The scramble addon is not a huge addon. It’s a HUUUUGE addon. And with this addon you have tons of new features all over the place in Blender. Allthough I don’t like usually such an addon, for this one I make an exception. This because the scramble addon has really cool features. Probably more than when you buy several commercial addons. To give you an impression; it took me 8 hours just to list the text and tooltips of buttons of this addon. So you can imagine that I can’t explain all the functions. Besides that there is no documentation, so it’s a matter of trying and looking at the code. But I dive into some details where I find the most interesting features. I just start in the middle for nowhere, because there is not really a begin and end, so that doesn’t really matter anyway.

Save View

Save View of the scramble addon
Save View of the Scramble addon

You can find this in the N-Panel, under the View Tab. What you can do with it, is saving your view (the position you look at the object in the viewport). And you can use Save View in Object Mode, Edit Mode, Sculptmode, Weight Paint, etc. Especially in Sculptmode this might come in handy. You can save multiple views and give it a name. How is that? And that’s just a very little part of the complate addon.

Curve – Copy Geometry Settings

Select two curves, and of one curve you change the settings in the geometry panel. You can find these in the Properties Panel> Object Data Properties> Geometrie. Once Finished, you select first the other curve you didn’t adjust and then the curve where you changed the geometry. Click on the Button Copy Geometry settings and then you can select what you want to copy from one to the other curve. Below the options.

Copy Geometry Settings
Copy Geometry Settings

Modifier Actions

In the properties panel> Modifier properties, you find the modifier Actions. It shows a few quick setups with modifier. So far, I found out how the Quick Curve Transform and the Quick Array + Curve Transform works. And that comes in pretty handy. Below I give you the steps on how to reproduce what I did:

  • Add a Bezier Curve and a Plane into the scene.
  • Select the Bezier Curve and go in Edit Mode and from Top View extrude it a few time and make a nice curve.
  • Go back in Object mode, select the Plane. Go in Edit mode, scale the plane a bit smaller, and give it a few loop cuts on Y-axis.
  • Then go out of Edit mode and in the Properties Panel>Modifier Properties> Modifier Actions> Curve, choose: Quick Array + Curve Transform.
Quick Array and Curve Transform
Quick Array and Curve Transform

Render Output

We find now more options in the Top Bar of the 3D view under Render. We find now settings like resolution, percentage (of render-output dimensions), what slot, file format, and more. What I like here is the options to define a slot. Normally we have to go to the compositor, and define the slot there. So that is a feature I wil use a lot.

Render - Scramble addon
Render – Scramble addon

Functions in the Image Editor

With this addon we have now loads of features in the Image Editor like: Blur, Flip, Scale, De-colourisation, Make tiles, Send image to external program (Krita or Gimp for example). Amazing right? You can find this in the Image Editor> Image (top menu bar).

New features in the Image Editor
New features in the Image Editor

Much Much More

There is a lot more to find. The point is a bit that nothing is documented. And what I hope to see are contributions on the Blender Artists thread – Scramble Addon. Just in case you want to contribute, here a huge list I made which took me hours to organise (and it’s just a kind of reference). You can also put comments here in case you find something interesting about this addon.

Where to download the Scramble Addon?

You can download the Scrambler Addon on Github.

The list of all functions in the Scramble addon.

In this list below you will see the name of the python file (which you can forget) and then where to find the function, what label the button has, and lastly what the tooltip says. So this way you can discover all the functions of the addon (which will take you a week or two?).
Properties> Bone Constraints Tab. 
	Quick Child
	Quickly add child constraint
	Set length of IK chain
	Chose second length of active bone IK chain to length to bones and set the
	Set pole target of IK
	Chose second Paul target of active bone IK bones sets
	Setting IK Paul angles
	Set auto-choice bone IK Paul angles
Properties" Area> "Bone" Tab
	Bone name to Clipboard
	Bone Name to Clipboard
	Mirror Bone Name
	Flip active mirror bone name
	Add text bone name
	Adds string to active bone name

"Properties" Area> "Bone" Tab> "Display" Panel
"Properties" Area> "Bone" Tab> "Inverse Kinematics" Panel
	Copy IK Setting
	Copies of other selected bone IK settings Active
	Invert Minimum/maximum Angle
	Reverses minimum and maximum angle of IK setup this bone
	Copy axis-setting to other axis
	Copy settings other axis from one axis
	Reset IK Settings
	Reset this bone IK settings
"Properties" Area> "Bone" Tab> "Relations" Panel
	Copy Relations Settings
	Copies of other selected bone affinity of active bone
"Properties" Area> "Bone" Tab> "Transform" Panel
	Copy Bone Transform
	Copy selected bones of other active bone deformation information
"Properties" Area> "Bone" Tab> "Transform" Panel
	Copy Transform Locks Settings
	Copies of other selected bone lock setting active bone transform
"Properties" Area> "Armature" Tab> "Bone Groups" Panel
	Show only bone in this bones group
	Group active on bones and bones of other hide
	Show bone in bone group
	Active bone group show or hide
"Properties" Area> "Mesh" Tab
"Properties" Area> "Curve" Tab> "Geometry" Panel
	Copy Geometry Settings
	Copy selection curve of other settings panel geometry of curve object is active
	Activate taper object
	curve is specified as tapered object
	Activate Bevel Object
	curve is specified as beveled objects
	Used as taper curve to activate
	Activates curve as tapered object using this curve
	Activate bevel curve object
	Activates curve as beveled objects using this curve
"Properties" Area> "Modifiers" Tab
	Apply All Modifiers
	Applies to all modifiers of selected object
	Remove All Modifiers
	Remove all modifiers of selected object
	Switch Modifiers Apply/Unapply to View
	Shows or hides application to view all modifiers of selected object
	Sync Modifiers Use
	synchronized modifier used when rendering selection / view
	Toggle all modifiers expand/close
	Expand / collapse all modifiers of active objects to switch (toggle)
	Apply modifiers + join
	integration from object\'s modifiers to apply all
	Auto rename modifier names
	Rename selected object modifier name refers to, for example
	Add Boolean
	Additional Boolean selected objects to an active object
	Apply Boolean
	Apply to Boolean objects and other active objects
	Set number of subdivision when rendering
	Sets number of subdivisions during rendering of selected object subsurfmodifaia
	Sync subsurf level preview or rendering
	Set in same subdivision of subsurfmodifaia of selected object when you preview and rendering time
	Set Optimization
	Sets optimization of subsurfmodifaia of selected object
	Delete Subsurfs selected objects
	Removes selected object subsurfmodifaia
	Add Subsurfs selected objects
	Add subsurfmodifaia to selected object
	Set armature \"Preserve Volume\
	Armtuamodifaia selected objects keep volume together off and on the
	Quick Curve Transform
	Quickly apply curve modifier
	Quick Array + Curve Transform
	Quickly apply curve modifier with modifiers array replication
	Modifier Actions
	Subsurface Operations
	Boolean Operations
	Curve Operators
"Properties" Area> "Armature" Tab> "Pose Library" Panel
	Pose Library Sort
	Sorts by posing for an active pose library
	To top/bottom pose of library
	Active pose of pose library moves to top/bottom
"Properties" Area> "Curve" Tab> "Shape" Panel
	Copy Shape Settings
	Copy selected curve other active curve shape settings
"Properties" Area> "Object Data" Tab> "Shape keys" Panel
	Shape key name from object name
	Same as object name name of shape key
"Properties" Area> "Armature" Tab> "Skeleton" Panel
	View all bone layer
	All bone layer and then displays the
"Properties" Area> "Object Data" Tab> "UV Maps" Panel
	Altogether Rename UV
	Renames selected objects within designated UV together
	Delete UVs specify name
	Removes selection from UV same name as specified
	Rename UV
	Renames active UV (UV texture also changes accordingly)
	Remove Unused UV
	Active object material (UV is used in other parts disappear) delete unused UV coordinates to all
	Move UV
	Sorts, by moving active object\'s UV
	UV Operations
	UV Operations
"Properties" Area> "Object Data" Tab> "Vertex Colors" Panel
	Move Vertex Color
	Move vertex color of active objects, sorts
	Fill Vertex Color
	Vertex color of active object with specified color fills
	Altogether add vertex colors
	Specify color and name all selected mesh object, adds vertex color
	Vertex Color Operation
	Vertex color operators menu
"Dope Sheet" Area> "Key" Menu
	Delete KeyFrames (Non-Confirm)
	Delete without checking all selected keyframes
	Cleaning up all keyframes
	Remove keyframe duplicates for all actions
"UV/Image Editor" Area> "Image" Menu
	Image name from file name
	External images are using name of active image file name
	Change all image names to used file name
	names of all images using external image file name
	Reload All Images
	Reloads all image data referring to external file
	Override Color
	All over colors you specify active image
	Fill With Color
	Fill with color image active all
	Fill Transparent
	transparent parts of image are active in specified color fills
	Normalize Image
	Normalize Active Image
	Change name of image file
	Change file name of active image
	Blur image (Note heavy)
	Blur Active Image
	Flip Horizontally
	Reverse this image horizontally
	Flip Vertically
	Reverse this image verticaliy
	Rotate 90 Degrees
	Rotate active image 90 degrees
	Rotate 180 Degrees
	Rotate active image 180 degrees
	Rotate 270 Degrees
	Rotate active image 270 degrees
	Edit by external editor (Advance)
	Open image in an external editor of additional files page of custom
	Resize Image
	Resize Active Image
	Copy Image
	Duplicate Active Image
	New UV Grid
	UV grid to download from WEB, and create new images
	Tile Image
	Array and scale-down active image
	Blur Image Fast
	active image blur fast do
	"Create new noise image
	Add new noise image
	This decolor active image
	Change size of image
	Change size active image
	Image Transform Menu
"UV/Image Editor" Area> "Select" Menu
	Select Vertex Isolated
	Select vertices are isolated by seam
"UV/Image Editor" Area> "UV" Menu
	Convert UV to mesh
	Converts new mesh to UV active
	Resize UV Islands
	UV island into central position and resize
"UV/Image Editor" Area> "View" Menu
	Reset Cursor Position
	Move 2D cursor in lower left
	Toggle Panel (mode A)
	properties/tool shelf \"both display\" / \"both hide\" toggle
	Toggle Panel (mode B)
	"\"Panel both hide\" => show only tool shelf => show only properties => \"Panel both display\" for toggle"
	Toggle Panel (mode C)
	\"Panel both hide\" => \"show only tool shelf => show only properties. toggle
	Switch panel pie menu
	Toggle panel pie menu
"Info" Area> Header

"TOPBAR" Area> "File" Menu
	Restart Blender
"TOPBAR" Area> "File" Menu> "External Data" Menu
	Resave textures folder, all images
	All external files referenced by image data to resave textures folder
	Load Last AutoSave
	Open latest file in order to restore automatically saved file
	Save Without Confirm
	Save changes without displaying confirmation message
	Open last used file
	Opens file at top of \"recent files
	Rename Data Names
	Rename using all of data is available
	All on \"Draw All Edges\
	Show all sides of all objects (can be off) turn display settings
	Set all maximum drawing type
	Best drawing types for all objects in bulk set
	All object name to data name
	Replaces object name that linked all object data (mesh data, etc.) name
	On all material \"Receive Transparent\
	You to receive semi-transparent shadow? \"about whether all material (off) on the
	Copy material color ramp settings
	Color ramp settings of active material is all material other (only selected objects are allowed) to copy
	FreeStyle color of an active copy to other
	FreeStyle material active color for all materials other (only selected objects are allowed) to copy
	FreeStyle color of all material diffuse color
	All material (only selected objects are allowed) for FreeStyle line color of material diffuse color + blend to replace
	Enable object colors all material
	Sets color of all material objects or off the
	Set all bump of quality
	Bump-map texture of all quality sets in bulk
	All image file names to texture names
	names of all textures use external image file name
	Fill active UV if blanks
	Under active UV texture UV specified fields is linked to an empty mesh object fills
	Set start/end frame of physics
	Assign render start / end frames portions to set start / end frames, such as physics
	All Manage (use care)
	All data processing functions
	This is group of functions to batch processing all objects
	This is all materials manage functions
	This is all textures manage functions
	Set all image setting
"TOPBAR" Area> "File" Menu> "External Data" Menu
	Resave textures folder, all images
	All external files referenced by image data to resave textures folder
	isolate unused files in textures folder
	Files in textures folder with Blend files, do not use isolates them in backup folder
	Open Text \"Recent Files\
	Open \"recent files\" in Blender text editor
	Open Text \"Bookmarks\"
	Blender text editor open file browser bookmarks
"TOPBAR" Area> "Help" Menu
"3D View" Area> "Add" Menu> "Mesh" Menu
	Square Polygon Sphere
	Add sphere mesh is composed only of quadrilateral polygon
	Only Vertex
	Only 1 vertex meshes 3D adds to position of cursor
	Isolate by vertex groups
	Create separate each part of vertex groups applied mesh group
"TOPBAR" Area> "Render" Menu
	Set multi of resolution
	Set to be rendered settings resolution percentage?
	Set Render Slot
	Sets slot to save rendering results
	Switch Use Threads
	Toggles thread number of CPUS used to render
	Set Subsurf levels during rendering
	Together sets granularity of Subsurf applied during rendering
	Sync preview value when rendering Subsurf levels
	Granularity of Subsurf apply when rendering entire object sets level in preview
	Render Size (%)
	Set to be rendered settings resolution percentage?
	Simplification of Render
	Simplify Rendering Settings
	Render Slots
	Change slot to save rendering results
	Used Shading
	Oon/Off shading
	All Subsurf Levels
	Setting Subsurf subdivision level of all objects at once
"TOPBAR" Area> "Window" Menu
	Pie Menu
	Window Pie Menus
	Editor Type
	This is pie menu of editor type change
	Editor Type (Animation)
	Is pie menu change editor type (animation related)
	Editor Type (other)
	Is pie menu change editor type (other)
	Change Editor Type
	Change Editor Type
	Switch UI English/Japanese
	Switch interface English, Japan.
"Properties" Area> "Material" Tab> List Right
	Delete Non-assignment Material
	Delete all one assigned to surface material
	"  "
	Delete all material slots for this object
	Remove empty material slots
	Delete all material of this object has not been assigned material slots
	Set transparent face back
	Sets shader nodes transparently mesh back
	Slot to Top
	Active material slots on top moves
	Slot to Bottom
	Move active material slot at bottom
"Properties" Area> "Material" Tab
"Properties" Area> "Object" Tab> ShapeKeys List Right
	Duplicate Shape Key
	Duplicate active shape key
	Insert keyframes to all shapes
	Inserts keyframe for all shapes on current frame
	Select Top
	Select top shape key
	Select Bottom
	Select bottom shape key
	Remove all shapes and hold current configuration
	Remove all shape key while maintaining shape of current mesh
	Link shape keys same name by driver
	Behavior of selection of other shape key drivers link active object
	Disable/Enable All Shapes
	All shape key to disable or enable the
"Properties" Area> "Object" Tab> VertexGroups List Right
	Delete empty vertex groups
	Remove weights assigned to mesh vertex groups
	Add empty mirroring vertex group
	 L... R, add an empty pair of bones according to mandate rule in Miller\'s new born
	Select Top
	Select item at top of vertex groups
	Select Bottom
	Select item at bottom of vertex groups
	To Top
	Move to top active vertex groups
	To Bottom
	Move to bottom vertex group active
	Delete vertex groups contain specific text
	Removes all vertex group names contains specified string
"View3D> Tool_Tab> Mirror"
	Add a mirror on the x, y , or z axis using : ALT+SHIFT+X , ALT+SHIFT+Y, ALT+SHIFT+Z in object mode
"Node Editor" Area> "Node" Menu
	Copy to other material shader node
	Copies of other material shader nodes are displayed
"Node Editor" Area> "View" Menu
	Toggle Panel (mode A)
	properties/tool shelf \"both display\" / \"both hide\" toggle
	Toggle Panel (mode B)
	"\"Panel both hide\" => show only tool shelf => show only properties => \"Panel both display\" for toggle"
	Toggle Panel (mode C)
	"\"Panel both hide\" => \"show only tool shelf => show only properties. toggle"
	By Shortcuts
	Registering shortcut feature that might come in handy
"Properties" Area> "Object" Tab
	Object name to data name
	Set data name linked to object name
	Data name to object name
	Sets data linked to object name
	Copy Object Name
	Copy to Clipboard object name
	Copy Data Name
	Copies data to Clipboard
"Properties" Area> "Object" Tab> "Display" Panel
	Copy Display Setting
	Copy selected objects of other display settings
"Properties" Area> "Object" Tab> "Transform" Panel
"Properties" Area> "Physics" Tab> "Cloth" Panel
	Link Cloth Setting
	Cloth simulation for active object copies to other selected objects
"Properties" Area> "Physics" Tab> "Dinamic Paint" Panel
	Copy Dynamic Paint Settings
	Dynamic paint on an active object copies to other selected objects
"Properties" Area> "Physics" Tab> "Force Fields" Panel
	Copy ForceField Settings
	Copy selection of other force field for active object
"Properties" Area> "Physics" Tab> "Rigid Body" Panel
	Copy rigid body setting
	Copy selected objects of other rigid set of active objects
"Properties" Area> "Physics" Tab> "Rigid Body Constraint" Panel
	Copy rigidbody constraints settings
	Copies selected objects for other rigid constraints on active object
	Reset rigid body constraint limits
	Initializes rigid constraints of active object limit settings group
	Invert rigidbody constraints limits
	Minimum limit settings of rigid constraints of active object and reverses maximum
"Properties" Area> "Physics" Tab> "Soft Body" Panel
	Copy Soft Body Settings
	Sets active object soft copies to other selected objects
"Properties" Area> Header
	Switch Properties Tab
	Switch properties tab in turn
"Properties" Area> "Render" Tab> "Bake" Panel
	New image for bake
	New images used to bake quickly, is available
"Properties" Area> "Render" Tab> "Render" Panel
	Background Rendering
	Renders current blend file from command line
"Properties" Area> "Scene" Tab> "Rigid Body World" Panel
	Recreate RigidBody World
	Keep setting, recreate rigid world
	Set start/end frames rigid body world
	Start / end frame rigid world of sets to start / end frame rendering
"Properties" Area> "Texture" Tab> List Right
	Image File name to Texture Name
	file name of external images using name of active texture
	Clear all texture slots
	Empties all active material texture slots
	To Top
	Move active texture slot at top
	To Bottom
	Move active texture slot to bottom
	Remove Invalid Texture
	Removes all textures have turned off
	Cut empty texture slots
	No texture is assigned an empty texture slots will be filled, truncated
	Delete Below Here
	Remove all active texture slot below
"Properties" Area> "Texture" Tab
"Properties" Area> "Texture" Tab> "Image" Panel
	Texture images show in UV / image editor
	Image is used in active texture shows UV / image editor
	Texture paint by this texture
	Active texture provides texture paint
	"Properties" Area> "Texture" Tab> "Mapping" Panel
	Use Active UV
	Active UV mesh used in this slot
"Properties" Area> "Texture" Tab> "Mapping" Panel
	Use Active UV
	Active UV mesh used in this slot
"Text Editor" Area> "Text" Menu
	Edit with external editor
	Open text in an external editor you set on files page of custom
"User Prefences" Area> Header
	Switch user prefences tab
	Cycles user settings tab
	Search Key Bind
	Find matching key bindings you set assignment
	Clear Search Shortcuts
	Remove string used to search for shortcuts
	Close all key configs
	Collapses all game menu
	Show shortcut list by browser
	Can confirm Blender all shortcuts in browser
	Create Shortcut by Last Command
	Last command create shortcut
	Non-Assigning Shortcuts List
	Information area shows key assignments in current editing mode without
	Import Key Config XML
	game reads in XML format
	Export Key Config XML
	Game save in XML format
	Move shortcut expanded to other categories
	Move key assignments that expand into other categories
	Update Blender-Scramble-Addon
	Downloads, updates and check out Blender-Scramble-Addon
	Toggle \"On/Off Additional Items\
	Show or hide turn on/off additional items button at end of menu by ScrambleAddon
	Operations related to shortcut menu
	Scramble Addon
	Operations involving scramble Addon menu
"User Prefences" Area> "File" Tab
	.blend file associated with this version
	(WindowsOS only) associated with Blender running file.blend file
	Backup Files with This Blender Version
	associates with Blender running file backup file, such as.blend1.blend2 (WindowsOS only)
"3D View" Area> "Armature Editor" Mode> "W" Key
	Select Bones Mirroring
	Mirrored at any axes selected bone
	Bone name to Clipboard
	Copies Clipboard name of active bone
	Replace bone names by regular expression
	In bone name (of choice) to match regular expression replace
	Rename bone symmetry position
	Bone is located opposite X axis selection in bone \"1.R longs 1.L \' of so versus the
	Extend Bone
	Stretch new bone in direction of selected bone
"3D View" Area> "Armature Editor" Mode> "Shift + W" Key

	Set Bone Names
	name of selected bone sets together
	Set Curve Bones
	Bones of selected curve born sets
	Set Rolls
	Set selected bone rolls
"3D View" Area> "Armature Editor" Mode> "Armature" Menu
	Delete bone without confirm
	Remove bones without confirm
"3D View" Area> "Mesh Editor" Mode> "Mesh" Menu
	Switch mesh select mode
	Mesh selection mode => top => side surface. Switch and
	Mesh Selection Mode
	Mesh select pie menu
	Proportional Edit
	Is pie menu proportional edit
	Set proportional edit mode
	Set proportional editing modes
	Pie Menu
	This mesh edit pie
"3D View" Area> "Mesh Editor" Mode> "X" Key
	Remove same element to selection mode
	Same mesh selection mode of current element (vertex and side and side) remove
	Remove Hidden Meshes
	Delete all are mesh
"3D View" Area> "Mesh Editor" Mode> "Mesh" Menu> "Show/Hide" Menu
	Invert Show/Hide
	Invert show or non-show state
	Hide Only Vertex
	Hide and Fix Selected vertices
	Hide Selected Parts
	Hides mesh part has selected more than one top
"3D View" Area> "Mesh Editor" Mode> "W" Key
	Paint out selected vertex color
	Active vertex colors for selected vertices with specified color fills
	Select shape at top
	Schipke is at top of list, select
	Transition modifiers apply to editing cage
	Toggles whether to apply modifiers to total en bloc spondylectomy in editing
	Toggle Mirror Modifiers
	Delete if not Miller modifier added, Yes
	Fill selected vertices average weight
	Fills selected vertex, vertices weighted average
"3D View" Area> "Mesh Editor" Mode> "Ctrl + V" Key
	Separate (Advance)
	Isolate to another object of call extended menu
	Selected (Activate Isolated-side)
	After \"in choice of separation\" enters edit mode for separation side
	Duplicate Selected parts and to new object
	Enters edit mode, replication and selection to new object from
	Quick Shrinkwrap
	Another one you mesh selected vertices pettanko!, glue
	Separate (Advance)
	Isolate to another object of extended menu
"3D View" Area> "Object" Mode> "Ctrl + L" Key
	Sync Object Name
	Link name of active object to other selected objects
	Set Same Layer
	link active object layers to other selected objects
	Make same objects display setting
	Copy settings panel of active object to other selected objects
	Link empty UV map
	Empty, add UV active objects to other selected objects
	Link motion of armature
	By constraints on other selected armature mimic active armature movement
	Link Transform
	Information of active object copies to other selected objects
	Link object transforms
"3D View" Area> "Object" Mode> "Object" Menu
	Pie object copy is
	Object Modes
	Is pie menu objects in interactive mode
	Set Object Modes
	Set interactive mode of object
	Subsurf Setting
	Is pie menu to set Subsurf levels
	Maximum Draw Type
	Is pie menu to set up drawing type
	Setting maximum Drawing Type
	Set maximum drawing type
	Delete Without Confirmation
	Deletes object without displaying confirmation message when deleting
	Pie Menu
	Is pie on object action menu
	By Shortcuts
	Looks useful functions is to register shortcut
"3D View" Area> "Object" Mode> "Ctrl + A" Key
	Apply Location/Rotation/Scale
	Applies to object position / rotation / Pan
"3D View" Area> "Object" Mode> "Object" Menu> "Show/Hide" Menu
	Show Hidden (non-select)
	Does not display objects were hidden again, select
	Invert Show/Hide
	Flips object\'s view state and non-State
	Hide only type of objects
	Hides object of specific type are displayed
	Hide except type of objects
	Hides object non-specific type that is displayed
"3D View" Area> "Mesh Editor" Mode> "W" Key
	Weight Transfer
	From mesh during selection of other active forwarding weight paint
	Toggle Smooth/Flat
	Toggles selected mesh object smooth / flat state
	Transfer Vertex Group
	Transfers to other selected mesh vertex group active mesh
	Fill average weight of all vertices
	In average weight of all, fills all vertices
	Hook Metaballs
	Have made new metaballs to vertices of selected mesh object
	Metaballs to GreasePencil
	metaballs align with active grease pencil
	Creating an armature to mimic mesh deformation
	Creates new armature to follow active mesh objects
	Create bone to vertices of vertex groups
	Create vertex group names bone vertices where vertex group of selected objects that are assigned
	Create line drawing by solidify modifier
	Add to thicken modi contour drawing selection
	Limit Rendering Selected
	setting does not render selected object
	Or to render \"show / hide\" to sync
	Synchronize display / hide status and whether or not to render objects in current layer
	Clear all selected limits
	Removes all non-select settings (vice versa)
	Limit select to non-selected
	Cannot select object other than selection of
	Limit Select
	Can\'t select selected object
	Replace object names by regular expression
	Name of currently selected object replace with regular expressions
	Sync object name and data name
	same object and data names for selected objects
	Enable object color + set color
	Object color of selected object and sets color
	Disable object color + set color
	To disable object color of selected object, sets color
	Applied Modifiers and Create Parent
	Create parent/child relationship after applying modifiers of parent object
	Create rope-shaped mesh from curves
	Creates mesh like rope along curve object is active or snake new
	Bevel object move section
	Curve beveled objects that move and selection curve section
	Rendering Limit
	Menu object rendering limits involved
	Select Limit
	Menu selection limits relationships between objects
	Object Name
	Object Name of Menu
	Object Color
	Object color operators menu
	Parent/Child Relation
	Parent/Child Menu
	Curve Operators
	Special Processing
	Special actions menu
"3D View" Area> "Weight Paint" Mode> "Weights" Menu
	Combine Weights
	Weight of selected bone and same vertex group merges
	Subtraction Weights
	Subtracts weight of selected bone and same vertex groups
	Fill average weight of all vertices
	In average weight of all, fills all vertices
	Paint objects overlap
	I painted weight of portion that overlaps other selected objects
	Vertex Group Blur
	Blurs active or all vertex groups
"3D View" Area> "Pose" Mode> "Pose" Menu> "Constraints" Menu
	IK Rotation Limit to Constraints
	Copy rotation constraint restrictions IK rotation restriction settings
"3D View" Area> "Pose" Mode> "Pose" Menu> "Show/Hide" Menu
	Selected to Unselectible
	Choose bone has selected impossible
"3D View" Area> "Pose" Mode> "W" Key
	Create CustomShape
	Creates choice bone shape
	Create mesh for weight copy
	Creates mesh to use with copy of selected bone weight
	Bone name to Clipboard
	Copies Clipboard name of active bone

	Fit chain of bones to grease pencil
	Select bones linked like chain of threading to grease pencil, pose
	Replace bone names by regular expression
	In bone name (of choice) to match regular expression replace
	Set SlowParent
	Sets selected bone slow parent
	Bone name XXX. R => XXX_R juggling
	Bone name XXX. R => conversion XXX_R

	Bone names XXX.R => 右XXX
	Bone names XXX.R => 右XXX
	Enable/Disable Pose
	Toggles pose/rest position of armature
	Copy constraints to mirror bone
	X.L\" If \"X.R\", \"X.R\" bone \"X.L\" name copy constraints
	Remove bone name serial number
	Attempts to get rid of numbers from bone with sequential number, such as \"X.001
	Set Rigid Body
	Sets by RigidBody physics led of selected bone set
	Now pose to rotation limit
	Current bone rotation sets to rotation limit constraints and IK
	Bone Name
	Bone name operators menu
	Special Processing
	Special manage menu
"3D View" Area> "Armature Edit" Mode> "Select" Menu
"3D View" Area> "Mesh Edit" Mode> "Select" Menu
	Select Vertex X=0
	Select vertex of X=0
	Select Right Half
	Select right half of mesh (other settings too)
"3D View" Area> "Object" Mode> "Select" Menu
	Compare size and select objects
	Select maximum objects larger or smaller objects
	Non-active to Non-select
	Uncheck everything except for active object
	Select object same name
	Select visible object of active object with same name, such as (X.001 X X.002)
	Select objects of same material structure
	Select active object material structure and same visible objects
	Select same modifier structure object
	Select same modifier of active objects visible objects
	Select same subsurf level object
	Select Subsurf levels of active objects have same visible objects
	Select objects that transform in same armature
	Select visible objects are transformed in an active object with same armature
	Compare size and select objects
	Greater than active object, or select additional small objects
	Select face exist mesh
	Select mesh more than one face
	Select edge only mesh
	Terms, select only side mesh
	Select only vertices of mesh
	Surfaces and edges, select mesh vertices only
	Select mesh even non vertex
	Surface and edge and select mesh object vertex is not empty
	Select by relation (Extra)
	Select all visible objects grouped by properties
	Select characteristics of mesh
	Ability to select mesh object visualization menu
"3D View" Area> "Pose" Mode> "Select" Menu
	Select Numbered Bone
	Select bones with number names (example x.001)
	Symmetrical bones move select
	If you select X.R change selection to X.L, X.L if to X.R
	Select bone same constraints
	Select additional bone with active bone and same kind of constraint
	Select bone of same name
	Select bones same names (example X X.001 X.002)
	Select add name symmetrical bone
	If you select X.R X.L also selected X.R X.L you select additional
	Select end of bone
	Select bones child-child child\'s bones. And we will select to end
	Select root of bone
	Choice bones parent => parent of parent bone. And we will select to end
	Select path of bones
	Select bones path
	Select Right Half
	Select right half of bone (other settings are also available)
	Select bone and path
	Select path to it, select cursor part bone and
	Select by relation (Extra)
	Ability to select all visible bones together with same properties menu
"3D View" Area> "Shift + S" Key
	3D Cursor Snap to Mesh
	(Please use shortcuts) mesh surface under mouse move 3D cursor
	3D cursor to view
	Move 3D cursor to location of center point of
	Hide 3D Cursor (move far)
	Pretend to hide 3D cursor to move far far away
"3D View" Area> "Mesh Edit" Mode> "U" Key
	Copy from other UV
	Active UV unwrapping can be copied from other UV
	Copy from other UV
	Active UV unwrapping can be copied from other UV
	Copy from other UV
	Active UV unwrapping of selection can be copied from other UV
"3D View" Area> "View" Menu
	Global / local view (non-zoom)
	Displays only selected objects and centered point of view doesn\'t (zoom)
	Toggle Panel (mode A)
	properties/tool shelf \"both display\" / \"both hide\" toggle
	Toggle Panel (mode B)
 	"\"Panel both hide\" => show only tool shelf => show only properties => \"Panel both display\" for toggle"
	Toggle Panel (mode C)
	"\"Panel both hide\" => \"show only tool shelf => show only properties. toggle"
	Shading Switch (Mode A)
	"\"Wireframe\", \"solid\" => \"texture\" shading... We will switch"
	Preset View
	Is pie menu of preset views or (NUMPAD 1, 3, 7)
	Shading Switch
	Is shading switch pie
"3D View" Area> "View" Menu
	Global / local view (non-zoom)
	Displays only selected objects and centered point of view doesn\'t (zoom)
	Toggle Panel (mode A)
	Toggle Panel (mode B)
	Toggle Panel (mode C)
"3D View" Area> "View" Menu> "Align View" Menu
	Show Selected (non-zoom)
	Selected ones over center of 3D perspective not (zoom)
	Viewpoint at Origin
	3D view perspective moves in center of coordinates
	Select and Set view center
	Select object under mouse, in heart of point of view (SHIFT while additional choices)
	Snap view to mesh
	(Please use shortcuts) move center point of view mesh surface under mouse
	Invert View
	This reverses present view
	3D cursor with viewpoint at origin
	Perspective and 3D cursor position move to starting point (XYZ=0.0)
	Snap mesh view and 3D cursor
	(Please use shortcuts) move viewpoint and 3D cursor mesh surface under mouse
"3D View" Area> "View" Menu> "Align View" Menu> "Align View to Active" Menu
	View Front
	watch face from selected surface normal direction
"3D View" Area> "Texture Paint" Mode> Tool Shelf> "Missing Data" Panel
"3D View" Area> Properties> Layer Buttons Panel
	Toggle Show/Hide Groups
	Switch Show / Hide group has
"3D View" Area> "Texture Paint" Mode> Tool Shelf> "Slots" Panel
	Paint Active Texture Slot
	active texture slot slot active paint
"UV/Image Editor" Area> "Image" Menu
	Quick Edit (Advance)
	Do quick editing in an external editor of additional files page of custom
"3D View" Area> Properties> "Transform Orientations" Panel
"3D View" Area> Properties> "3D Cursor" Panel
"3D View" Area> Properties> "Item" Panel
"3D View" Area> Properties> "View" Panel
	Save View
	Save current 3D view perspective
	Load View
	Load to current 3D view perspective
	Delete View Save
	Removes all view save data