cPy.cOptions module

Contents

cPy.cOptions module#

class OneHotKey[source]#

Bases: BaseClass

static dynamic_cast(pObject: BaseClass) OneHotKey[source]#
An analogue of the dynamic_cast function from C++, it checks whether the object pObject is a OneHotKey class or its descendant, and if so, returns the specified object, but of the OneHotKey type.
ID: cStr#
NakedID1: cStr#
NakedID2: cStr#
nNakedStages: int#
Room: cStr#
Code: int#
Stack: int#
Firm: bool#
Ctrl: bool#
Alt: bool#
Shift: bool#
AllowStack: bool#
UserDefined: int#
Recognize(keys: str)[source]#
SetupNaked()[source]#
class OneToolPreset[source]#

Bases: object

static dynamic_cast(pObject: any) OneToolPreset[source]#
An analogue of the dynamic_cast function from C++, it checks whether the object pObject is a OneToolPreset class or its descendant, and if so, returns the specified object, but of the OneToolPreset type.
SetDefOptions()[source]#
ToolName: cStr#
class PanoLightDir[source]#

Bases: object

D: cVec3#
C: cVec3#
Direction
class AppOptions[source]#

Bases: BaseClass

static dynamic_cast(pObject: BaseClass) AppOptions[source]#
An analogue of the dynamic_cast function from C++, it checks whether the object pObject is a AppOptions class or its descendant, and if so, returns the specified object, but of the AppOptions type.
static Choose()[source]#
AutoReloadChangedModules: bool = False#
Auto Reload Changed Modules
HideAll: bool = False#
ShowBetaTools: bool = True#
Show Beta Tools
AllowGPULayerProcessing: bool = True#
AllowLiveBooleans: bool = True#
Add the child volume to any volume in the scene, press RMB over the child, and see the “Live..” items.
ShowMirrored: bool = True#
This option is applicable only if symmetry enabled. In this mode you should create topology only on one side of symmetry. Opposite side will be shown as in mirror without actual creation of polygons. After you will finish you may “”Apply symmetry” to get real topology on both sides. If this mode is turned off polygons will be automatically created on both sides of the symmetry
rtMakeSculptMesh: bool = False#
This tool allows to add coating over the layer in non-destructive way. It is similar to VoxLayer, but you may defune area using curves and change corner points later.
rtSubdivide1: bool = True#
rtSubdivide2: bool = False#
rtSubdivide3: bool = False#
ShowUVOverlapping: bool = True#
Show/Hide UV faces overlapping
AllowVoxelsPaint: bool = True#
Enable the Voxel Paint for all tools. It means that constructive sculpting brushes will not only grow the surface but also cover it with PBR paint material. All Additive merging (boolean) operations will be covered with the selected Paint as well, when Voxel Paint is enabled. Shapes with different paint, will maintain their respective paint values to the point where the shapes meet.
AllowPolyVoxels: bool = True#
AllowRetopoVoxels: bool = False#
Medical: bool = False#
LockUI_Changes: bool = False#
AutoUnwrapAttachedFaces: bool = True#
Auto unwrap faces that was created nearby to already unwrapped island. Unwrapping will be performed each time when you switch new tool
BackfaceCulling: bool = True#
Backface Culling
ShowCommandsID: bool = False#
ExtrudeMaskBothSides: bool = True#
RenderCurvesOnBackFaces: bool = True#
Render Curves on Back Faces_HINT
AutoZipScenes: bool = False#
This options allows to preserve disk space. At first, 3B scene will be saved as is. Then it will be gradually zipped, it will be done on background without interruption of your job. After siccessfull zipping the scene file will be replaced with the zipped one.
CorrectAlphaRendering: bool = True#
To view semi-transparent models correctly, we need to sort faces from back to front. Generally, it is a fast process, but if you feel that it slows rendering down, you may turn it off. Pay attention, alpha ordering works only for paint objects currently.
GlobalEnablePrintingGrid: bool = False#
AppOpt.GlobalEnablePrintingGrid_HINT
SkipCacheQuest: bool = False#
When you click on cache/uncache from the VoxTree you will be asked if you really need it. If this option is turned on the question will not appear.
RequestAO_mode: int = 1#
RequestAO_mode_HINT
RequestCavity_mode: int = 1#
RequestCavity_mode_HINT
QWER_for_gizmo: bool = True#
QWER_for_gizmo_HINT
ActivityBarStyle: int = 1#
Activity Bar Position
IgnoreOptSaving: bool = False#
ChangeLanguagesDirectly: bool = False#
In case if you want to help with translation to your native language there are two options. First, default is to translate ID and then send it to us via the web form. Another option - you may translate the whole language file locally and then send it to us (to support@pilgway.com). Enable this option, translate, ensure that your ID-s appear in UI. Pay attention that the file InstallFolder/data/Languages/YourLanguage.xml will be modified, modification of the file in the install folder requires running the coat{CY} “as administrator”{C}.
AllowSplines49: bool = False#
Enable the old version of splines in the E-panel. The new version of splines will be available as well.
EModeAngleStep: float = 15.0#
This is the angle step if you press ALT+CTRL in the rectangle/lasso/ellipse E-mode (E is the default hotkey to trigger the panel)
PositiveAlpha: bool = False#
If enabled, the top left pixel value will not be subtracted from the alpha depth.
DontGroupObjVerts: bool = False#
This option may help when you need to keep vertices order unchanged in single heap. Even if 3DCoat tries to keep the vertex order unchanged, sometimes this is not enough. In this case, enable this option.
SubtractionShell: float = 0.0#
This is an additional shell for subtractive Boolean operations.
UseSoftBooleansForVoxels: bool = False#
Use Soft Booleans for Voxels
VoxelsSoftBooleansRadius: float = 5.0#
ApplinkSculptToImport: bool = False#
With this checkbox, AppLink triggers the Import tool. Otherwise, the model will get to the new surface layer.
NotifyAboutUpdates: bool = True#
Notify me about new updates
OnlyStableUpdates: bool = True#
Notify only about updates marked as {CY}Stable{C}.
UndercutsEdgeOpacity: float = 0.6499999761581421#
UndercutsTopBottomOpacity: float = 0.4000000059604645#
BEdgeWidth: float = 0.5#
The edge corresponds to the tapering angle. The edge contrast regulates the sharpness of the border.
RollAngle: float = 15.0#
HideViewGizmo: bool = False#
Hide the Viewport Navigation Gizmo
HideMaterialPreview: bool = False#
Hide Material Preview
ShowHints: bool = True#
Allows you to show or hide popup tooltips near your mouse cursor
ShowBottomHints: bool = True#
Show Expanded Tooltips (Bottom of 3D Viewport)
NarrowLeftPanel: bool = False#
You can hide left tool panels if you prefer to use “space” menu
ShowCurrentPointPos: bool = True#
Show Current Pick Point Coordinate Preview
ShowGrid: bool = False#
Toggle 3D grid
ShowBuildVolume: bool = True#
Show Build Volume
Snap3DGrid: bool = False#
Snap cursor to the projection of the 3D grid on the screen. If several grids are visible the most rotated toward screen will be chosen. It is recommended to use it in orthogonal projection. Gizmos and primitives positions and size will be snapped to discrete positions in space
GridZX: bool = True#
ZX Plane
GridXY: bool = False#
XY Plane
GridYZ: bool = False#
YZ Plane
AutoGrid: bool = False#
Show corresponding grid plane automatically due to orientation in space
RareGrid: bool = False#
NormalGrid: bool = True#
DenseGrid: bool = False#
CustomGrid: bool = False#
PalCellSize: int = 1#
UI_ExtraSize: int = 0#
UI_FontYShift: int = 3#
UI_ClassEditorBorders: int = 3#
UserFontExtraLinesDistance: int = 0#
The additional space between lines in UI. Useful if you are using custom fonts and want to adjust the visual appearance of the fonts.
UserFontDY: int = 0#
Shift the font up and down a bit for a better visual appearance. Usually helpful if custom fonts are used.
GridStep3D: float = 1.0#
Grid Step
GridSubSections: int = 1#
Grid Subdivisions
GridStepsCount: int = 10#
Number of divisions in the grid
CachingMethod: int = 5#
SharpVoxExtrude: bool = False#
ProjectionThrough: bool = False#
Project the image through all object, even back faces
LockSymmetry: bool = True#
Lock symmetry plane so that you will not be able to move it accidently with TAB key
ShowAxisX: bool = True#
X
ShowAxisY: bool = True#
Y
ShowAxisZ: bool = True#
Z
RtpObj: bool = True#
Treat the retopo groups as materials instead on objects. Use this option on your own risk, it is not usual 3D-Coat’s workflow. By default, retopo groups will be baked as objects.
AllowRmbProp: bool = True#
Enable or disable RMB properties window in Sculpt room. Window may be disabled as well by assigning hotkey in Windows->Popups->Trigger volume properties window
AllowRetopoRmbProp: bool = True#
Enable RMB Properties in the Retopo/Modeling/UV rooms
PanoRotation: float = 308.54229736328125#
PanoBlur: float = 4.0#
Drag to blur/sharp the environment texture in the viewport background
PreventDoublePainting: bool = False#
This option is important if you have stacked or mirrored UV islands. If the opton is enabled the point on UV map may be painted only once per stroke. It is helpful if stacked islands have no boundary with each other (for example body - one island, arms and legs - other mirrored islands). If you enable symmetry and this option, arms and legs will not be pained twice. But if mirrored islands have common boundary between them, enabling this option will lead to artifacts near the common edges because same pixel is present on both sides of the edge.
ExpositionModulator: float = 1.0#
Exposure
NormalsDithering: bool = False#
Bake Normals with Dithering
ShowWholeRoundGizmo: bool = False#
Show Entire Circle of the Screen Space Rotation Gizmo
AllowLegacyProxyMode: bool = False#
Allow Proxy mode (the legacy tool) for Multi-Resolution, instead of Newer Levels-Based System
ShowMemoryInfo: bool = False#
It is useful if you hunt for memory leaks and investigate memory usage.
ArrayAndRoundingModifier: int = 0#
E-mode Array and Rounding hotkeys
RecordTimelapse: bool = False#
Recording a timelapse of the process of working on a model without an interface.
TimelapseSmoothCamera: float = 2.0#
To prevent camera movement from flickering during timelapse, camera movement will be additionally smoothed to the specified degree.
TimelapseShotInterval: float = 3.0#
How often to take one snapshot of your work in seconds.
TimelapseHideGuides: bool = False#
TimelapseHidePMS: bool = False#
TimelapseDeleteShotsAfterConvert: bool = True#
BuildSizeX: float = 210.0#
Build Size X
BuildSizeY: float = 150.0#
Build Size Y
BuildSizeZ: float = 150.0#
Build Size Z
LayerThickness: float = 0.20000000298023224#
Layer thickness is very important in 3D-print friendly mode. It defines the density of new volumes. The smaller Layer Thickness - the bigger is the density of voxel volumes. Bigger density means lower performance, but better quality.
UseFixedSceneScale: bool = False#
If you use a fixed scene scale the object will always be opened with this scale except scenes saved previously. This may be problematic in cases when objects are too huge or too small. It is recommended to keep scaled object size in the range 10-300.
FixedSceneScale: float = 1.0#
The scene scale to import objects.
SingleMaterialForSculptExport: bool = False#
If it is set, then File->Export scene will export the mesh with multiple objects but a single material.
IslandsDistancePercent: float = 100.0#
Islands Distance Percentage_HINT
PreferredUVMethod: int = 0#
Preferred unwrap method
AlwaysTryUvStripes: bool = False#
Use “To Strip” unwrapping whenever possible
BakeScanDepthIn: float = 10.0#
This value defines inner shell for baking. Scan ray will follow along normal direction inside the object on specified depth
BakeScanDepthOut: float = 10.0#
This value defines outer shell for baking. Scan ray will follow along normal direction outside the object on specified length
BakeOutmostSurface: bool = False#
OutmostBakingLimit: float = 3.0#
ShadersPreviewSize: int = 1#
ShapesPreviewSize: int = 1#
ShowFoldersAsButtons: bool = True#
Show Folders As Buttons
MaxAmountLinesOfFolders: int = 2#
Maximal amount of lines in folders list used for items lists like brushes, stencils, presets etc.
AllowMaterialNavigaion: bool = False#
Allow Material Navigation via LMB/RMB dragging in Viewport
AllowVolumetricPainting: bool = True#
Allow Volumetric Painting
CustomMode: bool = False#
GreyscalePano: bool = False#
Use greyscale panoramas to avoid any color distortion
pGreyscalePano: bool = False#
VoxelPaintDepth: float = 2.0#
The depth of the voxel painting. Use caution when increasing depth of the color penetration, as it may cause artifacts (penetration to another side of the object, noise color spots over the noisy surfaces). So, we recommend lower paint depth values in general, but especially for thin and/or noisy surfaces. Additional, the larger depth values lead to slower performance.
EmbedTexturesToFBX: bool = False#
When you export FBX textures will be embedded directly into the FBX file.
csgo: int = 0#
PhongExponent: float = 32.0#
PhongIntensity: float = 32.0#
FontSize: int = 1#
Font Size
static LoadPano2(force: bool = False)[source]#
0 - auto, 1 - small, 2 - medium, 3 - large
static RescaleScene(Scale: float, EvenEmpty: bool)[source]#
AutoUpdateRetopoPounts: bool = False#
static CheckHidden(id: str, IgnoreCustomMode: bool = False) bool[source]#
static CheckHiddenD(id: str) bool[source]#
static AddHidden(id: str)[source]#
static RemoveHidden(id: str)[source]#
static LoadHidden(name: str)[source]#
static SaveHidden(name: str)[source]#
static LoadRenamed()[source]#
static CheckRenamed(id: str) str[source]#
AdditionalQuixelFolder: cStr#
AdditionalQuixelFolder_HINT
ShowAxis: bool = False#
Show/Hide Axis
Autosave: bool = True#
Enable AutoSave. Autosaved scenes stored as _autosave.3B in your folder’s scene to avoid overwriting from different scenes and sessions. As soon as you load something like _autosaveN.3b, it gets name _recovered.3b in scene to prevent overwriting by newer autosaves.
SmallInterface: bool = False#
Toggle between the full or compact interface
AllowInertia: bool = True#
Allow inertia in scrollable dialogs
ColorConversionMode: bool = False#
Value:

#00000000

LastAutosaveTime: int = 3876734#
AutosaveTime: float = 10.0#
Autosave Time
NumAutosaves: int = 4#
Amount of autosave files to be sequentially stored
UseBackgrImage: int = 2#
Scene background style
BackgrImage: int = 401#
SkyBoxImage: int = 403#
SkyBoxNodesFBO: int = -1#
SkyBoxNodesFBOMid: int = -1#
SkyBoxNodesFBOMid2: int = -1#
SkyBoxNodesFBOMid3: int = -1#
SkyBoxNodesFBODiffuse: int = -1#
SkyBoxImageDiffuse: int = 404#
SkyBoxImageName: cStr = data/Temp/pano4.dds#
Image to be used as a 360*180 skybox for background
SkyBoxMainDir: cVec3 = -0.4402 -0.7826 0.4402#
static CreatePanoLights(csm: any)[source]#
static CheckSkyGreyscale()[source]#
LockPanorama: bool = True#
Lock Environment
CameraIsometricSnap45dg: bool = False#
Hold down the Shift key during the rotation of the camera and it will snap to angle with 45 degrees relative to closest axis.
CameraIsometricSnapHexagon: bool = False#
Hold the Shift key while rotating the camera from top to lock the camera at an angle where the equilateral cubes look like equilateral hexagons. For get correct isometrics, please use orthographic view.
CameraIsometricSnapRhombus2x1: bool = False#
Hold the Shift key while rotating the camera from top to lock the camera at an angle where top side of the equilateral cubes look like rhombus 2x1. For get correct isometrics, please use orthographic view.
CameraInWorldCenter: bool = False#
Camera In World Center
CameraFor2DPaint: bool = False#
Camera For 2D Painting
CameraLock2DCanvas: bool = False#
Camera Lock 2D Canvas.
Invert3DMouse: bool = False#
Invert 3D Mouse
Invert3DMouseForTransforms: bool = False#
Invert 3D-Mouse For Transforms on objects transform mode. See Edit->Transform without gizmo->Transform with 3D-Connection/mouse.
TabletLibrary: int = 0#
Tablet Interface
TreatEraserAsPen: bool = False#
Treat Eraser as Pen
IgnoreDoubleClicksFromPen: bool = False#
Ignore double clicks from pen
VSync: bool = False#
Limit FPS by the display VSync frequency. It helps to decrease the GPU load.
GammaCorrectionRed: float = 1.0#
GammaCorrectionGreen: float = 1.0#
GammaCorrectionBlue: float = 1.0#
AcesTonemapping: bool = False#
Aces Tone Mapping is used widely in the Film & Game industry, and this mode will help the look in the viewport match more closely to the viewport in Game Engines or applications that employ it.
SoftwarePreset: int = 68863#
Normal Map Software Preset
TBN_Normalisation: int = 0#
Local space (TBN) normalization method
NormalsCalculationMethod: int = 1#
Choose how normals of the mesh for painting will be calculated
TriangulationMethod: int = 0#
Triangulaton method is important for compatibility of normal maps. If triangulation method does not correspond to your modeling software and you will bake normal maps - cross-like artifacts may appear on quads
TBNMethod: int = 0#
Tangent space is important to render normal maps correctly. If you are using incorrect tangent space seams will be visible on baked model in your modeling software. So you need to choose method that is well compatible with your modeling software after exporting from 3DCoat. Difference is not too visible on organic models but may affect baking hardsurface models essentially
SwapTB: bool = False#
Swap TB
DenormalizedTB: bool = False#
Denormalized TB
static GetSwapYZ() bool[source]#
static SetSwapYZ(value: bool)[source]#
IconsHighlightColor: int = 4286153612#
Value:

#FF79838C

TopBackgroundColor: int = 4279571733#
Value:

#FF151515

Top Background Color
BottomBackgroundColor: int = 4279571733#
Value:

#FF151515

Bottom Background Color
GridColor: int = 4286611584#
Value:

#FF808080

The 2D grid color, overlaid over the viewport
InterfaceColor: int = 4281019179#
Value:

#FF2B2B2B

Overall interface color
DropdownColor: int = 4281479730#
Value:

#FF323232

Drop-down List Color
HeadersColor: int = 4280624421#
Value:

#FF252525

Menu and floating windows header color
ToolsHeadersColor: int = 4279900698#
Value:

#FF1A1A1A

The color of the headers of sections in left tool panel
ButtonsColor: int = 4283650899#
Value:

#FF535353

This color will be used for buttons, sliders, and scrollers
ButtonDownColor: int = 4281348144#
Value:

#FF303030

ButtonMOverColor: int = 4286611584#
Value:

#FF808080

HighlightColor: int = 4284966502#
Value:

#FF676666

This color will be used for highlighted elements; buttons, combo-boxes, and scrollers
MeshPreviewColor: int = 4293753391#
Value:

#FFED7A2F

The mesh preview color for primitives and import tools.
FontHighlightColor: int = 4278321666#
Value:

#FF020202

The color of font on the highlighted button
CurrLayerColor: int = 4280328224#
Value:

#FF20A020

HintBGColor: int = 4286611584#
Value:

#FF808080

TopToolbarColor: int = 4284506208#
Value:

#FF606060

This color will be used for the toolbar tops
LeftToolbarColor: int = 4286611584#
Value:

#FF808080

MenuColor: int = 4286611584#
Value:

#FF808080

HintsColor: int = 4291085508#
Value:

#FFC4C4C4

Hint Background
HintsTextColor: int = 4278190080#
Value:

#FF000000

Hints Text Color
WireframeColor: int = 4278190080#
Value:

#FF000000

Wireframe Color
SeamsColor: int = 4294901760#
Value:

#FFFF0000

Seams color
SharpEdgesColor: int = 4278255615#
Value:

#FF00FFFF

Sharp edges color
SharpSeamsColor: int = 4294902015#
Value:

#FFFF00FF

Sharp Seams Color
DrawsColor: int = 4286643968#
Value:

#FF80FF00

Retopo strokes color
StartMenuHighlightColor: int = 4287192628#
Value:

#FF895E34

Start menu highlight color
SubfolderSelectionColor: int = 4288782753#
Value:

#FFA1A1A1

Items folder selection color
SelectionContourColor: int = 4294967295#
Value:

#FFFFFFFF

The default contour color
RenderBackEdges: bool = True#
Render back edges (invisible due to Z-buffer)
UseReferenceColorForSelectionContour: bool = True#
Value:

#00000001

Use the volume reference color as the contour color
RenderSelectionContour: bool = False#
Render the selection contour
ProjScaleFactor: int = 100#
Additional scale that will be applied to the projection image to edit in external editor
TexApproach: int = 2#
Texture Export/Import Workflow
StoreRGToMetAlpha: bool = True#
Store glossiness or roughness in alpha channel of metalness texture (in dependence on approach)
ComboDropdownAdjustment: float = 1.0#
ComboInnerAdjustment: float = 1.0#
ComboArrowAdjustment: float = 1.0#
DialogsHeaderAdjustment: float = 1.190000057220459#
DialogsAdjustment: float = 1.2400000095367432#
DockDelimiterAdjustment: float = 1.0#
InputFieldAdjustment: float = 1.0#
LayersAdjustment: float = 1.0#
MenuAdjustment: float = 1.190000057220459#
MenuHighlightAdjustment: float = 1.0#
MenuDelimiterAdjustment: float = 1.0#
QuickpanelButtonAdjustment: float = 0.8799999952316284#
QuickpanelAdjustment: float = 1.3799999952316284#
ToolButtonsAdjustment: float = 0.6600000262260437#
ToolsetButtonsAdjustment: float = 0.800000011920929#
ToolSelectButtonAdjustment: float = 0.8399999737739563#
DockedAdjustment: float = 1.0#
UndockedAdjustment: float = 1.1799999475479126#
VoxtreeItemAdjustment: float = 1.0#
VoxtreePlusAdjustment: float = 0.699999988079071#
RenderExactViewsInPerspective: bool = True#
Render front, back, left, right, top views in perspective.
AmountOfTurnableShots: int = 4#
Amount of shots for the turnable rendering
AngleForTurnableShots: float = 45.0#
Angle over the horizon for the turnable rendering
UseMultiCore: bool = True#
Use Multi-Core Optimization
UseMulticoreForSaving: bool = True#
Use Multi-Core for Saving
UseMRT: bool = True#
Use multiple render targets to speed up real time normal map updates
PickColorJustFromTheScreen: bool = False#
Value:

#00000000

Pick the color with the picker tool or hotkey (usually V) just from the screen not from objects or layers.
PickFromAllLayers: bool = True#
If this option is checked, color will be chosen from all layers. Otherwise it will be chosen only from the current layer
PickDepthToo: bool = True#
Pick depth with Sampler Tool when depth channel is enabled
PickFromCentralPoint: bool = True#
Pick color/depth/Glossiness from central point
ShowSoloMaterial: bool = False#
In this mode you can click somewhere and unhide all faces with the same material
WheelAction: int = 0#
Select the parameter to change with the mouse wheel
CtrlWheelAction: int = 1#
Select the parameter to change with CTRL+mouse wheel
ShiftWheelAction: int = 3#
Select the parameter to change with SHIFT+mouse wheel
AltWheelAction: int = 2#
Select the parameter to change with ALT+mouse wheel
WheelZoomPerspSpeed: float = 1.0#
Wheel Zoom Perspective Speed
WheelZoomOrthoSpeed: float = 1.0#
Wheel Zoom Orthographic Speed
WheelZoomUVSpeed: float = 1.0#
Wheel Zoom UV Speed
UseShiftSnapping: bool = True#
Use Shift Snapping_HINT
NormalmapExportType: int = 0#
Please select the default normal maps exporting options
RealtimePaddingMode: int = 0#
There are several methods for padding. First one linearly interpolates color between pixels from opposite island. Second one Takes nearest pixel from opposite island. Third one, the naive, takes nearest pixel from current island.
FillBordersMode: int = 1#
When exporting textures you will be asked if you need a border around the texture clusters (padding). This option allows you to answer this question automatically
BorderEdgesWidth: int = 256#
Please select padding width
EditorPath: cStr = photoshop.exe#
The path to your external graphics editor. This editor should support loading and saving files with the PSD extension
ScriptEditorPath: cStr = notepad++.exe#
Please specify the external text editor.
MeshViewQuality: int = 0#
AppOptions::MeshViewQuality_HINT
PickerType: int = 1#
Use LMB to choose a color
PickColorMode: int = 0#
Value:

#00000000

NearPlane: float = 1.0#
Tweak the cameras near plane to be able to move closer to the surface
PivotType: int = 3#
Rotation pivot is current pick point on the object
SnappingMethod: int = 1#
Snapping Method to be Used
HideScrollers: bool = True#
Hide Scrollers
DontUseStickyKeys: bool = False#
Disable the sticky keys mechanics
IconicUI: int = 1#
MultiresScope: int = 0#
Please choose whether multiresolution acts over the current object, selected objects, or all visible objects. This simplifies multi-object multiresolution management.
NumProcessors: int = 24#
UsingProcessors: int = 32#
PtexTextureSize: int = 3#
The size of textures that will be used to store PTEX quads. This size will be used for export if you export the PTEX model as regular model
FlipPtexQuads: bool = False#
Flip ptex quads for better compatibility with Renderman
MillionsOfPolygons: float = 4.0#
Mesh resolution, in millions of polygons, after the mesh smoothing is applied during the loading. This amount should be greater than the number of pixels in the texture
TexSizeX: int = 2048#
Texture width. If your video card has less than 256 megs of RAM you should avoid textures larger than 2000 x 2000
TexSizeY: int = 2048#
Texture height. If your video card has less than 256 megs of RAM you should avoid textures larger than 2000 x 2000
ShowGrid2D: bool = False#
Show/Hide 2D Grid
SnapGrid2D: bool = True#
Snap the cursor to the grid
SnapOriginalVerts: bool = False#
Snap brush to low-poly mesh vertex positions
Grid2DSize: int = 64#
Set the grid size in pixels
Grid2DSub: int = 0#
This value represents the number of subdivisions in the screen grid. Use zero for none
Grid2DColor: int = 4278255615#
Value:

#FF00FFFF

Click the LMB here to change the 2D grid color
GreyOutBgInModalDialogs: bool = False#
Grey-out Background w/ Pop-Up Dialogs_HINT
GreyOutOpacity: float = 0.6600000262260437#
Grey-out Opacity reduces the opacity of the grey-out effect over the viewport, when a dialog pop-up appears
UseNaviLineForPages: bool = True#
Use Tabs instead of a Drop List to switch Workspaces.
OldStyleHotkeysInSpacePanel: bool = False#
LightDirX: float = 0.5333399772644043#
LightDirY: float = -0.012202000245451927#
LightDirZ: float = 0.4248810112476349#
LightContrast: float = 0.0#
EnvMap: int = -1#
LowShadersQuality: bool = False#
Select this option if you experience performance problems
MainColor: int = 4283987568#
Value:

#FF587670

BackColor: int = 4278190080#
Value:

#FF000000

ControlsIn3D: bool = False#
Use a 3D style for the buttons
ControlsWithGradient: bool = False#
Use a gradient texture for menus and backgrounds
InverseVerticalZoom: bool = False#
Press ALT+LMB and slide the mouse upwards to zoom in the opposite direction
FontColor: int = 4289177511#
Value:

#FFA7A7A7

This color will be used for text and white icons, locks, and navigation controls
EditAreaColor: int = 4280163870#
Value:

#FF1E1E1E

Edit Area Color
EditAreaBorderColor: int = 4282598211#
Value:

#FF434343

Edit Area Border Color
EditAreaBorderHighlightColor: int = 4282598211#
Value:

#FF434343

Edit Area Highlight Color
ActiveTabFontColor: int = 4291743438#
Value:

#FFCECECE

Active Tab Font Color
PassiveTabFontColor: int = 4285361517#
Value:

#FF6D6D6D

Passive Tab Font Color
PassiveTabColor: int = 4279045389#
Value:

#FF0D0D0D

Passive Tab Color
ActiveTabColor: int = 4280032284#
Value:

#FF1C1C1C

Active Tab Color
BackgroundTabColor: int = 4279834905#
Value:

#FF191919

Tab Background Color
HeadersFontColor: int = 4289572269#
Value:

#FFADADAD

Use this color for the headers text
rtColorMode: int = 0#
Value:

#00000000

rtNeedColorMode: int = 0#
Value:

#00000000

NeedLayersConvert: int = 0#
PaintShaderType: int = 1#
pPaintShaderType: int = 1#
BakeWithNamesCorrespondence: bool = False#
You may use this option to simplify Sculpt Object Baking if names of Retopo Objects correspond to Sculpt Object names. If you check the option each Retopo Object will be baked using only the Sculpt Object of same name and its children
ShowFocalShift: bool = False#
Show the ‘Focal shift’ slider in the top panel
ShowFalloff: bool = True#
Show the ‘Falloff’ slider in the top panel
ShowThumbs: bool = True#
Show Import Thumbnails on Start Page
ShowIThumbs: bool = True#
Show Interface Thumbnails on Start Page
DebugShadersMode: bool = False#
Shader debug mode allows you to see errors while shaders are compiling
StoreWindowState: bool = True#
Store Window State
DontShowSurfaceHint: bool = False#
Don’t show this hint again
StorePenShapeForTools: bool = True#
Remember Brush/Strip For Every Tool
StorePenRadiusForTools: bool = True#
Remember Own Brush Radius for Every Tool
PenSensivity: float = 1.0#
Brush sensitivity
PenPressureLevels: int = 650#
Please enter the number of pressure levels for your brush
Symmetry_point_opacity: float = 40.0#
Symmetry Point Opacity
CamZoomSpeed: float = 1.0#
Camera Zoom Speed
CamRotSpeed: float = 1.0#
Camera Rotation Speed
ShouldSaveInShortForm() bool[source]#
Return true if class should be saved in short form mandatory
static SetupIslandsDistance()[source]#
static CheckAutosave() bool[source]#
static PostponeAutosave()[source]#
Read()[source]#
Write(SaveLayout: bool = True, SavePresets: bool = True, SaveHotkeys: bool = True)[source]#
static getPos(wname: str) any[source]#
static SaveColors()[source]#
static ReadColors()[source]#
static GetSliderState(ID: str, local: bool = False) any[source]#
SymmSnapValue: float = 0.4000000059604645#
UseOldNavAPI: bool = False#
Use older version of 3D-Connexion API. It is not recommended because in some cases it may lead to additional lags if you use wireless devices (mouse, pen, keyboard). But if the new API does not work for you - please use older one.
ShowWorldCenter3DConnexion: bool = True#
Show the pivot when you navigate
Use3DConnexionPivot: bool = False#
Use the default 3DConnextion pivot picking algorithm - pick the pivot around the center of the viewport.
MovementSensitivity: float = 1.0#
Movement Sensitivity
ZoomModulator: float = 1.0#
Zoom Speed Modulator
PanUDModulator: float = 1.0#
Vertical Pan Modulator
PanRLModulator: float = 1.0#
Horizontal Pan Modulator
RotationSensitivity: float = 1.0#
Rotation Sensitivity
SpinModulator: float = 1.0#
Spin Modulator
TiltModulator: float = 1.0#
Tilt Modulator
RollModulator: float = 1.0#
Roll Modulator
OrthoZoomSpeed: float = 1.0#
Orthographic mode zoom speed
OrthoPanSpeed: float = 1.0#
ObjectMovingSpeed3DM: float = 1.0#
The additional speed modulator for the translation when the object manipulation mode with the 3D-mouse turned on.
M3D_ActivationKey: int = 1#
Choose a key to activate the mode where you can change the radius, depth, opacity, and brush angle using a space mouse
PenIconSize: int = 1#
StripIconSize: int = 1#
MaskIconSize: int = 1#
MtlIconSize: int = 3#
ModelsIconSize: int = 2#
FacturesIconSize: int = 2#
PanIconSize: int = 2#
ScriptInfoType: int = 0#
When you press the RMB+MMB over the item in UI the code for scripting will be copied to the clipboard. This option allows to define what type of information will be copied there.
RotateAroundYAxis: bool = True#
Rotation will be constrained - space navigator will rotate around Y-axis in the same was as in standard navigation scheme
DisableRoll: bool = False#
Disable roll with 3D-Mouse. In many cases this is most convenient
RealtimeUVPreview: bool = True#
ZoomToVaryRadiusSensitivity: float = 1.0#
Zoom to Radius Speed
UpDonToVaryDepthSensitivity: float = 1.0#
Vertical Pan to Depth Speed
RLToVaryTransparencySensitivity: float = 1.0#
Horizontal Pan to Opacity Speed
SpinToVaryRotationSensitivity: float = 1.0#
Spin to Rotation Speed
TiltToVaryFocalShiftSensitivity: float = 1.0#
Tilt to Focal Shift Speed
RollToVarySpecularSensitivity: float = 1.0#
Roll to Glossiness Speed
FreezeViewMode: int = 0#
Change the pattern used to indicate frozen areas
FreezePScrollSpeed: float = 1.0#
Freeze pattern scroll speed. Change the pattern used to indicate frozen areas in the freeze menu
HidePenConstantlyInCapsMode: bool = False#
If this option is checked brush will be hidden constantly in CAPS LOCK mode, otherwise it will be hidden only while drawing
HidePenConstantly: bool = False#
If this option is checked brush will be hidden when drawing
ShowPenShape: bool = True#
Show Brush Curve
ShowPenAlpha: bool = True#
Show Brush Alpha Texture
PenCircleColor: int = 4294967040#
Value:

#FFFFFF00

Brush Circle Color
PenShapeColor: int = 4294901760#
Value:

#FFFF0000

Color of the brush curve. This color will be used for the dot in CAPS LOCK mode
PenShapeColorWithCTRL: int = 4278190335#
Value:

#FF0000FF

Brush Curve Color w/ CTRL
PenShapeColorWithSHIFT: int = 4278255360#
Value:

#FF00FF00

Brush Curve Color w/ SHIFT
ShowCentralSpotInCapsMode: bool = True#
Show Cental Dot in CAPS Mode While Drawing
PickVertMode: int = 0#
TopologicalPaintConstraints: bool = False#
Paint only in the topologically connective areas. Otherwise, paint tools act over the volumetric sphere.
MessageAbovePen: int = 0#
Message Above Brush
MessageBelowPen: int = 0#
Message Below Brush
MessagesColor: int = 4294901760#
Value:

#FFFF0000

Color of the messages below or above the brush
EdgeLoopFriendlyQuadrangulation: bool = True#
In this case another method of quadrangulation will be used to get nice edgeloops. It is more time consuming
SteamApp: bool = False#
ItemtestPath: cStr#
SelectEdgesWhenFacesDeleted: bool = True#
When you delete selected faces the bounding edges will be selected. Turn it off if you don’t need edges selection.
AutoJoinCurvesEnds: bool = True#
If you start new curve and click on the first or last point of an existing curve the curve will be extended with new points. Uncheck if you need to start new curve even if new point matches existing one exactly.
MoveOnlySlectedGroupFaces: bool = True#
SmoothJustOnce: bool = False#
If this option turned ON the “Smooth all” dialog will not appear. Smoothing will be performed just once.
SpineToolOnlySplineMode: bool = False#
UseRGBCavityByDefault: bool = True#
RGB Curvature is a multi-range Curvature texture map, where each channel corresponds to a different cavity scale. B is the local cavity, G is a middle-range cavity, R is the far-range cavity.
AutoExtrudeFaceByDefault: bool = True#
Extrude auto commit after new Selection
SmartExtrudeConstSelection: bool = False#
Selection enable all time
HideGizmoIfShiftPressed: bool = False#
Hide Gizmo w/ CTRL/SHIFT Hotkeys in the Retopo/Modeling Room, via the Select & Transform tool
ShowDensityNearVolumes: bool = True#
Show Density near the Volume’s Name
ShowPolycountNearVolumes: bool = False#
Show Polycount near the Volume’s Name
RelaxSharpEdges: bool = False#
Moving or not the “Sharp Edges” during Relaxing
CentralRectExpansion: bool = False#
Expand the rectangle, square, or shape from the center.
PanM: cMat3#
WPanM: cMat3#
static GetToolPreset(Name: str) OneToolPreset[source]#
static FindToolPreset(Name: str) OneToolPreset[source]#
static RemoveToolPreset(Name: str)[source]#
static ActivateToolPreset(Name: str)[source]#
static StoreToolPreset(Name: str)[source]#
static ChangeSoftwarePreset()[source]#
AddFileToRecent(name: str)[source]#
RestoreOptions()[source]#
SaveMask: int = -1#
GetClassMask() int[source]#
Masking elements of class. Each member has mask. Element is serializable/visible only if (it’s_mask & hosting_class_mask) != 0