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BLENDER OBJECT DATA PANEL

TOOLTIPS!
(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

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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)

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.

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Name: Vertex group name.


Assign:
Remove:
Select:
Deselect:
Weight: Weight to assign in vertex groups.

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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:

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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:

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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:

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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.

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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.

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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.

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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.

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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

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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.

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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, dont update metaball at all.

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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.

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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

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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)

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.

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Text Boxes
(Font Selected)

Width:
Height:
Offset X:
Offset Y:

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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' Onionskining 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' Onionskining method)

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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.

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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.

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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.

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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.

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 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)

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.

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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)

Display: Viewport display style for empties.


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

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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.

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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)

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)

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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.

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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.

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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.

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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 doesnt 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.

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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)

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).

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