TOOLTIPS!
(26802)
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FOREVER BLENDER!
DEMOHERO
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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.
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Settings
(Mesh Selected)
Texture Mesh: Use another mesh for texture indicies (vertex indicies must
be aligned)
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Vertex Groups
(Mesh Selected)
Mirror Vertex Group: Mirror weights, and flip vertex group names, copying when only one side is selected.
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Shape Keys
(Mesh Selected)
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:
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UV Texture
(Mesh Selected)
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Vertex Colors
(Mesh Selected)
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Shape
(Curve Selected)
Auto Texture Space: Adjusts active object's texture space automatically when transforming object.
Smooth: Smoothing iteration for tangents.
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Geometry
(Curve Selected)
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Path Animation
(Curve Selected)
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Active Spline
(Curve Selected)
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Shape
(Surface Selected)
Auto Texture Space: Adjusts active object's texture space automatically when transforming object
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Active Spline
(Surface Selected)
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.
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Metaball
(Metaball Selected)
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Active Element
(Metaball Selected)
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Shape
(Font Selected)
Auto Texture Space: Adjusts active object's texture space automatically when transforming object
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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:
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Paragraph
(Font Selected)
Line:
Offset X: Horizontal offset from the object origin.
Offset Y: Vertical offset from the object origin.
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Text Boxes
(Font Selected)
Width:
Height:
Offset X:
Offset Y:
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Motion Paths
(Armature Selected)
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Skeleton
(Armature Selected)
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Display
(Armature Selected)
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Bone Groups
(Armature Selected)
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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:
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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.
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 doesnt 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
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Meta-Rig Templates
(Armature Selected)
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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.
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Empty
(Empty Selected)
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Lens
(Camera Selected)
End of Field: Use this object to define the depth of field focal point.
Distance: Distance to the focus point for depth of field.
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Orthographic Selected
Orthographic Scale: Orthographic Camera scale (similar to zoom).
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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
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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
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Shadow
(Lamp Selected-Point)
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Spot Shape
(Lamp Selected-Sun)
Show Cone: Draw transparent cone in 3D view to visualize which objects are contained in it.
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Falloff Curve
(Lamp Selected-Spot)
1: Zoom in.
2: Zoom out.
3: Tools.
4: Clipping Options.
5: Delete Points.
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Shadow
(Lamp Selected-Spot)
Deep Selected
Compress: Deep shadow map compression threshold.
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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.
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Shadow
(Lamp Selected-Area)
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