File: properties_editor.rst

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.. index:: Editors; Properties
.. _bpy.types.SpaceProperties:

**********
Properties
**********

.. figure:: /images/editors_properties-editor_interface.png
   :align: right

   The Properties, with *Object* properties shown.

The Properties editor shows and allows editing of many active data, including the active scene and object.


Tabs
====

The Properties editor has several categories, which can be chosen via tabs (the icons column to its left).
Each tab regroups properties and settings of a data type, and is documented in its own manual sections, linked below.

.. _properties-tool-tab:

Active Tool and Workspace Settings
----------------------------------

This first tab contains settings for the active :doc:`tool </editors/3dview/toolbar/index>` (in the 3D Viewport)
and the current :doc:`workspace </interface/window_system/workspaces>`.


Scene
-----

These tabs contain settings for the active scene.

.. _properties-render-tab:

- Render: :doc:`EEVEE </render/eevee/index>`,
  :doc:`Cycles </render/cycles/render_settings/index>` or
  :doc:`Workbench </render/workbench/index>` settings
- :doc:`Output </render/output/index>`
- :doc:`View Layer </scene_layout/view_layers/index>`
- :doc:`Scene </scene_layout/scene/properties>`
- :doc:`World </render/lights/world>`


Collection
----------

This tabs contain settings for the active :ref:`Collection <scene-layout_collections_collections_tab>`.


.. _properties-data-tabs:

Object
------

These tabs are used to add features, and to change properties for the active object.
Depending on the type of the active object, some of those will be hidden.

- :doc:`Object </scene_layout/object/properties/index>`
- :doc:`Modifiers </modeling/modifiers/index>` (or :doc:`Grease Pencil Modifiers </grease_pencil/modifiers/index>`)
- :doc:`Object Visual Effects </grease_pencil/visual_effects/index>`
- :doc:`Particles </physics/particles/index>`
- :doc:`Physics </physics/index>`
- :doc:`Object Constraints </animation/constraints/index>`


Object Data
-----------

The main tab of that category (often the only one) always has the same name, *Object Data*,
but its icon will change based on the actual type of the active object.


.. rubric:: Geometry Objects:

- :doc:`Mesh </modeling/meshes/properties/object_data>`
- :doc:`Curve </modeling/curves/properties/index>`
- :doc:`Surface </modeling/surfaces/properties/index>`
- :doc:`Text </modeling/texts/properties>`
- :doc:`Metaball </modeling/metas/properties>`
- :doc:`Grease Pencil </grease_pencil/properties/index>`


.. rubric:: Rigging and Deformation Objects:

- :doc:`Armature </animation/armatures/properties/index>`

  - :doc:`Bone </animation/armatures/bones/properties/index>`
  - :doc:`Bone Constraints </animation/armatures/posing/bone_constraints/index>`

- :doc:`Lattice </animation/lattice>`


.. rubric:: Other Types of Objects:

- :doc:`Empty </modeling/empties>`
- :doc:`Speaker </render/output/audio/speaker>`
- :doc:`Camera </render/cameras>`
- :doc:`Light </render/lights/light_object>`
- :doc:`Light Probe </render/eevee/light_probes/index>`


Object Shading
--------------

Depending on the type of the active object, some of those will be hidden.

- :doc:`Material </render/materials/index>`
- :doc:`Texture </render/materials/legacy_textures/index>`


Header
======

.. figure:: /images/editors_properties-editor_top.png

   The header of the Properties.

.. _bpy.types.SpaceProperties.search_filter:

Display Filter :kbd:`Ctrl-F`
   Allows you to search for a property by its name.
   The results will be highlighted with there corresponding panel also highlighted and expanded.
   The search also works across multiple `Tabs`_; graying out tabs with no search results.
   You can start a search using :kbd:`Ctrl-F` or clear a search with :kbd:`Alt-F`.
   This filter is useful if you do not remember where a property is within the Properties.

Data Context
   Just below the header is a list of icons and text items which show the owner of the properties being edited,
   together with some dependency context if needed.
   In the example above, the material "Material" is used by the active object "Cube".

.. _bpy.ops.buttons.toggle_pin:

Toggle Pin ID
   By toggling on the pin icon to the right, Blender will display only the currently shown data-block's properties
   in that editor, disregarding further selection changes.
   Toggle off that pin to switch back to default behavior, showing active data-block's properties.


Options
-------

.. _bpy.types.SpaceProperties.outliner_sync:

Sync with Outliner
   Sync tabs with the Outliner data-block selection.
   See :ref:`editors-outliner-properties-sync` for more information.

   :Always: Always, when possible, change Property editor tabs when clicking an icon in an Outliner.
   :Never: Never change Property editor tabs when clicking an icon in an Outliner.
   :Auto: Change tabs only when the Property editor shares a border with an Outliner.