NOTE * CLASS.FROM -> TO: TYPE DESCRIPTION
-Action.fcurves -> fcurves: collection, '(read-only) The individual F-Curves that make up the Action'
-Action.groups -> groups: collection, '(read-only) Convenient groupings of F-Curves'
-Action.pose_markers -> pose_markers: collection, '(read-only) Markers specific to this Action, for labeling poses'
-ActionActuator.action -> action: pointer 'NO DESCRIPTION'
-ActionActuator.blendin -> blendin: int 'Number of frames of motion blending'
-ActionActuator.continue_last_frame -> use_continue_last_frame: boolean 'Restore last frame when switching on/off, otherwise play from the start each time'
-ActionActuator.frame_end -> frame_end: int 'NO DESCRIPTION'
-ActionActuator.frame_property -> frame_property: string "Assign the action's current frame number to this property"
-ActionActuator.frame_start -> frame_start: int 'NO DESCRIPTION'
-ActionActuator.mode -> mode: enum 'Action playback type'
-ActionActuator.priority -> priority: int 'Execution priority - lower numbers will override actions with higher numbers. With 2 or more actions at once, the overriding channels must be lower in the stack'
-ActionActuator.property -> property: string 'Use this property to define the Action position'
-ActionConstraint.action -> action: pointer 'NO DESCRIPTION'
-ActionConstraint.frame_end -> frame_end: int 'Last frame of the Action to use'
-ActionConstraint.frame_start -> frame_start: int 'First frame of the Action to use'
-ActionConstraint.maximum -> max: float 'Maximum value for target channel range'
-ActionConstraint.minimum -> min: float 'Minimum value for target channel range'
-ActionConstraint.subtarget -> subtarget: string 'NO DESCRIPTION'
-ActionConstraint.target -> target: pointer 'Target Object'
-ActionConstraint.transform_channel -> transform_channel: enum 'Transformation channel from the target that is used to key the Action'
-ActionGroup.channels -> channels: collection, '(read-only) F-Curves in this group'
-ActionGroup.custom_color -> custom_color: int 'Index of custom color set'
-ActionGroup.expanded -> show_expanded: boolean 'Action Group is expanded'
-ActionGroup.lock -> lock: boolean 'Action Group is locked'
-ActionGroup.name -> name: string 'NO DESCRIPTION'
-ActionGroup.select -> select: boolean 'Action Group is selected'
-Actuator.expanded -> show_expanded: boolean 'Set actuator expanded in the user interface'
-Actuator.name -> name: string 'NO DESCRIPTION'
-Actuator.pinned -> pinned: boolean 'Display when not linked to a visible states controller'
-Actuator.type -> type: enum 'NO DESCRIPTION'
-ActuatorSensor.actuator -> actuator: string 'Actuator name, actuator active state modifications will be detected'
-Addon.module -> module: string 'Module name'
-AnimData.action -> action: pointer 'Active Action for this datablock'
-AnimData.action_blending -> action_blend_type: enum "Method used for combining Active Action's result with result of NLA stack"
-AnimData.action_extrapolation -> action_extrapolation: enum "Action to take for gaps past the Active Action's range (when evaluating with NLA)"
-AnimData.action_influence -> action_influence: float 'Amount the Active Action contributes to the result of the NLA stack'
-AnimData.drivers -> drivers: collection, '(read-only) The Drivers/Expressions for this datablock'
-AnimData.nla_enabled -> use_nla: boolean 'NLA stack is evaluated when evaluating this block'
-AnimData.nla_tracks -> nla_tracks: collection, '(read-only) NLA Tracks (i.e. Animation Layers)'
-AnimViz.motion_paths -> motion_paths: pointer, '(read-only) Motion Path settings for visualisation'
-AnimViz.onion_skinning -> onion_skin_frames: pointer, '(read-only) Onion Skinning (ghosting) settings for visualisation'
-AnimVizMotionPaths.after_current -> after_current: int "Number of frames to show after the current frame (only for 'Around Current Frame' Onion-skinning method)"
-AnimVizMotionPaths.bake_location -> bake_location: enum 'When calculating Bone Paths, use Head or Tips'
-AnimVizMotionPaths.before_current -> before_current: int "Number of frames to show before the current frame (only for 'Around Current Frame' Onion-skinning method)"
-AnimVizMotionPaths.frame_end -> frame_end: int "End frame of range of paths to display/calculate (not for 'Around Current Frame' Onion-skinning method)"
-AnimVizMotionPaths.frame_start -> frame_start: int "Starting frame of range of paths to display/calculate (not for 'Around Current Frame' Onion-skinning method)"
-AnimVizMotionPaths.frame_step -> frame_step: int "Number of frames between paths shown (not for 'On Keyframes' Onion-skinning method)"
-AnimVizMotionPaths.highlight_keyframes -> show_keyframe_highlight: boolean 'Emphasize position of keyframes on Motion Paths'
-AnimVizMotionPaths.search_all_action_keyframes -> show_keyframe_action_all: boolean 'For bone motion paths, search whole Action for keyframes instead of in group with matching name only (is slower)'
-AnimVizMotionPaths.show_frame_numbers -> show_frame_numbers: boolean 'Show frame numbers on Motion Paths'
-AnimVizMotionPaths.show_keyframe_numbers -> show_keyframe_numbers: boolean 'Show frame numbers of Keyframes on Motion Paths'
-AnimVizMotionPaths.type -> type: enum 'Type of range to show for Motion Paths'
-AnimVizOnionSkinning.after_current -> after_current: int "Number of frames to show after the current frame (only for 'Around Current Frame' Onion-skinning method)"
-AnimVizOnionSkinning.before_current -> before_current: int "Number of frames to show before the current frame (only for 'Around Current Frame' Onion-skinning method)"
-AnimVizOnionSkinning.frame_end -> frame_end: int "End frame of range of Ghosts to display (not for 'Around Current Frame' Onion-skinning method)"
-AnimVizOnionSkinning.frame_start -> frame_start: int "Starting frame of range of Ghosts to display (not for 'Around Current Frame' Onion-skinning method)"
-AnimVizOnionSkinning.frame_step -> frame_step: int "Number of frames between ghosts shown (not for 'On Keyframes' Onion-skinning method)"
-AnimVizOnionSkinning.only_selected -> show_only_selected: boolean 'For Pose-Mode drawing, only draw ghosts for selected bones'
-AnimVizOnionSkinning.type -> type: enum 'Method used for determining what ghosts get drawn'
-Area.active_space -> active_space: pointer, '(read-only) Space currently being displayed in this area'
-Area.regions -> regions: collection, '(read-only) Regions this area is subdivided in'
-Area.show_menus -> show_menus: boolean 'Show menus in the header'
-Area.spaces -> spaces: collection, '(read-only) Spaces contained in this area, the first space is active'
-Area.type -> type: enum 'Space type'
-AreaLamp.dither -> use_dither: boolean 'Use 2x2 dithering for sampling (Constant Jittered sampling)'
-AreaLamp.gamma -> gamma: float 'Light gamma correction value'
-AreaLamp.jitter -> use_jitter: boolean 'Use noise for sampling (Constant Jittered sampling)'
-AreaLamp.only_shadow -> use_only_shadow: boolean 'Causes light to cast shadows only without illuminating objects'
-AreaLamp.shadow_adaptive_threshold -> shadow_adaptive_threshold: float 'Threshold for Adaptive Sampling (Raytraced shadows)'
-AreaLamp.shadow_color -> shadow_color: float 'Color of shadows cast by the lamp'
-AreaLamp.shadow_layer -> use_shadow_layer: boolean 'Causes only objects on the same layer to cast shadows'
-AreaLamp.shadow_method -> shadow_method: enum 'Method to compute lamp shadow with'
-AreaLamp.shadow_ray_samples_x -> shadow_ray_samples_x: int 'Amount of samples taken extra (samples x samples)'
-AreaLamp.shadow_ray_samples_y -> shadow_ray_samples_y: int 'Amount of samples taken extra (samples x samples)'
-AreaLamp.shadow_ray_sampling_method -> shadow_ray_sample_method: enum 'Method for generating shadow samples: Adaptive QMC is fastest, Constant QMC is less noisy but slower'
-AreaLamp.shadow_soft_size -> shadow_soft_size: float 'Light size for ray shadow sampling (Raytraced shadows)'
-AreaLamp.shape -> shape: enum 'Shape of the area lamp'
-AreaLamp.size -> size: float 'Size of the area of the area Lamp, X direction size for Rectangle shapes'
-AreaLamp.size_y -> size_y: float 'Size of the area of the area Lamp in the Y direction for Rectangle shapes'
-AreaLamp.umbra -> use_umbra: boolean 'Emphasize parts that are fully shadowed (Constant Jittered sampling)'
-Armature.animation_data -> animation_data: pointer, '(read-only) Animation data for this datablock'
-Armature.auto_ik -> use_auto_ik: boolean 'Add temporaral IK constraints while grabbing bones in Pose Mode'
-Armature.bones -> bones: collection, '(read-only)'
-Armature.deform_envelope -> use_deform_envelopes: boolean 'Enable Bone Envelopes when defining deform'
-Armature.deform_quaternion -> use_deform_preserve_volume: boolean 'Deform rotation interpolation with quaternions'
-Armature.deform_vertexgroups -> use_deform_vertex_groups: boolean 'Enable Vertex Groups when defining deform'
-Armature.delay_deform -> use_deform_delay: boolean "Don't deform children when manipulating bones in Pose Mode"
-Armature.draw_axes -> show_axes: boolean 'Draw bone axes'
-Armature.draw_custom_bone_shapes -> show_bone_custom_shapes: boolean 'Draw bones with their custom shapes'
-Armature.draw_group_colors -> show_group_colors: boolean 'Draw bone group colors'
-Armature.draw_names -> show_names: boolean 'Draw bone names'
-Armature.drawtype -> drawtype: enum 'NO DESCRIPTION'
-Armature.edit_bones -> edit_bones: collection, '(read-only)'
-Armature.ghost_frame_end -> ghost_frame_end: int "End frame of range of Ghosts to display (not for 'Around Current Frame' Onion-skinning method)"
-Armature.ghost_frame_start -> ghost_frame_start: int "Starting frame of range of Ghosts to display (not for 'Around Current Frame' Onion-skinning method)"
-Armature.ghost_only_selected -> show_only_ghost_selected: boolean 'NO DESCRIPTION'
-Armature.ghost_size -> ghost_size: int "Frame step for Ghosts (not for 'On Keyframes' Onion-skinning method)"
-Armature.ghost_step -> ghost_step: int "Number of frame steps on either side of current frame to show as ghosts (only for 'Around Current Frame' Onion-skinning method)"
-Armature.ghost_type -> ghost_type: enum 'Method of Onion-skinning for active Action'
-Armature.layer -> layers: boolean 'Armature layer visibility'
-Armature.layer_protection -> layers_protected: boolean 'Protected layers in Proxy Instances are restored to Proxy settings on file reload and undo'
-Armature.pose_position -> pose_position: enum 'Show armature in binding pose or final posed state'
-Armature.x_axis_mirror -> use_mirror_x: boolean 'Apply changes to matching bone on opposite side of X-Axis'
-ArmatureActuator.bone -> bone: string 'Bone on which the constraint is defined'
-ArmatureActuator.constraint -> constraint: string 'Name of the constraint you want to control'
-ArmatureActuator.mode -> mode: enum 'NO DESCRIPTION'
-ArmatureActuator.secondary_target -> secondary_target: pointer 'Set weight of this constraint'
-ArmatureActuator.target -> target: pointer 'Set this object as the target of the constraint'
-ArmatureActuator.weight -> weight: float 'Set weight of this constraint'
-ArmatureBones.active -> active: pointer 'Armatures active bone'
-ArmatureEditBones.active -> active: pointer 'Armatures active edit bone'
-ArmatureModifier.invert -> invert_vertex_group: boolean 'Invert vertex group influence'
-ArmatureModifier.multi_modifier -> use_multi_modifier: boolean 'Use same input as previous modifier, and mix results using overall vgroup'
-ArmatureModifier.object -> object: pointer 'Armature object to deform with'
-ArmatureModifier.quaternion -> use_deform_preserve_volume: boolean 'Deform rotation interpolation with quaternions'
-ArmatureModifier.use_bone_envelopes -> use_bone_envelopes: boolean 'NO DESCRIPTION'
-ArmatureModifier.use_vertex_groups -> use_vertex_groups: boolean 'NO DESCRIPTION'
-ArmatureModifier.vertex_group -> vertex_group: string 'Vertex group name'
-ArmatureSensor.bone -> bone: string 'Identify the bone to check value from'
-ArmatureSensor.constraint -> constraint: string 'Identify the bone constraint to check value from'
-ArmatureSensor.test_type -> test_type: enum 'Type of value and test'
-ArmatureSensor.value -> value: float 'Specify value to be used in comparison'
-ArrayModifier.add_offset_object -> use_object_offset: boolean "Add another object's transformation to the total offset"
-ArrayModifier.constant_offset -> use_constant_offset: boolean 'Add a constant offset'
-ArrayModifier.constant_offset_displacement -> constant_offset_displacement: float 'NO DESCRIPTION'
-ArrayModifier.count -> count: int 'Number of duplicates to make'
-ArrayModifier.curve -> curve: pointer 'Curve object to fit array length to'
-ArrayModifier.end_cap -> end_cap: pointer 'Mesh object to use as an end cap'
-ArrayModifier.fit_type -> fit_type: enum 'Array length calculation method'
-ArrayModifier.length -> length: float 'Length to fit array within'
-ArrayModifier.merge_adjacent_vertices -> use_merge_adjacent_vertices: boolean 'Merge vertices in adjacent duplicates'
-ArrayModifier.merge_distance -> merge_distance: float 'Limit below which to merge vertices'
-ArrayModifier.merge_end_vertices -> use_merge_end_vertices: boolean 'Merge vertices in first and last duplicates'
-ArrayModifier.offset_object -> offset_object: pointer 'NO DESCRIPTION'
-ArrayModifier.relative_offset -> use_relative_offset: boolean "Add an offset relative to the object's bounding box"
-ArrayModifier.relative_offset_displacement -> relative_offset_displacement: float 'NO DESCRIPTION'
-ArrayModifier.start_cap -> start_cap: pointer 'Mesh object to use as a start cap'
-BackgroundImage.image -> image: pointer 'Image displayed and edited in this space'
-BackgroundImage.image_user -> image_user: pointer, '(read-only) Parameters defining which layer, pass and frame of the image is displayed'
-BackgroundImage.offset_x -> offset_x: float 'Offsets image horizontally from the world origin'
-BackgroundImage.offset_y -> offset_y: float 'Offsets image vertically from the world origin'
-BackgroundImage.show_expanded -> show_expanded: boolean 'Show the expanded in the user interface'
-BackgroundImage.size -> size: float 'Scaling factor for the background image'
-BackgroundImage.transparency -> transparency: float 'Amount to blend the image against the background color'
-BackgroundImage.view_axis -> view_axis: enum 'The axis to display the image on'
-BevelModifier.angle -> angle: float 'Angle above which to bevel edges'
-BevelModifier.edge_weight_method -> edge_weight_method: enum 'What edge weight to use for weighting a vertex'
-BevelModifier.limit_method -> limit_method: enum 'NO DESCRIPTION'
-BevelModifier.only_vertices -> use_only_vertices: boolean 'Bevel verts/corners, not edges'
-BevelModifier.width -> width: float 'Bevel value/amount'
-BezierSplinePoint.co -> co: float 'Coordinates of the control point'
-BezierSplinePoint.handle1 -> handle_left: float 'Coordinates of the first handle'
-BezierSplinePoint.handle1_type -> handle_left_type: enum 'Handle types'
-BezierSplinePoint.handle2 -> handle_right: float 'Coordinates of the second handle'
-BezierSplinePoint.handle2_type -> handle_right_type: enum 'Handle types'
-BezierSplinePoint.hide -> hide: boolean 'Visibility status'
-BezierSplinePoint.radius -> radius: float, '(read-only) Radius for bevelling'
-BezierSplinePoint.select_control_point -> select_control_point: boolean 'Control point selection status'
-BezierSplinePoint.select_left_handle -> select_left_handle: boolean 'Handle 1 selection status'
-BezierSplinePoint.select_right_handle -> select_right_handle: boolean 'Handle 2 selection status'
-BezierSplinePoint.tilt -> tilt: float 'Tilt in 3D View'
-BezierSplinePoint.weight -> weight: float 'Softbody goal weight'
-BlendTexture.flip_axis -> flip_axis: enum "Flips the texture's X and Y axis"
-BlendTexture.progression -> progression: enum 'Sets the style of the color blending'
-BlenderRNA.structs -> structs: collection, '(read-only)'
-BoidRule.in_air -> use_in_air: boolean 'Use rule when boid is flying'
-BoidRule.name -> name: string 'Boid rule name'
-BoidRule.on_land -> use_on_land: boolean 'Use rule when boid is on land'
-BoidRule.type -> type: enum, '(read-only)'
-BoidRuleAverageSpeed.level -> level: float "How much velocity's z-component is kept constant"
-BoidRuleAverageSpeed.speed -> speed: float 'Percentage of maximum speed'
-BoidRuleAverageSpeed.wander -> wander: float "How fast velocity's direction is randomized"
-BoidRuleAvoid.fear_factor -> fear_factor: float 'Avoid object if danger from it is above this threshold'
-BoidRuleAvoid.object -> object: pointer 'Object to avoid'
-BoidRuleAvoid.predict -> use_predict: boolean 'Predict target movement'
-BoidRuleAvoidCollision.boids -> use_avoid: boolean 'Avoid collision with other boids'
-BoidRuleAvoidCollision.deflectors -> use_avoid_collision: boolean 'Avoid collision with deflector objects'
-BoidRuleAvoidCollision.look_ahead -> look_ahead: float 'Time to look ahead in seconds'
-BoidRuleFight.distance -> distance: float 'Attack boids at max this distance'
-BoidRuleFight.flee_distance -> flee_distance: float 'Flee to this distance'
-BoidRuleFollowLeader.distance -> distance: float 'Distance behind leader to follow'
-BoidRuleFollowLeader.line -> use_line: boolean 'Follow leader in a line'
-BoidRuleFollowLeader.object -> object: pointer 'Follow this object instead of a boid'
-BoidRuleFollowLeader.queue_size -> queue_size: int 'How many boids in a line'
-BoidRuleGoal.object -> object: pointer 'Goal object'
-BoidRuleGoal.predict -> use_predict: boolean 'Predict target movement'
-BoidSettings.accuracy -> accuracy: float 'Accuracy of attack'
-BoidSettings.active_boid_state -> active_boid_state: pointer, '(read-only)'
-BoidSettings.active_boid_state_index -> active_boid_state_index: int 'NO DESCRIPTION'
-BoidSettings.aggression -> aggression: float 'Boid will fight this times stronger enemy'
-BoidSettings.air_max_acc -> air_acc_max: float 'Maximum acceleration in air (relative to maximum speed)'
-BoidSettings.air_max_ave -> air_ave_max: float 'Maximum angular velocity in air (relative to 180 degrees)'
-BoidSettings.air_max_speed -> air_speed_max: float 'Maximum speed in air'
-BoidSettings.air_min_speed -> air_speed_min: float 'Minimum speed in air (relative to maximum speed)'
-BoidSettings.air_personal_space -> air_personal_space: float 'Radius of boids personal space in air (% of particle size)'
-BoidSettings.allow_climb -> use_climb: boolean 'Allow boids to climb goal objects'
-BoidSettings.allow_flight -> use_flight: boolean 'Allow boids to move in air'
-BoidSettings.allow_land -> use_land: boolean 'Allow boids to move on land'
-BoidSettings.banking -> bank: float 'Amount of rotation around velocity vector on turns'
-BoidSettings.health -> health: float 'Initial boid health when born'
-BoidSettings.height -> height: float 'Boid height relative to particle size'
-BoidSettings.land_jump_speed -> land_jump_speed: float 'Maximum speed for jumping'
-BoidSettings.land_max_acc -> land_acc_max: float 'Maximum acceleration on land (relative to maximum speed)'
-BoidSettings.land_max_ave -> land_ave_max: float 'Maximum angular velocity on land (relative to 180 degrees)'
-BoidSettings.land_max_speed -> land_speed_max: float 'Maximum speed on land'
-BoidSettings.land_personal_space -> land_personal_space: float 'Radius of boids personal space on land (% of particle size)'
-BoidSettings.land_stick_force -> land_stick_force: float 'How strong a force must be to start effecting a boid on land'
-BoidSettings.landing_smoothness -> land_smooth: float 'How smoothly the boids land'
-BoidSettings.range -> range: float 'The maximum distance from which a boid can attack'
-BoidSettings.states -> states: collection, '(read-only)'
-BoidSettings.strength -> strength: float 'Maximum caused damage on attack per second'
-BoidState.active_boid_rule -> active_boid_rule: pointer, '(read-only)'
-BoidState.active_boid_rule_index -> active_boid_rule_index: int 'NO DESCRIPTION'
-BoidState.falloff -> falloff: float 'NO DESCRIPTION'
-BoidState.name -> name: string 'Boid state name'
-BoidState.rule_fuzziness -> rule_fuzzy: float 'NO DESCRIPTION'
-BoidState.rules -> rules: collection, '(read-only)'
-BoidState.ruleset_type -> ruleset_type: enum 'How the rules in the list are evaluated'
-BoidState.volume -> volume: float 'NO DESCRIPTION'
-Bone.bbone_in -> bbone_in: float 'Length of first Bezier Handle (for B-Bones only)'
-Bone.bbone_out -> bbone_out: float 'Length of second Bezier Handle (for B-Bones only)'
-Bone.bbone_segments -> bbone_segments: int 'Number of subdivisions of bone (for B-Bones only)'
-Bone.children -> children: collection, '(read-only) Bones which are children of this bone'
-Bone.connected -> use_connect: boolean, "(read-only) When bone has a parent, bone's head is struck to the parent's tail"
-Bone.cyclic_offset -> use_cyclic_offset: boolean "When bone doesn't have a parent, it receives cyclic offset effects"
-Bone.deform -> use_deform: boolean 'Bone does not deform any geometry'
-Bone.draw_wire -> show_wire: boolean 'Bone is always drawn as Wireframe regardless of viewport draw mode. Useful for non-obstructive custom bone shapes'
-Bone.envelope_distance -> envelope_distance: float 'Bone deformation distance (for Envelope deform only)'
-Bone.envelope_weight -> envelope_weight: float 'Bone deformation weight (for Envelope deform only)'
-Bone.head -> head: float 'Location of head end of the bone relative to its parent'
-Bone.head_local -> head_local: float 'Location of head end of the bone relative to armature'
-Bone.head_radius -> head_radius: float 'Radius of head of bone (for Envelope deform only)'
-Bone.hide -> hide: boolean 'Bone is not visible when it is not in Edit Mode (i.e. in Object or Pose Modes)'
-Bone.hide_select -> hide_select: boolean 'Bone is able to be selected'
-Bone.hinge -> use_hinge: boolean 'Bone inherits rotation or scale from parent bone'
-Bone.inherit_scale -> use_inherit_scale: boolean 'Bone inherits scaling from parent bone'
-Bone.layer -> layers: boolean 'Layers bone exists in'
-Bone.local_location -> use_local_location: boolean 'Bone location is set in local space'
-Bone.matrix -> matrix: float '3x3 bone matrix'
-Bone.matrix_local -> matrix_local: float '4x4 bone matrix relative to armature'
-Bone.multiply_vertexgroup_with_envelope -> use_envelope_multiply: boolean 'When deforming bone, multiply effects of Vertex Group weights with Envelope influence'
-Bone.name -> name: string 'NO DESCRIPTION'
-Bone.parent -> parent: pointer, '(read-only) Parent bone (in same Armature)'
-Bone.select -> select: boolean 'NO DESCRIPTION'
-Bone.tail -> tail: float 'Location of tail end of the bone'
-Bone.tail_local -> tail_local: float 'Location of tail end of the bone relative to armature'
-Bone.tail_radius -> tail_radius: float 'Radius of tail of bone (for Envelope deform only)'
-BoneGroup.color_set -> color_set: enum 'Custom color set to use'
-BoneGroup.colors -> colors: pointer, "(read-only) Copy of the colors associated with the group's color set"
-BoneGroup.name -> name: string 'NO DESCRIPTION'
-BooleanModifier.object -> object: pointer 'Mesh object to use for Boolean operation'
-BooleanModifier.operation -> operation: enum 'NO DESCRIPTION'
-BooleanProperty.array_length -> array_length: int, '(read-only) Maximum length of the array, 0 means unlimited'
-BooleanProperty.default -> default: boolean, '(read-only) Default value for this number'
-BooleanProperty.default_array -> default_array: boolean, '(read-only) Default value for this array'
-Brush.add_col -> add_col: float 'Color of cursor when adding'
-Brush.autosmooth_factor -> autosmooth_factor: float 'Amount of smoothing to automatically apply to each stroke'
-Brush.blend -> blend: enum 'Brush blending mode'
-Brush.clone_alpha -> clone_alpha: float 'Opacity of clone image display'
-Brush.clone_image -> clone_image: pointer 'Image for clone tool'
-Brush.clone_offset -> clone_offset: float 'NO DESCRIPTION'
-Brush.color -> color: float 'NO DESCRIPTION'
-Brush.crease_pinch_factor -> crease_pinch_factor: float 'How much the crease brush pinches'
-Brush.curve -> curve: pointer, '(read-only) Editable falloff curve'
-Brush.direction -> direction: enum 'Mapping type to use for this image in the game engine'
-Brush.edge_to_edge -> edge_to_edge: boolean 'Drag anchor brush from edge-to-edge'
-Brush.icon_filepath -> icon_filepath: string 'File path to brush icon'
-Brush.imagepaint_tool -> imagepaint_tool: enum 'NO DESCRIPTION'
-Brush.jitter -> jitter: float 'Jitter the position of the brush while painting'
-Brush.normal_weight -> normal_weight: float 'How much grab will pull vertexes out of surface during a grab'
-Brush.plane_offset -> plane_offset: float 'Adjusts plane on which the brush acts towards or away from the object surface'
-Brush.plane_trim -> plane_trim: float 'If a vertex is further from offset plane than this then it is not affected'
-Brush.rate -> rate: float 'Interval between paints for Airbrush'
-Brush.restore_mesh -> restore_mesh: boolean 'Allows a single dot to be carefully positioned'
-Brush.sculpt_plane -> sculpt_plane: enum 'NO DESCRIPTION'
-Brush.sculpt_tool -> sculpt_tool: enum 'NO DESCRIPTION'
-Brush.size -> size: int 'Diameter of the brush'
-Brush.smooth_stroke_factor -> smooth_stroke_factor: float 'Higher values give a smoother stroke'
-Brush.smooth_stroke_radius -> smooth_stroke_radius: int 'Minimum distance from last point before stroke continues'
-Brush.spacing -> spacing: float 'Spacing between brush stamps'
-Brush.strength -> strength: float 'The amount of pressure on the brush'
-Brush.stroke_method -> stroke_method: enum 'NO DESCRIPTION'
-Brush.sub_col -> sub_col: float 'Color of cursor when subtracting'
-Brush.texture -> texture: pointer 'NO DESCRIPTION'
-Brush.texture_angle_source -> texture_angle_source: enum 'NO DESCRIPTION'
-Brush.texture_angle_source_no_random -> texture_angle_source_no_random: enum 'NO DESCRIPTION'
-Brush.texture_overlay_alpha -> texture_overlay_alpha: int 'NO DESCRIPTION'
-Brush.texture_sample_bias -> texture_sample_bias: float 'Value added to texture samples'
-Brush.texture_slot -> texture_slot: pointer, '(read-only)'
-Brush.unprojected_radius -> unprojected_radius: float 'Radius of brush in Blender units'
-Brush.use_accumulate -> use_accumulate: boolean 'Accumulate stroke dabs on top of each other'
-Brush.use_adaptive_space -> use_adaptive_space: boolean 'Space daubs according to surface orientation instead of screen space'
-Brush.use_airbrush -> use_airbrush: boolean 'Keep applying paint effect while holding mouse (spray)'
-Brush.use_alpha -> use_alpha: boolean 'When this is disabled, lock alpha while painting'
-Brush.use_anchor -> use_anchor: boolean 'Keep the brush anchored to the initial location'
-Brush.use_custom_icon -> use_custom_icon: boolean 'Set the brush icon from an image file'
-Brush.use_frontface -> use_frontface: boolean 'Brush only affects vertexes that face the viewer'
-Brush.use_inverse_smooth_pressure -> use_inverse_smooth_pressure: boolean 'Lighter pressure causes more smoothing to be applied'
-Brush.use_jitter_pressure -> use_pressure_jitter: boolean 'Enable tablet pressure sensitivity for jitter'
-Brush.use_locked_size -> use_locked_size: boolean 'When locked brush stays same size relative to object; when unlocked brush size is given in pixels'
-Brush.use_offset_pressure -> use_offset_pressure: boolean 'Enable tablet pressure sensitivity for offset'
-Brush.use_original_normal -> use_original_normal: boolean 'When locked keep using normal of surface where stroke was initiated'
-Brush.use_paint_sculpt -> use_paint_sculpt: boolean 'Use this brush in sculpt mode'
-Brush.use_paint_texture -> use_paint_texture: boolean 'Use this brush in texture paint mode'
-Brush.use_paint_vertex -> use_paint_vertex: boolean 'Use this brush in vertex paint mode'
-Brush.use_paint_weight -> use_paint_weight: boolean 'Use this brush in weight paint mode'
-Brush.use_persistent -> use_persistent: boolean 'Sculpts on a persistent layer of the mesh'
-Brush.use_plane_trim -> use_plane_trim: boolean 'Enable Plane Trim'
-Brush.use_rake -> use_rake: boolean 'Rotate the brush texture to match the stroke direction'
-Brush.use_random_rotation -> use_random_rotation: boolean 'Rotate the brush texture at random'
-Brush.use_size_pressure -> use_pressure_size: boolean 'Enable tablet pressure sensitivity for size'
-Brush.use_smooth_stroke -> use_smooth_stroke: boolean 'Brush lags behind mouse and follows a smoother path'
-Brush.use_space -> use_space: boolean 'Limit brush application to the distance specified by spacing'
-Brush.use_space_atten -> use_space_atten: boolean 'Automatically adjusts strength to give consistent results for different spacings'
-Brush.use_spacing_pressure -> use_pressure_spacing: boolean 'Enable tablet pressure sensitivity for spacing'
-Brush.use_strength_pressure -> use_pressure_strength: boolean 'Enable tablet pressure sensitivity for strength'
-Brush.use_texture_overlay -> use_texture_overlay: boolean 'Show texture in viewport'
-Brush.use_wrap -> use_wrap: boolean 'Enable torus wrapping while painting'
-Brush.vertexpaint_tool -> vertexpaint_tool: enum 'NO DESCRIPTION'
-BrushTextureSlot.angle -> angle: float 'Defines brush texture rotation'
-BrushTextureSlot.map_mode -> map_mode: enum 'NO DESCRIPTION'
-BuildModifier.frame_start -> frame_start: float 'Specify the start frame of the effect'
-BuildModifier.length -> length: float 'Specify the total time the build effect requires'
-BuildModifier.randomize -> use_random_order: boolean 'Randomize the faces or edges during build'
-BuildModifier.seed -> seed: int 'Specify the seed for random if used'
-Camera.angle -> angle: float 'Perspective Camera lens field of view in degrees'
-Camera.animation_data -> animation_data: pointer, '(read-only) Animation data for this datablock'
-Camera.clip_end -> clip_end: float 'Camera far clipping distance'
-Camera.clip_start -> clip_start: float 'Camera near clipping distance'
-Camera.dof_distance -> dof_distance: float 'Distance to the focus point for depth of field'
-Camera.dof_object -> dof_object: pointer 'Use this object to define the depth of field focal point'
-Camera.draw_size -> draw_size: float 'Apparent size of the Camera object in the 3D View'
-Camera.lens -> lens: float 'Perspective Camera lens value in millimeters'
-Camera.lens_unit -> lens_unit: enum 'Unit to edit lens in for the user interface'
-Camera.ortho_scale -> ortho_scale: float 'Orthographic Camera scale (similar to zoom)'
-Camera.panorama -> use_panorama: boolean 'Render the scene with a cylindrical camera for pseudo-fisheye lens effects'
-Camera.passepartout_alpha -> passepartout_alpha: float 'Opacity (alpha) of the darkened overlay in Camera view'
-Camera.shift_x -> shift_x: float 'Perspective Camera horizontal shift'
-Camera.shift_y -> shift_y: float 'Perspective Camera vertical shift'
-Camera.show_limits -> show_limits: boolean 'Draw the clipping range and focus point on the camera'
-Camera.show_mist -> show_mist: boolean 'Draw a line from the Camera to indicate the mist area'
-Camera.show_name -> show_name: boolean "Show the active Camera's name in Camera view"
-Camera.show_passepartout -> show_passepartout: boolean 'Show a darkened overlay outside the image area in Camera view'
-Camera.show_title_safe -> show_title_safe: boolean 'Show indicators for the title safe zone in Camera view'
-Camera.type -> type: enum 'Camera types'
-CameraActuator.axis -> axis: enum 'Specify the axis the Camera will try to get behind'
-CameraActuator.height -> height: float 'NO DESCRIPTION'
-CameraActuator.max -> max: float 'NO DESCRIPTION'
-CameraActuator.min -> min: float 'NO DESCRIPTION'
-CameraActuator.object -> object: pointer 'Look at this Object'
-CastModifier.cast_type -> cast_type: enum 'NO DESCRIPTION'
-CastModifier.factor -> factor: float 'NO DESCRIPTION'
-CastModifier.from_radius -> use_radius_as_size: boolean 'Use radius as size of projection shape (0 = auto)'
-CastModifier.object -> object: pointer 'Control object: if available, its location determines the center of the effect'
-CastModifier.radius -> radius: float 'Only deform vertices within this distance from the center of the effect (leave as 0 for infinite.)'
-CastModifier.size -> size: float 'Size of projection shape (leave as 0 for auto.)'
-CastModifier.use_transform -> use_transform: boolean 'Use object transform to control projection shape'
-CastModifier.vertex_group -> vertex_group: string 'Vertex group name'
-CastModifier.x -> use_x: boolean 'NO DESCRIPTION'
-CastModifier.y -> use_y: boolean 'NO DESCRIPTION'
-CastModifier.z -> use_z: boolean 'NO DESCRIPTION'
-ChildOfConstraint.subtarget -> subtarget: string 'NO DESCRIPTION'
-ChildOfConstraint.target -> target: pointer 'Target Object'
-ChildOfConstraint.use_location_x -> use_location_x: boolean 'Use X Location of Parent'
-ChildOfConstraint.use_location_y -> use_location_y: boolean 'Use Y Location of Parent'
-ChildOfConstraint.use_location_z -> use_location_z: boolean 'Use Z Location of Parent'
-ChildOfConstraint.use_rotation_x -> use_rotation_x: boolean 'Use X Rotation of Parent'
-ChildOfConstraint.use_rotation_y -> use_rotation_y: boolean 'Use Y Rotation of Parent'
-ChildOfConstraint.use_rotation_z -> use_rotation_z: boolean 'Use Z Rotation of Parent'
-ChildOfConstraint.use_scale_x -> use_scale_x: boolean 'Use X Scale of Parent'
-ChildOfConstraint.use_scale_y -> use_scale_y: boolean 'Use Y Scale of Parent'
-ChildOfConstraint.use_scale_z -> use_scale_z: boolean 'Use Z Scale of Parent'
-ClampToConstraint.cyclic -> use_cyclic: boolean 'Treat curve as cyclic curve (no clamping to curve bounding box'
-ClampToConstraint.main_axis -> main_axis: enum 'Main axis of movement'
-ClampToConstraint.target -> target: pointer 'Target Object'
-ClothCollisionSettings.collision_quality -> collision_quality: int 'How many collision iterations should be done. (higher is better quality but slower)'
-ClothCollisionSettings.enable_collision -> use_collision: boolean 'Enable collisions with other objects'
-ClothCollisionSettings.enable_self_collision -> use_self_collision: boolean 'Enable self collisions'
-ClothCollisionSettings.friction -> friction: float 'Friction force if a collision happened. (higher = less movement)'
-ClothCollisionSettings.group -> group: pointer 'Limit colliders to this Group'
-ClothCollisionSettings.min_distance -> distance_min: float 'Minimum distance between collision objects before collision response takes in'
-ClothCollisionSettings.self_collision_quality -> self_collision_quality: int 'How many self collision iterations should be done. (higher is better quality but slower)'
-ClothCollisionSettings.self_friction -> self_friction: float 'Friction/damping with self contact'
-ClothCollisionSettings.self_min_distance -> self_distance_min: float '0.5 means no distance at all, 1.0 is maximum distance'
-ClothModifier.collision_settings -> collision_settings: pointer, '(read-only)'
-ClothModifier.point_cache -> point_cache: pointer, '(read-only)'
-ClothModifier.settings -> settings: pointer, '(read-only)'
-ClothSettings.air_damping -> air_damping: float 'Air has normally some thickness which slows falling things down'
-ClothSettings.bending_stiffness -> bending_stiffness: float 'Wrinkle coefficient. (higher = less smaller but more big wrinkles)'
-ClothSettings.bending_stiffness_max -> bending_stiffness_max: float 'Maximum bending stiffness value'
-ClothSettings.bending_vertex_group -> bending_vertex_group: string 'Vertex group for fine control over bending stiffness'
-ClothSettings.collider_friction -> collider_friction: float 'NO DESCRIPTION'
-ClothSettings.effector_weights -> effector_weights: pointer, '(read-only)'
-ClothSettings.goal_default -> goal_default: float 'Default Goal (vertex target position) value, when no Vertex Group used'
-ClothSettings.goal_friction -> goal_friction: float 'Goal (vertex target position) friction'
-ClothSettings.goal_max -> goal_max: float 'Goal maximum, vertex group weights are scaled to match this range'
-ClothSettings.goal_min -> goal_min: float 'Goal minimum, vertex group weights are scaled to match this range'
-ClothSettings.goal_spring -> goal_spring: float 'Goal (vertex target position) spring stiffness'
-ClothSettings.gravity -> gravity: float 'Gravity or external force vector'
-ClothSettings.internal_friction -> internal_friction: float 'NO DESCRIPTION'
-ClothSettings.mass -> mass: float 'Mass of cloth material'
-ClothSettings.mass_vertex_group -> mass_vertex_group: string 'Vertex Group for pinning of vertices'
-ClothSettings.pin_cloth -> use_pin_cloth: boolean 'Enable pinning of cloth vertices to other objects/positions'
-ClothSettings.pin_stiffness -> pin_stiffness: float 'Pin (vertex target position) spring stiffness'
-ClothSettings.pre_roll -> pre_roll: int 'Simulation starts on this frame'
-ClothSettings.quality -> quality: int 'Quality of the simulation in steps per frame. (higher is better quality but slower)'
-ClothSettings.rest_shape_key -> rest_shape_key: pointer 'Shape key to use the rest spring lengths from'
-ClothSettings.spring_damping -> spring_damping: float 'Damping of cloth velocity. (higher = more smooth, less jiggling)'
-ClothSettings.stiffness_scaling -> use_stiffness_scale: boolean 'If enabled, stiffness can be scaled along a weight painted vertex group'
-ClothSettings.structural_stiffness -> structural_stiffness: float 'Overall stiffness of structure'
-ClothSettings.structural_stiffness_max -> structural_stiffness_max: float 'Maximum structural stiffness value'
-ClothSettings.structural_stiffness_vertex_group -> structural_stiffness_vertex_group: string 'Vertex group for fine control over structural stiffness'
-CloudsTexture.nabla -> nabla: float 'Size of derivative offset used for calculating normal'
-CloudsTexture.noise_basis -> noise_basis: enum 'Sets the noise basis used for turbulence'
-CloudsTexture.noise_depth -> noise_depth: int 'Sets the depth of the cloud calculation'
-CloudsTexture.noise_size -> noise_size: float 'Sets scaling for noise input'
-CloudsTexture.noise_type -> noise_type: enum 'NO DESCRIPTION'
-CloudsTexture.stype -> stype: enum 'NO DESCRIPTION'
-CollectionProperty.fixed_type -> fixed_type: pointer, '(read-only) Fixed pointer type, empty if variable type'
-CollisionModifier.settings -> settings: pointer, '(read-only)'
-CollisionSensor.collision_type -> use_material: boolean 'Use material instead of property'
-CollisionSensor.material -> material: string 'Only look for Objects with this material'
-CollisionSensor.property -> property: string 'Only look for Objects with this property'
-CollisionSensor.pulse -> use_pulse: boolean 'Changes to the set of colliding objects generates pulse'
-CollisionSettings.absorption -> absorption: float 'How much of effector force gets lost during collision with this object (in percent)'
-CollisionSettings.damping -> damping: float 'Amount of damping during collision'
-CollisionSettings.damping_factor -> damping_factor: float 'Amount of damping during particle collision'
-CollisionSettings.enabled -> use: boolean 'Enable this objects as a collider for physics systems'
-CollisionSettings.friction_factor -> friction_factor: float 'Amount of friction during particle collision'
-CollisionSettings.inner_thickness -> inner_thickness: float 'Inner face thickness'
-CollisionSettings.kill_particles -> use_particle_kill: boolean 'Kill colliding particles'
-CollisionSettings.outer_thickness -> outer_thickness: float 'Outer face thickness'
-CollisionSettings.permeability -> permeability: float 'Chance that the particle will pass through the mesh'
-CollisionSettings.random_damping -> random_damping: float 'Random variation of damping'
-CollisionSettings.random_friction -> random_friction: float 'Random variation of friction'
-CollisionSettings.stickness -> stickness: float 'Amount of stickness to surface collision'
-ColorRamp.elements -> elements: collection, '(read-only)'
-ColorRamp.interpolation -> interpolation: enum 'NO DESCRIPTION'
-ColorRamp.total -> total: int, '(read-only) Total number of elements'
-ColorRampElement.color -> color: float 'NO DESCRIPTION'
-ColorRampElement.position -> position: float 'NO DESCRIPTION'
-ColorSequence.color -> color: float 'NO DESCRIPTION'
-CompositorNode.type -> type: enum, '(read-only)'
-CompositorNodeAlphaOver.convert_premul -> use_premultiply: boolean 'NO DESCRIPTION'
-CompositorNodeAlphaOver.premul -> premul: float 'Mix Factor'
-CompositorNodeBilateralblur.iterations -> iterations: int 'NO DESCRIPTION'
-CompositorNodeBilateralblur.sigma_color -> sigma_color: float 'NO DESCRIPTION'
-CompositorNodeBilateralblur.sigma_space -> sigma_space: float 'NO DESCRIPTION'
-CompositorNodeBlur.bokeh -> use_bokeh: boolean 'NO DESCRIPTION'
-CompositorNodeBlur.factor -> factor: float 'NO DESCRIPTION'
-CompositorNodeBlur.factor_x -> factor_x: float 'NO DESCRIPTION'
-CompositorNodeBlur.factor_y -> factor_y: float 'NO DESCRIPTION'
-CompositorNodeBlur.filter_type -> filter_type: enum 'NO DESCRIPTION'
-CompositorNodeBlur.gamma -> use_gamma_correction: boolean 'NO DESCRIPTION'
-CompositorNodeBlur.relative -> use_relative: boolean 'NO DESCRIPTION'
-CompositorNodeBlur.sizex -> size_x: int 'NO DESCRIPTION'
-CompositorNodeBlur.sizey -> size_y: int 'NO DESCRIPTION'
-CompositorNodeChannelMatte.algorithm -> algorithm: enum 'Algorithm to use to limit channel'
-CompositorNodeChannelMatte.channel -> channel: enum 'Channel used to determine matte'
-CompositorNodeChannelMatte.color_space -> color_space: enum 'NO DESCRIPTION'
-CompositorNodeChannelMatte.high -> high: float 'Values higher than this setting are 100% opaque'
-CompositorNodeChannelMatte.limit_channel -> limit_channel: enum 'Limit by this channels value'
-CompositorNodeChannelMatte.low -> low: float 'Values lower than this setting are 100% keyed'
-CompositorNodeChromaMatte.acceptance -> acceptance: float 'Tolerance for a color to be considered a keying color'
-CompositorNodeChromaMatte.cutoff -> cutoff: float 'Tolerance below which colors will be considered as exact matches'
-CompositorNodeChromaMatte.gain -> gain: float 'Alpha gain'
-CompositorNodeChromaMatte.lift -> lift: float 'Alpha lift'
-CompositorNodeChromaMatte.shadow_adjust -> shadow_adjust: float 'Adjusts the brightness of any shadows captured'
-CompositorNodeColorBalance.correction_formula -> correction_formula: enum 'NO DESCRIPTION'
-CompositorNodeColorBalance.gain -> gain: float 'Correction for Highlights'
-CompositorNodeColorBalance.gamma -> gamma: float 'Correction for Midtones'
-CompositorNodeColorBalance.lift -> lift: float 'Correction for Shadows'
-CompositorNodeColorBalance.offset -> offset: float 'Correction for Shadows'
-CompositorNodeColorBalance.power -> power: float 'Correction for Midtones'
-CompositorNodeColorBalance.slope -> slope: float 'Correction for Highlights'
-CompositorNodeColorMatte.h -> h: float 'Hue tolerance for colors to be considered a keying color'
-CompositorNodeColorMatte.s -> s: float 'Saturation Tolerance for the color'
-CompositorNodeColorMatte.v -> v: float 'Value Tolerance for the color'
-CompositorNodeColorSpill.algorithm -> algorithm: enum 'NO DESCRIPTION'
-CompositorNodeColorSpill.channel -> channel: enum 'NO DESCRIPTION'
-CompositorNodeColorSpill.limit_channel -> limit_channel: enum 'NO DESCRIPTION'
-CompositorNodeColorSpill.ratio -> ratio: float 'Scale limit by value'
-CompositorNodeColorSpill.unspill -> use_unspill: boolean 'Compensate all channels (diffenrently) by hand'
-CompositorNodeColorSpill.unspill_blue -> unspill_blue: float 'Blue spillmap scale'
-CompositorNodeColorSpill.unspill_green -> unspill_green: float 'Green spillmap scale'
-CompositorNodeColorSpill.unspill_red -> unspill_red: float 'Red spillmap scale'
-CompositorNodeCrop.crop_size -> use_crop_size: boolean 'Whether to crop the size of the input image'
-CompositorNodeCrop.x1 -> x1: int 'NO DESCRIPTION'
-CompositorNodeCrop.x2 -> x2: int 'NO DESCRIPTION'
-CompositorNodeCrop.y1 -> y1: int 'NO DESCRIPTION'
-CompositorNodeCrop.y2 -> y2: int 'NO DESCRIPTION'
-CompositorNodeCurveRGB.mapping -> mapping: pointer, '(read-only)'
-CompositorNodeCurveVec.mapping -> mapping: pointer, '(read-only)'
-CompositorNodeDBlur.angle -> angle: float 'NO DESCRIPTION'
-CompositorNodeDBlur.center_x -> center_x: float 'NO DESCRIPTION'
-CompositorNodeDBlur.center_y -> center_y: float 'NO DESCRIPTION'
-CompositorNodeDBlur.distance -> distance: float 'NO DESCRIPTION'
-CompositorNodeDBlur.iterations -> iterations: int 'NO DESCRIPTION'
-CompositorNodeDBlur.spin -> spin: float 'NO DESCRIPTION'
-CompositorNodeDBlur.wrap -> use_wrap: boolean 'NO DESCRIPTION'
-CompositorNodeDBlur.zoom -> zoom: float 'NO DESCRIPTION'
-CompositorNodeDefocus.angle -> angle: int 'Bokeh shape rotation offset in degrees'
-CompositorNodeDefocus.bokeh -> bokeh: enum 'NO DESCRIPTION'
-CompositorNodeDefocus.f_stop -> f_stop: float 'Amount of focal blur, 128=infinity=perfect focus, half the value doubles the blur radius'
-CompositorNodeDefocus.gamma_correction -> use_gamma_correction: boolean 'Enable gamma correction before and after main process'
-CompositorNodeDefocus.max_blur -> blur_max: float 'blur limit, maximum CoC radius, 0=no limit'
-CompositorNodeDefocus.preview -> use_preview: boolean 'Enable sampling mode, useful for preview when using low samplecounts'
-CompositorNodeDefocus.samples -> samples: int 'Number of samples (16=grainy, higher=less noise)'
-CompositorNodeDefocus.threshold -> threshold: float 'CoC radius threshold, prevents background bleed on in-focus midground, 0=off'
-CompositorNodeDefocus.use_zbuffer -> use_zbuffer: boolean 'Disable when using an image as input instead of actual zbuffer (auto enabled if node not image based, eg. time node)'
-CompositorNodeDefocus.z_scale -> z_scale: float 'Scales the Z input when not using a zbuffer, controls maximum blur designated by the color white or input value 1'
-CompositorNodeDiffMatte.falloff -> falloff: float 'Color distances below this additional threshold are partially keyed'
-CompositorNodeDiffMatte.tolerance -> tolerance: float 'Color distances below this threshold are keyed'
-CompositorNodeDilateErode.distance -> distance: int 'Distance to grow/shrink (number of iterations)'
-CompositorNodeDistanceMatte.falloff -> falloff: float 'Color distances below this additional threshold are partially keyed'
-CompositorNodeDistanceMatte.tolerance -> tolerance: float 'Color distances below this threshold are keyed'
-CompositorNodeFilter.filter_type -> filter_type: enum 'NO DESCRIPTION'
-CompositorNodeFlip.axis -> axis: enum 'NO DESCRIPTION'
-CompositorNodeGlare.angle_offset -> angle_offset: float 'Streak angle offset in degrees'
-CompositorNodeGlare.color_modulation -> color_modulation: float 'Amount of Color Modulation, modulates colors of streaks and ghosts for a spectral dispersion effect'
-CompositorNodeGlare.fade -> fade: float 'Streak fade-out factor'
-CompositorNodeGlare.glare_type -> glare_type: enum 'NO DESCRIPTION'
-CompositorNodeGlare.iterations -> iterations: int 'NO DESCRIPTION'
-CompositorNodeGlare.mix -> mix: float '-1 is original image only, 0 is exact 50/50 mix, 1 is processed image only'
-CompositorNodeGlare.quality -> quality: enum 'If not set to high quality, the effect will be applied to a low-res copy of the source image'
-CompositorNodeGlare.rotate_45 -> use_rotate_45: boolean 'Simple star filter: add 45 degree rotation offset'
-CompositorNodeGlare.size -> size: int 'Glow/glare size (not actual size; relative to initial size of bright area of pixels)'
-CompositorNodeGlare.streaks -> streaks: int 'Total number of streaks'
-CompositorNodeGlare.threshold -> threshold: float 'The glare filter will only be applied to pixels brighter than this value'
-CompositorNodeHueCorrect.mapping -> mapping: pointer, '(read-only)'
-CompositorNodeHueSat.hue -> hue: float 'NO DESCRIPTION'
-CompositorNodeHueSat.sat -> sat: float 'NO DESCRIPTION'
-CompositorNodeHueSat.val -> val: float 'NO DESCRIPTION'
-CompositorNodeIDMask.index -> index: int 'Pass index number to convert to alpha'
-CompositorNodeImage.auto_refresh -> use_auto_refresh: boolean 'NO DESCRIPTION'
-CompositorNodeImage.cyclic -> use_cyclic: boolean 'NO DESCRIPTION'
-CompositorNodeImage.frames -> frames: int 'Number of images used in animation'
-CompositorNodeImage.image -> image: pointer 'NO DESCRIPTION'
-CompositorNodeImage.layer -> layer: enum 'NO DESCRIPTION'
-CompositorNodeImage.offset -> offset: int 'Offsets the number of the frame to use in the animation'
-CompositorNodeImage.start -> start: int 'NO DESCRIPTION'
-CompositorNodeInvert.alpha -> invert_alpha: boolean 'NO DESCRIPTION'
-CompositorNodeInvert.rgb -> invert_rgb: boolean 'NO DESCRIPTION'
-CompositorNodeLensdist.fit -> use_fit: boolean 'For positive distortion factor only: scale image such that black areas are not visible'
-CompositorNodeLensdist.jitter -> use_jitter: boolean 'Enable/disable jittering; faster, but also noisier'
-CompositorNodeLensdist.projector -> use_projector: boolean 'Enable/disable projector mode. Effect is applied in horizontal direction only'
-CompositorNodeLevels.channel -> channel: enum 'NO DESCRIPTION'
-CompositorNodeLumaMatte.high -> high: float 'Values higher than this setting are 100% opaque'
-CompositorNodeLumaMatte.low -> low: float 'Values lower than this setting are 100% keyed'
-CompositorNodeMapUV.alpha -> alpha: int 'NO DESCRIPTION'
-CompositorNodeMapValue.max -> max: float 'NO DESCRIPTION'
-CompositorNodeMapValue.min -> min: float 'NO DESCRIPTION'
-CompositorNodeMapValue.offset -> offset: float 'NO DESCRIPTION'
-CompositorNodeMapValue.size -> size: float 'NO DESCRIPTION'
-CompositorNodeMapValue.use_max -> use_max: boolean 'NO DESCRIPTION'
-CompositorNodeMapValue.use_min -> use_min: boolean 'NO DESCRIPTION'
-CompositorNodeMath.operation -> operation: enum 'NO DESCRIPTION'
-CompositorNodeMixRGB.alpha -> use_alpha: boolean 'Include alpha of second input in this operation'
-CompositorNodeMixRGB.blend_type -> blend_type: enum 'NO DESCRIPTION'
-CompositorNodeOutputFile.exr_codec -> exr_codec: enum 'NO DESCRIPTION'
-CompositorNodeOutputFile.exr_half -> use_exr_half: boolean 'NO DESCRIPTION'
-CompositorNodeOutputFile.filepath -> filepath: string 'Output path for the image, same functionality as render output.'
-CompositorNodeOutputFile.frame_end -> frame_end: int 'NO DESCRIPTION'
-CompositorNodeOutputFile.frame_start -> frame_start: int 'NO DESCRIPTION'
-CompositorNodeOutputFile.image_type -> image_type: enum 'NO DESCRIPTION'
-CompositorNodeOutputFile.quality -> quality: int 'NO DESCRIPTION'
-CompositorNodePremulKey.mapping -> mapping: enum 'Conversion between premultiplied alpha and key alpha'
-CompositorNodeRLayers.layer -> layer: enum 'NO DESCRIPTION'
-CompositorNodeRLayers.scene -> scene: pointer 'NO DESCRIPTION'
-CompositorNodeRotate.filter -> filter: enum 'Method to use to filter rotation'
-CompositorNodeScale.space -> space: enum 'Coordinate space to scale relative to'
-CompositorNodeSplitViewer.axis -> axis: enum 'NO DESCRIPTION'
-CompositorNodeSplitViewer.factor -> factor: int 'NO DESCRIPTION'
-CompositorNodeTexture.node_output -> node_output: int 'For node-based textures, which output node to use'
-CompositorNodeTexture.texture -> texture: pointer 'NO DESCRIPTION'
-CompositorNodeTime.curve -> curve: pointer, '(read-only)'
-CompositorNodeTime.end -> end: int 'NO DESCRIPTION'
-CompositorNodeTime.start -> start: int 'NO DESCRIPTION'
-CompositorNodeTonemap.adaptation -> adaptation: float 'If 0, global; if 1, based on pixel intensity'
-CompositorNodeTonemap.contrast -> contrast: float 'Set to 0 to use estimate from input image'
-CompositorNodeTonemap.correction -> correction: float 'If 0, same for all channels; if 1, each independent'
-CompositorNodeTonemap.gamma -> gamma: float 'If not used, set to 1'
-CompositorNodeTonemap.intensity -> intensity: float 'If less than zero, darkens image; otherwise, makes it brighter'
-CompositorNodeTonemap.key -> key: float 'The value the average luminance is mapped to'
-CompositorNodeTonemap.offset -> offset: float 'Normally always 1, but can be used as an extra control to alter the brightness curve'
-CompositorNodeTonemap.tonemap_type -> tonemap_type: enum 'NO DESCRIPTION'
-CompositorNodeValToRGB.color_ramp -> color_ramp: pointer, '(read-only)'
-CompositorNodeVecBlur.curved -> use_curved: boolean 'Interpolate between frames in a bezier curve, rather than linearly'
-CompositorNodeVecBlur.factor -> factor: float "Scaling factor for motion vectors; actually 'shutter speed' in frames"
-CompositorNodeVecBlur.max_speed -> speed_max: int 'Maximum speed, or zero for none'
-CompositorNodeVecBlur.min_speed -> speed_min: int 'Minimum speed for a pixel to be blurred; used to separate background from foreground'
-CompositorNodeVecBlur.samples -> samples: int 'NO DESCRIPTION'
-ConsoleLine.current_character -> current_character: int 'NO DESCRIPTION'
-ConsoleLine.line -> line: string 'Text in the line'
-Constraint.active -> active: boolean 'Constraint is the one being edited'
-Constraint.disabled -> is_valid: boolean, '(read-only) Constraint has invalid settings and will not be evaluated'
-Constraint.enabled -> enabled: boolean 'Enable/Disable Constraint'
-Constraint.expanded -> show_expanded: boolean "Constraint's panel is expanded in UI"
-Constraint.influence -> influence: float 'Amount of influence constraint will have on the final solution'
-Constraint.lin_error -> lin_error: float, '(read-only) Amount of residual error in Blender space unit for constraints that work on position'
-Constraint.name -> name: string 'Constraint name'
-Constraint.owner_space -> owner_space: enum 'Space that owner is evaluated in'
-Constraint.proxy_local -> is_proxy_local: boolean 'Constraint was added in this proxy instance (i.e. did not belong to source Armature)'
-Constraint.rot_error -> rot_error: float, '(read-only) Amount of residual error in radiant for constraints that work on orientation'
-Constraint.target_space -> target_space: enum 'Space that target is evaluated in'
-Constraint.type -> type: enum, '(read-only)'
-ConstraintActuator.damping -> damping: int 'Damping factor: time constant (in frame) of low pass filter'
-ConstraintActuator.damping_rotation -> damping_rotation: int 'Use a different damping for orientation'
-ConstraintActuator.detect_material -> use_material_detect: boolean 'Detect material instead of property'
-ConstraintActuator.direction -> direction: enum 'Set the direction of the ray'
-ConstraintActuator.direction_axis -> direction_axis: enum 'Select the axis to be aligned along the reference direction'
-ConstraintActuator.distance -> distance: float 'Set the maximum length of ray'
-ConstraintActuator.fh_damping -> fh_damping: float 'Damping factor of the Fh spring force'
-ConstraintActuator.fh_height -> fh_height: float 'Height of the Fh area'
-ConstraintActuator.fh_normal -> use_fh_normal: boolean 'Add a horizontal spring force on slopes'
-ConstraintActuator.fh_paralel_axis -> use_fh_paralel_axis: boolean 'Keep object axis parallel to normal'
-ConstraintActuator.force_distance -> use_force_distance: boolean 'Force distance of object to point of impact of ray'
-ConstraintActuator.limit -> limit: enum 'NO DESCRIPTION'
-ConstraintActuator.limit_max -> limit_max: float 'NO DESCRIPTION'
-ConstraintActuator.limit_min -> limit_min: float 'NO DESCRIPTION'
-ConstraintActuator.local -> use_local: boolean "Set ray along object's axis or global axis"
-ConstraintActuator.material -> material: string 'Ray detects only Objects with this material'
-ConstraintActuator.max_angle -> angle_max: float 'Maximum angle (in degree) allowed with target direction. No correction is done if angle with target direction is between min and max'
-ConstraintActuator.max_rotation -> rotation_max: float 'Reference Direction'
-ConstraintActuator.min_angle -> angle_min: float 'Minimum angle (in degree) to maintain with target direction. No correction is done if angle with target direction is between min and max'
-ConstraintActuator.mode -> mode: enum 'The type of the constraint'
-ConstraintActuator.normal -> use_normal: boolean 'Set object axis along (local axis) or parallel (global axis) to the normal at hit position'
-ConstraintActuator.persistent -> use_persistent: boolean 'Persistent actuator: stays active even if ray does not reach target'
-ConstraintActuator.property -> property: string 'Ray detect only Objects with this property'
-ConstraintActuator.range -> range: float 'Set the maximum length of ray'
-ConstraintActuator.spring -> spring: float 'Spring force within the Fh area'
-ConstraintActuator.time -> time: int 'Maximum activation time in frame, 0 for unlimited'
-ConstraintTarget.subtarget -> subtarget: string 'NO DESCRIPTION'
-ConstraintTarget.target -> target: pointer 'Target Object'
-Context.area -> area: pointer, '(read-only)'
-Context.main -> main: pointer, '(read-only)'
-Context.manager -> manager: pointer, '(read-only)'
-Context.mode -> mode: enum, '(read-only)'
-Context.region -> region: pointer, '(read-only)'
-Context.region_data -> region_data: pointer, '(read-only)'
-Context.scene -> scene: pointer, '(read-only)'
-Context.screen -> screen: pointer, '(read-only)'
-Context.space_data -> space_data: pointer, '(read-only)'
-Context.tool_settings -> tool_settings: pointer, '(read-only)'
-Context.user_preferences -> user_preferences: pointer, '(read-only)'
-Context.window -> window: pointer, '(read-only)'
-ControlFluidSettings.active -> use: boolean 'Object contributes to the fluid simulation'
-ControlFluidSettings.attraction_radius -> attraction_radius: float 'Specifies the force field radius around the control object'
-ControlFluidSettings.attraction_strength -> attraction_strength: float 'Force strength for directional attraction towards the control object'
-ControlFluidSettings.end_time -> end_time: float 'Specifies time when the control particles are deactivated'
-ControlFluidSettings.quality -> quality: float 'Specifies the quality which is used for object sampling. (higher = better but slower)'
-ControlFluidSettings.reverse_frames -> use_reverse_frames: boolean 'Reverse control object movement'
-ControlFluidSettings.start_time -> start_time: float 'Specifies time when the control particles are activated'
-ControlFluidSettings.velocity_radius -> velocity_radius: float 'Specifies the force field radius around the control object'
-ControlFluidSettings.velocity_strength -> velocity_strength: float "Force strength of how much of the control object's velocity is influencing the fluid velocity"
-Controller.expanded -> show_expanded: boolean 'Set controller expanded in the user interface'
-Controller.name -> name: string 'NO DESCRIPTION'
-Controller.priority -> use_priority: boolean 'Mark controller for execution before all non-marked controllers (good for startup scripts)'
-Controller.state -> states: boolean, '(read-only) Set Controller state index (1 to 30)'
-Controller.type -> type: enum 'NO DESCRIPTION'
-CopyLocationConstraint.head_tail -> head_tail: float 'Target along length of bone: Head=0, Tail=1'
-CopyLocationConstraint.invert_x -> invert_x: boolean 'Invert the X location'
-CopyLocationConstraint.invert_y -> invert_y: boolean 'Invert the Y location'
-CopyLocationConstraint.invert_z -> invert_z: boolean 'Invert the Z location'
-CopyLocationConstraint.subtarget -> subtarget: string 'NO DESCRIPTION'
-CopyLocationConstraint.target -> target: pointer 'Target Object'
-CopyLocationConstraint.use_offset -> use_offset: boolean 'Add original location into copied location'
-CopyLocationConstraint.use_x -> use_x: boolean "Copy the target's X location"
-CopyLocationConstraint.use_y -> use_y: boolean "Copy the target's Y location"
-CopyLocationConstraint.use_z -> use_z: boolean "Copy the target's Z location"
-CopyRotationConstraint.invert_x -> invert_x: boolean 'Invert the X rotation'
-CopyRotationConstraint.invert_y -> invert_y: boolean 'Invert the Y rotation'
-CopyRotationConstraint.invert_z -> invert_z: boolean 'Invert the Z rotation'
-CopyRotationConstraint.subtarget -> subtarget: string 'NO DESCRIPTION'
-CopyRotationConstraint.target -> target: pointer 'Target Object'
-CopyRotationConstraint.use_offset -> use_offset: boolean 'Add original rotation into copied rotation'
-CopyRotationConstraint.use_x -> use_x: boolean "Copy the target's X rotation"
-CopyRotationConstraint.use_y -> use_y: boolean "Copy the target's Y rotation"
-CopyRotationConstraint.use_z -> use_z: boolean "Copy the target's Z rotation"
-CopyScaleConstraint.subtarget -> subtarget: string 'NO DESCRIPTION'
-CopyScaleConstraint.target -> target: pointer 'Target Object'
-CopyScaleConstraint.use_offset -> use_offset: boolean 'Add original scale into copied scale'
-CopyScaleConstraint.use_x -> use_x: boolean "Copy the target's X scale"
-CopyScaleConstraint.use_y -> use_y: boolean "Copy the target's Y scale"
-CopyScaleConstraint.use_z -> use_z: boolean "Copy the target's Z scale"
-CopyTransformsConstraint.head_tail -> head_tail: float 'Target along length of bone: Head=0, Tail=1'
-CopyTransformsConstraint.subtarget -> subtarget: string 'NO DESCRIPTION'
-CopyTransformsConstraint.target -> target: pointer 'Target Object'
-Curve.animation_data -> animation_data: pointer, '(read-only) Animation data for this datablock'
-Curve.auto_texspace -> use_auto_texspace: boolean "Adjusts active object's texture space automatically when transforming object"
-Curve.back -> use_fill_back: boolean 'Draw filled back for extruded/beveled curves'
-Curve.bevel_depth -> bevel_depth: float 'Bevel depth when not using a bevel object'
-Curve.bevel_object -> bevel_object: pointer 'Curve object name that defines the bevel shape'
-Curve.bevel_resolution -> bevel_resolution: int 'Bevel resolution when depth is non-zero and no specific bevel object has been defined'
-Curve.dimensions -> dimensions: enum 'Select 2D or 3D curve type'
-Curve.draw_handles -> show_handles: boolean 'Display bezier handles in editmode'
-Curve.draw_normals -> show_normals: boolean 'Display 3D curve normals in editmode'
-Curve.eval_time -> eval_time: float "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"
-Curve.extrude -> extrude: float 'Amount of curve extrusion when not using a bevel object'
-Curve.front -> use_fill_front: boolean 'Draw filled front for extruded/beveled curves'
-Curve.map_along_length -> use_map_along_length: boolean 'Generate texture mapping coordinates following the curve direction, rather than the local bounding box'
-Curve.materials -> materials: collection, '(read-only)'
-Curve.path_length -> path_length: int "The number of frames that are needed to traverse the path, defining the maximum value for the 'Evaluation Time' setting"
-Curve.render_resolution_u -> render_resolution_u: int 'Surface resolution in U direction used while rendering. Zero skips this property'
-Curve.render_resolution_v -> render_resolution_v: int 'Surface resolution in V direction used while rendering. Zero skips this property'
-Curve.resolution_u -> resolution_u: int 'Surface resolution in U direction'
-Curve.resolution_v -> resolution_v: int 'Surface resolution in V direction'
-Curve.shape_keys -> shape_keys: pointer, '(read-only)'
-Curve.splines -> splines: collection, '(read-only) Collection of splines in this curve data object'
-Curve.taper_object -> taper_object: pointer 'Curve object name that defines the taper (width)'
-Curve.texspace_loc -> texspace_loc: float 'Texture space location'
-Curve.texspace_size -> texspace_size: float 'Texture space size'
-Curve.twist_mode -> twist_mode: enum 'The type of tilt calculation for 3D Curves'
-Curve.twist_smooth -> twist_smooth: float 'Smoothing iteration for tangents'
-Curve.use_deform_bounds -> use_deform_bounds: boolean 'Use the mesh bounds to clamp the deformation'
-Curve.use_deform_fill -> use_fill_deform: boolean 'Fill curve after applying deformation'
-Curve.use_path -> use_path: boolean 'Enable the curve to become a translation path'
-Curve.use_path_follow -> use_path_follow: boolean 'Make curve path children to rotate along the path'
-Curve.use_radius -> use_radius: boolean 'Option for paths: apply the curve radius with path following it and deforming'
-Curve.use_stretch -> use_stretch: boolean 'Option for curve-deform: makes deformed child to stretch along entire path'
-Curve.use_time_offset -> use_time_offset: boolean 'Children will use Time Offset value as path distance offset'
-Curve.width -> width: float 'Scale the original width (1.0) based on given factor'
-CurveMap.extend -> extend: enum, '(read-only) Extrapolate the curve or extend it horizontally'
-CurveMap.points -> points: collection, '(read-only)'
-CurveMapPoint.handle_type -> handle_type: enum, '(read-only) Curve interpolation at this point: bezier or vector'
-CurveMapPoint.location -> location: float, '(read-only) X/Y coordinates of the curve point'
-CurveMapPoint.select -> select: boolean 'Selection state of the curve point'
-CurveMapping.black_level -> black_level: float 'For RGB curves, the color that black is mapped to'
-CurveMapping.clip -> use_clip: boolean 'Force the curve view to fit a defined boundary'
-CurveMapping.clip_max_x -> clip_max_x: float 'NO DESCRIPTION'
-CurveMapping.clip_max_y -> clip_max_y: float 'NO DESCRIPTION'
-CurveMapping.clip_min_x -> clip_min_x: float 'NO DESCRIPTION'
-CurveMapping.clip_min_y -> clip_min_y: float 'NO DESCRIPTION'
-CurveMapping.curves -> curves: collection, '(read-only)'
-CurveMapping.white_level -> white_level: float 'For RGB curves, the color that white is mapped to'
-CurveModifier.deform_axis -> deform_axis: enum 'The axis that the curve deforms along'
-CurveModifier.object -> object: pointer 'Curve object to deform with'
-CurveModifier.vertex_group -> vertex_group: string 'Vertex group name'
-CurveSplines.active -> active: pointer 'Active curve spline'
-DampedTrackConstraint.subtarget -> subtarget: string 'NO DESCRIPTION'
-DampedTrackConstraint.target -> target: pointer 'Target Object'
-DampedTrackConstraint.track -> track: enum 'Axis that points to the target object'
-DecimateModifier.face_count -> face_count: int, '(read-only) The current number of faces in the decimated mesh'
-DecimateModifier.ratio -> ratio: float 'Defines the ratio of triangles to reduce to'
-DelaySensor.delay -> delay: int 'Delay in number of logic tics before the positive trigger (default 60 per second)'
-DelaySensor.duration -> duration: int 'If >0, delay in number of logic tics before the negative trigger following the positive trigger'
-DelaySensor.repeat -> use_repeat: boolean 'Toggle repeat option. If selected, the sensor restarts after Delay+Dur logic tics'
-DisplaceModifier.direction -> direction: enum 'NO DESCRIPTION'
-DisplaceModifier.midlevel -> midlevel: float 'Material value that gives no displacement'
-DisplaceModifier.strength -> strength: float 'NO DESCRIPTION'
-DisplaceModifier.texture -> texture: pointer 'NO DESCRIPTION'
-DisplaceModifier.texture_coordinate_object -> texture_coordinate_object: pointer 'NO DESCRIPTION'
-DisplaceModifier.texture_coordinates -> texture_coordinates: enum 'NO DESCRIPTION'
-DisplaceModifier.uv_layer -> uv_layer: string 'UV layer name'
-DisplaceModifier.vertex_group -> vertex_group: string 'Vertex group name'
-DistortedNoiseTexture.distortion -> distortion: float 'NO DESCRIPTION'
-DistortedNoiseTexture.nabla -> nabla: float 'Size of derivative offset used for calculating normal'
-DistortedNoiseTexture.noise_basis -> noise_basis: enum 'Sets the noise basis used for turbulence'
-DistortedNoiseTexture.noise_distortion -> noise_distortion: enum 'Sets the noise basis for the distortion'
-DistortedNoiseTexture.noise_size -> noise_size: float 'Sets scaling for noise input'
-DomainFluidSettings.compressibility -> compressibility: float 'Allowed compressibility due to gravitational force for standing fluid. (directly affects simulation step size)'
-DomainFluidSettings.end_time -> end_time: float 'Simulation time of the last blender frame'
-DomainFluidSettings.generate_particles -> generate_particles: float 'Amount of particles to generate (0=off, 1=normal, >1=more)'
-DomainFluidSettings.generate_speed_vectors -> use_speed_vectors: boolean 'Generate speed vectors for vector blur'
-DomainFluidSettings.gravity -> gravity: float 'Gravity in X, Y and Z direction'
-DomainFluidSettings.grid_levels -> grid_levels: int 'Number of coarsened grids to use (-1 for automatic)'
-DomainFluidSettings.memory_estimate -> memory_estimate: string, '(read-only) Estimated amount of memory needed for baking the domain'
-DomainFluidSettings.override_time -> use_time_override: boolean "Use a custom start and end time (in seconds) instead of the scene's timeline"
-DomainFluidSettings.partial_slip_factor -> partial_slip_factor: float 'Amount of mixing between no- and free-slip, 0 is no slip and 1 is free slip'
-DomainFluidSettings.path -> path: string 'Directory (and/or filename prefix) to store baked fluid simulation files in'
-DomainFluidSettings.preview_resolution -> preview_resolution: int 'Preview resolution in X,Y and Z direction'
-DomainFluidSettings.real_world_size -> real_world_size: float 'Size of the simulation domain in metres'
-DomainFluidSettings.render_display_mode -> render_display_mode: enum 'How to display the mesh for rendering'
-DomainFluidSettings.resolution -> resolution: int 'Domain resolution in X,Y and Z direction'
-DomainFluidSettings.reverse_frames -> use_reverse_frames: boolean 'Reverse fluid frames'
-DomainFluidSettings.slip_type -> slip_type: enum 'NO DESCRIPTION'
-DomainFluidSettings.start_time -> start_time: float 'Simulation time of the first blender frame'
-DomainFluidSettings.surface_smoothing -> surface_smooth: float 'Amount of surface smoothing. A value of 0 is off, 1 is normal smoothing and more than 1 is extra smoothing'
-DomainFluidSettings.surface_subdivisions -> surface_subdivisions: int 'Number of isosurface subdivisions. This is necessary for the inclusion of particles into the surface generation. Warning - can lead to longer computation times!'
-DomainFluidSettings.tracer_particles -> tracer_particles: int 'Number of tracer particles to generate'
-DomainFluidSettings.viewport_display_mode -> viewport_display_mode: enum 'How to display the mesh in the viewport'
-DomainFluidSettings.viscosity_base -> viscosity_base: float 'Viscosity setting: value that is multiplied by 10 to the power of (exponent*-1)'
-DomainFluidSettings.viscosity_exponent -> viscosity_exponent: int 'Negative exponent for the viscosity value (to simplify entering small values e.g. 5*10^-6.)'
-DomainFluidSettings.viscosity_preset -> viscosity_preset: enum 'Set viscosity of the fluid to a preset value, or use manual input'
-NEGATE * DopeSheet.collapse_summary -> show_expanded_summary: boolean 'Collapse summary when shown, so all other channels get hidden. (DopeSheet Editors Only)'
-DopeSheet.display_armature -> show_armatures: boolean 'Include visualization of Armature related Animation data'
-DopeSheet.display_camera -> show_cameras: boolean 'Include visualization of Camera related Animation data'
-DopeSheet.display_curve -> show_curves: boolean 'Include visualization of Curve related Animation data'
-DopeSheet.display_hidden -> display_hidden: boolean "Include channels from objects/bone that aren't visible"
-DopeSheet.display_lamp -> show_lamps: boolean 'Include visualization of Lamp related Animation data'
-DopeSheet.display_material -> show_materials: boolean 'Include visualization of Material related Animation data'
-DopeSheet.display_mesh -> show_meshes: boolean 'Include visualization of Mesh related Animation data'
-DopeSheet.display_metaball -> show_metaballs: boolean 'Include visualization of Metaball related Animation data'
-DopeSheet.display_node -> show_nodes: boolean 'Include visualization of Node related Animation data'
-DopeSheet.display_particle -> show_particles: boolean 'Include visualization of Particle related Animation data'
-DopeSheet.display_scene -> show_scenes: boolean 'Include visualization of Scene related Animation data'
-DopeSheet.display_shapekeys -> show_shapekeys: boolean 'Include visualization of ShapeKey related Animation data'
-DopeSheet.display_summary -> show_summary: boolean "Display an additional 'summary' line. (DopeSheet Editors only)"
-DopeSheet.display_texture -> show_textures: boolean 'Include visualization of Texture related Animation data'
-DopeSheet.display_transforms -> show_transforms: boolean 'Include visualization of Object-level Animation data (mostly Transforms)'
-DopeSheet.display_world -> show_worlds: boolean 'Include visualization of World related Animation data'
-DopeSheet.filtering_group -> filtering_group: pointer 'Group that included Object should be a member of'
-DopeSheet.include_missing_nla -> show_missing_nla: boolean 'Include Animation Data blocks with no NLA data. (NLA Editor only)'
-DopeSheet.only_group_objects -> show_only_group_objects: boolean 'Only include channels from Objects in the specified Group'
-DopeSheet.only_selected -> show_only_selected: boolean 'Only include channels relating to selected objects and data'
-DopeSheet.source -> source: pointer, '(read-only) ID-Block representing source data, currently ID_SCE (for Dopesheet), and ID_SC (for Grease Pencil)'
-Driver.expression -> expression: string 'Expression to use for Scripted Expression'
-Driver.invalid -> is_valid: boolean 'Driver could not be evaluated in past, so should be skipped'
-Driver.show_debug_info -> show_debug_info: boolean 'Show intermediate values for the driver calculations to allow debugging of drivers'
-Driver.type -> type: enum 'Driver type'
-Driver.variables -> variables: collection, '(read-only) Properties acting as inputs for this driver'
-DriverTarget.bone_target -> bone_target: string 'Name of PoseBone to use as target'
-DriverTarget.data_path -> data_path: string 'RNA Path (from ID-block) to property used'
-DriverTarget.id -> id: pointer 'ID-block that the specific property used can be found from (id_type property must be set first)'
-DriverTarget.id_type -> id_type: enum 'Type of ID-block that can be used'
-DriverTarget.transform_type -> transform_type: enum 'Driver variable type'
-DriverTarget.use_local_space_transforms -> use_local_space_transform: boolean 'Use transforms in Local Space (as opposed to the worldspace default)'
-DriverVariable.name -> name: string 'Name to use in scripted expressions/functions. (No spaces or dots are allowed. Also, must not start with a symbol or digit)'
-DriverVariable.targets -> targets: collection, '(read-only) Sources of input data for evaluating this variable'
-DriverVariable.type -> type: enum 'Driver variable type'
-DupliObject.matrix -> matrix: float 'Object duplicate transformation matrix'
-DupliObject.object -> object: pointer, '(read-only) Object being duplicated'
-DupliObject.object_matrix -> object_matrix: float 'Duplicated object transformation matrix'
-EdgeSplitModifier.split_angle -> split_angle: float 'Angle above which to split edges'
-EdgeSplitModifier.use_edge_angle -> use_edge_angle: boolean 'Split edges with high angle between faces'
-EdgeSplitModifier.use_sharp -> use_edge_sharp: boolean 'Split edges that are marked as sharp'
-EditBone.bbone_in -> bbone_in: float 'Length of first Bezier Handle (for B-Bones only)'
-EditBone.bbone_out -> bbone_out: float 'Length of second Bezier Handle (for B-Bones only)'
-EditBone.bbone_segments -> bbone_segments: int 'Number of subdivisions of bone (for B-Bones only)'
-EditBone.connected -> use_connect: boolean "When bone has a parent, bone's head is struck to the parent's tail"
-EditBone.cyclic_offset -> use_cyclic_offset: boolean "When bone doesn't have a parent, it receives cyclic offset effects"
-EditBone.deform -> use_deform: boolean 'Bone does not deform any geometry'
-EditBone.draw_wire -> show_wire: boolean 'Bone is always drawn as Wireframe regardless of viewport draw mode. Useful for non-obstructive custom bone shapes'
-EditBone.envelope_distance -> envelope_distance: float 'Bone deformation distance (for Envelope deform only)'
-EditBone.envelope_weight -> envelope_weight: float 'Bone deformation weight (for Envelope deform only)'
-EditBone.head -> head: float 'Location of head end of the bone'
-EditBone.head_radius -> head_radius: float 'Radius of head of bone (for Envelope deform only)'
-EditBone.hide -> hide: boolean 'Bone is not visible when in Edit Mode'
-EditBone.hide_select -> hide_select: boolean 'Bone is able to be selected'
-EditBone.hinge -> use_hinge: boolean 'Bone inherits rotation or scale from parent bone'
-EditBone.inherit_scale -> use_inherit_scale: boolean 'Bone inherits scaling from parent bone'
-EditBone.layer -> layers: boolean 'Layers bone exists in'
-EditBone.local_location -> use_local_location: boolean 'Bone location is set in local space'
-EditBone.lock -> lock: boolean 'Bone is not able to be transformed when in Edit Mode'
-EditBone.matrix -> matrix: float, '(read-only) Read-only matrix calculated from the roll (armature space)'
-EditBone.multiply_vertexgroup_with_envelope -> use_envelope_multiply: boolean 'When deforming bone, multiply effects of Vertex Group weights with Envelope influence'
-EditBone.name -> name: string 'NO DESCRIPTION'
-EditBone.parent -> parent: pointer 'Parent edit bone (in same Armature)'
-EditBone.roll -> roll: float 'Bone rotation around head-tail axis'
-EditBone.select -> select: boolean 'NO DESCRIPTION'
-EditBone.select_head -> select_head: boolean 'NO DESCRIPTION'
-EditBone.select_tail -> select_tail: boolean 'NO DESCRIPTION'
-EditBone.tail -> tail: float 'Location of tail end of the bone'
-EditBone.tail_radius -> tail_radius: float 'Radius of tail of bone (for Envelope deform only)'
-EditObjectActuator.angular_velocity -> angular_velocity: float 'Angular velocity upon creation'
-EditObjectActuator.dynamic_operation -> dynamic_operation: enum 'NO DESCRIPTION'
-EditObjectActuator.enable_3d_tracking -> use_3d_tracking: boolean 'Enable 3D tracking'
-EditObjectActuator.linear_velocity -> linear_velocity: float 'Velocity upon creation'
-EditObjectActuator.local_angular_velocity -> use_local_angular_velocity: boolean 'Apply the rotation locally'
-EditObjectActuator.local_linear_velocity -> use_local_linear_velocity: boolean 'Apply the transformation locally'
-EditObjectActuator.mass -> mass: float 'The mass of the object'
-EditObjectActuator.mesh -> mesh: pointer "Replace the existing, when left blank 'Phys' will remake the existing physics mesh"
-EditObjectActuator.mode -> mode: enum 'The mode of the actuator'
-EditObjectActuator.object -> object: pointer 'Add this Object and all its children (cant be on an visible layer)'
-EditObjectActuator.replace_display_mesh -> use_replace_display_mesh: boolean 'Replace the display mesh'
-EditObjectActuator.replace_physics_mesh -> use_replace_physics_mesh: boolean 'Replace the physics mesh (triangle bounds only - compound shapes not supported)'
-EditObjectActuator.time -> time: int 'Duration the new Object lives or the track takes'
-EditObjectActuator.track_object -> track_object: pointer 'Track to this Object'
-EffectSequence.color_balance -> color_balance: pointer, '(read-only)'
-EffectSequence.color_saturation -> color_saturation: float 'NO DESCRIPTION'
-EffectSequence.convert_float -> use_float: boolean 'Convert input to float data'
-EffectSequence.crop -> crop: pointer, '(read-only)'
-EffectSequence.de_interlace -> use_deinterlace: boolean 'For video movies to remove fields'
-EffectSequence.flip_x -> use_flip_x: boolean 'Flip on the X axis'
-EffectSequence.flip_y -> use_flip_y: boolean 'Flip on the Y axis'
-EffectSequence.multiply_colors -> color_multiply: float 'NO DESCRIPTION'
-EffectSequence.premultiply -> use_premultiply: boolean 'Convert RGB from key alpha to premultiplied alpha'
-EffectSequence.proxy -> proxy: pointer, '(read-only)'
-EffectSequence.proxy_custom_directory -> use_proxy_custom_directory: boolean 'Use a custom directory to store data'
-EffectSequence.proxy_custom_file -> use_proxy_custom_file: boolean 'Use a custom file to read proxy data from'
-EffectSequence.reverse_frames -> use_reverse_frames: boolean 'Reverse frame order'
-EffectSequence.strobe -> strobe: float 'Only display every nth frame'
-EffectSequence.transform -> transform: pointer, '(read-only)'
-EffectSequence.use_color_balance -> use_color_balance: boolean '(3-Way color correction) on input'
-EffectSequence.use_crop -> use_crop: boolean 'Crop image before processing'
-EffectSequence.use_proxy -> use_proxy: boolean 'Use a preview proxy for this strip'
-EffectSequence.use_translation -> use_translation: boolean 'Translate image before processing'
-EffectorWeights.all -> all: float "All effector's weight"
-EffectorWeights.boid -> boid: float 'Boid effector weight'
-EffectorWeights.charge -> charge: float 'Charge effector weight'
-EffectorWeights.curveguide -> curveguide: float 'Curve guide effector weight'
-EffectorWeights.do_growing_hair -> apply_to_hair_growing: boolean 'Use force fields when growing hair'
-EffectorWeights.drag -> drag: float 'Drag effector weight'
-EffectorWeights.force -> force: float 'Force effector weight'
-EffectorWeights.gravity -> gravity: float 'Global gravity weight'
-EffectorWeights.group -> group: pointer 'Limit effectors to this Group'
-EffectorWeights.harmonic -> harmonic: float 'Harmonic effector weight'
-EffectorWeights.lennardjones -> lennardjones: float 'Lennard-Jones effector weight'
-EffectorWeights.magnetic -> magnetic: float 'Magnetic effector weight'
-EffectorWeights.texture -> texture: float 'Texture effector weight'
-EffectorWeights.turbulence -> turbulence: float 'Turbulence effector weight'
-EffectorWeights.vortex -> vortex: float 'Vortex effector weight'
-EffectorWeights.wind -> wind: float 'Wind effector weight'
-EnumProperty.default -> default: enum, '(read-only) Default value for this enum'
-EnumProperty.items -> items: collection, '(read-only) Possible values for the property'
-EnumPropertyItem.description -> description: string, "(read-only) Description of the item's purpose"
-EnumPropertyItem.identifier -> identifier: string, '(read-only) Unique name used in the code and scripting'
-EnumPropertyItem.name -> name: string, '(read-only) Human readable name'
-EnumPropertyItem.value -> value: int, '(read-only) Value of the item'
-EnvironmentMap.clip_end -> clip_end: float 'Objects further than this are not visible to map'
-EnvironmentMap.clip_start -> clip_start: float 'Objects nearer than this are not visible to map'
-EnvironmentMap.depth -> depth: int 'Number of times a map will be rendered recursively (mirror effects.)'
-EnvironmentMap.ignore_layers -> layers_ignore: boolean 'Hide objects on these layers when generating the Environment Map'
-EnvironmentMap.mapping -> mapping: enum 'NO DESCRIPTION'
-EnvironmentMap.resolution -> resolution: int 'Pixel resolution of the rendered environment map'
-EnvironmentMap.source -> source: enum 'NO DESCRIPTION'
-EnvironmentMap.viewpoint_object -> viewpoint_object: pointer "Object to use as the environment map's viewpoint location"
-EnvironmentMap.zoom -> zoom: float 'NO DESCRIPTION'
-EnvironmentMapTexture.environment_map -> environment_map: pointer, '(read-only) Gets the environment map associated with this texture'
-EnvironmentMapTexture.filter -> filter: enum 'Texture filter to use for sampling image'
-EnvironmentMapTexture.filter_eccentricity -> filter_eccentricity: int 'Maximum eccentricity. Higher gives less blur at distant/oblique angles, but is also slower'
-EnvironmentMapTexture.filter_probes -> filter_probes: int 'Maximum number of samples. Higher gives less blur at distant/oblique angles, but is also slower'
-EnvironmentMapTexture.filter_size -> filter_size: float 'Multiplies the filter size used by MIP Map and Interpolation'
-EnvironmentMapTexture.filter_size_minimum -> use_filter_size_min: boolean 'Use Filter Size as a minimal filter value in pixels'
-EnvironmentMapTexture.image -> image: pointer 'Source image file to read the environment map from'
-EnvironmentMapTexture.image_user -> image_user: pointer, '(read-only) Parameters defining which layer, pass and frame of the image is displayed'
-EnvironmentMapTexture.mipmap -> use_mipmap: boolean 'Uses auto-generated MIP maps for the image'
-EnvironmentMapTexture.mipmap_gauss -> use_mipmap_gauss: boolean 'Uses Gauss filter to sample down MIP maps'
-Event.alt -> is_pressed_alt: boolean, '(read-only) True when the Alt/Option key is held'
-Event.ascii -> ascii: string, '(read-only) Single ASCII character for this event'
-Event.ctrl -> is_pressed_ctrl: boolean, '(read-only) True when the Ctrl key is held'
-Event.mouse_prev_x -> mouse_prev_x: int, '(read-only) The window relative vertical location of the mouse'
-Event.mouse_prev_y -> mouse_prev_y: int, '(read-only) The window relative horizontal location of the mouse'
-Event.mouse_region_x -> mouse_region_x: int, '(read-only) The region relative vertical location of the mouse'
-Event.mouse_region_y -> mouse_region_y: int, '(read-only) The region relative horizontal location of the mouse'
-Event.mouse_x -> mouse_x: int, '(read-only) The window relative vertical location of the mouse'
-Event.mouse_y -> mouse_y: int, '(read-only) The window relative horizontal location of the mouse'
-Event.oskey -> is_pressed_cmd: boolean, '(read-only) True when the Cmd key is held'
-Event.shift -> is_pressed_shift: boolean, '(read-only) True when the Shift key is held'
-Event.type -> type: enum, '(read-only)'
-Event.value -> value: enum, '(read-only) The type of event, only applies to some'
-ExplodeModifier.alive -> show_alive: boolean 'Show mesh when particles are alive'
-ExplodeModifier.dead -> show_dead: boolean 'Show mesh when particles are dead'
-ExplodeModifier.protect -> protect: float 'Clean vertex group edges'
-ExplodeModifier.size -> use_size: boolean 'Use particle size for the shrapnel'
-ExplodeModifier.split_edges -> use_edge_split: boolean 'Split face edges for nicer shrapnel'
-ExplodeModifier.unborn -> show_unborn: boolean 'Show mesh when particles are unborn'
-ExplodeModifier.vertex_group -> vertex_group: string 'NO DESCRIPTION'
-ExpressionController.expression -> expression: string 'NO DESCRIPTION'
-FCurve.array_index -> array_index: int 'Index to the specific property affected by F-Curve if applicable'
-FCurve.auto_clamped_handles -> use_auto_handle_clamp: boolean 'All auto-handles for F-Curve are clamped'
-FCurve.color -> color: float 'Color of the F-Curve in the Graph Editor'
-FCurve.color_mode -> color_mode: enum 'Method used to determine color of F-Curve in Graph Editor'
-FCurve.data_path -> data_path: string 'RNA Path to property affected by F-Curve'
-FCurve.driver -> driver: pointer, '(read-only) Channel Driver (only set for Driver F-Curves)'
-FCurve.enabled -> enabled: boolean 'False when F-Curve could not be evaluated in past, so should be skipped when evaluating'
-FCurve.extrapolation -> extrapolation: enum 'NO DESCRIPTION'
-FCurve.group -> group: pointer 'Action Group that this F-Curve belongs to'
-FCurve.hide -> hide: boolean 'F-Curve and its keyframes are hidden in the Graph Editor graphs'
-FCurve.keyframe_points -> keyframe_points: collection, '(read-only) User-editable keyframes'
-FCurve.lock -> lock: boolean "F-Curve's settings cannot be edited"
-FCurve.modifiers -> modifiers: collection, '(read-only) Modifiers affecting the shape of the F-Curve'
-FCurve.mute -> mute: boolean 'F-Curve is not evaluated'
-FCurve.sampled_points -> sampled_points: collection, '(read-only) Sampled animation data'
-FCurve.select -> select: boolean 'F-Curve is selected for editing'
-FCurveModifiers.active -> active: pointer 'Active F-Curve Modifier'
-FCurveSample.co -> co: float 'Point coordinates'
-FCurveSample.select -> select: boolean 'Selection status'
-FModifier.active -> active: boolean 'F-Curve Modifier is the one being edited'
-NEGATE * FModifier.disabled -> use: boolean, '(read-only) F-Curve Modifier has invalid settings and will not be evaluated'
-FModifier.expanded -> show_expanded: boolean "F-Curve Modifier's panel is expanded in UI"
-FModifier.mute -> mute: boolean 'F-Curve Modifier will not be evaluated'
-FModifier.type -> type: enum, '(read-only) F-Curve Modifier Type'
-FModifierCycles.after_cycles -> after_cycles: float 'Maximum number of cycles to allow after last keyframe. (0 = infinite)'
-FModifierCycles.after_mode -> after_mode: enum 'Cycling mode to use after last keyframe'
-FModifierCycles.before_cycles -> before_cycles: float 'Maximum number of cycles to allow before first keyframe. (0 = infinite)'
-FModifierCycles.before_mode -> before_mode: enum 'Cycling mode to use before first keyframe'
-FModifierEnvelope.control_points -> control_points: collection, '(read-only) Control points defining the shape of the envelope'
-FModifierEnvelope.default_maximum -> default_max: float 'Upper distance from Reference Value for 1:1 default influence'
-FModifierEnvelope.default_minimum -> default_min: float 'Lower distance from Reference Value for 1:1 default influence'
-FModifierEnvelope.reference_value -> reference_value: float "Value that envelope's influence is centered around / based on"
-FModifierEnvelopeControlPoint.frame -> frame: float 'Frame this control-point occurs on'
-FModifierEnvelopeControlPoint.maximum -> max: float 'Upper bound of envelope at this control-point'
-FModifierEnvelopeControlPoint.minimum -> min: float 'Lower bound of envelope at this control-point'
-FModifierFunctionGenerator.additive -> use_additive: boolean 'Values generated by this modifier are applied on top of the existing values instead of overwriting them'
-FModifierFunctionGenerator.amplitude -> amplitude: float 'Scale factor determining the maximum/minimum values'
-FModifierFunctionGenerator.function_type -> function_type: enum 'Type of built-in function to use'
-FModifierFunctionGenerator.phase_multiplier -> phase_multiplier: float "Scale factor determining the 'speed' of the function"
-FModifierFunctionGenerator.phase_offset -> phase_offset: float 'Constant factor to offset time by for function'
-FModifierFunctionGenerator.value_offset -> value_offset: float 'Constant factor to offset values by'
-FModifierGenerator.additive -> use_additive: boolean 'Values generated by this modifier are applied on top of the existing values instead of overwriting them'
-FModifierGenerator.coefficients -> coefficients: float "Coefficients for 'x' (starting from lowest power of x^0)"
-FModifierGenerator.mode -> mode: enum 'Type of generator to use'
-FModifierGenerator.poly_order -> poly_order: int "The highest power of 'x' for this polynomial. (number of coefficients - 1)"
-FModifierLimits.maximum_x -> max_x: float 'Highest X value to allow'
-FModifierLimits.maximum_y -> max_y: float 'Highest Y value to allow'
-FModifierLimits.minimum_x -> min_x: float 'Lowest X value to allow'
-FModifierLimits.minimum_y -> min_y: float 'Lowest Y value to allow'
-FModifierLimits.use_maximum_x -> use_max_x: boolean 'Use the maximum X value'
-FModifierLimits.use_maximum_y -> use_max_y: boolean 'Use the maximum Y value'
-FModifierLimits.use_minimum_x -> use_min_x: boolean 'Use the minimum X value'
-FModifierLimits.use_minimum_y -> use_min_y: boolean 'Use the minimum Y value'
-FModifierNoise.depth -> depth: int 'Amount of fine level detail present in the noise'
-FModifierNoise.modification -> modification: enum 'Method of modifying the existing F-Curve'
-FModifierNoise.phase -> phase: float 'A random seed for the noise effect'
-FModifierNoise.size -> size: float 'Scaling (in time) of the noise'
-FModifierNoise.strength -> strength: float 'Amplitude of the noise - the amount that it modifies the underlying curve'
-FModifierStepped.frame_end -> frame_end: float "Frame that modifier's influence ends (if applicable)"
-FModifierStepped.frame_start -> frame_start: float "Frame that modifier's influence starts (if applicable)"
-FModifierStepped.offset -> offset: float "Reference number of frames before frames get held. Use to get hold for '1-3' vs '5-7' holding patterns"
-FModifierStepped.step_size -> step_size: float 'Number of frames to hold each value'
-FModifierStepped.use_frame_end -> use_frame_end: boolean "Restrict modifier to only act before its 'end' frame"
-FModifierStepped.use_frame_start -> use_frame_start: boolean "Restrict modifier to only act after its 'start' frame"
-FcurveActuator.add -> use_add: boolean 'F-Curve is added to the current loc/rot/scale in global or local coordinate according to Local flag'
-FcurveActuator.child -> apply_to_children: boolean 'Update F-Curve on all children Objects as well'
-FcurveActuator.force -> use_force: boolean 'Apply F-Curve as a global or local force depending on the local option (dynamic objects only)'
-FcurveActuator.frame_end -> frame_end: int 'NO DESCRIPTION'
-FcurveActuator.frame_property -> frame_property: string "Assign the action's current frame number to this property"
-FcurveActuator.frame_start -> frame_start: int 'NO DESCRIPTION'
-FcurveActuator.local -> use_local: boolean 'Let the F-Curve act in local coordinates, used in Force and Add mode'
-FcurveActuator.play_type -> play_type: enum 'Specify the way you want to play the animation'
-FcurveActuator.property -> property: string 'Use this property to define the F-Curve position'
-FieldSettings.do_absorption -> use_absorption: boolean 'Force gets absorbed by collision objects'
-FieldSettings.do_location -> apply_to_location: boolean "Effect particles' location"
-FieldSettings.do_rotation -> apply_to_rotation: boolean "Effect particles' dynamic rotation"
-FieldSettings.falloff_power -> falloff_power: float 'Falloff power (real gravitational falloff = 2)'
-FieldSettings.falloff_type -> falloff_type: enum 'Fall-off shape'
-FieldSettings.flow -> flow: float 'Convert effector force into air flow velocity'
-FieldSettings.force_2d -> use_2d_force: boolean 'Apply force only in 2d'
-FieldSettings.global_coordinates -> use_global_coordinates: boolean 'Use effector/global coordinates for turbulence'
-FieldSettings.guide_clump_amount -> guide_clump_amount: float 'Amount of clumping'
-FieldSettings.guide_clump_shape -> guide_clump_shape: float 'Shape of clumping'
-FieldSettings.guide_free -> guide_free: float "Guide-free time from particle life's end"
-FieldSettings.guide_kink_amplitude -> guide_kink_amplitude: float 'The amplitude of the offset'
-FieldSettings.guide_kink_axis -> guide_kink_axis: enum 'Which axis to use for offset'
-FieldSettings.guide_kink_frequency -> guide_kink_frequency: float 'The frequency of the offset (1/total length)'
-FieldSettings.guide_kink_shape -> guide_kink_shape: float 'Adjust the offset to the beginning/end'
-FieldSettings.guide_kink_type -> guide_kink_type: enum 'Type of periodic offset on the curve'
-FieldSettings.guide_minimum -> guide_minimum: float 'The distance from which particles are affected fully'
-FieldSettings.guide_path_add -> use_guide_path_add: boolean 'Based on distance/falloff it adds a portion of the entire path'
-FieldSettings.harmonic_damping -> harmonic_damping: float 'Damping of the harmonic force'
-FieldSettings.inflow -> inflow: float 'Inwards component of the vortex force'
-FieldSettings.linear_drag -> linear_drag: float 'Drag component proportional to velocity'
-FieldSettings.maximum_distance -> distance_max: float 'Maximum distance for the field to work'
-FieldSettings.minimum_distance -> distance_min: float "Minimum distance for the field's fall-off"
-FieldSettings.multiple_springs -> use_multiple_springs: boolean 'Every point is effected by multiple springs'
-FieldSettings.noise -> noise: float 'Noise of the force'
-FieldSettings.quadratic_drag -> quadratic_drag: float 'Drag component proportional to the square of velocity'
-FieldSettings.radial_falloff -> radial_falloff: float 'Radial falloff power (real gravitational falloff = 2)'
-FieldSettings.radial_maximum -> radial_max: float 'Maximum radial distance for the field to work'
-FieldSettings.radial_minimum -> radial_min: float "Minimum radial distance for the field's fall-off"
-FieldSettings.rest_length -> rest_length: float 'Rest length of the harmonic force'
-FieldSettings.root_coordinates -> use_root_coordinates: boolean 'Texture coordinates from root particle locations'
-FieldSettings.seed -> seed: int 'Seed of the noise'
-FieldSettings.shape -> shape: enum 'Which direction is used to calculate the effector force'
-FieldSettings.size -> size: float 'Size of the noise'
-FieldSettings.strength -> strength: float 'Strength of force field'
-FieldSettings.texture -> texture: pointer 'Texture to use as force'
-FieldSettings.texture_mode -> texture_mode: enum 'How the texture effect is calculated (RGB & Curl need a RGB texture else Gradient will be used instead)'
-FieldSettings.texture_nabla -> texture_nabla: float 'Defines size of derivative offset used for calculating gradient and curl'
-FieldSettings.type -> type: enum 'Type of field'
-FieldSettings.use_coordinates -> use_object_coordinates: boolean 'Use object/global coordinates for texture'
-FieldSettings.use_guide_path_weight -> use_guide_path_weight: boolean 'Use curve weights to influence the particle influence along the curve'
-FieldSettings.use_max_distance -> use_max_distance: boolean 'Use a maximum distance for the field to work'
-FieldSettings.use_min_distance -> use_min_distance: boolean "Use a minimum distance for the field's fall-off"
-FieldSettings.use_radial_max -> use_radial_max: boolean 'Use a maximum radial distance for the field to work'
-FieldSettings.use_radial_min -> use_radial_min: boolean "Use a minimum radial distance for the field's fall-off"
-FieldSettings.z_direction -> z_direction: enum 'Effect in full or only positive/negative Z direction'
-FileSelectParams.directory -> directory: string 'Directory displayed in the file browser'
-FileSelectParams.display -> display: enum 'Display mode for the file list'
-FileSelectParams.do_filter -> use_filter: boolean 'Enable filtering of files'
-FileSelectParams.file -> file: string 'Active file in the file browser'
-FileSelectParams.filter_blender -> use_filter_blender: boolean 'Show .blend files'
-FileSelectParams.filter_folder -> use_filter_folder: boolean 'Show folders'
-FileSelectParams.filter_font -> use_filter_font: boolean 'Show font files'
-FileSelectParams.filter_image -> use_filter_image: boolean 'Show image files'
-FileSelectParams.filter_movie -> use_filter_movie: boolean 'Show movie files'
-FileSelectParams.filter_script -> use_filter_script: boolean 'Show script files'
-FileSelectParams.filter_sound -> use_filter_sound: boolean 'Show sound files'
-FileSelectParams.filter_text -> use_filter_text: boolean 'Show text files'
-NEGATE * FileSelectParams.hide_dot -> show_hidden: boolean 'Hide hidden dot files'
-FileSelectParams.sort -> sort: enum 'NO DESCRIPTION'
-FileSelectParams.title -> title: string, '(read-only) Title for the file browser'
-Filter2DActuator.enable_motion_blur -> use_motion_blur: boolean 'Enable/Disable Motion Blur'
-Filter2DActuator.filter_pass -> filter_pass: int 'Set filter order'
-Filter2DActuator.glsl_shader -> glsl_shader: pointer 'NO DESCRIPTION'
-Filter2DActuator.mode -> mode: enum 'NO DESCRIPTION'
-Filter2DActuator.motion_blur_factor -> motion_blur_factor: float 'Set motion blur factor'
-FloatProperty.array_length -> array_length: int, '(read-only) Maximum length of the array, 0 means unlimited'
-FloatProperty.default -> default: float, '(read-only) Default value for this number'
-FloatProperty.default_array -> default_array: float, '(read-only) Default value for this array'
-FloatProperty.hard_max -> hard_max: float, '(read-only) Maximum value used by buttons'
-FloatProperty.hard_min -> hard_min: float, '(read-only) Minimum value used by buttons'
-FloatProperty.precision -> precision: int, '(read-only) Number of digits after the dot used by buttons'
-FloatProperty.soft_max -> soft_max: float, '(read-only) Maximum value used by buttons'
-FloatProperty.soft_min -> soft_min: float, '(read-only) Minimum value used by buttons'
-FloatProperty.step -> step: float, '(read-only) Step size used by number buttons, for floats 1/100th of the step size'
-FloorConstraint.floor_location -> floor_location: enum 'Location of target that object will not pass through'
-FloorConstraint.offset -> offset: float 'Offset of floor from object origin'
-FloorConstraint.sticky -> use_sticky: boolean 'Immobilize object while constrained'
-FloorConstraint.subtarget -> subtarget: string 'NO DESCRIPTION'
-FloorConstraint.target -> target: pointer 'Target Object'
-FloorConstraint.use_rotation -> use_rotation: boolean "Use the target's rotation to determine floor"
-FluidFluidSettings.active -> use: boolean 'Object contributes to the fluid simulation'
-FluidFluidSettings.export_animated_mesh -> use_animated_mesh: boolean 'Export this mesh as an animated one. Slower, only use if really necessary (e.g. armatures or parented objects), animated pos/rot/scale IPOs do not require it'
-FluidFluidSettings.initial_velocity -> initial_velocity: float 'Initial velocity of fluid'
-FluidFluidSettings.volume_initialization -> volume_initialization: enum 'Volume initialization type'
-FluidSettings.type -> type: enum 'Type of participation in the fluid simulation'
-FluidSimulationModifier.settings -> settings: pointer, '(read-only) Settings for how this object is used in the fluid simulation'
-FollowPathConstraint.forward -> forward: enum 'Axis that points forward along the path'
-FollowPathConstraint.offset -> offset: int 'Offset from the position corresponding to the time frame'
-FollowPathConstraint.offset_factor -> offset_factor: float 'Percentage value defining target position along length of bone'
-FollowPathConstraint.target -> target: pointer 'Target Object'
-FollowPathConstraint.up -> up: enum 'Axis that points upward'
-FollowPathConstraint.use_curve_follow -> use_curve_follow: boolean 'Object will follow the heading and banking of the curve'
-FollowPathConstraint.use_curve_radius -> use_curve_radius: boolean 'Objects scale by the curve radius'
-FollowPathConstraint.use_fixed_position -> use_fixed_location: boolean 'Object will stay locked to a single point somewhere along the length of the curve regardless of time'
-Function.description -> description: string, "(read-only) Description of the Function's purpose"
-Function.identifier -> identifier: string, '(read-only) Unique name used in the code and scripting'
-Function.parameters -> parameters: collection, '(read-only) Parameters for the function'
-Function.registered -> is_registered: boolean, '(read-only) Function is registered as callback as part of type registration'
-Function.registered_optional -> is_registered_optional: boolean, '(read-only) Function is optionally registered as callback part of type registration'
-GPencilFrame.frame_number -> frame_number: int 'The frame on which this sketch appears'
-GPencilFrame.paint_lock -> is_edited: boolean 'Frame is being edited (painted on)'
-GPencilFrame.select -> select: boolean 'Frame is selected for editing in the DopeSheet'
-GPencilFrame.strokes -> strokes: collection, '(read-only) Freehand curves defining the sketch on this frame'
-GPencilLayer.active -> active: boolean 'Set active layer for editing'
-GPencilLayer.active_frame -> active_frame: pointer, '(read-only) Frame currently being displayed for this layer'
-GPencilLayer.color -> color: float 'Color for all strokes in this layer'
-GPencilLayer.frame_lock -> lock_frame: boolean 'Lock current frame displayed by layer'
-GPencilLayer.frames -> frames: collection, '(read-only) Sketches for this layer on different frames'
-GPencilLayer.hide -> hide: boolean 'Set layer Visibility'
-GPencilLayer.info -> info: string 'Layer name'
-GPencilLayer.line_thickness -> line_width: int 'Thickness of strokes (in pixels)'
-GPencilLayer.lock -> lock: boolean 'Protect layer from further editing and/or frame changes'
-GPencilLayer.max_ghost_range -> ghost_range_max: int "Maximum number of frames on either side of the active frame to show (0 = show the 'first' available sketch on either side)"
-GPencilLayer.opacity -> opacity: float 'Layer Opacity'
-GPencilLayer.select -> select: boolean 'Layer is selected for editing in the DopeSheet'
-GPencilLayer.show_points -> show_points: boolean 'Draw the points which make up the strokes (for debugging purposes)'
-GPencilLayer.use_onion_skinning -> use_onion_skinning: boolean 'Ghost frames on either side of frame'
-GPencilStroke.points -> points: collection, '(read-only) Stroke data points'
-GPencilStrokePoint.co -> co: float 'NO DESCRIPTION'
-GPencilStrokePoint.pressure -> pressure: float 'Pressure of tablet at point when drawing it'
-GameActuator.filename -> filename: string 'Load this blend file, use the "//" prefix for a path relative to the current blend file'
-GameActuator.mode -> mode: enum 'NO DESCRIPTION'
-GameBooleanProperty.value -> value: boolean 'Property value'
-GameFloatProperty.value -> value: float 'Property value'
-GameIntProperty.value -> value: int 'Property value'
-GameObjectSettings.actor -> use_actor: boolean 'Object is detected by the Near and Radar sensor'
-GameObjectSettings.actuators -> actuators: collection, '(read-only) Game engine actuators to act on events'
-GameObjectSettings.all_states -> use_all_states: boolean 'Set all state bits'
-GameObjectSettings.anisotropic_friction -> use_anisotropic_friction: boolean 'Enable anisotropic friction'
-GameObjectSettings.collision_bounds -> collision_bounds: enum 'Selects the collision type'
-GameObjectSettings.collision_compound -> use_collision_compound: boolean 'Add children to form a compound collision object'
-GameObjectSettings.collision_margin -> collision_margin: float 'Extra margin around object for collision detection, small amount required for stability'
-GameObjectSettings.controllers -> controllers: collection, '(read-only) Game engine controllers to process events, connecting sensor to actuators'
-GameObjectSettings.damping -> damping: float 'General movement damping'
-GameObjectSettings.debug_state -> show_debug_state: boolean 'Print state debug info in the game engine'
-GameObjectSettings.form_factor -> form_factor: float 'Form factor scales the inertia tensor'
-GameObjectSettings.friction_coefficients -> friction_coefficients: float 'Relative friction coefficient in the in the X, Y and Z directions, when anisotropic friction is enabled'
-GameObjectSettings.ghost -> use_ghost: boolean 'Object does not restitute collisions, like a ghost'
-GameObjectSettings.initial_state -> states_initial: boolean 'Initial state when the game starts'
-GameObjectSettings.lock_x_axis -> lock_location_x: boolean 'Disable simulation of linear motion along the X axis'
-GameObjectSettings.lock_x_rot_axis -> lock_rotation_x: boolean 'Disable simulation of angular motion along the X axis'
-GameObjectSettings.lock_y_axis -> lock_location_y: boolean 'Disable simulation of linear motion along the Y axis'
-GameObjectSettings.lock_y_rot_axis -> lock_rotation_y: boolean 'Disable simulation of angular motion along the Y axis'
-GameObjectSettings.lock_z_axis -> lock_location_z: boolean 'Disable simulation of linear motion along the Z axis'
-GameObjectSettings.lock_z_rot_axis -> lock_rotation_z: boolean 'Disable simulation of angular motion along the Z axis'
-GameObjectSettings.mass -> mass: float 'Mass of the object'
-GameObjectSettings.material_physics -> use_material_physics: boolean 'Use physics settings in materials'
-GameObjectSettings.maximum_velocity -> velocity_max: float 'Clamp velocity to this maximum speed'
-GameObjectSettings.minimum_velocity -> velocity_min: float 'Clamp velocity to this minimum speed (except when totally still)'
-NEGATE * GameObjectSettings.no_sleeping -> use_sleep: boolean 'Disable auto (de)activation in physics simulation'
-GameObjectSettings.physics_type -> physics_type: enum 'Selects the type of physical representation'
-GameObjectSettings.properties -> properties: collection, '(read-only) Game engine properties'
-GameObjectSettings.radius -> radius: float 'Radius of bounding sphere and material physics'
-GameObjectSettings.rotate_from_normal -> use_rotate_from_normal: boolean 'Use face normal to rotate object, so that it points away from the surface'
-GameObjectSettings.rotation_damping -> rotation_damping: float 'General rotation damping'
-GameObjectSettings.sensors -> sensors: collection, '(read-only) Game engine sensor to detect events'
-GameObjectSettings.show_actuators -> show_actuators: boolean 'Shows actuators for this object in the user interface'
-GameObjectSettings.show_controllers -> show_controllers: boolean 'Shows controllers for this object in the user interface'
-GameObjectSettings.show_sensors -> show_sensors: boolean 'Shows sensors for this object in the user interface'
-GameObjectSettings.show_state_panel -> show_state_panel: boolean 'Show state panel'
-GameObjectSettings.soft_body -> soft_body: pointer, '(read-only) Settings for Bullet soft body simulation'
-GameObjectSettings.use_activity_culling -> use_activity_culling: boolean 'Disable simulation of angular motion along the Z axis'
-GameObjectSettings.use_collision_bounds -> use_collision_bounds: boolean 'Specify a collision bounds type other than the default'
-GameObjectSettings.used_state -> states_used: boolean, '(read-only) States which are being used by controllers'
-GameObjectSettings.visible_state -> states_visible: boolean 'State determining which controllers are displayed'
-GameProperty.debug -> show_debug: boolean 'Print debug information for this property'
-GameProperty.name -> name: string "Available as GameObject attributes in the game engine's python API"
-GameProperty.type -> type: enum 'NO DESCRIPTION'
-GameSoftBodySettings.bending_const -> use_bending_constraints: boolean 'Enable bending constraints'
-GameSoftBodySettings.cluster_iterations -> cluster_iterations: int 'Specify the number of cluster iterations'
-GameSoftBodySettings.cluster_rigid_to_softbody -> use_cluster_rigid_to_softbody: boolean 'Enable cluster collision between soft and rigid body'
-GameSoftBodySettings.cluster_soft_to_softbody -> use_cluster_soft_to_softbody: boolean 'Enable cluster collision between soft and soft body'
-GameSoftBodySettings.dynamic_friction -> dynamic_friction: float 'Dynamic Friction'
-GameSoftBodySettings.linstiff -> linear_stiffness: float 'Linear stiffness of the soft body links'
-GameSoftBodySettings.margin -> margin: float 'Collision margin for soft body. Small value makes the algorithm unstable'
-GameSoftBodySettings.position_iterations -> position_iterations: int 'Position solver iterations'
-GameSoftBodySettings.shape_match -> use_shape_match: boolean 'Enable soft body shape matching goal'
-GameSoftBodySettings.threshold -> threshold: float 'Shape matching threshold'
-GameSoftBodySettings.welding -> weld_threshold: float 'Welding threshold: distance between nearby vertices to be considered equal => set to 0.0 to disable welding test and speed up scene loading (ok if the mesh has no duplicates)'
-GameStringProperty.value -> value: string 'Property value'
-GameTimerProperty.value -> value: float 'Property value'
-GlowSequence.blur_distance -> blur_distance: float 'Radius of glow effect'
-GlowSequence.boost_factor -> boost_factor: float 'Brightness multiplier'
-GlowSequence.clamp -> clamp: float 'rightness limit of intensity'
-GlowSequence.only_boost -> use_only_boost: boolean 'Show the glow buffer only'
-GlowSequence.quality -> quality: int 'Accuracy of the blur effect'
-GlowSequence.threshold -> threshold: float 'Minimum intensity to trigger a glow'
-GreasePencil.draw_mode -> draw_mode: enum 'NO DESCRIPTION'
-GreasePencil.layers -> layers: collection, '(read-only)'
-GreasePencil.use_stroke_endpoints -> use_stroke_endpoints: boolean 'Only use the first and last parts of the stroke for snapping'
-Group.dupli_offset -> dupli_offset: float 'Offset from the origin to use when instancing as DupliGroup'
-Group.layer -> layers: boolean 'Layers visible when this groups is instanced as a dupli'
-Group.objects -> objects: collection, '(read-only) A collection of this groups objects'
-Header.bl_idname -> bl_idname: string 'NO DESCRIPTION'
-Header.bl_space_type -> bl_space_type: enum 'NO DESCRIPTION'
-Header.layout -> layout: pointer, '(read-only)'
-Histogram.mode -> mode: enum 'Channels to display when drawing the histogram'
-HookModifier.falloff -> falloff: float 'If not zero, the distance from the hook where influence ends'
-HookModifier.force -> force: float 'Relative force of the hook'
-HookModifier.object -> object: pointer 'Parent Object for hook, also recalculates and clears offset'
-HookModifier.subtarget -> subtarget: string 'Name of Parent Bone for hook (if applicable), also recalculates and clears offset'
-HookModifier.vertex_group -> vertex_group: string 'Vertex group name'
-ID.fake_user -> use_fake_user: boolean 'Saves this datablock even if it has no users'
-ID.library -> library: pointer, '(read-only) Library file the datablock is linked from'
-ID.name -> name: string 'Unique datablock ID name'
-ID.tag -> tag: boolean 'Tools can use this to tag data, (initial state is undefined)'
-ID.users -> users: int, '(read-only) Number of times this datablock is referenced'
-IDProperty.collection -> collection: collection, '(read-only)'
-IDProperty.double -> double: float 'NO DESCRIPTION'
-IDProperty.double_array -> double_array: float 'NO DESCRIPTION'
-IDProperty.float -> float: float 'NO DESCRIPTION'
-IDProperty.float_array -> float_array: float 'NO DESCRIPTION'
-IDProperty.group -> group: pointer, '(read-only)'
-IDProperty.int -> int: int 'NO DESCRIPTION'
-IDProperty.int_array -> int_array: int 'NO DESCRIPTION'
-IDProperty.string -> string: string 'NO DESCRIPTION'
-IDPropertyGroup.name -> name: string 'Unique name used in the code and scripting'
-IKParam.ik_solver -> ik_solver: enum, '(read-only) IK solver for which these parameters are defined, 0 for Legacy, 1 for iTaSC'
-Image.animated -> use_animation: boolean 'Use as animated texture in the game engine'
-Image.animation_end -> animation_end: int 'End frame of an animated texture'
-Image.animation_speed -> animation_speed: int 'Speed of the animation in frames per second'
-Image.animation_start -> animation_start: int 'Start frame of an animated texture'
-Image.bindcode -> bindcode: int, '(read-only) OpenGL bindcode'
-Image.clamp_x -> use_clamp_x: boolean 'Disable texture repeating horizontally'
-Image.clamp_y -> use_clamp_y: boolean 'Disable texture repeating vertically'
-Image.depth -> depth: int, '(read-only) Image bit depth'
-Image.dirty -> is_dirty: boolean, '(read-only) Image has changed and is not saved'
-Image.display_aspect -> display_aspect: float 'Display Aspect for this image, does not affect rendering'
-Image.field_order -> field_order: enum 'Order of video fields. Select which lines are displayed first'
-Image.fields -> use_fields: boolean 'Use fields of the image'
-Image.file_format -> file_format: enum 'Format used for re-saving this file'
-Image.filepath -> filepath: string 'Image/Movie file name'
-Image.filepath_raw -> filepath_raw: string 'Image/Movie file name (without data refreshing)'
-Image.generated_height -> generated_height: int 'Generated image height'
-Image.generated_type -> generated_type: enum 'Generated image type'
-Image.generated_width -> generated_width: int 'Generated image width'
-Image.has_data -> has_data: boolean, '(read-only) True if this image has data'
-Image.mapping -> mapping: enum 'Mapping type to use for this image in the game engine'
-Image.packed_file -> packed_file: pointer, '(read-only)'
-Image.premultiply -> use_premultiply: boolean 'Convert RGB from key alpha to premultiplied alpha'
-Image.size -> size: int, '(read-only) Width and height in pixels, zero when image data cant be loaded'
-Image.source -> source: enum 'Where the image comes from'
-Image.tiles -> use_tiles: boolean 'Use of tilemode for faces (default shift-LMB to pick the tile for selected faces)'
-Image.tiles_x -> tiles_x: int 'Degree of repetition in the X direction'
-Image.tiles_y -> tiles_y: int 'Degree of repetition in the Y direction'
-Image.type -> type: enum, '(read-only) How to generate the image'
-ImagePaint.invert_stencil -> invert_stencil: boolean 'Invert the stencil layer'
-ImagePaint.normal_angle -> normal_angle: int 'Paint most on faces pointing towards the view according to this angle'
-ImagePaint.screen_grab_size -> screen_grab_size: int 'Size to capture the image for re-projecting'
-ImagePaint.seam_bleed -> seam_bleed: int 'Extend paint beyond the faces UVs to reduce seams (in pixels, slower)'
-ImagePaint.show_brush -> show_brush: boolean 'Enables brush shape while not drawing'
-ImagePaint.show_brush_draw -> show_brush_draw: boolean 'Enables brush shape while drawing'
-ImagePaint.use_backface_cull -> use_backface_culling: boolean 'Ignore faces pointing away from the view (faster)'
-ImagePaint.use_clone_layer -> use_clone_layer: boolean 'Use another UV layer as clone source, otherwise use 3D the cursor as the source'
-ImagePaint.use_normal_falloff -> use_normal_falloff: boolean 'Paint most on faces pointing towards the view'
-ImagePaint.use_occlude -> use_occlude: boolean 'Only paint onto the faces directly under the brush (slower)'
-ImagePaint.use_projection -> use_projection: boolean 'Use projection painting for improved consistency in the brush strokes'
-ImagePaint.use_stencil_layer -> use_stencil_layer: boolean 'Set the mask layer from the UV layer buttons'
-ImageSequence.animation_end_offset -> animation_end_offset: int 'Animation end offset (trim end)'
-ImageSequence.animation_start_offset -> animation_start_offset: int 'Animation start offset (trim start)'
-ImageSequence.color_balance -> color_balance: pointer, '(read-only)'
-ImageSequence.color_saturation -> color_saturation: float 'NO DESCRIPTION'
-ImageSequence.convert_float -> use_float: boolean 'Convert input to float data'
-ImageSequence.crop -> crop: pointer, '(read-only)'
-ImageSequence.de_interlace -> use_deinterlace: boolean 'For video movies to remove fields'
-ImageSequence.directory -> directory: string 'NO DESCRIPTION'
-ImageSequence.elements -> elements: collection, '(read-only)'
-ImageSequence.flip_x -> use_flip_x: boolean 'Flip on the X axis'
-ImageSequence.flip_y -> use_flip_y: boolean 'Flip on the Y axis'
-ImageSequence.multiply_colors -> multiply_colors: float 'NO DESCRIPTION'
-ImageSequence.premultiply -> use_premultiply: boolean 'Convert RGB from key alpha to premultiplied alpha'
-ImageSequence.proxy -> proxy: pointer, '(read-only)'
-ImageSequence.proxy_custom_directory -> use_proxy_custom_directory: boolean 'Use a custom directory to store data'
-ImageSequence.proxy_custom_file -> use_proxy_custom_file: boolean 'Use a custom file to read proxy data from'
-ImageSequence.reverse_frames -> use_reverse_frames: boolean 'Reverse frame order'
-ImageSequence.strobe -> strobe: float 'Only display every nth frame'
-ImageSequence.transform -> transform: pointer, '(read-only)'
-ImageSequence.use_color_balance -> use_color_balance: boolean '(3-Way color correction) on input'
-ImageSequence.use_crop -> use_crop: boolean 'Crop image before processing'
-ImageSequence.use_proxy -> use_proxy: boolean 'Use a preview proxy for this strip'
-ImageSequence.use_translation -> use_translation: boolean 'Translate image before processing'
-ImageTexture.calculate_alpha -> use_calculate_alpha: boolean 'Calculates an alpha channel based on RGB values in the image'
-ImageTexture.checker_distance -> checker_distance: float 'Sets distance between checker tiles'
-ImageTexture.checker_even -> use_checker_even: boolean 'Sets even checker tiles'
-ImageTexture.checker_odd -> use_checker_odd: boolean 'Sets odd checker tiles'
-ImageTexture.crop_max_x -> crop_max_x: float 'Sets maximum X value to crop the image'
-ImageTexture.crop_max_y -> crop_max_y: float 'Sets maximum Y value to crop the image'
-ImageTexture.crop_min_x -> crop_min_x: float 'Sets minimum X value to crop the image'
-ImageTexture.crop_min_y -> crop_min_y: float 'Sets minimum Y value to crop the image'
-ImageTexture.extension -> extension: enum 'Sets how the image is extrapolated past its original bounds'
-ImageTexture.filter -> filter: enum 'Texture filter to use for sampling image'
-ImageTexture.filter_eccentricity -> filter_eccentricity: int 'Maximum eccentricity. Higher gives less blur at distant/oblique angles, but is also slower'
-ImageTexture.filter_probes -> filter_probes: int 'Maximum number of samples. Higher gives less blur at distant/oblique angles, but is also slower'
-ImageTexture.filter_size -> filter_size: float 'Multiplies the filter size used by MIP Map and Interpolation'
-ImageTexture.filter_size_minimum -> use_minimum_filter_size: boolean 'Use Filter Size as a minimal filter value in pixels'
-ImageTexture.flip_axis -> use_flip_axis: boolean "Flips the texture's X and Y axis"
-ImageTexture.image -> image: pointer 'NO DESCRIPTION'
-ImageTexture.image_user -> image_user: pointer, '(read-only) Parameters defining which layer, pass and frame of the image is displayed'
-ImageTexture.interpolation -> use_interpolation: boolean 'Interpolates pixels using Area filter'
-ImageTexture.invert_alpha -> invert_alpha: boolean 'Inverts all the alpha values in the image'
-ImageTexture.mipmap -> use_mipmap: boolean 'Uses auto-generated MIP maps for the image'
-ImageTexture.mipmap_gauss -> use_mipmap_gauss: boolean 'Uses Gauss filter to sample down MIP maps'
-ImageTexture.mirror_x -> use_mirror_x: boolean 'Mirrors the image repetition on the X direction'
-ImageTexture.mirror_y -> use_mirror_y: boolean 'Mirrors the image repetition on the Y direction'
-ImageTexture.normal_map -> use_normal_map: boolean 'Uses image RGB values for normal mapping'
-ImageTexture.normal_space -> normal_space: enum 'Sets space of normal map image'
-ImageTexture.repeat_x -> repeat_x: int 'Sets a repetition multiplier in the X direction'
-ImageTexture.repeat_y -> repeat_y: int 'Sets a repetition multiplier in the Y direction'
-ImageTexture.use_alpha -> use_alpha: boolean 'Uses the alpha channel information in the image'
-ImageUser.auto_refresh -> use_auto_refresh: boolean 'Always refresh image on frame changes'
-ImageUser.cyclic -> use_cyclic: boolean 'Cycle the images in the movie'
-ImageUser.fields_per_frame -> fields_per_frame: int 'The number of fields per rendered frame (2 fields is 1 image)'
-ImageUser.frame_start -> frame_start: int 'Sets the global starting frame of the movie'
-ImageUser.frames -> frames: int 'Sets the number of images of a movie to use'
-ImageUser.multilayer_layer -> multilayer_layer: int, '(read-only) Layer in multilayer image'
-ImageUser.multilayer_pass -> multilayer_pass: int, '(read-only) Pass in multilayer image'
-ImageUser.offset -> offset: int 'Offsets the number of the frame to use in the animation'
-InflowFluidSettings.active -> use: boolean 'Object contributes to the fluid simulation'
-InflowFluidSettings.export_animated_mesh -> use_animated_mesh: boolean 'Export this mesh as an animated one. Slower, only use if really necessary (e.g. armatures or parented objects), animated pos/rot/scale IPOs do not require it'
-InflowFluidSettings.inflow_velocity -> inflow_velocity: float 'Initial velocity of fluid'
-InflowFluidSettings.local_coordinates -> use_local_coordinates: boolean 'Use local coordinates for inflow. (e.g. for rotating objects)'
-InflowFluidSettings.volume_initialization -> volume_initialization: enum 'Volume initialization type'
-IntProperty.array_length -> array_length: int, '(read-only) Maximum length of the array, 0 means unlimited'
-IntProperty.default -> default: int, '(read-only) Default value for this number'
-IntProperty.default_array -> default_array: int, '(read-only) Default value for this array'
-IntProperty.hard_max -> hard_max: int, '(read-only) Maximum value used by buttons'
-IntProperty.hard_min -> hard_min: int, '(read-only) Minimum value used by buttons'
-IntProperty.soft_max -> soft_max: int, '(read-only) Maximum value used by buttons'
-IntProperty.soft_min -> soft_min: int, '(read-only) Minimum value used by buttons'
-IntProperty.step -> step: int, '(read-only) Step size used by number buttons, for floats 1/100th of the step size'
-Itasc.auto_step -> use_auto_step: boolean 'Automatically determine the optimal number of steps for best performance/accuracy trade off'
-Itasc.dampeps -> dampeps: float 'Singular value under which damping is progressively applied. Higher values=more stability, less reactivity. Default=0.1'
-Itasc.dampmax -> dampmax: float 'Maximum damping coefficient when singular value is nearly 0. Higher values=more stability, less reactivity. Default=0.5'
-Itasc.feedback -> feedback: float 'Feedback coefficient for error correction. Average response time=1/feedback. Default=20'
-Itasc.max_step -> step_max: float 'Higher bound for timestep in second in case of automatic substeps'
-Itasc.max_velocity -> velocity_max: float 'Maximum joint velocity in rad/s. Default=50'
-Itasc.min_step -> step_min: float 'Lower bound for timestep in second in case of automatic substeps'
-Itasc.mode -> mode: enum 'NO DESCRIPTION'
-Itasc.num_iter -> num_iter: int 'Maximum number of iterations for convergence in case of reiteration'
-Itasc.num_step -> num_step: int 'Divides the frame interval into this many steps'
-Itasc.precision -> precision: float 'Precision of convergence in case of reiteration'
-Itasc.reiteration -> reiteration: enum 'Defines if the solver is allowed to reiterate (converges until precision is met) on none, first or all frames'
-Itasc.solver -> solver: enum 'Solving method selection: Automatic damping or manual damping'
-JoystickSensor.all_events -> use_all_events: boolean 'Triggered by all events on this joysticks current type (axis/button/hat)'
-JoystickSensor.axis_direction -> axis_direction: enum 'The direction of the axis'
-JoystickSensor.axis_number -> axis_number: int 'Specify which axis pair to use, 1 is usually the main direction input'
-JoystickSensor.axis_threshold -> axis_threshold: int 'Specify the precision of the axis'
-JoystickSensor.button_number -> button_number: int 'Specify which button to use'
-JoystickSensor.event_type -> event_type: enum 'The type of event this joystick sensor is triggered on'
-JoystickSensor.hat_direction -> hat_direction: enum 'Specify hat direction'
-JoystickSensor.hat_number -> hat_number: int 'Specify which hat to use'
-JoystickSensor.joystick_index -> joystick_index: int 'Specify which joystick to use'
-JoystickSensor.single_axis_number -> single_axis_number: int 'Specify a single axis (verticle/horizontal/other) to detect'
-Key.animation_data -> animation_data: pointer, '(read-only) Animation data for this datablock'
-Key.keys -> keys: collection, '(read-only) Shape keys'
-Key.reference_key -> reference_key: pointer, '(read-only)'
-Key.relative -> use_relative: boolean 'Makes shape keys relative'
-Key.slurph -> slurph: int 'Creates a delay in amount of frames in applying keypositions, first vertex goes first'
-Key.user -> user: pointer, '(read-only) Datablock using these shape keys'
-KeyConfig.keymaps -> keymaps: collection, '(read-only) Key maps configured as part of this configuration'
-KeyConfig.name -> name: string 'Name of the key configuration'
-KeyConfig.user_defined -> is_user_defined: boolean, '(read-only) Indicates that a keyconfig was defined by the user'
-KeyMap.children_expanded -> show_expanded_children: boolean 'Children expanded in the user interface'
-KeyMap.items -> items: collection, '(read-only) Items in the keymap, linking an operator to an input event'
-KeyMap.items_expanded -> show_expanded_items: boolean 'Expanded in the user interface'
-KeyMap.modal -> is_modal: boolean, '(read-only) Indicates that a keymap is used for translate modal events for an operator'
-KeyMap.name -> name: string, '(read-only) Name of the key map'
-KeyMap.region_type -> region_type: enum, '(read-only) Optional region type keymap is associated with'
-KeyMap.space_type -> space_type: enum, '(read-only) Optional space type keymap is associated with'
-KeyMap.user_defined -> is_user_defined: boolean 'Keymap is defined by the user'
-KeyMapItem.active -> active: boolean 'Activate or deactivate item'
-KeyMapItem.alt -> pressed_alt: boolean 'Alt key pressed'
-KeyMapItem.any -> pressed_any: boolean 'Any modifier keys pressed'
-KeyMapItem.ctrl -> pressed_ctrl: boolean 'Control key pressed'
-KeyMapItem.expanded -> show_expanded: boolean 'Show key map event and property details in the user interface'
-KeyMapItem.id -> id: int, '(read-only) ID of the item'
-KeyMapItem.idname -> idname: string 'Identifier of operator to call on input event'
-KeyMapItem.key_modifier -> key_modifier: enum 'Regular key pressed as a modifier'
-KeyMapItem.map_type -> map_type: enum 'Type of event mapping'
-KeyMapItem.name -> name: string, '(read-only) Name of operator to call on input event'
-KeyMapItem.oskey -> pressed_cmd: boolean 'Operating system key pressed'
-KeyMapItem.properties -> properties: pointer, '(read-only) Properties to set when the operator is called'
-KeyMapItem.propvalue -> propvalue: enum 'The value this event translates to in a modal keymap'
-KeyMapItem.shift -> pressed_shift: boolean 'Shift key pressed'
-KeyMapItem.type -> type: enum 'Type of event'
-KeyMapItem.value -> value: enum 'NO DESCRIPTION'
-KeyboardSensor.all_keys -> use_all_keys: boolean 'Trigger this sensor on any keystroke'
-KeyboardSensor.key -> key: enum 'NO DESCRIPTION'
-KeyboardSensor.log -> log: string 'Property that receive the keystrokes in case a string is logged'
-KeyboardSensor.modifier_key -> modifier_key: enum 'Modifier key code'
-KeyboardSensor.second_modifier_key -> second_modifier_key: enum 'Modifier key code'
-KeyboardSensor.target -> target: string 'Property that indicates whether to log keystrokes as a string'
-Keyframe.co -> co: float 'Coordinates of the control point'
-Keyframe.handle1 -> handle_left: float 'Coordinates of the first handle'
-Keyframe.handle1_type -> handle_left_type: enum 'Handle types'
-Keyframe.handle2 -> handle_right: float 'Coordinates of the second handle'
-Keyframe.handle2_type -> handle_right_type: enum 'Handle types'
-Keyframe.interpolation -> interpolation: enum 'Interpolation method to use for segment of the curve from this Keyframe until the next Keyframe'
-Keyframe.select_control_point -> select_control_point: boolean 'Control point selection status'
-Keyframe.select_left_handle -> select_left_handle: boolean 'Handle 1 selection status'
-Keyframe.select_right_handle -> select_right_handle: boolean 'Handle 2 selection status'
-Keyframe.type -> type: enum 'The type of keyframe'
-KeyingSet.absolute -> use_absolute: boolean 'Keying Set defines specific paths/settings to be keyframed (i.e. is not reliant on context info)'
-KeyingSet.active_path -> active_path: pointer 'Active Keying Set used to insert/delete keyframes'
-KeyingSet.active_path_index -> active_path_index: int 'Current Keying Set index'
-KeyingSet.insertkey_needed -> use_insertkey_needed: boolean "Only insert keyframes where they're needed in the relevant F-Curves"
-KeyingSet.insertkey_visual -> use_insertkey_visual: boolean "Insert keyframes based on 'visual transforms'"
-KeyingSet.insertkey_xyz_to_rgb -> use_insertkey_xyz_to_rgb: boolean 'Color for newly added transformation F-Curves (Location, Rotation, Scale) and also Color is based on the transform axis'
-KeyingSet.name -> name: string 'NO DESCRIPTION'
-KeyingSet.paths -> paths: collection, '(read-only) Keying Set Paths to define settings that get keyframed together'
-KeyingSet.type_info -> type_info: pointer, '(read-only) Callback function defines for built-in Keying Sets'
-KeyingSetInfo.bl_idname -> bl_idname: string 'NO DESCRIPTION'
-KeyingSetInfo.bl_label -> bl_label: string 'NO DESCRIPTION'
-KeyingSetInfo.insertkey_needed -> use_insertkey_needed: boolean "Only insert keyframes where they're needed in the relevant F-Curves"
-KeyingSetInfo.insertkey_visual -> use_insertkey_visual: boolean "Insert keyframes based on 'visual transforms'"
-KeyingSetInfo.insertkey_xyz_to_rgb -> use_insertkey_xyz_to_rgb: boolean 'Color for newly added transformation F-Curves (Location, Rotation, Scale) and also Color is based on the transform axis'
-KeyingSetPath.array_index -> array_index: int 'Index to the specific setting if applicable'
-KeyingSetPath.data_path -> data_path: string 'Path to property setting'
-KeyingSetPath.entire_array -> use_entire_array: boolean "When an 'array/vector' type is chosen (Location, Rotation, Color, etc.), entire array is to be used"
-KeyingSetPath.group -> group: string 'Name of Action Group to assign setting(s) for this path to'
-KeyingSetPath.grouping -> group_method: enum 'Method used to define which Group-name to use'
-KeyingSetPath.id -> id: pointer 'ID-Block that keyframes for Keying Set should be added to (for Absolute Keying Sets only)'
-KeyingSetPath.id_type -> id_type: enum 'Type of ID-block that can be used'
-KeyingSetPath.insertkey_needed -> use_insertkey_needed: boolean "Only insert keyframes where they're needed in the relevant F-Curves"
-KeyingSetPath.insertkey_visual -> use_insertkey_visual: boolean "Insert keyframes based on 'visual transforms'"
-KeyingSetPath.insertkey_xyz_to_rgb -> use_insertkey_xyz_to_rgb: boolean 'Color for newly added transformation F-Curves (Location, Rotation, Scale) and also Color is based on the transform axis'
-KinematicConstraint.axis_reference -> axis_reference: enum 'Constraint axis Lock options relative to Bone or Target reference'
-KinematicConstraint.chain_length -> chain_length: int 'How many bones are included in the IK effect - 0 uses all bones'
-KinematicConstraint.distance -> distance: float 'Radius of limiting sphere'
-KinematicConstraint.ik_type -> ik_type: enum 'NO DESCRIPTION'
-KinematicConstraint.iterations -> iterations: int 'Maximum number of solving iterations'
-KinematicConstraint.limit_mode -> limit_mode: enum 'Distances in relation to sphere of influence to allow'
-KinematicConstraint.orient_weight -> orient_weight: float 'For Tree-IK: Weight of orientation control for this target'
-KinematicConstraint.pole_angle -> pole_angle: float 'Pole rotation offset'
-KinematicConstraint.pole_subtarget -> pole_subtarget: string 'NO DESCRIPTION'
-KinematicConstraint.pole_target -> pole_target: pointer 'Object for pole rotation'
-KinematicConstraint.pos_lock_x -> lock_location_x: boolean 'Constraint position along X axis'
-KinematicConstraint.pos_lock_y -> lock_location_y: boolean 'Constraint position along Y axis'
-KinematicConstraint.pos_lock_z -> lock_location_z: boolean 'Constraint position along Z axis'
-KinematicConstraint.rot_lock_x -> lock_rotation_x: boolean 'Constraint rotation along X axis'
-KinematicConstraint.rot_lock_y -> lock_rotation_y: boolean 'Constraint rotation along Y axis'
-KinematicConstraint.rot_lock_z -> lock_rotation_z: boolean 'Constraint rotation along Z axis'
-KinematicConstraint.subtarget -> subtarget: string 'NO DESCRIPTION'
-KinematicConstraint.target -> target: pointer 'Target Object'
-KinematicConstraint.use_position -> use_location: boolean 'Chain follows position of target'
-KinematicConstraint.use_rotation -> use_rotation: boolean 'Chain follows rotation of target'
-KinematicConstraint.use_stretch -> use_stretch: boolean 'Enable IK Stretching'
-KinematicConstraint.use_tail -> use_tail: boolean "Include bone's tail as last element in chain"
-KinematicConstraint.use_target -> use_target: boolean 'Disable for targetless IK'
-KinematicConstraint.weight -> weight: float 'For Tree-IK: Weight of position control for this target'
-Lamp.active_texture -> active_texture: pointer 'Active texture slot being displayed'
-Lamp.active_texture_index -> active_texture_index: int 'Index of active texture slot'
-Lamp.animation_data -> animation_data: pointer, '(read-only) Animation data for this datablock'
-Lamp.color -> color: float 'Light color'
-Lamp.diffuse -> use_diffuse: boolean 'Lamp does diffuse shading'
-Lamp.distance -> distance: float 'Falloff distance - the light is at half the original intensity at this point'
-Lamp.energy -> energy: float 'Amount of light that the lamp emits'
-Lamp.layer -> use_own_layer: boolean 'Illuminates objects only on the same layer the lamp is on'
-Lamp.negative -> use_negative: boolean 'Lamp casts negative light'
-Lamp.specular -> use_specular: boolean 'Lamp creates specular highlights'
-Lamp.texture_slots -> texture_slots: collection, '(read-only) Texture slots defining the mapping and influence of textures'
-Lamp.type -> type: enum 'Type of Lamp'
-LampSkySettings.atmosphere_distance_factor -> atmosphere_distance_factor: float 'Multiplier to convert blender units to physical distance'
-LampSkySettings.atmosphere_extinction -> atmosphere_extinction: float 'Extinction scattering contribution factor'
-LampSkySettings.atmosphere_inscattering -> atmosphere_inscattering: float 'Scatter contribution factor'
-LampSkySettings.atmosphere_turbidity -> atmosphere_turbidity: float 'Sky turbidity'
-LampSkySettings.backscattered_light -> backscattered_light: float 'Backscattered light'
-LampSkySettings.horizon_brightness -> horizon_intensity: float 'Horizon brightness'
-LampSkySettings.sky_blend -> sky_blend: float 'Blend factor with sky'
-LampSkySettings.sky_blend_type -> sky_blend_type: enum 'Blend mode for combining sun sky with world sky'
-LampSkySettings.sky_color_space -> sky_color_space: enum 'Color space to use for internal XYZ->RGB color conversion'
-LampSkySettings.sky_exposure -> sky_exposure: float 'Strength of sky shading exponential exposure correction'
-LampSkySettings.spread -> spread: float 'Horizon Spread'
-LampSkySettings.sun_brightness -> sun_intensity: float 'Sun brightness'
-LampSkySettings.sun_intensity -> sun_intensity: float 'Sun intensity'
-LampSkySettings.sun_size -> sun_size: float 'Sun size'
-LampSkySettings.use_atmosphere -> use_atmosphere: boolean 'Apply sun effect on atmosphere'
-LampSkySettings.use_sky -> use_sky: boolean 'Apply sun effect on sky'
-LampTextureSlot.color_factor -> color_factor: float 'Amount texture affects color values'
-LampTextureSlot.map_color -> use_map_color: boolean 'Lets the texture affect the basic color of the lamp'
-LampTextureSlot.map_shadow -> use_map_shadow: boolean 'Lets the texture affect the shadow color of the lamp'
-LampTextureSlot.object -> object: pointer 'Object to use for mapping with Object texture coordinates'
-LampTextureSlot.shadow_factor -> shadow_factor: float 'Amount texture affects shadow'
-LampTextureSlot.texture_coordinates -> texture_coordinates: enum 'NO DESCRIPTION'
-Lattice.interpolation_type_u -> interpolation_type_u: enum 'NO DESCRIPTION'
-Lattice.interpolation_type_v -> interpolation_type_v: enum 'NO DESCRIPTION'
-Lattice.interpolation_type_w -> interpolation_type_w: enum 'NO DESCRIPTION'
-Lattice.outside -> use_outside: boolean 'Only draw, and take into account, the outer vertices'
-Lattice.points -> points: collection, '(read-only) Points of the lattice'
-Lattice.points_u -> points_u: int 'Points in U direction'
-Lattice.points_v -> points_v: int 'Points in V direction'
-Lattice.points_w -> points_w: int 'Points in W direction'
-Lattice.shape_keys -> shape_keys: pointer, '(read-only)'
-Lattice.vertex_group -> vertex_group: string 'Vertex group to apply the influence of the lattice'
-LatticeModifier.object -> object: pointer 'Lattice object to deform with'
-LatticeModifier.vertex_group -> vertex_group: string 'Vertex group name'
-LatticePoint.co -> co: float, '(read-only)'
-LatticePoint.deformed_co -> deformed_co: float 'NO DESCRIPTION'
-LatticePoint.groups -> groups: collection, '(read-only) Weights for the vertex groups this point is member of'
-Library.filepath -> filepath: string 'Path to the library .blend file'
-Library.parent -> parent: pointer, '(read-only)'
-LimitDistanceConstraint.distance -> distance: float 'Radius of limiting sphere'
-LimitDistanceConstraint.limit_mode -> limit_mode: enum 'Distances in relation to sphere of influence to allow'
-LimitDistanceConstraint.subtarget -> subtarget: string 'NO DESCRIPTION'
-LimitDistanceConstraint.target -> target: pointer 'Target Object'
-LimitLocationConstraint.limit_transform -> limit_transform: boolean 'Transforms are affected by this constraint as well'
-LimitLocationConstraint.maximum_x -> max_x: float 'Highest X value to allow'
-LimitLocationConstraint.maximum_y -> max_y: float 'Highest Y value to allow'
-LimitLocationConstraint.maximum_z -> max_z: float 'Highest Z value to allow'
-LimitLocationConstraint.minimum_x -> min_x: float 'Lowest X value to allow'
-LimitLocationConstraint.minimum_y -> min_y: float 'Lowest Y value to allow'
-LimitLocationConstraint.minimum_z -> min_z: float 'Lowest Z value to allow'
-LimitLocationConstraint.use_maximum_x -> use_max_x: boolean 'Use the maximum X value'
-LimitLocationConstraint.use_maximum_y -> use_max_y: boolean 'Use the maximum Y value'
-LimitLocationConstraint.use_maximum_z -> use_max_z: boolean 'Use the maximum Z value'
-LimitLocationConstraint.use_minimum_x -> use_min_x: boolean 'Use the minimum X value'
-LimitLocationConstraint.use_minimum_y -> use_min_y: boolean 'Use the minimum Y value'
-LimitLocationConstraint.use_minimum_z -> use_min_z: boolean 'Use the minimum Z value'
-LimitRotationConstraint.limit_transform -> limit_transform: boolean 'Transforms are affected by this constraint as well'
-LimitRotationConstraint.maximum_x -> max_x: float 'Highest X value to allow'
-LimitRotationConstraint.maximum_y -> max_y: float 'Highest Y value to allow'
-LimitRotationConstraint.maximum_z -> max_z: float 'Highest Z value to allow'
-LimitRotationConstraint.minimum_x -> min_x: float 'Lowest X value to allow'
-LimitRotationConstraint.minimum_y -> min_y: float 'Lowest Y value to allow'
-LimitRotationConstraint.minimum_z -> min_z: float 'Lowest Z value to allow'
-LimitRotationConstraint.use_limit_x -> use_limit_x: boolean 'Use the minimum X value'
-LimitRotationConstraint.use_limit_y -> use_limit_y: boolean 'Use the minimum Y value'
-LimitRotationConstraint.use_limit_z -> use_limit_z: boolean 'Use the minimum Z value'
-LimitScaleConstraint.limit_transform -> limit_transform: boolean 'Transforms are affected by this constraint as well'
-LimitScaleConstraint.maximum_x -> max_x: float 'Highest X value to allow'
-LimitScaleConstraint.maximum_y -> max_y: float 'Highest Y value to allow'
-LimitScaleConstraint.maximum_z -> max_z: float 'Highest Z value to allow'
-LimitScaleConstraint.minimum_x -> min_x: float 'Lowest X value to allow'
-LimitScaleConstraint.minimum_y -> min_y: float 'Lowest Y value to allow'
-LimitScaleConstraint.minimum_z -> min_z: float 'Lowest Z value to allow'
-LimitScaleConstraint.use_maximum_x -> use_max_x: boolean 'Use the maximum X value'
-LimitScaleConstraint.use_maximum_y -> use_max_y: boolean 'Use the maximum Y value'
-LimitScaleConstraint.use_maximum_z -> use_max_z: boolean 'Use the maximum Z value'
-LimitScaleConstraint.use_minimum_x -> use_min_x: boolean 'Use the minimum X value'
-LimitScaleConstraint.use_minimum_y -> use_min_y: boolean 'Use the minimum Y value'
-LimitScaleConstraint.use_minimum_z -> use_min_z: boolean 'Use the minimum Z value'
-LockedTrackConstraint.lock -> lock: enum 'Axis that points upward'
-LockedTrackConstraint.subtarget -> subtarget: string 'NO DESCRIPTION'
-LockedTrackConstraint.target -> target: pointer 'Target Object'
-LockedTrackConstraint.track -> track: enum 'Axis that points to the target object'
-Macro.bl_description -> bl_description: string 'NO DESCRIPTION'
-Macro.bl_idname -> bl_idname: string 'NO DESCRIPTION'
-Macro.bl_label -> bl_label: string 'NO DESCRIPTION'
-Macro.bl_options -> bl_options: enum 'Options for this operator type'
-Macro.name -> name: string, '(read-only)'
-Macro.properties -> properties: pointer, '(read-only)'
-MagicTexture.noise_depth -> noise_depth: int 'Sets the depth of the cloud calculation'
-MagicTexture.turbulence -> turbulence: float 'Sets the turbulence of the bandnoise and ringnoise types'
-Main.actions -> actions: collection, '(read-only) Action datablocks.'
-Main.armatures -> armatures: collection, '(read-only) Armature datablocks.'
-Main.brushes -> brushes: collection, '(read-only) Brush datablocks.'
-Main.cameras -> cameras: collection, '(read-only) Camera datablocks.'
-Main.curves -> curves: collection, '(read-only) Curve datablocks.'
-Main.debug -> show_debug: boolean 'Print debugging information in console'
-Main.file_is_saved -> is_saved: boolean, '(read-only) Has the current session been saved to disk as a .blend file'
-Main.filepath -> filepath: string, '(read-only) Path to the .blend file'
-Main.fonts -> fonts: collection, '(read-only) Vector font datablocks.'
-Main.gpencil -> gpencil: collection, '(read-only) Grease Pencil datablocks.'
-Main.groups -> groups: collection, '(read-only) Group datablocks.'
-Main.images -> images: collection, '(read-only) Image datablocks.'
-Main.lamps -> lamps: collection, '(read-only) Lamp datablocks.'
-Main.lattices -> lattices: collection, '(read-only) Lattice datablocks.'
-Main.libraries -> libraries: collection, '(read-only) Library datablocks.'
-Main.materials -> materials: collection, '(read-only) Material datablocks.'
-Main.meshes -> meshes: collection, '(read-only) Mesh datablocks.'
-Main.metaballs -> metaballs: collection, '(read-only) Metaball datablocks.'
-Main.node_groups -> node_groups: collection, '(read-only) Node group datablocks.'
-Main.objects -> objects: collection, '(read-only) Object datablocks.'
-Main.particles -> particles: collection, '(read-only) Particle datablocks.'
-Main.scenes -> scenes: collection, '(read-only) Scene datablocks.'
-Main.screens -> screens: collection, '(read-only) Screen datablocks.'
-Main.scripts -> scripts: collection, '(read-only) Script datablocks (DEPRECATED).'
-Main.sounds -> sounds: collection, '(read-only) Sound datablocks.'
-Main.texts -> texts: collection, '(read-only) Text datablocks.'
-Main.textures -> textures: collection, '(read-only) Texture datablocks.'
-Main.window_managers -> window_managers: collection, '(read-only) Window manager datablocks.'
-Main.worlds -> worlds: collection, '(read-only) World datablocks.'
-MaintainVolumeConstraint.axis -> axis: enum 'The free scaling axis of the object'
-MaintainVolumeConstraint.volume -> volume: float 'Volume of the bone at rest'
-MarbleTexture.nabla -> nabla: float 'Size of derivative offset used for calculating normal'
-MarbleTexture.noise_basis -> noise_basis: enum 'Sets the noise basis used for turbulence'
-MarbleTexture.noise_depth -> noise_depth: int 'Sets the depth of the cloud calculation'
-MarbleTexture.noise_size -> noise_size: float 'Sets scaling for noise input'
-MarbleTexture.noise_type -> noise_type: enum 'NO DESCRIPTION'
-MarbleTexture.noisebasis2 -> noisebasis2: enum 'NO DESCRIPTION'
-MarbleTexture.stype -> stype: enum 'NO DESCRIPTION'
-MarbleTexture.turbulence -> turbulence: float 'Sets the turbulence of the bandnoise and ringnoise types'
-MaskModifier.armature -> armature: pointer 'Armature to use as source of bones to mask'
-MaskModifier.invert -> invert_vertex_group: boolean 'Use vertices that are not part of region defined'
-MaskModifier.mode -> mode: enum 'NO DESCRIPTION'
-MaskModifier.vertex_group -> vertex_group: string 'Vertex group name'
-Material.active_node_material -> active_node_material: pointer 'Active node material'
-Material.active_texture -> active_texture: pointer 'Active texture slot being displayed'
-Material.active_texture_index -> active_texture_index: int 'Index of active texture slot'
-Material.alpha -> alpha: float 'Alpha transparency of the material'
-Material.ambient -> ambient: float 'Amount of global ambient color the material receives'
-Material.animation_data -> animation_data: pointer, '(read-only) Animation data for this datablock'
-Material.cast_approximate -> use_cast_approximate: boolean 'Allow this material to cast shadows when using approximate ambient occlusion.'
-Material.cast_buffer_shadows -> use_cast_buffer_shadows: boolean 'Allow this material to cast shadows from shadow buffer lamps'
-Material.cast_shadows_only -> use_cast_shadows_only: boolean 'Makes objects with this material appear invisible, only casting shadows (not rendered)'
-Material.cubic -> use_cubic: boolean 'Use cubic interpolation for diffuse values, for smoother transitions'
-Material.darkness -> darkness: float 'Minnaert darkness'
-Material.diffuse_color -> diffuse_color: float 'NO DESCRIPTION'
-Material.diffuse_fresnel -> diffuse_fresnel: float 'Power of Fresnel'
-Material.diffuse_fresnel_factor -> diffuse_fresnel_factor: float 'Blending factor of Fresnel'
-Material.diffuse_intensity -> diffuse_intensity: float 'Amount of diffuse reflection'
-Material.diffuse_ramp -> diffuse_ramp: pointer, '(read-only) Color ramp used to affect diffuse shading'
-Material.diffuse_ramp_blend -> diffuse_ramp_blend: enum 'NO DESCRIPTION'
-Material.diffuse_ramp_factor -> diffuse_ramp_factor: float 'Blending factor (also uses alpha in Colorband)'
-Material.diffuse_ramp_input -> diffuse_ramp_input: enum 'NO DESCRIPTION'
-Material.diffuse_shader -> diffuse_shader: enum 'NO DESCRIPTION'
-Material.diffuse_toon_size -> diffuse_toon_size: float 'Size of diffuse toon area'
-Material.diffuse_toon_smooth -> diffuse_toon_smooth: float 'Smoothness of diffuse toon area'
-Material.emit -> emit: float 'Amount of light to emit'
-NEGATE * Material.exclude_mist -> use_mist: boolean 'Excludes this material from mist effects (in world settings)'
-Material.face_texture -> use_face_texture: boolean "Replaces the object's base color with color from face assigned image textures"
-Material.face_texture_alpha -> use_face_texture_alpha: boolean "Replaces the object's base alpha value with alpha from face assigned image textures"
-Material.full_oversampling -> use_full_oversampling: boolean 'Force this material to render full shading/textures for all anti-aliasing samples'
-Material.halo -> halo: pointer, '(read-only) Halo settings for the material'
-Material.invert_z -> invert_z: boolean "Renders material's faces with an inverted Z buffer (scanline only)"
-Material.light_group -> light_group: pointer 'Limit lighting to lamps in this Group'
-Material.light_group_exclusive -> use_light_group_exclusive: boolean 'Material uses the light group exclusively - these lamps are excluded from other scene lighting'
-Material.mirror_color -> mirror_color: float 'Mirror color of the material'
-Material.node_tree -> node_tree: pointer, '(read-only) Node tree for node based materials'
-Material.object_color -> use_object_color: boolean 'Modulate the result with a per-object color'
-Material.only_shadow -> use_only_shadow: boolean "Renders shadows as the material's alpha value, making materials transparent except for shadowed areas"
-Material.physics -> physics: pointer, '(read-only) Game physics settings'
-Material.preview_render_type -> preview_render_type: enum 'Type of preview render'
-Material.ray_shadow_bias -> use_ray_shadow_bias: boolean 'Prevents raytraced shadow errors on surfaces with smooth shaded normals (terminator problem)'
-Material.raytrace_mirror -> raytrace_mirror: pointer, '(read-only) Raytraced reflection settings for the material'
-Material.raytrace_transparency -> raytrace_transparency: pointer, '(read-only) Raytraced transparency settings for the material'
-Material.receive_transparent_shadows -> use_transparent_shadows: boolean 'Allow this object to receive transparent shadows casted through other objects'
-Material.roughness -> rough: float 'Oren-Nayar Roughness'
-Material.shadeless -> use_shadeless: boolean 'Makes this material insensitive to light or shadow'
-Material.shadow_buffer_bias -> shadow_buffer_bias: float 'Factor to multiply shadow buffer bias with (0 is ignore.)'
-Material.shadow_casting_alpha -> shadow_cast_alpha: float 'Shadow casting alpha, in use for Irregular and Deep shadow buffer'
-Material.shadow_ray_bias -> shadow_ray_bias: float 'Shadow raytracing bias to prevent terminator problems on shadow boundary'
-Material.shadows -> use_shadows: boolean 'Allows this material to receive shadows'
-Material.specular_alpha -> specular_alpha: float 'Alpha transparency for specular areas'
-Material.specular_color -> specular_color: float 'Specular color of the material'
-Material.specular_hardness -> specular_hard: int 'NO DESCRIPTION'
-Material.specular_intensity -> specular_intensity: float 'NO DESCRIPTION'
-Material.specular_ior -> specular_ior: float 'NO DESCRIPTION'
-Material.specular_ramp -> specular_ramp: pointer, '(read-only) Color ramp used to affect specular shading'
-Material.specular_ramp_blend -> specular_ramp_blend: enum 'NO DESCRIPTION'
-Material.specular_ramp_factor -> specular_ramp_factor: float 'Blending factor (also uses alpha in Colorband)'
-Material.specular_ramp_input -> specular_ramp_input: enum 'NO DESCRIPTION'
-Material.specular_shader -> specular_shader: enum 'NO DESCRIPTION'
-Material.specular_slope -> specular_slope: float 'The standard deviation of surface slope'
-Material.specular_toon_size -> specular_toon_size: float 'Size of specular toon area'
-Material.specular_toon_smooth -> specular_toon_smooth: float 'Smoothness of specular toon area'
-Material.strand -> strand: pointer, '(read-only) Strand settings for the material'
-Material.subsurface_scattering -> subsurface_scattering: pointer, '(read-only) Subsurface scattering settings for the material'
-Material.tangent_shading -> use_tangent_shading: boolean "Use the material's tangent vector instead of the normal for shading - for anisotropic shading effects"
-Material.texture_slots -> texture_slots: collection, '(read-only) Texture slots defining the mapping and influence of textures'
-Material.traceable -> use_traceable: boolean 'Include this material and geometry that uses it in ray tracing calculations'
-Material.translucency -> translucency: float 'Amount of diffuse shading on the back side'
-Material.transparency -> use_transparency: boolean 'Render material as transparent'
-Material.transparency_method -> transparency_method: enum 'Method to use for rendering transparency'
-Material.type -> type: enum 'Material type defining how the object is rendered'
-Material.use_diffuse_ramp -> use_diffuse_ramp: boolean 'Toggle diffuse ramp operations'
-Material.use_nodes -> use_nodes: boolean 'Use shader nodes to render the material'
-Material.use_sky -> use_sky: boolean 'Renders this material with zero alpha, with sky background in place (scanline only)'
-Material.use_specular_ramp -> use_specular_ramp: boolean 'Toggle specular ramp operations'
-Material.use_textures -> use_textures: boolean 'Enable/Disable each texture'
-Material.vertex_color_light -> use_vertex_color_light: boolean 'Add vertex colors as additional lighting'
-Material.vertex_color_paint -> use_vertex_color_paint: boolean "Replaces object base color with vertex colors (multiplies with 'texture face' face assigned textures)"
-Material.volume -> volume: pointer, '(read-only) Volume settings for the material'
-Material.z_offset -> z_offset: float 'Gives faces an artificial offset in the Z buffer for Z transparency'
-MaterialHalo.add -> add: float 'Sets the strength of the add effect'
-MaterialHalo.flare_boost -> flare_boost: float 'Gives the flare extra strength'
-MaterialHalo.flare_mode -> use_flare_mode: boolean 'Renders halo as a lensflare'
-MaterialHalo.flare_seed -> flare_seed: int 'Specifies an offset in the flare seed table'
-MaterialHalo.flare_size -> flare_size: float 'Sets the factor by which the flare is larger than the halo'
-MaterialHalo.flare_subsize -> flare_subsize: float 'Sets the dimension of the subflares, dots and circles'
-MaterialHalo.flares_sub -> flares_sub: int 'Sets the number of subflares'
-MaterialHalo.hardness -> hard: int 'Sets the hardness of the halo'
-MaterialHalo.line_number -> line_number: int 'Sets the number of star shaped lines rendered over the halo'
-MaterialHalo.lines -> use_lines: boolean 'Renders star shaped lines over halo'
-MaterialHalo.ring -> use_ring: boolean 'Renders rings over halo'
-MaterialHalo.rings -> rings: int 'Sets the number of rings rendered over the halo'
-MaterialHalo.seed -> seed: int 'Randomizes ring dimension and line location'
-MaterialHalo.shaded -> use_shading: boolean 'Lets halo receive light and shadows from external objects'
-MaterialHalo.size -> size: float 'Sets the dimension of the halo'
-MaterialHalo.soft -> use_soft: boolean 'Softens the edges of halos at intersections with other geometry'
-MaterialHalo.star -> use_star: boolean 'Renders halo as a star'
-MaterialHalo.star_tips -> star_tips: int 'Sets the number of points on the star shaped halo'
-MaterialHalo.texture -> use_texture: boolean 'Gives halo a texture'
-MaterialHalo.vertex_normal -> use_vertex_normal: boolean 'Uses the vertex normal to specify the dimension of the halo'
-MaterialHalo.xalpha -> use_extreme_alpha: boolean 'Uses extreme alpha'
-MaterialPhysics.align_to_normal -> use_align_to_normal: boolean 'Align dynamic game objects along the surface normal, when inside the physics distance area'
-MaterialPhysics.damp -> damp: float 'Damping of the spring force, when inside the physics distance area'
-MaterialPhysics.distance -> distance: float 'Distance of the physics area'
-MaterialPhysics.elasticity -> elasticity: float 'Elasticity of collisions'
-MaterialPhysics.force -> force: float 'Upward spring force, when inside the physics distance area'
-MaterialPhysics.friction -> friction: float 'Coulomb friction coefficient, when inside the physics distance area'
-MaterialRaytraceMirror.depth -> depth: int 'Maximum allowed number of light inter-reflections'
-MaterialRaytraceMirror.distance -> distance: float 'Maximum distance of reflected rays. Reflections further than this range fade to sky color or material color'
-MaterialRaytraceMirror.enabled -> use: boolean 'Enable raytraced reflections'
-MaterialRaytraceMirror.fade_to -> fade_to: enum 'The color that rays with no intersection within the Max Distance take. Material color can be best for indoor scenes, sky color for outdoor'
-MaterialRaytraceMirror.fresnel -> fresnel: float 'Power of Fresnel for mirror reflection'
-MaterialRaytraceMirror.fresnel_factor -> fresnel_factor: float 'Blending factor for Fresnel'
-MaterialRaytraceMirror.gloss_anisotropic -> gloss_anisotropic: float 'The shape of the reflection, from 0.0 (circular) to 1.0 (fully stretched along the tangent'
-MaterialRaytraceMirror.gloss_factor -> gloss_factor: float 'The shininess of the reflection. Values < 1.0 give diffuse, blurry reflections'
-MaterialRaytraceMirror.gloss_samples -> gloss_samples: int 'Number of cone samples averaged for blurry reflections'
-MaterialRaytraceMirror.gloss_threshold -> gloss_threshold: float 'Threshold for adaptive sampling. If a sample contributes less than this amount (as a percentage), sampling is stopped'
-MaterialRaytraceMirror.reflect_factor -> reflect_factor: float 'Sets the amount mirror reflection for raytrace'
-MaterialRaytraceTransparency.depth -> depth: int 'Maximum allowed number of light inter-refractions'
-MaterialRaytraceTransparency.falloff -> falloff: float 'Falloff power for transmissivity filter effect (1.0 is linear)'
-MaterialRaytraceTransparency.filter -> filter: float "Amount to blend in the material's diffuse color in raytraced transparency (simulating absorption)"
-MaterialRaytraceTransparency.fresnel -> fresnel: float 'Power of Fresnel for transparency (Ray or ZTransp)'
-MaterialRaytraceTransparency.fresnel_factor -> fresnel_factor: float 'Blending factor for Fresnel'
-MaterialRaytraceTransparency.gloss_factor -> gloss_factor: float 'The clarity of the refraction. Values < 1.0 give diffuse, blurry refractions'
-MaterialRaytraceTransparency.gloss_samples -> gloss_samples: int 'Number of cone samples averaged for blurry refractions'
-MaterialRaytraceTransparency.gloss_threshold -> gloss_threshold: float 'Threshold for adaptive sampling. If a sample contributes less than this amount (as a percentage), sampling is stopped'
-MaterialRaytraceTransparency.ior -> ior: float 'Sets angular index of refraction for raytraced refraction'
-MaterialRaytraceTransparency.limit -> limit: float 'Maximum depth for light to travel through the transparent material before becoming fully filtered (0.0 is disabled)'
-MaterialSlot.link -> link: enum "Link material to object or the object's data"
-MaterialSlot.material -> material: pointer 'Material datablock used by this material slot'
-MaterialSlot.name -> name: string, '(read-only) Material slot name'
-MaterialStrand.blend_distance -> blend_distance: float 'Worldspace distance over which to blend in the surface normal'
-MaterialStrand.blender_units -> use_blender_units: boolean 'Use Blender units for widths instead of pixels'
-MaterialStrand.min_size -> size_min: float 'Minimum size of strands in pixels'
-MaterialStrand.root_size -> root_size: float 'Start size of strands in pixels or Blender units'
-MaterialStrand.shape -> shape: float 'Positive values make strands rounder, negative makes strands spiky'
-MaterialStrand.surface_diffuse -> use_surface_diffuse: boolean 'Make diffuse shading more similar to shading the surface'
-MaterialStrand.tangent_shading -> use_tangent_shading: boolean 'Uses direction of strands as normal for tangent-shading'
-MaterialStrand.tip_size -> tip_size: float 'End size of strands in pixels or Blender units'
-MaterialStrand.uv_layer -> uv_layer: string 'Name of UV layer to override'
-MaterialStrand.width_fade -> width_fade: float 'Transparency along the width of the strand'
-MaterialSubsurfaceScattering.back -> back: float 'Back scattering weight'
-MaterialSubsurfaceScattering.color -> color: float 'Scattering color'
-MaterialSubsurfaceScattering.color_factor -> color_factor: float 'Blend factor for SSS colors'
-MaterialSubsurfaceScattering.enabled -> use: boolean 'Enable diffuse subsurface scatting effects in a material'
-MaterialSubsurfaceScattering.error_tolerance -> error_tolerance: float 'Error tolerance (low values are slower and higher quality)'
-MaterialSubsurfaceScattering.front -> front: float 'Front scattering weight'
-MaterialSubsurfaceScattering.ior -> ior: float 'Index of refraction (higher values are denser)'
-MaterialSubsurfaceScattering.radius -> radius: float 'Mean red/green/blue scattering path length'
-MaterialSubsurfaceScattering.scale -> scale: float 'Object scale factor'
-MaterialSubsurfaceScattering.texture_factor -> texture_factor: float 'Texture scatting blend factor'
-MaterialTextureSlot.alpha_factor -> alpha_factor: float 'Amount texture affects alpha'
-MaterialTextureSlot.ambient_factor -> ambient_factor: float 'Amount texture affects ambient'
-MaterialTextureSlot.colordiff_factor -> colordiff_factor: float 'Amount texture affects diffuse color'
-MaterialTextureSlot.coloremission_factor -> coloremission_factor: float 'Amount texture affects emission color'
-MaterialTextureSlot.colorreflection_factor -> colorreflection_factor: float 'Amount texture affects color of out-scattered light'
-MaterialTextureSlot.colorspec_factor -> colorspec_factor: float 'Amount texture affects specular color'
-MaterialTextureSlot.colortransmission_factor -> colortransmission_factor: float 'Amount texture affects result color after light has been scattered/absorbed'
-MaterialTextureSlot.density_factor -> density_factor: float 'Amount texture affects density'
-MaterialTextureSlot.diffuse_factor -> diffuse_factor: float 'Amount texture affects diffuse reflectivity'
-MaterialTextureSlot.displacement_factor -> displacement_factor: float 'Amount texture displaces the surface'
-MaterialTextureSlot.emission_factor -> emission_factor: float 'Amount texture affects emission'
-MaterialTextureSlot.emit_factor -> emit_factor: float 'Amount texture affects emission'
-MaterialTextureSlot.enabled -> use: boolean 'Enable this material texture slot'
-MaterialTextureSlot.from_dupli -> use_from_dupli: boolean "Dupli's instanced from verts, faces or particles, inherit texture coordinate from their parent"
-MaterialTextureSlot.from_original -> use_from_original: boolean "Dupli's derive their object coordinates from the original objects transformation"
-MaterialTextureSlot.hardness_factor -> hard_factor: float 'Amount texture affects hardness'
-MaterialTextureSlot.map_alpha -> use_map_alpha: boolean 'Causes the texture to affect the alpha value'
-MaterialTextureSlot.map_ambient -> use_map_ambient: boolean 'Causes the texture to affect the value of ambient'
-MaterialTextureSlot.map_colordiff -> use_map_colordiff: boolean 'Causes the texture to affect basic color of the material'
-MaterialTextureSlot.map_coloremission -> use_map_coloremission: boolean 'Causes the texture to affect the color of emission'
-MaterialTextureSlot.map_colorreflection -> use_map_colorreflection: boolean 'Causes the texture to affect the color of scattered light'
-MaterialTextureSlot.map_colorspec -> use_map_colorspec: boolean 'Causes the texture to affect the specularity color'
-MaterialTextureSlot.map_colortransmission -> use_map_colortransmission: boolean 'Causes the texture to affect the result color after other light has been scattered/absorbed'
-MaterialTextureSlot.map_density -> use_map_density: boolean "Causes the texture to affect the volume's density"
-MaterialTextureSlot.map_diffuse -> use_map_diffuse: boolean 'Causes the texture to affect the value of the materials diffuse reflectivity'
-MaterialTextureSlot.map_displacement -> use_map_displacement: boolean 'Let the texture displace the surface'
-MaterialTextureSlot.map_emission -> use_map_emission: boolean "Causes the texture to affect the volume's emission"
-MaterialTextureSlot.map_emit -> use_map_emit: boolean 'Causes the texture to affect the emit value'
-MaterialTextureSlot.map_hardness -> use_map_hardness: boolean 'Causes the texture to affect the hardness value'
-MaterialTextureSlot.map_mirror -> use_map_mirror: boolean 'Causes the texture to affect the mirror color'
-MaterialTextureSlot.map_normal -> use_map_normal: boolean 'Causes the texture to affect the rendered normal'
-MaterialTextureSlot.map_raymir -> use_map_raymir: boolean 'Causes the texture to affect the ray-mirror value'
-MaterialTextureSlot.map_reflection -> use_map_reflect: boolean "Causes the texture to affect the reflected light's brightness"
-MaterialTextureSlot.map_scattering -> use_map_scatter: boolean "Causes the texture to affect the volume's scattering"
-MaterialTextureSlot.map_specular -> use_map_specular: boolean 'Causes the texture to affect the value of specular reflectivity'
-MaterialTextureSlot.map_translucency -> use_map_translucency: boolean 'Causes the texture to affect the translucency value'
-MaterialTextureSlot.map_warp -> use_map_warp: boolean 'Let the texture warp texture coordinates of next channels'
-MaterialTextureSlot.mapping -> mapping: enum 'NO DESCRIPTION'
-MaterialTextureSlot.mirror_factor -> mirror_factor: float 'Amount texture affects mirror color'
-MaterialTextureSlot.new_bump -> use_new_bump: boolean 'Use new, corrected bump mapping code (backwards compatibility option)'
-MaterialTextureSlot.normal_factor -> normal_factor: float 'Amount texture affects normal values'
-MaterialTextureSlot.normal_map_space -> normal_map_space: enum 'NO DESCRIPTION'
-MaterialTextureSlot.object -> object: pointer 'Object to use for mapping with Object texture coordinates'
-MaterialTextureSlot.raymir_factor -> raymir_factor: float 'Amount texture affects ray mirror'
-MaterialTextureSlot.reflection_factor -> reflection_factor: float 'Amount texture affects brightness of out-scattered light'
-MaterialTextureSlot.scattering_factor -> scattering_factor: float 'Amount texture affects scattering'
-MaterialTextureSlot.specular_factor -> specular_factor: float 'Amount texture affects specular reflectivity'
-MaterialTextureSlot.texture_coordinates -> texture_coordinates: enum 'NO DESCRIPTION'
-MaterialTextureSlot.translucency_factor -> translucency_factor: float 'Amount texture affects translucency'
-MaterialTextureSlot.uv_layer -> uv_layer: string 'UV layer to use for mapping with UV texture coordinates'
-MaterialTextureSlot.warp_factor -> warp_factor: float 'Amount texture affects texture coordinates of next channels'
-MaterialTextureSlot.x_mapping -> x_mapping: enum 'NO DESCRIPTION'
-MaterialTextureSlot.y_mapping -> y_mapping: enum 'NO DESCRIPTION'
-MaterialTextureSlot.z_mapping -> z_mapping: enum 'NO DESCRIPTION'
-MaterialVolume.asymmetry -> asymmetry: float 'Back scattering (-1.0) to Forward scattering (1.0) and the range in between'
-MaterialVolume.cache_resolution -> cache_resolution: int 'Resolution of the voxel grid, low resolutions are faster, high resolutions use more memory'
-MaterialVolume.density -> density: float 'The base density of the volume'
-MaterialVolume.density_scale -> density_scale: float "Multiplier for the material's density"
-MaterialVolume.depth_cutoff -> depth_cutoff: float 'Stop ray marching early if transmission drops below this luminance - higher values give speedups in dense volumes at the expense of accuracy'
-MaterialVolume.emission -> emission: float 'Amount of light that gets emitted by the volume'
-MaterialVolume.emission_color -> emission_color: float 'NO DESCRIPTION'
-MaterialVolume.external_shadows -> use_external_shadows: boolean 'Receive shadows from sources outside the volume (temporary)'
-MaterialVolume.light_cache -> use_light_cache: boolean 'Pre-calculate the shading information into a voxel grid, speeds up shading at slightly less accuracy'
-MaterialVolume.lighting_mode -> light_mode: enum 'Method of shading, attenuating, and scattering light through the volume'
-MaterialVolume.ms_diffusion -> ms_diffusion: float 'Diffusion factor, the strength of the blurring effect'
-MaterialVolume.ms_intensity -> ms_intensity: float 'Multiplier for multiple scattered light energy'
-MaterialVolume.ms_spread -> ms_spread: float 'Proportional distance over which the light is diffused'
-MaterialVolume.reflection -> reflection: float 'Multiplier to make out-scattered light brighter or darker (non-physically correct)'
-MaterialVolume.reflection_color -> reflection_color: float 'Colour of light scattered out of the volume (does not affect transmission)'
-MaterialVolume.scattering -> scattering: float 'Amount of light that gets scattered out by the volume - the more out-scattering, the shallower the light will penetrate'
-MaterialVolume.step_calculation -> step_calculation: enum 'Method of calculating the steps through the volume'
-MaterialVolume.step_size -> step_size: float 'Distance between subsequent volume depth samples'
-MaterialVolume.transmission_color -> transmission_color: float 'Result color of the volume, after other light has been scattered/absorbed'
-Menu.bl_idname -> bl_idname: string 'NO DESCRIPTION'
-Menu.bl_label -> bl_label: string 'NO DESCRIPTION'
-Menu.layout -> layout: pointer, '(read-only)'
-Mesh.active_uv_texture -> active_uv_texture: pointer 'Active UV texture'
-Mesh.active_uv_texture_index -> active_uv_texture_index: int 'Active UV texture index'
-Mesh.active_vertex_color -> active_vertex_color: pointer 'Active vertex color layer'
-Mesh.active_vertex_color_index -> active_vertex_color_index: int 'Active vertex color index'
-Mesh.all_edges -> show_all_edges: boolean 'Displays all edges for wireframe in all view modes in the 3D view'
-Mesh.animation_data -> animation_data: pointer, '(read-only) Animation data for this datablock'
-Mesh.auto_texspace -> use_auto_texspace: boolean "Adjusts active object's texture space automatically when transforming object"
-Mesh.autosmooth -> use_autosmooth: boolean "Treats all set-smoothed faces with angles less than the specified angle as 'smooth' during render"
-Mesh.autosmooth_angle -> autosmooth_angle: int "Defines maximum angle between face normals that 'Auto Smooth' will operate on"
-Mesh.double_sided -> show_double_sided: boolean 'Render/display the mesh with double or single sided lighting'
-Mesh.draw_bevel_weights -> show_bevel_weights: boolean 'Displays weights created for the Bevel modifier'
-Mesh.draw_creases -> show_creases: boolean 'Displays creases created for subsurf weighting'
-Mesh.draw_edge_angle -> show_edge_angle: boolean 'Displays the angles in the selected edges in degrees'
-Mesh.draw_edge_length -> show_edge_length: boolean 'Displays selected edge lengths, Using global values when set in the transform panel'
-Mesh.draw_edges -> show_edges: boolean 'Displays selected edges using highlights in the 3D view and UV editor'
-Mesh.draw_face_area -> show_face_area: boolean 'Displays the area of selected faces'
-Mesh.draw_faces -> show_faces: boolean 'Displays all faces as shades in the 3D view and UV editor'
-Mesh.draw_normals -> show_normals: boolean 'Displays face normals as lines'
-Mesh.draw_seams -> show_seams: boolean 'Displays UV unwrapping seams'
-Mesh.draw_sharp -> show_sharp: boolean 'Displays sharp edges, used with the EdgeSplit modifier'
-Mesh.draw_vertex_normals -> show_vertex_normals: boolean 'Displays vertex normals as lines'
-Mesh.edges -> edges: collection, '(read-only) Edges of the mesh'
-Mesh.faces -> faces: collection, '(read-only) Faces of the mesh'
-Mesh.float_layers -> float_layers: collection, '(read-only)'
-Mesh.int_layers -> int_layers: collection, '(read-only)'
-Mesh.materials -> materials: collection, '(read-only)'
-Mesh.shape_keys -> shape_keys: pointer, '(read-only)'
-Mesh.sticky -> sticky: collection, '(read-only) Sticky texture coordinates'
-Mesh.string_layers -> string_layers: collection, '(read-only)'
-Mesh.texco_mesh -> texco_mesh: pointer 'Derive texture coordinates from another mesh'
-Mesh.texspace_loc -> texspace_loc: float 'Texture space location'
-Mesh.texspace_size -> texspace_size: float 'Texture space size'
-Mesh.texture_mesh -> texture_mesh: pointer 'Use another mesh for texture indices (vertex indices must be aligned)'
-Mesh.total_edge_sel -> total_edge_sel: int, '(read-only) Selected edge count in editmode'
-Mesh.total_face_sel -> total_face_sel: int, '(read-only) Selected face count in editmode'
-Mesh.total_vert_sel -> total_vert_sel: int, '(read-only) Selected vertex count in editmode'
-Mesh.use_mirror_topology -> use_mirror_topology: boolean 'Use topology based mirroring'
-Mesh.use_mirror_x -> use_mirror_x: boolean 'X Axis mirror editing'
-Mesh.use_paint_mask -> use_paint_mask: boolean 'Face selection masking for painting'
-Mesh.uv_texture_clone -> uv_texture_clone: pointer 'UV texture to be used as cloning source'
-Mesh.uv_texture_clone_index -> uv_texture_clone_index: int 'Clone UV texture index'
-Mesh.uv_texture_stencil -> uv_texture_stencil: pointer 'UV texture to mask the painted area'
-Mesh.uv_texture_stencil_index -> uv_texture_stencil_index: int 'Mask UV texture index'
-Mesh.uv_textures -> uv_textures: collection, '(read-only)'
-Mesh.vertex_colors -> vertex_colors: collection, '(read-only)'
-Mesh.verts -> verts: collection, '(read-only) Vertices of the mesh'
-MeshColor.color1 -> color1: float 'NO DESCRIPTION'
-MeshColor.color2 -> color2: float 'NO DESCRIPTION'
-MeshColor.color3 -> color3: float 'NO DESCRIPTION'
-MeshColor.color4 -> color4: float 'NO DESCRIPTION'
-MeshColorLayer.active -> active: boolean 'Sets the layer as active for display and editing'
-MeshColorLayer.active_render -> active_render: boolean 'Sets the layer as active for rendering'
-MeshColorLayer.data -> data: collection, '(read-only)'
-MeshColorLayer.name -> name: string 'NO DESCRIPTION'
-MeshDeformModifier.dynamic -> use_dynamic_bind: boolean 'Recompute binding dynamically on top of other deformers (slower and more memory consuming.)'
-MeshDeformModifier.invert -> invert_vertex_group: boolean 'Invert vertex group influence'
-MeshDeformModifier.is_bound -> is_bound: boolean, '(read-only) Whether geometry has been bound to control cage'
-MeshDeformModifier.object -> object: pointer 'Mesh object to deform with'
-MeshDeformModifier.precision -> precision: int 'The grid size for binding'
-MeshDeformModifier.vertex_group -> vertex_group: string 'Vertex group name'
-MeshEdge.bevel_weight -> bevel_weight: float 'Weight used by the Bevel modifier'
-MeshEdge.crease -> crease: float 'Weight used by the Subsurf modifier for creasing'
-MeshEdge.fgon -> is_fgon: boolean, '(read-only) Fgon edge'
-MeshEdge.hide -> hide: boolean 'NO DESCRIPTION'
-MeshEdge.index -> index: int, '(read-only) Index number of the vertex'
-MeshEdge.loose -> is_loose: boolean, '(read-only) Loose edge'
-MeshEdge.seam -> use_seam: boolean 'Seam edge for UV unwrapping'
-MeshEdge.select -> select: boolean 'NO DESCRIPTION'
-MeshEdge.sharp -> use_sharp: boolean 'Sharp edge for the EdgeSplit modifier'
-MeshEdge.verts -> verts: int 'Vertex indices'
-MeshFace.area -> area: float, '(read-only) read only area of the face'
-MeshFace.hide -> hide: boolean 'NO DESCRIPTION'
-MeshFace.index -> index: int, '(read-only) Index number of the vertex'
-MeshFace.material_index -> material_index: int 'NO DESCRIPTION'
-MeshFace.normal -> normal: float, '(read-only) local space unit length normal vector for this face'
-MeshFace.select -> select: boolean 'NO DESCRIPTION'
-MeshFace.smooth -> use_smooth: boolean 'NO DESCRIPTION'
-MeshFace.verts -> verts: int 'Vertex indices'
-MeshFace.verts_raw -> verts_raw: int 'Fixed size vertex indices array'
-MeshFaces.active -> active: int 'The active face for this mesh'
-MeshFaces.active_tface -> active_tface: pointer, '(read-only) Active Texture Face'
-MeshFloatProperty.value -> value: float 'NO DESCRIPTION'
-MeshFloatPropertyLayer.data -> data: collection, '(read-only)'
-MeshFloatPropertyLayer.name -> name: string 'NO DESCRIPTION'
-MeshIntProperty.value -> value: int 'NO DESCRIPTION'
-MeshIntPropertyLayer.data -> data: collection, '(read-only)'
-MeshIntPropertyLayer.name -> name: string 'NO DESCRIPTION'
-MeshSticky.co -> co: float 'Sticky texture coordinate location'
-MeshStringProperty.value -> value: string 'NO DESCRIPTION'
-MeshStringPropertyLayer.data -> data: collection, '(read-only)'
-MeshStringPropertyLayer.name -> name: string 'NO DESCRIPTION'
-MeshTextureFace.alpha_sort -> use_alpha_sort: boolean 'Enable sorting of faces for correct alpha drawing (slow, use Clip Alpha instead when possible)'
-MeshTextureFace.billboard -> use_billboard: boolean 'Billboard with Z-axis constraint'
-MeshTextureFace.collision -> use_collision: boolean 'Use face for collision and ray-sensor detection'
-MeshTextureFace.halo -> use_halo: boolean 'Screen aligned billboard'
-MeshTextureFace.image -> image: pointer 'NO DESCRIPTION'
-MeshTextureFace.invisible -> hide: boolean 'Make face invisible'
-MeshTextureFace.light -> use_light: boolean 'Use light for face'
-MeshTextureFace.object_color -> use_object_color: boolean 'Use ObColor instead of vertex colors'
-MeshTextureFace.select_uv -> select_uv: boolean 'NO DESCRIPTION'
-MeshTextureFace.shadow -> use_shadow_face: boolean 'Face is used for shadow'
-MeshTextureFace.shared -> use_blend_shared: boolean 'Blend vertex colors across face when vertices are shared'
-MeshTextureFace.tex -> use_texture: boolean 'Render face with texture'
-MeshTextureFace.text -> use_bitmap_text: boolean 'Enable bitmap text on face'
-MeshTextureFace.transp -> transp: enum 'Transparency blending mode'
-MeshTextureFace.twoside -> use_twoside: boolean 'Render face two-sided'
-MeshTextureFace.uv -> uv: float 'NO DESCRIPTION'
-MeshTextureFace.uv1 -> uv1: float 'NO DESCRIPTION'
-MeshTextureFace.uv2 -> uv2: float 'NO DESCRIPTION'
-MeshTextureFace.uv3 -> uv3: float 'NO DESCRIPTION'
-MeshTextureFace.uv4 -> uv4: float 'NO DESCRIPTION'
-MeshTextureFace.uv_pinned -> pin_uv: boolean 'NO DESCRIPTION'
-MeshTextureFace.uv_raw -> uv_raw: float 'Fixed size UV coordinates array'
-MeshTextureFaceLayer.active -> active: boolean 'Sets the layer as active for display and editing'
-MeshTextureFaceLayer.active_clone -> active_clone: boolean 'Sets the layer as active for cloning'
-MeshTextureFaceLayer.active_render -> active_render: boolean 'Sets the layer as active for rendering'
-MeshTextureFaceLayer.data -> data: collection, '(read-only)'
-MeshTextureFaceLayer.name -> name: string 'NO DESCRIPTION'
-MeshVertex.bevel_weight -> bevel_weight: float "Weight used by the Bevel modifier 'Only Vertices' option"
-MeshVertex.co -> co: float 'NO DESCRIPTION'
-MeshVertex.groups -> groups: collection, '(read-only) Weights for the vertex groups this vertex is member of'
-MeshVertex.hide -> hide: boolean 'NO DESCRIPTION'
-MeshVertex.index -> index: int, '(read-only) Index number of the vertex'
-MeshVertex.normal -> normal: float 'Vertex Normal'
-MeshVertex.select -> select: boolean 'NO DESCRIPTION'
-MessageActuator.body_message -> body_message: string 'Optional message body Text'
-MessageActuator.body_property -> body_property: string 'The message body will be set by the Property Value'
-MessageActuator.body_type -> body_type: enum 'Toggle message type: either Text or a PropertyName'
-MessageActuator.subject -> subject: string 'Optional message subject. This is what can be filtered on'
-MessageActuator.to_property -> to_property: string 'Optional send message to objects with this name only, or empty to broadcast'
-MessageSensor.subject -> subject: string 'Optional subject filter: only accept messages with this subject, or empty for all'
-MetaBall.active_element -> active_element: pointer, '(read-only) Last selected element'
-MetaBall.animation_data -> animation_data: pointer, '(read-only) Animation data for this datablock'
-MetaBall.auto_texspace -> use_auto_texspace: boolean "Adjusts active object's texture space automatically when transforming object"
-MetaBall.elements -> elements: collection, '(read-only) Meta elements'
-MetaBall.flag -> flag: enum 'Metaball edit update behavior'
-MetaBall.materials -> materials: collection, '(read-only)'
-MetaBall.render_size -> render_size: float 'Polygonization resolution in rendering'
-MetaBall.texspace_loc -> texspace_loc: float 'Texture space location'
-MetaBall.texspace_size -> texspace_size: float 'Texture space size'
-MetaBall.threshold -> threshold: float 'Influence of meta elements'
-MetaBall.wire_size -> wire_size: float 'Polygonization resolution in the 3D viewport'
-MetaElement.hide -> hide: boolean 'Hide element'
-MetaElement.location -> location: float 'NO DESCRIPTION'
-MetaElement.negative -> use_negative: boolean 'Set metaball as negative one'
-MetaElement.radius -> radius: float 'NO DESCRIPTION'
-MetaElement.rotation -> rotation: float 'NO DESCRIPTION'
-MetaElement.size_x -> size_x: float 'Size of element, use of components depends on element type'
-MetaElement.size_y -> size_y: float 'Size of element, use of components depends on element type'
-MetaElement.size_z -> size_z: float 'Size of element, use of components depends on element type'
-MetaElement.stiffness -> stiffness: float 'Stiffness defines how much of the element to fill'
-MetaElement.type -> type: enum 'Metaball types'
-MetaSequence.animation_end_offset -> animation_end_offset: int 'Animation end offset (trim end)'
-MetaSequence.animation_start_offset -> animation_start_offset: int 'Animation start offset (trim start)'
-MetaSequence.color_balance -> color_balance: pointer, '(read-only)'
-MetaSequence.color_saturation -> color_saturation: float 'NO DESCRIPTION'
-MetaSequence.convert_float -> use_float: boolean 'Convert input to float data'
-MetaSequence.crop -> crop: pointer, '(read-only)'
-MetaSequence.de_interlace -> use_deinterlace: boolean 'For video movies to remove fields'
-MetaSequence.flip_x -> use_flip_x: boolean 'Flip on the X axis'
-MetaSequence.flip_y -> use_flip_y: boolean 'Flip on the Y axis'
-MetaSequence.multiply_colors -> multiply_colors: float 'NO DESCRIPTION'
-MetaSequence.premultiply -> use_premultiply: boolean 'Convert RGB from key alpha to premultiplied alpha'
-MetaSequence.proxy -> proxy: pointer, '(read-only)'
-MetaSequence.proxy_custom_directory -> use_proxy_custom_directory: boolean 'Use a custom directory to store data'
-MetaSequence.proxy_custom_file -> use_proxy_custom_file: boolean 'Use a custom file to read proxy data from'
-MetaSequence.reverse_frames -> use_reverse_frames: boolean 'Reverse frame order'
-MetaSequence.sequences -> sequences: collection, '(read-only)'
-MetaSequence.strobe -> strobe: float 'Only display every nth frame'
-MetaSequence.transform -> transform: pointer, '(read-only)'
-MetaSequence.use_color_balance -> use_color_balance: boolean '(3-Way color correction) on input'
-MetaSequence.use_crop -> use_crop: boolean 'Crop image before processing'
-MetaSequence.use_proxy -> use_proxy: boolean 'Use a preview proxy for this strip'
-MetaSequence.use_translation -> use_translation: boolean 'Translate image before processing'
-MirrorModifier.clip -> use_clip: boolean 'Prevents vertices from going through the mirror during transform'
-MirrorModifier.merge_limit -> merge_limit: float 'Distance from axis within which mirrored vertices are merged'
-MirrorModifier.mirror_object -> mirror_object: pointer 'Object to use as mirror'
-MirrorModifier.mirror_u -> use_mirror_u: boolean 'Mirror the U texture coordinate around the 0.5 point'
-MirrorModifier.mirror_v -> use_mirror_v: boolean 'Mirror the V texture coordinate around the 0.5 point'
-MirrorModifier.mirror_vertex_groups -> use_mirror_vertex_groups: boolean 'Mirror vertex groups (e.g. .R->.L)'
-MirrorModifier.x -> use_x: boolean 'Enable X axis mirror'
-MirrorModifier.y -> use_y: boolean 'Enable Y axis mirror'
-MirrorModifier.z -> use_z: boolean 'Enable Z axis mirror'
-Modifier.editmode -> show_in_editmode: boolean 'Use modifier while in the edit mode'
-Modifier.expanded -> show_expanded: boolean 'Set modifier expanded in the user interface'
-Modifier.name -> name: string 'Modifier name'
-Modifier.on_cage -> show_on_cage: boolean 'Enable direct editing of modifier control cage'
-Modifier.realtime -> show_realtime: boolean 'Realtime display of a modifier'
-Modifier.render -> use_render: boolean 'Use modifier during rendering'
-Modifier.type -> type: enum, '(read-only)'
-MotionPath.editing -> is_edited: boolean 'Path is being edited'
-MotionPath.frame_end -> frame_end: int, '(read-only) End frame of the stored range'
-MotionPath.frame_start -> frame_start: int, '(read-only) Starting frame of the stored range'
-MotionPath.length -> length: int, '(read-only) Number of frames cached'
-MotionPath.points -> points: collection, '(read-only) Cached positions per frame'
-MotionPath.use_bone_head -> use_bone_head: boolean, '(read-only) For PoseBone paths, use the bone head location when calculating this path'
-MotionPathVert.co -> co: float 'NO DESCRIPTION'
-MotionPathVert.select -> select: boolean 'Path point is selected for editing'
-MouseSensor.mouse_event -> mouse_event: enum 'Specify the type of event this mouse sensor should trigger on'
-MovieSequence.animation_end_offset -> animation_end_offset: int 'Animation end offset (trim end)'
-MovieSequence.animation_start_offset -> animation_start_offset: int 'Animation start offset (trim start)'
-MovieSequence.color_balance -> color_balance: pointer, '(read-only)'
-MovieSequence.color_saturation -> color_saturation: float 'NO DESCRIPTION'
-MovieSequence.convert_float -> use_float: boolean 'Convert input to float data'
-MovieSequence.crop -> crop: pointer, '(read-only)'
-MovieSequence.de_interlace -> use_deinterlace: boolean 'For video movies to remove fields'
-MovieSequence.filepath -> filepath: string 'NO DESCRIPTION'
-MovieSequence.flip_x -> use_flip_x: boolean 'Flip on the X axis'
-MovieSequence.flip_y -> use_flip_y: boolean 'Flip on the Y axis'
-MovieSequence.mpeg_preseek -> mpeg_preseek: int 'For MPEG movies, preseek this many frames'
-MovieSequence.multiply_colors -> multiply_colors: float 'NO DESCRIPTION'
-MovieSequence.premultiply -> use_premultiply: boolean 'Convert RGB from key alpha to premultiplied alpha'
-MovieSequence.proxy -> proxy: pointer, '(read-only)'
-MovieSequence.proxy_custom_directory -> use_proxy_custom_directory: boolean 'Use a custom directory to store data'
-MovieSequence.proxy_custom_file -> use_proxy_custom_file: boolean 'Use a custom file to read proxy data from'
-MovieSequence.reverse_frames -> use_reverse_frames: boolean 'Reverse frame order'
-MovieSequence.strobe -> strobe: float 'Only display every nth frame'
-MovieSequence.transform -> transform: pointer, '(read-only)'
-MovieSequence.use_color_balance -> use_color_balance: boolean '(3-Way color correction) on input'
-MovieSequence.use_crop -> use_crop: boolean 'Crop image before processing'
-MovieSequence.use_proxy -> use_proxy: boolean 'Use a preview proxy for this strip'
-MovieSequence.use_translation -> use_translation: boolean 'Translate image before processing'
-MulticamSequence.animation_end_offset -> animation_end_offset: int 'Animation end offset (trim end)'
-MulticamSequence.animation_start_offset -> animation_start_offset: int 'Animation start offset (trim start)'
-MulticamSequence.color_balance -> color_balance: pointer, '(read-only)'
-MulticamSequence.color_saturation -> color_saturation: float 'NO DESCRIPTION'
-MulticamSequence.convert_float -> use_float: boolean 'Convert input to float data'
-MulticamSequence.crop -> crop: pointer, '(read-only)'
-MulticamSequence.de_interlace -> use_deinterlace: boolean 'For video movies to remove fields'
-MulticamSequence.flip_x -> use_flip_x: boolean 'Flip on the X axis'
-MulticamSequence.flip_y -> use_flip_y: boolean 'Flip on the Y axis'
-MulticamSequence.multicam_source -> multicam_source: int 'NO DESCRIPTION'
-MulticamSequence.multiply_colors -> multiply_colors: float 'NO DESCRIPTION'
-MulticamSequence.premultiply -> use_premultiply: boolean 'Convert RGB from key alpha to premultiplied alpha'
-MulticamSequence.proxy -> proxy: pointer, '(read-only)'
-MulticamSequence.proxy_custom_directory -> use_proxy_custom_directory: boolean 'Use a custom directory to store data'
-MulticamSequence.proxy_custom_file -> use_proxy_custom_file: boolean 'Use a custom file to read proxy data from'
-MulticamSequence.reverse_frames -> use_reverse_frames: boolean 'Reverse frame order'
-MulticamSequence.strobe -> strobe: float 'Only display every nth frame'
-MulticamSequence.transform -> transform: pointer, '(read-only)'
-MulticamSequence.use_color_balance -> use_color_balance: boolean '(3-Way color correction) on input'
-MulticamSequence.use_crop -> use_crop: boolean 'Crop image before processing'
-MulticamSequence.use_proxy -> use_proxy: boolean 'Use a preview proxy for this strip'
-MulticamSequence.use_translation -> use_translation: boolean 'Translate image before processing'
-MultiresModifier.external -> is_external: boolean, '(read-only) Store multires displacements outside the .blend file, to save memory'
-MultiresModifier.filepath -> filepath: string 'Path to external displacements file'
-MultiresModifier.levels -> levels: int 'Number of subdivisions to use in the viewport'
-MultiresModifier.optimal_display -> show_only_control_edges: boolean 'Skip drawing/rendering of interior subdivided edges'
-MultiresModifier.render_levels -> render_levels: int 'NO DESCRIPTION'
-MultiresModifier.sculpt_levels -> sculpt_levels: int 'Number of subdivisions to use in sculpt mode'
-MultiresModifier.subdivision_type -> subdivision_type: enum 'Selects type of subdivision algorithm'
-MultiresModifier.total_levels -> total_levels: int, '(read-only) Number of subdivisions for which displacements are stored'
-MusgraveTexture.gain -> gain: float 'The gain multiplier'
-MusgraveTexture.highest_dimension -> highest_dimension: float 'Highest fractal dimension'
-MusgraveTexture.lacunarity -> lacunarity: float 'Gap between successive frequencies'
-MusgraveTexture.musgrave_type -> musgrave_type: enum 'NO DESCRIPTION'
-MusgraveTexture.nabla -> nabla: float 'Size of derivative offset used for calculating normal'
-MusgraveTexture.noise_basis -> noise_basis: enum 'Sets the noise basis used for turbulence'
-MusgraveTexture.noise_intensity -> noise_intensity: float 'NO DESCRIPTION'
-MusgraveTexture.noise_size -> noise_size: float 'Sets scaling for noise input'
-MusgraveTexture.octaves -> octaves: float 'Number of frequencies used'
-MusgraveTexture.offset -> offset: float 'The fractal offset'
-NearSensor.distance -> distance: float 'Trigger distance'
-NearSensor.property -> property: string 'Only look for objects with this property'
-NearSensor.reset_distance -> reset_distance: float 'NO DESCRIPTION'
-NetRenderJob.name -> name: string 'NO DESCRIPTION'
-NetRenderSettings.active_blacklisted_slave_index -> active_blacklisted_slave_index: int 'NO DESCRIPTION'
-NetRenderSettings.active_job_index -> active_job_index: int 'NO DESCRIPTION'
-NetRenderSettings.active_slave_index -> active_slave_index: int 'NO DESCRIPTION'
-NetRenderSettings.chunks -> chunks: int 'Number of frame to dispatch to each slave in one chunk'
-NetRenderSettings.job_category -> job_category: string 'Category of the job'
-NetRenderSettings.job_id -> job_id: string 'id of the last sent render job'
-NetRenderSettings.job_name -> job_name: string 'Name of the job'
-NetRenderSettings.jobs -> jobs: collection, '(read-only)'
-NetRenderSettings.master_broadcast -> use_master_broadcast: boolean 'broadcast master server address on local network'
-NetRenderSettings.master_clear -> use_master_clear: boolean 'delete saved files on exit'
-NetRenderSettings.mode -> mode: enum 'Mode of operation of this instance'
-NetRenderSettings.path -> path: string 'Path for temporary files'
-NetRenderSettings.priority -> priority: int 'Priority of the job'
-NetRenderSettings.server_address -> server_address: string 'IP or name of the master render server'
-NetRenderSettings.server_port -> server_port: int 'port of the master render server'
-NetRenderSettings.slave_clear -> use_slave_clear: boolean 'delete downloaded files on exit'
-NetRenderSettings.slave_outputlog -> use_slave_output_log: boolean 'Output render text log to console as well as sending it to the master'
-NetRenderSettings.slave_thumb -> use_slave_thumb: boolean 'Generate thumbnails on slaves instead of master'
-NetRenderSettings.slaves -> slaves: collection, '(read-only)'
-NetRenderSettings.slaves_blacklist -> slaves_blacklist: collection, '(read-only)'
-NetRenderSlave.name -> name: string 'NO DESCRIPTION'
-NlaStrip.action -> action: pointer 'Action referenced by this strip'
-NlaStrip.action_frame_end -> action_frame_end: float 'NO DESCRIPTION'
-NlaStrip.action_frame_start -> action_frame_start: float 'NO DESCRIPTION'
-NlaStrip.active -> active: boolean, '(read-only) NLA Strip is active'
-NlaStrip.animated_influence -> use_animated_influence: boolean 'Influence setting is controlled by an F-Curve rather than automatically determined'
-NlaStrip.animated_time -> use_animated_time: boolean 'Strip time is controlled by an F-Curve rather than automatically determined'
-NlaStrip.animated_time_cyclic -> use_animated_time_cyclic: boolean 'Cycle the animated time within the action start & end'
-NlaStrip.auto_blending -> use_auto_blend: boolean 'Number of frames for Blending In/Out is automatically determined from overlapping strips'
-NlaStrip.blend_in -> blend_in: float 'Number of frames at start of strip to fade in influence'
-NlaStrip.blend_out -> blend_out: float 'NO DESCRIPTION'
-NlaStrip.blending -> blend_type: enum "Method used for combining strip's result with accumulated result"
-NlaStrip.extrapolation -> extrapolation: enum 'Action to take for gaps past the strip extents'
-NlaStrip.fcurves -> fcurves: collection, "(read-only) F-Curves for controlling the strip's influence and timing"
-NlaStrip.frame_end -> frame_end: float 'NO DESCRIPTION'
-NlaStrip.frame_start -> frame_start: float 'NO DESCRIPTION'
-NlaStrip.influence -> influence: float 'Amount the strip contributes to the current result'
-NlaStrip.modifiers -> modifiers: collection, '(read-only) Modifiers affecting all the F-Curves in the referenced Action'
-NlaStrip.mute -> mute: boolean 'NLA Strip is not evaluated'
-NlaStrip.name -> name: string 'NO DESCRIPTION'
-NlaStrip.repeat -> repeat: float 'Number of times to repeat the action range'
-NlaStrip.reversed -> use_reverse: boolean 'NLA Strip is played back in reverse order (only when timing is automatically determined)'
-NlaStrip.scale -> scale: float 'Scaling factor for action'
-NlaStrip.select -> select: boolean 'NLA Strip is selected'
-NlaStrip.strip_time -> strip_time: float 'Frame of referenced Action to evaluate'
-NlaStrip.strips -> strips: collection, '(read-only) NLA Strips that this strip acts as a container for (if it is of type Meta)'
-NlaStrip.type -> type: enum, '(read-only) Type of NLA Strip'
-NlaTrack.active -> active: boolean, '(read-only) NLA Track is active'
-NlaTrack.lock -> lock: boolean 'NLA Track is locked'
-NlaTrack.mute -> mute: boolean 'NLA Track is not evaluated'
-NlaTrack.name -> name: string 'NO DESCRIPTION'
-NlaTrack.select -> select: boolean 'NLA Track is selected'
-NlaTrack.solo -> is_solo: boolean, '(read-only) NLA Track is evaluated itself (i.e. active Action and all other NLA Tracks in the same AnimData block are disabled)'
-NlaTrack.strips -> strips: collection, '(read-only) NLA Strips on this NLA-track'
-Node.inputs -> inputs: collection, '(read-only)'
-Node.location -> location: float 'NO DESCRIPTION'
-Node.name -> name: string 'Node name'
-Node.outputs -> outputs: collection, '(read-only)'
-NodeGroup.nodetree -> nodetree: pointer 'NO DESCRIPTION'
-NodeTree.animation_data -> animation_data: pointer, '(read-only) Animation data for this datablock'
-NodeTree.grease_pencil -> grease_pencil: pointer 'Grease Pencil datablock'
-NodeTree.nodes -> nodes: collection, '(read-only)'
-Object.active_material -> active_material: pointer 'Active material being displayed'
-Object.active_material_index -> active_material_index: int 'Index of active material slot'
-Object.active_particle_system -> active_particle_system: pointer, '(read-only) Active particle system being displayed'
-Object.active_particle_system_index -> active_particle_system_index: int 'Index of active particle system slot'
-Object.active_shape_key -> active_shape_key: pointer, '(read-only) Current shape key'
-Object.active_shape_key_index -> active_shape_key_index: int 'Current shape key index'
-Object.active_vertex_group -> active_vertex_group: pointer, '(read-only) Vertex groups of the object'
-Object.active_vertex_group_index -> active_vertex_group_index: int 'Active index in vertex group array'
-Object.animation_data -> animation_data: pointer, '(read-only) Animation data for this datablock'
-Object.animation_visualisation -> animation_visualisation: pointer, '(read-only) Animation data for this datablock'
-Object.bound_box -> bound_box: float, '(read-only) Objects bound box in object-space coordinates'
-Object.collision -> collision: pointer, '(read-only) Settings for using the objects as a collider in physics simulation'
-Object.color -> color: float 'Object color and alpha, used when faces have the ObColor mode enabled'
-Object.constraints -> constraints: collection, '(read-only) Constraints affecting the transformation of the object'
-Object.data -> data: pointer 'Object data'
-Object.delta_location -> delta_location: float 'Extra translation added to the location of the object'
-Object.delta_rotation_euler -> delta_rotation_euler: float 'Extra rotation added to the rotation of the object (when using Euler rotations)'
-Object.delta_rotation_quaternion -> delta_rotation_quaternion: float 'Extra rotation added to the rotation of the object (when using Quaternion rotations)'
-Object.delta_scale -> delta_scale: float 'Extra scaling added to the scale of the object'
-Object.dimensions -> dimensions: float 'Absolute bounding box dimensions of the object'
-Object.draw_axis -> show_axis: boolean "Displays the object's origin and axis"
-Object.draw_bounds -> show_bounds: boolean "Displays the object's bounds"
-Object.draw_bounds_type -> draw_bounds_type: enum 'Object boundary display type'
-Object.draw_name -> show_name: boolean "Displays the object's name"
-Object.draw_texture_space -> show_texture_space: boolean "Displays the object's texture space"
-Object.draw_transparent -> show_transparent: boolean 'Enables transparent materials for the object (Mesh only)'
-Object.draw_wire -> show_wire: boolean "Adds the object's wireframe over solid drawing"
-Object.dupli_faces_scale -> dupli_faces_scale: float 'Scale the DupliFace objects'
-Object.dupli_frames_end -> dupli_frames_end: int 'End frame for DupliFrames'
-Object.dupli_frames_off -> dupli_frames_off: int 'Recurring frames to exclude from the Dupliframes'
-Object.dupli_frames_on -> dupli_frames_on: int 'Number of frames to use between DupOff frames'
-Object.dupli_frames_start -> dupli_frames_start: int 'Start frame for DupliFrames'
-Object.dupli_group -> dupli_group: pointer 'Instance an existing group'
-Object.dupli_list -> dupli_list: collection, '(read-only) Object duplis'
-Object.dupli_type -> dupli_type: enum 'If not None, object duplication method to use'
-Object.duplis_used -> is_duplicator: boolean, '(read-only)'
-Object.empty_draw_size -> empty_draw_size: float 'Size of display for empties in the viewport'
-Object.empty_draw_type -> empty_draw_type: enum 'Viewport display style for empties'
-Object.field -> field: pointer, '(read-only) Settings for using the objects as a field in physics simulation'
-Object.game -> game: pointer, '(read-only) Game engine related settings for the object'
-Object.grease_pencil -> grease_pencil: pointer 'Grease Pencil datablock'
-Object.hide -> hide: boolean 'Restrict visibility in the viewport'
-Object.hide_render -> hide_render: boolean 'Restrict renderability'
-Object.hide_select -> hide_select: boolean 'Restrict selection in the viewport'
-Object.layers -> layers: boolean 'Layers the object is on'
-Object.location -> location: float 'Location of the object'
-Object.lock_location -> lock_location: boolean 'Lock editing of location in the interface'
-Object.lock_rotation -> lock_rotation: boolean 'Lock editing of rotation in the interface'
-Object.lock_rotation_w -> lock_rotation_w: boolean "Lock editing of 'angle' component of four-component rotations in the interface"
-Object.lock_rotations_4d -> lock_rotations_4d: boolean 'Lock editing of four component rotations by components (instead of as Eulers)'
-Object.lock_scale -> lock_scale: boolean 'Lock editing of scale in the interface'
-Object.material_slots -> material_slots: collection, '(read-only) Material slots in the object'
-Object.matrix_local -> matrix_local: float 'Parent relative transformation matrix'
-Object.matrix_world -> matrix_world: float 'Worldspace transformation matrix'
-Object.max_draw_type -> draw_type: enum 'Maximum draw type to display object with in viewport'
-Object.mode -> mode: enum, '(read-only) Object interaction mode'
-Object.modifiers -> modifiers: collection, '(read-only) Modifiers affecting the geometric data of the object'
-Object.motion_path -> motion_path: pointer, '(read-only) Motion Path for this element'
-Object.parent -> parent: pointer 'Parent Object'
-Object.parent_bone -> parent_bone: string 'Name of parent bone in case of a bone parenting relation'
-Object.parent_type -> parent_type: enum 'Type of parent relation'
-Object.parent_vertices -> parent_vertices: int, '(read-only) Indices of vertices in cases of a vertex parenting relation'
-Object.particle_systems -> particle_systems: collection, '(read-only) Particle systems emitted from the object'
-Object.pass_index -> pass_index: int 'Index # for the IndexOB render pass'
-Object.pose -> pose: pointer, '(read-only) Current pose for armatures'
-Object.pose_library -> pose_library: pointer, '(read-only) Action used as a pose library for armatures'
-Object.proxy -> proxy: pointer, '(read-only) Library object this proxy object controls'
-Object.proxy_group -> proxy_group: pointer, '(read-only) Library group duplicator object this proxy object controls'
-Object.rotation_axis_angle -> rotation_axis_angle: float 'Angle of Rotation for Axis-Angle rotation representation'
-Object.rotation_euler -> rotation_euler: float 'Rotation in Eulers'
-Object.rotation_mode -> rotation_mode: enum 'NO DESCRIPTION'
-Object.rotation_quaternion -> rotation_quaternion: float 'Rotation in Quaternions'
-Object.scale -> scale: float 'Scaling of the object'
-Object.select -> select: boolean 'Object selection state'
-Object.shape_key_edit_mode -> use_shape_key_edit_mode: boolean 'Apply shape keys in edit mode (for Meshes only)'
-Object.shape_key_lock -> show_shape_key: boolean 'Always show the current Shape for this Object'
-Object.slow_parent -> use_slow_parent: boolean 'Create a delay in the parent relationship'
-Object.soft_body -> soft_body: pointer, '(read-only) Settings for soft body simulation'
-Object.time_offset -> time_offset: float 'Animation offset in frames for F-Curve and dupligroup instances'
-Object.time_offset_add_parent -> use_time_offset_add_parent: boolean 'Add the parents time offset value'
-Object.time_offset_edit -> use_time_offset_edit: boolean 'Use time offset when inserting keys and display time offset for F-Curve and action views'
-Object.time_offset_parent -> use_time_offset_parent: boolean 'Apply the time offset to this objects parent relationship'
-Object.time_offset_particle -> use_time_offset_particle: boolean 'Let the time offset work on the particle effect'
-Object.track_axis -> track_axis: enum "Axis that points in 'forward' direction"
-Object.type -> type: enum, '(read-only) Type of Object'
-Object.up_axis -> up_axis: enum 'Axis that points in the upward direction'
-Object.use_dupli_faces_scale -> use_dupli_faces_scale: boolean 'Scale dupli based on face size'
-Object.use_dupli_frames_speed -> use_dupli_frames_speed: boolean 'Set dupliframes to use the frame'
-Object.use_dupli_verts_rotation -> use_dupli_verts_rotation: boolean 'Rotate dupli according to vertex normal'
-Object.vertex_groups -> vertex_groups: collection, '(read-only) Vertex groups of the object'
-Object.x_ray -> show_x_ray: boolean 'Makes the object draw in front of others'
-ObjectActuator.add_linear_velocity -> use_add_linear_velocity: boolean 'Toggles between ADD and SET linV'
-ObjectActuator.angular_velocity -> angular_velocity: float 'Sets the angular velocity'
-ObjectActuator.damping -> damping: int 'Number of frames to reach the target velocity'
-ObjectActuator.derivate_coefficient -> derivate_coefficient: float 'Not required, high values can cause instability'
-ObjectActuator.force -> force: float 'Sets the force'
-ObjectActuator.force_max_x -> force_max_x: float 'Set the upper limit for force'
-ObjectActuator.force_max_y -> force_max_y: float 'Set the upper limit for force'
-ObjectActuator.force_max_z -> force_max_z: float 'Set the upper limit for force'
-ObjectActuator.force_min_x -> force_min_x: float 'Set the lower limit for force'
-ObjectActuator.force_min_y -> force_min_y: float 'Set the lower limit for force'
-ObjectActuator.force_min_z -> force_min_z: float 'Set the lower limit for force'
-ObjectActuator.integral_coefficient -> integral_coefficient: float 'Low value (0.01) for slow response, high value (0.5) for fast response'
-ObjectActuator.linear_velocity -> linear_velocity: float 'Sets the linear velocity (in Servo mode it sets the target relative linear velocity, it will be achieved by automatic application of force. Null velocity is a valid target)'
-ObjectActuator.loc -> loc: float 'Sets the location'
-ObjectActuator.local_angular_velocity -> use_local_angular_velocity: boolean 'Angular velocity is defined in local coordinates'
-ObjectActuator.local_force -> use_local_force: boolean 'Force is defined in local coordinates'
-ObjectActuator.local_linear_velocity -> use_local_linear_velocity: boolean 'Velocity is defined in local coordinates'
-ObjectActuator.local_location -> use_local_location: boolean 'Location is defined in local coordinates'
-ObjectActuator.local_rotation -> use_local_rotation: boolean 'Rotation is defined in local coordinates'
-ObjectActuator.local_torque -> use_local_torque: boolean 'Torque is defined in local coordinates'
-ObjectActuator.mode -> mode: enum 'Specify the motion system'
-ObjectActuator.proportional_coefficient -> proportional_coefficient: float 'Typical value is 60x integral coefficient'
-ObjectActuator.reference_object -> reference_object: pointer 'Reference object for velocity calculation, leave empty for world reference'
-ObjectActuator.rot -> rot: float 'Sets the rotation'
-ObjectActuator.servo_limit_x -> use_servo_limit_x: boolean 'Set limit to force along the X axis'
-ObjectActuator.servo_limit_y -> use_servo_limit_y: boolean 'Set limit to force along the Y axis'
-ObjectActuator.servo_limit_z -> use_servo_limit_z: boolean 'Set limit to force along the Z axis'
-ObjectActuator.torque -> torque: float 'Sets the torque'
-ObjectBase.layers -> layers: boolean 'Layers the object base is on'
-ObjectBase.object -> object: pointer, '(read-only) Object this base links to'
-ObjectBase.select -> select: boolean 'Object base selection state'
-ObjectConstraints.active -> active: pointer 'Active Object constraint'
-ObstacleFluidSettings.active -> use: boolean 'Object contributes to the fluid simulation'
-ObstacleFluidSettings.export_animated_mesh -> use_animated_mesh: boolean 'Export this mesh as an animated one. Slower, only use if really necessary (e.g. armatures or parented objects), animated pos/rot/scale IPOs do not require it'
-ObstacleFluidSettings.impact_factor -> impact_factor: float 'This is an unphysical value for moving objects - it controls the impact an obstacle has on the fluid, =0 behaves a bit like outflow (deleting fluid), =1 is default, while >1 results in high forces. Can be used to tweak total mass'
-ObstacleFluidSettings.partial_slip_factor -> partial_slip_factor: float 'Amount of mixing between no- and free-slip, 0 is no slip and 1 is free slip'
-ObstacleFluidSettings.slip_type -> slip_type: enum 'NO DESCRIPTION'
-ObstacleFluidSettings.volume_initialization -> volume_initialization: enum 'Volume initialization type'
-Operator.bl_description -> bl_description: string 'NO DESCRIPTION'
-Operator.bl_idname -> bl_idname: string 'NO DESCRIPTION'
-Operator.bl_label -> bl_label: string 'NO DESCRIPTION'
-Operator.bl_options -> bl_options: enum 'Options for this operator type'
-Operator.has_reports -> has_reports: boolean, '(read-only) Operator has a set of reports (warnings and errors) from last execution'
-Operator.layout -> layout: pointer, '(read-only)'
-Operator.name -> name: string, '(read-only)'
-Operator.properties -> properties: pointer, '(read-only)'
-OperatorFileListElement.name -> name: string 'the name of a file or directory within a file list'
-OperatorMousePath.loc -> loc: float 'Mouse location'
-OperatorMousePath.time -> time: float 'Time of mouse location'
-OperatorStrokeElement.location -> location: float 'NO DESCRIPTION'
-OperatorStrokeElement.mouse -> mouse: float 'NO DESCRIPTION'
-OperatorStrokeElement.pen_flip -> pen_flip: boolean 'NO DESCRIPTION'
-OperatorStrokeElement.pressure -> pressure: float 'Tablet pressure'
-OperatorStrokeElement.time -> time: float 'NO DESCRIPTION'
-OperatorTypeMacro.properties -> properties: pointer, '(read-only)'
-OutflowFluidSettings.active -> use: boolean 'Object contributes to the fluid simulation'
-OutflowFluidSettings.export_animated_mesh -> use_animated_mesh: boolean 'Export this mesh as an animated one. Slower, only use if really necessary (e.g. armatures or parented objects), animated pos/rot/scale IPOs do not require it'
-OutflowFluidSettings.volume_initialization -> volume_initialization: enum 'Volume initialization type'
-PackedFile.size -> size: int, '(read-only) Size of packed file in bytes'
-Paint.brush -> brush: pointer 'Active paint brush'
-Paint.fast_navigate -> show_low_resolution: boolean 'For multires, show low resolution while navigating the view'
-Paint.show_brush -> show_brush: boolean 'NO DESCRIPTION'
-Paint.show_brush_on_surface -> show_brush_on_surface: boolean 'NO DESCRIPTION'
-Panel.bl_context -> bl_context: string 'NO DESCRIPTION'
-Panel.bl_default_closed -> bl_use_closed: boolean 'NO DESCRIPTION'
-Panel.bl_idname -> bl_idname: string 'NO DESCRIPTION'
-Panel.bl_label -> bl_label: string 'NO DESCRIPTION'
-Panel.bl_region_type -> bl_region_type: enum 'NO DESCRIPTION'
-Panel.bl_show_header -> bl_show_header: boolean 'NO DESCRIPTION'
-Panel.bl_space_type -> bl_space_type: enum 'NO DESCRIPTION'
-Panel.layout -> layout: pointer, '(read-only)'
-Panel.text -> text: string 'NO DESCRIPTION'
-ParentActuator.compound -> use_compound: boolean 'Add this object shape to the parent shape (only if the parent shape is already compound)'
-ParentActuator.ghost -> use_ghost: boolean 'Make this object ghost while parented (only if not compound)'
-ParentActuator.mode -> mode: enum 'NO DESCRIPTION'
-ParentActuator.object -> object: pointer 'Set this object as parent'
-Particle.alive_state -> alive_state: enum 'NO DESCRIPTION'
-Particle.angular_velocity -> angular_velocity: float 'NO DESCRIPTION'
-Particle.birthtime -> birthtime: float 'NO DESCRIPTION'
-Particle.die_time -> die_time: float 'NO DESCRIPTION'
-Particle.hair -> hair: collection, '(read-only)'
-Particle.is_existing -> is_existing: boolean, '(read-only)'
-Particle.is_visible -> is_visible: boolean, '(read-only)'
-Particle.keys -> keys: collection, '(read-only)'
-Particle.lifetime -> lifetime: float 'NO DESCRIPTION'
-Particle.location -> location: float 'NO DESCRIPTION'
-Particle.prev_angular_velocity -> prev_angular_velocity: float 'NO DESCRIPTION'
-Particle.prev_location -> prev_location: float 'NO DESCRIPTION'
-Particle.prev_rotation -> prev_rotation: float 'NO DESCRIPTION'
-Particle.prev_velocity -> prev_velocity: float 'NO DESCRIPTION'
-Particle.rotation -> rotation: float 'NO DESCRIPTION'
-Particle.size -> size: float 'NO DESCRIPTION'
-Particle.velocity -> velocity: float 'NO DESCRIPTION'
-ParticleBrush.count -> count: int 'Particle count'
-ParticleBrush.curve -> curve: pointer, '(read-only)'
-ParticleBrush.length_mode -> length_mode: enum 'NO DESCRIPTION'
-ParticleBrush.puff_mode -> puff_mode: enum 'NO DESCRIPTION'
-ParticleBrush.size -> size: int 'Brush size'
-ParticleBrush.steps -> steps: int 'Brush steps'
-ParticleBrush.strength -> strength: float 'Brush strength'
-ParticleBrush.use_puff_volume -> use_puff_volume: boolean 'Apply puff to unselected end-points, (helps maintain hair volume when puffing root)'
-ParticleDupliWeight.count -> count: int 'The number of times this object is repeated with respect to other objects'
-ParticleDupliWeight.name -> name: string, '(read-only) Particle dupliobject name'
-ParticleEdit.add_interpolate -> use_add_interpolate: boolean 'Interpolate new particles from the existing ones'
-ParticleEdit.add_keys -> add_keys: int 'How many keys to make new particles with'
-ParticleEdit.auto_velocity -> use_auto_velocity: boolean 'Calculate point velocities automatically'
-ParticleEdit.brush -> brush: pointer, '(read-only)'
-ParticleEdit.draw_particles -> show_particles: boolean 'Draw actual particles'
-ParticleEdit.draw_step -> draw_step: int 'How many steps to draw the path with'
-ParticleEdit.editable -> is_editable: boolean, '(read-only) A valid edit mode exists'
-ParticleEdit.emitter_deflect -> use_emitter_deflect: boolean 'Keep paths from intersecting the emitter'
-ParticleEdit.emitter_distance -> emitter_distance: float 'Distance to keep particles away from the emitter'
-ParticleEdit.fade_frames -> fade_frames: int 'How many frames to fade'
-ParticleEdit.fade_time -> use_fade_time: boolean 'Fade paths and keys further away from current frame'
-ParticleEdit.hair -> is_hair: boolean, '(read-only) Editing hair'
-ParticleEdit.keep_lengths -> use_preserve_lengths: boolean 'Keep path lengths constant'
-ParticleEdit.keep_root -> use_preserve_root: boolean 'Keep root keys unmodified'
-ParticleEdit.object -> object: pointer, '(read-only) The edited object'
-ParticleEdit.selection_mode -> selection_mode: enum 'Particle select and display mode'
-ParticleEdit.tool -> tool: enum 'NO DESCRIPTION'
-ParticleEdit.type -> type: enum 'NO DESCRIPTION'
-ParticleFluidSettings.alpha_influence -> alpha_influence: float 'Amount of particle alpha change, inverse of size influence: 0=off (all same alpha), 1=full. (large particles get lower alphas, smaller ones higher values)'
-ParticleFluidSettings.drops -> use_drops: boolean 'Show drop particles'
-ParticleFluidSettings.floats -> use_floats: boolean 'Show floating foam particles'
-ParticleFluidSettings.particle_influence -> particle_influence: float 'Amount of particle size scaling: 0=off (all same size), 1=full (range 0.2-2.0), >1=stronger'
-ParticleFluidSettings.path -> path: string 'Directory (and/or filename prefix) to store and load particles from'
-ParticleFluidSettings.tracer -> use_tracer: boolean 'Show tracer particles'
-ParticleHairKey.location -> location: float 'Location of the hair key in object space'
-ParticleHairKey.location_hairspace -> location_hairspace: float 'Location of the hair key in its internal coordinate system, relative to the emitting face'
-ParticleHairKey.time -> time: float 'Relative time of key over hair length'
-ParticleHairKey.weight -> weight: float 'Weight for cloth simulation'
-ParticleInstanceModifier.alive -> use_alive: boolean 'Show instances when particles are alive'
-ParticleInstanceModifier.axis -> axis: enum 'Pole axis for rotation'
-ParticleInstanceModifier.children -> use_children: boolean 'Create instances from child particles'
-ParticleInstanceModifier.dead -> use_dead: boolean 'Show instances when particles are dead'
-ParticleInstanceModifier.keep_shape -> use_preserve_shape: boolean "Don't stretch the object"
-ParticleInstanceModifier.normal -> use_normal: boolean 'Create instances from normal particles'
-ParticleInstanceModifier.object -> object: pointer 'Object that has the particle system'
-ParticleInstanceModifier.particle_system_number -> particle_system_number: int 'NO DESCRIPTION'
-ParticleInstanceModifier.position -> position: float 'Position along path'
-ParticleInstanceModifier.random_position -> random_position: float 'Randomize position along path'
-ParticleInstanceModifier.size -> use_size: boolean 'Use particle size to scale the instances'
-ParticleInstanceModifier.unborn -> use_unborn: boolean 'Show instances when particles are unborn'
-ParticleInstanceModifier.use_path -> use_path: boolean 'Create instances along particle paths'
-ParticleKey.angular_velocity -> angular_velocity: float 'Key angular velocity'
-ParticleKey.location -> location: float 'Key location'
-ParticleKey.rotation -> rotation: float 'Key rotation quaterion'
-ParticleKey.time -> time: float 'Time of key over the simulation'
-ParticleKey.velocity -> velocity: float 'Key velocity'
-ParticleSettings.abs_path_time -> use_absolute_path_time: boolean 'Path timing is in absolute frames'
-ParticleSettings.active_dupliweight -> active_dupliweight: pointer, '(read-only)'
-ParticleSettings.active_dupliweight_index -> active_dupliweight_index: int 'NO DESCRIPTION'
-ParticleSettings.adaptive_angle -> adaptive_angle: int 'How many degrees path has to curve to make another render segment'
-ParticleSettings.adaptive_pix -> adaptive_pix: int 'How many pixels path has to cover to make another render segment'
-ParticleSettings.amount -> amount: int 'Total number of particles'
-ParticleSettings.angular_velocity_factor -> angular_velocity_factor: float 'Angular velocity amount'
-ParticleSettings.angular_velocity_mode -> angular_velocity_mode: enum 'Particle angular velocity mode'
-ParticleSettings.animate_branching -> use_animate_branching: boolean 'Animate branching'
-ParticleSettings.animation_data -> animation_data: pointer, '(read-only) Animation data for this datablock'
-ParticleSettings.billboard_align -> billboard_align: enum 'In respect to what the billboards are aligned'
-ParticleSettings.billboard_animation -> billboard_animation: enum 'How to animate billboard textures'
-ParticleSettings.billboard_lock -> lock_billboard: boolean 'Lock the billboards align axis'
-ParticleSettings.billboard_object -> billboard_object: pointer 'Billboards face this object (default is active camera)'
-ParticleSettings.billboard_offset -> billboard_offset: float 'NO DESCRIPTION'
-ParticleSettings.billboard_random_tilt -> billboard_random_tilt: float 'Random tilt of the billboards'
-ParticleSettings.billboard_split_offset -> billboard_split_offset: enum 'How to offset billboard textures'
-ParticleSettings.billboard_tilt -> billboard_tilt: float 'Tilt of the billboards'
-ParticleSettings.billboard_uv_split -> billboard_uv_split: int 'Amount of rows/columns to split UV coordinates for billboards'
-ParticleSettings.boids -> boids: pointer, '(read-only)'
-ParticleSettings.boids_2d -> lock_boids_to_surface: boolean 'Constrain boids to a surface'
-ParticleSettings.branch_threshold -> branch_threshold: float 'Threshold of branching'
-ParticleSettings.branching -> use_branching: boolean 'Branch child paths from each other'
-ParticleSettings.brownian_factor -> brownian_factor: float 'Specify the amount of Brownian motion'
-ParticleSettings.child_effector -> apply_effector_to_children: boolean 'Apply effectors to children'
-ParticleSettings.child_guide -> apply_guide_to_children: boolean 'NO DESCRIPTION'
-ParticleSettings.child_length -> child_length: float 'Length of child paths'
-ParticleSettings.child_length_thres -> child_length_thres: float 'Amount of particles left untouched by child path length'
-ParticleSettings.child_nbr -> child_nbr: int 'Amount of children/parent'
-ParticleSettings.child_radius -> child_radius: float 'Radius of children around parent'
-ParticleSettings.child_random_size -> child_random_size: float 'Random variation to the size of the child particles'
-ParticleSettings.child_roundness -> child_roundness: float 'Roundness of children around parent'
-ParticleSettings.child_size -> child_size: float 'A multiplier for the child particle size'
-ParticleSettings.child_type -> child_type: enum 'Create child particles'
-ParticleSettings.clump_factor -> clump_factor: float 'Amount of clumping'
-ParticleSettings.clumppow -> clumppow: float 'Shape of clumping'
-ParticleSettings.damp_factor -> damp_factor: float 'Specify the amount of damping'
-ParticleSettings.die_on_collision -> use_die_on_collision: boolean 'Particles die when they collide with a deflector object'
-ParticleSettings.died -> use_died: boolean 'Show particles after they have died'
-ParticleSettings.display -> display: int 'Percentage of particles to display in 3D view'
-ParticleSettings.distribution -> distribution: enum 'How to distribute particles on selected element'
-ParticleSettings.drag_factor -> drag_factor: float 'Specify the amount of air-drag'
-ParticleSettings.draw_as -> draw_as: enum 'How particles are drawn in viewport'
-ParticleSettings.draw_health -> show_health: boolean 'Draw boid health'
-ParticleSettings.draw_size -> draw_size: int 'Size of particles on viewport in pixels (0=default)'
-ParticleSettings.draw_step -> draw_step: int 'How many steps paths are drawn with (power of 2)'
-ParticleSettings.dupli_group -> dupli_group: pointer 'Show Objects in this Group in place of particles'
-ParticleSettings.dupli_object -> dupli_object: pointer 'Show this Object in place of particles'
-ParticleSettings.dupliweights -> dupliweights: collection, '(read-only) Weights for all of the objects in the dupli group'
-ParticleSettings.effect_hair -> effect_hair: float 'Hair stiffness for effectors'
-ParticleSettings.effector_weights -> effector_weights: pointer, '(read-only)'
-ParticleSettings.emit_from -> emit_from: enum 'Where to emit particles from'
-ParticleSettings.emitter -> use_render_emitter: boolean 'Render emitter Object also'
-ParticleSettings.enable_simplify -> use_simplify: boolean 'Remove child strands as the object becomes smaller on the screen'
-ParticleSettings.even_distribution -> use_even_distribution: boolean 'Use even distribution from faces based on face areas or edge lengths'
-ParticleSettings.fluid -> fluid: pointer, '(read-only)'
-ParticleSettings.force_field_1 -> force_field_1: pointer, '(read-only)'
-ParticleSettings.force_field_2 -> force_field_2: pointer, '(read-only)'
-ParticleSettings.frame_end -> frame_end: float 'Frame # to stop emitting particles'
-ParticleSettings.frame_start -> frame_start: float 'Frame # to start emitting particles'
-ParticleSettings.grid_invert -> invert_grid: boolean 'Invert what is considered object and what is not'
-ParticleSettings.grid_resolution -> grid_resolution: int 'The resolution of the particle grid'
-ParticleSettings.hair_bspline -> use_hair_bspline: boolean 'Interpolate hair using B-Splines'
-ParticleSettings.hair_step -> hair_step: int 'Number of hair segments'
-ParticleSettings.integrator -> integrator: enum 'Select physics integrator type'
-ParticleSettings.jitter_factor -> jitter_factor: float 'Amount of jitter applied to the sampling'
-ParticleSettings.keyed_loops -> keyed_loops: int 'Number of times the keys are looped'
-ParticleSettings.keys_step -> keys_step: int 'NO DESCRIPTION'
-ParticleSettings.kink -> kink: enum 'Type of periodic offset on the path'
-ParticleSettings.kink_amplitude -> kink_amplitude: float 'The amplitude of the offset'
-ParticleSettings.kink_axis -> kink_axis: enum 'Which axis to use for offset'
-ParticleSettings.kink_frequency -> kink_frequency: float 'The frequency of the offset (1/total length)'
-ParticleSettings.kink_shape -> kink_shape: float 'Adjust the offset to the beginning/end'
-ParticleSettings.lifetime -> lifetime: float 'Specify the life span of the particles'
-ParticleSettings.line_length_head -> line_length_head: float "Length of the line's head"
-ParticleSettings.line_length_tail -> line_length_tail: float "Length of the line's tail"
-ParticleSettings.mass -> mass: float 'Specify the mass of the particles'
-ParticleSettings.material -> material: int 'Specify material used for the particles'
-ParticleSettings.material_color -> show_material_color: boolean "Draw particles using material's diffuse color"
-ParticleSettings.normal_factor -> normal_factor: float 'Let the surface normal give the particle a starting speed'
-ParticleSettings.num -> show_number: boolean 'Show particle number'
-ParticleSettings.object_aligned_factor -> object_aligned_factor: float 'Let the emitter object orientation give the particle a starting speed'
-ParticleSettings.object_factor -> object_factor: float 'Let the object give the particle a starting speed'
-ParticleSettings.parent -> use_parents: boolean 'Render parent particles'
-ParticleSettings.particle_factor -> particle_factor: float 'Let the target particle give the particle a starting speed'
-ParticleSettings.particle_size -> particle_size: float 'The size of the particles'
-ParticleSettings.path_end -> path_end: float 'End time of drawn path'
-ParticleSettings.path_start -> path_start: float 'Starting time of drawn path'
-ParticleSettings.phase_factor -> phase_factor: float 'Initial rotation phase'
-ParticleSettings.physics_type -> physics_type: enum 'Particle physics type'
-ParticleSettings.rand_group -> use_group_pick_random: boolean 'Pick objects from group randomly'
-ParticleSettings.random_factor -> random_factor: float 'Give the starting speed a random variation'
-ParticleSettings.random_length -> random_length: float 'Give path length a random variation'
-ParticleSettings.random_lifetime -> random_lifetime: float 'Give the particle life a random variation'
-ParticleSettings.random_phase_factor -> random_phase_factor: float 'Randomize rotation phase'
-ParticleSettings.random_rotation_factor -> random_rotation_factor: float 'Randomize rotation'
-ParticleSettings.random_size -> random_size: float 'Give the particle size a random variation'
-ParticleSettings.react_event -> react_event: enum 'The event of target particles to react on'
-ParticleSettings.react_multiple -> use_react_multiple: boolean 'React multiple times'
-ParticleSettings.react_start_end -> use_react_start_end: boolean 'Give birth to unreacted particles eventually'
-ParticleSettings.reaction_shape -> reaction_shape: float 'Power of reaction strength dependence on distance to target'
-ParticleSettings.reactor_factor -> reactor_factor: float 'Let the vector away from the target particles location give the particle a starting speed'
-ParticleSettings.ren_as -> ren_as: enum 'How particles are rendered'
-ParticleSettings.render_adaptive -> use_render_adaptive: boolean 'Use adapative rendering for paths'
-ParticleSettings.render_step -> render_step: int 'How many steps paths are rendered with (power of 2)'
-ParticleSettings.render_strand -> use_strand_primitive: boolean 'Use the strand primitive for rendering'
-ParticleSettings.rendered_child_nbr -> rendered_child_nbr: int 'Amount of children/parent for rendering'
-ParticleSettings.rotate_from -> rotate_from: enum 'NO DESCRIPTION'
-ParticleSettings.rotation_dynamic -> use_dynamic_rotation: boolean 'Sets rotation to dynamic/constant'
-ParticleSettings.rotation_mode -> rotation_mode: enum 'Particles initial rotation'
-ParticleSettings.rough1 -> rough1: float 'Amount of location dependent rough'
-ParticleSettings.rough1_size -> rough1_size: float 'Size of location dependent rough'
-ParticleSettings.rough2 -> rough2: float 'Amount of random rough'
-ParticleSettings.rough2_size -> rough2_size: float 'Size of random rough'
-ParticleSettings.rough2_thres -> rough2_thres: float 'Amount of particles left untouched by random rough'
-ParticleSettings.rough_end_shape -> rough_end_shape: float 'Shape of end point rough'
-ParticleSettings.rough_endpoint -> rough_endpoint: float 'Amount of end point rough'
-ParticleSettings.self_effect -> use_self_effect: boolean 'Particle effectors effect themselves'
-ParticleSettings.show_size -> show_size: boolean 'Show particle size'
-ParticleSettings.simplify_rate -> simplify_rate: float 'Speed of simplification'
-ParticleSettings.simplify_refsize -> simplify_refsize: int 'Reference size in pixels, after which simplification begins'
-ParticleSettings.simplify_transition -> simplify_transition: float 'Transition period for fading out strands'
-ParticleSettings.simplify_viewport -> simplify_viewport: float 'Speed of Simplification'
-ParticleSettings.size_deflect -> use_size_deflect: boolean "Use particle's size in deflection"
-ParticleSettings.sizemass -> use_multiply_size_mass: boolean 'Multiply mass by particle size'
-ParticleSettings.subframes -> subframes: int 'Subframes to simulate for improved stability and finer granularity simulations'
-ParticleSettings.symmetric_branching -> use_symmetric_branching: boolean 'Start and end points are the same'
-ParticleSettings.tangent_factor -> tangent_factor: float 'Let the surface tangent give the particle a starting speed'
-ParticleSettings.tangent_phase -> tangent_phase: float 'Rotate the surface tangent'
-ParticleSettings.time_tweak -> time_tweak: float 'A multiplier for physics timestep (1.0 means one frame = 1/25 seconds)'
-ParticleSettings.trail_count -> trail_count: int 'Number of trail particles'
-ParticleSettings.trand -> use_emit_random: boolean 'Emit in random order of elements'
-ParticleSettings.type -> type: enum 'NO DESCRIPTION'
-ParticleSettings.unborn -> use_unborn: boolean 'Show particles before they are emitted'
-ParticleSettings.use_global_dupli -> use_global_dupli: boolean "Use object's global coordinates for duplication"
-ParticleSettings.use_group_count -> use_group_count: boolean 'Use object multiple times in the same group'
-ParticleSettings.userjit -> userjit: int 'Emission locations / face (0 = automatic)'
-ParticleSettings.velocity -> show_velocity: boolean 'Show particle velocity'
-ParticleSettings.velocity_length -> use_velocity_length: boolean 'Multiply line length by particle speed'
-ParticleSettings.viewport -> use_simplify_viewport: boolean 'NO DESCRIPTION'
-ParticleSettings.virtual_parents -> virtual_parents: float 'Relative amount of virtual parents'
-ParticleSettings.whole_group -> use_whole_group: boolean 'Use whole group at once'
-ParticleSystem.active_particle_target -> active_particle_target: pointer, '(read-only)'
-ParticleSystem.active_particle_target_index -> active_particle_target_index: int 'NO DESCRIPTION'
-ParticleSystem.billboard_normal_uv -> billboard_normal_uv: string 'UV Layer to control billboard normals'
-ParticleSystem.billboard_split_uv -> billboard_split_uv: string 'UV Layer to control billboard splitting'
-ParticleSystem.billboard_time_index_uv -> billboard_time_index_uv: string 'UV Layer to control billboard time index (X-Y)'
-ParticleSystem.child_particles -> child_particles: collection, '(read-only) Child particles generated by the particle system'
-ParticleSystem.cloth -> cloth: pointer, '(read-only) Cloth dynamics for hair'
-ParticleSystem.editable -> is_editable: boolean, '(read-only) Particle system can be edited in particle mode'
-ParticleSystem.edited -> is_edited: boolean, '(read-only) Particle system has been edited in particle mode'
-ParticleSystem.global_hair -> is_global_hair: boolean, '(read-only) Hair keys are in global coordinate space'
-ParticleSystem.hair_dynamics -> use_hair_dynamics: boolean 'Enable hair dynamics using cloth simulation'
-ParticleSystem.keyed_timing -> use_keyed_timing: boolean 'Use key times'
-ParticleSystem.multiple_caches -> has_multiple_caches: boolean, '(read-only) Particle system has multiple point caches'
-ParticleSystem.name -> name: string 'Particle system name'
-ParticleSystem.parent -> parent: pointer "Use this object's coordinate system instead of global coordinate system"
-ParticleSystem.particles -> particles: collection, '(read-only) Particles generated by the particle system'
-ParticleSystem.point_cache -> point_cache: pointer, '(read-only)'
-ParticleSystem.reactor_target_object -> reactor_target_object: pointer 'For reactor systems, the object that has the target particle system (empty if same object)'
-ParticleSystem.reactor_target_particle_system -> reactor_target_particle_system: int 'For reactor systems, index of particle system on the target object'
-ParticleSystem.seed -> seed: int 'Offset in the random number table, to get a different randomized result'
-ParticleSystem.settings -> settings: pointer 'Particle system settings'
-ParticleSystem.targets -> targets: collection, '(read-only) Target particle systems'
-ParticleSystem.vertex_group_clump -> vertex_group_clump: string 'Vertex group to control clump'
-ParticleSystem.vertex_group_clump_negate -> invert_vertex_group_clump: boolean 'Negate the effect of the clump vertex group'
-ParticleSystem.vertex_group_density -> vertex_group_density: string 'Vertex group to control density'
-ParticleSystem.vertex_group_density_negate -> invert_vertex_group_density: boolean 'Negate the effect of the density vertex group'
-ParticleSystem.vertex_group_field -> vertex_group_field: string 'Vertex group to control field'
-ParticleSystem.vertex_group_field_negate -> invert_vertex_group_field: boolean 'Negate the effect of the field vertex group'
-ParticleSystem.vertex_group_kink -> vertex_group_kink: string 'Vertex group to control kink'
-ParticleSystem.vertex_group_kink_negate -> invert_vertex_group_kink: boolean 'Negate the effect of the kink vertex group'
-ParticleSystem.vertex_group_length -> vertex_group_length: string 'Vertex group to control length'
-ParticleSystem.vertex_group_length_negate -> invert_vertex_group_length: boolean 'Negate the effect of the length vertex group'
-ParticleSystem.vertex_group_rotation -> vertex_group_rotation: string 'Vertex group to control rotation'
-ParticleSystem.vertex_group_rotation_negate -> invert_vertex_group_rotation: boolean 'Negate the effect of the rotation vertex group'
-ParticleSystem.vertex_group_roughness1 -> vertex_group_rough1: string 'Vertex group to control roughness 1'
-ParticleSystem.vertex_group_roughness1_negate -> invert_vertex_group_roughness1: boolean 'Negate the effect of the roughness 1 vertex group'
-ParticleSystem.vertex_group_roughness2 -> vertex_group_rough2: string 'Vertex group to control roughness 2'
-ParticleSystem.vertex_group_roughness2_negate -> invert_vertex_group_roughness2: boolean 'Negate the effect of the roughness 2 vertex group'
-ParticleSystem.vertex_group_roughness_end -> vertex_group_rough_end: string 'Vertex group to control roughness end'
-ParticleSystem.vertex_group_roughness_end_negate -> invert_vertex_group_roughness_end: boolean 'Negate the effect of the roughness end vertex group'
-ParticleSystem.vertex_group_size -> vertex_group_size: string 'Vertex group to control size'
-ParticleSystem.vertex_group_size_negate -> invert_vertex_group_size: boolean 'Negate the effect of the size vertex group'
-ParticleSystem.vertex_group_tangent -> vertex_group_tangent: string 'Vertex group to control tangent'
-ParticleSystem.vertex_group_tangent_negate -> invert_vertex_group_tangent: boolean 'Negate the effect of the tangent vertex group'
-ParticleSystem.vertex_group_velocity -> vertex_group_velocity: string 'Vertex group to control velocity'
-ParticleSystem.vertex_group_velocity_negate -> invert_vertex_group_velocity: boolean 'Negate the effect of the velocity vertex group'
-ParticleSystemModifier.particle_system -> particle_system: pointer, '(read-only) Particle System that this modifier controls'
-ParticleTarget.duration -> duration: float 'NO DESCRIPTION'
-ParticleTarget.mode -> mode: enum 'NO DESCRIPTION'
-ParticleTarget.name -> name: string, '(read-only) Particle target name'
-ParticleTarget.object -> object: pointer 'The object that has the target particle system (empty if same object)'
-ParticleTarget.system -> system: int 'The index of particle system on the target object'
-ParticleTarget.time -> time: float 'NO DESCRIPTION'
-ParticleTarget.valid -> is_valid: boolean 'Keyed particles target is valid'
-PivotConstraint.enabled_rotation_range -> enabled_rotation_range: enum 'Rotation range on which pivoting should occur'
-PivotConstraint.head_tail -> head_tail: float 'Target along length of bone: Head=0, Tail=1'
-PivotConstraint.offset -> offset: float "Offset of pivot from target (when set), or from owner's location (when Fixed Position is off), or the absolute pivot point"
-PivotConstraint.subtarget -> subtarget: string 'NO DESCRIPTION'
-PivotConstraint.target -> target: pointer 'Target Object, defining the position of the pivot when defined'
-PivotConstraint.use_relative_position -> use_relative_location: boolean 'Offset will be an absolute point in space instead of relative to the target'
-PluginSequence.filename -> filename: string, '(read-only)'
-PointCache.active_point_cache_index -> active_point_cache_index: int 'NO DESCRIPTION'
-PointCache.baked -> is_baked: boolean, '(read-only)'
-PointCache.baking -> is_baking: boolean, '(read-only)'
-PointCache.disk_cache -> use_disk_cache: boolean 'Save cache files to disk (.blend file must be saved first)'
-PointCache.external -> use_external: boolean 'Read cache from an external location'
-PointCache.filepath -> filepath: string 'Cache file path'
-PointCache.frame_end -> frame_end: int 'Frame on which the simulation stops'
-PointCache.frame_start -> frame_start: int 'Frame on which the simulation starts'
-PointCache.frames_skipped -> frames_skipped: boolean, '(read-only)'
-PointCache.index -> index: int 'Index number of cache files'
-PointCache.info -> info: string, '(read-only) Info on current cache status'
-PointCache.name -> name: string 'Cache name'
-PointCache.outdated -> is_outdated: boolean, '(read-only)'
-PointCache.point_cache_list -> point_cache_list: collection, '(read-only) Point cache list'
-PointCache.quick_cache -> use_quick_cache: boolean 'Update simulation with cache steps'
-PointCache.step -> step: int 'Number of frames between cached frames'
-PointCache.use_library_path -> use_library_path: boolean 'Use this files path when library linked into another file.'
-PointDensity.color_ramp -> color_ramp: pointer, '(read-only)'
-PointDensity.color_source -> color_source: enum 'Data to derive color results from'
-PointDensity.falloff -> falloff: enum 'Method of attenuating density by distance from the point'
-PointDensity.falloff_softness -> falloff_soft: float "Softness of the 'soft' falloff option"
-PointDensity.noise_basis -> noise_basis: enum 'Noise formula used for turbulence'
-PointDensity.object -> object: pointer 'Object to take point data from'
-PointDensity.particle_cache -> particle_cache: enum 'Co-ordinate system to cache particles in'
-PointDensity.particle_system -> particle_system: pointer 'Particle System to render as points'
-PointDensity.point_source -> point_source: enum 'Point data to use as renderable point density'
-PointDensity.radius -> radius: float 'Radius from the shaded sample to look for points within'
-PointDensity.speed_scale -> speed_scale: float 'Multiplier to bring particle speed within an acceptable range'
-PointDensity.turbulence -> use_turbulence: boolean 'Add directed noise to the density at render-time'
-PointDensity.turbulence_depth -> turbulence_depth: int 'Level of detail in the added turbulent noise'
-PointDensity.turbulence_influence -> turbulence_influence: enum 'Method for driving added turbulent noise'
-PointDensity.turbulence_size -> turbulence_size: float 'Scale of the added turbulent noise'
-PointDensity.turbulence_strength -> turbulence_strength: float 'NO DESCRIPTION'
-PointDensity.vertices_cache -> vertices_cache: enum 'Co-ordinate system to cache vertices in'
-PointDensityTexture.pointdensity -> pointdensity: pointer, '(read-only) The point density settings associated with this texture'
-PointLamp.falloff_curve -> falloff_curve: pointer, '(read-only) Custom Lamp Falloff Curve'
-PointLamp.falloff_type -> falloff_type: enum 'Intensity Decay with distance'
-PointLamp.linear_attenuation -> linear_attenuation: float 'Linear distance attenuation'
-PointLamp.only_shadow -> use_only_shadow: boolean 'Causes light to cast shadows only without illuminating objects'
-PointLamp.quadratic_attenuation -> quadratic_attenuation: float 'Quadratic distance attenuation'
-PointLamp.shadow_adaptive_threshold -> shadow_adaptive_threshold: float 'Threshold for Adaptive Sampling (Raytraced shadows)'
-PointLamp.shadow_color -> shadow_color: float 'Color of shadows cast by the lamp'
-PointLamp.shadow_layer -> use_shadow_layer: boolean 'Causes only objects on the same layer to cast shadows'
-PointLamp.shadow_method -> shadow_method: enum 'Method to compute lamp shadow with'
-PointLamp.shadow_ray_samples -> shadow_ray_samples: int 'Amount of samples taken extra (samples x samples)'
-PointLamp.shadow_ray_sampling_method -> shadow_ray_sample_method: enum 'Method for generating shadow samples: Adaptive QMC is fastest, Constant QMC is less noisy but slower'
-PointLamp.shadow_soft_size -> shadow_soft_size: float 'Light size for ray shadow sampling (Raytraced shadows)'
-PointLamp.sphere -> use_sphere: boolean 'Sets light intensity to zero beyond lamp distance'
-PointerProperty.fixed_type -> fixed_type: pointer, '(read-only) Fixed pointer type, empty if variable type'
-Pose.active_bone_group -> active_bone_group: pointer 'Active bone group for this pose'
-Pose.active_bone_group_index -> active_bone_group_index: int 'Active index in bone groups array'
-Pose.animation_visualisation -> animation_visualisation: pointer, '(read-only) Animation data for this datablock'
-Pose.bone_groups -> bone_groups: collection, '(read-only) Groups of the bones'
-Pose.bones -> bones: collection, '(read-only) Individual pose bones for the armature'
-Pose.ik_param -> ik_param: pointer, '(read-only) Parameters for IK solver'
-Pose.ik_solver -> ik_solver: enum 'Selection of IK solver for IK chain, current choice is 0 for Legacy, 1 for iTaSC'
-PoseBone.bone -> bone: pointer, '(read-only) Bone associated with this PoseBone'
-PoseBone.bone_group -> bone_group: pointer 'Bone Group this pose channel belongs to'
-PoseBone.bone_group_index -> bone_group_index: int 'Bone Group this pose channel belongs to (0=no group)'
-PoseBone.child -> child: pointer, '(read-only) Child of this pose bone'
-PoseBone.constraints -> constraints: collection, '(read-only) Constraints that act on this PoseChannel'
-PoseBone.custom_shape -> custom_shape: pointer 'Object that defines custom draw type for this bone'
-PoseBone.custom_shape_transform -> custom_shape_transform: pointer 'Bone that defines the display transform of this custom shape'
-PoseBone.has_ik -> is_in_ik_chain: boolean, '(read-only) Is part of an IK chain'
-PoseBone.head -> head: float, "(read-only) Location of head of the channel's bone"
-NEGATE * PoseBone.ik_dof_x -> lock_ik_x: boolean 'Allow movement around the X axis'
-NEGATE * PoseBone.ik_dof_y -> lock_ik_y: boolean 'Allow movement around the Y axis'
-NEGATE * PoseBone.ik_dof_z -> lock_ik_z: boolean 'Allow movement around the Z axis'
-PoseBone.ik_limit_x -> lock_ik_x: boolean 'Limit movement around the X axis'
-PoseBone.ik_limit_y -> lock_ik_y: boolean 'Limit movement around the Y axis'
-PoseBone.ik_limit_z -> lock_ik_z: boolean 'Limit movement around the Z axis'
-PoseBone.ik_lin_control -> use_ik_lin_control: boolean 'Apply channel size as IK constraint if stretching is enabled'
-PoseBone.ik_lin_weight -> ik_lin_weight: float 'Weight of scale constraint for IK'
-PoseBone.ik_max_x -> ik_max_x: float 'Maximum angles for IK Limit'
-PoseBone.ik_max_y -> ik_max_y: float 'Maximum angles for IK Limit'
-PoseBone.ik_max_z -> ik_max_z: float 'Maximum angles for IK Limit'
-PoseBone.ik_min_x -> ik_min_x: float 'Minimum angles for IK Limit'
-PoseBone.ik_min_y -> ik_min_y: float 'Minimum angles for IK Limit'
-PoseBone.ik_min_z -> ik_min_z: float 'Minimum angles for IK Limit'
-PoseBone.ik_rot_control -> use_ik_rot_control: boolean 'Apply channel rotation as IK constraint'
-PoseBone.ik_rot_weight -> ik_rot_weight: float 'Weight of rotation constraint for IK'
-PoseBone.ik_stiffness_x -> ik_stiffness_x: float 'IK stiffness around the X axis'
-PoseBone.ik_stiffness_y -> ik_stiffness_y: float 'IK stiffness around the Y axis'
-PoseBone.ik_stiffness_z -> ik_stiffness_z: float 'IK stiffness around the Z axis'
-PoseBone.ik_stretch -> ik_stretch: float 'Allow scaling of the bone for IK'
-PoseBone.location -> location: float 'NO DESCRIPTION'
-PoseBone.lock_location -> lock_location: boolean 'Lock editing of location in the interface'
-PoseBone.lock_rotation -> lock_rotation: boolean 'Lock editing of rotation in the interface'
-PoseBone.lock_rotation_w -> lock_rotation_w: boolean "Lock editing of 'angle' component of four-component rotations in the interface"
-PoseBone.lock_rotations_4d -> lock_rotations_4d: boolean 'Lock editing of four component rotations by components (instead of as Eulers)'
-PoseBone.lock_scale -> lock_scale: boolean 'Lock editing of scale in the interface'
-PoseBone.matrix -> matrix: float, '(read-only) Final 4x4 matrix for this channel'
-PoseBone.matrix_channel -> matrix_channel: float, '(read-only) 4x4 matrix, before constraints'
-PoseBone.matrix_local -> matrix_local: float 'Matrix representing the parent relative location, scale and rotation. Provides an alternative access to these properties.'
-PoseBone.motion_path -> motion_path: pointer, '(read-only) Motion Path for this element'
-PoseBone.name -> name: string 'NO DESCRIPTION'
-PoseBone.parent -> parent: pointer, '(read-only) Parent of this pose bone'
-PoseBone.rotation_axis_angle -> rotation_axis_angle: float 'Angle of Rotation for Axis-Angle rotation representation'
-PoseBone.rotation_euler -> rotation_euler: float 'Rotation in Eulers'
-PoseBone.rotation_mode -> rotation_mode: enum 'NO DESCRIPTION'
-PoseBone.rotation_quaternion -> rotation_quaternion: float 'Rotation in Quaternions'
-PoseBone.scale -> scale: float 'NO DESCRIPTION'
-PoseBone.select -> select: boolean 'NO DESCRIPTION'
-PoseBone.tail -> tail: float, "(read-only) Location of tail of the channel's bone"
-PoseBoneConstraints.active -> active: pointer 'Active PoseChannel constraint'
-PoseTemplate.name -> name: string 'NO DESCRIPTION'
-PoseTemplateSettings.active_template_index -> active_template_index: int 'NO DESCRIPTION'
-PoseTemplateSettings.generate_def_rig -> use_generate_deform_rig: boolean 'Create a copy of the metarig, constrainted by the generated rig'
-PoseTemplateSettings.templates -> templates: collection, '(read-only)'
-Property.description -> description: string, '(read-only) Description of the property for tooltips'
-Property.identifier -> identifier: string, '(read-only) Unique name used in the code and scripting'
-Property.is_never_none -> is_never_none: boolean, "(read-only) True when this value can't be set to None"
-Property.is_readonly -> is_readonly: boolean, '(read-only) Property is editable through RNA'
-Property.is_required -> is_required: boolean, '(read-only) False when this property is an optional argument in an RNA function'
-Property.name -> name: string, '(read-only) Human readable name'
-Property.registered -> is_registered: boolean, '(read-only) Property is registered as part of type registration'
-Property.registered_optional -> is_registered_optional: boolean, '(read-only) Property is optionally registered as part of type registration'
-Property.srna -> srna: pointer, '(read-only) Struct definition used for properties assigned to this item'
-Property.subtype -> subtype: enum, '(read-only) Semantic interpretation of the property'
-Property.type -> type: enum, '(read-only) Data type of the property'
-Property.unit -> unit: enum, '(read-only) Type of units for this property'
-Property.use_output -> is_output: boolean, '(read-only) True when this property is an output value from an RNA function'
-PropertyActuator.mode -> mode: enum 'NO DESCRIPTION'
-PropertyActuator.object -> object: pointer 'Copy from this Object'
-PropertyActuator.object_property -> object_property: string 'Copy this property'
-PropertyActuator.property -> property: string 'The name of the property'
-PropertyActuator.value -> value: string 'The value to use, use "" around strings'
-PropertySensor.evaluation_type -> evaluation_type: enum 'Type of property evaluation'
-PropertySensor.max_value -> value_max: string 'Specify maximum value in Interval type'
-PropertySensor.min_value -> value_min: string 'Specify minimum value in Interval type'
-PropertySensor.property -> property: string 'NO DESCRIPTION'
-PropertySensor.value -> value: string 'Check for this value in types in Equal or Not Equal types'
-PythonConstraint.number_of_targets -> number_of_targets: int 'Usually only 1-3 are needed'
-PythonConstraint.script_error -> has_script_error: boolean, '(read-only) The linked Python script has thrown an error'
-PythonConstraint.targets -> targets: collection, '(read-only) Target Objects'
-PythonConstraint.text -> text: pointer 'The text object that contains the Python script'
-PythonConstraint.use_targets -> use_targets: boolean 'Use the targets indicated in the constraint panel'
-PythonController.debug -> use_debug: boolean 'Continuously reload the module from disk for editing external modules without restarting'
-PythonController.mode -> mode: enum 'Python script type (textblock or module - faster)'
-PythonController.module -> module: string 'Module name and function to run e.g. "someModule.main". Internal texts and external python files can be used'
-PythonController.text -> text: pointer 'Text datablock with the python script'
-RGBANodeSocket.default_value -> default_value: float 'Default value of the socket when no link is attached'
-RGBANodeSocket.name -> name: string, '(read-only) Socket name'
-RadarSensor.angle -> angle: float 'Opening angle of the radar cone'
-RadarSensor.axis -> axis: enum 'Specify along which axis the radar cone is cast'
-RadarSensor.distance -> distance: float 'Depth of the radar cone'
-RadarSensor.property -> property: string 'Only look for Objects with this property'
-RandomActuator.always_true -> use_always_true: boolean 'Always false or always true'
-RandomActuator.chance -> chance: float 'Pick a number between 0 and 1. Success if you stay below this value'
-RandomActuator.distribution -> distribution: enum 'Choose the type of distribution'
-RandomActuator.float_max -> float_max: float 'Choose a number from a range. Upper boundary of the range'
-RandomActuator.float_mean -> float_mean: float 'A normal distribution. Mean of the distribution'
-RandomActuator.float_min -> float_min: float 'Choose a number from a range. Lower boundary of the range'
-RandomActuator.float_value -> float_value: float 'Always return this number'
-RandomActuator.half_life_time -> half_life_time: float 'Negative exponential dropoff'
-RandomActuator.int_max -> int_max: int 'Choose a number from a range. Upper boundary of the range'
-RandomActuator.int_mean -> int_mean: float 'Expected mean value of the distribution'
-RandomActuator.int_min -> int_min: int 'Choose a number from a range. Lower boundary of the range'
-RandomActuator.int_value -> int_value: int 'Always return this number'
-RandomActuator.property -> property: string 'Assign the random value to this property'
-RandomActuator.seed -> seed: int 'Initial seed of the random generator. Use Python for more freedom (choose 0 for not random)'
-RandomActuator.standard_derivation -> standard_derivation: float 'A normal distribution. Standard deviation of the distribution'
-RandomSensor.seed -> seed: int 'Initial seed of the generator. (Choose 0 for not random)'
-RaySensor.axis -> axis: enum 'Specify along which axis the ray is cast'
-RaySensor.material -> material: string 'Only look for Objects with this material'
-RaySensor.property -> property: string 'Only look for Objects with this property'
-RaySensor.range -> range: float 'Sense objects no farther than this distance'
-RaySensor.ray_type -> ray_type: enum 'Toggle collision on material or property'
-RaySensor.x_ray_mode -> use_x_ray: boolean "See through objects that don't have the property"
-Region.height -> height: int, '(read-only) Region height'
-Region.id -> id: int, '(read-only) Unique ID for this region'
-Region.type -> type: enum, '(read-only) Type of this region'
-Region.width -> width: int, '(read-only) Region width'
-RegionView3D.box_clip -> use_box_clip: boolean "Clip objects based on what's visible in other side views"
-RegionView3D.box_preview -> show_synced_view: boolean 'Sync view position between side views'
-RegionView3D.lock_rotation -> lock_rotation: boolean 'Lock view rotation in side views'
-RegionView3D.perspective_matrix -> perspective_matrix: float, '(read-only) Current perspective matrix of the 3D region'
-RegionView3D.view_distance -> view_distance: float 'Distance to the view location'
-RegionView3D.view_location -> view_location: float 'View pivot location'
-RegionView3D.view_matrix -> view_matrix: float, '(read-only) Current view matrix of the 3D region'
-RegionView3D.view_perspective -> view_perspective: enum 'View Perspective'
-RegionView3D.view_rotation -> view_rotation: float 'Rotation in quaternions (keep normalized)'
-RenderEngine.bl_idname -> bl_idname: string 'NO DESCRIPTION'
-RenderEngine.bl_label -> bl_label: string 'NO DESCRIPTION'
-RenderEngine.bl_postprocess -> bl_use_postprocess: boolean 'NO DESCRIPTION'
-RenderEngine.bl_preview -> bl_use_preview: boolean 'NO DESCRIPTION'
-RenderLayer.all_z -> use_all_z: boolean, '(read-only) Fill in Z values for solid faces in invisible layers, for masking'
-RenderLayer.edge -> use_edge_enhance: boolean, '(read-only) Render Edge-enhance in this Layer (only works for Solid faces)'
-RenderLayer.enabled -> use: boolean, '(read-only) Disable or enable the render layer'
-RenderLayer.halo -> use_halo: boolean, '(read-only) Render Halos in this Layer (on top of Solid)'
-RenderLayer.light_override -> light_override: pointer, '(read-only) Group to override all other lights in this render layer'
-RenderLayer.material_override -> material_override: pointer, '(read-only) Material to override all other materials in this render layer'
-RenderLayer.name -> name: string, '(read-only) Render layer name'
-RenderLayer.pass_ao -> use_pass_ambient_occlusion: boolean, '(read-only) Deliver AO pass'
-RenderLayer.pass_ao_exclude -> exclude_ambient_occlusion: boolean, '(read-only) Exclude AO pass from combined'
-RenderLayer.pass_color -> use_pass_color: boolean, '(read-only) Deliver shade-less color pass'
-RenderLayer.pass_combined -> use_pass_combined: boolean, '(read-only) Deliver full combined RGBA buffer'
-RenderLayer.pass_diffuse -> use_pass_diffuse: boolean, '(read-only) Deliver diffuse pass'
-RenderLayer.pass_emit -> use_pass_emit: boolean, '(read-only) Deliver emission pass'
-RenderLayer.pass_emit_exclude -> exclude_emit: boolean, '(read-only) Exclude emission pass from combined'
-RenderLayer.pass_environment -> use_pass_environment: boolean, '(read-only) Deliver environment lighting pass'
-RenderLayer.pass_environment_exclude -> exclude_environment: boolean, '(read-only) Exclude environment pass from combined'
-RenderLayer.pass_indirect -> use_pass_indirect: boolean, '(read-only) Deliver indirect lighting pass'
-RenderLayer.pass_indirect_exclude -> exclude_indirect: boolean, '(read-only) Exclude indirect pass from combined'
-RenderLayer.pass_mist -> use_pass_mist: boolean, '(read-only) Deliver mist factor pass (0.0-1.0)'
-RenderLayer.pass_normal -> use_pass_normal: boolean, '(read-only) Deliver normal pass'
-RenderLayer.pass_object_index -> use_pass_object_index: boolean, '(read-only) Deliver object index pass'
-RenderLayer.pass_reflection -> use_pass_reflection: boolean, '(read-only) Deliver raytraced reflection pass'
-RenderLayer.pass_reflection_exclude -> exclude_reflection: boolean, '(read-only) Exclude raytraced reflection pass from combined'
-RenderLayer.pass_refraction -> use_pass_refraction: boolean, '(read-only) Deliver raytraced refraction pass'
-RenderLayer.pass_refraction_exclude -> exclude_refraction: boolean, '(read-only) Exclude raytraced refraction pass from combined'
-RenderLayer.pass_shadow -> use_pass_shadow: boolean, '(read-only) Deliver shadow pass'
-RenderLayer.pass_shadow_exclude -> exclude_shadow: boolean, '(read-only) Exclude shadow pass from combined'
-RenderLayer.pass_specular -> use_pass_specular: boolean, '(read-only) Deliver specular pass'
-RenderLayer.pass_specular_exclude -> exclude_specular: boolean, '(read-only) Exclude specular pass from combined'
-RenderLayer.pass_uv -> use_pass_uv: boolean, '(read-only) Deliver texture UV pass'
-RenderLayer.pass_vector -> use_pass_vector: boolean, '(read-only) Deliver speed vector pass'
-RenderLayer.pass_z -> use_pass_z: boolean, '(read-only) Deliver Z values pass'
-RenderLayer.passes -> passes: collection, '(read-only)'
-RenderLayer.rect -> rect: float 'NO DESCRIPTION'
-RenderLayer.sky -> use_sky: boolean, '(read-only) Render Sky in this Layer'
-RenderLayer.solid -> use_solid: boolean, '(read-only) Render Solid faces in this Layer'
-RenderLayer.strand -> use_strand: boolean, '(read-only) Render Strands in this Layer'
-RenderLayer.visible_layers -> layers: boolean, '(read-only) Scene layers included in this render layer'
-RenderLayer.zmask -> use_zmask: boolean, "(read-only) Only render what's in front of the solid z values"
-RenderLayer.zmask_layers -> layers_zmask: boolean, '(read-only) Zmask scene layers'
-RenderLayer.zmask_negate -> invert_zmask: boolean, '(read-only) For Zmask, only render what is behind solid z values instead of in front'
-RenderLayer.ztransp -> use_ztransp: boolean, '(read-only) Render Z-Transparent faces in this Layer (On top of Solid and Halos)'
-RenderPass.channel_id -> channel_id: string, '(read-only)'
-RenderPass.channels -> channels: int, '(read-only)'
-RenderPass.name -> name: string, '(read-only)'
-RenderPass.rect -> rect: float 'NO DESCRIPTION'
-RenderPass.type -> type: enum, '(read-only)'
-RenderResult.layers -> layers: collection, '(read-only)'
-RenderResult.resolution_x -> resolution_x: int, '(read-only)'
-RenderResult.resolution_y -> resolution_y: int, '(read-only)'
-RenderSettings.active_layer_index -> active_layer_index: int 'Active index in render layer array'
-RenderSettings.alpha_mode -> alpha_mode: enum 'Representation of alpha information in the RGBA pixels'
-RenderSettings.antialiasing_samples -> antialiasing_samples: enum 'Amount of anti-aliasing samples per pixel'
-RenderSettings.backbuf -> use_backbuf: boolean 'Render backbuffer image'
-RenderSettings.bake_aa_mode -> bake_aa_mode: enum 'NO DESCRIPTION'
-RenderSettings.bake_active -> use_bake_active_to_selected: boolean 'Bake shading on the surface of selected objects to the active object'
-RenderSettings.bake_bias -> bake_bias: float 'Bias towards faces further away from the object (in blender units)'
-RenderSettings.bake_clear -> use_bake_clear: boolean 'Clear Images before baking'
-RenderSettings.bake_distance -> bake_distance: float 'Maximum distance from active object to other object (in blender units'
-RenderSettings.bake_enable_aa -> use_bake_antialiasing: boolean 'Enables Anti-aliasing'
-RenderSettings.bake_margin -> bake_margin: int 'Amount of pixels to extend the baked result with, as post process filter'
-RenderSettings.bake_normal_space -> bake_normal_space: enum 'Choose normal space for baking'
-RenderSettings.bake_normalized -> use_bake_normalized: boolean 'With displacement normalize to the distance, with ambient occlusion normalize without using material settings'
-RenderSettings.bake_quad_split -> bake_quad_split: enum 'Choose the method used to split a quad into 2 triangles for baking'
-RenderSettings.bake_type -> bake_type: enum 'Choose shading information to bake into the image'
-RenderSettings.border_max_x -> border_max_x: float 'Sets maximum X value for the render border'
-RenderSettings.border_max_y -> border_max_y: float 'Sets maximum Y value for the render border'
-RenderSettings.border_min_x -> border_min_x: float 'Sets minimum X value to for the render border'
-RenderSettings.border_min_y -> border_min_y: float 'Sets minimum Y value for the render border'
-RenderSettings.cineon_black -> cineon_black: int 'Log conversion reference blackpoint'
-RenderSettings.cineon_gamma -> cineon_gamma: float 'Log conversion gamma'
-RenderSettings.cineon_log -> use_cineon_log: boolean 'Convert to logarithmic color space'
-RenderSettings.cineon_white -> cineon_white: int 'Log conversion reference whitepoint'
-RenderSettings.color_management -> use_color_management: boolean 'Use color profiles and gamma corrected imaging pipeline'
-RenderSettings.color_mode -> color_mode: enum 'Choose BW for saving greyscale images, RGB for saving red, green and blue channels, AND RGBA for saving red, green, blue + alpha channels'
-RenderSettings.crop_to_border -> use_crop_to_border: boolean 'Crop the rendered frame to the defined border size'
-RenderSettings.display_mode -> display_mode: enum 'Select where rendered images will be displayed'
-RenderSettings.dither_intensity -> dither_intensity: float 'Amount of dithering noise added to the rendered image to break up banding'
-RenderSettings.edge -> use_edge_enhance: boolean 'use_Create a toon outline around the edges of geometry'
-RenderSettings.edge_color -> edge_color: float 'NO DESCRIPTION'
-RenderSettings.edge_threshold -> edge_threshold: int 'Threshold for drawing outlines on geometry edges'
-RenderSettings.engine -> engine: enum 'Engine to use for rendering'
-RenderSettings.field_order -> field_order: enum 'Order of video fields. Select which lines get rendered first, to create smooth motion for TV output'
-RenderSettings.fields -> use_fields: boolean 'Render image to two fields per frame, for interlaced TV output'
-RenderSettings.fields_still -> use_fields_still: boolean 'Disable the time difference between fields'
-RenderSettings.file_extension -> file_extension: string, '(read-only) The file extension used for saving renders'
-RenderSettings.file_format -> file_format: enum 'File format to save the rendered images as'
-RenderSettings.file_quality -> file_quality: int 'Quality of JPEG images, AVI Jpeg and SGI movies'
-RenderSettings.filter_size -> filter_size: float 'Pixel width over which the reconstruction filter combines samples'
-RenderSettings.fps -> fps: int 'Framerate, expressed in frames per second'
-RenderSettings.fps_base -> fps_base: float 'Framerate base'
-RenderSettings.free_image_textures -> use_free_image_textures: boolean 'Free all image texture from memory after render, to save memory before compositing'
-RenderSettings.free_unused_nodes -> use_free_unused_nodes: boolean 'Free Nodes that are not used while compositing, to save memory'
-RenderSettings.full_sample -> use_full_sample: boolean 'Save for every anti-aliasing sample the entire RenderLayer results. This solves anti-aliasing issues with compositing'
-RenderSettings.is_movie_format -> is_movie_format: boolean, '(read-only) When true the format is a movie'
-RenderSettings.layers -> layers: collection, '(read-only)'
-RenderSettings.motion_blur -> use_motion_blur: boolean 'Use multi-sampled 3D scene motion blur'
-RenderSettings.motion_blur_samples -> motion_blur_samples: int 'Number of scene samples to take with motion blur'
-RenderSettings.motion_blur_shutter -> motion_blur_shutter: float 'Time taken in frames between shutter open and close'
-RenderSettings.multiple_engines -> has_multiple_engines: boolean, '(read-only) More than one rendering engine is available'
-RenderSettings.octree_resolution -> octree_resolution: enum 'Resolution of raytrace accelerator. Use higher resolutions for larger scenes'
-RenderSettings.output_path -> output_path: string 'Directory/name to save animations, # characters defines the position and length of frame numbers'
-RenderSettings.parts_x -> parts_x: int 'Number of horizontal tiles to use while rendering'
-RenderSettings.parts_y -> parts_y: int 'Number of vertical tiles to use while rendering'
-RenderSettings.pixel_aspect_x -> pixel_aspect_x: float 'Horizontal aspect ratio - for anamorphic or non-square pixel output'
-RenderSettings.pixel_aspect_y -> pixel_aspect_y: float 'Vertical aspect ratio - for anamorphic or non-square pixel output'
-RenderSettings.pixel_filter -> pixel_filter: enum 'Reconstruction filter used for combining anti-aliasing samples'
-RenderSettings.raytrace_structure -> raytrace_structure: enum 'Type of raytrace accelerator structure'
-RenderSettings.render_antialiasing -> use_antialiasing: boolean 'Render and combine multiple samples per pixel to prevent jagged edges'
-RenderSettings.render_stamp -> use_stamp: boolean 'Render the stamp info text in the rendered image'
-RenderSettings.resolution_percentage -> resolution_percentage: int 'Percentage scale for render resolution'
-RenderSettings.resolution_x -> resolution_x: int 'Number of horizontal pixels in the rendered image'
-RenderSettings.resolution_y -> resolution_y: int 'Number of vertical pixels in the rendered image'
-RenderSettings.save_buffers -> use_save_buffers: boolean 'Save tiles for all RenderLayers and SceneNodes to files in the temp directory (saves memory, required for Full Sample)'
-RenderSettings.sequencer_gl_preview -> sequencer_gl_preview: enum 'Method to draw in the sequencer view'
-RenderSettings.sequencer_gl_render -> sequencer_gl_render: enum 'Method to draw in the sequencer view'
-RenderSettings.simplify_ao_sss -> simplify_ao_sss: float 'Global approximate AA and SSS quality factor'
-RenderSettings.simplify_child_particles -> simplify_child_particles: float 'Global child particles percentage'
-RenderSettings.simplify_shadow_samples -> simplify_shadow_samples: int 'Global maximum shadow samples'
-RenderSettings.simplify_subdivision -> simplify_subdivision: int 'Global maximum subdivision level'
-RenderSettings.simplify_triangulate -> use_simplify_triangulate: boolean 'Disables non-planer quads being triangulated'
-RenderSettings.single_layer -> use_single_layer: boolean 'Only render the active layer'
-RenderSettings.stamp_background -> stamp_background: float 'Color to use behind stamp text'
-RenderSettings.stamp_camera -> use_stamp_camera: boolean 'Include the name of the active camera in image metadata'
-RenderSettings.stamp_date -> use_stamp_date: boolean 'Include the current date in image metadata'
-RenderSettings.stamp_filename -> use_stamp_filename: boolean 'Include the filename of the .blend file in image metadata'
-RenderSettings.stamp_font_size -> stamp_font_size: int 'Size of the font used when rendering stamp text'
-RenderSettings.stamp_foreground -> stamp_foreground: float 'Color to use for stamp text'
-RenderSettings.stamp_frame -> use_stamp_frame: boolean 'Include the frame number in image metadata'
-RenderSettings.stamp_marker -> use_stamp_marker: boolean 'Include the name of the last marker in image metadata'
-RenderSettings.stamp_note -> use_stamp_note: boolean 'Include a custom note in image metadata'
-RenderSettings.stamp_note_text -> stamp_note_text: string 'Custom text to appear in the stamp note'
-RenderSettings.stamp_render_time -> use_stamp_render_time: boolean 'Include the render time in the stamp image'
-RenderSettings.stamp_scene -> use_stamp_scene: boolean 'Include the name of the active scene in image metadata'
-RenderSettings.stamp_sequencer_strip -> use_stamp_sequencer_strip: boolean 'Include the name of the foreground sequence strip in image metadata'
-RenderSettings.stamp_time -> use_stamp_time: boolean 'Include the render frame as HH:MM:SS.FF in image metadata'
-RenderSettings.threads -> threads: int 'Number of CPU threads to use simultaneously while rendering (for multi-core/CPU systems)'
-RenderSettings.threads_mode -> threads_mode: enum 'Determine the amount of render threads used'
-RenderSettings.tiff_bit -> use_tiff_16bit: boolean 'Save TIFF with 16 bits per channel'
-RenderSettings.use_border -> use_border: boolean 'Render a user-defined border region, within the frame size. Note, this disables save_buffers and full_sample'
-RenderSettings.use_compositing -> use_compositing: boolean 'Process the render result through the compositing pipeline, if compositing nodes are enabled'
-RenderSettings.use_envmaps -> use_envmaps: boolean 'Calculate environment maps while rendering'
-RenderSettings.use_file_extension -> use_file_extension: boolean 'Add the file format extensions to the rendered file name (eg: filename + .jpg)'
-RenderSettings.use_game_engine -> use_game_engine: boolean, '(read-only) Current rendering engine is a game engine'
-RenderSettings.use_instances -> use_instances: boolean 'Instance support leads to effective memory reduction when using duplicates'
-RenderSettings.use_local_coords -> use_local_coords: boolean 'Vertex coordinates are stored localy on each primitive. Increases memory usage, but may have impact on speed'
-RenderSettings.use_overwrite -> use_overwrite: boolean 'Overwrite existing files while rendering'
-RenderSettings.use_placeholder -> use_placeholder: boolean "Create empty placeholder files while rendering frames (similar to Unix 'touch')"
-RenderSettings.use_radiosity -> use_radiosity: boolean 'Calculate radiosity in a pre-process before rendering'
-RenderSettings.use_raytracing -> use_raytrace: boolean 'Pre-calculate the raytrace accelerator and render raytracing effects'
-RenderSettings.use_sequencer -> use_sequencer: boolean 'Process the render (and composited) result through the video sequence editor pipeline, if sequencer strips exist'
-RenderSettings.use_sequencer_gl_preview -> use_sequencer_gl_preview: boolean 'NO DESCRIPTION'
-RenderSettings.use_sequencer_gl_render -> use_sequencer_gl_render: boolean 'NO DESCRIPTION'
-RenderSettings.use_shadows -> use_shadows: boolean 'Calculate shadows while rendering'
-RenderSettings.use_simplify -> use_simplify: boolean 'Enable simplification of scene for quicker preview renders'
-RenderSettings.use_sss -> use_sss: boolean 'Calculate sub-surface scattering in materials rendering'
-RenderSettings.use_textures -> use_textures: boolean 'Use textures to affect material properties'
-RigidBodyJointConstraint.axis_x -> axis_x: float 'Rotate pivot on X axis in degrees'
-RigidBodyJointConstraint.axis_y -> axis_y: float 'Rotate pivot on Y axis in degrees'
-RigidBodyJointConstraint.axis_z -> axis_z: float 'Rotate pivot on Z axis in degrees'
-RigidBodyJointConstraint.child -> child: pointer 'Child object'
-NEGATE * RigidBodyJointConstraint.disable_linked_collision -> use_linked_collision: boolean 'Disable collision between linked bodies'
-RigidBodyJointConstraint.draw_pivot -> show_pivot: boolean 'Display the pivot point and rotation in 3D view'
-RigidBodyJointConstraint.pivot_type -> pivot_type: enum 'NO DESCRIPTION'
-RigidBodyJointConstraint.pivot_x -> pivot_x: float 'Offset pivot on X'
-RigidBodyJointConstraint.pivot_y -> pivot_y: float 'Offset pivot on Y'
-RigidBodyJointConstraint.pivot_z -> pivot_z: float 'Offset pivot on Z'
-RigidBodyJointConstraint.target -> target: pointer 'Target Object'
-SPHFluidSettings.buoyancy -> buoyancy: float 'NO DESCRIPTION'
-SPHFluidSettings.fluid_radius -> fluid_radius: float 'Fluid interaction Radius'
-SPHFluidSettings.rest_density -> rest_density: float 'Density'
-SPHFluidSettings.rest_length -> rest_length: float 'The Spring Rest Length (factor of interaction radius)'
-SPHFluidSettings.spring_k -> spring_k: float 'Spring force constant'
-SPHFluidSettings.stiffness_k -> stiffness_k: float 'Constant K - Stiffness'
-SPHFluidSettings.stiffness_knear -> stiffness_knear: float 'Repulsion factor: stiffness_knear'
-SPHFluidSettings.viscosity_beta -> viscosity_beta: float 'Square viscosity factor'
-SPHFluidSettings.viscosity_omega -> viscosity_omega: float 'Linear viscosity'
-Scene.active_keying_set -> active_keying_set: pointer 'Active Keying Set used to insert/delete keyframes'
-Scene.active_keying_set_index -> active_keying_set_index: int "Current Keying Set index (negative for 'builtin' and positive for 'absolute')"
-Scene.all_keying_sets -> all_keying_sets: collection, '(read-only) All Keying Sets available for use (builtins and Absolute Keying Sets for this Scene)'
-Scene.animation_data -> animation_data: pointer, '(read-only) Animation data for this datablock'
-Scene.bases -> bases: collection, '(read-only)'
-Scene.camera -> camera: pointer 'Active camera used for rendering the scene'
-Scene.cursor_location -> cursor_location: float '3D cursor location'
-Scene.distance_model -> distance_model: enum 'Distance model for distance attenuation calculation'
-Scene.doppler_factor -> doppler_factor: float 'Pitch factor for Doppler effect calculation'
-Scene.frame_current -> frame_current: int 'NO DESCRIPTION'
-Scene.frame_drop -> use_frame_drop: boolean 'Play back dropping frames if frame display is too slow'
-Scene.frame_end -> frame_end: int 'Final frame of the playback/rendering range'
-Scene.frame_start -> frame_start: int 'First frame of the playback/rendering range'
-Scene.frame_step -> frame_step: int 'Number of frames to skip forward while rendering/playing back each frame'
-Scene.game_data -> game_data: pointer, '(read-only)'
-Scene.gravity -> gravity: float 'Constant acceleration in a given direction'
-Scene.grease_pencil -> grease_pencil: pointer 'Grease Pencil datablock'
-Scene.keying_sets -> keying_sets: collection, '(read-only) Absolute Keying Sets for this Scene'
-Scene.layers -> layers: boolean 'Layers visible when rendering the scene'
-Scene.mute_audio -> mute_audio: boolean 'Play back of audio from Sequence Editor will be muted'
-Scene.network_render -> network_render: pointer, '(read-only) Network Render Settings'
-Scene.nla_tweakmode_on -> use_nla_tweakmode: boolean, '(read-only) Indicates whether there is any action referenced by NLA being edited. Strictly read-only'
-Scene.nodetree -> nodetree: pointer, '(read-only) Compositing node tree'
-Scene.objects -> objects: collection, '(read-only)'
-Scene.orientations -> orientations: collection, '(read-only)'
-Scene.pose_templates -> pose_templates: pointer, '(read-only) Pose Template Settings'
-Scene.preview_range_frame_end -> preview_range_frame_end: int 'Alternative end frame for UI playback'
-Scene.preview_range_frame_start -> preview_range_frame_start: int 'Alternative start frame for UI playback'
-Scene.render -> render: pointer, '(read-only)'
-Scene.scrub_audio -> use_audio_scrub: boolean 'Play audio from Sequence Editor while scrubbing'
-Scene.sequence_editor -> sequence_editor: pointer, '(read-only)'
-Scene.set -> set: pointer 'Background set scene'
-Scene.speed_of_sound -> speed_of_sound: float 'Speed of sound for Doppler effect calculation'
-Scene.stamp_note -> stamp_note: string 'User define note for the render stamping'
-Scene.sync_audio -> use_audio_sync: boolean 'Play back and sync with audio clock, dropping frames if frame display is too slow'
-Scene.sync_mode -> sync_mode: enum 'How to sync playback'
-Scene.timeline_markers -> timeline_markers: collection, '(read-only) Markers used in all timelines for the current scene'
-Scene.tool_settings -> tool_settings: pointer, '(read-only)'
-Scene.unit_settings -> unit_settings: pointer, '(read-only) Unit editing settings'
-Scene.use_gravity -> use_gravity: boolean 'Use global gravity for all dynamics'
-Scene.use_nodes -> use_nodes: boolean 'Enable the compositing node tree'
-Scene.use_preview_range -> use_preview_range: boolean 'Use an alternative start/end frame for UI playback, rather than the scene start/end frame'
-Scene.world -> world: pointer 'World used for rendering the scene'
-SceneActuator.camera -> camera: pointer 'Set this Camera. Leave empty to refer to self object'
-SceneActuator.mode -> mode: enum 'NO DESCRIPTION'
-SceneActuator.scene -> scene: pointer 'Set the Scene to be added/removed/paused/resumed'
-SceneBases.active -> active: pointer 'Active object base in the scene'
-SceneGameData.activity_culling -> use_activity_culling: boolean 'Activity culling is enabled'
-SceneGameData.activity_culling_box_radius -> activity_culling_box_radius: float 'Radius of the activity bubble, in Manhattan length. Objects outside the box are activity-culled'
-SceneGameData.auto_start -> use_auto_start: boolean 'Automatically start game at load time'
-SceneGameData.depth -> depth: int 'Displays bit depth of full screen display'
-SceneGameData.dome_angle -> dome_angle: int 'Field of View of the Dome - it only works in mode Fisheye and Truncated'
-SceneGameData.dome_buffer_resolution -> dome_buffer_resolution: float 'Buffer Resolution - decrease it to increase speed'
-SceneGameData.dome_mode -> dome_mode: enum 'Dome physical configurations'
-SceneGameData.dome_tesselation -> dome_tesselation: int 'Tessellation level - check the generated mesh in wireframe mode'
-SceneGameData.dome_text -> dome_text: pointer 'Custom Warp Mesh data file'
-SceneGameData.dome_tilt -> dome_tilt: int 'Camera rotation in horizontal axis'
-SceneGameData.eye_separation -> eye_separation: float 'Set the distance between the eyes - the camera focal length/30 should be fine'
-SceneGameData.fps -> fps: int 'The nominal number of game frames per second. Physics fixed timestep = 1/fps, independently of actual frame rate'
-SceneGameData.framing_color -> frame_color: float 'Set colour of the bars'
-SceneGameData.framing_type -> frame_type: enum 'Select the type of Framing you want'
-SceneGameData.frequency -> frequency: int 'Displays clock frequency of fullscreen display'
-SceneGameData.fullscreen -> show_fullscreen: boolean 'Starts player in a new fullscreen display'
-SceneGameData.glsl_extra_textures -> use_glsl_extra_textures: boolean 'Use extra textures like normal or specular maps for GLSL rendering'
-SceneGameData.glsl_lights -> use_glsl_lights: boolean 'Use lights for GLSL rendering'
-SceneGameData.glsl_nodes -> use_glsl_nodes: boolean 'Use nodes for GLSL rendering'
-SceneGameData.glsl_ramps -> use_glsl_ramps: boolean 'Use ramps for GLSL rendering'
-SceneGameData.glsl_shaders -> use_glsl_shaders: boolean 'Use shaders for GLSL rendering'
-SceneGameData.glsl_shadows -> use_glsl_shadows: boolean 'Use shadows for GLSL rendering'
-SceneGameData.logic_step_max -> logic_step_max: int 'Sets the maximum number of logic frame per game frame if graphics slows down the game, higher value allows better synchronization with physics'
-SceneGameData.material_mode -> material_mode: enum 'Material mode to use for rendering'
-SceneGameData.occlusion_culling_resolution -> occlusion_culling_resolution: float 'The size of the occlusion buffer in pixel, use higher value for better precision (slower)'
-SceneGameData.physics_engine -> physics_engine: enum 'Physics engine used for physics simulation in the game engine'
-SceneGameData.physics_gravity -> physics_gravity: float 'Gravitational constant used for physics simulation in the game engine'
-SceneGameData.physics_step_max -> physics_step_max: int 'Sets the maximum number of physics step per game frame if graphics slows down the game, higher value allows physics to keep up with realtime'
-SceneGameData.physics_step_sub -> physics_step_sub: int 'Sets the number of simulation substep per physic timestep, higher value give better physics precision'
-SceneGameData.resolution_x -> resolution_x: int 'Number of horizontal pixels in the screen'
-SceneGameData.resolution_y -> resolution_y: int 'Number of vertical pixels in the screen'
-SceneGameData.show_debug_properties -> show_debug_properties: boolean 'Show properties marked for debugging while the game runs'
-SceneGameData.show_framerate_profile -> show_framerate_profile: boolean 'Show framerate and profiling information while the game runs'
-SceneGameData.show_physics_visualization -> show_physics_visualization: boolean 'Show a visualization of physics bounds and interactions'
-SceneGameData.stereo -> stereo: enum 'NO DESCRIPTION'
-SceneGameData.stereo_mode -> stereo_mode: enum 'Stereographic techniques'
-SceneGameData.use_animation_record -> use_animation_record: boolean 'Record animation to fcurves'
-SceneGameData.use_deprecation_warnings -> use_deprecation_warnings: boolean 'Print warnings when using deprecated features in the python API'
-SceneGameData.use_display_lists -> use_display_lists: boolean 'Use display lists to speed up rendering by keeping geometry on the GPU'
-SceneGameData.use_frame_rate -> use_frame_rate: boolean 'Respect the frame rate rather than rendering as many frames as possible'
-SceneGameData.use_occlusion_culling -> use_occlusion_culling: boolean 'Use optimized Bullet DBVT tree for view frustum and occlusion culling'
-SceneObjects.active -> active: pointer 'Active object for this scene'
-SceneRenderLayer.all_z -> use_all_z: boolean 'Fill in Z values for solid faces in invisible layers, for masking'
-SceneRenderLayer.edge -> use_edge_enhance: boolean 'Render Edge-enhance in this Layer (only works for Solid faces)'
-SceneRenderLayer.enabled -> use: boolean 'Disable or enable the render layer'
-SceneRenderLayer.halo -> use_halo: boolean 'Render Halos in this Layer (on top of Solid)'
-SceneRenderLayer.light_override -> light_override: pointer 'Group to override all other lights in this render layer'
-SceneRenderLayer.material_override -> material_override: pointer 'Material to override all other materials in this render layer'
-SceneRenderLayer.name -> name: string 'Render layer name'
-SceneRenderLayer.pass_ao -> use_pass_ambient_occlusion: boolean 'Deliver AO pass'
-SceneRenderLayer.pass_ao_exclude -> exclude_ambient_occlusion: boolean 'Exclude AO pass from combined'
-SceneRenderLayer.pass_color -> use_pass_color: boolean 'Deliver shade-less color pass'
-SceneRenderLayer.pass_combined -> use_pass_combined: boolean 'Deliver full combined RGBA buffer'
-SceneRenderLayer.pass_diffuse -> use_pass_diffuse: boolean 'Deliver diffuse pass'
-SceneRenderLayer.pass_emit -> use_pass_emit: boolean 'Deliver emission pass'
-SceneRenderLayer.pass_emit_exclude -> exclude_emit: boolean 'Exclude emission pass from combined'
-SceneRenderLayer.pass_environment -> use_pass_environment: boolean 'Deliver environment lighting pass'
-SceneRenderLayer.pass_environment_exclude -> exclude_environment: boolean 'Exclude environment pass from combined'
-SceneRenderLayer.pass_indirect -> use_pass_indirect: boolean 'Deliver indirect lighting pass'
-SceneRenderLayer.pass_indirect_exclude -> exclude_indirect: boolean 'Exclude indirect pass from combined'
-SceneRenderLayer.pass_mist -> use_pass_mist: boolean 'Deliver mist factor pass (0.0-1.0)'
-SceneRenderLayer.pass_normal -> use_pass_normal: boolean 'Deliver normal pass'
-SceneRenderLayer.pass_object_index -> use_pass_object_index: boolean 'Deliver object index pass'
-SceneRenderLayer.pass_reflection -> use_pass_reflection: boolean 'Deliver raytraced reflection pass'
-SceneRenderLayer.pass_reflection_exclude -> exclude_reflection: boolean 'Exclude raytraced reflection pass from combined'
-SceneRenderLayer.pass_refraction -> use_pass_refraction: boolean 'Deliver raytraced refraction pass'
-SceneRenderLayer.pass_refraction_exclude -> exclude_refraction: boolean 'Exclude raytraced refraction pass from combined'
-SceneRenderLayer.pass_shadow -> use_pass_shadow: boolean 'Deliver shadow pass'
-SceneRenderLayer.pass_shadow_exclude -> exclude_shadow: boolean 'Exclude shadow pass from combined'
-SceneRenderLayer.pass_specular -> use_pass_specular: boolean 'Deliver specular pass'
-SceneRenderLayer.pass_specular_exclude -> exclude_specular: boolean 'Exclude specular pass from combined'
-SceneRenderLayer.pass_uv -> use_pass_uv: boolean 'Deliver texture UV pass'
-SceneRenderLayer.pass_vector -> use_pass_vector: boolean 'Deliver speed vector pass'
-SceneRenderLayer.pass_z -> use_pass_z: boolean 'Deliver Z values pass'
-SceneRenderLayer.sky -> use_sky: boolean 'Render Sky in this Layer'
-SceneRenderLayer.solid -> use_solid: boolean 'Render Solid faces in this Layer'
-SceneRenderLayer.strand -> use_strand: boolean 'Render Strands in this Layer'
-SceneRenderLayer.visible_layers -> layers: boolean 'Scene layers included in this render layer'
-SceneRenderLayer.zmask -> use_zmask: boolean "Only render what's in front of the solid z values"
-SceneRenderLayer.zmask_layers -> layers_zmask: boolean 'Zmask scene layers'
-SceneRenderLayer.zmask_negate -> invert_zmask: boolean 'For Zmask, only render what is behind solid z values instead of in front'
-SceneRenderLayer.ztransp -> use_ztransp: boolean 'Render Z-Transparent faces in this Layer (On top of Solid and Halos)'
-SceneSequence.animation_end_offset -> animation_end_offset: int 'Animation end offset (trim end)'
-SceneSequence.animation_start_offset -> animation_start_offset: int 'Animation start offset (trim start)'
-SceneSequence.color_balance -> color_balance: pointer, '(read-only)'
-SceneSequence.color_saturation -> color_saturation: float 'NO DESCRIPTION'
-SceneSequence.convert_float -> use_float: boolean 'Convert input to float data'
-SceneSequence.crop -> crop: pointer, '(read-only)'
-SceneSequence.de_interlace -> use_deinterlace: boolean 'For video movies to remove fields'
-SceneSequence.flip_x -> use_flip_x: boolean 'Flip on the X axis'
-SceneSequence.flip_y -> use_flip_y: boolean 'Flip on the Y axis'
-SceneSequence.multiply_colors -> multiply_colors: float 'NO DESCRIPTION'
-SceneSequence.premultiply -> use_premultiply: boolean 'Convert RGB from key alpha to premultiplied alpha'
-SceneSequence.proxy -> proxy: pointer, '(read-only)'
-SceneSequence.proxy_custom_directory -> use_proxy_custom_directory: boolean 'Use a custom directory to store data'
-SceneSequence.proxy_custom_file -> use_proxy_custom_file: boolean 'Use a custom file to read proxy data from'
-SceneSequence.reverse_frames -> use_reverse_frames: boolean 'Reverse frame order'
-SceneSequence.scene -> scene: pointer 'Scene that this sequence uses'
-SceneSequence.scene_camera -> scene_camera: pointer 'Override the scenes active camera'
-SceneSequence.strobe -> strobe: float 'Only display every nth frame'
-SceneSequence.transform -> transform: pointer, '(read-only)'
-SceneSequence.use_color_balance -> use_color_balance: boolean '(3-Way color correction) on input'
-SceneSequence.use_crop -> use_crop: boolean 'Crop image before processing'
-SceneSequence.use_proxy -> use_proxy: boolean 'Use a preview proxy for this strip'
-SceneSequence.use_translation -> use_translation: boolean 'Translate image before processing'
-Scopes.accuracy -> accuracy: float 'Proportion of original image source pixel lines to sample'
-Scopes.histogram -> histogram: pointer, '(read-only) Histogram for viewing image statistics'
-Scopes.use_full_resolution -> use_full_resolution: boolean 'Sample every pixel of the image'
-Scopes.vectorscope_alpha -> vectorscope_alpha: float 'Opacity of the points'
-Scopes.waveform_alpha -> waveform_alpha: float 'Opacity of the points'
-Scopes.waveform_mode -> waveform_mode: enum 'NO DESCRIPTION'
-Screen.animation_playing -> is_animation_playing: boolean, '(read-only) Animation playback is active'
-Screen.areas -> areas: collection, '(read-only) Areas the screen is subdivided into'
-Screen.fullscreen -> is_fullscreen: boolean, '(read-only) An area is maximised, filling this screen'
-Screen.scene -> scene: pointer 'Active scene to be edited in the screen'
-ScrewModifier.angle -> angle: float 'Angle of revolution'
-ScrewModifier.axis -> axis: enum 'Screw axis'
-ScrewModifier.iterations -> iterations: int 'Number of times to apply the screw operation'
-ScrewModifier.object -> object: pointer 'Object to define the screw axis'
-ScrewModifier.render_steps -> render_steps: int 'Number of steps in the revolution'
-ScrewModifier.screw_offset -> screw_offset: float 'Offset the revolution along its axis'
-ScrewModifier.steps -> steps: int 'Number of steps in the revolution'
-ScrewModifier.use_normal_calculate -> use_normal_calculate: boolean 'Calculate the order of edges (needed for meshes, but not curves)'
-ScrewModifier.use_normal_flip -> use_normal_flip: boolean 'Flip normals of lathed faces'
-ScrewModifier.use_object_screw_offset -> use_object_screw_offset: boolean 'Use the distance between the objects to make a screw'
-Sculpt.lock_x -> lock_x: boolean 'Disallow changes to the X axis of vertices'
-Sculpt.lock_y -> lock_y: boolean 'Disallow changes to the Y axis of vertices'
-Sculpt.lock_z -> lock_z: boolean 'Disallow changes to the Z axis of vertices'
-Sculpt.radial_symm -> radial_symm: int 'Number of times to copy strokes across the surface'
-Sculpt.symmetry_x -> use_symmetry_x: boolean 'Mirror brush across the X axis'
-Sculpt.symmetry_y -> use_symmetry_y: boolean 'Mirror brush across the Y axis'
-Sculpt.symmetry_z -> use_symmetry_z: boolean 'Mirror brush across the Z axis'
-Sculpt.use_openmp -> use_openmp: boolean 'Take advantage of multiple CPU cores to improve sculpting performance'
-Sculpt.use_symmetry_feather -> use_symmetry_feather: boolean 'Reduce the strength of the brush where it overlaps symmetrical daubs'
-Sensor.expanded -> show_expanded: boolean 'Set sensor expanded in the user interface'
-Sensor.frequency -> frequency: int 'Delay between repeated pulses(in logic tics, 0=no delay)'
-Sensor.invert -> invert: boolean 'Invert the level(output) of this sensor'
-Sensor.level -> use_level: boolean 'Level detector, trigger controllers of new states (only applicable upon logic state transition)'
-Sensor.name -> name: string 'Sensor name'
-Sensor.pinned -> pinned: boolean 'Display when not linked to a visible states controller'
-Sensor.pulse_false_level -> use_pulse_false_level: boolean 'Activate FALSE level triggering (pulse mode)'
-Sensor.pulse_true_level -> use_pulse_true_level: boolean 'Activate TRUE level triggering (pulse mode)'
-Sensor.tap -> use_tap: boolean 'Trigger controllers only for an instant, even while the sensor remains true'
-Sensor.type -> type: enum 'NO DESCRIPTION'
-Sequence.blend_mode -> blend_type: enum 'NO DESCRIPTION'
-Sequence.blend_opacity -> blend_opacity: float 'NO DESCRIPTION'
-Sequence.channel -> channel: int 'Y position of the sequence strip'
-Sequence.effect_fader -> effect_fader: float 'NO DESCRIPTION'
-Sequence.frame_final_end -> frame_final_end: int 'End frame displayed in the sequence editor after offsets are applied'
-Sequence.frame_final_length -> frame_final_length: int 'The length of the contents of this strip before the handles are applied'
-Sequence.frame_final_start -> frame_final_start: int 'Start frame displayed in the sequence editor after offsets are applied, setting this is equivalent to moving the handle, not the actual start frame'
-Sequence.frame_length -> frame_length: int, '(read-only) The length of the contents of this strip before the handles are applied'
-Sequence.frame_offset_end -> frame_offset_end: int, '(read-only)'
-Sequence.frame_offset_start -> frame_offset_start: int, '(read-only)'
-Sequence.frame_start -> frame_start: int 'NO DESCRIPTION'
-Sequence.frame_still_end -> frame_still_end: int, '(read-only)'
-Sequence.frame_still_start -> frame_still_start: int, '(read-only)'
-Sequence.lock -> lock: boolean "Lock strip so that it can't be transformed"
-Sequence.mute -> mute: boolean 'NO DESCRIPTION'
-Sequence.name -> name: string 'NO DESCRIPTION'
-Sequence.select -> select: boolean 'NO DESCRIPTION'
-Sequence.select_left_handle -> select_left_handle: boolean 'NO DESCRIPTION'
-Sequence.select_right_handle -> select_right_handle: boolean 'NO DESCRIPTION'
-Sequence.speed_fader -> speed_fader: float 'NO DESCRIPTION'
-Sequence.type -> type: enum, '(read-only)'
-Sequence.use_effect_default_fade -> use_default_fade: boolean 'Fade effect using the built-in default (usually make transition as long as effect strip)'
-SequenceColorBalance.gain -> gain: float 'Color balance gain (highlights)'
-SequenceColorBalance.gamma -> gamma: float 'Color balance gamma (midtones)'
-SequenceColorBalance.inverse_gain -> invert_gain: boolean 'NO DESCRIPTION'
-SequenceColorBalance.inverse_gamma -> invert_gamma: boolean 'NO DESCRIPTION'
-SequenceColorBalance.inverse_lift -> invert_lift: boolean 'NO DESCRIPTION'
-SequenceColorBalance.lift -> lift: float 'Color balance lift (shadows)'
-SequenceCrop.bottom -> bottom: int 'NO DESCRIPTION'
-SequenceCrop.left -> left: int 'NO DESCRIPTION'
-SequenceCrop.right -> right: int 'NO DESCRIPTION'
-SequenceCrop.top -> top: int 'NO DESCRIPTION'
-SequenceEditor.active_strip -> active_strip: pointer 'NO DESCRIPTION'
-SequenceEditor.meta_stack -> meta_stack: collection, '(read-only) Meta strip stack, last is currently edited meta strip'
-SequenceEditor.overlay_frame -> overlay_frame: int 'Sequencers active strip'
-SequenceEditor.overlay_lock -> overlay_lock: boolean 'NO DESCRIPTION'
-SequenceEditor.sequences -> sequences: collection, '(read-only)'
-SequenceEditor.sequences_all -> sequences_all: collection, '(read-only)'
-SequenceEditor.show_overlay -> show_overlay: boolean 'Partial overlay ontop of the sequencer'
-SequenceElement.filename -> filename: string 'NO DESCRIPTION'
-SequenceProxy.directory -> directory: string 'Location to store the proxy files'
-SequenceProxy.filepath -> filepath: string 'Location of custom proxy file'
-SequenceTransform.offset_x -> offset_x: int 'NO DESCRIPTION'
-SequenceTransform.offset_y -> offset_y: int 'NO DESCRIPTION'
-ShaderNode.type -> type: enum, '(read-only)'
-ShaderNodeExtendedMaterial.diffuse -> use_diffuse: boolean 'Material Node outputs Diffuse'
-ShaderNodeExtendedMaterial.invert_normal -> invert_normal: boolean 'Material Node uses inverted normal'
-ShaderNodeExtendedMaterial.material -> material: pointer 'NO DESCRIPTION'
-ShaderNodeExtendedMaterial.specular -> use_specular: boolean 'Material Node outputs Specular'
-ShaderNodeGeometry.color_layer -> color_layer: string 'NO DESCRIPTION'
-ShaderNodeGeometry.uv_layer -> uv_layer: string 'NO DESCRIPTION'
-ShaderNodeMapping.clamp_maximum -> use_max: boolean 'Clamp the output coordinate to a maximum value'
-ShaderNodeMapping.clamp_minimum -> use_min: boolean 'Clamp the output coordinate to a minimum value'
-ShaderNodeMapping.location -> location: float 'Location offset for the input coordinate'
-ShaderNodeMapping.maximum -> max: float 'Maximum value to clamp coordinate to'
-ShaderNodeMapping.minimum -> min: float 'Minimum value to clamp coordinate to'
-ShaderNodeMapping.rotation -> rotation: float 'Rotation offset for the input coordinate'
-ShaderNodeMapping.scale -> scale: float 'Scale adjustment for the input coordinate'
-ShaderNodeMaterial.diffuse -> use_diffuse: boolean 'Material Node outputs Diffuse'
-ShaderNodeMaterial.invert_normal -> invert_normal: boolean 'Material Node uses inverted normal'
-ShaderNodeMaterial.material -> material: pointer 'NO DESCRIPTION'
-ShaderNodeMaterial.specular -> use_specular: boolean 'Material Node outputs Specular'
-ShaderNodeMath.operation -> operation: enum 'NO DESCRIPTION'
-ShaderNodeMixRGB.alpha -> use_alpha: boolean 'Include alpha of second input in this operation'
-ShaderNodeMixRGB.blend_type -> blend_type: enum 'NO DESCRIPTION'
-ShaderNodeRGBCurve.mapping -> mapping: pointer, '(read-only)'
-ShaderNodeTexture.node_output -> node_output: int 'For node-based textures, which output node to use'
-ShaderNodeTexture.texture -> texture: pointer 'NO DESCRIPTION'
-ShaderNodeValToRGB.color_ramp -> color_ramp: pointer, '(read-only)'
-ShaderNodeVectorCurve.mapping -> mapping: pointer, '(read-only)'
-ShaderNodeVectorMath.operation -> operation: enum 'NO DESCRIPTION'
-ShapeActionActuator.action -> action: pointer 'NO DESCRIPTION'
-ShapeActionActuator.blendin -> blendin: int 'Number of frames of motion blending'
-ShapeActionActuator.continue_last_frame -> use_continue_last_frame: boolean 'Restore last frame when switching on/off, otherwise play from the start each time'
-ShapeActionActuator.frame_end -> frame_end: int 'NO DESCRIPTION'
-ShapeActionActuator.frame_property -> frame_property: string "Assign the action's current frame number to this property"
-ShapeActionActuator.frame_start -> frame_start: int 'NO DESCRIPTION'
-ShapeActionActuator.mode -> mode: enum 'Action playback type'
-ShapeActionActuator.priority -> priority: int 'Execution priority - lower numbers will override actions with higher numbers. With 2 or more actions at once, the overriding channels must be lower in the stack'
-ShapeActionActuator.property -> property: string 'Use this property to define the Action position'
-ShapeKey.data -> data: collection, '(read-only)'
-ShapeKey.frame -> frame: float, '(read-only) Frame for absolute keys'
-ShapeKey.interpolation -> interpolation: enum 'Interpolation type'
-ShapeKey.mute -> mute: boolean 'Mute this shape key'
-ShapeKey.name -> name: string 'NO DESCRIPTION'
-ShapeKey.relative_key -> relative_key: pointer 'Shape used as a relative key'
-ShapeKey.slider_max -> slider_max: float 'Maximum for slider'
-ShapeKey.slider_min -> slider_min: float 'Minimum for slider'
-ShapeKey.value -> value: float 'Value of shape key at the current frame'
-ShapeKey.vertex_group -> vertex_group: string 'Vertex weight group, to blend with basis shape'
-ShapeKeyBezierPoint.co -> co: float 'NO DESCRIPTION'
-ShapeKeyBezierPoint.handle_1_co -> handle_1_co: float 'NO DESCRIPTION'
-ShapeKeyBezierPoint.handle_2_co -> handle_2_co: float 'NO DESCRIPTION'
-ShapeKeyCurvePoint.co -> co: float 'NO DESCRIPTION'
-ShapeKeyCurvePoint.tilt -> tilt: float 'NO DESCRIPTION'
-ShapeKeyPoint.co -> co: float 'NO DESCRIPTION'
-ShrinkwrapConstraint.distance -> distance: float 'Distance to Target'
-ShrinkwrapConstraint.shrinkwrap_type -> shrinkwrap_type: enum 'Selects type of shrinkwrap algorithm for target position'
-ShrinkwrapConstraint.target -> target: pointer 'Target Object'
-ShrinkwrapConstraint.use_x -> use_x: boolean 'Projection over X Axis'
-ShrinkwrapConstraint.use_y -> use_y: boolean 'Projection over Y Axis'
-ShrinkwrapConstraint.use_z -> use_z: boolean 'Projection over Z Axis'
-ShrinkwrapModifier.auxiliary_target -> auxiliary_target: pointer 'Additional mesh target to shrink to'
-ShrinkwrapModifier.cull_back_faces -> use_cull_back_faces: boolean 'Stop vertices from projecting to a back face on the target'
-ShrinkwrapModifier.cull_front_faces -> use_cull_front_faces: boolean 'Stop vertices from projecting to a front face on the target'
-ShrinkwrapModifier.keep_above_surface -> use_keep_above_surface: boolean 'NO DESCRIPTION'
-ShrinkwrapModifier.mode -> mode: enum 'NO DESCRIPTION'
-ShrinkwrapModifier.negative -> use_negative_direction: boolean 'Allow vertices to move in the negative direction of axis'
-ShrinkwrapModifier.offset -> offset: float 'Distance to keep from the target'
-ShrinkwrapModifier.positive -> use_positive_direction: boolean 'Allow vertices to move in the positive direction of axis'
-ShrinkwrapModifier.subsurf_levels -> subsurf_levels: int "Number of subdivisions that must be performed before extracting vertices' positions and normals"
-ShrinkwrapModifier.target -> target: pointer 'Mesh target to shrink to'
-ShrinkwrapModifier.vertex_group -> vertex_group: string 'Vertex group name'
-ShrinkwrapModifier.x -> use_project_x: boolean 'NO DESCRIPTION'
-ShrinkwrapModifier.y -> use_project_y: boolean 'NO DESCRIPTION'
-ShrinkwrapModifier.z -> use_project_z: boolean 'NO DESCRIPTION'
-SimpleDeformModifier.factor -> factor: float 'NO DESCRIPTION'
-SimpleDeformModifier.limits -> limits: float 'Lower/Upper limits for deform'
-SimpleDeformModifier.lock_x_axis -> lock_x: boolean 'NO DESCRIPTION'
-SimpleDeformModifier.lock_y_axis -> lock_y: boolean 'NO DESCRIPTION'
-SimpleDeformModifier.mode -> mode: enum 'NO DESCRIPTION'
-SimpleDeformModifier.origin -> origin: pointer 'Origin of modifier space coordinates'
-SimpleDeformModifier.relative -> use_relative: boolean 'Sets the origin of deform space to be relative to the object'
-SimpleDeformModifier.vertex_group -> vertex_group: string 'Vertex group name'
-SmokeDomainSettings.alpha -> alpha: float 'Higher value results in sinking smoke'
-SmokeDomainSettings.amplify -> amplify: int 'Enhance the resolution of smoke by this factor using noise'
-SmokeDomainSettings.beta -> beta: float 'Higher value results in faster rising smoke'
-SmokeDomainSettings.coll_group -> coll_group: pointer 'Limit collisions to this group'
-SmokeDomainSettings.dissolve_smoke -> use_dissolve_smoke: boolean 'Enable smoke to disappear over time'
-SmokeDomainSettings.dissolve_smoke_log -> use_dissolve_smoke_log: boolean 'Using 1/x'
-SmokeDomainSettings.dissolve_speed -> dissolve_speed: int 'Dissolve Speed'
-SmokeDomainSettings.eff_group -> eff_group: pointer 'Limit effectors to this group'
-SmokeDomainSettings.effector_weights -> effector_weights: pointer, '(read-only)'
-SmokeDomainSettings.fluid_group -> fluid_group: pointer 'Limit fluid objects to this group'
-SmokeDomainSettings.highres -> use_high_resolution: boolean 'Enable high resolution (using amplification)'
-SmokeDomainSettings.maxres -> maxres: int 'Maximal resolution used in the fluid domain'
-SmokeDomainSettings.noise_type -> noise_type: enum 'Noise method which is used for creating the high resolution'
-SmokeDomainSettings.point_cache_high -> point_cache_high: pointer, '(read-only)'
-SmokeDomainSettings.point_cache_low -> point_cache_low: pointer, '(read-only)'
-SmokeDomainSettings.smoke_cache_comp -> smoke_cache_comp: enum 'Compression method to be used'
-SmokeDomainSettings.smoke_cache_high_comp -> smoke_cache_high_comp: enum 'Compression method to be used'
-SmokeDomainSettings.smoke_domain_colli -> smoke_domain_colli: enum 'Selects which domain border will be treated as collision object.'
-SmokeDomainSettings.smoothemitter -> smoothemitter: boolean 'Smoothens emitted smoke to avoid blockiness.'
-SmokeDomainSettings.strength -> strength: float 'Strength of wavelet noise'
-SmokeDomainSettings.time_scale -> time_scale: float 'Adjust simulation speed.'
-SmokeDomainSettings.viewhighres -> show_high_resolution: boolean 'Show high resolution (using amplification)'
-SmokeDomainSettings.vorticity -> vorticity: float 'Amount of turbulence/rotation in fluid.'
-SmokeFlowSettings.absolute -> absolute: boolean 'Only allows given density value in emitter area.'
-SmokeFlowSettings.density -> density: float 'NO DESCRIPTION'
-SmokeFlowSettings.initial_velocity -> initial_velocity: boolean "Smoke inherits it's velocity from the emitter particle"
-NEGATE * SmokeFlowSettings.outflow -> use_outflow: boolean 'Deletes smoke from simulation'
-SmokeFlowSettings.psys -> psys: pointer 'Particle systems emitted from the object'
-SmokeFlowSettings.temperature -> temperature: float 'Temperature difference to ambient temperature'
-SmokeFlowSettings.velocity_multiplier -> velocity_multiplier: float 'Multiplier to adjust velocity passed to smoke'
-SmokeModifier.coll_settings -> coll_settings: pointer, '(read-only)'
-SmokeModifier.domain_settings -> domain_settings: pointer, '(read-only)'
-SmokeModifier.flow_settings -> flow_settings: pointer, '(read-only)'
-SmokeModifier.smoke_type -> smoke_type: enum 'NO DESCRIPTION'
-SmoothModifier.factor -> factor: float 'NO DESCRIPTION'
-SmoothModifier.repeat -> repeat: int 'NO DESCRIPTION'
-SmoothModifier.vertex_group -> vertex_group: string 'Vertex group name'
-SmoothModifier.x -> use_x: boolean 'NO DESCRIPTION'
-SmoothModifier.y -> use_y: boolean 'NO DESCRIPTION'
-SmoothModifier.z -> use_z: boolean 'NO DESCRIPTION'
-SoftBodyModifier.point_cache -> point_cache: pointer, '(read-only)'
-SoftBodyModifier.settings -> settings: pointer, '(read-only)'
-SoftBodySettings.aero -> aero: float "Make edges 'sail'"
-SoftBodySettings.aerodynamics_type -> aerodynamics_type: enum 'Method of calculating aerodynamic interaction'
-SoftBodySettings.auto_step -> use_auto_step: boolean 'Use velocities for automagic step sizes'
-SoftBodySettings.ball_damp -> ball_damp: float 'Blending to inelastic collision'
-SoftBodySettings.ball_size -> ball_size: float 'Absolute ball size or factor if not manual adjusted'
-SoftBodySettings.ball_stiff -> ball_stiff: float 'Ball inflating pressure'
-SoftBodySettings.bending -> bend: float 'Bending Stiffness'
-SoftBodySettings.choke -> choke: int "'Viscosity' inside collision target"
-SoftBodySettings.collision_type -> collision_type: enum 'Choose Collision Type'
-SoftBodySettings.damp -> damp: float 'Edge spring friction'
-SoftBodySettings.diagnose -> use_diagnose: boolean 'Turn on SB diagnose console prints'
-SoftBodySettings.edge_collision -> use_edge_collision: boolean 'Edges collide too'
-SoftBodySettings.effector_weights -> effector_weights: pointer, '(read-only)'
-SoftBodySettings.error_limit -> error_limit: float 'The Runge-Kutta ODE solver error limit, low value gives more precision, high values speed'
-SoftBodySettings.estimate_matrix -> use_estimate_matrix: boolean 'estimate matrix .. split to COM , ROT ,SCALE'
-SoftBodySettings.face_collision -> use_face_collision: boolean 'Faces collide too, SLOOOOOW warning'
-SoftBodySettings.friction -> friction: float 'General media friction for point movements'
-SoftBodySettings.fuzzy -> fuzzy: int 'Fuzziness while on collision, high values make collsion handling faster but less stable'
-SoftBodySettings.goal_default -> goal_default: float 'Default Goal (vertex target position) value, when no Vertex Group used'
-SoftBodySettings.goal_friction -> goal_friction: float 'Goal (vertex target position) friction'
-SoftBodySettings.goal_max -> goal_max: float 'Goal maximum, vertex weights are scaled to match this range'
-SoftBodySettings.goal_min -> goal_min: float 'Goal minimum, vertex weights are scaled to match this range'
-SoftBodySettings.goal_spring -> goal_spring: float 'Goal (vertex target position) spring stiffness'
-SoftBodySettings.goal_vertex_group -> goal_vertex_group: string 'Control point weight values'
-SoftBodySettings.gravity -> gravity: float 'Apply gravitation to point movement'
-SoftBodySettings.lcom -> lcom: float 'Location of Center of mass'
-SoftBodySettings.lrot -> lrot: float 'Estimated rotation matrix'
-SoftBodySettings.lscale -> lscale: float 'Estimated scale matrix'
-SoftBodySettings.mass -> mass: float 'General Mass value'
-SoftBodySettings.mass_vertex_group -> mass_vertex_group: string 'Control point mass values'
-SoftBodySettings.maxstep -> step_max: int 'Maximal # solver steps/frame'
-SoftBodySettings.minstep -> step_min: int 'Minimal # solver steps/frame'
-SoftBodySettings.plastic -> plastic: float 'Permanent deform'
-SoftBodySettings.pull -> pull: float 'Edge spring stiffness when longer than rest length'
-SoftBodySettings.push -> push: float 'Edge spring stiffness when shorter than rest length'
-SoftBodySettings.self_collision -> use_self_collision: boolean 'Enable naive vertex ball self collision'
-SoftBodySettings.shear -> shear: float 'Shear Stiffness'
-SoftBodySettings.speed -> speed: float 'Tweak timing for physics to control frequency and speed'
-SoftBodySettings.spring_length -> spring_length: float 'Alter spring length to shrink/blow up (unit %) 0 to disable'
-SoftBodySettings.spring_vertex_group -> spring_vertex_group: string 'Control point spring strength values'
-SoftBodySettings.stiff_quads -> use_stiff_quads: boolean 'Adds diagonal springs on 4-gons'
-SoftBodySettings.use_edges -> use_edges: boolean 'Use Edges as springs'
-SoftBodySettings.use_goal -> use_goal: boolean 'Define forces for vertices to stick to animated position'
-SolidifyModifier.edge_crease_inner -> edge_crease_inner: float 'Assign a crease to inner edges'
-SolidifyModifier.edge_crease_outer -> edge_crease_outer: float 'Assign a crease to outer edges'
-SolidifyModifier.edge_crease_rim -> edge_crease_rim: float 'Assign a crease to the edges making up the rim'
-SolidifyModifier.invert -> invert_vertex_group: boolean 'Invert the vertex group influence'
-SolidifyModifier.offset -> offset: float 'NO DESCRIPTION'
-SolidifyModifier.thickness -> thickness: float 'Thickness of the shell'
-SolidifyModifier.use_even_offset -> use_even_offset: boolean 'Maintain thickness by adjusting for sharp corners (slow, disable when not needed)'
-SolidifyModifier.use_quality_normals -> use_quality_normals: boolean 'Calculate normals which result in more even thickness (slow, disable when not needed)'
-SolidifyModifier.use_rim -> use_rim: boolean 'Create edge loops between the inner and outer surfaces on face edges (slow, disable when not needed)'
-SolidifyModifier.use_rim_material -> use_rim_material: boolean 'Use in the next material for rim faces'
-SolidifyModifier.vertex_group -> vertex_group: string 'Vertex group name'
-Sound.caching -> use_ram_cache: boolean 'The sound file is decoded and loaded into RAM'
-Sound.filepath -> filepath: string 'Sound sample file used by this Sound datablock'
-Sound.packed_file -> packed_file: pointer, '(read-only)'
-SoundActuator.cone_inner_angle_3d -> cone_inner_angle_3d: float 'The angle of the inner cone'
-SoundActuator.cone_outer_angle_3d -> cone_outer_angle_3d: float 'The angle of the outer cone'
-SoundActuator.cone_outer_gain_3d -> cone_outer_gain_3d: float 'The gain outside the outer cone. The gain in the outer cone will be interpolated between this value and the normal gain in the inner cone'
-SoundActuator.enable_sound_3d -> use_3d_sound: boolean 'Enable/Disable 3D Sound'
-SoundActuator.max_distance_3d -> distance_3d_max: float 'The maximum distance at which you can hear the sound'
-SoundActuator.maximum_gain_3d -> gain_3d_max: float 'The maximum gain of the sound, no matter how near it is'
-SoundActuator.minimum_gain_3d -> gain_3d_min: float 'The minimum gain of the sound, no matter how far it is away'
-SoundActuator.mode -> mode: enum 'NO DESCRIPTION'
-SoundActuator.pitch -> pitch: float 'Sets the pitch of the sound'
-SoundActuator.reference_distance_3d -> reference_distance_3d: float 'The distance where the sound has a gain of 1.0'
-SoundActuator.rolloff_factor_3d -> rolloff_factor_3d: float 'The influence factor on volume depending on distance'
-SoundActuator.sound -> sound: pointer 'NO DESCRIPTION'
-SoundActuator.volume -> volume: float 'Sets the initial volume of the sound'
-SoundSequence.animation_end_offset -> animation_end_offset: int 'Animation end offset (trim end)'
-SoundSequence.animation_start_offset -> animation_start_offset: int 'Animation start offset (trim start)'
-SoundSequence.attenuation -> attenuation: float 'Attenuation in dezibel'
-SoundSequence.filepath -> filepath: string 'NO DESCRIPTION'
-SoundSequence.sound -> sound: pointer, '(read-only) Sound datablock used by this sequence'
-SoundSequence.volume -> volume: float 'Playback volume of the sound'
-Space.type -> type: enum, '(read-only) Space data type'
-SpaceConsole.console_type -> console_type: enum 'Console type'
-SpaceConsole.font_size -> font_size: int 'Font size to use for displaying the text'
-SpaceConsole.history -> history: collection, '(read-only) Command history'
-SpaceConsole.language -> language: string 'Command line prompt language'
-SpaceConsole.prompt -> prompt: string 'Command line prompt'
-SpaceConsole.scrollback -> scrollback: collection, '(read-only) Command output'
-SpaceConsole.selection_end -> selection_end: int 'NO DESCRIPTION'
-SpaceConsole.selection_start -> selection_start: int 'NO DESCRIPTION'
-SpaceConsole.show_report_debug -> show_report_debug: boolean 'Display debug reporting info'
-SpaceConsole.show_report_error -> show_report_error: boolean 'Display error text'
-SpaceConsole.show_report_info -> show_report_info: boolean 'Display general information'
-SpaceConsole.show_report_operator -> show_report_operator: boolean 'Display the operator log'
-SpaceConsole.show_report_warn -> show_report_warning: boolean 'Display warnings'
-SpaceDopeSheetEditor.action -> action: pointer 'Action displayed and edited in this space'
-SpaceDopeSheetEditor.automerge_keyframes -> use_automerge_keyframes: boolean 'Automatically merge nearby keyframes'
-SpaceDopeSheetEditor.autosnap -> autosnap: enum 'Automatic time snapping settings for transformations'
-SpaceDopeSheetEditor.dopesheet -> dopesheet: pointer, '(read-only) Settings for filtering animation data'
-SpaceDopeSheetEditor.mode -> mode: enum 'Editing context being displayed'
-SpaceDopeSheetEditor.realtime_updates -> use_realtime_updates: boolean 'When transforming keyframes, changes to the animation data are flushed to other views'
-SpaceDopeSheetEditor.show_cframe_indicator -> show_frame_indicator: boolean 'Show frame number beside the current frame indicator line'
-SpaceDopeSheetEditor.show_seconds -> show_seconds: boolean, '(read-only) Show timing in seconds not frames'
-SpaceDopeSheetEditor.show_sliders -> show_sliders: boolean 'Show sliders beside F-Curve channels'
-SpaceDopeSheetEditor.use_marker_sync -> use_marker_sync: boolean 'Sync Markers with keyframe edits'
-SpaceFileBrowser.params -> params: pointer, '(read-only) Parameters and Settings for the Filebrowser'
-SpaceGraphEditor.automerge_keyframes -> use_automerge_keyframes: boolean 'Automatically merge nearby keyframes'
-SpaceGraphEditor.autosnap -> autosnap: enum 'Automatic time snapping settings for transformations'
-SpaceGraphEditor.cursor_value -> cursor_value: float 'Graph Editor 2D-Value cursor - Y-Value component'
-SpaceGraphEditor.dopesheet -> dopesheet: pointer, '(read-only) Settings for filtering animation data'
-SpaceGraphEditor.has_ghost_curves -> has_ghost_curves: boolean 'Graph Editor instance has some ghost curves stored'
-SpaceGraphEditor.mode -> mode: enum 'Editing context being displayed'
-SpaceGraphEditor.only_selected_curves_handles -> use_only_selected_curves_handles: boolean 'Only keyframes of selected F-Curves are visible and editable'
-SpaceGraphEditor.only_selected_keyframe_handles -> use_only_selected_keyframe_handles: boolean 'Only show and edit handles of selected keyframes'
-SpaceGraphEditor.pivot_point -> pivot_point: enum 'Pivot center for rotation/scaling'
-SpaceGraphEditor.realtime_updates -> use_realtime_updates: boolean 'When transforming keyframes, changes to the animation data are flushed to other views'
-SpaceGraphEditor.show_cframe_indicator -> show_frame_indicator: boolean 'Show frame number beside the current frame indicator line'
-SpaceGraphEditor.show_cursor -> show_cursor: boolean 'Show 2D cursor'
-SpaceGraphEditor.show_handles -> show_handles: boolean 'Show handles of Bezier control points'
-SpaceGraphEditor.show_seconds -> show_seconds: boolean, '(read-only) Show timing in seconds not frames'
-SpaceGraphEditor.show_sliders -> show_sliders: boolean 'Show sliders beside F-Curve channels'
-SpaceImageEditor.curves -> curves: pointer, '(read-only) Color curve mapping to use for displaying the image'
-SpaceImageEditor.draw_channels -> draw_channels: enum 'Channels of the image to draw'
-SpaceImageEditor.draw_repeated -> show_repeated: boolean 'Draw the image repeated outside of the main view'
-SpaceImageEditor.grease_pencil -> grease_pencil: pointer 'Grease pencil data for this space'
-SpaceImageEditor.image -> image: pointer 'Image displayed and edited in this space'
-SpaceImageEditor.image_painting -> use_image_paint: boolean 'Enable image painting mode'
-SpaceImageEditor.image_pin -> use_image_pin: boolean 'Display current image regardless of object selection'
-SpaceImageEditor.image_user -> image_user: pointer, '(read-only) Parameters defining which layer, pass and frame of the image is displayed'
-SpaceImageEditor.sample_histogram -> sample_histogram: pointer, '(read-only) Sampled colors along line'
-SpaceImageEditor.scopes -> scopes: pointer, '(read-only) Scopes to visualize image statistics.'
-SpaceImageEditor.show_paint -> show_paint: boolean, '(read-only) Show paint related properties'
-SpaceImageEditor.show_render -> show_render: boolean, '(read-only) Show render related properties'
-SpaceImageEditor.show_uvedit -> show_uvedit: boolean, '(read-only) Show UV editing related properties'
-SpaceImageEditor.update_automatically -> use_realtime_updates: boolean 'Update other affected window spaces automatically to reflect changes during interactive operations such as transform'
-SpaceImageEditor.use_grease_pencil -> use_grease_pencil: boolean 'Display and edit the grease pencil freehand annotations overlay'
-SpaceImageEditor.uv_editor -> uv_editor: pointer, '(read-only) UV editor settings'
-SpaceLogicEditor.actuators_show_active_objects -> show_actuators_active_objects: boolean 'Show actuators of active object'
-SpaceLogicEditor.actuators_show_active_states -> show_actuators_active_states: boolean 'Show only actuators connected to active states'
-SpaceLogicEditor.actuators_show_linked_controller -> show_actuators_linked_controller: boolean 'Show linked objects to the actuator'
-SpaceLogicEditor.actuators_show_selected_objects -> show_actuators_selected_objects: boolean 'Show actuators of all selected objects'
-SpaceLogicEditor.controllers_show_active_objects -> show_controllers_active_objects: boolean 'Show controllers of active object'
-SpaceLogicEditor.controllers_show_linked_controller -> show_controllers_linked_controller: boolean 'Show linked objects to sensor/actuator'
-SpaceLogicEditor.controllers_show_selected_objects -> show_controllers_selected_objects: boolean 'Show controllers of all selected objects'
-SpaceLogicEditor.sensors_show_active_objects -> show_sensors_active_objects: boolean 'Show sensors of active object'
-SpaceLogicEditor.sensors_show_active_states -> show_sensors_active_states: boolean 'Show only sensors connected to active states'
-SpaceLogicEditor.sensors_show_linked_controller -> show_sensors_linked_controller: boolean 'Show linked objects to the controller'
-SpaceLogicEditor.sensors_show_selected_objects -> show_sensors_selected_objects: boolean 'Show sensors of all selected objects'
-SpaceNLA.autosnap -> autosnap: enum 'Automatic time snapping settings for transformations'
-SpaceNLA.dopesheet -> dopesheet: pointer, '(read-only) Settings for filtering animation data'
-SpaceNLA.realtime_updates -> use_realtime_updates: boolean 'When transforming strips, changes to the animation data are flushed to other views'
-SpaceNLA.show_cframe_indicator -> show_frame_indicator: boolean 'Show frame number beside the current frame indicator line'
-SpaceNLA.show_seconds -> show_seconds: boolean, '(read-only) Show timing in seconds not frames'
-SpaceNLA.show_strip_curves -> show_strip_curves: boolean 'Show influence curves on strips'
-SpaceNodeEditor.backdrop -> show_backdrop: boolean 'Use active Viewer Node output as backdrop for compositing nodes'
-SpaceNodeEditor.id -> id: pointer, '(read-only) Datablock whose nodes are being edited'
-SpaceNodeEditor.id_from -> id_from: pointer, '(read-only) Datablock from which the edited datablock is linked'
-SpaceNodeEditor.nodetree -> nodetree: pointer, '(read-only) Node tree being displayed and edited'
-SpaceNodeEditor.texture_type -> texture_type: enum 'Type of data to take texture from'
-SpaceNodeEditor.tree_type -> tree_type: enum 'Node tree type to display and edit'
-SpaceOutliner.display_filter -> display_filter: string 'Live search filtering string'
-SpaceOutliner.display_mode -> display_mode: enum 'Type of information to display'
-SpaceOutliner.match_case_sensitive -> use_match_case_sensitive: boolean 'Only use case sensitive matches of search string'
-SpaceOutliner.match_complete -> use_match_complete: boolean 'Only use complete matches of search string'
-SpaceOutliner.show_restriction_columns -> show_restriction_columns: boolean 'Show column'
-SpaceProperties.align -> align: enum 'Arrangement of the panels'
-SpaceProperties.brush_texture -> show_brush_texture: boolean 'Show brush textures'
-SpaceProperties.context -> context: enum 'Type of active data to display and edit'
-SpaceProperties.pin_id -> pin_id: pointer 'NO DESCRIPTION'
-SpaceProperties.use_pin_id -> use_pin_id: boolean 'Use the pinned context'
-SpaceSequenceEditor.display_channel -> display_channel: int 'The channel number shown in the image preview. 0 is the result of all strips combined'
-SpaceSequenceEditor.display_mode -> display_mode: enum 'The view mode to use for displaying sequencer output'
-SpaceSequenceEditor.draw_frames -> show_frames: boolean 'Draw frames rather than seconds'
-SpaceSequenceEditor.draw_overexposed -> draw_overexposed: int 'Show overexposed areas with zebra stripes'
-SpaceSequenceEditor.draw_safe_margin -> show_safe_margin: boolean 'Draw title safe margins in preview'
-SpaceSequenceEditor.grease_pencil -> grease_pencil: pointer, '(read-only) Grease pencil data for this space'
-SpaceSequenceEditor.offset_x -> offset_x: float 'Offsets image horizontally from the view center'
-SpaceSequenceEditor.offset_y -> offset_y: float 'Offsets image horizontally from the view center'
-SpaceSequenceEditor.proxy_render_size -> proxy_render_size: enum 'Draw preview using full resolution or different proxy resolutions'
-SpaceSequenceEditor.separate_color_preview -> show_separate_color: boolean 'Separate color channels in preview'
-SpaceSequenceEditor.show_cframe_indicator -> show_frame_indicator: boolean 'Show frame number beside the current frame indicator line'
-SpaceSequenceEditor.use_grease_pencil -> use_grease_pencil: boolean 'Display and edit the grease pencil freehand annotations overlay'
-SpaceSequenceEditor.use_marker_sync -> use_marker_sync: boolean 'Transform markers as well as strips'
-SpaceSequenceEditor.view_type -> view_type: enum 'The type of the Sequencer view (sequencer, preview or both)'
-SpaceSequenceEditor.zoom -> zoom: float 'Display zoom level'
-SpaceTextEditor.find_all -> use_find_all: boolean 'Search in all text datablocks, instead of only the active one'
-SpaceTextEditor.find_text -> find_text: string 'Text to search for with the find tool'
-SpaceTextEditor.find_wrap -> use_find_wrap: boolean 'Search again from the start of the file when reaching the end'
-SpaceTextEditor.font_size -> font_size: int 'Font size to use for displaying the text'
-SpaceTextEditor.line_numbers -> show_line_numbers: boolean 'Show line numbers next to the text'
-SpaceTextEditor.live_edit -> use_live_edit: boolean 'Run python while editing'
-SpaceTextEditor.overwrite -> use_overwrite: boolean 'Overwrite characters when typing rather than inserting them'
-SpaceTextEditor.replace_text -> replace_text: string 'Text to replace selected text with using the replace tool'
-SpaceTextEditor.syntax_highlight -> show_syntax_highlight: boolean 'Syntax highlight for scripting'
-SpaceTextEditor.tab_width -> tab_width: int 'Number of spaces to display tabs with'
-SpaceTextEditor.text -> text: pointer 'Text displayed and edited in this space'
-SpaceTextEditor.word_wrap -> use_word_wrap: boolean 'Wrap words if there is not enough horizontal space'
-SpaceTimeline.cache_cloth -> cache_cloth: boolean "Show the active object's cloth point cache"
-SpaceTimeline.cache_particles -> cache_particles: boolean "Show the active object's particle point cache"
-SpaceTimeline.cache_smoke -> cache_smoke: boolean "Show the active object's smoke cache"
-SpaceTimeline.cache_softbody -> cache_softbody: boolean "Show the active object's softbody point cache"
-SpaceTimeline.only_selected -> show_only_selected: boolean 'Show keyframes for active Object and/or its selected channels only'
-SpaceTimeline.play_all_3d -> use_play_3d_editors: boolean 'NO DESCRIPTION'
-SpaceTimeline.play_anim -> use_play_animation_editors: boolean 'NO DESCRIPTION'
-SpaceTimeline.play_buttons -> use_play_properties_editors: boolean 'NO DESCRIPTION'
-SpaceTimeline.play_image -> use_play_image_editors: boolean 'NO DESCRIPTION'
-SpaceTimeline.play_nodes -> use_play_node_editors: boolean 'NO DESCRIPTION'
-SpaceTimeline.play_sequencer -> use_play_sequence_editors: boolean 'NO DESCRIPTION'
-SpaceTimeline.play_top_left -> use_play_top_left_3d_editor: boolean 'NO DESCRIPTION'
-SpaceTimeline.show_cache -> show_cache: boolean 'Show the status of cached frames in the timeline'
-SpaceTimeline.show_cframe_indicator -> show_frame_indicator: boolean 'Show frame number beside the current frame indicator line'
-SpaceUVEditor.constrain_to_image_bounds -> use_constrain_to_image_bounds: boolean 'Constraint to stay within the image bounds while editing'
-SpaceUVEditor.cursor_location -> cursor_location: float '2D cursor location for this view'
-SpaceUVEditor.draw_modified_edges -> show_modified_edges: boolean 'Draw edges after modifiers are applied'
-SpaceUVEditor.draw_other_objects -> show_other_objects: boolean 'Draw other selected objects that share the same image'
-SpaceUVEditor.draw_smooth_edges -> show_smooth_edges: boolean 'Draw UV edges anti-aliased'
-SpaceUVEditor.draw_stretch -> show_stretch: boolean 'Draw faces colored according to the difference in shape between UVs and their 3D coordinates (blue for low distortion, red for high distortion)'
-SpaceUVEditor.draw_stretch_type -> draw_stretch_type: enum 'Type of stretch to draw'
-SpaceUVEditor.edge_draw_type -> edge_draw_type: enum 'Draw type for drawing UV edges'
-SpaceUVEditor.live_unwrap -> use_live_unwrap: boolean 'Continuously unwrap the selected UV island while transforming pinned vertices'
-SpaceUVEditor.normalized_coordinates -> show_normalized_coordinates: boolean 'Display UV coordinates from 0.0 to 1.0 rather than in pixels'
-SpaceUVEditor.pivot -> pivot: enum 'Rotation/Scaling Pivot'
-SpaceUVEditor.snap_to_pixels -> use_snap_to_pixels: boolean 'Snap UVs to pixel locations while editing'
-SpaceUVEditor.sticky_selection_mode -> sticky_selection_mode: enum 'Automatically select also UVs sharing the same vertex as the ones being selected'
-SpaceUserPreferences.filter -> filter: string 'Search term for filtering in the UI'
-SpaceView3D.all_object_origins -> show_all_objects_origin: boolean 'Show the object origin center dot for all (selected and unselected) objects'
-SpaceView3D.background_images -> background_images: collection, '(read-only) List of background images'
-SpaceView3D.camera -> camera: pointer "Active camera used in this view (when unlocked from the scene's active camera)"
-SpaceView3D.clip_end -> clip_end: float '3D View far clipping distance'
-SpaceView3D.clip_start -> clip_start: float '3D View near clipping distance'
-SpaceView3D.current_orientation -> current_orientation: pointer, '(read-only) Current Transformation orientation'
-SpaceView3D.cursor_location -> cursor_location: float '3D cursor location for this view (dependent on local view setting)'
-SpaceView3D.display_background_images -> show_background_images: boolean 'Display reference images behind objects in the 3D View'
-SpaceView3D.display_floor -> show_floor: boolean 'Show the ground plane grid in perspective view'
-SpaceView3D.display_render_override -> show_only_render: boolean 'Display only objects which will be rendered'
-SpaceView3D.display_x_axis -> show_axis_x: boolean 'Show the X axis line in perspective view'
-SpaceView3D.display_y_axis -> show_axis_y: boolean 'Show the Y axis line in perspective view'
-SpaceView3D.display_z_axis -> show_axis_z: boolean 'Show the Z axis line in perspective view'
-SpaceView3D.grid_lines -> grid_lines: int 'The number of grid lines to display in perspective view'
-SpaceView3D.grid_spacing -> grid_spacing: float 'The distance between 3D View grid lines'
-SpaceView3D.grid_subdivisions -> grid_subdivisions: int 'The number of subdivisions between grid lines'
-SpaceView3D.layers -> layers: boolean 'Layers visible in this 3D View'
-SpaceView3D.lens -> lens: float 'Lens angle (mm) in perspective view'
-SpaceView3D.local_view -> local_view: pointer, '(read-only) Display an isolated sub-set of objects, apart from the scene visibility'
-SpaceView3D.lock_bone -> lock_bone: string "3D View center is locked to this bone's position"
-SpaceView3D.lock_camera_and_layers -> lock_camera_and_layers: boolean "Use the scene's active camera and layers in this view, rather than local layers"
-SpaceView3D.lock_object -> lock_object: pointer "3D View center is locked to this object's position"
-SpaceView3D.manipulator -> use_manipulator: boolean 'Use a 3D manipulator widget for controlling transforms'
-SpaceView3D.manipulator_rotate -> use_manipulator_rotate: boolean 'Use the manipulator for rotation transformations'
-SpaceView3D.manipulator_scale -> use_manipulator_scale: boolean 'Use the manipulator for scale transformations'
-SpaceView3D.manipulator_translate -> use_manipulator_translate: boolean 'Use the manipulator for movement transformations'
-SpaceView3D.occlude_geometry -> use_occlude_geometry: boolean 'Limit selection to visible (clipped with depth buffer)'
-SpaceView3D.outline_selected -> show_outline_selected: boolean 'Show an outline highlight around selected objects in non-wireframe views'
-SpaceView3D.pivot_point -> pivot_point: enum 'Pivot center for rotation/scaling'
-SpaceView3D.pivot_point_align -> use_pivot_point_align: boolean 'Manipulate object centers only'
-SpaceView3D.region_3d -> region_3d: pointer, '(read-only) 3D region in this space, in case of quad view the camera region'
-SpaceView3D.region_quadview -> region_quadview: pointer, '(read-only) 3D region that defines the quad view settings'
-SpaceView3D.relationship_lines -> show_relationship_lines: boolean 'Show dashed lines indicating parent or constraint relationships'
-SpaceView3D.textured_solid -> show_textured_solid: boolean 'Display face-assigned textures in solid view'
-SpaceView3D.transform_orientation -> transform_orientation: enum 'Transformation orientation'
-SpaceView3D.used_layers -> layers_used: boolean, '(read-only) Layers that contain something'
-SpaceView3D.viewport_shading -> viewport_shade: enum 'Method to display/shade objects in the 3D View'
-SpeedControlSequence.curve_compress_y -> use_curve_compress_y: boolean 'Scale F-Curve value to get the target frame number, F-Curve value runs from 0.0 to 1.0'
-SpeedControlSequence.curve_velocity -> use_curve_velocity: boolean 'Interpret the F-Curve value as a velocity instead of a frame number'
-SpeedControlSequence.frame_blending -> use_frame_blend: boolean 'Blend two frames into the target for a smoother result'
-SpeedControlSequence.global_speed -> global_speed: float 'NO DESCRIPTION'
-Spline.bezier_points -> bezier_points: collection, '(read-only) Collection of points for bezier curves only'
-Spline.bezier_u -> use_bezier_u: boolean '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)'
-Spline.bezier_v -> use_bezier_v: boolean '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)'
-Spline.character_index -> character_index: int, '(read-only) Location of this character in the text data (only for text curves)'
-Spline.cyclic_u -> use_cyclic_u: boolean 'Make this curve or surface a closed loop in the U direction'
-Spline.cyclic_v -> use_cyclic_v: boolean 'Make this surface a closed loop in the V direction'
-Spline.endpoint_u -> use_endpoint_u: boolean 'Make this nurbs curve or surface meet the endpoints in the U direction (Cyclic U must be disabled)'
-Spline.endpoint_v -> use_endpoint_v: boolean 'Make this nurbs surface meet the endpoints in the V direction (Cyclic V must be disabled)'
-Spline.hide -> hide: boolean 'Hide this curve in editmode'
-Spline.material_index -> material_index: int 'NO DESCRIPTION'
-Spline.order_u -> order_u: int 'Nurbs order in the U direction (For splines and surfaces), Higher values let points influence a greater area'
-Spline.order_v -> order_v: int 'Nurbs order in the V direction (For surfaces only), Higher values let points influence a greater area'
-Spline.point_count_u -> point_count_u: int, '(read-only) Total number points for the curve or surface in the U direction'
-Spline.point_count_v -> point_count_v: int, '(read-only) Total number points for the surface on the V direction'
-Spline.points -> points: collection, '(read-only) Collection of points that make up this poly or nurbs spline'
-Spline.radius_interpolation -> radius_interpolation: enum 'The type of radius interpolation for Bezier curves'
-Spline.resolution_u -> resolution_u: int 'Curve or Surface subdivisions per segment'
-Spline.resolution_v -> resolution_v: int 'Surface subdivisions per segment'
-Spline.smooth -> use_smooth: boolean 'Smooth the normals of the surface or beveled curve'
-Spline.tilt_interpolation -> tilt_interpolation: enum 'The type of tilt interpolation for 3D, Bezier curves'
-Spline.type -> type: enum 'The interpolation type for this curve element'
-SplineIKConstraint.chain_length -> chain_length: int 'How many bones are included in the chain'
-SplineIKConstraint.chain_offset -> use_chain_offset: boolean 'Offset the entire chain relative to the root joint'
-SplineIKConstraint.even_divisions -> use_even_divisions: boolean 'Ignore the relative lengths of the bones when fitting to the curve'
-SplineIKConstraint.joint_bindings -> joint_bindings: float '(EXPERIENCED USERS ONLY) The relative positions of the joints along the chain as percentages'
-SplineIKConstraint.target -> target: pointer 'Curve that controls this relationship'
-SplineIKConstraint.use_curve_radius -> use_curve_radius: boolean 'Average radius of the endpoints is used to tweak the X and Z Scaling of the bones, on top of XZ Scale mode'
-SplineIKConstraint.xz_scaling_mode -> xz_scale_mode: enum 'Method used for determining the scaling of the X and Z axes of the bones'
-SplineIKConstraint.y_stretch -> use_y_stretch: boolean 'Stretch the Y axis of the bones to fit the curve'
-SplinePoint.co -> co: float 'Point coordinates'
-SplinePoint.hide -> hide: boolean 'Visibility status'
-SplinePoint.radius -> radius: float, '(read-only) Radius for bevelling'
-SplinePoint.select -> select: boolean 'Selection status'
-SplinePoint.tilt -> tilt: float 'Tilt in 3D View'
-SplinePoint.weight -> weight: float 'Nurbs weight'
-SplinePoint.weight_softbody -> weight_softbody: float 'Softbody goal weight'
-SpotLamp.auto_clip_end -> use_auto_clip_end: boolean 'Automatic calculation of clipping-end, based on visible vertices'
-SpotLamp.auto_clip_start -> use_auto_clip_start: boolean 'Automatic calculation of clipping-start, based on visible vertices'
-SpotLamp.compression_threshold -> compression_threshold: float 'Deep shadow map compression threshold'
-SpotLamp.falloff_curve -> falloff_curve: pointer, '(read-only) Custom Lamp Falloff Curve'
-SpotLamp.falloff_type -> falloff_type: enum 'Intensity Decay with distance'
-SpotLamp.halo -> use_halo: boolean 'Renders spotlight with a volumetric halo (Buffer Shadows)'
-SpotLamp.halo_intensity -> halo_intensity: float "Brightness of the spotlight's halo cone (Buffer Shadows)"
-SpotLamp.halo_step -> halo_step: int 'Volumetric halo sampling frequency'
-SpotLamp.linear_attenuation -> linear_attenuation: float 'Linear distance attenuation'
-SpotLamp.only_shadow -> use_only_shadow: boolean 'Causes light to cast shadows only without illuminating objects'
-SpotLamp.quadratic_attenuation -> quadratic_attenuation: float 'Quadratic distance attenuation'
-SpotLamp.shadow_adaptive_threshold -> shadow_adaptive_threshold: float 'Threshold for Adaptive Sampling (Raytraced shadows)'
-SpotLamp.shadow_buffer_bias -> shadow_buffer_bias: float 'Shadow buffer sampling bias'
-SpotLamp.shadow_buffer_clip_end -> shadow_buffer_clip_end: float 'Shadow map clip end beyond which objects will not generate shadows'
-SpotLamp.shadow_buffer_clip_start -> shadow_buffer_clip_start: float 'Shadow map clip start: objects closer will not generate shadows'
-SpotLamp.shadow_buffer_samples -> shadow_buffer_samples: int 'Number of shadow buffer samples'
-SpotLamp.shadow_buffer_size -> shadow_buffer_size: int 'Resolution of the shadow buffer, higher values give crisper shadows but use more memory'
-SpotLamp.shadow_buffer_soft -> shadow_buffer_soft: float 'Size of shadow buffer sampling area'
-SpotLamp.shadow_buffer_type -> shadow_buffer_type: enum 'Type of shadow buffer'
-SpotLamp.shadow_color -> shadow_color: float 'Color of shadows cast by the lamp'
-SpotLamp.shadow_filter_type -> shadow_filter_type: enum 'Type of shadow filter (Buffer Shadows)'
-SpotLamp.shadow_layer -> use_shadow_layer: boolean 'Causes only objects on the same layer to cast shadows'
-SpotLamp.shadow_method -> shadow_method: enum 'Method to compute lamp shadow with'
-SpotLamp.shadow_ray_samples -> shadow_ray_samples: int 'Amount of samples taken extra (samples x samples)'
-SpotLamp.shadow_ray_sampling_method -> shadow_ray_sample_method: enum 'Method for generating shadow samples: Adaptive QMC is fastest, Constant QMC is less noisy but slower'
-SpotLamp.shadow_sample_buffers -> shadow_sample_buffers: enum 'Number of shadow buffers to render for better AA, this increases memory usage'
-SpotLamp.shadow_soft_size -> shadow_soft_size: float 'Light size for ray shadow sampling (Raytraced shadows)'
-SpotLamp.show_cone -> show_cone: boolean 'Draw transparent cone in 3D view to visualize which objects are contained in it'
-SpotLamp.sphere -> use_sphere: boolean 'Sets light intensity to zero beyond lamp distance'
-SpotLamp.spot_blend -> spot_blend: float 'The softness of the spotlight edge'
-SpotLamp.spot_size -> spot_size: float 'Angle of the spotlight beam in degrees'
-SpotLamp.square -> use_square: boolean 'Casts a square spot light shape'
-StateActuator.operation -> operation: enum 'Select the bit operation on object state mask'
-StateActuator.state -> states: boolean 'NO DESCRIPTION'
-StretchToConstraint.bulge -> bulge: float 'Factor between volume variation and stretching'
-StretchToConstraint.head_tail -> head_tail: float 'Target along length of bone: Head=0, Tail=1'
-StretchToConstraint.keep_axis -> keep_axis: enum 'Axis to maintain during stretch'
-StretchToConstraint.original_length -> original_length: float 'Length at rest position'
-StretchToConstraint.subtarget -> subtarget: string 'NO DESCRIPTION'
-StretchToConstraint.target -> target: pointer 'Target Object'
-StretchToConstraint.volume -> volume: enum "Maintain the object's volume as it stretches"
-StringProperty.default -> default: string, '(read-only) string default value'
-StringProperty.max_length -> length_max: int, '(read-only) Maximum length of the string, 0 means unlimited'
-Struct.base -> base: pointer, '(read-only) Struct definition this is derived from'
-Struct.description -> description: string, "(read-only) Description of the Struct's purpose"
-Struct.functions -> functions: collection, '(read-only)'
-Struct.identifier -> identifier: string, '(read-only) Unique name used in the code and scripting'
-Struct.name -> name: string, '(read-only) Human readable name'
-Struct.name_property -> name_property: pointer, '(read-only) Property that gives the name of the struct'
-Struct.nested -> nested: pointer, '(read-only) Struct in which this struct is always nested, and to which it logically belongs'
-Struct.properties -> properties: collection, '(read-only) Properties in the struct'
-StucciTexture.noise_basis -> noise_basis: enum 'Sets the noise basis used for turbulence'
-StucciTexture.noise_size -> noise_size: float 'Sets scaling for noise input'
-StucciTexture.noise_type -> noise_type: enum 'NO DESCRIPTION'
-StucciTexture.stype -> stype: enum 'NO DESCRIPTION'
-StucciTexture.turbulence -> turbulence: float 'Sets the turbulence of the bandnoise and ringnoise types'
-SubsurfModifier.levels -> levels: int 'Number of subdivisions to perform'
-SubsurfModifier.optimal_display -> show_only_control_edges: boolean 'Skip drawing/rendering of interior subdivided edges'
-SubsurfModifier.render_levels -> render_levels: int 'Number of subdivisions to perform when rendering'
-SubsurfModifier.subdivision_type -> subdivision_type: enum 'Selects type of subdivision algorithm'
-SubsurfModifier.subsurf_uv -> use_subsurf_uv: boolean 'Use subsurf to subdivide UVs'
-SunLamp.only_shadow -> use_only_shadow: boolean 'Causes light to cast shadows only without illuminating objects'
-SunLamp.shadow_adaptive_threshold -> shadow_adaptive_threshold: float 'Threshold for Adaptive Sampling (Raytraced shadows)'
-SunLamp.shadow_color -> shadow_color: float 'Color of shadows cast by the lamp'
-SunLamp.shadow_layer -> use_shadow_layer: boolean 'Causes only objects on the same layer to cast shadows'
-SunLamp.shadow_method -> shadow_method: enum 'Method to compute lamp shadow with'
-SunLamp.shadow_ray_samples -> shadow_ray_samples: int 'Amount of samples taken extra (samples x samples)'
-SunLamp.shadow_ray_sampling_method -> shadow_ray_sampling_method: enum 'Method for generating shadow samples: Adaptive QMC is fastest, Constant QMC is less noisy but slower'
-SunLamp.shadow_soft_size -> shadow_soft_size: float 'Light size for ray shadow sampling (Raytraced shadows)'
-SunLamp.sky -> sky: pointer, '(read-only) Sky related settings for sun lamps'
-SurfaceCurve.map_along_length -> use_map_along_length: boolean 'Generate texture mapping coordinates following the curve direction, rather than the local bounding box'
-TexMapping.has_maximum -> use_max: boolean 'Whether to use maximum clipping value'
-TexMapping.has_minimum -> use_min: boolean 'Whether to use minimum clipping value'
-TexMapping.location -> location: float 'NO DESCRIPTION'
-TexMapping.maximum -> max: float 'Maximum value for clipping'
-TexMapping.minimum -> min: float 'Minimum value for clipping'
-TexMapping.rotation -> rotation: float 'NO DESCRIPTION'
-TexMapping.scale -> scale: float 'NO DESCRIPTION'
-Text.current_character -> current_character: int, '(read-only) Index of current character in current line, and also start index of character in selection if one exists'
-Text.current_line -> current_line: pointer, '(read-only) Current line, and start line of selection if one exists'
-Text.dirty -> is_dirty: boolean, '(read-only) Text file has been edited since last save'
-Text.filepath -> filepath: string 'Filename of the text file'
-Text.lines -> lines: collection, '(read-only) Lines of text'
-Text.markers -> markers: collection, '(read-only) Text markers highlighting part of the text'
-Text.memory -> is_in_memory: boolean, '(read-only) Text file is in memory, without a corresponding file on disk'
-Text.modified -> is_modified: boolean, '(read-only) Text file on disk is different than the one in memory'
-Text.selection_end_character -> selection_end_character: int, '(read-only) Index of character after end of selection in the selection end line'
-Text.selection_end_line -> selection_end_line: pointer, '(read-only) End line of selection'
-Text.tabs_as_spaces -> use_tabs_as_spaces: boolean 'Automatically converts all new tabs into spaces'
-Text.use_module -> use_module: boolean "Register this text as a module on loading, Text name must end with '.py'"
-TextBox.height -> height: float 'NO DESCRIPTION'
-TextBox.width -> width: float 'NO DESCRIPTION'
-TextBox.x -> x: float 'NO DESCRIPTION'
-TextBox.y -> y: float 'NO DESCRIPTION'
-TextCharacterFormat.bold -> use_bold: boolean 'NO DESCRIPTION'
-TextCharacterFormat.italic -> use_italic: boolean 'NO DESCRIPTION'
-TextCharacterFormat.underline -> use_underline: boolean 'NO DESCRIPTION'
-TextCharacterFormat.use_small_caps -> use_small_caps: boolean 'NO DESCRIPTION'
-TextCurve.active_textbox -> active_textbox: int 'NO DESCRIPTION'
-TextCurve.body -> body: string 'contents of this text object'
-TextCurve.body_format -> body_format: collection, '(read-only) Stores the style of each character'
-TextCurve.edit_format -> edit_format: pointer, '(read-only) Editing settings character formatting'
-TextCurve.family -> family: string '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'
-TextCurve.fast -> use_fast_editing: boolean "Don't fill polygons while editing"
-TextCurve.font -> font: pointer 'NO DESCRIPTION'
-TextCurve.line_dist -> line_distance: float 'NO DESCRIPTION'
-TextCurve.map_along_length -> use_map_along_length: boolean 'Generate texture mapping coordinates following the curve direction, rather than the local bounding box'
-TextCurve.offset_x -> offset_x: float 'Horizontal offset from the object origin'
-TextCurve.offset_y -> offset_y: float 'Vertical offset from the object origin'
-TextCurve.shear -> shear: float 'Italic angle of the characters'
-TextCurve.small_caps_scale -> small_caps_scale: float 'Scale of small capitals'
-TextCurve.spacemode -> spacemode: enum 'Text align from the object center'
-TextCurve.spacing -> spacing: float 'NO DESCRIPTION'
-TextCurve.text_on_curve -> text_on_curve: pointer 'Curve deforming text object'
-TextCurve.text_size -> text_size: float 'NO DESCRIPTION'
-TextCurve.textboxes -> textboxes: collection, '(read-only)'
-TextCurve.ul_height -> ul_height: float 'NO DESCRIPTION'
-TextCurve.ul_position -> ul_position: float 'Vertical position of underline'
-TextCurve.word_spacing -> word_spacing: float 'NO DESCRIPTION'
-TextLine.line -> line: string 'Text in the line'
-TextMarker.color -> color: float 'Color to display the marker with'
-TextMarker.edit_all -> use_edit_all: boolean, '(read-only) Edit all markers of the same group as one'
-TextMarker.end -> end: int, '(read-only) Start position of the marker in the line'
-TextMarker.group -> group: int, '(read-only)'
-TextMarker.line -> line: int, '(read-only) Line in which the marker is located'
-TextMarker.start -> start: int, '(read-only) Start position of the marker in the line'
-TextMarker.temporary -> is_temporary: boolean, '(read-only) Marker is temporary'
-Texture.animation_data -> animation_data: pointer, '(read-only) Animation data for this datablock'
-Texture.brightness -> intensity: float 'NO DESCRIPTION'
-Texture.color_ramp -> color_ramp: pointer, '(read-only)'
-Texture.contrast -> contrast: float 'NO DESCRIPTION'
-Texture.factor_blue -> factor_blue: float 'NO DESCRIPTION'
-Texture.factor_green -> factor_green: float 'NO DESCRIPTION'
-Texture.factor_red -> factor_red: float 'NO DESCRIPTION'
-Texture.node_tree -> node_tree: pointer, '(read-only) Node tree for node-based textures'
-Texture.saturation -> saturation: float 'NO DESCRIPTION'
-Texture.type -> type: enum 'NO DESCRIPTION'
-Texture.use_color_ramp -> use_color_ramp: boolean 'Toggle color ramp operations'
-Texture.use_nodes -> use_nodes: boolean 'Make this a node-based texture'
-Texture.use_preview_alpha -> use_preview_alpha: boolean 'Show Alpha in Preview Render'
-TextureNode.type -> type: enum, '(read-only)'
-TextureNodeBricks.offset -> offset: float 'NO DESCRIPTION'
-TextureNodeBricks.offset_frequency -> offset_frequency: int 'Offset every N rows'
-TextureNodeBricks.squash -> squash: float 'NO DESCRIPTION'
-TextureNodeBricks.squash_frequency -> squash_frequency: int 'Squash every N rows'
-TextureNodeCurveRGB.mapping -> mapping: pointer, '(read-only)'
-TextureNodeCurveTime.curve -> curve: pointer, '(read-only)'
-TextureNodeCurveTime.end -> end: int 'NO DESCRIPTION'
-TextureNodeCurveTime.start -> start: int 'NO DESCRIPTION'
-TextureNodeImage.image -> image: pointer 'NO DESCRIPTION'
-TextureNodeMath.operation -> operation: enum 'NO DESCRIPTION'
-TextureNodeMixRGB.alpha -> use_alpha: boolean 'Include alpha of second input in this operation'
-TextureNodeMixRGB.blend_type -> blend_type: enum 'NO DESCRIPTION'
-TextureNodeOutput.output_name -> output_name: string 'NO DESCRIPTION'
-TextureNodeTexture.node_output -> node_output: int 'For node-based textures, which output node to use'
-TextureNodeTexture.texture -> texture: pointer 'NO DESCRIPTION'
-TextureNodeValToRGB.color_ramp -> color_ramp: pointer, '(read-only)'
-TextureSlot.blend_type -> blend_type: enum 'NO DESCRIPTION'
-TextureSlot.color -> color: float "The default color for textures that don't return RGB"
-TextureSlot.default_value -> default_value: float 'Value to use for Ref, Spec, Amb, Emit, Alpha, RayMir, TransLu and Hard'
-TextureSlot.name -> name: string, '(read-only) Texture slot name'
-TextureSlot.negate -> invert: boolean 'Inverts the values of the texture to reverse its effect'
-TextureSlot.offset -> offset: float 'Fine tunes texture mapping X, Y and Z locations'
-TextureSlot.output_node -> output_node: enum 'Which output node to use, for node-based textures'
-TextureSlot.rgb_to_intensity -> use_rgb_to_intensity: boolean 'Converts texture RGB values to intensity (gray) values'
-TextureSlot.size -> size: float "Sets scaling for the texture's X, Y and Z sizes"
-TextureSlot.stencil -> use_stencil: boolean 'Use this texture as a blending value on the next texture'
-TextureSlot.texture -> texture: pointer 'Texture datablock used by this texture slot'
-Theme.bone_color_sets -> bone_color_sets: collection, '(read-only)'
-Theme.console -> console: pointer, '(read-only)'
-Theme.dopesheet_editor -> dopesheet_editor: pointer, '(read-only)'
-Theme.file_browser -> file_browser: pointer, '(read-only)'
-Theme.graph_editor -> graph_editor: pointer, '(read-only)'
-Theme.image_editor -> image_editor: pointer, '(read-only)'
-Theme.info -> info: pointer, '(read-only)'
-Theme.logic_editor -> logic_editor: pointer, '(read-only)'
-Theme.name -> name: string 'Name of the theme'
-Theme.nla_editor -> nla_editor: pointer, '(read-only)'
-Theme.node_editor -> node_editor: pointer, '(read-only)'
-Theme.outliner -> outliner: pointer, '(read-only)'
-Theme.properties -> properties: pointer, '(read-only)'
-Theme.sequence_editor -> sequence_editor: pointer, '(read-only)'
-Theme.text_editor -> text_editor: pointer, '(read-only)'
-Theme.theme_area -> theme_area: enum 'NO DESCRIPTION'
-Theme.timeline -> timeline: pointer, '(read-only)'
-Theme.user_interface -> user_interface: pointer, '(read-only)'
-Theme.user_preferences -> user_preferences: pointer, '(read-only)'
-Theme.view_3d -> view_3d: pointer, '(read-only)'
-ThemeAudioWindow.back -> back: float 'NO DESCRIPTION'
-ThemeAudioWindow.button -> button: float 'NO DESCRIPTION'
-ThemeAudioWindow.button_text -> button_text: float 'NO DESCRIPTION'
-ThemeAudioWindow.button_text_hi -> button_text_hi: float 'NO DESCRIPTION'
-ThemeAudioWindow.button_title -> button_title: float 'NO DESCRIPTION'
-ThemeAudioWindow.frame_current -> frame_current: float 'NO DESCRIPTION'
-ThemeAudioWindow.grid -> grid: float 'NO DESCRIPTION'
-ThemeAudioWindow.header -> header: float 'NO DESCRIPTION'
-ThemeAudioWindow.header_text -> header_text: float 'NO DESCRIPTION'
-ThemeAudioWindow.header_text_hi -> header_text_hi: float 'NO DESCRIPTION'
-ThemeAudioWindow.text -> text: float 'NO DESCRIPTION'
-ThemeAudioWindow.text_hi -> text_hi: float 'NO DESCRIPTION'
-ThemeAudioWindow.title -> title: float 'NO DESCRIPTION'
-ThemeAudioWindow.window_sliders -> window_sliders: float 'NO DESCRIPTION'
-ThemeBoneColorSet.active -> active: float 'Color used for active bones'
-ThemeBoneColorSet.colored_constraints -> show_colored_constraints: boolean 'Allow the use of colors indicating constraints/keyed status'
-ThemeBoneColorSet.normal -> normal: float 'Color used for the surface of bones'
-ThemeBoneColorSet.select -> select: float 'Color used for selected bones'
-ThemeConsole.back -> back: float 'NO DESCRIPTION'
-ThemeConsole.button -> button: float 'NO DESCRIPTION'
-ThemeConsole.button_text -> button_text: float 'NO DESCRIPTION'
-ThemeConsole.button_text_hi -> button_text_hi: float 'NO DESCRIPTION'
-ThemeConsole.button_title -> button_title: float 'NO DESCRIPTION'
-ThemeConsole.cursor -> cursor: float 'NO DESCRIPTION'
-ThemeConsole.header -> header: float 'NO DESCRIPTION'
-ThemeConsole.header_text -> header_text: float 'NO DESCRIPTION'
-ThemeConsole.header_text_hi -> header_text_hi: float 'NO DESCRIPTION'
-ThemeConsole.line_error -> line_error: float 'NO DESCRIPTION'
-ThemeConsole.line_info -> line_info: float 'NO DESCRIPTION'
-ThemeConsole.line_input -> line_input: float 'NO DESCRIPTION'
-ThemeConsole.line_output -> line_output: float 'NO DESCRIPTION'
-ThemeConsole.text -> text: float 'NO DESCRIPTION'
-ThemeConsole.text_hi -> text_hi: float 'NO DESCRIPTION'
-ThemeConsole.title -> title: float 'NO DESCRIPTION'
-ThemeDopeSheet.active_channels_group -> active_channels_group: float 'NO DESCRIPTION'
-ThemeDopeSheet.back -> back: float 'NO DESCRIPTION'
-ThemeDopeSheet.button -> button: float 'NO DESCRIPTION'
-ThemeDopeSheet.button_text -> button_text: float 'NO DESCRIPTION'
-ThemeDopeSheet.button_text_hi -> button_text_hi: float 'NO DESCRIPTION'
-ThemeDopeSheet.button_title -> button_title: float 'NO DESCRIPTION'
-ThemeDopeSheet.channel_group -> channel_group: float 'NO DESCRIPTION'
-ThemeDopeSheet.channels -> channels: float 'NO DESCRIPTION'
-ThemeDopeSheet.channels_selected -> channels_selected: float 'NO DESCRIPTION'
-ThemeDopeSheet.dopesheet_channel -> dopesheet_channel: float 'NO DESCRIPTION'
-ThemeDopeSheet.dopesheet_subchannel -> dopesheet_subchannel: float 'NO DESCRIPTION'
-ThemeDopeSheet.frame_current -> frame_current: float 'NO DESCRIPTION'
-ThemeDopeSheet.grid -> grid: float 'NO DESCRIPTION'
-ThemeDopeSheet.header -> header: float 'NO DESCRIPTION'
-ThemeDopeSheet.header_text -> header_text: float 'NO DESCRIPTION'
-ThemeDopeSheet.header_text_hi -> header_text_hi: float 'NO DESCRIPTION'
-ThemeDopeSheet.list -> list: float 'NO DESCRIPTION'
-ThemeDopeSheet.list_text -> list_text: float 'NO DESCRIPTION'
-ThemeDopeSheet.list_text_hi -> list_text_hi: float 'NO DESCRIPTION'
-ThemeDopeSheet.list_title -> list_title: float 'NO DESCRIPTION'
-ThemeDopeSheet.long_key -> long_key: float 'NO DESCRIPTION'
-ThemeDopeSheet.long_key_selected -> long_key_selected: float 'NO DESCRIPTION'
-ThemeDopeSheet.text -> text: float 'NO DESCRIPTION'
-ThemeDopeSheet.text_hi -> text_hi: float 'NO DESCRIPTION'
-ThemeDopeSheet.title -> title: float 'NO DESCRIPTION'
-ThemeDopeSheet.value_sliders -> value_sliders: float 'NO DESCRIPTION'
-ThemeDopeSheet.view_sliders -> view_sliders: float 'NO DESCRIPTION'
-ThemeFileBrowser.active_file -> active_file: float 'NO DESCRIPTION'
-ThemeFileBrowser.active_file_text -> active_file_text: float 'NO DESCRIPTION'
-ThemeFileBrowser.back -> back: float 'NO DESCRIPTION'
-ThemeFileBrowser.button -> button: float 'NO DESCRIPTION'
-ThemeFileBrowser.button_text -> button_text: float 'NO DESCRIPTION'
-ThemeFileBrowser.button_text_hi -> button_text_hi: float 'NO DESCRIPTION'
-ThemeFileBrowser.button_title -> button_title: float 'NO DESCRIPTION'
-ThemeFileBrowser.header -> header: float 'NO DESCRIPTION'
-ThemeFileBrowser.header_text -> header_text: float 'NO DESCRIPTION'
-ThemeFileBrowser.header_text_hi -> header_text_hi: float 'NO DESCRIPTION'
-ThemeFileBrowser.list -> list: float 'NO DESCRIPTION'
-ThemeFileBrowser.list_text -> list_text: float 'NO DESCRIPTION'
-ThemeFileBrowser.list_text_hi -> list_text_hi: float 'NO DESCRIPTION'
-ThemeFileBrowser.list_title -> list_title: float 'NO DESCRIPTION'
-ThemeFileBrowser.scroll_handle -> scroll_handle: float 'NO DESCRIPTION'
-ThemeFileBrowser.scrollbar -> scrollbar: float 'NO DESCRIPTION'
-ThemeFileBrowser.selected_file -> selected_file: float 'NO DESCRIPTION'
-ThemeFileBrowser.text -> text: float 'NO DESCRIPTION'
-ThemeFileBrowser.text_hi -> text_hi: float 'NO DESCRIPTION'
-ThemeFileBrowser.tiles -> tiles: float 'NO DESCRIPTION'
-ThemeFileBrowser.title -> title: float 'NO DESCRIPTION'
-ThemeFontStyle.font_kerning_style -> font_kerning_style: enum 'Which style to use for font kerning'
-ThemeFontStyle.points -> points: int 'NO DESCRIPTION'
-ThemeFontStyle.shadow -> shadow: int 'Shadow size in pixels (0, 3 and 5 supported)'
-ThemeFontStyle.shadowalpha -> shadowalpha: float 'NO DESCRIPTION'
-ThemeFontStyle.shadowcolor -> shadowcolor: float 'Shadow color in grey value'
-ThemeFontStyle.shadx -> shadow_offset_x: int 'Shadow offset in pixels'
-ThemeFontStyle.shady -> shadow_offset_y: int 'Shadow offset in pixels'
-ThemeGraphEditor.active_channels_group -> active_channels_group: float 'NO DESCRIPTION'
-ThemeGraphEditor.back -> back: float 'NO DESCRIPTION'
-ThemeGraphEditor.button -> button: float 'NO DESCRIPTION'
-ThemeGraphEditor.button_text -> button_text: float 'NO DESCRIPTION'
-ThemeGraphEditor.button_text_hi -> button_text_hi: float 'NO DESCRIPTION'
-ThemeGraphEditor.button_title -> button_title: float 'NO DESCRIPTION'
-ThemeGraphEditor.channel_group -> channel_group: float 'NO DESCRIPTION'
-ThemeGraphEditor.channels_region -> channels_region: float 'NO DESCRIPTION'
-ThemeGraphEditor.dopesheet_channel -> dopesheet_channel: float 'NO DESCRIPTION'
-ThemeGraphEditor.dopesheet_subchannel -> dopesheet_subchannel: float 'NO DESCRIPTION'
-ThemeGraphEditor.frame_current -> frame_current: float 'NO DESCRIPTION'
-ThemeGraphEditor.grid -> grid: float 'NO DESCRIPTION'
-ThemeGraphEditor.handle_align -> handle_align: float 'NO DESCRIPTION'
-ThemeGraphEditor.handle_auto -> handle_auto: float 'NO DESCRIPTION'
-ThemeGraphEditor.handle_free -> handle_free: float 'NO DESCRIPTION'
-ThemeGraphEditor.handle_sel_align -> handle_sel_align: float 'NO DESCRIPTION'
-ThemeGraphEditor.handle_sel_auto -> handle_sel_auto: float 'NO DESCRIPTION'
-ThemeGraphEditor.handle_sel_free -> handle_sel_free: float 'NO DESCRIPTION'
-ThemeGraphEditor.handle_sel_vect -> handle_sel_vect: float 'NO DESCRIPTION'
-ThemeGraphEditor.handle_vect -> handle_vect: float 'NO DESCRIPTION'
-ThemeGraphEditor.handle_vertex -> handle_vertex: float 'NO DESCRIPTION'
-ThemeGraphEditor.handle_vertex_select -> handle_vertex_select: float 'NO DESCRIPTION'
-ThemeGraphEditor.handle_vertex_size -> handle_vertex_size: int 'NO DESCRIPTION'
-ThemeGraphEditor.header -> header: float 'NO DESCRIPTION'
-ThemeGraphEditor.header_text -> header_text: float 'NO DESCRIPTION'
-ThemeGraphEditor.header_text_hi -> header_text_hi: float 'NO DESCRIPTION'
-ThemeGraphEditor.lastsel_point -> lastsel_point: float 'NO DESCRIPTION'
-ThemeGraphEditor.list -> list: float 'NO DESCRIPTION'
-ThemeGraphEditor.list_text -> list_text: float 'NO DESCRIPTION'
-ThemeGraphEditor.list_text_hi -> list_text_hi: float 'NO DESCRIPTION'
-ThemeGraphEditor.list_title -> list_title: float 'NO DESCRIPTION'
-ThemeGraphEditor.panel -> panel: float 'NO DESCRIPTION'
-ThemeGraphEditor.text -> text: float 'NO DESCRIPTION'
-ThemeGraphEditor.text_hi -> text_hi: float 'NO DESCRIPTION'
-ThemeGraphEditor.title -> title: float 'NO DESCRIPTION'
-ThemeGraphEditor.vertex -> vertex: float 'NO DESCRIPTION'
-ThemeGraphEditor.vertex_select -> vertex_select: float 'NO DESCRIPTION'
-ThemeGraphEditor.vertex_size -> vertex_size: int 'NO DESCRIPTION'
-ThemeGraphEditor.window_sliders -> window_sliders: float 'NO DESCRIPTION'
-ThemeImageEditor.back -> back: float 'NO DESCRIPTION'
-ThemeImageEditor.button -> button: float 'NO DESCRIPTION'
-ThemeImageEditor.button_text -> button_text: float 'NO DESCRIPTION'
-ThemeImageEditor.button_text_hi -> button_text_hi: float 'NO DESCRIPTION'
-ThemeImageEditor.button_title -> button_title: float 'NO DESCRIPTION'
-ThemeImageEditor.editmesh_active -> editmesh_active: float 'NO DESCRIPTION'
-ThemeImageEditor.face -> face: float 'NO DESCRIPTION'
-ThemeImageEditor.face_dot -> face_dot: float 'NO DESCRIPTION'
-ThemeImageEditor.face_select -> face_select: float 'NO DESCRIPTION'
-ThemeImageEditor.facedot_size -> facedot_size: int 'NO DESCRIPTION'
-ThemeImageEditor.header -> header: float 'NO DESCRIPTION'
-ThemeImageEditor.header_text -> header_text: float 'NO DESCRIPTION'
-ThemeImageEditor.header_text_hi -> header_text_hi: float 'NO DESCRIPTION'
-ThemeImageEditor.scope_back -> scope_back: float 'NO DESCRIPTION'
-ThemeImageEditor.text -> text: float 'NO DESCRIPTION'
-ThemeImageEditor.text_hi -> text_hi: float 'NO DESCRIPTION'
-ThemeImageEditor.title -> title: float 'NO DESCRIPTION'
-ThemeImageEditor.vertex -> vertex: float 'NO DESCRIPTION'
-ThemeImageEditor.vertex_select -> vertex_select: float 'NO DESCRIPTION'
-ThemeImageEditor.vertex_size -> vertex_size: int 'NO DESCRIPTION'
-ThemeInfo.back -> back: float 'NO DESCRIPTION'
-ThemeInfo.button -> button: float 'NO DESCRIPTION'
-ThemeInfo.button_text -> button_text: float 'NO DESCRIPTION'
-ThemeInfo.button_text_hi -> button_text_hi: float 'NO DESCRIPTION'
-ThemeInfo.button_title -> button_title: float 'NO DESCRIPTION'
-ThemeInfo.header -> header: float 'NO DESCRIPTION'
-ThemeInfo.header_text -> header_text: float 'NO DESCRIPTION'
-ThemeInfo.header_text_hi -> header_text_hi: float 'NO DESCRIPTION'
-ThemeInfo.text -> text: float 'NO DESCRIPTION'
-ThemeInfo.text_hi -> text_hi: float 'NO DESCRIPTION'
-ThemeInfo.title -> title: float 'NO DESCRIPTION'
-ThemeLogicEditor.back -> back: float 'NO DESCRIPTION'
-ThemeLogicEditor.button -> button: float 'NO DESCRIPTION'
-ThemeLogicEditor.button_text -> button_text: float 'NO DESCRIPTION'
-ThemeLogicEditor.button_text_hi -> button_text_hi: float 'NO DESCRIPTION'
-ThemeLogicEditor.button_title -> button_title: float 'NO DESCRIPTION'
-ThemeLogicEditor.header -> header: float 'NO DESCRIPTION'
-ThemeLogicEditor.header_text -> header_text: float 'NO DESCRIPTION'
-ThemeLogicEditor.header_text_hi -> header_text_hi: float 'NO DESCRIPTION'
-ThemeLogicEditor.panel -> panel: float 'NO DESCRIPTION'
-ThemeLogicEditor.text -> text: float 'NO DESCRIPTION'
-ThemeLogicEditor.text_hi -> text_hi: float 'NO DESCRIPTION'
-ThemeLogicEditor.title -> title: float 'NO DESCRIPTION'
-ThemeNLAEditor.back -> back: float 'NO DESCRIPTION'
-ThemeNLAEditor.bars -> bars: float 'NO DESCRIPTION'
-ThemeNLAEditor.bars_selected -> bars_selected: float 'NO DESCRIPTION'
-ThemeNLAEditor.button -> button: float 'NO DESCRIPTION'
-ThemeNLAEditor.button_text -> button_text: float 'NO DESCRIPTION'
-ThemeNLAEditor.button_text_hi -> button_text_hi: float 'NO DESCRIPTION'
-ThemeNLAEditor.button_title -> button_title: float 'NO DESCRIPTION'
-ThemeNLAEditor.frame_current -> frame_current: float 'NO DESCRIPTION'
-ThemeNLAEditor.grid -> grid: float 'NO DESCRIPTION'
-ThemeNLAEditor.header -> header: float 'NO DESCRIPTION'
-ThemeNLAEditor.header_text -> header_text: float 'NO DESCRIPTION'
-ThemeNLAEditor.header_text_hi -> header_text_hi: float 'NO DESCRIPTION'
-ThemeNLAEditor.list -> list: float 'NO DESCRIPTION'
-ThemeNLAEditor.list_text -> list_text: float 'NO DESCRIPTION'
-ThemeNLAEditor.list_text_hi -> list_text_hi: float 'NO DESCRIPTION'
-ThemeNLAEditor.list_title -> list_title: float 'NO DESCRIPTION'
-ThemeNLAEditor.strips -> strips: float 'NO DESCRIPTION'
-ThemeNLAEditor.strips_selected -> strips_selected: float 'NO DESCRIPTION'
-ThemeNLAEditor.text -> text: float 'NO DESCRIPTION'
-ThemeNLAEditor.text_hi -> text_hi: float 'NO DESCRIPTION'
-ThemeNLAEditor.title -> title: float 'NO DESCRIPTION'
-ThemeNLAEditor.view_sliders -> view_sliders: float 'NO DESCRIPTION'
-ThemeNodeEditor.back -> back: float 'NO DESCRIPTION'
-ThemeNodeEditor.button -> button: float 'NO DESCRIPTION'
-ThemeNodeEditor.button_text -> button_text: float 'NO DESCRIPTION'
-ThemeNodeEditor.button_text_hi -> button_text_hi: float 'NO DESCRIPTION'
-ThemeNodeEditor.button_title -> button_title: float 'NO DESCRIPTION'
-ThemeNodeEditor.converter_node -> converter_node: float 'NO DESCRIPTION'
-ThemeNodeEditor.group_node -> group_node: float 'NO DESCRIPTION'
-ThemeNodeEditor.header -> header: float 'NO DESCRIPTION'
-ThemeNodeEditor.header_text -> header_text: float 'NO DESCRIPTION'
-ThemeNodeEditor.header_text_hi -> header_text_hi: float 'NO DESCRIPTION'
-ThemeNodeEditor.in_out_node -> in_out_node: float 'NO DESCRIPTION'
-ThemeNodeEditor.list -> list: float 'NO DESCRIPTION'
-ThemeNodeEditor.list_text -> list_text: float 'NO DESCRIPTION'
-ThemeNodeEditor.list_text_hi -> list_text_hi: float 'NO DESCRIPTION'
-ThemeNodeEditor.list_title -> list_title: float 'NO DESCRIPTION'
-ThemeNodeEditor.node_backdrop -> node_backdrop: float 'NO DESCRIPTION'
-ThemeNodeEditor.operator_node -> operator_node: float 'NO DESCRIPTION'
-ThemeNodeEditor.selected_text -> selected_text: float 'NO DESCRIPTION'
-ThemeNodeEditor.text -> text: float 'NO DESCRIPTION'
-ThemeNodeEditor.text_hi -> text_hi: float 'NO DESCRIPTION'
-ThemeNodeEditor.title -> title: float 'NO DESCRIPTION'
-ThemeNodeEditor.wire_select -> wire_select: float 'NO DESCRIPTION'
-ThemeNodeEditor.wires -> wires: float 'NO DESCRIPTION'
-ThemeOutliner.back -> back: float 'NO DESCRIPTION'
-ThemeOutliner.button -> button: float 'NO DESCRIPTION'
-ThemeOutliner.button_text -> button_text: float 'NO DESCRIPTION'
-ThemeOutliner.button_text_hi -> button_text_hi: float 'NO DESCRIPTION'
-ThemeOutliner.button_title -> button_title: float 'NO DESCRIPTION'
-ThemeOutliner.header -> header: float 'NO DESCRIPTION'
-ThemeOutliner.header_text -> header_text: float 'NO DESCRIPTION'
-ThemeOutliner.header_text_hi -> header_text_hi: float 'NO DESCRIPTION'
-ThemeOutliner.text -> text: float 'NO DESCRIPTION'
-ThemeOutliner.text_hi -> text_hi: float 'NO DESCRIPTION'
-ThemeOutliner.title -> title: float 'NO DESCRIPTION'
-ThemeProperties.back -> back: float 'NO DESCRIPTION'
-ThemeProperties.button -> button: float 'NO DESCRIPTION'
-ThemeProperties.button_text -> button_text: float 'NO DESCRIPTION'
-ThemeProperties.button_text_hi -> button_text_hi: float 'NO DESCRIPTION'
-ThemeProperties.button_title -> button_title: float 'NO DESCRIPTION'
-ThemeProperties.header -> header: float 'NO DESCRIPTION'
-ThemeProperties.header_text -> header_text: float 'NO DESCRIPTION'
-ThemeProperties.header_text_hi -> header_text_hi: float 'NO DESCRIPTION'
-ThemeProperties.panel -> panel: float 'NO DESCRIPTION'
-ThemeProperties.text -> text: float 'NO DESCRIPTION'
-ThemeProperties.text_hi -> text_hi: float 'NO DESCRIPTION'
-ThemeProperties.title -> title: float 'NO DESCRIPTION'
-ThemeSequenceEditor.audio_strip -> audio_strip: float 'NO DESCRIPTION'
-ThemeSequenceEditor.back -> back: float 'NO DESCRIPTION'
-ThemeSequenceEditor.button -> button: float 'NO DESCRIPTION'
-ThemeSequenceEditor.button_text -> button_text: float 'NO DESCRIPTION'
-ThemeSequenceEditor.button_text_hi -> button_text_hi: float 'NO DESCRIPTION'
-ThemeSequenceEditor.button_title -> button_title: float 'NO DESCRIPTION'
-ThemeSequenceEditor.draw_action -> draw_action: float 'NO DESCRIPTION'
-ThemeSequenceEditor.effect_strip -> effect_strip: float 'NO DESCRIPTION'
-ThemeSequenceEditor.frame_current -> frame_current: float 'NO DESCRIPTION'
-ThemeSequenceEditor.grid -> grid: float 'NO DESCRIPTION'
-ThemeSequenceEditor.header -> header: float 'NO DESCRIPTION'
-ThemeSequenceEditor.header_text -> header_text: float 'NO DESCRIPTION'
-ThemeSequenceEditor.header_text_hi -> header_text_hi: float 'NO DESCRIPTION'
-ThemeSequenceEditor.image_strip -> image_strip: float 'NO DESCRIPTION'
-ThemeSequenceEditor.keyframe -> keyframe: float 'NO DESCRIPTION'
-ThemeSequenceEditor.meta_strip -> meta_strip: float 'NO DESCRIPTION'
-ThemeSequenceEditor.movie_strip -> movie_strip: float 'NO DESCRIPTION'
-ThemeSequenceEditor.plugin_strip -> plugin_strip: float 'NO DESCRIPTION'
-ThemeSequenceEditor.scene_strip -> scene_strip: float 'NO DESCRIPTION'
-ThemeSequenceEditor.text -> text: float 'NO DESCRIPTION'
-ThemeSequenceEditor.text_hi -> text_hi: float 'NO DESCRIPTION'
-ThemeSequenceEditor.title -> title: float 'NO DESCRIPTION'
-ThemeSequenceEditor.transition_strip -> transition_strip: float 'NO DESCRIPTION'
-ThemeSequenceEditor.window_sliders -> window_sliders: float 'NO DESCRIPTION'
-ThemeStyle.grouplabel -> grouplabel: pointer, '(read-only)'
-ThemeStyle.paneltitle -> paneltitle: pointer, '(read-only)'
-ThemeStyle.panelzoom -> panelzoom: float 'Default zoom level for panel areas'
-ThemeStyle.widget -> widget: pointer, '(read-only)'
-ThemeStyle.widgetlabel -> widgetlabel: pointer, '(read-only)'
-ThemeTextEditor.back -> back: float 'NO DESCRIPTION'
-ThemeTextEditor.button -> button: float 'NO DESCRIPTION'
-ThemeTextEditor.button_text -> button_text: float 'NO DESCRIPTION'
-ThemeTextEditor.button_text_hi -> button_text_hi: float 'NO DESCRIPTION'
-ThemeTextEditor.button_title -> button_title: float 'NO DESCRIPTION'
-ThemeTextEditor.cursor -> cursor: float 'NO DESCRIPTION'
-ThemeTextEditor.header -> header: float 'NO DESCRIPTION'
-ThemeTextEditor.header_text -> header_text: float 'NO DESCRIPTION'
-ThemeTextEditor.header_text_hi -> header_text_hi: float 'NO DESCRIPTION'
-ThemeTextEditor.line_numbers_background -> line_numbers_background: float 'NO DESCRIPTION'
-ThemeTextEditor.scroll_bar -> scroll_bar: float 'NO DESCRIPTION'
-ThemeTextEditor.selected_text -> selected_text: float 'NO DESCRIPTION'
-ThemeTextEditor.syntax_builtin -> syntax_builtin: float 'NO DESCRIPTION'
-ThemeTextEditor.syntax_comment -> syntax_comment: float 'NO DESCRIPTION'
-ThemeTextEditor.syntax_numbers -> syntax_numbers: float 'NO DESCRIPTION'
-ThemeTextEditor.syntax_special -> syntax_special: float 'NO DESCRIPTION'
-ThemeTextEditor.syntax_string -> syntax_string: float 'NO DESCRIPTION'
-ThemeTextEditor.text -> text: float 'NO DESCRIPTION'
-ThemeTextEditor.text_hi -> text_hi: float 'NO DESCRIPTION'
-ThemeTextEditor.title -> title: float 'NO DESCRIPTION'
-ThemeTimeline.back -> back: float 'NO DESCRIPTION'
-ThemeTimeline.button -> button: float 'NO DESCRIPTION'
-ThemeTimeline.button_text -> button_text: float 'NO DESCRIPTION'
-ThemeTimeline.button_text_hi -> button_text_hi: float 'NO DESCRIPTION'
-ThemeTimeline.button_title -> button_title: float 'NO DESCRIPTION'
-ThemeTimeline.frame_current -> frame_current: float 'NO DESCRIPTION'
-ThemeTimeline.grid -> grid: float 'NO DESCRIPTION'
-ThemeTimeline.header -> header: float 'NO DESCRIPTION'
-ThemeTimeline.header_text -> header_text: float 'NO DESCRIPTION'
-ThemeTimeline.header_text_hi -> header_text_hi: float 'NO DESCRIPTION'
-ThemeTimeline.text -> text: float 'NO DESCRIPTION'
-ThemeTimeline.text_hi -> text_hi: float 'NO DESCRIPTION'
-ThemeTimeline.title -> title: float 'NO DESCRIPTION'
-ThemeUserInterface.icon_file -> icon_file: string 'NO DESCRIPTION'
-ThemeUserInterface.wcol_box -> wcol_box: pointer, '(read-only)'
-ThemeUserInterface.wcol_list_item -> wcol_list_item: pointer, '(read-only)'
-ThemeUserInterface.wcol_menu -> wcol_menu: pointer, '(read-only)'
-ThemeUserInterface.wcol_menu_back -> wcol_menu_back: pointer, '(read-only)'
-ThemeUserInterface.wcol_menu_item -> wcol_menu_item: pointer, '(read-only)'
-ThemeUserInterface.wcol_num -> wcol_num: pointer, '(read-only)'
-ThemeUserInterface.wcol_numslider -> wcol_numslider: pointer, '(read-only)'
-ThemeUserInterface.wcol_option -> wcol_option: pointer, '(read-only)'
-ThemeUserInterface.wcol_progress -> wcol_progress: pointer, '(read-only)'
-ThemeUserInterface.wcol_pulldown -> wcol_pulldown: pointer, '(read-only)'
-ThemeUserInterface.wcol_radio -> wcol_radio: pointer, '(read-only)'
-ThemeUserInterface.wcol_regular -> wcol_regular: pointer, '(read-only)'
-ThemeUserInterface.wcol_scroll -> wcol_scroll: pointer, '(read-only)'
-ThemeUserInterface.wcol_state -> wcol_state: pointer, '(read-only)'
-ThemeUserInterface.wcol_text -> wcol_text: pointer, '(read-only)'
-ThemeUserInterface.wcol_toggle -> wcol_toggle: pointer, '(read-only)'
-ThemeUserInterface.wcol_tool -> wcol_tool: pointer, '(read-only)'
-ThemeUserPreferences.back -> back: float 'NO DESCRIPTION'
-ThemeUserPreferences.button -> button: float 'NO DESCRIPTION'
-ThemeUserPreferences.button_text -> button_text: float 'NO DESCRIPTION'
-ThemeUserPreferences.button_text_hi -> button_text_hi: float 'NO DESCRIPTION'
-ThemeUserPreferences.button_title -> button_title: float 'NO DESCRIPTION'
-ThemeUserPreferences.header -> header: float 'NO DESCRIPTION'
-ThemeUserPreferences.header_text -> header_text: float 'NO DESCRIPTION'
-ThemeUserPreferences.header_text_hi -> header_text_hi: float 'NO DESCRIPTION'
-ThemeUserPreferences.text -> text: float 'NO DESCRIPTION'
-ThemeUserPreferences.text_hi -> text_hi: float 'NO DESCRIPTION'
-ThemeUserPreferences.title -> title: float 'NO DESCRIPTION'
-ThemeView3D.act_spline -> act_spline: float 'NO DESCRIPTION'
-ThemeView3D.back -> back: float 'NO DESCRIPTION'
-ThemeView3D.bone_pose -> bone_pose: float 'NO DESCRIPTION'
-ThemeView3D.bone_solid -> bone_solid: float 'NO DESCRIPTION'
-ThemeView3D.button -> button: float 'NO DESCRIPTION'
-ThemeView3D.button_text -> button_text: float 'NO DESCRIPTION'
-ThemeView3D.button_text_hi -> button_text_hi: float 'NO DESCRIPTION'
-ThemeView3D.button_title -> button_title: float 'NO DESCRIPTION'
-ThemeView3D.edge_crease -> edge_crease: float 'NO DESCRIPTION'
-ThemeView3D.edge_facesel -> edge_facesel: float 'NO DESCRIPTION'
-ThemeView3D.edge_seam -> edge_seam: float 'NO DESCRIPTION'
-ThemeView3D.edge_select -> edge_select: float 'NO DESCRIPTION'
-ThemeView3D.edge_sharp -> edge_sharp: float 'NO DESCRIPTION'
-ThemeView3D.editmesh_active -> editmesh_active: float 'NO DESCRIPTION'
-ThemeView3D.face -> face: float 'NO DESCRIPTION'
-ThemeView3D.face_dot -> face_dot: float 'NO DESCRIPTION'
-ThemeView3D.face_select -> face_select: float 'NO DESCRIPTION'
-ThemeView3D.facedot_size -> facedot_size: int 'NO DESCRIPTION'
-ThemeView3D.frame_current -> frame_current: float 'NO DESCRIPTION'
-ThemeView3D.grid -> grid: float 'NO DESCRIPTION'
-ThemeView3D.handle_align -> handle_align: float 'NO DESCRIPTION'
-ThemeView3D.handle_auto -> handle_auto: float 'NO DESCRIPTION'
-ThemeView3D.handle_free -> handle_free: float 'NO DESCRIPTION'
-ThemeView3D.handle_sel_align -> handle_sel_align: float 'NO DESCRIPTION'
-ThemeView3D.handle_sel_auto -> handle_sel_auto: float 'NO DESCRIPTION'
-ThemeView3D.handle_sel_free -> handle_sel_free: float 'NO DESCRIPTION'
-ThemeView3D.handle_sel_vect -> handle_sel_vect: float 'NO DESCRIPTION'
-ThemeView3D.handle_vect -> handle_vect: float 'NO DESCRIPTION'
-ThemeView3D.header -> header: float 'NO DESCRIPTION'
-ThemeView3D.header_text -> header_text: float 'NO DESCRIPTION'
-ThemeView3D.header_text_hi -> header_text_hi: float 'NO DESCRIPTION'
-ThemeView3D.lamp -> lamp: float 'NO DESCRIPTION'
-ThemeView3D.lastsel_point -> lastsel_point: float 'NO DESCRIPTION'
-ThemeView3D.normal -> normal: float 'NO DESCRIPTION'
-ThemeView3D.nurb_sel_uline -> nurb_sel_uline: float 'NO DESCRIPTION'
-ThemeView3D.nurb_sel_vline -> nurb_sel_vline: float 'NO DESCRIPTION'
-ThemeView3D.nurb_uline -> nurb_uline: float 'NO DESCRIPTION'
-ThemeView3D.nurb_vline -> nurb_vline: float 'NO DESCRIPTION'
-ThemeView3D.object_active -> object_active: float 'NO DESCRIPTION'
-ThemeView3D.object_grouped -> object_grouped: float 'NO DESCRIPTION'
-ThemeView3D.object_grouped_active -> object_grouped_active: float 'NO DESCRIPTION'
-ThemeView3D.object_selected -> object_selected: float 'NO DESCRIPTION'
-ThemeView3D.panel -> panel: float 'NO DESCRIPTION'
-ThemeView3D.text -> text: float 'NO DESCRIPTION'
-ThemeView3D.text_hi -> text_hi: float 'NO DESCRIPTION'
-ThemeView3D.title -> title: float 'NO DESCRIPTION'
-ThemeView3D.transform -> transform: float 'NO DESCRIPTION'
-ThemeView3D.vertex -> vertex: float 'NO DESCRIPTION'
-ThemeView3D.vertex_normal -> vertex_normal: float 'NO DESCRIPTION'
-ThemeView3D.vertex_select -> vertex_select: float 'NO DESCRIPTION'
-ThemeView3D.vertex_size -> vertex_size: int 'NO DESCRIPTION'
-ThemeView3D.wire -> wire: float 'NO DESCRIPTION'
-ThemeWidgetColors.inner -> inner: float 'NO DESCRIPTION'
-ThemeWidgetColors.inner_sel -> inner_sel: float 'NO DESCRIPTION'
-ThemeWidgetColors.item -> item: float 'NO DESCRIPTION'
-ThemeWidgetColors.outline -> outline: float 'NO DESCRIPTION'
-ThemeWidgetColors.shaded -> show_shaded: boolean 'NO DESCRIPTION'
-ThemeWidgetColors.shadedown -> shadedown: int 'NO DESCRIPTION'
-ThemeWidgetColors.shadetop -> shadetop: int 'NO DESCRIPTION'
-ThemeWidgetColors.text -> text: float 'NO DESCRIPTION'
-ThemeWidgetColors.text_sel -> text_sel: float 'NO DESCRIPTION'
-ThemeWidgetStateColors.blend -> blend: float 'NO DESCRIPTION'
-ThemeWidgetStateColors.inner_anim -> inner_anim: float 'NO DESCRIPTION'
-ThemeWidgetStateColors.inner_anim_sel -> inner_anim_sel: float 'NO DESCRIPTION'
-ThemeWidgetStateColors.inner_driven -> inner_driven: float 'NO DESCRIPTION'
-ThemeWidgetStateColors.inner_driven_sel -> inner_driven_sel: float 'NO DESCRIPTION'
-ThemeWidgetStateColors.inner_key -> inner_key: float 'NO DESCRIPTION'
-ThemeWidgetStateColors.inner_key_sel -> inner_key_sel: float 'NO DESCRIPTION'
-TimelineMarker.camera -> camera: pointer 'Camera this timeline sets to active'
-TimelineMarker.frame -> frame: int 'The frame on which the timeline marker appears'
-TimelineMarker.name -> name: string 'NO DESCRIPTION'
-TimelineMarker.select -> select: boolean 'Marker selection state'
-ToolSettings.auto_normalize -> use_auto_normalize: boolean 'Ensure all bone-deforming vertex groups add up to 1.0 while weight painting'
-ToolSettings.autokey_mode -> autokey_mode: enum 'Mode of automatic keyframe insertion for Objects and Bones'
-ToolSettings.automerge_editing -> use_automerge_editing: boolean 'Automatically merge vertices moved to the same location'
-ToolSettings.bone_sketching -> use_bone_sketching: boolean 'DOC BROKEN'
-ToolSettings.edge_path_mode -> edge_path_mode: enum 'The edge flag to tag when selecting the shortest path'
-ToolSettings.etch_adaptive_limit -> etch_adaptive_limit: float 'Number of bones in the subdivided stroke'
-ToolSettings.etch_autoname -> use_etch_autoname: boolean 'DOC BROKEN'
-ToolSettings.etch_convert_mode -> etch_convert_mode: enum 'Method used to convert stroke to bones'
-ToolSettings.etch_length_limit -> etch_length_limit: float 'Number of bones in the subdivided stroke'
-ToolSettings.etch_number -> etch_number: string 'DOC BROKEN'
-ToolSettings.etch_overdraw -> use_etch_overdraw: boolean 'DOC BROKEN'
-ToolSettings.etch_quick -> use_etch_quick: boolean 'DOC BROKEN'
-ToolSettings.etch_roll_mode -> etch_roll_mode: enum 'Method used to adjust the roll of bones when retargeting'
-ToolSettings.etch_side -> etch_side: string 'DOC BROKEN'
-ToolSettings.etch_subdivision_number -> etch_subdivision_number: int 'Number of bones in the subdivided stroke'
-ToolSettings.etch_template -> etch_template: pointer 'Template armature that will be retargeted to the stroke'
-ToolSettings.image_paint -> image_paint: pointer, '(read-only)'
-ToolSettings.mesh_selection_mode -> mesh_selection_mode: boolean 'Which mesh elements selection works on'
-ToolSettings.normal_size -> normal_size: float 'Display size for normals in the 3D view'
-ToolSettings.particle_edit -> particle_edit: pointer, '(read-only)'
-ToolSettings.proportional_editing -> proportional_edit: enum 'Proportional editing mode'
-ToolSettings.proportional_editing_falloff -> proportional_edit_falloff: enum 'Falloff type for proportional editing mode'
-ToolSettings.proportional_editing_objects -> proportional_editing_objects: boolean 'Proportional editing object mode'
-ToolSettings.record_with_nla -> use_record_with_nla: boolean 'Add a new NLA Track + Strip for every loop/pass made over the animation to allow non-destructive tweaking'
-ToolSettings.sculpt -> sculpt: pointer, '(read-only)'
-ToolSettings.sculpt_paint_use_unified_size -> sculpt_paint_use_unified_size: boolean 'Instead of per brush radius, the radius is shared across brushes'
-ToolSettings.sculpt_paint_use_unified_strength -> sculpt_paint_use_unified_strength: boolean 'Instead of per brush strength, the strength is shared across brushes'
-ToolSettings.snap -> use_snap: boolean 'Snap during transform'
-ToolSettings.snap_align_rotation -> use_snap_align_rotation: boolean 'Align rotation with the snapping target'
-ToolSettings.snap_element -> snap_element: enum 'Type of element to snap to'
-ToolSettings.snap_peel_object -> use_snap_peel_object: boolean 'Consider objects as whole when finding volume center'
-ToolSettings.snap_project -> use_snap_project: boolean 'Project vertices on the surface of other objects'
-ToolSettings.snap_target -> snap_target: enum 'Which part to snap onto the target'
-ToolSettings.use_auto_keying -> use_keyframe_insert_auto: boolean 'Automatic keyframe insertion for Objects and Bones'
-ToolSettings.uv_local_view -> show_local_view: boolean 'Draw only faces with the currently displayed image assigned'
-ToolSettings.uv_selection_mode -> uv_selection_mode: enum 'UV selection and display mode'
-ToolSettings.uv_sync_selection -> use_uv_sync_selection: boolean 'Keep UV and edit mode mesh selection in sync'
-ToolSettings.vertex_group_weight -> vertex_group_weight: float 'Weight to assign in vertex groups'
-ToolSettings.vertex_paint -> vertex_paint: pointer, '(read-only)'
-ToolSettings.weight_paint -> weight_paint: pointer, '(read-only)'
-TouchSensor.material -> material: pointer 'Only look for objects with this material'
-TrackToConstraint.head_tail -> head_tail: float 'Target along length of bone: Head=0, Tail=1'
-TrackToConstraint.subtarget -> subtarget: string 'NO DESCRIPTION'
-TrackToConstraint.target -> target: pointer 'Target Object'
-TrackToConstraint.target_z -> use_target_z: boolean "Target's Z axis, not World Z axis, will constraint the Up direction"
-TrackToConstraint.track -> track: enum 'Axis that points to the target object'
-TrackToConstraint.up -> up: enum 'Axis that points upward'
-TransformConstraint.extrapolate_motion -> use_motion_extrapolate: boolean 'Extrapolate ranges'
-TransformConstraint.from_max_x -> from_max_x: float 'Top range of X axis source motion'
-TransformConstraint.from_max_y -> from_max_y: float 'Top range of Y axis source motion'
-TransformConstraint.from_max_z -> from_max_z: float 'Top range of Z axis source motion'
-TransformConstraint.from_min_x -> from_min_x: float 'Bottom range of X axis source motion'
-TransformConstraint.from_min_y -> from_min_y: float 'Bottom range of Y axis source motion'
-TransformConstraint.from_min_z -> from_min_z: float 'Bottom range of Z axis source motion'
-TransformConstraint.map_from -> map_from: enum 'The transformation type to use from the target'
-TransformConstraint.map_to -> map_to: enum 'The transformation type to affect of the constrained object'
-TransformConstraint.map_to_x_from -> map_to_x_from: enum "The source axis constrained object's X axis uses"
-TransformConstraint.map_to_y_from -> map_to_y_from: enum "The source axis constrained object's Y axis uses"
-TransformConstraint.map_to_z_from -> map_to_z_from: enum "The source axis constrained object's Z axis uses"
-TransformConstraint.subtarget -> subtarget: string 'NO DESCRIPTION'
-TransformConstraint.target -> target: pointer 'Target Object'
-TransformConstraint.to_max_x -> to_max_x: float 'Top range of X axis destination motion'
-TransformConstraint.to_max_y -> to_max_y: float 'Top range of Y axis destination motion'
-TransformConstraint.to_max_z -> to_max_z: float 'Top range of Z axis destination motion'
-TransformConstraint.to_min_x -> to_min_x: float 'Bottom range of X axis destination motion'
-TransformConstraint.to_min_y -> to_min_y: float 'Bottom range of Y axis destination motion'
-TransformConstraint.to_min_z -> to_min_z: float 'Bottom range of Z axis destination motion'
-TransformOrientation.matrix -> matrix: float 'NO DESCRIPTION'
-TransformOrientation.name -> name: string 'NO DESCRIPTION'
-TransformSequence.interpolation -> interpolation: enum 'NO DESCRIPTION'
-TransformSequence.rotation_start -> rotation_start: float 'NO DESCRIPTION'
-TransformSequence.scale_start_x -> scale_start_x: float 'NO DESCRIPTION'
-TransformSequence.scale_start_y -> scale_start_y: float 'NO DESCRIPTION'
-TransformSequence.translate_start_x -> translate_start_x: float 'NO DESCRIPTION'
-TransformSequence.translate_start_y -> translate_start_y: float 'NO DESCRIPTION'
-TransformSequence.translation_unit -> translation_unit: enum 'NO DESCRIPTION'
-TransformSequence.uniform_scale -> use_uniform_scale: boolean 'Scale uniformly, preserving aspect ratio'
-UILayout.active -> show_active: boolean 'NO DESCRIPTION'
-UILayout.alignment -> alignment: enum 'NO DESCRIPTION'
-UILayout.enabled -> show_enabled: boolean 'NO DESCRIPTION'
-UILayout.operator_context -> operator_context: enum 'NO DESCRIPTION'
-UILayout.scale_x -> scale_x: float 'NO DESCRIPTION'
-UILayout.scale_y -> scale_y: float 'NO DESCRIPTION'
-UVProjectModifier.aspect_x -> aspect_x: float 'NO DESCRIPTION'
-UVProjectModifier.aspect_y -> aspect_y: float 'NO DESCRIPTION'
-UVProjectModifier.image -> image: pointer 'NO DESCRIPTION'
-UVProjectModifier.num_projectors -> num_projectors: int 'Number of projectors to use'
-UVProjectModifier.override_image -> use_image_override: boolean "Override faces' current images with the given image"
-UVProjectModifier.projectors -> projectors: collection, '(read-only)'
-UVProjectModifier.scale_x -> scale_x: float 'NO DESCRIPTION'
-UVProjectModifier.scale_y -> scale_y: float 'NO DESCRIPTION'
-UVProjectModifier.uv_layer -> uv_layer: string 'UV layer name'
-UVProjector.object -> object: pointer 'Object to use as projector transform'
-UnitSettings.rotation_units -> rotation_units: enum 'Unit to use for displaying/editing rotation values'
-UnitSettings.scale_length -> scale_length: float 'Scale to use when converting between blender units and dimensions'
-UnitSettings.system -> system: enum 'The unit system to use for button display'
-UnitSettings.use_separate -> use_separate: boolean 'Display units in pairs'
-UserPreferences.active_section -> active_section: enum 'Active section of the user preferences shown in the user interface'
-UserPreferences.addons -> addons: collection, '(read-only)'
-UserPreferences.edit -> edit: pointer, '(read-only) Settings for interacting with Blender data'
-UserPreferences.filepaths -> filepaths: pointer, '(read-only) Default paths for external files'
-UserPreferences.inputs -> inputs: pointer, '(read-only) Settings for input devices'
-UserPreferences.system -> system: pointer, '(read-only) Graphics driver and operating system settings'
-UserPreferences.themes -> themes: collection, '(read-only)'
-UserPreferences.uistyles -> uistyles: collection, '(read-only)'
-UserPreferences.view -> view: pointer, '(read-only) Preferences related to viewing data'
-UserPreferencesEdit.auto_keyframe_insert_available -> use_keyframe_insert_available: boolean 'Automatic keyframe insertion in available curves'
-UserPreferencesEdit.auto_keyframe_insert_keyingset -> use_keyframe_insert_keyingset: boolean 'Automatic keyframe insertion using active Keying Set'
-UserPreferencesEdit.auto_keying_mode -> auto_keying_mode: enum 'Mode of automatic keyframe insertion for Objects and Bones'
-UserPreferencesEdit.drag_immediately -> use_drag_immediately: boolean 'Moving things with a mouse drag confirms when releasing the button'
-UserPreferencesEdit.duplicate_action -> use_duplicate_action: boolean 'Causes actions to be duplicated with the object'
-UserPreferencesEdit.duplicate_armature -> use_duplicate_armature: boolean 'Causes armature data to be duplicated with the object'
-UserPreferencesEdit.duplicate_curve -> use_duplicate_curve: boolean 'Causes curve data to be duplicated with the object'
-UserPreferencesEdit.duplicate_fcurve -> use_duplicate_fcurve: boolean 'Causes F-curve data to be duplicated with the object'
-UserPreferencesEdit.duplicate_lamp -> use_duplicate_lamp: boolean 'Causes lamp data to be duplicated with the object'
-UserPreferencesEdit.duplicate_material -> use_duplicate_material: boolean 'Causes material data to be duplicated with the object'
-UserPreferencesEdit.duplicate_mesh -> use_duplicate_mesh: boolean 'Causes mesh data to be duplicated with the object'
-UserPreferencesEdit.duplicate_metaball -> use_duplicate_metaball: boolean 'Causes metaball data to be duplicated with the object'
-UserPreferencesEdit.duplicate_particle -> use_duplicate_particle: boolean 'Causes particle systems to be duplicated with the object'
-UserPreferencesEdit.duplicate_surface -> use_duplicate_surface: boolean 'Causes surface data to be duplicated with the object'
-UserPreferencesEdit.duplicate_text -> use_duplicate_text: boolean 'Causes text data to be duplicated with the object'
-UserPreferencesEdit.duplicate_texture -> use_duplicate_texture: boolean 'Causes texture data to be duplicated with the object'
-UserPreferencesEdit.enter_edit_mode -> use_enter_edit_mode: boolean 'Enter Edit Mode automatically after adding a new object'
-UserPreferencesEdit.global_undo -> use_global_undo: boolean 'Global undo works by keeping a full copy of the file itself in memory, so takes extra memory'
-UserPreferencesEdit.grease_pencil_eraser_radius -> grease_pencil_eraser_radius: int "Radius of eraser 'brush'"
-UserPreferencesEdit.grease_pencil_euclidean_distance -> grease_pencil_euclidean_distance: int 'Distance moved by mouse when drawing stroke (in pixels) to include'
-UserPreferencesEdit.grease_pencil_manhattan_distance -> grease_pencil_manhattan_distance: int 'Pixels moved by mouse per axis when drawing stroke'
-UserPreferencesEdit.grease_pencil_simplify_stroke -> use_grease_pencil_simplify_stroke: boolean 'Simplify the final stroke'
-UserPreferencesEdit.grease_pencil_smooth_stroke -> use_grease_pencil_smooth_stroke: boolean 'Smooth the final stroke'
-UserPreferencesEdit.insertkey_xyz_to_rgb -> use_insertkey_xyz_to_rgb: boolean 'Color for newly added transformation F-Curves (Location, Rotation, Scale) and also Color is based on the transform axis'
-UserPreferencesEdit.keyframe_insert_needed -> use_keyframe_insert_needed: boolean 'Keyframe insertion only when keyframe needed'
-UserPreferencesEdit.keyframe_new_handle_type -> keyframe_new_handle_type: enum 'NO DESCRIPTION'
-UserPreferencesEdit.keyframe_new_interpolation_type -> keyframe_new_interpolation_type: enum 'NO DESCRIPTION'
-UserPreferencesEdit.material_link -> material_link: enum 'Toggle whether the material is linked to object data or the object block'
-UserPreferencesEdit.object_align -> object_align: enum "When adding objects from a 3D View menu, either align them to that view's direction or the world coordinates"
-UserPreferencesEdit.sculpt_paint_overlay_col -> sculpt_paint_overlay_col: float 'Color of texture overlay'
-UserPreferencesEdit.undo_memory_limit -> undo_memory_limit: int 'Maximum memory usage in megabytes (0 means unlimited)'
-UserPreferencesEdit.undo_steps -> undo_steps: int 'Number of undo steps available (smaller values conserve memory)'
-UserPreferencesEdit.use_auto_keying -> use_auto_keying: boolean 'Automatic keyframe insertion for Objects and Bones'
-UserPreferencesEdit.use_negative_frames -> use_negative_frames: boolean 'Current frame number can be manually set to a negative value'
-UserPreferencesEdit.use_visual_keying -> use_visual_keying: boolean 'Use Visual keying automatically for constrained objects'
-UserPreferencesFilePaths.animation_player -> animation_player: string 'Path to a custom animation/frame sequence player'
-UserPreferencesFilePaths.animation_player_preset -> animation_player_preset: enum 'Preset configs for external animation players'
-UserPreferencesFilePaths.auto_save_temporary_files -> use_auto_save_temporary_files: boolean 'Automatic saving of temporary files'
-UserPreferencesFilePaths.auto_save_time -> auto_save_time: int 'The time (in minutes) to wait between automatic temporary saves'
-UserPreferencesFilePaths.compress_file -> use_file_compression: boolean 'Enable file compression when saving .blend files'
-UserPreferencesFilePaths.filter_file_extensions -> use_filter_files: boolean 'Display only files with extensions in the image select window'
-UserPreferencesFilePaths.fonts_directory -> fonts_directory: string 'The default directory to search for loading fonts'
-UserPreferencesFilePaths.hide_dot_files_datablocks -> show_hidden_files_datablocks: boolean 'Hide files/datablocks that start with a dot(.*)'
-UserPreferencesFilePaths.image_editor -> image_editor: string 'Path to an image editor'
-UserPreferencesFilePaths.load_ui -> use_load_ui: boolean 'Load user interface setup when loading .blend files'
-UserPreferencesFilePaths.python_scripts_directory -> python_scripts_directory: string 'The default directory to search for Python scripts (resets python module search path: sys.path)'
-UserPreferencesFilePaths.recent_files -> recent_files: int 'Maximum number of recently opened files to remember'
-UserPreferencesFilePaths.render_output_directory -> render_output_directory: string 'The default directory for rendering output'
-UserPreferencesFilePaths.save_preview_images -> use_save_preview_images: boolean 'Enables automatic saving of preview images in the .blend file'
-UserPreferencesFilePaths.save_version -> save_version: int 'The number of old versions to maintain in the current directory, when manually saving'
-UserPreferencesFilePaths.sequence_plugin_directory -> sequence_plugin_directory: string 'The default directory to search for sequence plugins'
-UserPreferencesFilePaths.sounds_directory -> sounds_directory: string 'The default directory to search for sounds'
-UserPreferencesFilePaths.temporary_directory -> temporary_directory: string 'The directory for storing temporary save files'
-UserPreferencesFilePaths.texture_plugin_directory -> texture_plugin_directory: string 'The default directory to search for texture plugins'
-UserPreferencesFilePaths.textures_directory -> textures_directory: string 'The default directory to search for textures'
-UserPreferencesFilePaths.use_relative_paths -> use_relative_paths: boolean 'Default relative path option for the file selector'
-UserPreferencesInput.continuous_mouse -> use_continuous_mouse: boolean 'Allow moving the mouse outside the view on some manipulations (transform, ui control drag)'
-UserPreferencesInput.double_click_time -> double_click_time: int 'The time (in ms) for a double click'
-UserPreferencesInput.edited_keymaps -> edited_keymaps: collection, '(read-only)'
-UserPreferencesInput.emulate_3_button_mouse -> use_emulate_3_button_mouse: boolean "Emulates Middle Mouse with Alt+LeftMouse (doesn't work with Left Mouse Select option)"
-UserPreferencesInput.emulate_numpad -> use_emulate_numpad: boolean 'Causes the 1 to 0 keys to act as the numpad (useful for laptops)'
-UserPreferencesInput.invert_zoom_direction -> invert_mouse_wheel_zoom: boolean 'Invert the axis of mouse movement for zooming'
-UserPreferencesInput.ndof_pan_speed -> ndof_pan_speed: int 'The overall panning speed of an NDOF device, as percent of standard'
-UserPreferencesInput.ndof_rotate_speed -> ndof_rotate_speed: int 'The overall rotation speed of an NDOF device, as percent of standard'
-UserPreferencesInput.select_mouse -> select_mouse: enum 'The mouse button used for selection'
-UserPreferencesInput.use_middle_mouse_paste -> use_mouse_mmb_paste: boolean 'In text window, paste with middle mouse button instead of panning'
-UserPreferencesInput.view_rotation -> view_rotation: enum 'Rotation style in the viewport'
-UserPreferencesInput.wheel_invert_zoom -> wheel_invert_zoom: boolean 'Swap the Mouse Wheel zoom direction'
-UserPreferencesInput.wheel_scroll_lines -> wheel_scroll_lines: int 'The number of lines scrolled at a time with the mouse wheel'
-UserPreferencesInput.zoom_axis -> zoom_axis: enum 'Axis of mouse movement to zoom in or out on'
-UserPreferencesInput.zoom_style -> zoom_style: enum 'Which style to use for viewport scaling'
-UserPreferencesSystem.audio_channels -> audio_channels: enum 'Sets the audio channel count'
-UserPreferencesSystem.audio_device -> audio_device: enum 'Sets the audio output device'
-UserPreferencesSystem.audio_mixing_buffer -> audio_mixing_buffer: enum 'Sets the number of samples used by the audio mixing buffer'
-UserPreferencesSystem.audio_sample_format -> audio_sample_format: enum 'Sets the audio sample format'
-UserPreferencesSystem.audio_sample_rate -> audio_sample_rate: enum 'Sets the audio sample rate'
-UserPreferencesSystem.auto_execute_scripts -> use_scripts_auto_execute: boolean 'Allow any .blend file to run scripts automatically (unsafe with blend files from an untrusted source)'
-UserPreferencesSystem.clip_alpha -> clip_alpha: float 'Clip alpha below this threshold in the 3D textured view'
-UserPreferencesSystem.color_picker_type -> color_picker_type: enum 'Different styles of displaying the color picker widget'
-UserPreferencesSystem.dpi -> dpi: int 'Font size and resolution for display'
-UserPreferencesSystem.enable_all_codecs -> use_preview_images: boolean 'Enables automatic saving of preview images in the .blend file (Windows only)'
-UserPreferencesSystem.frame_server_port -> frame_server_port: int 'Frameserver Port for Frameserver Rendering'
-UserPreferencesSystem.gl_texture_limit -> gl_texture_limit: enum 'Limit the texture size to save graphics memory'
-UserPreferencesSystem.international_fonts -> use_international_fonts: boolean 'Use international fonts'
-UserPreferencesSystem.language -> language: enum 'Language use for translation'
-UserPreferencesSystem.memory_cache_limit -> memory_cache_limit: int 'Memory cache limit in sequencer (megabytes)'
-UserPreferencesSystem.prefetch_frames -> prefetch_frames: int 'Number of frames to render ahead during playback'
-UserPreferencesSystem.screencast_fps -> screencast_fps: int 'Frame rate for the screencast to be played back'
-UserPreferencesSystem.screencast_wait_time -> screencast_wait_time: int 'Time in milliseconds between each frame recorded for screencast'
-UserPreferencesSystem.scrollback -> scrollback: int 'Maximum number of lines to store for the console buffer'
-UserPreferencesSystem.solid_lights -> solid_lights: collection, '(read-only) Lights user to display objects in solid draw mode'
-UserPreferencesSystem.tabs_as_spaces -> use_tabs_as_spaces: boolean 'Automatically converts all new tabs into spaces for new and loaded text files'
-UserPreferencesSystem.texture_collection_rate -> texture_collection_rate: int 'Number of seconds between each run of the GL texture garbage collector'
-UserPreferencesSystem.texture_time_out -> texture_time_out: int 'Time since last access of a GL texture in seconds after which it is freed. (Set to 0 to keep textures allocated.)'
-UserPreferencesSystem.translate_buttons -> use_translate_buttons: boolean 'Translate button labels'
-UserPreferencesSystem.translate_toolbox -> use_translate_toolbox: boolean 'Translate toolbox menu'
-UserPreferencesSystem.translate_tooltips -> use_translate_tooltips: boolean 'Translate Tooltips'
-UserPreferencesSystem.use_antialiasing -> use_antialiasing: boolean 'Use anti-aliasing for the 3D view (may impact redraw performance)'
-UserPreferencesSystem.use_mipmaps -> use_mipmaps: boolean 'Scale textures for the 3D View (looks nicer but uses more memory and slows image reloading)'
-UserPreferencesSystem.use_textured_fonts -> use_textured_fonts: boolean 'Use textures for drawing international fonts'
-UserPreferencesSystem.use_vbos -> use_vertex_buffer_objects: boolean 'Use Vertex Buffer Objects (or Vertex Arrays, if unsupported) for viewport rendering'
-UserPreferencesSystem.use_weight_color_range -> use_weight_color_range: boolean 'Enable color range used for weight visualization in weight painting mode'
-UserPreferencesSystem.weight_color_range -> weight_color_range: pointer, '(read-only) Color range used for weight visualization in weight painting mode'
-UserPreferencesSystem.window_draw_method -> window_draw_method: enum 'Drawing method used by the window manager'
-UserPreferencesView.auto_depth -> use_mouse_auto_depth: boolean 'Use the depth under the mouse to improve view pan/rotate/zoom functionality'
-UserPreferencesView.auto_perspective -> use_auto_perspective: boolean 'Automatically switch between orthographic and perspective when changing from top/front/side views'
-UserPreferencesView.directional_menus -> use_directional_menus: boolean 'Otherwise menus, etc will always be top to bottom, left to right, no matter opening direction'
-UserPreferencesView.display_object_info -> show_object_info: boolean 'Display objects name and frame number in 3D view'
-UserPreferencesView.global_pivot -> use_global_pivot: boolean 'Lock the same rotation/scaling pivot in all 3D Views'
-UserPreferencesView.global_scene -> use_global_scene: boolean 'Forces the current Scene to be displayed in all Screens'
-UserPreferencesView.manipulator_handle_size -> manipulator_handle_size: int 'Size of widget handles as percentage of widget radius'
-UserPreferencesView.manipulator_hotspot -> manipulator_hotspot: int 'Hotspot in pixels for clicking widget handles'
-UserPreferencesView.manipulator_size -> manipulator_size: int 'Diameter of widget, in 10 pixel units'
-UserPreferencesView.mini_axis_brightness -> mini_axis_brightness: int 'The brightness of the icon'
-UserPreferencesView.mini_axis_size -> mini_axis_size: int "The axis icon's size"
-UserPreferencesView.object_origin_size -> object_origin_size: int 'Diameter in Pixels for Object/Lamp origin display'
-UserPreferencesView.open_left_mouse_delay -> open_left_mouse_delay: int 'Time in 1/10 seconds to hold the Left Mouse Button before opening the toolbox'
-UserPreferencesView.open_mouse_over -> use_mouse_over_open: boolean 'Open menu buttons and pulldowns automatically when the mouse is hovering'
-UserPreferencesView.open_right_mouse_delay -> open_right_mouse_delay: int 'Time in 1/10 seconds to hold the Right Mouse Button before opening the toolbox'
-UserPreferencesView.open_sublevel_delay -> open_sublevel_delay: int 'Time delay in 1/10 seconds before automatically opening sub level menus'
-UserPreferencesView.open_toplevel_delay -> open_toplevel_delay: int 'Time delay in 1/10 seconds before automatically opening top level menus'
-UserPreferencesView.rotate_around_selection -> use_rotate_around_selection: boolean 'Use selection as the pivot point'
-UserPreferencesView.rotation_angle -> rotation_angle: int 'The rotation step for numerical pad keys (2 4 6 8)'
-UserPreferencesView.show_mini_axis -> show_mini_axis: boolean 'Show a small rotating 3D axis in the bottom left corner of the 3D View'
-UserPreferencesView.show_playback_fps -> show_playback_fps: boolean 'Show the frames per second screen refresh rate, while animation is played back'
-UserPreferencesView.show_splash -> show_splash: boolean 'Display splash screen on startup'
-UserPreferencesView.show_view_name -> show_view_name: boolean "Show the name of the view's direction in each 3D View"
-UserPreferencesView.smooth_view -> smooth_view: int 'The time to animate the view in milliseconds, zero to disable'
-UserPreferencesView.timecode_style -> timecode_style: enum 'Format of Time Codes displayed when not displaying timing in terms of frames'
-UserPreferencesView.tooltips -> show_tooltips: boolean 'Display tooltips'
-UserPreferencesView.use_column_layout -> show_column_layout: boolean 'Use a column layout for toolbox'
-UserPreferencesView.use_large_cursors -> show_large_cursors: boolean 'Use large mouse cursors when available'
-UserPreferencesView.use_manipulator -> show_manipulator: boolean 'Use 3D transform manipulator'
-UserPreferencesView.view2d_grid_minimum_spacing -> view2d_grid_spacing_min: int 'Minimum number of pixels between each gridline in 2D Viewports'
-UserPreferencesView.zoom_to_mouse -> use_zoom_to_mouse: boolean "Zoom in towards the mouse pointer's position in the 3D view, rather than the 2D window center"
-UserSolidLight.diffuse_color -> diffuse_color: float 'The diffuse color of the OpenGL light'
-UserSolidLight.direction -> direction: float 'The direction that the OpenGL light is shining'
-UserSolidLight.enabled -> use: boolean 'Enable this OpenGL light in solid draw mode'
-UserSolidLight.specular_color -> specular_color: float 'The color of the lights specular highlight'
-ValueNodeSocket.default_value -> default_value: float 'Default value of the socket when no link is attached'
-ValueNodeSocket.name -> name: string, '(read-only) Socket name'
-VectorFont.filepath -> filepath: string, '(read-only)'
-VectorFont.packed_file -> packed_file: pointer, '(read-only)'
-VectorNodeSocket.default_value -> default_value: float 'Default value of the socket when no link is attached'
-VectorNodeSocket.name -> name: string, '(read-only) Socket name'
-VertexGroup.index -> index: int, '(read-only) Index number of the vertex group'
-VertexGroup.name -> name: string 'Vertex group name'
-VertexGroupElement.group -> group: int, '(read-only)'
-VertexGroupElement.weight -> weight: float 'Vertex Weight'
-VertexPaint.all_faces -> use_all_faces: boolean 'Paint on all faces inside brush'
-VertexPaint.normals -> use_normal: boolean 'Applies the vertex normal before painting'
-VertexPaint.spray -> use_spray: boolean 'Keep applying paint effect while holding mouse'
-VisibilityActuator.children -> apply_to_children: boolean 'Set all the children of this object to the same visibility/occlusion recursively'
-VisibilityActuator.occlusion -> use_occlusion: boolean 'Set the object to occlude objects behind it. Initialized from the object type in physics button'
-VisibilityActuator.visible -> use_visible: boolean 'Set the objects visible. Initialized from the objects render restriction toggle (access in the outliner)'
-VoronoiTexture.coloring -> color_mode: enum 'NO DESCRIPTION'
-VoronoiTexture.distance_metric -> distance_metric: enum 'NO DESCRIPTION'
-VoronoiTexture.minkovsky_exponent -> minkovsky_exponent: float 'Minkovsky exponent'
-VoronoiTexture.nabla -> nabla: float 'Size of derivative offset used for calculating normal'
-VoronoiTexture.noise_intensity -> noise_intensity: float 'NO DESCRIPTION'
-VoronoiTexture.noise_size -> noise_size: float 'Sets scaling for noise input'
-VoronoiTexture.weight_1 -> weight_1: float 'Voronoi feature weight 1'
-VoronoiTexture.weight_2 -> weight_2: float 'Voronoi feature weight 2'
-VoronoiTexture.weight_3 -> weight_3: float 'Voronoi feature weight 3'
-VoronoiTexture.weight_4 -> weight_4: float 'Voronoi feature weight 4'
-VoxelData.domain_object -> domain_object: pointer 'Object used as the smoke simulation domain'
-VoxelData.extension -> extension: enum 'Sets how the texture is extrapolated past its original bounds'
-VoxelData.file_format -> file_format: enum 'Format of the source data set to render'
-VoxelData.intensity -> intensity: float 'Multiplier for intensity values'
-VoxelData.interpolation -> interpolation: enum 'Method to interpolate/smooth values between voxel cells'
-VoxelData.resolution -> resolution: int 'Resolution of the voxel grid'
-VoxelData.smoke_data_type -> smoke_data_type: enum 'Simulation value to be used as a texture'
-VoxelData.source_path -> source_path: string 'The external source data file to use'
-VoxelData.still -> use_still_frame: boolean 'Always render a still frame from the voxel data sequence'
-VoxelData.still_frame_number -> still_frame_number: int 'The frame number to always use'
-VoxelDataTexture.image -> image: pointer 'NO DESCRIPTION'
-VoxelDataTexture.image_user -> image_user: pointer, '(read-only) Parameters defining which layer, pass and frame of the image is displayed'
-VoxelDataTexture.voxeldata -> voxeldata: pointer, '(read-only) The voxel data associated with this texture'
-WaveModifier.cyclic -> use_cyclic: boolean 'Cyclic wave effect'
-WaveModifier.damping_time -> damping_time: float 'NO DESCRIPTION'
-WaveModifier.falloff_radius -> falloff_radius: float 'NO DESCRIPTION'
-WaveModifier.height -> height: float 'NO DESCRIPTION'
-WaveModifier.lifetime -> lifetime: float 'NO DESCRIPTION'
-WaveModifier.narrowness -> narrowness: float 'NO DESCRIPTION'
-WaveModifier.normals -> use_normal: boolean 'Displace along normal'
-WaveModifier.speed -> speed: float 'NO DESCRIPTION'
-WaveModifier.start_position_object -> start_position_object: pointer 'NO DESCRIPTION'
-WaveModifier.start_position_x -> start_position_x: float 'NO DESCRIPTION'
-WaveModifier.start_position_y -> start_position_y: float 'NO DESCRIPTION'
-WaveModifier.texture -> texture: pointer 'Texture for modulating the wave'
-WaveModifier.texture_coordinates -> texture_coordinates: enum 'Texture coordinates used for modulating input'
-WaveModifier.texture_coordinates_object -> texture_coordinates_object: pointer 'NO DESCRIPTION'
-WaveModifier.time_offset -> time_offset: float 'Either the starting frame (for positive speed) or ending frame (for negative speed.)'
-WaveModifier.uv_layer -> uv_layer: string 'UV layer name'
-WaveModifier.vertex_group -> vertex_group: string 'Vertex group name for modulating the wave'
-WaveModifier.width -> width: float 'NO DESCRIPTION'
-WaveModifier.x -> use_x: boolean 'X axis motion'
-WaveModifier.x_normal -> use_normal_x: boolean 'Enable displacement along the X normal'
-WaveModifier.y -> use_y: boolean 'Y axis motion'
-WaveModifier.y_normal -> use_normal_y: boolean 'Enable displacement along the Y normal'
-WaveModifier.z_normal -> use_normal_z: boolean 'Enable displacement along the Z normal'
-Window.screen -> screen: pointer 'Active screen showing in the window'
-WindowManager.active_keyconfig -> active_keyconfig: pointer 'NO DESCRIPTION'
-WindowManager.default_keyconfig -> default_keyconfig: pointer, '(read-only)'
-WindowManager.keyconfigs -> keyconfigs: collection, '(read-only) Registered key configurations'
-WindowManager.operators -> operators: collection, '(read-only) Operator registry'
-WindowManager.windows -> windows: collection, '(read-only) Open windows'
-WipeSequence.angle -> angle: float 'Edge angle'
-WipeSequence.blur_width -> blur_width: float 'Width of the blur edge, in percentage relative to the image size'
-WipeSequence.direction -> direction: enum 'Wipe direction'
-WipeSequence.transition_type -> transition_type: enum 'NO DESCRIPTION'
-WoodTexture.nabla -> nabla: float 'Size of derivative offset used for calculating normal'
-WoodTexture.noise_basis -> noise_basis: enum 'Sets the noise basis used for turbulence'
-WoodTexture.noise_size -> noise_size: float 'Sets scaling for noise input'
-WoodTexture.noise_type -> noise_type: enum 'NO DESCRIPTION'
-WoodTexture.noisebasis2 -> noisebasis2: enum 'NO DESCRIPTION'
-WoodTexture.stype -> stype: enum 'NO DESCRIPTION'
-WoodTexture.turbulence -> turbulence: float 'Sets the turbulence of the bandnoise and ringnoise types'
-World.active_texture -> active_texture: pointer 'Active texture slot being displayed'
-World.active_texture_index -> active_texture_index: int 'Index of active texture slot'
-World.ambient_color -> ambient_color: float 'NO DESCRIPTION'
-World.animation_data -> animation_data: pointer, '(read-only) Animation data for this datablock'
-World.blend_sky -> use_sky_blend: boolean 'Render background with natural progression from horizon to zenith'
-World.exposure -> exposure: float 'Amount of exponential color correction for light'
-World.horizon_color -> horizon_color: float 'Color at the horizon'
-World.lighting -> lighting: pointer, '(read-only) World lighting settings'
-World.mist -> mist: pointer, '(read-only) World mist settings'
-World.paper_sky -> use_sky_paper: boolean 'Flatten blend or texture coordinates'
-World.range -> range: float 'The color range that will be mapped to 0-1'
-World.real_sky -> use_sky_real: boolean 'Render background with a real horizon, relative to the camera angle'
-World.stars -> stars: pointer, '(read-only) World stars settings'
-World.texture_slots -> texture_slots: collection, '(read-only) Texture slots defining the mapping and influence of textures'
-World.zenith_color -> zenith_color: float 'Color at the zenith'
-WorldLighting.adapt_to_speed -> adapt_to_speed: float 'Use the speed vector pass to reduce AO samples in fast moving pixels. Higher values result in more aggressive sample reduction. Requires Vec pass enabled (for Raytrace Adaptive QMC)'
-WorldLighting.ao_blend_mode -> ao_blend_type: enum 'Defines how AO mixes with material shading'
-WorldLighting.ao_factor -> ao_factor: float 'Factor for ambient occlusion blending'
-WorldLighting.bias -> bias: float 'Bias (in radians) to prevent smoothed faces from showing banding (for Raytrace Constant Jittered)'
-WorldLighting.correction -> correction: float 'Ad-hoc correction for over-occlusion due to the approximation (for Approximate)'
-WorldLighting.distance -> distance: float 'Length of rays, defines how far away other faces give occlusion effect'
-WorldLighting.environment_color -> environment_color: enum 'Defines where the color of the environment light comes from'
-WorldLighting.environment_energy -> environment_energy: float 'Defines the strength of environment light'
-WorldLighting.error_tolerance -> error_tolerance: float 'Low values are slower and higher quality (for Approximate)'
-WorldLighting.falloff -> use_falloff: boolean 'NO DESCRIPTION'
-WorldLighting.falloff_strength -> falloff_strength: float "Distance attenuation factor, the higher, the 'shorter' the shadows"
-WorldLighting.gather_method -> gather_method: enum 'NO DESCRIPTION'
-WorldLighting.indirect_bounces -> indirect_bounces: int 'Number of indirect diffuse light bounces to use for approximate ambient occlusion'
-WorldLighting.indirect_factor -> indirect_factor: float 'Factor for how much surrounding objects contribute to light'
-WorldLighting.passes -> passes: int 'Number of preprocessing passes to reduce overocclusion (for approximate ambient occlusion)'
-WorldLighting.pixel_cache -> use_cache: boolean 'Cache AO results in pixels and interpolate over neighbouring pixels for speedup (for Approximate)'
-WorldLighting.sample_method -> sample_method: enum 'Method for generating shadow samples (for Raytrace)'
-WorldLighting.samples -> samples: int 'Amount of ray samples. Higher values give smoother results and longer rendering times'
-WorldLighting.threshold -> threshold: float 'Samples below this threshold will be considered fully shadowed/unshadowed and skipped (for Raytrace Adaptive QMC)'
-WorldLighting.use_ambient_occlusion -> use_ambient_occlusian: boolean 'Use Ambient Occlusion to add shadowing based on distance between objects'
-WorldLighting.use_environment_lighting -> use_environment_lighting: boolean 'Add light coming from the environment'
-WorldLighting.use_indirect_lighting -> use_indirect_lighting: boolean 'Add indirect light bouncing of surrounding objects'
-WorldMistSettings.depth -> depth: float 'The distance over which the mist effect fades in'
-WorldMistSettings.falloff -> falloff: enum 'Type of transition used to fade mist'
-WorldMistSettings.height -> height: float 'Control how much mist density decreases with height'
-WorldMistSettings.intensity -> intensity: float 'Intensity of the mist effect'
-WorldMistSettings.start -> start: float 'Starting distance of the mist, measured from the camera'
-WorldMistSettings.use_mist -> use_mist: boolean 'Occlude objects with the environment color as they are further away'
-WorldStarsSettings.average_separation -> average_separation: float 'Average distance between any two stars'
-WorldStarsSettings.color_randomization -> color_randomization: float 'Randomize star colors'
-WorldStarsSettings.min_distance -> distance_min: float 'Minimum distance to the camera for stars'
-WorldStarsSettings.size -> size: float 'Average screen dimension of stars'
-WorldStarsSettings.use_stars -> use_stars: boolean 'Enable starfield generation'
-WorldTextureSlot.blend_factor -> blend_factor: float 'Amount texture affects color progression of the background'
-WorldTextureSlot.horizon_factor -> horizon_factor: float 'Amount texture affects color of the horizon'
-WorldTextureSlot.map_blend -> use_map_blend: boolean 'Affect the color progression of the background'
-WorldTextureSlot.map_horizon -> use_map_horizon: boolean 'Affect the color of the horizon'
-WorldTextureSlot.map_zenith_down -> use_map_zenith_down: boolean 'Affect the color of the zenith below'
-WorldTextureSlot.map_zenith_up -> use_map_zenith_up: boolean 'Affect the color of the zenith above'
-WorldTextureSlot.object -> object: pointer 'Object to use for mapping with Object texture coordinates'
-WorldTextureSlot.texture_coordinates -> texture_coordinates: enum 'Texture coordinates used to map the texture onto the background'
-WorldTextureSlot.zenith_down_factor -> zenith_down_factor: float 'Amount texture affects color of the zenith below'
-WorldTextureSlot.zenith_up_factor -> zenith_up_factor: float 'Amount texture affects color of the zenith above'
++ * Action.fcurves -> fcurves: collection, "'(read-only) The individual F-Curves that make up the Action'"
++ * Action.groups -> groups: collection, "'(read-only) Convenient groupings of F-Curves'"
++ * Action.pose_markers -> pose_markers: collection, "'(read-only) Markers specific to this Action, for labeling poses'"
++ * ActionActuator.action -> action: pointer "'NO DESCRIPTION'"
++ * ActionActuator.blendin -> frame_blend_in: int "'Number of frames of motion blending'"
++ * ActionActuator.continue_last_frame -> use_continue_last_frame: boolean "'Restore last frame when switching on/off, otherwise play from the start each time'"
++ * ActionActuator.frame_end -> frame_end: int "'NO DESCRIPTION'"
++ * ActionActuator.frame_property -> frame_property: string '"Assign the action\'s current frame number to this property"'
++ * ActionActuator.frame_start -> frame_start: int "'NO DESCRIPTION'"
++ * ActionActuator.mode -> play_mode: enum "'Action playback type'"
++ * ActionActuator.priority -> priority: int "'Execution priority - lower numbers will override actions with higher numbers. With 2 or more actions at once, the overriding channels must be lower in the stack'"
++ * ActionActuator.property -> property: string "'Use this property to define the Action position'"
++ * ActionConstraint.action -> action: pointer "'NO DESCRIPTION'"
++ * ActionConstraint.frame_end -> frame_end: int "'Last frame of the Action to use'"
++ * ActionConstraint.frame_start -> frame_start: int "'First frame of the Action to use'"
++ * ActionConstraint.maximum -> max: float "'Maximum value for target channel range'"
++ * ActionConstraint.minimum -> min: float "'Minimum value for target channel range'"
++ * ActionConstraint.subtarget -> subtarget: string "'NO DESCRIPTION'"
++ * ActionConstraint.target -> target: pointer "'Target Object'"
++ * ActionConstraint.transform_channel -> transform_channel: enum "'Transformation channel from the target that is used to key the Action'"
++ * ActionGroup.channels -> channels: collection, "'(read-only) F-Curves in this group'"
++ * ActionGroup.custom_color -> custom_color: int "'Index of custom color set'"
++ * ActionGroup.expanded -> show_expanded: boolean "'Action Group is expanded'"
++ * ActionGroup.lock -> lock: boolean "'Action Group is locked'"
++ * ActionGroup.name -> name: string "'NO DESCRIPTION'"
++ * ActionGroup.select -> select: boolean "'Action Group is selected'"
++ * Actuator.expanded -> show_expanded: boolean "'Set actuator expanded in the user interface'"
++ * Actuator.name -> name: string "'NO DESCRIPTION'"
++ * Actuator.pinned -> pinned: boolean "'Display when not linked to a visible states controller'"
++ * Actuator.type -> type: enum "'NO DESCRIPTION'"
++ * ActuatorSensor.actuator -> actuator: string "'Actuator name, actuator active state modifications will be detected'"
++ * Addon.module -> module: string "'Module name'"
++ * AnimData.action -> action: pointer "'Active Action for this datablock'"
++ * AnimData.action_blending -> action_blend_type: enum '"Method used for combining Active Action\'s result with result of NLA stack"'
++ * AnimData.action_extrapolation -> action_extrapolation: enum '"Action to take for gaps past the Active Action\'s range (when evaluating with NLA)"'
++ * AnimData.action_influence -> action_influence: float "'Amount the Active Action contributes to the result of the NLA stack'"
++ * AnimData.drivers -> drivers: collection, "'(read-only) The Drivers/Expressions for this datablock'"
++ * AnimData.nla_enabled -> use_nla: boolean "'NLA stack is evaluated when evaluating this block'"
++ * AnimData.nla_tracks -> nla_tracks: collection, "'(read-only) NLA Tracks (i.e. Animation Layers)'"
++ * AnimViz.motion_paths -> motion_path: pointer, "'(read-only) Motion Path settings for visualisation'"
++ * AnimViz.onion_skinning -> onion_skin_frames: pointer, "'(read-only) Onion Skinning (ghosting) settings for visualisation'"
++ * AnimVizMotionPaths.after_current -> frame_after: int '"Number of frames to show after the current frame (only for \'Around Current Frame\' Onion-skinning method)"'
++ * AnimVizMotionPaths.bake_location -> bake_location: enum "'When calculating Bone Paths, use Head or Tips'"
++ * AnimVizMotionPaths.before_current -> frame_before: int '"Number of frames to show before the current frame (only for \'Around Current Frame\' Onion-skinning method)"'
++ * AnimVizMotionPaths.frame_end -> frame_end: int '"End frame of range of paths to display/calculate (not for \'Around Current Frame\' Onion-skinning method)"'
++ * AnimVizMotionPaths.frame_start -> frame_start: int '"Starting frame of range of paths to display/calculate (not for \'Around Current Frame\' Onion-skinning method)"'
++ * AnimVizMotionPaths.frame_step -> frame_step: int '"Number of frames between paths shown (not for \'On Keyframes\' Onion-skinning method)"'
++ * AnimVizMotionPaths.highlight_keyframes -> show_keyframe_highlight: boolean "'Emphasize position of keyframes on Motion Paths'"
++ * AnimVizMotionPaths.search_all_action_keyframes -> show_keyframe_action_all: boolean "'For bone motion paths, search whole Action for keyframes instead of in group with matching name only (is slower)'"
++ * AnimVizMotionPaths.show_frame_numbers -> show_frame_numbers: boolean "'Show frame numbers on Motion Paths'"
++ * AnimVizMotionPaths.show_keyframe_numbers -> show_keyframe_numbers: boolean "'Show frame numbers of Keyframes on Motion Paths'"
++ * AnimVizMotionPaths.type -> type: enum "'Type of range to show for Motion Paths'"
++ * AnimVizOnionSkinning.after_current -> frame_after: int '"Number of frames to show after the current frame (only for \'Around Current Frame\' Onion-skinning method)"'
++ * AnimVizOnionSkinning.before_current -> frame_before: int '"Number of frames to show before the current frame (only for \'Around Current Frame\' Onion-skinning method)"'
++ * AnimVizOnionSkinning.frame_end -> frame_end: int '"End frame of range of Ghosts to display (not for \'Around Current Frame\' Onion-skinning method)"'
++ * AnimVizOnionSkinning.frame_start -> frame_start: int '"Starting frame of range of Ghosts to display (not for \'Around Current Frame\' Onion-skinning method)"'
++ * AnimVizOnionSkinning.frame_step -> frame_step: int '"Number of frames between ghosts shown (not for \'On Keyframes\' Onion-skinning method)"'
++ * AnimVizOnionSkinning.only_selected -> show_only_selected: boolean "'For Pose-Mode drawing, only draw ghosts for selected bones'"
++ * AnimVizOnionSkinning.type -> type: enum "'Method used for determining what ghosts get drawn'"
+*convert to spaces.active* * Area.active_space -> active_space: pointer, "'(read-only) Space currently being displayed in this area'"
++ * Area.regions -> regions: collection, "'(read-only) Regions this area is subdivided in'"
++ * Area.show_menus -> show_menus: boolean "'Show menus in the header'"
++ * Area.spaces -> spaces: collection, "'(read-only) Spaces contained in this area, the first space is active'"
++ * Area.type -> type: enum "'Space type'"
++ * AreaLamp.dither -> use_dither: boolean "'Use 2x2 dithering for sampling (Constant Jittered sampling)'"
++ * AreaLamp.gamma -> gamma: float "'Light gamma correction value'"
++ * AreaLamp.jitter -> use_jitter: boolean "'Use noise for sampling (Constant Jittered sampling)'"
++ * AreaLamp.only_shadow -> use_only_shadow: boolean "'Causes light to cast shadows only without illuminating objects'"
++ * AreaLamp.shadow_adaptive_threshold -> shadow_adaptive_threshold: float "'Threshold for Adaptive Sampling (Raytraced shadows)'"
++ * AreaLamp.shadow_color -> shadow_color: float "'Color of shadows cast by the lamp'"
++ * AreaLamp.shadow_layer -> use_shadow_layer: boolean "'Causes only objects on the same layer to cast shadows'"
++ * AreaLamp.shadow_method -> shadow_method: enum "'Method to compute lamp shadow with'"
++ * AreaLamp.shadow_ray_samples_x -> shadow_ray_samples_x: int "'Amount of samples taken extra (samples x samples)'"
++ * AreaLamp.shadow_ray_samples_y -> shadow_ray_samples_y: int "'Amount of samples taken extra (samples x samples)'"
++ * AreaLamp.shadow_ray_sampling_method -> shadow_ray_sample_method: enum "'Method for generating shadow samples: Adaptive QMC is fastest, Constant QMC is less noisy but slower'"
++ * AreaLamp.shadow_soft_size -> shadow_soft_size: float "'Light size for ray shadow sampling (Raytraced shadows)'"
++ * AreaLamp.shape -> shape: enum "'Shape of the area lamp'"
++ * AreaLamp.size -> size: float "'Size of the area of the area Lamp, X direction size for Rectangle shapes'"
++ * AreaLamp.size_y -> size_y: float "'Size of the area of the area Lamp in the Y direction for Rectangle shapes'"
++ * AreaLamp.umbra -> use_umbra: boolean "'Emphasize parts that are fully shadowed (Constant Jittered sampling)'"
++ * Armature.animation_data -> animation_data: pointer, "'(read-only) Animation data for this datablock'"
++ * Armature.auto_ik -> use_auto_ik: boolean "'Add temporaral IK constraints while grabbing bones in Pose Mode'"
++ * Armature.bones -> bones: collection, "'(read-only)'"
++ * Armature.deform_envelope -> use_deform_envelopes: boolean "'Enable Bone Envelopes when defining deform'"
++ * Armature.deform_quaternion -> use_deform_preserve_volume: boolean "'Deform rotation interpolation with quaternions'"
++ * Armature.deform_vertexgroups -> use_deform_vertex_groups: boolean "'Enable Vertex Groups when defining deform'"
++ * Armature.delay_deform -> use_deform_delay: boolean '"Don\'t deform children when manipulating bones in Pose Mode"'
++ * Armature.draw_axes -> show_axes: boolean "'Draw bone axes'"
++ * Armature.draw_custom_bone_shapes -> show_bone_custom_shapes: boolean "'Draw bones with their custom shapes'"
++ * Armature.draw_group_colors -> show_group_colors: boolean "'Draw bone group colors'"
++ * Armature.draw_names -> show_names: boolean "'Draw bone names'"
++ * Armature.drawtype -> draw_type: enum "'NO DESCRIPTION'"
++ * Armature.edit_bones -> edit_bones: collection, "'(read-only)'"
++ * Armature.ghost_frame_end -> ghost_frame_end: int '"End frame of range of Ghosts to display (not for \'Around Current Frame\' Onion-skinning method)"'
++ * Armature.ghost_frame_start -> ghost_frame_start: int '"Starting frame of range of Ghosts to display (not for \'Around Current Frame\' Onion-skinning method)"'
++ * Armature.ghost_only_selected -> show_only_ghost_selected: boolean "'NO DESCRIPTION'"
++ * Armature.ghost_size -> ghost_size: int '"Frame step for Ghosts (not for \'On Keyframes\' Onion-skinning method)"'
++ * Armature.ghost_step -> ghost_step: int '"Number of frame steps on either side of current frame to show as ghosts (only for \'Around Current Frame\' Onion-skinning method)"'
++ * Armature.ghost_type -> ghost_type: enum "'Method of Onion-skinning for active Action'"
++ * Armature.layer -> layers: boolean "'Armature layer visibility'"
++ * Armature.layer_protection -> layers_protected: boolean "'Protected layers in Proxy Instances are restored to Proxy settings on file reload and undo'"
++ * Armature.pose_position -> pose_position: enum "'Show armature in binding pose or final posed state'"
++ * Armature.x_axis_mirror -> use_mirror_x: boolean "'Apply changes to matching bone on opposite side of X-Axis'"
++ * ArmatureActuator.bone -> bone: string "'Bone on which the constraint is defined'"
++ * ArmatureActuator.constraint -> constraint: string "'Name of the constraint you want to control'"
++ * ArmatureActuator.mode -> mode: enum "'NO DESCRIPTION'"
++ * ArmatureActuator.secondary_target -> secondary_target: pointer "'Set weight of this constraint'"
++ * ArmatureActuator.target -> target: pointer "'Set this object as the target of the constraint'"
++ * ArmatureActuator.weight -> weight: float "'Set weight of this constraint'"
++ * ArmatureBones.active -> active: pointer "'Armatures active bone'"
++ * ArmatureEditBones.active -> active: pointer "'Armatures active edit bone'"
++ * ArmatureModifier.invert -> invert_vertex_group: boolean "'Invert vertex group influence'"
++ * ArmatureModifier.multi_modifier -> use_multi_modifier: boolean "'Use same input as previous modifier, and mix results using overall vgroup'"
++ * ArmatureModifier.object -> object: pointer "'Armature object to deform with'"
++ * ArmatureModifier.quaternion -> use_deform_preserve_volume: boolean "'Deform rotation interpolation with quaternions'"
++ * ArmatureModifier.use_bone_envelopes -> use_bone_envelopes: boolean "'NO DESCRIPTION'"
++ * ArmatureModifier.use_vertex_groups -> use_vertex_groups: boolean "'NO DESCRIPTION'"
++ * ArmatureModifier.vertex_group -> vertex_group: string "'Vertex group name'"
++ * ArmatureSensor.bone -> bone: string "'Identify the bone to check value from'"
++ * ArmatureSensor.constraint -> constraint: string "'Identify the bone constraint to check value from'"
++ * ArmatureSensor.test_type -> test_type: enum "'Type of value and test'"
++ * ArmatureSensor.value -> value: float "'Specify value to be used in comparison'"
++ * ArrayModifier.add_offset_object -> use_object_offset: boolean '"Add another object\'s transformation to the total offset"'
++ * ArrayModifier.constant_offset -> use_constant_offset: boolean "'Add a constant offset'"
++ * ArrayModifier.constant_offset_displacement -> constant_offset_displace: float "'NO DESCRIPTION'"
+*CHECK THIS WITH SIMILAR* * ArrayModifier.count -> count: int "'Number of duplicates to make'"
++ * ArrayModifier.curve -> curve: pointer "'Curve object to fit array length to'"
++ * ArrayModifier.end_cap -> end_cap: pointer "'Mesh object to use as an end cap'"
++ * ArrayModifier.fit_type -> fit_type: enum "'Array length calculation method'"
++ * ArrayModifier.length -> fit_length: float "'Length to fit array within'"
++ *