்களுக்கு இடையில் வட்ட வளைவுடன் கூடிய கோணம்இணைக்கப்பட்ட பன்மடங்கு முகங்களின் இயல்புகளுக்கு இடையிலான கோணம்கர்சரின் கீழ் மேற்பரப்புக்கு பொருந்தும் வகையில் பக்கவாதத்தின் போது விமானங்களுக்கு இடையிலான கோணம் மாறுகிறதுபொக்கேவின் கோணம்கட்டுப்படுத்தப்பட்ட கோண பயன்முறையில் பயன்படுத்தப்படும் கோண ச்னாப் அதிகரிப்புமொழிபெயர்ப்பின் திசையை வரையறுக்கும் கோணம்கிடைமட்ட அச்சுடன் முதல் ச்ட்ரீக் செய்யும் கோணம்ஆர்மேச்சர் போச் பயன்முறையில் அல்லது திருத்து பயன்முறையில் இருக்க வேண்டும்சொத்து கோப்புக்கு உள்ளக. அதை நீக்குவது சொத்து நிலையை அழிக்கும்.தற்போதைய சூழலில் அசெட் செல்ஃப் கிடைக்கவில்லை (செயலில் உள்ள பயன்முறை அல்லது கருவியை மாற்ற முயற்சிக்கவும்)சொத்தின் பட்டியல் பாதைமெசின் இயல்புகளைக் குறிக்க போதுமான தகவல்களை வழங்கும் பண்புக்கூறு டொமைன்பண்புக்கூறு காட்சி அடுக்கு, காட்சி அல்லது உலகத்துடன் தொடர்புடையதுபண்புக்கூறு இன்ச்டான்சர் துகள் அமைப்பு அல்லது பொருளுடன் தொடர்புடையது, பண்புக்கூறு காணப்படாவிட்டால், அல்லது பொருள் நிறுவப்படவில்லை என்றால் பொருள் பயன்முறையில் மீண்டும் விழுகிறதுபண்புக்கூறு பொருள் வடிவவியலுடன் தொடர்புடையது, மேலும் அதன் மதிப்பு வெர்டெக்ச் முதல் வெர்டெக்ச் வரை அல்லது பொருள் தொகுதிக்குள் மாறுபடும்பண்புக்கூறு பொருள் அல்லது கண்ணி தரவு-தடுப்புடன் தொடர்புடையது, அதன் மதிப்பு சீரானதுபண்புக்கூறு கலப்பானின் உள் பயன்பாட்டிற்காக உள்ளதுபண்புக்கூறு பெயர் காலியாக இருக்கக்கூடாதுநெட் குழு ஒரு வடிவியல் முனைகள் மாற்றியமைப்பாளரால் பயன்படுத்தப்படும்போது இயல்புநிலையாகப் பயன்படுத்தப்படும் பண்புக்கூறு பெயர்பண்புக்கூறு வெளியீட்டை வடிவியல் வெளியீடு இல்லாமல் பயன்படுத்த முடியாதுஒரு சேனலுக்கு 240kbit/s என்ற பிட்ரேட்டுடன் ஆடியோ வழங்குதல் செய்யப்படுகிறது, அதிகபட்ச பிட்ரேட் Vorbis ஆதரிக்கிறது.ஒரு சேனலுக்கு 256kbit/s என்ற பிட்ரேட்டுடன் ஆடியோ வழங்குதல் செய்யப்படுகிறது, Opus ஆதரிக்கும் அதிகபட்ச பிட்ரேட்.320kbit/s பிட்ரேட்டுடன் ஆடியோ வழங்குதல் செய்யப்படுகிறது, அதிகபட்ச பிட்ரேட் MP3 ஆதரிக்கிறது.384kbit/s பிட்ரேட்டுடன் ஆடியோ வழங்குதல் செய்யப்படுகிறது, அதிகபட்ச பிட்ரேட் MP2 ஆதரிக்கிறது.640kbit/s பிட்ரேட்டுடன் ஆடியோ வழங்குதல் செய்யப்படுகிறது, அதிகபட்ச பிட்ரேட் AC3 ஆதரிக்கிறது.ஒரு சேனலுக்கு சுமார் 250kbit/s என்ற பிட்ரேட்டுடன் ஆடியோ வழங்குதல் செய்யப்படுகிறது, அதிகபட்ச பிட்ரேட் AAC ஆதரிக்கிறது.அச்சுகள் ஐகானின் அளவுவளைவு சிதைக்கும் அச்சுஅடிப்படை மண்டலத்தை வைக்கப் பயன்படுத்தப்படும் அச்சுகோப்பின் அடிப்படை பெயர். முனை விருப்பங்களைப் பொறுத்து இறுதி கோப்பு பெயரில் பிற தகவல்கள் சேர்க்கப்படலாம்ஒரு மீட்டருக்கு பிக்சல்களுக்கான அடிப்படை அலகு.பி.எஃப்-மொழிபெயர்ப்பு களஞ்சியம்0 உடன் கலப்பு காரணி தற்போதைய சட்டகமாக உள்ளதுஒரு கண்ணை கூசும் சிறப்பம்சங்களின் ஒரு பகுதியாக படப்புள்ளிகள் கருதப்படும் பிரகாச நிலைதூரிகை புள்ளியின் புறஊதா சுழற்சியை பாதிக்கிறதுதூரிகை புள்ளியின் வண்ண வலிமையை பாதிக்கிறதுதூரிகை புள்ளியின் நிலையை பாதிக்கிறதுதூரிகை புள்ளியின் தடிமன் பாதிக்கிறதுதூரிகை என்பது வீச்சுகள் வரைதல் பயன்படுத்தப்படுகிறதுதூரிகை பகுதிகளை நிரப்புவதற்கு பயன்படுத்தப்படுகிறதுதூரிகை என்பது டின்டிங் ச்ட்ரோக்குகளுக்கு பயன்படுத்தப்படுகிறதுவீச்சுகள் அழிக்க தூரிகை பயன்படுத்தப்படுகிறதுகேச் சுடப்படுகிறதுகேச் சுடப்படுகிறதுகாட்சியை வழங்க கேமரா பயன்படுத்தப்படுகிறதுமூன்று புள்ளிகளால் விவரிக்கப்பட்ட வட்டத்தின் நடுவண்கிளிப்போர்டில் தேர்வு தொகுப்பு இல்லைதுகள்களில் உள் சக்திகளைக் கணக்கிடப் பயன்படுத்தப்படும் குறியீடுதேர்ந்தெடுக்கப்பட்ட பிற பொருள்களைச் சேர்க்க சேகரிப்புதேர்ந்தெடுக்கப்பட்ட பிற பொருட்களை அகற்ற சேகரிப்புஇந்த பொருளை அகற்ற சேகரிப்புதற்போதைய சட்டகத்திற்குப் பிறகு விசயங்களுக்கான நிறம் (வெங்காய ச்கின்னிங், மோசன் பாதைகள் போன்றவற்றுக்கு)தற்போதைய சட்டத்திற்கு முன் விசயங்களுக்கான நிறம் (வெங்காய ச்கின்னிங், இயக்க பாதைகள் போன்றவற்றுக்கு)Color1 மற்றும் color2 க்கு இடையிலான வண்ண மாறுபாடு. -1 மற்றும் 1 இன் மதிப்புகள் இரண்டு வண்ணங்களில் ஒன்றை மட்டுமே பயன்படுத்துகின்றன. வண்ணங்களுக்கு இடையில் உள்ள மதிப்புகள்வெள்ளை நிறத்தில் வரைபடமாக்கப்படும் வண்ணம் (தானாக/வெப்பநிலை மற்றும் நிறத்தில் இருந்து மாற்றப்படும்)வெள்ளை நிறத்தைப் பெறும் வண்ணம் வரைபடமாக்கப்படுகிறது (தானாக/வெப்பநிலை மற்றும் சாயலாக மாற்றப்படுகிறது)இந்த செயலுக்குள் அனைத்து எஃப்-வளைவுகளின் ஒருங்கிணைந்த பிரேம் வரம்புபார்வையைப் பொருட்படுத்தாமல் இசையமைப்பாளர் எப்போதும் செயல்படுத்தப்படுவார்இசையமைப்பாளர் முடக்கப்பட்டுள்ளதுகாம்போசிட்டர் கேமரா பார்வையில் மட்டுமே இயக்கப்பட்டதுசெயல்படுத்த நெருங்கிய ச்ப்லைன் நிலைகட்டுப்படுத்தும் நடவடிக்கைபோச் இடத்தில் கட்டுப்பாடு பயன்படுத்தப்படுகிறது, பொருள் மாற்றம் புறக்கணிக்கப்படுகிறதுதனிப்பயன் பொருள்/எலும்பு/வெர்டெக்ச் குழுவின் உள்ளக இடத்தில் கட்டுப்பாடு பயன்படுத்தப்படுகிறதுபொருளின் உள்ளக ஒருங்கிணைப்பு அமைப்புடன் ஒப்பிடும்போது கட்டுப்பாடு பயன்படுத்தப்படுகிறதுமீதமுள்ளவற்றுடன் ஒப்பிடும்போது கட்டுப்பாடு பயன்படுத்தப்படுகிறது, இதனால் பெற்றோர் தூண்டப்பட்ட மாற்றம் உட்படஉலக ஒருங்கிணைப்பு அமைப்புடன் ஒப்பிடும்போது கட்டுப்பாடு பயன்படுத்தப்படுகிறதுகுழி முகமூடியின் மாறுபாடுதரவை மீட்டெடுப்பதற்கான கட்டுப்பாட்டு புள்ளிச்டீரியோ கேமராக்களுக்கான ஒருங்கிணைப்பு புள்ளி (பெரும்பாலும் ஒரு ப்ரொசெக்டருக்கும் திட்டத் திரைக்கும் இடையிலான தூரம்)கபோர் ஒலி மதிப்பீடு செய்யப்படும் ஆயத்தொகுப்புகள். 2 டி வழக்கில் சட் கூறு புறக்கணிக்கப்படுகிறதுபுறஊதா வரைபடத்திற்குள் மாதிரிக்கான ஆயத்தொகுப்புகள்தரவை மீட்டெடுப்பதற்கான மூலையில். சூழலில் இருந்து மூலையில் இயல்புநிலைபுள்ளிகளின் உள் தொகுப்பின் எதிரெதிர் திசையில் சுழற்சிதற்போதைய செயலில் உள்ள குழு வகை, இந்த அம்சத்தை இந்த மண்டலம் ஆதரிக்கவில்லை என்றால் பூச்யமாக இருக்கலாம் (குறிப்பு: இந்த வகைகள் இயக்க நேரத்தில் உருவாக்கப்படுகின்றன, எனவே எந்தவொரு வரைபடமும் நடைபெறுவதற்கு முன்பு பட்டியல் துவக்கத்தில் காலியாக இருக்கலாம்)தற்போதைய வரி எண்இந்த முனை மரத்திற்கான பார்வையின் தற்போதைய இடம் (ஆஃப்செட்)அழிந்த கண்ணி இல் உள்ள முகங்களின் தற்போதைய எண்ணிக்கைதற்போதைய உருவகப்படுத்துதல் நேர படி அளவு, ஒரு சட்டத்தின் ஒரு பகுதியாகதற்போதைய உரை பெட்டிவளைவு குழு ஒன்றிணைக்கவளைவு இயல்பான மதிப்பு ஒவ்வொரு வளைவின் கட்டுப்பாட்டு புள்ளிகளிலும்கட்டுப்பாட்டு புள்ளி ஒரு பகுதியாகும்தரவை மீட்டெடுப்பதற்கான வளைவு. சூழலில் இருந்து வளைவுக்கு இயல்புநிலைதேர்ந்தெடுக்கப்பட்ட வளைவுகளை மாற்ற வளைவு வகைதனிப்பயன் எலும்பு வண்ணங்கள், தட்டு 'தனிப்பயன்' ஆக இருக்கும்போது பயன்படுத்தப்படுகிறதுபுதிய விசைகளை உருவாக்கும் தனிப்பயன் வரம்பு. காட்சி வரம்பைப் பயன்படுத்தாதபோது மட்டுமே பயன்படுத்தப்படுகிறதுஒவ்வொன்றிலிருந்தும் தரவு பாதை மதிப்புக்கு (எண்ணாக அல்லது மிதவை)சூழலுடன் தொடர்புடைய தரவு பாதை, ஒரு கடிதத்தை சுட்டிக்காட்ட வேண்டும்விரிதாளில் தெரியும் தொடர்புடைய நெடுவரிசையின் தரவு வகைதரவு வகை முடிவுகளைக் கணக்கிடுவதற்கு முன் பண்புக்கூறு மாற்றப்படுகிறதுபண்புக்கூறு மதிப்புகளைப் படிக்க பயன்படுத்தப்படும் தரவு வகைதரவுத் தொகுதி %s ஐ மேலெழுத முடியவில்லைதரவுத் தொகுதி %sஐ மீற முடியாது3 டி வியூபோர்ட் மெனுவிலிருந்து சேர்க்கப்பட்ட பொருள்களுக்கான இயல்புநிலை சீரமைப்புஇயல்புநிலை மற்றும் பெரும்பாலான பயன்பாடுகளுக்கு பரிந்துரைக்கப்படுகிறதுபுதிய காட்சிகளுக்கு வெளியீட்டை வழங்குதல் செய்வதற்கான இயல்புநிலை அடைவுஎழுத்துருக்களை ஏற்றுவதற்கான இயல்புநிலை அடைவுஒலிகளைத் தேட இயல்புநிலை அடைவுஅமைப்புகளைத் தேட இயல்புநிலை அடைவுவினாடிகளில் விளைவு நேரந்தவறுகைஇசையமைப்பாளரில் டெனோயிச் முனைகளை செயலாக்க பயன்படுத்த வேண்டிய சாதனம்ஒவ்வொரு இரண்டு தொடர்ச்சியான எண்களின் அளவிற்கும் இடையிலான வேறுபாடு. பெரிய மதிப்புகள் அதிக எண்களுக்கான பெரிய அளவிற்கு ஒத்திருக்கும்மாற்றங்களுடன் பிக்சல்களில் படத்தின் பரிமாணங்கள் பயன்படுத்தப்படுகின்றனஇந்த அடுக்கு குழுவின் நேரடி குழந்தைகள். அடுக்கு வரிசையின் மூலம் வரிசைப்படுத்தப்பட்டது, அதாவது அடுக்கு மரத்தில் முதல் குழந்தை மிகவும் கீழே உள்ள குழந்தை.திசை (இழுவை நிகழ்வுகளுக்கு மட்டுமே பொருந்தும்)அனிசோட்ரோபிக் கபோர் சத்தத்தின் திசைவானூர்தி சுட்டிக்காட்டும் திசைகபோர் சத்தத்தின் திசை. 1 என்றால் ஒலி முற்றிலும் திசை, அதே நேரத்தில் 0 என்றால் ஒலி சர்வவல்லமையானதுதற்காலிக சேமிப்பு கோப்புகளை சேமிப்பதற்கான அடைவு. பாதை ஏற்கனவே உள்ள கோப்பகத்தைக் குறிப்பிட வேண்டும் அல்லது அது புறக்கணிக்கப்படும்படம் எழுதப்படும் அடைவுடிச்பிளே மற்றும் வியூ டிரான்ச்ஃபார்ம், ஓபன் கலர்ஐஓ வி2 உள்ளமைவுகளில் உள்ள டிச்ப்ளே கலர் ச்பேச் பொறிமுறையைப் பயன்படுத்தி, மற்றொரு காட்சி சாதனத்திற்கான தானியங்கி எமுலேசனை ஆதரிக்கிறது.காட்சி மற்றும் காட்சி மாற்றம் உயர் மாறும் வரம்பு வண்ணங்களை ஆதரிக்கிறதுமுகம் இனி பிளானராக கருதப்படுவதற்கு முன்பு ஒரு புள்ளி மேற்பரப்பில் இருந்து இருக்கக்கூடிய தூரம்பிரதிகளுக்கு இடையே உள்ள வளைவில் உள்ள தூரம்கீழ் புள்ளிக்கும் ஃச் அச்சுக்கும் இடையிலான தூரம்மேல் புள்ளிக்கும் ஃச் அச்சுக்கும் இடையிலான தூரம்துகள்கள் முழுமையாக பாதிக்கப்படும் தூரம்முகமூடியின் எல்லையில் அருகிலுள்ள பிக்சலுக்கு பிக்சலில் உள்ள தூரம். முகமூடியின் உள்ளே தூரம் எதிர்மறையாக உள்ளதுஅமைப்பைக் கணக்கிடப் பயன்படுத்தப்படும் தூர மெட்ரிக்இதன் விளைவாக வரும் புள்ளிகள் உள்ளே இருக்க அனுமதிக்கப்படும் தூரம்பராமரிப்பு மற்றும் மேம்பாடுகளை ஆதரிப்பதற்கான நன்கொடை திட்டம்கைவிடப்பட்ட நீட்டிப்பு ஒரு ஊனமுற்ற களஞ்சியத்திலிருந்து வருகிறது.கைவிடப்பட்ட நீட்டிப்பு அறியப்படாத களஞ்சியத்திலிருந்து வருகிறது.அசல் வடிவியல் உட்பட நகல் வடிவியல்அதிகரிக்கும் குறியீடுகளின் திசையில், முகத்தில் மூலையில் பின் விளிம்புகுறைக்கும் குறியீடுகளின் திசையில், முகத்தில் மூலைக்கு முன் விளிம்புகுறுகிய பாதையைத் தேர்ந்தெடுக்கும்போது குறிக்க விளிம்பு கொடிதரவை மீட்டெடுப்பதற்கான விளிம்பு. சூழலில் இருந்து விளிம்பிற்கு இயல்புநிலைவெளிப்புற முகமூடியை வெட்டும் படத்தின் விளிம்புகள் வெளிப்புற முகமூடியின் விளிம்புகளாக கருதப்படும். இல்லையெனில், வெளிப்புற முகமூடி திறந்ததாகக் கருதப்படும்வெவ்வேறு முகக் குழுக்களுக்கு இடையிலான எல்லைகளில் இருக்கும் விளிம்புகள்திருத்தப்பட்ட பொருள்அனிமேசனின் இறுதி சட்டகம்கைமுறையாக அமைக்கப்பட்ட நோக்கம் கொண்ட பிளேபேக் வரம்பின் இறுதி சட்டகம்கதிரியக்க சக்தியின் அலகுகளில் (W) ச்பாட் கோணத்தால் மட்டுப்படுத்தப்படாவிட்டால் இந்த ஒளி அதன் முழு பகுதியிலும் வெளிவரும் ஆற்றல் வெளிப்படும்முழு காட்சி / முன்னோட்ட வரம்புENUM வரையறையை இப்போது நேரடியாக முனையில் அணுகலாம். இது பின்தங்கிய பொருந்தக்கூடிய தன்மைக்கு உள்ளது.செயல்பட இலக்கு துகள்கள் நிகழ்வுபயன்படுத்த புள்ளியின் சரியான இடம்முனை மரத்தின் அண்மைக் கால மதிப்பீட்டிலிருந்து செயல்படுத்தும் நேரம். சட்டகம் மற்றும் குழு முனைகளுக்கு, அனைத்து துணை முனைகளுக்கான நேரம்ஒவ்வொரு குழுவிற்கும் சராசரியிலிருந்து எதிர்பார்க்கப்படும் சதுர விலகல்இந்த முனைக்கான சோதனை விருப்பம் முடக்கப்பட்டுள்ளதுநீட்டிப்பு இந்த அமைப்புடன் பொருந்தாது: {:s}ஃச் அச்சுக்கு பயன்படுத்தப்படும் நீட்டிப்பு பயன்முறைநீட்டிப்பு முறை ஒய் அச்சுக்கு பயன்படுத்தப்படுகிறதுகண்ணை கூசும் சிறப்பம்சங்கள்ஒவ்வொரு லூப் முக்கோணத்திற்கும் முகம் குறியீடுதரவை மீட்டெடுக்க முகம். சூழலில் இருந்து முகத்திற்கு இயல்புநிலைபுதிய புள்ளிகளுக்கான அசல் புள்ளியின் ஒளிபுகாநிலைக்கு பொருந்தும் காரணிபுதிய புள்ளிகளுக்கான அசல் புள்ளியின் ஆரம் பயன்படுத்துவதற்கான காரணிவிசைகளை அளவிடுவதற்கான காரணிநற்பொருத்தம் தொகுப்பு காப்பக அடிப்படை அடைவு பெயர் சரியான அடையாளங்காட்டி அல்ல: '{:s}'அம்ச தொகுப்பு காப்பகத்தில் ரிக் அல்லது மெட்டாரிக்கள் இல்லை, அல்லது காணவில்லை __init__.pyஅம்ச தொகுப்பு காப்பகத்தில் ஒரு அடிப்படை அடைவு இருக்க வேண்டும்விளைவு பற்றிய கருத்துசேமிப்புகளைச் சேமிக்கப் பயன்படுத்தப்படும் கோப்பு நீட்டிப்புகோப்பு கையாளுதல் சிட்டைகோப்பு சரியான பிளெண்டர் கோப்பு அல்ல.ஏற்றுமதி செய்ய பயன்படுத்தப்படும் கோப்பு பாதைகோப்பு ஒரு புதிய பதிப்பால் சேமிக்கப்பட்டது, அதை கலப்பான் %s அல்லது அதற்குப் பிறகு திறக்கவும்ஏற்றுமதி செய்யப்படும் முதல் சட்டகம்முதல் வெளியீடு ஒரு வடிவியல் சாக்கெட் இருக்க வேண்டும்ஐந்து குத்துச்சண்டை மந்திரவாதிகள் விரைவாக குதித்தனர்! 0123456789கால்விரலின் அடிப்பகுதியைச் சுற்றி கால் முன்னணிகணுக்கால் கால்கள் முன்னிலைப்படுத்துகின்றனகணுக்கால் முன்னிலை, கூடுதல் கால் பிவோட்டுடன்முன்புறத்தின் ஆல்பா படி முன்புறம் பின்னணிக்கு மேல் செல்கிறதுமுன்புறத்தின் ஆல்பாவின் படி முன்புறம் பின்னணிக்கு மேல் செல்கிறது, ஆனால் அது மிகவும் ஒளிபுகாவாக இருந்தால் முன்புறம் பின்னணியை முழுவதுமாக உள்ளடக்கும்முன்புறம் முன்புறத்தின் ஆல்பாவின் படி பின்னணிக்கு மேல் செல்கிறது, அதே நேரத்தில் பின்னணியானது முன்புறத்தில் வைக்கப்படுகிறது.வரிசை வடிவத்துடன் முன்னோக்கி திசைஃப்ராக்டல் ஆஃப்செட்a இன் பின்னம் பகுதிநுழைவு வாரியாக பின்னம் பகுதிகாட்சியில் பிரேம் எண்காலவரிசை மார்க்கர் தோன்றும் சட்டகம்இந்த ச்கெட்ச் தோன்றும் சட்டகம்மதிப்பீடு செய்வதற்கான சட்டகம் (0 இல் தொடங்கி)பொருளின் இலவச அளவிடுதல் அச்சுஆஃப்செட்டின் அதிர்வெண் (1/மொத்த நீளம்)ஆதாய பெருக்கிஉருவாக்கப்பட்ட கண்ணை கூசும்உருவாக்கப்பட்ட சீரற்ற எண் ஒரு வளைவின் ஒவ்வொரு கட்டுப்பாட்டு புள்ளிக்கும் ஒரே மாதிரியானதுடைன்டோபோ செயல்படுத்தப்பட்டதன் மூலம் வடிவவியலை பிரித்தெடுக்க முடியாதுவடிவவியலின் இயல்பான திசைமெய்நிகர் ரியாலிட்டி அமர்வுகளுடன் பயன்படுத்த கிச்மோச் செய்யப்படுகிறது மற்றும் சிறப்பு மறுவடிவமைப்பு மேலாண்மை தேவைப்படுகிறதுgltf வடிவமைப்பிற்கு வழக்கமான கிராபிக்ச் வன்பொருளில் வழங்குவதற்குத் தேவையான, இடைவிடாத இயல்புகள், புறஊதா மற்றும் பிற வெர்டெக்ச் பண்புகளை தனித்தனி செங்குத்துகளாக சேமிக்க வேண்டும். இந்த விருப்பம் முடிந்தவரை இணை அமைந்துள்ள செங்குத்துகளை இணைக்க முயற்சிக்கிறது. தற்போது வெர்ட்டுகளை வெவ்வேறு இயல்புகளுடன் இணைக்க முடியாதுபசை எலும்பு கட்டுப்பாட்டு எலும்பின் குழந்தையாகிறதுபசை எலும்பு நகல் உருமாற்றங்களுடன் கட்டுப்பாட்டு எலும்பின் உடன்பிறப்பாக மாறுகிறதுபசை எலும்பு அதன் பெற்றோரை வைத்திருக்கிறது, ஆனால் உள்ளக இடமாக உள்ளக மற்றும் பெற்றோர் தூண்டப்பட்ட இயக்கத்தை குழுவாகக் குழுவுக்கு நகல் மாற்றங்களைப் பயன்படுத்துகிறதுகிராபிக்ச் பின்தளத்தில் விருப்பங்களின் கணினி பிரிவில் மாற்றப்படலாம்.பிணைப்புக்கான கட்டம் அளவுஒவ்வொரு வோக்சலிலும் கட்டத்தின் மதிப்புஒவ்வொரு குழு நிகழ்வின் குழு ஐடிகைப்பிடியை எங்கும் நகர்த்தலாம், மேலும் புள்ளியின் மற்ற கைப்பிடியை பாதிக்காதுபயிர் பகுதியின் உயரம்சிலிண்டரின் உயரம்சுழல் அடிப்பகுதிக்கு செங்குத்தாக உயரம்இந்த பல்லுறுப்புக்கோவைக்கு 'ஃச்' இன் மிக உயர்ந்த ஆற்றல் (குணகங்களின் எண்ணிக்கை - 1)ஒவ்வொரு குழுவிலும் மிக உயர்ந்த மதிப்புமிக அண்மைக் காலத்தில் ஒதுக்கப்பட்ட அதிரடி ச்லாட்டின் அடையாளங்காட்டி. இந்த தடைக்கு எந்த செயலின் துணைத் தொகுப்பு கருதப்படுகிறது என்பதை ச்லாட் அடையாளம் காட்டுகிறது, மேலும் ஒரு செயலை ஒதுக்கும்போது சரியான ச்லாட்டைக் கண்டுபிடிக்க அதன் அடையாளங்காட்டி பயன்படுத்தப்படுகிறது.மிக அண்மைக் காலத்தில் ஒதுக்கப்பட்ட அதிரடி ச்லாட்டின் அடையாளங்காட்டி. இந்த தரவு-தொகுதிக்கு செயலின் எந்த துணைத் தொகுப்பு கருதப்படுகிறது என்பதை ச்லாட் அடையாளம் காட்டுகிறது, மேலும் ஒரு செயலை ஒதுக்கும்போது சரியான ச்லாட்டைக் கண்டுபிடிக்க அதன் அடையாளங்காட்டி பயன்படுத்தப்படுகிறது.மிக அண்மைக் காலத்தில் ஒதுக்கப்பட்ட அதிரடி ச்லாட்டின் அடையாளங்காட்டி. இந்த துண்டுக்கு செயலின் எந்த துணைத் தொகுப்பு கருதப்படுகிறது என்பதை ச்லாட் அடையாளம் காட்டுகிறது, மேலும் ஒரு செயலை ஒதுக்கும்போது சரியான ச்லாட்டைக் கண்டுபிடிக்க அதன் அடையாளங்காட்டி பயன்படுத்தப்படுகிறது.இந்த குறிச்சொல்லை உருவாக்கும் அடையாளங்காட்டிஉருவாக்கப்பட்ட கண்ணை கூசும் படம் சேர்க்கப்பட்டதுஇறக்குமதி செய்யப்பட்ட ஐடி. இது இணைக்கப்பட்ட அல்லது சேர்க்கப்படும் வரை எதுவும் இல்லை. சேர்க்கப்படும்போது `` மறுபயன்பாடு_லோகல்_ஐடி`` க்கு சமமாக இருக்கலாம்சூழலில் இருந்து குறியீடுஇலக்கு பொருளில் துகள் அமைப்பின் அட்டவணைஆர்மேச்சரின் செயலில் உள்ள எலும்பு சேகரிப்பின் குறியீடு; -1 செயலில் சேகரிப்பு இல்லாதபோது. இது எலும்பு சேகரிப்புகளின் அடிப்படை வரிசையை குறியீடாக்குகிறது என்பதை நினைவில் கொள்க, இது நீங்கள் எதிர்பார்க்கும் வரிசையில் இருக்காது. ரூட் சேகரிப்புகள் முதலில் பட்டியலிடப்பட்டுள்ளன, மேலும் உடன்பிறப்புகள் எப்போதும் தொடர்ச்சியானவை. தவிர, எலும்பு சேகரிப்புகள் எந்த வரிசையிலும் இருக்கக்கூடும், இதனால் இந்த குறியீட்டை அதிகரிப்பது அல்லது குறைப்பது செயலில் உள்ள எலும்பு சேகரிப்பு எதிர்பாராத வழிகளில் செல்லக்கூடும். மேலும் கணிக்கக்கூடிய இடைமுகத்திற்கு, `` செயலில்`` அல்லது `` ஆக்டிவ்_நேம்`` ஐப் பயன்படுத்தவும்.ரெண்டரிங்கிற்கான குறைவடைப்பாகப் பயன்படுத்தப்படும் வண்ண பண்புக்கூறின் குறியீடுகட்டுப்பாட்டு புள்ளியின் குறியீடு மற்றும் முழு வளைவுகள் தரவு-தடுப்புக்குள் ஆஃப்செட்மதிப்பீடு செய்ய கட்டுப்பாட்டு புள்ளியின் குறியீடு. தற்போதைய குறியீட்டின் இயல்புநிலைமுகத்தில் முதல் மூலையிலிருந்து தொடங்கும் மூலையின் குறியீடுகர்சரின் குறியீடுஒவ்வொரு வெர்டெக்சின் தீவின் குறியீடு. குறியீடுகள் ஒவ்வொரு தீவிலும் உள்ள மிகக் குறைந்த வெர்டெக்ச் குறியீட்டை அடிப்படையாகக் கொண்டவைமுகத்தின் குறியீடு மூலையின் ஒரு பகுதியாகும்விளிம்பில் முதல் வெர்டெக்சின் குறியீடுஆஃப்செட் மூலையின் குறியீடுவிளிம்பில் இரண்டாவது வெர்டெக்சின் குறியீடுஇந்த வளைவின் முதல் கட்டுப்பாட்டு புள்ளியின் அட்டவணைகட்டுப்பாட்டை நகர்த்துவதற்கான அட்டவணைவிளைவை நகர்த்துவதற்கான அட்டவணைமாற்றியமைப்பை நகர்த்துவதற்கான அட்டவணைஒவ்வொரு உறுப்புக்கும் நகல்களின் குறியீடுகள்ச்லாட்டை உயிரூட்டுகின்ற தனிப்பட்ட எஃப்-வளைவுகள்முந்தைய அடுக்குடன் தொடர்புடைய ஒரு வோரோனோய் அடுக்கின் தாக்கம்ஆரம்ப அம்ச அமைப்புகர்சரை வைக்கும்போது பயன்படுத்தப்படும் ஆரம்ப ஆழம்வேலைவாய்ப்புக்கான ஆரம்ப நிலைஉள்ளீடு கட்டம் ஒரு சீரான வோக்சல் அளவைக் கொண்டிருக்க வேண்டும்.உள்ளீடுகள் தவறானவை, அல்லது வழிமுறை முறையற்ற முறையில் அழைக்கப்படுகிறதுமுகமூடியின் எல்லையில் உள்ள பிக்சலின் முழு எண் ஒருங்கிணைக்கிறதுa இன் முழுஎண் பகுதி, பகுதியளவு இலக்கங்களை நீக்குகிறதுஇந்த செயலின் நோக்கம் கொண்ட பிளேபேக் பிரேம் வரம்பு, கிடைத்தால் கைமுறையாக அமைக்கப்பட்ட வரம்பைப் பயன்படுத்துதல் அல்லது இந்த செயலில் உள்ள அனைத்து எஃப்-வளைவுகளின் ஒருங்கிணைந்த பிரேம் வரம்பையும் பயன்படுத்தவில்லை என்றால் (ஒதுக்கீடு கையேடு பிரேம் வரம்பை அமைக்கிறது)கபோர் சத்தத்தின் தீவிரம், இது சீரற்ற கட்டம் இல்லைபிறழ்வு விளைவின் தீவிரம்இந்த வளைவு உறுப்புக்கான இடைக்கணிப்பு வகைகுறுக்குவெட்டு வரி அதிக குறுக்குவெட்டு முன்னுரிமை மதிப்புடன் பொருளில் சேர்க்கப்படும்உள்ளீடு தலைகீழாக இல்லாவிட்டால் தலைகீழ் மேட்ரிக்ச் அல்லது அடையாள அணிகர்னல் ஒரு வண்ணம் மற்றும் கர்னலின் ஒவ்வொரு சேனலும் உள்ளீட்டில் உள்ள ஒவ்வொரு சேனலுடனும் இணைக்கப்படும்.கர்னல் ஒரு மிதவை மற்றும் அனைத்து உள்ளீட்டு சேனல்களுடன் இணைக்கப்படும்சேர்க்க வகையான களஞ்சியம்பயன்படுத்த வேண்டிய சுழற்சி வகை, பிற சுழற்சி முறைகளின் மதிப்புகள் பயன்படுத்தப்படாதுநீக்குவதற்கான பக்கவாதம் அல்லது நிரப்புதல்கள்இந்த முனையிலிருந்து பெற்றோர் குழு முனைக்கு பரப்ப வேண்டிய செய்திகளின் வகைகள்சிறிய அல்லது சமமான மிகப்பெரிய முழுஎண் aA மற்றும் B மதிப்புகள் ஒவ்வொன்றிலும் பிரிக்கும் மிகப்பெரிய நேர்மறை முழு எண், எ.கா. சி.சி.டி (8,12) = 4சங்கிலியின் கடைசி எலும்பு நேரடியாகக் கட்டுப்படுத்தப்படுகிறது, இது ஒரு ஐகே கை நடுப்பகுதி அதை அடைய நீண்டுள்ளதுஏற்றுமதி செய்யப்பட வேண்டிய கடைசி சட்டகம்அடுக்கு குழு இடைமுகம் இல் விரிவாக்கப்பட்டுள்ளதுஅடுக்கு மர முனை (அதாவது மேலே) இதுஅடுக்கு மர முனை முன் (அதாவது கீழே) இதுசூழலில் இருந்து இடது Bézier கட்டுப்பாட்டு புள்ளி கைப்பிடிகைப்பிடிகள் பயன்படுத்தப்பட்ட பிறகு இந்த துண்டின் உள்ளடக்கங்களின் நீளம்கைப்பிடிகள் பயன்படுத்தப்படுவதற்கு முன்பு இந்த துண்டின் உள்ளடக்கங்களின் நீளம்அச்சு திசைகளில் தூரத்தின் நீளம்மிக நீளமான அச்சு பயணத்தின் நீளம்இணைக்கப்பட்ட ஐடியின் நூலகம் மேலெழுகிறது. அது உருவாக்கப்படும் வரை எதுவும் இல்லைமுடியின் மேற்பரப்பில் இருந்து குதிக்கும் ஒளிமுடி வழியாகச் சென்று மறுபுறம் வெளியேறும் ஒளிஅதிக முன்னுரிமையின் வரி நிறம் மூலப்பொருள் எல்லைகளில் பயன்படுத்தப்படுகிறதுஇணைக்கப்பட்ட ஐடி மற்ற தொடர்பில்லாத பயன்பாடுகளைக் கொண்டிருந்தது, எனவே இது ஒரு உள்ளக நகலில் நகலெடுக்கப்பட்டுள்ளதுஇணைப்புகள் ஆதரிக்கப்படாத ஒரு சுழற்சியை உருவாக்குகின்றனஇணைப்புகள் உடன்பிறப்புகளாக இருக்க வேண்டும்இந்த என்எல்ஏ துண்டுக்கு ஏற்றச் செயல் இடங்களின் பட்டியல்இந்த செயலை உருவாக்கும் அடுக்குகளின் பட்டியல்இந்த செயலில் இடங்களின் பட்டியல்இந்த அனிமேசன் தரவு-தடுப்பில் உள்ள இடங்களின் பட்டியல்இந்த அனிமேசன் லேயரில் இருக்கும் கீற்றுகளின் பட்டியல்இந்த சொத்து குறிக்கும் உள்ளக தரவு-தடுப்பு; இந்த கோப்பில் தரவுத் தடுப்பு என்றால் மட்டுமே செல்லுபடியாகும்நீட்டிப்புகளைக் கொண்ட உள்ளக அடைவுதுன்பம் சேப் டிரான்ச்ஃபார்ம் எலும்பின் இருப்பிடமும் நோக்குநிலையும் கிச்மோசை மாற்றுவதற்கும் 3டி வியூபோர்ட்டில் உள்ள மற்ற டிரான்ச்ஃபார்ம் ஆபரேட்டர்களுக்கும் பயன்படுத்தப்படும். முடக்கப்பட்டிருக்கும் போது, தனிப்பயன் எலும்பு வடிவ உருமாற்றம் மேலெழுதப்பட்டாலும் கூட, 3D வியூபோர்ட் இவற்றுக்கான உண்மையான எலும்பு உருமாற்றத்தைப் பயன்படுத்தும்.இருப்பிடம் தானாகவே மென்மையாக கணக்கிடப்படுகிறதுஅடுத்த/முந்தைய கட்டுப்பாட்டு புள்ளியை சுட்டிக்காட்ட இருப்பிடம் கணக்கிடப்படுகிறதுமற்ற கைப்பிடியைப் போல எதிர் திசையில் சுட்டிக்காட்ட இருப்பிடம் கட்டுப்படுத்தப்பட்டுள்ளதுமாற்றியமைக்கப்பட்ட பொருளின் உள்ளக இடத்தில் காட்சியின் 3d கர்சரின் இருப்பிடம்ஒவ்வொரு குழுவிலும் மிகக் குறைந்த மதிப்புபதிவு சராசரி ஒளிரும், பொதுவாக நடுத்தர சாம்பல் மதிப்புக்கு அமைக்கப்படும் ஒளிர்வுதுணி மூலப்பொருளில் ஒவ்வொரு வெர்டெக்சின் நிறைபுதிய வீச்சுகள் பயன்படுத்த வேண்டிய மூலப்பொருள்மேட் வெள்ளை மட்டத்தை விட வெள்ளை நிறத்தை விட இதுபோன்ற மேட் மதிப்புகளை மாற்றியமைக்கிறது. அடையாளம் காணப்பட்ட விளிம்புகளில் உள்ள படப்புள்ளிகள் விவரங்களை பாதுகாக்க மறுபிரவேசத்திலிருந்து விலக்கப்படுகின்றனமேட் அத்தகைய மேட் மதிப்புகளை கறுப்பு மட்டத்தை விட குறைவாக மாற்றியமைக்கிறது. அடையாளம் காணப்பட்ட விளிம்புகளில் உள்ள படப்புள்ளிகள் விவரங்களை பாதுகாக்க மறுபிரவேசத்திலிருந்து விலக்கப்படுகின்றனஅதிகபட்ச தூரம் ஒரு வெர்டெக்ச் இடம்பெயரலாம். இந்த வாசலில் இடப்பெயர்வுகள் தெரிவுநிலை சிக்கல்களை ஏற்படுத்தக்கூடும்.பாதிக்கப்பட்ட செங்குத்துகளுக்கு விமானத்திற்கு மேலே அதிகபட்ச தூரம். உயரத்தை அதிகரிப்பது விமானத்திற்கு மேலே உள்ள செங்குத்துகளை பாதிக்கிறது.பாதிக்கப்பட்ட செங்குத்துகளுக்கு விமானத்திற்கு கீழே அதிகபட்ச தூரம். ஆழத்தை அதிகரிப்பது விமானத்திற்கு கீழே செங்குத்துகளை பாதிக்கிறது.a மற்றும் b இலிருந்து அதிகபட்சம்மென்மையான சி உடன் a மற்றும் b இலிருந்து அதிகபட்சம் cசில நொடிகளில் வீச்சுகள் இடையே அதிகபட்ச இடைவெளிபடைப்பின் போது உள் வேனில் கொண்ட அதிகபட்ச நீளம். உள் புள்ளிகளுக்கு இடையிலான தூரம் இதை விட அதிகமாக இருந்தால், இந்த புள்ளிகளுக்கு இடையில் எந்த உள் வசந்தமும் உருவாக்கப்படாது. பூச்சியத்தின் நீளம் என்பது நீள வரம்பு இல்லை என்பதாகும்.பயிற்சி பாதை வழிகாட்டுதலுக்குப் பயன்படுத்தப்படும் அதிகபட்ச மாதிரிகள். அதிக மாதிரிகள் மிகவும் துல்லியமான வழிகாட்டுதலுக்கு வழிவகுக்கும், இருப்பினும் வழிகாட்டுதல் போதுமான துல்லியமாக இருந்தவுடன் தேவையில்லாமல் ரெண்டரை மெதுவாக்கலாம். 0 இன் மதிப்பு கடைசி மாதிரி வரை பயிற்சியைத் தொடரும்செயலில் மற்றும் தேர்ந்தெடுக்கப்பட்ட பொருள்களுக்கு இடையில் பொருந்தக்கூடிய புள்ளிகளுக்கான அதிகபட்ச கதிர் தூரம். பூச்சியமாக இருந்தால், வரம்பு இல்லைசெயலில் மற்றும் தேர்ந்தெடுக்கப்பட்ட பொருள்களுக்கு இடையில் பொருந்தக்கூடிய புள்ளிகளுக்கான அதிகபட்ச கதிர் தூரம். பூச்சியமாக இருந்தால், வரம்பு இல்லை.A மற்றும் B இலிருந்து அதிகபட்ச மதிப்பு, அதிகபட்சம் (A, B)மாதிரிக்கு மெச் புறஊதா வரைபடம். ஒன்றுடன் ஒன்று முகங்கள் இருக்கக்கூடாதுகண்ணி மூலப்பொருட்களைக் காணவில்லைகண்ணி உருவகப்படுத்துதல் இந்த காரணியால் அளவிடப்படுகிறது (களத்தின் அடிப்படை தீர்மானத்துடன் ஒப்பிடும்போது). சிறந்த மெசிங்கிற்கு, இந்த மதிப்புடன் கண்ணி துகள் ஆரம் சரிசெய்ய பரிந்துரைக்கப்படுகிறது.உள்/வெளிப்புற அழுத்தம் ஒரே மாதிரியாக இருக்கும் கண்ணி அளவு. பூச்சியமாக அமைக்கப்பட்டால், அளவின் மாற்றம் அழுத்தத்தை பாதிக்காது.பெவலின் அளவை தீர்மானிப்பதற்கான முறைநகர்வு, சுழற்சி மற்றும் அளவுகோல் (g, r, s) போன்ற கருவிகளை செயல்படுத்த விசைகளின் முறைகுறுக்குவெட்டுகளில் மெச்களை உருவாக்க பயன்படுத்த வேண்டிய முறைகுறுக்குவெட்டுகளில் கண்ணி உருவாக்க பயன்படுத்த வேண்டிய முறைஇறகு ஆஃப்செட்டைக் கணக்கிடப் பயன்படுத்தப்படும் முறைஒவ்வொரு குழுவிலும் நடுத்தர மதிப்பு அனைத்து மதிப்புகளும் மிகக் குறைந்த முதல் மிக உயர்ந்த வரை வரிசைப்படுத்தப்படும் போதுவழிகாட்டுதலைப் பயன்படுத்துவதற்கான ஒரு மூலப்பொருளின் குறைந்தபட்ச கடினத்தன்மை மதிப்புa மற்றும் b இலிருந்து குறைந்தபட்சம்மென்மையான சிA மற்றும் B இலிருந்து குறைந்தபட்ச மதிப்பு, மணித்துளி (a, b)மாற்றியமைத்தல் புள்ளியின் புறஊதா சுழற்சி காரணியை பாதிக்கிறதுமாற்றியமைத்தல் புள்ளியின் வண்ண வலிமையை பாதிக்கிறதுமாற்றியமைத்தல் புள்ளியின் நிலையை பாதிக்கிறதுமாற்றியமைத்தல் புள்ளியின் தடிமன் பாதிக்கிறதுபயன்படுத்தப்படும் மாற்றியமைத்தல் சிதைந்த இடங்களை ஆதரிக்காதுஅம்சத் தொகுப்புகளுக்கு '{:s}' என்ற பெயர் அனுமதிக்கப்படவில்லைஅந்த அமைப்புகளைச் சேமிக்கும் சாதொபொகு கோப்பின் பெயர் (துரதிர்ச்டவசமாக, கலப்பானின் அமைப்பு இங்கே வேலை செய்யாது)ஆர்மேச்சரின் செயலில் உள்ள எலும்பு சேகரிப்பின் பெயர்; செயலில் சேகரிப்பு இல்லாதபோது காலியாக உள்ளதுபெவல் வடிவத்தை வரையறுக்கும் வளைவு பொருளின் பெயர்காட்சி மற்றும் திருத்துதல் செய்வதற்கான செயலில் உள்ள வண்ண பண்புக்கூறின் பெயர்செயலில் விசை உள்ளமைவின் பெயர்ஒவ்வொரு வளைவின் இணைப்பையும் வரையறுக்கப் பயன்படுத்தப்படும் மேற்பரப்பு கண்ணி மீது பண்புக்கூறின் பெயர்இயல்புநிலை வண்ண பண்புக்கூறின் பெயர் ரெண்டரிங்கிற்கான குறைவடையும்மர முனையின் பெயர்கிரிட் இண்டெக்ச் ச்பேசிலிருந்து ஆப்செக்ட் ச்பேசாக புதிய மாற்றம்.புதிய மாற்றம் செல்லுபடியாகும் மற்றும் வெற்றிகரமாக கட்டத்திற்குப் பயன்படுத்தப்பட்டது.புதிதாக இணைக்கப்பட்ட ஐடி உள்ளக செய்யப்பட்டுள்ளதுமுனை குழு வடிவியல் மாற்றியாக பயன்படுத்தப்படுகிறதுமுனை குழு ஒரு கருவியாக பயன்படுத்தப்படுகிறதுமுனை குழு கிரீச் பென்சிலுக்கு பயன்படுத்தப்படுகிறதுமுனை குழு வளைவுகளுக்கு பயன்படுத்தப்படுகிறதுமுனை குழு மெச்களுக்கு பயன்படுத்தப்படுகிறதுபுள்ளி மேகங்களுக்கு முனை குழு பயன்படுத்தப்படுகிறதுமுனை குழு திருத்து பயன்முறையில் பயன்படுத்தப்படுகிறதுமுனை குழு பொருள் பயன்முறையில் பயன்படுத்தப்படுகிறதுமுனை குழு வண்ணப்பூச்சு பயன்முறையில் பயன்படுத்தப்படுகிறதுமுனை குழு சிற்பம் பயன்முறையில் பயன்படுத்தப்படுகிறதுமுனை குழுவில் வடிவியல் வெளியீட்டு சாக்கெட் இருக்க வேண்டும்முனை சிட்டைமுனை சாக்கெட்டின் இயல்புநிலை மதிப்புமுனை மரம் சிட்டைஒலி உருவகப்படுத்துதல் இந்த காரணியால் அளவிடப்படுகிறது (களத்தின் அடிப்படை தீர்மானத்துடன் ஒப்பிடும்போது)ஒவ்வொரு முகத்தின் இயல்பான திசையும், முறுக்கு வரிசை மற்றும் அதன் செங்குத்துகளின் நிலை ஆகியவற்றால் வரையறுக்கப்படுகிறதுஒவ்வொரு வெர்டெக்சின் இயல்பான திசையும், சுற்றியுள்ள முக இயல்புகளின் சராசரி என வரையறுக்கப்படுகிறதுமுகம் மூலையின் இயல்பான திசை, கூர்மையான முகங்கள், கூர்மையான விளிம்புகள் மற்றும் தனிப்பயன் இயல்பான தரவுகளை கணக்கில் எடுத்துக்கொள்கிறதுமூன்று புள்ளிகளால் விவரிக்கப்பட்ட விமானத்தின் இயல்பான திசை, நேர்மறை சட் அச்சை நோக்கி சுட்டிக்காட்டுகிறதுவோரோனோய் அடுக்குகளின் எண்ணிக்கைஅனிமேசன் பிரேம்களின் எண்ணிக்கை. ஒரு படம் என்றால், 1ஒவ்வொரு இணை கட்டுப்பாட்டு புள்ளிகளுக்கும் இடையில் வி திசையில் கணக்கிடப்பட்ட புள்ளிகளின் எண்ணிக்கைவட்ட முகங்களை நிரப்ப பயன்படுத்தப்படும் செறிவு மோதிரங்களின் எண்ணிக்கைஇந்த பிரிவில் சேர்க்க அசல் பக்கவாதத்திலிருந்து தொடர்ச்சியான புள்ளிகளின் எண்ணிக்கைபயணத்திற்கு வளைவுடன் கட்டுப்பாட்டு புள்ளிகளின் எண்ணிக்கைஒவ்வொரு புள்ளியையும் பின்பற்றும் பிரிவில் உருவாக்க கட்டுப்பாட்டு புள்ளிகளின் எண்ணிக்கைஉருவாக்க வேண்டிய பிரதிகளின் எண்ணிக்கைமுகத்தில் உள்ள மூலைகளின் எண்ணிக்கைமுடிவைக் கண்டுபிடிப்பதற்கு முன் முகத்தை சுற்றி நகர்த்த வேண்டிய மூலைகளின் எண்ணிக்கை, தேவைப்பட்டால் முகத்தின் தொடக்கத்தை சுற்றி வருகிறதுஒவ்வொரு உறுப்புக்கும் உருவாக்க நகல்களின் எண்ணிக்கைஒவ்வொரு வெர்டெக்சுடனும் இணைக்கப்பட்ட விளிம்புகளின் எண்ணிக்கைவளைவில் விளிம்புகளின் எண்ணிக்கைகூம்பின் பக்கத்தில் செங்குத்தாக இயங்கும் விளிம்புகளின் எண்ணிக்கைபட்டியலில் உள்ள உறுப்புகளின் எண்ணிக்கைவளைவில் மதிப்பிடப்பட்ட புள்ளிகளின் எண்ணிக்கைஒவ்வொரு விளிம்பிலும் இணைக்கப்பட்ட முகங்கள் அல்லது மூலைகளின் எண்ணிக்கைஒவ்வொரு வெர்டெக்சுடனும் இணைக்கப்பட்ட முகங்கள் அல்லது மூலைகளின் எண்ணிக்கைஒவ்வொரு விளிம்பையும் அவற்றின் பக்கங்களில் ஒன்றாகப் பயன்படுத்தும் முகங்களின் எண்ணிக்கைபொக்கேவில் உள்ள மடிப்புகளின் எண்ணிக்கைபாதையில் பயணிக்க தேவையான பிரேம்களின் எண்ணிக்கை, 'மதிப்பீட்டு நேர' அமைப்பிற்கான அதிகபட்ச மதிப்பை வரையறுக்கிறதுஒவ்வொரு கீஃப்ரேமிலும் சராசரியாக இருக்க வேண்டிய ஃப்ரேம்களின் எண்ணிக்கை. அதிக மதிப்புகள் இன்னும் மென்மையாக்க அனுமதிக்கின்றன, ஆனால் செயல்திறனைக் குறைக்கும்.FPS சராசரியைக் கணக்கிடுவதற்கு பயன்படுத்த வேண்டிய பிரேம்களின் எண்ணிக்கை. பூச்சியம் இதை தானாக கணக்கிட, அங்கு மாதிரிகளின் எண்ணிக்கை இலக்கு FPS உடன் பொருந்துகிறது.சிக்கலைக் குறைக்க தவிர்க்க உருவாக்கப்பட்ட பிரிவுகளின் எண்ணிக்கைகோச்ட் கண்ணை கூசுவதற்கான பேய்களின் எண்ணிக்கை அல்லது கோடுகள் மற்றும் எளிய நட்சத்திரங்களுக்கான கண்ணை கூசும் தகுதி மற்றும் பரவல்கிடைமட்ட மோதிரங்களின் எண்ணிக்கைஇந்த வரைபடத்தால் பயன்படுத்தப்படும் கீஃப்ரேம்களின் எண்ணிக்கைஒலி எண்களின் எண்ணிக்கை. அதிக மதிப்புகள் இன்னும் விரிவான சத்தத்தைத் தருகின்றன, ஆனால் வழங்குதல் நேரத்தை அதிகரிக்கவும்தற்போதைய கோப்பகத்தில் பராமரிக்க பழைய பதிப்புகளின் எண்ணிக்கை, கைமுறையாக சேமிக்கும்போதுஅதே வெளியீட்டு பிக்சலுடன் ஒத்த பிக்சல்களின் எண்ணிக்கைவளைவில் உள்ள புள்ளிகளின் எண்ணிக்கைவளைவின் புள்ளிகளின் எண்ணிக்கைஇந்த பிரிவுக்குப் பிறகு தவிர்க்கப்பட்ட புள்ளிகளின் எண்ணிக்கைஉருவாக்க வேண்டிய புள்ளிகளின் எண்ணிக்கைநேராக பிரிவுகளை உருவாக்க தவிர்க்க வேண்டிய புள்ளிகளின் எண்ணிக்கைஒவ்வொரு பக்கத்திலும் செவ்வக பிரிவுகளின் எண்ணிக்கைஇந்த துணைக்குழுவில் வழங்க மாதிரிகளின் எண்ணிக்கைஇயக்க மங்கலான தோராயமாக பயன்படுத்தப்படும் மாதிரிகளின் எண்ணிக்கைமங்கலைக் கணக்கிடப் பயன்படுத்தப்படும் மாதிரிகளின் எண்ணிக்கை. அதிக மாதிரிகள், அதிக கணக்கீட்டு நேரத்தின் இழப்பில், மென்மையான முடிவு. மாதிரிகளின் உண்மையான எண்ணிக்கை இந்த உள்ளீட்டின் சக்திக்கு இரண்டு ஆகும், எனவே இது அதிவேகமாக அதிகரிக்கிறதுமங்கலைக் கணக்கிடப் பயன்படுத்தப்படும் மாதிரிகளின் எண்ணிக்கை. இதன் விளைவாக மென்மையான மாதிரிகள் மென்மையானவை, ஆனால் அதிக கணக்கீட்டு நேரத்தின் இழப்பில். இந்த உள்ளீட்டின் சக்திக்கு மாதிரிகளின் உண்மையான எண்ணிக்கை இரண்டு, எனவே இது அதிவேகமாக அதிகரிக்கிறதுபெவலின் ஒவ்வொரு காலாண்டு வட்டத்திலும் பிரிவுகளின் எண்ணிக்கைகோடுகளின் எண்ணிக்கைகுழி முகமூடி எத்தனை முறை மங்கலானதுமற்ற பொருள்களைப் பொறுத்தவரை இந்த பொருள் எத்தனை முறை மறுநிகழ்வு செய்யப்படுகிறதுஇணைக்கப்பட்ட விளிம்புகளின் எண்ணிக்கைக்கு சமமான இந்த வெர்டெக்சுடன் இணைக்கப்பட்ட செங்குத்துகளின் எண்ணிக்கைமேல் மற்றும் கீழ் வட்டங்களில் உள்ள செங்குத்துகளின் எண்ணிக்கைபொருள் %s வடிவ விசைகளை பூட்டியுள்ளனபொருள் வடிவியல் தானே ரெண்டரில் காணப்பட வேண்டும்பொருளுக்கு ஒரு அடுக்கு மட்டுமே உள்ளதுபொருளில் ஒரே ஒரு பொருள் மட்டுமே உள்ளதுஇலக்கு பொருளைச் சுற்றியுள்ள ஒரு மெய்நிகர் கோளத்திற்குள் பொருள் கட்டுப்படுத்தப்படுகிறது, வரம்பு தூரத்தால் வரையறுக்கப்பட்டுள்ளதுஇலக்கு பொருளைச் சுற்றியுள்ள ஒரு மெய்நிகர் கோளத்தின் மேற்பரப்பில் பொருள் கட்டுப்படுத்தப்படுகிறது, வரம்பு தூரத்தால் வரையறுக்கப்பட்டுள்ளதுஇலக்கு பொருளைச் சுற்றியுள்ள ஒரு மெய்நிகர் கோளத்திற்கு வெளியே பொருள் கட்டுப்படுத்தப்படுகிறது, வரம்பு தூரத்தால் வரையறுக்கப்பட்டுள்ளதுபொருள் ஒரு எலும்புக்கு ஊடுருவியுள்ளதுபொருள் ஒரு லட்டுக்கு ஊடுருவியுள்ளதுபொருள் ஒரு வெர்டெக்சுக்கு ஊடுருவியுள்ளதுபொருள் ஒரு பொருளுக்கு ஊடுருவியுள்ளதுஇலக்கு துகள் அமைப்பைக் கொண்ட பொருள் (அதே பொருள் என்றால் காலியாக)தரவு சுட்டிக்காட்டி குறிப்பிடும் பொருள் சரியான மாற்றியமைப்பாளர் அல்லஆஃப்செட் மிகவும் சிறியது, அதற்கு தேவையான வடிவவியலின் அளவை நாம் உருவாக்க முடியாதுவரைபட திருத்தியின் பின்னணிக்கு எதிராக தேர்வு செய்யப்படாத எஃப்-வளைவுகளின் ஒளிபுகாநிலைகொடுக்கப்பட்ட முறையின் அடிப்படையில் தேர்ந்தெடுக்கப்பட்ட செங்குத்துகள்/விளிம்புகள்/முகங்களின் வரிசை மாற்றியமைக்கப்படுகிறதுமண்டலத்தின் வெளியீட்டில் புதிய பண்புகளைக் கொண்ட அசல் உள்ளீட்டு வடிவியல்எந்தவொரு மாற்றத்திற்கும் முன் படத்தின் அசல் தீர்மானம் பிக்சல்களில்வெளியீடு ஒரு சதுர வளைவு (எதிர்மறை மதிப்புகள் எப்போதும் -1 இல் விளைகின்றன, மேலும் 1 இல் நேர்மறை))வெளியீட்டு முனை %s ஏற்கனவே %s உடன் இணைக்கப்பட்டுள்ளதுஇந்த தடையின் உரிமையாளர்இந்த அடுக்கு மர முனையின் பெற்றோர் குழுதுகள் உருவகப்படுத்துதல் இந்த காரணியால் அளவிடப்படுகிறது (களத்தின் அடிப்படை தீர்மானத்துடன் ஒப்பிடும்போது)உடன் வண்ணம் தீட்ட துகள் அமைப்புதேர்வில் வடிவவியலின் பகுதிகள்வடிவவியலின் பகுதிகள் தேர்வில் இல்லைமுதல் வெளியீட்டிற்கு செல்லும் வடிவவியலின் பகுதிகள்நீக்கப்பட வேண்டிய வடிவவியலின் பகுதிகள்வளைவின் தனிப்பயன் சுயவிவரத்திற்கான பாதைதனிப்பயன் சுயவிவரத்திற்கான பாதைஇடைமுகம் இலிருந்து மொழிபெயர்க்க அனுமதிக்க, உங்கள் உள்ளக எச்.வி.என்-மொழிபெயர்ப்பு நகலின் '/கிளைகள்' கோப்பகத்திற்கான பாதைஇந்த கருப்பொருளில் ஏற்றப்பட்ட முன்னமைக்கப்பட்ட பாதை (ஏதேனும் இருந்தால்)மாற்றியமைப்பாளரின் தொடர்ச்சியான UIDகபோர் சத்தத்தின் கட்டம், இது சீரற்ற தீவிரம் இல்லைபடப்புள்ளி அடர்த்தி மெட்டா-தரவு உதவி பட வடிவங்களுக்கு எழுதப்பட்டது. இந்த மதிப்பு பிபிஎம்-பேசால் பெருக்கப்படுகிறது, இது அலகு வரையறுக்கிறது (பொதுவாக அங்குலங்கள் அல்லது மீட்டர்)கூர்மைப்படுத்தும் முகமூடியின் படப்புள்ளி ஆரம்இலக்கு பொருளுக்குள் இருக்க புள்ளி கட்டுப்படுத்தப்பட்டுள்ளதுபுள்ளி இலக்கு பொருளுக்கு வெளியே இருக்க வேண்டும் என்று கட்டுப்படுத்தப்பட்டுள்ளதுஇலக்கு பொருளின் மேற்பரப்பில் புள்ளி கட்டுப்படுத்தப்படுகிறது, தூரத்திற்கு எப்போதும் வெளிப்புறத்திற்கு, அசல் இருப்பிடத்திலிருந்து அல்லது தொலைவில் உள்ளதுஇலக்கு பொருளின் மேற்பரப்பில் புள்ளி கட்டுப்படுத்தப்படுகிறது, தூர ஆஃப்செட் இலக்கு இயல்புடன் சரியாக பயன்படுத்தப்படுகிறதுஇலக்கு பொருளின் மேற்பரப்பில் புள்ளி கட்டுப்படுத்தப்படுகிறது, அசல் புள்ளி இருப்பிடத்தை நோக்கி தூரத்தை ஈடுசெய்கிறதுபுள்ளி ஒற்றை வோக்சலைக் காட்டிலும் ஒரு ஓடு (பல வோக்சல்கள்) குறிக்கிறதுஉருமாற்றங்கள் சுற்றியுள்ள நிலை. இயல்பாக்கப்பட்ட ஆயத்தொகுதிகளில் வரையறுக்கப்பட்டுள்ளது, எனவே 0 என்றால் கீழ் இடது மூலையையும் 1 என்பது படத்தின் மேல் வலது மூலையையும் குறிக்கிறதுஎலும்பில் உள்ள அச்சுகளுக்கான நிலை. மதிப்பை அதிகரிப்பது அதை நுனிக்கு நெருக்கமாக நகர்த்துகிறது; குறைவது அதை வேருக்கு நெருக்கமாக நகர்த்துகிறது.சூழலில் இருந்து நிலைவிளிம்பில் முதல் வெர்டெக்சின் நிலைசெயல்பாட்டின் தொடக்கத்தில் சுட்டி கர்சரின் நிலைவிளிம்பில் இரண்டாவது வெர்டெக்சின் நிலைஇயல்பாக்கப்பட்ட ஆயத்தொகுதிகளில் கதிர்களின் மூலத்தின் நிலை. 0 என்றால் கீழ் இடது மூலையில் மற்றும் 1 என்றால் மேல் வலது மூலையில்இயல்பாக்கப்பட்ட ஆயங்களில், உருமாற்றங்கள் சுழலும் நிலை. 0 என்றால் கீழ் இடது மூலை என்றும் 1 என்றால் படத்தின் மேல் வலது மூலை என்றும் பொருள்புதிய புள்ளிகளின் நிலைகள்இசையமைப்பாளர் இடைநிலை முடிவின் மதிப்புகளருகில்முதன்மை மற்றும் இரண்டாம் நிலை அச்சு வித்தியாசமாக இருக்க வேண்டும்ஒரு தொகுதிக்குள் ஒரு திசையை வழிநடத்தும் நிகழ்தகவுஒரு மேற்பரப்பில் ஒரு திசையை வழிநடத்தும் நிகழ்தகவுசுயவிவரம் ஒரு குழிவான அல்லது குவிந்த வளைவாக இருக்கலாம்சுயவிவரம் அதன் இறுதிப் புள்ளிகளுக்கு இடையில் எந்த தன்னிச்சையான பாதையாக இருக்கலாம்சுயவிவர வடிவம் (0.5 = சுற்று)சொத்து நீக்கப்பட்டதுவழங்கப்பட்ட தரவு முன்நிபந்தனைகளை நிறைவு செய்யவில்லைஇறுதி ரெண்டரை உரம் செய்யும் போது டெனோயிச் முனைகள் பயன்படுத்தும் தகுதி, முனைகளின் தர விருப்பம் காட்சியைப் பின்பற்ற அமைக்கப்பட்டால்காட்சியின் போது டெனோயிச் முனைகள் பயன்படுத்தும் தகுதி மற்றும் ஊடாடும் கலவையானது கணுக்களின் தர விருப்பம் காட்சியைப் பின்பற்ற அமைக்கப்பட்டால்புதிய புள்ளிகளின் கதிர்கள்உருவாக்கப்பட்ட பக்கவாதங்களுக்கான ஆரம்மூன்று புள்ளிகளால் விவரிக்கப்பட்ட வட்டத்தின் ஆரம்சிலிண்டரின் ஆரம்பாதிக்கப்படும் கோணங்களின் வரம்புகபோர் ஒலி விண்வெளி முழுவதும் மாறும் விகிதம். இது அளவிலான உள்ளீட்டிலிருந்து வேறுபட்டது, இது கபோர் இரைச்சல் திசைக்கு செங்குத்தாக மட்டுமே அளவிடுகிறதுஅகற்ற கீஃப்ரேம்களின் விகிதம்கட்டத்தின் அளவிற்கு மேல் மாதிரியின் மிகப்பெரிய பரிமாணத்தின் விகிதம்ஒரு நீள்வட்ட குறுக்குவெட்டின் முக்கிய அச்சுக்கு சிறிய அச்சின் விகிதம். பரிந்துரைக்கப்பட்ட மதிப்புகள் ஆசிய முடிக்கு 0.8 ~ 1, காகசியன் கூந்தலுக்கு 0.65 ~ 0.9, ஆப்பிரிக்க முடியுக்கு 0.5 ~ 0.65 ஆகும். முக்கிய அச்சு வளைவு இயல்புடன் சீரமைக்கப்பட்டுள்ளது, இது துகள் முடியில் ஆதரிக்கப்படவில்லைகலப்பானின் இந்த பதிப்பிற்கான குறிப்பு கையேடுநிழலுரு இருண்டு போகும் பகுதிகுழு பயன்படுத்தப் போகும் மண்டலம்பிராந்திய-விண்வெளி மவுச் ஃச் இருப்பிடம், பிக்சல்களில், இடதுபுறத்தில் 0 இலிருந்து அதிகரிக்கும்பிராந்திய-விண்வெளி சுட்டி ஒய் இருப்பிடம், பிக்சல்களில், கீழே 0 இலிருந்து அதிகரிக்கும்அதிக சப்ஃப்ரேம்கள் தேவைப்படுவதற்கு முன் ஒரு துகள் நகர்த்தக்கூடிய ஒப்பீட்டு தூரம் (இலக்கு கூரண்ட் எண்); 0.01 முதல் 0.3 வரை பரிந்துரைக்கப்பட்ட வரம்புமாடி பிரிவின் எஞ்சியவைfmod (a, b) ஐப் பயன்படுத்தி துண்டிக்கப்பட்ட பிரிவின் எஞ்சியவைதிருத்து பயன்முறையிலிருந்து ரெமிசர் இயங்க முடியாதுமாற்றியமைக்கும் அடுக்கில் ஒரு பன்முக மாற்றியமைப்பாளருடன் ரெமிசர் இயக்க முடியாதுடைன்டோபோ செயல்படுத்தப்பட்டதை ரெமிசர் இயக்க முடியாதுஇணைக்கப்பட்ட அல்லது தரவை மேலெழுதும்போது ரெலிசர் வேலை செய்ய முடியாதுதேர்ந்தெடுக்கப்பட்ட அனைத்து ஆக்‌சனின் பயனர்களையும் ரீமேப் செய்ய மாற்று ஆக்‌சன் அமர்வு uidஃச் திசையில் முகமூடியின் தீர்மானம்ஒய் திசையில் முகமூடியின் தீர்மானம்துகள் கட்டத்தின் தீர்மானம்ஒவ்வொரு வளைவு பிரிவிற்கும் பயன்படுத்துவதற்கான தீர்மானம்சூழலில் இருந்து சரியான Bézier கட்டுப்பாட்டு புள்ளி கைப்பிடிஅடுக்கு மரத்தின் வேர் முனைகள். ச்டாக் ஆர்டர் மூலம் வரிசைப்படுத்தப்பட்டது, அதாவது முதல் முனை என்பது அடுக்கு மரத்தின் மிகக் கீழே உள்ள முனை ஆகும்.சுழற்சி சேனல் வடிகட்டப்பட்டதுமாற்றியமைக்கப்பட்ட பொருளின் உள்ளக இடத்தில் காட்சியின் 3d கர்சரின் சுழற்சிபயன்படுத்த சுழற்சி வகை மற்றும் அச்சு வரிசைகோட் அடுக்கின் கடினத்தன்மைமுதல் மதிப்பில் தொடங்கி, தொடர்புடைய குழுவில் இயங்கும் மொத்த மதிப்புகள்பூச்சியத்தில் தொடங்கி, தொடர்புடைய குழுவில் இயங்கும் மொத்த மதிப்புகள்வளைவு பிரிவுகளுக்கு பயன்படுத்தப்படும் அளவிலான காரணிமுந்தைய அடுக்குடன் தொடர்புடைய ஒரு வோரோனோய் அடுக்கின் அளவுகபோர் சத்தத்தின் அளவுகாட்சியின் 3d கர்சர் இருப்பிடம் மற்றும் சுழற்சிமுழு பைதான் மொழிபெயர்ப்பாளரைப் பயன்படுத்தாமல் கைஉரை செய்யப்பட்ட வெளிப்பாட்டை மதிப்பீடு செய்யலாம்தேர்ந்தெடுக்கப்பட்ட ரிக் சேகரிப்புதேர்ந்தெடுக்கப்பட்ட ரிக் வகைதேர்ந்தெடுக்கப்பட்ட கீற்றுகள் ஒன்றுடன் ஒன்று இல்லைஉள்ளீட்டு அளவுகளின் அடிப்படையில் ச்ப்லைன்களின் தொடக்கத்திலும் முடிவிலிருந்தும் தேர்வுதேர்வில் %d பொருள் வகை (கள்) அடங்கும், அவை " %s" க்கு மாற்றத்தை ஆதரிக்கவில்லைஒவ்வொரு உறுப்புக்கும் மிதக்கும் புள்ளி மதிப்பாக தேர்வுஒவ்வொரு உறுப்புக்கும் உண்மையான அல்லது தவறான மதிப்பாகத் தேர்ந்தெடுப்பதுகோப்பு உலாவி பயன்முறைக்கான அமைப்பு ஒரு .கலப்பு கோப்பு, நூலகம் அல்லது ஒரு சிறப்பு கோப்பை ஏற்றபிரேம்களில் காசியன் விநியோகத்தின் வடிவம். குறைந்த மதிப்புகள் வடிகட்டி அகலம் முழுவதும் கூர்மையை அதிகரிக்கும்.காசியன் விநியோகத்தின் வடிவம், குறைந்த மதிப்புகள் அதை கூர்மையாக ஆக்குகின்றனபக்கவாதத்தின் தொடக்க மற்றும் முடிவின் வடிவம்ஒரு விளிம்பில் சந்திக்கும் இரண்டு முகங்களுக்கு இடையில் ரேடியன்களில் குறுகிய கோணம். தட்டையான விளிம்புகள் மற்றும் பன்மடங்கு அல்லாத விளிம்புகள் பூச்சியத்தின் கோணத்தைக் கொண்டுள்ளன. இந்த மதிப்பைக் கணக்கிடுவது கையொப்பமிடப்பட்ட கோணத்தை விட வேகமாக உள்ளதுசட்டர் தற்போதைய சட்டகத்தில் மூடுகிறதுதற்போதைய சட்டகத்தின் போது சட்டர் திறந்திருக்கும்சட்டர் தற்போதைய சட்டகத்தில் திறக்கிறதுதேர்ந்தெடுக்கப்பட்ட கைப்பிடியின் பக்கம்பிரிந்த பிறகு தேர்ந்தெடுக்கப்பட்ட பக்கம்தேர்வு பயன்படுத்தப்படும் பக்கம்கையொப்பமிடப்பட்ட கோணம் ஆர்க்டன் (ஏ / பி)ஒரு விளிம்பில் சந்திக்கும் இரண்டு முகங்களுக்கு இடையில் ரேடியன்களில் கையொப்பமிடப்பட்ட கோணம். தட்டையான விளிம்புகள் மற்றும் பன்மடங்கு அல்லாத விளிம்புகள் பூச்சியத்தின் கோணத்தைக் கொண்டுள்ளன. குழிவான கோணங்கள் நேர்மறை மற்றும் குவிந்த கோணங்கள் எதிர்மறையானவை. இந்த மதிப்பைக் கணக்கிடுவது கையொப்பமிடாத கோணத்தை விட மெதுவாக உள்ளதுஒரு சட்டகத்திற்கு உருவகப்படுத்துதல் நேரம் (ஒரு சட்டத்திற்கு விநாடிகள்)பிக்சல்களில் விரிவாக்கம்/அரிப்பின் அளவு. நேர்மறை மதிப்புகள் நீர்த்துப்போகின்றன மற்றும் எதிர்மறை மதிப்புகள் அரிக்கப்படுகின்றனபிக்சல்களில் மங்கலின் அளவுபிக்சல்களில் விளிம்புகளிலிருந்து வீழ்ச்சியின் அளவு. இரண்டு பிக்சல்களுக்கும் குறைவாக இருந்தால், விளிம்புகள் எதிர்ப்பு மாற்றியமைக்கப்படும்பிக்சல்களில் வடிகட்டியின் அளவுவடிவவியலின் அளவு வரிசைப்படுத்தப்பட்ட உருப்படிகளுக்கு இடையிலான தூரத்தை தீர்மானிக்கும்படத்துடன் தொடர்புடைய கண்ணை கூசும் அளவு. 1 என்றால் கண்ணை கூசும் முழு படத்தையும் உள்ளடக்கியது, 0.5 என்றால் கண்ணை கூசும் பாதி படத்தை உள்ளடக்கியது, மற்றும் பலபிக்சல்களில் உள்ள இன்பைண்டின் அளவுதுகள்களின் அளவுஓடு அல்லது வோக்சலின் அளவு. தனிப்பட்ட வோக்சல்களுக்கு இது 1, ஓடுகளுக்கு இது ஓடுகளின் கன அளவைக் குறிக்கிறதுஇந்த தரவு-தொகுதிக்கு செயலின் எந்த துணைத் தொகுப்பு கருதப்படுகிறது என்பதை ச்லாட் அடையாளம் காட்டுகிறது, மேலும் ஒரு செயலை ஒதுக்கும்போது சரியான ச்லாட்டைக் கண்டுபிடிக்க அதன் பெயர் பயன்படுத்தப்படுகிறதுஇந்த துண்டுக்கு செயலின் எந்த துணைத் தொகுப்பு கருதப்படுகிறது என்பதை ச்லாட் அடையாளம் காட்டுகிறது, மேலும் மற்றொரு செயலை வழங்கும்போது சரியான ச்லாட்டைக் கண்டுபிடிக்க அதன் பெயர் பயன்படுத்தப்படுகிறதுமிகச்சிறிய முழுஎண் அல்லது சமமான ஒருA மற்றும் B இரண்டாலும் வகுக்கப்படும் மிகச்சிறிய நேர்மறை முழு எண், எ.கா. எல்.சி.எம் (6,10) = 30பிரித்தெடுக்கப்பட்ட சிறப்பம்சங்களின் மென்மையானதுச்பாட்லைட் விளிம்பின் மென்மையாகும்தீர்வி மீண்டும் வலியுறுத்தாது, முதல் சட்டகத்தில் கூட இல்லை (ஓய்வு போசிலிருந்து தொடங்குகிறது)தீர்வி அனைத்து பிரேம்களிலும் மீண்டும் வலியுறுத்துகிறது (ஒன்றிணைகிறது)தீர்வி முதல் சட்டகத்தில் மீண்டும் வலியுறுத்துகிறது (ஒன்றிணைகிறது) ஆனால் அடுத்தடுத்த சட்டத்தில் அல்லஒலி கோப்பு டிகோட் செய்யப்பட்டு ரேமில் ஏற்றப்படுகிறதுமூல அச்சு கட்டுப்படுத்தப்பட்ட பொருளின் ஃச் அச்சு பயன்படுத்துகிறதுமூல அச்சு பொருளின் ஒய் அச்சு பயன்படுத்துகிறதுமூல அச்சு பொருளின் சட் அச்சு பயன்படுத்துகிறதுமூல நிறத்தில் ஆல்பா கூறு உள்ளதுமூல நிறம் காமா சரி செய்யப்பட்டதுமூல வடிவவியலில் ஒரு கண்ணி அல்லது புள்ளி முகில் இருக்க வேண்டும்மூல கண்ணி முகங்களைக் கொண்டிருக்க வேண்டும்இந்த படை புலத்தின் சான்று ஒரு ஆர்மோனிக் ஆசிலேட்டரின் சுழிய புள்ளிமுகமூடியின் அளவு மீட்டெடுக்கப்பட்ட சான்றுசொத்து அலமாரியில் காட்டப்படும் இடம். எந்த இடத்திலும் காட்டப்படும் மேல்தோன்றல் சொத்து அலமாரிகளுக்குப் புறக்கணிக்கப்பட்டது.பேனல் பயன்படுத்தப் போகும் இடம்ஒவ்வொரு குழுவிற்கும் மாறுபாட்டின் சதுர வேர்நிலையான ஃப்ராக்டல் பெர்லின் ஒலிதொடக்க மற்றும் இறுதி கைப்பிடிகள் நிலையான நிலைகள்தொடக்க மற்றும் இறுதி கைப்பிடிகள் ச்ப்லைனின் கட்டுப்பாட்டு புள்ளிகளிலிருந்து ஆஃப்செட்டுகள்தொடக்க சட்டகம்கைமுறையாக அமைக்கப்பட்ட நோக்கம் கொண்ட பிளேபேக் வரம்பின் தொடக்க சட்டகம்பெற்றோரிடமிருந்து குழந்தை எலும்புகள் வரையிலான உறவு வரிகளின் தொடக்க நிலைவீச்சுகள் உருவாக்குவதற்கான வலிமை மதிப்புஉள்ளீட்டு சரத்தில் கண்டுபிடிக்க சரம்ஒவ்வொரு போட்டியையும் மாற்றுவதற்கான சரம்பொத்தானைக் குறைக்க சரம் மதிப்புசேனல் வகையின் அடிப்படையில் கூட்டல், பெருக்கல் அல்லது குவாட்டர்னியன் கணிதத்தைப் பயன்படுத்தி சரியான முறையில் பயன்படுத்துவதன் மூலம் உரி மதிப்புகள் திரட்டப்பட்ட முடிவுகளுடன் இணைக்கப்படுகின்றனஉரி மதிப்புகள் திரட்டப்பட்ட முடிவுகளை செல்வாக்கால் குறிப்பிடப்பட்ட அளவு மூலம் மாற்றுகின்றனஉட்பிரிவு நிலை மிகப் பெரியதுவழங்கல் நேரத்தில் துணைப்பிரிவு நிலை தெரியும்ஒவ்வொரு குழுவிலும் உள்ள அனைத்து மதிப்புகளின் கூட்டுத்தொகை கூறப்பட்ட குழுவின் அளவால் வகுக்கப்படுகிறதுஒவ்வொரு கண்ணி முகங்களின் பரப்பளவுகணினி ஒரு தீர்வைக் காணவில்லைஇலக்கு கண்ணி முகங்களைக் கொண்டிருக்க வேண்டும்இலக்கு சுழற்சி முறைச்னாப்பிங் செய்யும் போது பயன்படுத்த வேண்டிய இலக்குடென்டாகில் அளவிடுதல் ட்விச்ட் கட்டுப்பாடுகள் வழியாக கைமுறையாக கட்டுப்படுத்தப்படுகிறது.வளைவுக்கு ஏற்றவாறு கூடாரம் நீண்டுள்ளதுஅமைப்பு பக்கவாதத்தின் அடிப்படை நிறத்தை பாதிக்கிறதுஅமைப்பு ஆல்பா மதிப்பை பாதிக்கிறதுக்யூட்டிகல் செதில்களின் சாய்வு கோணம் (முடியின் வெளிப்புற பகுதி). அவை எப்போதும் முடி வேரை நோக்கி சாய்ந்தன. மதிப்பு பொதுவாக மனித முடிக்கு 2 முதல் 4 வரை இருக்கும்தானியங்கி தற்காலிக சேமிப்புகளுக்கு இடையில் காத்திருக்க வேண்டிய நேரம் (நிமிடங்களில்)ஒரு இணைப்புக்கு முன் நிகழ்நிலை செயல்பாடுகளுக்காக காத்திருக்க நொடிகளில் நேரம் நேரம் வெளியேறும் பிழையுடன் தோல்வியடையக்கூடும். சீரோ கணினிகள் இயல்புநிலையைப் பயன்படுத்துகிறது.கேச் கோப்பில் தரவைப் பார்ப்பதற்கு பயன்படுத்த வேண்டிய நேரம் அல்லது கோப்பு வரிசையில் எந்தக் கோப்பைப் பயன்படுத்த வேண்டும் என்பதைத் தீர்மானிக்க வேண்டும்பிக்சல்களில் பிராந்தியத்தின் மொத்த ஃச் அளவுபிக்சல்களில் பிராந்தியத்தின் மொத்த ஒய் அளவுமெச் தீவுகளின் மொத்த எண்ணிக்கைதொடர்புடைய குழுவில் உள்ள அனைத்து மதிப்புகளின் மொத்தம்நிகழ்வுகளின் வெளியீட்டின் மாற்றம். உள் வடிவவியலை பாதிக்காதுஇலக்கு எலும்பின் மாற்றம் அதன் உள்ளக ஒருங்கிணைப்பு அமைப்புடன் ஒப்பிடும்போது மதிப்பீடு செய்யப்படுகிறது, அதன்பிறகு இலக்கு மற்றும் உரிமையாளர் ஓய்வு போச் நோக்குநிலைகளில் உள்ள வேறுபாட்டிற்கான திருத்தம். உரிமையாளருக்கு உள்ளக உருமாற்றமாகப் பயன்படுத்தப்படும்போது, பெற்றோர் இன்னும் ஓய்வு போசில் இருந்தால் இலக்கின் அதே உலகளாவிய இயக்கத்தை உருவாக்குகிறது.இலக்கு எலும்பின் மாற்றம் அதன் rest உடன் ஒப்பிடும்போது மதிப்பீடு செய்யப்படுகிறது, இதனால் பெற்றோர் தூண்டப்பட்ட மாற்றம் உட்படதனிப்பயன் பொருள்/எலும்பு/வெர்டெக்ச் குழுவுடன் ஒப்பிடும்போது இலக்கின் மாற்றம் மதிப்பீடு செய்யப்படுகிறதுஇலக்கின் மாற்றம் அதன் உள்ளக ஒருங்கிணைப்பு முறையுடன் ஒப்பிடும்போது மதிப்பீடு செய்யப்படுகிறதுஇலக்கின் மாற்றம் உலக ஒருங்கிணைப்பு அமைப்புடன் ஒப்பிடும்போது மதிப்பீடு செய்யப்படுகிறதுஇலக்கின் மாற்றம் போச் இடத்தில் மட்டுமே மதிப்பீடு செய்யப்படுகிறது, இலக்கு ஆர்மேச்சர் பொருள் மாற்றம் புறக்கணிக்கப்படுகிறதுதிசையன் மற்றும் வடிவியல் வெளியீடுகளின் மாற்றம்கட்டுப்படுத்தப்பட்ட பொருளை பாதிக்கும் உருமாற்ற வகைஇலக்கிலிருந்து பயன்படுத்த உருமாற்ற வகைஇந்த இயக்க நிகழ்வின் மொழிபெயர்ப்பு. ஒவ்வொரு அச்சிலும் உள்ள வரம்பு [-1 முதல் 1], உணர்திறன் விருப்பத்தால் பெருக்கப்படுவதற்கு முன்பு. இது பொதுவாக பயன்பாட்டிற்கு முன் நேர-டெல்டாவால் அளவிடப்படுகிறது.மதிப்பீடு செய்ய கபோர் சத்தத்தின் வகைதரவு வகைதரவுத் தொகுதி %s வகை இன்னும் செயல்படுத்தப்படவில்லைஇந்த சொத்தின் உரிமத்தின் வகை கீழ் விநியோகிக்கப்படுகிறது. வெற்று உரிமப் பெயர் இது உரிம விதிமுறைகள் இல்லாதது என்பதைக் குறிக்கவில்லை. ஏதேனும் தெளிவுபடுத்தல் தேவைப்பட்டால் ஆசிரியரைத் தொடர்பு கொள்ளுங்கள்.சேமிக்க ஊடக வகைபெசியர் வளைவுகளுக்கான ஆரம் இடைக்கணிப்பு வகைஒரு பெவெல்ட் பகுதியை மீண்டும் உருவாக்க பயன்படுத்தப்படும் வடிவத்தின் வகைகீற்றுகளில் செய்ய பிளவு செயல்பாட்டின் வகைநேரடி ஒளி பங்களிப்புகளை மாதிரிப்படுத்த பயன்படுத்தப்படும் மூலோபாயத்தின் வகைதரவு-தடுப்பின் வகை, சொத்து ஒன்றைக் குறிக்கிறது என்றால் ('எதுவுமில்லை' இல்லையெனில்)அட்டவணை அடையாளங்காட்டியின் வகை3d வளைவுகளுக்கான சாய்வு கணக்கீடு வகை3d, பெசியர் வளைவுகளுக்கான சாய்ந்த இடைக்கணிப்பு வகைஎழுத டிரான்ச்ஃபார்ம் ஆபரேட்டர்களின் வகைச்ப்லைனுக்கான எடை இடைக்கணிப்பு வகைஅழுத்த அளவின் அலகுகளில், கண்ணி வரை தொடர்ந்து பயன்படுத்தப்படும் சீரான அழுத்தம். எதிர்மறையாக இருக்கலாம்.பயனர் இடைமுகக் கட்டுப்பாடுகளுக்கு பயன்படுத்த அலகு அமைப்புவரிசை வடிவத்துடன் மேல் திசைவட்ட வடிவத்திற்கான மேல் திசைபயனருக்கு "நிகழ்நிலை அணுகல்" வரியில் காட்டப்பட்டு ஒரு தேர்வு செய்ததுநீட்டிப்புகளை நிறுவ பயனர் களஞ்சியம்சங்கிலிக்கான கணக்கிடப்பட்ட மதிப்பு சங்கிலி செங்குத்துகளுக்கு பெறப்பட்ட மதிப்புகளின் அதிகபட்சமாகும்சங்கிலிக்கான கணக்கிடப்பட்ட மதிப்பு சங்கிலி செங்குத்துகளுக்கு பெறப்பட்ட மதிப்புகளின் சராசரிசங்கிலிக்கான கணக்கிடப்பட்ட மதிப்பு சங்கிலி செங்குத்துகளுக்கு பெறப்பட்ட மதிப்புகளின் குறைந்தபட்சமாகும்சங்கிலிக்கான கணக்கிடப்பட்ட மதிப்பு முதல் சங்கிலி வெர்டெக்சுக்கு பெறப்பட்ட மதிப்புசங்கிலிக்கான கணக்கிடப்பட்ட மதிப்பு கடைசி சங்கிலி வெர்டெக்சுக்கு பெறப்பட்ட மதிப்புமதிப்பு படத்தின் ஒவ்வொரு பரிமாணங்களுக்கும் சுயாதீனமாக தொடர்புடையதுமதிப்பு படத்தின் ஃச் பரிமாணத்துடன் தொடர்புடையதுமதிப்பு படத்தின் ஒய் பரிமாணத்துடன் தொடர்புடையதுமதிப்பு படத்தின் மூலைவிட்டத்துடன் தொடர்புடையதுமதிப்பு படத்தின் அதிக பரிமாணத்துடன் தொடர்புடையதுமதிப்பு படத்தின் சிறிய பரிமாணத்துடன் தொடர்புடையதுஒதுக்கப்பட்ட பிட் கொடி 'வடிகட்டி உருப்படி' (வடிகட்டி கொடிகளின் மதிப்புகளில்) மதிப்புசராசரி ஒளிரும் மதிப்பு வரைபடமாக்கப்படுகிறதுஇந்த நிகழ்வு மதிப்பு ஒரு மாதிரி கீமாப்பில் மொழிபெயர்க்கப்பட்டுள்ளதுதரவு பாதையைத் தீர்க்க முடியாவிட்டால் பயன்படுத்த வேண்டிய மதிப்புவண்ண சாய்வில் வரைபடமாக்க பயன்படுத்தப்படும் மதிப்பு. 0.0 இடதுபுற வண்ணத்தில் முடிவுகள், அதே நேரத்தில் 1.0 வலதுபுறத்தில் விளைகிறதுபுள்ளிகளில் "ஐடி" பண்புக்கூறு அல்லது அந்த பண்புக்கூறு இல்லாவிட்டால் குறியீட்டிலிருந்து மதிப்புகள்சராசரி மற்றும் சராசரி மதிப்புகள் கணக்கிடப்படும்குறைந்தபட்ச மற்றும் அதிகபட்ச மதிப்புகள் கணக்கிடப்படும்மதிப்புகள் நிலையான விலகல் மற்றும் மாறுபாடு கணக்கிடப்படும்திரட்டப்பட வேண்டிய மதிப்புகள்மாற்றப்பட வேண்டிய திசையன்மூலையில் இணைக்கப்பட்டுள்ளதுதரவை மீட்டெடுக்க வெர்டெக்ச். சூழலில் இருந்து வெர்டெக்சுக்கு இயல்புநிலைமாற்றியமைப்பாளர் முடக்கப்பட்டிருப்பதால் பார்வையாளர் வேலை செய்யவில்லைமாற்றியமைப்பாளரால் பயன்படுத்தப்படும் முனை குழுவில் வெளியீடு இல்லாததால் பார்வையாளர் வேலை செய்யவில்லைஇந்த மர முனையில் வரைபடங்களின் தெரிவுநிலை முகமூடிகள் பட்டியலில் உள்ள அடுக்குகளால் பாதிக்கப்படுகிறதுஅசல் இலவச அல்லாத அச்சு அளவிடுதலுக்கு கட்டுப்பாடு மருத்தீடு அளிக்கிறதுவிளைவு ஈரமான/உலர்ந்த கலவைவண்ணங்கள் பின்னணிக்கு மாறத் தொடங்கும் போது ஈரப்பதம் நிலைபுதிதாக உருவாக்கப்பட்ட குழு முனைகளுக்கான அகலம்கிடைமட்ட பட்டியல் காட்சிகளில் நெடுவரிசைகளின் அகலம்பயிர் பகுதியின் அகலம்சாளரத்தில் HDR கிராபிக்ச் பஃபர் உள்ளது, அது பரந்த வரம்பு மற்றும் உயர் மாறும் வரம்பு வண்ணங்களை நீட்டிக்கப்பட்ட sRGB வண்ண இடத்தில் எழுதலாம்.பரப்பின் சாளர உறவினர் கிடைமட்ட இடம்மண்டலத்தின் சாளர உறவினர் கிடைமட்ட இடம்சாளர உறவினர் பரப்பின் செங்குத்து இருப்பிடம்மண்டலத்தின் சாளர உறவினர் செங்குத்து இருப்பிடம்உலகின் தொகுதி ஈவி மரபு மூலம் வழங்கப்பட்டது. அதை ஒழுங்காக வழங்க மாற்றம் தேவை.கருப்பொருள்கருப்பொருள் "{:s}" ஏற்கனவே நிறுவப்பட்டுள்ளது!கருப்பொருள் 3d வியாபோர்ட்கருப்பொருள் பின்னணி நிறம்கருப்பொருள் எலும்பு வண்ண தொகுப்புகருப்பொருள் கிளிப் திருத்திகருப்பொருள் சேகரிப்பு நிறம்கருப்பொருள் கன்சோல்கருப்பொருள் டோப் தாள்கருப்பொருள் கோப்பு உலாவிகருப்பொருள் வரைபட ஆசிரியர்கருப்பொருள் பட ஆசிரியர்கருப்பொருள் செய்திகருப்பொருள் முனை ஆசிரியர்கருப்பொருள் அல்லாத அனிமேசன்கருப்பொருள் அவுட்லைனர்கருப்பொருள் விருப்பத்தேர்வுகள்கருப்பொருள் பண்புகள்கருப்பொருள் வரிசை ஆசிரியர்கருப்பொருள் இடம்கருப்பொருள் விண்வெளி அமைப்புகள்கருப்பொருள் விரிதாள்கருப்பொருள் நிலை பட்டிகருப்பொருள் துண்டு நிறம்கருப்பொருள் உரை ஆசிரியர்கருப்பொருள் டாப் பார்கருப்பொருள் பயனர் இடைமுகம்கருப்பொருள் விட்செட் வண்ண தொகுப்புகருப்பொருள் விட்செட் நிலை நிறம்கருப்பொருள் நிறம் அல்லது எலும்பின் தனிப்பயன் நிறம்பொதுவான எடிட்டர் பகுதிகளுக்கான கருப்பொருள் பண்புகள்வெவ்வேறு ஆசிரியர்களால் பகிரப்பட்ட கருப்பொருள் பண்புகள்எழுத்துருவுக்கான கருப்பொருள் அமைப்புகள்தகவலுக்கான கருப்பொருள் அமைப்புகள்சொத்து அலமாரிகளுக்கான கருப்பொருள் அமைப்புகள்பின்னணி வண்ணங்களுக்கான கருப்பொருள் அமைப்புகள் மற்றும் சாய்வுஎலும்பு வண்ணத் தொகுப்புகளுக்கான கருப்பொருள் அமைப்புகள்சேகரிப்பு வண்ணங்களுக்கான கருப்பொருள் அமைப்புகள்எடிட்டர்களிடையே பொதுவாக இருக்கும் பகுதிகளுக்கான கருப்பொருள் அமைப்புகள்துண்டு வண்ணங்களுக்கான கருப்பொருள் அமைப்புகள்பாணி தொகுப்புகளுக்கான கருப்பொருள் அமைப்புகள்3d வியாபோர்ட்டிற்கான கருப்பொருள் அமைப்புகள்கலப்பான் விருப்பங்களுக்கான கருப்பொருள் அமைப்புகள்கன்சோலுக்கான கருப்பொருள் அமைப்புகள்டோப் தாளுக்கான கருப்பொருள் அமைப்புகள்கோப்பு உலாவிக்கான கருப்பொருள் அமைப்புகள்பட திருத்திக்கான கருப்பொருள் அமைப்புகள்மூவி கிளிப் திருத்திக்கான கருப்பொருள் அமைப்புகள்என்எல்ஏ திருத்திக்கான கருப்பொருள் அமைப்புகள்முனை திருத்திக்கான கருப்பொருள் அமைப்புகள்அவுட்லைனருக்கான கருப்பொருள் அமைப்புகள்பண்புகளுக்கான கருப்பொருள் அமைப்புகள்வரிசை திருத்திக்கான கருப்பொருள் அமைப்புகள்விரிதாளுக்கான கருப்பொருள் அமைப்புகள்நிலை பட்டியின் கருப்பொருள் அமைப்புகள்உரை திருத்திக்கான கருப்பொருள் அமைப்புகள்மேல் பட்டியில் கருப்பொருள் அமைப்புகள்வரைபட திருத்திக்கான கருப்பொருள் அமைப்புகள்பயனர் இடைமுக கூறுகளுக்கான கருப்பொருள் அமைப்புகள்விட்செட் வண்ண தொகுப்புகளுக்கான கருப்பொருள் அமைப்புகள்விட்செட் நிலை வண்ணங்களுக்கான கருப்பொருள் அமைப்புகள்கருப்பொருள்கள்தத்துவார்த்தபல குழு வெளியீட்டு முனைகள் உள்ளன, இது செயலில் இல்லைஉள்ளீடுகள் எதுவும் இல்லை.செயலில் தரவு-தொகுதி இல்லைசெயல்பட அனிமேசன் தரவு எதுவும் இல்லைஅகற்ற சொத்து நூலகம் இல்லைஅகற்ற நீட்டிப்பு களஞ்சியம் இல்லை'%s' அடுக்கு இல்லைஇந்த சூழலில் பெற்றோர் குழு முனை இல்லைசெயலில் உள்ள பண்புக்கூறு இருக்க வேண்டும்நீட்டிப்புகளை நிறுவ குறைந்தது ஒரு பயனர் களஞ்சியத்தை அமைக்க வேண்டும்அறியப்படாத காரணங்களுக்காக {:d} கீயிங் தோல்விகள் இருந்தன.இவற்றுக்கு ஆட்டோ-விசை தேவைப்படுகிறது:தீட்டாஅடர்த்தியானஇயல்புநிலையை விட தடிமனான கோடுகள்தடிமன்தடிமன் கிளாம்ப்தடிமன் காரணிநிழலில் இருந்து தடிமன்தடிமன் அதிகபட்சம்தடிமன் மணித்துளிதடிமன் பயன்முறைதடிமன் மாற்றியமைப்பாளர்கள்அருகில் தடிமன்தடிமன் வெளிப்புறம்தடிமன் நிலைதடிமன் சுயவிவரம்தடிமன் விகிதம்தடிமன் வடிவம்தடிமன் வலிமைபக்கவாதத்தின் திசையின் அடிப்படையில் தடிமன்தடைகளைப் பயன்படுத்தி தடிமன் கணக்கீடு, மிகவும் மேம்பட்டதுதடிமன் காரணிசுழிய வெர்டெக்ச் குழு செல்வாக்கிற்கு பயன்படுத்த தடிமன் காரணிதடிமன் மாற்றியமைத்தல் '%s' அகற்ற முடியாதுதடிமன் மாற்றியமைக்கும் வகைவரி தடிமன் மாற்றுவதற்கான தடிமன் மாற்றிகள்சிறுகுறிப்பு வீச்சுகள் தடிமன்கூந்தலின் ஒவ்வொரு இழையின் தடிமன்காட்சியமைப்பில் புகை காட்சியின் தடிமன்நானோமீட்டர்களில் படத்தின் தடிமன்தற்போதைய தூரிகை தடிமன் ஒப்பிடும்போது அவுட்லைன் பக்கவாதத்தின் தடிமன்சுற்றளவு பக்கவாதத்தின் தடிமன்செல்லின் தடிமன்காட்சியமைப்பில் தொகுதி காட்சியின் தடிமன்சில்அவுட்டுகள் மற்றும் எல்லை விளிம்புகளின் தடிமன் நிலை (அதே பொருள் விருப்பத்துடன் வெற்று சங்கிலி பயன்படுத்தப்படும்போது பொருந்தும்)தடிமன்: %s, ஆழம்: %sமெல்லியமென்படலம்மெல்லிய படம் iorமெல்லிய பட தடிமன்இயல்புநிலையை விட மெல்லிய கோடுகள்மூன்றாவதுநான்காவது வரிசையின் மூன்றாவது குணகம் பிரவுன்-கான்ராடி ரேடியல் விலகல்மூன்றாம் வரிசை பல்லுறுப்புறுப்பு ரேடியல் விலகலின் மூன்றாவது குணகம்மூன்றில்இந்த சொத்து தற்போதைய கலப்பு கோப்பில் சேமிக்கப்படுகிறதுஇந்த பண்புகளை ஒரு நடைமுறை சூழலில் அணுக முடியாதுஇந்த எலும்பு சேகரிப்பு எலும்பு சேகரிப்பு மரக் காட்சியில் விரிவாக்கப்பட்டுள்ளதுஇந்த சேனல் பேக் இந்த துண்டுக்கு சொந்தமானது அல்லஇந்த சேகரிப்பு ஒரு உள்ளக ஆர்மேச்சருக்கு சொந்தமானது, அல்லது தற்போதைய கலப்பு கோப்பில் ஒரு நூலகம் மேலெழுதும் வழியாக சேர்க்கப்பட்டதுதற்போதைய கலப்பு கோப்பில் ஒரு நூலகம் மேலெழுதும் வழியாக இந்த சேகரிப்பு சேர்க்கப்பட்டதுஇந்த வண்ணம் உரிபில் வெள்ளை வரையறுக்கிறதுதிருத்து பயன்முறையில் சேர இந்த தரவு ஆதரிக்காதுஇந்த தரவு-தொகுதிக்கு எந்த அதிரடி ச்லாட் ஒதுக்கப்படவில்லைஇந்த தரவு-தடுப்பு இணைக்கப்பட்ட தரவைக் காணவில்லை என்பதற்கான இடம் வைத்திருப்பவர் (அதாவது இது [ஒரு மேலெழுத] இணைக்கப்பட்ட தரவின் மேலெழுதலாகும், இது இனி கண்டுபிடிக்க முடியவில்லை)இந்த தரவுத் தொகுதி பயனர் இடைமுகத்தில் திருத்தக்கூடியது. இணைக்கப்பட்ட தரவுத் தொகுதிகள் திருத்தக்கூடிய சொத்துகளாக ஏற்றப்பட்டிருந்தால் தவிர, அவற்றைத் திருத்த முடியாது.இந்த தரவுத் தொகுதி இணைக்கப்பட்டு .blend கோப்பில் நிரம்பியுள்ளதுஇந்த தரவு-தொகுதி ஒரு சுயாதீனமான ஒன்றல்ல, ஆனால் உண்மையில் மற்றொரு ஐடியின் துணை தரவு (வழக்கமான எடுத்துக்காட்டு: வேர் முனை மரங்கள் அல்லது முதன்மை சேகரிப்புகள்)இந்த தரவு-தொகுதி இயக்க நேர தரவு, அதாவது இது .BLEND கோப்பில் சேமிக்கப்படாது. எ.கா. மதிப்பிடப்பட்ட ஐடிகள் எப்போதும் இயக்க நேரமாகும், எனவே இந்த மதிப்பு முதன்மையான தரவு-தளத்தில் தரவு-தொகுதிகளுக்கு மட்டுமே திருத்தக்கூடியது.இந்த அம்ச தொகுப்பு சரியாக வேலை செய்ய பின்வரும் அம்சத்தைப் பொறுத்தது:இந்த அம்ச தொகுப்பு சரியாக ஏற்றத் தவறிவிட்டது.இந்த அம்சத் தொகுப்பிற்கு பிளெண்டர் {:s} அல்லது சரியாக வேலை செய்ய புதியது தேவைப்படுகிறது.இந்த கோப்பு பிளெண்டர் சொத்து அமைப்பால் நிர்வகிக்கப்படுகிறது மற்றும் மீற முடியாதுஇந்த கோப்பு பிளெண்டர் சொத்து அமைப்பால் நிர்வகிக்கப்படுகிறது. அது மட்டுமே இருக்க முடியும்இந்த கோப்பு சொத்து அமைப்பால் நிர்வகிக்கப்படுகிறது, நீங்கள் அதை மேலெழுத முடியாது ("சேமி" பயன்படுத்துவது சாத்தியமானது)இந்த கோப்பு ஆஃப்லைனில் உள்ளதுஇந்த கோப்பு படிக்க மட்டுமேஇந்த கோப்பு பிளெண்டரின் (%s) புதிய பதிப்பால் சேமிக்கப்பட்டது.இது தடைசெய்யப்பட்ட கணினி கோப்புஇது ஒரு சிறப்பு ஆட்சியாளர் அடுக்குஇது லீ கரையிலிருந்து வரும் தூரம், ஃபெட்ச் என்று அழைக்கப்படுகிறது, அல்லது காற்று நிலையான வேகத்துடன் வீசும் தூரம். 'சோன்ச்வாப்' மற்றும் 'டிஎம்ஏ' மாதிரிகள் பயன்படுத்துகின்றன.இது கிடைக்கக்கூடிய வடிவங்களில் மிகக் குறைவான திறமையானது, மேலும் தேவைப்படும்போது மட்டுமே பயன்படுத்தப்பட வேண்டும்.இந்த அடுக்கு இந்த செயலுக்கு சொந்தமானது அல்லஇந்த நூலகம் அதன் 'காப்பக பெற்றோர்' நூலகத்திலிருந்து முதலில் இணைக்கப்பட்ட இணைக்கப்பட்ட இணைக்கப்பட்ட ஐடிகளுக்கான 'காப்பக' சேமிப்பகமாகும்.இது எதிர்பாராத நடத்தைக்கு வழிவகுக்கும்இந்த மெட்டாரிக் பழைய ரிக் வகைகளைக் கொண்டுள்ளது, அவை புதிய ரிகிஃபை அம்சங்களிலிருந்து பயனடைய தானாக மேம்படுத்தப்படலாம்.இந்த மெட்டாரிக்கு எலும்பு சேகரிப்புகளுக்கு மேம்படுத்த வேண்டும்இந்த மெட்டாரிக் பழைய முகம் ரிக்கைப் பயன்படுத்துகிறது.இந்த முறை ஒரு கண்ணிக்கு நல்ல 2D பிரதிநிதித்துவத்தை அளிக்கிறதுஇந்த பயன்முறை திரையில் வந்து உங்கள் கையில் மாதிரியை வைத்திருப்பது போன்றது. 3D மவுச் தொப்பியை இடதுபுறமாக தள்ளுங்கள், மாதிரி இடதுபுறமாக நகர்கிறது. வலதுபுறம் தள்ளவும், மாதிரி வலதுபுறமாக நகர்கிறதுஇந்த பயன்முறையில் சரியாக வேலை செய்ய ஆட்டோ-கீலிங் தேவைப்படுகிறதுஇந்த மாற்றியமைப்பாளர் கட்டுப்பாட்டு புள்ளிகளை மட்டுமே சிதைக்க முடியும், நிரப்பப்பட்ட வளைவு/மேற்பரப்பு அல்லஇந்த மாற்றியமைப்பாளர் நிரப்பப்பட்ட வளைவு/மேற்பரப்பை மட்டுமே சிதைக்க முடியும், கட்டுப்பாட்டு புள்ளிகள் அல்லஇந்த மாற்றியமைப்பாளரை சுட்ட தரவைக் கொண்டுள்ளதுஇந்த மாற்றி செயலில் உள்ளதுதிருத்து பயன்முறையிலிருந்து இந்த மாற்றி செயல்பாடு அனுமதிக்கப்படவில்லைஇந்த ஒற்றைக்கல் முகம் ரிக் நீக்கப்பட்டது.இதற்கு உள்ளக ஆர்மேச்சர் அல்லது ஒரு மேலெழுதல் தேவைஇந்த முனை மற்ற முனைகளால் பயன்படுத்தப்பட வேண்டிய ஒரு மூட்டை கையொப்பத்தை வரையறுக்கிறதுஇந்த முனை மற்ற முனைகளால் பயன்படுத்தப்பட வேண்டிய மூடல் கையொப்பத்தை வரையறுக்கிறதுஇந்த முனைக்கு இடமாற்றம் செய்ய உள்ளீட்டு இணைப்புகள் இல்லைஇந்த முனையில் இடமாற்றம் செய்ய உள்ளீடுகள் இல்லைஇந்த முனை குழு வெளியீட்டு முனையுடன் இணைக்கப்பட வேண்டும்இந்த பொருள் ஒரு கூட்டு வடிவத்தின் ஒரு பகுதியாகும்இந்த செயல்பாடு திருத்து பயன்முறையில் ஆதரிக்கப்படவில்லைஇந்த ஆபரேட்டர் போச் பயன்முறை மற்றும் ஆர்மேச்சர் திருத்து பயன்முறையில் மட்டுமே செயல்படுகிறதுஇந்த ஆபரேட்டருக்கு செயலில் உள்ள வெர்டெக்ச் தேவைப்படுகிறது (கடைசியாக தேர்ந்தெடுக்கப்பட்டது)இந்த மேலெழுதும் தரவு-தொகுதியும் இனி தேவையில்லை, ஆனால் பயனர் திருத்தப்பட்டதாக கண்டறியப்பட்டதுஇந்த மேலெழுதும் தரவு-தடுப்பு பயன்படுத்தப்படாதுஇந்த மேலெழுதும் சொத்து தற்போதைய தரவுகளில் இல்லை, அது அடுத்ததாக அகற்றப்படும் .கலப்பு கோப்பு சேமிஇந்த போச் சொத்து காலியாக உள்ளது, இதனால் போச் இல்லைஇந்த சொத்தை அனிமேசன் செய்ய முடியாது, ஏனெனில் அது சரியாக புதுப்பிக்கப்படாதுஇந்த சொத்து உள் பயன்பாட்டிற்கு மட்டுமே மற்றும் திருத்த முடியாதுஇந்த சொத்து பின்னர் கணக்கீடுகளுக்கு பொருள் பரப்பை தற்காலிகமாக சேமிக்க மட்டுமே பயன்படுத்தப்படுகிறதுஇந்த மண்டலம் குழு வகைகளை ஆதரிக்கவில்லைஇந்த ரிக் வகை ORG முன்னொட்டை சேர்க்காது.இந்த ச்கிரிப்ட் பிளெண்டர் பதிப்பிற்காக எழுதப்பட்டது {:d}. {:d}. {:d} மற்றும் அது இயக்கப்பட்டிருந்தாலும் (சரியாக) செயல்படக்கூடாது (சரியாக)இந்த ச்லாட் (%s) ஒதுக்கப்பட்ட செயலுக்கு சொந்தமானது அல்லஇந்த ச்லாட் (%s) இந்த டேட்டா-பிளாக் வகைக்கு (%c%c) பொருந்தாதுஇந்த ச்லாட் இந்த செயலுக்கு சொந்தமானது அல்லஇந்த டேட்டா-பிளாக் வகைக்கு (%c%c) இந்த ச்லாட் பொருந்தாதுஇந்த சாக்கெட் அதன் பேனல் தலைப்பில் மாற்றமாக பயன்படுத்தப்பட வேண்டும்இந்த துண்டு இந்த அடுக்குக்கு சொந்தமானது அல்லஇந்த துண்டு வகையை மறுபரிசீலனை செய்ய முடியாதுஇந்த உரை சேமிக்கப்படவில்லைமற்ற முனைகளால் பயன்படுத்தப்பட வேண்டிய மூடல் கையொப்பத்தை இந்த மண்டலம் வரையறுக்கிறதுநீநூல்நூல்கள்நூல்கள் பயன்முறைமூன்று நிலைகள்தரையை நோக்குநிலைக்கு மூட்டைகளுடன் மூன்று தடங்கள் தேவைவாசல்எந்த நிரப்புதல் பரப்பப்படவில்லை என்பதை மேலே நுழைவுகீழே உள்ள வாசல், கூர்மைப்படுத்துதல் எதுவும் செய்யப்படவில்லைஆட்டோ ஒன்றிணைப்புக்கான நுழைவு தூரம்துகள்கள் அகற்றப்படும் வாசல் தூரம்ஒன்றுடன் ஒன்று வடிவவியலை சரிபார்க்க வாசல்எட்ச் கண்டறிதல் வழிமுறைக்கான வாசல் (அதிக மதிப்புகள் படத்தின் சில பகுதியை அதிகமாக்கக்கூடும்)எட்ச் கண்டறிதல் வழிமுறைக்கான வாசல் (அதிக மதிப்புகள் படத்தின் சில பகுதியை அதிகமாக்கக்கூடும்). இறுதி ரெண்டருக்கு மட்டுமே பொருந்தும்வீச்சு குறுக்குவெட்டுகளுக்கான வாசல்எளிமைப்படுத்தும் வழிமுறைக்கு பயன்படுத்தப்படும் திரை இடத்தில் வாசல். இந்த வாசலுக்குள் உள்ள புள்ளிகள் அவை ஒரு நேர் கோட்டில் இருப்பதைப் போல கருதப்படுகின்றன.கண்காணிப்புக்கு போதுமான அம்சத்தை கருத்தில் கொள்வதற்கான வாசல் நிலைகிளைகளின் வாசல்மோதல்கள் இன்னும் கருதப்படும் மேற்பரப்புக்கு அருகிலுள்ள தூரத்தின் வாசல் (பூச்சியமற்ற போது சிறந்த முடிவுகள்)சாதனத்தின் ஓய்வு நிலையில் இருந்து தேவைப்படும் ஆரம்ப இயக்கத்தின் வாசல்நிரப்புவதற்கு வெளிப்படையான வண்ணத்தைக் கருத்தில் கொள்வதற்கான வாசல்வெவ்வேறு எடைகளுக்கான வாசல் மதிப்பு சமமாக கருதப்பட வேண்டும்சிறு உருவங்கள்டில்ட் நடவடிக்கைஓடுஓடு கட்டம் வடிவம்ஓடு எண்ஓடு ஆஃப்செட்ஓடு அளவுஓடு ஃச்ஓடு ஒய்ஓடு சட்ஃச் அச்சில் ஓடுஒய் அச்சுடன் ஓடுசட் அச்சுடன் ஓடுஓடுகட்டப்பட்ட படத்தில் ஓடுஓடு சிட்டைUV களைத் தேர்ந்தெடுக்க டைல் இடம்பரப்பப்பட்டடைல்ட் யுடிம் பட அமைப்புஅடுக்குகள்படத்தின் ஓடுகள்டைலிங்ஃச் அச்சுக்கு டைலிங் ஆஃப்செட்சாய்சாய்ந்த இடைக்கணிப்புசாய்ந்த வலிமைசாய் ஃச்சாய் ஒய்3d பார்வையில் சாய்வளைவு கட்டுப்பாட்டு புள்ளிகளின் சாய்வு3d வளைவின் தேர்ந்தெடுக்கப்பட்ட கட்டுப்பாட்டு செங்குத்துகளை சாய்த்து விடுங்கள்சாய்:மரம்நேரம்புதியபழையநேர சீரமைப்புநேர வளைவுநேரம் டெல்டாநேரம் நீட்டிக்கப்படுகிறதுநேரம் தாண்டுதல்டைம் சம்ப் டெல்டாநேர வரம்புநேர முறைநேர மாற்றி பிரிவுநேரம் ஈடுசெய்யும்நேரம் முடிந்ததுமீதமுள்ள நேரம்: {} கழிந்த நேரம்: {}நேரம் மறுவடிவமைப்புகால அளவுநேர தொடர்ச்சியானநேர ச்லைடுநேர படிநேரம் நீட்சிநேரம் மொழிபெயர்க்கவும்நேர அலகுசட்டர் மூடப்பட்ட நேரம்சட்டர் திறந்திருக்கும் நேரம்மீள் தளர்த்தலுக்கான பவுன்ச் இடையே நேரம்சட்டர் திறப்பு மற்றும் பிரேம்களில் மூடுவதற்கு இடையிலான நேரம்துணை நிலை மெனுக்களை தானாக திறப்பதற்கு முன் 1/10 வினாடிகளில் நேர நேரந்தவறுகைமேல் நிலை மெனுக்களை தானாக திறப்பதற்கு முன் 1/10 வினாடிகளில் நேர நேரந்தவறுகைமதிப்பிடுவதற்கு மாற்றியமைக்கும் வினாடிகளில் நேரம். இது மதிப்பிடப்பட்ட பொருள்களில் மட்டுமே அமைக்கப்பட்டுள்ளது. பல மாற்றியமைப்பாளர்கள் இணையாக இயங்கினால், சாவுஒறுப்பு நேரம் நம்பகமான மெட்ரிக் அல்ல.விரிவாக்கப்பட்ட நிலைக்கு pie ஐ முழுமையாக உயிரூட்டுவதற்கு தேவையான நேரம் (sec இன் 1/100 வது இடத்தில்)உருவகப்படுத்துதல் மீது விசை நேரம்சுட்டி இருப்பிடத்தின் நேரம்ஒலி விளைவுக்கு நேரம் ஆஃப்செட்ஒரு சி.எல் அமைப்பின் கடைசி அணுகலிலிருந்து நொடிகளில் அது விடுவிக்கப்படுகிறது (அமைப்புகளை ஒதுக்க 0 என அமைக்கவும்)ஒரு gl வெர்டெக்ச் இடையக பொருளின் கடைசி அணுகலிலிருந்து விநாடிகளில் அது விடுவிக்கப்பட்ட பிறகு (vbo ஒதுக்கப்படுவதற்கு 0 என அமைக்கவும்)விநாடிகளில் கடைசி படி முதல் நேரம்முந்தைய இயக்க நிகழ்வின் நேரம் (நொடிகளில்)நேரங்குறிகருவி விநாடிகளைத் தொடங்கிய நேரம்பிரேம்களில் குறிப்பிடப்பட்ட நேரம், காட்சி பிரேம் வீதத்தின் அடிப்படையில் விநாடிகளாக மாற்றப்படுகிறதுவிநாடிகளில் குறிப்பிடப்பட்ட நேரம்காட்சியில் இருந்து சுயாதீனமாக, விநாடிகளில் குறிப்பிடப்பட்ட நேரம்வினாடிகளில் சேர்க்கைக்கான நேர படிடெலிபோர்ட்டேசன் ஆர்க் பாரபோலாவைக் கட்டுப்படுத்தும் நேரப் படி வரம்புசட்டருக்கு இடையில் பிரேம்களில் எடுக்கப்பட்ட நேரம் திறந்த மற்றும் நெருக்கமானமில்லி விநாடிகளில் பார்வையை உயிரூட்டுவதற்கான நேரம், முடக்க பூச்சியம்நொடிகளில் முன்னோக்கிப் பார்க்கும் நேரம்முகமூடி அனிமேசனுக்குப் பயன்படுத்த வேண்டிய நேரம்இரட்டை கிளிக்குக்கான நேரம்/தாமதம் (எம்.எச்சில்)நேரம்:நேரம்: %.3f %sநேரம்: %s %sநேரம்: +%.3f %sநேரம்: + %s %sகாலக்கெடுடைம்ச்லைடு: %sநேரக் குறியீடுடைம்கோட் இன்டெக்ச்டைம்கோட் பாணிகாலவரிசைகாலவரிசை சட்டகம்காலவரிசை குறிப்பான்கள்காலவரிசை மேலடுக்கு அமைப்புகள்இடது கைப்பிடியின் காலவரிசை சட்டகம் மற்றும் துண்டுகளின் தொடக்க சட்டகம்வலது கைப்பிடியின் டைம்லைன் ஃப்ரேம், இது உரி இனி வெளியீட்டிற்கு பங்களிக்காத முதல் சட்டமாகும்அடிப்படை உரி மூல தொடங்கும் காலவரிசை சட்டகம்காலக்கெடு ஃபிரேம், இதில் அடிப்படை உரி மூல முடியும்காலவரிசை மார்க்கர் '%s' செயலில் காணப்படவில்லை '%s' 'காலவரிசை மார்க்கர் '%s' காட்சியில் '%s' காணப்படவில்லைநேரங்குறிகருவிநேரங்குறிகருவி (நிமிடங்கள்)கால அளவுநேர முத்திரைநேர முத்திரை வாசிப்பு தோல்வியடைந்ததுநேரம்நேரப்படிகள் அதிகபட்சம்டைம்வார்ப் வீடியோ கீற்றுகள், பின்னணி வேகத்தை மாற்றியமைத்தல்நேரம்நேரம்சாயல்சாயல் நிறம்சாயல் காரணிசாயல் பயன்முறைகலைக் கட்டுப்பாட்டுக்கான இயல்பான நிகழ்வுகளில் டின்ட் மின்கடத்தா பிரதிபலிப்பு, மற்றும் ஒளிவிலகல் சிக்கலான குறியீட்டை உருவகப்படுத்த மேய்ச்சல் நிகழ்வுகளில் உலோக பிரதிபலிப்புஒளிவிலகல் சிக்கலான குறியீட்டை உருவகப்படுத்த அருகிலுள்ள மேய்ச்சல் நிகழ்வுகளில் சாயல் பிரதிபலிப்புபக்கவாதம் வண்ணம்தனித்த நிறங்கள் கொண்ட டின்ட்ச் ஐலைட்ச் மற்றும் நிழல்கள்.கண்ணை கூசும். கண்ணை கூசுவதை மிகவும் துல்லியமான சாயலுக்காகக் கருதுங்கள்சிறியசிறிய ப்ரிம் கல்லிங்உதவிக்குறிப்புஉதவிக்குறிப்பு கட்டுப்பாடுஉதவிக்குறிப்பு விட்டம்உதவிக்குறிப்பு திசைஉதவிக்குறிப்பு அட்டவணைமுனை நீளம்முனை நிலைஉதவிக்குறிப்பு நீக்கிமுனை சுற்றுஉதவிக்குறிப்பு அளவுகோல் ஃச்உதவிக்குறிப்பு தேர்வுஉதவிக்குறிப்பு பரவுகிறதுஉதவிக்குறிப்பு பயன்முறையைத் தேர்ந்தெடுக்கவும்தலைப்புதலைப்பு வழக்குதலைப்பு பாதுகாப்பான விளிம்புகள்கோப்பு உலாவிக்கான தலைப்புடி.எம்.ஆர்tmr0டி.எம்.ஆர் 1டி.எம்.ஆர் 2டி.எம்.ஆர்.சோப்tmrregtmrreporttmrsaveபெறுநர்3d கர்சருக்குஅனைவருக்கும்தேர்ந்தெடுக்கப்பட்ட அனைவருக்கும்கீழேகட்டுப்பாடுகளுக்குதற்போதைய சட்டத்திற்குடிகிரி பயன்முறையில்கடைசியாக கீஃப்ரேமுக்குஇணைக்கதளர்வாகஅதிகபட்சம்அதிகபட்ச ஃச் க்குஅதிகபட்ச ஒய் க்குஅதிகபட்ச சட்க்குமணித்துளிகுறைந்தபட்ச ஃச் க்குகுறைந்தபட்ச ஒய் க்குகுறைந்தபட்ச சட்க்குஅடுத்த கீஃப்ரேமுக்குஆர்டர் செய்யமுன் பெருக்கப்பட்டதுரேடியன்ச் பயன்முறையில்சாக்கெட்இடைவெளிகளுக்குகோளத்திற்குகோளத்திற்கு: %.4f %sகோளத்திற்கு: %s %sநேராகதாவல்களுக்குமேல் நோக்கிவிருப்பங்களை நிரந்தர மாற்றங்களைச் செய்ய, "விருப்பங்களைச் சேமி" பயன்படுத்தவும்விருப்பங்களை நிரந்தர மாற்றங்களைச் செய்ய, "விருப்பங்களைச் சேமி" பயன்படுத்தவும்.விருப்பங்களை நிரந்தர மாற்றங்களைச் செய்ய, "விருப்பங்களைச் சேமி" பயன்படுத்தவும். எச்சரிக்கை: உங்கள் கோப்பு சேமிக்கப்படவில்லை! தொடர்வது உங்கள் மாற்றங்களை கைவிடும்.ரெண்டர்களை முந்தைய பணியிடத்துடன் முடிந்தவரை நெருக்கமாகப் பொருத்த, அனைத்து பொருட்கள், விளக்குகள் மற்றும் வடிவவியலில் உள்ள வண்ணங்கள் மாற்றப்பட வேண்டும். சில கணு வரைபடங்களை துல்லியமாக மாற்ற முடியாது மற்றும் கைமுறையாக சரிசெய்தல் தேவைப்படலாம்.முனைசாக்கெட்இன்றுகால்கால் முனை ரோல்கால்-இன்மாற்றுதற்போதைய சாளரத்திற்கான 3d ச்டீரியோ ஆதரவை மாற்றவும் (அல்லது காட்சி பயன்முறையை மாற்றவும்)எடை வண்ணப்பூச்சு டிரா கருவியைச் சேர்/கழித்தல் மாற்றுஅனைத்தையும் மாற்றுஎலும்பு விருப்பங்களை மாற்றவும்கருத்துகளை மாற்றிக் கொள்ளுங்கள்முடிவுஇலவசமாக/சீரமைக்கவும்தற்போதைய கிளிப் திருத்தியின் பூட்டு தேர்வு விருப்பத்தை மாற்றவும்மேலடுக்குகளை மாற்றவும்சுயவிவர கிளிப்பிங்கை மாற்றவும்வழங்குதல் பயன்பாட்டை மாற்றுதேர்ந்தெடுக்கவும்தேர்வை மாற்றவும்ச்னாப்பிங் மாற்றுதொடக்கத்தைத் தொடங்குங்கள்கணினி கன்சோலை மாற்றவும்திசையனை மாற்றவும்வியூபோர்ட் பயன்பாட்டை மாற்றவும்தெரிவுநிலையை மாற்றவும்விட்செட் வண்ணங்களை மாற்றவும்சூழல் மதிப்பை மாற்றவும்ஒரு மேவு-உரிபை மாற்றவும் (மூடப்பட்ட கீற்றுகளைத் திருத்த)1,2,..,9 விசைகளைப் பயன்படுத்தி ஒரு குறிப்பிட்ட வியூவர் நோடை மாற்றவும்அனிமேசன் பிளேபேக்கை மாற்றவும் (கருவிகள் அல்லது தூரிகை சொத்து பாப்அப்பிற்கான 'சிப்ட்-ச்பேச்')திசையன் மற்றும் ஆட்டோ கைப்பிடிகளுக்கு இடையில் மாற்றவும்பெட்டி தேர்வை மாற்றவும்சொத்து அலமாரியில் பட்டியல் தெரிவுநிலையை மாற்றவும்கிளாம்ப் ஒன்றுடன் ஒன்று கொடியை மாற்றவும்சரிந்த முனைகளை மாற்றி, பயன்படுத்தப்படாத சாக்கெட்டுகளை மறைக்கவும்தேர்ந்தெடுக்கப்பட்ட முனைகளின் வீழ்ச்சியை மாற்றவும்வண்ண வளைவில் செயல்பாடுகளை மாற்றவும்தேர்ந்தெடுக்கப்பட்ட ச்ப்லைன்களுக்கு சுழற்சியை மாற்றவும்தேர்ந்தெடுக்கப்பட்ட குறிப்பான்களுக்கு முடக்கப்பட்ட கொடியை மாற்றவும்தேர்ந்தெடுக்கப்பட்ட பொருள் (களின்) காட்சியை தனித்தனியாக மாற்றி, பார்வையில் மையப்படுத்தப்பட்டுள்ளதுதேர்ந்தெடுக்கப்பட்ட பரப்பை முழுத்திரை/அதிகபட்சமாக மாற்றவும்தேர்ந்தெடுக்கப்பட்ட சேனல்களின் திருத்தக்கூடிய தன்மையை மாற்றவும்மாற்றுசெயலில் உள்ளதைத் தவிர பசை எழுதுகோல் அடுக்குகளின் மங்கலை மாற்றவும்எழுத்துரு வழக்கை மாற்றவும்எழுத்துரு பாணியை மாற்றவும்பிழைத்திருத்த நோக்கங்களுக்காக வடிவியல் சீரற்றமயமாக்கலை மாற்றவும்ஈர்ப்பு விளைவை மாற்றவும்ஆர்டன் இயல்பான கொடியை மாற்றவும்மறைக்கப்பட்ட புள்ளி கோப்புகளை மறைக்கவும்பாதிக்கப்பட்ட இயல்புகளின் தலைகீழ் மாற்றவும்புதிதாக தேர்ந்தெடுக்கப்பட்ட கீஃப்ரேம்களை மட்டுமே விட்டுவிடுவதற்கு பதிலாக கீஃப்ரேம் தேர்வை மாற்றவும்தேர்ந்தெடுக்கப்பட்ட தடங்களுக்கு பூட்டப்பட்ட கொடியை மாற்றவும்அனைவரின் பூட்டுகளையும் மாற்றி, செயலில் உள்ள பொருளின் தேர்வு செய்யப்படாத வெர்டெக்ச் குழுக்களை மாற்றவும்செயலில் உள்ள பொருளின் அனைத்து வெர்டெக்ச் குழுக்களின் பூட்டுகளை மாற்றவும்செயலில் உள்ள பொருளின் தேர்ந்தெடுக்கப்பட்ட வெர்டெக்ச் குழுக்களின் பூட்டுகளை மாற்றவும்செயலில் உள்ள பொருளின் தேர்வு செய்யப்படாத வெர்டெக்ச் குழுக்களின் பூட்டுகளை மாற்றவும்மார்க் மடிப்பு கொடியை மாற்றவும்மார்க் கூர்மையான கொடியை மாற்றவும்மூலப்பொருள் முன்னோட்ட நிழலை மாற்றவும்தேர்ந்தெடுக்கப்பட்ட முனைகளை மாற்றியமைக்கவும்பொருளின் திருத்து பயன்முறையை மாற்றவும்பொருளின் படை புலத்தை மாற்றவும்திறந்த/மூடு வரிசைமுறையை மாற்றவும்தேர்ந்தெடுக்கப்பட்ட முனைகளுக்கான விருப்பத்தேர்வு பொத்தான்கள் காட்சியை மாற்றவும்தட்டச்சு செய்யும் போது மேலெழுதும்துகள் திருத்து பயன்முறையை மாற்றவும்தேர்ந்தெடுக்கப்பட்ட முனைகளுக்கான முன்னோட்ட காட்சியை மாற்றவும்மாற்றப்பட்ட நிழல்3d பார்வையில் சிற்பம் பயன்முறையை மாற்றவும்கம்போசிட்டர் மற்றும் சியோமெட்ரி நோட்களில் தேர்ந்தெடுக்கப்பட்ட வியூவர் நோடை நிலைமாற்றுஅனைத்து கூறுகளுக்கும் தேர்வை மாற்றவும்அனைத்து அனிமேசன் சேனல்களின் தேர்வை மாற்றவும்அனைத்து கீஃப்ரேம்களின் தேர்வையும் மாற்றவும்அனைத்து எலும்புகளின் தேர்வு நிலையை மாற்றவும்3 டி வியூபோர்ட்டில் நிழல் வகையை மாற்றவும்வழங்குதல் பார்வையை மாற்றவும்திட நிழலை மாற்றவும்தேர்ந்தெடுக்கப்பட்ட அனைத்து அனிமேசன் சேனல்களிலும் குறிப்பிட்ட அமைப்பை மாற்றவும்துண்டு இணைப்புகளை மாற்றவும்உரை திருத்துதல் மாற்று3d பார்வையில் அமைப்பு வண்ணப்பூச்சு பயன்முறையை மாற்றவும்உருப்படிகளின் வெளிப்புற தேர்வை மாற்றவும்கேமரா காட்சியை மாற்றவும்தற்போதைய சாளரத்தை முழுத் திரையில் மாற்றவும்மண்டலத்தின் சீரமைப்பை மாற்றவும் (இடது/வலது அல்லது மேல்/கீழ்)தேர்வை மாற்றவும்தேர்வு பயன்முறையை நிலைமாற்றவும்3d பார்வையில் வெர்டெக்ச் பெயிண்ட் பயன்முறையை மாற்றவும்இந்த வடிவ விசையை மாற்றவும்பயன்படுத்தப்படாத முனை சாக்கெட் காட்சியை மாற்றவும்தெரிவுநிலையை மாற்றவும்திருத்துதல் செய்வதற்கான வரைபட திருத்தியில் சேனல்களின் தெரிவுநிலையை மாற்றவும்3d பார்வையில் எடை வண்ணப்பூச்சு பயன்முறையை மாற்றவும்கொடுக்கப்பட்ட வகை செயலில் உள்ளதா இல்லையா என்பதை மாற்றவும்கர்சரின் கீழ் உள்ள உருப்படி திறந்ததா அல்லது மூடப்பட்டதா என்பதை மாற்றவும்மேற்பரப்பு செயலாக்கப்பட்டதா அல்லது புறக்கணிக்கப்பட்டதா என்பதை மாற்றவும்செயலில் உள்ள மூலப்பொருள் மட்டுமே திருத்தக்கூடிய மற்றும்/அல்லது தெரியும் என்பதை மாற்றவும்மூலப்பொருள் பொருள் தரவு அல்லது பொருள் தொகுதியுடன் இணைக்கப்பட்டுள்ளதா என்று மாற்றவும்வயர்ஃப்ரேம் நிழலை மாற்றவும்சுழற்சிக்கும் துருவ இலக்குக்கும் இடையில் சங்கிலியில் மாற்றவும்டாப்-பட்டியில் மண்டலங்களை மாற்றுவது அனுமதிக்கப்படாதுசகிப்புத்தன்மைவெர்டெக்ச் நகல்களைக் கண்டுபிடிப்பதற்கான சகிப்புத்தன்மைவெளியீட்டாளர்களுக்கு சகிப்புத்தன்மை; குறைந்த மதிப்புகள் வடிகட்டி ஒலி, அதிக மதிப்புகள் உள்ளீட்டிற்கு நெருக்கமான விளிம்புகளை இனப்பெருக்கம் செய்யும்டோனல் வீச்சுதொனிடோன் மேப்பிங் வழிமுறைடோன் மேப்பிங் மாற்றியமைப்பாளர்வளைவின் தொனிடன்மேப்டோன்மேப் வகைடன்டன்என்எல்ஏ டிராக்கில் (%s) தேர்ந்தெடுக்கப்பட்ட கீற்றுகளின் மிகக் குறைவான கொத்துகள்: தேர்ந்தெடுக்கப்பட வேண்டிய சரியாக 2 தேவைஒன்றிணைக்க மிகக் குறைவான தேர்வுகள்என்எல்ஏ டிராக் (%s) இல் தேர்ந்தெடுக்கப்பட்ட பல கீற்றுகளின் கொத்துகள்: தேர்ந்தெடுக்கப்பட வேண்டிய சரியாக 2 தேவைபல புள்ளிகள் தேர்ந்தெடுக்கப்பட்டன: %dமேலெழுதும் வரிசைக்கு பல சாத்தியமான வேர் சேகரிப்புகள் (%d), அதற்கு பதிலாக அவுட்லைனரைப் பயன்படுத்தவும்கருவிகருவி கிச்மோகருவி தலைப்புகருவி initகருவி கீமாப்:கருவி விசைகள்கருவி முறைகருவி பண்புகள்கருவி சொத்து துவக்கம்கருவி அமைப்புகள்கருவி விட்செட் வண்ணங்கள்கருவியை வெற்று இடத்துடன் அமைக்க முடியாதுகருவி முனை குழு சொத்துக்கள் ஒரு பட்டியலுக்கு ஒதுக்கப்படவில்லை. சொத்து உலாவியில் பட்டியல்களை ஒதுக்கலாம்கருவி {! R} இடத்திற்கு கிடைக்கவில்லை {! R}கருவிப்பட்டிகருவிப்பட்டி / பக்கப்பட்டிகருவிப்பட்டி உருப்படிகருவிப்பட்டி உருப்படி விட்செட் வண்ணங்கள்கருவிப்பெட்டி நெடுவரிசை தளவமைப்புகருவிகள்கருவிகள் தங்கள் சொந்த நோக்கங்களுக்காக தரவைக் குறிக்க இதைப் பயன்படுத்தலாம் (ஆரம்ப நிலை வரையறுக்கப்படவில்லை)உதவிக்குறிப்புஉதவிக்குறிப்பு வண்ணங்கள்உதவிக்குறிப்பு பாணிஉதவிக்குறிப்புகள்டூன் பி.எச்.டி.எஃப்பயன்படுத்த டூன் பி.எச்.டி.எஃப் கூறுமேலேமேல் (எக்ச்-ஒய்)மேல் பட்டிமேல் அடிப்படைமேல் உயரம்மேல் நிலைமேல் நிலை பட்டியல் திறந்த நேரந்தவறுகைமேல் வரிமேல் ஆர்த்தோகிராஃபிக்சிறந்த முன்னோக்குமேல் வலதுமேல் அகலம்சுமைக்கு மேல் சீரமைக்கப்பட்டுள்ளதுமேல் வரி தெரியும்பட்டியலில் முதலிடம்ஃச் அச்சு இலக்கு இயக்கத்தின் மேல் வரம்புஃச் அச்சு மூல இயக்கத்தின் மேல் வரம்புஒய் அச்சு இலக்கு இயக்கத்தின் மேல் வரம்புஒய் அச்சு மூல இயக்கத்தின் மேல் வரம்புசட் அச்சு இலக்கு இயக்கத்தின் மேல் வரம்புசட் அச்சு மூல இயக்கத்தின் மேல் வரம்புமேலும் கீழும்மேல்-இடது 3d திருத்திஉயர்மட்ட கீற்றுகள் மட்டுமேபேக்கிங் எல்லைகளின் மேல் வலது மூலையில்மேலும் கீழும்கட்டமைப்பியல்இடவியல் மூலைவிட்டங்கள்இடவியல் தூரம்இடவியல் செல்வாக்குஇடவியல் மேப்பிங்இடவியல் கண்ணாடிஇடவியல் ரேக்இடவியல் படிகண்ணி முக்கோணத்தை உருவாக்குவதன் மூலம் இடவியல் மாறிவிட்டது. செங்குத்துகள் மட்டுமே படிக்கப்படும்!டோரச்மொத்தம்மொத்த செலவுடோரசின் மொத்த வெளிப்புற ஆரம்டோரசின் மொத்த உள்துறை ஆரம்மொத்த நிலைகள்ஒரு வட்ட வளைவில் உள்ள நகல்களை வெளியேற்றுவதற்குப் பயன்படுத்தப்படும் மொத்த கோணம்மொத்த கோப்புகள் %d | மாற்றப்பட்ட %d | தோல்வியுற்ற %dமொத்த அதிகபட்ச பவுன்ச் எண்ணிக்கைதுகள்களின் மொத்த எண்ணிக்கைu திசையில் வளைவு அல்லது மேற்பரப்புக்கான மொத்த எண் புள்ளிகள்வி திசையில் மேற்பரப்புக்கான மொத்த எண் புள்ளிகள்உருவாக்க விளைவுக்கு தேவைப்படும் மொத்த நேரம்டச்பேட்டச்பேட் உருள் திசைதனிப்பயன் கேமராவை நோக்கிசுவடுசுவடு சட்டகம்தற்போதைய பட சட்டத்தில் தொடங்கும் படத்தைக் கண்டறியவும்துல்லியத்தைக் கண்டறியவும்முழு வரிசையையும் கண்டுபிடிபொருளின் உட்புறத்தை நோக்கி கதிர்கள்படத்தின் தற்போதைய சட்டகத்தைக் கண்டறியவும்ட்ரேசர்தடமறிதல்தடமறிதல் முறைகண்டுபிடிக்கும் படம் ...டிராக்ட்ராக் ' %s' கண்காணிப்பு பொருளில் %s இல் காணப்படவில்லைடிராக் அச்சுட்ராக் கேமராடிராக் இன்டெக்ச்டிராக் மோசன்டிராக் நிலைட்ராக் வரிசைட்ராக் வாசல்கண்காணிக்கதடைக்கு கண்காணிக்கவும்முடிந்தவரை வேகமாக கண்காணிக்கவும்டிராக் மறைக்கப்பட்டுள்ளதுடிராக் பூட்டப்பட்டுள்ளதுட்ராக் பூட்டப்பட்டுள்ளது மற்றும் அதன் அனைத்து மாற்றங்களும் முடக்கப்பட்டுள்ளனடிராக் தேர்ந்தெடுக்கப்பட்டதுஒற்றை படத்தை விட பட வரிசையின் போது மார்க்கரைக் கண்காணிக்கவும்ட்ராக் பயன்முறை முழு சுட்டுக்கொள்ளும் பயன்முறையைப் பயன்படுத்துகிறது:தற்போதைய சட்டகத்திலிருந்து அடுத்த சட்டகம் வரை கண்காணிப்பு முறைமார்க்கரைக் கண்காணிக்கும் போது கொடுக்கப்பட்ட சட்டத்திலிருந்து அடுத்த சட்டகத்திற்கு கண்காணிப்பு முறைகீஃப்ரேமில் இருந்து அடுத்த சட்டகம் வரை கண்காணிப்பு முறைதேர்ந்தெடுக்கப்பட்ட குறிப்பான்களைக் கண்காணிக்கவும்தேர்ந்தெடுக்கப்பட்ட குறிப்பான்களை ஒரு சட்டகத்தால் பின்னோக்கி கண்காணிக்கவும்முழு கிளிப்பிற்கும் தேர்ந்தெடுக்கப்பட்ட குறிப்பான்களை பின்னோக்கி கண்காணிக்கவும்தேர்ந்தெடுக்கப்பட்ட குறிப்பான்களை ஒரு சட்டகத்தால் முன்னோக்கி கண்காணிக்கவும்முழு கிளிப்பிற்கும் தேர்ந்தெடுக்கப்பட்ட குறிப்பான்களை முன்னோக்கி கண்காணிக்கவும்தடைக்கு கண்காணிக்கவும்இரட்டை வேகத்துடன் கண்காணிக்கவும்நிகழ்நேர வேகத்தில் பாதியைக் கண்காணிக்கவும்நிகழ்நேர வேகத்தின் காலாண்டுடன் கண்காணிக்கவும்நிகழ்நேர வேகத்துடன் கண்காணிக்கவும்டிராக்கின் நங்கூரம் புள்ளி தேர்ந்தெடுக்கப்பட்டதுடிராக்கின் முறை பரப்பு தேர்ந்தெடுக்கப்பட்டுள்ளதுடிராக்கின் தேடல் பரப்பு தேர்ந்தெடுக்கப்பட்டதுதடம்:டிராக்பால்எந்தவொரு கோணத்திலும் உங்கள் பார்வையை வீழ்த்த டிராக்பால் உங்களை அனுமதிக்கிறதுதேர்ந்தெடுக்கப்பட்ட பொருட்களின் டிராக்பால் பாணி சுழற்சிடிராக்பால்: %.2f %.2f %sடிராக்பால்: %s %s %sகண்காணிக்கப்பட்ட பிரேம்கள்கண்காணிக்கப்பட்ட தடங்கள்கண்காணிப்புகண்காணிப்பு அச்சுகண்காணிப்பு பொருள்முன்னமைவுகளைக் கண்காணித்தல்கண்காணிப்பு அமைப்புகள்அமைப்புகள் கூடுதல் கண்காணிப்புகண்காணிப்பு அமைப்புகள் கூடுதல்கண்காணிப்பு குறிப்பான்கள் ...தடங்கள்தடங்கள் காட்சி வகைதடங்கள் அளவுஇருப்பிடத்திற்கான தடங்கள்சுழற்சி / அளவிற்கான தடங்கள்உறுதிப்படுத்தலுக்கான தடங்கள்ஒரே வண்ணத்துடன் தடங்கள்குறியீட்டு விரைவு மற்றும் சுருக்க விகிதத்திற்கு இடையிலான பரிமாற்றம்பாரம்பரியபாரம்பரிய உருள் திசைபாதை எண்ணிக்கைபின்தங்கிபயிற்சி மாதிரிகள்இடமாற்றம்எஃப்.கே அனிமேசனை ஐ.கே எலும்புகளுக்கு மாற்றவும்ஃப்ரீபாணி எட்ச் அடையாளத்தை மாற்றவும்ஃப்ரீபாணி முக அடையாளத்தை மாற்றவும்ஐ.கே அனிமேசனை எஃப்.கே எலும்புகளுக்கு மாற்றவும்தேர்ந்தெடுக்கப்பட்ட இடமாற்றம் மட்டுமேபுறஊதா வரைபடங்களை செயலில் இருந்து தேர்ந்தெடுக்கப்பட்ட பொருள்களுக்கு மாற்றவும் (பொருந்தும் வடிவியல் தேவை)புறஊதா அடுக்குகளை மாற்றவும்புறஊதா மடிப்பு அடையாளத்தை மாற்றவும்செயலில் அல்லது அனைத்து வெர்டெக்ச் குழுக்களையும் மாற்றவும்அனைத்து பண்புகளையும் புதிய கண்ணி மாற்றவும்எல்லா தரவு அடுக்குகளையும் மாற்றவும்சிதைவு எலும்புகளால் பயன்படுத்தப்படும் அனைத்து வெர்டெக்ச் குழுக்களையும் மாற்றவும்தேர்ந்தெடுக்கப்பட்ட போச் எலும்புகளால் பயன்படுத்தப்படும் அனைத்து வெர்டெக்ச் குழுக்களையும் மாற்றவும்பெவெல் எடையை மாற்றவும்வண்ண பண்புகளை மாற்றவும்மடிப்பு மதிப்புகளை மாற்றவும்தனிப்பயன் இயல்புகளை மாற்றவும்செயலில் உள்ள பொருளிலிருந்து தரவை தேர்ந்தெடுக்கப்பட்ட பொருள்களுக்கு மாற்றவும்தரவு அடுக்கு (கள்) (எடைகள், விளிம்பு கூர்மையான, முதலியன) செயலில் இருந்து தேர்ந்தெடுக்கப்பட்ட மெச்கள் வரை மாற்றவும்தேர்ந்தெடுக்கப்பட்ட மெச்களிலிருந்து செயலில் உள்ள தரவு அடுக்கு (கள்) (எடைகள், விளிம்பு கூர்மையான, முதலியன) மாற்றவும்தட்டையான/மென்மையான அடையாளத்தை மாற்றவும்தேர்ந்தெடுக்கப்பட்ட பொருட்களிலிருந்து செயலில் உள்ள ஒன்றிற்கு மாற்றவும்தரவு அடுக்கு (களை) செயலில் இருந்து தேர்ந்தெடுக்கப்பட்ட மெச்களுக்கு மாற்றவும்இடமாற்ற இருப்பிட மாற்றங்கள் மட்டுமேஇடம், சுழற்சி மற்றும் அளவிலான மாற்றங்களை மாற்றவும்கால்பந்து அல்லாத இடங்களிலிருந்து முடிவு கண்ணிக்கு பொருட்களை மாற்றி, தேவையான புதிய பொருட்களைச் சேர்க்கிறது. வெற்று இடங்களுக்கு, ஓபராண்ட் கண்ணி போன்ற அதே பொருள் குறியீட்டைப் பயன்படுத்துவதற்கு மீண்டும் விழுங்கள்.மற்றொரு கண்ணி மூலம் இயக்கத்தை மாற்றவும்பரிமாற்ற சுழற்சி மட்டுமே மாற்றுகிறதுபரிமாற்ற அளவுகோல் மட்டுமேதேர்ந்தெடுக்கப்பட்ட எலும்புகளை மட்டுமே மாற்றவும்பல வகையான தரவுகளை (வெர்டெக்ச் குழுக்கள், புறஊதா வரைபடங்கள், வெர்டெக்ச் வண்ணங்கள், தனிப்பயன் இயல்புகள்) ஒரு கண்ணி இருந்து இன்னொரு இடத்திற்கு மாற்றவும்கூர்மையான அடையாளத்தை மாற்றவும்துணைப்பிரிவு மடிப்பு மதிப்புகளை மாற்றவும்FK அனிமேசனை எனக்கு மாற்றுகிறதுஉருமாற்றம்தற்காலிக சேமிப்பை மாற்றவும்கேச் கட்டுப்பாட்டை மாற்றவும்மாற்ற சேனல்ரேடியல் டைலிங்கிற்கான ஒருங்கிணைப்பு அமைப்பை மாற்றவும்கர்சரை மாற்றவும்டெல்டாவை மாற்றவும்திசை மாற்றவும்வடிவவியலை மாற்றவும்கிச்மோவை மாற்றவும்உருமாற்ற அணிஉருமாற்ற முறைவழிசெலுத்தலை மாற்று உடன் மாற்றவும்பொருளை மாற்றவும்நோக்குநிலை இடங்களை மாற்றவும்உருமாறும் நோக்குநிலைகள்மாற்றத்தை மாற்றவும்பெற்றோரை மாற்றவும்பிவோட் புள்ளியை மாற்றவும்உருமாற்ற புள்ளிமாற்றும் போச்முன்னோட்டத்தை மாற்றவும்குறிப்பு மாற்றம்மாதிரிகள் மாற்றவும்இடத்தை மாற்றவும்ஒரு திசை திசையன் மாற்றவும்ஒரு திசை திசையன் மாற்றவும் (இடம் புறக்கணிக்கப்படுகிறது)ஒரு சாதாரண திசையனை அலகு நீளத்துடன் மாற்றவும்ஒரு புள்ளியை மாற்றவும்அமைப்பு ஒருங்கிணைப்பை தலைகீழ் மேப்பிங் செய்வதன் மூலம் ஒரு அமைப்பை மாற்றவும்ஒரு அலகு சாதாரண திசையன் மாற்றவும் (இடம் புறக்கணிக்கப்படுகிறது)அனைத்து தீவுகளையும் மாற்றி, அவை புறஊதா/யுடிம் இடத்தை முடிந்தவரை நிரப்புகின்றனவிளைவுகளை கட்டுப்படுத்த அச்சை மாற்றவும்மாற்ற சேனல்நகல் கீஃப்ரேம்களை மாற்றவும்கட்டம் குறியீட்டு இடத்திலிருந்து பொருள் இடத்திற்கு மாற்றவும்உருமாற்றம் இருப்பிடத்தை மட்டுமே பாதிக்கும் வகையில் அமைக்கப்பட்டுள்ளதுகுறிப்பான்கள் மற்றும் கீற்றுகளை மாற்றவும்பொருள் தோற்றத்தை மாற்றவும், அதே நேரத்தில் வடிவத்தை விட்டு வெளியேறவும்ஒரு வரிசை துண்டுக்கான அளவுருக்களை மாற்றவும்தேர்ந்தெடுக்கப்பட்ட உருப்படிகளை பயன்முறை வகை மூலம் மாற்றவும்வீச்சு அமைப்பு மாற்றியமைக்கும் மாற்றியை மாற்றவும்இரண்டு பொருள்களுக்கு இடையிலான வேறுபாட்டைப் பயன்படுத்தி புறஊதா வரைபடத்தை மாற்றவும்துன்பம் சேப் டிரான்ச்ஃபார்ம் எலும்பின் குழந்தை போல் எலும்பை மாற்றவும். வடிவம்-விசை மற்றும் ஆர்மேச்சர் சிதைவுகளை இணைக்கும்போது இது பயனுள்ளதாக இருக்கும்.முக்கிய வடிவவியலுடன் தொடர்புடைய உள்ளீட்டை மாற்றவும்மொழிபெயர்ப்பு, சுழற்சி மற்றும் அளவைப் பயன்படுத்துவதன் மூலம் உள்ளீட்டு திசையன் மாற்றவும்பெற்றோரை மாற்றி, குழந்தைகளை விட்டுவிடுங்கள்உருமாற்ற கருவிகள் இந்த கட்டுப்பாட்டால் பாதிக்கப்படுகின்றனஉருமாற்றம்:மாற்றம்உருமாற்ற தடைஉருமாற்ற முறைசெயலுக்கு முக்கியமாகப் பயன்படுத்தப்படும் இலக்கிலிருந்து உருமாற்ற சேனல்பொருளின் இருப்பிடம், சுழற்சி மற்றும் அளவைக் கொண்ட உருமாற்ற மேட்ரிக்ச்வோக்சல் குறியீட்டிலிருந்து பொருள் இடத்திற்கு உருமாற்ற மேட்ரிக்ச்இதற்கு முன் விண்ணப்பிக்க உருமாற்ற மேட்ரிக்ச்வடிவியல் சூழலில் இருந்து ஒவ்வொரு நிகழ்வின் மாற்றமும்உருமாற்ற நோக்குநிலைஉருமாற்றங்கள்இந்த கட்டுப்பாட்டால் மாற்றங்கள் பாதிக்கப்படுகின்றனஉருமாற்றங்களில் பெற்றோர்/மறுசீரமைப்பு அல்லது தடைகள் இல்லைஉருமாற்றங்களில் கட்டுப்பாடுகளின் விளைவுகள் அடங்கும், ஆனால் பெற்றோர்/மறுசீரமைப்பு அல்லமாற்றங்களில் பெற்றோருக்குரிய/மறுசீரமைப்பு மற்றும் கட்டுப்பாடுகள் ஆகியவை அடங்கும்வியூபோர்ட்டின் இருப்பிடம் மற்றும் சுழற்சியைப் பயன்படுத்தி இடத்தைக் காண பொருள் இடத்திலிருந்து புள்ளிகளை மாற்றுகிறதுபார்வை இடத்தின் புள்ளிகளை பிராந்திய இடத்திற்கு மாற்றுகிறது ("கிளிப் ச்பேச்" அல்லது "இயல்பாக்கப்பட்ட சாதன ஒருங்கிணைப்புகள்")மாற்றம்மாற்றம் துண்டுமாற்றங்கள்தேர்ந்தெடுக்கப்பட்ட மாற்றங்கள்மொழிபெயர்நிகழ்வுகளை மொழிபெயர்க்கவும்இடைமுகத்தை மொழிபெயர்க்கவும்புதிய பெயர்களை மொழிபெயர்க்கவும்தோற்றம் மொழிபெயர்க்கவும்அறிக்கைகளை மொழிபெயர்க்கவும்வேர்களை மொழிபெயர்க்கவும்உதவிக்குறிப்புகளை மொழிபெயர்க்கவும்ஃச் ஐ மொழிபெயர்க்கவும்ஒய் மொழிபெயர்க்கவும்பிழை செய்திகள் போன்ற கூடுதல் தகவல்களை மொழிபெயர்க்கவும்மெனுக்கள், பொத்தான்கள் மற்றும் பேனல்களில் அனைத்து சிட்டைகளையும் மொழிபெயர்க்கவும் (இது பயிற்சிகள் அல்லது கையேட்டைப் பின்பற்றுவது கடினமாக்கும் என்பதை நினைவில் கொள்க)பொருளின் அசல் மற்றும் மதிப்பிடப்பட்ட மேற்பரப்பு கண்ணுக்கு இடையிலான மாற்றங்களின் அடிப்படையில் வளைவுகளை மொழிபெயர்த்து சுழற்றுங்கள்தேர்வுக்கு பதிலாக தோற்றம் மொழிபெயர்க்கவும்வேர் (அதாவது பெற்றோர் இல்லாத) எலும்புகளை ஆர்மேச்சர் தோற்றத்திற்கு மொழிபெயர்க்கவும்இடைமுகம் கூறுகளை வட்டமிடும்போது விளக்கங்களை மொழிபெயர்க்கவும் (பரிந்துரைக்கப்படுகிறது)புதிய தரவு-தொகுதிகளின் பெயர்களை மொழிபெயர்க்கவும் (பொருள்கள், மூலப்பொருட்கள் ...)ஆரம்பத்தில் தூரிகை வட்டத்திற்குள் புள்ளிகளின் தொகுப்பை மொழிபெயர்க்கவும்மொழிபெயர்ப்பு, ஓரியண்ட், அளவுமொழிபெயர்க்கவும், சுழற்றவும், அளவுவடிவவியலை மொழிபெயர்க்கவும், சுழற்றவும் அல்லது அளவிடவும்மொழிபெயர்ப்புமொழிபெயர்ப்பு கிளைகள் அடைவுமொழிபெயர்ப்பு சூழல்மொழிபெயர்ப்பு வேர்மொழிபெயர்ப்பு பாடல் சிறப்புமொழிபெயர்ப்பு தடங்கள்ஒவ்வொரு பிரதிக்கும் திரட்டப்பட்ட மொழிபெயர்ப்புசொத்தின் பெயரின் மொழிபெயர்ப்பு சூழல்அடுக்கின் மொழிபெயர்ப்புகசியும் பி.எச்.டி.எஃப்பரவும் முறைபரிமாற்றம் பவுன்ச்பரிமாற்ற நிறம்பரிமாற்ற ஆழம்பரிமாற்ற நேரடிபரிமாற்ற காரணிபரிமாற்ற மறைமுகபரிமாற்ற தெரிவுநிலைபரிமாற்ற எடைடிரான்ச்மிசன் லைட் பெருக்கிஅனுப்புவெளிப்படைத்தன்மைவெளிப்படைத்தன்மை ஒன்றுடன் ஒன்றுஇடைமுகத்தில் படவுருகளின் வெளிப்படைத்தன்மை, மாறுபாட்டைக் குறைக்கஒளிவிலகல் இல்லாமல் வெளிப்படைத்தன்மை, வடிவியல் இல்லாதது போல் மேற்பரப்பு வழியாக நேராக செல்கிறதுஒளி புகும்வெளிப்படையான பி.எச்.டி.எஃப்வெளிப்படையான பின்னணிவெளிப்படையான செக்கர்போர்டுவெளிப்படையான ஆழம்வெளிப்படையான கண்ணாடிவெளிப்படையான அதிகபட்சம் பவுன்ச்வெளிப்படையான கடினத்தன்மை வாசல்வெளிப்படையான நிழல்கள்வெளிப்படையான காட்சி காட்சி. உருப்படிகளைத் தேர்ந்தெடுக்க அனுமதிக்கவும்டிரான்ச் மேட்ரிக்ச்ட்ரெப்சாய்டுசிக்கிய காற்று துகள் மாதிரிசிக்கிய காற்று சாத்தியம் அதிகபட்சம்சிக்கிய காற்று மாதிரிடிராவர்ச் இணைக்கப்பட்ட முகங்கள் (மூலைவிட்டங்கள் மற்றும் விளிம்பு-மோதிரங்கள் அடங்கும்)எல்லா வரிகளையும் ஒரே வரி வகையாகக் கருதுங்கள், எனவே அவை ஒன்றாக சங்கிலியால் பிணைக்கப்படலாம்வளைவை சுழற்சி வளைவாக நடத்துங்கள் (வளைவு எல்லை பெட்டியில் கிளம்பிங் இல்லை)சாதாரண அல்லது இடப்பெயர்ச்சி வரைபடங்கள் போன்ற வண்ண மேலாண்மை இல்லாமல் படத்தை வண்ணமற்ற தரவுகளாக கருதுங்கள்குறுக்குவெட்டு மற்றும் விளிம்பு கோடுகள் ஒரே வகையைப் போலவே சிகிச்சையளிக்கவும், அதனால் அவை ஒன்றாக சங்கிலியால் பிணைக்கப்படலாம்ஆல்பாவுடன் மூலப்பொருட்களை டெக்கல்களாக நடத்துங்கள் (நிழல் வார்ப்பு இல்லை)மாதிரிக்கு ஒரு வெளிச்சமாக மேற்பரப்பின் பின்புறத்தை மட்டுமே நடத்துங்கள்மேற்பரப்பின் முன் பக்கத்தை ஒரு ஒளியாக மட்டுமே நடத்துங்கள், பொதுவாக மூடிய மெச்களுக்கு உட்புறம் தெரியவில்லைமுன் மற்றும் பின் பக்கத்திலிருந்து வெளிவரும் மாதிரிக்கு மேற்பரப்பை ஒரு வெளிச்சமாக கருதுங்கள்இந்த பொருளை ஒரு பிளானர் மற்றும் திறக்கப்படாத கண்ணி என்று கருதுங்கள். கண்ணி மேற்பரப்பில் இருந்து மட்டுமே திரவம் வெளிப்படும் மற்றும் மேற்பரப்பு உமிழ்வு மதிப்பின் அடிப்படையில்.இந்த பொருளை ஒரு பிளானர், திறக்கப்படாத கண்ணி என்று கருதுங்கள்மர முனைமர வகைமர முனை தேர்ந்தெடுக்கப்பட்டதுட்ரைமுக்கோணம்முக்கோணம் aமுக்கோண பரப்புமுக்கோணம் bமுக்கோண முகங்கள்முக்கோண சுவைஞர்முக்கோணம் இயல்பானதுமுக்கோணங்கள்இந்த குழுவில் உள்ள அனைத்து செங்குத்துகளையும் கொண்ட முக்கோணங்கள் பொருள் மோதல்களின் போது பயன்படுத்தப்படுவதில்லைஇந்த குழுவில் உள்ள அனைத்து செங்குத்துகளையும் கொண்ட முக்கோணங்கள் தன்வய மோதல்களின் போது பயன்படுத்தப்படுவதில்லைமுக்கோணம்முக்கோணமுக்கோண முகங்கள்முக்கோண கண்ணிமுக்கோண மெச்கள்முக்கோண மாற்றிஏற்றுமதியின் போது முக்கோண மெச்கள்இந்த எண்ணை விட அதிகமாகவோ அல்லது சமமாகவோ வெர்டெக்ச் எண்ணிக்கை கொண்ட பலகோணங்களை மட்டுமே முக்கோணப்படுத்துங்கள்தேர்ந்தெடுக்கப்பட்ட முகங்களை முக்கோணப்படுத்துங்கள்முக்கோண கண்ணி2டி வளைவுகளை நிரப்புவதற்கான முக்கோண தீர்வுதூண்டுதல் aதூண்டுதல் ஆட்ரைலீனியர்வளைவை ஒழுங்கமைக்கவும்முடி வளைவுகளை ஒழுங்கமைக்கவும்டிரிம் பயன்முறையை ஒழுங்கமைக்கவும்டிரிம் ச்ட்ரோக் முடிகிறதுபடத்தின் எல்லையில் அனைத்து விளிம்புகளையும் ஒழுங்கமைக்கவும் (ஓவர்ச்கான் பகுதி உட்பட)முடி வளைவுகளை ஒரு குறிப்பிட்ட அளவு வரை சீரற்ற முறையில் ஒழுங்கமைக்கவும்குறுக்குவெட்டு வீச்சு முனைகள்ஒன்றுடன் ஒன்று தீர்க்க கீற்றுகளை ஒழுங்கமைக்கவும் அல்லது பிரிக்கவும்டிரிம்/சேர்முடி வளைவுகளை ஒரு குறிப்பிட்ட நீளத்திற்கு வெட்டுதல் அல்லது நீட்டுதல்மும்மடங்குமுக்காலிமுக்காலி இயக்கம்முக்காலி தீர்விமுக்கோணம்உண்மைஉண்மையான சாதாரணகண்ணி ஒரு செயலில் உள்ள உறுப்பு இருந்தால் உண்மை, இல்லையெனில் தவறானதுகீஃப்ரேம்கள் அல்லது பயனுள்ள மாற்றியமைப்பாளர்கள் இல்லாததால் வளைவு எந்த அனிமேசனையும் பங்களிக்கவில்லை என்றால் உண்மை, நீக்கப்பட வேண்டும்ஒரு டைலில், அதாவது ஒரே நேரத்தில் பல வோக்சல்களில் புலம் மதிப்பிடப்பட்டால் உண்மை. இது தவறானது என்றால், அளவு எப்போதும் 1படத் தரவு நினைவகத்தில் ஏற்றப்பட்டால் உண்மைஉள்ளீட்டு மேட்ரிக்ச் தலைகீழாக இருந்தால் உண்மைமாற்றியமைக்கும் தாவல் விரிவாக்கப்பட்டால் உண்மைசாக்கெட் பல ஆர்டர் செய்யப்பட்ட உள்ளீட்டு இணைப்புகளை ஏற்க முடிந்தால் உண்மைசாக்கெட் ஒரு வெளியீடு என்றால் உண்மை, இல்லையெனில் உள்ளீடுசாக்கெட் இணைக்கப்பட்டிருந்தால் உண்மைசாக்கெட் தேர்ந்தெடுக்கப்பட்டால் உண்மைசாக்கெட் கிடைக்கவில்லை என்றால் உண்மைஇந்த மெசுக்கு தனிப்பயன் சாதாரண தரவு இருந்தால் உண்மைஇந்த படத்திற்கு பெயரிடப்பட்ட அடுக்கு இருந்தால் உண்மைஇந்த படத்திற்கு பல பார்வைகள் இருந்தால் உண்மைஇந்த படம் மிதக்கும்-புள்ளி இடையகத்தில் சேமிக்கப்பட்டால் உண்மைபட்டியல் உள்ளீட்டால் இந்த உருப்படி தேர்ந்தெடுக்கப்பட்டால் சரிஇந்த நூலகத்தில் தற்போதைய கலப்பில் இணைக்கப்பட்டுள்ள நூலக மேலெழுதல்களைக் கொண்டிருந்தால், அது மறுநிகழ்வு ஏற்றும்போது மறுபரிசீலனை செய்யப்பட வேண்டியிருந்தது (அந்த நூலகக் கலப்பைக் கோப்பைத் திறந்து மீண்டும் சேமிக்க பரிந்துரைக்கப்படுகிறது)இந்த பொருள் கிரீச் பென்சில் தரவு இருந்தால் உண்மைஇந்த முனை செயலில் உள்ள குழு வெளியீடாகப் பயன்படுத்தப்பட்டால் உண்மைஇந்த முனை செயலில் வெளியீடாகப் பயன்படுத்தப்பட்டால் உண்மைஇந்த மாதிரிக்காட்சி படவுரு py ச்கிரிப்டால் மாற்றியமைக்கப்பட்டிருந்தால் உண்மைதான், மேலும் கலப்பானால் தானாக உருவாக்கப்படவில்லைஇந்த முன்னோட்டப் படம் py ச்கிரிப்டால் மாற்றியமைக்கப்பட்டிருந்தால் உண்மைதான், மேலும் கலப்பானால் தானாக உருவாக்கப்படவில்லைடிராக்கில் செல்லுபடியாகும் மூட்டை இருந்தால் உண்மைசரியா தவறாமுதல் உள்ளீடு உண்மை மற்றும் இரண்டாவது தவறானது என்றால் உண்மைஇந்த எலும்பு சேகரிப்பின் மூதாதையர்கள் அனைவரும் காணக்கூடியதாகக் குறிக்கப்படும்போது உண்மை; வேர் எலும்பு சேகரிப்புகளுக்கு எப்போதும் உண்மைகுறைந்தது ஒரு உள்ளீடு தவறானது போது உண்மைகுறைந்தது ஒரு உள்ளீடு உண்மையாக இருக்கும்போது உண்மைஇரண்டு உள்ளீடுகளும் தோராயமாக சமமாக இருக்கும்போது உண்மைஇரண்டு உள்ளீடுகளும் வித்தியாசமாக இருக்கும்போது உண்மை (பிரத்தியேக அல்லது)இரண்டு உள்ளீடுகளும் சமமாக இருக்கும்போது உண்மை (பிரத்தியேக nor)இரண்டு உள்ளீடுகளும் பொய்யாக இருக்கும்போது உண்மைஇரண்டு உள்ளீடுகளும் தோராயமாக சமமாக இல்லாதபோது உண்மைஇரண்டு உள்ளீடுகளும் உண்மையாக இருக்கும்போது உண்மைசெயல்படுத்தப்படும்போது உண்மை (செயல்படுத்தும் கால்பேக்குகள் மட்டுமே கிடைத்தாலும் கூட)பல குறிப்புகள் போது உண்மைநிரப்புதலின் ஒளிபுகாநிலை காணக்கூடிய அளவுக்கு அதிகமாக அமைக்கப்படும் போது உண்மைபக்கவாதத்தின் ஒளிபுகாநிலை காணக்கூடிய அளவுக்கு அதிகமாக அமைக்கப்படும் போது உண்மை'கடைசி செயல்பாட்டை சரிசெய்யவும்' குழுவிலிருந்து இயங்கும்போது உண்மைஆபரேட்டரிடமிருந்து 'கடைசியாக மறுநிகழ்வு' ஓடும்போது உண்மைகர்சரைப் பிடிக்கும்போது உண்மைமுதல் உள்ளீட்டில் இரண்டாவது துணைச்சரமாக இருக்கும்போது உண்மைமுதல் உள்ளீடு இரண்டாவதாக முடியும் போது உண்மைமுதல் உள்ளீடு பிரகாசமாக இருக்கும்போது உண்மைமுதல் உள்ளீடு இருட்டாக இருக்கும்போது உண்மைமுதல் உள்ளீடு இரண்டாவது உள்ளீட்டை விட அதிகமாக இருக்கும்போது உண்மைமுதல் உள்ளீடு இரண்டாவது உள்ளீட்டை விட அதிகமாக இருக்கும்போது அல்லது சமமாக இருக்கும்போது உண்மைமுதல் உள்ளீடு இரண்டாவது உள்ளீட்டை விட சிறியதாக இருக்கும்போது உண்மைமுதல் உள்ளீடு இரண்டாவது உள்ளீட்டை விட சிறியதாக இருக்கும்போது அல்லது சமமாக இருக்கும்போது உண்மைமுதல் உள்ளீடு உண்மையாகவும், இரண்டாவது தவறாகவும் இருக்கும்போது உண்மை (குறிக்கவில்லை)முதல் உள்ளீடு இரண்டாவது உள்ளீடு தொடங்கும் போது உண்மைசொத்து மறைக்கப்படும்போது உண்மைமுன்னமைவுகளில் சொத்து சேமிக்கப்படாதபோது உண்மைஆர்என்ஏ செயல்பாட்டை செயல்படுத்தும் பைதான் செயல்பாட்டில் சொத்து விருப்பமாக இருக்கும்போது உண்மைசொத்து பேய் மதிப்புகளைப் பயன்படுத்தும்போது உண்மைபயனர் நேரத்தை துடைக்கும்போது உண்மைஇந்த சொத்து ஆர்என்ஏ செயல்பாட்டிலிருந்து வெளியீட்டு மதிப்பாக இருக்கும்போது உண்மைஇந்த மதிப்பை எதுவுமில்லை என அமைக்க முடியாதபோது சரிஎடிட்மோடில் பயன்படுத்தும்போது உண்மைதுண்டிக்கவும்துண்டிக்கவும் பயன்முறைஉரை பெட்டிகளுக்கு வெளியே செல்லும் உரையை துண்டிக்கவும்நம்பகமான கலப்பு கோப்புகள்நம்பகமான சான்றுநம்பகமான மூல [நம்பத்தகாத பாதை]எலும்பு குழந்தைகளுடன் முக்கிய எலும்பு அச்சை சீரமைக்க முயற்சிக்கவும்காணாமல் போன வெளிப்புற கோப்புகளைக் கண்டுபிடிக்க முயற்சிக்கவும்எண் நீட்டிப்பைச் சேர்ப்பதற்கு பதிலாக, முடிந்தால், எலும்புகளின் பெயர்களை புரட்ட முயற்சிக்கவும்தலைகீழ் பிணைப்பு மெட்ரிக்குகளிலிருந்து தோல் மெச்களுக்கான அசல் பிணைப்பு போசை யூகிக்க முயற்சிக்கவும். முடக்கும்போது, இயல்புநிலை/ஓய்வு போசைப் பயன்படுத்தவும்உலகளாவிய வடிவத்தை வைக்க முயற்சி செய்யுங்கள்தனிப்பயன் இயல்புகளை பாதுகாக்க முயற்சிக்கவும். எச்சரிக்கை: தேர்ந்தெடுக்கப்பட்ட முக்கோண முறையைப் பொறுத்து, நிழல் முழுமையாக பாதுகாக்கப்படாமல் போகலாம், "நிலையான" முறை பொதுவாக இங்கே சிறந்த முடிவை அளிக்கிறதுகண்ணி மீது கண்ணி எல்லையைப் பாதுகாக்க முயற்சிக்கவும்கண்ணி மீது கூர்மையான அம்சங்களை பாதுகாக்க முயற்சிக்கவும்உள்ளக நகல்களை உருவாக்குவதற்கு பதிலாக, முன்னர் பொருத்தப்பட்ட ஐடிகளை மீண்டும் சேர்க்கும்போது அவற்றை மீண்டும் பயன்படுத்த முயற்சிக்கவும்புதிய நகலைச் சேர்ப்பதற்குப் பதிலாக முன்பே பொருத்தப்பட்ட தரவு-தொகுதிகளை மீண்டும் பயன்படுத்த முயற்சிக்கவும்புரட்டப்பட்ட பெயர்களிலிருந்து வலது-அதிக புள்ளி-எண்ணிக்கையை அகற்ற முயற்சிக்கவும். எச்சரிக்கை: சில சந்தர்ப்பங்களில் பொருத்தமற்ற பெயரிடலை ஏற்படுத்தக்கூடும்இடத்தை மிச்சப்படுத்தினால் சிதறிய அணுகலைப் பயன்படுத்த முயற்சிக்கவும்தவறான பாதையில் இருந்து '%s' ஐ மீண்டும் ஏற்ற முயற்சிக்கிறது '%s'தவறான பாதைக்கு '%s' ஐ மீண்டும் ஏற்ற அல்லது இடமாற்றம் செய்ய முயற்சிக்கிறது '%s'குழாய்குழாய் கண்ணிபடத்தை டியூன் செய்யவும்கொந்தளிப்புகொந்தளிப்புகொந்தளிப்பு செயல்திறன் எடைபேண்ட்னோயிச் மற்றும் ரிங்னோயிச் வகைகளின் கொந்தளிப்புசத்தத்தின் கொந்தளிப்புகொந்தளிப்பான கடல்துருக்கிய - துருக்கியதிருப்பு தொகைஇடதுபுறம் திரும்பவும்கொள்கையை திருப்புங்கள்வலதுபுறம் திரும்பவும்திருப்பம் விரைவுவேக காரணியைத் திருப்பவும்வழிசெலுத்தல் அப் அச்சில் கடிகார திசையில் திரும்பவும்வழிசெலுத்தல் அப் அச்சு சுற்றி எதிர்-கடிகார திசையில் திருப்புங்கள்செயலற்ற வோக்சல்கள் மற்றும் டைல்களை செயலற்ற பின்னணி டைல்களாக மாற்றவும்பொருள்களை வண்ணப்பூச்சு கேன்வாச்கள் மற்றும் தூரிகைகளாக மாற்றவும், வண்ண பண்புக்கூறுகள், பட வரிசைகள் அல்லது இடப்பெயர்ச்சியை உருவாக்குதல்இந்த துணை நிரலை அணைக்கவும்இந்த நீட்டிப்பை அணைக்கவும்எச்பி கண்டறியும் கன்சோல் அச்சிட்டுகளை இயக்கவும்பின்னிங் இயக்கவும் அல்லது அணைக்கவும்மாற்றியை உருவாக்கும் போது, மேனேச் பேனலைக் காண்பிக்கும் விருப்பத்தை இயக்கவும்இந்த துணை நிரலை இயக்கவும்இந்த தீமினை இயக்கவும்அனைத்து வோக்சல்களும் ஒரே மதிப்பு மற்றும் செயலில் உள்ள (ஒரு சகிப்புத்தன்மை வரம்பிற்குள்) உள்ள பகுதிகளை செயலற்ற பின்னணி ஓடுகளாக மாற்றவும்நொடிக்கு டிகிரிகளில் திரும்பும் விரைவுநிகழ்வுகளை விட வெளியீட்டை ஒற்றை வடிவவியலாக மாற்றவும் (பல மாற்றியமைப்பாளர்களுக்குத் தேவை)திருப்பங்கள்டர்ன்டபிள்டர்ன்டபிள் சுற்றும் போது இசட்-அச்சை நிமிர்ந்து வைத்திருக்கிறதுமாற்றங்கள்நகல் கொடியை மாற்றவும்மாற்றும் முறை நடவடிக்கை ச்லாட் சேமிப்புமாற்றும் முறை நடவடிக்கை சேமிப்புமாற்றி தூரிகை இரண்டாம் நிலை/முகமூடி அமைப்புபெட்டி தேர்வுக்கு வெற்று இடத்திலிருந்து சைகை மாற்றவும்செயலில் உள்ள கிச்மோவை மாற்றவும்அதிர்வெண் மற்றும் வேகத்தைக் கட்டுப்படுத்த இயற்பியலுக்கான நேரத்தை மாற்றவும்திருப்பம்ட்விச்ட் வளைவுதிருப்ப காரணிதிருப்ப முறைமென்மையான திருப்பம்மூடிய சுழல்களுக்கு ட்விச்ட் ஆஃப்செட்இரண்டு நிலைகள்இந்த துண்டுக்கு கீழே இரண்டு அல்லது அதற்கு மேற்பட்ட சேனல்கள் தேவைஅளவை அமைக்க மூட்டைகளுடன் இரண்டு தடங்கள் தேர்ந்தெடுக்கப்பட வேண்டும்txtinவகை"{:s}" என்று தட்டச்சு செய்ய முடியாது"{}" வகையை வடிவமைக்க முடியாதுவகை 1வகை 2தகவலைத் தட்டச்சு செய்கலேபிளை தட்டச்சு செய்கமுனை சாக்கெட்டின் தட்டச்சு மற்றும் இயல்புநிலை மதிப்புஇந்த தரவு-தொகுதியின் அடையாளங்காட்டியைத் தட்டச்சு செய்கபயன்படுத்தக்கூடிய ஐடி-பிளாக் வகைபயன்படுத்த வேண்டிய ஒன்றிணைப்பு வகைஎன்எல்ஏ துண்டு வகைகடுமையான உடல் கட்டுப்பாடு வகைஇருந்து சொத்தை அணுக சூழல் சார்ந்த தரவு-தடுப்பின் வகைகோண உள்ளீடு வகை3d வியாபோர்ட்டில் பின்னணி வகைபயன்படுத்த உள்ளமைக்கப்பட்ட செயல்பாட்டின் வகைஉருவாக்க ஒப்பீட்டு வகைபுதிய வீச்சுகள் பயன்படுத்த வளைவின் வகைபண்புக்கூறில் சேமிக்கப்பட்ட தரவு வகைதிரட்டப்பட்ட தரவு வகைதரவு வகை வெளியீடுகள் கணக்கிடப்படுகின்றனமறுபெயரிட தரவு வகைசேடரை எடுக்க தரவு வகைஅமைப்பை எடுக்க தரவு வகைகாட்சிப்படுத்த/சரிபார்க்க தரவு வகைஇந்த ச்லாட் உயிரூட்டுவதை நோக்கமாகக் கொண்ட தரவு-தடுப்பு வகை; 'குறிப்பிடப்படாத' போது அமைக்கலாம், ஆனால் இல்லையெனில் படிக்க மட்டுமேதனிப்பட்ட மாற்றப்பட்ட கூறுகளுக்கான உறுப்பு வகை"ச்னாப் பேச்" க்கான உறுப்பு வகைபண்புக்கூறு சேமிக்கப்படும் உறுப்பு வகைஒடிப்பதற்கான உறுப்பு வகைநிகழ்வு வகைநிகழ்வு மேப்பிங் வகைபுலம் வகைபட மாற்றத்திற்கு பயன்படுத்த வடிகட்டி வகைஉருவாக்கப்பட்ட கட்டுப்பாடு வகைபயன்படுத்த செனரேட்டர் வகைகட்டம் தரவு வகைசெல்வாக்கு தொகுதி வகைகாண்பிக்க செய்தி வகைமுகமூடிக்கு பயன்படுத்தப்படும் உள்ளீட்டு தரவு வகைஇடைமுக உருப்படி வகைகீஃப்ரேம் வகைகீஃப்ரேமின் வகை (வடிகட்டுவதற்கு)கீஃப்ரேமின் வகை (காட்சி நோக்கங்களுக்காக மட்டுமே)கீஃப்ரேம்களைச் செருகும்போது உருவாக்க கீஃப்ரேம்களின் வகைஒளி வகைஒளி ஆய்வு வகைமூலப்பொருள்களால் செய்யப்பட்ட பொருள் வகை (மூலப்பொருள் அடர்த்தியை தீர்மானிக்கிறது)புதிய வண்ணப்பூச்சு ச்லாட் வகைபொருளின் வகைமாற்ற வேண்டிய பொருளின் வகைஇடமாறு தொகுதி வகைபெற்றோர் உறவின் வகைபெற்றோருக்குரிய வகைசுட பாச் வகைசுட பாச் வகை, அவற்றில் சில தற்போதைய வழங்குதல் எஞ்சின் ஆதரிக்கப்படாமல் போகலாம்வளைவில் அவ்வப்போது ஆஃப்செட் வகைபாதையில் அவ்வப்போது ஆஃப்செட் வகைமுன்னோட்ட வழங்குதல் வகைஇயக்க பாதைகளுக்கு கணக்கிட வரம்பு வகைஇயக்க பாதைகளுக்கு காண்பிக்க வரம்பு வகைவிண்ணப்பிக்க மறுவரிசை செயல்பாட்டின் வகைவழிகாட்டும் விநியோகத்திற்கான பிரதிநிதித்துவ வகைcmos- அடிப்படையிலான கேமராக்களுடன் பொருந்தக்கூடிய ரோலிங் சட்டர் விளைவு வகைவடிவம் வகைசாக்கெட் வகைவேக வழிகாட்டி வகைகாண்பிக்க நீட்டிக்க வகைகோப்பு திருத்தி பார்வையின் வகை (வழக்கமான கோப்பு உலாவல் அல்லது சொத்து உலாவல்)ஒலி அமைப்பின் வகைசீக்வென்சர் பார்வையின் வகை (சீக்வென்சர், முன்னோட்டம் அல்லது இரண்டும்)கிளிப் திருத்தி பார்வையின் வகைவழிகாட்ட பயன்படுத்தப்படும் திசை மாதிரியின் வகைவெளியேற்றப்பட்ட கைப்பிடியின் வகைஉருவாக்க உருப்படியின் வகைமாற்றியமைப்பாளரின் வகைவேலை செய்ய மாற்றியமைப்பாளரின் வகைபாதை உறுப்பு வகைமாறுவதற்கான மண்டலத்தின் வகைஇந்த இடைமுக உருப்படியால் உருவாக்கப்பட்ட சாக்கெட் வகைஇந்த மண்டலத்தின் வகைமூடுபனி மங்குவதற்குப் பயன்படுத்தப்படும் மாற்றம் வகைஇந்த சொத்துக்கான அலகுகளின் வகைமேப்பிங் மாற்றும் திசையன் வகைமாற்றுவதற்கு இடைவெளியின் வகைவயர்ஃப்ரேம் டிச்ப்ளே வகைமேலெழுதும் தற்காலிக சேமிப்புவெர்டெக்ச் நிலை பண்புகளுக்கு பயன்படுத்த தட்டச்சு செய்க"%s" பண்புக்கூறுக்கு ஆதரிக்கப்படாத தட்டச்சு செய்கவகை: மூட்டைவகை: மூடல்வகை: வடிவியல் தொகுப்புவகை: பட்டியல்வகைஇடைவெளிகளை மூடுவதற்கு பயன்படுத்தப்படும் வீச்சு நீட்டிப்புகளின் வகைகள்உu (x) அச்சுu ஆஃப்செட்u ச்ப்லைன் பிரிவில் புள்ளியின் ஒருங்கிணைப்புயு-அச்சுudim டைல்udim ஓடுகள்ஓடு யுடிம் எண்இடைமுகம் தளவமைப்புஇடைமுகம் வரி அகலம்இடைமுகம் பெயர்இடைமுகம் வரிசைஇடைமுகம் அளவுஇடைமுகம் குறிச்சொல்இடைமுகம் குறிச்சொற்கள்இடைமுகம் தலைப்புதொகுப்பின் கூறுகளைக் கொண்ட இடைமுகம் பட்டியல்",;=ஒருஅதிரடிபகுதி பரப்புactionzone fullscreenஅதிரடி மண்டல குவாட்அதிரடிபகுதி மண்டலம்மாற்றுவிண்ணப்பம்bபின்பேக்ச்பேச்கீழேபொத்தான் 1பொத்தான் 10பொத்தான் 11பொத்தான் 12பொத்தான் 2பொத்தான் 3பொத்தான் 4பொத்தான் 5பொத்தான் 6பொத்தான் 7பொத்தான் 8பொத்தான் 9பொத்தான் 4பொத்தான் 4 சுட்டிபொத்தான் 5பொத்தான் 5 சுட்டிபொத்தான் 6பொத்தான் 6 சுட்டிபொத்தான் 7பொத்தான் 7 சுட்டிcகட்டுப்பாடுடிஅழிஆதிக்கம்கீழ்நோக்கிய அம்புக்குறிஇமுடிவுஉள்ளிடவும்அழிப்பான்எச்கேfஎஃப் 1எஃப் 10எஃப் 11எஃப் 12எஃப் 13எஃப் 14எஃப் 15எஃப் 16எஃப் 17எஃப் 18எஃப் 19எஃப் 2எஃப் 20எஃப் 21எஃப் 22எஃப் 23எஃப் 24எஃப் 3எஃப் 4எஃப் 5எஃப் 6எஃப் 7எஃப் 8எஃப் 9பொருத்தம்முன்gகிர்லெச்மவீடுஐப்பர்நான்இடையே நகர்வுக்கு இடையில்செருகவும்ஐசோமெட்ரிக் 1ஐசோமெட்ரிக் 2செகேவிசை மாற்றியமைப்பாளர்எல்இடதுஇடது ஆல்ட்இடது அம்புஇடது கட்டுப்பாடுஇடது சுட்டிஇடது மாற்றம்வரி ஊட்டம்மீமுதலில் ஊடகங்கள்ஊடகங்கள் கடைசியாகமீடியா ப்ளே/இடைநிறுத்தம்ஊடக நிறுத்தம்பட்டியல்நடுத்தரநடுத்தர சுட்டிகழித்தல்இயக்கம்சுட்டி நகர்வுசுட்டி/டிராக்பேட் பான்சுட்டி/டிராக்பேட் சுழலும்மவுச்/டிராக்பேட் அறிவுள்ள சூம்சுட்டி/டிராக்பேட் சூம்நகர்த்தவும்nநெ. பின்நெ. கீழேநெ. பொத்தான் 1நெ. பொத்தான் 10NDOF பொத்தான் 11NDOF பொத்தான் 12நெ. பொத்தான் 2நெ. பொத்தான் 3நெ. பொத்தான் 4நெ. பொத்தான் 5நெ. பொத்தான் 6நெ. பொத்தான் 7நெ. பொத்தான் 8நெ. பொத்தான் 9நெ. ஆதிக்கம்நெ. fitநெ. முன்நெ. ஐசோமெட்ரிக் 1நெ. ஐசோமெட்ரிக் 2நெ. இடதுநெ. பட்டியல்நெ. கழிநெ. இயக்கம்நெ. பான்/சூம்நெ. கூடல்நெ. வலதுநெ. ரோல் ccwநெ. ரோல் சி.டபிள்யூநெ. சுழல்Ndof சேமி பார்வை 1Ndof சேமி பார்வை 2Ndof சேமி பார்வை 3நெ. spin ccwநெ. spin cwநெ. tilt ccwநெ. tilt cwநெ. மேல்நெ. பார்வை 1நெ. பார்வை 2நெ. பார்வை 3numbad *numpad +எண் -numpad.நம்பர் /நம்பட் 0நம்பட் 1நம்பட் 2நம்பட் 3நம்பட் 4நம்பட் 5நம்பட் 6நம்பட் 7நம்பட் 8நம்பட் 9numpad enterஓos விசைபபக்கம் கீழேபக்கம்பான்/சூம்இடைநிறுத்தம்பேனாபிளச்கேrதிரும்பவலதுவலது ஆல்ட்வலது அம்புவலது சி.டி.ஆர்.எல்வலது சுட்டிசரியான மாற்றம்ரோல் சி.சி.டபிள்யூரோல் சி.டபிள்யூசுழற்றுங்கள்கள்உயர்த்துஇடைவெளிவிண்வெளி பட்டிசி.சி.டபிள்யூசுழல் சி.டபிள்யூடிதாவல்உரை உள்ளீடுசாய் சி.சி.டபிள்யூசாய் சி.டபிள்யூநேரங்குறிகருவிநேரங்குறிகருவி 0நேரங்குறிகருவி 1நேரங்குறிகருவி 2நேரங்குறிகருவி ஆட்டோசேவ்நேரங்குறிகருவி வேலைகள்நேரங்குறிகருவி பகுதிநேரங்குறிகருவி அறிக்கைமேலேதட்டச்சு செய்கஉஅம்புvகாண்க 1காண்க 2காண்க 3wசக்கரம் கீழேசக்கரம் உள்ளேசக்கரம் இடதுசக்கரம் அவுட்சக்கர வலதுசக்கரம் மேலேசாளரம் செயலிழக்கச் செய்யுங்கள்ஃச்எக்ச்ஆர் நடவடிக்கைஒய்சட்[[]]'யூனிக்ச் செல் போன்ற கோப்பு பெயர் வடிவங்கள் பொருந்துகின்றன, காட்டு அட்டைகள் ('*') மற்றும் ';' ஆல் பிரிக்கப்பட்ட வடிவங்களின் பட்டியலை ஆதரிக்கின்றனமேலேமுகவரிதிறக்க முகவரிURL: {:s}அமெரிக்க டாலர்USD ஏற்றுமதி: புதிய usdz கோப்பை தற்காலிக இடமான %s இலிருந்து %s க்கு நகர்த்த முடியவில்லைusd ஏற்றுமதி: தற்போதுள்ள usdz கோப்பை நீக்க முடியவில்லை %sயு.எச்.டி ஏற்றுமதி: '%s' சேகரிப்பைக் கண்டுபிடிக்க முடியவில்லைusd ஏற்றுமதி: .vdb கோப்பிற்கான உறவினர் கோப்பு பாதையை உருவாக்க முடியவில்லை, அதற்கு பதிலாக முழுமையான பாதை பயன்படுத்தப்படும்usd ஏற்றுமதி: பொருளுக்கு .vdb கோப்பைத் தீர்க்கத் தவறிவிட்டது: %sUSD ஏற்றுமதி: தவறான பாதை சரம் '%s': %sUSD ஏற்றுமதி: பாதை '%s' ஒரு முழுமையான பாதை அல்லUSD ஏற்றுமதி: பாதை சரம் '%s' ஒரு முதன்மை பாதை அல்லயு.எச்.டி ஏற்றுமதி: %s எழுத பொருத்தமான அமெரிக்க டாலர் சொருகி கண்டுபிடிக்க முடியவில்லையு.எச்.டி ஊக்usd இறக்குமதி: புறஊதா பண்புக்கூறு மதிப்பு '%s' எண்ணிக்கை இடைக்கணிப்பு வகைக்கு முரணானதுயு.எச்.டி இறக்குமதி: புறஊதா பண்புக்கூறு '%s' ஐ சேர்க்க முடியவில்லையு.எச்.டி இறக்குமதி: %s படிக்க கட்டத்தை திறக்க முடியவில்லையு.எச்.டி முன்னோட்டம் மேற்பரப்பு பிணையம்USD வடிவங்கள்USD எலும்புக்கூடு இறக்குமதி: ப்ரிம் %s இல் கண்டறியப்பட்ட எதிர்மறை தீர்மானிகளுடன் கூடிய எலும்பு மெட்ரிக்குகள். இத்தகைய மெட்ரிக்குகள் எதிர்மறை அளவுகளைக் குறிக்கலாம், ஒருவேளை பிரதிபலிப்பு செயல்பாடுகள் காரணமாக இருக்கலாம், மேலும் தற்போது பிளெண்டரின் எலும்பு பிரதிநிதித்துவமாக மாற்ற முடியாது. எலும்பு அனிமேசன் இறக்குமதி செய்யப்படாதுவளைவு வகைகளை அனிமேசன் செய்வதை USD ஆதரிக்காது. வளைவு வகை %s இலிருந்து %s வரை சட்டகம் %f இல் மாறுகிறதுயு.எச்.டி ஏற்றுமதி: எளிய உட்பிரிவு ஆதரிக்கப்படவில்லை, துணைப்பிரிவு மெச் ஏற்றுமதி செய்கிறதுusd ஏற்றுமதி: %s முதல் %s வரை அமைப்பை நகலெடுக்க முடியவில்லைusd ஏற்றுமதி: அமைப்பு ஓடுகளை %s முதல் %s வரை நகலெடுக்க முடியவில்லைusd ஏற்றுமதி: நினைவக அமைப்பை %s க்கு ஏற்றுமதி செய்ய முடியவில்லையு.எச்.டி.யின் உயர் செயல்திறன் ராச்டரைசிங் ரெண்டரர்USDZ தனிப்பயன் கீழ்நிலை அளவுUSDZ அமைப்பு குறைப்புuuidபுறஊதாபக்கவாதத்துடன் புறஊதாபுறஊதா நடுவண்புறஊதா ஆயத்தொலைவுகள்UV தனிப்பயன் பகுதிUV எட்ச் ஒளிபுகாநிலைபுறஊதா ஆசிரியர்புற ஊதா முகம் ஒளிபுகாநிலைபுறஊதா காரணிபுறஊதா கட்டம்புற ஊதா தீவு தேர்வுபுறஊதா அடுக்குபுறஊதா தளவமைப்புபுறஊதா உள்ளக பார்வைபுறஊதா லூப் அடுக்குகள்புறஊதா வரைபடம்புறஊதா வரைபட அடுக்குகள்UV வரைபடத்தின் பெயர்புறஊதா வரைபடம் தேவைUV வரைபட அளவுரு உUV வரைபட அளவுரு விபுறஊதா இலிருந்து உருவாக்கப்பட்ட தொடுகோடு புறஊதா வரைபடம்தொடுகோடு விண்வெளி வரைபடங்களுக்கான புறஊதா வரைபடம்புறஊதா மேப்பிங்புறஊதா வரைபடங்கள்புறஊதா ஆஃப்செட்புறஊதா ஒளிபுகாநிலைபுறஊதா முள்புறஊதா பின்புறஊதா திட்டம்புறஊதா திட்ட மாற்றிபுறஊதா சீரற்றபுறஊதாபுறஊதா அளவுபுறஊதா சிற்பம்புறஊதா சிற்பம்புறஊதா மடிப்புபுறஊதா தேர்ந்தெடுக்கப்பட்ட பயன்முறைபுறஊதா தேர்வு முறைபுறஊதா மென்மையானதுபுறஊதா கோளம்புற ஊதா நீட்சிபுறஊதா ஒத்திசைவு தேர்வுUV டேன்சென்ட்புறஊதா சோதனைபுறஊதா அமைப்புபுறஊதா அவிழ்த்து விடுங்கள்புறஊதா முகங்கள்புறஊதா unwrap புலம்புறஊதா வெர்டெக்ச்புறஊதா வார்ப்தேர்ந்தெடுக்கப்பட்ட முகங்களில் ஒவ்வொரு முகம் மூலையிலும் 0 முதல் 1 வரை புற ஊதா ஒருங்கிணைக்கிறதுபெற்றோர் பொருள் இடத்தில் புறஊதா ஒருங்கிணைக்கிறதுமுகம் மூலைகளில் புறஊதா ஒருங்கிணைக்கிறதுச்ட்ரோக் நீளத்துடன் ஒரு அமைப்பை வரைபடமாக்கும் UV ஒருங்கிணைப்புகள்மேப்பிங் செய்ய பயன்படுத்த வேண்டிய புறஊதா ஆயத்தொலைவுகள்பட திருத்தி இடத்திற்கான புறஊதா திருத்தி தரவுபுறஊதா ஆசிரியர் அமைப்புகள்செயலில் மேலெழுத புறஊதா அடுக்குபுறஊதா லூப் லேயர் குளோனிங் மூலமாக பயன்படுத்தப்பட வேண்டும்நிறம் பூசப்பட்ட பரப்பை மறைக்க புறஊதா லூப் லேயர்புறஊதா வரைபடம் '%s' காணப்படவில்லைபுறஊதா வரைபட பெயர்புறஊதா வரைபடம் அல்லது மேற்பரப்பு இணைப்பு தவறானதுதுகள் வயதுடன் மாற்ற புறஊதா வரைபடம்புறஊதா அமைப்பு ஒருங்கிணைப்புகளுடன் மேப்பிங் செய்ய பயன்படுத்த வேண்டிய புற ஊதா வரைபடம்புறஊதா திருத்தியில் புறஊதாஒரு ப்ரொசெக்டரிலிருந்து புறஊதாக்களை அமைக்க புறஊதா ப்ரொசெக்சன் மாற்றியமைப்பாளர்புறஊதா திட்ட மாற்றி பயன்படுத்தும் புறஊதா ப்ரொசெக்டர்புறஊதா தேர்வு மற்றும் காட்சி முறைபுறஊதா/பட ஆசிரியர்uvmapuvprojectuvtileuvwarpபுறஊதா மடக்கு மாற்றியமைப்பாளர்புறஊதாஎச்புறஊதா மற்றும் எல்லைகள் மென்மையாக்கப்படுகின்றனபுறஊதாக்கள் துருவங்களில் ஒலிக்கின்றனபுறஊதாக்கள் மென்மையாக்கப்படவில்லை, எல்லைகள் கூர்மையாக வைக்கப்படுகின்றனபுறஊதாக்கள் துருவங்களில் கிள்ளுகின்றனபுறஊதாக்கள் மென்மையாக்கப்படுகின்றன, எல்லைகள் கூர்மையாக வைக்கப்படுகின்றனபுறஊதாக்கள் மென்மையாக்கப்படுகின்றன, இடைவிடாத எல்லையில் மூலைகள் மற்றும் 3 அல்லது அதற்கு மேற்பட்ட பகுதிகளின் சந்திப்புகள் கூர்மையாக வைக்கப்படுகின்றனபுறஊதா மென்மையாக்கப்படுகிறது, இடைவிடாத எல்லையில் உள்ள மூலைகள் கூர்மையாக வைக்கப்படுகின்றனபுறஊதாக்கள் மென்மையாக்கப்படுகின்றன, இடைவிடாத எல்லையில் மூலைகள், 3 அல்லது அதற்கு மேற்பட்ட பகுதிகளின் சந்திப்புகள் மற்றும் ஈட்டிகள் மற்றும் குழிவான மூலைகள் கூர்மையாக வைக்கப்படுகின்றனநிலையான தீவுக்கு பதிலாக புறஊதாக்கள் நடுப்பகுதியில் தைக்கப்படுகின்றனஉக்ரேனிய - உக்ரேனியஅன்-கோம்இந்த என்.எல்.ஏ ச்ட்ரிப்பிலிருந்து அதிரடி ச்லாட்டை ஒதுக்க un-UN-ANCIGN, திறம்பட இசைவு பெறாததுஇந்த கட்டுப்பாட்டிலிருந்து அதிரடி இடத்தை அசைக்கவும்அதிரடி ச்லாட்டை ஒதுக்கி வைக்கவும், இந்த தரவு-தடுப்பு அனிமேசனை திறம்பட உருவாக்குகிறதுஒரு செயல் தடையிலிருந்து ஒதுக்கப்பட்ட செயல் ச்லாட்டை ஒதுக்க வேண்டாம். இந்த ச்லாட்டை ஒதுக்காத _எந்தக்_கட்டுப்பாடு அமைக்கப்பட வேண்டும் என்பதை நினைவில் கொள்ளவும் "கட்டுப்பாடு" சூழல் சுட்டிக்காட்டி, பயன்படுத்தி: >>> layout.context_pointer_set("கட்டுப்பாடு", கட்டுப்பாடு)ஒரு ஐடியிலிருந்து ஒதுக்கப்பட்ட அதிரடி ச்லாட்டை ஒதுக்கிவிடவும். _which_ அடையாளம் இந்த ச்லாட்டை ஒதுக்காமல் பெற வேண்டும் என்பதை இதில் அமைக்க வேண்டும் "animated_id" சூழல் சுட்டி, பயன்படுத்தி: >>> layout.context_pointer_set("animated_id", animated_id)NLA ச்ட்ரிப்பில் இருந்து ஒதுக்கப்பட்ட அதிரடி ச்லாட்டை ஒதுக்கிவிடவும். இந்த ச்லாட்டை _which_ NLA உரி பெற வேண்டும் என்பதை நினைவில் கொள்ளவும் "nla_strip" சூழல் சுட்டிக்காட்டி, பயன்படுத்தி: >>> layout.context_pointer_set("nla_strip", nla_strip)தேர்ந்தெடுக்கப்பட்ட விளிம்புகள் மற்றும் முகங்கள்கோப்பை ஏற்ற முடியவில்லை3d வியூ ஃபோர்ட்டை அணுக முடியவில்லைபார்வை விமானத்தைப் பயன்படுத்தி ஆழமான இடையகத்தை அணுக முடியவில்லை'%s' இன் அளவை அணுக முடியவில்லைதூரிகை, தவறான பொருள் பயன்முறையை செயல்படுத்த முடியவில்லைசச்ட்-கேவ் செய்யப்பட்ட தூரிகை சொத்தை செயல்படுத்த முடியவில்லைவண்ணமயமான பேண்டிற்கு உறுப்பைச் சேர்க்க முடியவில்லை (வரம்பு %d)உரிபைச் சேர்க்க முடியவில்லை (இந்த புதிய உரிபிற்கு இடமளிக்க பாதையில் எந்த இடமும் இல்லை)"உருவாக்கு" மாற்றியைப் பயன்படுத்த முடியவில்லைமாற்றும் போது பொருள் பயன்முறையை மாற்ற முடியவில்லைபரப்பை மூட முடியவில்லை%zu வெளிப்புற சார்புகள் காரணமாக மூட்டையை நகலெடுக்க முடியவில்லை; கன்சோல் பற்றிய கூடுதல் விவரங்கள்வெளிப்புற சார்பு காரணமாக மூட்டையை நகலெடுக்க முடியவில்லை: "%s"உருப்படியை நகலெடுக்க முடியவில்லைபயன்பாட்டு-டெம்ப்ளேட் userpref பாதையை உருவாக்க முடியவில்லைதிருத்து பயன்முறையில் பண்புக்கூறு உருவாக்க முடியவில்லைபுக்மார்க்குகளை எழுத உள்ளமைவு கோப்பகத்தை உருவாக்க முடியவில்லைஇந்த சாக்கெட் வகையுடன் உருப்படியை உருவாக்க முடியவில்லைபுதிய பொருளை உருவாக்க முடியவில்லைபுதிய துண்டு உருவாக்க முடியவில்லைநோக்குநிலையை உருவாக்க முடியவில்லைபேனலை உருவாக்க முடியவில்லைசாக்கெட் உருவாக்க முடியவில்லைபயனர் கட்டமைப்பு பாதையை உருவாக்க முடியவில்லைபயனர் பிரெஃப் பாதையை உருவாக்க முடியவில்லைஏபிசி வரிசை நீளத்தை தீர்மானிக்க முடியவில்லைதேர்ந்தெடுக்கப்பட்ட சேகரிப்பின் %d ஐ நகலெடுக்க முடியவில்லை. புதிய நகலுக்கான சரியான பெற்றோர் சேகரிப்பைக் கண்டுபிடிக்க முடியவில்லை, அவை எந்த பார்வை அடுக்குடனும் இணைக்கப்படாது'%s' ஐ இயக்க முடியவில்லை, மாற்றும் முறைகள்pdf ஐ ஏற்றுமதி செய்ய முடியவில்லைபி.வி.எச் கோப்பில் அதன் இயக்க பிரிவில் உள்ள பிரேம்களின் எண்ணிக்கையை கொண்டிருக்கவில்லை என்பதால், காட்சி காலத்தை நீட்டிக்க முடியவில்லைதிறக்கப்படாத பகுதிகளை நிரப்ப முடியவில்லைகிடைக்கக்கூடிய அதிகரித்த கோப்பு பெயரைக் கண்டுபிடிக்க முடியவில்லைஇயங்கும் எந்தவொரு செயல்முறையையும் கண்டுபிடிக்க முடியவில்லைசேர்க்க அடுக்கு கண்டுபிடிக்க முடியவில்லைகருவிப்பட்டி குழுவை கண்டுபிடிக்க இயலவில்லைசெல்லுபடியாகும் 3d பார்வை பரப்பைக் கண்டுபிடிக்க முடியவில்லை'%s' ஐ இறக்குமதி செய்ய முடியவில்லைஒரு கோப்பகத்தை நிறுவ முடியவில்லைவட்டில் இருந்து நிறுவ முடியவில்லை, பாதைகள் எதுவும் வரையறுக்கப்படவில்லைஉறவினர் பாதையிலிருந்து நிறுவ முடியவில்லை%s இலிருந்து %s ஐ ஏற்ற முடியவில்லைமுனையில் '%s' உருப்படியைக் கண்டுபிடிக்க முடியவில்லைமுனையில் உருப்படியைக் கண்டுபிடிக்க முடியவில்லைமுனை மரத்தில் இணைப்பைக் கண்டுபிடிக்க முடியவில்லைமுனை மரத்தில் '%s' முனை கண்டுபிடிக்க முடியவில்லைமுனையில் சாக்கெட் '%s' கண்டுபிடிக்க முடியவில்லைபதிப்பு காப்புப்பிரதியை உருவாக்க முடியவில்லைபதிப்பு காப்புப்பிரதியை உருவாக்க முடியவில்லை: கோப்பு பெயர் மிகக் குறைவுபிரதிபலிக்க முடியவில்லை, கண்ணாடி பொருள்/எலும்பு கட்டமைக்கப்படவில்லைஉள்ளமைக்கப்பட்ட முனையில் சாக்கெட்டுகளை நகர்த்த முடியவில்லைதிறக்க முடியவில்லை' %s' ஐ திறக்க முடியவில்லை: %sகலப்பைத் திறக்க முடியவில்லை புக்மார்க்கு கோப்பை "%s" திறக்க அல்லது எழுத முடியவில்லைமுன்னமைவை மேலெழுத முடியவில்லை: {:s}கோப்பை பேக் செய்ய முடியவில்லை, மூல பாதை '%s' காணப்படவில்லை2 சிபி, மூல பாதை '%s' ஆகியவற்றில் கோப்புகளை பேக் செய்ய முடியவில்லைஎக்ச்எம்எல்லை அலச முடியவில்லை, %s: %s கோப்பு %r க்குபடிக்க முடியவில்லைவளைவு புள்ளியை அகற்ற முடியவில்லைஇயல்புநிலை முன்னமைவுகளை அகற்ற முடியவில்லைகோப்பகத்தை அகற்ற முடியவில்லை: %s"கணினி" களஞ்சியங்களுக்கான கோப்புகளை அகற்ற முடியவில்லைதிருத்து பயன்முறையில் மூலப்பொருள் ச்லாட்டை அகற்ற முடியவில்லைபாதை புள்ளியை அகற்ற முடியவில்லைமுன்னமைவை அகற்ற முடியவில்லை: {! R}உள்ளமைக்கப்பட்ட முனையிலிருந்து சாக்கெட்டை அகற்ற முடியவில்லைஉள்ளமைக்கப்பட்ட முனையிலிருந்து சாக்கெட்டுகளை அகற்ற முடியவில்லை%d விளிம்பை (கள்) சுழற்ற முடியவில்லை' %s' ஐ சேமிக்க முடியவில்லை: %sசேமிக்கப்படாத கோப்பை வெற்று அல்லது அமைக்காத "கோப்பு" சொத்துடன் சேமிக்க முடியவில்லைகுறுக்குவழியை அமைக்க முடியவில்லை, தேர்ந்தெடுக்கப்பட்ட முனை பார்வையாளர் முனை அல்ல அல்லது பார்வையை ஆதரிக்காது' %s' என்று ச்டேட் செய்ய முடியவில்லை: %sபயன்முறையை மாற்ற முடியவில்லை, மூல மற்றும்/அல்லது இலக்கு பொருள்கள் திருத்தக்கூடியவை அல்லபி.வி.எச் கோப்பில் அதன் இயக்க பிரிவில் சுழிய பிரேம் கால அளவு இருப்பதால், காட்சி பிரேம் வீதத்தை புதுப்பிக்க முடியவில்லைவட்டில் இடையகத்தை நகலெடுக்க எழுத முடியவில்லை.இந்த எலும்பு சேகரிப்பிலிருந்து பெயரிடப்பட்ட எலும்பை ஒதுக்கவும்ஒதுக்கப்படாததுஒதுக்கப்படாத முனை கருவிகள்கிடைக்கவில்லைபுகலிடுங்கள்பிறக்காதவரையறுக்கப்படவில்லைவரையறுக்கப்படாத முனை மரம் வகைவரையறுக்கப்படாத சாக்கெட் வகைவரையறுக்கப்படாத வகைவரையறுக்கப்படாத வகை முனைகள் (எ.கா. ஒரு இணைக்கப்பட்ட முனை மரம் காணாமல் போகும்போது நிகழலாம்)குறைக்கப்படாத இடம்அடிக்கோடிட்டுநிலையை அடிக்கோடிட்டுக் காட்டுங்கள்தடிமன் அடிக்கோடிட்டுக் காட்டுங்கள்unstistortuntistort clipபட்டியலிடப்படாத கிளிப்செயல்தவிர்வரலாற்றை செயல்தவிர்க்கவும்மரபுரிமையை செயல்தவிர்க்கவும்நினைவக வரம்பை செயல்தவிர்க்கவும்நினைவக அளவை செயல்தவிர்க்கவும்செய்தியை செயல்தவிர்க்கவும்படிகளை செயல்தவிர்க்கவும்துகள் அமைப்பில் நிகழ்த்தப்படும் அனைத்து பதிப்பையும் செயல்தவிர்க்கவும்செயல்தவிர் மற்றும் மீண்டும்முந்தைய செயலை செயல்தவிர்க்கவும் மீண்டும் செய்யவும்பின்னணி-பயன்முறையில் தொடக்கத்தில் முடக்கப்பட்டிருப்பதை செயல்தவிர்க்கவும் (செயல்தவிர் அமைப்பை வெளிப்படையாகத் தொடங்க `ed.undo_push ()` ஐ அழைக்கவும்)வரலாற்றில் குறிப்பிட்ட செயலைச் செயல்தவிர்க்கவும் அல்லது மீண்டும் செய்யவும்முந்தைய செயலை செயல்தவிர்க்கவும்சொத்து பட்டியல்களுக்கு கடைசி திருத்தத்தை செயல்தவிர்க்கவும்செயல்தவிர்/மீண்டும்எதிர்பாராத பிழை, சேகரிப்பு காணப்படவில்லைஎதிர்பாராத நூலக வகை. போச் சொத்தை உருவாக்கத் தவறிவிட்டதுஎதிர்பாராத மாற்றி வகை: {:s}சொத்துக்கான எதிர்பாராத பூச்சியமற்ற பயனர் எண்ணிக்கை, தயவுசெய்து இதை ஒரு பிழையாக புகாரளிக்கவும்குழுவாக தேர்ந்தெடுக்கப்பட்ட முனைகள்தடையற்ற gprim வகை: %s ( %s)மறைக்கப்பட்ட அனைத்து பசை எழுதுகோல் மூலப்பொருட்களையும் மறைக்கவும்அனைத்து பொருள்கள் மற்றும் சேகரிப்புகளை மறைக்கவும்சொத்து அலமாரியை முதல் முறையாக கிடைக்கும்போது அதை மறைக்கவும், இல்லையெனில் அது மறைக்கப்படும்யூனி கேச்uni கோப்பு வடிவம்uni கோப்பு வடிவம் (.uni)யூனிகோட் குறியீட்டு முறை ஃச் மதிப்புஒருங்கிணைந்த வண்ணப்பூச்சு அமைப்புகள்ஒருங்கிணைந்த தேர்ந்தெடுக்கப்பட்ட/செயலில் வண்ணங்கள்சீரானசீரான வீழ்ச்சிசீரான ஒளிபுகாநிலைசீரான அளவுசீரான தடிமன்சீரான அகலம்வி.ஆர் பார்வைக்கு விண்ணப்பிக்க சீரான அளவுசீரான தன்மைதேர்ந்தெடுக்கப்பட்ட தேர்ந்தெடுக்கப்பட்ட உரைதுவக்கப்படாத கோப்பு பட்டியல்பொருளிலிருந்து "%s" "%s"ஆரம்பிக்கப்படாத படம் %sதொழிற்சங்கம்தொழிற்சங்க முறைதனித்துவமானதனித்துவமான ஐடிஒவ்வொரு கோணப் பிரிவிற்கும் தனிப்பட்ட அடையாளம் 0 இல் தொடங்கி எதிரெதிர் திசையில் 1 ஆல் அதிகரிக்கும்தனித்துவமான தரவு-தொகுதி ஐடி பெயர் (ஒரே வகை மற்றும் நூலகத்திற்குள்)தனிப்பட்ட தரவுத் தொகுதி அடையாளம் பெயர், லைப்ரரி ஒன்று இருந்தால்கலர் இன்டெராப் ஃபோரம் வரையறுத்தபடி, பொதுவான வண்ண இடைவெளிகளுக்கான தனித்துவமான அடையாளங்காட்டி. வேலை செய்யும் இடத்திற்கு இன்டர்ஆப் அடையாளம் இல்லை என்றால் காலியாக இருக்கலாம். பொதுவான மதிப்புகள் lin_rec709_scene, lin_rec2020_scene மற்றும் lin_ap1_scene (ACEScgக்கு)மேப்பிங் சாக்கெட்டுகளுக்கான தனிப்பட்ட அடையாளங்காட்டிஇந்த முனை மரத்திற்குள் இந்த பேனலுக்கான தனிப்பட்ட அடையாளங்காட்டிசாதனத்தின் தனிப்பட்ட அடையாளங்காட்டிஇந்த கோப்பின் முன்னோட்டத்தை ஒரு ஐகானாக அடையாளம் காணும் தனித்துவமான முழுஎண் (பூச்சியம் என்றால் தவறானது)இந்த முன்னோட்டத்தை ஒரு ஐகானாக அடையாளம் காணும் தனித்துவமான முழுஎண் (பூச்சியம் என்றால் தவறானது)தனித்துவமான பகுதி அடையாளங்காட்டிஅடுக்கின் தனித்துவமான பெயர்பொருளின் தனித்துவமான பெயர்பாதையின் தனித்துவமான பெயர்குறியீடு மற்றும் கைஉரைடில் பயன்படுத்தப்படும் தனித்துவமான பெயர்குறியீடு மற்றும் ச்கிரிப்டிங்கில் பயன்படுத்தப்படும் தனித்துவமான பெயர், தேவைப்பட்டால், பைதான் துணை வகுப்புகளில் மீண்டும் வரையறுக்கப்படலாம்.தனித்துவமான முனை அடையாளங்காட்டிநோட் கருவிக்கான தனித்துவமான ஆபரேட்டர் அடையாளங்காட்டிதனித்துவமான களஞ்சிய பெயர்இடமாற்றம் செய்ய இணைக்கப்பட்ட ஐடியுக்கான தனித்துவமான இயக்க நேர அடையாளங்காட்டிஆர்மேச்சருக்குள் தனித்துவமானதுமாற்றியமைப்பாளரை மாற்றியமைக்கும் அடுக்குக்குள் அது ஒரு பகுதியாகும்அலகுமுடுக்கம்கோணம்பகுதிஅச்சு-கோணம்பைட் சரம்கேமராகேமரா தூரம்வண்ண வெப்பநிலைஒருங்கிணைப்புகள்இயல்புநிலைதிசைஅடைவு பாதைதூரம்யூலர் கோணங்கள்காரணிகோப்பு பெயர்கோப்பு பாதைசட்டகம்சட்டங்கள்மீடிறன், மீள்திறன், நிகழ்வெண், நிகழ்வுகாமா-சரிசெய்யப்பட்ட நிறம்முக்கியசட்டங்கள்அடுக்குஅடுக்கு உறுப்பினர்நீளம்நேரியல் நிறம்குறிப்பான்கள்நிறைஅணிஅருகிலுள்ள மார்க்கர்எதுவுமில்லைகடவுச்சொல்விழுக்காடுபடப்புள்ளிபடப்புள்ளி அளவுவெற்று தரவுவிசைநாலாந்தரவன்குவாட்டர்னியன் சுழற்சிசுழற்சிஇரண்டாவதுநொடிகள்ச்னாப் அனிமேசன் உறுப்புபிளேஎட் உறுப்பு ச்னாப்கீற்றுகள்துணை வகைவெப்பநிலைநேரம்நேரம் (முழுமையான)நேரம் (காட்சி உறவினர்)டைம் சம்ப் யூனிட்மொழிபெயர்ப்புஅலகுகையொப்பமிடாததிசை வேகம்விரைவு அலகுதொகுதிஅலைநீளம்XYZXYZ நீளம்sRGB நிறம்அலகு அளவுஅலகு அமைப்புகள்அலகு அமைப்புஅலகு திருத்துதல் அமைப்புகள்அலகு வரி தடிமன் தற்போதைய செங்குத்து படத் தெளிவுத்திறனின் விகிதத்தால் 480 பிக்சல்களுக்கு அளவிடப்படுகிறதுநீள மதிப்புகளைக் காட்ட பயன்படுத்தப்படும் அலகுவெகுசன மதிப்புகளைக் காட்ட பயன்படுத்தப்படும் அலகுவெப்பநிலை மதிப்புகளைக் காண்பிக்கப் பயன்படும் அலகுநேர மதிப்புகளைக் காண்பிக்கப் பயன்படும் அலகுபயனர் இடைமுகத்திற்காக லென்சை திருத்த அலகுசுழற்சி மதிப்புகளைக் காண்பிக்க/திருத்துவதற்கு பயன்படுத்த அலகுஅலகு இல்லாததுஅலகுகள்கேமரா குவிய நீளத்திற்கு பயன்படுத்தப்படும் அலகுகள்தெரியவில்லைதெரியாத பூலியன் பிழைதெரியாத சொத்துஅறியப்படாத துணை நிரல்கள்அறியப்படாத ஆல்பா வெளிப்படைத்தன்மை மாற்றியமைக்கும் வகைதெரியாத பூலியன் பிழைஅறியப்படாத பிழை "%s"அறியப்படாத பிழை கோப்பைத் திறக்கும்அறியப்படாத கோப்பு வகை: {! R}அறியப்படாத வரி வண்ண மாற்றியமைக்கும் வகைஅறியப்படாத வரி தடிமன் மாற்றியமைக்கும் வகைதெரியாத ஆபரேட்டர்தெரியாத சாக்கெட் வகைஅறியப்படாத வீச்சு வடிவியல் மாற்றியமைக்கும் வகைஇணைக்கவும்செயலிழக்கவும்செயலில் சிறுகுறிப்பு தரவு-தொகுதியை அவிழ்த்து விடுங்கள்செயலில் உள்ள எழுத்துரு தரவு-தொகுதியை அவிழ்த்து விடுங்கள்செயலில் உரை தரவு-தொகுதியை அவிழ்த்து விடுங்கள்தரவு-தொகுதியை அவிழ்த்து விடுங்கள் (பயனர்களை பூச்சியமாக அமைக்க சிப்ட் + சொடுக்கு செய்யவும், தரவு சேமிக்கப்படாது)தேர்ந்தெடுக்கப்பட்ட கீற்றுகளை அவிழ்த்து விடுங்கள், இதனால் அவை தனித்தனியாக தேர்ந்தெடுக்கப்படலாம்எல்லா பொருட்களிலிருந்தும் சேகரிப்பை அவிழ்த்து விடுங்கள்செயலில் உள்ள செயல் ச்லாட்டிலிருந்து (மற்றும்/அல்லது ட்வீக் பயன்முறையிலிருந்து வெளியேறவும்) இந்த செயலை அவிழ்த்து விடுங்கள்திறக்கவிகித விகிதத்தைத் திறக்கவும்அனைத்து பசை எழுதுகோல் மூலப்பொருட்களையும் திருத்தவும், அவற்றைத் திருத்தவும்அனைத்து வடிவ விசைகளையும் திறக்கவும்செயலில் உள்ள பொருளின் அனைத்து வடிவ விசைகளையும் திறக்கவும்அனைத்து வெர்டெக்ச் குழுக்களையும் திறக்கவும்எல்லா வெர்டெக்ச் குழுக்களையும் திறக்கவும் குறைந்தது ஒரு பூட்டப்பட்ட குழு இருந்தால், மற்ற விசயங்களில் அனைத்தையும் பூட்டவும்செயலில் உள்ள பொருளின் அனைத்து வெர்டெக்ச் குழுக்களையும் திறக்கவும்களஞ்சியங்களைத் திறக்க - திறப்பதை சோதிக்கசெயலில் உள்ள பொருளின் தேர்ந்தெடுக்கப்பட்ட வெர்டெக்ச் குழுக்களைத் திறந்து பூட்டுங்கள்தேர்ந்தெடுக்கப்பட்ட தடங்களைத் திறக்கவும்செயலில் உள்ள பொருளின் தேர்ந்தெடுக்கப்பட்ட வெர்டெக்ச் குழுக்களைத் திறக்கவும்கீற்றுகளைத் திறந்து அவற்றை மாற்ற முடியும்செயலில் உள்ள பொருளின் தேர்வு செய்யப்படாத வெர்டெக்ச் குழுக்களைத் திறக்கவும்திறக்கப்பட்டதுதிறக்கப்பட்டது {:d} ரெப்போ(கள்)திறக்கப்பட்டது: {:s}அவிழ்க்கப்பட்டதுஅசைவு (இல்) கீற்றுகளைத் தேர்ந்தெடுக்கவும்தேர்ந்தெடுக்கப்பட்ட கீற்றுகளை விட ஆன்யூட் தேர்வு செய்யப்படாததுதிறக்கவும்திறக்க - கோப்புகள்: {}, பேக்ச்: {}கோப்பைத் திறக்கவும்இதில் நிரம்பிய அனைத்து கோப்புகளையும் திறக்கவும் .கலப்பு வெளிப்புறங்களுக்குச் செல்லுங்கள்.Blend கோப்பிலிருந்து வட்டுக்கு வேகவைத்த தரவைத் திறக்கவும்மாதிரிகள் கோப்பு பெயருக்கு ஒலியைத் திறக்கவும்இந்த கோப்பை வெளிப்புற கோப்பில் திறக்கவும்திரைப்படங்கள் அல்லது பட காட்சிகளைத் திறப்பது ஆதரிக்கப்படவில்லைதிட்டமிடப்படாத அளவுபடிக்க முடியாத கலப்பான் நூலக கோப்பு:அங்கீகரிக்கப்படாத கோப்பு வடிவம் '%s'நுண்மென் கடை நிறுவல்களிலிருந்து பதிவு செய்ய முடியாதுசேமிக்கப்படாததுதேர்ந்தெடுக்கப்படாத வீச்சுகள்சங்கிலியில் தேர்ந்தெடுக்க முடியாத எலும்புதேர்வு செய்யப்படாததுதேர்வு செய்யப்படாத அதிரடி-கிளிப் துண்டுதேர்வு செய்யப்படாத எஃப்-வளைவு ஒளிபுகாநிலைதேர்வு செய்யப்படாத மேவு துண்டு (தொடர்புடைய கீற்றுகளை தொகுக்க)தேர்வு செய்யப்படாத ஒளிபுகாநிலைதேர்வு செய்யப்படாத ஒலி துண்டு (நேர பேச்சாளர் ஒலிகளுக்கு)தேர்வு செய்யப்படாத மாற்றம் துண்டுசெயலில் உள்ள பொத்தானின் உரையை அமைக்கிறதுசார்ப் மாச்க்கையொப்பமிடாத கோணம்கையொப்பமிடாத கோண புலம்uv களைத் துடைத்து, முடிவை நகர்த்தவும்subdivideஆதரிக்கப்படாத உள்ளீடுகள்ஆதரிக்கப்படாத ஆடியோ வடிவம்ஆதரிக்கப்படாத நெடுவரிசை வகைஆதரிக்கப்படாத சூழல்ஆதரிக்கப்படாத சூழல் பயன்முறைஆதரிக்கப்படாத தரவு வகைஆதரிக்கப்படாத இடப்பெயர்ச்சி முறைஆதரிக்கப்படாத விசை: CapsLockஆதரிக்கப்படாத விசை: தெரியவில்லைஆதரிக்கப்படாத பயன்முறை: {!r}ஆதரிக்கப்படாத முனை மரம் வகைடெக்ச்ச்சர் ச்பேச் டிரான்ச்ஃபார்மிற்கான ஆதரிக்கப்படாத பொருள் வகைதலைப்பிடப்படாதபயன்படுத்தப்படாத தரவுபயன்படுத்தப்படாத படங்கள்பயன்படுத்தப்படாத வெளியீடுபயன்படுத்தப்படாத கட்டமைப்புகள் மற்றும் படங்கள்பயன்படுத்தப்படாதது ஆனால் பொருந்தக்கூடிய காரணங்களுக்காக வைக்கப்பட்டுள்ளது. பார்வையாளர் முனைகள் மற்றும் கலப்பு பின்னணிக்கு எல்லைகளைப் பயன்படுத்தவும்அவிழ்த்து விடுங்கள்அன்ராப் எந்த தீவையும் (களை) தீர்க்க முடியவில்லை, விளிம்பு சீம்களைச் சேர்க்க வேண்டியிருக்கலாம்%d தீவு (கள்) இன் %d ஐ தீர்க்க unrap தவறிவிட்டது, விளிம்பு சீம்களைச் சேர்க்க வேண்டியிருக்கலாம்திருத்தப்பட்ட பொருளின் கண்ணி அவிழ்த்து விடுங்கள்அவிழ்க்கும் முறை (ஆங்கிள் அடிப்படையிலானவை பொதுவாக ஒத்திசைவானதை விட சிறந்த முடிவுகளைத் தருகின்றன, அதே நேரத்தில் ஓரளவு மெதுவாக இருக்கும்)மேலேமேலே அச்சுமேலே/கீழ்புதுப்பிப்புஅனைத்தையும் புதுப்பிக்கவும்தானாக புதுப்பிக்கவும்சார்புகளைப் புதுப்பிக்கவும்புதுப்பிப்பு உள்ளதுபுதுப்பித்தல் செயலற்றதுஆரம் புதுப்பிக்கவும்காட்சி காலத்தைப் புதுப்பிக்கவும்காட்சி fps ஐப் புதுப்பிக்கவும்அவற்றின் கோப்புகளை வட்டில் பொருத்த அனைத்து பட முனைகளையும் புதுப்பிக்கவும்அனிமேசன் கொடிகளைப் புதுப்பிக்கவும்இணைக்கப்பட்ட மூட்டை கையொப்பத்தின் அடிப்படையில் புதுப்பிக்கவும்இணைக்கப்பட்ட மூடல் கையொப்பத்தின் அடிப்படையில் புதுப்பிக்கவும்விமான மார்க்கரின் உள்ளடக்கத்திலிருந்து விமான மார்க்கர் பயன்படுத்தும் தற்போதைய படத்தைப் புதுப்பிக்கவும்சேடரிலிருந்து புதிய அளவுருக்களுடன் தனிப்பயன் கேமராவைப் புதுப்பிக்கவும்போச் சொத்தில் இருக்கும் சேனல்களை புதுப்பிக்கவும், ஆனால் எந்த சேனல்களையும் அகற்றவோ சேர்க்கவோ வேண்டாம்தற்போதுள்ள po கோப்புகளை ஏதேனும் இருந்தால், அவற்றை மேலெழுததற்கு பதிலாக புதுப்பிக்கவும்பொருந்தக்கூடிய பெயர்களுடன் தேர்ந்தெடுக்கப்பட்ட பொருள்களின் வெர்டெக்ச் நிலைகளுடன் இருக்கும் வடிவ விசைகளைப் புதுப்பிக்கவும்உருமாற்றக் கட்டுப்பாடுகளை பாதிக்கும் எஃப்-வளைவுகள்/இயக்கிகளைப் புதுப்பிக்கவும் (2.70 மற்றும் அதற்கு முந்தைய கோப்புகளுடன் இதைப் பயன்படுத்தவும்)காட்சியின் தற்போதைய பிரேம் வரம்பிலிருந்து இயக்க பாதைகளுக்கான பிரேம் வரம்பைப் புதுப்பிக்கவும்காட்சி துண்டின் பிரேம் வரம்பைப் புதுப்பிக்கவும்கொடுக்கப்பட்ட கூடுதல் மொழிபெயர்ப்பு தரவைப் புதுப்பிக்கவும் (கூடுதல் மூலக் குறியீட்டில் ஒரு பை டப்பிள் எனக் காணப்படுகிறது)கலப்பான் மூலக் குறியீடு களஞ்சியத்தில் ஐ18ன் தரவைப் புதுப்பிக்கவும்ஐ18ன் பணி களஞ்சியத்தை புதுப்பிக்கவும் (po கோப்புகள்)காப்பகத்திலிருந்து புதிய தரவுகளுடன் பொருள்களின் பாதைகள் பட்டியலைப் புதுப்பிக்கவும்அப்டேட் ஆன் திருத்துஉருமாற்றம் போன்ற ஊடாடும் செயல்பாடுகளின் போது மாற்றங்களை பிரதிபலிக்க பாதிக்கப்பட்ட பிற சாளர இடங்களை தானாகவே புதுப்பிக்கவும்முறுக்குதல் துண்டு மற்றும் அதன் கீஃப்ரேம்களுக்குப் பிறகு செயலிலிருந்து குறிப்பிடப்பட்ட பிரேம்களின் வரம்பு புதுப்பிப்புபுதிய சாக்கெட்டுகள் மற்றும் ச்கிரிப்டிலிருந்து விருப்பங்களுடன் சேடர் கைஉரை முனையை புதுப்பிக்கவும்உண்மையில் பயன்படுத்தப்படுவதை பொருத்த சாக்கெட்டுகளைப் புதுப்பிக்கவும்தற்போதைய அமைப்புகளுடன் சொத்து நூலகத்தில் செயலில் உள்ள தூரிகை சொத்தை புதுப்பிக்கவும்ஆடியோ அனிமேசன் தற்காலிக சேமிப்பைப் புதுப்பிக்கவும்தற்போதைய உருமாற்றம், தேர்ந்தெடுக்கப்பட்ட கீஃப்ரேம்களைப் புதுப்பிக்கவும் அல்லது புதிய விசைகளை உருவாக்கவும்கலப்பான் இடைமுகம் (உள் பயன்பாடு) இல் அறிக்கைகளின் காட்சியைப் புதுப்பிக்கவும்பார்வைக்குள் நுழையும் போது வடிவியல் புதுப்பிக்கவும், விரைவான பார்வை வழிசெலுத்தலை வழங்குகிறதுதற்போதைய சுட்டி நிலையின் அடிப்படையில் உருப்படி சிறப்பம்சத்தைப் புதுப்பிக்கவும்அமெரிக்க டாலர் காப்பகத்துடன் பொருந்தக்கூடிய காட்சியின் தொடக்க மற்றும் இறுதி சட்டகத்தைப் புதுப்பிக்கவும்வி.ஆர் அமர்வில் தற்போதைய பார்வையாளர் போசிலிருந்து தேர்ந்தெடுக்கப்பட்ட அடையாளத்தைப் புதுப்பிக்கவும்தற்போது தேர்ந்தெடுக்கப்பட்ட எலும்புகளிலிருந்து சொத்து நூலகத்தில் தேர்ந்தெடுக்கப்பட்ட போச் சொத்தை புதுப்பிக்கவும். சொத்து எவ்வாறு புதுப்பிக்கப்படுகிறது என்பதை பயன்முறை வரையறுக்கிறதுதனிப்பயன் கேமராக்கள் மற்றும் ச்கிரிப்ட் முனைகள் போன்ற இந்த சேடரின் பயனர்களை அதன் புதிய சாக்கெட்டுகள் மற்றும் விருப்பங்களுடன் புதுப்பிக்கவும்புதுப்பிக்கப்பட்ட %d வடிவ விசை (கள்)தரவு-தடுப்பு புதுப்பிக்கப்பட்டதுபுதுப்பிப்புகள்தரவு-தொகுதிகளுக்கான புதுப்பிப்புகள்சி.பீ.யூ இயக்கிகளை புதுப்பிப்பது இந்த சிக்கலை தீர்க்கக்கூடும்.செயலில் உள்ள களஞ்சியத்திற்கான அனைத்து நீட்டிப்புகளையும் அவற்றின் அண்மைக் கால பதிப்பிற்கு மேம்படுத்தவும்தொலைநிலை களஞ்சியங்களிலிருந்து நிறுவப்பட்ட நீட்டிப்புகளை அவற்றின் அண்மைக் கால பதிப்பிற்கு மேம்படுத்தவும்உள்ளக களஞ்சியங்களுக்கு மேம்படுத்தல் ஆதரிக்கப்படவில்லைசெயலில் உள்ள மெட்டாரிக் ஆர்மேச்சரில் ரிகிஃபை வகைகளை மேம்படுத்தவும்மரபு சூப்பர்_ஃபேச் ரிக் வகையை புதிய மட்டு முகத்திற்கு மேம்படுத்தவும்எலும்பு அடுக்குகளிலிருந்து எலும்பு சேகரிப்புகளுக்கு மெட்டாரிக் மேம்படுத்தவும்மரபு சூப்பர்_ஃபேச் ரிக் வகையை புதிய மட்டு முகத்திற்கு மேம்படுத்துகிறது. இது தற்போதுள்ள எடை ஓவியத்துடன் பொருந்தக்கூடிய தன்மையைப் பாதுகாக்கிறது, ஆனால் அனிமேசன் அல்லஎலும்பு அடுக்குகளிலிருந்து எலும்பு சேகரிப்புகளுக்கு மெட்டாரிக் மேம்படுத்துகிறதுமேல்vgroup இலிருந்து ஒரு வெர்டெக்சின் எடையை அகற்றுவதற்கு மேல் (உள்ளடக்கிய) பிணைக்கப்பட்டுள்ளதுமேல் பிணைப்புமேல் வழக்குமேல் ஒத்திசைவுமேல் இடதுமேல் வலதுமேல் ஃச் கோண வரம்புமேல் ஃச் வரம்புமேல் ஃச் கோணம் பிணைக்கப்பட்டுள்ளதுமேல் ஒய் கோண வரம்புமேல் ஒய் வரம்புமேல் ஒய் கோணம் பிணைக்கப்பட்டுள்ளதுமேல் சட் கோண வரம்புமேல் சட் வரம்புமேல் சட் கோணம் பிணைக்கப்பட்டுள்ளதுஇந்த கட்டுப்பாட்டு புள்ளியில் உறை மேல்சிறப்பம்சமாக வரம்பின் மேல் எல்லைஉள்ளீட்டு வரம்பின் மேல் எல்லை மேப்பிங் பயன்படுத்தப்படுகிறதுதிரவ செல்களை அலை முகடுகளாகக் குறிப்பதற்கான மேல் கிளம்பிங் வாசல் (அதிக மதிப்பு குறைவாக குறிக்கப்பட்ட கலங்களில் விளைகிறது)காற்று சிக்கியுள்ள இடத்தில் திரவ செல்களைக் குறிப்பதற்கான மேல் கிளம்பிங் வாசல் (அதிக மதிப்பு குறைவாக குறிக்கப்பட்ட கலங்களுக்கு விளைகிறது)செல்கள் இனி அதிக துகள்களை வெளியிடாத திரவ வேகத்தைக் குறிக்கும் மேல் கிளம்பிங் வாசல் (அதிக மதிப்பு பொதுவாக குறைந்த துகள்களில் விளைகிறது)1: 1 இயல்புநிலை செல்வாக்கிற்கான குறிப்பு மதிப்பிலிருந்து மேல் தூரம்ஃச் அச்சு சுழற்சியின் மேல் வரம்புஃச் அச்சு மொழிபெயர்ப்பின் மேல் வரம்புஒய் அச்சு சுழற்சியின் மேல் வரம்புஒய் அச்சு மொழிபெயர்ப்பின் மேல் வரம்புசட் அச்சு சுழற்சியின் மேல் வரம்புசட் அச்சு மொழிபெயர்ப்பின் மேல் வரம்பு+Z திசையிலிருந்து சாய்வின் மேல் வரம்புமேல் கண்ணி ஒத்திசைவு பிணைப்பு (உயர் மதிப்புகள் மென்மையாக்கப்பட்டு குழிவான பகுதிகளை நிரப்புகின்றன)upres காரணிஉருது - துர்ராபயன்பாடுபயன்படுத்தவும்%s பயன்படுத்தவும் (வேறுபடுகிறது)%s பயன்படுத்தவும் (ஒரே மாதிரியான)டோப் தாள் திருத்தியில் கீஃப்ரேம்களை மொழிபெயர்க்க 'மொழிபெயர்ப்பு' பயன்முறைக்கு பதிலாக 'time_translate' உருமாற்ற பயன்முறையைப் பயன்படுத்தவும்(இறக்குமதி) முக இயல்புகளைப் பயன்படுத்தவும் (இது இன்னும் தட்டையான நிழலைக் கொடுக்கும் என்பதை நினைவில் கொள்க)வழங்குதல் போது நினைவக பயன்பாட்டைக் குறைக்க சேனலுக்கு 16 பிட்களைப் பயன்படுத்தவும்எல்லா தரவிற்கும் 16-பிட் மிதக்கும்-புள்ளி எண்களைப் பயன்படுத்தவும்2 டி உறுதிப்படுத்தல் பயன்படுத்தவும்காட்சிகளுக்கு 2 டி உறுதிப்படுத்தல் பயன்படுத்தவும்எல்லா தரவிற்கும் 32-பிட் மிதக்கும்-புள்ளி எண்களைப் பயன்படுத்தவும்3d வியாபோர்ட்டைப் பயன்படுத்தவும்பெற்றோருக்கு 3 டி டிராக்கின் நிலையைப் பயன்படுத்தவும்மென்மையான வண்ணப்பூச்சு விளிம்புகளுக்கு 5 × மல்டிசாம்ப்ளிங்கைப் பயன்படுத்தவும்முடிந்தவரை 8-பிட் மிதக்கும்-புள்ளி எண்களைப் பயன்படுத்தவும், இல்லையெனில் 16-பிட் பயன்படுத்தவும்உருவகப்படுத்துதல் முறையாக apic ஐப் பயன்படுத்தவும் (அதிக ஆற்றல்மிக்க மற்றும் நிலையான நடத்தை)செயலில் பயன்படுத்தவும்தகவமைப்பு மாதிரியைப் பயன்படுத்தவும்தகவமைப்பு துணைப்பிரிவைப் பயன்படுத்தவும்ஓவியம் வரையில் சேர் கலப்பு பயன்முறையைப் பயன்படுத்தவும்சேர்க்கை வரைபடத்தைப் பயன்படுத்தவும்படைப்புக்குப் பிறகு பயன்படுத்தவும்ஆல்பாவைப் பயன்படுத்தவும்அனிமேசன் விதை பயன்படுத்தவும்அனிசோட்ரோபிக் இடைக்கணிப்பைப் பயன்படுத்தவும்சிறுகுறிப்புகளைப் பயன்படுத்துங்கள்மென்மையான வீச்சு விளிம்புகளுக்கு ஆன்டியாலியாசிங்கைப் பயன்படுத்தவும்பிவோட்டாக பயன்படுத்தவும்சொத்து அடுக்கைப் பயன்படுத்தவும்ஆட்டோ பேக் பயன்படுத்தவும்பி.வி.எச் இடஞ்சார்ந்த பிளவுகளைப் பயன்படுத்தவும்: நீண்ட பில்டர் நேரம், வேகமான வழங்குதல்பிலினியர் இடைச்செருகல் பயன்படுத்தவும்நீல சேனலைப் பயன்படுத்தவும்எலும்பு உறைகளைப் பயன்படுத்துங்கள்எலும்பு தலைகளைப் பயன்படுத்துங்கள்முரட்டு சக்தியைப் பயன்படுத்துங்கள்காட்சி உருமாற்றத்திற்கு சிபியு ஐப் பயன்படுத்தவும் மற்றும் 2d அமைப்புடன் படத்தைக் காண்பிவழங்குதல் செய்ய சிபியு ஐப் பயன்படுத்தவும்GPU முடுக்கம் CUDA ஐப் பயன்படுத்தவும்கேச் பயன்படுத்தவும்கேமரா காளைப் பயன்படுத்தவும்சங்கிலி எண்ணிக்கையைப் பயன்படுத்தவும்கிளிப் விமானங்களைப் பயன்படுத்தவும்கொத்து வளைவைப் பயன்படுத்தவும்கொத்து ஒலி பயன்படுத்தவும்மோதல்களைப் பயன்படுத்துங்கள்ஓவியம் வரையில் வண்ண எரியும் கலப்பு பயன்முறையைப் பயன்படுத்தவும்ஓவியம் வரையில் வண்ண டாட்ச் கலப்பு பயன்முறையைப் பயன்படுத்தவும்வண்ண நடுக்கத்தைப் பயன்படுத்துங்கள்வண்ண வளைவில் பயன்படுத்தவும்ஓவியம் வரையில் வண்ண கலப்பு பயன்முறையைப் பயன்படுத்தவும்சிறிய பி.வி.எச் பயன்படுத்தவும்விளிம்பு பயன்படுத்தவும்கட்டுப்படுத்தி செயல்களைப் பயன்படுத்தவும்ஆயத்தொலைவுகளைப் பயன்படுத்துங்கள்எண்ணிக்கையைப் பயன்படுத்தவும்மடிப்பு பயன்படுத்தவும்மடிப்புகளைப் பயன்படுத்துங்கள்ரெண்டரிலிருந்து கிரிப்டோமாடே பாச்களைப் பயன்படுத்தவும்ஒரு படத்திலிருந்து கிரிப்டோமாடே பாச்களைப் பயன்படுத்தவும்க்யூபிக் பி-ச்ப்லைன் இடைச்செருகல் பயன்படுத்தவும்தற்போதைய சட்டகத்தை பொருள் ஓய்வு மாற்றங்களாகப் பயன்படுத்தவும்தற்போதைய இருப்பிடத்தைப் பயன்படுத்தவும்கர்சர் மேலடுக்கு பயன்படுத்தவும்கர்சர் நிலையைப் பயன்படுத்துங்கள்ஆழத்திற்கு கர்சரைப் பயன்படுத்தவும்வளைவு பயன்படுத்தவும்வளைவு பயன்படுத்தவும்வளைவு ஆரம் பயன்படுத்தவும்வளைவுகளைப் பயன்படுத்துங்கள்வளைவுகள் பி.வி.எச்தனிப்பயன் கேமராவைப் பயன்படுத்தவும்தனிப்பயன் நிறத்தைப் பயன்படுத்தவும்தனிப்பயன் வளைவைப் பயன்படுத்தவும்தனிப்பயன் பேய் வண்ணங்களைப் பயன்படுத்துங்கள்தனிப்பயன் இயல்புகளைப் பயன்படுத்துங்கள்தனிப்பயன் இடமாறு பயன்படுத்தவும்தனிப்பயன் அளவைப் பயன்படுத்தவும்ஓவியம் வரையில் இருண்ட கலப்பு பயன்முறையைப் பயன்படுத்தவும்இயல்புநிலை மங்கலைப் பயன்படுத்தவும்சிதைவை மட்டும் பயன்படுத்தவும்சிதைவு இயக்கத்தைப் பயன்படுத்துங்கள்டெனோயிங்கைப் பயன்படுத்துங்கள்புலத்தின் ஆழத்தைப் பயன்படுத்துங்கள்ஓவியம் வரையில் வேறுபாடு கலப்பு பயன்முறையைப் பயன்படுத்தவும்பரவலைப் பயன்படுத்துங்கள்திசை விநியோகமாக திசை குவாட் மரங்களைப் பயன்படுத்துங்கள்தூரக் காளைப் பயன்படுத்தவும்சொட்டு பயன்படுத்தவும்நகல்களைப் பயன்படுத்துங்கள்விளிம்பு கோணத்தைப் பயன்படுத்துங்கள்விளிம்பு அடையாளத்தைப் பயன்படுத்தவும்விளிம்புகளைப் பயன்படுத்துங்கள்விளிம்புகளை நீரூற்றுகளாகப் பயன்படுத்துங்கள்எஃபெக்டரைப் பயன்படுத்தவும்இறுதி சட்டத்தைப் பயன்படுத்தவும்உறைகளைப் பயன்படுத்துங்கள்மதிப்பீட்டு நேரத்தைப் பயன்படுத்தவும்ஓவியம் வரையில் விலக்கு கலப்பு பயன்முறையைப் பயன்படுத்தவும்ஏற்கனவே பயன்படுத்தவும்இருக்கும் முகங்களைப் பயன்படுத்துங்கள்உருவகப்படுத்துதல் முறையாக flip ஐப் பயன்படுத்தவும் (அதிக ச்பிளாசி நடத்தை)முகத் தொகுப்புகளைப் பயன்படுத்துங்கள்மறைதல் பயன்படுத்தவும்குறைவடையும் பயன்படுத்தவும்வீழ்ச்சி பயன்படுத்தவும்வடிகட்டியைப் பயன்படுத்தவும்இறுதி குறியீடுகளைப் பயன்படுத்தவும்ஓட்டத்தைப் பயன்படுத்துங்கள்கூந்தலை வளர்ப்பதற்கு பயன்படுத்தவும்ஃப்ரீபாணி பயன்படுத்தவும்முன் முகத்தைப் பயன்படுத்துங்கள்முன் முகம் வீழ்ச்சி பயன்படுத்தவும்காட்சி உருமாற்றத்திற்கு சி.எல்.எச்.எல் சேடர்களைப் பயன்படுத்தவும் மற்றும் 2 டி அமைப்புடன் படத்தைக் காண்பிgpu ஐப் பயன்படுத்தவும்சிறந்த செயல்திறனுக்காக, ஆதரிக்கப்பட்டால் சி.பீ.யு துரிதப்படுத்தப்பட்ட டெனோயிங்கைப் பயன்படுத்தவும். ஆப்டிக்சை விட திறந்த உருவத்தை விரும்புங்கள்பயனர் விருப்பங்களில் கணினி தாவலில் கட்டமைக்கப்பட்ட ரெண்டரிங்கிற்கான சிபியு கம்ப்யூட் சாதனத்தைப் பயன்படுத்தவும்வடிவியல் (கோட்டாங்கென்ட்) தளர்வைப் பயன்படுத்தவும், புறஊதாக்கள் அடிப்படை 3 டி வடிவவியலைப் பின்பற்றுகின்றனவடிவியல் முனைகளைப் பயன்படுத்தவும்வடிவியல் இடத்தைப் பயன்படுத்தவும்உலகளாவிய ஆயத்தொலைவுகளைப் பயன்படுத்துங்கள்gltfpack ஐப் பயன்படுத்தவும்இலக்கைப் பயன்படுத்துங்கள்பச்சை சேனலைப் பயன்படுத்தவும்கட்டத்தைப் பயன்படுத்தவும்குழு இடைமுகத்தைப் பயன்படுத்தவும்வழிகாட்டிகளைப் பயன்படுத்துங்கள்வழிகாட்டுதலைப் பயன்படுத்துங்கள்தளர்வுக்கு hc முறையைப் பயன்படுத்தவும்GPU முடுக்கம் இடுப்பு பயன்படுத்தவும்HSL (சாயல், செறிவு, லேசான) வண்ண செயலாக்கத்தைப் பயன்படுத்தவும்HSV (சாயல், செறிவு, மதிப்பு) வண்ண செயலாக்கத்தைப் பயன்படுத்தவும்கைப்பிடி அளவைப் பயன்படுத்தவும்ஓவியம் வரையில் கடின ஒளி கலப்பு பயன்முறையைப் பயன்படுத்தவும்தலையைப் பயன்படுத்துங்கள்ஓவியம் வரையில் இயூ கலப்பு பயன்முறையைப் பயன்படுத்தவும்செல்வாக்கைப் பயன்படுத்துங்கள்நிறுவனத்தைப் பயன்படுத்தவும்இன்டெல் ஓபன்இமேகெண்டெனோயிச் AI டெனோசரைப் பயன்படுத்தவும்குறுக்குவெட்டைப் பயன்படுத்தவும்குறுக்குவெட்டு முகமூடிகளைப் பயன்படுத்துங்கள்குறுக்குவெட்டு முன்னுரிமையைப் பயன்படுத்தவும்தளர்வுக்கு லாப்லாசியன் முறையைப் பயன்படுத்தவும்அடுக்கு பாசைப் பயன்படுத்தவும்நூலக பாதையைப் பயன்படுத்தவும்ஒளியைப் பயன்படுத்துங்கள்ஒளி விளிம்பு பயன்படுத்தவும்ஓவியம் வரையில் லைட் கலிங் பயன்முறையைப் பயன்படுத்தவும்விளக்குகளைப் பயன்படுத்துங்கள்வரம்பைப் பயன்படுத்தவும்வரம்பு மேற்பரப்பைப் பயன்படுத்தவும்ஓவியம் வரையில் நேரியல் எரியும் கலப்பு பயன்முறையைப் பயன்படுத்தவும்ஓவியம் வரையில் நேரியல் ஒளி கலப்பு பயன்முறையைப் பயன்படுத்தவும்நேரியல் மாற்றிகளைப் பயன்படுத்தவும்உள்ளக கேமராவைப் பயன்படுத்தவும்உள்ளக கோப்பைப் பயன்படுத்தவும்கேமராவை சரிசெய்ய இருப்பிடத்தைப் பயன்படுத்தவும்தளர்வான பயன்பாடுதவறான எடைகளைப் பயன்படுத்துங்கள்முகமூடியைப் பயன்படுத்தவும்முகமூடிகளைப் பயன்படுத்துங்கள்ரெண்டரில் முகமூடிகளைப் பயன்படுத்துங்கள்மூலப்பொருளைப் பயன்படுத்துங்கள்மூலப்பொருள் முகமூடியைப் பயன்படுத்துங்கள்பொருள் பாசைப் பயன்படுத்தவும்மூலப்பொருள் அடுக்கைப் பயன்படுத்தவும்கணித முனைகளைப் பயன்படுத்தவும்அதிகபட்சம் பயன்படுத்தவும்அதிகபட்ச 2 டி கோணத்தைப் பயன்படுத்தவும்அதிகபட்சம் 2 டி நீளத்தைப் பயன்படுத்தவும்அதிகபட்ச கோணத்தைப் பயன்படுத்தவும்மேக்ச் பி-பிரேம்களைப் பயன்படுத்தவும்அதிகபட்சம் பயன்படுத்தவும்சராசரி பயன்படுத்தவும்மெச் பயன்படுத்தவும்கண்ணி சமச்சீர் பயன்படுத்தவும்மேவுடேட்டாவைப் பயன்படுத்தவும்உலோக பின்தளத்தில் பயன்படுத்தவும்GPU முடுக்கம் உலோகத்தைப் பயன்படுத்தவும்மணித்துளி பயன்படுத்தவும்மணித்துளி 2 டி கோணத்தைப் பயன்படுத்தவும்மணித்துளி 2 டி நீளத்தைப் பயன்படுத்தவும்குறைந்தபட்ச கோணத்தைப் பயன்படுத்தவும்குறைந்தபட்சம் பயன்படுத்தவும்மூடுபனி பயன்படுத்தவும்கலவை முனைகளைப் பயன்படுத்தவும்ஓவியம் வரையில் கலவை கலப்பு பயன்முறையைப் பயன்படுத்தவும்மாற்றியமைக்கும் அடுக்கைப் பயன்படுத்தவும்மாற்றியமைக்கும் அமைப்பைப் பயன்படுத்தவும்இயக்க மங்கலைப் பயன்படுத்துங்கள்சுட்டி நிலையைப் பயன்படுத்தவும்மல்டி வியூவைப் பயன்படுத்தவும்பல காட்சிகளைப் பயன்படுத்தவும் (கிடைக்கும்போது)ஓவியம் வரையில் பெருக்க கலப்பு பயன்முறையைப் பயன்படுத்தவும்வண்ணங்களுக்கு n-bit அளவீடு பயன்படுத்தவும்இயல்பான மற்றும் தொடுகோடுகளுக்கு n-bit அளவீடு பயன்படுத்தவும்நிலைகளுக்கு n-bit அளவீடு பயன்படுத்தவும்அமைப்பு ஒருங்கிணைப்புகளுக்கு n-bit அளவீடு பயன்படுத்தவும்என்எல்ஏ ட்வீக் பயன்முறையைப் பயன்படுத்தவும்அருகிலுள்ள இடைக்கணிப்பைப் பயன்படுத்தவும்முனை பெயர்/லேபிளைப் பயன்படுத்தவும்முனைகளைப் பயன்படுத்துங்கள்ஒலி பயன்படுத்தவும்சாதாரண தரவைப் பயன்படுத்தவும்இயல்பாக்கம் பயன்படுத்தவும்பொருளைப் பயன்படுத்துங்கள்பொருள் ஆஃப்செட் பயன்படுத்தவும்பொருள் அடுக்கைப் பயன்படுத்தவும்மறைவு வரம்பைப் பயன்படுத்தவும்திறந்த நிழல் மொழியைப் பயன்படுத்துங்கள்opengl பின்தளத்தில் பயன்படுத்தவும்openjpeg சினிமா முன்னமைவைப் பயன்படுத்தவும்openjpeg சினிமா முன்னமைவைப் பயன்படுத்தவும் (48fps)GPU முடுக்கம் OPTIX ஐப் பயன்படுத்தவும்அசல் கோப்பைப் பயன்படுத்தவும்அசல் அளவைப் பயன்படுத்தவும்அசல் அளவைப் பயன்படுத்தவும்வெளியீட்டைப் பயன்படுத்தவும்வெளியீட்டு பெயர்களைப் பயன்படுத்தவும்ஓவியம் வரையில் மேலடுக்கு கலப்பு பயன்முறையைப் பயன்படுத்தவும்வண்ணப்பூச்சு பயன்படுத்தவும்பெயிண்ட் கேன்வாசைப் பயன்படுத்தவும்திசை விநியோகமாக இடமாறு-விழிப்புணர்வு வான் மிச்சச்-ஃபிசர் மாதிரிகளைப் பயன்படுத்துங்கள்துகள் ஆரம் பயன்படுத்தவும்துகளின் ஆரம் பயன்படுத்தவும்பெர்லின் சத்தத்தை ஒரு அடிப்படையாகப் பயன்படுத்துங்கள்நீட்டிக்கப்பட்ட கட்டுப்பாடுகளுடன், பெர்லின் சத்தத்தை ஒரு அடிப்படையாகப் பயன்படுத்துங்கள்பெர்லின் சத்தத்தை ஒரு அடிப்படையாகப் பயன்படுத்துங்கள்ஓவியம் வரையில் முள் ஒளி கலப்பு பயன்முறையைப் பயன்படுத்தவும்பிவோட்டைப் பயன்படுத்தவும்பிளேச்ஓல்டர்களைப் பயன்படுத்துங்கள்விமான டிரிம் பயன்படுத்தவும்குறைந்தபட்ச தூரத்தை வைத்திருக்க பாய்சன் வட்டு விநியோக முறையைப் பயன்படுத்தவும்துருவ ஒன்றிணைப்பைப் பயன்படுத்தவும்பிந்தைய செயல்முறை அமைப்புகளைப் பயன்படுத்தவும்முன்/பிந்தைய சுழற்சியைப் பயன்படுத்தவும்அழுத்தத்தைப் பயன்படுத்துங்கள்அழுத்தம் நடுக்கம் பயன்படுத்தவும்அழுத்தம் வலிமையைப் பயன்படுத்துங்கள்அடர்த்திக்கு அழுத்தத்தைப் பயன்படுத்துங்கள்ஓட்டத்திற்கு அழுத்தம் பயன்படுத்தவும்கடினத்தன்மைக்கு அழுத்தத்தைப் பயன்படுத்துங்கள்ஈரமான கலவைக்கு அழுத்தம் பயன்படுத்தவும்ஈரமான நிலைத்தன்மைக்கு அழுத்தம் பயன்படுத்தவும்முன்னோட்ட வரம்பைப் பயன்படுத்தவும்ப்ராக்சிகளைப் பயன்படுத்துங்கள்பதிலாள் / நேரக் குறியீட்டைப் பயன்படுத்தவும்RGB (சிவப்பு, பச்சை, நீலம்) வண்ண செயலாக்கத்தைப் பயன்படுத்தவும்முன் விளக்கப்படத்திற்கு வளைந்த rgb ஐப் பயன்படுத்தவும்ஆரம் பயன்படுத்தவும்ரே-ட்ரேசிங் பயன்படுத்தவும்சிவப்பு சேனலைப் பயன்படுத்தவும்உறவினர் ஆஃப்செட் பயன்படுத்தவும்உறவினர் பேச்டைப் பயன்படுத்தவும்தொலைதூரத்தைப் பயன்படுத்துங்கள்பொருள் தெரிவுநிலை, மாற்றியமைக்கும் அமைப்புகள் போன்றவற்றுக்கு வழங்குதல் அமைப்புகளைப் பயன்படுத்தவும்மறுநிகழ்வு பயன்படுத்தவும்ஓய்வு நிலை ஆர்மேச்சரைப் பயன்படுத்துங்கள்சுழற்சியைப் பயன்படுத்துங்கள்சுழற்சி ஃச் ஐப் பயன்படுத்தவும்சுழற்சி ஒய் ஐப் பயன்படுத்தவும்சுழற்சி சட் ஐப் பயன்படுத்தவும்கேமராவை சரிசெய்ய சுழற்சியைப் பயன்படுத்தவும்கரடுமுரடான வளைவைப் பயன்படுத்துங்கள்மாதிரி துணைக்குழுவைப் பயன்படுத்தவும்ஓவியம் வரையில் செறிவு கலப்பு பயன்முறையைப் பயன்படுத்தவும்அளவைப் பயன்படுத்துங்கள்அளவிலான ஃச் ஐப் பயன்படுத்தவும்அளவிலான ஒய் ஐப் பயன்படுத்தவும்அளவிலான சட் ஐப் பயன்படுத்தவும்கேமராவை சரிசெய்ய ச்கேலைப் பயன்படுத்தவும்அளவைப் பயன்படுத்துங்கள்:காட்சி வரம்பைப் பயன்படுத்தவும்ச்கீமா பயன்படுத்தவும்இந்த தூரிகையை அதன் இடப்பெயர்ச்சி திசையை தலைகீழாக மாற்றும்போது ச்க்ராப் அல்லது நிரப்பு தூரிகையைப் பயன்படுத்தவும்ஓவியம் வரையில் திரை கலப்பு பயன்முறையைப் பயன்படுத்தவும்சிற்பத்தைப் பயன்படுத்தவும்சிற்பம் மோதலைப் பயன்படுத்தவும்இரண்டாம் நிலை பயன்படுத்தவும்தேர்வைப் பயன்படுத்தவும்சுயத்தைப் பயன்படுத்துங்கள்சீக்வென்சர் காட்சியைப் பயன்படுத்தவும்அமைப்புகளைப் பயன்படுத்தவும்சேடர்களைப் பயன்படுத்துங்கள்நிழலைப் பயன்படுத்துங்கள்கூர்மையான விளிம்புகளைப் பயன்படுத்தவும்சுருக்கத்தைப் பயன்படுத்தவும்எளிமைப்படுத்த பயன்படுத்தவும்உருவகப்படுத்துதல் தற்காலிக சேமிப்பைப் பயன்படுத்தவும்சுழற்சிக்கு ச்னாப் பயன்படுத்தவும்அளவிற்கு ச்னாப் பயன்படுத்தவும்மொழிபெயர்ப்புக்கு ச்னாப் பயன்படுத்தவும்ச்னாப்பிங் பயன்படுத்தவும்ச்னாப்பிங் விருப்பங்களைப் பயன்படுத்தவும்ஓவியம் வரையில் மென்மையான ஒளி கலப்பு பயன்முறையைப் பயன்படுத்தவும்விண்வெளி உருமாற்றத்தைப் பயன்படுத்துங்கள்சிறப்பாக இருந்தால் சிதறிய அணுகலைப் பயன்படுத்தவும்இடஞ்சார்ந்த பிளவுகளைப் பயன்படுத்துங்கள்கோள ச்டீரியோவைப் பயன்படுத்துங்கள்கசிவு வலிமையைப் பயன்படுத்துங்கள்பிளவு நீளத்தைப் பயன்படுத்தவும்பிளவு வடிவத்தைப் பயன்படுத்தவும்பரவலைப் பயன்படுத்துங்கள்நிலைப்படுத்தி பயன்படுத்தவும்தொடக்க சட்டத்தைப் பயன்படுத்தவும்உரி சென்டர் பயன்படுத்தவும்துணைப்பிரிவு திட்டத்தைப் பயன்படுத்தவும்துணைப்பிரிவு மேற்பரப்பைப் பயன்படுத்தவும்ஓவியம் வரையில் கழித்தல் கலப்பு பயன்முறையைப் பயன்படுத்தவும்வால் பயன்படுத்தவும்வால் இலக்கைப் பயன்படுத்துங்கள்அமைப்பைப் பயன்படுத்தவும்அமைப்பு மேலடுக்கைப் பயன்படுத்தவும்அமைப்புகளைப் பயன்படுத்துங்கள்தடிமன் சுயவிவரத்தைப் பயன்படுத்தவும்நேரக் குறியீட்டைப் பயன்படுத்தவும்நேரத்தைப் பயன்படுத்தவும்உதவிக்குறிப்புகளைப் பயன்படுத்தவும்உதவிக்குறிப்பைப் பயன்படுத்தவும்உருமாற்றத்தைப் பயன்படுத்துங்கள்மொழிபெயர்ப்பு ஃச் ஐப் பயன்படுத்தவும்மொழிபெயர்ப்பு ஒய் ஐப் பயன்படுத்தவும்மொழிபெயர்ப்பு சட் ஐப் பயன்படுத்தவும்வெளிப்படைத்தன்மை ஒன்றுடன் ஒன்று பயன்படுத்தவும்திருப்ப வளைவைப் பயன்படுத்தவும்UDIM கண்டறிதலைப் பயன்படுத்தவும்இடைமுகம் குறிச்சொற்களைப் பயன்படுத்தவும்புறஊதா சிற்பத்தைப் பயன்படுத்தவும்அமைப்பு ஒருங்கிணைப்புகளுக்கு புறஊதா ஆயத்தொலைவுகளைப் பயன்படுத்தவும்அமைப்பு ஒருங்கிணைப்புகளுக்கு புறஊதா ஆயத்தொலைவுகளைப் பயன்படுத்தவும்அமைப்பு ஒருங்கிணைப்புகளுக்கு புறஊதா அடுக்கைப் பயன்படுத்தவும்ஒருங்கிணைந்த வண்ணத்தைப் பயன்படுத்துங்கள்ஒருங்கிணைந்த உள்ளீட்டு மாதிரிகளைப் பயன்படுத்தவும்ஒருங்கிணைந்த அளவைப் பயன்படுத்தவும்ஒருங்கிணைந்த வலிமையைப் பயன்படுத்துங்கள்ஒருங்கிணைந்த எடையைப் பயன்படுத்துங்கள்ஓவியம் வரையில் மதிப்பு கலத்தல் பயன்முறையைப் பயன்படுத்தவும்வெர்டெக்ச் பயன்படுத்தவும்வெர்டெக்ச் வண்ணத்தைப் பயன்படுத்தவும்வெர்டெக்ச் குழுக்களைப் பயன்படுத்துங்கள்பார்வையைப் பயன்படுத்தவும்viewport டெனோயிங்கைப் பயன்படுத்தவும்பொருள் தெரிவுநிலை, மாற்றியமைக்கும் அமைப்புகள் போன்றவற்றிற்கான வியூச்போர்ட் அமைப்புகளைப் பயன்படுத்தவும்பாகுத்தன்மையைப் பயன்படுத்துங்கள்கட்டுப்படுத்தப்பட்ட பொருள்களுக்கு தானாகவே காட்சி கீயிங்கைப் பயன்படுத்தவும்ஓவியம் வரையில் தெளிவான ஒளி கலப்பு பயன்முறையைப் பயன்படுத்தவும்தொகுதி மாறுபாட்டை அதிகபட்சம் பயன்படுத்தவும்தொகுதி மாறுபாட்டை குறைந்தபட்சம் பயன்படுத்தவும்வல்கன் பின்தளத்தில் பயன்படுத்தவும்குவாட்டர்னியன்/அச்சு-கோண சுழற்சிகளுக்கு WXYZ அச்சு வண்ணங்களையும், பிற உருமாற்றம் மற்றும் வண்ண பண்புகளுக்கு XYZ அச்சு வண்ணங்களையும், மீதமுள்ளவற்றிற்கு ஆட்டோ-வானவில்லையும் பயன்படுத்தவும்எடை பயன்படுத்தவும்எடை வண்ண வரம்பைப் பயன்படுத்தவும்எடையை காரணியாகப் பயன்படுத்துங்கள்வெள்ளை சமநிலையைப் பயன்படுத்துங்கள்வைல்டு கார்டைப் பயன்படுத்துங்கள்கலப்பு கோப்புகளுடன் இணைக்க சாளரங்கள் 'இயல்புநிலை பயன்பாடுகளைப் பயன்படுத்தவும்பழைய டேப்லெட்டுகள் மற்றும் சாளரங்கள் பதிப்புகளுக்கு விண்டாப் டிரைவரைப் பயன்படுத்தவும்பெற்றோரின் ஃச் இருப்பிடத்தைப் பயன்படுத்தவும்பெற்றோரின் ஃச் சுழற்சியைப் பயன்படுத்தவும்பெற்றோரின் ஃச் அளவைப் பயன்படுத்தவும்பெற்றோரின் ஒய் இருப்பிடத்தைப் பயன்படுத்தவும்பெற்றோரின் ஒய் சுழற்சியைப் பயன்படுத்தவும்பெற்றோரின் ஒய் அளவைப் பயன்படுத்தவும்YCBCR (Y - LUMA, CB - நீல -வேறுபாடு குரோமா, சிஆர் - சிவப்பு -வேறுபாடு குரோமா) வண்ண செயலாக்கம் பயன்படுத்தவும்YUV (Y - LUMA, உ V - Chroma) வண்ண செயலாக்கத்தைப் பயன்படுத்தவும்பெற்றோரின் சட் இருப்பிடத்தைப் பயன்படுத்தவும்பெற்றோரின் சட் சுழற்சியைப் பயன்படுத்தவும்பெற்றோரின் சட் அளவைப் பயன்படுத்தவும்z- பஃபர் பயன்படுத்தவும்ஒவ்வொரு புள்ளியிலும் வளைவு திருப்பத்தைக் கணக்கிட z-up அச்சைப் பயன்படுத்தவும்பார்வையை பான்/பெரிதாக்க 3d சுட்டி சாதனத்தைப் பயன்படுத்தவும்கண்காணிக்கும்போது குறிப்பிட்ட வடிவிலான பகுதிகளை மட்டுமே பயன்படுத்த கிரீச் பென்சில் தரவு-தொகுதியைப் பயன்படுத்தவும்வீச்சு பாதுகாக்கும் முக்கிய வடிவத்தை எளிதாக்க ராமர்-டக்ளச்-புக்கர் வழிமுறையைப் பயன்படுத்தவும்முதல் மாதிரிக்கு நீல-இரைச்சல் வடிவத்தைப் பயன்படுத்தவும், பின்னர் சீரற்ற மாதிரிகளுக்கு, மீதமுள்ள மாதிரிகளுக்கு அட்டவணைப்படுத்தப்பட்ட சோபோலைப் பயன்படுத்தவும்சீரற்ற மாதிரிக்கு, சத்தத்தின் அதிர்வெண் விநியோகத்தை மேம்படுத்தும் நீல-இரைச்சல் வடிவத்தைப் பயன்படுத்தவும்சீரற்ற மாதிரிக்கு, சத்தத்தின் அதிர்வெண் விநியோகத்தை மேம்படுத்தும் நீல-இரைச்சல் மாதிரி மாதிரியைப் பயன்படுத்தவும். வியூபோர்ட் வழங்குதல் செய்ய, ஊடாடும் முன்னோட்டத்திற்கான முதல் மாதிரி தரத்தை மேம்படுத்தவும்ரேண்டம் மாதிரிக்கு, அடுத்த பவர் 2 வரை வட்டமிடப்பட்ட நீளம் கொண்ட நீல-இரைச்சல் வரிசையைப் பயன்படுத்தவும்சுத்திகரிப்புக்கு முன் மட்டுமே முன்-தடத்தை ஒரு முரட்டுத்தனமான-சக்தி மொழிபெயர்ப்பைப் பயன்படுத்தவும்கண்காணிக்கும்போது முரட்டுத்தனமான-சக்தி மொழிபெயர்ப்பு-மட்டும் துவக்கத்தைப் பயன்படுத்தவும்சுயவிவரத்தை வரையறுக்க ஒரு வட்டத்தைப் பயன்படுத்தவும்பூலியன் செயல்பாட்டிற்கான செயல்பாடாக கண்ணி பொருட்களின் தொகுப்பை பயன்படுத்தவும்கருவிப்பெட்டிக்கு நெடுவரிசை தளவமைப்பைப் பயன்படுத்தவும்கிளம்ப் டேப்பரிங் வரையறுக்க ஒரு வளைவைப் பயன்படுத்தவும்கடினத்தன்மையை வரையறுக்க ஒரு வளைவைப் பயன்படுத்தவும்திருப்பத்தை வரையறுக்க ஒரு வளைவைப் பயன்படுத்தவும்இந்த காட்சியகத்திற்கு மட்டுப்படுத்தப்பட்ட தனிப்பயன் வண்ணத்தைப் பயன்படுத்தவும்பக்கவாதங்களுடன் ஒரு காரணியை வரையறுக்க தனிப்பயன் வளைவைப் பயன்படுத்தவும்தரவைச் சேமிக்க தனிப்பயன் கோப்பகத்தைப் பயன்படுத்தவும்பதிலாள் தரவைப் படிக்க தனிப்பயன் கோப்பைப் பயன்படுத்தவும்சுயவிவரத்தை வரையறுக்க தனிப்பயன் பொருளைப் பயன்படுத்தவும்வளைவின் பெவல் வடிவவியலின் ஒவ்வொரு காலாண்டிற்கும் தனிப்பயன் சுயவிவரத்தைப் பயன்படுத்தவும்வித்தியாசமான பூலியன் செயல்பாட்டைப் பயன்படுத்தவும்இந்தக் கோப்பிற்கான முனை வடிவத்திற்குப் பதிலாக வேறு வடிவமைப்பைப் பயன்படுத்தவும்நிலையான 1: 1 அம்சத்தைப் பயன்படுத்தவும்வழிகாட்டுவதற்கு ஒரு திரவ களத்தைப் பயன்படுத்தவும் (டொமைனை ஏற்கனவே சுட வேண்டும், இதனால் திசைவேகங்களை பிரித்தெடுக்க முடியும்). வழிகாட்டும் டொமைன் எந்த வகையிலும் இருக்கலாம் (அதாவது காற்று அல்லது திரவம்).ஒவ்வொரு தொப்பிக்கும் அரை வட்டத்தைப் பயன்படுத்தவும்காட்சியின் செயலில் உள்ள கேமராவைக் காட்டிலும் இந்த பார்வையில் உள்ளக கேமராவைப் பயன்படுத்தவும்புலம் வேலை செய்ய அதிகபட்ச தூரத்தைப் பயன்படுத்தவும்புலம் வேலை செய்ய அதிகபட்ச ரேடியல் தூரத்தைப் பயன்படுத்தவும்பூலியன் செயல்பாட்டிற்கான செயல்பாடாக ஒரு கண்ணி பொருளைப் பயன்படுத்தவும்புலத்தின் வீழ்ச்சிக்கு குறைந்தபட்ச தூரத்தைப் பயன்படுத்தவும்புலத்தின் வீழ்ச்சிக்கு குறைந்தபட்ச ரேடியல் தூரத்தைப் பயன்படுத்தவும்புலப்படும் புள்ளிகளைத் தீர்மானிக்க ஒரு சதவீத காரணியைப் பயன்படுத்தவும்நீங்கள் எத்தனை கீஃப்ரேம்களை அகற்ற விரும்புகிறீர்கள் என்பதைக் குறிப்பிட ஒரு சதவீதத்தைப் பயன்படுத்தவும்முன்னமைக்கப்பட்ட கண்ணோட்டத்தைப் பயன்படுத்தவும்இந்த உரிபிற்கு முன்னோட்ட பதிலாள் மற்றும்/அல்லது நேர-குறியீடு குறியீட்டைப் பயன்படுத்தவும்இந்த கிளிப்பிற்கு முன்னோட்ட பதிலாள் மற்றும்/அல்லது நேரக் குறியீடு குறியீட்டைப் பயன்படுத்தவும்வியூபோர்ட் பின்னணியாக ரேடியல் சாய்வு பயன்படுத்தவும்பிரேம் அளவிற்குள் ஒரு மண்டலத்தைப் பயன்படுத்தவும் (கேமரா மூலம் பார்க்காதபோது)பட்டைகள் தயாரிக்க ஒரு பார்த்த அலையைப் பயன்படுத்தவும்மரத்தூள் சுயவிவரத்தைப் பயன்படுத்தவும்வியூபோர்ட் பின்னணியாக ஒரு திரை விண்வெளி செங்குத்து நேரியல் சாய்வு பயன்படுத்தவும்பிரேம் வரம்பை மேலெழுதாத உருவகப்படுத்துதல் முனைகளுக்கு காட்சி வரம்பிலிருந்து வேறுபட்ட உருவகப்படுத்துதல் வரம்பைப் பயன்படுத்தவும்பட்டைகள் தயாரிக்க ஒரு சைன் அலையைப் பயன்படுத்தவும்தொப்பிகளுக்கு ஒரு Ngon ஐப் பயன்படுத்தவும்அனைத்து கூறுகளுக்கும் ஒரு காரணியைப் பயன்படுத்தவும்வியூபோர்ட் பின்னணியாக திட நிறத்தைப் பயன்படுத்தவும்நிலையான சைன் சுயவிவரத்தைப் பயன்படுத்தவும்உமிழ்வு வலிமையைக் கட்டுப்படுத்த ஒரு அமைப்பைப் பயன்படுத்தவும்உருமாற்ற அணியைப் பயன்படுத்தவும்முக்கோண சுயவிவரத்தைப் பயன்படுத்தவும்பட்டைகள் தயாரிக்க ஒரு முக்கோண அலையைப் பயன்படுத்தவும்யூனியன் பூலியன் செயல்பாட்டைப் பயன்படுத்தவும்முழுமையான அளவைப் பயன்படுத்தவும்துல்லியமான மாற்றத்தைப் பயன்படுத்தவும்செயலில் உள்ள பார்வையாளர் முனை வெளியீட்டை கட்டும் முனைகளுக்கு பின்னணியாகப் பயன்படுத்தவும்காட்சியில் வரையறுக்கப்பட்ட செயலில் உள்ள கிளிப்பைப் பயன்படுத்தவும்செயலில் உள்ள வெர்டெக்ச் குழுவை செல்வாக்கு பயன்படுத்தவும்அளவை இணைக்க பெருக்கலுக்கு பதிலாக கூடுதலாக (2.7 பொருந்தக்கூடிய தன்மை)அல்பிடோ மற்றும் சாதாரண பாச்களைப் பயன்படுத்தவும்டெனோயிங்கிற்கு ஆல்பிடோ பாசைப் பயன்படுத்தவும்ஆல்பா சோதனைக்கு பதிலாக ஆல்பா கலப்பைப் பயன்படுத்தவும் (வரிசையாக்க கலைப்பொருட்களை உருவாக்க முடியும்)வெளிப்படைத்தன்மைக்கு ஆல்பா சேனலைப் பயன்படுத்தவும்எப்போதும் வெர்டெக்ச் வண்ண பயன்முறையைப் பயன்படுத்தவும்எப்போதும் மூலப்பொருள் பயன்முறையைப் பயன்படுத்தவும்முழு உலகளாவிய வெளிச்சத்திற்கு பதிலாக சுற்றுப்புற மறுப்பைப் பயன்படுத்துங்கள்அனிமேசன் பிளேபேக் மற்றும் பார்வை ரெண்டர்களுக்கு மாற்று தொடக்க/இறுதி பிரேம் வரம்பைப் பயன்படுத்தவும்சிற்பத்தின் செங்குத்துகளின் எண்ணிக்கையின் அடிப்படையில் தானியங்கி எண்ணிக்கையைப் பயன்படுத்தவும்அசல் பாதையிலிருந்து வளைவு எவ்வளவு விலகுவதற்கு அனுமதிக்கப்படுகிறது என்பதைக் குறிப்பிட பிழை விளிம்பைப் பயன்படுத்தவும்வி.ஆர் பார்வை அடிப்படை இருப்பிடம் மற்றும் சுழற்சியை வரையறுக்க ஏற்கனவே உள்ள பொருளைப் பயன்படுத்தவும்வளைவின் பெவல் வடிவியல் பிரிவின் பகுதிக்கு ஒரு பொருளைப் பயன்படுத்தவும்கட்டுப்படுத்தப்படாத அம்சத்தைப் பயன்படுத்தவும்அனிமேசன் சேனல் குழு வண்ணங்களைப் பயன்படுத்துங்கள்; பொதுவாக இது எலும்பு குழு வண்ணங்களைக் காட்ட பயன்படுகிறதுசெயலில் ஒன்று தற்போது தேர்ந்தெடுக்கப்பட்ட உருப்படிகளைப் பொறுத்தது அல்லது பொருத்தமற்ற சூழல் காரணமாக எந்த இலக்குகளையும் கண்டுபிடிக்க முடியாது என்பதால், மற்றொரு கீயிங் தொகுப்பைப் பயன்படுத்தவும்செயலில் ஒன்று தற்போது தேர்ந்தெடுக்கப்பட்ட பொருள்களைப் பொறுத்தது அல்லது பொருத்தமற்ற சூழல் காரணமாக எந்த இலக்குகளையும் கண்டுபிடிக்க முடியாது என்பதால், மற்றொரு கீயிங் தொகுப்பைப் பயன்படுத்தவும்மற்றொரு புறஊதா வரைபடத்தை நகலி மூலமாகப் பயன்படுத்தவும், இல்லையெனில் 3d கர்சரை மூலமாகப் பயன்படுத்தவும்அமைப்பு குறியீடுகளுக்கு மற்றொரு கண்ணி பயன்படுத்தவும் (வெர்டெக்ச் குறியீடுகள் சீரமைக்கப்பட வேண்டும்)வித்தியாச செயல்பாட்டை வெட்ட, இணைக்க அல்லது செய்ய மற்றொரு வடிவத்தைப் பயன்படுத்தவும்ஆபரேட்டர் மரணதண்டனைக்கு எந்த அச்சு மண்டலத்தையும் பயன்படுத்தவும்புலத்தின் ஆழமாக பயன்படுத்தவும்உருமாற்றம் மற்றும் வண்ண பண்புகளுக்கு அச்சு வண்ணங்களைப் பயன்படுத்தவும், மீதமுள்ள ஆட்டோ-ரெய்ன்போவும் பயன்படுத்தவும்பேக்கிங்கிற்கு அச்சு-சீரமைக்கப்பட்ட எல்லைப் பெட்டிகளைப் பயன்படுத்தவும் (வேகமான, குறைந்த இடத் திறன்)முகங்களின் பின்புறத்தை மறைக்க பின்புற முகத்தை பயன்படுத்தவும்நிழல்களை அனுப்பும்போது முகம் வெட்டுவதை பின்புறமாகப் பயன்படுத்துங்கள்முகங்களின் பின்புறத்தை மறைக்க பேக்ஃபேச் குறட்டை பயன்படுத்தவும்தற்போதைய கோப்பகத்திலிருந்து சுட்டுக்கொள்ளவும் (தேவைப்படும்போது உருவாக்கு)அசல் இடத்தில் சுட்டுக்கொள்ளவும் (தேவைப்படும்போது உருவாக்கு)அடிப்படை மெச் வெர்டெக்ச் ஆயங்களை மீதமுள்ள நிலையாகப் பயன்படுத்தவும்சிறந்த முக்கோணப் பிரிவைப் பயன்படுத்தவும்எட்ச் பயன்முறையில் பெவல் எவ்வளவு பயன்படுத்தப்படுகிறது என்பதை தீர்மானிக்க பெவல் எடைகளைப் பயன்படுத்தவும்ஓய்வு நிலைக்கு பிணைப்பு வெர்டெக்ச் ஒருங்கிணைப்புகளைப் பயன்படுத்தவும்இயற்கை ஒளி நிறத்தை வரையறுக்க பிளாக் பாடி வெப்பநிலையைப் பயன்படுத்தவும்கண்காணிப்புக்கு காட்சிகளிலிருந்து நீல சேனலைப் பயன்படுத்தவும்இரண்டு விளைவுகளையும் ஒரே நேரத்தில் பயன்படுத்தவும்காணக்கூடிய வீச்சுகள் மற்றும் வரிகளை நிரப்பு எல்லை வரம்புகளாகப் பயன்படுத்தவும்என்எல்ஏ-உரிசைப் பிடிக்க பெட்டி தேர்வைப் பயன்படுத்தவும்முனைகளைத் தேர்ந்தெடுக்க பெட்டி தேர்வைப் பயன்படுத்தவும்மரக் கூறுகளைத் தேர்ந்தெடுக்க பெட்டி தேர்வைப் பயன்படுத்தவும்அடுக்கில் முதல் வரி கலை மாற்றியமைப்பாளரிடமிருந்து தற்காலிக சேமிப்பு காட்சி தரவைப் பயன்படுத்தவும். சில அமைப்புகள் கிடைக்காது.வளைவின் பெவல் வடிவவியலின் பகுதிக்கு வட்டத்தைப் பயன்படுத்தவும்முனைகளைத் தேர்ந்தெடுக்க வட்டம் தேர்வைப் பயன்படுத்தவும்மூடிய அம்பு பாணியைப் பயன்படுத்தவும்bw சராசரியை rgb வண்ணமாக வரைபட வண்ண வளைவில் பயன்படுத்தவும்சிறிய பி.வி.எச் கட்டமைப்பைப் பயன்படுத்தவும் (குறைந்த ரேம் பயன்படுத்துகிறது, ஆனால் மெதுவாக வழங்குகிறது)கைப்பிடியைக் கணக்கிட இணைக்கப்பட்ட பெற்றோர் மற்றும் குழந்தைகளைப் பயன்படுத்தவும்பி-எலும்பு அளவிட கட்டுப்பாட்டு அளவிடலைப் பயன்படுத்தவும்தீவுகளின் குவிவு தோராயமான தோராயத்தைப் பயன்படுத்தவும் (வேகம் மற்றும் விண்வெளித் திறனின் நல்ல சமநிலை)புறஊதா அடுக்கிலிருந்து ஆயத்தொலைவுகளைப் பயன்படுத்தவும்இந்த பொருளிலிருந்து ஆயத்தொலைவுகளைப் பயன்படுத்தவும் (பொருள் அமைப்பு வெளியீட்டை ஒருங்கிணைக்கிறது)தற்போதைய திருத்தப்பட்ட பொருளின் இருப்பிடத்தைப் பயன்படுத்தவும்தற்போதைய பயன்முறையைப் பயன்படுத்தவும்தற்போதைய சுழற்சி/அளவிடுதல் பிவோட் புள்ளி ஆயத்தொகுதிகளைப் பயன்படுத்தவும்கர்சரை குறிப்பு புள்ளியாகப் பயன்படுத்தவும்டிரிம்மிங் வடிவத்தின் பரிமாணங்கள் மற்றும் நிலைக்கு கர்சர் இருப்பிடம் மற்றும் ஆரம் பயன்படுத்தவும்வளைவு மேப்பிங் பயன்படுத்தவும்பழமையான வீச்சு தடிமன் வரையறுக்க வளைவைப் பயன்படுத்தவும்வளைவுடன் துகள் செல்வாக்கை பாதிக்க வளைவு எடைகளைப் பயன்படுத்தவும்உலகளாவிய ஒளி வாசலுக்கு பதிலாக தனிப்பயன் விழிப்புணர்வு தூரத்தைப் பயன்படுத்தவும்செயலில் உள்ள கேமராவுக்கு பதிலாக தனிப்பயன் கேமராவைப் பயன்படுத்தவும்தனிப்பயன் மோதல் விளிம்பைப் பயன்படுத்தவும் (சில வடிவங்கள் அவற்றைச் சுற்றி புலப்படும் இடைவெளியைக் கொண்டிருக்கும்)முனைக்கு தனிப்பயன் வண்ணத்தைப் பயன்படுத்தவும்இந்த இயக்க பாதைக்கு தனிப்பயன் வண்ணத்தைப் பயன்படுத்தவும்கருப்பொருள் வரையறுக்கப்பட்டதற்கு பதிலாக தனிப்பயன் வண்ணத்தைப் பயன்படுத்தவும்கோச்ட் பிரேம்களுக்கு தனிப்பயன் வண்ணங்களைப் பயன்படுத்தவும்கருப்பொருளுக்கு பதிலாக வெங்காய ச்கின்னிங் தனிப்பயன் வண்ணங்களைப் பயன்படுத்தவும்தனிப்பயன் வளைவைப் பயன்படுத்தவும்எஃப்-வளைவுக்கு தனிப்பயன் கையால் தேர்ந்தெடுக்கப்பட்ட வண்ணத்தைப் பயன்படுத்தவும்இந்தத் தொகுப்பில் முகங்களுக்கு தனிப்பயன் குறுக்குவெட்டு முகமூடியைப் பயன்படுத்தவும்தொப்பி வடிவங்களை வரையறுக்க தனிப்பயன் பொருள்களைப் பயன்படுத்தவும்தனிப்பயன் குறிப்பு புள்ளியைப் பயன்படுத்தவும்முழுமையாக அல்லது ஓரளவு மதிப்பிடப்பட்ட பொருளிலிருந்து தரவைப் பயன்படுத்தவும்எந்த மாற்றிகளும் பயன்படுத்தப்படாமல் அசல் பொருளிலிருந்து தரவைப் பயன்படுத்தவும்இந்த பொருளுக்கு சிதைவு இயக்க மங்கலைப் பயன்படுத்துங்கள்கோணங்கள் மற்றும் சுழற்சிகளை அளவிடுவதற்கு டிகிரி பயன்படுத்தவும்செயலில் உள்ள கேமராவிலிருந்து மதிப்புகளைப் பயன்படுத்தி வியூபோர்ட்டில் புலத்தின் ஆழத்தைப் பயன்படுத்தவும்வழங்குதல் சாதனத்தைப் பயன்படுத்தவும்வெவ்வேறு பிரேம்களில் வெவ்வேறு விதை மதிப்புகளை (எனவே இரைச்சல் வடிவங்கள்) பயன்படுத்தவும்பரவலான bsdf ஐப் பயன்படுத்தவும்ஆர்மேச்சரிலிருந்து காட்சி பயன்முறையைப் பயன்படுத்தவும் (இயல்புநிலை)பாதிக்கப்பட்ட மற்றும் இலக்கு பொருள்களுக்கு இடையில் தூரத்தைப் பயன்படுத்தவும்பாதிக்கப்பட்ட பொருளின் செங்குத்துகள் மற்றும் இலக்கு பொருள் அல்லது இலக்கு பொருளின் வடிவவியலுக்கு இடையில் தூரத்தைப் பயன்படுத்தவும்தூர மாதிரியைப் பயன்படுத்துங்கள், தொலைதூர விளக்குகளுடன் அடர்த்தியான தொகுதிகளுக்கு சிறந்ததுவரைதல் விரைவு, பல பிரேம்கள் அல்லது வீச்சுகள் உருவாக்க ஒரு கையேடு காரணி பயன்படுத்தவும்விளிம்பு சரிவைப் பயன்படுத்துங்கள்எல்லை வரம்புகளை நிரப்பு வரிகளைத் திருத்து பயன்படுத்தவும்ரெண்டரின் போது விளைவைப் பயன்படுத்துங்கள்கொந்தளிப்புக்கு செயல்திறன்/உலகளாவிய ஆயத்தொகுதிகளைப் பயன்படுத்துங்கள்சமமான மாதிரியைப் பயன்படுத்துங்கள், குறைந்த அடர்த்தி கொண்ட தொகுதிகளுக்குள் அல்லது அளவிற்கு அருகில் அல்லது அருகில் ஒளியைக் கொண்ட தொகுதிகளுக்கு சிறந்ததுமுகப் பகுதிகள் அல்லது விளிம்பு நீளத்தின் அடிப்படையில் முகங்களிலிருந்து கூட விநியோகத்தைப் பயன்படுத்தவும்மிகவும் திறமையான பேக்கிங்கிற்கு (மெதுவான) சரியான வடிவவியலைப் பயன்படுத்தவும்இருக்கும் கோப்பைப் பயன்படுத்தவும் (நிரம்பியதற்கு பதிலாக): %sபுதியவற்றை உருவாக்குவதற்கு பதிலாக அதே பெயருடன் இருக்கும் பொருட்களைப் பயன்படுத்தவும்வெளிப்புற .ies கோப்பைப் பயன்படுத்தவும்வெளிப்புற .osl அல்லது .oso கோப்பைப் பயன்படுத்தவும்வெளிப்புற கோப்பைப் பயன்படுத்தவும்குறைவடையும் கருவிகள் கீமாப்பைப் பயன்படுத்தவும்சட்டகத்தின் மூலம் தூரிகை விளைவைக் கணக்கிட மல்டிஃப்ரேம் பயன்முறையில் திருத்தும்போது ஃபாலோஃப் விளைவைப் பயன்படுத்தவும்கிடைமட்ட மற்றும் செங்குத்து திசைகளில் சுயாதீனமாக மங்கலாக்குவதன் மூலம் வேகமான தோராயத்தைப் பயன்படுத்தவும்அதிக கரடுமுரடான மேற்பரப்புகளுக்கு வேகமான உலகளாவிய வெளிச்ச நுட்பத்தைப் பயன்படுத்துங்கள்முகமூடியிலிருந்து இறகு தகவல்களைப் பயன்படுத்தவும்பிளெண்டர் 5.0 க்கு முன் பயன்படுத்தப்படும் கோப்பு வடிவமைப்பைப் பயன்படுத்தவும். இந்த வடிவம் மிகவும் குறைவாகவே உள்ளது, ஆனால் புதிய வடிவமைப்பை இன்னும் ஆதரிக்காத கருவிகளுடன் இது சிறந்த பொருந்தக்கூடிய தன்மையைக் கொண்டிருக்கலாம்தற்போதைய கோப்பகத்திலிருந்து கோப்பைப் பயன்படுத்தவும் (தேவைப்படும்போது உருவாக்கு)அசல் இடத்தில் கோப்பைப் பயன்படுத்தவும் (தேவைப்படும்போது உருவாக்கு)தற்போதைய கோப்பகத்தில் கோப்புகளைப் பயன்படுத்தவும் (தேவைப்படும்போது உருவாக்கு)அசல் இடத்தில் கோப்புகளைப் பயன்படுத்தவும் (தேவைப்படும்போது உருவாக்கு)நிலைகளுக்கு மிதக்கும்-புள்ளி பண்புகளைப் பயன்படுத்தவும்காட்சிக்கு செல்ல ஃப்ளை டைனமிக்சைப் பயன்படுத்தவும்வழங்குதல் செய்ய பயன்படுத்தவும்ஒரு பெரிய பரப்புக்கு பயன்படுத்தவும், நிறுவப்பட்ட கடல் (பியர்சன்-மோச்கோவிட்ச் முறை)நிறுவப்பட்ட பெருங்கடல்களுக்கு ('சான்வாப்', பியர்சன்-மோச்கோவிட்ச் முறை) உச்ச கூர்மைப்படுத்தலுடன் பயன்படுத்தவும்ஆழமற்ற நீருக்குப் பயன்படுத்தவும் ('சான்வாப்', 'டி.எம்.ஏ'-டெக்செல்-மார்சன்-அச்லோ முறை)நுரை கொண்டு கொந்தளிப்பான கடல்களுக்கு பயன்படுத்தவும்கூந்தலை வளர்க்கும்போது படை புலங்களைப் பயன்படுத்துங்கள்கூந்தலை வளர்ப்பதற்கு முழு இயற்பியல் கணக்கீடுகளைப் பயன்படுத்தவும்பட இடத்திற்கு பதிலாக சங்கிலிக்கு வடிவியல் தூரத்தைப் பயன்படுத்தவும்உலகளாவிய ஆயத்தொலைவுகளைப் பயன்படுத்துங்கள்அமைப்பு ஒருங்கிணைப்புகளுக்கு உலகளாவிய ஆயத்தொலைவுகளைப் பயன்படுத்தவும்அனைத்து இயக்கவியலுக்கும் உலகளாவிய ஈர்ப்பு ஐப் பயன்படுத்தவும்பளபளப்பான bsdf ஐப் பயன்படுத்தவும்கண்ணி எளிமைப்படுத்த மற்றும்/அல்லது அதன் அமைப்புகளை சுருக்க gltfpack ஐப் பயன்படுத்தவும்கண்காணிப்புக்கு காட்சிகளிலிருந்து பச்சை சேனலைப் பயன்படுத்தவும்திரவ வழிகாட்டுதலை உருவாக்க வழிகாட்டும் (செயல்திறன்) பொருள்களைப் பயன்படுத்தவும் (வழிகாட்டும் பொருள்கள் அனிமேசன் செய்யப்பட்டு முழுமையாக அமைக்கப்பட்டவுடன் சுடப்பட வேண்டும்)ஒரு தொகுதிக்குள் மாதிரி திசைகளை மாதிரி செய்யும் போது வழிகாட்டுதலைப் பயன்படுத்தவும்மேற்பரப்பில் மாதிரி திசைகளை மாதிரி செய்யும் போது வழிகாட்டுதலைப் பயன்படுத்தவும்பெசியர் வளைவுகளை பலகோணங்களாக மாற்றும்போது கைகளைப் பயன்படுத்துங்கள்குறைந்த செயல்திறன் செலவில் உயர் தரமான தொடுகோடு இடத்தைப் பயன்படுத்தவும்சாதாரண மேப்பிங்கிற்கு பட rgb மதிப்புகளைப் பயன்படுத்தவும்மேம்படுத்தப்பட்ட துகள் நிலை தொகுப்பைப் பயன்படுத்தவும் (மெதுவான ஆனால் மிகவும் துல்லியமான மற்றும் கண்ணி மென்மையாக்கும் விருப்பங்களுடன்)3d வியாபோர்ட்டில் பயன்படுத்தவும்எடைக்கு முகத்தின் செல்வாக்கைப் பயன்படுத்துங்கள்மோசன் கன்ட்ரோலர்களுக்குப் பதிலாக கேம்பேடில் (மைக்ரோசாஃப்ட் எக்ச்பாக்ச் கன்ட்ரோலர்) உள்ளீட்டைப் பயன்படுத்தவும்உள்வரும் வடிவவியலில் உள்ள நிகழ்வுகளை சிதறலுக்கான அடிப்படையாகப் பயன்படுத்தவும்நிலைகளுக்கு முழுஎண் பண்புகளைப் பயன்படுத்தவும்பார்வையாளர் முனையிலிருந்து இடைநிலை தரவைப் பயன்படுத்தவும்உள் உரை தரவு-தொகுதியைப் பயன்படுத்தவும்தலைகீழ் இருபடி முன்னேற்றத்தைப் பயன்படுத்துங்கள்முக்கிய நேரங்களைப் பயன்படுத்துங்கள்அடுக்கு பாச் வடிகட்டியைப் பயன்படுத்தவும்தேர்வுக்கு இடது சுட்டி பொத்தானைப் பயன்படுத்தவும். சுட்டி, டிராக்பேட் மற்றும் டேப்லெட் சாதனங்களுக்கு நன்றாக வேலை செய்யும் நிலையான நடத்தைமிகவும் திறமையான பல பகுதி OpenEXR கோப்புகளை ஆதரிக்காத பயன்பாடுகளுடன் இணக்கத்தன்மைக்கு பார்வைகள், அடுக்குகள் மற்றும் பாச்களின் மரபு இடைப்பட்ட சேமிப்பகத்தைப் பயன்படுத்தவும்.மரபு செயல்தவிர் பயன்படுத்தவும் (புதிய இயல்புநிலை ஒன்றை விட மெதுவாக, ஆனால் சில சந்தர்ப்பங்களில் மிகவும் நிலையானதாக இருக்கலாம்)வளைவுகளின் நீளத்தை அருகிலேயே பயன்படுத்தவும்காட்சி குறுக்குவெட்டைக் கண்டுபிடிக்க ஒளி ஆய்வுகளைப் பயன்படுத்தவும்இந்த கிரீச் பென்சில் பொருளுக்கு விளக்குகளைப் பயன்படுத்தவும்நேரியல் மேப்பிங் பயன்படுத்தவும்நேரியல் முன்னேற்றத்தைப் பயன்படுத்தவும்அமைப்பு ஒருங்கிணைப்புகளுக்கு இணைக்கப்பட்ட பொருளின் ஒருங்கிணைப்புகளைப் பயன்படுத்தவும்உள்ளக உருவாக்கப்பட்ட ஆயத்தொகுதிகளைப் பயன்படுத்தவும்மற்றொரு பொருளின் உள்ளக உருவாக்கப்பட்ட ஆயத்தொகுதிகளைப் பயன்படுத்தவும்மடக்கை கரைப்பைப் பயன்படுத்தவும் (குறைந்த மதிப்புகளை விட வேகமாக மங்கச் செய்ய அதிக மதிப்புகளை உருவாக்குகிறது)மடக்கை உலர்த்தலைப் பயன்படுத்தவும் (குறைந்த மதிப்புகளை விட வேகமாக உலர அதிக மதிப்புகளை உருவாக்குகிறது)வீடியோ ச்ட்ரீம்களுக்கு இழப்பற்ற வெளியீட்டைப் பயன்படுத்தவும்தொகுதி மாறுபாட்டிற்கு குறைந்த வரம்பைப் பயன்படுத்தவும்கையேடு அளவுத்திருத்த உதவியாளர்களைப் பயன்படுத்துங்கள்முகமூடி ஐடியை முகமூடி உள்ளீடாகப் பயன்படுத்தவும்மறைந்த வீச்சுகள் வடிகட்ட மூலப்பொருள் முகமூடிகளைப் பயன்படுத்தவும்பொருள் பாச் வடிகட்டியைப் பயன்படுத்தவும்விளிம்புகள் அல்லது மூலைகளை கூர்மைப்படுத்த கண்ணி மடிப்பு தகவலைப் பயன்படுத்தவும்பிரிப்பதற்கு மேற்பரப்பு வடிவவியலின் கண்ணி தீவுகளைப் பயன்படுத்தவும்பூலியன் செயல்பாட்டிற்கு இந்த சேகரிப்பில் கண்ணி பொருள்களைப் பயன்படுத்தவும்தற்போதைய காட்சியில் இருந்து மேவுடேட்டாவைப் பயன்படுத்தவும்சீக்வென்சரில் உள்ள கீற்றுகளிலிருந்து மேவுடேட்டாவைப் பயன்படுத்தவும்குவிய நீளத்தின் அலகுகளுக்கு மில்லிமீட்டர்களைப் பயன்படுத்தவும்மோடல் செயல்படுத்தலைப் பயன்படுத்தவும் (மோடல் ஆபரேட்டர்கள் மட்டும்)ரெண்டரின் போது மாற்றியமைப்பைப் பயன்படுத்தவும்இன்னும் தெளிவாக வரையறுக்கப்பட்ட பளிங்கு பயன்படுத்தவும்இந்த பொருளுக்கு மோசன் மங்கலைப் பயன்படுத்துங்கள்சுட்டி பயன்படுத்தவும்தற்போதைய படத்தில் ஒரு வண்ணத்தை மாதிரி செய்ய சுட்டியைப் பயன்படுத்தவும்மாதிரி பின்னணி படத்திற்கு சுட்டியைப் பயன்படுத்தவும்தற்போதைய சட்டத்தில் மாதிரி வண்ணத்திற்கு சுட்டியைப் பயன்படுத்தவும்ஆக்டிவ் காட்சி கேமராவிலிருந்து மூவி கிளிப்பைப் பயன்படுத்தவும்பல மாதிரி 3 டி காட்சி மோசன் மங்கலைப் பயன்படுத்தவும்முகமூடியின் பல மாதிரி இயக்க மங்கலைப் பயன்படுத்தவும்விமானத்தின் பல மாதிரி இயக்க மங்கலைப் பயன்படுத்துங்கள்உருள் சக்கர எமுலேசனுக்கு பதிலாக டச்பேட் உடன் வழிசெலுத்தலுக்கு மல்டி-டச் சைகைகளைப் பயன்படுத்தவும்ஒளிக்கு பல முக்கியத்துவம் வாய்ந்த மாதிரியைப் பயன்படுத்தவும், பரப்பு விளக்குகள் மற்றும் கூர்மையான பளபளப்பான மூலப்பொருட்களுக்கான சத்தத்தை குறைக்கிறதுவடிவவியலைச் சேர்க்க, நீக்க அல்லது நகர்த்துவதற்கு பல ஆபரேட்டர்களை ஊடாடும் வழியில் பயன்படுத்தவும் • {:s} - கர்சரை ஒரு உறுப்புக்கு நெருக்கமாக நகர்த்துவதன் மூலம் வடிவவியலைச் சேர்க்கவும் • {:s} - கர்சரை நகர்த்துவதன் மூலம் விளிம்புகள் • {:s} - கண்ணி உறுப்பை நீக்குகாட்சியில் பல காட்சிகளைப் பயன்படுத்துங்கள்n- கான்ச் பயன்படுத்தவும்நவீன டேப்லெட் மற்றும் பேனா சாதனங்களுக்கு சொந்த சாளரங்கள் மை பநிஇ பயன்படுத்தவும். சாளரங்கள் 8 அல்லது புதியது தேவை.அருகிலுள்ள மாதிரியைப் பயன்படுத்தவும்ஆபரேட்டர் மரணதண்டனைக்கு மட்டுமே எதிர்மறை அச்சு மண்டலத்தைப் பயன்படுத்தவும்ஒரே மெனுவை பல முறை மீண்டும் பயன்படுத்த முனை குழுக்களைப் பயன்படுத்தவும்பைனரி தெரிவுநிலையை குறைக்க சத்தத்தைப் பயன்படுத்துங்கள் (பல மாதிரிகளுடன் நன்றாக வேலை செய்கிறது)நிலைகளுக்கு இயல்பாக்கப்பட்ட பண்புகளைப் பயன்படுத்தவும்இயல்பாக்கப்பட்ட ச்ட்ராண்ட் அமைப்பு ஒருங்கிணைப்பு (1 டி) அல்லது துகள் அகவை (எக்ச்) மற்றும் பாதை நிலை (ஒய்) பயன்படுத்தவும்சுழற்சியின் மையமாக பொருளைப் பயன்படுத்தவும்குறிப்பு புள்ளியாக பொருளை பயன்படுத்தவும்ஒரே தொகுப்பில் பொருளை பல முறை பயன்படுத்தவும்பொருள் தேர்வைப் பயன்படுத்தவும் (திருத்து பயன்முறை மட்டும்)திட்ட வடிவத்தைக் கட்டுப்படுத்த பொருள் உருமாற்றத்தைப் பயன்படுத்தவும்நகலெடுப்பதற்கு பொருளின் உலகளாவிய ஆயத்தொகுதிகளைப் பயன்படுத்தவும்நகலெடுப்புக்கு பொருளின் சுழற்சியைப் பயன்படுத்தவும் (உலகளாவிய எக்ச்-அச்சு சீரமைக்கப்பட்ட துகள் சுழற்சி அச்சு)நகலெடுப்பிற்கு பொருளின் அளவைப் பயன்படுத்தவும்அமைப்புக்கு பொருள்/உலகளாவிய ஒருங்கிணைப்புகளைப் பயன்படுத்தவும்பொருள்களை எழுத்துரு எழுத்துகளாகப் பயன்படுத்தவும் (எழுத்துரு பொருள்களுக்கு ஒரு பொதுவான பெயரைக் கொடுக்கவும், அதைத் தொடர்ந்து அவை குறிக்கும் எழுத்து, எ.கா. 'குடும்பம்-a', 'குடும்பம்-b' போன்றவை, இந்த அமைப்பை 'குடும்பம்-' என அமைத்து, வெர்டெக்ச் இன்ச்டான்சிங்ஐ இயக்கவும்)நிகழ்வு பொருளில் துகள் பொருளிலிருந்து ஆஃப்செட்டைப் பயன்படுத்தவும்தற்செயலான மாதிரிக்கு பறக்கும் போது கணக்கிடப்பட்ட ஓவன்-துருவிய சோபோலைப் பயன்படுத்தவும்உரிமையாளர் மீது மற்றொரு (அல்லது அதே) சொத்தை கட்டுப்படுத்த இலக்கிலிருந்து ஒரு உருமாற்ற சொத்தை பயன்படுத்தவும்சி.பீ.யூ முடுக்கம் ஒனீப்பியைப் பயன்படுத்தவும்சிதைவு மாற்றியமைப்பாளர்களை மட்டும் பயன்படுத்தவும் (பல தெளிவுத்திறனைத் தவிர அனைத்து ஆக்கபூர்வமான மாற்றிகளையும் தற்காலிகமாக முடக்கு)இடைக்கணிப்புக்கு தேர்ந்தெடுக்கப்பட்ட பக்கவாதம் மட்டுமே பயன்படுத்தவும்திறந்த அம்பு பாணியைப் பயன்படுத்தவும்கிடைக்கும்போது வேகமாக ச்க்ரப்பிங் செய்ய உகந்த கோப்புகளைப் பயன்படுத்தவும்அமைப்புகளின் அசல் இருப்பிடத்தைப் பயன்படுத்தவும்ஆர்த்தோகிராஃபிக் திட்டத்தைப் பயன்படுத்தவும்கத்தி வெட்டுக்களுக்கு பிற பொருள்களையும் எல்லைகளையும் பயன்படுத்தவும்சிறு துண்டுக்கு துகள் அளவைப் பயன்படுத்துங்கள்நிகழ்வுகளை அளவிட துகள் அளவைப் பயன்படுத்தவும்விலகலில் துகள் அளவைப் பயன்படுத்துங்கள்மாதிரி பாதைகளுக்கு பாதை வழிகாட்டலைப் பயன்படுத்தவும். பாதை வழிகாட்டுதல் காட்சியின் ஒளி விநியோகத்தை அதிக அளவில் கற்றுக்கொள்கிறது மற்றும் உயர் நேரடி மற்றும் மறைமுக ஒளி பங்களிப்புகளைக் கொண்ட திசைகளுக்கு பாதையை வழிநடத்துகிறதுசெங்குத்தாக பிரிவு பாணியைப் பயன்படுத்தவும்இடையகத்திற்கு படப்புள்ளி அளவைப் பயன்படுத்தவும்குவிய நீளத்தின் அலகுகளுக்கு பிக்சல்களைப் பயன்படுத்தவும்புறஊதா சீம்கள் முழுவதும் அருகிலுள்ள முகங்களிலிருந்து பிக்சல்களைப் பயன்படுத்தவும்உரிபின் காணாமல் போன பிரேம்களுக்கு பிளேச்ஓல்டர்களைப் பயன்படுத்துங்கள்உரிமையாளரால் கடக்க முடியாத ஒரு 'சுவர்' அல்லது 'தளத்தை' வரையறுக்க இலக்கின் நிலை (மற்றும் விருப்பமாக சுழற்சி) பயன்படுத்தவும்f2-f1 இன் அடிப்படையில் நிலை மற்றும் ஒரு அவுட்லைன் பயன்படுத்தவும்ஆபரேட்டர் மரணதண்டனைக்கு மட்டுமே நேர்மறை அச்சு மண்டலத்தைப் பயன்படுத்தவும்சீரற்ற மாதிரிக்கு ஓவன்-துருவிய சோபோல் முன்-கணிக்கப்பட்ட அட்டவணைகளைப் பயன்படுத்தவும்fbx உருமாற்றத்திலிருந்து முன்/பிந்தைய சுழற்சியைப் பயன்படுத்தவும் (சில சந்தர்ப்பங்களில் நீங்கள் அதை முடக்க வேண்டியிருக்கும்)நீட்டிப்பு வரிகளுக்கு துல்லியமான இயக்கத்தைப் பயன்படுத்தவும்அடர்த்தியை மாற்றியமைக்க அழுத்தத்தைப் பயன்படுத்தவும்ஓட்டத்தை மாற்றியமைக்க அழுத்தம் பயன்படுத்தவும்கடினத்தன்மையை மாற்றியமைக்க அழுத்தத்தைப் பயன்படுத்துங்கள்சீரற்ற தன்மையை மாற்றியமைக்க அழுத்தத்தைப் பயன்படுத்தவும்ஈரமான கலவையை மாற்றியமைக்க அழுத்தத்தைப் பயன்படுத்தவும்ஈரமான நிலைத்தன்மையை மாற்றியமைக்க அழுத்தத்தைப் பயன்படுத்தவும்திட்டமிடப்பட்ட அல்லது கோள வீழ்ச்சி பயன்படுத்தவும்இருபடி முன்னேற்றத்தைப் பயன்படுத்துங்கள்திட்ட வடிவத்தின் அளவாக ஆரம் பயன்படுத்தவும் (0 = ஆட்டோ)துகள் அமைப்புகளிலிருந்து ஆரம் பயன்படுத்தவும்வளைவுகளின் ஆரம் அருகிலேயே பயன்படுத்தவும்காலப்போக்கில் சீரற்ற மதிப்புகளைப் பயன்படுத்துங்கள்வீச்சு மட்டத்தில் சீரற்ற தன்மையைப் பயன்படுத்துங்கள்ஒளி ஆய்வுகளை மட்டுமே பயன்படுத்துவதற்குப் பதிலாக கடத்தப்பட்ட வண்ணத்தைத் தீர்மானிக்க ரேட்ரேசிங்கைப் பயன்படுத்தவும். இந்த அமைப்பைப் பயன்படுத்தாத மேற்பரப்புகளின் விளக்குகளுக்கு மேற்பரப்பு பங்களிப்பதை இது தடுக்கிறது.ஒளி ஆய்வுகளை மட்டுமே பயன்படுத்துவதற்குப் பதிலாக கடத்தப்பட்ட வண்ணத்தைத் தீர்மானிக்க ரேட்ரேசிங்கைப் பயன்படுத்தவும். இந்த அமைப்பைப் பயன்படுத்தாத மேற்பரப்புகளின் விளக்குகளுக்கு மேற்பரப்பு பங்களிப்பதை இது தடுக்கிறது. நீக்கப்பட்டது: 'USE_RAYTRACE_REFRACTION' ஐப் பயன்படுத்தவும்.பதிவுசெய்யப்பட்ட வேகத்தை ஒரு காரணியால் பெருக்கவும்கண்காணிப்புக்கு காட்சிகளிலிருந்து சிவப்பு சேனலைப் பயன்படுத்தவும்பிரதிபலிப்பு காச்டிக்சைப் பயன்படுத்துங்கள், இதன் விளைவாக பிரகாசமான படம் (அதிக ஒலி ஆனால் யதார்த்தவாதம் சேர்க்கப்பட்டது)ஒளிவிலகல் காச்டிக்சைப் பயன்படுத்துங்கள், இதன் விளைவாக பிரகாசமான படம் (அதிக ஒலி ஆனால் யதார்த்தவாதம் சேர்க்கப்பட்டது)மாற்று உரைக்கு வழக்கமான வெளிப்பாட்டைப் பயன்படுத்தவும் (துணை குழுக்கள்)'கண்டுபிடி' புலத்தில் உரையை பொருத்த வழக்கமான வெளிப்பாடுகளைப் பயன்படுத்தவும்உறவினர் கோப்பு பாதைகளைப் பயன்படுத்தவும்உறவினர் பாதையைப் பயன்படுத்தவும்இந்த சொத்து நூலகத்திலிருந்து சொத்துக்களை இணைக்கும்போது உறவினர் பாதையைப் பயன்படுத்தவும்அமெரிக்க டாலரில் வெளிப்புற கோப்புகளை (அதாவது கட்டமைப்புகள், தொகுதிகள்) குறிப்பிட தொடர்புடைய பாதைகளைப் பயன்படுத்தவும், இல்லையெனில் முழுமையான பாதைகளைப் பயன்படுத்தவும்துணை அடைவுகளுடன் மட்டுமே தொடர்புடைய பாதைகளைப் பயன்படுத்துங்கள்உள்ளீட்டு வடிவவியலுக்கான ரிலேடிவ் ச்பேசைப் பயன்படுத்தவும், அதனால் தொடர்புடைய இரு உள்ளீடுகளின் மாற்றங்களும் கருதப்படுகின்றனமெச் பொருள்களுக்கு மாற்றியமைப்பாளர்களைப் பயன்படுத்தும்போது வழங்குதல் அமைப்புகளைப் பயன்படுத்தவும் (கலப்பான் 2.8 இல் முடக்கப்பட்டுள்ளது)மீண்டும் மேப்பிங் மதிப்புகளைப் பயன்படுத்தவும்தொகுதி கட்டத்தின் தெளிவுத்திறனைப் பயன்படுத்தவும்தேர்வுக்கு வலது சுட்டி பொத்தானையும், செயல்களுக்கு இடது சுட்டி பொத்தானையும் பயன்படுத்தவும். இது முதன்மையாக விசைப்பலகை மற்றும் சுட்டி சாதனங்களுக்கு நன்றாக வேலை செய்கிறதுபோயிட் பறக்கும் போது விதியைப் பயன்படுத்தவும்போயிட் நிலத்தில் இருக்கும்போது விதியைப் பயன்படுத்தவும்தோற்றம் முதல் இலக்கு நடுவண் வரை (திசை பயன்முறை மட்டும்) அனைத்து இயல்புகளுக்கும் ஒரே திசையைப் பயன்படுத்தவும்முந்தைய மாற்றியமைப்பின் அதே உள்ளீட்டைப் பயன்படுத்தவும், ஒட்டுமொத்த vgroup ஐப் பயன்படுத்தி முடிவுகளை கலக்கவும்விளிம்பைப் பெருக்க இருக்கும் uv களின் அளவைப் பயன்படுத்தவும்மேட்ரிக்சைக் கணக்கிடும்போது அளவைப் பயன்படுத்தவும்தனிப்பயன் அமைப்பிற்கு பதிலாக காட்சி நோக்குநிலையைப் பயன்படுத்தவும்விளக்குகளுக்கு காட்சி உலகத்தைப் பயன்படுத்தவும்வி.ஆர் பார்வை அடிப்படை இருப்பிடம் மற்றும் சுழற்சியை வரையறுக்க காட்சியின் தற்போது செயலில் உள்ள கேமராவைப் பயன்படுத்தவும்திரை ஆயங்களை அமைப்பு ஒருங்கிணைப்புகளாகப் பயன்படுத்தவும்உலக அலகுகளுக்கு பதிலாக திரை படப்புள்ளி அளவைப் பயன்படுத்தவும்தேர்ந்தெடுக்கப்பட்ட பொருட்களை புகை உமிழ்ப்பவர்களாக பயன்படுத்தவும்வரிசை கண்டறிதலைப் பயன்படுத்தவும்முகமூடி உள்ளீடாக சீக்வென்சர் உரிபைப் பயன்படுத்தவும்மாற்றியமைப்பிலிருந்து அமைப்பைப் பயன்படுத்தவும்தூரிகையிலிருந்து அமைப்புகளைப் பயன்படுத்தவும்இங்கிருந்து அமைப்புகளைப் பயன்படுத்தவும்ஆபரேட்டர் பண்புகளிலிருந்து அமைப்புகளைப் பயன்படுத்தவும்காட்சியில் இருந்து அமைப்புகளைப் பயன்படுத்தவும்பெற்றோர் சேகரிப்பிலிருந்து அமைப்புகளைப் பயன்படுத்தவும்வரி பாணிக்கு சேடர் முனைகளைப் பயன்படுத்தவும்ஒளியை வழங்க சேடர் முனைகளைப் பயன்படுத்தவும்மூலப்பொருளை வழங்க சேடர் முனைகளைப் பயன்படுத்தவும்உலகை வழங்க சேடர் முனைகளைப் பயன்படுத்தவும்சுழற்சிகள் ரெண்டரருக்கு சேடர்களைப் பயன்படுத்துங்கள்ஈவி ரெண்டரருக்கு சேடர்களைப் பயன்படுத்தவும்ஒரு குறிப்பிட்ட வெளியீடு இல்லாவிட்டால், அனைத்து ரெண்டரர்கள் மற்றும் காட்சியகங்களுக்கும் சேடர்களைப் பயன்படுத்தவும்வளைவுகளின் வடிவத்தை அருகிலேயே பயன்படுத்தவும்அம்ச வரையறையை வைத்திருக்க எளிய அம்ச விழிப்புணர்வைப் பயன்படுத்தவும்கட்டம் செங்குத்துகளின் எளிய இடைக்கணிப்பைப் பயன்படுத்தவும்ஓவியம் வரையில் ஒற்றை வண்ணம் அல்லது சாய்வு பயன்படுத்தவும்ஒற்றை புள்ளியை திசையாகப் பயன்படுத்துங்கள்மோதிரங்களை உருவாக்க ஒற்றை புள்ளியைப் பயன்படுத்தவும்எண்ட்பாயிண்ட் கீஃப்ரேம்களில்/வெளியே செல்லும் வளைவின் சாய்வைப் பயன்படுத்தவும்ரிசல்ட் மெசுக்கு ஃபேச் நார்மல்களுக்குப் பதிலாக மென்மையான வெர்டெக்ச் நார்மல்களைப் பயன்படுத்தவும்மென்மையான பளிங்கு பயன்படுத்தவும்முக்காலி போன்ற நிலையான கேமரா நிலையைக் கண்காணிக்க சிறப்பு தீர்வைப் பயன்படுத்தவும்வளைவுகளுக்கு உகந்ததாக சிறப்பு வகை பி.வி.எச் பயன்படுத்தவும் (அதிக ரேம் பயன்படுத்துகிறது, ஆனால் வேகமாக வழங்குகிறது)வரி கலை பக்கவாதம் உருவாக்க குறிப்பிட்ட கேமரா பொருளைப் பயன்படுத்தவும்சதுர பாணியைப் பயன்படுத்தவும்நிலையான ச்டூசி பயன்படுத்தவும்பட்டையில் நிலையான அலை அமைப்பைப் பயன்படுத்தவும்பட்டைகள் நிலையான மர அமைப்பைப் பயன்படுத்தவும்நிலையான ஆயத்தொகுதிகளைப் பயன்படுத்தவும் (பல்வேறு வழிகளால் வரையறுக்கப்படுகிறது)கீஃப்ரேம் புள்ளிகளுக்கு இடையில் நேர் கோடுகளைப் பயன்படுத்தவும்அமைப்பு ஒருங்கிணைப்புகளுக்கு வீச்சு நீளத்தைப் பயன்படுத்தவும்சேடர்களை தொகுக்க துணை செயலாக்கங்களைப் பயன்படுத்தவும்டேப்லெட் அழுத்தத்தைப் பயன்படுத்தவும்வண்ண வலிமைக்கு டேப்லெட் அழுத்தத்தைப் பயன்படுத்தவும்நடுக்கத்திற்கு டேப்லெட் அழுத்தத்தைப் பயன்படுத்தவும்உள்தள்ளலுக்கு தாவல்கள் அல்லது இடங்களைப் பயன்படுத்தவும்சிற்பம் பயன்முறையில் அமைப்பு ஓவியத்தைப் பயன்படுத்தவும்அமைப்பு அளவிலான மதிப்புகளைப் பயன்படுத்தவும்அதற்கு பதிலாக "சுழற்சியை திசைதிருப்பவும்" முனையைப் பயன்படுத்தவும்அதற்கு பதிலாக "சுழற்சி சுழற்சி" முனையைப் பயன்படுத்தவும்கிளிப்பின் 2 டி உறுதிப்படுத்தப்பட்ட பதிப்பைப் பயன்படுத்தவும்2 டி திசையன் (x, y) உள்ளீடாகப் பயன்படுத்தவும். சட் கூறு புறக்கணிக்கப்படுகிறது.3d கர்சரைத் தேர்ந்தெடுக்கப்பட்ட பொருள்களுக்கான நிலையாகப் பயன்படுத்தவும்புதிய பொருளுக்கு 3d கர்சர் நோக்குநிலையைப் பயன்படுத்தவும்3d திசையனை (x, ஒய், z) உள்ளீடாகப் பயன்படுத்தவும்4d திசையன் (x, ஒய், சட், w) உள்ளீடாகப் பயன்படுத்தவும்டெனோயிச் முனையை செயலாக்க சிபியு ஐப் பயன்படுத்தவும்கிடைத்தால் டெனோயிச் முனையை செயலாக்க சி.பீ.யைப் பயன்படுத்தவும், இல்லையெனில் சிபியு க்கு குறைவுவழிகாட்டும் போது நேரடியாகக் காணக்கூடிய ஒளி மூலங்களின் பங்களிப்பை எடைபோட தவறான எடையைப் பயன்படுத்தவும்தூரத்தைக் கணக்கிட மின்கோவ்ச்கி செயல்பாட்டைப் பயன்படுத்தவும் (அதிவேக மதிப்பு எல்லைகளின் வடிவத்தை தீர்மானிக்கிறது)GPU முடுக்கம் கொண்ட ஆப்டிக்ச் AI டெனோசரைப் பயன்படுத்தவும், பயனர் விருப்பங்களில் கணினி தாவலில் கட்டமைக்கப்படும்போது என்விடியா சி.பீ.யுகளில் மட்டுமே கிடைக்கும்காட்சியின் 3d கேமராவை உள்ளீடாகப் பயன்படுத்தவும்காட்சியின் சீக்வென்சர் காலவரிசையை உள்ளீடாகப் பயன்படுத்தவும்இலக்கு தொகுதி அளவுருவை கண்ணியத்திலிருந்தே கணக்கிடுவதற்குப் பதிலாக, ஆரம்ப தொகுதியாகப் பயன்படுத்தவும்இறக்குமதி செய்யப்பட்ட சேகரிப்புகள் மற்றும் பொருள்களை உடனடிப்படுத்த தற்போதைய பார்வை அடுக்கின் செயலில் சேகரிப்பைப் பயன்படுத்தவும்கதிர்களை நடிக்க செயலில் உள்ள கேமராவின் நிலையைப் பயன்படுத்தவும்தேர்ந்தெடுக்கப்பட்ட வளைவுகள் பொருள்களுக்கு செயலில் உள்ள பொருளை மேற்பரப்பாகப் பயன்படுத்தவும், அதை பெற்றோராக அமைக்கவும்தேர்ந்தெடுக்கப்பட்ட பொருள்களுக்கான நிலையாக செயலில் உள்ள பொருளைப் பயன்படுத்தவும்சூழலில் இருந்து செயலில் உள்ள துகள் அமைப்பைப் பயன்படுத்தவும்படத்தில் ஆல்பா சேனல் தகவலைப் பயன்படுத்தவும்முதல் உள்ளீட்டின் ஆல்பாவை கலக்கும் காரணியாகப் பயன்படுத்தவும், இரண்டு உள்ளீடுகளின் அதிக ஒளிபுகா ஆல்பாவைத் தரவும்தெரிவுநிலையை கிளிப் செய்ய ஆல்பா வாசலைப் பயன்படுத்தவும் (பைனரி தெரிவுநிலை)இரண்டு எலும்புகளுக்கு இடையில் கோணத்தைப் பயன்படுத்தவும்நெருங்கிய மெச் உறுப்பின் பண்புக்கூறு மதிப்பைப் பயன்படுத்தவும்அருகிலுள்ள விளிம்பு-உருக்களின் சராசரியைப் பயன்படுத்தவும்அவற்றின் நீளத்தால் எடையுள்ள அருகிலுள்ள விளிம்பு-உருக்களின் சராசரியைப் பயன்படுத்தவும்சிறிய, ஒற்றை-வரிசை தளவமைப்பைப் பயன்படுத்தவும்வழங்குதல் செய்ய தற்போதைய 3d பார்வையைப் பயன்படுத்தவும், இல்லையெனில் காட்சி அமைப்புகளைப் பயன்படுத்தவும்உறைகளுக்கு தற்போதைய எலும்பு இருப்பிடத்தைப் பயன்படுத்தவும் மற்றும் ஓய்வு நிலைக்கு பதிலாக பி-எலும்பு பிரிவுகளைத் தேர்ந்தெடுப்பதுதற்போதைய ச்னாப் அமைப்புகளைப் பயன்படுத்தவும்தற்போதைய உருமாற்ற நோக்குநிலையைப் பயன்படுத்தவும்புதிய நோக்குநிலையை உருவாக்க செயலில் உள்ள பொருளுக்கு பதிலாக தற்போதைய பார்வையைப் பயன்படுத்தவும்முன்னோட்ட ரெண்டரை ஒளிரச் செய்ய தற்போதைய உலக பின்னணியைப் பயன்படுத்தவும்இயல்புநிலை பிளாட் முன்னோட்டங்களைப் பயன்படுத்தவும்இயல்புநிலை, பல வரிசைகள் தளவமைப்பைப் பயன்படுத்தவும்வியூ பான்/சுழற்சி/பெரிதாக்க செயல்பாட்டை மேம்படுத்த சுட்டியின் கீழ் உள்ள ஆழத்தைப் பயன்படுத்தவும்பொருள்களுக்கு இடையிலான தூரத்தைப் பயன்படுத்தி ஒரு திருகு செய்யகிடைத்தால் இருக்கும் வழிகாட்டி வரைபட பண்புக்கூறு பயன்படுத்தவும்டோரச் பரிமாணங்களுக்கு வெளிப்புறம்/உள்துறை கதிர்களைப் பயன்படுத்தவும்தரவு பாதையை தீர்க்க முடியாவிட்டால், இயக்கியை மதிப்பிடுவதில் தோல்வியடைவதற்குப் பதிலாக, ஃபால்பேக் மதிப்பைப் பயன்படுத்தவும்அசல் கண்ணி குறியீடுகளை விட இறுதி மதிப்பிடப்பட்ட குறியீடுகளைப் பயன்படுத்தவும்இடப்பெயர்வைக் கட்டுப்படுத்த உலகளாவிய அச்சைப் பயன்படுத்தவும்சக்தியைக் கட்டுப்படுத்தவும், ஈர்ப்பு திசையை அமைக்கவும் உலகளாவிய அச்சைப் பயன்படுத்தவும்அமைப்பு ஒருங்கிணைப்புகளுக்கு உலகளாவிய ஒருங்கிணைப்பு முறையைப் பயன்படுத்தவும்இந்த சொத்து நூலகத்திற்கான விருப்பங்களில் அமைக்கப்பட்ட இறக்குமதி முறையைப் பயன்படுத்தவும், இந்த சொத்து உலாவிக்கு அதை மேலெழுத வேண்டாம்ஆரம்ப நீளத்தை 2 * துகள் அளவிற்கு பதிலாக வசந்த ஓய்வு நீளமாகப் பயன்படுத்தவும்முழு வளைவின் மீது குறைந்த திருப்பத்தைப் பயன்படுத்தவும்இடது கைப்பிடிகளைப் பயன்படுத்தவும்சத்தத்தை உருவாக்கும் மரபு வழியைப் பயன்படுத்தவும். -1/1 க்கு வெளியே மதிப்புகளை உருவாக்க முடியும் என்ற சிக்கல் உள்ளதுஅசல் நீளத்தை முழுமையாக மாற்ற நீள உள்ளீட்டைப் பயன்படுத்தவும்அமைப்பு ஒருங்கிணைப்புகளுக்கு இணைக்கப்பட்ட பொருளின் உள்ளக ஒருங்கிணைப்பு அமைப்பைப் பயன்படுத்தவும்இடப்பெயர்வைக் கட்டுப்படுத்த உள்ளக அச்சைப் பயன்படுத்தவும்சக்தியைக் கட்டுப்படுத்த உள்ளக அச்சைப் பயன்படுத்தவும், ஈர்ப்பு திசையை அமைக்கவும்அமைப்பு ஒருங்கிணைப்புகளுக்கு உள்ளக ஒருங்கிணைப்பு முறையைப் பயன்படுத்தவும்வரிசைப்படுத்தப்பட்ட உருப்படிகளுக்கு இடையிலான தூரம் மற்றும் சுழற்சி மாற்றத்தை தீர்மானிக்க மற்றொரு பொருளின் இருப்பிடம் மற்றும் சுழற்சியைப் பயன்படுத்தவும்டோரச் பரிமாணங்களுக்கு பெரிய/சிறிய கதிர்களைப் பயன்படுத்தவும்முனை முன்னோட்டங்களுக்கான மூலப்பொருள் முன்னோட்ட காட்சியைப் பயன்படுத்தவும்அதிகபட்ச ஃச் மதிப்பைப் பயன்படுத்தவும்அதிகபட்ச ஒய் மதிப்பைப் பயன்படுத்தவும்அதிகபட்ச சட் மதிப்பைப் பயன்படுத்தவும்குறைந்தபட்ச ஃச் மதிப்பைப் பயன்படுத்தவும்குறைந்தபட்ச ஒய் மதிப்பைப் பயன்படுத்தவும்குறைந்தபட்ச சட் மதிப்பைப் பயன்படுத்தவும்மாற்றியமைப்பாளரின் சொந்த நேர மதிப்பீட்டைப் பயன்படுத்தவும்இரண்டு முனைகளுக்கு இடையில் ஒரு இணைப்பை உருவாக்க சுட்டியைப் பயன்படுத்தவும்சில இணைப்புகளை வெட்ட (அகற்ற) சுட்டியைப் பயன்படுத்தவும்முடக்கு இணைப்புகளுக்கு சுட்டியைப் பயன்படுத்தவும்படத்தில் ஒரு வண்ணத்தை மாதிரி செய்ய சுட்டியைப் பயன்படுத்தவும்3d பார்வையில் ஒரு எடையை மாதிரி செய்ய சுட்டியைப் பயன்படுத்தவும்வளைவுகளிலிருந்து புள்ளிகளின் எண்ணிக்கையை அருகிலேயே பயன்படுத்தவும்பொருள் தேர்வை நீட்டிக்கப் பயன்படுத்தப்படும் திருத்து பயன்முறையில், பொருள் மையத்தைப் பயன்படுத்தவும்கைப்பிடியைக் கணக்கிட ரெச்ட் போசிலிருந்து குறிப்பிட்ட எலும்பின் ஆஃப்செட்டைப் பயன்படுத்தவும்சுழற்சிகள் சுற்றி வருகின்றன என்பதை புரிந்து கொள்ளாத பழைய அரை உடைந்த நடத்தையைப் பயன்படுத்தவும்இருப்பிடத்தை புறக்கணித்து, கைப்பிடியைக் கணக்கிட குறிப்பிட்ட எலும்பின் நோக்குநிலையைப் பயன்படுத்தவும்எலும்பின் அசல் ஒய் அளவைப் பயன்படுத்தவும்எலும்புகளின் அசல் அளவிடலைப் பயன்படுத்தவும்பொருளின் அசல் குறைக்கப்படாத ஆயத்தொகுதிகளைப் பயன்படுத்தவும்ஒன்றுடன் ஒன்று கீற்றுகளை எவ்வாறு மாற்றுவது என்பதைத் தீர்மானிக்க ஒன்றுடன் ஒன்று_மோட் கருவி அமைப்புகளைப் பயன்படுத்தவும்முடிந்தால் நிகழ்வு பொருளின் பெற்றோரைப் பயன்படுத்தவும்பின் செய்யப்பட்ட சூழலைப் பயன்படுத்தவும்பின் செய்யப்பட்ட முனை மரத்தைப் பயன்படுத்தவும்ஒவ்வொரு சுழற்சியிலும் பிவோட் புள்ளியைப் பயன்படுத்தவும்எக்ச்-அச்சைச் சுற்றியுள்ள எதிர்மறை சுழற்சி வரம்பில் பிவோட் புள்ளியைப் பயன்படுத்தவும்y- அச்சைச் சுற்றியுள்ள எதிர்மறை சுழற்சி வரம்பில் பிவோட் புள்ளியைப் பயன்படுத்தவும்z- அச்சைச் சுற்றியுள்ள எதிர்மறை சுழற்சி வரம்பில் பிவோட் புள்ளியைப் பயன்படுத்தவும்எக்ச்-அச்சைச் சுற்றியுள்ள நேர்மறை சுழற்சி வரம்பில் பிவோட் புள்ளியைப் பயன்படுத்தவும்y- அச்சைச் சுற்றியுள்ள நேர்மறை சுழற்சி வரம்பில் பிவோட் புள்ளியைப் பயன்படுத்தவும்z- அச்சைச் சுற்றியுள்ள நேர்மறை சுழற்சி வரம்பில் பிவோட் புள்ளியைப் பயன்படுத்தவும்பட்டியல் உள்ளீடுகளைச் சேர்க்க பிளச் பொத்தானைப் பயன்படுத்தவும்கைப்பிடியைக் கணக்கிட குறிப்பிட்ட எலும்பின் நிலையைப் பயன்படுத்தவும்குவாட் ரெமிசரைப் பயன்படுத்தவும்இந்த கட்டுப்பாட்டின் முடிவுகளைப் பயன்படுத்தவும்வலது கைப்பிடிகளைப் பயன்படுத்தவும்bvh கோப்பில் வரையறுக்கப்பட்ட சுழற்சி வரிசையைப் பயன்படுத்தவும்டெனோயிச் முனையை செயலாக்க இசையமைப்பாளர் பயன்படுத்தும் அதே சாதனத்தைப் பயன்படுத்தவும்ஒவ்வொரு அளவிலான அச்சுக்கும் ஒரே சீரற்ற விதை ஒரு சீரான அளவிற்கு பயன்படுத்தவும்அனைத்து அச்சுகளுக்கும் ஒரே அளவிலான மதிப்பைப் பயன்படுத்தவும்இரண்டு அச்சுகளுக்கும் ஒரே அளவிலான மதிப்பைப் பயன்படுத்தவும்அளவிடுதல் மதிப்பு w உள்ளீடாக பயன்படுத்தவும்காட்சி நோக்குநிலையைப் பயன்படுத்தவும்தேர்ந்தெடுக்கப்பட்ட பொருள்களுக்கான நிலையாக காட்சி தோற்றத்தைப் பயன்படுத்தவும்காட்சியின் denoising தர அமைப்பைப் பயன்படுத்தவும்துணை நிரல்களில் தேடலைப் பயன்படுத்தவும்.நீட்டிப்புகளில் தேடலைப் பயன்படுத்தவும்.தேர்ந்தெடுக்கப்பட்ட பொருள்களை சீரமைக்க நிலையாக தேர்ந்தெடுக்கப்பட்ட பொருள்களைப் பயன்படுத்தவும்தேர்வை (அல்லது பெயிண்ட் பயன்முறைகளில் கடைசி ச்ட்ரோக் சென்டர்) சுற்றுப்பாதைக்கு பிவோட் புள்ளியாகப் பயன்படுத்தவும்பொருள் முனை மரத்தால் வரையறுக்கப்பட்ட தடிமன் செம்மைப்படுத்த நிழல் வார்ப்பு விளக்குகளிலிருந்து நிழல் வரைபடங்களைப் பயன்படுத்தவும்பொருளின் வடிவவியலை எடையாக குறிவைக்க குறுகிய கணக்கிடப்பட்ட தூரத்தைப் பயன்படுத்தவும்ஈரமான பாதையைப் போலவே மிகச்சிறிய ஒற்றை அச்சு சுழற்சியைப் பயன்படுத்தவும்பக்கவாதத்தின் தொடக்கத்தை ஆழத்திற்கு பயன்படுத்தவும்சேமிக்கப்பட்ட தனிப்பயன் இயல்பான பண்புக்கூறை இறுதி இயல்புகளாகப் பயன்படுத்தவும்வழங்குதல் செய்ய ச்ட்ராண்ட் பழமையானதைப் பயன்படுத்தவும்கர்சர் வேலைவாய்ப்புக்கு மேற்பரப்பு ஆழத்தைப் பயன்படுத்தவும்மேற்பரப்பு இயல்பைப் பயன்படுத்தவும் (உருமாற்ற நோக்குநிலையை ஒரு குறைவடைப் பயன்படுத்துதல்)டிரிம்மிங் வடிவத்தை நோக்குநிலைப்படுத்த மேற்பரப்பைப் பயன்படுத்தவும்திருப்பத்தைக் கணக்கிட தொடுகோடு பயன்படுத்தவும்இருப்பிட வரம்புக்கு இலக்கு பொருளைப் பயன்படுத்தவும்தரையை தீர்மானிக்க இலக்கின் சுழற்சியைப் பயன்படுத்தவும்xyz திசையில் கண்ணி இடம்பெயர அமைப்பின் rgb மதிப்புகளைப் பயன்படுத்தவும்(சராசரி) தனிப்பயன் இயல்புடன் இடம்பெயர அமைப்பின் தீவிரம் மதிப்பைப் பயன்படுத்தவும் (மீண்டும் வெர்டெக்சுக்கு விழுகிறது)வெர்டெக்ச் இயல்புடன் இடம்பெயர அமைப்பின் தீவிர மதிப்பைப் பயன்படுத்தவும்ஃச் திசையில் இடம்பெயர அமைப்பின் தீவிர மதிப்பைப் பயன்படுத்தவும்ஒய் திசையில் இடம்பெயர அமைப்பின் தீவிர மதிப்பைப் பயன்படுத்தவும்சட் திசையில் இடம்பெயர அமைப்பின் தீவிர மதிப்பைப் பயன்படுத்தவும்பின்னணி நிறத்திற்கு கருப்பொருளைப் பயன்படுத்தவும்காட்சியில் இருந்து நேரத்தைப் பயன்படுத்தவும்காட்சியை சுட காலவரிசையைப் பயன்படுத்தவும்கிளிப்பின் பட்டியலிடப்படாத பதிப்பைப் பயன்படுத்தவும்சில ஆர்என்ஏ சொத்திலிருந்து மதிப்பைப் பயன்படுத்தவும்தற்போதைய மதிப்பீட்டு சூழலில் சில ஆர்என்ஏ சொத்திலிருந்து மதிப்பைப் பயன்படுத்தவும்இடப்பெயர்வைக் கட்டுப்படுத்த பார்வை அச்சைப் பயன்படுத்தவும்சக்தியைக் கட்டுப்படுத்தவும், ஈர்ப்பு திசையை அமைக்கவும் பார்வை அச்சைப் பயன்படுத்தவும்டிரிம்மிங் வடிவத்தை நோக்குநிலைப்படுத்த பார்வையைப் பயன்படுத்தவும்வோக்சல் ரெமிசரைப் பயன்படுத்தவும்பின்னணி நிறத்திற்கு உலகைப் பயன்படுத்துங்கள்பின்னணியின் மாதிரியை வழிநடத்த இந்த பரப்பு ஒளியைப் பயன்படுத்தவும், இது ஒளியை கண்ணுக்கு தெரியாததாக மாற்றும் என்பதை நினைவில் கொள்கபுல மைய புள்ளியின் ஆழத்தை வரையறுக்க இந்த ஆர்மேச்சர் எலும்பைப் பயன்படுத்தவும்இந்த தூரிகையை கிரீச் பென்சில் வரைதல் பயன்முறையில் பயன்படுத்தவும்இந்த தூரிகையை கிரீச் பென்சில் வெர்டெக்ச் வண்ண பயன்முறையில் பயன்படுத்தவும்இந்த தூரிகையை புறஊதா சிற்பம் பயன்முறையில் பயன்படுத்தவும்இந்த தூரிகையை சிற்பம் வளைவுகள் பயன்முறையில் பயன்படுத்தவும்இந்த தூரிகையை சிற்பம் பயன்முறையில் பயன்படுத்தவும்இந்த தூரிகையை அமைப்பு வண்ணப்பூச்சு பயன்முறையில் பயன்படுத்தவும்இந்த தூரிகையை வெர்டெக்ச் பெயிண்ட் பயன்முறையில் பயன்படுத்தவும்இந்த தூரிகையை எடை வண்ணப்பூச்சு பயன்முறையில் பயன்படுத்தவும்வட்டு தற்காலிக சேமிப்பிற்கு இந்த கோப்பின் பாதையைப் பயன்படுத்தவும் நூலகம் மற்றொரு கோப்பில் இணைக்கப்படும்போது (ஒரு காட்சி கோப்புக்கு உள்ளக சுடர்களுக்கு, இந்த விருப்பத்தை முடக்கவும்)Use this குறியெண் on generated segment. -1 means using the existing material..கலப்பு கோப்புகளை வெளிப்படுத்தவும், சிறுபடங்களைக் காண்பிக்கவும் இந்த நிறுவலைப் பயன்படுத்தவும்ஒளி விளிம்பை உருவாக்க இந்த ஒளி பொருளைப் பயன்படுத்தவும்புல மைய புள்ளியின் ஆழத்தை வரையறுக்க இந்த பொருளைப் பயன்படுத்தவும்உலகளாவிய ஒருங்கிணைப்பு முறைக்கு பதிலாக இந்த பொருளின் ஒருங்கிணைப்பு முறையைப் பயன்படுத்தவும்உலகளாவிய காட்சியை மேலெழுத இந்த பொருளின் மடிப்பு அமைப்பைப் பயன்படுத்தவும்சேகரிப்பு அமைப்பை மீறுவதற்கு இந்த பொருளின் குறுக்குவெட்டு முன்னுரிமையைப் பயன்படுத்தவும்சேடர்களை தொகுக்க நூல்களைப் பயன்படுத்தவும்பாதையைத் தொடர்ந்து ஒரு பொருள்/எலும்பை உயிரூட்ட பயன்படுத்தவும்இந்த கிச்மோவின் மீது சுற்றும்போது உதவிக்குறிப்புகளைப் பயன்படுத்தவும்டோபாலசி அடிப்படையிலான பிரதிபலிப்பைப் பயன்படுத்தவும் (கண்ணி இரு பக்கங்களிலும் பொருந்தும், தனித்துவமான இடவியல் இருக்கும்போது)இயல்புநிலையாக உருமாற்ற கிச்மோசைப் பயன்படுத்தவும்ஒரு செயலிலிருந்து உரிமையாளருக்கு போசைப் பார்க்க இலக்கு உருமாற்ற சொத்தை பயன்படுத்தவும்இந்த மூலப்பொருள் வெளிப்படையான பி.எச்.டி.எஃப் இருந்தால் வெளிப்படையான நிழல்களைப் பயன்படுத்துங்கள், முடக்குவது வேகமாக வழங்கப்படும், ஆனால் துல்லியமான நிழல்களைக் கொடுக்காதுமுக்கோண ரசிகர்களைப் பயன்படுத்துங்கள்மேற்பரப்பின் உண்மையான இடப்பெயர்ச்சியை மட்டும் பயன்படுத்தவும், சிறந்த உட்பிரிவு தேவைun-supdivide முகம் குறைப்பைப் பயன்படுத்தவும்யூனியன் துகள் நிலை தொகுப்பைப் பயன்படுத்தவும் (வேகமான ஆனால் குறைந்த தரம்)தொகுதி மாறுபாட்டிற்கு மேல் வரம்பைப் பயன்படுத்தவும்மாறி பிட் அளவீடு பயன்படுத்தவும்ஆட்டோமேசிக் படி அளவுகளுக்கு வேகங்களைப் பயன்படுத்தவும்வழிகாட்டும் விளைவுக்கு இந்த பொருளிலிருந்து வேகங்களைப் பயன்படுத்தவும் (பொருள் திரவ மாற்றியமைப்பைக் கொண்டிருக்க வேண்டும் மற்றும் வகை களமாக இருக்க வேண்டும்))வெர்டெக்ச் குழு எடையை செல்வாக்கிற்கு பதிலாக காரணியாகப் பயன்படுத்துங்கள்எடை வரையறையில் முகங்களை வெட்ட வெர்டெக்ச் குழு எடைகளைப் பயன்படுத்தவும்வெர்டெக்ச் குழு எடைகளைப் பயன்படுத்தவும் வெர்டெக்ச் அல்லது எட்ச் பெவல் செய்யப்பட்டதா என்பதைத் தேர்ந்தெடுக்கவும்வெர்டெக்ச் அல்லது எட்ச் தையல் பயன்படுத்தவும்மண்டலத்தின் ஒரு பகுதியாக இல்லாத செங்குத்துகளைப் பயன்படுத்துங்கள்மிகவும் தெளிவாக வரையறுக்கப்பட்ட பளிங்கு பயன்படுத்தவும்ரெண்டரிங்கிற்கு காட்சி அடுக்கைப் பயன்படுத்தவும்ஊக்கின் நீரூற்றுகளுக்கு பதிலாக விச்கோலாச்டிக் நீரூற்றுகளைப் பயன்படுத்துங்கள்எல்லை வரம்புகளை நிரப்பு புலப்படும் வீச்சுகள் பயன்படுத்தவும்வான் மைச்-ஃபிசர் மாதிரிகளை திசை விநியோகமாகப் பயன்படுத்துங்கள்மரக் கூறுகளைத் தேர்ந்தெடுக்க நடை வழிசெலுத்தலைப் பயன்படுத்தவும்அலை விளைவைப் பயன்படுத்தவும்மோதிரங்களில் அலை அமைப்பைப் பயன்படுத்தவும்விளைவை மாற்றியமைக்க எடையைப் பயன்படுத்துங்கள்முழு சேகரிப்பையும் ஒரே நேரத்தில் பயன்படுத்தவும்தேர்ந்தெடுக்கப்பட்ட புள்ளிகள் மட்டுமல்லாமல், முழு பக்கவாதத்தையும் பயன்படுத்தவும்ஓவியம் முறைகளில் வயர்ஃப்ரேம் டிச்ப்ளே பயன்படுத்தவும்எந்த பக்கத்தை இடமாற்றம் செய்ய வேறுபாடு குறுக்குவெட்டுடன் பயன்படுத்தவும்மோதிரங்களில் மர அமைப்பைப் பயன்படுத்துங்கள்உரிபில் பயன்படுத்தப்படும் ஒவ்வொரு தனிப்பட்ட காட்சிக்கும் பதிலாக, சீக்வென்சர் காட்சியில் இருந்து வொர்க் பெஞ்ச் வழங்குதல் அமைப்புகளைப் பயன்படுத்தவும்நிகழ்வு பொருளில் உலக விண்வெளி ஆஃப்செட் பயன்படுத்தவும்பயன்படுத்தப்பட்ட நீளம்சுயவிவரத்தின் பாதையை வரையறுக்கப் பயன்படுகிறதுசேகரிப்பில் மாற்றங்களைக் கையாளப் பயன்படுகிறதுஒரே உள்ளீட்டில் வரும் பல இணைப்புகளை வரிசைப்படுத்த பயன்படுகிறது. மிக உயர்ந்த ஐடி மேலே உள்ளது.பட வரிசையின் ஒரு சட்டகத்தை மட்டுமே கண்டுபிடிக்கப் பயன்படுகிறது, அனைத்தையும் கண்டுபிடிக்க பூச்சியமாக அமைக்கவும்சரியான ச்லாட் கைப்பிடியைக் கண்டுபிடிக்க, ஒரு செயலை தரவு-தொகுதிக்கு இணைக்கும்போது பயன்படுத்தப்படுகிறது. இது காட்சி பெயர், ச்லாட்டின் ஐடி வகையால் தீர்மானிக்கப்படும் இரண்டு எழுத்துக்களால் முன்னொட்டப்பட்டுள்ளதுதரவுத் தொகுதி மின்னோட்டத்திற்கு உள்ளக இல்லாதபோது பயன்படுத்தப்படுகிறது .ஃப்ளெண்ட் கோப்பில் ஆனால் சில நூலகத்திலிருந்து இணைக்கப்பட்டுள்ளதுபயனர்பயனர் துணை நிரல்கள்பயனர் சொத்து நூலகங்கள்பயனர் எண்ணிக்கைபயனர் வரையறுத்தபயனர் நீட்டிப்பு களஞ்சியங்கள்பயனர் இடைமுகம்பயனர் விசை உள்ளமைவுபயனர் நூலகம்பயனர் கையேடுபயனர் மாற்றியமைக்கப்பட்டதுபயனர் ஆர்த்தோகிராஃபிக்பயனர் பாதைபயனர் பாதை மற்றவைபயனர் பாதைகள்பயனர் முன்னோக்குபயனர் களஞ்சியம்பயனர் கருவிக்குறிப்புகள்வழங்குதல் ச்டாம்பிங்கிற்கான பயனர் வரையறுக்கப்பட்ட குறிப்புபயனர் வரையறுக்கப்பட்ட குறிச்சொல் (பெயர் டோக்கன்)பயனர் இடைமுக ச்டைலிங் மற்றும் வண்ண அமைப்புகள்பயனர் ச்க்ரப்பிங் செய்கிறார்செயலின் பயனர் பாதை. எ.கா. "/பயனர்/கை/இடது"கருவி செயல்படுத்தலுக்காக திருத்தப்பட்ட வடிவவியலின் பயனர் தேர்வுபயனரின் புக்மார்க்குகள்பயனர் திருத்தக்கூடிய கீஃப்ரேம்கள்பயனர்:பயனர்கள்பயனர்கள்: {}தூரிகைகளைப் பயன்படுத்துகிறதுLSCM (குறைந்த சதுரங்கள் கன்ஃபார்மல் மேப்பிங்) பயன்படுத்துகிறது. இது பொதுவாக ஆங்கிள் பேச்டை விட குறைவான துல்லியமான UV மேப்பிங்கை வழங்குகிறது, ஆனால் எளிமையான பொருட்களுக்கு சிறப்பாக செயல்படுகிறதுSLIM ஐப் பயன்படுத்துகிறது (அளவிடக்கூடிய லோக்கலி இன்செக்டிவ் மேப்பிங்). பகுதிகள் மற்றும் கோணங்களில் சிதைவைக் குறைக்கிறது.மிகவும் துல்லியமான ஆனால் மெதுவான முறையைப் பயன்படுத்துகிறது. வெளியீட்டில் விரும்பத்தகாத ஒலி இருந்தால் பயன்படுத்தவும்.எல்லை பெட்டிகளைப் பயன்படுத்துகிறதுகுவிந்த அல் பயன்படுத்துகிறதுசரியான வடிவவியலைப் பயன்படுத்துகிறதுகாட்சியமைப்பிற்கான துருவல் தூர மதிப்பைப் பயன்படுத்துகிறது. வேகமாக ஆனால் ஃப்ளிக்கர்2d இல் பட பிக்சல்களை மங்கச் செய்ய திசையன் வேக வழங்குதல் பாசைப் பயன்படுத்துகிறதுசெயலில் காட்சி கேமராவைப் பயன்படுத்துதல்சிபியு மற்றும் GPU துணைப்பிரிவு இரண்டையும் பயன்படுத்துதல்பயன்பாடுகள்பயன்பாடுvv (y) அச்சுவி ஆஃப்செட்வி-அச்சுvbo சேகரிப்பு வீதம்vbo நேரம் முடிந்ததுவி.எஃப்.எக்ச்vgroup avgroup a மற்றும் bvgroup a அல்லது bvgroup bவி.எம்.எம்வி.ஆர்வி.ஆர் கன்ட்ரோலர் காட்டி காட்டுகிறதுவி.ஆர் செய்திவி.ஆர் லேண்ட்மார்க்வி.ஆர் மைல்கல் குறிகாட்டிகள்VR வழிசெலுத்தல்வி.ஆர்வி.ஆர் காட்சி ஆய்வுவி.ஆர் அமர்வுவி.ஆர் பார்வையாளர் போச் காட்டிVR வழிசெலுத்தல் அமைப்புகள்வி.ஆர் வியூபோர்ட் தொலைதூர கிளிப்பிங் தூரம்கிளிப்பிங் தூரத்திற்கு அருகிலுள்ள வி.ஆர்vram: %.1f gib இலவசம்VRAM: %.1f/%.1f GiBவால்சரியானமெச் சரிபார்க்கவும்மெச்களை சரிபார்க்கவும்ரிக் கூறு அமைப்புகளிலிருந்து எலும்பு சேகரிப்புகளுக்கு குறிப்புகளை சரிபார்க்கவும். குறைபாடுகளைத் தவிர்ப்பதற்காக இரண்டு மெட்டாரிக் ஆர்மேச்சர் பொருள்களை ஒன்றில் சேருவதற்கு முன்னும் பின்னும் எப்போதும் இதை இயக்கவும்ரிக் கூறு அமைப்புகளிலிருந்து எலும்பு சேகரிப்புகளுக்கு குறிப்புகளை சரிபார்க்கிறதுசெல்லுபடியாகும் வாசல்பள்ளத்தாக்குமதிப்புமதிப்பு தலைகீழ்மதிப்பு நடுக்கம்மதிப்பு அடுக்கு பெயர்மதிப்பு அதிகபட்சம்மதிப்பு மணித்துளிமதிப்பு முறைமதிப்பு ஆஃப்செட்மதிப்பு ச்லைடர்அமைப்பு மாதிரிகளில் மதிப்பு சேர்க்கப்பட்டதுஉலகின் தோற்றத்தைப் பொறுத்து பொருளை பெரிதாக்க அல்லது சுருக்க வேண்டிய மதிப்பு (உருமாற்ற கேச் கட்டுப்பாடு மூலம் மட்டுமே பொருந்தும்)உலகின் தோற்றத்தைப் பொறுத்து பொருட்களை பெரிதாக்க அல்லது சுருக்க வேண்டிய மதிப்புமதிப்பு மாற்றங்கள் ஆஃப்செட்மதிப்பு சுயவிவரத்தை மாற்றுகிறதுமதிப்பு பகுதிகளை மாற்றுகிறதுஇருப்பிட மாற்றங்களுக்கான மதிப்புசுழற்சியின் மாற்றங்களுக்கான மதிப்புஅளவிலான மாற்றங்களுக்கான மதிப்புபைதான் வெளிப்பாடாக மட்டுமே திருத்தக்கூடிய தனிப்பயன் சொத்து வகைகளுக்கான மதிப்புகீஃப்ரேமுக்கான மதிப்புவரிசைப்படுத்தப்பட்ட உருப்படிகளுக்கு இடையிலான தூரத்திற்கான மதிப்புஉருப்படிகளுக்கு இடையிலான தூரத்திற்கான மதிப்புஉறை எவ்வளவு வேகமாக வீழ்ச்சியடையக்கூடும் என்பதைக் கூறும் உறை கணக்கீட்டிற்கான மதிப்பு (செங்குத்தான மதிப்பைக் குறைக்கும்)உறை எவ்வளவு வேகமாக உயரக்கூடும் என்பதைக் கூறும் உறை கணக்கீட்டிற்கான மதிப்பு (செங்குத்தான மதிப்பைக் குறைக்கும்)கனசதுரத்திற்கு வெளியே வோக்சல்களுக்கான மதிப்புமதிப்பு நிலைவகை பொருந்தவில்லை என்றால் மதிப்பு மறைமுகமாக மாற்றப்படலாம்மூட்டையில் மதிப்பு காணப்படவில்லை: "{}"0 இன் மதிப்பு படத்திலிருந்து வண்ணத்தை நீக்குகிறது, இது கருப்பு மற்றும் வெள்ளை நிறமாகிறது. 1.0 ஐ விட அதிகமான மதிப்பு செறிவூட்டலை அதிகரிக்கிறதுதற்போதைய சட்டத்தில் வடிவ விசையின் மதிப்புமுதல் வண்ண உள்ளீட்டின் மதிப்புமுதல் மிதக்கும் எண் உள்ளீட்டின் மதிப்புமுதல் திசையன் உள்ளீட்டின் மதிப்புஉருப்படியின் மதிப்புஇரண்டாவது வண்ண உள்ளீட்டின் மதிப்புஇரண்டாவது மிதக்கும் எண் உள்ளீட்டின் மதிப்புஇரண்டாவது திசையன் உள்ளீட்டின் மதிப்புமதிப்பு மாற்றம். 0 வண்ணத்தை கறுப்பாக ஆக்குகிறது, 1 அதை ஒரே மாதிரியாக வைத்திருக்கிறது, மேலும் அதிக மதிப்புகள் அதை பிரகாசமாக்குகின்றனஉறைகளின் செல்வாக்கு அந்த / அடிப்படையில் மையமாக உள்ளதுசெயலின் காலவரிசையை முதல் சட்டகத்திற்கு வைக்க உருமாற்ற மதிப்பு அடைய வேண்டிய மதிப்பு. சுழற்சிகள் டிகிரிகளில் உள்ளனசெயலின் காலவரிசையை கடைசி சட்டகத்திற்கு வைக்க உருமாற்ற மதிப்பு அடைய வேண்டிய மதிப்பு. சுழற்சிகள் டிகிரிகளில் உள்ளனஇயல்பான மதிப்புசரம் மதிப்புவண்ணங்களில் சேர்க்க மதிப்புஎடையில் சேர்க்க மதிப்புவண்ணங்களை பெருக்க மதிப்புஎடைகளை பெருக்க மதிப்புrefspec, amb, emit, ஆல்பா, ரெய்மிர், போக்குவரத்து மற்றும் கடினத்திற்கு பயன்படுத்த வேண்டிய மதிப்புவழங்குதல் மேம்படுத்துவதற்கான வெற்று இடமாக வோக்சல்கள் கருதப்படும் மதிப்பு1 டி மற்றும் 4 டி பரிமாணங்களில் விதையாக பயன்படுத்தப்படும் மதிப்புமதிப்பு, சாயல், செறிவுமதிப்பு:மதிப்பு: எதுவுமில்லைமதிப்பு: தெரியவில்லை (மதிப்பீடு செய்யப்படவில்லை)மதிப்பு: இயக்கத்திற்கு 'ஒன்றுமில்லை' இருக்க வேண்டும்மதிப்பு: யூனிகோட் அமைக்கப்படும்போது 'அழுத்தி' இருக்க வேண்டும்மதிப்பு: விசைப்பலகை/பொத்தான்களுக்கு 'அழுத்தவும்/வெளியிடவும்' இருக்க வேண்டும்மதிப்பு: 'பிரச்/வெளியீடு/எதுவும்' ஆதரிக்கப்படுகிறதுமதிப்பு: {}மதிப்புகள்மாற்ற இருப்பிடத்திற்கான மதிப்புகள்சுழற்சியின் மாற்றங்களுக்கான மதிப்புகள்அளவிலான மாற்றங்களுக்கான மதிப்புகள்இந்த மாற்றியமைப்பாளரால் உருவாக்கப்பட்ட மதிப்புகள் அவற்றை மேலெழுதாமல் இருக்கும் மதிப்புகளுக்கு மேல் பயன்படுத்தப்படுகின்றனவாசலை விட பெரிய மதிப்புகள் உருவாக்கப்பட்ட கண்ணிக்குள் உள்ளனஎண்ட்பாயிண்ட் கீஃப்ரேம்களில் உள்ள மதிப்புகள் நடத்தப்படுகின்றனவிளிம்பில் இணைக்கப்பட்ட மூலைகளை வரிசைப்படுத்தும் மதிப்புகள்வெர்டெக்சுடன் இணைக்கப்பட்ட மூலைகளை வரிசைப்படுத்த பயன்படுத்தப்படும் மதிப்புகள். இயல்பாக குறியீடுகளைப் பயன்படுத்துகிறதுவளைவின் புள்ளிகளை வரிசைப்படுத்த பயன்படுத்தப்படும் மதிப்புகள். இயல்பாக குறியீடுகளைப் பயன்படுத்துகிறதுவெர்டெக்சுடன் இணைக்கப்பட்ட விளிம்புகளை வரிசைப்படுத்த பயன்படுத்தப்படும் மதிப்புகள். இயல்பாக குறியீடுகளைப் பயன்படுத்துகிறதுமுகத்தின் மூலைகளை வரிசைப்படுத்த பயன்படுத்தப்படும் மதிப்புகள். இயல்பாக குறியீடுகளைப் பயன்படுத்துகிறதுமதிப்புகள்:மதிப்புகள்: எதுவுமில்லைமறைந்துவிடும்மாறக்கூடியமாறி வெளிப்பாடு உதவிமாறுபட்ட குறைவானது பிழையாகஇந்த இயக்கியில் மாறி இல்லைஇயக்கி உறவுக்கு சில மூல/இலக்கிலிருந்து மாறுபடும்மாறிகள்மாறிகள்: {:d}மாறுபாட்டெண்மாறுபாடுமாறுபாடு நிலைஒரு உருப்படி இறக்குமதி செய்யப்பட்ட பிறகு அதைப் பற்றிய பல்வேறு நிலை தகவல்கள்முனை அடிப்படையிலான பணிப்பாய்வுகளை மேம்படுத்தவும் வேகப்படுத்தவும் பல்வேறு கருவிகள்ஒவ்வொரு இழைக்கும் கரடுமுரடான மதிப்புகள் மாறுபடும்ஒவ்வொரு இழைக்கும் மெலனின் செறிவு மாறுபடும்திசையன்திசையன் மங்கலானதுதிசையன் வளைவுகள்திசையன் இடப்பெயர்ச்சிதிசையன் காட்சிதிசையன் எழுத்துருதிசையன் எழுத்துருக்கள்திசையன் கைப்பிடிதிசையன் கைப்பிடி தேர்ந்தெடுக்கப்பட்டதுதிசையன் கணிதம்திசையன் முனைதிசையன் முனை சாக்கெட்திசையன் முனை சாக்கெட் இடைமுகம்திசையன் சுழலும்திசையன் உருமாற்றம்திசையன் மதிப்புசிதைவின் போது ஒவ்வொரு புள்ளியும் ஈடுசெய்யப்பட்ட திசையன்திசையன் தரவு வகை, நிலையை பாதிக்கிறதுகாட்சி திசையன்களால் குறிப்பிடப்பட வேண்டிய திசையன் புலம்திசையன் எழுத்துரு தரவு-தொகுதிகள்உரை பொருள்களுக்கான திசையன் எழுத்துருஇடப்பெயர்ச்சிக்கான திசையன்திசையன் கைப்பிடிஒரு கண்ணி சாதாரண வரிசையில் திசையன்திசையன் மதிப்புவடிவியல் பண்புக்கூறில் திசையன் மதிப்புவளைவுக்கு வரைபடமாக்கப்படும் திசையன்வெக்டார், பாயிண்ட் அல்லது நார்மல் இது இடைவெளிகளுக்கு இடையே மாற்ற பயன்படும்வெக்டர் 2 டிவெக்டார்களை வெவ்வேறு ஒரு விளிம்பின் இணைக்கப்பட்ட முகங்களின் மூலைகளை ஒப்பிட வேண்டும். (3D திசையன்களை ஆதரிக்கிறது)வெக்டோர்ச்கோப்வெக்டோர்ச்கோப் பயன்முறைவெக்டோர்ச்கோப் ஒளிபுகாநிலைவிரைவுவிரைவு / முடிதிசைவேக பண்புக்கூறுவிரைவு வண்ண வளைவுதிசைவேக காரணிவிரைவு கட்டம்திசைவேகம் நேரியல்திசைவேக அளவுதிசைவேகம் மூலம்விரைவு ஃச் கட்டம்விரைவு ஒய் கட்டம்விரைவு சட் கட்டம்விரைவு அதிகபட்ச செல்வாக்காகக் கருதப்படுகிறது (ஒரு சட்டத்திற்கு கலப்பான் அலகுகள்)திரவ களத்தின் திசைவேக புலம்m/s இல் டெலிபோர்ட்டேசன் ஆர்க் பரவளையத்தைக் கட்டுப்படுத்தும் வேக விசைவெர்லெட்பதிப்புபதிப்பு %r ஆதரிக்கப்படாதது, %r அல்லது பின்னர் இருக்க வேண்டும்பதிப்பு காப்புப்பிரதி தோல்வியடைந்தது (கோப்பு @உடன் சேமிக்கப்பட்டது)கலப்பான் நூலகத்தின் பதிப்பு .கலப்பு சேமிக்கப்பட்டதுகலப்பானின் பதிப்பு userpref .கலப்பு சேமிக்கப்பட்டதுபதிப்பு:பதிப்பு: {:s}பதிப்பு: வரைபட மதிப்பு முனை அகற்றப்பட்டதுபதிப்பு: யூச் நோட்ச் அகற்றப்பட்டதுவெர்டெக்ச்வெர்டெக்ச் (முக்கோணம்)வெர்டெக்ச் பண்புக்கூறுகள்வெர்டெக்ச் நிறம்வெர்டெக்ச் வண்ண காரணிவெர்டெக்ச் வண்ண பெயர்வெர்டெக்ச் வண்ண அளவுவெர்டெக்ச் வண்ணம் நிரப்ப மட்டுமே பாதிக்கிறதுவெர்டெக்ச் வண்ணம் வீச்சு மற்றும் நிரப்புதலுக்கு பாதிப்பை ஏற்படுத்துகிறதுவெர்டெக்ச் வண்ணம் பக்கவாதத்திற்கு மட்டுமே பாதிக்கிறதுவெர்டெக்ச் வண்ணங்கள்வெர்டெக்ச் கார்னர் எண்ணிக்கைவெர்டெக்ச் எண்ணிக்கைவெர்டெக்ச் எண்ணிக்கை புலம்வெர்டெக்ச் மடிப்புவெர்டெக்ச் மடிப்பு:வெர்டெக்ச் தரவுவெர்டெக்ச் தரவு வகைகள்வெர்டெக்ச் தரவு:வெர்டெக்ச் முகம் எண்ணிக்கை புலம்வெர்டெக்ச் பசை எழுதுகோல்வெர்டெக்ச் குழுவெர்டெக்ச் குழு "%s" இல்லைவெர்டெக்ச் குழு "%s" பூட்டப்பட்டுள்ளதுவெர்டெக்ச் குழு aவெர்டெக்ச் குழு ஆவெர்டெக்ச் குழு கிளம்ப்வெர்டெக்ச் குழு கிளம்ப் மறுப்புவெர்டெக்ச் குழு அடர்த்திவெர்டெக்ச் குழு அடர்த்தி மறுப்புவெர்டெக்ச் குழு உறுப்புவெர்டெக்ச் குழு காரணிவெர்டெக்ச் குழு புலம்வெர்டெக்ச் குழு புலம் மறுப்புவெர்டெக்ச் குழு தலைகீழ்வெர்டெக்ச் குழு கின்க்வெர்டெக்ச் குழு கின்க் மறுப்புவெர்டெக்ச் குழு நீளம்வெர்டெக்ச் குழு நீளம் மறுப்புவெர்டெக்ச் குழு பூட்டுகள்வெர்டெக்ச் குழு சுழற்சிவெர்டெக்ச் குழு சுழற்சி மறுப்புவெர்டெக்ச் குழு கடினத்தன்மை 1வெர்டெக்ச் குழு கடினத்தன்மை 1 மறுப்புவெர்டெக்ச் குழு கடினத்தன்மை 2வெர்டெக்ச் குழு கடினத்தன்மை 2 மறுப்புவெர்டெக்ச் குழு கடினத்தன்மை முடிவுவெர்டெக்ச் குழு கடினத்தன்மை முடிவு மறுப்புவெர்டெக்ச் குழு அளவுவெர்டெக்ச் குழு அளவு மறுப்புவெர்டெக்ச் குழு சிறப்புவெர்டெக்ச் குழு தொடுகோடுவெர்டெக்ச் குழு டேன்சென்ட் மறுப்புவெர்டெக்ச் குழு திருப்பம்வெர்டெக்ச் குழு திருப்பம் மறுப்புவெர்டெக்ச் குழு குறிப்பிடப்படாததுவெர்டெக்ச் குழு விரைவுவெர்டெக்ச் குழு விரைவு மறுப்புவெர்டெக்ச் குழு எடைவெர்டெக்ச் குழு எடைகள்செங்குத்துகளை பின்னிங் செய்வதற்கான வெர்டெக்ச் குழுதுணி சுருங்குவதற்கான வெர்டெக்ச் குழுஅழுத்தத்தை எங்கு பயன்படுத்துவது என்பதற்கான வெர்டெக்ச் குழு. சுழிய எடை என்பது எந்த அழுத்தமும் இல்லை, அதே நேரத்தில் ஒரு எடை என்பது முழு அழுத்தத்தைக் குறிக்கிறது. சுழிய எடையைக் கொண்ட ஒரு வெர்டெக்ச் கொண்ட முகங்கள் தொகுதி கணக்கீட்டிலிருந்து விலக்கப்படும்.வெர்டெக்ச் குழு பூட்டப்பட்டுள்ளதுவெர்டெக்ச் குழுவெர்டெக்ச் குழுக்கள்எலும்புகளை சிதைக்க ஒதுக்கப்பட்ட வெர்டெக்ச் குழுக்கள்வெர்டெக்ச் குழுக்கள் அல்லாத எலும்புகளை ஒதுக்குகின்றனவெர்டெக்ச் அட்டவணைவெர்டெக்ச் அட்டவணை 1வெர்டெக்ச் இன்டெக்ச் 2வெர்டெக்ச் குறியீடுகள்வெர்டெக்ச் இடைக்கணிப்புவெர்டெக்ச் மேப்பிங்வெர்டெக்ச் மாச்வெர்டெக்ச் மெச் முறைவெர்டெக்ச் அயலவர்கள்வெர்டெக்ச் இயல்பானதுவெர்டெக்ச் இயல்புவெர்டெக்ச் ஒளிபுகாநிலைவெர்டெக்ச் பெயிண்ட்வெர்டெக்ச் பெயிண்ட் திறன்கள்வெர்டெக்ச் பெயிண்ட் மேலடுக்குகள்வெர்டெக்ச் பெயிண்ட் கலவை காரணிவெர்டெக்ச் நிலை பண்புக்கூறுகள்வெர்டெக்ச் தேர்ந்தெடுக்கவும்வெர்டெக்ச் தேர்வுவெர்டெக்ச் தொகுப்புவெர்டெக்ச் அளவுவெர்டெக்ச் ச்லைடு: வெர்டெக்ச் எடைவெர்டெக்ச் எடை கோணம்வெர்டெக்ச் எடை திருத்துவெர்டெக்ச் எடை கலவைவெர்டெக்ச் எடை அருகாமைவெர்டெக்ச் எடை பரிமாற்றம்வெர்டெக்ச் எடைகள்கோப்பில் உள்ள வெர்டெக்ச் வண்ணங்கள் நேரியல் வண்ண இடத்தில் உள்ளனகோப்பில் உள்ள வெர்டெக்ச் வண்ணங்கள் srgb வண்ண இடத்தில் உள்ளனவெர்டெக்ச் ஒருங்கிணைப்பு வாசிப்பு தோல்வியுற்றதுவெர்டெக்ச் எண்ணிக்கை பொருந்தவில்லைவெர்டெக்ச் குழு '%s' செல்லுபடியாகாது, அல்லது காலியாக இருக்கலாம்வளைந்த விறைப்பு மீது சிறந்த கட்டுப்பாட்டுக்கு வெர்டெக்ச் குழுவெட்டு விறைப்பு மீது சிறந்த கட்டுப்பாட்டுக்கு வெர்டெக்ச் குழுகட்டமைப்பு விறைப்பு மீது சிறந்த கட்டுப்பாட்டுக்கு வெர்டெக்ச் குழுஉள் வசந்த விறைப்பைக் கட்டுப்படுத்துவதற்கான வெர்டெக்ச் குழுவெர்டெக்ச் குழு பூட்டப்பட்டுள்ளதுவெர்டெக்ச் குழு பெயர்வெர்டெக்ச் குழு பெயர் (சரிவு மட்டும்)முக்கிய எடைகளுக்கு வெர்டெக்ச் குழு பெயர் (சிதைவை மாற்றியமைத்தல்)தேர்ந்தெடுக்கப்பட்ட பகுதிகளை மாற்றுவதற்கான வெர்டெக்ச் குழு பெயர்சிதைவை மாற்றியமைப்பதற்கான வெர்டெக்ச் குழு பெயர்அலைகளை மாற்றியமைப்பதற்கான வெர்டெக்ச் குழு பெயர்தேர்ந்தெடுக்கப்பட்ட வீச்சுகள் வெர்டெக்ச் குழு பெயர்பாதிக்கப்பட்ட பகுதிகளைத் தேர்ந்தெடுப்பதற்கான வெர்டெக்ச் குழு பெயர்பாதிக்கப்பட்ட பகுதிகளைத் தேர்ந்தெடுப்பது/எடைபோடுவதற்கான வெர்டெக்ச் குழு பெயர்வெர்டெக்ச் குழு வலிமைஉருவாக்கப்பட்ட ரிம் வடிவியல் எடையுள்ள வெர்டெக்ச் குழுஉருவாக்கப்பட்ட செல் வடிவியல் எடையுள்ள வெர்டெக்ச் குழுலட்டியின் செல்வாக்கைப் பயன்படுத்த வெர்டெக்ச் குழுகொத்தைக் கட்டுப்படுத்த வெர்டெக்ச் குழுஅடர்த்தியைக் கட்டுப்படுத்த வெர்டெக்ச் குழுபுலத்தைக் கட்டுப்படுத்த வெர்டெக்ச் குழுகின்க் கட்டுப்படுத்த வெர்டெக்ச் குழுநீளத்தைக் கட்டுப்படுத்த வெர்டெக்ச் குழுசுழற்சியைக் கட்டுப்படுத்த வெர்டெக்ச் குழுகடினத்தன்மையைக் கட்டுப்படுத்த வெர்டெக்ச் குழு 1கடினத்தன்மையைக் கட்டுப்படுத்த வெர்டெக்ச் குழு 2கடினத்தன்மை முடிவைக் கட்டுப்படுத்த வெர்டெக்ச் குழுஅளவைக் கட்டுப்படுத்த வெர்டெக்ச் குழுதொடுகோடு கட்டுப்படுத்த வெர்டெக்ச் குழுதிருப்பத்தைக் கட்டுப்படுத்த வெர்டெக்ச் குழுவேகத்தைக் கட்டுப்படுத்த வெர்டெக்ச் குழுவெர்டெக்ச் குழு செயலில் அமைக்கபொருளின் வெர்டெக்ச் குழுக்கள்ஒரு கண்ணி தரவு-தடுப்பில் வெர்டெக்ச்வெர்டெக்ச் அட்டவணைவெர்டெக்ச் குறியீடுகள்வெர்டெக்ச் என்பது சுழற்சி கணக்கீடுகள் மற்றும் ஆர்மேச்சர் தலைமுறைக்கு ஒரு வேர், இந்த கொடியை அமைப்பது அதே மெச் தீவில் மற்ற வேர்களை அழிக்காதுஒரு கண்ணி மீது வெர்டெக்ச் லூப் வண்ணங்கள்வெர்டெக்ச் குழுவில் இல்லைமூலையில் வெர்டெக்ச்வெர்டெக்ச் நிலைகள்வெர்டெக்ச் தேர்ந்தெடு-பல முறைகளுக்கு சிப்ட்-கிளிக், சி.டி.ஆர்.எல்-கிளிக் ஒப்பந்தங்கள் தேர்வுவெர்டெக்ச் தேர்ந்தெடுக்கப்பட்ட எடை வண்ணப்பூச்சு பயன்முறையில் இயக்கப்பட வேண்டும்ஓவியத்திற்கான வெர்டெக்ச் தேர்வு முகமூடிவெர்டெக்ச் தேர்வு முறைகட்டத்தின் மூலையாக இருக்கும் வெர்டெக்ச்வெர்டெக்ச் எடைக் குழு, அடிப்படை வடிவத்துடன் கலக்கபெவெல் மாற்றியமைப்பாளரால் பயன்படுத்தப்படும் வெர்டெக்ச் எடைதூரிகை பயன்படுத்தப்படும்போது வெர்டெக்ச் எடைவெர்டெக்ச்:vertexgroup.add (): பொருள் திருத்த பயன்முறையில் இருக்கும்போது அழைக்க முடியாதுvertexgroup.remove (): பொருள் திருத்து பயன்முறையில் இருக்கும்போது அழைக்க முடியாதுவெர்டெக்ச் எடை திருத்துவெர்டெக்ச் எடை கலவைவெர்டெக்ச் எடை அருகாமைசெங்குத்துசெங்குத்து சீரமைப்புசெங்குத்து fovசெங்குத்து பட்டியல்செங்குத்து பிளவுசெங்குத்து விகித விகிதம் (கேமரா ப்ரொசெக்டர்களுக்கு மட்டுமே பயன்படுத்தப்படுகிறது)செங்குத்து விகித விகிதம் - அனமார்பிக் அல்லது சதுரமற்ற படப்புள்ளி வெளியீட்டிற்குபேக்கிங் வரைபடத்தின் செங்குத்து பரிமாணம்பேக்கிங் வரைபடத்தின் செங்குத்து பரிமாணம் (வெளிப்புறம் மட்டும்)சாளரத்தின் செங்குத்து இடம்பொருள் தோற்றத்திலிருந்து செங்குத்து ஆஃப்செட்துண்டுகளின் செங்குத்து நிலைஇருப்பிடத்துடன் தொடர்புடைய உரை பெட்டியின் செங்குத்து நிலைஅடிக்கோடிட்டது செங்குத்து நிலைசெங்குத்து அளவு (கேமரா ப்ரொசெக்டர்களுக்கு மட்டுமே பயன்படுத்தப்படுகிறது)மில்லிமீட்டரில் பட சென்சார் பரப்பின் செங்குத்து அளவுசெங்குத்துகள்செங்குத்துகள் தரவு:செங்குத்துகள் ஃச்செங்குத்துகள் ஒய்செங்குத்துகள் சட்செங்குத்துகள் %d இலிருந்து %d ஆக மாற்றப்பட்டனசெங்குத்துகள் %u இலிருந்து %u ஆக மாற்றப்பட்டனபல முக மண்டலங்களை இணைக்கும் செங்குத்துகள்செங்குத்துகள் குறைந்தது 1 ஆக இருக்க வேண்டும்செங்குத்துகள் குறைந்தது 3 ஆக இருக்க வேண்டும்கண்ணி செங்குத்துகள்verts:%s | முகங்கள்:%sverts:%s | முகங்கள்:%s | டிரிச்:%sverts:%s | டிரிச்:%sவெர்ட்ச்:%s/%sverts:%s/%s | விளிம்புகள்:%s/%s | முகங்கள்:%s/%s | டிரிச்:%sமிக உயர்ந்த மாறுபாடுமிகக் குறைந்த மாறுபாடுமிகக் குறைந்த தகுதிஅதிர்வுகாணொளிவீடியோ கோடெக்வீடியோ நினைவகம்வீடியோ சீக்வென்சர்வீடியோ பிட்ரேட் (kbit/s)காணொளி தொகுப்பாக்கம்வீடியோக்கள்வியட்நாமிய - வியட்நாமியபார்வைபார்வை & கட்டுப்பாடுகள்சீரமை காண்கபண்புக்கூறு உரையைக் காண்கஅச்சு அச்சுசார்புகளைக் காண்கபார்வை நடுவண்சூழலைக் காண்கதூரத்தைக் காண்கஇருந்து காண்கஉயரத்தைக் காண்ககுறியீட்டைக் காண்கஅடுக்கு காண்கஅடுக்கு '%s' காட்சியைக் காண்க '%s' இல் காணப்படவில்லைஅடுக்கு பண்புகளைக் காண்கeevee க்கான அடுக்கு அமைப்புகளைக் காண்கஅடுக்குகளைக் காண்கஇருப்பிடத்தைக் காண்கபூட்டைக் காண்கபூட்டு 3d வியூபோர்ட் கேமரா மாற்றம் பொருளின் பெற்றோரை பாதிக்கிறதுவரைபட தற்காலிக சேமிப்பைக் காண்கமேட்ரிக்சைக் காண்கபெயரைக் காண்கவழிசெலுத்தலைக் காண்கசாதாரணமாகக் காண்கசாதாரண வீழ்ச்சியைக் காண்கசாதாரண வரம்பைக் காண்கமேலடுக்கைக் காண்கசதவீதத்தைக் காண்கமுன்னோக்கைக் காண்ககாட்சி வானூர்திமண்டலங்களைக் காண்கசுழற்சியைக் காண்கஅளவைக் காண்கஅமைப்புகளைக் காண்கபார்வை வகைதிசையன் காண்கஃச் அச்சைக் காண்கசட் அச்சைக் காண்கசட் ஆழத்தைக் காண்கவலை உலாவியில் சூழல் அடிப்படையிலான நிகழ்நிலை கையேட்டைக் காண்கதிருத்தியில் உள்ள அனைத்து வளைவுகளையும் காண்ககாட்சியில் உள்ள அனைத்து பொருட்களையும் காண்கதேர்ந்தெடுக்கப்பட்ட அனைத்து uv களையும் காண்கதேர்ந்தெடுக்கப்பட்ட அனைத்து கூறுகளையும் காண்கசீக்வென்சரில் உள்ள அனைத்து கீற்றுகளையும் காண்கUV களைப் பார்த்து திருத்தவும்படங்கள் மற்றும் புறஊதா வரைபடங்களைக் காணவும் திருத்தவும்முகமூடிகளைப் பார்த்து திருத்தவும்வழங்குதல் எனக் காண்கநடக்கும்போது தரையிலிருந்து தூரத்தைக் காண்கபின்புறத்திலிருந்து காண்ககீழே இருந்து காண்கமுன்பக்கத்திலிருந்து காண்கஇடதுபுறத்தில் இருந்து காண்கவலதுபுறத்தில் இருந்து காண்கமேலே இருந்து காண்கமல்டிலேயர் படத்தில் காண்கஅடுக்கு காண்கஅதன் மதிப்பிடப்பட்ட நிலையில் அடுக்கைக் காண்கஅடுக்கு பெயரைக் காண்கeevee க்கான அடுக்கு அமைப்புகளைக் காண்கசீக்வென்சர் வெளியீட்டைக் காண்பிப்பதற்கு பயன்படுத்த பயன்முறையைக் காண்கபார்வை காணப்படவில்லை, பார்வை அச்சு மூலம் வரிசைப்படுத்த முடியாதுபூமத்திய கோடு பற்றி காண்கதுருவங்களைக் காண்கசெயல்பாடுகளைக் காண்க (நம்பிப்பாட் இல்லாமல் விசைப்பலகைகளுக்கு பயனுள்ளதாக இருக்கும்)பிவோட் இருப்பிடத்தைக் காண்கஎல்லா மண்டலங்களுக்கும் தேர்ந்தெடுக்கப்பட்டதைக் காண்ககேமரா பார்வையில் மாற்றத்தைக் காண்கமுழு படத்தையும் காண்ககாட்சியமைப்பில் ச்டுடியோ லைட் திருத்தியின் முடிவைக் காண்கமெய்நிகர் ரியாலிட்டி கண்ணாடிகளுடன் (தலையில் பொருத்தப்பட்ட காட்சிகள்) காட்சியைக் காண்கஉருமாற்றத்தை %s ஆகக் காண்க ( %s இலிருந்து மாற்றப்படுகிறது)படத்தை காட்சி இடமாக மாற்றும்போது பயன்படுத்தப்படும் பார்வைகுறிப்பான்களுடன் முழு படத்தையும் காண்கview2dகிச்மோவை செயல்படுத்தவும்செயலில் உள்ள கருவிமீண்டும்பின்னணிஇரண்டும்கீழேபுகைப்பட கருவிகுழி வகைதனிப்பயன்இழுத்தல்தரைமுன்இடதுகலக்கஅழுத்தவும்வலதுதிரைதேர்ந்தெடுகருப்பொருள்மேலேபார்வைஉலகம்வியூலேயர்பார்வையாளர்பார்வையாளர் ஒளிபுகா தன்மையைக் கட்டுப்படுத்துகிறார்பார்வையாளர் பின்பார்வையாளர் தரவுபார்வையாளர் முன்னோக்கிபார்வையாளர் அட்டவணைபார்வையாளர் பொருள்பார்வையாளர் பொருட்கள்பார்வையாளர் இடதுபார்வையாளர் முனைபார்வையாளர் பாதைபார்வையாளர் பாதை உறுப்புபார்வையாளர் இருப்பிடத்தை போச் செய்கிறார்பார்வையாளர் போச் சுழற்சிபார்வையாளர் பகுதிபார்வையாளர் வலதுபார்வையாளர் படம் காணப்படவில்லை.இந்த அடையாளத்துடன் தொடர்புடைய பார்வையாளர் குறிப்பு அளவுகோல்பார்வைவியூபோர்ட்வியூபோர்ட் தொகைவியாபோர்ட் எதிர்ப்பு மாற்றுப்பெயர்வியூபோர்ட் பி.வி.எச்viewport bvh வகைவியாபோர்ட் பவுன்ச்வியூபோர்ட் பிழைத்திருத்தம்வியூபோர்ட் டெனோசர்வியூபோர்ட் டெனோயிங்வியூபோர்ட் டிபோரீசிங் உள்ளீடு பாச்கள்வியாபோர்ட் டெனோயிங் ப்ரீபில்டர்வியூபோர்ட் தகுதிviewport dicing rateவியூபோர்ட் காட்சிவியூபோர்ட் கருத்துவியூபோர்ட் கிச்மோச்வியூபோர்ட் மேலடுக்குகள்வியூபோர்ட் தீர்மானம்வியூபோர்ட் மாதிரிகள்வியூபோர்ட் மாதிரி முன்னமைவுகள்வியூபோர்ட் நிழல்வியூபோர்ட் அளவுviewport அமைப்பு வரம்புவியூபோர்ட் உருமாற்றம்வியூபோர்ட் தெரிவுநிலைமாதிரி தரவின் காட்சிதுறைமுகம் காட்டும் அளவுகாலியிடங்களுக்கான வியூபோர்ட் காட்சி நடைதடங்களுக்கான வியூபோர்ட் காட்சி பாணிவியூபோர்ட் லென்ச் கோணம்viewport வழிசெலுத்தல் கிச்மோகாட்சியகம் வழங்கப்படாத பயன்முறைviewport உள்ளக பார்வையில் இல்லைவியூபோர்ட் மேலடுக்குகள் முடக்கப்பட்டுள்ளனஉருவாக்கப்பட்ட மேற்பரப்பின் காட்சியகம் தீர்மானம்வியூபோர்ட்ச்காட்சிகள்காட்சிகள் வடிவம்பார்வைகள் வடிவமைப்பு:விக்னெட்விக்னெட் தீவிரம்மெய்நிகர் முனை சாக்கெட்மெய்நிகர் பெற்றோர்ஒரு முனையின் மெய்நிகர் சாக்கெட்ஒன்றுடன் ஒன்று ஒன்றுடன் ஒன்று தவிர்ப்பதற்கும், சமச்சீரைப் பாதுகாப்பதற்கும், அவிழ்ப்பதற்கு முன் கிட்டத்தட்ட துளைகளை மெசில் நிரப்பவும்விச்கோலாச்டிக் நீரூற்றுகள்பாகுத்தன்மைபாகுத்தன்மை அடிப்படைபாகுத்தன்மை அடுக்குதிரவத்தின் பாகுத்தன்மை (அதிக மதிப்புகள் அதிக பிசுபிசுப்பு திரவங்களை விளைவிக்கின்றன, 0 இன் மதிப்பு இன்னும் சில பாகுத்தன்மையைப் பயன்படுத்தும்)பாகுத்தன்மை அமைத்தல்: மதிப்பு 10 ஆல் பெருக்கப்படும் (அதிவேக*-1)பார்வைதெரிவுநிலை நடவடிக்கைதெரிவுநிலை பரப்புதெரிவுநிலை சார்புதெரிவுநிலை இரத்தம் சார்புதெரிவுநிலை மங்கலானதுதெரிவுநிலை சேகரிப்புதெரிவுநிலை படவுருதெரிவுநிலை நிலைதெரியும்புலப்படும் கோடுகள்புலப்படும் பொருள்கள்புலப்படும் ஆதிமனிதர்கள் மட்டுமேதெரியும் தாவல்கள்இயல்பாகவே தெரியும்புலப்படும் தூரம் மற்றும் கோண அளவீடுகள்தெரியும் அடுக்குகள்காட்சி சார்ந்தகாட்சி எய்ட்ச்காட்சி விளைவுகள் பண்புகள்கண்ணி வடிவியல்காட்சி கீயிங்காட்சி இடம்காட்சி இருப்பிடம் மற்றும் சுழற்சிகாட்சி இருப்பிடம் மற்றும் அளவுகாட்சி இடம், சுழற்சி மற்றும் அளவுகாட்சி சுழற்சிகாட்சி சுழற்சி மற்றும் அளவுகாட்சி அளவுவிசுவல் ச்டுடியோ குறியீடுகாட்சி மாற்றம்செய் இலக்கை குறிகாட்டியின் காட்சி அகலம்டெலிபோர்ட்டேசன் ரே கோட்டின் காட்சி அகலம்தற்காலிக சேமிப்பு முழுமையான பிரேம்களைக் காட்சிப்படுத்துங்கள்காலவரிசையில் தற்காலிக சேமிப்பு படங்களை காட்சிப்படுத்துங்கள்தற்காலிக சேமிப்பு மூல படங்களை காட்சிப்படுத்துங்கள்ஒரு முனை வரைபடத்தின் உள்ளே, பட எடிட்டரில் அல்லது பின்னணியாக தரவைக் காட்சிப்படுத்துங்கள்திசையன் புலங்களைக் காட்சிப்படுத்துங்கள்கனஅளவுபூலியன்கிளிப்தரவு வகைகரைக்கவும்இரட்டைஇரட்டை திசையன்வெறுமைநீட்டிக்கமிதவைமுழுஎண்முழுஎண் 64-பிட்முழுஎண் திசையன்முகமூடிபுதியபிங்-பாங்புள்ளிகள் (ஆதரிக்கப்படாத)மீண்டும்வரிசை முறைதெரியவில்லைதிசையன்"%s" தொகுதி புள்ளிகளைக் கொண்டுள்ளது, வோக்சல் கட்டங்கள் மட்டுமே ஆதரிக்கப்படுகின்றனதொகுதி " %s" ஏற்றுவதில் தோல்வியுற்றது: %sதொகுதி உறிஞ்சுதல்தொகுதி ஆல்பாதொகுதி பவுன்ச்தொகுதி குணகங்கள்தொகுதி கியூப்தொகுதி தனிப்பயன் வரம்புதொகுதி நேரடிதொகுதி இடப்பெயர்ச்சிதொகுதி மாற்றிதொகுதி காட்சிதொகுதி உமிழ்வுதொகுதி காரணிதொகுதி கோப்புகள்தொகுதி கட்டம்தொகுதி கட்டங்கள்தொகுதி வழிகாட்டுதல்தொகுதி வழிகாட்டும் நிகழ்தகவுதொகுதி மறைமுகதொகுதி செய்திதொகுதி இடைக்கணிப்புதொகுதி குறுக்குவெட்டுதொகுதி குறுக்குவெட்டு முறைதொகுதி ஒளிதொகுதி மேசர்தொகுதி அதிகபட்ச கதிர் ஆழம்தொகுதி குறைந்தபட்சம்தொகுதி பாதுகாப்புதொகுதி ஆய்வுதொகுதி ரேமார்ச் படி அளவுதொகுதி ரேமார்ச் படி அளவு விளக்குகள்தொகுதி வழங்கல்தொகுதி தீர்மானம்தொகுதி மாதிரிதொகுதி சிதறல்தொகுதி சிதறல் தெரிவுநிலைதொகுதி நிழல்கள்வால்யூம் டிரான்ச்மிட்தொகுதி மாறுபாடுதொகுதி மாறுபாடு அதிகபட்சம்தொகுதி மாறுபாடு குறைந்தபட்சம்தொகுதி மாறுபாடு மென்மையானது3d தொகுதி கட்டங்களுக்கான தொகுதி தரவு-தொகுதிதொகுதி தரவு-தொகுதிகள்வோக்சலுக்கு தொகுதி அடர்த்தி3 டி வியூபோர்ட்டிற்கான தொகுதி காட்சி அமைப்புகள்இந்த தொகுதி தரவு-தொகுதி பயன்படுத்தும் தொகுதி கோப்புதற்போதைய சட்டகத்தில் அளவை ஏற்றுவதற்குப் பயன்படுத்தப்படும் தொகுதி கோப்பு. தொகுதி ஏற்றப்படாவிட்டால் அல்லது சட்டகம் நினைவகத்தில் மட்டுமே உள்ளது என்றால் காலியாக உள்ளது.ஒரு கட்டத்தை சேர்க்க தொகுதி வடிவியல்தொகுதி கட்டம் பெயர்பொருள் இலவச அச்சில் மட்டுமே அளவிடப்படும்போது தொகுதி பாதுகாக்கப்படுகிறது. இல்லாத அச்சு அளவிடுதல் வழியாக அனுப்பப்படுகிறது.பொருள் ஒரே மாதிரியாக அளவிடப்படும்போது தொகுதி பாதுகாக்கப்படுகிறது. இலவசமற்ற அச்சுகளில் சீரான அளவிலிருந்து விலகல்கள் அனுப்பப்படுகின்றன.தொகுதி கண்டிப்பாக பாதுகாக்கப்படுகிறது, இலவசமாக இல்லாத அச்சுகளின் அளவை மீறுகிறதுதொகுதி ஒளி பெருக்கி3 டி வியூபோர்ட்டிற்கான தொகுதி பொருள் காட்சி அமைப்புகள்தொகுதி பொருள் வழங்கும் அமைப்புகள்எலும்பின் அளவு ஓய்வில்வெளிப்புற கூம்புக்கு வெளியே தொகுதி3 டி வியூபோர்ட்டிற்கான தொகுதி வழங்கல் அமைப்புகள்திறந்தவிடிபி அனுமதித்ததை விட தொகுதி அளவு குறைவாக உள்ளதுமெச் முதல் தொகுதிகண்ணி மாற்றியமைப்பாளருக்கு தொகுதிஒரு கண்ணி மாற்றும் தொகுதிபெயரிடப்பட்ட கட்டத்தை எடுக்க தொகுதிபுள்ளிகள் சிதறடிக்கப்பட்ட மூடுபனி கட்டங்களுடன் தொகுதிதொகுதி(கள்)தொகுதி: {} கட்டங்கள்கொள்ளளவுகள்தொகுதிகள் ஒரு பொருளை மட்டுமே ஆதரிக்கின்றன; தேர்வு உள்ளீடு ஒரு புலமாக இருக்க முடியாதுஅளவீட்டு தரவுஅளவீட்டு நிழல் மாதிரிகள்அளவீட்டு நிழல்கள்உடல் ரீதியாக அடிப்படையிலான தொகுதி சிதறலுக்கான அளவீட்டு தோராயம், குறிப்பிட்டபடி சிதறல் ஆரம் பயன்படுத்துகிறதுஉடல் ரீதியாக அடிப்படையிலான தொகுதி சிதறலுக்கான அளவீட்டு தோராயம், சிதறல் ஆரம் தானாகவே வண்ண அமைப்புகளை பொருத்துவதற்கு சரிசெய்யப்படுகிறது. தோல் நிழலுக்காக வடிவமைக்கப்பட்டுள்ளது.வோர்பிச்வோரோனோய்வோரோனோய் கிராக்கிள்வோரோனோய் எஃப் 1வோரோனோய் எஃப் 2வோரோனோய் எஃப் 2-எஃப் 1வோரோனோய் எஃப் 3வோரோனோய் எஃப் 4வோரோனோய் அமைப்புவோரோனோய் அம்ச எடை 1வோரோனோய் அம்ச எடை 2வோரோனோய் அம்ச எடை 3வோரோனோய் அம்ச எடை 4சுழல்சுழல் செயல்திறன் எடைசுழல்நிலைவோக்சல்வோக்சல் தொகைவோக்சல் ஒருங்கிணைப்புவோக்சல் விரிவாக்கம்வோக்சல் கட்டம் செல் அளவுவோக்சல் இன்டெக்ச்வோக்சல் அளவுவோக்சல் ரெமிசர் 0.0 வோக்சல் அளவுடன் இயக்க முடியாதுவோக்சல் ரெமிசர் கண்ணி உருவாக்கத் தவறிவிட்டார்வோக்சல் அளவு %f மிகவும் சிறியதுVoxelize கட்டம்வோக்செல்ச்ஒரு பெரிய மதிப்பைக் கொண்ட வோக்சல்கள் உருவாக்கப்பட்ட கண்ணிக்குள் உள்ளனவல்கன்ww (z) அச்சுW அச்சுw சுழற்சிகுவாட்டர்னியன் மற்றும் அச்சு-கோண சுழற்சிகளுக்கான W-அச்சுடபிள்யூ 1டபிள்யூ 2டபிள்யூ 3டபிள்யூ 4w:எச்சரிக்கை: இயக்கி வெளிப்பாடு சரியாக வேலை செய்யாதுஎச்சரிக்கை: இந்த மெட்டாரிக் நீக்கப்பட்ட ரிக்ரி ரிக் வகைகளைக் கொண்டுள்ளது மற்றும் தானாக மேம்படுத்த முடியாது.எச்சரிக்கை: டூப்ளி/குழு நிகழ்வுகளில் ஆதரிக்கப்படவில்லைஎச்சரிக்கை: கூடுதல் முடக்கப்பட்டால் விருப்பத்தேர்வுகள் இழக்கப்படுகின்றன, உங்கள் அமைப்புகளை வைத்திருக்க விரும்பினால் "தொடர்ந்து சேமி" பயன்படுத்துவதை உறுதிப்படுத்திக் கொள்ளுங்கள்!WEBPசொடுக்கு செய்ய காத்திருங்கள்உள்ளீட்டிற்காக காத்திருங்கள்உடனடியாக ஓவியம் வரைவதற்கு பதிலாக முதல் சொடுக்கு செய்ய காத்திருங்கள்மெனுவிலிருந்து ஆபரேட்டரை இயக்குவதற்கு முன் மவுச் சொடுக்கு உள்ளீட்டிற்காக காத்திருங்கள்மற்றவர்களைத் தேர்வு செய்ய காத்திருங்கள்நடநடை திசைநடை வழிசெலுத்தல்நடை விரைவுநடை வழிசெலுத்தல் அமைப்புகள்ஈர்ப்பு விசையுடன் நடந்து செல்லுங்கள் அல்லது இலவசமாக செல்லவும்சுவர்அலையுங்கள்Msgid பெரியதாக இல்லை என்று எச்சரிக்கவும்ஒரு சில அனுமதிக்கப்பட்ட விதிவிலக்குகள் கொண்ட செய்திகளைப் பற்றி எச்சரிக்கவும், அவை பெரிய எழுத்தில் தொடங்கவில்லைஎச்சரிக்கைஎச்சரிக்கை படவுரு முன்புறம்எச்சரிக்கை பரப்புதல்எச்சரிக்கை வகைஎச்சரிக்கை உருவாக்கப்பட்டது during evaluation of a geometry nodes modifierஎச்சரிக்கை! திறப்பதற்கு முன், பிளெண்டரின் மற்றொரு நிகழ்வு இயங்கவில்லை என்பதை உறுதிப்படுத்தவும்.எச்சரிக்கை, கோப்பு ஏற்கனவே உள்ளது. இருக்கும் கோப்பை மேலெழுதவா?மாற்றியமைக்கப்படும் உரிபைக் குறிக்கும் கீற்றுகளுக்கான எச்சரிக்கை/பிழை காட்டி நிறம்எச்சரிக்கை:எச்சரிக்கை: அதற்கு பதிலாக {} Mb ஐப் பயன்படுத்தி {} mb இன் ஒளி ஆய்வுகள் தொகுதி குளத்தை ஒதுக்க முடியவில்லை.எச்சரிக்கை: பல பொருள்கள் ஒரே தரவைப் பகிர்கின்றன. ஒற்றை பயனரை உருவாக்கி பின்னர் மாற்றங்களைப் பயன்படுத்தவா?எச்சரிக்கை: தலைமுறைக்குப் பிறகு சில நற்பொருத்தங்கள் மாறக்கூடும்எச்சரிக்கை: சில படங்கள் மாற்றியமைக்கப்பட்டு இந்த மாற்றங்கள் இழக்கப்படும்.எச்சரிக்கை: சேமிக்கப்படாத வெளிப்புற படங்கள் உள்ளன).எச்சரிக்கை: தொகுதி வழங்குதல் தரவை ஒதுக்க முடியவில்லை. இப்போது 1: {the க்கு பதிலாக 1: {} என்ற தீர்மானத்தைப் பயன்படுத்துகிறது.எச்சரிக்கை: கலப்பு-கோப்பு தொடர்புடைய பாதை முன்னொட்டு "//" இந்த உடைமைக்கு ஆதரிக்கப்படவில்லை.எச்சரிக்கைகள்வார்ப்வார்ப் கோணம்வார்ப் மாற்றியமைப்பாளர்வார்ப் மாற்றியமைப்பாளர்ஒரு கண்ணி ஒரு புதிய இடத்திற்கு மிகவும் நெகிழ்வான வழியில் 2 குறிப்பிட்ட பொருள்களுக்கு நன்றிகர்சரைச் சுற்றியுள்ள போர்க்களங்கள்தண்ணீர்வாட்ச்அலைஅலை சீரமைப்புஅலை கிளாம்ப்அலை முகடு துகள் மாதிரிஅலை முகடு மின்னழுத்தம் அதிகபட்சம்அலை முகடு மாதிரிஅலை சிதைவு விளைவுஅலை சிதைவு விளைவுஅலை திசைஅலை விளைவுஅலை மாற்றியமைப்பாளர்அலை சுயவிவரம்அலை அளவுஅலை அமைப்புஅலை வகைஅலை ஈரமாக்கும் காரணிஅலை விளைவு மாற்றியமைப்பாளர்அலை பரப்புதல் விரைவுஅலை நேர அளவிடுதல் காரணிஅசைந்துஅலைவடிவம்அலைவடிவ ஆடியோ கோப்பு வடிவம்அலைவடிவ காட்சிஅலைவடிவ பயன்முறைஅலைவடிவ ஒளிபுகாநிலைஅலைவடிவ நடைஅலைவடிவங்கள்அலைமுனை (.obj)அலைநீளம்சைனச் இடப்பெயர்ச்சியின் அலைநீளம்அலைகள்பின்னணியைக் காண்பிப்பதற்கான வழிகுழி நிழலைக் காண்பிப்பதற்கான வழிசுட்டி இயக்கங்களை விளக்குவதற்கான வழிபலவீனமானமற்றொரு நூலகத்தில் தரவு-தடுப்புக்கு பலவீனமான குறிப்பு .கலப்பு கோப்பு (புதிய நகல்களைச் சேர்ப்பதற்கு பதிலாக ஏற்கனவே சேர்க்கப்பட்ட தரவை மீண்டும் பயன்படுத்தப் பயன்படுகிறது)சில சொத்துக்கு பலவீனமான குறிப்புவெப்எம்வெப்எம் (vp9+opus)வெப்எம் / விபி 9WebP (.webp)வலை குறைவடையும்வலை வடிவம்வலைத்தளம்எடைஎடை 1எடை 2எடை 3எடை 4எடை கோணம்எடை வண்ண வரம்புஎடை காரணிஎடை பசை எழுதுகோல்எடை குழுஎடை அட்டவணைஎடை இடைக்கணிப்புஎடை மாற்றியமைக்கும் கோணம்எடை மாற்றியமைக்கும் அருகாமைஎடை வெளியீடுஎடை வண்ணப்பூச்சுஎடை வண்ணப்பூச்சு தானாக இயல்பாக்குதல்எடை வண்ணப்பூச்சு திறன்கள்எடை வண்ணப்பூச்சு பூட்டு-தொடர்புஎடை வண்ணப்பூச்சு மல்டி-பெயிண்ட்எடை பெயிண்ட் ஒளிபுகாநிலைஎடை வண்ணப்பூச்சு மேலடுக்குகள்எடை நிலைஎடை அருகாமைஒரு முகத்திற்கு எடை பயன்படுத்தப்படுகிறதுதற்போதைய வெர்டெக்ச் குழு மற்றும் எடையின்படி புதிய பக்கவாதங்களுக்கான எடை தரவு சேர்க்கப்படுகிறது. வெர்டெக்ச் குழு எதுவும் தேர்ந்தெடுக்கப்படவில்லை என்றால், எடை சேர்க்கப்படவில்லை.துணி உருவகப்படுத்துதலுக்கான எடைஎடை முடி துகள்கள்ஒரு சேகரிப்பில் ஒரு துகள் நிகழ்வு பொருளின் எடைஇறகு புள்ளியின் எடைஐகே க்கான சுழற்சி கட்டுப்பாட்டின் எடைஐகே க்கான அளவிலான கட்டுப்பாட்டின் எடைஎழுத்துக்களின் எடை. 100-900, 400 சாதாரணமானது.உருவாக்கப்பட்ட ஒவ்வொரு வளைவுக்கும் மிக நெருக்கமான வழிகாட்டி வளைவின் எடைபுள்ளியின் எடைபெரிய பகுதிகளைக் கொண்ட முகங்களால் எடை திட்டத்தின் திசையன்வெர்டெக்ச் குழுக்களில் ஒதுக்க எடைதுணைப்பிரிவு மேற்பரப்பு மாற்றியமைப்பாளரால் பயன்படுத்தப்படும் எடைமென்மையான உடல் இலக்குக்கு பயன்படுத்தப்படும் எடைமிருதுவாக்கப் பயன்படும் எடைஒரு வெர்டெக்ச் குழுவில் ஒரு வெர்டெக்சின் எடை மதிப்புஎடை:எடை: {:.3f}weithvg திருத்து மாற்றியமைத்தல்வெயிட்விசி கலவை மாற்றியமைப்பாளர்withevg அருகாமையில் மாற்றியமைப்பாளர்வெயிட்டட்எடையுள்ள சராசரிசாதாரணமானதுஎடையுள்ள சராசரி முக நடுவண்உரிபின் எடையுள்ள முடிவு திரட்டப்பட்ட முடிவுகளில் சேர்க்கப்படுகிறதுஉரிபின் எடையுள்ள முடிவு திரட்டப்பட்ட முடிவுகளுடன் பெருக்கப்படுகிறதுஉரிபின் எடையுள்ள முடிவு திரட்டப்பட்ட முடிவுகளிலிருந்து அகற்றப்படுகிறதுபயன்படுத்த எடையுள்ள வெர்டெக்ச் இயல்பான பயன்முறைஎடையுள்ளஎடையுள்ள இயல்பான மாற்றியமைப்பாளர்வெயிட்டிங் பயன்முறைகீஃப்ரேம் அதிகம் விரும்பப்படும் வெயிட்டிங் காரணிஎடைகள்நிகழ்வு சேகரிப்பில் உள்ள அனைத்து பொருட்களுக்கும் எடைகள்வெர்டெக்ச் குழுக்களுக்கான எடைகள் இந்த புள்ளி உறுப்பினராக உள்ளதுவெர்டெக்ச் குழுக்களுக்கான எடைகள் இந்த வெர்டெக்ச் உறுப்பினராக உள்ளதுபயனர் வரையறுக்கப்பட்ட ஆரம் கொண்ட உறைகளிலிருந்து எடைகள்இந்த வாசலில் எடைகள் உள்ளனபற்றவைப்புவெல்ட் மாற்றியமைப்பாளர்பகிரப்பட்ட செங்குத்துகளின் அடிப்படையில் வெல்ட் புற ஊதாதளர்வான விளிம்புகளை முகங்களில் வெல்ட் செய்யுங்கள் (அவற்றை புதிய முகங்களாகப் பிரித்தல்)வெல்ட் மாற்றியமைப்பாளர்வெல்ட் தேர்ந்தெடுக்கப்பட்ட புறஊதா செங்குத்துகள் ஒன்றாகமேற்குஈரமான கலவைஈரமான வண்ணப்பூச்சு ஆரம்ஈரமான விடாமுயற்சிவெட்மேப் அடுக்குவெட்மாப்ச்ஈரப்பதம்whownசிணுங்குWhleftயார்ரைட்whupஎன்ன கிரிப்டோமாட்டே அடுக்கு பயன்படுத்தப்படுகிறதுதுகள் சுழற்சியை நேரத்துடன் மாற்ற என்ன அச்சு பயன்படுத்தப்படுகிறதுஎன்ன தூர அகல நடவடிக்கைகள்இந்த சாக்கெட் வழியாக எந்த வகையான உயர் வரிசை வகைகள் பாயும் என்று எதிர்பார்க்கப்படுகிறதுஎன்ன மேலெழுதும் செயல்பாடு செய்யப்படுகிறதுஎந்த வகையான கலப்பு முன்னோட்டத்தை உருவாக்க வேண்டும்பெற்றோரை அழிக்க என்ன வழிசக்கரம்சக்கர தலைகீழ் சூம்சேர்க்கும்போதுபயன்முறை கூட செயலில் இருக்கும்போது, இரண்டு அருகிலுள்ள விளிம்பு சுழல்களுக்கு இடையில் புரட்டுகிறதுஇணைக்கும்போதுஒரு 'வரிசை/திசையன்' வகை தேர்ந்தெடுக்கப்படும்போது (இருப்பிடம், சுழற்சி, நிறம் போன்றவை), முழு வரிசையும் பயன்படுத்தப்பட வேண்டும்எப்போது, எப்படி ப்ராக்சிகள் உருவாக்கப்படுகின்றனஎலும்புக்கு பெற்றோர் இல்லாத போது, அது சுழற்சி ஆஃப்செட் விளைவுகளைப் பெறுகிறது (நிறுத்தப்பட்டது)எலும்புக்கு ஒரு பெற்றோர் இருக்கும்போது, எலும்பின் தலை பெற்றோரின் வால் சிக்கிக்கொண்டதுஎலும்பு பாதைகளை கணக்கிடும்போது, தலை அல்லது உதவிக்குறிப்புகளைப் பயன்படுத்தவும்ஒவ்வொரு வோக்சலின் மதிப்புடனும் இணைந்தால், ஒரு யூனிட் தொகுதிக்கு மாதிரிக்கான புள்ளிகளின் எண்ணிக்கையை தீர்மானிக்கிறதுகட்டுப்பாடுகள் மற்ற சங்கிலிகளுக்குச் சொந்தமானவற்றில் இணைக்கப்படும்போது, பெற்றோர்களால் தூண்டப்பட்ட சுழற்சி/அளவிலான வேறுபாடு கைப்பிடி இயக்கத்தில் அடங்கும். இல்லையெனில் கட்டுப்பாட்டு எலும்பின் உள்ளக இயக்கம் மட்டுமே பயன்படுத்தப்படுகிறதுபுதிய பிரேம்களை உருவாக்கும் போது, முந்தைய/செயலில் உள்ள சட்டகத்திலிருந்து வீச்சுகள் புதியவற்றுக்கான அடிப்படையாக சேர்க்கப்பட்டுள்ளதுஎலும்பை சிதைக்கும் போது, வெர்டெக்ச் குழு எடைகளின் விளைவுகளை உறை செல்வாக்குடன் பெருக்கவும்முடக்கப்பட்டால், புதிதாக உருவாக்கப்பட்ட முகங்கள் 3 மற்றும் 4 பக்க முகங்களுக்கு மட்டுப்படுத்தப்பட்டுள்ளனகீற்றுகளை நகலெடுக்கும் போது, அவர்கள் பயன்படுத்தும் செயல்களின் புதிய நகல்களை ஒதுக்குங்கள்இயக்கப்பட்டால், எக்ச்-அச்சுக்கு மேல் போச் புரட்டப்படுகிறதுஇயக்கப்பட்டால், இந்த மண்டலத்தில் வடிவியல் சாக்கெட்டுகளுக்கு இடையே இணைப்பை உருவாக்கவும்மாற்றும் போது எண்களை உள்ளிடும்போது, முழு கணித வெளிப்பாடு மதிப்பீட்டிற்கான மேம்பட்ட பயன்முறையில் இயல்புநிலைஅனிமேசன்களை ஏற்றுமதி செய்யும் போது, செயல்திறனுக்காக மற்ற பொருள்களுக்கான காட்சியை முடக்குவெளிப்புற உரை ஒத்திசைக்கப்படாதபோது, மோதலைத் தீர்க்கவும்கைகள் மாற்றப்படும் போது, பார்வையாளரின் ஆரம்ப திசைக்கு இயக்கத்தை கட்டுப்படுத்தவும்கைகள் மாற்றப்படும்போது, பார்வையாளர் உயரத்தில் ஏற்படும் மாற்றங்களைத் தடுக்கவும்சிறப்பம்சமாக இருக்கும்போது, பிற கீமாப்களால் கையாளப்படுவதற்கு நிகழ்வுகளை அனுப்ப வேண்டாம்ஒரு 3d வியாபோர்ட்டுக்குள் இருக்கும்போது, காட்சியமைப்பின் அடுக்குகள் மற்றும் கேமராவைப் பயன்படுத்தவும்கைமுறையாக திறவுகோல் செய்யும் போது, அனிமேசனை பாதிக்காத விசைகளைச் செருகுவதைத் தவிர்க்கவும்பூட்டப்பட்டால் வீச்சு தொடங்கப்பட்ட மேற்பரப்பின் இயல்பைப் பயன்படுத்துங்கள்பூட்டப்பட்டபோது, வீச்சு தொடங்கப்பட்ட மேற்பரப்பின் விமான தோற்றத்தைப் பயன்படுத்தி தொடர்ந்துகட்டுப்பாடுகளை இணைக்கும்போது, அதிக முன்னுரிமையுடன் சங்கிலிகள் எப்போதும் வெல்லும்Ctrl+numpad0 ஆட்ச்கி (மற்றும் ஒத்த) உடன் முனைகளை இணைக்கும்போது புதிய முனைகளின் நிலையைக் குறிப்பிடவும்Ctrl+NumPad0 ஆட்ச்கி (மற்றும் ஒத்த) உடன் முனைகளை ஒன்றிணைக்கும் போது அவற்றை உடைக்க வேண்டுமா அல்லது முழு முனையை விரிவாக்கிய விருப்பங்களுடன் காண்பிக்கும்போது குறிப்பிடவும்இருக்கும்போது, ஒரே பெயருடன் என்எல்ஏ தடங்களுக்குள் தள்ளப்பட்டால், பல செயல்கள் ஒரே சி.எல்.டி.எஃப் அனிமேசனின் ஒரு பகுதியாக மாறும். அணைக்கும்போது, தற்போது ஒதுக்கப்பட்ட அனைத்து செயல்களும் ஒரு gltf அனிமேசனாக மாறும்ஒட்டும்போது, ஒட்டப்பட்ட மேட்ரிக்ச் மற்றொரு பொருளுடன் தொடர்புடையது என்று வைத்துக் கொள்ளுங்கள் (பயனர் இடைமுகத்தில் அமைக்கவும்)ஒட்டும்போது, ஒரு குறிப்பிட்ட பொருள் அல்லது எலும்புடன் தொடர்புடைய உருமாற்றத்தை பிரதிபலிக்கவும்எதிர்மறை திசையில் முன்வைக்கும்போது முகம் குல் பயன்முறையைத் தலைகீழாக மாற்றவும்எதிர் திசையில் முன்வைக்கும்போது ஃபேச் குல் பயன்முறையைத் தலைகீழாக மாற்றவும்அனிமேசன்களை வழங்கும்போது, ஒரே கோப்பகத்தில் jpg முன்னோட்டப் படங்களை சேமிக்கவும்டைல்ட் படத்தை சேமிக்கும்போது, '%s' பாதையில் செல்லுபடியாகும் யுடிம் மார்க்கர் இருக்க வேண்டும்ஒரு சொத்துக்கான சூழல் மெனுவை உருவாக்கும்போது, சொத்தை மட்டும் முன்னிலைப்படுத்தாமல், சொத்தை செயல்படுத்தி, `bl_activate_operator` என அழைக்கவும்.பொருளில் பொருள் இல்லாதபோது, செயலில் உள்ள வெர்டெக்ச் நிறத்தை ஏற்றுமதி செய்யுங்கள்இது முடக்கப்பட்டால், ஓவியம் வரைவின் போது ஆல்பாவைப் பூட்டவும்காட்சியகத்திற்குள் இசையமைப்பாளர் வெளியீட்டை முன்னோட்டமிடும்போதுகீஃப்ரேம்களை மாற்றும்போது, அனிமேசன் தரவுகளில் மாற்றங்கள் மற்ற பார்வைகளுக்கு சுத்தப்படுத்தப்படுகின்றனகீற்றுகளை மாற்றும்போது, அனிமேசன் தரவுகளில் மாற்றங்கள் மற்ற பார்வைகளுக்கு சுத்தப்படுத்தப்படுகின்றனஉண்மை போது வடிவம் ஒரு திரைப்படம்தகவமைப்பு மாதிரி சிறப்பம்சமாக படப்புள்ளிகள் பயன்படுத்தும் போதுபட அமைப்பைப் பயன்படுத்தும் போது, பட விகிதத்திற்கு ஏற்றவாறு ச்டென்சில் அளவை சரிசெய்யவும்சீக்வென்ச் எடிட்டரில் காட்சி நேர ஒத்திசைவைப் பயன்படுத்தும் போது, தற்போதைய காட்சிப் பட்டையின் வரம்பைக் காட்டவும்கிரிப்டோமாடே பாச்கள் எங்கிருந்து ஏற்றப்படுகின்றனசிறுகுறிப்பு எங்கிருந்து வருகிறதுகிளிப் எங்கிருந்து வருகிறதுபடம் எங்கிருந்து வருகிறதுவால் தொடங்கும் இடம்ரா வழங்குதல் முடிவுகளை எங்கே கேச் செய்ய வேண்டும்துகள்களை எங்கிருந்து வெளியிடுவதுகர்சரை எங்கு நகர்த்துவதுகர்சரை எங்கு நகர்த்துவது, தேர்வு செய்யசுட்ட வரைபடத்தை எங்கே வெளியிடுவதுசீரற்றமயமாக்கல் எங்கேசுட்ட பட அமைப்புகளை எங்கே சேமிப்பதுசுட்ட தரவை எங்கே சேமிக்க வேண்டும்மேவுடேட்டாவை எங்கிருந்து எடுக்க வேண்டும்ஒரு டேப்லெட்டின் அழிப்பான் முறை பயன்படுத்தப்படுகிறதாஇருதரப்பு தொடர்பு ஏற்படுகிறதா என்பதுவடிவியல் நங்கூரங்களுடன் பிணைக்கப்பட்டுள்ளதா என்பதுகூண்டைக் கட்டுப்படுத்த வடிவியல் பிணைக்கப்பட்டுள்ளதாவடிவியல் கண்ணி குறிவைக்கப்படுகிறதா என்பதுஒவ்வொரு புலப்படும் தாவலுக்கும் ஒரு தேடல் முடிவு உள்ளதா இல்லையாபுதிய துணைப்பிரிவு மாற்றி சேர்க்கப்படுவதைக் கணக்கிட, இறுதி அடிப்படை மெச் நிலைகள் சிறிது மாற்றப்படுமா இல்லையாies கோப்பு வட்டில் இருந்து ஏற்றப்பட்டதா அல்லது உரை தரவு-தடுப்புபண்புகளை அகற்ற முடியுமா அல்லது மறுபெயரிட முடியுமாதொடர்ச்சியான கோப்புகளில் கேச் பிரிக்கப்பட்டதா என்பதைகேமரா ஆர்த்தோகிராஃபிக் திட்டத்தைப் பயன்படுத்துகிறதா என்பதைபிரதிகள் ஒரு முழு வட்டத்தில் அல்லது ஒரு வளைவில் விசிறியாக வேண்டுமாதற்போதைய பார்வை ஒரு அச்சுடன் சீரமைக்கப்பட்டுள்ளதா (பார்வை ஆர்த்தோகிராஃபிக் என்பதை சரிபார்க்கவில்லை, அதற்காக "is_perspective" ஐப் பயன்படுத்தவும்). இதை அமைப்பது பார்வையை மிக நெருக்கமான அச்சுக்கு சுழற்றும்படத்தில் ஆல்பா சேனல் உள்ளதா என்பதைஉள்ளீட்டு கட்டுப்பாட்டு புள்ளி மற்றும் ஆஃப்செட் அசல் வளைவின் செல்லுபடியாகும் குறியீடா என்பதைஇடது கைப்பிடி தேர்ந்தெடுக்கப்பட்டதாபுறஊதா ஒருங்கிணைப்பில் மாதிரிக்கு ஒற்றை முகத்தைக் கண்டுபிடிக்க முடியுமாமுனை திருத்தியின் வகை முனை முன்னோட்டங்களைக் காண்பிப்பதை ஆதரிக்கிறதா என்பதைகடல் தற்காலிக சேமிப்பு தரவைப் பயன்படுத்துகிறதா அல்லது உருவகப்படுத்துகிறதாகுழு விரிவாக்கப்பட்டதா அல்லது மூடப்பட்டதாமார்க்கரின் நிலை கீஃப்ரேட் அல்லது கண்காணிக்கப்பட்டதா என்பதுசரியான கைப்பிடி தேர்ந்தெடுக்கப்பட்டதாமாதிரி வெற்றிகரமாக இருந்ததா. மாதிரி குழு காலியாக இருக்கும்போது அது தோல்வியடையும்தேர்ந்தெடுக்கப்பட்ட உரை தைரியமா என்பதைதேர்ந்தெடுக்கப்பட்ட உரை சாய்வுதேர்ந்தெடுக்கப்பட்ட உரை சிறிய தொப்பிகளாதேர்ந்தெடுக்கப்பட்ட உரை அடிக்கோடிட்டுக் காட்டப்பட்டுள்ளதாதேர்வானது முழுவதுமாக எடுக்கப்பட வேண்டுமா அல்லது ஒவ்வொரு தனித்தனி பட்டையால் எடுக்கப்பட வேண்டுமாசேமிக்கப்பட்ட இணைப்பு புறஊதா ஒருங்கிணைப்பு செல்லுபடியாகும்துண்டு தேர்ந்தெடுக்கப்பட்டதாகண்காணிப்பு தரவுகளில் செல்லுபடியாகும் புனரமைப்பு தகவல்கள் உள்ளதா என்பதுவியூபோர்ட் ஆர்த்தோகிராஃபிக் திட்டத்தைப் பயன்படுத்துகிறதா என்பதைஎன்எல்ஏ திருத்தப்பட்டதன் மூலம் குறிப்பிடப்பட்ட ஏதேனும் நடவடிக்கை இருக்கிறதா (கண்டிப்பாக படிக்க மட்டும்)ஏதேனும் உரை தேர்ந்தெடுக்கப்பட்டதா என்பதுஇந்த அமைப்புகள் ஏற்கனவே தானாக அமைக்கப்பட்டிருக்கிறதா இல்லையாஇந்த ஐடி இயக்க நேரத்திற்கு மட்டும், மதிப்பிடப்பட்ட தரவு-தொகுதி அல்லது .கலப்பு கோப்பிலிருந்து உண்மையான தரவுஇந்த கலப்பான் நிறுவல் ஒரு சாண்ட்பாக்ச் செய்யப்பட்ட நுண்மென் கடை பதிப்பா என்பதைஇந்த எலும்பு சேகரிப்பு காட்சியமைப்பில் திறம்பட காணப்படுகிறதா. இந்த எலும்பு சேகரிப்பு மற்றும் அதன் மூதாதையர்கள் அனைவரும் தெரியும் போது அல்லது அது 'சோலோ' என்று குறிக்கப்படும்போது இது உண்மை.இந்தத் தொகுப்பு பார்வை அடுக்குக்குத் தெரியுமா, சேகரிப்பு பெற்றோரை கணக்கில் எடுத்துக்கொள்ளுங்கள்இந்த அம்சம்-தொகுப்பு பதிவு செய்யப்பட்டுள்ளதா இல்லையாஇது செயலில் உள்ள ச்லாட், செயலுக்கு ஒதுக்குவதன் மூலம் அமைக்க முடியும். ச்லாட்ச்.அக்டிவ்இந்த நூலகம் மேலெழுதும் மேலெழுத வரிசைக்கு மட்டுமே இருக்கிறதா, அல்லது அது உண்மையில் பயனரால் திருத்தக்கூடியதாக இருந்தால்இந்த நூலகம் மேலெழுதும் ஒரு நூலக வரிசைமுறையின் ஒரு பகுதியாக வரையறுக்கப்பட்டதா, அல்லது ஒற்றை, தனிமைப்படுத்தப்பட்ட மற்றும் தன்னாட்சி மேலெழுதலாக வரையறுக்கப்பட்டதா என்பதுஇந்த பாதை புக்மார்க்குகளில் சேமிக்கப்பட்டதா, அல்லது os இலிருந்து உருவாக்கப்பட்டதா என்பதுசீரற்ற அளவை ஒரே சீராகப் பயன்படுத்த வேண்டுமா அல்லது ஒரு அச்சுக்குப் பயன்படுத்த வேண்டுமாஇடது மற்றும் வலது கைப்பிடிகளின் வகையை சரிபார்க்க வேண்டுமாநகலெடுத்த பிறகு தேர்வை நீக்க வேண்டுமாஎன்எல்ஏவில் மாற்ற முறையை இயக்க வேண்டுமா அல்லது முடக்க வேண்டுமாஉள்ளே அல்லது வெளியே மங்க வேண்டுமாசெங்குத்துகளை மறைக்க அல்லது காட்ட வேண்டுமாசுருதியை மாற்றும்போது குரல் வடிவங்களைப் பாதுகாக்க வேண்டுமா.கர்சரின் கீழ் இணைக்கப்பட்ட செங்குத்துகளைத் தேர்ந்தெடுக்க வேண்டுமா அல்லது தேர்வுநீக்க வேண்டுமாநகரும் போது தேர்ந்தெடுக்க வேண்டுமாமுக வலிமையை அமைக்க வேண்டுமா, எந்த முகத்தை முக வலிமையை அமைக்க வேண்டும்முக வலிமையை அமைக்க வேண்டுமா, அதை அமைக்க எந்த முகம்வெர்டெக்ச் முக்கியத்துவம் எடையை கணக்கில் எடுத்துக்கொள்ள வேண்டுமாஇடது மற்றும் வலது கைப்பிடிகளைப் புதுப்பிக்க வேண்டுமாதற்போதைய காட்சி சட்டத்தைப் பயன்படுத்துவதற்குப் பதிலாக, கேச் கோப்பில் தரவைப் பார்ப்பதற்கு தனிப்பயன் சட்டத்தைப் பயன்படுத்தலாமாஅதிகபட்ச கிளிப்பிங் மதிப்பைப் பயன்படுத்த வேண்டுமாகுறைந்தபட்ச கிளிப்பிங் மதிப்பைப் பயன்படுத்த வேண்டுமாநாங்கள் கலப்பான் கோப்புகளின் உள்ளடக்கத்தை உலாவலாமா இல்லையாஎந்த நடவடிக்கைகள் பாதிக்க வேண்டும்எந்த பூலியன் தீர்வி பயன்படுத்த வேண்டும்ஒரு நூலகத்தை உலாவும்போது, எந்த ஐடி வகைகள் காட்ட/மறைக்க வேண்டும்இது தீர்வைப் பயன்படுத்த வெட்டுகிறதுதேர்ந்தெடுக்க எந்த தேர்வு அமைக்கப்பட்டுள்ளது; -1 செயலில் தேர்வு தொகுப்பைப் பயன்படுத்துகிறதுவிளிம்பை உருவாக்க எந்த வழிமுறை பயன்படுத்த வேண்டும்ஒரு சொத்து நூலகத்தை உலாவும்போது, எந்த சொத்து வகைகள் காட்ட வேண்டும்/மறைக்க வேண்டும்3D மவுச் தொப்பியின் எந்த அச்சு பார்வையை பெரிதாக்குகிறதுமேற்பரப்பு வடிவவியலின் இயல்புடன் எந்த அச்சு சீரமைக்க வேண்டும்ஆஃப்செட்டுக்கு எந்த அச்சு பயன்படுத்த வேண்டும்எந்த எலும்பு அமைப்பு ஒருங்கிணைப்புகளை எடுக்க வேண்டும்எந்த எலும்புகள் பாதிக்க வேண்டும்எந்த பூலியன் செயல்பாடு விண்ணப்பிக்க வேண்டும்எந்த சேனல்கள் சுட வேண்டும்கீயிங் செட் செயலில் இல்லாதபோது எந்த சேனல்கள் விசைகளைச் செருக வேண்டும்குறியீட்டின் அடிப்படையில் ஒரு உறுப்புக்கு எந்த குழந்தை நிகழ்வு எடுக்க வேண்டும்கோப்பு சேமிப்புக்கு எந்த வண்ண மேலாண்மை அமைப்புகள் பயன்படுத்த வேண்டும்எந்த தரவு மாற்ற வேண்டும்எந்த தரவு மாற்றம் சுடஎந்த தரவு-தடுப்பு முன்னோட்டங்கள் அழிக்கசெயல்திறன் சக்தியைக் கணக்கிட எந்த திசை பயன்படுத்தப்படுகிறதுபொருளைப் பயன்படுத்துவதற்கு எந்த தூரத்தை உயர்த்துவதுஎந்த டொமைன் நீக்க வேண்டும்எந்த டொமைன் நகல்எந்த டொமைன் தரவைப் படிக்க வேண்டும்எந்த டொமைன் பிரிக்க வேண்டும்தரவை சேமிக்க எந்த டொமைன்எந்த விளிம்பு தரவு அடுக்குகளை மாற்ற வேண்டும்வடிவவியலில் இருந்து ஒரு மதிப்பை மீட்டெடுக்க எந்த உறுப்புஎந்த கூறுகள் பாதிக்க வேண்டும் (செங்குத்துகள், விளிம்புகள் மற்றும்/அல்லது முகங்கள்)எந்த கூறுகள் நீக்கபிரிவின் எந்த முடிவு அளவுகோலுக்கான குறிப்பாக பயன்படுத்த வேண்டும்பிரிவின் எந்த முடிவு வெட்டுக்கான குறிப்பாக பயன்படுத்த வேண்டும்முந்தைய மற்றும் பின்வரும் கிரீச் பென்சில் பிரேம்களுக்கு இடையிலான பிரிவின் முடிவுகள் இடைக்கணிப்பை எளிதாக்குகின்றனஇதற்கும் அடுத்த கீஃப்ரேம் தளர்த்தும் இடைக்கணிப்புக்கும் இடையிலான பிரிவின் எந்த முடிவுகள் பயன்படுத்தப்படுகின்றனஎந்த முகம் மூலையில் தரவு அடுக்குகளை மாற்றமாற்றத்திற்கு தரவு அடுக்குகளை எதிர்கொள்கிறதுஎந்த முகங்கள் சிதற வேண்டும்வீடியோக்களுக்கு எந்த சட்டகம் பயன்படுத்த வேண்டும். வீடியோக்களில் வெவ்வேறு பிரேம்கள் வெவ்வேறு தீர்மானங்களைக் கொண்டிருக்கலாம் என்பதை நினைவில் கொள்கஏற்றுமதியில் எந்த பிரேம்கள் சேர்க்க வேண்டும்பண்புகளை நகர்த்த எந்த வடிவியல் உறுப்புபயன்படுத்த வசந்தத்தை செயல்படுத்துதல்ஏற்றுமதி செய்ய எந்த வகையான பொருள்பல அடுக்கு வகைகளின் விசயத்தில் எந்த அடுக்குகள் மாற்ற வேண்டும்எந்த மெச் கூறுகள் தேர்வு செயல்படுகிறதுவியூபோர்ட் வழிசெலுத்தலுக்கு எந்த முறையைப் பயன்படுத்த வேண்டும்அழிவுக்கு எந்த பயன்முறையைப் பயன்படுத்த வேண்டும்எந்த பொருள் அமைப்பு ஒருங்கிணைப்புகளை எடுக்க வேண்டும்ஏற்றுமதியில் எந்த பொருள்கள் சேர்க்க வேண்டும்எந்த வரிசைப்படுத்தப்பட்ட மூலைகளை வெளியிட வேண்டும். எதிர்மறை அட்டவணைப்படுத்தல் ஆதரிக்கப்படுகிறதுவரிசைப்படுத்தப்பட்ட விளிம்புகளில் எது வெளியிட வேண்டும். எதிர்மறை அட்டவணைப்படுத்தல் ஆதரிக்கப்படுகிறதுவரிசைப்படுத்தப்பட்டவற்றில் எது வெளியீட்டைக் குறிக்கிறது. எதிர்மறை அட்டவணைப்படுத்தல் ஆதரிக்கப்படுகிறதுமுனை அடிப்படையிலான அமைப்புகளுக்கு எந்த வெளியீட்டு முனை பயன்படுத்த வேண்டும்உரையின் எந்த பகுதி நீக்க வேண்டும்எந்த பகுதி இலக்கை அடைய வேண்டும்எந்த துகள் நிலை செனரேட்டரைப் பயன்படுத்த வேண்டும்கண்ணி கூறுகளின் எந்த பகுதிகள் நீக்க வேண்டும்பாதைகளைக் கணக்கிடும்போது எலும்புகளில் எந்த புள்ளி பயன்படுத்தப்படுகிறதுமுகமூடியாக பயன்படுத்த எந்த உறவினர் அடுக்கு (மேலே அல்லது கீழே)சேடர்களைப் பயன்படுத்த எந்த ரெண்டரர் மற்றும் வியூபோர்ட் நிழல் வகைகள்கைப்பிடிகள் எதுவும் தேர்ந்தெடுக்கப்படாதபோது, பிளேஎட் கீற்றுகளின் எந்தப் பக்கத்திற்குச் செல்ல வேண்டும்எந்த பக்கத்திலிருந்தும் நகலெடுக்கவும்எந்த பக்கங்களிலிருந்து நகலெடுக்கவும் (இரண்டும் தேர்ந்தெடுக்கப்படும்போது)எந்த வான மாதிரியைப் பயன்படுத்த வேண்டும்வியூபோர்ட் அளவிடுவதற்கு எந்த பாணியைப் பயன்படுத்த வேண்டும்மறைப்பதற்கு எந்த அமைப்பு சேனல் பயன்படுத்த வேண்டும்மேப்பிங்கிற்கு பயன்படுத்த எந்த அமைப்பு ஒருங்கிணைக்கிறதுஎந்த உயர்மட்ட நிகழ்வுகளை உணர வேண்டும்இது இடமாற்றத்திற்கு மாறுகிறதுடைம்லைனில் டைம் சம்ப்களுக்கு எந்த யூனிட் பயன்படுத்த வேண்டும்எந்த வெர்டெக்ச் தரவு அடுக்குகளை மாற்ற வேண்டும்எந்த செங்குத்துகள் பாதிக்கப்பட வேண்டும்எந்த செங்குத்துகள் மறைக்க அல்லது காண்பிக்கதிருத்துதல் செய்யும் போது, வளர்சிதை மாற்றத்தை புதுப்பிக்க வேண்டாம்திருத்துதல் செய்யும் போது, வளர்சிதை மாற்றத்தை எப்போதும் புதுப்பிக்கவும்திருத்துதல் செய்யும் போது, வளர்சிதை மாற்றத்தை அரை தெளிவுத்திறனில் புதுப்பிக்கவும்திருத்துதல் செய்யும் போது, பலகோணமயமாக்கல் இல்லாமல் வளர்சிதை மாற்றத்தைப் புதுப்பிக்கவும்ஆஃப்லைனில் இருக்கும்போது, அதற்கு பதிலாக "வட்டில் இருந்து நிறுவவும்" பயன்படுத்தவும்.வெள்ளைவெள்ளை இருப்புவெள்ளை இருப்பு முன்னமைவுகள்வெள்ளை நிலைவெள்ளை ஒலி அமைப்புவெள்ளை புள்ளிவெள்ளை மதிப்புவரிசை துண்டுக்கான வெள்ளை இருப்பு மாற்றிமுழு எழுத்துமுழு எழுத்து (தேர்ந்தெடுக்கப்பட்ட எலும்புகள் மட்டும்)முழு சேகரிப்புமுழு சட்டகம்விட்செட்விட்செட் எம்போச்விட்செட் ஆஃப்செட்விட்செட் பாணிவிட்செட் வகைவிட்செட்டுகள் சேகரிப்புஅகலம்அகலம் விழுக்காடுஅகலம் வகைபிக்சல்களில் அகலம் மற்றும் உயரம்பிக்சல்களில் அகலம் மற்றும் உயரம், படத் தரவை ஏற்ற முடியாதபோது பூச்சியம்பிக்சல்களில் பட இடையகத்தின் அகலம் மற்றும் உயரம், படத் தரவை ஏற்ற முடியாதபோது பூச்சியம்பிக்சல்களில் ஓடு இடையகத்தின் அகலம் மற்றும் உயரம், படத் தரவை ஏற்ற முடியாதபோது பூச்சியம்மில்லிமீட்டரில் சிசிடி சென்சாரின் அகலம்திரை ஆயக்கட்டுகளில் மார்க்கரின் வடிவத்தின் அகலம்திரை ஆயக்கட்டுகளில் மார்க்கரின் தேடலின் அகலம்பேனல் மற்றும் பட்டியல் நிழல்களின் அகலம், முடக்க பூச்சியமாக அமைக்கவும்செயலில் உள்ள வோக்சல் மேற்பரப்பின் அகலம், வோக்சல்களில்மாற்றத்திற்கான மங்கலின் அகலம், பட அளவோடு தொடர்புடைய சதவீதத்தில்கண்ணி உள்ளே சாய்வின் அகலம்முனையின் அகலம்இடைமுகம் அலகுகளில் மண்டலத்தின் அகலம் விளிம்பிலிருந்து தூரத்துடன் விரைவு அதிகரிக்கும்புனரமைப்பு வடிகட்டி மாதிரிகளை ஒருங்கிணைக்கும் அகலம்அகலம்:காடு அட்டைபடித்தல் சட்டகம் {:d}!எல்லா பாதைகளும் செல்லுபடியாகும் வகையில் கோப்பகங்களை உருவாக்கும்.சாளரகாற்றுகாற்று காரணிகாற்றின் விரைவுகாற்றின் செயல்திறன் எடைகாற்றின் விரைவுசாளரம்விண்டர் பின்னணிவிண்டர் மேலாளர்சாளர மேலாளர்கள்சாளர அணிசாளர நிகழ்வு நேரங்குறிகருவிவிண்டர் உயரம்சாளர மேலாளர் தரவு-தொகுதி திறந்த சாளரங்கள் மற்றும் பிற பயனர் இடைமுக தரவை வரையறுத்தல்சாளர மேலாளர் தரவு-தொகுதிகள்சாளர அகலம்3டி பார்வை3d பார்வை பொதுவானது3d பார்வை கருவி: கர்சர்3d பார்வை கருவி: கர்சர் (குறைவடையும்)3d பார்வை கருவி: ஆர்மேச்சர், எலும்பு உறை திருத்து3d பார்வை கருவி: ஆர்மேச்சர், எலும்பு உறை (குறைவடையும்) திருத்து3d பார்வை கருவி: ஆர்மேச்சர், எலும்பு அளவைத் திருத்து3d பார்வை கருவி: ஆர்மேச்சர், எலும்பு அளவு (குறைவடையும்) திருத்து3d பார்வை கருவி: ஆர்மேச்சர், எக்ச்ட்ரூட் திருத்து3d பார்வை கருவி: ஆர்மேச்சர், எக்ச்ட்ரூட் (குறைவடையும்) திருத்து3d பார்வை கருவி: ஆர்மேச்சரைத் திருத்து, கர்சருக்கு எக்ச்ட்ரூட்3d பார்வை கருவி: ஆர்மெச்சரைத் திருத்து, கர்சருக்கு வெளியேற்றும் (குறைவடையும்)3d பார்வை கருவி: ஆர்மேச்சரைத் திருத்து, ரோல்3d பார்வை கருவி: ஆர்மேச்சர், ரோல் (குறைவடையும்) திருத்து3d பார்வை கருவி: வளைவு, வளைவு பேனாவைத் திருத்து3d பார்வை கருவி: திருத்து வளைவு, வளைவு பேனா (குறைவடையும்)3d பார்வை கருவி: வளைவைத் திருத்து, வரையவும்3d பார்வைக் கருவி: வளைவு திருத்து, டிரா (குறைவடையும்)3d பார்வை கருவி: வளைவைத் திருத்து, எக்ச்ட்ரூட்3d பார்வை கருவி: வளைவு, எக்ச்ட்ரூட் (குறைவடையும்)3d பார்வை கருவி: வளைவைத் திருத்து, கர்சருக்கு வெளியேற்றும்3d பார்வை கருவி: வளைவைத் திருத்து, கர்சருக்கு எக்ச்ட்ரூட் (குறைவடையும்)3d பார்வை கருவி: வளைவு திருத்து, ஆரம்3d பார்வை கருவி: வளைவு, ஆரம் (குறைவடையும்) திருத்து3d பார்வை கருவி: வளைவைத் திருத்து, சீரற்றதாக்குங்கள்3d பார்வைக் கருவி: வளைவைத் திருத்து, சீரற்ற (குறைவடையும்)3d பார்வை கருவி: வளைவைத் திருத்து, சாய்3d பார்வை கருவி: திருத்து வளைவு, சாய்வு (குறைவடையும்)3d பார்வை கருவி: மெச் திருத்து, பெவல்3d பார்வை கருவி: மெச், பெவல் (குறைவடையும்) திருத்து3d பார்வை கருவி: மெச் திருத்து, இரு3d பார்வை கருவி: மெச், இரு குறைவு (குறைவடையும்)3d பார்வை கருவி: மெச், எட்ச் ச்லைடு திருத்து3 டி பார்வை கருவி: மெச், எட்ச் ச்லைடு (குறைவடையும்) திருத்து3d பார்வை கருவி: கண்ணி திருத்து, இயல்பான நிலையில் எக்ச்ட்ரூட்3d பார்வை கருவி: மெச், எக்ச்ட்ரூட் உடன் இயல்பான (குறைவடையும்)3d பார்வை கருவி: மெச், எக்ச்ட்ரூட் தனிநபரைத் திருத்து3d பார்வை கருவி: மெச், எக்ச்ட்ரூட் தனிநபர் (குறைவடையும்)3d பார்வை கருவி: மெச், எக்ச்ட்ரூட் பன்மடங்கு திருத்து3d பார்வை கருவி: மெச், எக்ச்ட்ரூட் பன்மடங்கு (குறைவடையும்) திருத்து3d பார்வை கருவி: மெச், எக்ச்ட்ரூட் மண்டலத்தைத் திருத்து3d பார்வை கருவி: மெச், எக்ச்ட்ரூட் மண்டலம் (குறைவடையும்) திருத்து3d பார்வை கருவி: மெச் திருத்து, கர்சருக்கு எக்ச்ட்ரூட்3 டி பார்வை கருவி: மெச் திருத்து, கர்சருக்கு எக்ச்ட்ரூட் (குறைவடையும்)3d பார்வை கருவி: மெச், இன்செட் முகங்களைத் திருத்தவும்3d பார்வை கருவி: மெச், இன்செட் முகங்களை திருத்து (குறைவடையும்)3d பார்வை கருவி: மெச், கத்தியைத் திருத்தவும்3d பார்வை கருவி: மெச், கத்தி (குறைவடையும்) திருத்து3d பார்வை கருவி: மெச், லூப் கட் திருத்து3d பார்வை கருவி: மெச், லூப் கட் (குறைவடையும்) திருத்து3d பார்வை கருவி: மெச், ஆஃப்செட் எட்ச் லூப் வெட்டு3d பார்வை கருவி: மெச் திருத்து, ஆஃப்செட் எட்ச் லூப் கட் (குறைவடையும்)3d பார்வை கருவி: மெச், பாலி உருவாக்கத் திருத்து3d பார்வை கருவி: மெச், பாலி பில்ட் (குறைவடையும்) திருத்து3d பார்வை கருவி: மெச் திருத்து, புச்/இழுத்தல்3d பார்வை கருவி: மெச், புச்/இழுத்தல் (குறைவடையும்)3d பார்வை கருவி: மெச் திருத்து, சீரற்றதாக்குங்கள்3d பார்வை கருவி: மெச் திருத்து, சீரற்ற (குறைவடையும்)3d பார்வை கருவி: மெச், ரிப் எட்ச் திருத்து3d பார்வை கருவி: மெச், ரிப் எட்ச் (குறைவடையும்) திருத்து3d பார்வை கருவி: மெச், rip மண்டலத்தைத் திருத்து3 டி பார்வை கருவி: மெச், ஆர்ஐபி மண்டலம் (குறைவடையும்) திருத்து3d பார்வை கருவி: மெச், சுருக்கம்/ஃபாட்டன் திருத்து3d பார்வை கருவி: மெச், சுருக்கம்/ஃபாட்டன் (குறைவடையும்) திருத்து3d பார்வை கருவி: மெச் திருத்து, மென்மையானது3d பார்வை கருவி: மெச் திருத்து, மென்மையானது (குறைவடையும்)3d பார்வை கருவி: மெச், ச்பின் திருத்து3d பார்வை கருவி: மெச், ச்பின் (குறைவடையும்) திருத்து3d பார்வை கருவி: கண்ணி திருத்து, கோளத்திற்கு3d பார்வை கருவி: கண்ணி திருத்து, கோளத்திற்கு (குறைவடையும்)3d பார்வை கருவி: மெச், வெர்டெக்ச் ச்லைடு திருத்து3d பார்வை கருவி: மெச், வெர்டெக்ச் ச்லைடு (குறைவடையும்) திருத்து3d பார்வை கருவி: உரையைத் திருத்து, உரையைத் தேர்ந்தெடுக்கவும்3d பார்வை கருவி: உரையைத் திருத்து, உரையைத் தேர்ந்தெடுக்கவும் (குறைவடையும்)3d பார்வை கருவி: அளவீடு3d பார்வை கருவி: அளவீடு (குறைவடையும்)3d பார்வை கருவி: நகர்த்தவும்3d பார்வை கருவி: நகர்த்து (குறைவடையும்)3d பார்வை கருவி: பொருள், பழமையான சேர்க்கவும்3d பார்வை கருவி: பொருள், பழமையான (குறைவடையும்) சேர்க்கவும்3d பார்வை கருவி: வெயிட் எடை, சாய்வு3d பார்வை கருவி: பெயிண்ட் எடை, சாய்வு (குறைவடையும்)3d பார்வை கருவி: பெயிண்ட் எடை, மாதிரி வெர்டெக்ச் குழு3d பார்வை கருவி: பெயிண்ட் எடை, மாதிரி வெர்டெக்ச் குழு (குறைவடையும்)3d பார்வை கருவி: பெயிண்ட் எடை, மாதிரி எடை3d பார்வை கருவி: பெயிண்ட் எடை, மாதிரி எடை (குறைவடையும்)3d பார்வை கருவி: போச், முறிவு3d பார்வை கருவி: போச், முறிவு (குறைவடையும்)3d பார்வை கருவி: போச், புச்3d பார்வை கருவி: போச், புச் (குறைவடையும்)3d பார்வை கருவி: போச், ஓய்வெடுங்கள்3d பார்வை கருவி: போச், ஓய்வெடுங்கள் (குறைவடையும்)3d பார்வை கருவி: சுழற்றுங்கள்3d பார்வை கருவி: சுழற்று (குறைவடையும்)3d பார்வை கருவி: அளவு3d பார்வை கருவி: அளவு (குறைவடையும்)3d பார்வை கருவி: சிற்பம், பெட்டி முகம் தொகுப்பு3d பார்வை கருவி: சிற்பம், பெட்டி முகம் தொகுப்பு (குறைவடையும்)3d பார்வை கருவி: சிற்பம், பெட்டி மறை3d பார்வை கருவி: சிற்பம், பெட்டி மறை (குறைவடையும்)3d பார்வை கருவி: சிற்பம், பெட்டி முகமூடி3d பார்வை கருவி: சிற்பம், பெட்டி முகமூடி (குறைவடையும்)3d பார்வை கருவி: சிற்பம், பெட்டி டிரிம்3d பார்வை கருவி: சிற்பம், பெட்டி டிரிம் (குறைவடையும்)3d பார்வை கருவி: சிற்பம், துணி வடிகட்டி3d பார்வை கருவி: சிற்பம், துணி வடிகட்டி (குறைவடையும்)3d பார்வை கருவி: சிற்பம், வண்ண வடிகட்டி3d பார்வை கருவி: சிற்பம், வண்ண வடிகட்டி (குறைவடையும்)3d பார்வை கருவி: சிற்பம், முகம் தொகுப்பு திருத்து3d பார்வை கருவி: சிற்பம், முகம் தொகுப்பு திருத்தம் (குறைவடையும்)3d பார்வை கருவி: சிற்பம், லாசோ ஃபேச் செட்3d பார்வை கருவி: சிற்பம், லாசோ ஃபேச் செட் (குறைவடையும்)3D பார்வை கருவி: சிற்பம், லாசோ மறைவது3D பார்வை கருவி: சிற்பம், லாசோ மறை (குறைவடையும்)3 டி பார்வை கருவி: சிற்பம், லாசோ மாச்க்3d பார்வை கருவி: சிற்பம், லாசோ மாச்க் (குறைவடையும்)3d பார்வை கருவி: சிற்பம், லாசோ டிரிம்3d பார்வை கருவி: சிற்பம், லாசோ டிரிம் (குறைவானது)3D பார்வை கருவி: சிற்பம், வரி முகம் தொகுப்பு3D பார்வை கருவி: சிற்பம், வரி முகம் தொகுப்பு (குறைவடையும்)3D பார்வை கருவி: சிற்பம், வரி மறை3D பார்வை கருவி: சிற்பம், வரி மறை (குறைவடையும்)3d பார்வை கருவி: சிற்பம், வரி முகமூடி3d பார்வை கருவி: சிற்பம், வரி முகமூடி (குறைவடையும்)3d பார்வை கருவி: சிற்பம், வரி திட்டம்3d பார்வை கருவி: சிற்பம், வரி திட்டம் (குறைவடையும்)3D பார்வை கருவி: சிற்பம், வரி டிரிம்3D பார்வை கருவி: சிற்பம், வரி டிரிம் (குறைவடையும்)3d பார்வை கருவி: சிற்பம், வண்ணத்தால் முகமூடி3d பார்வை கருவி: சிற்பம், வண்ணத்தால் முகமூடி (குறைவடையும்)3d பார்வை கருவி: சிற்பம், கண்ணி வடிகட்டி3d பார்வை கருவி: சிற்பம், கண்ணி வடிகட்டி (குறைவடையும்)3D பார்வை கருவி: சிற்பம், பாலிலைன் முகம் தொகுப்பு3D பார்வை கருவி: சிற்பம், பாலிலைன் முகம் தொகுப்பு (குறைவடையும்)3D பார்வை கருவி: சிற்பம், பாலிலைன் மறை3D பார்வை கருவி: சிற்பம், பாலிலைன் மறை (குறைவடையும்)3D பார்வை கருவி: சிற்பம், பாலிலைன் மாச்க்3D பார்வை கருவி: சிற்பம், பாலிலைன் மாச்க் (குறைவடையும்)3D பார்வை கருவி: சிற்பம், பாலிலைன் டிரிம்3D பார்வை கருவி: சிற்பம், பாலிலைன் டிரிம் (குறைவடையும்)3d பார்வை கருவி: பெட்டியைத் தேர்ந்தெடுக்கவும்3d பார்வை கருவி: பெட்டியைத் தேர்ந்தெடுக்கவும் (குறைவடையும்)3d பார்வை கருவி: வட்டத்தைத் தேர்ந்தெடுக்கவும்3d பார்வை கருவி: வட்டத்தைத் தேர்ந்தெடுக்கவும் (குறைவடையும்)3d பார்வை கருவி: லாசோவைத் தேர்ந்தெடுக்கவும்3d பார்வை கருவி: லாசோ (குறைவடையும்) தேர்ந்தெடுக்கவும்3d பார்வை கருவி: வெட்டு3d பார்வை கருவி: வெட்டு (குறைவடையும்)3d பார்வை கருவி: உருமாற்றம்3d பார்வை கருவி: உருமாற்றம் (குறைவடையும்)3d பார்வை கருவி: மாற்றங்கள்3d பார்வை கருவி: மாற்றங்கள் (குறைவடையும்)முடுக்கிகூட்டுவெட்டு சேர்க்கவும்வெட்டப்பட்ட வெட்டு சேர்க்கவும்புதிதாக சேர்க்கவும்ச்னாப் பாயிண்ட் சேர்க்கவும்விகிதாசார செல்வாக்கை சரிசெய்யவும்சீரமைத்தல்இயங்குபடம்அனிமேசன் சேனல்கள்இடுபரப்புஆர்மேச்சர்சட்டத்தை இணைக்கவும்/பிரிக்கவும்தானியங்கி கட்டுப்பாடுதானியங்கி கட்டுப்பாட்டு வானூர்திஅச்சு ச்னாப்அச்சு ச்னாப் (ஆஃப்)பின்தங்கியதொடங்குபெவல் மோடல் வரைபடம்பிளெண்டர் இப்போது மூடப்படும்.ரத்துசெய்சென்டர் பிவோட் ஆஃப்மைய முன்னணிமாற்றம் பாதிப்பு வகைஉள் மிட்டரை மாற்றவும்குறுக்குவெட்டு முறையை மாற்றவும்ஆஃப்செட்டை மாற்றவும்ஆஃப்செட் பயன்முறையை மாற்றவும்ஒளிபுகாநிலையை மாற்றவும்வெளிப்புற மிட்டரை மாற்றவும்சுயவிவரத்தை மாற்றவும்ஆரம் மாற்றவும்பிரிவுகளை மாற்றவும்பிடுங்க கீற்றுகள்தெளிவான தடைகள்கிளிப்கிளிப் டோப்சீட் திருத்திகிளிப் ஆசிரியர்கிளிப் வரைபட திருத்திநீட்டிப்புகளை மோதியதுஉறுதிப்படுத்தவும்மாதிரியை உறுதிப்படுத்தவும்கன்சோல்மடிப்புவளைவுவளைவு பேனா மாதிரி வரைபடம்வளைவுகள்தனிப்பயன் இயல்பான மாதிரி வரைபடம்சுழற்சி கோணம் உறவினர் விளிம்பை குறைக்கிறதுசுயவிவர வகைகள் மூலம் சுழற்சிவீழ்ச்சியடைகிறதுசம்ப் உயரத்தைக் குறைக்கவும்அதிகபட்ச ஆட்டோயிக் சங்கிலி நீளத்தைக் குறைக்கவும்விகிதாசார செல்வாக்கைக் குறைக்கவும்பிரிவுகளைக் குறைக்கவும்துணைப்பிரிவைக் குறைக்கவும்தேர்வுநீக்குமூலைவிட்ட வீழ்ச்சிதுல்லியத்தை முடக்குச்னாப்பை முடக்குdopesheetdopesheet genericகீழ்நீட்டிப்புகளை இழுக்கவும்துல்லியத்தை இயக்கவும்ச்னாப்பை இயக்கவும்தற்போதைய வெட்டுஎக்ச்ட்ரூட்ஐட்ராப்பர் கலோராம்ப் புள்ளிகள் வரைபடம்ஐட்ரோப்பர் மோடல் வரைபடம்வேகமாகவேகமாக (ஆஃப்)கோப்பு உலாவிஉலாவி பொத்தான்கள் கோப்புகோப்பு உலாவி முதன்மைகருவி மாதிரி வரைபடத்தை நிரப்பவும்நிலையான நற்பொருத்தம் முடக்கப்பட்டுள்ளதுநிலையான நற்பொருத்தம்புரட்டுதல்எழுத்துருமுன்னோக்கிபிரேம்கள்இலவச-சீரமை மாற்றுபொதுவான கிச்மோபொதுவான கிச்மோ சொடுக்கு இழுக்கவும்பொதுவான கிச்மோ இழுவைபொதுவான கிச்மோ இழுக்கலாம்பொதுவான கிச்மோ தேர்ந்தெடுபொதுவான கிச்மோ ட்யூக் மோடல் வரைபடம்பொதுவான கருவி: சிறுகுறிப்புபொதுவான கருவி: சிறுகுறிப்பு (குறைவடையும்)பொதுவான கருவி: அழிக்கவும் அழிப்பான்பொதுவான கருவி: சிறுகுறிப்பு அழிப்பான் (குறைவடையும்)பொதுவான கருவி: சிறுகுறிப்பு வரிபொதுவான கருவி: சிறுகுறிப்பு வரி (குறைவடையும்)பொதுவான கருவி: பலகோணத்தை சிறுகுறிப்பு செய்யுங்கள்பொதுவான கருவி: சிறுகுறிப்பு பலகோணத்தை (குறைவடையும்)சியோடெசிக் வீழ்ச்சிசியோடெசிக் மறுநிகழ்வு படிசைகை பெட்டிசைகை நேர் கோடுசைகை சூம் எல்லைபிடுங்கவரைபட ஆசிரியர்வரைபட திருத்தி பொதுவானவரைகலை ஓவியம், வரைகலை அட்டை:பசை எழுதுகோல்கிரீச் பென்சில் தூரிகை பக்கவாதம்கிரீச் பென்சில் வரைதல் முறைகிரீச் பென்சில் திருத்து பயன்முறைகிரீச் பென்சில் நிரப்பு கருவிகிரீச் பென்சில் சிற்பம் பயன்முறைகிரீச் பென்சில் வெர்டெக்ச் பெயிண்ட்கிரீச் பென்சில் எடை வண்ணப்பூச்சுஒடிப்பதை புறக்கணிக்கவும்ஒடிப்பதை புறக்கணிக்கவும்படம்பட ஆசிரியர் கருவி: மாதிரிபட ஆசிரியர் கருவி: மாதிரி (குறைவடையும்)பட ஆசிரியர் கருவி: புறஊதா, கர்சர்பட ஆசிரியர் கருவி: புறஊதா, கர்சர் (குறைவடையும்)பட ஆசிரியர் கருவி: புற ஊதா, கிராப்பட ஆசிரியர் கருவி: புற ஊதா, கிராப் (குறைவடையும்)பட ஆசிரியர் கருவி: புறஊதா, நகர்த்தவும்பட ஆசிரியர் கருவி: புறஊதா, நகர்த்து (குறைவடையும்)பட ஆசிரியர் கருவி: புற ஊதா, பிஞ்ச்பட ஆசிரியர் கருவி: புற ஊதா, பிஞ்ச் (குறைவடையும்)பட ஆசிரியர் கருவி: புற ஊதா, ஓய்வெடுங்கள்பட எடிட்டர் கருவி: புற ஊதா, ஓய்வெடுங்கள் (குறைவடையும்)பட ஆசிரியர் கருவி: புறஊதா, rip மண்டலம்பட ஆசிரியர் கருவி: புறஊதா, ஆர்ஐபி மண்டலம் (குறைவடையும்)பட ஆசிரியர் கருவி: புறஊதா, சுழலும்பட ஆசிரியர் கருவி: புறஊதா, சுழற்சி (குறைவடையும்)பட ஆசிரியர் கருவி: புறஊதா, அளவுபட ஆசிரியர் கருவி: புறஊதா, அளவு (குறைவடையும்)பட திருத்தி கருவி: புறஊதா, பெட்டியைத் தேர்ந்தெடுக்கவும்பட திருத்தி கருவி: புறஊதா, பெட்டியைத் தேர்ந்தெடுக்கவும் (குறைவடையும்)பட திருத்தி கருவி: புறஊதா, வட்டத்தைத் தேர்ந்தெடுக்கவும்பட திருத்தி கருவி: புறஊதா, வட்டம் (குறைவடையும்)பட ஆசிரியர் கருவி: புறஊதா, லாசோவைத் தேர்ந்தெடுக்கவும்பட திருத்தி கருவி: புறஊதா, லாசோ (குறைவடையும்)பட ஆசிரியர் கருவி: புறஊதா, மாற்றங்கள்பட ஆசிரியர் கருவி: புறஊதா, மாற்றங்கள் (குறைவடையும்)படம் பொதுவானஉருவ வண்ணப்பூச்சுபடக் காட்சிஇல்சம்ப் உயரத்தை அதிகரிக்கவும்அதிகபட்ச ஆட்டோயிக் சங்கிலி நீளத்தை அதிகரிக்கவும்விகிதாசார செல்வாக்கை அதிகரிக்கவும்பிரிவுகளை அதிகரிக்கவும்உட்பிரிவை அதிகரிக்கவும்செய்திதலைகீழ்சம்ப்குதித்துவிடு)கீயிங்கத்தி கருவி மாதிரி வரைபடம்மொழிநட்டுஇடதுநீட்டிப்பு நீட்டிப்புகள்வரையறுக்கப்பட்ட இயங்குதள உதவிஇணைப்பு கைப்பிடிகள்உள்ளகஉள்ளகபூட்டு கோணம்லூப் எண்ணிக்கை குறைகிறதுலூப் எண்ணிக்கை அதிகரிப்புகுறிப்பான்கள்முகமூடி திருத்துதல்கண்ணிகண்ணி வடிகட்டி மாதிரி வரைபடம்வளர்சிதை மாற்றநகர்வுஅருகிலுள்ள கைப்பிடியை நகர்த்தவும்தற்போதைய கைப்பிடியை நகர்த்தவும்முழு புள்ளியையும் நகர்த்தவும்தோற்றம் நகர்த்தவும்என்எல்ஏ ஆசிரியர்என்எல்ஏ செனரிக்என்எல்ஏ தடங்கள்செல்லவும்புதியபுதிய கிராபிக்ச் இயக்கிகள் சிறந்த பிளெண்டர் பொருந்தக்கூடிய தன்மையுடன் கிடைக்கக்கூடும்.செயல்பாடு இல்லைமுனை இணைப்புமுனை இணைப்பு (ஆஃப்)முனை ஆசிரியர்முனை பொதுவானமுனை கருவி: பெட்டியைத் தேர்ந்தெடுக்கவும்முனை கருவி: பெட்டியைத் தேர்ந்தெடுக்கவும் (குறைவடையும்)முனை கருவி: வட்டத்தைத் தேர்ந்தெடுக்கவும்முனை கருவி: வட்டத்தைத் தேர்ந்தெடுக்கவும் (குறைவடையும்)முனை கருவி: லாசோவைத் தேர்ந்தெடுக்கவும்முனை கருவி: லாசோவைத் தேர்ந்தெடுக்கவும் (குறைவடையும்)முனை கருவி: மாற்றங்கள்முனை கருவி: மாற்றங்கள் (குறைவடையும்)numinput அதிகரிப்பு கீழேnuminput அதிகரிப்புபொருள் பயன்முறைபொருள் அல்லாத பொருள்வெளியேஅவுட்லைனர்பெயிண்ட் வளைவுமுகம் முகமூடி (எடை, வெர்டெக்ச், அமைப்பு)பெயிண்ட் ச்ட்ரோக் மோடல்வண்ணப்பூச்சு வெர்டெக்ச் தேர்வு (எடை, வெர்டெக்ச்)பான்பான் (ஆஃப்)paningதுகள்பேனா கருவி மாதிரி வரைபடம்தளம் ஆதரிக்கப்படாததுபுள்ளி முகில்போச்மதிப்புகளருகில்துல்லியம் (ஆஃப்)மதிப்புகளருகில் (ஆஃப்)துல்லிய பயன்முறைமுன்னோட்டம்முன்னோட்டம் கருவி: கர்சர்முன்னோட்ட கருவி: கர்சர் (குறைவடையும்)முன்னோட்டம் கருவி: நகர்த்தவும்முன்னோட்ட கருவி: நகர்த்து (குறைவடையும்)முன்னோட்டம் கருவி: சுழற்றுங்கள்முன்னோட்டம் கருவி: சுழற்றுங்கள் (குறைவடையும்)முன்னோட்டம் கருவி: மாதிரிமுன்னோட்ட கருவி: மாதிரி (குறைவடையும்)முன்னோட்டம் கருவி: அளவுமுன்னோட்ட கருவி: அளவு (குறைவடையும்)முன்னோட்டம் கருவி: பெட்டியைத் தேர்ந்தெடுக்கவும்முன்னோட்டம் கருவி: பெட்டியைத் தேர்ந்தெடுக்கவும் (குறைவடையும்)முன்னோட்டக் கருவி: வட்டத்தைத் தேர்ந்தெடுக்கவும்முன்னோட்டக் கருவி: வட்டத்தைத் தேர்ந்தெடு (Falback)முன்னோட்டக் கருவி: லாசோவைத் தேர்ந்தெடுக்கவும்முன்னோட்டக் கருவி: லாசோவைத் தேர்ந்தெடுக்கவும் (ஃபால்பேக்)முன்னோட்டம் கருவி: மாற்றங்கள்முன்னோட்ட கருவி: மாற்றங்கள் (குறைவடையும்)பழமையான கருவி மாதிரி வரைபடம்சொத்து ஆசிரியர்சொத்து மதிப்புமண்டல சூழல் பட்டியல்கடைசி ச்னாப் புள்ளியை அகற்றுமீட்டமைமாதிரியை மீட்டமைக்கவும்மறுஅளவிடுங்கள்வலதுசுழற்றுங்கள்இயல்புநிலைகளை சுழற்றுங்கள்சுழற்சிசுழற்சி (முடக்கப்பட்ட)ஒரு புள்ளி மாதிரிஅளவுதிரைதிரை திருத்துதல்சிற்பம்சிற்பம் வளைவுகள்சிற்பம் மோடலை விரிவாக்குகிறதுதேடல்தேர்ந்தெடுகண்ணி உருப்படியைத் தேர்ந்தெடுத்து பயன்படுத்தவும்தொடர்சீக்வென்சர் கருவி: பிளேட்சீக்வென்சர் கருவி: பிளேட் (குறைவடையும்)சீக்வென்சர் கருவி: பெட்டியைத் தேர்ந்தெடுக்கவும்சீக்வென்சர் கருவி: பெட்டியைத் தேர்ந்தெடுக்கவும் (குறைவடையும்)சீக்வென்சர் கருவி: வட்டத்தைத் தேர்ந்தெடுக்கவும்சீக்வென்சர் கருவி: வட்டத்தைத் தேர்ந்தெடுக்கவும் (ஃபால்பேக்)சீக்வென்சர் கருவி: லாசோவைத் தேர்ந்தெடுக்கவும்சீக்வென்சர் கருவி: லாசோவைத் தேர்ந்தெடுக்கவும் (ஃபால்பேக்)சீக்வென்சர் கருவி: சீட்டுசீக்வென்சர் கருவி: ச்லிப் (ஃபால்பேக்)ச்னாப் தளத்தை அமைக்கவும்ச்னாப் தளத்தை அமைக்கவும் (ஆஃப்)3d கர்சரை அமைத்து பயன்படுத்தவும்மாற்றம்நீட்டிப்புகளை சுருக்கவும்அளவுமெதுவாகமெதுவாக (ஆஃப்)ச்னாப்ச்னாப் (ஆஃப்)ச்னாப் ஆங்கிள்நொறுக்குதல் தலைகீழ்நொறுக்குதல் தலைகீழ் (ஆஃப்)ஒடிச்னாப் ஆன்நொறுங்குங்கள்ச்னாப் முகத் தொகுப்புகளுக்கு விரிவாக்கவும்நடுப்பகுதிகளுக்கு ஒடிநடுப்பகுதிகளுக்கு ஒடிகோள வீழ்ச்சிகோளங்கள்பொதுவான விரிதாள்நிலையான மாதிரி வரைபடம்மாதிரி தொடங்கவும்பின்னோக்கி நகர்த்துவதை நிறுத்துங்கள்முன்னோக்கி நகர்த்துவதை நிறுத்துங்கள்நகர்த்துவதை நிறுத்துங்கள் உலகளாவிய கீழேஉலகளாவிய அப் நகர்த்துவதை நிறுத்துங்கள்நகர்த்துவதை நிறுத்துங்கள்உள்ளக கீழே நகர்த்துவதை நிறுத்துங்கள்உள்ளக நகர்த்துவதை நிறுத்துங்கள்வலதுபுறமாக நகர்த்துவதை நிறுத்துங்கள்கழிக்கவும்நகர்த்த மாறவும்சுழற்றுவதற்கு மாறவும்சூமுக்கு மாறவும்டெலிபோர்ட்உரைஉரை பொதுவானஅமைப்பு விலகல் குறைகிறதுஅமைப்பு விலகல் அதிகரிக்கும்கோண ச்னாப்பிங்கை மாற்றவும்தூரிகை சாய்வு மாற்றுகிளாம்ப் ஒன்றுடன் ஒன்று மாற்றுவெட்டுஆழமான சோதனையை மாற்றவும்முனை ஆட்டோ-ஆஃப்செட்டிற்கான திசையை மாற்றவும்தூரம் மற்றும் கோண அளவீடுகளை மாற்றவும்நீட்டிப்பு பயன்முறையை மாற்றவும்சாய்வு மாற்றவும்ஈர்ப்பு விசையை மாற்றவும்ஆர்டன் இயல்பானவற்றை மாற்றவும்மார்க் மடிப்புகளை மாற்றவும்மார்க் சார்ப் மாற்றுநிலை பாதுகாக்கவும்இடவியல் வீழ்ச்சிஇடவியல் மறுநிகழ்வு படிதடபந்துமாதிரி வரைபடத்தை மாற்றவும்புறஊதா ஆசிரியர்புறஊதா சிற்பம்செயல்தவிர்மேலேஅண்மைக் கால macos பதிப்பிற்கு மேம்படுத்துவது கலப்பான் ஆதரவை மேம்படுத்தக்கூடும்சுட்டி பயன்படுத்தவும்பொருளைப் பயன்படுத்துங்கள்பிவோட்டைப் பயன்படுத்தவும்பயனர் இடைமுகம்வெர்ட்/எட்ச் ச்லைடுவெர்டெக்ச் பெயிண்ட்வீடியோ வரிசை ஆசிரியர்காட்சி2dview2d பொத்தான்கள் பட்டியல்view3d டோலி மோடல்view3d fly modalview3d சைகை வட்டம்view3d movel modalview3d வேலைவாய்ப்பு மாதிரிview3d சுழற்சி மோடல்view3d நடை மோடல்view3d zoom modalஎடை வண்ணப்பூச்சுசாளரம்ஃச் அச்சுஃச் அச்சு திருத்தம்ஃச் அச்சு பூட்டுதல்ஃச் வானூர்திஒய் அச்சுஒய் அச்சு பூட்டுதல்ஒய் வானூர்திஉங்கள் கிராபிக்ச் அட்டை ஆதரிக்கப்படவில்லைஉங்கள் கிராபிக்ச் அட்டை அல்லது இயக்கி பதிப்பில் வரையறுக்கப்பட்ட உதவி உள்ளது. இது வேலை செய்யலாம், ஆனால் சிக்கல்களுடன்.உங்கள் கிராபிக்ச் அட்டை அல்லது இயக்கி பதிப்பு ஆதரிக்கப்படவில்லை.உங்கள் கிராபிக்ச் அட்டை அல்லது macos பதிப்பு ஆதரிக்கப்படவில்லைசட் அச்சுசட் அச்சு திருத்தம்சட் அச்சு பூட்டுதல்சட் வானூர்திசாளர சூழல்: {:s}சாளரங்கள்சாளரங்கள் & லினக்ச் மட்டும் ஆபரேட்டர்சாளரங்கள் மைவிண்டாப்துண்டு துடிக்கவும்கம்பிகம்பி நிறம்கம்பி வண்ண வகைகம்பி நிறங்கள்கம்பி திருத்துகம்பி தேர்ந்தெடுக்கவும்கம்பி அகலம்கம்பி விளிம்புகள்கம்பி சட்டம்வயர்ஃப்ரேம் நிறம்வயர்ஃப்ரேம் விவரம்வயர்ஃப்ரேம் மாற்றியமைப்பாளர்வயர்ஃப்ரேம் ஒளிபுகாநிலைவயர்ஃப்ரேம் வாசல்வயர்ஃப்ரேம் விளைவு மாற்றியமைப்பாளர்கம்பிகள்ஆஃப்செட்டுடன்இலக்குகளுடன்ஒளிவிலகல் மூலப்பொருட்களுடன், இந்த பொருளின் நிழல்களில் தோராயமான காச்டிக்சை உருவாக்கவும். இந்த பொருளுக்குள் 10 பவுன்ச் வரை கணக்கில் எடுத்துக்கொள்ளப்படுகிறது. விளக்குகள், காச்டர் மற்றும் ரிசீவர் பொருள்களில் இதை இயக்க நிழல் காச்டிக்ச் விருப்பங்கள் அமைக்கப்பட வேண்டும்இலக்கு இல்லாமல்மரம்மர அமைப்புசொல் இடைவெளிசொல் மடக்குசொல் மடக்கு அகலம் காரணியாக, பூச்சியம் முடக்கப்பட்டதுவேலை இட கருவிவேலை இடம் இடைமுகம் குறிச்சொல்2 டி அனிமேசன்2 டி முழு கேன்வாச்இயங்குபடம்தொகுத்தல்வடிவியல் முனைகள்தளவமைப்புமறைத்தல்மாடலிங்இயக்க கண்காணிப்புபுதியவழங்குதல்ச்கிரிப்டிங்சிற்பம்நிழல்ச்டோரிபோர்டிங்அமைப்பு வண்ணப்பூச்சுபுறஊதா திருத்துதல்காணொளி தொகுப்பாக்கம்பணியிடம் இடைமுகம் குறிச்சொற்கள்பணிப்பெண்வொர்க் பெஞ்ச் காட்சியை வழங்குதல்வேலை செய்யும் இடம்வேலை செய்யும் இடத்தின் இடைநிலை அடையாளம்தற்போதைய கோப்பின் வேலை வண்ண இடம்பணியிடம்பணியிட தரவு-தொகுதி, பயனருக்கான பணிச்சூழலை வரையறுத்தல்பணியிட தரவு-தொகுதிகள்பணியிடங்கள்உலகம்புதியஉலகம்உலக குவிமாடம் ஒளிஉலக மூடுபனிஉலக ஒளிபுகாநிலைஉலக வெளியீடுஉலகத்தை மீறுகிறதுஉலக பண்புகள்உலக இடம்உலக விண்வெளி விளக்குகள்உலக பின்னணி வெளிப்படையானது, மற்றொரு பின்னணியில் வழங்குவதை இணைப்பதற்காகஒரு காட்சியின் சுற்றுச்சூழல் மற்றும் சுற்றுப்புற விளக்குகளை விவரிக்கும் உலக தரவு-தொகுதிஉலக தரவு-தொகுதிகள்உலக விளக்கு அமைப்புகள்உலக மூடுபனி அமைப்புகள்உலக விண்வெளி சாதாரண மேப்பிங்உலக விண்வெளி இயல்பான மேப்பிங், கலப்பான் வழங்குதல் பேக்கிங்குடன் இணக்கமானதுஉலக விண்வெளி திசையன் இடப்பெயர்வு மேப்பிங்காட்சியை வழங்க உலகம் பயன்படுத்தப்படுகிறதுகேமரா கதிர்களுக்கான உலக தெரிவுநிலைபரவலான பிரதிபலிப்பு கதிர்களுக்கான உலகத் தெரிவுநிலைபளபளப்பான பிரதிபலிப்பு கதிர்களுக்கான உலகத் தெரிவுநிலைநிழல் கதிர்களுக்கான உலகத் தெரிவுநிலைபரிமாற்ற கதிர்களுக்கான உலகத் தெரிவுநிலைதொகுதி சிதறல் கதிர்களுக்கான உலகத் தெரிவுநிலைஉலக விண்வெளி திசைசெங்குத்துகளை நீட்டிப்பதற்கான உலக-விண்வெளி திசை திசையன்செங்குத்துகளை நீட்டிப்பதற்கான உலக-விண்வெளி கதிர் தோற்றம்உலகங்கள்வேர்ல்ட்ச்பேச் உருமாற்ற மேட்ரிக்ச்மடக்குசுற்றி மடக்குமடக்கு முறைமடக்கு பயன்முறைமடக்கு அகலம்முதல்/கடைசி மதிப்புகளுக்கு திரும்பவும்முனை-மரத்தின் வேறு பகுதியில் செயல்படுத்தக்கூடிய மூடுதலுக்குள் முனைகளை மடிக்கவும்வரம்புக்கு மடக்கு மதிப்பு, மடக்கு (a, b)போதுமான கிடைமட்ட இடம் இல்லையென்றால் சொற்களை மடிக்கவும்ரேப்பர் ஆபரேட்டர் அதன் பகுதி_பெயரை அமைத்த பிறகு கொடுக்கப்பட்ட op ஐ அழைக்கும்ஒரு மதிப்பை மூடிக்கொண்டு ஒவ்வொரு சுழற்சியையும் (a, b) மாற்றியமைக்கிறதுஎழுதுங்கள்படத்தை எழுதுங்கள்மரபு கலப்பு கோப்பு வடிவமைப்பை எழுதுங்கள்உள்ளக கோப்பை எழுதுங்கள் (இருப்பதை மேலெழுதும்)அசல் கோப்பை எழுதுங்கள் (மேலெழுதும்)ஒரு fbx கோப்பை எழுதுங்கள்எல்லா கீமாப்களையும் எழுதுங்கள் (பயனர் மாற்றியமைக்கப்படவில்லை)தற்போதைய கோப்பகத்திற்கு சுட்டுக்கொள்ளுங்கள் (இருக்கும் சுட்டுக்கொள்ளும்)அசல் இருப்பிடத்திற்கு சுட்டுக்கொள்ளுங்கள் (இருக்கும் கோப்பை மேலெழுத)சுருக்கப்பட்ட .கலப்பு கோப்பை எழுதுங்கள்விளிம்பு மென்மையாக்குதல் எழுதுங்கள்எழுது பிழை: %s ஐ சேமிக்க முடியாதுமுகம் மென்மையாக்குகிறதுமுகம் மென்மையான குழுக்களை எழுதுங்கள்தற்போதைய கோப்பகத்திற்கு கோப்பை எழுதுங்கள் (இருக்கும் கோப்பை மேலெழுத)அசல் இருப்பிடத்திற்கு கோப்பை எழுதுங்கள் (இருக்கும் கோப்பை மேலெழுத)கோப்பு பெயரை மட்டும் எழுதுங்கள்தற்போதைய கோப்பகத்திற்கு கோப்புகளை எழுதுங்கள் (இருக்கும் கோப்புகளை மேலெழுதவும்)அசல் இருப்பிடத்திற்கு கோப்புகளை எழுதுங்கள் (இருக்கும் கோப்புகளை மேலெழுதவும்)படக் கோப்பை வட்டுக்கு எழுதுங்கள்முனை மரத்தின் "link_operation_names" பண்புக்கான சூழல் சாக்கெட்டுக்கான இணைப்பு செயல்பாட்டு பெயர்களை எழுதவும்முடிந்தவரை உறவினர் பாதைகளை எழுதுங்கள்தவறான பட உள்ளீட்டு வகைதவறான முகமூடி உள்ளீட்டு வகைதவறான வெளியீட்டு வகைஃச்ஃச் கோணம்ஃச் ஆங்கிள் வேனில்ஃச் கோண விறைப்புஃச் அச்சுஃச் அச்சு விறைப்புஃச் முடிவுஃச் படைஃச் முன்னோக்கிஃச் இடம்ஃச் குறைவுஃச் மேப்பிங்ஃச் மேக்ச்ஃச் மணித்துளிஃச் கண்ணாடிஃச் இயல்பானதுஃச் ஆஃப்செட்ஃச் வானூர்திஃச் நிலைஃச் சுழற்சிஃச் அளவுஓ சான்று அச்சுஃச் வேனில்ஃச் தொடக்கஃச் விறைப்புஃச் துணைப்பிரிவுகள்ஃச் அப்ஃச் விரைவுஃச் அச்சுஃச் அச்சு திருத்தம் (மாற்ற)ஃச் அச்சு இயக்கம்படை புலத்தின் ஃச் கூறுவிரைவு புலத்தின் ஃச் கூறுஃச் தொடக்க நிலையின் ஒருங்கிணைப்புகுறியீட்டு இடத்தில் உள்ள வோக்சலின் ஃச் ஒருங்கிணைப்பு அல்லது ஓடுகளின் குறைந்தபட்ச ஃச் ஒருங்கிணைப்புஃச் கையேடுஃச் துண்டு தொடங்கும் இடத்தில்தோல் மாற்றியமைப்பாளரால் பயன்படுத்தப்படும் ஃச் ஆரம்எக்ச்-அச்சுஎக்ச்-அச்சு கண்ணாடிஎக்ச்-குளோபல்எக்ச்ரேஎக்ச்ரே ஒளிபுகாதற்போதைய பயன்முறையில் எக்ச்ரே கிடைக்கவில்லைஎக்ச்-அச்சு கைப்பிடி ஆஃப்செட் பி-எலும்பு வளைவின் முடிவுக்கு, வளைவை சரிசெய்கிறதுஎக்ச்-அச்சு கைப்பிடி ஆஃப்செட் பி-எலும்பு வளைவின் தொடக்கத்திற்கு, வளைவை சரிசெய்கிறதுபுதிய பொருளை கீழ் வைக்க எக்ச்-ஒருங்கிணைப்பு (திரை இடம்)பெற்றோருக்குரிய புள்ளிக்கு எக்ச்-ஆஃப்செட்திரை ஆயத்தொகுதிகளில் பிரேம் அட் பிரேமில் மார்க்கரின் எக்ச்-நிலைமார்க்கரின் நிலைக்கு ஒப்பிடும்போது சட்டத்தில் தேடலின் எக்ச்-நிலைவளைவு புள்ளியின் x/y ஆயத்தொகுப்புகள்பாதை புள்ளியின் x/y ஆயத்தொகுப்புகள்ஒரு மீட்டருக்கு x/y படப்புள்ளிகள், பட இடையகத்திற்குஎக்ச்:எக்ச்ஆர்எக்ச்ஆர் செயல் வரைபடம்எக்ச்ஆர் செயல் வரைபட பிணைப்புஎக்ச்ஆர் அதிரடி வரைபட பிணைப்புகள்எக்ச்ஆர் செயல் வரைபட உருப்படிஎக்ச்ஆர் செயல் வரைபட உருப்படிகள்எக்ச்ஆர் அதிரடி வரைபடங்கள்எக்ச்ஆர் கூறு பாதைஎக்ச்ஆர் கூறு பாதைகள்சாளர மேலாளர் நிகழ்வுக்கான எக்ச்ஆர் தரவுXR வழிசெலுத்தல்எக்ச்ஆர் அமர்வு அமைப்புகள்எக்ச்ஆர் அமர்வு நிலைஎக்ச்ஆர் பயனர் பாதைஎக்ச்ஆர் பயனர் பாதைகள்எக்ச்ஆர் செயல் பெயர்எக்ச்ஆர் அதிரடி தொகுப்பு பெயர்எக்ச்ஆர் செயல் வகைவகைக்கு தொடர்புடைய எக்ச்ஆர் செயல் மதிப்புகள்xyz eulerxyz சுழற்சி ஒழுங்கு - கிம்பல் பூட்டுக்கு வாய்ப்புள்ளது (இயல்புநிலை)xyz to rgbxzxz அளவிலான பயன்முறைxzy eulerxzy சுழற்சி ஒழுங்கு - கிம்பல் பூட்டுக்கு வாய்ப்புள்ளதுஎக்ச்ஃபார்ம் ஓப்ச்xiph.org ogg கொள்கலன்xiph.org vorbis கோடெக்xvidஒய்ஒய் கோணம்ஒய் கோண வேனில்ஒய் கோண விறைப்புஒய் அச்சுஒய் அச்சு விறைப்புஒய் முடிவுஒய் ஆற்றல்ஒய் முன்னோக்கிஎனது இருப்பிடம்லு லோயர்ஒய் மேப்பிங்ஒய் அதிகபட்சம்ஒய் மணித்துளிஒய் சாதாரணஒய் ஆஃப்செட்ஒய் வானூர்திஒய் நிலைஒய் சுழற்சிஒய் அளவுஒய் அளவிலான பயன்முறைலு மூலம் அச்சுஒய் வேனில்ஒய் தொடக்கஒய் விறைப்புஒய் துணைப்பிரிவுகள்ஆம்ஒய் விரைவுஒய் அச்சுஒய் அச்சு இயக்கம்படை புலத்தின் கூறுவிரைவு புலத்தின் ஒய் கூறுதொடக்க நிலையின் ஒருங்கிணைப்புகுறியீட்டு இடத்தில் உள்ள வோக்சலின் ஒய் ஒருங்கிணைப்பு அல்லது ஓடுகளின் குறைந்தபட்ச ஒய் ஒருங்கிணைப்புமற்றும் கையேடுதோல் மாற்றியமைப்பாளரால் பயன்படுத்தப்படும் ஒய் ஆரம்y- அச்சுஒய்-குளோபல்y- ஒருங்கிணைப்பு (திரை இடம்) புதிய பொருளை கீழ் வைக்கபெற்றோருக்குரிய புள்ளிக்கு y-ஆஃப்செட்திரை ஆயக்கட்டுகளில் சட்டத்தில் மார்க்கரின் ஒய்-நிலைமார்க்கரின் நிலைக்கு ஒப்பிடும்போது சட்டத்தில் தேடலின் y- நிலைஒய்:yccycbcrycbcr (itu 601)ycbcr (itu 709)ycbcr (jpeg)YCbCr (Y - luma, Cb - நீல-வேறுபாடு குரோமா, சிஆர் - சிவப்பு-வேறுபாடு குரோமா) வண்ண இடம்YCbCr முக்கிய சேனல்YCbCr வரம்பு சேனல்YCbCr வண்ண இடம்yuvYUV (Y - luma, உ V - chroma) வண்ண இடம்YUV கீ சேனல்YUV வரம்பு சேனல்yxz euleryxz சுழற்சி ஒழுங்கு - கிம்பல் பூட்டுக்கு வாய்ப்புள்ளதுyzx euleryzx சுழற்சி ஒழுங்கு - கிம்பல் பூட்டுக்கு வாய்ப்புள்ளதுகெசம்மஞ்சள்-நீலம்நேற்றுஇதை "கணினி" விருப்பங்களிலிருந்து பின்னர் சரிசெய்யலாம்.இணைக்கப்பட்ட செங்குத்துகளின் சரத்தையும் நீங்கள் தேர்ந்தெடுக்க வேண்டும்ஒரு மாதிரியை உருவாக்க நீங்கள் ஒரு ரிக் வகையைத் தேர்ந்தெடுக்க வேண்டும்தேர்வின் இடது பக்கத்திற்கு உங்களுக்கு குறைந்தது 2 விசைகள் தேவைதேர்வின் வலது பக்கத்திற்கு உங்களுக்கு குறைந்தது 2 விசைகள் தேவைமல்டைர் பேக்கரைப் பயன்படுத்த உங்களுக்கு செயலில் அமைப்பு இருக்க வேண்டும்சட்சட் கோணம்சட் கோண வேனில்சட் கோண விறைப்புசட் அச்சுசட் அச்சு திருத்தம்சட் அச்சு விறைப்புசட் திசைசட் படைசட் முன்னோக்கிசட் இடம்சட் லோயர்சட் மேப்பிங்சட் மணித்துளிசட் சாதாரணசட் வானூர்திசட் சுழற்சிசட் அளவுசட் மூல அச்சுசட் வேனில்சட் விறைப்புசட் upசட் விரைவுசட் அச்சுசட் அச்சு திருத்தம்சட் அச்சு திருத்தம் (மாற்று)படை புலத்தின் சட் கூறுவிரைவு புலத்தின் சட் கூறுகுறியீட்டு இடத்தில் உள்ள வோக்சலின் சட் ஒருங்கிணைப்பு அல்லது ஓடுகளின் குறைந்தபட்ச சட் ஒருங்கிணைப்புசட் கையேடுசட், குறியீட்டு, இயல்பான, புறஊதா மற்றும் திசையன் பாச்கள் இந்த வாசலை விட சமமான அல்லது அதற்கு மேற்பட்ட ஆல்பா வெளிப்படைத்தன்மையுடன் கூடிய மேற்பரப்புகளால் மட்டுமே பாதிக்கப்படுகின்றனz- அச்சுஇசட்-பஃபர்Z- உலகளாவியz- அளவிலானz- upபி-எலும்பு வளைவின் முடிவுக்கு இசட்-அச்சு கைப்பிடி ஆஃப்செட், வளைவை சரிசெய்கிறதுz- அச்சு கையில் ஆஃப்செட் பி-எலும்பு வளைவின் தொடக்கத்திற்கு, வளைவை சரிசெய்கிறதுஅமைப்பு மேப்பிங்கின் இசட்-ஆஃப்செட்z:சிப்சிப் தவறாக தொகுக்கப்பட்டது; __init__.py ஒரு கோப்பகத்தில் இருக்க வேண்டும், மேல் மட்டத்தில் அல்லசிப்ச்zxzxy eulerzxy சுழற்சி ஒழுங்கு - கிம்பல் பூட்டுக்கு வாய்ப்புள்ளதுசிக்ச் யூலர்சிக்ச் சுழற்சி ஒழுங்கு - கிம்பல் பூட்டுக்கு வாய்ப்புள்ளதுசெனித் - தரை விமானத்திலிருந்து கோணம்சுழிய எடைகள்சீரான அளவிடுதலுக்கான பெரிய பரிமாணத்துடன் சுழிய மையப்படுத்தப்பட்ட ஆயத்தொகுப்புகள் இயல்பாக்குகின்றனசுழிய இயல்பானது கொடுக்கப்பட்டுள்ளதுசுழிய அளவை தீர்க்க முடியாதுசுழிய வோக்சல் அளவை தீர்க்க முடியாதுசீரோச் தொகுப்பு பதிப்புகள், வளர்ச்சிக்கு பயனுள்ளதாக இருக்கும் - மேம்படுத்தலை சோதிக்கசிப்மண்டல வெளியீட்டு முனை ஐடிஇந்த உள்ளீட்டு முனை சோடியாக இருக்கும் மண்டல வெளியீட்டு முனைபெரிதாக்குசூம் அச்சுசூம் காரணி ஃச்சூம் காரணி ஒய்பெரிதாக்க செல்வாக்குபெரிதாக்க கீஃப்ரேம்கள்சூம் முறைசிறிதாக்குசூம் பாதைபெரிதாக்கு விநாடிகள்சூம் பாணி3 டி மவுச் தொப்பியை மேல்நோக்கி இழுப்பதன் மூலம் அல்லது தொப்பியை கீழ்நோக்கி தள்ளுவதன் மூலம் பெரிதாக்குங்கள்பெரிதாக்க திசைசூம் காரணிகேமரா பார்வையில் பெரிதாக்க காரணிசூம் காரணி, 1.0 ஐ விட அதிகமான மதிப்புகள் பெரிதாக்கவும், குறைந்த மதிப்புகள் பெரிதாக்கவும்பெரிதாக்குநீங்கள் பார்வையை அளவிடுவது போல் பெரிதாக்கவும் வெளியேயும், மையத்துடன் தொடர்புடைய சுட்டி இயக்கங்கள்கிடைமட்ட சுட்டி இயக்கத்தின் அடிப்படையில் உள்ளேயும் வெளியேயும் பெரிதாக்கவும்செட் சூம் அச்சில் சுட்டி இயக்கத்தை அடிப்படையாகக் கொண்டு பெரிதாக்கவும்செங்குத்து சுட்டி இயக்கத்தின் அடிப்படையில் பெரிதாக்கவும் வெளியேயும்படத்தில் பெரிதாக்கு (2 டி கர்சரை மையமாகக் கொண்டது)பார்வையில் பெரிதாக்குஎல்லையில் உள்ள அருகிலுள்ள உருப்படிக்கு பார்வையில் பெரிதாக்குங்கள்எல்லையில் உள்ள அருகிலுள்ள பொருளின் பார்வையில் பெரிதாக்கவும்2 டி சாளர மையத்தை விட 3d பார்வையில் சுட்டி சுட்டிக்காட்டி நிலையை நோக்கி பெரிதாக்கவும்பார்வையில் பெரிதாக்கவும்பின்னணி படத்தை பெரிதாக்கவும்/அவுட் செய்யவும்படத்தை பெரிதாக்கவும்/அவுட் செய்யவும்பார்வையில் பெரிதாக்கவும்சிறிதாக்குபடத்தை பெரிதாக்கவும் (2 டி கர்சரை மையமாகக் கொண்டது)பார்வையை பெரிதாக்கவும்சூம் விழுக்காடுஇப்பரப்பில் பொருந்தும் வகையில் பெரிதாக்கு முன்னோட்டம்சூம் விகிதம், 1.0 என்பது 1: 1, அதிகபட்சம் பெரிதாக்கப்படுகிறது, கீழ் பெரிதாக்கப்படுகிறதுதேர்ந்தெடுக்கப்பட்ட கீற்றுகளில் சீக்வென்சரை பெரிதாக்கவும்பொருத்தமாக பெரிதாக்கவும்பிரேம் வகைக்கு பெரிதாக்குசுட்டி நிலைக்கு பெரிதாக்கு[அதிரடி ச்டாச்][இ] - ஓவர்சூட்டை முடக்கு[இ] - ஓவர்சூட்டை இயக்கவும்[சிப்ட்] - துல்லிய செயலில்`சேகரிப்பு.போன்கள்` ஆர்மேச்சர் திருத்து பயன்முறையில் கிடைக்கவில்லை%s ஃச் உடன்%s ஒய் உடன்%s சட் உடன்ஃச் உடன்ஒய் உடன்சட் உடன்உள்ளக சட் உடன்மற்றும் AMD அட்ரினலின் டிரைவர் %s அல்லது புதியதுமற்றும் என்விடியா டிரைவர் பதிப்பு %s அல்லது புதியதுமற்றும் ROCm HIP இயக்க நேரம் %s அல்லது புதியதுமற்றும் சாளரங்கள் டிரைவர் பதிப்பு %s அல்லது புதியதுசிறுகுறிப்புகள்ஆர்கோச் (அ)ஆர்க்சின்ஆர்க்டன் (அ)ஆயுதங்கள்பண்புகளைபிடாச்க்கலப்பான் இயல்புநிலைகலப்பான்:hlg_rec2020_display_203nitsகலப்பான்:pq_rec2020_display_203nitsதூரிகைகள்பைட்டுகள்cache_filesகேமராகேமராக்கள்வகைஇடைநிலைப் பலகைசேகரிப்புகள்வண்ண தேர்வாளர்color_index தவறானதுஆக்கபூர்வமான மாற்றியமைப்பாளர்சூழல் "சாளரம்" எதுவும் இல்லைcos (அ)கோச் (அ)கர்சர்வளைவுகள்தனிப்பயன்டிபிஎல்-இழுவை-எக்ச்பிரன் (அ)fbmகோப்புகள்எழுத்துருக்கள்பஒநொ: %.2fபஒநொ: %iகிம்பல்கிச்மோச்gltfgltf 2.0gltf 2.0 வடிவம்GLTF அனிமேசன்கள்glTF பைனரி (.glb)glTF உட்பொதிக்கப்பட்ட (.gltf)GLTF பொருள் மாறுபாடுகள்glTF தனி (.gltf + .bin + textures)gltf வகைகள்gltfpack கோப்பு பாதைஉலகளாவியசி.எல்.டி.எஃப்.பேக்கிரீச் பென்சில்கள்ஏர்_ கார்வுகள்iscaleitascதிருத்துதல் இயக்க நினைவகத்தில்!தொழில் இணக்கமான தரவுலட்டுகள்இடதுநூலகங்கள்லைட்ப்ரோப்ச்விளக்குகள்லைன்பாணிகள்இணைப்பு_ பிளேச்ஓல்டர்கள்உள்ளக%s ஃச் ஐ பூட்டுதல்%s ஒய் ஐப் பூட்டுதல்%s சட் பூட்டுதல்முகமூடிகள்மூலப்பொருட்கள்மெட்ரிக்குகள்மெச்கள்வளர்சிதை மாற்றங்கள்ஒலிவாங்கிமிமீமூவிக்ளிப்ச்மல்டி-ரெச் மாற்றியமைப்பாளர்பெயர்பிணையம்கிச்மா இல்லைமெட்ரிக்குகள் இல்லைநிலைகள் இல்லைமுனை_ குழுக்கள்முக்கோணமற்ற முகம்சாதாரணபொருள்_நிறம்பொருள்கள்ஒனீப்அல்லது AMD ரேடியான் புரோ %s டிரைவர் அல்லது புதியதுஅல்லது AMD இயக்கி பதிப்பு %s அல்லது புதியதுஇல்லையெனில் அதைத் தவிர்க்க வேண்டும்.பி 0பெயிண்ட்_குர்வ்ச்தட்டுகள்பெற்றோர்துகள்கள்செயல்திறன் தாக்கம்!நடு_நிலைபாயிண்ட் கிளவுட்ச்கருத்துக்கணிப்பு தோல்வியடைந்ததுநிலைகள்பி.எக்ச்படிமேலே உள்ள விருப்பங்களின் விளைவைக் குறைக்கவும்அகற்றுரெச்வலதுஎச்ஆர்சிபிsrgb iec 61966-2-1 கலவை (துண்டு வாரியாக) குறியாக்கம்திரைப்பட வியூ உருமாற்றத்துடன் எச்ஆர்சிபி காட்சி இடம்புதிய, வழக்கமான கோப்பாக சேமிக்கப்பட்டது.திரைதிரைகள்shate_keysஊழ்கம் (அ)ஊழ்கம் (x) / ஃச்சின் (அ)ஒலிகள்பேச்சாளர்கள்sqrt (x*x+y*y+z*z)பழுப்பு (அ)தான் (அ)ஒரு பாப்அப்பிற்கு வெளியே பயன்படுத்தப்படும் வார்ப்புரு_போப்யூப்_கன்ஃப்நூல்கள்கட்டமைப்புகள்மூவி கிளிப்பை ஏற்ற முடியவில்லைஉரையை ஏற்ற முடியவில்லைகோப்பைத் திறக்க முடியவில்லைஅறியப்படாத பிழை கோப்பை வாசித்தல்அறியப்படாத பிழை புள்ளிவிவர கோப்புஅறியப்படாத பிழை எழுதும் கோப்புஆதரிக்கப்படாத எழுத்துரு வடிவம்ஆதரிக்கப்படாத வடிவம்ஆதரிக்கப்படாத பட வடிவம்ஆதரிக்கப்படாத திரைப்பட கிளிப் வடிவம்uv_on_emitter () க்கு மதிப்பிடப்பட்ட பொருளிலிருந்து ஒரு மாற்றி தேவைப்படுகிறதுபார்வைதொகுதிகள்சாளரம்_மேனர்கள்பழைய பிளெண்டர் பதிப்போடு?பணியிடங்கள்உலகங்கள்எழுதுங்கள்ஒய் = (கோடாரி + பி){:.4g} பஒநொ{:d} f-curve (கள்) முக்கியத்துவம் வாய்ந்தவை அல்ல. அவை பூட்டப்பட்டிருக்கலாம் அல்லது மாதிரி செய்யப்படலாம்.{:d} mb{:d} திரவ துகள்கள்{:d} படம் (கள்) கண்ணி விமானமாக (கள்) மாற்றப்பட்டது{:d} முனைகள் தேர்ந்தெடுக்கப்படுகின்றன, ஆனால் இந்த ஆபரேட்டர் {:d} இல் மட்டுமே வேலை செய்ய முடியும்.{:s} • {:s} இழுக்கும்போது ச்னாப் மாற்றுகிறது • {:s} மையத்திலிருந்து இழுத்துச் செல்கிறது • {:s} நிலையான அம்சத்தை மாற்றுகிறது{:s} (உலகளாவிய){:s} (கிடைக்கவில்லை){:s} ({:s} கிடைக்கிறது){:s} ஆதரிக்கப்படவில்லை{:s} → {:s}{:s}: {:s}{} ({} வட்டில்){} ({} பேக்){} ஃப்ரேம்கள் @ {} FPS{} இல்லை{} ஒரு வரிசையின் ஒரு பகுதியாகத் தெரியவில்லை{} வினாடிகள்{} துண்டு(கள்) வெற்றிகரமாக {} கீஃப்ரேம்கள் அகற்றப்பட்டன|%i இணைக்கப்பட்ட நூலகப் பொருள்(கள்)|%i மல்டியூசர் ஆர்மேச்சர் பொருள்(கள்)× (ax + b)கை கையில் உள்ள சாளரங்கள் டிரைவர் 31.0.112.0 அல்லது அதற்கு மேற்பட்ட தேவை←↑→↓⏭⏮⏯⏹