# Object Operators

`bpy.ops.object.``add`(radius=1.0, type='EMPTY', view_align=False, enter_editmode=False, location=(0.0, 0.0, 0.0), rotation=(0.0, 0.0, 0.0), layers=(False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False))

  Add an object to the scene

  Parameters: | radius (float in [0, inf], (optional)) – Radius type (enum in [‘MESH’, ‘CURVE’, ‘SURFACE’, ‘META’, ‘FONT’, ‘ARMATURE’, ‘LATTICE’, ‘EMPTY’, ‘CAMERA’, ‘LAMP’, ‘SPEAKER’], (optional)) – Type view_align (boolean, (optional)) – Align to View, Align the new object to the view enter_editmode (boolean, (optional)) – Enter Editmode, Enter editmode when adding this object location (float array of 3 items in [-inf, inf], (optional)) – Location, Location for the newly added object rotation (float array of 3 items in [-inf, inf], (optional)) – Rotation, Rotation for the newly added object layers (boolean array of 20 items, (optional)) – Layer

`bpy.ops.object.``add_named`(linked=False, name="")

  Add named object

  Parameters: | linked (boolean, (optional)) – Linked, Duplicate object but not object data, linking to the original data name (string, (optional, never None)) – Name, Object name to add

`bpy.ops.object.``align`(bb_quality=True, align_mode='OPT_2', relative_to='OPT_4', align_axis={})

  Align Objects

  Parameters: | bb_quality (boolean, (optional)) – High Quality, Enables high quality calculation of the bounding box for perfect results on complex shape meshes with rotation/scale (Slow) align_mode (enum in [‘OPT_1’, ‘OPT_2’, ‘OPT_3’], (optional)) – Align Mode: relative_to (enum in [‘OPT_1’, ‘OPT_2’, ‘OPT_3’, ‘OPT_4’], (optional)) – Relative To: align_axis (enum set in {‘X’, ‘Y’, ‘Z’}, (optional)) – Align, Align to axis
  File: | startup/bl_operators/object_align.py:394

`bpy.ops.object.``anim_transforms_to_deltas`()

  Convert object animation for normal transforms to delta transforms

  File: | startup/bl_operators/object.py:699

`bpy.ops.object.``armature_add`(radius=1.0, view_align=False, enter_editmode=False, location=(0.0, 0.0, 0.0), rotation=(0.0, 0.0, 0.0), layers=(False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False))

  Add an armature object to the scene

  Parameters: | radius (float in [0, inf], (optional)) – Radius view_align (boolean, (optional)) – Align to View, Align the new object to the view enter_editmode (boolean, (optional)) – Enter Editmode, Enter editmode when adding this object location (float array of 3 items in [-inf, inf], (optional)) – Location, Location for the newly added object rotation (float array of 3 items in [-inf, inf], (optional)) – Rotation, Rotation for the newly added object layers (boolean array of 20 items, (optional)) – Layer

`bpy.ops.object.``bake`(type='COMBINED', filepath="", width=512, height=512, margin=16, use_selected_to_active=False, cage_extrusion=0.0, cage_object="", normal_space='TANGENT', normal_r='POS_X', normal_g='POS_Y', normal_b='POS_Z', save_mode='INTERNAL', use_clear=False, use_cage=False, use_split_materials=False, use_automatic_name=False, uv_layer="")

  Bake image textures of selected objects

  Parameters: | type (enum in [‘COMBINED’, ‘Z’, ‘COLOR’, ‘DIFFUSE’, ‘SPECULAR’, ‘SHADOW’, ‘AO’, ‘REFLECTION’, ‘NORMAL’, ‘VECTOR’, ‘REFRACTION’, ‘OBJECT_INDEX’, ‘UV’, ‘MIST’, ‘EMIT’, ‘ENVIRONMENT’, ‘MATERIAL_INDEX’, ‘DIFFUSE_DIRECT’, ‘DIFFUSE_INDIRECT’, ‘DIFFUSE_COLOR’, ‘GLOSSY_DIRECT’, ‘GLOSSY_INDIRECT’, ‘GLOSSY_COLOR’, ‘TRANSMISSION_DIRECT’, ‘TRANSMISSION_INDIRECT’, ‘TRANSMISSION_COLOR’, ‘SUBSURFACE_DIRECT’, ‘SUBSURFACE_INDIRECT’, ‘SUBSURFACE_COLOR’], (optional)) – Type, Type of pass to bake, some of them may not be supported by the current render engine filepath (string, (optional, never None)) – File Path, Image filepath to use when saving externally width (int in [1, inf], (optional)) – Width, Horizontal dimension of the baking map (external only) height (int in [1, inf], (optional)) – Height, Vertical dimension of the baking map (external only) margin (int in [0, inf], (optional)) – Margin, Extends the baked result as a post process filter use_selected_to_active (boolean, (optional)) – Selected to Active, Bake shading on the surface of selected objects to the active object cage_extrusion (float in [0, inf], (optional)) – Cage Extrusion, Distance to use for the inward ray cast when using selected to active cage_object (string, (optional, never None)) – Cage Object, Object to use as cage, instead of calculating the cage from the active object with cage extrusion normal_space (enum in [‘OBJECT’, ‘TANGENT’], (optional)) – Normal Space, Choose normal space for baking `OBJECT` Object, Bake the normals in object space. `TANGENT` Tangent, Bake the normals in tangent space. normal_r (enum in [‘POS_X’, ‘POS_Y’, ‘POS_Z’, ‘NEG_X’, ‘NEG_Y’, ‘NEG_Z’], (optional)) – R, Axis to bake in red channel normal_g (enum in [‘POS_X’, ‘POS_Y’, ‘POS_Z’, ‘NEG_X’, ‘NEG_Y’, ‘NEG_Z’], (optional)) – G, Axis to bake in green channel normal_b (enum in [‘POS_X’, ‘POS_Y’, ‘POS_Z’, ‘NEG_X’, ‘NEG_Y’, ‘NEG_Z’], (optional)) – B, Axis to bake in blue channel save_mode (enum in [‘INTERNAL’, ‘EXTERNAL’], (optional)) – Save Mode, Choose how to save the baking map `INTERNAL` Internal, Save the baking map in an internal image data-block. `EXTERNAL` External, Save the baking map in an external file. use_clear (boolean, (optional)) – Clear, Clear Images before baking (only for internal saving) use_cage (boolean, (optional)) – Cage, Cast rays to active object from a cage use_split_materials (boolean, (optional)) – Split Materials, Split baked maps per material, using material name in output file (external only) use_automatic_name (boolean, (optional)) – Automatic Name, Automatically name the output file with the pass type uv_layer (string, (optional, never None)) – UV Layer, UV layer to override active

`bpy.ops.object.``bake_image`()

  Bake image textures of selected objects

`bpy.ops.object.``camera_add`(view_align=False, enter_editmode=False, location=(0.0, 0.0, 0.0), rotation=(0.0, 0.0, 0.0), layers=(False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False))

  Add a camera object to the scene

  Parameters: | view_align (boolean, (optional)) – Align to View, Align the new object to the view enter_editmode (boolean, (optional)) – Enter Editmode, Enter editmode when adding this object location (float array of 3 items in [-inf, inf], (optional)) – Location, Location for the newly added object rotation (float array of 3 items in [-inf, inf], (optional)) – Rotation, Rotation for the newly added object layers (boolean array of 20 items, (optional)) – Layer

`bpy.ops.object.``constraint_add`(type='')

  Add a constraint to the active object

  Parameters: | type (enum in [‘CAMERA_SOLVER’, ‘FOLLOW_TRACK’, ‘OBJECT_SOLVER’, ‘COPY_LOCATION’, ‘COPY_ROTATION’, ‘COPY_SCALE’, ‘COPY_TRANSFORMS’, ‘LIMIT_DISTANCE’, ‘LIMIT_LOCATION’, ‘LIMIT_ROTATION’, ‘LIMIT_SCALE’, ‘MAINTAIN_VOLUME’, ‘TRANSFORM’, ‘CLAMP_TO’, ‘DAMPED_TRACK’, ‘IK’, ‘LOCKED_TRACK’, ‘SPLINE_IK’, ‘STRETCH_TO’, ‘TRACK_TO’, ‘ACTION’, ‘CHILD_OF’, ‘FLOOR’, ‘FOLLOW_PATH’, ‘PIVOT’, ‘RIGID_BODY_JOINT’, ‘SHRINKWRAP’], (optional)) – Type `CAMERA_SOLVER` Camera Solver. `FOLLOW_TRACK` Follow Track. `OBJECT_SOLVER` Object Solver. `COPY_LOCATION` Copy Location, Copy the location of a target (with an optional offset), so that they move together. `COPY_ROTATION` Copy Rotation, Copy the rotation of a target (with an optional offset), so that they rotate together. `COPY_SCALE` Copy Scale, Copy the scale factors of a target (with an optional offset), so that they are scaled by the same amount. `COPY_TRANSFORMS` Copy Transforms, Copy all the transformations of a target, so that they move together. `LIMIT_DISTANCE` Limit Distance, Restrict movements to within a certain distance of a target (at the time of constraint evaluation only). `LIMIT_LOCATION` Limit Location, Restrict movement along each axis within given ranges. `LIMIT_ROTATION` Limit Rotation, Restrict rotation along each axis within given ranges. `LIMIT_SCALE` Limit Scale, Restrict scaling along each axis with given ranges. `MAINTAIN_VOLUME` Maintain Volume, Compensate for scaling one axis by applying suitable scaling to the other two axes. `TRANSFORM` Transformation, Use one transform property from target to control another (or same) property on owner. `CLAMP_TO` Clamp To, Restrict movements to lie along a curve by remapping location along curve’s longest axis. `DAMPED_TRACK` Damped Track, Point towards a target by performing the smallest rotation necessary. `IK` Inverse Kinematics, Control a chain of bones by specifying the endpoint target (Bones only). `LOCKED_TRACK` Locked Track, Rotate around the specified (‘locked’) axis to point towards a target. `SPLINE_IK` Spline IK, Align chain of bones along a curve (Bones only). `STRETCH_TO` Stretch To, Stretch along Y-Axis to point towards a target. `TRACK_TO` Track To, Legacy tracking constraint prone to twisting artifacts. `ACTION` Action, Use transform property of target to look up pose for owner from an Action. `CHILD_OF` Child Of, Make target the ‘detachable’ parent of owner. `FLOOR` Floor, Use position (and optionally rotation) of target to define a ‘wall’ or ‘floor’ that the owner can not cross. `FOLLOW_PATH` Follow Path, Use to animate an object/bone following a path. `PIVOT` Pivot, Change pivot point for transforms (buggy). `RIGID_BODY_JOINT` Rigid Body Joint, Use to define a Rigid Body Constraint (for Game Engine use only). `SHRINKWRAP` Shrinkwrap, Restrict movements to surface of target mesh.

`bpy.ops.object.``constraint_add_with_targets`(type='')

  Add a constraint to the active object, with target (where applicable) set to the selected Objects/Bones

  Parameters: | type (enum in [‘CAMERA_SOLVER’, ‘FOLLOW_TRACK’, ‘OBJECT_SOLVER’, ‘COPY_LOCATION’, ‘COPY_ROTATION’, ‘COPY_SCALE’, ‘COPY_TRANSFORMS’, ‘LIMIT_DISTANCE’, ‘LIMIT_LOCATION’, ‘LIMIT_ROTATION’, ‘LIMIT_SCALE’, ‘MAINTAIN_VOLUME’, ‘TRANSFORM’, ‘CLAMP_TO’, ‘DAMPED_TRACK’, ‘IK’, ‘LOCKED_TRACK’, ‘SPLINE_IK’, ‘STRETCH_TO’, ‘TRACK_TO’, ‘ACTION’, ‘CHILD_OF’, ‘FLOOR’, ‘FOLLOW_PATH’, ‘PIVOT’, ‘RIGID_BODY_JOINT’, ‘SHRINKWRAP’], (optional)) – Type `CAMERA_SOLVER` Camera Solver. `FOLLOW_TRACK` Follow Track. `OBJECT_SOLVER` Object Solver. `COPY_LOCATION` Copy Location, Copy the location of a target (with an optional offset), so that they move together. `COPY_ROTATION` Copy Rotation, Copy the rotation of a target (with an optional offset), so that they rotate together. `COPY_SCALE` Copy Scale, Copy the scale factors of a target (with an optional offset), so that they are scaled by the same amount. `COPY_TRANSFORMS` Copy Transforms, Copy all the transformations of a target, so that they move together. `LIMIT_DISTANCE` Limit Distance, Restrict movements to within a certain distance of a target (at the time of constraint evaluation only). `LIMIT_LOCATION` Limit Location, Restrict movement along each axis within given ranges. `LIMIT_ROTATION` Limit Rotation, Restrict rotation along each axis within given ranges. `LIMIT_SCALE` Limit Scale, Restrict scaling along each axis with given ranges. `MAINTAIN_VOLUME` Maintain Volume, Compensate for scaling one axis by applying suitable scaling to the other two axes. `TRANSFORM` Transformation, Use one transform property from target to control another (or same) property on owner. `CLAMP_TO` Clamp To, Restrict movements to lie along a curve by remapping location along curve’s longest axis. `DAMPED_TRACK` Damped Track, Point towards a target by performing the smallest rotation necessary. `IK` Inverse Kinematics, Control a chain of bones by specifying the endpoint target (Bones only). `LOCKED_TRACK` Locked Track, Rotate around the specified (‘locked’) axis to point towards a target. `SPLINE_IK` Spline IK, Align chain of bones along a curve (Bones only). `STRETCH_TO` Stretch To, Stretch along Y-Axis to point towards a target. `TRACK_TO` Track To, Legacy tracking constraint prone to twisting artifacts. `ACTION` Action, Use transform property of target to look up pose for owner from an Action. `CHILD_OF` Child Of, Make target the ‘detachable’ parent of owner. `FLOOR` Floor, Use position (and optionally rotation) of target to define a ‘wall’ or ‘floor’ that the owner can not cross. `FOLLOW_PATH` Follow Path, Use to animate an object/bone following a path. `PIVOT` Pivot, Change pivot point for transforms (buggy). `RIGID_BODY_JOINT` Rigid Body Joint, Use to define a Rigid Body Constraint (for Game Engine use only). `SHRINKWRAP` Shrinkwrap, Restrict movements to surface of target mesh.

`bpy.ops.object.``constraints_clear`()

  Clear all the constraints for the active Object only

`bpy.ops.object.``constraints_copy`()

  Copy constraints to other selected objects

`bpy.ops.object.``convert`(target='MESH', keep_original=False)

  Convert selected objects to another type

  Parameters: | target (enum in [‘CURVE’, ‘MESH’], (optional)) – Target, Type of object to convert to keep_original (boolean, (optional)) – Keep Original, Keep original objects instead of replacing them

`bpy.ops.object.``correctivesmooth_bind`(modifier="")

  Bind base pose in Corrective Smooth modifier

  Parameters: | modifier (string, (optional, never None)) – Modifier, Name of the modifier to edit

`bpy.ops.object.``data_transfer`(use_reverse_transfer=False, use_freeze=False, data_type='', use_create=True, vert_mapping='NEAREST', edge_mapping='NEAREST', loop_mapping='NEAREST_POLYNOR', poly_mapping='NEAREST', use_auto_transform=False, use_object_transform=True, use_max_distance=False, max_distance=1.0, ray_radius=0.0, islands_precision=0.1, layers_select_src='ACTIVE', layers_select_dst='ACTIVE', mix_mode='REPLACE', mix_factor=1.0)

  Transfer data layer(s) (weights, edge sharp, ...) from active to selected meshes

  Parameters: | use_reverse_transfer (boolean, (optional)) – Reverse Transfer, Transfer from selected objects to active one use_freeze (boolean, (optional)) – Freeze Operator, Prevent changes to settings to re-run the operator, handy to change several things at once with heavy geometry data_type (enum in [‘VGROUP_WEIGHTS’, ‘BEVEL_WEIGHT_VERT’, ‘SHARP_EDGE’, ‘SEAM’, ‘CREASE’, ‘BEVEL_WEIGHT_EDGE’, ‘FREESTYLE_EDGE’, ‘CUSTOM_NORMAL’, ‘VCOL’, ‘UV’, ‘SMOOTH’, ‘FREESTYLE_FACE’], (optional)) – Data Type, Which data to transfer `VGROUP_WEIGHTS` Vertex Group(s), Transfer active or all vertex groups. `BEVEL_WEIGHT_VERT` Bevel Weight, Transfer bevel weights. `SHARP_EDGE` Sharp, Transfer sharp mark. `SEAM` UV Seam, Transfer UV seam mark. `CREASE` Subsurf Crease, Transfer crease values. `BEVEL_WEIGHT_EDGE` Bevel Weight, Transfer bevel weights. `FREESTYLE_EDGE` Freestyle Mark, Transfer Freestyle edge mark. `CUSTOM_NORMAL` Custom Normals, Transfer custom normals. `VCOL` VCol, Vertex (face corners) colors. `UV` UVs, Transfer UV layers. `SMOOTH` Smooth, Transfer flat/smooth mark. `FREESTYLE_FACE` Freestyle Mark, Transfer Freestyle face mark. use_create (boolean, (optional)) – Create Data, Add data layers on destination meshes if needed vert_mapping (enum in [‘TOPOLOGY’, ‘NEAREST’, ‘EDGE_NEAREST’, ‘EDGEINTERP_NEAREST’, ‘POLY_NEAREST’, ‘POLYINTERP_NEAREST’, ‘POLYINTERP_VNORPROJ’], (optional)) – Vertex Mapping, Method used to map source vertices to destination ones `TOPOLOGY` Topology, Copy from identical topology meshes. `NEAREST` Nearest vertex, Copy from closest vertex. `EDGE_NEAREST` Nearest Edge Vertex, Copy from closest vertex of closest edge. `EDGEINTERP_NEAREST` Nearest Edge Interpolated, Copy from interpolated values of vertices from closest point on closest edge. `POLY_NEAREST` Nearest Face Vertex, Copy from closest vertex of closest face. `POLYINTERP_NEAREST` Nearest Face Interpolated, Copy from interpolated values of vertices from closest point on closest face. `POLYINTERP_VNORPROJ` Projected Face Interpolated, Copy from interpolated values of vertices from point on closest face hit by normal-projection. edge_mapping (enum in [‘TOPOLOGY’, ‘VERT_NEAREST’, ‘NEAREST’, ‘POLY_NEAREST’, ‘EDGEINTERP_VNORPROJ’], (optional)) – Edge Mapping, Method used to map source edges to destination ones `TOPOLOGY` Topology, Copy from identical topology meshes. `VERT_NEAREST` Nearest Vertices, Copy from most similar edge (edge which vertices are the closest of destination edge’s ones). `NEAREST` Nearest Edge, Copy from closest edge (using midpoints). `POLY_NEAREST` Nearest Face Edge, Copy from closest edge of closest face (using midpoints). `EDGEINTERP_VNORPROJ` Projected Edge Interpolated, Interpolate all source edges hit by the projection of destination one along its own normal (from vertices). loop_mapping (enum in [‘TOPOLOGY’, ‘NEAREST_NORMAL’, ‘NEAREST_POLYNOR’, ‘NEAREST_POLY’, ‘POLYINTERP_NEAREST’, ‘POLYINTERP_LNORPROJ’], (optional)) – Face Corner Mapping, Method used to map source faces’ corners to destination ones `TOPOLOGY` Topology, Copy from identical topology meshes. `NEAREST_NORMAL` Nearest Corner And Best Matching Normal, Copy from nearest corner which has the best matching normal. `NEAREST_POLYNOR` Nearest Corner And Best Matching Face Normal, Copy from nearest corner which has the face with the best matching normal to destination corner’s face one. `NEAREST_POLY` Nearest Corner Of Nearest Face, Copy from nearest corner of nearest polygon. `POLYINTERP_NEAREST` Nearest Face Interpolated, Copy from interpolated corners of the nearest source polygon. `POLYINTERP_LNORPROJ` Projected Face Interpolated, Copy from interpolated corners of the source polygon hit by corner normal projection. poly_mapping (enum in [‘TOPOLOGY’, ‘NEAREST’, ‘NORMAL’, ‘POLYINTERP_PNORPROJ’], (optional)) – Face Mapping, Method used to map source faces to destination ones `TOPOLOGY` Topology, Copy from identical topology meshes. `NEAREST` Nearest Face, Copy from nearest polygon (using center points). `NORMAL` Best Normal-Matching, Copy from source polygon which normal is the closest to destination one. `POLYINTERP_PNORPROJ` Projected Face Interpolated, Interpolate all source polygons intersected by the projection of destination one along its own normal. use_auto_transform (boolean, (optional)) – Auto Transform, Automatically compute transformation to get the best possible match between source and destination meshes (WARNING: results will never be as good as manual matching of objects) use_object_transform (boolean, (optional)) – Object Transform, Evaluate source and destination meshes in global space use_max_distance (boolean, (optional)) – Only Neighbor Geometry, Source elements must be closer than given distance from destination one max_distance (float in [0, inf], (optional)) – Max Distance, Maximum allowed distance between source and destination element, for non-topology mappings ray_radius (float in [0, inf], (optional)) – Ray Radius, ‘Width’ of rays (especially useful when raycasting against vertices or edges) islands_precision (float in [0, 10], (optional)) – Islands Precision, Factor controlling precision of islands handling (the higher, the better the results) layers_select_src (enum in [‘ACTIVE’, ‘ALL’, ‘BONE_SELECT’, ‘BONE_DEFORM’], (optional)) – Source Layers Selection, Which layers to transfer, in case of multi-layers types `ACTIVE` Active Layer, Only transfer active data layer. `ALL` All Layers, Transfer all data layers. `BONE_SELECT` Selected Pose Bones, Transfer all vertex groups used by selected pose bones. `BONE_DEFORM` Deform Pose Bones, Transfer all vertex groups used by deform bones. layers_select_dst (enum in [‘ACTIVE’, ‘NAME’, ‘INDEX’], (optional)) – Destination Layers Matching, How to match source and destination layers `ACTIVE` Active Layer, Affect active data layer of all targets. `NAME` By Name, Match target data layers to affect by name. `INDEX` By Order, Match target data layers to affect by order (indices). mix_mode (enum in [‘REPLACE’, ‘ABOVE_THRESHOLD’, ‘BELOW_THRESHOLD’, ‘MIX’, ‘ADD’, ‘SUB’, ‘MUL’], (optional)) – Mix Mode, How to affect destination elements with source values `REPLACE` Replace, Overwrite all elements’ data. `ABOVE_THRESHOLD` Above Threshold, Only replace destination elements where data is above given threshold (exact behavior depends on data type). `BELOW_THRESHOLD` Below Threshold, Only replace destination elements where data is below given threshold (exact behavior depends on data type). `MIX` Mix, Mix source value into destination one, using given threshold as factor. `ADD` Add, Add source value to destination one, using given threshold as factor. `SUB` Subtract, Subtract source value to destination one, using given threshold as factor. `MUL` Multiply, Multiply source value to destination one, using given threshold as factor. mix_factor (float in [0, 1], (optional)) – Mix Factor, Factor to use when applying data to destination (exact behavior depends on mix mode)

`bpy.ops.object.``datalayout_transfer`(modifier="", data_type='', use_delete=False, layers_select_src='ACTIVE', layers_select_dst='ACTIVE')

  Transfer layout of data layer(s) from active to selected meshes

  Parameters: | modifier (string, (optional, never None)) – Modifier, Name of the modifier to edit data_type (enum in [‘VGROUP_WEIGHTS’, ‘BEVEL_WEIGHT_VERT’, ‘SHARP_EDGE’, ‘SEAM’, ‘CREASE’, ‘BEVEL_WEIGHT_EDGE’, ‘FREESTYLE_EDGE’, ‘CUSTOM_NORMAL’, ‘VCOL’, ‘UV’, ‘SMOOTH’, ‘FREESTYLE_FACE’], (optional)) – Data Type, Which data to transfer `VGROUP_WEIGHTS` Vertex Group(s), Transfer active or all vertex groups. `BEVEL_WEIGHT_VERT` Bevel Weight, Transfer bevel weights. `SHARP_EDGE` Sharp, Transfer sharp mark. `SEAM` UV Seam, Transfer UV seam mark. `CREASE` Subsurf Crease, Transfer crease values. `BEVEL_WEIGHT_EDGE` Bevel Weight, Transfer bevel weights. `FREESTYLE_EDGE` Freestyle Mark, Transfer Freestyle edge mark. `CUSTOM_NORMAL` Custom Normals, Transfer custom normals. `VCOL` VCol, Vertex (face corners) colors. `UV` UVs, Transfer UV layers. `SMOOTH` Smooth, Transfer flat/smooth mark. `FREESTYLE_FACE` Freestyle Mark, Transfer Freestyle face mark. use_delete (boolean, (optional)) – Exact Match, Also delete some data layers from destination if necessary, so that it matches exactly source layers_select_src (enum in [‘ACTIVE’, ‘ALL’, ‘BONE_SELECT’, ‘BONE_DEFORM’], (optional)) – Source Layers Selection, Which layers to transfer, in case of multi-layers types `ACTIVE` Active Layer, Only transfer active data layer. `ALL` All Layers, Transfer all data layers. `BONE_SELECT` Selected Pose Bones, Transfer all vertex groups used by selected pose bones. `BONE_DEFORM` Deform Pose Bones, Transfer all vertex groups used by deform bones. layers_select_dst (enum in [‘ACTIVE’, ‘NAME’, ‘INDEX’], (optional)) – Destination Layers Matching, How to match source and destination layers `ACTIVE` Active Layer, Affect active data layer of all targets. `NAME` By Name, Match target data layers to affect by name. `INDEX` By Order, Match target data layers to affect by order (indices).

`bpy.ops.object.``delete`(use_global=False)

  Delete selected objects

  Parameters: | use_global (boolean, (optional)) – Delete Globally, Remove object from all scenes

`bpy.ops.object.``drop_named_image`(filepath="", relative_path=True, name="", view_align=False, location=(0.0, 0.0, 0.0), rotation=(0.0, 0.0, 0.0), layers=(False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False))

  Add an empty image type to scene with data

  Parameters: | filepath (string, (optional, never None)) – Filepath, Path to image file relative_path (boolean, (optional)) – Relative Path, Select the file relative to the blend file name (string, (optional, never None)) – Name, Image name to assign view_align (boolean, (optional)) – Align to View, Align the new object to the view location (float array of 3 items in [-inf, inf], (optional)) – Location, Location for the newly added object rotation (float array of 3 items in [-inf, inf], (optional)) – Rotation, Rotation for the newly added object layers (boolean array of 20 items, (optional)) – Layer

`bpy.ops.object.``drop_named_material`(name="Material")

  Undocumented

  Parameters: | name (string, (optional, never None)) – Name, Material name to assign

`bpy.ops.object.``dupli_offset_from_cursor`()

  Set offset used for DupliGroup based on cursor position

  File: | startup/bl_operators/object.py:788

`bpy.ops.object.``duplicate`(linked=False, mode='TRANSLATION')

  Duplicate selected objects

  Parameters: | linked (boolean, (optional)) – Linked, Duplicate object but not object data, linking to the original data mode (enum in [‘INIT’, ‘DUMMY’, ‘TRANSLATION’, ‘ROTATION’, ‘RESIZE’, ‘SKIN_RESIZE’, ‘TOSPHERE’, ‘SHEAR’, ‘BEND’, ‘SHRINKFATTEN’, ‘TILT’, ‘TRACKBALL’, ‘PUSHPULL’, ‘CREASE’, ‘MIRROR’, ‘BONE_SIZE’, ‘BONE_ENVELOPE’, ‘BONE_ENVELOPE_DIST’, ‘CURVE_SHRINKFATTEN’, ‘MASK_SHRINKFATTEN’, ‘GPENCIL_SHRINKFATTEN’, ‘BONE_ROLL’, ‘TIME_TRANSLATE’, ‘TIME_SLIDE’, ‘TIME_SCALE’, ‘TIME_EXTEND’, ‘BAKE_TIME’, ‘BWEIGHT’, ‘ALIGN’, ‘EDGESLIDE’, ‘SEQSLIDE’], (optional)) – Mode

`bpy.ops.object.``duplicate_move`(OBJECT_OT_duplicate=None, TRANSFORM_OT_translate=None)

  Duplicate selected objects and move them

  Parameters: | OBJECT_OT_duplicate (`OBJECT_OT_duplicate`, (optional)) – Duplicate Objects, Duplicate selected objects TRANSFORM_OT_translate (`TRANSFORM_OT_translate`, (optional)) – Translate, Translate (move) selected items

`bpy.ops.object.``duplicate_move_linked`(OBJECT_OT_duplicate=None, TRANSFORM_OT_translate=None)

  Duplicate selected objects and move them

  Parameters: | OBJECT_OT_duplicate (`OBJECT_OT_duplicate`, (optional)) – Duplicate Objects, Duplicate selected objects TRANSFORM_OT_translate (`TRANSFORM_OT_translate`, (optional)) – Translate, Translate (move) selected items

`bpy.ops.object.``duplicates_make_real`(use_base_parent=False, use_hierarchy=False)

  Make dupli objects attached to this object real

  Parameters: | use_base_parent (boolean, (optional)) – Parent, Parent newly created objects to the original duplicator use_hierarchy (boolean, (optional)) – Keep Hierarchy, Maintain parent child relationships

`bpy.ops.object.``editmode_toggle`()

  Toggle object’s editmode

`bpy.ops.object.``effector_add`(type='FORCE', radius=1.0, view_align=False, enter_editmode=False, location=(0.0, 0.0, 0.0), rotation=(0.0, 0.0, 0.0), layers=(False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False))

  Add an empty object with a physics effector to the scene

  Parameters: | type (enum in [‘FORCE’, ‘WIND’, ‘VORTEX’, ‘MAGNET’, ‘HARMONIC’, ‘CHARGE’, ‘LENNARDJ’, ‘TEXTURE’, ‘GUIDE’, ‘BOID’, ‘TURBULENCE’, ‘DRAG’, ‘SMOKE’], (optional)) – Type radius (float in [0, inf], (optional)) – Radius view_align (boolean, (optional)) – Align to View, Align the new object to the view enter_editmode (boolean, (optional)) – Enter Editmode, Enter editmode when adding this object location (float array of 3 items in [-inf, inf], (optional)) – Location, Location for the newly added object rotation (float array of 3 items in [-inf, inf], (optional)) – Rotation, Rotation for the newly added object layers (boolean array of 20 items, (optional)) – Layer

`bpy.ops.object.``empty_add`(type='PLAIN_AXES', radius=1.0, view_align=False, location=(0.0, 0.0, 0.0), rotation=(0.0, 0.0, 0.0), layers=(False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False))

  Add an empty object to the scene

  Parameters: | type (enum in [‘PLAIN_AXES’, ‘ARROWS’, ‘SINGLE_ARROW’, ‘CIRCLE’, ‘CUBE’, ‘SPHERE’, ‘CONE’, ‘IMAGE’], (optional)) – Type radius (float in [0, inf], (optional)) – Radius view_align (boolean, (optional)) – Align to View, Align the new object to the view location (float array of 3 items in [-inf, inf], (optional)) – Location, Location for the newly added object rotation (float array of 3 items in [-inf, inf], (optional)) – Rotation, Rotation for the newly added object layers (boolean array of 20 items, (optional)) – Layer

`bpy.ops.object.``explode_refresh`(modifier="")

  Refresh data in the Explode modifier

  Parameters: | modifier (string, (optional, never None)) – Modifier, Name of the modifier to edit

`bpy.ops.object.``forcefield_toggle`()

  Toggle object’s force field

`bpy.ops.object.``game_physics_copy`()

  Copy game physics properties to other selected objects

`bpy.ops.object.``game_property_clear`()

  Remove all game properties from all selected objects

`bpy.ops.object.``game_property_copy`(operation='COPY', property='')

  Copy/merge/replace a game property from active object to all selected objects

  Parameters: | operation (enum in [‘REPLACE’, ‘MERGE’, ‘COPY’], (optional)) – Operation property (enum in [], (optional)) – Property, Properties to copy

`bpy.ops.object.``game_property_move`(index=0, direction='UP')

  Move game property

  Parameters: | index (int in [0, inf], (optional)) – Index, Property index to move direction (enum in [‘UP’, ‘DOWN’], (optional)) – Direction, Direction for moving the property

`bpy.ops.object.``game_property_new`(type='FLOAT', name="")

  Create a new property available to the game engine

  Parameters: | type (enum in [‘BOOL’, ‘INT’, ‘FLOAT’, ‘STRING’, ‘TIMER’], (optional)) – Type, Type of game property to add `BOOL` Boolean, Boolean Property. `INT` Integer, Integer Property. `FLOAT` Float, Floating-Point Property. `STRING` String, String Property. `TIMER` Timer, Timer Property. name (string, (optional, never None)) – Name, Name of the game property to add

`bpy.ops.object.``game_property_remove`(index=0)

  Remove game property

  Parameters: | index (int in [0, inf], (optional)) – Index, Property index to remove

`bpy.ops.object.``group_add`()

  Add an object to a new group

`bpy.ops.object.``group_instance_add`(name="Group", group='', view_align=False, location=(0.0, 0.0, 0.0), rotation=(0.0, 0.0, 0.0), layers=(False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False))

  Add a dupligroup instance

  Parameters: | name (string, (optional, never None)) – Name, Group name to add group (enum in [], (optional)) – Group view_align (boolean, (optional)) – Align to View, Align the new object to the view location (float array of 3 items in [-inf, inf], (optional)) – Location, Location for the newly added object rotation (float array of 3 items in [-inf, inf], (optional)) – Rotation, Rotation for the newly added object layers (boolean array of 20 items, (optional)) – Layer

`bpy.ops.object.``group_link`(group='')

  Add an object to an existing group

  Parameters: | group (enum in [], (optional)) – Group

`bpy.ops.object.``group_remove`()

  Remove the active object from this group

`bpy.ops.object.``group_unlink`()

  Unlink the group from all objects

`bpy.ops.object.``grouped_select`()

  Select all objects in group

`bpy.ops.object.``hide_render_clear`()

  Reveal the render object by setting the hide render flag

`bpy.ops.object.``hide_render_clear_all`()

  Reveal all render objects by setting the hide render flag

  File: | startup/bl_operators/object.py:682

`bpy.ops.object.``hide_render_set`(unselected=False)

  Hide the render object by setting the hide render flag

  Parameters: | unselected (boolean, (optional)) – Unselected, Hide unselected rather than selected objects

`bpy.ops.object.``hide_view_clear`()

  Reveal the object by setting the hide flag

`bpy.ops.object.``hide_view_set`(unselected=False)

  Hide the object by setting the hide flag

  Parameters: | unselected (boolean, (optional)) – Unselected, Hide unselected rather than selected objects

`bpy.ops.object.``hook_add_newob`()

  Hook selected vertices to a newly created object

`bpy.ops.object.``hook_add_selob`(use_bone=False)

  Hook selected vertices to the first selected object

  Parameters: | use_bone (boolean, (optional)) – Active Bone, Assign the hook to the hook objects active bone

`bpy.ops.object.``hook_assign`(modifier='')

  Assign the selected vertices to a hook

  Parameters: | modifier (enum in [], (optional)) – Modifier, Modifier number to assign to

`bpy.ops.object.``hook_recenter`(modifier='')

  Set hook center to cursor position

  Parameters: | modifier (enum in [], (optional)) – Modifier, Modifier number to assign to

`bpy.ops.object.``hook_remove`(modifier='')

  Remove a hook from the active object

  Parameters: | modifier (enum in [], (optional)) – Modifier, Modifier number to remove

`bpy.ops.object.``hook_reset`(modifier='')

  Recalculate and clear offset transformation

  Parameters: | modifier (enum in [], (optional)) – Modifier, Modifier number to assign to

`bpy.ops.object.``hook_select`(modifier='')

  Select affected vertices on mesh

  Parameters: | modifier (enum in [], (optional)) – Modifier, Modifier number to remove

`bpy.ops.object.``isolate_type_render`()

  Hide unselected render objects of same type as active by setting the hide render flag

  File: | startup/bl_operators/object.py:662

`bpy.ops.object.``join`()

  Join selected objects into active object

`bpy.ops.object.``join_shapes`()

  Merge selected objects to shapes of active object

`bpy.ops.object.``join_uvs`()

  Transfer UV Maps from active to selected objects (needs matching geometry)

  File: | startup/bl_operators/object.py:571

`bpy.ops.object.``lamp_add`(type='POINT', radius=1.0, view_align=False, location=(0.0, 0.0, 0.0), rotation=(0.0, 0.0, 0.0), layers=(False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False))

  Add a lamp object to the scene

  Parameters: | type (enum in [‘POINT’, ‘SUN’, ‘SPOT’, ‘HEMI’, ‘AREA’], (optional)) – Type `POINT` Point, Omnidirectional point light source. `SUN` Sun, Constant direction parallel ray light source. `SPOT` Spot, Directional cone light source. `HEMI` Hemi, 180 degree constant light source. `AREA` Area, Directional area light source. radius (float in [0, inf], (optional)) – Radius view_align (boolean, (optional)) – Align to View, Align the new object to the view location (float array of 3 items in [-inf, inf], (optional)) – Location, Location for the newly added object rotation (float array of 3 items in [-inf, inf], (optional)) – Rotation, Rotation for the newly added object layers (boolean array of 20 items, (optional)) – Layer

`bpy.ops.object.``laplaciandeform_bind`(modifier="")

  Bind mesh to system in laplacian deform modifier

  Parameters: | modifier (string, (optional, never None)) – Modifier, Name of the modifier to edit

`bpy.ops.object.``location_clear`()

  Clear the object’s location

`bpy.ops.object.``lod_add`()

  Add a level of detail to this object

`bpy.ops.object.``lod_by_name`()

  Add levels of detail to this object based on object names

  File: | startup/bl_operators/object.py:807

`bpy.ops.object.``lod_clear_all`()

  Remove all levels of detail from this object

  File: | startup/bl_operators/object.py:857

`bpy.ops.object.``lod_generate`(count=3, target=0.1, package=False)

  Generate levels of detail using the decimate modifier

  Parameters: | count (int in [-inf, inf], (optional)) – Count target (float in [0, 1], (optional)) – Target Size package (boolean, (optional)) – Package into Group
  File: | startup/bl_operators/object.py:891

`bpy.ops.object.``lod_remove`(index=1)

  Remove a level of detail from this object

  Parameters: | index (int in [1, inf], (optional)) – Index

`bpy.ops.object.``logic_bricks_copy`()

  Copy logic bricks to other selected objects

`bpy.ops.object.``make_dupli_face`()

  Convert objects into dupli-face instanced

  File: | startup/bl_operators/object.py:650

`bpy.ops.object.``make_links_data`(type='OBDATA')

  Apply active object links to other selected objects

  Parameters: | type (enum in [‘OBDATA’, ‘MATERIAL’, ‘ANIMATION’, ‘GROUPS’, ‘DUPLIGROUP’, ‘MODIFIERS’, ‘FONTS’], (optional)) – Type

`bpy.ops.object.``make_links_scene`(scene='')

  Link selection to another scene

  Parameters: | scene (enum in [], (optional)) – Scene

`bpy.ops.object.``make_local`(type='SELECT_OBJECT')

  Make library linked datablocks local to this file

  Parameters: | type (enum in [‘SELECT_OBJECT’, ‘SELECT_OBDATA’, ‘SELECT_OBDATA_MATERIAL’, ‘ALL’], (optional)) – Type

`bpy.ops.object.``make_single_user`(type='SELECTED_OBJECTS', object=False, obdata=False, material=False, texture=False, animation=False)

  Make linked data local to each object

  Parameters: | type (enum in [‘SELECTED_OBJECTS’, ‘ALL’], (optional)) – Type object (boolean, (optional)) – Object, Make single user objects obdata (boolean, (optional)) – Object Data, Make single user object data material (boolean, (optional)) – Materials, Make materials local to each datablock texture (boolean, (optional)) – Textures, Make textures local to each material (needs ‘Materials’ to be set too) animation (boolean, (optional)) – Object Animation, Make animation data local to each object

`bpy.ops.object.``material_slot_add`()

  Add a new material slot

`bpy.ops.object.``material_slot_assign`()

  Assign active material slot to selection

`bpy.ops.object.``material_slot_copy`()

  Copies materials to other selected objects

`bpy.ops.object.``material_slot_deselect`()

  Deselect by active material slot

`bpy.ops.object.``material_slot_move`(direction='UP')

  Move the active material up/down in the list

  Parameters: | direction (enum in [‘UP’, ‘DOWN’], (optional)) – Direction, Direction to move, UP or DOWN

`bpy.ops.object.``material_slot_remove`()

  Remove the selected material slot

`bpy.ops.object.``material_slot_select`()

  Select by active material slot

`bpy.ops.object.``meshdeform_bind`(modifier="")

  Bind mesh to cage in mesh deform modifier

  Parameters: | modifier (string, (optional, never None)) – Modifier, Name of the modifier to edit

`bpy.ops.object.``metaball_add`(type='BALL', radius=1.0, view_align=False, enter_editmode=False, location=(0.0, 0.0, 0.0), rotation=(0.0, 0.0, 0.0), layers=(False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False))

  Add an metaball object to the scene

  Parameters: | type (enum in [‘BALL’, ‘CAPSULE’, ‘PLANE’, ‘ELLIPSOID’, ‘CUBE’], (optional)) – Primitive radius (float in [0, inf], (optional)) – Radius view_align (boolean, (optional)) – Align to View, Align the new object to the view enter_editmode (boolean, (optional)) – Enter Editmode, Enter editmode when adding this object location (float array of 3 items in [-inf, inf], (optional)) – Location, Location for the newly added object rotation (float array of 3 items in [-inf, inf], (optional)) – Rotation, Rotation for the newly added object layers (boolean array of 20 items, (optional)) – Layer

`bpy.ops.object.``mode_set`(mode='OBJECT', toggle=False)

  Sets the object interaction mode

  Parameters: | mode (enum in [‘OBJECT’, ‘EDIT’, ‘POSE’, ‘SCULPT’, ‘VERTEX_PAINT’, ‘WEIGHT_PAINT’, ‘TEXTURE_PAINT’, ‘PARTICLE_EDIT’], (optional)) – Mode toggle (boolean, (optional)) – Toggle

`bpy.ops.object.``modifier_add`(type='SUBSURF')

  Add a modifier to the active object

  Parameters: | type (enum in [‘DATA_TRANSFER’, ‘MESH_CACHE’, ‘NORMAL_EDIT’, ‘UV_PROJECT’, ‘UV_WARP’, ‘VERTEX_WEIGHT_EDIT’, ‘VERTEX_WEIGHT_MIX’, ‘VERTEX_WEIGHT_PROXIMITY’, ‘ARRAY’, ‘BEVEL’, ‘BOOLEAN’, ‘BUILD’, ‘DECIMATE’, ‘EDGE_SPLIT’, ‘MASK’, ‘MIRROR’, ‘MULTIRES’, ‘REMESH’, ‘SCREW’, ‘SKIN’, ‘SOLIDIFY’, ‘SUBSURF’, ‘TRIANGULATE’, ‘WIREFRAME’, ‘ARMATURE’, ‘CAST’, ‘CORRECTIVE_SMOOTH’, ‘CURVE’, ‘DISPLACE’, ‘HOOK’, ‘LAPLACIANSMOOTH’, ‘LAPLACIANDEFORM’, ‘LATTICE’, ‘MESH_DEFORM’, ‘SHRINKWRAP’, ‘SIMPLE_DEFORM’, ‘SMOOTH’, ‘WARP’, ‘WAVE’, ‘CLOTH’, ‘COLLISION’, ‘DYNAMIC_PAINT’, ‘EXPLODE’, ‘FLUID_SIMULATION’, ‘OCEAN’, ‘PARTICLE_INSTANCE’, ‘PARTICLE_SYSTEM’, ‘SMOKE’, ‘SOFT_BODY’, ‘SURFACE’], (optional)) – Type `DATA_TRANSFER` Data Transfer. `MESH_CACHE` Mesh Cache. `NORMAL_EDIT` Normal Edit. `UV_PROJECT` UV Project. `UV_WARP` UV Warp. `VERTEX_WEIGHT_EDIT` Vertex Weight Edit. `VERTEX_WEIGHT_MIX` Vertex Weight Mix. `VERTEX_WEIGHT_PROXIMITY` Vertex Weight Proximity. `ARRAY` Array. `BEVEL` Bevel. `BOOLEAN` Boolean. `BUILD` Build. `DECIMATE` Decimate. `EDGE_SPLIT` Edge Split. `MASK` Mask. `MIRROR` Mirror. `MULTIRES` Multiresolution. `REMESH` Remesh. `SCREW` Screw. `SKIN` Skin. `SOLIDIFY` Solidify. `SUBSURF` Subdivision Surface. `TRIANGULATE` Triangulate. `WIREFRAME` Wireframe, Generate a wireframe on the edges of a mesh. `ARMATURE` Armature. `CAST` Cast. `CORRECTIVE_SMOOTH` Corrective Smooth. `CURVE` Curve. `DISPLACE` Displace. `HOOK` Hook. `LAPLACIANSMOOTH` Laplacian Smooth. `LAPLACIANDEFORM` Laplacian Deform. `LATTICE` Lattice. `MESH_DEFORM` Mesh Deform. `SHRINKWRAP` Shrinkwrap. `SIMPLE_DEFORM` Simple Deform. `SMOOTH` Smooth. `WARP` Warp. `WAVE` Wave. `CLOTH` Cloth. `COLLISION` Collision. `DYNAMIC_PAINT` Dynamic Paint. `EXPLODE` Explode. `FLUID_SIMULATION` Fluid Simulation. `OCEAN` Ocean. `PARTICLE_INSTANCE` Particle Instance. `PARTICLE_SYSTEM` Particle System. `SMOKE` Smoke. `SOFT_BODY` Soft Body. `SURFACE` Surface.

`bpy.ops.object.``modifier_apply`(apply_as='DATA', modifier="")

  Apply modifier and remove from the stack

  Parameters: | apply_as (enum in [‘DATA’, ‘SHAPE’], (optional)) – Apply as, How to apply the modifier to the geometry `DATA` Object Data, Apply modifier to the object’s data. `SHAPE` New Shape, Apply deform-only modifier to a new shape on this object. modifier (string, (optional, never None)) – Modifier, Name of the modifier to edit

`bpy.ops.object.``modifier_convert`(modifier="")

  Convert particles to a mesh object

  Parameters: | modifier (string, (optional, never None)) – Modifier, Name of the modifier to edit

`bpy.ops.object.``modifier_copy`(modifier="")

  Duplicate modifier at the same position in the stack

  Parameters: | modifier (string, (optional, never None)) – Modifier, Name of the modifier to edit

`bpy.ops.object.``modifier_move_down`(modifier="")

  Move modifier down in the stack

  Parameters: | modifier (string, (optional, never None)) – Modifier, Name of the modifier to edit

`bpy.ops.object.``modifier_move_up`(modifier="")

  Move modifier up in the stack

  Parameters: | modifier (string, (optional, never None)) – Modifier, Name of the modifier to edit

`bpy.ops.object.``modifier_remove`(modifier="")

  Remove a modifier from the active object

  Parameters: | modifier (string, (optional, never None)) – Modifier, Name of the modifier to edit

`bpy.ops.object.``move_to_layer`(layers=(False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False))

  Move the object to different layers

  Parameters: | layers (boolean array of 20 items, (optional)) – Layer

`bpy.ops.object.``multires_base_apply`(modifier="")

  Modify the base mesh to conform to the displaced mesh

  Parameters: | modifier (string, (optional, never None)) – Modifier, Name of the modifier to edit

`bpy.ops.object.``multires_external_pack`()

  Pack displacements from an external file

`bpy.ops.object.``multires_external_save`(filepath="", check_existing=True, filter_blender=False, filter_backup=False, filter_image=False, filter_movie=False, filter_python=False, filter_font=False, filter_sound=False, filter_text=False, filter_btx=True, filter_collada=False, filter_folder=True, filter_blenlib=False, filemode=9, relative_path=True, display_type='DEFAULT', sort_method='FILE_SORT_ALPHA', modifier="")

  Save displacements to an external file

  Parameters: | filepath (string, (optional, never None)) – File Path, Path to file check_existing (boolean, (optional)) – Check Existing, Check and warn on overwriting existing files filter_blender (boolean, (optional)) – Filter .blend files filter_backup (boolean, (optional)) – Filter .blend files filter_image (boolean, (optional)) – Filter image files filter_movie (boolean, (optional)) – Filter movie files filter_python (boolean, (optional)) – Filter python files filter_font (boolean, (optional)) – Filter font files filter_sound (boolean, (optional)) – Filter sound files filter_text (boolean, (optional)) – Filter text files filter_btx (boolean, (optional)) – Filter btx files filter_collada (boolean, (optional)) – Filter COLLADA files filter_folder (boolean, (optional)) – Filter folders filter_blenlib (boolean, (optional)) – Filter Blender IDs filemode (int in [1, 9], (optional)) – File Browser Mode, The setting for the file browser mode to load a .blend file, a library or a special file relative_path (boolean, (optional)) – Relative Path, Select the file relative to the blend file display_type (enum in [‘DEFAULT’, ‘LIST_SHORT’, ‘LIST_LONG’, ‘THUMBNAIL’], (optional)) – Display Type `DEFAULT` Default, Automatically determine display type for files. `LIST_SHORT` Short List, Display files as short list. `LIST_LONG` Long List, Display files as a detailed list. `THUMBNAIL` Thumbnails, Display files as thumbnails. sort_method (enum in [‘FILE_SORT_ALPHA’, ‘FILE_SORT_EXTENSION’, ‘FILE_SORT_TIME’, ‘FILE_SORT_SIZE’], (optional)) – File sorting mode `FILE_SORT_ALPHA` Sort alphabetically, Sort the file list alphabetically. `FILE_SORT_EXTENSION` Sort by extension, Sort the file list by extension/type. `FILE_SORT_TIME` Sort by time, Sort files by modification time. `FILE_SORT_SIZE` Sort by size, Sort files by size. modifier (string, (optional, never None)) – Modifier, Name of the modifier to edit

`bpy.ops.object.``multires_higher_levels_delete`(modifier="")

  Deletes the higher resolution mesh, potential loss of detail

  Parameters: | modifier (string, (optional, never None)) – Modifier, Name of the modifier to edit

`bpy.ops.object.``multires_reshape`(modifier="")

  Copy vertex coordinates from other object

  Parameters: | modifier (string, (optional, never None)) – Modifier, Name of the modifier to edit

`bpy.ops.object.``multires_subdivide`(modifier="")

  Add a new level of subdivision

  Parameters: | modifier (string, (optional, never None)) – Modifier, Name of the modifier to edit

`bpy.ops.object.``ocean_bake`(modifier="", free=False)

  Bake an image sequence of ocean data

  Parameters: | modifier (string, (optional, never None)) – Modifier, Name of the modifier to edit free (boolean, (optional)) – Free, Free the bake, rather than generating it

`bpy.ops.object.``origin_clear`()

  Clear the object’s origin

`bpy.ops.object.``origin_set`(type='GEOMETRY_ORIGIN', center='MEDIAN')

  Set the object’s origin, by either moving the data, or set to center of data, or use 3D cursor

  Parameters: | type (enum in [‘GEOMETRY_ORIGIN’, ‘ORIGIN_GEOMETRY’, ‘ORIGIN_CURSOR’, ‘ORIGIN_CENTER_OF_MASS’], (optional)) – Type `GEOMETRY_ORIGIN` Geometry to Origin, Move object geometry to object origin. `ORIGIN_GEOMETRY` Origin to Geometry, Move object origin to center of object geometry. `ORIGIN_CURSOR` Origin to 3D Cursor, Move object origin to position of the 3D cursor. `ORIGIN_CENTER_OF_MASS` Origin to Center of Mass, Move object origin to the object center of mass (assuming uniform density). center (enum in [‘MEDIAN’, ‘BOUNDS’], (optional)) – Center

`bpy.ops.object.``parent_clear`(type='CLEAR')

  Clear the object’s parenting

  Parameters: | type (enum in [‘CLEAR’, ‘CLEAR_KEEP_TRANSFORM’, ‘CLEAR_INVERSE’], (optional)) – Type `CLEAR` Clear Parent, Completely clear the parenting relationship, including involved modifiers is any. `CLEAR_KEEP_TRANSFORM` Clear and Keep Transformation, As ‘Clear Parent’, but keep the current visual transformations of the object. `CLEAR_INVERSE` Clear Parent Inverse, Reset the transform corrections applied to the parenting relationship, does not remove parenting itself.

`bpy.ops.object.``parent_no_inverse_set`()

  Set the object’s parenting without setting the inverse parent correction

`bpy.ops.object.``parent_set`(type='OBJECT', xmirror=False, keep_transform=False)

  Set the object’s parenting

  Parameters: | type (enum in [‘OBJECT’, ‘ARMATURE’, ‘ARMATURE_NAME’, ‘ARMATURE_AUTO’, ‘ARMATURE_ENVELOPE’, ‘BONE’, ‘BONE_RELATIVE’, ‘CURVE’, ‘FOLLOW’, ‘PATH_CONST’, ‘LATTICE’, ‘VERTEX’, ‘VERTEX_TRI’], (optional)) – Type xmirror (boolean, (optional)) – X Mirror, Apply weights symmetrically along X axis, for Envelope/Automatic vertex groups creation keep_transform (boolean, (optional)) – Keep Transform, Apply transformation before parenting

`bpy.ops.object.``particle_system_add`()

  Add a particle system

`bpy.ops.object.``particle_system_remove`()

  Remove the selected particle system

`bpy.ops.object.``paths_calculate`(start_frame=1, end_frame=250)

  Calculate motion paths for the selected objects

  Parameters: | start_frame (int in [-300000, 300000], (optional)) – Start, First frame to calculate object paths on end_frame (int in [-300000, 300000], (optional)) – End, Last frame to calculate object paths on

`bpy.ops.object.``paths_clear`()

  Clear path caches for selected objects

`bpy.ops.object.``paths_update`()

  Recalculate paths for selected objects

`bpy.ops.object.``posemode_toggle`()

  Enable or disable posing/selecting bones

`bpy.ops.object.``proxy_make`(object='DEFAULT')

  Add empty object to become local replacement data of a library-linked object

  Parameters: | object (enum in [‘DEFAULT’], (optional)) – Proxy Object, Name of lib-linked/grouped object to make a proxy for

`bpy.ops.object.``quick_explode`(style='EXPLODE', amount=100, frame_duration=50, frame_start=1, frame_end=10, velocity=1.0, fade=True)

  Undocumented

  Parameters: | style (enum in [‘EXPLODE’, ‘BLEND’], (optional)) – Explode Style amount (int in [2, 10000], (optional)) – Amount of pieces frame_duration (int in [1, 300000], (optional)) – Duration frame_start (int in [1, 300000], (optional)) – Start Frame frame_end (int in [1, 300000], (optional)) – End Frame velocity (float in [0, 300000], (optional)) – Outwards Velocity fade (boolean, (optional)) – Fade, Fade the pieces over time
  File: | startup/bl_operators/object_quick_effects.py:164

`bpy.ops.object.``quick_fluid`(style='BASIC', initial_velocity=(0.0, 0.0, 0.0), show_flows=False, start_baking=False)

  Undocumented

  Parameters: | style (enum in [‘INFLOW’, ‘BASIC’], (optional)) – Fluid Style initial_velocity (float array of 3 items in [-100, 100], (optional)) – Initial Velocity, Initial velocity of the fluid show_flows (boolean, (optional)) – Render Fluid Objects, Keep the fluid objects visible during rendering start_baking (boolean, (optional)) – Start Fluid Bake, Start baking the fluid immediately after creating the domain object
  File: | startup/bl_operators/object_quick_effects.py:564

`bpy.ops.object.``quick_fur`(density='MEDIUM', view_percentage=10, length=0.1)

  Undocumented

  Parameters: | density (enum in [‘LIGHT’, ‘MEDIUM’, ‘HEAVY’], (optional)) – Fur Density view_percentage (int in [1, 100], (optional)) – View % length (float in [0.001, 100], (optional)) – Length
  File: | startup/bl_operators/object_quick_effects.py:75

`bpy.ops.object.``quick_smoke`(style='SMOKE', show_flows=False)

  Undocumented

  Parameters: | style (enum in [‘SMOKE’, ‘FIRE’, ‘BOTH’], (optional)) – Smoke Style show_flows (boolean, (optional)) – Render Smoke Objects, Keep the smoke objects visible during rendering
  File: | startup/bl_operators/object_quick_effects.py:319

`bpy.ops.object.``randomize_transform`(random_seed=0, use_delta=False, use_loc=True, loc=(0.0, 0.0, 0.0), use_rot=True, rot=(0.0, 0.0, 0.0), use_scale=True, scale_even=False, scale=(1.0, 1.0, 1.0))

  Randomize objects loc/rot/scale

  Parameters: | random_seed (int in [0, 10000], (optional)) – Random Seed, Seed value for the random generator use_delta (boolean, (optional)) – Transform Delta, Randomize delta transform values instead of regular transform use_loc (boolean, (optional)) – Randomize Location, Randomize the location values loc (float array of 3 items in [-100, 100], (optional)) – Location, Maximum distance the objects can spread over each axis use_rot (boolean, (optional)) – Randomize Rotation, Randomize the rotation values rot (float array of 3 items in [-3.14159, 3.14159], (optional)) – Rotation, Maximum rotation over each axis use_scale (boolean, (optional)) – Randomize Scale, Randomize the scale values scale_even (boolean, (optional)) – Scale Even, Use the same scale value for all axis scale (float array of 3 items in [-100, 100], (optional)) – Scale, Maximum scale randomization over each axis
  File: | startup/bl_operators/object_randomize_transform.py:171

`bpy.ops.object.``rotation_clear`()

  Clear the object’s rotation

`bpy.ops.object.``scale_clear`()

  Clear the object’s scale

`bpy.ops.object.``select_all`(action='TOGGLE')

  Change selection of all visible objects in scene

  Parameters: | action (enum in [‘TOGGLE’, ‘SELECT’, ‘DESELECT’, ‘INVERT’], (optional)) – Action, Selection action to execute `TOGGLE` Toggle, Toggle selection for all elements. `SELECT` Select, Select all elements. `DESELECT` Deselect, Deselect all elements. `INVERT` Invert, Invert selection of all elements.

`bpy.ops.object.``select_by_layer`(match='EXACT', extend=False, layers=1)

  Select all visible objects on a layer

  Parameters: | match (enum in [‘EXACT’, ‘SHARED’], (optional)) – Match extend (boolean, (optional)) – Extend, Extend selection instead of deselecting everything first layers (int in [1, 20], (optional)) – Layer

`bpy.ops.object.``select_by_type`(extend=False, type='MESH')

  Select all visible objects that are of a type

  Parameters: | extend (boolean, (optional)) – Extend, Extend selection instead of deselecting everything first type (enum in [‘MESH’, ‘CURVE’, ‘SURFACE’, ‘META’, ‘FONT’, ‘ARMATURE’, ‘LATTICE’, ‘EMPTY’, ‘CAMERA’, ‘LAMP’, ‘SPEAKER’], (optional)) – Type

`bpy.ops.object.``select_camera`(extend=False)

  Select the active camera

  Parameters: | extend (boolean, (optional)) – Extend, Extend the selection
  File: | startup/bl_operators/object.py:122

`bpy.ops.object.``select_grouped`(extend=False, type='CHILDREN_RECURSIVE')

  Select all visible objects grouped by various properties

  Parameters: | extend (boolean, (optional)) – Extend, Extend selection instead of deselecting everything first type (enum in [‘CHILDREN_RECURSIVE’, ‘CHILDREN’, ‘PARENT’, ‘SIBLINGS’, ‘TYPE’, ‘LAYER’, ‘GROUP’, ‘HOOK’, ‘PASS’, ‘COLOR’, ‘PROPERTIES’, ‘KEYINGSET’, ‘LAMP_TYPE’], (optional)) – Type `CHILDREN_RECURSIVE` Children. `CHILDREN` Immediate Children. `PARENT` Parent. `SIBLINGS` Siblings, Shared Parent. `TYPE` Type, Shared object type. `LAYER` Layer, Shared layers. `GROUP` Group, Shared group. `HOOK` Hook. `PASS` Pass, Render pass Index. `COLOR` Color, Object Color. `PROPERTIES` Properties, Game Properties. `KEYINGSET` Keying Set, Objects included in active Keying Set. `LAMP_TYPE` Lamp Type, Matching lamp types.

`bpy.ops.object.``select_hierarchy`(direction='PARENT', extend=False)

  Select object relative to the active object’s position in the hierarchy

  Parameters: | direction (enum in [‘PARENT’, ‘CHILD’], (optional)) – Direction, Direction to select in the hierarchy extend (boolean, (optional)) – Extend, Extend the existing selection
  File: | startup/bl_operators/object.py:170

`bpy.ops.object.``select_linked`(extend=False, type='OBDATA')

  Select all visible objects that are linked

  Parameters: | extend (boolean, (optional)) – Extend, Extend selection instead of deselecting everything first type (enum in [‘OBDATA’, ‘MATERIAL’, ‘TEXTURE’, ‘DUPGROUP’, ‘PARTICLE’, ‘LIBRARY’, ‘LIBRARY_OBDATA’], (optional)) – Type

`bpy.ops.object.``select_mirror`(extend=False)

  Select the Mirror objects of the selected object eg. L.sword -> R.sword

  Parameters: | extend (boolean, (optional)) – Extend, Extend selection instead of deselecting everything first

`bpy.ops.object.``select_pattern`(pattern="*", case_sensitive=False, extend=True)

  Select objects matching a naming pattern

  Parameters: | pattern (string, (optional, never None)) – Pattern, Name filter using ‘*’, ‘?’ and ‘[abc]’ unix style wildcards case_sensitive (boolean, (optional)) – Case Sensitive, Do a case sensitive compare extend (boolean, (optional)) – Extend, Extend the existing selection
  File: | startup/bl_operators/object.py:56

`bpy.ops.object.``select_random`(percent=50.0, seed=0, action='SELECT')

  Set select on random visible objects

  Parameters: | percent (float in [0, 100], (optional)) – Percent, Percentage of objects to select randomly seed (int in [0, inf], (optional)) – Random Seed, Seed for the random number generator action (enum in [‘SELECT’, ‘DESELECT’], (optional)) – Action, Selection action to execute `SELECT` Select, Select all elements. `DESELECT` Deselect, Deselect all elements.

`bpy.ops.object.``select_same_group`(group="")

  Select object in the same group

  Parameters: | group (string, (optional, never None)) – Group, Name of the group to select

`bpy.ops.object.``shade_flat`()

  Render and display faces uniform, using Face Normals

`bpy.ops.object.``shade_smooth`()

  Render and display faces smooth, using interpolated Vertex Normals

`bpy.ops.object.``shape_key_add`(from_mix=True)

  Add shape key to the object

  Parameters: | from_mix (boolean, (optional)) – From Mix, Create the new shape key from the existing mix of keys

`bpy.ops.object.``shape_key_clear`()

  Clear weights for all shape keys

`bpy.ops.object.``shape_key_mirror`(use_topology=False)

  Mirror the current shape key along the local X axis

  Parameters: | use_topology (boolean, (optional)) – Topology Mirror, Use topology based mirroring (for when both sides of mesh have matching, unique topology)

`bpy.ops.object.``shape_key_move`(type='TOP')

  Move the active shape key up/down in the list

  Parameters: | type (enum in [‘TOP’, ‘UP’, ‘DOWN’, ‘BOTTOM’], (optional)) – Type `TOP` Top, Top of the list. `UP` Up. `DOWN` Down. `BOTTOM` Bottom, Bottom of the list.

`bpy.ops.object.``shape_key_remove`(all=False)

  Remove shape key from the object

  Parameters: | all (boolean, (optional)) – All, Remove all shape keys

`bpy.ops.object.``shape_key_retime`()

  Resets the timing for absolute shape keys

`bpy.ops.object.``shape_key_transfer`(mode='OFFSET', use_clamp=False)

  Copy another selected objects active shape to this one by applying the relative offsets

  Parameters: | mode (enum in [‘OFFSET’, ‘RELATIVE_FACE’, ‘RELATIVE_EDGE’], (optional)) – Transformation Mode, Relative shape positions to the new shape method `OFFSET` Offset, Apply the relative positional offset. `RELATIVE_FACE` Relative Face, Calculate relative position (using faces). `RELATIVE_EDGE` Relative Edge, Calculate relative position (using edges). use_clamp (boolean, (optional)) – Clamp Offset, Clamp the transformation to the distance each vertex moves in the original shape
  File: | startup/bl_operators/object.py:471

`bpy.ops.object.``skin_armature_create`(modifier="")

  Create an armature that parallels the skin layout

  Parameters: | modifier (string, (optional, never None)) – Modifier, Name of the modifier to edit

`bpy.ops.object.``skin_loose_mark_clear`(action='MARK')

  Mark/clear selected vertices as loose

  Parameters: | action (enum in [‘MARK’, ‘CLEAR’], (optional)) – Action `MARK` Mark, Mark selected vertices as loose. `CLEAR` Clear, Set selected vertices as not loose.

`bpy.ops.object.``skin_radii_equalize`()

  Make skin radii of selected vertices equal on each axis

`bpy.ops.object.``skin_root_mark`()

  Mark selected vertices as roots

`bpy.ops.object.``slow_parent_clear`()

  Clear the object’s slow parent

`bpy.ops.object.``slow_parent_set`()

  Set the object’s slow parent

`bpy.ops.object.``speaker_add`(view_align=False, enter_editmode=False, location=(0.0, 0.0, 0.0), rotation=(0.0, 0.0, 0.0), layers=(False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False))

  Add a speaker object to the scene

  Parameters: | view_align (boolean, (optional)) – Align to View, Align the new object to the view enter_editmode (boolean, (optional)) – Enter Editmode, Enter editmode when adding this object location (float array of 3 items in [-inf, inf], (optional)) – Location, Location for the newly added object rotation (float array of 3 items in [-inf, inf], (optional)) – Rotation, Rotation for the newly added object layers (boolean array of 20 items, (optional)) – Layer

`bpy.ops.object.``subdivision_set`(level=1, relative=False)

  Sets a Subdivision Surface Level (1-5)

  Parameters: | level (int in [-100, 100], (optional)) – Level relative (boolean, (optional)) – Relative, Apply the subsurf level as an offset relative to the current level
  File: | startup/bl_operators/object.py:239

`bpy.ops.object.``text_add`(radius=1.0, view_align=False, enter_editmode=False, location=(0.0, 0.0, 0.0), rotation=(0.0, 0.0, 0.0), layers=(False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False))

  Add a text object to the scene

  Parameters: | radius (float in [0, inf], (optional)) – Radius view_align (boolean, (optional)) – Align to View, Align the new object to the view enter_editmode (boolean, (optional)) – Enter Editmode, Enter editmode when adding this object location (float array of 3 items in [-inf, inf], (optional)) – Location, Location for the newly added object rotation (float array of 3 items in [-inf, inf], (optional)) – Rotation, Rotation for the newly added object layers (boolean array of 20 items, (optional)) – Layer

`bpy.ops.object.``track_clear`(type='CLEAR')

  Clear tracking constraint or flag from object

  Parameters: | type (enum in [‘CLEAR’, ‘CLEAR_KEEP_TRANSFORM’], (optional)) – Type

`bpy.ops.object.``track_set`(type='DAMPTRACK')

  Make the object track another object, using various methods/constraints

  Parameters: | type (enum in [‘DAMPTRACK’, ‘TRACKTO’, ‘LOCKTRACK’], (optional)) – Type

`bpy.ops.object.``transform_apply`(location=False, rotation=False, scale=False)

  Apply the object’s transformation to its data

  Parameters: | location (boolean, (optional)) – Location rotation (boolean, (optional)) – Rotation scale (boolean, (optional)) – Scale

`bpy.ops.object.``unlink_data`()

  Undocumented

`bpy.ops.object.``vertex_group_add`()

  Add a new vertex group to the active object

`bpy.ops.object.``vertex_group_assign`()

  Assign the selected vertices to the active vertex group

`bpy.ops.object.``vertex_group_assign_new`()

  Assign the selected vertices to a new vertex group

`bpy.ops.object.``vertex_group_clean`(group_select_mode='', limit=0.0, keep_single=False)

  Remove vertex group assignments which are not required

  Parameters: | group_select_mode (enum in [], (optional)) – Subset, Define which subset of Groups shall be used limit (float in [0, 1], (optional)) – Limit, Remove vertices which weight is below or equal to this limit keep_single (boolean, (optional)) – Keep Single, Keep verts assigned to at least one group when cleaning

`bpy.ops.object.``vertex_group_copy`()

  Make a copy of the active vertex group

`bpy.ops.object.``vertex_group_copy_to_linked`()

  Replace vertex groups of all users of the same geometry data by vertex groups of active object

`bpy.ops.object.``vertex_group_copy_to_selected`()

  Replace vertex groups of selected objects by vertex groups of active object

`bpy.ops.object.``vertex_group_deselect`()

  Deselect all selected vertices assigned to the active vertex group

`bpy.ops.object.``vertex_group_fix`(dist=0.0, strength=1.0, accuracy=1.0)

  Modify the position of selected vertices by changing only their respective groups’ weights (this tool may be slow for many vertices)

  Parameters: | dist (float in [-inf, inf], (optional)) – Distance, The distance to move to strength (float in [-2, inf], (optional)) – Strength, The distance moved can be changed by this multiplier accuracy (float in [0.05, inf], (optional)) – Change Sensitivity, Change the amount weights are altered with each iteration: lower values are slower

`bpy.ops.object.``vertex_group_invert`(group_select_mode='', auto_assign=True, auto_remove=True)

  Invert active vertex group’s weights

  Parameters: | group_select_mode (enum in [], (optional)) – Subset, Define which subset of Groups shall be used auto_assign (boolean, (optional)) – Add Weights, Add verts from groups that have zero weight before inverting auto_remove (boolean, (optional)) – Remove Weights, Remove verts from groups that have zero weight after inverting

`bpy.ops.object.``vertex_group_levels`(group_select_mode='', offset=0.0, gain=1.0)

  Add some offset and multiply with some gain the weights of the active vertex group

  Parameters: | group_select_mode (enum in [], (optional)) – Subset, Define which subset of Groups shall be used offset (float in [-1, 1], (optional)) – Offset, Value to add to weights gain (float in [0, inf], (optional)) – Gain, Value to multiply weights by

`bpy.ops.object.``vertex_group_limit_total`(group_select_mode='', limit=4)

  Limit deform weights associated with a vertex to a specified number by removing lowest weights

  Parameters: | group_select_mode (enum in [], (optional)) – Subset, Define which subset of Groups shall be used limit (int in [1, 32], (optional)) – Limit, Maximum number of deform weights

`bpy.ops.object.``vertex_group_lock`(action='TOGGLE')

  Change the lock state of all vertex groups of active object

  Parameters: | action (enum in [‘TOGGLE’, ‘LOCK’, ‘UNLOCK’, ‘INVERT’], (optional)) – Action, Lock action to execute on vertex groups `TOGGLE` Toggle, Unlock all vertex groups if there is at least one locked group, lock all in other case. `LOCK` Lock, Lock all vertex groups. `UNLOCK` Unlock, Unlock all vertex groups. `INVERT` Invert, Invert the lock state of all vertex groups.

`bpy.ops.object.``vertex_group_mirror`(mirror_weights=True, flip_group_names=True, all_groups=False, use_topology=False)

  Mirror vertex group, flip weights and/or names, editing only selected vertices, flipping when both sides are selected otherwise copy from unselected

  Parameters: | mirror_weights (boolean, (optional)) – Mirror Weights, Mirror weights flip_group_names (boolean, (optional)) – Flip Group Names, Flip vertex group names all_groups (boolean, (optional)) – All Groups, Mirror all vertex groups weights use_topology (boolean, (optional)) – Topology Mirror, Use topology based mirroring (for when both sides of mesh have matching, unique topology)

`bpy.ops.object.``vertex_group_move`(direction='UP')

  Move the active vertex group up/down in the list

  Parameters: | direction (enum in [‘UP’, ‘DOWN’], (optional)) – Direction, Direction to move, UP or DOWN

`bpy.ops.object.``vertex_group_normalize`()

  Normalize weights of the active vertex group, so that the highest ones are now 1.0

`bpy.ops.object.``vertex_group_normalize_all`(group_select_mode='', lock_active=True)

  Normalize all weights of all vertex groups, so that for each vertex, the sum of all weights is 1.0

  Parameters: | group_select_mode (enum in [], (optional)) – Subset, Define which subset of Groups shall be used lock_active (boolean, (optional)) – Lock Active, Keep the values of the active group while normalizing others

`bpy.ops.object.``vertex_group_quantize`(group_select_mode='', steps=4)

  Set weights to a fixed number of steps

  Parameters: | group_select_mode (enum in [], (optional)) – Subset, Define which subset of Groups shall be used steps (int in [1, 1000], (optional)) – Steps, Number of steps between 0 and 1

`bpy.ops.object.``vertex_group_remove`(all=False)

  Delete the active or all vertex groups from the active object

  Parameters: | all (boolean, (optional)) – All, Remove all vertex groups

`bpy.ops.object.``vertex_group_remove_from`(use_all_groups=False, use_all_verts=False)

  Remove the selected vertices from active or all vertex group(s)

  Parameters: | use_all_groups (boolean, (optional)) – All Groups, Remove from all groups use_all_verts (boolean, (optional)) – All Verts, Clear the active group

`bpy.ops.object.``vertex_group_select`()

  Select all the vertices assigned to the active vertex group

`bpy.ops.object.``vertex_group_set_active`(group='')

  Set the active vertex group

  Parameters: | group (enum in [], (optional)) – Group, Vertex group to set as active

`bpy.ops.object.``vertex_group_smooth`(group_select_mode='', factor=0.5, repeat=1, expand=0.0, source='ALL')

  Smooth weights for selected vertices

  Parameters: | group_select_mode (enum in [], (optional)) – Subset, Define which subset of Groups shall be used factor (float in [0, 1], (optional)) – Factor repeat (int in [1, 10000], (optional)) – Iterations expand (float in [-1, 1], (optional)) – Expand/Contract, Expand/contract weights source (enum in [‘ALL’, ‘SELECT’, ‘DESELECT’], (optional)) – Source, Vertices to mix with

`bpy.ops.object.``vertex_group_sort`(sort_type='NAME')

  Sort vertex groups

  Parameters: | sort_type (enum in [‘NAME’, ‘BONE_HIERARCHY’], (optional)) – Sort type, Sort type

`bpy.ops.object.``vertex_parent_set`()

  Parent selected objects to the selected vertices

`bpy.ops.object.``vertex_weight_copy`()

  Copy weights from active to selected

`bpy.ops.object.``vertex_weight_delete`(weight_group=-1)

  Delete this weight from the vertex (disabled if vertex group is locked)

  Parameters: | weight_group (int in [-1, inf], (optional)) – Weight Index, Index of source weight in active vertex group

`bpy.ops.object.``vertex_weight_normalize_active_vertex`()

  Normalize active vertex’s weights

`bpy.ops.object.``vertex_weight_paste`(weight_group=-1)

  Copy this group’s weight to other selected verts (disabled if vertex group is locked)

  Parameters: | weight_group (int in [-1, inf], (optional)) – Weight Index, Index of source weight in active vertex group

`bpy.ops.object.``vertex_weight_set_active`(weight_group=-1)

  Set as active vertex group

  Parameters: | weight_group (int in [-1, inf], (optional)) – Weight Index, Index of source weight in active vertex group

`bpy.ops.object.``visual_transform_apply`()

  Apply the object’s visual transformation to its data