**Meshes** | M | Set of meshes to blend through | Mesh |

**Factors** | F | Blend factors, one factor for each set of vertices which share the same vertex index across the meshes
(0.0 = Mesh at M start vertices, 1.0 = Mesh at M end vertices), unless Normalized is False | Number |

**Normalized** | N | If False, the rules for factor are (0.0 = Mesh at index 0 vertices, Index number of last mesh = Mesh at last index vertices)
The blend factor range from one mesh's vertices to the next mesh's vertices in the list is:
Index number of a mesh = the vertices of the mesh at that index, Index number of the next mesh = the vertices of the next mesh in the list, factors between the mesh index numbers will be the corresponding mesh vertex blends.
For instance:
A blend factor of 2.5 will result in blend mesh vertices halfway between the mesh at index 2's vertices and a mesh at index 3's vertices. | Boolean |

**Equalized** | E | If True, blend distribution is evaluated along the vertex blend paths without considering the locations of the input mesh sets vertices | Boolean |

**Weighted** | W | If True, blend distribution is weighted by the input mesh sets vertices and the vertex blend paths curvatures | Boolean |

**Loopback** | L | If True, allow the blend path to continue from the end back to the start as a closed loop
(if Normalized is False, increase the blend factor range maximum by 1) | Boolean |

**Degree** | D | Curvature degree of the vertex blend paths, degree should be a positive odd number | Integer |

**Interpolation Type** | I | Determines how the vertex blend paths are interpolated
0 = Linear
1 = Chord
2 = Square Root
3 = Uniform | Integer |

**Colored Type** | C | Determines how mesh vertex colors are blended
0 = None
1 = Fast
2 = Accurate | Integer |