-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
-ActionActuator.blendin -> blendin: int Number of frames of motion blending
-ActionActuator.frame_end -> frame_end: int
-ActionActuator.frame_property -> frame_property: string Assign the action's current frame number to this property
-ActionActuator.frame_start -> frame_start: int
-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
-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 -> maximum: float Maximum value for target channel range
-ActionConstraint.minimum -> minimum: float Minimum value for target channel range
-ActionConstraint.subtarget -> subtarget: string
-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.name -> name: string
-Actuator.name -> name: string
-Actuator.type -> type: enum
-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_blending: 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_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_skinning: 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.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.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.spaces -> spaces: collection, (read-only) Spaces contained in this area, the first space is active
-Area.type -> type: enum Space type
-AreaLamp.gamma -> gamma: float Light gamma correction value
-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_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_sampling_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
-Armature.animation_data -> animation_data: pointer, (read-only) Animation data for this datablock
-Armature.bones -> bones: collection, (read-only)
-Armature.drawtype -> drawtype: enum
-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_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.pose_position -> pose_position: enum Show armature in binding pose or final posed state
-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
-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.object -> object: pointer Armature object to deform with
-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.constant_offset_displacement -> constant_offset_displacement: float
-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_distance -> merge_distance: float Limit below which to merge vertices
-ArrayModifier.offset_object -> offset_object: pointer
-ArrayModifier.relative_offset_displacement -> relative_offset_displacement: float
-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.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
-BevelModifier.width -> width: float Bevel value/amount
-BezierSplinePoint.co -> co: float Coordinates of the control point
-BezierSplinePoint.handle1 -> handle1: float Coordinates of the first handle
-BezierSplinePoint.handle1_type -> handle1_type: enum Handle types
-BezierSplinePoint.handle2 -> handle2: float Coordinates of the second handle
-BezierSplinePoint.handle2_type -> handle2_type: enum Handle types
-BezierSplinePoint.radius -> radius: float, (read-only) Radius for bevelling
-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.name -> name: string Boid rule name
-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
-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.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
-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
-BoidSettings.aggression -> aggression: float Boid will fight this times stronger enemy
-BoidSettings.air_max_acc -> air_max_acc: float Maximum acceleration in air (relative to maximum speed)
-BoidSettings.air_max_ave -> air_max_ave: float Maximum angular velocity in air (relative to 180 degrees)
-BoidSettings.air_max_speed -> air_max_speed: float Maximum speed in air
-BoidSettings.air_min_speed -> air_min_speed: 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.banking -> banking: 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_max_acc: float Maximum acceleration on land (relative to maximum speed)
-BoidSettings.land_max_ave -> land_max_ave: float Maximum angular velocity on land (relative to 180 degrees)
-BoidSettings.land_max_speed -> land_max_speed: 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 -> landing_smoothness: 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
-BoidState.falloff -> falloff: float
-BoidState.name -> name: string Boid state name
-BoidState.rule_fuzziness -> rule_fuzziness: float
-BoidState.rules -> rules: collection, (read-only)
-BoidState.ruleset_type -> ruleset_type: enum How the rules in the list are evaluated
-BoidState.volume -> volume: float
-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.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.matrix -> matrix: float 3x3 bone matrix
-Bone.matrix_local -> matrix_local: float 4x4 bone matrix relative to armature
-Bone.name -> name: string
-Bone.parent -> parent: pointer, (read-only) Parent bone (in same Armature)
-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
-BooleanModifier.object -> object: pointer Mesh object to use for Boolean operation
-BooleanModifier.operation -> operation: enum
-BooleanProperty.array_length -> array_length: int, (read-only) Maximum length of the array, 0 means unlimited
-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
-Brush.color -> color: float
-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.imagepaint_tool -> imagepaint_tool: enum
-Brush.jitter -> jitter: float Jitter the position of the brush while painting
-Brush.rate -> rate: float Interval between paints for Airbrush
-Brush.sculpt_tool -> sculpt_tool: enum
-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.texture -> texture: pointer
-Brush.texture_slot -> texture_slot: pointer, (read-only)
-Brush.vertexpaint_tool -> vertexpaint_tool: enum
-BrushTextureSlot.angle -> angle: float Defines brush texture rotation
-BrushTextureSlot.map_mode -> map_mode: enum
-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.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.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.type -> type: enum Camera types
-CameraActuator.axis -> axis: enum Specify the axis the Camera will try to get behind
-CameraActuator.height -> height: float
-CameraActuator.max -> max: float
-CameraActuator.min -> min: float
-CameraActuator.object -> object: pointer Look at this Object
-CastModifier.cast_type -> cast_type: enum
-CastModifier.factor -> factor: float
-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.vertex_group -> vertex_group: string Vertex group name
-ChildOfConstraint.subtarget -> subtarget: string
-ChildOfConstraint.target -> target: pointer Target Object
-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.friction -> friction: float Friction force if a collision happened. (higher = less movement)
-ClothCollisionSettings.group -> group: pointer Limit colliders to this Group
-ClothCollisionSettings.min_distance -> min_distance: 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_min_distance: 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
-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
-ClothSettings.mass -> mass: float Mass of cloth material
-ClothSettings.mass_vertex_group -> mass_vertex_group: string Vertex Group for pinning of vertices
-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.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
-CloudsTexture.stype -> stype: enum
-CollectionProperty.fixed_type -> fixed_type: pointer, (read-only) Fixed pointer type, empty if variable type
-CollisionModifier.settings -> settings: pointer, (read-only)
-CollisionSensor.material -> material: string Only look for Objects with this material
-CollisionSensor.property -> property: string Only look for Objects with this property
-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.friction_factor -> friction_factor: float Amount of friction during particle collision
-CollisionSettings.inner_thickness -> inner_thickness: float Inner face thickness
-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
-ColorRampElement.color -> color: float
-ColorRampElement.position -> position: float
-ColorSequence.color -> color: float
-CompositorNode.type -> type: enum, (read-only)
-CompositorNodeAlphaOver.premul -> premul: float Mix Factor
-CompositorNodeBilateralblur.iterations -> iterations: int
-CompositorNodeBilateralblur.sigma_color -> sigma_color: float
-CompositorNodeBilateralblur.sigma_space -> sigma_space: float
-CompositorNodeBlur.factor -> factor: float
-CompositorNodeBlur.factor_x -> factor_x: float
-CompositorNodeBlur.factor_y -> factor_y: float
-CompositorNodeBlur.filter_type -> filter_type: enum
-CompositorNodeBlur.sizex -> sizex: int
-CompositorNodeBlur.sizey -> sizey: int
-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
-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
-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
-CompositorNodeColorSpill.channel -> channel: enum
-CompositorNodeColorSpill.limit_channel -> limit_channel: enum
-CompositorNodeColorSpill.ratio -> ratio: float Scale limit by value
-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.x1 -> x1: int
-CompositorNodeCrop.x2 -> x2: int
-CompositorNodeCrop.y1 -> y1: int
-CompositorNodeCrop.y2 -> y2: int
-CompositorNodeCurveRGB.mapping -> mapping: pointer, (read-only)
-CompositorNodeCurveVec.mapping -> mapping: pointer, (read-only)
-CompositorNodeDBlur.angle -> angle: float
-CompositorNodeDBlur.center_x -> center_x: float
-CompositorNodeDBlur.center_y -> center_y: float
-CompositorNodeDBlur.distance -> distance: float
-CompositorNodeDBlur.iterations -> iterations: int
-CompositorNodeDBlur.spin -> spin: float
-CompositorNodeDBlur.zoom -> zoom: float
-CompositorNodeDefocus.angle -> angle: int Bokeh shape rotation offset in degrees
-CompositorNodeDefocus.bokeh -> bokeh: enum
-CompositorNodeDefocus.f_stop -> f_stop: float Amount of focal blur, 128=infinity=perfect focus, half the value doubles the blur radius
-CompositorNodeDefocus.max_blur -> max_blur: float blur limit, maximum CoC radius, 0=no limit
-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.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
-CompositorNodeFlip.axis -> axis: enum
-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
-CompositorNodeGlare.iterations -> iterations: int
-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.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
-CompositorNodeHueSat.sat -> sat: float
-CompositorNodeHueSat.val -> val: float
-CompositorNodeIDMask.index -> index: int Pass index number to convert to alpha
-CompositorNodeImage.frames -> frames: int Number of images used in animation
-CompositorNodeImage.image -> image: pointer
-CompositorNodeImage.layer -> layer: enum
-CompositorNodeImage.offset -> offset: int Offsets the number of the frame to use in the animation
-CompositorNodeImage.start -> start: int
-CompositorNodeLevels.channel -> channel: enum
-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
-CompositorNodeMapValue.max -> max: float
-CompositorNodeMapValue.min -> min: float
-CompositorNodeMapValue.offset -> offset: float
-CompositorNodeMapValue.size -> size: float
-CompositorNodeMath.operation -> operation: enum
-CompositorNodeMixRGB.blend_type -> blend_type: enum
-CompositorNodeOutputFile.exr_codec -> exr_codec: enum
-CompositorNodeOutputFile.filepath -> filepath: string Output path for the image, same functionality as render output.
-CompositorNodeOutputFile.frame_end -> frame_end: int
-CompositorNodeOutputFile.frame_start -> frame_start: int
-CompositorNodeOutputFile.image_type -> image_type: enum
-CompositorNodeOutputFile.quality -> quality: int
-CompositorNodePremulKey.mapping -> mapping: enum Conversion between premultiplied alpha and key alpha
-CompositorNodeRLayers.layer -> layer: enum
-CompositorNodeRLayers.scene -> scene: pointer
-CompositorNodeRotate.filter -> filter: enum Method to use to filter rotation
-CompositorNodeScale.space -> space: enum Coordinate space to scale relative to
-CompositorNodeSplitViewer.axis -> axis: enum
-CompositorNodeSplitViewer.factor -> factor: int
-CompositorNodeTexture.node_output -> node_output: int For node-based textures, which output node to use
-CompositorNodeTexture.texture -> texture: pointer
-CompositorNodeTime.curve -> curve: pointer, (read-only)
-CompositorNodeTime.end -> end: int
-CompositorNodeTime.start -> start: int
-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
-CompositorNodeValToRGB.color_ramp -> color_ramp: pointer, (read-only)
-CompositorNodeVecBlur.factor -> factor: float Scaling factor for motion vectors; actually 'shutter speed' in frames
-CompositorNodeVecBlur.max_speed -> max_speed: int Maximum speed, or zero for none
-CompositorNodeVecBlur.min_speed -> min_speed: int Minimum speed for a pixel to be blurred; used to separate background from foreground
-CompositorNodeVecBlur.samples -> samples: int
-ConsoleLine.current_character -> current_character: int
-ConsoleLine.line -> line: string Text in the line
-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.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.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.limit -> limit: enum
-ConstraintActuator.limit_max -> limit_max: float
-ConstraintActuator.limit_min -> limit_min: float
-ConstraintActuator.material -> material: string Ray detects only Objects with this material
-ConstraintActuator.max_angle -> max_angle: 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 -> max_rotation: float Reference Direction
-ConstraintActuator.min_angle -> min_angle: 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.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
-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.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.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.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.name -> name: string
-Controller.state_number -> state_number: int Set Controller state index (1 to 30)
-Controller.type -> type: enum
-CopyLocationConstraint.head_tail -> head_tail: float Target along length of bone: Head=0, Tail=1
-CopyLocationConstraint.subtarget -> subtarget: string
-CopyLocationConstraint.target -> target: pointer Target Object
-CopyRotationConstraint.subtarget -> subtarget: string
-CopyRotationConstraint.target -> target: pointer Target Object
-CopyScaleConstraint.subtarget -> subtarget: string
-CopyScaleConstraint.target -> target: pointer Target Object
-CopyTransformsConstraint.head_tail -> head_tail: float Target along length of bone: Head=0, Tail=1
-CopyTransformsConstraint.subtarget -> subtarget: string
-CopyTransformsConstraint.target -> target: pointer Target Object
-Curve.animation_data -> animation_data: pointer, (read-only) Animation data for this datablock
-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.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.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.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
-CurveMapping.black_level -> black_level: float For RGB curves, the color that black is mapped to
-CurveMapping.clip_max_x -> clip_max_x: float
-CurveMapping.clip_max_y -> clip_max_y: float
-CurveMapping.clip_min_x -> clip_min_x: float
-CurveMapping.clip_min_y -> clip_min_y: float
-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
-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
-DisplaceModifier.direction -> direction: enum
-DisplaceModifier.midlevel -> midlevel: float Material value that gives no displacement
-DisplaceModifier.strength -> strength: float
-DisplaceModifier.texture -> texture: pointer
-DisplaceModifier.texture_coordinate_object -> texture_coordinate_object: pointer
-DisplaceModifier.texture_coordinates -> texture_coordinates: enum
-DisplaceModifier.uv_layer -> uv_layer: string UV layer name
-DisplaceModifier.vertex_group -> vertex_group: string Vertex group name
-DistortedNoiseTexture.distortion -> distortion: float
-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.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.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.slip_type -> slip_type: enum
-DomainFluidSettings.start_time -> start_time: float Simulation time of the first blender frame
-DomainFluidSettings.surface_smoothing -> surface_smoothing: 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
-DopeSheet.filtering_group -> filtering_group: pointer Group that included Object should be a member of
-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.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
-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
-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.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.matrix -> matrix: float, (read-only) Read-only matrix calculated from the roll (armature space)
-EditBone.name -> name: string
-EditBone.parent -> parent: pointer Parent edit bone (in same Armature)
-EditBone.roll -> roll: float Bone rotation around head-tail axis
-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
-EditObjectActuator.linear_velocity -> linear_velocity: float Velocity upon creation
-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.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.crop -> crop: pointer, (read-only)
-EffectSequence.multiply_colors -> multiply_colors: float
-EffectSequence.proxy -> proxy: pointer, (read-only)
-EffectSequence.strobe -> strobe: float Only display every nth frame
-EffectSequence.transform -> transform: pointer, (read-only)
-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.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.mapping -> mapping: enum
-EnvironmentMap.resolution -> resolution: int Pixel resolution of the rendered environment map
-EnvironmentMap.source -> source: enum
-EnvironmentMap.viewpoint_object -> viewpoint_object: pointer Object to use as the environment map's viewpoint location
-EnvironmentMap.zoom -> zoom: float
-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.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
-Event.ascii -> ascii: string, (read-only) Single ASCII character for this event
-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.type -> type: enum, (read-only)
-Event.value -> value: enum, (read-only) The type of event, only applies to some
-ExplodeModifier.protect -> protect: float Clean vertex group edges
-ExplodeModifier.vertex_group -> vertex_group: string
-ExpressionController.expression -> expression: string
-FCurve.array_index -> array_index: int Index to the specific property affected by F-Curve if applicable
-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.extrapolation -> extrapolation: enum
-FCurve.group -> group: pointer Action Group that this F-Curve belongs to
-FCurve.keyframe_points -> keyframe_points: collection, (read-only) User-editable keyframes
-FCurve.modifiers -> modifiers: collection, (read-only) Modifiers affecting the shape of the F-Curve
-FCurve.sampled_points -> sampled_points: collection, (read-only) Sampled animation data
-FCurveModifiers.active -> active: pointer Active F-Curve Modifier
-FCurveSample.co -> co: float Point coordinates
-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_maximum: float Upper distance from Reference Value for 1:1 default influence
-FModifierEnvelope.default_minimum -> default_minimum: 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 -> maximum: float Upper bound of envelope at this control-point
-FModifierEnvelopeControlPoint.minimum -> minimum: float Lower bound of envelope at this control-point
-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.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 -> maximum_x: float Highest X value to allow
-FModifierLimits.maximum_y -> maximum_y: float Highest Y value to allow
-FModifierLimits.minimum_x -> minimum_x: float Lowest X value to allow
-FModifierLimits.minimum_y -> minimum_y: float Lowest Y value to allow
-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
-FcurveActuator.frame_end -> frame_end: int
-FcurveActuator.frame_property -> frame_property: string Assign the action's current frame number to this property
-FcurveActuator.frame_start -> frame_start: int
-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.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.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.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 -> maximum_distance: float Maximum distance for the field to work
-FieldSettings.minimum_distance -> minimum_distance: float Minimum distance for the field's fall-off
-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_maximum: float Maximum radial distance for the field to work
-FieldSettings.radial_minimum -> radial_minimum: float Minimum radial distance for the field's fall-off
-FieldSettings.rest_length -> rest_length: float Rest length of the harmonic force
-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.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.file -> file: string Active file in the file browser
-FileSelectParams.sort -> sort: enum
-FileSelectParams.title -> title: string, (read-only) Title for the file browser
-Filter2DActuator.filter_pass -> filter_pass: int Set filter order
-Filter2DActuator.glsl_shader -> glsl_shader: pointer
-Filter2DActuator.mode -> mode: enum
-Filter2DActuator.motion_blur_value -> motion_blur_value: float Set motion blur value
-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.subtarget -> subtarget: string
-FloorConstraint.target -> target: pointer Target Object
-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
-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
-GPencilFrame.frame_number -> frame_number: int The frame on which this sketch appears
-GPencilFrame.strokes -> strokes: collection, (read-only) Freehand curves defining the sketch on this frame
-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.frames -> frames: collection, (read-only) Sketches for this layer on different frames
-GPencilLayer.info -> info: string Layer name
-GPencilLayer.line_thickness -> line_thickness: int Thickness of strokes (in pixels)
-GPencilLayer.max_ghost_range -> max_ghost_range: 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
-GPencilStroke.points -> points: collection, (read-only) Stroke data points
-GPencilStrokePoint.co -> co: float
-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
-GameFloatProperty.value -> value: float Property value
-GameIntProperty.value -> value: int Property value
-GameObjectSettings.actuators -> actuators: collection, (read-only) Game engine actuators to act on events
-GameObjectSettings.collision_bounds -> collision_bounds: enum Selects the collision type
-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.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.mass -> mass: float Mass of the object
-GameObjectSettings.maximum_velocity -> maximum_velocity: float Clamp velocity to this maximum speed
-GameObjectSettings.minimum_velocity -> minimum_velocity: float Clamp velocity to this minimum speed (except when totally still)
-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.rotation_damping -> rotation_damping: float General rotation damping
-GameObjectSettings.sensors -> sensors: collection, (read-only) Game engine sensor to detect events
-GameObjectSettings.soft_body -> soft_body: pointer, (read-only) Settings for Bullet soft body simulation
-GameProperty.name -> name: string Available as GameObject attributes in the game engine's python API
-GameProperty.type -> type: enum
-GameSoftBodySettings.cluster_iterations -> cluster_iterations: int Specify the number of cluster iterations
-GameSoftBodySettings.dynamic_friction -> dynamic_friction: float Dynamic Friction
-GameSoftBodySettings.linstiff -> linstiff: 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.threshold -> threshold: float Shape matching threshold
-GameSoftBodySettings.welding -> welding: 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.quality -> quality: int Accuracy of the blur effect
-GlowSequence.threshold -> threshold: float Minimum intensity to trigger a glow
-GreasePencil.draw_mode -> draw_mode: enum
-GreasePencil.layers -> layers: collection, (read-only)
-Group.dupli_offset -> dupli_offset: float Offset from the origin to use when instancing as DupliGroup
-Group.objects -> objects: collection, (read-only) A collection of this groups objects
-Header.bl_idname -> bl_idname: string
-Header.bl_space_type -> bl_space_type: enum
-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.library -> library: pointer, (read-only) Library file the datablock is linked from
-ID.name -> name: string Unique datablock ID name
-ID.users -> users: int, (read-only) Number of times this datablock is referenced
-IDProperty.collection -> collection: collection, (read-only)
-IDProperty.double -> double: float
-IDProperty.double_array -> double_array: float
-IDProperty.float -> float: float
-IDProperty.float_array -> float_array: float
-IDProperty.group -> group: pointer, (read-only)
-IDProperty.int -> int: int
-IDProperty.int_array -> int_array: int
-IDProperty.string -> string: string
-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.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.depth -> depth: int, (read-only) Image bit depth
-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.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.mapping -> mapping: enum Mapping type to use for this image in the game engine
-Image.packed_file -> packed_file: pointer, (read-only)
-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_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.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)
-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.crop -> crop: pointer, (read-only)
-ImageSequence.directory -> directory: string
-ImageSequence.elements -> elements: collection, (read-only)
-ImageSequence.multiply_colors -> multiply_colors: float
-ImageSequence.proxy -> proxy: pointer, (read-only)
-ImageSequence.strobe -> strobe: float Only display every nth frame
-ImageSequence.transform -> transform: pointer, (read-only)
-ImageTexture.checker_distance -> checker_distance: float Sets distance between 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.image -> image: pointer
-ImageTexture.image_user -> image_user: pointer, (read-only) Parameters defining which layer, pass and frame of the image is displayed
-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
-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.inflow_velocity -> inflow_velocity: float Initial velocity of fluid
-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.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 -> max_step: float Higher bound for timestep in second in case of automatic substeps
-Itasc.max_velocity -> max_velocity: float Maximum joint velocity in rad/s. Default=50
-Itasc.min_step -> min_step: float Lower bound for timestep in second in case of automatic substeps
-Itasc.mode -> mode: enum
-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.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.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
-KeyMap.items -> items: collection, (read-only) Items in the keymap, linking an operator to an input event
-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
-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.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.type -> type: enum Type of event
-KeyMapItem.value -> value: enum
-KeyboardSensor.key -> key: enum
-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 -> handle1: float Coordinates of the first handle
-Keyframe.handle1_type -> handle1_type: enum Handle types
-Keyframe.handle2 -> handle2: float Coordinates of the second handle
-Keyframe.handle2_type -> handle2_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.type -> type: enum The type of keyframe
-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.name -> name: string
-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
-KeyingSetInfo.bl_label -> bl_label: string
-KeyingSetPath.array_index -> array_index: int Index to the specific setting if applicable
-KeyingSetPath.data_path -> data_path: string Path to property setting
-KeyingSetPath.group -> group: string Name of Action Group to assign setting(s) for this path to
-KeyingSetPath.grouping -> grouping: 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
-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
-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
-KinematicConstraint.pole_target -> pole_target: pointer Object for pole rotation
-KinematicConstraint.subtarget -> subtarget: string
-KinematicConstraint.target -> target: pointer Target Object
-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.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.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_brightness: 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_brightness: float Sun brightness
-LampSkySettings.sun_intensity -> sun_intensity: float Sun intensity
-LampSkySettings.sun_size -> sun_size: float Sun size
-LampTextureSlot.color_factor -> color_factor: float Amount texture affects color values
-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
-Lattice.interpolation_type_u -> interpolation_type_u: enum
-Lattice.interpolation_type_v -> interpolation_type_v: enum
-Lattice.interpolation_type_w -> interpolation_type_w: enum
-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
-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
-LimitDistanceConstraint.target -> target: pointer Target Object
-LimitLocationConstraint.maximum_x -> maximum_x: float Highest X value to allow
-LimitLocationConstraint.maximum_y -> maximum_y: float Highest Y value to allow
-LimitLocationConstraint.maximum_z -> maximum_z: float Highest Z value to allow
-LimitLocationConstraint.minimum_x -> minimum_x: float Lowest X value to allow
-LimitLocationConstraint.minimum_y -> minimum_y: float Lowest Y value to allow
-LimitLocationConstraint.minimum_z -> minimum_z: float Lowest Z value to allow
-LimitRotationConstraint.maximum_x -> maximum_x: float Highest X value to allow
-LimitRotationConstraint.maximum_y -> maximum_y: float Highest Y value to allow
-LimitRotationConstraint.maximum_z -> maximum_z: float Highest Z value to allow
-LimitRotationConstraint.minimum_x -> minimum_x: float Lowest X value to allow
-LimitRotationConstraint.minimum_y -> minimum_y: float Lowest Y value to allow
-LimitRotationConstraint.minimum_z -> minimum_z: float Lowest Z value to allow
-LimitScaleConstraint.maximum_x -> maximum_x: float Highest X value to allow
-LimitScaleConstraint.maximum_y -> maximum_y: float Highest Y value to allow
-LimitScaleConstraint.maximum_z -> maximum_z: float Highest Z value to allow
-LimitScaleConstraint.minimum_x -> minimum_x: float Lowest X value to allow
-LimitScaleConstraint.minimum_y -> minimum_y: float Lowest Y value to allow
-LimitScaleConstraint.minimum_z -> minimum_z: float Lowest Z value to allow
-LockedTrackConstraint.locked -> locked: enum Axis that points upward
-LockedTrackConstraint.subtarget -> subtarget: string
-LockedTrackConstraint.target -> target: pointer Target Object
-LockedTrackConstraint.track -> track: enum Axis that points to the target object
-Macro.bl_description -> bl_description: string
-Macro.bl_idname -> bl_idname: string
-Macro.bl_label -> bl_label: string
-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.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
-MarbleTexture.noisebasis2 -> noisebasis2: enum
-MarbleTexture.stype -> stype: enum
-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.mode -> mode: enum
-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.darkness -> darkness: float Minnaert darkness
-Material.diffuse_color -> diffuse_color: float
-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
-Material.diffuse_ramp_factor -> diffuse_ramp_factor: float Blending factor (also uses alpha in Colorband)
-Material.diffuse_ramp_input -> diffuse_ramp_input: enum
-Material.diffuse_shader -> diffuse_shader: enum
-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
-Material.halo -> halo: pointer, (read-only) Halo settings for the material
-Material.light_group -> light_group: pointer Limit lighting to lamps in this Group
-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.physics -> physics: pointer, (read-only) Game physics settings
-Material.preview_render_type -> preview_render_type: enum Type of preview render
-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.roughness -> roughness: float Oren-Nayar Roughness
-Material.shadow_buffer_bias -> shadow_buffer_bias: float Factor to multiply shadow buffer bias with (0 is ignore.)
-Material.shadow_casting_alpha -> shadow_casting_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.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_hardness: int
-Material.specular_intensity -> specular_intensity: float
-Material.specular_ior -> specular_ior: float
-Material.specular_ramp -> specular_ramp: pointer, (read-only) Color ramp used to affect specular shading
-Material.specular_ramp_blend -> specular_ramp_blend: enum
-Material.specular_ramp_factor -> specular_ramp_factor: float Blending factor (also uses alpha in Colorband)
-Material.specular_ramp_input -> specular_ramp_input: enum
-Material.specular_shader -> specular_shader: enum
-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.texture_slots -> texture_slots: collection, (read-only) Texture slots defining the mapping and influence of textures
-Material.translucency -> translucency: float Amount of diffuse shading on the back side
-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.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_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 -> hardness: 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.rings -> rings: int Sets the number of rings rendered over the halo
-MaterialHalo.seed -> seed: int Randomizes ring dimension and line location
-MaterialHalo.size -> size: float Sets the dimension of the halo
-MaterialHalo.star_tips -> star_tips: int Sets the number of points on the star shaped halo
-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.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.min_size -> min_size: 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.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.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.hardness_factor -> hardness_factor: float Amount texture affects hardness
-MaterialTextureSlot.mapping -> mapping: enum
-MaterialTextureSlot.mirror_factor -> mirror_factor: float Amount texture affects mirror color
-MaterialTextureSlot.normal_factor -> normal_factor: float Amount texture affects normal values
-MaterialTextureSlot.normal_map_space -> normal_map_space: enum
-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
-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
-MaterialTextureSlot.y_mapping -> y_mapping: enum
-MaterialTextureSlot.z_mapping -> z_mapping: enum
-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
-MaterialVolume.lighting_mode -> lighting_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
-Menu.bl_label -> bl_label: string
-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.animation_data -> animation_data: pointer, (read-only) Animation data for this datablock
-Mesh.autosmooth_angle -> autosmooth_angle: int Defines maximum angle between face normals that 'Auto Smooth' will operate on
-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.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
-MeshColor.color2 -> color2: float
-MeshColor.color3 -> color3: float
-MeshColor.color4 -> color4: float
-MeshColorLayer.data -> data: collection, (read-only)
-MeshColorLayer.name -> name: string
-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.index -> index: int, (read-only) Index number of the vertex
-MeshEdge.verts -> verts: int Vertex indices
-MeshFace.area -> area: float, (read-only) read only area of the face
-MeshFace.index -> index: int, (read-only) Index number of the vertex
-MeshFace.material_index -> material_index: int
-MeshFace.normal -> normal: float, (read-only) local space unit length normal vector for this face
-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
-MeshFloatPropertyLayer.data -> data: collection, (read-only)
-MeshFloatPropertyLayer.name -> name: string
-MeshIntProperty.value -> value: int
-MeshIntPropertyLayer.data -> data: collection, (read-only)
-MeshIntPropertyLayer.name -> name: string
-MeshSticky.co -> co: float Sticky texture coordinate location
-MeshStringProperty.value -> value: string
-MeshStringPropertyLayer.data -> data: collection, (read-only)
-MeshStringPropertyLayer.name -> name: string
-MeshTextureFace.image -> image: pointer
-MeshTextureFace.transp -> transp: enum Transparency blending mode
-MeshTextureFace.uv -> uv: float
-MeshTextureFace.uv1 -> uv1: float
-MeshTextureFace.uv2 -> uv2: float
-MeshTextureFace.uv3 -> uv3: float
-MeshTextureFace.uv4 -> uv4: float
-MeshTextureFace.uv_raw -> uv_raw: float Fixed size UV coordinates array
-MeshTextureFaceLayer.data -> data: collection, (read-only)
-MeshTextureFaceLayer.name -> name: string
-MeshVertex.bevel_weight -> bevel_weight: float Weight used by the Bevel modifier 'Only Vertices' option
-MeshVertex.co -> co: float
-MeshVertex.groups -> groups: collection, (read-only) Weights for the vertex groups this vertex is member of
-MeshVertex.index -> index: int, (read-only) Index number of the vertex
-MeshVertex.normal -> normal: float Vertex Normal
-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.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.location -> location: float
-MetaElement.radius -> radius: float
-MetaElement.rotation -> rotation: float
-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.crop -> crop: pointer, (read-only)
-MetaSequence.multiply_colors -> multiply_colors: float
-MetaSequence.proxy -> proxy: pointer, (read-only)
-MetaSequence.sequences -> sequences: collection, (read-only)
-MetaSequence.strobe -> strobe: float Only display every nth frame
-MetaSequence.transform -> transform: pointer, (read-only)
-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
-Modifier.name -> name: string Modifier name
-Modifier.type -> type: enum, (read-only)
-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
-MotionPathVert.co -> co: float
-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.crop -> crop: pointer, (read-only)
-MovieSequence.filepath -> filepath: string
-MovieSequence.mpeg_preseek -> mpeg_preseek: int For MPEG movies, preseek this many frames
-MovieSequence.multiply_colors -> multiply_colors: float
-MovieSequence.proxy -> proxy: pointer, (read-only)
-MovieSequence.strobe -> strobe: float Only display every nth frame
-MovieSequence.transform -> transform: pointer, (read-only)
-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.crop -> crop: pointer, (read-only)
-MulticamSequence.multicam_source -> multicam_source: int
-MulticamSequence.multiply_colors -> multiply_colors: float
-MulticamSequence.proxy -> proxy: pointer, (read-only)
-MulticamSequence.strobe -> strobe: float Only display every nth frame
-MulticamSequence.transform -> transform: pointer, (read-only)
-MultiresModifier.filepath -> filepath: string Path to external displacements file
-MultiresModifier.levels -> levels: int Number of subdivisions to use in the viewport
-MultiresModifier.render_levels -> render_levels: int
-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
-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
-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
-NetRenderJob.name -> name: string
-NetRenderSettings.active_blacklisted_slave_index -> active_blacklisted_slave_index: int
-NetRenderSettings.active_job_index -> active_job_index: int
-NetRenderSettings.active_slave_index -> active_slave_index: int
-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.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.slaves -> slaves: collection, (read-only)
-NetRenderSettings.slaves_blacklist -> slaves_blacklist: collection, (read-only)
-NetRenderSlave.name -> name: string
-NlaStrip.action -> action: pointer Action referenced by this strip
-NlaStrip.action_frame_end -> action_frame_end: float
-NlaStrip.action_frame_start -> action_frame_start: float
-NlaStrip.blend_in -> blend_in: float Number of frames at start of strip to fade in influence
-NlaStrip.blend_out -> blend_out: float
-NlaStrip.blending -> blending: 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
-NlaStrip.frame_start -> frame_start: float
-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.name -> name: string
-NlaStrip.repeat -> repeat: float Number of times to repeat the action range
-NlaStrip.scale -> scale: float Scaling factor for action
-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.name -> name: string
-NlaTrack.strips -> strips: collection, (read-only) NLA Strips on this NLA-track
-Node.inputs -> inputs: collection, (read-only)
-Node.location -> location: float
-Node.name -> name: string Node name
-Node.outputs -> outputs: collection, (read-only)
-NodeGroup.nodetree -> nodetree: pointer
-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_bounds_type -> draw_bounds_type: enum Object boundary display type
-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.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.location -> location: float Location of the object
-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 -> max_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
-Object.rotation_quaternion -> rotation_quaternion: float Rotation in Quaternions
-Object.scale -> scale: float Scaling of the object
-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.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.vertex_groups -> vertex_groups: collection, (read-only) Vertex groups of the object
-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.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.torque -> torque: float Sets the torque
-ObjectBase.object -> object: pointer, (read-only) Object this base links to
-ObjectConstraints.active -> active: pointer Active Object constraint
-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
-ObstacleFluidSettings.volume_initialization -> volume_initialization: enum Volume initialization type
-Operator.bl_description -> bl_description: string
-Operator.bl_idname -> bl_idname: string
-Operator.bl_label -> bl_label: string
-Operator.bl_options -> bl_options: enum Options for this operator type
-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
-OperatorStrokeElement.mouse -> mouse: float
-OperatorStrokeElement.pressure -> pressure: float Tablet pressure
-OperatorStrokeElement.time -> time: float
-OperatorTypeMacro.properties -> properties: pointer, (read-only)
-OutflowFluidSettings.volume_initialization -> volume_initialization: enum Volume initialization type
-PackedFile.size -> size: int, (read-only) Size of packed file in bytes
-Paint.active_brush_index -> active_brush_index: int
-Paint.active_brush_name -> active_brush_name: string
-Paint.brush -> brush: pointer Active paint brush
-Paint.brushes -> brushes: collection, (read-only) Brushes selected for this paint mode
-Panel.bl_context -> bl_context: string
-Panel.bl_idname -> bl_idname: string
-Panel.bl_label -> bl_label: string
-Panel.bl_region_type -> bl_region_type: enum
-Panel.bl_space_type -> bl_space_type: enum
-Panel.layout -> layout: pointer, (read-only)
-Panel.text -> text: string
-ParentActuator.mode -> mode: enum
-ParentActuator.object -> object: pointer Set this object as parent
-Particle.alive_state -> alive_state: enum
-Particle.angular_velocity -> angular_velocity: float
-Particle.birthtime -> birthtime: float
-Particle.die_time -> die_time: float
-Particle.hair -> hair: collection, (read-only)
-Particle.keys -> keys: collection, (read-only)
-Particle.lifetime -> lifetime: float
-Particle.location -> location: float
-Particle.prev_angular_velocity -> prev_angular_velocity: float
-Particle.prev_location -> prev_location: float
-Particle.prev_rotation -> prev_rotation: float
-Particle.prev_velocity -> prev_velocity: float
-Particle.rotation -> rotation: float
-Particle.size -> size: float
-Particle.velocity -> velocity: float
-ParticleBrush.count -> count: int Particle count
-ParticleBrush.curve -> curve: pointer, (read-only)
-ParticleBrush.length_mode -> length_mode: enum
-ParticleBrush.puff_mode -> puff_mode: enum
-ParticleBrush.size -> size: int Brush size
-ParticleBrush.steps -> steps: int Brush steps
-ParticleBrush.strength -> strength: float Brush strength
-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_keys -> add_keys: int How many keys to make new particles with
-ParticleEdit.brush -> brush: pointer, (read-only)
-ParticleEdit.draw_step -> draw_step: int How many steps to draw the path with
-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.object -> object: pointer, (read-only) The edited object
-ParticleEdit.selection_mode -> selection_mode: enum Particle select and display mode
-ParticleEdit.tool -> tool: enum
-ParticleEdit.type -> type: enum
-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.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
-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.axis -> axis: enum Pole axis for rotation
-ParticleInstanceModifier.object -> object: pointer Object that has the particle system
-ParticleInstanceModifier.particle_system_number -> particle_system_number: int
-ParticleInstanceModifier.position -> position: float Position along path
-ParticleInstanceModifier.random_position -> random_position: float Randomize position along path
-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.active_dupliweight -> active_dupliweight: pointer, (read-only)
-ParticleSettings.active_dupliweight_index -> active_dupliweight_index: int
-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.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_object -> billboard_object: pointer Billboards face this object (default is active camera)
-ParticleSettings.billboard_offset -> billboard_offset: float
-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.branch_threshold -> branch_threshold: float Threshold of branching
-ParticleSettings.brownian_factor -> brownian_factor: float Specify the amount of Brownian motion
-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.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_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.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_resolution -> grid_resolution: int The resolution of the particle grid
-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
-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.normal_factor -> normal_factor: float Let the surface normal give the particle a starting speed
-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.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.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.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_step -> render_step: int How many steps paths are rendered with (power of 2)
-ParticleSettings.rendered_child_nbr -> rendered_child_nbr: int Amount of children/parent for rendering
-ParticleSettings.rotate_from -> rotate_from: enum
-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.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.subframes -> subframes: int Subframes to simulate for improved stability and finer granularity simulations
-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.type -> type: enum
-ParticleSettings.userjit -> userjit: int Emission locations / face (0 = automatic)
-ParticleSettings.virtual_parents -> virtual_parents: float Relative amount of virtual parents
-ParticleSystem.active_particle_target -> active_particle_target: pointer, (read-only)
-ParticleSystem.active_particle_target_index -> active_particle_target_index: int
-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.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_density -> vertex_group_density: string Vertex group to control density
-ParticleSystem.vertex_group_field -> vertex_group_field: string Vertex group to control field
-ParticleSystem.vertex_group_kink -> vertex_group_kink: string Vertex group to control kink
-ParticleSystem.vertex_group_length -> vertex_group_length: string Vertex group to control length
-ParticleSystem.vertex_group_rotation -> vertex_group_rotation: string Vertex group to control rotation
-ParticleSystem.vertex_group_roughness1 -> vertex_group_roughness1: string Vertex group to control roughness 1
-ParticleSystem.vertex_group_roughness2 -> vertex_group_roughness2: string Vertex group to control roughness 2
-ParticleSystem.vertex_group_roughness_end -> vertex_group_roughness_end: string Vertex group to control roughness end
-ParticleSystem.vertex_group_size -> vertex_group_size: string Vertex group to control size
-ParticleSystem.vertex_group_tangent -> vertex_group_tangent: string Vertex group to control tangent
-ParticleSystem.vertex_group_velocity -> vertex_group_velocity: string Vertex group to control velocity
-ParticleSystemModifier.particle_system -> particle_system: pointer, (read-only) Particle System that this modifier controls
-ParticleTarget.duration -> duration: float
-ParticleTarget.mode -> mode: enum
-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
-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
-PivotConstraint.target -> target: pointer Target Object, defining the position of the pivot when defined
-PluginSequence.filename -> filename: string, (read-only)
-PointCache.active_point_cache_index -> active_point_cache_index: int
-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.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.point_cache_list -> point_cache_list: collection, (read-only) Point cache list
-PointCache.step -> step: int Number of frames between cached frames
-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_softness: 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_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
-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.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_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_sampling_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)
-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.head -> head: float, (read-only) Location of head of the channel's bone
-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_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
-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
-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
-PoseBone.rotation_quaternion -> rotation_quaternion: float Rotation in Quaternions
-PoseBone.scale -> scale: float
-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
-PoseTemplateSettings.active_template_index -> active_template_index: int
-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.name -> name: string, (read-only) Human readable name
-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
-PropertyActuator.mode -> mode: enum
-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 -> max_value: string Specify maximum value in Interval type
-PropertySensor.min_value -> min_value: string Specify minimum value in Interval type
-PropertySensor.property -> property: string
-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.targets -> targets: collection, (read-only) Target Objects
-PythonConstraint.text -> text: pointer The text object that contains the Python script
-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.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
-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.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
-RenderEngine.bl_label -> bl_label: string
-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.passes -> passes: collection, (read-only)
-RenderLayer.rect -> rect: float
-RenderPass.channel_id -> channel_id: string, (read-only)
-RenderPass.channels -> channels: int, (read-only)
-RenderPass.name -> name: string, (read-only)
-RenderPass.rect -> rect: float
-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.bake_aa_mode -> bake_aa_mode: enum
-RenderSettings.bake_bias -> bake_bias: float Bias towards faces further away from the object (in blender units)
-RenderSettings.bake_distance -> bake_distance: float Maximum distance from active object to other object (in blender units
-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_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_white -> cineon_white: int Log conversion reference whitepoint
-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.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_color -> edge_color: float
-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.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.layers -> layers: collection, (read-only)
-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.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.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.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.stamp_background -> stamp_background: float Color to use behind stamp text
-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_note_text -> stamp_note_text: string Custom text to appear in the stamp note
-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
-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
-RigidBodyJointConstraint.pivot_type -> pivot_type: enum
-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
-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
-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.network_render -> network_render: pointer, (read-only) Network Render Settings
-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.pov_radio_adc_bailout -> pov_radio_adc_bailout: float The adc_bailout for radiosity rays. Use adc_bailout = 0.01 / brightest_ambient_object for good results
-Scene.pov_radio_brightness -> pov_radio_brightness: float Amount objects are brightened before being returned upwards to the rest of the system
-Scene.pov_radio_count -> pov_radio_count: int Number of rays that are sent out whenever a new radiosity value has to be calculated
-Scene.pov_radio_error_bound -> pov_radio_error_bound: float One of the two main speed/quality tuning values, lower values are more accurate
-Scene.pov_radio_gray_threshold -> pov_radio_gray_threshold: float One of the two main speed/quality tuning values, lower values are more accurate
-Scene.pov_radio_low_error_factor -> pov_radio_low_error_factor: float If you calculate just enough samples, but no more, you will get an image which has slightly blotchy lighting
-Scene.pov_radio_minimum_reuse -> pov_radio_minimum_reuse: float Fraction of the screen width which sets the minimum radius of reuse for each sample point (At values higher than 2% expect errors)
-Scene.pov_radio_nearest_count -> pov_radio_nearest_count: int Number of old ambient values blended together to create a new interpolated value
-Scene.pov_radio_recursion_limit -> pov_radio_recursion_limit: int how many recursion levels are used to calculate the diffuse inter-reflection
-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.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_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.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
-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_box_radius -> activity_culling_box_radius: float Radius of the activity bubble, in Manhattan length. Objects outside the box are activity-culled
-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 -> framing_color: float Set colour of the bars
-SceneGameData.framing_type -> framing_type: enum Select the type of Framing you want
-SceneGameData.frequency -> frequency: int Displays clock frequency of fullscreen display
-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.stereo -> stereo: enum
-SceneGameData.stereo_mode -> stereo_mode: enum Stereographic techniques
-SceneObjects.active -> active: pointer Active object for this scene
-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
-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.crop -> crop: pointer, (read-only)
-SceneSequence.multiply_colors -> multiply_colors: float
-SceneSequence.proxy -> proxy: pointer, (read-only)
-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)
-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.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
-Screen.areas -> areas: collection, (read-only) Areas the screen is subdivided into
-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
-Sensor.frequency -> frequency: int Delay between repeated pulses(in logic tics, 0=no delay)
-Sensor.name -> name: string Sensor name
-Sensor.type -> type: enum
-Sequence.blend_mode -> blend_mode: enum
-Sequence.blend_opacity -> blend_opacity: float
-Sequence.channel -> channel: int Y position of the sequence strip
-Sequence.effect_fader -> effect_fader: float
-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
-Sequence.frame_still_end -> frame_still_end: int, (read-only)
-Sequence.frame_still_start -> frame_still_start: int, (read-only)
-Sequence.name -> name: string
-Sequence.speed_fader -> speed_fader: float
-Sequence.type -> type: enum, (read-only)
-SequenceColorBalance.gain -> gain: float Color balance gain (highlights)
-SequenceColorBalance.gamma -> gamma: float Color balance gamma (midtones)
-SequenceColorBalance.lift -> lift: float Color balance lift (shadows)
-SequenceCrop.bottom -> bottom: int
-SequenceCrop.left -> left: int
-SequenceCrop.right -> right: int
-SequenceCrop.top -> top: int
-SequenceEditor.active_strip -> active_strip: pointer
-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.sequences -> sequences: collection, (read-only)
-SequenceEditor.sequences_all -> sequences_all: collection, (read-only)
-SequenceElement.filename -> filename: string
-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
-SequenceTransform.offset_y -> offset_y: int
-ShaderNode.type -> type: enum, (read-only)
-ShaderNodeExtendedMaterial.material -> material: pointer
-ShaderNodeGeometry.color_layer -> color_layer: string
-ShaderNodeGeometry.uv_layer -> uv_layer: string
-ShaderNodeMapping.location -> location: float Location offset for the input coordinate
-ShaderNodeMapping.maximum -> maximum: float Maximum value to clamp coordinate to
-ShaderNodeMapping.minimum -> minimum: 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.material -> material: pointer
-ShaderNodeMath.operation -> operation: enum
-ShaderNodeMixRGB.blend_type -> blend_type: enum
-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
-ShaderNodeValToRGB.color_ramp -> color_ramp: pointer, (read-only)
-ShaderNodeVectorCurve.mapping -> mapping: pointer, (read-only)
-ShaderNodeVectorMath.operation -> operation: enum
-ShapeActionActuator.action -> action: pointer
-ShapeActionActuator.blendin -> blendin: int Number of frames of motion blending
-ShapeActionActuator.frame_end -> frame_end: int
-ShapeActionActuator.frame_property -> frame_property: string Assign the action's current frame number to this property
-ShapeActionActuator.frame_start -> frame_start: int
-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.name -> name: string
-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
-ShapeKeyBezierPoint.handle_1_co -> handle_1_co: float
-ShapeKeyBezierPoint.handle_2_co -> handle_2_co: float
-ShapeKeyCurvePoint.co -> co: float
-ShapeKeyCurvePoint.tilt -> tilt: float
-ShapeKeyPoint.co -> co: float
-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
-ShrinkwrapModifier.auxiliary_target -> auxiliary_target: pointer Additional mesh target to shrink to
-ShrinkwrapModifier.mode -> mode: enum
-ShrinkwrapModifier.offset -> offset: float Distance to keep from the target
-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
-SimpleDeformModifier.factor -> factor: float
-SimpleDeformModifier.limits -> limits: float Lower/Upper limits for deform
-SimpleDeformModifier.mode -> mode: enum
-SimpleDeformModifier.origin -> origin: pointer Origin of modifier space coordinates
-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_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.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.strength -> strength: float Strength of wavelet noise
-SmokeFlowSettings.density -> density: float
-SmokeFlowSettings.psys -> psys: pointer Particle systems emitted from the object
-SmokeFlowSettings.temperature -> temperature: float Temperature difference to ambient temperature
-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
-SmoothModifier.factor -> factor: float
-SmoothModifier.repeat -> repeat: int
-SmoothModifier.vertex_group -> vertex_group: string Vertex group name
-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.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 -> bending: 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.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.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 -> maxstep: int Maximal # solver steps/frame
-SoftBodySettings.minstep -> minstep: 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.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
-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.offset -> offset: float
-SolidifyModifier.thickness -> thickness: float Thickness of the shell
-SolidifyModifier.vertex_group -> vertex_group: string Vertex group name
-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.max_distance_3d -> max_distance_3d: float The maximum distance at which you can hear the sound
-SoundActuator.maximum_gain_3d -> maximum_gain_3d: float The maximum gain of the sound, no matter how near it is
-SoundActuator.minimum_gain_3d -> minimum_gain_3d: float The minimum gain of the sound, no matter how far it is away
-SoundActuator.mode -> mode: enum
-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
-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
-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
-SpaceConsole.selection_start -> selection_start: int
-SpaceDopeSheetEditor.action -> action: pointer Action displayed and edited in this space
-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
-SpaceFileBrowser.params -> params: pointer, (read-only) Parameters and Settings for the Filebrowser
-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.mode -> mode: enum Editing context being displayed
-SpaceGraphEditor.pivot_point -> pivot_point: enum Pivot center for rotation/scaling
-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.grease_pencil -> grease_pencil: pointer Grease pencil data for this space
-SpaceImageEditor.image -> image: pointer Image displayed and edited in this space
-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.uv_editor -> uv_editor: pointer, (read-only) UV editor settings
-SpaceNLA.autosnap -> autosnap: enum Automatic time snapping settings for transformations
-SpaceNLA.dopesheet -> dopesheet: pointer, (read-only) Settings for filtering animation data
-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
-SpaceProperties.align -> align: enum Arrangement of the panels
-SpaceProperties.context -> context: enum Type of active data to display and edit
-SpaceProperties.pin_id -> pin_id: pointer
-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_overexposed -> draw_overexposed: int Show overexposed areas with zebra stripes
-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.view_type -> view_type: enum The type of the Sequencer view (sequencer, preview or both)
-SpaceSequenceEditor.zoom -> zoom: float Display zoom level
-SpaceTextEditor.find_text -> find_text: string Text to search for with the find tool
-SpaceTextEditor.font_size -> font_size: int Font size to use for displaying the text
-SpaceTextEditor.replace_text -> replace_text: string Text to replace selected text with using the replace tool
-SpaceTextEditor.tab_width -> tab_width: int Number of spaces to display tabs with
-SpaceTextEditor.text -> text: pointer Text displayed and edited in this space
-SpaceUVEditor.cursor_location -> cursor_location: float 2D cursor location for this view
-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.pivot -> pivot: enum Rotation/Scaling Pivot
-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.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.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.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_object -> lock_object: pointer 3D View center is locked to this object's position
-SpaceView3D.pivot_point -> pivot_point: enum Pivot center for rotation/scaling
-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.transform_orientation -> transform_orientation: enum Transformation orientation
-SpaceView3D.viewport_shading -> viewport_shading: enum Method to display/shade objects in the 3D View
-SpeedControlSequence.global_speed -> global_speed: float
-Spline.bezier_points -> bezier_points: collection, (read-only) Collection of points for bezier curves only
-Spline.character_index -> character_index: int, (read-only) Location of this character in the text data (only for text curves)
-Spline.material_index -> material_index: int
-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.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.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.xz_scaling_mode -> xz_scaling_mode: enum Method used for determining the scaling of the X and Z axes of the bones
-SplinePoint.co -> co: float Point coordinates
-SplinePoint.radius -> radius: float, (read-only) Radius for bevelling
-SplinePoint.tilt -> tilt: float Tilt in 3D View
-SplinePoint.weight -> weight: float Nurbs weight
-SplinePoint.weight_softbody -> weight_softbody: float Softbody goal weight
-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_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.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_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_sampling_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.spot_blend -> spot_blend: float The softness of the spotlight edge
-SpotLamp.spot_size -> spot_size: float Angle of the spotlight beam in degrees
-StateActuator.operation -> operation: enum Select the bit operation on object state mask
-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
-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 -> max_length: 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
-StucciTexture.stype -> stype: enum
-StucciTexture.turbulence -> turbulence: float Sets the turbulence of the bandnoise and ringnoise types
-SubsurfModifier.levels -> levels: int Number of subdivisions to perform
-SubsurfModifier.render_levels -> render_levels: int Number of subdivisions to perform when rendering
-SubsurfModifier.subdivision_type -> subdivision_type: enum Selects type of subdivision algorithm
-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_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
-TexMapping.location -> location: float
-TexMapping.maximum -> maximum: float Maximum value for clipping
-TexMapping.minimum -> minimum: float Minimum value for clipping
-TexMapping.rotation -> rotation: float
-TexMapping.scale -> scale: float
-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.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.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
-TextBox.height -> height: float
-TextBox.width -> width: float
-TextBox.x -> x: float
-TextBox.y -> y: float
-TextCurve.active_textbox -> active_textbox: int
-TextCurve.body -> body: string contents of this text object
-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.font -> font: pointer
-TextCurve.line_dist -> line_dist: float
-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.spacemode -> spacemode: enum Text align from the object center
-TextCurve.spacing -> spacing: float
-TextCurve.text_on_curve -> text_on_curve: pointer Curve deforming text object
-TextCurve.text_size -> text_size: float
-TextCurve.textboxes -> textboxes: collection, (read-only)
-TextCurve.ul_height -> ul_height: float
-TextCurve.ul_position -> ul_position: float Vertical position of underline
-TextCurve.word_spacing -> word_spacing: float
-TextLine.line -> line: string Text in the line
-TextMarker.color -> color: float Color to display the marker with
-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
-Texture.animation_data -> animation_data: pointer, (read-only) Animation data for this datablock
-Texture.brightness -> brightness: float
-Texture.color_ramp -> color_ramp: pointer, (read-only)
-Texture.contrast -> contrast: float
-Texture.factor_blue -> factor_blue: float
-Texture.factor_green -> factor_green: float
-Texture.factor_red -> factor_red: float
-Texture.node_tree -> node_tree: pointer, (read-only) Node tree for node-based textures
-Texture.saturation -> saturation: float
-Texture.type -> type: enum
-TextureNode.type -> type: enum, (read-only)
-TextureNodeBricks.offset -> offset: float
-TextureNodeBricks.offset_frequency -> offset_frequency: int Offset every N rows
-TextureNodeBricks.squash -> squash: float
-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
-TextureNodeCurveTime.start -> start: int
-TextureNodeImage.image -> image: pointer
-TextureNodeMath.operation -> operation: enum
-TextureNodeMixRGB.blend_type -> blend_type: enum
-TextureNodeOutput.output_name -> output_name: string
-TextureNodeTexture.node_output -> node_output: int For node-based textures, which output node to use
-TextureNodeTexture.texture -> texture: pointer
-TextureNodeValToRGB.color_ramp -> color_ramp: pointer, (read-only)
-TextureSlot.blend_type -> blend_type: enum
-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.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.size -> size: float Sets scaling for the texture's X, Y and Z sizes
-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
-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
-ThemeAudioWindow.button -> button: float
-ThemeAudioWindow.button_text -> button_text: float
-ThemeAudioWindow.button_text_hi -> button_text_hi: float
-ThemeAudioWindow.button_title -> button_title: float
-ThemeAudioWindow.frame_current -> frame_current: float
-ThemeAudioWindow.grid -> grid: float
-ThemeAudioWindow.header -> header: float
-ThemeAudioWindow.header_text -> header_text: float
-ThemeAudioWindow.header_text_hi -> header_text_hi: float
-ThemeAudioWindow.text -> text: float
-ThemeAudioWindow.text_hi -> text_hi: float
-ThemeAudioWindow.title -> title: float
-ThemeAudioWindow.window_sliders -> window_sliders: float
-ThemeBoneColorSet.active -> active: float Color used for active bones
-ThemeBoneColorSet.normal -> normal: float Color used for the surface of bones
-ThemeBoneColorSet.selected -> selected: float Color used for selected bones
-ThemeConsole.back -> back: float
-ThemeConsole.button -> button: float
-ThemeConsole.button_text -> button_text: float
-ThemeConsole.button_text_hi -> button_text_hi: float
-ThemeConsole.button_title -> button_title: float
-ThemeConsole.cursor -> cursor: float
-ThemeConsole.header -> header: float
-ThemeConsole.header_text -> header_text: float
-ThemeConsole.header_text_hi -> header_text_hi: float
-ThemeConsole.line_error -> line_error: float
-ThemeConsole.line_info -> line_info: float
-ThemeConsole.line_input -> line_input: float
-ThemeConsole.line_output -> line_output: float
-ThemeConsole.text -> text: float
-ThemeConsole.text_hi -> text_hi: float
-ThemeConsole.title -> title: float
-ThemeDopeSheet.active_channels_group -> active_channels_group: float
-ThemeDopeSheet.back -> back: float
-ThemeDopeSheet.button -> button: float
-ThemeDopeSheet.button_text -> button_text: float
-ThemeDopeSheet.button_text_hi -> button_text_hi: float
-ThemeDopeSheet.button_title -> button_title: float
-ThemeDopeSheet.channel_group -> channel_group: float
-ThemeDopeSheet.channels -> channels: float
-ThemeDopeSheet.channels_selected -> channels_selected: float
-ThemeDopeSheet.dopesheet_channel -> dopesheet_channel: float
-ThemeDopeSheet.dopesheet_subchannel -> dopesheet_subchannel: float
-ThemeDopeSheet.frame_current -> frame_current: float
-ThemeDopeSheet.grid -> grid: float
-ThemeDopeSheet.header -> header: float
-ThemeDopeSheet.header_text -> header_text: float
-ThemeDopeSheet.header_text_hi -> header_text_hi: float
-ThemeDopeSheet.list -> list: float
-ThemeDopeSheet.list_text -> list_text: float
-ThemeDopeSheet.list_text_hi -> list_text_hi: float
-ThemeDopeSheet.list_title -> list_title: float
-ThemeDopeSheet.long_key -> long_key: float
-ThemeDopeSheet.long_key_selected -> long_key_selected: float
-ThemeDopeSheet.text -> text: float
-ThemeDopeSheet.text_hi -> text_hi: float
-ThemeDopeSheet.title -> title: float
-ThemeDopeSheet.value_sliders -> value_sliders: float
-ThemeDopeSheet.view_sliders -> view_sliders: float
-ThemeFileBrowser.active_file -> active_file: float
-ThemeFileBrowser.active_file_text -> active_file_text: float
-ThemeFileBrowser.back -> back: float
-ThemeFileBrowser.button -> button: float
-ThemeFileBrowser.button_text -> button_text: float
-ThemeFileBrowser.button_text_hi -> button_text_hi: float
-ThemeFileBrowser.button_title -> button_title: float
-ThemeFileBrowser.header -> header: float
-ThemeFileBrowser.header_text -> header_text: float
-ThemeFileBrowser.header_text_hi -> header_text_hi: float
-ThemeFileBrowser.list -> list: float
-ThemeFileBrowser.list_text -> list_text: float
-ThemeFileBrowser.list_text_hi -> list_text_hi: float
-ThemeFileBrowser.list_title -> list_title: float
-ThemeFileBrowser.scroll_handle -> scroll_handle: float
-ThemeFileBrowser.scrollbar -> scrollbar: float
-ThemeFileBrowser.selected_file -> selected_file: float
-ThemeFileBrowser.text -> text: float
-ThemeFileBrowser.text_hi -> text_hi: float
-ThemeFileBrowser.tiles -> tiles: float
-ThemeFileBrowser.title -> title: float
-ThemeFontStyle.font_kerning_style -> font_kerning_style: enum Which style to use for font kerning
-ThemeFontStyle.points -> points: int
-ThemeFontStyle.shadow -> shadow: int Shadow size in pixels (0, 3 and 5 supported)
-ThemeFontStyle.shadowalpha -> shadowalpha: float
-ThemeFontStyle.shadowcolor -> shadowcolor: float Shadow color in grey value
-ThemeFontStyle.shadx -> shadx: int Shadow offset in pixels
-ThemeFontStyle.shady -> shady: int Shadow offset in pixels
-ThemeGraphEditor.active_channels_group -> active_channels_group: float
-ThemeGraphEditor.back -> back: float
-ThemeGraphEditor.button -> button: float
-ThemeGraphEditor.button_text -> button_text: float
-ThemeGraphEditor.button_text_hi -> button_text_hi: float
-ThemeGraphEditor.button_title -> button_title: float
-ThemeGraphEditor.channel_group -> channel_group: float
-ThemeGraphEditor.channels_region -> channels_region: float
-ThemeGraphEditor.dopesheet_channel -> dopesheet_channel: float
-ThemeGraphEditor.dopesheet_subchannel -> dopesheet_subchannel: float
-ThemeGraphEditor.frame_current -> frame_current: float
-ThemeGraphEditor.grid -> grid: float
-ThemeGraphEditor.handle_align -> handle_align: float
-ThemeGraphEditor.handle_auto -> handle_auto: float
-ThemeGraphEditor.handle_free -> handle_free: float
-ThemeGraphEditor.handle_sel_align -> handle_sel_align: float
-ThemeGraphEditor.handle_sel_auto -> handle_sel_auto: float
-ThemeGraphEditor.handle_sel_free -> handle_sel_free: float
-ThemeGraphEditor.handle_sel_vect -> handle_sel_vect: float
-ThemeGraphEditor.handle_vect -> handle_vect: float
-ThemeGraphEditor.handle_vertex -> handle_vertex: float
-ThemeGraphEditor.handle_vertex_select -> handle_vertex_select: float
-ThemeGraphEditor.handle_vertex_size -> handle_vertex_size: int
-ThemeGraphEditor.header -> header: float
-ThemeGraphEditor.header_text -> header_text: float
-ThemeGraphEditor.header_text_hi -> header_text_hi: float
-ThemeGraphEditor.lastsel_point -> lastsel_point: float
-ThemeGraphEditor.list -> list: float
-ThemeGraphEditor.list_text -> list_text: float
-ThemeGraphEditor.list_text_hi -> list_text_hi: float
-ThemeGraphEditor.list_title -> list_title: float
-ThemeGraphEditor.panel -> panel: float
-ThemeGraphEditor.text -> text: float
-ThemeGraphEditor.text_hi -> text_hi: float
-ThemeGraphEditor.title -> title: float
-ThemeGraphEditor.vertex -> vertex: float
-ThemeGraphEditor.vertex_select -> vertex_select: float
-ThemeGraphEditor.vertex_size -> vertex_size: int
-ThemeGraphEditor.window_sliders -> window_sliders: float
-ThemeImageEditor.back -> back: float
-ThemeImageEditor.button -> button: float
-ThemeImageEditor.button_text -> button_text: float
-ThemeImageEditor.button_text_hi -> button_text_hi: float
-ThemeImageEditor.button_title -> button_title: float
-ThemeImageEditor.editmesh_active -> editmesh_active: float
-ThemeImageEditor.face -> face: float
-ThemeImageEditor.face_dot -> face_dot: float
-ThemeImageEditor.face_select -> face_select: float
-ThemeImageEditor.facedot_size -> facedot_size: int
-ThemeImageEditor.header -> header: float
-ThemeImageEditor.header_text -> header_text: float
-ThemeImageEditor.header_text_hi -> header_text_hi: float
-ThemeImageEditor.scope_back -> scope_back: float
-ThemeImageEditor.text -> text: float
-ThemeImageEditor.text_hi -> text_hi: float
-ThemeImageEditor.title -> title: float
-ThemeImageEditor.vertex -> vertex: float
-ThemeImageEditor.vertex_select -> vertex_select: float
-ThemeImageEditor.vertex_size -> vertex_size: int
-ThemeInfo.back -> back: float
-ThemeInfo.button -> button: float
-ThemeInfo.button_text -> button_text: float
-ThemeInfo.button_text_hi -> button_text_hi: float
-ThemeInfo.button_title -> button_title: float
-ThemeInfo.header -> header: float
-ThemeInfo.header_text -> header_text: float
-ThemeInfo.header_text_hi -> header_text_hi: float
-ThemeInfo.text -> text: float
-ThemeInfo.text_hi -> text_hi: float
-ThemeInfo.title -> title: float
-ThemeLogicEditor.back -> back: float
-ThemeLogicEditor.button -> button: float
-ThemeLogicEditor.button_text -> button_text: float
-ThemeLogicEditor.button_text_hi -> button_text_hi: float
-ThemeLogicEditor.button_title -> button_title: float
-ThemeLogicEditor.header -> header: float
-ThemeLogicEditor.header_text -> header_text: float
-ThemeLogicEditor.header_text_hi -> header_text_hi: float
-ThemeLogicEditor.panel -> panel: float
-ThemeLogicEditor.text -> text: float
-ThemeLogicEditor.text_hi -> text_hi: float
-ThemeLogicEditor.title -> title: float
-ThemeNLAEditor.back -> back: float
-ThemeNLAEditor.bars -> bars: float
-ThemeNLAEditor.bars_selected -> bars_selected: float
-ThemeNLAEditor.button -> button: float
-ThemeNLAEditor.button_text -> button_text: float
-ThemeNLAEditor.button_text_hi -> button_text_hi: float
-ThemeNLAEditor.button_title -> button_title: float
-ThemeNLAEditor.frame_current -> frame_current: float
-ThemeNLAEditor.grid -> grid: float
-ThemeNLAEditor.header -> header: float
-ThemeNLAEditor.header_text -> header_text: float
-ThemeNLAEditor.header_text_hi -> header_text_hi: float
-ThemeNLAEditor.list -> list: float
-ThemeNLAEditor.list_text -> list_text: float
-ThemeNLAEditor.list_text_hi -> list_text_hi: float
-ThemeNLAEditor.list_title -> list_title: float
-ThemeNLAEditor.strips -> strips: float
-ThemeNLAEditor.strips_selected -> strips_selected: float
-ThemeNLAEditor.text -> text: float
-ThemeNLAEditor.text_hi -> text_hi: float
-ThemeNLAEditor.title -> title: float
-ThemeNLAEditor.view_sliders -> view_sliders: float
-ThemeNodeEditor.back -> back: float
-ThemeNodeEditor.button -> button: float
-ThemeNodeEditor.button_text -> button_text: float
-ThemeNodeEditor.button_text_hi -> button_text_hi: float
-ThemeNodeEditor.button_title -> button_title: float
-ThemeNodeEditor.converter_node -> converter_node: float
-ThemeNodeEditor.group_node -> group_node: float
-ThemeNodeEditor.header -> header: float
-ThemeNodeEditor.header_text -> header_text: float
-ThemeNodeEditor.header_text_hi -> header_text_hi: float
-ThemeNodeEditor.in_out_node -> in_out_node: float
-ThemeNodeEditor.list -> list: float
-ThemeNodeEditor.list_text -> list_text: float
-ThemeNodeEditor.list_text_hi -> list_text_hi: float
-ThemeNodeEditor.list_title -> list_title: float
-ThemeNodeEditor.node_backdrop -> node_backdrop: float
-ThemeNodeEditor.operator_node -> operator_node: float
-ThemeNodeEditor.selected_text -> selected_text: float
-ThemeNodeEditor.text -> text: float
-ThemeNodeEditor.text_hi -> text_hi: float
-ThemeNodeEditor.title -> title: float
-ThemeNodeEditor.wire_select -> wire_select: float
-ThemeNodeEditor.wires -> wires: float
-ThemeOutliner.back -> back: float
-ThemeOutliner.button -> button: float
-ThemeOutliner.button_text -> button_text: float
-ThemeOutliner.button_text_hi -> button_text_hi: float
-ThemeOutliner.button_title -> button_title: float
-ThemeOutliner.header -> header: float
-ThemeOutliner.header_text -> header_text: float
-ThemeOutliner.header_text_hi -> header_text_hi: float
-ThemeOutliner.text -> text: float
-ThemeOutliner.text_hi -> text_hi: float
-ThemeOutliner.title -> title: float
-ThemeProperties.back -> back: float
-ThemeProperties.button -> button: float
-ThemeProperties.button_text -> button_text: float
-ThemeProperties.button_text_hi -> button_text_hi: float
-ThemeProperties.button_title -> button_title: float
-ThemeProperties.header -> header: float
-ThemeProperties.header_text -> header_text: float
-ThemeProperties.header_text_hi -> header_text_hi: float
-ThemeProperties.panel -> panel: float
-ThemeProperties.text -> text: float
-ThemeProperties.text_hi -> text_hi: float
-ThemeProperties.title -> title: float
-ThemeSequenceEditor.audio_strip -> audio_strip: float
-ThemeSequenceEditor.back -> back: float
-ThemeSequenceEditor.button -> button: float
-ThemeSequenceEditor.button_text -> button_text: float
-ThemeSequenceEditor.button_text_hi -> button_text_hi: float
-ThemeSequenceEditor.button_title -> button_title: float
-ThemeSequenceEditor.draw_action -> draw_action: float
-ThemeSequenceEditor.effect_strip -> effect_strip: float
-ThemeSequenceEditor.frame_current -> frame_current: float
-ThemeSequenceEditor.grid -> grid: float
-ThemeSequenceEditor.header -> header: float
-ThemeSequenceEditor.header_text -> header_text: float
-ThemeSequenceEditor.header_text_hi -> header_text_hi: float
-ThemeSequenceEditor.image_strip -> image_strip: float
-ThemeSequenceEditor.keyframe -> keyframe: float
-ThemeSequenceEditor.meta_strip -> meta_strip: float
-ThemeSequenceEditor.movie_strip -> movie_strip: float
-ThemeSequenceEditor.plugin_strip -> plugin_strip: float
-ThemeSequenceEditor.scene_strip -> scene_strip: float
-ThemeSequenceEditor.text -> text: float
-ThemeSequenceEditor.text_hi -> text_hi: float
-ThemeSequenceEditor.title -> title: float
-ThemeSequenceEditor.transition_strip -> transition_strip: float
-ThemeSequenceEditor.window_sliders -> window_sliders: float
-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
-ThemeTextEditor.button -> button: float
-ThemeTextEditor.button_text -> button_text: float
-ThemeTextEditor.button_text_hi -> button_text_hi: float
-ThemeTextEditor.button_title -> button_title: float
-ThemeTextEditor.cursor -> cursor: float
-ThemeTextEditor.header -> header: float
-ThemeTextEditor.header_text -> header_text: float
-ThemeTextEditor.header_text_hi -> header_text_hi: float
-ThemeTextEditor.line_numbers_background -> line_numbers_background: float
-ThemeTextEditor.scroll_bar -> scroll_bar: float
-ThemeTextEditor.selected_text -> selected_text: float
-ThemeTextEditor.syntax_builtin -> syntax_builtin: float
-ThemeTextEditor.syntax_comment -> syntax_comment: float
-ThemeTextEditor.syntax_numbers -> syntax_numbers: float
-ThemeTextEditor.syntax_special -> syntax_special: float
-ThemeTextEditor.syntax_string -> syntax_string: float
-ThemeTextEditor.text -> text: float
-ThemeTextEditor.text_hi -> text_hi: float
-ThemeTextEditor.title -> title: float
-ThemeTimeline.back -> back: float
-ThemeTimeline.button -> button: float
-ThemeTimeline.button_text -> button_text: float
-ThemeTimeline.button_text_hi -> button_text_hi: float
-ThemeTimeline.button_title -> button_title: float
-ThemeTimeline.frame_current -> frame_current: float
-ThemeTimeline.grid -> grid: float
-ThemeTimeline.header -> header: float
-ThemeTimeline.header_text -> header_text: float
-ThemeTimeline.header_text_hi -> header_text_hi: float
-ThemeTimeline.text -> text: float
-ThemeTimeline.text_hi -> text_hi: float
-ThemeTimeline.title -> title: float
-ThemeUserInterface.icon_file -> icon_file: string
-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
-ThemeUserPreferences.button -> button: float
-ThemeUserPreferences.button_text -> button_text: float
-ThemeUserPreferences.button_text_hi -> button_text_hi: float
-ThemeUserPreferences.button_title -> button_title: float
-ThemeUserPreferences.header -> header: float
-ThemeUserPreferences.header_text -> header_text: float
-ThemeUserPreferences.header_text_hi -> header_text_hi: float
-ThemeUserPreferences.text -> text: float
-ThemeUserPreferences.text_hi -> text_hi: float
-ThemeUserPreferences.title -> title: float
-ThemeView3D.act_spline -> act_spline: float
-ThemeView3D.back -> back: float
-ThemeView3D.bone_pose -> bone_pose: float
-ThemeView3D.bone_solid -> bone_solid: float
-ThemeView3D.button -> button: float
-ThemeView3D.button_text -> button_text: float
-ThemeView3D.button_text_hi -> button_text_hi: float
-ThemeView3D.button_title -> button_title: float
-ThemeView3D.edge_crease -> edge_crease: float
-ThemeView3D.edge_facesel -> edge_facesel: float
-ThemeView3D.edge_seam -> edge_seam: float
-ThemeView3D.edge_select -> edge_select: float
-ThemeView3D.edge_sharp -> edge_sharp: float
-ThemeView3D.editmesh_active -> editmesh_active: float
-ThemeView3D.face -> face: float
-ThemeView3D.face_dot -> face_dot: float
-ThemeView3D.face_select -> face_select: float
-ThemeView3D.facedot_size -> facedot_size: int
-ThemeView3D.frame_current -> frame_current: float
-ThemeView3D.grid -> grid: float
-ThemeView3D.handle_align -> handle_align: float
-ThemeView3D.handle_auto -> handle_auto: float
-ThemeView3D.handle_free -> handle_free: float
-ThemeView3D.handle_sel_align -> handle_sel_align: float
-ThemeView3D.handle_sel_auto -> handle_sel_auto: float
-ThemeView3D.handle_sel_free -> handle_sel_free: float
-ThemeView3D.handle_sel_vect -> handle_sel_vect: float
-ThemeView3D.handle_vect -> handle_vect: float
-ThemeView3D.header -> header: float
-ThemeView3D.header_text -> header_text: float
-ThemeView3D.header_text_hi -> header_text_hi: float
-ThemeView3D.lamp -> lamp: float
-ThemeView3D.lastsel_point -> lastsel_point: float
-ThemeView3D.normal -> normal: float
-ThemeView3D.nurb_sel_uline -> nurb_sel_uline: float
-ThemeView3D.nurb_sel_vline -> nurb_sel_vline: float
-ThemeView3D.nurb_uline -> nurb_uline: float
-ThemeView3D.nurb_vline -> nurb_vline: float
-ThemeView3D.object_active -> object_active: float
-ThemeView3D.object_grouped -> object_grouped: float
-ThemeView3D.object_grouped_active -> object_grouped_active: float
-ThemeView3D.object_selected -> object_selected: float
-ThemeView3D.panel -> panel: float
-ThemeView3D.text -> text: float
-ThemeView3D.text_hi -> text_hi: float
-ThemeView3D.title -> title: float
-ThemeView3D.transform -> transform: float
-ThemeView3D.vertex -> vertex: float
-ThemeView3D.vertex_normal -> vertex_normal: float
-ThemeView3D.vertex_select -> vertex_select: float
-ThemeView3D.vertex_size -> vertex_size: int
-ThemeView3D.wire -> wire: float
-ThemeWidgetColors.inner -> inner: float
-ThemeWidgetColors.inner_sel -> inner_sel: float
-ThemeWidgetColors.item -> item: float
-ThemeWidgetColors.outline -> outline: float
-ThemeWidgetColors.shadedown -> shadedown: int
-ThemeWidgetColors.shadetop -> shadetop: int
-ThemeWidgetColors.text -> text: float
-ThemeWidgetColors.text_sel -> text_sel: float
-ThemeWidgetStateColors.blend -> blend: float
-ThemeWidgetStateColors.inner_anim -> inner_anim: float
-ThemeWidgetStateColors.inner_anim_sel -> inner_anim_sel: float
-ThemeWidgetStateColors.inner_driven -> inner_driven: float
-ThemeWidgetStateColors.inner_driven_sel -> inner_driven_sel: float
-ThemeWidgetStateColors.inner_key -> inner_key: float
-ThemeWidgetStateColors.inner_key_sel -> inner_key_sel: float
-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
-ToolSettings.autokey_mode -> autokey_mode: enum Mode of automatic keyframe insertion for Objects and Bones
-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_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_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.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_editing: enum Proportional editing mode
-ToolSettings.proportional_editing_falloff -> proportional_editing_falloff: enum Falloff type for proportional editing mode
-ToolSettings.sculpt -> sculpt: pointer, (read-only)
-ToolSettings.snap_element -> snap_element: enum Type of element to snap to
-ToolSettings.snap_target -> snap_target: enum Which part to snap onto the target
-ToolSettings.uv_selection_mode -> uv_selection_mode: enum UV selection and display mode
-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
-TrackToConstraint.target -> target: pointer Target Object
-TrackToConstraint.track -> track: enum Axis that points to the target object
-TrackToConstraint.up -> up: enum Axis that points upward
-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
-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
-TransformOrientation.name -> name: string
-TransformSequence.interpolation -> interpolation: enum
-TransformSequence.rotation_start -> rotation_start: float
-TransformSequence.scale_start_x -> scale_start_x: float
-TransformSequence.scale_start_y -> scale_start_y: float
-TransformSequence.translate_start_x -> translate_start_x: float
-TransformSequence.translate_start_y -> translate_start_y: float
-TransformSequence.translation_unit -> translation_unit: enum
-UILayout.alignment -> alignment: enum
-UILayout.operator_context -> operator_context: enum
-UILayout.scale_x -> scale_x: float
-UILayout.scale_y -> scale_y: float
-UVProjectModifier.aspect_x -> aspect_x: float
-UVProjectModifier.aspect_y -> aspect_y: float
-UVProjectModifier.image -> image: pointer
-UVProjectModifier.num_projectors -> num_projectors: int Number of projectors to use
-UVProjectModifier.projectors -> projectors: collection, (read-only)
-UVProjectModifier.scale_x -> scale_x: float
-UVProjectModifier.scale_y -> scale_y: float
-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
-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_keying_mode -> auto_keying_mode: enum Mode of automatic keyframe insertion for Objects and Bones
-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.keyframe_new_handle_type -> keyframe_new_handle_type: enum
-UserPreferencesEdit.keyframe_new_interpolation_type -> keyframe_new_interpolation_type: enum
-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.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)
-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_time -> auto_save_time: int The time (in minutes) to wait between automatic temporary saves
-UserPreferencesFilePaths.fonts_directory -> fonts_directory: string The default directory to search for loading fonts
-UserPreferencesFilePaths.image_editor -> image_editor: string Path to an image editor
-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_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
-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.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.view_rotation -> view_rotation: enum Rotation style in the viewport
-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.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.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.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.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.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.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_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.properties_width_check -> properties_width_check: int Dual Column layout will change to single column layout when the width of the area gets below this value (needs restart to take effect)
-UserPreferencesView.rotation_angle -> rotation_angle: int The rotation step for numerical pad keys (2 4 6 8)
-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.view2d_grid_minimum_spacing -> view2d_grid_minimum_spacing: int Minimum number of pixels between each gridline in 2D Viewports
-UserPreferencesView.wheel_scroll_lines -> wheel_scroll_lines: int The number of lines scrolled at a time with the mouse wheel
-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.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
-VoronoiTexture.coloring -> coloring: enum
-VoronoiTexture.distance_metric -> distance_metric: enum
-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
-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_frame_number -> still_frame_number: int The frame number to always use
-VoxelDataTexture.image -> image: pointer
-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.damping_time -> damping_time: float
-WaveModifier.falloff_radius -> falloff_radius: float
-WaveModifier.height -> height: float
-WaveModifier.lifetime -> lifetime: float
-WaveModifier.narrowness -> narrowness: float
-WaveModifier.speed -> speed: float
-WaveModifier.start_position_object -> start_position_object: pointer
-WaveModifier.start_position_x -> start_position_x: float
-WaveModifier.start_position_y -> start_position_y: float
-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
-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
-Window.screen -> screen: pointer Active screen showing in the window
-WindowManager.active_keyconfig -> active_keyconfig: pointer
-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
-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
-WoodTexture.noisebasis2 -> noisebasis2: enum
-WoodTexture.stype -> stype: enum
-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
-World.animation_data -> animation_data: pointer, (read-only) Animation data for this datablock
-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.range -> range: float The color range that will be mapped to 0-1
-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_mode: 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_strength -> falloff_strength: float Distance attenuation factor, the higher, the 'shorter' the shadows
-WorldLighting.gather_method -> gather_method: enum
-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.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)
-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
-WorldStarsSettings.average_separation -> average_separation: float Average distance between any two stars
-WorldStarsSettings.color_randomization -> color_randomization: float Randomize star colors
-WorldStarsSettings.min_distance -> min_distance: float Minimum distance to the camera for stars
-WorldStarsSettings.size -> size: float Average screen dimension of stars
-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.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
+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 -> 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'"
++ * ArrayModifier.merge_adjacent_vertices -> use_merge_vertices: boolean "'Merge vertices in adjacent duplicates'"
++ * ArrayModifier.merge_distance -> merge_threshold: float "'Limit below which to merge vertices'"
++ * ArrayModifier.merge_end_vertices -> use_merge_vertices_cap: 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_displace: 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_limit: 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_count: 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 -> cursor_color_add: 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 -> use_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 -> use_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 -> cursor_color_subtract: float "'Color of cursor when subtracting'"
++ * Brush.texture -> texture: pointer "'NO DESCRIPTION'"
++ * Brush.texture_angle_source -> texture_angle_source: enum "'NO DESCRIPTION'"
+*THIS NAMES ODD, CHANGE IT?* * 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 -> frame_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'"
+*TODO* * 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 -> thickness_inner: float "'Inner face thickness'"
++ * CollisionSettings.kill_particles -> use_particle_kill: boolean "'Kill colliding particles'"
++ * CollisionSettings.outer_thickness -> thickness_outer: 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 -> count: 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 &nb