object data tooltips 2.5

38
1 B B L L E E N N D D E E R R O O B B J J E E C C T T D D A A T T A A P P A A N N E E L L T T O O O O L L T T I I P P S S ! ! (26802) IF YOU WANT TO SEE EVERY TOOLTIPS TOGETHER, THIS DOCUMENT IS JUST FOR YOU! Tooltips information source: http://www.blender.org/documentation/250PythonDoc/genindex.html FOREVER BLENDER! DEMOHERO http://foreverblender.blogspot.com http://foreverblender.blogspot.com

Upload: kadriank

Post on 29-Jan-2016

222 views

Category:

Documents


0 download

DESCRIPTION

3d

TRANSCRIPT

Page 1: Object Data Tooltips 2.5

1

BBLLEENNDDEERR OOBBJJEECCTT DDAATTAA PPAANNEELL

TTOOOOLLTTIIPPSS!!

(26802)

IF YOU WANT TO SEE EVERY TOOLTIPS TOGETHER,

THIS DOCUMENT IS JUST FOR YOU!

Tooltips information source: http://www.blender.org/documentation/250PythonDoc/genindex.html

FOREVER BLENDER!

DEMOHERO

http://foreverblender.blogspot.com http://foreverblender.blogspot.com

Page 2: Object Data Tooltips 2.5

2

Normals

(Mesh Selected)

Auto Smooth: Treats all set-smoothed faces with angles less than the

specified angle as 'smooth' during render.

Angle: Defines maximum angle between face normals that 'Auto Smooth' will

operate on.

Vertex Normal Flip: Flip vertex normals towards the camera during render.

Double Sided: Render/display the mesh with double or single sided lighting.

http://foreverblender.blogspot.com http://foreverblender.blogspot.com

Page 3: Object Data Tooltips 2.5

3

Settings

(Mesh Selected)

Texture Mesh: Use another mesh for texture indicies (vertex indicies must

be aligned)

http://foreverblender.blogspot.com http://foreverblender.blogspot.com

Page 4: Object Data Tooltips 2.5

4

Vertex Groups

(Mesh Selected)

1: Active index in vertex group array.

2:

3:

Sort Vertex Groups: Sorts vertex groups alphabetically

Copy Vertex Groups:

Copy Vertex Groups to Linked: Copy Vertex Groups to all users of the same

Geometry data

Copy Vertex Group to Selected: Copy Vertex Groups to other selected objects

with matching indices.

Mirror Vertex Group: Mirror weights, and flip vertex group names, copying when only one side is selected.

Name: Vertex group name.

Assign:

Remove:

Select:

Deselect:

Weight: Weight to assign in vertex groups.

http://foreverblender.blogspot.com http://foreverblender.blogspot.com

Page 5: Object Data Tooltips 2.5

5

Shape Keys

(Mesh Selected)

1: Current shape key index.

2:

3:

Transfer Shape Key: Copy the active objects current shape to other selected

objects with the same number of verts.

Join as Shapes: Merge selected objects to shapes of active object.

Mirror Shape Key:

1:

2:

3: Always show the current Shape for this Object.

4: Mute this shape key.

5: Apply shape keys in edit mode (for Meshes only).

6: Clear weights for all shape keys.

Relative: Makes shape keys relative.

Name:

http://foreverblender.blogspot.com http://foreverblender.blogspot.com

Page 6: Object Data Tooltips 2.5

6

UV Texture

(Mesh Selected)

1: Active UV texture index.

2: Sets the layer as active for rendering.

3: Add UV texture layer.

4: Remove UV texture layer.

Name:

http://foreverblender.blogspot.com http://foreverblender.blogspot.com

Page 7: Object Data Tooltips 2.5

7

Vertex Colors

(Mesh Selected)

1: Active vertex color index.

2: Sets the layer as active for rendering.

3: Add vertex color layer

4: Remove vertex color layer

Name:

http://foreverblender.blogspot.com http://foreverblender.blogspot.com

Page 8: Object Data Tooltips 2.5

8

Shape

(Curve Selected)

2D: Select 2D or 3D curve type.

3D: Select 2D or 3D curve type.

Preview: Surface resolution in U direction.

Render: Surface resolution in U direction used while rendering. Zero skips this

Property.

Font: Draw filled front for extruded/beveled curves.

Back: Draw filled back for extruded/beveled curves.

Twisting: The type of tilt calculation for 3D Curves.

Auto Texture Space: Adjusts active object's texture space automatically when transforming object.

Smooth: Smoothing iteration for tangents.

http://foreverblender.blogspot.com http://foreverblender.blogspot.com

Page 9: Object Data Tooltips 2.5

9

Geometry

(Curve Selected)

Width: Scale the original width (1.0) based on given factor.

Extrude: Amount of curve extrusion when not using a bevel object.

Depth: Bevel depth when not using a bevel object.

Resolution: Bevel resolution when depth is non-zero and no specific bevel

object has been defined.

Taper Object: Curve object name that defines the taper (width).

Bevel Object: Curve object name that defines the bevel shape.

http://foreverblender.blogspot.com http://foreverblender.blogspot.com

Page 10: Object Data Tooltips 2.5

10

Path Animation

(Curve Selected)

Path Animation: Enable the curve to become a translation path.

Frames: The number of frames that are needed to traverse the path, defining

the maximum value for the 'Evaluation Time' setting.

Evaluation Times: Parametric position along the length of the curve that

Objects 'following' it should be at. Position is evaluated

by dividing by the 'Path Length' value.

Follow: Make curve path children to rotate along the path.

Stretch: Option for curve-deform: makes deformed child to stretch along entire path.

Radius: Option for paths: apply the curve radius with path following it and deforming.

Offset Children: Children will use TimeOffs value as path distance offset.

http://foreverblender.blogspot.com http://foreverblender.blogspot.com

Page 11: Object Data Tooltips 2.5

11

Active Spline

(Curve Selected)

Cyclic: Make this curve or surface a closed loop in the U direction.

Resolution: Curve or Surface subdivisions per segment.

Tilt: The type of tilt interpolation for 3D, Bezier curves.

Radius: The type of radius interpolation for Bezier curves.

Smooth: Smooth the normals of the surface or beveled curve.

http://foreverblender.blogspot.com http://foreverblender.blogspot.com

Page 12: Object Data Tooltips 2.5

12

Shape

(Surface Selected)

Preview U: Surface resolution in U direction.

Render U: Surface resolution in U direction used while rendering. Zero skips this

Property.

Preview V: Surface resolution in V direction.

Render: Surface resolution in V direction used while rendering. Zero skips this

property

Auto Texture Space: Adjusts active object's texture space automatically when transforming object

http://foreverblender.blogspot.com http://foreverblender.blogspot.com

Page 13: Object Data Tooltips 2.5

13

Active Spline

(Surface Selected)

Cyclic U: Make this curve or surface a closed loop in the U direction.

Bezier U: Make this nurbs curve or surface act like a bezier spline in the U

direction (Order U must be 3 or 4, Cyclic U must be disabled).

Endpoint U: Make this nurbs curve or surface meet the endpoints in the U

direction (Cyclic U must be disabled).

Cyclic V: Make this surface a closed loop in the V direction.

Bezier V: Make this nurbs surface act like a bezier spline in the V direction (Order

V must be 3 or 4, Cyclic V must be disabled).

Endpoint V: Make this nurbs surface meet the endpoints in the V direction (Cyclic V must be disabled).

Order U: Nurbs order in the U direction (For splines and surfaces), Higher values let points influence a greater area.

Order V: Nurbs order in the V direction (For surfaces only), Higher values let points influence a greater area.

Resolution U: Curve or Surface subdivisions per segment.

Resolution V: Surface subdivisions per segment.

http://foreverblender.blogspot.com http://foreverblender.blogspot.com

Page 14: Object Data Tooltips 2.5

14

Metaball

(Metaball Selected)

View: Polygonization resolution in the 3D viewport.

Render: Polygonization resolution in rendering.

Threshold: Influence of meta elements.

Always: When editing, update metaball always.

Half: When editing, update metaball in half resolution.

Fast: When editing, update metaball without polygonization.

Never: When editing, don’t update metaball at all.

http://foreverblender.blogspot.com http://foreverblender.blogspot.com

Page 15: Object Data Tooltips 2.5

15

Active Element

(Metaball Selected)

Type: Metaball types.

Stiffness: Stiffness defines how much of the element to fill.

Negative: Set metaball as negative one.

Hide: Hide element.

http://foreverblender.blogspot.com http://foreverblender.blogspot.com

Page 16: Object Data Tooltips 2.5

16

Shape

(Font Selected)

Preview U: Surface resolution in U direction.

Render U: Surface resolution in U direction used while rendering. Zero skips this

property

Font: Draw filled front for extruded/beveled curves.

Back: Draw filled back for extruded/beveled curves.

Fast Editing: Don't fill polygons while editing.

Auto Texture Space: Adjusts active object's texture space automatically when transforming object

http://foreverblender.blogspot.com http://foreverblender.blogspot.com

Page 17: Object Data Tooltips 2.5

17

Font

(Font Selected)

1:Browse ID data

2: Unique datablock ID name.

3: Displays number of users this data. Click to make a single-user copy.

4:

5:

Size:

Shear: Italic angle of the characters.

Object Font: Use Blender Objects as font characters. Give font objects a common

name followed by the character it represents, eg. familya, familyb etc,

and turn on Verts Duplication.

Text on Curve: Curve deforming text object.

Position: Vertical position of underline

Thickness:

Bold:

Italic:

Underline:

http://foreverblender.blogspot.com http://foreverblender.blogspot.com

Page 18: Object Data Tooltips 2.5

18

Paragraph

(Font Selected)

Left: Align text to the left.

Center: Center text.

Right: Align text to the left.

Justify: Align to the left and the right.

Flush: Align to the left and the right, with equal character spacing.

Character:

Word:

Line:

Offset X: Horizontal offset from the object origin.

Offset Y: Vertical offset from the object origin.

http://foreverblender.blogspot.com http://foreverblender.blogspot.com

Page 19: Object Data Tooltips 2.5

19

Text Boxes

(Font Selected)

Width:

Height:

Offset X:

Offset Y:

http://foreverblender.blogspot.com http://foreverblender.blogspot.com

Page 20: Object Data Tooltips 2.5

20

Motion Paths

(Armature Selected)

In Range: Display Paths of poses within specified range.

Around Frame: Display Paths of poses within a fixed number of frames around the

current frame.

Start: Starting frame of range of paths to display/calculate (not for 'Around Current

Frame' Onion-skinning method)

End: End frame of range of paths to display/calculate (not for 'Around Current

Frame' Onion-skinning method)

Step: Number of frames between paths shown (not for 'On Keyframes' Onion-

skining method).

Heads: Calculate bone paths from heads.

Tails: Calculate bone paths from tails.

Frame Numbers: Show frame numbers on Motion Paths.

Keyframes: Emphasize position of keyframes on Motion Paths.

Keyframe Numbers: Show frame numbers of Keyframes on Motion Paths.

Calculate Paths: Calculate paths for the selected bones.

Clear Paths: Clear path caches for the selected bones.

Around Flame Selected

Before: Number of frames to show before the current frame (only for 'Around

Current Frame' Onion-skinning method)

After: Number of frames to show after the current frame (only for 'Around Current

Frame' Onion-skinning method)

Step: Number of frames between paths shown (not for 'On Keyframes' Onion-

skining method)

http://foreverblender.blogspot.com http://foreverblender.blogspot.com

Page 21: Object Data Tooltips 2.5

21

Skeleton

(Armature Selected)

Pose Position: Show armature in posed state.

Rest Position: Show armature in binding pose state. No posing possible.

Layers: Armature layer visibility.

Protected Layers: Protected layers in Proxy Instances are restored to Proxy

settings on file reload and undo.

Vertex Groups: Enable Vertex Groups when defining deform.

Envelops: Enable Bone Envelopes when defining deform.

Quaternion: Enable deform rotation with Quaternions.

B-Bones Rest: Make B-Bones deform already in Rest Position.

http://foreverblender.blogspot.com http://foreverblender.blogspot.com

Page 22: Object Data Tooltips 2.5

22

Display

(Armature Selected)

Octahedral: Display bones as octahedral shape (default).

Stick: Display bones as simple 2D line with dots.

B-Bone: Display bones as boxes, showing subdivision and B-Splines.

Envelope: Display bones as extruded spheres, showing deformation influence

volume.

Names: Draw bone names.

Axes: Draw bone axes.

Shapes: Draw bones with their custom shapes.

Colors: Draw bone group colors Draw bone group colors.

Delay Refresh: Don't deform children when manipulating bones in Pose Mode.

X-Ray (Object): Makes the object draw in front of others.

http://foreverblender.blogspot.com http://foreverblender.blogspot.com

Page 23: Object Data Tooltips 2.5

23

Bone Groups

(Armature Selected)

1: Add a new bone group.

2: Remove the active bone group.

Assign: Add selected bones to the chosen bone group.

Remove: Remove selected bones from all bone groups.

http://foreverblender.blogspot.com http://foreverblender.blogspot.com

Page 24: Object Data Tooltips 2.5

24

Ghost

(Armature Selected)

Around Frame: Display Ghosts of poses within a fixed number of frames around

the current frame.

In Range: Display Ghosts of poses within specified range.

On Keyframes: Ghosts of poses

Range: Number of frame steps on either side of current frame to show as ghosts

(only for 'Around Current Frame' Onion-skining method)

Step: Frame step for Ghosts (not for 'On Keyframes' Onion-skining method)

Selected Only:

http://foreverblender.blogspot.com http://foreverblender.blogspot.com

Page 25: Object Data Tooltips 2.5

25

iTaSC Parameters

(Armature Selected)

IK Solver: Selection of IK solver for IK chain, current choice is 0 for Legacy, 1 for

iTaSC

iTaSC Selected

Animation: Stateless solver computing pose starting from current action and

non-IK constraints.

Simulation: Statefull solver running in real-time context and ignoring actions

and non-IK constraints.

Precision: Precision of convergence in case of reiteration.

Iterations: Maximum number of iterations for convergence in case of reiteration.

Solver: Solving method selection: Automatic damping or manual damping.

DLS Selected

Damp: Maximum damping coefficient when singular value is nearly 0. Higher

values=more stability, less reactivity. Default=0.5

Eps: Singular value under which damping is progressively applied. Higher

values=more stability, less reactivity. Default=0.1

Simulation Selected

Never: The solver doesn’t reiterate, not even on first frame (starts form rest pose).

Initial: The solver reiterates (converges) on the first frame but not on subsequent

frame.

Always: The solver reiterates (converges) on all frames.

Auto Step: Automatically determine the optimal number of steps for best

performance/accuracy trade off.

Min: Lower bound for timestep in second in case of automatic substeps.

Max: Higher bound for timestep in second in case of automatic substeps.

Feedback: Feedback coefficient for error correction. Average response

time=1/feedback. Default=20

Max Velocity: Maximum joint velocity in rad/s. Default=50

http://foreverblender.blogspot.com http://foreverblender.blogspot.com

Page 26: Object Data Tooltips 2.5

26

Meta-Rig Templates

(Armature Selected)

1: Re-Scan the metarig package directory for scripts.

Generate: Generates a metarig from the active armature.

Check: Validate a metarig from the active armature.

Create Deform Rig: Create a graph from the active armature through graphviz.

Assign: Assign to the active posebone.

Clear: Clear type from the active posebone.

Sample: Create a sample metarig to be modified before generating the final rig.

All: Create a sample metarig to be modified before generating the final rig.

http://foreverblender.blogspot.com http://foreverblender.blogspot.com

Page 27: Object Data Tooltips 2.5

27

Lattice

(Lattice Selected)

U: Points in U direction.

V: Points in V direction.

W: Points in W direction.

Outside: Only draw, and take into account, the outer vertices.

http://foreverblender.blogspot.com http://foreverblender.blogspot.com

Page 28: Object Data Tooltips 2.5

28

Empty

(Empty Selected)

Display: Viewport display style for empties.

Size: Size of of display for empties in the viewport.

http://foreverblender.blogspot.com http://foreverblender.blogspot.com

Page 29: Object Data Tooltips 2.5

29

Lens

(Camera Selected)

1: Unit to edit lens in for the user interface.

Perspective:

Orthographic:

Angle: Perspective Camera lens value in millimeters.

Panorama: Render the scene with a cylindrical camera for pseudo-fisheye

lens effects

Shift X: Perspective Camera horizontal shift.

Shift Y: Perspective Camera vertical shift.

Start: Camera near clipping distance.

End: Camera far clipping distance.

End of Field: Use this object to define the depth of field focal point.

Distance: Distance to the focus point for depth of field.

Orthographic Selected

Orthographic Scale: Orthographic Camera scale (similar to zoom).

http://foreverblender.blogspot.com http://foreverblender.blogspot.com

Page 30: Object Data Tooltips 2.5

30

Display

(Camera Selected)

Limits: Draw the clipping range and focus point on the camera.

Size: Apparent size of the Camera object in the 3D View.

Mist: Draw a line from the Camera to indicate the mist area.

Title Safe: Show indicators for the title safe zone in Camera view

Name: Show the active Camera's name in Camera view.

Passepartout: Show a darkened overlay outside the image area in Camera view.

Alpha: Opacity (alpha) of the darkened overlay in Camera view

http://foreverblender.blogspot.com http://foreverblender.blogspot.com

Page 31: Object Data Tooltips 2.5

31

Lamp

(Lamp Selected-Point)

1: Light Color

Point: Omnidirectional point light source.

Sun: Constant direction parallel ray light source.

Spot: Directional cone light source.

Hemi: 180 degree constant light source.

Area: Directional area light source.

Energy: Amount of light that the lamp emits

Negative: Lamp casts negative light.

This Layer Only: Illuminates objects only on the same layer the lamp is on.

Specular: Lamp creates specular highlights.

Diffuse: Lamp does diffuse shading.

Falloff: Intensity Decay with distance.

Distance: Falloff distance - the light is at half the original intensity at this point.

Sphere: Sets light intensity to zero beyond lamp distance

http://foreverblender.blogspot.com http://foreverblender.blogspot.com

Page 32: Object Data Tooltips 2.5

32

Shadow

(Lamp Selected-Point)

No Shadow: Method to compute lamp shadow with

Ray Shadow: Use ray tracing for shadow.

Ray Shadow Selected

1: Color of shadows cast by the lamp

Adaptive QMC: Method for generating shadow samples: Adaptive QMC is

fastest, Constant QMC is less noisy but slower.

Constant QMC: Constant QMC is less noisy but slower.

Soft Size: Light size for ray shadow sampling (Raytraced shadows).

Samples: Amount of samples taken extra (samples x samples).

Threshold: Threshold for Adaptive Sampling (Raytraced shadows)

http://foreverblender.blogspot.com http://foreverblender.blogspot.com

Page 33: Object Data Tooltips 2.5

33

Sky & Atmosphere

(Lamp Selected-Sun)

Sky: Apply sun effect on sky.

Add: Add a Sky & Atmosphere preset.

Turbidity: Sky turbidity

Blending: Blend mode for combining sun sky with world sky.

Factor: Blend factor with sky.

Horizon Brightness: Horizon brightness.

Spread: Horizon Spread.

SMPTE: Color space to use for internal XYZ->RGB color conversion.

REC709: Color space to use for internal XYZ->RGB color conversion.

CIE: Color space to use for internal XYZ->RGB color conversion.

Exposure: Strength of sky shading exponential exposure correction

Sun Brightness: Sun brightness

Size: Sun size.

Back Light: Backscattered light.

Atmosphere: Apply sun effect on atmosphere

Sun: Sun intensity.

Distance: Multiplier to convert blender units to physical distance.

Inscattering: Scatter contribution factor.

Extinction: Extinction scattering contribution factor.

http://foreverblender.blogspot.com http://foreverblender.blogspot.com

Page 34: Object Data Tooltips 2.5

34

Spot Shape

(Lamp Selected-Sun)

Size: Angle of the spotlight beam in degrees.

Blend: The softness of the spotlight edge.

Halo: Renders spotlight with a volumetric halo (Buffer Shadows).

Intensity: Brightness of the spotlight's halo cone (Buffer Shadows).

Square: Casts a square spot light shape.

Show Cone: Draw transparent cone in 3D view to visualize which objects are contained in it.

http://foreverblender.blogspot.com http://foreverblender.blogspot.com

Page 35: Object Data Tooltips 2.5

35

Falloff Curve

(Lamp Selected-Spot)

1: Zoom in.

2: Zoom out.

3: Tools.

4: Clipping Options.

5: Delete Points.

Lin/Quad Weighted Selected

Distance: Falloff distance - the light is at half the original intensity at this point.

Linear: Linear distance attenuation.

Quadratic: Quadratic distance attenuation.

http://foreverblender.blogspot.com http://foreverblender.blogspot.com

Page 36: Object Data Tooltips 2.5

36

Shadow

(Lamp Selected-Spot)

Buffer Shadow: Lets spotlight produce shadows using shadow

buffer.

Classical: Classic shadow buffer.

Classical-Halfway: Regular buffer, averaging the closest and

2nd closest Z value to reducing bias artifaces.

Irregular: Irregular buffer produces sharp shadows always, but

It doesn’t show up for ray tracing.

Deep: Deep shadow buffer supports transparency and better

filtering, at the cost of more memory usage and

processing time.

Filter Type: Type of shadow filter (Buffer Shadows).

Sample Buffers: Number of shadow buffers to render for better

AA, this increases memory usage

Soft: Size of shadow buffer sampling area.

Bias: Shadow buffer sampling bias.

Size: Resolution of the shadow buffer, higher values give crisper shadows but use more memory.

Samples: Number of shadow buffer samples.

Autoclip Start: Automatic calculation of clipping-start, based on visible vertices.

Autoclip End: Automatic calculation of clipping-end, based on visible vertices.

Clip Start: Shadow map clip start: objects closer will not generate shadows.

Clip End: Shadow map clip end beyond which objects will not generate shadows.

Deep Selected

Compress: Deep shadow map compression threshold.

http://foreverblender.blogspot.com http://foreverblender.blogspot.com

Page 37: Object Data Tooltips 2.5

37

Area Shape

(Lamp Selected-Area)

Square:

Rectangle:

Size: Size of the area of the area Lamp, X direction size for

rectangle shapes.

Rectangle Selected

Size X: Size of the area of the area Lamp, X direction size for

Rectangle shapes

Size Y: Size of the area of the area Lamp in the Y direction for

Rectangle shapes.

http://foreverblender.blogspot.com http://foreverblender.blogspot.com

Page 38: Object Data Tooltips 2.5

38

Shadow

(Lamp Selected-Area)

Constant Jittered Selected

Constant Jittered:

Samples: Amount of samples taken extra (samples x samples).

Umbra: Emphasize parts that are fully shadowed (Constant

Jittered sampling).

Dither: Use 2x2 dithering for sampling (Constant Jittered

sampling).

Jitter: Use noise for sampling (Constant Jittered sampling).

http://foreverblender.blogspot.com http://foreverblender.blogspot.com