1.File  
2.File Menu 
- Options for Loading, saving, importing and exporting files. 
3.Import...
4.Import... 

Available file formats are... 
- OBJ (Wavefront OBJ file) 
- SelSet (Blacksmith3D selection set) 
- MorSet (Blacksmith3D morph set) 
- Display Group Set (Blacksmith3D Display Group set) 
- CR2 (Character File, limited support) 
- Image maps can be imported here, or via the "Menu->Manager->Image Maps->Import..." option

5.Export... 
6.Export... 

Available file formats are... 
- OBJ (Wavefront OBJ file) 
- SelSet (Blacksmith3D selection set) 
- MorSet (Blacksmith3D morph set) 
- DisplayGroupSet (Blacksmith3D Display Group set) 
- CR2 (Character File, limited support)
- Image maps (JPG, PNG, etc.) 
- Image maps can be exported here, or via the "Menu->Manager->Image Maps->Export..." option
7.Converting to "Vertex" selection 
8.Converting to "Polygon" selection 
9.General Options 
10.General Options 
- Shows the general options window, which includes various technical settings. 
11.Exit 
12.Exit 

- Exits the program after prompting the user to confirm. 
13.Edit 
14.Edit Menu 
- Contains undo/redo commands for regular editing operations 
- Various sub-menus for editing morphs, selections, image maps, etc.
- Separate undo/redo commands for navigation 
- Hide/Unhide and Lock/Unlock surface commands 
15.Undo 
16.Undo

- Undo most operations 
- Some operations cannot be undone, and the user will usually be prompted beforehand.
17.Select All 
18.Select All

- Selects all available surfaces in the project (includes multiple objects)
- Hotkey is CTRL-A, use this often!
- Locked or hidden geometry is not selected 
19.Clear All 
20.Clear All

- Clears the selection on all available surfaces in the project (includes multiple objects) 
21.Invert Selection
22.Invert Selection
- Inverts the current selection in the viewport. 
- Surfaces that were selected at 100 will become 0, 0 will become 100, 25 will become 75, etc.
- If inverting a rigid, well defined selection, e.g. materials, groups, etc. please 'Invert Selection via Polygons' to force a polygon-wise inversion, even if the selection mode is set to 'Vertices'.
23.Hide Selected Surface 
24.Hide Selected Surface 
- Hides all of the selected surfaces.  
- Hidden surfaces will not be affected by most operations (painting, deformations, etc.) 
- Works best using polygon (as opposed to vertex) selections since it is more obvious which polygons will be affected. 

25.Unhide All 
26. Unhide All
- Unhides all surfaces that were previously hidden with the 'Hide Selected Surface' option. 
- If there are hidden Display Groups, the use will be prompted to unhide those as well. 
27.Lock Selected Surface 
28.Lock Selected Surface 
- Locks the currently selected surfaces.  
- Locked surfaces will not be affected most operations (painting, deformations, etc.) 
- Works best using polygon (as opposed to vertex) selections since it is more obvious which polygons will be affected. 
29.Unlock All 
30.Unlock All 
- Unlocks all surfaces that were previously locked with the 'Lock Selected Surface' option. 
- If there are locked Display Groups, the use will be prompted to unlock those as well. 
31.Soften 
32.Soften Selection
- Softens the current selection to ensure an even transition from fully selected (hot) to not selected (cold). 
- Holding the SHIFT key results in an outward softening, while holding the ALT key results in an inward softening. 
33.Harden 
34.Harden Selection 

- Hardening the selection makes the current selection rigid (either fully selected or not at all).  
- Holding the ALT key results in a partial hardening of the selection increasing it's rigidness. 
35.Selection Tools 
36.Selection Tools 
- Tools for selecting object surfaces in whole or in part 
- Many tools require a selection (e.g. Deformers). 
- Paint stokes will only affect the selected surfaces (if a selection exists). 
- Blacksmith analogy... Selection tools "heat up" portions of the object. Hotter portions (fully selected, yellow) deform more than cooler portions (half selected, red), while cold portions (not selected) do not deform at all. 
37.Deformation Tools 
38.Deformation Tools 
- Deformation tools are used to reshape the selected portions of the object's surface. 
- Mostly used for creating morph targets, however they can be used to deform the base vertices of the object as well. 
39.Use Main Viewport Settings 
40.Use Main Viewport Settings 

- Settings from the main viewport will be used and the custom settings for this viewport will be ignored. 
41.Smoothing 
42.Smoothing Strength 

- Determines how much the resulting subdivided surface will be smoothed.  
- To subdivide the surface with no smoothing, set this value to 0. For full smoothing, set it to 100.  
- If additional smoothing is required, please use the 'Smooth' deformer. 
43.Iterations 
44.Iterations 
- Determines how many times the subdivision procedure will be performed. 
- Take great care when setting this value greater than 1, since the number of polygons in the resulting mesh can quickly become too large for any practical purposes. 
45.Frame Selection 
46.Frame Selection 
- Adjusts the zoom and position of the viewport to fit the currently selected portion of the surface. 
47.Frame Object 
48.Frame Object 
- Adjusts the zoom and position of the current viewport to fit the current object. 
49.Frame All 
50.Frame All 
- Adjusts the zoom and position of the current viewport to fit all of the objects in the current project. 
51.Viewports 
52.Viewports Menu 
- Contains various options relating to the 3D viewports, such as Configuration, Display Mode, Shading Options, etc.
53.Set current viewport to - Front 
54.Front
- View the objects from the front. 
55.Set current viewport to - Back 
56.Back
- View the objects from the back. 
57.Set current viewport to - Left 
58.Left 
- View the objects from the left. 
59.Set current viewport to - Right 
60.Right 
- View the objects from the right. 
61.Set current viewport to - Top 
62.Top
- View the objects from the top. 
63.Set current viewport to - Bottom 
64.Bottom 
- View the objects from the bottom 
65.Frame Viewport 
66.Frame Current Viewport 
- If there is a current selection, then it will be framed in the viewport. 
- Otherwise, all visible objects will be framed. 
- Hold the SHIFT key to frame all objects, regardless of the current selection 
67.Saturation Down 
- Decreases the saturation of the destination pixels. 
68.Messages... 
- Provides feedback related to the performed actions 
- Displays hints the interface elements that the cursor is currently pointing at. 
- Provides information about the objects, polygons, vertices, etc. that the cursor 
69.Help 
70.Help Menu 
- Various help related options 
71.Bulge - Dent Hammer 
72.Bulge - Dent Hammer 
-  Click and drag up in the viewport to bulge the selected surface. 
-  Click and drag down in the viewport to dent the selected surface. 
73.Move Hammer 
74.Move Hammer
-  Click and drag up in the viewport to move the selected surface (in the plane defined by the viewing angle. 
75.Hue Up-Down
- Increases the hue of the destination pixels.
- Hold ALT to decrease the hue
- When Strength is 100, the hue will loop back to it's original value, so be sure to use a lower strength 
76.Hue Down 
- Decreases the hue of the destination pixels. 
- Hues will cycle from blue to green to red and back to blue again. 
77.Horizontal 
78.Horizontal 
- If this option is disabled, then the surface will not be affected horizontally. 
79.Vertical 
80.Vertical 
- If this option is disabled, then the surface will not be affected vertically. 
81.Scale Hammer
82.Scale Hammer
- Scales the selected surface in one, two or three dimensions.  
- Dragging the mouse up causes the selection surface to expand while dragging down causes it to shrink. 
- Please note that the point click on becomes the center of the scaling.
- The depth component of the scaling center will be automatically calculated (see "Calculate Depth By..." option). 
83.Weld Vertices 
84.Weld Vertices 

	This tool is essential for Poser(R) or DAZ Studio users who wish to create a morph target that spans multiple body parts. Choose this tool and then click on the "Weld" button in the tool window. All of those unsightly seams will now be welded together. 

	Also note, that when exporting OBJ file(s), the groups are saved UNWELDED by default.  You need not worry about using this tool to unweld the object beforehand, unless you have a specific situation that requires you to. 

Technical note - All of the vertices that are discarded from the welding process are kept in sync with morphing process. This is essential for morph targets that span multiple body parts (full body morphs). So, when the object is unwelded, the formerly discarded vertices will have the same positions as those that they were welded to. 
85.Precision 
86.Precision 
- Determines how close that two points should have to be considered for welding. 
- Typically, a value of '8' is best, but if the seams fail to weld properly, you may wish to lower the value to '7' or '6'.
- Lower values may yield unexpected and undesirable results.
87.Saturation to Target 
- The saturation of the destination pixels (texture maps) will be replaced with that of the source pixels (color or Brush Image)
88.Lightness to Target 
- The lightness of the destination pixels (texture maps) will be replaced with that of the source pixels (color or Brush Image) 
89.Hue to Target 
- The hue of the destination pixels (texture maps) will be replaced with that of the source pixels (color or Brush Image) 
90. Noise 
- Randomly lightens or darkens the destination pixels on a per pixel basis. 
91.Horiz 
92.Horizontal 
- Horizontal direction is relative to the viewport space (left and right). 
93.Weld 
94.Weld 
- Weld the vertices 
95.Unweld 
96.Unweld 
- The "Unweld" button reverses the welding process, revealing any seams that were originally in the object. 
97.Vert 
98.Vertical 
- Vertical direction is relative to the viewport space (up and down). 
99.Depth 
100.Depth 
- Depth direction is relative to the viewport space (in and out). 
101.AVAIL
102.Smooth 
103.Smooth 
- Click on the viewport and move the mouse up to increase the smoothing strength. 
- Culling is not updated with each mouse motion, if previously culled surfaces are exposed as a result of the smoothing, then the user must release the mouse button and click again to affect those areas. 
104.Rotate Hammer 
105.Rotate Hammer
- This tool rotates the selected surface. 
- The center of rotation is determined by the point that the user initially clicked on. 
- The Direction controls determines the axis of rotation.
- 'Horizontal' and 'Vertical' rotations can be done simultaneously while the 'Tilt' direction is exclusive.
106.Unlock the locked Display Groups as well? 
107.Unhide the hidden Display Groups as well? 
108.Sharp 
109.Sharp 
- Selects the surface based on it's sharpness. The sharpest surfaces will be selected the most while the dullest surfaces will be selected the least. 
110.Size 
111.Size 
- Determines the size of the tool in the current viewport. 
112.Strength 
113.Strength 
- Determines the how much the tool will select the surface. 
- For most operations, the selection strength of a particular vertex or polygon determines how much it will be affected. 
114.Soften 
115.Soften 

- Softens the existing selection on the surface of the object(s). 
116.Open Vertices 
117.Open Vertices 
- Selects vertices or polygons that are open. 
- "Open" meaning that are not completely surrounded by polygons (e.g. the four sides of a flat plane). 
118.AVAIL
119.Current Viewport is %s 
120.Main 
121.Aux 
122.Geometric Hammer 
123.Geometric Hammer	 
- Morphs the selected surface into the geometric shapes (sphere, box, etc.) 
124.Display Groups... 
125.Display Groups Menu 
- Provides options for creating, deleting, displaying and manipulating Display Groups. 
126.Center X 
127.Center Y 
128.Center Z 
129.Zero X 
130.Zero Y 
131.Zero Z 
132.Touch-up Hammer 
133.Touch-up Hammer 
- Includes smooth, flatten and unmorph types
- See the Touch-up Chisel for on the spot deformations
134.Hardness 
135.Hardness 
- Determines how hard (or soft) the edges of the tool will be.
136.Quick Render Options...
137.Display Mode...	 
138.Display Mode 
139.Display Mode 
- Determines how the viewport will be displayed. 
- For texture painting, choose one of the map channels (e.g. Color, Bump, etc.) 
- For Display Group editing, choose "Display Group Colors" 
- For deforming, choose "Shiny Grey" for enhanced visibility of fine details. 
140.%s 
- Enabling this option will result in the %s being displayed in the viewport. 
141.Display Group Colors
- This display mode will illustrate the objects in the viewport with the color of the Display Group(s) that they belong to.
- If a polygon belongs to more than one Display Group, then the color of one will be automatically chosen, the current Display Group taking preference over others ( indicated by the red bar ). 
142.Material Colors 
- Enabling this option will result in the objects in the viewport being colored according to the material colors. 
143.Shiny Grey
- Enabling this option will result in the objects in the viewport being colored grey. 
- Ideal for deforming where viewing textures may not be necessary.
- Specularity improves the visibility of fine surface details 
144.Calculate Depth By... 
145.Calculate Depth By... 
- In addition to the {x,y} coordinates from a user's click, some tools require a depth value {z}. 
- This option auto calculates the depth value by the center, closest, farthest or variable points. 
- Disabled when 'Snap To Closest Vertex' is enabled, since the depth will be calculated from the closest vertex
146.     Depth 
147.Depth 
- Closest Point = 100 
- Center Point = 50
- Farthest Point = 0
- etc. 
148.Tilt 
149.Tilt 
- Rotate around the depth axis. 
- Depth direction is relative to the viewport space (in and out). 
150.A default material has been created since at least one is required. 
151.Swap Left and Right for morphs 
152.Frame All Viewports 
- If there is a current selection, then it will be framed in the viewports. 
- Otherwise, all visible objects will be framed. 
- Hold the SHIFT key to frame all objects, regardless of the current selection 
153.Swap Left and Right for selections 
154.AVAIL
155.AVAIL
156.Maximize the viewport %s 
157.Restore the viewport configuration 
158.Merged %d vertices in %d object(s) 
159.No vertices were merged 
160.Cycled the vertex order 
161.Deleted %d polygon(s) 
162.Please highlight one material in the manager. 
163.Extra Soft 
164.Extra Soft 
- Makes each selection extra soft. 
- Works best for moderate to high polygon objects and not so good for low polygon objects. 
- Not recommended for precise editing. 
165.Objects... 
166.Objects Menu 
- Contains options for managing the objects in the project. 
167.Select... 
168.Select Menu 
- Contains options for editing the current selection
- Examples are Select All/None, Soften/Harden, Grow/Shrink, etc.
169.Launching the 'Help' page at %s 
170.Please select at least one polygon to assign to the newly created material. 
171.Please select at least one polygon to assign to the newly created group. 
172.Please highlight one group in the manager. 
173.Angle 	
174.There is no active tool 
175.Press ESC to hide this hint 
176.  Do you want to know how something works? Simply point the cursor over any element in the interface to receive a detailed description about what it does. 
177.Tool Window 
178.No options are available 
179.(or required) for this tool 
180.Ok 
181.Cancel 
182.Progress 
183.Importing File 
184.OBJ Files 
185.Merging File 
186.Are you sure that you want to exit the program? 

(all unsaved changes will be lost) 
187.Weld Vertices 
188.All export functions are disabled in the demo 
189.Exporting File 
190.Export 
191.Vertices only (for morph targets) 
192.Vertices only (for morph targets) 
- Only the vertices will be saved to the OBJ file. 
- To create a morph target in some programs, only the vertices are required. 
- The resulting object may NOT be visible if simply imported as an object since no polygons will be present.
193.Export groups 
194.Export groups 
- Each group will be distinguished by the 'g' identifier in the OBJ file. 
195.Export groups as separate files 
196.Export groups as separate files 
- If the file name MyModel.OBJ is entered, the resulting object file names will be like... 
MyModel_Head.OBJ	 
MyModel_Chest.OBJ 
etc. 
197.Export changed groups only 
198.Export changed groups only 
- Only export the groups that have been changed. 
- e.g. if a character's nose has been morphed, then only the 'Head' group will be exported. 
199.Morphs... 
200.Morphs Menu 
- Contains options for editing the current morph and managing the morphs in the Manager window. 
201.Export MTL File 
202.Export MTL File 
- An MTL file will be generated with the OBJ file(s). 
- MTL file contains information about the materials (colors, texture maps, etc.). 
- Not all 3D software packages support MTL files or handle them consistently. Manual setup of materials may be required. 
203.Import OBJ File 
204.This action will replace the current object. 
205.Do you wish to continue? 
206.Scale Object 
207.Scale Object 
- The imported object will be scaled to the value int the "Scale" box. 
- DO NOT USE FOR MORPH TARGETS. ONLY FOR STAND ALONE OBJECTS. 
208.Scale 
209.Scale 
- The scale factor represents percentage that the imported object will be scaled by.  
- The 'Scale Object' option must be enabled for this to have any affect. 

- DO NOT USE FOR MORPH TARGETS. ONLY FOR STAND ALONE OBJECTS. 
210.Center Object 
211.Center Object 
- The imported object will be centered. 
- DO NOT USE FOR MORPH TARGETS. ONLY FOR STAND ALONE OBJECTS. 
212.Weld Vertices 
- The imported object will have it's identical vertices 'welded' immediately after importing. 
- Please note that more welding options are available in the "Additional Tools" section. 
213.Merge OBJ File 
214.This action will alter the current object. 
215.Advanced Viewing Options 
216.Shading 
217.None 
218.Flat 
219.Smooth 
220.Create New Material 
221.Create New Material 
- Creates a new material and assigns the currently selected polygons to it. 
222.Rename 
223.Rename Material 
- Renames the material that is highlighted in the manager. 
224.Delete 
225.Delete Material 
- Deletes the material(s) that are highlighted in the manager 
226.Select Object(s) 
227.Processing
228.Show Background Grid 
229.Show Background Grid 
- Displays a grid in the background. 
- If disabled, then the background will be drawn with a single color. 
230.Converted the map %s to greyscale. 
231.Cannot add or subtract polygons from this Display Group. 
232.Advanced Brush Options 
233.Convert To Greyscale 
234.Convert To Greyscale 
- The selected maps will be converted to greyscale 
- Pixel intensity is determined by averaging the RGB values. 
235.Horizontally 
236.Mirror Horizontally 
- Selection/brush strokes will be mirrored in the horizontal direction. 
- Effect is relative to the viewing position and angle. 
- Not to be confused with the symmetry options, which are independent of the viewing position and angle. 
237.Vertically 
238.Mirror Vertically 
- Selection/brush strokes will be mirrored in the vertical direction. 
- Effect is relative to the viewing position and angle. 
- Not to be confused with the symmetry options, which are independent of the viewing position and angle. 
239.General Options 
240.Undo Limit (MB) 
241.Undo Limit (MB) 
- Determines the maximum amount of memory (in megabytes) that can be used for the undo buffer. 
- Please note that once the undo buffer has been filled, the older changes cannot not be undone, in favor of the most recent changes. 
242.NULL 
243.Export failed! 
244.No groups were saved because none have been changed. 

To export the groups as they are, disable the 'Export changed groups only' option. 
245.There are no selected portions of the surface. 
246.Cannot import the file 
247.Subdivided %d polygons in %d objects 
248.Subdivided %d polygons 
249.Type 
250.Touch-up Type 
- Determines what kind of touch-up is performed (e.g. Smooth, flatten, etc.) 
251.http://www.blacksmith3d.com/section/support 
252.Help 
253.Help 
- Opens the Blacksmith3D manual 
254.Maps... 
255.Maps Menu 
- Contains options for managing the image maps in the project. 
256.Please choose a selection from the manager. 
257.Are you sure that you would like to replace the preset selection "%s" 
(This cannot be undone) 
258.There are no maps in the current project 
259.Please choose (or import) an object before proceeding. 
260.Normalize 
261.Normalize Map 
- This option is only recommended for greyscale images.  
- Rescales the image in such a way that the darkest color in the image becomes black, and the lightest color becomes white, and the intermediate shades are adjusted accordingly. 
- Useful for editing bump or displacement maps. 
262.Paint Brushes 
263.This serial number is for '%s', and not for this program. 
Please startup '%s' and use this serial number to register it. 
264.Selection Presets 
265.Selection Presets 
- This section is for organizing multiple preset selections. 
266.Morphs 
267.Morphs 
- This section is for organizing multiple morphs. 
268.Open Project 
269.Open Project 
- Opens a previously saved project. 
270.Save Project 
271.Save Project 
- Saves the current project to a file. 
- Please note that maps are saved directly in the project file, so there is no need to locate missing maps, etc. 
272.Fade By Angle 
273.Fade By Angle 
- Causes the strength to become weaker as the angle between the surface and the viewing plane is greater.
- Helps prevent 'stretch marks' from appearing while painting textures.
- Using and understanding this feature is extremely important.  It seems simple enough, but using it strategically can save you countless hours of time due to it's ability to rapidly texture models so the look good from all angles.
274.Random 
275.Random 
- Creates a random selection on the surface of the object(s) 
- Great for creating creating bumpy morphs, uneven paint distributions, etc. 
276.Replace Selection 
277.Replace Selection 
- Replaces the contents of the highlighted preset selection with the current selection (as seen in the viewport). 
278.UV Map 
279.UV Map 
- Allows you to add/change the UV mapping of the selected surface. 
280.Map the selected surface 
281.Save Project As... 
282.Save Project As... 
- Saves the project file to a new location. 
283.AVAIL
284.Warning... combining 'Mirror' and 'Symmetry' may yield unexpected results. 
285.Preset Selection "%s" 
- Double click to apply this selection 
286.Reduced %d (of %d) polygons in %d objects 
287.Reduced %d (of %d) polygons 
288.No polygons were reduced 
289.For the object "%s", there are already %d of %d vertices on the opposite side. Would you like to delete all of the vertices/polygons on the opposite side before proceeding? 
(Clicking 'Yes' is recommended in most cases. Duplicate polygons  may occur if not).
290.Select By Group 
291.Select By Group 
- Selects all portions of the surface that are in the highlighted group. 
292.Unselect By Group 
293.Unselect By Group 
- Unselects all surfaces that are in the highlighted group. 
294.The morph '%s' in '%s' is out of sync. It may not work properly as a result.
295.There is nothing to undo 
296.Deleted %d material(s) 
297.Deleted %d group(s) 
298.Delete Group(s) 
299.Delete Material(s) 
300.Copy Material 
301.Copy Material 
- Copies the material that is highlighted in the manager 
302.Paste Material 
303.Paste Material 
- Pastes the previously copied material to the highlighted material(s) in the manager. 
304.Are you sure that you would like to delete this item? 

(Please note that this cannot be undone) 
305.The main folder cannot be deleted. 
306.Create New Morph 
307.Create New Morph 
- Creates a new morph target 
308.Create Morph Folder... 
309.Create Morph Folder 
- Creates a new folder for organizing morphs. 
- Morphs can be dragged and dropped into folders. 
310.Create Selection Preset... 
311.Create Selection Preset 
- Stores the current selection as a preset for future reuse. 
312.Create Selection Folder... 
313.Create Selection Folder 
- Creates a new folder for organizing selections. 
- Selections can be dragged and dropped into folders. 
314.Delete 
315.Delete 
- Delete the highlighted item(s) in the manager.  
316.Paste New 
317.Paste New Map 
- Pastes the contents of the clipboard to create a new texture map. 
- The resulting texture map will appear in the 'Maps' window, but will not be assigned to any objects or materials until manually assigned.
318.Object Properties 
319.Object Properties 
- This section contains statistical information about the object (e.g. vertex and polygon count) and any object related options that may be available. 
320.'%s' and '%s' cannot both be disabled. At least one option for displaying the current selection is required. 
321.Create Object Folder... 
322.Create Object Folder 
- Creates a new folder for organizing objects. 
- Objects can be dragged and dropped into folders. 
323.Copied the material "%s" 
324.Pasted the clipboard material into %d material(s) 
325.Please highlight a material in the manager 
326.There is no material in the clipboard to paste. 
327.Redo 
328.Redo
- Redoes (most) operations that were previously undone.
329.Selections y
330.Morph Targets 
331.Duplicate 
332.Duplicate Morph 
- Creates a duplicate of the current morph.
- The strength of the newly created morph(s) will be set to 0% to prevent a double deformation effect in the viewport.
333.Copy of 
334.Duplicate 
335.Duplicate Selection 
- Create a duplicate of the highlighted selection preset. 
336.Spawn 
337.Spawn Morph 
- Creates a new morph target which combines all of the current morphs (with their relative strengths).  
338.Spawned Morph 
339.This feature is disabled in the demo 
340.AVAIL
341.AVAIL
342.Tile Brush Image
343.Tile Brush Image
- Brush Image will be tiled, according to the settings determined in the Brush Tile Setup tool. 
- Most of the Blacksmith3D painting work-flow is designed around keeping this option ON, so only disable it for advanced usage.
344.Repeat 
345.Tile Repeat 
- When the "Tile Brush Image" option is enabled, then the "Tile Repeat " will determine how large or small the tiles will appear.
346.Materials 
347.Materials 
- This section lists all of the materials contained in the object. To edit a particular material, click on the triangle next to it and a pop-up material editor node will appear. 
348.Import CR2 File 
349.Import CR2 File 
- This feature imports a CR2 file. At this time, not all CR2 files will properly import. Please note the following restrictions... 

- Only a single OBJ file for the character is supported. Characters that have 'replacement body parts' will not open properly. 
- Only color, transparency and bump maps are supported. Advanced 'Shader Nodes' are not supported. Such maps can be applied manually.
- ERC (Enhanced Remote Control) is not supported. 
- Probably a few more unforeseen limitations. Please do a few 'round trip' tests before beginning a new project.
350.CR2 Files 
351.Extruded %d polygons in %d objects 
352.Extruded %d polygons 
353.Nothing was extruded 
354.Aspect (NOT CURRENTLY SUPPORTED)
355.Texture Aspect (NOT CURRENTLY SUPPORTED)
- Determines the width/height ratio of the Brush Image.
- 50 is the default value
- Larger values result in a wider image
- Smaller values result in a taller image
356.Groups 
357.Groups 
- This section contains a list of all of the groups associated with the object. 
- These are polygon groups that are defined in the original OBJ file. 
358.Brush Shape 
- Determines the shape of the paint or selection brushes.
- Choose from one of the preset shapes, or import custom shapes from image files (e.g. PNG, JPG, etc) via drag-and-drop or by clicking on the icon and using the Open File dialog.
359.Brush Image 
- Changes the Brush Image used by the relevant paint tools. 
- Choose from one of the preset images, or import a custom image from a file (e.g. PNG, JPG, etc) 
- Can drag-drop images directly into this box. 
360.Diffuse Color 
361.Primary Color 
362.Secondary Color 
363.Swap primary and secondary colors 
364.Reset Colors 
- Sets the primary color to black, and the secondary color to white. 
365.Interface Brightness 
366.Interface Brightness 
- Affects the overall brightness of the interface. 
367.Mix Color and Texture 
368.Mix Color and Texture 
- The texture colors will be multiplied by the primary color.  
- If the primary color is white, then the texture will be unchanged.  
- If the primary color is black, then the resulting color will always be black. 
369.Prevent Spreading 
370.Prevent Spreading 
- Helps to prevent the vertices from spreading when smoothing the surface.  
371.Viewport Plane 
372.Viewport Plane
- Maps the brush texture in the plane of the current viewport
- For a planar mapping that does not change navigating the viewport, use the 'Fixed Plane' option 
373.Fixed Plane
374.Fixed Plane
- Maps the brush texture to a fixed plane, which is independent of the current viewport 
375.Show Brush Image 
376.Show Brush Image 
- When "Tile Brush Image" option is disabled, the current Brush Image will match  the Brush Shape within the viewport. 
- Used for precise "stamping" of textures. 
377.Normalize Subdivision 
378.Normalize Subdivision 
- Limits how the selected polygons get subdivided, by subdividing larger polygons more and smaller ones less, resulting in a more evenly distributed mesh. 
379.There is nothing to redo 
380.Not all CR2 files are supported. Only basic CR2 files with a single OBJ file and no replacement body parts may import properly. Even then, some may not, so please confirm this before proceeding with your project.
381.Are you sure that you would like to open a new project? 

The current project will be discarded. 
382.Cylindrical 
383. Cylindrical
- Maps the Brush Image around a cylinder.
384.Spherical 
385.Spherical 
- Maps the Brush Image around a Sphere. 
386.New Project 
387.New Project 
- Clears the current project and creates new (empty) one. 
388.Are you sure that you would like to create a new project? 

The current project will be discarded. 
389.Export Maps 
390.Export Maps 
- Export the image maps. Please note that maps can be exported automatically when you export an object file. 
391.Export Maps 
392.Export Maps 
- The image maps will be exported along side the OBJ or CR2 file. 
393.Split %d polygons in %d objects 
394.Split %d edges in %d objects 
395.Cycled the vertex order in %d polygons in %d objects 
396.Deleted %d polygons in %d objects 
397.Deleted %d vertices in %d objects 
398.Objects 
399.Symmetry ON 
400.Symmetry OFF 
401.Deleted %d unused vertices in %d objects 
402.Please turn on the "Use Symmetry" option 
403.This option only works with vertex selections. 
404.Error. The object "%s" would have be completely deleted by this operation. Consider changing the "Left To Right Symmetry" setting in the "Mirror And Symmetry" panel to reverse the symmetry direction. 
405.Only objects that were imported from CR2 files can be exported as this type. If the object was originally a CR2 file and the extension in it's name was changed, please rename it back (e.g. MyObject.CR2). 
406.Shape Brush
407.Shape Brush
- Draws geometric shapes
- Currently includes Rectangle, Ellipse and Polygon
408.Morph Strength 
- Sets the strength of the morph. A setting of 50 percent results in the morph being displayed at half strength and 100 percent results in the morph being displayed at full strength. 
- Note that a values larger than 100 (or less than 0) percent can be used, resulting in an 'oversampling' effect (the Min/Max Strength settings may have to be adjusted to allow values outside the {0,100} range). 
409.This file contains %d replacement body part(s) that are not supported by Blacksmith3D. As a result, morph targets created for those parts will not work properly. Proceed at your own risk.
410.Hold ALT and click on the reference point in the viewport 
411.Clone Brush
412.Clone Brush
- Hold ALT and click on the reference point in the viewport
- Then paint in the viewport to clone the part around the reference point.
413.This software may not run properly with all video card drivers. If it does not run properly on this system, please upgrade to the latest drivers and try again. Most modern NVIDIA, ATI and Intel GPUs should be supported (with a few exceptions). 
414.Line 
415.Line 
- Click in the viewport to create each point in the connected line. 
- If 'Freehand' is disabled, press Enter after last point has been added
416.Rectangle 
417.Rectangle 
- Click in the viewport and drag the mouse to draw a rectangle. 
418.AutoSave 
419.Ellipse 
420.Ellipse 
- Click in the viewport and drag the mouse to draw an ellipse. 
421.Thickness 
422.Thickness 
- Determines the thickness of the line. 
423.Symmetry Enabled 
424.Symmetry Enabled
- Enables symmetry operations for the object
- Disable for special cases when symmetric operations are not desired.
425.Brush Image Symmetry 
426.Brush Image Symmetry
- When enabled, the applied brush image will appear symmetric on the object(s).
- When disabled, even though the brush stroke itself is symmetric, the applied brush image will not be. 
427.Unmorph 
428.Unmorph 
- Unmorphs the selected surface, returning it to the original shape.  
- Please note that this will affect the current morph target. 
429.Reset Transforms 
430.Reset Transforms
- Resets the selected objects position, rotation and scale.
431.One or more of the highlighted Display Groups are locked or hidden. 
432.In the object %s, %d (of %d) vertices are not very symmetrical. They may not behave as expected while editing symmetrically.
433.Image Orientation
434.Shifted the object '%s' by '%.8f' and reset the value of 'Symmetry Offset' to zero.
435.Strength 
- Determines the amount of paint that will be applied to the surface.  
- When the strength is at 100 percent, each brush stroke will add the most amount of paint.  
- When it is set at 50 percent, the paint may seem somewhat thin (like watercolor paint), etc.
436.Primary Color 
437.Primary Color 
- This sets the color of the resulting brush stroke when using a paint brush. 
- If a Brush Image is loaded and the "Mix Color And Texture", then this color will "tint" the texture. 
438.Per Vertex Symmetry 
439.Per Vertex Symmetry
- For paint tools only. All other tools use 'Per Vertex Symmetry' exclusively.
- When it is enabled, the object has to have been created symmetrically for it to work properly. 
- Morphed objects will still remember their 'original' symmetry. 
- When this option is disabled, symmetric painting on non-symmetric objects is possible, however the symmetry calculations take place "after" the morphs are applied.
440.Toggle Hot Selection View
441.Toggle Hot Selection View
- Toggles the current display mode with "Toggle Hot Selection View" 
- Ideal for fast viewing of the selected surface.
442.Reduction Amount 
443.Reduction Amount
- The resulting object will have approximately this much less polygons/vertices than the original
- Boundaries and constraints may limit the amount that an object can be reduced
444.Importance 
445.Importance 
- Determines how important certain factors are when reducing polygons in the object.
446.Symmetry 
447.no morphs 
448.no objects 
449.Angle 
450.Angle
- Determines how important the angles between polygons are when deciding to reduce them or not.
- When sharp detail is more important then even distribution, set this value higher.
451.Size 
452.Size
- Determines how important the size of the polygons are when deciding to reduce them or not.
- When even distribution is more important than detail, set this value higher.
453.Constraints 
454.Constraints
- Constrains impose hard limits on which polygons can be reduced. 
455.Name 
456.Max Angle 
457.Maximum Angle
- Determines the maximum angle between two polygons (surface normals) that can be reduced.
458.Max Size 
459.Maximum Size
- Determines the maximum size (in percent) of polygons that can be reduced.
- Polygons larger than this size will not be reduced further.
460.Amount 
461.Hidden Surface Removal
462.Hidden Surface Removal
- Determines which portions of the surface are omitted from a painting or selection operation.
- Please note that if you are editing low polygon models, then per-vertex or per-polygon culling will not generate pleasing results.
- You can Subdivide the object before painting ( see Utility Tools )  
463.Cannot paint on the "%s" channel since the touch-up "Type" of this brush depends on the contents of the current viewport. 
464.Please choose at least one "Painting Channel" (e.g. Current, Color, Bump, etc.) 
465."%s" is not available in this version.  
466.Auto UV Mapping 
467.Auto UV Mapping 
- Automatically UV maps just about any object. The resulting maps can only be easily edited in a 3D paint program (such as this). 
- All visible and unlocked polygons will be remapped. 

468.Boundaries 
469.Boundaries 
- Polygon reduction will not occur across the set boundaries.
- e.g. If 'Material' is checked, then only polygons that have the same material will be joined together.
470.Materials 
471.Materials
- Only polygons that have the same material will be joined together.
472.Groups 
473.Groups
- Only polygons in the same group will be joined together.
474.Display Groups 
475.Display Groups 
- Only polygons in the same Display Group(s) will be joined together. 
476.The screen resolution must be at least %dx%d for this application to run properly. 
477.Cannot replace the current object with this one since their vertex counts are different. 
478.Please choose the "Select In Viewport" and/or "Highlight In Manager" options 
479.Export Object... 
480.File Type... 
481.UV Seams 
482.UV Seams
- Only polygons that do not have a UV seam between them will be reduced.
- NOT recommended for objects that have been Auto-UV mapped, or have too many UV seams.
- Generally, polygon reduction will make the existing UV mapping unusable, so use this option only for advanced, special cases.
483.Additional Options 
484.Additional Options
- Additional options that do not fit in the other categories. 
485.Subdividing
486.Painting Tools 
- Painting tools are used to paint texture directly onto 3D objects 
- Includes a standard paint brush, touch-up brush, geometric shapes, flood fill, etc. 
- Although this software is designed for professionals and hobbyists alike, it is recommended that the user understands the issues involved in texturing 3D objects, such as UV mapping, UV seams, texture stretching and other technical issues that might arise. 
- The "Paint Setup Wizard" includes an Auto-UV mapper that makes it possible to paint on just about any object with the click of one button. 
487.Additional Tools 
- Tools that may not fit in other categories may be found here.
488.The extension "%s" is not a supported file format. 
489.Export OBJ File 
490.Export CR2 File 
491. The extension "%s" is not a supported file format. Please choose one of the following...
492.Simplify Result
493.Simplify Result
- Only applies to manual polygon reduction (directly clicking in the viewport)
- Deletes some vertices that may be considered redundant.
- Disable this option for more control over the manual polygon reduction.
494.Preserve Open Edges
495.Preserve Open Edges
- Prevents open edges (edges with only one polygon attached) from being reduced.
496.Tutorials 
497.Tutorials 
-Access the on-line tutorials that will illustrate how to use Blacksmith3D.  
- The tutorials show you step by step instructions to get you familiar with the most common features of Blacksmith3D 
498.http://www.blacksmith3d.com/section/support
499.Please consider the following issue(s) before painting on this object... 
500.The current object does not have any texture mapping coordinates. 
501.The current object contains texture mapping coordinates that are out of the standard {0,1} range. This may prevent you from painting the object properly. 
502.The current object should be OK to paint on. 
503.There are currently no maps to paint on. Create or import maps and assign them to individual materials in the "Manager", or use the "Paint Setup Wizard". 
504.Paint Channels
505.Paint Channels
- Determine which channels (e.g. color, bump, etc.) are affected by a paint stroke.
- By default, only the currently displayed channel will be affected.
- Multiple channels can be painted on simultaneously (e.g. color and bump, bump and displacement, etc.)
506.Configuration... 
507.Configuration... 
- Displays viewport configuration options. 
- One to four viewports can be used. 
508.Get Symmetry Offset From Selection
- Select at least one vertex on the object's center line
- Click this button to auto-calculate the appropriate symmetry offset
509.Quick Render Options
- Quick Render allows you to see the result of the applied transparency, bump, displacement, etc. maps. 
- Please note that this is not a high quality renderer and it is not designed to create a final product. 
510.Four Viewports (One Large) 
511.Four Viewports (One Large) 
- Uses four (one large, three small) viewports to view and edit the object 
512.One Viewport 
513.One Viewport 
- Uses only one viewport to view and edit the object(s). 
514.Two Viewports (Tall) 
515.Two Viewports (Tall) 
- Uses two tall viewports to view and edit the object(s). 
516.Two Viewports (Wide) 
517.Two Viewports (Wide) 
- Uses two wide viewports to view and edit the object(s) 
518.Three Viewports 
519.Three Viewports 
- Uses three viewports to view and edit the object(s) 
520.Four Viewports 
521.Four Viewports 
- Uses four (equally sized) viewports to view and edit the object(s) 
522.Set current viewport to - Front 
523.View the object(s) from the front. 
524.Display Groups 
525.Display Group Manager 
- Allows you to create polygon Display Group to organize your project.  
- Display Groups can be individually locked or hidden. Hiding portions of the surface can also increase the performance of the program, since there will be less to draw in the 3D viewports. 
- It is important to note that any polygon can belong to multiple Display Groups. In this case, the current Display Group will take priority of the other Display Groups. 
526.Split the polygon(s) 
527.Shift To Center
528.Shift To Center
- Select at least one vertex on the center line
- Click this button to shift the entire object so the center line is at the origin (x = 0, y = 0, or z = 0, depending on the axis of symmetry)
- The 'Symmetric Offset' value for the object will be reset to 0 as a result.
529.Disabled in demo 
530.Mirror and Symmetry 
531.Mirror and Symmetry 
- Contains options for creating symmetric selections and paint strokes. It is important to note the difference be mirror and symmetric options. 

Mirror - When using the mirror options, each brush stroke, selection, etc. will be duplicated horizontally and/or vertically on the opposite sides of the viewport. It is therefore important to take note of the positioning and orientation of the viewport. 

Symmetry - If the objects in your project have been constructed to be symmetrical, then you can edit one side of the object, and the operation will be duplicated on the other side, regardless of the viewport's position and orientation.

Not all tools can be used with mirror and/or symmetry. The options will be disabled  if they are not compatible with the current tool. 
532.Deform Symmetrically 
533.Deform Symmetrically 
- Any deformations that you make while this option is enabled will be duplicated across the axis of symmetry (X,Y, or Z). 
534.Select Symmetrically 
535.Select Symmetrically 
- Any selections that you make while this option is enabled will be duplicated across the axis of symmetry (X,Y, or Z). The axis of symmetry is "X" by default, however it can be changed for any object in the "Object Properties" section of the Manager. 
536.Paint Symmetrically 
537.Paint Symmetrically 
- Any painting that you do while this option is enabled will be duplicated across the axis of symmetry (X,Y, or Z). 
538.Left To Right Symmetry 
539.Left To Right Symmetry 
- By default, the symmetry goes from the right side of the object to the left side. 
- When this option is enabled, the symmetry direction will be reversed, from left to right. 
- Please note that we use the terms "Left" and "Right" loosely here since the object's true left and right depends on which angle you are viewing the object from. 
540.Make Symmetric - Right To Left 
541.Right To Left (for selection) 
- Copies the right side of the selection to the left side. 
- Please note that we use the terms "Left" and "Right" loosely here since the object's true left and right depends on which angle you are viewing the object from. 
542.Make Symmetric - Left To Right 
543.Left To Right (for selection) 
- Copies the left side of the selection to the right side. 
- Please note that we use the terms "Left" and "Right" loosely here since the object's true left and right depends on which angle you are viewing the object from. 
544.All Polygons 
545.Display Group 
546.Import Morph... 
547.Import Morph 
- Import an OBJ as a morph target for the current object. 
- Please note that the vertex count of the imported object MUST be identical to the current object, and the vertex order has to be the same. Sometimes when you import/export objects with other programs, the vertex setup can be altered and they become unmorphable. 
548.Purchase the full version 
549.Purchase the full version of this software online 
550.About... 
551.About... 
- Displays the "About" window. 
552.Progress... 
553.Importing OBJ File 
554.Loading Project File 
555.Importing Morph Target 
556.http://www.blacksmith3D.com/
557.Blacksmith3D Link 
- Open your default browser and take you to the Blacksmith3D home page, where you can check for updates, information, and free stuff! 
558.Blur 
- Blurs the destination pixels . 
- Works great across texture seams 
559.Smudge 
- Smudges the destination pixels. 
- Paint from the location of the initial click is smudged in the direction the user drags the cursor. 
- Blurs the existing pixels in the texture maps 
560.Multiply 
- Multiplies the source colors (in the brush stroke) with the destination pixels   (in the texture maps) instead of simply replacing them. 
561.Lightness Up-Down 
- Lightens the destination pixels.
- Hold ALT to Darken 
562.The main folder cannot be renamed. 
563.Rename 
564.Rename 
- Renames the highlighted item in the Manager. 
565.Welcome to Blacksmith3D-Pro 
566.Welcome to Blacksmith3D-Standard 
567.Welcome to Blacksmith3D 
568.Resetting the viewport 
569.Darken 
- Darkens the destination pixels. 
570.Saturation Up-Down
- Increases the saturation of the destination pixels. 
- Hold ALT to decrease the saturation
571.AVAIL  
572.Using the previous tool "%s". 
573.Using the "%s" deformer. 
574.Using the "%s" selection tool. 
575.Using the "%s" paint brush. 
576.Using the "%s" tool. 
577.Clearing the current selection 
578.Softening the current selection. Hold ALT to soften inwards or SHIFT to soften outwards. 
579.Inverting the selection 
580.Saving 
581.Auto-adjust joint parameters 
582.Auto-adjust joint parameters 

	This feature will adjust the joints in the CR2 file to match the state of the new object being exported. 

	If you started off with a regular human male figure and then morphed him to super huge proportions, then normally, the joints would no longer bend the object properly. This option will adjust the joints so they (in most cases) work properly. It is especially good at adjusting hands and fingers. 

	In some cases, minor adjustments may be required after the CR2 file is exported. This option will not work properly if you change the "orientation" of a body part. For example, if the right arm was pointing straight out to the side and it was then morphed to point forwards, then the joints will not be adjusted properly. 
583.Create New OBJ file 
584.Create New OBJ file 
- Exports a new base object for the character, rather than simply morphing the original base object.  
- This is especially useful, if the morph has drastically the changed size and positions of the limbs.  
- Use in conjunction with the "Auto-adjust joint parameters" feature to create new characters easily without having to adjust the joints (which is a slow and tedious process). 
585.Precision 
586.Symmetry Precision
- This value determines the number of decimal places considered when determining if the vertex is matching the corresponding vertex on the 'left' or 'right' side.
- Used for troubleshooting less than perfectly symmetric objects.
587.Color 
588.Color Channel 
- The channel that the material derives it's main color information from.  
589.Bump 
590.Bump Channel 
- Specifies the bump map and strength. 
- Can give the material the appearance of a rough surface, without affecting the actual geometry of the object. 
591.Reduce Polygons 
592.Reduce Polygons
- Automatically reduces the selected surface(s) based on the above settings.
593.Transparency 
594.Transparency Channel 
- Specifies the transparency map and strength. 
- The transparency channel can allow you make the material partially or fully transparent.  
- In the simples case, you can simply set the strength to the desired value. 
- Create a complex transparency effect by assigning a transparency map. 
- For transparency maps, the color black means that area is fully transparent, while the color white means that the map is fully opaque. Grey shades yield a value somewhere in between. 
595.Specular 
596.Specular Channel 
- Specifies the specular color, map and strength. 
- The specular channel controls the color of the highlight for a given material.
- White highlights are the brightest while black represents not highlight at all. 
- Any color can be used to achieve the desired effect (e.g. red highlights) 
597.You may paint on this channel, however it's effects will not show up in Blacksmith3D's renderer. 
598.Use Symmetry 
599.Use Symmetry
- Enables symmetric operations (if the current tool supports it)
- For painting, selections and deformations, the vertex/polygon structure of the object must be designed symmetrically with a definite center line
- Specific symmetry settings (e.g axis of symmetry, offset, etc.) are located in the 'Object Properties' section of the 'Manager'
600.AVAIL
601.Ambient 
602.Ambient Channel 
- Specifies the ambient color, map and strength. 
- The color black represents the darkest ambient color while the color white results in the material being completely self luminous. 
603.Displacement 
604.Displacement Channel 
- Specifies the displacement map and strength. 
- The displacement map will actually change the geometry of the object when rendered by displacing it outward.  
- The color white will displace it the most while the color black yields no displacement. 
605.Select Center 
606.Select Center
- Selects the vertices along the center line of symmetry.
- Mainly intended for trouble shooting symmetry problems.
- If there are multiple objects with symmetry enabled in the project, they must be highlighted in the manager 
607.Please highlight at least one object in the manager whose symmetry is enabled 
608.Undoing Navigation 
609.Redoing Navigation
610.Unwelded the vertices in (%d) object(s) 
611.<NONE> 
612.Strength 
613.Channel Strength 
- Specify the strength of the channel's effect. 
614.An instance of Blacksmith3D is already running. 
615.Save Reminder Frequency 
616.Save Reminder Frequency (in minutes) 
- This value represents frequency that Blacksmith3D will remind you to save your work. 
617.minutes 
618.Auto Align With Viewport
619.Auto Align With Viewport
- Aligns the tiling such that it is always facing the current viewport
- Extremely useful for maintaining the relative size of the texture at various levels of zoom.
620.Pos
621.Rot
622.Scale
623.Reset
624.Reset Transformations
- Resets the position scale and/or rotation of the selected objects
- Please note that these transformations are different from the Move, Rotate and Scale deformers
- They do not affect the actual vertices or morphs, rather they are used simply to orient the objects in the scene  
625.Move Object 
626.Move Object
- Move the selected objects in the 3D space without affecting the base vertices
- Used for arranging objects in project space and not to mistaken for the  'Move' deformer or the 'Pan View' tool.
627.Welcome to Blacksmith3D 
628.N/A 
629.Display Selection Quickly 
630.Display Selection Quickly 
- Selection overlay is displayed quickly when selecting, deforming or navigating. 
- Speeds up the drawing time significantly. 
631.%s Files 
632.Choose a file type... 
633.Scale Object 
634.Scale Object
- Scale (resize) the selected objects in the 3D space without affecting the base vertices
- Used for arranging objects in project space and not to mistaken for the  'Scale' deformer or the 'Zoom View' tool.
635.Would you like to reset the transparency strength back to 0? 

(This action is recommended unless you want this material to appear uniformly transparent.) 
636.This map is being used in one or more transparency channels. 

Would you like to reset the transparency strengths back to 0.0? 

(This action is recommended unless you want the materials to appear uniformly transparent.) 
637.AVAIL 
638.AVAIL
639.AVAIL
640.Export Morphs 
641.Export Morphs 
- Includes all of the morphs in this object in the CR2 file. 
642.Merge Objects 
643.Merge Objects 
- Merges two or more objects in the project into a single object. 
644.One Material Per Object 
645.One Material Per Object 
- Creates only one material per source object. 
646.	Auto-Rename Materials 
647.Auto-Rename Materials 
- Renames the materials so they also contain the source object's name.  
- If there is only one material in the source object, then the material name will be the same as the object's name.  
- If there are multiple materials, then the material name will be like (Object Name)-(Material Name). 
648.One Group Per Object 
649.One Group Per Object 
- Creates only one group per source object. 
650.	Auto-Rename Groups 
651.Auto-Rename Groups 
- Renames the groups so they also contain the source object's name.  
- If there is only one group in the source object, then the group name will be the same as the object's name. 
- If there are multiple groups, then the group name will be like (Object Name)-(Group Name). 
652.Rotate Object 
653. Rotate Object
- Rotates the selected objects in the 3D space without affecting the base vertices
- Used for arranging objects in project space and not to mistaken for the  'Rotate' deformer or the 'Rotate View' tool.
654.Merge Selected Objects 
655.Merge Selected Objects 
- Merge the highlighted objects.  
- You can highlight multiple objects in the 'Manager' by holding the ALT or SHIFT keys while clicking on them. 
656.Displacement 
657.Swap Left and Right (for morph) 
- Swaps the left and right sides of the current morph, resulting in a "mirror image" of the original. 
- Swaps the whole or partial morph, based on the current selection.
658.Display Group Color 
659.Flip Texture Horizontally 
- Flips the Brush Image horizontally. 
660.Flip Texture Vertically 
- Flips the Brush Image vertically. 
661.This tool can only be used for vertex selections. Switching the vertex selection mode now. You can convert it back to a polygon selection when you are finished using this tool. 
662.Prevent Shrinking 
663.Prevent Shrinking 
- Helps Prevent the object from shrinking when you smooth the surface. 
664.Rename the currently selected map. 
665.Type 
666.Type
- Determines the type of shape to be drawn (rectangle, ellipse, etc.) 
667.Shading Options... 
668.Shading Options 
- Contains various options for drawing the objects in the viewport, such as smoothing, wireframe, etc. 
669.Type 
670.Type
- Determines the type of shape to deform the selected vertices into (e.g. Sphere, box, plane, etc.) 
671.Angle 
672.multiple morphs 
673.Flatten 
674.Flatten 
- Flattens the selected surface. 
675.Artifacts 
676.Artifacts 
- Selects artifacts (imperfections) that were introduced in the morphing process. 
- Very similar to the "Sharp" option, but instead of selecting points that are absolutely sharp, it selects points that have become sharp due to morphing. 
- Commonly used for quickly selecting rough spots in a morph so they can be smoothed. 
677.Harden 
678.Harden 
- Hardens the existing selection on the surface of the object(s). 
- Hardening of a selection means that the selected surface will become either fully selected or not at all. 
679.Read Only 
680.Read Only 

	Enabling this option will make the current selection read only, so that it can not be edited. Disable this option to turn read only off for this item. 
681.Color Button 

- Changes the color of the material.  
682.Map
- Assigns a map to the material channel 
683.Name: %s 

Size: %d x %d 
684.Type 
685. Type
- Determines the type of selection 'touch-up' to be performed (e.g. Soften, harden, grow, etc.)  
686.Subdivide All Objects 
687.Subdivide All Objects
- Subdivides all objects in the project, regardless if they are selected or not.
- Hidden and locked surfaces will be affected as well, so use with caution.
- Only 'Reference Objects' are omitted.
688.Create New Map... 
689.Create New Map 
- Creates a new texture map. 
690.Cannot create the file 
691.Registration successful! 
692.Please restart the program to complete the registration process. 
693.The serial number is invalid 
694.Register 
695.Register... 
696.Serial Number 
697.Click here to enter your serial number and activate or upgrade the product. Since the serial number is quite long, you should copy and paste it in here, rather than typing it in manually. 
698.Display Group State 
- Cycles through the possible Display Group states 
- Display Groups have three possible states, visible, locked and hidden. 
699.Display Group Name 
- Changes the name of the Display Group 
700.Display Group Color 
- Changes the color of the Display Group Color . 
- Display Group colors are used when "Display Mode" is set to "Display Group Colors" 
701.Subdivide Current Object
702. Subdivide Current Object
- Subdivides the current object, regardless if it is selected or not.
- Hidden and locked surfaces will be affected as well, so use with caution.
703.Add Selection to Display Group(s) 
704.Add Selection to Display Group(s) 
- Add the selected surface to the highlighted Display Groups. 
- Works best using polygon (as opposed to vertex) selections since it is more obvious which polygons will be affected. 
705.Remove Selection from Display Group(s) 
706.Remove Selection from Display Group(s) 
- Removes the selected surface from the highlighted Display Groups. 
- Works best using polygon (as opposed to vertex) selections since it is more obvious which polygons will be affected. 
707.Add Object(s) to Display Group(s) 
708.Add Object(s) to Display Group(s) 
- Adds the current object to the highlighted Display Groups, including all hidden and locked geometry.  
- In addition, any object that is highlighted in the Manager will be added as well. 
709.Remove Object(s) from Display Group(s) 
710.Remove Object(s) from Display Group(s) 
- Removes the current object from the highlighted Display Groups, including all hidden and locked geometry.  
- In addition, any object that is highlighted in the Manager will be removed as well. 
711.Select Display Group(s) 
712.Select Display Group(s) 
- Selects all of the surfaces assigned to the highlighted Display Groups. 
713.Unselect Display Group(s) 
714.Unselect Display Group(s) 
- Unselects everything that is assigned to the highlighted Display Groups. 
715.Display Group Brush 
- Interactively add surfaces to the highlighted Display Groups by clicking directly in the viewport. 
- Hold the ALT key to remove surfaces from the highlighted Display Groups. 
716.Relative to 
717.Relative to
- Determines how the length of the extrusion is calculated.
- Examples...
- 100% of the average edge length
- 50% of the maximum edge length
- 1.2 absolute length
- etc.
718.Smooth 
719.Smooth 
- Draws the polygons with smooth shading (when lighting is enabled) 
720.Stippled 
721.Stippled 
- Draws the polygons with the stippling effect. 
- Stippling is a process where every other pixel is drawn, creating a pseudo-transparent effect. 
722.Wireframe 
723.Wireframe 
- Draws the outline of the polygons and leaves the interiors transparent 
724.Wireframe Overlay 
725.Wireframe Overlay
- Draws the outline of the polygons over the solid rendering. 
726.Vertex Overlay  
727.Vertex Overlay 
- Draws the vertices over the solid rendering. 
728.Texture Filtering 
729.Texture Filtering 
- Renders the texture maps using linear texture filtering. 
- Disabling this feature lets you see individual pixels. 
730.Import... 
731.Import 
- Import an image file to be used as a texture map. 
732.Export... 
733.Export 
- Exports the highlighted maps as image files. 
734.Merge Vertices 
735.Merge Vertices
- Merges the selected vertices into one.
- If symmetry is enabled, then each side will be merged separately.
- Works on a per object basis. Vertices from one object will not merge with those of another. 
736.Resize... 
737.Resize 
- Resizes the highlighted image map to the specified dimensions. 
738.Rename 
739.Rename 
- Rename the highlighted image map. 
740.Clear 
741.Clear 
- Clear the highlighted image maps to the secondary color, and sets the alpha to 0 if available.
- Hold the ALT key to clear so Alpha is fully opaque. 
742.Delete 
743.Delete 
- Deletes the highlighted image maps from the project.  
- Warning, this cannot be undone. 
744.Copy 
745.Copy 
- Copies the image map to the clipboard. 
- Can be pasted into another map, as a new map, or into another software package. 
746.Paste 
747.Paste 
- Pastes the contents of the clipboard into the selected map (if possible).  
- If an existing map is selected, it will be replaced.	 
748.Offset 
749.Symmetry Offset
- Offsets the plane of symmetry by this amount from the origin.
- Used to compensate for objects that are not perfectly centered at the origin.
750.Symmetry Offset 
751.Axis 
752.Symmetry Axis 
- Specifies which axis will serve as the axis of symmetry (X, Y, or Z). 
- In most cases, the axis of symmetry will be X. 
753.Texture Options 
754.Texture Options 
- This section contains additional options to control how the Brush Image behaves. 
755.Please select at least one vertex on the center line of the object '%s' 
756.Anti-Alias 
757.Anti-Alias 
-  The paint strokes will be anti-aliased, yielding a smoother, less 'pixelated' brush stroke. 
758.Mirror 
759.Change Wireframe Color 
760.Change Wireframe Color 
- Changes the color of the wireframe overlay. 
761.The 'All Polygons' Display Group is locked, hence this newly imported item is locked as well. 
762.The 'All Polygons' Display Group is hidden, hence this newly imported item is not visible.  
763.Invert Colors 
764.Invert Colors 
- Inverts the colors in the map, such that black becomes white and white becomes black.  
765.Left to Right 
766.Left to Right 
- By default, the symmetry of the object goes from the "right" to "left".  
- When this option is enabled it will be reversed, from left to right. 
- Please note that we use the terms "Left" and "Right" loosely here since the object's true left and right depends on which angle you are viewing the object from. 
767.Flip Texture Horizontally 
768.Flip Texture Vertically 
769.Open Default Project 
770.Open Default Project 
- The default project will be opened when you start the program.  
- Disable this option to start with a blank project. 
771.Normalize 
772.Normalize Selection 
- Rescales the selection such that the strongest part becomes full strength (100). 
- Good for strengthening weak selections. 
773.Inverted the colors in the map %s 
774.Render Quality 
775.Render Quality 
- Determines how fine the detail will be rendered.  
- Lower quality renders faster while higher quality renders with finer details. 
- Please note that this is not a high quality renderer and is not designed to create a final product. 
776.Global Displacement Strength 
777.Global Displacement Strength 
- Increases/decreases the strength of all displacement maps.  
- Helps to calibrate the displacement mapping to be consistent with other software packages. 
778.Global Bump Strength 
779.Global Bump Strength 
- Increases/decreases the strength of all bump maps.  
- Helps to calibrate the bump mapping to be consistent with other software packages. 
780.Mix material colors with maps 
781.Mix material colors with maps 
- Tints the color maps with the material colors. 
- For compatibility with other 3D programs whose renderer exhibits this behavior. 
782.Render double sided 
783.Render double sided 
- All Backfacing polygons are rendered.  
- Please note that individual objects may be rendered as "double sided" under the "Object Properties" branch in the manager. 
784.Paint Eraser
785.Paint Eraser
- Erases the portions of the alpha mask in the texture maps.
- If no alpha mask is present, then the eraser will simply paint with the secondary color (white by default).
- To create alpha masks, select the maps in the 'Map Manager', right click on one of them and choose 'Create Alpha Mask'.
786.Maximize / Restore Viewport 
- Maximizes or restores the current viewport. 
- Use CTRL-SPACE hotkey to quickly toggle between the two states
787.File Menu 
- Contains a number of file related options such as Open, Save, Import, Export, etc. 
788.AVAIL
789.AVAIL
790.X 
791.Lock X,Y,Z 
- Prevents any deformation from acting in the X, Y and/or Z directions.  
- Please note that this takes place in the coordinate space of the object, and not the relative space of the viewport. 
792.Y 
793.Direction
794.Z 
795.Direction 
- Determines which direction(s) the tool can affect. 
- Direction is relative to the viewport space 
796.Lock X, Y and Z are all enabled (nothing to deform). 
797.Lock
798.Direction 
- Determines which direction of the shape's main axis. 
- Direction is relative to the viewport space 
799.Min Width 
800.Minimum Width 
- The minimum width represents the smallest width that a texture map should be while using this UV mapping.  
- If the width of the map is smaller than this value, color may overlap from one UV seam to another. 
801.Min Height 
802.Minimum Height 
- The minimum height represents the smallest height that a texture map should be while using this UV mapping.  
- If the height of the map is smaller than this value, color may overlap from one UV seam to another. 
803.Quality 
804.Quality 

- The quality setting determines how "flat" each patch of the UV mapping has to be. 
- When the quality setting is 100, then the patches are flattest, yet more UV seams result.  
- When it is set to 0, there will be less UV seams, but more texture stretching will result. 
805.Selection Magnifier 
806.Selection Magnifier 
- Gives priority to surfaces with higher selection values. 
- Fully selected surfaces will be this [n] times as large as non selected portions in the UV mapping space. 
807.Tablet 
808.Tablet 
- Contains options using a pressure sensitive drawing tablet. 
809.Strength 
810.Strength 
- The input pressure varies the strength of the brush stroke. 
811.No points have been selected. 
812.Undoing... %s 
813.Using the "%s" selection 
814.%s for selection 
815.Swap Left and Right 
816.%s for morph 
817.Resetting Head Forge 
818.Head Forge deformation 
819.Assigning map to channel 
820.Renaming %s back to %s 
821.Undoing map assignment(s) 
822.Undoing map edit 
823.Undoing paint stroke 
824.Undoing selection 
825.AVAIL
826.Undoing deformation 
827.Subdivide Selected 
828.Subdivide Selected
- Increases the resolution of the selected surface by subdividing the polygons.  
- Objects can be subdivided in whole or in part based on the current selection. 
- Take care when subdividing an object, since the polygon count can add up quickly, requiring more memory and processor speed to process. 
829.Extrude 
830.Extrude 
- Extruded the selected surface. 
- Very simple, but powerful modeling tool. 
831.Merge Points 
832.Merge Points 
- Merges the selected vertices into a single point.  
833.Delete Polygons 
834.Delete Polygons 
- Deletes the selected polygons 
- Works best with polygon selections (as opposed to vertex selections) 
- Can also directly click on polygons to delete them. 
835.Polygon Reduction 
836.Polygon Reduction 
- Reduce the number of polygons in the selected surfaces. 
- Manually reduce polygons by clicking on vertices or edges in the viewport. 
- Automatically reduce the selected polygons based on the "Importance" and "Constraints" parameters. 
837.Type 
838.Type 
- Determines what type of touch-up is to be performed.  
- Include Blur, Smudge, Lighten, Darken, etc. 
839.Density 
840.Density 
- Determines density of the brush 
841.Spacing 
842.Spacing 
- Determines the spacing between each impression of the brush tip for a brush stroke.  
- The smallest value of 0 yields a very smooth, continuous brush stroke.  
- Larger values result in a noticeable gap between each impression of the brush tip. 
843.Touch-up Brush
844.Touch-up Brush
- Although the touch-up brush is presented as a single tool, it offers a wide variety of effects, such as Blur, Smudge, Lighten, Darken, etc.  
- Choose the type of touch-up by clicking on "Type" and choosing one from the list. 
845.Type 
846.Brush Tiling Type
- Determines how the brush image will be mapped onto the object(s)
- Viewport Plane is the simplest type
- Advanced options include 'Fixed Plane', 'Cylindrical' and 'Spherical' mappings
847.None 
848.None 
- No culling occurs. Paint brush strokes and selections go 'through' the object. 
849.Backface 
850.Backface 
- Only the polygons that are facing away from the viewer are omitted.
- This is a very simplistic form of Hidden Surface Removal, and should only be used if you understand and know why it is you are using it.
    - Otherwise, you may end up painting on hidden geometry by mistake, only to notice long after the damage is done.
851.Per Vertex 
852.Per Vertex 
- Each vertex is tested for it's visibility. If  the vertex is obscured by another portion of the surface, then it is culled.
- Works best with moderate to high polygon models
- Low polygon models can be Subdivided ( see Utility Tools) before painting to compensate for this
853.Per Pixel 
854.Per Pixel 
- For painting tools only, Per Pixel will cull any pixel (on the texture maps that you are painting on) based on it's visibility. 

855.Falloff 
856.Falloff 
- Determines how quickly the paint stroke or selection will fade as the angle (between the surface and the viewport plane) increases.  
- As the value approaches 0, the effect is hardly noticeable.  
- The value of 100 gives the most drastic results. 
857.Pan View 
858.Pan View
- Moves the viewing position left, right up and down by clicking and dragging in the viewport. 
859.Rotate View 
860.Rotate View
- Rotate the viewing angle by clicking and dragging in the viewport. 
- Can rotate in the horizontal, vertical and tilt directions
861.Tilt View 
862.Tilt View
- Tilts the viewing position left or right by clicking and dragging in the viewport. 
863.Zoom View 
864.Zoom View 
- Zooms the view in by clicking on the viewport, or by clicking and dragging a box around the area you would like to frame.  
- To zoom out, hold the ALT key while clicking. 
- Use the "Continuous Zoom" option for a more traditional 3D zoom. 
865.Box Select 
866.Box Select
- Selects portions of the surface by clicking on the viewport and dragging out a box.  
- To add to your current selection, hold the SHIFT key. To subtract from it, hold the ALT key. 
- To select everything in the box equally, set the "Hardness" parameter to 100. 
867.Lasso Select 
868.Lasso Select
- Selects portions of the surface by clicking on the viewport and dragging the cursor around the desired area.  
- To add to your current selection, hold the SHIFT key. To subtract from it, hold the ALT key. 
- To select everything in the box equally, set the "Hardness" parameter to 100. 
869.Messages... 
870.Messages...     (Drag this bar up or down to resize the message window) 
- Provides you with feedback related to the performed actions 
- Displays hints the interface elements that the cursor is currently pointing at. 
- Provides information about the objects, polygons, vertices, etc. that the cursor is currently point at in the viewport. 
871.Paint Brush 
872.Paint Brush
- Standard paint brush for painting color on your texture maps.  
- Please note the shape and texture boxes to the lower left of the interface which determine how the paint stroke will appear. 
873.User 
874.Front 
875.Back 
876.Orientation 
877.Left 
878.Right 
879.Top 
880.Bottom 
881.AVAIL 
882.AVAIL
883.Manager 
884.Manager 
- Organizes all of the elements of your project.  
- It is presented in the form of a tree.  
- Each object in the tree can be expanded to show it's properties 
885.Selection Brush 
886.Selection Brush 
- Selects portions of the surface via brush strokes.  
- To add to your current selection, hold the SHIFT key. To subtract from it, hold the ALT key.  
- Change the shape of brush by choosing one of the preset shapes provided in the box to the lower left corner of the window. 
887. 
888.Viewport 
- Displays the objects in 3D space. 
- Various display options are available in the Viewports menu 
889.Tool Selection Box 
- Choose any tool of the same class as the current one (e.g. paint brushes, deformers, etc.) 
890.Collapse/Expand 

- Collapses or expands the panel. 
891.Tool Tab 
- Contains settings and options relating to the current tool. 
892.Tool 
893.Collapse/Expand 
- Collapses or expands the tree item. 
894.Maps 
895.Maps Tab 
- Contains the texture maps present in the scene.  
- Highlight maps by clicking on them.  
- To highlight multiple maps, hold this SHIFT or ALT keys while clicking. 
896.Vertical Scroll 
- Moves the viewing position up or down (relative to the current viewport orientation). 
897.Horizontal Scroll 
- Moves the viewing position left or right (relative to the current viewport orientation). 
898.Texture Picker
899.Texture Picker
- To pick a portion of the viewport to use as a Brush Image, click and drag out a box or freehand loop.  
900.Color Picker
901.Color Picker
- To pick a color from the viewport, click anywhere on the object. 
- Hold the ALT key while clicking to set the secondary color. 
902.Selection Eraser 
903.Selection Eraser 
- Erases portions of the current selection. 
- Most selection tools can erase selections by holing the ALT key while clicking. 
904.This version has a maximum map size of 1024x1024. In the registered version, maps can be as large as 8196x8196. 
905.Only one viewport is available in this version. 
906.Polygon 
907.Polygon 
- Draws an arbitrary shape.  
- If 'Freehand' is enabled, click and drag out out the shape.  
- If 'Freehand' is disabled, each click in the viewport defines the next point in the shape, and pressing the 'Enter' key finalizes the paint. 
908.Execute 
909.Execute Paint Setup Wizard 
- Configures the selected surfaces for painting based on the settings. 
910.Paint Setup Wizard 
911.Paint Setup Wizard 
- Quickly and easily configures object(s) for painting.  
- If the 'Auto-UV Map' box is enabled, then a new UV mapping will be created for the object.  
- For each texture channel that is enabled (color, bump, etc.), a new map will be created and assigned to all selected materials in the object. 
- This tool is designed to setup objects that only have one UV region. For more complex objects, you should manually setup the maps using the material manager. 
912.Please note that due to the way most applications perform displacement mapping, the object may appear to break apart at the UV seams unless the map is sufficiently blurred. Since you chose to auto-uv map the object, the placement of the UV seams may yield undesirable results. 

Do you wish to continue? 
913.Width 
914.Width 
- Newly created maps will be given this value for the width.  
- The auto-uv mapping will also be optimized for maps this width or larger. 
915.Height 
916.Height 
- Newly created maps will be given this value for the height.  
- The auto-uv mapping will also be optimized for maps this height or larger. 
917.Overwritten maps have been sent to the recycle bin.
918.Color Map 
919.Color Map 
- A color map will be created and assigned to all of the selected materials in the object(s) 
920.Bump Map 
921.Bump Map 
- A bump map will be created and assigned to all of the selected materials in the object(s) 
922.Transparency Map 
923.Transparency Map 
- A Transparency map will be created and assigned to all of the selected materials in the object(s) 
- In addition, the transparency strength (for each material) will be set to 100. 
924.Displacement Map 
925.Displacement Map 
- A displacement map will be created and assigned to all of the selected materials in the object(s) 
926.Specular Map 
927.Specular Map 
- A specular map will be created and assigned to all of the selected materials in the object(s) 
928.Ambient Map 
929.Ambient Map 
- An ambient map will be created and assigned to all of the selected materials in the object(s) 
930."Paint Setup Wizard" complete 
931.Tolerance 
932.Tolerance 
- Determines how close a color has to be to the original color clicked on to be considered a match.  
- If the tolerance setting is 0, the flood fill will only spread to identical colors 
- If the tolerance setting is 100, the flood fill will only spread everywhere. 
933.Create Alpha Mask 
934.Create Alpha Mask 
- Creates an alpha mask (alpha channel) for the selected map(s) 
- Resulting maps will become RGBA
935.Delete Alpha Mask 
936.Delete Alpha Mask 
- Deletes the alpha mask (alpha channel)  from the selected maps (if they exist)
- Resulting maps will become RGB
937.The current Selection is designated as read-only. The read-only status can be changed in the Manager, under the 'Selections' branch. Click the triangle next to the selection name to expand it's properties, and disable the 'read-only' option. 
938.The current Morph "%s" is designated as read-only. The read-only status can be changed in the Manager, under the 'Morphs' branch. Click the triangle next to the morph name to expand it's properties, and disable the 'read-only' option. 
939.Applying Multiple Selections 
940.Apply Selection(s) 
941.Apply Selection(s) 
- Apply the highlighted preset selection(s) to the object(s)
- The applied selections will be added to the current selection
942.Select Material(s) 
943.Swap Left and Right (for selection) 
- Swaps the left and right sides of of the current selection, resulting in a "mirror image" of the original. 
944.(Base Vertices) 
945.Base Vertices 
- Choose 'Base Vertices' if you would like to directly deform the object's vertices, rather than a morph target.  
- In general, you should only directly deform the base vertices as a part of a modeling project.  
- If the end result is supposed to be a morph target, then you are strongly discouraged from using this option, unless you truly understand the relative nature of morph target displacements. 
946.Cannot rename the item %s 
947.Cannot delete the item %s 
948.Cannot duplicate the item %s 
949.Deforming "%s" in the object "%s" 

%s 
950.This operation will transfer the deformations from the highlighted morphs to the vertices of the affected object(s). 

This action CANNOT be undone. Please save your project before proceeding.

Are you sure that you want to proceed? 
951.Bake 
952.Bake Morphs 
- Transfers the highlighted morph deformations with their current strength settings to the base vertices of the object, effectively making the deformations permanent. 
953.The file... 

%sData%cGraphics.dat 

is obsolete. Please either perform a full installation of this software, or if you are installing a patch, please make sure that all of the supporting data files have been placed in their proper locations. 
954.This operation will transfer the deformations from the current morph only (since the 'Mix Morphs' option has been turned off) to the vertices of the current object. 
955.Cannot perform this action on the 'Base Vertices'. 
956.Please select at least two objects before merging. 
957.Are you sure that you want to merge the selected objects into a single object? 
958. 

- All maps will be discarded. 
959. 

(This cannot be undone) 
960.Navigation 
961.Undo Navigation 
962.Undo Navigation
- Undo the last viewport navigation action such as move, zoom, rotate, etc.  
- Deliberately separated from the main 'undo' command for work flow purposes. 
963.Redo Navigation 
964.Redo Navigation
- Redo the previously undone navigation action such as move, zoom, rotate, etc. 
- Deliberately separated from the main 'redo' command for work flow purposes. 
965.Copy Current 
966.Copy Current Viewport 
- Copies the state of the current viewport. 
967.Paste Current 
968.Paste Current Viewport 
- Pastes the previously copied state into the current viewport. 
969.Copy All 
970.Copy All Viewports 
- Copies the state of all of the viewports. 
971.Paste All 
972.Paste All Viewports 
- Pastes the previously copied states to all of the viewports. 
973.Frame 
974.Redoing map assignment(s) 
975.Redoing map edit 
976.Redoing paint stroke 
977.Redoing selection 
978.AVAIL 
979.Redoing deformation 
980.Redoing... %s 
981.Display XYZ Axis 
982.Display XYZ Axis 
- Markers displaying the directions of the X, Y and Z unit vectors will appear in the viewport.  
- They will appear at the origin {0,0,0} if it is in view, or be clamped to closest position near the edge of the viewport.  
- The X axis is red, the Y axis is green and the Z axis is blue. If the origin is out of view, then a yellow line will point towards it. 
983.Zooming via the mouse wheel 
984.Zoom 
985.Zoom (with the mouse wheel) 
- Using the mouse wheel will result in the viewport zooming in or out. 
986.Select Group(s) 
987.Center 
988.Center Viewport 
- Centers the viewport for each of the X, Y and Z dimensions individually. 
989.Zero 
990.Zero Viewport 
- Zeros the current viewport (world coordinates) of the X, Y and Z dimensions individually.  
- This option is especially useful in conjunction with the "Mirror" options, for precise lining up of the viewport. 
991.Setting the viewport to "front" 
992.Setting the viewport to "back" 
993.Setting the viewport to "left" 
994.Setting the viewport to "right" 
995.Setting the viewport to "top" 
996.Setting the viewport to "bottom" 
997.The "%s" tool is now active 
998.Pick Unlit Colors
999.Pick Unlit Colors
- The color/texture picking tools will get the colors from the viewport before lighting is applied. 
1000.Flood Fill 
1001.Flood Fill 
- Very similar to it's counterpart in 2D paint applications.  
- Please note that the color matching takes place in viewport and not in the original map. In this way, the flood fill can pass over UV seams. 
1002.Unhiding the hidden surfaces 
1003.There are no locked surfaces 
1004.Locking the selected surfaces 
1005.Unlocking the surface 
1006.There are no hidden surfaces 
1007.  (Auto) 
1008.Hardening the current selection. Hold ALT for partial hardening. 
1009.Normalizing the current selection. 
1010.Please choose at least one selection. 
1011.Duplicated the selection '%s' 
1012.Duplicated %d selections 
1013.Hiding the selected surface 
1014.Invalid activation key detected (perhaps this one is for wrong software version) 
1015.Serial number is invalid 
1016.Error loading the image %s 
1017.AVAIL
1018.You can only render up to 255 objects. 
1019.Please choose a 'current' morph target. 
1020.Cannot create the file %s 
1021.Cannot open the file %s 
1022.No default selection set can be found for this character (%s). 
1023.Loading the appropriate selection set (%s) for this character. 
1024.AVAIL 
1025.AVAIL 
1026.Merged Object 
1027.A new object named "%s" has been created. 
1028.The undo buffer is disabled. To enable it, set the 'Undo Limit' to a value greater than zero in the 'General Options' window. 
1029.Cannot find the BODY node (%d) 
1030.The original CR2 file does not have a "FIGURE" node 
1031.Cannot find a group to match the actor "%s" in this CR2 file 
1032.Error writing the thumbnail (%d) 
1033.The CR2 export was aborted by the user 
1034.Cannot find a match for the material "%s" 
1035.The polygon count used in this Display Group set does not match the current object. 
1036.The vertex count used in this selection set does not match the current object. 
1037.The polygon count used in this selection set does not match the current object. This may or may not cause issues with the selection set. 
1038.The vertex count used in this morph set does not match the current object. 
1039.The polygon count used in this morph set does not match the current object. This may or may not cause issues with the morph set. 
1040."%s" is read-only and cannot be edited 
1041.There is not a suitable graphic in the system clipboard to paste. 
1042.An error occurred pasting the map. 
1043.Clipboard.PNG 
1044.Create and assign these maps.... 
1045.Create and assign these maps
- Determines which type of maps will be created (e.g. Color, Bump, etc.)
1046.This feature is not enabled in the demo 
1047.The following file already exists... 

%s 

Would you like to overwrite it? 
1048.Please locate the original CR2 file for this character 
1049.Exporting the CR2 file %s 
1050.- Original CR2 file %s 
1051.Error creating the folder %s 
1052.Error opening a temporary file 
1053.Exporting a separate object for each group 
1054.Exporting the OBJ file %s 
1055.Reminder... It's been %.0f minutes since you saved your work. Press CTRL-S to save your project, or choose "Save" or "Save as..." from the File menu. 
1056.Please highlight at least one morph target in the Manager. 
1057.Duplicated the morph target '%s' 
1058.Duplicated %d morphs 
1059.The highlighted morphs were transfered to the base vertices and their strengths were set to 0 percent. 
1060.Please highlight at least one material in the Manager. 
1061.Please highlight at least one object or folder. 
1062.Are you sure you want to delete the %d selected items? 
1063.Resize map... 
1064.OK 
1065.New Map.PNG
1066.Sorry, an error occured. Please contact us at Blacksmith3D.com and report this issue. 
1067.This video card should support non power of two textures, but an error occurred while trying to create one. The software will still function normally, but you may try updating your video card drivers for improved performance. 
1068.Cannot create a temporary file for the map. 
1069.This OBJ file has no vertices! 
1070.There is nothing to extrude. 
1071.AVAIL
1072.The subdivision stopped because the resulting polygon count would be greater than %d. You can change the 'Maximum Polygons' setting, but do so with care as too many polygons may adversely affect your system's performance. 
1073.Maximum Polygons 
1074.Maximum Polygons 
- Represents the largest number of polygons that the resulting object is allowed to have.  
- It is provided here as a safety since the polygon count can very quickly become too large for any practical purpose. 
1075.Please choose a texture channel (color, bump, etc.) from the "Viewports - Display Mode..." menu. 
1076.Set the strength of the morph target "%s" to 100 percent. 
1077.This character has not been completely setup for use in HeadForge. 
1078.Cannot find the selection "%s" 
1079.The strength of the current morph is less than 100 percent. This may lead to undesirable results. 
1080.The strength of the current morph (as set in the morph manager) is too small for editing purposes. 
1081.The strength for the "%s" tool is set to zero. No deformation will result. 
1082.This object has not been UV mapped. 
1083.Your system is low on memory. This program may slow down as a result. 
1084.Your system is getting a bit low on memory. 
1085.Changing to Display Group %d 
1086.Please choose a current Display Group before proceeding 
1087.Exported the MAT file %s 
1088.Selected the group %s 
1089.Unselected the group %s 
1090.Analyzing the object to see if it is OK to paint on. 
1091.Setting the color of all of the materials to white. 
1092.Loading the project %s 
1093.Importing the file %s 
1094.Importing the Selection Set %s 
1095.Importing the Display Group Set %s 
1096.Importing the Morph Set %s 
1097.Importing the OBJ file %s 
1098.Importing the morph target %s 
1099.Saved the project %s 
1100.Error saving the project 
1101.AVAIL
1102.The files 

%s 

and 

%s 

have been saved. 
1103.Adding polygons to the Display Group %s 
1104.Resized the map to %dx%d 
1105.Resized %d maps to %dx%d 
1106.Cleared the map "%s" 
1107.Cleared %d maps 
1108.Switching to the object "%s" 
1109.Unhiding the hidden surfaces. 
1110.Launching the tutorial page at %s 
1111.AVAIL 
1112.http://www.blacksmith3d.com
1113.Setting the viewport to "perspective" 
1114.Rendering ... 
1115.The interface and 3D display may not work properly as a result. 
1116.AVAIL 
1117.There are a few problems to report 
1118.Creating a new (empty) project 
1119.Rendering complete 
1120.AVAIL 
1121.AVAIL 
1122.default 
1123.Creating key frame at %d 
1124.Setting the morph strength of "%s" to 0 percent 
1125.The file 

%s 

has been saved. 
1126.Maps 
1127.Transp. 
1128.Displ. 
1129.Color 
1130.Bump 
1131.Specular 
1132.Ambient 
1133.Display Group Colors 
1134.Material Colors 
1135.Shiny Grey 
1136.Continuous Zoom 
1137.Continuous Zoom 
- By default, the zoom tool behaves like that found in most 2D paint applications. - When this option is enabled, the zoom tool behaves like that in many other 3D applications, where dragging the mouse up and down adjusts the zoom level in a continuous manner. 
1138.Density 
1139.Density 
- The input pressure varies the density of the brush stroke. 
1140.Hardness 
1141.Hardness 
- The input pressure varies the hardness of the brush stroke. 
1142.Size 
1143.Size 
- The input pressure varies the apparent size of the brush stroke. 
1144.Mouse Wheel 
1145.Mouse Wheel 
- Contains options for assigning actions to the mouse wheel, like viewport zoom, brush size, etc. 
1146.Sensitivity 
1147.Strength 
1148.Strength 
- The mouse wheel will increase or decrease the 'Strength' parameter of the current tool (if applicable). 
1149.Size 
1150.Size 
- The mouse wheel will increase or decrease the 'Size' parameter of the current tool (if applicable). 
1151.Density 
1152.Density 
- The mouse wheel will increase or decrease the 'Density' parameter of the current tool (if applicable). 
1153.Hardness 
1154.Hardness 
- The mouse wheel will increase or decrease the 'Hardness' parameter of the current tool (if applicable). 
1155.Press ENTER to apply the paint 
1156.The current viewport is set to display "%s" maps, but the paint will not be applied to them. Please see the "Paint Channels" panel in the tool window for more options. 
1157.These settings will cause the paint to be applied to channels (e.g. Bump Maps) that may not be visible in the current viewport. It is recommended that if you are painting on a channel that is not displayed in a current viewport, that you have it visible in another viewport so you can see the resulting paint strokes. 
1158.     Paint 
1159.     Morph 
1160.     AVAIL 
1161.     Utilities 
1162.The '%s' option works best in conjunction with the '%s' option. Are you sure that you want to proceed without '%s'? 
1163.The '%s' is set, yet there are currently no deformations applied to the object to adjust the joint by.

Do you wish to continue?
1164.The current state of the object (including morph deformations) will be permanently baked into the resulting object.

Do you wish to continue?
1165.Display Selection Marquee 
1166.Display Selection Marquee 
- A black and white marquee will be drawn around the boundaries of the current selection when "Hot Selection View" is not enabled.
- It is recommended that you leave this option on unless the complexity of the object(s) is causing the marquee to be more confusing than helpful.
1167.Make Symmetric - Right To Left
- Copies the selected portions of the right side of the current morph to the left side. 
- Please note that we use the terms "Left" and "Right" loosely here since the object's true left and right depends on which angle you are viewing the object from. 
- To affect the whole object, press CTRL-A to "Select All" beforehand.
1168.Make Symmetric - Left To Right
- Copies the selected portions of the left side of the current morph to the right side. 
- Please note that we use the terms "Left" and "Right" loosely here since the object's true left and right depends on which angle you are viewing the object 
- To affect the whole object, press CTRL-A to "Select All" beforehand.
1169.Import Morphs 
1170.Import Morphs
- Morphs that exist in the file will be imported into the project.
- Not necessary if you are creating new morphs from scratch.
- If unchecked, exiting morphs will be ignored.
1171.Deforming "%s" in %d objects 

%s 
1172.Growing the current selection 
1173.Shrinking the current selection 
1174.Grow 
1175.Grow Selection 
- Causes the current select to grow outward one vertex or polygon.
1176.Shrink 
1177.Shrink Selection 
- Causes the current select to shrink one vertex or polygon. 
1178.Not available in this version.
1179.The object "%s" is designated as Read-Only. To make this object editable, disable the "Read-Only" option in the Manager window under the "Object Properties" branch. 
1180.There are no applicable objects to perform this action on. 
1181.%d objects are designated as "Read-Only". To make these objects editable, disable the "Read-Only" option in the Manager window under the "Object Properties" branch. 
1182.No polygons we added to this Display Group. 
1183.Added the current selection to Display Group "%s" 
1184.No polygons have been selected. 
1185.No polygons were removed from this Display Group. 
1186.Framing viewport around current selection 
1187.Framing viewport around current object 
1188.Framing viewport around all objects 
1189.The object "%s" is designated not "Paintable". To make this object paintable, enable the "Paintable" option in the Manager window under the "Object Properties" branch. 
1190.The object "%s" is does not have a UV mapping. To create an automatic UV mapping, click on the "Paint Setup Wizard" icon, or apply a UV map to the object in another software application. 
1191.The object "%s" contains locked polygons. To paint on these polygons, either choose "Unlock All" from the edit menu, or unlock the relevant Display Group(s). 
1192.Symmetry is enabled, so operations performed on the opposite side of the object will have no effect. 
1193."%s" is read-only and cannot be selected 
1194.Reference Object 
1195. Reference Object
- Intended to be used mainly for photo references. 
- Forces the color maps to be drawn for this object, even when the display mode is not set to "Color Maps".
1196.Paintable 
1197.Paintable 

Hint 
1198.Vertices
1199.Polygons 
1200.UVs
1201.Select Surface 
1202.Select Surface 
- Clicking on an item in the viewport will result in it's surface (vertices or polygons, depending on the current selection mode) being selected.  
- Select multiple items by holding the SHIFT key while clicking.  
- What gets selected depends on the "Type" (e.g. Object, material, group, etc.). 
1203.Highlight In Manager 
1204.Highlight In Manager 
- Clicking on an item in the viewport will result in it being highlighted in the Manager.  
- Highlight multiple items by holding the SHIFT key while clicking.  
- What gets highlighted depends on the "Type" option (e.g. Object, material, group, etc.).  
- Please note that this option is not applicable to the "Element" type. 
1205.Picker 
1206.Picker 
- Click on object's surface in the viewport. 
- "Type" option determines what is to be picked (object, material, etc.) 
1207.Type 
1208.Type 
- Determines what is to be "Picked" 
- Supported types are Object, Material, Map, Group, and Element. 
1209.Draw Double Sided 
1210.Draw Double Sided 
- Backfacing polygons will be drawn in the viewports. 
- Backfacing polygons will be treated as front facing, so they can be selected and painted on if they are visible in the viewport. 
1211.As Morph Target 
1212.As Morph Target 
- Imports the object as a morph target for the current object. 
- Vertex count (and ordering) must be the same as the current object. 
1213.Flip Normals 
1214.Flip Normals 
- Flips the normals of the imported object. 
- Useful since some software package have different standards for the normal directions. 
1215.The name "%s" is already in use. Please choose a unique name. 
1216.Use Lighting 
1217.Use Lighting 
- Simple lighting will be applied to the surface. 
1218.Change Background Color 1
1219.Change Background Color
- Changes the background colors for the background grid. For a solid color, make both 'Background Color 1' and 'Background Color 1' the same.
1220.Would you like to use the existing map "%s" as the color texture? Click "No" to import a new copy. 
1221.The imported map "%s" was renamed to "%s" since a map by that name already exists in the project. 
1222.%s for %d objects 
1223.%s for the object "%s" 
1224.There are no applicable objects to perform this action on. 
1225.Import Textures 
1226.Import Textures
- Texture maps currently assigned to the object will be imported.
- Not necessary if you want to create new textures from scratch.
- Hint... if the object is setup to have multiple maps, then you can import the existing ones and paint over them immediately, instead of having to create and assign them manually. 
1227.UV Mapping 
1228.Auto-UV map 
1229.Auto-UV map 
- A UV mapping will be automatically created for each object. 
- Useful for quickly setting up objects to texture. 
- Image maps created from the resulting UV mapping can only be effectively edited in a 3D paint program such as this. Only image wide edits (like brighten, RGB balance, etc.) can be effectively edited in other 2D paint applications). 
1230.Additional Options 
1231.Clear Existing Maps 
1232.Clear Existing Maps 
- All references to existing image maps will be cleared from the materials. 
1233.Make Grid in Color Map 
1234.Make Grid in Color Map 
- The color map will be filled with a colorful grid. 
- Useful for visualizing the UV layout in the 3D viewport. 
- Resulting map can be later cleared to a solid color or simply painted over. 
1235.Display UV Mapping 
1236.Display UV Mapping 
- A 2D representation of the UV mapping will be displayed in the current viewport. 
1237.The spawned morph does not contain any significant deformations. 
1238.Spawned the morph 
1239.Would you like to spawn a new morph for all %d objects? 
1240.Morph Strength(s) 
1241.Would you like to duplicate the morphs for all %d objects? 
1242.Would you like to bake the applied morphs into the vertices of the %d  objects? 
1243.The selected morphs were transfered to the base vertices, and they have been cleared. 
1244.Please highlight at least one object in the manager. 
1245.Please choose a current morph target in the manager. 
1246.%d object(s) do not have a current morph target, so they are not affected by this deformation. 
1247.Please note that when there is an active selection, paint will only be applied on the selected areas. The strength of the selection will affect the strength of the applied paint. 
1248.Expose In Manager
1249.Expose In Manager
- When picking an item ( material, object, ect.), it will be highlighted in the manager. 
- All parent folders in the manager will be opened.
- Makes it easy to quickly locate items in the manager.
- Use the 'SPACE' hotket to quickly open the manager after you have finished selecting items.
1250.No material was found at this location 
1251.No object was found at this location 
1252.Would you like to apply the map to the whole object "%s"? Click "No" to apply it only to the material "%s"? 
1253.Applied the map "%s" to the "%s" channel of all of the materials in the object "%s". 
1254.Applied the map "%s" to the "%s" channel of the material "%s" in the object "%s". 
1255.Cleared the map in the "%s" channel of the material "%s" in the object "%s". 
1256.Cleared the map in the "%s" channel for all of the materials in the object "%s". 
1257.The object "%s" is does not have "%s" map applied to the material "%s". 
1258.Seriously! It's been %.0f minutes since you saved your work. Press CTRL-S to save your project, or choose "Save Project" or "Save Project As..." from the File menu. 
1259.In the object "%s", %d polygons have been omitted since they share the same materials as locked, hidden or unselected polygons. The affected materials are... 
1260.Cannot setup any of the objects. Materials have to be fully selected, unlocked and unhidden to be processed. Press CTRL-A to select everything.
1261.No objects were successfully setup by the "Paint Setup Wizard". Materials have to be fully selected, unlocked and unhidden to be processed. Press CTRL-A to selected everything. 
1262.Picked the object "%s" 
1263.Unpicked the object "%s" 
1264.Picked the group "%s" in the object "%s" 
1265.Unpicked the group "%s" in the object "%s" 
1266.Picked an element in the object "%s" 
1267.Unpicked an element in the object "%s" 
1268.No element was selected in the object "%s" 
1269.Picked the material "%s" in the object "%s" 
1270.Unpicked the material "%s" in the object "%s" 
1271.Picked the map "%s" in the object "%s" 
1272.Unpicked the map "%s" in the object "%s" 
1273.Change Background Color 2
1274.Resetting the object(s) transform (position, rotation and scale) 
1275.Replace 
1276.Blur 
1277.Smudge 
1278.Multiply 
1279.Lightness Up-Down
1280.Darken 
1281.Saturation Up-Down 
1282.Saturation Down 
1283.Hue Up-Down 
1284.Hue Down 
1285.Saturation To Target 
1286.Lightness To Target 
1287.Hue To Target 
1288.Noise 
1289.Would you like to delete the %d maps associated with this object (and not associated with any other objects)? 
1290.No objects were affected. Please make sure that you select the object(s) (in whole or in part) and make sure there is a current morph set. 
1291.There is no selection to affect 
1292.Selection Touch-up 
1293.Selection Touch-up 
- Adjusts the current selection with a variety of methods like Soften, Harden, Grow, Shrink, etc.  
- Provides a few options for selecting special vertices, like ones that are open, or have a texture seams, etc. 
1294.Open Texture Seams 
1295.Open Texture Seams 
- Selects vertices (or polygons containing vertices that are) on a texture seam. 
1296.Grow 
1297.Grow 
- Makes the existing selection grow. 
- Each vertex or polygon selection will get the maximum value of all it's neighbors. 
1298.Shrink 
1299.Shrink 
- Makes the existing selection shrink. 
- Each vertex or polygon selection will get the minimum value of all it's neighbors. 
1300.The base vertices are now being deformed. If you want to create a morph target, please undo this operation and click on the Deform tab. 
1301.Select
- Determines the selection mode. 
- Can select Vertices or Polygons 
- Most tools will work with all selection types and some require a specific type. 
- Operations that specifically operate on polygons (e.g. Hide Selected Surface, Add Selection to Display Group, etc.) work best with polygon selections since it is more obvious which polygons are to be considered and which are not. 
1302.Vertices 
1303.Select By Vertices 
- All selection operations will be per vertex 
- Best used in conjunction with the deformation tools for making morph targets since it gives you 'per vertex' accuracy. 
- Please note that any operation that works on a 'per polygon' basis can still be performed with a vertex selection. However, it may be unclear to the user which polygons will be considered 'selected' since some polygons may have only some of their vertices selected. 
1304.Polygons 
1305.Select By Polygons 
- Selection operations will be performed on a 'per polygon' basis.  
- Best used for selecting surfaces to be hidden, locked, added to a Display Group, etc. 
- Please note that any operation that works on a 'per vertex' basis (e.g. deformers) can still be performed with a polygon selection. However, making fine adjustments to individual vertices, edges, etc. may not be possible. 
1306.Select 
1307.Sensitivity (Tablet) 
- Determines how sensitive the pressure read from the drawing tablet should be. 
- Please note that this setting is different from the sensitivity setting that may be associated with your hardware driver. 
1308.Low Cutoff 
1309.Low Cutoff 
- Represents the minimum pressure (in percent) required for applying paint to an object. 
- Especially useful for preventing accidental paint strokes while gliding the pen across the tablet, which can cause short but distracting delays. 
1310.Brush Control 
1311.Sensitivity (Mouse Wheel) 
- Determines how sensitive the changes made by the mouse wheel are. 
- e.g. if the mouse wheel is set to adjust the tool strength, a lower sensitivity setting will result in a greater change in the strength for each mouse wheel 'tick' while a greater value results in a smaller change for each 'tick'. 
1312.Object 
1313.Object 
- Clicking on an object in the viewport results in the whole object being picked. 
1314.Material 
1315.Material 
- Clicking on an object in the viewport results in the material (associated with the polygon that was clicked) being picked. 
- Please note that there is an additional "Popup Material Window" option that (when enabled) will open the material editor for the picked material. 
1316.Group 
1317.Group 
- Clicking on an object in the viewport results in the group (associated with the polygon that was clicked) being picked.. 
- Please note that this is the group as defined in the original OBJ file. Different software packages may handle groups differently (if at all). In this software package, a polygon can only belong to a single group at a time. 
1318.Map 
1319.Map 
- Clicking on an object in the viewport results in the map (associated with the polygon that was clicked) being picked. 
- If the "Select Surface" is enabled, then all surfaces in the project that have the map assigned to them will be selected, even if they are on different objects. 
1320.Element 
1321.Element 
- Clicking on an object in the viewport results in all polygons that are interconnected to the one that was clicked on will be picked. 
1322.Display Group State (Locked/Hidden/Visible) 
1323.Rigidness 
1324.Rigidness 
- Determines how the selection values influence the resulting deformation.  
- The value of 50 is recommenced for most cases. 
- A lower value of rigidness results in vertices (or polygons) that have greater selection values to be deformed much more than those with lesser selection values. 
- A higher value of rigidness results in a less noticeable difference in the deformations as the selection values vary. 
1325.New Folder 
1326.Would you like to clear the existing morphs? (Click 'No' to simply set the morph strengths to zero) 
1327.(No selections in this folder) 
1328.(No morphs in this folder) 
1329.Created the morph "%s" 
1330.This color is very dark and may not be suitable for Display Groups. Please consider choosing a lighter color. 
1331.Current Display Group is %s 
1332.Create Display Group
1333.Create Display Group
- Creates a new display group using the currently selected polygons
- Groups can be hidden and locked.
1334.Delete Display Group(s) 
1335.Delete Display Group(s) 
- Deletes the highlighted Display Group(s) 
1336.No more Display Groups can be added. The maximum number of Display Groups is %d. 
1337.Created the Display Group %s 
1338.Cannot delete this Display Group 
1339.Adding polygons to the %d highlighted Display Group 
1340.Adding polygons to Display Group %s 
1341.Removing polygons to the %d highlighted Display Group 
1342.Removing polygons to Display Group %s 
1343.Added the current selection the %d highlighted Display Group 
1344.Orientation 
- Determines the angle at which to view the object(s) 
- Includes Front, Back, Left, Right, Top and Bottom 
- Choosing an "Auto" orientation (e.g. Left (Auto) ) results the viewport's angle being left "relative" to the main viewport. 
1345.Removed the current selection from Display Group %s 
1346.Removed the current selection from the %d highlighted Display Group 
1347.Current Display Group is %s and %d Display Group are highlighted. 
1348.Added %d object to %d Display Group 
1349.Removed %d object to %d Display Group 
1350.Selected the polygons in the %d highlighted Display Group 
1351.Unselected the polygons in the %d highlighted Display Group 
1352.Front (Auto) 
1353.Back (Auto) 
1354.Left (Auto) 
1355.Right (Auto) 
1356.Top (Auto) 
1357.Bottom (Auto) 
1358.Auto Viewing Angles 
- Viewing angle is relative to the main viewport 
1359.Create New Group... 
1360.Create New Group 
- Creates a new polygon group based on the current selection. 
- Please note that a polygon can only belong to one group. 
1361.Rename 
1362.Rename Group 
- Renames the group that is highlighted in the manager. 
1363.Delete 
1364.Delete Group 
- Deletes the group that is highlighted in the manager. 
1365.Please highlight at least one group in the Manager. 
1366.A default group has been created since at least one is required. 
1367.Assign Selected Polygons To Material 
1368.Assign Selected Polygons To Material 
- Assigns the selected polygons to the highlighted material (in the manager). 
- Polygons can only belong to one material at a time, so they will be removed from  
their previous material(s) 
1369.Assign Selected Polygons To Group 
1370.Assign Selected Polygons To Group 
- Assigns the selected polygons to the highlighted group (in the manager). 
- Polygons can only belong to one group at a time, so they will be removed from  
their previous group(s) 
1371.Materials... 
1372.Materials Menu 
- Provides options for creating, deleting, and editing materials. 
1373.Groups... 
1374.Groups Menu 
- Provides options for creating, deleting, and editing polygon groups. 
1375.Display Group Operations... 
1376.Display Group Operations 
- Contains options for manipulating Display Groups (add/remove selection from Display Group, etc.) 
1377.Framing... 
1378.Framing Menu 
- Contains options for framing the viewport(s) around objects and selections 
- Also contains options for centering and "zeroing" viewports. 
1379.General... 
1380.General Viewport Menu 
- Provides various options that determine how the viewports are displayed. 
1381.Touch-up Modeler 
1382.Touch-up Modeler 
- Contains many options for manipulating the existing the object surface(s) 
- "Direct Click In Viewport" allows you to perform operations directly on the object surfaces without having to select them first.  
1383.Split Polygons 
1384.Split Polygons 
- Splits one polygon into two by creating an edge between the selected vertices.  
- Works on polygons with four or more points. 
1385.Split Edge 
1386.Split Edge 
- Creates a new vertex between between two selected vertices
- When clicking in the viewport, the new vertex will be positioned closest to where the mouse clicked.
- If ALT is held while clicking in the viewport, the new vertex will be positioned at the midpoint of the edge.
1387.Cycle Polygon Winding 
1388.Cycle Polygon Winding 
- Changes the order of the vertices in the selected polygons. 
- For polygons with four or more points, the vertex order can affect the shape of the rendered polygon
- When rendering, the polygon will be decomposed into triangles fanning out from the first vertex.
1389.Delete Vertices 
1390.Delete Vertices 
- Deletes the selected vertices. 
- After deleting vertices, resulting polygons that have less than three remaining points will be deleted as well. 
1391.Direct Click In Viewport 
1392.Direct Click In Viewport 
- Allows you to perform touchup modeling operations by clicking directly in the viewport. 
- e.g. To split a four sided polygon, click on one of it's vertices and drag the cursor to the vertex on the opposite side. 
1393.Type 
1394.Touch-up Modeler Type 
- Determines what operation will be performed by a direct click in the viewport 
1395.Perform on Selection 
1396.Perform on Selection 
- Performs modeling operations on the selected surfaces 
- Some operations may require a specific selection type (e.g. vertices only) 
1397.Symmetry Utilities 
1398.Symmetry Utilities 
- Contains options for creating/editing/fixing symmetric objects 
- Note... and object's axis of symmetry can be set in the manager in the "Objects" section 
1399.Create Symmetric Half 
1400.Create Symmetric Half 
- Duplicates the surface on the "Master" side of the object, mirrors and attaches it to create a symmetric object. 
- If surfaces exist on the "opposite" side, the user will be prompted to delete them first. Failure to do so may result in duplicate polygons, so proceed with care. 
- Symmetry direction can be changed in the "Mirror And Symmetry" panel in the "Tool" window. 
1401.Snap To Center 
1402.Snap To Center 
- Forces all of the selected vertices to the axis of symmetry. 
- e.g. If the axis of symmetry is the X axis, then the X values will all be set to the 'Symmetry Offset', which is zero by default.
- For off center objects, see the 'Symmetry Offset' value in the 'Object Properties' section in the Manager.
1403.Utility Tools
1404.Utility Tools
- Utility Tools that may not fit in the other categories are placed here.
1405.Delete Unused Vertices 
1406.Delete Unused Vertices 
- Deletes all vertices that are not attached to a polygon in the selected objects. 
1407.New Group 
1408.Material "%s" 
- Click the triangle to open the material properties window 
- Double Click to select the polygons in the viewport associated with this material. 
1409.Group "%s" 
- Double Click to select the polygons in the viewport associated with this group. 
1410.Object "%s" 
- Click to select the object in the viewport and the manager 
- Click the triangle to expand/collapse the object's properties such as Materials, Groups, etc. 
1411.Flip UVs Horizontally 
1412.Flip UVs Vertically 
1413.Flip UVs Horizontally/Vertically 
- Provided here to maintain compatibility with applications that treat UV coordinates differently. 
1414.Average Normal 
1415.Average Normal 
- Extrudes in the direction of the average normal of the selected polygons 
1416.Horizontal 
1417.Horizontal 
- Extrudes in the horizontal direction, relative to the current viewport. 
1418.Vertical 
1419.Vertical 
- Extrudes in the vertical direction, relative to the current viewport. 
1420.Depth 
1421.Depth 
- Extrudes in the depth direction (in/out), relative to the current viewport. 
1422.X 
1423.X 
- Extrudes in the X direction, relative to the object's original coordinate space 
1424.Y 
1425.Y 
- Extrudes in the Y direction, relative to the object's original coordinate space 
1426.Z 
1427.Z 
- Extrudes in the Z direction, relative to the object's original coordinate space 
1428.Direction 
1429.Direction 
- Determines the direction of the extrusion (auto, horizontal, vertical, etc.) 
1430.Length 
1431.Length 
- Represents the length of the extrusion
- Value is a percentage unless 'Relative to' is set to 'Absolute Length', in which case it represents the actual length in the object's units.
1432.Extrude 
1433.Extrude 
- Performs the extrusion on the selected polygons 
1434.HeadForge 
1435.HeadForge 
- This utility allows you to generate random heads for characters based on preset selections 
- Preset selections must be defined beforehand. Please see manual for a description of each preset. 
- Create an empty set of selection by clicking on the "Create 	Empty Selections" button, then make the selections in the viewport and replace the contents of the presets. 
1436.Symmetry 
1437.Symmetry 
- When symmetry is 100, the resulting head will be as symmetric as possible (depending on the mesh's original symmetry and if the selection presets are setup symmetrically) 
- When symmetry is 0, the resulting head will non-symmetrical (e.g. Crooked nose, odd shaped skull, etc.) 
1438.Strength 
1439.Strength 
- Determines how much headforge will deform the head 
- Low values yield subtle changes to the current shape while larger values will yield more dramatic results. 
1440.Touch-up 
1441.Touch-up 
- Determines how much post smoothing will take place to remove rough spots and artifacts in the mesh 
- Higher resolution objects my require a higher value. 
1442.Update 
1443.Update 
- Updates the object using the current settings. 
- Click this button after tweaking any of the variables to see the result 
1444.Reset 
1445.Reset 
- Resets the head to it's original form 
1446.Random Head 
1447.Random Head 
- Generates a completely random head. 
- To randomly deform parts of the head (e.g. Nose, ears, etc.) click the corresponding button for those parts 
1448.Strength 
- Determines the how strongly this part will be deformed 
1449.%s 
- Randomly deform the "%s" 
1450.Open Selection Set 
1451.Open Selection Set 
- Loads a previously exported selection set which defines all of the facial parts require for headforge to function properly. 
1452.Create Empty Selections 
1453.Create Empty Selections 
- Creates an empty set of selection presets 
- Create the selections in the viewport and replace the contents of the presets.  
- See manual for description of each selection preset type (e.g. jawWhole, mouthLips, cheekBones, etc.) 
1454.Setting the viewport to "Copy Main" 
1455.Copy Main 
1456.Copy Main 
- Forces the viewport to have the same viewing angle, position and zoom as the main viewport. 
- When "Auto" is chosen, the viewport will constantly copy the main viewport's settings. If not, then it will simply copy it once. 
- Zoom may appear to be slightly different if the viewport size/aspect is different from the main. 
1457.Copy Main (Auto) 
1458.Orientation - %s 
- Sets the viewing orientation of the viewport 
- The "Auto" settings make the viewport's orientation relative to the main viewport. 
1459.Lock 
1460.Lock Viewport 
- Locks the viewport's navigation 
- Prevents accidental changes when a constant viewing angle/position is desired 
- When the "Auto" setting is enabled, the viewport will still change to reflect changes in the main viewport.  
1461.The viewport "%s" is locked. 
1462.Please make a selection in the viewport before proceeding 
1463.ON 
1464.OFF 
1465.Hot Selection View -  %s 
1466.Feather 
1467.Feather 
- Creates a soft edge around the edge of the picked texture. 
- Value is a percentage of the total size of the texture. 
1468.Freehand 
1469.Freehand 
- Each mouse motion results in a point being added to the path. 
- When disabled, a rectangular region will be used to pick the texture 
1470.Freehand 
- Each mouse motion results in a point being added to the path. 
- When disabled, each click in the viewport adds a single point, ended by pressing the ENTER key 
1471.Close Path 
1472.Close Path 
- The last point will be connected to the first point 
1473.Please select at least one polygon or vertex in the viewport
1474.Cylinder Diameter: %.1f
Cylinder Height: %.1f

(Please note that the diameter is used for visualization only and has no effect on the final result)
1475.Spherical Diameter: %.1f

(Please note that the diameter is used for visualization only and has no effect on the final result)
1476.Plane Width: %.1f
Plane Height: %.1f
1477.Tiling Center: {%.2f,%.2f,%.2f}
1478.Rotate Tiling By: {%.2f,%.2f}
1479.Tilt Tiling By: %.2f
1480.Tiling Setup
1481.Brush Tile View
1482.Brush Tile View
- Shows the brush image tiled across all textured surfaces in the viewport
- Used to illustrate exactly where the texture will appear on the object when painted.
1483.Please specify a brush image before using this feature (%s)
1484.Setup
1485.Brush Tile Setup
1486.Brush Tile Setup
- This tool contains setting that determine how the Brush Image is applied
1487.(Hot Key 'V')
1488.Width
1489.Tile Width
- For the 'Fixed Plane' type, this value represents the width (in absolute coordinates) of the planer projection.
1490.Height
1491.Tile Height
- For the 'Fixed Plane' or 'Cylindrical' types, this value represents the height (in absolute coordinates) of the planer projection.
1492.Radius
1493.Tile Radius
- For the 'Cylindrical' or 'Spherical' types, this value represents the radius (in absolute coordinates) of the projection.
- In point of fact, the radius does not affect the resulting calculations, however it is useful for visualization purposes.
1494.Select By Vertices
1495.Select By Polygons
1496.Using the Brush Tile Setup tool.
- Press 'V' to toggle the 'Brush Tile View'
- Press 'SHIFT-V' to toggle back to the previous tool
1497.Display Mode - %s
1498.Move
1499.Move Tile
- Click and drag in the viewport to move the tile reference
- Hold the ALT or SHIFT keys to restrict the horizontal or vertical motion
1500.Rotate
1501.Rotate
- Click and drag in the viewport to rotate the tile reference
- Hold the ALT or SHIFT keys to restrict the axis of rotation
1502.Tilt
- Click and drag in the viewport to tilt the tile reference
1503.Size
1504.Size
- Click and drag in the viewport to resize the tile reference
1505.Frame
- Click and drag in the viewport to frame the tile reference.
1506.Repeat
1507.Repeat
- Click and drag in the viewport to change the tile "Repeat" value.
- Uses integer values by default. For fractional values, hold the SHIFT key while dragging.
1508.Reset
1509.Angle
1510.Reset Angle
- Resets the tile angle so it is aligned with the "Front" plane.
1511.Position
1512.Reset Position
- Resets the tile position so it is at the center of the project (not the origin).
1513.Reset All
1514.Reset All
- Resets the angle, position and size of the tile reference
1515.Center to
1516.Viewport
1517.Center to Viewport
- Sets the tile position so it is centered in the current viewport.
1518.Selection
1519.Center to Selection
- Sets the tile position so it is centered on the current selection.
1520.Align to
1521.Align to Viewport
- Sets the tile angle so it is the same as the current viewport's angle
1522.Align to Selection
- Sets the tile angle so it is the same as the average surface normal of the selected surface.
1523.Frame to
1524.Frame to Viewport
- Sets the tile position, angle and size to match those of the current viewport
1525.Frame to Selection
- Sets the tile position, angle and size to match those of the current selection
- The angle is determined by the average surface normal
1526.Tilt
1527.Frame
1528.Horizontal
1529.Rotate Horizontally
- Rotates the tile reference horizontally by 90, -90 or 180 degrees
1530.Vertical
1531.Rotate Vertically
- Rotates the tile reference vertically by 90, -90 or 180 degrees
1532.Tilt
1533.Tilt
- Tilts the tile reference by 90, -90 or 180 degrees
1534.Zeroing
1535.Absolute
1536.Absolute Zeroing
- Sets the position of the tile reference to zero in absolute coordinates.
1537.Viewport Zeroing
- Sets the position of the tile reference to zero in viewport coordinates.
1538.Please select at least one vertex in the viewport
1539.Please select at least one polygon in the viewport
1540.Please select at least one object in the viewport
1541.Please highlight at least one map in the map manager.  
1542.Please highlight a map in the map manager.  
1543.Please highlight at least one material in the manager.   
1544.Please highlight a material in the manager.
1545.Brush Control
1546.Brush Control
- Provides options that alter the way the current brush behaves.
1547.Deformer
1548.AVAIL
1549.Snap To Closest Vertex
1550.Snap To Closest Vertex
- The reference point for the current tool will be snapped to the closest vertex in the viewport
1551.Navigation
1552.Auto-Center
1553.Auto-Center
- The viewport will auto-center on the initial clicked on point
- Especially useful for rotations. Simply click on any portion of the object to rotate around it.
1554.Brush
1555.Bulge
1556.Bulge
- Extrudes each vertex in the direction of it's surface normal
1557.Please click the 'Model' tab before using feature.
1558.Navigate and Transform Tools
1559.Navigation and Transformation Tools
- The navigation tools are used to change the viewing position, angle and zoom level.
- Transformation Tools are used to orient the objects in the 3D space
- Please note that these transformations are different from the Move, Rotate and Scale deformers.
- They do not affect the base vertices or morphs, rather they are used simply to orient the objects in the scene 
1560.Transformation Tools
1561.Transformation Tools
- Used to orient the objects in the 3D space
- Please note that these transformations are different from the Move, Rotate and Scale deformers.
- They do not affect the base vertices or morphs, rather they are used simply to orient the objects in the scene 
1562.Paint Tools
1563.Paint Tools
- Used to edit the texture maps by painting directly on the objects in the 3D viewport
- Very similar to the paint brushes found in most 2D paint applications
- Note that the 'Touch-up' brushs contain many 'Type' settings (e.g. Blur, Smudge, Hue Up, etc.)
1564.Make Polygon Winding Consistent
1565.Make Polygon Winding Consistent
- Makes the polygon winding on the symmetric side consistent with the master side.
- Affects how the polygon is triangulated when rendered.
1566.Position
1567.Scale
1568.Bleed UV Seams Brush
1569.Bleed UV Seams Brush
- Spills the color at the edge of the UV seam outwards for continuous texture filtering in other applications
- Ideal for preparing the textures for mipmap (trilinear) filtering
1570.Bleed Highlighted Maps
1571.Bleed Highlighted Maps
- Bleeds the color and/or alpha mask from a UV seam outwards starting from the 'Inner Radius' to the 'Outer Radius' for the maps that are highlighted in the 'Map Manager'
- Set the 'Inner Radius' to '1' to preserves Blacksmith3D's automatic smooth UV seam transition, while bleeding outwards. Ideal for preparing textures to be used with mipmap (trilinear) filtering, etc.
- Set the inner radius to '0' to yield a more reliable bleed, but not quite as smooth as Blacksmith3D's automatic UV seam transition. Ideal for fixing textures painted in other applications, or for strange UV mapping situations.
1572.Inner Radius
1573.Inner Radius
- Starting distance from the UV seam.
- The value of  '1' is recommended unless there are issues with the UV mapping.
- When the value is '0', the transition across the UV seam may not be quite as smooth as originally painted, but it may help fill in problem areas.
1574.Outer Radius
1575. Outer Radius
- Ending distance from the UV seam.
- Larger values will result in a longer computation time, but yield better results when the maps are used with mipmapping (trilinear) filtering in other applications.
- Press the ESC key to cancel the operation if it is taking too long.
1576.Bleed RGB Channels
1577.Bleed RGB Channels
- When this option is enabled, the RGB color channels will be bled beyond the UV seams.
- It is recommended that you only disable this option for special cases, when you want to bleed the Alpha Mask exclusively.
1578.Bleed Alpha Mask
1579.Bleed Alpha  Mask
- When this option is enabled, the Alpha Mask channel will be bled beyond the UV seams.
- It is recommended that you only disable this option for special cases, when you want to bleed the RGB color channels exclusively.
1580.There are no maps to save.
1581.Saved %d of %d maps (skipped %d reference images).
1582.Saved %d of %d maps.
1583.Quick Save Maps
1584.Quick Save Maps
- Saves the image maps to their last known path. Otherwise, the user will be prompted for the file location. 
- Skips image maps that belong only to a reference object.
- Overwritten maps will be sent to the recycle/trash bin
1585.This feature has been removed to make way for a faster, more powerful rendering system in this update, and for the upcoming version.
1586.This feature has known issues, and it is not recommended. You are advised to use 'Per Vertex' or 'Per Polygon' culling instead (it is being phased out in the next version).
1587.Do you wish to continue anyway?
1588.Hot Selection View
1589.Hot Selection View
- Shades the objects according to the selection strength.
- Use the hot key SHIFT-SPACE to toggle the hot selection view.
1590.Per Polygon
1591.Per Polygon
- This culling method is identical to the 'Per Vertex' method, with the exception that if any vertices on a given polygon are culled, then the entire polygon is considered to be culled.
- It is highly recommended that you use this culling type when blurring, smudging, etc. since the paint may spill into partially hidden geometry, causing undesired effects.
- This is also especially useful for preventing color spillage on lower polygon objects, however subdividing low polygon objects is still highly recommended.
1592.SYMMETRIC SIDE
Edit the other side of the object and the results will be reflected here, or check the 'Left To Right Symmetry' option to reverse the direction of symmetry.
1593.Subdivision Enabled
1594.Subdivision Enabled
- Allows the object to be subdivided for rendering of bump/displacement maps
1595.Max Polys
1596.Max Polys
- Sets an upper limit for the number of polygons when subdivided.
- The actual polygon count will always be less than or greater than this value
1597.Refreshing the display for all viewports
1598.Actual Poly Count
1599.Actual Poly Count

This is the actual number of polygons (quads) in the maximum subdivision level.
1600.Estimated Poly Count
1601. Estimated Poly Count
- This is the estimated number of polygons (quads) that will be allocated to the object in the Quick Renderer, as a result of the 'Max Polys' value.
1602.Subdivision Depth
1603.Subdivision Depth

This is the number of subdivisions performed from the base mesh to the maximum subdivision level.
1604.Initialize Object
1605.Initialize Object
- Initializes object for the Quick Renderer;
- If object is partially selected, only that portion will be used in the Quick Renderer, yielding a higher resolution for the selected surface.
1606.Quick Render Setup
1607.Symmetry
1608.Display
1609.This operation will subdivide the object '%s' as much as possible until the  limit of %s polygons has been reached.

It is recommended that you save your work before continuing, as memory errors may occur if you run out of RAM. Please note that for 32 bit users, there is a 2 GB limit on the amount of RAM that any application can use, regardless of how much your system has installed.

Would you like to save your project now?
1610.Press the R hotkey to view the quick rendered view, including bump and displacement maps
1611.Quick Renderer Initialization cancelled.
1612.Smoothed
1613.Smoothed
- Smooths the subdivided mesh when using the Quick Renderer
- Uncheck this option if you want retain the true shape of the original object.
- Unsmoothed objects will appear nearly identical to the original until a bump or displacement map is applied. Ideal for 'what you see is what you get'.
1614.Cur. SubD
1615.Current SubD Level

This is the subdivision level of detail that is currently being displayed and/or edited.
1616.Offset
1617.Smudging works best when Spacing is 5 or less (Spacing = 1 is best)
1618.AVAIL
1619.AVAIL
1620.Light Adjustment Brush
1621.Light Adjustment Brush
- Contains multiple types for adjusting the lighting of textures.
- Includes Lightness Up-Down, Contrast Up-Down, etc.
1622.Touch-up Etc. Brush
1623.Touch-up Etc. Brush
- Contains multiple types for adjusting textures in a variety of ways
- Includes Noise, Despeckle, Edge Enhance and Emboss
1624.Edge Thickness
1625.Edge Thickness
- Determines how thick the resulting edge is for a edge-enhancing effect
1626.Use Brush Shape
1627.Use Brush Shape
- Uses the brush shape to vary the alpha blending in the resulting geometric shape.
- Useful for creating 'stamp' effects.
1628.Create from Center
1629.Create from Center
- Creates the geometric shape such that it is centered around the initial point clicked.
1630.Refresh Viewports
1631.Refresh Viewports
- Syncs all of the viewports in the event that they have not auto-refreshed properly
1632.We are working on a better way to handle copying and pasting maps with alpha channels and layers. Please use Import and Export with PNG files in the mean time and accept our apologies.
1633.There is no data in the current layer for this map.
1634.Import Into Current Layer
1635.Import Into Current Layer
- Imports an image file into the current layer of the specified image map.
1636.Export Current Layer
1637.Export Current Layer
- Exports an image file using only the current layer of the specified image map.
1638.Merge Visible Layers
1639.Merge Visible Layers
- Combines all visible layers into a single layer
- Useful for keeping the layer count under control
- Not undo-able, so be careful and/or save your project first.
1640.Right Click to create a layer
1641.Right Click to create a layer
- Alternatively, CTRL-Click
1642.New to v4... Alpha masks are now automatically maintained via Image Layers. Creating at least one layer will auto-create one.
1643.At least one layer is required for using alpha channels in texture maps. Would you like to create one now?
1644.Lighting is included in this projection, so be sure to use it only as a base layer in your 2D paint application, and hide that layer before reloading the snapshot into Blacksmith3D.
1645.Include Lighting
1646.Include Lighting
1647.Take Snapshot
1648.Take Snapshot
1649.Reload Snapshot
1650.Reload Snapshot
1651.Resolution
1652.Resolution
1653.Blacksmith3D is now registered
1654.Blacksmith3D-Standard is now registered
1655.Blacksmith3D-Pro is now registered
1656.Please reinitialize the Quick Renderer (in the Manager) for this object before using Quick Render, since it is no longer valid after auto-UV mapping.
1657.Quick Render View
1658.Quick Render View
- Use the R hotkey to quickly toggle back and forth
- Allows you to view the object(s) with Displacement Maps, Bump Maps, etc. maps applied at real time.
1659.(Hot Key 'R')
1660.(Hot Key 'SHIFT-SPACE')
1661.Please re-initialize the object '%s' for the Quick Renderer in the Objects section of the Manager
1662.There is a known issue with having 'Per Vertex Symmetry' disabled, and 'Fade by Angle' enabled. If you need 'Fade by Angle', please enable Per Vertex Symmetry
1663.LOCKED
Locked surfaces cannot be edited. To edit this surface, unlock the appropriate Display Group or choose Edit->Unlock All from the menu.
1664.WEAK OR NO SELECTION
If a selection is present, then this tool will only act on the selected surface.
1665.OVERLAPPING in texture space. May not paint properly.
1666.Polygon is partially or fully hidden ( culled )
1667.FADE BY ANGLE
This polygon is at a steep angle and will fade strongly.
1668.Smart Culling
1669.Smart Culling
- Available for Selection Brushes and Chisel Deformers
- Intelligently selects neighboring vertices/polygons based on the brush shape and the object's topology.
- Optimized for speed, making it easier to use chisels or selection brushes on high resolution objects.
1670.Backface culling is a simplistic method that is only recommended for certain, specialized situations. Otherwise, it is recommended that you use Smart Culling, Per Vertex or None.
1671.This tool can only operate on vertex selections. The selection has automatically been converted.
1672.Use the SHIFT-SPACE hotkey to toggle between the current viewing mode, and Hot Selection View.
1673.Paint the changes directly onto the object(s) in the viewport, being careful around the edges. You may consider using the Fade By Angle option to prevent stretching along the sides.
1674.Cutoff
1675.Cutoff
- Determines the minimum angle for the fading effect. 
- Lower values are more forgiving and higher values are less so.
1676.The tablet drivers on your system seem to have a problem, so tablet pressure has been disabled.

Updating the tablet drivers will most likely solve the problem.
1677.Subscription Login
1678.%s

Would you like to attempt to login again?

Click 'No' to continue using the software (%d courtesy runs left, for up to one week after last successful login).

Click 'Cancel' to continue in demo mode.
1679.Utilizing courtesy run, so you can keep working until the network problem clears up. %d courtesy runs remaining for up to a week after the last successful login.
1680.%s

Would you like to attempt to login again?

Click 'No' to continue in demo mode
1681.Successfully logged into account. All features have been enabled.
1682.
1683.AVAIL
1684.The email/password combination that you entered was not found in our records. If this is your first time logging in, please allow up to 24 hours for the subscription to commence.
1685.Server Connection Error... please check your internet connectivity, and allow this software to pass any firewalls that you may have.
1686.Server Connection Error... we connected to the server, but received an invalid response. Please try again, and contact us if the problem persists.
1687.An unknown error occurred. Please try again, and contact us if the problem persists.
1688.Login for Monthly Subscribers
1689.Login for Monthly Subscribers...
1690.Login for Monthly Subscribers

This option allows monthly subscribers to log in, and enable all of the features of this software package. If the login fails due to an internet connection problem, then the user is allowed to run the software three times (for up to a week after the last successful login) so their workflow is uninterrupted.
1691.You appear to not be subscribed. If this is your first time logging in, please allow up to 24 hours for the subscription to commence.

Would you like to visit the website and purchase a subscription plan now?
1692.Check for updates...
1693.Check for updates...

This option will check the website for available updates, and automatically download and apply them. Blacksmith3D will automatically check for updates periodically, but you can do it here on demand.
1694.Running in 32 bit mode.
1695.Running in 64 bit mode.
1696.Use 'Internal Name' for groups
1697.Use 'Internal Name' for groups

This option will use the '# Internal Name:' comments inside an OBJ file (if they exist) to indicate the grouping, instead of the standard 'g' command. This is especially useful for OBJ files exported from Poser, since the internal name is a better indication of the body part groupings.

This option is also available for exporting OBJ files, although we are not sure exactly what that would be useful for. But it's there all the same. When exporting, if both the 'Export Groups; and 'Use Internal Name for groups' are checked, the OBJ file will contain BOTH the 'g' command and the '# Internal Name:' comments.
1698.Change to Solid Background Color
1699.Change to Solid Background Color

Use this option to create a single colored background, instead of a checkered grid. You can revert to a grid by changing the two background colors individually, or choosing 'Revert to Default Background Colors'.
1700.Revert to Default Background Colors
1701.Revert to Default Background Colors

Change the background grid colors back to their default values.
1702.Normal
1703.Mushroom
1704.Spike
1705.Round
1706.Smudge
1707.Sharpen
1708.This action cannot be undone. Are you sure that you want to proceed?
1709.Color
1710.Brush Tip
1711.Brush Tip
- Contains options for the brush shape, color and image (texture)
- Additional options available for finer control
1712.Double Size
1713.Double Size
- Doubles the size of the sculpted prim ( PNG ) to 64x64.
- Helps preserve fine detail that may be lost when using 32x32
1714.The tablet driver was not found, or an error has occured. Installing the driver and/or resetting your computer should correct this issue.
1715.Tool Control
1716.Tool Control
- This section contains options for controlling the current tool such as Culling, Symmetry, Tablet, etc.
1717.Resolution Visualizer
1718.Resolution Visualizer
- Helps you visualize the resolution of the maps in the scene
- Displays a colorful multi-level grid, down to the pixel level
- Helps you detect resolution and UV issues instantly
1719.Please locate the registration file ( e.g. reg-Blacksmith3D-standard.dat )
1720.Lock Alpha Mask
1721.Lock Alpha Mask
- Locking the alpha mask allows you paint over a section without altering the alpha mask values.
- For example, on an Image Map Layer, you can paint the shape of a decal, then select Lock Alpha Mask, and proceed to texture that decal without loosing the shape.
1722.Blacksmith3D-Pro
1723.Blacksmith3D-Standard
1724.Use Brush Image As Stencil
1725.Use Brush Image As Stencil
- Brush image is converted into a stencil
- Alpha values are derived from greyscale brightness
- Color is derived from the 'Primary Color' of the Brush Tip
1726.Blacksmith3D-Standard only allows for three presets or layers per catagory.

If you require more, please consider updgrading to Blacksmith3D-Pro, or delete an unused preset/layer.
1727.Blacksmith3D-Standard only allows for three morphs targets.

If you need to create more morphs in a single project, please consider updgrading to Blacksmith3D-Pro. Morphs that were imported from a file and marked as read-only (e.g. CR2 ) do not count towards this limit.
1728.The morph '%s' is set to read-only, to help keep it in sync with the original file from which it was imported.

Please 'duplicate' this morph first, and then edit the duplicate.
1729.Read Only

This morph can be used for display purposes but cannot be directly edited. To edit it, please 'Duplicate' it, and edit the duplicate
1730.Blacksmith3D-Standard only allows for three layers.

If you require more, please consider updgrading to Blacksmith3D-Pro, or delete an unused layer.

HINT... you can 'Merge Visible Layers' to combine two or more layers into one.
1731.Create
1732.Create
- Creates a new preset for this catagory
1733.Delete
1734.Delete
- Deletes the highlighted preset(s) in the manager
1735.Apply
1736.Apply
- Applys the highlighted preset in the manager
- Restores the preset ( tool, viewport, etc. ) to it's original state ( as it was when the preset was created ).
1737.Maximize
1738.Restore
1739.Weld Permanently
1740.Weld Permanently
- Result cannot be unwelded
- Use for special cases
- Vertex count will not be reduced. Discarded vertices will keep their values, but will not be attached to any polygons.
1741.Layers
1742.Layers
1743.Layers
- Click the "Layers" button to edit the layers in the Manager
1744.Create New Layer
1745.Create New Layer
- Creates a new layer
1746.Delete Layer
1747.Delete Layer
- Deletes an image map layer
- Not undo-able, so be careful and/or save your project first.
1748.( empty )
1749.State
1750.State
- Determines if the layer is visible, locked or hidden
1751.State
- Determines if the display group is visible, locked or hidden
1752.This action cannot be undone. Also, problems may arise if the polygon count is too high, as you may run out of RAM.

( Hint... save the project first, just in case )

Are you sure that you want to proceed?
1753.There are no objects in the project to export.
1754.Menu
1755.Menu
- Toggles the menu overlay so it is shown or hidden
- Use the SPACE hotkey to quickly toggle the menu visibility
- The SPACE hotkey is the preferred method of toggling the menu
1756.Offset subD in viewport
1757.Offset subD in viewport
- Places the newly created object beside the original in the viewport ( in X direction )
- Avoids confusion caused by overlapping objects.
- Contains a random displacement in case you subdivide multiple times in a row
- The resulting object is "transformed" so it's original base vertices are unaffected.

1758.Replace Original Object(s)
1759.Replace Original Object(s)
- Destroys the original object and replaces it with the subdivided version.
1760.REFERENCE OBJECT
You cannot perform this action on a reference object.
See... Manager->Objects->{object name}->Reference Object
1761.Preferences
1762.Preferences
1763.Fixed Menu Overlay
1764.Fixed Menu Overlay
- When this option is enabled, the menu overlay will grow or shrink according to the size of the main window
- Designed to toggle on and off quickly with the SPACE hotkey
- When disabled, the menu overlay can be resized and repositioned by the user.
1765.Fixed Menu Overlay
- Disabled in OS X due to technical difficulties
1766.Semi-Transparent Menu
1767.Semi-Transparent Menu
1768.Brush Image Box
- Click the Brush Image box to load an image file ( PNG, JPG, etc. )
- Hold the ALT key to clear the Brush Image
1769.Secondary Color
- This sets the color that is used for clearing the background color, etc.
1770.Hotkey assignment cancelled
1771."%s" is armed for hotkey assignment. After pressing 'OK', press the key that you wish to assign to this action.

( Note: This prompt can be disabled in the 'Preferences' section of the menu. )
1772."%s" is armed for hotkey assignment.
1773.This item is armed for hotkey assignment. After pressing 'OK', press the key that you wish to assign to this action.

( Note: This prompt can be disabled in the 'Preferences' section of the menu. )
1774.This item is armed for hotkey assignment.
1775.Assign Hotkey
1776.Adjust Visually in Viewport
1777.Hotkey successfully assigned to this action
1778.Cannot assign this hotkey to this action ( reserved? )
1779.Prompt When Assigning Hotkeys
1780.Prompt When Assigning Hotkeys
- When this option is enabled, the user will receive dialog boxes to confirm the hotkey assignment
- When disabled, no prompts will appear, but the user will receive instructions in the message box at the bottom of the window
1781.Search for help with this item ( beta )
1782.Search for help with this item ( beta )
- This feature enables you to search for references and tutorials relevant to the item in question.
- Still primitive, however, as the web site evolves, better search results will be found
1783.Show Tool Tips
1784.Show Tool Tips
- When hover hints is enabled, the standard OS tool tip boxes will appear when the mouse is hovering over an interface item.
- The hints will also be displayed in the bottom-right message box, regardless of this setting
1785.Upgraded the background to a layer
1786.Precision
1787.Precision ( Hidden Surface Removal )
- Higher values make the hidden surface removal more precise
- Lower values make the hidden surface removal more forgiving, which may result in bleed-through for closely overlapping surfaces. 
1788.Max Smoothing Angle
1789.Max Smoothing Angle
- Determines the maximum angle ( in degrees) for smoothing the normals on the surface
- 89 degrees recommended for rigid, low polygon models
- 180 degrees recommended for smooth 'organic' shapes
- Values greater than 89, but less than 180 are not typical. Only set them in this range for special cases.
1790.Hold ALT and click in the viewport to sample the lightness.
1791.The following file already exists...

%s

Would you like to overwrite it, and ALL other files?
1792.Using this feature will create a new project and the current data will be lost.

Would you like to proceed?
1793.Brush Tile Preset
1794.New
1795.Viewport Preset
1796.Tool Preset
1797.Morph
1798.Selection
1799.Material
1800.Image Map
1801.Image Map Layer
1802.Right Click to import images, etc.
1803.Right Click to import images, etc.
- Alternatively, CTRL-Click
1804.Angle
1805.Angle
- Rotates the brush shape by the given angle ( in degrees ) from 0 to 360.
1806.Concave Shading
1807.Concave Shading
1808.Create Display Groups From Materials
1809.Create Display Groups From Materials
- Creates a new display group for each material
1810.Create Display Groups From Groups
1811.Create Display Groups From Groups
- Creates a new display group for each group
- Groups are as defined in OBJ file, etc.
1812.Export Complete Package
1813.Export Complete Package
- Creates approprite subfolders in the content folder
- Outputs all of the relevant data to the appropriate locations ( e.g. library files, morphs, textures, etc. )
1814.Export has been aborted by the user
1815.Choose destination Runtime folder
1816.Prefix
1817.Prefix
- This will be used to generate the filename and folders created in the export process
- e.g. /Runtime/Libraries/Poses/[PREFIX]/[PREFIX]_MAT.pz2
1818.Export All Maps and CR2 to Runtime
1819.Export All Maps and CR2 to Runtime
1820.DISPLAY_MESSAGE_AND_EXIT
1821.-----------------------------------------------
1822.New version available v%d.%d.%d.%d
1823.Please download and use it as soon as possible.
1824.Unable to validate this software with the server.

The beta period may be expired, or the server may be unreachable ( internet connection problem ).
1825.vb=
1826.ERROR=
1827.VERSION=
1828.Choose search path
1829.Content Folders
1830.Content Folders
The Content Folders list contains folders that can be searched for missing files. Partial file names for content such as texture maps are combined with these folders when searching.
1831.Adjust
1832.Adjust
- Click the 'Adjust' icon
- Click an drag in the viewport to adjust the brush setting.
1833.Click an drag in the viewport to adjust the brush setting.
1834.Layer Strength
- Determines how much of the layer is visible.
- Lowering the strength for layers may result in more subtle blending.
1835.Retouch Brush
1836.Retouch Brush
- Contains multiple types for modifying textures
- Includes Blur, Smudge and Pixel Blur
1837.Color Adjustment Brush
1838.Color Adjustment Brush
- Contains multiple types for modifying the color of textures
- Includes, Colorize, Multiply, Saturation, Hue, etc.
1839.Projection Brush
1840.Projection Brush
- This tool allows you to use a 2D paint application to edit the textures from the current viewport perspective.
- It's a very powerful tool that essentially turns any 2D painting application to paint in 3D perspectives.
1841.Texture Transfer Brush
1842.Texture Transfer Brush
- This tool allows you to transfer the textures between two identical objects with different UV mappings.
- Load both objects into Blacksmith3D with their textures setup, use the Move Transform to separate them.
- Then use the Texture Transfer brush by simply painting on one of them, and seeing the textures from the other transferred to it.
1843.Bulge Chisel
1844.Bulge Chisel
- Makes the surface of the object bulge by clicking and dragging over it.
- Hold the ALT key to dent the surface instead of bulging.
- Works best with low Strength values, in the 5-20 range.
1845.Resurface Chisel
1846.Resurface Chisel
- Simultaneously bulges and flattens the surface
- Useful for filling in gaps, as if filling them with clay
- Optional 'Build Up' parameter controls how much the surface bulges out before flattening.
1847.Contour Chisel
1848.Contour Chisel
- Pulls the surrounding surface toward the center of the chisel stroke
- Useful for creating a contour in the surface since the wireframe bunches toward the path of the stroke
- Turn on Wireframe Overlay to observe the effect as you use it. It may not be obvious when the wireframe is not visible.
1849.Touchup Chisel
1850.Touchup Chisel
- Contains multiple types for editing the surface of a model
- Includes Smooth, Smudge, Sharpen, Flatten and Unmorph.
1851.Unwarp Chisel
1852.Unwarp Chisel
- Helps to restore the original shape of the surface, while preserving the large scale changes such as scaling and positioning.
- Very useful to clean up geometry that has become deformed in an unsightly way after multiple deformations.
1853.TransMorph Chisel
1854.TransMorph Chisel
- Allows you to deform one object into the general shape of another.
- Select a portion of the reference object, and then click 'Setup Reference'
- Then hide the reference object, and use the chisel to deform the destination object into the general shape of the reference.
- The objects should be mostly overlapping ( before hiding the reference ), since it will look for the 'closest points' to achieve the deformation.
1855.Unwarp Hammer
1856.Unwarp Hammer
- Helps to restore the original shape of the surface, while preserving the large scale changes such as scaling and positioning.
- Very useful to clean up geometry that has become deformed in an unsightly way after multiple deformations.
1857.Subdivide Object
1858.Subdivide Object
- Some low resolution objects may be difficult to work with some.
- Use this tool to subdivide the object into smaller polygons, so features like 'Per-Vertex' hidden surface removal may work more intuitively.
1859.Tileable Texture Maker
1860.Tileable Texture Maker
- Create 9 rectangular squares to form a 3x3 grid.
- Each square shares the same texture
- By painting in the middle square and over the edges, the resulting texture will be 'tileable'
- i.e. It creates a repeatable pattern.
1861.Texture Transformer
1862.Texture Transformer
- Launches the Texture Transformer program.
- Converts textures between various commercial 3D characters.
- Each character conversion requires a downloadable package to support the specific transformation.
1863.First Name *
1864.Last Name *
1865.Address 1
1866.Address 2
1867.City/Town
1868.State/Province
1869.Postal/ZIP Code
1870.Phone Number
1871.Registration Key
1872.Registration Key
- This is the registration key for the full product.
- If upgrading, enter the PREVIOUS VERSION'S registration key here.
1873.Upgrade Key
1874.Upgrade Key
- OPTIONAL
- In the case of upgrading, enter the newly purchased registration key here and the previous version's registration key in the 'Registration Key' box.
1875.Country
1876.Email *
1877.This application needs to check in with the server periodically.
Please be sure to enable the internet and allow this application through any firewalls/etc. as soon as possible.
1878.This application needs to check with the server periodically. The maximum time has elapsed since it last checked in.

Please be sure to enable the internet and allow this application through any firewalls/etc.

To try again, click 'Yes'. Otherwise, click 'No'.
1879.Demo mode enabled. Please connect to the internet and restart the program so this application can check in with the server
1880.Error connecting to the server. Please connect to the internet and/or allow this application through the firewall/etc. and try again.
1881.There was an unknown error registering the software with the server. Please check your internet connection ( firewall/etc. ) and try again.

If the error persists, Please contact Blacksmith3D customer support at info@blacksmith.com .
1882.An error occured saving the registration information on your computer. Please try restarting you computer and running the program again.

If the error persists, Please contact Blacksmith3D customer support at info@blacksmith.com .
1883.register.blacksmith3d.com
1884./api/api.php
1885.Download Update
1886.Download Update
- Opens the Blacksmith3D download page in the default web browser
- Please update ASAP to keep up to date with the current version.
1887.Update v%s is available for download
- Click on Menu->Help->Download Update
1888.It is highly recommended that you exit the program and launch Blacksmith3D.exe to run in 64 bit mode
1889.Not available in Standard version ( Professional version only ).
1890.Strength
- Determines how strong the effect of the map is.
1891.Strength
- Determines the strength of the blending effect of the layer.
- In most cases, it is synonymous with Opacity, but may vary depending on the blending type.
1892.Min Strength
1893.Min Strength
- Sets the minimum value that will be accepted in the Strength box
- Default value is 0%.
- Can be less than zero for negative deformations.
1894.Max Strength
1895.Max Strength
- Sets the maximum value that will be accepted in the Strength box
- Default value is 100%. 
- Can be greater than 100% for oversampled deformations.
1896.Please locate the original FBX file for this character.

By using the original file, Blacksmith3D can preseve all of the settings ( e.g. rigging ), while 'injecting' the relevant changes ( e.g. Morphs, textures, UV's ).

If you would like to export a simple FBX without preserving the original settings, then choose 'Cancel'.
1897.The serial number is NOT valid
1898.Use TransparencyColor
1899.Use TransparencyColor
Saves transparency ( opacity ) in the TransparentColor channel of the FBX file, as opposed to the TransparencyFactor channel.
e.g.
- "TransparentColor", "Color", "", "A",0.25,0.25,0.25
- "TransparencyFactor", "Number", "", "A",1
Otherwise we use
- "TransparentColor", "Color", "", "A",1,1,1
- "TransparencyFactor", "Number", "", "A",0.25
1900.Inject changes back into original FBX file
1901.Inject changes back into original FBX file
- Preserves the original settings in the FBX file such as rigging, lighting etc.
- Only changes the relevant information, such as materials, morphs and UV mapping.
1902.Symmetry Pre-Smooth
1903.Symmetry Pre-Smooth
- Helps to fix symmetry problems in some objects.
1904.Are you sure that you want to generate a new conversion for this transformation?

This action can be very slow, and it will overwrite the previously generated data files.

( Please consult the manual before proceeding, and be sure to backup your conversion folders frequently )
1905.Generate new conversion
1906.WARNING - for advanced users only. This is for creating new Texture Transformer packs from scratch. Please consult the manual for more details.
1907.Texture Transformer Development Tools
1908.This character is not currently supported as a SOURCE file ( OBJ file mismatch ).

Please install the appropriate conversion pack to support this character file.

You may attempt to proceed anyway if you are sure that source character is indeed correct.

To proceed, click OK, otherwise click CANCEL.
1909.This character is not currently supported as a DESTINATION file ( OBJ file mismatch ).

Please install the appropriate conversion pack to support this character file.

You may attempt to proceed anyway if you are sure that destination character is indeed correct.

To proceed, click OK, otherwise click CANCEL.
1910.Reduce Open Edge Shrinking
1911.Reduce Open Edge Shrinking

- When this option is enabled, vertices on open edges will shrink less as result of smoothing. Otherwise, the smoothed vertices will tend to 'drift' towards the side of the edge which contains polygons and away from the side that does not.
1912.Reduce...
1913.Shrinking
1914.Spreading
1915.Export Morph
1916.Export Morph
- Exports the highlighted morph(s) for the current object
- When exporting as an OBJ file, the morph(s) will be exported at full strength, with no other morphs present.
- No other morphs will appear in the exported geometry, so this differs from Export->OBJ which will export the current shape of the object, with all applicable morphs included.
1917.Invert Selection via Polygons
1918.Invert Selection via Polygons
- Recommended when picking materials, groups, etc.
- Preserves proper boundaries when selection is inverted. Otherwise, a missing row of polygons may appear at the boundary due to the logic of vertex selections.
1919.Save the following project?

%s

1920.Cancelled saving project
1921.Logging
1922.Logging
- Used for debugging the software
- Logs are written in the user's 'Documents' folder
- If you encounter a bug that crashes the software, please send the log file(s) to Blacksmith3D customer support
1923.The logging level is set to '%s'. Performance may be slower than usual. Use this logging level to help us track down a bug/crash and send the log file to Blacksmith3D customer support.
1924.This file appears to be a Poser companion file ( points to python/DSON script ) and not a native Poser file. Please try exporting the file out of DAZ studio instead.
1925.No supported geometry data was found in the file

%s

so it cannot be opened.
1926.Export Template
1927.Export Template
- Export a template from data in this project
1928.Template Options
1929.Template Options
- Contains options relating to exporting and importing templates
1930.Exportable To Template
1931.Exportable To Template
-Allows this item to be exportable to a template.
-Uncheck it to exclude the item from any template export.
1932.Fixed Assets
1933.Fixed Assets
- Fixed assets are not directly saved in Blacksmith3D project files, instead references to their original files are stored.
1934.Rigid Edges
1935.Rigid Edges ( Display Groups )
- When this option is checked, vertices along the edge of a locked or hidden display group cannot be edited
1936.Hair Options
1937.Hair Options
- Contains options related to the hair creation tools
1938.Hair Strand
1939.Hair Strand
- Indicates that all surfaces with this material are to be considered hair strands
- The hair styling tools will only work on surfaces with this setting turned on
1940.Hair Growth Surface
1941.Hair Growth Surface
- Indicates that all surfaces with this material are to be considered a hair growth material ( e.g. skull cap )
- Hair Strands can only grow from materials with this setting turned on
1942.The material %s is not flagged as a hair strand. In the manager, locate the material, right click, then click on 'Hair Options' and then click on 'Hair Strand Material'
1943.Please choose a current object in the manager ( with red indicator )
1944.The current object '%s' has no materials flagged as a hair growth material. In the manager, locate the material, right click, then click on 'Hair Options' and then click on 'Hair Growth Material'
1945.Current Hair Strand Material
1946.Current Hair Strand Material
- When this option is checked, the material will be used when creating new hair strands.
1947.Any changes made to the asset(s) will be lost when the project and/or template is saved.

This is because the items will be loaded from their original files, and not stored in the project/template files

Do you still want to turn the isFixedAsset option on?
1948.%d of the highlighted maps are 'fixed assets' and cannot be edited.
1949.The item '%s' was flagged as a fixed asset. Editing this item has turned off this flag. The item will now be saved in the project and/or template files.
1950.%d items were flagged as a fixed assets. Editing these items has turned off the flags. The items will now be saved in the project and/or template files.
1951.Please choose the content folder

e.g. 'C:\\Users\\USER\\Documents\\DAZ 3D\\Studio\\My Library\'

This can be your main content library, and auxillary one, or a special folder made just for this project.

e.g. 'c:\\MyContent\\Distribution\\MyCustomCharacter\\'

1952. Please choose the content folder
1953.Sub Path
1954.Sub Path
- The path inside the content folder to logically separate this projects output from others
- e.g. /MyVendorName/MyProduct/
1955.Morph Group
1956.Morph Group
- The group path for organizing the morphs in the DAZ Studio interface
1957.No items were exported
1958.Exported the DSF file %s
1959.Exported the DUF file %s
1960.Cannot create path %s
1961.AVAIL
1962.AVAIL
1963.Choose destination Content folder
1964.DUF Filename
1965.DUF Filename
- The filename that will be assigned to the resulting DUF file
1966.Texture Subpath
1967.Texture Subpath
- The location where the textures will be exported to
- e.g. /MyVendorName/MyProductName/
- Will be exported to /Runtime/Textures/MyVendorName/MyProductName/
1968.AVAIL
1969.AVAIL
1970.Filename
1971.Filename
- The filename that will be assigned to the resulting library file
1972.Preset Subpath
1973.Preset Subpath
- The location where the preset file will be exported to
- Example
- [Content Path/Runtime/Libraries/Pose]/MyVendorName/MyProductName/ for MAT files
- [Content Path]/People/MyVendorName/MyProductName/ for DUF material files
- [Content Path /Data/ Subpath to character]/MyVendorName/MyProductName/ for DSF morph files
1974.Content Path
1975.Content Path
- The content library to output the files to.
1976.Retain Shape
1977.Retain Shape
- Helps to prevent the surface from flattening out
1978.Post Unwarp
1979.Post Unwarp
- Unwarps the affected surface after the deformation
- Helps to prevent unsightly artifacts
1980.Post Smooth
1981.Post Smooth
- "Post Unwarp" is preferred over "Post Smooth" in most cases
- Smooths the affected surface after the deformation
- Helps to prevent unsightly artifacts
1982.Select To Tip
1983.Select To Tip
- The hair strand will be selected from the reference point to the tip.
- If 'Select Whole Strand', then the reference point is the root. Otherwise, it's the 'clicked on' point.
1984.Lock Roots
1985.Lock Roots
- Prevents the vertices at the root of the hair strand from being deformed
- Keep this option enabled unless you want to reposition the hair strand.
1986.Lock Tips
1987.Lock Tips
- Prevents the vertices at the tip of the hair strand from being deformed
- Only use this option for special cases
1988.Select Whole Strand
1989.Select Whole Strand
- Selection will affect the whole hair strand instead starting at the point it was clicked on
1990.Cannot find an OBJ/OBZ referenced in this CR2 file, therefore, it cannot be opened.
1991.Please click on the main symmetric side to create the hair strands.
1992.Error importing the file %s
1993.The current morph strength must be 100% before deforming it.
1994.Could not contact the server to validate the beta. Please ensure you are connected to the internet and try again.
1995.Beta has expired. Please visit blacksmith3d.com to get the official release.
1996.A newer version is available. Please download and use the newer version.
1997.Flip Hair Growth Direction
1998.Flip Hair Growth Direction
- Enable this option if the hair tips and hair roots are reversed
- Only enable this option to troubleshoot imported hair. Hair created in Blacksmith3D should not have this option enabled.
- Hint... if the display group '- Hair Roots -' is locked, and the hair tips are locked instead, then enable this option. 
1999.Rotate Hair Growth Direction
2000.Rotate Hair Growth Direction
- Enable this option if the hair roots and tips are rotated
- Only enable this option to troubleshoot imported hair. Hair created in Blacksmith3D should not have this option enabled.
- Hint... if the display groups '- Hair Roots -' and '- Hair Tips -' are created along the sides of the hair strand ( or fill the entire hair strand ), then enable this option
2001.Select To Root
2002.Select To Root
- The hair strand will be selected from the reference point to the root.
- If 'Select Whole Strand', then the reference point is the tip. Otherwise, it's the 'clicked on' point.
2003.Use Auto Pressure
2004.Use Auto Pressure
- Generates faux pressure values based on the point's position in the path
2005.Midpoint
2006.Midpoint ( for Auto Pressure )
- Determines what position in the path will have the highest pressure value
- Default value is 5 percent, meaning that the most pressure will occur close to the starting point.
2007.Auto Pressure
2008.Stroke Smoothing
2009.Stroke Smoothing
- Smooths out the points in the drawn path before the paint is applied
2010.Preset File(s)
2011.Texture Files
2012.Enhanced Filtering
2013.Enhanced Filtering
- Reduces visual artifacts due to resolution and/or geometric issues beteen the input and output objects. 
2014.

